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The Warlocks Den - WoW Warlock Discussions » Discussion Forums » The Library » Understanding our Stats » Warlocks and Spirit

Understanding our Stats Gear is more than just covering our privates, it's the stats that make it so important. If you want to understand more about what Warlocks go for, have a look at the information posts inside!

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Warlocks and Spirit
Warlocks and Spirit
Trying to understand - do Warlocks really benefit from Spirit?
Published by Akasha
December 07, 2008
Last Updated
Patch: 3.0.3
Warlocks and Spirit

© The Warlocks Den 2008. All rights reserved. Not to be copied or redistributed without prior written approval.

Do Warlocks really benefit from Spirit?
Yes, but not as much as some make it out to be. Whether it benefits you personally also depends on your play style and talent build. Let's have a more in-depth look into the different areas it now affects. Spirit has a tri-fecta of importance for warlocks:
  1. 30% of spirit is added to spell power
  2. Increase HP regeneration
  3. Increase HP regeneration which can be translated into more Mana via Lifetap.
So, spirit is more important than it used to be, but not all that high up on the food chain. The general consensus is to not go out of your way to stack or obtain spirit, however as you level up and enter the higher end game play, you will inevitably end up with more spirit, which is not a bad thing. As stated however, there is no definitive answer to whether or not this stat is important. There are just way too many factors that come into play, so you need to decided if it's something that improves you depending on how you play.


Spirit and Life Tap
The benefit from spirit has way less to do with additional spell power and far more to do with the amount of health to mana conversion you do with each life tap.
Pre Patch 3.0.2: Your life tap spell was based off 'x' amount of health getting converted to 'x' amount of mana. The higher your spell power, the more health you burned, meaning the more mana you got (as Life Tap is a spell, which, if you've ever tried, you will find you can't use it while silenced).

Post Patch 3.0.2: Your spell power no longer has any bearing on how much health you burn into mana. The amount of health you burn into mana is solely calculated on the base amount of the rank you are using, PLUS your spirit multiplied by 3. If you look at the tool tip for the rank you are using (for example, rank 8) it shows: Converts [1490 + SPI * 3] health into [1490 + SPI * 3] mana. Spirit increases quantity of health converted.

Using the example rank above, the base amount lost is 1490 health, converting into 1490 mana. This means that 1490 healthplus three times your spirit is being converted into equivalent amount of mana. With +200 Spirit however, the conversion is 1490+(200*3) = 2090 health into 2090 mana. Basically you are converting more health to mana each time, requiring you to hit the life tap key less to gain the same amount. Now, the tricky part is, do you want that larger return for less life taps? Or, do you want less return, but the ability to life tap more times?
The Solo player bouncing between mobs:
If you like to solo, and are often found fighting multiple mobs at once, you have to ask yourself if those larger chunks of health being taken out of you are going to cause you any trouble. What happens if you are fighting two, three or 10 mobs and you run out of mana. You life tap, only because you have stacked on the spirit, the life tap takes a huge chunk of your health, coupled with the mobs already beating on you and you die. Alternatively, if you didn't stack the spirit, you could life tap periodically to regain your mana, while also retaining the most health.

The Raider with aggravated healers:
Another scenario is while instancing or raiding. Here you have to consider more than just you. Putting ourselves first, the more you can convert per hit, the less time away from DPSing. That's a good thing. But, the more health you are converting, the more the Healers may have to pay attention to you, and if you life tap at the wrong time, you could end up nothing more than a stain on the floor, which leaves you doing no DPS. That's a bad thing.

Unfortunately, the contribution to Life Tap has yet to be truly tested in endgame.

Affliction Warlocks - Remember your Haunt!
Haunt should generally keep up with Life Tap. You should always Life Tap (if you're going to at all) right before Haunt returns and heals you. Add in putting Siphon Life up on the boss as part of your rotation and you should generally never have mana issues as affliction.

(I generally Life Tap every other Haunt rotation. Or about once every 16 seconds. The only time that I have trouble keeping my mana up are during fights where I'm taking a lot of AoE damage and it's not safe to Life Tap.) ~ Xavron


Spirit and Spell Power



When buffed with Fel Armor spell power will be increased by 180 spell power (at level 79) plus additional spell power equal to 30% of your Spirit. This means that 3 spirit = 1 spell power, or 0.3 on itemization. That bumps to .39 is you have Demonic Aegis
100 Spirit = 33 Spell power (44 with Demonic Aegis). That doesn't include the life tap bonus, just pure spell power converstion.
To work out your spirit to spell power conversion, take your spirit and multiply by 0.3 if you are not specced into Demonic Aegis, or 0.39 if you are.

That said, spirit should never be taken over pure spell power. What you can do however, is look at an item that already has your spell power on it, and convert the spirit over to add on top.


Gearing for Spirit?
Spirit should be viewed as a positive on any piece of gear, but I'm not convinced it should be geared for at the expense of some of our more direct DPS stats. The good news? When you look at the gear we are getting at level 80, has spirit in equal portions to stamina and intellect with a few exceptions so we will be receiving the benefit no matter what. Prior to being in reach of the level 80 'covers everything' gear however, you should not be sacrificing any current spell power for spirit.
Important: You should never take a spirit heavy item over a Healer if there is one in your group that could benefit from the piece. They receive a far larger boost from Spirit. As RelaxMan puts it, play with courtesy, and play with common sense. If there is a piece of gear that's heavy +int, +spirit, spell power and maybe some haste, and the healer needs it - pass. Your healer gives you an infinite source of mana and is a critical part of the group.

