Posts Tagged ‘pool’




Spellpower increases the healing of each spell differently. In the table below the number in the “no talents” columns are how they scale without any talents. The full talents column is the coefficient if you have Master Shapeshifter, Gift of Nature, Improved Rejuvenation, Empowered Touch, Empowered Rejuvenation, Genesis and Tree of Life active. After some testing I concluded the following:

  • Gift of Nature and Genesis stack. They increase HoTs by 15% (1.15 coefficient) instead of 10% and 5% seperately (1.155 coefficient). They also stack with improved Rejuvenation (making the coefficient for this spell 1.3).
  • Empowered Rejuvenation affects both the final Lifebloom ticks as the initial Regrowth heal. Genesis does not affect these.
  • Master Shapeshifter, Tree of Life aura and Gift of Nature with Genesis are all multiplicative. This means: healing * 1.15 (GoN + Genesis) * 1.06 (ToL aura) * 1.04 (Master Shapeshifter).
  • Wild Growth’s extra bonus healing is divided equally over the ticks, in contrast to the base healing which heals less each tick.
Lifebloom HoT		0.666 [0.095]		1.013 [0.145]
Lifebloom Bloom		0.645			0.939
Rejuvenation		1.88  [0.376]		3.233 [0.647]
Regrowth Initial	0.537			0.781
Regrowth HoT		1.316 [0.188]		2.002 [0.286]
Nourish w/o HoT		0.671			0.814
Nourish with HoT	0.806			0.977
Healing Touch		1.611			2.439
Wild Growth		n/a			1.132 [0.162]

The numbers in brackets are the coefficients per tick (these are more important as Nature’s Splendor uses these coefficients for each tick).

1 intellect provides the following:

  • 1 intellect increases mana pool with 15 mana (16.5 with Kings). On a typical 8 minute fight this can be converted to 0.172 mp5
  • Assuming 1000 intellect and 1000 spirit, 1 intellect increases your main mana regeneration with 0.485 mp5 out of the five second rule or 0.145 mp5 in the five second rule (assuming Intensity and Kings).
  • Since Replenish works off the size of your mana pool, 16.5 (Kings) extra mana means 0.206 mp5 more through Replenishment.
  • 1 intellect also increases the chance you critically hit with spells by 0.006%.

This sums up to 0.523 mp5 and a little bit of crit chance. However, this number can change a lot based on your intellect, spirit, Replenishment uptime, duration of the encounter and time spent in the five second rule.

1 spirit provides the following (assuming Living Spirit, Intensity and Kings):

  • Assuming 1000 intellect and 1000 spirit, 1 spirit increases your main mana regeneration with 1.115 mp5 out of the five second rule or 0.335 mp5 in the five second rule.
  • If you have improved Tree of Life, 1 spirit also increases your spellpower with 0.18975.


Critical strike rating
45.91 critical strike rating increases your chance your spells critically hit by 1%.

The mana regeneration formula used:
ManaRegen(SPI, INT) = (0.001+SPI*0.005575*(INT^0.5))*5

 Haste rating
32.79 haste rating increases your haste by 1%. If you have Gift of the Earthmother, you need 19.98% haste to get to a 1 second global cooldown, or 655 haste rating. Wrath of Air totem provides 5% haste and improved Moonkin aura provides 3% haste. Here is a list of the amount of haste rating you need with these buffs:


Wrath of Air and Improved Moonkin Aura/Swift Retribution Aura (with 3/3 Celestial Focus)
0/5 GotE = ~34.7% Haste = ~1137 Haste Rating
1/5 GotE = ~29.45% =~959 Haste Rating
2/5 GotE = ~23.85% =~782 Haste Rating
3/5 GotE = ~18.48% =~606 Haste Rating
4/5 GotE = ~13.11% =~430 Haste Rating
5/5 GotE = ~7.72% =~253 Haste Rating

… continue reading this entry.


MMO- Raid Set Up Comp




Innervate – lvl 40   Increases the target’s Spirit based mana regeneration by 400% and allows full mana regeneration while casting. Lasts 20 sec.
30 yd range, Instant, 6 min cooldown


  • 5 times more normal regen from spirit
  • mana regen will act outside of the FSR for the duration of Innervate. This means continue to cast and still get 100% of the mana from Innervate.

Raaff’s Mana Regen Calculator *BETA

Innervate Guidelines

Spirit vs. Mana/5

Spirit vs. Mana/5 Revisited – Accounting for Innervate

Which Is Better?

Formula for mana gained while under Innervate is as follows:

 Mana = [((Spirit/4.5) + 15)*50] + (4 * Mp5)

Therefore we can calculate the size of your self-innervates if we know your total spirit:

Total Spirit Mana Restored Under Innervate
100 1861
150 2416
200 2972
250 3527
300 4083
350 4683
400 5194
450 5749
500 6305
550 6860
600 7417
650 7972
700 8528

Innervate gains nothing from mana/5, but because it’s a 20-second cast, we assume that you’ll get back 20 seconds worth of your mp5 regen (which is 4 * mp5), so that’s why we add this to the “mana gained while under innervate.”

