Coliseum crash course

Posted by Keeva | Druid healing, Raiding | Saturday 31 October 2009 10:59 AM

A friend of mine has been away from the game for a while, and asked me what had changed about druid healing, what he needed to know.

I thought I would post this super-quick “crash course” of how I heal the bosses in TOC. Not fight strats, just bullet points of exactly what I do. Take these with a grain of salt though; remember that I am a 10 man raider, and you may do things completely differently. This is what works for me :)


Northrend Beasts

Gormok the Impaler

  • Keep full HoTs on the current tank and pre-hot the second tank before they switch

  • Keep Rejuvs on the melee group
  • When your boss mod announces the spell interrupt in 5 seconds, get ready to WG melee. Announce – wait – stomp – WG. Along with the Rejuvs you have on them, this will top them up nice and quickly.
  • If someone is hit by fire, Rejuv and be ready to Swiftmend them. They will take more damage the longer they stand in the fire; so if you see them move out immediately, they should be ok without follow-up healing. If they stand in it for a few seconds, you may need to toss them extra healing.
  • Toss a Rejuv on a Snobold victim; they shouldn’t take too much damage
  • Occasionally you might need to WG people near the Snobold victim since they do some AoE fire damage sometimes.


Acidmaw & Dreadscale

  • Keep full HoTs on the tanks as they go into this fight as they may still have debuffs on them

  • Keep tank HoTs up, free-heal as people take damage
  • Keep an eye on the melee group who may take slime pool damage if they’re not paying attention


Icehowl

  • First and foremost, never stand between Icehowl and the big double gates at the back of the room; if he blasts you into them, you may not be able to run away fast enough when he targets you (speaking from experience).

  • Keep full HoTs on the current tank and be ready to pre-HoT the other.
  • You’ll get to know his timing. As he runs out to stomp and blast everyone to the walls, I run a few steps to make sure I’m definitely not going to the gates, then I toss a WG just before we get stunned. It will help top up the damage while everyone can’t move.
  • As you get better at timing this, you can pepper the raid with Rejuvs before he stuns everyone. Anyone at low health just before the stun is going to die – prioritise picking them up before he does that move.
  • WG the people who get frozen, since they are likely to be close enough to all be hit by WG.



Lord Jaraxxus

  • Pre-hot the tank during the boss chatty time. Keep HoTs up.

  • Note: In heroic you may be locked out of healing when the Mistresses are up due to an ability called Mistress’ Kiss. If you get this debuff try not to cast Regrowth or Nourish; but if you do get interrupted, make sure you call this out so your other healers know.
  • Toss a Rejuv on anyone who gets Legion Flame – it will cover them for any incidental damage they take while running it out.
  • Keep an eye on melee; I sometimes keep Rejuvs on them because they are prone to taking damage if someone with Legion Flame doesn’t run out fast enough.
  • For Incinerate Flesh, I Rejuv, Swiftmend, and then Nourish until the debuff drops off (this is the ability that you have to blast-heal the person for a certain amount to kill the debuff, or the raid will take AoE damage).
  • When Mistresses are up, watch your frames for a purple squiggle icon. Throw a Rejuv to that person; they are about to be thrown in the air and dumped for fall damage. Wait for the damage, then Swiftmend.
  • Spot-heal anyone who takes damage from volcanoes, lightning and whatnot.



Faction Champions

This is a bit of a free-for-all fight, but some people seem to end up “tanking” some of the NPCs. My advice is to keep HoTs on anyone who is being picked-on repeatedly, and also perhaps on any key CCers – you don’t want to lose them. As much as I can, I will toss HoTs around the raid; I use Regrowth a fair bit in this fight. Nature’s Grasp gets used a whole lot, too.


Twin Val’kyr

  • Cycle Rejuvs on everyone in the raid

  • Extra HoTs to the tanks when you can
  • Be ready to Swiftmend anyone who bumps into the wrong coloured orbs.
  • If you see a bunch of the wrong coloured orbs heading your way, and you can’t dodge them, Rejuv, Barkskin, and get ready to Swiftmend yourself. (I usually wince as well, I’m not sure if this helps..)



