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Phaelia Wearing PvP Gear for PvE Content

Published on December 17, 2007 by Phaelia
Items and Equipment, Obsolete
23 Comments

This article should be considered obsolete since the changes to mana regeneration in Patch 2.4 that made Spirit a much more desirable stat relative to MP5. As PvP gear favors pure MP5 over Spirit, it will rarely match up to the equivalent Tiered dungeon gear.


HOORAY FOR WELFARE EPIX!!!This post is written in response to a recent post by Matticus entitled “Why Raiding with PvP Gear is a Bad Idea”. I would like to present a few counterpoints to what he’s written. Here is a small snippet of the original e-mail he received:

Am I wrong to assume that PVP gear (since it’s mostly a solo endeavor aside from arenas), is probably the best route to achieving pre-Kara quality gear? And are there any other resources out there that might be able to lend some guidance to an undecided healer?

Arenas and even Battlegrounds (for those who have the stomach for grinding them out) are great sources for gear. Many of these pieces remain superior even once you’ve been through Karazhan. Let’s look at three pieces as our example: the healing-oriented leather chest piece from Karazhan, the Tier 4 chest piece for Restoration, and the Season 3 chest piece from Arenas:

[Stonebough Jerkin] [Chestguard of Malorne] [Vengeful Gladiator's Kodohide Tunic]
364 Armor 379 Armor 501 Armor
34 Stamina 28 Stamina 55 Stamina
35 Intellect 33 Intellect 39 Intellect
31 Spirit 25 Spirit —
77 +Healing 115 +Healing 106 +Healing
9 MP5 6 MP5 15 MP5
— Y B B R R Y

Note: I’m omitting the consideration of Resilience due to its limited value in PvE.

For this example and when applicable, I will be gemming yellow slots with [Dazzling Talasite] and blue and red slots with [Royal Nightseye]. While you might opt to gem for Stamina or Resilience gems if you were serious about PvPing, in this case we’re purely interested in PvPing to acquire gear to use in PvE. Similarly, you’d probably gem a helm with a PvE-oriented meta gem such as the [Insightful Earthstorm Diamond] rather than the PvP meta gem offering 5% stun resistance.

The Season 3 tunic frankly blows the Stonebough Jerkin away. It gives 29 more +Healing, 4 more Intellect, 6 more MP5, and 21 more Stamina, all at the expense of 31 Spirit (which roughly equivocates to 12.4 MP5 when considering Blessing of Kings, Living Spirit, and Innervate). By wearing the Season 3 tunic over Tier 4 (which isn’t available until your guild can defeat Magtheridon), you gain 21 Stamina, 6 Intellect, and 9 MP5 and lose 9 +Healing and 25 Spirit. Obviously, the Season 3 tunic is the best choice if it’s available.

Additional Considerations

There are other reasons you might want to gear up through Arenas and Battlegrounds. First of all, by doing so you are reducing the amount of guild-acquired loot your character will need. You will save DKP on drops while allowing other guildmates with whom you might otherwise be competing to gear themselves up more quickly. Secondly, the survivability stats provided by this gear make it an excellent option when soloing (assuming you solo using Balance spells). Thirdly, it’s a great way to help gear up an alternate or newly-created main character you want to begin taking to raids, reducing the strain on your guild to help gear you up so that you can perform at the same level as your old main. And don’t forget what is perhaps the most compelling reason to use PvP gear over PvE gear.

While the most recent Arena armor will always remain at least half a step behind its tiered counterpart (Season 3 = Tier 6) due to its increased reliance upon survivability stats, it will (hopefully) continue to provide an excellent avenue for gear progression for those guilds who also lag a step or two behind in their raid capabilities.

