Apr 08

If Absence Makes The Heart Grow Fonder…

… Then surely you will love me as you’ve loved no one else before. I do apologise for my extended absence. There has been very little WoW in my life lately but I have been a little more involved recently after the launch of 5.2. I do plan on making good on my plans for things like guides, but before I do I feel like I need to get a handle on the changed situation with the way healing will work (which means stepping foot into new raids!).

The good news is, my girlfriend, who took up WoW a fair while ago (actually about the time I went inactive; no connection) not only settled on the correct class (she’s a druid, too) has hit level 90 and is currently enjoying the end-game for the first time (or at least, she will once she gets over her dungeon anxiety). So big congratulations to her, and now that she is capped, I can make her read my site.

Anyway, this is basically a post to say that I am still here, and will update SaT more frequently once again.

I have had healing log submissions which is awesome – I plan to do some analysis on these still, even though they were submitted pre-5.1 and are no longer current tier.

Nov 03

Theorycrafting basics: Spell Power Coefficients

 

I’m keen to finish off my MoP guides (before 5.1!) but since progress is somewhat slowed a bit by exams right now, here’s something to tide you over. Recently I realised that I needed to calculate spell power coefficients to get my approximate stat priorities, and I realised that calculating coefficients is something that I ALWAYS need to go back and re-learn how to calculate.

Why should you, a resto druid, care about spell power coefficients? Because it will tell you how good spell power is relative to your other stats. Did you know that the more spell power you get, the worse it is? That’s because it compounds. More SP is needed to increase your healing by 1% for every point you increase it by (i.e. if you start at 100 and add 1%, you get 101, then if you add another 1% of 101, you get 102.01). But don’t worry – as I’ll demonstrate, the amount of spell power needed before you want to prioritise, say, Mastery over spell power is a number you won’t achieve. And in actuality, you don’t even need to correct the stat weights on a calculator such as Ask Mr Robot - the default values will do just fine for anyone who chooses to use it. The reason you should know it is that it allows you to make estimations for the value of spell power, especially useful for comparison with non-throughput stats (i.e. spirit!) which every healer should have some idea of. It really helps to be able to put a number on how much extra healing you’re giving up for an increase in spirit, especially when it comes to gemming, enchanting and flasking. Before I go off describing things, I’ll give a very brief, very simple description of what Spell Power coefficients actually are:

Your spells are modified by spell power. However, not all spells are affected equally. If they were, then getting more intellect might mean that Rejuvenation ticks (just the ticks, mind you) might eventually rival Healing Touch for their healing done at a certain level of gear. As a result, there could be no spell variety – every ability would have to be the same as another, only scaled down in power and in cast time, or else the game would break.Rejuv would result in the exact same healing every 2.5 seconds as Healing Touch, and therefore, there wouldn’t be any reason to choose to cast different spells. Spell power coefficients are Blizzard’s way to make spells that work differently perform in a balanced, scalable way, by changing their gain from your spell power.

For example, Rejuvenation’s coefficient is .376, which means that 37.6% of your spell power is added to each tick’s base heal, and the result is your actual heal. Healing Touch, on the other hand, currently has a coefficient of approximately 1.34, which means 134% of your spell power is added to the base heal. The difference is put in place because of the difference in cast time – as a HoT, rejuv ticks over a prolonged period of time while being an instant cast, whereas Healing Touch takes 2.5 seconds to cast and heals only once. The goal isn’t that all spells should be the same, but rather, that all spells increase evenly as your amount of spell power increases.

Deriving Spell Power Coefficients

If you want to derive the coefficients yourself, there are two basic formulas. For direct heals, it is

3.5 is the normalised cast time, and the 1.88 applies to healing spells only, althoguh to be honest I don’t understand the full concept behind its inclusion. Note that the base cast time cannot be below 1.5, and cannot be higher than 7 (so if you have an 8 second. Also note that for channeled spells, you simply substitute base cast time with base channel duration.

HoT heals, on the other hand, use a different formula

This time, 15 is the normalised Over-Time duration, 1.88 is adjustment Blizzard added for healing spells (it’s not applied for damage spells), and dividing by number of ticks at the end gives you the per tick. It is especially important to consider the base ticks at the end, because that demonstrates the power of haste! If you have a 6th tick of rejuv, the throughput gain from haste is equal to 2(Coefficient*SP). This formula for Rejuvenation would be [(12/15)*1.88] / 4, which results in .376 or 37.6%. Having a 6th tick of Rejuvenation means that you gain two additional ticks of 37.6% of your SP, which makes 6-tick Rejuvenation about 32% more powerful than 4-tick Rejuvenation.

