by Thott

Assumptions:
  • All priests are level 60.
  • Turgur's runs full duration.
  • Turgur's mana cost increased by 20% to account for resists.
  • Group situation, no mana regen buffs other than self only.
  • All have useful buffs up prior to starting.
  • Shaman wears a fungus breastplate.
  • Torpor lasts 6 ticks.
  • FT8 (possibly FT5+MC3, FT6+MC2, whatever)
  • Specialization cuts mana cost by 40%.  Some tests say the mana reduction is higher, others say it is lower.  One theory is that mana reduction from specialization varies by spell level.  In any event, the same value is used for all priests.
  • Torpor cast time is 4.0 seconds, due to items/AA.
  • Mana reduction from focus items ignored.
  • +20 mana/tick when sitting.
  • +1 mana/tick base when standing.
  • 4000hp and 4000mana to start.
  • Cleric CH heals 4000hp every time, shaman/druid mini-CH's heal their max value.
To simulate the effects of slow, the shaman keeps Turgur's active at all times, and all shaman healing is multiplied by 4 (75% slow = 1/4 damage done = healing is 4x as effective).  Thus the value shown for hp/sec for a shaman is the unslowed dps of a mob the shaman can successfully mitigate all damage from.  The mana cost for slow is included in the simulation (as is the mana cost and casting time for all other spells), and is increased by 20% to account for resists.

To kill a group with a particular priest, that group will have to encounter a mob that does more damage/sec than the hp/sec value listed, or encounter a group of mobs that does the same.  There are multimob situations that can do less than the listed dps and still kill the group, by killing off the priest first.  Shamans (due to slow) and clerics (due to DA) have an advantage in this area, but it's not a property that can be easily simulated.

Even if the priest doesn't die, a cleric can not heal while DA, which can cause tanks to die and the battle to be lost.  Shamans have an edge in this area, since they can still heal while tanking with slow.  Additionally, shaman healing improves the more targets are taking damage, since Torpor is more effecient than the direct healing they normally use in the sim.  The sim assumes one target is taking all the damage.

The shaman uses Cannibalization as often as possible, if the mana won't be wasted (and using it won't kill the shaman).  The shaman uses Cannibalize IV when there isn't enough mana to cast mini-CH.  The shaman uses torpor as necessary to stay alive.  The shaman will never sit.

The druid has Mask of the Hunter and Protection of the Glades.  When low on mana, the druid will sit.

The cleric has Blessed Armor of the Risen.  When low on mana, the cleric will sit.

All heal a non-existant target for full effect as often as they have mana.  The result of this healing is graphed.  Healing the shaman does on himself is not counted towards this value.

60 Shaman: simulation log, graph data
60 Cleric: simulation log, graph data
60 Druid: simulation log, graph data