Related Posts

  • Arena 2 Class Set
  • Mailbag: Zul’Aman Healing Chests
  • Gearing for Arenas
23 Comments
Categories: Items and Equipment, Obsolete

Phaelia Blessing of Kings vs. Blessing of Wisdom

Published on December 14, 2007 by Phaelia
Analysis, Obsolete, Spells and Talents
12 Comments

Bellwether of Dark Iron (US) writes in with this great question:

I often run with a Protection-specced Paladin tank, and he recently asked me a question I don't know how to answer. It was a question of Blessings, and he didn't know if it would be better to give me Blessing of Wisdom (mp5) or to increase my Spirit through Blessing of Kings. I was unsure which would be better. I do most of my healing in Tree Form with constantly refreshing Lifebloom stacks. Would this make BoK more appropriate overall then?

Bellwether sent me this question in October, and I originally intuited the answer from my own experience and personal preference for mana regeneration. However, dusting off Excel for the recent Thorns post inspired me to do a little math to flesh out my response so that I could share it. Like most stat/gear/spell comparisons, it's helpful to convert them so that they speak as close to the same language as possible. Since Blessing of Wisdom grants pure mana regeneration, I converted the Spirit component of Blessing of Kings into the equivalent MP5 it would grant. This, of course, ignores its auxillary benefits (additional HP from 10% more Stamina, additional mana from 10% more Intellect, and any additional +Healing if you use it while in Tree of Life), but it does give us a good starting point.

MP5 from Blessing of Wisdom

The MP5 value for BoW is pretty straightforward:

Blessing of WisdomRank 7
150 Mana30 yd range
Instant cast
Places a Blessing on the friendly target, restoring 41 mana every 5 seconds for 10 min.  Players may only have one Blessing on them per Paladin at any one time.

Paladins can also pick up a 2-point talent from their Holy tree called Improved Blessing of Wisdom. This talent increases the MP5 from BoW by an additional 20%, from 41 MP5 to 49.2 MP5. Since this Blessing grants pure MP5 it is unaffected by Spirit or percent time inside the Five Second Rule, thus making our lives a great deal less complicated.

MP5 from Blessing of Kings

To find the MP5 value of BoK, I'm assuming 3/3 Intensity (30% mana regeneration while casting). We don't need to take Living Spirit into account since BoK is multiplicative; we need only look at the "base" Spirit on our character sheet. We can then modify the formula from the earlier Spirit vs. MP5 article to derive its corollary, the formula for determining how much MP5 is required to match the value of 1 Spirit:

Mp5 required to match 1 Spirit =

Using this formula, we can determine the MP5 contribution of Blessing of Kings, assuming we know the following information:

  • Base Spirit (SPI)
  • % Time in the 5SR
  • Casting Regen (assume 30% from Intensity)

Blessing of Kings vs. Blessing of Wisdom

I've calculated and graphed the MP5 contribution of Blessing of Kings at 50%, 75%, 90%, and 100% inside the FSR:

Then I performed the same calculation as above assuming that I used Innervate once every six minutes:

Note: For those who are curious, I can factor in Innervate by assuming that I'm under its effects (regenerating at a rate of 500%) 5.6% of the time and outside of its effects (regenerating at my normal rate) 94.4% of the time. For simplicity's sake, this assumes it's used once every six minutes. This should be considered a conservative estimate since it can sometimes be used at one minute into a fight and again at seven minutes — or once at one minute into a shorter fight (3 minutes).

From the above graphs, note the following:

  • Because BoK gives Spirit, its MP5 equivalent decreases as the amount of time spent in the 5SR increases.
  • Because BoK is percentage-based, its MP5 equivalent increases as the amount of base Spirit increases.
  • Without considering Innervate, even at extremely high values of Spirit (700+) and at 50% of the time in the 5SR, the MP5 contribution of Blessing of Kings is less than half that of Improved Blessing of Wisdom.
  • Once you take Innervate into account, however, a very conservative FSR percentage of 90% yields approximately half the value of MP5 from an Improved Blessing of Wisdom at very high values of Spirit.

Comparison and Conclusions

Clearly, Blessing of Wisdom is going to grant much greater mana regeneration than Blessing of Kings since Kings spends a portion of its "spell budget" on other effects (increasing your Intellect and Stamina along with other stats which are mostly worthless to a Restoration Druid). Given my preference for mana regeneration, I'd almost invariably choose Wisdom over Kings unless the encounter was really Stamina-dependent (in which case, I'd be more likely to put on a few pieces of PvP gear). In general, my order of preference for Blessing requests is as follows:

  • Trash Fights: Salvation, Wisdom, Kings
  • Boss Fights: Wisdom, Kings, Light *

* Of course if the boss fight is an aggro-sensitive one, you might interpose Salvation before or after Wisdom.

