Showing posts with label spell choice. Show all posts
Showing posts with label spell choice. Show all posts

Monday, April 2, 2012

Dpsing on easy content

I've long been a fan of letting healers and tanks switch to dpsing when they are going through easy content. Easy content is a fact of life for playing Warcraft, whether it be because you are working through a raid to get to your progression boss, or because you are running in dungeon finder and raid finder to farm tokens. For dps, they can still have some fun by trying to juke their dps numbers ever higher. For tanking and healing, you just don't have anything to do.

Blizzard seems to be thinking about this for tanks. Here is how they explain the way protection warriors can expend rage in Pandaria:
One of the changes for old time Prot warriors is getting used to not spamming Heroic Strike. Think of HS (and Cleave) as an alternative to Shield Block for times when you don't need to worry about blocking, such as when you are soloing, off-tanking or doing easy content. If you use too many Heroic Strikes, you won't have rage for Shield Block as well. Your other attacks, Devastate, Revenge, Shield Slam and Thunder Clap, should fill in most of the holes in your rotation and should be sufficient for holding threat without HS spam.

Sounds juicy. Will they do something similar for healers, too?

Monday, April 25, 2011

Bouridon on managing mana

Bouridon has a great post up on choosing spells and abilities so as to use mana efficiently. It's well worth a read.

One thing that I'd quibble with is that I haven't see the value of passive regen going away when you get full epic gear.
None of the following will really matter if you don’t have an adequate amount of spirit for passive combat mana regeneration. While you may have to stack some spirit at lower gear levels (346ish iLvl), once you start getting some purple pixels this will become less important as your gear will provide more than enough.

What is happening with the Straw Hat Pirates is that as we get more gear, I don't have regen issues on the on-farm bosses, but we immediately go to work on more difficult bosses where there's a lot of healing. On progression bosses, I still find mana to be a significant concern.

I frequently run into druids who think of regen as something to get enough of and then you stop. This point of view is only helpful if you have a set number of raid bosses you will ever attempt and then stop. For the most part, I don't think it's very helpful to optimize for on-farm bosses. In theory, you can optimize for repeatability, but once you start out-gearing an encounter it's going to be pretty repeatable no matter what you do.

Given the small percentage of guilds that have Sinestra down, there are precious few of us who are likely to hit the end of progression before the next raiding tier comes out.

Friday, March 4, 2011

More tranquillity, and an incoming damage-reduction ability

It looks like in 4.1, tranquility will be on a three-minute cooldown for restoration druids. Compared to the current eight-minute cooldown, this means it can be cast twice in a typical boss fight instead of once.

This strikes me as a gigantic buff for restoration druids. Now that tranquillity works raid-wide in Cataclysm, it's an emergency heal that can stabilise an entire raid. Ponder that a moment: a single healer, casting a single spell, can restore an achy almost-dead raid to being highly viable. As a bonus, the healing is a hot, so once your cast falls off you have several seconds to get regular hots up before the tranquillity hots fall off.

It's an amazing spell. Some effects can be trivialised if you have a druid available to cast tranquillity during it. If the effect happens twice, and you have two druids, then your raid doesn't have to be that smart to handle it. More frequently right now, tranquillity is an oh-dear button, if some players get out of range, or a healer gets silenced in some way, you can use tranquillity to get the raid over the hump.

Now that it will be on a three-minute cooldown, we can more frequently make plans to use it instead of saving it for emergencies. We can, for example, alternate shifting to tree form and casting tranquillity to have a big cooldown every minute and a half.

It sounds like we have another large buff, coming, too. I missed it earlier, but apparently the Blizzard designers want all healers to have a damage-reduction cooldown available.


Personally, I hope they don't make it a separate spell. I feel pretty good about how restoration druids work in Cataclysm, and I don't get excited at all by the idea of homogenizing the healing classes. To the extent Blizzard wants to work on druids' abilities to protect against incoming damage, I'd rather they focussed on our HOTs than on adding yet another ability on a cooldown.

A simple approach they could use is to let us cast barkskin on other players. Barkskin isn't as huge of a damage reduction as other healers get, but it's not shabby. Perhaps ours could have a shorter cooldown to compensate.

Another simple approach would be to increase the HOT portion of regrowth and increase the mana cost proportionally. Before a damage spike, we could add regrowth to the stack of pre-HOTs on the player.