For AoE heals, you double the normalisation factor (i.e. the denominator of the equation). So for WG, since it is an AoE HoT spell, the formula is Base Hot Duration/30, all multiplied by 1.88 and then divided by the base number of ticks. And from there, things get a bit more difficult. There are a lot of spells in the druid arsenal that have a mixed effect. Unglyphed Regrowth, for example, has a direct heal AND a HoT. Tranquility also has a HoT portion in addition to its channel. Lifebloom has the bloom at the end of the HoT. And the thing about all of these is that no one (at least not that I’ve found) has been able to precisely crack the formulae – Blizzard have done some kind of mixed formula. Some people have come close, and they give very good estimates. After all, though, these coefficients are hidden in the background. But that’s OK, because for practical purposes, you don’t need to know every coefficient to eight decimal places.

Coefficients in Practice: Determining the Value of Spell Power

You may now find yourself in a strange situation. You may be happy that you can calculate the coefficients of some of your abilities. But what does it all mean? How will it help you? Well, let’s start with a comparison to Mastery. By comparing SP to Mastery on a 1:1 ratio, we will see how much better SP is than mastery.

480 Mastery rating gives 1% Mastery, or a 1% increase to healing while Harmony is up (which is in theory a 1% increase to all healing, since it is the acceptable to assume that 100% of spells will benefit from Harmony in a given fight).

So what does an extra 480 spell power mean in terms of additional healing?

With a Flask of the Warm Sun, I sit at precisely 20,000 SP. (I actually got an upgrade that puts me over the flat 20k SP, but I’ve omitted that to keep this simple… but that’s the reason I’m sitting below a haste breakpoint).

To examine the difference based on the coefficients, I’m going to calculate the difference for both Rejuvenation and Healing Touch, two spells that were worked out with completely different formulas, to demonstrate the beauty of this system. We’ll do it based on 20,000SP and 20,480SP. First, we multiply the amount of spell power by the coefficient. Then, we calculate the difference/20,000 (the starting value of SP) to see how much of a boost it is. This table represents this:

Coefficient 20000SP 20480SP Difference Difference/Starting SP
Rejuv 0.376 7520 7700.48 180.48 0.024
HT 1.343 26860 27504.64 644.64 0.024

 As you can see, an additional 480 spell power boosts each of these spells by the exact same amount – 2.4%. This is the purpose of the spell power coefficient. So, we can conclude that 480SP is 2.4 times better than 480 mastery (remember that 480 mastery = 1% increase!). There lies your stat weight. Of course, aside from your weapon, spell power comes from intellect. Something you should also consider is that while yes, 1 Int = 1 SP, 1 Int ALSO provides 0.0008% crit chance. This should also be factored in if you are intent on determining your own stat weights for all stats.

Also, I mentioned that spell power diminishes. Here’s an example to demonstrate - using first 25,000 SP as an example, and then take 48,000 (the point where SP:Mastery = 1:1).

Coefficient 25000SP 25480SP Difference Difference/Starting SP
Rejuv 0.376 9400 9580.48 180.48 0.0192
HT 1.343 33575 34219.64 644.64 0.0192

+480SP @ 25k SP = 1.92% increase

Coefficient 48000SP 48480SP Difference Difference/Starting SP
Rejuv 0.376 18048 18228.48 180.48 0.01
HT 1.343 64464 65108.64 644.64 0.01

+480SP @ 48k SP = 1% increase

Thanks for reading if you made it the whole way. Part 2 (hopefully coming in the next few days) will cover the comparison of SP to Spirit.

Nov 01

Tips for healing Stone Guard

I’m noticing a lot of guilds are starting to hit their stride in setting up their raiding schedule in the last week or so. Most guilds by now have a solid roster of level 90 players, and they are sufficiently geared to take on Mogu’Shan Vaults. So I figured I’d share some tips for healing each encounter. So every so often, I’m going to add some tips on how to heal each encounter (note that these aren’t full guides, and I recommend you are familiar with the fight first – at least by reading and comprehending the dungeon journal). So if you’re sitting a little lower on the meters than you feel you should be relative to the other healers in your group, maybe some of my tips for healing the Stone Guard encounter might help.

The Stone Guard

I love that this encounter is the first raid encounter of the expansion. It is really well suited to resto druids and give you the opportunity to do things in a “textbook” way (i.e. there’s no gimmicky healing mechanics like need to spam direct heals all the time). There’s a lot of AoE damage, as well as persistent tank damage. It is just a very clean fight in the respect that this is how you will want to heal throughout the expansion, deviating for certain mechanics. Of course, there’s the added chaos of it being a council fight, and it’s pretty understandable that a lot of people have a more difficult time vs councils than single bosses.

