All they need to do is make Regeneration cost less mana and do more healing, they can put a short CD on it if they want if it means it’ll actually heal efficiently. It’d also be nice for Clearcasting to work on Regeneration and Mass Regeneration, since they cost so much mana. Most of the time my Clearcasting proc is used on a 30 mana Arcane Blast because if I go to 3-4 stacks of Blast then I’ll go OOM too fast.
I duo healed the BFD raid with a Priest while on my Mage and it wasn’t too bad. That boss that has insanely high Arcane resistance was unhealable though, so we had a Druid heal that fight too. I just stood there doing basically nothing and then phase 2 I put regeneration up on as many as I could and pressed living flame and went back to doing nothing.
I just want to know where people are getting the idea that you do damage while healing as Arcane. Outside of Living Flame, I’m basically spending my entire mana bar on Regeneration so it’s not like I can Arcane Blast up to 3 stacks and dump with Arcane Missiles. Missiles costs like 180 mana, Regeneration costs over 200.
They need to up the range on Mass Regeneration for sure. Getting value out of it is already appropriately difficult without requiring that your party clump.
They then need to have both Regeneration and Mass Regeneration apply a 50% damage debuff to the mage that is equal in duration to Beacon, but offset this by having Beacon convert 200% of your Arcane damage into healing. This would give Arcane healers the ability to function as most of a damage dealer when they are not healing, while giving them access to better healing when they are, at the cost of damage. 50% might not even be enough as they are set up to be an absurdly overpowered tank healer.
The build’s weakness is spot healing, but that is solved by having your Arcane healer deal with tanks and assist with party-wide burst damage, while the other healer focuses on spot and AoE healing. The build has a couple bugs and kinks to work out, but I sincerely think you guys are wildly underestimating how powerful it will be in any semi-coherently organized group. Having a healer that can contribute any meaningful damage cannot be without drawbacks, and so far my damage is quite meaningful given that I am healing perfectly well besides.
I’m hoping that Arcane Barrage will be a future rune, as it feels to me like it would round out the playstye quite nicely, in addition to adding much-needed assistance in PvP where both AB and AM are simply too vulnerable. I’d also like both Regeneration spells to benefit from AM’s pushback protection. Evocation also needs a much shorter cooldown, though I’m not sure how to make it short enough to support DPS Arcane without it breaking the healer build. Maybe the rune that lowers its CD could lower it by different amounts based on the presence or absence of either Regeneration spell. 8 minutes is too long but all healers need to run out of gas eventually.
What I noticed it that Mage healing is basically spirit shell priest, a lot of setup for some gigantic healing that will basically oom you. It was very useful on kelris and hydra, after setting up they just pressed living flame and the raid was giga healing for like 10 seconds or however long living flame lasts.
I found that using mass regen was actually better than the isolated regen for 1 target. If I have to heal 2 ppl its mass regen. If only 1 person and I anticipate it only being 1 for a while, single regen.