A more fun approach would be to redesign living seed as our damage reduction. Right now, it's not something players consciously worry about, and its behavior is much like having an increased crit effect on our heals. One way they could make it work for damage reduction is to have the living seed grow first on the casting druid. Then, only when we cast regrowth on someone, does the living seed transfer to them and activate. Between damage spikes, the seed would grow and grow. When the spike finally comes, we'd toss on regrowth plus a sizeable living seed.

We'll see. I wouldn't be surprised if they simply add yet another spell to the mix, though I hope they can come up with something that keeps our spell count down.

Monday, February 28, 2011

RestoDude asks why it might be the right thing for a healer to let someone die:
Tanks and healers are in general top priority, you could do with a dps less but losing a tank makes most fights impossible and losing a healer puts more stress on the other healer(s) still alive, which then could force them to let people die because of the damage being to high for them to handle.

It's an interesting question in a lot of ways.

In practice, I find that my healing algorithm is to focus on the tank and then handle the raid when I have a moment. Thus it's usually not all that conscious of a call to let a dps die. If the tank is below 50%, the tank is getting my next heal, and there's nothing to think about. I only make an exception for wild growth, which is so powerful you've just got to hit it on cooldown if you've got an opportunity to use it.

A related question is when do you battle rez someone? I run into this question all the time in raids if a dps dies early on. If I rez them, then we'll have a lot more dps, but I'll waste the fight's only battle rez. (I mostly run in 10-mans). Maybe we'll have an emergency later on? Deciding when and who to battle rez is often a more concious and interesting choice.

Most of the time, I won't battle rez a dpser. However, if the enrage timer matters for us, I'll do it. If that dpser was performing some vital role and not just nuking the boss, I'll do it. Also, counter-intuitively, I'll also battle rez dps if the content doesn't seem that challenging. In such cases, I figure we don't need the battle rez for the purposes of defeating the content, and it's more of a social issue of whether to leave a fellow player laying on the floor or not.

Saturday, January 15, 2011

Always be casting?

At current gear levels, the best rotations for maximum sustainable throughput are a little counter-intuitive. The maxim "always be casting" does not hold for us right now!

To see why, start by looking at some heal-per-minute (HPM) estimates from the invaluable TreeCalcs spreadsheet on Elitist Jerks.
  • Lifebloom: 18.94 (assuming a rolling 3-stack)
  • Swiftmend: 9.94
  • Wild growth: 9.67
  • Rejuv: 5.53
  • HT: 4.96
  • Nourish: 4.92
  • Regrowth: 2.11
The exact values will vary depending on gear, raid buffs, and boss debuffs, but these give a rough idea. Also, these values will change in patch 4.0.6. Rejuvenate will get much cheaper, thus having a much higher HPM. Wild growth will do 30% more healing, which means 30% higher HPM. The 4.0.6 changes only further emphasize what I describe below.

These values assume that there is no overhealing. For progression content, if you can afford to let people drop to 80-90% before healing them, then this is pretty realistic. The main exception is that lifebloom on the tank will probably do a lot of overhealing, but you really need to keep that lifebloom stack rolling no matter what. If you let it drop, you don't just lose the healing from it, but also the mana regeneration.

Other things equal, you want to cast high HPM spells. At the top of the list, keep lifebloom up and cast wild growth and swiftmend whenever they are off cooldown. At the bottom of the HPM list is regrowth. Regrowth is just abysmal for sustainable throughput, so save it for emergencies or for omen of clarity. Overall, the extremes of the HPM list give us the usual conventional wisdom for sustainable throughput.

The spells in the middle are more interesting. They all have roughly the same HPM. Nourish and healing touch are nearly identical, and rejuvenate is a little bit higher. This similarity in HPM leads to a counterintuitive result: for sustained throughput, it doesn't matter very much which of these three spells you use! The only thing to be aware of is that if you cast the mana-heavy ones, you need to cast them less frequently. Thus, the more you cast rejuvenate and healing touch, the more dead time you need to sit still and let your mana regenerate.

If you are tank healing, then the thing to do is keep rejuvenate up and then cast healing touch every once in a while. How often you should cast healing touch depends on how much mana regen you have. This is a counterintuitive approach, because most druid bloggers recommend constantly spamming nourish and then casting an occasional healing touch whenever you can. However, I don't see the advantage of doing so. You do just as much healing and use just as much mana, but by casting healing touch you are able to move around between casts.

