Spiritual Guidance: Has mana regen become collateral damage in patch 4.0.1?

If you're a regular reader of WoW Insider, you may have noticed an interesting trend about patch 4.0.1 and the upcoming class changes it brings: Almost everyone's freaking out. It's bad enough that almost every other class columnist on here is telling it's readers not to panic. It's as if we're running some kind of Douglas Adams convention around here.
You won't hear all that from me, though. And it's not just because I'm too cool for books. It's because shadow priests aren't panicking, for the most part. There are disappointments here and there -- mostly regarding the mastery mechanic and the (currently) low value of the mastery stat -- but otherwise, things are pretty decent in this neck of the woods. So decent, in fact, that there's someone complaining on the beta forums that shadow priests are probably so overpowered because Blizzard reps all play shadow priests. (I LOLed.)
But that's not to say we don't have our concerns. My latest concern is mana regen. While our damage has actually been buffed in some of the latest beta patches (most recently, Dark Archangel has been buffed from 3 percent per stack up to 4 percent), our mana regen continues to get hit with nerfs. Granted, Blizzard is really trying to aim for healers, but with most holy and disc nerfs to regen affecting our abilities too, are shadow priests becoming collateral damage?
Nerfs to mana regen: A beta testing retrospective
There are two major stories with regard to mana pools in Cataclysm -- and in patch 4.0.1, for that matter. First is that mana pools are bigger overall. The second is that Blizzard is actively trying to cut down on healers' mana regen, to put more "interest" into the healing side of the game. The nerfs have hit us in two different areas of our build:
- Nerf No. 1 Our mana regen has taken hit after hit in Cataclysm testing -- it seems like every time a new patch comes out, Blizzard has found a way to keep our blue bars from filling. It's been a death by a thousand cuts, and it all started with the scrapping of our 51-point talent trees. Meditation, a hugely powerful regen talent, is now available only to healers. Improved Spirit Tap is gone. Shadow Focus is gone. Focused Mind is gone. Those abilities represented not only an awful lot of talent points, but also an awful lot of mana regen.
- Nerf No. 2 There are four key abilities shadow priests can use to restore mana; two of them, Hymn of Hope and Shadowfiend, are available to healing priests as well. We've already stated that Blizzard wants to slash regen rates for healers, so it was inevitable these would get hit. Hymn of Hope got its mana regen cut from 3 percent per 3 seconds to 2 percent per 3 seconds. Shadowfiend saw a similar cut, from 5 percent of mana per bite down to 3 percent. Granted, we can use shadowfiends more often than before as shadow priests, but it's very difficult to maximize their mana benefit while soloing/questing.
Given how "overpowered" our mana regen was getting at the end of Wrath, there's no doubt room for some "fair" nerfing. But did Blizzard go too far?

In Wrath (and just as likely in Cataclysm), the ability to restore a party's mana through Replenishment is one of a shadow priest's key abilities. It's not a make-or-break talent, given the hearty mana regen rates we were blessed with for Wrath, but it certainly makes life easier for every magic-using class. I can't speak from the tank's perspective, but for healers, heroics are just plain easier with a shadow priest in the group. More mana regen plus bonus healing -- we're a healer's best friend. (Dawn, you're welcome.)
Sadly, though, Replenishment just got kneecapped the most recent Cataclysm beta build (12984). The cut is pretty harsh, too -- Blizzard cut the mana regen it provides in half. It used to restore 1 percent of your max mana per 5 seconds. It now restores 1 percent of your max mana per 10 seconds.
On the test servers, the difference was pretty noticeable right away. Prior to the nerf, I was able to quest freely, chain pulling mobs to my heart's content. After, I was forced to use my mana regen cooldowns at every opportunity to limit the amount of downtime between mobs. I cast Dispersion. I used my Shadowfiend. Replenishment was up at all times. And despite all that, my mana regen still wasn't keeping pace with the mana I was spending.
