The Mana Efficient Priest

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Image courtesy of Xanderalex What do you think mana-pots taste like, anyway? I vote for blue-raspberry kool-aid.

Note: I wrote this piece BEFORE the news announcement about down-ranking spells in WotLK. I anticipate that this will make a tremendous impact on mana-regen, along with the possibility of debuffs like Potion Sickness, and I look forward to finding out how new talents like Serendipity help mitigate this situation. (I’m not specc’d into Serendipity right now on the Beta, mostly because Matt says it doesn’t work yet.)

In the 2.4 game mechanics, mana-regen for any class whose relevant stats include spirit is nothing short of phenomenal. Still, some of my colleagues occasionally have trouble making it through particularly intense fights with only self-sufficient regen tools. I’m of the philosophy that in most situations, Holy Priests can and should keep their own mana up just fine. If you are having trouble doing that, here are some troubleshooting tips for improving your own self-sufficiency:

When You’re The Problem
  • Forgetting your CD (cooldown) rotation. Do you wait to take a Mana Pot until you’re nearly out of mana? Do you keep an eye on your Trinket, Shadow Fiend, and Inner Focus cooldowns and use them all to their fullest potential? Be honest with yourself, and if you know you could be getting more out of your built-in tools, either find a mod to monitor them for you, or move them to a more visible portion of your UI.
  • Over-extending yourself. If your assignment is to heal parties 3 & 4, but you find yourself topping off the tanks and sneaking heals onto the melee, you’re probably just trying to give your best effort to your raid – and that impulse is good. What’s NOT good is that you’re under-serving the players you’re supposed to be protecting – and if they take sudden damage while you’re in the middle of casting a heal, even as a best-case scenario they’ll have to wait at least a 1.5 second cast or a GCD to get the heal that they’re supposed to be getting from you. This means some other healer is probably going to have to pick up YOUR slack. Even if you’re carefully monitoring your assignment, healing where you’re not supposed to gives an unrealistic experience to the healers that you’re “helping.” Sure, you know that FoL-spamming isn’t enough to keep up the MT, but that loladin that’s supposed to keep him alive will never figure it out if you keep sprinkling in ProM, G.heals, and Renews. You’re robbing him, and your guild, of that Pally’s chance to become a better healer.
  • Improper gear optimization. Let’s face it, no one cares that your Greater Heal will hit for an average of 6k if you’re oom and can’t cast it. You don’t need 2,000 unbuffed +healing to heal Karazhan. (Or Kael, for that matter, and I have screenshots to prove it.) No matter what level of content you’ve reached, continuing to stack +heal after being fully capable of healing the incoming damage for your current raid content comes at the expense of other stats. This means objectively evaluating the stats YOU need for gems, enchants, or on relatively equivalent pieces of gear. (For example, T6 offers two healing staves – the Apostle of Argus (Archimonde) or the Staff of Immaculate Recovery (Bloodboil). The Apostle has more +heal, but the IR has balanced Spirit and Mp5. You need to be able to decide which stats will make the greatest impact on your gameplay.)
  • Poor consumables. Raiding isn’t cheap. If you don’t want to spend the money on the best enchants, gems, and consumables you shouldn’t be running end-game content. I’m not saying you shouldn’t be playing WoW, just that you need to find some other less resource-intensive passion within the game. Know what your options are, and don’t try to cheap out. The repair bills and nights of frustration end up being more expensive, anyway. So if the flasks you should be using are pre-BC, and the food you need to eat is rare, and the pots you ought to use don’t come from a freebie quest reward…. Suck it up, use the premium consumables, and see what a difference a few little things will make in your mana-return.
  • Overhealing. If you don’t downrank your spells, you’re burning extra mana. There is absolutely no reason to cast a 6k heal on someone taking 1k hits who is only missing 2k health. Overshoot it by the incoming 1k damage, throw a 3k heal on them, and spend the 2-300 mana you just saved on someone else.
When Something Else Is The Problem
  • Poor class make up for the fight. Because Priests CAN do any healing job, frequently the burdens of under- or incorrect staffing fall on our shoulders. We’re the only class who can always pick up the slack. There’s not much you can do about this during a raid, but afterwards, approach your healing leader, raid leader, or GM with solutions – Maybe a healer-friend who would be an excellent addition to the roster, or a positioning strategy that would help lessen the strain.
  • Poor group composition. Some fights, until you gear-soak a bit, you really just need a mana battery. If you don’t have a Shadow Priest, or a Shaman with a Mana-totem, ask for one. Check around with friends who have done the same fight, and see if they’re getting some kind of support that you’re not.
  • Re-speccing. I’m assuming you’re a Priest as you read this. If your guild can’t decide whether you should be Improved Spirit or CoH, know that both healing-styles are different enough to affect your mana regen. Auz over at ChickGM is a dyed-in-the-wool IDS priest, and averages 65% of her time in the 5SR. As CoH Spec, I spend upwards of 85% of my time “casting.” That is a HUGE difference in non-casting mana regen, and makes Mp5 more valuable to me as a stat than it is to Auz, EVEN THOUGH WE’RE BOTH HOLY PRIESTS. You can’t control wishy-washy raid leadership, but keep a couple extra trinkets and consumables to swap around to make sure you’re good to go no matter which way they tell you to Spec.
How To Fix It
  • Train yourself. Don’t do this on a progression run, but learn how to wean yourself off the crutches: Instruct your Druids that they should use their innervates for themselves. Ask for a Mage to be given your spot in the S.priest group. (Added bonus! Your Mage-buddy will love you!) Bring smaller mana pots, and use them as you would the Supers – you stay in the habit of burning your cooldown, but get used to operating with less mana. Swap your trinkets out for less-helpful ones. (Keep them similar, so you keep in the habit of popping them.) Or just swap your trinkets in general – maybe the proc from the Bangle is worth more than the extra 170 Spirit use from the Earring.
  • Use mods that keep track of how much time you spend “casting” and learn how to maximize your inherent regen. (My favorite is RegenFu, but it requires FuBar to work.)
  • Chain your abilities. When you get a Clearcast proc, use it, and follow up with an Inner Focus – If both are used with 3-second casts, and followed up with a stop-casting macro, you can buy a lot of oo5sr time without abandoning your job.
  • Fix your broken gear. I don’t mean repairs (but check that, too!) Do the research and spend the money to make sure that your gear is fully optimized. No common gems, no cheap enchants. Make the most of what you have.
  • Know your capabilities. Test on your own to know what your current gear can do when pushed to its max. Swap an item or trinket and test again. Research and find out what other Priests are capable of doing.

