Showing posts with label stat priority. Show all posts
Showing posts with label stat priority. Show all posts

Monday, December 31, 2012

Glyphs, Talents, and Reforge


Please stop being so restrictive about the Glyph/Talent UI. It's driving people nuts, I loathe the moment I have to change!
Philosophically, we don't want automating talent or glyph swaps. Once it's easy to reglyph every pull, players feel like they must. (Source)
The above is about addons on the talent/glyph ui.

In Vanilla there was one spec, no glyphs, and if you wanted to change your talents you had to go to your trainer. He would then give all your talent points back and you could redecide how you wanted to spend those points.

Back then it was actually possible to spend your points halfway over 3 different trees if you so desired. The only requirement was that you had filled up the previous talent tier with enough points to open up the next.

There was no gemming your gear, no reforging, no glyphing. No nothing. You picked a spec, figured out what your role was, and went with the best spec for that.

During raid, you had no option then to just deal with it. And sometimes classes would be switched out, and the high-end raids would sometimes send people out halfway through to have them respec quickly and summon them back.

This was comparatively a lot more costly, but much easier, because at some point you would know your specs so well that you could just fill them in blindly almost. As long as you made sure to enchant all your gear you were good to go once the summon came.

Now when you get an upgrade you often cannot even wear it directly. Because without reforging, gemming and enchanting it it would quite often be a downgrade to your perfectly tuned set.

In fact, what happened to me the other day is that I got a neckpiece of ilvl 496 which replaced my 463 neck. 30 item levels up, but I could not use it because I would be so far under the hit cap by swapping it out that it would be a problem.

This makes me wonder if Blizzard has gone overboard in the options to finetune your character. Each time you win a piece all other items have to be reforged to be in tune with the items you already have. Gems have to be replaced, enchants have to sometimes be redone, etc

Hit and expertise are the worst for this as the blues have already admitted, but also haste forms an issue since for quite a few classes there is a haste cap. Mistweaver monks included, in between the different haste plateaus the stat simply doesn't do a lot and you're better off with crit or even mastery.

And then there is the retalenting and glyphing. I have to admit, I was excited when I learned that we would be able to reglyph and talent on the move. I'm not so sure anymore.

It feels like I'm at a disadvantage if I don't reglyph/retalent for every fight. So pre-fight check is no longer a matter of having all your buffs (flask, food, and casted buffs), it now includes do you have the correct talents and glyphs.

It feels as if more time is spent in between fights just to finetune it so you have the edge, more time spent in between and less time on the actualy fight. More time spent on preparation and less on actually having the fun. Or is the preparation supposed to be the fun?

Another problem on top of this is that when you do change a talent or glyph it changes the way you fight, or heal so drastically at times that it takes a couple of attempts to adjust. So while it may be the better glyph choice for the fight, it may change the way you do things so much that you'll do worse at first. Glyph of Uplift is a good example for this.

With glyph uplift costs mana, without it costs chi. Sounds simple, but it affects so much more. Because you're using mana for uplift you need to use a different spell to spend your generated chi, to generate mana tea. This changes your rotation. However, if you do not change your rotation and make sure to spend the chi to get mana tea you're running out of mana real fast, because not only does uplift no longer spend chi, and hence generate mana through mana tea, it also costs mana.

Or glyph of mana tea, allowing you to have instant mana tea, but only 2 charges at a time. But it still costs a global cooldown, so if you do not have those to spare you cannot just use more mana tea at a handy moment. To know if you have to use the glyph or not requires you to know before the fight whether you'll have downtime to drink your mana tea.


So one glyph can change your healing style so much that you can easily screw it up, yet it is expected that you know how to work with all this.

I'm liking this new method less and less. Yes, I have choices, but all those choices are diminishing my time spent on the actual fun, namely the fight and learning the fight.

And since the fights are built around having the option to reglyph and retalent I cannot just ignore this part of the game. I have to play the game as it is designed even though I would much rather just focus on the gorgeous raid fights themselves.

