Alrighty, so I've been a raid Wizard, Swashbuckler, Brigand and now Mystic over the last 4+ years. I've been a raid leader and guild leader for 4 years. I've lead my guild to avatar kills (not server dominant guilds but that next tier who gets a few avatars in the last few months of an xpac - right now we've got Zarrakon down, etc.)
As of 6 weeks ago, this is my full time 100% committed main. I've dabbled with the toon for years, but now I'm up to 191 AA's and starting to get solid raid gear. With all of the gear comes the questions of which pieces to wear and WHY and how to change out in certain situations.
In the process of tearing apart and and trying to digest Mystic I've found this forum section to be pretty lax in real guides other than AA specs and DPS gear and some tidbits about how Oberon sucks, etc.
How about the meat of the class, the stats and gear to focus on? Caps to be aware of, etc. etc.
In this probably very longwinded post I'm going to try to cover the following that I've started to understand. PLEASE PLEASE PLEASE if you have a factual understanding of one of these game mechanics please help correct my post here.
On the other hand,
if you want to post that in 'your opinion' such and such is the best then please don't bother posting here. The Mystic class is a game mechanic like any other class and there is no room for opinions. I'm looking for calcuable FACTS.
For instance, I've asked a dozen shamans what's more important between reuse, recast, + heal, heal crit, etc. and I've gotten roughly one dozen different answers of the order and priority. I still don't know the answer, but I know for a fact the people who say "I try for a balance of all that" are dead wrong. There has to be a factual better statistic than the others (to some curve or cap), they can't all 4 be 'the same' in value. Obviously you want to get all of them + procs as well, but there must be a priority we can determine.
Sadly, I have no heal dummy to test on so it's been a challenge to learn.
So, if I can, let's try to tear into each stat specifically:
A. +Heal: We know this stat is capped at 50% of the base value of the heals it may apply towards, so this gives us a variety of numbers based on each heal separately, not one total number. We know that fury mythicals can give us monster boosts in this area. If you're not the MT shaman or in a raid with 2 furies, though it seems this isn't a buff Mystic's can count on. So, at what point do we get diminishing returns?
We have 5 basic heals (I've put in my heal ranges naked with no modifiers, will ask questions about that later.. [No Kfizzle, you can't have a screenshot])
All Mastered:
Single Small: 1193-1455
Single Large: 2061-2515
Group Heal: 1738-2123
Single Ward: 2535
Group Ward: 4254
To me, the smallest heal here (1455) would translate to +728 heal and would be an absolute for me to get to since it would affect every single heal I have. My cap is good up to +2127, but I notice that 2500 would basically cover 4 of my 5 heals so I'm going to target +728 as huge return on a curve and up to +1250 until the curve flattens out considerably.
I also believe that any modifier for base heal (such as the TSO forearms) which offer "+2 base heal" improve the ranges of each heal and that DOES get included in the +heal cap. So with all the + heal stuff from dark mail gaunts to forearms to shoulders, etc. you can adjust the numbers up - probably to the range where +850 is huge curve affecting everything and about +1400 to get pretty good value.
Questions:
1. Do +base heal mods affect like I'm stating here?
2. The Mystic Mythical takes 30% of wisdom (apparently uncapped as I've seen it increase up to 1500 wisdom already), does this 30% impact like a 'base' increase pushing our upper range of +heal benefit to monsterous numbers?
3. Does anything besides +base heal affect our cap for +heal mods?
4. Anything else on this topic?
B: Heal Crit: Heal crit is a modifier increase of 30% over the top end of your heal max. So take your heal, read the highest number and multiply by 1.3 to get your crit'd value. With Wards, the heal crit only increases them by 15% so adjust appropriately to 1.15 the high value on your ward for a crit'd ward.
With our AA spec and solid gear+ buffs it seems this is the easiest to cap. In fact, in my moderately good raid gear and in raids I'm usually running between 115-130% heal crit and try to shed heal crit gear for +heal or proc stuff as much as I can.
Keeping in mind I can add 7% heal crit from a potion and temp adorn, I'm going to try to target 93% for my heal crit and I'm not sure I can really get it that low with the gear I have....
