In TBC arena, there's no actual "dampening" mechanic like in later expansions. Instead, long games are decided by mana attrition. The team that manages resources better wins.
The Mana War
In extended arena games (5+ minutes), healer mana becomes the primary win condition. When a healer goes OOM (out of mana), their team dies.
- Mana Burn: Shadow Priest removes 1000+ mana per cast
- Viper Sting: Hunter drains mana over time
- Drain Mana: Warlock steals mana
- Pressure: Forcing inefficient heals burns mana
โ ๏ธ Long Game Reality
If your comp can't win in the first 2 minutes, you MUST have a plan for the mana war. Comps without mana drain or sustained pressure will lose to attrition teams.