Either Blizzard sent shadow priest mana regen into the toilet, or I needed to find a new approach. (Maybe both!) I created a premade level 85 shadow priest with blue (ilevel 333) gear to investigate.
Those shadow priests who came of age during Wrath of the Lich King know that there's a special shame the comes with running out of mana. Perhaps the reason for that is because it's just so damn hard to run out of mana these days. I grabbed a stopwatch, loaded up Wrath (version 3.3.5, of course) and hit the dummies in Stormwind. I ran a full rotation, trying to keep all DoTs and Replenishment up at all times. When my shadowfiend was available, I used him. Though it felt like it took hours, my stopwatch assures me that it "only" took 8 minutes to finally hit zero on my mana bar. That's as close to an infinite mana bar as you'll ever see -- it's certainly long enough to ensure I'd never run out of mana while raiding Icecrown.
The infinite mana bar of Wrath couldn't contrast any more sharply with what I experience at a training dummy in Cataclysm as a level 85 heroic-geared shadow priest. My first run at the dummy was abysmal -- I could only get out 1 minute, 38 seconds of damage before my mana ran out. My second run wasn't much better. (So much for being the mana battery.)
My preliminary failures encouraged me to take a serious look at my talents and start prioritizing. I decided I wouldn't cast Mind Blast at every opportunity, only when three Shadow Orbs had accumulated (for mana savings and max damage). I would cast shadowfiend almost immediately and follow that up with Dark Archangel for the 5% mana -- it felt important to start working on their cooldowns immediately. I even started casting Shadow Word: Death on occasion to try to benefit from the mana rebate built into the Masochism talent. I kept up my DoTs and used Mind Flay as filler as much I could.
All the little things I did clearly helped, but in the end, my results weren't much better. My best time at the dummy was 2 minutes, 38 seconds. That seems like a clear sign that either mana regen was slashed way too much, or Blizzard intends for us to be extremely miserly in our casts to the point where we're not supposed to have DoTs up on every time.

Likely not. You'll have a lot going for you in 4.0.1 that I simply don't have going for me in the beta client test runs. When the switch-over happens, you'll keep your patch 3.3.5 level of crit -- for many of us, that's 30 percent. For comparison, the heroic-ready level 85 priest above has a mere 10 percent crit. All that crit is important, because more crits of Mind Flay means more benefit from Sin and Punishment, which reduces your shadowfiend's cooldown. He's going to be playing a major part in your mana regen from now on, so use him early and often.
You should also be prepared to change up your rotations a bit to start, including casts of Shadow Word: Death. It can be a dangerous spell to use in general, but recent patches have cut the damage you suffer from it. Further, the Masochism talent makes it an almost mana-free cast. If you're soloing, be sure to grab the new Glyph of Spirit Tap and Glyph of Shadow Word: Death to make the spell even more attractive as an execute.
And, let's remember, raid situations are a lot different than standing around in front of a dummy. You'll have other buffs to help you out, and any significant raid-wide damage will actually generate mana for you. You'll still notice a severe drop-off in mana regen, but you'll have enough tools to handle it. (Don't forget Dispersion -- you'll be really glad you took it in 4.0.1!)
But is Cataclysm DPS fun?
Does mana management mean more fun? That's something you'll all have to answer for yourself in the coming weeks. From my perspective, though, it's a mixed bag. Certainly, more thought goes into DPSing now. Rather than spamming the same few spells, a modicum of thought goes into each button press. Strategy will be required to balance mana expenditure and DPS. I'm growing to enjoy that aspect. It means that being a good shadow priest in Cataclysm will be harder, but the most skilled shadow priests will truly shine above the rest.
Still, there's a definite downside: You will run out of mana, and chances are, it'll be when you need mana the most. Those moments may not come immediately when 4.0.1 hits, but with each passing level in Cataclysm, the mana balacing act gets harder to manage. Running out of mana is never fun, and you'll be running out a lot as you try to find a new, comfortable rotation. Even severe mana management isn't fun -- if you're doing nothing but casting Mind Flay to try and force your shadowfiend off cooldown, is that really that much better than just sitting around wanding?