 

Overloads

Every guardian has an overload ability that does raid-wide AoE damage. These overloads make Glyph of Wild Growth a fantastic option, even on 10-man. Make sure your HoTs display on your raid frames so that you can prioritise rejuv on targets unaffected by Wild Growth. Tranquility is your friend and you should get as many off during the fight as possible, and the best time is during overloads.

 

Amethyst Pools

You need to get out of these ASAP. I’m not sure whether it’s a coincidence or not, but they seem to go out fairly soon after overloads. A lot of people, myself included, have experienced the frustration at popping tranquility and then having to break the channel to get out of a purple puddle. I highly recommend casting Symbiosis at a Shaman for this fight, and casting Spiritwalker’s Grace with every Tranquility to avoid this. Both have a 3-minute cooldown, so it fits like a glove.

 

Jade Shards

These are an additional raid-wide AoE. They aren’t as damaging as Overloads, but in combination with an Overload can be nasty. You may need to get some Regrowths out just to quickly boost health if you get a Jade Shards cast before you’ve had the chance to adequately heal following an overload. On normal mode, this hasn’t caused too much danger. Don’t forget to be telling your raid to eat their healthstones and pop personal CDs for such situations (and all other AoE situations if possible).

 

Jasper Chains

If you get chained to a melee, it’s really your responsibility to move in to melee range. You can heal from melee range but the melee can’t do any DPS from outside of it, and a melee DPS not in melee range may as well be dead – at least then they wouldn’t be chewing up healer mana from sustained overload damage. As an extremely mobile healing class, this really shouldn’t be a problem. It’s not something I’d break a tranq to do, but if you decide not to do that you need to communicate with the raid your plan – the other healers need to make sure you are both healed, and the melee DPS needs to be aware that a cooldown is very very useful.

 

General Tips

I’m still writing my how to heal guide, but my general tips and things to work on for completing the fight on normal mode are:

  • Maintaining 100% Lifebloom uptime (no blooms!)
  • Maintaining harmony uptime (probably 100%, planned lapses are an advanced tactic and not really of benefit on normal mode)
  • Filling with rejuv, but not going overboard. This is an excellent fight to get accustomed to how much regen you have
  • Dumping OoC procs into Healing Touch in light to manageable situations (and regrowth in high damage situations where Tree form is likely to be popped)
  • Casting Swiftmend as often as possible, ideally so that it covers as much of the melee stack as possible.

 

Anyway, I hope this helps you improve your healing performance on Stone Guard. As always, if you have questions I’d love to field them – you can leave a comment below or email me at contact@sometimesatree.com

Oct 31

Resto druid gems, metas and enchants

Now that we’ve matured a little in Mists of Pandaria and the changes are a bit more commonplace, I’ve decided to look back into gems, meta gems and enchants one again. I’ve also been doing a lot of thinking about stat priorities lately (and not very much time reading others ideas on the priorities), and I’m coming up with some interesting ideas. Note that this is restricted to PvE, which is especially evident when talking about metas.

Gems

Red Socket – Purified Imperial Amethyst / Perfect Purified Roguestone
+80 int, +160 spirit

Blue Socket – Sparkling River’s Heart / Perfect Sparkling Lapis Lazuli
+320 spirit

Yellow Socket – Zen Wild Jade / Perfect Zen Alexandrite
+160 spirit, +160 mastery 

Note that Energized Wild Jade / Perfect Energized Alexandrite (spirit/haste) is an acceptable alternative in yellow sockets if it will be effective in hitting a haste breakpoint. The reason is that, particularly with spirit on nearly every piece of gear, you are generally shifting between mastery and haste. When you trade out a gem’s mastery bonus because it makes a better fit, generally that means there’s mastery somewhere else you don’t need to reforge out of.

Meta Gems

My recommendation is…

Revitalising Primal Diamond
+432 spirit and 3% increased critical effect

…because at the moment, I consider 1 spirit to be worth greater than 0.5 spell power, therefore making this the best choice. However, if your preference is for 0.5 spell power greater than 1 spirit, then certainly consider…

Burning Primal Diamond
+216 intellect and 3% increased critical effect

The alternative +intellect choices for meta gems are Forlorn (which has a 10% silence reduction), which clearly isn’t of benefit in PvE, and Ember, which grants +2% maximum mana.

Burning Primal Diamond vs Ember Primal Diamond

Why does Ember Primal Diamond not cut it? Well’ it’s not immediately clear, and in previous expansions the ember cut has usually been a reasonable option. Now with fixed mana pools, the additional mana is basically nothing. I actually think this is so useless hat Blizzard need to bump it up to something a little more reasonable. Basically, your mana pool is increased 6k mana, which is not even two thirds the cost of a single Rejuvenation. And yes, that is literally all you gain, because whether you have that 6k mana or not, your Mp5 in combat will be the same. The only slight boost you get is a slightly more effective Innervate – 600 mana per cast of innervate to be precise. If you cast Innervate 3 times in a fight, Ember Primal Diamond has given you a measly 7.8k mana. Still not a free rejuv. So whichever way you do the math, +3% crit (which equates to +3% healing done, after all) is better than 1 free swiftmend or 2 free lifeblooms (which are your only two options to use this effectively, unless for some reason you decide to put Nourish back on your bar).

