mana

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  • Patch 3.3 PTR: Easing the curve for beginners

    by 
    Mike Schramm
    Mike Schramm
    10.01.2009

    The patch 3.3 PTR notes are out, and the most interesting thing to me, after just a first look, is that Blizzard is making some serious tweaks to the level 1-10 experience, of all things. Dazed is getting changed a bit -- characters from levels 1-5 will be completely immune, while characters 6-10 will have a much lower chance of getting slowed down. Health and mana regeneration at the lower levels is being increased (mana costs on the lower levels of spells are also being decreased, though we're not sure yet which spells are being changed and what the difference is). The default equipment is being tweaked, and most notably, rogues will start out right away with dual wield and two daggers do it with.

  • Phat Loot Phriday: Black Jelly

    by 
    Mike Schramm
    Mike Schramm
    09.18.2009

    It's the third anniversary of Phat Loot Phriday and in celebration we bring you an item that we can all enjoy. So raise a pint and enjoy the feast before you!Name: Black Jelly (Wowhead, Thottbot, Real life)Type: Common FoodDamage/Speed: N/AAttributes: Why are we featuring a food on Phat Loot Phriday? Because it's only the best food in the game right now -- this baby restores 45,000 health and 38,400 mana in one sitting. For both of those, this is the biggest gain you can get. %Gallery-33600%

  • Phat Loot Phriday: Wisdom's Hold

    by 
    Mike Schramm
    Mike Schramm
    07.31.2009

    Not all shields are for blocking. If you're a Shaman or a Pally, this caster shield is probably droolworthy.Name: Wisdom's Hold (Wowhead, Thottbot, WoWDB)Type: Epic ShieldArmor: 8130, 227 BlockAttributes: +70 Stamina, +48 Intellect, which means lots of HP and Mana for you. Improves crit strike by 40, haste by 47, and spell power by 75. Nice set of bonuses there, too. And a blue socket, with a socket bonus of +5 spell power. It's a slight upgrade over Voice of Reason, the other big caster shield near endgame, but enough of an upgrade that you want this one if you can get it. %Gallery-33600%

  • Speculating on a new resource system for Hunters

    by 
    Mike Schramm
    Mike Schramm
    07.27.2009

    As we said on the podcast this weekend, one of the most interesting things to come out of the Hunter Q&A last week was that vague about "long-term plans" to "[remove] the need for hunters to rely on a different resource system then mana." That one kind of came out of nowhere, and the answer was even more vague: basically, they promised to talk about it at BlizzCon. Of course, that's what our attracted our attention: is Blizzard planning on getting Hunters off of their mana system completely?That would be quite a change -- since the beginning of the game, Hunters have relied on mana as their "resource" -- Warriors have Rage and Rogues have Energy, but Hunters somehow got looped in with the other DPSers as mana users. That doesn't make much sense -- not only does it depend on Intelligence (a stat which Hunters don't really have a reason to go after anyway), but it's lead to the problem of keeping Hunters powered up. Hunters are almost continually out of mana, and Blizzard has made some wacky mechanic tweaks (with both AotV and Replenishment) to try and keep them up and running.

  • The Daily Grind: Do you play the same class in every MMO?

    by 
    Lesley Smith
    Lesley Smith
    07.17.2009

    They might sometimes have different names, but most MMOs share traits recognised as specific classes. Warriors, for example, are hardcore tanks able to take and deal a lot of damage. Priests are healers who can bring back the dead while Mages are squishy but able to devastate if you don't get in and down them fast. So, readers, I want to know if you stick to a certain class across many MMOs? If you don't, why not? Tell us in the usual way by dropping a comment in the box.Personally I usually play casters like Druids and Mages simply because my visual disability means I like to stand and pew pew to my heart's content rather than tanking or chasing mobs. Plus I really like the light show that goes with a really good incantation. However, during the last Aion Closed Beta Test, I rolled a Warrior just to see what it was like and had a heck of a lot of fun not dying for a change. I still prefer casters though, what about you?

