Monday, December 21, 2009

Effective mp/5 from spirit?

Ok, so a while back, I posted about which was better, intellect or spirit. I eventually concluded that spirit was best for healers but not for dps. DPS generally stay in the FSR because they're casting as often as they can. While healers only need to cast when someone's hurt, they can benifit from spirit-based mana regen.

Now, with that said, which is better, spirit or mp/5?

Instead of comparing the mathematical forumlas, wowwiki describes the relationship between spirit and mp/5 in terms of enchants.

"For example the two top mana regeneration enchants for chest items yield either 15 spirit or 6 mp5 ([Enchant Chest - Major Spirit] and [Enchant Chest - Restore Mana Prime]) - this shows the factor of 2.5 very clearly."

They surmise with this, that 1 mp/5 = 2.5 spirit. I don't agree. I think that mp/5 is worth far more spirit. To demonstrate, I've done some calculations using excel again with the same input parameters as I did in the intellect vs spirit discussion. Assuming a character has 1000 intellect and 500 spirit, the following graph shows their equivalent mp/5, depending on their time spent outside the FSR.

Realistically, the value of 1 mp/5 compared to spirit depends largely upon time spent outside the FSR. Let's assume that a priest spends 25% of their time outside the FSR (which is fairly generous, since we decided that 13% was the break even point last time). At 25% outside the FSR, the effective mp/5 from spirit is 79. Now, if we divide the spirit required by the acquired mana regeneration, you get:

500/79 = 6.33 spirit = 1 mp/5

mp/5 is worth 6 times more than spirit, not the 2.5 that wowwiki suggests.

Now, say you think you're an exceptional healer, and get 50% outside the FSR:

500/132 = 3.79 spirit = 1 mp/5. That's still higher than wowwiki's 2.5 suggestion.

In fact, if we solve the equation 500/x = 2.5 (x = 200), and compare that mp/5 value to our graph, we find that we'd need to spend 75% of the time outside the FSR to achieve this mp5 to spirit ratio.

So, spirit is disproportionally availiable on gear. Take gems for example. The highest epic gem granting spirit give +20 spirit. While a +10 mp/5 gem is availiable. The mp/5 is worth +63 spirit according to our calculations, and doesn't have the FSR limitation.

I've now geared my priest so that it has 150 regular mp/5, with 965 spirit and 1182 intellect unbuffed which equates to 139 mp/5 at 25% FSR. A total of 289 effective mp/5. I'd love to swap out all my spirit for mp/5 if I could. At an exchange rate of 6.33 spirit per mp/5, I'd get 152 additional regular mp/5. The problem is that it's just not availiable in those quantities. Since gear is lacking in mp/5 equip bonuses, it is impossible to swap out all your spirit for mp/5. I could trade out some gems and upgrade a few pieces, but it's tough to come across, especially below raid-quality gear. Healing gear comes pre-loaded with spirit, just not at the exchange rate we'd expect. I assume this is to keep the difficulty level of the regular and heroic 5-mans.

Last Night's PuG

So usually a post starting with this title would be a long rant about some terrible group that I ended up with over the weekend. However, I am pleased that is not the case today. In fact, it is exactly the opposite.

I've decided that groups are notably better in the hours when kids are not home or are not allowed to play on the computer. Groups during the middle of the day 9am-3pm are pretty good. But the exceptional groups are those that occur after 10pm.

After running a few groups with a paladin friend of mine, he decided to run on his mage for some badges. So we cued in the dungeon finder for a tank. We ended up with a paladin named Chunchi on Stormreaver. He had 36k hp unbuffed, which is pretty decent but isn't phenominal or anything. That's totally attainable for paladin tanks who try. However, throw on a few buffs and he was pushing 43k hp. The truth was that this guy just was amazing. He made me stop and wonder about all the other tanks in our battlegroup (Reckoning). All of the other tanks should be ashamed of themselves.

We ran back-to-back instances for about 4 hours. Let me remind you that this was a PuG for the most part. Chunchi was pushing 3.5k dps while tanking. I'm really not sure how that's even possible. The best part was at the beginning of H HoL, I told him, "We have a pretty geared group, let's take this quickly." And he responded, "Ok." Now, I originally thought he'd pull two groups at once, or something of that nature. Instead, he pulls entire hallways. He runs to the very end, and hangs onto every last guy. There were no runners taking out the clothies, no spell-casters trailing behind. Once he got to the end of the hallway, he beat the crap out of them while we all AOE'd. At times, our 3900-gearscore mage was pushing 11k dps, and ended up with an average somewhere around 6k dps.

