Tag Archives: cooldowns

Hunter Tips for The Fallen Protectors

The Fallen Protectors is a council-type fight with a lot of adds, target-switching and abilities to know about. Though the damage meters on this fight should typically be dominated by the multi-dotters, Hunters can still do pretty well. Here’s a brief rundown of what you should be focusing on as a hunter along with some tips on how to make sure you survive fight and make the most of your abilities to help out your raid group.

The heroic mode of this encounter isn’t a whole lot different. Each boss’ abilities will increase in power until they enter a Desperate Measures phase, but they’re still handled the same. 

The fight

This fight has three bosses – Rook, He and Sun – who do not share a health pool. Each boss has 1 damaging ability you’ll need to avoid during the fight. Rook will throw barrels at random targets – get out of the swirly on the ground. He will drop poison puddles – but these are more of a melee concern, ranged shouldn’t really be near them. Sun will cast Sha Sear – this is just like a Priest’s Mind Sear – if you are the target, you should run away from others to avoid damaging them.

When each boss reaches 66% and 33% they summon extra adds into the fight. The order you take the bosses down to these levels doesn’t really matter, but you want to keep their health levels fairly close, and you want to make sure adds are dealt with before pushing the next boss over. While adds are up, they should always take dps priority over the bosses.

Rook will summon 3 adds. The kill priority for these should be:
Embodied Sorrow > Embodied Gloom > Embodied Misery

  • Embodied Sorrow will cast Inferno Strike on a random player. The damage is shared, so people just need to stack on Sorrow (or they can solo soak if they have an immunity, but that’s not really necessary on normal). If you’re the target of Sha Sear, you should run out of the group until the cast is done. Inferno Strike is the most dangerous ability, which is why Sorrow is the first kill target.
  • Embodied Gloom will cast Corruption Shock, which can and should be interrupted.
  • Embodied Misery is really only a pain in the ass for the tank, so it dies last.

He will summon one add, Embodied Anguish. This add will focus a player with Mark of Anguish, which roots the player in place and deals increasing amounts of damage. This can be passed to another player by using the special action button. Mark should be passed to players with good damage reduction cooldowns, but not to tanks as it leaves an armor debuff. Everyone should focus the Anguish while it is up.

Sun will summon a number of adds: Embodied Despair, Embodied Desperation and a number of smaller Despair Spawns. She will also cast Dark Meditation, which requires everyone to stand inside her Meditative Field (this kind of looks like AMZ). Ranged should focus on killing Embodied Despair and Desperation (doesn’t matter which one is first), while the melee kill the Spawns.

Once all the bosses are under 33%, you won’t have any more adds to worry about. At this point you just need to make sure they’re damaged evenly and killed at roughly the same time.

Talent Recommendations

Level 15 – Crouching Tiger, Hidden Chimera 

Level 75 – Blink Strikes

Level 90 – Barrage
Make sure you time Barrage well. If Barrage is up and and Rook or Sun is about to push to 66/33%, hold off on using it until the extra adds spawn. Also make sure you’re positioning yourself correctly.

Tips for Hunters

This fight, though it seems complex, is actually fairly straightforward. DPS the correct target, don’t stand in bad – not a whole lot of utility is needed. One thing hunters can excel at though is handling the Mark of Anguish. You can easily hold on to the Mark for 15 seconds, meaning it doesn’t need to be passed so often. When you get the Mark, hold it until your health starts dropping low, then use Deterrence. As soon as it wears off, Deterrence again. The downside is that you can’t shoot anything with Deterrence up. You can drop traps though, so you may as well drop some fire and some snakes under the mobs. Also make sure your pet is on the Anguish.

Deterrence should also work on Inferno Strike, though I haven’t personally tried it and it shouldn’t be necessary on normal.

Evaluating Discipline Priests with World of Logs

The second part of my updated Guide to Evaluating Healers with World of Logs focuses on Discipline Priests. Thank you to the awesome Derevka of Tales of a Priest, who reviewed the post and shared some of his Priestly knowledge with me.

(This post may be easier to read, with less squishy pictures, over on the guide page).

 Here are specific things to look for when analyzing discipline priest logs. It’s best to look at specific kills or attempts in order to get meaningful numbers.

Healing Done

Discipline priests are the masters of mitigation. They are great tank healers but are also capable of putting out a huge amount of absorbs on the raid through Spirit Shell, DA and PW:S. Disc Priests have a wide variety of spells and cooldowns to manage.

Healing by Spell

Disc Priest healing done on World of Logs

Spell selection – Is the priest using the appropriate spells?

Priests have: Heal, Greater Heal, Flash Heal, Binding Heal, Penance, Atonement, Power Word: Shield, Spirit Shell, Prayer of Healing, Prayer of Mending, Renew, Divine Aegis (passive effect), and one of Cascade, Halo or Divine Star (Tier 6 talents).

Top Spells

With few exceptions, Spirit Shell and Divine Aegis should be a Disc Priest’s top heals. Spirit Shell is extremely powerful when used correctly. Atonement and Power Word: Shield should be up there as well. On fights with lots of raid damage, the Tier 6 talent (usually Cascade) should also provide a lot of healing.

Spells that may show not show up in the logs much – or at all – include:

  • Flash Heal: For lesser geared healers, Flash Heal should be used in emergencies only since it is extremely inefficient. For healers who are overgeared and/or have access to a lot of mana cooldowns, it may show up more frequently.

  • Renew: This spell is very weak for Disc Priests. It may be rolled on a tank or cast on the move, but overall it should not make up a significant portion of healing done.

  • Heal: Though Heal is very efficient, it does relatively little healing. Priests may not use it in favour bigger, more expensive heals.

Notes on specific spells:

Power Word: Shield

WoL: Power Word Shield
Power Word: Shield should be kept up on the tank(s), or cast on anyone else taking very heavy raid damage. PW:S should be cast often – at least every 12 seconds for the Rapture proc, but usually more often than that. You want to see fairly low overhealing on this.

