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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.

Overhealing

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.

Overhealing

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:

Lifebloom

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.

Tranquility

WoL-Tranquility

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.

Swiftmend

WoL-Swiftmend

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.

Evaluating Resto Druids with World of Logs

This is  part of a series about using World of Logs to evaluate raiders. I’ll be building the full series in my guides section. I suggest reading this post there for a better layout and less squishy images.

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.

Healing Done

Druid healing meters

Druids are an output class. We have nothing to offer the raid in terms of mitigation (/glare at Blizzard), so we need to make up for that in raw healing done. On any fight with a decent amount of raid damage (which is pretty much all of them), druids should be very high on HPS (healing per second) and healing done.

World of Logs - Active Time

The Active Time percentage should also be very high, close to 100%. HoTs should be ticking all the time, which keeps this number high.

Player Details

Now to get into the juicy details.

Healing by Spell

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

  • Spell selection - Is the druid using all available spells? Most, if not all, spells should be used on each fight. Druids have: Lifebloom, Rejuvenation, Wild Growth, Regrowth, Swiftmend, Healing Touch, Nourish, Tranquility. Some druids prefer to use HT and exclude Nourish (or vice versa), but otherwise all spells should be used.
  • Top 3 spells – Generally a druid’s top 3 spells will be Wild Growth, Rejuvenation and Lifebloom. If a druid is assigned to tank heal, especially in 10s, Healing Touch take the place of Rejuv or WG.

Some notes on specific spells:

Lifebloom

World of Logs - Lifebloom

Uptime is the key metric here. Lifebloom provides Replenishment to the raid, is our only 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.

Overheal on Lifebloom is not a concern.

Tranquility

Tranquility World of Logs

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.

Next look at the number of direct heals – 20 is the number you should see. If this number is less it means Tranquility is being interrupted. This could be due to casting it at the wrong time and needing to move mid-cast or not using Barkskin before casting.

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

Swiftmend

Swiftmend World of Logs

Check how many times Swiftmend was used by looking at the number of direct heals. Swiftmend has a 15 second cooldown, so it can be used 4 times per minute. It’s unrealistic to use SM every time it’s available (those with Efflorescence in their spec will likely want to line up its use with raid damaging abilities), but it should be used often.

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

Tree of Life – ToL 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 Grace – NG gives 15% haste for 15 seconds after casting regrowth. It has a 1 minute cooldown. Ideal uptime is 25%.

Barkskin – Barkskin can be used once per minute. It should be used often (though not neccessarily on cooldown). Check my guide to Barkskin in Tier 11 to get a grasp on when/how often it should be used on specific fights.

Tranquility – As noted above, Tranquility should be used on every fight. The amount should be 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).

World of Logs - InnervateInnervate – There are two Innervate effects to look at. Spell ID 29166 is the primary effect. Spell ID 54833 is a secondary effect from Glyph of Innervate. If there are two resto druids in the raid, they should be swapping Innervates and be affected by both the same amount of times. If there is only one resto druid, you can tell how they are using their Innervate – If the primary effect shows up in their stats, they are Innervating themselves, if the secondary effects shows up, they are Innervating someone else. Innervate has a 3-minute cooldown. It should be used at 70-80% mana the first time, then whenever it’s off cooldown.

Nature’s Swiftness - If the druid has this in their spec, it should be used on every fight.

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.

World of Logs – When Things go Wrong

This is the second part in a series about using World of Logs to evaluate raiders. I’ll be building the full series in my guides section. I suggest reading this post there for a better layout and less squishy images.

Raiding isn’t always sunshine and rainbows. People die, raids wipe, new bosses have their way with you for hours until the fight finally clicks and you get a new kill. When things go wrong WoL provides a lot of information that can help you figure out what’s causing problems.

Deaths Overview

To get to this screen from the navigation menu: Dashboard > Deaths Overview

When a player dies and you are unsure of the cause or who was at fault, look at the deaths overview for that specific boss fight. This page will show you a list of all deaths during the fight (to a certain point…it seems to stop tracking after a number of people have died) along with the last 3 damaging abilities to hit them, like this:

World of Logs - Deaths overview 1

Clicking on the more link will show a greatly expanded view of the last events before death, including damage taken, healing taken and any abilities used by the (soon to be dead) player.

World of Logs - Deaths Overview detailed

The whole log is far too long to show here, but it tells me why I died. One factor is that a Shadow Nova got off – but it’s not the real reason. The reason I died was that I didn’t get a single heal during this fight, not even from myself (give us healers a break, it was our very first heroic Halfus attempt and we all freaked out and completely neglected to heal anyone but the tanks).

The three icons at the top right give you the option to show Power Gains, Spell Casts and Buffs & Debuffs. I find turning on power gains and spell casts makes the log very bloated, but buffs & debuffs are very helpful to see debuffs (like Halfus’s Malevolent Strikes) or player abilities (Shield Wall, Barkskin, etc.).

Some things to look out for in the death logs:

  • Who was healing (or not healing) the player before they died?
  • Did the deceased player take avoidable damage? Did they stand in a fire or a cleave? Did a dps pull aggro and get smacked by the boss? Did the Shadow Priest use Shadow Word: Death at a really bad time?
  • Did the player do what they could to avoid death? Did they use damage mitigation cooldowns, a healthstone or potion? Did they heal themselves?

Survivability

To get to this screen from the navigation menu: Dashboard > Survivability

This is a really good resource on wipe (or “learning”) nights, when a fight just won’t go your way. The Survivability screen will point out who’s living the longest and who’s usually dead. I find it most useful to look at survivability on all attempts on a boss at once.

