Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Nuttann

Pages: 1 2 [3]
31
Upcoming Events & Strategy / Re: RoF - Xorbb 1 - Guardian of the Gate
« on: June 05, 2013, 08:50:25 PM »
FYI,

I still played with the craggy finger emote.  I avoided being brought to mob three times out of four the last win.  It may have been pure luck.  What I did was upon seeing the emote, is I tried to stop and not move or do any other action other than sit.  I could see the stomp and people bounce, but I stayed put.  At least one of the times I was midcast and let it continue.  The last time, it didn't work, but I am not sure that I didn't start a cast after the emote.  I have no idea if it was pure random luck, the not doing anything, or the not doing anything and sitting.  On previous attempt I tried moving to the mob and away from the mob a huge distance and did not get any luck avoiding getting brought to the mob and attacked.

I read a thread on the SOE forums about this raid.  There seems to be some agreement that the ducking on the fireball is not as reliable as it used to be.  This was reported after one patch to make some changes to the raid.  I know a lot complained that ducking was not working for them.  It normally worked for me, but I did have one instance that did not appear to work so I moved away from the fireball until it disappeared.  Once again, I don't know specifically, just reporting what I read.

YMMV,
Nuttann

32
We have some issues still:

Fire Ball emotes -

Many not running to campfire.  Note: Running to campfire is not to save your life, it is to make the FB not hit the main group of people.  Even if you duck where you are or heal yourself, a FB heading to (or through) a populated area is not desirable.  I got affected by this more than once last night.  Once I died since I had just taken previous damage when the FB hit me.

Many claiming duck not working.  It has worked for me most of the time, but I did duck once and the dot stayed on me.  Running further away, and not toward anyone else until the FB disappeared did keep me from taking additional damage.

Either way, don't let your FB hit other people giving them damage and making them duck.

Craggy Finger emote -

This one is still puzzling.  I thought I had it figured out last week when sitting got me killed, but fading worked.  This week, fading did not work and I still got bounced to him and killed.  The fading may have only been coincidental to something else.  I even tried fading and sitting once last night and still got hit.  Maybe there is some distance (near or far) that is a factor.

Is there any definitive answer to this?

Nuttann

33
Raider Essentials / Re: Druid Twinheal, Impress your Raid Leader
« on: May 28, 2012, 05:27:52 PM »
Sorry. I have only ever played this character, so am not up on other classes' spells.  I may have misunderstood what you had said one point about Cleric twin.  I thought in a tell you had mentioned that you thought our blessing did a heal as part of the spell.  It does a nuke.  I might be missing what was intended below.  Unless it also procs damage on every proc'ed heal.  In fact, I don't even know what the Cleric spell line is.

     Just as there's no reason your twin line doesn't do
     damage, and the Cleric version does.

34
Raider Essentials / Re: Druid Twinheal, Impress your Raid Leader
« on: May 28, 2012, 03:08:06 PM »
On tough raids, I am aggressively healing too.

Yes, I did not mean a single tank.  When I mention tank, I meant my target at that second.

Likewise to your latest post, don't take this wrong. Much of your post and discussions have been trying to educate me no how this works like I don't understand and that by explaining I will all of a sudden understand.  But I do.  Give me the cleric line and my answer would likely change.  It appears that I am not successful educating others as to my reasoning.

I don't worry about my heals landing for zero.  I only mention that because when my heal lands for less than full, doubling it means nothing other than I used twice the mana plus the gap that I am most concerned with.  If I could do the blessing without the extra 1.3 second gap, I would be all over it even with the extra mana cost.

Some of the strategy posted included using the fast heal right after the blessing to make up for the time to cast blessing.  For me that is a non-starter.  I need the fast heals as fast heals. They refresh too slowly to use them when not needed and then need it.  I usually use the fast heals right after switching targets to patch.  I normally start heals on one of the tanks tanking mobs when target is full. I keep an eye on ETW window and group and when someone takes damage, my normal spam is not as fast as I want. Remember due to the speed of the spells I start my heals on the mob's target prior to them taking damage.  I switch targets because someone has already taken damage so unless it is minor damage, they need a heal fast.

Using blessing followed by a slower heal means there is a bigger than normal gap and on tough healing fights, that gap can be big.  Especially with multiple tanks taking damage.  Healers that may have been tossing heals to the target I have at the moment may have switched to patch another target. Then my extra gap that may have seemed safe, no longer is.

