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Phaelia Mystery No More: +Healing Explained

Published on July 9, 2007 by Phaelia
Analysis, Obsolete, Spells and Talents
16 Comments

One of the most frequently asked questions on the official Druid Forums seems to be, “How much +Healing do I need to successfully heal in Karazhan/Heroics?” While different players may choose to focus on one stat or another (pursuing longevity through MP5 or a larger mana pool through Intellect), due to the balanced nature of most of the items that can be acquired before entering Karazhan and Heroics, +Healing is a good indicator of the overall quality of a healer’s equipment. But how much healing is enough? For Karazhan, somewhere around 900 is recommended. But what does this number mean and how does it apply to the myriad of healing spells available to the Druid?

+Healing increases the HPM (healing per mana) of a given spell; this is sometimes referred to as “scaling” since it allows the same heal spell to become more and more effective as its caster’s gear improves. However, +Healing affects different spells and spell ranks differently, the degree to which is determined by two factors: the casting time of the spell (or, in the case of Heals over Time, the number of ticks) and the level of the spell’s rank relative to caster level.

Casting Time

There are several types of heals (direct, heal over time, channeled, area of effect), and casting time affects the scaling of each type differently:

  • Direct Heals (Healing Touch)

    To determine the scaling of a spell with a direct heal component, divide its cast time by 3.5:

    Sdirect = cast time / 3.5

    For example, 3.5 second Healing Touch is afforded 100% of +Healing. Note that talents which reduce the casting time of a given spell (such as Naturalist for Healing Touch) do not reduce scaling.

  • Heals over Time (Rejuvenation)

    The scaling of HoTs is directly related to the spell’s duration:

    Shot = duration / 15

    Rejuvenation, lasting a total of 12 seconds, receives 80% scaling divided over each of its 4 ticks.

  • Mixed Method Heals (Regrowth)

    Some spells such as Regrowth have both a direct heal component as well as a portion that heals over time. The scaling for these spells are divided between the two portions and are determined as follows:

  • Area of Effect Heals (Tranquility)

    Because Area of Effect heals hit multiple targets, the benefit of +Healing is divided by 3. Otherwise, it uses the same formula as a direct heal:

    Saoe = (cast time / 3.5) / 3

    Since Tranquility lasts eight seconds, the scaling for this spell is 76% divided among its four ticks or 19% per tick.

Spell Level vs. Caster Level

Spell Level is defined as the level before which the next rank can be trained. For example, since Rank 8 of Healing Touch is first trained at level 44, the effective spell level for Rank 7 is 43. To discourage downranking (using a lower level spell with a large amount of +Healing to increase its HPM), Blizzard reduces the +Healing awarded to spells whose effective spell level are significantly below that of the caster:

Sdownrank = (spell level + 6) / player level

Thus, a level 70 player casting Rank 7 of Healing Touch would have her +Healing bonus reduced to 70% ((43 + 6) / 70). These diminished returns have eliminated the technique of using the faster-casting Rank 4 of Healing Touch that was popular before the release of the Burning Crusade since Rank 4 only receives 44% of +Healing. Note that the ranking modifier cannot result in a bonus to +Healing; the maximum is 100% regardless of how the calculation works for later ranks.

Here are two figures which illustrate the HPM statistic (healing / mana cost) for ranks 4 and 10-13 of Healing Touch as +Healing increases from 500 to 1500. Notice that as +Healing increases the HPM efficiency of Healing Touch Rank 4 increases more quickly than that of ranks 10-13, even after the mitigating penalty is applied. The penalty keeps this spell from being especially viable, however, as an average untalented HT 4 is only 847 with +1000 Healing so don’t let the figure mislead you into reconsidering downranking to such a degree.


Figure 1. HPM of Untalented Healing Touch Ranks


Figure 2. HPM of Talented* Healing Touch Ranks

* Healing Touch talents under consideration include Empowered Touch, Naturalist, Tranquil Spirit, and Gift of Nature.

Bonuses and penalties to a spell’s +Healing benefit are cumulative. A spell that is downranked to receive only 70% of +Healing and that has a 2.0 second cast time (57%) that is cast with +1000 Healing would receive 399 points of healing (1000 * .57 * .7 = 399).