If you are raid healing, then matters are simpler: just cast rejuvenate. Rejuvenate has better HPM than any other option, and it's an instant cast, so nourish and healing touch have literally no advantage. The only time you'd want to cast something other than rejuvenate on the raid is if you need to heal someone that already has rejuvenate on them. All these rejuvenates are expensive, but like with tank healing, simply insert enough dead time that your mana doesn't drain too fast.

Both rotations have a lot of dead time in them where you just sit there twiddling your thumbs and watching the pretty graphics. How much dead time is enough? It's a matter of theorycrafting, and I don't know. As a rough ball park, though, I believe it should be substantial, something like 40% of the time. Instead of nourish spam, which you can do indefinitely, you cast spells that are roughly twice as expensive, roughly half as often.

I know this dead time is counterintuitive. Dps casters must Always Be Casting to get their highest dps, but that's only true when they are in a position of never running out of mana. Also, all the blogging restoration druids are recommending never-ending nourish spam whenever your mana is tight. Perhaps their intuition is that nourish is "free", because while you cast it you regenerate enough mana to cover the cost. However, you still have to pay the cost of the spell. If you instead don't cast, for the same amount of time, you get to cast rejuvenate or healing touch sooner, and this makes up for the lost healing from nourish.

If Blizzard wanted to change this situation, they could make nourish do much more healing and thus have better HPM than healing touch and rejuvenate. Then what we'd cast nourish as much as possible and only use the more expensive spells because we become GCD locked. However, honestly, I kinda like the idea of having some free time to think and move around. It's a nice change of pace. It makes healing more deliberate and less spammy.

Sunday, January 9, 2011

Druid love in 4.0.6

The 4.0.6 patch notes are out, and druids are getting a lot of little improvements.

The Mount Up guild achievement works in flight form. Yay! This achievement is much better for druids now. I hardly ever use a mount other than flight form, and now this achievement works for it.

For restoration druids, the most interesting change is that nourish is now very fast if you have at least three rejuvenates up, and rejuvenate takes much less mana now. Lissanna has some good discussion of the issues. This means that when raid healing, you can sprinkle around rejuvenation just like in Wrath, but unlike in Wrath, you can use nourish instead of regrowth as a top-up spell. Additionally, when you have mana problems and have to cast fewer rejuvenates, your hps won't drop as much as much as it does right now. All in all an interesting change; it leaves maximum throughput exactly the same, but it significantly increases sustainable throughput.

Among other tweaks to moonkin, wild mushrooms are improved. However, it's still not clear anyone will use them. Gray Matter writes:
It's fair to say that Wild Mushroom has been a flop in Cataclysm so far. They are difficult to place. It's difficult to make them affective given their very small radius. Overall they just weren't worth the effort. I've tried to use them in several fights but in most cases they were a waste. The question is will these changes cause people to use them?
For my part, I don't think it's worth bothering making wild mushrooms do more raw damage, or damage to more targets. They will either do more than hurricane and starfall, or less, and whichever one does more is the one that will be used for aoeing. Instead, focus on what's interesting about them: they can be targeted during quiet periods of the fight, and they can trigger fungal growth, an aoe debuff. The former strikes me as hard to make an interesting feature, so I'd focus on the latter.

Jacemora figures that melee stat priorities might be changing:
My only problem with the changes is that we are coming into content that supposedly is melee unfriendly according to Paragon who is on the edge of raiding progression… So I see this as a nerf because I have a feeling to be viable we have to run out of the action a lot. Even without that info I have this strange feeling they hid a nerf in there somewhere. My guess from these changes is that Mastery value just fell some… maybe haste too. I am thinking (without any math) that after agility, Crit might be the more attractive stat now… but probably not. It does however look to make our DPS more weapon dependent now though doesn’t it… bah, I suppose that has been the case for a while now anyway ever since the fixed our poor scaling in BC.

Thursday, January 6, 2011

Blizzard buffs AOE healing... sorta

I just read, via Rank 4 Healing Touch, that Blizzard is improving resto druid's ability to AOE heal:
Nature’s Bounty no longer affects Swiftmend, but now has a new effect. When the druid has Rejuvenation on 3 or more targets, the cast time of Nourish is reduced by 10/20/30%.

This is a great mechanic. When there's raid-wide damage to heal up, and we have to do it in a hurry, what we will do now is cast a few rejuvenates and then a lot of nourishes. As our mana gets more plentiful, we'll cast fewer nourishes and more rejuvenates, except for situations where rejuvenate is too slow. I'm not clear how often rejuvenate will be too slow, however. In Wrath, rejuvenate was plenty fast for just about everything except Infest.

