Aug 06

Warlords of Draenor Stat Calculations

ED: This post was written prior to 6.0 and is based on beta numbers. Some of the information has changed. 

Below are some of my preliminary calculations for stats in Warlords of Draenor (based on current beta build 6.0.1.18663). These will be expanded in future posts, for now remember that unless otherwise noted, these numbers are approximates only (because of the small dataset of gear I had to work with on the beta), however they are pretty close. I’ve also got a preliminary list of WOD stat priorities, and some very early thoughts on the new stats Versatility, Leech and Multistrike.

 

WoD Stats

100 Mastery rating gives approximately +1.13636% Mastery increase
88 Mastery rating gives 1% mastery

100 Crit rating gives approximately +0.90925% Crit chance
112 Crit rating gives 1% crit

100 Multistrike gives approximately +1.5152% MS chance
66 MS gives 1% MS
***Multistrike is a DOUBLE hit (two chances to hit/heal for 30% of original damage/healing done)

100 Versatility gives approximately +0.76941 increased damage & healing
131 Versatility gives 1% increased damage & healing

100 Haste gives EXACTLY +1 Haste%

 

WoD Resto Druid Stat Priority

Mastery > Haste > MultistrikeCrit > Versatility

It’s pretty simple with the changes to haste, since 1% of each stat results in +1% healing done by HoTs. Crit has greater benefit for direct heals, but Glyph of Regrowth renders that limited to Healing Touch. I believe all changes to be totally negated through changes to HoTs (like Germination). Anyway, the comparison of Crit and Multistrike isn’t so straight forward, and I (or someone else) will work out how the two priorities fit together in the coming weeks, I’m sure. Comparison between Multistrike & Crit.

As for affixes, Leech is +self healing for a % of healing or damage dealt, looking at it it’s going to not be really useful at all for PvE, especially if you take Ysera’s Gift. What it *might* do is free up the Ysera’s Gift talent to take Cenarion Ward, so I’m withholding judgement, but for now that’s why I haven’t gone in to the numbers at all just yet. It looks like Spirit is going to be our only really desirable affix/tertiary stat at this stage.

 

Multistrike Details

The mechanics of the other stats will be pretty familiar with anyone who has already got some experience with resto druid pre-Warlords of Draenor. The new stats are quite interesting, especially multistrike (MS).

Multistrike tooltip:

multistrike tooltip

The multistrike tooltip, ingame.

Grants two [MS]% chances to deliver extra attacks or heals for 30.00% of normal value on each target. Multistrike [rating] ([MS%] multistrike)

So basically, every time you heal or do damage, you get 2 chances to deal 30% of the amount of healing or damage to those same targets.

Every 1% Multistrike (66 Multistrike rating), you gain a potential 0.6% increased healing and damage.

What I don’t know yet

I don’t know if each HoT tick can proc a multistrike, I don’t know if area heals (like Efflorescence) can proc a multistrike. Those are two big factors in how valuable it will be to druids. My gut feeling (untested!) is that HoT ticks would not have a chance to proc multistrike (too powerful). This means the boost is probably going to be biggest for the emerging Swiftmend-heavy style of play.

EDIT: Multistrike confirmed to affect HoTs (does not work with Efflorescence).

8/6 18:14:34.231 SPELL_PERIODIC_HEAL,Player:1135:0005B52E,”Valleygrl-Level100PvE”,0x511,0x0,Player:1135:0005B52E,”Gosudruid-Level100PvE”,0x511,0x0,774,”Rejuvenation”,0x8,0000000000000000,0,155340,0,0,0,0,0,0,0.00,0.00,0,2528,2528,0,nil,nil
8/6 18:14:34.231 SPELL_PERIODIC_HEAL,Player:1135:0005B52E,”Valleygrl-Level100PvE”,0x511,0x0,Player:1135:0005B52E,”Gosudruid-Level100PvE”,0x511,0x0,774,”Rejuvenation”,0x8,0000000000000000,0,155340,0,0,0,0,0,0,0.00,0.00,0,759,759,0,nil,1

Considerations

Above, potential is a key word. Why potential? It’s the case for crit, and even moreso for Multistrike, that the boost you get, though consistent in the sense that it equates to a flat increase through chance, can’t be controlled. Sometimes, your crits and Multistrikes will happen when you don’t need them to, and won’t happen when you do. If you heal someone back to max and your Multistrike is relegated to overhealing, it has done 0 effective healing.

Even though Multistrike may seem to simply be more than twice as good as crit (half the cost, more healing as a result) in reality, it won’t be that way.

 

 

ED (8/8/14): I corrected an error – I made a mistake in the Multistrike section where I counted the double chance twice. Serves me right for not annotating spreadsheets correctly. Apologies

Permanent link to this article: http://sometimesatree.com/warlords-draenor-stat-calculations/

Jul 17

Warlords of Draenor Inc

I know it’s been a long time coming, but there are finally a good chunk of updates inbound – with Warlords of Draenor incoming, I’ll be shifting focus of the site to WoD topics. I couldn’t bring myself to play much lately, let alone post about the state of the game – a game which is soon going to chance massively. A couple of days ago, I got my beta invite (which I think is the 2nd wave, at least that I’m aware of – not quite special enough for the first!). A couple of hours playing has me really pumped and the changes are really worth writing about. So do check back to read about what the hell some of those tertiary stats/affixes even mean, and what the state of spirit is.