You'd think with that many guys beating on our fearless paladin, that he'd be taking significant damage. But for some reason he really wasn't. Well, he had 26% dodge, 20% parry, and 15% block. Beyond that, at 27k armor, he's already mitigating 65% of the received damage. That means, that he wasn't even getting hit 61% of the time, and when he did get hit, he only took 35% damage. (0.39 * 0.35 = 13.65% overall damage taken)

Now, there's an exponential principle here. When one person in a group becomes better (better gear or skill or both), the group does not simply increase by that much. (ie: it's not mathematically 'addative') Instead, everyone becomes better. But it's not mathamatically multiplicitive either. It's not that everyone in the group increased by some delta x. Instead, there is exponential increase... let me show you why.

When the tank becomes better, he takes less damage. Thus, the healer does not need to heal as much. Which in turn means that the priest has more mana (which can be turned into DPS if the group is good). Also, an increase in a tank's gear means that he can hold aggro on more mobs because he can sink more overall damage. This means that the DPS can use more AOE and do increased damage to more mobs at once, killing them faster. Hence, dungeons are run faster, more loot is obtained, and more badges are earned. Exponential increase.

I was lucky enough to get to DPS for the last two instances of the night. I popped up shadow spec, and went at it. During H ToC, I peaked at around 7k dps, and averaged about 3.5k dps. That's not too shabby, considering that half of my gear is shared with my holy healing set.

So, when all was said and done, we averaged about one badge every 3 minutes, totally nearly 100 badges when we finished. I had amassed about 230 triumphs, and collected my entire T9 set in one night. I went by the auction house and dropped about 1,500 gold on epic gems, and re-enchanted my gear. If only I got such an awesome group every evening, I'd have another 230 emblems to drop on my shadow set in about 3 days.

Thursday, December 10, 2009

Smarter Group Matching

So the Random Dungeon matching system in the new 3.3 patch brings up some interesting questions, some of which I'm not too keen about the 'answers.'

"The new system will now work to match at least one experienced player for the assigned dungeon with less experienced players in the group. It will more carefully match class types, and will more consistently match players of equal levels for the dungeon chosen. The interface will also allow players to see how many players are looking for groups as well as the average wait time of groups that the tool has formed." --www.wowhead.com

"The Dungeon System will make sure players are of the appropriate level, have the appropriate attunements for a dungeon (if applicable), and look at the average item level of each player. The system will put together a group according to the roles (tanking, healing, DPS) players have selected to fill and attempt to match characters as best as possible according to the items they have equipped." --www.projectlore.com

So there seems to be a bit of discrepancy between these two quotes from the Blizzard Q&A session. The first seems to indicate that there is a sense of "experience" that Blizzard can surmise about one's character. There's no details on what distinguishes one from the other. Is it achievements? Total quests completed? How many times you've run an instance? Or is that simply meanig that someone clicked the button voulenteering to be the group leader? Furthermore, it says that they will be intentionally mixing these experienced and in-experienced players together on purpose! Ugh.

While, on the other hand, the second quote suggests that the average item level on the character is going to be examined. Sounds like Blizzard is implementing their own sort of gearscore. The quote, however, does not say how the average item level would be used. Is that what they mean by "experienced"? I sure hope not. At least with pre-3.3 PuGs, I got to screen certain people out in an effort of getting the best possible group that I could. It sounds like Blizzard is, in effect, making sure that you don't end up with a "Dream Team" group and that you never will.

It's important to note that it's a Random Dungeon finder, not a Random Group finder. The group is not random at all... it's been mettled with using some criteria that no one knows exactly. I can't friend-list these cross-realm folks, so there's no way for me to keep track of who on what server is actually any good and play with them again. I'm not out there to challenge myself by playing with idiots and see if I can still make it through an instance. I'm out to make my life easier by grouping with people I know can get the job done, and not annoy me to death while doing it.

I still maintain that some people make it to 80 not because they're good, but rather because they're persistant.

Patch Day (v3.3) Recap

So patch day came and went, yet I fared better than most.

I logged on early Tuesday morning to find that the patch had gone live... and that my background downloader hadn't done that great of a job. It had only downloaded about 120 Mb of the 680 Mb patch. So, it spent the next 2 hours downloading. It finished installing just after 11:00 am, at which point I tried to log in and found that daylight savings time had struck again, and that Arizona is an hour off from California where my server was based. So, I had to wait till noon.

Maintenance was extended by about an hour and a half, so I read the patch notes and some patch 3.3 stuff while I waited. However, twitter was a great resource for finding out when the realms were coming online without having to constantly be typing in my password over and over again.

I finally got logged on at about 1:30 pm and started in on the random dungeons. The powers that be decided that the first dungeon would be Heroic Occulus, which everyone in my group throught was pretty lousy. However, patch 3.3 just nerfed Occulus a bit, so we went at it. We had zero problems with it, and it was actually pretty enjoyable.

