Is it time to kill mana?

Mana is one of WoW's biggest sacred cows. Paladins, shaman, druids, mages, warlocks, priests all make use of it, and hunters were once also on the mana teat, as it were. Every healer uses it, and when the monk class is introduced, they'll heal with mana as well. Every ranged caster uses it. It's the resource system the majority of WoW players are most familiar with, a pool that starts at full and empties as you use it. Over the course of its existence, stats like spirit and MP5 have filled it back up during combat, keeping those classes that rely on it supplied. Since it's the lifeblood for all healers, it effectively is the same for all tanks, even though only one tanking class actually tanks with it. Two classes use it to melee DPS, both hybrids, and these two classes effectively ignore the regeneration of the mana pool via talents and class abilities that make mana regeneration a non-issue.
Mana is fairly easy to understand. You have it, you use it. There are various systems built in to make regenerating it easier. With the addition of runes and runic power for death knights and holy power for paladins, secondary resource systems (similar to the combo point system of rogues) have also been introduced to the game. Holy p-ower in particular is interesting to this discussion because it is a secondary resource added to a mana class and one that works for healing, tanking and melee DPS. (Everyone has their own opinion of how well it does so.)
This leads us to the subject of this post. Do we need mana at all? As my intrepid coworker Michael Gray pointed out to me when discussing this article, mana serves many uses. It's not just that it's a resource for healing and DPSing, but the finite nature of the mana system serves to limit encounters in both PvP and PvE. Doing away with mana could have as many negative effects as positive ones.
Active vs. passive resource systems
To really discuss the role of mana, we need to consider how it is currently used. It's fair to say that mana is only directly used in a tanking role by one class because passive resources like mana (ones that are simply there, rather than generated by player action like rage and runic power) aren't terribly compelling for the tanking role. The one class that tanks with mana does so by essentially ignoring it, using Judgements to regain mana in order to use that mana on other abilities. In essence, the paladin tank uses an active resource system. Some abilities cost mana, others regenerate mana, while still others generate holy power that is then spent on still other abilities.
An active resource system (do X to get Y to spend on Z) has positive and negative aspects. Active resource systems are throttled. You can't do your biggest and best move out of the gate; you have to ramp up to it by doing the things that generate the resource. This creates ramp-up time, which can itself be an issue for classes (the perennial roller coaster of retribution paladin DPS in Cataclysm is in part based on this phenomenon), especially when the ramp-up is dependent on keeping uptime on a boss. Just having all your resource up front means you can unload all of it up front, at least compared to a system where you first have to do X before you even have Y to spend on Z. However, the limitation of a passive resource system is that it can run out; if it can't, it's not a resource at all.
Examples of active resource systems in WoW include (but are not limited to) the death knight's runes and runic power, rogue combo points (energy itself is passive, as it simply regenerates over time, although that's an oversimplification for purposes of discussion), warrior and druid rage and hunter focus. Focus actually combines active and passive aspects. It starts at full (like mana and energy) and regenerates slowly over time, but hunters use specific attacks or abilities like Steady or Cobra Shot to increase their regeneration.
Up close vs. far away
For tanks and melee DPS, it seems clear that mana is a non-system. Both protection and retribution paladins have effectively abandoned it with the addition of the holy power system. What mana they have really only serves to prime the pump, so to speak, and gets them to work generating holy power, and they regenerate their mana via judging their targets. Enhancement shaman in melee range use Shamanistic Rage to simply ignore mana costs for 15 seconds out of every minute while Mental Quickness greatly discounts their mana costs and Primal Wisdom regenerates mana constantly. It can be argued that enhancement shaman have simply abandoned resource management entirely.