  • Mana Energy Potions being sold in Lunia MMO

    by 
    Griffin McElroy
    Griffin McElroy
    06.30.2009

    Right, stay with us now -- Harcos, creators of the gaming-themed "beverage" Mana Energy Potion, have formed a partnership with multiplayer game portal Ijji to bring the "beverage" to the latter company's anime-influenced MMO, Lunia. Yes, the game-themed Mana Energy Potion has disembarked from the physical plane, and returned to the virtual world, either adding another layer of originality to the "beverage," or stripping said originality away altogether.You may also be wondering why we keep putting quotes around the word "beverage." That's to symbolize the fact that if we were telling you this story in person, we'd be doing the finger-quote thing every time we said the word, as if to convey our less-than-favorable feelings towards the "beverage." Get it? No? How about this -- Mana Energy Potions taste like rotten prison wine. Is that clear enough for you?

  • Replenishment's wild ride

    by 
    Mike Schramm
    Mike Schramm
    06.24.2009

    Ah, Replenishment. No buff might be more welcomed in raids and reviled in theorycrafting. Ever since Ghostcrawler told us it was a necessary buff earlier this year, Blizzard seems to have twirled it around and around, taunting us like the proverbial carrot on a stick. It's been passed out to many classes, buffed a few times, nerfed even more (that Arena nerf was particularly strange), and in patch 3.2, soon headed to the PTR, it's getting nerfed again, even while MP5 (mana per five seconds) is getting a boost. What's the deal?Merlot, the Shadow Priest behind the Misery blog, has a good breakdown of just why Blizzard is so schizo with Replenishment. The whole point of the buff was to have Blizzard have some control over mana during fights -- instead of worrying about each class' mana separately, they'd just have this buff that gave mana like a big spigot, which they could then control as they saw fit. But players are so different across the board that putting them all under one big buff umbrella hasn't worked so well: a buff to Replenishment helps some and hurts others, and a nerf does the same, meaning Blizzard is flipping back and forth on turning the spigot on or off nearly every patch.

  • Patch 3.2: Replenishment nerfed, MP5 buffed

    by 
    Eliah Hecht
    Eliah Hecht
    06.18.2009

    Mana regeneration was a much-discussed area for change in patch 3.1, but when the patch went live, it turned out the changes hadn't been all that massive; most healers are still not putting a high premium on regen stats or watching their mana bars too closely, fights like Vezax excluded. A big part of the reason why mana regen has been so extreme in Wrath is Replenishment; as of right now, any of five DPS specs (Shadow Priest, Survival Hunter, Retribution Paladin, Frost Mage, and Destruction Warlock) will provide the ten lowest people in your raid 0.25% of their maximum mana per second. Among other things, this makes Intellect a prime regen stat. Well, Replenishment is getting a bit of a nerf in patch 3.2: instead of 0.25% max mana per second, it'll be 1% maximum mana over five seconds. That's a 20% nerf. This applies to all sources of Replenishment. At the same time, all items with MP5 on them are having the MP5 buffed by about 25%. These two changes will probably even out for the MP5-based healers (Paladin and Shaman), while making them value MP5 gear a bit more. Druids and Priests will feel a regeneration nerf, but I think they can afford it. Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!

  • Ghostcrawler: Totem position will always matter

    by 
    Mike Schramm
    Mike Schramm
    06.15.2009

    We've talked about the limits and benefits of totems before, but Shamans have pretty much agreed that, especially since totems are starting to see some shared usage with other classes' spells, they could really use a revamp in terms of base mechanics. The main issue is simply mobility -- totems are designed to be dropped and immobile, and that on its own starts them at a disadvantage when compared to buffs that are placed directly on players. There have been lots of ideas passed around about how to get out from under that limit -- a "relay" totem that could spread buffs around, a mobile totem attached to the Shaman him/herself, or just a kind of totem pet that could be directed by the Shaman as needed.But Ghostcrawler just plain says no. In response to many issues with the totem mechanic, he chooses to focus on mobility, saying the fact that Shaman totems have limited range and must be placed in certain places is intrinsic to the way the class functions. He admits that totem mechanics are being examined (the main issue the OP has is totem health, and indeed, it may be tough for Shamans to keep both their totems and their mana up), but says that mobility is not a change they're planning for: totems are designed to be strategically placed once, and that's the way they'll stay.Bad news? Not really -- when I played as a Shaman, and for most of the Shamans I know, the totem mechanic is something to be proud of. Sure it's a pain, but a physical manifestation of the spells and buffs we cast is unique to the class. The only issue will be whether Blizzard makes up for that disadvantage in some other way -- so far, it seems most totem-droppers would say they haven't.