I'm sure though that once this tapers off a bit, you could easily get grouped with a bunch of noobs who have no clue what they're doing in Heroic Occulus, and that it could go very, very wrong. My groups have all been wonderful through the random dungeon system so far... I'm not sure of the algorithms behind it. However, I have been selected as Healer every time so far, even though I always select Healer and Damage. I guess there's still a shortage there. I don't think there's anything in place for keeping out undergeared players, but I suppose you could always /votekick them.

The second dungeon that was randomly selected for me was the brand-new Icecrown Citadel wing. We pounded our way through those, even though no one had ever been there before. We assumed tank-and-spank on every boss, which proved to be efficient. I was a bit let down with the lack of complexity of the boss fights, especially for heroic. But then again, I was most likely playing with the hard-core WoW'ers who signed on as soon as the realms came up, and not the 12 year olds who were still in school. My group made it through the first two, but then the authentication server went down and we lost 3 out of our 5 group members before Halls of Reflection.

I was able to go back and do my dailies by myself while 90% of the WoW population was stuck offline. I considered myself lucky to be able to play at all.

Once the authentication servers came back online, there were all sorts of trouble with the instance servers being too over-crowded, and not able to launch more instances. Boo. Anyhow, I still came away with many more badges than I could get before, and a few frost's too.

Monday, December 7, 2009

Patch 3.3 Buffs Up Priests

Reading the patch notes on 3.3, I noticed the hefty buff to priests, yet the 1-liner for warriors. Regardless, priests have waited their fair share for this one. Albeit, the changes across all classes are mostly to deal with the cross-realm arena changes to spell cooldowns, but shadowpriests are going to enjoy this one.

Priests
Divine Hymn:
The cooldown on this spell has been reduced to 8 minutes, down from 10 minutes.
Power Word: Shield: This spell can now be cast on non-raid/party friendly targets.

Shadow Talents
Improved Devouring Plague: This spell now deals 10/20/30% of its total periodic effect instantly, up from 5/10/15%.


This will not increase the total damage that the spell does. Instead, it just makes the initial cast of the spell more powerful, and by so doing, the DoT weaker. It will likely up over-all DPS for priests though, as many DoT's don't take full effect because the target dies before the duration of the DoT. Since the initial spike of damage is higher, you're unavoidably going to get more damage off on the opponent. You could potentially get more killing blows or something like that, but likely you'd use Shadow Word: Death instead.


Mind Flay: The range of this ability has been increased to 30 yards, up from 20.

About time they up the range on this spell. Still not quite comparable with arcane missiles. I don't forsee much of a DPS improvement based on this change, although it could help slightly. It just allows us to be further from the melee damage. Mostly just convienience, but it is possible that since we don't have to keep repositioning ourselves, that we may put out a slight amount more DPS on that.


Shadowform: This talent also now causes Devouring Plague and Vampiric Touch to benefit from haste. Both the period length and the duration of these spells will be reduced by haste. In addition, the mana cost has been reduced from 32% to 13% of base mana.

Here's a major change. Haste always means higher DPS. The implications of making the DoT's tick faster though, is that it will be re-applied more often, causing increased mana consumption. You might note that the mana cost has been decreased by 19% of base mana, but I'm not sure what that entails in the long run. This works well if you've got good mana regen based on MP/5, but you're most likely still going to be running lower on mana than you were before.


Vampiric Embrace: This talent now provides a 30-minute buff that cannot be dispelled, instead of a target debuff and only generates healing for single-target shadow damage spells.
Pet

This is how I always thought the spell should work. Since VE no longer needs to be applied to every target, you automatically gain spell-casting time. One more spell can be cast for each mob which will deal damage instead of being an inactive cast. This obviously means an increase in DPS, but also implies that your first cast will be damage dealing, and thus you will have higher initial agro. Another consideration is that many shadow priests don't use VE because of the loss of DPS so a sudden resurgance of the use of the spell might cause trouble for shadow priest aggro. You will now be generating more threat based on DPS as well as healing aggro. This is indicitive of multi-mob groups where the tank must get control of all of them. But then again, maybe those shadow priests out there will actually use it and help us holy priests heal a little.


Avoidance (passive): Now reduces the damage your pet takes from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.

A nice tidbit so that you can use your shadowfeind without losing it to other AOE damage happening around it. I take this to mean that it can now get AOE'd in PvP, but makes it more viable for PvE.

Account Security

Recently, it has come to my attention that there is a major shortcoming in Blizzard's account security. In years past, a simple password has kept many people's data safe. Recently, companies have increased the rules on user passwords regarding length and alpha-numeric characters (neither of which Blizzard requires). Those types of increases in security only affect brute force attacks, where a hacker attempts to break your password by applying dictionaries or sequentially generated passwords over and over.

In scenarios where key-loggers are used, the player's password is stolen as they type it in; regardless of how good of a password they chose. How could Blizzard keep players' acounts safe when viruses, trojan horses, and other malware is stealing passwords on the user's end?

