Jump to content
FORUMS
Damien

Holy Paladin 7.3

Recommended Posts

Guest Leo

I could not find any reference to Light of the Martyr in the section "Rotation, Cooldowns, and Abilities".

Is it an omission or is it recommended to avoid using it?

Share this post


Link to post
Share on other sites
1 hour ago, Guest Leo said:

I could not find any reference to Light of the Martyr in the section "Rotation, Cooldowns, and Abilities".

Is it an omission or is it recommended to avoid using it?

Hey. Thanks for the comment; not including the spell was obviously an oversight, although it is not actually used in the healing rotation due to it being pretty poor. I'll be updating the guide to mention it, though.

Share this post


Link to post
Share on other sites
Guest Sellys

" The best talent in this tier is Aura of Mercy IconAura of Mercy, and we recommend always choosing it. Aside from increasing the range of your heals, it also increases the radius in which your Mastery: Lightbringer IconMastery: Lightbringer has maximum potency. The other two talents are simply not worth considering. "

 

Aura of Mercy tooltip says nothing about increasing range of heals or radius of Lightbringer, that seems to be Rule of Law from the Tier 2 talents.

Share this post


Link to post
Share on other sites
Guest Demeco31
53 minutes ago, Guest Sellys said:

" The best talent in this tier is Aura of Mercy IconAura of Mercy, and we recommend always choosing it. Aside from increasing the range of your heals, it also increases the radius in which your Mastery: Lightbringer IconMastery: Lightbringer has maximum potency. The other two talents are simply not worth considering. "

 

Aura of Mercy tooltip says nothing about increasing range of heals or radius of Lightbringer, that seems to be Rule of Law from the Tier 2 talents.

From what I've seen so far today, most paladins are taking devotion aura as the raid CD, and only using this as a padding talent ATM.

Share this post


Link to post
Share on other sites
Guest frokie

was kinda hoping youd have a better holy paladin to look over the guide and approve it. Youve got a holy paladin that hasnt even finished mythic raid on that toon. not to mention its an alt of a priest, meaning all his efforts isnt put into looking into paladins (imo). any chance of getting any other high ranking holy paladins to look at it?

Share this post


Link to post
Share on other sites
Guest Aryøn

Hi,

Aura of Mercy is as good as Druid tranquility if you're on a 20 raid or above. For 10 people, Aura of devotion will be better than Aura of Mercy if absorption of devotion aura is superior to the Aura of Mercy heal amount. I think talent are correct and should be chosen depending fight mechanics. But in the case of a dungeon, Aura of mercy won't heal enough 5 people.

My thought is based on talents tooltip, I may be wrong but if you calculate based on a fight like Gorefiend, you should see that Devotion aura comes first.

Share this post


Link to post
Share on other sites
5 hours ago, Guest Aryøn said:

 

Mercy is likely to be the most useful go to choice.  Devotion's dmg reduction is only useful for the non passive CD where it effects all raid members within 40 yards.  Mercy may be a small tick of a heal but as long as you are aware of where your standing it can always be effectively healing those needing it and every 1 second is a solid addition to AOE healing which we can agree is about NILL from us, as well as a Devo cd that is a small tranq.  Remember the devotion talent is a 20% dmg redux spread among all those in range.  

 

However, having said that, if you are healing with a competent resto druid who chose to take the 60 seconds off their tranq timer, you might be better served taking devotion aura.  Your healing may suffer but as a team you will supply a strong raid wide dmg redux.  

 

These are initial thoughts based on what I noticed healing tonight and in beta and may change with further testing.

Edited by nictitate

Share this post


Link to post
Share on other sites
Guest Rata

Blessings no longer remove each other. I tested it today on live and my party member have all blessing in same time. 

Share this post


Link to post
Share on other sites

Thanks for these posts. I'm going to look into these issues today and address them. Will keep you posted.

