Apr
13
2010
0

Cataclysm compendiwhat?

compendium |kəmˈpendēəm|noun ( pl. -diums or -dia |-dēə|) a collection of concise but detailed information about a particular subject, esp. in a book or other publication.
• a collection of things, esp. one systematically gathered : the program is a compendium of outtakes from our archives.

Sooooo, more Cataclysm! Now the dust has settled over the Druid preview and the loss of our precious Tree form (in its current state) I started looking into stuff. I will collect all the info and put it in my compendium, for all of you to read back! More to come later today/tomorrow!

Cheers,

Raaff.

Dec
21
2009
4

Haste revisited!

With the nerf to Gift of the Earthmother in patch 3.3 the haste landscape has changed a bit. This post covers the changes to haste needed to achieve your much loved 1.0 second global cooldown again!

How does haste scale with your cast time?

Haste increases the speed you cast your spells (lowers the casttime) with and lowers your global cooldown (gcd). The global cooldown cannot be lowered under 1 second. However the lowering of your casttime is not limited. There is no such thing and a haste cap, you can have infinite haste untill your spell is instant, which is unreachable. Your haste stat can influenced by gear (including gems and enchants), talents or aura’s (buffs, elixirs, totems etc). The only talent that can lower your gcd or spellcast time through haste is Gift of the Earthmother and Celestial Focus. Another talent that lowers you casttime is Naturalist, but it only affects Healing Touch and not through haste.
Is haste a stat a druid should look at? Yes, but only when you feel you have other stats like Spellpower, Spirit, Intellect and MP5 are sorted.

Formula of haste

Haste_needed = Casttime/ (1+Casttime_wanted/100)

- haste_needed is the x% of cast speed increase
- casttime is the casttime of the spell
- 1% increased spell cast = 32,79 haste rating
- global cooldown is 1,5 seconds, which can be lowered to a minimum of 1 second.

Global Cooldown

The Global Cooldown (or gcd) is the time you have to wait in between spellcasts before you can cast another spell. Lowering the gcd would give you the ability to cast more spells in the same amount of time and thus more healing. If you use the formula above to calculate how much haste you need to lower the gcd to 1,0 second, you will need 50% increased speed or 1640 haste. It might be reachable, but at a huge cost of other attributes which are more important.

You can get the gcd of your instant healing spells down to 1 second. How? Through Gift of the Earthmother, Celestial Focus, possible raid buffs such as Moonkin Aura/Swift Retribution Aura (3% haste) and Wrath of Air Totem (5% haste) and haste from gear. How much haste does a druid need with or without these talents and buffs? These haste numbers will give you a gcd of 1 second on Rejuvenation and Wild Growth:

Haste from gear needed to get a gcd of 1 second for Rejuvenation and Wild Growth
Raid buff Not talented Gift of the Earthmother 5/5 Celestial Focus 3/3 Both Talents
None 1640 / 50% 1148 / 35% 1497 / 45,63% 1063 / 32,39%
Wrath of Air Totem (5%) 1405 / 42,86% 980 / 29,87% 1269 / 38,70% 856 / 26,09%
Moonkin Aura (3%) 1497 / 45,63% 1062 / 32,39% 1358 / 41,39% 936 / 28,54%
Both raid buffs 1269 / 38,70% 856 / 26,09% 1137 / 34,66% 735 / 22,42%

As you might have noticed Gift of the Earthmother treats Lifebloom differently. For Lifebloom it gets 10% from total haste and 10% extra haste (so 20% total). This means you need less haste to get a gcd of 1 second for Lifebloom.

Haste from gear needed to get a gcd of 1 second for Lifebloom
Raid Buff
Gift of the Earthmother 5/5
Celestial Focus 3/3
Both Talents
None
705 / 21,5%
1019 / 31,07 %
629 / 19,15%
Wrath of Air Totem (5%)
554 / 16,88%
815 / 24,83 %
442 / 13,48%
Moonkin Aura (3%)
629 / 19,15%
893 / 27,25 %
515 / 15,68%
Both raid buffs
442 / 13,48%
695 / 21,19%
334 / 10,17%

Haste and casttime

Haste increases the speed of your spellcast. A nice stack of haste gives your druid more spells to cast in the same amount of time. Which means more healing output. If you look at the formula you will see that the longer the casttime the easier it is to lower your casttime. This is because haste is based on a percentage and not on a absolute value. As you can imagine 5% of a 3 second Healing Touch cast is higher the 5% of the 1,5 second Nourish cast. This also means you need more haste to get the same absolute amount of your spellcast (0,1 sec of healing touch 3 sec cast means 114 haste, on the 1,5 nourish cast it means 234 haste).

