Archive for healing

Shaman PvP Healing: 0/20/41

Posted in Uncategorized with tags , , , , on July 2, 2008 by zereissen

Still thinking about our 2v2 team, I’ve pondered some possible tweaks to Ferrus’ build to make him a bit more survivable while we work on his gear.

Perusing Arena Junkies yesterday, I discovered that the Shaman/Warrior 2v2 matchup was on there. Looking it up, I noticed that the most common build for shamans on this matchup was 0/20/41. Now, most shaman I know of that go Resto do something like 0/5/56. But then again, this was always for PvE.

I pulled up the enhancement tree in my head (sad? maybe) and started putting points in there. Unfortunately I don’t know what sacrifices to the Resto tree you’d have to make, but here’s what I came up with for the enhancement 20:

5/5 Ancestral Knowledge: 5% more mana. It’s either that or Shield Specialization…

2/2 Guardian Totems: Reduces the cooldown on Grounding Totem by 2 secs and increases the amount of damage reduced by Stoneskin Totem by some %. This is obviously mostly for Grounding Totem, a very important totem for shaman in pvp.

Improved Ghost Wolf 3/3?: I don’t remember if this talent is 2 or 3 points. At any rate, filling it makes the ability instant-cast, important for mobility, which is paramount in pvp. If it’s only 2 points, then I suppose we would need one more point in the tree somewhere…I’d say in Improved Lightning Shield. 1% extra melee crit isn’t going to help, and I seem to remember hearing that the talent would be getting buffed to include water shield, which could be handy.

Anticipation 5/5: 5% increased dodge chance. Surivability.

Toughness 5/5: 10% increased armor contribution from items and some % (50?) reduced time on snare debuffs (such as crippling poison or hamstring). More survivability and more mobility.

The above is what I would do, at any rate…

Eye of Gruul vs. Pendant of the Violet Eye vs. Seaspray Albatross

Posted in Uncategorized with tags , on May 6, 2008 by zereissen

I hit revered with the SSO folks recently and picked up the recipe for a pretty nice-looking mp5 trinket.  Is it better than either of mine though?  I decided to take a look…

Eye of Gruul

Pendant of the Violet Eye

Seaspray Albatross

Passives

EoG: 44 +healing

PotVE: +40 Intellect

SA: 18 mp5

Extras

EoG: Equip: 2% chance on heal spell cast to reduce the mana cost of next heal spell by 450 (note: does not work for healing with Holy Shock, near as I can tell).

PotVE: Use: Each spell cast within 20 seconds stacks a 21 mp5 buff.  2-minute cooldown.

SA: Use: Restores 900 mana over 12 seconds.  3-minute cooldown.

Comparison on a numbers level

1 Item Point: 18 +healing, 8 intellect, 3 mp5

Passives

Eye of Gruul passive: 2.444

PotVE passive: 5 points (default); 5.5 (5/5 Divine Intellect); 7.625 (5/5 Divine Intellect and 5/5 Holy Guidance)

Seaspray passive: 6 points

Extras

Eye of Gruul extra:  Depends on how often you’re casting spells, and how much they cost!  Difficult to quantify.  Especially considering that as a paladin, it makes a Flash of Light free, but reduces the cost of a max-rank Holy Light by a little more than half…and depends on what class you are, etc.  I rate this at about 10 points for me.  Would be more for a paladin that downranks and spams Holy Light instead of Flash of Light.  Or more still if I would notice when it was up and cast HL instead of FoL.

PotVE extra:  Depends entirely on how much you cast during that time.  This is a trinket for those casters that can and benefit from constantly casting spells.  Holy paladins, resto shaman, and dps casters in particular such as elemental shamans or balance druids.  Also difficult to quantify!  But I like this better than the Eye of Gruul.  If you use it in conjunction with Bloodlust (which now lowers your global cooldown) you can rack this up pretty high.  8-9 points for standard FoL spam with no haste buffs.