Penance is a fairly cheap heal that hits 3 times in rapid succession. It is an excellent way to get a 3-stack of Grace up on a target, and is also great for Atonement heals. This should be used close to on cooldown (cooldown is 9 seconds). Priests should be using Penance more for Atonement healing than direct healing.

Power Word: Solace

On most fights, you want to see that Priests have taken (and are using) Power Word: Solace as their Tier 3 talent. It provides a free, instant, smart heal so is great in terms of both HPS and HPM. It has a 10-second cooldown and should be used often.

The only reason for a Disc Priest to not take PW:Solace is if the extra damage from Mindbender is really needed.


WoL Atonement

Atonement in the healing by spell tab


WoL Disc Priest damage by spell

Atonement healing in the damage by spell tab

There are three spells Priests can cast offensively that cause Atonement healing: Penance, Smite and Holy Fire (or Power Word: Solace, depending on talent choices). To see how these spells are being used, check the damage by spell tab. Penance is the most efficient, powerful heal and should appear at the top of damage done, followed by Smite, then Holy Fire/PW:Solace.

Cascade will be a Disc Priests tier 6 talent of choice in most situations. It’s a smart heal that heals 15 people and has only a 25 second cooldown. You should see this used often and providing a fair amount of healing on any fight where the raid is taking significant damage.

Prayer of Mending
Priests should be casting this on cooldown so it should provide a fair bit of their healing. With the 2T15 bonus, PoM should account for even more.

Void Shift

WoL Void Shift
This is a newer cooldown for Priests that allows them to switch their health with the health of their target. It’s not something that will be used on cooldown or anything, but it you should see it used at least a few times over the course of a raid. Check the amount healed (it should be high per cast) to see if the Priest is faster with VS than your Pallies are with LoH. There is a slight delay in the health exchange after this has been cast.

Buffs Cast

This screen will tell you how often a priest is using their cooldowns, along with the uptime on key abilities.

World of Logs - Disc Priest buffs cast

Prayer of Mending – PoM should be cast on cooldown and be up as much as possible. 80%+ uptime is a good target for most fights. However, if the fight has people constantly taking damage (like Tortos) it will likely run out of charges before the cooldown is up again and the uptime will be lower (probably around 60%.)

Grace – With Disc Priests’ focus on Atonement healing, Grace is a bit of an outdated mechanic. If the Priest is strictly assigned to tank healing, you want to see Grace up on that target all the time. However, since Discs are such powerful raid healers, Grace uptime is likely to be low and not something to worry too much about. Grace should have a higher uptime in 10s than 25s.

Archangel – Archangel consumes stacks of Evangelism, giving 5% increased healing per stack. It has a 30 second cooldown and lasts 18 seconds, so the maximum uptime is 60%, though it won’t be up this often in practice. You want to see the Priest using Archangel often throughout the fight, and only when they are at 5 stacks of Evangelism.


To see how Evangelism and Archangel are being lined up, click the # beside both. Hovering over the Evangelism bars will show how many stacks it was at. You want to see 5 stacks before the Archangel bar lights up.

Inner Focus – Inner Focus makes your next spell cost less mana and a guaranteed crit. It has a 45 second cooldown and should be used often. A good practice is to use Inner Focus before a PoH while Spirit Shell is active.


Clicking the # next to Inner Focus and Spirit Shell will show you if these things are being lined up, as they are in the example above.

Inner Sanctum / Inner Will – One of these should be up all the time. However, if the Priest casts one of these before the fight begins and never switches it, it won’t show up here.

Hymn of Hope – Hymn of Hope restores mana to the raid and should be used on every fight. It has an 8 minute cooldown. You should see 12 ticks to indicate that it was channelled for the full duration.

Pain Suppression – Pain Suppression has a three-minute cooldown. Its use will often be prescribed by the raid leader. You should see PS used 1-3 times on most fights, depending on length.

Power Infusion (optional talent) – Power Infusion reduces casting time and the cost of spells. It has a 2 minute cooldown. It should be used often. Pairing it with Spirit Shell can make a very powerful combo.

Trinkets – If the priest has any on-use trinkets, or racials like Arcane Torrent they should be used as much as possible. Compare the cooldown to the amount of times used.

Other things to look for

There are a few important things that won’t show up under Healing Done or Buffs Cast, and you’ll have to look for them using the Expression Editor.

Power Word: Barrier 

WoL Power Word: Barrier

To find out how often PW:B is used, you need to use the Expression Editor. Go to Dashboard > Expression Editor and add in the following (replace the sourceName with the name of the priest):

sourceName = "Priest"
and (Spell = "Power Word: Barrier")

This will show you how many times PW:B was cast. If you want more details, such as how many people were affected by the Barrier, just use (Spell = “Power Word: Barrier”) as the query.

This restores mana to the priest and does some damage too. Shadowfiend has a 3 minute cooldown. Paste in the following query (replace the sourceName with the name of the Priest):

sourceName = "Priest"
and (Spell = "Shadowfiend")

If the Priest has specced into Mindbender, it has only a 1 minute cooldown. Paste in the following query (replace the sourceName with the name of the Priest):

sourceName = "Priest"
and (Spell = "Shadowfiend")

No matter which ability the Priest has, you should see it used first within about a minute of the start of the fight and then again whenever it’s off cooldown.

Evaluating Holy Paladins with World of Logs

The second part of my updated Guide to Evaluating Healers with World of Logs focuses on Holy Paladins. Thank you to Jacii, one of Apotheosis’s amazing Pally healers for reviewing and contributing to the post.

(This post may be easier to read, with less squishy pictures, over on the guide page).

Here are specific things to look for when analyzing holy paladin logs. It’s best to look at specific kills or attempts in order to get meaningful numbers.

Healing Done

Paladins are great tank healers and are also very strong at healing the raid when they are grouped close together. They have a number of utility spells and cooldowns to juggle. Holy Paladins should be evaluating not just on their output but also how well they make use of their abilities.