 

UPDATE: We've made a few updates to the guide which should fix some of the issues that existed. We'll also be keep an eye out over the next couple of days and making any more changes that may be needed. Thank you for the feedback!

Share this post


Link to post
Share on other sites
Guest Nephilite

I strongly disagree with the notion that Beacon of Faith should never be taken. CURRENTLY, with the HFC 4-piece bonus, if you were to take Faith, you would still be hitting BOTH beaconed targets for 45% via transferring. That is a HUGE amount for BOTH tanks. I think this will change in Legion for sure, however.

Share this post


Link to post
Share on other sites
3 hours ago, Guest Nephilite said:

I strongly disagree with the notion that Beacon of Faith should never be taken. CURRENTLY, with the HFC 4-piece bonus, if you were to take Faith, you would still be hitting BOTH beaconed targets for 45% via transferring. That is a HUGE amount for BOTH tanks. I think this will change in Legion for sure, however.

I think the benefit is lost when you consider beacon of light bringer allows the tank to effect your mastery hitting melee.  It helps you with the biggest weakness we have right now, which is mobility.  For archimonde atm beacon of faith can still be a solid choice since both tanks are actively taking dmg from the boss or adds.  Beacon of Lightbringer allows us to give a full mastery heal on melee without being in melee.

Share this post


Link to post
Share on other sites
Guest Justly

Could you please explain a bit more as to why a holy pally would not want to use Judgement of Light if the tank is also using it? It just seems like a good source of small ongoing heals with little attention needed.  Thank you!

Share this post


Link to post
Share on other sites

Only been a few days so far. But on a 691 Holydin, tank/melee healing, Light of the Martyr is my top heals and I am out healing what I used to do before the talent changes. About 45K (right up until I go OOM) when stacked within 10 yards. I spam LotM 8-10 times & then self-cast Holy Shock, with beacon on myself, it about balances with an occasional flash of light. Also hit LoD at 10.1 seconds and the same timing for Judgement (macro'd to cast on targetstarget) . Prism every 20 (macro'd to cast on targetstarget) . Then a cast heal for variety, and Light's hammer ever minute.

Top Heals :

1 Light of the martyr

2 Light of Dawn 

3. Judgement of Light 

4. Prism

Been very happy leading with LotM, except for the eventual OOM. But I don't think that is to blame - or at least not if I tweak it's use. It does need significant work, before progression raiding though, as it does obviously generate extra healing need. But as a makedo, to outheal the old spec inside a week of release is very pleasing.

Share this post


Link to post
Share on other sites
Guest metrolol

Wow really bad guide. You don't seem to actually know what Haste does lol! 

You know it lowers the CD on Holy Shock AND Light of Dawn now, on top of the other things you have there. 

Share this post


Link to post
Share on other sites
3 hours ago, Guest metrolol said:

Wow really bad guide. You don't seem to actually know what Haste does lol! 

You know it lowers the CD on Holy Shock AND Light of Dawn now, on top of the other things you have there. 

Are you really calling the guide "really bad", just because of something so minor?

Share this post


Link to post
Share on other sites
Guest Abyss

Honestly I can't seem to find myself agreeing with this post. Haste seems to be an incredibly valuable stat currently. Like someone else mentioned, it lowers the cooldown on two quite valuable heals. When we receive our Artifact Weapons I think crit will become a little less important because of how much we can get out of talents. I think with the lack of mobility we have that our Holy Shock and and Light of Dawn need to be empowered by as much haste as we can get, without sacrificing too much from other stats. I will agree that crit may be the most valuable stat right now, but I think haste is a bit more valuable then what is said here and there is very little information here that describes haste in its current state with our spec. I have a few other complaints as well, but this is what stands out to me.

I looked over the person you got from Serenity to give you the okay with this guide and I can't seem to find a reason why he/she was chosen. I don't mean this as a person attack on this person because I have nothing against them, but I think finding someone else could have been a bit more beneficial. Overall I think this guide could be reviewed, but with the patch being new I understand it not being 100% on point because this patch is just an unfinished product of what we will be getting in a months time. Either way, I appreciate the time put in to write this to help others.

