The Change:
Healing Elixir has been redesigned as a passive effect – You consume a healing elixir when you drop below 35% health and are not in a loss of control effect, instantly healing you for 15% of your maximum health. You generate 1 healing elixir every 30 seconds, stacking up to 2 times.
The Problem:
Currently Healing Elixir is an excellent and reliable tool in M+ for either maintaining self healing or providing bursty self healing depending on the situation. It is frequently used as a triage ability which frees up things like Vivacious Vivification procs or TFT/EnvM uses for the rest of the party and fits in seamlessly to the toolkit. It is off the GCD which allows for quick spot healing on yourself and allows you to use the GCD on someone else in high damage situations.
With this pending change it’s usefulness drops off significantly and it becomes extremely weak. Healing Elixir is a core part of our toolkit in M+ and frequent use cases include, but are not limited to:
- Topping myself before a mechanic that would otherwise kill me (Healing Elixir would not proc even though I would be below 35% hp because I would just be dead)
- Topping myself between close intervals of damage where casting is not an option
- Using instant proc spells (TFT/EnvM, LC, VV) on other players to triage and keep Healing Elixir for myself
- Mana management, as it has no mana cost
- High movement phases where casting is not an option
None of the above is possible nor reliable if the change goes through. To help visualize it, this is a run from a 27 Tyrannical Halls of Infusion where you can see my total number of Healing Elixir casts (44) versus the number of Healing Elixir casts while at or below 35% (6). This is effectively rendering the spell useless. Pulling active spells into a passive state is harmful especially when it comes to survivability.
While the spell is a small percentage of our overall healing, it is high in healing done to myself (4th place) which allows me to pay more attention the rest of the group since I can mostly cover myself with Healing Elixir. This allows Mistweaver to be much more versatile in 5 man content and generally helps the spec flow smoothly.
The Solution:
I understand Mistweaver has a lot of buttons and it can be overwhelming for new players so cutting down on button bloat could be an aim of this change. I also aware that the situations listed above are not relevant to some players due to differences in difficulty level and therefore seems like a minor change, even helpful in some cases if they forget to use it as an active ability.
However, the proposed change is harmful for an admittedly small % of the playerbase but even with a small amount of players effected, this change has significant impact for Mistweavers in M+, an already dwindling population.
My solution would be to either revert the change entirely or to make it a choice node with the active ability and passive ability available at player discretion.
TLDR: This change negatively impacts Mistweavers in M+ significantly and it should be changed to a choice node so players can either pick an active spell or passive spell.