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A couple weeks ago I posted the T7.5 raiding reqs that I put together for the resto druids in my guild. That post has a lot of good information about what the function of requirements are, and why they work. It also lays out the basic information about gems and enchants, consumables, talents, glyphs, etc. I would highly recommend checking it out here.
With Ulduar coming in the next month or so, my guild has been preparing to update these requirements for the next tier. I recently put the resto druid reqs together and thought I would share them with you guys. These stats are based on the assumption that you will have a decent amount of 25 man heroic gear from Naxx, Malygos, or Sarth. Having Ulduar 10 gear is NOT required to meet these reqs.
I've just copy-pasted them straight from my guild website. Enjoy! =)
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Resto Druid Reqs
Woohoo, Ulduar!
Changes from T7.5 are in green.
Stats:
Bonus Healing: 1900 in tree form
Health: 15000
Mana: 16000
Mp5 while casting: 290
If you have the [Majestic Dragon Figurine], you can essentially add +180 spirit to your stats, which is basically +32 mp5. So you can figure that in while figuring out whether you meet the 285 mp5 cut off. Also, 180 spirit gives you about +30 extra spell power (give or take a point) in ToL form because of your ToL spirit aura, so you can factor that in as well.
Essentially, if you have the trinket, you can still meet reqs by having 258 mp5 and 1870 SP (in tol). If you're just barely meeting reqs this way, it means that you MUST wear that trinket for raids.
Similarly, if you have the [Illustration of the Dragon Soul], you can subtract 200 spell power from reqs yet still meet them.
Glyphs:
[Glyph of Swiftmend] is the only glyph that is required.
[Glyph of Lifebloom] is not really recommended anymore***. If you're planning on using the Regrowth Glyph or the Nourish Glyph, you should look at having the 5/5 Nature's Bounty (previously called Improved Regrowth - they changed the name for 3.1) talent. Pre-3.1, the talent gave you an extra 50% to crit on Regrowth. Post 3.1, it gives you a 25% chance to crit on Regrowth, and a 25% chance to crit on Nourish.
[Glyph of Innervate] is also good if you're having mana issues.
Two new glyphs come 3.1, [Glyph of Wild Growth] and [Glyph of Nourish], can also be considered. Depending on your healing style, both of these can be very powerful glyphs.
***We'll probably be letting Lifeblooms bloom more often than not due to the change in lifebloom, so having a longer duration on LB isn't really advantageous. After you get your healing rotation down in 3.1, maybe you'll find that you can roll LBs even with the double mana cost, and that the glyph helps you - at that point you can assess your glyphs.
Please see the T7.5 Naxx25 reqs for information on consumables, enchants, talents, gems, etc. Those requirements are still in effect.
Thanks guys! Let me know if you have any questions/concerns.
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Showing posts with label reqs. Show all posts
Showing posts with label reqs. Show all posts
Tuesday, March 31, 2009
Sunday, March 8, 2009
Resto druid raiding reqs!
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Edit: Now with more tooltip!!
Our guild has always put together raiding requirements for various tiers of raiding. Raiding reqs are the minimum levels of stats, spellpower, hit cap, enchants, etc. that a guild member has to meet in order to be able to raid. Reqs help do a few things:
1. They give those new-to-end-game members a goal to shoot for. When you've just hit 80 and you're in mostly greens, it's a nice way to figure out what stats you need to improve on overall.
2. Reqs make sure that we can theoretically beat an instance. Ideally, if everyone meets the reqs that are put forth, we'll be able to get through the content.
3. They allow our Class Leaders to be extra picky and make sure that no veteran players are slacking off slightly and missing an enchant here or there, or using an old gem they haven't replaced. Typically this doesn't happen, because most of our veteran players are all min/maxers =)
For the most part (with a couple exceptions here and there), if you don't meet reqs, you don't raid, period. But if there's a situation of "either one person who's undergeared raids with us, OR, 24 people don't get to raid at all" kind of thing, then yeah, we'd probably let someone undergeared join us. This actually happened to me when the guild was in Black Temple - we were short on healers, and our raid leader whispers me and says "wanna heal BT?" I swear I almost fell out of my chair, I was so happy (I'd never raided anything but 10 man Kara with the guild.... hell, when I got to BT, I think Pete had to tell me to expand Grid out to show all 25 people >.<). Then of course afterwards, I beat myself up for being last in healing on WWS (errr DUH Averna, of course you're last, you're in KARA gear and blues/greens, they're all in like tier 87million or something). But overall it was such a thrill being able to raid with them like that.
