Between the removal of mp5 as a form of mana regeneration, many of the changes announced at Blizzcon have been explained in more detail by Eyonix.
The best change for me?
Raid buffs will no longer boost Spirit, so you shouldn’t find yourself unexpectedly over the Hit cap because of buffs.
If I read that right, does that mean no more Divine Spirit for Priests? If so, we’ll hopefully get another ability to compensate.
More importantly? A 33% reduction in candles used! Hooray!
More health
Anyway, there’s a lot of reading to do in between the lines. For example, if you check out the second post about changes to existing gear? You’ll notice there are some common qualities among the various roles:
If you are a melee DPS class, druid tank, or hunter, expect to see:
- A lot more Stamina. Bear-form Stamina scaling will be lowered as a result.
- Strength if you wear plate. Agility if you wear mail or leather.
- Existing Attack Power becomes Agility and Stamina.Armor Penetration becomes Haste or Crit.
- No Intellect on melee gear. Hunters won’t need Intellect since they will no longer use mana. Shaman and Retribution paladins will get mana and spell damage in other ways.
If you are a DPS caster, expect to see:
- A lot more Stamina.
- All of your Spell Power converted to Intellect and Stamina.
- No Spirit. You won’t miss Spirit, though, because you won’t need it for DPS or mana regen.
If you are a healer, expect to see:
- A lot more Stamina.
- All of your Spell Power converted to Intellect and Stamina.
- Spirit instead of MP5. You’ll probably be happy with Spirit, though, because mana regen is going to matter more than it does currently. Healing paladins and shaman will benefit more from Spirit than they do currently.
This is Blizzard’s way of increasing the challenge of healing without having to resort to having stuff hit way harder and relying solely on reaction time. I did triage healing before during Vanilla, and it was quite the experience (it’s also something I want to write more about later on).
But notice how everyone is getting a lot more stamina. Health pool gaps between plate and other armor wearing classes are being narrowed. For healing, this removes a strategic component. An example is that on a fight like Blood Queen, if a Priest, a Mage, and a Paladin have the Pact of the Dark Fallen debuff, the Priest and the Mage would typically be prioritized first. Their gear doesn’t have as much stamina as the Paladin does. Since all classes will have similar amounts of health, we don’t have to spend that split second to prioritize the cloth wearers first.
I’m fairly certain that our healing spells won’t be scaling as high. We won’t be seeing as much players with full health in raid fights. Healing will revolve much more around priority, priority, and priority (more on that later).
Spell Power on weapons
One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.
I love that change.
Questions to ask
- Is Divine Spirit actually going to be removed or is it just the spirit component of the various stat increasing raid buffs?
- What happens to Inner Fire? Does it simply provide a boost to Intellect with Spell Power being removed?