I don't really get it since they made a few changes recently.
I mean is now 100% more powerfull with the same cap as in 10 man or what?
I don't really get it since they made a few changes recently.
I mean is now 100% more powerfull with the same cap as in 10 man or what?
-Its a big buff for 10 mans
-It's a 17% nerf (over previous PTR build) when you have 14+ people in Healing Rain
-It's a buff over the previous build in 25 mans for any situation where you have less than 12 people in Healing Rain
I suspect it's an overall wash in 25s; weaker stacked healing but stronger on spread fights.
I am remember right it is an outright buff in 25's if you have 12 or less people in Rain and a nerf to former PTR target cap version if you had 13 or more. Also is perhaps an overbuff to HR in 10 mans since the HPM and HPS of the spell is getting to the point where it is our most efficient spell for single target (not quite there yet, especially for HPS, but too close for comfort).
If it is truly their intent to make shaman the ultimate stack healers it is a good change. Because no one should ever fucking touch us if these changes + the chain heal changes+ the level 75 talent changes go live. The only thing holding us back now is the lack of encounters where stacking is an option.
Does the 25% part of Purification still affect it now that it has it's own entry in that passive? A straight up 100% buff seems insane, particularly in 10 man. If only the new effect in purication works on this spell then I think it would be a 62.5% buff over live. (125% vs 200% of base)
Anyone know?
The patch notes are pretty clear on that. The 100% buff is in addition to the ability's current 25% effect. It works the same for totems. I actually prefer the change over an increased target cap, because it's going to be more reliable and it means HR will be more useful in spread situations.Purification now increases the healing done by Healing Rain by 100% in addition to the ability's current effects.
to give you an idea, with about a 540 ilvl and non int trinkets with a UE buff HR will hit for 40k per person (6 or less people inside). With 2 int trinkets it hits for 44k per person. So for 40k your healing is 40*6=240k per tick. I was getting about 7 ticks with 4k haste. so 240*7= 1680k. Now we factor in a 20% crit chance 1680*1.2k= 2016k. Finally lets assume this is a burst phase with everyone <=75% and about a 60% mastery, 2016*(1+(.6*(1-.75))= 2318k healing. Therefore our HPS (including UE gcd) is 2318k/11.5= 201.6k and for the casting + gcd equivalent is 2318/(1.5+2.1) = 643.8k HPS for your casting time spent. With 2 int trinkets this would increase to 221.76k. Without counting legendary meta procs, earthliving, multistrike, and any other such passives.
Furthemore with the changes to Chain heal this was needed to keep us from spam healing CH. If i remember right CH hits for about 65k on a riptide target. Do the same calculations (65*4*1.2*(1+(.6*(1-75)))) = 358.8k. Factor in a 2.1 s casting time 358.8/2.1 = 170.8 HPS. Now while this still doesn't stack up against the overall healing of healing rain, it becomes important to note that Chain heal is a low overhealing spell while Healing rain is a high overhealing spell. Furthermore it takes less thinking time to cast CH than it does healing rain as you have move your cursor over the spot where you will place healing rain and while this isn't factored into theory craft it does take the player a small amount of time to move away from thier bars drop it and move back.
-Retribution, the path of the protector or mender brought to it's natural conclusion; destroying evil before the weak need to be shielded from it, and before it can wound the innocent.
Fix My DPS | Fix My Heals | Fix My Tanking |
WoW Level Scaling Feature
I'm fairly sure this will be nerfed. During Thok testing I was comfortably doing 400k HPS with healing rain doing 50-60% of my healing.
It's my understanding that this is by design, Placebo. HR is limited to a small radius, is mostly immobile and only works well for healing consistently ticking AoE damage that hits everyone. It's not even very good for damage that comes in rare but big spikes or chain-lightning type damage on only 5-7 targets (25man). However, since Shamans are supposedly the kings of stacked healing, you're basically left with the choice of making the spell too strong in ideal conditions or too weak in not-so-ideal conditions that still fall into our niche.
The upside is, that the spell remains relatively inflexible and does not adapt too well to certain encounters (mobility, spread, etc) and the risk is fairly low of Shamans dominating every fight because of it. This is very much unlike Paladin's EF with IH or Disc's countless absorbs that are basically a perfect fit for practically every kind of encounter you could come up with.
Healing Rain ticking for 150k during PTR today (560 ilvl). Balanced.
At 554 ilvl, with ULE, the ticks are about 45k. To get 150k crit, you likely would need ULE plus Primal Elementalist buff plus INT trinket procs that give you somewhere around 75,000 INT.
Given that Shaman are supposed to dominate on stacked fights and how bad they are failing to do so on live, yes, something that drastic is warranted if they don't want to nerf other classes to make us actually shine in our niche. We need 25N/H testing to really get an idea.