Archive for the Theorycraft Category

Insanity – and they weren’t kidding!

Posted in News, Raids and Instances, Shadowpriest, Theory, Theorycraft with tags , , , on January 17, 2013 by Natarumah

ability_warlock_eradicationIt is hardly a secret that Shadowpriests have been avoiding Power Word: Insanity like the plague; an ability that consumes your Shadow Word:Pain in return for a modest amount of damage (and only if consumed at the very last moment) is like trying to play whack-a-mole with a set of tweezers. Now Blizzard noticed this and tries to put the plague back into this talent, redesigning it for patch 5.2.

The Deal

The current incarnation of the ability as presented is “Solace and Insanity”. We ignore Solace – that’s for our healing brethren. The “Insanity” portion basically causes your Mind Flay to deal double damage while there are three shadow damage DoT’s on the target. This wording is very important because it’s the difference between Insanity being total suck or total win.

First Impression

When you think of the reasonable application, it means that Mind Flay deals double damage only with three of your shadow damage over time effects. That would be all three of VT, SW:Pain and DP. And considering that DP can be applied with 1 to 3 Shadow Orbs (increasing its damage) it suddenly becomes a pain game of deciding whether a 2-Orb DP + double damage MF more often is worth it over a 3-Orb DP with less double damage Mind Flays. In practice, it won’t be.

Taking an 8 second cooldown, you will have a 3-Orb Devouring Plague every 24 seconds, after which your Mind Flay (3 second channel base) will deal double damage. Of course you might get lucky with the Divine Insight procs, but we should discount this for now to get the base value of the talent. This “bare increase” will give Mind Flay a slight boost in DPECT (Damage per Effective Cast Time). Basically, it’s DPECT value increases by 100% but only 1/10 of the time.

To get to this 3-Orb Devouring Plague we need:

  • Three Mind Blasts (1.5 second cast time)
  • Three Mind Blast cooldowns (8 seconds each)
  • Devouring Plague (Instant cast + GCD)
  • We can start casting Mind Flay

Total time required: 4.5 seconds casttime, 24 seconds cooldown, 0.5 seconds GCD = 29 seconds (let’s round to 30); Devouring Plague lasts 6 seconds base, giving us room for 2 Mind Flay casts. This gives us an active time of 12 seconds per minute; 20% uptime on the buffed Mind Flay. This also means a 20% increase (roughly) of the Mind Flay damage you’d see in your logs.

In the red corner, replacing our retarded Shadowfiend: Mindbender. With a minute cooldown base, the Mindbender is fire and forget, deals more damage and restores more mana than the Shadowfiend. It deals about 60% of the damage of a normal Shadowfiend, but can be used three times as often. You will see your “Shadowfiend related damage” increased by 80% if you have the Mindbender talent.

The key here is: which one’s higher?

If we read the tooltip literally

Well, we’d be happy with all our Warlock and Shadowpriest colleagues in the raid, that’s what. If we read it literally, it doesn’t say that we need 3 of our own shadow DoTs on the target, meaning we get the buff as long as aside of our main DoTs (VT, SW:P – which we should keep on our target at all times) one other Dotter is doing his job.

Corruption, Shadowflame, Unstable Affliction, Doom, and Shadowpriest DoTs will all count, and we can effectively say that in a 25man raid we have a 100% uptime on Insanity. That quite changes the outcome of things.

The Match

I am going to take the damage per cast time for Shadowfiend and Mindbender, and bring them back to damage per minute (the shortest cooldown), then I can see the benefit that Mindbender gives as opposed to having a vanilla Shadowfiend over a similar span of time.  I don’t need to do that for Mind Flay, because it has a convenient channel time I can abuse for this. Here I can simply check the direct increase in damage based on its uptime of roughly 20%. (so also 20% more DPECT). 

Shadowfiend DPECT (my gear):51529 (3 minutes cooldown) = 17.176,3 per minute
Mindbender DPECT (my gear): 36.129 per minute
Benefit of Mindbender vs Shadowfiend = 18.952,7

Mind Flay DPECT (my gear): 38.969 (3 second channel)
Insanity DPECT increase: 100%
Active time: 12 seconds/minute (20%)
Benefit of Insanity vs vanilla Mind Flay = 15.587,6

If all DoTs are counted, then the uptime of Insanity becomes about 10o%, massively improving the output of Mind Flay.