Anyway, I digress. In coming up with reqs, it's kind of difficult to find that exact number of 'If you're over this, we will win, if you're under, we fail' though. Is 1600 spellpower enough? 1650? or should it be 1597? 1592? Or what if someone is a really good player and can get away with 1500? So a lot people have wondered, what are the baseline numbers that I *need* to have to get into a 25 man run? That being said, I put up my T7.5 raiding reqs for resto druids a while ago, and I thought you all might be interested in seeing them. These requirements are made *without* the assumption that you will be doing Naxx 10 man. Essentially, you should be able to meet these reqs with crafted gear, rep rewards, and drops from heroic 5 mans. Note that this is for all current 25 man content (T7.5): Naxxramas, OS, and Malygos.
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Resto Druid Requirements
Keep in mind that this is the first time I've put a list of requirements together, so please feel free to PM me or talk to me in game about any questions you might have.
Note that all of these stats are IN TREE FORM.
Stats:
Bonus Healing: 1600 (which comes out to be 1477 spell power, if you're looking at your wowarmory and therefore don't have the tree buff on)
Health: 13000
Mana: 15000
Mp5 while casting: 260
Haste and crit are nice B stat bonuses to have, but there are no strict requirements on these.
For a benchmark: Over 310 haste and over 13% crit is quite good. Keep in mind that haste rating also affects your global cooldown, so haste *is* in fact applicable to instacasts like Lifebloom and Rejuv. If you're looking at different gear with haste and crit, haste is better to have than crit chance.
EDIT: If you have the [Majestic Dragon Figurine], you can essentially add +180 spirit to your stats, which is basically +32 mp5. So you can figure that in while figuring out whether you meet the 260 mp5 cut off. Also, 180 spirit gives you about +30 extra spell power (give or take a point) in ToL form because of your ToL spirit aura, so you can factor that in as well.
Essentially, if you have the trinket, you can still meet reqs by having 228 mp5 and 1570 SP (in tol). If you're just barely meeting reqs this way, it means that you MUST wear that trinket for raids.
Talents:
11 points in the Balance Tree to get to Nature's Splendor are required (5 in Genesis, 3 in Moonglow, 2 in Nature's Majesty, leading to 1 in Nature's Splendor)
Improved Mark of the Wild (2/2)
Nature's Swiftness
Swiftmend
Improved Rejuvenation
Empowered Rejuvenation
Living Spirit
Glyphs:
[Glyph of Swiftmend] is the only glyph that is required.
[Glyph of Lifebloom] and [Glyph of Regrowth] are recommended. If you're planning on using the Regrowth Glyph, you should look at having the 5/5 Improved Regrowth talent. I originally was requiring this but I'd rather not tell you guys how you should spec. [Glyph of Innervate] is also nice if you're having mana issues.
Consumables:
Food: Bring at least one stack of 20:
[Tender Shoveltusk Steak] or [Firecracker Salmon]
[Mighty Rhino Dogs] or [Spicy Fried Herring]
[Cuttlesteak] is also a good choice.
Spell power food is preferable, but Mp5 food or spirit food can be used if you find yourself consistently running short on mana.
Elixirs/Flasks/Potions:
[Flask of the Frost Wyrm] (preferable)
[Flask of Pure Mojo] (if you need the mana regen)
[Runic Mana Potion] (at least 15)
[Runic Healing Potion] (at least 5)
[Spellpower Elixir]
[Elixir of Mighty Mageblood]
[Elixir of Mighty Thoughts]
[Elixir of Spirit]
If you're using elixirs instead of flasks, you must have both battle and guardian elixirs.
Enchants:
All gear that can be enchanted, must be. Enchants should be +spell power, +spirit, and +intellect, with a focus on +spell power. Enchants that require Abyss Crystals will NOT be required (although after the patch, enchants in general should require less mats and/or less expensive mats, so keep that in mind as well), however, all enchants need to be WotlK quality. Obviously there are more enchants than you'll ever use here, but wowwiki has a complete list of enchants by slots HERE.
EDIT: An [Eternal Belt Buckle] WILL be required. Gem it with something appropriate (spell power, spirit, etc). Gems you put in this socket DO count towards your meta-gem requirement. These buckles can be found on the AH, plus a few people in guild can make them.
