World of Warcraft

1 . 2 . 3 . 4 . 5 . 6 . 7 . 8 . 9 . 10 . 11 . 12 . 13 . 14 . 15 . 16 . 17 . 18 . 19 . 20 . 21 . 22 . 23 . 24 . 25 . 26 . 27 . 28 . 29 . 30 . 31 . 32
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 280. Re: I don't get the regen nerfs...   02/18/2009 06:34:37 AM PST
quote reply

Q u o t e:

This has never been the case for Moonkins.
Innervate is actually incredibly bad for moonkins, especially in PvP. Considering the huge cooldown, the fact that it's easy to dispell (especially for balance druids) and the long time it takes for the user to get it's full effect, (also, don't forget Innervate is a BALANCE spell) I think it should be changed to a % of max mana just like Evocation and divine plea.

Moonkins already have enormous mana problems in PvP (PvE is pretty good for mana though) and this change would go a long way in that department. It would also prevent Resto druids from getting more than the intended amount of mana (75%)

As a side note - the only times I have huge mana problems in PvE is during AoE situations where I get no clearcasting procs. Hurricane uses a ridiculous amount of mana and I'm pretty sure the change to Omen of Clarity will cripple us in AoE situations (since it will be balanced around a starfire/moonfire/wrath/is rotation).


i was just about to voice my concerns on just this matter but found you beat me to every point i wanted to make and touch upon. glad to see other concerned moonkins out there.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • Antonidas
  • 281. Re: I don't get the regen nerfs...   02/18/2009 07:45:58 AM PST
quote reply
I don't know, as resto i always found fsr regen to be really helpful in sunwell on KJ, but i had like, 1500 mp5 while not casting so i could get a full mana bar in a very short amount of time back then. I would spam hots and run out of mana, use innervate, run out of mana again and as long as i timed my oom right i would be back up to full within a very short amount of time. And i always blew everyone away on the healing meters, we finished top 100 worldwide for our guild's KJ kill. That's the advantage of having spirit on your gear.

Same with felmyst, i would try and time fsr's properly to allow me to get some of my mana back from fsr's during felmyst because when we were first doing it, i would still go oom after blowing away the meters with a full mana bar + pots + innervate. But it's still a valid way of regenning mana, just, it has its place. It's not a good strategy for every fight, but on the same note, nothing is really.

After i got some gear it didn't matter, i never had to go fsr but right off the bat just a couple weeks after 2.4 release, i pushed my mana to empty to maximize healing output for that fight because i could time it right and get tons of mana back.


on another note:
I hope they don't change innervate, you not getting a full benefit out of innervate is your own fault for not getting any spirit on your gear. That's a decision you made, and a price you pay for sacrificing other stats, you decided to skip spirit so your innervate is worthless to you.

It's not worthless to me and on farm content i have zero mana issues, but who cares about farm content? Who uses that as a reason to nerf or buff something like mana regen? Mana regen doesn't and never will matter on farm content, why even pretend that it does?

We have no idea if it's going to affect progression or not since we haven't had any real progression (ulduar will be the first) and if it's anywhere even half as hard as unnerfed sunwell (which i imagine the hard modes will be about half or more as hard as sunwell) then that mana regen i have will pay off in progression time.

Anyways, you are asking for a class buff when the class ability isn't the problem - fix your gear and you won't have this problem. Everyone has to make gear choices. Stick with yours and be happy about the ones you made, your innervate being worthless isn't everyone else's problem, in my opinion.


It's not like evocate back when they took it off being spirit based, we get alot more out of spirit than mages ever have so trying to compare it to evocate isn't accurate whatsoever.

[ Post edited by Ailetha ]


moonkin: http://www.warcrafter.net/sandbox/122732
feral: http://www.warcrafter.net/sandbox/108639
resto: http://www.warcrafter.net/sandbox/108658
Magladena says: Balls -> Purse
80
View All Posts by This User Toggle Ignore / Unignore This User
  • Azjol-Nerub
  • 282. Re: I don't get the regen nerfs...   02/18/2009 07:59:51 AM PST
quote reply

Q u o t e:


Thanks, Thorene. Well said.


So what are you going to do now that Priests will go OOM faster than any class? What will you give them to compensate for the fact that you destroyed their entire regen model?

Holy Priests entire regen model is built around FSR regen and a very large amount of our talents and gear will become useless in this next patch:

Holy concentration will become nothing more than a free spell that is about 1/3rd as effective as a druids 11 point Omen of Clarity (vs. 6 talent points spent deep in a tree vs. one talent point).

