• Home
  • Guides
  • Resources
  • Privacy Policy
  • Blogroll
  • Contact
  • Authors
  • Tree Shirts
  • Subscribe via RSS
  • Subscribe via E-Mail
  • Tree Shirts
  • Recent Comments
  • Mana Regen Calc.
  • The World Tree

I <3 the
Nostromo N52TE

Favorites

  • /hug
  • 4 Haelz
  • Banana Shoulders
  • Big Bear Butt
  • BigRedKitty
  • Gray Matter
  • Greedy Goblin
  • Leafshine: Lust for Flower
  • Of Teeth and Claws
  • Out of Mana
  • Think Tank
  • Tree Bark Jacket
  • Unbearably HoT
  • Yet Another Warlock Nerf
  • View Full Blogroll

Blogroll Highlights

  • Moonkin Musings
  • Tallyswift: The Swiss Army Cow
  • Moonglade Exalted
  • Furry Bear Ass
  • Leafshine: Lust for Flower

Categories

Archives

Resto4Life is regularly featured at the Daily Druid!
I blog Azeroth. Do you?

Creative Commons License

Phaelia Speculation: Revitalize and Wild Growth

Published on February 7, 2009 by Phaelia
Analysis, Patches, Spells and Talents
21 Comments

Warning: This article is speculative (and maybe a little preparatory). It assumes that Wild Growth will be affected by Revitalize at the same rate (15% chance per tick) that Rejuvenation is. It is possible that Wild Growth will see a lower percent chance of proccing this effect, though I am excited at the possibility that it won’t.


As of Patch 3.1, the effects of Revitalize (simultaneously renamed from Replenish to avoid confusion with the Replenishment effect) will be able to proc from ticks of our 51-point group heal, Wild Growth. This substantially increases the effectiveness of the ability for a number of reasons:

  • Wild Growth has seven ticks instead of the six of a talented Rejuvenation.
  • These ticks occur every second instead of once every three seconds, making it less likely that they will go toward overheal and yielding a much higher rate of restoration.
  • Wild Growth hits up to five targets at a time instead of one per spell cast.
  • While justifying the use of Rejuvenation can sometimes be difficult, there are many cases where the use of Wild Growth makes sense.

In short, the returns go from looking rather shabby to looking OM-NOM-NOM-delectable. To update the values presented under the Rejuvenation discussion, we’ll look at the effects it can have on just one target, keeping in mind that it has the potential to hit five of assorted shapes and colors. We can use a modified 8.57 casts per target per minute (60/7-second duration) and 1.05 procs per cast (0.15 * 7) to arrive at an approximate average PPM of 9.0, three times that of Rejuvenation:

Mana cost per Wild Growth Cast = 643
Wild Growth Casts per Minute = 60 / 7 = 8.57
Avg. PPM per Target = 8.57 * 1.05 = 9.0
Mana Cost per Target per Minute = (643 * 8.57)/5 = 1102.102*

* Here I’ve divided the total cost by five targets to avoid overstating the mana cost per target.

We can then apply this new PPM value to our previous calculations by individual class:

Avg. Return per Minute DK = 9 * 16 = 144 Runic Power/Minute
Avg. Return per Minute Warrior = 9 * 4 = 36 Rage/Minute
Avg. Return per Minute Rogue = 9 * 8 = 72 Energy/Minute

For mana users, the return is again based on total mana pool, using the higher PPM of 9 instead of 3.

Avg. Return per Minute Paladin = 9 * 0.01 * MANA POOL

Keep in mind that the above returns are on a per mana-using target basis. Assuming you hit a group of well-geared spell casters with it, you could be looking at upwards of 600-700 MP5 for your raid, more than (indirectly) compensating you for the cost of casting the spell.

Summary

With such a potent regenerative tool in their arsenal, Restoration Druids may soon be counted among those players who can contribute significantly to the longevity (or throughput) of their raidmates (alongside Moonkin, Shamans of all flavors and Replenishment-providing Survival Hunters, Shadow Priests, and Retribution Paladins), and with the unique twist of restoring more than just mana. Such a change would go a long way toward accomplishing Blizzard’s stated intention to "offer [Replenishment] to additional classes, as well as make sure that existing sources of Replenishment are more equitable." And if you’re wondering if Blizzard would consider giving such a tool to a healing class, remember that Shamans provide Mana Tide Totem, and Paladins provide Blessing of Wisdom, each of which has the potential to overshadow Revitalize, given the number of targets they can effect and the relative ease with which they are maintained.

