Originally Posted by Tierce
Taking it even further, all other classes gain more benefit per talent point spent in healing trees than druids.
|
While a basic class comparison breaks down when you consider forms, if we were to only look at talents considered important for healing in either PvP or PvE, you would find healing Priests have to spend worthless points investing in Disc to get the same basic talent as Intensity. This is without even considering the the world of difference between NS/Swiftmend and Spirit of Redemption/Lightwell in viability in PvE or PvP.
Originally Posted by Tierce
Most classes with interrupts will agree that 1.5 seconds is too fast to interrupt, and most will complain that they attempt to interrupt those heals and lose their interrupt while failing to succeed at their goal.
|
Were these DPS classes using rank 1 spells and grey weapons? Even if we assume a Priest could cast without any interruption (Martyrdom is always up, no stuns, no silences, no spell disables, no fear) then the Priest would be pumping out about 1000hps (1500hp Flash Heal every 1.5s, which is realistic for PvP gear and easy to calculate). Easily defeatable by even slightly competent teams. That is also assuming there are no wound poisons or MS debuff in this attacking group. We will also, though entirely unlikely, assume the group attacking the priest has no means of purging (leaving even PvP geared Priests with about 9% mitigation from armor and down more than 1000 hp for one cast).
My goal here isn't to suggest that a Druid would survive this onslaught better (though it is debatable with stamina heavy gear and Frenzied Regeneration or making a run for it by switching into travel form or Feral Charging away, or just avoiding being targeted at the start with stealth), only that no one has it easy in such bursty environments unless they can render themselves completely invulnerable. The problems of healing in PvP are not class-specific, but the result of damage generally scaling better than healing or protective gear/abilities. It is not an easy situation to balance - how long should a player, even supported by others, survive an assist train?