It’s not that you’ll never need any outside support to maintain your mana pool. If a lot of healers have died, or you started out short-handed, or you’re truly under-geared for your content, you could need some help. Obviously, Vampiric Touch, Mana Tide, and Innervate are in the game for a reason. The idea isn’t that you should never need them, just that if you always rely on them, you’re cheating yourself and your raid out of the exceptional contributions that you can make, not to mention hogging resources that could go to other players.

Luv,
Wyn

Spell Haste: Why You Don’t Need It

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Image courtesy of andrewatla

A few words on Spell Haste: I can tell that Spell Haste is going to be the next big epeen-measurement stat. There are a couple of reasons behind this, the biggest one being that Sunwell fights are so demanding that Spell Haste is indispensable to heal all the incoming damage. The thought process runs something like this: If it’s good enough for Sunwell, it’s good enough for everyone, right? In fact, the more you have, the better you must be, right? Nope. Of course not – if that were true, I wouldn’t have a reason to post.

Sorry, I missed a left turn at Albaquerque. What is Spell Haste? Simply put, Spell Haste allows you to cast the same spells – faster. 15.67 of Spell Haste is a 1% casting-time reduction. Haste can also decrease your global cooldown to a minimum of one second. (That’s at something like 475 – effectively haste-capped. At this point, I’m not entirely sure it’s even possible to stack up that much spell haste. It certainly isn’t possible without running your other stats into the ground.)

As cool (and useful in Sunwell) as Spell Haste is, there are a lot of reasons it just doesn’t live up to the hype:

Sloppy Healers

Once in a while, some misguided soul will compare healing a raid to playing whack-a-mole. Maybe it’s accurate for your first few raids – before you figure out much about game mechanics and set up your UI properly you might have no idea who was going to take damage next. This is probably why you see so many entry-level wws reports showing an abundance of Flash Heals; the healers just aren’t experienced enough to not play a reactive game. But good healers know their fights, know their raid-mates, and know their raid frames well enough to start a cast before damage happens. Giving those same, inexperienced healers spell haste before developing their other, more relevant stats first, simply reinforces that gut reaction o-m-g-he’s-gonna-die-i-gotta-toss-healz-nao mentality. Spell haste won’t make inexperienced (or bad, for that matter) healers better, but it will train them to think faster is better – when really, planning ahead and paying attention is better.

Opportunity Cost

Flash back to Economics class with me: Opportunity cost is the cost of resources that must be given up in order to obtain other resources. You’ll notice a pattern with pre-Sunwell Spell Haste items – to get the haste, you have to give up mana regen.

Exception: Brooch of Nature’s Mercy, which is worth farming Eagle Boss in ZA for its Spirit alone.