Questions:
1. 100% heal crit is 100%, right? (for DPS classes, you max out closer to 117-119% melee crit vs. orange con mobs) but for us, 100% is the max value. (Sidebar: in MMB when we become lvl 83, does our 100% need to be higher?)
2. On the parse, heal crit doesn't show correctly for wards, so your heal crit numbers are just your heals, not wards - even though 100% of them should be crit'ing. Is this correct?
C. Cast Speed. Now I start to get pretty fuzzy. Someone explained to me that the max cast speed buffing you can get is 50%. So every heal you cast HAS to take half of it's original time no matter what and that's it's cap. With Alendine and recast timers on a variety of gear pieces I seem to be able to get to about 45% cast time reduction and the statistics inside each heal or spell upon examine do indicate the improvement.
Obviously a shaman has to anticipate incoming damage with wards since they need to be ON the player taking damage BEFORE the damage hits. So casting speed frees you up to get more spells cast into a given time frame. I would guess that if I can cast 45% faster (assuming unlimited power) then I could heal 45% more in a pressurized situation assuming my reuse timers allowed spells to be available as often as I could use them. I find with 45% cast speed that I can cast faster than my heals are available. This allows me plenty of time to work in debuffs so it's not all bad, but I think in my formula of priorities I'm going to aim for 30% cast speed as the biggest curve until it starts to have diminishing returns.
Questions:
1. Is there a point where cast speed is NOT helpful? For example if a spell is 1.5s cast vs. 1.3s cast - can I do anything with that .2 seconds or is that wasted time in game ticks?
2. Is there any negative at all to faster casting??
D. Reuse Timers: Again, a fuzzy area - but I'm given to understand that 50% is the cap in this area as well. The more often your spells are available the more you'll be able to use them, so I'm very clear on the concept, but how the hell do we VALUE this vs. anything else? I think of all the categories this is one I have such a horrible time placing data. I can put together a heal chain and sample timer of what order things should be cast based on power and heal efficiency but then I can't factor in how things like needing to cure in between casts or interrupting casts to cure or spam curing for a few seconds at a key moment or curing a curse that randomly hits my grp affects and changes that heal and debuff routine.
I'd love to hear any input on the valuation of this stat for now I just lump it to the 'I'd like to have as much as I can where possible'
Questions:
1. Anyone with math to apply to this effect? I need some help on how to value it compared to the other stats above.
Summary:
Alright, this is just speculative but I'm going to throw out a sample value priority and undoubtedly it's wrong. Hoping that I might share some knowledge from veteran mystics and make this better, but here goes:
1. +heal to 800 (quite simply it makes every heal you cast heal for more).
2. Heal crit 100% (first thing this does is makes your heals hit the max of their range, second thing it does is give you 15% or 30% more to everything - not quite as valuable as 50% bonus from +heal above, but also not subject to any further capping for your bigger stuff)
3. +heal to 1200 (again, pound for pound you are simply getting in MORE heals per cast, this # will vary per toon but +1200 should be a pretty solid number to cover most toons.
4. Casting Speed to 30% - cast faster, make sure you can use what you have more often.
5. Reuse speed to 30% - get your spells available more often to pair with your cast speed
6. Casting Speed to 50%
7. Reuse speed to 50%
And mixed into ALL of that - are healing procs... I think I'll make heal gear per slot a separate post - because some procs probably become #1 on this list and you'll simply wear the massive 2-3 pieces of gear and work all of the other stats AROUND that item.
Thoughts absolutely appreciated and requested. Again, please try to keep out the opinion. I'm 100% sure given the fact this game's underlying surface is a computer which calculates numbers that if we dig deep enough and figure out the right ways to test we can find the math priorities for our class. Don't start some reply with 'in my experience' - Please, we deserve facts here and while you may have instinctively been doing things right with your toon there IS a mathematical base reason for us to have certain gear priorities and this post is about trying to drill down to the hard evidence.
I also want to get into what gear is important for various situations - massive aoe fights vs. you have a tank in your grp who's actively tanking vs. trash fights, etc. Clearly a mystic should have at least 3-4 gear macros and be swapping out gear for different types of usage.
Gear and Gear Macros for future post(s), let's see if we can bite off this topic first
Thanks for taking the time to read this.