Mind Flay DPECT (my gear): 38.969
Insanity DPECT increase: 100%
Active time: 100%
Benefit of Insanity with all DoTs = 77.938 (!)


We can tell that if Insanity is triggered only by our own DoTs, it suffers from giving us a smaller increase in damage even if we’d time our Mind Flays perfectly, and on a Patchwerk style fight. With increasing Haste, the value of Insanity will slowly creep up to the value of Mindbender, but as soon as we have to move or suffer from lag, its value drops significantly. Also note that the 20% active time is really generous, considering it’s 6 seconds of buff for 29 seconds of rampup. Over a fight of 10 minutes you will have 34  buffed Mind Flays (so closer to 17%).

Only when it counts for all Shadow DoTs, from all other raid members, does Insanity catch up – and then it shines. Of course I did count 100% uptime here, but I think that’s reasonable considering that it takes only two Shadowpriests or Warlocks to get this done.

Do note that Mastery, which increases our Shadow DoT damage (and thus Mind Flay) scales very well with this talent. While Mind Bender doesn’t benefit from Mastery at all, a Mastery-heavy gear set will not only bump up DoT damage a lot more, but when combined with Insanity will also interact with the 100% damage buff. A +10% damage from Mastery effectively doubles while Insanity lasts and with a 17% uptime this will work out to 11,7% in practice (or +20% if all DoTs count).

I am not sure which design Blizzard is going to take, but if my napkin math hits anywhere near home, this choice will determine whether we will ever use the talent or not.

How information is like water

Posted in Guides, Theory, Theorycraft with tags , , on June 7, 2010 by Natarumah

One of the things that I found an interesting social dynamic in World of Warcraft is the fact that information is actually a rare good. In this case, more than anywhere else, the adage of “knowledge is power” is coming true in spades. Some people seem to be walking Wowhead libraries, able to spout details on even obscure quests when asked in Guild Chat, while others seem to have difficulty comprehending that Hit is not a good stat for healers. In the middle lies the gamut of people, who have difficulties with choosing between Haste or Crit, attempting to decipher the Defense score, or trying to grasp at rotations and procs.

A few basic properties of water that are akin to information:

  • The source of all water is the sea
  • Water evaporates, but also rains down again
  • Water rolls downhill to the lowest altitude
  • Water is the source of life, yet you can drown in it.

The source of all water is the sea

Like water starts its cycle in the sea, Blizzard is the main source of information on the game itself. Whether the game explains you things, the tooltips show you information, or things are clarified on the forum – all basic information is found inside the game or its peripherals.

Now, the cycle does not work unless this information is spread. The greatest weakness of the game is its complexity, and the unwillingness of Blizzard to divulge most basic information. Without external sources, who will let you know Spellpower plate is not good for Death Knights? How will you know what Defense skill you need to be uncrittable? How much Hit do you need to never miss?

Part of this problem is that Blizzard ran the policy that people needed to experiment, and left this information out of sight to make the game more challenging without having to alter its components (Chill of the Throne, for instance). Another part is that knowledge of these stats would make people chase after them, min/maxing to become the best they can be. This is, of course, Human nature.

Water evaporates, but also rains down again

It only takes one clever person to calculate the scores, do thousands of tests or get an answer slipped from an unobservant Blizzard representative to gather this information. Now, if one person would know it, nothing would change. But like water, information becomes publicly available. Theorycrafting sites run rampant to provide calculations and simulations, allowing people in the know to tailor their character to meet the minimum standards (say for Hit) and then crank up all other scores. Once you meet the basic demands, and know you need no more Hit, you can now ignore Hit as a gear choice component.

The rain falls when Blizzard realises that information of this type is released. Content now needs to be harder, conforming to people’s optimized gear and talent spec. Encounter dynamics become harder, but Bossmods tell people what’s happening and what to look out for. This again rains down as encounters become very busy, whirling chaos, with many tasks to keep many busy. Blizzard now assumes every raider uses a Bossmod, so designs encounters accordingly.

Bossmods are now practically mandatory – raiding without it is very hard, and coordination would become a logistical issue.

Water rolls downhill, to the lowest altitude

Hardcore raiders, skilled PvPers and achievement jockeys all need information badly. They need spreadsheets to calculate gear, strategies to follow during raids or in arenas, or information on that one missing Parrot for their “To all the squirrels I’ve Loved before” achievement (incidentally, that’s Un’goro Crater). Some people are real storehouses of information, on several classes and raids, and divulge this to their fellow raiders, arena mates and guildies.

