New WoD Thing: Active Mana Rengeration Concept.
Divine Plea Consumes 3 Holy Power and restores 7% Mana. No Cast Time. No Cool Down.
All other class do 1 billion damage and regen 1% mana per micro second.
At first I thought:
Then I thought:
Wait, you want me to take the time to build up my most valuable and fun resource and then not heal with it? Didn’t you balance our healing spell mana costs on having a mana free spell, and now we can’t heal with it?
Then I looked at the other class active regens and thought:
Wait they get to just dps and they get mana back? Most don’t have a CD and aren’t constrained by generating holy power which is slow and expensive. How the hell do they think this is balanced or is fun.
Then I did the math.
I took our estimated rotation using double beacon and Eternal Flame (includes beacon, mastery, direct heals, no over-healing at 640 ilvl) and took out EF at the end. I looked at the change in HPS and change in mana cost when using beacon for HP generation and when not. As we can see we have some significant modulation with our regen. We can reduce our healing by 21% and spend 26% less mana or we can do 50% less healing and spend 67% less mana. Modulation imo is a good thing. Divne Plea ain’t mana positive, this is a mana reduction and we don’t know how much base regen we will have which will be important to put this fully in context. It is entirely possible this mild reduction in mana makes us on a whole mana neutral or even mana positive.
I don’t like to do class balance stuff as I believe it is easy to just get emotional about it, but given my initial reactions I had to do it.
What I looked at is how the class are generating mana and tried to find a way to compare them. I did this by looking at the a few different things (used 10% haste for cast times).
- The first was how much mana can they regen per second if they used their ability as often as possible.
- The next was to standardize the regen to see how much healing loss they would experience while regening to the same level of mana. To make the math easier I did it to 7% additional regen over 60 seconds.
- Lastly I wanted to look at if they DPS during their regen, how much are they doing.
What I found was interesting. On average each class can do about 0.5% mana per second. Pallies can jump up to 1% but can also drop below to 0.3% per second. Priests (disc) has the worst by a fair margin. Might be balanced on mana costs and other buffs they have.
When standardized Pallies actually have the least reduction in healing compared to the other classes. Priest (disc) is close but Druid/Monk/Shaman have pretty fair reductions in HPS to get to 7% mana return. The issue is that they have to channel/cast and do no new healing while we can get away with 1 GCD and the heal we lose is not balanced in a way that makes it devastating to our healing (which is a different problem that our finishers are not much better than builders). In practice none of the healers will see this level of reduced healing while regenerating mana because they will be able to weave in healing spells with CD’s into the regen rotation so they are only covering up filler spells that do a fraction of the healing as the larger ones (in some cases, using LB between Healing Rain is an example). But either way we are taking a smaller hit to HPS than the other classes.
The last bit is damage done. I took the SP% modifier and found how many of their casts they could make while regening to 7% mana. This gives an approx. amount of damage each class can do. It is not a raw value but a way to loosely compare what each class gets. They are all pretty level in DPS except priest is fairly higher and pallies (SHOCKER) do no dps. But I would say the balance here is broken.
Overall I would say we got a decent deal. The stuff we don’t know is how much each class will be spending on its regular rotation and how often they need to use the active mana regeneration abilities. This will skew things greatly.
I am not pumped that we again have the no damage option compared to the other classes and without knowing our base regen it is hard to know how often we will need to use these abilities. But if we have enough base regen and using DP is a once in a while thing I think it is an interesting choice to reduce mana costs.