For now, I’m still levelling – it’s not really worth delving too much into stats until at max level because of the way things scale – a stat can be everything at a lower level but nearly worthless at max.

While I level, what I’ll be working on is noting all the existing articles I’ve written as being MoP-specific, and changing the menus so that the distinction is clearly visible. You’ll still be able to read about MoP stuff, but I’m going to make it easy that come release week, you’ll have to dig a little deeper for it.

I want to take a minute to thank anyone who is reading this post, whether you’ve read anytthing else I’ve written or not. I really love making posts and updating the site and I feel sad going long periods without posting. I don’t want to fill it with pointless posts though because I like to think that anything I post meets a certain minimum standard. So thank you for visiting, returning or thinking about returning, as the case may be. Remember you can subscribe at the top of the page, via email or RSS, and follow me on twitter/twitch. I always invite email (or skype) contact whether you want to ask questions, or just chat peer to peer.

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Apr 20

Warlords of Draenor: Resto Druid Level 100 Talents

Here’s a look at Resto Druid level 100 talents, some notes and finally, a bit about how they stack up. Disagree? Post a comment below.

 

Moment of Clarity Omen of Clarity now lasts 5 sec, instead of 1 cast

This is extremely powerful. Dumping 3 FREE Regrowths over the space of 5 sec is going to be a huge throughput boost. In Tree of Life, when Regrowth is instant, this becomes an even bigger Regrowth spamfest.

 

Germination You can apply two Rejuvenations to the same target.

This is a pretty interesting change. My gut instinct is that it will not be as powerful as Moment of Clarity, but it does allow you to really boost your single-target throughput.

 

Rampant Growth Swiftmend now consumes your own Regrowth or Rejuvenation, but has no cool-down.

Stylistically, I don’t like the change. I don’t think it’s ever going to be worth it to spam Swiftmend at the cost of an additional GCD over the cost of a Rejuv, but it might have situational use if you are heavy on Rejuv use (which I am). I don’t know, it seems like this change is for someone like me and it doesn’t do it for me.

 

Unfortunately, I’m thinking that Moment of Clarity is going to be a pretty clear default. Germination’s true value will depend on what the numbers end up at come release – how SP coefficients, spell costs, mana regen mechanics and the like will combine to change the overall flow of healing, but Moment of Clarity in its current iteration is clearly super powerful. I’m banking on a change before release!

 

Thanks for reading. Don’t forget you can participate in the discussion by posting a comment below. Also, don’t forget to join the mailing list so you don’t miss any posts.

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Apr 20

Warlords of Draenor Resto Druid Alpha Changes

Some of the changes we’re seeing at the moment on the alpha are pretty interesting. I’ve included the summary of Warlords of Draenor resto druid alpha changes below. Whether they may be considered “buffs” or “nerfs” today, with the changes to mana regen mechanics and stat balance, we’re really going to experience a reset of sorts. I’m going to go into more detail on several of these over the coming days.

Mana Cost Reductions

  • Healing Touch (19.5%*Base to 18.5%*Base)
  • Rejuvenation (18%*Base to 17%*Base)
  • Lifebloom (7.7%*Base to 7%*Base)
  • Cenarion Ward (14.8%*Base to 14%*Base).
  • Regrowth (38.5%*Base to 37%*Base)
  • Swiftmend (13%*Base to 12.5%*Base)
  • Tranquility (27%*Base to 25.5%*Base)
  • Wild Growth (17%*Base to 16%*Base)
  • Wild Mushroom (31.5%*Base to 30%*Base)
  • Wild Mushroom: Bloom (38.5%*Base to 37%*Base).

NB: Wild Mushroom & Wild Mushroom: Bloom have previously been free in MoP, so even though it’s been reduced in the alpha, this is a more major change.

Mana reductions will make it slightly easier to manage mana through spell choice alone. Consider also that Innervate won’t just be a free +20% mana every 3 minutes on a single ability, so it is something of a trade off.

 

Mana Cost Increases

Genesis more expensive – 14.5%*Base up to 18%*Base. Genesis is a very powerful ability. At approximately the cost of a Rejuv it is very easy to calculate it’s cost effectiveness on the fly and is still going to be uber powerful.

 

Ability Changes

Innervate has changed to now regen 2.5%*Max every 4 sec for 8 sec on a 2 second cast with no cooldown. This will either be worth 5%*Max or 7.5%*Max over the 8 sec if you don’t heal, depending on if there’s an upfront tick or not. Note that damaging abilities may be cast in this period. This is a really cool change to Innervate and will bring in a whole new dynamic of healing style, especially useful on fights with spiky damage phases. You’ll be able to heal like crazy for short durations, and spend downtime regening mana.

Wild Growth now has a cast time of 1.5 sec, up from instant.

Tranquility has been changed significantly in an effort to reduce the complexity (channel+AoE ticks+HoT effect+smart heal+strength changed by raid size). It is now a simple “Heals all raid members within range every 2 sec for 8 sec”. Overall healing is stated to be approximately the same.

Smart heals (Wild Growth, Tranquility, Efflorescence) will now randomly pick any injured target within range, instead of the most injured target (players still prioritised over pets). Changes to smart heals are explained well in this blue post.

