Tag Archives: world of logs

How to Evaluate Resto Druids with World of Logs – Updated!

Mists of Pandaria as been out for a year now, and Resto Druids have undergone a number of changes, especially in patch 5.4. I thought it would be a good idea to update my guide on how to evaluate Resto Druids with World of Logs. This has also been updated on my big WoL Guide page (where the pictures will be less squishy if you want to look at it over there).


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. In 5.4, a Druid’s healing output should be high.

Total healing done

Healing by Spell

WoL - Resto 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, Efflorescence, Regrowth, Swiftmend, Healing Touch, Nourish, Tranquility, Wild Mushrooms and passive healing from Living Seed. Depending on spec they should likely also have Ysera’s Gift and Nature’s Vigil.

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

Healing Touch, Nourish and Wild Mushroom: Bloom may more sparingly. Whether Nourish is used a matter of personal choice, though it will not provide much healing (I haven’t even had this keybound since all expansion). Healing Touch should only be used in combination with Nature’s Swiftness. Wild Mushrooms will mostly provide some healing on fights where 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 on any fight. Efflorescence should also be up there, especially on fights where the raid is grouped up. 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 high overheal because of the nature of their HoTs. This isn’t something to worry about. Lifebloom and Rejuv will 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

Lifebloom World of Logs

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). It should be pre-stacked before the pull, moved around to whomever needs it most and not allowed to fall off. 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

Tranquility WoL

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 at least 20 times (more if the Druid has a lot of haste or uses Soul of the Forest and casts it after Swiftmend). See the 12 direct heals in the screenshot above? This means my Tranquility was interrupted (I cast it before a Shock Pulse like a bad Druid).

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 but it should be used often (especially if the Druid is specced into Soul of the Forest).

Since Swiftmend is no longer mainly a vehicle for Effloresence, overhealing has become more important to look at. Since this spell is instant, overheal should not be too high.

Efflorescence

Efflorescence - World of Logs

Efflorescence should make up a good amount of a Druids healing, as it should be active pretty much all the time. It will do more healing on fights where the raid is stacked, but should do a fair amount even on fights where the raid is spread out or moving a lot, since it’s so easy to move now.

If healing from this looks low if could mean the Druid is not keeping the spell up via a Mushroom all the time, is not moving it appropriately, or is not using the Gylph of Efflorescence (which is terrible). If you’re in raid with the Druid, make sure the green Efflo circle is not often out in the middle of nowhere.

Wild Mushroom: Bloom

World of Logs - Wild Mushroom

How much healing WM does will depend on the fight. Personally, I don’t like to bloom Mushrooms much, unless the raid is stacked and taking significant damage. Blooming your Mushroom means 3 seconds before you can get Effloresence down again.

Nature’s Vigil

Nature's Vigil - World of Logs

NV is the strongest talent in the level 90 tier so you should see healing from it on most fights. If used close to on cooldown (as it should be, since the cooldown is short) it can provide a large amount of healing.

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.

Healing Touch should mostly be used in combination with Nature’s Swiftness, unless the Druid has the 2T16 set bonus, in which case you should see it used fairly often.

Spirit of Chi-Ji

This is the proc from the legendary cloak. The healing from this is not really controllable and how much healing it does will depend on the fight. Expect this to make up anywhere between around 4-10% of total healing.

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 - Resto 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 90%+ 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). If a Druid is only using it once or twice a fight they should be using it more.

Tranquility – As noted above, Tranquility should be used on every fight. You should see at least 20 ticks per use.

Nature’s Vigil – Nature’s Vigil has a 1.5 minute cooldown. The talent should be taken on most fights and it should be used close to on cooldown.

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 1 minute cooldown. It should be used often on every fight.

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, but you should see it used at least a few times 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.

Movement abilities – On fights that require movement or kiting, look for things like Dash, Stampeding Roar or Displacer Beast too see that the Druid is making the most of their abilities.

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

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.

