Previous posts in this series can be found here.
This is the first post in this series that’s explicitly about new mechanics in Warlords. As a general disclaimer, at the moment there is not yet a public alpha, so all we have to go on is information in patch notes and spell data. So I while I will be going into some numbers in this post, keep in mind that anything can change. The point will be more about how to understand active mana regen, and not as much, in particular, about comparing the relative strengths of each class’s new mechanic.
The Active Regen Spells
- Druid: Innervate. The Druid casts Innervate (2 seconds), which lasts 8 seconds or until the Druid spends mana on a healing spell. If it runs for the full duration, it regenerates 5% mana.
- Shaman: Telluric Currents. Lightning Bolt casts return 1.25% mana.
- Monk: Crackling Jade Lightning returns 2% mana after a full-duration channel, which takes 4 seconds. Monks also still have Mana Tea.
- Paladin: Divine Plea costs 3 Holy Power, and returns 7% mana.
- Disc Priest: Penance, when used offensively, returns 1.1% mana per hit (and no longer Atones).
- Holy Priest: When in Chastise, Smite and Holy Fire each return 0.75% mana. Notably, Chakra shifts have a 10s cooldown.
The idea behind these is pretty easy to see: give every healer an ability that lets them choose to regain some mana, at the cost of giving some opportunity to heal. This is a response by Blizzard to the problem that current mana-related abilities tend to involve little or no decisionmaking; you generally simply use them on cooldown. They were prime candidates for removal during the ability-culling process, and that is what happened at first. And while there was no huge problem with that (mana is still interesting due to the inherent choice in choosing how to spend it), abilities whose purpose is to regain mana are definitely a place to add something to healer gameplay.
My last post discussed the basics of picking gear in the Loot 2.0 system. It emphasized that a max level character can be geared up rapidly with good rares if you know what to look for and make use of the enchanting system. I want to add a few small points that can make a big difference in how effectively you can use enchanter, especially with limited resources.
A rare item has up to 4 primary affixes and 2 secondary, as discussed before. Each slot has a pool of primary affixes from which it can draw its 4. This is a helpful resource I linked before to see what they are. When you enchant a primary stat, the item can draw the new stat from the usual primary pool (you can click the “?” icon at the enchanter to see all the possibilities in advance). However, the full array of possible affixes is not always available, because certain affixes are mutually exclusive.
In particular, an item can’t have two +skill bonuses or two +element bonuses. So when enchanting a particular stat, if one of the other stats being left on the item is a +skill or +element affix, all of those will be removed from the enchanting pool. This can be used to your advantage when enchanting. Conversely, if an item does not have a +skill or +element affix (except possibly for the one being enchanted), and those are available in the slot, there will be a very long list of possible reforges. This works against you, even if it’s not the +skill or +element that you’re going for. In that situation you might reconsider enchanting the item unless you are willing to spend a large amount of gold and materials rolling the stat you want out of a large pool.
Edit: added a little bit more to this, in a separate post here.
The “Loot 2.0” system that is the centerpiece of Diablo 3 2.0 makes acquiring gear both more fun and more interesting. The addition of a few new stats, and the enchanting system in particular, means that a little bit of understanding of the system goes a long way in helping you gear up quite quickly once you hit max level. I’ll first give an overview of important stats, and then some practical tips on how to go about putting it all together. In particular, the “Damage” and “Toughness” scores, while they have their uses in making evaluations, can limit your gear progress if you rely on them too much without understanding the underlying stats.
Your character sheet’s “damage” score takes into account your weapon damage, primary stat (“Main”), crit chance (“CC”), crit damage (“CD”), and attack speed (“IAS”) bonuses. Since all damaging skills also scale with those stats (some exceptions for IAS, see below) it is a good starting proxy for how much damage you can output. However, there are some important reasons not to simply rely on the Damage score when looking for upgrades. Here are the most prominent ones:
- The “[Element] skills deal X% more damage” affix. This works exactly as advertised, and if your build does most of its damage with skills of a particular element, adds a lot of damage that’s not reflected on your character sheet. This gives a strong incentive in Reaper of Souls to try to choose builds that focus on one elemental damage type. If you do all your damage with one element, and you mouseover a pair of bracers with +15% to that element, then even if they show a -5% Damage loss in the comparison, you should think of them as a 10% damage upgrade.
- The “Increase [Skill] damage by X%” affix. Similarly, you can probably imagine how to use this. It’s sometimes hard to leverage if your damage is spread between a few different skills, but value it highly if you use a certain skill for most of your damage.
- IAS is factored directly into your damage score. But depending on your class and build, IAS may be more or less useful to you. If you are primarily resource-capped (if combat often consists of dumping a whole energy bar into an expensive spender such a Frozen Orb), IAS actually does very little for you, as it doesn’t change the number of casts you get before you run out. Similarly if you use a lot of cooldown-based skills. Conversely, if you generally spam a resource generator (Monks, often), IAS could be better than it appears. Don’t rely on the Damage score when evaluating IAS; think about whether attacking faster is useful in your build.
- A more subtle version of the IAS issue is weapon speed. A 1.2 speed weapon and a 1.5 speed weapon might do the same DPS, but one hits much harder per swing and the other attacks faster. The same logic from the IAS discussion applies; one or the other may be much better for you even if they have the same Damage score.
- Some stats are not reflected at all in Damage; notably, cooldown reduction and resource cost reduction. Many of the types of builds that don’t like IAS like these stats, because they let you use your attacks more often in practice. Don’t worry about the fact that favoring these stats and disfavoring IAS makes your Damage score look lower.
- The CC/CD engine. While these are reflected correctly in Damage, that can be deceptive at low gear levels. The value of each of these stats depends on the other one, so when both are low (when you’re just starting out), CC and CD affixes might show up as weak in your Damage score. Trust that once you accumulate enough of both of them, the synergy is very strong, and a key part of doing high damage. Even if CC/CD items look weak at first, consider saving them because the effects will snowball as you get more.