A solution Blizzard came up with was the "authenticator." The device works by counting the seconds from an arbitrary date. The device then encodes this number with an encryption key. The authenticator's serial number is registered with a blizzard account, thus informing Blizzard of which encryption key it is using. When the 6-digit code is entered along with the password, the code is compared against blizzard's records. It decrypts the 6-digit number with the key associated with the player's account. If it decodes correctly, it should have the number of seconds elapsed since some given date. It then can compare that number of seconds to the blizzard server, and tell if the code was generated within the last 60 seconds. Once used, the 6-digit code is no longer valid. If a hacker acquired the 6-digit code via key-logging, and tried to use it, the code would no longer be valid because the user had already entered the code previously, and a new code from the authenticator would be required for a subsequent login. Likewise, attempting to use a code from a different authenticator would mean that the number which was decoded would not likely be within 60 seconds of the actual time, and therefore would be interpreted as an invalid code.

So what's the big deal, you might ask. Although Blizzard has made authenticators availiable to those who wish to buy them, there are a great deal of people who do not want to purchase a piece of hardware to protect their game accounts. Unless blizzard offered an authenticator to every person free of charge, there will always be problems with account security. Why would anyone buy them if they felt their accounts were already safe? Also, consider the fact that Blizzard makes money from selling the authenticators.

The truth is that Blizzard has neglected to put in place simple measures to protect WoW accounts. Let me explain a simple solution to the problem that does not require a hardware authenticator, and probably minimal programming by Blizz:

Imagine that along with your password, you were required to enter a 4-digit pin, which you could choose. Now, instead of using the keyboard to enter the pin, a digital keypad displayed on the screen, much like the numpad or a telephone keypad. The buttons on the screen would be pressed using the mouse. For all those programmers out there who are skeptical at this point, it is true, that this alone would not defeat the ability to log mouse x,y coordinates and mouse clicks to steal a person's pin.

Here comes the truely tricky part that sells the deal. For each digit that the user needs to enter, the keypad numbers are randomly scrambled, such that the user would have to find the correct button to push each time. While this would be a minor inconvienience, it would prevent anyone snooping on mouse coordinates and mouse clicks to actually know for sure which numbers were pressed. This allows for 10! (factorial) or 3,628,800 possible combinations of digits.

The genious of it is that it uses a totally seperate processing engine (your brain) to decode the scrambled numbers. Since your brain easily does the matching of the location of the button with the desired digit, the randomization of the button locations is, in effect, encrypting the data. Since your brain does not have to evaluate the randomization of the digits, but rather find 1 digit out of ten, your brain on average only has to scan n/2 of the numbers. Most of the digits will be found after scanning 5 digits visually. 5 digit scan average * 4 digits in the pin = 20 scanned numbers to enter the pin. Not too much work for your brain.

It's obvious why this method is not used for entering passwords: The alphabet contains a significantly larger number of characters to scan through to find the letter you want to press. (26 letters + 10 numbers)! (factorial) = 1.06387358923717e+56. Yikes, that's a lot of possiblities on random aphabets. Then do that for each character in your password. (That would be some immense security!) Then your brain needs to scan the alphabet and pick out the correct letter/digit. It would find it at an average of n/2 or 18 scanned characters. 18 scan average * 8 characters minimum in a password = 144 scanned characters to enter the password. 144 is an order of magnitude larger than 20 for a 4-digit pin. It would be a major inconvienience to the user. However, when only 10-digits are used on the keypad, the user could quickly scan through them to find the appropriate number... especially if they only needed to do it for 4 digits in a pin.

Now you might ask... they could still steal your password, and then knowing that the 4-digit pin was always a number, that only allows for 10,000 possible numbers to choose from. A computer could quickly brute force a pin, especially being that the average pin would be found at n/2 or 5000 iterations. To prevent this, all Blizzard would need to do is simply lock down the account after 25 (or whatever number they chose) incorrect password attempts in a row, then brute force-ing the pin would most likely fail.

It's not foolproof, mind you. People could still hack your account using other methods. But you'd think that Blizzard would save a lot of money by eliminating all the time spent on dealing with fraud issues and hackers by implementing such a plan. It could be rolled out in a regular patch, and deployed to every WoW player in existance with absolutely no cost to the player. So why don't they do it? There must be some trade-off that I'm not considering. Either the savings don't outweigh the benefits, or that hackers would simply find some other way to cheat the system. Or perhaps blizzard makes a decent amount of money from the new accounts started by hackers and gold farmers, and they really don't want to cut out a source of revinue... after all, in-game resources are free. They can just create you new virtual items and gold at no cost to them... just to pay some GM $10/hr to do it. And at the pace they respond to such tickets... (3 day response time for me) they must not be paying too many GM's.