Anub

  • Pre-HoT the tank on the pull; keep full HoTs up.

  • When the Nerubians pop up, HoT up that tank. If you get aggro, run them over to the tank.
  • Toss a Rejuv to anyone who gets the Penetrating Cold Debuff.
  • In P2, keep HoTs on the Nerubian tank until they’re dead.
  • Be ready to cat+dash if Anub targets you; run to the most distant ice patch (on Heroic, don’t run through it; run around it)
  • Spot-heal as necessary, don’t get hit by the little bugs
  • In P3, keep HoTs on the tank, and HoT up the add tank when they emerge
  • Toss a Rejuv on Penetrating Cold as usual


During Leeching Swarm
This is where your mileage will vary greatly. Our usual setup is Disc priest/Resto druid; the priest handles the raid while I keep full HoTs on both tanks, and toss Rejuvs to the Penetrating Cold victims. Many guilds do it the opposite way, with Resto druids looking after the raid. You’ll need to find what works best for you. The way I do it:

  • Keep full HoTs on both tanks, but make sure you keep an eye on the adds; when they’re dead, stop healing the add tank!

  • NEVER USE TRANQUILITY.
  • Rejuv any Penetrating Cold victims
  • Make sure you use your Barkskin if you get Penetrating Cold
  • If I (and a few others) get very low, I will usually WG myself, because it will heal us a little, but not a whole lot. The aim is to keep your head above water, but stay as low as you can. I find WG is just enough to act as a stabilising buffer when I get really low, but not so much healing that I interfere with the boss kill.


I know some people out there will think that’s a crazy ass-backwards way to do it, but it works very nicely for us. 10 and 25man strats will vary, as will normal/heroic. This one works really smoothly for us, but may be a complete disaster for you. I suggest reading a few other resto druid strats to see what various other people do, and see which suits you best.

And there you go – that’s how I heal TOC10/TOGC10. :)

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Absentree notice

Posted by Keeva | Blogging, My characters | Thursday 22 October 2009 7:14 AM

Hi everyone!

There’s not much happening in the world of the druid at the moment – Blizzard and the dataminers are dribbling a few 3.3 tidbits to us now and then, but mostly things are quite quiet.

I wanted to post to say that I may be absent for a week or two; for various reasons:

That darn fox continues to stalk my chickens, and yesterday it took the last, lone guinea fowl that we inherited 10 years ago. I’d grown to love it – ugly and noisy as it was. Very sad. So until I can finish my new chicken coop (in about 2 weeks), I have to get up at 5am each day to stand guard. I’m happy to report that nothing got eaten this morning, except for me. Summer mosquitoes are very much FTL.

I have a rather exciting little personal project that I am working on – business stuff, not WoW related, but drawing on the fun that I always have when I’m blogging here. I’m firing on all creative cylinders at the moment, and need to set aside some time to work on it in earnest, or I may just explode.

The boss of my second job has thrust upon me a bunch of expensive and enthralling training materials for a new project she wants to undertake on the net. Stuff that’s right up my alley. So far I’m very excited about it (I think she’s trying to get me hooked on some kind of e-crack), but it means a lot of overtime and hard work. She did mention in passing that if we got things rolling and made a decent amount from it, that she would take me to Las Vegas next year, all expenses paid. Oh, okay, that sounds pleasant… :mrgreen:

So as they say here in Oz, I’m flat out like a lizard drinking.

So between 5am starts, serious overtime, and personal projects, I’ve had to pull out of raiding for a couple of weeks and don’t really even have time to play other than to indulge my OCD afternoon routine of log onto Thawm, make an Icy Prism; log onto Kiiva, do a transmute; log onto Earka, do a transmute; log onto Keeva, do a transmute for the bank (I have three alchemists!); then log onto my bank alt to check auctions and distribute funds as necessary.

Other than that, I’m not going to have much WoW-time for a couple of weeks – I’m even having problems keeping up with my blogroll!