Rolling downhill, information spreads according to the individual’s needs. If the information is not readily available, someone can come up with a link to a blog or forum that has the answer. But some people never get reached by the water.

Some people run the game without addons, finding them restrictive or difficult. Others do not read strategies, wanting to find things out on their own. And some simply never found a kind soul to tell them that being a Hunter in Spirit cloth is simply a laughable idea.

Playing the game is still fun, you can still make a lot of mileage out of it, but basic information on how to play the class, or even roughly what gear you need, is never given.

A final consideration is that water also gathers into lakes, symbolic for guides being sold on the internet telling people how to play, how to make gold, or how to succceed at PvP. Like the self-help guides available from bookstores, many capitalize on the lack of information people have, and the need they feel to better themselves. Many derive a real-world income driven by the angst and ambition of people without realizing that the knowledge can also be gained for free with a bit of work. However, it is generally not possible to get that information by just playing the game and not consulting external resources.

Water is the source of life, yet you can still drown in it

Blizzard has added quest objectives to the game, showing where to go to complete your quests, because without that information people where frustrated at times finding out where to go. Tooltips were clarified in order to show people the real improvements their talents gave to their abilities. Without this, the game became more frustration than a game, and that is why it was changed.

Some more basic info might improve the game. Perhaps class trainers would offer a dialogue option explaining what kind of gear to go after (Gruk the Mighty want plate armor that makes Gruk strong!) or perhaps a basic tanking or healing guide in a help function.

I am aware that Blizzard wants social interaction as well – experienced tanks teach you more about tanking, for instance – but some things you should be able to find out with less fuss. It is so frustrating for a poor new tank to be laughed at in an instance because he’s wearing DPS gear. Who ever told him that he needed tanking gear to tank? Not everyone’s lucky to find a good mentor.

And like with water, information can drown you.

Forums are full of discussions on the minutiae of a talent spec, or filled with pages of math that is too complicated for Joe Average to grasp. Cookie cutter builds are exalted and reviled depending on who you ask, and people have difficulty deciding what to go for – and might give up in the process.


The information flow in World of Warcraft mostly takes place outside of the game. Without the assistance of external help sources, like blogs, fora or addons, it becomes hard if not impossible to access or succeed at certain parts of the game. Beginning players often do not receive enough basic information to get them started, needing experienced mentors or guides to find their way.

In PvP and raids, those with access to correct and up-to-date information often succeed over their less-informed and savvy rivals. This also brings with it a continuous need to keep themselves informed, spending as much time mulling over stats and strats as actually playing the game.

My hope is that starting players come Cataclysm might receive more information at the start, so that their transition into the first few levels become a discovery, rather than a grudge match with impossible (or forced) choices. And finally, I hope that the changes in raids and PvP (some of which have been given sneak peeks of by Blizzard) will allow PvPers and raiders to get more enjoyment out of their game, instead of having to run the rat race.

Mana Management Test, part 2

Posted in Raids and Instances, Shadowpriest, Theory, Theorycraft with tags , , on April 6, 2010 by Natarumah

Alright, so I finally got around to testing my build with 3/3 Focused Mind instead of 3/3 Meditation on a similar fight (another night with the Lich King). Previously this week I had already done other raids, including a bit of ToC25 and an impromptu Sunwell raid (which, being a slash-and-burn at our level was a good test at powerpulling with this build).

Current situation

I have not changed gear compared to that which I used in the previous post. I only switched 3 points around in my talent build.

The fight as it is for me

We’re making progress, that’s for sure. It took me some time to get properly used to the build, as could be expected. Without steady regen from Meditation, you have to surpress the urge to panic as your mana goes down, down, down but not up. Clever use of Shadowfiend and Dispersion becomes a must, as these are the forms of mana regeneration you can properly control.

