Archive for the ‘Druid Healing’ Category
Tomorrow’s release of Patch 5.3 brings a few changes that are important to know for Resto Druids. As such, I thought it might be worthwhile to go over a few things that you want to be aware of and ready to handle upon arriving home and logging in!
What to Expect!
Healing abilities and spells which automatically pick targets now follow consistent rules for tageting logic. Targets with lower % health will be preferred, and players are weighted more heavily than pets”
What, exactly, does this mean? It means that if you cast WG while everyone is at full life it will favor players instead of pets! This is a pretty great change all around, and one that will be favorable for resto druids.
Tranquility now targets 12 raid members (up from 5) each time it heals when used in a 25-play instance.
This is pretty great change for druids raiding 25s. While I’m not entirely sure it’s going to really even the mitigation playing field, it is certainly a step in the right direction and will give tranquility a bit of a much needed boost in 25s. As always, I encourage you to find the best time to utilize tranquility in each encounter and maximize its use throughout the fight. There are lots of prime opportunities for Tranquility in ToT!
Ironbark now has a cooldown of 60 seconds, down from 2 minutes.
This is another pretty great change for Resto, and helps add a little more diversity to the resto toolkit. At 60 seconds, ironbark can (and should!) be tossed around freely on your raid anytime someone is in danger and could use the extra survival.
Swiftmend’s area-of-effect component now heals injured allies within 10 yards, up from 8 yards
While not a bad change for swiftmend, I’m not entirely confident that it’s going to have much of an overall impact on the ability. As it is, you either dump it on melee (or another clumped up group) or opt to use it on a single target (such as the tank, or someone in need of quick healing). The extended range won’t hurt, but I don’t really think it’s anything that is going to have a significant impact on our overall output either.
Wild Mushroom: Bloom: Healing from this spell has been increased by 100%, which includes all bonus healing from Rejuvenation overhealing. In addition, the radius has been increased to 10 yards (up from 8).
Oh Mushrooms. You have the potential to be something great, and yet we are still brought down by your cumbersome placement mechanic and overall lack of cohesion with the resto toolkit.
This change is a good one for Mushrooms – bigger heal, larger heal radius – but still suffers all of the main issues of the base spell itself. When I was talking about this with Brade the other day we decided that 2/5 of the time mushrooms will be largely overheal; 2/5 of the time mushrooms will be in the wrong spot at the time they need to be used; and 1/5 of the time mushrooms will work as intended and be moderately awesome. It’s just really hard to get excited about a buff to a spell that is horrendous in practice.
In places mushrooms were good previously, they will be even better now. In places where mushrooms make you want to kill small kittens, well…just remember that neighborhood cats will be missed.
All of that being said, the buff to mushrooms will make a single mushroom more potent, so it may be worthwhile during downtime to spread some out amongst the ranged in encounters that are very mobile and it is unlikely there will be given stack points or the melee will be all over the place (for example, I find they are pretty great during Ji-Kun’s Quills, or to quickly top up damage from Caw). Let them charge and use them during raid damage to help top folks up. It will also likely be worthwhile to try to plan in advance to drop them for significant damage phases. While it would be nice if they retained at least some of their charge if you have to replant them, it will be smart to try to keep them planted in key locations when applicable.
Force of Nature is no longer on global cooldown and summons a single Treant. The Treant no longer has a control bar, immediately uses it special abilities on the Druid’s current target and accumulates 1 charge every 20 seconds up to a maximum of 3 charges. Restoration version of the Treant now casts Swiftmend on the Druid’s target when summoned. This version of Swiftmend does not require or consume a heal-over-time effect on the target.
While this is a significant upgrade to this talent – it will be very hard pressed to be competitive with ToL or SotF. There may be times where it might be useful, but its usefulness is not likely to be outweighed when compared against SotF or ToL. My advice would be to play around with it in LFR, see if you like it, but to continue to stick with your preferred staples in this tier as I still don’t foresee FoN outperforming either of the other abilities available.
Important Changes that aren’t Resto Specific, but you should still know about!
Players can now choose to receive loot for specializations other than the one that’s currently active. This feature can be accessed by right-clicking on the character portrait and selecting the option from the drop-down list. Loot specialization is available for bonus rolls, Raid Finder, and Pandarian quest rewards
This is a fantastic change, and one that I hope will prevent people from queuing into raid finder as a healer/dps and then changing specs to their preferred roll. It should also significantly help with the acquisition of off spec gear via raid finder.