It's good to be wanted.

Dear Blizzard,

I promise not to (excessively) lord my Wild Growth over DPSers if you give it the same proc chance per tick as Rejuvenation.

All my love,
Phae

Related Posts

  • Living Seed, Replenish, and Gift of the Earthmother
  • Wild Growth … Grows a Pair *
  • Ghostcrawler: Wild Growth May Receive 6-Second Cooldown
21 Comments
Categories: Analysis, Patches, Spells and Talents

Phaelia Gift of the Nerfmother

Published on February 6, 2009 by Phaelia
Analysis
16 Comments

You may recall this snippet from my previous article, Living Seed, Replenish, and Gift of the Earthmother:

Unlike other talents that affect casting speed, the reductions from spell haste and GotEM are additive; both values are calculated off a 1.5 second global cooldown and are not applied in any particular order. This means it actually scales better than it would otherwise and, contrary to popular belief, does not scale inversely with haste. Nonetheless, plan to drop one or more points out of this talent as your haste increases.

With the release of Patch 3.08, this is no longer the case. Gift of the Earthmother has been changed so that it’s applied the same way other self-hasting talents are, representing a considerable nerf to its effectiveness. As a point of reference, you now need 655 haste rating (19.98%) to reach the same 1.0 sec GCD you could formerly reach with only 505 haste rating, assuming 5/5 Gift of the Earthmother.

We can adapt the formula provided by Zoltair of Korialstrasz (US) via Elitist Jerks to solve for the amount of haste needed to reach a 1.0 sec GCD at different points in GotEM:

Haste from Gear = (1.5 * (1 – GotEM%) / ((1 + WoAT%) * (1 + Aura%) * (1 + CF%))) – 1

You can use the following JavaScript-driven calculator to determine the necessary haste rating to reach a 1.0 second GCD based on the number of points you have invested in Gift of the Earthmother (and how useful your raidmates are):

  Wrath of Air Totem
0

1

2

3
  Swift Retribution Aura or Improved Moonkin Aura
0

1

2

3
  Celestial Focus
   
GotEM   Haste for 1.0 sec GCD
0/5 =  
1/5 =  
2/5 =  
3/5 =  
4/5 =  
5/5 =  

Thanks to readers Zoltiar and Trellan of Ravencrest for the heads up on this change and to Zoltair of Korialstrasz (US) for the math!

Related Posts

  • Living Seed, Replenish, and Gift of the Earthmother
  • Impressions Solicited: Spell Haste
  • Direct Healing in Wrath
16 Comments
Categories: Analysis

Phaelia Blue: 3.1 Changes (Mana Regen and More)

Published on February 6, 2009 by Phaelia
Blue, Patches
33 Comments

Bornakk today released information on the changes to mana regeneration in Patch 3.1:

As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.
Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us.

  • Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.
  • To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.
  • The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.
  • Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.
  • In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.
  • We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.
  • We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.
  • These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.

These are some pretty extreme changes. My initial impressions:

  • The mention of heals over time and clearcasting procs (Omen of Clarity) in the first point makes me feel like this nerf is being directly targeted at Druids, though it will likely impact our Spiritual Sisters, the Priest, as well. Despite the Paladin nerfs, it may end up as a relative buff to Paladins (and possibly Shamans) who don’t rely upon Spirit.
  • So much for learning to dance the 5SR dance. An across the board nerf to mana regeneration outside the Five Second Rule makes trying to time your heals and rotations less valuable.
  • Intensity and Intensity-like effects are being buffed, but only to keep regeneration inside the Five Second Rule relatively equal to the current value. At the same time, mana regeneration across the board is being reduced. As a Druid, the value of Spirit was based largely upon its effect on Innervate. This represents a substantial nerf to Spirit and a corresponding buff to the value of Intellect since Replenishment is not being changed (to avoid devaluing the classes that provide it).
  • Expect to see more Balance Druids pursuing 3/3 Intensity to make up for the nerf to mana regen within the 5SR.
  • As Innervate multiplies out of combat regeneration, this may represent a substantial nerf. If they successfully handicap mana regeneration, we may see a lot more Druids using the [Glyph of Innervate] for the boost when used on themselves moreso than the benefit granted when conveyed to another. I hope that Innervate not being listed among the talents and abilities being boosted is simply an oversight.
  • /mourn [Darkmoon Card: Blue Dragon] (Okay, okay. I know it’s two expansions old. But we had such good times together! /sniff)
  • The nerf to clearcasting effects means Omen of Clarity will no longer help you get outside the 5SR, though the benefits for doing so are going to so greatly de-emphasized that I don’t really see why such a change is needed.
  • This probably hurts Druids more than other healers because our go-to heal, Regrowth, is so much more mana intensive than that of other classes. Expect to take HPM (and therefore Nourish) into consideration in the future.
  • The reduction in value of Spirit will cause Restoration Druids to purposefully seek out more cloth armor, possibly those items whose regeneration comes in the form of MP5. Here is the current breakdown of 0-Resilience, 0-hit rating epics with spell power:
    • 12 leather epics without Spirit
    • 45 leather epics with Spirit
    • 27 cloth epics without Spirit
    • 66 cloth epics with Spirit