Heart of the Wild – If the Druid has this in their spec, they should be using it on every fight for the 25% healing increase for 3o seconds. The cooldown is 6 minutes, so it likely won’t ever be used more than 2x per fight. 

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

Druids also have a new spell, Genesis, which speeds up existing Rejuvs. Unfortunately, this spell will only show up if you search for it in the Log Broswers or Expression Editor.

Resto Druid Roundtable

Team WaffleThis weekend I was invited to participate in Team Waffle’s Resto Druid Roundtable 3! I had previously taken part in one of these when Mists was released and this one was even more fun to do.  The other participants were:

We discussed everything from how restos are currently performing in PVE and PVP, talents and glyphs, gearing and play style changes to what we’d most like to change about resto druids. We also made sure to complain about Disc Priests a bit :P

Go listen to it!

Last month I also was invited on to The Training Dummies podcast to talk about how to use World of Logs. If that’s a topic that interests you, go listen to that podcast as well.

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

Paladin-Eternal-Flame,-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.

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 Feral Druid Tanks with World of Logs

This is another guest post by my guildmate Jaymz.  He wrote about how to evaluate feral kitties a little while ago, and now he’s taking a look at Bears. Rawr. My full guide on evaluating raiders (especially healers) with WoL can be found here.

Here are the things you should be looking for when evaluating Bear tanks.

Debuffs Applied

First things to look at is the player Details Page, under the Buffs Cast tab.

You need to know which buffs/debuffs the Bear is responsible for bringing. I’ll write this as if the Bear must bring all their own debuffs but I’ll do my best to describe those which can be brought by others to possibly maximize your raid.
Also be aware if the Bear is the main tank or the off-tank. If only one tank is needed for a phase of a fight, is it the Bear tanking or did the Bear become a Kitty for some extra DPS? If the Bear becomes a Cat, that will obviously cause some changes to happen in buff and debuff uptimes. I will write this as if the Bear is the main tank.

World of Logs - Feral bear debuffs cast

Faerie Fire
This should be cast early and stacked to three and should have close to 100% uptime (on boss/main target). It can be applied to multiple targets when necessary. It is on the spell hit table and Bears are not going to get spell hit cap for this one ability so some down time is okay, but not a lot. Some Bears will spec to apply all three stacks with one button, some won’t, it really depends on the other players in the raid. For example if there were a Feral Kitty in the raid, it would be beneficial for the Kitty to be the one to apply FF. This way the Bear could spec into another talent and use those GCDs for other (more damaging, higher threat) moves.

Mangle
This should have close to 100% uptime, it is a Bear’s 1# ability in terms of threat, damage, and overall utility. The only reason not to have high uptime is if another person like a Sub Rogue or Arms Warrior is also applying the debuff repeatedly. Feral Kitties shouldn’t interfere with this, since they should simply drop mangle from their rotation if there is a Bear in the raid.

Lacerate
This also should have high uptime, it is stacked to 3 and then spent on Pulverize (more on that later), its ticks allow Berserk to proc (also more on that later). This is a Bears filler ability.

Thrash
While this is an AoE bleed it hits hard enough that it should be used in single target rotation as well. It has a 6 second cooldown and the bleed lasts for 6 seconds so you might expect this to have extremely high uptime. However, there are other higher priority moves and procs that will cause uptime to be much lower. In my experience, somewhere between 40-60% uptime is a good number to look/shoot for. The higher the better, provided all other debuffs are maintained. Also if your Bear goes Cat, Thrash is Bear only, so that will drastically reduce Thrash uptime.

Demoralizing Roar
This should have high uptime but if you have a co-tank they too will bring this debuff in some form (Demo Shout, Vindication, Scarlet Fever). It can be applied from Warlock’s Curse of Weakness and some hunter pets also. Know your raid, Paladin tanks for example apply this without extra button presses, if your co-tank is a Paladin there is little need to use this if you are on the same target, but if you aren’t on the same target or if you are solo tanking, this falls on the Bear to keep it applied.

