Running Out of Mana? Here’s One Reason

Running Out of Mana? Here’s One Reason

My Google reader is set to examine various search terms allowing me to keep a pulse on what’s going out there with Priests. One search result that popped up on my reader involved a holy priest. Their problem was that they kept running out of mana. No matter what they did, they had a really hard time sustaining the necessary healing required for that instance.

Out of habit, I looked up their priest on armory.

Problem solved.

No enchants, no gems, or other augments.

It almost feels like really new players take for granted the power that augments provide their characters. Do you think Blizzard balances instances around the fact that your character should have enchants and such? Maybe the harder 4.3 ones, but not the entry level heroics.

Back to the story, it turns out I wasn’t the only one who spotted the lack of character investment. When others pointed it out, the player commented by saying they didn’t have the money to afford it.

At least they have an answer to the first problem.

New players, if you want to start hitting up the harder stuff, start investing. Even if you can’t afford a Power Torrent, you can probably snag a Heartsong. Can’t do 20 stats? Settle for 15. Don’t need 65 mastery when cheaper 50 haste options exist. No sense socketing an epic red gem on a blue quality item when a gren quality red gem will do the trick for now.

Even if they’re not the best improvements money can buy, at least they’re still an improvement.

 

Are run speed enchants still necessary?

Are run speed enchants still necessary?

**Image of RoadRunner and Wile E. Cyote courtesy of Warner Brothers**

Do runspeed enhancements matter in raids?

  • Yes (61%, 207 Votes)
  • Murloc (26%, 87 Votes)
  • No (14%, 47 Votes)

Total Voters: 341

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Interesting topic that has come up over the course of the last few days. In Wrath it was mandatory for every raider I know to have some form of run speed enhancement either in the form of a boot enchant, talent that increased speed, or a meta gem that increased your run speed. In many cases if you didn’t have one, you didn’t raid.

A couple days ago, while auditing the profiles of our soon to be raiders, the question came up as to whether or not we really need the running enhancement anymore. The thought that sparked this was basically that with the unforgiving mechanics of Cataclysm in full effect, will that little extra run speed actually matter? Take Magmaw for example, he has two abilities that the raid needs to get away from. His little volcanic eruption that summoned parasites, and will throw you into the air high enough to cause falling damage on top of the initial fire damage. The other ability boils half the room alive, causing massive damage.

In the recent 10 mans I’ve run, I noticed that the vast majority of people did not have any form of increased run speed. Shockingly enough, the only deaths we had were some tank deaths resulting from learning the healing of a new encounter, and well, that’s pretty much it. No one died to parasites, explosions or being boiled alive. Now before you say anything, while I love my guildies and raiders, some of those in attendance have what I like to call “shiny object syndrome” and even they were able to avoid “standing in the bad”. Now I have also seen many people even with the run speed boost die to something that was telegraphed because they didn’t move early enough, leaving the run speed boost doing nothing.

There’s no question about it, the game is much more punishing than it was before. Part of this is due to the new raid and boss designs, the other part is that healers can’t compensate like we used to. Before, if you got caught in the bad, the faster you got out of it, the more likely we could power heal through it. Now though, if you get caught in the bad, even for a few short seconds, you’re pretty much likely to be much raid-kill.

So that leads us to today’s question. Is the run speed enhancement really necessary anymore? Do you think it outweighs the other bonuses you can use in place of it whether it is +Haste or +Mastery to boots? How about talents? Not only do we have the lovely poll at the top, but I’m looking forward to your comments on this one.

Enchanting 3.3: Don’t Get Worked Up

Some enchanters are disappointed at the upcoming addition of disenchant as a loot option. I’m personally quite happy with it. I have an enchanter of my own and I sympathize with the hassles that enchanters go through in instances and the like.

The enchanting process now

Here’s the steps involved in taking an item and sharding it for the group:

  1. Need roll the item
  2. Look for it in your bags
  3. Select disenchant
  4. Find the item again because you forgot where it was
  5. Actually disenchant it
  6. Tell everyone to roll
  7. Wait an extra 15 seconds for the AFK guy to roll
  8. Open trade after closing within range
  9. Actually trade it to him

The enchanting process in 3.3

If there’s an enchanter, all the group needs to do is hit the disenchant button. The process of item sharding and trading is done for you. The sharded item goes straight to the winner of the role without the enchanter having to do anything.

Thank goodness for this feature.