Healing by Spell

World of Logs Paladin healing done

There are a number of things to look for on this screen, including:

Spell selection – Is the paladin using all their available spells?

Paladins have: Divine Light, Holy Light, Beacon of Light, Holy Shock, Holy Radiance, Word of Glory, Light of Dawn, Lay on Hands, and passive healing from their Mastery – Illuminated Healing. They also have either Eternal Flame or Sacred Shield (level 45 talents) and one of Holy Prism, Light’s Hammer or Execution Sentence (level 90 talents). Healing from all of these spells should be seen on most fights. The only spell that is not typically used much is Flash of Light due to it’s poor mana efficiency (though it can be excellent on fights where mana doesn’t matter so much).

Top spells – A paladin’s top spells will vary based on the fight and their assignment, though Illuminated Healing will generally be at or near the top on any fight, along with Eternal Flame if the Pally has taken it.  For fights that are heaviest on tank damage Beacon should be doing a lot of the healing. When the raid is grouped up, Holy Radiance will often be one of the top heals even if the paladin is assigned to tank heal.

Overhealing – Overhealing is dependent on spell. Spells like Beacon of Light and Holy Radiance will generally have high overheal, which cannot be avoided so it is not a useful metric to look at. However targeted, single target spells such as Divine Light and Holy Shock should be low on overheal.

Notes on specific spells:

Divine Light vs. Holy Light
Two slow, direct healing spells. Divine Light costs 3x the mana and heals for 3x as much and gives Holy Power if cast on the Beacon target. The amount these spells are used will depend on the fight and damage taken. Check the amount of overheal on these two spells. If the overhealing on Divine Light is too high (nearing or over 40%), the paladin may be wasting mana and should be relying more on Holy Light. Paladin have so many other spells to use, and group heals that transfer through Beacon that you may not see a lot of use of either of these spells.

Holy Shock

World of Logs Paladin-Holy-Shock
Holy Shock should be used on cooldown to maximize Holy Power gains. Though it won’t be on top in terms of healing done, it should be near the top in terms of number of times it is cast. It has a 6 second cooldown, or 4 seconds with 4T14. Compare the number of direct heals to the maximum number of times it can be cast.

Holy Radiance and Daybreak
Daybreak is a buff that you get every time you cast Holy Radiance.  The buff will make your next Holy Shock cast within 6 seconds duplicate into a second heal that will heal all targets within 10 yards of the initial Holy Shock target. If Holy Radiance healing is high, but Daybreak doesn’t make up at least a few % of total healing, the Paladin is likely not using Holy shock appropriately.

Word of Glory (or Eternal Flame) and Light of Dawn

These are the spells that use up Holy Power. Word of Glory/Eternal Flame should be used more often when tank healing or people are spread out, while Light of Dawn becomes more useful as people are grouped up, or damage is more bursty. One of these spells (or a combination of them) should make up a significant portion (20%+) of total healing. If they don’t, the Paladin may not be using their Holy Power optimally.

Lay on Hands
The first thing to look for is whether Lay on Hands was used at all. In addition to providing a huge amount of healing, with Glyph of Divinity LoH also returns mana. Though it may not get used on every fight, it should be used on most fights. A lack of LoH over a raid night should set off warning bells.

Tier 3 Talents
Tier 3 gives Paladins a choice of 2 new healing spells (yes there are 3 options, but Selfless Healer is the wrong one).
Eternal Flame – This spell replaces Word of Glory, turning it into a 30 second heal over time. If the Pally has this talent, it should account for a lot of their healing, especially if they apply the HoT to as many raiders as possible.  The HoTportion of Eternal Flame transfers to the Beacon at 50%.
Sacred Shield – This provides a shield (can only be on one person at a time) which absorbs damage every 6 seconds. If the Pally takes this talent, SS should be up on their primary target all the time.
You’ll also want to check the uptimes on these spells. (See next section)

Tier 6 Talents
Paladins get a choice of 3 new heals for their Tier 6 talent. These talents have very short cooldowns, and should be used often. Use can be delayed for predictable damage, or in combination with an output cooldown.

You should see healing from one of the following:
Stay of Execution (from the talent Execution Sentence) – Single target heal over time. 1 minute cooldown. This is a good choice on fights with very heavy tank damage. You can see the number of times this was cast on the Buffs Cast screen.
Holy Prism – Can be used as a single-target heal or a small area of effect heal. 20 second cooldown. This is the only option with a mana cost.
Arcing Light (from the talent Light’s Hammer) – An AoE ground heal that lasts 17.5 seconds. 1 minute cooldown. Light’s Hammer is a good choice on fights where the raid is grouped up and more AoE healing is needed. Light’s Hammer’s heals transfer to the Beacon target at a rate of 15%.

Buffs Cast

This screen will tell you how often a paladin is using their cooldowns, along with the uptime on key abilities.

Paladin-buffs-castBeacon of Light – Paladins’ signature ability. Should be up all the time. If it’s cast pre-pull and never put on a new target, Beacon will not show up here. Make sure Beacon healing is present in the Healing by Spell tab.

Eternal Flame – If specced into this, it should always be up. Look for 95%+ uptime.

Sacred Shield – If specced into this, it should always be up. There are two buffs that will show up for Sacred Shield. You want to look for spell ID 20925. Uptime should be 90%+.

Guardian of Ancient Kings – When activated, it will heal the target of your next 5 heals and everyone within 10 yards of them. 5 minute cooldown. Will generally only be used once per fight, but can be used more on long fights. This should be present on every boss fight. GoaK will show up as a pet on the Healing Done screen.

Avenging Wrath – Increases healing and damage by 20% for 20 seconds, 3 minute cooldown. This should be used often, generally 2-3 times per boss depending on the length of the fight.

