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Hey, Resto's Kinda Fun!Follow

#1 Jun 11 2008 at 4:37 PM Rating: Good
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Just sharing, mostly...

After taking my druid to 70 and mid-way into Kara as a fully feral furball, and lovin every bit of it, last night I finally respec'd resto temporarily to grind honor and arena points for when S4 hits...to buy up feral gear, of course. : ) My guild is short on healers, though, so this'll give some of our multi-toon members a chance to run their tanks and dps instead of healing my big bear butt all the time. And of course variety is the spice of life and I kinda feel like I'm playing a brand new game targeting more friends than enemies.

Fortunately I've been saving up a healing set and got some nice drops along the way, including 2 pieces of our very own druidic moonglade set. I respec'd to the recommended "Arena Build" and grabbed all the kodohide pieces for healing with some resilience. All told I'm at about +1050 heal and like 7,500 mana. Not too bad for a brand new respec, I don't think.

Just ran my first BG -- an AB that we won handily. I lodged myself in the hip pocket of the best geared warrior in the staging area, (full S2/S3) and together we turned the tide of a lot of battles. I ended up with 2500 damage and over 160,000 healing, last and first, respectively. It was very different but enjoyable...I hope it stays that way.

Next up: seeing if I can rally our weaksauce 3v3 team to a less pathetic ranking. We've just been in it for the gear, but maybe we can start winning more than we lose now with my help. Wish me luck.

My Big PvP Question: Since CC only lasts 10 seconds in PvP anyway, and people frequently trinket out of them anyway, are higher ranks of roots and hibernate any better than the less mana-costly rank 1 equivalents?

After that: PvE which is what I have always enjoyed more than PvP. I expect drawing aggro to be my biggest frustration...I understand there are trinkets that reduce AoE threat...can anybody recommend one that's easiest to get? Man, I'm really missing Emmerald's list already...my safety blanket and shopping list all wrapped into one.
#2 Jun 12 2008 at 12:07 AM Rating: Decent
Quote:
My Big PvP Question: Since CC only lasts 10 seconds in PvP anyway, and people frequently trinket out of them anyway, are higher ranks of roots and hibernate any better than the less mana-costly rank 1 equivalents?


i don't know about hibernate but roots does more damage during its effect with the higher ranks. cyclone is always a good CC tho, its basically like a banish which i don't think you can use a trinket to get out of it!
#3 Jun 12 2008 at 2:39 AM Rating: Decent
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you can trinket out of cyclone.

What is a handy strat is to cyclone someone, then cast roots while cycloned. they trinket out and get hit by the roots.
#4 Jun 12 2008 at 8:26 AM Rating: Good
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Plainwalker wrote:
Quote:
My Big PvP Question: Since CC only lasts 10 seconds in PvP anyway, and people frequently trinket out of them anyway, are higher ranks of roots and hibernate any better than the less mana-costly rank 1 equivalents?


i don't know about hibernate but roots does more damage during its effect with the higher ranks. cyclone is always a good CC tho, its basically like a banish which i don't think you can use a trinket to get out of it!


I know higher ranks of roots do a bit more damage, but I'm talking arena where I'm paired up with a nasty damage dealer and my job is healing/cc. Seems like the DoT from my roots would be a drop in the make-em-dead bucket so I might as well save that little bit of incremental mana for healing/cc by using use rank 1 -- unless lower ranks of cc spells are more likely to be resisted, break more often, etc. Is that the case? I guess every little bit of damage helps, so I should probably use my most damaging version of roots along with Insect Swarm to get the DoT and -hit debuff. All this still leaves the question for Hibernate though.

Battleground Update: I ran a bunch of AB and EotS yesterday, and feel like I have SO much more of an impact now. I pretty much chase the action and heal my **** off, and we seem to cap/keep more nodes now. My win/loss record has gone from 25% wins to 75%. I'm sure just the luck of the draw, but it sure feels good. I've picked up a distinct pattern, too -- me and some hordey over 150k healed, then 2-3 hordey's around 100k, then a bunch of allies in the 60s. So without me there, we'd have much less healing than horde, on a pretty consistent basis.

