As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
We're funding a new Acquisitions Incorporated series on Kickstarter right now! Check it out at https://www.kickstarter.com/projects/pennyarcade/acquisitions-incorporated-the-series-2

[WoW] Druid Thread: Lock it up, Chief.

1383941434458

Posts

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited October 2009
    ahahahahah

    Dhalphir on
  • Blood DriveBlood Drive Registered User regular
    edited October 2009
    Question for you healers out there. Im on the cusp of the grand 80 and just recently stinked up trying to heal ToC regular. What i would like to know is what dungeons I should hit to start gearing up for heroics.

    Heres my armory page right now.
    http://www.wowarmory.com/character-sheet.xml?r=Cho%27gall&n=Cowpocolypse

    Suggestions please?

    Blood Drive on
  • UncleSporkyUncleSporky Registered User regular
    edited October 2009
    You shouldn't have to gear up for heroics, I jumped right in with questing blues and greens.

    UncleSporky on
    Switch Friend Code: SW - 5443 - 2358 - 9118 || 3DS Friend Code: 0989 - 1731 - 9504 || NNID: unclesporky
  • KainyKainy Pimpin' and righteous Registered User regular
    edited October 2009
    ToC regular is like a fairly difficult Heroic, as far as the bosses go. Especially the Black Knight. Phase 2 and 3 of that fight can get pretty hairy, for various reasons.

    On heroic, honestly, your DPS better have 20k+ health for you to reasonably be able to save them all the time.

    Kainy on
    IcyLiquid wrote: »
    There's anti-fuckery code in there now :) Sorry :)
  • UncleSporkyUncleSporky Registered User regular
    edited October 2009
    Kainy wrote: »
    ToC regular is like a fairly difficult Heroic, as far as the bosses go. Especially the Black Knight. Phase 2 and 3 of that fight can get pretty hairy, for various reasons.

    On heroic, honestly, your DPS better have 20k+ health for you to reasonably be able to save them all the time.

    Maybe a little off topic but I never understood why phase 3 was supposed to be bad.

    Every time I've done it we get past phase 2 and everyone breathes a sigh of relief because we've basically already won.

    UncleSporky on
    Switch Friend Code: SW - 5443 - 2358 - 9118 || 3DS Friend Code: 0989 - 1731 - 9504 || NNID: unclesporky
  • KainyKainy Pimpin' and righteous Registered User regular
    edited October 2009
    Basically if you have poorly geared DPS, death's bite and marked for death will begin just killing people.

    Kainy on
    IcyLiquid wrote: »
    There's anti-fuckery code in there now :) Sorry :)
  • reVersereVerse Attack and Dethrone God Registered User regular
    edited October 2009
    Phase 3 is hell as a healer. "Oh sure, spread around, don't all go standing in one place where my Chain Heal/Wild Growth can hit us all".

    reVerse on
  • KainyKainy Pimpin' and righteous Registered User regular
    edited October 2009
    Yeah, honestly, I wish caster DPS would get over the idea of being at max range, in 5 mans.

    You have one healer, who can only cast one heal at a time. Trash pulls are not fucking DPS races.

    I frequently see ranged DPS forming a giant star in black knight phase 3, it's hilarious.

    Kainy on
    IcyLiquid wrote: »
    There's anti-fuckery code in there now :) Sorry :)
  • KrunkMcGrunkKrunkMcGrunk Registered User regular
    edited October 2009
    Question for you healers out there. Im on the cusp of the grand 80 and just recently stinked up trying to heal ToC regular. What i would like to know is what dungeons I should hit to start gearing up for heroics.

    Heres my armory page right now.
    http://www.wowarmory.com/character-sheet.xml?r=Cho%27gall&n=Cowpocolypse

    Suggestions please?

    When/what heals are you using?

    What I mean is, are you slow-rolling lifebloom? When are you using Rejuv/Regrowth? Are you keeping a healing touch going, in case you need it?