Recommended Trinket
Recommended by Froshaka: Valonforth's Remembrance
Reward from Quest: Parting Thoughts (Alliance) or Funding the War Effort (Horde)

This thing procs ALL the time considering the number of DoTs that I have hitting targets. Provided you didn't already skip it as a quest reward, I would recommend grabbing this as that its worth over 70 spell damage. ~ Froshaka


Stat Order
So, which order should you be picking your stats? Well, firstly, a lot of it depends on your build or what you eventually want your overall build to become.
Leveling
Spell Power ~> Stamina ~> Crit ~> Spirit ~> Hit

Instances and Raiding
Hit ~> Spell Power ~> Haste ~> Crit ~> Spirit ~> Stamina -- if you are not hit capped.
Spell Power ~> Haste ~> Crit ~> Spirit ~> Stamina -- if you are hit capped, slotting in Hit where you see fit depending on your current total.
Note: Destruction Warlocks may desire Crit over Haste

PvP
Spell Power ~> Stamina ~> Crit ~> Spirit ~> Hit

Why is Stamina rated so low in instances and raids. Isn't stamina important?
Well yes and no. It's important if you die on encounters. Warlocks tend to have quite enough stamina, specially with the Tier 1 & 2 Demonology talents (which the 2 valid Wrath of the Lich King specs include (Deep fire & Metamorphosis with 100% crit)) So the need for stamina reflects how often you die, and how good you are at avoiding the damage on encounters). The importance of Stamina also depends on your current health. If you're pushing 15,000 health, then no, you're probably not going to be as worried about Stamina.


Gems and Gear Enhancements?
So you finally figure out if you do or don't want to take a piece of equipment with Spirit on it, but what happens when you can socket or enchant it? Which one do you take?


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Old December 08, 2008, 04:42 AM   #1 (permalink)

Re: Warlocks and Spirit

Excellent post Akasha, thankyou!
Midnight is offline   Reply With Quote
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Old December 08, 2008, 11:45 AM   #2 (permalink)

Character Info
Hallanzi
80 Undead Warlock
Drak' Tharon US PvP
Guild: Prodigy
Talent Spec: 0/13/58
Re: Warlocks and Spirit

Thanks, Akasha. Very informative.
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Old December 10, 2008, 11:55 AM   #3 (permalink)

Character Info
Agonee
70 Gnome Warlock
Thorium Brotherhood US RP PvE

Re: Warlocks and Spirit

great sum up, tyvm
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Old December 10, 2008, 09:45 PM   #4 (permalink)

Character Info
Trinett
80 Human Warlock
Euro PvE

Re: Warlocks and Spirit

Cheers for the post it helped clear a few things up
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Old December 17, 2008, 08:34 PM   #5 (permalink)

Character Info
Schrodinger
70 Undead Warlock
Stormrage Euro Guild: Asgard
Talent Spec: 41/03/17
Re: Warlocks and Spirit

This will sound like an obvious question, but there is still no point taking haste as aff is there?
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Old December 18, 2008, 07:45 AM   #6 (permalink)

Character Info
Xavron
80 Gnome Warlock
Moon Guard US RP PvE
Guild: Veritas
Profile: Blizzard Armory
Talent Spec: 53/1/17
Re: Warlocks and Spirit

Yes, no and maybe.

(Personally, I plan on about equal amounts of haste/crit - but only if they happen to come with the gear. Spell power still rules over all after you're hit-capped for affliction.)
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Old January 22, 2009, 02:00 PM   #7 (permalink)

Character Info
Zoomke
80 Gnome Warlock
Sylvanas Euro PvP
Guild: Sanctus Incursio
Profile: Blizzard Armory
Talent Spec: 0/13/58
Re: Warlocks and Spirit

Thanks a lot!
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Old April 21, 2009, 12:25 PM   #8 (permalink)

Character Info
sighmoon
80 Human Warlock
trollbane US PvE
Guild: The Forgotten
Profile: Blizzard Armory
Talent Spec: 00/13/58
Re: Warlocks and Spirit

With the changes to spirit and the Life Tap Glyph I am wondering if all the info in this thread is accurate




thanks

Last edited by sighmoon; April 21, 2009 at 12:28 PM..
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Old April 23, 2009, 12:44 PM   #9 (permalink)

Character Info
Hammo
80 Human Warlock
Doomhammer Euro PvE
Guild: Sleepless Knights
Talent Spec: 54/0/17
Re: Warlocks and Spirit

+1

we need to re-assess this after the 3.1 changes
--- Information Added ---
Quote:
Important: You should never take a spirit heavy item over a Healer if there is one in your group that could benefit from the piece. They receive a far larger boost from Spirit. As RelaxMan puts it, play with courtesy, and play with common sense. If there is a piece of gear that's heavy +int, +spirit, spell power and maybe some haste, and the healer needs it - pass. Your healer gives you an infinite source of mana and is a critical part of the group.
That's just not practical. Look at the cloth items and weapons on wowhead for Ulduar. Virtually all of them (more than 90%) have spirit, so it just isn't practical to pass on an item if there is a healer wanting the item as well. Unless of course you are happy to wait for your priests to get fully geared before you pimp out your lock.

Go to wowhead - do an item search on cloth epic items that drop in Ulduar with no spirit (the filters on wowhead are awesome!). There are 6! That's it, 6! 5 in heroic and 1 in normal.

Which ever way you cut it, all casters are going to want items with spirit on them. Not because they have spirit, but because there are just so few items without it.

Also, don't forget that for all the buffing sprirt has had for locks, it has been equally nerfed for healers, so its not quite as important as it once was for them.

Me personally, I won't be passing on items just because it has spririt! Obviously if its a bigger upgrade for them than me, for sure, but not just beacuse it has spirit on it!!
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