Totem Talk: Restoration healing blues

While the last few articles have been focused on the upcoming patch 4.3, lately there's been a new set of concerns that's popped up regarding healers, mana and restoration shaman abilities.
The official forums are a place that is both infinitely scary and amazingly wonderful all at the same time. You're as likely to find the next greatest bit of news as you are the next and most terrible meme. That said, I find myself on them more often than not, digging around for the latest news and concerns from other players or just for a laugh. This past week, though, a thread sprung up about healers going into the future, and our own Matt Low has covered it in his post from an all-healer perspective.
The thread has a number of blue responses and many of the answers directly relate to restoration shaman. Over this last week, I've received a number of emails about this thread and thought now would be a good time to go over it and address some concerns.
Quote:
I might have read this wrong, but I thought they meant that int would no longer increase your mana pool as it does now, but having more spirit would mean more regen, and unless I'm very wrong I don't think it would change anything apart from making spirit more meaningful and making our mana increase come from regen instead of a more static mana pool. For now I'll content myself with believing that this could actually lead to more mana over a fight, and hope I'm not living in a fantasy dreamworld when the reality is that no matter how you gear your performance will never, ever change
I might have read this wrong, but I thought they meant that int would no longer increase your mana pool as it does now, but having more spirit would mean more regen, and unless I'm very wrong I don't think it would change anything apart from making spirit more meaningful and making our mana increase come from regen instead of a more static mana pool. For now I'll content myself with believing that this could actually lead to more mana over a fight, and hope I'm not living in a fantasy dreamworld when the reality is that no matter how you gear your performance will never, ever change
Hey all, here's some more information from Ghostcrawler about this topic- This is our intent. We aren't trying to nerf healers across the board, and if we were, there are cleaner ways to do that. What we want to do is make the role of the stats less ambiguous. Currently, when Intellect drives mana pool and Spirit drives mana regen, then they are both longevity stats and interact in complex ways. With the change we are proposing, Intellect provides bigger heals and Spirit improves longevity. For healers, there should not always be a clear cut answer. Intellect may still be the superior stat, but not by as much as it is today. (Again, for healers -- DPS specs aren't designed to run out of mana if they use their regen mechanics every now and then.) Mana pools can still be large (we are thinking 100,000 mana at level 85) so that it doesn't feel too bizarre to existing casters and doesn't feel too much like rage or energy.
In addition, we think fixed mana pools will help healers scale better with content. Some players seem to be interpreting the 5.0 design as healing 5-player dungeons should be easy but healing raids should be very hard. That is certainly a better situation than dungeons being very hard and raids being easy, but neither is really the goal. We want the increase in difficulty to be linear. If you can handle dungeons, you should be able to graduate to raids with the normal incremental gear improvements that most players get. This is particularly true of normal and Raid Finder difficulty settings. Heroic raiding will remain more challenging, but even in that case, keep in mind that the challenge of a raid encounter is often its complexity, which requires the group to learn and execute a lot of mechanics.
Gearing up will still be rewarding and meaningful. You'll still feel as powerful as you do today. Intellect and Sprit will just do different things. If you find yourself routinely running out of mana on raid fights, you are probably either overhealing a lot or the group is taking a lot of damage that is intended to be avoidable. A fight like Phase 2 Beth'tilac on heroic is about as mana-intensive as things get, and that phase doesn't last very long, so your mana-regen mechanics and cooldowns should be sufficient to keep you going. That won't change in 5.0.
The concept of fixed mana pools is scary to healers. Right now, we stack intellect and we stack to a certain point of spirit. Intellect currently gives us our mana pools and is the determining factor in how our spellpower is determined. That said, having your mana pool capped by your level would, at first glance, seem incredibly limiting -- especially when Blizzard says that it is looking at somewhere around 100,000 mana at level 85 as the current benchmark.
Some folks have even said that this is a way to make encounters harder, by not allowing healers to brute force heal through encounters. I'm sure that is some small part of it, but the idea is to force healers to actually balance stats like spirit and intellect more than they do now. I mean, let's face it: We currently get to somewhere about 2,000 to 2,600 spirit and then just stop stacking it in lieu of more intellect.
