I took some time just messing around looking at loose and bad numbers casually trying to figure out an optimal way to gem as a healer in arena, and more specifically a restoration shaman since resilience was prioritized so heavily in 5.2, prior to all of the changes. I decided I would ramble a little about what I discovered and thought in order to gather opinions and/or help anyone else with their decisions regarding gems (and also because I was bored and couldn't sleep D: ). Most of what I post here is meant for shamans, but some of it can be applied to other healing classes.
Prior to 5.3, resilience, for restoration shamans especially, was top stat priority in arena because shaman healing output and mana were both potent enough without gems, and shamans are so often trained while of course being locked down. Since the patch, everyone has a base of 65% resilience, up from something like a 40% base; resilience gems have half the stats that they did prior to the patch; and gear no longer provides resilience as a base stat.
In 5.2, my shaman was at about 69% resilience, using 320 Resil gems in every socket (including blacksmithing sockets) save for two red sockets where I used the "JC ONLY" willful gems (160 int and 320 resil). Without changing anything, logging in after 5.3's release, I found myself at something like 68.7% resilience.
For now, I still consider gemming full resilience an option as an optimal choice. I have a lack of 3's experience since the patch (I've only been playing two different comps and not enough games), so I am not sure how often shamans are just getting trained, gibbed, and whether or not resilience "feels" effective, after all that is what is most important.
It would make sense for the value of resilience gemming to have greatly declined since, like stated above, the gems give less stats, the new base resilience, and even because 1 point of resilience seems to provide less damage reduction than before (probably due to diminishing returns or some other random mumbojumbo). The biggest reason resilience may not be so good anymore is because, obviously, healing was nerfed quite a bit, and gemming full resilience may render shamans unable to top their team, or even themselves after surviving a stunlock or deep -> blanket. I think you gain something like 9ish % actual damage reduction from gemming full resilience with blacksmithing and JC with full gear (assuming you don't use old resil trinkets or something) and so if that number does not make or break you surviving a deep or not, and if you gain more than that 9ish % in healing output gemming otherwise, it may be much better to do so.
INTELLECT / PVP POWER:
Intellect definitely seems a lot stronger than PvP power for restoration shamans. With some round numbers and a little bit of testing, after 5.3 PvP power seems to provide a little less than a third of the healing power bonus of intellect for shamans (that doesn't even include mail specialization). If one of the two was optimal, it seems that it would definitely be intellect.
I played with not the most accurate numbers but just some "in the ball park" testing in a bg without having battle fatigue, and while healing myself:
4,734 Riptide Hit, No Gear
5,129 Riptide Hit, +847 Intellect
4,778 Riptide Hit, +346 Pvp Power
847 intellect = +359 Healing (7.58% Increase)
346 Pvp Power = +44 Healing (.92% Increase) (listed as .87% increase)
847 / 346 = 2.4 2.4 x 44 = 105.6
PvP Power gems have 160 stats on them, the same as intellect so they need to be considered on a 1 to 1 ratio.
847 intellect gives around 359 extra healing, while 847 PvP Power gives around 106 healing, under a third of its competitor (and that's without mail specialization or considering the critical chance gain).
I tested to make sure there is not any type of increasing returns for PvP power, and I did not find any (by equipping items individually then equipping them all together, finding I was only receiving the proper sum of the PVP power on the individual items.
Gemming full intellect, however, doesn't seem to make up for the reduced healing we now do. From gemming full resilience to gemming full intellect, my riptides seemed to gain an additional 3k healing on their initial hits, on average, inside of arena. Not only are these numbers just weak, but it also "feels" like little-to-no change at all in an actual match. So far I really don't think gemming full intellect is one of the stronger choices for restoration shamans right now.
I used some old VODS of my shaman healing prior to 5.3 in order to compare some things. I was originally wondering if it would be possible to increase spell power enough to make up for the extra 15% reduced healing we now do due to battle fatigue. I mostly was looking at riptide initial hits in order to compare this:
22,050 was what I was hitting on riptides in 3s during 5.2. Without the 30% reduction, I found this riptide hit should be around 31.5k instead, and with a 45% reduction from that (the new battle fatigue) riptides would be hitting for 17,325 (with no gear change at all).