Wednesday, December 2, 2009

Damage Mitigation and Tanking

Critical hit immunity at level 80 for a heroic dungeon is 535 Defense.
Critical hit immunity at level 80 for a raid boss occurs at 540 Defense.

According to WoWWiki, as of patch 3.0, crushing blows cannot happen to max-level tanks. They changed crushing blows from 4 levels below the boss level (83) to 3 levels below the boss level. This change was to improve the validity of the druid and death knight tanks.

Damage Mitigation:
Block - Additional chance to mitigate damage when wearing a shield.
Defense - Helps prevent physical damage by reducing the chance to be hit or critically hit. It also increases block, dodge and parry.
Dodge - Ability to avoid an entire attack.
Miss - A failed attack. (Defense Skill vs Weapon Skill)
Parry - Chance to nullify an attack.
Resilience - Reduces chance to be critically hit. Reduces the damage from melee and spell critical strikes that do hit. Reduces normal damage taken.
Resistance - Reduces, or entirely blocks a particular shcool of magic.

Warrior
Warriors are best for tanking melee bosses with a lot of attack speed and low damage per hit.
They don't do well against spell damage.
They are able to use all the damage mitigation abilities.

Paladin
Paladins are best for tanking bosses with multiple adds.
They can also use all the damage mitigation abilities, but are more reliant on reaching the block cap for shields.

Druid
Druids are best at tanking burst damage bosses because they have huge health pools.
Cannot wear shields = Cannot block.
Weapons do not deal damage when in bear form = Cannot parry.
Depend heavily on high amounts of dodge from agility.

Death Knight
Death Knights are best for tanking spell-casting bosses. They have several abilities that enable them to avoid spell damage all together.
Receives 25% of strength as parry rating!
Cannot wear shields = Cannot block.

It Takes One To Know One

It's hard to understand the intricisies of the game, especially the tank-healer relationship without having first played the other person's role. This is difficult because it requires having leveled a second character to 80.

I lucked out because my wife happens to have a druid and has been building up it's tanking gear. I occasionally play her druid to help her get those pieces that just seem never to drop. I decided that I would run her character as a feral tank instead of boomkin dps which I usually do.

I learned a few tidbits about tanking that will help me be a better healer in the future. Mainly, that the hp required to tank a regular lvl-80 instance is much lower than that required to tank a heroic instance. That seems obvious, but you don't realize exactly how much the difference is until you're the tank.

We tried to have her druid tank Heroic ToC with 25k hp. We're a pretty skilled group of players, but it was still too hard. However, her druid can tank normal dungeons without any problems, even when being healed by a lower level character.

So, how much hp does a tank really need?

"If you ask the tank forums - Any HP is fine
If you ask the healer forums - You can't step into H UK until you have 32k unbuffed
If you ask the DPS forums - It will get lost in the PvP QQ"

-Greymare on Shattered Hand

I find that quote to be right on target. Most tanks think that they need a decent amount of hp, but after that, it doesn't matter -- that the healer will make up for less hp simply by healing faster. They think that the solution to low hp is to get a better healer with more mana and more +spell power. However, this is just not the case. A healer recognizes that there is a limit to how fast one can heal, and that if the tank takes more damage than that, there is no amount of hp that will suffice.

We pulled in a paladin tank with aproximately the same amount of hp, and he managed to tank through it with only small problems. What was the difference? It wasn't the amount of hp. It was the additional avoidance mechanics of the pally tank. He wore a shield and could parry in addition to dodge. I alluded to this fact in a previous post (WoW's Not What It Used To Be) regarding death knight and druid tanks. I'll be posting again on this topic discussing each tank's avoidance mechanisms and which tanking class to select for the job... yes, there is a difference.


However, you must consider some factors while tanking other than just yourself:

Can your healer keep up with the amount of damage you take, even if you don't die instantly?

Will pulling more mobs cause additional AOE or other combined effects that will wipe the group, even though you can take the damage?

Can you see anything once you pull a group of mobs?

Can you chase after a mob if one gets loose?

How good is your group? Can the DPS pull mobs off you? Are they attacking the mob you're directly attacking, or one that you're only hitting occasionally?

Is your group going to AOE, or single target each mob?

10-man Ulduar, Take 2

So we attempted 10-Ulduar for the second time.

Ingis the Furnace Master
We took down the two sentinels on our way in by taking them at the corners of the walls where the healer could be out of LOS. This helped us stay out of the earthquake considerably. We also tanked them at opposite corners of the courtyard which helped us avoid getting hit by two earthquakes consecutively.

Once past the two sentinels, we cleared the other trash mobs quite easily. Just stay away from those tornadoes.

Our first attempt on the boss went pretty miserably. We only got him down to about 80%. We were all dying pretty quickly from the flame jets, and we got too many of us in the scorched ground area. We decided to make some changes to fix that:

The flame jets only get about a 2-second notice, so you have to stop casting immediately. This only prevents the 8-second global cooldown if you get hit, not any of the actual damage from flame jets.

