Raid Healing - Holy Priest
I completely understand your reasoning. I am sorry I did not have a great deal of time to dedicate to my initial post because I was at work. However, I feel as if you chose to deliver a sense of aggressiveness and derogitory marks. I do not feel intimidated at all and I would greatly appreciate the next time you make a post that you place yourself in the readers shoes before you hit submit. With that said, allow me to demonstrate in better detail.
First off you will not find very many articles going over this kind of healing in which i am about to describe, simply because ppl have a set way of how they are "used" to healing.
I am not out to prove anything, i am only going to state the facts and how to use them in this post. It is not worth my time to give u every single number in the book. If you really want to be the best at what you can do you will do your own research reguarding the matter.
You made a couple statements regaurding specs, i will break down the reasoning why i have deterred from using the talents u have spoken of.
Spirit of Redemption, it is true u would recieve a slight boost from the spirit and the benefit of healing while dead for a short period of time. However, 3% spirit is nothing to cry about in terms of spirit vs the 3% spell haste which can prove invaluable. Fully Talented in "Enlightenment" I receive enough haste to knock my GH spell to 2.17 seconds. What good is having uber spirit/sp if you fail to heal ur target b4 they die?. The only time you would want to move 1 point from enlightenment to spirit of redemption is when you dip below 2 seconds on your greater heal.
About the PWS: Even Glyphed it stops 2,230 dmg. Lets say I put 3 points in their for an extra 15% more dmg abosorption. That leaves us with a total of 2,564.5 dmg absorption. Would u seriously toss 3 points away to stop 334.5 damage.... What boss let alone a trash mob hits for 334.5? That will stop a misquito bite one time but thats about it. In that tier of disc you only have 2 other options. 2/2 Martyrdom: Gives you a 100% chance to gain the focused casting effect that lasts for 6 seconds after being the victim of a melee or ranged critical strike. The focused Casting effect reduces the pushback suffered from damaging attacks while casting Priest spells and decreases the duration of Interrupt effects by 20%. Think about this, how often do u actually get hit and critically hit for that matter for this to actually proc? Highly unlikely, this leaves us with 2 other options 1 point per 100 dmg reduction from a shield that barely stops dmg anyway and u won't use much or 3/3 Silent Resolve: Reduces the threat generated by your Holy and Discipline spells by 20% and reduces the chance your helpful spells and damage over time effects will be dispelled by 30%. I can tell you from trial and error this is the way to go. While being untalented I found myself pulling even tiny loose mobs that barely hit for anything but distract ur spell casting on various raid bosses IE: Maexxna in Naxx. Talented, I find I rarely pull any because theirs less mobs that bother me during the fight my shield easily holds them off or a simple fade does the trick. Otherwise I found that the shield did not hold them off because their was simply too many and fade was a constant cool down.
The reasoning behind this build is quite simple when you begin to add some numbers. First check out these links so you can compair flash healing vs greater healing.
You want links here are links:
There is a very easy way to compare mana per second regen and spirit regen. Someone who never casts spells will benefit 100% spirit, but the more they fight, the less mana they would regen when compared to the mana per second item. At some point, those two values will be equal. That's the number you want to find.
Lets say I have two pieces of armor. One regens 8 mana per 5 seconds, the other has 20 spirit. When should I use one and when should I use the other? 8 mana per 5 sec = 1.6 mana per second. 20 spirit = 2.5 mana per second (when not "in combat", in other words having cast a spell in the last 5 seconds.)
Let x be the % of when we are in combat
1.6 = (1-x)2.5
Solve for x. You get 36%. In other words, if you spend more than 36% of the time "in combat", you should wear the mana per second gear. You can also factor in talents that give you 15% mana regen when in combat.
