Shifting Perspectives: Fixing balance druid mana issues, page 2

Dreamstate was recently added back into our talent tree in order to boost the gain of Innervate on the druid. The true purpose of this talent wasn't really to fix balance druid mana issues, though it did attempt to address that problem to a degree. The real reason was to create a system in which balance druids are forced to use Innervate on themselves every cooldown; otherwise, they will go OOM.
Blizzard has a new drastic fear that DPS druid specs need to either have an excessively weak Innervate -- as is the case for feral druids -- or their Innervate needs to be forced upon themselves. Without this, Blizzard fears that every raid under the sun will stack feral and balance druids just for the sake of having free Innervates for healers, which would trivialize mana. Frankly, I think this fear is completely misplaced. Back in vanilla WoW, Innervate functioned the exact way that Blizzard now seems to fear, and it did the same in The Burning Crusade as well; in both cases, mana was an issue for healers, and there was a very big risk of running OOM. In fact, restoration druids were brought to vanilla raids specifically for their ability to Innervate priests. Yet in neither of these eras did we ever see raids stacking balance and feral druids for their Innervate -- at least, not once feral and balance druids got access to Innervate in vanilla. In fact, we saw a very huge problem of balance and feral druids having trouble finding raid slots because they simply weren't ever worth it.
Even though the DPS of balance and feral druids has been more equalized with respect to pure classes since then, this still is not an issue that we have ever seen. There were several encounters in early Wrath in which mana could be an issue for healers, yet I have never heard of a time where even a single extra feral or balance druid was brought into a raid for the sole purpose of Innervate. There is simply no evidence in all the history of WoW that Innervate has ever been such a powerful ability that raids have even considered stacking balance or feral druids just to have access to another Innervate. There is no foundation upon which this fear is based.
Furthermore, it is impossible to balance balance druid mana regeneration around using Innervate on themselves wherein they won't be able to Innervate a healer at least once during an encounter. Considering that Innervate is up maybe twice during an encounter, I cannot possibly see how this is such a terrible premise. Is Blizzard really that scared that balance druids are going to be able to Innervate a single healer once during an encounter, leading to raid groups stacking balance druids in an effort to trivialize mana? Keep in mind that Innervate only returns 20 percent of total mana to another player; thus, we're speaking in terms of 13,000 mana, maybe up to 20,000 at high-end gear levels, which wouldn't even be enough for us to last 30 seconds with.
Simply put, Innervate has a 3-minute cooldown, and with Dreamstate, it refunds 50 percent of our total mana; this means that in order for a balance druid to not ever go OOM during an encounter, he would have to spend less than 50 percent of his total mana every 3 minutes. There are not many boss encounters that I know of that last for longer than 9 minutes -- in fact, only Lich King lasts that long -- which would be the expected OOM point if a balance druids uses less than 50 percent of his total mana every 3 minutes, uses the first Innervate on himself and the second on a healer. Even if we did Innervate a healer once and an encounter did last longer than 9 minutes, Innervate would be up again right when we reach the OOM point, and we'd be back up to 50 percent mana and be able to last another 3 minutes. In fact, under this system, it would only ever be possible for us to Innervate a healer once; otherwise, we would go OOM. How would that in any way cause raids to stack balance druids in order to trivialize mana?
Being selfish
To say that there is no feasible way to force a balance druid to never be able to Innervate another person is somewhat incorrect -- it is feasible to do, just not within the confines of the current mechanics. If the goal really is to force balance druids to use Innervate on themselves only, the solution is not elegant, but it can be functional.
Predominantly, there are two ways in which this can be done. The first method is to drastically increase the power of Dreamstate so that Innervate ends up returning around 80 to 90 percent of our total mana. With this system, a balance druid would need to expend approximately the same amount of mana every 3 minutes. With that level of mana regeneration, there simply isn't a feasible way in which the druid would be able to spare the Innervate for another player; if he did, he would OOM is less than a minute, which leaves a very small window of opportunity in order to spare any single Innervate.
It is possible that a balance druid would still be able to Innervate a healer under these conditions; however, it would have to literally be around 10 percent, or the druid is likely to go OOM before the boss is dead. On one hand, that's such a trivial time frame that it wouldn't make much of a difference; on the other, that is usually when healers are most pressed for mana, so it may be just the thing that they would need in order to have the raid last that little extra mile.
