This topic is a fresh start from Restoration Itemization and Restoration Trinkets. Its focus lies on 3.3 and it will not be updated for any Cataclysm changes (this will be done in a new thread when the time comes). This first post will discuss the different stats and current gearing. The second post consists of a write-up by GTtheBard about the trinkets in the game as they are often valued differently.
Failing to post in the correct thread will lead to an infraction!
Throughput stats
Spellpower
Spellpower is our most important stat. It increases the healing of each spell differently. The talents that affect the coefficent for each spell work as follows:
Gift of Nature and Genesis stack additively. They increase HoTs by 15% (1.15 coefficient) instead of 10% and 5% seperately (1.155 coefficient). They also stack additively with improved Rejuvenation (making the coefficient for this spell 1.3).
Empowered Rejuvenation affects both the final Lifebloom tick as the initial Regrowth heal. Genesis does not affect these.
Master Shapeshifter, Tree of Life aura and Gift of Nature with Genesis are all multiplicative. This means: spellpower * 1.15 (GoN + Genesis) * 1.06 (ToL aura) * 1.04 (Master Shapeshifter).
Wild Growth's extra bonus healing is divided equally over the ticks, in contrast to the base healing which heals less each tick.
In the table below the number in the "no talents" columns are how they scale without any talents. The full talents column is the coefficient if you have Master Shapeshifter, Gift of Nature, Improved Rejuvenation, Empowered Touch, Empowered Rejuvenation, Genesis and Tree of Life active. The numbers in brackets are the coefficients per tick. The Nature's Splendor talent adds ticks with these coefficients, thus basically increasing the total coefficient for each spell it affects.
SPELL______________
NO TALENTS____
FULL TALENTS___
Lifebloom HoT
0.666 [0.095]
1.013 [0.145]
Lifebloom Bloom
0.516
0.751
Rejuvenation
1.88 [0.376]
3.233 [0.647]
Regrowth Initial
0.537
0.781
Regrowth HoT
1.316 [0.188]
2.002 [0.286]
Nourish w/o HoT
0.671
1.056
Nourish with HoT
0.806
1.267
Healing Touch
1.611
2.439
Wild Growth
n/a
1.225 [0.175]
Haste rating
Haste rating is the second most important stat for resto druids. Since 3.3 we need a lot more haste in order to get to a 1 second global cooldown, which next to spellpower is the only way to increase our throughput with HoTs (not counting 4T9).
32.79 haste rating increases your haste by 1%. Paladin aura and Moonkin aura do not stack; both give 3% additional haste. Wrath of Air totem provides an additional 5% haste. Here is a list of the amount of haste rating you need with 5/5 GotEM in order to obtain a 1 second global cooldown:
BUFFS______________
HASTE PERC___
HASTE RATING___
No buffs
36.36 %
1193
Aura only
32.39 %
1063
WoA only
29.87 %
980
WoA + aura only
26.09 %
856
CF only
32.39 %
1063
CF + aura only
28.54 %
936
CF + WoA only
26.09 %
856
CF + WoA + aura
22.42 %
735
Thanks to uliko, itecho84 and Zoltair's post for finding the mechanics. Thanks to cuddlekin for finding the numbers for 3.3. See his post for a more elaborate list of haste numbers (includes partial GotEM talents).
Critical strike rating
Critical strike rating is a very poor stat for resto druid, unless you are using 4T9.
45.91 critical strike rating increases your chance your spells critically hit by 1%.
Mana Regeneration stats
Mana regeneration stats are not very important for a restoration druid as each type of gear already contains a good amount of intellect, spirit and/or mp5. Spirit also gives spellpower through the improved ToL talent. Because of this, the spirit items are often better than their mp5 equivalents of the same itemlevel.
The mana regeneration formula on level 80 is: ManaRegen(SPI, INT) = (0.001+SPI*0.003345*(INT^0.5))*5
Intellect
1 intellect provides the following:
1 intellect increases mana pool with 15 mana. On a typical 8 minute fight with Kings and IMotW this can be converted to 0.175 mp5
Assuming 1400 intellect and 1400 spirit, 1 intellect increases your main mana regeneration with 0.351 mp5 out of the five second rule or 0.176 mp5 in the five second rule (with Kings, IMotW and Intensity).