Test 2: Lich King, 5/4/2010
Talent: 0/3 Meditation, 3/3 Focused Mind

Once again, I checked for myself the mana regeneration I had received according to the World of Logs report: \

Total MP5 Rank
Mana Leech 313611 369 1
Replenishment 195623 230 2
Dispersion 140583 165 3
Glyph of Shadow Word: Pain 52770 62 4
Judgement of Wisdom 25103 30 5
Hymn of Hope 9191 11 8
Revitalize 11582 14 7
Rapture 16953 20 6
Meditation 0 0 0

During the Lich King fights (and the Val’kyr cleaning) I had cast 58 Mind Sears, 161 Mind Blasts and 1250 Mind Flays. All in all, the savings I had on these spells during the evening was 149 MP/5. It was substantially lower due to a lesser amount of Mind Sears I had cast. In my opinion this was due to me focusing on the fight so much that I did not occasionally used Mind Sear to put some damage on the Drudge Ghouls (as I had done last time).

What was interesting to see is that if I total all mana gained throughout my active time, from this report and the last, the amounts are almost identical. Sure there are fluctuations based on chance, but on the whole I gained remarkably similar amounts of mana during my “active time”.


Once I had gotten used to the new talents, and the fact that I was not getting extra mana from Meditation, it was actually not much different from normal. This is explained by the results of this test, which show that the mana I gained from discounts on Mind Blast, Mind Sear and Mind Flay was about equal to the mana gained from Meditation. Had I used more Mind Sears (such as during Trash fights) I would have gained greater benefit.

The basic conclusion is that at my level of gear (4-piece T10, 25% haste and about 400 Spirit raid-buffed, amounting to 140 MP/5) it is equivalent to take 3/3 Meditation or 3/3 Focused Mind. It also “feels” about the same, it’s as if it makes little difference. You just have to adapt your playstyle to it.

I will continue testing, and will post more results from a longer period of time and from more varied fights, to narrow down the results. This way it might be possible to define exactly at what level of (low) Spirit and (high) Haste the Focused Mind talent overtakes Meditation.

Edit: link to Hots&Dots added, as promised! ^_^

Total MP5 Rank
Mana Leech 313611 369 1
Replenishment 195623 230 2
Dispersion 140583 165 3
Glyph of Shadow Word: Pain 52770 62 4
Judgement of Wisdom 25103 30 5
Hymn of Hope 9191 11 8
Revitalize 11582 14 7
Rapture 16953 20 6
Meditation 0 0 0

Mana Management Test

Posted in Raids and Instances, Shadowpriest, Theory, Theorycraft with tags , , , on March 31, 2010 by Natarumah

In this post I will put down the results of my experimenting with my current spec, trying to validate the choice between using Meditation or Focused Mind as the talent to govern my mana efficiency. For this I will use two World of Logs reports for the same fight (Lich King) to allow for an easy comparison.

Current situation

In my current gear, I have the following unbuffed stats (so without Inner Fire or any other self-buffs, flasks or the like):

2987 Spellpower, 33% crit, 25% haste, 72 MP/5.

To keep the comparison easy, I also do not have any items which have a Haste proc, meaning that my Haste is a constant.

The fight as it is for me

The Lich King fight is the only fight where I can say that mana can be an issue. A mis-timed Shadowfiend, forgetting a Dispersion or similar human mistakes can mean that I end up without mana half-way into the fight. My goal to myself is making sure that at each transition phase I am at about 75% mana – that should allow me to pull through.

A lot of Shadowpriests have both Meditation and Focused Mind, and they will never have any real mana issues. But ever since my mana did not seem to run out, I slowly put less and less points in Focused Mind until I ended up in my current state. This was fine up to now – but with my low Spirit and relatively high Haste, combined with the mana issues on LK, mean I have to re-evaluate my choice.

So there will be two short pieces of math here (and you can repeat those for yourself, in your own gear situation) to help me decide which talent to take, and which one to ditch.

Test 1: Lich King, 29/3/2010
Talent: 3/3 Meditation, 0/3 Focused Mind

The first thing I did was look at my “active time”. This represents how long you’ve been actually doing anything. For me this was 3915,3 seconds (one hour and five minutes). That active time represents 783,06 “MP5 moments”. In other words, you can divide your active time by 5 to determine how many “ticks” of mana regain were in your active time.

I gained the following mana returns from abilities, calculated their MP5 value and the “ranking”:

Total MP5 Rank
Mana Leech 223565 286 1
Replenishment 179788 230 2
Dispersion 122093 156 3
Glyph of Shadow Word: Pain 49494 63 5
Judgement of Wisdom 23417 30 6
Hymn of Hope 2701 3 8
Revitalize 12122 15 7
Rapture 565 1 9
Meditation 93967 120 4

Mana Leech is my Shadowfiend, by the way. As you can see, Meditation’s a big source of mana, but by no means the biggest. This shows why being smart when using your Shadowfiend is so important. Revitalize isn’t always there (it’s a RNG thing) and sometimes I also have a Mana Tide Totem nearby.