So I’m not dead, I’m just buried for a while.

:)

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I get (in) jokes!

Posted by Keeva | Cataclysm, Fun | Sunday 18 October 2009 8:21 AM

The goblins are out, in cities, for Hallow’s End. This made me giggle:



:)

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TBJ turns 1

Posted by Keeva | Blogging | Thursday 15 October 2009 10:02 PM


~189,000 views and ~1600 comments so far! :)

Thanks everyone for reading!

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GC: we might not cut off that last Rejuv tick after all

Posted by Keeva | Changes, Druid healing | Thursday 15 October 2009 11:18 AM

Others have mentioned this, but I thought I would repost for those who may have missed it, since it came from the Healing forums and not from MMO/Wow.com, etc.


The TLDR version: GC has mentioned that they may revert the intended change to Rejuvenation – removing the final tick of rank 15 Rejuv to make it 12 secs (15s talented).



I think our dislike for Rejuv blanketing gets oversold on these forums. We nerfed Rejuv because Rejuv was too good. Druids do have a lot of heals and ideally they would use all of them (and HT proponents even crop up from time to time). On the other hand, it’s challenging given that when a relic or set bonus props up one spell, that is probably going to be a popular spell. We’re fine with that to some extent. It’s interesting when certain pieces or tiers of gear lead you to want to change up which spells you favor.

We changed Gift of the Earth Mother because it was a problematic talent, as I’m sure many of you could agree. It’s one thing when class mechanics make a stat less optimal for you. It’s another when a talent totally stomps over a stat that shows up on a lot of gear.

We want Nourish to be a good spell, yes, but I think it has been for some time. None of these changes will kill Rejuv either.

Posted by Ghostcrawler    [Source]



To be honest, we may revert the Rejuv nerf. This isn’t 100% finalized yet, so please don’t say we promised anything.

We definitely wanted to nerf Rejuv. However we also wanted to fix Gift of the Earth Mother. That change wasn’t necessarily aimed at further nerfing druids, even though that was the outcome. It was aimed at not making haste such a wonky stat for Resto.

In short, we think the GotEM change both nerfed druids and fixed the haste scaling problem so the Rejuv duration nerf may not be necessary. Stay tuned.

Posted by Ghostcrawler    [Source]

Fingers crossed that they do indeed decide to leave Rejuv as it is now, with the extra tick; if only until we can see the result of the changes to GotEM and the new haste implications.

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3.3: Rebirth CD 10mins, GotEM now flat % haste (on everything)

Posted by Keeva | Changes, Druid healing | Wednesday 14 October 2009 9:47 AM

New PTR details are out, with a couple of snippets for druids:

  • Gift of the Earthmother now increases your total spell haste by 2/4/6/8/10%

  • Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.


10 minute cooldown on Rebirth is going to be fantastic – on many encounters that’s once per attempt! Awesome.

On the GotEM change – without a math brain to help me out with specifics, I’m a little confused about the overall impact this will have.

On one hand, I just got handed 10% “free” haste. A few weeks ago I was swimming in plenty – 500+. But lately I have taken an upgrade or 3 and dropped to under 400 at times. On any bursty fights, it feels like I’m casting in slow motion. I actually took off some upgrades a few times and put the old gear on.

I’d love someone to hand me 10% haste on every spell.

On the other hand – if I understand correctly – the upshot is that our Rejuv, LB and WG GCDs will require more haste from gear to get down to 1.0s. So if you are planning on doing some Rejuv blanketing (particularly once they chop off the last tick and bring Rejuv back down to 15s with talents), you might need a heavy haste set to bring your GCD down and enable you to Rejuv as many people as possible.

Are they steering us away from Rejuv blanketing and towards Nourish again? Or with the possibility of hasted HoTs, and the proposed T10 4pc bonus, are they steering us back to blanketing? It’s hard to keep up with what they want us to do.

