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Healing TheoryFollow

#1 Mar 06 2009 at 10:42 AM Rating: Good
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The following is from the PTR Patch notes for 3.1. I got this from Wowhead and don;t know why it wasn't included on the post here on Ally.

Quote:
Lifebloom: Mana cost of all ranks doubled. When Lifebloom blooms or is dispelled, it now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.
Abolish Poison: Now ticks every 3 sec, up from every 2. Now lasts 12 sec., up from 8.
Maim: This ability is now considered a stun, and shares a diminish category with all other stuns. It no longer has a chance to break from the target taking damage. Duration lowered to 1 sec. per combo point.


Last night when a guildmate read this he said that because of the change to Lifebloom most Druids wouldn't want to heal anymore. That Resto couldn't be Raid healers anymore. Which I don't understand at all.

My biggest question, for the Restos out there, is why keep a rolling stack of Lifeblooms instead of letting it bloom? I can kind of understand doing that on a tank with the idea that the bloom might draw healing aggro. But that wouldn't wash for healing the raid. Is my guildmate just overreacting or it there merit to his claim?
#2 Mar 06 2009 at 10:54 AM Rating: Good
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1,433 posts
It was actually already discussed somewhat in this thread.

Long and the short of it, it makes absolutely no difference to raid healing, because you're getting back the extra mana on the bloom. So you're friend is definitely mistaken there.

The reason to keep a rolling stack of 3 lifeblooms on someone is that the mana cost of applying lifebloom is the same, no matter how many stacks you already have on. If you already have two or three stacks on a person though, the HoT portion of the healing you're getting out of it is (almost) triple the amount you get from casting a lifebloom on someone with no stacks on them.

You're vastly increasing (until 3.1) your healing/mana by keeping it at three stacks.
#3 Mar 06 2009 at 11:14 AM Rating: Excellent
9 posts
I'll try to answer this the best I can from my perspective. Someone else can probably give you a more solid answer but I think this will explain a bit. Lets say a 3stack of lifebloom does about 1100/sec for 10 seconds (talented+glyphed) plus a 2000 or so heal when it blooms. The cost of the spell is 400(not exactly but it makes math easier). Lets assume that we are going to have a 3stack for 30 seconds(so 3stack and 2 refreshes).

Old Way:
3 stacks of lifebloom would cost 1200 mana(400x3) = 1100/tick
To refresh it would cost 400 mana, and you'd still have 1100/tick
1200 Initial mana
400 Refresh
400 Refresh

That comes to 2000 mana for basically a 35,000 hp heal over 30 seconds(1100/tick for 30 seconds, plus a 2000 bloom heal).

Basically the idea here is to get 3 stacks, then keep the 3 stacks up and your healing efficency goes way up.

New Way:
3 stacks of lifebloom would cost 2400 mana((400x2)x3) - oringinal cost of 400 is doubled.
Refresh it would cost 800 mana.
2400 Initial Mana
800 Refresh
800 Refresh
1200 refunded(Base mana cost 800x.5x3)

This comes to 2800 mana for the same heal as above. The more time you leave the 3stack running the more mana you will loose for the "new" way. Basicalyl for each refresh you are using 400 extra mana.

Now you can choose to heal the way you used to heal, which you are at an obvious disadvantage because its now 800 mana instead of 400 to keep the 3stack. I was going to try to go into the math for keeping a 3stack then letting it bloom and all that but I really dont know how it works. All I know is what I showed you, that the double cost would obviously hinder the way most druids(meaning me) heal atm.

The real question will be what are the effects of having a 3stack bloom then having to restack it, let it bloom again, etc. At first glance whether or not it is more effecient it will automatically cut down on the time you have for the outside 5sec mana regen, as well as the GCD's you have to cast other spells that you previously had time to cast.

The refunded mana part might have some pvp benefit but I'll let someone else address that.

