Mana Regen Nerf Incoming

Just posted on the WoW forums by Bornakk:

As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.

Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us.

  • Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.
  • To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.
  • The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.
  • Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.
  • In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.
  • We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.
  • We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.
  • These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.

Paladin-relevant parts bolded by me.

I’m not running around QQing about this just yet, until I see some reasoned analysis of the changes, or try it out for myself on the PTR. But you should be aware it’s coming, and I’d recommend analysing your use of Divine Plea to see what it’d feel like if your healing was cut in half when you used it; to keep an eye out for less healing-intensive moments to trigger it.

Learn 2 Ret!

A lot of Holy paladins dally with Ret when they’re not busy raiding, and with good reason: Ret has never been more fun, dynamic, interesting or well-balanced.

However, for the dedicated Holy paladin, Ret is quite a shift in approach, gearing, playstyle, the works. It takes a while to learn your way around this very different, very fun, playstyle.

For a while now, Josh over at Eye For An Eye has been my definitive go-to source for learning how to play a Ret paladin, and how not to. He’s now teamed up with an Enhancement shaman blogger (Stoneybaby of Windfury Crits) and a Rogue blogger (Zaltu of One Rogue’s Journey) to offer a new, definitive melee DPS source: Big Hit Box, a collaborative melee DPS blog.

I look forward to learning how to not suck as Ret. :)

Holy Paladin Glyph Choice

An essential part of playing a spec is choosing the right glyphs to support your spell use. Here’s a quick guide to the best glyphs for Holy Paladins, current as of patch 3.0.8. (I originally covered holy paladin glyphs here and here; however, those posts are out of date since the changes during the WotLK beta and in patch 3.0.8.)

Major Glyphs: Your Choices

Glyph of Holy Light
Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 8 yards of the initial target.

This is an excellent PvE glyph; at no cost, it turns your bomb heal into a mini-AoE which is great for topping up melee in a clustered fight. It’s had a bit of a history; it started in 3.0.2 as a 5-yard range AoE, which was increased to 20 yards in 3.0.8 and then hotfixed down to 8 yards within two days.

Glyph of Flash of Light
Your Flash of Light has an additional 5% critical strike chance.

This is a solid performer. On one hand, Flash of Light is economical enough that you don’t really need the mana return from a crit, and with Sacred Shield up you’re probably critting 80% of the time anyway. However, a couple of crit Flashes of Light will give a big, fast boost to a tank’s health, and more throughput is never a bad thing.

Glyph of Seal of Light
While Seal of Light is active, the effect of your healing spells is increased by 5%.

This is great to use for increasing throughput, obviously, although it does have the downside of preventing you from using Seal of Wisdom and autoattacking between casts to regenerate mana.

Glyph of Seal of Wisdom
While Seal of Wisdom is active, the cos of your healing spells is reduced by 5%.

This is a good starter glyph to improve mana conservation, which can be an issue for healing paladins early in the gearing process. When combined with a high crit rate, and gear like the Libram of Renewal, you can pump out a lot of healing for a surprisingly low mana cost.

Glyph of Divinity
Your Lay on Hands also grants you as much mana as it grants your target.

This can be very useful in the event of a mana shortage, particularly given that potion use is now very restricted. It works particularly well with a minor glyph listed below. Of note, despite some ambiguous wording it does return mana to you when you cast it on a target without mana (ie a rogue, warrior or death knight); if you cast it on yourself, it returns double the mana, giving you effectively a free mana potion. The mana restoration is also independent of the actual amount healed.

Glyph of Cleansing
Reduces the mana cost of your Cleanse and Purify spells by 20%.

This is the least useful of the holy Glyphs; even in arenas the limiting factor on cleansing is generally GCDs, rather than mana. If post-T7 raid content sees a huge return to decursing fights, this might come into its own, but generally it’s the weakest glyph and I’d avoid using it.

What about Glyph of Spiritual Attunement?

If you’re doing a lot of fights where you take large amounts of damage, and you can rely on someone else to heal you back to full health before you die (which is not necessarily a helpful thing to expect of your healing team), then this glyph can provide a reasonable source of mana return. However, given that Blizzard have stated they want to move away from ‘All AoE, All The Time’ fights, this glyph is likely to be situational at best, and there are far more generally-useful options to choose from.