Inner focus really serves no purpose. One 3min spell on a cooldown? What's the point? Before it allowed another tick of OOFSR regen which resulted in a lot of mana, now it's a 3min CD free spell... How about making it crit 100% of the time and making it free.

Hymn of Hope is nearly useless now without spirit based regen to make the mana return useful. 8% mana returned over 8 seconds was horrible, but it gave the group something back and allowed us to gain a couple OOFSR ticks.

Every talent that modifies spirit just lost value because Priests will no longer aim for any gear with spirit. Most Priests if they have mana problems will just respec Disc, while the rest who try to stay holy will have no other regen stat to stack besides MP5 and INT. Every class who now has talents that modify spirit over int will be at a disadvantage.

Every single spirit trinket in the game will become worthless with this patch. Will they get buffed?

Will gear with Spirit get a boost statwise to make up for the massive hit to regen that this change will cost?

Please do something for Holy Priests... They had mana problems when they didn't overgear content... Now it is going to get really ugly because they will have ZERO WAYS TO GET MANA BACK.

[ Post edited by Poena ]

80
View All Posts by This User Toggle Ignore / Unignore This User
  • Cairne
  • 283. Re: I don't get the regen nerfs...   02/18/2009 08:05:39 AM PST
quote reply
i post "GC probably won't come back in here" and he does. Yup, that's about how reliable I am (or maybe I'm a master of reverse psychology!). However, let's talk about the post that caused GC to respond

Q u o t e:
Thanks, Thorene. Well said.

I don't disagree specifically with Thorene nor do I think the argument is flawed. Blizzard wants to model mana patterns over time, understandable. However, you both seem to want to blame spirit for what is, essentially, a Clearcasting/Inner Focus problem.

The underlying math is simple (and found earlier in the thread):

+16 int = 3mp5 over an infinite fight, 5 mp5 over a 10 minute fight, 7 mp5 over a 5 minute fight.
+16 spi = 4.2 mp5 while casting, 14 mp5 while not casting

Those numbers will change (int will increase with mana tide; spirit will increase somewhat as int increases), but that's about the normal baseline right now. Smart druids and priests got more mana gemming for spirit because they used their cooldowns and timed their heals properly. Some back of the envelope calculations, assuming x is your OO5SR regen, 4.2 is constant as your while-casting generation (since GC said talent buffs will keep this constant) and y is the fraction of time you spend in the 5SR. Let's assume that we're dealing with a 10 minute fight (5 mp5 from +16 int, no mana tide).

4.2y + (1-y) x = 5 ---> The equality where the fraction spent casting times 4.2 plus the fraction of time spent OO5SR times your OO5SR casting equals what you would get from intellect
4.2y + x - yx = 5
4.2y -yx = 5-x
y = (5-x)/(4.2-x)

At a regen of 14 (current), the equality is at 92%. Spend more time than that casting, spirit is worse than int. Spend less, spirit is better. Nerf that to 10, you need to spend 15% of the fight outside the five second rule. Nerf spirit by 60% (assuming your off-the-cuff innervate numbers are close to reality) and you need to spend 21% of your fight doing absolutely nothing but regenning mana in order for spirit to equal intellect.

The proposed change to spirit does not solve the problem of luck determining how much mana you will have. It does nothing to simplify the math because mana regen is still determined on luck, you've just lowered the payoff if you win or play smart. You're not going to solve the problem without addressing Clearcasting; you can't change both and claim both were needed when fixing one would've solved the problem.

As for paladins and shaman, if you have less spammy fights (or if the tank has a lucky parry/resist streak), mana won't be an issue for them either. Their concern is how much damage the tank takes (and how much healing he/she needs) in total, while priests and druids are more concerned about when and how rapidly the tank takes damage (so they can get out of the 5SR). It's not a bad thing to have two different healing styles.

Let shamans and paladins worry about minimizing over heal (because they have a set amount they'll be able to handle) while druids and priests worry about maximizing their time between cast blocks (to get mana back from spirit).