Disclaimer: These numbers are rough estimates of what I put out. Please don't say they are unrealistic or false. Also I dont claim, nor am I, a theorycrafter or have a vast knowledge of how spellpower etc effect spells. This is just a laymens view of how things will change and its effects.

Edit: It took me too long to type this :) See the poster above me for an easy explanation

Edited, Mar 6th 2009 2:15pm by Silvermarks
#4 Mar 06 2009 at 6:44 PM Rating: Good
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3,272 posts
From what I've heard from my buddy who is our main resto healer Lifebloom has been nerfed in the mana cost, but the final bloom amount has gone up quite a bit.

Don't take this info to heart because it was heresay, but he mentioned that he crit a 3 stack bloom for about 14k. If this is true, well hell yes that makes planning out your blooms amazing healing tactics, especially on fights like loatheb or malygos where you know damage will be taken in a certain time frame.
#5 Mar 07 2009 at 4:29 AM Rating: Decent
This is an attempt at a PvE Nerf/PvP Buff which ruins the concept of the spell, IMO. Not that I think it's going to have a huge impact on raid healing, but to double the mana cost of a spell and return .5 of that cost on bloom when the design of the spell is to be stackable up to 3 is silly...and rhetorical. Why give the mana back? Because PvP/Arena Druids need it.

I'm sick of balance around Arena. Smiley: cry
#6 Mar 07 2009 at 8:02 AM Rating: Good
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3,272 posts
I think this change has a lot to do with the mana regen changes that blizzard has been doing. I'm sure they're attempting to balance it all out and stay far far away from the days where lifebloom cost usually half of what your in combat mp5 was.
#7 Mar 08 2009 at 3:21 AM Rating: Excellent
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7,732 posts
Wont LB still a good thing to roll on a tank and keep rolling if the time between pulls is short?

Wont LB a better fire and forget as a raid heal?

Especially since all classes will be hit by the new mana regen nerfs. The bloom refunds mana if effective heal or overheal, correct?

The tank roll honestly depends on more factors. But even letting it bloom post pull could be good as most tanks need healing post pulls.

Regardless, the changes are wide sweeping and effect all classes. Maybe other healers will have to adjust to tanks getting a big heal after pulls due to the bloom. It would save them mana.

One of the biggest changes to LB may almost be how other healers heal when dealing with druids. The healing and mana changes in general will probably change how all healers deal with each other to be honest.



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#8 Mar 08 2009 at 4:30 AM Rating: Decent
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Ryneguy wrote:
This is an attempt at a PvE Nerf/PvP Buff which ruins the concept of the spell, IMO. Not that I think it's going to have a huge impact on raid healing, but to double the mana cost of a spell and return .5 of that cost on bloom when the design of the spell is to be stackable up to 3 is silly...and rhetorical. Why give the mana back? Because PvP/Arena Druids need it.

I'm sick of balance around Arena. Smiley: cry


Actually, my understanding is it has nothing to do with pvp, but the fact that it was never intended to be the continuous cheap super HoT that many druids use it as now, and this turns it more in line with it's original intent, a small HoT with a delayed big heal.

To be honest, I've never used LB much. I find it useful for when I know the tank is about to take a big hit (or anyone else for that matter), but those times are fairly rare. I have always been bothered by how people have used the spell, cause it seemed like manipulating the system. Turns out blizz agreed with me. This isn't unusual though. If an ability is being used in a way that seems contrary to its description, expect that it will be tweaked to either encourage or discourage the popular usage. Learn to use it in a more basic manner and these "nerfs" won't have any effect on you. In fact, they might even be buffs (in this case, because of how mana use mechanics works, I will actually spend less overall casting LB then before). Same with the nerf to the not-casting mana regen. I don't do the popular burst of hots followed by waiting for the 6 seconds to pass and regen mana. If I'm in not-casting mode, it's cause people aren't taking hits. In this case, I'm buffed cause I've learned to deal with the mana I regen while casting, which is getting a small buff(in revitalize).
#10 Mar 09 2009 at 12:32 AM Rating: Decent
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988 posts
Quote:
One of the biggest changes to LB may almost be how other healers heal when dealing with druids. The healing and mana changes in general will probably change how all healers deal with each other to be honest.


