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[Resto] It's Raining Heals 5.4


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#1 Therya

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Posted 27 August 2012 - 12:06 PM

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#2 Therya

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Posted 27 August 2012 - 01:06 PM

Changes that occur earlier than 1 month or so will be regularly purged.

  • 3 Oct 2012 : Changed values in trinkets under due to October's 2nd Hotfix.
  • 4 Oct 2012 : Changed the description of tier 14 2pc set bonus as per the discussion at #15.
  • 7 Oct 2012 : Added in trinkets section after Avsek's recent findings.
  • 4 Nov 2012 : In the Lost Synergy / Procs Table, Healing Rain now does not synergize with Echo of the Elements talent.
  • 21 Nov 2012 : Added a detailed description in the haste section on how to handle haste breakpoints with consideration to HST and HTT behavior.
  • 28 Nov 2012 : Added upgraded version of trinkets in Trinkets section according to valor point changes in 5.1
  • 30 Nov 2012 : Updated enchanting values in the Enchanting and Professions section.
  • 1 Dec 2012 : Changed our T14 Restoration 4P Bonus to reflect its new tooltip.
  • 7 Dec 2012 : Unleash Fury does not affect RT initial heal as proven in #93 I updated the Procs table to reflect this. Also I updated the trinkets section with new information on which ones will boost MTT based on #96.
  • 16 Jan 2013 : Ancestral Guidance no longer procs off Restorative Mists. I adapted the description on the talent table to reflect this hotfix.
  • 10 Feb 2013 : Added new trinkets in the trinket section for 5.2. Also added an explanation on Thunderforged items and their display on the board.
  • 11 Feb 2013 : Added description for the new legendary meta gem in the gems section. Also updated the Changes section with all 5.2 changes.
  • 08 Mar 2013 : Added a new table for mana gains through Water Shield glyph in 5.2
  • 06 April 2013 :Updated RPPM and proc frequency in Trinkets.
  • 30 June 2013 : A lot of the guide has been updated for 5.3 along with other suggestions and several fixes. Most of the changes and new information ( the most important ones nor minor one )will be now displayed in the color of Deep sky blue for easier reference.
  • 8 Oct 2013: Guide updated for 5.4


#3 Kirion

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Posted 27 August 2012 - 07:01 PM

Small note on Nature's Guardian talent. Unless something changed, it in fact heal you for 15% of health and increase max health. Second, Totemic restoration does reduce remaining cooldown if totems are removed via Totemic Recall.
42.

#4 Ronark

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Posted 28 August 2012 - 03:06 AM

Should be noted in the Totemic Restoration talent of the synergy with Grounding Totem- If used 1-2 GCDs before a predictable spell that can be grounded, the eCD will be reduced by 14 seconds (25 sec, minus the 2 sec that it was out for, minus 12.5 sec for being destroyed before it expired naturally).

I'd flag that talent for situational use, moreso if taken with Primal Elementalist (doubtful that any mob/AoE will target this physical totem, however).

#5 Therya

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Posted 28 August 2012 - 05:17 PM

I'd flag that talent for situational use, moreso if taken with Primal Elementalist (doubtful that any mob/AoE will target this physical totem, however).


Totemic Restoration brings about at best a 25% reduction to the total uptime of any of our totems throughout a fight. It can find its niche for fights where you expect your totems to be destroyed, or recall specific utility totems so that you can reduce their cooldown in order to benefit from their initial effects by trading off their total uptime (example using Spirit Link Totem in HC Madness for the impales that came earlier due to high dps). While it proves marginally useful for the above situations , when pairing it with HST / HTT/ MTT, you will notice at least a 25% loss of HPS and mp5 since the value of those totems is calculated by their total effective overall uptime. So while for utility totems this talent could find some use in acute situations,unless totems are destroyed, it will land you with a net loss of your healing when combined with your pure healing/mana throughput totems.

#6 Ronark

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Posted 30 August 2012 - 03:06 PM

Correct. The only totem in which TR would provide any gains for HPS is through the TR and Primal Element combo where you can recall the Elemental totems for their bust healing potential (Unlikely that you would need continuos heavy healing for the full 1 minute duration, although it is plausible given the fight encounter).

#7 AudyWoW

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Posted 31 August 2012 - 01:23 PM

...Chain Heal: Chain heal is a smart AoE heal that jumps to any character up to four times, as long as they are 8 yards or less apart and at less than 100% health...