Different fights may favor different classes, as has been true for all fights in the history of WoW, but that's not a reason to slash and burn attributes. As long as you don't make every encounter use the same mechanism, each class will have its chance to shine while all classes will have the chance to progress.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • Antonidas
  • 284. Re: I don't get the regen nerfs...   02/18/2009 08:11:10 AM PST
quote reply
I depend on clearcasting heavily as balance, in fact, it's the only mana talent i spec for, but probably i could get around it easily enough.

however, i really do wonder if this discussion would be happening if clearcasting didn't exist for resto druids. i can't say about the other classes, but it really does seem like clearcasting is the problem, not fsr regen.

moonkin: http://www.warcrafter.net/sandbox/122732
feral: http://www.warcrafter.net/sandbox/108639
resto: http://www.warcrafter.net/sandbox/108658
Magladena says: Balls -> Purse
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 285. Re: I don't get the regen nerfs...   02/18/2009 08:27:15 AM PST
quote reply

Q u o t e:
I depend on clearcasting heavily as balance, in fact, it's the only mana talent i spec for, but probably i could get around it easily enough.

however, i really do wonder if this discussion would be happening if clearcasting didn't exist for resto druids. i can't say about the other classes, but it really does seem like clearcasting is the problem, not fsr regen.


given that they have made is so hurricane cannot proc our moonkin regen (rather than just lowering its chance) and they greatly lowered hurricanes chance to proc clearcasting, unless its a huge burst of mana this will pretty much kill moonkin aoe spamming, that is maybe unless its a decent mana burst and it can stack with itself say if you get 2 clearcasting procs in a row.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 286. Re: I don't get the regen nerfs...   02/18/2009 08:28:51 AM PST
quote reply

Q u o t e:


No. All healers use int, only druids and priests use spirit.

The reason these changes have to happen are quite obvious. If they're going to move to less-spammy fights, druids and priests with spirit will dominate paladins and shaman without. As soon as you move to a situation where you actually CAN pause for more than a couple of seconds priest and druids regen spikes, where paladins and shamans stay static.

This doesn't necessarily make druids and priests overpowered, but it makes it unbalanced. If they balance it around paladin/shaman regen, either druids/priests have to keep casting constantly, or else they get to make use of the 5sr. How frequently they get to make use of the 5sr regen is dependant on:

How frequently the target avoids hits/resists damage.
How frequently they get clearcasting procs.
Who else is healing, and whether they land a heal.
Whether they have cooldowns up like inner focus.

When you factor those unpredictable effects in, you can't make a strong model of priest/druid regen over the course of a fight, so you can't design a fight that will make a class go OOM if they play poorly, or if they undergear the content or whatever. You can only make a fight that challenges healers to not screw up.

Paladins and Shaman have pretty much static mana regen. They have some cooldowns to get mana back, but nothing as variable as the 5 second rule.

If you base your fights around paladins and shamans going OOM, you need to base your fight around priests and druids going OOM at about the same rate. And then when you take into account a streak of tank avoidance, letting you cancel heals, clearcasting and inner fire letting the priest hold off on spending any mana for 15 seconds, that lucky streak translates into a boatload of mana regen that the paladins and shamans have no way of lucking into. In this respect, it makes fights on average too easy for those classes with higher in combat mana regen.

If you balance it around the average mana consumption, then when you have a bad streak where you can't cancel more than every other cast, and you don't get clearcasting at opportune times, you're going to run short on mana early.

The problem is simply, the 5sr adds too much variance into your regen that non-spirit classes don't deal with. Blizzard wants to make fights that challenge your mana pool, but they have to be able to model what your mana pool should look like over the course of the encounter. When luck based factors can greatly affect that, there's no way to model it.


Then will priest spells and druid spells be REDUCED in mana costs? Because we have some of the most expensive heals in the game as far as healing go, and our spell power doesn't carry over all that well. My flash heals cost about 800 with the glyph and talented, and heal for about 4500 - a palladins equivalent spell costs much less, and heals for double that.

Same with shamans. A shammy's chain heal costs around what my greater heal costs (which is about 1000 mana talented), and yet is capable of healing 3 targets for a total heal of DOUBLE what my greater heal can do. While debating this very same topic with a shammy friend of mine, we figured out that for every 1 point of mana his chain heal consumed, it returned about 23 pts in healing. For every 1 point of mana my greater heal consumed, it returned 7 pts in healing. THAT IS NOT BALANCED.

This is why druid and priest regen was always better than pally and shamans. Pallies regen based on crit, and shamans have mana totems. As a priest, I have 2 BROKEN mana regenning abilities, so I rely heavily on my OO5SR regen. I cannot simply gear with replenishment in mind, because if the replenisher dies, I still have to be autonomous enough in my own mana regenning abilities to complete the fight.