Area healing spells are tuned to be more efficient than single-target spells when healing 3+ targets, and less efficient when they heal 2 or less.

Another of our goals for healing in this expansion is to strike a better balance between single-target and multi-target healing spells. We’ve taken a close look at the mana efficiency of our multi-target heals, and in many cases, we’re reducing their efficiency, usually by reducing the amount they heal. Sometimes, but more rarely, raising their mana cost was a better decision. We want players to use multi-target heals, but they should only be better than their single-target equivalents when they heal more than two players without any overhealing. This way, players will face a meaningful choice between whether to use a single-target heal or a multi-target heal based on the situation.

Efflorescence has been moved to Wild Mushroom from Swiftmend, making Glyph of Efflorescence’s effect the default. This takes what was a mandatory glyph frees up its glyph spot.

Talent Tier 6 has been redesigned to provide a lesser and more balanced bonus to Resto, and provide a dynamic choice for off-role abilities.

 

Glyph Changes

Glyph changes so far are not particularly notable. Below are the ones I pick out as having some impact to resto druids in PvE.

Glyph of Imbued Bark While Barkskin is active, when you are interrupted the resulting school lock has 50% reduced duration
Glyph of Enchanted Bark For 10 sec after activating Barkskin, you are immune to Silence and Interrupt effects
Glyph of the Ninth Life Reduces all damage taken while in Cat Form by 10%.
Glyph of Efflorescence Removed. Glyph effect has been implemented as default.

 

Thanks for reading. Don’t forget you can participate in the discussion by posting a comment below. Also, don’t forget to join the mailing list so you don’t miss any posts.

Permanent link to this article: http://sometimesatree.com/warlords-draenor-resto-druid-alpha-changes/

Apr 19

Resto Druid Spells Removed in WoD

Resto druids seem to have not been affected too brutally by the ability cull, but weren’t left totally unscathed. Below are some of the known Resto druid spells removed in WoD and some comments about their removal.

Innervate (redesigned)

Innervate was removed entirely, but has since been re-added with a changed effect. It is no longer a single ability that gives you 20% of your mana passively. It is now a much more active spell, with no cool-down and a 2 second cast-time. It now regens 5%*Max mana over 8 seconds, the catch being that any Healing spells cast cancel the effect. This makes for an interesting change.

 

Nourish

Nourish was essentially rendered useless in MoP, because of how it scaled with Healing Touch and Regrowth, and Swiftmend being changed to refresh Harmony duration.

 

Symbiosis

This is a really disappointing removal. Blizzard’s reason for dumping it was that it was too complicated and convoluted. I do agree, but would have loved for it to have been reworked. It was exciting to have a spell that was so dynamic as to change depending on which class it was cast on.

 

Swift Rejuvenation

This was a pretty superfluous stat in MoP since 1-second GCD was achieved across the board thanks to haste without any effort whatsoever. Assuming no major change to GCD-reduction via haste in WoD, this was just removed for tidying things up. Biggest impact will be at low levels.

 

Note that 5% is an assume value based on 2.5% every 4 seconds (unfortunately I don’t have alpha access so my information is limited – if you can confirm please contact me). Innervate may have an upfront tick and might be worth 7.5%*Max mana over 8 sec. This seems highly likely (slightly more efficient than the current Innervate over 30 sec, if you spent that 30 sec not casting any healing spells).

 

Thanks for reading. Don’t forget you can participate in the discussion by posting a comment below. Also, don’t forget to join the mailing list so you don’t miss any posts.

Permanent link to this article: http://sometimesatree.com/resto-druid-spells-removed-wod/

Nov 17

Thoughts on the Warlords of Draenor Item Design Changes

Now that the dust has settled on the Warlords of Draenor announcements at Blizzcon, I’ve had time to ponder over some of the Warlords of Draenor item design changes to the game. Below, I’ll present some broad thoughts/concerns I have, particularly related to the changes to item stats and gearing.

Changes to gems/reforging/enchants/affixes/etc

I like the idea of changes to enchants, and I hope that it means that for the gear that can be enchanted we basically get the option to enchant whichever slot is available with whichever slot is possible, like jewel crafting has been in the past.

I’m not totally sold on the changes to jewel crafting, I think it will likely change profession balance. Even though I think profession balance is massively overrated, it’s just so easy to maintain with its current iteration, so why settle for less? I like the concept of affixes though, and gem sockets as affixes is intriguing. I feel as though this is a change I’ll probably grow to like, but I hope Blizzard pays attention to the profession balance concerns.

The changes to reforging have the biggest impact I feel. I agree with the change in principle – it feels really lousy to reforge every piece of gear every time I get a single upgrade, just because I now have a slightly more optimal path to a Haste break-point which allows me to squeeze out and extra +0.05% Mastery. In spite of this lousy feeling though, there is some reward in knowing you’ve just squeezed the most you can out of your stats.