As a 10man raider (with fewer people to heal), I think this will be less of a concern for me. I doubt that a slight increase in the GCD (if that’s what it means) will be a big deal, personally. I think I would rather have slightly slower GCDs in exchange for 10% faster spells right across the board.

I’ve mentioned before that as a 10man raider, I use more of my direct spells, rather than being a HoT-bot; 10% faster Regrowths and Nourishes will really be great for me. I doubt I would notice the GCD much.

So for me, I think it is a good tradeoff, and will be a “buff” for my raiding. I’m not sure how others will feel about it, though… particularly those of you in larger raids, usually assigned to raid-blanketing – this may be a “nerf” to you, in the sense that you’ll need to grab more haste to be able to do what you were doing before. For me, I don’t need to be Rejuving 15 people at once (nor can I!) so a slightly slower GCD won’t be as much of a concern. Plus, I tend to use my direct heals more than most 25man blanketers would get a chance to, presumably, so this will help me more than it will hinder me. I’m guessing that for 25man Rejuv/WG druids, the opposite will be true.

If any math/theorycraft nuts feel like posting up some new haste “tiers”, please feel free.

Edit: some preliminary math is up at EJ (thanks Lissanna), indicating that you will need a LOT more haste to reach the 1.0s GCD.



Oops, missed this (even though it was right below):

Glyph of Rapid Rejuvenation – Your haste now reduces the time between the periodic healing ticks of your Rejuvenation spell.


Time to start saving up all my Deadnettle so that I can carry stacks of glyphs to swap in and out..

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Further thoughts on 4pc Tier10

Posted by Keeva | Changes, Druid general, Rants | Tuesday 13 October 2009 8:20 AM

You guys know that I don’t dip into the math side of things, so I won’t… but I wanted to discuss my actual thoughts on the 4pc Tier10 bonus, and why I think it’s pretty crappy.



Blanketing and T10 4pc value

Blanketing was big in Ulduar, to the point where it was labelled OP and perhaps triggered the upcoming “bug fix” of removing the last tick of R15 Rejuv, and most certainly the nerf to our Tier 8 set bonus. Too much Rejuv healing.


TOC has been almost entirely the opposite; the Twins fight makes our priest cry foul at me, but other than that, the healing is a lot more bursty and rarely requires Rejuv blanketing. This is particularly true of 10 man size raids, since we are forced to do more direct healing, and there are less people to take damage and require blanketing anyway. Perhaps there’s more Rejuving going on in 25s, but in 10s TOC, not much.


So at the moment, I’m not doing much blanketing.


The 4pc Tier10 bonus pretty much requires you to blanket the raid with Rejuvs to get the most benefit from procs. Obviously, being percentage based, the fewer Rejuvs you’re throwing around, the less benefit you’re going to get. So logically, it will be most useful on 25man blanketing fights. How odd that they would encourage us to go back to this, after nerfing us.



On fights without blanketing


On 10 man fights without a blanketing requirement, the 4pc is going to be near worthless. Why would I need a Rejuv thrown on someone – if they need a Rejuv, they probably already have one already. So the bonus will either give me:


- a Rejuv on someone who doesn’t need it, or
- a Rejuv refresh on someone who already has my Rejuv on them


On fights with blanketing


As a 10 man raider, I can keep Rejuv up on the entire raid with a few seconds to spare (say, to refresh Regrowth on a tank, or throw a spot heal). If I am blanketing, what use is another Rejuv going out? I suppose it’s a free refresh.. but the problem with that is that if I am already cycling through every person to Rejuv them, a refreshed Rejuv in the middle of the raid is going to throw my rotation out.


I will then either keep going with my cycle and overwrite the free Rejuv (to keep everyone nicely in my rotation), or I will skip that person (since they already have Rejuv) for a cycle and come back to them later. The possibility then is that their freebie Rejuv drops off while I’m coming back around to them – so they miss a tick or so until I reapply. See where I’m going with this?


So, I either overwrite the free Rejuv and waste it, or I skip that person and they possibly end up with no Rejuv for a few seconds because the free one is out of sync and dropped off.


TLDR: It will mess with my SYSTEM.