As you’re working your way through content, you have a lot to think about in terms of stat-balancing. Your +healing must be high enough to handle the incoming damage, you have to have enough regen to last the entire fight, and you have to have enough Stamina so that you can actually do some healing. If you’re not to the point where most of your slots have few upgrades, you probably don’t have stats to spare. If you think you do, you probably don’t have enough regen. These other stats are so important for T4, T5, and BT/Hyjal content that giving them up for a stat that is not required is foolish. Wait to stack Spell Haste until you really can afford the cost to your other metrics.

Running Out of Mana

One thing that I notice most often with premature Spell Haste stacking is that casters run out of mana.

Quickly.

Why?

Bear with me. (Warning: I like easy math, so I’m using VERY rounded numbers and assuming no Quartz, Lag or other fun stuff)

Say I have a 10k mana pool, and that each Greater Heal costs 500 mana. This means I can throw out 20 of them before I go out of mana. But, I also have 250 Mp5. Each of those 20 casts took 2.5 seconds – a total of 50 seconds.

So I accrued 10 full ticks of my Mp5 – an extra 2500 mana.

An extra 5 Heals. An extra 12.5 seconds of casting.

Which, thanks to the magic of Mp5, bought me ANOTHER 1094 mana.

ANOTHER 2 casts, ANOTHER 5 seconds – and I’m done. (Because that only bought me 250 mana, which added to the 94 I had left over isn’t enough to cast another heal for this experiment.)

So TOTAL, my 10k mana pool and 250 Mp5 bought me 27 heals over 67.5 seconds. (There is a FABULOUS mod called Dr. Damage that will show you all of this in a tool tip.)

If my G.Heal hits for 6k, I just healed for 162,000. But what if we trade regen for S.Haste? Okay, now I have a 10k mana pool, each heal costs 500 mana, so I still get to throw 20 of them before I go oom. But NOW, each of those 20 casts took TWO seconds. So NOW, it only took 40 seconds. Which means I only got 8 ticks of my Mp5, which is now 200. So I only got back 1600 mana. An extra 3 heals. An extra 6 seconds of casting. Only 300 mana back. Suddenly, I’m done. (Sure, I could wait 1 second, and buy a 24th heal but then i’m REALLY done – and it takes me longer to get back in the game, because my regen is less.) Total: 23 heals over 46 seconds. 138,000 healing. Down 24,000. Down by more than my Main Tank’s pool.

For what? To get that 138k out fast enough so that it’s overheals? Because in 95% of the raiding-game, you don’t need to throw ’em out that fast to keep up with the damage, so they would be wasted. But you’re not chain-casting? You’d have more time to regen mana? Great. Then you really don’t need the Spell Haste.

Lack of Available Gear

Another reason not to fuss over Spell Haste too much is how little gear there really is out there with Spell Haste on it. WoWhead lists 29 Priest-friendly healing items with Spell Haste GAME WIDE. Of these, 16 drop in SW, 1 in Hyjal, 2 in BT, and two require Hearts of Darkness. So unless you’re very wealthy or your guild is working through advanced End-game, you have 8 options total – and a few of those are for the same slots!

Not Fully Developed as A Talentable Stat

As Priests, we have a couple of talents that reduce the casting time of certain spells. Could be divine fury, could be shortening up our Mass Dispel or Mana Burns. But, there is no far-reaching talent option to truly take advantage of this stat wholesale. Yet. I anticipate that WotLK will bring a lot more viability to this stat as a whole, with the introduction of talents like Improved Holy Concentration. The new content will probably require a decent amount of Spell Haste, but, as currently implemented, the fact that Spell Haste gains no help from any available builds further decreases the value of gaining it as compared to other stats – spirit or +heal – that DO gain multipliers from our available talent trees.

Sunwell fights are a holy-crap-did-you-see-that-by-the-skin-of-our-teeth kind of experience. I know a guy who, before the 2.4.3 nerfs, was spending nearly 1,000g on Mu’ru attempts PER NIGHT. (Scrolls, haste pots, elixirs, repairs, etc. He’s actually leveling an herbalist just to take the pressure off.) The best comparison is to old-school Naxxramus. You just don’t do Sunwell unless you’re really dedicated to the game, and long after WotLK comes out, veteran raiders will be swapping stories about how hardcore the fights were, and what a mind-bender it was.

Luv,
Wyn

Myth: It Doesn’t Matter As Long as the Boss Dies

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It’s time for a good, old fashioned rant.

“It doesn’t matter, as long as the boss dies.”

Oh, but it does matter. It matters a lot.

It matters if you AFK trash.
It matters if you wipe on a farm-content boss.
It matters if people die unnecessarily.
It matters if the fight drags on for double its usual length.
And it matters because “as long as the boss dies” is the dumbest quote EVER.

