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impending spirit nerfFollow

#1 Feb 10 2009 at 12:30 PM Rating: Good
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As a tree that has stacked a ton of spirit, I'm concerned about the upcoming regen changes. Granted, it may be a bit OP that I can run an entire Heroic (including CoS and VH) without ever having to stop to drink, but that was a goal I worked pretty hard for.

Now I'm wondering whether I should start shifting away from Spirit into more spell power, int, or mp5. Between Innervate and Improved Tree of Life, spirit still seems to be a strong stat. Maybe I just don't need to try to stay around 1k anymore.

I'm a bit sad-faced over this. I've always enjoyed healing by throwing out a zillion hots rather than relying on the bigger direct heals. If we're being herded into int/sp rather than spirit though, I might have to rethink my playstyle.

Edited, Feb 10th 2009 3:32pm by Laecy
#2 Feb 10 2009 at 1:53 PM Rating: Good
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Blue post thingy wrote:
stats that offer mana regeneration are devalued

I don't think they want people to stop stacking Spirit. I just think they want it to be less "OP'd" than it is right now for healers. I think gear priority should remain nearly the same, unless you were really going out of your way to stack more Spirit.

I think Resto Druids are getting good synergies from Spirits so it'll never be a stat to avoid. And with Intensity it's just like Mp5, so... yeah, don't think much will change gear-wise.

You guys might just have to drink once in a while. ;P
#3 Feb 10 2009 at 2:05 PM Rating: Good
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Im wondering how much the intensity change will affect my boonkin, since they say they are making it better. Perhaps I will be able to put all mana regen talents I need only there. hmm...
#4 Feb 10 2009 at 3:23 PM Rating: Good
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Quote:
The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced.


I wouldn't be too worried about this change. When you're powering through heroic trash you don't really spend that much time outside of FSR anyway. We'll still have the 15% Spirit to Spell Power Conversion as well. Spirit will most likely continue to be one of our best stats.

On another note, I will say that Spirit Regen was getting a bit out of hand. Around the current top gear levels, Spirit is giving just short of 1 Mp5 per point. Being able to heal 10 minute fights from start to finish with a single Innervate is honestly OP.
#5 Feb 10 2009 at 3:26 PM Rating: Good
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3,272 posts
If you do 25 mans as a boomkin, and your gear is up at the right level you don't even need to have mana regen talents.

When I started 25 man naxx I was running strictly 3/3 Intensity and OOC. Now that I'm nearly full epic and 2 piece valor t7 I've completely put intensity to the wayside. OOC and a ret pally is all I seem to need nowadays.
#6 Feb 10 2009 at 11:49 PM Rating: Decent
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988 posts
Quote:
If you do 25 mans as a boomkin, and your gear is up at the right level you don't even need to have mana regen talents.

When I started 25 man naxx I was running strictly 3/3 Intensity and OOC. Now that I'm nearly full epic and 2 piece valor t7 I've completely put intensity to the wayside. OOC and a ret pally is all I seem to need nowadays.


You seem to be forgetting Dreamstate here. You obviously went from having TWO regen talents to just one.
#7 Feb 11 2009 at 2:18 AM Rating: Good
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No, he meant what he said.

He also doesn't have the threat reduction talent.

edit: Damn fool went resto. But I think he did mean no mana talents. We'll find out in the morning. :)



Edited, Feb 11th 2009 5:25am by Horsemouth
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#8 Feb 11 2009 at 5:49 AM Rating: Good
I don't know that any boomkins take Dreamstate anymore; there simply isn't room for it among all your DPS-boosting talents! Even Intensity can be hard to fit in.
#9 Feb 11 2009 at 6:49 AM Rating: Good
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958 posts
My biggest concern is that I'll be running out of mana during boss fights. I still come close on 25 man Archavon when taking 4 healers (by close I mean out of mp, pop innervate and right as we down it I'm under 1000 mp again, gear similar to you). If this change tweaks innervate such that I don't hit full or overfull MP anymore I may have to switch glyphs to use the innervate one until I hit a gear level similar to what I already have.
#10 Feb 11 2009 at 2:36 PM Rating: Good
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3,272 posts
Yeah, I'm resto atm my guild needed me resto for 3drakes, which failed horribly because half my guild doesn't listen or likes to talk on vent during fights.