Enchanters benefit because they don’t have to spend the time or effort fishing for the item, looking over the rolls and figuring out who gets the item. Is this actually a pain in the ass? No. The first few times, it’s manageable. But if you’re in a raid and you’re handing out shards at the end or if you have a lot of items to hand out, it can get annoying. Just for a streamlined process alone makes it worth it.

Everyone else benefits because there is little risk of having shards stolen or conveniently “forgotten” about. Heck, I’ve forgotten to distribute shards once or twice (or more). Right now, I just greed stuff in instances hoping to win it and keep the shard for myself. But with this in place, the group will immediately know if there’s a disenchanter present and can get a crack at the shard legitimately via the updated looting system.

The argument against

Actually, this is a stance that has gone back for a long time. The traditional argument goes something like this:

Herbers, miners and skinners get to keep their own loot that they acquire. Why can’t enchanters keep the shards?

It’s only fair right? No one rolls for herbs or for ore nodes unless they’re an herbalist or a miner. It’s assumed to be theirs with little discussion. Why then are we enchanters not allowed to be entitled to these shards? We did invest a ton of gold and time to our professions. It’s only fair that we reap more of the benefits. I know I personally experience runs where there are 4 drops and I don’t get one at all.

Why I disagree

With that in mind, an enchanter then would have every right to roll on every drop in the instance regardless of whether or not they can use it on their character. Every item is viewed as something usable that contributes to the enchanter and pays off for the time and gold they’ve invested into enchanting.

Hey, I totally understand where they’re coming from. I must’ve sunk 5000 gold into it myself just from getting from level 70 enchanting to level 80 enchanting.

But just imagine how chaotic it would be if enchanters had the right to roll on anything just so they could disenchant it.

I can’t buy into that.

All tradesmen have paid their dues in leveling up their skills and each has their own unique set of perks and benefits.

In the item’s base form, without an enchanter present, it would be greeded and vendored.

In shard form, the shards can be greeded and then sold for greater value. I just don’t quite see how the presence of an enchanter automatically means they get all the shards simply because they’re the only ones able to disenchant it and convert it into a form that can sell more.

What you can do

Remember that setting loot rules ahead of time can always be done no matter what you’re doing.

As an enchanter, I’ve politely requested asking specifically for one shard if it is determined that we’re on a shard run. Group members will usually understand. Try asking for a change.

Of course, you could always do the completely dick move and wait for everyone to hit “shard” on the loot option before hitting “greed”.

Gearing Your Fresh Level 80 Holy Priest: Matt’s Recommendations

Here it is, Priests. This is the list you’ve been waiting for. Remember, this isn’t the absolutely best gear you can get at level 80 for pre-raiding. This is the fastest way to get gear you can get at level 80. I’ll provide you with quest options and purchase options. Cheap enchants and select gems will be at the bottom.

The goal here is to get your Priest geared as quick as possible without relying on the RNGness of instance grinding (or at least, running them as little as possible). Means it’s going to rely on BoEs and Quest rewards although I will provide a few choice recommendations for some instances.

Head

Cowl of the Vindictive Captain (81 Spellpower): It’s the quest reward from doing the Utgarde Pinnacle quest: Vengeance Be Mine! Lack of Spirit on this one, but doubles as a potential DPS helm. No Crit either.

Frostsavage Cowl (81 Spellpower): Same amount of Spellpower as above. Contains PvP stats like resilience. Not completely optimized for PvE. Does have Crit. Opt for the cowl if possible.

Neck

Titanium Spellshock Necklace (49 Spellpower): First piece of gear with a socket! Epic quality. Downside is that it could cause a dent in the wallet. No Spirit on this one either. Decent amount of Spellpower and crit.

Amulet of the Crusade (40 Spellpower, 10 MP5): Remember those Scarlet Crusade you banged up back in Dragonblight? Here’s the Admiral. Comes from the Icecrown chain quest: The Admiral Revealed.

Shoulders

Mantle of Electrical Charges (60 Spellpower, 51 Spirit): Comes from doing the instance quest in Halls of Lightning: General Bjarngrim.

Back

Wispcloak (59 Spellpower, 20 MP5): Craftable by tailors. The tailor must have run all the normal dungeons and defeated all the end bosses in order to unlock this recipe. Doesn’t have Spirit but has a decent amount of MP5.

