Ask a Beta Tester: Healing, now with 100% more spell power!

Verodio asks...
How well does healing gear transform into spell power gear? I want to know if my priest would be better served by holding onto epic items with high healing stats or by blue items that are +damage for grinding in Northrend. For example. Would a pair of pants that are +90 to have higher or lower spellpower than a pair of pants with +40 damage?
It is not a direct one to one conversion and some of the changes may be surprising -- or at least they surprised me. Let's look at a couple of examples from the gear my Priest is wearing right now. My usual healing pants, Whitemend Pants, on the live realms, have +62 healing. On the Beta realms, the same Whitemend Pants have +33 spell power. Alternately, my DPS pants, Trial-Fire Trousers, have +49 damage and healing on the live realms. On the beta realms, the Trial-Fire Trousers have +49 spell power. I've seen a similar pattern across the board -- healing numbers significantly reduced, with spell damage numbers staying about the same. I'm sure it will work out fine in the long-run, but when you first enter Wrath, you may find that your DPS gear gives you more overall healing power than your healing gear!
As several commenters have noted, though your healing numbers drop, your actual healing ability does not. I personally feel my heals are hitting somewhat harder on the beta realms than on the live realms, despite a huge drop (really, massive -- my beta +heal number is sort of depressing) in the healing number on my character sheet.
Bourgeoisie asks....
What weapon skills do Death Knights start out with?
DK's start with axes, polearms, swords, 2hd axes, 2hd swords, and unarmed trained to 270 skill. After visiting all the weapon trainers, it seems they cannot learn guns, crossbows, thrown, fist weapons, daggers, or staves, but can learn 1hd and 2hd maces, which they start at 0 skill with, like anyone else.
Deri asks....
How hard is it to get the mechanics of the Death Knight (runes and runic power) down at first?
I've got to admit, Death Knights have a different feel of gameplay than any other class. Instead of having a single bar -- mana, rage, or energy -- to pay attention in order to use their abilities, a Death Knight has six runes each with their own cooldown. (Though Runic Power, which some of your abilities use instead of or addition to runes, is something of a "mana bar," it is in addition to the six runes, not instead of.) Each skill costs one or two runes and the timing is something you'll get used to with practice.
I wouldn't call it difficult -- you can certainly mash buttons until your cooldowns are up and do okay for yourself -- being aware of your rune cooldowns, which runes are available to you at each time, and casting your spells accordingly is going to help you a great deal in combat. It's my personal opinion that Blizzard's UI isn't great for showing rune cooldowns -- the runes are shown in the upper left of the game window, and they'll grey out when on cooldown, but the runes are tiny, and it's more difficult to visually absorb rune information than it is to glance up and see how full a rage, mana, or energy bar is. To keep track of cooldowns, I often find myself watching my hotkeys more than my runes themselves -- when the appropriate runes are off cooldown, abilities will show up available for use (instead of grayed out), and I find it much easier to see, especially during a chaotic combat.
When the game is launched, I'll be looking for some sort of HUD for my Death Knight that prominently shows rune information center screen.
Sean asks....
What bags does a Death Knight start with?
In addition the normal backpack, Death Knights have four twelve-slot bags.
Sallix asks....
The current implementation of the barber shop is, I presume, incomplete, allowing users only to select old hairstyles. They haven't added new ones in yet.
Filed under: Death Knight, Wrath of the Lich King






Reader Comments (Page 1 of 4)
Henry Aug 6th 2008 11:12AM
My understanding of the healing change is like this:
Although damage and healing come from the same stat, which is roughly equivalent to +damage, they upped the coefficient for all healing spells, so they get more from it, making it very close to being the same.
Verses Aug 6th 2008 11:53AM
Oh yippee, I just can't wait to group up with a particular mage and once the rolling starts being told: "You NO0B ! THIS IS DPS GEAR !" -.-
Oh well, at least I can grind faster.
rick gregory Aug 6th 2008 12:54PM
Yes. Elizabeth completely misses that the healing coefficient is much higher than th e damage coeffcient. The Whitemend pants still let you provide the same basic heal with 33 spellpower as they did with 62 +heal on live (it's a 1.8x coefficient). The difference is that if something in Northrend drops that has +42 spellpower both DPS and healers could potentially use it. That means more competition for a drop, but also less wasted loot. I can't tell you the number of times healing gear has dropped in runs where no healers needed the drop... but if the stat had been +dmg the mages or locks would have had an upgrade.
Good news? People will gear up faster. Bad news? shards will be expensive since less stuff will be getting sharded.
grravie Aug 6th 2008 1:37PM
math....its just not for math nerd anymore......
obarthelemy Aug 6th 2008 1:34PM
No, what the article is saying is that since the old DPS pants end up having more of the new spellpower than the healing pants, the DPS pants actually give you more buns when healing inWotLK.