We also had the tank pull the boss into the four quadrants of the room -- but a much larger square while doing it. Since the boss's scorched area he leaves on the ground is quite large, this allowed us a little bit more space in the middle for the DPS / heals so we didn't end up in it as easily.

With those two modifications, we still only got the boss down to about 60%. After a few more attempts, we noticed that our PUG's weren't putting out enough DPS. We were missing our regular OT, so we had picked up a pally who was pretty decent. However, the hunter and warlock were not good at all. The warlock was only putting out 800 dps. I didn't know that you could do that low of dps at level 80. Anyhow, I'm sure that was a little bit of our problem, but not the entire problem.

Monday, November 30, 2009

Intellect or Spirit?

Five Second Rule (FSR)
"Whenever mana is expended for any purpose, mana regeneration is interrupted for five seconds. This is most often caused by casting spells, but diseases that drain mana will also interrupt mana regeneration. During this time, no spirit-based mana regeneration takes place unless the character has certain talents; there is also the fixed regeneration from mana/5 items, which is never interrupted for any reason." (www.wowwiki.com)

Due to the FSR, spirit will only help you regenerate mana if you spend a considerable amount of time doing nothing.

Mana regen is a difficult thing to gear for since it depends wildly on the tank you're healing. If the tank has low HP, you will most likely be needing to heal him constantly, and therefore receive very little regeneration. However, the opposite is also true. A well geared tank that takes less damage will allow the healer to rest between heals and therefore get some regen.

The actual mana regeneration from spirit equation is as follows for level 80 characters:

mp5 = 5 * (0.001 + sqrt(Intellect) * Spirit * 0.005575 ) * 0.60

I took this equation and graphed the results in excel with varying intellect and spirit values. I assume here that stacking intellect means that you have 500 spirit + varried intellect, and that stacking spirit means that you have 1000 int + varied spirit. Those are realistic values at level 80.



These graphs make sense. Since the mp5 varries with the square root of total intellect, the player receives diminishing returns for regen when stacking intellect. However, mp5 varies proportionally with spirit as to create a linear trend. Initially, this looks like it's obvious that stacking spirit is the wise choice.

However, this is not the entire picture. Sure, you'll end up with more regenerated mana, but what about your total mana pool?



Woah, not what you would have expected, eh? It looks like from this graph that stacking spirit actually ended up with far less mana than did stacking intellect. Well, that's because the graph was only for a 60-second fight, allowing only for 20 regen ticks at most. Furthermore, I assumed a FSR of 50%, meaning that you were casting half the time. Realistically, most boss fights are longer than that. While fighting Kael'Thelzud, the last boss in 10-Naxxramas, the fight lasted 15 minutes. Let's re-examine these graphs when a longer fight is assumed.



Now there's a drastic change. Even with a low amount of spirit, the regneration based on spirit scenario ended up with more total mana in the end because of the base amount of intellect that you'll have anyway. It compounds as spirit is stacked, resulting in a difference of 49k mana. That's a lot... more than 3 full mana bars than the stacked intellect case.

Ok, so you still don't think that's realistic. You don't think you'll reach 50% FSR. Yeah, that's probably not realistic. So let's look at 20%FSR. That's 12 seconds out of every minute, you don't cast. (Well, actually 17 because you have to wait 5 seconds before regen starts)


Here, we see that the two trends are almost parallel. So at every amount stacked in either case, the total mana availiable increases proportionally. However, the spirit case still ends up with the large of the two by about 10k mana. That's for a 15 minute fight, the less time, the worse the spirit case appears.

So the break even point is 13% FSR for 15 minutes while stacked at 2100 spirit 1000 int. Remember that the x-Axis is not time. The x-Axis is amount stacked. It's also important to realize that priests in the best guilds on my server only have 1300 intellect and 1100 spirit. They're not stacking one over the other, and it's highly unlikely that any priest would be able to stack 2100 intellect or 2100 spirit.

10-man Ulduar

We started 10-Ulduar on Saturday evening. We did 2 bosses, both of which were fairly painless.

Flame Leviathan
This one took us 2 attempts. On the first attempt we got him down to 8%. We just had a few people that didn't understand they needed to start running away from him immediately. That's really all there is to it. Once we corrected that, we easily took him down. The vehicles make things a little tricky if you're not used to doing Wintergrasp.

Razorscale
We 1-shotted this one. It was a long, tough fight, but we made it through. The only thing that killed people was standing in the blue flames too long.

Ignis the Furnace Master
We started heading to this one, and one of our healers had to go afk for a considerable amount of time. In the meantime, we lost one of our DPS paladins. With 2 of the guildies missing, we decided to call it. No sense going further without gearing up our own people. We're planning on continuing tonight.