Infected Wounds
If specced into this, it will automatically apply and should have uptime equal to that spent attacking the target. This buff is brought by many other specs as well and is an excellent place to drop talent points if one of those other specs are in your raid. Frost and Blood DKs, Prot Paladins, and Prot Warriors all bring this debuff, as can DPS Shaman and some hunter pets. Again know your raid and work together to maximize your debuffs and minimize overlap.

Growl
Bear taunt, only matters if there is a mechanic that should be tank swapped for or you have DPS dying by pulling aggro.

If the Bear goes Cat at any point during the fight you might also see a new Mangle here along with other Kitty debuffs, refer to the Kitty evaluation guide for that information and cross-reference with the time your Bear was in Cat form under the Buffs section on this tab. That said, the most important one is Mangle and the two (Bear+Cat) combined should have as close as possible to 100% uptime, while keeping in mind the specifics listed above regarding Mangle.

Any other debuffs (Temporal Displacement, Exhaustion, Fiery Claws -2 T12-, etc.) are not controlled by the Bear.

Buffs Cast

Things like Leader of the Pack, Bear Form, Cat Form, Furor and Master Shapeshifter will usually only show up on World of Logs, if the Druid is changing forms during the encounter and can mostly be ignored, unless the druid is shifting more than they should be.

Feral Bear buffs cast - World of Logs

Savage Defense
While the Bear will not have control over how much uptime this has during the fight, there are things they can do with gear to make this buff stronger. Think of Savage Defense as you would Block for a plate wearing tank. The higher the amount of procs the better. Getting 2 T13 is a huge benefit to the uptime/chance to proc of this buff (provided Pulverize uptime is maintained).

Pulverize
You want extremely high uptime on this, and with 2 T13 you really want extremely high uptime on this, as it roughly doubles the chance to proc SD. However if the Bear spends any time in Cat Form the uptime will drop since it is a Bear-only ability so adjust for that when evaluating.

Berserk
You should see two of these listed for Bears, one is a player activated damage/threat increasing CD (3min CD, 15sec duration). The other is a proc generated by Lacerate’s ticks. The activated CD should be used early and whenever off of cooldown, or during times when the boss is taking extra damage (Zon’ozz, Hagara, Heroism/Bloodlust/Timewarp). The proc from Lacerate’s ticks should be immediately spent on Mangle. You would need to use Expression Editor to verify the latter.

Enrage
One minute cooldown, 10 second duration.  Most Bears will use this just before the pull or just before they taunt on tank swaps. If properly specced, (1/3 into King of the Jungle) it too can/should be used during phases when the boss takes extra damage or else used when off cooldown. If the Bear is in a raid group that allows for them to spec fully 3/3 into King of the Jungle they can do even more damage during this buff.

King of the Jungle
You should see this buff as many times as you see the Enrage buff above.

Barkskin
One minute cooldown, 12 second duration. Barkskin reduces damage taken by 20% – a huge survivability tool for Bears, and should be used often. Sometimes it should be saved for when the boss is doing a larger amount of damage, but regardless should be used as much as possible while keeping in mind mechanics of the encounter.

Survival Instincts
Three minute cooldown, 12 second duration.  This reduces damage taken by 50% – another very strong survivability tool for Bears, should be saved for those times when the boss is going to really blast the tank, or if/when the healer(s) need a breather.

Frenzied Regeneration
Three minute cooldown, 20 second duration.  Increases max health by 30% and if the Bear is below 30% health will bring them up to that. This can also be used (unglyphed) to turn rage into health via a HoT, each point of rage gives .3% of max health. Under normal circumstances most Bears will Glyph this ability so that healing done to them is increased by 30% rather than Rage being converted into Health. Think of this as a last resort button. This ability is the center of the Druid 4T13 bonus and can be used amazingly to help out your raid (both glyphed and unglyphed depending on the situation). Be sure to check with your Bear and discuss if you want that cooldown glyphed or unglyphed and when to use it to its best effect.

