Author: zoopercat (page 1 of 15)

Upgrade Finder Tutorial

Upgrade Finder

The Upgrade Finder gives  gear suggestions for any content you want to do. For example, Mr. Robot will give you advice on what bosses you should use bonus rolls on. Or help you figure out what you can get in your Mythic+ cache.

Here’s a 1-minute video showing you some of the ranked lists and their customizable features. The video has no sound (no, your speakers aren’t broken). If you don’t want to view the video, I have screenshots below, so keep reading.

How to setup the Upgrade search

First, you’ll need to pick the Best in Bags setup that you want to do the search for. This is required because Mr. Robot needs to know what setup you want to consider when evaluating gear. For example, you might be looking for gear for your healer spec, which would be different than gear for your DPS spec. Same goes for a Raid setup vs a Mythic+ setup.

Find upgrades in Battle for Azeroth

Find upgrades for each spec

The screenshot above shows that chose to look at Balance. If I want to search for Feral items, I select Feral. I also selected to find upgrades in Regular Dungeons, set to Normal difficulty. Here’s what the results look like for my not-quite-120 alt.

Find upgrades - normal dungeons

Search through the list with advanced filtering

You can also search through this list to narrow it down.

  • Search by stat or stats by typing the stat into the search box (ex: Haste)
  • By slot (type Trinket or Legs into the search box.
  • Source (name of boss, for example)
  • Azerite (search for the word Azerite to find Azerite gear)
  • A specific Azerite Power by name

How to spend your bonus rolls

This Upgrade search gets some extra special features.

The setup screen lets you choose things like the Mythic+ level and the raid difficulty you’ll be doing that week. You can also expand the raid, dungeon, and world boss section to select specific bosses. Let’s take an example from earlier in the expansion: Say you wanted to clear Normal Uldir and then kill first several bosses on Heroic. You could set it up like this:

Bonus rolls - how to spend them and get upgrades

Now let’s look at the results because I have a couple things worth pointing out.

Find Upgrades - bonus rolls uldir and mythic

Let’s start with the big yellow arrow pointing at the Boss Ranking Method, set to “Biggest Upgrade” in the screenshot. There are three ways to sort the ranked list:

  • Biggest Upgrade – ranks it by the biggest upgrade the boss drops.
  • Highest Chance – ranks by the boss with the highest chance to give you an upgrade, regardless of the size of the upgrade. For example, if a boss has 5 drops that you could win and 4 are upgrades, you’d have an 80% chance that if you win a bonus role, the item would be an upgrade. If another boss has 2 drops that you could win and both are upgrades, you’d have a 100% chance of an item being an upgrade if you win the bonus roll.
  • Weighted Average – it ranks by a combination of the two. Mr. Robot looks at the size of each upgrade the boss drops and the chance you’ll get an upgrade if you win the bonus roll.

You can also expand any boss to see the items it drops and how big of an upgrade each one is (and you can also see how many are downgrades). You can click anywhere on the boss to expand the list (but I highlighted the expand arrow with a yellow circle, because if you see this anywhere on the site, it means you can expand it for more stuff).

Upgrade to Premium for $12 a year

If you are already premium, a huge thanks. As a 3-person small business, we really appreciate every person who upgrades. We get to make this site as our ‘day jobs’ and that is only possible because of people like you.

If you haven’t upgraded yet and like the features, Best in Bags and the Upgrade Finder save you a lot of time and give you really accurate gear advice based on simulations custom to you (that we’ve already done for you).. It’s $12 a year, or $2 if you want to pay monthly. You can upgrade here.

Everyone gets a free trial (no credit card is required, because that is just trickery and we don’t do that). You might have used up your free trial in a previous expansion. If you would like it reset so you can try the features for BfA, use the contact form on the website and send us a message. I will personally reset your free trial. I know you’ll love the features and I want you to see them for yourself.

8.2 Patch & Optimizing on AMR

Patch 8.2 has a lot of new items and gearing mechanics. First things first, let’s jump into the current status of optimization on our site.

Current status – Quick overview

Also hop on over to our developer’s forum post to easily track status.

Update on Thursday, June 27.

The remaining special effects for Vision of Perfection are implemented for all classes now, including healers and tanks. The simulator is fully functional for all gear, including raid gear. (With an exception: the special effect for Cursed Lover’s Ring probably won’t be implemented).

Gear rankings (optimizations) are continuing to run and we hope to have the majority of the classes live at the end of the weekend.

