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Graylo Guest Post: Moonkin Mana Regeneration

Published on January 16, 2009 by Graylo
Lunar Guidance, Spells and Talents
9 Comments

Phaelia: This week, I bring you another fabulous guest post from Graylo of the Balance blog, Gray Matter. While some of the talents discussed here are more typically found in a Balance-oriented build, the analysis of their value is also relevant to a Restoration Druid and will no doubt come in handy with the release of dual-specs.


If you played a Balance Druid in vanilla WoW, you are very familiar with the term “Oomkin.” Our mana issues were so pervasive that this term survived through most of the Burning Crusade, even after most of our mana issues were fixed. In Wrath of the Lich King, our “Oomkin” days are far behind us, and anyone that uses the term is either uninformed or joking.

swayze_dance_off

However, I still regularly receive question asking: How much mana regen do I need? Which talents are best? Can I give up Talent X to get more DPS talents? With that in mind I wanted to provide this little guide for Moonkin mana regen.

Talents

   
3

Moonglow

This talent reduces the mana cost of your primary DPS spells. Due to how it works it does not scale well relative to the other talents available. It does improve with haste, because more casting means you will be saving more mana, but the affect is small. This talent is best for people with an entry level of gear (i.e. Leveling gear, preraiding gear), but it quickly gets out classed by Dreamstate and Intensity as your Spirit and Intelligence levels increase. Moonglow is also best in fights with near constant DPS casting.

Note: You will see most Moonkin with at least one point in this talent because it is needed to get to the higher tiers of the Balance tree.

3

Dreamstate

This talent increases your MP5 by 10% of your Intellect. Dreamstate scales very well with gear since almost all Moonkin gear will have Intellect on it, and we have other talents like Furor that increase our Intellect level. This talent continues to regenerate mana until your mana is full and shines in choppy fights that don’t allow for constant casting.

3

Intensity

This talent allows 30% of your out of combat mana regen to continue while in combat. Intensity also scales very well with gear since your out of combat mana regen is based upon Spirit and Intellect. This talent shines in fights where there is near constant casting and few breaks where you will exit the 5-Second Rule.

1

Omen of Clarity

With this talent each of your spells has a chance to reduce the mana cost of your next spell by 100%. I haven’t been able to find a definitive description of how this talent works, but most sources agree on a few points. The proc rate is normalized based upon the casting speed of spells. Therefore it doesn’t favor faster spells like Wrath. The proc rate seems to be about 2 procs per minute.

Like Moonglow, this talent doesn’t scale well relative to the other talents, since the mana of each spell does not change. Some people suggest that you switch to a high mana spell when it does proc to maximize the benefit, but I recommend against it because you will loose DPS looking for the proc.

Omen of Clarity is best in fights where there is near constant casting because it can proc off of any ability (including making bandages). What makes this talent really nice though is that it costs just 1 talent point.

1

Moonkin Form

I don’t really think about this as a mana regen talent, but it should be listed. While in Moonkin Form a Druid has a chance to return 2% of total mana when they crit with a single target spell. Amazingly, I tended to get a majority of my mana regen from this talent even when I had all four of the other regen talents. The effect is huge, especially when you have crit -nhancing buffs like Improved Scorch.

From here on out I am going to ignore Moonkin Form because I assume that you have it. If there is such a thing as a Balance Druid without it then they are probably beyond help.

How much regen do I need?

This depend a lot on your group make up, but as a general rule you will need more regen as your group gets smaller and the fights get longer.

In 25-mans, I have absolutely no mana issues, and I have seen some high-end raiding Moonkin drop all of their mana regen talents without issue. In 10-mans, I have issues on the longer fights like Sarth-2D because my group doesn’t have a Mage, Shadow Priest or Ret Pally. In 5-mans I don’t have any issues because the fights are too short, but my experience may not be relevant to you. My gear level makes up for my low mana regen.

If your playstyle focuses on 5-mans and you don’t have a lot of gear, then you’re probably going to want as much regen as you can get. If you raid 10-man’s regularly, it’s going to depend on your group composition. If you regularly raid 25-mans, you probably have most of the buffs covered and can sacrifice some mana regen for some DPS talents. However, the best way to tell if you need more regen is if you’re consistently running out of mana on boss fights.

