I’m working on a long guide talking about soloing content as a Druid. Basically, I’m trying to model each leg of the “holy trinity.” If we know our DPS and boss HP we can estimate boss TTL (time to live). If we know the bosses’ abilities and our mitigation/avoidance/resistance we can model DTPS (damage taken per second), and with calculating our HPS and max HP, model our TTL (time to live). If our TTL > boss TTL, we win. Obviously, skill/RNG/lag/whatever will cause deviations from the math…but that’s okay, WoW’s still a game, not a spreadsheet. 🙂 This is not intended to be EJ-level stuff, BTW, this is just me having fun with math and trying to learn a little more about WoW mechanics in the process. In any event, here’s the start of the HPS section.
Assumptions:
- 40000 hp (not unreasonable solo, with MOTW/stoneblood/food buff/stamina scroll/profession bonii (AND new LW kings drums…woot patch notes)
- 40% crit
- Unlimited rage (boss tanking)
Improved Leader of the Pack
Improved Leader of the Pack is your primary self-heal, and is critical for boss soloing. It is affected by Nurturing Instinct, but only in cat form. I’m not positive, but I’m pretty sure it’s affected by Frenzied Regeneration when glyphed.
- 60 attacks per minute capable of proccing ILOTP (20 Maul, 40 swipe/lacerate/mangle/FF…sadly, Lacerate bleed crits from Primal Gore do not proc ILOTP, but they do proc Savage Defense.)
- ILOTP has 6s cooldown; procs on average every 7.5s or 8 attacks per minute. This is probably a bit conservative of an estimate (doesn’t account for haste, math’s a bit rounded) but it’s close enough.
- Therefore, 40k hp = +1600 HP ILOTP tick * 8 = 12800 hp = 213 HPS. If you assume 1.33 ticks (on average) are buffed by glyphed FR and glyphed SI (see below), that increases to about 220 HPS.
Frenzied Regeneration/Survival Instincts
Frenzied Regeneration is your secondary self-heal, and is key to your tactics. Pretty much, for most bosses, if you can live long enough to Regen twice, you’ve probably won. Normally, SI by itself is fairly useless when soloing. However, when combined with FR, it makes your FR tick for more (since it uses the new higher HP value for calculating healing done). Occasionally, for dps race type bosses, SI may be better used as a last-ditch spurt of extra time to kill the boss. I’ve calculated the healing done from all the abilities singly, in combination, and with the glyphs: see below.
Abilities |
Max HP |
Total Heal (HP3M) |
HPS |
FR |
40000 |
12000 |
67 |
FR (Glyphed) |
40000 |
14400 |
80 |
FR + SI |
52000 |
15600 |
87 |
FR + SI (SI Glyphed) |
58000 |
17400 |
97 |
FR + SI (FR Glyphed) |
52000 |
18720 |
104 |
FR + SI (Both Glyphed) |
58000 |
20880 |
116 |
FR is affected by spell crit, and ILOTP is buffed by the FR glyph, so these numbers are a bit low.
Healing Spells
In theory, every boss should be easy- when you get low, just heal yourself, right? Sadly, there’s a couple big problems. First, your armor turns to tissue paper in caster form. Second, you have no healing talents, and no healing gear (unless you talent Nurturing Instincts). Third, you lose all your rage. No rage = no attacks = no Savage Defense (bad.)
With that in mind, many bosses have pauses where you can safely get a cast off and shift back to bear. In general, if it’s a pause where you can stay still, Regrowth is your best bet, if it’s a moving pause, Rejuvenation. For a long pause, Tranquility is great. For example, against Moroes, once you kill the adds, he’s quite easy if you shift out to drop a Regrowth every time he vanishes, which will nicely help counteract the bleed damage.
Now, if it’s a boss who attacks with primarily magic attacks, then your armor’s useless anyway. In that case, healing spells + NI become a lot more vital. I haven’t had a chance to try it, but I’d imagine you could macro a swap to a healing weapon to get extra spellpower, Regrowth+Rejuv, and go back to cat (which, if you have NI, buffs HOT’s by 20%).
Other Healing Stuff
Lifeward is a good situational enchant for trash, but doesn’t proc enough on a single target to be worth it on bosses. Blood Draining is good in theory, but the threshold to trigger it is too low for you to make optimum use of it with Frenzied Regeneration. I’d stick with the +agi from Mongoose. Likewise, it’s better to use Indestructible Potions for most fights, rather than health potions. Pot right before the pull then pot during fight gives you almost 4 minutes of extra armor.
Summary
Currently, though, we know that if we have glyphed SI and FR (and there’s not much other choice for bears, really) the boss must break 336 DPS (shown in Recount as DTPS) to overcome our healing ability. If the boss does 436 DPS, for example, then we have a -100 HPS delta, which means we have a TTL of 400 seconds, and must then kill the boss before that…and that’s where DPS stats come into play. Stay tuned for Part 2, where I break down mitigation statistics.
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