Lifebloom nerf for 3.1: WTF?

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I thought I was having a nice Friday afternoon, and so I said to myself, “Self, why don’t we read a little Elitist Jerks forums before we leave work?” Good idea, right? Not so much. Here’s a little jewel, quoted from the European forums of all places, for your reading pleasure:

• Lifebloom: Mana cost of all ranks doubled. When Lifebloom blooms or is dispelled, it now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.

Fortunately, my leafy friends have already been at work, and GC has made some responses. Here is the discussion–it’s actually quite instructive and I feel like I learned a little bit after reading the whole thing. The surprise, actually, is how constructive the community is being–sucking up, I guess, versus Ghostcrawler’s uncharacteristically snarky attitude. GC seems to think we have all been triumphing over an OP Lifebloom and just waiting on a nerf. In my experience, that’s just not the case.

Why Oh Why Did this Happen to Us?

The stated reason for the efficiency nerf to Lifebloom is, quite simply, to de-incentivize stacking the spell on multiple tanks. Unfortunately, the nerf targets single tank stacking as well. From the math, it becomes horribly inefficient to refresh Lifebloom after the initial triple stack. In the future–especially in a mana-scarce environment–we will need to manage both the bloom and the roll, instead of now just worrying about the roll.

Most posters believe that the bloom of Lifebloom will be mostly overheal. I concur. There are many situations where my Lifebloom blooms. Sometimes I refresh too early, but sometimes, well, I’m too late. The “too late” problem is exponentially more likely to occur in busy fights with lots of movement or sources of damage. Yes, I know, I’m a bad druid. I use Grid to display my current Hots, but I’m not running a big splashy HoT timer like I used to in BC. I can tell you that the bloom of my Lifeblooms tends to wash out at around 1% of my effective heal in any given fight.

Who’s Facerolling Lifebloom Now?

This nerf really puzzles me. Are any of you, dear readers, topping healing meters by rolling on multiple tanks? That used to be me–back in Hyjal. Most of the current fights are either one-tank only, see me raid healing, or require so much movement (Sarth 3D) that facerolling LB gets to be impossible. I used to love stacking LB on 4 tanks–it felt dynamic, and the contribution of the heals was large enough in proportion to the tanks’ health that I felt like I was doing something. Now, not so much. The proportion of the tank’s total health that a triple-stacked LB is able to heal has decreased, such that Lifebloom looks like it’s not doing anything. I’ve spent some time looking at my WWS v. my guildies, especially when another druid outperforms me on the same assignment. It looks like right now Lifebloom is doing a decent job raid healing, but it’s usually not triple-stacked or rolled. It’s doing a lot of healing on tanks, but Regrowth is doing even more.

Maybe Ulduar is Hyjal 2.0 with four tanks in play. That’s the only setup I can imagine where this change would be absolutely necessary in order to keep resto druids from having a distinct advantage over other healers. That’s bad–a lot of guilds choose their number of tanks based on content, and right now you need a maximum of three. I wonder where everyone’s going to find their fourth?

Goodbye, Lifebloom?

The saddest thing about this change is that it adds yet another thing for druids to time perfectly. I’m in the fair category at perfect timing–I’m more into using my HoTs as a set-it-and-forget-it type heal. As such, Rejuvenation is my favorite spell, and if there’s a silver lining here, it’s that I’m about to actually be rewarded for casting it instead of kicking for using it. Right now, Rejuvenation is a poor bet–it’s going to get overhealed, and in the current environment, the numbers show a single Lifebloom to be more effective as a raid heal due to its faster tick. Presumably, the change to mana regen will be enough to tone down the endless sniping and spamming that goes on now. Right now, it’s very easy to pad the meters by ignoring your healing assignment in favor of whoever’s lowest or taking damage, but in the future I look for tighter assignments to be the norm.

However, my head already hurts contemplating what I believe will be the new use of Lifebloom: stacking on the MT to three and letting it bloom, and then immediately stacking again. It could be all-Loatheb, all the time–we’ll have to refresh our 3-stack selectively in order to time the bloom of Lifebloom to a point where the burst will be needed, or at least we’ll feel compelled to try.