Update on Wednesday, June 26.

  • The handful of special effects that weren’t implemented on launch are almost done:
    • Memory of Lucid Dreams works for all classes now
    • Brewmaster Monks and Protection Paladins didn’t have essences added into their rotations on launch but they are now fully implemented.
    • Vision of Perfection needed to be implemented for all specs. Some specs are still outstanding and will be updated tomorrow. It is currently fully implemented for Protection Warrior, Mistweaver Monk, Destruction Warlock, Fury Warrior, and Marksmanship Hunter.
  • Gear rankings (optimizations) will start running in full force overnight. If you are on the glonet, start your clients ūüôā

Status as of Tuesday, June 25, 10 AM PST

  • New gems & enchants: live & will be recommended in optimizations
  • The “Punchcard” trinket is implemented in the simulator, including rotations. The punchcards are ranked in optimizations.
  • New gear: can be browsed in all of our gear lists, but items with special effects are not yet ranked in optimizations. With one exception: the punchcards have initial rankings for the Pocket-Sized Computation Device.
  • Addon is updated and version 77 or higher will be required in order to import/export the essences, punchcard, etc.

Outstanding items as of June 25.

  • Special effects on gear & essences: nearly all effects are implemented in the simulator as of June 25. Nearly every effect is also implemented in the rotations, with a handful being finished up by end of day Tuesday, June 25 (see below). The following effects are still being implemented or added to rotations throughout today.
    • Memory of Lucid Dreams is not yet implemented for Fire & Frost Mages, Retribution & Protection Paladins, Shadow Priest, and Elemental & Enhancement Shamans. Added June 26.
    • Essences need to be added to rotations for Brewmaster and Protection Paladin. Added June 26.
    • Vision of Perfection needs to be added to class rotations. Update on June 26: Fully implemented for Protection Warrior, Mistweaver Monk, Destruction Warlock, Fury Warrior, and Marksmanship Hunter.
    • The special effect on Hyperthread Wristwraps isn’t implemented yet.
    • The special heal effect on Cursed Lover’s Ring is not implemented and probably won’t be in the future.
  • Gear rankings (optimizations) – we are running simulations throughout the week so we can optimize your gear automatically for you. We will update the site each day with the specs that have completed simulations. Keep an eye on the site’s announcements and/or this forum post to find out when your spec is ready.

Note: Initial testing makes it look like a handful of the special effect items are noticeably over (or under) powered. We anticipate balances over the next few weeks, as well as within a few weeks of the dungeon and raid release, as Blizzard gathers real-game data for analysis.

A note on Special effects – items, essences, etc

Fun fact: 8.2 added as many ‘special effect’ items as the launch of BfA and all previous patches, combined.¬† We’ve been working hard on testing them in-game to make sure we know how every proc works in order to implement them. It’s taken a bit longer than expected because there are just sooo many. Continue reading

A new kind of Warcraft class guide

Everything has a cycle, even guides for a video game. Back in the day, guides and opinions were everywhere and hard to find – if you didn’t know the name of the fan-site for your class, you didn’t know where to go. After years of this, we all just wanted a way to get everything in one spot, regardless of the class. So sites like Noxxic and Icy-Veins were born.

With each expansion,  guides have gotten even more consolidated Рto the point that many of the Icy-Veins and WoWhead guides are written by the same person, who also happens to run the class Discord. While this consistency has the advantage of giving you confidence in making a decision, it has a downside as well: a lack of diversity for alternative, viable ways to play.

96% of players surveyed want guides to offer more choices.

We want to show you multiple ways to play that are also good enough to get you a top rank. We do this by sharing data so that you can make an informed choice. Sharing data also has some side benefits: it improves build customization and  helpful interactions between teammates.

Our guides don’t explain every little nuance of how to play – other guides exist for that. Instead, we focus on the following:

  1. Presenting choices
  2. Sharing data
  3. Reality checks

Each section of our guide draws from those things, and we hope you find them helpful. You can check our our new World of Warcraft guides here. But if you have some time to spare, keep reading this post for more in-depth information,  a mini video about the Talent Build compare tool, and an overview of the rotation flow charts.

Update: We have made some UI improvements, outlined in this forum post, mostly around the talent tool. Thanks for everyone’s initial feedback so we could make it more clear.

Continue reading

Personal Loot in BfA – A review

Now that we’ve gone a full raid tier without officially having Master Loot, how do people feel about it?