Minor Glyphs: Your Choices

Recommendations

When you’re just starting out at 80, I’d recommend the following:
Majors: Glyph of Holy Light, Glyph of Seal of Wisdom and Glyph of Divinity.
Minors: Glyph of the Wise, Glyph of Lay on Hands, and dealer’s choice for your third minor. (I used Glyph of Sense Undead to help a bit with questing.)

This gives you a nice AoE effect from Holy Light, mana longevity as long as you have Seal of Wisdom up (which is made cheaper by the minor glyph), and a really nice mana regen effect from your Lay on Hands – top up your mana when you’re using Lay on Hands as an emergency heal, or get a whole mana potion’s worth if you use it on yourself. (Obviously, the minor glyph helps here.)

Once you’re better-geared and mana isn’t an issue, I would recommend:

  • Leave your Holy Light (major) and Sense Undead (minor) Glyphs in place.
  • Replace the Glyph of Seal of Wisdom (major) with Glyph of Seal of Light, and replace the Glyph of the Wise (minor) with Glyph of Blessing of Kings if you’re one of the unlucky Holy paladins who needs to spec for Kings.
  • Replace the Glyph of Divinity (major) with Glyph of Flash of Light; leave the minor Lay on Hands glyph in place. You can still use LoH as a mana restore by casting it on yourself, of course, though you’ll only get normal mana return rather than the double helping you’d get if you still had the major glyph.

These changes will generally improve your throughput significantly at the expense of mana efficiency. If you’re still having problems with mana, stick with the original suggestions. You can, of course, tweak your Glyphs differently – for instance, I know a paladin who has both of the major Seal glyphs, because the other healer in his 10-man team dies a lot so he winds up switching between Seals depending on whether he needs output or longevity.

But Isn’t The Flash of Light Glyph BAD?

No, it’s not. It used to be problematic; before Patch 3.0.8 its effect was: “Your Flash of Light heals for 50% less initially, but also heals for 140% of its inital effect over 12 sec.” Most paladins refused to use this, because it rendered Flash of Light incredibly inefficient if you cast it on the same target within twelve seconds, leaving us with only Holy Light (huge and inefficient) as a spammable heal.

Blizzard clearly agreed that it wasn’t valuable enough, and changed the effect; now it’s a flat 5% bonus to Flash of Light’s crit rate, which is much more useful.

Reader Mailbag: Levelling as Holy

I’m in the middle of a long and hefty post, so just to tide y’all over until I’m done, here’s a reader email I got recently, to which other people might also like the answers.

From Gemosi:

Is it possible to level to 80 as a healer. I am currently ret but looking to go to a healer for end game content. I need to learn all the spells and rotations for being a healer before then so I thought I would respec. Any suggestions and also if leveling is possible what the best rotation.

It’s certainly possible! However, be warned, you’ll find it much slower than Ret – but it’s perfectly viable, and means you can heal an instance at a moment’s notice.

I’m assuming you’re starting from level 70 at this point; if the toon is a reroll, I’d recommend going Retribution at least until you hit Outlands, because Holy is incredibly slow until you start getting spellpower plate/mail items.

Your typical rotation is going to be:

  • keep yourself buffed with Blessing of Wisdom; put up Retribution Aura
  • Seal up with Seal of Righteousness
  • pull the mob and Judge Wisdom on it for mana return
  • Holy Shock it
  • If it’s an undead or demon, use Exorcism
  • If you pull 3+ mobs at once, it’s probably worth using Consecration once they’re in melee range (and Holy Wrath if they’re undead/demons).
  • continue with Holy Shocks and Judgements (and Exorcism) whenever their cooldowns are up.
  • Consecrate a couple more times, but don’t use it on every cooldown; it eats way too much mana.
  • toss Hammer of Wrath into the rotation once the mob’s at 20%.

You can wring more DPS out by using more Consecrates, plus using Shield of Righteousness once you hit 75, but those are fairly mana-hungry and will increase your downtime.

Note that Seal of Righteousness’s mechanics were changed in 3.0.8 last week, and I’m still doing some research to work out if it’s still the best option.

Suggestions:

  • ignore Strength/attack power on gear; you won’t be able to stack enough of it to be worth it, and it’ll gimp your healing significantly
  • stack spellpower, mp5, and crit
  • once you get to level 70, start swapping your gear over to drop mp5 – at 71 you get Divine Plea, which restores 25% of your mana on a 1 minute cooldown. At this point, you want to be stacking spellpower, int, and crit – you’ll also get a fair bit of haste on your gear, but you probably don’t need to start stacking it til you hit 80 and are gearing up for endgame
  • when doing quests, if the plate reward is melee or tanking plate, take a look at the mail. Wearing all mail does tend to lower your survivability a lot, especially if you pull multiple mobs all the time; however, you can afford to have a few mail pieces and they’re often superior to the plate you get access to.

