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WOTLK % of Base Mana Confusion...Follow

#1 Aug 16 2008 at 5:54 AM Rating: Default
46 posts
This is a bit confusing. Why did Blizzard change from an absolute mana cost for spells and talents to this % of base mana cost? I don't know to me this could be either completely dehabilitating or open to exploitation.

Dehabilitating in the fact that after I use 3-4 talents or spells, I am basically out of mana and screwed if I have a large mana pool.

Exploitable in the fact that okay lets just say it takes a % of the base mana (mana pool with armor stats), why can't I just dump all my +int gear paladin gear and get warrior gear and get my intellect to the lowest level given by my level stats after which I will stack on mp5 gear or mp5 gems with minimal boost to intellect... Wouldn't the absolute mp5 replenish my low mana pool so fast to the point that my mana will replenish to 100% quicker than the cool downs of these spells?

I don't know. I am a bit confused if I am missing something as I am not that great of a retardin... :(

This is for retadins not sure if this applies to holy or prot too.

Edited, Aug 16th 2008 9:52am by bakaneko

Edited, Aug 16th 2008 10:27am by bakaneko
#2 Aug 16 2008 at 10:08 AM Rating: Good
well, to clear up something, the % base cost is as it sounds, if you remove all your intell gear the cost of a spell is x... if you put all that gear back on, it is still x. The base cost % is only the mana you have without any gear. Does that make sense?
#3 Aug 16 2008 at 10:26 AM Rating: Good
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91 posts
As for the reason, Blizzard is trying to get rid of downranking. This will do it pretty effectively.
#4 Aug 16 2008 at 11:26 AM Rating: Excellent
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1,004 posts
Every Paladin of the same race at the same level has the same base MP regardless of gear.

That means that whether you have a pool of 6000mp or a pool of 500000mp the cost is the same. You do NOT spend more mp to cast a spell by having a larger mana pool, that is NOT base mp.

A level 70 BE Paladin has a base mp of 2962. They also have 87 INT (from the levelling process) which adds another 1025 mp for a grand total of 3977 naked. All level 70 BE Paladins will have the cost of their spells calculated based on that magic 2962 number. This doesnt increase as you gear up.

What the change does do, is allow Blizzard to make EVERY RANK of a spell cost the same amount. While you're levelling, your lower ranks will cost less since you have a lower base mp and so they'll still be usable. But when you hit the level cap (80, even if it isnt available yet) those first ranks of the spell that you learned will cost a TON of MP.. infact, they'll cost the same as the highest rank. Less oomph for more MP means downranking goes bye-bye. In the case of healers, there will likely be new smaller heal spells introduced to compensate for this a bit (though probably not for Paladins).

As you gear up, you'll get a bigger mana pool -- but since your base MP doesn't change, the spells will still cost the same amount. It will still be extremely important to stack Int (especially since int directly effects your Spirit regen and crit as well.. even if this isnt a big deal for Paladins) for the mana increase alone.

It's just not practical to stack so much mp5 that you literally instantly regen all of your mana while throwing big spells around. In any situation where you're using big spells, you WILL gradually run out of mana. With healers it's much more clear as the process tends to happen gradually over a period of time. It's pretty clear on Rets too, though much more "spikey" -- Protection Paladins are the closest thing to escaping this "rule" as they basically have infinite MP as long as they're being hit (end-game) but that whole mp pool dries up after avoiding hits for 3 or 4 seconds, which happens all the time. Having a pool of mp is important for battle longevity, and it will continue to be.
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