[Guide] How to Evaluate Healer Performance in Raids
These days there are a huge amount of parse !@#$%s floating about who are only interested in seeing those purple and orange numbers. As a healer I’ve witnessed an enormous amount of ignorance about healer performance, so I’ve put my experience to use in writing this guide. This is primarily intended for raid leaders, or whomever looks at logs or makes decisions about who belongs in your raid team, but should be a good read for anyone, tank or DPS mains included. Numbers mean nothing It is absolutely critical for your understanding of healing performance to learn this simple truth: HPS and healing done are useless metrics, which do nothing to represent the skill of a healer. The primary factors influencing a healer’s HPS and healing done metrics are as follows, ranked from most influential to least influential: 1- Healer setup 2- Mana availability 3- Class 4- Fight type 5- Skill As you can see, getting a good parse as a healer is very little to do with skill. Why is this the case? Let’s evaluate each factor, starting with healer setup. Healing specs all fulfill different roles, and sometimes these overlap or directly contradict one another. For example; Holy Paladins with their Beacons gain very strong tank healing from healing the rest of the raid. If the raid is always at full health and the tanks are not, they will lose a lot of potential healing. Similarly, if another healer is focusing primarily on tank healing despite the presence of the Paladin, their performance will again suffer. In many cases both of these situations will occur at several points during a fight and cannot in fact be avoided – in fact they are a symptom of a well rounded healing team with solid communication, not a dysfunctional one. As for mana availability, this is largely straight forward yet you would be surprised just how influential this is. A single Innervate on the average fight will boost a healer's HPS by ~50k. It's important to note that ideally, healers should not come close to their maximum throughput on any fight - while it is theoretically possible for every healer to push maximum throughput for an entire fight (at great, great mana cost), this would also mean that any excess damage taken (say, from tactics fail) would be invariably fatal. Class and fight type are very similar influences. As mentioned earlier, each healing class has different strengths and weaknesses, and different fights are tailored to these very differently. For an overall idea however, if you look at warcraftlogs data you will see that Resto Shaman right now has the lowest HPS scores of all the healers - and yet, it is by far one of the most, if not the most popular healer in mythic progression. Why is this? It is because throughput is very unimportant for a successful healing team, and the massive utility offered by Resto Shamans is always useful. Finally, there is skill - But this does not explain why, say, 2 of your Resto Druids are performing worse than the third. Cooldown rotations, communication and just dumb luck are huge factors here. Also, if a healer is doing everything wrong (using cooldowns incorrectly, not communicating), this actually puts them at an advantage over the other healers as far as parsing goes, while obviously putting the raid, and the chances of killing the boss at a large disadvantage. What is a bad healer? Hopefully at this point you will accept that throughput metrics are very useless and, often times if too much emphasis is placed on them, are in fact damaging. So what is a bad healer then? How do you spot one? What do you do about them? If you are not a healer main, you are likely going to need help, unless you wish to take the time to learn the ins and outs of healing. Get frequent feedback from everyone on your healer team, promote a sense of harmony among them. Healing is much more of a team effort than DPSing - the performance of the group, and the individuals in it, are heavily dependent on proper cooperation. With that in mind, here are some things to look out for: Parse whoring If a healer in your team is consistently at the top of healing metrics by a wide margin, this is highly indicative of a problem with your healing team. Counter intuitively, there is just as much chance of the high parse healer being the problem as there is that the other healers are slacking. Remember, for most fights healers are providing less than half their theoretical maximum throughput - a healer would have to be seriously bad and/or slacking a huge amount for it to be noticeable. Lack of communication It is absolutely imperative in a mythic raid environment that the healers are on the same page. After a long while of playing together this should come naturally to any healing team who has made an effort to communicate, which is the most important conscious effort to make. If your healers do not communicate among themselves then CDs will clash, externals will be wasted or even worse never used, and mana can be spent unevenly among the team. A good start is to sit all your healers down together and have them discuss their CDs before every new fight. One step further would be to plan these all out, set in stone as a group effort (obviously this can only work on a few, very predictable fights). For example, here is the healing sheet my guild used for Krosus progression: http://tinyurl.com/OakcrestKrosusP Group deaths to unavoidable mechanics Note that this is mostly a symptom of the two above issues, but can be useful to begin identifying them in the first place. An overwhelming amount of damage on bosses is avoidable or at the very least controllable, and it is the healers jobs to manage the predictable unmanageable damage. If your raid frequently dies to an unavoidable mechanic, this could be down to healer error. However, as is much more often the case, taking avoidable damage in the run up to the unavoidable damage can deplete the resources of the healers to the point that they cannot prevent any more deaths. It's very important when you're having these problems to look at the logs and see how much avoidable damage the raid is taking - any excess damage puts more stress on the healers and forces out more cooldowns, spreading the healing thinly. What to do now? So using this