This does lead us to consider that, for tanking, melee DPS, and at least one ranged DPS type, mana is already dead. Even classes that use mana in the tanking and melee roles either use it as a subsystem for a larger active resource or have made its regeneration so trivial that they don't actually need to manage it in any significant way. Ranged DPS classes use mana more significantly, but even for shadow priests, balance druids, elemental shaman, mages and warlocks, mana regeneration simply isn't the limiting factor in most content. (Moonkin, who have to manage Eclipse states, are fairly close to an active resource system as it is.)
Healers play the key role
This leaves healers, who have the most complicated relationship with mana. Even holy paladins (who have a secondary resource system that pushes them towards an active model) are still at the mercy of mana pool and regeneration. Fight tuning makes use of the limitations of the mana model to provide a way to end fights.
This is a deliberate mechanical choice, and I'd argue it's a good one. Six-hour fights aren't fun. Imagine if your Firelands 10-man could kill Shannox by simply whittling him down over the course of six hours. Would you want to? Other mechanics exist to balance this sort of experience (hard and soft enrages, increasing debuffs that must be juggled), but exhausting mana is a tool in the encounter balance tool kit.
For PvP content, it's even more crucial, because without the ability to exhaust healer mana, PvP can become bogged down. Active resource systems for healers would also require heavy redesign of how healing works. The monk as a healer is going to employ a hybrid system that uses mana to heal but also moves into melee in order to generate Light and Dark Force abilities.
It's certainly possible to imagine all healers moving to a system like holy power, but is it desirable? Going even further and abandoning mana for healers would have to be very heavily balanced and would effectively be a ground-level redesign of the game. If mana were no longer a limitation in the way it is now, new systems would have to be introduced or all bosses would have to have mechanics that would prevent fights from simply becoming grueling battles of attrition. PvP balance in a purely active resource system would need to shift toward a denial-of-resources strategy, with interrupts and stuns/snares taking on even more importance, since a character who can't get their resource gain attacks off can't gather resources.
The final reckoning
In the end, I think we'll see more active resource systems. The description of how warlocks are going to work in Mists of Pandaria definitely makes me think another class is headed toward a hybrid resource system with heavy active elements, and in time, we may see the complete departure from mana for non-healers. But the balance headache -- and more importantly, the loss of mana as a tool in balancing content, should healers abandon it -- makes me think we'll always have mana in one form or another. Active resource generation means hitting buttons to gather your resources, and hitting buttons is always fun. But it probably wouldn't be as fun for people already tasked with the responsibility of keeping everyone else alive, and it would cost a lot to make it viable ... perhaps more than we'd gain.
It could be done, though. The monk will show us how far the active system can be pushed for a healer, ultimately. If it is a wild success, expect mana to undergo serious changes.
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Filed under: Analysis / Opinion, PvP, Raiding, Cataclysm, Mists of Pandaria






Reader Comments (Page 1 of 4)
MikeLive Nov 16th 2011 6:14PM
I think mana should be a healer-exclusive resource (well, healer and Arcane Mage). It's really there as fluff for everyone else, with Ret/Prot Paladins, Balance Druids, and Warlocks having it downplayed for more unique resources. Shaman, Mages, and Shadow Priests all have implicit resources (Maelstrom Weapon, Shadow Orbs, etc.). It would be great if all DPS mana users could get a UI for their resource and downplay the mana (though it still needs to be there, to limit healing spells).
Sharlatan Nov 16th 2011 6:31PM
great, you want healers stuck with a crappy resource system, but dps should not? Why is it ok for DPS to always be able to attack, but healers not always be able to heal? As soon as they give you exhaustion to melee so they eventually cant swing their weapon, I'll live with mana quietly.
The onlly resource which makes any sence is energy. You get to spend it a constant rate, you can burst it down, but have to pay a price of energy starvation for higher performance for short periods. You can pool it if you know you need it soon so you lay off a bit to save for incomming burst.
I had high hopes for panda healers being energy based healers. Oh well, should have known Bliz would not try something innovative.
