#416 - Feb. 28, 2009, 7:05 a.m.
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Sorry another reply the thread got alot of activity while I was writing my last one. I dont see any situation where I would favor the healing strategy of building a 3 stack specificly to let it bloom. To make use of said style you would need to predict a damage spike 9-10s in the future. OK sometimes you can do that but save that thought. Now assuming you accurately predicted the timeing of the spike you just spent 3X900ish mana for 9 ticks of a hot that may or may not be overheal during that time for an ~8-9k heal.
Okay, if you don’t think it will work out for you, just roll them on the tank like you are used to. It will be more expensive, so you might run out of mana if you do that on 2 or 3 tanks. As I said, some players (on another forum I believe) suggested that there might be a strategy to let it bloom on purpose sometimes and we thought that was interesting so I thought I would mention it.
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And those are about the only two really solid examples that illustrate that because of how predictable the timing is.
Do you use bigwigs or dbm or some other boss helper mod when you raid? I'm curious. I wonder if you have a bar counting down to the next web spray or to when the necrotic aura will go away.
I don't think it's helpful to make too big a deal of my own experiences, because everyone has antecdotal data. I do try and play with and without mods, just to get the experience of what the game is like in both situations. I think our default raid UI could be improved to make healing less mod-dependent. (We like mods, but they should feel optional.)
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No, if you double-purge Lifebloom it will cause TWO a double-bloom, now.
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No, purging lifebloom removes applications, not the entire stack.
Purging a 3-stack causes it to become a 1-stack, with no bloom.
The implementation we discussed was that if you remove 2 from the stack of 3 that those 2 will bloom. The remaining 1 will bloom eventually if you don't stack it up again.
Q u o t e:
Since efficiency is down by a factor of 2 and rolling multiple stacks is no longer a no brainer (I believe that was your goal), you might want to consider shifting some part of the bloom back into the HoT. LB was also a reasonable raid healing spell due to its low cost and fast HoT but the doubling makes it much less appealing given the low HoT output since the bloom typically overheals by a massive amount. By moving some of the bloom into the HoT, the value for raid healing will be partially restored. Upping the HoT by say 50% will still result in 25% reduction in HoT efficiency but it will become much more attractive and useful for raid healing.
Yes that was our goal, and that is not a bad suggestion. There have been several good suggestions in this thread. (And some flamers too, but those people are gone.)
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This is the problem. The current numbers show that Nourish is now as efficient with regards to HPM as a 3xLB stack. Lifebloom will effectively lose its niche if the change goes through.
I said above that we don’t want Lifebloom to be both the highest HPM and HPS spell available. We do want efficiency to matter more than it currently does on live, but you still need to keep the raid alive in the short term too.
Nevertheless, I also said above that if the price becomes so steep that the spell becomes unattractive, then we can try the spell at 75 or 80% more expensive rather than 100%. Maybe less. But we haven’t seen enough theorycrafting yet to convince us that is the case and certainly not enough Ulduar healing yet.
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If we are supposed to be rolling them like you said GC then whats the point of the return bonus?
To acknowledge that you can’t always roll them. Sometimes rolling isn’t needed. Sometimes you have to do something else, like heal another player or run away. This is especially true in PvP where you aren’t just rolling 3 stacks on the whole team constantly.
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the fact that there will always be gear upgrades means that eventually all healers will ALWAYS hit a point of near infinite mana.
Well sure, but we don’t have to worry about eventually. We only have to worry about a few more tiers. A lot of the game will collapse if players are running around with gigantic mana pools and 300 Int but casting the same old ranks of spells. I point this out only because it’s an argument that comes up a lot on the forums. “Our spells don’t scale as well, so eventually our competitor class will pass us by.” Well, yeah, but it’s irrelevant if that happens only at 10,000 spellpower.