  • GC's happy with healing in Ulduar

    by 
    Mike Schramm
    Mike Schramm
    05.08.2009

    Ghostcrawler has appeared in two different threads talking about healing today, and the gist of it is that he's happy. He's happy with healing and the way it works in Ulduar: there's a good variety between boss fights and phases, there are intense moments and pauses in the action, and he says they've got things to a point where they like them. Later, he says that while in Naxx, you don't really have to warn the healer too much (you can basically tell them to heal the MT and leave it at that), Ulduar requires healers to get into the rhythm -- sometimes go all out, and sometimes hold back. He does say that too much mana is still an issue for them, and if anything gets nerfed in that department, Replenishment will. But he doesn't expect too many nerfs for a while.That doesn't mean, of course, that the big healing update is out the window -- GC still hints that there are more changes in store for healing, and we'd bet coppers to gold that there are both mechanic changes and possibly even a hero class due for healers soon. But for now, healing is where they want it in the current content, and it sounds like most players agree.Now, there's just PvP...

  • Tips for raiding faster

    by 
    Mike Schramm
    Mike Schramm
    04.24.2009

    I am definitely an advocate of the fast instance or raid -- when I played a tank, I pulled pulled pulled (according to the healer's mana, of course), and even now, mostly as a Hunter, I still get impatient. When the healer's mana is full and the tank is not /afk, I sometimes just throw a Misdirect up and go. That's probably why I really liked Naissa's tips for speedy raiding -- she lays out a few really practical things you can do to get your raid moving faster, from only marking skull and X when necessary to only worrying about the healer's mana. It's not the end of the world if the Mage or Hunter has to drink for a second after the pull. While you should always get back to full before a boss pull (and as she says, that's a perfect time to break down the basics, only the basics, of the fight), usually as long as you've got the tank and healer ready, a quick pull will give you time for aggro to settle down as well.I don't completely agree with her DPS meter remarks -- I do think that beating the raid is much more important than trying to win the DPS meters, but as a DPS player, I like viewing the meters as good feedback on where I should be. If I'm super low in the meters, it's time to look at my gear and rotations and try to figure out why so I can get better, and I think it's valuable for DPS, as long as they can keep their attention on the raid, to do the same thing.But all of the other tips are great, and in general, "pull pull pull" should be the order of the day. Some groups are better at rolling through content than others, obviously, but as long as you've got a solid tank and healer in play who know the instance and know how to handle what comes, most raids and groups can move through the content pretty quickly.

  • Ghostcrawler respondes to balance questions

    by 
    Mike Schramm
    Mike Schramm
    04.07.2009

    Our buddy Ghostcrawler has appeared on the forums answering (or re-answering, as he says) a few concerns about the balance of the game. Most of his answer is about PvP: he says that Death Knights and Holy Pallies are overpowered, but that while Blizzard does believe there are more imbalances, debate is still raging about exactly where they are. And he does say that while burst damage is still a concern, he feels that Blizzard did a lot to combat that when they started Season 5, and that the bigger concern now is getting mana pools under control. Too many fights now have healers just going and going, and while they don't want fights to end super fast, they can't all drag out, either.He also talks more in-depth about the balance between gear you can get from PvP and PvE and how it needs to be fixed: he straight out says that 25-man Naxx is too easy to PuG, and agrees that Ulduar and future PvP weapons "should ideally require the same amount of investment." Likewise, when Blizzard tried to reset the resilience stacking at the start of Season 5, they had players facing very powerful weapons from the PvE raids like Kel'thuzad, which lead to, as he says, "a perfect storm for fast Arena deaths." Which is probably why so many players left the Arenas.The plan for the future? Ulduar's hard modes will be way tougher than Heroic Naxx, so players won't be able to PuG PvE and then go kill in PvP right away. Of course Death Knights are still cruising for a nerfing, if patch 3.1 doesn't bring them down off their high Deathcharger. And GC suggests that in the future, starter PvP gear may beef up resilience at the cost of offensive stats, so that players don't begin with gear that has great defense and offense right away.