Now tell me, you voted yes or no for Celestial Focus in the last poll, still sticking with your choice? I am curious!

Oct
15
2009
5

Changes to GotEM

As it is now on the PTR the talent Gift of the Earthmother is changing:

- Reduces the base global cooldown of your Rejuvenation, Lifebloom and Wild Growth spells by 20%; to
- Increases your total spell haste with 10% (at 5/5)

Although this is going to be a nerf for our HoTs our direct heals will benefit. Now a nerf isn’t anything we can do about, just live with it. What will be the new (soft) cap?

Total haste rating needed to get a gcd of 1 second is 1640. With the talent that is lowered to 1312,1. That is a lot of haste to gather! But no fear, we have some raid buffs up our sleeves:

- get a moonkin and add 3% haste and lower the cap to 1203
- get a shaman with the Wrath of Air totem and add 5% haste and lower the cap to 1132

If you are lucky enough to have both in your raid group, your haste cap is lowered to: 1018 which is still a lot of ground to cover!

There a few things you can do to get your haste up:

- use haste trinkets, but you will only have a 1 second gcd whenever the trinket procs or gets used;
- consider the use of another balance talent: Celestial Focus and increase your haste by yet another 3% (haste cap 1203 or 902 with raid buffs);
- put Nature’s Grace to use: all spell criticals have a 100% chance to grace you with a blessing of nature, increasing your spell casting speed by 20% for 3 sec.

Now you know the numbers for 3.3. Its on the PTR so remember this can change!!!

Aug
15
2009
2

Critical!

Now we have progressed to a gear level that has enough of our base stats spellpower, spirit and intellect other stats like haste and critical strike chance become more important. I already wrote about Haste, you can read it here, but how does crit work? It is becoming more important, especially now we have the new Tier 9 set bonuses that are all about crit:

- 2 set: + 5% critical strike bonus to Nourish;
- 4 set: Your Rejuvenation ability now has a chance for its healing to be critical strikes.

Critical Strike

Every time you cast a spell you have a chance of getting a bonus on the result. The bonus is 50 – 100% when it is a damage spell (depending on talents) and 50% on a healing spell. The chance to get a critical strike depends on your critical strike chance and of course more critical strike chance means more probability of a critical strike. The formula for calculating your critical strike percentage is:

Critical strike percentage = ((Intellect/166.6667) + 1,85) + (Critical Strike Rating/45,91)

The formula tells us that you get more critical strike by accumulating either Intellect (166,67 intellect = 1% crit) or Critical Strike Rating (45,91 rating = 1%). The easiest way to boost your critical strike chance is getting critical strike rating found on gear. If you are not yet raiding you will get critical strike mostly by accumulating Intellect, critical strike rating is hard to get on pre raid gear. Having said that, critical strike is not important until you become fully raid geared and it starts to make a real difference. It is important to remember that your HoTs can not crit, only direct heals can crit: Healing Touch, Nourish, Regrowth and the Lifebloom bloom.

Next to gear you can boost you critical strike rating by choosing the right talents. The following talents improve your critical strike chance:

  1. Nature’s Bounty : 25% extra on Regrowth and Nourish;
  2. Natural Perfection: 3% extra on all spells;
  3. Nature’s Majesty (Balance tree): 4% extra on Healing Touch and Nourish.

Or summed up by spell:

  1. Nourish +29% or + 32%;
  2. Regrowth  + 25% or + 28%;
  3. Healing Touch +4% or +7%.

An example:

A certain druid has a 1029 intellect and 438 critical strike rating that means he has a critical strike chance of 17,57% on all his spells. The above mentioned spells have a bonus through talents (between brackets with Natural Perfection):

  • Nourish : 17,57 + 29 = 46,57% (49,57%);
  • Regrowth:17,57 + 25 = 43,57% (46,57%);
  • Healing Touch: 17,57 + 4 = 21,57% (24,57%).

As you can see Nourish and Regrowth benefit the most from crit and if you use these spells a lot it is good to pick up a few pieces of gear with critical strike rating.

