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Jov sez: Aargh Numbers! (pt 1: Spell Edition)

September 30, 2008

Apologies in advance, this is going to be a bit wall’o’texty, as well as not laid out terribly like I would usually assume a blog post would.  (Meaning no, I’m not gonna add pictures and yes, it’s going to stay essentially just a list.  Matt, I know you taught me better.  You can start crying when I let you know that this is just the first posts of several on this subject which are going to follow the same format.)  I’m just trying to consolidate exactly how the patch is going to affect me as a lv 70 raider.  As such, I’m not going to cover DPS spells or the shadow tree (yet).  I’m not doing this for levelling specs.  Nor am I going to delve into the new stuff at the bottom of holy and disc.  I’m just trying to track the current changes.

As a note:  Priest base mana @ 70 is 2620Spellpower conversion is *.53 (so 2000 healing now = 1060 spellpower).  Learn those numbers.  Love them.  Live them.

Spells: Discipline

Prayer of Fortitude R3

Now: Costs 1800 mana, 1 sacred candle.  Increases stamina by 79 for 1 hour.  Affects 1 party.
3.0: Costs 69% base mana (1808 mana), 1 sacred candle.  Increases stamina by 70 for 1 hour.  Affects party and raid.
Result: Minimal mana cost increase is more than offset by the fact you only need to hit the button once.  Also, gone are the days of carrying aroud 80 candles to every raid as a “just in case”.  Overall saves time, mana, and reagent costs.  This is a huge buff.

Prayer of Spirit R2

Now: Costs 1800 mana, 1 sacred candle.  Increases spirit by 50 for 1 hour.  Affects 1 party.
3.0: Costs 69% base mana (1808 mana), 1 sacred candle.  Increases spirit by 50 for 1 hour.  Affects party.
Result: At the time of writing this, PoS is showing that it still only affects party.  I’m uncertain if it will change to match PoF’s raid-wide buff (if it does, it will be welcome), but even still, an 8 mana increase in the cost means this is essentially unchanged.

Dispel Magic R2

Now: Costs 14% base mana (367 mana).  Dispels 2 magic effects from one individual.
3.0: Costs 14% base mana (367 mana).  Dispels 2 magic effects from one individual.
Result: This is completely unchanged.

Mass Dispel

Now: Costs 33% base mana (865 mana).  Dispels 1 magic effect from up to 10 friendly and 10 unfriendly targets.
3.0: Costs 33% base mana (865 mana).  Dispels 1 magic effect from up to 10 friendly and 10 unfriendly targets.
Result: This is completely unchanged.

Power World Shield R12

Now: Costs 600 mana.  Absorbs 1265 damage.  Lasts 30 seconds, Weakened Soul lasts 15 seconds.
3.0: Costs 23% base mana (603 mana).  Absorbs 1265 damage.  Lasts 30 seconds, Weakened Soul lasts 15 seconds.
Result: Increase in mana cost by 3, but this is essentially unchanged.

Spells: Holy

Renew R12

Now: Costs 450 mana.  Heals 1110 over 15 seconds.
3.0: Costs 17% base mana (446 mana).  Heals 1110 over 15 seconds.
Result: Decrease in mana cost by 4, but this is essentially unchanged.

Circle of Healing R5

Now: Costs 450 mana.  Heals target and target’s party (15 yd radius) for 409-451.
3.0: Costs 21% base mana (550 mana).  Heals target and 4 friendly party/raid members (15 yd radius, 5 healed in total) for 409-451.
Result: At the time of writing this, there is no cooldown showing for CoH, so I’m uncertain if the 6 second cooldown is going back in.  CoH is being made a “smart spell.”  Even with a 100 mana increase, this is a buff, provided you are using it correctly.  If you’re not, it’s a retard-check. Using this spell wisely will enable you to guarantee 5-hits, whereas current CoH considers itself good if you can get 3.  The increase in cost is not negligible, however, and the criteria for using CoH is going to need to adjust to compensate.

Resurrection R6

Now: Costs 60% base mana (1572 mana).  Brings friendly player back from the dead with 1100 health, 1150 mana.  Cannot be cast in combat.
3.0: Costs 60% base mana (1572 mana).  Brings friendly player back from the dead with 1100 health, 1150 mana.  Cannot be cast in combat.
Result:  This is completely unchanged.

Prayer of Mending R1

Now: Costs 390 mana.  Places a heal on the target which heals them for 800 when they take damage, then jumps to another party/raid member.  Will jump 5 times, lasts 30 seconds per jump.  Heal (and aggro) is considered done by target healed, not the priest.
3.0: Costs 15% base mana (393 mana).  Places a heal on the target which heals them for 800 when they take damage, then jumps to another party/raid member.  Will jump 5 times, lasts 30 seconds per jump.  Heal (and aggro) is considered done by the priest.
Result: This spell has changed drastically, not in the effect, but in the mechanic.  However, since the spell itself only increased in cost by 3, I hesitate to call it a nerf.  This is no longer the spell to use in aggro-sensitive moments, or as a way to get quick burst threat to the tank when starting a pull.  On the other hand, priests have been whining since the spell came out that it should credit to the healer as far as meters go, so it’s hard to blame Blizz for giving us what we asked for.  The jury is out on this one, kids…  I have no idea if this is an overall nerf or a non-issue, it’s too different.