Note that when you cursor over the “Regen” section of your character screen, the “Regeneration While Casting” shows your Mana/5 plus 30% of your spirit regen (because you have 3/3 Intensity). This number is NOT your actual mp5 (you’ll just have to tally this up manually).

All of this math helps us use Innervate more effectively.

Innervate Guidelines

  1. Innervate a target who has a significant amount of spirit. Priests are the usually the best, followed by druids; however, realize that this depends on how much spirit gear your target has. Shaman and Paladins usually have very low spirit, so Innverating them is almost a waste of a cooldown. If you had to pick one, I would probably choose the shaman.
  2. Innervating a shadow priest is often beneficial for the group as a whole because shadow priests burn through mana very quickly, but return mana to the entire group. Therefore, helping a shadowpriest with mana will allow them to dps more aggressively, which will be better for that entire group in the long run.
  3. Innervate early on very long endurance fights – Magtheridon and A’lar. About a minute into the fight, innervate someone who is at like 50-60% mana. You’ll probably waste a few innervate ticks, but you’ll also get your Innervate back a second time towards the end of the fight.
  4. When self-innervating a lot of druids throw on weapons with a ton of spirit on them (and with +spirit enchants) to maximize the mana gained from innervate. See General Gear Recommendations for a few examples.

Spirit vs. Mana/5

While not in the FSR (while not casting):

  • 4.5 Spirit = 1 mana per tick (every 2 sec)
  • 2.5 Mp5 = 1 mana per tick
  • 1.8 Spirit = 1 Mp5

However, while in the FSR:

  • 15 Spirit = 1 mana per tick
  • 2.5 Mp5 = 1 mana per tick
  • 6 Spirit = 1 Mp5

Raid buffed you’re going to have a Blessing of Kings, and spirit will stack with this, mp5 wont. Also remember that the Living Spirit talent (+15% spirit) will stack with Blessing of Kings. These two buffs will affect the mp5 to spirit conversion:


However, realize that mp5 does absolutely nothing for your innervate, so which is better? Mp5 or Spirit? Before we can answer that question, we need to talk about a little spell called Innervate…

Spirit vs. Mana/5 Revisited – Accounting for Innervate

Which is better? The answer to that question depends on a few conditions:

When all the math is done, here’s the conversions:


Note that we assume Innervate returns mana based on a 6-minute cooldown.

Also, note that we use the phrase “Spirit (on a piece of gear).” This means that when you compare gear you can use these conversions directly to determine which will give you more regen. For example, if you have Living Spirit, Blessing of Kings, and you’re trying to compare two pieces of gear (one with 25 spirit, and another with 10 mp5) here’s how you would do the math:

 25 Spirit / 2.46 = 10.16 mp5

Therefore the piece of gear with 25 spirit would have better regen (assuming you innervated yourself).
Here’s an example of the math behind these numbers. In this case we seek to determine the spirit to mp5 conversion if you self-Innervate and if you have Blessing of Kings (but not Living Spirit):

Regen from spirit:

 [(1 Spirit * 1.1)/4.5] x 0.30 = 0.073333 Mana/Tick
 0.073333 Mana/Tick *(5/2) = 0.183333 Mana/5
 1 Spirit = 0.183333 Mana/5

Effective Regen from Innervate:

 [(1 Spirit * 1.1)/4.5] x 50 = 12.222222 Mana/Innervate
 12.222222 Mana/Innervate / 6 Minutes / 12 = 0.169753 Mana/5
 1 Spirit = 0.169753

So adding these up:

 0.183333 Mana/5 + 0.169753 Mana/5 = 0.353086 Mana/5
 1 Spirit = 0.353086 Mana/5
 2.83 Spirit = 1 Mp5

Which Is Better?

Spirit or Mana/5? The truth is that you want a balance of both. Spirit increases the healing from your ToL Buff, and it also increases the size of your self-Innervates. However, even with self-Innervates, even with the +15% spirit talent and Blessing of Kings: Mp5 is still preferable to spirit. Now, that’s not to say that you should shun spirit all-together, no you need a good chuck of spirit too… but pound for pound, point of regen for point of regen, Mp5 is usually superior.

If you can find a piece of gear that has 2.83 times (or 2.46 times) as much spirit as Mp5, then that piece is superior. It depends on your conversion (based on spec), whether you plan to self-innervate (or if you plan to innervate others), and how much +healing you want your ToL bonus to give.

There… I hope that clears up the debate. You can argue both ways ad nauseam, but now you at least have the conversions so that you can select gear more intelligently.