  • How have teams adapted Personal Loot systems to fit their team?
  • What is the popularity of each loot system?
  • Are people happy with their team’s loot system?
  • How do people feel about the iLevel and bonus roll trade restrictions?

Continue reading

Best in Bags: Multiple setups

Best in Bags now allows for multiple setups per spec. That means your main spec can have a Raid setup and a Mythic+ setup (with different talents, too).  Or anything you want, really.

 You must get addon version 65 or higher to use Best in Bags now. 

Stick around for a tutorial and some Zooper-tips. Continue reading

Unexpected Azerite Power & Gear Suggestions

Your bonus roll finally works and you get a new Azerite item (gratz!) You break out the champagne, go to equip the item and then Mr. Robot says…

“Nope, keep the old one on.”

W. T. F. ?!

Mr. Robot isn’t trying to rain on your parade, I promise. He’s just really good at math, and breaking out legendary math-nerd skills at any party tends to be a buzzkill.

You see, (pushes glasses up nose), if your Heart of Azeroth level isn’t high enough to unlock some powers on the higher iLevel item, it can be better to keep the lower one equipped. Mr. Robot compares the items based on simulations he’s done for you and figures out which is best, even if it¬†seems¬†counter-intuitive and ruins your day. But hey, it does more damage (or healing or tankiness), and it probably got some shelter puppies adopted too. So you can sleep well at night.

There are a lot of nuances like this when it comes to evaluating gear. If you’ve run into something that seems completely unexpected, this post should help explain¬†why¬†that suggestion is the smart thing to do. Continue reading

Reorigination Array Info & Rankings

If you are killing 3 bosses in Uldir a week, you’re building up your Reorigination Array stacks. I’ll explain what this buff is and all of the details around how it works. Then I’ll jump into some ranking information to see how good it is for you.

How does Reorigination Array work?

The Reorigination Array is a buff that gets activated in Uldir. The buff adds 75 points to your highest secondary stat. So if Crit is your highest stat and you have 1,000 Crit. The Reorigination Array buff will bring your Crit up to 1,075.

You need to meet a few conditions to activate it.

 Condition #1 : You must equip an Azerite item that drops from Uldir.

 Condition #2 : You must be able to unlock the outer ring of traits on that Azerite item.

 Condition #3 : You must activate one of the following Azerite Powers on that outer ring (note, all Uldir Azerite gear has one of these powers):

 Condition #4 : You must also have killed 3 bosses in Uldir in a week, on any difficulty (including LFR). Doing this adds a permanent stack to the buff, up to a total of 10 stacks, for a total of 750 extra of your highest secondary stat.

This last condition, #4, is being tracked in-game, even if you haven’t met any other condition. Continue reading

Get Ready for ULDIR – for FREE!!

Mr. Robot wants to make sure you are ready for Uldir and help evaluate all of the new drops you’ll be getting. So he’s making all of his premium features free¬†Monday, Tuesday, and Wednesday, Sept 3-5, 2018.

When we say free, it’s simple & fair. You get to use every premium¬†feature without ever entering a credit card.

You will need an account so we can save settings (which is necessary for some of the features), but we will never email you marketing stuff. Ever. Not even after the free stuff is over.

Continue reading

Healer sims (part 4) – different heal styles & theorycraft

There are a lot of ways to effectively heal your team and keep your teammates alive. Healing simulations let us experiment with different styles of healing and determine which ones can keep a team alive.

Simulation also lets us compare the potential healing output of these different styles. Ultimately, any style that keeps everyone alive is equivalent for all practical purposes, but it is fun to also try to maximize the healing per second.

How to determine the best ways to heal?

A tool like this makes it possible to test different ideas with each class and quantify the results. You’ll see us doing that a lot and pushing healing theorycraft into a new frontier.

Okay, maybe that’s overstating it a bit, but you will see us discovering non-traditional ways to heal that work as well as the popular styles. We’re excited to share these with you and break a few traditional rules without sacrificing your ability to keep people alive.

Let’s look at an example set of rotations for Holy Priests to demonstrate this.

Holy Priests have really strong AoE healing, so ‘rotations’ that focus almost entirely on AoE are quite popular.¬†¬†Even though their AoE is so strong, we wanted to see if a mix of AoE and spot healing could stand up to the power of a rotation focused mainly on AoE.

To test this, we set up a rotation for each style in the simulator.

