How Spirit Shell Works

During dungeons when Spirit Shell is fully absorbed, it is only healing for 1. Do you know if this is a bug or if they intend it to not heal the target when fully absorbed?

– Rave31211

Received a few comments and questions from people wondering about the use of Spirit Shell so I’ll do my best to clear it up some.

When Spirit Shell is on a player, it places a shield on them. After 8 seconds, the shield wears off. That player is healed for 80% of the absorb amount remaining.

If the shield gets completely absorbed, the player gets healed for a whopping 1 health point (I guess it rounds up). There’s a few problems with it right now:

  • It can’t crit
  • It’s a really long cast time for a low benefit
  • You can’t see the benefits in your raid frames
  • Doesn’t add Grace (Thanks FtenEQ)

Derevka has added his own thoughts on Spirit Shell and created a forum thread in the beta forums expressing feedback. I don’t expect this to be the final version.

Running Out of Mana? Here’s One Reason

My Google reader is set to examine various search terms allowing me to keep a pulse on what’s going out there with Priests. One search result that popped up on my reader involved a holy priest. Their problem was that they kept running out of mana. No matter what they did, they had a really hard time sustaining the necessary healing required for that instance.

Out of habit, I looked up their priest on armory.

Problem solved.

No enchants, no gems, or other augments.

It almost feels like really new players take for granted the power that augments provide their characters. Do you think Blizzard balances instances around the fact that your character should have enchants and such? Maybe the harder 4.3 ones, but not the entry level heroics.

Back to the story, it turns out I wasn’t the only one who spotted the lack of character investment. When others pointed it out, the player commented by saying they didn’t have the money to afford it.

At least they have an answer to the first problem.

New players, if you want to start hitting up the harder stuff, start investing. Even if you can’t afford a Power Torrent, you can probably snag a Heartsong. Can’t do 20 stats? Settle for 15. Don’t need 65 mastery when cheaper 50 haste options exist. No sense socketing an epic red gem on a blue quality item when a gren quality red gem will do the trick for now.

Even if they’re not the best improvements money can buy, at least they’re still an improvement.

 

Sketch notes for Discipline, Saying No, and Creating Compelling Content

Saturday’s the day where I link  material that I’ve found interesting, informative, or thought provoking. You’ll find them gathered from a variety of topics. They’re centered around World of Warcraft, blogging, or gaming.

Lots of social commentary going on this week in WoW which is cool. Civil discussion is always welcome as long as it’s done with tact and respect. I get asked about why I don’t include stuff like that here. To set the record straight, that’s not what this blog is for. You read this blog to help improve yourself. You come here to read about Priest and raid stuff.You read Lodur’s totems and healing stuff. Other bloggers can do a better job with social commentary and I would never be able to do it justice.

Many WoW blogs I’ve seen started with topics relating to the game.

  • Helping players get better via rotations, gear guides, etc.
  • Strategies for handling certain gaming aspects.
  • Profession advice and tips.
  • Working the economy.
  • Inspiring RP (which I am envious of and can never do).
Where has that gone?

This week on the Herald:

  • Sketch Notes: How to Heal as a Discipline Priest
  • Learning to say: “No, thank you.”
  • A Fool-Proof Formula for Easily Creating Compelling Content
  • Getting Started with Livestreaming
  • Hard Truth on the Sheer Difficulty of Making an Impact
  • Added Priest and Paladin information in the Mists changes page

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Sketch notes: How to Heal as a Discipline Priest

Subscribe to this guy. If not for the posts, then at least for the sketch notes. Waiting for the one for Holy. Flowcharts and diagrams are excellent.

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Learning to say: “No, thank you.”

As much as I’d like to say yes, lately I’ve had to say no more often. It’s not that I don’t want to, but many of my duties and projects keep me quite busy. The plus side to saying no is that when you dosay yes, your time becomes much more appreciated and valued.

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A Fool-Proof Formula for Easily Creating Compelling Content

Having difficulty putting your thoughts into words? Copyblogger has a formula and system that helps you get started with a routine. Cut down on the 1500 word rambles. Keep it to something succinct and straight to the point.

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Getting Started with Livestreaming

Looking to get started with livestreaming your gaming? I wrote up a quick guide to it here on WoW Insider. Right now, the guide’s meant for PC as I haven’t been able to properlyfigure out the most efficient way with Macs.

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Hard Truth on the Sheer Difficulty of Making an Impact

“Being very good at anything involves being somewhat addicted.”

Truth.

Mists: Spirit Shell, Chakra, and Party Healing

Blizzard issued another 100,000 invites today and I was lucky enough to get in. Derevka from Tales of the Priest also has the Mists beta enabled. I’m sure between the two of us we can help answer any Priest questions you might have (Save all the math and theorycrafting for him).

Biggest grin inducing experience though?

I SMITE FOR OVER 40,000 DAMAGE

On Spirit Shell

On the tanks

Spirit Shell is the new Discipline Priest “heal” (the 2.5 second cast that’s supposed to be mana neutral).

Something feels really off about it. it feels ineffective. I get that it’s used to maintain health of players. It’s the filler spell. But it’s a delayed heal. In a sense, I should feel the same using Heal and using Spirit Shell. But I find that the mobs and bosses just punch through Spirit Shell fairly quick. Since the shield gets broken, the heal aspect never applies (Since 80% of a broken shield is still going to be 0). Tanks aren’t gaining any real health with Spirit Shell.