Another issue with this design is that a balance druid is still capable of sitting a Solar Eclipse doing nothing but casting Insect Swarm and spamming Moonfire to achieve approximately 70 to 80 percent of the standard rotational DPS while actually regenerating mana. In a situation in which a healer is OOM and needs an Innervate, that can end up being an acceptable sacrifice.
The other option is to have Dreamstate both boost Innervate's power when used on yourself and to reduce the cooldown. If Innervates's cooldown is lowered as well, then the amount of mana that we need to consume per minute is decreased. With a 3-minute cooldown, we're required to regenerate as much mana as Innervate returns every 3 minutes. With, say, a
1-minute cooldown, we would only need to regenerate as much as a Innervate supplies within that time period. Given the reduced cooldown and increased mana return, our mana consumption would be excessively high; this would mean that we wouldn't generally last more than 45 or so seconds if we choose to Innervate someone else. The flaw in this system, however, is that it actually would cause mana issues with healers. Given that, as stated before, a balance druid could sit in a Solar Eclipse and spam Moonfire and Insect Swarm for respectable (albeit low in comparison to other classes) DPS, this would allow him to freely Innervate anyone else every single minute. However, this could be avoided by also having Dreamstate make Innervate only usable on yourself.
Rebalancing passive mana regeneration
Regardless of what is chosen to be done with Innervate, our other sources of mana regeneration are going to have to be rebalanced. There simply isn't anyway to avoid it, given that we expend mana far too quickly. The easy fix, of course, is to merely re-adjust the gain from Euphoria. Although mana pool scaling is slightly difficult to pin down exactly, it would probably require Euphoria to be buffed to around 30 percent in order for our mana regeneration to match our mana consumption at a rate that would allow us to only expend 50 percent of our mana every 3 minutes. Actually, once you factor in additional spell usage beyond Starfire, Wrath and Starsurge, the value would probably have to be closer to 35 percent, perhaps even 40 percent.
Remember, the previous mana calculations were done without factoring haste. The additional Eclipse Power gains from Euphoria, which saves mana slightly, would be offset by the additional mana expenditure of non-Eclipse Power generating abilities. However, once you factor in haste, we'd probably end up spending more mana than previously stated due to haste's reducing the amount of time between Eclipse procs, thus causing us to passively regenerate less mana. Our mana cost would remain the same, but our mana regenerated would go down.
While tweaking Euphoria is such a manner is a great way to fix our mana issues as far as PvE is concerned, it does next to nothing to solve the issue for PvP. In PvP, we both spend additional mana and generate far less Eclipse Power, because it's difficult to chain cast Wrath and Starfire in a PvP setting. Due to this, Euphoria is not the right way to go in creating the mana regeneration outside of Innervate that balance druids need; instead, an entirely new regeneration mechanic is required.
A few beta patches ago, when Dreamstate was a specialization bonus for balance druids that caused us to regenerate a percentage of our total mana over time, we were at perhaps the most balanced point for our mana regeneration. At that time, we didn't particularly need Innervate for ourselves at all, which is perhaps what Blizzard saw as an issue. Euphoria and our passive mana regeneration covered everything that we needed, provided that we didn't do something exceptionally crazy. Heavy AoE or heavy healing would cause us to go OOM rather rapidly, as we were reliant on Euphoria in order to sustain our mana. Our mana wasn't infinite; we would eventually need to Innervate ourselves, but that time was rather long and you could merely drop spells such as Starfall and Thorns from the rotation to regenerate approximately as much mana as you spent, so there were work-arounds for low-mana situations.
Given that Blizzard wants a higher dependence on Innervate for balance druids, perhaps a happy middle ground would best be served. If this effect, which we'll call Lunar Regeneration for the sake of giving it a name, regenerated 3 percent of our total mana every 5 seconds, this would put us in around the same place that buffing Euphoria would. At 3 percent of our total mana, that would yield 1,950 mana every 5 seconds; with the 30 seconds previously mentioned to go from a Lunar Eclipse to a Solar Eclipse, that would be 11,700 mana. This would bring our mana regeneration up to 25,086 mana gained within that aforementioned time frame, with 29,810 mana spent.
