Archive

Posts Tagged ‘Gear’

Brief thoughts on Meta Gems

January 10th, 2010 Chris Anthony 9 comments

Inspired by Dawn over on WOW Insider, here are my thoughts on meta gems for priest healers, very quickly (and leaving out the gems that are clearly not healing gems):

  • Beaming Earthsiege: Maybe. Gives about 0.45% crit chance and +2% mana. The extra mana will vary depending on your current mana pool; the crit chance means that if you’re Disc, you’ll get another Divine Aegis for every 217 spells you cast, or 1-2 more per fight.
  • Bracing Earthsiege: No. Gives 25 spell power and 2% reduced threat. Only take this one if you’re having trouble on the threat meters, which hopefully you aren’t.
  • Chaotic Skyflare: No. Gives about 0.45% crit chance and 3% increased critical damage. That’s important. It’s tempting to think “oh, they mean “critical spell effect”. They don’t. It’s just damage. Steer clear.
  • Destructive Skyflare: No. Gives bout 0.55% crit chance and 1% chance that offensive spells that target you will hit their caster instead. This is a PVP gem, although it can be useful for certain fights (those involving randomly-targeted spellcasts or poison affliction, for example). Spell reflect does not affect AOE spells, although it can redirect chained spells (like Chain Lightning).
  • Effulgent Skyflare: No. Gives 320 health and reduces spell damage taken by 2%. Another PVP gem; if you’re really having that much trouble staying alive against PVE spellcasters, swap out one of your other gems for Solid Majestic Zircons.
  • Ember Skyflare: Yes. Gives 25 spell power and 2% Intellect. This gem will directly increase your throughput, and while 2% Intellect doesn’t grant quite as much mana as 2% mana (Beaming Earthsiege gives about 72 more mana regardless of how much Intellect you have), it grants more crit and more regen.
  • Enigmatic Skyflare, Forlorn Skyflare, and Impassive Skyflare: No. These give about 0.45% crit chance and various duration-reducing effects. They’re PVP gems with highly-situational PVE uses. Steer clear of them.
  • Insightful Earthsiege: Yes. Gives 21 Intellect (about 315 mana, 0.125% crit chance, and mana regeneration that varies based on your Spirit), and every spell you cast has a 5% chance to restore 600 mana. That works out to an average of about 60 mp5 (which can go down if you insist on casting long-cast-time spells and up if you have lots of haste, as I do). This is the beloved, overwhelmingly-recommended meta gem for priest healers; over a 6-minute fight that adds up to 4,320 extra mana in your pool. Get this unless you can afford to be more concerned with throughput than mana.
  • Powerful Earthsiege: No. Another PVP gem, this one gives 320 health and reduced stun duration. Not worth it.
  • Revitalizing Skyflare: Yes. Gives 11 MP5 and 3% increased critical healing effect. That’s not healing chance; instead, when your heals do crit, they heal for 3% more. That means that if you’re Disc, your Divine Aegis will be 3% bigger too! The 11 MP5 is 792 mana – not fabulous, one additional spell over the course of a 6-minute fight, but it’s better than nothing.
  • Tireless Skyflare: Maybe. This is another PVP gem, with 25 spell power and a minor run speed increase, but I ran with it for a long time. Part of this was because it helped me get out of the fire faster, and part of it was because I was entertained by running faster than anyone else in the raid. Sadly, it doesn’t stack with other speed-increasing effects. Go with this if you can’t get one of the others, or if you have a hard time staying out of the stuff on the floor.
  • Trenchant Earthsiege: Maybe. Gives 25 spell power and reduces stun duration by 10%. It’s a PVP gem, but it has some uses in PVE. It’s not fabulous, but it can be useful for certain fights, especially in heroics. The faster you can get out of a stun effect, the faster you can start healing again. That said, if you have the chance to get another one of the gems, take it.

