Resto Druid parses live and die on HoT uptime more than any other single stat, but "keep your HoTs up" isn't specific enough to actually act on. Here's what the uptime, mana, and overhealing numbers in your log are actually telling you, and how Healper weighs each one when it scores a Resto Druid run in Mythic+.
The uptimes that carry the most weight
Not all HoTs are worth the same. In Healper's Mythic+ scoring, HoT uptime accounts for 40 of 100 points total, split by how central each HoT is to your throughput:
| HoT | Points | Why it's weighted this way |
|---|---|---|
| Lifebloom | Up to 20 | Near-permanent single-target HoT - should almost never fully drop |
| Rejuvenation | Up to 15 | Primary HoT coverage across the group |
| Wild Growth | Up to 5 | Burst AoE tool, not meant to be maintained continuously |
Uptime is calculated as the percentage of active combat time - gaps of more than 3 seconds between events count as downtime and are excluded - during which the HoT is active on at least one target in your group. It's not per-target uptime, and it accounts for pandemic refreshing: reapplying Lifebloom just before it expires preserves part of the remaining duration instead of resetting the timer, so a well-timed refresh doesn't cost you anything.
The practical takeaway: losing Lifebloom uptime is the most expensive mistake you can make, simply because it's worth the most points and it's the HoT most likely to fully drop during a hectic pull. If you're triaging where to focus, start there before worrying about squeezing out more Wild Growth casts.
Mana: don't starve, don't overcast
Mana management is worth 30 points, and it's graded on three things: your average mana % across the fight, whether you went fully OOM at any point, and your mana efficiency (effective healing produced per point of mana spent). Going OOM carries a flat 15-point penalty on top of whatever your average mana score would otherwise be - it's treated as a distinct failure, not just "low mana," because running out mid-key usually means a bigger pacing problem than a single low reading does.
Overhealing isn't free
The remaining 30 points come from overhealing %, compared against benchmark logs at your bracket rather than a fixed target. Healing that exceeds a target's missing health is "wasted" from a scoring perspective even though the cast itself wasn't wrong - the signal worth paying attention to is a persistently high overheal rate relative to top performers at your key level, which usually points to casting reactively (topping off full-health targets) instead of reading incoming damage.
Boss mechanics: pre-cast, don't react
None of the above captures timing relative to the fight itself. Healper separately checks whether you used the right tool before a dungeon's known dangerous mechanics - for example, pre-casting Wild Growth a few seconds ahead of a scripted burst-damage mechanic, the way top performers in that dungeon do - rather than just reacting to the damage once it lands. This is compared against what top performers actually did on the same pull, not a generic "always pre-HoT" rule.
All of this - the exact percentile thresholds, the pandemic-refresh math, the scoring formula - is documented in full in how we calculate your score.