Summary


4pc bonuses are meant to be relatively impressive due to the fact that you need to collect and coordinate 4 pieces of gear.


This bonus is weak at best. Without even going into the math of what it *could* contribute to your HPS and whatnot – I see it messing with my rotation at the best of times, and hardly showing up at the worst. The value drops considerably, in my mind, for 10 man raiders, who will either be covering all 10 people with ease and have little use for an extra Rejuv, or won’t need extra Rejuvs because they have things covered anyway.


Why would we strive to collect a 4pc set if it’s going to be mediocre at best, and at worst (particularly for 10 man raiders) almost useless?


Perhaps Icecrown will be full of heavy aura damage fights, and we’ll go back to blanketing. Even so, this bonus will contribute little for me. It will either throw Rejuvs when they’re not needed, or refresh them when I would prefer that they didn’t. A resounding “meh” on this set bonus.



Post script: On the possibility of “jump” actually meaning “jump”


I’m still 99% certain that Blizzard couldn’t possibly be stupid enough to create a 4pc bonus that is not just seen as perhaps a little lacking, but something that the majority of people would actually avoid picking up at all costs.


Surely.


I have to admit though, while we (as players/bloggers) all know it is the most stupid idea ever conceived.. I have to concede that maybe, just maybe, Blizzard haven’t spotted the problem. Maybe.


It’s so blatantly obvious though – surely they realise how bad it would be for our Rejuvs to randomly drop from our intended target and pop up on someone else? Particularly if you are keeping a Rejuv on your tank, for example – it would be horrible if your Rejuv randomly moved to someone else, just as you were about to Swiftmend the tank. Or to be keeping Rejuvs on the melee, and for one of those melee to suddenly drop their Rejuv, in favour of it landing on someone’s pet cat.


That’d be really, really bad.


Yes, the wording says “jump”. If we take it literally, it would jump. Off.


But they MUST realise that would be awful. You’d have to be utterly BLIND not to realise how terrible it would be.


So surely they don’t intend it to work that way. It must be yet another ambiguous tooltip.


Surely.



I don’t think I’m being overly optimistic, just reasonable. LOGICAL. Which is why I posted to say, “Everyone calm down, it can’t POSSIBLY mean what you guys are reading it as!” To me, it was a simple case of misunderstanding the tooltip and overreacting.

But – and I don’t want to bite the hand that feeds me here – it’s Blizzard, and they have been known to make some kind dumb changes… hmm.



Hat plated and at the ready, just in case..

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Tier10: Everyone calm down, take a deep breath.

Posted by Keeva | Changes, Druid healing | Sunday 11 October 2009 9:36 AM

Everywhere I go, I see people misinterpreting our new Tier10 bonuses, and either peeing their pants or getting upset.

Calm down!

We won’t know for sure until they are released properly, but I’m going to go out on a limb (no pun intended) and apply some common sense to the resto bonuses – so everyone can relax.


1. “reduces 0% less” does not mean “does not reduce”.

The healing granted by your Wild Growth spell reduces 0% less over time.


The wording on the WG bonus, apart from being unnecessarily confusing (it’s tradition), is unfinished. The 0% is just a placeholder. “reduces 0% less” does not mean that the WG ticks no longer reduce in strength and instead keep ticking at the full ~800 (or whatever your first tick goes for).

That 0% is a placeholder number and will be replaced by some arbitrary number like 5, 20, 50% to become “The healing granted by your Wild Growth spell reduces 30% less over time.” That is, the subsequent ticks of your WG are now 30% stronger than they were before you had your 2pc set on.

That makes a whole lot more sense than 0%=does not change, for these reasons:

  • it’s clearly a placeholder. 0%?