Protection for bad luck streaks have been added to bonus rolls. Each bonus roll that does not provide loot has a progressively better chance to award loot to the player
Say it with me! “AMEN!” I don’t know about you, but using coin after coin and never having loot show up can be so discouraging. I’m happy to see that this is something that was noted and an action taken to fix. It should also make the ease of gearing an alt a little better.
Completing the Challenge Mode daily quest now awards a Heroic Cache of Treasures with a chance to contain an epic item
One more reasons to look into challenge modes! (Which I think everyone should be doing anyhow!)
Voidbinders are back in capital cities and shrines. Items upgradable by Valor now require 250 Valor to upgrade per 4 items levels, for a total of 500 Valor for 8 item levels per item. This is retroactive to all items that use Valor
I’m really torn. While I think these item upgrades are a relatively elegant way to “nerf” current content, having to continually VP cap is tedious and time consuming. The plus side is that the cost to upgrade an item is significantly decreased – which is good. But the time commitment to VP cap outside of raids each week continues to be cumbersome. Either way – if you are capped come Tuesday, you can do a total of 12 upgrades (or 6 total items fully upgraded).
Players can now use items that are in the bank or Void Storage for transmogrification
Always look good…without having to pay to take items in and out of void storage! Of course, if your Void Storage looks like mine, it’s chock full anyhow and you are already transmogging from your bank because that is where your gear lives anyhow.
Enjoy 5.3, and may you fell many new foes upon its release!
As always, I am happy to entertain discussion or answer questions. I’d also love to hear about your favorite 5.3 additions.
It’s been awhile since I’ve done one of these types of updates. I could probably tell you I didn’t have much to say – but since I often did updates that were almost completely devoid of WoW information, I’m not sure that’s entirely true. I think it would probably be more accurate to say that I’ve been busy…and lazy. I mean I could have easily offered an update on any number of things, but when I had my down time I simply found I wanted to do something other than write! As harsh is that might sound…honesty is best! (Right? RIGHT?!).
Whatever! I have both time and desire to write at this moment, as well as things to say! So I suppose that we should get to that before I lose any of the above.
Wait, what?! (It’s okay, I know that you are probably thinking it, I can hear the wheels turning from here!). Remember that post about the 5.3 PTR I did the other day? The one where I said I had reason to believe that I’d probably have a little more to say about druids as we moved forward? No? Okay, perhaps we should start from the beginning here. Read the rest of this entry »
Yesterday there were some Druid changes announced for the PTR. While these aren’t guaranteed to make it to live, I still think that it’s valuable to explore them and consider what the changes will do, and any potential consequences that may arise as a result. As such, let’s take a look at what we might be seeing here in the next couple of weeks!
Ironbark now has a cooldown of 60 seconds, down from 2 minutes.
While it could be argued that this wasn’t strictly necessary, it is a very nice change that I’m in favor of seeing. While a lot of people view this as a “tank” CD, I’ve often found use for it on members of the raid that are in danger. Being able to use it more freely in this regard is going to be quite nice and a very strong update to the ability itself. I think it’s a very good change and I’m happy to see it go in – hopefully everyone will be a little more aggressive in using it!
Swiftmend’s area-of-effect component now heals injured allies within 10 yards, up from 8 yards.
While I’m happy to see an increase in range, I’ve long since taken the stance that I’m either throwing this on melee, I’m using it on myself and positioning it where I want it, or I’m using it on the tank (or someone else not grouped up) and may not be taking full effect of the ground effect. It’s nice that it’s bigger, I just don’t see it really having a huge effect on the ability overall. I could be wrong and the extra two yards could be profound! I’m just not certain that is going to be the case. Either way, it’s not a bad change. So, yay?!
Wild Mushroom: Bloom now heals all allies within 10 yards (up from 8 yards) for 100% more, and includes bonus healing from Rejuvenation overhealing.
This change is very interesting. While I’m not entirely thrilled that they still haven’t fixed the main issue with this ability (the extremely clunky targeting mechanic) I’m also not positive that this change, as it stands, is going to go live. Ghostcrawler clarified that both the base healing and the bonus rejuv healing is getting increased by 100% – and, well, that has the potential to be just ridiculous!
