Quote:
Originally Posted by Xrath
Lol, they do stack, it's just the totem only affects heals, not wards.
And arm is hands down still one of the best items in game. It has a much higher proc rate than the rolling pin.
Also if you read the rolling pin, it procs on target of spell cast, have fun making your tank proc his next wards for 20% more -_-
|
Nope.
Unless something has been changed recently, the Totem and Rolling Pin do NOT stack. This has been talked about for months on Defiler and Mystic threads.
Both Totem and Pin DO affect wards, as well as heals. I think this was a bug more than half a year ago, but it was fixed many months ago.
Regardless of who you target, these base increasing proc effects proc on
you after you cast a heal, and remain active for 30 seconds and disappear when you cast another heal. Even though the item inspect window reads, "...has a chance to cast
Spell Name on target of spell cast" the effect still procs on you, and not the person who you cast your last heal spell on like Xrath claimed. As a result, the proc effect does increase all single target, and also group wide, wards you cast on tanks or any other toon.
According to the item inspection window and also my testing at 100% crit, the Arm of Erolsi has exactly the same proc rate as the Pin and Totem, so if we had to pick only one, it would be the Totem since it has a +25% base effect, instead of only +20% like the Arm and Pin.
Gear choices are hard to advise on since every raider have different guild levels and run through different zones. If you are raiding TSO, and it is a tradeoff between the Star of Malice and Arm of Erolsi, I would probably lean toward the Star of Malice for most fights. Those Angels are awesome. Plus Claymore is a tough quest series to complete, especially now that most raiders are in RoK or TSO, and not raiding KoS anymore. Although, I think we basically 1 1/2 grouped Deathtoll in my last guild for updates and AA.
I used to wear all those base increasing items, but after testing them out and thinking about it more, they all now seem less valuable to me. Most fights where you would really
need 20% bigger wards, you will already be spamming all your heals anyways. This would increase the amount of average heals cast per minute, and decrease the actual amount of heals effected by the procs. So having a random heal or ward every 30 seconds be 20% bigger is not going to be noticed much at all. Plus, if you divide out the heal mod increase over all spells cast in that 30 seconds you will find that the base increasing proc effects only equal a small amount of mod on average. I guess if random spike damage is a concern, you might get lucky, but the chance are very slim that you will get a spike hit and a proc at the same time.