The glyph of RT is nice, but by no means necessary. Spamming that crap is gonna oom you, and you're still gonna be outhealed by the resto druid. Best to stick with triage healing and HR to get us to the top of the meters.
In a stacked fight, you are right by saying stick to HR. Glyph of Riptide is an optional way to change your healing style, but if you are looking to push progression or top the healing charts, it will be necessary on certain fights. This is from a 10 man perspective, on 25 man it is doubtful there will be any fight where Glyph of Riptide is necessary to be competitive.
It's the internet. You never know if people are either sarcastic or just bad.
I would say it is a trade off of decreasing the healing done by a powerful and efficient single-target heal in order to increase our ability to spread heal and heal on the move. It also makes it very easy to have higher tidal waves uptime (with won't be needed with T14 set bonus) and easily switch targets when CHing.
I'm curious about Unleashed Fury...our target gets a separate 50% buff from the original 30% buff that's on the caster...since Unleashed Fury doesn't buff Healing Rain, could we get two buffed heals off with that talent? In other words, use Unleashed Fury, cast Healing Rain (30% buffed), then cast GHW on the target (50% buffed)?
Hmm, darn that's right. oh well. Meh, just means if i take that talent I'll just always unleash on the tank or someone i plan to single target heal after the HR.
Yeah, if that is how UF works, then it's a really flexibile talent. We can HR + HS/GHW combo -or- fire off two buffed heals on two different targets -or- fire one massively boosted heal on one target. Sounds pretty yummy.
Now watch it not work that way. /wrists
Its the best option for healers who don't want to change their rotation, because you will be using Unleash Life anyway to buff HR, so its a flat HPS increase just because it will allow you to get bigger heals off on tanks (or people taking extra damage because of fight mechanics). Primal Elementalist is aimed at fights which have high healing phases but not all the fight, EB is aimed at fights that require you to deal DPS to meet enrage timers or for fights that have at semi-regular intervals jumps in raid damage (for example Warlord Zon'ozz pre-nerf and Yor'sahj pre-nerf, the damage phases are too often for PE to help with them all, are AoE so UF isn't as useful and have 'down phases' which you can use to pre-cast EB).
Conductivity works out really nice for H-Ultra, UL+HR and glyph for TC and spam lightning bolts.
Nice guide, I'm still having to delve into the math section. I might redo a lot of the math just because I'll remember it better that way. I've got two suggestions/comments so far:
As I said, I haven't delved into the math and the exact gains for this tier, but: As to Elemental Blast, bearing in mind that it costs no mana, I think it can be useful if you have to supercharge some heals in a mana-intensive fight. The loss of a GCD could be made up by the fact that a less mana-consuming rotation is now powerful enough. Or even if you do still use costly spells but weave this one in, it'll be one GCD where you don't spend mana. Have to do some math to get a grip of how small the throughput gain actually is for different scenario's. Too bad the stat chosen is random. (you should probably add that?)
In terms of mana, EB is interesting in the fact that it provides crit which can lead to regen through resurgance. If all you do for a 5 mins fight is cast EB then RT while it is on CD, you will gain about 14000 mana (with a 1/3 chance to get crit on average). With a rotation of RT+2xHW and EB on CD, it will average to about 18000 mana on a 5 min fight. I would not consider this small amount of mana return on a 5 min fight worth the loss of GCDs or a 20% Damage Reduction CD.
The damage of EB is nice and will most likely be useful in 5 mans and early raiding, but it is only about 4000 dps if used on CD.
Cast MTT x seconds after you cast HST. Your remaining cooldown on HST is now 30-x before the talent. Your remaining time of HST is 15-x. So the fraction of time left is (15-x)/15. Multiply that fraction with the total cooldown of HST to get the amount of cooldown reduced: 30*((15-x)/15)=30-2x. We subtract that from our original 30-x remaining cooldown. So your remaining cooldown is now 30-x -(30-2x)=30-x-30+2x=x. So your cooldown is now x seconds, less than 15 seconds. Now the second part of the talent kicks in and puts your cooldown back up to 15s, but that's shorter than your MTT lasts so it'll be off cooldown when your Tide finishes.
Consider this: If you cast HST and destroy it 5 seconds later, you've got 10 seconds left of HST, so your cooldown will be reduced by 10/15 of 30 seconds, which is 20 seconds, making the cooldown 10 seconds. However, since you've already had 5 seconds of those 10 seconds, the cooldown should be 10-5=5 seconds. Still, that's less than 15s so it'll be 15s again.
In fact, I just logged on to the game to try it. And no matter at what time of the duration of HST you destroy it, its cooldown jumps down to 15 seconds.
I have to admit one mistake I made, I said both tide totems and healing tide totem obviously only lasts 10 seconds instead of 15. You'll have to wait for 5 seconds before you can put HST back up. But still, that's a cd reduction. If you pop HTT 5 seconds after HST it'll save you 10 seconds of cooldown. If you pop HTT 10 seconds after HST it'll save you 5 seconds of cooldown. Basically, if you pop HTT x seconds after HST it saves you 15-x seconds of cooldown.
Last edited by lvlark; 2012-09-08 at 12:44 AM.
10 second duration, 180 second CD
180 - x - (180-18x) = 17x new CD
If x = 5 then 17x = 85 second CD, less than half so it is bumped up to 90 second CD
But in practice, the CD is 135 seconds. This is because the way it functions is %time remaining *50%max CD = CD reduction
so 5/10 = .5 *(.5*180) = 45 second reductions
New CD = 180 - 45 - 5 (seconds active) = 130 seconds
Using the same formula with HST if it lasts 5 seconds
10/15 * .5*30
2/3 * 15 = 10 second reduction
30 - 10 - 5 (second active) = 15
The same if it lasts 10 seconds
1/3*15 = 5 seconds
30 - 5 - 10 (seconds active) = 15
My numbers before were off because I did not take the seconds active out of the CD and that is my fault.