I don’t think the res is a big deal and its fine as it is. Druids have a CD on their res, mages have to get special consumables for theirs. Its cool and thematic. If they gave mages reintegration as a spell (and maybe they will with runes later) they should give druid a normal res as well at least to even things out for them.
Personally I think its fine because if you give everyone the entire kit we just have retail where everyone has everything and its all flavors of the same thing. Having weaknesses and needing different classes to cover those weaknesses is a big part of vanilla’s style of game play.
ya who do they think they are paladins
Letting arcane wands trigger the heal conversion so mages can trigger spirit would be nice.
Theyre heals are really expensive compared to the new ones the original healers got from their runes, so letting them use wands as a low mana efficent heal to bandaid til they get mage armor would be useful.
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Ran a dungeon with my mage healer friend and their wand did convert to healing now so thats a nice little buff, will probably lock healing mages into arcane wands for most content now.
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This is quite the dissertation.
You cant just give a mage a healing toolkit equal to a priest. That would be insane. As it is I can face tank 12 mobs and heal myself to full for 20 secs of every minute. Thats powerful.
Arcane has always been about getting the biggest mana pool possible. We dont have access to alot of the tools that help with that so its gonna be rough for awhile. I would agree that adding wand damage to the regen effect would help some what.
Scaling will probably need to be done on the way to 60.
OP forgot downranking exists.
Downranked missiles is excellent for resetting AB. And AB is insanely mana efficient healing when you have multiple beacons out.
For tank healing, living flame is an amazing healing CD, making the tank quasi-immortal in multi-target pulls.
Mage Healer is amazing in BFD, OP smoking something.
It didn’t like a week ago.
You sure?
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A simple QoL and overall healthy change IMO would be to make Mass Regeneration work like a psuedo wild growth where you instantly put a beacon/weak hot on all members within x yards. Meanwhile regneration works like a weaker rejuvination where you put a small hot on them for x seconds and apply temporal beacon.
I think this would make the spec feel WAY less clunky and more fluid. Basically atm the heal is just not that great to keep the channel going and the transition from channel into casted damaging spells feels slow/not great for healing.
If instead of channel it was a hot that applied beacon I think the fluidity of the spec would feel 100x better. Just my thoughts! Cheers.
Warriors are a tank class pretty good at DPS. Wonder if it was intended.
Agreed the atonement mechanic is wack. Need to stick to pure healing imo time-themed or otherwise.
Personally I think cauterizing/time could be cool but I’m sure there are other themes that would work.
I dunno, I’ve had zero issues healing dungeons as mage healer. There’s also been plenty of times where there has been an overpull that would more than likely cause a wipe with other healers, that a mage healer could easily keep everyone alive through.
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its season of dots. not sure why locks got instant drain life and im stuck channeling a role defining spell that feels like a bandaid on a knife wound.
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Mage healing feels like it was doomed from the start. Either its as good as other healers making them the best healers bc they also DPS, or its so weak that you might as well replace them with pure DPS.
The only way mage healing can possibly work and be balanced is if fights were perfectly tuned to need X healers + 1/2 of another healer… but that will never happen.
There are ways to fix it so that they can be a unique healer with unique healing tools, which I have ideas for, but nobody ever listens to my ideas so why bother.
edit: i guess ill bother; basically healing needs to be split amongst all targets with temporal beacon, then make Regeneration instant cast & make Mass Regeneration affect entire raid with boosted healing. This would make it a skill to decide how many players to put a beacon on (too many and healing/target drops with a lot wasted), and would make Mass Regeneration a situational ability for when the entire raid is taking damage (think Vael or Sapphiron) because healing would drop per target but would be like a consistent HoT on everyone.
Well there is less room for a flex DPS/heal role in a raid of 10, but next phases may be more than 10.
Healing through DPS is the only way to leverage the mage talents that are all DPS based.
Also I enjoy being able to switch role without talent respec. A bit like feral in that way.
Beacon cost needs to be reduced and the time extended. Also LoS issues with regeneration need to be fixed. Reduced cost would give mages the ability to heal more than two targets without instantly going oom.
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All of this. But I still think just an instant application for beacon via hot or mini shield would be the most ideal for moving forward.
OP sums up my experience as well. Regeneration does a pathetic amount of healing and at minimum should have its mana adjusted accordingly. Reverse time is not possible to use because arcane blast is too vital.
My suggestion would be to just change the regeneration spells to be instant cast, reduce the mana to about 30% and adjust the healing to be about 50% of the current total channeled heal. With the extra GCD, this would work out to be about the same HPS but using 40% less mana and afford some mobility. With this more mana-efficient heal/beacon application, I think the duration of the beacon could be shortened and these improved regen spells would become part of a regular healing rotation with dps abilities.
I don’t see a scenario where the reverse time rune would ever be possible to take considering how vital arcane blast is to mage mana efficiency. It should swap positions with mass regen so you can choose to be a single-target hero or a good group healer, but not both.
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