So we can have 2 of these active at one time, or does a second cast reset the buff to your current target? Does it stack, or choose a non-adaptive swarm target? (assuming you versus one mob, no party)
I just watched the uploaded video and it does not bounce back to the druid for healing the first time. But the second time it does. I'm just more confused.
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With the recent buffs in 9.0.5 this spell now does 25% more damage than before and the buff adds 35% increased periodic damage/healing if you're balance spec or a 25% increase for the other 3 specs.
Necrolord may actually be worth using now with this buff and the recent Fleshcraft overhaul so here is a list of most of the skills that benefit from the Swarm buff:
Balance - Moonfire, Sunfire, Starfall, Shooting Stars, Stellar Flare, Fury of Elune, Prickling Thorns(PvP)
Feral - Rake, Rip, Feral Frenzy, Thrash
Guardian - Thrash, Moonfire, Frenzied Regeneration (there may be more for Tank)
Resto - Wild Growth(HoT), Rejuvenation, Regrowth(HoT), Lifebloom, Efflorescence, Tranquility, Cenarion Ward, Cultivation, Spring Blossoms
Despite saying that it jumps 3 times it only jumps twice after the initial cast as it starts with 3 total charges. So it will always go Enemy -> Friendly -> Enemy or Friendly -> Enemy -> Friendly before fully expiring once there are no more charges left to allow it to jump again. Remember that the jump range is only 25 yds.
However, it does appear that charges can stack up to 5 if you refresh the buff before it expires on its current target. For example, once it goes E -> F -> E you can reapply it to the Enemy and the buff goes up to 4 charges. Finding the swarm and reapplying it as it has 2 or more charges remaining will bring it to the maximum of 5.
For DPS in single target scenarios the jumping mechanic can be influenced to allow for a period when the buff will be on the enemy for ~24 seconds straight. Since the buff duration is 12 seconds per charge and the cooldown is 25 seconds, you can take turns applying it to the enemy and then next time apply it to yourself (Alt is default self-cast modifier key).Be aware that different swarms can not overlap with each other so a mistimed swarm or the swarms travel time can cause multiple swarms to merge, combining all charges. That isn't always super helpful in the end but has applications for specific burn phases where you don't want to waste another global, like during Sludgefist stun.
Since the buff does still jump randomly with multiple enemies involved this method is harder to control in multi-target scenarios. For that reason -- and because its targeting is so unreliable for allies as Resto -- its usually better to ensure you have swarmed the target that will need it most when it comes off cooldown, or just keep adding stacks to the same swarm in ST scenarios. Having the debuff on 2 enemies for pseudo-cleave also has its applications so there's plenty to think about when in multi-target scenarios. In most scenarios you will simply want to refresh it when there is only a couple of seconds left on its target, adding the charges together.
Of course, this is all while still probably being suboptimal compared to Convoke the Spirits front-loaded damage but Adaptive Swarms sustained damage is now better than it was.
All guardian and feral druids get int based on their agility while in form. It's a passive, they made it hidden now but it's still a thing.
Tooltip
Command a swarm that heals or deals Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 25%.
Upon expiration, finds a new target, preferring to alternate between friend and foe up to 3 times.
Spell facts
Datamined from the current retail build. Numbers that scale with level or stats are shown at their base value.
More Necrolord spells
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