Individual Spell Scaling

Because spells scale according to their cast time, duration, type and rank used, the relative efficiency of Druid heals (measured in HPM) fluctuates as the amount of +Healing changes. Below are two figures which describe the relative scaling of the various heals available to Druids, including talented versions if applicable. Lifebloom has been separated from all other heals to prevent its high HPM values from skewing the graphs:


Figure 3. HPM of Heals other than Lifebloom


Figure 4. HPM of Lifebloom

Clearly Lifebloom outclasses all other heals, even without considering the 20% mana reduction afforded by Tree of Life. Also notable is that, as +Healing increases — representing an improvement in gear — the HPM efficiency of an untalented Rejuvenation eclipses that of untalented Regrowth (although a fully talented Rejuvenation far outperforms a talented Regrowth). Also notable is that, while it would seem that Healing Touch is an underperformer in the HPM stat, it does make a superior showing in the HPS stat, as any Heroic healing Druid can attest.

The two figures below demonstrate the healing power (measured by HPS) of Druid heals. Figure 5 compares the HPS of Healing Touch against the initial direct heal component of Regrowth and the final burst heal of Lifebloom were it allowed to expire. Figure 6 compares the HPS of all heals over their full duration (for example, for Regrowth, total time is 2 seconds of casting time plus 21 seconds of healing over time).


Figure 5. HPS of Direct Heals and Direct Heal Components


Figure 6. HPS of Heals over Time

As predicted, Healing Touch is a better choice under a high damage scenario where mana is less likely to be a factor (such as trash mob fights in Heroics between which the caster is free to drink). The other HoTs such as Rejuvenation and Lifebloom are efficient enough to be used to provide some padding against emergencies, however.

While none of the data collected and presented here invalidates the use of a particular spell or style of healing, it does demonstrate the relative strength — and subsequent prioritization — of certain spells over others under specific conditions. In general, Lifebloom is an excellent choice for low, sustained damage levels. Should DPS increase beyond that which can be handled by a triple stack of Lifebloom alone, Rejuvenation can be applied. At further escalating levels of damage, a Tree should fall back upon a combination Swiftmend and Regrowth. A non-Tree druid would instead fall back upon Swiftmend (if available) and the highly powerful, less efficient Healing Touch. So, too, might a Tree druid, should Regrowth prove insufficient to the task.

The bonuses of Tree of Life are not included in any of the above calculations, due to the fact that — in its current form — it is too impractical to be used most of the time. In general, this would push the HPM efficiency of all HoTs up slightly, but you would lose the ability to handle burst damage (not to mention the ability to decurse and remove poison). The subjective viability of Tree of Life is something that will be addressed in another post.


Notes:

Assumptions: The following talents were factored into the “talented” statistics for each heal:

  • Healing Touch: Empowered Touch (20% scaling bonus to +Healing), Naturalist (-0.5 seconds cast time), Tranquil Spirit (-10% mana), Gift of Nature (10% bonus to the end total)
  • Regrowth: Empowered Rejuvenation (14% scaling bonus to +Healing of the HoT portion), Gift of Nature (10% bonus to the end total), Improved Regrowth (50% additional crit rating)
  • Rejuvenation: Gift of Nature and Improved Rejuvenation (resulting in a cumulative bonus of 26.5% to the end total (1.1 * 1.15)), Empowered Rejuvenation (16% scaling bonus to +Healing)
  • Lifebloom: Empowered Rejuvenation (+10% single stack, 31% for a stack of 3), Gift of Nature (10% bonus to the end total)

References: Many of the formulas and values included in this article were taken directly or derived from the following articles on WoWWiki.com:

  • Formulas: Plus Damage and Plus Healing
  • Healing Comparison

Download the Spreadsheet
used to calculate these values.

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Categories: Analysis, Obsolete, Spells and Talents

16 Comments

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  • Gravatar Anonymous

    Wow! This is an excellent analysis of the healing capabilities of the druid class. Thank you very much, it explained some “mysteries” to me and made me re-think some healing strategies.

    Lifebloom always is my favourite healing spell, not only because of its outstanding HPM but also because of its very fast ticks which provide a reasonable healing for sustained damage.

    However, it was funny to see that Lifebloom with its incredibly good HPM is the worst spell when it comes to HPS. Well, no surprise here - but I did not expect a gap this big. This shows how Blizzard did its maths and tried to somehow balance the different spells.