Boot Enchants

I will emphatically state that the worst thing about Cataclysm for me was the introduction of the boots with the additional run speed. They were actually useless in PvE, but so many people mistakenly thought that it was a sacrifice worth making. Nowadays, the choice isn’t between +Mastery or +Slightly-less-mastery with run speed bonus. The new run speed boots, Pandaren’s Step, are actually really good since they have a solid amount of mastery and a lack of a better alternative. I really don’t like haste as being THAT much more important than mastery before haste caps – especially in 10 mans and below, which is one reason I don’t like the haste option, even if going for a particular haste breakpoint.

In general, I’ll try to hit haste breakpoints through reforging first, then through switching gems, and then finally enchants. It’s a personal preference, but I just see enchants as having greater permanency. This is due things like frequency of upgrades vs effort spent. It’s by no means a rule, but I value being in a position to hearth back, reforge and then zone back into a raid in less time than the trash clear takes.

Chest Enchant

Mighty Spirit (+200 spirit) is very comparable to Glorious Stats (+80 to stats). Chest enchants with bonuses to all stats specifically refer to the five primary stats (confusingly labelled “Attributes” in the character pane) Intellect, Stamina, Strength, Agility and Spirit. That totals 80 spell power (plus a minute amount of crit) and 80 spirit vs 200 spirit. Gaining 120 spirit as a trade off for 80 int is about as borderline as it gets for spirit vs int as far as I’m concerned.

I still opt for Mighty Spirit, but I think it’s a negligible difference. It comes down to preferene if you want to be all about throughput, or value regen.

 

That’s pretty much is for what I originally planned to be a small update to tide my dear readers over as I busily finish writing guides and other content soon to appear. I’d love to hear any of your own thoughts or questions.

Oct 26

Log Analysis Service

For a while now, I’ve been thinking of offering a healing log analysis service for other druids. Of course, doing this depends on reader submissions, so I guess it depends how many people would be interested in having their logs analysed. Maybe logs confuse you, or maybe you can read them like a second language but would still like a second opinion. Maybe you’re even a guild recruiter who doesn’t play a druid, wondering about your potential applicant. If you have a log, feel free to send the URL to me at contact@sometimesatree.com. There’ll be no harsh judgment (just look at some of my previous posts if you want my attitude toward skill in WoW) – only advice on where to direct your attention for effective improvement. I’m open to chatting via your preferred method of voice chat if you want to run through it together, or I’ll just publish my own thoughts so that you can digest it at your own leisure. A note on the publishing – you can choose to stay completely anonymous if you want, and I won’t attach your name to an analysis anywhere. If you’re giving me someone else’s log, I’ll keep them anonymous without their approval otherwise.

At this stage, the plan is to post analyses on my blog in similar fashion to what I’ve done previously, however depending on volume of submissions and variety of fights I might start making videos, to make it easier to digest. I’d much rather have 5 Stone Guard analysis videos on my Youtube channel than 5 Stone Guard analysis posts on my blog.

So anyway, if you have a resto druid log around that you want analysed, I’d love it if you could please send it through to me for this little experiment into seeing if log analysis is something that can be shared in a meaningful way.

 

Also coming up, expect a post about Symbiosis, which is gaining more and more attention after its current PTR iteration (which is the likely 5.1 live iteration).

 

Ed: This is a second posting I’ve had to make because of some kind of database error. Disregard any previous posting (since deleted) because it was incomplete.

Oct 19

Understanding Healing Meters

For the first couple of weeks of MV, I have been trialling with a new guild. Something the raid leader said during a raid prompted me to make this post. I’ve realised that there’s a lot of people who lack understanding of healing meters. It might not be their fault, especially since numbers are so important elsewhere for DPS. (In the interests of full disclosure, I’ve decided not to pursue membership with this guild, and this isn’t the reason.)

He said “We need everyone over 50k HPS”.

HPS is not like DPS.

DPS, with the exception of certain boss mechanics like switches and immune phases, is continual. On a Patchwerk fight, you stand there and you DPS, and the only time you stop is when the boss dies. The basic goal of DPS is that every action you take results in the maximum amount of damage on the boss, whether directly (your best move) or indirectly (building stacks/combo points so your best move is even better).

