Holy Pally 6.0 at Level 90 – Rotations, Stat Wt, Spell Selection


wod cover 90

Mythic SoO is now cleared at level 90 and I have the first round of numbers from my experience.  As the last few days have gone on there have been mid raid nerfs to the encounters so even as I type this my numbers might be off.  But after my first Mythic clear I put the spells and rotations to the spreadsheets to look at what is the best rotation, best stats, and a look at what the spells are actually doing.

My values are VERY dependent on what the over-healing numbers are.  This can very immensely but I prefer to factor in over-healing because it gives us values for effective healing.  If you over-heal encounters you will see a huge suppression in stats and output.  If you under-heal you will see an inflation of your numbers.  If you are like my guild you are over-healing the majority of the fights because your 5 healers on the roster all want to try out the changes in 6.0.  That all said these are the average numbers I saw in my raid this week and what were used in the spreadsheets:

My over-healing feeds my huge shields

My over-healing feeds my huge shields

Given those numbers here are select spells on their raw healing and then the effective healing:

Are you worth my GCD?

Are you worth my GCD?

My biggest take away is look how close Holy Radiance, Sacred Shield, Eternal Flame, and Light of Dawn are with each other.  It almost doesn’t mater what you cast because they are so close to each other.  The only reason we don’t just spam HR is that EF/LoD/SS are faster casts.  So what does that mean about our rotations:

Meaningful Choices

Meaningful Choices

Wow, look at how close they are.  What will tip the scale will be:

  1. Can you get SS over-healing lower than 20% WHILE keeping 3 SS up at all times
  2. Will EF blanketing decrease your IH below that of LoD spam

The way I see it SS can be more HPS (barely) if you are awesome about keeping SS up on the best targets, but the second you start to fall off you lose your bonus.

So what about stat choices?

Min Max for 5 weeks...

Min Max for 5 weeks…

I didn’t figure Infusion of Light procs into the stats largely because at high gear levels haste is so high the proc is a tiny bonus.  But as you can see Mastery is a bit better than Haste for EF with the value even greater than intellect.  Yellow gems will likely be better than orange gems for red sockets.

For SS Haste pulls ahead of Mastery with it again being greater than a stat point of Intellect (because of the high gear levels).  Crit will be better at level 100 because of reduced over-healing and the more meaningful infusion of light procs.

Moral of the story?  SS or EF Haste or Mastery.  They are close really won’t make a huge difference.  What will make the biggest difference is pumping out the max number of spells with good CD usage.  But don’t develop too much muscle memory, it is all changing 11/13/14!

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6.0 Holy Paladin Changes – Pre-WoD Release – The End of SoO is Near – Learning how to heal before we learn how to heal again.


6.0 is here and there are some big changes and some not so big changes to review.  Since there is a month left before WoD is released (11/13/14) there will be some time to raid with these changes at level 90 with max level gear.  This game play will NOT look anything like what we will do at level 100 during tier 17.

The focus of this post will be the changes we will feel now, and not what they will be like for us during T17.  That will be a much more detailed post since we will be on that content for months and months while we progress opposed to the short duration (thankfully) of post 6.0 level 90 SoO.

The Major Changes:

Cast Time Finishers:  Eternal Flame/Word of Glory and Light of Dawn are now 1.5 sec base casts.  With 50% haste which is very achievable it will be a 1 second cast but still a cast.  Prepare to realize how much you used to move while casting your finishers.  I found I accidentally canceled many of my finishers on beta because I was so used to moving.  The planning around not moving is sorta fun, the feeling of being anchored, espeically during Holy Avenger, is not fun at all.

Tier 45:  Selfless Healer, Eternal Flame, Sacred Shield

  • Selfless healer is gone as we know it.  No more HP from judging.  This kills the spec for level 90.  At level 100 it can be made to be “close” but at level 90 it is dead.
  • Eternal Flame is going to be very strong again because it now refreshes mastery shields again.  At level 100 Holy Power will be scarce which devalues our finishers because they are rare.  HP is scarce because Holy Radiance is too expensive to use as part of any rotation.  At level 90 our base regen+ decent spirit levels will mean we can continue our HS-HR-HR-EF rotation and pump out the mastery refreshing hots all over the raid.  Healing snipe game play still in effect.
  • Sacred Shield is not strong at 90 because of the above reasons.  We will have plenty of HP production which boosts the value of our HP finishers.  At level 100 SS is very strong because our finishers will be far more rare and this tier just adds an instant cast low over-heal shield to our toolkit.