Sure, the best restos will do that. Others will simply start to play sloppy. My healing, worst case scenario, could go something like this: I’ll cast whatever number of Lifeblooms from 1-3 that I feel like on the MT and then go do other stuff. Sometime later, I’ll get back to my target and say hey! Why don’t I stack on you again, using up a lot of GCDs in the process? Because I didn’t pay attention to timing, my blooms will be 100% overheal, and because the tank didn’t always have 3X Lifebloom as a buffer, he came close to dying a couple of times. And at the end of the fight, there I’ll be, hanging down at the bottom of the meters, standing alone, like the cheese in the Farmer in the Dell song. I’ll end fights wondering if I did anything worthwhile at all, besides, of course, the obligatory Wild Growth cast every time it’s up. Man, I wish I had started working on my shaman like I intended to six weeks ago!

It might be easiest just to take Lifebloom off the bar. After all, there are druids who stopped using it after the last round of nerfs. It might take down my potential effective healing, but it might be worth it just to have a little more breathing room. After all, I decided not to play my Affliction warlock at all in the expansion because her expanded DoT rotation got to be too much to handle. They’ve just made her easier to play by eliminating Siphon Life–now why would they do something to a HoT class that has an opposite effect? However, if I, as a tank healer, take Lifebloom out of my rotation, I miss out on the full bonus to glyphed Nourish, which is shaping up to be 3.1’s prize pig. What’s a poor weepy willow to do?

On Change

I usually like change, but this time it’s a little different. I had to relearn my class for Wrath, and I have to say, I preferred the TBC Lifebloom-heavy healing model. I felt important, and what I did for the tanks seemed dynamic and useful. I learned to work with the limitations on my rotation and my movement–I was good at that. Now that I can do anything, I’m less likely to know what to do! I’m overburdened by choice already. Adding one more thing to manage–and at that, a burst heal that happens 8 to 10 seconds after the original cast and requires three more GCDs to be spent after it–in an already full rotation–just seems daunting.

Matt’s Hodir Impressions

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First, check out this awesome video by Siha. Some great teaser footage regarding the Hodir encounter. You can see me around the 22 second mark. I’m running away to the bottom right corner of the screen. Great choice of music, to boot!

To all the players who said Blizzard didn’t know how to create challenging content.

You guys are in for a treat.

At around 3 PM Pacific, it was announced that Hodir would soon be available for testing. In fact, he would be open at 4 PM. That left me an hour to scramble the players necessary to give it a shot. I knew there was no way I’d be able to field a full 25 man raid group. Conquest managed to bring in 6 players to jump in. I posted on Twitter looking for volunteers. No avail. I checked my GMail for online contacts. Apathy was free. Quick glance on AIM? Siha was free. After 90 minutes of struggling with UIs, server crashes and the like, we were one of the first groups that were able to zone in. The entire zone is quite breath taking. Check out some of the shots I sent into WoW Insider.

WoWScrnShot_022609_171253 After my making my way through most of the instance where we pass through the exterior lightning charged towers (where the Flame Leviathan is, no doubt) we enter a door that takes us into another part of the area. It looks like we hit the inner sanctum. The main chamber branches off into a multitude of rooms which takes your party to different bosses. Naxxramas has four wings. Ulduar has many different wings. I was’t able to get a count. But I think there were at least 5 or so hallways that led out. We managed to find Hodir with little difficulty in a circular cavern.

And we were joined by Daelo! Poor guy! He’s the lead encounter designer for Blizzard. General chat exploded the moment he announced his presence. People were asking him to unstuck them from various areas inside the instance. It got to the point where he had to bring in his alter ego (Daelotwo) to help with the unsticking process.

omgdaelo

What you’ll find is a large, oversized blue Dwarf-like individual. He’s got four NPCs encased in ice in front of him. Looks like they are integral to the encounter somehow. Our Death Knight tank starts the dancing process of kiting him around. We kind of deduced there was a Keristraza like ability where players had to keep moving. Siha and I were the only healers. We danced around. She covered the main tank (our Death Knight) while I tried to handle the rest of the raid.