Share this post


Link to post
Share on other sites

For those arguing pro haste; haste is a valuable stat that if you take some time looking through the gear is going to end up giving us a significant boost to that stat without having to focus on it heavily.  I can understand and agree with the adage (faster casts=more heals out= better healing) but allow me to argue in a different manner.  We currently have a class that is centered around proximity to those being healed.  We lack the mobility to be a constantly moving class unless you want to focus purely on LOTM which is a heal loss IMHO in a raid setting.  Our mastery increases our healing depending on how close we are 10 yards being the max benefit.  Add a healthy crit to that and your heals may come out a little slower but will inevitably heal far stronger.  Coupling Crit with mastery but favoring crit will allow you to stand relatively still and heal everyone with the right talents for massive numbers.  After extensive testing in Beta I can attest to the fact that Crit is going to likely be the best stat for us going into first legion raid, followed by mastery.

If you choose to favor haste that is a valid healing strategy as long as you are capable of managing your mana well.  Your HPS will be significantly higher but your overall healing will suffer.  Because the gear we will be raiding in has high haste on several key pieces (in legion) we will likely end up with similar cast times as we have now at the end of legion (minus the 4 set haste bonus).  With similar cast times crit/mastery may be slightly slower than all haste but overall healing will be better. It really depends on how you plan on playing and both can be arguably viable.  

The key I always stress when helping other pallies is make sure your play style (whatever you choose) has good synergy with the rest of your healers.  A solid heal team is always preferred to 1 healer pushing for their own numbers.  My realid (jebbo#1367) is open to all Hpally healers looking to discuss upcoming legion healing.  I enjoy helping healers in any way I can and welcome dissenting opinions as well.  Let's make the Hpally community a strong healing group this xpac.

-nic-

Share this post


Link to post
Share on other sites
Guest Vayne

I cant agree with the first talent choice... Crusader's Might is the best talent for the tier, it allows you to have a holy shock every other cast with a holy shock/crusader's Strike Rotation during Avenging Wrath, and makes it even better with Sanctified Wrath. A 5 Second heal is pretty craptastic if you think about the cd... yes it is an instant cast but for 6% of base mana with a 5 second delay... which will most likely not trigger when you want it. in a raid situation, the probability that it will not overheal 90% of it is very unlikely. im sorry but Bestow Faith is garbage.

Share this post


Link to post
Share on other sites
Guest Secabea
On 7/23/2016 at 7:33 PM, Enso said:

Only been a few days so far. But on a 691 Holydin, tank/melee healing, Light of the Martyr is my top heals and I am out healing what I used to do before the talent changes. About 45K (right up until I go OOM) when stacked within 10 yards. I spam LotM 8-10 times & then self-cast Holy Shock, with beacon on myself, it about balances with an occasional flash of light. Also hit LoD at 10.1 seconds and the same timing for Judgement (macro'd to cast on targetstarget) . Prism every 20 (macro'd to cast on targetstarget) . Then a cast heal for variety, and Light's hammer ever minute.

Top Heals :

1 Light of the martyr

2 Light of Dawn 

3. Judgement of Light 

4. Prism

Been very happy leading with LotM, except for the eventual OOM. But I don't think that is to blame - or at least not if I tweak it's use. It does need significant work, before progression raiding though, as it does obviously generate extra healing need. But as a makedo, to outheal the old spec inside a week of release is very pleasing.

 I would agree with you on live prepatch Light of the martyr is so op right now, i spam that shit like no tomorrow. I use my raid aoes on cd and hs on cooldown. Its so op. 

Share this post


Link to post
Share on other sites
Guest Leannal

So, I've been reading a lot and experimenting raiding mythics and here's what I've noticed.  