In terms of spec basics, I’d go with something like this for a level 70 build. As you level to 80, work your way down the Ret tree; pick up Conviction and Sanctified Seals. That’ll leave you two points left over — I usually put those into Pursuit of Justice, because run speed buffs are awesome :) At 80 your spec will be much the same, but I’d drop Seals of the Pure at that point (in Holy) and swap it over to Spiritual Focus (also in Holy) at that point for healing.

One (More) Good Reason To Play The Lunar Festival, Again

Last year, I wrote about the usefulness of the festival dumplings compared with conjured manna biscuits.

Let’s look at it again compared with the level 80 Conjured Mana Strudel. It restores 15000 health and 12960 mana over 30 seconds, whereas the Festival Dumplings restore 4% of your health and 3% of your mana per second for 25 seconds, for a total of 100% of your health and 75% of your mana.

So: if your health is more than 15000, or your mana is more than 17820, the festival dumplings will return more health or mana than the strudel – and it will do it five seconds faster, too!

Since everyone’s going to be flush with coins of ancestry after visiting all those elders for the achievements, if you’re not a tailor or engineer you may as well buy some tasty, tasty dumplings!

Picking a Gamepad

I’ve been thinking for a while about picking up a gameboard, as my playstyle seems to be leaning that way – it’d help with mobility, and my healing is evolving into a click-casting style which I find fast and efficient.

It’s come down to two options, I think: the Belkin n52te, the latest iteration of the Nostromo; and the Logitech G13. I think I like the look of the G13 more, but it’s nearly twice as expensive as the n52te.

Does anyone have any experience with using both of these, to tell me how they compare?

And does anyone have any experience with using either, or both, on a Mac? Both are allegedly Mac-compatible, but I know that’s not always the case despite what it says on the tin.

Sometimes Buffs Don’t Help!

At the moment my guild only has two raiding mages, one of whom has been unavailable for a while. The other mage has been jokingly complaining for weeks about the cost of reagents for mage tables to feed us shiftless leeches. Tonight, this conversation ensued:

Mage: omg Arcane Powder stacks to 100!
Me: And yet you’ll still bitch about not having reagents for tables. ;-)
Mage: Only if the guild pays for my reagents. [paraphrased]
Me: We don’t subsidise anyone else’s… ;)
Mage: Yes, but I’m not just anybody :)
Me: This is true, you’re not anybody.
Mage: Hey!
Mage: It costs 1g per arcane powder, and I just bought 100, so just send my bank alt 100g
Me: Actually, it costs 8s per arcane powder.
Other Paladin: That’s the last time I pay for a reagent to buff him.
Me: So it costs you 8s to buff the raid, and 40s to put up a table.
Mage: Not only will you not pay me, you don’t believe you when I tell you how much they cost – I’m hurt
Me: I am looking at a reagent vendor right here! :D
Mage: He lies. Never did trust that reagent vendor.
Me: I should note that it costs me 8.4s to buff the raid
Me: So it costs me MORE to buff the raid than you
Other Paladin: Us!
Me: Not to mention I have to cast 7 times to your once. [I’m usually on Blessing of Wisdom, for the 7 mana-using classes.]
Mage: Well, my buffs last longer!
Me: True!
Mage: Hmm, that doesn’t help me actually… forget that.
Me: So it costs me twice what it costs you!
Other Paladin: OMG! We have to buff TWICE on top of that…
Me: Per hour, it costs me 16.8s to buff the raid and requires 14 button presses
Mage: Ok, this isn’t going the way I wanted it to
Me: Per hour, it costs you 8s to buff the raid and requires one button press
Mage: lalalalalalalala
Other Paladin: It’s now clear exactly how much you suck!
Me: Oh, and if you have a second mage in the raid, you only have to pay half the buffing costs; we have to do a buff each.
Mage: I have to put a table down – that’s 5 arcane powder!
Mage: HAH checkmate
Me: Over the duration of a raid, assuming you’re the only mage, it costs me 35.2 silver more to buff the raid
Mage: I said checkmate … that means I win
Me: Therefore, the guild bank will pay you 4.8s per raid to put down a table and not bitch about it.
Other Paladin: Can I kick him from the guild?
Me: Oh, and you still only have to do 5 keypresses for that, as compared to my 28.
Other Paladin: Actually, I’d pay twice that if he didn’t bitch, personally.
Mage: I’m going AFK, you all suck!
Me: In conclusion, hand over the strudel and no-one gets hurt!
Me: I am so blogging this.
Mage: Typical. :P

Moral of the story: never argue with a paladin who’s trying to procrastinate away her dailies!