Overall, I do think the developers went a little too far with the mana regen nerfs, but there's no need to crack each others' heads open to feast on the goo inside ... for now. Removing the infinite mana bar from the game isn't necessarily a bad thing, and it's always worth reminding everyone that this build (like the hundreds preceeding it) is not final. Expect mana regen rates to continue to be tweaked (for better or worse) in the future, even after 4.0.1 goes live.
In the meantime, though, don't leave home without your Basilisk Liverdogs. It looks like we'll be snacking a lot this expansion.
Filed under: Priest, Cataclysm, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 2)
john Sep 22nd 2010 8:05PM
first , gr8 psot as usual ^^
razion Sep 22nd 2010 8:15PM
First to be down-rated, congratulations. :/
Delmas Sep 22nd 2010 8:29PM
I see what you did there
Snuzzle Sep 22nd 2010 8:29PM
This is pretty strange, really, because I thought that Blizzard said they wanted DPS to have enough mana to do their job and the healers to watch their blue bar. Do you feel you have enough mana to do your job?
Let's be generous and say that party buffs like Kings, Arcane Int, totems, etc will add another minute's worth of DPS time in a boss encounter. I'm talking five man party here. Is three and a half minutes going to be enough time to kill the boss? Or are you going to be dry when the boss is at ten percent HP?
I'm not in Beta, and my shadow gear is abysmal on Live, so I really don't know the answers to these questions, but they're something to think about.
Desmentia Sep 23rd 2010 12:08AM
No, you won't be dry at 10%, if you specced Masochism. SW:D becomes spammable at 25%, which in turn returns a lot of mana.
Tom Sep 23rd 2010 3:43AM
I wouldn't stress about this. Blizzard have said the focus is on making Healers work for their Mana whereas for DPS it should be pretty much a non issue - and they have the tools to easily change it.
Further decreasing the cooldown for Shadow Fiend in a Shadow Talent would fix the problem succinctly without really doing much for Shadow DPS.
The same would go for giving a buff to Dispersion Mana return.
There are plenty of ways Blizz can buff Shadow mana regen back up if it's an issue.
Fox Van Allen Sep 23rd 2010 7:42AM
I've been trying some of the five-man instances lately, and it really is a drink-after-every-pull kind of experience now. I'm learning not to go all out with my DPS, and that's an uncomfortable feeling for me.
So far, the bosses that I've seen usually have some kind of "I'm invulnerable now" intermission where you can pop Disperse and not feel bad. You're still constantly managing your mana usage throughout, though.
Dharmabhum Sep 23rd 2010 9:50AM
@Tom: I doubt we'll see another talent affecting shadowfiend's cooldown. They've already moved the big one to T1 so other specs can grab it, and then we have MF crits that can further shave seconds off the cooldown. I just don't see them making another talent to drop the CD, but perhaps they could boost the mana return for spriests in a deep shadow talent.
Otherwise, maybe they could boost an internal part of our replenishment proccing from MB, using the difference we see in Vampiric Embrace. When we hit a target afflicted with Vampiric Touch with MB, we instantly return 3% mana and proc replenishment for the party/raid.
I'm also a little afraid that we will rely too heavily on SW:D for the mana return. Its no big deal when its on a 10 second CD throughout the fight, but we could end up doing massive amounts of damage in execute. How does the self-damage stack up against our embiggened health pools?
Saeadame Sep 23rd 2010 10:01AM
I think the mana regen nerf collateral for spriests is kind of similar to the one moonkins are getting. Because spriests can 'heal' via vampiric embrace, Blizz is nerfing your ability to do damage continuously and, indirectly, your 'healing'.
Moonkins also got gigantic nerfs to their ability to do do damage continuously, because Blizz wants to force them to use innervate on themselves, rather than using it on a healer.