Light's Hammer is OP on fights that are stacked.  I've been using it on fights like Gorefiend during feasts, Manno (because I normally throw it on the imps to give extra damage in addition to my consecrate) and Xhul for the melee.  I think Hammer is totally being undervalued.  Bestow Faith to be honest seems like trash for the most part (like another person said) but that's probably because I have a warrior tank and a druid tank (who is beaconed).  I'm going to experiment with using it on myself and just spamming LoM since right now at level 100 it's OP.

Also, why is steed the choice?  To be perfectly honest, Rule of Law gives you so much more healing and there are only certain fights where you need the run speed.  Is it nice to have?  Of course, but it's not necessary if you're quick to move for mechanics.  The only fights I have seen steed useful for is Killrog and Zakuun (and to be perfectly honest, I probably won't take it for those two fights either...).

If you don't have a warrior tank or dk tank BoF actually isn't a bad talent selection. Dependant on the fight BoF would be better than Lightbringer (such as visions for Killrog).

Share this post


Link to post
Share on other sites
Guest PraximusPrime

Imo I think that Beacon of faith is still good. According to the guide it's not worth taking. But I think that it is still really good. In my raids after the patch, I had problem with my healing, and that was before  I used beacon of faith, and I was below another paladin, 720 and I'm 730, that was using the same talents, as me, except he was using Beacon of faith. The tier bonus or set bonus depends on what you calling it. Is much eaiser keeping up with Beacon of faith and you have little more aoe healing for tanks.

I dont mean that it is still the best talent to take. I just mean that it should be an option to use it instead of denying it completely. It feels like the raid can still rely on me cause my healing is still really good. Im beating couple of classes. And Im not saying that they are the greatest healer of the worst. I really think that the talent should be a good option for lv 100 talents.

Share this post


Link to post
Share on other sites
On 7/26/2016 at 11:23 PM, Guest Secabea said:

 I would agree with you on live prepatch Light of the martyr is so op right now, i spam that shit like no tomorrow. I use my raid aoes on cd and hs on cooldown. Its so op. 

I'm going to try giving up my Light's Hammer and Prism though to try and improve mana conservation. Taking Bestow faith and Divine Purpose. They aren't the best for throughput. But the math says until I run with a disciplined raid group and/or improve my positioning (and use Aura Mastery on CD) I can do better sticking to single target, with less throughput. Do I miss reforging or what ! I only hope Legion gear helps with mana.

Share this post


Link to post
Share on other sites
Guest Bering

There have been a sneak patch last night, Mostly changing Tier 2 talents.

Cavalier now gives an extra charge and the spell is given to all holy paladins

 

Share this post


Link to post
Share on other sites

Hey guys. Thank you for all the comments. They've been really helpful. I'm doing a pretty sizable update to the guide, and the newly added tier 2 talent should be added to the guide soon (the sneak patch caught both Damien and I away on short vacations, unfortunately).

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      The Frog Farm nerf in MoP Remix has created a significant power disparity among players. Could Blizzard have taken a different approach to address this issue?
      The MoP Remix has only been out for four days, but players quickly discovered an optimal way to level up their cloaks and gain infinite stats through the Frog Farm. However, Blizzard has now nerfed the Frog Farm into the ground, leaving those who took advantage of it crazily overpowered compared to everyone else.
      In some extreme cases, a single healer is capable of sustaining a 25-man raid.

      Source
      There are also reports of players with 70K stamina and 6-7K in each stat.
      DPS meters show pre-nerf Frog farmers vastly outperforming everyone else in the raid.

      Source
      So, what’s the issue? If you didn't farm frogs before the nerf, catching up seems nearly impossible unless Blizzard intervenes. The Bronze Cache buff buff isn't addressing the core problem.
      Let’s consider MoP Remix for a moment. It’s a limited-time event, and while Timerunners will carry over to retail for War Within, the items won’t. Despite this, players are frustrated and voicing their concerns on the official forums and elsewhere.