Shroud of Dedicated Research (46 Spellpower): Purchasable from Archmage Alvareaux. He’s the Kirin Tor quarter master. Must be Honored with them in order to purchase.

Chest

Moonshroud Robe (105 Spellpower, 89 Spirit): Ouch. Just wait until you see the mats required for this bad boy.

  • 8 Moonshroud
  • 6 Bolt of Imbued Frostweave
  • 1 Eternium Thread
  • 1 Frozen Orb

Moonshroud’s going to be the tough one. It’s going to take Tailors around 16 days from start to finish assuming they blow their own cool downs. You can cut it down to 8 if you do some tactical trading here and there by exchanging cooldowns with other players.

Bauble-Woven Gown (81 Spellpower, 68 Spirit): Comes from the other Utgarde Pinnacle quest Junk in My Trunk. Great alternative to the Moonshroud Robe if you don’t feel like breaking out the coin bag.

Wrists

Ancestral Sinew Wristguards (50 Spellpower, 27 Spirit): Slap on the Wyrmrest Accord tabard and start grinding your rep with them as much as possible. Contains a nifty Blue socket for more delicious Spirit gems.

Gloves

Moonshroud Gloves (76 Spellpower, 67 Spirit): This is the second and final piece of the Moonshroud “set”. Not as expensive as the Robe, but can be pricey:

  • 4 Moonshroud
  • 4 Bolt of Imbued Frostweave
  • 1 Eternium Thread
  • 1 Frozen Orb

Gloves of the Time Guardian (60 Spellpower, 51 Spirit): Comes from the Caverns of Time quest: A Royal Escort. Are you prepared for the “Arthas yapping” boss? Again, another cheapsauce alternative.

Belt

Fishy Cinch (60 Spellpower, 51 Spirit): Make friends with your fish pals, the Oracles. There’s a few dailies you can do start with there. I don’t have the time to work on doing dailies with them yet.

Deep Frozen Cord (61 Spellpower): Plan B is to just hook yourself up with a tailor and make this BoE purchase. No Spirit. Has some crit, however.

Legs

Frostmoon Pants (61 Spellpower, 68 Spirit): Finally, daddy’s got a new pair of pants! This one’s from our tailoring friends. Unfortunately, it does eat some expensive materials.

  • 1 Moonshroud
  • 6 Bolt of Imbued Frostweave
  • 4 Iceweb Spider Silk
  • 1 Eternium Thread

Feet

Aurora Slippers (60 Spellpower, 51 Spirit): Like the Frostmoon Pants above, this will eat up one of your precious Moonshrouds. Again, see your local tailor and skinners.

  • 1 Moonshroud
  • 4 Bolt of Imbued Frostweave
  • 2 Heavy Borean Leather
  • 4 Iceweb Spider Silk
  • 1 Eternium Thread

Rings

Ring of Temerity (54 Spellpower): A blue zero mana regen ring coming from doing the Oculus quest: The Struggle Persists.

Lion’s Head Ring (55 Spellpower, 20 Spirit): Decent spellpower and spirit from running the Gundrak quest: For Posterity.

Weapons (Staff)

Malygos’ Favor (314 Spellpower, 95 Spirit): This is the normal mode staff drop from the Oculus off the last boss.

Sempiternal Staff (314 Spellpower, 53 Spirit): Drops off that Infinite Dragonflight bad boy Chrono-Lord Epoch in Caverns of Time: Stratholme.

Staff of Draconic Combat (408 Spellpower, 69 Spirit): See if you can get your hands on that beauty. It’s a Heroic drop from the Cache of Eregos in the Oculus (last boss). It’s the bigger brother to Malygos’ Favor.

Weapons (1 Hand)

Flameheart Spell Scalpel (355 Spellpower): It feels really weird to use a weapon with hit rating on it due to the waste stats. But there aren’t any alternative daggers from quests or vendors. Purchaseable at Kirin Tor – Revered from Archmage Alvareaux

Netherbreath Spellblade (355 Spellpower, 26 Spirit): However, if you run Heroic Utgarde Pinnacle and get lucky with Skadi the Ruthless, he just might drop this sword-like dagger for you. It makes me look dashing on my Dwarf.

Gavel of the Brewing Storm (355 Spellpower): More reason to make friends with or scaly friends. The Wyrmrest mace is purchasable after hitting Revered. Fail with lack of mana regeneration, however.

