Lol must have been from PVP or something
Quiet contemplation was restoring the full mana/tick (instead of scaling each tick). Lame lol makes mana drinking less fun for earthen
Lol must have been from PVP or something
Quiet contemplation was restoring the full mana/tick (instead of scaling each tick). Lame lol makes mana drinking less fun for earthen
so what happened.
Bug, earthen drinking talent was going right to max Mana per second.
Earthen racial let mana classes restore 100% mana on a single tick of the racial. Busted as hell.
Well not quite 100% but earthen drinking was giving about 1.4million a tick (priest) right from the jump so you could drink quickly and restore a crap ton of mana, rather than taking 10 seconds to reach that mana/5
Basically meant as long as you had any combat break in m+ you could get full in 2 ticks.
It now scales up like regular water. I’m going to assume it’s a pvp thing since it’s busted compared to the other options there.
In pve it just made shamans life easier lol
I’m nearly positive that Earthen were designed to be fun for almost nobody.
they should just remove earthern and replace with murlocs as we all know murlocs are going to be fun no matter what you are doing
Anything. really.
Thats also busted for pve.
It is but only for m plus where all it does is make the healer feel bad as they have a group standing around waiting for them
Can’t say it’s really anything except for shamans and druids maybe. Disc priest don’t even drop below 90% so mana between pulls isn’t inherently tied to m plus balance
But that is still busted if only 1 race has that benefit for a major aspect of end game content.
I don’t disagree, it’s just a stupid antiquated mechanic to begin with that healers have to drink between pulls when mana should just tick naturally at that rate out of combat in the essence of FUN
Yes. Many people see things as fun if they are a ton easier.
Or they see things as fun if the opposite of said thing is sitting around for 10-15 seconds idling
But part of the difficulty is efficiently using heals and not just hitting your most mana intensive ones because mana doesnt matter beyond the scope of the single pull.
I could agree with that but its not a reality when the concern per pull is surviving not post-fight mana regeneration.
In combat is probably the more important of the two for most people. When the entirety of game design outside of healer mana is to not make players do nothing, it’s just antiquated.
Nobody thinks oh this healer is great they let everyone die but still have 90% mana
Though for me it feels good to not have to stop compared to friends who play healers and have to drink after every fight; that doesn’t mean I think it’s good design lol