The bottom line: Get Ember Skyflare, Insightful Earthsiege, or Revitalizing Skyflare depending on your playstyle, with the first two recommended more highly than the third unless you really, really love Divine Aegis. Get Beaming Earthsiege, Tireless Skyflare, or Trenchant Earthsiege only if you can’t get one of the first three.

Categories: World of Warcraft Tags: ,

Your favorite “wrong” gear

November 6th, 2009 Chris Anthony 4 comments

I’m trying to get threaded comments and editable comments working nicely together. It’s not going well. If anyone has any suggestions, I welcome them.

In the meantime, here’s a comment topic for you, in honor of 3.3’s new Need Before Greed system: what’s your favorite piece of “wrong” gear – gear that’s not in your “optimal” armor class but that you can still wear, and that you prefer to wear over the available gear that is “optimal”?

Categories: Web, World of Warcraft Tags: , ,

On Need, Greed, and Disenchant

November 5th, 2009 Chris Anthony 8 comments

A quick catcher-upper: in WOW 3.3, if there is an enchanter with a suitable skill level in the group, group members will be given three options when loot drops: Need, Greed, and Disenchant. Disenchant is a fancy way of saying “Greed, but I want the enchanting mats rather than the item”. If you click Disenchant, you are treated exactly as if you had rolled Greed, and roll along with the other people who rolled greed, but instead of Spellweaver’s Skullcap of the Skunk, you’ll get seventeen Infinite Dust in your bags. (That I initially typed “Arcane Dust” should tell you that I don’t deal with enchanting very often.)

This is being implemented because in WOW 3.3, you’ll be able to PUG with characters from other servers. This sounds awesome in theory, but in practice it’s limited because you can’t trade items to characters from other servers. That includes enchanting materials. So the common practice of letting the enchanter in the group roll Greed on the drops, and then disenchant at the end of the run and hand out the proceeds, won’t work if you have someone from another server in your group.

There are four main objections I have seen to this. They are:

  • The game is using my tradeskill without my consent.

Well, no. The game is using your level of skill with a given profession to trigger a flag in the system; if the flag is triggered, the game does the disenchanting. You don’t have to do anything. Your profession isn’t being used. You’re just toggling a yes/no switch.

  • Sometimes I don’t want to give my fellow party members enchanting mats, because they haven’t earned them.

I will be blunt: you are a douchebag who needs to put the game down and spend some time in social-acclimation classes. These folks come highly recommended.

  • If anyone can generate enchanting mats, the market for them will go down.
    • You haven’t thought this through. Here’s how economics works: People roll Disenchant because the mats sell better than the gear itself. The supply of enchanting mats grows slightly (but not very much; as a rule, roughly the same amount of mats is going to be on the market – it’s just going to be coming from different people). The price drops. People roll Disenchant less because the mats aren’t selling as well. The market price stabilizes at slightly under the original rate.

      So yes, instead of 100g for an Abyss Crystal you might get 95g. Forgive me for not feeling particularly sorry for you.

      • If people can roll to disenchant, I should be able to roll to get the contents of mining nodes, herbs, and skinnable mobs.

      Nope. 100% wrong. Here’s why: you can’t pick up a Saronite Vein and cart it back to a vendor to sell. End of story. Without an enchanter in the group, the gear’s still there to pick up and sell. Enchanters just make it easy to turn gear into mats; this is especially true of BOP gear, which – in the absence of an enchanter – can only be vendored.

      Without a miner, that Saronite Vein might as well not even be there. Without an herbalist, every single Frost Lotus in the instance goes to utter waste. Without a skinner, those worgs will just lie there and rot.

      The only valid comparison is suggesting that maybe cloth (Frostweave etc.) should have a Need/Greed/Bolt option, and if you want to suggest that, well, be my guest. I suspect that that and a dollar will get you a cup of coffee, but you’re welcome to try.

      The bottom line is this: the Disenchant option is an unqualified positive addition to the game, and the people who are complaining about it either haven’t thought it through or probably shouldn’t be interacting with other human beings.

