View Full Forums : +22int or +55 healing?


Yakiniku
02-14-2006, 01:40 PM
Just curious as to which enchant people have. I put a +22int on my Staff of Dominance. I like the stats on the staff, and don't see myself getting a new epic staff any time soon. But, which is better?

The way I looked at it was that +22int helps me all around as a druid. I shapeshift, nuke, heal, etc. so the extra intellect helps with everything whereas the +55 healing is mainly for raiding. Any thoughts/comments?

Maybe I'll put a +55 healing on one of the new AQ staves. They look hot.

Moonjade
02-15-2006, 10:33 AM
+55 healing to staff of rapent growth (from the 4 dragons)
+22 intel to staff of shadow wing focus (gives you 62 intel on one weapon *druel*)

Rockwell
02-15-2006, 01:12 PM
I went with +55healing on my Ironbark Staff. +96 healing on one staff... my figure'n is +healing is always good. After you OOM and pot/innervate the +22 healing is a waste (other then the .3% spell crit) since your not gonna get to full mana. Same for healing rotations... when I break to spirit up some, I usually don't get full mana... so having a bigger mana cap is worthless at that point.

Dancing Sliver +21 spirit for a total 40 somthing spirit for mana'n up or innervate'n myself.

Warden Staff +21 spirit for building up mana while turtle'n up pvp/pve.

Fist of Ommok +15str... more AP.

That's what's on my weapon rack.

Bovus
02-18-2006, 12:41 AM
I have the cheaper 22 int on my SoD as well. Cost / farming time was the primary reason. Still, the INT isn't bad at all. Very few encounters have me reaching for a mana potion.

Not sure what my next weapon will be. Thinking about that disgusting +heal dagger.

gwmort
03-01-2006, 04:40 PM
I have a similar question:

As a moonkin, what is the best enchant to put on a Warden Staff, so I can have uber armor and some casting? Spell power? +22 int? +20 spi?

or go with something that will heal me a bit like crusader or lifestealing?

Claritondeus
03-01-2006, 05:54 PM
I've seen Moonkins with +spellpower on their staves, which seems like a good way to go. Reasoning behind this is what Create laid out earlier - the +int only helps for the first few casts (which are essentially free b/c of the increased mana pool over what you would normally have). After that, the int doesn't help at all. Well, I suppose it does b/c of the increased spell crit, but thats what, like .03% ? Spellpower helps for everything that you cast. **actually, good question here - does spellpower apply to healing spells, or just dmg?** I'd go for spellpower regardless if you can afford it.

I'd say not so much on spirit, as you will be in combat most of the time, and though it would help you to regen out of combat, you won't notice it that much. The +spirit enchant only becomes noticible when it capps off a heavy spirit build, IMO.

Crusader doesn't return life to my knowledge, only lifestealing. Crusader has a chance on hit to increase your strength by some absurd amount. And the amount of life taken by lifestealing using a single weapon probably isn't enough to justify having that as an enchant. Though it looks awesome :)

Claritondeus
03-01-2006, 05:57 PM
You know, I don't think I've ever shared my setups with anyone. Feedback would be appreciated.

I run three weapon setups. The are overly focussed which is not always a good thing. It can become a pita to manage, sometimes.

1. +heal: Hammer of Grace (http://www.thottbot.com/?i=4931) with a +55 heal and Brightly Glowing Stone (http://www.thottbot.com/?i=35796). It totals to +123 heal and +7 sta. The stats suck.

2. +mana/5: Lorespinner (http://www.thottbot.com/?i=35617) with a +20 spirit and Milli's Lexicon (http://www.thottbot.com/?i=35739). +9 mana/5, +13 int, +11 sta, +25spi. Lesser Mana Oil is the bomb with this. +17 mana/5 total with some stats. This is what I use most of the time.

3. max int: Glowing Brightwood Staff (http://www.thottbot.com/?i=5621) with a +22int. +51int, +15sta, +9spi. This gives me a bit of a mana edge. Once I've casted a few spells there is absolutely no reason to keep this staff equipped.

For starting fights, or whenever I am drinking to full, I have #3 equipped. Once I've casted two spells I switch to either #2 or #1, depending on the situation. #2 is for most things, #1 is for single target healing or 5-man.

Good God. You guys and ur uber weapons. I'm still using my lv 45 vexing cane from Zul Farak.

Nice setup Create. I like.

gwmort
03-01-2006, 08:55 PM
Pretty sure crusader has a heal effect combined with the strength proc.

I was thinking about the spirit for regen in combat when I go bear with low mana.

The spell power enchant does not boost healing or it would be hands down. I have been leaning more towards the +22 int though.

gwmort
03-02-2006, 10:07 AM
I'm down to +22 int, or life stealing.

I kind of like the idea of using a proccing enchant as it makes Moonkin even more special to me, and the lack of healing spells is the biggest weakness of the form.

However, I keep coming back to that extra mana will make it more of a caster item than warrior, and I want to stay hybrid in nature.