As part of that, I'm doing only a couple thousand damage in the course of an entire BG. Is that cool/expected? As with the Arena question, should I be trying to do a bit more damage, or save all my mana for healing/cc?
#5 Jun 12 2008 at 12:23 PM Rating: Decent
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Totally depends on the team. Against double dps, save it for cc/healing. Against healer/dps teams, throw up rank one spells if they are dispell happy. Rank 1 Moonfire costs a piddly amount of mana compared to what it takes to dispel it.

But as far as flat out damage? Only if you're 34/0/27 and have the ability to actually nuke. Otherwise you're wasting your time.
#6 Jun 12 2008 at 2:39 PM Rating: Good
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I know that hibernate in higher ranks will last longer and roots in higher ranks will only do more damage.
#7 Jun 12 2008 at 3:02 PM Rating: Good
I was AV'ing last night and had a great time. I often top the healing meters (while feral spec) then we get to Van, I shift gear and tank the boss. For my last game, I got "trapped" on defense and ended up doing 350k healing (drank once & used 2 innervates). The next best was 100k healing, and we just managed to hold them off long enough to get the win. Without me there, we would have had no chance. Healing is a lot of fun in BG's!

#8 Jun 13 2008 at 6:47 AM Rating: Default
with roots, the is a higher chance the player will break free from rank one if the rooted player much higher as well as there is a higher chance it may get resisted
#9 Jun 17 2008 at 10:14 AM Rating: Decent
Quote:
with roots, the is a higher chance the player will break free from rank one if the rooted player much higher as well as there is a higher chance it may get resisted


I don't believe that is true. I am pretty sure that it goes like this:

level 70 casts a spell on another level 70, and it applies the same as any other spell (with chance to be resisted etc based on modifiers). The reason I say this is because my Shaman uses Earthshock rank 1 in arena and other pvp and it works normally. The only difference is the amount of damage it deals.

In this case, the amount of damage roots causes is determined by the rank. The chance it is resisted is determined by the character levels and modifiers from talents and armor.

Also, every time Roots ticks, its has a chance to break the target out from the damage, apparently called heartbeat damage.
#10 Jun 17 2008 at 12:30 PM Rating: Excellent
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Quote:
Also, every time Roots ticks, its has a chance to break the target out from the damage, apparently called heartbeat damage.


close. every time root ticks damage it has a chance to break. this has been in since beta vanilla WoW i believe. heartbeat resist is a mechanic that was added during BC, sometime around season 1, that uses a characters spirit regen (or "heartbeat") to pulse a chance to break effects. this heartbeat occurs every 2s, and applies a chance to break CC effects each time it ticks.

and no, more spirit doesnt increase the chance to break effects.
#11 Jun 17 2008 at 2:26 PM Rating: Decent
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So, Quor, are you going to leave the Warrior and Shaman forums be and come post here more often? It almost feels like old times.
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#12 Jun 17 2008 at 2:50 PM Rating: Good
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Mazra wrote:
So, Quor, are you going to leave the Warrior and Shaman forums be and come post here more often? It almost feels like old times.


I wholeheartedly second Mazra's recommendation and request. Or I convert his question into a motion on the floor, whatever.
#13 Jun 24 2008 at 10:35 AM Rating: Decent
Many arena Resto's use rank 1 roots and nature's grasp for

1) Less mana for the same effect (the real reason)
2) Roots damage can break itself prematurely, and school of thought is that less damage from rank 1 may lessen the likelihood of self-breaking roots (potential urban legend that sounds reasonable)

And you have to use rank 1 nature's grasp in conjuntion with rank 1 roots or you risk "a more powerful spell is already active" situation if you want to reapply roots to someone already in nature's grasp to extend the CC out to 16 seconds instead of just 10.

Edited, Jun 24th 2008 2:39pm by mjhnine

Edited, Jun 24th 2008 2:39pm by mjhnine
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