10-man Naxxramas

My guild recently downed 10-man Naxxramas. You have to know that there's only about 8 of us in our guild. We're all family, and have a laid-back attitude about the game. After running heroics as much as we could stand, we finally got everyone geared enough to go. (And some of us were way over-geared by that point too.) But without raiding, there was nothing else for us to do except quit WoW... and really, who wants to do that? So, we decided that we'd start running 10-mans.

We have 2 tanks, and 2 healers, and the rest are DPS. This was perfect because then we only have to PUG 2 dps each time we go, which is pretty easy to do.

We downed 10-Naxx in three runs. The third run was only the last boss, KT. It's a fairly long instance, considering none of us had stepped in the door before that night. We read a Naxx guide that explained each of the bosses before we did the fights. That helped quite a bit. We didn't really have that much trouble.

We're skipping EoE for the time being and heading to 10-Ulduar. EoE only has one boss, and it sounded like rather complex for just that.

The Ideal 5-Man group Make-up

I love this group make-up for 5-man instnaces and here's why:

Warrior Tank
Warriors were made to tank. It was an afterthought that possibly paladins and druids should be able to tank too. If you had to swap someone, you could change out the warrior for a paladin tank, if they were awesome. That way, the pally could hand out Kings or Wisdom to the party which would all benifit immensely.

Priest Heals
The priest is the only true-blood healer in the game. There are very few things that a resto shaman, resto druid, or holy paladin can offer that a priest can't. While druid heals offer more HoT's, the priest's Prayer of mending and renew are usually a much more efficient use of mana. Throw in Fortitude and Spirit which would be immensely useful for all other players in the party.

Mage
Not to mention the heavy DPS, polymorph is probably the best CC in the game. Arcane intellect would be beneficial to every other person in the party. The mage has the most consistant AOE damage of any class.

Shaman
Totems are freaking awesome. Tremmor totem to mass-dispel fear, mana regen, windfury, and a fire nova totem for AOE. I'd prefer enhancement here as the DPS is just amazing.

Druid Moonkin
Throw in a battle rez, innervate, and a 5% crit aura. Very nice spike damage and AOE capability here as well.

It also helps that having a pally, priest, shaman and a druid means that you have 4 people who can throw out an extra heal / rez if needed. If you consider their common off-spec, this is a pretty versitile group if things needed to be switched around in a pinch.

You could easily have:

Druid Tank
Pally DPS
Shammy Healer
Mage DPS
Priest DPS

WoW's not what it used to be

The Wrath of the Litch King expansion has allowed players to become increasingly lazy in their game play. Perhaps I am too reminiscent of how WoW used to be, and am reluctant to embrace the new direction that Blizzard has chosen to take the game. Let me elaborate for a few moments on just a few of the aspects where this has taken place.

Dual Talent Specialization:

Now that characters can specialize in tanking / dps / healing at a whim, it seems that people think that they are qualified to tank or heal just because they paid the 1,000 gold to put talent points in that area. Now, don't get me wrong... this is a huge step forward from how things used to be. I remember back in the day -- when you couldn't find a tank, a ret pally would have to do. Or when you couldn't find a real healer, a shadow priest or a balance druid would have to suffice. Either that or pay the gold to re-spec every time you're needed to perform another task. That works when you're running Deadmines or Scarlet Monastary... but not when you're in heroic Trial of the Champion.

For those that know how to play both specs, this is a great advantage. But recently, it has come to my attention that having the ability to dual spec causes a great deal of trouble. Back in WoW Original, people specced tank or heal because they liked it and were good at it. You really had to want to do it because you only got one spec. Since they played it all the time, they really knew how to use all of their spells and abilities. Having instant, free respecs make it too easy for the idiots to say they can perform a group role, but really have no idea what they're doing.

Achievements:

I'm sure you've seen trade chat in Dalaran, as I have:

<2 Trade> [JoeTheTank] LFM 25-Ony pst achievement!

I understand wanting people who have run the instance before. The idea is that since they've been successful with some group before, they most likely can do it again. It's always rough taking people who have no idea what they're doing. However, the achievement system has been a lateral-copout for some. In essence, players these days want nothing to do with actually acknowledging that there's a real person on the other end. They don't want to have to teach anyone the fights.

Gear Dependancy:

I'm not referring to GearScore here, although you may see it as somewhat related.

When The Burning Crusade came out, level 60 raiders threw away hard earned Tier gear to Outland greens. There was such a drastic change in the scale of gear that the instances required you to have a certain level of gear to enable you to take on a any given instance. This was generally because most of the player base was not equiped with raid gear, and would not be able to withstand the strength of the new bosses, nor have their mana last the length of the fight.