For the Solar to Lunar side of things, we'd expect to regenerate 29,678 mana and expend 39,120 mana. Within the confines of this limited cost/gain outlook -- which I will admit isn't a perfect representation -- we would lose a net amount of approximately 15,000 mana every minute using nothing but Wrath and Starfire. After 3 minutes, this would amount to a total of 45,000 mana lost, while Innervate would be capable of restoring 32,500 mana -- frankly, a spot-on balance between mana expenditure and consumption.
Remember, that model isn't intended to be totally accurate. Our mana expenditure is actually going to be higher than that, given the use of spells that generate Eclipse, while our passive mana regeneration is actually going to be lower due to haste. However, this is without taking Moonglow, which reduces the mana cost of spells by 9 percent, nor Furor, which increases maximum mana by 15 percent. This is also using values for preraiding gear, so maximum mana values are going to increase while expenditure values shouldn't increase all that much. Replenishment wasn't taken into consideration, either (although Replenishment would only be an additional 325 MP/5 in this situation).
The suggested fix
In conclusion, balance druids do have mana issues as things stand at level 85 in beta, and they need to be fixed. Although Blizzard could tweak Innervate or Dreamstate in order to fix them, that isn't the best solution. Euphoria, too, could be changed to address our mana issues, but that doesn't function too well in PvP. The best answer to this problem is to add a new specialization for balance druids that allows them to regenerate 3 percent of their total mana over 5 seconds -- or alternatively, this could be made a talent; either way works. Through this, balance druids would expect to expend approximately 50 percent or so of their mana every 3 minutes, which is enough time to allow Innervate to come back off cooldown and replenish their mana supply without their running the risk of going OOM.
Given that healing as a balance druid costs vastly higher amounts of mana than using a DPS cycle, there is no risk that balance druids will do an excessive amount of healing; however, the system doesn't prohibit their doing light healing in extreme situations, which is how it should be. A balance druid will be able to Innervate a healer once during an encounter under this system -- simply not a reasonable concern to worry about. A single Innervate on one healer throughout the course of an entire encounter is not going to trivialize mana management for healers, nor is it going to open the door for raid groups to stack balance druids in an effort to ignore mana concerns for healers.
Every week, Shifting Perspectives treks across Azeroth in pursuit of druidic truth, beauty and insight. Whether you're a bear, cat, moonkin, tree or stuck in caster form, we've got the skinny, from a look at the disappearance of the bear tank to thoughts on why you should be playing the class (or why not).





Reader Comments (Page 1 of 3)
Lissanna Oct 8th 2010 8:15PM
I don't wanna go back to being an OOMkin. *sniffle*
Pyromelter Oct 8th 2010 11:44PM
Posting as a response to Lissanna because I feel more people will read this at the top of the comments:
"The best answer to this problem is to add a new specialization for balance druids that allows them to regenerate 3 percent of their total mana over 5 seconds -- or alternatively, this could be made a talent; either way works. "
Might I suggest a much, much simpler solution? Reduce the cost of all spells in the balance spellbook by 2/3rds. Make it part of a talent in the balance tree in the 3rd tier or lower, so that resto won't be able to access it. How about making it part of moonkin form?
Simple. Problem solved:
"Shapeshift into Moonkin Form. While in this form your Arcane and Nature spell damage is increased by 10%, the armor contribution from items is increased by 120%, ALL BALANCE SPELL COSTS ARE REDUCED BY 66%, and grants 5% spell haste to all nearby friendly and raid targets within 100 yards. The Moonkin can not cast healing or resurrection spells while shapeshifted.
The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects."
Capital letters would be the change to Moonkin form. No need to make it any more complicated that it should be, just reduce the cost of our spells. Simple. Easy.
Neirin Oct 9th 2010 12:14AM
Replying to Lissanna cause Lissanna's awesome.
Seriously though, @pyromelter: the unique problem moonkins have here is that if they don't use up their mana to a certain extent, then they have innervates to hand out. Other casters would just end up with a less strained mana pool, we'd spread our extra mana across a few healers.
