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Spirit-Link TotemFollow

#1 Mar 10 2011 at 11:18 PM Rating: Good
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Restoration

* Spirit Link Totem (Tier 5) Summons a Spirit Link Totem with 5 health at the feet of the caster. The totem reduces damage taken by all party and raid members within 10 yards by 10%. Every 1 sec, the health of all affected players is redistributed, such that each player ends up with the same percentage of their maximum health. Lasts 6 sec. 11% of base mana, 3 min cooldown, Instant


First thought: Yay, defensive cooldown!

Second thought: Wait, how exactly is this actually going to work?

There are a few threads discussing the possibilities on MMO-Champ, probably on EJ as well, but I'm curious as to if anyone is on the PTR and has played around with the totem? It could be awesome, or not so much, and I honestly have no idea which atm.
#2 Mar 11 2011 at 12:32 PM Rating: Good
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I'm confused.

Are we working with the active health pools of party members? Will every 1 point of health lossed by one member transfer to another member, so that the total raid health before and after the totem is the same?

Because, if so, how are we supposed to equalize the percentages?

Or was that just TERRIBLE wording, and this totem will just give each raid member the average % health, regardless of what that actually turns out to be?

Stupid CD is stupid. Priests get PW:B and Shammies get a defensive CD that doesn't even heal. It can actually HURT your raid significantly if used at a bad time. Think situations where there's a lot of **** going around, so you are just healing DpS enough so that they hover around 50%. But your tank is taking that damage and more. So if he is at 100%, and 22 other raid members are at 50%, his health is going to plummet for a mediocre gain for the rest.

This is retarded.

[EDIT]
50% changed to 100% to make things make sense. :P

Edited, Mar 13th 2011 10:40am by idiggory
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#3 Mar 11 2011 at 5:37 PM Rating: Good
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Yeah...I'm not too optimistic at the moment. I'd rather have a Spirit Link spell that I can cast on 2 people, that splits damage taken by either between the two. Can balance MT/OT damage, coordinate shield/bubble/CD timing...could be interesting. The totem just feels like there's a lack of control involved, that could easily end up ******** the raid over.
#4 Mar 14 2011 at 12:12 PM Rating: Decent
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Well before we get too negative about it, we will have to see how this works out. The way I am reading it, it appears to be fairly awesome for avoiding burst kills on PVP teams. If everyone on another team is trying to take out a single member, all of their damage is spread out amongst everyone. This could be interesting...
#5 Mar 14 2011 at 1:23 PM Rating: Good
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Well before we get too negative about it, we will have to see how this works out. The way I am reading it, it appears to be fairly awesome for avoiding burst kills on PVP teams. If everyone on another team is trying to take out a single member, all of their damage is spread out amongst everyone. This could be interesting...


I'm sure there will be points where it's awesome, I just don't think this is what Shaman were asking for when they wanted a defensive CD.
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#6 Mar 14 2011 at 2:28 PM Rating: Decent
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Isn't that always the way though? Hopefully we can squeeze something out of it that Blizzard never intended. That is of course a great way to get nerfed, but it would be cool if we found something sweet to use it for.
#7 Apr 04 2011 at 9:18 AM Rating: Good
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One way I've been thinking of using it is in a tank healing situation.

Run up to range (still hate that range), drop SLT, while running back out UE + RT the tank, throw down a HR and chain heal off the tank. Win!

At least I hope that as SLT ticks it will be dropping the tanks health as you're refilling it and giving it to the other players in range. Boosting them every tick of SLT because the tanks health is going up.

Of course the HR and CH can be just HW or GHW the tank and let SLT do the work

Then again it could be kinda fun to see if you could wipe them by dropping everyones health. (I would only do that on friends or guildies though, unless you've got a group of Richards then it would just be entertaining)

Edited, Apr 4th 2011 11:20am by FinalMeat
#8 Apr 04 2011 at 1:12 PM Rating: Good
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I think that this could work very well or very badly. It theoretically could work very well in terms of ****, but I believe that TARD situation are going to be a major downfall. A quick redistribution of total overall health pool could put your tank into a situation where the next hit/special could kill them.

Let's put some numbers behind the situation:

4 group members have 100k health, while the tank has 200k (numbers are slightly skewed for more clarity and easier math). Your total base overall health pool is now 600k. Reading the tooltip, Sprit Totem will look at the current overall remaining group health and balance the entire group to end up with the same percentage of their individual maximum health pools. I am intentionally ignoring the 10% reduction as in my mind it's realitively a wash in this situation.