Mana Mana Mana:  For 6.0 Post WoD release we will find that our base regen and base healing “rotation” is mana neutral.  Going to be easy to do HS and HL and our rare finishers all day long.  The second we use FL and especially HR we are going to watch our mana drop fast.  But for level 90 6.0 we are going to see very high levels of base regen and regen from spirit.  Basically we should see Selfless Healer mana management with Eternal Flame game play.  Additionally Divine Plea, Mana Tide Totem, and Hymn of Hope are gone.  Mana management is now talent-less and buff-less.  It is 100% rotation management.  Tower of Radiance has also changed. No longer does direct healing of the beacon target generate a holy power.  We now get a mana discount of 40% when we heal the beacon target.  Great for efficient tank healing but with a mana cost on beacon and no holy power generation, any macro beacon swapped is dead, thankfully!

Where did all my cool downs go?:  Guardian of Ancient Kings, Avenging Wrath, Divine Favor have been merged.  We now have one CD: Super Avenging Wrath!  Two if you count Holy Avenger.  Our one CD is crazy strong and awesome, but we also have less control to throttle our output.  Additionally we lost Blessing of Salvation.  Only Prot has that now.  Not used much, but I always found it handy and am sad to see it go.  Lost a great way to troll tanks.

Stat Priorities:  Going to be honest and I haven’t run any numbers for level 90 6.0.  Just not going to put the time in for a few weeks of raiding.  At level 100 I have values that are listed in posts below.  Expect them to change a little as overhealing and tuning still takes place but expect Int > Crit/Haste > Mastery > Vers/Multi at level 100.  At 90 Mastery will still be strong but haste to 50% will be especially strong as mana is of little concern and throughput is the only goal.

-More To Come!  At a Guild wedding this weekend so time is tight!

-italics updates 10/12/14

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These aren’t the buffs (droids) we are looking for

Jedi Mind Tick your concerns about Holy Power Generation, Holy Radiance, and HP finishers.

Jedi Mind Tick your concerns about Holy Power Generation, Holy Radiance, and HP finishers.

Holy Light and Flash of Light got buffed in the recent Beta build.  Here is a look at the changed healing rotation and stat wt. numbers:

Healing Chart 300 HL and FL

Stat Wt 300 HL and FL

Ends up being about a 10% buff.  Still very slow HP generation. Underwhelming HP finishers and Holy Radiance is still an expensive and weak AoE heal.

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The Tower Is Falling Down

The phallic fallacy that Paladins are falling down...

The phallic fallacy that Paladins are falling down…

I was hoping the last build would have started more of the healer balance changes I still expect, but no luck.  But we did get some changes so tank self healing and CD’s which should make our tank healing more important.  But the big thing that has happened is that Tower of Radiance has been changed.  It no longer generates holy power but returns 40% of the mana spent on your Holy Light or Flash of Light that was casted on the beacon.  Huge change.  Since Holy Radiance is so expensive we are not expecting reliable HP generation from casting it and that leaves just Holy Shock to generate HP.  Huge change.  Really slows the healing down.  I agree with the change in the sense that spamming the tank for HP is not good game play and doesn’t lend itself to fun healing play.  In the end, we should be motivated to heal those that need it rather than heal a target for other resources.  The down side is we can expect a HP finisher every 15 seconds or so instead of 5-8 seconds.  Have not had any change in the strength of our finishers to offset this, and in fact EF got a huge nerf (reduced HoT strength).  That is something I would expect to see changed with healing tuning pass that is hopefully coming up.  Anyway, these numbers are still early but I have some fun charts and stat weights based on:

  • 660 ilvl with raid buffs at Approx:  6100 SP, 24% Haste, 24% Crit, 24% Mastery, 8% Multistrike, 5% Versatility
  • Over-healing Estimates at Approx:  5% Mastery/Sacred Shield, 25% Beacon, 30% single Target, 10% AoE
  • Two Sacred Shields up at a time
  • PERFECT beacon of insight usage.  Every heal is casted on BoI.
  • Infusion of Light Procs included in Crit stat wt.

Numbers with no class comparrison!

Numbers with no class comparison!

