Category Archives: Theorycrafting

In Defence of Regrowth

I’m always hearing people say negative things about Regrowth. It’s a wanna-be Flash Heal. The front-end heal is too small. The HoT is too short. It costs too much mana.

I love Regrowth, and here’s why:

  • Regrowth increases our haste rating by 15% for 15 seconds (1 minute cooldown) with Nature’s Grace.
  • With 3 points in Nature’s Bounty Regrowth is the healing spell that is most likely to crit (both the direct heal and the HoT).
  • The high crit chance means lots of Living Seed procs (if you’re specced into it).
  • It’s fast.
  • It’s instant while in Tree of Life.
  • It’s free with a Clearcasting proc.
  • It gives you something to Swiftmend.

Since Wild Growth was nerfed, many druids are leaning very heavily on Rejuvenation in order to put out enough healing in Dragon Soul. Yet at the same time, druids are complaining that we don’t have enough burst.These two things seem very contrary to me.

Rejuvenation is not bursty at all. But you know what is? Regrowth. With 3 points in Nature’s Bounty it crits more than 80% of the time, hitting for around 25-30k depending on spellpower and leaving a HoT which will heal for an extra 8k or so.

Since I’ve been in Dragon Soul I’ve been dealing with the Wild Growth nerf a little differently than most druids. While many others are seeing Rejuvenation as their top heal, it’s never on top for me. It’s usually not even 2nd. I’ve been balancing between Rejuv and Regrowth use and I have to say, it’s been working really well for me. I use Rejuv on those who are at a safe level of health but are taking constant damage and Regrowth on those who are dipping a little too low for my comfort level.

There are all kinds of mathematical arguments for favouring Rejuvenation over Regrowth. Rejuv is better HPS (healing per second); it’s better HPM (healing per mana).

But you know what? Healing isn’t all about math. It isn’t about winning meters. It’s about keeping people alive. A clutch direct heal that saves someone from dying is usually worth more than a blanket of Rejuvs. It might cost more mana, it might heal for less overall, but how important is that?

The more I heal the more I think that healing is not just a numbers game. Spreadsheets and math are great and I really respect all the theorycrafters out there, but sometimes it’s not about math – it’s about what feels right and what works best for you. Spreadsheets are based on a set of ideal conditions. Raids, especially when you’re learning a new fight, do not have ideal conditions. The unexpected happens, people screw up. Healers need to be both proactive and reactive in dealing with incoming damage. This is why I really prefer to base my decisions on gear and spell usage on my own experiences and my own logs. Every person plays a little different and what’s best for one may not be best for another.

Here are some logs from my last raid where I used Regrowth quite heavily.

Spine of Deathwing

Overall healing

Spine of Deathwing - Healing Done

Healing Breakdown

Spine of Deathwing - Resto druid healing breakdown

Madness of Deathwing

Overall healing

Madness of Deathwing - Healing breakdown

Healing breakdown

Madness of Deathwing - Resto druid healing breakdown

Some important things to note:

  • Rejuv usually does only around 10% of my healing.
  • Regrowth is also around 10% of my healing.
  • Rejuve has way more overheal than Regrowth. Rejuv is around 50% overheal while Regrowth is only around 30%. The big differences in HPM and HPS that you see between these two spells on paper is lessened when you factor overheal into the equation.
  • I was often very close to using up all my mana on these fights, but I never had to completely stop healing because I was oom.
  • Many of my Regrowth casts were mana-free because of Omen of Clarity.
  • I think my HPS is still pretty good.

If you’re getting bored with Rejuv spam, or are feeling like your spells lack burst, you might want to try increasing your Regrowth use too.

Give Regrowth a shot – you might like it. :)

Moonglow vs. Furor

Moonglow or Furor? The age-old question: Is it better to save mana or gain mana?

This question has been answered many times before, but the answer tends to fall under one of two extremes: it either references a complex formula which goes right over my head, or it gives an absolute X is better than Y without much explanation. I’m going to try to answer the question in a way that falls in between those two extremes. I’ll answer the question in layman’s terms with concrete examples of how the two talents affect your mana pool.

