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Resto in Cataclysm: My thoughts so far...
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Post by
404185
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Post by
skribs
I'm curious to see how SP works with Nourish compared to other spells. If it has the same coefficient as HT (which cast time would suggest) it could quickly become nearly as powerful but at < 1/3 the cost (e.g. just like a downranked spell in TBC). It's a bit early to be going into numbers though, as I believe they're doing a lot of tuning now.
That said, haste will add extra ticks at intervals of X/N, where X is your % haste (after factoring in buffs) and N is the base number of ticks. So rejuv, with 4 ticks, would gain an extra tick at 25%, 50%, so on.
On talents, the effect of GOTEM will go down as you get haste.
Revitalize will be an impressive mana return at 1 point (that gets better as you have more and more rejuvs ticking in addition to WG), while 2 points and 3 points will be considerable worse than the previous point. My rough spreadsheet assumed 20% haste and 2 rejuvs + 1 LB active (read: tanks) and you're looking at:
1.22% of max mana as MP/5 at 1 point in Revitalize
1.64% at 2 points
1.86% at 3 points
Now with 30% haste and 5 rejuvs + 1 LB
1.56% at 1 point
1.92% at 2 points
2.08% at 3 points
As you can see, there is a significant drop in effect past 1 point. You also get replenishment with 1 point, which does not scale with points 2 or 3.
Blessing of the Grove looks very weak to me as a throguhput stat. Compare 2% healing on rejuv to Imp Rejuv (5% on rejuv+SM) or Genesis (2% healing on hots+SM). I'd rather get mana talents.
10/0/31
Is the build I'm looking at. I pick up 1 point in balance of power so that I can get CCs off a lot better if I have to (most things I'd have to CC will probably not be boss-level, so I could get away with 1 point). I will have spirit on my gear as a healer, anyway.
EDIT: I didn't pick glyphs for my build, those are what was leftover from Ober's.
Post by
340332
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Post by
404185
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Post by
524425
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Post by
404185
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Post by
skribs
That probably depends on how it's calculated. If it takes Haste into effect, then it won't. That is, if it's 15% of the total effect, including extra ticks from haste, then GotEM doesn't lose (relative) value at higher haste.
My mistake, I meant to say Swift Rejuvenation. Maybe my comment will make more sense now.
This is probably more true for raid healers than for tank healers. With a lot of Rejuvs ticking, your out-of-CD time on Revitalize will be minimal even with a low proc chance.
Assuming 15% haste, 1 rejuv, and lifebloom:
Rank 1 = 1.05%
Rank 2 = 1.48%
Rank 3 = 1.72%
So yeah, the penalty is less when you have less haste and less active rejuvs, but with a 6 second ICD you're going to have diminishing returns per point. So I'd say 1 point in Revitalize should be in all builds, but the 2nd or 3rd point will be optional.
Still, I suspect it'll end up being better than points in moonglow, which benefits you more when you use more expensive spells.
I'm not sure I see any way to justify Moonglow over Furor. Furor is more "mana" per point, and has good synergy with Revitalize (both the self only part and Replenishment) and Innervate.
We'll have to see. Furor's max mana bonus will wane on longer fights, while Moonglow will grow in power on harder fights, where you use more of the higher mana cost abilities (harder and longer are both qualities of higher end content). At the same time, of course, your maximum mana scales with gear, so you'll benefit on harder fights (where you go in with better gear than the first time you went in to the easier fights).
It certainly is worse than the other two, and potentially even worse than the 3 points it takes to get 4% healing from MS. But if you've got all those things already and still need throughput it's the place to end up putting points (as a Rejuv focused healer).
If you end up needing more mana, it's definitely the first place to drop points.
That was the major point I was trying to make.
SP will be on gear, you get 1 SP per Intellect. So it's a bit less on most gear, but more on weapons.
Post by
404185
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Post by
404185
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Post by
524425
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Post by
skribs
Sententia, consider that in easier content, you will be using a lot more Nourish than in harder content. They'll force you to get more use of your expensive spells as the raids get harder.
Also, to Ober and Sententia, like I said - you're looking at HPM/HPS values without factoring in gear. How gear will affect each is to be seen, as they could plug different coefficients into each spell. However, rejuv is likely to scale well with gear compared to direct heals, as haste will add extra ticks.
Post by
404185
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Post by
skribs
We have numbers on mastery as of today. Heals are 10 + (Mastery * 1.25) percent more effective on targets that already have a HoT. Casting spells at targets that aren't HoTed is going to suffer fairly dramatically.
Unless you don't have mastery on your gear (by choice) in which case you would benefit a lot from taking a more paladin-style approach. That approach would be a lot better for spot-healing. Mastery may also be less useful if there are any blanket-type fights, as you would put a hot up and move on. Of course, for general raid or tank healing, mastery will be useful.
What stats people lean towards more I think will depend a lot on playstyle.
Post by
524425
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Post by
skribs
My opinion of the mana game: I don't want it. If they get it working so that healers really have to keep an eye on mana at all levels of play, I won't be healing in Cataclysm.
That's their goal, so have fun rerolling.
I don't really understand this, can you expand on it? Rejuvenation is currently the highest HPCT spell, so I don't see why we'd have to use nourish more, particularly in easier content. Or did you mean in lower gear?
Nourish is the efficient spell, as is Rejuvenation. In lower levels of gear, you won't have as much spirit, and Blizzard knows this. The encounters will be designed around low incoming damage, which means a lot of efficient spell use. When you get to harder encounters, there's more likely to be big hits that require HT, AoEs that require WG, and people low enough that you need to RG or they'll die.
At least, that's what I'm led to believe.
Post by
340332
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Post by
skribs
Looking at it again, too, Rejuv is highest HPM because it heals for so much. It is also significantly faster cast than Nourish and more expensive (Nourish - 2.5 sec cast, 10% base mana, Rejuv - likely 1.0 sec GCD with talents, 25% base mana). This means you burn through your mana 6.25x faster using Rejuv over WG.
Post by
524425
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Post by
389643
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Post by
skribs
Only if you spam it. If, as you said, there will be less incoming damage, I don't see a reason to spam it.
True. But, especially if you're doing 25s, and a lot of people seem to be taking light damage, it might be tempting to spam it over Nourish, which will OOM you fast.
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