Divine Favor – Increases haste and crit chance by 20% for 20 seconds, 3 minute cooldown. This should be used often, generally 2-3 times per boss depending on the length of the fight. Can be paired with AW for a super cooldown. Click the # next to each of these spells to see if they’re being used together or separately.

Holy Avenger (optional talent) – Makes Holy Power abilities do 30% more healing and generate more Holy Power for 18 seconds. 2 minute cooldown.

Devotion Aura – Reduces magic damage by 20% and prevents silences and interrupts for 6 seconds. 3 minute cooldown. This should be seen on any fight with raid-wide magic damage. The chart will tell how many people were affected by it (which will include pets and things). Click the # next to the spell to see a when and how many times it was used.

Divine Protection – Reduces magic damage taken by 40%, 40 second cooldown. With the Glyph of Divine Protection, it will also reduce physical damage taken by 20%, and will reduce the magic reduction to 20% as well. This should be used often, whenever the Paladin is taking significant damage.

Divine Shield – Used in emergencies, it makes the Paladin invulnerable to damage. It won’t be used often, but if you find the paladin is often dying without ever using it, there is a problem. DS can be used with Hand of Sacrifice to prevent unfortunate deaths..

Hand of Sacrifice – This is great for times of heavy tank damage. Paladins should be making regular use of this. It has a 2-minute cooldown, but if specced into Clemency, the spell can be cast twice before incurring a cooldown.

Hand of Salvation/Protection/Freedom – These are situational spells. They probably won’t be used too often, but I see their proactive use as a sign of excellent raid awareness.

Hand of Purity (optional talent) –  If the Pally is specced into it, you should see it used on fights with hard hitting DoTs (like bleeds or magic effects). It has a 30 second cooldown.

Trinkets – If the paladin has an on-use trinket equipped, check the cooldown on it and the amount of times used. They should be used the maximum amount possible.

Paladin-Power-gainsSeal of Insight – Has a chance to give mana back on melee swings. Should have 100% uptime. This does not always show up under buffs. If it doesn’t, check the Power Gains table on the Buffs Cast screen. Since the paladin will not always have the opportunity to melee the boss, this may not be a big source of mana.

Divine Plea – Restores mana over 9 seconds at the cost of reduced healing, 2 minute cooldown. If glyphed, the spell has no healing penalty, but a 5 second cast time. This should be used often. If a paladin complains about running oom, but doesn’t use this close to on cooldown, there is a problem.

Evaluating Resto Shaman with World of Logs

The second part of my updated Guide to Evaluating Healers with World of Logs focuses on Resto Shaman. Thank you to the amazing Vixsin of Life in Group 5, who reviewed the post and shared her wealth of Shaman knowledge with me.

(This post may be easier to read, with less squishy pictures, over on the guide page).

Here are specific things to look for when analyzing resto shaman logs. It’s best to look at specific kills or attempts in order to get meaningful numbers.

Shaman are versatile healers who can do well at either tank or raid healing. They really excel on fights where people are grouped up and they can make the most of spells like Healing Rain and Chain Heal. Though Shaman do not have a huge assortment of healing spells to choose from, they a lot of buffs and cooldowns they need to manage throughout fights.

Healing by Spell

World of Logs - Shaman healing doneSpell selection – Is the shaman using the appropriate spells?

Resto shaman heals include: Healing Rain, Chain Heal, Greater Healing Wave, Healing Wave, Healing Surge, Riptide, Unleash Life, Earth Shield, Healing Stream Totem, Healing Tide Totem, Restorative Mists (from the cooldown Ascendance) and passive healing from Earthliving and Ancestral Awakening.

Top Spells

A shaman’s top spells will vary by fight, assignment and raid size.

In a 25-man raid, a Shaman’s top heals will generally be Healing Rain, Healing Stream Totem and Healing Tide Totem. On fights where the raid is tightly grouped Chain Heal will be up there, while Riptide will be higher on fights where people are more spread out. Earthliving and Restorative Mists can also provide a sizable amount of healing.

If the Shaman is assigned to tank heal, you should see more direct heals, like Greater Healing Wave, used.

In 10s, where tank vs. raid healing assignments are less stringent, Shaman will likely cast a variety of both single-target and group healing spells. Because there are fewer people to stack up in 10s, Healing Rain and Chain Heal will not account for as much healing as they do on 25, and you will likely see Riptide and Greater Healing Wave accounting for a lot of healing.

For any assignment you should also see healing from Earth Shield and Unleash Life, though they are unlikely to provide more than a few percent of overall healing.


Spells like Healing Rain and Earthliving will cause Shaman to be fairly high on overhealing, this isn’t something to be concerned about.

Notes on specific spells:

Unfortunately, the Healing Done and Buffs Cast tabs don’t give much useful information on many important Shaman spells and cooldowns, so use of the Log Browser is often needed. I’ve provided query strings that you can paste into the Log Browser to find the spells you’re looking for. Just remember in each one you need to replace the name “ShamanX” with the name of the Shaman you’re evaluating.

Earth Shield
Earth Shield should be up on a target all the time (more information in Buffs Cast section). The shaman’s direct heals are more effective on their Earth Shield target.

Healing Surge
Due to the high mana cost, Healing Surge should not be used as a staple heal. When it is used, it should have low overhealing compared to HW or GHW, otherwise the Shaman is wasting mana.

Unleash Life

WoL - Shaman-Unleash-Life
Unleash Life provides a small, mana-free heal and buffs the Shaman’s next direct heal by 30%. Healing Rain is included in this, so you should see Shaman casting Unleash Life before each Healing Rain. If Unleash Life use is low (or absent) there is a problem. Check the number of direct heals for Unleash Life – though use will vary per fight, you should be seeing at least 2 direct heals per minute of fight.