MikeLive Nov 16th 2011 6:35PM
I never said mana was crappy. It is compelling for healers. Healers and damagers don't have the same gameplay. It works well for healing, but I don't think (and Blizzard seems to agree) that it works well for damage at all.
DarkWalker Nov 16th 2011 8:57PM
Active resource systems are not really desirable for Healers because healers are too reactive. While they are not as reactive as in WotLK days, they still have to react quickly to things the boss do on a very constant basis. The added delay of actively generating resource X to be able to use heal Y would drastically change the game for healers.
Not that it's impossible to change. It can be changed, and there are other games where healers have active resource systems. But Blizzard would most likely have to re-design pretty much every piece of group content to account for a potentially way bigger delay between the healer noticing something is amiss and the heal landing.
It would most likely also require healer throughput to be way better controlled than right now, to avoid the issues that arise from healers never truly running out of their resources.
Rust Nov 16th 2011 10:36PM
@sharlatan: "The onlly resource which makes any sence is energy. You get to spend it a constant rate, you can burst it down, but have to pay a price of energy starvation for higher performance for short periods. You can pool it if you know you need it soon so you lay off a bit to save for incomming burst."
So...mana? You get to spend it however you want, but you go OOM if you spend it all in a burst? You can conserve mana if you need to save it for incoming burst?
@DarkWalker: "Active resource systems are not really desirable for Healers because healers are too reactive. While they are not as reactive as in WotLK days, they still have to react quickly to things the boss do on a very constant basis. The added delay of actively generating resource X to be able to use heal Y would drastically change the game for healers."
There is a system that mirrors this in concept at the moment - look at Shamans with Telluric Currents. There are schools of thought that Shamans should essentially forge everything out of spirit into crit, spec into 3/3 Elemental Precision, and rely almost completely on Telluric Currents for meaningful resource generation. Encounter design suffers a bit in this regard, as this build isn't particularly good or not really viable on fights such as Baleroc. But certainly it's not impossible and TC gives us insight on how it works and how it would play.
Mycroft Nov 17th 2011 6:08AM
I think it's possible something like the hunter Focus system could help healers. Resource slowly regenerates on its own (which it already does, thanks to spirit). Starts and full and you can burst it down if you need. The slow, cheap and light heal could generate the resources, and the big slow heal and the short expensive heal could consume them. Just as a baseline. Something like a druid's lifebloom might even be resource-neutral, with the "cost" coming from the opportunity cost of not casting a resource-generator.
Homeschool Nov 17th 2011 12:40PM
I would counter that Mana is not even compelling for healers. The timeframe over which it has to be spread is so large that it's open to HUGE amounts of variation.
Consider a fight with no enrage timer. Assuming the raid damage is low enough, the fight can run indefinitely.
Think about when something unexpected happens, like a healer getting taken out of the fight temporarily. The other healers have to step up and use less efficient heals, and then things seem to be fine... until much later in the fight, when everyone suddenly runs dry.
Consider how critical regen cooldowns become. You HAVE to use them on-cooldown, hence encounters are designed around such, and they become mandatory. Is a mandatory ability compelling or fun?
Mana doesn't need to be removed, it needs to be split. The efficient abilities (your small heal) should be endless. They can't keep up with damage, anyway. Your big heals should be centered around a secondary resource which IS limited, such as Holy Power or Monk's Forces. If they want the appropriate playstyle to be a specific balance of efficient vs. powerful, I can't think of a better way to do it.
Also on that note, wouldn't it be nice if our efficient heals were channeled spells? No spamming, just channel until you need to cast a real heal.
cmichaelcooper Nov 16th 2011 6:18PM
After some of the absolutely ridiculous responses to the "Is it time to kill the GCD" column, seeing this here so soon makes me very happy. Rossi wins.
Lupos Nov 16th 2011 6:22PM
Anyone else see the title as "Is it time to kill mama at first". Or is my laptop overlord trying to tell me something?