New T10 Priest set bonuses

October 12th, 2009 Chris Anthony No comments

Blizzard has updated the Tier 10 set bonuses for healing priests – and, oddly, both of them actually sport different mechanics than the original versions. (This is especially odd in light of a comment made by Ghostcrawler last week that they’d generally worked out the mechanics and were fine-tuning specific numbers.)

The updated set bonuses:

  • 2-piece: Your Flash Heal critical strikes cause the target to heal for 25% of the healed amount over 9 sec.
  • 4-piece: Your Circle of Healing and Penance spells have a 20% chance to cause your next Flash Heal cast within 6 sec to reset the cooldown on your Circle of Healing and Penance spells.

The 2-piece bonus continues a pattern Blizzard’s created of giving small heals HOT components and giving HOTs immediate-heal components, and as such, while it’s interesting to see priests’ utility heal get a HOT, it seems to largely be a rehash of Flash of Light.

The 4-piece bonus is a reworking of the original bonus (you may remember it from my last post); this version is, in my opinion, vastly preferable, both because it allows synergy between two heavily-used spells (which, as @Greth22 points out, feels elegant, even if we haven’t seen it in action) and because it doesn’t encourage Penance/COH-FH-FH-FH spam like the previous bonus did.

I continue to find it interesting that Blizzard is functionally equating the Discipline 51-point talent with the Holy 41-point talent with this talent, especially since they have much different cooldowns. Penance’s untalented, unglyphed cooldown is officially twice as long as Circle of Healing’s, although the channel time lowers the effective cooldown somewhat. To equate the strength of the 4-piece bonus on a Holy priest to its strength on a Discipline priest implies, I think, that Blizzard considers both Aspiration and Glyph of Penance to be mandatory, which seems kind of silly. Blizzard, you clearly want us to make the cooldown 8 seconds; just make the cooldown 8 seconds!

Categories: World of Warcraft Tags: , , ,

A slightly cooled Penance

October 10th, 2009 Chris Anthony 2 comments

The following is the current (datamined) Healing Priest Tier 10 4-piece set bonus:

  • Your Flash Heal spell has a 15% chance to reset the cooldown on your Circle of Healing and Penance Spells.

With my current haste rating, Penance has a 1.64-second channel, leaving me 6.36 seconds to cast Flash Heals before Penance’s cooldown is up. (I’m glyphed and have Aspiration.) Since my Flash Heal’s cast time is 1.31 seconds, I can cast it 4 times before Penance cools down, with 1.12s left over.

The math for determining how likely a percentage-based proc will go off is 1-[(1-proc chance)^(number of opportunities)]. (It seems unnecessarily complicated, but that’s how probability works.) In this case our proc chance is 0.15 (15%), and our number of opportunities is 4.

If I’m just spamming Flash Heal until Penance cools down – which I rarely am, but let’s assume it for the sake of a best possible scenario – then my chance to reduce Penance’s cooldown by at least 1 second is 1-[(1-0.15)^4], or 47.8%. Given that, roughly every other Penance cooldown will be shortened by at least 1 second.

(Without going into the math, the increased number of casts from dropping Glyph of Penance and Aspiration don’t justify the extension of the cooldown.)

For the record, if you’re just spamming Flash Heal after you use Penance (which I hope you’re not) and assuming 0 Haste (I hope you have some), you have 15% chance to reduce Penance’s cooldown by 4.5 seconds, 27.8% to reduce the cooldown by at least 3 seconds, and 38.5% to reduce the cooldown by at least 1.5 seconds. (Remember, the proc doesn’t go off until the Flash Heal spellcast does, so you have to let Penance cool down by at least 3.5 seconds – 2 seconds channeling Penance and then 1.5 seconds casting Flash Heal – before you can trigger the bonus at all.)

Incidentally, due to the nature of the problem, there is no point at which you’re guaranteed a proc. You get to 99.9% chance of having triggered the bonus at some point at about 27 Flash Heal casts, but it’s possible to beat probability and go forever without having triggered the bonus proc. That said, with no Haste, on average you’ll reduce the cooldown of your Penances by about 0.6 seconds. (If you have Haste, the average reduction is [0.6 * (1 + Haste %)].)

