Shifting Perspectives: Haste and you -- a guide to not wanting to kill yourself

Once upon a time, a blogger ventured into a magical forest in search of a stat known as haste. In the forest, there was a cottage where a family of three bears -- Papa Bear, Mama Bear, and Baby Bear -- all lived. So the blogger --
"Hey, wait a minute," said the bears. "We don't care about haste. Haste is terrible. Clear off."
So the blogger left the bears' cottage and ventured deeper into the forest, eventually finding a family of trees, which was interesting insofar as the forest was itself comprised of trees, and by all rights, this made no sense. Like the bears, the trees were a family unit with the requisite Papa Tree, Mama Tree, and Baby Tree. Fortunately for the blogger, the trees were out on a walk (just work with me here) when she arrived, and she sat down to sample the dinner they had left behind.
"Haste!" said the blogger, delighted at her discovery. "The trees like haste!"
She sat at Papa Tree's plate. "He has too much haste," she said. She sat at Mama Tree's plate. "She has too little haste," she said. She sat at Baby Tree's plate. "This haste is just right!" she said and gobbled it up.
"There's no such thing as too much haste," said Papa Tree outside the window, observing the loss of his offspring's dinner. "And do you have Dark Intent? I think you'll find that my wife's haste is -- "
"You can have too much haste," argued Mama Tree. "How much do you have right now? Didn't you just pass the breakpoint for a ninth tick of Wild Growth? Why aren't you focusing on mastery? It -- "
And so the blogger sprinted out of the magical forest and threw herself in front of a magical train, sobbing on her way to mortal oblivion, "I was told that there would be no math in this expansion!"
Now, children -- what can we learn from this little story?
Not much. Magic forests are bad news, but anyone who's played video games will already be well aware of that.
Why haste matters
Ever since I spent a morning on the PTR playing around with the new restoration mastery, I've wanted to write a column on how haste interacts with our healing spec. The new mastery (Harmony) is a great stat and, for most players, should be a net healing gain over the very uninspiring Symbiosis. The recent 200% bonus to healing critical strikes is also nothing but gravy. However, our best (sort of) secondary stat remains (some of the time) haste (but often mastery) for the following reasons:
- Haste reduces the global cooldown. This is an old bonus that's survived from Wrath of the Lich King, in which being able to slap as many spells on as many players as possible was what kept your raid alive on such enjoyable encounters as Twin Valks and Blood Queen Lana'thel. These days, that's less important, but don't tell that to anyone healing heroic Chimaeron.
- It speeds the cast time of direct healing spells. This is a bonus that still tends to do more for the other healers, but we rely on our direct heals a lot more these days than we did previously.
- HOTs tick faster. Just what it says: Every point of haste increases the rate at which our HOTS tick. This does come with a penalty in the form of having to reapply HOTs more frequently, assuming that's necessary, and it's one of the reasons why haste isn't an unequivocally good thing. If you zone out and just methodically reapply HOTs to targets on whom they've fallen off, you'll find yourself blowing through a ton of mana very quickly.
- At certain breakpoints, you gain additional ticks. This is the big one. The additional tick(s) you gain for HOTs at certain amounts of haste adds an enormous amount to our healing, but it also means you have to pay very close attention to what your haste is at any given moment.
What the @*$# is a breakpoint?
Haste breakpoints are the numbers at which different HOTs gain an additional tick. The problem for us is that our spells (with the exception of Wild Growth and Efflorescence) don't share the same breakpoints, and all the numbers look different once you factor in different raid buffs anyway. It feels a touch like revisiting the nightmare that was armor penetration in Wrath, but truthfully, it's a lot easier. Throwing yourself in front of a train was arguably a more attractive option back then.
Most of the time, breakpoints are calculated with the 5% haste buff available from the shadow priest's Shadowform, the moonkin's Moonkin Form (what else?), or the shaman's Wrath of Air totem. This is a very basic buff that just about every raid should be able to cover, even at the 10-man level. A further 3% haste is yours if you can convince a warlock to give you Dark Intent, which may or may not happen depending on who else is running around the group. (Tip: Don't count on it if your raid leader's a shadow priest.) Oh, and let's not forget talents like Nature's Grace and trinkets like Shard of Woe.
And then there are the poor resto druids among us who, for whatever reason, can count on getting none of these buffs. Who's looking out for them?