HPS, on the other hand, is not continual. There are phases when everyone is topped off, at which point no healing should be done. And even if you do heal, it doesn’t reflect on the Healing Done meters, instead showing up in the dreaded Overhealing category. There are things like mana which put a limit on your being able to sustain maximum throughput for prolonged periods of time, in a way totally unlike any DPS class. DPS classes will cycle through cooldowns, gaining buffs, applying debuffs, etc, and they will usually cast their best spells with less than a 10-second interval. Healers can spam some of their best spells with the exception of major cooldowns over and over, until they run out of mana. Essentially, the entire role is about choices, and being frugal. It’s about cutting everything unnecessary out of your gameplay (unneeded heals, etc) and only casting what is needed.

All the healers are in the same situation, so if I have an amazing HPS I’m still an amazing healer right?

I’ve said it before, so it may be a familiar concept to anyone who has read my earlier posts – the amount of healing required is greatly influenced by the amount of avoidable damage being sustained by the raid. What this means is that worse groups have higher healing numbers, because the healers are forced into doing more work. This doesn’t mean that the healers in bad groups are better – often, most people within a group are pretty well on par.

For this reason, “HPS” as a lone number is relevant to the group and encounter you were in when you scored that number and nothing else. You cannot compare your HPS to someone in a top guild and say “well, I’m doing about the same HPS in the same gear, so I am pretty much as good as them”.

I’ve recently shared a log analysis on which I ranked fairly high on a boss encounter on WoL. I then picked 3 really elementary things I wasn’t doing right that everyone is capable of doing. Simple things like not letting Lifebloom expire 8 times in 6 minutes (that’s more than once a minute!). It was far from a solid performance from me. In terms of overall HPS, I beat a top guild’s druid on that same fight. If you look deeper, you’ll see that this top guild’s group, despite running one less healer than ours, had to do substantially less healing. This is because their group were able to avoid damage fairly well, while our group waited until we got the buff from the purple puddles before moving out of them (which sadly never happened).

So HPS is a totally meaningless number?

No. It just needs to be understood that healing meters don’t give you any relevant comparison with another group, or another encounter. It is not generalisable to anything outside of your raid. Its usefulness is isolated to your group and your fight. However, meters are a useful tool for determining your place in your group. They are useful for seeing how things are going within the space of a raid. If your disc priest assigned to raid heals is performing well below the other healers in your group, maybe that means there’s a better assignment for that player. It might be because it suits their class better, or it might be because it suits their individual playstyle better. Also, it is a good way to see progression over time. You might have a boss on farm, and you notice that HPS is changing. It might go down because people are getting better at avoiding stuff, or it might go up because people are getting lazy because they know they can lean on their now-better-geared healers. You then have stat changes (e.g. hitting a new haste breakpoint) that can greatly affect the speed that heals go out, therefore increasing HPS but leaving overall healing about the same. Whatever the case may be, it provides information. It doesn’t simply provide a report card for how “good” a healer is. The better you understand the limitations, though, the better you’ll be at looking at a healing meter and making on-the-fly adjustments.

Oct 19

Who do I cast Symbiosis on? Addendum

Update 26 October 12: Welp, it’s changing again. Latest patch notes indicate a change back to the previous iteration of Symbiosis as far as tanks are concerned, with some minor changes. Expect a post soon. 

A while back I posted about who to cast Symbiosis on, and Blizzard promptly nerfed the benefit that tanks got from Symbiosis. The result is that in creating the illusion of choice (the choice between 2 tanks was too cookie-cutter-esque, I guess), we have basically had the spell revert to being exactly what everyone complained about it being before. It’s now pretty much totally about personal preference. However, there is one druid-gained ability which has become my favourite. If you are STILL searching for the answer, try this one out. By no means is it the only option, but it’s certainly my preference.

As a resto druid, cast Symbiosis on a Shaman.

You’ll gain Spiritwalker’s Grace, a spell that lets you cast and channel on the move. There have already been a lot of fights this tier that mix in a need for movement at exactly the same time as a need to pop raid cooldowns. Having the ability to channel Tranquility on the move is about as awesome as you can get out of this ability, I am sure.

Of course, you need a shammy in your group, which won’t necessarily be every 10-man, and very rarely 5-mans (I realise as I write this that the only elemental or enhance shaman I’ve seen this expansion have been my alt and one guy who kept standing in death tornadoes in Scarlett Halls). Feel free to leave a comment if you have your own preference, whether it’s different to mine or the same.