    KrunkMcGrunk on
    mrsatansig.png
  • Blood DriveBlood Drive Registered User regular
    edited October 2009
    At the time i was stacking lifebloom to 3 and letting it pop and then doing rejuvs and regrowth and poping swiftmend as soon as it was available.

    I figured out a few things though. One......

    Alternate spec talents don't auto update your spells if the spec is inactive...... >.>

    Well really do i need say anymore?

    I Hit 80 today and reconfigued everything to include nourish and use HT with NS. Got the spells updated and ran H Nexus just fine.

    I also got an extra 250 spell power so im up to 1000 now.

    I think im going to be ok.

    Blood Drive on
  • stimtokolosstimtokolos Registered User regular
    edited October 2009
    If anything you probably just need some more spell power. In pvp with say kings, motw and horn of winter I have 1k sp as feral.

    stimtokolos on
  • Blood DriveBlood Drive Registered User regular
    edited October 2009
    I actually did alright tonight with the gear i have. We did the culling of strat on heroic. Then violet hold until the last boss, where we gratuitously wiped because I didn't know the fight. In fact that seems to be the biggest problem im facing at this moment. I guess ill have to read up because people haven't been to forthcoming on fight info when its necessary. Bound to happen if you've done the fight 50 times.

    Blood Drive on
  • TheCrumblyCrackerTheCrumblyCracker Registered User regular
    edited October 2009
    If anything you probably just need some more spell power. In pvp with say kings, motw and horn of winter I have 1k sp as feral.

    .......what?

    TheCrumblyCracker on
  • CelianCelian Registered User regular
    edited October 2009
    If anything you probably just need some more spell power. In pvp with say kings, motw and horn of winter I have 1k sp as feral.

    .......what?

    Nurturing Instinct gives you 70% of your agility as spellpower, I think. I have like 1561 agility in dps gear, so I'd get 1092 healing power.

    Celian on
    PSN: BenTheFrenchy || Xbox: TheCanuck || Battle.Net: Celian#1956 || the100.io Pax Group
  • OptyOpty Registered User regular
    edited October 2009
    That 1k of character sheet SP in resto is like 1100 to 1300 actual SP based on which spell you're using thanks to talents. 1k's plenty for heroics.

    Opty on
  • ArkasArkas Registered User regular
    edited October 2009
    I guess ill have to read up because people haven't been to forthcoming on fight info when its necessary.

    Heroics generally aren't rocket science - if there's going to be any gimmicking at all, it'll be just one thing. And if you only have to know it from a tree's perspective that makes it even easier. Add to that the fact that nobody bothers with achievements anymore...

    Crash course - Tree perspective:
    Violet Hold
    Water thing: Hits hard on enrage.
    Floating Eye Dude: He spits.
    Shaman-bird-dude: He dies. Fast.
    Consortium dude: Be ready to dump a huge heal the second you teleport. Stay close to the tank, keep moving. Watch LoS always.
    Big dog: He spits, too.
    Voidwalker: There's a ZG mechanic in effect here, like Jin'do's shades. You probably won't have to worry about it. Just hit your heal buttons a lot.
    Cynagosa: Spits, tail swipes, and wipes aggro on the teleport like Azuregos.

    Utgarde Keep
    First dude: Be ready to bitch if nobody breaks you out of ice. Also, some weak adds spawn.
    Second dude(s): Random fireball damage on the raid from the caster.
    Third dude: Don't be casting when Roar goes off - spell lockout. Don't stand in front of the dude. Don't stand on a flying axe.

    Utgarde Pinnacle
    First lady: Don't stand on the platform when the sword drops.
    Second dude: This fight's idiot proof. Really.
    Third dude: Be ready to run like a little girl when he whirlwinds. Don't stand in dragon spit during the gauntlet.
    Last dude: He AoE stuns the group a ton, keep HoTs up. You'll wonder what the hell his boats do, but have him die too fast to figure it out.