Stampede
You should not see this buff in your Bear’s buff list. This is not a talent a Bear should take, unless they have built some kind of hybrid build so that they use one spec for both bear and kitty – but that is not what is being discussed here.

Primal Madness
See Stampede above.

Other buffs you might see here are trinkets, shapeshifting buffs, or weapon procs and are usually not in control of the Bear. If the Bear has on-use trinkets they should treat them like Barkskin and Survival Instincts. Even on-use Agility trinkets are good for Bears as survival cooldowns since Agility provides Dodge. They can also be used like Enrage and Berserk for extra Damage. It really all depends on the trinkets your Bear is using. A good tank will always have an assortment of trinkets at their disposal, knowing which to use for a specific encounter can sometimes make the difference.

The Buffs Gained tab is much like the Buffs Cast tab only with more stuff the Bear doesn’t have control over. This IS a good place to look at the debuffs they received during a fight – stacking tank debuffs for example, that need to be taunted off, or need to be allowed to drop off.

The Damage by Actor tab will help you to know if your Bear was on the correct target for the correct amount of time, as well as let you know if they might have been tanking something they shouldn’t.

Healing by Spell is where you can partially see how effective the procs of Savage Defense are. This will become even more important with that 4T13 to see if you want Frenzied Regeneration glyphed or unglyphed.

Damage by Spell – You can see uptimes for abilities here just like you can on the Buffs Cast tab. You can also check the damage abilities being used. Mangle, Maul, Melee, and Lacerate should always be near the top. Fury swipes is not something you can control and will fluctuate wildly, it’s great to have but don’t look too much into it from an evaluation standpoint. You can also see dodges, parries, and misses on the far right (you’ll probably have to scroll). Then at the bottom you can see the damage taken and its source. Did Bear die? Check the Death log to see how, then here. Check the amount of Dodges, as well as absorbs (especially those from Savage Defense).

And there you have it, the “quickie” way to evaluate your Bear tank.

One last bit of advice concerning Savage Defense, use your expression editor (spell=”Savage Defense”) and check how often it’s being applied, overwritten, etc. The one downside to Savage Defense is that it can overwrite itself, and it can overwrite with a smaller proc (thanks to Vengeance changes). Look to see if it is fading with anything remaining. Many Bears look at the uptime and the absorbs and are either discouraged or encouraged by that number, that is not the proper way to judge SD. It must be looked at in-depth to fully see and understand its benefits. Is SD being used up (fades with 0 remaining), is it being overwritten, or is it fading with full power still left on it? All of these things factor into a Bears evaluation.

Evaluating Feral Druid DPS with World of Logs

Last week I was asking around for some tips on evaluating dps classes with World of Logs and my guildmate Jaymz was kind enough to write a post on Feral Kitties which he said I could post here (thanks!). My full guide on evaluating raiders (especially healers) with WoL can be found here.

Here are the things you should be looking for when evaluating Kitties.

Debuffs Applied

First thing you do is find out what buffs they are responsible for. If there is a Bear in the raid the Kitty would not be responsible for Faerie Fire nor Mangle since the Bear would take care of those. But if there is no Bear, a Kitty should keep up Faerie Fire.

Go to the individual player’s Details page and go to the Buffs Cast tab.

World of Logs - Feral Dps Debuffs

 

 

 

Faerie Fire

This should be 99% uptime or very close to it. The only downside to Faerie Fire is that it is on the spell hit table which requires 17% hit to guarantee no misses, and no good Kitty is going to get 17% spell hit, so there are some instances where the uptime will be slightly less. You can determine if the kitty is missing or simply isn’t applying by checking the Expression Editor (spell=”Faerie Fire”). FF is on a 6 second cooldown so there shouldn’t be too much downtime regardless. A properly specced Kitty will apply all three stacks of Faerie Fire with 1 button press and it will show in the Expression Editor as such. This debuff lasts 5 minutes with one application.