If you want to dive a little deeper, you can also check to see if the shaman is casting Unleash Life before Healing Rain in the Log Browser. Paste the following query (be sure to replace the Shaman’s name):

[{"spellNames": ["Healing Rain"], "eventTypes": [6], "sourceNames": ["ShamanX"]}, {"spellNames": ["Unleash Elements"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Then you can check the timestamps to see if Healing Rains immediately follow Unleash Elements casts.

Healing Tide Totem

WoL - Shaman Healing Tide Totem
Healing Tide Totem is an optional talent but because it is a very powerful cooldown, it’s what most Shaman will use on most fights. You should see a significant amount of healing from it on each fight. The number of heals the totem will do is dependant on haste levels when it is dropped (and is a little buggy, I believe), so there’s not an exact number of ticks you can look for. It will generally heal between 25-35 times per use.

HTT has a 3-minute cooldown and Shaman should be trying to get maximum use out of it.

Healing Stream Totem

WoL - Shaman Healing Stream Totem
WoL displays the healing from this very strangely. The Crits and Direct Heals columns are showing the same heals. The Ticks column is showing the number of non-crit heals. To get the total number of ticks from this, you need to add the numbers from the Ticks and Direct Heals columns. Like Healing Tide Totem, the number of times Healing Stream ticks is dependant on haste. You should generally see about 9 ticks per cast.

This is a powerful smart heal with only a 30 second cooldown, so you should see it cast often. If a Shaman’s healing is low, not using this spell enough is often the problem.

To see how many times the spell was cast, use the Log Browser, paste the following query:

[{"spellNames": ["Healing Stream Totem"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Spirit Link Totem

World of Logs - Shaman Spirit Link and Steon Bulwark

This is another powerful cooldown that should be used on any fight. It has a 3-minute cooldown. To tell at a glance if it was used, check the general Healing Done tab. It will appear as a pet under the Shaman’s name. To see how many times it was used, you’re going to have to use the log browser:

[{"spellNames": ["Spirit Link Totem"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Stone Bulwark Totem
Stone Bulwark is an optional talent. It has a 1-minute cooldown and should be used often if the Shaman is taking damage. To tell at a glance if it was used, check the general Healing Done tab. It will appear as a pet under the Shaman’s name. To see how many times it was used, you’re going to have to use the log browser:

[{"spellNames": ["Stone Bulwark Totem"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Mana Tide Totem
Mana Tide is another important cooldown, not just for the Shaman, but for the rest of the healers in the raid. The only way to see how many times it was dropped is with the Log Browser. Mana Tide has a 3 minute cooldown and should be used as much as possible.

[{"spellNames": ["Mana Tide Totem"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Call of the Elements
Call of the Elements is a talented 3-minute cooldown that resets the cooldowns on all totems will a cooldown of 3-minutes or less. It should be used as much as possible so the Shaman can get in extra uses of Healing Stream and Stone Bulwark, as well as utility totems like Grounding or Tremor on certain fights.

The only way to see how many times it was used is with the Log Browser:

[{"spellNames": ["Call of the Elements"], "eventTypes": [6], "sourceNames": ["ShamanX"]}]

Buffs Cast

This screen will tell you how often a shaman is using their cooldowns, along with the uptime on key abilities.

World of Logs - Shaman Buffs Cast

Earth Shield – Earth Shield should be re-cast whenever it runs out. However, on fights with heavier raid damage, the Shaman may prioritize other spells over refreshing this. Look for uptime of around 80% or higher for raid healers. For tank healers, uptime should be close to 100%.

Ancestral Vigor – Whenever a Shaman heals a target, the target’s maximum health is increased. Since the Shaman should always be healing, uptime should be close to 100%.

Riptide – If the shaman is tank healing, Riptide should have an uptime close to 100% overall. You can look at the tank’s Buffs Gained screen to see the uptime of Riptide on them specifically. When raid healing, uptime will be lower but should still be around 70% or higher.

Tidal Waves – Tidal Waves triggers when Riptide or Chain Heal is cast. Since Riptide and Chain Heal are two of a Shaman’s main spells, you want to see high Tidal Waves uptime. If focused on the tank, uptime should be over 90%. If focused on the raid it will be a bit lower, but should still be over 70-80%.

Earthliving – Every heal has a chance to trigger Earthliving. The only thing to look out for is that there is healing from Earthliving present. If it is absent, or extremely low, the shaman has likely forgotten their weapon enchant or it has run out in the middle of the fight.

Ascendance – This is a major cooldown that copies and distributes all healing done by the Shaman for 15 seconds. It has a 3 minute cooldown, and should be used often.

Spiritwalker’s Grace – This spell allows the shaman to cast while moving for 15 seconds. It has a 2 minute cooldown, it should be used on movement-heavy fights.

Astral Shift – If the Shaman didn’t spec into Stone Bulwark Totem, they will probably have this. It has a 2-minute cooldown and reduces damage taken by 40% for 6 seconds. It should be used when they’re taking a lot of damage.

Ancestral Swiftness – This spell makes your next healing spell an instant cast and has a 1-minute cooldown. If the shaman has this in their spec it should be used frequently.

Elemental Mastery – Another talent on the same tier as Ancestral Swiftness, this increases haste by 30% for 20 seconds and has a 2 minute cooldown. It should be used often.

Ghostwolf – This allows Shaman to move faster and how often/if it’s used will depend on the fight. You should see it used on a fight like Blade Lord, but not so much on more stationary fights like Wind Lord. If a Shaman is not using this, they are missing some opportunities to get around/out of bad faster. However, they also shouldn’t be using it too often as you can’t heal while in Ghostwolf.
Fire/Earth Elemental – If the Shaman is using the talent Prime Elementalist, an Elemental should be dropped once per 5 minutes of fighting (Fire Elemental can be dropped once every 3 minutes if glyphed). *See end of section for for more on this*

WoL - Water ShieldWater Shield – Water Shield provides passive mana regen along with mana return when the shaman is hit by an attack or critically hits with a healing spell. If it’s up all fight, you won’t see it in the Buffs Cast table, but the active mana returns will show up under Power Gains.

