• Home
  • Guides
  • Resources
  • Blogroll
  • Contact
  • Authors
  • Tree Shirts
  • Entries | Comments
  • Subscribe via E-Mail
  • Tree Shirts
  • Recent Comments
  • Mana Regen Calc.
  • The World Tree

Favorites

  • /hug
  • 4 Haelz
  • Banana Shoulders
  • Big Bear Butt
  • BigRedKitty
  • Gray Matter
  • Leafshine: Lust for Flower
  • Lume the Mad
  • Of Teeth and Claws
  • Out of Mana
  • Parry! Dodge! Spin!
  • Think Tank
  • Tree Bark Jacket
  • Unbearably HoT
  • Yet Another Warlock Nerf
  • View Full Blogroll

Recent Achievements

Blogroll Highlights

  • HoTs Tree
  • Mama Druid
  • Unpack Your Adjectives
  • A Moonkin and His Blog
  • Vendor Trash

Categories

Archives

I blog Azeroth. Do you?

Creative Commons License

Featured Post

Featured: Arbor Day 2008!

View more than 30 screenshot submissions for the 2008 Arbor Day celebration, showing off the uniqueness of readers’ Tree of Life form and their enthusiasm about this annual holiday!

Read More | All Featured Posts

Recent Posts

  • Living Seed, Replenish, and Gift of the Earthmother
  • Guest Post: Leveraging Shadowmeld
  • 2008: A Retrospective
  • U.S. and Canada: Save 20.09% on Resto4Life Tree Shirts!

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!!!
Categories: Analysis, Items and Equipment, Obsolete

11 Comments

Make A Comment | Set My Avatar
  • Gravatar Aiuriun

    God Bless the Skettis escort unstable pots and Moroe’s Lucky Pocketwatch + Badge of Tenacity. A powershift and a pot pop has saved my furry butt many a time.

    Aiuriun
    Spinebreaker

    10:42 pm on 9/12/07
  • Gravatar Gillir

    Could using Elixir of Healing Power be a way to compensate for the Fel Mana’s debuff? Then, after taking the Fel Mana pot, you’re only down to your original +healing from gear for those 15 minutes.

    7:43 pm on 9/13/07
  • Gravatar Chris

    Incoming traffic again. :P

    http://www.wowinsider.com/2007/09/13/a-spoonfull-of-sugar-helps-the-fel-mana-potion-go-down/

    11:44 pm on 9/13/07
  • Gravatar Phaelia

    @Aiuriun: I forgot for a moment that you recently specced to Feral and had to wonder why you referred to your butt as “furry” … Unpleasant mental image, to be sure.

    @Gillir: That’s a really great idea. I mean, ideally you’d already be using one of those potions, right? Right? But if you’re being a slacker (!), it would definitely be a good idea to pair these up. =) Better yet, drink a Major Mageblood! Even better, drink both (one’s Guardian, the other Battle so they’ll stack).

    @Chris: Awesome! And I love the picture you used! /jealous

    11:57 pm on 9/13/07
  • Gravatar BigBearButt

    yep… prepare yourself Phae, WoW Insider has your Fel Mana Potions on their front page…. lol.

    You know you’re doing something right when people keep wanting to send other folks your way :)

    12:28 am on 9/14/07
  • Gravatar Chris

    @Phaelia: Glad you like it! I’ve gotten a couple of compliments on the pictures I use with my posts and they’re always nice to hear. I have fun making them. :)

    @bigbearbutt: I try to share the love with my fellow bloggers, especially when they’ve got something important to say. :)

    2:03 am on 9/14/07
  • Gravatar Anonymous

    No wonder that you didn’t get the threat sorted out. You missed the biggest fact, that we tanks love when you drink that stuff:

    Read here

    http://www.wowwiki.com/Threat

    1 Pt Mana gained = 0.5 Threat

    I read that like drinking a 3000 Mana Potion gives you immediatly 1500 Threat. When threat is already tight (and you may even stand in the 110% Range), this may give you immediatly aggro …

    Drinking a Fel Mana Potion gives you 65 TPS (which a tank can easily top), while reducing the Threat done thru Damage or Healing.

    That IS nice …

    Mike

    8:27 am on 9/14/07
  • Gravatar Aiuriun

    Oops…sorry Phae :P

    3:26 pm on 9/14/07
  • Gravatar Anonymous

    Do we know if this pot is affected by an Alchemist’s Stone?

    8:00 pm on 9/14/07
  • Gravatar Anonymous

    Yes, it is affected by the Alchemist’s Stone, granting 4480 mana over 24 seconds.

