Shifting Perspectives: The future non-suck of mastery

One of these days I really ought to write an edition of Shifting that's nothing but a smug-a-thon on how much I've been able to get right. That this necessitates ignoring the 95% that I get wrong is somewhat troublesome if you're one of those people who gets hung up on the ephemeral phenomenon sometimes known as "accuracy," but a good writer never lets the truth stand between herself and a great story.
On this occasion, I am pleased to say -- to a legion of people who could reasonably have expected an upcoming change anyway -- I told you so.
Booyeah!

We've talked previously about the general antipathy toward the restoration druid's ever-changing mastery. The first version in the beta boosted heal over time (HOT) spells by X% subject to the target's health, with lower-health targets deriving more benefit from the HOT. Except ... low-health targets are rightfully high priorities for direct heals, particularly from healers with more efficient means of addressing sudden damage. As Heilig noted at the time, the druid mastery simply wasn't designed to "play nice with the rest of the raid," and Blizzard wound up scrapping it.
The second version, which boosted direct heals on targets to whom a HoT was applied, seemed like an odd match at best for the restoration playstyle. Even if you allow for the Cataclysm changes that nudged us in the direction of more reliance on Nourish and Healing Touch, Symbiosis mostly boosted our least attractive spells, two of which (HT and Regrowth) were too expensive to use much outside of Clearcasting procs and one (Nourish) that had been redesigned as a maintenance heal. The third Symbiosis, which is what we're working with now during patch 4.1 on the live servers, affects all heals on targets to whom a HoT was applied. Mastery's a better stat than it used to be, but it's still in an awkward position as something that may not contribute much to a competent player's healing.
Players wound up coining the phrase "chasing HOTs" as a means of shorthanding the behavior you have to engage in (as I write this during patch 4.1 on the live servers) to get any benefit from the stat at all. While this isn't generally an issue for dedicated tank healers, raid healers -- particularly in 25-mans -- often get little use from Symbiosis and thus mastery as a whole. Then there's the issue of having to heal more on a target that, by definition, is already being actively healed for Symbiosis even to kick in. The developers have gone to great lengths to get healers thinking about careful mana usage and using the right heal for each situation, and that pressure's only going to increase in 4.2 assuming the Mana Tide nerf goes live. Having to apply additional heals to a target you're already healing just to keep mastery from being completely wasted isn't an encouraging state of affairs.
So the various designs behind the resto mastery haven't sat well with a large portion of the druid population, and mastery never wound up being a hugely attractive stat as a result. That it's the best stat for resto players after certain haste breakpoints have been reached owes more to the general weakness of critical strike for us than it does to mastery itself. Interestingly, patch 4.2 addresses both issues, though crit will remain our weakest stat.
The new HOTness
So what's the big deal? The most recent version of the patch 4.2 PTR notes gave us this little gem:
Symbiosis (Mastery) has been removed and replaced with Harmony. Harmony increases direct healing by an additional 10%, and casting direct healing spells grants an additional 10% bonus to periodic healing for 10 seconds. Each point of mastery increases each bonus by an additional 1.25%. Healing Touch, Nourish, Swiftmend, and the initial heal from Regrowth are considered direct healing spells for the purposes of this Mastery. All other healing from druid spells is considered periodic.
Harmony went live in the latest PTR build, but instance servers are a bit wonky at the moment. I have yet to see the new mastery in action in 5-mans as a result, but on a premade druid in ilevel 346 gear with 11.73 mastery, this is what I saw with no buffs up bar Mark of the Wild (canceling weapon/trinket procs):
- A full stack of Lifebloom goes from an average 1,551 tick/3,103 crit tick to 1,725 tick/3,450 crit tick.
- Rejuvenation goes from an average 3,619 tick/7,238 crit tick to 3,951 tick/7,902 crit tick.
I hit the reforger and managed to reach 15.04 mastery on that same druid, and this was the result:
- A full stack of Lifebloom with Harmony active reaches an average 1,774 tick/3,548 crit tick.
