I was curious on this spell why does the Health get Reset back to the timepoint it was used but not the mana >.>
Both ways its still a great spell.
I was curious on this spell why does the Health get Reset back to the timepoint it was used but not the mana >.>
Both ways its still a great spell.
you really don’t want arcane mage to be even more complex to have this extra mana bar within rotation
honestly its perfect how it is ![]()
just my though process when I first seen it though… Why is the mana not saved too?
Back in MoP it used to save everything.
Trinket and buff durations, spell procs (fingers of frost, clear casting, heating up, etc.)
It was so fun. A powerful offensive spell that really wasn’t that complex.
But then they randomly shifted to make it purely defensive.
I guess that’s why it only saves HP and location.
Touché
/char
Its a defensive.
If it reset mana it would be used offensively.
Dual purpose spells are a bad idea since theyll always be used offensively to min max dmg? or you lose dps.
It used to reset your mana too once upon a time. It went about as well as you’d expect but at least it saw some use. As a purely defensive spell it is terrible and when you bounce back to where you were when you cast it chances are it would be on top of a swirly about to go off, or directly into Raszageth’s lightning breath as was the case with me the last time I used it.
It is by no means terrible. Its one of the strongest defensives in the game actually.
Yes it requires skill to use so that doesnt happen. In fact its amazing on Raz to help you dodge breath after winds (at least on mythic)
A tip: You can keybind a cancelaura macro and remove it without the effect if you accidentally used it at a bad time.
There’s also weak auras out there that annouce you used it with a /say and track what HP you are returning to. I recommend those as well.
Good healers will track AT and not waste heals on you. It makes such a huge difference in stuff like high keys, first boss SM and last boss COS, you entirely negative their group wide dmg spells.
Personally I see that as better class design. The alternative is it just sits there never getting used because you’re never at risk of dying. Once you’re good at your spec / know the encounter, that is. If I am good enough to avoid damage that I don’t need my defensives, I should be able to cash in some extra DPS.
Besides the entire DH kit is dual-purpose.
Maybe you arent doing difficult content to have that take. Not all raid damage is something you just dodge lol.
In mythic difficulty the unavoidable raid dmg is too high to heal through unless people smartly use all their defensives. The avoidable stuff just outright kills you and you are expected to dodge that without a defensive.
Below that yeah healers can just cover for people not using their tool kit.
Neat Tip ![]()