Posts Tagged Resto
Professor Putricide 10 man Video
Posted by Cows in Resto Druid on January 7, 2010
Don’t usually post 10 mans or normal modes for that matter. However this fight is pretty cool to watch and there are no resto druid povs out there atm so I thought I’d go ahead and upload this one. Obviously this is not a particularly taxing fight, and in the video you can see a fair few mistakes being made with positioning and getting hit by bottles etc (and not having the bottle cast time debuff on power auras yet – which i strongly recommend you do before attempting the fight as a healer). As always full Ventrilo is in the video, this is by no means a clean kill but enjoy!
As always, since you can’t embed the HD versions automatically from youtube anymore – make sure you click the hd button. Better yet, click the link below the player to view it on youtube directly so you can put it into widescreen
Blizzard back down over rejuv duration nerf
Posted by Cows in Resto Druid on October 17, 2009
I’m pretty sure there are no other documented cases of blizzard backing down over a nerf due to high volume of complaints.
I can’t believe I actually managed to type that without laughing.
Fact is, if enough people complained that gnomes pink hair was too pink they’d change it. Is this kind of blatant pandering a good or a bad thing though? Clearly in this particular case it’s a good thing as the relative common sense of the players seems to have outweighed the creeping stupidity of a certain lead game designer. However I can think of a fair few hundred more times when it’s been total bullshit, like a lot of the over-nerfing of Deathknight tanks being clearly community / pvp community driven and not really thought through by designers. Which of course led to a few changes being reverted in 3.2 – and yet still DK tank threat is the lowest in the game while their resource mechanic makes them the hardest tank style to play, but that’s another story.
I haven’t tested this on the PTR yet but I assume the tick values remained unchanged – the reason I bring this up is that no one has mentioned if the total base heal of rejuvenation was also reverted back to it’s 15 second version – but I think we can assume it has. It didn’t really make sense for them to go forward with the duration nerf at the same time as the GotEM nerf, but I wouldn’t be too sure they wont try and push the rejuv nerf back in in 4.0 or something – hide it with the ‘ooh shiny’ in the start of Cataclysm somehow. But at least for now we’re safe.
Yeah I know it’s the news every druid blog under the sun is going to go for, but it is an important one, and hey after all I’m not really reporting the fact I’m just offering my opinion on it based on the assumption you already know because you read MMO.
Druid 3.3 changes and new haste softcap
Posted by Cows in Resto Druid on October 14, 2009
More resto druid changes in 3.3 have been announced.
Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.
Obviously a good change, and I’m sure anyone who has done any of the CC heroic modes will agree that waiting ~16 minutes for your combat rez to come back up after a wipe or even a successful kill was starting to get pretty dumb. I would have preferred they had done something similar to Bloodlust’s debuff mechanic for combat rez. For example it has a 3 minute timer but places a 10 minute debuff on the druid when he/she casts it that prevents it being cast. That way if you wipe then it’s always available for the next fight – however reducing the cooldown to 10 mins is a decent compromise.
Item – Druid T10 Restoration Relic (Rejuvenation) – The periodic healing from your Rejuvenation spell grants 32 spell power for 15 sec. Stacks up to 8 times.
Then you have this tier 10 resto druid idol and two things struck me. Firstly it’s pretty boring how we’ve been pigeon-holed into always having a rejuvenation based idol. Ok I get it rejuv is awesome but this idol could just have easily only procced from wild growth (and therefore stacked instantly to 8 practically every time you cast wild growth, although they’d probably have to up the spellpower for it to be worth it. But the main issue here is that there is almost no difference between this idol and the current tier 9 idol. In fact the new idol will just take longer to ramp up to full spellpower at the start – and gives you hardly any extra.
The current idol procs instantly for 234 spellpower and has 100% uptime if you have at least 2 rejuvs running. The new idol procs 256 spellpower in 32 spellpower segments with 100% proc chance per segment per tick of rejuv. It just seems to me the difference isn’t very pronounced, sure people will go for the t10 idol but probably not as a ‘first piece must have item’ like the t9 one was, as you’re only gaining 22 spellpower.
Personally I’ve never liked the whole relic procs idea that came in with t9. It seems very lazy design to simply give classes a major stat boost for something they’re already doing in their rotations / general healing. How much better would the t10 have been if they upped the spellpower a bit, to say 280, lasts 20 seconds – and made it a flat proc from something other than rejuv – for example swiftmend. Suddenly you actually have to work a little tiny bit for your idol proc rather than just getting spellpower bonuses for doing what you were going to do anyway.