My concern really comes in when you look at class and spec balance. Some classes, especially tanks and DPS, have flat stat weights, eg Crit may always be better than Mastery, which may always be better than Haste. For these classes, along with the removal of stats like hit & expertise, reforging’s disappearance becomes almost a non-issue – getting a piece of gear with a bunch more Crit is clearly an upgrade, and it feels more rewarding for these players. Unfortunately, I play a Resto Druid, which means that if Haste remains as it currently is, I have break-points to achieve, break-points which have a massive impact on my throughput, and exceeding them by any is essentially wasted stats. I feel like I’m destined to get wonderful items that should be an upgrade that I will not be able to equip, because it would mean I drop below a Haste break-point. At the moment, reforging provides a solution to the problem. It might not be the tidiest solution, but it’s a solution nonetheless. It leaves me to wonder if perhaps the change to reforging could have been not to remove it entirely, but rather, give it the enchant treatment, where you would only be able to reforge certain pieces of gear. I perceive a certain degree of imbalance between break-point classes like my own and those classes with flat stat weights.

I realise that some control over hitting break-points will be regained by enchants, but I am not yet convinced that it will feel like a real solution. I’m concerned about a scenario like the following example. The following stats are made up, I don’t know what the squish will bring us to, nor what the stat budgets will be – these were numbers I could easily work with to demonstrate my point:

EXAMPLE: I have this item and am sitting just over the Haste break-point – Say I’m 10 Haste over the break-point.

Currently equipped item:
150 Intellect
90 Spirit
120 Haste
Enchant: +50 Mastery

New item:
165 Intellect
110 spirit
110 Mastery
Enchant: +50 Haste

The new item is a considerable upgrade, because of the greater throughput increase offered by Mastery together with the greater Int and Spirit, but I give up 70 Haste. To get back to the break-point I want to sit at, I have to find two items with a Mastery enchant and change that to Haste. That means I’m giving up 150 Mastery to get 110 Mastery from my new piece of loot, a net loss of 40 Mastery. If that extra Int and Spirit isn’t worth more than the 40 Mastery, then of course it’s not an upgrade, and I’m stuck with the old one.

I should note that there is the possibility that the WoW devs have identified numbers that will scale satisfyingly so that if you are exceeding break-points, it’s by only the smallest of margins. I don’t see evidence of this in the game today, however, if I simply opt to not reforge and try to hit an optimal haste value. Enchants are the X-factor in the upcoming expansion.

Even though I totally agree with the change in principle, the way things are for admittedly only a few classes including my own, I think it has the potential to make things worse. I do hope that Blizzard have something in mind to keep this from becoming an issue. Personally, I feel like getting an item that should be an upgrade that you have to hold in your bags until you replace other gear is a worse feeling than needing to reforge every piece every time you get something. At least, for the price of reforging everything, you are getting an upgrade.

My game design suggestions

I’m throwing out the below ideas as simply a suggestion, off the top of my head. I don’t think these are necessary or even good ideas – they are brainstorming, just a way to throw some ideas out there, because I think it’s simply a matter of the right people recognising a potential issue and overcoming it. The below seem like reasonable ideas to me, but my perspective is Resto-Druid-only, and so I can see how changes like this might not work at the level of all classes. I’d love to hear your thoughts too.

One suggestion to fix the issue of break-point-reliant classes being ill-affected by inability to reforge might be to take the concept of reforging and apply it to enchants. Or put another way, enchants could function similar to the combination (purple/green/orange) gems have in the past. Allow enchants to have a mixture of bonus stats, that allow a more accurate level of fine-tuning.

The other suggestion, though I hate to suggest such a radical change, is to change Haste in some way. One possibility; hots and dots could revert to having their duration reduced and the same amount of ticks are scaled to the smaller duration (meaning no extra ticks, they just happen faster) so that Haste will scale linearly (with perhaps a single soft-cap) as opposed to the all-or-nothing break-point system. Haste’s effect to reducing the cast-time on direct heals might also be considered, but this seems like a clunky fix. I’ll note that while yes, I am talking buffs, that is with the expectation of a nerf in the form of reducing the overpowered-ness of so-called “smart heals”. I expect there is going to be some re-balancing around Wild Growth and Efflorescence, and as a result there is room for a buff like I’m suggesting. This post is not a veiled “Buff Druids!” placard.

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Nov 16

The Resto Druid’s Three Resources

mop_logo This post was originally written during Mists of Pandaria. Its content may be outdated due to changes that come with expansion packs. Please consider this while reading. 

Questions? Feel free to contact me – contact@sometimesatree.com.

 

Mana is the most obvious resource that resto druids have. One important concept in developing your healing is the concept of two other resources – time and attention. I firmly believe that re-conceptualisation of these core components of healing as resources will take you from a good Resto Druid to a great Resto Druid. Many of the examples I am going to mention might be everyday examples you face, but the point is that by facing these examples in the context of managing a resource, you will improve vastly. Why are they resources? Resources require management. The degree to which you are able to manage your resources speaks volumes of your skill as a player, and the better your resource management, the better all-round healer you become. One of the fundamental skills of RTS games like Blizzards Warcraft & Starcraft titles is spending your resources. In RTS games you want to spend all of your minerals and gas as efficiently as possible. The same is true for the Resto Druid’s three resources.

RTS Resources

This SC2 player is banking a lot of resources. You probably won’t see them in the GSL any time soon.