Since Replenish works off the size of your mana pool, 16.83 (Kings and IMotW) extra mana means 0.210 mp5 more through Replenishment.
1 intellect also increases the chance you critically hit with spells by 0.00676% (this is with Kings and IMotW).
This sums up to 0.561 mp5 (0.572 with the meta gem) and a little bit of crit chance. However, this number can change a lot based on your intellect, spirit, Replenishment uptime, duration of the encounter and time spent in the five second rule.
Spirit
1 spirit provides the following (assuming Living Spirit, Intensity, Kings and Improved Mark of the Wild):
Assuming 1400 intellect and 1400 spirit, 1 spirit increases your main mana regeneration with 0.807 mp5 out of the five second rule or 0.404 mp5 in the five second rule.
If you have improved Tree of Life, 1 spirit also increases your spellpower with 0.194.
For a more elaborate table of values, see uliko's post.
Gearing
Druid gearing in a nutshell:
Aim for as much spellpower as possible
Try to get haste cap by using haste pieces instead of crit pieces
Spirit-based items are often better than mp5-based items
If you need mana, socket for bonus and/or use Insightful meta. Also swapping trinkets is a flexible way to get more mana. Other ways to gear for mana is bad.
Items
Some consensus that has been reached so far:
4T9: Still good, but its power is based on your crit chance. To get more crit, you usually have to give up haste, which we need more of since patch 3.3.
Trauma: initial logs show proc can do up to 10% of total effective healing.
The tier 10 4-set bonus
The tier 10 4-set bonus has a chance to proc a new Rejuvenation on each Rejuvenation tick. Thanks to Shelendil, Xasthur, ttyl, Drane and sheaebay for testing this set bonus, we now know the following:
It can proc off a procced Rejuvenation
A 'normal' Rejuvenation will not overwrite a procced Rejuvenation
It will pick the target with lowest health that does not already have a Rejuvenation of the caster on him/her
The range is 40 yards from the caster, not the player who has the Rejuvenation
It can only proc on ticks, not on application
It can be Swiftmended
It shows on Grid
It is affected by all talents and glyphs that affect Rejuvenation.
Trinket discussion always seems to be a point of interest when raiding, and more often than not specific trinket discussion is lost in the endless amounts of pages around here. Unlike the previous topic, this is focusing on competitive end-game Trinkets only, split into Throughput and Regen.
Throughput is self explanatory; these trinkets give druids the most spellpower or healing output compared to other trinkets. Ideally, you'll be using these trinkets when Regen is not an issue.
I'm lumping all trinkets with any sort of regen effect into the Regen pile, even if they have a lot of passive spellpower. Mechanics of all these trinkets will be discussed after the list.
[Althor's Abacus]
-Smart heal
-Can crit
-Does not scale with spellpower
-Procs off HOT ticks
-45 second internal cooldown
-Normal and Heroic versions do not work together
Originally Posted by Carnathagia
2: I tested this in the arena with a group of 4. 3 were taking FoK and poison damage, 1 (Saht) was being autoattacked. 4 Rejuvenations were maintained on each damaged target.
World of Logs - Real Time Raid Analysis
Thanks to Jayde for her help.
[12:06:46.555] Emraldè gains Rejuvenation from Emraldè
[12:06:51.512] Emraldè Echoes of Light Joslin +0 (O: 6521)
[12:07:37.344] Emraldè Echoes of Light Saht +6520
[12:08:23.864] Emraldè Echoes of Light Saht +5288 (O: 1659)
[12:09:07.845] Emraldè Echoes of Light Saht +6599
[12:09:53.053] Emraldè Echoes of Light Saht +6416
[12:10:38.487] Emraldè Echoes of Light Saht +6389 (O: 101)
[12:11:24.104] Emraldè Echoes of Light Saht +6518
The first proc occurs 5 seconds after the first application of rejuvenation, but procs on the lowest HP player since everyone is at full health for full overheal. Each subsequent proc happens on Saht, who always has the greatest health deficit. They occur at an interval of 46, 46, 44, 46, 45, and 46 seconds.