 

 

For the past several years, we have all been conditions to aim the camera toward the floor. Illidari Council especially taught us to get out of fires. Blizzard has thrown us a curveball. This time, the raid need only look up. If you see snow, look out below as a chunk of ice is going to fall from the sky!

We barely lasted 2 minutes. But oh my was it such a blast!

WoWScrnShot_022609_171939I have to say something on a side note. It’s an exhilarating feeling to come to a new boss for the first time with zero idea of the boss does. It’s interesting in the fact that as players one of the first things we have to do is figure out what abilities and attacks the boss uses. Once we iron that out, we isolate what we can do or what the environment around us can do to help counteract boss abilities. I’ve never really been at the forefront of progression before. Literally. Bosses in the past have been done with explanations from other players or strategy guides or videos. For the first time, everyone is more or less on an even keel because no one knows what the heck is going on. There’s a huge rush after the fact where everyone chimes in trying to deduce what just killed them. Then theres a myriad of suggestions on how to go about preventing or adjusting for it. We don’t actually know what works. I mean testing raid content is like a big giant algeba problem: It’s literally guess and check.

As far as healing goes, we didn’t last long enough to get a good handle on healing. This instance feels like Zul’Aman: Reloaded (in terms of relative difficulty from Karazhan up).

Notes and observations

4 frozen NPCs in the middle of the room. Of the 4, you can break up to 2 on Normal and all 4 on Heroic. They assist the raid and hand out buffs.

Breaking out the Moonkin offers a haste buff to the raid (Unsure if its spell haste, haste, or both types of haste). You currently have to stand on the circle of light in order to use it.

On Normal, Hodir has 10 million health. On Heroic, around 30 million.

His attacks are melee and frost based.

Frost novas are dispelable. I believe they are cleansable as well. Hooray for magic effects.

This encounter is inspired by Keristraza in the sense that players have to move around to reset the damaging frost aura. It starts off at 200 initially and then continues to double to 400, then 800, then 1600 and so forth.

After the initial 45 seconds, Hodir does an ability called Flash Freeze. It’s a 9 second cast capable of nuking everyone in the room regardless of line of sight. It is possible to fully resist it. If it connects, you get encased in a chunk of ice for 5 minutes. The only other way out is to get busted out by DPS. Don’t forget that when you’re frozen, the aura is still on you.

Frozen Blows: Physical damage reduced by 70% but attacks deal 17750 additional Frost damage.

Special thanks

I’d like to extend a hearty thanks to the brave players who were willing to wipe with me.

Eridan – WTB more soulshards *grin*
Siha – Being online at the right time. Probably would not have gone in without her healing presence.
Wukki – Helping me with the notes and boss observations (and doing some research on her own)
Apathy Inc – I forgot your blog address again
Superkathoid – For offering her services as DPS even though I was already full on DPS 🙁

I plan on leading another team back in there tomorrow (Friday) at around 3 PM PST. We’re setup on Broxigar. Iron Council is scheduled for 4 PM PST. If you’re interested, I’ll on the PTR around then to get my present guild organized. I’ll most likely need an extra set of hands. You’ll recognize me on my character (Matticus).

If you’re interested, follow me on Twitter. Or else bookmark my Posterous (or subscribe). I’ll be updating my Posterous more often with screenshots and a live braindump of everything going on.

In hindsight, I shouldn’tve formed the group the PvE server. Way too many people.

Thoughts on Rapture and Mana Regen

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I wanted to put some thoughts together on the post 3.1 Rapture ability and our overall mana regen. A lot of players have contacted me and wondered why I thought it was a buff and asked what it meant for their mana regeneration. Why am I so optimistic about something that’s going to tank our regeneration?

Two key concepts

Mana regen is but one important piece to the whole puzzle. But here are two important concepts:

  • Regen: Your ability to grain the resources you need to perform your skills.
  • Obstacles: This is stuff that makes you use your skills and drains your resources.