  • does anyone really think they would give us a 2pc bonus that would allow our WG to tick at full strength on (up to) 6 people? Even though only a tick or three will usually be useful, with the rest going to overheal, that’s still a little over the top, especially on fights with constant damage (where WG will likely tick for the full duration) – the kind of fights that people complain that druids are “OP”. This would make the numbers skewed even more in our favour on these aura fights.
  • finally, if they wanted to say that it didn’t reduce, they would just say “no longer reduces over time” instead of putting a % in. Of course, there’s a slim chance it will say “100%”, meaning no reduction in ticks, but that’s just being wordy for the sake of it.


So please, stop wetting yourself thinking that the bonus means your WG ticks won’t reduce. That’s not how it’s going to work, unfortunately.


2. “jump to a new target” does not mean “peel off your current target and jump onto someone else”.

This one has been driving me NUTS.

Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.


Guys, please calm down and stop thinking that “jump” means “removes itself”. Think of jump in the chain heal sense:

“Heals the friendly target for X to Y, then jumps to heal additional nearby targets.”

The jump is in addition to your current target. It doesn’t replace them in any way. Your rejuv is not going to peel off the tank and go heal someone’s wolf. That would be the dumbest thing ever – of COURSE that’s not how it will work!

Everyone take a deep breath and stop fretting that your rejuvs will be disappearing off your targets without warning. It’s not going to happen.

The bonus will make your Rejuv splash off onto someone else (but start with full duration). Meaning that if you are chain-rejuving, there’s a chance that an extra rejuv will suddenly appear on someone that you didn’t cast it on. It’s a bonus; a freebie.

It won’t remove your target’s Rejuvenation. I promise.


Ok, that’s all. I was just going crazy watching people misreading or misinterpreting the bonuses and having kittens over them. Calm down, re-read them, and make sure you use common sense when you interpret what they mean! :)

Wait for the wording on both to be clarified, and then we’ll be able to judge how good the bonuses are.

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Druid Tier 10 bonuses and gear – preview

Posted by Keeva | Changes, Druid general, Druid healing | Thursday 8 October 2009 12:19 PM

I need to update the upcoming and past changes pages of the site soon – but for now, here are the previews for the Druid Tier 10 set bonuses:

  • Druid T10 Restoration 2P Bonus – The healing granted by your Wild Growth spell reduces 0% less over time.

  • Druid T10 Restoration 4P Bonus – Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.


  • Druid T10 Balance 2P Bonus – When you gain Clearcasting from your Omen of Clarity talent, you deal 10% additional Nature and Arcane damage for 6 sec.

  • Druid T10 Balance 4P Bonus – Reduces the cooldown on your Eclipse talent by 6000.


  • Druid T10 Feral 2P Bonus – Your Swipe (Bear) and Lacerate abilities deal 20% additional damage and the cost of your Rip ability is reduced by 10 energy.

  • Druid T10 Feral 4P Bonus – Your Enrage ability no longer decreases your armor and instead decreases all damage taken by 12%, and the periodic damage done by your Rake ability can now be a critical strike.


Remember though that these are preliminary bonuses and may change before 3.3 is released.



Zarhym has also provided a sneak peek of the armor sets in Icecrown. Enjoy.

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3.3 Rejuv buzz: hasted HoTs

Posted by Keeva | Changes, Druid healing, Raiding | Thursday 8 October 2009 12:06 PM

Rejuv is the buzz in druidland these days, after Blizzard announced that in 3.3, the final tick of Rank 15 of the spell would be shaved off, bringing it back down to 12 seconds (15 with Splendor), in line with the other ranks. This was apparently “a bug” that they “let slide” for a while (a while being a year). Oopsie.

But I won’t go into that too much, it’s already been covered by many people, we just have to accept it and adapt. I’m hoping it won’t have much of an effect on my raiding anyway – only doing 10 man raids, I don’t need to worry about trying to keep Rejuv on 15 people at once. But losing that last tick of healing will have some kind of impact on me if people are taking steady damage all the way to the end of the HoT duration. Hopefully, though, it won’t be a big deal for me.

Onto current Rejuv news though – and I’m sure the Druid blogosphere switchboard is going to be lit up like a Christmas tree pretty shortly on this one – Blizz are considering making haste affect HoTs, which is something that has been kicked around by players for years.