Therya, In the section on AoE spells it mentions that the hop distance for Chain Heal is 8 yards in 5.0.4. A quick test appeared to indicate that it is, but wanted to confirm that it is not a typo and that my range addon wasn't bugging out since that would be a reduction from the pre-patch distance and I am not seeing that change specifically mentioned in anyones summary of 5.0.4 changes for Shaman.

#8 tidus93

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Posted 03 September 2012 - 06:49 PM

About Water shield glyph, first you say that for it to be a mana per minute gain it has to at least proc 1.5 times per minute, but then a few paragraphs later you say that it has to proc 2.63 times per minute to be a reliable mana boost.

So my question is, which one is it?

Edit: It was fixed (2.63 time per minute it is)

#9 refjkeke

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Posted 09 September 2012 - 04:07 PM

1800 Mastery rating = 1 point of Mastery = 3% Max Deep Healing

I think it is not right


level 85
1% hast = 128 rating
1% crit = 179
3% deep healing (1mastery) = 179 mastery rating

level 90
1% hast = 423 rating
1% crit = 600 rating
3% deep healing (1mastery) = 600 mastery rating

#10 Athonis

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Posted 17 September 2012 - 05:42 AM

Doesn't Water Shield only proc on direct damage (non-AoE attacks) now?

#11 Therya

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Posted 30 September 2012 - 11:56 AM

Testing for puts its ICD on 15sec. With a return of 5082 mana we are looking at a 1694 mp5. Proc results have varied between 16sec - 25sec.

13:46:43> Your Price of Progress energized You 5082 (Mana). 
13:47:04> Your Price of Progress energized You 5082 (Mana). 
13:47:29> Your Price of Progress energized You 5082 (Mana). 
13:47:45> Your Price of Progress energized You 5082 (Mana).  
13:48:01> Your Price of Progress energized You 5082 (Mana). 
13:48:17> Your Price of Progress energized You 5082 (Mana). 
13:48:35> Your Price of Progress energized You 5082 (Mana).
13:48:52> Your Price of Progress energized You 5082 (Mana).

At the moment the best healing trinket in game in its best Heroic incarnation gives 826.82 mp5 which is actually less than half of what Price of Progress will land you with. 1694 mp5 translate roughly around 3042 spirit gain. It feels really strong for a 463ilvl trinket but so far it proves to be BiS alongside heroic version of .

#12 Judgejoebrwn

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Posted 01 October 2012 - 07:06 PM

From the set bonus section:

"With Healing Surge dominating Greater Healing Wave both in HPM and in HPS (In low level gear), this bonus seems rather underwhelming and misplaced. "

HS dominates GHW in both HPM and HPS? HPS sure, but HPM? I didn't see any math regarding this in this guide, so I was hoping to get some clarification. Is it simply due to the mana return from Resurgence? Or the combination with Ancestral Awakening?

Thanks.

#13 Therya

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Posted 03 October 2012 - 01:16 PM

Testing for puts its ICD on 15sec. With a return of 5082 mana we are looking at a 1694 mp5. Proc results have varied between 16sec - 25sec.

13:46:43> Your Price of Progress energized You 5082 (Mana). 
13:47:04> Your Price of Progress energized You 5082 (Mana). 
13:47:29> Your Price of Progress energized You 5082 (Mana). 
13:47:45> Your Price of Progress energized You 5082 (Mana).  
13:48:01> Your Price of Progress energized You 5082 (Mana). 
13:48:17> Your Price of Progress energized You 5082 (Mana). 
13:48:35> Your Price of Progress energized You 5082 (Mana).
13:48:52> Your Price of Progress energized You 5082 (Mana).

At the moment the best healing trinket in game in its best Heroic incarnation gives 826.82 mp5 which is actually less than half of what Price of Progress will land you with. 1694 mp5 translate roughly around 3042 spirit gain. It feels really strong for a 463ilvl trinket but so far it proves to be BiS alongside heroic version of .


In October 2 Patch 5.0.5 was hotfixed so its ICD was lowered significantly.