Edit: I should clarify: the mage in question is the very epitome of ‘friendly, helpful players’, and the day he seriously refuses to buff because of reagent costs is the day I check to see whether he’s been replaced by an alien.

(My guide for spotting it is going to be: if he can blink when he tries, instead of iceblocking, summoning his water elemental or summoning his mirror images – then he’s been replaced by an alien!)

Where WotLK Failed: Arthas

This post contains a) negative opinions, and b) spoilers. Feel free to skip this post if either is likely to spoil your day.

Before Wrath was launched, Blizzard reps publicly said that they wanted to bring Arthas to the forefront as the very visible face of evil in WotLK. The comparison was drawn with Illidan, where – although his machinations were involved in almost everything we faced in Outland – players rarely interacted with Illidan himself until they made decent progress into Black Temple. There was the odd quest here and there where Illidan would show up and pwn someone back into the Stone Age, such as the event when you reached Exalted with the Netherwing. But, by and large, Illidan was the “you are not prepared!” guy from the trailer, and many players never saw him at all.

So, Wrath was set to change all that. Good, great! Right?

Wrong. It feels cheap.

The first wrong note sounded for me when I rolled a Death Knight. You log in as a Death Knight and the first thing you see is Arthas’s boots, followed by the rest of him as you pan up. (He’s pretty tall.)

Despite the fact that you’ve only been dug out of the ground as a newly-turned Death Knight, Arthas himself is there to greet you, and to impress upon you just how much cooler than you he is. Unfortunately, this is nonsensical – Arthas is a being of vast power; he shouldn’t be standing in front of you as the first questgiver your Death Knight ever sees.

If meeting Arthas had come later in the progression, it would have felt awesome – it would have felt like a meaningful reward in an epic quest chain, meeting your mighty master as a reward for your exemplary service and impressive potential. Meeting him before you’ve done anything to earn that leaves it feeling a bit anticlimactic, in my opinion.

And then let’s look at Northrend. Some encounters with Arthas are cool, lore-appropriate and frankly gave me goosebumps the first time I saw them – such as, for instance, his appearance in Gjalerbron when you’re hiding behind the fallen body of Queen Angerboda as Arthas appears to whisk King Ymiron away to serve him in Utgarde Pinnacle.

Equally, the first Arthas encounter in Drakuru’s storyline – wherein you’ve inadvertently helped Drakuru to take over Drak’Tharon Keep, and Arthas turns up to pat you all on the head for being useful minions – is awesome, in an ‘oh god, what have I done?!’ kind of way.

And then, unfortunately, you come to the ‘Let’s Jam Arthas In Here Despite the Constraints Of Logic’ appearances. Okay, so you manage to sabotage Drakuru’s efforts in Zul’Drak, and luckily Arthas finds it amusing and ironic and refrains from squashing you like a bug.

The Lich King says: I spare your insignificant life as a reward for this amusing betrayal. There may yet be a shred of potential in you.

He still warns you, though: “When next we meet I shall require much more to justify your life.” Except, apparently, he doesn’t. He somehow fails to recognise that you’re the same pest (if you’re Alliance) who helped Thassarian break the Cult of the Damn’s control over Alliance forces in Borean Tundra, despite the fact that he ordered your death at the time:

Prince Valanar says: Allow me to take care of the intruders, lord. I will feed their entrails to the maggots.
Image of the Lich King says: Do not fail me, San’layn. Return to Icecrown with this fool’s head or do not bother to return.

And again, when you encounter him while you’re busy killing another of his servants in Icecrown, he just makes some more threats and then leaves his servant to carry on with getting killed. (Edit: he does the same thing when you turn up during his Valkyrifing of Svala Sorrowgrave in Utgarde Pinnacle.)