How to do it right

May 7th, 2009 Chris Anthony 2 comments

The other day, I was in a group for heroic Utgarde Keep with one non-guild member, a DPS warrior who’d put all 71 of his talent points into Arms. I noticed at the beginning of the run that he had some mismatched gear – pants with Spirit, mail shoulders, etc. – but I figured as long as he knew what he was doing, everything would be okay.

It wasn’t. We had enough DPS from other sources to carry him, but he was barely pulling 700 DPS. Midway through the run, after Prince Keleseth hadn’t dropped anything useful for him, he asked the party, “My friend said I should get PVP gear to make me better. What’s the best way to do that?”

I don’t really remember what the rest of the group said to him; it was along the lines of “no, get boss drops in PVE”. It was pretty clear that he didn’t know what boss drops to be looking for, though, and I got the impression that the response confused him. So I sent him a whisper: “You can look at Wowhead to find out what items are best for you. Here’s a link:” And I pasted in the URL of a Wowhead filter that contained warrior-friendly gear in Northrend. (I think this was the link I gave him.) “You should also take a look at WOWWiki to see the kinds of things warriors want on gear.”

He asked for a minute to go AFK, and we proceeded without him for a minute or two. When he got back, he ran back to the group and whispered me back. “Thanks a lot,” he said. “I never knew about those. I’m going to read them after we’re done.”

“No problem,” I replied. “You might also want to check out the talent calculator on Wowhead, and there are a couple blogs that are useful for warrior stuff.”

He thanked me again, we proceeded to take out the twins and Ingvar, and then he left the group. The next time I saw him, in Dalaran, he’d swapped out all of his warrior-unfriendly gear with warrior-statted heroic blues. I whispered him again. “It looks like you’re getting some better gear!”

“Yes, thank you! I didn’t even know what good warrior gear was. Wowhead helped a lot. Now I know what to look for.”



We have a problem, guys.

It’s certainly nothing life-shaking or insurmountable. We can work through it if we want to. But it does need to be addressed.

Here it is: our problem is that we think of players who don’t know what they’re doing as “bad”.

They’re not, really. They just don’t know what they’re doing. They aren’t playing consciously – they’re just picking up gear and taking talents that look like they ought to be handy or cool. They’re warriors taking a +spell power mace because it has higher DPS; they’re Restoration druids in +hit gear, because if their offensive spells miss, their healing spells might too. But this isn’t about badness. It’s just about inexperience.

See, if you’re reading this blog, I can make a couple assumptions about you, the foremost being that you’re interested in how Discipline priests work. That is, after all, mostly what this blog is about. You wouldn’t be here looking for [redacted because I don't want to show up in Google searches for those things]. You’re probably aware that I’m not the only WOW blog on the planet. You probably know that there are official forums for World of Warcraft. You might have a Twitter account where you discuss WOW.

Now here’s the important part: because of the spotlight fallacy, we assume that in general, people are like us. (It’s a very focused spotlight in this case.) We assume that Discipline priests read the Discipline priest blogs, and read the official forums, and use Wowhead, and read up on boss fights in WOWWiki, because that’s what we do. So when we see other players in gear that isn’t itemized for their class, who have talents that we wouldn’t have chosen, who don’t know how the boss fight works, we assume that they’re just Bad Players – that they haven’t assimilated all the stuff they’ve been reading, or that they’re consciously ignoring it.

Sure, that’s true in some cases, but I’m going to go out on a limb here and say that 95% of the World of Warcraft player base doesn’t visit the forums on a regular basis, and that probably 50% of active players don’t even know that there are official forums. They’ve never heard of WOWWiki or Wowhead. They see the tooltip on Spirit that says that it helps health regeneration, and figure that sounds pretty good. They aren’t bad. They just don’t know about the resources.