    Nexus
    Dude in the ice room: Whirlwind, AoE fear.
    Mage lady: Random AoE damage.
    Albino voidwalker guy: Predictable AoE damage.
    Rock guy: Don't stand on ice things. Little plants can chain-root you, be ready to shift and move.
    Dragon: Spit, tail swipes. New mechanic: stacking 'Biting Cold' debuff - removed by moving (jumping works), increasingly large DoT as it stacks.

    Oculus
    Don't go here. Seriously. It's terrible.

    Azjol'Nerub
    First guy: 3 mini-bosses and a boss pull, all linked - no drinking. Can be chaotic due to blind mechanic (hits the tank) and web wraps. One mob has random aggro and is untauntable.
    Second guy: Poison clouds, poison debuffs. Don't worry, the tank's not an idiot - you don't pull the boss till all the little spiders die. It can take a while.
    Last guy: Don't stand in impales (there's a spike in the ground beneath you before it hits), and don't be close to the boss when he casts Pound (it's a oneshot). Expect to have adds on you for the burrow phases.

    Old Kingdom
    First guy: Straightforward healing.
    Second guy: Get away from giant balls of fire. Sometimes he stuns/life drains people - that's for the dps to worry about, not you.
    Fungus-guy: Don't stand under a poisonous mushroom. Don't worry about the mini debuff on yourself.
    Orc lady: Casts a whirlwind-style ability on melee. Expect massive damage if she enrages (happens when the add isn't killed before it reaches her). Don't stand in lightning circles on the ground.
    Coolest Boss Ever (last guy): He puts you in an alternate world where you have to fight mirror images of your party. Not as hard as it sounds - it's like a 4 on 1 PvP fight where you're playing against 4 monkeys. Thorns owns melee. You can either nuke or stall till your party breaks out of their own worlds to save you.

    Halls of Stone:
    Escort fight: Incoming damage ramps up drastically. Don't stand in fire beams, and watch for floating balls of shadow which increase damage taken by a lot when they hit someone. Never be closest to the doorway or you'll get charged.
    Maiden: Biggest void zones you've ever seen (but they don't hit hard), and an AoE incapacitate that breaks on damage. It has a cast timer, so if you want to be fancy, hop in a void zone the second before the cast goes off, but be aware aggro is wiped when it casts. (If the tank can't dance, you don't want to dance either.)
    Rock dude: Shatter mechanic. Think Gruul - don't be standing next to anybody once you start moving slow.
    Last dude: Nothing fancy for a healer to do besides not be near him when he does his AoE. Damage can be heavy, especially towards the end of the fight. Expect adds on you.

    Halls of Lightning:
    First guy: Nothing fancy. Warrior boss. Obviously don't stand on him seeing as he whirlwinds.
    Second guy: Easy peasy - good groups won't even let this guy unleash his mechanics. If your dps is slow, though, book it away from his adds when he emotes his stomp/shatter thing.
    Wind vortex dude: Most boring fight ever. Seriously, go dance in a corner or something.
    Loken: When he ISN'T casting Lightning Nova, you want to be up near the boss. When he IS casting Lightning Nova, you run away (WITH your group...standard direction is up and down the stairway). AoE healing fight.

    DKT:
    Big ugly dude on the stairs: Easy peasy.
    Frost dude: Easy and boring. Kill adds for a while, then kill him.
    T-Rex: Not so easy. Expect fears, and heavy tank damage if he has all 3 debuffs.
    Last dude: Turns you into a skeleton, with 4 attacks: 1 is your normal attack, mash it. 2 is a taunt, don't hit this. I don't remember what 3 is. 4 heals you and does decent damage, hit it every time it's up. Also, don't stand in poison.

    Gun'Drak:
    Poison snake boss: Heavy damage when the AoE is cast (it's a lasting DoT, don't slack off healing after the initial burst). Sometimes you get snake-wrapped, and this is very bad.
    Dude who spits purple stuff: Don't stand in purple stuff.
    Elephant guy: Watch people swear interrupting him can't be that hard, and then fail. Heal as usual.
    Spitting sewer things: They spit, and also they drop aggro when they pounce.
    Last guy: Watch for whirlwinds, random charges, and people randomly getting gored by the rhino.

