Friday, February 11, 2011

Almost 50%. Really!

In July I wrote about why the developer idea that discipline priests would get 50% of their healing from shields was ridiculous.

This week Blizzard multiplied the strength of Power Word: Shield by more than three. Of course this didn't just mean three times as much shielding from shields, it meant casting more shields since Power Word: Shield became such a good spell with the change. It also meant stacking mastery over crit, further increasing the power of the shields. I now have one night of raiding data, and my total shields as a fraction of heals was 49.4%. Very near the 50% mark that the developers thought we might have.

So they were basically right, assuming you are willing to overlook the mistake of making our signature spell about 30% as good as it should be.

Thursday, February 10, 2011

Mana Tide Madness

I wrote before about Mana Tide Totem and how it seems like a large and meaningful anomaly in the current mana regen landscape.

Patch 4.0.6 significantly changed Mana Tide by basing the bonus off the Shaman's spirit rather than the recipient's spirit. I understand this was to prevent Mana Tide from being overpowered when used with temporary spirit buffs like Core of Ripeness. Preventing temporary spirit buffs from generating more than three times as much mana as they were intended to is probably a good thing.

Elevating the value of Spirit to obscene levels for Shamans was not.

If you are a Discipline Priest in 359 gear, gaining 100 spirit would give you about 5k more mana to spend over a 6 minute fight. For a Paladin its slightly less, only around 4.6k mana. Druids get 4.8k. Holy Priests, thanks to Holy Concentration get a whopping 6.5k. What about Shamans?

Ignoring Mana Tide, Shamans get around 4.6k just like Paladins. Mana Tide essentially multiples that extra 100 spirit by five for 16.8 seconds out of every 180 seconds, or 9.33% of the time. That's the equivalent of a 37.3% increase to your spirit. If spirit was increasing your mana by 4.6k without Mana Tide then it will be increasing it by 6.4k with Mana Tide.

No big deal, around the same as the Holy Priest. Except for the fact that the other people in your raid get the same bonus. If you are in a 10-player raid, your 100 spirit generates not only an additional 1.8k mana for you, but also for the two other healers. So the total healer mana from your 100 spirit is 9k. That's if the other two healers are also paladins or shamans. If one is a holy priest and the other is a druid then your 100 spirit generates 11k extra healer mana for your raid.

If you are in a 25-player raid with 2 paladins, 2 holy priests, 1 discipline priest and 1 druid, then your 100 spirit generates 19.1k mana.

So in 10 player raids a shaman might get around 1.7 to 2.4 times the benefit from spirit that another healer would get. In 25 player raiders, the number is more like 3 to 4 times the benefit in terms of total mana restored to the raid. Of course shaman are also widely thought to be one of the weaker healers in terms of throughput. That means that giving other people mana is probably better than giving yourself mana.

If other healers stack spirit as high as they can, reforging other stats to it and matching blue sockets with int/spirit gems, then shaman should be taking this a step further. Gem pure spirit, use spirit enchants in every slot (such as 40 spirit to chest rather than 20 stats), eat spirit food and drink a spirit flask. Tell your other raid members they can let a little bit of their spirit go in favour of throughput because you are the mana guy and they don't have to worry about it.

It may not be possible to directly compare throughput to mana stats, but when a mana stat that is desirable to other healers is four times as good for you as it is for them, there is no possible way that at throughput stat can keep up.

And still there is the problem that there is no analog to Mana Tide anywhere. More resto shamans means more mana for your raid. Less shamans means less. You cannot substitute anything, and you can stack as many as you want.

Wednesday, February 9, 2011

Are Glyphs Better?

Nearly a year ago I wrote about Glyphs and how I thought they were a failed game element because they existed to offer choice but didn't offer any real choice and because they interacted very strangely with the skill that made them. Glyphs have been changed substantially since then, so I thought I'd take a look back and compare the state of glyphs then and now.

