#6 - Dec. 6, 2009, 4:42 p.m.
Q u o t e:
Something I've never got, why is intensive management of your mana pool tedious and horrible for caster dps and pally tanks but fun for healers?
I see this sort of question a lot, and it's usually phrased in terms of how we love dps casters and make things easy for them and hate healers and want to make them suffer.
When you think about the actual experience though the difference comes down to more damage nearly always being better while healing has a target, beyond which more healing isn't necessary because everyone is at 100% of their health. Overhealing exists as a concept, whereas overdamage does not (except in a few isolated fights or when threat is an issue). In a very coarse sense, damage is about as going as fast as you can while healing is about hitting your target -- damage is a 50 yard dash, while healing is playing darts.
Furthermore, most healing rotations aren't terrible complicated because they can't afford to be. If you had to get up e.g. 3 periodic spells and self buffs before you could even do your job, then a lot of time players would be dead before you could ever get around to actually saving their lives. Having a long ramp up time would just kill healing.
So the healing game ultimately becomes more about using the right tool for the job. If someone takes a little damage but isn't likely to die, a hot is a great idea. If someone is about to die, you might need a very fast spell or even a cooldown. If a lot of players take damage at once, an AE looks attractive. If you know you won't be able to cast for awhile (maybe you're moving) then again something with a duration like a hot or shield is the ticket. And so on....
Mana efficiency is ideally part of this calculus. If mana doesn't matter, then either your highest healing-per-second spell or your fastest spell (depending on the situation) is always the best choice. Increasingly in LK, it's just the fastest spell that wins because of the nature of incoming damage. If mana doesn't matter, then you aren't trying to hit the bullseye I described above because missing the bullseye (overhealing) has no consequence. If you use the proverbial bazooka to kill cockroaches, then who cares?
Many long-term healers (and I'll include myself in that) enjoy healing because you feel smart when you do it right. Part of that "smartiness" is using the right tool for the job. It's a different approach to the game than say a mage or warlock uses however. To some degree it's hard for me to understand how you like healing if you don't like mana management. :)
Now, in much of the above, I'm describing an ideal situation. Mana generally matters a lot less in Lich King for healers than we'd like, so instead of challenging healers to hit the target we just challenge healers to keep as many darts in the air as possible. If you miss even a single GCD, then it's possible someone is going to die. That doesn't feel like smart playing to many players. That feels like whack-a-mole.
Now don't jump to the opposite extreme and assume what we intend for Cataclysm is for healers to stand around a lot and regen. What we'd rather see is that say a Holy priest uses Renew in some situations, Flash Heal in others, Greater Heal in others, CoH in others, and so on. Furthermore, we'd like to see more coordination among the healers (again because the risk of going OOM exists). That doesn't have to mean talking on Vent, though it could be that too. It could be as simple as assigning more targets or roles for your healers instead of just "You heal the tank, everyone else heal the raid."
In addition, once the group learns that healing mana matters, then individual survivability matters more too. Health stones, pots and even bandages do something. An avoid-damage ability like Barkskin or Dispersion is an interesting part of the dps toolbox instead of a PvP-only spell. Standing in fires is dangerous rather than just sloppy playing. Avoidance on tanks is more attractive because being the guy who requires tons of healing can be as much of a liability as the guy who dies from big boss hits.
Yes, the risk is that the game becomes so stressful for healers that it's not fun for them. But I think healing can definitely be stressful now, and in a physically exhausting way instead of a I-need-to-make-smart-decisions-quickly way.