Showing posts with label mana regeneration. Show all posts
Showing posts with label mana regeneration. Show all posts

Friday, May 8, 2009

Mana regeneration and healing post 3.1

The great mana regeneration nerf of 3.1 was supposed to make mana conservation an issue again. I haven't really seen that though. The only changes I have made to my healing is weaving Nourish into the mix and letting my lifeblooms bloom and I finish Ulduar boss fights with 75% or more mana. Apparently, I am not the only one that has noticed it. Yesterday, Ghostcrawler said:

To be honest, despite all of the nerfs, mana regeneration still doesn't seem to be an issue for healers in Ulduar. You can often still afford to cast your largest heals and not care about overhealing because the risk of people dying feels like a far greater risk than running out of mana.

We're not sure that will lead to us making any additional nerfs at this time (and Replenishment would probably be the target if we needed to.) So far we're really happy with how the various fights in Ulduar feel. There are very intense moments (like Frozen Blows) but there are breaks as well (in between Mimiron phases for example). Many of the fights are dynamic -- you heal in one fashion at times (say MT healing) and then another fashion at other times (say raid healing during add moment or big AE spells). There aren't too many times where you're just spamming your spells every cooldown or GCD, and when it happens it's not necessarily for too long.

That said, we think we can still make healing more interesting. :)


Honestly, I think he is right. They can make healing more interesting. But isn't it stressful enough as it is? We are using every GCD available to us and people are still dying. Miss a taunt on Auriaya and your tank gets insta-gibbed, no matter how many HoTs he has ticking on him. Tympanic Tantrum ties my guts up in knots! And don't even get me started on Mimiron!

Another thing I have noticed in 3.1 is how much less significant HoTs have become. Or at least, that's how it feels to me. Our HoTs have always been overwritten to a certain extent, but they don't hardly tick any more. Things may be slightly different when we manage to get a 4-piece T8, I suppose and have that little extra buffer to play with.

Has anyone else noticed this, or am I imagining things?

Wednesday, December 3, 2008

Restoration druid itemization


I'm not sure if I'm back yet. I was looking at some spreads in Wowhead trying to decide what items held the most value for me as a restoration druid as we progress through 10-man Naxxramas and stumbled across an oddity in the itemization for druids.

There seems to be an issue here: there are exactly 3 items at level 200 (item level that drops in 10-man Naxxramas) that do not have wasted stats on them for a resto druid. Only one of them is leather: the tier 7 helm that can be exchanged for the token that drops for Kel'thuzad. The other two are cloth (one priest-only).

What am I calling wasted stats? Haste, crit and hit rating are wasted stats, in my opinion. Haste and crit are not *truly* wasted since they do modify our stats, but their value is minimal when compared to mp5, spirit and spell power. And it seems that the vast majority of items, whether meant for dps casters or healers sports *either* spirit *or* mp5. Not both, except in the very rare occasions I mentioned. Instead, copious amounts of +haste, +crit and +hit are applied to items: in the same subset of items (ilvl 200 items) there are 19 that sport spell power, spirit and haste and 26 that have spell power spirit and critical strike rating.

This isn't a post whining about druid itemization. The point I am trying to make is that Blizzard obviously thinks we should be stacking something on our gear *other* than what I had thought we needed to be stacking. But what? What is our playstyle supposed to be? A session in Naxx last night showed me that we will be spending very little time outside the 5 second rule. And given that our spells cost more, there is no more chain potting, mana becomes an issue that it never was in BC.

Perhaps what we are supposed to do is separate our spirit from our mp5. There are 16 items that have spell power and mp5 without spirit (including a fair amount of duplication: 3 rings, 3 cloaks, 2 helmets and 2 chestpieces) but fewer than that are not more appropriate to other classes than healing druids and priests (and lets be realistic: no raid is going to look kindly upon looting an item with +hit (for example) to a healer when a dpser can use it, and for good reason).

There is a large number of items that have spirit and spell power so stacking spirit is not going to be a problem. But since we will be spending less time outside the 5 second rule, spirit becomes less important for mana regeneration (though still valuable for spell power since tree form adds a percentage of it to our healing power).

How do you guys see it? How should we look to gear ourselves as we get further into the raiding scene? This question is also valid for the other healing classes, though shamans and paladins probably have more choices available to them in mail and plate and I know +crit is a lot more valuable to them than to restoration druids. But I think the question is also valid for priests, since they also tended to stack more spirit on their gear pre-Wrath.