Originally Posted by goss
Immediate choice of rank to meet an hp/s need has nothing to do with itemization choices. By most standards (aside from a lack of spinels), my gear is "FoL spammer", but obviously I keep multiple ranks of Holy Light on my bars to meet different situations. My choice of gear or gems doesn't prohibit that, nor does it impede such choices in the long run. Keep in mind you also rarely heal in a vacuum, and leaving a <500 hp deficit on somebody while raid healing is going to get filled in by another paladin or a cheal, probably very quickly. You guys are basically just sniping at each other, and its not really going anywhere.
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More or less what I was going to say. If someone needs a 4k heal and I actually can't afford to spend 3 seconds to heal him, proper HL right will be used. The again if he's not at high risk while my next target is (generally going back to the MT) I will FoL him then either FoL or HL the tank. At the end you the idea is "FoL when you can, HL when you can't, since FoL is more efficient". Never let anyone die becuase you want to be efficient, as that's not really effective... And if he doesn't need a full HL and I have the time/mana to HL him, he'll get a downranked HL. Usually though when you can afford a low enough rank of HL (say 7 and under) you can also afford to FoL, although that's not a rule of thumb at all.
The reason I hold the fight length constant is becuase it is constant. You have no direct effect on fight duration. During that duration, the mana total you can use is exactly the same regardless of what you're casting. Then the extra mana you can use from illumination is directly dependant on your crit chance and how mana mana you would have without illumination, and not how fast your spend mana. Just the fact you use more mana to do the same healing doesn't change how much more mana you have to play with.
For a 200 second fight, if you have 10,000 base mana:
75 mana per second spent: 125 mp5 or 55.55% crit required to make it through the fight
100 mana per second spent: 250 mp5 or 83% crit requried to make it through the fight
Increasing the mana/second required to keep the target alive by 33.33% has doubled the mp5 required, while only increasing the crit required by 50%. The value of crit relative to mp5 has increased with the increased mana requirement.
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125 mp5 costs the same as 312.5 crit rating which is 14% crit. So to make up for that increased mana requirement it would be much easier to stack 125 mp5 than 27.45% crit, which would cost you almost 2X itemization points. This is undervaluing crit though as you only look at the mana and not the extra healing.
Note that my modified version of the spreadsheet (if you follow the instructions and/or if someone with excel knoledge will be nice enough to integrate everything into it) takes into account the extra efficiency gained from the extra HPS from crit based on your effective crit value that you can set yourself.