We have access to half the puzzle right now. We sort of know what our mana regeneration mechanics are going to be like (in theory).

But we presently don’t know is under what conditions they’ll be stressed. We don’t know what our opposition is like yet. We don’t know how combat’s going to be in Ulduar. We don’t know the fights, we don’t know bosses, we really don’t know anything.

Calm down.

This is the public test realm. Players on there are supposed to provide honest feedback about what they feel works and what doesn’t. I’m not complaining about any of the changes yet because I haven’t been able to test them in combat. I don’t have any healing dummies, unfortunately.

Here’s the new Rapture:

Rapture ( Tier 8 ) revamped. Now a 3 point talent. When your Power Word: Shield is completely absorbed or dispelled you are instantly energized with 1.5% of your total mana, and you have a 33% chance to energize your shielded target with 2% total mana, 8 rage, 16 energy or 32 runic power. This effect cannot occur once every 12 seconds.

Fully talented, the 1.5% of total mana becomes 2.5% of total mana and the 33% chance becomes a 100% chance to energize. I’m not sure if the second effect applies to Priests who cast it on themselves. I think the 12 second limitation effect is for the latter component not the Priest’s mana energized component. So if you’re shielding 3 tanks and they wear off one after the other, that would be 3 separate activations of the mana return. Only one of your tanks would get the benefit from the 8 rage.

I just can’t test that theory out right now.

Anyway, it’s a buff in the sense that the players we Shield will gain a return of some sort to their power. Warriors will no longer have a reason to cry and request zero shields on themselves. You are getting bubbled whether you like it or not.

With extra gravy.

We are now glorified battery chargers.

On the other hand, you could always click it off.

I’m okay with nerfs

They can nerf our regen if it’s proven that we (as Priests) don’t need it. Decently geared players don’t have to watch their mana as much. I’m not potting, I’m not hitting my Hymn of Hope, I’m not asking for Innervates and I’m not breaking out the Shadowfiend because they aren’t necessary right now.

When does it become a problem?

If our nerfs our active and we’re hitting all of our consumables and mana regen abilities and we’re still running out of gas? That’s when it becomes a problem.

Holy changes

Serendipity has lost its mana gaining flare. This is supposed to be counteracted by the revised Holy Concentration.

Holy Concentration (Tier 7) changed to: Your mana regeneration is increased by 16/32/50% for 8 sec after you critically heal with Flash Heal, Greater Heal, Binding Heal or Renew. (Previously had a chance to grant clearcasting effect)

Beneficence started a thread on Plusheal regarding the new 3.1 mana regen mechanics. Be wary as it is numbers heavy. The bottom line from Bene:

The HC change itself strikes me as about even with it’s current iteration, by itself. Once you factor in the oo5sr changes that can result from that, it looks like a light nerf. The loss of serendipity’s mana restoring mechanic though, can be a pretty noticeable loss, even if you are relatively efficient.

Why so optimistic?

In my line of work, I kind of have to be. I have a fun job where I get to write about a game and a class I truly enjoy playing. Every buff, every nerf, every change I view as fascinating! It’s just another step in the evolution of the Priest. If all I did was zero in on nothing but nerfs, I’d end up being just a shell. I’m being optimistic because my sanity depends on it.

Ever watch or read the news lately?

There’s always a shooting. There’s always a homicide. Someone gets robbed. Someone gets sexually assaulted. Even in newspapers, you read about corruption and what’s wrong with our society today. Good news is lucky if it even makes it on to the side bars.

It’s depressing.

Now imagine what kind of blogger I would be if I approached every change negatively. If I said our class was getting wrecked left and right. If I told you to all reroll Paladin (heaven forbid). If I told you I was quitting the game. I’m sorry, but that’s not who I am. My glass is not half empty. It’s going to be completely full.

In the sense of the Priest, some parts of us are getting hit with nerfs. Other parts are getting buffs. We’re getting non stop changes.