Efficient spending of money means that you will get the most out of the shortest possible time frame. The same concept is true of healing. You have a finite amount of abilities you can cast over the course of a fight. Fight length can be divided by the number of GCDs that can fit inside that timeframe for the absolute maximum, and casting direct heals with cast time greater than a GCD eats reduces it even more. It’s important that you maximise not just your ability to get the most casts in when needed, but also to maximise your “inactivity” – times when you go any length of time without casting anything. This is not the same as the inactivity you’ll see on World of Logs, because HoT ticks make you appear active in your combat log, even though you might go a few seconds without casting. This, it turns out, is almost entirely the reason that time is a resource. Time and mana are closely tied together, and in much the same way, Attention is tied closely with Time.

One caveat I’ll add here is that when I’m talking about fights, I’m generally talking about progression fights, regardless of the level your guild (or pug) may be at. While spending mana is important, there will always be those farm mode fights that your group nails every mechanic for and there frankly isn’t all that much damage to respond to.

Mana as a resource

The most intuitive resource on the list is mana. It’s the one that is in your face – you’re told it’s a resource by the game. Despite it being an obvious resource, it’s extremely difficult to master its management. While spirit is an extremely valuable stat to a healer, it can also a crutch. It’s difficult to determine when you have too much. Furthermore, recognising the need to spend your mana when you have too much spirit can lead you to develop bad habits of spamming. You might think that you are spending your mana superbly, always finishing a fight with less than 10%, but in reality you are over-healing for absurd amounts and/or you’re responding to non-threatening damage with unnecessarily expensive spells.

Steps to managing mana:

  1. Use Innervate as effectively and as often as possible throughout a fight
  2. Utilise cooldowns (including defensive cooldowns like Ironbark and Bark Skin) and procs (like the legendary meta gem)
  3. Maintain Harmony uptime, and pay attention to the ridiculous amount of healing you actually do with Harmony active
  4. Cut out waste – try to overheal as little as possible, and take note of how quickly after you pop a Rejuv on someone they will be topped off by some other healer in your group (it will happen). Also, don’t heal to top meters, especially in healing teams where you don’t share a good amount of chemistry.
  5. Pick when it’s good to pre-hot people as well as when it’s good to not heal at all.
Innervate

Maximum Innervate usage is fundamental to mastering mana management.

I may write about some or all of these in more detail later on, but for now I think it’s something that if you’re made aware of, you can probably set about developing on these things yourself, simply by paying attention to them and thinking about how you might go about effecting a change.

A note on the legendary meta gem:

The meta is a huge mana saver. It procs often. If you have Clearcasting active as well as your meta proc Eminence, then any cast of a direct heal will not consume Clearcasting until after Eminence expires. Therefore if both are active and you spam Regrowths, you would get two free RGs from Eminence and then your third would consume Clearcasting.

Priorities outside of tree form are Wild Growth and Rejuv spam (Genesis is also a good one to squeeze in on the final GCD of the effect if you need it). While in tree form, Wild Growth and Regrowth become your go-to options. It’s definitely worth delaying what you would have done in another situation for the sake of using optimal spells during Eminence where possible. That is, it’s better to cast free RGs in tree form even if it means you pause your LB spam for a while. It’s also better to cast RJ around the raid than to say, use a Swiftmend. The exception is where you would lose Harmony or a stack of LB.

Time as a resource

Time is always on my mind. I begin with a rough idea of how long a fight will last. I give myself an estimate of how many often-as-possible cool-downs I want to squeeze into that time. This gives the encounter a basic shape, or outline if you will. I then fill the space between all of these abilities as needed. For example, during a 7-minute Galakras fight, I would recognise that I want to get a 3rd use of all three-minute cool-downs into a fight, so I can use Tranquility, Innervate and Tree form within the first minute. Now, there’s not that much damage that early in the fight, so maybe I opt to Tranq on non-threatening but raid-wide damage from the adds. I am liberal with my casting and Innervate at 80% mana, knowing that effectively I’m going to top my mana off anyway with the Innervate. I might skip using Tree Form because there simply isn’t a reason to cram both Tranq and Tree Form into a 60 second period. Maybe I pop tree form for the hell of it before I tranq so I can get the absurd throughput buff even though it’s not needed. Regardless of which direction I go, my choice is informed by my understanding of Time as a resource.

Hourglass of Time

Time is also a resource on the micro level. When you see members of your raid take a spike in damage, you need to recognise what the immediate threats are. Should you Rejuv the 5th target who took damage, even though he’s been healed up most of the way in the 4 GCDs you spent on other people? Should you cast Genesis after 3 Rejuvs instead? Should you use the legendary meta proc in the most optimal way, or should you “sacrifice” some of your mana-to-healing ratio’s potential in favour of keeping Harmony up? Often times, you’ll make this decision informed by your knowledge of the fight, and what comes next. If there’s a raid-wide AoE that will do 80% damage to people, you want to get them healed quick. You will likely find you often switch gears from micro-level time management (the immediate threat and how to handle it) to the macro-level (is this cooldown absolutely necessary within the next 3 minutes, and if not, how soon can I get some use from it in that time?)