Here’s an open request: the next time you see a “bad player”, send them a whisper. Say “hey, I see you’re wearing thus-and-such” – or have this talent, or whatnot – “that I wouldn’t expect a warrior” – or whatever the player’s class may be – “to wear. Why’d you pick that piece of gear?” Establish a dialogue, rather than just writing the player off as bad. If it turns out they’re one of the vast number of players who don’t know about gear itemization, Wowhead, and the link, give them links; help them educate themselves. If they’re trying out something different, talk to them about it and maybe you’ll learn something. And if they say “shut up, mind your own business”…

Well, then they’re probably a bad player.



Did you notice the most important clause in the previous section? Go back and look. See if you can figure out what it’s going to have been. (I love the pluperfect.) I’ll wait.

*dramatic pause*

It’s “help them educate themselves“.

See, all the websites in the world aren’t going to do an uneducated player a lick of good if all the player does is follow the advice of those websites blindly. They’re going to be just as uneducated, but now they’re letting someone else tell them what to do instead of picking it up piecemeal based on tooltips. They’re in a worse situation than they were before, because now they’re going to rely on what you’ve shown them. What happens when the site you’ve shown them is down? What happens if the game changes but the page doesn’t (as seems to be the case with much of WOWWiki at the moment)? They’ll be back to groping at tooltips to help them figure out what to do next.

I’m sure you know the expression about giving a man a fish and teaching him to fish. I don’t need to repeat it. But the lesson applies nonetheless: help uneducated players educate themselves. Don’t just say “you need strength gear”, explain what Strength does for a warrior and compare it to other stats. Don’t just rattle off a Best In Slot list (you’ll notice I haven’t updated my Naxx lists for Ulduar yet); help them figure out why each piece of gear is desirable. Perhaps most important, let them make their own decisions about gear; guide them, but don’t define for them. The goal is to have players be playing consciously.

And yes, “I like the way it looks” is, at its heart, a conscious decision. Just so we’re clear.

Discipline priests: haste is better than crit

March 2nd, 2009 Chris Anthony 12 comments

Well, I finally did the number crunching for +haste vs. +crit. The results turned out as I expected them to – although not as strongly toward +haste as I expected them to, which was kind of surprising.

Going as far +haste as you can, you can get 1095 haste rating from gear, gems, enchants, and buffs. You can get about the same amount of +crit. However, 32.79 Haste Rating translates to 1% haste; 45.91 Spell Critical Rating translates to 1% crit. That difference is crucial.

With 1095 Haste Rating, you get about 33.39% +haste. Essentially, that means that in the space where you could cast 100 spells without haste, you can cast 133.39 spells with that much haste. (I’ll use Flash Heal as the baseline, since its casting time is the same as the Global Cooldown.) With about 1100 SCR, you get about 23.95% +crit. Without any +crit gear, I have 17.95% +crit for holy spells on my priest, so 1100 SCR would put me around 41.9% +crit for holy spells (36.9% for non-holy spells).

So in the time it takes me to cast 100 spells with my +crit gear (150 seconds for Flash Heal), I can cast 133.39 (call it 133 for neatness’s sake, and note that I’m rounding down) spells with my +haste gear. At 41.9% crit with +crit gear, 41.9 of those 100 spells will crit (call it 42); at 17.95% crit with +haste gear, 23.9 of those 133 hasted spells will crit (call it 24). Incidentally – or not, if you’re Matt – that’s 42 Divine Aegis procs for +crit gear, and 24 for +haste gear.

I’ll take a moment here to define H as the amount that a normal Flash Heal heals for.

With the +crit gear, that’s 58 casts that don’t crit, and 42 that do. Since critical heals give 150% normal healing, over 150 seconds, my +crit gear gives me 58H + 48(1.5H), or 121H.

With the +haste gear, I have 109 casts that don’t crit, and 24 that do. Over 150 seconds, I get 109H + 24(1.5H), or 145H.

In other words, with the gear that’s available on the live servers, stacking +haste provides 20% more throughput over a similar length of time than stacking +crit.