Download the spreadsheet used to calculate these values.

Related Posts

  • 2.4 Mana Regen: Paladin Blessings
  • Revaluing Spirit
  • Arrrghhh!!! Trinkets!!!
12 Comments
Categories: Analysis, Obsolete, Spells and Talents

Phaelia Fel Mana Potions

Published on September 13, 2007 by Phaelia
Analysis, Items and Equipment, Obsolete
11 Comments
As a responsible raider, you should carry with you a bag of consumables. Alongside an assortment of Elixirs and foodstuffs, you should have a few stacks of Mana Potions. Mana Potions come in all shapes and sizes (but Alchemist Regulation apparently requires the addition of FD&C Blue 1) and from a variety of sources. To give you an idea, I regularly carry 15 Super Mana Potions, 10 Combat Mana Potions, and 5 or more Unstable Mana Potions. However, I’ve recently added a new type of Mana Potion to my arsenal — the Fel Mana Potion:
Fel Mana Potion
Requires Level 60
Use: Restores 3200 mana over 24 sec, but at a cost.   Also reduces spell damage by 25 and healing done by 50 for 15 min.
The Good: The Fel Mana Potion grants its imbiber 3200 Mana over 24 seconds. Compare that to the values for it’s closest equivalent, the Super Mana Potion, which ranges from 1800 to 3000 Mana (average 2400) and delivers instantly. That represents an average percent increase of 33% (with a maximum increase of 78% if you were really unlucky)! The Bad: Because many people are turned off by the reduction of spell damage and healing, these are less commonly created by alchemists. Hunters, however, love them since they aren’t affected by the potion’s drawbacks. Consequently, it may be harder to find them on the Auction House. I recommend buying the materials and having them crafted in batches, preferably by a Potion Master you’ve schmoozed into giving you the extras. The Ugly: Ugly because it involves math, not because it’s a serious drawback. I hope to demonstrate that, while the 15-minute reduction of +Healing by 50 might sound horrible, the extra mana gained more than offsets it, at least when used later in the fight. After all, most would agree that losing +50 Healing over 60 seconds is worth gaining an average of an additional 800 Mana (and a maximum of 1800) over that same time period:
((3200 – 1800) + (3200 – 3000))/2 = 800
To determine when it’s appropriate to use a Fel Mana Potion instead of a Super Mana Potion, we need to compare the relative values placed upon MP5 and +Healing. This will vary based upon your method of healing, and I demonstrate how to perform this calculation for yourself in the earlier MP5 vs. Healing article. The MP5 of these potions is determined by the amount of time remaining in the encounter. The shorter the amount of time remaining in an encounter, the greater the MP5 afforded by a Fel Mana Potion:
MP5FMP = 3200 Mana/t
Because the value of +Healing vs. MP5 varies by fight and the method by which you heal, we will evaluate the comparative value of FMPs vs. SMPs for different ratios and based on different amounts of time remaining until the encounter concludes (at which point, the +Healing debuff will no longer matter). In performing this calculation, we have to subtract the equivalent value of MP5 from any +Healing that’s lost due to the Fel Weakness debuff (which lasts 15 minutes or until death). Here’s the formula used:
Mana GainFMP = Mana return from FMP – Mana equivalent lost due to Fel Weakness over remaining fight duration OR Mana GainFMP = 3200 – ((50/Value of +Healing equal to 1 MP5) * 12 * (Minutes Remaining))
I used the 11 +Healing = 1 MP5 value derived in my previous article. I also graphed 6 +Healing = 1 MP5 and 18 +Healing = 1 MP5 for the sake of contrast (and because this value does vary by encounter). I measured the return when used with 1 minute remaining to 15 minutes remaining (at which point the debuff expires). I also graphed the average mana return of a Super Mana Potion (2400):