If these changes go forward, to level the mana regen playing field amongst all the healing classes, then druid and priest spells need a serious cost reduction, otherwise we wont be able to afford to cast those healing spells for any extended period of time.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 287. Re: I don't get the regen nerfs...   02/18/2009 08:29:25 AM PST
quote reply

Q u o t e:


It's not like evocate back when they took it off being spirit based, we get alot more out of spirit than mages ever have so trying to compare it to evocate isn't accurate whatsoever.


correction, RESTO druids get a lot more out of spirit than mages.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 288. Re: I don't get the regen nerfs...   02/18/2009 08:53:27 AM PST
quote reply

Q u o t e:

This has never been the case for Moonkins.
Innervate is actually incredibly bad for moonkins, especially in PvP. Considering the huge cooldown, the fact that it's easy to dispell (especially for balance druids) and the long time it takes for the user to get it's full effect, (also, don't forget Innervate is a BALANCE spell) I think it should be changed to a % of max mana just like Evocation and divine plea.

Moonkins already have enormous mana problems in PvP (PvE is pretty good for mana though) and this change would go a long way in that department. It would also prevent Resto druids from getting more than the intended amount of mana (75%)

As a side note - the only times I have huge mana problems in PvE is during AoE situations where I get no clearcasting procs. Hurricane uses a ridiculous amount of mana and I'm pretty sure the change to Omen of Clarity will cripple us in AoE situations (since it will be balanced around a starfire/moonfire/wrath/is rotation).



Q u o t e:

i was just about to voice my concerns on just this matter but found you beat me to every point i wanted to make and touch upon. glad to see other concerned moonkins out there.


Same here. As a moonkin, I get ~75% of my mana back from innervate, and that includes switching to a high spirit/spirit enchanted weapon. I really don't want to see that go down.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 289. Re: I don't get the regen nerfs...   02/18/2009 09:11:08 AM PST
quote reply
I just want to state for the record that I enjoy this game, and that I definitely have a lot of respect for the devs and what you guys have been doing. I think you're doing a great job.

That being said, I'm not sure I agree with one point that was made:


Q u o t e:
I don't think it will suddenly make druids regem from Spirit to Int. We'll see.


If you do the math to see how much more mana int translates into over spirit for a druid, it shows that when talents are taken into account, int is clearly the better stat to stack if you're having mana issues in a raid environment. There are posts regarding this on elitist jerks, and I made a post about it myself on these forums last week.

If mana becomes an issue (spirit nerf + the new challenges of Ulduar), I don't see why any druids having mana issues would continue to gem and enchant for spirit. We will get a lot more out of stacking int. And when I say a lot more, I mean a lot.

If a druid has 1000 int and 1000 spirit, and then they look at the benefits of stacking more int and more spirit, each point of int is giving them (in a raid environment, so once kings and talents are taken into account) 51% more regen than each point of spirit if you never get o5sr.

Since the theorycrafting is already showing us this, and the formulas used to derive this are (apparently) not changing when 3.1 hits, I don't see why any druids who know what they're doing would continue to gem and enchant for spirit like you say if mana becomes an issue. It seems to me that the most likely scenario is that people will continue to gem and enchant for spirit at first, but only until the theorycrafting showing the relative values of int and spirit has been pointed to enough times. Now I'm not saying this is gamebreaking - most likely, druids and priests will still be ok. But it does seem like strange game mechanics - once we hit a point where mana is an issue, paladins and shammies will continue to benefit from the fact that they have to stack int (talent synergies), but druids and priests will have to make sacrifices as they choose to enchant and gem int over spirit (where our talent synergies lie).

At the end of the day, I'm not necessarily concerned about the o5sr nerf anymore- a lot of druids think we shouldn't be doing the o5sr dance as it is, and obviously it's been stated now that the devs would like there to be less focus on this method of healing/mana regen as well. I guess my concerns lie in the current mana regen model in general, and the fact that it benefits two healing classes while penalizing the other two.

I guess one of the possible saving graces for spirit for druids will be innervate - if it no longer gives us a full mana bar, then spirit has gained some relative value there since more of it = more from an innervate. I should probably be running those numbers as well. Let me do that quick...