Seaspray Albatross extra:  Ah, finally something straightforward.  900 mana every 3 minutes.  25 mp5, 8.333 points.

Totals

Eye of Gruul: About 15.5 points About 13.05 points

PotVE: About 16-17 points

Seaspray Albatross: 14.33 points exactly

Old text:  So, I guess not!  Unless I’m weighing the EoG too heavily, which is a possibility.  I kinda guestimated how much mp5 it would equate to based on the percentages I think I cast FoL vs. HL.  And it ended up seeming like a lot, so I toned it down from 12 to 10.  It is only a minor difference, and the SA trinket is potentially more reliable as far as mana regen/conservation/efficiency goes.  Plus, I’d have to buy two Seaspray Emeralds with my precious badges.  I was hoping to save up for the 100-badge paladin tank chestpiece to replace that old piece of Righteousness that I’ve had for forever.

So, um, whoops.  I rescind that, I will be making a Seaspray Albatross.  Yay mana.

New Healing Spec

Posted in Uncategorized with tags , , on May 6, 2008 by zereissen

I’ve not been PvPing much on Zerei for the past couple weeks, haven’t even been getting my arena games in.  So, after being prot for most of last weekend, when raid time came around on Sunday I needed to get back into being Holy.  I changed up my 41/20/0 for the more PvE-friendly 43/18/0.

The differences are mostly in the Protection tree:

Did not take Stoicism or Improved Hammer of Justice. Took Improved Concentration Aura instead, and moved the two points from Stoicism over to Purifying Power in the Holy tree.

Not that much different! But I’ve not been making use of the talents I formerly had, so I figured it was time for a switch-up.

I’m surprised how much of a difference Improved Concentration Aura makes in the Gruul and Bear Avatar (ZA) fights during the zone-wide silence effects. 30% didn’t seem like it was worth it, but I take that back, it helps a lot!

Purifying Power was kind of a filler, but I use Cleanse a lot, and end up Consecrate-tanking things fairly often, so might as well. The increased crit chance on exorcism and holy wrath is pretty pointless though. Holy Wrath is such a limited ability, the only time I really use it is whenever I’m doing SL to help the AoE on those skeleton pile pulls. And really, I don’t run SL much anymore. XD

The FoL+HS Burst

Posted in Uncategorized with tags , , , on April 29, 2008 by zereissen

I’ll say it again, Holy Shock is pretty nice now. The mana efficiency may not have changed, but its HPS sure did.

Warm up your Flash of Light and hit Holy Shock right when it’s done. At ~2k +healing that’s about 3.3k healing in total, up to almost 5k if they both crit. It eats up two global cooldowns, but if someone ends up taking some unexpected damage and you’re partway through a Flash of Light already, it’ll tack a nice bonus onto the end of the Flash of Light so you’re not immediately left playing catchup.

In PvP, as I think I’ve mentioned before, it’s now so helpful that I can’t think of a reason not to use it save for its high mana cost. And if you have your 4-piece pvp gear set bonus (+30% healing from HS), it’s pretty amazing. That beast can crit heal a Mut rogue or Fel-armored warlock for 4k by itself at 1.6k +healing.

More on Spell Crit vs. Intellect vs. Mp5

Posted in Uncategorized with tags , , on March 4, 2008 by zereissen

A couple months back, I wrote a post detailing the relativity of the various paladin healing stats. Today I’d like to introduce a separate school of thought, albeit briefly.

At least…more brief than said previous post :)

This idea is that spell crit is better equated to a larger mana pool (more similar to intellect) than to mana regeneration (a la mp5).

Why? Well, it does make sense. Mp5 works all the time, while spell crit only returns mana if you have mana to cast in the first place. So, is spell crit more like intellect? Does it increase your mana pool, rather than regenerate mana?

When you cast a healing spell, and that spell crits, you get 60% of the mana cost of that spell back. For highest-rank Flash of Light, this is 108 mana, and for Holy Light, 504.