Right now a set of fully charged mushrooms can pack a punch – just placing them, charging them and blooming them is incredibly cumbersome and heavily penalized if your raid has to move after they’ve been placed/charged. With the buff, this will be even more true than it was before. Not only that, but the amount of healing mushrooms will now have the potential to unleash is going to be enormous. Like mind blowing levels of enormous. Like I’d be surprised if this pushes to live like this enormous.
That being said, if the change makes it I think it supports using your mushrooms singularly when your raid isn’t clumped up. Right now, on certain fights, I’m already just placing them under ranged or lining them up along the path the raid will be moving.
I do worry a little bit if such a big change doesn’t risk running them back towards rotational. I also dislike the fact that they encourage some poor healing to maximize their effectiveness (much in the same way I disliked the original version of Harmony). I also worry that they are going to become so much of our healing that we are going to be slow to see any changes to them (if we ever were to begin with), simply because druids will be making even more concerted efforts to use them. I suppose we will have to wait and see how it plays out. I would very much like to see some mechanical changes to the ability emerge, but it seems like Blizzard is very hesitant to head in that direction to date.
(And yes, I still hate mushrooms. So very much. I don’t care how much healing they do, until they are less cumbersome to use I will always take issue with them!)
Tranquility now targets 12 raid members (up from 5) each time it heals when used in a 25-player instance. This change also applies to players using the Symbiosis version of Tranquility.
This is a very nice change to tranquility and a buff I do think is needed to the ability. It’s very cool that they are opting to adjust it based on raid size so that it mirrors what it is able to achieve in a smaller setting. I am happy to see this change go in, and I hope that it is a buff that makes it live.
That being said…I don’t really feel that this change is going to solve much in regards to Druid woes. I talked a bit about this a couple of posts ago – but I feel it’s important to reiterate. Throughput is not the number one issue facing druids right now. Is that our toolkit is ill equipped to deal with today’s healing environment and that mitigation healing is so dominant that it stomps on the potential effectiveness of throughput healers. Sure, it’s going to promote slightly higher throughput in the situations that we utilize it – but I suspect in the big scheme of things it’s not going to be make or break (I’m hesitant to say it will have a negligible effect, because I don’t think that’s entirely true, I just don’t think it’s going to all of the sudden right resto druids).
Overall, I think these are good changes.
While I’d like to see more to even out the mitigation vs. throughput playing field I’m not really sure this patch is the place we’d see that play out. I will also admit that I was hoping for a little more relative to Ghostcrawler’s “druid changes” tweet, but will also concede that if all of these go through it is not a terrible haul.
I’m curious what all of you think about the changes! Need? Un-needed? Fixing all the wrong things?
I haven’t posted specifically about druids on my blog about druids in four months. To be fair, I haven’t really posted about much in this space in the same amount of time. However, I’m recently feeling reinvigorated and revived, and I have reason to suspect that you may well start to see an increase in my posting habits again. But more on that later! Today I want to talk about druids.
A while back on Twitter, someone commented that they were surprised that the 5.2 changes to resto druids really didn’t seem to have the results that he was expecting to see – and that they felt a bit bad for the resto on their raid team (I think it might have been Derevka). At the time, I made a snarky comment that amused me greatly – but followed it up with the more serious comment that a druid’s mileage is likely to vary largely depending on the number and strength of their disc priests and holy paladins. It’s the latter part of that comment that I’d like to explore a little more today.
I think I heal just fine
Anytime that the topic of resto healing comes up, there are always two groups of people: those who are incredibly frustrated and those that come out of the woodwork (see what I did there?!) and state “I heal just fine” or “I always top my healing meters”. The statement of that second camp of folks ultimately leads to the declaration that they feel “druids are fine”. Which is then followed by an uproar of those who disagree and, of course, nothing ever good really comes from the subsequent conversations. Read the rest of this entry »
The great monk Nerf has occurred – and it’s pretty much done jack and shit for the current state of the Resto Druid. Our toolkit problems continue to be reflected in our output in 25s. And, honestly, with Blizzard indicating they feel we are “fine” I’m running out of energy – and feel a bit like I’m wasting my time – continuing to try and show we continue to struggle and have problems.
Here is the breakdown over the past few weeks.
Since this is the fourth time we’ve taken a look at this, with no indication that our life is going to improve, I feel I don’t have much left to say on the topic.