Glyph of Rapid Rejuvenation – Your haste now reduces the time between the periodic healing ticks of your Rejuvenation spell.
Gift of the Earthmother now increases your total spell haste by 2/4/6/8/10%
I’ve put these two together because they are clearly part of the same issue. If rejuv ticks are to be hasted, then of course the 359 haste softcap has to be moved and the only way to really do this is to nerf GotEM, so that’s what they’re doing. This nerf only makes sense if the idea of hasted rejuvs is going to go live – which they already mentioned it might not – so I’d fully expect to see this change to GotEM removed if hasting does indeed not go live.
Of course I’m talking about a haste softcap as it exists on live today, but even if GotEM wasn’t nerfed the ’softcap’ would no longer really be a true cap. As it is right now any and all haste you have past 359 is essentially worthless on *most* fights. However with Glyph of Rapid Rejuvenation haste would suddenly be worth taking past 359 – arguably not worth more than crit currently because of the t9 bonus but then t10 doesn’t have that bonus so we’re going to ignore that for now. But by nerfing the amount of haste your instant spells gain from GotEM by 10%, if you want to hit a 1.0 sec gcd for instants now you require ~856 haste which is a pretty big increase over the old 359. Of course due to item inflation in 3.3 the top level gear is going to have insane amounts of haste on it and crit goes back to being a lot less useful once you replace your t9 set for t10. This change might even force some druids back into 3/3 Celestial Focus in order to reduce the needed haste back down to a more obtainable ~736 (with 3/3). I personally think the GotEM change is a good one, although technically a nerf, at least now when you get your brand spanking new gear you wont be as annoyed to find out it’s covered in haste as you were in 3.2 – since you’re actually going to want to have that haste.
What I really don’t like though is the idea of hasted rejuvenation. The whole concept seems to be flawed, based around the rather giddy idea that most other blogs have on the subject, that ticks wont be nerfed once hasting comes in. Of course they will be, if suddenly your rejuv is ticking, say, 15% faster than it used to – do you really think Blizzard will let you just keep that? They’ve already made it clear that they think rejuv is overpowered so I doubt it will take that long for them to nerf the tick amounts down to compensate for the increased tick speed. And then what are we left with? A spell that essentially does the same healing it did before but now requires a lot of haste stacking to maintain it, sure it will now scale with haste but all that means is that those of us at the very top of the gear chain will have a slight benefit. Those in the middle will have no benefit and those at the bottom will have a nerf.
I’m not going as far as to say it’s a completely bad idea, as who knows what fights the future brings who’s mechanics will probably favour the new shiny fast rejuv, I see it as more of an unnecessary change. Certainly the change to GotEM makes it more attractive, but still an obvious crutch to hold up what in the long run will probably turn out to be a bad mechanic.
I am tree, hear me roar?
Posted by Cows in Resto Druid on October 11, 2009
Like many resto druids I almost never leave tree form in pve. Pretty much the only time this might happen is in 10man when I’m the only druid so I’ll put faerie fire on the boss, putting me outside treeform for all of 1 gcd. Every now and then on Icehowl I’ll use my cat+dash macro to give myself piece of mind although it’s not really needed. I might use cat+dash on Anub’arak if I’m focused in a burrow but I don’t even really count this because it hasn’t even happened once in the last 3 weeks. So I sit in treeform doing my thing, if I get to 1/2 mana I innervate and if I still need mana I used a potion, all the time sitting in treeform.
This is what resto druids, and druids in general (not feral…) have become. We are no longer the shape shifters we once were in classic, or even TBC (hey at least resto pvp would use bearform back then), balance and resto druids alike just sit in boomkin or tree for entire fights. It makes you wonder what the point of having these forms is if you are just supposed to stay in them. I mean as far as tree is concerned, you could easily just replace the 4 talent points with a passive bonus that gave 15% spirit as spellpower, gave a 6% healing aura to the raid, increased your item-armour to 200% and gave you 4% more healing – then at least we’d get to see our armour graphics.
Ghostcrawler did touch on this, the fact that only feral druids switch forms, which is mainly because they have 2 forms and they’ll want to go to caster form to combat rez, innervate someone or may be heal themselves. While resto and balance stay in their forms other than the odd cat+dash or travelform scenario, and I don’t really count travelform. Feral is pretty much balanced in this way, they are rewarded for shifting, while balance and resto are only ever penalized for it. But so far nothing has been done to address this, and even when Ghostcrawler brought it up he kind of said it in a whiny “waahh why dont they shift, they should shift more” kind of way. Which I for one object to, the reason we don’t shift Mr. Ghostcrawler is simply because you have not given us anything to shift for.