Sorta. Just that healing won't change because of the changes to druids, but only because of the other classes taking major hits on their own in the regeneration department. Nobody cares how many HOTs a druid is currently rolling. Nobody cares about a druid's ability to Swiftmend. I bet the majority doesn't even know that a Lifebloom can purposely be left to bloom. They're all just spamming their own heals on top of it, and the only way to stop or at least reduce that is to make healing so damn expensive that you're always looking for cheap alternatives - somebody elses heal being one of them.

Edited, Mar 9th 2009 10:41am by Kanngarnix
#11 Mar 09 2009 at 5:41 AM Rating: Excellent
CrimsonNeko wrote:
Actually, my understanding is it has nothing to do with pvp, but the fact that it was never intended to be the continuous cheap super HoT that many druids use it as now, and this turns it more in line with it's original intent, a small HoT with a delayed big heal.


The purpose of Lifebloom by design, was two fold in effectiveness. In PvE, the idea of Lifebloom by design was rolling 3 stacks for HPM throughput to offset the Druid nature of HoT healing. Being a Druid prior to 3.0 meant a pre-emptive nature of healing. By design, Druids would/could bear the brunt of HPM throughput on Tanks efficiently but could not handle directly sustaining tanks. Through gear & stat scaling by Tier 6, Druids found themselves extremely valuable in HPM throughput where you saw most groups directly keeping Druids specifically for mechanics involving direct heal downtime (ie. Silence, movement, etc) and that was our unique flair.

Fast forward to Sunwell, where Druid effectiveness was crushed through RG spamming and HoT inefficiency as gear scaled, hits got larger and Tank health pools become even larger. Long gone were the days of T6 effectiveness.

In PvP, the bloom is the biggest bonus to Lifebloom. PvP deals with spike damage on a much more random nature, so Druid "Oh Snap" buttons lost effectiveness when you have to deal with 3, 4, 5 or more critical hits in a row while trying to keep yourself and your partner up. You're moving (a staple is Druid mobility in both PvP and PvE content)...so you have to rely on instant cast spike healing (standing still to unload a HT is just stupid, and losing the RG HoT leaves the HPM too low to sustain incoming DPS). Come 3.0 (or prior...I don't remember which), the coefficient of Lifebloom was lowered through it's sustained 3 stack roll and the output on the bloom was increased...an absolute PvP buff to deal with PvP right in time to deal with absurd Ret Pally spike damage and the incoming introduction of DK into PvP. I do believe they openly stated this in regards to the LB changes at that time.

And now, here comes 3.1. With Nourish sadly becoming a staple spell and HoT efficiency getting lower and lower, the doubling of LB mana requirement is such a solid PvE nerf and the mana-return of the bloom is such a PvP buff that I cannot imagine anyone seeing it otherwise. RG is no longer the preferred front-end heal it was prior to Nourish, and Nourish is more reliant on a HoT such as Rejuv as a "setup" rather than HPM throughput. With the necessity to weight mana usage (because of the Mana regen changes) and consider the tools shoved down the throats of Druids with the new Nourish spell, LB becomes obsolete in PvE due to the size of tank health pools and incoming damage from raid encounters.

Ghostcrawler argues that LB was OP'd in it's HPM throughput, however he doesn't consider the fact that they forced Nourish down our throats as a RG alternative that turns us into spamming machines for harder content. The concept pre-3.0 for Druid healing was mobility, HPM throughput to buffer the direct healing classes, and with the introduction of Wild Growth, viable healing in Splash/AoE raid situations where we lacked efficiency before.

Edited, Mar 9th 2009 9:43am by Ryneguy
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