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Thread: [3.6] Warchanter Guide

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    Default [3.6] Warchanter Guide

    Introduction:

    Welcome to my guide to warrior single target healing. Warchanter is very new, and so this guide may not reflect all playstyles. I refuse to use exclamation marks in the ability names.

    Warchanter is the warrior single target healing soul. It boosts formidable healing output, respectable shielding, a very strong low point mitigation cooldown (analogous to Healer’s Covenant in Sentinel) and powerful off GCD healing. Warchanter is relatively complex and requires resource management, cooldown management and ability interaction management. It suffers from poor target switching, the potential to starve very easily, and lacks mobility. 61 Warchanter is very strong as a pocket healer in PvP, but suffers from expensive swapping and vulnerability to drains.

    Strengths
    • Continuous shielding that greatly complement other tank healers
    • Many abilities are off the global cooldown - strongest reactive healer in the game
    • High burst healing and sustained output

    Weaknesses
    • Heavily penalized by poor energy management
    • Weaker shielding than Purifier
    • Weak and power intensive target swapping and mobility

    Soul Tree:

    Ideal offsouls for high warchanter specs are Liberator, Paladin and Void Knight. As a general rule in Warchanter, 1% healing and absorption plus soul tree bonuses > 2% AP/Weapon Contribution = 1% healing and soul tree bonuses > 2% STR.

    61 Warchanter 10 Liberator 5 Paladin

    This is the main build of 61 Warchanter. It provides Turn the Tide, a powerful oGCD cooldown, Nobody Back Down, a 20 man oGCD AOE shield, an AOE cleanse, and the highest possible Warchanter healing values.

    61 Warchanter 12 Liberator 3 Paladin

    This is a more complex variant of 61 Warchanter that has slightly lower non-finisher healing values. It picks up Prolonged Recovery in Liberator. However, the slow healing interval (3 seconds between ticks), 3 stacks and 1.5 second GCD of the ability may deter less experienced players.

    48 Warchanter 28 Liberator 0 Void Knight

    This hybrid that exchanges non-healing Warchanter talents to pick up Redress, Quick Remedy and smoother Liberator HoT use. Use 0 Paragon for 3% Crit or 0 WL if you need a pull. If redress is not needed, this hybrid provides the highest throughput Warchanter healing (and reasonably quick Liberator HoTs) in exchange for an AOE cleanse, Turn the Tide, Nobody Back Down, and damage. These two hybrids plays similarly to 61 Warchanter, with additional HoTs to maintain and different cooldowns.

    Gear and Stats:

    Unlike most healing souls, Warchanter actually can significantly benefits from CP and PC due to forced crits and reduced costs with crits on certain abilities. Attempt to reach 3120 CP (2982 if you use temporary buffs). Don’t prioritize either AP or PC, and instead use the best items you can obtain. If you want to min-max, use the following ratio for AP to PC to CP: 1: 2.25: 1.67. Although double stat non-weapons are currently very rare (limited to IGP relic accessories and Arisen Arak relic armor in T2 and T3), they typically are far superior to any other piece for their slot for the tier. As a general rule of thumb, look for pieces with the lowest END and higher STR values.

    For example, T3 warrior shoulders from the Rift Store have either 150 AP, 251 CP or 338 PC. This gives them the following ratio for AP: PC: CP – 1: 2.253: 1.673. This means that it’s not particularly advantageous to use any particular tertiary stat (without considering the STR and DEX on the item).

    Prioritize buying Helmet > Shoulders > Gloves > Belt > Chest/Legs > Feet, taking into consideration what bosses you are currently farming. Consult the warrior BiS spreadsheet for more detailed information.

    The CP soft cap is 3120. This is reachable at 2982 in addition to raid buffs and consumables. The PC soft cap is 13140 (45%), but this isn't easily reachable without fully stacking PC gear. If you're over ~9000, don't use Illustrious Bottles of Critical Strikes; use Phenomenal Bottles instead.

