Showing posts with label healing. Show all posts
Showing posts with label healing. Show all posts

Friday, May 8, 2009

Mana regeneration and healing post 3.1

The great mana regeneration nerf of 3.1 was supposed to make mana conservation an issue again. I haven't really seen that though. The only changes I have made to my healing is weaving Nourish into the mix and letting my lifeblooms bloom and I finish Ulduar boss fights with 75% or more mana. Apparently, I am not the only one that has noticed it. Yesterday, Ghostcrawler said:

To be honest, despite all of the nerfs, mana regeneration still doesn't seem to be an issue for healers in Ulduar. You can often still afford to cast your largest heals and not care about overhealing because the risk of people dying feels like a far greater risk than running out of mana.

We're not sure that will lead to us making any additional nerfs at this time (and Replenishment would probably be the target if we needed to.) So far we're really happy with how the various fights in Ulduar feel. There are very intense moments (like Frozen Blows) but there are breaks as well (in between Mimiron phases for example). Many of the fights are dynamic -- you heal in one fashion at times (say MT healing) and then another fashion at other times (say raid healing during add moment or big AE spells). There aren't too many times where you're just spamming your spells every cooldown or GCD, and when it happens it's not necessarily for too long.

That said, we think we can still make healing more interesting. :)


Honestly, I think he is right. They can make healing more interesting. But isn't it stressful enough as it is? We are using every GCD available to us and people are still dying. Miss a taunt on Auriaya and your tank gets insta-gibbed, no matter how many HoTs he has ticking on him. Tympanic Tantrum ties my guts up in knots! And don't even get me started on Mimiron!

Another thing I have noticed in 3.1 is how much less significant HoTs have become. Or at least, that's how it feels to me. Our HoTs have always been overwritten to a certain extent, but they don't hardly tick any more. Things may be slightly different when we manage to get a 4-piece T8, I suppose and have that little extra buffer to play with.

Has anyone else noticed this, or am I imagining things?

Monday, April 27, 2009

Finding a new identity

That's what it feels like. I am still a druid. I am still a restoration druid. But I don't have a feel for how to play any more. I feel like a fumbling, bumbling idiot...

My usual Sunday/Monday 10-man group went to Ulduar yesterday. I used Rejuventation as my go-to heal while stacking all different HoTs on the tanks. Then using Nourish to keep them at max health. Pretty standard stuff. But looking at the WWS reports after the raid, I saw that my HPS took a massive hit from pre-3.1 numbers. And it's not all about Lifebloom. I just can't put my finger on what the problem is.

I was responsible for rooting the adds during the Ignis fight so I missed a lot of heals while we learned that fight. But I felt like my HoTs tick too slowly to make a difference and my direct heals were very sad by comparison to either our shaman or our paladin and I don't think either are geared as well as I am.

I wish I knew what I was doing wrong. I think of myself as relatively skilled and knowledgeable about the game and especially about my class. Last night was rather sobering. Perhaps I'm not as good as I thought I was and I was just coasting on an overpowered healing class.

Thursday, March 26, 2009

Tunnel Vision

Contrary to what some dpsers or tanks may think, healing is not easy. Most of the healing classes have several tools at their disposal to help them heal effectively. Syll, over at rollinghots.com recently wrote and excellent series of blog posts summarizing the healing tools and healing styles available to holy priests, discipline priests, restoration shaman and holy paladins. Those posts talk about how different we are. This post is going to touch on one of the major problems I have while healing. From my conversations with other healers, druids and otherwise, I gather that it is a more or less common issue for all of us. Tunnel vision. When you are locked into healing, you focus on a small part of your UI: the health bars of the raid, 5-man heroic group whatever. As time goes on, my field of vision grows smaller and smaller until all I can see are those little green (woe be upon us if they start turning orange or red) bars. This is all well and good in fights like patchwerk where movement is unnecessary. But there are bosses in the game that punish us for that.

For example, Sartharion with one or more drakes up harkens back to the more traditional "don't stand in stuff" raiding mentality. There is so much going on: void zones, flame waves, whelps, blazes. And each one requires a different action from the healers.