      But how can Blizzard fix this problem? Many community members point to scaling issues. For instance, there are reports of tanks getting one-shot in Normal Difficulty dungeons and Heroic content featuring bosses with 50 million health that can annihilate DPS with just two hits.
      Another talks about how Heroic content has bosses with 50 million health that take minutes to kill and destroys the DPS with two hits.
      The community's proposed solution is to nerf scaling at max level across the board. Do you agree with this approach or do you think Frog farmers should get nerfed and their power reverted? Should Blizzard maybe reduce the gear upgrading costs? How else could Blizzard handle this situation? Share your thoughts in the comments!
    • By Stan
      In the latest War Within Alpha build, Demonology Warlocks got new talents that makes them summon a raid boss and other changes that we've summarized in our latest post!
      Warlock
      Abyssal Dominion- Cataclysm summons an Overfiend that casts Chaos Bolt 2 times at 80% effectiveness before departing.  Summon Infernal becomes empowered, dealing 40% increased damage. When your Summon Infernal ends, it fragments into two smaller Infernals at 50% effectiveness that lasts 10 sec. Vile Taint- Unleashes a vile explosion at the target location, dealing [ 93.75% 117.19% of Spell Power ] Shadow damage over 10 sec to 30 enemies within 10 yds and applies Agony and Curse of Exhaustion to them. Oblivion- Unleash wicked magic upon your target's soul, dealing [ 798% 997.5% of Spell Power ] Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Doom- Inflicts impending doom upon the target, dealing [ 104.41% of Spell Power ] Shadow damage immediately and [ 104.41% 581.86% of Spell Power ] Shadow damage to enemies within 10 yards after 20 sec. Damage is reduced beyond 8 targets. Consuming a Demonic Core reduces the duration of Doom by 3 sec. Rain of Fire- Normal: Calls down a rain of hellfire, dealing [ 164.9% of Spell Power ] Fire damage over 8 sec to enemies in the area. Inferno : Calls down a rain of hellfire, dealing [ 164.9% of Spell Power ] Fire damage over 8 sec to enemies in the area. Rain of Fire has a 10% chance to generate a Soul Shard Fragment. Soul Flame- When you kill a target, its soul bursts into flames, dealing [ 40% 48% of Spell Power ] Shadowflame damage to nearby enemies. Deals reduced damage beyond 8 targets. Touch of Rancora- Diabolic Ritual Demonic Art increases the damage of your next Soul Shard spending ability by 100% and reduces its cast time by 50%. Pact of the Imp Mother- Hand of Gul'dan has a 8% 15% chance to cast a second time on your target for free. Chaos Bolt- Unleashes a devastating blast of chaos, dealing a critical strike for [ 369.2% 380.3% of Spell Power ] Chaos damage. Damage is further increased by your critical strike chance. Conflagrate- Triggers an explosion on the target, dealing [ 128.56% 134.99% of Spell Power ] Fire damage. Reduces the cast time of your next Incinerate or Chaos Bolt