- Rejuvenation with Harmony active reached an average 4,044 tick/8,088 crit tick. However, because the character in question fell below the haste breakpoint needed to add another Rejuvenation tick (1,602 outside of a raid) while reforging, this wasn't actually a net improvement to her output (from 18,095 healed by the average non-crit five-tick Rejuvenation to 16,176 healed by the average non-crit four-tick Rejuvenation). As always, folks, be careful while reforging if you're anywhere close to the spec's breakpoints, because losing haste is going to get messy fast.

Harmony's a flat boost to the direct heals in our arsenal (Nourish, Swiftmend, Healing Touch, and Regrowth) and -- assuming you can be bothered to cast one of the above heals every 10 seconds -- a boost to everything else, too. Not surprisingly, it matches the duration of Lifebloom so ... see where they're going with this? It's a bit more brainless than chasing HOTs, but let's be frank -- having to think more about a mastery while getting less out of it is no great recommendation for its continued existence. Personally, I always found chasing HoTs just to get any benefit from mastery on someone other than the tank somewhat annoying.
However, brainlessness is kind of relative; the druid mastery continues to be the least passive of the five healer masteries:
- Holy paladins automatically "bubble" their targets upon direct heals.
- Discipline priests passively get better shields, which is what they're doing anyway.
- Holy priests get an automatic HoT upon direct heals.
- Restoration shaman automatically heal more on targets with lower health.

But as Lissanna observed, simply using Swiftmend on cooldown is enough to keep Harmony active for two-thirds of an encounter, and I hope that pushes more druids in the direction of remembering to do this. Bad Swiftmend usage is one of the most common problems that crops up in raid logs, though I'll grant that Swiftmend's being linked to Efflorescence sometimes throws a wrench into the statistics.
Overall, I think this iteration of the resto druid mastery comes closest to what Ghostcrawler acknowledged the developers were aiming for during the Cataclysm beta -- namely, getting druids to use spells other than HOTs without punishing the HOTs themselves. That's not to say that the spec's troubles are over -- the talent tree as a whole is still bloated, and the lack of a damage reduction cooldown continues to be a worry -- but this is a step in the right direction for what's certainly a good design goal. I guess I'm just worried about what seems to be an increasing number of buffs, cooldowns, spell durations, and cues competing for resto players' attention during encounters. I'm also a little uneasy about the developers' decision to use mastery to incentivize the gameplay they want to see, rather than allowing the stat to be a simple means of improving the spec's strengths.
Shifting Perspectives helps you gear your bear druid at 85, tempts you with weapons, trinkets and relics for bears, then shows you what to do with it all in Feral Druid Tanking 101. We'll also help you gear your resto druid.
Filed under: Druid, Analysis / Opinion, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 1)
Task May 17th 2011 4:10PM
Dear Allison Robert,
You were right all along... I never lost faith in you.
Well played.
You get Tyler's blueberry birthday pie that I forgot to give him.
Sincerely,
Task
Necromann May 17th 2011 4:21PM
This is similar to shadow priest mastery. Since rejuv won't update dynamically, you can cast it at the last second and it will keep the buff until refreshed.
Wild Colors May 17th 2011 4:25PM
This certainly seems to help our burst throughput a bit, though I'm not sure if it'll feel like a huge gain.
Actually, I don't know if "burst throughput" is the right word for it. The problem I run into right now, if I'm healing one of those evil new troll 5-mans, is that I can keep sufficient healing on the tank by HOTing and spamming N/HT as needed. But if a dps character drops down to 20% health, I don't know what to do. I put a Rejuv on them immediately, and a WG or Swiftmend if possible. But that generally still leaves them vulnerable to death if they take another big hit with 15 seconds or so. I don't know what else to do in those circumstances. Regrowth and Nourish simply don't do enough to be useful. If I have time/mana I try to hit them with a HT to get them out of the danger zone and then leave a Rejuv on them to slowly build them the rest of the way up.
It seems like other healers have bigger direct heals or are able to toss an external damage reduction effect on low-health dps, so that they can get back to the tank.