A majority of us have yet to try out the changes in the situations where it matters: On the field.

And once I do, you’ll get an honest, zero BS assessment. I won’t bore you with numbers. It will be a straight up yes-or-no answer to the important question we’re all dying to know: Are we running out of mana in combat?

Besides, we’re apparently missing a few talents in the Disc tree.

For another point of view about Rapture, try this:

3.1 PTR Notes: New Druid Glyphs

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I haven’t found time quite yet to log onto the PTR, but I have been anxiously following all the updates and changes on MMOchampion.com. If you’ve had your head in the sand somehow, go check out the new stuff here.

This morning’s post will be a short one, but I wanted to bring to all of your attention the awesomeness of the new Druid glyphs, particularly for resto.

Here’s what we’ve got:

Druid (Skills List / Talent + Glyph Calc.)
Glyph of Rebirth — Players resurrected by Rebirth are returned to life with 100% health. (Old: Increases the amount of health on a character brought back to life via Rebirth by 100%.)
Glyph of Starfall — Reduces the cooldown of Starfall by 90 sec. (Old: Increases the duration of Starfall by 2 sec.)
Glyph of Berserk *new* — Increases the duration of Berserk by 5 sec.
Glyph of Wild Growth *new* — Wild Growth now affects up to 6 targets.
Glyph of Nourish *new* — Your Nourish heals an additional 6% for each of your heal over time effects present on the target.
Glyph of Savage Roar *new* — Your Savage Roar ability grants an additional 6% bonus damage done.
Glyph of Typhoon *new* — Reduces the cooldown of your Typhoon spell by 3 sec.
Glyph of Barkskin *new* — Reduces the chance you’ll be critically hit by melee attacks by 1 to 0% while Barkskin is active.

Too Many Choices?

Up until now, there have been accepted “right” and “wrong” ways to glyph the restoration druid. With the current glyphs, most top-of-the-line restos use one of two combinations.

1. Swiftmend, Regrowth, Lifebloom
2. Swiftmend, Regrowth, Innervate

I am personally using Combo #2, though I would have replaced it by now if I hadn’t wanted to keep Innervate at least until my character copied to the PTR. Hopefully once there I can exploit the dual spec system with two Resto specs and test many of the Resto glyphs in raid situations.

However, based purely on guesswork, I give you the hot combos of the future:

1. Swiftmend, Wild Growth, Innervate.
This one says “raid healer” to me. However, people’s individual use of Swiftmend varies. It’s a combo type spell and it gets used directly in proportion, I’d think, to people’s ability to identify their own Rejuvenations on their UI. I am a very heavy user now, mostly because of the glyph.

2. Swiftmend, Regrowth, Lifebloom.
This combo is for the classic tank healer, usually assigned to Main Tanks.

3. Swiftmend, Regrowth, Innervate.
For the tank healer who sometimes runs short on mana.

4. Swiftmend, Nourish, Lifebloom.
Also for the tank healer, but for those who like either combos or shorter heals. This lets the druid use all her spells and depending on spec, could be a fairly mana-efficient combo.

5. Swiftmend, Nourish, Innervate.
For the efficiency expert. This druid will have mana left when everyone else is doing the twist and wishing they had their old OOFSR mana return values.

6. Swiftmend, Wild Growth, Lifebloom.
This combo is for the generalist who never knows what she’ll be doing in a given fight. However, she’s mana-confident.

7. Wild Growth, Lifebloom, Regrowth.
The WWS-obsessed. This druid has looked at what spells get used the most and has glyphed entirely based on the percentages. Substitute Nourish for Regrowth based on personal preference.

8. Wild Growth, Lifebloom, Innervate.
This combination is for the raid-healing druid who doesn’t use Swiftmend. She gets a scolding from me, but well, she’s probably in the majority. Swiftmend is currently our hardest-to-use spell, though its one of our most rewarding.

9. Regrowth, Lifebloom, Innervate
For the tank healer who does not use Swiftmend. Regrowth could substitute for Nourish based on preference. However, I can’t imagine this druid. Swiftmend is easiest to use on tanks and is our best save. Nature’s Swiftness + Healing Touch is nice, but it’s infrequent.