Pyromelter Oct 9th 2010 12:52AM
Neirin, good point, I'll offer 2 counter points:
1. That's how it is on live, it feels balanced, and with the nerf to innervate, it's not going to be so overpowered that top guilds will be stacking moonkin to do world first hardmodes.
2. If innervate is supposed to be only cast upon yourself... make it a self cast (not castable on others).
Two very elegant ways to look at or handle the point you brought up.
Anye Oct 9th 2010 4:07AM
Okay, what about this solution?
* Tie Innervate back into base mana. Nerf the percentage of mana granted. This way, balance Innervates are no more effective for healers than feral Innervates, e.g. no need to stack.
* Build the passive mana regen into Moonkin form as mentioned. Not enough mana regen to completely prevent any possibility of OOM, but enough to make it unlikely.
* Revert Dreamstate to its old form, or use Dreamstate to alter the mechanics of Innervate when cast on self. Example: "When cast on self, Innervate now restores a percentage of the druid's total mana."
/shrug... I dunno, I wouldn't begin to pretend to know balance very well, but maybe they just need to roll back some of their changes.
SamLowry Oct 9th 2010 10:25AM
If some people really are that paranoid about Innervate (and what else can you call it when people are fearful of an event that never seems to happen?), then yes, make it self-cast only like Evocation.
I actually want to see this happen, mostly because of one occasion during a leveling pug when a lousy healer assumed I was there just to give him frequent mana boosts. And not only that, but when the two other dpsers died during a boss encounter and he yelled at me for casting Rebirth on the "wrong" one, I nearly dropped group. I probably should have.
Unciatim Oct 14th 2010 1:02PM
Why not change Dreamstate to;
*When you cast your Innervate on someone other than yourself, you regen 35% (or whatever is balanced) of your total mana over its duration.*
That way you can use it on another caster that might need it more, but also get some benefit from it without making it too overpowered?
Moonhoof Oct 8th 2010 8:22PM
" Right or wrong, I am of the opinion that balance druids and other caster DPS classes should never have to fear running out of mana, provided that they utilize what can be considered a "normal" rotation."
I couldn't agree more. It seems strange that melee DPS that utilize mana, such as Retribution Paladins and Enhancement Shamans, have such efficient methods of mana regeneration whilst we have to consciously watch our mana whilst trying to maintain DoTs, cooldowns, Shooting Stars procs and our normal rotation, and even then mana is an issue we have to struggle with. Whilst I think that all of this coordination adds a much needed element of skill to the spec, it is wrong that we are unsustainable despite our vigilance.
Sean Oct 8th 2010 10:01PM
Most casters are dealing with this problem than just Boomkin. I've seen Mages go OOM very quickly with a basic Fire rotation and be forced to burn Evocation, Mana Gems, and Potions on every cooldown. It's every worse for them because you can't move or cast anything else while channeling Evocation. At least with Innervate, once you cast it on yourself you can go back to doing other things.
This really doesn't make much sense considering other DPS classes that don't use mana never have to worry about this. Why are caster DPS being punished?
The best solution is to just reduce the cost of offensive magic spells by a good chunk. Healing spells can still cost a lot so that Boomkin can't become healers, and Innervate can still be a waste on other players since it'll restore so much less mana. Problem solved.
Texicles Oct 9th 2010 12:36AM
@Sean
The issue with reducing the cost of offensive spells is that it has implications for Resto in PvP, as well as the concept of healers tossing out some damage in PvE that gets bandied about by the Blues every so often (which seems at odds with the deliberate squeeze on mana).
A passive form of regen for Balance would be an effective way to deal with the OOMkin problem, but it would make sense to tie it to Moonkin Form. This would keep it Balance-specific, like speccing into Balance, and it would keep the regen separate from casting healing spells. Moonkin could still off heal in a pinch, but tying passive regen (as on live today) would keep Balance from having its full regen while casting heals.
Groth Oct 8th 2010 8:25PM
Interesting article. Fingers crossed blizzard will listen, and sort out mana consumption. I'd say the passive mana regain would be easiesst for them to implement.