Ok, I need some regen, but which talents do I choose?

If you’ve looked around the various moonkin forums then you have probably seen this equation.

Omen of Clarity > Intensity > Dreamstate > Moonglow

This equation was written with well-geared raiders in mind, but it is a pretty good guideline and fairly vague. Let’s see if I can put some numbers to it to explain it better.

The Numbers

Omen of Clarity

Numerically, this is a hard ability to nail down. It’s very random, you may get it but not use it, and it’s hard to determine which spell consumes it. To calculate its value I looked at several old WWS reports. Look at a couple of high-casting fights like Patchwerk and Razuvious, the proc rate does indeed seem to be about 2 times per minute but highly variable.

Next I tried to figure out what is the average mana cost of the spells I cast during a boss fight. Looking at the WWS report from the raid where I got the Undying achievement, I summed my total spell casts for a Naxx clear. (I know this is a 10-man instead of a 25-man. However, I don’t think my casting habits change much if at all from 10-mans to 25-mans.) I won’t give you the boring details but I cast a total of 1,326 during boss fights at an average mana cost of 458 per spell with one point in Moonglow.

Now, even though Omen of Clarity procs twice per minute on average, not all of those procs will be used and it is highly variable. So, to try and get a minimum value let’s assume that you only use Omen of Clarity one and a half times per minute.

We can get an MP5 equivalent by dividing the mana saved per minute by 12. Therefore the equivalent MP5 is equal to:

(458 * 1.5) / 12 = 57.40 MP5 equivalent (assuming one point in Moonglow)

This may not seem like much, but since it costs only one talent point, it is far ahead of what you would get by investing that point in Dreamstate or Intensity. Just for reference, if you invest a full 3 points into Moonglow, Omen of Clarity would be worth 54.10 MP5 equivalent under these conditions.

Moonglow

This talent was much easier to quantify, but it is very easy to present misleading information. If you look around the web, you may find a person or two that will indicate one point in Moonglow is equivalent to 45 – 50 MP5. Their numbers may be theoretically accurate, but here not practical because they are evaluating the talent under ideal circumstances. For Moonglow to reach those levels of mana savings, you have to be constantly casting with no breaks and no latency. In real life that isn’t going to happen.

So to accurately quantify the value of Moonglow, I will have to look at WWS reports again.

Looking at just the boss fights in my latest Naxx run I cast Starfire 488 times, Wrath 525 times, Moonfire 113 times, and Starfall ~10 times. All 15 boss fights took a total of 46 minutes and 6 seconds (2766 total seconds). For each spell cast I saved the following amount of mana:

Starfire: (3496 * 0.16) * 0.03 = 16.78
Wrath: (3496 * 0.11) * 0.03 = 11.54
Moonfire: (3496 * 0.24) * 0.03 = 25.17
Starfall: (3496 * 0.35) * 0.03 = 36.71

So, to get MP5 equivalent for the raid, you take the total mana saved and divide it by the time spent in combat times five.

MP5 Equivalent = (((488 * 16.78) + (525 * 11.54) + (113 + 25.17) + (10 * 36.71)) / 2766) * 5
MP5 Equivalent = ((8,189.03 + 6056.82 + 2844.35 + 367.08) / 2766) * 5
MP5 Equivalent = (17457.28 / 2766) * 5
MP5 Equivalent = 6.31 * 5 = 31.56 MP5

These numbers will vary from person to person and night to night, but I doubt it will vary much. In fact, I think my estimation of Moonglow’s value is a little high because I used Wrath a little too much.

Dreamstate

This one is really easy to quantify. All you need is your total Intellect fully raid-buffed. To calculate it, look at your armory and get your unbuffed Int. Then add 60 for Arcane Intellect and 51 for Improved Mark of the Wild. Then multiply that value by 1.1 for Blessing of Kings, and by 1.1 again for Furor. For me the equation works out like this:

Total Intellect = (889 + 60 + 51) * 1.1 * 1.1 = 1210 Intellect

When you have your fully raid-buffed Intellect, you multiply that value by 0.04 to find the value of the first point, and 0.03 to find the value of the second and third point. So, for me Dreamstate is worth:

Dreamstate Point 1 = 1210 * 0.04 = 48.4 MP5
DreamstatePoint 2 & 3 = 1210 * 0.03 = 36.3 MP5

Intensity

This one is a little more complicated to calculate. First, we need to find our out of combat mana regen. To do that we use this formula at level 80:

MP5 = 5 * (0.001 + sqrt(Int) * Spirit * 0.005575 )

I’ve already showed you how to find your raid-buffed total Intellect. Finding your raid buffed Spirit is very similar. Look at your armory and get your unbuffed Spirit. Then add 80 for Divine Spirit and 51 for Improved Mark of the Wild. Then multiply that value by 1.1 for Blessing of Kings. For me the equation works out like this:

Total Spirit = (371 + 80 + 51) * 1.1 = 552 Spirit

So my out of combat mana regen is:

MP5 = 5 * (0.001 + sqrt(1210) * 552 * 0.005575)
MP5 = 5 * (0.001 + 34.79 * 552 * 0.005575)
MP5 = 5 * (0.001 + 34.79 * 552 * 0.005575) = 535 MP5

Therefore, to get the value of each talent point, we just multiply this by 10%. So for me, each point I put in Intensity is worth:

Intensity(1pt) = 535 * 0.10 = 53.5 MP5

The TL:DR Version

As a general rule you can currently use this priority when evaluating mana regen talents:

Omen of Clarity > Intensity > Dreamstate > Moonglow

Please remember though that Omen of Clarity and Moonglow are very static since they are based primarily upon the spell’s mana cost. This means that they favor relatively low levels of gear, but will be outpaced by Intensity and Dreamstate as your gear improves.

That said, Omen of Clarity is still the best mana regen talent currently because it only costs one talent point. I do not expect this to persist until the end of Wrath of the Lich King because Intensity and Dreamstate will improve significantly in Tier 8 and Tier 9.

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  • Intensity to Become 30% Regen while Casting
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9 Comments
Categories: Lunar Guidance, Spells and Talents

Graylo Guest Post: Balance vs. Restoration Gear

Published on October 28, 2008 by Graylo
Community, Featured, Items and Equipment, Lunar Guidance
31 Comments

Phaelia: This week, I’m honored to share a guest post from Graylo of Gray Matter, a premier Balance blog featuring tons of theorycraft beneficial to any Balance (or Restoration) Druid seeking to improve her DPS or learn vital feather-preening techniques.


The night after patch 3.0.2 dropped my guild was running Black Temple and the [Naaru-Blessed Life Rod] dropped off of the Reliquary of Souls, and my GM, who plays a Warlock, said “looks like a Warlock item to me.”

Before you start writing angry comments about how my GM is an idiot, rest assured that he was joking. Though his comment does highlight one of the issues we are going to have after Wrath of the Lich King is released. With the merger of Healing and Spell Damage into a single stat, Moonkin and Trees are going to be seeking some of the same gear. However, this does not mean that every piece of leather gear with Spell Power is ideally suited for a Tree or a Moonkin. While any item with Spell Power maybe good for both builds, it is my opinion that most items with Spell Power will lend themselves more to one spec than the other.

In this article, I will take a look at each of the relevant stats to see how they lean. Then I will look at a couple of examples to answer the question: Is it Resto gear or Moonkin gear?

I Think I Can Take Him!

Spell Power

I only mention it to get it out of the way. This is the primary stat for both builds and provides no insight into who benefits from this item most. Plus, when considering items of a similar level the amount of Spell Power will be fairly close on both items.

Hit Rating

Unless something has changed in WotLK, a heal is not going to be miss or be resisted by its target. Therefore Resto Druids have no use for Hit Rating. This is the most obvious indicator of how an item leans. If it has Hit then it’s Moonkin gear.

Note from Phae: If it’s “hit” then it’s sh— … er … that is to say, it’s not something you want to GET. ;-)

Crit Rating

Crit is a little more ambiguous. It is not the most important stat for either build, but definitely has its purpose in both builds. In TBC, Crit Rating was good for Moonkin, but horrible for Trees since few Druid heals could crit. That has changed somewhat in WotLK. Regrowth will play a much bigger role in Druid healing, Healing Touch can now be cast in Tree of Life, and the new spell Nourish can crit. All of this points to a bigger role for Crit Rating in a Resto Druid’s life.

