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Damien

Siege of Orgrimmar Restoration Druid Style

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This doesn't seem right...

 

If I have a resto druid in my raid with the same exact amount of spirit that I do (13,653).  We both will get (13683 * .5 * 10 = 68,415) mana from casting it on ourselves. 

 

Now if we use the glyph, we only gain 10% of our spirit (13,683 * .1 * 10 = 13,683).  So we would both gain 27,366 mana if we both used on each other.  That'ts not better at all.

 

Lets assume that the "not less than 8% mana" rule takes into effect.  8% of 300k is 24k, so 24k * 2 = 48,000 mana.  Still less than using it on myself.

 

And maybe the 8% mana is 40% reduced as well because of the glyph.  I'm not sure, but seeing at the unreduced version is still wosre I'm not going to bother to figure that out as it will surely be even less.

 

All in all, The glyph has been useless ever since they changed innervate to be based off your spirit and not your max mana.

Where do you get 10% from buddy trying to work out your workings out smile.png Innervate gives 50% of your spirit back in mana am i horribly missing something smile.png It just seems to work really well.

Edited by Shardar

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I see it now hmm thanks Krazyito it seems you are right :) so in theory you will only get 20% back instead of what i thought 80% yep oki that is terrible.

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You make me want to try force of nature now this next week.. lol

 

I tired it on Immerseus and i found it lackluster.  Especially seeing as the swiftmend didn't even heal blobs =/.

 

RfwuKwI.png

 

I tried to use it during our stack parts and when i thought they would do the most healing, but i feel like SoTF would have just done more.  More so now that I'm at 13k haste.

 

 

Might try it more on normal mode fights, but for heroic its meh.

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I tired it on Immerseus and i found it lackluster.  Especially seeing as the swiftmend didn't even heal blobs =/.

 

RfwuKwI.png

 

I tried to use it during our stack parts and when i thought they would do the most healing, but i feel like SoTF would have just done more.  More so now that I'm at 13k haste.

 

 

Might try it more on normal mode fights, but for heroic its meh.

No...this week it was awful for Immerseus sad.png

 

I don't know what happened since it used to be awesome there. I feel really sad that it is one less fight I can summon the trees on. Honestly seems like the swiftmend they are supposed to cast on summon just isn't doing anything and their healing touch is really lackluster. I need to do some log checking to see if there was a change in numbers and try to figure out what effected them (or if there was a ninja nerf).

 

Edit: After looking through logs for last week and the week prior (no logs from this week yet oddly...), there was a significant different between healing with the treants vs SotF for stacking fights, but that difference just wasn't as present this week. Soon as the logs come up I'll try to get some numbers on that difference. As far as gear difference goes, last week and week prior had 0 difference (I'm the luckiest person in the world) and this week saw the addition of a belt (...made, so very lucky). 

Edited by calfel

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The glyph says "you both receive the effects but at a 40% reduced rate"

 

inv_glyph_majordruid.jpgGlyph of Innervate

 

Unless im doing the math wrong.

 

Right did some research into this as that is what i do. The Glyph of Innervate works like this, Your Innervate works at a 40% reduced rate because everything starts as 100% it makes it 60% it is not 50% - 40% as you thought. So in theory we are both wrong smile.png Did some digging through some patch archives and found this out. My maths is terrible atm so cant really work out how much but it is a benefit.

Edited by Shardar

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No...this week it was awful for Immerseus sad.png

 

I don't know what happened since it used to be awesome there. I feel really sad that it is one less fight I can summon the trees on. Honestly seems like the swiftmend they are supposed to cast on summon just isn't doing anything and their healing touch is really lackluster. I need to do some log checking to see if there was a change in numbers and try to figure out what effected them (or if there was a ninja nerf).

 

Edit: After looking through logs for last week and the week prior (no logs from this week yet oddly...), there was a significant different between healing with the treants vs SotF for stacking fights, but that difference just wasn't as present this week. Soon as the logs come up I'll try to get some numbers on that difference. As far as gear difference goes, last week and week prior had 0 difference (I'm the luckiest person in the world) and this week saw the addition of a belt (...made, so very lucky). 

 

Will say Trents are a situational talent and is great on some bosses where its terrible on majority ;) the output doesnt spice it enough for me however my buddy druid in the guild seems to like them and he seems to be able to make them work.

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Right did some research into this as that is what i do. The Glyph of Innervate works like this, Your Innervate works at a 40% reduced rate because everything starts as 100% it makes it 60% it is not 50% - 40% as you thought. So in theory we are both wrong :) Did some digging through some patch archives and found this out. My maths is terrible atm so cant really work out how much but it is a benefit.

So basically I suck at math with % and it's not as bad as I said, but not as good as you said.

All in all, I still don't think it's worth it.

---

Quick math: still 50% of spirit = 68145.

68145 *.6 = 40887

If this math is true, then you are right in saying you gain more mana

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So basically I suck at math with % and it's not as bad as I said, but not as good as you said.

All in all, I still don't think it's worth it.

---

Quick math: still 50% of spirit = 68145.

68145 *.6 = 40887

If this math is true, then you are right in saying you gain more mana

 

Surely more mana is a benefit right ;) anyway glad this is in agreement and its cleared up.

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Immerseus Split Phase, Mushroom management:
 
wow_icon_druid_ability_wildmushroom_a.jpWild Mushroom : Place this anywhere, under yourself/tank/surrouding players.
wow_icon_spell_nature_rejuvenation.jpgRejuvenation : Cast on multiple nearby players
wow_icon_spell_nature_preservation.jpg Genesis : Use after casting Rejuvenation, and repeat until
wow_icon_druid_ability_wildmushroom_b.jpWild Mushroom: Bloom indicates that it has absorbed maximum overhealing (Shines Yellow).
  1.  When Immerseus Splits, head towards the largest group of Contaminated Puddles. (you can see them flying away from immerseus)
  2. If you have wow_icon_achievement_zone_feralas.jpg Nature's Vigil now is the time to use it
  3. Position your wow_icon_druid_ability_wildmushroom_a.jpWild Mushroom close to the pool in the center of the room. Align your Mushroom so a group of Contaminated Puddles will pass over it. 
  4. Move to stand on top of a Contaminated Puddle and use  wow_icon_spell_nature_ravenform.jpgNature's Swiftness + wow_icon_spell_nature_healingtouch.jpgHealing Touch. The puddle should be healed to full and grant a stack of Purified Residue. This restores 25% mana to all allies within 12 yards and increases healing done by 75%.
  5. Once the group of puddles reach your mushroom, cast wow_icon_druid_ability_wildmushroom_b.jpWild Mushroom: Bloom and they will be instantly healed to full.
 wow_icon_druid_ability_wildmushroom_a.jpWild Mushroom should be placed close to the Sha Pool in the center of the room. 
The Contaminated Puddles group up the closer they get to the Sha Pool where Immerseus reforms. 
This placement maximizes the number of Puddles healed by a single wow_icon_druid_ability_wildmushroom_b.jpWild Mushroom: Bloom.
Edited by Saveryn

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