by Alratan » Wed Dec 12, 2007 11:19 am
[b:e60be073f1]Commentary[/b:e60be073f1]
There are some general rules of thumb to follow when gearing yourself up, which you should keep in mind.
[i:e60be073f1]Mp5 > Intellect[/i:e60be073f1]
This is true even for classes that gain extra benefit from intellect, such as spell crit for paladins and extra healing/spell damage for shamans - the benefit you get from them is minor. Consider especially a 10 minute fight, which is a good time as lots of our progress fights will run very close to 10 minute enrage timers, comparing 4 int and 2mp5 (the difference between [item]Luminous Noble Topaz[/item] and [item]Royal Nightseye[/item]):
2.5 minutes = 150 seconds = 30 mp5 ticks
4 int = 60 mana over 30 ticks = 2mp5
2mp5 = 60 mana over 30 ticks = 2mp5
5 minutes = 300 seconds = 60 mp5 ticks
4 int = 60 mana over 60 ticks = 1mp5
2mp5 = 120 mana over 60 ticks = 2mp5
10 minutes = 600 seconds = 120 mp5 ticks
4 int = 60 mana over 120 ticks = 0.5mp5
2mp5 = 240 mana over 120 ticks= 2mp5
As you can see, 2mp5 is *vastly* superior over a long fight. I can't remember the last boss fight that lasted 2.5 minutes, and even some trash pulls last longer than that, so mp5 is almost always better. Further, with sufficient mp5 you can reach a state where you will not go OOM, whereas with int that possibility always exists. For instance, when raid buffed, my mp5 is such that I will [i:e60be073f1]never[/i:e60be073f1] run out of mana by keeping a single lifebloom up, yet if I replaced that mp5 with equivalent ilvls of int I would eventually run out.
Additionally, the ancillary benefits are not nearly so great as to outweigh everything else; 1% spell crit (for the paladin) requires 80.05 intellect, an enormous cost. For shamans with 3/3 Nature's Blessing, 10 int gives 3 +healing (or slightly less than 10 int from items if you assume Blessing of Kings), so +4 int from a gem would give about 1 healing; again, not a worthwhile trade off (+1 healing & 0.5 mp5 < 2mp5).
[i:e60be073f1]Spirit[/i:e60be073f1]
This is only useful for Druids and Priests. With talents, 5 spirit ~= 1mp5 (10 spirit == 1.86mp5, or 2.17mp5 with PM set bonus). With Blessing of Kings you get 1 more spirit for every 10 (1 more mp5 for every 50 spirit), and yet more with +% spirit talents. Also, with Improved Divine Spirit buff, 10 spirit == 1 healing (again, ignoring BoK and talents).
[i:e60be073f1]Gemming[/i:e60be073f1]
I will repeat my comments from the gem post:
Do not be fooled by socket bonuses. In the large number of situations, you will lose out when trying to attain socket bonuses, because the gems you will have to socket will not be as useful for you. For example, the socket bonus of my [Whitemend Pants] is +4 Int, but the blue/yellow gems I would have to put in those slots would be worthless to me.
Despite this, sometimes it is worth sticking to the socket colours if you can get the same affect as you preferred gem with a slight bonus; for [item]Two-Toed Sandals[/item], for instance, with a [item]Teardrop Living Ruby[/item] and [item]Royal Tanzanite[/item] I would have the same +healing as if I socketed +healing, but with more mp5.
Also, bear in mind that your overall socketing defines what meta gem you can use. If you socket with primarily [color=purple:e60be073f1]+healing/mp5 gems[/color:e60be073f1] you will need 2 yellow gems to use [item]Insightful Earthstorm Diamond[/item], and if you socket [color=red:e60be073f1]+healing[/color:e60be073f1] you will need 1 yellow gem and 0 blue gems to use [item]Bracing Earthstorm Diamond[/item]. Don't try to go for the "other" one of these against your typical socketing structure, as you will lose more than you gain, and generally, the reason you are socketing one way is because you value either +heal stacking or a balance more, which is what the appropriate earthstorm will get you anyway.
Bear in mind total amount of stats gained when gemming items. [color=blue:e60be073f1]Lustrous gems[/color:e60be073f1] at our level give 3 mp5 ([item]Lustrous Star of Elune[/item]), yet the equivalent [color=purple:e60be073f1]Noble gems[/color:e60be073f1] give 9 healing / 2mp5, which gives a greater total stat return (consider that [color=red:e60be073f1]Teardrop Living Ruby[/color:e60be073f1] have +18 healing, one can (very, very simply and not taking into consideration the full stat allocation formula) consider 1mp5 == 4.5 healing).
Note that the general gemming guidelines below are partly gleaned from looking at T6 people, as I tend to assume they half a clue, which may mean that for some (paladins, for instance) their un-gemmed gear makes up for a lot of the mana generation that they require.
[u:e60be073f1]Druid[/u:e60be073f1]
+healing ([color=red:e60be073f1]Teardrop gems[/color:e60be073f1] / +healing / mp5 ([color=purple:e60be073f1]Royal gems[/color:e60be073f1])
There is a bit of a divide amongst +healing stacking druids and ones who prefer more of a balance. As it's a big discussion, I will leave it for somewhere else.