Gems:
Gems! Go for socket bonuses when appropriate (which is quite often). Here is a good list of what each color gem offers resto droods. Note that I list the blue, higher quality versions of these gems along with the "perfect" counterpart of the same gem, which is typically a LOT cheaper, and only a couple points short of the blue quality gem. Blue quality gems are strongly encouraged but not required. If you are NOT using the blue quality gems, you must use the "perfect" quality instead - anything under the quality of those is not acceptable.
Red: [Runed Scarlet Ruby] or [Perfect Runed Bloodstone]
Yellow: [Brilliant Autumn's Glow] or [Perfect Brilliant Sun Crystal]
Blue: [Sparkling Sky Sapphire] or [Perfect Sparkling Chalcedony]
Orange: [Luminous Monarch Topaz] or [Perfect Luminous Huge Citrine]
Green: You have a lot of options with green and purple gems. With these you can pick and choose what stats need a boost and gem accordingly. Some options:
[Timeless Forest Emerald] or [Perfect Timeless Dark Jade]
[Dazzling Forest Emerald] or [Perfect Dazzling Dark Jade]
[Seer's Forest Emerald] (very nice gem) or [Perfect Seer's Dark Jade]
Purple: [Royal Twilight Opal] or [Perfect Royal Shadow Crystal]
[Glowing Twilight Opal] or [Perfect Glowing Shadow Crystal]
[Purified Twilight Opal] or [Perfect Purified Shadow Crystal]
.
Edit: Now with more tooltip!!
Our guild has always put together raiding requirements for various tiers of raiding. Raiding reqs are the minimum levels of stats, spellpower, hit cap, enchants, etc. that a guild member has to meet in order to be able to raid. Reqs help do a few things:
1. They give those new-to-end-game members a goal to shoot for. When you've just hit 80 and you're in mostly greens, it's a nice way to figure out what stats you need to improve on overall.
2. Reqs make sure that we can theoretically beat an instance. Ideally, if everyone meets the reqs that are put forth, we'll be able to get through the content.
3. They allow our Class Leaders to be extra picky and make sure that no veteran players are slacking off slightly and missing an enchant here or there, or using an old gem they haven't replaced. Typically this doesn't happen, because most of our veteran players are all min/maxers =)
For the most part (with a couple exceptions here and there), if you don't meet reqs, you don't raid, period. But if there's a situation of "either one person who's undergeared raids with us, OR, 24 people don't get to raid at all" kind of thing, then yeah, we'd probably let someone undergeared join us. This actually happened to me when the guild was in Black Temple - we were short on healers, and our raid leader whispers me and says "wanna heal BT?" I swear I almost fell out of my chair, I was so happy (I'd never raided anything but 10 man Kara with the guild.... hell, when I got to BT, I think Pete had to tell me to expand Grid out to show all 25 people >.<). Then of course afterwards, I beat myself up for being last in healing on WWS (errr DUH Averna, of course you're last, you're in KARA gear and blues/greens, they're all in like tier 87million or something). But overall it was such a thrill being able to raid with them like that.
Anyway, I digress. In coming up with reqs, it's kind of difficult to find that exact number of 'If you're over this, we will win, if you're under, we fail' though. Is 1600 spellpower enough? 1650? or should it be 1597? 1592? Or what if someone is a really good player and can get away with 1500? So a lot people have wondered, what are the baseline numbers that I *need* to have to get into a 25 man run? That being said, I put up my T7.5 raiding reqs for resto druids a while ago, and I thought you all might be interested in seeing them. These requirements are made *without* the assumption that you will be doing Naxx 10 man. Essentially, you should be able to meet these reqs with crafted gear, rep rewards, and drops from heroic 5 mans. Note that this is for all current 25 man content (T7.5): Naxxramas, OS, and Malygos.
````````````````````````````````````````````````````````````````````````````
Resto Druid Requirements
Keep in mind that this is the first time I've put a list of requirements together, so please feel free to PM me or talk to me in game about any questions you might have.
Note that all of these stats are IN TREE FORM.
Stats:
Bonus Healing: 1600 (which comes out to be 1477 spell power, if you're looking at your wowarmory and therefore don't have the tree buff on)
Health: 13000
Mana: 15000
Mp5 while casting: 260
Haste and crit are nice B stat bonuses to have, but there are no strict requirements on these.