For me personally, #6 looks likely. As much as I love tank healing, the balance of healers in the guild has shifted and I’m usually needed on the raid. I am also going to try #5 and #1 if mana starts running low. I may also try out #7, but boy, would I miss Swiftmend.

Wow, we have a lot of choices. The only thing you won’t be doing is glyphing for both Regrowth and Nourish–the conditions of the glyphs contradict each other. The Nourish glyph wants you to use all your hots, including Regrowth, and finish with Nourish, while the Regrowth one encourages you to rely heavily on…guess what…Regrowth.

What are the rest of you going to glyph for in 3.1?

Ghostcrawler Provides Specifics on the 3.1 Mana Regen Nerf

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Phew! Priests and druids can breathe again as, today, Ghostcrawler explained the specific nature of the upcoming revision to out-of-casting mana regeneration. I’ll let the crab’s words speak for themselves, but you can read the whole interesting discussion here.

The goal is to have mana last about the same for all healers. We don’t think many players would be that interested in a style where you heal crazy good for a short period and then run OOM. How classes manage their mana varies a lot, and we are making tweaks to it for 3.1 to try and keep them in line. For example, the shadow fiend needs to be more reliable.

I am still not following the logic that Int now trumps Spirit by even more. It may have been a better stat already, but these changes shouldn’t affect it that much unless you A) skip Meditation and Intensity, or B) relied a whole lot more on OOFSR regen than the average raid healer of reasonable skill.

I will break from our normal practice and go ahead and provide the numbers, just to make sure nobody is guessing about the details when doing their estimates:

The amount of base mana regen granted has been reduced 40%. We called this “Spirit” in the notes, since most players associate OOFSR regen with Spirit, but in reality Int factors into the equation as well and we only lowered the constant, not the relative contributions of Int or Spirit. In retrospect, this probably caused more confusion than it alleviated, but mana regeneration is a fairly technical concept.

— The effects of talents that provide mana regen while casting have been increased by 67%. This includes: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac, and Spirit Tap. For example, Intensity and Meditation are now 17/33/50% mana regen while casting (up from 10/20/30%). For most dps classes who never got much mana from OOFSR in the first place, the results should not be noticeable. Boomkin may be a possible exception because of Innervate, and we’ll take a look at that.

This should leave mana regeneration while casting (even the contribution of Spirit) relatively unchanged, but reduce mana regeneration while not casting by 40%.

— Since paladins don’t rely on any of those abilities for mana regeneration, we lowered the healing penalty of Divine Plea to -50%. We are also likely to make Spiritual Attunement provide less mana for non-tanking paladins. We are not touching Illumination for the moment. Nor are we lowering the effects of Replenishment (though as I have suggested, it would be our likely next target if we aren’t happy with the results of these changes).

What’s the Difference?

Previously, accounts of the proposed nerf to mana regeneration were misleading. The net result is the same in either case–a reduction in the number you’ll see for regen outside of the 5-second rule–but the method is different. Blue poster Bornakk originally described the change as an adjustment to the contribution of Spirit: “To make this change, we are reducing mana regeneration granted by Spirit across the board.” Considering that statement, it’s no wonder that so many priests and druids panicked. Ghostcrawler amends this statement to the more reasonable proposition of decreasing the amount of O5SR regen we get by 40%, which is no insignificant amount, but his comment directly declares that the relative contribution of Intellect and Spirit will remain the same.

Why Does the Method Matter?

Blizzard could in fact have achieved their goal of reducing O5SR regen by reducing the contribution of spirit. At current, mana regeneration is arrived at by an equation that takes into account level, Spirit, and Intellect. For more information on this particular formula, I’ll direct you to some of Phaelia’s work on the subject–here I am in over my head. However, I can summarize. Spirit, at current, contributes more to mana regeneration than Intellect, but the formula uses them both. It has been theorized that, right now, the best mana regeneration occurs when a character has a Spirit to Intellect ratio of approximately 1:1, or perhaps 1.1:1 at higher gear levels. If the relative contribution of Spirit had been reduced, Intellect would have become, consequently, a more important factor in the equation.