The proc is roughly equivalent to a critical, instant cast Nourish on the lowest health raid member in 40 yards, every 45 seconds. It could be a nice increase to raid survivability when there are 6 of these in your raid. Yes, it's ~2.5% total healing, but its valuable healing that can save someone's life. If the overhealing is high, it is because there was no healing for it to do when the proc happened.
[Solace of the Fallen]
-Stacking 144 mp5 (Heroic - 258 ilevel), 128 mp5 (Normal - 245 ilevel)
-Normal and Heroic mp5 effects stack
[Spark of Hope]
-Applies effect before talent reductions (Tree of Life, Moonglow, Tranquil Spirit, etc.)
-100 Spirit => 115 Spirit = 17 Spellpower (assuming 3/3 Improved Tree of Life)
Originally Posted by GTtheBard
Assumed Talents: Improved Tree of Life (3/3), Moonglow (3/3)
Base Mana at 80 = 3496
Mana Reduction on Rejuvenation (18% Base Mana):
Cost = (3496*.18) = 629 Mana
(629 - 42) * (1 - (.09+.20)) = 416
Without Spark, Rejuvenation costs 446 Mana, a reduction of 30 Mana.
Mana Reduction on Regrowth (29% Base Mana):
Cost = (3496*.29) = 1014 Mana
(1014- 42) * (1 - (.09+.20)) = 689
Without Spark, Regrowth costs 719 Mana, a reduction of 30 Mana.
Mana Reduction on Wild Growth (23% Base Mana):
Cost = (3496*.23) = 804 Mana
(804 - 42) * (1 - .20) = 609
Without Spark, Wild Growth costs 643 Mana, a reduction of 34 Mana.
Mana Reduction on Lifebloom (28% Base Mana):
Cost = (3496*.28) = 979 Mana
(979 - 42) * (1 - .20) = 748
Without Spark, Lifebloom costs 782 Mana, a reduction of 34 Mana.
Mana Reduction on Nourish (18% Base Mana):
Cost = (3496*.18) = 629 Mana
(629 - 42) * (1 - .09) = 534
Without Spark, Mana Cost is 572 Mana, a reduction of 38 Mana.
Mana Reduction on Swiftmend (16% Base Mana):
Cost = (3496*.16) = 559 Mana
(629 - 42) = 517
Without Spark, Mana Cost is 559 Mana, a reduction of 42 Mana.
Assuming a five minute fight with a 5x1 rotation (250 Rejuvs, 50 Wild Growths), you will save 9400 Mana, making this trinket roughly 157 mp5 under such conditions, not taking into account the effect from Spirit.
[Sliver of Pure Ice]
-Normal Mode and Heroic Mode have 2 minute cooldowns
-Used on cooldown, Normal = 68 mp5, Heroic = 76 mp5
[Purified Lunar Dust]
-45 second ICD, 10% proc rate; for modeling, using a 55 second cooldown
-Can proc simultaneously with similar trinkets ([Je'Tze's Bell], [Show of Faith], etc.)
-Returns 912 mana every 55 seconds, roughly 76 mp5
Originally Posted by Qiyo
Reviewing parses of my own logs (yes, small sample is small), I find it to proc once per minute on average. Assuming wowhead data is correct, the 45sec ICD combined with 10% chance to proc on cast makes this proc on average once every 55sec (45 sec ICD + 10 * 1sec GCD casts), which seems to match my experience.
This brings its mp5 value from 101mp5 down to 76mp5 on average.
[Ephemeral Snowflake]
-0.25 second ICD (unconfirmed)
-Procs off HOT ticks
-Is not affected by Clearcasting or Overhealing
-Maximum of 220 mp5
It's 21 spellpower. And yeah, I haven't looked into the Abacus in detail, but 3% effective would be a lot better than 21 spellpower. And finally doing away with rampup time would be nice.
A minor note: The trinket does not benefit from spellpower and as such will scale negatively with gear.
(5550+6450/2)=6000[Average_Heal]/45[Cooldown]=133.3 healing per second assuming no overhealing.
