However, hilariously enough, on our Queens Court progression a healer died and I was spamming flash of light to help top the raid, we went to taunt swap and I couldn’t because I was oom. Learned the hard way that taunt actually costs mana for some reason haha.
Waaaiiittt blizzard removed life tap from warlocks? Rofl wow they really did kill Locks when DH came out. I still haven’t seen a single demonology warlock since legion came out haha.
That’s the point behind them is mana management being one of the skills it takes to be a good healer. It’s meant to be a soft enrage. War of attrition. Etc.
the traditional tradeoff to that was that casters by default had the highest damage. the challenge for them wasn’t in actually doing the damage, it was in mana management and threat awareness to keep from drawing aggro.
now aggro doesn’t matter, everybody has gobs of stamina, nobody runs out of any resources. if i could play a true glass cannon class i would, but they don’t exist in this game.
mostly because of pvp and the screaming about “balance” but i don’t give a fart in a pigpen for pvp, and it galls me that pve has to be made less fun in the name of “fair and balanced pvp”
Because the last time I had to deal with something like that, it dealt a sizable amount of damage to myself and forced me to interrupt my DPS rotation to utilize it. Since Blizzard insists on adding low effort mechanics such as knockback (to apparently every enemy now) and expecting classes that they intentionally make stationary to be mobile, I don’t need anything else making my life more difficult.
Here’s why mana works for a healer but doesn’t work well for anyone else:
For a healer, the value of a given point of healing depends on the situation. Over-healing is worthless, so mana management means you face two conflicting goals: keep everyone alive now but don’t burn so much of your mana that you become useless.
Every spell they cast, the healer has to make the decision of what spell fits the situation and that decision has consequences. If you use the most mana-efficient spells only, you might never run out of mana, but you risk deaths and wipes.
Additionally, since survivability is a group effort, it encourages the tanks and DPS to play in a manner that reduces the mana the healer has to use, via careful movement, popping cooldowns, etc.
With damage dealers, all points of damage are equal, so there’s no competing pressure to counterbalance the simple goal of maximize your damage over a given time period. If you use the most mana-efficient rotation for a given time period… there’re no real consequences.
This means, in spite of the title ‘mana management’, there are no real management decisions to be made throughout the battle. All decision-making is made at the start of the battle and just carried out within it.
Conversely, with the builder/spender and proc system, you find yourself having to make decisions every single spell cast and those decisions have consequences: misplay and your damage is lower, prolonging the battle and the strain on the tanks and healers, making deaths and wipes more likely.
with the ridiculous CD’s limiting how much healing per second we can dish out to begin with, Mana is pointless and obsolete and just one more annoyance that isnt needed anymore.
Just use the CD’s to limit what we can do. Or use Mana. We dont need both.
Most jobs manage their MP if magic or TP if physical, with some needing to manage both. TP is easier to manage, but any kind of sustained AoE drains it very quickly, and most jobs only have one ability to restore it.
Been playing Warlock for over a decade; Life Tap can stay gone.
There are quite a few things they did that I’m salty about when it comes to removed Warlock spells, but removing Life Tap is definitely NOT one of them.
I like lifetap and wish it was still here (paired with all the other classes having to worry about mana management too), but that and the other various incarnations of improved life tap were aids and cancer merged into one.
Aside from healers, arcane mages, and warlocks, mana nowadays is used to prevent certain classes from spamming powerful spells endlessly. Like stopping Ret paladins from Flash of Light-ing themselves endlessly in combat, or, as you said, stopping mages from spellstealing stacking buffs constantly.
They basically turned mana management from something that EVERYONE has to deal with, to a playstyle in of itself for certain classes to use. I personally don’t see the problem with this, though.