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 2 of 2)
Poltergeist Sep 22nd 2010 11:18PM
From what I've been reading about the direction the game is taking for Cata, I'm reminded of that old expression..."One step forward and two steps back". Blizz seems to be trying to streamline some parts of the game while moving back towards a BC model of doing things.
The most interesting part of the original vision for cataclysm was that they wanted to slow the pace of incoming damage down on tanks and the party/raid to give healers more freedom to do other things besides spam heals, but if you look at the feedback on the forums, incoming damage on the party is making mana so precious that healers don't have the option of wasting that mana on anything besides heals alone.
This contrasts greatly to their stated intent of wanting to give healers the option of being able to contribute some DPS to a group when the party is topped off. The catch though is that it's extremely difficult to top off anyone. And even when they are, it would be suicidal to use that mana for a little extra damage.
Carrie Sep 23rd 2010 12:36AM
Wait, what? How are people running out of mana? Has nobody noticed how bloody often you can cast Shadowfiend now on the PTR? Sin and Punishment? Hello? Am I missing something?
Carrie Sep 23rd 2010 12:41AM
Ugh, ignore this post, I'm an idiot and didn't read the whole article. Nothing to see here.
Marcovolo Sep 23rd 2010 5:25AM
"but it's very difficult to maximize their mana benefit while soloing/questing. "
Yes god forbid that you shoudt sit down and drink ;-)
Belias Sep 23rd 2010 8:29AM
I don't know really.... I've been trying it out on the PTR (not the Cataclysm beta) and it seems like blizzard wants us to use SW:D as often as possible. While testing DSP on the target dummies I used it on every CD and my mana was always at the top, almost never going below 50%. Vampiric Embrace heals up all the damage you take from it, though I'm sure healers who don't understand this concept will get mad from you losing all the health (and it can be risky depending on what you're fighting). Aside from that the damage from it has been buffed massively, and now hits for as much as a Mind Blast with 3 shadow orbs up. Add to that Mind Flay lowering the CD on shadow fiend (which boosts your DPS by a very large amount, and it seems like a DPS CD more than a mana regen CD now) I would never run out of mana.
That's been my experience so far. The only thing I haven't figured out is if it's worth to wait for 3 orbs to accumulate before shooting out a MB or just using it on every CD and sometimes getting lucky that 3 orbs have procced.
KPB Sep 23rd 2010 12:28PM
as noted in the :"Will things be this bad when 4.0.1 hits?" it shouldn't be as bad when the patch hits until cataclysm comes out and you start leveling. At 80 your crit hasn't gone down yet like it will at 85 because of the increased amount of rating needed. Also your total mana pool is much larger relative to base mana when geared out at 80 in patch 4.0.1 vs at 85 after cataclysms release. This adds more buffer and increases the amount of regen from pretty much all your mana regen talents. I'm sure once you start getting raid geared at 85 and get up to later tiers of raid gear mana regen will improve greatly.
Dharmabhum Sep 23rd 2010 9:58AM
I remember being surprised when I first saw it that Pain and Suffering only gave us a 60% chance of refreshing SW:P when dealing damage with MF. I thought it was a bug when they cut the talent down from 3 to 2 points and didn't fix the value to 50/100% chance with two points, but now that its been there a while, it seems intentional. Any ideas if this will stick around in its current form, or be changed back to 100% chance on MF tick? How has it been working out in the beta and PTR, now that I believe we're casting MF slightly less often that before?
awwjwah Sep 23rd 2010 10:31AM
Let me get this straight. They removed Seal of Blood from paladins as a mechanic to regen mana through heals for paladins back in the day and now they want shadow priests to hurt themselves with shadow word pain to gain mana?
Is this stumping anyyone else besides me?
zdave Sep 23rd 2010 12:33PM
Well the idea is for us to use our health as mana (much like those dirty birdie warlocks). That way the healers get to use their super limited mana healing us so we can do more dps. It's Blizzard's new idea of fun.
You know what else is fun? Starving to death!
Kevin S. Sep 23rd 2010 10:44AM
Blizzard has stated they don't want dps'rs to worry about mana. So when stuff goes live, and SP's are running out of mana, you'll get a fix, no? Probably too early to worry?
Eisengel Sep 23rd 2010 8:36PM
Too early? Maybe. It took 5 years though for Blizz to remove the charges from Inner Fire.
I say panic at everything immediately, that way if anything actually gets fixed, you'll be happy. If you want to be calm and wait it out, you could end up waiting quite some time.
AJ Sep 23rd 2010 3:05PM
Im a little confused, if spell power is no longer a stat and if we get spell power from intellect. wouldnt that mean nearly all gem slots will be intellect gems meaning a lot of mana to start with, or are blizz removing gem slots too?
Fox Van Allen Sep 23rd 2010 3:45PM
Yes, it appears that your spellpower gems will be automatically converted to intellect gems. You'll have a lot of mana to start with (150% of what you have now is a good estimate) but it still runs out very quickly.
Shaktee Oct 12th 2010 3:51PM
Great. My SP is screwed. I just got her to 32 and she was soloing great. If it's as bad as Fox makes it sound, I might just dump her.
Usdom Oct 12th 2010 6:15PM
I can picture it now the developers sitting around the table throwing out idea, "I know!!!" one of them leaps to his feet sending papers spilling to the floor from the table, "We'll keep the players interested by making them have to stop playing it after 2 minutes!!" the other developers applaud and the meeting is adjourned so they can all go home and play Starcraft 2 with the nude patches.
Alleluid Oct 21st 2010 2:04AM
OK, I've read your comments and you have said MANY MANY times that your going to stop playing WoW, so here is my question:
Do you not have a life so badly that all you do is say your going to quit a GAME that all you do is rage about?
Because if that's the case then get a- oh, wait. Too late for that I guess.
Shaktee Oct 13th 2010 4:01PM
Okay. I played my SP for a few hours last night and was able to gain a couple of levels. It's not that bad, yet.