My previous line of thought was of course that this was more like mana regeneration, simply because this is what it looks like and is reported as in a combat log. However, it doesn’t regen anything if you don’t cast, or don’t have the mana to cast. It only behaves like mp5 because a paladin is chain-casting by nature.

Let’s look at an example to demonstrate. Say you only have 1000 mana, but somehow managed to gather up 75% holy spell crit chance, and 0 mp5. (Let’s ignore mana regen from spirit for this example, as it’s not really a factor worthy of consideration to any paladin.) According to my previous post, the spell crit -> mp5 conversion is C*X, where C is your spell crit and X is a number based on the spell you’re casting. That means that with 75% holy spell crit chance, you regenerate 270 mp5 chain casting Flash of Light, and 945 mp5 doing the same with Holy Light.

Let’s try casting a couple Flashes of Light. Many of them will crit (3 for every 4), resulting in 270 mana per 5 seconds returned to you. However, Flash of Light still costs 600 mp5 to chain cast. 600 minus 270 is 330 mp5 that you’re still losing, and you’ll be OOM in approximately 15 seconds (1000 mana / 330 mp5 = 3 (and change), multiplied by 5 seconds = 15), give or take depending on how the RNG (random number generator) favors you that day.

Considering Holy Light, I think it’s pretty obvious what’s going to happen here. You’ve got a 1 in 4 chance it won’t crit, and if that happens you’re unable to cast another. Even if it does crit, you’re left with 664 mana, still not enough.

And then, because you have 0 mp5, you’re out of luck. Again, it’s unrealistic, but it serves its purpose.

So, is it better to look at spell crit as a % increase to your mana pool?

You have a % chance (your spell crit value) to cause each spell to have 60% of its cost refunded. The line of thought here, is that after chain casting a bunch of spells, each 60% from each crit is virtually tacked on to your mana total.

Using the above example again, with 1000 mana and 75% crit chance, it’s probably better to look at it that way, because after so many spells you just won’t be able to cast any more, at all, ever (without potions or being able to drink, etc etc) because you have zero real mp5.

What’s the new formula then?

Before, when Illumination returned 100% of the spell’s cost, you could view this as a % increase to your mana pool exactly equal to your spell crit value. If you had 15% spell crit, you could say you had 15% more mana, because you would lose 0 mana on a heal crit, effectively meaning you had that much more mana to begin with.

Nowadays, that number needs to be calculated, thankfully with a simple formula. And that formula is:

C * 0.6

Where C is your spell crit value, in percentage form. The resulting number is another percent, equalling what % extra mana your spell crit is providing.

Back to the example with 1000 mana and 75% spell crit and applying the formula, you end up with 45% as the resulting value. 45% extra mana from spell crit, meaning you virtually have 1450 mana, on average. (Remember it’s still only a % chance for each spell to crit, so while you might get so many crits one time, you might get fewer (or more) the next time you try.)

In Zerei’s case, she has 10800 mana and I think 24% holy spell crit chance in her pvp gear. Applying the formula, that’s 13.8% (0.24 * 0.6) extra mana, or about 1555, totalling 12355.

In her healing gear, and these are guesses because I can’t remember exactly the specific values, I think she has (about) 11810 mana and 18% holy spell crit chance. 10.8% extra mana, or 1275, totalling 13085.

Again, these end mana values are approximate because of the RNG. If the RNG gods are not favoring you one day, you’ll experience slightly worse returns from Illumination.

[/edit: One thing I forgot is that for most Holy Paladins, Holy Light has a 6% increased critical chance from talents. So it ends up being dependent on what spells your casting, and the ratio between them. But the above works as a simple example for just using one spell.]

I’m going to leave the old post there as it is, as I still believe it is valid and provides a basis with which to compare spell crit and mp5 when considering gear upgrades. However, I’m now of the opinion that spell crit as an extension of your mana pool is a more accurate depiction of the statistic. :D

A Haiku, You Say?