Tier 9 Set Bonus

Nourish has the potential of getting a bonus to critical strike chance of 34/37% with the 5% of the set bonus, which is a lot! If you use Nourish a lot this is a set bonus for you.

I am not so sure about the 4 set bonus. I assume it will take your normal crit chance into account. The success of this set bonus depends on how much critical strike chance your druid has and how much you actually use Rejuvenation. Since nobody has had the chance to test this set bonus I am sceptical of this bonus. The 4 set bonus of T8 (your Rejuvenation spell also provides an instant heal for your target) is a lot better where you are sure of an extra instant base tick (not benefitting from Genesis, Improved Rejuvenation, or Gift of Nature. It is benefitting from Empowered Rejuvenation, Master Shapeshifter, and Tree of Life).

Next post is all about the Druid guide again, Part 4: attributes.

Aug
03
2009
1

Druid guide part 2: Glyphs

This is part 2 of my new resto druid mega guide 3.0: Glyphs.  A druid can improve or change their spells through glyphs, enchants for your spells. Glyphs might change the way you use your spells. You will have three Major Glyph and three Minor Glyph spots at level 80. Restoration druids have access to the following major glyphs:

  • Glyph of Swiftmend – Your Swiftmend ability no longer consumes a Rejuvenation or Regrowth effect from the target. This means you don’t have to consume a recently casted Regrowth or Rejuvenation on your target and leads to more healing over time and mana efficiency. A druid without this glyph is handicapped, it makes swiftmend a very valuable spell;
  • Glyph of Regrowth – Increases the healing of your Regrowth spell by 20% if your Regrowth effect is still active on the target;
  • Glyph of Lifebloom – It increases your Lifebloom with one second. In theory you could have a 9 second Lifebloom with the appropriate talent (Nature’s Splendor>) and this glyph;
  • Glyph of Rejuvenation – While your rejuvenation targets are below 50% health, you will heal them for an additional 50% health. This glyph is a very good raid healer for encounters with a lot of raid damage like Hodir;
  • Glyph of Healing Touch – Your cast time is reduced by 50%, mana cost 25% and healing by 50%. It converts your Healing Touch into a flash type heal like Nourish. In my experience a glyphed Healing Touch has higher heals then Nourish but is also costs more mana. Which one should you use? Do you want a fast panic button (which you already have with Nourish) or do you want to be able to cast 7-10K heals with a non glyphed Healing Touch when nessecary? It is all about preference.
  • Glyph of Nourish – It will buff the bonus part of your nourish spell by 6% per HoT on the target. This glyph stacks with the T7 4 set bonus.  The glyph is supposed to replace the T7 4 set bonus after you have replaced your T7 with T8 gear;
  • Glyph of Wild Growth – Heal 1 additional target with your Wild Growth, might become handy with the talent Revitalize, 1 more target, 1 more change to proc. Apart from the talent an additional target that get heals is always good especially since the raid has a lot of aoe damage in Ulduar.

Not glyphs for your healing spells but you might like these:

  • Glyph of Innervate – With enough spirit on yourself you will not be needing this glyph, but if you cast it on someone else your regeneration of mana will be a 100% for 20 seconds;
  • Glyph of Rebirth – Increases the amount of health on a character brought back to life via Rebirth by 100%. Nice but not really needed.

Which Glyph should you use? The plan at first was to provide you with a decision tree but while making it occured to me that some choices are hard to make. Nowadays I easily change my glyph between fights if I feel it is necessary. Some guidlines I use:

  1. It depends on your healing style. It would be silly to glyph a spell which you hardly use.
  2. What is your role in the raid? Are you raidhealing, tank healing or a bit of both (i.e. normal dungeons or heroics)? Some suggestions (not in this particular order):
    Raidhealing:  Glyph of Rejuvenation, Glyph of Wild Growth;
    Tankhealing: Glyph of Nourish, Glyph of Regrowth, Glyph of Healing Touch.
  3. What gear do you have? More importantly which tier set bonuses do you have?

An example: if you have the tier 7 4 set bonus it gives you a 6% bonus to Nourish per HoT you have on the target. You could take  Glyph of Nourish to boost it even more or choose not to glyph Nourish because it heals good enough for your style and choose to glyph Glyph of Wild Growth to boost your raid healing.
Lastly I would like to point out that there are minor glyphs, there’s only one I would recommend:

Next episode will be about talents!


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World of Warcraft Druid Healing Guide by Raaff of Runetotem is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Netherlands License.
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