Please try and pay attention to what is listed about the trinket because then you would notice that it can crit which means your formula is inaccurate and also because it is a smart heal it should have relatively low overhealing especially when we reach harder content where more healing is needed.
You seem to be trying to imply that the trinket is worse than it actually is which is misleading considering you could have thrown in some ballpark overhealing figures from the current content to go along with your HPS evaluation. It's somewhat odd how we value haste and SP on a "best case" scenario and yet seem unwilling to do so with procs like this.
You seem to be trying to imply that the trinket is worse than it actually is which is misleading considering you could have thrown in some ballpark overhealing figures from the current content to go along with your HPS evaluation. It's somewhat odd how we value haste and SP on a "best case" scenario and yet seem unwilling to do so with procs like this.
If I factor in overhealing, considering a best case scenario, then this trinket proc is worse than I described above.
With 10.7k effective healing per second, in an ideal aura type fight where I was in 40 yards of all range members, the trinket proc had 23.8% overheal. The point is, the healing can't be attributed as a percent of effective healing. In a fight where 4k-5k hps is typical, this will be closer to 3% healing done. With closer to 11k hps, this is only 1% healing done. It should be considered as healing per second instead of a percentage of healing done.
For those making a wish list, after digging through and looking at the items available in normal ICC25/10 and ToGC10/25 minus Anub in 25, I have come up with the following lists:
(Note: The gemming was done assuming you are a Jewelcrafter, since that's what I am.
Another note with gemming, I had originally planned just a nightmare tear to activate meta, as regen's not needed at all, however putting the purifieds in the places I have them actually work out to be the best choice as far as I can tell.
Feel free to use these as a consideration for your own lists.
Edit:
I personally prefer to see a mix of lists others make, to get an idea of what they value, how they mix and match, etc. I won't discuss this list anymore and ask that no one else do so as well. Use it for comparison if you want, otherwise ignore it.
At the 277 level, the Spirit/haste shoulders are a better 4+1 offset piece than the badge chest. So I suppose for a sub-277 BIS list, yours is technically right. But given the Emblem economy, it might be best to buy the 4 non-Shoulder pieces and use the ICC shoulders. Stats are just as good as using the badge chest, and you save Emblems, and then don't you don't have to further waste Emblems changing tier pieces when you start having access to 277 loot.
Even if you assume that 1 haste = 1 spell power to the cap, using your Dragon's Eyes on haste is a poor choice. Runed =39 vs Quick =34, already a downgrade before we get into the fact that socketing yellow/red vs orange is a waste of 1 spell power every time you do it with the normal versions (23 spell power + 20 haste vs 24 spell power + 20 haste).
That aside, I'd like to avoid BiS lists generally. Discussing specific pieces is great. BiS are complicated, people will inevitably disagree over socketing. Some will choose cloth, some are in guilds that won't allow them to take cloth over a cloth-wearer, etc etc. Some will prefer to use a 735 set-up with T9 utilizing a 3/3 CF build allowing for some more crit. As you can see I've only mentioned a few examples, but they are more than enough to show that making a universal BiS is generally not going to happen.
<Nite_Moogle> i miss raiding with carebare :< she makes me feel like i am not the only person that hates everyone
Aldriana: I am an asshole, it just so happens that some of my colleagues are even *bigger* assholes.
[R] [85:Neux:2]: i hear if you die on Good Friday they are going to make it where you can't get rezzed until easter sunday
Khazal: Yeah, I don't know about Magic Rainbow Unicorn Land, but here in Reality, Rhyolith is the worst encounter Blizzard has ever designed.
I'm still personally in favor of using [Sanguine Silk Robes] over [Shoulders of Frost-Tipped Thorns] because it does seem slightly better and from initial inquiry there wasn't going to be every cloth user wanting this item in my guild (mainly SPriests).
Assuming the socket bonus is +9 on the chest and +7 on the shoulders and you meet them both it ends up with a difference of: [Sanguine Silk Robes] set: 24 haste, 3 sp (1 base, 2 from socket bonus), 10 spirit. [Shoulders of Frost-Tipped Thorns] set: 24 crit, 10 haste.