Our Monk overlords have been summarily replaced with disc priests. The monk nerfs were steep (maybe too steep), and the bubble lords swooped in and have mitigated their way into the position formally held by monks. Mushrooms still suck. Our healing model still does not work well in the world of MoP healing. Our fixed mana pools still do not support the toolkit we have to work with. And well, that’s about all I have to say on the matter.
If I hadn’t devoted the past eight years to the Druid class, I would seriously be considering a reroll at this point (and have, in fact, given it consideration). But I don’t feel that I should have to give up a class I’ve put so much energy into, and enjoyed for so long. I pretty strongly feel it should be Blizzard’s responsibility to make sure that classes are fun to play. That they are equally competitive, that they have tools suitable to meet that goal, and that players can continue to feel like viable assets of their raid team and enjoy the game based on skill rather than be frustrated because of artificial limitations set by the game.
But maybe that’s just me.
Please feel free to review the prior three posts in the series for more in depth looks at the problem and potential solutions.
As another two weeks have passed, it is time to take another look at how Druids are faring in this tier or content. Since we’ve already talked quite a bit about why we are having problems, and how it needs to be fixed, I’m not going to elaborate a whole lot more on that. This is partly becaue the new charts show some interesting things, and I have a few other things I want to discuss.
Let’s start with what the numbers tell us. As a reminder, I am only evaluating how Druids are performing in a 25 man raid content because this is my raid setting. If you are raiding 10s and rocking it, good on you! Go on with your bad self.
In looking at these numbers, you can see that Druids are still rolling along at the bottom. Disc priests have soared as they received buffs and starting gaining familiarity with their toolkit. Paladin and shaman seem to have plateaued, while Druids continue to struggle with the same problems we have since release. Aside from priests, not much has appreciably changed since our last look.
Until we take a look at how heroics are looking.
Read the rest of this entry »
The devil presents me with three choices, one of which I must choose.
I ask if, in my heart, I believe.
With my sincerest apologizes to Dr. Seuss.
At the far end of town, where the fool’s cap grows and the wind smells slow and sour and no bugs ever sing excepting old Klaxxi is the street of the lifted Lorax. And deep in the fool’s cap, some people say, if you look deep enough you can still see, today, where the lorax once stood just as long as it could, before someone lifted the Lorax away.
What was the Lorax? And why was it there? And why was it lifted and taken somewhere from the far end of town where the fool’s cap all grows? Ghostcrawler still lives here. Ask him. He knows.
You won’t see Ghostcrawler. Don’t knock at his door. He stays in his tree, planted in his grove. He lurks in the branches where the leaves have all fallen, and he makes his own clothes from mushrooms and rejuvenallen. And on special dank midnights in November, he peeks out of the shutters and sometimes he speaks and tells how the Lorax was lifted away.
He’ll tell you perhaps…if you’re willing to pay.
On the end of a line he lets down a tin pail and you have to toss in the cap of three mushrooms and a snail. Then he pulls up the pail, makes a most careful count to see if you’ve paid him the proper amount. Then he hides what you paid him away in the claws, his secret strange hole in his gruvvulous paws. Then he grunts, “I will call you by crab-a-phone, for the secrets I tell you are for your ears alone”.
Down inches the crab-a-phone until it reaches your ear and the old crab’s whispers are not very clear.
“Now I’ll tell you,” he says, with his claws sounding gray, “how the Lorax got lifted away”.
It all started way back, such a long time ago, in the days when the fool’s cap did not grow. When the trees all had branches, leaves rustling in the wind. Before mushrooms bloomed, and dangers loomed, I came to this glorious place. At first I saw the trees! The glorious happy trees, with bright colored branches and heals that didn’t sneeze! Their leaves, oh their leaves! All dancing in the breeze!
And under the trees, I saw brown guardians frisking in their big bear butt suits as they played in the shade and were healed by the trees. From the rippulous pond came the comfortable sound of the orcas all humming while splashing around. But those trees! Those trees! Those healing trees! All my life I’ve been searching for trees such as these! The touch of their rejuvs, the tickle of growth, warmed my injured heart like butterfly milk. I felt a great leaping of joy in my heart, I knew just what I’d do and I unloaded my crab cart!
I no time at all, I realized they needed a change. So I sat in my shop and pondered giving them the chop. With all my great skill, and with my great crab speed, I realized I knew just what they need! I planted my mushrooms and awaited fungal explosion, my claws were crackling with the thought of implosion! The instant I’d finished, I heard a ga-Zump! I looked, I saw something pop out of a stump! It was a sort of man.