My recap of the above is:

  • Beacon of Insight if used PERFECTLY is actually pretty strong.  But it won’t take much error for it to lose strength, but then again there maybe several fights double beacon loses potency as well (low tank damage, high raid damage).
  • If we can use Holy Radiance we get a huge boost in healing compared to not.  But Spirit requirement is off the hook 3 times more spirit required.
  • Sacred Shield with LoD is on top of all the other talents by 5-7%.
  • Our Holy Power finisher is worth 10-20% of our total healing.
  • Selfless Healer might actually work’ish but to be worth it Judgement really has to do useful damage imo, might even have synergy with Beacon of Insight due to more time to find the BoI target.  Maybe.

I also included stat weights.  They are relative to 1 point of Intellect:

So many number!

So Many Numbers!

In general we see Int>>Crit>Haste>Mastery>>Multistrike=Versatility.  The biggest variation we see is with Sacred Shield which does better with haste and especially poor with versatility and mastery (both of those stats do not effect SS).  Other than that we don’t see wild variation in stat weights between the primary secondaries (Crit, Haste, Mastery) and the secondary secondaries (Multistrike and Versatility).

My spreadsheets are pretty well setup for WoD and should have quick updates as we get closer to release.

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Early Stat Weights and To Holy Light the Tank or the Raid, that is the true question!

After a bit more raid testing and a beta build that reduced the mana costs of our spells I have had a few questions I was pondering.

  • What are our estimated stat weights?
  • Building Holy Power by hitting the tank with Holy is the go to rotation, but what about raid healing?  What happens when I cast a Holy Light without generating a Holy Power?
  • How much spirit do I need now for HS-HL-HL-EF to be mana neutral?

Stat Weights:

Flame the Crit inc!

Flame the Crit inc!

Crit on top for secondary stats oh-my.  Why?  There are a few reasons.  The first is our rotation is HS-HL-HL-EF.  Lots of HL and it is slow.  When we get an Infusion of light proc we gain quite a bit of haste for cast and our rotation speeds up.  It is a pretty potent HPS increase now.  This only procs when we crit with Holy Shock.  Which benefits double from crit which we already get 5% more of.  Makes it scale decently.  In a land of less over-healing and larger health pools in relation to spell size, crit heals are less wasted.  It still has the unreliability it always had, but some of that is mitigated with our CD Avenging wrath that pretty much makes Holy Shock a guaranteed crit.  This will create a softcap effect, we will reach over 100% crit on Holy Shock, on crit for when we have Avenging Wrath up which will be 11% of the time.  Lifespark from Intplate writes more about this here.

How about the other stats?  Haste is still very strong, more haste, more Holy Light, more Holy Power, more Eternal Flame.  Downside is mana cost, but those got helped recently, more on that later.  Multistrike and Versatility are still the secondaries of the secondaries.  Intellect is still king and nearly double as strong as the next best stat.

To Holy Light the Tank or the Raid:

What I found when testing is that there would be long stretches of time when non tanks would be below 100% health and more damage was impending.  If you healed them you got no Holy Power.  Do this enough and suddenly you have only 1 Eternal Flames out instead of 3+.  Didn’t like the feel of that.  So I tried to take a look at the HPS loss by doing so.  Here is my table:

Nice and Gray Answer

Nice and Gray Answer

So basically we see the difference between a rotation of HL on tanks versus raid is a 20%+ loss in HPS.  But that loss is spread out over 6 holy lights.  Every HL not on a tank is a 3% loss in healing over specific period of time.  That makes it clear that HL not on the tank isn’t a great idea.  BUT! Healing isn’t just a rotation.  People can die.  AND.  Over-healing isn’t just a set number, it can be modified by your choice of target every time you cast a heal.  So.  If you were to only cast Holy Light you would do 14k HPS with 30% over-healing.  18k without any over-healing.  A 4k HPS difference.  So not only will spot healing with HL keep the raid alive better, it might be a trade up in HPS IF the over-healing is significantly different.  Clear as mud what to do right?  Ideally you spot heal with Holy Radiance on clumped targets and then you get holy power and you heal the raid.  Holy Radiance on 6 targets with low over-healing is 34k HPS by itself…  Oh the mana cost.

Changes in Mana Costs:

The cost of our rotation dropped a little.  And now we have a reduced spirit level to make our rotations mana neutral.  Here is an updated mini chart:

Looking more reasonable!

Looking more reasonable!

900 spirit is still high since we only get it on 4-6 items but 900 is much more manageable.  I have found Flash of Light and Holy Radiance to be huge boosts in HPS and the more we can use those the better we will be, will be nice to make the go to rotation neutral.  At least Denounce is free!