While the difference is not that huge (14 haste, 3 sp, 10 spirit vs 24 crit) it is still a superior option in my mind especially as past the haste cap we can move a reckless gem into a runed somewhere resulting in that excess haste becoming SP while with the shoulders set you cannot do an equal exchange with the crit.
I don't like assuming the socket bonuses will be met, since the Robes have a blue socket. But even still, just due to the haste vs. crit, the set with the Robes probably is ever so slightly better.
I don't like assuming the socket bonuses will be met, since the Robes have a blue socket. But even still, just due to the haste vs. crit, the set with the Robes probably is ever so slightly better.
If you intend to use a reckless gem in it then you have the choice of using a purified gem for 10 spirit + socket bonus (9 SP) or ignoring the socket bonus and putting a runed there with a gain of +2 SP. Considering that 10 spirit gives you 1.94 SP it seems illogical to use a runed instead (or rather it doesn't really matter).
If you have enough haste that you don't need to use a reckless at all then obviously pure runed will win but I couldn't honestly say where would be the best choices at the moment to do so without a complete/confirmed drop list available to plan this.
Even if you assume that 1 haste = 1 spell power to the cap, using your Dragon's Eyes on haste is a poor choice. Runed =39 vs Quick =34, already a downgrade before we get into the fact that socketing yellow/red vs orange is a waste of 1 spell power every time you do it with the normal versions (23 spell power + 20 haste vs 24 spell power + 20 haste).
Carebare, I've always had a hard time wrapping my head around this part. I mean I get (mathematically) that 23SP+20Haste is less than 12SP/10Haste x2. But would you go to the point of essentially socketing straight reckless gems?
For example, you currently have 17 red/orange gems with CF. Putting Dragon's eye in 3 of your slots and leaving the current 3 Reckless you have to hit your cap. That brings us to 11 Using only Reckless gems that would get you 132SP/110Haste. As pure Runed Gems you would get 253SP.
Looking at Norfair's Haste chart at the top of the thread CF is worth 130 Haste.
No buffs 36.36 % 1193
CF only 32.39 % 1063
So in the end is it really coming down to comparing 121SP (253-132) [in your case] vs the 7 Talent points you could take out of your Balance tree. Or am I missing something?
***Note***
I realize I just put you 20 Haste rating under cap at the moment, but I am just using this as an example. Please assume your gear had that 20 haste somewhere else. (Weapon/T10 gloves/etc)
I don't think I follow your question honestly. My point is that if you must gem haste for any reason doing it with a combo of [Runed Cardinal Ruby] + [Quick King's Amber] is a loss compared to [Reckless Ametrine]x2. I would not personally advocate dropping 3/3 CF until your gear reaches a point (without gemming haste in any form) that you would gain less than half of the haste value of 3/3 CF (put more simply you have around 800-810 haste from ungemmed gear and need only 50-60 haste socketed to meet the cap). At that point it is at least worth considering gemming the difference (via Reckless) and transitioning your points back to either 11/0/60 or 14/0/57 depending on your healing style. As you can see currently on my armory, I have 3 Reckless to meet the cap with 3/3 CF.
<Nite_Moogle> i miss raiding with carebare :< she makes me feel like i am not the only person that hates everyone
Aldriana: I am an asshole, it just so happens that some of my colleagues are even *bigger* assholes.
[R] [85:Neux:2]: i hear if you die on Good Friday they are going to make it where you can't get rezzed until easter sunday
Khazal: Yeah, I don't know about Magic Rainbow Unicorn Land, but here in Reality, Rhyolith is the worst encounter Blizzard has ever designed.
Also, you don't have to pull all the points of CF at once. When you hit 775 haste on gear only, or maybe with good yellow socket bonuses only, you can drop 1 point anyway. 815 haste, 2 points. Then you can decide whether to gem the difference to free up two more points.
The most haste you can get while maintaining Trauma and 4T10 is 786 before any enchants, gems, or cloth.
If you're sticking with 4T9, keep in mind that crit > spirit in terms of throughput, obviously spirit wins in regen. There are cases where +spirit/haste gear is better than +haste/crit, but I've prepared a wishlist that emphasizes crit as a tertiary stat. Bare in mind this set is not that realistic since it uses a fair amount of DPS-ripe cloth and so forth. But hey, that's what wishlists are for! It is optimized for the haste cap, Trauma (buff please), using no CF (presumably Natural Perfection instead).