Lots of people. Hamlet at Elitist Jerks has the breakpoints listed for Rejuvenation, Wild Growth, and Efflorescence at his (updated!) Cataclysm 4.2 restoration guide, and Reesi at The Inc Bear has a comprehensive list of the breakpoints needed per spell.
As a quick gloss, these are the most common ones:
- If you have no haste buffs Rejuvenation gains a fifth tick at 1,602 haste and a sixth tick at 4,805 haste. WG/Efflorescence gain an eighth tick at 913 haste and a ninth tick at 2,745 haste. Lifebloom gains an 11th tick at 649 haste, a 12th tick at 1,992 haste, and a 13th tick at 3,212 (to the extent that you need to worry about Lifebloom ticks at all).
- If you have the 5% haste buff from a shadow priest/moonkin/WoA totem Rejuvenation gains a fith tick at 916 haste and a sixth tick at 3,967 haste. WG/Efflorescence gain an eighth tick at 260 haste and a ninth tick at 2,005 haste. Lifebloom gains a 12th tick at 1,221 haste and a 13th tick at 2,449 haste.
Your first priority as a restoration druid at level 85 is to get to the point where you add a fifth tick to Rejuvenation; nothing will make as much of a difference to your healing at both the 5-man and raid level. Fortunately, you can reach 916 haste in blues with both hands tied behind your back, and that'll take care of you if you're constantly grouped or raiding with the 5% haste buff. If you're not, even 1,602 is pretty doable in heroic blues as long as you're gemming and enchanting sensibly. From what I recall, my main on the live realms hit 1,602 haste with mostly heroic blues and standard-issue resto gems and enchants, though this was also back when mastery was something you didn't go out of your way to get.
After that, theorycrafters are generally agreed that 2,005 -- the point at which you gain a ninth Wild Growth tick with the 5% haste buff -- is the most important milestone to reach.
So there's your answer. If you can count on the 5% haste buff while you're healing, aim for 2,005 haste, which will take care of both the fifth Rejuvenation tick and the ninth Wild Growth tick. If you can't count on the 5% haste buff and are restricted to non-raid gear, you can realistically add the fifth Rejuvenation tick at 1,602 haste, but the ninth WG tick is probably out of reach without epics.
Why didn't you list the other HOTs?
Worrying about haste breakpoints for our other HOTs -- Lifebloom, Regrowth, and Tranquility -- generally isn't worth it, though I listed Lifebloom above as a convenience.
- Lifebloom is automatically refreshed by Nourish, Healing Touch, and Regrowth, assuming you have Empowered Touch (and you should), so ticks being added to it don't usually result in a net gain for your healing.
- The use of Regrowth is realistically constrained by your Omen of Clarity procs, and the HOT portion of the spell has been pretty badly devalued in Cataclysm anyway.
- Given that Tranquility is at best a 3-minute cooldown and that its use is often dictated by encounter mechanics, it's not worth rearranging your gear in order to take advantage of an extra tick. Tranquility breakpoints are almost the same as Rejuvenation breakpoints, however.
As of patch 4.2, mastery is generally the better of the two stats. However, if you're close to reaching a haste breakpoint for Rejuvenation or Wild Growth and can realistically make it by swapping a few gems around, haste is better. If you've passed a haste breakpoint and won't fall below it by gemming back to intellect or intellect/mastery, mastery is better. If you're raiding (and especially if you're a dedicated raid healer), make sure you never fall below that all-important 2,005 haste for that ninth Wild Growth tick.
Basically, let gear improvements take care of the majority of your haste worries past 2,005 haste, but be vigilant if you approach another breakpoint for Rejuvenation or Wild Growth.
What about bears?
The bears in our little fable were correct. Haste is terrible for bear tanks, and Blizzard's looking for ways to make it more attractive. For the time being, never reforge for it, and don't look for it on your gear.
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, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 2)
Squelchy Jul 5th 2011 6:05PM
Best. Intro. Ever.
joewillows Jul 5th 2011 6:12PM
I agree, this is win
Noekh Jul 5th 2011 6:11PM
Loved the intro. Story was a little rough, but it's nice to see you throwing yourself into your work!... See what I did thar?
anuillae Jul 6th 2011 3:02PM
... No?
HappyTreeDance Jul 5th 2011 6:17PM
Let me tell you how much fun it is to get to those breakpoints without the buffs. Actually, it's not fun at all. WTB shadow priest or shaman or warlock for my raid. The feather butts need not apply and steal my leather though. ;)
Necros Jul 5th 2011 6:18PM
Unless i missed something haste no longer was supposed to decrease the duration of Dots/Hots. This became a major problem for heroic t10 geared affliction warlocks. Also my 10 hard mode guilds resident resto druid talks a lot about how much of the "generally accepted" stat gearing choice are different in 10 man when your asked to heal differently and in different roles on many fights.
