This info is taken from Pater's thread on the official forums. Read the original here:
The Math on Spirit & +Mana/5sec Spirit Numbers At lower levels, when you rarely have any long fights, I think SPI is pretty worthless. The simple math is pretty common knowledge:
1 INT = 15 mana
1 SPI = 0.25 mana/tick = 0.125 mana/sec.
15 / 0.125 = 120 seconds. So during a given battle, you'd have to go 120 seconds of full mana regen for 1 point of SPI to be worth 1 point of INT.
For this reason, I didn't care about spirit through the high 40s. I just never had any fights in which I could count on 120 seconds of mana regen.
But, with higher levels and longer fights, the recent change to the 5-sec rule, and the meditation talent, SPI is starting to look more attractive.
Divide a battle into two portions: full regen (outside the 5-second rule), and low regen (inside the 5-sec rule). The total combat time is equal to number of seconds at full plus number of seconds at low. Assuming you have 5 points in the meditation talent,
SPI is better than INT if (Time at Full regen) + 0.15(Time at Low regen) > 120 sec. (I call this a "non-spikey fight"/SPI-focused fight because the battle is long and/or there are long pauses between casts, allowing for significant mana regen. A "spikey" fight is one in which a lot of mana is needed in a very short period of time--one where the fight is either over quickly or I'm constantly casting and never regenning.)
In the 50+ instances, almost all of the miniboss/boss fights will meet the above criteria, making SPI quite important at higher levels.
** This is only true in rare circumstances, apparently. Many fights, even at the high end, are too short for SPI to matter. But I don't have any solid numbers yet.**
+Mana/5sec Numbers NEW!
Point for point, +mana/5sec is worth 1.6 SPI while you're regenning at full, and is infinitely better than SPI when in the 5-sec-rule. (If you have 5/5 Meditation, the number is 10.7 rather than +infinity.)
The math:
1 mana/5sec = 0.2 mana per sec.
1 SPI = 0.125 mana/sec.
0.2/0.125 = 1.6
0.2/(0.125*0.15) = 10.7
So, like SPI v. INT, the relative importance of +mana/5sc varies from battle to battle, and depends on how much of the fight you spend in the 5-sec-rule. The actual equation:
Importance of SPI compared to +mana/5sec = ( ( Time at Full) + (Meditation)*(Time at Low) )/ (1.6 * Total Combat Time)|
mana/5 sec is nice Written by Guest on 2005-12-01 01:02:28 For the length of most endgame boss fights i find that having mana regen in the form of mana/5sec is the way to go. With only blue items a priest can achieve about 80-90 mana/5 sec. I know because I did it. Add in a couple easy to get epics and we're talking around 100 mana/5sec. Over the course of 1 minute you will get 12 ticks of mana regen (60 sec / 5 sec = 12). At 100 mana/5 sec * 12 = 1200 mana a minute. Thats a nice little bit of mana regeneration. Say you are doing a 3 minute boss fight and thats 3600 mana regenerated. Thats more than 1/2 an average mana pool in a fight. Throw in some innervates and mana pots and you should be good in a long fight. The downside to a mana regen build like this is: - a smaller mana pool. maybe around 6500-7000 unbuffed. -no significant +healing. i have maybe +100 (w/o benediction) -lower spirit since mana/5 sec items come with no spirit. I went from the 300s to low 200s. Also, stam is missing on quite a few of the good mana/5sec items so you will suffer with lower hp than your fellow priests. All in all though, I find mana/5 sec build a fun thing to try to collect. Go out and see how much you can max out at. I do believe its near 140 mana/5 sec if you get ALL the best items in the game. |
Crit Gear ;=-> Best thing in PvP and Hel Written by Guest on 2005-11-15 10:54:56 Whatever you can say that critgear is doing something wrong, I have about 25% crit chance on my heals, with inspiration, and in both PvE and PvP but I think more in PvP, it helps a ton. Also this goes to my smites, so I can still be decent if I get a 1v1. And I can still heal like a beast. (I got a lot of + healing as well) |
Diminishing returns Written by Guest on 2005-11-01 19:24:08 I thought the amount of regen provided by spirit was subject to dimishing returns that begins to hit hard around 250-300 spirit... Is that still true? |