    Synergy Crystal: Medic’s Crystal

    Buffs:

    Deep BreathsReduces the GCD of Warchanter abilities to 1 second, and reduces power regeneration by 66% (to roughly 4 power a second). Allows you to use Stand Tall. The tooltip says 75%, but this is incorrect. 1 hour buff, lasts through death, and cannot be purged
    Best Laid PlansHealing an ally who is below 50% causes a secondary heal for 20% of the value of the initial heal. Lasts through death and can be purged.
    BattlesongUsing an encouragement causes you and your Stand Tall targets to radiate damage in a 5m area around them to up to 3 targets. Although it doesn’t specify in the soul tree, you need 2 points in United Strike to get the full tooltip damage of this ability. Can be purged and lasts through death.
    Aegis of SanctuaryThis is a trash buff that serves only as a purge barrier. Apply this first.


    Core Abilities:

    Stand Tall – Your tank healing buff, Stand Tall is a 60/66 second duration HoT with a target limit of 2. It provides a small amount of healing and constantly refreshing shielding. More importantly, it increases healing received from your two builders, I’m With You and We Won’t Falter, by 50%. Stand Tall costs 20 power, is off the global cooldown, and has a 4 second cooldown. Do not refresh this before the duration is up, or it’ll cancel your second Stand Tall.

    Catch Your Breath – This is your non-cooldown power regeneration ability. It has a one second cast, and heals for a small amount in addition to restoring 15 power. As base Warchanter power regeneration is only 4 per second, and your power pool only 100, weaving regeneration abilities into your healing is essential to Warchanter gameplay.

    Tactical Rest – This is your 15 second cooldown power regeneration ability. It is a 3 second channel that restores 33 power 1, 2 and 3 seconds into the channel. Each second of channeling generates an attack point. If fully channeled, Tactical Rest causes your next three Warchanter finishers to crit. This is will only cause the first tick of We Are Unbowed to crit, and does not affect Excellent Strike. Thus, it should only be used with We Stand United.

    Don’t Give Up – A powerful shielding ability somewhat analogous to a Purifier symbol, Don’t Give Up is oGCD, lasts 30 seconds, and has a cooldown of 12 second with soul tree talents. The shielding from this ability is doubled on targets with Stand Tall. Furthermore, it is an encouragement, and has its cooldown reduced by 3 seconds every time you use a finisher. This means that it generally will be usable every 6 seconds or so. However, it costs 20 power, and thus is almost never worth using on targets without Stand Tall. Spot shield with We Stand United instead.

    We’ll Get Through This – This is your 6% mitigation buff (which Preservers, Purifiers and Frostkeepers also have). It is an oGCD ability with a 22 second duration and a 20 second cooldown. Although it costs only 5 power, it is an encouragement, and thus will generally be available roughly every 10 seconds and should optimally not be macro’d. It applies automatically to targets with Stand Tall when casted, and should be placed on a non-Stand Tall target.

    Builders:

    I’m With You – This is your instant, power intensive, stronger builder. It’s primarily useful for maximum throughput when alternating with casts of catch your breath (particularly on bosses with 2 second autoattack intervals), mobility, and burst healing. Don’t use this on targets without Stand Tall.

    We Won’t Falter – This is your power economical, weaker builder. It has a 1.5 second time and heals for roughly 60% of the value of I’m With You. It’s mainly useful in conserving power while building attack points, and to conserve your stacks of We Are Unbowed. Time your casts to line up with the enemy’s autoattacks (example – Earthen Barrage casts and its travel time on Guurloth).

    Finishers:

    We Stand United – The bread and butter of your spot healing and shielding, this is your main finisher. Use it to quickly top off your ally, build shielding, and to spot heal allies without Stand Tall. Uses one attack point and costs 5 power.

    We Are Unbowed – A very strong oGCD HoT that ticks every second, with a 12/18 second duration. Keep this up on your tanks. Does not tick on initial application. Uses two attack points and costs 11 power.

    Excellent Strike – A reactive healing buff that heals the target for a small amount every time they do damage. This has an ICD of 1 second, is on the global cooldown, and lasts for 10 to 30 seconds depending on the number of attack points consumed. This is generally not worth maintaining in PvE, especially on non-rogue tanks, due to the GCD, attack point consumption, and high power cost. However, Excellent Strike can be very useful when applied before engaging in PvP. The long duration really shines, and the GCD that it takes is not that important. Not affected by Precision Strikes. Costs 20 power.