by 30% for 10 sec. Generates 5 Soul Shard Fragments. Umbral Blaze- Hand of Gul'dan has a 8% 15% chance to burn its target for [ 48% 96% of Spell Power ] additional Shadowflame damage every 2 sec for 6 sec. If this effect is reapplied, any remaining damage will be added to the new Umbral Blaze. Pact of the Ered'ruin- When Doom expires, is removed, you summon a Doomguard that casts 5 Doom Bolts before departing. Each Doom Bolt deals [ 149.09% of Spell Power ] Shadow damage. Fel Invocation- Soul Strike deals 20% increased damage and generates a Soul Shard. Reduces the cast time of Summon Vilefiend by 0.5 sec and your Vilefiend now deals [ 9.06% of Spell Power ] Nature damage to nearby enemies every 1 sec while active. Diabolic Ritual- Spending a Soul Shard grants Diabolic Ritual for 60 20 sec. While Diabolic Ritual is active, each Soul Shard spent reduces its duration by 1 sec. When Diabolic Ritual expires you gain Demonic Art, causing your next Soul Shard spending ability to summon an Overlord, Mother of Chaos, or Pit Lord that unleashes a devastating attack against your enemies. Imp Gang Boss- Summoning a Wild Imp has a 5% 15% chance to summon a Imp Gang Boss instead. An Imp Gang Boss deals 50% additional damage. Implosions from Imp Gang Boss deal 50% increased damage. Doom Blossom- When Seed of Corruption deals damage to a target suffering from your Unstable Affliction they explode, dealing [ 68.03% 74.84% of Spell Power ] Shadow damage to all enemies within 10 yards. Doom Eternal (New)- Demonic Cores reduce the duration of Doom by an additional 2 sec and when Doom is removed its cooldown is reset. Fiendish Oblation (New)- Damage dealt by Grimoire: Felguard is increased by an additional 10% and you gain a Demonic Core when Grimoire: Felguard ends. Blood Invocation (New)- The cooldown of Power Siphon is reduced by 5 sec and Power Siphon increases the damage of Demonbolt by an additional 20%. Foul Mouth (New)- Increases Vilefiend damage by 20% and your Vilefiend's Bile Spit now applies Wicked Maw. Impending Doom (New)- Increases the damage of Doom by 30% and Doom generates 1 Soul Shard upon expiration. The Houndmaster's Gambit (New)- Your Dreadstalkers deal 50% increased damage while your Vilefiend is active. The following new two talents let Warlocks summon a raid boss, well, 1/2 of it straight from Antorus. It's a choice node deep down the Demonology Tree.
      Mark of F'harg (New)- Your Summon Vilefiend becomes Summon Charhound and learns the following ability: Infernal Presence Cloaked in the ever-burning flames of the abyss, dealing [ 47.96% of Spell Power ] Fire damage to enemies within 10 yards every 1 sec.
      Mark of Shatug (New)- Your Summon Vilefiend becomes Summon Gloomhound and learns the following ability: Gloom Slash Tooth and claw are drenched in malignant shadow magic, causing the Gloomhound's melee attacks to deal [ 1,029.14% of Spell Power ] Shadow damage over 6 sec. If this effect is reapplied, any remaining damage will be added to the new Gloom Slash.
       