Note that this doesn't entirely answer the challenge Xaar raised, tohugh, which is a little disappointing. Xaar claims that our heal-per-cast-time of rejuvenate is significantly less than that of the similar fast-raid-spam spells that other healers cast. His combat logs show him getting about 17k whereas other healers get well above 20k per cast.

Xaar's objection doesn't matter much for T11 content, because we will run out of mana anyway if we chain cast rejuvenate. It suggests, however, that we might come off as feeble in later content when mana is more plentiful.

Wednesday, January 5, 2011

AOE Healing Woes

A number of bloggers are complaining that Restoration druids have no emergency AOE abilities.

Kae at Dreambound writes:
AoE Healing?
...is no longer our forte. Wild Growth has a monstrous cooldown, and Tranquility's is even longer. Swiftmend has a cooldown for its use and subsequent green puddle of aoe healing, but the puddle itself is insufficient for healing more than a sliver of health at current gear levels.

Lissanna writes:
The reason R4HT and Xaar are concerned is really because we have NO tools to deal with the spiky large burst AOE that is happening in Heroic-level raid encounters (which is a problem that only druids in guilds like Paragon are having to deal with now, but unless Blizzard does something, this is going to become a bigger problem with time).

Rank 4 Healing Touch writes:
So by now it’s no secret about Xaar’s (of Paragon) post on the Warcraft forums. In his post he calls out some rather serious issues with restoration druids at the higher end of this current tier of content. As of right now, due to poor scaling with gear and lack of burst AoE healing druids have fallen pretty low on their healer priority list for heroic content.

It's now the common lore among resto Druid bloggers, right up there with haste having a cap and the new Tree of Life being a travesty.

The discussion is a little odd to me, though. We have just as good of tools for dealing with raid-wide damage as we did in Wrath. What's different now is that rejuvenation has been doubly nerfed: it takes far more mana, and it doesn't last as long. Rejuvenation is mana expensive, but what exactly do you expect if you want to heal everyone, a lot, and quickly?

If you look ahead to later tiers of gear--or back to 4.0.1 in Northrend content--mana will be plentiful and we will be able to chain cast rejuvenation whenever there's massive raid damage. Meanwhile, we will still use rejuvenation, but we'll have to cut back on it in one way or another. Either we can't chain cast it, or we'll have to have responsibility over just part of the raid rather than the whole raid, or we'll have to alternate between times of furious chain casting and then times of sitting back and letting mana regen.

I haven't raided any yet, but I've done about all the heroics. So far, there aren't that many cases where there is massive, unavoidable damage to the whole party. In such cases, I tend to spam rejuvenation and then try to hold off after the emergency to regain mana. It works fine so far. Perhaps raids are different, but we'll see. In a raid, there are more people to heal, and the fights last about twice as long, but there are also more healers.

Overall, you look at these problems differently if you take the point of view of sustained throughput. The question is not whether you use rejuvenation or not, but how often you can insert a rejuv without going out of mana, and then whether or not you can keep up with the damage by doing so.

Personally, I haven't raided yet, but I must say the balance is pretty good for heroics. Lots of fights are a real mana drain, but if everyone executes well then I can keep them healed. That said, if any change is to be made, I'd rather it not go toward buffing wild growth. Wild growth just isn't much fun: you just press your "heal the world" button every ten seconds. I'd rather they added the healing mushrooms that Lissanna describes, or that they add a mini-rejuvenate that was low mana and low healing.

Monday, November 29, 2010

Thorns: back to wimpy

I was pretty excited with how hard Thorns hits in 4.0.1. I just noticed that now it is back down to wimpy:
In addition, Thorns damage has been reduced by 60%.
60%! The nerfbats hit harder in Cataclysm.

Lissanna on Eclipse

You get Eclipse now at level 10, so people leveling a moonkin need to learn how to use it. Lissanna of Restokin has posted a good guide on how to use Eclipse.

Just one thing, though:
At very low levels, things should die quickly with mostly spamming wrath and starfire (based on where you are in the Eclipse rotation). So, DOTs largely become optional at the lowest levels.
Yes, but without moonfire, then your moonkin does make BOOOM sounds! What's more important, leveling, or booming?

Saturday, October 30, 2010

Which direct healing spells on hard fights?

The common wisdom so far is that in 4.0, druids should mainly use regrowth for direct heals, even on targets that already have a regrowth hot. This makes our healing very similar to 3.x except that we use regrowth instead of nourish.

