Spell damage bonuses and the Burning Crusade
While I say "spell damage," this is more often an issue you'll see in healing rather than damage dealing. What am I talking about, you ask? Down-ranking spells. Most healers who have hit the end-game understand that, with massive amounts of +healing on their gear, they can use lesser ranked healing spells to heal the necessary amount with a low mana cost -- giving great mana efficiency. (Damage dealers, alternatively, tend to stick to their max rank spells for best damage output.)However, in the Burning Crusade, all this will be changing: spell damage and healing will be applied differently to lower level spells than max rank ones. The standard +damage and healing bonus will be multiplied by ((spell level) + 6)/(player level). (Based on the explanation given, I assume that the spell level is the level you get the next rank spell, but read into it what you will.) There's already outcry amongst the healing classes, who say that downranking is necessary to conserve mana throughout some of the game's long boss encounters -- and that this change will simply force them to use mana potions every time the 2 minute cooldown is up. I, however, am trying to reserve apocalyptic judgments until we've gotten a better feel for how this change will play with expansion encounters.
Filed under: News items, Expansions






Reader Comments (Page 1 of 1)
Hory Oct 24th 2006 3:10PM
"I, however, am trying to reserve apocalyptic judgments until we've gotten a better feel for how this change will play with expansion encounters."
This doesn't change the fact that some will still want to do "the game's long boss encounters" and will still need high outputs of mana with a low mana pool. I would imagine they're not going to make every boss only last 4 minutes... Kharazan will probably have bosses more on the lines of the 10-15 minute T3-T4 boss kills. If so... our mana pot costs are going up... without ways of conserving it somehow.
Hory Oct 24th 2006 3:17PM
T2-T3.. sorry...
Brian Oct 24th 2006 3:23PM
Between this and the UI changes, it seems that us healers are getting the pinch. Because I don't play a tank or a DPS class, I don't know how much the UI changes will hurt them.
I for one, love addons like Heart (Genesis) and decursive. It allows me to take part in the game in other ways. I can sometimes manage some offensive spells or maybe become more mobile. I can even actually watch the fight a little. Yea, I will still watch health bars, but man, it makes a world of a difference.
As a druid, it also allows me to feral DPS, pop out to caster and start healing the most wounded target while my combo points are still good. Back into cat and helping DPS a bit. Without a good addon, I am going to loose those combo points, that sucks alone. And, of course, my mana effeciency is going out the window... so I will be loosing the ability to go in and out of feral as many times as the 3 I can do it now. Maybe twice if I can time an omen proc...
Druid dude Oct 24th 2006 3:27PM
This is an idiotic change of truly epic proportion.
Oh snap, healers found a way to actually do their jobs. Must... nerf... now...
The system in the game currently works well and is balanced. I am completely baffled as to why Blizzard sees a need to make such a change. There was no big issue in the game involving the current system, there was no pressure from players to change the current system, there was no 'trivializing of content' happening. Just out of the blue, BAM. Healers: Meet nerf bat.
/BOGGLE
Freehugz Oct 24th 2006 4:15PM
BOOOOOOO!!!!!!
Beth Oct 24th 2006 4:24PM
This hit resto druids the hardest :( Blizzard - decrease our HT to make up for it. How are we suppose to be a main healer now?
Heike Oct 24th 2006 4:36PM
Resto druids will have it easy with the increased spirit focus of the tree.
Heike Oct 24th 2006 6:43PM
Resto druids will have it particularly easy, with the increased emphasis on spirit in the resto tree and the ability for multiple restos to stack regrowth.
Shadowlyn Oct 24th 2006 4:37PM
Because HoT's are the new healing. Think about it. Stackable renew's? 4 priests in decent gear will have you regening 1200+ life every few seconds.
Shadowlyn Oct 24th 2006 4:40PM
Because HoT's are the new healing revolution. Stackable renew's (rejuv's and regrowths) anyone? 4 priests in decent gear will be healing you for 1200+ every few seconds with an instant cast spell.
cappyoak Oct 24th 2006 5:07PM
Last couple of nights I have been in IF making potion for my alts when I see things like the following (and this is almost verbatem:
WTT 60 Priest for Lock, Warrior, Mage, well anything but a druid or Pally. PST serious offers only.
Healers are already leaving... Wow was a nice run while it lasted.
Mar Oct 24th 2006 7:38PM
To be honest, I have no problem with this. It really isn't that big of a change, just some some advantages are being added to using your more powerful heals. That makes sense to me.
You'll still be able to down rank at least one or two steps and enhance your mana efficiency.
This is in line with Blizz's idea around rescaling % to crit, etc. with your level.
Beth Oct 24th 2006 10:10PM
So we've become spammers. Awesome :(
Dave Oct 31st 2006 1:47PM
No offence to the previous posters, but the main argument against this change is that it will MASSIVELY! effect mana conservation.
Yes Druids and priests can cast hots, but in the usual course of things a fair degree of the healing provided by these will simply disappear as overheal (E.G. hot ticking with tank on full health.)
The usual way of avoiding this inefficiency was to downrank spells, so as to only heal the amount needed, and to manually cancel spells that are likely to overheal.
The way MT healing will have to work now is for Priests and Druids to pour on the HOTS and simply let the MT's health gradually sink, with paladins (or Druids with swiftmend)providing the emergency top up heals & Priests / Druids slapping down near to full rank heals when the tank gets too low.
The plus side to this is that this will allow the best use of the hots, while generating low aggro, but the down side is that healing becomes even more dismal than the whack-a-mole it is at present & the danger of losing a tank to a sudden damage spike is even more likely due to the optimal style of play for mana conservation necessitating keeping the tank below full health.
Not a problem in TBC once the Tanks start amassing some of those huge stamina allocation items, but for pre-TBC encounters like Patchwork or even neffy.
This fire and forget style of healing strikes me as an even more brainless and dull play style than we enjoy at present.
Ika Nov 2nd 2006 4:53AM
Okay, what you guys seem to be not realizing is that the problem with severe downranking is that there are preists and druids who can use their lvl 40 heals indefinitely... NEVER having to worry about running oom. As was said, healers will still be able to downrank, but not to that degree of severity. Has anybody realized that with the proposed change, a priest's flash heal rank 6 will still get over 93% of your +healing bonuses at lvl 60. Even greater heal rank 2 (obtained at lvl 46) will still get over 86% of your +healing bonuses.
It's not like this change will force healers to use their max rank spells, it will simply disallow people in maxtier gear to turn flash heal 2 into a base flash heal 7 for 155 mana.