Does anyone know how to measure how much Rune Tap is absorbing?
Will of the Necropolis shows up on the healing meter, but Rune Tap doesn’t. Both are 30% damage reductions, but without a way to compare them, how do you know which one is doing better?
What do you guys normally pick for that talent row?
Thanks.
Will of the Necropolis, pick and forget.
I do miss the days of WoD when Rune Tap was interesting to use as active tanking, however with legions play style change… Rune tap is just a resource eater/starve. Does too little damage reduction or window is to small for the scale of damage we now take.
Will of the Necropolis becomes almost useless in farmed content (In raids its very low on the heals since I rarely am in danger health levels). But great for high M+ and progressions.
Not part of your question but hear me out on this. If Rune Strike was baseline and its cooldown lowered by 1sec for each parry (instead of Runes used). Then Rune Strike + Rune Tap combo would be an interesting gameplay style it could create.
- Rune Strike would make up for the missing Dps of using runes for Rune Tap and provide Runes to use Rune Tap.
- Rune Tap being more easily accessed and make up for damage
reduction when we can’t parry (magic)
This is exactly why I tried Rune Tap… and I found that if you use it smartly, you can slow the damage intake right before big damage spikes and give the healer that extra buffer to keep you topped up.
It kind of smooths out the choppyness of our HP, which is nice.
It’s a cool idea, but I am not really convinced that having 1 rune is better than having 10 runic power. Especially when you consider that the times you would use Rune Tap are times when you probably need to heal with DS or BS which both need runic power.
If Rune Tap would show up on the meter, it would be easy to see if my usage is more effective than WotN (which I suspect it is).
Is there any way to parse the logs and figure out exactly how much total damage is being reduced by Rune Tap?
I am guessing you are talking about Heartbreaker? Using Rune Tap gives 10rp (1 rune = 10rp normally)
“The dps of using runes” was directed to Rune tap using a rune, rather then said rune used on Heart Strike like normal. Rune Strike does more damage than Heart Strike with no cost besides charge cooldown.
As of now, one of the glaring down sides of taking Rune Tap is you lose out on Dps and RP generation in turn less RP for Death Strikes healing too @_@… hehe also the reduce of damage by using Rune Tap then hurts Death Strikes healing % in its 5sec damage taken window… XD
I think if Rune Tap was just a charge system with no rune cost, then it could have a place with its current talent stat. But I rather as I stated above to keep as is and work with Rune Strike in conjunction to create a new play style.
Might be possible to make a Weak Aura. To start looking at damage absorb while Rune Tap buff is active, then report said value after Rune Tap buff fades. Other damage absorbs could skew data tho.
I don’t quite agree that taking Rune Tap makes you “lose” anything, because it is completely optional as to when you use it. That also applies to lowering your DS heal - which would only happen if you try and DS right after using Rune Tap. That would not be a smart way to use it strategically. It should be used when you need the dmg reduction over the DPS. This gives you more options which allows for more strategy. The lower RP generation is not too significant considering the strategic advantage.
Also, having Rune Tap be off the GCD makes it powerful. You can macro it to your DS for a heal + dmg reduction in a single button. If you use it like that, you wouldn’t notice the dmg reduction interfering with DS heals.
The big benefit of it is that it gives you more active control over your damage intake which can be a significant advantage.
Unfortunately it doesn’t look like Rune Tap shows up as a damage absorb in the combat log at all. (Please correct me if I’m wrong)
We would have to record all damage taken while it’s active and then add 30% to it. This seems like it would be very inaccurate though.
I had this same problem with Disc’s Power Word: Barrier. It’s a super effective spell that doesn’t show up in the log anywhere!
Very frustrating. This is like a complete information black hole that makes it impossible to base your strategy on observed data.
Still looking for an answer. It is very surprising to me that nobody else has had this problem and/or found a solution yet.
You can do a little math just based on Rune Tap + Death Strike vs just Death Strike healing not to mention that Blood Shield doesnt work on magic damage but Rune Strike does.
Just for easy math, lets take 100k hit and you know that hit is coming. Rune Tap will reduce that to 70k and then even if you Death Strike after that, its a 17.5k heal bringing the damage taken to 52.5k. If you took that hit and just relied on Death Strike then you would take 75k damage after you healed for a portion of it. Its really just to show even if you get a lower Death Strike heal the 2 combined would equal to less damage taken. Blood Shield also depends on mastery levels and what kind of damage you will be taking.
Rune Tap doesnt absorb damage, it reduces it like armor does for physical damage.
Of course, this math is just very specific, but it can result in a lot less damage taken especially if its magic damage.
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