World of Logs - Survivability

The chart is nicely broken down by boss attempt, class and player. It’s also color coded – grey if the player lived until the bitter end, pale yellow if they survived for almost the whole fight, orange for survivability around 80% and red for early deaths. The column on the right shows overall survivability. Hovering over any percentage value on this chart will show the last 3 sources of damage before the player died.

Obviously, having a solid understanding the fight is necessary for deciphering this chart properly. Examples:

  • Atramedes: If someone has low survivability on this fight it is usually their own fault. Most deaths are due to getting too much sound, followed by too much damage. (Check the Deaths Overview to be sure)
  • Chimaeron: If someone has low survivability on this fight it is usually a healer issue (or their healer just doesn’t like them).

Damage Taken by Spell

This is another good thing to look at when you run into problems on a particular fight. First, go to the Dashboard for the fight you want to look at (we’ll look at Atramedes). Look at the Damage Taken by Spell section.

World of Logs - Damage taken by spell

Here we see all the spell damage taken by the raid during the fight. Much of this damage is avoidable, including Sonar Bomb, Devastation and Sonic Breath. Click on the ability you are interested in to see how much damage each player took from the ability. Let’s pick Sonar Bomb:

World of Logs - Sonar Bomb

So here we see total damage taken and the number of times people were hit with Sonar Bombs. Clearly some people need to improve their movement skills during air phase.

World of Logs – Evaluating Healers

This is the first part in a series about using World of Logs to evaluate raiders. I’ll be building the full series in my guides section. I suggest reading this post there for a better layout and less squishy images.

World of Logs is a great tool for evaluating your own (or others) performance in raids. Here are some basic things to look for when evaluating a healer’s raid performance.

When looking at any raider’s performance, it’s best to look at single boss kills (or attempts) specifically. To look at a specific fight, choose it from the blue navigation bar at the top.

Full Report > Bosses > choose a boss > choose an attempt

World of Logs dashboard - looking at a specific fight

Healing Done

To get to this screen from the navigation menu: Dashboard > Healing Done

This screen that will give you general information about healing done by everyone throughout the fight. It’s broken into two parts: a graph showing a timeline of the fight and a table breaking down how much healing was done.

First we’ll look at the table:

World of Logs - Healing done

Healing isn’t all about numbers, so this part of the log isn’t terribly useful. Output will depend heavily on class/fight/healing assignment. However, you can tell a few things. Healers with extremely low output may sound some warning bells. Active time is a good thing to look at, it shows how much time was spent healing. Low numbers here are sometimes due to deaths, or it could be your healing assignment isn’t taking damage for part of the fight, or there could be downtime (like the times that Magmaw’s head is down and he’s not doing any damage).

If you mouse-over any player on this chart, you will see a breakdown of the 5 abilities that did the most healing. You’ll want to look at the next, more in-depth section for healer breakdowns, but these quick looks can give you basic information. For example, if I mouseover one of our our elemental shaman on this chart, I can see that he used his Healthstone and Gift of the Naaru (yay!).

World of Logs - mouseover healing

Now we’ll look at the graph:

World of Logs - Healing done graph

The default option is for the graph to show total healing (the top yellow bar), along with the top 3 healers. If you want to see all healers, or look at one person individually toggle the checkboxes next to their names in the table below.

This is really useful for getting an overall view of both healing output and major events during the fight.

  • The vertical red lines indicate player deaths. Hovering over the bar will show the last 3 sources of damage the player took.
  • Vertical orange lines (not shown) show combat resurrections.
  • The vertical green line indicates boss death.
  • The vertical blue bar shows the duration of bloodlust/heroism.

The healing lines give a good indication of the damage patterns of the fight. The above graph is from Magmaw. You can tell when his head is down by the huge drop in overall healing.

To see the dps equivalent of these stats, use Dashboard > Damage Done

Player Details

If you want to look at one player specifically, there are two ways to do it:

1. Choose the player’s name from the healing chart of a specific fight
2. In the top navigation: Players > class > name

This page will show multiple tabs for looking at different things.

Healing by Spell

World of Logs - Healing by Spell

This shows a single healer’s entire healing breakdown for the fight. Things to look for include:

  • Breadth of spell selection – Is the healer using all of their tools?
  • Group vs. Single target heals – Is a tank healer using mostly group heals? Is a raid healer casting too many direct heals?
  • Overheal – Are heals being wasted?

Healing by Actor

World of Logs - Healing by Actor

This provides a breakdown of who the healer healed. How useful this page is depends on how stringent the healing assignments are. If someone is assigned to heal a tank, that tank should be on top of the list. A raid healer should have healing love spread out among most players who were in range of them.

The table on the left is a sample of a Magmaw kill. My general healing strategy is to keep HoTs on the MT and heal the raid. You can see from this example that the MT got 28.2% of my heals and the rest were spread out on everyone else. I am the second person on this list because keeping myself alive is my second highest priority.

 

 

Buffs Cast

World of Logs - Buffs cast

To analyze this page, you really need to know the class/player you’re looking at.

Things to look out for:

  • Cooldowns – Tranquility, Tree of Life, Pain Suppression, Guardian Spirit, Aura Mastery, Power Infusion, Nature’s Swiftness, etc. Were they used? How often?
  • On-use trinkets – Were they used?
  • Uptime on certain spells – Earth Shield, Lifebloom, Chakra, Beacon of Light, etc. Were these kept up as close to 100% as possible?

Coming up next – Analyzing the logs when things go wrong