In my mind there are some easy things that could be done to make shifting attractive to resto druids in pve. And so in no particular order:
- Bring back fights with mana leech mechanics. In BC we had a few of these, someone would get a debuff in the raid which drained their mana or there was a pulsing mana leech going on which could be predicted (or had a cast bar). This would see all the resto/balance druids instantly shifting into bear to avoid the leech. Simple and affective.
- Look at why Feral works so well with shifting, other than having 2 primary forms, and emulate this with all specs. Put simply, ferals can still heal reasonably well and have 2 major abilities for helping others (combat rez and innervate) which they have to shift in order to use. We could easily copy this idea across to resto by having, say, a resto specced cat actually do something useful for either the druid or the raid. A simple idea which is by no means finalized could be something along the lines of a talent in deep resto that causes the rake debuff given by a resto specced cat to regen mana/hp/energy/rage to anyone who hits the boss. Then simply design some of the upcoming encounters to benefit from this mechanic in certain phases/situations and hey presto u got resto druids shifting into cat to apply rake once in a while.
- Give us specific reasons to move out of tree form. Give resto some reason to want to put some kind of debuff on the boss, which is only good if you are deep resto but you have to be in caster form to cast it. An example of this I liked, while not a debuff of sorts, was to rework the useless tranquillity to be a much shorter cooldown and do something different such as increase the damage of the targeted party within your raid by 10% for 10 seconds while channelled. And of course make it so you can’t cast it while in tree.
You get the idea, I’m not suggesting any of the above proposals should be implemented I’m just trying to get the ball rolling on fixes to an issue which quite frankly has only got worse as the game as gone on.
Of course I’ve mentioned mainly buffs as a way to persuade people to shift, but the same could easily be done with nerfs. You could make innervate a balance only talent (and buff it) thus promoting boomkins in raids while also slightly nerfing resto. But then to counteract not having innervate as resto, make resto have an ability they can use in a feral form to regen mana (similar to enhancement shaman’s mana regen cooldown mechanic) but it requires them to melee the boss in cat/bear. Hell a simple one would be to create a resto talent which causes frenzied regen to regenerate mana, which would force a resto to go into bear, do some melee damage to get 100 rage and then pop frenzied regen to act like an innervate.
Either by carrot or stick, something needs to be done to get druids shifting again – and I doubt that I’m the only resto druid who thinks so.
Resto tier 10 set bonuses
Posted by Cows in Resto Druid on October 8, 2009
Well for once the 2 piece bonus seems more overpowered than the 4 piece.
Druid T10 Restoration 2P Bonus – The healing granted by your Wild Growth spell reduces 0% less over time.
Druid T10 Restoration 4P Bonus (Rejuvenation) – Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.
Wild growth no longer reducing healing per tick? That sounds like it might be too good to be true, since for most of WotLK resto 2 set bonuses have been pretty lacklustre. Perhaps they decided that the rejuvenation crit bonus of tier 9 was going to be a tough one to beat with just another 4 piece bonus and so they’d need the combination of both bonuses being pretty nice in order to persuade people that the tier 10 perks were better. At least it’s not going the way of t8->t9 conversion where clearly someone in the design team just said ‘”oh shit, tier 8 4p bonus is way better and scales much higher than tier 9 4p – we’re going to have to nerf it by 50% just to get people to upgrade…”.
So yeah, I like the t10 2p, but I’m uneasy about the wording for the t10 4p. As some of you might have noticed the word “jump” is a bit of a problematic one here. ”Jump” signifies that there is a 2% chance when rejuv ticks that it will remove itself from the current target and randomly jump to a new target. I’m sure I’m not the only one that would see this as problematic, in fact I’d go as far as to say if this went live in that fashion that no decent druid would be using t10 4 set and would probably stick with just 2 or 3 pieces for as long as they could get away with. The only way this 4 set will work is if it isn’t a “jump” but more of a “copy” or “spread”, ie: 2% chance for the rejuv to apply another rejuv to a random person in range while the parent rejuv remains on the designated target.
To be fair to Blizzard this is probably how it will (or even does, since we can’t test it yet) work, since there really is no way that the wording taken at face value would ever be considered an actual buff to rejuvenation. Can you imagine? You rejuv a guy on 50% hp and after 1 tick it just goes to some other random guy leaving the original target without a hot? Yeah, I don’t think so, but that is how it’s worded right now.
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