We were doing Sarth+2D a couple of weeks ago. I kept dying. Mostly it was only peripherally my fault: I had to catch up with a tank who was avoiding a falme wave so I ran through said wave or I had too many whelps on me because I didn't stand close enough to the tank's Death and Decay when they spawned; things like that. A handful of times though I died (and consequently wiped the raid - there is VERY little room for error Sarth+2D or +3D) because of stupid errors: I stood in a void zone, I was hit by a flame wave, I even wandered into Sartharion's breath weapon once. All that because of tunnel vision.

Since then, I have tweaked my UI to offer me a more focused view of the important parts of the raid area. My healing bars have moved closer to the center of the screen, my keybindings for things like barkskin and bear form have moved closer to where my left hand normally lies on the keyboard.

Last night we did Sarth+2D again. I did much better. We are still not quite there. Our healing is not quite enough to cope with an enraged Sartharion AND a drake up AND whelps AND blazes. Even with Ritavu and myself both cross-healing on both tanks, it was still not enough.

So what are the strategies some of the rest of you use to minimize the effects of tunnel vision? I can use all the help I can get...

Thursday, March 12, 2009

Living Seed: Should I spec into it?

Given the changes coming in patch 3.1 and the increase in the value of critical heals for restoration druids, I thought it might be time to talk about this little talent buried deep down in the restoration tree.

As you can see, it takes 35 talent points in the restoration tree to open up the possibility of putting any points into Living Seed. That's a fairly sizable investment of points and indicates a dedication of the character to healing virtually full time. So, like so many others on this blog, this is a post dedicated to restoration druids.

In the last few weeks, I have read a couple of druid bloggers that have mentioned it and debated its merits and flaws. One supported it and one decided it was not worth their time. Unfortunately, I don't remember where I found those opinions. If someone can point me back to them, please let me know as I would really like to link to them in this post.

What follows is a rough analysis of how I feel about Living Seed. During an average raid of Naxxramas, Living Seed generally accounts for between 0.7% and 1.4% of my total healing done.

The stats above came from our latest foray into the Dread Citadel and include all the boss fights for the plague, construct and death knight wings. As you can see, Living seed is responsible for almost exactly 1% of the healing I did on that fight. This much is obvious to the casual observer.

Another thing that is important to note is how low overhealing is for Living Seed. Only 6% of the total healing by it was lost to overhealing. This is important because the heal is actually triggered by damage. So, if it is ticking on a character and they take damage, some (or all) of that damage is immediately restored.

Digging down into the numbers, we can see that it came into play twenty-six times and healed for an average of 1,879 with a maximum of 2,839. The interesting thing comes when comparing that to the number of crits that I had over the same time span. Regrowth crit 58 times for an average of 7,402 while Swiftmend crit 3 times for an average of 11,268. Nourish never crit and I didn't use Healing Touch.

Wait a minute... I crit sixty-one times on heals that qualify for Living Seed and only saw twenty six instances of Living Seed actually healing someone? Yes. And it makes sense if we think about it for a moment. The buff gained by the target when one of our healing spells crits on them lasts only fifteen seconds. If they do not take any damage in those fifteen seconds, the buff fades and the potential healing is lost. Still, only 42% of potential healing happened. Is this good? Well, your mileage may vary. On the particular run we are discussing, I was mostly assigned to raid healing. A druid principally assigned to heal tanks would have a much higher percentage of their crits converted into efficacious Seeds.

Another thing to notice is that the size of the Living Seed heals does not seem to jive with the size of the crits. An average Swiftmend of 11,268 would account for a Living Seed of 3,380. But the data shows that the largest heal I got from a living seed is 2,839. Why is that? It's not overhealing. That would have been reported as such. Well, one of the hidden aspects of the talent is that Living Seed only gets 30% of the amount of the heal that lands and nothing to account for overhealing. Frankly, I think this is unfair, as many crit heals are going to be partially overhealing anyway.

And then I noticed a little note, hidden deep inside the 3.1 patch notes:

So, this problem will no longer rear its ugly head once patch 3.1 goes live. Good!

What does all this mean to us restoration druids? I can't answer that. It depends on individual playstyles and individual conceptions of druid healing. Here is what it tells me: Living Seed is currently a marginal choice for three talent points. When patch 3.1 goes live, it will become slightly stronger, slightly more useful, especially to tank healers, a little less so to raid healers. Crititcal strike rating is still not going to be something that a restoration druid will want to stack, just an incidental marginal benefit from the gear that we choose to get our mainstays: spirit, spell power and mana per 5. Averna had an exceptional post on her blog comparing haste to crit and their value to resto druids. You can find that here.