Think about it. I understand the need for bio breaks, and taking an announced absence is a perfectly legitimate way to get a drink of water, relieve yourself, and be that much more focused when you return. But when you have a couple of raiders who consistently AFK their way through everything that doesn’t drop loot, it adds stress and resentment to the pressure cooker that is a raid. It’s lazy and inconsiderate. Worse, it sets a terrible example for not just new recruits but everyone else in the guild.

Anyone who’s ever wiped on a “Farm” boss can tell you that it is infinitely frustrating when that happens due to sloppy mistakes and lack of attention. It wastes valuable time, leads to full-on burnout, and can make a guild feel stunted and unsuccessful. Slacking off here can cause major problems, and even if the boss dies on the third try, that’s 30 minutes to an hour of 25 people’s time. Not to mention repair bills, wasted consumables, and loss of morale and momentum.

Okay, so say you didn’t wipe. Say the fight just lasted 12 minutes instead of 7. That’s only 5 minutes extra (Nevermind that it’s really 5×25.) Wrong. When fights double in length, the impact is the same as a wipe, just on a smaller scale. Consumables, cooldowns, and resources are STILL wasted, and more likely than not, players will die needlessly. Not to mention that’s 5 minutes worth of Arrows and Bullets. And you now have a raid-mentality that knows it’s in for a rough night, since the bosses aren’t dying smoothly. Beyond that, if you’re a guild in the position of both farming content AND making progression runs, the sooner you can get the old content finished the more time you can spend on the new stuff. Eating up minutes and hours when you have 14 bosses to get through before you can even get to the fun stuff is “srs biz”.

More than anything, I hate that this quote as it seems to embody the ultimate in epic-greedy laziness. As if there’s no difference between the boss dying in an unspectacular way vs. dying efficiently, with everyone putting out 100%. The reality is at the other extreme – the only thing the two events have in common is the dropping of loot. And if loot, rather than progression and improvement is your focus, I want you the hell out of my raid, out of my guild, off my server, and away from my game. Go play EverQuest with Jimmy.

Luv,
Wyn

AFKing with Etiquette: 4 Things to Remember

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Image courtesy of nintaro

It’s inevitable. Everyone needs a break at some point. It’s difficult for a vast majority of people to sit still for hours on end without having to get up at some point while raiding. There’s a certain set of hidden rules when you decide to disappear for some time. Following them ensures that you won’t be viewed as an ass and that you’ll be on top of the raid invite list.

1: Announce it publicly – Let the raid know you need to disappear for a while. No one appreciates it when a player stops all activity without warning. If you were in charge of something important like healing the tank, then announcing that you’re sitting out is crucial so that another player can temporarily fill the role that you had.

2: Provide an ETA – ETA stands for “estimated time of arrival”. In other words, how long is it going to take before you’re back in front of the screen and mashing buttons? In some cases, it can be difficult to gauge how long you’ll be gone. It’s still courteous to provide a quick estimate.

3: Give a reason (within reason) – Although it’s not necessary, it’s been an observation of mine that players want to know the reason behind actions and AFKing is no exception. Whether it’s to grab a drink or saving a cat from a tree, it’s reassuring to the other 24 players to know what’s going on.

4: Offer to bench yourself – If you’re going to be gone for a prolonged amount of time (over 20 minutes), offer to hearth out. This provides the raid with an option of bringing someone else in. If you’re in the instance AFK, you can’t exactly be kicked and auto-hearth’d out (if you’re saved to it). Don’t worry about getting back in since a recent patch allowed Warlocks to summon players individually into instances.

Even though WoW is a game, never forget the fact that there are real people behind the virtual characters. Show them respect for their time and I guarantee that it will be appreciated.

AddOn: Dispel Announcer for Raiding and PvP

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I finally found me a mod that I think will benefit all Priests regardless of their purpose or style of healing. Actually, it doesn’t have anything to do with healing at all. What it does is it announces Dispels in a chat channel of your preference. It’s fairly flexible in the the settings (see below screenshots). I do believe it works with Mass Dispel as it announced me taking off a Paladin’s bubble and it works on offensive and defensive dispels. The Ace 2 framework is required for you to modify any settings.

More importantly,This addon has been fully tested on a Hunter dispelling enemy buffs with Arcane Shot and with a Druid dispelling poisons but it should also work perfectly when dispelling with any other skill.

Get Dispel Announcer from Curse.

It also announces when debuffs on yourself fall off such as Shouts and such.

Works in:

  • Say chat
  • Party chat
  • Raid warning
  • UI error frame
  • Default frame

Locations:

  • Outside
  • 5-man
  • Raid
  • Battleground
  • Arena

Anyway,  have a gander at the shots below and you’ll get a rough idea.

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