Although I went into a good amount of detail on our spells and abilities. A few things still got left out that I'd like to cover here.
To start off, going to list all of our cooldowns available throughout a fight.
Heroism
Divine Guardian (Divine Sacrifice in 3.1)
Hand of Sacrifice
Avenging Wrath
Divine Illumination
When we're using these, generally speaking we're going to want to use them in conjunction with each other. For example, when we have heroism that is the best time to use divine illumination, divine plea and do holy light spam. The reason behind this is A) you maximize the mana returns of your divine illumination because now you have the most holy light casts per second for the fight. B) Your divine plea debuff is essentially mitigated again because of your increased cast speed, your max HPS will still be nerfed, but with machine gun holy lights we're going to see a more stable tank here.
The next 'combo' you want to use is whenever you do divine guardian (bubble), use your hand of sacrifice on the tank to mitigate a total of 60% of his damage taken. What you want to do is cast your hand of sacrifice first and divine guardian second, this way you might take a bit of damage before the bubble ends but will give other healers or yourself plenty of time to get you topped off, if you do divine guardian first then at the end of the divine guardian you run the same risk of the tank getting spiked and you being lower on health with no protection left anymore.
The next one really to mention is again hand of sacrifice and avenging wrath. If we do want to use all of our abilities on cooldown, you're going to have hand of sacrifice up with no bubble. Now the reason you want to use avenging wrath is because the avenging wrath will multiply the healing you do and then multiply again the beacon healing you do. So if I beacon my tank and hand of sacrifice him and then spam heals on myself. First of all, I am looking at 1.2x as powerful heals on myself, enough where I probably can spam FoL and make it through just fine. Then when our heals go to the tank it will get multiplied again (minus overhealing). In all actuality then, doing this will 'mitigate' or heal for 66% of the tanks incoming damage (30+1.2*30) and then more if you're taking aoe damage such as on sapphiron. When 3.1 comes out, this is going to be reversed for most fights. The reason being hand of sacrifice will be capped at how much damage it can absorb at 100% of your life. So if you beacon yourself and spam on the tank, if he takes damage you're going to do some kind of healing on him anyway, enough to heal a portion of that 100% and guarantee that you won't die via sacrifice even if you never heal your tank again. However again in 3.1 divine sacrifice will now not be linked to our bubble and instead will have a 2 minute cooldown of its own but with a cap of 150% of our total health on damage redirected to us. Since we're talking about raid damage as well we cant guarantee that our personal spike and the tank spike line up, so you're going to want to go back to beaconing your tank and spamming heals on yourself for the duration of the buff. You also can use your divine protection and divine shield during hand of sacrifice, currently there are reports of people going past the 150% mark with bubble up but that by the looks of it is a bug and will not make it past the PTR.
Saturday, March 28, 2009
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