Describe him? That’s hard. I don’t know if I can.
He was shortish. And oldish. And brownish. And Mossy. And he spoke with a voice that was sharpish and bossy! “Mister!” he said with a fungal born sneeze, “I am the Lorax. I speak for the trees. I speak for the trees, for the trees have no tongues. And I’m asking you sir, at the top of my lungs!”. He was very upset as he shouted and puffed. “What’s that thing you’ve made from my trees tuft!”.
“Look, Lorax” the crab said “There’s no cause for alarm. The Mushrooms will heal and I’m doing no harm. I’m being quite useful, in offering this tool, mushrooms are something that all people need! They plant, they heal, they have other uses! They aren’t rotational, but druids will love them and sing of them like muses!”.
The Lorax said, “Sir! You are crazy, my friend. There is no one on earth who will use them in the end!”.
The crab laughed at the Lorax, “You poor stupid guy! You will use them, and like it, or just manage to get by”.
“I repeat,” cried the Lorax, “I speak for the trees!”
“I’m busy,” I told him. “Shut up, if you please”. I rushed to the phone to put in a quick call, I called all my brothers and uncles and devs and I said, “Listen here! Here’s a wonderful chance to plant with mushrooms and watch them explode! Get over here fast! Take the road to the Steppes and turn south at the wastes”. And, in no time at all, in the grove that I built the who crab family was working full tilt. We were all planting mushrooms just as busy as bees, to the crying sound of all of the trees.
We were planting mushrooms as fast as before, and that Lorax? Well, he didn’t show up anymore.
But the next week he knocked on my new office door. He snapped “I’m the Lorax, who speaks for the trees, who you seems to be stifling as fast as you please. But I’m also in charge of the guardian bears who played and received heals in their big bear butt suits. NOW…thanks to your mushrooms there aren’t enough heals for the trees to toss around. And my poor guardians are all getting the crummies because they have mushrooms rotting their tummies! They loved living here, but I can’t let them stay. They’ll have to find heals, and I hope that they may.” And then the Lorax sent them away.
I, the crab, felt sad as I watched them all go. BUT…Mushrooms are Mushrooms, and they must grow, regardless of crummies in tummies you know. I meant no harm, I truly did not. But I was sold on three mushrooms, so a planting I got. I planted them here, I planted them there, I advocated their usefulness everywhere. I went right on planting my mushrooms, and I didn’t worry about the healing, which the trees didn’t need.
Then again he came back! I was trying new shrooms when that old nuisance Lorax came back with more gripes!
“I am the Lorax,” he coughed and whiffed. “Crab!” he cried with a croak “Crab! You’re making such your making the blooming broke”. My poor moonkin, why they can’t starfall a single star! No one can with no healing to keep them afloat! And so”, said the Lorax, “please pardon my fear, but they cannot leave here. So I’m sending them off.”
“Where will they go?” I don’t hopefully know. Somewhere with rain and mists I imagine. To escape from the mushrooms you’ve planted here. “What’s more,” snapped the Lorax (His dander was up) “your mushrooms are send the trees into a gloom.”
And then I got mad. I got terribly mad. I yelled at the Lorax, “Now listen here, Dad! All you do is yap-yap and say BAD BAD BAD! Well, I have my thoughts and I’m telling you I intend on doing just what I do! And, for your information, you Lorax, I’m figgering on keeping mushrooms without biggering! Because mushrooms are the answer that EVERYONE needs!”.
And at that very moment, we heard a loud whack. From outside in the grove came a sickening smack.
We look out the window to see the last tree had fallen. Their spirit crushed and their branches swaying. The trees walked away, the grove left decaying. The devs looked around me, and started to pack up, with no trees there was no back up. Now all that was left ‘neath the mushroom covered sky was my big empty grove…the Lorax…and I.
The Lorax said nothing. Just gave me a glance…just gave me a very sad, sad backward glance…as he lifted himself by the seat of his pants. And I’ll never forget the grim look on his face when he heisted himself and took leave of this place. Through a hole in the mushrooms, without leaving a trace. And all the Lorax left here in this mess was a small pile of rocks, with one word….”UNLESS”.