    [strike]I know I'm forgetting something.[/strike] Got it.

    Arkas on
  • Blood DriveBlood Drive Registered User regular
    edited October 2009
    Arkas wrote: »
    I guess ill have to read up because people haven't been to forthcoming on fight info when its necessary.

    Heroics generally aren't rocket science - if there's going to be any gimmicking at all, it'll be just one thing. And if you only have to know it from a tree's perspective that makes it even easier. Add to that the fact that nobody bothers with achievements anymore...

    Crash course - Tree perspective:
    Violet Hold
    Water thing: Hits hard on enrage.
    Floating Eye Dude: He spits.
    Shaman-bird-dude: He dies. Fast.
    Consortium dude: Be ready to dump a huge heal the second you teleport. Stay close to the tank, keep moving. Watch LoS always.
    Big dog: He spits, too.
    Voidwalker: There's a ZG mechanic in effect here, like Jin'do's shades. You probably won't have to worry about it. Just hit your heal buttons a lot.
    Cynagosa: Spits, tail swipes, and wipes aggro on the teleport like Azuregos.

    Utgarde Keep
    First dude: Be ready to bitch if nobody breaks you out of ice. Also, some weak adds spawn.
    Second dude(s): Random fireball damage on the raid from the caster.
    Third dude: Don't be casting when Roar goes off - spell lockout. Don't stand in front of the dude. Don't stand on a flying axe.

    Utgarde Pinnacle
    First lady: Don't stand on the platform when the sword drops.
    Second dude: This fight's idiot proof. Really.
    Third dude: Be ready to run like a little girl when he whirlwinds. Don't stand in dragon spit during the gauntlet.
    Last dude: He AoE stuns the group a ton, keep HoTs up. You'll wonder what the hell his boats do, but have him die too fast to figure it out.

    Nexus
    Dude in the ice room: Whirlwind, AoE fear.
    Mage lady: Random AoE damage.
    Albino voidwalker guy: Predictable AoE damage.
    Rock guy: Don't stand on ice things. Little plants can chain-root you, be ready to shift and move.
    Dragon: Spit, tail swipes. New mechanic: stacking 'Biting Cold' debuff - removed by moving (jumping works), increasingly large DoT as it stacks.

    Oculus
    Don't go here. Seriously. It's terrible.

    Azjol'Nerub
    First guy: 3 mini-bosses and a boss pull, all linked - no drinking. Can be chaotic due to blind mechanic (hits the tank) and web wraps. One mob has random aggro and is untauntable.
    Second guy: Poison clouds, poison debuffs. Don't worry, the tank's not an idiot - you don't pull the boss till all the little spiders die. It can take a while.
    Last guy: Don't stand in impales (there's a spike in the ground beneath you before it hits), and don't be close to the boss when he casts Pound (it's a oneshot). Expect to have adds on you for the burrow phases.

    Old Kingdom
    First guy: Straightforward healing.
    Second guy: Get away from giant balls of fire. Sometimes he stuns/life drains people - that's for the dps to worry about, not you.
    Fungus-guy: Don't stand under a poisonous mushroom. Don't worry about the mini debuff on yourself.
    Orc lady: Casts a whirlwind-style ability on melee. Expect massive damage if she enrages (happens when the add isn't killed before it reaches her). Don't stand in lightning circles on the ground.
    Coolest Boss Ever (last guy): He puts you in an alternate world where you have to fight mirror images of your party. Not as hard as it sounds - it's like a 4 on 1 PvP fight where you're playing against 4 monkeys. Thorns owns melee. You can either nuke or stall till your party breaks out of their own worlds to save you.