Weapons (Off hand)

Handbook of Obscure Remedies (59 Spellpower, 38 Spirit): For the low cost of 25 Emblems of Heroism, you can pick up this sweet offhand from the Emblem vendor.

Wands

Purifying Torch (26 Spellpower): Argent Crusade, at Revered, will give you access to their torch.

Wand of Ahnkahet (33 Spellpower): If you feel comfortable, run Heroic Ahn’Kahet and try your luck at getting this wand.

Rings

Ringlet of Repose (43 Spellpower): All you gotta do is run Halls of Stone. It’ll drop off of Maiden’s little sister who happens to also be a Maiden.

Titanium Spellshock Ring (49 Spellpower): This epic level ring has zero mana regen but it does have a gem slot. You can opt to stuff in a regen gem of some sort or resort to it a spellpower red gem to ramp up your amperage. Up to you.

Spectral Seal of the Prophet (51 Spellpower): Head over to Drak’Tharon Keep and toggle it onto Heroic for a challenge. With luck, this will drop off Tharon’ja (Prophet).

Enchanted Wire Stitching (46 Spellpower): Say hello to Meathook! This ring drops in CoT: Stratholme off of Meathook. Don’t worry, you don’t have to set it to Heroic.

Trinkets

Soul Preserver (75 Spellpower): You’re undoubtedly going to run Stratholme a few times. If you’re lucky, you might be able to get this trinket off the end boss. It will certainly help with the mana problems that most Priests have at this stage of the game.

Mercurial Alchemist Stone (59 Spellpower): Alchemists may wish to consider using this stone. It should last them for a while. In theory.

Talisman of Troll Divinity (73 Spirit): A whopping 73 Spirit on one trinket? Hell yes. I was lucky enough to get this on my first run through Drak’Tharon Keep. The use effect will be a big bonus on fights with enrages or massive damage spikes. The net effect is that your target (or targets) should see a bonus to their healing received by ~290. Usable every 2 minutes.

Enchants and Augments

Helm enchant – Arcanum of Blissful Mending: Another reason to knock out the Wyrmrest Temple rep first. Obtainable at Revered.

Shoulder enchant – Lesser Inscription of the Crag: Sons of Hodir provide this one. Scribes need not worry about grinding their rep here. This area is only unlockable after doing a massive (and epic length) chain quest. With enough dailies, Greater Inscription of the Crag becomes an option.

Chest enchants – Greater Mana Restoration would be the call I’d make here. Mats are a bit on the expensive side so make sure you get yourself a decent chest. Enchant Chest – Major Spirit is a decent and cheap enchant to toss onto a blue for the time being until you replace it.

Cloak enchants – If you can afford it, go for the Wisdom cloak enchant. Make sure you have a damn good cloak to go with it. Otherwise, for the low low price of 6 Infinite Dust, you can get a little extra Speed. Tailors get the option of further enchanting their own cloak with Darkglow Embroidery.

Bracer enchants – Superior Spellpower is what I would consider for a top end Wrath level item. I wouldn’t use it on anything less than an epic quality due to the cost of the mats involved. Go ahead and stick on BC level enchants on your blues for the time being.

Glove enchants – Exceptional Spellpower is a (relatively) cheap glove enchant you can toss onto your mitts. Spellpower gets increased by 28.

Belt – Eternal Belt Buckle: Yes, there is an augment for belts. It is not an enchant but it’s not any less important. Hit up your local auction house or blacksmith and make sure you get one of these belt buckles! It adds an extra gem slot to your belt! This could make or break your meta bonus! Get one!

Leg patches – Opt for the Shining Spellthread first. Once you get a real set of pants, upgrade it to a Brilliant Spellthread.

Boot enchants – Greater Spirit is the main boot enchant of choice. For any sort of resist boots, you may wish to opt for Greater Fortitude.

Weapon enchants – Several interesting choices here at your disposal:

  • Exceptional Spellpower: A good starter choice for Priests in terms of economic impact. Should be affordable for most players.
  • Exceptional Spirit: Slap this on a mana regen weapon of your choice. Or even keep it on your main weapon of choice. You can’t go wrong really.
  • Mighty Spellpower: Exceptional’s big brother Mighty increases your spellpower by 63 (compared to the 50 that the big E provides). 13 Spellpower. Can you justify the mats? If you can, go for it. It’s a tough pill to swallow though, early on in Wrath.
  • Major Intellect: Although it’s an old school BC enchant, I’m wondering if it’s worth putting on a high intellect staff for the purposes of mana regen. Perhaps you could macro a weapon switch with Hymn of Hope so that it could provide a little bit more extra juice.

