Why Magi? (Druid Healer, PvE Question)
Well, it’s pretty simple, the goal of these build is to maximize healing so you gear for maximum Healing power :
- Magi
- Apothecary
- Cleric
In order to limit any issue with tanking, you aim for 0 toughness which remove Cleric and apothecary from the list of your choices. Precision have nothing to do in the choice, it’s simply that there is no other choice that maximize healing power and avoid aggro conflict.
NB.: Metabattle builds always look for efficiency not for pleasing gameplay. With it you’are supposed to heal efficiently with no possibility to kitten up the tank aggro. (For efficiency as well, the tank is supposed to have the least possible amount of non dps stat. You’ll often see tank that only maintain their aggro thanks to toughness gained through trait alone, everything else being dps stats)
Huh, I have a habit of looking too deeply into things, and I actually did consider what you’re saying to be the case, but I stubbornly believed that there had to be something to the Precision (damage/healing increase wise) that I was not seeing.
Thanks for clearing up this simple matter for me!
And I mean you COULD go zealots, but as I had to explain to my guild, you’ll likely be in the avatar state for 90% of the fight to maintain grace of the lands on the raid, which means you’ll be dealing 0 damage for most the fight and would mean you’d have 2 mostly wasted stats.
If you wanted some offense and didn’t care if healing was maxed so long as you have it, I believe shamans is also an option (should be vitality high condi, healing)
As their mother, I have to grant them their wish. – Forever Fyonna
Q: Allies you heal with celestial avatar abilities gain increased damage (Grace of the land)
So, if they don’t get healed (if already at max health), they don’t get the buff, right?
(edited by OGDeadHead.8326)
As others have already mentioned, Magi’s is chosen simply to maximise outgoing healing potential. It’s extremely wasteful in terms of stat point allocation, but that’s not relevant if you’re only concerned with healing.
Zealot’s gear is better for damage if you’re looking to run power. Condition healing builds are fantastic and indeed make better use of the offensive stats, currently Shaman’s gear makes for a pretty decent healer with moderate condition damage. Unfortunately the build isn’t utilized too much due to staff being a mainly power focused weapon.
Overall your goal might be to eventually drop the training wheels and move towards fully offensive druid gear sets (Berserker’s or Viper’s) which make very good use of all stat points. The healing is more than good enough, even at the hardest bosses providing you’re experienced and know when to heal and when to DPS.
Q: Allies you heal with celestial avatar abilities gain increased damage (Grace of the land)
So, if they don’t get healed (if already at max health), they don’t get the buff, right?
Grace of the land is applied separately to the heals, so you can still give the buff to players that are at full HP. You can also give the grace of the land stacks to entirely different players than those that are being healed, due to the heals overflowing.
Grace of the land is applied separately to the heals, so you can still give the buff to players that are at full HP. You can also give the grace of the land stacks to entirely different players than those that are being healed, due to the heals overflowing.
Interesting, didn’t know that yet
Grace of the land is applied separately to the heals, so you can still give the buff to players that are at full HP. You can also give the grace of the land stacks to entirely different players than those that are being healed, due to the heals overflowing.
Ty!
Magi to get some use out of crits and buffer against conditions, while providing healing.
With Nature Magic, if you use Main-hand Axe (+Sigil of Strength), you can pretty quickly grant your pet 25 stacks of might amongst other boons, then just “We heal as one” to pile up the pre-existing boons on you and your pet…
Bring Platinum doubloons if possible and the boons will last even longer
I rarely do PvP or Hard PvE, unless it’s organized.
You can’t be 90% of time in CA given it’s 10s cooldown, no matter how fast you fill that bar. For that downtime zealot’s may be a pretty darn good choice.
You can’t be 90% of time in CA given it’s 10s cooldown, no matter how fast you fill that bar. For that downtime zealot’s may be a pretty darn good choice.
Overrated.
When raids hit this game, someone actually calculated the difference of Cleric vs Zealot. Respeccing saved 3 seconds of an 8-minute long Vale Guardian fight on paper.
It’s the min-maxing stat that costs a pile of gold and doesn’t really help anyone in the big picture. It’s technically there for the prestige and elitism.
If you are asked to heal people – that means they are already bad enough and they are in no right to ask you to spend that much gold on equipment that only a min-maxer would require.
EDIT: it makes sense only if you can choose the stat for free (ascended box)
(edited by Tragic Positive.9356)
Obviously you’re not actually in avatar state for 90% of the fight, I was exaggerating because it might as well be 90%, with full alacrity you will only be out of avatar state for 3.33 repeating seconds, so yeah sure, zealots gear will probably be more damage for that tiny window and if you want to squeeze every ounce of damage out of your healer he should be in zealots.