So what do you all think? Is Living Seed worth it? Why? Why not?

Tuesday, March 10, 2009

The great Lifebloom nerf of 3.1

Please take this post with a grain of salt. I think I may be overanalyzing things that may or may not translate into the live realms.

So what are we supposed to do? How are we supposed to heal? Tell us Blizz! Every time we think we have it figured out you turn us on our noses and tell us we are doing it wrong.

Single stacks of Lifebloom were a PvP tool. The one that made the resto druid the most feared creature in pre-wrath arenas. No matter what you did, that bloom was going to heal your target and there was nothing you could do about it, short of bursting him/her down or switching to another target.

Triple stacks were the purview of tree druids in PvE. Stack them on the tank and keep them rolling. Do not let them bloom. Do not collect $200. It provided a good amount of HPS (healing per second) and an amazing amount of HPM (healing per mana) giving us both throughput and efficiency. when WotLK hit and we all levelled our healers to 80, we found that higher ranks of lifebloom were not quite as efficient, but still provided both benefits they had enjoyed before. Coupled with a newly useful Regrowth and a recently nerfed, but still useful Wild Growth we learned to respond to burst damage and group damage in raids as well as only bufferring against it.

Enter the great lifebloom nerf of 3.1, stage left. Suddenly, our most efficient heal becomes our least efficient one. Suddenly, the dreaded bloom - the very thing we conditioned ourselves to avoid at all costs - becomes another tool in an already complex arsenal of healing tools. Suddenly, lifebloom in PvP gains a new life and becomes three times more powerful, at the significant cost of its efficiency.

So, I ask again: how are we supposed to heal? Obviously, the Blizzard game developers have something in mind for the druid. But what is it? We are no longer the rolling tank healer that we used to be. The 6-second cooldown on Wild Growth suggests we aren't supposed to be a full-time AoE raid healer. Rejuvenation ticks way too slowly to be an effective response to damage with any kind of burst potential, but can be used, in conjunction with other HoTs as the buffer it has always been thought of. Unglyphed Healing Touch is too slow and too expensive to use continuously and Nourish without a 4-pice Tier 7 set bonus is mediocre both in throughput and efficiency, as Phaele showed in her excellent breakdown a few months ago.

The answer, I think, lies in a combination of all the spells we currently have access to. Will we be the powerhouses of old? No, probably not. We can, if we so choose, continue to roll lifeblooms on tanks, but will face the prospect of spending the second half of any boss fight staring at an empty mana bar. No. Stacking lifebloom will no longer be the answer. Throw single lifebloom stacks around in the raid in a sort of fire-and-forget manner may be more forgiving since their ultimate blooms (whether they heal or overheal) will restore a portion of our mana.

I think the ultimate winners from this nerf will be restoration druids that heavily favor PvP. Their healing is going to see a jump in an arena where efficiency, though still important, takes a back seat to throughput. For the rest of us, Lifebloom in conjunction with a newly crit-friendly Nourish and Rejuvenation, as well as the occasional Regrowth, will characterize our new reactive style of healing and contrast sharply with the proactive approach we were always known for. Time will tell.

Monday, December 15, 2008

Loken is toast!

I owed him. Last time I went to heroic Halls of Lightning the bastard made me look bad. But revenge, as they say, is a dish best savored cold.

Lets get a bit of background on this. As far as lore goes, Loken is one of the titans (i.e. creators of all the world) and leader of the Iron Dwarves in Northrend. At some point, he bacame disillusioned with the pantheon and was swayed by Yogg-Saron, one of the old gods. He is a big part of the troubles that have brewed in Storm Peaks and one of the reasons the earth giants there (Vanir, also known as Sons of Hodir) are at war with the Storm Giants (Aesir

In game terms, he is the last boss in Halls of Lightning, the higher level of the two five-man instances in Ulduar. He is also responsible for killing more players than any other boss, even those in Naxx - Patchwerk makes #6 on the list. So what does he do that makes him so lethal?