  • Insider Trader: All about flasks in 3.1

    by 
    Amanda Miller
    Amanda Miller
    03.27.2009

    Insider Trader is your inside line on making, selling, buying and using player-made products.Patch 3.1, for all of its grand changes, has also dedicated itself to imposing smaller tweaks aimed at making some mechanics more convenient, logical, and fair. The application of applying a glyph is one of the latest in a line of positive changes that we'll be seeing on patch day. While the old (current) process is an annoying charming ritual, the new method is better for the Azerothian on the go.Currently, applying a glyph requires that the player be standing in front of a Lexicon of Power, usually found in main cities. With patch 3.1, this will change, and we will be able to re-glyph at will. This means that if you asked your buddy to hook you up for the raid that night, and it arrives in the mail a few minutes before go time, you can just switch it in without having to hearth and be re-summoned. Heck, I'll just be happy to be able to do it from the mailbox rather than having to ride through the city!While some may complain that this makes the process less special, it might be wise to consider the glyphing change that is accompanying dual specs. Once we glyph our main and off-spec, we will not need to glyph again unless we change our minds on which glyph we want, or spec to our third spec.The only hitch is that you cannot switch them during combat, in Arenas, or in Battlegrounds once the fight has started, which sounds perfectly reasonable to me.Another major, and welcome change, relates to flasks, which brings us to our topic of the week. I will be addressing the new mechanics of flask creation, and discussing the benefits of the new system.

  • GC: If you're OOM, tell your guildies to get out of the fire

    by 
    Mike Schramm
    Mike Schramm
    03.16.2009

    Ghostcrawler did battle with the forumites this weekend, and the topic of discussion was the recent mana changes. Players are saying that the changes (including the BoW and Mana Spring change last week) are basically forcing them to bring more healers along to larger raids, and GC in return expounds on the raid balance that Blizzard is aiming for lately. Interestingly, it's not the 5 healers / 5 tanks / 15 DPS that you might think it would be -- Ghostcrawler says that if they aimed for that makeup, bringing more healers would often make the fights inconsequential.He goes on to say that the way the fights are designed, you aren't supposed to run out of mana, as long as you're dodging the AoE and are geared up correctly. Making mistakes in gameplay digs into your mana reserves, and so when Blizzard nerfs mana regen, they aren't just trying to make things harder, they're trying to take away that extra breathing room that you get around errors. They don't want healers just healing through damage -- they want people trying to avoid it in the first place.And, if guildies won't get out of the fire, and your healers keep running out of mana because of it, it's time to weed out the ranks a bit. Finally, GC adds what we've heard before: those looking for a tough battle in Ulduar likely won't find it right away -- the instance is designed to be only a little harder than Naxx. But the hard modes are where the difficulty will really ramp up. If short, says GC, if you don't have enough mana on the easy modes, it's not Blizzard's design: it's the way you and your guildies are geared and playing.

  • Insider Trader: Patch 3.1, profits and preparation

    by 
    Amanda Miller
    Amanda Miller
    03.13.2009

    Insider Trader is your inside line on making, selling, buying and using player-made products.Patch 3.1 is looming ever closer, and things are about to change in a big way. Today I'll be discussing how the patch is going to affect your professions, and how you can take advantage of this by maximizing your profits on the Auction House. Players have become increasingly bored with raiding because the content that was released with the expansion pack, Wrath of the Lich King, was too quickly conquered. Across the board, players are showing up to raids on an inconsistent basis, and many people now spend much of their time on the Public Test Realm playing through Ulduar. This has contributed to falling prices on the Auction House for raiding materials and consumables, because not only have many people stopped raiding, many others have decided to save their gold and raid without being buffed to the gills. What should you do in these tight times? Aside from the things for which you are currently saving, the patch will bring with it a 1000g bill to learn how to dual spec, costs to fund raid wipes, bring new consumables, and enchant and gem new gear. By learning what to sell and purchase and when, you can minimize your post-patch costs and make some gold while you're at it.

