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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How to Successfully Pick up a GM

Image courtesy of dbking

Making the first move and first impression counts when you’re looking to join a Guild. Excellent Guildmasters (I prefer General Managers) have a way of cutting through the random crap that applicants throw at them. They’re able to translate what applicants say and interpret them in a more precise way. As my Guild’s first line of defense against “R-Tards”, I’ve seen my share of bad opening introductions from players that were interested. Here’s 10:

  1. You say: “I can maintain 100% attendance.” GM thinks: “Even if he does make 100% of the raids, he’ll probably afk for a good portion of them.”
  2. You say: “I am willing to listen and pay attention all the time.” GM thinks: “Good, because my guild is full of players who do whatever the heck it is that they want at will.”
  3. You say: “I’m not quite sure what level your Guild is at in terms of progression, but… ” GM thinks: “No homework or research done and you’re applying for our Guild blindly? If you can’t research Guilds then we can’t expect you to research boss strategies.”
  4. You say: “I can lead PvP battlegrounds and form a top notch arena team within the Guild.” GM thinks: “We’re a frackin’ progression guild, not a PvP guild! Besides, this Guild can’t handle more than 1 emo BG leader.”
  5. You say: “I’d like to see end game raiding and experience it.” GM thinks: “You willing to die for it?”
  6. You say: “I don’t think my gear is good enough, however…” GM thinks: “Nope, probably not.”
  7. You say: “There’s not much time left before the expansion comes out, so…” GM thinks: “We’re not a sightseeing operation.”
  8. You say: “I’m willing to sit on the bench for a while and stay as a trial if you’re full.” GM thinks: “Great, someone whose not even going to try and compete for a raid spot.”
  9. You say: “You’ve made these mods mandatory for use in the Guild, but I don’t think I need them because…” GM thinks: “You can’t even pass a simple test of just downloading and installing mods. How will I know you will do as I instruct during a raid?”
  10. You say: “The only way for me to get better as a player is to get better gear.” GM thinks: “A million dollars to anyone who invents a device that allows for strangulation across the internet

The best opening lines to make to a GM or their representative is to say something similar to:

Hi, my name is __________, I would like to raid as a __________ spec and I have experience up to this encounter in the game.

For a much better insight into the application and mental thought processes of GMs, I strongly advise you read Chick GM’s post about the very same subject in more detail.

Post inspired by Guy Kawasaki