1.6 = (1-x)2.5 + (x)2.5(.15)
Ok, now that you have looked at some examples of the mana effeciency take a look at your own numbers. Though some people will not be willing to spec, gear, and gem to go through the numerous amounts of testing see what the healing will do for you per mana. Go and read the amount of time it takes to cast 1 flash heal and times it by 2. Now take the amount of time it takes to cast 1 greater heal. You will always find it takes LONGER to cast 2 flashes over 1 greater regaurdless of spec. Now add the numbers that u receive. Even if you are talented and glyphed into flash you will see the greater heal hit very close. Now what do u think will happen if you put more effort into that GH. Lets take a look into this.
My Gear is comprised of Focusing Spell Power. I have chosen more times then not to utilize +19 sp gems over another gem, such as spirit or int to get a +4 spirit socket bonus because you will recieve a stronger heal from the 19 spell power over a tiny bit more spirit. Here is the logic behind stacking spell power and spirit.
Lets take 2 examples of the often seen Holy gear types.
"Heroes Robe of Faith" - 67 stam, 60 Int, 68 spirit, (1 red & 1 blue socket) *socket bonus +6 spirit* Equip Bonuses: Increases Spell power by 85 and Restores 17mp5, set bonus's are; Your POM bounces 1 more time and the 4-piece set bonus gives you "The cost of your GH is reduced by 5%". (Hint, Blizzard said GH not FH and stresses towards not casting constantly, which is suggested by adding more wait time bc now POM bounces 1 more time). Often times you will see a priest use a (Royal Twilight Opal: 9 sp & 3mp5) or a (Purified Twilight Opal: 9 sp & 8 spirit). However, if you add it up 19 spell power is 2x stronger then the RTO and about 1.5x stronger then the PTO.
Now think about this. For each time you take away from the maximum amount of spell power you could have to go into mana regen, you force urself to have to heal more to compensate for the amount of healing you could have done... If you keep stacking this idea you run into OOM issues in longer fights. If you take a renew for example, which is more beneficial, a renew that ticks for 1400 a tick or one that hits for 1400 then ticks for 2200 a tick? Well if you take away from the SP for int or mp5 you now have less healing for that mana u just issued on ur renew. This applies to ANY healing spell. If you are healing for less bc u chose to go more int and mp5 over sp and spirit you are not hitting for as hard as u could potentially hit for. This does not matter per spec, gear, or glyphs. Spell power is spell power, period. The less u have the less ur going to hit for. The more you have, the less healing u will have to issue, thus the less mp5 you will need to keep ur tank alive and the more OOC regen u will begin to use.
Lets pretend we are on Iron Council in ulduar. We already know that u can hit harder with a greater heal over a flash heal, it takes less time to cast 1 greater heal and hits for more then 2 flashes. We also know that the tank takes substantial dmg rather quickly. If you are gearing towards mp5/int, you sacrifice that ability to; have renews ticking for more during the fight, your heals hit for less then what they could have hit for *thus requires you to cast more heals back to back to keep up*, and your crits when you do crit will not be as high. Lets say ur healing a paladin tanking this fight, you know he will take considerable burst dmg, but is annointed with the raid warning "Fusion Punch". A properly specced prot paly will have 5/5 in Divinity: Increases all healing done by you and all healing effects on you by 5% and 3/3 in Improved Devotion Aura: Increases the armor bonus of your Devotioni Aura by 50% and increases the amount healed on any target affected by any of your Auras by 6%. How can someone who has less spell power take full advantage of his talent? Adding 11% of a 10k heal is 11,100 vs 10,000. or a 20k crit turns into 22,200 vs 20,000. Why would a discipline priest who only slows down the dmg benefit as much as a holy priest or holy paladin who can hit harder or hit with high crits.
The idea behind my current build, gearing, and gemming is this. The harder you hit, the less casts you will need to accomplish the same goal as someone else who hits for less per cast. If you cast less you can utilize spirit even more so then people who constantly cast because the information that i have linked simply proves how much more mana you will recieve from not casting and while casting. not only that, but it explains in great detail why greater heals have better mana efficiency over flash healing. If anyone needs even more articles to read from I would be more then happy to add additional information.