Can anyone tell me more about lifestealing? Is the health regained a portion of the damage done or some set amount? How often does it proc? Do you think it would be noticeable in most battles?

Rockwell
03-02-2006, 12:57 PM
It'll take 20spi quite a long time to regain the 330 mana you get from 22int, even in bear form.

What's the conversion? spi/5 = mana/tick, tick = 2 sec? At that rate 20spi = 2mana/sec in bear. It'll take 165sec, or 2 min 45 sec to break even.

I'd think most fights don't last that long. So, 20spi would be a boss fight only type thing.


That's why I usually use my Ironbark staff when I drink to full 8) I'm pretty sure the actual mana per tick is 5 for 20, going off memory and the CT_tick mod. While it does seem like awhile, and it may not be everyone's play style... I can spend alot of times between drinks when farming or BG'n.

gwmort
03-02-2006, 02:51 PM
I think the key to the mana/5 sec gear is to get a ton of it.

Its a bit off-topic, but I am still debating whether it is better for me to go +spell dmg or mana/5, at the moment I am far heavier on +spell dmg and its working quite well for me, but some priest friends swear by the regen stuff.

Yakiniku
03-02-2006, 03:26 PM
I love mana/5 gear. my healing gear all together only has +29mana/5 right now and i notice a big difference in raids now. People say its really only important for the long fights, but i love not having to drink after a few trash mobs. I love running from one boss to the next w/o drinking b/c i regen it during that time. Plus, its always regens while casting too. Add that with 3 pieces of stormrage for the 15% mana regen while casting and the talent points for mana regen while casting. Holy crap!

But my original question was which people prefer or suggest.....+22int or +55healing. Honestly, 330mana isn't all that much (for what you're paying to get the enchant). However, as I said before, its a more versatile enchant than healing power.

gwmort
03-02-2006, 04:56 PM
Oh yeah, the original question...

I think you should go with the +healing. Get your +healing up to about two hundred and cast lower rank spells. You'll save more than 330 mana, get the same amount of healing done, and generate less threat.

gwmort
03-07-2006, 08:46 AM
If anyone is curious, I end up putting the spell power enchant on the Warden Staff for my Moonkin.

swearword
03-07-2006, 09:16 AM
How much of an increase to spell power is it?

Curious for when my moonkin and enchanting are at the needed levels

silvernight
03-07-2006, 09:51 AM
spell power is 30.

I have 22 int on Finkles and +55 healing on that ZG staff that has 14/mana per 5 (jin'do's something?). I start off most fights with Finkle's because of the extra mana and stamina. After a few spells I switch to the mana regen staff. Most of the time, I just leave the mana regen staff on, but on boss fights I like the extra 5% hps. I also start most boss fights with gordok grogg and monster omlets too....hate dying....

gwmort
03-07-2006, 10:16 AM
+30 damage to spells, by putting it on the Warden staff I get great armor, sta, and +def, AND stronger spells, its a nice combo for the Panzerkin.

I decided against the +22 int because in AB I was dying long before I ever ran out of mana, so I decided the burst damage is more important than the extra casting endurance. For PvE (instances) I intend to lather it up with the Brilliant Wizard oil to get some mana regen and higher spell crit % too.

vintank
03-07-2006, 10:47 AM
Once I hit lvl 49 I will be using the Soulkeeper staff and I just got it enchanted with +22 int, for me I think that it is going to be great for once I turn into restor as the soulkeeper itself has +29 spirit on it. Plus it looks sweet.

Yakiniku
03-07-2006, 10:57 AM
Thanks for the input everyone. I guess I'll put +55 healing on that new AQ staff if/when i get the rep and finish the quests. I'm sick of rep grinding.

lorath
03-08-2006, 11:14 AM
Think of it this way. That +22 int will only help you at the beginning of the fight. Once you use that mana up you have to regen it.

The +55 healing is going to improve EVERY heal you do so you could use a lower rank heal like rank 9 and save 100 mana on 10 or so heals which is around 1k mana. Much better than +22 int imho. If I got that enchant, I would have darn close to +600 Healing with only 2 epics.

Fubby
03-08-2006, 03:17 PM
I have 3 set-ups for healing just as a previous poster had, with slight variation.

Hammer of the Grand Crusader + 22 int (high int for extra mana at the start)

Lorespinner + Mille's Lexicon + 55 healing (mana regen during combat and more efficient healing gives me lasting power during combat)

Dancing Sliver + 20 spirit (For healing rotation/innervate when I stand around not casting anything)

I use all 3 in a MC boss fight. It is effectively a weapon with:

+48 int +49 Spirit +55 healing +9 regen/5sec.

Since you can combat switch weapons (I have a mod to handle it), why not get the best of all the worlds?

Yakiniku
03-08-2006, 04:00 PM
How do the mods switch weapons during combat if you're not allowed to switch manually?

