Enhancement mana

please remove mana cost from enhancement rotational abilities or buff passive mana regeneration

i know off healing is VERY strong and don’t necessarily feel that maelstrom needs to have a mana reduction component, however i should not oom myself to the point that i can’t use my damage buttons.

why does lava lash cost 400 mana? what’s the point?

why is windfury totem 12% of our mana?

it just seems needless – mana should be a mage-like resource, used for utility but not for our core rotation

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I can agree with a mana cost on heals or enhancement would be like Prot paladin queuing as healer. That said i can also agree that dps abilities shouldn’t share a resource pool with utility.

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Our healing is so strong right now that if you start talking things like buffing mana regen, or msw reduction of mana costs, that will allow us to heal for alot longer without going oom, that will open the door for a nerf in the actual strength of our healing, and thats no bueno.

2 Likes

exactly which is why i literally said pls just remove mana cost from rotational spells bc i don’t want healing nerfed

Elemental is in an even worse spot with mana. It just makes no sense for dps specs to struggle with mana regen. That should have gone away in WOTLK

It’s like this for virtually every other class, not sure why Shaman is treated differently. I agree, all your damage buttons should be free and healing/utility spells should have meaty mana costs.

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I’m going to double down and say why is Windfury Totem a self buff to begin with. WF totem should be a party buff imo, should not buff the shaman, and WF weapon should be buffed to make up the difference.

Wait… Wf totem IS a party buff

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The problem with changing WF totem from buffing the casting shaman is that there are absolutely shamans who won’t drop it then because omg i need all my gcds for my own dps. Those shamans are obviously terrible people, but like… WoW does what it can to mitigate the effects of people’s terribleness on other players.

I think you misunderstand me, I mean solely a party buff, not something the enh shaman should need to do to buff themselves.

The idea of tying a buff to a fixed point in space has pretty much been left behind for a while, and for good reason.

enhance healing is good, oh yes it is, but we are also one of the squishiest melee in the game

2 Likes

In pvp? Sure.

If you’re running out of Mana in a pve scenario, you’re either juggling your maelstrom incorrectly or your healer is in over their head.

Dks don’t use runic power and runes on the same ability do they?

Paladins don’t use Mana on their holy power abilities do they?

Why should enh be penalized with two resources for one ability? ( Needing Mana and a 5 stack)

The solution is to keep off-healing low with a self modifier that buffs the shaman self healing. If off healing is garbage, it doesn’t matter if the shaman can battery Mana because it only affects self healing…which doesn’t solve shaman getting deleted in a stun with no recovery defensives. It just allows better sustain over time.

Currently shaman is like rogue or feral who use both energy and combo points on finishers…and honest I’m not even sure those cost energy anymore. Been a minute since I was on either.

Point remains…what other classes have to use 2 resource for one ability?

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Just put primal wisdom back in.

You’ll still oom if you try to cast surge consecutively but if you are actively fighting something your mana lasts far longer.

Edit: put mp5 back on gear!

J/k dont do that :yum:

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I didn’t understand why elemental kept maelstrom but enhance went back to mana solely.

You do realize I was in favor of removing the mana cost on damaging abilities, right?

Because Maelstrom as a build spender was garbage for enhancement. Enhance doesn’t operate well as a build spender.

Its pretty good for Elemental though.

This doesn’t solve anything.

Mana cost on our abilities isn’t where the issue stems — its going OOM after 3 heals. Mana is only ever an issue based on our utility. And ever previous version of maelstrom weapon playstyle had some form of mana compensation, allowing Enhance to battery their mana for constant healing pressure in lieu of actual defensives.

The current state is a result of off-healing being too strong when mana is a non-issue.

The solution to multiple problems would have been to leave the healing as garbage, with a self-modifier to make it strong when used on the shaman. Then you can keep mana reduction to maelstrom weapons, which is how it was in every other xpac, while still keeping off-healing relatively low…due to heals being weak on targets other than the enhance.

Both issues are solved.

I am sorry I have no issues with mana unless i have to heal myself back to back in quick secession. I can get 4 heals off bwfore i am oom. And that is waiting to heal until i have 5 msw stacks for the instant heals.

I am not sure if thats common but yea only time i have mana issues is if i have to heal myself back to back. In pvp I have gone oom but I have also kited to stay alive till i jave the mana for a heal.

pvp Is the primary culprit here. with damage so high, the mana issue feels particularly pertinent now.

keep in mind:

  • shaman survivability is predicated on its ability to heal
  • shaman utility (e.g. purge) also costs mana.
  • with doom winds legendary, windfury totem (12% mana) Is a primary burst source and the team buff provided by the totem has a measly 30yd range

I respect your experience with pvp thus far and by no means am I claiming the class is “unplayable” or anything, but as a gladiator/2700+ XP player I can tell you that mana Is going to be a significant contributing factor in limiting enh’s performance.

vs most good teams so far (i’m in low 2ks atm) it eats my entire Mana bar to help my team live through burst, then I’m left to decide: do I purge or pool mana for healing? there’s a skill cap here I’m okay with, but the fact remains that rotational abilities shouldn’t be eating mana to begin with and slowing the pace of regen

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