    Halls of Stone:
    Escort fight: Incoming damage ramps up drastically. Don't stand in fire beams, and watch for floating balls of shadow which increase damage taken by a lot when they hit someone. Never be closest to the doorway or you'll get charged.
    Maiden: Biggest void zones you've ever seen (but they don't hit hard), and an AoE incapacitate that breaks on damage. It has a cast timer, so if you want to be fancy, hop in a void zone the second before the cast goes off, but be aware aggro is wiped when it casts. (If the tank can't dance, you don't want to dance either.)
    Rock dude: Shatter mechanic. Think Gruul - don't be standing next to anybody once you start moving slow.
    Last dude: Nothing fancy for a healer to do besides not be near him when he does his AoE. Damage can be heavy, especially towards the end of the fight. Expect adds on you.

    Halls of Lightning:
    First guy: Nothing fancy. Warrior boss. Obviously don't stand on him seeing as he whirlwinds.
    Second guy: Easy peasy - good groups won't even let this guy unleash his mechanics. If your dps is slow, though, book it away from his adds when he emotes his stomp/shatter thing.
    Wind vortex dude: Most boring fight ever. Seriously, go dance in a corner or something.
    Loken: When he ISN'T casting Lightning Nova, you want to be up near the boss. When he IS casting Lightning Nova, you run away (WITH your group...standard direction is up and down the stairway). AoE healing fight.

    DKT:
    Big ugly dude on the stairs: Easy peasy.
    Frost dude: Easy and boring. Kill adds for a while, then kill him.
    T-Rex: Not so easy. Expect fears, and heavy tank damage if he has all 3 debuffs.
    Last dude: Turns you into a skeleton, with 4 attacks: 1 is your normal attack, mash it. 2 is a taunt, don't hit this. I don't remember what 3 is. 4 heals you and does decent damage, hit it every time it's up. Also, don't stand in poison.

    Gun'Drak:
    Poison snake boss: Heavy damage when the AoE is cast (it's a lasting DoT, don't slack off healing after the initial burst). Sometimes you get snake-wrapped, and this is very bad.
    Dude who spits purple stuff: Don't stand in purple stuff.
    Elephant guy: Watch people swear interrupting him can't be that hard, and then fail. Heal as usual.
    Spitting sewer things: They spit, and also they drop aggro when they pounce.
    Last guy: Watch for whirlwinds, random charges, and people randomly getting gored by the rhino.

    [strike]I know I'm forgetting something.[/strike] Got it.

    You sir are awesome and deserve a reward of not one but TWO internets.

    Blood Drive on
  • dojangodojango Registered User regular
    edited October 2009
    there's also caverns of time (culling of strat) and trial of the champions (the new-ish 5 man). using the same format as the other guy:

    CoS
    First Boss: randomly stuns people at range for a few seconds. also has a counterspell aura that surrounds him at melee range. Your choice as to which one to deal with.
    Second Boss: Does stuff? summons adds, shoots bolts, explodes adds. Has some debuffs my priest can't cure. maybe your druid can.
    third boss: aoe stun for a few seconds. Also an aoe slow. during the slow he'll bounce around and hit random people. if he decides to a ton of hits on one person, they might die.
    fourth boss: if you've been hurrying, he'll still be around. nothing special.
    fifth boss: randomly sleeps people for a few seconds. Also randomly mindblasts the non-tanks. Also does a cone attack with a big range so stay on the opposite side of him as the tank.