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Beta Raid Testing: Beastmaster Darmac

I got to test Beastlord Darmac on 7/31/14 on the Beta.  We went in with a half and half guild and pug group.  Had about an hour on the boss.  He is like an Iron Qon but he gains abilities every time you kill the beast he is riding.  Had a handful of decent attempts but not enough quality DPS to kill it.

I had raid tested Twins earlier in the week and I found out there mana would be an issue when using Flash of Light and Holy Radiance.  Thus I stayed away from them on the test.  My primary strategy was to heal a beacon target with Holy Light and use Holy Shock on raid/tanks on CD and then put out 3 Holy Power EF’s on tanks and people that needed it.  Lots of spamming the tank with hard cast heals.

Break down of one of our better attempts:

Fight Length:  5:38.  Log Link Here. 


Based on other logs I have seen 40k+ is great output (minus Druids).  But I am somewhat artificially high in that my overhealing was low due to under healing.  I have seen many logs with 50%+ overhealing which means either:

  • Raid groups are over-healing since it is Beta and they aren’t pushing the healing limits or worried about DPS checks.
  • The healing model of less over-healing/people not topped off isn’t tuned yet or not going to be tuned tightly.
Tank Healing Still High...

Tank Healing Still High…

Where My Healing Came From:  

Looks like our mastery is still very strong.  Very little over-healing and our primary source of healing.  Much of this is due to direct spam on the tanks and the amount of steady damage the fight had.  Based on the amount of damage our raid was consistently tanking it may just be a flattering fight for our mastery.

Beacon of Light (with Beacon of Faith rolled in) was huge healing.  This was with nearly all of my Holy Lights directly on a beacon target and thus diminishing the amount transferred.

Eternal Flame might look lower than expected but you have to add both the hot and the initial heal to be the full value of EF.  At a quick glance it would like it is less useful than Holy Light, but it was 50% more healing with 70% less casts.  Thus the name of the game is still get as many out as you can!.

T-90 Talents:  I did a poor job testing this and didn’t make it a priority, don’t read into it!

Mastery Healing Still High...

Mastery Healing Still High…


If you watch my mana bar you will see it slowly go down.  I used only 1 Flash of Light and 2 Holy Radiances on that attempt and I didn’t OOM but I started to get low after 6 minutes.  On another attempt I used Holy Radiance more liberally and I went OOM very quickly.  Once drained dry Holy Light-Holy Light-Holy Shock-Eternal Flame rotation wasn’t possible without OOM delay and running dry will lead to lost cast time.  Our cheapest rotation is still not mana neutral or positive.

Final Musings:

Hard casting Eternal Flame is still a shocker.  Even though GCD wise we are the same, the fact you can’t do little movements while casting EF, or even more awful, when using Holy Avenger, is very noticeable.  It is not an understatement to say our mobile healing has been crippled.  Without playing the other classes I can’t comment on how we compare, but our mobile healing is about zero.

Mana is okay with a Holy Light rotation only.  Use of Holy Radiance and Flash of Light is deadly to the mana pool.  Don’t expect to have a mana neutral rotation when you go dry.

How best to use Holy Light and Tower of Radiance?  I did not macro beacon swap for the attempts.  I left it on both tanks and forgot it.  Beacon has a 3 second CD that is shared with both beacons (Beacon of Faith).  This makes frequent beacon swaps a bit annoying as not all casts will be eligible.  So the question is, do you raid heal with Holy Light when people need it without the beacon swap, do you stick to beacon targets for more holy power generations and use EF for your raid healing, or do you macro beacon swap for both when available?  That is a question I hope to math soon.

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Holy Pally Changes I Would Like to See for Warlords of Draenor

Soap Box 2

I don’t think the Iron Horde cares…

I love holy paladins.  This site exists because musing about holy paladins is fun for me.  I would say I have been passively taking in the changes to holy for Warlords of Draenor and thinking about what I like about the current play style, the play style coming up, and what would make it more FUN.  Below I list the changes I would like to see with the dual goal of making the mechanics more fun evening out the tool kit a bit.  As fair warning I do not pretend that the suggested changes are balanced as is nor do I have much faith there is enough time for anyone with real power to change the class to think about these changes (like anyone would care in the first place….)  But I do believe they are balanceable and they achieve the most important change which is add interesting game play that rewards good game play but doesn’t excessively punish non-optimized play.  Here we go:

