So in the end, will it be better for a healer to gem PVP power or Intel with all these changes in 5.3?
So in the end, will it be better for a healer to gem PVP power or Intel with all these changes in 5.3?
That's not going to be the case. PVP Power coefficient is getting nerfed and the PVP Power on gems is getting halved. It'll be the exact same situation as it is right now. Actually, it'll be much worse in terms of gems. You'll never want PVP Power gems as a healer in 5.3 if you ever did use them in 5.2.
at this rate everyone is just gona use pve gear so pvp power will probably be useless.
You can tune a piano, but you can't tuna fish.
They will be buffed, but only because of lower burst, making it easier to organise gcds and get casts off. Even with a parallel nerf of healing, lower burst is always more manageable for healers.
Originally Posted by High Overlord Saurfangi7-6700 @2.8GHz | Nvidia GTX 960M | 16GB DDR4-2400MHz | 1 TB Toshiba SSD| Dell XPS 15
I ran against this comp last week....I've read more into it, there is teams with this comp at 2500 rating right now.
I play a druid healer with a ret paladin and a bm hunter. Team we played against was disc priest/r sham/ uh dk. Lost to them 3 games. dk, sticks on hunters pet til I have to heal it...switches on me, stays on me the whole time until I die. necrotic strikes + purges to my hots is hella strong against me. The only thing outside of tree regrowth spam I have rly is to get the regrowth jukes...even then I have windshear and mind freeze to juke. He'd usually save strangulate for tree form. My dps would always get one ALMOST dead and the priest would life swap. We didnt know what to do. It's extremely viable right now.
Its still my thoughts on the matter that resilience and PVP power were the worst things to happen to PVP in WOW. I understand the problem facing the developers regarding PVP without gear specifically for it. Raiders would dominate PVP and dedicated PVP people would have crappy gear and be unable to compete effectively. Still I consider the system far from perfect especially regarding healing and damage. They reduce the amount of PVP power but increase healing effects, making it even harder to burn through a healer's health or health of a toon being healed. I have been in WOW PVP for a long time, having racked up over 100,000 HK's. I no longer PVP, primarily due to the issues with gear and healing, but also the lack of a new battle zone in MoP akin to TolBarad. I suppose I've grown jaded and tired of PVP, yet I still help defend cities that get attacked or lowbie quest hubs getting ganked like the Crossroads. PVP no longer holds any fascination because now its a matter of whether or not you have a healer or are a healer that determines success or failure. It needs to be retitled, "PVH"... Player versus healer.
I'm rolling a Blunt Elf... That's a high-elf that likes to party.
You can't just add and subtract percentages like that because they happen in different parts of the formula. For example, damage it's actually:
(attack dmg * pvp power) * (1 - resilience)
Therefore, in 5.2 an attack of 100K with 55% PvP Power and 65% Resilience hits for 54250. In the 5.3 assuming 35% PvP Power and 65% resilience it'll hit for 47250. Not -10% and -33%
With 60% PvP power:
A base 100k heal
On live: 100k * 0.7 * (1 + (0.6*0.5)) = 91k heal
On ptr: 100k * 0.55 * (1+(0.6 * 1 * 265 / 400)) = 76.86k heal.
Math is hard mmkay
The intent of the change is to keep healing about the same while making PvP gear the best choice for PvP.
"So my advice is to argue based on the reasons stated, not try to make up or guess at reasons and argue those."
Greg Street, Riot Developer - 12:50 PM - 25 May 2015
I'm not sure if I'm understanding the changes to PvP Power correctly. Can someone explain to me why, as a healer, I should even bother wearing PvP gear in 5.3?
I sampled 22 dps and 11 healers from high bloodlust teams and got an average of 49.31% power for dps and 22.07%(they get 50% of power) for healers.
So we're doing 149.31% damage right now and 1.2207 * 0.7 battle fatigue = 85.45% healing. I'm ignoring resil as it's irrelevant to the proportions.
In 5.3, we go to 1 + (0.4931 * (265/400 power change)) = 132.67% damage and 1 + (0.2207 * (265/400 power change * 2 from twice the contribution)) * 0.55 battle fatigue = 71.08% healing.
Relatively, with these numbers we'd be doing (.7108/.8545) 83.18% as much healing and (1.3267/1.4931) 88.86% as much damage. Overall... we will do almost (.8886/.8318=1.068) 7% more damage without changing gems or reforging. I imagine healers may go for some power to make up the difference.
Probably messed up. Oh well!
@Diamond, you will want pvp gear since over 30% of your healing output will come from pvp power(after 5.3 a pvp-geared healer should have their healing increased by almost 45% from pvp power).
Some good info here! Thanks to all for the math and great replys