There is a reason that CH lasted long after I had spam heals that did more than my semi-CH and were much faster.  The reason was that it was the only way to ensure that a real small gap could be ensured between heals.  With other heals, different casters had different speeds. When all the healers currently healing the target have their gaps align, it may be more than what you want.  SOE got rid of CH due to two reasons.  They let the newer HP and heal amount make the CH way too little and they had raids with mechanics that made keeping the CH going impossible.

Seriously, the situations that I have found it most useful is when the damage spikes are not that big.  Then I use it to get its nuke off on the target's target and then make up for the gap with a crit heal or two. Of course, on those, I can also use the manaflux line to get a nuke on the mob and a heal on the tank at the same time.  Yeah, no double, but shorter gap.

Do consider that multiple stratgies can actually help the process.  The most effective use of two healer mercs in the same group it to set them to different strategies.


Nuttann

35
Raider Essentials / Re: Druid Twinheal, Impress your Raid Leader
« on: May 26, 2012, 11:52:27 PM »
Re: Group spirit of the white wolf.

The group version has the illusion as a separate buff than the real buff.  The illusion appear in the song window and can be blocked.  You still get the benefits as below:

1:     Decrease Spell Mana Cost by 13%
2:      Limit: Spell Type (Beneficial only)
3:      Limit: Max Level(95)
4:      Increase Cold Resist by 100
5:      Add effect: Form of the White Wolf
6:      Increase Mana by 50 per tick
7:      Critical Heal (6%)

The 50 mana per tick is nice for anyone using mana even if using detrimental.  The mana press are only for beneficial and the crit for heal.  I have used group black wolf sometimes in a DPS caster group if I didn't have a mana issue and didn't need the heal crits.

Also: I still use the Anomalous Rock of Alteration augment for mana savings when healing.

Nuttann

36
Raider Essentials / Re: Druid Twinheal, Impress your Raid Leader
« on: May 26, 2012, 12:50:01 AM »
Well, since I was asked why I haven't used druid blessing on FL raids so far and failed to explain well in tells, I will describe here. I have used the method above in both groups and raids.  I find it is more effective in raids due to other healers landing heals while I am not healing due to the time casting the blessing, but not as effective as many have found it.

To be fair, I usually have max AAs a couple months into expansion.  This may make a difference as my heals do a fair amount on their own and crit as frequently as they can.  I have used the blessing method above and found it being less effective for me in many cases.

If the tank lives and heals always hit for full amount, then the math definitely works out to blessing being huge. There would be no reason not to use it unless some critical cure or debuff would have to go. Yes, I understand the math.

However, there are two factors depending on the situation that do lower that. 

If normal heals are maxing out the tank or the tank is returning to 100% based on all the heals hitting him, then a twin heal doesn't heal anymore than the normal.

The other factor is time between heals.  I find this is important to me.  The one sec cast of blessing plus recast is sometimes huge.  Yeah, I can follow up with invigoration, but that just turned my 0.5 sec heal that I try and keep up for real emergencies into a 1.8 sec heal.

Maybe it was just a different healing team, but I have found that I lost more tanks with the gap in healing to get the 2x twin cast proc than keeping heals going even though not doubled. This time between heals is crucial thing for me and why I use blessing less that others.  Especially times when I am constantly switching targets.

Yes, those twin casts give more chances to crit a heal which show up in the spam, but looking at my logs has shown a lot of them doing 0 actual heal or less than a full single heal total to target for me. And many of those time, ducking was not an options since the tanks health showed damage until after the heal, but someone else's hit first.

Are there times when it has benefitted me, yes.  But, not as much as it has for others apparently.

37
Well, unfortunately Lumalleviation is the only real group heal druids have.  If multiple members take damage, either it is multiple heals or this.  Survival works when members are low enough, but the recast with all the AAs is 1 1/2 min.  If members aren't low enough, survival does nothing.  As long as there are big AEs that do most of a char's health, you can avoid group heals until they get low enough, but otherwise they may need some sort of heal so that the AE doesn't kill them.  I have used the Remote line due to the 1.0 sec time as a quick heal before, but that only helps the tank and not group members.

We only have two fast direct heals. The rejuvenation line and the adrenaline line.  Those also have timeouts of 12 and 18 seconds.

With RB, hopefully the group will be fine and the tanks can be concentrated on.

Nuttann

Pages: 1 2 [3]