Posted in Uncategorized with tags on February 21, 2008 by zereissen

Matticus has brazenly strode forth via the medium of electronic mail and challenged us!

Ok, not quite so brazenly. Nor was it really a challenge, or anything really, he just said “I have an idea!” and related it to me and some others.

The idea is we make “Tips on healing from your respective class or in general in the form of a haiku”…and then post them, I presume. I don’t really have anything prepared for this as yet, but in my opinion some of the best haikus are those that are off the top of one’s head! Here goes!

-Misc-
If you download Quartz
and start casting Holy Light,
don’t clip with the next!

If you’re deciding
between this upgrade and that,
balance is the key!

-PvP-
If you’re healing cloth,
and they’ve got less than 8k,
they’re already dead.

Have an opponent
who’s running away, too fast?
Judge Justice to win!

-PvE-
No group healing, but
Divine Illumination
and chained Holy Lights!

Look out, aggro dump,
mob’s heading for a squishy…
ranged taunt for the win!

Image from haikuhodgemaui.com.

Holy Shock…Batman?

Posted in Uncategorized with tags , , , on February 15, 2008 by zereissen


As of right now, pre-2.4’s release, Holy Shock (Rank 5) does the following:

- Damages target opponent for 530-574 holy damage, or…
- Heals target ally for 530-574.

This is an instant spell with a 15-second cooldown.

Once 2.4 is released, the spell remains largely unchanged, but the numbers will be (substantially) larger:

- Damage increased to 721-779
- Healing increased to 931-987

Let me just say, “Wow.” 36% more damage, 74% more healing!

Another holy shock tidbit has to do with the Ornamented healing set. They are changing the 4-piece set bonus from -10 seconds on HoJ’s cooldown to 30% increased healing done with Holy Shock.

Well.

For starters, Holy Shock, being an instant-cast spell, gets 42.8% of your +damage/healing. Zerei is at I think 1575 or so in her pvp gear, 42.8% of that being 674. Add that onto the new healing value for max-rank Holy Shock, and it will now heal for about 1632. (Currently, it’s only healing for about 1215 or thereabouts.)

That’s pretty amazing. Tack on 30% extra for the 4-piece Gladiator’s, and it’s up to 2122, almost double what it was before! That will crit for 3183!

Holy Shock is now pretty damn amazing. Yay for better being able to heal on the move. QQ for no longer having HoJ ready every 35 seconds though XD

As Tack said, a shorter cooldown might have been nicer…soloing is still going to be pretty boring…but a buff’s a buff so I’ll not be complaining much.

Image from one I found in an images.google.com search. I don’t know who to give credit to as its hosted at imageshack.us :(

Bringing All the Cards to the Table

Posted in Uncategorized with tags , , , , on January 16, 2008 by zereissen

The Table being the raid scenario and the Cards being your options for dealing with the hazards you are presented with.

In an “ideal 25-person raid group,” I think there would be present at least 2 of each class, and 3 of 7 of them.

To bring “Everything,” then, this means:

Druids
- One Balance: Ability to switch between Healer and DPS. +5% spell crit chance to one group. -2% chance to hit through Insect Swarm. +3% chance to be hit through Improved Faerie Fire.
- One Feral: Ability to switch between Tank and DPS, and possibly Healing. +5% crit chance to one group. Increased bleed damage for Rogues, Warriors, and other Feral Druids.
- One Resto: +% of spirit added to amount of healing received to one group.

Hunters
- One Beast Mastery: +9% damage to one group through Ferocious Inspiration.
- One Marksman: Attack power added to one group through Trueshot Aura. Also Improved Hunter’s Mark, though either of the other hunter specs can get this as well.
- One Survival: Attack power added to entire raid through Expose Weakness.

Mages
- Unfortunately for mages, most of what they can do only synergizes with other mages. A fire mage’s Improved Scorch debuff can help Warlocks, though. Still bring mages for their good dps, +intellect group buffs, and food/water summoning. As such, two mages is probably sufficient, and both fire for maximum dps and longevity.

