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 Post subject: Renew in patch 3.1
PostPosted: Tue Apr 07, 2009 6:59 am 
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Sapling

Joined: Tue Apr 07, 2009 6:47 am
Posts: 4
I was wondering if any of you could help me pointing me in a direction or giving numbers (math) of Renew in the new patch (core and with the 6 talent points and Glyph).

Could ppl that play on ptr also tell me how important Renew is going to be when healing in Ulduar.

Ty for your input.


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 Post subject: Re: Renew in patch 3.1
PostPosted: Tue Apr 07, 2009 7:43 am 
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Healing Authority
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Posts: 170
Renew's base output is 1120 and its base spellpower coefficent is 187.87%. The base multiplier is 1.00, but with Twin Disciplines and Spiritual Healing (very standard holy talents) the multiplier goes up to 1.155. Add in 3 ranks of improved renew, and the multiplier goes up to 1.3283. Add in 3 ranks of Empowered renew and the coefficient rises to 202.87% and the multiplier rises to 1.5275 (though this last figure reflects the addition of the instant heal, which is capable of criting, so in reality it needs to be adjusted by your crit chance, but for ease of math, we'll pretend it doesn't crit for now).

The formula for determining spell output is as follows:

Output = Multiplier ( Base + ( Coefficient * Spellpower ) )

So, at 2000 spellpower:
1. Renew with no talents = 4877 Healing
2. Renew with Twin Disciplines and Spiritual Healing = 5633 Healing
3. Renew with TD, SH and Improved Renew = 6478 Healing
4. Renew with TD, SH, IR and Empowered Renew = 7908 Healing

To illustrate scaling, at 2500 spellpower:
1. 5817 Healing (up from 4877)
2. 6718 Healing (up from 5633)
3. 7726 Healing (up from 6478)
4. 9458 Healing (up from 7908)

The Glyph of Renew does NOT affect its output, it only affects its throughput. Instead of doing its full healing in 15 seconds, glyphed it does it in 12.

Renew is still an expensive spell considering the amount of healing it's LIKELY to do each time you use it. That said, it's not outrageously expensive, and it is instant, and it can do a fair chunk of healing. For many people this spell is still widely used, however it would seem for a growing number of people, it's very situational and no longer a bread-and-butter ability.

EDIT: The scaling figure i used was 2500 spellpower (so an increase of 500) not 2700.

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Last edited by Beneficence on Tue Apr 07, 2009 8:08 am, edited 1 time in total.

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 Post subject: Re: Renew in patch 3.1
PostPosted: Tue Apr 07, 2009 7:50 am 
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Healing Authority

Joined: Wed Jan 07, 2009 1:46 pm
Posts: 221
Thanks for the numbers. I've been wanting to see that.

I still find renew quite useful in 10 mans which is mostly what I do. It usually has the least overhealing of all my spells. I think my initial 3.1 spec is going to include Emp Renew and Mental Agility. Then we'll see how I fare in mana vs. throughput in the Ulduar.

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 Post subject: Re: Renew in patch 3.1
PostPosted: Tue Apr 07, 2009 8:03 am 
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Heal Master!
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Dylwen wrote:
Thanks for the numbers. I've been wanting to see that.

I still find renew quite useful in 10 mans which is mostly what I do. It usually has the least overhealing of all my spells. I think my initial 3.1 spec is going to include Emp Renew and Mental Agility. Then we'll see how I fare in mana vs. throughput in the Ulduar.


Keep in mind wws/recount/parses does not take into account any overheal that renew does. You have to see how many times you casted it and look at the total amount healed. Most of the time for me, my renew heals for 2 ticks, making it terribly inefficient currently.

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 Post subject: Re: Renew in patch 3.1
PostPosted: Tue Apr 07, 2009 8:35 am 
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Sapling

Joined: Tue Apr 07, 2009 6:47 am
Posts: 4
well ty for your detailed response.

I'm wondering wich spells you use to heal in most cases... I know it's never the same situation. I'm always trying to find ways to improve my game.

again in advance ty for your input.


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 Post subject: Re: Renew in patch 3.1
PostPosted: Tue Apr 07, 2009 9:14 am 
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Journeyman Healer

Joined: Thu Feb 26, 2009 12:25 pm
Posts: 29
When possible you want to focus on spells with ancillary benefits. In 3.0 this means items that will proc SoL and Holy Conc. That means flash/greater/binding for HC and all crits for SoL.

I use flash a lot, a tremendous amount. Its fast casting making it less likely to sniping, and that means more efficient throughput. I also heavily rely on PoM because it is very efficient even with 1 bounce, most of its heal is not overheal (on a raid boss). With 5-6 bounces its tremendous efficient.


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 Post subject: Re: Renew in patch 3.1
PostPosted: Tue Apr 07, 2009 10:25 am 
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Journeyman Healer

Joined: Tue Feb 17, 2009 4:09 am
Posts: 45
Verstand wrote:
When possible you want to focus on spells with ancillary benefits. In 3.0 this means items that will proc SoL and Holy Conc. That means flash/greater/binding for HC and all crits for SoL.

And in 3.1 Holy Concentration will also proc off renew crits. For this reason alone I'll be taking Empowered Renew and casting it a lot more often.


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 Post subject: Re: Renew in patch 3.1
PostPosted: Tue Apr 07, 2009 3:43 pm 
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Healing Authority
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Posts: 170
writersblock wrote:
well ty for your detailed response.

I'm wondering wich spells you use to heal in most cases... I know it's never the same situation. I'm always trying to find ways to improve my game.

Haha, no problem - i have a magical spreadsheet that just spits this stuff out =)

In terms of a naxx clear, a typical night will look like this: 29% PoM, 27% CoH, 22% Flash Heal, 13% renew and then the remainder composed of binding heal, PoH, greater heal, divine hymn, desperate prayer and holy nova (usually roughly in that order, haha).

I love PoM, even though it doesn't proc HC, it can proc SoL multiple times - that and it's instantly reactive. Even though people refer to anticipatory or proactive healing, healing is by definition reactionary - anticipatory healing is just a reaction to an event that hasn't occurred yet, but likely will.

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