Buffing our direct heals via our Mastery certainly seems to take us in the right direction, though I suspect it will still leave me wishing for a button or two that I don't have when I'm solo healing a 5-man.
xvkarbear May 17th 2011 4:44PM
I've run into this situation as well. I still throw a Nourish on them.. provided Swiftmend isn't on CD. But if I'm out of CDs and they're intent on dying, I throw my hands up and either battle rez them.. or save the tank who's hots have run out.
Grovinofdarkhour May 17th 2011 4:40PM
"casting direct healing spells grants an additional 10% bonus to periodic healing for 10 seconds"
Hopefully Blizzard will reword this to alleviate the inherent uncertainties.
10% bonus to all my HOTs (on all targets), or only those on the recipient of the direct heal?
Does the bonus affect HOTs already ticking away, or only those cast within 10 seconds after the direct heal?
Allison Robert May 17th 2011 4:49PM
The bonus (which scales with more mastery, obviously) will affect HoTs on all targets regardless of who the direct heal goes to. However, this is where I saw the problem with Rejuvenation, and I'm not sure if it's a bug or not -- Rejuv wasn't "updating" once I had the Harmony bonus. If I cast Rejuv and *then* cast a Nourish to gain Harmony, Rejuv would continue to tick as if Harmony weren't active. If I reapplied the Rejuv while Harmony was active, it would. If Harmony fell off while Rejuv was still ticking, Rejuv continued to tick as if Harmony were active, until it was reapplied, at which point it lost Harmony. So basically, Rejuv only responded to the buffs active on the character at the time the spell was cast.
Lifebloom, by contrast, responded immediately if I gained or lost Harmony. I'm not sure why Lifebloom responds dynamically and Rejuvenation doesn't, if this is a bug, or if there's something about how each spell's historically responded to buff gains/losses that I just never knew about. However, if this is intended behavior with Rejuv, then the first thing druids will have to cast on any encounter will have to be a direct heal before they slap a Rejuv on anyone.
Davio May 17th 2011 5:31PM
Did lifebloom get the bonus if you cast a direct heal on someone else? As Nourish/HT refresh lifebloom when they hit, the refresh would occur when the bonus is up.
Xayíde May 17th 2011 5:39PM
Considering the general rules of WoW mechanics:
1 - A spell is modified by all buffs on the caster at the moment it finishes casting
2 - A spell is modified by all buffs/debuffs on the target at the moment it hits the target
3 - Rule #1 is applied to HoTs and DoTs for their full duration. DoT/HoT refreshing mechanics count as recasting the HoT/DoT for the purposes of rule #1.
4 - DoTs update on a tick by tick basis regarding debuffs on the target. (I'm not sure about HoTs and buffs on the target, but I assume it's the same.)
If you look at the picture in the article, you conclude the mastery effect is a buff that you get after casting a direct heal. Therefore, if rules 1 and 3 are true, the new mastery buffs all your HoTs cast or refreshed on any target AFTER a direct heal cast on any target for 10s.
Of course, there are always exceptions, like the Warlock's Shadow and Flame talent, which does not update on a tick by tick basis, hurting rule #4. That is probably a bug though.
Xayíde May 17th 2011 5:42PM
@Allison
If what I said is true, Davio might have found out your problem. If the direct heal you cast was Nourish or HT, Lifebloom was refreshed exactly when you got the buff, so it would be updated while Rejuv wouldn't (rule #3).
It doesn't seem to be a bug to me.
Xayíde May 17th 2011 5:44PM
Add "debuffs" to my rule #1 in addition to "buffs".
(Sorry about the triple posting =S)
Shanic May 17th 2011 5:35PM
Allison's 9 Predictions (and their Truth or False):
Bear:
1. The "plate gut" isn't fated to last: Sorry, but as best as I can tell, it is still going strong. I do think, in general, that the way plate is designed is going to skew toward this prediction always being wrong - at least for this expansion.
2. Savage Defense/Vengeance/block get tinkered with a bunch: yep. True.
3. The tanking forums will debate about it: since the above is true, this is true by the Law of the Internet. Though the word "debate" is not the one I would use.