Meanwhile, the Blizzard is trying to change healing more fundamentally. We have mana problems now. We have three direct heals to heal from: small, medium, and large. Nourish, Regrowth, and Healing Touch. The small one is mana efficient, and the medium one is fast, and the big one is efficient but very slow. They all have tradeoffs, so Blizzard hopes we'll be choosing among them.

On fights that aren't demanding, the new conventional wisdom is the way to go. On less demanding fights, you have plenty of mana, and the healing isn't difficult. Just heal like you used to except use regrowth instead of nourish. Do use Thorns. Further, if it gets really boring, remember that you can throw out some dps spells and crowd control now without losing our healing buffs.

I've recently raided on fights that are a bit harder, at least for our group, and the story is a little different. Specifically, we did Algalon (yes, the old Ulduar boss!), and heroic Blood Queen. I'd like to share a few notes about that.

First, on Blood Queen, I had mana problems. I've reforged all my spirit to mastery, under the theory that on fights that are hard, it's usually tank death that is the biggest risk of wiping, not raid member death. Still, my in-combat regen is around 550-600 mp5. It's not enough for the most mana-intensive fights, so I had to tone back on the regrowths and rejuvenates a little. People with a wild growth didn't get a rejuv on top of it, for example. On Algalon, to contrast, mana wasn't as big of a deal. Dps in T10 gear is overkill for this fight, so the fight doesn't really last long enough for mana to be a big issue.

Second, I think healing touch would have been useful on both fights, had I been a pure tank healer. The tanks were taking high damage (something that should change in Cataclysm), but not so high that they would die in three seconds even fully hotted. So if I were in a 25 man and assigned to tank heal, healing touch would have been great. I'd keep up all hots, and cast healing touch as a filler. In a 10 man, though, healing roles aren't as sharply defined. The cast time of healing touch is an eternity if you see a dpser drop below 50%. Thus I mostly used regrowth even on Blood Queen. All I can say is, remember to hit innervate early rather than waiting until you really need it. You want to be hitting innervate early and then at every cooldown.

Third, I really wanted to save swiftmend for the tanks. I'm having a fun time with efflorescence, and on most fights I'm wasting swiftmend so as to place an efflorescence circle somewhere convenient. On both of these harder fights, though, I found that the tanks occasionally dipped below 50%. Swiftmend was much better used for those situations. I would have rather dropped efflorescence in the raid somewhere, typically the melee, but putting it on the tanks is a good second-best.

Finally, our cooldowns add an extra dimension to the play. Tree of life and tranquility are both good things to pop when things get nuts, and it's fun to plan ahead for when that might be. On Blood Queen, the time to use them is after she fears everyone and starts throwing blood bolts. I use tranquility on the first round, and our raid is practically invulnerable. I use tree of life on the second one, and berzerko tree's instant regrowth and improved wild growth really help keep everyone up.

Sunday, October 24, 2010

Thorns hits hard

Thorns has been changed in 4.0, and it now hits HARD. In 3.x, you cast thorns on the tanks before a fight when everyone is buffing up, and then forgot about it. It was also useful in Culling of Stratholme, where you can cast it on the dps and healers and make the wandering zombies much of a nuisance. Honestly, though, it wasn't that important. It would typically add a few percent damage to the tank's damage only, and the tank's damage wasn't that big of a deal. I didn't always bother to cast it, and only once a month or so did a tank actually remind me when I forgot.

It's completely different in 4.0. Now thorns is of short duration and is on a cooldown. If you want to keep it up, you have to keep recasting it. In exchange for needing such active maintenance, though, it now does gigantic damage output! In 5-mans, I am seeing it provide 20-35% of the tank's overall output, and typically it is the highest individual ability in a damage breakdown. I've also tried it in soloing, and I've frequently seen it do more than 50% of my output, even on fights where starfall and treants were available. Consider that carefully: it does more damage than hurricane, but you don't get locked into channeling.

In short, cast thorns. Cast it early in the fight to give the tanks some initial threat, and then cast it again whenever you can spare the GCD. Furthermore, the Glyph of Thorns is quite helpful, if you don't know what other major glyph to take. I'm using it on both resto and moonkin specs right now.

Now that the spell is so much more useful, I have two questions about it?
  1. What happens if multiple druids cast thorns on the same tank? Will they both take effect, or just one of them? I'm guessing just one, but a tree can dream.
  2. Will Skada, World of Logs, and other log parsers ever account the damage back to the druid? Currently you contribute a lot of dps to insert invocations of thorns, but the meters don't give you credit for it.