    It would be interesting to see how the priests spells, especially the Renew HoT performs when it comes to HPM/HPS.

    7:19 am on 7/12/07
  • Gravatar Phaelia

    Thanks for the comments! I’m glad you found the analysis helpful. It demonstrated a lot of things that I had previously intuited; I too wasn’t aware that the gap was so large. I was recently prompted to change my build away from Tree of Life and am really happy with what I’m using now.

    I do hope that changes are eventually made to the form to make it a more desirable choice. If it had access to a standard rez spell, for instance.

    I do plan to build a comparison between Druids and Priests, Druids and Paladins, and Druids and Shamans … at some point. For now, I think I might be a little mathed out. ^_^

    Thanks again for your comments!

    1:10 pm on 7/12/07
  • Gravatar Gillir

    Thanks for this in-depth analysis. I’ve been reading your blog for a while now and its been helpful for this neophyte resto druid. Keep up the good work.

    By the way, I’d like to hear more about your new build and how you think it compares to Tree of Life.

    5:18 pm on 7/12/07
  • Gravatar Phaelia

    Hi there, Gillir! It’s great to have you as a reader, and I’m glad you enjoyed the analysis.

    I do plan on writing a comparison of my new build and my previous time as a Tree but want to make sure I have enough experience with it to go along with my reasoning behind the switch. Once I have some more time under my belt, I will definitely be tackling that issue.

    5:45 pm on 7/12/07
  • Gravatar Aiuriun

    o.O That is same crazy math. It’s really quite intimidating to look at but VERY important and helpful to understand.

    I’d also be curious about your new build, are you moving towards a moonglow or dreamstate build or staying primarily in the resto tree?

    5:45 pm on 7/12/07
  • Gravatar Phaelia

    Aiuriun,

    I may at some point try out the Dreamstate build for the sake of being able to compare it to ToL and the build that I currently use. I actually tried a Dreamstate build for a couple of days when levelling in Burning Crusade before deciding I was too handicapped as a healer to be happy. I was fortunate to be grouped with a Warrior from 60-70 so the importance of my ability to do damage via the Balance tree was negligible.

    I used to be really strapped for mana, sometimes going through 3 Super Mana Pots on harder boss fights in Karazhan. However, through a combination an Insightful Skyfire Diamond (http://www.wowhead.com/?search=earthstorm), a major revision to the way I use Innervate (described here: http://resto4life.blogspot.com/2007/06/getting-most-out-of-innervate.html), and a new build that imitates Tree of Life at all times and for all spells, I’m now finishing fights having used no mana potions and with 50% of mana remaining (where before I might have had to use 1-2 mana pots). My point in saying this is to demonstrate that I’m comfortable enough with my mana regeneration now that I think I can get by without having to sacrifice Swiftmend to pick up Dreamstate.

    I do think it will be fun to try, though. =)

    5:56 pm on 7/12/07
  • Gravatar erica van ostrand

    if you didn’t include tree of life in your comparisons, then the healing comparisons are pretty much worthless.

    As to your comment about the usefulness of TOL, TOL can and should be used 95% of the time. Rarely in BC do you actually have to abolish poison that you can’t heal over very easily. However, that is another discussion in and of itself.

    To compare one build or even just comparing HT to lifebloom, rejuv, etc without including all the appropriate talents…doesn’t make any sense.

    If you’re going to exclude talents; exclude them all or include them all; or your numbers are completely inaccurate.

    8:33 pm on 7/12/07
  • Gravatar erica van ostrand

    i forgot to add; also rarely in raids will people assign you as a tree druid to decurse when a mage could do it so much more easily.

    They shouldn’t be asking you to decurse in the first place.

    8:35 pm on 7/12/07
  • Gravatar Phaelia

    Erica,

    Thank you for your comments. While it is true that Tree of Life will influence the numbers in this analysis (slightly increasing the HPM of the HoTs available to you and VERY slightly increasing the HPS of those HoTs), the key thing to consider is the still quite low HPS of these spells, even when used in conjunction with one another. Tree of Life has its uses for certain — its inherent longevity due to high HPM/low HPS spells being one of them — but it is my opinion that you lose much a tremendous amount of versatility when you choose to spec this way. There are simply better talents available to you through the Balance tree (ones that simulate Tree of Life for all spells and do not impose the unnecessary restrictions of our healing form).