Gems

There’s a lot more options for gem configurations. I’ll list all of the useful ones first.

Red

Runed Scarlet Ruby (19 Spellpower)
Purified Twilight Opal (9 Spirit, 9 Spellpower) Purple gem
Luminous Monarch Topaz (9 Spellpower, 8 Int) Orange gem
Potent Monarch Topaz (9 Spellpower, 8 Crit rating) Orange gem

Blue

Sparkling Sky Sapphire (16 Spirit)
Purified Twilight Opal (9 Spirit, 9 Spellpower) Purple gem
Misty Forest Emerald (8 Spirit, 8 Crit) Green gem
Seer’s Forest Emerald (8 Int, 8 Spirit) Green gem

Yellow

Brilliant Autumn’s Glow (16 Intellect)
Luminous Monarch Topaz (9 Spellpower, 8 Int) Orange gem
Potent Monarch Topaz (9 Spellpower, 8 Crit rating) Orange gem
Misty Forest Emerald (8 Spirit, 8 Crit) Green gem
Seer’s Forest Emerald (8 Int, 8 Spirit) Green gem

Your gem configuration is going to largely depend on the meta you want to go for. You may have to switch to hybrid color gems instead of pure color gems in order to activate it. The general rule of thumb for entry level Priests is to go for mana regeneration and spellpower. This early in the game, you’re going to want to take a hard look at your Spirit and mana regen so that you have the capability to sustain yourself in raids.

Meta

Bracing Earthsiege Diamond (25 Spellpower, 2% Reduced threat)
Ember Skyflare Diamond (25 Spellpower, 2% Intellect)
Insightful Earthsiege Diamond (21 Int, chance to restore mana)
Revitalizing Skyflare Diamond (8 MP5, 3% increased crit healing)

I’ll pick Insightful Earthsiege. Reports say that the proc gives 600 mana. No doubt it has an internal cooldown.

Sources: WoWHead and WoWWiki

Last updated

November 27

Choosing the Right Meta Gem

I’ve touched on gems briefly in my Priest gear list. What I failed to address at the time was what meta gems to use when you had an item that could use it.

What are Meta Gems?

Meta gems are like your standard blue, red, or yellow gems but with one very significant exception: They are fairly rare to obtain. These gems are special because they bestow a special effect or passive ability to the head piece that it is socketed in.

Light-Collar of the Incarnate

Mouse over that link for a moment and you’ll see a helm that has a meta socket and a blue socket which activates the healing bonus. Most head pieces don’t have meta gems. But for healing helms with a meta gem, there’s a few options.

What gems should I use?

3 Choices:

Mystical Skyfire Diamond

  • Abilities: 15% chance on spellcast – next spell 50% casting time
  • Requires more Blue gems than Yellow gems

Insightful Earthstorm Diamond

  • Abilities: +12 Intellect, Chance to restore mana on spellcast
  • Requires at least 2 Red gems, 2 Blue gems, 2 Yellow gems

Bracing Earthstorm Diamond

  • Abilities: +26 Healing Spells, 2% Reduced Threat
  • Requires more red then blue gems

I can tell you right off the bat that I would knock off Bracing Earthstorm Diamond from the list of considerations. The abilities are attractive. But the requirements are too difficult to meet as Priests. The requirements are a little more reasonable now. The 26 healing is nice. I’d consider using it if you’re having some issues with lack of healing. I’ve never really had much of a problem. You’re going to be socketing Nightseyes more than anything else anyway.

You’re better off weighing the other two choices.

In a nutshell, it’s either going to be faster spellcasting or mana regen over time. In a raid setting, Priests will be spending mana like crazy. It would help to have other ways of replenishing your mana, so that’s the argument for the Insightful Earthstorm. I don’t know how often I’ve preached mana regen. If you close your eyes and click a post of mine at random, you’ll probably find some mention of it. The requirements aren’t insanely hard or ridiculous to meet either. 2 reds, blues, and yellows are easy to slot up with. The trick is to find the right combination of gear which will have the necessary slots available.

