Post by skribs
This is a nerf to our HoTs, but is actually a buff to Nourish and Regrowth as the haste affects those, too (not to mention our other instant abilities that weren't affected by the old GOTEM). Yes, we will need to stack more haste to reach the 1 sec GCD, but there will likely be more haste on ICC gear. Part of the change actually allows us to benefit more from the haste on that gear - still technically a nerf, but like I said RG and Nourish will be better.Will we still be spamming rejuvs/WG's?On some fights, probably. On others, it will help a lot more.
Here's what I'm doing to cope:
18/0/53 Regrowth spec. The first major glyph will either be swift Rejuv (for tank healing) or Swiftmend (in a Regrowth build, i'd have no problem reapplying RG after the SM, as its a nice chunk of healing again). Basic idea is to use WG when its not on CD, keep rejuv on the tanks and maybe some lifeblooms, and then otherwise spam RG. I'm also gonna try and get my haste up to 1181 so I'd have a 1 sec RG cast.
Post by Angrychair
This is a nerf to our HoTs, but is actually a buff to Nourish and Regrowth as the haste affects those, too (not to mention our other instant abilities that weren't affected by the old GOTEM). Yes, we will need to stack more haste to reach the 1 sec GCD, but there will likely be more haste on ICC gear. Part of the change actually allows us to benefit more from the haste on that gear - still technically a nerf, but like I said RG and Nourish will be better.Will we still be spamming rejuvs/WG's?On some fights, probably. On others, it will help a lot more.
Here's what I'm doing to cope:
18/0/53 Regrowth spec. The first major glyph will either be swift Rejuv (for tank healing) or Swiftmend (in a Regrowth build, i'd have no problem reapplying RG after the SM, as its a nice chunk of healing again). Basic idea is to use WG when its not on CD, keep rejuv on the tanks and maybe some lifeblooms, and then otherwise spam RG. I'm also gonna try and get my haste up to 1181 so I'd have a 1 sec RG cast.
Yeah.. I can't see RG spamming as a viable raid heal tactic. It's too mana intensive (719 mana or something).
I'm not sure why you'd glyph for Regrowth either, Nourish is pretty much the go-to spell for tank healing, it
has been buffed endlessly, after all.
With RG at 1sec, combined with raid spamming it, you'll theoretically be oom in 30 seconds or so. Correct me if I'm wrong.
Post by skribs
The following assumes that you have roughly 20% crit raid buffed, 12% haste from rating (before buffs and talents), and 3200 SP raid buffed. Assuming the current tooltip for GOTEM is correct, and that it provides HoTs both the 10% off GCD (0.15 sec off) and 10% haste, you would have the following cast times/GCDs:
Note that I am not factoring in Natural Perfection or Celestial Focus at this time. Although CF would have roughly the same effect on all spells at this point, anyway.
Without the Formulae (listed below):
GCD = 1.013 sec, 1.0 w/ NG
Nourish = 1.126 sec, 1.0 w/ NG
Regrowth = 1.501 sec, 1.251 w/ NG
HT = doesn't matter as it hasn't been changed and it sucks in the current build
GCD = 1.35 (after GOTEM) / 1.1 (GOTEM) / 1.03 (Imp MK Aura) / 1.05 (WoA) / 1.12 (haste rating) = 1.013 seconds.
GCD with NG = 1.0 sec (as 1.013 / 1.2 < 1.0)
Nourish = 1.5 / 1.1 / 1.03 / 1.05 = 1.126 seconds.
Nourish w/ NG = 1.0 sec
Regrowth = 2.0 / 1.1 / 1.03 / 1.05 / 1.12 = 1.501 seconds
RG + NG = above equation (unrounded) / 1.2 = 1.251 seconds
The spec assumed for the following is
14/0/53. I know this skips points, but those are mainly filler, and LS is currently expected to mainly be filler and isn't calculated in the original math anyway. Even so, Gift of Nature and Master Shapeshifter are not factored in, because it simplifies the math and would have no difference in a comparison if both are multiplied by the same number (e.g. 1000 vs. 700 is the same difference as 1100 vs. 770).
Using SP coefficients found on WoWWiki, and multiplying Rejuvenation by 15%, I came up with the following (crit bonus is 0.5*crit chance + 1, all multiplied by the base heal, e.g. RG = 4434*(1+(0.5*0.45))):
RG Direct = 4434 (5432 avg once crit is factored in)
RG HoT = 9512
RG Total = 13946 (14944 once crit is factored in)
Nourish = 4182 (5123 w/ crit)
Nourish (w/ Empowered Touch) = 4822 (5907 w/ crit)
Nourish w/ HoT active = 5018 (6147 w/ crit)
Nourish w/ ET+HoT = 5786 (7088 w/ crit)
Rejuv = 12296
Lifebloom HoT (1 stack) = 3348
Lifebloom Bloom (1 stack) = 2757
Lifebloom Total (1 stack) = 6105
WG (1 target) = 4535
WG (6 targets) = 27213
I know there's a lot more to do on LB, but this isn't really focused on LB. It does, however, show how inefficient it is to use 1 LB.
Based on casting speed, the HPS of spamming the following around would be the following:
RG = 14944/1.251 = 11946 HPS
RG = 14944/738 = 20.25 HPM
RG Direct = 5432/1.251 = 4342 HPS
Nourish = 7088 HPS
Nourish = 7088/573 = 12.37 HPM
Rejuv = 12296 HPS
Rejuv = 12296/458 = 26.85 HPM
LB = 6105 HPS
LB = 6105/294 (after bloom cost) = 20.77
WG (6 Targets, compared with Rejuv Spam) = (27213-12296)/6 = 2486 HPS increase
WG = 27213/643 = 42.32 HPM
If the target needs massive burst heals, then Nourish is the best ability to cast. This of course assumes SM is off CD (or you're saving it for a specific boss ability), and a HoT is on the target.
If the target needs a direct heal, and probably/definitely a HoT (such as an effect which deals a large spike and then damage over time, or a spike on a fight with AoE), Regrowth is the better choice as it has much more HPM than Nourish.
If you are blanketing the raid, WG+Rejuv spam is the best choice.
LB is only good to roll on the tank, or as a high HPS choice for someone who will only be taking damage for <10 seconds (e.g. Light Bomb on XT), or to get some free mana back from a Clearcasting proc.
The numbers show that someone who blankets the raid, but will spam the tank when they need it, will make best use of a build based around the spells Rejuv and Nourish (obviously WG and Lifebloom as well, but those are specced into already anyway).
The reason I would go for Regrowth over the build with the better numbers is that RG provides both the HoT of Rejuv and the DH of Nourish, with much more efficiency than Nourish. The result is something that when someone is low will still keep them from dying but still provide a HoT, can keep more HoTs on people (allowing more options for a slightly weaker swiftmend).
Now I'll factor in Living Seed in a comparison of Rejuv and RG.
With crit, the average RG is now 6330 for the direct, leading to a total of 15842. The HPS/HPM become 12663 and 21.47. Slightly more HPS than Rejuv but still less HPM. More overall HPS (if meters are concerned) than Nourish, still.
Also consider that if I am wrong on how the GCD works, then you lose about 10% of the HPS on Rejuv. I dont think its wrong to stay with Rejuv+Nourish, and I dont necessarily think Regrowth is the better option. I do think its something I'm going to try.