We have new tech that will allow specific hots and dots to tick faster — the time between ticks would decrease. This means more damage or healing per time but also having to refresh those spells more often.


Having hasted HoTs would be fantastic for some encounters, and terrible for others. On some fights, it would be amazing to have your HoT tick nice and speedily to get all that healing out ASAP. Mimiron P2, for example – where I wish my HoTs were stronger to keep people up. On other fights, you don’t want your HoTs ticking faster – you want them on there as long as possible, giving a nice, steady flow of healing. This is great for aura damage fights like Sapphiron (and I’m assuming Twins – but I haven’t done that on hard mode yet). On these fights, you want Rejuv slowly ticking away on as many people as possible.

So on some fights – super awesome happy times if you have speedy HoTs. That is VERY exciting.

On other fights – TERRIBLE. Sometimes you want your Rejuv to stay up as long as possible, and be able to have it on as many people as you can. Speeding it up (and making it drop off faster) would be awful on some fights.

So, you can understand that if this was out of our hands – if our HoTs just changed whenever our haste numbers went up – it would be very bad. So Blizzard is trying to come up with ideas to allow us to control things a little better.


On the table: Glyph of PEWPEW speedy Rejuv

The idea at this stage for 3.3, is to introduce new glyphs for the key HoTs and DoTs out there – Rejuv, Corruption, and Shadow Word: Pain. The glyphs would be the ones that change things so that your Rejuv ticks faster with the more haste you have. Whether or not this will replace the current Rejuv glyph, or add a new glyph, hasn’t been decided.

So what would this mean?

For fights where the damage comes in fast, and faster-ticking hots would be valuable, a haste gear set and the glyph would probably be the way to go. I would probably change my dual specs to be raid healing (slow) and raid healing (fast). Unless of course the new glyph is quickly learned by my scribe alt, in which case I may just opt to carry a stack around with me and change for specific fights.

It means that haste is no longer as undesirable to “stack” past the haste cap. We may see people putting points into CF and having a “haste spec” with haste gear and the glyph (although, haste is so easy to get, I do not realy think CF is a good idea, considering you are basically wasting points in Balance to get to it).

For druids with only one resto spec, particularly in 25mans where you are attempting to heal more people (unlike 10 mans, where you’re capped at 10, obviously), this could be a frustrating change.

If you’re not keen on respeccing every day (or even more frequently, depending on your current content), it means you’ll have to choose between hasted and non-hasted rejuvs, semi-permanently (you’re not locked in, but you know what I mean). Do you commit to fast or slow Rejuvs?

Fast means more healing and stabilising people quickly on high-damage encounters; but it also means having to refresh more often, meaning fewer people can have your Rejuv at any given time, and you’ll also be chewing through your mana faster. Slow means steady, predictable damage on encounters with constant aura ticks of damage, and being able to have your Rejuv on more people at once, but on some fights a lot of the ticks may be lost to overhealing, or the slow ticks may not save people in time.

For single-spec restos, it may be necessary to work together with your other tree/s to decide who will go fast and who will go slow (so that all of your bases are covered); or it may simply mean having to carry around a stack of Rejuv glyphs to re-glyph for fights where fast-ticking Rejuvs would be highly valuable. Reglyphing for specific fights in this way would probably be the best way to go if you like to min/max for each fight.

Certainly I know that if I could reglyph for Mimiron for faster Rejuvs right now.. I would definitely do it!

One likely concern we’ll hear is that on fast-damage fights, we’ll be pushed even further into the “Rejuv x 5, WG” rotation, because our Rejuvs will be dropping off faster (especially after losing the last tick on R15), and we’ll be using every available GCD to Rejuv/WG and little else.

Personally, I don’t mind that on a few fights here and there – I really quite enjoy the occasional blanket-fest! As long as it’s not *every* fight, though. But I suppose that problem will be one for 3.3 and beyond – when we see what the damage signatures for the new encounters will be.


This is a really interesting idea. I’m looking forward to hearing more about it, and hearing what other people think about it.

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