It should work as you would expect with PW
Roughly translated it: orange hammer effect: You have chance to trigger a treatment duration of 15 seconds defense shield, absorbing 15% of your treatment is equivalent to the amount of damage. Effects chance: 10% trigger chance, 45 seconds cd any treatment triggers (Hot, direct) effect principle: When you trigger the effects of treatment, you (for treatment) will be a continuous 15-second buff, and at this time after 15 seconds. Any treatment you are back to cause a sustained damage absorption shield 8 seconds, can be superimposed. Note that you need to trigger the treatment effects to your target, so the goal of a treatment full blood does not trigger the effect. But even if the goal is to 999/1000 blood, as long as you have the treatment, effects can trigger the formation of the damage shield is the amount of your original 15% of the treatment, rather than 1hp 15%, effectively ignoring or excessive treatment. Example: Light treatment of milk to ride a big 10000, trigger effect, milk ride itself and 15 seconds buff, forming a continuous 8 seconds 1500 (10000×15%) of the damage shield on its target (tank) who, in the next 8 seconds , if the tank dodge / parry a boss attack (no damage absorption), re-treatment of the milk tank ride 8000 (the effective treatment of 600) then the tank’s damage absorption shield will become 2700 (1500 +8000 x15%), such and such. . . Example 2: Milk Germany rejuvenation, the second jump in the rejuvenation effect is triggered when the target to get a damage shield absorbs 15% of the rejuvenation of the second treatment, in the next 15 seconds,wow us gold, any treatment of the little German will have 15% of the cover damage absorption, if the cover is broken or more than 8 seconds, then the new treatment will trigger a new cover ps If there are two hammers, they will also act on a cover. . . More explicit about, you need to trigger the effects of effective treatment, special effects look out of that cover is effective treatment, regardless of the amount / excess reads as follows: We have received many questions about how the proc works on Val’anyr, the Hammer of the Ancient Kings. While we originally intended for this effect to be a mystery, we realize that guilds now know what the tooltip on the proc says without necessarily knowing the details on how it works. This leads to situations where a healer may not know if assembling the hammer is worth it for them (hint: it is), and perhaps even worse, a misinformed leader may not think you deserve the hammer (hint: you do). Players also wonder if the proc makes the item deserving of its legendary status given that the stat allocation is normal for items of its item level (Hint: it does). The effect reads damage equal to 15% of the amount healed. Blessing) on yourself. Now all of your heals for the next 15 sec cause an 8 sec damage shield. The shield stacks with itself. It includes healing done by subsequent ticks of existing hots on the target. Note that the spell has to actually heal , so hots ticking on a fully-healed target cannot cause the proc. However the shield is based on the size of the heal itself, not the amount healed ie 100% overhealing will not proc the Blessing on the healer, but the shield itself includes overhealing once the Blessing is active. The shield can grow to a maximum size of 20,000 damage absorbed. Example 1: A paladin casts Holy Light for 10K on the tank, which partially heals her. The Blessing procs, so the paladin’s Holy Light immediately causes a shield on the tank which will now absorb 1500 damage. The tank dodges the next two hits,world of warcraft, so no damage is absorbed. The paladin then casts another heal for 8K, but only heals the tank for 600 before she is at full health . The shield is now at 2700 damage absorbed (1500 + 1200) for 8 sec. Example 2: A druid casts Rejuv on the tank,cheap world of warcraft gold, healing her. The Blessing procs on the druid on the second tick. A shield is applied to the tank which absorbs 15% of the amount healed by that tick and each remaining tick of the Rejuv. If the druid also gets Lifebloom and Regrowth on the tank while the Blessing is up, then those ticks also contribute to the shield. If the shield goes down because the 8 sec duration expires or it absorbs that much damage, it can go up again as long as the Blessing lasts, which is 15 sec. Update by Ghostcrawler To answer some questions: 1) If you are lucky enough to have two hammers in your group, then they will both contribute to the same bubble. 2) It should work as you would expect with PW: Shield and similar effects. Specifically,gold sellers, the damage should work through one shield and then the other. I don’t know off the top of my head which one is used first. Sometimes we have edge cases with multiple absorbs like this that we will need to solve as they arise. (To be clear, PW: Shield will not proc the blessing or the bubble though, because it does not heal.) 3) If you have the blessing (ie you caused healing and the proc occured) then overhealing will count towards the bubble. Hots that tick on a target will still contribute to the bubble. You can also choose to switch to a direct heal if you don’t have enough GCDs available to get all of your hots up before the blessing fades. The confusing part here is that hots that don’t heal won’t cause the blessing (we didn’t want you fishing for the bubble before a pull by constantly healing the tank, though I suppose you could if your tank was injured). But once the blessing is active, then all of your healing spells will contribute to the bubble even if they do no actual healing . We’ll leave it to you guys to theorycraft out if you think the hammer is marginally better for one class than another. Some players were speculating before this announcement that the bubble only applied to one spell, which would definitely favor Holy Light. We implemented it the way we did to make sure the other healing classes could still get juicy bubbles while the blessing was active (which is 15 sec).