    Cooldowns:

    All Warchanter cooldowns are oGCD and cost 20-22 power.

    Phalanx – This is your mitigation cooldown. It reduces incoming damage by 30% for 8 seconds, and is analogous to Healer’s Covenant in Sentinel. This has a 90 second cooldown and is an encouragement (Warchanter finishers decrease the cooldown of encouragements by 3 seconds). I generally find that, without using Survivor’s Slash, this ability is up roughly 50 seconds.

    Turn the Tide – An extremely powerful healing cooldown, Turn the Tide will generally completely top off your tank and bring him to shielding cap. In T3 gear, this ability has a tooltip value of close to 200k. Overhealing is converted into an absorb that lasts up to 6 seconds. Use Turn the Tide in conjunction with Bond of Brotherhood on targets like the healing crystal on Dark Genesis, or players near death in PvP. In tank healing, this ability is best used in conjunction with a tank cooldown that increases shielding cap. Use it after the tank shielding CD is depleted. Be wary that ability has a significant animation delay. This has a 90 second cooldown and is an encouragement.

    Bond of Brotherhood – A relatively weak cooldown that causes your healing to trigger an additional heal for 15% (2x15% if within 5m) of the initial amount healed. Although a 15 to 30% increase output can be nice, Warchanter can normally do very high HPS and so this ability is often not worth the 20 power cost. Use this in conjunction with weaker, lower power cost abilities such as We Won’t Falter. Lasts 15 seconds and has a 1 minute cooldown.

    Nobody Backs Down – This is a powerful AOE absorb that can affect all 20 raid members. Targets with Stand Tall gain double the absorption. Use this in the middle of heavy raid damage to help raid healing. This has a cooldown of 2 minutes and is an encouragement.

    I’m Your Shield – This is a 30% intercept with a duration of 6 seconds, and does not stalk with Defiler/Necro/Warlord links. You can and will die if you use this cooldown willy-nilly, as you take 100% of the damage intercepted. If you use this on heavy tank damage such as boulder of destruction on Guurloth, I highly recommend using Phalanx at the same time. Otherwise, I don’t recommend using this in PvE at all, as the duration is short and the power cost high. This ability is very helpful in PvP, as it stacks with Defend and Phalanx for close to 80% mitigation. Has a cooldown of 2 minutes.

    Healer’s Intuition/Power Variation – Your level 65 mastery doesn’t have a significant impact, but can still be helpful. Use Power Variation for mobility (it costs 22 power despite the tooltip, which is much cheaper than three I’m With You casts). Use Healer’s Intuition elsewhere. As it debuffs the target, not allowing another HI to be placed, make sure to coordinate this with other healers.

    Mechanics

    Deep Breaths/Stand Tall

    Deep Breaths is an hour long buff that reduces your power regeneration to roughly a third (from 12.17 to slightly over 4 power a second), reduces the global cooldown of your Warchanter abilities by 0.5 seconds.

    There are several abilities in Warchanter that are vastly more effective on targets with Stand Tall. They are I’m With You and We Won’t Falter, your two builders, We’ll Get Through This, your 3/6% mitigation buff, and Don’t Give Up, your absorb ability. Thus, it’s very important to primarily use those abilities on targets with Stand Tall, and use other abilities to heal non-Stand Tall targets. Since Stand Tall costs 20 power to swap targets, target swapping in Warchanter is not trivial.

    Abilities that are good for spot healing include We Stand United and We Are Unbowed.

    Power

    The most important aspect of tank healing in Warchanter is power management. As your base regeneration rate is only 4 per second, you must constantly weave power regeneration abilities into your tank healing. Watch your power carefully, as your pool is very small. Take care not to dip below 25. Your cooldown abilities all require 20-22 power, and you can’t use free casts of I’m With You below 25 power.

    Use Catch Your Breath when your tank is mostly topped off between We Won’t Falter and I’m With You. Weave the ability in between your builders, and attempt to stay above 70. Your power should waver up and down, not drop like a rock, and shoot up as you desperately try to rebuild power.