One other example I want to include of time management is the usage of Tranquility, both with Harmony and across multiple raid-wide damage bursts. There’s usually one or two bosses in every tier that have at least one pulsing or pulse-like AoE. In Siege of Orgrimmar, two that stand out are Galakras and Garrosh. During Garrosh’s intermission phase, while you fight Garrosh he continually casts Annihilate. It’s cast frequently enough that if you can get a full channel of Tranquility off, you’ll probably channel through two to three Annihilates, and the HoT effect will last over one or two more. With good time management, you can take already super powerful abilities like Tranquility and get even stronger results. Harmony is also an important consideration when casting Tranq. I’d suggest you make a habit of casting a direct heal right before you Tranq, to make sure that it will be up for the entire duration of the channel with time to spare to extend Harmony on the other side. Of course, paying good attention to the time remaining on your Harmony buff means you can make good decisions about whether a direct heal is actually needed – Harmony with 15 seconds remaining is plenty of time to finish a channel and cast a direct heal. Time and attention, once again, the two are tied together! Are you seeing how this goes?

Often-as-possible cool-downs:

The cool-downs that you want to use as many times as theoretically possible over a given fight (for some only if you’re spec’ed into them of course) are:

Tranquility, Incarnation: Tree of Life, Nature’s Vigil, Innervate, Ironbark, Bark Skin, mana potion, any throughput-enhancing racial abilities and any on-use trinket or profession abilities.

Attention as a resource

There are two types of attention I’ll cover. First, there’s the in-your-chair kind – your personal attention to the game. This is the sort of thing that your UI is a major contributor for, and I recommend reading my UI guide which was written with precisely this in mind. Second, there’s the in-game type of attention. That is, the decision to focus your healing attention on one player under immediate threat over another, and this is where Attention is connected closely with Time.

In-your-chair:

I already mentioned that your UI is a factor. Having all of the information within your field of vision so that you can remain consciously aware of everything while you focus on heal is a huge help in being able to maintain attention. Other environmental factors play a major part too – do you have a TV going, or are you watching a movie on your second monitor? Are you listening to music while you raid? Is someone else in the room watching you? Then, there’s somatic factors – are you tired for lack of sleep? Have you been seated in your chair staring at a screen for a long period of time (more than an hour?).

South Park WoW

Maybe you can’t kill that which has no life, but you can be more focused and attentive by taking the occasional break.

When you sit still for long periods of time, your brain activity starts to slow down as you enter a resting state, just as when you lay down to sleep for the night but before you actually fall asleep. I am very encouraging of a 10 minute break every hour of game-time for everyone. I seriously get frustrated when we come back from a 10 minute break and people have chosen to sit there chatting in game, not taking advantage of their break. The break can be as important a part of gaming as the actual pressing of keys. I will admit I don’t stick to the 10 minutes break per hour played at most times, but I sure as hell do when I’m raiding, because my ability to pay attention or lack thereof has an impact on my raid group. If I am doing anything where I value my performance, I’ll be taking the full duration of the break.

In-game:

The example I used was picking which of two targets in imminent danger to heal as priority. This is most confronting when both tanks are fluctuating hard and are struggling to survive. In such a scenario, healing assignments are going to be a big help, but assuming you have no direct assignment (as is often the case these days), it can be dicey. In a case like that, I would often Ironbark one tank and then heal the other, trusting others in my healing team as well as the tank themself to maintain alive status. Like time, there are very important factors in managing your attention, such as knowing what is coming next. Your attention target of choice is going to be informed by what the Boss’s next big ability is.

Another important aspect of managing attention is one that comes (or should come) up a lot less often in high end guilds is the choice to abandon attention on a player in strife. This is a strange thing to write about because realistically, it’s more about another player making mistakes, and obviously you want to cut mistakes out from everyone. Still, I’ve raided at just about all levels and I have experienced first hand what it’s like to have a bunch of players die to something silly, and just manage to eek out a kill on a boss because the few who survived managed their attention immaculately. Attention I feel has the greatest depth of all three resources. Total mana for a fight is a set value, as is total time. Attention is different in that you can’t pay 100% attention to 100% of things that will arise.

In addition to attention being about who to heal and who not to heal, attention is also about staying on top of your other resources, as well as boss abilities. It’s also about knowing where you are at with ability cooldowns. If you’re an engineer because Synapse Springs is better than other healing bonuses, you need to make sure you’re using it, or else you’re better with another.

To be an extremely good manager of your attention means to be able to focus your attention on your unit frames, responding to (and predicting) damage in to the raid, to be aware of upcoming boss abilities and existing debuffs, to be aware of the time that a fight will take, to be aware of the status of your cooldowns, and to be aware of your mana.

Conclusion

Sorry it’s such a long post, and I thank you if you made it this far. I’ve presented all three resources in one post because I don’t feel you can work on being really good at just one – you need to improve them all as they do have such a high degree of synergy. The concept to take away from this isn’t that there’s a big long list of things you need to be doing. Most of this you are probably already doing – it’s that by changing the way you view these resources to being something to manage on a broad scale, rather than being one in a huge number of decisions you can make, you will drastically improve in many respects. It will get you closer to healing perfection, it will stop you from going OOM and it will help you be the most efficient healer you can be.

Permanent link to this article: http://sometimesatree.com/resto-druids-three-resources/

Nov 11

Innervate and You

mop_logo This post was originally written during Mists of Pandaria. Its content may be outdated due to changes that come with expansion packs. Please consider this while reading. 

Questions? Feel free to contact me – contact@sometimesatree.com.