    While it is true that Mages can (and sometimes do) assist with decursing, it’s hard to argue that — time, mana, ability permitting — this is a role better handled by healers. Mages who decurse are not DPSing whereas the healing remaining to be done to a raid will remain even after a druid has cast her decurse spell. And this is only in a raid scenario. You will often find yourself in groups where you are the only person capable of removing poisons or curses. Why should our 41-point healing form be thus invalidated?

    I do appreciate all of the concerns you mention. They point out the individual issues that I will attempt to address in a future post which will directly address the Tree of Life form and will feature the math you are looking for. This article alone took 4 days to write and is rather extensive; I made the decision to separate discussion of Tree of Life into its own article — which I’m sure you’d agree — it richly deserves!

    9:51 pm on 7/12/07
  • Gravatar Aiuriun

    Erica,

    While I understand your standing, there is still one major consideration when talking about druid forms and that is usage. We don’t get stealth in bear form and likewise we don’t get the stamina bonus in cat form. If ToL is meant as a -primary- healing form then why not have access to -all- of a resto druid’s healing arsenal?

    While there isn’t much poison cleansing required there are a few moments where it is required. The same goes for buffing, especially if that is supposed to be considered a primarily resto job. Now for decursing, there isn’t always a mage available. While you can assume there would be one in a raid setting, that isn’t always the case in a 5 man.

    I realize that we’re a hybrid class and I’m not asking for a shield like priests or anything like that(although a leaf shield would be cool). However, we are given tools to tank and dps as good or better than warriors, paladins, and rogues so why then should we be denied otherwise primary and already available class skills if the largely accepted role of a druid is to heal?

    9:58 pm on 7/12/07
  • Gravatar Pattymelt

    I’ve come to this post late, but I wanted to thank you for it all the same. I’ve been hungry for just this sort of analysis with my newly resto-specced drood, and this helps immensely.

    Cheers,
    Pattymelt
    Drenden

    7:50 pm on 11/23/07
  • Gravatar Phaelia

    @Pattymelt: I’m really glad that you were able to find some use from this article! I’ve since realized that some of the assumptions around which the calculations are based are slightly off and so it’s not part of my “Guides” section any longer, but I believe there is still quite a bit of information of merit here. I’m happy you think so, too!

    5:36 pm on 11/27/07
  • Gravatar Falina

    Nice work, I’ve been playing a resto drood for a year and always used tree of life, we had some droods who used dreamstate in our raids before and they never could get near the amount of healing i was doing in tree form, i strongly believe it is not only data and plus helaing that makes you a good healer, it’s your general healing strat / hotkey setup / multi-taskign abilities that make you a better healer, i used to complain about the lack of speed and the decurse/poison removal in tree form until i realized that all you have to do even if it’s a pain is to build a macro to shapeshift during boss fights, which is very very useful/necessary when u start doing Serpentshrine, TK, Hyjal and BT. I’ve even sahpeshifted into bear form on occasions where i pulled aggro and it saved my life many times. In one word, droods are hybrids and you should learn to play them as hybrids to truly enjoy the class.

    12:25 pm on 1/4/08
  • Gravatar Gidget

    yaya, i know, posting in an old topic ftl… but… I tried to DL your excel sheet to see if it was what i was looking for, but it has since been taken down /cry…
    I kinda suck at math and theorycrafting, but now that my guild and I are getting into the heirachy of raiding and such (we are working on Supremus atm, full kara/ZA clears, 1 boss left in both TK and SSC, 3 left in Hyjal) the amount of gear upgrades is someone lacking for now. I want to get the best possible upgrade for my money… or dkp if you will. I was hoping you or anyone out there knew of a good site/spreadsheet/calculator where i could put in item stats and my dolls base stats and it tell me just how much my spells will tick for. I know, I know. This is like asking Blizzard to give us OOC rezzes, but hey, i’m hopeful! /wink

    3:12 pm on 6/3/08
  • Gravatar Phaelia

    @Gidget: I think I’ve fixed the link to the spreadsheet above. Sorry about that. Some servers can be more finicky than others in terms of case sensitivity for file names. =)

    As for a spreadsheet designed to tell you tick amounts, I believe that the updated version of RestoCalc from HealerLFG might be helpful: http://www.healerlfg.com/index.php/restocalc/

    10:19 pm on 6/7/08

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