Examples: [url=http://eu.wowarmory.com/character-sheet.xml?r=Twisting+Nether&n=Alratan]Alratan[/url] for +healing and [url=http://www.wowarmory.com/character-sheet.xml?r=Mal%27Ganis&n=Mochiloc]Mochiloc[/url] for +healing/mp5.
[u:e60be073f1]Paladin[/u:e60be073f1]
+healing ([color=red:e60be073f1]Teardrop gems[/color:e60be073f1])
At lower gear levels, some +spell crit might be required, but from what I can tell none of our paladins are even coming close to running out of mana on fights that don't involve external mana drain/burn.
Example: [url=http://www.wowarmory.com/character-sheet.xml?r=Mal%27Ganis&n=Neux]Neux[/url]
[u:e60be073f1]Priest[/u:e60be073f1]
+healing/mp5 ([color=purple:e60be073f1]Royal gems[/color:e60be073f1]) either all the way through, or until you reach a satisfactory level of mp5, at which point switching to +healing ([color=red:e60be073f1]Teardrop gems[/color:e60be073f1]) - from what I can tell, IDS priests switch to +healing and CoH priests stay with a balance
Examples: [url=http://www.wowarmory.com/character-sheet.xml?r=Mal%27Ganis&n=Malise]Malise[/url] (for straight +healing/mp5) and [url=http://eu.wowarmory.com/character-sheet.xml?r=Twisting+Nether&n=Adelich]Adelich[/url] (for switching)
[u:e60be073f1]Shaman[/u:e60be073f1]
+healing/mp5 ([color=purple:e60be073f1]Royal gems[/color:e60be073f1])
Fairly simple, and I've not seen anyone deviate from this, as a good balance of +healing/mp5 is required for shamans.
Example: [url=http://eu.wowarmory.com/character-sheet.xml?r=Twisting+Nether&n=Betaman]Betaman[/url]
[i:e60be073f1]Enchants[/i:e60be073f1]
Firstly (and briefly), while I have no strong preference for people to have Spellsurge or Major Healing, I'm fairly certain that the effective mp5 gained becomes a decreasing issue compared to the +healing benefits as we progress. If some of our healers are running out of mana on some fights, the Spellsurge bonus alone won't help, so we'd be better off switching into an spriest group (CoH priests on heavy raid damage fights, for example).
More importantly, as some of you have noticed, I have been banging on about Boar's Speed. The reason for this is simple: almost *all* 25-man boss fights involve running about. The more time you spend running, the less time you spend healing, and the more likely you are to be too late for your heal to land. Also, when learning a fight, a greater run speed means more margin for error. 4mp5 is a fairly negligible bonus in comparison to being able to actually heal people in time. For "temporary" boots that you know will be replaced very quickly, Vitality is of course vastly cheaper, but Boar's Speed is the nuts.
[i:e60be073f1]Haste[/i:e60be073f1]
Haste is alot less useful than it seems, if it seems useful at all. 15.7 spell haste rating == 1% spell haste, so you'd need a fairly sizable chunk of it for it to get anywhere. Further, it doesn't reduce the GCD, so has no little tangible benefit of increasing the amount of spells you can get off for instants (such as Lifebloom and Circle of Healing) and very little for spells with 1.5 cast time (such as Flash of Light and Lesser Heaing Wave). Also, the class it's probably most useful for is shamans, due to the repeated use of Healing Wave and Chain Heal, but spell haste is almost always present on an item at the expensive of mp5, which is very important for shamans.
Bottom line: only get it if the item is good on its own without the spell haste (such as [item]Blessed Band of Karabor[/item], or as an alternative piece of gear for fights which you know you will have lots of mp5 on but speed of healing is potentially an issue (maybe difficult trash, or some such).
[i:e60be073f1]Trinkets[/i:e60be073f1]
Rule of thumb:
Passive +healing effects are better than "clicky" (on use) effects. This is not DPS: working out average +healing that a click would give is not comparable, as having 297 +healing for 20 seconds means having less healing for the remaining 100 seconds until it's off cooldown.
Things to keep in mind about particular trinkets:
[item]Alchemist's Stone[/item] gives 40mp5 assuming chain-potting of [item]Super Mana Potion[/item]s.
[item]Eye of Gruul[/item] gives 17.64mp5 assuming chain-casts of 2.5s cast time spells (not worth it over almost any other trinket, especially given that you have to solely use high-mana spells to even get a benefit).
[item]Fel Reaver's Piston[/item]'s proc is absolutely dire. It gains no benefit from +heal and will almost always be overhealed/overheal itself. Further, if using it on Chain Heal, only the primary target (and not the jumps) receives the HoT. Only take it if you want the mp5.
[item]Lower City Prayerbook[/item] (yes, that pathetic blue trinket from Lower City) gives 37mp5 assuming 10 casts of instant / 1.5s spell casts during uptime.
[item]Rejuvenating Gem[/item] is absolutely brilliant, with no ilvls wasted on a clicky.
[item]Ribbon of Sacrifice[/item] looks good, but the clicky gives very terrible returns for the ilvls wasted on it, even with a very well co-ordinated team of people so the buff is permanently active.
Last edited by
Alratan on Sun Feb 24, 2008 2:25 pm, edited 6 times in total.