 

I’ve begun noticing whenever I look at Skada data and logs of under-performing Resto druids, one very common mistake being made is under-utilisation of Innervate. Innervate is often cast once, late in the fight, when mana is low. It’s understandable that people play that way – in Wrath of the Lich King, you’d be more likely to Innervate some DPS than yourself, mana wasn’t an issue. I remember the frame of mind well, but it’s no longer correct to simply Innervate when you are running low on mana. Over the course of Cataclysm and Mists of Pandaria, mana has become a real thing requiring actual attention from healers. No longer is it simply a pretty blue bar that separates the ranged and healers from the melee and tanks.

Mana today is something that you want to spend. Think of it as a type of money, one that you can’t save to buy your girlfriend an iPad. Unfortunately, all it’s good for is casting spells. So use as much as possible to cast those spells!

If nothing’s broke, why fix it?

You might think you can manage fine as is without Innervating. You don’t *need* the extra mana. The answer to this is pretty simple: You have too much spirit. Spirit that could be reforged/re-gemmed/re-enchanted into mastery. Mastery, in turn, makes your heals much more powerful. So basically, if you’re not managing your mana properly, that means you are sitting on wasted stats. This is very much the sort of thing that is the difference between a really excellent resto druid and a mediocre one.

How frequently should Innervate be cast?

As many times as the fight allows. To get a rough goal, work out how long an encounter may last for, and divide that by 3. 7 minute fight? Innervate 3 times. 11 minute fight? 4 times. 4 minute fight? Twice.

One method I use for maintaining Innervate usage is picking out an early deficit I’ll cast it at – I prefer to Innervate when I’m down to around 80% mana, and I usually regen most or all of it. After that, I’ll use it on cooldown, and I’ll remind myself to check at other deficit marks – 50%, 30%, 20%, etc. The idea is, you don’t want your Innervate to be wasted in the sense that it is regenning mana when you are already at 100%, but you don’t have to be afraid of being back close to full mana 60-90 seconds into a fight. In fact, it’s good practice.

Why should I Innervate so often?

You begin a fight with 300,000 mana. The amount of actual mana available for you to spend is that 300,000, PLUS any mana gained through passive regen (combat regen), PLUS any mana gained through active regen abilities such as Innervate (as well as Hymn of Hope, Mana Tide, etc). On a given fight, you might actually be able to spend somewhere close to 1,000,000 mana. With 12k spirit, Innervate restores 60,000 mana. That’s a lot of spells you could have cast! If you are a once per fight Innervate-r, squeezing out just another 2 is nearly equivalent to half your starting mana pool in extra, usable mana on each fight.

On the subject of spirit, it can be difficult to detect when you have “too much” mana. I find when I do, I get lazy, and so I usually spend all my mana pretty well anyway, but a lot of the time that’s thanks to a not-too-healthy dose of spam. between 12k-14k mana is generally suitable for 5.4. The better you are at your mechanics, the less you need. Beyond 14k I feel is excessive. I run at a little over 10k, but I am generally equipping the Dysmorphic Samophlange of Discontinuity – the epicly named trinket that has a very good spirit proc. I am keen to drop lower but I need some improvement before I feel comfortable doing so.

Permanent link to this article: http://sometimesatree.com/innervate/

Nov 10

BlizzCon Update: Warlords of Draenor Changes

Departing from the flow of more guide- and information-based articles which I’ve been working on recently, this weekend I did what I always do and bought a virtual ticket to watch BlizzCon. I woke up at 4am which was a welcome change from last year’s 3am start time (last time round I stayed up all night to watch rather than get some shuteye and then wake up). Anyway, there’s a lot of announcements, and I’m going to focus on the druid stuff. Here’s a brief rundown of the Warlords of Draenor changes to resto druids, or really, the whole BlizzCon experience, and my thoughts:

  • Garrisons: Sick.
  • Changed raid format: Sick.
  • New character models: Sick.
  • Profession item stack size increasing: Sick.
  • Changes to itemisation, removal of reforging and some stats: Sick.
  • Item squish: Sick.
  • Warcraft movie: SIck.
  • Artosis winning HearthStone Invitational: Sick.
  • JaeDong losing: :'(

Overall, I’m super excited about the expansion and am eagerly awaiting some kind of information about beta release. I didn’t see or hear anything at all about even an estimated beta release, which probably means it’s quite a while off. The more I think about it, the more I think that release is going to be later next year – originally I was optimistic for January/February and then revised my expectation to May/June. I guess we’ll see when the beta drops!

Resto Druid Level 100 Talents

Thanks to the bouses and bousettes at MMO Champion, we know the new level 100 talents for druids, at least in their current iteration. Since they are almost certain to change, I’m not going to get too stuck on the numbers of it all. Check out all the talents here.

Basically, it’s a passive throughput tier, and will have a meaningful impact on healing performance through a buff. I think Blizzard will stick with this kind of tier, if only because I don’t think they’ll have a tier of movement talents as the reward for hitting 100. It has to feel that now you’re a bad ass, you can do more bad ass things. I’m quite certain the abilities themselves will change, probably drastically. The choices are:

 

Touch of Elune

Passive. Omen of Clarity now lasts 5 sec, instead of 1 cast.

 

Will of Malfurion

Passive. Genesis now also extends Rejuvenation by 1 sec after hastening it.

 

Might of Malorne

Passive. Swiftmend now consumes Regrowth or Rejuvenation, but has no cooldown.