When using Heal, I can see the physical health bar bounce up and down between heal received and damage taken. Spirit Shell causes the tank health bar to stay around the same or to gradually decrease. I rely heavily on visual bar movement to gauge how much time left before the tank or my party gets smashed. It’s really hard to gauge the buffer I have when using Spirit Shell.

Video of me wiping once on the first boss before taking him out on attempt 2.

 

I’m not sure if that’s a UI thing or just a priest thing (or a Matt thing). 8 seconds seems like an eternity before a heal gets applied. In a way, I feel as if though I get penalized in a heavy damage environment. Holy sees immediate dividends in when those healing spells are used because you can actually seeplayer health bars move. Discipline doesn’t (with the shields) and we’re left wondering if our shields are still active or if they’ve been punched through or not.

Yeah, there’s a spell graphic thats applied on players. But aren’t your eyes glued to your frames?

On the party

I could throw a Renew on players and they’d get enough healing on them or I could also throw a Spirit Shell and wait the 8 seconds for that to expire for the heal component to apply. Renew, I can use on the run. Spirit Shell leaves me vulnerable. I understand that they’re meant for different purposes, but in this sense, Spirit Shell can be used as a fire-and-forget kind of ability on that Mage who took damage but isn’t expected to take damage again for the next 30 seconds or something.

I’m not sure what it is. The spell’s a great idea and all. But in practice, something doesn’t feel right when healing in instances. I think there should be a minimum floor that the heal of Spirit Shell does (Heals for 80% after absorb expires, otherwise it heals for 20% of the initial absorb amount).

Chakra

chakra

Have to free up some more binds somewhere. Chakra: Serenity and Chakra: Sanctuary are separate abilities and need to be key bound separately. No more having to activate Chakra and cast Prayer of Mending to auto switch to Sanctuary.

Party healing

Admirable job with the balancing of regen and throughput. Temple of the Jade Serpent was fairly brisk the first way through after queuing with a group of random players. I’m queuing in with a mix of normal and heroic Dragon Soul gear (395 Item level, give or take). Raid geared players won’t have much of a problem with it all. Just don’t stand in the water and watch out for fires.

For reference, quest rewards in the opening zone are 372 greens.

Explaining Intellect, Mana Pools, and Spell Costs in Mists

Edit: Fixed comments to allow guests to comment without registering again. Let me know if you run into other bugs.

There’s been some discussion and confusion about mana pools, spell costs, and intellect. I was thrown off when I checked out some of the spell costs. Turns out, I had forgotten about the changes coming up for healers. Here’s a summary of the direction we’re going (all of us healers, not just Priests, mind you).

Even wrote about it in a Raid Rx column a while ago.

  • Every healer gets a static mana pool amount (100k mana).
  • Intellect affects the strength of your spells only. No longer increases mana pool.
  • Spirit still remains a mana regeneration stat. More Spirit, faster regeneration.
  • Many spell costs are being adjusted to account for the change to mana pools.
  • Mana regeneration based on mana pool size is gone.

Here’s a truncated version of the blue post.

With the change we are proposing, Intellect provides bigger heals and Spirit improves longevity. For healers, there should not always be a clear cut answer. Intellect may still be the superior stat, but not by as much as it is today. […] Mana pools can still be large (we are thinking 100,000 mana at level 85) so that it doesn’t feel too bizarre to existing casters and doesn’t feel too much like rage or energy.

What happened to our mana pools?

This is an idea of what the base mana pool of healers will look like. Assume none of these classes have chosen a spec yet.

  • Druid: 20,000 mana
  • Paladin: 20,000 mana
  • Priest: 100,000 mana
  • Monk: 100 Chi (Just a figure I’m using)
  • Shaman: 20,000 mana

Remember, pretend that these are base mana figures.

But there’s more

With the exception of Priests and Monks, each class gains an ability which modifies their mana pool when they select a spec.

Druids, Paladins, and Shaman have their mana pools dramatically increased by 400%. That should then bring everyone’s mana pool up to 100,000. When a Monk switches to Mistweaver, their energy bar will be replaced with mana. As they’re the only monk spec that uses mana, it’s assumed that 100,000 is the base value.

In addition, we think fixed mana pools will help healers scale better with content. Some players seem to be interpreting the 5.0 design as healing 5-player dungeons should be easy but healing raids should be very hard. That is certainly a better situation than dungeons being very hard and raids being easy, but neither is really the goal.

What about the costs?

Let’s use a few of the different healing spells as examples.

Greater Heal ends up costing about 6,000 mana (6% of 100,000). Greater Healing Wave and Divine Light end up being around 8,500 mana (35% of 25,000 mana). Remember that the percentages are centered around base mana which hasn’t been modified by mana boosting talents just yet. This means that their absolute values should be about the same range. Shouldn’t be off by more than a few hundred or a couple thousand. The variance is most likely due to the difference in class mechanics and spells.

So we’re going back to entry-level Cataclysm healing

In a word, yes.

As we were working our way throughout Tier 11, we had to really work on using our mana neutral healing spells (Heal, Healing Wave, etc) as much as possible. As our gear progressively improved, we found ourselves dropping Heal altogether from Firelands and above. Now we’re hitting the big heals and AoE heals more often. You can expect this long term model to stay the same for Mists.

A fight like Phase 2 Beth’tilac on heroic is about as mana-intensive as things get, and that phase doesn’t last very long, so your mana-regen mechanics and cooldowns should be sufficient to keep you going. That won’t change in 5.0.

I still don’t understand

TLDR: Think of mana as energy. It doesn’t scale or increase with gear. Mana regeneration will go up with gear allowing you to cast more spells before running out of mana.