Topic
about Power of the Aspects
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Does this debuff reduce the amount of healing absorbed by Searing Plasma in Spine of Madness encounter. I wonder this bacause the the debuff says: Damage dealt and health reduced by X%. However Searing Plasma is not damage dealt but healing absorbed.
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As far as I know its the same amount to be healed, to be concurrent with gearing up. The power buff itself mostly just gives you breathing room to heal it up, however with less damage going out I'd say it wouldn't need to be reduced considering how much extra mana you have.
The best way to make sure would be to just check the tooltip in combat and compare to the dungeon journal wording. |
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Searing Plasma is not affected by Power of the Aspects, no.
This doesn't matter at all tho, since the damaging spells that makes Searing Plasma dangerous is nerfed. :) //Exarineth - Sovereignty - Stormscale |
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It is however a major part in healing there.So, healingwise, spine does not feel 20% easier as other fights do :P .
However you can best use the nerf by going there with 4 healers.The 4 remaining dpsers would have to perform as well as they would in 5 without the buff though. |
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Edited by Nuckels on 08/05/12 02:58 (BST)
I never botherd to actually do the math on this but it does seem to effect the damage requiered to break the stun. (atleast it seems to stay at 16/17% of the max hp of the corruption).
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It is however a major part in healing there.So, healingwise, spine does not feel 20% easier as other fights do :P . The fight can easily be 2 healed if your raid has enough DS gear, bringing 4 is just... don't do it. Damage on normal mode is extremely minimal compared to HC, the only times you should even be close to wiping is on the 3rd roll/3rd plate, but you have raid cd's for that. |
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Edited by Dylora on 08/05/12 09:12 (BST)
I guess then we have bad healers :))
We did it with 15% nerf with 2 tanks 4 healers(1 disco) and 4 dps.Everytime we tried with 3 healers we had random deaths at 3rd roll or the first 9 stack amalga on the last plate, and they were all close to oom going into the 3rd plate. Going with 4 healers(3 of which were helping on tendons) just seemed the right way to do it, as we didn't have problems with dps on tendons. I guess we could have done it in 1 tank 2 healers 7 dps(with 1 tendon liftups) but i don't know how the heck can you control oozes with 1 tank. |
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Misdirect from a hunter or rogue (TotT) for the oozes. (Or just have the tank pick them up, depending on the health from the biggy add).
Though if you're having random deaths download the addon that tells you why people die. (Not to yell at them but to see what you can do to prevent them from dieing.) Other than that 2 healers should be more than capable of healing this encounter on normal. Average healing required is 34k I think (for normal that is). |
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Edited by Dylora on 08/05/12 13:12 (BST)
By random i don't mean we don't know the cause of it,but random(unlucky) things that can usually happen if you get behind with debuffs.
You might just get a debuff(and/or a grip tick) on a low heath player during a high dmg phaze, or an amalga that just spawned gets a hit on a healer/dpser(that is aoeing oozes) on roll before tank gets agro, or a bunch of oozes that just spawned manage to all melee a healer(with debuff on him :P ) before the tank gets agro on them. |
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Stuff like that does happen but not that often (you won't loose 3 players by bad luck during every attempt you have).
Also all healers have some sort of emergency heal to quickly get a low player up. But again, you'll learn as you go on. If your guild wants to do it with 4 healers feel free to do so :) |