    I’m sure non-Spirit cloth casters won’t be big fans of this aspect of the change.

Overall, these changes are terrible for Druids. Both Spirit and Innervate are taking a big hit in usefulness, Omen of Clarity is being nerfed for mana users, a popular (if outdated) trinket is being made obsolete, and no other stat is being made more attractive to us to compensate (hello, crit and haste, I still hate you).

Additional Restoration Changes in 3.1

You can view the full list of Druid (and lesser classes) changes here, but here are the ones that will affect Restoration:

  • Thorns and Nature’s Grasp can be cast in Tree of Life form.
  • Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.

For some reason, I thought we could already cast Nature’s Grasp in Tree of Life. That’s a nice buff for handling accidental PvE aggro (but too long of a cooldown to be much of an improvement in PvP). Huzzah for finally being able to cast Thorns in Tree of Life. And here I was expecting to have to wait until the Emerald Dream expansion! I hate the name “Revitalize,” but I’m thrilled to see it added to the splash HoT of Wild Growth. This change, combined with the overall nerf to mana regeneration should make it a more attractive 3-point investment.

Want impressions from other Druids in the blogosphere? Check these out:

  • Kalon from ThinkTank
  • Karthis from Of Teeth and Claws
  • Keeva from Tree Bark Jacket
  • Sydera from World of Matticus

P.S. Given the above, who thinks I need to rename Phaelia to something beginning with a “K”? Khaelia? Ew.

Related Posts

  • Intensity to Become 30% Regen while Casting
  • Blue: Mana Regen to be Updated or Redesigned
  • Blue: Mana Regen Complexity and Restoration Scaling
33 Comments
Categories: Blue, Patches
2 of 2«12
 

Recent Comments

LoniHuff.NET (2)

Phaelia
Hey, Stormwalker! Great to hear from you! Our little sprout is growing fast, but don’t call him “little” when he’s around or he’s sure to tell you “I a little bit big!” :-)

Stormwalker
I…I…kinda miss you and your Druidic writings of old. Good to see you’re still around, busy with RL. The little sproutling looks a little bigger now! Regards, Stormwalker, of old.
The Sprout(ed) Seed (91)

Triadx
Gratz on the mini sprout!

Keybinding
Oh my gosh! You look beautiful. Is that a new druid in training? Maybe he will rebel and spec feral or oomkin? /cheer!

Bolink
Beautiful! Congratulations! (I know this is just a tad late) .-= Bolink´s last blog ..Druid Defense in Warsong Gulch =-.

Teledris
Awesome, dude! Congratulations!

tkc
15 short years till he wants to borrow the car! Cheers!
Druids (Not) to Pick Locks in Cat Form (17)

Claire Swazey
I have a cat who has learned to open the pet door lock. I’d never have thought…
The Belkin Nostromo N52 TE (74)

Alahnna (Mama Druid)
Over two years later and this is still relevant and so very helpful. I hope you are having a blast with your little sprout, who’s probably running all over the place now. =D

Marc
Hi, Too bad this blog is no longer maimtained. Thanks for you post though. I wanted to address the issue of lefties. I am on, and use the N52TE. I use a trackball with my right hand and the n52TE with my left, no problems.
© 2009 Resto4Life. Some Rights Reserved. Original theme by Dezinerfolio. Respecced by Phaelia.