A Runepriest guide for Warhammer Online.

Thursday, 3 June 2010

1.3.5 Runepriest Heal Change Analysis

13/6/10 - It seems the spreadsheet wasn't multiplying the base heal value by the group multiplier. This skewed the results for Blessing of Valaya and Rune of Serenity somewhat showing them as less efficient and less powerful than they really are. Fortunatly as the review mostly focuses on GG I only have to correct a few sections annotated in red. BoV values still seem a little low compared to casts on my character but it shouldn't make too much difference to the overall analysis.

Right I've finally got round to updating Stormblazer's Healing Charts to take into account the Runepriest changes in patch 1.3.5. You can see my efforts here. Take note that I have only tested this for my mastery build of 13 Grungni and 11 Grimnir, but should give most people a vague idea. Onto the analysis.

The big change in 1.3.5 was the changes to Grungni's Gift. The base heal amount increased roughly 35%  from 200 - 270HP. The AP cost was massively reduced from 30 to 15.

GG is useful for 3 things: Spam healing on a target to keep them alive, spam healing on yourself when being attacked and healing on the run. Pre 1.3.5 the AP cost to spam heal GG would quickly leave you out of AP, especially if you didn't yet have a high crit pool to regain AP through our tactic Restorative Burst. Post 1.3.5 with the reduction in cost of AP an almost constant spam of GG is possible even with a relatively low heal crit of 25%.

The increase to the base heal makes it more effective in actually outhealing incoming damage. However with any focused damage on a target you will need backup. The benefits of GG is that you can get that first heal in instantly allowing time for group heals or other healers to swop targets.

Here are some statistics (based on my char) of the changes to GG.
Healing per Second (including Crits) increased from 384.4 to 465.4 HP/s. 
Healing per AP increased from 19.2 to 46.5 HP/AP.
Healing per Second per AP increased from 12.8 to 31 HP/s/AP.
Efficiency Scaling (hp/ap/100wp) doubled from 1 to 2 - for each 100 Willpower your HP/AP increases twice as much.
Now to compare this to the other effective single target heal - Rune of Restoration (Rune of Mending doesn't come close):
HPS is 465.4 compared to RoR's 774. A big difference of ~300HPS.
HP/AP is 46.5 compared to  42.4. Grungni's has become more efficient - slightly.
The big change comes in when we compare HPS/AP - GG has 31 compared to RoR's 17.
But lets look at the other benefits:
More likely to proc Blessing of Grungni (+25% healing) due to more casts.
More  likely to proc Restorative Burst (+40AP/3s) due to more casts.
No knockbacks.
Castable on the move.
You get your first two heal (~1300HP)s in the 2.5s before RoR can land. This keeps that character up for the all important group heals or other healers to switch targets.
RoR only useful if you are precasting on someone who is going to take large amounts of damage and you know you aren't going to be hit. It's less efficient now (a lot more so with the tactic proccing regularly). I can hardly think of a reason to use it even in PVE. I don't think I will ever use it again in RvR - and I didn't use it much beforehand.

One of our abilities has stayed quiet up till now - Blessing of Valaya. It has 415HPS not that far below Grungni. Yes it's HP/AP is only 19.2 and it's HPS/AP is a terrible 6.4 but that is only for a single target. These numbers grow huge if your whole group is taking damage, and even if they are not you have a very large chance to proc Restorative Burst (on any of the 6 people you heal) making the HP/AP and HPS/AP much more efficient. You also don't need Line of Sight which has loads of tactical advantages, from hiding behind rocks or standing at a different floor in a keep.

The downsides? Knockback on casting, slightly shorter 100yards range, unable to cast it on other members of the warband, and if casting reactively it might not land in time to save a player due to the 2.5s cast time. The majority of the time this should still be your bread and butter heal - as dull as it is to find a bush and spam cast.

Rune of Serenity

The changes to Rune of Serenity aren't as noticable. The base percentage to healing has roughly doubled from 300 to 600. However the effect of willpower seems to be reduced from 0.4 HPW to 0.3. This is unconfirmed as I admit my testing hasn't been conclusive.

Despite this if landing on 6 players this becomes our most efficient heal (156HP/AP) after Rune of Regeneration (93HP/AP) and Blessing of Valaya (6man -75HP/AP).  Unfortunatly it isn't a very noticable heal because it doesn't always land on those in need. I like to cast it in keep raids and in scenarios as it doesn't cost much and should net some renown leech from other group it bounces to. I try and cast it when another group has taken damage but can't really tell how effective it is. It is now quite an effective heal to use in PvE as you can be sure it is acting on people when the group is taking AOE damage.


  1. I haven't been experimenting with GG at all but this really confirms my hunches, we can scrap another one of our heals now. RoR joins RoM. The only upperhand RoR could possibly have over GG is in PvE, but even then BoV is much more useful if you have AP problems.

    I don't quite understand this tho: Efficiency Scaling (hp/ap/100wp) doubled from 1 to 2 - for each 100 Willpower your HP/AP increases twice as much.

    Wouldn't this mean that the scaling (the delve) was changed? I find this highly unlikely since all instant spells seem to have the same delve?

    Also appreciate you updating the sheet but a few more things could use updating there. MRoS isn't broken (afaik) and toughness factors in absorb shields (afaik). Have no idea how much tho.

    Keep up the good work. :)

  2. The efficiency is just because the AP cost has halved from 30 to 15. :)

  3. A very helpfull post, and good to see a fellow RP doing some theory crafting.

    A+ for the effort :)

    // Smokee