From the figure above, we can see that, at the value of +Healing vs. MP5 calculated previously (11 +Healing = 1 MP5), the total mana return from a Fel Mana Potion exceeds that of an average Super Mana Potion even when the fight lasts almost the entire duration of the Fel Weakness buff! At a more conservative estimate (6 +Healing = 1 MP5), it’s still advantageous to use a Fel Mana Potion rather than a Super Mana Potion as long as there are 8 or fewer minutes remaining in the fight. Keep in mind that the Fel Weakness buff stacks up to 7 times, but if the tradeoff is a wise one to make the first time, it should subsequently be a wise one to make for additional debuff applications (since essentially nothing about the tradeoff changes). (However, studies indicate that repeated consumption of Fel Mana Potions may cause liver damage in rats. But those rats were from Gnomergan and had a liver to spare.) Additional Considerations To properly leverage a Fel Mana Potion, you must anticipate needing the mana well in advance since, unlike the Super Mana Potion, the restoration is not immediate and takes place over 24 seconds. Druids are experienced at anticipating the use of Innervate, however, and should find this caveat no great hardship. Finally, as pointed out by commentor, Mike, while the threat associated with the consumption of a Super Mana Potion is an immediate 900-1500, the threat that would be garnered from the consumption of a Fel Mana potion would be a gradual 67 threat per second for 24 seconds. This figure is more manageable for tanks than a 900-1500 Threat spike.

Download the Spreadsheet used to calculate these values.

Related Posts

  • Mana Management
  • 2.4 Mana Regen: Valuing +Healing
  • Arrrghhh!!! Trinkets!!!
11 Comments
Categories: Analysis, Items and Equipment, Obsolete

Phaelia MP5 vs. Healing

Published on September 12, 2007 by Phaelia
Analysis, Obsolete
20 Comments

This article became obsolete as of Patch 2.4. For +Healing and MP5 comparisons relevant as of 2.4, please see 2.4 Mana Regen – Part 3: Valuing +Healing.


As a Restoration Druid, there are several stats that must be considered when determining whether a given item is an upgrade: Intellect, Spirit, MP5, and +Healing. Each of these should be weighed relative to one of the others to get a good idea of how a given item “breaks down.” MP5 is my favorite indexing stat since the other stats have values greater than 1 when making a comparison. Today I’d like to examine how much +Healing equates to MP5. But unlike the calculation for Spirit vs. MP5 (in which it is relatively simple to account for time spent within the 5SR), the value of +Healing is a much more complex calculation that must take into account the following variables:

  • The percent of total healing comprised by each of our various Healing spells
  • The total health restored and mana cost for each of the above spells
  • The scaling of each of the above spells for each point of +Healing (article here)

From the above data, we can calculate the HPM for each spell (health restored per point of mana) and then weight this HPM by the percentage of total healing provided by each spell. Obviously, the way in which we heal (and thus the percent of our total healing that comes from each spell) is subject to the dynamics of a particular encounter. I will be using data from last night’s Gruul kill to demonstrate how this can be calculated. I am using the excellent UI addon, Recount, to breakdown my healing by spell:

Breakdown of Total Healing by Spell

(Phaelia vs. Gruul the Dragonkiller)

As you can see above, Lifebloom was the source for 71% of my total healing. Unfortunately, Recount doesn’t track the difference between a triple stack of Lifebloom and a single application. This is important, however, as the strength of 3x Lifebloom is its high HPM efficiency. To determine that, I used additional data from our guild’s cumulative raid stats that indicates that 47% of my total healing was to our main tank (the most likely target for 3x Lifebloom):

% Total Healing 3 x LB = 0.71 * 0.47 = 33.37%

% Total Healing 1 x LB = 0.71 * 0.53 = 37.63%

Note: I recognize that this estimate does not account for the other forms of healing I applied to the tank, but this is an unfortunate limitation of the data I was able to mine.

