Thanks for all the tips and advice everyone - you guys are the bestest! X
It all comes down to what spells are you using? What talents you have ? Also donât forget some factors like what class the tank is and what affixes are in the dungeon . How you are geared. . That all affects your mana sometimes itâs unavoidable . Make sure you are using your mana regen abilities correctly . Donât be shy to drop your totems and let the riptide do itâs magic. Also be careful with choosing the right spell chain heal vs heal vs riptide . And donât stare yourself blind on holy paladins. Holy Paladins as a example have a lot less issues with mana then a mist weaver monk or a resto shaman. And I can assure you practice makes perfect . Remember work Smarter not harder. Also donât be afraid to look things up on wowhead , they got nice guides .
Difference between general and specific advice. In raging week, itâs usually best to stun when raging is active (low health), on bloody week it would be bad to stun enemies in a blood pool.
It is 3 seconds of no incoming damage, which is often hard to beat by just spamming heals, and it interrupts lots of abilities, too.
A windshear (cast interrupt) may be a lot more useful than casting a heal, having it on a focus and stopcasting macro and being prepared to press the key for it often avoids lots of damage (or even deaths). Usually easier for tank/dps, as they are more focused on the enemies, but windshear has a very low cd, its a valuable tool in your kit.
Another sometimes underused tool would be the earth elemental, it wonât stay up long on high levels, and has some dangers (like the tank wants to pull somebody out), but can be useful not only if the tank dies to something.
Regarding healing rain, i donât see it as very useful in m+. It takes long to cast, lasts only 10s and usually players have to evade lots of swirlies and donât stay in it long.
If you have downtime, do damage.
Furthermore, stunned enemies do not spawn explosive orbs. So if you chain stun a pack, thatâs a lot less orbs you need to deal with.
Same. Iâm not a big fan of healing rain in m+. It usually doesnât hit enough people to be worth the cast time. However, there are a bunch of cases where it is very nice:
- Executor, where people fan in and out. Healing rain is very nice when everyoneâs clumped up.
- The fire guy: camp around the miniboss, stand in healing rain, saves a lot of hard heal casts.
- Shards in HoA. Donât think I need to explain why.
- Echelon, when adds spawn and people stack up on the boss.
Basically, anytime when the full party is standing in healing rain for most of its duration, it is usually worth casting. There are some places and scenarios in keys when that happens. But if people donât stay in it long enough, or thereâs only 2-3 people in it, itâs not worth it, indeed.
Heyy, just to give a little update -
so Iâve made a WA for ManaTide, got the mana chest enchant, tried to be more tactical with combining Chain Harvest and Cloudburst, and swapped to spamming Healing Wave over Healing Surge as much as possible when spamming necessary⊠Have done a few runs since, and what a difference! Iâve only had to ask the tank for drink time twice. Have tried the mana anima power a few times but have found it hasnât really been necessary.
Realised I also hadnât been making use of my Undulation or Swirling Currents process, so have made myself WAs for those too and now going to try and improve on those.
Thanks again for all the suggestions
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