14:34:17> Your Price of Progress energized You 5082 (Mana). 
14:34:17> Your Price of Progress energized You 5082 (Mana). 
14:35:14> Your Price of Progress energized You 5082 (Mana). 
14:36:00> Your Price of Progress energized You 5082 (Mana). 
14:36:48> Your Price of Progress energized You 5082 (Mana). 
14:37:35> Your Price of Progress energized You 5082 (Mana). 
14:38:29> Your Price of Progress energized You 5082 (Mana).
14:39:52> Your Price of Progress energized You 5082 (Mana).

Testings put it now on a 45sec ICD up from 15sec which also changes its mana returns to 564.6 mp5 down from 1694 mp5. 564.6 mp5 translates roughly around 1014 spirit gain.
still has better mp5 than , , and LFR version of Qin-xi's .

#14 Therya

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Posted 03 October 2012 - 02:06 PM

From the set bonus section:

"With Healing Surge dominating Greater Healing Wave both in HPM and in HPS (In low level gear), this bonus seems rather underwhelming and misplaced. "

HS dominates GHW in both HPM and HPS? HPS sure, but HPM? I didn't see any math regarding this in this guide, so I was hoping to get some clarification. Is it simply due to the mana return from Resurgence? Or the combination with Ancestral Awakening?

Thanks.


The following table will help clear some things up, with updated numbers on GHW vs HS HPM and HPS. I used 3813 Haste Rating and tooltips numbers on Healing Done under gear of 462 ilvl. The following numbers are all calculated without adding mastery into the calcs. I am using 20% crit for calculation and comparing purposes.

Legend :

HPM = [Healing Done by Spell]/[Mana Cost]
HPS = [Healing Done by Spell]/[Cast Time]



[TABLE="head"]Spell |Buff | Cast Time|Mana Cost 0% Crit|Mana Cost0% Crit + 2PC Bonus | Mana Cost 10% Crit| Mana Cost 10% Crit + 2PC Bonus |Mana Cost20% Crit|Mana Cost 20% Crit + 2PC Bonus|Healing Done no Crit|Healing Done 10% Crit|Healing Done 20% Crit

GHW |No TW|

2.18

|

16140

|

14526

|

15255

|

13730

|

14370

|

12933

|

51379

|

60011

|

68638


|

TW

|

1.53

|

16140

|

14526

|

15255

|

13730

|

14370

|

12933

|

51379

|

60011

|

68638


||||||||||

HS |No TW|

1.31

|

20580

|

20580

|

20049.1

|

20049.1

|

19518

|

19518

|

42356

|

49471.8

|

56588


|

TW

|

1.31

|

18987

|

18987

|

18456.4

|

18456.4

|

17925

|

17925

|

63703

|

70819.2

|

77935


[/TABLE]

Most of the numbers above derive from Resurgence Table

For those that are not included do read on.

HS Mana Cost on 30% Crit => 5309*30/100= 1592.7 => 20580-1593 = 18987
HS Mana Cost on 20% Crit => 5309*20/100= 1062 => 20580-1062 = 19518

For the calculations I am using either or that changes the modifier from 260% for AA single target spells to 268%.

GHW Healing Done under AA 268% => 51379*268/100 = 113514
HS Haling done under AA 268% => 42356*268/100 = 137696

The numbers above show Healing Done for each spell when it crits. In the table under the crit affecting sections I used an average that derives from the formula below :

Healing Done@Crit Percentage = [2.68 + ( 1/CRITPC -1)]*[HEALING DONE]*CRITPC

For example , HS Healing Done at 30% Crit = [2.68 + ( 1/30% -1 )]*42356*30% = [2.68 + ( 3.333 -1 )]*42356*0.3 = 63703


[TABLE="head"]Spell |Buff |HPM 0% Crit|HPM 0% Crit + 2PC Bonus|HPM 10% Crit|HPM 10% Crit + 2PC Bonus|HPM 20% Crit|HPM 20% Crit + 2PC Bonus|HPS 0% Crit|HPS 10% Crit|HPS 20% Crit

GHW |No TW|

3.183

|

3.537

|

3.934

|

4.371

|

4.776

|

5.307

|

23568

|

27528

|

31485


|

TW

|

3.183

|

3.537

|

3.934

|

4.371

|

4.776

|

5.307

|

33581

|

39223

|

44861

|

||||||||||

HS |No TW|

2.058

|

2.058

|

2.468

|

2.468

|

2.899

|

2.899

|

32333

|

37765

|

43197

|

|

TW

|

3.355

|

3.355

|

3.837

|

3.837

|

4.348

|

4.348

|

48628

|

54061

|

59492

|

[/TABLE]