  • All AoE healing (see rotation):¬†uses¬†Prayer of Healing liberally to keep the raid topped up, only using single direct heals if a player is in a lot of danger.
  • Mix of AoE & spot healing (see rotation):¬†makes good use of the single target, mana-efficient spell, Heal, when there isn’t a lot of danger to the raid.

Next we simulated each one and compared the results:

Holy Priest AoE Healing sims

 

The spell usage for each rotation is significantly different. But they both end up with the same healing effectiveness.

“Finding unexpected or surprising results makes theorycraft fun.” -Swol

This example was particularly surprising. Most people (including us), wouldn’t have expected the Mix AoE/Spot healing rotation to be equal to (or surpass) the power of the AoE-focused rotation. But we tested it anyway and found another viable way to heal.

Developing rotations: a philosophy

We approach rotations with no pre-conceived ideas of what “should” be the best way to heal. We know what’s popular and already working, but we like to keep an open mind to other possibilities.

We experiment with and test any and every idea we (and our users) think of. Once we find something that keeps everyone alive, we also try to maximize the potential HPS.

Our thinking is that we will give more flexibility to your raid team to absorb mistakes, like standing in blood pools during fights. We generally avoid extremely ‘specialized’ healing styles for our own theorycraft since most people don’t play Warcraft at a level where they can just have one very specific healing task in the fight. Most healers have to be a “jack of all trades” in their raids, sometimes AoE-ing, sometimes spot-healing, and sometimes hitting that darn emergency button.

Metrics: HPS & Ally Deaths

I talked a lot about measuring the effectiveness of different healing styles. That means we need some metrics in order to compare them. Let’s dig into those a bit more.

Healing simulations

HPS (Healing per Second). Most of us healers have a love/hate relationship with this metric. It’s actually a very good metric for measuring total throughput (how much total healing can you do?). That’s a great number to have. But it’s gotten a bad reputation from people abusing it by healing specifically to top the meters.

When someone tries to cheese the system, they knowingly snarf heals and use big cooldowns before anyone else so they can keep their healing numbers high. (I previously reported on this over at Blizzard Watch, if you are interested). They are focused on topping the meters, rather than healing the right target at the right time.

But the simulator isn’t trying to cheese the meters, so it removes that factor from the equation, making HPS a great way to quantify healing.

Another way to measure healing is to figure out what results in the least deaths. We call this “Ally Deaths” on the simulation reports. Our goal is to help you select talents, gear, and answer any other questions in a way that results in the least number of deaths.

Accounting for your mana

The simulator knows how much mana each spell costs. It knows your Global Cooldown (GCD) and how much your cast times are reduced by Haste. It knows when a proc happens making your next heal spell free, and so on.

The simulator knows how much mana you started with and how much you have throughout the fight. This allows the simulator to cast spells, use up mana, regen mana back, and continue just like you would in a real boss fight. It can even execute logic that triggers certain spells or trinkets if you have less than (or more than) a specific amount of mana (like an on-use trinket that restores mana).

If you run out of mana, the simulator isn’t able to cast spells, which will result in lower HPS or more Ally Deaths. This makes it easy to measure things like:

  • The impact of high-Haste builds: if you are running out of mana, more Haste isn’t going to help you as much as Mastery or Crit would.
  • Mana trinkets: if you are running out of mana, a mana trinket might be your best option over one that does extra healing.
  • Mana-efficient heals: you can determine if more mana efficient heals would result in more healing until you get better gear.

Mana also factors into your ‘healing style’ choice. If you heal too aggressively, you run out of mana. If you are too passive, people die. Simulations help you find¬† that balance.

Conclusion

Simming healers requires a much more complex system than DPS. I hope I covered enough details to answer all (or most) of your questions. If you want to discuss anything about healing sims, or have any remaining questions, head over to this forum thread.

If you are excited to test things out on your own healer, head over to the simulator and load your character.

Lastly, we’re always testing ideas on fun, effective ways to heal. We post some of the more interesting findings in articles. If you want to be notified when those come out, sign up for my email list.

I personally write every email and I promise to never include promotions or spammy things. I send 1-4 emails a month, depending on how much we have to share.

Healer sims (Part 3) – modeling actual healing

Part 3 of this series covers actual healing. This is where we answer the BIG question: how do you sim healers?

How real players heal in-game

In order to answer the question, “how do you sim healers,” we should look at how real players heal.