17,325 (45% Battle Fatigue)
22,050 (30% Battle Fatigue)
4,725 decrease in healing from riptide initial hits due to battle fatigue buff.
So at 31,500ish riptides, I would receive 22,050 before the patch. My goal / hopes were to be able to reach a 15% healing gain from gemming full int, allowing me to reach 22,050 average riptide initial hits after the 15% fatigue buff, meaning that I would need to now gain 40,090 riptide initial hits, outside of arena, in order to make up for the difference.
GOAL= +8590 HEALING
I converted the healing into an amount of intellect I would need, roughly using a ratio I found in earlier tests between +intellect and +healing to riptide initial ticks.
847 intellect = +359 Healing (7.58% Increase)
847 / 359 = x / 8590
8590(847) = 359x
20,267 Intellect Goal (- 5% for mail specialization)
I found that I had jade spirit procced during the VOD I was basing everything off of.
20,267 Intellect (- 5%)
-1,650 For Power torrent
18,667 (-5% [mail spec])
Needed to incorporate the increase from PvP Power Change
11,260 PvP Power
264.94 PvP Power = 1%
50% = 5,630
+21.25% Healing vs. 30% Battle Fatigue
Net Healing = -8.75%
100% = 11,260
+42.5% Healing vs. 45% Battle Fatigue
Net Healing = -2.5%
6.25% increase in healing since 5.2 after fatigues
18,667 (-5%) (-6.25% increase)
I determined that I was attempting to gain a 21.4% increase in riptide's initial hit in order to get to the 40,090 riptide, or 8,590 extra healing. Then I found, that the a 6.25% gain in healing (like the pvp power buff seemed to provide) converted to something around 2509 intellect.
But after taking out the PvP power gain, power torrent, what gemming intellect in every socket would provide, re enchanting the chest to int, and even mail specialization I would be far from making up for the new extra 15% healing reduction provided by battle fatigue.
I have not fiddled with going full mastery very much at all thus far. It has always had its diminishing values in healing output (compared to other secondary stat values) at anywhere from 45-55%, which is easily obtainable in PvP gear, but I want to say that it feels essential to keep teammates hovering at higher percentages now, since it is much more difficult to top them due to the battle fatigue buff. This obviously diminishes the value of mastery for shamans even more.
The diminishing value of mastery in throughput has been a confusing subject in the resto shaman world. There is no magical drop in what mastery gives you at anything around 50% mastery. The diminishing returns of mastery begin at 1%, but the ~50% "cap" for mastery comes from the comparison of the value of mastery to the value of crit. Since mastery for shamans is based off health percentages, and crit's value is based off of overhealing and spell choice, it's difficult to give a definite answer of where these two cross, aside from specific cases. According to Elitist Jerks, at 50% mastery, 100 mastery is stronger than 100 crit in healing throughput when the target is at or below 46.7% hp. This is based off the formula: % Healing Increase = (-1 x Max Deep Healing % x HP of target) + (Max Deep healing %). At 1 hp, the target receives full mastery benefit, at 70% the target receives 30% of the max mastery benefit, at 30% the target receives 70% of the mastery benefit.
healing % Increase = (-1 x 50 x 46.7%) + (50)
This is where crit is weighed slightly less valuable than mastery.
Right now I am running at a 56.03% mastery.
healing % Increase = (-1 x 56.03 x 46.7%) + (56.03)
With 6% mastery gain there was about a 3.2% healing increase.
Grace of air 15% (3000 Mastery)
15% = 3000
320 mastery x 12 gem sockets + 2 160 point gain (jc) = 320 x 13 = 4160
3000 / 15 = 4160 / x
3000x = 15(4160)
20.8 = x
76.83% mastery gemmed full mastery without diminishing returns or reforging.
healing % increase = (-1 x 76.83 x 46.7%) + (76.83)
40.93% healing @ 46.7% hp with 76.83% mastery, an 11.1% healing gain from gems.