The Dewd Nov 17th 2011 12:39PM
Throw her from the train!
Dr. Dot Nov 16th 2011 7:58PM
One use of consecration as a prot takes what, 30% of your mana pool. I did find myself in tight situations without mana while tanking. Divine plea is there, but it has cooldown. Mana is not non-system.
And meeting on arena as a healer with nice priest and his
mana burn only confirms that.
By any rate, focus, energy and mana are the same - upfront loaded resource. only tuning in terms of regen speed vs using speed is different.
And "active resources" are in game for a long time, in various forms. Anything that can be gained during fight and then somehow spent - is active. Former lock's shards, maelstorm (?) weapon stacks of shamans, etc.
cptgrudge Nov 16th 2011 6:34PM
I think it would be difficult to eliminate mana. Of all the resource systems, it's the only one that can run out of gas, which as you say is used as a mechanic to limit fight length. That's ok I think; I like mana for healers.
I did have a thought yesterday that they could eliminate spirit and hit. There are talents that currently allow certain specs to use spirit as hit, so why not fuse the two and call it Willpower (or something more original), since Blizzard wants some sort of overlap anyway.
Together with the fact that intellect no longer will increase one's mana pool, the unthinkable could occur:
Blizzard could eliminate spell plate. Make Holy Paladins use strength for spell power and it becomes a real possibility.
I could wield a Str 2H and heal...be still my heart!
Homeschool Nov 17th 2011 11:51AM
I prefer a less variable mechanic for limiting fight length - enrages or stacking debuffs.
There's a very simple reason for this: if you base the fight length solely on mana, then the fight can run indefinitely. Just stack more healers. If healer mana is the limiting factor, then once you reach the point where healer regen is equal to healer expenditure (via incoming damage), the fight IS endless. Essentially, using mana to limit fights gives them the potential to be limitless.
Consider Heigan, in Naxxramas. Many of us remember raids that were decimated by the Safety Dance, only to watch a duo of healer and tank remain endlessly whittling his health down. I remember several times where the fight ran for 15+ minutes, with the dead bodies clamoring for us to "just die" so they could get back up and do something. With mana being the only deadline, once the healer was only healing two people, the damage was easily manageable. Fun, right?
Other factors can be more easily controlled. Stacking debuffs or hard enrage timers set a specific deadline. Doesn't matter how well you can deal with incoming damage; if you can't kill the boss before the deadline, you're done.
I'm 100% for replacing mana with active models. At that point, the healers aren't playing a double game by also defining the limit (or endlessness) of the fight. The whole point is whether you're strong enough to heal the damage.
Whoops, I forgot. People went into the healing game because they liked being fancy egg timers.
My bad.
GerardthePriest Nov 17th 2011 12:28PM
I would love to ditch spell plate - I made a paladin entirely to start picking up the unwanted spell plate, which is a ridiculous reason to make a character - but doing a strength->spell power conversion for paladins would be imbalanced, especially for PvP. It's been said before: it would make it too easy for holy paladins to both DPS and heal.
I personally prefer a "make holy pallies wear mail" solution. Blizzard's response is that paladins "wear plate for lore reasons," which confuses me, since Blizzard has shown time and time again that they are fine with ignoring lore when gameplay demands it.
cptgrudge Nov 17th 2011 12:47PM
@GerardthePriest
"...but doing a strength->spell power conversion for paladins would be imbalanced, especially for PvP. "
Is it somehow imbalanced for a resto shaman? A healing priest? If not, why the difference? I'd argue that there's less of a chance for holy pally since one would have to be in melee range, which healers try *not* to be.
Many of the abilities are not baseline. I'll likely not have Templar's Verdict, or Divine Storm, or a haste reduced CD on Crusader Strike, or many other things in MoP that make me do effective damage. Hard casting Exo is a surefire way to run mana dry.
Derrek Nov 18th 2011 3:35PM
@GerardthePriest
"It's been said before: it would make it too easy for holy paladins to both DPS and heal."