One complaint on my part was that inscription skill has nothing to do with glyph power. This has only gotten worse since there are no new glyphs at higher skill level in Cataclysm. Inscription is the profession that lets you make glyphs, but you cap out on your ability to do that at 450 skill. The glyphs still come in a seemingly random order and can still be learned well before or after they become useful.

The introduction of major glyphs, however, solved many of the other problems that I had. We no longer have a slew of useless glyphs sitting around that no one will ever use. There are meaningful choices to make between major glyphs that will be made on personal preference as well as on fight mechanics.

But while the major glyphs work well, the prime glyphs and minor glyphs are in the same sorry state they were. Prime glyphs basically offer no choice at all - they are determined entirely by your spec. Their purpose, apparently, is just that players would find it weird that they didn't have glyphs for their most important abilities. I could grudgingly suggest that if this were true there would be a glyph for Greater Heal. But why do I even want them to make a prime glyph for Greater Heal? It's because if it is better than what I'm using I'll use it, and if it's not then it's no skin of my back. Prime glyphs don't add anything to the game. Major glyphs that affected these abilities that didn't get them a percentage boost would be way more interesting.

There is also still remarkable homogeneity in the choice of minor glyphs, when these should be the place where there is the most flexibility. Some choices are just much more attractive than the others, and this should be fixed.

I don't understand the system of getting to choose three minor glyphs of out of five or six - it doesn't seem like much of a choice at all. I truly don't understand the system of having players choose three prime glyphs out of the three that affect their spec - this is definitely not a choice.

Was I right about Glyph of Feint? I don't know, I could actually imagine a rogue taking that for certain fights. Since you aren't GCD locked you could use that on cooldown to lower AoE damage. 50% less AoE damage 60% of the time is actually a very good glyph.

Tuesday, February 8, 2011

Saving the World

Last night my wife asked me how my raid went and I said we beat Al'Akir. She said, "Yay! You're a hero!"

Later on, my wife asked me what the ultimate goal of WoW is.1 My first response was "There is no ultimate goal." My second try, after further pressing was, "To beat all the bosses on hard mode, but in a few months there will be new bosses to beat."

Then, in no small part because me talking about things helps her go to sleep, I told her something that started with, "I'm not sure whether the titans created or found Azeroth," journeyed through old gods, the corruption of Deathwing, his recent escape and the ensuing cataclysm and ended with, "So we need to go to the throne of the four winds and defeat Al'Akir, the lord of air; break into the bastion of twilight, defeat the guards and kill Cho'gall to cut off the head of the twilight hammer cult; and stop Nefarian in Blackwing Descent." We're out to save the world.

I really try to avoid writing nice things about WoW in my blog, but recently I've been feeling kind of down from the number of posts I've been reading about problems with the game. I write posts about problems with the game, of course, but it's the doomsaying that really bothers me. Whether it's outlandish claims that Cataclysm is the worst expansion, not only for WoW, but for any MMO ever, or it's people's concluding blog posts because they just aren't having fun playing anymore, it makes me feel like the sorts of problems that I constantly see with the game are somehow adding up to a bigger picture of decline.

But I genuinely like choosing which heal to cast and on whom. The game really is more fun because I'm playing it with other people. I even like running heroics on easy mode2 to get my guild experience. I also really want Sthenno to save Azeroth from Deathwing, even if I need my wife to remind me of that.

WoW is great. Now if they could only do something about the numbers.


1. She had absolutely no idea who Al'Akir was.

2. In 359 gear.

Monday, February 7, 2011

Strength of Soul

Strength of Soul is a really rotten talent. It lets you cast a bad spell more often at the cost of casting another bad spell. There was really no reason to take it, and if you did take it, you were best off treating those talent points as a sunk cost and never making use of the bonus it gave you.

But of course I am writing this on the eve of 4.0.6, and given the coming changes, this talent deserves some reevaluation. As of tomorrow, instead of letting you cast a spell you don't want to cast more often by casting another spell you don't want to cast, Strength of Soul is going to let you cast a spell you desperately want to cast more often at the expense of casting a spell you want to cast anyway. That sounds like it has a lot more potential.