However, it is my opinion that Crit Rating favors Moonkin more. Over 80% Moonkin DPS comes from spells that can crit. Critical hits not only increases Moonkin damage but also increases our average casting speed for Starfire and returns mana. A majority of druid healing will still come from HoTs, and critical heals have an increased risk of wasted heals due to overhealing.

Note from Phae: Yes, spell crit is better for Restoration Druids than it once was, but try not to go overboard. HoTs still can't crit, and the 50% additional crit from Improved Regrowth actually makes spell crit less desirable to Restoration Druids, not more. To understand why, imagine you have 0 crit chance and pick up gear that gives you 10% crit chance. Your net improvement would be 1.1/1.0 or 10%. Now imagine you have 50% crit chance and pick up gear that gives you an additional 10% crit chance. Your net improvement is 1.6/1.5 or 6%, a substantially lower improvement. For the sake of clarity, this assumes you get exactly double the benefit from a crit, which is actually close due to Living Seed but not exact.

Haste Rating

Haste rating has the biggest question mark. When I talked to Phae about this stat she said she was slightly inclined to defer to Moonkin on this stat, but I think it is much more even.

Haste can be a significant DPS increase for Moonkin but it comes at a cost. It doesn’t increase mana efficiency at all so if you don’t have the mana pool for it, it won’t help your DPS much. From a Restoration perspective, haste does not decrease the duration of your HoTs, but it does have several benefits that can make a Resto Druid more effective. A shorter global cooldown means you can roll Lifebloom on more targets, or allow you to get more direct heals off in between refreshes. It also will help you to get off an emergency heal if both Nature’s Swiftness and Swiftmend are down.

In my opinion Haste doesn’t lend itself to one spec over the other. So, there is no help here.

Note from Phae: The value of haste depends almost entirely upon your style of healing. A healing style that relies primarily upon insta-cast HoTs – Lifebloom, Rejuvenation, and Wild Growth – will little benefit from haste; its global cooldown reduction is overpriced. On the other hand, an unglyphed Healing Touch or heavy Regrowth build would benefit from stacking spell haste. Still, it’s rare for a Restoration Druid to so vigorously eschew her HoTs to focus instead on direct heals.

Spirit

In the Burning Crusade, Spirit clearly lent itself to Restoration build,s and it is still a good stat for Trees in WotLK due to talents like Intensity, Living Spirit, and Improved Tree of Life. Moonkin on the other hand had very little use for Spirit. It was good for mana regeneration because most Moonkin picked up Intensity, but it did little for our DPS. That is changing with the addition of Improved Moonkin Form, which increases Spell Damage by 15% of your total Spirit.
Despite this change, I still believe that Spirit lends itself more to Restoration then Balance. The Resto Tree has more talents that benefit from Spirit, and I think healers in general benefit more from mana regen then DPSers do. Restos can easily blow through their mana really quickly trying to keep someone up and prevent a wipe. A Moonkin’s mana usage is much more consistent and can be managed in other ways. Plus, the extra DPS a Moonkin will get from Spirit is fairly small.

Note from Phae: I’m the one with Spirit; I don’t wanna hear it! Living Spirit means a Restoration Druid gets 1.15 Spirit for every 1 Spirit that a Moonkin would get. If said Moonkin doesn’t even have Intensity, I’d punch it in the beak for trying to take an item with a ton of Spirit.

Intellect

Obviously both builds need some amount of Intellect, but an item with an extraordinary large amount of Intellect probably lends itself more to a Moonkin. The Balance tree has two talents, Lunar Guidance and Dreamstate, that buff the druid based upon his level of Intellect. Restos can’t get these buffs without putting over 20 points in the Balance Tree.

Note from Phae: I believe that the new mana regeneration effect, Replenishment, makes Intellect desirable for all casters since the amount of mana restored is based on your total mana. As a result, I would be less inclined to consider this a stat that favors solely Moonkin, though I agree that Lunar Guidance and Dreamstate does seem to give the slight advantage to Balance Druids.

MP5

To be honest this isn’t a great stat for either build. It is a very expensive relative to the other stats listed above. Plus, it has only a situational impact on performance. If you don’t have mana issues currently, then more MP5 isn’t going change anything.