Oct 08

Engineering is the best profession for healing

I was browsing some well-known theorycrafting websites looking for some information for my alts, and I found some really disappointing opinion sneaking in to some of the guides – that the engineering buff is somehow inferior to other buffs. This is false – contrary to this opinion held by some, Engineering is objectively in the top three, and in my opinion the strongest profession for healers. It might POSSIBLY be different for holy paladins and disc priests, which are two specs I’ve yet to give any time to researching in this expansion and they seem to lack the major raid cooldowns of other specs (and I’m ignoring Monks for now, having not even seen a Monk healer yet), but even then I would argue that Engineering still comes out marginally ahead. Now, this isn’t to say that you MUST take engineering or else you’re wrong – I’m simply trying to highlight the difference so that you can make informed decisions, and Engineering does take a lot more effort for its marginal benefit. Note that the professions are intended by Blizzard to be as close to balanced as possible while still having some small variation. It just so happens that as far as raid encounters go, Engineering’s variation is superior. Also, at this point in time, the Engineering helmet scales better than any other item for Challenge Modes, so it’s pretty much the Best-in-Slot item for everyone in this respect.

What is the benefit from Engineering?

A 1920 intellect use-effect for 10 seconds with a 60 second cooldown.

What about other professions?

Inscription, Blacksmithing, Enchanting and Jewelcrafting all potentially net you an extra 320 int passively, while at this stage Leatherworking will net you an extra 330 int passively. Blacksmithing and Jewelcrafting have a lot more scope than just int – the sockets provided by blacksmithing can be used for gems for all other stats, and Serpent’s Eyes can be cut into bonuses for all other stats too. If you prioritised a secondary stat over Int by greater than a 1:1 ratio, the combination of BS/JC would be amazing, but I don’t think anyone does. Tailoring has a random proc effect that gives a greater amount of int, but again averages to 320 int over the course of it’s uptime + cooldown. Unlike Engineering, you have no control over when it procs.

But engineering is the same as all the others?

People will correctly do the math and work out that 1920 intellect for 10 seconds in every 60 seconds is the same as 320 int passively, but this does NOT mean they are the same. I’ll go into this more shortly, but that average is of course for 60 second blocks. If the fight doesn’t finish at a multiple of 60 seconds, the average will be higher. Obviously, having consistent uptime throughout the fight is vital.

There are two ways engineering excels

1. Fights ending with Synapse Springs during cooldown brings the average up:

If you activate Synapse Springs on cooldown, you gain AT LEAST 320 int on average throughout the entire fight, but if the fight ends between the end of Synapse Springs and the end of the cooldown, the average is greater. See this diagram (mostly because I LOVE showing off my MS Paint skills):

Demonstration of Synapse Springs asymptote

Obviously the longer the fight goes on, the closer the average will get to 320. However, it won’t ever sink to 320 unless the fight finishes exactly as the cooldown expires (i.e. on the minute mark), and will never drop below 320. This is of course so long as you don’t allow accumulate 60 seconds or more of time where Synapse Springs is available but not active. So while the minimum average int bonus for the fight you get is 320 int, if you’re using it all the time the gain will be greater.

2. It’s there when you need it

It actually buffs your cooldowns earlier in the expansion relative to the end If you have ever looked at a graph of healing done, you’ll know that there is not a constant amount of healing happening right throughout the fight – there are spikes and lulls. Sometimes, a bigger burst of healing is required, and sometimes you can sit on Lifebloom with Swiftmend keeping Harmony up. This is pushed to the extreme when you bring cooldowns which are buffed by Spell Power into the equation, which resto druids are spoiled for.

  • Nature’s Vigil grants 20% extra healing done for its duration.
  • Incarnation: Tree of Life grants 15% extra healing done, as well as pumping up some abilities for the duration.
  • Tranquility heals raid targets for (9037 + 83.5% of spell power) + (number of ticks)*(1542 + 14.2% of spell power).

If you activate Synapse Springs, you boost all of these abilities also. Synapse Springs can be activated at any time during Nature’s Vigil to grant 1,920SP. If you had, say, a flat 20,000SP, then with SS you have 21,920SP, which means you gain an additional 20% healing on heals cast with the higher amount of Spell Power – therefore, the bonus from Synapse Springs is increased by 20% as a result. During Nature’s Vigil, Synapse Springs activation is worth 2,304 int. The same is true of Tree of Life and Tranquility – they all benefit from your Spell Power. Therefore, the actual benefit over the course of the fight continues to be greater than the alternative professions if you combined cooldowns effectively.

At this early stage in the expansion (first week of raiding, with only Mogu-Shan Vaults open), that 1,920SP as a percentage of your overall SP is huge. Obviously that will go down over the course of the expansion, but it means that for %-based cooldowns like the three above, they are at the most powerful in ratio with your Spell Power that they will be for the entire expansion.