    Tactical rest is also incredible important for renegeration. Use a quick 1-2 second channel if you’re desperate for quick power, or a full 3 second channel if tank damage is light (examples: Earthen Toil/Rumbling Earth on Guurloth, Yrlwalach’s cleave, Brutal Swell on Finric, between phases on Dark Genesis). A full channel will make your next 3 Warchanter finishers crit. This is effectively only good for We Stand United, as it will only affect the first tick of We are Unbowed. Tactical rest also plays a major role in your mobility. As critical heals with We Stand United cause I’m With You to cost no energy, this effectively allows you to use 7 consecutive I’m With You casts before running out of energy.

    Overall, weave single casts of Catch Your Breath in between your builders. Use 1-2 second channels of Tactical Rest (followed by a quick We Stand United if the tank takes damage) to quickly gain power if the fight doesn’t have intervals of no tank damage. Use full channels of Tactical Rest to prepare for mobility and during intervals of no tank damage.

    Encouragements

    At the core of Warchanter cooldowns is Encouraging Cries, a passive buff that decreases the cooldown of your Encouragements by 3 seconds (the talent Comradery doesn’t work at the moment) when you use a finisher. This is doubled to 6 second for Survivor’s Slash, and has an ICD of 4.5 seconds.

    This affects several cooldowns: Phalanx (30% mitigation for 8 seconds), Turn the Tide (a massive oGCD heal/shield), and Nobody Back Down (20 man shield). Thus, it’s important to constantly use finishers by building shielding with We Stand United (even when the tank is topped off). It’s also optimal to weave in Survivor’s Slash when there’s a gap in tank healing (make sure you don’t need to be mobile).

    Survivor's Slash has a 33% chance to return 3 attack points even if it's used with one attack point. Thus, if you're using it to reduce the cooldown of your encouragements, use it with one attack point.

    It also affects Don’t Give Up, your 12 second CD spot shield. Don’t Give Up is an oGCD spot shield that is doubled on targets with Stand Tall. Use it constantly to maintain shielding on the tank, but don’t use it to spot shield raid member. Instead, use We Stand United to spot heal. As Don't Give Up has a high power cost, make sure you don’t dip too low when using it.

    We Stand United

    Your one attack point finisher, We Stand United, has a mechanic associated that is a major part of your mobility and power regeneration. Critical heals with the ability gives you a buff that causes your next I’m With You to cost no energy. This stacks 2 times. However, you still need 25 energy to attempt to use I’m With You.

    This mechanic is a core part of Warchanter mobility. If you know you’ll need to make a prolonged movement soon, use We Won’t Falter and avoid I’m With You to conserve stacks of We Stand United. Then, when you need to move, you have additional casts of I’m With You. This can also help in burst healing.

    Rotation/Priority

    Begin with your buffs on, Stand Tall on the tank and another priority target, and get three stacks of We Stand United and Don’t Give Up on the tank. If time allows, also put Excellent Strike and We Are Unbowed up, but prioritize pre-shielding. Use a full channel of Tactical Rest pre-pull to gain the three forced crits.

    There is no real set rotation for Warchanter. Use We Won’t Falter, followed by a We Stand United if needed when tank damage is coming in intervals of 1.5 seconds. This is a net power loss of roughly 4 every second with Fervor, which is sustainable in raid. Use I’m With You if damage is heavier, especially when it’s in intervals of 2 seconds. Alternate casts of Catch Your Breath with I’m With You. Conserve attack points and energy for mobility and burst healing. Time your casts and ability use with enemy casts and autoattack intervals. For example, match the timing of Guurloth’s Earthen Barrage casts and travel time with We Won’t Falter.