The numbers that mostly interest us are HPM and HPS values under TW effects either with AA procs or not. We can see that without assuming any crit HS is towering over GHW in almost all circumstances with the exception of using GHW after acquiring our tier 14 2PC set. Our 2PC set results to great scaling of HPM of GHW over HS HPM at any crit levels. Without our 2PC set we need approximately more than 10% crit for GHW HPM to be better than HS HPM.
Crit is instrumental for evaluating the usage of these 2 spells.As our crit scales GHW HPM surpasses HS HPM (Especially under the effects of our tier 14 2PC bonus).GHW therefore is more efficient to cast under TW effect due to its higher HPM only when crit levels are high enough to justify it but HS wins the duel when you don't have mana issues due to its really high HPS.

#15 Judgejoebrwn

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Posted 03 October 2012 - 04:53 PM

The numbers that mostly interest us are HPM and HPS values under TW effects either with AA procs or not. We can clearly see that GHW HPM is higher than HS HPM but GHW HPS is lower that HS HPS. GHW therefore is more efficient to cast under TW effect due to its higher HPM but HS wins the duel when you don't have mana issues due to its really high HPS.


This is what I was under the impression of, which seems to contradict with the statement I quoted earlier. However, it looks like that 2-piece bonus description has been updated to reflect that.

Regarding the information in the table:

1) I'm at a 459 iLvl currently with 12,100 Int and 1000 crit rating, which puts me at 8.67% crit. Even with the 5% crit buff, I don't think a 462 iLvl would net you anything close to 20% crit chance (assuming you're reforging out of crit as most would). Is that a realistic percentage to use, or was it just used for simplicity's sake?

2) I'm assuming the 30% increased crit chance on HS from TW is included in the teal text? At any rate, the last column figure should be higher than the previous.

3) It doesn't appear Mastery was reflected in the table. Although both heals increase by the same percentage, whichever heal does more healing stands to benefit from Mastery the most in both HPM and HPS as the target's HP decrease.

I have a spreadsheet of my own that after fiddling with the numbers a bit seems, surprisingly, to indicate not only a HUGE HPS increase when using HS over GHW (to the tune of 25%), but only a minor HPM disadvantage (approximately 6%). This is, of course, factoring in crit heals and the resulting AA heals and assuming no overhealing, but was rather surprising to me nonetheless. I may have to experiment using HS more.

#16 Therya

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Posted 03 October 2012 - 06:03 PM

This is what I was under the impression of, which seems to contradict with the statement I quoted earlier. However, it looks like that 2-piece bonus description has been updated to reflect that.

Regarding the information in the table:

1) I'm at a 459 iLvl currently with 12,100 Int and 1000 crit rating, which puts me at 8.67% crit. Even with the 5% crit buff, I don't think a 462 iLvl would net you anything close to 20% crit chance (assuming you're reforging out of crit as most would). Is that a realistic percentage to use, or was it just used for simplicity's sake?

2) I'm assuming the 30% increased crit chance on HS from TW is included in the teal text? At any rate, the last column figure should be higher than the previous.

3) It doesn't appear Mastery was reflected in the table. Although both heals increase by the same percentage, whichever heal does more healing stands to benefit from Mastery the most in both HPM and HPS as the target's HP decrease.

I have a spreadsheet of my own that after fiddling with the numbers a bit seems, surprisingly, to indicate not only a HUGE HPS increase when using HS over GHW (to the tune of 25%), but only a minor HPM disadvantage (approximately 6%). This is, of course, factoring in crit heals and the resulting AA heals and assuming no overhealing, but was rather surprising to me nonetheless. I may have to experiment using HS more.


It was contradicting because it was outdated so thanks for pointing it out, it is now corrected as you noticed.

1. I used 20% crit because I have been using 20% crit for almost all the guide for comparing purposes not because I achieved that with my currentgear. I used my own haste to reflect the casting times.
2. Yes. If however you find any mistakes please feel free to point exactly were.
3. No mastery wasnt included. If it was I would have make a remark. If you have spreadsheets of your own we would all appreciate if you shared for theorycrafting purposes. More numbers = better and more accurate results.