  • AoE Healing:  Holy Radiance – Daybreak – Light of Dawn

The biggest deficit in the paladin healing tool kit is AoE healing.  Holy Radiance is expensive with weak splash heals.  In 5.4 I can spend 75% of my time in raid casting HR but it will account for only 5-10% of my healing.  We use it to generate Holy Power and think little of the actual healing it does.  For WoD the only thing that has changed is it costs so much mana now we will only cast it when it is the correct heal, which is good.  But it is such a weak heal when will it ever be the correct heal?  Using HR does generate daybreak stacks which adds AoE healing to holy shock, but it far and away the most over-heal spell we have.  For most of SoO daybreaks over-heal was 90%+.  Daybreak is a neat idea in that it makes you think a bit about where you put your Holy Shock so that the AoE heal can be used.  But the issue is Holy Shock is a use on CD spell and frequently gets used on people not stacked, especially since it is our only on the move spell.  Thus it is a mechanic that has a skill cap but limited by the need for more holy power and its use on CD.  So what about Light of Dawn?  The major issue with LoD is how it interacts with the tier 45 talents (which is up next).  If you take EF you should never/rarely use LoD.  LoD is also “skill-less”.  With EF you get a choice of who gets a hot and allows for good game play.  LoD has no specific target.  You just cast and forget and it doesn’t interact with anything.  There is no way LoD can become better than EF unless there is a specific damage pattern.

  • My Fix:

Totally revamp Daybreak to make Holy Radiance and Light of Dawn interact with each other.  I have a few ideas on this, and since I am hardly a developer I will share an outline of the possibilities.  I have three possible ideas to make HR and LoD more fun, improve our aoe tool kit, add some skill/planning to the spells use:

  1. Make repeated casts of Holy Radiance increase the splash healing range and/or amount healed:  Knowing who to target and when to cast HR will add some complexity and add some power to a weak spell.  The biggest issue IMO of HR is the splash range is so small.  Buffing through spamming will make it a more powerful and interactive spell.  Mana cost would make abuse of this difficult.
  2. Make Holy Radiance Buff LoD:  For AoE fights it would mean using HR as a buff to LoD which would provide a benefit to planning ahead and provide a risk reward for using such an expensive healing spell.  Mana cost would make abuse of this difficult.
  3. Make targets with illuminated healing, eternal flame, or sacred shield take increased LoD Healing:  This would be hardest to balance but would add some complexity to our AoE healing.  The goal would be to have EF and IM from direct heals on the people you want to get the most AoE healing which would require some skill and planning.  Biggest issue with this would be how it interacted with the smart healing component of LoD.
  • Tier 45 Talents – The impossible to balance, fake choice between Selfless Healer, Eternal Flame, and Sacred Shield.

This talent tier has been a problem for a long time largely due to balancing prot and holy.  They changed the play style of holy drastically and much of the time not for the better, especially SH in 25man SoO which makes healing a dps rotation with few healing decisions.  Sacred Shield never took off in MoP and some of it had to do with it being clunky, is an extra thing to cast and track, and had an awkward recharge system.  I have always thought EF should be baseline because WoG is just another version of Holy Light/Divine Light/Flash of Light and is too boring for a big finish.

  • My Fix:

Make the tier 45 talents all modify Word Of Glory.  Word of Glory is our main holy power finisher.  It is arguably our most important spell.  Using talents to modify it provides some great personalization and play style variation without gutting how the paladin plays.  Theses talents would also be much easier to balance.  You can play with the splash, hot, shield numbers easily so they do similar outputs and it is the encounter or play style that min/max it.

The tier of WoG funifications

The tier of WoG funifications

  1. “Splashing” Healer:  WoG heals up to 6 targets within 10 yards of target for x%.  Basically turn WoG into a super Holy Radiance.  Will provide a AoE boost to our single target heal.  Will vary from LoD if the changes I wrote about above go in.
  2. Eternal Flame:  Same as live.  Adds a HoT to WoG.  Good for consistent damage, fun and rewarding play style for rolling on the correct targets.  Boost to beacon healing.
  3. Sacred Flame:  WoG applies the sacred shield effect.  Basically EF but with a refreshing shield.  Has the possibility of being more single target bonus but no ability to heal beacon or refresh IM.  Provides a variation to EF and uses sacred shield without adding the clunky-ness of sacred shield on live.  Can have it scale with HP just as EF does.
  • Raid Healing CD – No more Guardian of Ancient Kings or Divine Purpose.  Avenging Wrath is not enough!