Telluric Currents – This is an optional glyph which causes Lightning Bolt casts to restore mana. If the shaman has this glyph you should see mana gained from Telluric Currents under power gains.

Other things to look for:

World of Logs - ReinforceWorld of Logs - Reinforce
If the Shaman has specced into Primal Elementalist their Elemental can channel a healing buff onto them. If you check the Buffs Gained tab, you should see the buff Reinforce (if an Earth Elemental is dropped) or Empower (if a Fire Elemental is dropped). This has a maximum uptime of 60 seconds per Elemental cast, the aim is to have it up as long as possible.

Evaluating Resto Druids with World of Logs

Last year I wrote a series of posts on how to evaluate raiders, specifically healers, using World of Logs. I’ve finally started updating the guide for Mists of Pandaria, starting with – what else? – resto druids!

Here are specific things to look for when analyzing resto druid logs. It’s best to look at specific kills or attempts in order to get meaningful numbers.

Druids are primarily Heal Over Time (HoT) healers with great mobility and a decent amount of utility. Though Druids have generally been considered raid healers, they can also be strong tank healers.

Healing by Spell

World of Logs - Druid healing by spell
There are a number of things to look for on this screen, including:

Spell selection – Is the druid using all their available spells?

Druids have: Lifebloom, Rejuvenation, Wild Growth, Regrowth, Swiftmend, Healing Touch, Nourish, Tranquility, Wild Mushrooms and passive healing from Living Seed. Depending on spec they may also have: Cenarion Ward and/or Force of Nature, though these are weaker than the other available choices in most cases.

Healing from Lifebloom, Rejuv, Wild Growth, Regrowth, Swiftmend and Tranquility should be seen on every fight.

Healing Touch, Nourish and Wild Mushroom: Bloom may not appear, or appear only sparingly. Whether Nourish is used a matter of personal choice, though it will not provide much healing. Healing Touch should only be used in combination with Nature’s Swiftness. Wild Mushrooms may provide some healing on fights where mana is tight or the raid is stacked up.

You should not see healing from Renewal; this is a poor talent choice for a healer.

Top Spells

A druid’s top spells will vary depending on the nature of a fight and how spread out the raid is. Wild Growth and Rejuv will generally be at or near the top. When the raid is tightly grouped up Swiftmend will provide a lot of healing on fights where the raid is grouped up, but less when spread out. Tranquility can also be one of the top spells for healing done when it is timed well and can be used multiple times throughout a fight. If the Druid is tank healing, expect to see Lifebloom and Regrowth higher on the list.


Druids will generally have fairly high overheal because of the nature of their HoTs. This isn’t something to worry about. Lifebloom and Rejuv tend to have quite high overheal while you should see lower overheal on smart heals like Wild Growth or direct heals like Regrowth.

Notes on specific spells:


WoL - Lifebloom

Uptime is the key metric here. Lifebloom is our source of Omen of Clarity procs and provides a steady stream of heals to whoever it’s placed on (usually a tank). Allowing a 3-stack to fall off, unless it’s timed perfectly to provide an emergency heal from the bloom, means you have to waste time and mana building the stack back up. Lifebloom uptime should be in the 90-100% range on most fights.



The first thing to look for is whether Tranquility was used at all. It is our best spell in terms of HPS and HPM and should be used on every fight. With a 3 minute cooldown it can be used 2-3 times on most fights.

Next look at the number of direct heals – Each Tranquility should tick 20 times. If this number is not a multiple of 20 it means Tranquility is being interrupted. This is most likely due to casting it at the wrong time and needing to move mid-cast, or interrupting it before it finishes.

Overheal should be fairly low, but the HoT portion of the spell can increase this number.



Check how many times Swiftmend was used by looking at the number of direct heals. Swiftmend has a 15 second cooldown (12 with the T14 4-piece bonus), so it can be used 4 or 5 times per minute. It’s unrealistic to use SM every time it’s available but it should be used often (especially if the Druid is specced into Soul of the Forest).

Note: Swiftmend has two different spell IDs. 18562 is the direct heal, while 81269 is the ground healing portion (previously known as Efflorescence).

Cenarion Ward

If the Druid has this in their spec, the most important thing to look for is overheal. If the overhealing on the spell is very high, the Druid is not using it optimally.

Direct Heals
Direct heals should not make up the bulk of a druid’s healing, but Regrowth should be used fairly often. Low use of direct heals will likely mean that Clearcasting procs are being wasted.

Buffs Cast

This screen will tell you how often a druid is using their cooldowns, along with the uptime on key abilities.

World of Logs Druid buffs cast

Lifebloom – As noted above, uptime should be as close to 100% as possible.

Harmony – This is Druids’ mastery which increases the effect of all HoTs while it’s active. Harmony should be up as much as possible, look for 95%+ uptime. If uptime is much lower, the druid needs to cast more direct heals to keep it active.

Barkskin – Barkskin can be used once every 45 seconds. It should be used often to mitigate damage taken (though not necessarily on cooldown).

Tranquility – As noted above, Tranquility should be used on every fight. The amount should be a multiple of 20, indicating the druid channeled the spell for the full duration (Note: There are 2 Tranquility effects listed, the one to look at is spell ID 44203).

Innervate – Innervate has a 3-minute cooldown. It should be used at 70-80% mana the first time, then whenever it’s off cooldown to get as much mana as possible.

Ironbark –  This is a damage reduction spell Druids can cast on someone else, it has a 2 minute cooldown. It should be used on every fight.

Clearcasting – Compare the amount of Clearcasting procs to the number of Regrowths cast (this is found in the Healing by Spell tab). The Druid should have at least as many Regrowth casts as CC procs.

Trinkets – If the druid has an on-use trinket equipped, check the cooldown on it and the amount of times used. They should be used the maximum amount possible.