    Maintain Stand Tall on the two priority targets whenever it falls off – don’t clip it but let it fall off
    ↓↓↓↓↓
    Use We’ll Get Through This every 20 seconds (on a non-Stand Tall target, usually yourself)
    ↓↓↓↓↓
    Heal and top off the tank with We Won’t Falter or I’m With You
    ↓↓↓↓↓
    Keep power above 60-70 in sustained healing, and never drop below 25, with Catch your Breath and Tactical Rest
    ↓↓↓↓↓
    Continuously shield with We Stand United and Don’t Give Up, as your power and attack points permits
    ↓↓↓↓↓
    (12 Lib only) Maintain Prolonged Recovery if you put it up prepull. If you didn’t put it up prepull or if you let it fall off, don’t bother.
    ↓↓↓↓↓
    Maintain We are Unbowed when you can be immobile
    ↓↓↓↓↓
    Use Excellent Strike if there is a lull in incoming damage
    ↓↓↓↓↓
    Keep up Liberation Treatment when you have attack points and can spare 1.5 seconds
    ↓↓↓↓↓
    Spot heal with We Stand United if needed
    Macros:

    Code:
    #show Catch your Breath! 
    suppressmacrofailures 
    cast Catch your Breath! 
    cast @self Catch your Breath!
    This macro will allow you to cast Catch Your Breath even if you LoS or out distance your target.

    Code:
    #show Get in there! 
    cast @mouseoverui Get in there! 
    cast @group01 Get in there! 
    cast @group02 Get in there! 
    cast @group03 Get in there! 
    cast @group04 Get in there! 
    cast @group05 Get in there! 
    cast @group06 Get in there! 
    cast @group07 Get in there! 
    cast @group08 Get in there! 
    cast @group09 Get in there! 
    cast @group10 Get in there! 
    cast @group11 Get in there! 
    cast @group12 Get in there! 
    cast @group13 Get in there! 
    cast @group14 Get in there! 
    cast @group15 Get in there! 
    cast @group16 Get in there! 
    cast @group17 Get in there! 
    cast @group18 Get in there! 
    cast @group19 Get in there! 
    cast @group20 Get in there!
    Standard cleanse macro

    Code:
    #show We Stand United! 
    cast @mouseoverui We Stand United!
    
    #show We are Unbowed! 
    cast @mouseoverui We Are Unbowed!
    
    #show We'll Get Through This! 
    cast @self We'll Get Through This!
    
    #show Don't give up! 
    cast @mouseoverui Don't give up!
    
    #show Stand and Fight! 
    cast @mouseoverui Stand and Fight! 
    raid Res used
    
    #show Stand Tall! 
    cast @mouseoverui Stand Tall!
    
    #show Stand Tall! 
    cast @self Stand Tall!
    Convenience macros

    Kalerts/Layout:

    Make sure that you have a clear and very salient way to track your power. Managing it is the most important and hardest aspect of Warchanter. You’re limited by power costs, not cast times or cooldowns for most abilities, and keeping power up while sustaining healing and shielding is very important. I use a big bar in the middle of my screen. This is the Kalert set that I use. Prune it down if you’re comfortable with certain things.

    KA::Aps54eNq9Vl1vmzAU/SvsqU9jGIxN5Cc+p0rdVjVUe4kUueASqwQi4zTL1v33XUw/kpRU6R4
    qPmLDxfcezrmHXLQb67LdCMUQy9mq5lsYeiyDScaGG5g5zPVhm sHAYXdhLZRmcskr0c3CteKfA7s
    sO4adgPnYY8gNhgO2C1g+bYSqtixOv+fpFVyDvV/Hc0yOx8tmRkyK7CH9VYi6Fo22plrJO7FTm62
    5qoSGK0OJh6GfWOg4BCMSkwmJk5SiPhd6rv5K3mqWcM2/zK7PZ1KL5VwWbdPNNgup6o1sSnRj0AQ
    YMT+AMgMbDyfH7jHt4eg3eDU5bGM4ppo3pZXzuraytlh3Bsft4 ygzCF5CoHIfJ6nrOSikHg4CkjJ
    CjpbOb2Qt9fax+pVq67apRDlXomjvhdoaEMTDjFDMfGqT4YRsF 4D4bJyOfRiozw3HQ84LLQteW1e
    i07tCQYYDeG4vIKQRjqMowqETpW4SQVb/RBx8KWrZKq6FqR+5DmIUBwcs9MefTvPirvtrxVfn+ZT
    lPy4PiUHEpBwj5qewhhd/3YAEyjFIhyFN24jTcSy5bLRoeFOIuV4IxVcDIXRCWeC8hWeHGM dQ47l
    H+2RHX1NR3+7D+Ch9UQ+90pf3Pn0lbXOmrUreC2u92kXhmmcyt hcAQKhH/dALMMYZxalD32jxfRy
    yuZdVry/ZNi4fNIYQNb5FCdBgTgiA9JxMF1LUJYial9tXff+Gf32TWlYmx yEluVHWGRD2VWgrX6h
    2XS3gV3Y9Pa7vojghOPTiCYrTk1FtuCoWHASn5uCNIDiz7DNDP vYZdfsd2f6YhY1ws9MpXAloghv
    4FpRHjdj0S/gS2KOJSOR6k8CnXuhPgvBkNODJK7CR+Wqx7XpTmWsF3SSbav57 cGY6AWd2mUf63bG
    p//+2nD+BGIP1Qf7cy2+vf9D7uufyaW0Q6rC2KeoQz2BrI8FhFsYo S6MkJHTioSQ+makjqHqT8wP
    86tP5bHEHZu08/cEYpesfGraYQQ
    My personal bar layout:
    Last edited by DarkDaemon; 06-01-2016 at 04:07 PM.