One of my favorite parts about being a holy paladin was the number of CD’s that we had.  This provided us a great way to throttle our healing.  Many times they were paired up, but at least we had 2 pairs which meant we could have more time with buffs, or a short time with crazy buffs.  Now that we only have Avenging Wrath that is gone.  Also, as raid CD’s go, Aura Mastery is the least fun.  You pop it and marginally feel the reduction in damage taken.  It is powerful, but not exciting or the most powerful.  As I have said above multiple times, AoE healing is still the holy paladins greatest weakness so it would be nice to have a healing CD that boosted this.

  • My Fix:

SUPER BEACON!  Makes your beacon of light target a pillar of light that provides splash healing to all (or up to 6 targets) within 30 yards.  50%(or whatever to balance) of all your direct heals to the beacon target hit all (or up to 6 targets).  Provides bonus to AoE healing utilizing our single target healing strengths and feeds off an iconic paladin ability.  Honestly this is just a paladin version of Ancestral Healing.  But this type of CD is my favorite type of CD.  It requires a small change in game play while active and IS active.  You have to do something to maximize it.

A possible fun Holy CD that boosts our lacking AoE healing

A possible fun Holy CD that boosts our lacking AoE healing


  • Final Thoughts:

I think the core of the paladin healing mechanics of generating holy power, having strong finishers, and major mechanics like Beacon and our mastery are solid.  They are interesting and differ from other healers and none of them are overly under or over powered.  But when we get a new expansion I think it is reasonable to want some tweaks to how we heal.  For me the dead space has always been Holy Radiance and LoD for AoE healing and the poor choice between Eternal Flame vs. Light of Dawn.  I think having interesting choices, that are modified by spell and target choices makes for fun game play.  Generating holy power and spending it on WoG with modifications (splash, hot, shield) is a good mechanic.  Having AoE builders that make LoD greater than WoG with a heavy mana penalty is a good mechanic.  Having a CD that buffs the weakest part of our toolkit and is active is a good mechanic.  All these changes can be balanced but the important part is more and fun decisions in our healing rotations.  Maybe one day we will have some of this, or maybe not!

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How Much Spirit Do We Need to Be Mana Neutral? – WoD Healing Model Not Adding Up

Now that there are level 100 pre-mades on Beta we can really start to see where thing are terms of numbers and balance. My previous post included mana pool per second costs for our most likely to be used spells and rotations. What I didn’t know at the time was how much spirit we would need to have enough regen to make those rotations/spells mana neutral. This maters for a few reasons:

  • Blizzard has said they want our basic rotation to be mana neutral.  Many players are terrified of what happened at Cata release where healers went OOM at base gear levels before the first pull.
  • Blizzard has ditched active mana regen and have also ditched other regen options like Divine Plea, Hymn of Hope, and Mana Tide!  So spirit is our only way to get mana back outside of a potion.
  • It also maters to see how regen will scale with the expansion.  Will Holy Radiance ever be viable?
Mana Costs Chart with Spirit

77 spirit x 4-6 slots does not equal…

So what are the results?  Not good.  On Beta at level 100 in 660 PvP gear I have 332 spirit from gear.  77-89 spirit on Neck, Cloak, and Rings.  1116 total.  Trinkets can and will also have spirit so we have some wiggle room there but only a few hundred.  The chart is spirit from GEAR ONLY.  So to just cast Holy Shock, Holy Light on the beacon 2 times then Eternal flame we are 718 spirit short of mana neutral…  if our Spirit doubles every tier we wont be mana neutral till the 3rd tier let alone have more wiggle room for Holy Radiance or Flash of Light!

There has been no tuning pass and everything can and will change, but when you hear people complain about mana in the Beta this is why!

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The 0.4% – Mana Cost Sheet

Spirit will decide what any of this means.

Spirit will decide what any of this means.

Base mana regen is 0.4% of mana pool per second.  The above shows we will be spending more than that on anything we do.  Holy Light spam has been said by Blizz to be a mana positive thing in entry level gear.  At 550 Ilvl at level 100 we can expect 265+/- spirit without spirit trinkets.  570+/- with 2 trinkets.  So the question is how much regen will those numbers get us, and as we complete tiers in WoD how much more spirit will we have?  Will we ever hit 3%?  If so mana will no longer matter.

My concern is Denounce dps does not look to be mana neutral as it is more costly than HL by 50%!


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Alpha Here I Come!



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