Good article introducing a lot of people to the concept of haste and their hots.
Andurial Jul 5th 2011 6:41PM
This is the case. HoT spells do tick faster, but they do not decrease in duration. Instead of getting 4 ticks / 12 seconds of Rejuvenation you can get 5 ticks / 12 seconds with each tick occuring once every 2.4 seconds instead of every 3. However, it is not the case that the same amount of haste will smash your 4 ticks of Rejuv into 9.6 seconds and then require you to refresh the HoT.
Aurilia Jul 6th 2011 7:51AM
The duration of HoTs ends after the last tick is applied. Rejuvenation, for example, has a 15-second duration - 5 ticks, one every 3 seconds. With 1% haste, it becomes 5 ticks every ~2.9 seconds, or a total of ~14.5-second duration. The duration continues to be reduced until an extra tick is gained, at which point the buff duration is back to its full duration. So its possible to end up with a Rejuv lasting ~13 seconds when close to a haste breakpoint.
Syph Jul 6th 2011 8:24AM
The story is friggen awesome. LMAO..for real.
Artificial Jul 5th 2011 7:07PM
They could eliminate all this silly math by just making HoTs and DoTs work continuously. If you gain 1000 health in 4 seconds, then you gain 250 health in one second, and you gain 50 health in 0.2 seconds, etc. This nonsense with "ticks" is what causes all the bizarrity of breakpoints and such.
Ad134 Jul 5th 2011 7:54PM
While it may make more sense, remember that if every single HoT and DoT applied continuously it would put a LOT more strain on Blizzard's servers, and would require a lot more data to be sent both to and from clients.
Jiharn Jul 5th 2011 8:13PM
I don't quite understand how that would work. From what I know, computers (and by extension the programs running on them) don't really understand time as "continuous" but in lots of itty bitty consistent, constantly-repeating cycles. It really only measures the passage of time as a number of those cycles (so to speak).
Spreading out the health allotment more evenly is simple enough, yes, but in that case you'll just be having it tick for smaller amounts on many more, much shorter ticks, such as 50 health every .2 seconds. That would probably require much more math to calculate how many more ticks you'd get for such and such haste than you would need right now for calculating breakpoints. Although admittedly, that would make reaching a certain haste number less critical...
PvtDeth Jul 5th 2011 11:14PM
This would work perfectly well. We know because it's already been done elsewhere. Mana and energy both used to regen in ticks and now do so continuously. Ask an old school rogue how much fun that was.
Lissanna Jul 6th 2011 6:58PM
there is a difference between some classes having continuous regen on your character screen and having continuous HOT & DOT damage applied. First of all, people like seeing big numbers, so having someone post up a 100,000 crit while your HOT heals for 10 every millisecond is really not all that fun...
Also, it's so much more data that has to be sent to & from the server. Ticks are just easier to manage for both the devs & the community.
Leonix Jul 5th 2011 7:32PM
and I must ask... moonkin want it at all?
Artificial Jul 5th 2011 7:39PM
Yes, lots. It's a better stat than either mastery or crit for boomkin, or spirit once you're hit-capped. After that, you should be reforging to haste whenever you can. Granted, there are breakpoints, and if you really wanna min/max in the extreme you can figure out exactly where they are and make sure when you're past one but can't quite reach the next, skip a few points, but as a rule of thumb and if you don't want to get that detailed, yes, just reforge to haste as much as you can.
Dankie Jul 5th 2011 7:39PM
"I was told there would be no math!" love the reference, made me laugh.
Stal Jul 5th 2011 7:44PM
Excellent overview, I've been trying to find info on haste vs. mastery without the raid buff (which my 10-man doesn't have). This settles it for the first breakpoint (1602 unbuffed). However, is the WG breakpoint at 2745 worth getting if possible or should I pour all of that into mastery?
Saeadame Jul 5th 2011 7:47PM
I think, as she said in the second last section, mastery is better than haste UNLESS you are close to one of the breakpoints mentioned. So, otherwise you should definitely go for mastery.
Saeadame Jul 5th 2011 7:45PM
For some odd reason, I've had 991 as a haste breakpoint in my head forever and have been gemming/reforging around that point for ages. Whoops.