Truth is, as shaman, we shouldn't really fear this. We're triage healers as it is, right? We're used to saving up mana and casting heals when necessary, filling in our other GCDs with things like Lightning Bolts. Gearing will still give us an increase to our healing effectiveness going forward, it just means we'll be putting a little more emphasis on spirit. If you healed through The Burning Crusade, this really won't be too terribly different than when we stacked MP5 like champs. If anything, this brings us closer to our healing roots. We'll still have our mana cooldowns like Mana Tide Totem and Telluric Currents to help us out, so don't panic just yet.
That brings us to the second point of today's article.
Quote:
I would point out the shaman's talent Telluric Currents. This talent scales mana regen with damage done. Since Int increases damage done, this talent allows more regen for better stats. With low end gear the mana regen can be negative since the cost of the spell outweighs the mana regenerated. With high end gear the opp set can be true.
I would point out the shaman's talent Telluric Currents. This talent scales mana regen with damage done. Since Int increases damage done, this talent allows more regen for better stats. With low end gear the mana regen can be negative since the cost of the spell outweighs the mana regenerated. With high end gear the opp set can be true.
Yes, good catch. That is an example of an Intellect-scaling regen mechanic. It would be easy to convert it to something like the paladin mechanic of Judgement granting X% of your total mana.
This is something I'm actually surprised hasn't been brought up sooner or implemented in game. The original concept for TC was to give you something to do to regain some mana and to fill the gaps when you weren't healing. What it wound up being was a necessary talent that wasn't the small mana gain it was originally intended to be but instead a massive mana gain for restoration shaman to keep filling the tanks. Especially when you consider that fights like Magmaw and Alysrazor actively reward you for dealing damage to the boss in certain phases. There are many fights where my raid healing team is low on mana and calling out for Innervates and other mana cooldowns, while myself and the other restoration shaman on the roster are sitting pretty on our mana totals.
Even if TC gets changed to only grant us a percentage of our total mana, unless that percentage is super-low to the point that we get less mana back than casting the bolt, we should be just fine. Seal of Insight returns 15% of base mana to paladins when they use it, so I would expect us to be somewhere in the same neighborhood if Blizzard were to make such a change. That's not terrible, and it would let us know exactly how much we're getting back per level. I've been informed that this is supposed to change in patch 4.3 for paladins -- but even still, the point stands.
Overall, any changes to healing that will come with any 5.0 updates are something you shouldn't fear. First of all, it's going to be quite a ways off. We still have Deathwing to deal with and then any pre-expansion events that pop up before Mists of Pandaria comes out, not to mention the months of beta testing for the next expansion that will test any and all of these changes before they ever reach live servers.
Second of all, we've weathered far worse. If nothing else, restoration shaman are by our very nature resilient and persistent. Changes happen, and we keep throwing heals. You just can't keep a good shaman down. Lastly, any changes to healing will have an effect on every single healing class. No one will escape from them -- and I don't know about you, but I choose to look at it as a glass half full situation.
We've seen other healers explode on the scene in Firelands, in some cases ridiculously so, this is a perfect opportunity to level the playing field some. Especially considering that there is going to be a fifth healing class added to the mix that operates in what is potentially a completely different manner than the other classes do, there will certainly be a ton of rebalancing before the next expansion comes out.
For now, just ride the wave and wait for the dust to settle, because I have a feeling that we'll be just fine at the end of it all. So for those of you who have been sending me fretful emails about this, don't worry quite yet. What do you think of the potential changes to healing and mana in patch 5.0?
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 1)
Bloodfurnace Dalvengyr Nov 22nd 2011 9:32AM
I'm all for the idea of fixed mana pools. I think it will makes things a bit cleaner, and at the same time make things a bit more difficult, but not in a stressful way.
Boobah Nov 22nd 2011 2:55PM
Speaking of cleaner, why the heck are they talking about either A) a mana pool that varies in size by level (and is ALL base mana) when all spells cost a percentage of base mana anyway or B) a gratuitously large mana pool like 100 000?
The most likely reason I can see is that I guess it avoids coming out and saying that spirit = mana regen rating. But I'd rather have mana numbers (and spell costs) static and get my character sheet to just say my current spirit restores x% of mana every five seconds, with x decreasing when I level, just like crit or haste does now.
Patgamer Nov 22nd 2011 9:32AM
I just hope the Monk style of healing isn't too epic, I may pack my totems away and go kick/punch my allies back to full health. Dwarf Monks
Patgamer Nov 22nd 2011 9:35AM
Fair enough.. I guess the comment system doesn't want to post what I had to say about Shaman and this article, it's only interested in the Monk class.
goldeneye Nov 22nd 2011 10:17AM
They had to do something to fix the phenomenon of healers not having to worry about mana by the end of the xpack as they sit on oodles of intellect boosting their mana pool through the roof.
