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Chain heal - "Each jump reduces the effectiveness of the heal by 50%". Quite accurate.
On the first jump you are left with 50% multiply by 1.3 from the 3TS bonus to get 65%. Reduce that by 50% and multiply by 1.3 to get 42.25%. Quite accurate, you can see it in the combat log yourself if you wear the set.
I posted some numbers on this subject quite recently in another thread.
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The armor buff talent is certainly worth taking. On illidan we have the shamans HW spamming the tank for the armor buff. The tanks takes huge damage when he enrages and that buff lowers the 13k hits down to something more manageable. Its nice to have the crit talent to make this worthwhile.
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Ancestral knowledge is pretty hopeless. If you have 10k mana you get 500 more. In a raid with an SP I can have 700 MP5. Mana pool expansion is expensive in stats and does nothing. If you were going to run out you will still run out. I guess you could argue it also offers 2 MP5 from MT too. There are better ways to spend 5 points.
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Yea you can pretty much ignore mana regen when you are with an SP. But sometimes you are not, you get stuck with the rogues for WF or because the mages monopolise the SP. You have to maintain enough MP5 to still operate at a level above spamming CH1. Trying to heal with 100 MP5 and 2600 +heal is not a good idea, you are too specialist, too dependent on that SP. On longer fights SP tend to run out of mana anyhow, they seem to burn the stuff. This results in you getting less mana than you were expecting.
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