Continuing my discussion on projecting Spirit and mana growth in Warlords
The last time we checked on Warlords mana and projecting how far it would go was after the general raid trinket buffs and the reveal of the BRF raid loot (including two high-Spirit trinkets). Those two changes had severely accelerated potential Spirit growth from what I initially projected. Because of that, I went from saying that Spirit was looking to be fine (at launch) to saying that the growth had to be arrested, and that an easy and effective approach would be to simply put less Spirit on trinkets.
Since all that, there have been two more developments:
Blizzard, going directly counter to my opinion, further increased the Spirit on BRF trinkets. Not only through the global 5-ilvl buff, but through a significant Spirit-only buff to the two trinkets I linked above. The reasons for that have to do with the trinket itemization dilemma I touched on here; I won’t go into them now.
Completely reversing course, the datamined 6.2 healer trinkets now have low amounts of Spirit again. 379 at ilvl 695 (or equivalent) on all of them, far less than Autoclave and Talisman. This is now in line with exactly what I recommended.
So of course the question is, after all this, where did we land?
A Somewhat Convenient Truth
By now you’re probably familiar with the bar graphs from the previous versions of this analysis. If you’re not, the framework I use is to compute how much total mana a healer will have available to spend, in an encounter of fixed length (I use 6 minutes). This is to give a more practical and in-context comparison than simply looking at Spirit numbers, although in the Warlords system, Spirit on gear is the only part that varies. Without further ado:
I’ve been noting down my experience with, and strategy for, the Hearthstone Adventure encounters each week on the EJ forum. I just realized there’s no reason not to put them here for people working on the fights now. I know they’re mostly over, but I’ll put in this week’s anyway, and maybe paste in the old ones sometime for people trying to do them later.
Descriptions of the bosses and their decks can be found here.
Razorgore: Probably lots of easy ways to do this. I went with typical Freeze Mage-ish board clears. His only value advantage over you is creating 4-5 HP worth of stuff to beat down every turn, which is not hard to overcome just by establishing board control in conventional ways. An early Doomsayer and a late Flamestrike help you lock it down though. He Corruptions big threats, so typical midrange creatures to own the board work great.
After a bit of a break, suddenly a huge heap of new information from 6.2 patch notes and data (and items) gives us no shortage of things to talk about. As soon as it all started coming out, we got together to discuss our immediate reaction upon reading it, recording 2 segments over the course of the evening. So, an extra long show today (or 2 shows, however you want to listen!) with everything that healers should be interested in in the initial 6.2 information.