Mage Healer feels unplayable

Mage healer and Mage Dps feels awful. Out dps and out healed by every class. Low survivability, low health. They threw the Class in the Trashcan.

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Im not understanding whatsoever how this would effect your ability to heal in a 5 man situation in a negative way. All your healing numbers went up except the number of people you can heal at once. It’s probably an overnerf. 9 or 10s would’ve probably been plenty but not seeing how this hurts your 5 man dungeon at all.

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Because raids are bigger than dungeons…

As in the new content

As a mage healer I’m glad they nerfed us being able to heal 4 groups at a time, which is just ridiculous. Problem is single target healer as Mage in a group sucks. One chrono kick and you are locked in all schools, and you can watch your group die. You have to be in range of enemy as well, to use barrage/blast.

My suggestion is to allow barrage to be usable on friendly players and work even if you are locked in Arcane. Chronostatic Preservation should heal one more player for 50% of its heal if the player has beacon applied. This will incentivise Chronostatic Preservation healing in raids as well. Barrage should apply the healing when you use the ability, not when the projectile lands. Just like they did with Hunters Lock n’ Load. This is because you cannot get a heal off if the target dies before barrage hits, which should not be a thing.

I like the idea of CP having some splash healing, but I wouldn’t tie it to beacons (as the application of them is too GCD heavy as it is). I’d go the other way and have CP apply a beacon to the heal target and the 50% splash heal target.

Frost healing meta was nerfed by about 40-50%, the spec is still playable, it’s just the style in which it’s played will change dramatically. It killed the frost mages damage to healing ratio and is turning it into a more traditional healer for dungeons.

Mage DPS-healing has it’s own dangers, a resisted spell meant no healing and no reliable shields.

Raid wise they could’ve just increased the CD of mass regen limiting the number of groups the mage could heal.

Honestly it would have been nice to get some sort of heads up on this, I didn’t see anything on the PTR about it. There’s just going to be a period of time where people blame the mage for them getting into situations the mage can’t bail them out of as the mages adjust to the new style needed, or turf it entirely as they no longer like the spec.

They nerfed the beacon healing amount, both on others and on self. You wouldn’t think a relatively minor nerf would make a difference, but it adds up fast; mage “dps” while healing is really low as it is… so taking a smaller fraction of that dmg as healing hurts.

I’m not saying it’s impossible to work around the changes, but it was very noticeable… and it fundamentally changes “why” you have mage healers to begin with - for people who don’t want to play “watch unit frames and cast spells on the low bars”.

I also ran a ZG with two healers (mage/druid), but three groups (impossible to keep beacons on 3 groups now), and it was just a case of “well, some people in group three are gonna die, nothing I can do, my group heal is on cooldown and all I have are these slow single target heals”. I mean, ideally raid leaders will run with more healers now, because I think more healers will be needed, but again, not very many people like to play healers, and nerfing them isn’t going to draw more people in.

I already know of a couple who are throwing in the towel on healing; they don’t want to play a traditional healer, which is why they went with mage healing to begin with, “I can just dps while occasionally refreshing beacons”.

I don’t mind it all that much, but I play all of the healing classes, but mage went from feeling like one of the stronger healers to now feeling like one of the weaker ones.

The extra damage from the ZG 5 pce set bonus (and the soul of the cryomancer) no longer provides extra healing from the bonus damage inflicted.

So instead of the 2.4k spellfrost bolts healing for 1.9k they heal for around 1k between the 2 nerfs.

And the mage themselves only gets healed for a couple hundred.

Ya, it is truly sad. This game is just supposed to be a OP version of Classic, and they cant just let us have fun and enjoy the mage healer. Mage healer was OP yes, but it was fun so nerf it another way. Also, even though it was OP mage healers still had to work for their heals, where as other heals can just sit there and not cast until damage comes out and react. I dont know, this feels so clunky , bad and unfun. Why nerf us with a new raid that is hard. Let us have fun and play what we knew and loved…sigh…

Yep now I am a warrior. No way I can play the healing mage the way it is now.

You post a lot, and everything I’ve ever seen you post has been troll. Please stop.

To me this respons seems troll. provide some suggestions instead Sir

Actually, combined with mass regeneration CD increase frost healing in raid was dropped by about 75%.

Considering most of the healing was was over healing on targets that never got damaged anyway this seems to be overkill.

They might have to introduce something that helps frost healing now, possibly without increasing damage at the same time.

Our mage healer did pretty solid on first boss last night, within the range of the other healers and just shy of 1,800 HPs. Without the nerfs that fight would be trivial with a mage healer to the point of completely ignoring mechanics.

That being said though all our mage healers are saying the class just doesn’t feel that good to play anymore which is the real bummer.

I’m in T1/T2/ZG gear and I have no problems keeping Kara groups alive with Arcane spec.

…frost spec, however, yeah they gutted it and it’s really only viable in raids now. Very difficult to heal 5mans with it unless the tank vastly outgears the content.

Theyre the top healers as far as output so far in enclave… kara is awful to heal for anybody that doesnt have instant aoe heals… dont base anything around that dumpster fire

I was top heals on Balnazzar, with about 2.6k hps. But a) I was spamming the crap out of regens to get coverage, which is a very annoying play style, and b) I am a fully bis Naxx healer, using the vs undead extra healing dpsing the undead adds.

If they let regen hit two people at a time (your target plus one other nearby that doesn’t have beacon, or has the lowest time on beacon), that would probably be enough to make me happy. Three would be better ><

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If frost healers have to take regen, then could we get something for gloves that won’t be a dead rune?

I’d say Temporal anomaly, but that’s a steaming pile of garbage.

Our mage healers want to reroll, they do half the healing in our Naxx and not much of a fun play style anymore.
Blizzard needs to fix this.