Alliance use wands for mana Written by Guest on 2005-10-04 08:30:07 Most of my mana regen against endgame bosses comes from wanding mobs who have 3 ranks of widsom judged on them, giving back close to 100 mana per second. Obviously this only applies to alliance. I find meditation relatively useless for these large raids, since all priests spend about half of their time out of the 5 second rule when doing wanding rotations. With 330 or so spirit, meditation gives about 450 mana a minute back a minute. Since we are spending about half the time out of the 5 second rule that looks more like 225 per minute from meditation. So the average minute looks something like: 2000+ from wanding 1500 from spirit regen out of 5 sec rule 1000 from Mana pots 225 from meditation when in 5 sec rule 360 from blessing of wisdom 150 mana from x per 5 secs regen gear Unless I messed up my numbers - meditation is pretty insignifigant in comparison to the other mana regen avenus you get on boss fights if you are coordinating healing rotations. |
About +Heal overheals Written by Guest on 2005-09-08 15:12:02 I've found +healing gear to be amoung my most useful. The trick to not overhealing is to use lower rank heals. You end up healing for the same amount of health per heal as the high rank (no extra overhealing this way) and you do it for far less mana. |
Inspiration Written by Guest on 2005-08-13 19:26:21 Concerning Crits, dont forget that if the priest has inspiration talent, with each crit heal the target will get 25% more armor for 15sec. Now have a look at the armor of a def warrior.... |
Caster Base Crits Written by Guest on 2005-08-13 07:04:01 Just as an aside the Dev's have confirmed a base 5% chance to crit for all caster classes. This is before any crit bonuses based on INT or items are taken into account. |
5 second rule Written by Guest on 2005-08-03 11:42:31 when I cast a flash heal I'm 1.5 seconds in full regen still. After that I'm 5 seconds in low regen (15% of full). But what if I cast another flash heal before that 5 seconds are past? Am I again in full regen for the next 1.5 seconds? |
Spirit -> Regen Formula Written by Guest on 2005-07-31 18:11:11 how come ppl neglect the +14 in the formula? Regen = (Spirit/4) + 14. sure the 14 doesnt scale, but it cannot be simply ignored. |
Written by Guest on 2005-07-29 08:20:44 My take on priests and gear. Crits are worthless, if your wearing critgear as a healer then in my opinion your doing something wrong. I dont want to have to rely on crits to keep my targets alive, crits should be purely bonus. Since you cant control them, why try to? Your only hurting other stats that are always helpful. My basic strategy toward gear is to get +mana regen and +fire resist when and only when it doesn't hurt my other stats. The result is that I have over 8000 mana buffed and +54 mana/5 sec as well as 219 spirit for meditation. In other words, I regen like a madman while casting, slightly faster while not casting and have a large enough mana pool to make it all worthwhile. I have 2 Devout Crowns( +8 int and +20 fire resist) and Manastorm Leggings which whill get +150 mana. I also have Gloves of Prophecy, Wisdom of the Timbermaw( a very nice belt with +21 int and +4 mana/5 sec). Mindtap Talisman and Priest DM trinket. 2 x Rivendare's seal. Devout Bracers with + mana regen enchant and Mindsurge robe with +100 mana enchant. Around my neck I wear a Tooth of Gnarr. I have decked myself out in high stat gear with +mana and +mana regen. All in all, it makes me that much stronger of a healer because I have endurance. |
Written by Guest on 2005-07-26 23:56:31 8) 8) |
Priest observations Written by Guest on 2005-07-05 12:20:33 The longer the fight goes, the better the +mana/5sec gear looks. Typical boss fights it gets a little over 2 spi per +mana, MC it approaches 3. Crits are interesting for healers because in many cases they overheal, making the crit worth less (but not worthles). + to healing is also interesting, in my calculations and other's rumored calcs (haven't found them yet), +1 int is worth +3.5 healing. Looking over the items I've accumulated, it seems Blizz has them balanced pretty good, similar gear has about the same numbers based on using 3.5 healing per int. But again, this is an interesting stat, is it wasted on overhealing or is it actually useful in a fight. It afftects Renew the most, which is our most mana effecient spell anyway. |
Mathematician Written by Guest on 2005-06-15 14:12:35 Ur Good in math ;) |
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