Well, a couple of things. Three actually:
  1. His first ability is called Lightning Arc. It is a stacking debuff that does damage to the target and has a chance to apply the debuff to any other characters within a short range.
  2. Then there is Pulsing Shockwave. This is a damage wave thatpulses every three seconds and does more and more damage the further one wanders from the boss.
  3. His last ability is his most lethal one: Lightning Nova. Every thirty seconds, he will start casting this spell. Once he is finished, everything within a 15 (or maybe 20?) yard range of him is generally annihilated.
So all these abilities combined mean you shouldn't stay close to him and yet you shouldn't get too far away from him either. Of his three abilities, Lightning Nova is easily the most devastating. Anyone caught in it will be lucky if they are left with anything more than a sliver of health and will need immediate, blow-every-cooldown healing to stay alive long enough to get back to where they are supposed to be because of the Pulsing Shockwave.

The strategy I have found works the best is this: ignore the Lightning Arc. That's right. Ignore it. Stack on top of each other. The other characters are your friends. The healer is your BEST friend! Most healers will be able to use multi-target heals (chain heal, circle of healing, wild growth) to keep everyone alive through the damage done by the Lightning Arc. While he channels Lightning Nova everyone needs to move TOGETHER in the same direction to get out of it. If one person goes in a different direction, they will likely die to the Pulsing Shockwave. Staying together accomplishes a couple of things. Everyone stays in range of multi-target heals and it minimizes the time spent in range of the Pulsing Shockwave since, upon finishing his casting, the boss runs to the tank just as the tank runs to him. Rinse and repeat until Loken bites the dust.

Other than encounters where sheer damage output absolutely crushes gear level (Lady Vashj, anyone?) this is, hands down, the most difficult encounter to heal that I have encoutnered in the game. I imagine it would be even more challenging for a healer that cannot heal on the run (the way tree druids can) like a restoration shaman or a holy paladin.

Wednesday, December 3, 2008

Restoration druid itemization


I'm not sure if I'm back yet. I was looking at some spreads in Wowhead trying to decide what items held the most value for me as a restoration druid as we progress through 10-man Naxxramas and stumbled across an oddity in the itemization for druids.

There seems to be an issue here: there are exactly 3 items at level 200 (item level that drops in 10-man Naxxramas) that do not have wasted stats on them for a resto druid. Only one of them is leather: the tier 7 helm that can be exchanged for the token that drops for Kel'thuzad. The other two are cloth (one priest-only).

What am I calling wasted stats? Haste, crit and hit rating are wasted stats, in my opinion. Haste and crit are not *truly* wasted since they do modify our stats, but their value is minimal when compared to mp5, spirit and spell power. And it seems that the vast majority of items, whether meant for dps casters or healers sports *either* spirit *or* mp5. Not both, except in the very rare occasions I mentioned. Instead, copious amounts of +haste, +crit and +hit are applied to items: in the same subset of items (ilvl 200 items) there are 19 that sport spell power, spirit and haste and 26 that have spell power spirit and critical strike rating.

This isn't a post whining about druid itemization. The point I am trying to make is that Blizzard obviously thinks we should be stacking something on our gear *other* than what I had thought we needed to be stacking. But what? What is our playstyle supposed to be? A session in Naxx last night showed me that we will be spending very little time outside the 5 second rule. And given that our spells cost more, there is no more chain potting, mana becomes an issue that it never was in BC.

Perhaps what we are supposed to do is separate our spirit from our mp5. There are 16 items that have spell power and mp5 without spirit (including a fair amount of duplication: 3 rings, 3 cloaks, 2 helmets and 2 chestpieces) but fewer than that are not more appropriate to other classes than healing druids and priests (and lets be realistic: no raid is going to look kindly upon looting an item with +hit (for example) to a healer when a dpser can use it, and for good reason).

There is a large number of items that have spirit and spell power so stacking spirit is not going to be a problem. But since we will be spending less time outside the 5 second rule, spirit becomes less important for mana regeneration (though still valuable for spell power since tree form adds a percentage of it to our healing power).

How do you guys see it? How should we look to gear ourselves as we get further into the raiding scene? This question is also valid for the other healing classes, though shamans and paladins probably have more choices available to them in mail and plate and I know +crit is a lot more valuable to them than to restoration druids. But I think the question is also valid for priests, since they also tended to stack more spirit on their gear pre-Wrath.