The following are talents, so whether they appear in a Druid’s logs is spec-dependent:

Nature’s Swiftness – This spell makes your next spell with a cast time instant, larger and mana free. It has a 1 minute cooldown. This spell is often used for emergency heals, though if the Druid has it in their spec, you should see it used at least a few times on every fight.

Incarnation – Incarnation has a 3 minute cooldown. In your average 4-7 minute fight it should be used twice. A third use can be squeezed into fights that last longer.

Nature’s Vigil – Nature’s Vigil also has a 3 minute cooldown. In your average 4-7 minute fight it should be used twice. A third use can be squeezed into fights that last longer.

Heart of the Wild – If the Druid has this in their spec, you may not see it used. It’s generally only used on fights where the Druid has the room to stop healing and do some damage. Otherwise, it’s just taken for the intellect buff.

You should also check to see if the Druid is using abilities given to them by Symbiosis. For the list of those, check here.

Healing Lead

I’ve been healing lead of my guild for about 9 months. To be honest, it’s a job I have mixed feelings about. Up until some point in Cata, I didn’t even like healing assignments. I thought healing teams should be like well-oiled machines that didn’t need to be micromanaged.

Now I understand that some assignments are necessary. The extent of my ‘who heals who’ assignments are generally limited to who heals the tanks and who heals the raid – sometimes I split healers up between melee and ranged or, depending on the fight mechanics, assign healers to other specific targets. Doing this gives the benefit of accountability and makes troubleshooting easier when people die.

But then there are also assignments for when people use certain abilities. A number of heroic fights in Cata required a set order of cooldowns on the tank to prevent him from getting gibbed. Other fights required raid-wide throughput or damage mitigation cooldowns to be used in sequence.

As much as I like to be organized the amount of cooldowns there are to coordinate is getting a little ridiculous. I run 25s, typically with 6 healers per encounter. We have all healer classes and specs. So on any given fight the cooldowns available for me to assign are:

  • Output cooldowns – Tranq, Divine Hymn, Healing Tide Totem, Revival
  • Raid-wide damage mitigation – Spirit Link Totem, Power Word: Barrier, Devotion Aura, Zen Meditaton
  • Single target cooldowns – Ironbark, Pain Suppression, Guardian Spirit

And it’s not just the healers’ abilities I need to be concerned with. There are also:

  • Tank cooldowns – Survial Instincts, Might of Ursoc, Avert Harm, Fortifying Brew, Shield Wall, Ardent Defender, Icebound Fortitude, etc.
  • Ret and Prot Pallies also have Devotion Aura
  • Ele and Enhance Shaman may have Healing Tide Totem
  • Warriors have Rallying Cry
  • Death Knights have Anti-Magic Shell
  • Feral or Boomkin can Tranq
  • If I use my Symbiosis on a Shadow Priest, they can Tranq too.

…this is making my head hurt.

My biggest frustration in doing these assignments is that I’m always getting whispered or having comments made in healer chat saying “you didn’t assign my cooldown, when should I use it?” or “don’t forget, so-and-so has a cooldown too”. I’m appreciative that people are trying to help, but at the same time, it bothers me for two reasons. First, the idea of assigning exactly when to use 18 different abilities for every fight strikes me as absurd. Second, I generally have a pretty good idea of why we’re wiping or why people are dying and a lot of the time it has nothing to do with how many or few cooldowns were used.

Here’s an example – we did an exploratory raid a week ago and did Stone Guard. We wiped a number of times because we were getting destroyed by the Overload. Some people have the reaction “Aah! Damage! Assign more stuff!” I don’t have that reaction. My reaction is that the Petrifications and the Overloads aren’t lining up correctly. The raid should be taking ~25k each from Overloads, not ~125k – this is what needs to be fixed, it’s not a problem that’s solved by throwing healer cooldowns at it. The healers should be able to handle a bad Overload or two by popping a Tranq or a Hymn after it hits but, in my opinion, cooldowns shouldn’t be assigned around the expectation of poor execution.

Some organization is necessary. Certain abilities require cooldowns so we can get through them and you don’t want 6 healers blowing their loads at once and having nothing left when the next big damage ability comes around.

Then again, there’s something to be said for people thinking for themselves. Have a damage mitigation ability that would be helpful? Use it before raid-wide damage and use it often. Have a big heal? Use it when lots of people are low on health and healer mana is running low.

I’m looking for some other perspectives. If you are a healing lead or raid lead how do you handle these kinds of assignments? Do you assign ALL the cooldowns? Do you just assign a few of the big ones? Do you change your assignments to make up for mechanics being missed or players taking too much avoidable damage, or do you expect those things to be fixed rather than try to bandage them with cooldowns?

Heroic Hagara (25)

Heroic Hagara is a really fun fight to heal. It can be frustrating and stressful when you’re learning it – especially before people get the hang of the lighting phase – but once people start mastering the mechanics, it’s  a blast.

Hagara the Stormbinder

Here’s an overview of how Apotheosis tackles this fight, along with tips for druid healers.

Main Phase

There are 4 damaging abilities to worry about in the main phase.

Focused Assault – The tank will take a large amount of damage over a 5 second period. Unlike normal mode, the tank can’t just sidestep this ability. This occurs every ~15 seconds. Cooldowns will need to be used. Usually we handle this using a rotation of: tank cooldown, Hand of Sacrifice, Pain Suppression, Guardian Spirit.

Tree tips: Keep Lifebloom and a Rejuv rolling on the tank for the entire phase. Nature’s Swiftness/Healing Touch can come in handy during the Focused Assault if you see the tank’s health drop dangerously low.

Ice Lances – These do damage to the person in their path every second and apply a stacking debuff that increases frost damage taken. We assign 2 ranged dps to cover the Ice Lances in each quarter of the room, along with a healer to keep them healed and soak the Ice Lances when necessary (because one of the dps is dead, or tombed, or lost). The Ice Lance soakers swap every 5 stacks.

