
Originally Posted by
Akeber
That is the definition of reactive healing. You see the tank short 4K on health, so you cast a heal that will land for 4k.
The thing is, by the time you "see" that happen, process what to do, and start casting a heal, and it finally lands, the tank could easily have taken another hit. What about streaks of avoidance, or non-avoidance.
There are certain fights where tank damage is predictable. For example, if you target sarth you can watch for his cast bar to see the breath coming and time your heal on the tank accordingly. Most damage is nowhere near that predictable.
5% extra healing is curently a waste, and will probably be a waste in Uldar too. The benefit of more crit has NOTHING to do with the extra healing it provides, but is well worth the increase in mana returned form illumination.
That's great and all, but it's naxx 10, let's look at something that you can't heal while sleeping. That's what we're really talking about, progression content that requires min/maxing, and taking all the best possible choices in gems, chants, gear, spec, etc. Here is the mana returned to a holy pally (specced into ret for the 3% crit and skipping kings) from an evening of sarth 3d attempts:
Illumination 304,948 Mana
Replenishment 126,292 Mana
Mana Spring Totem 82,586 Mana
Mana Restore 62,400 Mana
Seal of Wisdom 59,824 Mana
Soul of the Dead 59,400 Mana
Divine Plea 31,515 Mana
Spiritual Attunement 19,744 Mana
Mana Tide Totem 13,690 Mana
Restore Mana 4,226 Mana
Hymn of Hope 1,858 Mana
Judgement of Wisdom 702 Mana
Replenish 504 Mana
You can spec/gear all kinds of strange ways if the content is easy, it doesn't make it right.
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