    ToC
    First Boss: jousting. picks three out of 5 possible guys to fight. Let tanks and dps worry about kill order. healing gets easier as dudes go down, obviously. don't stand in the poison, don't stand near the guys (most have some aoe ability) and hope to the RNG that your tank is geared enough to withstand a beatin'. If you have a lot of melee dps, they might die. yell at them to run back.
    Second boss (a): Paladin is easy. randomly stuns people and then hits them very very hard. but if they have more than say 15k hp, they won't be one-shotted. Also does an aoe nova, turn your char away from him when they tell you too.
    Second boss (b): Priestess. smites and holy fires her enemies (you) and casts renew on herself and her shadowfiend. Who is a random boss from the past. he puts nasty debuffs on people and casts fear every so often. the fear also damages you, so try and get out of the fear if you can. But you have a ton of HoTs, I guess, so it should be OK. maybe.
    third boss: 3 phases. P1, he puts diseases on the tank. you cant' remove them, but maybe someone else can? the diseases do damage and make the boss hit the tank harder. Also there is a stun/hard hit mechanic that can be annoying if you get it. there is one add that he explodes at the end of the phase.
    p2 he summons an army of ghouls that drop aggro and run around hitting people. Every so often he explodes one (it has an arrow over its head, so move away from those guys). Also drops a cloud of crud on the ground, get out of it.
    p3 he does aoe shadow damage to everyone. One lucky guy gets a debuff that doubles the damage taken. The damage also increases over time. Either your group kills him in time, or you all die horribly.

    dojango on
  • DaxonDaxon Registered User regular
    edited October 2009
    Not to brag, but I'm incredibly happy that my gear has reached the point where I don't really have to pay attention to anything happening in heroics except for ToC.

    Also I only do heroics with guildies who know what they're doing and can quite easily pull 3-4 groups without a wipe sooooo...

    Daxon on
  • MadpandaMadpanda suburbs west of chicagoRegistered User regular
    edited October 2009
    I somehow forgot to buy the triumph idol till last night, was using the starfire one from whatever the step below conq is. Just hit 2t82t9 recently as well. Tonights ToC25 should be hilarity.

    Madpanda on
    camo_sig2.png
    Steam/PSN/XBL/Minecraft / LoL / - Benevicious | WoW - Duckwood - Rajhek
  • danxdanx Registered User regular
    edited October 2009
    They redesigned GotEM.
    Gift of the Earthmother: Redesigned. This talent now increases spell haste by 2/4/6/8/10% instead of its previous effect.

    This should still affect the gcd correct? If so it'd give a gcd of 1.36 assuming my maths is correct - 1.5 * (1.10 ^ -1). Is that right? Or is it 1.10 * current spell haste?

    Also what glyphs are you guys rolling with? Right now I have Swiftmend, WG and Nourish but I'm thinking of removing SW glyph for Innervate. This might be a knee jerk reaction to healing 25s recently which I'm not used to yet. Seemed like I was always in danger of running out.

    danx on
  • OptyOpty Registered User regular
    edited October 2009
    If you were going to swap a glyph for Innervate, WG is the one you should choose. Swiftmend is irreplaceable.

    Opty on
  • EWomEWom Registered User regular
    edited October 2009
    You can heal the entire 2nd boss ToC encounter (Dude boss) with your back turned as a tree. I don't know about other healers, but I know as a druid healer we dont' have to be looking at our targets to heal them, which makes his nova nothing at all to worry about, for yourself.

    Of course there's always going to be a rogue or DK that refuses to turn.

    If you get the bitch for 2nd boss, keep 3 stacks of Lifebloom up on tank at all times, and try to keep rejuv going on everyone in the group at all times, as well as wild growth. Including yourself, especially during phase 2. I don't mean roll lifebloom. 3 stack bloom, 3 stack bloom. I don't know how many times a 3stack bloom healing the tank during that bullshit ae fear has saved us, especially since that bitch just sits there and blasts away at people. That is a crazy AE heavy fight IMO, and I sometimes wonder how other classes can heal it.

    I fucking hate the black knight. If its not one thing, it's another. People not staying out of the fire (actually sludge with arms coming out of it), or ghouls running wild. Or third phase just instagibbing people. My favorite though is when the ghouls are exploding and dps just stands there, right next to them, waiting to get exploded.

    EWom on
    Whether they find a life there or not, I think Jupiter should be called an enemy planet.
  • DaxonDaxon Registered User regular
    edited October 2009
    danx wrote: »
    They redesigned GotEM.
    Gift of the Earthmother: Redesigned. This talent now increases spell haste by 2/4/6/8/10% instead of its previous effect.

