Tag Archives: math

Living Seed, Blessing of the Grove and Gift of the Earthmother

A while back I wrote a post comparing the two optional talents Living Seed and Blessing of the Grove to see how much healing they did and which one was the better talent for me based on my own healing style. I found that over all T11 content, Living Seed was worth more than double the healing of BotG.

I always meant to re-examine these two talents in T12 and see how they measured up on the Firelands fights. I decided to expand the analysis to also look at Gift of the Earthmother, another pure HPS increasing talent, and see how it compares.

The talents in question

Blessing of the Grove – Increases the healing done by your Rejuvenation by 2/4%. This applies both to the normal heal over time effect and the instant part of the spell you get from Gift of the Earthmother. But, as I covered in my last post, this descripion is misleading. The healing bonus stacks additively not multiplicatively, so depending on what other talents you have, 2 points in BotG really only increases your Rejuvenation healing by 2.55-2.66% not 4%.

Living Seed – When you critically heal a target with Swiftmend, Regrowth, Nourish or Healing Touch spell you plant a Living Seed on the target for 10/20/30% of the amount healed. The Living Seed will bloom when the target is next attacked. Without actually taking this talent and checking your logs, it’s very hard to project how much healing this will do. It is dependant on many factors: how many direct spells you use, how often they crit, whom you are casting your direct heals on (Living Seed is most likely to bloom when put on a target who is taking constant damage). Its output can also be increased substantially by having full points in Nature’s Bounty which will make Regrowth crit most of the time.

Gift of the Earthmother – Increases the healing done when your Lifebloom expires by 5/10/15%, and causes your Rejuvenation spell to also instantly heal for 5/10/15% of the total periodic effect. The bonus to Lifebloom is generally most useful when you’re in Tree of Life and can toss LBs around the raid and let them bloom. The small instant heal on Rejuvenation can be useful at any time.

The numbers

Before I get into the analysis, I want to state that these numbers are based on my healing style and my spec preferences. Your mileage may vary if you don’t cast as many direct heals or don’t take the same supporting talents. I do not have Blessing of the Grove in my spec, but the numbers are very easy to project if you know how much healing Rejuvenation did. This is the spec I used for all the fights tested.

Let’s take a closer look at Heroic Beth since I think my healing on that fight is very well-rounded – during phase one I intercept Broodlings and spend most of the the time single-target healing myself, while phase 2 is 90% raid healing.

Breakdown of healing spells on heroic Beth'tilac

Breakdown of healing spells on heroic Beth'tilac

Living Seed

Total Living Seed Healing Done = 145,286
Healing per point (LS healing/3) = 48,429

Blessing of the Grove

Rejuvenation healing done (the normal HoT portion) = 1,480,305
Instant Rejuv healing done (from the GotEM bonus) = 153,250
Total Rejuvenation healing done = 1,633,555
Extra healing from BotG (2.55%) = 41,655
Healing per point (BotG healing/2) = 20,827

Gift of the Earthmother

Lifebloom ‘bloom’ healing = 202,250
Extra ‘bloom’ healing from GotEM (202,250/1.15 x .15) = 26,380
Instant Rejuv healing done = 153,250
Extra healing from GotEM = 179,630
Healing per point (GotEM healing/3) = 59,877

On heroic Beth’tilac, Gift of the Earthmother nets me the biggest increase in HPS/talent point at 59,877. Living Seed is close by at 48,429, while Blessing of the Grove is lagging behind at only 20,827.

I did this for every Firelands fight I’ve completed: 6 Heroic fights and 7 pre-nerf normals. Here’s a summary of the results:

Comparison of Living Seed, Gift of the Earthmother and Blessing of the Grove based on healing done

From this chart it’s clear that, for me:

  • Living Seed gives me the most bang for my buck in Firelands. The fights with the most tank damage (H. Shannox, H. Majordomo, H. Baleroc) get the most benefit from LS.
  • Gift of the Earthmother gets stronger on the fights that are heaviest on raid damage.
  • Blessing of the Grove lags behind, providing a fraction of the healing of the other talents.

If you’re interested in seeing the full numbers and formulas (including links to the WoL reports I used), the spreadsheet is available here.

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!


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


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:

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.


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. 🙂

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.