First, let’s look at exactly what the talents do:

Moonglow – Reduces the cost of your damage and healing spells by 9%.

This is a very basic bonus. The benefit you’ll see from Moonglow depends entirely on how many spells you cast and how much mana they cost. The more mana you spend, the more benefit you will see from Moonglow.

Furor – Increases your maximum mana by 15%.

Furor is a little more complex. Besides the flat mana increase you get, you will also see a bonus to any mana regeneration that is based on your mana pool, such as Revitalize, Replenishment and Innervate. Furor is a talent that scales with gear – as your mana pool increases, so does the benefit you gain from Furor.

So how do you tell which talent will create a more positive effect on your mana? With math!

Moonglow

Let’s look at Moonglow first. To figure out how much mana you can save with Moonglow, you need to have an idea of how much mana you spend on any given fight. To do this, I looked at random 30 second snippets of boss encounters and broke down how many spells I cast and how much mana they cost. Here’s one example:

Sample 5 Cost w/o MG Cost with 3 MG  Mana Saved
Rejuv x7 26089 23740.99
SM x2 3727 3391.57
WG x3 15094.35 13735.86
N x4 7454 6783.14
LB x2 2608.9 2374.099
54973.25 50025.66 4947.59

I also cast 2 Regrowths during that time, but left out their mana cost to account for Omen of Clarity procs (I assumed a rate of 2 OoC procs per 30 seconds).

After looking at 5 random samples, I found that 3 points in Moonglow would give me an average mana savings of 4823.5 every 30 seconds.

Looking at different fight lengths, Moonglow saves:

Mana Saved in:
3 minutes 28941
4 minutes 38588
5 minutes 48235
6 minutes 57882
7 minutes 67529
8 minutes 77176
9 minutes 86823
10 minutes 96470

Furor

Now let’s look at Furor. I looked at the impact Furor would have on a mana pool of 100,000. First, there would be a flat bonus of 15,000 mana. Second, there would be an increase in mana regeneration effects.

  • Replenishment returns 1% of total mana over 10 seconds. An extra 15,000 mana would mean an extra 150 mana from Replenishment every 10 seconds.
  • Revitalize returns 2% of your mana whenever it procs. It has a 12 second internal cooldown, but from examinations of my own logs I found an average proc rate of once every 13.5 seconds. An extra 15,000 mana would mean an extra 300 mana from Revitalize every 13.5 seconds.
  • Innervate returns 20% of your mana and has a 3 minute cooldown. An extra 15,000 mana would mean an extra 3,000 mana from each Innervate.

I looked at how much extra mana would be regenerated with a base mana pool of 100,000 over a 3 minute fight:

Base
Mana
Mana with 3 Furor Difference
100,000 115,000 15,000
Mana return over a
3 minute fight
Replenishment (18 occurrences) 18000 20700 2,700
Revitalize (13.33 occurrences) 26660 30659 3,999
Innervate (1) 20000 23000 3,000
Extra mana regenerated from Furor 9,699

Add that 9,699 to the flat 15,000 mana increase and 3 points in Furor would gain you 24,699 extra mana over a 3-minute fight. I then expanded these figures to account for larger mana pools and longer boss fights.

My full calculations are available in this spreadsheet.

Results

When all the math was done, I compared the numbers for Moonglow and Furor and put them in a pretty graph.

Moonglow vs. Furor graph

Things we learn from this:

  • Furor gets better with larger mana pools.
  • Moonglow gets better with the amount of spells you cast. It gets better in relation to Furor as the fights get longer.
  • At current mana levels Moonglow will provide more of a benefit than Furor on any fight longer than 3 minutes.
  • Furor will not become competitive with Moonglow until our mana pools start hitting 150,ooo (at least) and even then, only on the shorter fights.

I hope I’ve helped to clarify the issue for those people (like me) who want to understand the reasons why one talent is better than the other without doing too much math.

