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Posts with tag mana-regeneration

Tinnitus: Leatherworking drums cause a debuff


Part of the allure of drums in raids has been the ability to overlap the effects of different types of drums by having several leatherworkers drumming at a time. One member might boost attack power and spell damage for party members in range, while another might restore health and mana.

With the new Tinnitus debuff, any targets affected by drums are immune to the effects of all other drums for two minutes. While this sounds like a nerf, it might actually have a balancing effect.

In fact, other professions are seeing similar changes. Potions will create Potion Sickness, which will prevent the consumer from using more than one in any given encounter. Players will have to rest out of combat in order to refresh the privilege.

So far, this also is affecting mana gems and similar items, although it is unclear if that particular effect is a bug or not. What does this mean?

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Filed under: Alchemy, Leatherworking, Items, Analysis / Opinion, Guilds, Instances, Expansions, Buffs, Wrath of the Lich King

Mana and energy regeneration mechanics revamped on Beta

A change went in with the last Wrath Beta patch that's deceptively simple, but may have far reaching ramifications for many of the classes in game: Both energy and mana regenerate on a per second basis, rather than the previous ticks. Instead of a chunk of mana or energy every few seconds, you'll now see a steady trickle reappearing constantly at your bar (outside of the 5 second rule for casters, of course). As a friend put it, "Woah. It feels like I am playing Diablo II now."

You can see an example of the change in action in the video above from Youtube user koblec.

The energy change should be especially helpful for Rogues and Feral Druids in that they won't have to obsessively time their attacks to the rhythm of the energy tick system, and should be able to use extra energy from talents in an easier and more fluid manner. Likewise, mana and energy users alike won't be waiting for that one last tick to cast a crucial spell or ability, but can cast as soon as they have the mana.

Plus, it's honestly sort of empowering to see the mana bar running up like it does. Technically, I'm not regenerating mana any faster, but watching that blue bar go up so quickly makes it feel like I am, and makes it much easier to tell when I'm stuck in the 5 second rule, besides.

Of course, as with all changes, this is Beta, so things can change, and Koraa is asking for focused feedback and bug reports on the concept, but it's something I'm certainly hoping makes it live.

Filed under: Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Patches, Analysis / Opinion, News items, Expansions, Classes, Buffs, Wrath of the Lich King

2.4 leaves hunters low on mana

Since patch 2.4, hunters have been having some problems. Aside from the outrage over the fact that our traps are now announced, we seem to be having issues with mana.

On the forums, hunters are not seeing much love from the non-hunter crowd, but I suppose that is to be expected. It is important to note however, that our mana efficiency is an intended attribute of our class. We are useful, not solely, but arguably primarily, because we can provide sustainable, long-term DPS. No, we don't crit like mages. In a boss fight though, we can keep going after mages short out.

Why are hunters all of a sudden having issues with mana? There are a few theories floating around, but we have yet to be graced with a blue response. Take the jump to learn more about why this might be happening.

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Filed under: Hunter, Patches, Analysis / Opinion, Bugs, Enchants, Forums

No, It's not a drinking problem

Matthan of Burning Blade brought up an issue with drinking to recover mana on the public test realm. He found that he was not receiving the normal benefit from imbibing. Hortus indicated that this phenomenon is not a bug but a change in the mechanics that ramps up mana regeneration over time. Players are used to a steady increase in mana with every tick. This change was not included in the patch 2.4 notes.

The general consensus from players is negative. Speculation suggests that the change was geared toward casters drinking Star's Tears or conjured water in the arena. Posters have made many arguments on why this would have negative consequences in the PvE environment. Many casters drink between pulls and do not usually have the opportunity to spend thirty seconds drinking in raids and instances. Incremental increases in drinking over time would inconvenience all members of a party or raid as they would have to wait for casters to fill up on mana. This could change become disastrous in chain pulls and endurance fights, where every second counts.

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Filed under: Patches, Analysis / Opinion, Bugs, Buffs, Forums

Darkmoon Faire Decks: An overview

Professor Paleo himself
As I've mentioned before, The Darkmoon Faire is currently in Terrokar Forest, just outside Shattrath City, so if you have decks to turn in or need to refill your private stock of Darkmoon Special Reserve, now's the time to get on it. But if you're still a little bit taken aback by the prospect of gathering all those cards, or wondering if the trinket at the end will really be worth it, we'd like to help you out.

In this post, we'll be looking at both the old and new decks and listing some pros and cons of each deck so you can figure out if you want to spend the next month tracking down cards before the Faire shows up in Elwynn Forest in March, or even if you just want to blow your epic flying mount fund on getting a deck before it leaves for the month.

We'll start in on everything after the jump.

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Filed under: Items, Analysis / Opinion, How-tos, Events, Quests, The Burning Crusade, Factions, Guides, Buffs, Enchants

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