Healing Theory: Warlords Spirit Update

All posts in this series can be found here.

Before the launch of the expansion, I made this post outlining, among other things, how I projected healer mana availability to increase over the course of Warlords.  The conclusion was that, due to the fact that much of our mana comes from constant sources and comparatively little on gear (due to the limited slots on which Spirit can appear), the growth would be slow.  It appeared that there would not be an explosion of mana that eliminated significant mana constraints on healer gameplay until ilvls beyond 750.  Now seemed like a good time to revisit that analysis with any new information we’ve gained since launch.

x-axis is ilvl.  y-axis is thousands of mana available in a 6-minute period.

The previous post’s projection of mana resources in Warlords.  x-axis is ilvl. y-axis is thousands of mana available in a 6-minute encounter.

New Information and Assumptions

To review, the prior post’s analysis was done by examining the amount of Spirit available at each ilvl character with Spirit on two rings, a neck, a cloak, and one trinket, assuming all slots grew according to the standard ilvl budget formula.  The framework used in the post is to look at the total mana a heal has available to spend during an encounter of a certain length (I used 6 minutes) from all sources: starting mana, base regen, Spirit, and so on.  By and large the analysis is still correct.  There are a few things that have either changed or were not taken into account the prior post:

  • You have a legendary ring.  This made starting Spirit a little higher than projected, since many ilvl 615 characters had a 680 Spirit ring.  However, it appears that you will keep the 680 ring at least into Foundry, and the next step is 690.  The highest one currently datamined is 710.  Finally, the proc doesn’t give Spirit, but rather Int (a lesson they probably learned from the Mists meta gem).  So in the end, the ring doesn’t significantly affect the analysis.
  • You (probably should) have a Spirit enchant.  It gives 500 Spirit, with a 15s second duration and a 40 second ICD.  I’ll use 15/45 uptime below.  In any case, it is constant, so it doesn’t affect growth.
  • Most or all healer-intended raid trinkets have Spirit.  Wearing two Spirit trinkets will probably not be unusual; it’s worth considering.
  • Everburning Candle, when the dust settled, gives twice as much mana as its tooltip indicates.  This results in it having an equivalent of 211 Spirit.  That is actually less than normal for a Spirit trinket of its ilvl, so we can ignore it (the reason it continues to be so good is the extremely high Int).
  • Finally and most importantly, raid trinkets were all buffed to account for the trinket itemization problems that were noticed after launch.  Because some trinkets were overbudget, Blizzard buffed all raid drop trinkets to ensure they were still strong relative to the others.  This results in Highmaul and Foundry trinkets having stats that are higher that would be expected for their ilvl.  One might guess that Blizzard will have to keep this up in future tiers to continue the trinket progression; in effect, they’ve been forced to increase the expected budget on trinkets.  This is the main change we should focus on now.

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Healing Discussion Podcast #4

For the first time since Warlords, we sat down and talked about healing.  This was more of an open-ended discussion of things happening since launch, generally focusing on trinkets, the Disc Priest situation, and on how the Warlords healing system is starting to play out in raids.

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00:00 Intro – What we’ve been doing since launch
05:45 Trinkets – #candlegate and Highmaul trinkets.  This is a chart of healer trinkets I made while I was preparing for this show: Trinkets
26:00 Healing in Highmaul – the WoD model, Mar’gok vs Butcher/Kargath
42:10 Power Word: Shield, with bonus digressions on Prayer of Healing design and the role of healing assignments in WoD
1:12:00 Outro & Merry Christmas :)

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