Healers Oom all the time - M+

so I dont really have a ton of M exp yet. I just sort of stopped as I was gear grinding…So why do dps casters even have mana. I rarely see them drink. And why are healers punished for mana consumption? So I dont mind m+. dungeons are cool. But to have to drink every pull, to have to try to sip some mana juice as the tank jumps into another pack and im constantly playing catch up. For me it just ruins the entire experience. Why should I have to spam heal every mob pack and run on fumes entire dungeon. And thanks for the mana nerf. That really was fun. So basically I dont run m+. I really dont need to. Just raid and arena. Whats the point of m+ again?
Any other healers feel like why the added cripple mana drain on every pull? dps can try to top their dps charts on every trash pull by ignoring every mechanic and interupt and healers get punished for it. really stupid blizz. otherwise, good xpac minus m+

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I love playing my mistwalker monk, even with mana issues. Yeah, it can be tough, but that’s just part of the challenge I guess if you want to get more loot. Sometimes I look for those “chill” groups though so I can just take it easy.

You are either being terrible at efficient casts or your group takes way too much damage / not killing fast.

As to why DPS have mana is because it’s still a resource, arcane can go OOM for example if played poorly. Hybrids spend about a fifth of their mana to cast a heal outside of healer spec.

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They need a drink yo. Its thirsty work healing .

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I get it. I mean I get hit by the odd mechanic, bad positioning etc. But with all the affixs and stuff its just not even worth it. I mean between raiding and arena I dont really need to do M+ for gear. We push for 1800arena and rbgs today. So thatll be my 220 item. and heroic raiding next week…I suppose If you are totally overgeared for m+ and your dps know the mechanics its a fun time. I also tank so I mean I do spend time in dungeons. Its just …i dunno. it just seems like healers get punished for bad group management. ruins the deal. In a raid if someone keeps dying they dont end up raiding for very long. In m+ its usually the healers fault. so the whole setup is kind of dumb. i guess u gotta be a healer to see my perspective. i aint sayin im right or wrong. just want i see is all

As a healer main myself, I feel where you’re coming from, but the answer is simple: if healers never went OOM, you could just carry a fight to infinity until your DPS managed to wheedle down the boss over a half hour or so.

It’s like the softest of enrage timers. If you really can’t do any mechanics or any dps, eventually, the fight will end because your healer simply can’t keep going.

I do wish there were more mechanics that weren’t just straight punishing to us as a role, but that’s your answer for OOM still being a thing anyway.

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just go back to vanilla and bc days where if a cc was broken or a mob got free you got one shotted and everyone knew who messed up and you could remove that person and carry on. But in dungeons the stuff on the ground is hard to see and the aoe damage mixed with blown affixs and mechs makes it impossible to tell who messed up except the healer because someone ended up dead. Thats the part that really burns me. I had a hunters pet pull as I was running to catch up to pack and he was lagging behind to and i got blamed for the pet pull and some people died. Fights are so chaotic no one knew who did what. but if they could somehow make it so that if a blown mechanic or something resulted into a one shot the healer wouldnt be stuck with the heavy load and players would be forced to learn cc and interupts instead of heal carries

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I’m more annoyed by the changes to how drinks work. Sitting and getting a few gulps in between pulls did wonders for keeping mana at a decent level with out slowing the run down but nooo they couldn’t have that for some reason. So now you only get a little mana and it gradually ramps up the longer you sit and drink.

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Idk, I think that’s just a “caliber of player” problem. Even with most pugs I get, most of the time people can tell – and I can definitely tell – when a mechanic has been missed or failed. Just last night in HoA had a mage who did not avoid the ground AoEs on first boss, did not do the ghost-to-the-lamp thing on that boss, and did not avoid the ground AoEs on that chapel miniboss who channels health off the ghosts.

(Me, running these thousands of times and still not knowing any boss’s name.)

All three times, whole party took the time to tell him what he did wrong. Even when, on the ghost-in-the-lamp mechanic, he got another DPS killed because he ice blocked and the ghost just murdered the party with AoE damage. I did the best I could on my baby druid alt, but I couldn’t keep up.

They all knew who had messed up. And I knew by the chapel boss to watch him, and I watched him die in those ground AoEs, and stopped healing him after the fifth second he didn’t move out of it.

No one blamed me lol.

well naturally. it just ruins the game element for me in m+ is all

You should see how fast my mana dips if I have to spam drain life like a madman to avoid dying

thats a good group. rare lol

I guess I get lucky with pugs, because I have a lot more good ones than bad ones. :grin:

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I will forever ask for more CC from my group. If the CC is slowing you down significantly you’re not using it correctly.

Take the Necrotic Wake as an example. The caster pulls throughout the first and second boss areas? CC the sorcerers and burn down the bonemenders first unless there is a second sorcerer. When they’re present save the marauders for last and just have the tank interrupt the fear while the DPS do their jobs on the bonemender.

Break the CC when the marauder is at around 20% health and let everyone cleave. He’ll be half dead by the time the marauder dies and his anti-heal won’t matter as much allowing the healer to use more efficient heals more.

I love CCing the sorcerers because Necrotic Bolt applies an anti-heal that makes healing a total chore. I hate necrotic bolt. Nobody interrupts it because they spam it and it is, IMO, the most dangerous mechanic in the dungeon simply because of how much of an aggregate all of that anti-heal has over the course of a fight.

“Oh, but you can just do more damage! You don’t need CC! CC is useless!”

Or…you could say that if CC is useless, your key isn’t high enough.

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yeah i know a few good dps who know mechanics. and its such a breeze to play with. i mean thats guild stuff. but pugs…lol its all about dps charts

lol.
My ‘challenge’ is trying to keep a group from dying. Trying to keep that clown DPS who keeps running out of range and pulling crap he shouldnt in the first place, alive.
Having mana shorts isnt challenging to me. Its just blizzard finding ways to make the game more annoying than fun.

but I saw this crap coming the second they mentioned dragging out the CD on potions to 5 minutes.
Anyone who didnt connect those dots to ‘mana shorts’ immediately has way too much faith in this company to not be as sadistic as humanly possible

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Part of progression for healer specs has always been less mana issues as we get stronger so it’s a matter of handling mana better early on.

If you have to burn your mana bar on trash it’s usually because DPS and/or the Tank are ignoring mechanics or not interrupting. It sucks I agree.

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I ran one regular dungeon as I wanted to go resto this expac. Immediately saw there this expansion was going and noped out.

Easy mode dps for me thx.

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Ive had little Timmy Chainpulls way too many times, lol, so you cant even sit down and eat/drink at all. I bail on them when they pull that crap, but other healers will just scream OOM and be ignored while the nitwit tank or DPS keep pulling anyway without a break in there to get out of combat for a couple seconds.

Im mean, Im sure its because I only do random groups. A guild group probably has a lot more respect for other players.

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In my experience its typically caused by low dps making the fights last too long or people just stand in bs. Also I feel like most people don’t use their personal defensives when they are taking damage to mitigate, thus I have to spend more mana to keep them alive.

Then there are some pulls that just do loads of damage :man_shrugging:

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