Using these values and assuming an average of 1500 +Healing, I was able to generate the following chart (download the spreadsheet):

From the values above, I can conclude/calculate the following:

  • On average, 1 point of mana converts to 11.74 points of health.
  • Over the course of an 8 minute fight (estimated time for Gruul), 1 MP5 provides 96 mana or 1127 health (8 * 12 = 96; 96 * 11.74 = 1127).
  • 1 MP5 converts a 0.46% boost to Healing (1127/244826 = 1127 / total healing).
  • 1 point of +Healing represents a 0.0418% boost to healing.
  • If 1 point of +Healing is valued at 0.0418% boost to healing and 1 MP5 is valued at a 0.46% boost to healing, then 1 point of MP5 is equivalent to 11.00 +Healing (0.0046/0.000418).

I recognize that I had to make a lot of assumptions to find this value and that there are a lot of variables that might change based on the encounter. I’ve provided the spreadsheet for download below, so feel free to adjust the figures for your own collected values. Note that there may be reason to further increase the relative value of MP5; after all, if at the end of the fight the tank dies because you are out of mana, having healed for a bit extra at the start will be of little comfort.


Note: This calculation ended up feeling less “solid” than calculations I’ve been able to perform previously, mostly because I lacked good data for the number of stacks of Lifebloom that were applied. Nonetheless, after plugging in different values for the “soft” figures that I’ve estimated (% of 3x Lifebloom vs. single Lifebloom), the numbers do not seem to change significantly.

Download the Spreadsheet used to calculate these values.

Related Posts

  • Spirit vs. MP5, Blessing of Kings Version
  • MP5 vs. Intellect
  • Revaluing Spirit
20 Comments
Categories: Analysis, Obsolete

Phaelia MP5 vs. Spirit

Published on August 31, 2007 by Phaelia
Analysis, Obsolete
11 Comments

This article became obsolete as of Patch 2.4. For Spirit and MP5 comparisons relevant as of 2.4, please see 2.4 Mana Regen - Part 1: The Basics and 2.4 Mana Regen - Part 2: The Mana Regen Calculator.


Within each class, the playerbase debates different game mechanics. Rogues debate Mutilate vs. Hemorrhage. Mages debate Fire vs. Arcane. Warlocks argue about whether they'd like their Fel Fire of Ultimate Win to be green or red. And for Restoration Druids, we frequently argue about the value of Spirit relative to MP5.

According to WoWWiki's calculations Blizzard considers 1 mana per 5 equal in value to 2.5 Spirit. That means, for the same item budget, you could get 100 MP5 or 250 Spirit. Which would you rather have? Let's look at each stat individually to shore up your rationale (whatever it might be).

What Spirit Does

From the official site, Spirit is described as the stat that:

Increases Health regeneration rates out of combat and Mana regeneration rates when not casting spells.

Sounds pretty good. More mana means more healing, right? Sort of. Not all classes benefit from Spirit in the same way. Some classes benefit more than we do from Spirit (like the Priest - boo! hiss!) and some classes — such as the Warlock and Paladin — benefit far less (these classes are inferior and undeserving of our Innervate). Here's how it breaks down among the four healing classes:

Class Mana/Tick MP5 per Spirit
Druid (Caster, Tree, Moonkin) (SPI/4.5) + 15 0.555
Druid (Kitty, Bear) (SPI/5) + 15 0.5
Paladin (SPI/5) + 15 0.5
Priest (SPI/4) + 12.5 0.625
Shaman (SPI/5) + 17 0.5

As you can see, Priests regenerate the most mana for each point of Spirit, followed by Druids, followed by everyone else (including us when we shift into a Feral form). Interestingly, a Druid with the Living Spirit talent has mana regeneration per point of Spirit higher than that of Priests:

Class Mana/Tick MP5 per Spirit
Druid (Caster, Tree, Moonkin) (SPI/4.5) + 15 0.555
Druid with Living Spirit ((1.15 * SPI)/4.5) + 15 0.639
Priest (SPI/4) + 12.5 0.625

Spirit and the Five Second Rule

One of the biggest limitations of Spirit is that you only receive the benefit of its mana regeneration if you haven't cast a spell within the last 5 seconds. This is known as the "5-Second Rule" (5SR):

After a character expends mana in casting a spell, the effective amount of mana gained per tick from spirit-based regeneration becomes a ratio of the [the values listed above], for a period of 5 seconds.