Let’s say you are the team’s star healer (because I know you are).¬†Let’s also say a new Resto Druid¬†joins the team and asks for your advice on healing. Some of your advice might include:

(You can mouseover linked spells for tooltips. Also, in case you aren’t familiar with Resto Druids, I have notes in italics. )

  • Keep Lifebloom (HoT) on the tank (or yourself if you have the Photosynthesis talent). If possible refresh it when there are 4.5 seconds or less left on the HoT. (You get a larger “bloom” heal on the final tick of Lifebloom. Refreshing with less than 30% of the HoT duration remaining will also trigger the “bloom” and extend the duration of the HoT with no loss of ticks).¬†
  • Use Regrowth (Big Heal + HoT)¬† on the lowest health person when you have the Clearcasting buff. (Regrowth is generally a high-cost mana spell that does a lot of healing. Spamming it is a quick way to run out of mana. The Clearcasting buff makes it free to use)
  • Use Wild Growth (AoE HoT) when 6+ people in the raid are injured¬†and¬†you have some Rejuvenations (HoT) out. (The Resto Druid mastery increases your healing by 5% for every HoT on the target)

Healing boils down to a set of rules, like the ones above. But they also need to be put in priority order.¬†Let’s look at another set of possible rules and how they¬† might compete for priority:

  1. Keep Lifebloom (HoT) on the tank, refreshing within 4.5 seconds of the final tick.
  2. Use Swiftmend (a life-saving instant-heal) if a raid member’s life drops below 30%.

Let’s assume there is only 1 second left on the tank’s lifebloom who is at 70% health¬†and¬†someone’s health just dropped below 30%. Which rule do you execute first?

Your answer determines the priority order of those two rules. In this example, the tank doesn’t appear to be in immediate danger, so we’d put the Swiftmend rule at the top.

But what would make you refresh Lifebloom on the tank over healing that other player? Perhaps if the tank’s life was at 50%? Or maybe if you are in a high tank-damage phase of the fight where every last bit of healing on the tank is critical. We’ll come back to this in a bit.

As you probably already know, healing can end up being a complicated set of rules that you are always reacting to in a fight. Let’s see how those can be translated into a healing sim.

Translating healing rules into the simulator

This section is not a tutorial on programming a simulator. Instead, it is intended to help you understand how the simulator is programmed to think like a human.

Simple rules

As long as you can describe a rule, it can be programmed into the simulator. Let’s look at how a Lifebloom¬†spell is implemented in the simulator:

Healing apls - example spell

 

That rules says to use Lifebloom on the tank if there are 4.5 or less seconds left on the hot (HotRemainingSec). The simulator also has convenience functions for HoTs built right in, so you can replace that rule with CanRefreshHoT(Lifebloom).

These rules can be as simple or as complex as you want.

Complex rules

Speaking of complex rules – let’s come back to the example where you have to choose who to heal first: refresh Lifebloom on the tank or use Swiftmend on the person who just dropped below 30% health.

Let’s say there is a phase in the fight where the tank takes massive damage and he needs every last heal. This is where the advanced features of the healing simulator come into play.

Remember in part 2 of this series we talked about how boss fights are modeled? The major-tank damage phase of a boss fight is flagged so that the healing ‘rules’ can react to a dangerous situation just like a real player would. The priority of rules might look like this:

  1. If it’s a major-tank damage phase, use Lifebloom on the tank, refreshing it within 4.5 seconds of the final tick
  2. Use Swiftmend if a raid member’s life drops below 30%
  3. Use Lifebloom on the tank, refreshing it within 4.5 seconds of the final tick

You see the Lifebloom rule is there twice because the priority is important. It takes top priority only if it’s during a major tank-damage phase, otherwise, players below 30% health are more important. This is one way to program the simulator to make sure it picks the right spells and targets at the right time.

Grouping rules

As your team’s star healer, you probably don’t think of your spell rules and priority like that last example. You aren’t listing Lifebloom out in your head twice… always asking first, “Are we in a major tank-damage phase? If so, I should use Lifebloom, if not, I should do something else.”

Instead, you probably say to yourself, “When I am in a major-tank damage phase, switch to this set of rules.” You might also say, “When we are in a heavy raid-wide AoE damage phase, switch to my heavy AoE healing.”