Numbers when you need them

There are times when you are healing that the bonus from any profession, if active, is just wasted. This is unique to healers. If you cast a rejuv that tops someone up, that would have topped someone up regardless of the 320 int buff in the same timeframe, you have not gained anything from your profession bonus. To put it another way, if your overhealing % is greater than 320 divided by your Spell Power, your profession bonus is useless. Engineering has greater resistance to this effect than any other profession. A lot of people will make the argument that you need to play really, REALLY well for the engineering bonus to surpass the passive int bonus, and some might even argue that very few or even no players do this consistently. They fail to take into account the “wasted” value of their profession, which you must if you are making that concession that Engineering is theoretically better, but in practice it is not. In practice, these players don’t do 0% unneccesary overhealing either.

I’m planning on writing a post soon about how to effectively tie cooldowns together, and what choices you need to make – the only road block for me is a couple of assignments due this week. Definitely check back for that if you’ve read this far as I’m sure it will be of interest!

Oct 06

Resto Druid Log Analysis Part 2 – Mogu’Shan Vaults

Previously, I had a look at logs from Vuru of <Exodus>. Soon after posting, I had the opportunity to try out healing in a Mists of Pandaria raid for the first time. Subsequently, I’ve decided to do another resto druid log analysis post – this time of myself. I’ll be going through my own log, and comparing to Vuru’s along the way. This is a pretty vital step in the log analysis process – by doing this, I can quickly see how what I am doing deviates from Vuru, and I can make informed decisions. Note that unfortunately, Vuru wasn’t healing the Stone Guard encounter for Exodus, so my comparison can only be quite general. Note that this raid was a trial for <Enigmatic>, who I’ve been looking to join. As you’ll see, the trial went well as far as proving I could heal, however I’m not sure yet if I’ll stick around with them. First and foremost, here are the stats I took in to my first raid:

  • 17,424 Spell Power
  • 7.34% Haste (unbuffed) – 12.34% with the 5% haste buff!
  • 13,940 Mp5 out of combat (9970 combat Mp5)
  • 9.86% Crit
  • 15.07% Mastery
  • 463 iLvl equipped

And here’s a screenshot of my armory. It’s zoomed out a bit to capture stats, but I think it’s enough to give you the idea.

And here’s the log so you can see my Healing done.

First of all, we went in with a seventh healer while Exodus for the most part only ran with six. Here’s a side-by-side comparison of Healing by spell (since it’s so wide, I recommend you open in a new tab or window, sorry). Side by side log comparison of Breadfan and VuruRemembering that Vuru’s Will of the Emperor encounter lasted nearly twice as long as my Stone Guard encounter, here are some notes:

  • We both use rejuv fairly similarly – it accounts for 27.6% of my overall compared with 30.9% of Vuru’s. Such a difference could come down to encounter differences. Also, my overhealing with Rejuv is 33% compared with Vuru’s 47.4%. My Rejuv usage is remarkably more effective, and I did outperform Vuru here.
  • Wild Growth comes in second for both of us. It’s a marginally bigger component of my overall healing done and I do marginally less overhealing, but with different encounters this means little. On the whole, I think I used Wild Growth effectively similar to Vuru.
  • Lifebloom and Tranquility are swapped in order for our encounters, but this is almost certainly due to the length of encounter – had the fight gone long enough for me to cast Tranq twice more, I’m sure it would have been above Lifebloom. I also don’t remember, but perhaps one of my Tranquility casts was poorly timed (I did have to interrupt channels on various attempts to move out of pools & traps/bring chains together)
  • I did let Lifebloom fall off a lot (10 times to Vuru’s 1). If I improve this, it will mean I save 20 Lifebloom casts, or 70,800 mana over the course of the fight. This is a really simple way to make a big improvement!
  • Swiftmend is once again extremely similar in % between myself and Vuru, and minor differences are most likely due to fight differences.
  • Wow I sure love Regrowth. I’m using Regrowth on a lot of my Omen of Clarity procs – effectively the opposite of Vuru whose preference is for Healing Touch. Since I’m using the Glyph of Healing Touch, I should absolutely be using Healing Touch to reduce my Swiftmend cooldown as much as possible. Curiously, Vuru doesn’t use that glyph but still opts for Healing Touch. If I didn’t have the Glyph of Healing Touch, I actually think my method of using Regrowth would be more effective, thanks to both Living Seed as well as the ongoing benefit from the HoT portion of Regrowth. However, Swiftmend is cheap, and Efflorescence does a lot of AoE healing, so being able to cast more Swiftmends is definitely something to shoot for.
  • Cenarion Ward is really underwhelming. Maybe I should change it up to something a bit more useful. Nature’s Swiftness would synergise with what I’m trying to do really well.