Mangle

This is another debuff that should be up 95% or more of the time, if the Kitty is responsible for keeping it up. Keep in mind Arms Warriors, Sub Rogues, and Feral Bears also apply this debuff so a Kitty won’t need to use Mangle if you have one of these in the raid. This should be re-applied approximately once a minute. There is no benefit to refreshing this debuff early except when you can’t get behind the target. This debuff is extremely important to Kitty and overall raid dps and no bleed should ever be applied without this debuff on the boss.

Rake

You want Rake’s uptime to be 90% or more (great Kitties will keep it up 95% +), provided you have proper uptime on the boss. Rake lasts 15 seconds when properly specced, thus you should see applications every 12-15 secons. Due to how often Rake ticks it is accepted and recommended to refresh it with < 3 seconds remaining on the debuff, or < 7 seconds if you’ve just used Tiger’s Fury (see below). The first application of Rake will be without Tiger’s Fury, but it should be re-applied after using Tiger’s Fury the first time, and then use the rule above.

Rip

The  uptime on Rip should be 90% or more. Rip should be applied with 5 combo points and you want its first application to come after your first Tiger’s Fury so that it is buffed (All this can be checked using the expression editor timeline for the two spells). There are many outside factors that will affect Rip. Unlike most DoTs, Rip can not be re-applied with a less powerful Rip (judged by attack power and/or agility), you will get the error “A more powerful spell is already active” if you try, thus any buff that gives a temporary increase in Agility will cause Kitties to have to let Rip drop off before they can reapply a new one. This will affect the uptime. Rip can be extended by either Shred or Mangle. It starts off as a 16 second debuff but can and should be extended out to 22 seconds with Shred (or Mangle if you can’t Shred the boss). Like Rake, Rip should be refreshed with < 3 seconds remaining on the debuff when no outside buffs prevent you from doing so.

Buffs Cast

World of Logs - Feral Druid dps buffs cast

 

 

 

 

 

 

Savage Roar

Should have at least 90% uptime. There are some fight mechanics that hurt this if there are periods of downtime off the boss or the fight is extremely short. This buff is not as important as the debuffs listed above and thus should be the first to suffer when the Kitty has to change targets or move off the boss for any length of time. You want to apply this buff with 5 combo points when you can but it is not absolutely necessary, if refreshing it early with fewer will help maintain all other buffs and debuffs by all means do so. It’s the buff itself that matters not the length of the application.

Predator’s Swiftness

This buff outside of the Kitty’s control, but should have relatively (based on finishing moves used) good uptime and can be used very effectively if the kitty needs to Rebirth someone (The kitty should build 5 combos, use a finishing move – Rip, Savage Roar, Ferocious Bite – and then Rebirth on the next GCD, thus making the Rebirth an instant cast). This can be used for an emergency Healing Touch if the situation is extremely dire.

Primal Madness

This will proc anytime a Kitty uses Tiger’s Fury or Berserk. The Kitty should use up all of their energy before this buff falls off. If they don’t they are hurting themselves, because the extra energy gained disappears when the buff does.

Tiger’s Fury

Tiger’s Fury has a 30 secon cooldown and should be used on CD, always! Kitties want to do their best to apply and refresh bleeds (Rip and Rake) when this buff is active. They also want to use this just before they cast Berserk. Properly specced (King of the Jungle) a Kitty will regain 60 energy on top of Tiger’s Fury’s natural 15% damage increase. The Berserk buff itself will prevent you from using Tiger’s Fury. This, combined with the energy boost, damage increase, and timing, is why you want to use TF before Berserk. Of course you don’t want to use this when you’re already full on energy because then the 60 energy you would gain is a waste. So target switching or downtime off the boss will have some effect on TF usage. With 4 piece T13 every time TF is used the Kitty will gain the Stampede buff (see below).

Berserk

This buff makes all abilities cost half as much energy and has a 3 minute cooldown. Normally this should be used early and then again when it’s available. However, certain bosses like Zon’ozz and Hagara have phases where they take extra damage and the Kitty should use Berserk at those phases, even if it results in less uses per fight. When possible using Berserk with Heroism is also advised.

