Greetings,
I’d like to put forward a suggestion regarding the Mass Regeneration rune in the Mage’s toolkit, which plays a crucial role in AoE healing.
As outlined in the recent change notes, there have been impactful adjustments to both Wild Growth and Circle of Healing, expanding their range from 15 yards to 40 yards of the target. These changes enhance the effectiveness and overall quality of life for druids and priests.
However, Mass Regeneration continues to operate within a 15-yard range. To promote balance among healers, I suggest increasing the range of Mass Regeneration to 40 yards. Aligning this AoE healing ability with other healers will not only level the playing field but also eliminate the need for meticulous raid group maintenance, especially during challenging events like Ashenvale.
This would significantly reduce the high coordination demands placed on players within their respective groups, fostering a more accessible and enjoyable gaming experience for all. I believe that this change will not only benefit the Mage class but contribute positively to the overall dynamics of healing in the game.
As well, perhaps a bit of a buff to the healing of the spell, which both Wild Growth and Circle of Healing received in the same changes.
Right now, it’s hard to warrant the tradeoff of Living Flame.
Thank you for your time and consideration.
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I agree, the current 15 yards make it clunky to use. And you often do not heal the desired targets.
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I disagree heavily, giving it that much range would just make it weird. It needs to have limitations, it’s classic after all.
Personally I do believe it’s clunky as it stands as someone else in this thread mentioned, but range isn’t its issue, especially since end-game content currently is 10-man, raids are mostly very close together anyways.
Mages already have something they’re amazing at while healing, they can do quite a bit of damage which is a unique role and one that’s probably hard to balance around.
Though, the rune as it stands is just not useful for basically any situation in a good raid that uses proper consumes such as free action potions for the second to last encounter, partially because it’s not that great to begin with but also because of how great living flame can be as a mana saving tool to heal passively for a short period of time.
In my opinion, in order to make mass regeneration be somewhat useful I believe it would require a few changes, not just one:
- It would require it being raid wide, or at least have limited targets instead of being group based, for example hitting 8-10 targets (to limit it’s usefulness for later if larger than 10-man raids get added).
- Adding an actual cooldown similar to living flame, make it a fun button to press that actually helps in certain situations and makes you feel like you’re making a meaningful choice when clicking it. Also to keep it in check for PVP.
- If the second point is not enough to counterbalance the first, I could see it costing slightly more mana than it does now since it’s a button for big raid aoe situations such as Ghamoo-ra aoe, or Kelris last phase, and future similar mechanics.
- Because having beacon on that many people would also be very powerful, I also believe a even shorter beacon timer would be good, allowing you to deal with said instance of big damage, but not continuing to heal too much after, possibly enough for 2-4 arcane blasts worth of healing.
I have mixed feelings. On one hand, 40 yard Mass Regen would make it feel much less cringe when you’re playing with random Andies in Ashenvale who don’t know how to cluster up for chain healing. On the other hand, I know that 40 yard Mass Regen would be insanely powerful as its a strong skill already in BFD and scales very well if you can get enough beacons out.
Huh? It has a 6 second CD. You meant like making it much stronger but a longer CD? I dunno about that.
I think these are all reasonable adjustments to improve the quality of the spell while maintaining balance. I would be cautious of making the spell raid-wide. It could result in beacons going on unintended targets. One of the finer elements that mage has is strategically placing who the beacons go on based on upcoming damage patterns.
Adding an actual cooldown similar to living flame
About 60 seconds with the other changes I mentioned.
Somehow I read that as a list of different possible changes.
I dunno the best change to me would just be letting Mass Regen hit up to 5 targets and hop groups with no other changes needed.

Yes, I agree that fully raid-wide would be dangerous for anything other than 10-Man raiding. A set number of targets slightly bigger than 5 but not limited by group would be interesting instead.
I think these would be positive changes. As it stands right now there is little reason to bring a mage healer instead of a druid or priest.
I feel like these changes would be positive and help bring mage healers up to par with the rest of the healers. You have to consider that mages rely on their spells to hit in order for their healing to go out, something that the other healers do not have to deal with. I don’t think making slight convenience changes to balance the way it plays is a negative at all.
welcome to the forums where mage hate is rampant and muppets will appear anytime mages make any suggestions
I’m literally playing a Mage.
That’s great! Also I wasn’t referring to you.
You mean like tranquility? Go ask resto druids how trash, i mean “fun” that ability was
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On that note I don’t know why Mass Regen needs to be a CD when Living Flame is already a healing CD. It heals 800-ish HP on all of your beacon targets over 20 seconds.
I feel like making Mass Regen a healing cd would be a nerf. Mass Regen is better in fights where you want chain healing.

It’s mostly just annoying to use without setup groups.
As it currently stands the popular meta seems to be priest healer alongside a mage healer since it provides highest dps of the other healers, the extra healing from a second priest just ends up being useless.
Mass regen change is to have it be useful for something at least, big aoe mechanics, since as it stands even with those there’s no reason to take it over living flame.
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ill be honest, I think most of it feels fine except for having to build your raid groups with just melee/ranged to keep them in range. the worst part about it is the 15 second window which is very small.
I agree and support this 100%