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Channeling or channeled abilities require the caster to remain stationary during the channeling time. Most channeled abilities do damage or healing over time. Channeled abilities get a 'channeling bar' which goes from full to empty when the spell or ability is complete. Channeling spells take their mana before the channeling bar appears, and technically have a casting time of instant. Effects that slow casting time will not cause a character to channel longer!

For example, the Mage spell Spell nature starfall [Arcane Missiles] does X damage once a second for Y seconds. The damage is done at the end of each second. Thus for the higest Rank which does 192 per second over 5 seconds; Mage casts, channels for 1 second, 192 damage, second 2 ends, 192 damage and so on for 5 hits of 192 one second apart. If the mage moves or is interrupted all future hits are canceled.

There are also channeled area effect healing spells; Spell nature tranquility [Tranquility] for Druids heals all party members nearby for X every 1 second for a total of 8 seconds. If the Druid moves or is interrupted the healing effect stops.

Warlocks have channeled spells for draining souls and mana or healing their pets.

Using bandages (from the First Aid profession) is a channeled ability. Eating and drinking are also channel-like, though eating/drinking doesn't get a channeling bar. You cannot move, and your character regenerates X HP/MP per second for Y seconds as you sit and eat/drink.

Contrast this to spells with a Casting Time. For example, Spell fire flamebolt [Fireball] at rank 11 has a 3.5 second casting time. Consider casting Spell fire flamebolt [Fireball] versus Spell nature starfall [Arcane Missiles]. If a mage is interrupted after 3.1 seconds Arcane Missiles would do 192 damage 3 times for 576 damage. Fireball would do 0 damage. However, the Arcane Missiles spell would cost full mana and the Fireball would cost nothing since it was never cast.

The conclusion of this is that you have to analyse which is more important between time and mana. If mana is more important, you want to use the non-channeled spell. If time (thence, health) is more important, you want to use the channeled spell to do as much damage as you can. Note also that if a channeled spell is fully interrupted (such as with a punt or a type of stun perhaps) after a couple seconds, you're better off than if you had been casting a non-channeled spell for a couple seconds and then got an interrupt. If you're a mage and have the arcane talent Spell nature starfall [Improved Arcane Missiles], when you're being attacked melee, there's no doubt at all Arcane Missiles is better than any other one-target spell.

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