Through the expansion, as my mushrooms have fallen apart, I’ve worried about the trees with all of my heart. “But now,” says the crab, “Now that you’re here, the word of the Lorax seems perfectly clear. UNLESS someone like you cares a whole awful lot, nothing is going to get better. It’s not. SO…Catch!” calls the crab and he lets something fall. “It’s a mushroom spore, the last one of all! You’re in charge of the fate of the trees, and trees are really what everyone needs. Plant a new thought, treat it with care. Give it clean water and feed it fresh air. Grow a forest, make it big and strong. Protect it from Mushrooms, and sing it a song. Then the Lorax and all of his friends may come back.”
Two weeks ago I wrote this post, were I took an early look at how Resto Druids were faring comparatively to the other healing classes, and addressed a glaring issue in our toolkit (lack of ability to deal with the very prevalent burst raid wide AE damage in a 25 man setting) that was causing us to start to fall behind. In my last post I stated that this gap in our toolkit would continue to become more noticeable.
As the weeks have passed and other healers have obtained more gear and become more comfortable with their toolkits, the discrepancy only continues to become more noticeable. This is only further exacerbated by the fact that every other healing class received abilities permitting them to be stronger at dealing with this type of raid damage.
Today, I want to take another quick look at how Druids have done after two more weeks of content, two more weeks of gear, with more knowledge of the content and presumably more people being able to see the content. For the purpose of this I have again only pulled 25 man normal parses, and I have looked at both the top 100 as well as all parses. I have again not pulled out heroic data, as there is still not a particularly large sample size – but I will talk about what some of that data shows us later in the post.
As an additional note and reminder: I am not looking at 10 mans. I am a 25 man raider, and I am interested in fixing my class in my raid format. If you think Druids are awesome in 10s, that’s great! I don’t raid 10s. I raid 25s, where my class is currently not great. Which is, subsequently, why I am focusing on 25 man numbers.
Top 100 Parses
Now, in looking at both of these sets of data, we can see a few things. Firstly, in the past two weeks Shaman, Priests and Paladins have closed the gap some and are all relatively competitive amongst each other while Monks remain the outlier and continue to remain miles ahead of the pack. However, while priests have picked up some, Druids have fallen to the bottom and continue to decline. A move that is attributable to my thoughts in the last post – in our current state, as other healers grow stronger, Druids will continue to underperform and fall further and further behind. Read the rest of this entry »
Now that we are a few weeks into the raid content, I thought it would be an appropriate time to have some discussion regarding the current state of the Resto Druid. I am going to offer some numbers and data below to support what I am about to say: Resto Druids are currently not in a good place. We continue to deal with the same issues that we struggled with for the majority of Cataclysm – we lack the toolkit to deal with burst AE healing. As the weeks have passed and other healers have obtained more gear and become more comfortable with their toolkits, the discrepancy only continues to become more noticeable. This is only further exacerbated by the fact that every other healing class received abilities permitting them to be stronger at dealing with this type of raid damage.
I have a few thoughts on how to fix this that I will discuss later on in this post, but first I thought we’d take a look at the numbers.
I went ahead and pulled all of the healing numbers from the past three weeks of raiding utilizing Raid Bots (an amazing too in so many ways!). I only pulled numbers from normal 25s for the purpose of this analysis. I did this for two reasons: 1) 25s are my preferred raid style and what I am passionate about fixing; and 2) there is simply not enough heroic data yet to look at (although I will tell you from the data I pulled, Druids are a bit worse off in heroics). I understand that three weeks isn’t a huge sample selection, but it is all the data we have at this time, and throughout those three weeks is fairly consistent, leading me to believe it will not appreciably change in the weeks to come if things stay as they are currently.
I have taken a look at the content as a whole and then drilled down to each of the six encounters for a more in depth look. The first set of data that I’m going to share is an overall view of how the healing classes are comparing as a whole.
Here you can see a few things. Monks are undeniably the strongest healers at this juncture in the game with none of the other healing classes coming close to them in performance. They are followed by Shaman and Paladins, with Druids and Priests bringing up the rear. You can see the bump in Holy Priests when they got their buffs to PoM and (I think) PoH. As you can see, Druids and Priests are trailing behind the other three healing classes by a fairly appreciable amount.
Let’s take this one step further, and examine how we are doing on a fight by fight basis to see if we fare any better on the individual mechanics of certain encounters. Read the rest of this entry »