 

Touch of Elune seems very powerful. Synergy with Tree Form LB-blanketing is crazy, to the point where it would become impossible to dump all procs. Outside of Tree Form, remarkably good and might mean haste has a use outside of extra ticks again. Probably not though. Still, a strong choice, at this stage it’s a default though, so something must change.

Will of Malfurion is a pretty nice boost, probably meaning an extra 2 ticks on your most recent Genesis’d Rejuvs assuming that it will work how I think it does – that 6 ticks over 3 sec will be increased to 8 ticks over 4 sec (assuming you get 6 ticks of Rejuv, depends on haste). I really like the idea of this talent because it promotes more use of Genesis. Quite powerful but something that is situational. Overall, this feels weaker than the others outside of certain circumstances. On the right fight, it would be great.

Might of Malorne is obviously meant to provide some much needed burst, as well as help the resto druid tank healing role. I think it falls short because the penalty for a more frequently usable cheap heal is actually a fairly high mana consumption rate (when you factor in reapplication of Rejuv), decreased Rejuv throughput thanks to Rejuv being consumed, and it effectively takes 2 GCDs to cast. For the cost, I think I’d rather use Nourish.

More informative posts to come!

Permanent link to this article: http://sometimesatree.com/blizzcon-update-warlords-draenor-changes/

Oct 24

Wild Mushroom: Bloom in patch 5.4

mop_logo This post was originally written during Mists of Pandaria. Its content may be outdated due to changes that come with expansion packs. Please consider this while reading. 

Questions? Feel free to contact me – contact@sometimesatree.com.

 

The Efflorescence-based changes to mushrooms are the big news in patch 5.4, but the changes to Wild Mushroom: Bloom are extremely interesting. The changes have transformed an ability, taking it from irrelevant to very, very relevant. When used properly, Wild Growth: Bloom can be nearly or even as effective as a raid cool-down. All Druids should be Blooming mushrooms regardless of their role in the raid – it has very little cost. Placing a mushroom has no mana cost and will only set you back a global cool-down. It can be pre-placed before a pull. If you use Glyph of Efflorescence like I do, the only real drawback is that your Efflorescence disappears for 3 seconds, until you are able to replace it. The cost of WM: Bloom is another GCD and around 6k mana.

A Description of the Changed Bloom

When you place your single mushroom, it will “charge up” by the amount over-healed by your Rejuvenation. This stacks up to an amount 2 times your total health. So if your raid-buffed HP is 500k, it will add 1 million bonus healing to the baseline effect (which is low to begin with). The Bloom will evenly distribute the amount it heals to all targets within its fairly small radius – on a fight like Sha of Pride, I was hitting all 19 DPS and healers who weren’t dead in LFR. The Bloom cannot crit on its own, but over-healing Rejuv ticks have a chance to proc a crit-effect – 2 times the healing. The crit proc has no expiry, so it could proc on the first overheal and you could bloom it 5 minutes later and it will still crit. I haven’t been able to test out the proc rate (if it’s simply player crit % or something else) but I haven’t had an issue yet with charging it for a long time and the crit-effect not being available.

The mushroom may also be moved around freely, and all charge is maintained. This means that you never need the raid to go back to the mushroom for heals, and you don’t have to put up with poor Efflorescence placement for the sake of a burst. Mushroom placement and Blooming share a 3-second cooldown. The amount of additional healing from the “charging” can be tracked by a buff on the mushroom.

At 500k raid-buffed HP, a fully charged mushroom detonation with crit proc will heal for 2 million health, spread across all targets within range – for 5 targets it’s 400k per person, which is more effective than the Monk raid cooldown ‘Revival’.

Rejuvenation is a notorious over-healer – it lasts for 12 seconds, and it’s rare you’ll be a part of a healing team where the other healers will respect your HoT, and resist the urge to top off that raid member. Where once that sort of rare raid chemistry among healers was desirable, a sort of holy grail if you will, that is no longer necessarily the case. The changes to bloom go a long way to combating the problem that is overhealing.

How to Bloom Effectively

The Bloom might be a massive heal, but with no limit to the diffusion across players, you’ll want to try to limit it in 25-player modes especially to hitting between 5-10 people at a time. This is much easier for 10-man, where you can pretty safely detonate it in the DPS pile to good effect nearly every time. Many procs in this game (like Clearcasting) are usually best used as quickly as possible. The crit-effect of WM: Bloom I feel is an exception to this rule.

You’ll almost always prefer to use it like you would a raid cool-down, giving it plenty of time to charge up and be willing to sit on a fully charged and crit-effect-ready mushroom for a little while until it will be best used.

As a multiplier, the crit-effect proc has a huge impact on WM: Bloom’s power. I suggest you adopt as a rule of thumb not to detonate mushrooms without the crit-effect being active, although it is OK to detonate it before it is fully charged. Get familiar with the pattern of healing – the way number of players in range as well as amount of healing done for time spent charging up.

Finally, I haven’t come up with a way of tracking the Bloom power of the mushroom yet, because the buff with that info is on the mushroom itself rather than the player. A numerical indicator somewhere would be fantastic and if that functionality isn’t achievable with an existing add-on, maybe it’s time that changed.

 

Permanent link to this article: http://sometimesatree.com/wild-mushroom-bloom-patch-5-4/

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