Also, why not start with lots of +healing and use much more mana efficient heals from the start? It sounds like you rotate from:

1) large mana pool, inefficient heals
2) efficient heals, very little mana
3) makes sense since no heals are done

But again, mainly curious how you switch weapons during combat.

Claritondeus
03-08-2006, 04:45 PM
You can switch weapons in combat manually, just not gear. Harder to take off your pants than swap a knife for ur mace when you are fighting I guess :P

The reason to start with higher int is that the +int increases ur available mana pool. If you are at half mana, increasing that which is available isnt going to affect anything. So if you start off with full mana, you get to use that, then when you switch to more efficient heals, you lose the increased amount of mana, but nothing happens to ur available mana.

Say you have 5500 mana with the +int weapon, and 5000 mana with the +heal mana/sec weapon. You start out with 5500 mana, throw a few heals, and get down to 4800 mana. When you switch to the +healing, your possible mana drops down to 5000, but that doesn't matter b/c you only have 4800 available. At this point, you are regen'ing mana, and your heals are more effective.

Using the spirit one for innervating / regen'ing out of combat makes sense. Man, I really need better weapons than the Zumrah Vexing Cane.

Fubby
03-16-2006, 02:23 PM
The lil more explanation on the 3-weapon set-up.

1. To Claritondeus: You got exactly the 3 weapon set-up theory right. The +int weapon gives me "free spells", the spirit is great for regen, and the main-set focuses on lasting power--hence regen and +healing. The key is to understand that the stats are not used at the same time. Int is good at full mana but useless after the first 500-700 mana is used, spirit is good at no mana but useless when you are casting, and regen/+healing is good during casting.

2. I like the 3 weapon set up because that way I can buff my healing with all three enchantments. No matter how good an epic is, you can only put 1 enchantment on it, and essentially "lose" 2 other enchantments.

3. To Claritondeus: You mentioned you want to upgrade weapons. There are other weapons that do this.

For +int: Hammar of Grandcrusader is great because it has some +healing bonus in addition to the high int. But it is a boss drop so luck is involved. You can pair a gift of the elven magi with spell bound tome to get 25 int + 22 int enchant. Tindlehaven has even higher int but only beat Hammer for a lil, without the large healing bonus. There is a +30 int staff at the end of a quest involving 5-manning the baron. That is the highest blue int I know of.

For lasting power: I think lorespinner/Lexicon is the way to go because they are easy quest items with no one to compete with you. If you are lucky during DM East boss farming you can find a Qual'thari Channeling Rod (sp?) that will do essentially the same thing. If you prefer really high +healing Hammer of grace/Any green item with +healing stat + Brightly glowing orb pushes +healing even higher without the regen. There is a green dagger quest reward in Silithus that beats lorespinner by 1 mana/regen (for a +10 mana regen/5 but lorespinner has a lil spirit on it so it may be better over all). Just hold your laugh when the person enchanting your weapon for +55 healing looks at you funny because you ask them to enchant a green item.

For spirit regenning: Dancing Sliver is a wonderful quest reward, but it is quite involved. If you want to be lazy, Soulkeeper is a cheapish (20-30g on my server) substitute--you only lose about 2-3 spirit with the substitution.

4. There are numerous combat weapon switching mod out there, mainly for rogues who had more use for it before weapon normalization or for warriors who switches weapons with stance and combat needs. Just pick one you like. Some even have auto weapon switching during combat when you shift forms (I have auto-bonecrusher for cat, auto-warden staff for bear, and switches between the 3 healing set-ups. I used to have a 4th weapon-Rod of the Ogre King-for casting DPS, but it was getting crazy with inventory management).

5. Finally, the 3-set set-up offers great flexibility. If I get an aurastone hammer or fang of venoxis I'll replace lorespinner. When I grind to Earthcalm orb I'll replace Milli's Lexicon. Jin'do's Staff would replaces both lorespinner and milli's lexicon. A Will of Arlokk can replace Dancing Sliver, and Staff of Dominance or Finkle's Lava Dredger can replace Hammer of the Grand Crusader. Meanwhile, even without any epic, with a 3 weapon/3 enchantment set up, a non-purple healer can easily have weapon slots that give more healing than a healer who uses only one MC epic weapon.

Rayze
03-20-2006, 03:41 PM
Since you can combat switch weapons (I have a mod to handle it), why not get the best of all the worlds?

I was using weaponjuggler. Which mod are you using?

hertzsae
03-21-2006, 06:39 PM
I was using weaponjuggler. Which mod are you using?

Check out item rack. You can set it up to automatically switch to your spirit staff when innervate is active. You can have buttons for manual sets and it will also do autoswitching if you want too.

http://www.wowinterface.com/downloads/fileinfo.php?id=4148

Manual sets
Healing - Cat - Bear - Fire resist

Auto sets
Innervate - skinning (60+ mobs only) - mounted - plaugelands (AD Trinket)

I need to start using my Lorespinner-Lexicon more often and will add a set for that too.