That being said, I believe that MP5 lends itself more to Restoration builds. As I said before I believe that mana regen is a little more important for healers then it is for DPS.

Note from Phae: Ewwwww … MP5! This stat continues to be overpriced for those casters with an Intensity-esque ability (ex. Meditation, Arcane Meditation). I’d look the other way on an item who sinks a large portion of its item budget into MP5.

Examples

To illustrate these points lets look at two pairs of boots that drop in Naxx25:

Boots of Septic Wounds
Binds when equipped
FeetLeather
398 Armor
+64 Stamina
+53 Intellect
+49 Spirit
Blue Socket
Socket Bonus: +4 Critical Strike Rating
Durability 60 / 60
Requires Level 80
Equip: Improves critical strike rating by 38 (0.73% @ L80).
Equip: Increases spell power by 78.
Boots of the Escaped Captive
Binds when picked up
FeetLeather
398 Armor
+46 Stamina
+57 Intellect
+38 Spirit
Durability 60 / 60
Requires Level 80
Equip: Improves haste rating by 60 (1.61% @ L80).
Equip: Increases spell power by 88.

I think both boots would be good for either a Restoration or Balance Druid, but I think I know which one Restos would prefer. Despite having 38 Crit rating, I believe the [Boots of Septic Wounds] are more of a Resto item. They have a large amount of Spirit and the gem socket allow for more potent heals and greater longevity. On the other hand, the [Boots of the Escaped Captive] favor a Moonkin build in my opinion. The sheer quantity of Haste means that they will provide more DPS at the expense of less valuable base stats.

For another example look at these two chest pieces, also drops from Naxx25:

Vest of Vitality
Binds when picked up
ChestLeather
578 Armor
+76 Stamina
+77 Intellect
Yellow Socket
Blue Socket
Socket Bonus: +7 Spell Power
Durability 120 / 120
Requires Level 80
Equip: Improves critical strike rating by 67 (1.28% @ L80).
Equip: Increases spell power by 99.
Equip: Restores 20 mana per 5 sec.
Tunic of Prejudice
Binds when picked up
ChestLeather
578 Armor
+75 Stamina
+77 Intellect
+72 Spirit
Durability 120 / 120
Requires Level 80
Equip: Improves haste rating by 58 (1.56% @ L80).
Equip: Increases spell power by 118.

In my opinion, the [Vest of Vitality] is clearly a Moonkin item. The large quantity of Crit and complete lack of Spirit say this item is for all out DPS. The [Tunic of Prejudice] is a much more balanced item that has lots of Spirit that I think Restos will find more attractive.

Leather vs Cloth

I want to make a quick comment on the Leather vs. Cloth debate. Moonkin are used to having to fight with Mages, Warlocks, and Priests for cloth gear because there was very little leather caster DPS gear in the Burning Crusade. My guess is that in Wrath of the Lich King we are going to see clothies push back and say they should get priority over Druids.

I still believe that armor type doesn't matter for the most part. The stats on the gear are what cause you to do more DPS or be a more effective healer. Therefore, I say rolling on cloth items that are clearly better then the other options available should be okay. That being said, be mindful of the clothies' needs. Don't roll on a cloth item when there is a leather item that is equally accessible. For example, a Moonkin should probably pass on [Slippers of the Seacaller] if a clothie wants it, because the [Naturewarden's Treads] are available just a few bosses later.

Final Note

None of this means that Restos shouldn’t roll on the [Vest of Vitality], or that Moonkin shouldn’t use the Boots [Boots of Septic Wounds]. All of these items could be upgrades for either spec. These are just guidelines to help you navigate your gear choices.

My suggestion is that you talk to the other caster druids in your guild and see what gear they are looking for and how big of an upgrade it is. This type of planning with your shape shifting brethren can prevent arguments and feelings of animosity. It can also save you DKP and help you get the item that best suits your needs when it drops.

I want to say thanks to Phae for giving me this opportunity and supporting my blog. The Druid community would be at a loss without you. Note from Phae: <3 Thanks, Gray!

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31 Comments
Categories: Community, Featured, Items and Equipment, Lunar Guidance
 

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