Clearcasting

Omen of Clarity procs, which make your next ability free of cost – are not controllable by the Kitty and should be used to Shred on single target or to Swipe when there are 4/5 or more targets. Some Kitties use OoC procs during Berserk and with 5 combo points on Ferocious Bite, this is perfectly acceptable and can be a dps increase as long as it doesn’t affect the uptimes of any other Buffs or Debuffs.

Barkskin

Barkskin has a 1 minute cooldown and should be used when the Kitty is taking heavy damage. Most fights have a phase or mechanic that this is saved for. If there isn’t a specific phase but there is raid-wide damage going out this should be used often.

Stampede

This buff is gained after using Feral Charge (or with 4pc T13 after using Tiger’s Fury). It allows the Kitty to use Ravage without stealth or positional requirements once within the next 8 seconds. This Ravage will also not cost any energy. More about Ravage! in the “Damage by Spell” section.

King of the Jungle

This will proc each time Tiger’s Fury is used in Cat form or Enrage is used in Bear form – divide energy gained by 60 and it should match the usage of Tiger’s Fury.

Other buffs/debuffs you might see on this tab are trinkets, weapon procs, potions, etc. If there are potions or on use trinkets listed they should be used along with other buffs like Tiger’s Fury and Berserk. In general though other things listed on the Buffs Cast tab are not controlled by the Kitty themselves.
Examples: Fiery Claws (2pc T12), Fury of the Beast, Beast Fury, Devour, Matrix Restablized, Leader of the Pack, Lightning Strike, etc.

Damage by Actor

This is where you can see if the Kitty is attacking the proper target. Due to Feral Swiftness and Feral Charge a Kitty should have good uptime on targets if they are switching when appropriate. Due to the ramp up time of Feral DPS, uptime does not translate into high DPS however, especially if the new target dies fairly quickly.

Damage by Spell

World of Logs - Feral Druid kitty damage done
Here you can see the abilities that make up the Kitty’s damage. The order that the abilities will appear will depend heavily on how the player has geared and the encounter itself. Heavy mastery gearing will result in much higher bleed damage (Rip, Rake), while Haste gearing will mean much more damage from Shred and melee. Please note that neither gearing method will always make one ability be the top damage, it will simply increase the numbers those abilities do.

Rip, Rake, and Shred should always be high on this list and things like Mangle (except on fight like Ultraxion where you can’t get behind the boss) and Ferocious Bite should be low.

World of Logs - Feral Druid dps misses

 

 

 

 

 

You can see Dodges (Do), Misses (Mi), and Parries (Pa) on the far right, if they occur. As an in general rule Parries are very bad because that means the Kitty is in front of the boss, so either the Kitty or the tank are in the wrong position. Dodges and misses are less of an issue because unlike most classes Kitty Druids aren’t GCD capped and many don’t actively seek Hit and Expertise caps. However, if the Kitty is having issues with keeping their bleed uptimes high, a quick easy fix outside of practicing the rotation is to get more Expertise and/or Hit.

On a normal boss encounter you shouldn’t see things like Ravage, Maim, Claw, or Pounce listed here unless there are unusual boss mechanics (interrupts for example). The one exception is the Ravage! that is free after using Feral Charge. This Ravage! should match the number of Stampede procs. It should be used after Tiger’s Fury when possible. However, if the Kitty has 4 piece T13, this changes. Tiger’s Fury will proc Stampede so the Ravage! from Feral Charge should be used before Tiger’s Fury, and then the new one should be used within the damage buff increase of Tiger’s Fury (6 sec duration).

There are many more ways to use World of Logs to help improve or evaluate Kitty Druids. You can use the Expression Editor to check bleed clipping and DPS CD stacking, for example. But this is the “quick” (haha) and easy way to evaluate a Kitty at a glance.

In short it’s all about UPTIME, UPTIME, UPTIME!