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