However, this mindset continued. Players interpreted this disperity in gear to mean that they could not complete an instance without being geared to the teeth. Once adequately geared, players continued to promote the attitude that gearing should be one's primary focus. It is the only evidence other players have of how good you are.

The truth is that, if you're good at playing your character, you can defeat bosses and quests much higher than your character level. (Remember, however, that there are diminishing returns on damage dealt as the difference in level between you and your opponent increases.) In order to defeat something higher than you, you may need to use a bit of trickery, strategy, or skill -- if you will.

Now, the trend has become that as a player's level and gear increases, they quit using the aforementioned trickery, strategy, and skill. Since they have more hp, mana, and armor, they can defeat their enemy without needing skill. They have become apathetic in their play-style insomuch that they actually have become worse players. Eventually, they forget how to actually play altogether. Soon, everyone plays as if they were a warlock: , , , . When the time come that they end up in a group with "undergeared" players, they no longer know how to play at all, and the group fails miserably; not due to the undergeared player, but rather due to the apathetic player.

Knowledge of the Fights:

I am amazed at how much of a difference is made when people know the fights. As I mentioned previously, this should not preclude those who have never been before from attempting an instance. Only one person in the group really needs to know how the fight goes, because he can then explain it to the others. Don't assume people know the fights. Often people won't admit to not knowing the fights because they don't want to be kicked from the group by the leader who has no patience to explain the fight.

However, experience is the best teacher. You can explain a fight till you're blue in the face sometimes, but until a person experiences it, they may not quite understand. But the second attempt will usually be much better.

There are a plethora of instance guides out there that will tell you exactly what to do to take down a boss. Go and read them. Watch videos of how others have done it. This demonstrates personal responsibility... something which has been lost during the WoW era.

Really, you need to know what that Spellbinder's abilities are. Is he going to run over and 2-shot the priest, or is he going to knock everyone off the ledge into the lake of molten lava? Could the mage simply polymorph him, or should the tank back up against the wall? When you know the fights, the groups succeed so much more easily.

The Advent of the Pally Tank

I played a holy paladin for a long time. Eventually they nerfed the paladin and I decided that I didn't like to play him that much anymore. I rolled a priest and respecced the paladin retribution. This was great for a long time -- until the advent of the pally tank.

Around the time when Karazhan was the rage, they re-buffed the paladin, and gave him some real talents so that he could viably tank. It was perfect for Kara because everything inside was undead. The paladin walked in and simply AOE'd everything. He could easily hold aggro on an overwhelmingly large group of mobs. In fact, he got mana back from being healed! The paladin could indeffinately tank until his healer ran out of mana.

While I thought this was fabulous at the time, I had no idea what it was doing to the player base. Suddenly, when other tanks couldn't hold agro on 15 guys at once, it was the tank's fault... or when the tank died from pulling too many, it was the healer's fault. Additionally, the pally tank's consecrate AOE to hold that many guys caused a large problem for CC. No longer could mages polymorph, rogues sap, druids hibernate, or priests shackle. Since the pally AOE would break all crowd control, they simply decided not to use CC anymore at all. The tank took them all, and everyone DPSed to their heart's content without a thought to threat.

However, this tought everyone a lot of bad habbits. Instead of playing with skill, everyone just tried to hash out the most damage they possibly could. They forgot how to pull with some smarts. They quit using half of the spells in their spellbooks. They forgot to watch their threat on Omen. They forgot to watch where they're standing. They forgot how to play.

Death Knight Starting Level

I rolled a DK when they first came out, and loved playing one solo. They had much better starting gear than all the other outland lowbies that you could easily gank anyone you pleased. And starting at level 55 wasn't bad either. Then I only had to go 25 levels to 80. Unfortunately, since players didn't level their DK's up gradually, they really didn't learn how to play their character. As you level up slowly from level 1, getting a new spell was a big deal... and you used it as often as you could because it was new and cool. By the time you were 80, you knew what all your spells did and when to use them.

I hate death knights. Just so my opnion is clear.

They offer nothing to the group in terms of buffs or auras. As DPS, they are (in my opnion) a rogue who wears plate.

Even moreso, I hate death knights that pretend to tank. They, in essence, use the AOE theory to tank - which works for the paladin. However, DK's don't wear a shield. This fact alone makes them much more like the druid tank than the paladin. I raided for a long time in TBC - all the way up to the Black Temple. Our main tank was a druid and he was quite good. However, through discussions with him, I learned that since druid tanks do not wear a shield, they lose the bonus that paladin and warrior tanks get from block. Druids depend on agility to dodge a large percentage of the damaging attacks. This, combined with a massive amount of stamina for when they do get hit.

Death knights do not wear a shield, which means they really need to have about 25% more hp than do warrior or paladin tanks. If a warrior tank has 30k hp, this means that the DK tank should have 37.5k hp in order to do the same job.