4. Dungeon Finder wait times are going to get ugly: True.
Cat:
1. Cats have a bright future in rated battlegrounds (until we get nerfed): True on both accounts.
Tree:
;_;
Restoration:
1. Not competitive raid healers immediately: I'm not sure if the validity of this. Of our healers, I've seen our Druid healer more easily keep up four people on the Nefarian platform in 10 man than our Disc Priest or Holy Paladin can keep up three.
2. Mandatory Tank Healers: again, not sure the truth here. On the reverse of the above, our Druid is assigned to the tanks on Chimaeron. And he heals the OT in phase 3 Nef. I do see some of this, I guess, but I struggle to see how the Druid is not just a good all around healer - that simply can tank heal quite well.
3. Our Mastery Bonus will get changed again: This article is about it being true. ;)
4. It'll be a patch or two before we see new Tree Forms: Sorry Allison, but no, this was False.
Still, only two really direct Falses is pretty good. And if the article were written closer to Cataclysm launch, one wouldn't have been mentioned. So grats for all the correct predictions. :)
Kryj May 18th 2011 12:14AM
@shanic:
For when she made the predictions, her view of resto druids was pretty accurate. At this point (4.1) we're much better raid healers than we were when Cataclysm was released, and by default were the second best tank healers. Until 4.0.6 or so, the only progression healers were pallies and priests, and druids got benched. My understanding is taht this is not the case as much anymore.
And 10 and 25 man raid healing roles are different...even raid healing in a 10-man I do a lot of off-assignment tank healing. We do well with a hybridized assignment, but otherwise not quite as good.
Allison Robert May 18th 2011 2:12PM
1. The "Plate Glut" -- Yep, this one I got horribly, horribly wrong. Warriors but particularly paladins seem to enjoy much greater raid representation than death knights and druids. The low-level tank count project I've been running has also been a depressing experience, and I hope to have enough data on that to run an article within a few months.
2. Tank masteries -- Yep, true, although this was something anyone could reasonably have guessed.
3. Forum fights -- As above.
4. Dungeon finder waits -- Very, very true, though I'm not sure I expected DPS waits to get so bad that Blizzard would implement a solution like Call To Arms.
5. Cat PvP boost and subsequent nerf -- Sadly true, but I'm still shocked that Blizzard dealt with it by killing off one of the class' most iconic features (functional root/snare immunity), which necessarily impacted the bear. Cats weren't enjoying tons of arena representation at the time anyway, and ... I dunno. This still makes me sad.
6. Competitive raid healers -- Actually, I have to disagree with you on this one here; I think I got this right. Resto druid throughput was at horrifying lows in raids for the first few months of Cataclysm, to the point where the accepted 25-man heal team was typically one shaman for Mana Tide Totem (they got rocked too, and this was the best thing they had to offer), three priests, and two or three paladins. We had nothing but healing to offer, and until Blizzard nerfed mana costs for Rejuvenation and Wild Growth and the cooldown for WG, we didn't have a ton of throughput on raids that wasn't both prohibitively expensive and, in WG's case, infrequent. The redesigned Efflorescence is also better at actual, save-someone's-life healing rather than just pointlessly padding the meters. But yeah, the beginning of Cataclysm was definitely a major low point for the spec.
7. Mandatory tank healers -- Ha ha ha. Massively false. :(
8. Mastery change -- Can I get a booyeah?
9. Tree form -- So glad to be wrong on this one. Now if only Blizzard would get around to updating moonkin form ...
Sorro May 17th 2011 6:01PM
BTW, what's going on with the Kitty version of Shifting Perspectives now that we lost our current blogger?
Allison Robert May 18th 2011 1:57PM
I think we're going to be looking for a new columnist for the cat version of Shifting Perspectives, and there should be an announcement about it soon.
Neyssa May 18th 2011 5:18AM
I dont play a resto druid since Cataclysm came out, I feel too bad for loosing the tree (I play holy paladin instead).
I just think it would be awesome if a mastery proc would let you stay in tree form. If you stack enough mastery, you always get the boost from the tree form. It would be so much fun maybe i would go back to my druid :)