Limiting the spirit drops in T12 and T13 was a bandaid.
It's funny how Int used to do little more than increase our mana-pool and, come 5.0, it'll turn out doing anything BUT that :)
Shadowwind Nov 22nd 2011 10:38AM
They should rename it spellpower, since that's effectively what it's going to be. Or maybe swap spellpower and intellect so that you find sp on everything and intellect (as it currently stands) on weapons. Sounds like it would accomplish roughly the same thing and be a bit easier to do than reworking how intellect works.
Shinae Nov 22nd 2011 10:32AM
Some players allow themselves to have such knee-jerk reactions. To me it's facepalm-worthy how much complaining there's been on the forums about a change that we haven't seen in action. C'mon people, give the devs' ideas a chance.
So yeah, I'm not worried. If other classes can handle using fixed resources, so can we. With good mana regen, for which shaman have many tools, we can easily bounce back from mana-intensive phases.
Shadowwind Nov 22nd 2011 10:35AM
Interesting that Telluric Currents might actually stay as a regen ability, considering that its current incarnation was an accident. As I recall, it wasn't originally supposed to be mana-positive at ALL, it was just to give you something to do without depleting your mana pool. Considering that GC (I believe) said that they were considering heavily nerfing it due to the unintended mechanic, this is a pleasant surprise.
Jordan Nov 22nd 2011 10:41AM
"Currently, when Intellect drives mana pool and Spirit drives mana regen, then they are both longevity stats and interact in complex ways."
Along this line of reasoning, are tanks getting fixed health-pools? Stamina drives the mana-pool, and dodge/parry/armor drive mitigation, which in the long run does the same thing as mana-regen for mana-pools (Makes X amount of resource last longer by mitigating its losses).
Really, intellect and spirit for mana pools of a healer is a perfect analogy to stamina and defense stats for health pools of a tank.
Boobah Nov 22nd 2011 2:28PM
The difference is that larger health pools on tanks leads to bigger hits from bosses which leads to bigger heals needed to keep the tanks up.
In other words, if the tank health pools didn't keep getting bigger, there'd be no reason for the healers' heals to get bigger. Or you'd end up back at Wrath's two or three GCD tank gibs by the last tier.
Myssidia Nov 22nd 2011 10:45AM
I suppose I don't see how fixed mana pools will solve anything. It'll still come down to the fact that you will only need a specific amount of spirit to regen a specific amount of mana. Not that I'm completely disliking the idea, I just have a hard time believing that it won't eventually become another wrath-era Flash Heal-fest. I can see how it will be simpler to decide whether more spirit or more int will be a better upgrade (screw you, currently complicated regen maths), but as far as I can conceive the idea, it just seems more or less like it will be neither a nerf nor a buff, and just end up being a change in systems. A change that I think could support.
PodPeople Nov 22nd 2011 5:01PM
I think I have convinced myself that healers having a limited resource is not really the right way to go. The game already has a mechanic that limits fight length, it's called Enrage. Once the boss enrages, it doesn't matter how much mana the healers have, it's a wipe. If they totally removed healers having to worry about regen, very little would change. Even the fights with a "soft" enrage wouldn't change that much, since there will be a point at which the heal team just can't keep up with the incoming damage. With unlimited mana that would likely only extend those fights by 1-2min, so a fight that would end in a wipe after 5-6min now ends in 6-8min. It's possible that might be enough time for people to down the boss, but isn't that what Blizzard wants us to be able to do. Besides the gear you get from just squeaking-out a boss kill with only help in getting them down faster the next time. I guess people could get past such bosses by stacking 15 healers. But who cares if it takes some raid group an hour to down a boss? I'd think that they found it fun/funny once, maybe do it twice for kicks, but I'd think they'd just get really annoyed of having to do it that way, and find a new strategy. Blizzard can always go back and make the boss have a hard enrage, if people think that the only want to beat the boss is with 15 healers and it takes an hour. If it's an issue with healers being too hard to kill in PvP, I'd say people are doing it wrong if they are counting on mana drains to be able to kill healers. But then again, I rarely pvp anymore and never did as a healer, so maybe I'm just talking out my arss on that point.