K I did run them. Under the current regen model, if you factor in how much spirit would affect our innervate (and assume an 8 minute fight, like I did when I was factoring in how much each point of int was benefiting us), it brings spirit almost on par with int as being a mana regen stat. Unfortunately, with the o5sr nerf, each point of spirit will benefit us less which means spirit will continue to inferior to int in terms of a regen stat. I would love to actually show the math right here right now, but this post has already been long enough and I have some errands I need to urgently run right now. =)

[ Post edited by Galestaris ]

80
View All Posts by This User Toggle Ignore / Unignore This User
  • 290. Re: I don't get the regen nerfs...   02/18/2009 09:21:16 AM PST
quote reply

Q u o t e:

If you mean these changes will nerf Innervate, yes, it will. On live Innervate can be 120% of your bar, say 25,000 mana. Historically it was more like 75% of your bar, and it should be closer to that with these changes.



I'm not sure what you mean by "historically": for most of TBC innervate was more than a full mana bar in pve gear. Right now, even unglyphed, in full spirit-socketed PvE gear I can cast innervate at empty, spam expensive heals for the duration, and end up at full. I would certainly admit that that's maybe a little too good, though I'm sacrificing a lot of spell power to gem for spirit.

The problem is that in PvP I feel like innervate is less than half of my bar, even with the glyph. I'm currently using the naxx10 on use spirit trinket, which helps a bit, but at the cost of some badly needed resilience. For obvious reasons gemming for spirit is not an option.

Of course better gear will help this some, but here's a suggestion of a pvp buff to help make up for this significant nerf to innervate: make innervate undispellable (at least when cast on yourself). Resto shamans with their bugged grounding totems are ridiculous enough at the moment without being able to purge innervate too. It's the same change you recently made to divine plea when you nerfed its effectiveness.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 291. Re: I don't get the regen nerfs...   02/18/2009 09:37:05 AM PST
quote reply
How about some love for resto shamen, we like to spam heals and go out of mana too! :3
Blizzard Entertainment
View All Posts by This User ignore-inactive
Ghostcrawler
Blizzard Poster
  • 292. Re: I don't get the regen nerfs...   02/18/2009 09:43:55 AM PST
quote reply

Q u o t e:
I guess at the end of the day, I'm not necessarily concerned about the o5sr nerf - a lot of druids think we shouldn't be doing the o5sr dance as it is, and obviously it's been stated now that the devs would like there to be less focus on this method of healing/mana regen as well. I guess my concerns lie in the current mana regen model in general, and the fact that it benefits two healing classes while penalizing the other two.


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%. (If you don't understand our logic, I suggest you re-read the excellent post I quoted above.)

-- 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).
80
View All Posts by This User Toggle Ignore / Unignore This User
  • Thunderlord
  • 293. Re: I don't get the regen nerfs...   02/18/2009 09:58:54 AM PST
quote reply
Any chance your going to knock some spirit off gear and add mp5 to it?
80
View All Posts by This User Toggle Ignore / Unignore This User
  • Lightbringer
  • 294. Re: I don't get the regen nerfs...   02/18/2009 09:59:52 AM PST
quote reply

Q u o t e:


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%. (If you don't understand our logic, I suggest you re-read the excellent post I quoted above.)

-- 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).


So 60 secs OOFSR (very generous) at 1200 mp5 will reduce mana gained by 14400*0.4 = 5760 which is a little more than one mana pot. Since many priests and druids have forgotten how to use mana pots, I guess we will need retraining!

Oh, as partial compensation how about reducing prices on water since we'll need it now for heroics :).
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 295. Re: I don't get the regen nerfs...   02/18/2009 10:00:05 AM PST
quote reply

Q u o t e:

-- 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).


When you talk about this, could you please mention your plans for Ret Paladins, as Spiritual Attunement makes up about 50% of our mana regen in raids. Since we are a non tanking Paladin, it would appear our SA is getting nerfed. It was kind of nice to find that as Seal of Blood damage grew, our mana regen grew. Are you upping JotW, are you straight up nerfing Ret Paladin regen? What's going on here? Our circumstances are unique, and because of that we tend to be forgotten in discussions. Do you want to nerf ret's mana regen, or reshape it around other talents?
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 296. Re: I don't get the regen nerfs...   02/18/2009 10:04:11 AM PST
quote reply

Q u o t e:
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 effect do you think it will have to Retribution Paladin in both PVE and PVP(more PVE tho). I think we are pretty stable with a basic rotation at the moment.

Officer, Outbreak
-War Is Not Domination-
80
View All Posts by This User Toggle Ignore / Unignore This User
  • Dalaran
  • 297. Re: I don't get the regen nerfs...   02/18/2009 10:08:32 AM PST
quote reply

Q u o t e:

-- This should leave mana regeneration while casting (even the contribution of Spirit) relatively unchanged, but reduce mana regeneration while not casting by 40%. (If you don't understand our logic, I suggest you re-read the excellent post I quoted above.)



