I would like to talk about mages.
First, a small thing, but the necklace for ZG set should be at Revered, not Exalted. It gates a little too hard, or forces too much grinding, for a fast-paced seasonal server.
Second, the balefire nerf goes too hard. Only being able to cast four spells before having to wait 30 seconds is way too much. Giving up Molten Armor’s 5% crit just to add another spell to our rotation we can only cast four times in thirty seconds is too clunky to be fun, even if it is a dps increase (which I’m not terribly convinced it is). With the changes, I would suggest putting it to 10 seconds of the debuff, but would be willing to compromise at 15.
At 15 seconds, I could imagine a fun but complicated rotation of the ZG set giving 30% fingers of frost procs from spellfrost bolt, using those on balefire bolts for crits with shatter, and using fireblast for pyroblasts. It would be a tribrid build, arcane for hit %, fire for pyro, and frost for winter’s chill and shatter.
Moreover, as far as healing goes, I think spellfrost healing looks fun, and maybe promising. I am especially excited about the six piece BWL set for healing. However, you cannot do both. And even if you could, spellfrost bolt and arcane barrage are on the same rune slot. So you’d be losing out on your 2-piece bonus, and never being able to get your 6-piece bonus. It’s just frustrating, because it’s almost really cool. You could go pure arcane with BWL set, or hybrid heals with ZG set, but just no, no choice.
Note the four-piece BWL set is arcane only, but you can still use arcane blast, so it’s good for both options. So I would move the 2-piece to 6-piece, the 4 to the 2, and the 6 to the 4. Alternatively, change missile barrage so it’s on a different rune from spellfrost bolt, and let spellfrost trigger it, so the 2-piece isn’t wasted.
And while we’re here, some bugs!
If you cast regeneration, it puts a temporal beacon on a player. If you cast mass regeneration, it puts a DIFFERENT temporal beacon on a player (they do the same thing but with different durations). the mass regen one is bugged. If you refresh a beacon with regeneration, it remembers that your target had it before, and you can still cast rewind time. If you refresh a beacon with mass regeneration, it does not, so even if your target had a beacon on it for ten minutes, if you cast mass regeneration you have to wait five seconds to use rewind time. Note that this is with the MC 4-piece bonus, and I don’t remember if I tested using mass regen to refresh mass regen, but I have tested normal regen to refresh mass regen and that works.
Additionally, some boss mechanics and abilities don’t seem to count for rewind time. I can’t recall any off the top of my head, but I know I’ve seen some. Falling damage, and warlock life tap don’t get healed by it (which makes some sense, I guess), so I’m assuming it has something to do with some mechanics technically counting as environmental damage.