Prayer of Healing R6

Now: Costs 1255 mana.  Heals party 1246-1316.
3.0: Costs 48% base mana (1258 mana).  Heals 1246-1316.
Result: Increase in mana cost by 3, this is essentially unchanged.

Greater Heal R7

Now: Costs 825 mana.  Heals target 2396-2784.
3.0: Costs 32% base mana (839 mana).  Heals target 2396-2784.
Result: As must be stated here, this is a nerf less for the 14 mana cost increase than for the death of downranking. Taken on it’s own, it’s almost a retard-check in the same way the change to CoH is.  You need to learn stopcasting, rhythm healing, and re-learn proper spell selection.  You can no longer drinking bird a lower rank of GHeal and get by.  Play smarter.

Flash Heal R9

Now: Costs 470 mana.  Heals target 1101-1279.
3.0: Costs 18% base mana (472 mana).  Heals target 1101-1279.
Result: Increase in mana cost by 2, this is essentially unchanged.

Binding Heal R1

Now: Costs 705 mana.  Heals self and target 1042-1338.  Low-threat.
3.0: Costs 27% base mana (708 mana).  Heals self and target 1042-1338.  Low threat.
Result: Increase in mana cost by 3, this is essentially unchanged.

Spells: Shadow

Prayer of Shadow Protection R2

Now: Costs 1620 mana, 1 sacred candle.  Increases Shadow Resist by 70 for 20 min.  Affects party.
3.0: Costs 62% base mana (1625 mana), 1 sacred candle.  Increases Shadow Resist by 70 for 20 min.  Affects party.
Result: As with Prayer of Spirit, at the time of this post, this is not showing Fort’s change to a raid-wide buff either.  I’m uncertain if that’s going to happen.  However, with an increase in 5 mana cost, this is essentially unchanged.

Shadow Fiend R1

Now: Costs 6% base mana (158 mana).  Lasts 15 seconds.
3.0: Costs 6% base mana (158 mana).  Lasts 15 seconds.
Result:  This is completely unchanged.

Fade

Now: Costs 330 mana.  Reduces threat by 1500 for 10 seconds.  When effect ends, all threat (including threat acquired while faded) returns.
3.0: Costs 15% base mana (393 mana).  Reduces all threat for 10 seconds.  When effect ends, all threat (including threat acquired while faded) returns.
Result: This spell has also changed a lot.  On the one hand, a 63 mana cost increase is pretty hefty, on the other, this looks to actually be the “get out of jail free” card it has always almost been up until now.  The main complaint priests always had in regards to this spell was that the threat reduction was most of the time not enough to actually get your threat back down, plus coupled with the temporary nature of the reduction, it was very much a useless talent.  It’s still only a temporary aggro dump, but it is a full 10-second aggro dump.  The spell now works as intended, dropping you to the rock bottom of the threat table, and enabling the tank to work to keep you there.  This is an overall buff.

Final thoughts

There’s a lot I didn’t really have space to touch on in this post.  The talent changes are going to need an entirely separate post (or two!) of their own, as is any hope of messing with DPS.  I know I also totally didn’t touch on coefficients (mainly because I need to do more research on how exactly spellpower is going to scale with talents and healing numbers).   But with the patch looming on the horizon, I wanted to at least start getting stuff out there.  My current thoughts:  While there aren’t a lot of changes to mana cost in the spells I typically use in-raid, there’s a bit of a worry in my mind that I’m going to be nickle-and-dime’d to death with the changes that are there.  Spell costs almost across the board are higher, usually only in the 1-10 range, but a couple (CoH and Fade) are enough more to potentially feel it.  Granted, the spells themselves are also much better, but even small increases in mana cost add up over time.  I’m not good enough at divination to make sweeping statements as to how these little changes are going to affect me in practice.  But they’re here for me to keep in mind when the time comes.

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3 comments

  1. Nice list. As you said: “wall of text crits Qi for 42573 Holy Damage.” But it is usefull to get a general idea. Looking forward to seeing the other parts of the rant!


  2. Was googling for the priest base mana cost at 70 so that I could compile exactly the sort of list that you did. Thanks for saving me the effort, and the layout is perfect for the information you are providing.


  3. […] not living in the past, I’m living in the present. I know I promised a continuation of my Aargh Numbers! post, but Dwarf Priest has created a much better post than I ever could.  I strongly encourage all […]



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