Thread: Spellsurge
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Old 09/06/07, 3:02 PM   #116 (permalink)
 Shocktar
IT'S A TARP!
 
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Khadgar
You are both missing the big picture.
There are *several* mods that allow both of these enchants to be weaved. Essentailly, the mod swaps to the SS weapon, waits for a proc (for me it's never more than 3 casts), swaps back, waits 50 sec, then changes to SS again. My other weapon has 81 healing, and the mod switches midcast, to kill the global cooldown. You'll also not that if you switch weapons midcast (check the Theorycraft compilation thread), your cast gets the bonus of the switched-to weapon's +dmg/healing.

In essence, I get at most (yes, statistically it could be infinitely more) 2 casts without the benefit of my +81 healing every 50 seconds. The tradeoff is 100 mana/50 sec to each member of the group. It's *very* worth it. You don't have to choose.

Edit: Braque, just using arbitrary numbers (5 for 81 healing, 1 for spellsurge) so your final product comes out even is extremely flawed logic. There's no 'math' or 'theorycrafting' in that post whatsoever, just a bunch of numbers you decided to put there so support your argument. What if I value 10mp/5 (very roughly equivalent to spellsurge, slightly more powerful, unless there's a 100% proc chance) at MORE than 81 healing? Or less than 1/5 of 81 healing? There's just no good foundation for that post.

Last edited by Shocktar : 09/06/07 at 3:07 PM. Reason: More clarification

Gear is how hard you hit. Skill is how often you hit.
 
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