But as tragic positive said, it’s negligeable, and even if you somehow managed to have 0 alacrity it’d still only be 10s of not being in healing and buffing mode.
As their mother, I have to grant them their wish. – Forever Fyonna
It’s worth noting that being is Zealot gear allows for slightly easier AF generation, since your heals are slightly smaller (but not detrimentally so), you get more chances to charge your astral force within that 10-second window.
It’s worth noting that being is Zealot gear allows for slightly easier AF generation, since your heals are slightly smaller (but not detrimentally so), you get more chances to charge your astral force within that 10-second window.
Just swapping a few jewels for Berserker instead of full magi here solves the problem. Still not a reasoning why would Zealot be a real advantage.
It’s worth noting that being is Zealot gear allows for slightly easier AF generation, since your heals are slightly smaller (but not detrimentally so), you get more chances to charge your astral force within that 10-second window.
Just swapping a few jewels for Berserker instead of full magi here solves the problem. Still not a reasoning why would Zealot be a real advantage.
It’s mainly an advantage for those who wish to take their Druid outside of Raids, too. Roaming around the open-world with Magi gear is painfully slow. At the same time, roaming around with Berzerkers kind of diminishes the recovering abilities Druid can offer.
Sure, one can run around in a mix of the two, but doing that when there is a single, uniform stat set is kind of counter-intuitive.
At the end of the day, having less health to rely on forces one to grow into a better player, and by extension — a better healer. If you find yourself getting downed due to your lack of health, then by all means — go Magi.
However, from my perspective, the extra health provided from Magi won’t likely be a deciding factor in whether one gets down or not. This is because if someone is not healing enough to keep their health capped, or consistently wanders into danger-zones relying on their gear to save them, then the different in survivability won’t mean much in the light of other issues.
It’s worth noting that being is Zealot gear allows for slightly easier AF generation, since your heals are slightly smaller (but not detrimentally so), you get more chances to charge your astral force within that 10-second window.
Just swapping a few jewels for Berserker instead of full magi here solves the problem. Still not a reasoning why would Zealot be a real advantage.
It’s mainly an advantage for those who wish to take their Druid outside of Raids, too. Roaming around the open-world with Magi gear is painfully slow. At the same time, roaming around with Berzerkers kind of diminishes the recovering abilities Druid can offer.
Sure, one can run around in a mix of the two, but doing that when there is a single, uniform stat set is kind of counter-intuitive.
At the end of the day, having less health to rely on forces one to grow into a better player, and by extension — a better healer. If you find yourself getting downed due to your lack of health, then by all means — go Magi.
However, from my perspective, the extra health provided from Magi won’t likely be a deciding factor in whether one gets down or not. This is because if someone is not healing enough to keep their health capped, or consistently wanders into danger-zones relying on their gear to save them, then the different in survivability won’t mean much in the light of other issues.
As I read the forums (zealots vs magi), I almost decided to change my armor+trinkets to magi but then I read this post above. Reminded me of a good reason to reconsider as I am just a few trinkets away from having a full zealots druid for raid. It would be convenient to bring along druid not only in raid but also PVE or fractals.
Its a shame the only concentration armor that provides healing power is toughness main. I wish they’d introduce a healing-power-precision-concentration set. I’d be set.
That said, would you really lose out on too much healing if you run healing as a secondary stat? Like settlers for example? I don’t do raids so I’m not exactly in the know but I feel like your CA abilities will still heal the group to full and you’ll have some condition damage to boot. Instead of dual staff you could throw axe/torch in there.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
(edited by Kovu.7560)
As I read the forums (zealots vs magi), I almost decided to change my armor+trinkets to magi but then I read this post above. Reminded me of a good reason to reconsider as I am just a few trinkets away from having a full zealots druid for raid. It would be convenient to bring along druid not only in raid but also PVE or fractals.
It is a way better thing to have 2 separate sets of gear for healing and dpsing. Zerk power druid has the weakest dps in the game, like 1/3 of a zerk tempest. And zealot is even less viable cause all that sweet sweet crit damage from ferosity is gone. And the worst part of healing/dpsing in 1 set of gear is your runes (which give you a lot of damage or heal and expancive to be replaced every time you want to switch from healboting to damaging).
But it is not the reason why magi is more popular than zealot. Zealot is just expencive to craft, while magi insignias are 1-1,5 gold on TP and magi gear with monk runes is available from ascolonial catacombs.