Ghostcrawler has taken the time to inform the community of the exact mana regen numbers we can expect to see in the next patch.

This is what’s relevant.

Base mana regen has been nerfed by 40%. That little number on your character pane that shows what your mana regen is (OOFSR) is going to drop very heavily. If that value currently says 500, it’ll be 300 after the patch. If it says 300 now, it’ll be 180.

However, this change is supposed to have no impact on constant casters, or at the very least an unnoticeable impact.

Hence, the abilities and talents that provide mana regen while casting are being beefed up considerably. The priest and druid talents, Meditation and Intensity, are being buffed to be 17/33/50% mana regen while casting.

It can be safely assumed that the mage talents will do the exact same thing. Pyromaniac, Arcane Meditation, and Mage Armor will all likely all follow suit.

Yes, this does mean that stacking Mage Armor with Pyromaniac or Arcane Meditation will give you 100% mana regen *without* having to glyph Mage Armor.

This means that if you are, say, an arcane mage currently using glyphed Mage Armor, you can afford to drop the glyph entirely in the next patch, and pick up something useful.

Imagine having Glyph of Arcane Blast, Arcane Missiles, and Mana Gem combined with 2pT7 and 100% while casting mana regen.

But I digress. Some actual, real, made up numbers then, listed numerically.

—

With 1/3 ArcMed: 400 mp5 total, therefore 40 mp5 while casting. (10%)

With 1/3 ArcMed 3.1: 240 mp5 total, therefore 40 mp5 while casting. (17%)

True for all 10% regen.

—

With 2/3 ArcMed: 400 mp5 total, therefore 80 mp5 while casting. (20%)

With 2/3 ArcMed 3.1: 240 mp5 total, therefore 79 mp5 while casting. (33%)

True for all 20% mana regen.

—

With ArcMed: 400 mp5 total, therefore 120 mp5 while casting. (30%)

With ArcMed 3.1: 240 mp5 total, therefore 120 mp5 while casting. (50%)

This holds true for any of the current 30% regen mechanics, which will all become 50% regen in 3.1. (Mage Armor by itself, Pyromaniac by itself.)

—

With 1/3 ArcMed/3/3 Pyromaniac: 400 mp5 total, therefore 160 mp5. (40%)

With 1/3 ArcMed/3/3 Pyromaniac 3.1: 240 mp5 total, therefore 160 mp5. (67%)

This ones is also true for Mage Armor combined with 1/3 in either ArcMed or Pyromaniac. (Forty percent mana regen abilities).

—

With 2/3 ArcMed/3/3 Pyromaniac: 400 mp5 total, therefore 200 mp5 while casting (50%)

With 2/3 ArcMed/3/3 Pyromaniac 3.1: 240 mp5 total, therefore 199 mp5 while casting (83%)

This one is also true for Mage Armor combined with 2/3 in either ArcMed or Pyromaniac, or glyphed Mage Armor with neither ArcMed or Pyromaniac.

—

With ArcMed/Mage Armor (unglyphed): 400 mp5 total, therefore 240 mp5 while casting. (60%)

With ArcMed/Mage Armor (unglyphed) 3.1: 240 mp5 total, therefore 240 mp5 while casting. (100%)

Again, this holds true for any two abilities combined to give 60% regen, which will become 100% in 3.1.

—

With 2/3 ArcMed or Pyromaniac/Mage Armor (glyphed): 400 mp5 total, therefore 280 mp5. (70%)

With 2/3 ArcMed or Pyromaniac/Mage Armor (glyphed): 240 mp5 total, therefore 240 mp5. (100% (103%))

—

With ArcMed/Mage Armor (glyphed): 400 mp5 total, therefore 320 mp5 while casting. (80%)

With ArcMed/Mage Armor (glyphed): 240 mp5 total, therefore 240 mp5 while casting. (100% (120%))

Remember, one cannot receive benefit higher than 100% mana regen. It’s capped there, and has been that way, unchanged, since patch 1.12.

Note that in this example, the Mage Armor glyph is providing the mage with nothing. It’s a wasted glyph; the mage should drop it in favour of something else.

All these examples also hold true for those stacking Pyromaniac and Mage Armor. Just replace ArcMed with Pyromaniac, and all the math is exactly the same.

It’s also possible that the glyph of Mage Armor will change in 3.1, too. I’d be happy if they changed them entirely, honestly.

What’s the problem, really, with having one armor clearly be for PvE content and one clearly for PvP content?

—

With 3/3 ArcMed or Pyromaniac/1/3 ArcMed or Pyromaniac/Mage Armor (glyphed): 400 mp5 total, therefore 360 mp5 while casting. (90%)

With 3/3 ArcMed or Pyromaniac/1/3 ArcMed or Pyromaniac/Mage Armor (glyphed) 3.1: 240 mp5 total, therefore 240 mp5 while casting. (100% (137%))

—

With 3/3 ArcMed or Pyromaniac/2/3 ArcMed or Pyromaniac/Mage Armor (glyphed): 400 mp5 total, therefore 400 mp5 while casting. (100%)

With 3/3 ArcMed or Pyromaniac/2/3 ArcMed or Pyromaniac/Mage Armor (glyphed) 3.1: 240 mp5 total, therefore 240 mp5 while casting. (100% (153%))

—

With 3/3 ArcMed AND Pyromaniac/Mage Armor (glyphed): 400 mp5 total, therefore 400 mp5 while casting. (100% (110%))

With 3/3 ArcMed AND Pyromaniac/Mage Armor (glyphed) 3.1: 240 mp5 total, therefore 240 mp5 while casting. (100% (170%))

—

If all that was way to wall of texty, here’s the short run down:

In most cases, the new mana regen mechanics will have no effect for mages. Mages will experience a loss of in-cast mp5, however, if they currently 70% or higher in-cast mana regeneration.

If you currently use Glyph of Mage Armor, it might be a good idea to go shopping for a new one now. The effect of the glyph might change in 3.1 to reflect these changes, it might not.

If it doesn’t, it’ll be even more useless than it is now.

Unless… of course, the in-cast mana regen cap could be lifted or abolished entirely. Currently, any caster cannot exceed 100% of their mana regen…this could change in 3.1, and could be one of the things Blizzard tries to get Spirit an attractive stat for mages.

That would be interesting.

on February 20, 2009 at 4:32 am |thedoctor“If all that was way to wall of texty, here’s the short run down”Is why your awesome =D

on February 20, 2009 at 4:37 am |BrethlessHey thanks for that, the wall of txt critted me but at least it kinda makes sense to me now😀

on February 20, 2009 at 5:36 am |Green ArmadilloI don’t think they would leave the glyph in a state that causes it to have zero effect for two of the three talent trees due to a hard cap on mana regen. My guess is that the glyph will change, since leaving the cap in place is probably safer from a scaling perspective than risking that the healer population finds some good way to break 100% regen down the road, undoing the whole purpose of the nerf.

on February 20, 2009 at 7:38 am |RhiiHrm, it does seem like it could make spirit more interesting. I guess we wait and see.

on February 20, 2009 at 8:22 am |MabdGEM FOR SPIRIT

GEM FOR SPIRIT

GEM FOR SPIRIT

Why wait?

on February 20, 2009 at 9:05 am |TelanarraSing it with me people

ManaMana

Do doo be-do-do

ManaMana

Do do-do do

ManaMana

Do doo be-do-do be-do-do be-do-do be-do-do-doodle do do do-doo do

on February 20, 2009 at 9:58 pm |Manamana - We Haz Numbers! | Warcraft-News.com[…] rest is here: Manamana – We Haz Numbers! Share and […]