Luc Aug 7th 2008 6:58AM
If you do a check on for instance the Arena set items (as priests have a healing and a dps set there), you'll notice that overall you will be better off with the dps gear when it will be converted to spellpower, only looking at the numbers (one item is better with the healing than with the dps one). Assuming this is a relevant check on 'equal' gear level, it would mean you are a little better off with collecting dps gear towards WotLK than collecting healing gear. But it is really only a little better (in this example)
Hizamori Aug 7th 2008 10:18AM
about spellpower...
Its just like BC. The stats on stuff that drops in Scholo and all that is wierd, unreasonable and relatively sucky compared to the fact that each quest item is at least perfect for at least one particular class spec.
just like going from Azeroth to outland, the old places gear will seem out of place and inferior when compared to the new loot.
vlad Aug 6th 2008 11:14AM
"How hard is it to get the mechanics of the Death Knight (runes and runic power) down at first?"
its actually really easy. takes no time at all to understand it since the abilities are color coded to the runes colors. if its not colored the same as a rune then it uses runic power. (a HUD addon is going to be a must if you have a big monitor lthough. scanning up to see your runes and runic power can cause a headache :) )
understanding the abilities is tricky bu no more than when you play any other class your new at.
Wamphyri Aug 6th 2008 11:15AM
Are we getting some repetition here? I'm sure I saw the bag and the hairstyle questions in earlier articles!
elizabeth Aug 6th 2008 12:15PM
I'm pretty sure we did answer the bag question previously, but people have still been asking about it, so I thought I'd throw it in there again.
Orth Aug 6th 2008 11:19AM
How does a deathknight focus its avoidance, does it go for all out parry or dodge, or is there a new avoidance stat like spell resist or something? I know deathknights are more tuned for magic fight tanking, but i am unsure how they go about tanking a magic fight better than the other tanks.
Kaphik Aug 6th 2008 12:19PM
They go for avoidance. There are talents that will increase your avoidance stats. Also, there is a talent that will increase your parry if all your runes are depleted, until they regen.
I haven't gotten a dk past 58 yet, so I haven't had a chance to try out tanking. Looks like the tanking part of DK is going to be a work in progress for the entire beta, though.
As far as gameplay, I am finding them very easy and fun to play. Just like every other class, once you get a good rotation going, you stick with it.
Dinnerbone Aug 6th 2008 11:20AM
The +healing (Current) -> Spellpower (Beta) conversion seems to be about 53% - 100 healing is about 53 spellpower.
Jamison Aug 6th 2008 11:24AM
So how does the coefficient work? In the example you gave the Trial Fire pants would be superior if both pants were given the same coefficient. That could completely change the landscape of gear that is out there currently. However, if the two pairs of pants had different coefficients because one was "healing pants" and the other was "damage pants", then we end up things the way they are, which somewhat negates what I understand Blizz wanting to do.
So is there any more information you can share about how this all plays out in the math?
BillDoor Aug 6th 2008 11:29AM
It is true that certain old (current) DPS items are more powerful for healers than the traditional healing healing equivalents right now, but I suspect that Blizzard will be sure to itemize things properly for healing and dps classes in Northrend.
Nizari Aug 6th 2008 11:36AM
http://www.wowwiki.com/Spell_damage_coefficient
So the healing spells themselves are having their coefficient increased.
Thander Aug 6th 2008 11:39AM
The DPS pants would give superior healing yes, but they don't have the stats a healer needs. The coefficient for all healing spells has changed so that less spellpower equals more healing. The coefficient for all damage spells remains the same so equal spellpower keeps the damage the same.
I think you may feel uncomfortable about it because you've gotten so used to having a large +healing number and small +damage on each item. Now, it will essentially be the opposite except all gear using the same spellpower stat.
Wibblymat Aug 6th 2008 11:40AM
The coefficient is nothing to do with the item but with the spell being cast.
If the two sets of pants above had only spellpower as stats then the DPS ones would always be better than the healing ones for either healing or soloing.
The coefficient mentioned is a multiplier used to work out what +33 spell power really means. If the damage coefficient is 1 and the healing one is 3 then your damge spells get 33 extra damage and your healing spells get 99 extra healing from the same spell power.
Hope that helps!
Batty Aug 6th 2008 11:34AM
i can see at first dps gear being better for healing if blanket +spellpower is all that matters until you get your first nice clown pants and vendor your old epics anyway. About how long will it take before the avg person throws away their gear for greens?
BillDoor Aug 6th 2008 12:09PM
Define Average? Outland quest reward blues and greens will be replaced immediately. T4 gear will start being replaced around 72-74, T5 around 76-78, and T6 will probably last into Naxx.