    This should still affect the gcd correct? If so it'd give a gcd of 1.36 assuming my maths is correct - 1.5 * (1.10 ^ -1). Is that right? Or is it 1.10 * current spell haste?

    Also what glyphs are you guys rolling with? Right now I have Swiftmend, WG and Nourish but I'm thinking of removing SW glyph for Innervate. This might be a knee jerk reaction to healing 25s recently which I'm not used to yet. Seemed like I was always in danger of running out.

    I often find that I am overhealing people too much and spamming to much rejuv (panic mode) so really whenever I feel I'm getting a bit low on mana I slow down for a while to let my mana recover some.

    Daxon on
  • ArkasArkas Registered User regular
    edited October 2009
    Tranquility kind of trivializes Black Knight p3 if you time it right. Just make sure you tell your group beforhand that they either stand near you or die.

    Also, I'm posting from my phone so I can't link it for you guys, but you can check the EJ boards for charts of the new amount of haste you'll need to hit the 1.0 GCD cap. Off the top of my head I believe you go from 367 to 850ish with 5/5 GotEM and no raid buffs/CF.

    Arkas on
  • TheCrumblyCrackerTheCrumblyCracker Registered User regular
    edited October 2009
    Blackdeath wrote:
    To get down to a 1s GCD with 5/5 GOTEM:

    both haste buffs (8%)
    736 haste rating (3/3 CF) (old was 253)
    856 haste rating (0/3 CF) (old was 359)

    WoA alone (5%)
    856 haste rating (3/3 CF) (old was 359)
    980 haste rating (0/3 CF) (old was 468)

    Moonkin/Swift Ret alone (3%)
    936 haste rating (3/3 CF) (old was 430)
    1063 haste rating (0/3 CF) (old was 541)

    no haste buffs
    1063 haste rating (3/3 CF) (old was 541)
    1193 haste rating (0/3 CF) (old was 655)

    a modest proposal for Blizzard: give someone else Wrath of Air in 3.3

    My math for 3/3 CF + both haste buffs is:
    1.5/(1.1*1.03*1.05*1.03) = 1.2242 (gear haste factor needed in denominator of haste GCD calc)
    22.42*32.79 = 735.15

    Well, there go 1 second rejuvs.

    TheCrumblyCracker on
  • SmaattSmaatt Registered User regular
    edited October 2009
    The GotEM felt like a nerf at first, but the more I've been thinking about it the more I like it. This change, coupled with the new Rapid Rejuvenation glyph, will make haste a much more valuable stat for us than it is presently. As it is now, haste always felt a bit wasted beyond the soft cap because most of my healing was from instant casts, so I'd been taking crit over haste when it was viable. If I was actively gearing toward more haste I think I could easily break 500 or even 600 in current BiS gear. I don't know exactly how Glyph of Rapid Rejuvenation will work yet, but it may make haste better than spellpower at a certain level of spellpower.

    Smaatt on
  • fortyforty Registered User regular
    edited October 2009
    Seems like 3.3 is really going to wreck druids on fights where their primary job is to keep rejuv going on 10+ targets.

    forty on
    Officially the unluckiest CCG player ever.
  • DourinDourin Registered User regular
    edited October 2009
    Daxon wrote: »
    Not to brag, but I'm incredibly happy that my gear has reached the point where I don't really have to pay attention to anything happening in heroics except for ToC.

    Also I only do heroics with guildies who know what they're doing and can quite easily pull 3-4 groups without a wipe sooooo...

    That's kind of how I feel now. I actually have gotten to the point where I will try to go into heroics as a dps, because healing them has gotten terribly boring.

    I've even managed to successfully heal a tank in heroic ToC (5) that wasn't even def capped.