Example 1:

Tank takes massive damage during a bad RNG situation and drops to 75k health. All other health pools remain unaffected. Spirit Totme is popped and looks at available total group health, 475k, and balances it so that all group members end up with the same percent of health. So, 16.7%GMa + 16.7%GMb + 16.7%GMc + 16.6%GMd + 33.3%GMe(tank)=475k. So, health balances out to be 79.3kHPs for Group Memebers a, b, c, and d, and 158.3k for the tank. That's a very impressive redistribution heavily in favor of keeping the tank alive.

Example 2:

Tank is taking relatively little damage, but it is a highly TARD based fight. 2 of the 3 DPS and the Healer end up taking 75k damage each, with the other DPS moving out of the fire and only taking 25k damage. Tank is at 150k, while the healer is sitting also at 75k. So, 25k + 25k + 75k + 75k + 150k = 350k total group health pool. Spirit Totem is popped and redistribution happens resulting in Group Members a, b, c, and d with 58.5k each and 116.7k for the tank. Now, remember that each second, the health will be redistributed again. So your tank immediately takes a 30k hit from the boss, and 2 of your DPS take another 10k damage each. Your total health pool has been reduced by 50k and the redistribute hits. Now your group memebers end up with 50k each, and the tank at 100k. You cast Riptide, hit UE, resulting in 2 CGDs hoping to hit NS and GHW all the while, SLT is still redistributing health. How long before SLT drops the tank below Boss_Mob_damage?

I like the concept, but feel that redistribute every 1 second might be too much as we really can't get anything other than a NS GHW or Riptide off after that first pulse.

Let me know if my math is off by too much as it's only napkin.
#9 Apr 05 2011 at 9:55 PM Rating: Good
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I look at it as:

1) Tank has a big Plasma Blast type damage coming up. Drop SLT. Plasma Blast is reduced by 10% off the top. But where as before the tank might have been super low with just a 10% damage reduction he will still have decent health after. Especially since both the tank and the raid will be receiving heals as the totem is up.

2) During something like Feud depending on the healing comp using large single target spells on low health people could be effective as it means they don't die, yet the healing done via single target spells becomes an AoE heal of sorts.

3) The raid is running to stack for Blackout, SLT gets dropped. People take 10% less damage, the raid spreads out again after totem lets healers ignore melee and heal the ranged/tank up as totem pushes tank healing on to the melee group


SLT has potential to be bad if TARD damage is an issue, **** depending on the scenario and it should usually be a good tank CD.
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#10 Apr 08 2011 at 8:10 AM Rating: Decent
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I am not really sure that this totem was designed for PVE. I do not PVP so I can not speak to the usefulness of the totem in that situation, however, it seems to me that a strategy in a 5 man team is to focus fire a single member of the other team down. Using this totem you could effectively make it so that your HP is equal to your entire teams (Ok that math does not exactly work, but something to that effect).
#11 Apr 26 2011 at 4:56 PM Rating: Good
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Instead of starting a new thread, and after playing with spirit link totem, here is my thought.........

FREAKING LOOOOOVE IT!!!!!!!!

This is an amazing cool down on a 3 minute timer. Definitely works great in PVE not sure about PVP but if it works the same I may have to roll up a 5 man team and have some fun.

If you are considering not picking it up, I would have to say you're out to lunch.

Tried it out in the "new" ZA.
Figure what the he'll and popped it a couple times when the melee dps were down on health and.....wow. Dropped everyone to the same health and brought the melee up as soon as I dropped it. Had RT rolling on the tank and pretty much every time RT ticked SLT evened out the health gains couple of HW's and suddenly everyone was full health again. Didn't matter who I dropped the heals on it went to everyone, basically AOE heals without the cost.

Anyway those are my thoughts.

Cheers!!!!

Edited, Apr 26th 2011 7:09pm by FinalMeat
#12 Apr 27 2011 at 3:43 PM Rating: Decent
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Thanks for sharing Finalmeat, that is pretty much what I was thinking. The advantage of being able to heal a single person to the effect of healing everyone is pretty awesome. I think this could have some serious implications for PVP. I don't PVP... so I don't really care, but still I look forward to some theory crafting on this.
#13 May 14 2011 at 3:03 AM Rating: Decent
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really saving our asses in unavoidable AOE phases or phases where damage is thrown out unpredictably [albiet if they stay in range of the totem] and in high amounts.

working as intended.

Edited, May 14th 2011 9:31am by Tenjen
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