Showing posts with label Innervate. Show all posts
Showing posts with label Innervate. Show all posts

Monday, 27 June 2011

4.2 Resto Changes and You!

Patch 4.2 is finally upon us and should be landing this week! There are plenty of changes and new content coming, including the new Firelands raid zone! For the latest news and updates I suggest checking out MMO-Champion.

I'll be updating my Resto and Feral guides over the course of this week. For the moment though I'd like to focus on two important changes for Resto: The Innervate changes and the new Mastery.

Innervate in 4.2


Innervate is undergoing a change in 4.2, but it's important to fully understand this change.


Innervate used on oneself is unchanged.

When the casting druid uses Innervate on his or herself, the druid will still receive 20% of their maximum mana.

The change to Innervate is when it's cast on other targets, eg, the druid casts an Innervate on a Pally. In 4.2, an Innervate will cause a target to receive 5% of their maximum mana pool - so, in the example of a druid casting their innervate on a Pally, the Innervate will give the Pally 5% of the Pally's maximum mana pool. This is a substantial nerf to Resto and Balance druid Innervates (though it's technically a slight buff to Feral Innervates), as apparently sharing Innervates was accounting for too much mana savings, especially at higher gear levels.

So what does this mean for us? Well, you'll be much less likely to be giving your Innervates away, and overall Innervate will be a bit less desired by other healers. An important thing to note is trading Innervates with another Resto druid will no longer be a mana gain - the Innervate you give to the other druid will be substantially less and vice versa, so this is no longer a viable strategy for mana return. For maximum mana gains, you'll want to be Innervating yourself.

Glyph of Innervate
It's very very important this is understood - Glyph of Innervate is unchanged in 4.2. The tooltip has been updated to reflect what this actually means - the casting druid will receive half of their Innervate when they cast Innervate on another target, ie half of 20% of their maximum mana pool, that is to say 10%. This means you will still receive 10% of your maximum mana pool when you cast your Innervate on another target while glyphed.

With that in mind, Glyph of Innervate is still a useful glyph in 4.2. While your Innervate won't be as valuable to others as it is currently, it can still be extremely useful for people, especially if a fellow healer is out of mana (or perhaps was just battle rezzed), or even for a DPS that could use it. Balance druids can also still help out their healers with an Innervate. The nice thing about continuing to use this Glyph is it gives you the flexibility to share your Innervate with someone else should they need it while still receiving some of the mana return yourself.

New Resto Mastery


I discussed the new Resto Mastery some already in an earlier post, but I wanted to refresh on it with 4.2 finally going live. Our new mastery is the following:

Harmony: Increases direct healing by 10% and your direct healing spells grant you a 10% bonus to your periodic healing for 10 sec. Each point of mastery increases each bonus by an additional 1.25%.

This is a really nice change for Resto druids, increasing our direct healing and making a nice interaction between our direct heals and our HoTs. Every time we cast a direct heal (Healing Touch, Nourish, Regrowth, and also Swiftmend), we will gain the buff Harmony which increases the healing done by our HoTs.

We ideally want to maintain as close to 100% uptime on the buff as possible. It will be very important for raid healers to make sure they're maintaining the buff to increase their HoTs as well as the tank healers. Swiftmend will proc the buff, but the cooldown on Swiftmend is 15 seconds and the buff remains active for 10 seconds, so you'll be losing uptime on the buff if you only refresh it with Swiftmend. It's reasonable, but ideally you won't be losing any uptime at all. If you're largely raid healing, you're still likely keeping your Lifebloom rolling on the tank or another person, so refreshing it with a Nourish or other direct heal should help you maintain the buff. Tank healers and those who watch both shouldn't have too much issue maintaining the buff.

Keeping track of the Harmony buff will go a long way to helping you maintain good uptime on it. For those that use the addon Power Auras (an excellent addon which I highly recommend), the following is a code I made which is helpful for keeping track of the mastery buff. It will show you the buff is active and the time remaining on it so you can see when you need to refresh it.

The import code is this:
Version:4.19; b:0.0549; g:0.4863; icon:Spell_Nature_HealingWay; buffname:Harmony; r:0.1843; x:-85; customname:Harmony; texture:23; alpha:1; inVehicle:0; wowtex:true; combat:true; size:0.25; y:-160; ismounted:0; timer.b:0.9294; timer.h:2; timer.Texture:WhiteRabbit; timer.enabled:true; timer.r:0.9882; timer.cents:false; timer.Relative:CENTER; timer.UseOwnColor:true

The Aura itself looks like this (seen with my full Resto power aura setup):

The Harmony aura is the leaf on the left hand side with the timer.

My full set of power aura codes are available in my post here: My User Interface / Addons.

Happy patch day! Don't forget to update your addons!