After that I checked how many spells I cast of each kind affected by Focused Mind, how much they would cost in mana without Focused Mind, and how much mana they would cost with 3/3 Focused Mind. Then I multiplied the number of casts I made for each spell with the difference between the two mana costs.

The last step here is then to divide the Mana Saved by the number of “MP5 moments”, in other words my “Active Time” divide by five.

(Number of casts)*(Mana Cost normal – Mana Cost FM) = Mana Saved.
(Mana Saved)/(Active Time/5) = Mana Saved per 5 Seconds

(Click on the picture for a readable version)

In other words, during this particular evening I would have effectively had 224 MP/5 in savings if I would have had 3/3 Focused Mind. When you subtract the 120 MP/5 I gained from Spirit while raid-buffed, it means a net gain of 104 MP/5.

Test 2: Lich King, ??/??/????
Talent: 0/3 Meditation, 3/3 Focused Mind

This test is next up, and will involve doing all of the above again, but this time without Meditation and taking 3/3 Focused Mind. Then I will be able to see if the theoretical gain mentioned above actually works.

<More to come!>

Total MP5 Rank
Mana Leech 223565 286 1
Replenishment 179788 230 2
Dispersion 122093 156 3
Glyph of Shadow Word: Pain 49494 63 5
Judgement of Wisdom 23417 30 6
Hymn of Hope 2701 3 9
Revitalize 12122 15 7
Mana Tide Totem 0 0
Rapture 565 1 9
Meditation 93967 120 4

Shaking the habit

Posted in Shadowpriest, Theory, Theorycraft with tags , , on March 29, 2010 by Natarumah

There have been numerous great guides and threads full of theorycrafting on the value of various mana regain talents we have, converting each talent point into a static MP/5 value so we can easily compare those and create the talent choices wisely. But this has been broken up somewhat by our new 4piece T10 bonus. With 0.5 seconds off the base channeling time of Mind Flay, we are casting many more Mind Flays than before.

In another angle, the amount of mana we gain from Spirit has been reduced substantially because all the good gear we want has no (or nearly no) Spirit on it. Intellect also has a much better regen value than Spirit in raids, since Replenishment, Shadowfiend, Dispersion and Innervate are all based on your maximum mana.

So, we learn to cope with less Spirit in our mana regain as well as the fact that the amount of DPS gained from it will not increase. In fact, we will likely see it removed in Cataclysm.

What does this imply?

This implies that very soon some of us may elect to get rid of Meditation, and instead pick up another talent to give similar (and improved) mana efficiency: Focused Mind.

  • Meditation (3/3): Allows 50% of your Spirit-based regen to continue while casting.
  • Focused Mind (3/3): Reduces the mana cost of Mind Control, Mind Sear, Mind Flay and Mind Blast by 15%

I have been breaking my head over this, and re-written this post multiple times. Math’s not my strongest as I have stated before, and this is going to be extremely geeky. Also, since Meditation has always been considered “mandatory”, people will advocate taking it along with Focused Mind – but the fact of the matter is that mana is not an issue for us.

The core here is whether at a certain level of gear, and a certain (low) level of Spirit, Meditation is finally matched or outdone by Focused Mind. Will those of us who have plenty mana with Meditation, now find their mana pool life expectancy increased even more by respeccing?

Some base information

The amount of MP5 gained from Spirit is not very hard to check – it’s listed in your characted sheet. You can add some to account for Prayer of Spirit, but don’t expect miracles. I personally am stuck between 75 and 85 MP/5 from Spirit while casting.

As our Haste improves, we cast more spells per time frame. Take for instance a spell that takes 2,5 seconds to cast. In 5 seconds (the time it takes to recover 1 “unit” of MP/5) we can cast 2 of these spells. Once we have 100% Haste (cutting the cast time in half), each of those spells will take 1,25 seconds to cast. In 5 seconds, we will now cast four of these spells. So we just spend double the mana, but out Spirit-based regen remains the same!

Haste going up not only consumes more mana by allowing you to cast more spells in the same time, it hits your Spirit-based regen hard because that mana regen is only time-based, it does not scale. Mana cost reductions on spells (like Focused Mind) then become more attractive. Since it applies to each spell you cast, it will actually give you more benefit the more spells you cast.