GC, thank you very much for your openness and sharing your time with us here.

I'm not intending this as a QQ, however, this may sound like it no matter how hard I try. Wish me luck! <fingers>

I rolled a priest initially because I wanted a healer and I look at the four healing classes and I said the priest fits me. I'm way squishier than a paladin or a shaman, but then I get a get-out-of-hate spell and a shield to make up for that. My HoT is inferior to a druid, but I get better on demand big heal spells to make up for that.

Pre 2.4 I've always been OOM before Pallies and Druids -- sorry, haven't raided much with Shammy brain healers so maybe that's where the discrep is -- and I said well hell's bells maybe I should just make a pally or druid healer.

Post 2.4 is where I've finally felt like "Hah! I've got mana now, too! Take that, thbphbphbphtpt!, I'm keepin my priest!"

These days I've gotten some more Naxx level gear and self buffed I'm pushing 750 out of combat and nearly an insane 900+ raid buffed regen. I agree that 900 can get whacky. I've played since '05 on this priest so I'd like to think I have the mechanics down pat and don't easily go OOM for casting the wrong spell. Having said that -- in a raid, especially with replenishment, it is indeed a joke. Unless Sarth 3D is dramatically different (excluding player skill) damage wise, I pretty much get down to half mana on a bad pull.

So, if we take 40% of my OOC regen, great, in that fight I am now potentially OOM. Cool beans.

The vex here is my own personal soloing/questing. Pre 2.4 I had to find 3 stacks of mage water if I wanted to go try and kill anything. You've buffed my smite and you've given me a big regen, so now I can feel comfortable going out and farming even without water -- although I still by habit pick it up.

If I have 700 regen and you bring me down to 420, well, I either am waiting 40% longer on mana or I'm bringing consumables again. I can't say I like the sound of it. I'm guessing, still, that maybe the saving grace is that I can dual spec into replen and use that to solo, but I just wanted to bring up holy priest regen outside of a raid enviroment again.

EDIT: And I forgot to mention that without replenishment, say in a 5 man heroic, I am still enjoying very often the possibility of going OOM. I'm assuming the meditation buff will help stave that, but it does make me nervous(tm).

Thanks for reading!

[ Post edited by Thayla ]


...some Marvin Gaye, some Luther Vandross, a little Anita, will definitely set this party off right...
80
View All Posts by This User Toggle Ignore / Unignore This User
  • 298. Re: I don't get the regen nerfs...   02/18/2009 10:11:40 AM PST
quote reply

Q u o t e:


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%. (If you don't understand our logic, I suggest you re-read the excellent post I quoted above.)

-- 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).


Hrm..

After reading this, I feel pretty comfortable with the regen changes. Thanks.

On a side note, is Inner Focus going to be looked at? It's primary usage was for avoiding FSR, so it might be time for a little love (100% crit please :)). Yeah, I know. It probably won't happen.
80
View All Posts by This User Toggle Ignore / Unignore This User
  • Executus
  • 299. Re: I don't get the regen nerfs...   02/18/2009 10:12:54 AM PST
quote reply

Q u o t e:

-- 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.



Are you going to change certain Glyphs or Talents where it's easily possible with this change to get way over 100% in-combat mana regen(which I believe does nothing and therefore is useless?). For example, if you have Arcane Meditation or Pyromaniac, then glyphing Mage Armor would be useless -- likewise, if you have Pyromaniac and Arcane Meditation, even using Mage Armor would be useless.

This seems to be a substantial nerf to the possible in-combat regen of Mages(and any other dps caster who can get multiple sources of in-combat spirit regen talents/abilities, you mentioned boomkin). It certainly substantially reduces the value of Mage Armor and makes the Glyph totally worthless since almost every spec has at least Pyromaniac or Arcane Meditation.

<Vontre> I removed the cooldown on evo
<sancus> and what happened?
<Vontre> DPS went down rofl
1 . 2 . 3 . 4 . 5 . 6 . 7 . 8 . 9 . 10 . 11 . 12 . 13 . 14 . 15 . 16 . 17 . 18 . 19 . 20 . 21 . 22 . 23 . 24 . 25 . 26 . 27 . 28 . 29 . 30 . 31 . 32
Forum Nav : Jump To This Forum
Blizzard Entertainment