Where’s the menace? Where’s the malice? This is a being of pure evil, who can strike down pretty much anyone in single combat. Why are you even still alive after inconveniencing him multiple times?

To me, at least, it stretches credibility, and weakens Arthas’s impact. He is reduced from the figure of terror and menace he was, to a comedy bad guy muttering ‘and I’d have gotten away with it if it weren’t for you meddling kids’.

Seeing Arthas turn up should be, I think, more than just a ‘oh, look, it’s the Lich King again’ moment. There should be actual threat to the players. There are other quests that kill you as part of the quest; I can think of three off the top of my head. Why isn’t Arthas killing us when we inconvenience him? Constant threats of doom stop sounding scary after a while, and Arthas deserved better treatment than that. He should be a lot scarier than he is; in Wrath of the Lich King, his ubiquity weakens him.

Holy Paladin Raiding Consumables, WotLK Version

As with previous guides, two things to note:

  1. I’m recommending consumables that give you a good balance of stats, where feasible. If you’re very well-geared in one area and need to boost a specific stat, you can make your own choices.
  2. My recommendations are specific for holy paladins. If you’re a priest, all those +Spirit consumables I wrote off are great for you. If you’re a protection paladin trying to heal, anything with spell crit is relatively useless and you’re looking for all the mp5 you can get. Et cetera.

In addition, this guide is for consumables buffing your primary function: healing. Occasionally you might need to use consumables to increase your stamina, resistances or other stats; however, they’re outside the scope of this guide.

Potions

Potions are a lot less useful in WotLK than in TBC, thanks to the new mechanic whereby you can only take one potion per combat, regardless of cooldown. Still, they shouldn’t be dismissed. Your options:

Mana & Health Restoration
These are all affected by alchemist-only Alchemist Stone trinkets, increasing their mana/health restoration effects by 40%, unless otherwise mentioned.

Runic Mana Potion. This stacks to 5; combine 20 of them with a Mana Injector Kit to create Runic Mana Injectors, which are exactly the same as the potions except they stack to 20. You should always carry at least some mana potions, for OOM moments.

Runic Healing Potion and its Injector equivalent, Runic Healing Injector. If your mana regen isn’t reliant on potions – and it shouldn’t be, in WotLK – then these are often a more useful tool for low health “oh crap!” moments. You should always take at least some to a raid with you.

Powerful Rejuvenation Potions can be a useful option, but you’re likely to find they don’t restore enough of either health or mana to be worth using. These may not be affected by an Alchemist’s Stone. (Anyone know?)

Potion of Nightmares lasts for six seconds, and (unlike the old Dreamless Sleep potions) can’t be cleansed off you accidentally by a clueless raider trying to be helpful. It restores 5400 health and mana in three ticks; if you can’t get all three ticks you’re better off using a Runic potion instead. You can move to interrupt the effect if you desperately need to heal, but that will waste a tick or two.

Crazy Alchemist’s Potion is currently a random effect between buffs or health/mana restoration; in Patch 3.0.8 (going live today) it’s being changed to always restore health & mana, with random side-effects. These are Alchemist-only, and are currently not affected by the Alchemist’s Stone trinkets.

Other Potions
These share the same one-per-combat limitation as health & mana potions, but are a very good alternative if you’re not relying on Mana potions for regen purposes.

Potion of Speed – a great throughput potion for those ‘clutch heal’ moments, where you have to crank out a lot of healing very, very fast.

Potion of Wild Magic – similarly, good for boosting throughput at a critical moment.

Your choice between the potions is best made with reference to your own gear – for instance, if you’re already high on Haste, you might be better choosing the Wild Magic potion. However, whichever you prefer, everyone should carry a stack of one of these for emergency healing moments. (Unless you’re cruising through farm content that’s trivial for you, in which case you’re probably not using full consumables anyway.)

Flasks and Elixirs

You can use either one flask, or two elixirs (one battle elixir and one guardian elixir). Generally, two elixirs is more effective than one flask, but a flask lasts through death where an elixir doesn’t, making them economical for progression raiding.

If you’re an alchemist, you’ll get increased effect and/or duration from the Mixology effect when you’re using flasks or elixirs you can make yourself.

Flasks

Two choices here: the Flask of the Frost Wyrm for throughput, or the Flask of Pure Mojo for mana longevity. As a general rule, throughput is probably more important, but if you’re having troubles with going OOM consider switching to the Pure Mojo flask.

