1. #621
    Deleted
    Your example is unfortunately irrelevant and a little nonsensical, but I understand what you're getting at and you seem to understand what I'm getting at. You're assuming there would be something useful to do when you're using unglyphed mana tea. That's simply not the case if you're using it right, you're not going to stop mid raid damage and just start chugging away. Before that raid damage has came when no-one is taking anything but damage you've already set your mana high enough to prolong through said damage until the next opportunity to drink.

    This paradigm arises because of the fact that with or without the Glyph you don't want to drink during burst damage phases, you're punished for not managing your drink with the glyph but not without it. Imagine you've got four distinct situations here;

    -Low Damage/High Damage phases with Glyph
    You won't use mana tea during the high damage phase, you strictly use it during low damage phases. You could either choose to spend mana in the extra global for a slight HPS gain but loss of mana, or you do not and lose any purpose for having the glyph in the first place because at this point it's just an unnecessary cap.

    -Low Damage/High Damage phases no Glyph
    You won't use mana tea during the high damage phase, you strictly use it during low damage phases. You have absolute control over your mana, however you sacrifice a small amount of extra potential output but you will never incur the cost of said output.

    -Constant damage with Glyph
    You have no choice but to use Mana Tea during high damage. You gain a useful and important output gain for additional cost.

    -Constant damage no Glyph
    You have no choice but to use Mana Tea during high damage. You lose a significant amount of time and output channeling Mana Tea.

    Hopefully that makes my reasoning more clear, I think I'm definitely within bounds to suggest unglyphing mana tea and using it while healing is irrelevant if your mana is an issue.

  2. #622
    :-) probably time to agree to disagree. I get your point, but we seem to have a different POV of the issue.
    Breaking it down to the differences of Glyph ve noGlyph:
    noGlyph: you have the oppurtunity to chug for longer periods. But this I have never found to be necessary/possible in a 10m setting.
    Glyph really only has a benefit in your "constant high dmg" scenario (like megeara/ion quon endphase), in any case where there are los dmg phases the are practically equal. So it burns down to being able to do some additinal healing when its most necessary in a few sparse moments.

    In practice I assume you wont see much of a difference in any case, and I doubt that a newbie MW will gain anything from unglyphing it.

  3. #623
    Mechagnome Krazyito's Avatar
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    Quote Originally Posted by TheTrueM4gg0t View Post
    :-) probably time to agree to disagree. I get your point, but we seem to have a different POV of the issue.
    Breaking it down to the differences of Glyph ve noGlyph:
    noGlyph: you have the oppurtunity to chug for longer periods. But this I have never found to be necessary/possible in a 10m setting.
    Glyph really only has a benefit in your "constant high dmg" scenario (like megeara/ion quon endphase), in any case where there are los dmg phases the are practically equal. So it burns down to being able to do some additinal healing when its most necessary in a few sparse moments.

    In practice I assume you wont see much of a difference in any case, and I doubt that a newbie MW will gain anything from unglyphing it.

    First of all, I sincerely hate the term "Agree to disagree". Either you try to convince your opponent that your view is the correct one, agree with his point of view, or just "respectfully disagree".

    On with the glyph vs no glyph debate: I really don't see how you have not found it "possible" in any place. The examples you gave, Magera and Iron Qon.

    Perfect places to use channel in Magera: ANY non-rampage part. Until the last 1 or 2 heads of the fight, there is pretty very little healing to be done in between rampages.

    Iron Qon: Phase 1: before your group stacks for soaking the debuff
    Phase 2: While spreading out so your group isn't spreading the lightning debuff
    Phase 3: Same idea, if you have lighting debuff, just spread out.
    Phase 4: in between earthquake stuff. Less, by the end of it, but you should have a significant amount of mana before it gets to that point anyway.


    I honestly agree with Reglitch and am probably going to get use to no glyph.
    Last edited by Krazyito; 2013-04-22 at 11:22 AM.

  4. #624
    Quote Originally Posted by krazyito65 View Post
    First of all, I sincerely hate the term "Agree to disagree". Either you try to convince your opponent that your view is the correct one, agree with his point of view, or just "respectfully disagree".

    On with the glyph vs no glyph debate: I really don't see how you have not found it "possible" in any place. The examples you gave, Magera and Iron Qon.

    Perfect places to use channel in Magera: ANY non-rampage part. Until the last 1 or 2 heads of the fight, there is pretty very little healing to be done in between rampages.

    Iron Qon: Phase 1: before your group stacks for soaking the debuff
    Phase 2: While spreading out so your group isn't spreading the lightning debuff
    Phase 3: Same idea, if you have lighting debuff, just spread out.
    Phase 4: in between earthquake stuff. Less, by the end of it, but you should have a significant amount of mana before it gets to that point anyway.


    I honestly agree with Reglitch and am probably going to get use to no glyph.
    What has changed with regards to glyph or no glyph? It was 100% expected to use the glyph, what is changing the conversation to begin dropping the glyph?

  5. #625
    Quote Originally Posted by krazyito65 View Post
    First of all, I sincerely hate the term "Agree to disagree".
    well that's not really my problem is it. couldn't care less.

    anyway, talking of megaera and Iron Qon, I explicitly stated "endphase". Ie when there are a few heads down, a lot of green bolts landing and doing a lot of raid dmg also in between rampages etc. ie when theres a lot of dmg coming in constantly.
    same for Iron Qon endphase, where I meant phase 4, when he casts stampede :-) to summon all his mounts. from there on you have a lot of constant dmg. that's where having MT glyph is an advantage.

    As i mentioned, there's nothing wrong with taking the glyph or not taking it. you can get the whole benefit, no matter if you take glyph or not. (MT generation is low enough for the channel to not be mandatory) you just have to get used to whichever you use, then there's no problemo.
    nevertheless I would advise beginners to take it, I find it easier that way. it's not as if we had super duper glyphs that need the spot.
    This holds true for 10m, for 25m one healer channeling a bit of mana isn't that bad.