But beyond that I don't run with mana regen talents. This is the current build I use.

I have only one mana regen talent and thats OOC. I hardly and rarely ever have to pop off innervate most of the time it's unused and not even the healers need it. The few times I do go oom are results of chain pulling trash and constant hurricane spam. Other than that on a boss fight, we've generally got 2 ret pallys and a spriest so the mana return is just nuts. Throw all of those together with all my crits returning like 450 mana per crit it's not much of an effor to stay topped off and push out good dps.

EDIT: Pulling myself out of mana regen talents also opened me up to get Nature's Reach. After I got SF Eclipse proc on my first wrath cast on 2drakes and pulled threat in about 6 SF crits I decided it was time to get that back. There is honestly nothing more hilarious than watching Sartharion turn and killed all the melee, whatever ranged/healers are standing inside breath range.

Edited, Feb 11th 2009 4:38pm by ArexLovesPie
#11 Feb 11 2009 at 11:51 PM Rating: Good
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216 posts
I started with 3/3 moonglow, OOC, intensity and dreamstate. That soon turned out to be a waste when my crit went up. I am now using 1/3 moonglow, OOC and intensity. Out of those the 1/3 moonglow is a filler. OOC > intensity. and a couple more gearupgrades and im a taking points away from intensity for the goodies in balance tree.

In 25 mans I think I could drop intensity as I seem to never run out in bossfights and haven't used innervate on myself yet. But in 10 mans or 5 the extra mp5 is more then welcome on some fights.
#12 Feb 12 2009 at 9:09 PM Rating: Good
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1,888 posts
Kanngarnix wrote:
Quote:
If you do 25 mans as a boomkin, and your gear is up at the right level you don't even need to have mana regen talents.

When I started 25 man naxx I was running strictly 3/3 Intensity and OOC. Now that I'm nearly full epic and 2 piece valor t7 I've completely put intensity to the wayside. OOC and a ret pally is all I seem to need nowadays.


You seem to be forgetting Dreamstate here. You obviously went from having TWO regen talents to just one.

Once you get out of blue gear, Dreamstate is quite useless. I did put one point there, but thats only because it would be a wasted point anyway.

Although I concur that I rarelly go OOM in 25 man, 10 man is another history, at least sometimes. My 10 man team doesnt have a ret pally, nor a shadow priest and only sometimes we have a hunter. Its not that I go everytime oom, but I have yet to see the difference now. Probably I'll be able to put only one point there.
#13 Feb 14 2009 at 3:36 PM Rating: Good
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1,004 posts
I'm not so sure that the nerf as it's currently planned will have a massive effect on trees. They're nerfing Spirit regen while at the same time buffing the abilities that let everyone regen while inside the five second rule so that the net effect will be close to the same while casting and significantly lower while outside the five second rule.

Well -- I know while playing a tree I'm inside the 5 second rule easily 90% of the time. Even between pulls I'm keeping Lifebloom stacks up so I don't need to waste mana on three casts at the start of every fight. My OOC regen really only accounts for any major regen before or after a boss.

I agree that it needs to be changed. With recent gear I can push nearly 600mp5/casting with 2 Paladin buffs and Divine Spirit while maintaining over 2000 +healing and a 1 second GCD on Lifebloom. With that kind of mp5 you don't lose mana while rolling 2 lifebloom stacks and throwing out Rejuvs and Swiftmends on anyone who needs them in a 25 man. The only time you ever even see your mana go down is when you have to throw out a few successive big heals while rolling your HoTs and Wild Growthing. And even then, with the cooldown on Wild Growth mana still recovers in that six seconds.

In five mans I can literally keep a full stack of lifebloom on the tank, and rejuv on everyone the whole time with Wild Growths tossed in when useful and not run out of mana. In 10 mans I can mostly do the same, though GCDs and Lifebloom timers make it more difficult to keep 10 Rejuvs up. In 25 mans, mana is STILL basically infinite but HoTs go to the people that need them since there just isn't time to keep 25 Rejuvs up the whole time. It makes for very lazy healing where you just spam everything all you have and don't think about it.
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