Monks, dude.
That said, seriously, there isn't anything wrong with being able to fulfill two roles at once. Tanks can tank and dps at the same time, why shouldn't healers be able to heal and dps at the same time? Disc priests already can, in a manner of speaking.
Holy Paladins used to be able to - it was called the Shockadin spec and it was incredibly fun to play. Not because it was somehow OP, but because the gameplay was really flexible and engaging. Balancing my damage output with keeping people alive was super exhilarating. It felt like my Paladin really was wielding the Light to his fullest potential. Of course I can't do it anymore because of the spellpower scaling of Exorcism in 4.x, but back in the day it was right and good and I loved every moment of it.
In Cataclysm, way too many players have fallen into the trap of thinking that since so-called "Hybrid" classes can no longer properly fulfill their true roles as hybrid classes, they never should be able to. Blizzard has openly stated that they wish to see more actual uses for a class's ability to do two different things without completely sucking at either one. ( as evidenced by the Druid 5.0 talents )
Holy Paladins used to be the shining example of what it means to be a hybrid class, and while that playstyle is currently floating face-down somewhere off the coast of Northrend, its legacy remains and there are many many among us who would see it rise again to its former glory.
restodr00d Nov 16th 2011 6:35PM
You can also check some interesting opinions from the WoW Community... Well from the ones that visit the forums anyway.
http://us.battle.net/wow/en/forum/topic/3566337805
http://us.battle.net/wow/en/forum/topic/3566297582
http://us.battle.net/wow/en/forum/topic/3581199509
Check them out!
I'm still not sure what side I like better :P
RetPallyJil Nov 16th 2011 6:37PM
Despite mana (or lack thereof) being the bane of my existence, I think it has a purpose. Magical shouldn't be inexhaustible.If there's no risk of oom there's no excitement. No excitement, no fun.
Homeschool Nov 17th 2011 12:04PM
I think the point is less about magic being inexhaustible, and more about whether running out of power is fun.
Most healers didn't pick their role because they found the bottom of the barrel exciting. They did it because they enjoy the contest with the enemy over the lives of their companions. "Can I protect and support my team in the face of their assault?" Reaching the point of OOM-ness is more of a feeling of "well, we're done. Time to sit back and die." The fight's not even over, but it's over. Frustrating.
I'd really prefer an active system. It has the same preference of efficient vs. powerful, since using the big heals will deplete your resources and make you less able to react NOW, not 5 minutes in the future when you run out 30 seconds ahead of schedule. So, yes, you still have to pick the right heal for the job.
Consider also, that the better your gear, the more mana you have. Instead of reinforcing the efficiency situation, it makes it easier to throw out your less efficient heals. Regen scales faster than efficient heals.
Active resource means you have to be aware of the fight, know when the big damage is coming and be ready for it, and have enough personal power to handle it when it comes. Isn't that what healing is really about?
Mr. Crow Nov 16th 2011 6:38PM
Mana is still a throttle for Shadow Priests, in a way. Mind Sear is a pretty expensive spell, and if you don't have enough AoE DPS on a fight, such as, say, Beth'tilac 10, it's not hard to run out of mana trying to keep the spiderlings under control.
Mind Spike spam is by design meant to be expensive in the long term, so that Shadow Priests don't become Frost Mages, but if the add you're DPSing down takes longer than 15 seconds to kill but less than 25, it creates an odd dead zone where the optimal kill technique isn't really clear.
I think that giving secondary resources to the healer classes is a good move (while I don't play a Paladin, I think Holy Power adds a dynamic Holy pallies needed) but I think that it works best as a system that plays in tandem with mana as opposed to a replacement for mana. I really don't expect that the encounter designers are going to give up the ability to throttle a fight based on mana usage, because it's a pretty valuable tool, and also gives you fights like Loatheb and Chimaeron to play with.