So I modified one of my old simulators to see what benefit Strength of Soul would give if you had the following casting priority on a single target:

Power Word: Shield
Penance
Renew (if Borrowed Time is up)
Greater Heal

With this priority, Strength of Soul results in a 10% increase in throughput with a 4% increase in efficiency for the two points. Of course this isn't a very realistic situation, so I modified the order to the following:

Power Word: Shield
Penance
Prayer of Mending
Renew (if Borrowed Time is up)
Prayer of Healing*
Greater Heal

In order to simulate sometimes using Prayer of Healing I gave it a random cooldown with each cast from 0-30 seconds, which roughly corresponds with how often I cast Prayer of Healing against bosses on my last raid. Since Strength of Soul isn't doing as much with this set up, the two points give a 5.4% throughput and 1.4% efficiency increase. That's still a good amount of work to be getting out of two talent points.

With a top end of 5% more healing per point and a midrange of 2.5% healing per point, I think these talent points are probably better than some of the others I currently have, but I don't have a lot of flexibility to move talent points around. I think my weakest talent in my current build that I can afford to get rid of is Surge of Light.

As a side note, for now I am going to be moving two points of Mental Agility to Soul Warding as a nod to the new strength of Power Word: Shield. Both talents get better with Power Word: Shield getting better, but I think Mental Agility goes from somewhat weak to mediocre while Strength of Soul goes from downright useless to situationally great. After I've actually raided with the changes I'll be able to reevaluate Mental Agility to see how much I'm getting out of those points.

Friday, February 4, 2011

Plans Get More Complex

Matticus recently put up a really simple healing guide for Discipline for path 4.0.6. I was asked once in the past if I could put together such a thing, and I've really struggled with the idea because my concept of how to heal isn't very readily summed up.

I'm not saying that healing advice can't fit into short tidbits and neat packages. I actually think Matticus' advice is a pretty good starting point for people who are wondering how 4.0.6 will affect them, or people who are starting to heal as discipline priests after the patch comes out. For example, his AoE healing advice (5 players) is to cast Prayer of Healing. Good advice!

But as I discussed on Wednesday, you can actually increase your throughput by alternative Power Word: Shield and Prayer of Healing. In fact, on Wednesday I forgot to include that using a Shield between Prayers would allow you to get a tick off of the Glyph of Prayer of Healing, increasing Prayer's effect by 6.5%1 and meaning that this alternating cast heals for almost 13% more than prayer alone for only about 7.5% more mana per healing - again assuming that your Rapture proc time will decrease to once every 14 seconds from once every 15.

There are other crazy interactions, however. If you are in for a long period of AoE healing and you cast Penance on one of your targets then while Penance has clearly worse numbers than Prayer, it stacks Grace on that person, giving them 24% more healing from Prayer for 15 seconds. That's an increase of 4.8% to the effect of the prayer as a whole, or more if you were only intending to heal three or four people. You can also haste the Penance with a Borrowed Time without consuming the Borrowed Time so it still gets used on the subsequent Prayer. By squeezing in Penance and Prayer of Mending in the same Borrowed Time window, you get an additional tick of Prayer of Healing. These shenanigans have the potential to get you around 0.8% less healing for around 1.6% less mana, which is hardly any different unless you have your 4-piece set bonus in which case you are spending around 28% less mana by doing this instead of just alternating Shield and Prayer.

Of course if the damage is being dealt equally to all people and there is no additional damage being thrown around, then you won't want to use tactics like these because there will create differences in the health of the people you are healing which will cost you efficiency later. That is, unless you know damage will be coming in for a long enough time that you will be able to give everyone a turn getting the boost. Or if the tank is if the group you are AoE healing then you can do this on the tank while AoE healing everyone else.