So there you have it – on the whole, you might look at my log and think that I possibly outperformed Vuru in some way. That’s the illusion of healing meters I guess. You can put my better numbers down to my group not being as good as Vuru’s for the most part – there’s a lot of avoidable damage that I ended up healing in my fight that I’m sure Vuru didn’t have to in theirs. Then of course, there’s the fact that they are very different fights, and managing your mana over the course of a 6 and a half minute fight is very different to managing it over a 12 and a half minute fight.

I hope this highlights the importance of looking into logs instead of simply comparing the biggest numbers at face value. I’ve come away with two really simple fundamental things to change – to make sure I don’t let Lifebloom fall off, and to make sure I spend OoC procs on Healing Touch instead of Regrowth. Both of these will make drastic improvements to my healing (clearly, I’m very rusty!). This is on top of something I already know – I need to use cooldowns better! There were long periods where I didn’t activate Synapse Springs, Incarnation or Nature’s Vigil, which all would have resulted in much better performance.

One final note – this is the first time I’ve ranked in the top 200 on a fight! I came in at #125 (and have since slipped to about #132). This is cool because at this point in time, everyone is on a pretty even footing in terms of gear, so it means that I am doing fairly well. I’m also raiding on the weekend after most of the serious guilds have run through, so it’s not like I’ve slid in early. The thing is though, healing rankings aren’t really all that much of a reflection on healers. Like I mentioned, a fight with a lot of avoidable damage that isn’t avoided results in a lot of extra healing. Also, DPS numbers greatly influence the fight. If you are going from burst to burst to burst, then the fight ending right after a Tranq will end with your meter reading a lot higher than a fight that ends right before Tranq comes off cooldown. I’m not stroking my ePeen here, just making a small note about something that comes with a small degree of personal satisfaction.

Oct 05

Resto Druid Log Analysis – Mogu’Shan Vaults

For today’s post, I figured I’d take a look at logs from the first resto druid to clear Mogu’Shan Vaults (logs are here if you care to check it out). Vuru from <Exodus> split time between healing and DPS on the way to his/her guild’s World First clear of Mogu’Shan Vaults 25 man. Here is Vuru’s armory - unfortunately, he/she has logged out in Balance spec with hit gear on, so we can’t see the stats, so I have decided to just link it rather than put a picture to capture the gear. Vuru only had the epic ring equipped for prior to this raid. However, I can tell you that Vuru’s gearset looked like

  • 12.52% haste breakpoint achieved with the 5% haste buff
  • Just over 15,000 Mp5 (out of combat)
  • Heartsong enchant on weapon

Clearly from this, Vuru is placing an enormous emphasis on spirit.

I’ve chosen to focus on Will of the Emperor, which is the final encounter (I won’t get first hand experience until my own raid in about 6 hours). The reason for this is that as the final boss, this gets all the attention all the way through an expansion.

Exodus vs Will of the Emperor - World First Kill

As you can see, Vuru ranked in at 4th overall, and all healers are fairly even. The shaman pulls ahead on the spikes where bursts of raid-wide damage go out, but otherwise everything’s fairly close, and at this stage where gear is such a big factor you can’t really point to it and say “this is how healing meters will typically look throughout the expansion”.

Next, we look at Healing Done, and this is the interesting part. For me, this made a few things apparent that I didn’t think would be the case.

Breakdown of Healing by Ability

First and foremost, Rejuv is clearly the biggest healing spell for Vuru, accounting for over 30% of overall output. Then Wild Growth, which in this case is glyphed, leads Tranq, Lifebloom and Healing Touch.

Healing Touch? This is the first thing that interests me. Healing Touch is ahead of Swiftmend, and Regrowth is almost non-existent (4 casts). Essentially, Vuru has chosen to dump Omen of Clarity into Healing Touch pretty much every time.

Turning attention to Swiftmend, Efflorescence actually did the bulk of the healing. Swiftmend, the direct heal, was cast just 19 times on the fight, with Healing Touch cast 28 times. Aside from a few Regrowths which went down situationally with OoC procs, Vuru’s 91% Harmony uptime was maintained by the combination of Healing Touch/Swiftmend only. Nourish wasn’t even cast during the fight at all.

On the subject of 91% Harmony uptime, this goes back to a recent post I made about effective Harmony uptime vs blanket Harmony uptime. It actually is better off if you activate Harmony after it falls off, as the very nexy thing you do after it falls off, rather than before it falls off. This is of course barring situational things that mean you just can’t for whatever reason.

Vuru cast 4 self-Innervates over the course of the almost-11-minute fight.

One final thing to note is that Heartsong with it’s 200 spirit proc had a 66% uptime, meaning that this enchant on your weapon is as good as having about 132 extra spirit. That’s roughly a reforge without losing another stat in the process.

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