information you have been able to identify, or at least have a hunch about the problem healer. The next steps to take depend a lot on the situation. The first thing you should do when you have concerns about a healer is to consult the rest of the healing team. The second thing you should do is to consult a knowledgeable source on their class and spec. Perhaps you know some people from your server, in other guilds or friends elsewhere. If not, the class Discord communities are extremely helpful with these matters. Below are links to each: Druid: https://goo.gl/VoRO6a Paladin: https://goo.gl/hE2n1a Priest: https://goo.gl/ScSjl6 Shaman: https://goo.gl/u7t7Wo Monk: https://goo.gl/weajbt Go into the appropriate spec channel of these Discords and voice your concern. Link logs and ask for peoples opinions. There are always a solid handful of people on hand who are knowledgeable on the spec and willing to look at your logs and help identify issues. If it's clear that one or more healers are doing something wrong, point them to their appropriate Discord and tell them to seek out help from the people there. Each Discord has a wealth of resources tailored to each spec, such as cast priority guides and even stat spreadsheets, as well as a community rich with knowledge and experience. Only consider replacing a healer if they prove to ignore this advice. But wait - Why did I die? If you find yourself asking this question as a tank or DPS, it is a huge mistake to immediately blame the healers. Yes I see it happen a lot, someone dies and blames it on underhealing - but as an experienced healer I have examined all of these cases and concluded that "death to underhealing" is an extremely unlikely event with competent healers. The vast majority of deaths are to avoidable mechanics which were not handled correctly. A lot of the time, people will check the death recap or look what killed them on their addon or logs and see that their death was over a few seconds and they weren't healed in that time, but rarely do they consider the wider implications. You have to ask - what damaged me? Why did it damage me? Was it avoidable, and if so how do I avoid it in the future? And if I was not healed, who else were the healers healing? In almost every case, you can pinpoint "deaths to underhealing" to be due to, in fact, the healers approaching maximum throughput for a short period of time as a large number of the raid take avoidable damage. One person in this time taking more damage is almost certainly dead. Work on managing damage, as well as ensuring that everyone in the raid is positioned correctly - you are going to die to underhealing a lot if you kite or LoS all your healers. Closing remarks Healing is a tiring and thankless job for the most part, but that does not mean it cannot be rewarded. Getting a good healing parse is not something worthy of praise - and in fact doing so would only reinforce counterproductive behaviour. As a raid leader the mentality of your team is extremely important, and you should try to keep morale high. Do not be afraid to congratulate your healers. If the raid ^-*!s up and takes a large amount of damage but you somehow still kill the boss, that was all on the healers. They did a great job and you ought to remind them of that from time to time. If you positively reinforce the productive elements of healing, such as precise communication, proper planning and reactions, you will solidify the elements of a strong and reliable healing team.19
Undocumented changes to dungeons in 7.2.
First of all, I'd ask why is this a thing - so many stuff have changed in old dungeons without any patch note, literally the only patch noted thing was "we added an extra mariner to maw of souls when teeming is active", what about the rest of changes people report? Why were the changes made and why aren't they officially listed? Feel free to add more, I'll list the ones I managed to find out from reddit or from friends running m+ yesterday. Vault of the Wardens - doors after Inquisitor boss are closed until one of the demons (shivarra / dreadlord) are killed, preventing stealthing past them - spiders in the last gauntlet with the light were relocated, there is no more spider pack when you jump down the first time, they're later on - the first boss Tirathon transforms second time during phase 2 going between both tank and dps meta form Halls of Valor - wall jump to Fenrir was blocked - orbs on Odyn from spears are now HUGE lava balls and only 3 per spear - Hymdall always calls 3 drakes instead of 1 with first wave, 2 with second wave, and 3 with third wave on - some trash was removed from the dining hall and before Hyrja Maw of Souls - Habaron casts his purple puddles more often - Helya casts brackwater barrage more often, and the react time was shortened - (unconfirmed) some caster trash mobs on the upper deck have extra aoe abilities Black Rook Hold - Dantalionnax casts his big purple beam across the room in a different rotation than before - (unconfirmed) Amalgam of Souls pulls you in together with the souls in the channel phase the Arcway - Shivarra priestess has moved to a less skippable position before General Xakal, requires cc rather than just walk past Darkheart Thicket - Dresaron has bigger range and strength of the downdraft (pushback) ability Neltharion's Lair - Ularogg Cragshaper casts the rune of grasping earth ability on 3 people at once instead of just 1, and the cast time was sped up - add giants on Dargrul have comparably more health than before Wish we had some confirmation if all of these are intended changes or any of them are considered bugs. Edit: added new things / corrections in italics 29
Cathedral of Eternal Night
Cathedral of Eternal Night, The new nightmare i have found in the game, i like the dungeon and the mechanic, but when it comes to mythic+ im trying to find a good group to finish it but they fail at finishing it, there is groups who boost keys so they get ap, but no one wants to finish this one, [reason] To hard, to much mechanics, to much tactics, less artifact power thats an issue tbh, its a new dungeon which i think it should have higher ilvl[not really], Extra Artifact power because of the mechanics and all that, or just nerf the dungeon, or give us answer how can we deal with that2