    @pashtun: nothing has changed actually. there just a few people that use Manatea without the glyph and manage perfectly without.

  6. #626
    Just because there are people who succeed despite self-imposed handicaps does not mean that imposing those handicaps is a good idea.

  7. #627
    Deleted
    It's hardly a handicap.

  8. #628
    Mechagnome Krazyito's Avatar
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    Quote Originally Posted by TheTrueM4gg0t View Post
    well that's not really my problem is it. couldn't care less.

    anyway, talking of megaera and Iron Qon, I explicitly stated "endphase". Ie when there are a few heads down, a lot of green bolts landing and doing a lot of raid dmg also in between rampages etc. ie when theres a lot of dmg coming in constantly.
    same for Iron Qon endphase, where I meant phase 4, when he casts stampede :-) to summon all his mounts. from there on you have a lot of constant dmg. that's where having MT glyph is an advantage.

    As i mentioned, there's nothing wrong with taking the glyph or not taking it. you can get the whole benefit, no matter if you take glyph or not. (MT generation is low enough for the channel to not be mandatory) you just have to get used to whichever you use, then there's no problemo.
    nevertheless I would advise beginners to take it, I find it easier that way. it's not as if we had super duper glyphs that need the spot.
    This holds true for 10m, for 25m one healer channeling a bit of mana isn't that bad.

    @pashtun: nothing has changed actually. there just a few people that use Manatea without the glyph and manage perfectly without.

    Just saying, the world wouldn't go anywhere if every one accepted that everyone else was right in their own regard. Either you believe in what you do, or don't.


    And as I explicitly said about the two fights, there is plenty of down time to consume your stacks before that phase happens to have the mana to last the entire phase.

    Lastly, I agree that beginners SHOULD, use the glyph. We are talking about Throne of Thunder progressed monks who re comfortable with their mana and looking for differing input to adjust playstyle and maybe be better overall.

  9. #629
    Deleted
    I think running without the glyph is a bad thing personally. The glyph makes MW flow feel much better.

  10. #630
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    Revival healing in 25 mans was basically just tripled, welp

  11. #631
    Deleted
    Quote Originally Posted by Reglitch View Post
    Revival healing in 25 mans was basically just tripled, welp
    #Trollin' ?

  12. #632
    Deleted
    Yup, effective value just increased to 5 million in a 25 man environment. Not going live.

    ---------- Post added 2013-04-22 at 07:36 PM ----------

    Quote Originally Posted by Treseme View Post
    #Trollin' ?
    No, the AE cap in 25 man raids was increased to 15 players. This means instead of dividing the healing it would do normally to 6 players among 25, it will divide the healing done to 15 players among 25.
    Last edited by mmoc3f252392be; 2013-04-22 at 06:45 PM.

  13. #633
    Deleted
    It wont go live like that indeed. 12 players I can understand, 15 seems excessive. :P

    "Reduced the number of Lesser Charms of Good Fortune needed for the Mogu Runes of Fate weekly quest to 50, down from 90." - #BestChange

  14. #634
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    Hi guys, i'm starting play with my monk MW and my gear is 501 with 3188 Haste W/O a SWS. My question is... I need the exactly 3145 Haste or 43 more we do some difference?
    Thankz guys.

  15. #635
    Deleted
    Quote Originally Posted by Sweetshadows View Post
    Hi guys, i'm starting play with my monk MW and my gear is 501 with 3188 Haste W/O a SWS. My question is... I need the exactly 3145 Haste or 43 more we do some difference?
    Thankz guys.
    43 extra is fine, try using wowreforge to get it exact if you can

  16. #636
    Deleted
    ReforgeLite is an addon you can use inside WoW which will give you the best results if you use the addon right.

  17. #637
    The recent ptr change to revival raised the cap from 5, to 12. Can someone elaborate on Thon please? Without having looked at logs etc, and trusting the tooltip, I thought there was no cap for revival? This made much more sense for tranquility and divine hymn.

  18. #638
    Quote Originally Posted by dumkin View Post
    The recent ptr change to revival raised the cap from 5, to 12. Can someone elaborate on Thon please? Without having looked at logs etc, and trusting the tooltip, I thought there was no cap for revival? This made much more sense for tranquility and divine hymn.
    Ok, so currently it works like most AoE healing abilities in the game - The value of the total AoE heal increases as more players are healed, up to a maximum of 6 players. After 6 players, this value will not be increased regardless of more players being caught by the heal, instead the total heal that 6 players would've received is divided equally among all players. The term we use to describe this in WoW is diminishing returns (a term used in Economics which has a similar principle :P). This explains why say a revival or tranquility manage to literally top a raid off in 10 man, yet only partially cover a 25 man team.

    With this change, it means that revival / tranq / divine hymn will reach their maximum throughput potential once 12 (15 for revival according to the patch notes) players are healed, rather than 6. This is an interesting buff as it makes specs with throughput cooldowns more desirable for a tier where you have to rely a lot on healing specs with absorption effects to survive hard hitting raid-wide abilities (as an example, you can check the amount of holy paladins and disc priests used for Dark Animus HC and Ra-den). Though, I kind of agree with Reglitch, I can't see this going live without at least a few more tweaks. lol

  19. #639
    Ah, I see. I have been fooled all this time, thinking my revival had no cap, and healing the same. With the DR it made much more sense, and then I will agree that this is an interesting change

  20. #640
    Keep in mind how the other change on meteor-healing will impact this: full health targets are exempted from the meteor cap count. So if you have 15 people injured, and 10 people topped off, then all 15 will get the entire healing value.

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