The default percentage of mana regeneration within the 5SR is 0%. However, there are several talents and abilities that boost this value, including Priest Meditation and the Druid-equivalent Intensity. Both of these are 3-point talents that afford an additional 30% of mana regeneration "while casting" (i.e., inside the 5SR). Having three points in Intensity is a prerequisite for Nature's Swiftness so it's unlikely to find a Restoration Druid without it.

Class Mana/Tick MP5 per Spirit
Druid with Intensity 0.3 * ((SPI/4.5) + 15) 0.083
Druid with Intensity and Living Spirit 0.3 * (((1.15* SPI)/4.5) + 15) 0.096

There are also a few items which can boost your mana regeneration while casting, at least temporarily. Perhaps the most notable is the Bangle of Endless Blessings which has a chance to proc an additional 15% mana regeneration while casting for 15 seconds (at level 70):

Bangle of Endless Blessings
Binds when picked up
Unique-Equipped
Trinket
Requires Level 70
Equip: Your spell casts have a chance to allow [15 - max(PL - 70,0) / 2]% of your mana regeneration to continue while casting for 15 sec.
Use: Increases your Spirit by 130 for 20 sec. (2 Min Cooldown)

Of course, you already have one of these after reading the article on Getting the Most out of Innervate, right? And speaking of Innervate it's worth noting that since Innervate is based upon its recipients base mana regeneration (outside of the 5SR), the more Spirit the better. This also means that giving your Innervate to a Warlock is less efficient than to a Priest or another Druid (or to yourself).

For more information on mana regeneration and the 5 Second Rule, be sure to visit Egotistical Priest and Priestly Endeavors.

The Tree of Life Aura

With the release of the Burning Crusade (technically just before), Blizzard added new talents for all classes, among them the 41-point Restoration talent, Tree of Life:

Tree of LifeShapeshift
28% of base Mana
Instant cast
Transforms the Druid into the Tree of Life Form.  While in this form you increase healing received by 25% of your total Spirit for all party members within 45 yards, your movement speed is reduced by 20%, and you can only cast Swiftmend, Innervate, Nature's Swiftness, Rebirth, poison removing and healing over time spells, but the mana cost of these spells is reduced by 20%.

The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects.

While in Tree of Life, a Druid causes all heal spells cast upon her party members to receive 0.25 points of +Healing for each point of Spirit she has. At 400 Spirit, that's 100 +Healing (115 with Living Spirit). (For more information about how the +Healing coefficient affects our spells, see Mystery No More: +Healing Explained.) In a 5-man instance, that's effectively 100-115 extra +Healing for the Druid since she won't be healing anyone outside of her party. In raids, this healing bonus generally only benefits one or more main tanks, assuming the Tree has been placed in the MT group and the dynamics of a given encounter allow for the form to be used.

Mana per Five Seconds (MP5)

This term is pretty self explanatory as how many points of mana you will regenerate within five seconds (2.5 ticks). While it's often used as an overall measure of a character's ability to regenerate mana, both in and outside of the Five Second Rule, it's also available as a pure statistic on many pieces of gear. Unlike Spirit, MP5 runs all the time, disregarding the 5SR altogether. Acquiring a new item that grants you 4 more MP5 than you had before will therefore increase your mana regeneration while casting and while not by 4. There isn't much more to describe about MP5 since it's a pretty straightforward stat.

Spirit vs. MP5

According to WoWWiki.com, each point of MP5 is valued equal to 2.5 points of SPI. How much each is actually worth to you personally, however, depends on how much time you spend inside the 5SR. The more time spent outside the 5SR, the more beneficial Spirit is. More time spent "casting" increases the value of MP5 relative to Spirit. A good way to determine how much time you spend inside the 5SR is to run a UI addon like RegenFu (Ace2, FuBar required), which not only summarizes the amount of time spent inside the 5SR by each fight, but also calculates the relative value of Spirit to MP5 for that specific encounter. It is a more significant relative measure on boss fights than for trash when raiding since it's more rare to run out of mana on trash.

