(Disc) T90 Talents take time to heal, are they effected by buffs gained/dropped?
When you Cascade, the heal happens when a player receives a bounce. When you Divine Star, the heal happens when the star touches a player on its route. When you Halo, the heal happens when the ring touches a player. None of these T90 talents provide all their healing in one burst at cast time.
Instead, there's an interim period between cast and heal (when the spell is "in transit").
In this time, do buffs gained/dropped effect T90 talents that are in-transit? Or are the spell "stats" decided at cast start time (or at cast end time)?
I'm also curious if haste effects the transit speed of any of these talents. (All T90 talents have some magical thing that moves at a certain speed, maybe they move faster with haste?)
Knowing the answers to these questions would be helpful in timing these spells.
P.S. I guess Prayer of Mending would also be under this umbrella of a spell that has a transit time of sorts. If you know anything about how buffs gained/dropped effect it, I'd be appreciative of hearing that too.
Last edited by timdotcom; 2015-01-28 at 11:52 AM.
I don't think it's very easy. During a fight, there's a lot of buffing and debuffing from many sources. Makes is hard to ascertain what's effecting what.
Maybe I'm missing something though, and you could perform the test if it is as easy as you say?
You don't even need to go to those lengths. Use an intellect potion, cast Divine Star and let both the forward and backwards ticks hit you while the pot is active.
Then, when the potion is about to run off, cast Divine Star such that the first tick is with the potion applied and the second without. Click it off if needed. Look for a difference in the combat log. That should work. If initial cast buffs is what matters, there should be no difference (barring critical strikes and multistrikes).
I would check this but I am not anywhere near a computer with a copy of WoW on it.
Totally missed external. Then iirc there are a few increased healing received. Just to name a few off the top of my head:
Divine Hymn (10% increased healing from the casting priest)
Guardian Spirit (up to 200% when glyphed)
I'm sure there are a few more, I just can't remember them atm.
Amp and DH could probably be interfering, but the other two are single-targeted and would be easy to filter if you wanted to test this.
You can also easily check this out of combat in your garrison. Plenty of the npcs receive healing your AE spells. Use an int portion(or AA) as Aimeez suggested, then cancel it before it reaches some targets, then do another where you don't cancel it. If you see a smaller output, you just confirmed whether or not it stick with the buff.
From test dummy...testing, I saw that Cascade and Divine Star take the stats of your player at heal time, not at cast time. So make sure you're casting with sufficient time left on your Archangel/weapon enchant proc/int pot/etc. For example, if you cast Cascade with 1 second left on a buff, the buff won't help you.
My test was to record some heal numbers without any buffs and then some heal numbers while I took an int pot when the spell was in transit.
As for Halo, I wasn't able to get any consistent numbers. I'd heal for x, stand still in same spot, and then heal for y, even without any buffs of any kind. This is kind of interesting and I think it may have something to do with how Halo is programmed and positioning inaccuracies in the game. It varied in about the 15k to 20k range (dependent on the player's gear/buffs of course). However, the amount healed shot up to around the 25k range with an int pot, so yes, I'd reckon Halo is too effected by buffs at heal time, not at cast time.