[QUOTE=Mudkiper;19842894]Stronger hots means they will heal more before the targets are topped, but still...
The issue with resto druids in PvE is that the other healers are all very strong at topping the raid relatively fast - that is their roll, a resto druids job is to help raid heal to a degree but mainly to help cushion the raid with hots while they're healed up.
QUOTE]
Finally someone knows what is a Rdruid for....
but tbh, we are still very shit...
If they increase the ppl healed in Elflorecent circle (like 5 people), and scale haste better, we will be in a competative position.
Increasing healing done across the board won't solved the problem we're currently having imo.
---------- Post added 2013-01-17 at 04:51 AM ----------
[QUOTE=Thexx;19870444]
Orly...I only can agree to Stoneguard Deterrence, and IB on Amber...
Also, H Will, ummm....ummm...really? though its good to have a back up Deterrence, but not 100% necessary if you CC the adds correctly...
Btw, Giving whole raid sprint...its not a Rdruid dedicated spell...Not to say its a bad talent...but nothing great to mention...(2 GCD to get back to heal) hmmm...
Comparing personal CD vs other healers...we don't have much to compare...
Sym a Shaman...ye, Tranq while running is definately fun...HEHE...
Sym is not a Must imo if you knows how to position urself correctly..but saying we brings the whole SHE BANG to the raid...i don't think so...you have all other class that can do the same, but better...or your raid is not positionning themself "correctly".
Anyway, that's just my opinion...
Until we know what the buffs are we can't really say anything about it. At least it's something and they are acknowledging we need buffs.
"Naturalist: This new passive learned at level 10 by Restoration Druids increases all healing done by the Druid by 10%."
Dat bandaid.
Yay more overhealing
Last edited by Monkeyofcode; 2013-01-17 at 06:28 AM.
And they gave us +10% all healing ) Unexpected."We are going to slightly increase Resto druid healing across the board."
Happy.
People really need to look at full context before they overreact (or underreact) to specific changes.
1. 30% reduced healing across the board for all healers.
2. Wild Mushrooms absorb overhealing from Rejuvenation, allowing them to become a massive burst heal if used correctly.
3. Rejuvenation's mana cost has been reduced by about 9% baseline.
4. Resto Druids are getting a 10% increase to healing across the board (after the 30% reduction affecting all healers).
5. Disc priests are being majorly nerfed.
Of course, these aren't permanent and may change by time 5.2 comes, but I would not be surprised to see druids well above other classes on many fights after these changes go through.
Less healing across the board likely means that snipe healing won't be as effective and that hots will have more opportunities to heal up their targets. Druids being buffed by 10% puts them on par (minimum) with most healers on fights where druids should dominate but are currently underperforming. Wild Mushrooms can make up the for our lack of burst, and may be godly on some fights. The Rejuv cost reduction further reinforces the previous two comments. And now Disc priests won't be able to completely marginalize our healing.
You're missing the point ... here's the (example) scenario:
Drood healer notices someone's health is creeping down. Drood casts a hot. After the first tick, Paladin healer heals that person up to full. Rest of the Drood hot is overheals.
This can be addressed with communication and trusting in healing assignments, but in the middle of a frenzied/complicated encounter, you can't enumerate each target you've just hotted -- it's just not feasible for many reasons (clogging up voice chat, for example) -- and when things are chaotic and you feel like you need to toss out those hots, it's easy to stray from assignments. Or if assignments aren't ultra specific (such as, "Drood and Shammy on raid, Pally/Priest on tank" rather than "Drood on group 1 except the tank, Shammy on group 2, Pally/Priest on the tank").
I mean, I don't play a Tree myself, but this is my understanding of the frustrations from multiple Drood healers (that I play with and that I'm reading here in this thread)
I am the one who knocks ... because I need your permission to enter.
Needed but implemented wrong
Also "crap paladin end of it"? What about the other 3 healers in the raid? What about that damage thats going out hard so the other healers have to cast hard and fast so people dont die?
It's not simple and a simple fix will not help us( not as much as you'd think).
Last edited by Monkeyofcode; 2013-01-17 at 07:45 AM.
I see it coming:
Addon to keep track of Shrooms power
/cast Bear Form
/cast Might Of Ursoc
/cast Wild Mushrooms: Bloom
BOOOOOMSHROOMS!
Last edited by Purpleisbetter; 2013-01-17 at 01:49 PM.
Druids aren't shit. We're just "okay" and not worth bringing over another healer currently for most heroic progression fights on the cutting edge (aka pushing for world firsts). We can comfortably (not as comfortably as other healers) heal every progress fight right now, it's just not ideal.
The 2 piece will be decent for 25m, and useless most of the time in 10m. I'll most likely be holding onto my heroic t14 until I have full heroic t15.
The across the board healing increase will help a lot, really. 10% to everything is a lot more than it might sound like at first.
I'm in a 15/16h guild and I generally keep up with most of the other healers in my raid, other than our Disc Priest, on most fights. I've healed a healthy portion of progress fights and not been a burden while doing so, and also healed 13/16h (haven't done Protectors or Tsulong yet since they're fairly recent kills).
http://us.battle.net/wow/en/characte.../Acorns/simple
Armory link before some troll calls bullshit.
Disc Priest will have to relearn thier healing tactics next patch. The changes to DI, SS, PW:shield etc will balance them out I think.
I honestly think the 10% will help alot. While my Rejuv does a lot of healing, When I am a dedicated tank healer, I notice my direct casted heals (HT & RG) are lacking compared to other healers etc.
If I read the notes on Wild Mushrooms correctly, the healing done is spread between everyone stacked near it... so that can prove to be a very powerful tank heal if placed near 1-2 tanks and healing only them. It also will be stronger in healing 10 mans. I am very happy with what is happening. I don't need to see Druids top the charts I just want to see our line move from drastically below the others to near equal with them.
The problem as I see it is other healers abilities conflict with the Druid's heal over time style of healing. Disc & HPala's stacking absorb shields and Resto Shamans with really good raid cooldowns are healing faster and stronger than we can.