Enchant Weapon - Spellsurge < onlyinclude > < / onlyinclude > Permanently enchant a Melee Weapon to have a 3 % chance on spellcast to restore 100 mana to all party members over 10 seconds . Requires a level 35 or higher item . Source . Taught by . The recipe is a random World Drop . Notes . The tooltip on the enchant says the proc rate is 3 % however there is much debate about this . In game tests seem to show that the proc rate is actually 15 % . It is interesting to note that once the enchant triggers its ability , it also activates a 30 - second hidden cooldown during which time the Spellsurge effect cannot trigger again . There is at least anecdotal evidence to suggest that the internal cooldown was raised to 10 seconds in patch 2 . 1 Along with , Spellsurge is generally considered to be the best weapon enchant for classes in a healing role , particularly in a raid environment . This enchant is , in the extreme case , an average of 13 . 56 mana / 5s for the caster ' s group . This assumes chain casting instant spells as soon as the hidden cooldown is over ( 13 m / 5 if chain casting 1 . 5s cast time spells , since it triggers 1 . 5s later ) . In practice , you can expect to get less than that , possibly much less depending on your casting rhythm . Also , for shorter fights the proc timing will be much more variable . Executive summary of TLDR example below : For fast low mana healing spells ( ex Flash of Light ) , Spellsurge is better than + Healing . Especially see the Resto druid raiding guide for some discussion that may dovetail with this ( for druid healing , anyway ) . Thoughts on the enchant by Mewt , of Frostmane US Server Let ' s pretend in a boss fight , let ' s say , a paladin casts 1000 holy lights in a row ( for calculations sake , let ' s pretend he started off with Light ' s Grace , so each spell cast was 2 seconds , totaling for 33 . 33 repeating minutes of constant healing ( so let ' s pretend he has an unlimited mana pool , or at least tons and tons of mana / s ) ) In 1000 casts of Holy Light , if he ONLY had a + 81 healing enchant on his weapon , instead of spellsurge , HL gets 71 . 43 % of the total bonus because of it ' s quicker spell cast ( 2 . 5 seconds ) , so each cast gets 57 . 86 ( rounded up ) bonus . Multiply this over 1000 casts , and that ' s 57858 . 3 total health healed from the bonus alone , for a total of 2 , 378 , 858 health healed . Now , if the paladin had spellsurge , theres no DIRECT bonus to healing added , but if the proc chance really IS only 3 % , the enchant will proc 30 times after 1000 casts , and give the paladin 3000 extra mana . This means you get only 3 extra casts of Holy Light , which would be ( averaged ) 6963 extra healing from three holy lights . If there were TWO paladins spamming Holy Light , thats 13 , 926 extra healing , and then 20 , 889 extra healing if there were three casters in a group spamming holy light . Are there ever 4 casters in a group though ? I don ' t think I ' ll list it in that case . But what about cast time ? If we have three paladins spamming Flash of light , in the time it took to cast 1000 holy lights , you could get 1333 Flash of Lights off . FoL gets 34 . 72 ( rounded up ) healing bonus from a + 81 healing enchant , which means a total of 46277 extra healing from the bonus alone . After 1333 casts , if only 3 % proc spellsurge , You ' ll get 39 . 99 procs , let ' s round it to 40 . 40 procs means 4000 extra mana , meaning 22 extra FoL ' s , which translates to 10450 possible extra healing done due to extra spell casts . 20 , 900 extra if theres two , 31350 for three , and 41800 if there ' s four , and 52250 for five people . However , there ' s a debate going on claiming that the proc rate is 15 % instead of the advertised tool tip of 3 % . If that ' s true , then 1000 casts would get 150 procs , for 15 , 000 extra mana if you spammed a 2 . 0 second spell cast , and 200 procs for 20 , 000 extra mana if you spammed a 1 . 5 second spell cast . This means 39457 extra potential healing for Holy Light ( this scales multiplicatively with the amount of people with the enchant , and if the spell cast time is the same ) , and 52725 extra potential healing done if you had ONE paladin with spellsurge spamming Flash of Light . If you had TWO paladins spamming FoL BOTH have 105 , 450 extra potential healing ! ! But this all depends if the tool tip is correct or not . 3 % seems awfully low , and statistically , + 81 healing is the king , except in the case of where you ' re spamming a 1 . 5 second cast where you get less than half the healing bonus . Also , the awesome mana efficiency of Flash of Light helps . So , in conclusion , if you only proc the spell exactly 3 % of the time , it will only benefit the quickest of spells more than a + 81 healing enchant IF one group has ALL five casters having Spellsurge , and using a 1 . 5 second or less cast time spell . If you can get the proc to go up to 15 % , then CLEARLY , with a quick spell , Spellsurge is much more beneficial than a static additive , like the healing enchant . Also , the fact that it helps all of your party members is nice too . But note , different spells have different amounts of mana efficiency , so the numbers can change dramatically depending on what spell you ' re using . However , to basically sum everything up , apparently faster low mana cost spells reap much much larger profits from Spellsurge than slower , high cost spells .