#17 Judgejoebrwn

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Posted 04 October 2012 - 02:38 PM

It was contradicting because it was outdated so thanks for pointing it out, it is now corrected as you noticed.

1. I used 20% crit because I have been using 20% crit for almost all the guide for comparing purposes not because I achieved that with my currentgear. I used my own haste to reflect the casting times.
2. Yes. If however you find any mistakes please feel free to point exactly were.
3. No mastery wasnt included. If it was I would have make a remark. If you have spreadsheets of your own we would all appreciate if you shared for theorycrafting purposes. More numbers = better and more accurate results.


1) Makes sense.

2) Looks like it has been corrected.

3) Below is a link to the spreadsheet I put together on comparing HS vs. GHW:

https://docs.google....dlE&output=html

It's not the prettiest spreadsheet in the world, but hopefully it's not too hard to follow. I'm using approximate statistics for 460 iLvl with raid buffs (22,000 Healing/3300 HRating/11% Haste/15% crit/51% Mastery). These numbers can certainly differ depending on reforging and gear level, but it's a good base I think. The spreadsheet assume no overhealing and includes AA heals, though this is on both sides of the coin. Feel free to look it over and compare your numbers. If you find anything that appears way off or if you want me to update it with certain statistics, please let me know.

#18 Therya

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Posted 04 October 2012 - 02:48 PM

I further corrected the description on the 2pc set bonus following the changes at #15. Unless my math is wrong (any help with double checking would be much appreciated) it does feel like GHW is not as powerful as HS except for when we surpass a certain level of crit.

#19 Judgejoebrwn

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Posted 04 October 2012 - 06:14 PM

I further corrected the description on the 2pc set bonus following the changes at #15. Unless my math is wrong (any help with double checking would be much appreciated) it does feel like GHW is not as powerful as HS except for when we surpass a certain level of crit and even then it's only better in HPM.


I just adjusted my spreadsheet to get my GHW heal to your number, which figures a bonus healing of ~23532. After updating my spreadsheet using the 23532 bonus healing figure and adjusting for JUST the AS talent for haste (as it appears you did), my HPM and HPS numbers are much more in line with yours (though not exact) at 0% and 20% crit. Therefore, adjusting the GHW crit chance down to 7% yielded me with a 1:1 HPM rating, so that should be the percentage you'll find for your table. 7% is rather low, as you only need 2% from gear assuming a raid environment. At 20% crit, GHW is a full 10% more mana efficient than HS, though still puts out 25% less HPS. At 20% crit WITH the 2-piece bonus, GHW is 24% more efficient, though whether or not that will be more important in high-level content is another story.

The other factor which can't really be worked out in a spreadsheet or table is overhealing. Although the average heal is technically higher with HS given all the additional crits and AA procs, each individual HS and AA numbers are smaller. This will probably equate to less overhealing on the tank, but it should definitely equate to less overhealing and more effective healing on the raid through AA procs.

It does appear that HS is overall the better option given the data thus far.

-Judge

#20 EvoV

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Posted 06 October 2012 - 03:53 PM

When it comes to 25 man raiding at least.... ( I can't really speak for 10mans ) .... neither HS or GHW are dominant heals... so neither of these numbers are of great concern to me. Healing totems and healing rain will be... by far.. your dominant healing spells in these size raids. HS is an impressive option when you're looking to maximize Ascendance for a stacked aoe healing phase. In my experience, in a stacked situation... Riptide-HS-HS is superior to chain heal. But due to the way mastery works for us, and the mechanics of chain heal... I find chain heal to be a superior option under almost all other situations.

If your gear is such that you're capable of hitting 20% crit at the moment, I'd sugest you'll find more benefit from trying harder to optimize for Haste to reach that 20.01% haste break point. Even in 10 mans, you'll struggle to find a top healing shaman where their direct heals ( HS/GHW ) account for more than 15% of their healing done. And in 25mans... there's plenty of top ranked shamans that don't use either HS or GHW more than a couple of times in a fight.

Learn to love unleashed elements + healing rain. And feel free to lightning bolt plenty in a fight. Under a lot of circumstances, when dps take damage, its not sustained damage, and you don't need fast direct heals to top them up instantly. Often, slower more efficient heals are better options ( riptide + healing stream + whatever other healers throw out ). Most of the time, when people need to be topped up... its more than just one or two people, and chain heal / healing rain are your go-to abilities.




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