  2. #2
    Champion Sahtiaro's Avatar
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    Finally a decent guide!



    But there are few still things that I have to point out:


    1) As an PvE Tankhealer you want to have as much shields as possible and spec with strongest shields is this one: 61WC/10Lib/5VK It has around 7% higher shield values that the ones you posted. In real raid ST healer needs to apply shields and AoE healers do the actual healing of the tanks. When I was healing Guurloth I did a lot of overhealing on the tank (shields>heals). U need heals for PvP but 61 Warchanter is a useless PvP spec cuz Liberchanter does everything better.



    2)HoTs (We Are Unbowed!, Excellent Strike, Prolged Recovery) are useless. Using HoTs is ok in theory but when it comes to actual PvE tankhealing you just want to have INSTANT big heals and shields. Warchanter instant abilities bring tank back to full HP instantly and all HoTs used are just doing useless overhealing + they cost energy and attack points which you NEED to save for We Stand United!.

    If you think I'm wrong and HoTs are good please post video of you healing something like Guurloth HM and managing all those HoTs + energy.


    3)Don't ever use We Won’t Falter! for actual healing.
    It has a cast time and during that cast time you can't use We Stand United! which is not something you want to do. I have seen people suggest to use this for actual healing but it is not a wise idea. Useful only when you are 100% sure tank is not gonna take any damage in next 1,5s and you want to build attack points.


    4) Usual healing ''rotation'' in Warchanter uses 2 oGCD abilities and all big CDS don't share a GCD either and micromanaging everything is impossible in this spec. You need to manage energy, attack points and cooldowns. Having separate buttons for We Stand United!, I'm With You! and Don't Give Up! is a horrible idea because human reaction time is around 0,2s and we only have 5 fingers on our hand. I use 2 macros for standard healing rotation.
    First one is ''big heals macro'':

    #show Don't give up!
    suppressmacrofailures
    cast Don't give up!
    cast We Stand United!
    cast I'm with you!
    cast Catch Your Breath!


    Second one is small heal macro:

    #show Don't give up!
    suppressmacrofailures
    cast Don't give up!
    cast We Won't Falter!
    cast Catch Your Breath!
    cast I'm with you!


    I use big heal macro when tank needs big heals/shields and small heal macro when I need to build attack points.


    5)This spec is really hard and RNG based which makes it not really raid viable.
    ------------------------------------------------------
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    ------------------------------------------------------

  3. #3
    Ascendant DarkDaemon's Avatar
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    Quote Originally Posted by Sahtiaro View Post
    2)HoTs (We Are Unbowed!, Excellent Strike, Prolged Recovery) are useless. Using HoTs is ok in theory but when it comes to actual PvE tankhealing you just want to have INSTANT big heals and shields. Warchanter instant abilities bring tank back to full HP instantly and all HoTs used are just doing useless overhealing + they cost energy and attack points which you NEED to save for We Stand United!.
    HoTs are great for mobility and top offs. The benefits of We Are Unbowed are that it's both oGCD and costs only 2 attack points. You can still heal after using it. It's also pretty cheap at 10-11 power.