Sample Data from RegenFu

WoWWiki.com includes an incredibly useful article on Mana Regeneration formulas (albeit, based upon Priests) that we can adapt to determining the relative values of MP5 and Spirit for Druids. Adjusting the formula to account for Druids' slightly lower base mana regen:

Spirit required to match 1 MP5 =

Applying the above formula, we can derive a graph of the amount of Spirit required to equal MP5 based upon the amount of time spent within the Five Second Rule, both with and without Innervate*. Rather than only evaluating mana regeneration from Spirit at the new 30% Intensity, I also calculated it at the previous 15% for comparison's sake. Once again, I've graphed it over the % time spent within the Five Second Rule and according to the use of the following talents and abilities:

  • Intensity (both 2.2 and 2.3 versions)
  • Innervate
  • Living Spirit
  • Possible combinations of the above

Here's the graph of the new Intensity vs. the old Intensity. Future values are shown in a darker shade of the plots of their current values (eg. Red for "2.3 Living Spirit + Innervate", pink for the current value.

From this graph, note the following:

  • With 2.2 Intensity, you would need to be inside the 5SR (considered casting) no more than 32.5% of the time for the value of Spirit relative to MP5 to match that which is currently budgeted by Blizzard. With 2.3 Intensity, that number is increased to 40%. With Living Spirit, the number increases from 45% to 53%. With Intensity and Innervate, the number increases from 62.5% to 78%. With Living Spirit, Intensity, and Innervate, the number goes from 75% to 92.5%.
  • Assuming a Druid has both Intensity and is using her Innervate at every opportunity, the changes to Intensity with Patch 2.3 will make the value of Spirit much more closely match that currently being assigned in Item Values, especially if she is able to remain outside the 5SR 22% or more of the time.
  • Even if you were always within the 5SR (Lifebloom maintenance) and assuming you are using Innervate at every opportunity, 1 MP5 will be approximately worth 3.1 Spirit (down from 4.3 prior to Patch 2.3). With Living Spirit, 1MP5 is worth approximately 2.8 Spirit (down from 3.7 prior to Patch 2.3). That's an increase of value in Spirit by 28%, 24% if you factor in Living Spirit (the additional mana regenerated with Living Spirit is outweighed by the mana regenerated by Innervate so even though you will get a substantial increase, the rate of increase is not as high).

Factoring in Blessing of Kings

By popular request, I've added a graph that compares the valuation of Spirit relative to MP5 with Blessing of Kings, using the 2.3 value for Intensity (30% mana regeneration while casting). Non-BoK values are graphed in a lighter color than their BoK values and, as one might expect, the 1.1 factor on total Spirit causes each plot to shift slightly down:

Spirit vs. MP5 with BoK

Related Posts

  • Revaluing Spirit
  • Spirit vs. MP5, Blessing of Kings Version
  • Blessing of Kings vs. Blessing of Wisdom
11 Comments
Categories: Analysis, Obsolete
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Phaelia
Hey, Stormwalker! Great to hear from you! Our little sprout is growing fast, but don’t call him “little” when he’s around or he’s sure to tell you “I a little bit big!” :-)

Stormwalker
I…I…kinda miss you and your Druidic writings of old. Good to see you’re still around, busy with RL. The little sproutling looks a little bigger now! Regards, Stormwalker, of old.
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Triadx
Gratz on the mini sprout!

Keybinding
Oh my gosh! You look beautiful. Is that a new druid in training? Maybe he will rebel and spec feral or oomkin? /cheer!

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Druids (Not) to Pick Locks in Cat Form (17)

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I have a cat who has learned to open the pet door lock. I’d never have thought…
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Over two years later and this is still relevant and so very helpful. I hope you are having a blast with your little sprout, who’s probably running all over the place now. =D

Marc
Hi, Too bad this blog is no longer maimtained. Thanks for you post though. I wanted to address the issue of lefties. I am on, and use the N52TE. I use a trackball with my right hand and the n52TE with my left, no problems.
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