guyvertoo said:
Lyte said:
No offense captain, but the healing changes don't affect the large manapool characters as much as the lower ones. For you and Forsaken, most fights end with healers and Clerics never reaching oom once. Therefore, the changes do not affect you.
Not true. Don't make assumptions about what you have no idea.
Ok, so on a raid, how will the changes affect characters with massive manapools? Fact is, all you can do on a raid now is heal until oom, and then you are done. With characters with large manapools, most raid fights for you probably never reach a point where healers are oom--therefore after the patch, the meditation changes made little difference.
For the raiders that maximize regeneration to beat bosses that other guilds use much better geared characters or more characters for, now they can't.
guyvertoo said:
Lyte said:
For us with fewer characters and less equipment, substitution of healing means we rotate people in and out of the CH chain, giving them time to med longer periods without constantly being in the CH chain until they are oom.
I am fairly certain that this is against the rules, and shouldnt work according to how CH works on this server. If it does, it is most likely a bug.
Look at above post for why it's not against the rules, because the CH chain only has 3 clerics at any given time. We're not breaking some mechanics where 4 clerics are landing CH.
guyvertoo said:
Lyte said:
We do the same with padders, because being able to take turns padding and having others med fully without having to stand up to pad = optimal efficiency. We can essentially outperform other healing teams because of this efficiency.
Why not have all of your padders going, but padding a little less so that they don't blow through their mana. Its the same result.
How is it the same result? Before patch, if padders have to constantly sit and med, then stand up to pad, then sit and med, then stand up to pad... this is less efficient. We're all about maximizing efficiency, resources and skill, and having all padders going and healing less is less efficient. The reason we can have JUST the right amount of padders going to compensate for DPS spikes is to maximize efficiency. If we have all padders going, it's wasting mana regeneration because sitting and medding then standing up every so often = less overall mana regeneration.
guyvertoo said:
Lyte said:
You can no longer "constantly" kill DB anymore because you can no longer chain pull. Meditating is halted as soon as a member of your group engages and you are in the mob's range. You can chain-pull DBs until you are oom, then med to full, but this is now not that much better than unleashing MASSIVE DPS on a one mob after another, then medding to full in-between the pulls. Try it out and compare. Before patch, chain-pulling was by far the best exp. Now, they are about the same.
Have you even tried this? What mobs are you talking about? It sounds like you are just pulling this out of your ass too. Find me proof that zerging down level 60+ mobs and then medding and repeating is more xp-efficient than constantly pulling mid 50's mobs.
Yes, in Kedge, Miel C, and Fire's Grotto, we've been doing some exp runs without hard data collection on exp/hour or AA/hour, but by estimating the AA/hour it's easy to see chain-pulling is not as big of an advantage as unloading massive DPS.
Note the key words: I did not say it was more EFFICIENT, I said that chain-pulling is still better; however, the GAP between the two strategies has been lessened by the patch. Before, you got more benefits from chain-pulling versus stupid unleashing DPS strategies, now, they are about the same with chain-pulling being slightly better.