    3)Don't ever use We Won’t Falter! for actual healing.
    It has a cast time and during that cast time you can't use We Stand United! which is not something you want to do. I have seen people suggest to use this for actual healing but it is not a wise idea. Useful only when you are 100% sure tank is not gonna take any damage in next 1,5s and you want to build attack points.
    Although We Won't Falter isn't instant and has far less healing than I'm With You, it has two major benefits - it's far cheaper, and it doesn't consume stacks of We Stand United. I find it good for 1. like you said, building attack points cheaply, 2. before I need to move so I can save I'm With You, 3. when damage is very predictable (like on Guurloth).

    4) Usual healing ''rotation'' in Warchanter uses 2 oGCD abilities and all big CDS don't share a GCD either and micromanaging everything is impossible in this spec. You need to manage energy, attack points and cooldowns. Having separate buttons for We Stand United!, I'm With You! and Don't Give Up! is a horrible idea because human reaction time is around 0,2s and we only have 5 fingers on our hand. I use 2 macros for standard healing rotation.
    That would be nice, but Don't Give Up costs 20 power, and doesn't shield for nearly as much as what your two builders heal for. Also, it has a pretty clear cooldown (although I suppose this is a bit variable because of Encouraging Cries, but that's why I track it with a kalert). Also, you sometimes want to conserve attack points for mobility. For example, on Enigma, you'll quickly run dry with that macro, while if you saved attack points, that's three more abilities you can use.
    Last edited by DarkDaemon; 05-20-2016 at 09:08 AM.

  4. #4
    Champion Sahtiaro's Avatar
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    Quote Originally Posted by DarkDaemon View Post
    That would be nice, but I'm With You costs 20 power, and doesn't shield for nearly as much as what your two builders heal for.

    Did you mean Don't Give Up? Because that one shields for 20k (doubled on Stand Tall targets) and 40k shield is similar amount to what Puri ''Symbol of the Sun'' shields.
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  5. #5
    Ascendant DarkDaemon's Avatar
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    Quote Originally Posted by Sahtiaro View Post
    Did you mean Don't Give Up? Because that one shields for 20k (doubled on Stand Tall targets) and 40k shield is similar amount to what Puri ''Symbol of the Sun'' shields.
    Yeah, ability names in Warchanter are confusing.

    But Symbol of the Sun is limited by burnout much more than mana, while Don't Give Up is limited by both power and its cooldown. My primary objection to your macro is power hungry it is.

  6. #6
    Champion Sahtiaro's Avatar
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    Quote Originally Posted by DarkDaemon View Post
    Yeah, ability names in Warchanter are confusing.

    But Symbol of the Sun is limited by burnout much more than mana, while Don't Give Up is limited by both power and its cooldown. My primary objection to your macro is power hungry it is.
    Yeah if u spam macro u get starved in few seconds, but the key to success is to use it like 1x per second if there are not big heals needed. When healing Guurloth I was spamming it until tank was full HP. Very simple.
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  7. #7
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    Quote Originally Posted by Sahtiaro View Post
    Yeah if u spam macro u get starved in few seconds, but the key to success is to use it like 1x per second if there are not big heals needed. When healing Guurloth I was spamming it until tank was full HP. Very simple.
    I might not get an answer to this, but I kinda have an issue. I'm using your Macro's and his build. And I find obviously spamming is not helping, and I'm used to only healing LIB AoE style. So, energy starved is an issue for me. I feel like, NOT hitting it, i should be doing something. Also, AoE healing is pretty weak... -.- I'm just spot healing when I can. (other then the Sheild CD) Maybe I'm just not getting it.

  8. #8
    Plane Touched dunkelst's Avatar
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    That's just how this soul is designed. When there's nothing to do, top up your power, AP and apply buffs on the tank(s).
    Even DPS will drain your power, so that's rarely a good idea. It's pretty much a mess as a soul. I frown everytime I have to play it on life miniboss in CoA.

  9. #9
    Ascendant Byaku's Avatar
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    Quote Originally Posted by dunkelst View Post
    Even DPS will drain your power, so that's rarely a good idea. It's pretty much a mess as a soul. I frown everytime I have to play it on life miniboss in CoA.
    Why not play Warpion?

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