Originally Posted by drowsy
I'm wondering about people's philosophy on class balance as it applies to healing. You want some spammers and some fat heal cancellers, but are there hard numbers of each we should be shooting for? Is it wise to try to have people do things they're not ideal for when the classes are weird?
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Well that depends on your point of view and exactly how "skilled" your healers are in terms of reaction time. Then there is overall utility to consider. Let me clarify. The reason you normally use 2-3 paladins besides their healing capability (which is one of the best if not
the best before the patch arrives), is of course the blessings. They are just too good to be ignored if you have a reasonable paladin availability. Shamans on the other hand are excellent raid healers (or even MT healers) and their totems and heroism only add value to their efficiency. That's about it when it comes to "hard numbers", other than that you will have to find a good balance that works for your particular raid group and most importantly for the specific encounter you are attempting.
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We've been killing gruul with some regularity, typically with 2-3 pallies, 2-3 holy priests, and a mixture of tree druids and resto shamans. Usually 7-8 healers total, and typically holding a flasked tank to at least 16 growths and unflasked to 14. Last night what we had was 1 holy pally, 2 holy priests, 3 tree druids, and a prot pally healing, with the holy pally being replaced by a holy priest after a RL issue. We've had folks healing out of their standard role before when needed, most notably holy paladins pretending to be gheal-cancel priests, I guess I had thought a heavy dose of tree hots could fill the role of the spammadin somewhat, but it was just a disaster area. Eventually a druid stopped with the tree business, did his best paladin impression, and we scraped by. Does this setup sound workable, or should we not even try to run without a couple holy paladins?
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Well, you seem to have figured out the answer yourself. Hots are good, in fact, in this expansion they are excellent if you want to keep someone alive, but that doesn't mean that they don't have their limitations. Direct Heals are more accurate than Heals over Time, in the presence of uncontrollable factors, even considering the downranking nerf. These factors include other healers using alternate heal styles and random incoming damage to your heal target. Things such as crushing and critical blows make heals over time actually heal more effectively (since they can tick without necessarily being overhealed all the time) but sometimes they lack the magnitude to heal the target accurately, that is to say return the target's health to a reasonable amount in a timely fashion, before he gets the next damage spike that will kill him.
Obviously, Gruul is going to hit rather hard after a certain number of growths, so it seems to me that in your particular case it wasn't a setup problem but rather a healing strategy problem which you eventually sorted. Whether that particular setup could work in other encounters is entirely up to you to judge, however I would personally recommend a better mix of classes due to the reasons I mentioned in my original comments.