Edit: Two commenters have reminded me of the Flask of Distilled Wisdom, which is a pre-TBC-level recipe. If you still have access to the mats, this flask can be a better regen option than the Pure Mojo flask – if you have the right raid composition. Based on the maths outlined in this post, Distilled Wisdom beats Pure Mojo if you have access to a resto shaman and better than 72% Replenishment uptime. If you don’t have a resto shaman, or can’t rely on getting reliable Replenishment, the Flask of Pure Mojo is still better for regen purposes (although Distilled Wisdom also adds spellpower and crit chance).

Battle Elixirs

Your options:

Your choice is really up to you, depending on your balance of stats and what you need to boost. As a rule of thumb, I would recommend using the Spellpower Elixir while you’re still gearing up; once you’re reasonably well-geared, use the Haste or Crit elixirs instead, as they still boost your throughput and also enable you to respond faster when things go wrong.

Guardian Elixirs

Your choices:

Looking purely at the regen effects of Intellect, the principles outlined in this post tell us that: if you have a resto shaman in your raid and at least 50% Replenishment uptime, 45 Intellect is better than 24 mp5. The more access to Replenishment you have (more shadow priests, survival hunters and retribution paladins), the greater the relative value of Intellect. With 90% Replenishment uptime, the Intellect is worth just under 28 mp5 – plus it boosts your spellpower and crit chance to boot.

If you have no resto shammy, and none of the Replenishment specs in your raid, 45 Intellect is worth about 16 mp5. Under those conditions, you’re probably better off with the mp5 elixir; otherwise, choose the Intellect elixir.

Buff Foods

Now this is where you’re spoilt for choice.

There are four types of food buffs that might be of interest to you: Spellpower, Haste, Crit or mp5. Each food buff comes in greater and lesser versions; the stats of the greater version are higher, but making these foods requires doing the cooking dailies for the recipes, and ingredients that only come from the cooking dailies (or for a premium on the auction house). For each buff type and size, there’s one food from fishing and one from land-based mobs.

All of these food buffs are comparable, and you’re best off choosing a food buff that balances your stats. Speaking personally, I use the 12 mp5 food as a cheap stam buff food for trash and easy bosses, and the 40 Haste or 40 Crit buff food on boss fights as appropriate.

Spellpower:
46 Spellpower & 40 Stamina: Firecracker Salmon, Tender Shoveltusk Steak, Fish Feast
35 Spellpower & 40 Stamina: Smoked Salmon, Shoveltusk Steak, Great Feast

Haste Rating:
40 Haste Rating & 40 Stamina: Imperial Manta Steak, Very Burnt Worg
30 Haste Rating & 40 Stamina: Baked Manta Ray, Roasted Worg, Shoveltusk Soup (available only as a quest reward),

Crit Rating:
40 Crit Rating & 40 Stamina: Spicy Blue Nettlefish, Spiced Wyrm Burger
30 Crit Rating & 30 Stamina: Poached Nettlefish, Wyrm Delight, Succulent Orca Stew (available only as a quest reward),

mp5:
16 mp5 & 40 Stamina: Spicy Fried Herring, Mighty Rhino Dogs
12 mp5 & 40 Stamina: Pickled Fangtooth, Rhino Dogs

Other Foods

These aren’t buff food, but worth mentioning anyway: if you’re going to be fishing for the raw materials for the above buff foods, you may find it useful to stock up on the fish used to make Grilled Bonescale, Sauteed Goby, or Smoked Rockfin. All three foods give the same amount of mana and health as the Conjured Mana Strudel from mage tables, and it can be handy to carry a stack of the cooked fish as an alternative for when you don’t have a mage on hand for free strudel. (Particularly useful for 10-man raid groups who may not have regular access to a mage.)

New Shiny!

I don’t generally make “yay I got this loot last night!” posts, but I can’t help but post about this because I’m so darn happy about it.

Throughout TBC, I was one of my guild’s worst-geared healers, because my dice hate me. I wasn’t lagging to the point of ridiculousness, but I was always one of the last to get an upgrade.

Thankfully, in WotLK, things seem to be somewhat different. Last night Gluth dropped Life and Death, and I expected there to be fierce competition for it. I pulled out a mighty roll of 98, and faced absolutely zero competition anyway as everyone was hoping to roll on the tier tokens instead.

Sailan, in pre-T7 healing gear

As a bonus, it looks freaking awesome.