So yes, spriests are collateral damage, but it's not entirely because the other two specs in class are healers, it's also because spriests are 'healers' (of a sort) themselves. Spriest nerfs are collateral to Blizz's desire to make healing really hard.
noel mcleod Oct 12th 2010 10:12AM
I am currently leveling a shadow priest and mana regen is a big problem (leveling in BGs mostly). On the other hand my main is a 450 alch, so I go through a LOT of mana potions plus I use lots of buffs (mid 40's). Blizz might be trying to restore some of the values of these items; on my 80's I rarely if ever use potions - only elixirs - so this mioght be a little bit of game rebalancing for professions.
Popping a big potion might be required to get you through some fights - panning rather than faceroll. I like the idea, brings some skill backinto the game that seems to be missing.
Seren Sep 24th 2010 3:46AM
Comparing your times on a dummy with mine as arcane mage isn't to far off and I can raid fine with it because of raid buffs. Part of the fun I find is the mana management which we lost during WOTLK. Questing I'm not sure about, I lvl'd sitting down after each kill and you get used to it but I don't consider it fun.
Dawn Moore Sep 22nd 2010 8:44PM
Ganking? Is that what they call Dispersion and rocket boots now?
I'll see you on the playground after school, Van Allen.
RussGreene Sep 23rd 2010 8:36AM
Seems Dawn has been taking lessons from Archmage Pants, because someone just got burnt.
Redielin Sep 22nd 2010 8:56PM
I actually run out of mana a fair amount of the time on live right now. Part of it is that I clip MF fairly often (while refreshing DOTs) and that I multidot...a lot. I also have spent every last ounce of talent points on DPS and avoided some mana return (although I have 2/3 Focused Mind and 3/3 Meditation). Yes, single target I'll never go oom, no one else (except perhaps Arcane Mages, and then only if they spam Arcane Blast) will go oom in that situation either.
I think comparing resources is interesting. Rage, Energy, Runes/Runic Power are all limited over a short time frame. The skill in managing them is making sure you save just enough to be up for the right ability at the right time. However, on the long time frame you will never run out of these resources. Mana is the opposite. It is infinite in the short time frame, but limited on the long time frame. The skill in managing mana is (and should hopefully still be in cataclysm) managing those cooldowns...which for Priests brings us to Shadowfiend. Perhaps in Cataclysm, we are balanced around how low we can get our Shadowfiend cooldown.
Well, that's great for bosses, but for trash and soloing, we could be in for some trouble. Does it make sense for Shadowpriests to do nothing but Mind Spike on trash because they can't keep up in the mana department on trash pulls? So our class plays completely differently on trash versus on bosses? That does not sound like a class I'd like to play.
Galadrius Sep 22nd 2010 8:54PM
I love all your simpsons references. I do think it's time to smash each other's heads open and feast on the goo inside.
Ricohardt Sep 22nd 2010 10:00PM
Yes I do Kent.
Jack Spicer Sep 22nd 2010 9:19PM
I don't imagine that it would be too hard to add something to a talent so that Shadowfiend generates more mana for Shadow Priests, or increase the mana you regenerate from Dispersion.
The problem is that its not unlikely for this issue to be ignored and not addressed until players start raiding in large numbers.
BlackAdder Sep 22nd 2010 9:32PM
Hmmm... I am not having any mana issues in Beta as a spriest. When clearing trash I am not reapplying DoTs as often as before and I rarely use Mind Spike. Spamming SW:D on the last 25% compensates for any dps loss from fewer dots. As well, I keep popping Archangel whenever its up. I haven't tried any heroics yet in Cata so perhaps I'll see an issue then. As it stands, regular 5-mans rarely result in a mana issue for my spriest.
Darasen Sep 22nd 2010 9:49PM
I really do not like the looks of mana regen as I have seen it. I have no desire to play the kill one mob sit and drink go kill another and sit and so on game.
Monion Sep 22nd 2010 10:52PM
Because they didn't know what they were going to do for Cata? The same for almost any mechanic? You're asking the developer team to be omniscient, and ignoring the fact that nearly everything is changing, not just shadow priest mana regen.