Not to mention the costs involved with changing everything every time, meaning that you have to go farm for those costs. An upgrade will generally cost about 400 gold - 8x reforging + new enchants, + new gem. And then it's not even a weapon which upsets stuff even more.

I find myself longing more and more for the days where the difficulty was in figuring out how the fight worked, not how my character, gear, talents and glyphs work for each and every fight separately.

(and please Blizz don't go with reforging on the run, because then I have to add that to my pre-fight check as well).

Thursday, November 1, 2012

Legendary Gems

I was reading MMO-Champion today and noticed that I had missed a post about legendary gems that they had datamined.

Refined Crystallized Dread
Refined Crystallized Terror
Refined Crystallized Horror

And I find myself hoping that this is not Blizz's idea of making an item 'legendary' for everybody. As a healer stats are gorgeous, but as a constantly mana-starved healer I'm not gemming for intellect, so it would have to be a spirit gem at the least.

Also, stats are nummy, but if you want to make a legendary healing weapon a proc will have to be added, something like what Val'anir does. Raw stats I personally find rather meh.

I guess we'll wait and see, maybe the gems are just an intermediate step, and maybe Blizzard has something really wowzers up their sleeve.

Current WoW Feeling:


Wednesday, October 24, 2012

Shy's MistWeaver Monk Stat Priority

I was reading the mistweaver guide at wowinsider and I came to the conclusion that I should review the stat priority I posted a few posts ago.

So for my Mistweaver I will be going with:

Spirit up the wazoo > 8.32% haste > Mastery > Crit > Int
  • Spirit because I have always been, and probably will always be, a thirsty healer. 
  • 8.32% haste because the 5% haste buff is not always available, and haste is always useful, though not as useful beyond the extra tick
  • Mastery because I do have a good raid team normally, and they will stand in little green orbs
  • Crit because double healing numbers are nomnomNOM
  • Then int because...well, bigger heals are nice and all, but a primary stat is way more expensive than a secondary stat and it doesn't do anything for my manapool anymore anyways. 
The other thing I realized when reading this guide is that I should jab more, jab all the time and constantly. It gives the nummy chi's to spend on heals without having to spend mana. 

I also have to set up some weakauras:
  • One that shows me when my Serpent's Zeal buff is about to run out. 
  • One that reminds me to cast Renewing Mist on cooldown (I didn't have to deal with that sort of stuff as a priest)
  • One that tracks when I need to explode my Zen Sphere because, unlike the writer of the wowinsider guide, I do like this talent. I find this really really pleasant in stacked up groups, I cast it on a rogue in the melee and make it explode when it's close to expiration, while I keep my renewing mist travelling around in the ranged with the glyph for example. And I love being able to set it up before hand. 
  • One that alerts me that Grapple Weapon is available again, if it goes off it increases healing after all
Things I should explore and play with:
  • Xuen - I love the tiger in the dps spec, such a gorgeous pet to have around. So I really will have to try out how well it does for a healer. 
  • Glyph of Surging Mist - I've been avoiding this glyph so far, but it seems that none of the major glyphs is really something I want in my playstyle so maybe this is an option. 
Current WoW Feeling:

Thursday, September 27, 2012

Monk Stat Priority

Been reading up some on Elitist Jerks about the MistWeaver, which will be my main spec. (careful the information there can be a bit older)

Conclusion:

Spirit > Haste 1350 > Int > Crit/Mastery

- Stack spirit up the wazoo especially in the beginning. It is the only stat that affects regen.
(and I am the master in being OOMM Out of Mana Monk(ey))

- Magical number for haste is 1350, anything above does not really add anything

- Int when you can get it

- Crit/Mastery, Do you want big heals or free orbs everywhere?

I have heard other people say they find the monk mastery soso, but I sort of like it. I have always liked the trinkets that would heal other people randomly and the orbs do so as well. So I might just become a mastery addict.