Oddly, the trick I talked about a few posts back – interweaving Power Word: Shield and fast heals to get the benefit of Borrowed Time – has sharply diminishing returns if your +haste is above 820, because the global cooldown can’t be reduced below 1 second. In other words, you can’t get more than 150 spellcasts into 150 seconds. In fact, from the point of view of only throughput, it’s better to not rely on Power Word: Shield at all, and just stack +haste and throw out Flash Heal and Penance as fast as you can. However, that’s not taking into account the mitigation of Power Word: Shield… which I’ll cover in another post.

Categories: World of Warcraft Tags: , ,

An idle thought

February 28th, 2009 Chris Anthony No comments

I can’t decide whether or not it’s odd that one of the reasons I want to learn to draw is that I want to be able to draw WOW fan-art.

Matt mentioned, in response to my post on Discipline priest philosophy a few days back, that he was still divided on the issue because he “likes crit for the RNG procs like Divine Aegis“. The problem with stacking crit for Divine Aegis, at least, is that DA only shields for the amount that’s actually healed. If your heal lands on someone who’s already at full health, and it crits, the Divine Aegis that pops up will absorb zero damage. This is, obviously, less than helpful.

Also, I haven’t done the math to find out how much crit you can get on gear, but I feel like you’re actually more likely to get a critical heal with multiple fast heals than you are with fewer slow heals at a higher crit percentage. I’ll have to look into that tomorrow.

Categories: World of Warcraft Tags: , ,

Best in Slot – Discipline Priest

February 14th, 2009 Chris Anthony 1 comment

Since I wrote this post and its Holy counterpart, they’ve probably had the most hits of any post on this site. New visitors, please be aware – this was my preferred list for Naxx-level gear. Now that Ulduar’s out, this post is obsolete! Please stay tuned for a list that’s updated for Ulduar gear.

Since I wrote a list of the best current gear for Holy priests, I’ve had a couple requests to do the same for Discipline priests. Here’s my estimation of the best gear in each slot for Disc healers.

Oddly, Wowhead lists Urn of Lost Memories as dropping from Gluth (Heroic Naxxramas). That doesn’t actually appear to be the case and I can’t find anywhere else that corroborates it.

As with Holy priests, you may not want to rely on world and zone drops for your trinkets. The Egg of Mortal Essence (40 Emblems of Heroism) and Embrace of the Spider (Maexxna, Heroic Naxxramas). It’s worth noting that both of these can proc at the same time, giving you an effective +1010 haste rating. (This works out to about 72 +haste per trinket while you’re healing.) Using these instead of the recommended trinkets costs you 21 spell power, about 30 MP5 from Je’Tze’s Bell, and the HOT proc from Forethought Talisman, in exchange for about 144 (4.4%) haste.

Here’s the stat run-down:

Variable STA INT SPI SP Haste Crit MP5
Spire of Sunset 873 804 318 1793 330 (10.1%) 380 (8.3%) 162
Torch + Urn 864 784 318 1918 279 (8.5%) 421 (9.2%) 171

Plus a meta gem socket, 3 blue sockets, 1 yellow socket, and 1 red socket, without any modifications.

Questions and comments are welcome!

Categories: World of Warcraft Tags: ,

Best in Slot – Holy Priest

February 8th, 2009 Chris Anthony 4 comments

Since I wrote this post and its Discipline counterpart, they’ve probably had the most hits of any post on this site. New visitors, please be aware – this was my preferred list for Naxx-level gear. Now that Ulduar’s out, this post is obsolete! Please stay tuned for a list that’s updated for Ulduar gear.

Originally posted here on 2/5/09.


A quick run-down of the best-in-slot items for healing priests in WOW, for Holly. If you’re not a healing priest you can safely ignore this. :)

Since both of the trinkets are random drops – fortunately, Je’Tze’s Bell is at least Bind on Equip now – you might want to start out with The Egg of Mortal Essence (40 Emblems of Heroism) and Embrace of the Spider (Maexxna, Heroic Naxxramas).

Comments? Questions? There’s a form below!

Categories: World of Warcraft Tags: ,