For a benchmark: Over 310 haste and over 13% crit is quite good. Keep in mind that haste rating also affects your global cooldown, so haste *is* in fact applicable to instacasts like Lifebloom and Rejuv. If you're looking at different gear with haste and crit, haste is better to have than crit chance.
EDIT: If you have the [Majestic Dragon Figurine], you can essentially add +180 spirit to your stats, which is basically +32 mp5. So you can figure that in while figuring out whether you meet the 260 mp5 cut off. Also, 180 spirit gives you about +30 extra spell power (give or take a point) in ToL form because of your ToL spirit aura, so you can factor that in as well.
Essentially, if you have the trinket, you can still meet reqs by having 228 mp5 and 1570 SP (in tol). If you're just barely meeting reqs this way, it means that you MUST wear that trinket for raids.
Talents:
11 points in the Balance Tree to get to Nature's Splendor are required (5 in Genesis, 3 in Moonglow, 2 in Nature's Majesty, leading to 1 in Nature's Splendor)
Improved Mark of the Wild (2/2)
Nature's Swiftness
Swiftmend
Improved Rejuvenation
Empowered Rejuvenation
Living Spirit
Glyphs:
[Glyph of Swiftmend] is the only glyph that is required.
[Glyph of Lifebloom] and [Glyph of Regrowth] are recommended. If you're planning on using the Regrowth Glyph, you should look at having the 5/5 Improved Regrowth talent. I originally was requiring this but I'd rather not tell you guys how you should spec. [Glyph of Innervate] is also nice if you're having mana issues.
Consumables:
Food: Bring at least one stack of 20:
[Tender Shoveltusk Steak] or [Firecracker Salmon]
[Mighty Rhino Dogs] or [Spicy Fried Herring]
[Cuttlesteak] is also a good choice.
Spell power food is preferable, but Mp5 food or spirit food can be used if you find yourself consistently running short on mana.
Elixirs/Flasks/Potions:
[Flask of the Frost Wyrm] (preferable)
[Flask of Pure Mojo] (if you need the mana regen)
[Runic Mana Potion] (at least 15)
[Runic Healing Potion] (at least 5)
[Spellpower Elixir]
[Elixir of Mighty Mageblood]
[Elixir of Mighty Thoughts]
[Elixir of Spirit]
If you're using elixirs instead of flasks, you must have both battle and guardian elixirs.
Enchants:
All gear that can be enchanted, must be. Enchants should be +spell power, +spirit, and +intellect, with a focus on +spell power. Enchants that require Abyss Crystals will NOT be required (although after the patch, enchants in general should require less mats and/or less expensive mats, so keep that in mind as well), however, all enchants need to be WotlK quality. Obviously there are more enchants than you'll ever use here, but wowwiki has a complete list of enchants by slots HERE.
EDIT: An [Eternal Belt Buckle] WILL be required. Gem it with something appropriate (spell power, spirit, etc). Gems you put in this socket DO count towards your meta-gem requirement. These buckles can be found on the AH, plus a few people in guild can make them.
Gems:
Gems! Go for socket bonuses when appropriate (which is quite often). Here is a good list of what each color gem offers resto droods. Note that I list the blue, higher quality versions of these gems along with the "perfect" counterpart of the same gem, which is typically a LOT cheaper, and only a couple points short of the blue quality gem. Blue quality gems are strongly encouraged but not required. If you are NOT using the blue quality gems, you must use the "perfect" quality instead - anything under the quality of those is not acceptable.
Red: [Runed Scarlet Ruby] or [Perfect Runed Bloodstone]
Yellow: [Brilliant Autumn's Glow] or [Perfect Brilliant Sun Crystal]
Blue: [Sparkling Sky Sapphire] or [Perfect Sparkling Chalcedony]
Orange: [Luminous Monarch Topaz] or [Perfect Luminous Huge Citrine]
Green: You have a lot of options with green and purple gems. With these you can pick and choose what stats need a boost and gem accordingly. Some options:
[Timeless Forest Emerald] or [Perfect Timeless Dark Jade]
[Dazzling Forest Emerald] or [Perfect Dazzling Dark Jade]
[Seer's Forest Emerald] (very nice gem) or [Perfect Seer's Dark Jade]
Purple: [Royal Twilight Opal] or [Perfect Royal Shadow Crystal]
[Glowing Twilight Opal] or [Perfect Glowing Shadow Crystal]
[Purified Twilight Opal] or [Perfect Purified Shadow Crystal]
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