Effects of Focused Mind without Haste

Focused Mind 3/3 will give you a 15% reduction on Mind Flay, Mind Sear, Mind Blast and Mind Control. How much is that exactly? Note that these costs do not include the 6% cost reduction on all Shadow spells from Shadow Focus, which would skew the results slightly less towards saving mana with FM.

Cast time Mana cost Cost/5s Mana Cost: FM Cost/5s
Mind Blast 1.5 657 597 524 476
Mind Sear 5 1082 1082 864 864
Mind Flay 3 348 209 278 167

Mind Blast

The first thing we can look at is Mind Blast. This is the easiest to calculate, since its 5.5 seconds (talented) cooldown means that we can assume it is cast every cooldown, and then calculate how much MP/5 it is worth. With a cooldown of 5.5 seconds, will spend 597 mana per 5 seconds casting it. With 3/3 Focused Mind this becomes 476 mana per 5 seconds.

The difference between these two is 121, meaning you save 121 mana per 5 seconds with 3/3 Focused Mind and casting Mind Blast on cooldown.

Mind Sear

We can observe Mind Sear best in a specific scenario: mowing down trash. A good example is the ICC trash before Marrowgar or Deathwhisper, where there’s practically no time to drink as the raid rushes forward to get through. In this situation, without any haste, Mind Sear will take 5 seconds to cast and require 1017 mana. This also means 1082 mana spent per 5 seconds. Gosh, that’s a lot.

With 3/3 Focused Mind this becomes 864 mana spent per 5 seconds, saving 218 Mana per 5 seconds.

Mind Flay

This is actually the hardest to calculate, since you won’t cast Mind Flay “on cooldown” or “spam it”, rather you will weave it between Mind Blasts and keeping your DoTs up. Still, we have to divine some way of finding out how much we can save on it.

The only way I can think of is to assume that we will fire “5 second bursts” of Mind Flay. In reality we will do either 2 Mind Flays consequtively, or maybe 3, but not many of us master the art of the MF clipping. When we consider one of such 5 second bursts, we are assuming a scenario that we put up our DoTs, cast Mind Blast, flay for 5 seconds, then Mind Blast again. This we repeat. Not perfect, but it’s a start.

What happens here is that in 5 seconds we burst through 167 mana instead of  209, but we spend one 5-second window without using Mind Flay at all. So we halve the benefit we get from FM on Mind Flay. Half of the 42 mana benefit is 21, so we have a 21 Mana per 5 seconds benefit in this scenario.

But wait! We now have 4pT10 – our Mind Flays become 2,5 seconds base, how convenient! In a 5-second burst we can now cast 2 Mind Flays, costing us 696 mana. With 3/3 Focused Mind we use 556 mana instead, for a 140 mana difference. Halving this gives us a 70 Mana per 5 seconds benefit.

See how the 4-piece bonus changes this all?

Just considering this (really bad) use of Mind Flay, we have 70 MP/5 equivalent on Mind Flay from using Focused Mind – and you can add the 121 MP/5 you effectively get from saving mana on Mind Blast as well.

Now I can see my math being way off – let’s face it that this is very basic napkin math simply comparing base casts and costs. But I know that since I have about 80 MP/5 raid-buffed now from Meditation, this would be already equal to the half the bonus I’d get from Focused Mind. In other words, it’s worth the trade even with 50% math error.

An example of such difficulties I could foresee is the connection between Improved Spirit Tap, getting a Spirit bonus which improves the value of Meditation. It also adds to the amount of mana regained in combat – this however is easy to ignore, because that happens regardless of having Meditation.

And with Mind Sear spam on trash, the results are even greater.


When your Spirit-based regen starts to drop below 100 MP/5 in combat raid-buffed, it becomes worth it to look into Focused Mind instead. This probably requires you to have 4piece T10, and will scale up with the amount of Haste you have.

In other words, the more Haste you have, the more it becomes a priority to save mana per cast, rather than get a steady flow of mana.

If you have better math skills than me (I know some of you do) feel free to run the math – this is hazardous ground for me theory-wise, and I know some people might hang me up a high tree for daring to drop Meditation. In my opinion, it might not be a bad idea to just respecc to 3/3 Focused Mind and see whether my time until OoM improves.

I guess that’s the only test whether I am on to something here.