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  1. #21

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    Since a very recent hotfix, holy light doesn't trigger "tower of radiance" anymore, no more HP using this spell
    Yeah, I dont keep my tank Beaconed anyway. I always keep it up on my mage. The Holy Power comes from the holy shock going off whenever its up. Typically by the time the sequence gets to WoG, I've built up a full charge of HP
    "Twilight is upon me. And soon, night must fall". My days in WoW are over, but I'm back to where it all started, EverQuest!

  2. #22

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    Quote Originally Posted by Kalros View Post
    Yeah, I dont keep my tank Beaconed anyway. I always keep it up on my mage. The Holy Power comes from the holy shock going off whenever its up. Typically by the time the sequence gets to WoG, I've built up a full charge of HP
    I guess you're doing this because your mage is your most fragile toon, and the only one that can't heal himself. Quite clever setup in fact. I only play my holy pally solo but I use radiance a lot during heavy damages phases (each boss seems to have at least one) so I guess you could make good use of this aoe spell if only you can get all your toons quite close to your paladin. Not sure how this strategy would translate to a multi boxed team though.
    Dualboxing on a computer running Linux & MoW.
    EU-Uldaman

  3. #23

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    I'm thinking about actually running two healers.. what do you guys think? I was going to have two mouse broadcast regions, one for healer A, one for healer B. I run pally 4x shaman. I think heals are more important than dps.

    Also how do you guys use healing rain?

  4. #24

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    Quote Originally Posted by Kalyse View Post
    I'm thinking about actually running two healers.. what do you guys think? I was going to have two mouse broadcast regions, one for healer A, one for healer B. I run pally 4x shaman. I think heals are more important than dps.

    Also how do you guys use healing rain?
    Gunsun has a thread in the group comp forum that you may be interested in. He's running 2 resto shaman, and has been reporting that it's going very well. There are some good ideas in the thread.

  5. #25

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    Quote Originally Posted by crowdx View Post
    I am wondering is it that the heals are still healing the same amount but all classes now have much more HPs and take more damage and so takes much more healing?
    Based on my very limited experience (two non-heroic Stonecore runs at 85 for a guildmate) this is part of it. Players will have 95,000 to 150,000 (or more?) health at level 85, and you are no longer able to heal a player from 0-100% with one or two heals, and your 20k crit heal is only going to fill up 15-20% of the tank's health bar. At the same time, mobs do not seem to be able to quickly drop a tank's health so that you find yourself spamming heals (unless your tank is awful).

    What they've done is made mana an issue again, and they added some challenge by making it difficult to simply spam a heal and keep everyone topped off. I did not have an issue keeping everyone topped off, but again I was level 85 in a level 83 normal dungeon. I like the new healing setup, you get to show some skill by selecting the right heals at the right time and keeping people alive is no longer a case of topping everyone off all the time and not worrying about overhealing due to excess mana regen. It does seem to make it tougher on multiboxers, because it's something else to track during a fight.
    "Multibox : !! LOZERS !!" My multiboxing blog

  6. #26

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    You guys tried NO healers yet? Its working for me just fine

    I run 4 Ele shammys and my friend tanks on a Prot Pally (4 DPS 1 tank). We seldom have a problem with heals or manna. (Yea yea, I know you can only do it on this type of comp)
    How? Earth living weapon and unleash (30% more healing on next heal) followed by a Healing surge = full tank HP (100K+). Raid damage? 4X healing rain baby All my guys use EarthLiving weapon and are specked into improved healing (6% more healing, 15% more healing taken!) after Insta ghost wolf. Each tick of healing rain has a change to proc EarthLiving on the target, and with 4X of them rolling… well you get the idea.

    Heals are NOT a problem for me. I can roll heals between my heavy hitting spells to maximize damage and healing. I tried a healing spec and found that the healing and manna efficiency was nowhere close to what I could get running 4 Ele with intermittent heals.


    -Clarify this. By efficiency I mean my healer’s manna bar (Not the manna / heal). When your healer is OOM… you wipe. My ele shaman’s manna goes down a LOT slower than a solo healer’s did. And I lose a lot less than 1/4 my damage running all Ele.
    Last edited by Lpwned : 12-21-2010 at 03:39 PM

  7. #27

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    I'm not too impressed with the curent state of healing. Seems more punitive to the healing role than anything. I can understand that they didn't want fast big efficient heals, but it feels like they just set things to slow small but efficient and fast big ineficient ones. I guess I'm sort of happy the current system favors a transition to a healerless dynamic. Might have to re-evaluate my groups though.

  8. #28

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    Quote Originally Posted by Bigfish View Post
    I'm not too impressed with the curent state of healing. Seems more punitive to the healing role than anything. I can understand that they didn't want fast big efficient heals, but it feels like they just set things to slow small but efficient and fast big ineficient ones. I guess I'm sort of happy the current system favors a transition to a healerless dynamic. Might have to re-evaluate my groups though.
    If you look at the big picture, it's hard to see what other choice they had to get here. If you want to move to a new system where people don't get 1-shot anymore, then how else do you make the game continue to be interesting for healers? However, IMO, they made the move too quickly. Healing is by far the most challenging aspect of the game right now.

  9. #29

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    Quote Originally Posted by olibri1 View Post
    If you look at the big picture, it's hard to see what other choice they had to get here. If you want to move to a new system where people don't get 1-shot anymore, then how else do you make the game continue to be interesting for healers? However, IMO, they made the move too quickly. Healing is by far the most challenging aspect of the game right now.
    Well, I'm always in favor of moving away from dedicated healers in favor of highly synergistic classes, which would have been the ideal situation and seems to be the road we are heading down with things like Word of Glory and Discipline Priests, but it seems like we went from OOM-is-a-bit-of-an-issue to no-one-OOMs because OOMing isn't fun, but that made everything too easy, so now OOMs, OOMs for everyone! Really, it would appear to be a text book example of pendulum nerfing.

    But then, I've advocated doing away with the holy trinity for years, largely because it seems intent on pigeonholing some poor suckers in to babysitting health bars, which is no where near as fun as beating the tar out of something.

  10. #30

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    I've definitely noticed a difference while dungeoning. Its a very different feel to wotlk healing; in a good way though.
    Its like our health pools quadrupled over the levels, mana costs of heal spells went up with hp, but the actual heal amount stayed like it was at 80.
    Be smart with your mana and its great, but abuse it and its noticeable.

    Last dungeon I did was Halls of Origination @ 84. Keeping ES up on the tank, and I was getting away with riptide -> GHW, GHW as my main heals, Healing rain, Chain heals, and Healing wave for the team.
    Riptide is good heals per mana used, so I was defaulting to it as much as possible.

    Alliance-Aman'thul

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