    • By Stan
      With the new Shaman Hero Talent available for playtesting, we're checking out some of the new talents and changes implemented in the latest TWW Alpha build.
      Shaman
      Primordial Capacity- Increases your maximum mana by 5%. Tidal Waves can now stack up to 4 times. Enhancement Shaman- Enhancement Shaman core passive Increases damage/healing by 16%: Ascendance, Chain Lightning, Crash Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Lash, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windfury Weapon, Windstrike, Windstrike Off-Hand Increases periodic damage/healing by 16%: Ascendance, Chain Lightning, Crash Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Lash, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windfury Weapon, Windstrike, Windstrike Off-Hand Decreases damage/healing by 21%: Chain Lightning, Elemental Blast, Lightning Bolt, Ride the Lightning Increases damage/healing by 47%: Earth Shield Decreases damage/healing by 4%: Swelling Waves Increases damage/healing by 25% 40%: Swelling Waves Increases damage/healing by 25%: Chain Heal Increases damage/healing by 43%: Earth Shield Decreases damage/healing by 9%: Elemental Blast Increases damage/healing by 10%: Elemental Blast Swift Recall (New)- [NYI] Successfully removing a harmful effect with Tremor Totem or Poison Cleansing Totem, or controlling an enemy with Capacitor Totem or Earthgrab Totem reduces the cooldown of the totem used by 5 sec. Cannot occur more than once every 20 sec per totem. Whirling Elements (New)- Elemental motes orbit around your Surging Totem. Your abilities consume the motes for enhanced effects. Water: Your next Healing Wave or Healing Surge also heals an ally inside of your Healing Rain at100% effectiveness. Air: The cast time of your next healing spell is reduced by 40%. Earth: Your next Chain Heal applies Earthliving at 150% effectiveness to all targets hit. Wind Barrier (New)- [NYI] If you have a totem active, your totems grant you a shield absorbing damage for 30 sec every 30 seconds. Earthsurge (New)- [NYI] Allies affected by your Earthen Wall Totem, Ancestral Protection Totem, and Earthliving effect receive 10% increased healing from you. Supportive Imbuements (New)- [NYI] Learn a new weapon imbue, Tidecaller's Guard. Can only be applied to shields. Increases your healing done by 2% and increases the duration of your Healing Stream Totem and Cloudburst Totem by 3 sec. Pulse Capacitor (New)- [NYI] Increases the damage and healing of Surging Totem by 25%. Oversurge (New)- While Ascendance is active, Surging Totem is 150% more effective. Amplification Core (New)- While Surging Totem is active, your damage and healing done is increased by 3%. Reactivity (New)- [NYI] Your healing spells cause your Healing Stream Totems to heal a nearby ally immediately at 50% effectiveness. Cloudburst Totem stores 25% additional healing. Imbuement Mastery (New)- Increases the duration of your Earthliving effect by 6 sec. Totemic Coordination (New)- [NYI] Chain Heals from your totems are 30% more effective. Surging Totem (New)- N/A Lively Totems (New)- [NYI] Your Healing Tide Totem, Healing Stream Totem, Cloudburst Totem, Mana Tide Totem, and Spirit Link Totem cast a free, instant Chain Heal when you summon them. Oversized Totems (New)- [NYI] Increases the size and radius of your totems by 15%, and the health of your totems by 30%. Totemic Rebound (New)- [NYI] Chain Heal now jumps to a nearby totem once it reaches its max targets, causing it to bounce an additional time to a nearby injured ally.
    • By Stan
      Blizzard has buffed the Bronze you receive from bronze caches by 25% in MoP Remix to make up for today's Frog farm nerf.
      In a hotfix released today, Blizzard has buffed bronze caches in MoP Remix to grant 25% more Bronze. Players can obtain various types of bronze caches by earning achievements, completing daily quests, or clearing the first random Heroic of the day.
      Minor Bronze Cache now gives 200 250 Bronze. Lesser Bronze Cache now gives 400 500 Bronze. Bronze Cache now gives 600 750 Bronze. Greater Bronze Cache now gives 1,000 1,250 Bronze In addition to the buffs, Greater Bronze Cache can now drop from bosses on Normal Difficulty, further increasing the amount of Bronze you get from raids.
    • By Stan
      We're exploring spec diversity for each key level in Dragonflight Season 4!
      Reddit user RaptorAnka pulled some interesting data from EU/US WoW Game Data APIs and created a visualization showing spec diversity in the ongoing season and how it changes with each key level.
      The color intensity (high red for low diversity, low green for high diversity) indicates that certain specs are highly favored, leading to less diversity within those roles.

      DPS Specs
      Augmentation Evoker is very dominant, especially at higher key levels, consistently appearing in the top spot. Shadow Priest has strong presence across all key levels, often appearing right after Augmentation Evoker. Fire Mage shows up frequently, mostly at higher key levels. Frost Mage also appears regularly, but not as much as Fire Mage. Tank Specs
      Vengeance Demon Hunter is the top tank, maintaining near 100% representation. Blood Death Knight appears more frequently at mid-to-lower key levels as the Vengeande DH representation decreases slightly. We see some Guardian Druid presence at mid-levels. Healer Specs
      Restoration Druid is very dominant, especially at higher key levels. Mistweaver Monk gains representation at mid-to-lower keys. Holy Paladin appears more frequently in the mid-to-low key levels. Source: Reddit
×
×
  • Create New...