Debuffs made easy – Blizzard’s way out

So let’s face it, with a 10th class coming, the number of debuff slots on the raid targets will be immense, so what is Blizzard to do? Increase the cap on the number of buffs you can place on the target?

No, instead they folded the existing debuffs into thirty-something categories and made it so that of a debuff of a certain kind, only the strongest is active.

That should not be too bad, except that I feel some seriously bad thinking went into certain categories…for example, the Tree of Life’s aura of the restoration Druid is in the same category as the Improved Devotion Aura of the Paladin.

Here are the most relevant changes for Shadowpriests:

  • Increased Spell Hit Chance Taken Debuff: Improved Faerie Fire, Misery
  • Stamina Buff: Power Word: Fortitude

But wait!

In addition to this change, we also needed to address the “mana battery” roles in a raid. The mana regeneration effect they grant is no longer limited to their own party, and it no longer depends on the amount of damage they deal. Each time they trigger the mana regeneration effect, 10 people in their raid group will receive a buff which causes them to regenerate 0.5% of their maximum mana each second. This buff, Replenishment, will be given preferentially to raid members with the lowest mana, but will re-evaluate which raid members receive it each time it is fired. Replenishment is provided by Shadow Priests, Survival Hunters, and Retribution Paladins.

Let me repeat that:

Each time they trigger the mana regeneration effect, 10 people in their raid group will receive a buff which causes them to regenerate 0.5% of their maximum mana each second.

0.5% of maximum mana per trigger? Let’s do some maths.

Assuming my spells (VT and SW:P) tick per 3 seconds, this means 40 procs per minute from these spells alone. This is 20% of maximum mana over a minute, or 3.3% of max mana per 5 seconds. If my raid member has 10,000 mana, this means that 1% of his maximum mana is 100 mana.

So we effectively regenerate 330 MP/5 for up to 10 raid members who are replenished, with priority given to the person with lowest mana. From nothing but VT and SW:P.

This is actually not so bad, and if you check my earlier post on the subject of the content patch and the maths, you’ll notice a startling equivalence here. The good thing is, because the replenishment of mana would be bashed on Procs per Minute (PPM) this means that all we have to do from now on is spam as many spells as we can on the target to achieve maximum mana regen >.<

The wording of the spell could, however also be interpreted as “regenerates mana whenever VT deals damage”. If this is the truth, we are in deep Kodo Doodoo. Why? Well…

As a DoT, Vampiric Touch ticks once every 3 seconds. That is 20 ticks per minute, or 6 triggers per 5 seconds (which we need to get to our MP/5 rating). Assuming a 100% DoT uptime, that is.

This means that we will regenerate 3% of maximum mana per 5 seconds. If a mana pool is 10,000 mana that equates to 300 MP/5

We’ll have to see how the new VT looks, and redo the maths appropriately of course.

On the flip side, our Misery buff goes from wicked (5% extra spell damage taken by target) to lacklustre (+3% spell hit on target). I don’t see myself being welcomed in raids for the latter, really. Especially with the normalization of Hit Rating to require 9%, and the fact that I would severely berate a person who shows up at a raid 3% below Hit Cap. Worthless, in my opinion.

Also, our Shadow Weaving (+10% shadow damage) becomes self-only, as does the Warlock’s Improved Shadowbolt (Shadowbolt Crits on the target cause the target to take more Shadow damage for X charges). This means that multiple Shadowpriests will not be able to keep each other’s Shadow Weaving up, and that we no longer support Shadow-specced warlocks (and they do not support us).

The destruction of this glass-house structure of interdependent classes and damage modifiers means that we have in one fell swoop been denied the entire boost in DPS that we gained from the changes in talents and spells, as well as having lost a huge chunk of raid viability.

We’re back to square 1 people, welcome to The Burning Crusade.

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4 Responses to “Debuffs made easy – Blizzard’s way out”

  1. Sounds like s/priests get the reach-around. Nice one Blizz.

    Looks like Holy it is then :(

  2. Hi Natarumah. I have a question about a comment you made on Resto4Life but didn’t want to derail the thread. I hope you don’t mind me bringing it up here. Regarding the new Misery talent, you wrote:

    “…I can either specc into it and drop almost all Hit from my gear (1% Draenei, 6% talents leaves only 2% to fill to 9% as advertised), or I can choose to not specc it…”

    Currently, the spell hit for casters against lvl 73 mobs is 16%. So wouldn’t you still need to gear for 9% hit over and above talents and racials? (3% from shadow focus, 3% from misery, 1% as draenei, 9% from gear = 16%)?

    Or are they changing spell hit mechanics in Wrath?

  3. natarumah Says:

    So far there are indications that both +Hit and +Spell Hit will be normalized to 9%. This is of course subject to change and might not make it into the Live version. As I have no Beta key, there is no way for me to verify it.

    If the current mechanics for +Hit remain in place, yes, then we would still need +9% to hit from gear. But when you are even modestly well-geared you can easily slip beyond hit-capped, so that would not be an issue.

    If I need 9%, and gear has a lot of +Hit (At raid-levels) I will definitely drop it.

    Thanks for dropping by my blog, by the way! I love visitors. ^_^

  4. [...] Debuffs Made Easy: Blizzard’s Way Out from Natarumah of Twisted Faith Natarumah comments on the change to buff and debuff stacking and changes to mana regeneration affecting Shadow Priests. [...]

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