Friday, 13 May 2011

4.2 Mastery change, Innervate nerf, and PTR Raid Testing


Patch 4.2 is under testing on the PTR and the news keeps rolling in! While everything is still very much subject to change, there are some interesting changes slated for Druids already, including a new Mastery for Resto and a very significant change to how Innervate works. We've also had two of the new Firelands bosses up for testing and I've got some cool screenshots of those as well! As you can see in my screenshot above, the new Firelands zone looks awesome. That shot is actually taken inside the instance - it's a massive zone, and you can mount up to ride to each boss.

New Resto Mastery
There was a recent blue post with 4.2 patch notes which included this gem:

'Symbiosis (Mastery) has been removed and replaced with Harmony. Harmony increases direct healing by an additional 10%, and casting direct healing spells grants an additional 10% bonus to periodic healing for 10 seconds. Each point of mastery increases each bonus by an additional 1.25%. Healing Touch, Nourish, Swiftmend, and the initial heal from Regrowth are considered direct healing spells for the purposes of this Mastery. All other healing from druid spells is considered periodic.'

This is looking like a really great change, so hopefully it'll make it through testing to live. The old / current Mastery has some issues; though it's not too bad, it's much stronger in 5- and 10-mans, where HoTs can more easily line up with other heals. Probably the most frequent question I get is 'Should I be putting Rejuvs on my Wild Growth targets to activate the Mastery?', which really shouldn't be done unnecessarily (ie, on targets that don't need all that healing), so it likely ends up just encouraging spamming.

The new Mastery not only will boost our direct heals and encourage more direct healing, it's also a great boost to our direct heals and hence our tank healing as well as our raid healing. The mastery will proc off of Swiftmend too, so even if you're focussing on raid healing, you'll still be gaining the Mastery through your Swiftmends.

By the sound of it, it seems like it may proc a buff (increases periodic healing for 10 seconds), which would be nice if an actual buff comes up as that can be easily tracked with something like a Power Aura to make sure we maintain it, but we'll have to see. Either way, a very positive change!

Innervate changes
The Innervate changes slated for 4.2 so far are mostly nerfing Innervate's effect for OTHER healers. The effect when used on oneself will be the same - a 20% mana return. The change is when we cast our Innervate on someone else, it will now cause them to regenerate 5% of THEIR maximum mana.

Innervate: now causes the target to regenerate 5% of their maximum mana over 10 sec. Still regenerates 20% of maximum mana on self cast.

So this is basically just a nerf to Innervate trading. The Glyph of Innervate will be unchanged - if we cast it on someone else, we'll still receive half of our own Innervate (so 10%), but the other person will only get the 5% of their maximum mana rather than our 20%. If this change goes live, Innervate trading will basically be worthless as a mana strategy. It's still certainly viable for helping other healers when they're in need of mana, but trading the Innervates around won't be anywhere near as powerful as it is currently.

This is a slight buff to Feral innervates, though, as the Innervate on someone else will amount to 5% of the target's maximum mana (assuming that it is based on the target's maximum mana, which it appears to be), so Feral innervates will be slightly more useful now.

PTR Testing!
I've been hopping on the PTR for some of the raid testing. The new Firelands zone looks awesome inside - it's a massive space and it just looks great. We've tried out two of the bosses so far, Beth'tilac the spider boss and Lord Rhyolith. I won't go into too much detail on the fights yet, particularly as they're still subject to changing and tuning, but this should whet the tastebuds!

This is Beth'tilac. The fight itself looks like it will be pretty interesting, though it may be yet another fight that's bad for melee (and Rhyolith seemed bad for melee too, to be honest). The fight itself was ridiculously overtuned (mostly in Phase 2, where outgoing damage was ridiculous). The boss itself retreats up on top of her web when you engage. Some of the adds you deal with lower themselves down on webs, and you kill them to get a web vehicle which will transport raid members up on top of the web to engage the boss. Fortunately the web area is a normal platform - when I first heard about going into the webs in the Blizzard previews, I had a sudden fear that we'd be hanging upside down or something ridiculous. The upper web area though is a normal, fairly flat surface, though, so there aren't any weird swimming mechanics or camera angle quirks to it, which is great.

This is Lord Rhyolith. This will be a fight that ultimately requires a lot of coordination. He doesn't have a threat table (tanks will be busy rounding up adds), instead you attack his Left or Right Foot. DPSing either foot will cause him to turn in that direction, so you steer him around the area by DPSing the Left or Right foot, whichever way you want him to turn. He starts with an 80 stack of armour, which reduces his damage taken by 80%, so you have to steer him over volcanoes to melt the armour off and increase his damage taken. It looked like both feet share a healthpool, and supposedly his body will not be targetable (or at least not damageable) when this goes live - we were able to target it on the PTR, but it was obviously unnecessary to do so.

I'll leave it at that for now! As there may not be many screenshots of these bosses and Firelands things around yet, people are welcome to use my screenshots, but I ask that if you do so please link back to the blog for crediting. :)