    I've begun to give myself challenges, or handicaps, when healing heroics. One of my favorites is to heal through a heroic, only using instant cast abilities, meaning no regrowth, HT, or nourish. I've also been known to ask my tanks to remove gear from time to time. :P

    Dourin on
  • SmaattSmaatt Registered User regular
    edited October 2009
    forty wrote: »
    Seems like 3.3 is really going to wreck druids on fights where their primary job is to keep rejuv going on 10+ targets.

    Not as much as you'd think. The base GCD is still only 1.5 seconds and most of us will be running enough haste to at least get it half way to a 1 second GCD. You'd still be able to cover an entire 10 man raid with Rejuvs easily.

    Smaatt on
  • JoshmviiJoshmvii Registered User regular
    edited October 2009
    My guild's resto druid is in such good gear and I'm in such good tank gear that when we run heroics 75% of the time I just pull 2 or 3 packs and he just hurricanes alongside the DPS. :mrgreen:

    Joshmvii on
  • fortyforty Registered User regular
    edited October 2009
    Smaatt wrote: »
    forty wrote: »
    Seems like 3.3 is really going to wreck druids on fights where their primary job is to keep rejuv going on 10+ targets.

    Not as much as you'd think. The base GCD is still only 1.5 seconds and most of us will be running enough haste to at least get it half way to a 1 second GCD. You'd still be able to cover an entire 10 man raid with Rejuvs easily.
    With rejuv only lasting 15 seconds (or less if you decide to glyph rapid rejuv), you're pretty much going to be doing nothing but casting rejuv. Right now you have some leeway after the rejuv cycle to put extra HoTs on a tank or two without having your rejuvs fall off (for more than a second, that is).

    forty on
    Officially the unluckiest CCG player ever.
  • SeptusSeptus Registered User regular
    edited October 2009
    Rejuv is going down to 12 seconds base right? The extra tick at 15 was a bug or something.

    Septus on
    PSN: Kurahoshi1
  • OptyOpty Registered User regular
    edited October 2009
    They're wavering on that "bug fix" because they think it coupled with the GotEM change might be too big a nerf.

    Opty on
  • fortyforty Registered User regular
    edited October 2009
    Septus wrote: »
    Rejuv is going down to 12 seconds base right? The extra tick at 15 was a bug or something.
    Right, which is why it will last 15 in 3.3 instead of 18 like it does now.
    Opty wrote: »
    They're wavering on that "bug fix" because they think it coupled with the GotEM change might be too big a nerf.
    Let's hope so. By the time 3.3 hits, some resto druids will have been used to 6 tick rejuvs for over a year. Kicking that back this late in the game will be a hard pill to swallow.

    forty on
    Officially the unluckiest CCG player ever.
  • StericaSterica Yes Registered User, Moderator mod
    edited October 2009
    It's official: patch notes say rejuv has a base duration of 15s.

    Sterica on
    YL9WnCY.png
  • fortyforty Registered User regular
    edited October 2009
    Cat 2T10 is so lame. It's a shame they're making 4T10 incredibly good for extended single target fights, because now I'm going to feel compelled to go for it (unlike with the meh 4T9) and end up with pieces that will most likely not be well itemized. Haste and excessive stam, here I come!

    forty on
    Officially the unluckiest CCG player ever.
  • shadowaneshadowane Registered User regular
    edited October 2009
    Guess you haven't actually been paying attention. Haste becomes one of your better stats because excessive crit just isn't that useful. More haste means more clearcasting.

    edit: Excessive stam I'd mostly agree with although it's fun having almost 30k in dps gear and surviving shit the 24k shamans can't.

    shadowane on
  • DoctorstrongbadDoctorstrongbad Registered User regular
    edited October 2009
    Rorus Raz wrote: »
    It's official: patch notes say rejuv has a base duration of 15s.

    Might have to fix somethings with my Druid.

    Doctorstrongbad on
  • TrivialTrivial Registered User regular
    edited October 2009
    What do you guys normally open up with on the tank as a resto druid? LB, LB, LB, Rejuv, etc. ?

    Trivial on
    - Triv
This discussion has been closed.