But don’t discount faster casting entirely. Sometimes, having a fast heal can pay off. My Shaman has this meta gem equipped. I’ve gotten many timely procs of the ability when I thought my party would wipe. The requirements for this to activate are even easier. You just need 1 blue gem and no yellows and you are set. There’s going to be encounters where tanks are taking huge hits and you need that spell haste. Those heals have got to land or else your healing assignment is dead because you can’t keep up with it.

Bottom line

If you’re still unsure of which meta gem to choose, I would suggest picking up the spell cast gem first. Odds are, you may not have enough gear with the necessary sockets for effects to activate. Go with that for now then as your gear progresses, make the shift towards the Insightful Earthstorm Diamond (mana regen). You can’t heal without mana. Always remember that.

Sadly I’m still using the Headdress of the High Potentate which doesn’t even have any slots. I’m waiting for Vashj to surrender a token so I can finally replace it.

+81 Healing vs Spellsurge

A special big worldofmatticus.com shoutout to Netherlord who was kind enough to give me the recipe for Spellsurge at no cost at all. Thank you VERY much sir and welcome to Carnage!

Here is an important question that needs to be answered. You’ve hit 70 and you just got that ultimate 1H mace or that ultimate healing staff. What enchant do I put on it? Do I want an additional +81 Healing or Spellsurge? Neither of them are cheap to begin with but both will really benefit healers. But, let the analysis begin.

81 Healing

This enchant increases the amount of healing you can potentially do by 81. It’s sold by a vendor (Almaador, at the center of town) and requires you to be revered to learn how to perform the enchant.

Spellsurge

This enchant offers a unique mechanic in that it does not offer a constant benefit like 81 Healing does. It’s a random world drop so you might have a better chance of winning the lottery instead of getting it. The tooltip suggests that it has a 3% chance of proccing the effect which provides 100 mana over a period of 10 seconds to your entire party. But for the effect to occur, your party members need to be within 30 yards of each other.

Analysis

So which is the better one to get? 81 Healing will increase your healing by that amount. Assuming you heal for 1000 points without any modifiers, then 1000 casts of that same flash heal will net about 1,081,000 healed. But Spellsurge restores mana over time. Furthermore the effect stacks from multiple players who have that enchant on their weapon. So, if 5 players had it and all 5 procced, you’re looking at 500 mana over 10 seconds to everybody in the party. I’ve seen on the WoW Forums as well as WoWWiki that the actual proc percentage is approximately 15%. If you’re in the raid environment, it wouldn’t work if all 25 players had it. It applies strictly to your party within the raid. It’s important to keep in mind that Spellsurge has a hidden cooldown of approximately 50 seconds. That means that if you kept spamming any kind of spell, the Spellsurge effect can only happen once every 50 seconds assuming it does proc.

Ideally, I’d be able to test this in a lab setting with three groups: An experimental group with all 81 healing, an experimental group with all Spellsurge, and control group. But alas, I don’t have access to such resources.

The Argument for 81 Healing

If you don’t see yourself raiding very often or if you are placed in a group that does not have a whole lot of other casters in it, then you will want to augment your own heals and add that extra power. Who needs Spellsurge if you’re going to be the poor guy who has to sacrifice 81 healing so that everyone else in your party can get that extra mana back?

The Argument for Spellsurge

On the other hand, as you progress through the game you will begin to encounter bosses that will test your endurance. If you can work with four other spellcasters and agree to get this enchant, your longevity will increase by a lot. You will see a lot of mana returned. More mana means you last longer, right? Utilitarianism is the the concept of the day.

The Middle Ground

Get both. All you really need is two weapons. Don’t forget that you can switch weapons while in combat. So slap Spellsurge on a mace that as mp5 or Spirit or something that helps you regenerate mana. Keep your 81 Healing on the weapon that you use most of the time. If you start running out of gas, switch from your Healing mace to your Spellsurge mace and let the rest of the group know. Now if you really want to be fancy, pick up another mace or staff which has high intellect and put 30 Int on it. Equip it before the encounter so you have a high starting mana pool. Once you get a spell or two off, switch back to your healing mace. You will essentially be getting an extra flash heal or two. That’s my personal opinion. Be flexible, adapt your enchants to your needs.

Anyways, back to Fathomlord now. We were able to take down the Shaman and the Priest. Pretty good progress… 3 more hours left. I love my macbook. It lets me blog and raid at the same time. Doing it in windowed mode will lag. I’m tempted to install WoW on it and see how it performs, but I purchased my Macbook purely for academic reasons.