*Disclaimer: I did not account for temporary Intellect increases in my Furor calculations. The temporary mana increases make only a few percent difference. For example, on a 3-minute fight with 100k mana, Power Torrent procs would increase Furor’s mana regen by about 4.9%. As mana pools increase, this number goes down.  Adding in the temporary Int boosts does not affect any of the numbers enough to make Furor better than Moonglow for any fight length or mana pool. And I’m all math-ed out.*

Thanks to Hamlet for reviewing my spreadsheet. For those looking for more druid theorycrafting, I suggest downloading Hamlet’s TreeCalcs. Thanks also to Zosima for making sure my math-to-English translation made sense. :)

BotG vs. LS – Correction

The math I used to compare Living Seed and Blessing of the Grove the other day was faulty. It turns out that Blessing of the Grove is even weaker than I gave it credit for. As explained by Tangedyn at The Inconspicuous Bear:

“Just about all the talents and glyphs that increase our healing have been found to stack additively instead of multiplicatively… With 25% from Gift of Nature, 15% from Improved Rejuvenation and 10% from Glyph of Rejuvenation (and for some people, 4% from Genesis), 2/2 Blessing of the Grove only really increases your healing by 0.04/1.5 = 2.666% (repeating of course), or 0.04/1.54 = 2.60% (with 2/2 Genesis), instead of the expected 4%.”

I tested this myself to be sure. I have an extra 6% healing from Genesis and had the following results:

  • With 0 points in BotG my Rejuv ticked for 3804
  • With 2 points in BotG my Rejuv ticked for 3901

3901/3804 = 1.0255 or 2.55%.

I have updated the post with the correct value for Blessing of the Grove, which changed the results considerably. Living Seed provided more healing per point than Blessing of the Grove on all 12 Tier 11 bosses. Overall, Living Seed would account for 132% more healing than Blessing of the Grove.

The original post has been updated.

Blessing of the Grove vs. Living Seed

I often get questioned on my lack of appreciation for Blessing of the Grove. When Living Seed was unlinked from Efflorescence resto druids everywhere rejoiced that they no longer had to spend 3 points on a talent that usually made up no more than 2-3% of their overall healing. Instead, many put points in Blessing of the Grove, which increases the healing done by Rejuvenation by 4%. I, however, have stuck with Living Seed.

Rejuvenation is generally a druid’s first or second spell in terms of healing done, so why wouldn’t I want to increase its output by 4%?

First of all, it doesn’t really increase Rejuv by 4%. The bonus stacks additively instead of multiplicatively, meaning that BotG actually only buffs Rejuv by 2.55-2.66% (depending on your other talents). For my particular spec, with 3 points in Genesis, BotG increases the healing of Rejuv by 2.55%. This really isn’t a lot.

Let’s take a look at my spell breakdown for my last boss kill (heroic Maloriak):

Resto Druid healing breakdown for heroic Maloriak
Rejuvenation did a total 1,458,152 healing (including both the ticks and the instant portion from Gift of the Earthmother). If I had 2 points in Blessing of the Grove, Rejuvenation would have done 2.55% more, which is 37,182 healing.

Living Seed did 120,159 healing.

Now, it’s obviously not fair to compare a 2-point skill to a 3-point skill, but even if I had only 2 points in Living Seed, reducing the healing by 1/3, that would still be 79,305 healing, meaning LS would provide 113% more healing than BotG.

Since one fight isn’t much of a sample, I looked at my last 25man kill of every Tier 11 boss to see how the two talents stacked up, comparing 2 points in BotG to 2 points in LS.

Blessing of the Grove vs. Living Seed healing breakdown
While neither talent provides an outstanding amount of healing, Living Seed is still clearly the winner here. It has provided me with an average of 132% more healing than Blessing of the Grove would have across all Tier 11 fights.

Take a good look at your own healing style to figure out if Living Seed is better than Blessing of the Grove for you. If you:

  • Have points in Nature’s Bounty, increasing the crit chance of your Regrowth;
  • Use your direct spells liberally (Regrowths on OoC procs, direct heals to refresh your Lifeblooms, Swiftmend often);

then there’s a very good chance Living Seed will provide you with more healing than Blessing of the Grove.