Mage Healing

We really do need some adjustments with mage healing efficiency. Arcane blast feels good but the cost of applying beacons is insanely high. I was able to complete deadmines at 18 but compared to priest it was embarrassing. Near constant drinking. Without the ability to downrank or access to major mana efficiency talents… its rough. Not much flexibility for multi target healing.

It wouldnt be so bad if you gave us mass regeneration but apparently to get it you have to go into the crypts of duskwood surrounded by 27/28 mobs…

Would like to hear peoples experiences on this. FWIW i am paying attention to AB stacks.

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Wait, I don’t understand. The problem is mages don’t heal as effectively as a primary healing class?

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maybe regen and mass regen should lower the cost of the next arcane spells or something

Mages/Rogues/Locks/Shaman are supposed to be competitive at their new roles. That’s my understanding.

It’s simply a mana issue, thats all.

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They don’t necessarily have to heal as good as a healing class, but as it is experimental with the addition of healing to mage, one would and should expect feedback on issues regarding it.

Otherwise what is the allure of healing mage if the healing isn’t viable?

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Competive with the primaries without sacrifice of their own primary? I mean I’m playing a prot warrior, if lock and rogue tanks are supposed to be competitive as tanks do they also lose dps or is prot going to get some mega rune to boost dps to be competitive?

Not trying to be facetious, really not understing this. Are priests getting more aoe dps and cc?

AB is extremely cheap and ramps stronger dmg and in mana cost. It feels great when you have 3-4 beacons up… but it just tanks your battery to spread them.

The problem isn’t as bad when only one target is taking damage (although healing still feels a little light). As soon as multiple people start taking damage it gets rough.

Compared to priest where you have crazy spare time to wand and drink at your leisure.

I assumed they would be off healing or providing pvp offheals while still in the dps/cc role.

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Some abilities are adjusted accordingly such as damage reduction of Fire and Ice spells when mage uses some healing spells as it utilizes Arcane to heal like Disc Priest during MoP(?).

They should definitely be mindful of some of the inherent perks Mages will have should there be no tradeoffs, but since their healing is connected to Arcane they should make sure to ensure it is smooth and there aren’t constructed limitations like having to drink for every pull.

Arcane explosion healing was nerfed so I would expect them to adjust accordingly going forward.

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yea, AE wasn’t really something i tested. Main problem was the cost of applying beacons. Without beacons arcane wont heal. Basically atonement.

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just to put some prespective , mana cost and healing

regen is 43% base mana (Heals the target for (* 42 / 100 * 3)
mass is 69% base mana (Heals the target for (* 42 / 100 * 3)

both heal 80% of dmg done , as soon as u need to heal 2 targets regen isnt worth the cast.

My guess is that regen needs a mana reduction cost or instead of heal put a bubble (mana shield animation) , or both

and yeah Arcane explosion was nerfed by 80% healing , so while is still worth the cast when there are multiples targets isnt making ppl heal to full in 2 casts.

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Add the fact that at lvl 18 we don’t have access to the next water conjur. It took ~1.5 drinks to fill my tank from empty. Also ran into pushback getting into groups because “previous mages couldn’t heal it”.

I shrugged it off with it being a new mech for some players but it definitely needs some quick tweaks.

the thing is that mages just use the rune spells to put beacons the healing is meh (channeled even thank god beacon is in the initial heal), then procedd to do dmg for healing

is like retail disci using radiance and then doing nothing…u gotta use your spells to heal the attonements.

This goes without saying though. Obviously I’m playing the mechanic but you can’t effectively heal if your beacons eat up a substantial amount of your mana pool. Not to mention that the heal from regen is not fast enough or impactful enough to be worth a full channel IF its an emergency and you need to spread beacons for your arcane blasts…which hit much harder AND heal all beacons.

The problem is beacons mana cost.

new rune mass regen is discovered in duskwood, – Raven hill cemetary has two crypts one on right and one on left side. gotta enter the right crypt first, go left, loot the box on the right. then go to the left side crypt, turn right, clear mobs, click the skeleton that is glowing, kill the 25 elite and get mass regen unlocked.

Use mass regen before any pull and immediately drink, it applies beacon to all your teammates.

Congrats you are now the most broken healer to ever exist.

Remove regeneration from pants and use burnout instead. Now you are a GOD.

FYI this can be done in a raid setting and still drops for all mages in grp.

i didn’t see a level requirement so if you get a raid group of lvl 10 or level 1 mages, i can’t see why you can’t go and get every rune there is.

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100% mage cannot heal more than the primary target bc applying atonement is ridiculously expensive. I would happily take a huge nerf in arcane dps to be able to heal effectively like disc priests.
This class is not a disc priests. Disc priests can apply atonement without completely using up their mana bar. This class is a solo aoe camp farmer. I am super disappointed.

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Lvl 25. Mages always be drinking. Thats life until mana pools improve.

This doesn’t make it better, this is even worse actually.

Mass regen is absurdly expensive and only has a 15 yard range around your target (they buffed CoH and WG to 40 yards just before release even though they also were 15 before). Worst of all, it’s in the same slot as living flame, so you give up your most mana efficient healing for the least since the vast majority of that beacon time even on 5 targets isn’t going to be effective healing.

The entire mage toolkit is just really bad at 25 besides short duration AoE spam. All casters have mana issues to some extent because 25 is just not designed well for long-duration caster fights, but mage I think has it worse of all.

I think they need to do something drastic like remove the 5 second rule entirely. SoD has some classes that do really high dps now and aren’t limited by mana pools, we need casters to have much better regen IMO.

Also they need to buff mage water across all ranks by at least 200%.

Honestly once you have the mana oil from the raid, its not really that bad, the only big adjustment thats needed is mass regens 15 yard range. It frustratingly bad because you can cast it on someone that looks close to others but get no bounce.

A large part of the problem was also some people commented on the very limited reveal at Blizzcon and said mages were going to be OP. Blizzard panic nerfed them before release, decreasing the direct healing from both regen and mass regen AND significantly (massively in the case of mass regen) increasing the mana cost.

Mage healing spells heal for significantly less and cost significantly more mana than their original reveal values (https://www.wowhead.com/classic/news/patch-1-15-build-52124-ptr-datamining-season-of-discovery-runes-336044). Mass regen went from 21% base mana to 69%, which I thought was a joke, but appears to have gone live. There’s a Blizzcon video where a guy testing mages casts regen and it heals for 485 health and only costs 153 mana!! It now does less healing than in costs in mana leaving mages with no decent spot healing (and it costs over 200 mana now, up front as well so spell pushback is devastating). Their healing is extremely slow to put out outside of AoE living flame and extremely expensive not only to apply beacon but to cast any arcane spell besides no charge AB.

Ironically, this also happened to Sorcs in D4. People in beta cried about them being OP, even though they weren’t at all in end-game, so Blizzard massively nerfed them just before they released and Sorcs ended up releasing in a trash state and stayed garbage until Season 2.

Check the regen tooltip at 52 minutes:

It’s also just mind blowing that they’d buff Circle of Healing and Wild Growth to 40 yards but leave mass regen at 15.