If gaining 100 crit is worse than mastery when mastery provides a 26.65% healing increase...
26.65% healing increase = (-1 x 76.83 x H ) + (76.83) ; where H is hp %
26.65 - 76.83 = -76.83H
50.18 = 76.83H
65.3% HP = H
Healing % increase = (-1 x 76.83 x 65.3%) + (76.83)
around 26.65% increase
at 76.83% Mastery, 100 mastery slightly outvalues 100 crit at around 65% HP.
In a healing throughput standpoint, gemming full mastery provides a little more than an 11% healing increase to a resto shaman with no previous mastery gems, and reforged stats primarily spent into critical chance. Simply compared to intellect in healing throughput, gemming mastery is weaker than the 17ish % healing increase full int gems can potentially provide.
Haste seems very weak for restoration shamans in arena right now, as it has for a while. It's only taken advantage of when there is a lot of casting going on, and when breakpoints for HoTs and totems are reached. I am pretty sure that there aren't any haste breakpoints easy enough to get or worth it in PvP gear, and since mana seems to be a slight issue since 5.3, a stat that will increase how much mana you spend (by increasing the number of spells you cast) doesn't seem optimal.
Looking at some of the haste breakpoints, the only ones I believe you could reliably reach in PVP gear are the extra ticks for healing rain, earthliving, and healingtide/healing stream. The strongest of these seems to be healing tide and stream, however not only are these breakpoints affected by latency factors, but they also diminish in value because not every single tick the totem makes is actual healing in arena. Often, there is much of it regarded as overhealing, especially healing tide.
Since 5.3, mana does seem to be a slight issue for shamans in arena since we have to cast a lot more (whereas last patch shamans seemed to never suffer mana-wise at all); so obviously a mana return stat is pretty potent. From playing resilience in 3v3 a while this patch, there were a lot of situations that felt strenuous on my mana. I never seemed to just completely oom, but I was not able to freely purge or keep things like mages as clean as I normally would prior to 5.3. I did not give it a try, but I think that gemming with a mix of spirit or maybe even full spirit could be very strong. This would mean a lot more casting compared to last patch, which is really kind of unavoidable right now even with healing output-increasing stats, but the mana regeneration could possibly make up for the extra casting, and allow us to continue freely purging down targets without having to drink.
After the few games and comps I did get to test things in, I found crit to be my favorite stat thus far. First off, crit provides shamans quite a bit of mana return due to resurgence (even almost as much mp5 as spirit when spamming the spells healing wave and greater healing wave). Also, crit heals are 100% stronger than non-crit heals, and crit provides 30% more throughput to shamans due to ancestral awakening. With crit gems and some reforging, it is possible to get to and even pass 20% crit chance. The reason this number is so nice for shamans is because tidal waves provides a 30% crit chance to healing surge, meaning that with tidal waves and 20% base crit, healing surge has a 50% chance to crit.
Crit is great for mana, not only because of resurgence, but also because a crit can mean the difference between casting 1 healing surge or three in 5.3; whereas intellect and other stats do not seem to have the capability to do (casting less also means more time to cc, adjust positioning, purge, etc).
I think crit could be the strongest stat to gem for shamans now because of a weakness resilience seems to have, and because of a potency shaman heals seem to lack. Even for heals outside of healing surges, a crit will more than make up for the battle fatigue increase, where as intellect, pvp power, and mastery gems do not seem to.
Currently I am playing around with the set up, but I amgemmed almost full crit, reforged into it enough to reach 20.03% crit chance, and I am also reforged a bit into mastery. I have not tried going all out crit everywhere, and I am not sure whether or not I would like going over the 20% "crit breakpoint" for healing surge. It may even be more optimal to reforge fully into crit and allow for a few int, spirit, or resil gems after the 20% crit; but anyway, with the crit I have picked up things look and feel very bright thus far.
edit: added tl;dr and a few "loose" numbers I was playing with in regards to some of the stat values.
Edited by Votlol, 01 June 2013 - 11:03 AM.