Tree tips: If the soakers are swapping correctly every 5 stacks, they shouldn’t need too much healing. Usually a Rejuv followed by a Regrowth on the soaker will do the job. Follow it with a Swiftmend if they take an extra stack or two. If you need to step in and soak the lances, make sure to use Barkskin.

Shattered Ice – Will deal a large amount of damage to a random target and reduce their movement speed. When people have stacks from Ice Lance, they will take more damage from this. This will also leave a debuff that slows movement speed.

Tree tips: Try to keep people topped up and dispel the debuff when you can.

Ice Tombs – This will trap 6 targets in ice blocks and do damage every second while they are entombed. All people targeted by Ice Tombs stack up on a marker near the middle of the platform, as close together as possible. The tank keeps the boss near the Ice Tombs to make the most of splash damage while the tombs are being broken. Ice Tombs do not occur on the initial phase of the fight.

Tree tips: Make sure you can see the people targeted by ice tombs on your raid frames. You can’t cast heals on people when they are in the tombs, so try to get a Rejuv on as many of them as possible and toss out a Wild Growth just before the tombs hit so they receive some healing. The tombs will cause line of sight issues, so make sure you’re not in a position where the tombs are between you and the tank.

Lightning Phase

Lightning phase can go two ways. It can last 30+ seconds and become horrendously painful and make healers want to tear their hair out. Or, with proper setup and execution it can be quick and relatively painless. When Apotheosis does this fight we use a cross formation to conduct the lightning quickly to all 4 crystal conductors. (Yes, I know this is a picture of Al’Akir’s platform, not Hagara’s).

Heroic Hagara - Lightning phaseThe dps kills the elemental then runs quickly to their assigned spot. We use 4 lines of 5 people, standing approximately 9 yards apart. The 5 people who are not assigned a spot stay spread out to avoid chaining lightning unneccessarily. Each of the raid healers is assigned to heal one line and the two tank healers take care of the unassigned group and help with those taking the most damage.

The damaging abilities during this phase are:

Lightning Storm – This damages the raid every 3-4 seconds for the duration of the phase. It also applies a stacking debuff which increases nature damage taken, so the longer the phase lasts, the more it’s going to hurt. Nature resistance is helpful for this (Aspect of the Wild or Glyphed Healing Stream Totem).

Lightning Conduit – This does damage to anyone who is chaining the lightning from the crystal conduit once the elemental has died. It generally hits for about 20-25k per tick, depending on how many stacks of the debuff people have.

Storm Pillar – These create a spell effect on the ground and do damage to anyone standing in them after a few seconds. The easiest way to deal with these? Don’t stand in them.

Tree tips: This phase is the perfect time for using Tree of Life. Run to your spot, pop tree, then start casting Lifeblooms on the people in your line. You should be able to get a couple applications on the whole group before damage starts getting heavier. Apply Rejuvs when needed and use your OoC procs for instant Regrowths. Use Wild Growth on cooldown, targeting the person in the middle of the line. Use Barkskin after the elemental dies and you start taking damage from conduit.

General tips: The line beside the conduit that is overloaded first (the one the elemental dies beside) will generally take the most damage throughout this phase as they will take damage from Lightning Conduit the longest. Put people with decent cooldowns in this line. We use people like: DKs  (AMS, IBF), paladins (DP), me (Barkskin), rogues (can use Feint if they are positioned in the center close to Hagara). The healers who are not assigned to a specific line should keep an extra eye out on this one.

Ice Phase

A few seconds before ice phase starts our tanks starts dragging Hagara to the edge of the room so all the dps can switch to one of the Frozen Binding Crystals as soon as they spawn. The melee runs around the outside to damage the crystals while all the ranged dps and healers stand in the center of the Watery Entrenchment.

The abilities you need to worry about during this phase are:

Ice Wave – This will one-shot most players and can’t really be healed through. The ranged stays outside near a crystal until the ice waves are out, then runs into the watery entrenchment, so they are able to avoid them completely. Melee has to be careful to always stay ahead of the ice wave and should feel free to go into the center to avoid them if they find one catching up to them.

Icicle – These do frost damage and knockback. There is a large graphic on the ground where they are going to fall (like on Hodir), so they shouldn’t be too hard to avoid. Though the damage isn’t terrible, the real danger is that they can knock you back into an ice wave.

Watery Entrenchment – This does damage for 15% of everyone’s maximum health for as long as they are in the bubble. Everyone in here needs to stack up to make the most of AoE and ground-based healing and use damage mitigation cooldowns when they can. The ranged dps can reach all the crystals from the center to burn them down. This is where most healing cooldowns are used, such as Tranquility, Divine Hymn, Power Word: Barrier and Spirit Link Totem. Aura Mastery, unfortunately, does not work here.

Tree Tips: This is the most healing intensive part of the fight. Keep up a roation for maximum raid healing on the group in Watery Entrenchment – Wild Growth and Swiftmend on cooldown, Rejuvs and Regrowths on those getting low. I like to keep Lifebloom stacked on myself for this phase so I don’t have to worry about my own health too much. Tranquility will be used in this phase. This is also a good time to Innervate, especially if you have your 2T13 bonus. Use Barkskin. The melee will not require much healing in this phase. In my experience, they’re either at safe levels of health or dead because they’ve clipped an Ice Wave.  Feel free to toss them Rejuvs if needed when they run into range.

Frostflake – This is applied on random players and will slow down their movement speed. This is mostly a danger to the melee, who are out running away from ice waves. When Frostflake is dispelled it leaves a patch on the ground that slows the movement speed of anyone who runs through it. Because of this, any melee who gets this debuff should run into the watery entrenchment before they are dispelled, as it does not leave a frost patch in there.

Tree tips: Make sure you can see both the Frostflake and Watery Entrenchment debuffs on your raid frames. Only dispel when both are present. Dispelling those who are in the Watery Entrenchment full time isn’t that high of a priority, but be sure to get the melee dispelled asap when they have both debuffs.

Happy healing!