Paladins
- One Retribution: Possible ability to switch between tanking, dps, and healing. +3% crit chance for the raid through Improved Judgement of the Crusader. +2% damage for one group through Improved Sanctity Aura (and +10% holy damage for Priests and Paladins, but this is unlikely to matter). Another blessing (possibly Improved Blessing of Might).
- One Holy: Possible ability to switch between healing and tanking. Improved Blessing of Wisdom (and possibly Blessing of Kings).
- One Prot: Ability to switch between healing and tanking. Another blessing.

Priests
- One Discipline: Divine Spirit. Power Infusion. Pain Suppression.
- One Holy: Um…Lightwell?
- One Shadow: Ability to switch between dps and healing. +5(?)% magic damage taken through Misery. +10% additional shadow damage taken through Shadow Weaving. Provides mana and healing to party members through Vampiric Touch and Embrace.

Rogues
- One Subtlety: Increased physical damage dealt to target through Hemorrhage. Increased bleed effects to take advantage of the Feral Druid’s Mangle.
- One or Two Combat: To take advantage of all the other buffs present. (Seriously, it seems like all the physical damage bonus buffs are there to improve rogue damage. Heh.)

Shaman
- One Elemental: Totems in general. Ability to switch between dps and healing. +3% spell hit and spell crit to group through Totem of Wrath.
- One Enhancement: Totems in general. Ability to switch between dps and healing. Improved totems for melee. +10% attack power for group through Shamanistic Rage.
- One Resto: Chain Heal! Increased mana longevity of group through Mana Tide Totem.

Warlocks
- One Affliction: Reduces damage dealt of target by 5% through Shadow Embrace. Curse of Shadows to increase Shadow/Arcane damage.
- One Destruction: Fire damage to take advantage of the Mages’ Improved Scorch. Curse of the Elements to increase Fire/Frost damage.
- Demonology? Doesn’t synergize well. Two warlocks may be enough.

Warriors
- One Arms: +4% physical damage dealt to target through Blood Frenzy. Ability to swtich between tank and dps. Reduced attack speed of nearby mobs by 20% through Improved Thunder Clap.
- One Prot: Increased physical damage dealt to target through Sunder Armor. Increased hp of party members through Commanding Shout.
- Fury? Doesn’t bring any buffs besides an improved Battle Shout and Demoralizing Shout, which the Arms warrior can easily take care of.

And so:

3 Druids
3 Hunters
2 Mages
3 Paladins
3 Priests
2-3 Rogues
3 Shaman
2-3 Warlocks
2-3 Warriors

Possibilities:

- Upwards of 6 Tanks (1 Druid, 3 Paladins, 3 Warriors)
- Upwards of 12 Healers (all druids, paladins, priests, and shaman)
- With 3 tanks and 7 healers, 15 DPS, with a great number of buffs (and debuffs) available

(/edit: forgot to close this)

- Unfortunately, only 4 heal-spec toons, which means you’ll need to sacrifice dps to fill in the gaps there

The Vengeful Gladiator’s Libram of Justice

Posted in Uncategorized with tags , , , on December 14, 2007 by zereissen

editted for errors

“Causes your Flash of Light to increase the target’s resilience by 34 for 6 seconds.”

(I can’t find the armory link to the newest one, so here’s the Season 2 incarnation.)

Doesn’t seem like much, does it? Well, step back for a moment and check out some of our other Librams:

Blessed Book of Nagrand: Increases healing done by Flash of Light by up to 79.
Libram of Souls Redeemed: Increases the benefit your Flash of Light and Holy Light spells receive from Blessing of Light by 105.
Libram of Absolute Truth: Equip: Reduces the mana cost of Holy Light by 27.

Consider these for a moment.