So, my AoE healing strategy for discipline priests would be something like this:




1. This is 6.5% rather than 10% because this glyph does not help the Divine Aegis portion of the Prayer.

Wednesday, February 2, 2011

Power Word: Shield is Awesome, but it May Not Be Overpowered, but it Probably Is

Obviously Power Word: Shield is going to be awesome come patch 4.0.6, if it doesn't get nerfed into the ground before then. I uploaded a fragment of a spreadsheet I have to google docs so you can see some of the numbers yourself. Check out the bottom of the "Spells" sheet here. The values on the sheet are based on my current gear.

For those who don't like looking at spreadsheets, the key facts are that Power Word: Shield has 97.2% of the throughput of Prayer of Healing and 73.3% of it's efficiency. Those are some pretty strong figures. The only single target competitor is Penance, which is 7% more mana efficient than Shield, but Shield has 72% better throughput than Penance. Nothing else in the single target department is ever close to Shield in either category.

The question is, is shield really a single target heal? If there was a healer who had an instant cast heal-to-full spell that didn't cost mana, but couldn't do anything else and that spell had a 15 second cooldown, you probably couldn't afford to use one of your three healer spots in a 10-player raid on them. 15 seconds is really a very long time to wait between being effective. Of course Discipline priests can do things when they are not casting shield, but the question is, is it right to consider a heal that can only affect a single target once every 15 seconds a single target heal, or is it more like an AoE heal?

As an AoE heal Shield is right about where it should be. Worse than Prayer of Healing in raw numbers, but probably better than Prayer of Healing because of targetting restrictions and overheal. Prayer has a tendency to overheal in excess of 20% because it will hit a target who doesn't need the healing. Shield doesn't overheal much if at all when used correctly.

Shield is both better an worse than other AoE heals. It's better because you can stop the damage from happening at all and react quickly and powerfully to individuals who are at low health. It's worse because you have to anticipate damage rather than being allowed to react to it, and because it doesn't heal evenly over multiple targets.

The second part is a minus because AoE heals are much better than single target heals. If a big AoE is coming at five people and I shield two of them before the AoE hits then those two people don't end up down health, or at least not much. If I then choose to use Prayer of Healing, my best spell for healing three people up after an AoE then it is working at 60% effectiveness. My pre-shielding was acutally just pre-overhealing. If I can shield all five people, or shield four and use Penance on the last one, or if the damage is dangerous enough that waiting on Prayer to heal them up after is too slow, Or shield everyone but the shadow priest and the feral druid who will heal themselves eventurally, or shield the one person who isn't in the same group as the others then Shield was great. If I just shield a couple of people at random, Shield may end up being a total waste of mana.

This is also why just casting shield every three or four seconds probably won't contribute enough to the group healing. By keeping a larger number of people at full health through the AoE you are denying your co-healers maximum mana efficiency in order to maximize your own. With smart shielding this shouldn't happen, but there are some damage distributions where it's simple not possible to contribute beneifically with a single-target effect that cannot be repeated within 15 seconds.

Back in Wrath I read all about how Discipline priests did nothing but spam Power Word: Shield. Some players countered that they cast all kinds of heals and that people who just spam one spell aren't playing right. The argument from Blizzard was that while spamming one spell may not have been the best way to play, it was close enough to the best way to play that it was a problem.

This never entirely clicked with me, but I realized at some point it was because I raided with 10 players. With a 1 second GCD on shield spam and only 10 people to target every 15 seconds, I was forced to do other things. Not that I kept a shield on everyone at all times, but even in a fight like Freya + 3 where putting shields on everyone is the norm, I still had to spend some of my time on something else. Now that the majority of raiders are raiding 10 player we may see shield "spam" go down dramatically even if Shield is substantially overpowered.

If Power Word: Shield is an AoE heal, then it probably balanced. If it is a single-target heal then it is grossly overpowered. In reality it is neither of these things, and I think the experiment of making it extremely powerful will be an interesting one. We'll see how it works out over the next month or so.