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[BETA] Resto Discussion

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I've been looking into it for the guide. But briefly:

--LW best, since it replaces a non-Int enchant.

--Engineering uncertain, since we don't know the fate of Nitros exactly. But otherwise, slightly weaker than others due to the Int being in proc form.

--JC/BS/Insc/Ench/Alch all equal at 80 Int.

--Tailoring weak, unless they really shortened the cooldown on Lightweave.

I disagree. LW you are assuming haste is far less value then int, when it should be fairly close, if not equal or better at some points. Which would make it the weakest. Lw's value will fluctuate substantially based on how you value haste. From possibly best to worst.

Engineering don't forget you can time the proc for your innervates (even stacking with power torrent), adding value to it, and the helm will be a significant first tier bonus. And the belt shield may be very good.

I consider stat flexibility to be very important since most of us have off specs and might pvp, so those profs are hardly equal. Also Alch getting bonus regen from pots bumps it up above equal. (At the least on the mysterious pot) It was the best healer prof in wotlk because of the crazy pots I think.

Tailoring is the highest amount of mana you can get from a prof, which is pretty strong in the first tier or two.

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The value of haste can vary, but I think you'd be hard-pressed to consider it more than maybe half as valuable as Int. Not to mention that Int confers mana and haste drains a little bit of mana. For Leatherworking to not be best, you have to value 65 haste more than 50 Int, which seems unjustified at the moment. I think the larger concern is that LW might be nerfed in some way since it's rather strong for every class and spec.

The Innervate's an interesting point, maybe I should math it out. There's good reason to prefer constant stats to proc stats for healing anything though, so it would still be a tough call. The belt is nice, yes, but it's no Nitro Boosts.

With the caveat that I write the guide for PvE raiding, stat flexibility does not seem like a high priority due to the dominance of Int. I would agree though that, if someone is picking a profession of scratch and already has LW, it would be a reason to favor JC over the other similar options.

Alch bonus regen from pots is an effect of a certain trinket, so I'm lumping it in the "temporary crafted items" box--might be a nice perk in an early tier. Crazy Alch's pots were actually a meaningful raid benefit in WLK, but I haven't seen anything like them on the list in Cata.

Admittedly I haven't looked into Darkglow much yet (I guess I should have before dropping Tailoring for LW on my main), but as a bonus that provides no throughput, it has a rather high hill to climb.

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Well when epic gems become available they'll have to re-evaluate professions again (otherwise BS is going to pull ahead of other professions). I'm guessing at that point the LW enchants willl either become equivalent or toned down.

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Alch bonus regen from pots is an effect of a certain trinket, so I'm lumping it in the "temporary crafted items" box--might be a nice perk in an early tier. Crazy Alch's pots were actually a meaningful raid benefit in WLK, but I haven't seen anything like them on the list in Cata.

Admittedly I haven't looked into Darkglow much yet (I guess I should have before dropping Tailoring for LW on my main), but as a bonus that provides no throughput, it has a rather high hill to climb.

I wasn't meaning the trinkets effect, as I'm sure it will be replaced pretty darn quickly, alchemy skill will raise the minimum on the mysterious pots range, which would make it much more usable. And if that is the pot we use then it is a definite profession bonus.

Also the mysterious potion procs bonus pots, I know the crazy has procced a 2nd mana pot for me, as well as speed or wild magic, these effects, plus the fact that it can crit, no channel time, and Alchemy raises the minimum, could easily make it the pot of choice. The hp is also very nice, I bound my Crazy pot into an "oh sh*t" macro with healthstone and barkskin, which is a substantial amount of healing off the gcd.

This all matters because if we are using that as our pot, it's a bonus to Alchemy above and beyond all the other profs, if not then its merely tied with the others.

Ah found the blue:

"New Mysterious Potion created with common materials restores health and mana in a massively random range, as well as sometimes granting the benefit of another potion. The health and mana range is from 1-20,000 (nerfed to 1-15k) and is able to crit. The minimum amount restored, however, is scaled upwards by the Alchemy skill, making it a great choice for alchemists to keep for themselves. "

*I haven't found the amount it raises the minimum too, so until we have that information it will be hard to math out average gains from it vs the stable 22k mana at the cost of 10 second channel of the potion of concentration.

At 66,67 MP5, or 133.34 worth of spirit, tailoring is climbing that hill with substantially more item points then any other prof. Whether 133 spirit>80 Int is up to the individual mathy type who likes tailoring, I'm not a fan or it anyway.

On engineering, its worth noting that you get the equiv of 96 int from it. I would rate passive stats > stats on a cd as well for healing, but it IS more then the passive bonuses, which would in my opinion at least make them equal. And the fact that you can tie it to your innervate probably makes up for not having the initial mana pool.

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Oh, that would be nice. If Mysterious is the new Crazy Alch's then that's a good bonus for Alch. The minimum only has to go up to 5000 to give the same 10000 mana average as a Mythical Mana, even before bonus procs.

Eng is a 96 Int mean, but it's worth less than "normal" Int because you don't get any increase to your total mana pool at the start of the fight. That makes it somewhat worse for mana purposes.

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If you use Engineering glove proc with innervate once during a fight, it makes up for your starting lost mana. It will be key to time it with a Power torrent proc too if mana is a concern. The mana gain differences between replenishment / revitalize should be similar unless you aren't using the glove proc on cooldown.

Assuming 10% increased mana from Furor: (8/2/31 spec)

80 int * 1.05 * 1.06 = 1335.6 mana * 1.1 = ~1470 higher starting mana with most normal starting professions.

(480 int - 80 int) = 400 Int gain * 1.05 * 1.06 = 6678 mana * 1.1 = 7346 higher max mana pool

20% of 7346 = 1469 more mana gained during innervate.

So if you end up using Innervate/glove more than once during a fight (which you most likely will), the gains even that much better. The engineer glove enchant adds an extra 42 MP / 5 over other professions as long as innervate's are tied with the use.

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