The first, a blue item quest reward from the Nesingwary quests in Nagrand, has its bonus affected by the spell coefficient rule: because Flash of Light is a 1.5-second cast spell, it does not receive the full benefit of +healing effects, and is reduced by a percentage. That percentage is approximately 43%, and so that 79 becomes about 34. Your 1000 would become 1034, an increase of a little more than 3% (and be even more marginalized the more +healing you have).

[/edit: I'm told that the bonuses to specific abilities from relics does not have the normal spellcast time coefficient applied. The "up to" in this case is there for the sake of downranking, where the bonus will not be fill when applied to lower-than-max ranks of the spell. /grumble. 1000 becomes 1079, an almost 8% increase, to an oft-used ability, making this a very nice item.]

The second, an epic from the Opera event in Karazhan, is a bit better. It is, however, limited to targets than are affected by Blessing of Light. The increase benefits Flash of Light more, since Blessing of Light is one of a few abilities that does not force abilities to follow the spell coefficient rule, and instead adds that flat amount to your casts. Your Flash of Light will go from 1000 to 1105, an increase of more than 10%, but remember this is limited to having Blessing of Light on your healing target. And Blessing of Light is, after all, a secondary blessing at best.

Lastly, the third, I believe is a drop from Serpentshrine Cavern. Holy Light costs 840 mana, and is reduced to 813 by this libram. A 3% drop.

The idea is that all Libram effects are fairly minor.

So when we look at the Arena libram, we see that it improves the resilience of our target by 34 for 6 seconds. 40 resilience will decrease your chance to be crit by 1%, and further reduce the critical damage you take by 2%. In other words, 34 resilience is an 0.85% less chance to be crit and causes you to take 1.7% less damage from critical strikes. (Oh, and the DoT damage…incoming periodic damage is reduced by the crit chance reduction as well (1% for every 40 resilience).)

What you can equate this to is the opposite of what a critical strike does for your opponent: every 1% crit for a melee class is a 1% damage increase over time. For a caster, it’s a .5% increase (unless you’re a frost or arcane mage or your warlock has 21 points in destruction, then it’s more). When you increase your target’s resilience by 0.85% then, you’re decreasing the damage they take by that amount, before even factoring in the crit damage reduction.

And believe me, every little bit adds up. Resilience is king in the arena, helping your teammates get more will make healing them easier.

I hope to get my S3 healing Libram this coming Tuesday.

Out of the Water! More theory

Posted in Uncategorized with tags , , on November 28, 2007 by zereissen

The more spreadsheets and automated calculations I compile, the more I keep blowing my own theories out of the water.

He’s the newest ones, based on the trek I had just undertaken.

- Mana regen comes in the form of two stats, Mana per 5 and Spell Critical Rating
- One Mp5 is approximately 6 times more effective when casting Flash of Light than one point of Spell Crit Rating
- One SCR is a little less than twice as effective as Mp5 when casting Holy Light
- Mp5 costs about 3 times as much as one SCR in terms of item budgeting

So your itemization will become dependent on what your are doing. Lots of Flash of Light? Stack Mp5. Lots of Holy Light? Spell Crit for the win.

Also of note are buffs that add spell crit chance.

- The Moonkin Aura is equivalent to 18 Mp5 for Flash of Light, and 63 Mp5 for Holy Light (in addition to being a significant boon to your +healing in the realm of approximately 50-80 +healing to your FoL and 100-135 +healing to your HL, depending on your gear*).
- A Totem of Wrath is 10.8 FoL Mp5, 37.8 HL Mp5 (in addition to the ~50 you might get from the Mana Spring Totem) (and as well as being 30-50 FoL +healing and 60-80 HL +healing*).

* Values are taken from samples of having between 900 and 2000 +healing.

To this end, being placed in a group that has one or both of these classes in it will help your mana regen and your healing power, a benefit unique to the paladin class as a healer. Of course, taking one of those spots where it could be better put to use by a damage class isn’t something you should pressure for…but while we’re being crazy, let’s get a shadow priest tossed in there as well :D