    8:47 pm on 9/14/07
  • Gravatar Phaelia

    @Mike: That is an interesting point about the threat gain associated with one of these potions and how it’s incremental instead of burst! Maybe not such a big issue on boss fights (since it’s rare that I see healers pull aggro on anything other than trash), but pretty awesome nonetheless!

    10:07 pm on 9/14/07

Trackbacks

Comments RSS Feed   TrackBack URL

Leave a comment

 

Recent Comments

Living Seed, Replenish, and Gift of the Earthmother (15)

Phaelia
@Perrin: Thank you for the clarification. Your description of the interaction between the two is very succinct and easy to understand so I’ve adopted your wording above. I hope that’s okay. :-) @Kiryn: Have you considered the fact that Rejuvenation + Swiftmend is a 1.5 second cast while Regrowth is only 2? I know that you aren’t having trouble with mana, but a Regrowth will hit harder and provide more potential benefits (crit = Nature’s Grace and possibly Living...

Kloro
Even though Replenish gives utility to Rejuvenation, my job is healing and I won’t put talent points in something that doesn’t explicitly contribute to healing. The only time I use Rejuvenation in a raid setting is when I need to Swiftmend someone who doesn’t already have a HoT on them. It simply is too slow and weak to be of use before another healer tops up the player.

Werebeef
I don’t think viewing living seed as a % of total healing is really the best way to look at it. It’s great for helping a player that is at very low health get back up to very high health and do so quickly. You don’t look at nature’s swiftness as a percentage of overall healing. I don’t think it makes that much sense here either. It’s also a talent that is better when the content is hard, when you have less overhealing. There’s also something...

Kalfurion
Hi Phae, long time no talk. I want to point out that I’m 0/0/71 and I love it. I don’t really find the talents in the balance tree to be that useful for my needs. I’m in a raiding guild as I’m sure you know and the three talents you spoke about suit my needs so well. My rogues, DK’s and our feral druid love me when I keep a rejuv on them for replenish. I’ve joined pugs and people look at my spec and make silly jokes and I don’t know why,...

Kiryn
I really like Replenish, personally. I find myself with far more mana regen than I need in most boss fights, so mana conservation isn’t much of an issue for me. I don’t even know why I carry mana potions if I never use them, and I’m far more likely to be innervating the priests than myself. I often treat rejuv-swiftmend as a near-instant 8k heal on a 15 second cooldown. It isn’t cheap, but it can bring someone back from the brink of death in a little over a second...
Guest Post: Leveraging Shadowmeld (23)

Penguinator
Our guild tried instructor Razuvious in H naxx and we had to try many different strategies, wiping a bunch or times because we had only 1 priest. Most of the time, i was assigned to raid healing and could heal in a corner above the arena. Whenever our tank died and he started one-shotting our raid (90k on a clothie, 30k on a tank) i shadowmelded and could start rezzing people. This was very useful, especially when the pallies ran out of reagents to DI.

Riverwish
As far as i’m aware they changed it so that when you meld in a raid instance you don’t leave combat so you can’t drink/eat or reset pot cooldowns in a raid bossfight, this is why you have to be quite lucky at escaping combat in a raid situation. I did manage to escape for Patchwerk numerous times but other bosses are trickier, I think it depends really on who your fighting and what room you’re in :) All these things can be done in 5 mans though. Riverwishs...

Vreenash
Thanks for posting this up Phae :) Keep the ideas flowing guys. It’s good to hear the different ideas and situations you’ve all been using shadowmeld in. Here’s another one for you: While leveling my way to 78 (still with the ground mount in northrend), there were quests that required killing a normal mob boss. They were usually in the centre of a town, camp or cave. Instead of killing all the mobs on the way to boss, just mount up and run directly to him....

Bearess
One note about SM that should be brought up. Yes it will bring you out of the fight in a lot of cases, but some bosses can still find you. AOE attacks will bring you out of a SM. So watch that. I learned that the hard way when Instructor Razuvious broke loose, and I skittered off a corner and SM. His next “victim” was too close to me when he let out his “Distrupting Shout” and I became next on his list. Figured I’d drop a line since it is a weakness to SM...

Arcaedus
Great info! I’ve often used SM to get out of combat when soloing but have put it to limited use in the instance/raid environment. @Riverwish: I’m not sure that you have to be the last player alive/targetable. I’ve had both successful and unsuccessful attempts with SM hiding on a wipe. My main example is on Patchwork. When multiple tanks go down and its a sure wipe, you are able to run behind one of the pillars and meld. As long as no one drags Patchy to you he should...
© 2008 Resto4Life. Some Rights Reserved. Original theme by Dezinerfolio. Respecced by Phaelia.