It seems the greatest challenge presenting itemization guidance is comparing SP (throughput) with Mana Rejen. The tank threads approach a similar topic ingeniously by measuring time till death. By assuming a canonical set of gear and typical encounter, tanks compare the value of stamina, mitigation and even threat through the "time till death" mechanism. They then present a single, and very simple chart directly comparing the value of every stat to an "equivalent stamina." In many ways their challenge is greater than ours as healers.
The question is: Is there a way to provide a single stat value (equivalent SP comes to mind) to compare all stats, including regen? Can we create a quantitative and direct "apples to apples" stat, even if only 100% valid in a single representative case? Could we let the reader extrapolate from that one case? Could this be accomplished by looking at "time to oom?" Our goal is simplified because we can assume constant casting and tree optimal "time till oom" is three minutes. More and one is "over-regen'ing" and SP may be traded for the wasted regen. In this way, all stats might be compared and the fuzzy and imprecise statement: "if your having regen problems...," may finally be eliminated.
btw: Kudos for starting a thread with a valuable list of stat comparisons. Many of the new threads seem to have removed stats in favor of a list of thread rules. Thanks for putting in the effort.
Is that the biggest question right now? Mana is such a nonissue for us, and has been since mid-TBC.
But here's how I've generally thought about it. First, imagine a setup which is geared for maximum throughput only. Then, for each possible concession you could make for mana, list the HPS loss and then MP5 gain (this is easy using TreeCalcs). Examples: Replace Ember meta with Insightful meta, replace IDS with Solace, replace Idol of Flaring Growth with Awakening, etc. Then you can rank these by ratio of MP5 gained to HPS lost and apply them in that order until you stop running out of mana.
Last time I checked this for myself, for example, the order or priority went:
1) Replace Ember with Insightful (this will probably always come first, Ember isn't very good).
2) Replace Sif's Remembrance with Spark of Hope.
3) Replace Flaring Growth with Awakening.
Idol of Awakening is worth so much MP5 that you'll never need to go beyond that. I haven't looked into this since then, as mana has become largely irrelevant.
Rawr can provide a measure of time to out of mana with a given rotation. However, the number of fights where you'll be using a predictable rotation is going to be rather small, if it's greater than zero. We change healing styles over the course of most fights, and many produce events which prevent us from casting entirely (raidwide stuns/silences, which reduce mana out to 0 for the duration) or force movement (which prevents the use of non-instant spells for the duration of the event). Thus, there is likely no 'single representative case' which has much practical use.
You can model 5x Rejuv + WG fairly easily, but at the same time most druids can keep such a rotation up for more than the length of a modern encounter without doing anything special for regen. On top of that, a large portion of healing is on the spot and is not going to be found in any rotation or model. You don't plan on Nourishing or Swiftmending the DPS who stands in the fire, gets hit by malleable goo, or whatever, but you're going to do so. Mana is just not a limiting factor right now in any encounter we have seen.
As many people have noted in the past, we simply don't have many choices in terms of itemization. Outside of trinkets and gems we aren't really choosing regen versus throughput, at least not in very large quantities. Even in the non-trinket cases where such a distinction exists, it's a matter of using non-spirit gear to get crit+haste instead of crit or haste, which in turn lowers spellpower by removing the spirit.
Idol of Awakening is worth so much MP5 that you'll never need to go beyond that. I haven't looked into this since then, as mana has become largely irrelevant.
One thing to note again, and I do even do this sometimes, is you can equip [Idol of Awakening] in combat. Using something like this for lower damage (less healing needed) parts of an encounter. IC Hardmode was a good example. You could get away with Awakening for the first 2 phases, but when the "healing burn" came up, you could swap for a more powerful idol. While keeping Ember and Throughput trinket it, this is a way to conserve mana on parts of an encounter that don't require intensive healing.
Artificial Intelligence usually beats real stupidity.