  • All the World's a Stage: So you want to be a Hunter

    by 
    David Bowers
    David Bowers
    02.15.2009

    This installment of All the World's a Stage is the twenty-fifth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself. The Hunter is probably the oldest class in World of Warcraft. Before anyone in Azeroth took up an axe or sword, or learned anything of how to cast spells -- even before they learned to write -- they had to hunt for food. If they were like early Earth societies, the people of many nomadic groups would have relied on their hunters to bring in the meat they needed, as well as to protect the community from enemies. Back then, there would have been no such thing as fancy armor or complicated magical weapons. The relationship of a fighter to nature was just as important as the weapons he carried, if not more so.Modern hunters in World of Warcraft come from the ancient tradition of those who learned to keep themselves and their families alive by living in harmony with nature. They learned the essential mysteries of survival in the wilderness, killing animals with stealth and primitive weapons, trapping them, and eventually turning predators and prey alike into friends and servants. As time went by, those fighters who took up the path of the druid would learn to become nature itself; shamans would learn to call upon it; warriors and rogues would make battle their art, each in their own way. But hunters remained at that pivotal point between sentient races and the natural world -- they are connected to nature, but not manifestations of it; they work together with nature, but they do not worship it or call upon its spirits; they fight their enemies with the utmost passion, but they do it with the tools that hearken back to the dawn of civilization.

  • Mana regeneration changing dramatically in 3.1

    by 
    Eliah Hecht
    Eliah Hecht
    02.05.2009

    The devs have been telling us for some time that they're not happy with the current state of (most) healers having infinite mana, and it looks like the reckoning is going to come in 3.1. And make no mistake, we're getting hit hard. Outside-of-5-second-rule regeneration is decreasing. They think the combination of HoTs and clearcasting let us stay OO5SR too long and get too much mana back. Mana regenerated by Spirit is being decreased "across the board." However, talents that boost while-casting regen (specifically, Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac, and Spirit Tap) are being buffed. Since Paladins don't really use Spirit for regen, they're getting a different nerf: the healing penalty on Divine Plea is getting raised from 20% to 50%. Spiritual Attunement is also going to be nerfed for Holy paladins somehow.

  • Replenishment is mandatory and other buff discussion from Ghostcrawler

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    01.31.2009

    One of the major overhauls heading from Burning Crusade into Wrath of the Lich King was the consolidation of buffs and debuffs. In an attempt to keep raid groups from thinking they had to bring one specific class to get one specific buff or debuff, Blizzard switched some spells up, gave buffs to more classes, and made them unstackable, the result being that one can take one of a certain handful of class and specs to get the buff or debuff they desire, in theory giving a raid more choice about who they bring. Still, the buffs and debuffs remain, and Ghostcrawler has been having some pretty interesting discussions about them in the past few days. To start with, he came out and said it pretty plainly: Replenishment is Mandatory. Blizzard will balance fights under the assumption you have Replenishment much as they do under the assumption you have a tank. In the short term, this means your raid is probably going to want to find a Shadow Priest, Retribution Paladin, or Survival Hunter if they haven't already.

  • The Queue: Archdruids? Nahh. Okay, maybe.

    by 
    Alex Ziebart
    Alex Ziebart
    01.16.2009

    Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft. Apparently I missed a Doctor Who reference in one of the questions I answered yesterday. Maybe? Heck if I know. If you're looking for our resident Doctor Who nerd, direct your references to Elizabeth Harper. They go way over my head.Zoidberg asked...A while ago, we heard some rumors about a new hero class called archdruid. (Or something like that.) What do we know about these guys? Is this a possibility for the 4.0 hero class?

  • The many uses of Shadowmeld

    by 
    Mike Schramm
    Mike Schramm
    01.08.2009

    Phaelia's got a guest blogger over at Resto4Life who's extolling the many virtues of Shadowmeld, definitely one of the more OP of the racial bonuses after the big change with the Wrath release. Previously, the spell could only be used out of combat, which made it very useful for, umm... hiding while AFK? But with the change of letting you use it in combat as a temporary threat wipe, the skill really opened up to be extremely useful for all sorts of things. If you're a Night Elf and you don't have Shadowmeld on your action bars, it's time to put it back.Flipping on Shadowmeld has its disadvantages (almost any action takes you out of stealth and puts you back into combat), but if you need to duck out of combat for a quick drink or a quick change of gear, you can do it. And it can easily buy you some extra time to summon a mount or get away from trouble if you happen to be in PvP outside. And while it's not quite as powerful as Vanish, you can even use it in the Arenas to drop out of combat (hidden, as when you start drinking you'll lose your stealth), and grab a few seconds of drinking before you get brought back into the fight.None of these uses are exactly gamebreaking -- the Shadowmeld action is pretty fragile, so you're going to have to be fast if you want to put that second or half second of dropping out of combat to good use. But when time is short and you've got to use every little ability you have, it's important to have Shadowmeld around. Ducking out of combat for just a moment might be just the boost you need.