02-15-2005, 05:17 PM
(This post was last modified: 02-15-2005, 05:19 PM by Concillian.)
I agree that Spirit is going to be an important class for raid bosses, and if you talk to those who do those things on a regular basis spirit is a definite part of their equipment.
However, if you look at the Conquest strategies that they shared, you'll see that
1) All their priests use flash heal exclusively
2) They get around the issue by 'brute force' They have 9 healers on the main tank plus 4 for the off tanks? That's a ton
I don't know that I would build a full discipline build, but it seems like a flash heal-centric build is in order, with improved crit and armor bonus to help offset the lack of mana efficiency. If you are getting 10-15 heals per second and you have priests that crit 15% of the time then ONE will crit on average 90-95% of the time within the 15 seconds.
Spirit is of situational usefulness before raid instances, and I think you could switch out a few items in those situations to up your mp/tick, but it takes a lot of ticks to make up for +1 int being 15 MP when the evidence seems to be that +3 SPI is only +1 per tick and at 15% is only 0.15 per tick.
Consider a theoretical choice between 50 SPI and 50 INT. 50 INT is 750 mana and 50 SPI is 16.7 per tick after 5 seconds and 2.5 per tick while casting and before the 5 seconds withthe 15% bonus.
In casting it takes 300 ticks (that's 15 minutes) to make up for the 750 mana you would get with the INT. If you consider just the non-casting time regen, a total of 2 minutes 15 seconds. Considering you're going in and out of casting the break even is somewhere in-between, but it's clear to see how little the in-combat regen affects the equation when it takes 15 minutes just to make up for the equivalent amount of +INT.
So spirit almost always loses out when you're considering a 5 man because there aren't battles that last so long that actively pursuing +SPI items are worth it. It's simple math to figure out why. Raid bosses last long enough that you definitely run out of mana and need to regen. In these cases the 5 second rule and crit% still make INT somewhat important, but spirit is important as well.
Spirit might need a small boost to regen rate, but I think it needs something else. Make the top tier disc talent more significant, or make the in-combat regen more significant, or make it the crit stat for priests, do something so that priests want spirit. It should be the primary stat for priests, Blizzard needs to do something so that it is, because right now it's only a real consideration if you're fighting raid bosses.
What are mages going to do for mana? Warlocks can pull mana from their pet as an affliction build (imps regen ~200 mana per 5 seconds), or they can life tap and get a renew for mana, but mages just have to wait out the regen. I hope their wand skills are polished! :)
However, if you look at the Conquest strategies that they shared, you'll see that
1) All their priests use flash heal exclusively
2) They get around the issue by 'brute force' They have 9 healers on the main tank plus 4 for the off tanks? That's a ton
I don't know that I would build a full discipline build, but it seems like a flash heal-centric build is in order, with improved crit and armor bonus to help offset the lack of mana efficiency. If you are getting 10-15 heals per second and you have priests that crit 15% of the time then ONE will crit on average 90-95% of the time within the 15 seconds.
Spirit is of situational usefulness before raid instances, and I think you could switch out a few items in those situations to up your mp/tick, but it takes a lot of ticks to make up for +1 int being 15 MP when the evidence seems to be that +3 SPI is only +1 per tick and at 15% is only 0.15 per tick.
Consider a theoretical choice between 50 SPI and 50 INT. 50 INT is 750 mana and 50 SPI is 16.7 per tick after 5 seconds and 2.5 per tick while casting and before the 5 seconds withthe 15% bonus.
In casting it takes 300 ticks (that's 15 minutes) to make up for the 750 mana you would get with the INT. If you consider just the non-casting time regen, a total of 2 minutes 15 seconds. Considering you're going in and out of casting the break even is somewhere in-between, but it's clear to see how little the in-combat regen affects the equation when it takes 15 minutes just to make up for the equivalent amount of +INT.
So spirit almost always loses out when you're considering a 5 man because there aren't battles that last so long that actively pursuing +SPI items are worth it. It's simple math to figure out why. Raid bosses last long enough that you definitely run out of mana and need to regen. In these cases the 5 second rule and crit% still make INT somewhat important, but spirit is important as well.
Spirit might need a small boost to regen rate, but I think it needs something else. Make the top tier disc talent more significant, or make the in-combat regen more significant, or make it the crit stat for priests, do something so that priests want spirit. It should be the primary stat for priests, Blizzard needs to do something so that it is, because right now it's only a real consideration if you're fighting raid bosses.
What are mages going to do for mana? Warlocks can pull mana from their pet as an affliction build (imps regen ~200 mana per 5 seconds), or they can life tap and get a renew for mana, but mages just have to wait out the regen. I hope their wand skills are polished! :)
Conc / Concillian -- Vintage player of many games. Deadly leader of the All Pally Team (or was it Death leader?)
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.