But That’s Not All!

A directed nerf to Spirit would have caused other complications. After all, we don’t pick up Spirit and Intellect just for their contribution to the mana regen formula. For Priests and Druids, Spirit can affect our Spellpower and certain talents like Meditation and Intensity (which increase in-five-second-rule regen). Druids have the most reason to bet on Spirit in the Spirit-Intellect horse race. The following talents and abilities depend on Spirit: Intensity, Living Spirit, Improved Tree of Life, and Innervate. There’s a very good reason that most leather Spellpower gear prefers Spirit over mp5, which is a regen stat that does nothing but regen. Intellect, on the other hand, has become the new most-coveted stat in the healing game. It increases the size of one’s mana pool as it has always done, and it plays the same role in the regen formula that it has since patch 2.4. However, the size of the mana pool used to matter less than it does currently. Replenishment returns mana based on a percentage of total intellect–thus, we now have a way to refill those giant mana pools. Most healers believe that Replenishment made its way into the game to facilitate caster dps, and I agree, but without it, healer regen would be somewhat less than extraordinary. In my opinion, the devs made an excellent choice when they decided to keep Spirit and Intellect’s relative contributions the same as they are now–otherwise, Intellect would have gained popularity just like a runaway train on a downward slope gains speed.

Do I have to Re-Gear and Re-Gem?

The jury is still out on this one. If the nerf had been directly to Spirit, you certainly would have. You might have even had to throw away your Spirit trinkets–the Spirit-World Glass and the Majestic Dragon Figurine–which would have been a shame. All the Naxx Spirit gear might have suddenly seemed like an unwise purchase. It is true that Intellect is probably already the stronger stat. As such, as mana regen becomes tougher, and you become faced with needing to add more Intellect or more Spirit, you might choose Intellect–if you have a choice. For example, I might still pick the Darkmoon Card Greatness: Intellect over the Spirit version. I’ll also be heading to the PTR with a stack of pure Intellect gems in order to get a sense of whether re-gemming is in order. It does not seem, however, that mp5 will be gaining much status. It’s already the downtrodden healer stat of Wrath, and I expect it to make only slight gains now. You won’t throw away your Spirit gems for mp5, after all, though you probably won’t turn down a necklace or ring with mp5 instead of Spirit once 3.1 hits.

Conspiracy Theories

How is it that two such very different accounts of the nerf have appeared? In my mind, one of two things must have happened.

1. The devs think we’re really stupid. This is the cause that GC hints at in his post. They might not realize that the community, as a whole, is very educated about their game and how it works. I’ve known that Intellect plays a part in my regen ever since 2.4 hit. If this is the case, I’d like to express my disappointment. To use an analogy from my own life, I get better results in my college classes when I treat my students like adults, capable of grappling with complex issues, than when I treat them like children who can only absorb one simple idea at a time. I’d never tell my students that Columbus “discovered” America. That’s an hour lecture on who encountered what and what it means to “explore” new lands that are already full of people.

2. They changed their mind. The devs might have realized that the current spirit-heavy druid and priest gear would become irrelevant. Rather than having to revisit all of those items which play up Spirit, it seemed far easier in the end to keep Spirit and Intellect in balance. It would probably have made people really angry to have to try extreme methods–like using the wrong armor type, or regemming for straight +Intellect regardless of bonuses–to get a competent level of regen with the gear currently available. If so, congrats to them. If they never admit to a change in thinking, I wouldn’t be surprised. All it means is that someone on that team has a few brain cells to rub together. I’ve never been one to think the devs are stupid–they’re just sometimes slow to anticipate the community’s reaction. Being a part of the WoW community, I’m much closer to that reaction and can guess it pretty accurately. If they changed their method of attack on the OFSR regen, they just made a really smart call.

In any case, I am one relieved druid as of today.