Oh and you've got one two many 0's in your total mana, assuming you have 65k not 650k mana :)
Shepherd57 Oct 8th 2010 8:38PM
I like my current mana regen. I finish every raid encounter with 40% of my max mana and that's without regen talents just moonkin form crit regen.
Wild Colors Oct 8th 2010 8:39PM
Nice article, and good suggestions!
I hadn't realized we could get up to 80% or so just spamming Moonfire and keeping IS up. I wonder if Blizz will overbalance our damage in the "standard rotation" and then expect us to spend a third of our time in the "secondary moonfire spam rotation" regenerating mana. That would be hilarious. But also probably boring.
Lethorgic Oct 8th 2010 8:53PM
Remember that Insect Swarm and Moonfire are both "over-time" effects, and haste (while increasing the amount of ticks over its duration) does not affect their duration. Haste does reduce the total time from Solar -> Lunar Eclipse and vice versa, meaning you need to spend less mana on re-applying the dots relative to the total mana spent in that time. This also counts for Thorns, FoN, Starfall etc.
This slightly offsets the loss of passive regeneration between Euphoria Eclipse procs due to haste, though on total mana cost vs regeneration scale the effect is likely very low, especially since the dots do not have a very high cost over time.
Talarian Oct 8th 2010 9:04PM
Are other DPS casting classes having this issue too? Maybe Blizzard intends DPS casters to have to break their rotation and chill out every once in a while during a boss fight? I don't know, but maybe they want that mage to pull out his wand for a few seconds...though I guess a Moonkin would have to go take a swing with his staff instead...
Lissanna Oct 8th 2010 9:17PM
some of the other DPS casters in beta are also reporting similar problems at 85.
TonyMcS Oct 8th 2010 9:27PM
These restrictions on mana also have their benefit and the endless mana phenomena is only relatively recent. I can still go OOM on my fire mage and I have to stand around channelling rather than use Innervate on my boomkin and keep going. In fact, I can't remember using Innervate that much anyway, as I certainly don't need it now nor do the healers.
Those irritating DPS classes chasing their damage meters are going to be less of a problem as they'll be OOM in no time. The fact that we now have to think about the mana cost of a spell adds another layer of complexity to the combat mechanics rather than a "standard rotation".
It also might make us use a mana potion - another item that sees very little use these days ;-)
Pyromelter Oct 8th 2010 11:51PM
"but maybe they want that mage to pull out his wand for a few seconds"
They definitely don't want this. Blizz pretty much stated they don't want dps casters to go OOM unless they are doing something stupid like spamming Hurricane and Blizzard on a single target encounter. CBA to find the blue post on it; there are dps classes where mana is a "minigame" like arcane mages, and I think destro locks? or some lock specs, not sure. But all the other casters should not be having mana issues.
nymrohd Oct 8th 2010 9:22PM
I believe that there should be some room for mana management even among dpsers but I had no idea things were so dire. I also don't see why innervate would ever be stacked, and it counting against balance druids; why not stack priests for hymn of hope, or prefer resto shamans for mana tide? Buffs have yet to be completely homogenized. If innervate offered a clear advantage make no mistake, it would be stacked (people stacked pallies for raid shield and then aura mastery, and one could also stack priests for divine hymn because of that reason).
I think Balance could easily afford an extra specialization bonus to help with mana. I would never expect Blizzard to add something as passive as what you describe; if balance druids are to get a new mana regen mechanic, it will probably proc when casting some spell like it does for most classes, or otherwise it will have to do with clearcasting.
Honestly off the top of my head, I think the best solution would be something like this:
Balance Specialization Passive:
Omen of Dreams: Your Balance damaging spells have a chance to cause you to enter a Clearcasting state. The Clearcasting state reduces the Mana, Rage or Energy cost of your next cast-time Balance damaging spell by 100%. You cannot gain Omen of Clarity.
This can increase mana saving by a lot, depending on how high the chance to proc is. It removes free-cast heals, thus making it less of a possibility that a Balance druid would ever heal. It adds an element of intelligent mana management, since you would want to prioritze omen of dreams procs for your high mana cost spells.
nymrohd Oct 8th 2010 9:23PM
Oh, edit it tl reduces the Mana cost.