Our ‘grouping’ feature in the simulator allows us to¬†organize these healing rules to be more similar to how us humans think. The groups of rules might look like this:

  • When we are in a major-tank damage phase, jump to this set of rules:
    • Use Ironbark on the tank (a damage reduction buff)
    • Keep Lifebloom on the tank and refresh it with 4.5 or less seconds left
    • If the tank’s life drops below 60%, use Swiftmend¬†(instant, life-saving heal)
    • Etc.
  • If a big AoE damage part of the fight is about to happen, use these rules:
    • Pre-HoT as many raid members as possible with Rejuvenation. Then when the AoE phase starts:
    • Pop cooldowns
    • Use Tranquility (big raid-wide AoE heal). (Note: big cooldowns like this are coordinated with other healers on the team, which the simulator accounts for. See “Other team healers” section for more info)
    • Etc
  • During normal phases of the fight, use these rules:
    • Use Swiftmend¬†on any player who drops below 30% health
    • Use Wild Growth (AoE) when 6+ players are injured and you have Rejuvenations out
    • Use Lifebloom on the tank and refresh it with 4.5 second or less left
    • Etc.

These types of groupings allow for a simulated player to anticipate and prepare for specific events, just like players do in a real fight.

What about unexpected events, like healing someone who stands in the fire?

In part 2 of this series, we talked about how the boss script can account for people standing in fire. It’s a philosophical decision: do you want to simulate your team under the assumption they execute the fight well, that several people stand in fire, or do you want to make it a random chance? Whichever you pick, the boss script can be customized for that.

As for the healing rules, you can cover those to handle either situation. Rules like these will cover the fire standers:

  • Use Swiftmend¬†(instant, life-saving heal) on anyone below 30% health
  • Use Rejuvenation¬†on injured allies, starting with the most injured first
  • Use Wild Growth if 6+ members are injured

Those will be a part of your healing rules whether the boss script assumes the best or worst of your team. How often the simulator executes those rules will depend on the boss script, which controls who is taking damage and how much damage they are taking.

Adding Human Fuzziness

Humans don’t think like a computer, and we also don’t heal as exact¬†as a computer can.

As humans, we aren’t waiting to use a heal until someone is at exactly 75% health… we use it when someone’s health bar looks like it is in that ballpark.

The simulator has a built-in feature to account for this.

Let’s say¬†this is one of your rules:

  • HoT anyone who has 75% health or less

The simulator will put a HoT on anyone between 70% and 80% health because it has a +/- 5% buffer built in.

As a human, you inherently know that you should not just heal anyone below 75% health, but that you should also start with the person who has the lowest health.  So your rule would actually look like this:

  • HoT anyone who has 75% health or less, starting with the most injured player.

The simulator has another built-in human fuzz factor when trying to find the most injured player. As a computer, it can obviously pick between someone with 62% health and 62.5% health.

As a human, we won’t be that exact, especially in the middle of a chaotic battle. The simulator orders people by the most-injured, but then adds some ‘fuzz’ to be more human-like. If several of lowest players are within 5% of each other, one will be randomly chosen.

Other team healers & overhealing

Now that we’ve covered how to handle¬†your¬†healing, what about¬†other healers on the team? They are also modeled in the simulator.

Right now, we model 3 types: a Restoration Druid, a Restoration Shaman, and a Mistweaver Monk. We did that to cover the different healing ‘styles’ you would find on a typical team.

Each of these types of healers has a set of basic spells they use under certain conditions. Let’s look at the Restoration Druid for an example. The AI healer has the following spells:

  • Tranquility (raid-wide AoE spell with a long cooldown that is usually coordinated with other healers)
  • Swiftmend (life-saving instant-heal)
  • Wild Growth (raid-wide AoE HoT)
  • Efflorescence (HoT on a target location)
  • Regrowth (direct heal + Hot)
  • Lifebloom (HoT)
  • Rejuvenation (HoT)

These spells also have conditions. For example, the conditions for Rejuvenation are:

  • Use Rejuvenation if an ally is at 85% health or lower
  • Use Rejuvenation if an AoE phase is coming up in 8 seconds or less (to pre-HoT the raid)

These “AI Healers” act like your other raid healers. This means they are reacting to similar environmental queues and health bars. They might heal someone you just put a HoT on or they might finish casting a big heal on the most injured player before you do. Both of these scenarios cause you to overheal.

These healers and their rules can also be customized through the theorycraft wiki. It’s pretty advanced, so if you want some help, hit us up on the forums. I hope to have some nice videos for this during Battle for Azeroth.

Coming up in part 4: Simming healing styles & theorycraft

We take a step back and look at how to evaluate healers by comparing rotations and looking at different metrics.

Simming healers BFA - part 4

 

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