I don't think I follow your question honestly. My point is that if you must gem haste for any reason doing it with a combo of [Runed Cardinal Ruby] + [Quick King's Amber] is a loss compared to [Reckless Ametrine]x2. I would not personally advocate dropping 3/3 CF until your gear reaches a point (without gemming haste in any form) that you would gain less than half of the haste value of 3/3 CF (put more simply you have around 800-810 haste from ungemmed gear and need only 50-60 haste socketed to meet the cap). At that point it is at least worth considering gemming the difference (via Reckless) and transitioning your points back to either 11/0/60 or 14/0/57 depending on your healing style. As you can see currently on my armory, I have 3 Reckless to meet the cap with 3/3 CF.
I think I get your explanation now Carebare. I went and messed around with a WoWhead profile today and essentially took my current gear and made a CF build to compare to my current build using your own gear as an example on how to gem/enchant. In the end it looks like switching to CF would net me an additional 165 SP. (Give or take 2-3 SP as I would be losing 12 Spirit) There are some minor changes to crit/regen/int/spi as well but nothing drastic.
In my case it looks like I have to make a choice between CF + 165SP vs Emp Touch, LS, and 2/3NP
In a more general note, I would actually suggest that people who are torn between the two 'paths' (Going CF vs gemming a ton of Haste) to do something similar to this. Once you have you can take your role into consideration (Raid Buffer/5x1 spam, vs more of a direct healer) and pick the one more suited to your needs.
Last edited by Demagogue : 01/19/10 at 4:44 PM.
Reason: grammar
OK, there are three people who effectively say "it can't be done." Nobody can come up with a single (spellpower) equivalent stat, so that we can evaluate gear/gems/enchants on paper. They say it's impossible or valueless and offer other methodologies to try and get-around the issue (e.g. "just keep changing gear until everything works").
Well, I think the contributers here are a lot smarter than these three give credit and that some bright person can give us a proper analysis. Are healers dumber than tanks? I think not. Show us what u got, Tree of calculation. Relate all stats to an "equivalent spellpower," so we aren't stuck "changing gear until everything works."
Can you come up with a single number (call it "awesomeness") to evaluate cars which seamlessly combines top speed, acceleration, and mileage? How important do you suppose is your car mileage if all you are doing with your car is going to a store, which is a 5 minute drive, and you get free gas between store trips?
Incidentally time-to-live, avoidance and threat are not combined into a single number when evaluating tank gear (because avoidance is about the average case, and time-to-live about the worst case). And at any rate, avoidance is generally not very useful on hard content as long as tank healers can spam and not run out of mana.
Can you come up with a single number (call it "awesomeness") to evaluate cars which seamlessly combines top speed, acceleration, and mileage? How important do you suppose is your car mileage if all you are doing with your car is going to a store, which is a 5 minute drive, and you get free gas between store trips?
Incidentally time-to-live, avoidance and threat are not combined into a single number when evaluating tank gear (because avoidance is about the average case, and time-to-live about the worst case). And at any rate, avoidance is generally not very useful as long as tank healers can spam and not run out of mana.
I agree. Way back in vanilla I already tried to somehow make a comparison between mana and spellpower, to see where the break-even point is (X mp5 = Y spellpower). The best I could come up with, is figuring out how much healing you can do with a single point of mana and then using mp5 on an average length fight to see how much mana it will give me (and therefore knowing how much extra healing I could do with it). Then compare this number to the extra amount of healing the extra spellpower would give. Of course, this only applies if you run oom every single time, which we don't. Also you need to have a pretty straightforward cycle, as each spell gives different HPM.
Another way to value mana versus spellpower is using itemlevel (e.g. on a gem, 20 spirit is equal to 23 spellpower), but "we" do not value mana/spellpower the same way Blizzard does.
Anyway, as pointed out earlier, we don't really have to choose between throughput or mana regeneration at the moment, so therefore making an equivalent-to-spellpower-stat for resto druids is not necessary. The shaman department already tried to do this, but as you can see from the opening post this is not an easy task: [Resto] Healing Equivalency Points.
I suggest letting it go and accept that as a healer there never will be a mathematically-proof way of gearing in a similar way dps classes can.