I think all we agree that Amplify is surelly worth on fights against non caster bosses ( Sartura or Patch for example ).
But what about caster Bosses ( Emperors for example ) ? The tooltip say: Damage taken from spells up to 75 and
healing spells by up to 150. On Emperors for example we use the only tanks strategy and 6 healers on each of them.
With an improved Amplify my LHW does heal +100 more per wave, considering the rate of our healing is higher than
emperor bolts ( if any ) I do think even on a fight like Emperors one Amplify Magic is the way to go.
I've been trying to work on my guild about using this more often, but they're generally pretty apprehensive sadly. It seems to me that on nearly ALL fights the extra healing will be worth it.
The one exception I think would be stacking dots. I got a poison from the crypt fiends at Anub, and it ticked for 306, while one of the tanks said their single stacks would tick for 250... that would start to add up quickly.
We've started using it basically everywhere on the MT and frequently on significant OTs too and I'm quite happy with the result. As for Patchwerk, you'd have to be mad or foolish not to have a mage spec magic attunement for that encounter. Having a priest-Atiesh in every healer group would provide less of a bonus than the talent adds to the standard spell. And the standard spell is twice that amount of course.
\"Never trust anything that a man will not set his reputation and name upon.\" - Medivh
I think we use it pretty much everywhere now, Exception is probably the likes of Vael where magic damage taken is a constant. Adding +30 per tic on HoTs, and with low rank healing spells (R4 HT, Heal Rank 2) it's a nice boost.
If you have paladins - put it on everything they might accidentally heal.
I'm not kidding btw. Paladins are ludicrous with +healing.
Outside of the "this person might be healed by a paladin" you have to make choices. On fights with signifigant mage components, it's probably not ideal on people without dedicated healers.
I'm sorry, this doesn't make any sense. Paladins don't get more from +healing, they get less than their counterparts. Rank 4 HT, Rank 2 Heal, and Rank 5 Healing Wave are all 3 second cast time (2.5 with talents) thus recieving 86% of +healing. Paladins equivalent Holy Light 4 is a 2.5 cast time with no way to decrease it, so they get only 71% from +healing.
I've used it on every fight in Naxx, up until Thaddius (except GWF and phase 1 Thaddius). In BWL I used it on everything except Vael, Firemaw, Chromaggus, and phase 1 Nef.
The real problem with Amp Magic is that it can easily kill the main tank if it's a bad fight to use it on, like Golemagg. Because it's been a poor buff for so long, unless it's used early on in the learning, most groups don't want to risk it on a boss that's "farm status".
I crit our amplified MT for 2.7k with a rank 2 heal earlier in the week. That was... yeah.
The benefits in many cases outweigh the costs. We don't have constant raid-wise crazy use of the buff because to my knowledge we still only have a single mage specced for Magic Attunement, but we'll use it on tanks and such for a number of bosses.
One thing I wonder about is how it works with debuffs. The aura Andorov provides during the Rajaxx fight is a nice example of how every tick gets the full bonus, but if this applies to debuffs done by mobs in the same way, that could stack up to some nasty damage very quickly. 112.5 extra damage on a burst that does 4k damage isn't excessively large as a difference. 112.5 extra damage per tick on a DoT that ticks ten times on the other hand adds up pretty quick.
How much damage would it add to a shadow flame exactly? 75 tops? Can Shadowflame even crit? I would say big spike spell damage fights are probably the best place to use it. Its like a drop in the bucket for damage, but makes healing back up quicker/more effecient.