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Channeling or channeled abilities are abilities which require the caster to remain stationary for the channeling duration, while regularly causing an effect. A time bar will appear and it goes from full (with green) to empty. Generally, channeling spells also have a casting time, although it is zero (hence instant). However, some exceptions with a casting time above zero do exist, as mentioned below.

Additional notes:

Currently, all channeled spells, with the exception of [Arcane Missiles], are calculated as periodic effects (Damage over Time, Heal over Time).

Using bandages is a channeled ability.

Channeled Abilities with a Casting Time

Some channeled abilities still have a Casting Time, such as [Mind Control]. Their behaviour at the beginning is that of a normally cast spell (see Casting Time), and after finishing to cast, they function like channeled spells (as above). So the mana is consumed after finishing normal casting, but before starting to channel.

Differences to spells with cast time

Currently, all channeling spells (except [Arcane Missiles]) technically cause periodic damage, which means that they behave like damage over time spells for the most part. As a result, do not cause interruption. In addition, they have only one line of sight check at the cast of the spell; as soon as the spell hits the target, the caster does not need to maintain LoS in order to keep the channel active.

There are some characteristics that make channeled spells more or less desirable in specific situations. These are:

Conclusion

If in a situation in which incoming spell pushback, interrupts, or movement is likely, you must decide whether time or mana is of more concern. If mana is more important, you will want to use non-channeled spells. If time is more important, you will want to use channeled spells to do as much damage or healing as you can. Note also that if a channeled spell is fully interrupted (such as with a knockback 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.

Different classes and situations call for different tactics, however; For example, in melee PvE, a shadow priest who is low on mana but has [Power Word: Shield] up will often focus on using the mana-efficient, channeled spell [Mind Flay], but when the shield falls they will often switch to using a combination of [Mind Blast], [Mind Spike], or even their wand to deal damage.

Patch changes