What do you mean? You want a macro that casts FoL unless you have IoL procced, ie immediately following a holy shock?
If you're intending to follow a non-crit holy shock with a FoL, then why bother casting holy shock in the first place? Either you need burst healing, in which case you cast HS (DFed if possible), followed by HL. Or you don't need burst in which case you use FoL or HL.
To answer your question, it's not possible, but I can't really see it being necessary.
There's nothing you can do to achieve that behavior, the instant FoL/hasted HL is the intended behavior of Infusion of Light.
He wants to basically negate the instant cast portion of IoL and just "save the buff" for a holy light. This is basically the old form of IoL before FoL was integrated in.
If nobody ever takes more than ~3-5k dmg at any time (or at least if you know nobody is going to be taking more than that right now), FoL is actually going to be more HPS and is what you should be using. Of course, this is actually the situation that is very easy to heal anyway and doesn't really matter.
Even though you probably have way more mana than you would use on current fights, I'd still rather maximize my ability for when things go wrong, since when things go right, healing is incredibly easy regardless. When healing goes wrong, gearing according to rawr should be optimal, as in those cases you DO use all your mana. In future encounters, I'd speculate that they'll be at least hard as current fights are when things go wrong, and won't be much longer or much shorter (compared to "first kill" or "when things go wrong" fight durations, not farm mode fight durations) - and if that speculation is wrong gear and always be regemmed and it's not like I'm dissing spare pieces that nobody needs if they stress other stats that might be better if there was a tremendous change in the encounters/mechanics.
With intellect we gain more throughput and "decent healer 101" tells us that to making the most use of our mana is the prime aim, i.e. finish the fight with 0 mana unless unable to.
Sorry for quoting a post 2 pages ago, but I jumped into this thread a bit late (healadin twink) and this quote is really something I want to reply to. My main is a mage, so your statement is not unfamiliar to me. Yet I do think it is not applicable to healers.
So, your job is to keep everyone alive. If no one dies (ie, no one has died and you did it in a repeatable way), you have done your job perfectly. To be exact, there is no way you could do better, because you don't improve the fight (this is, the outcome is always "boss killed, achievement gained, no one died).
So, if you are left with 100% mana or 0% mana is irrelevant. Heck, I would even say, if you finish the fight with 0 mana left, this was not your best, because if someone else would have made a mistake, you would not have had the mana to recover from it.
To contrast it, let me give you a mana dps class point of view (iven you have enough control over the rate of your mana to damage conversion). Lets assume the above: boss dead, no one died. Now, you did your job and did damage. But if you are left with more than 0 mana, you could have done more damage. So, you could have done better. You could have done more damage, thus making the fight shorter, playing better!
So I think healers can "cap content", because at some point, even with gear from higher tiers, they just cannot improve the outcome of the fight. Dps on the other hand can always improve the outcome of a fight, because they can shorten it. Some of the very few occasions where a healer could improve the outcome further would be something like the Twilight Torment Aura. If you can increase you hps, dps has to hold back less, thus shortening the fight.
However, now that you cannot improve in current content, I think there is really no point in thinking about how to do more overheal . All you can do after "capping content" (I really get to like that term), is thinking about how you could lay out your gear to be most useful in the next tier of content.
That is true to a certain extent Tim, and in a practical sense it is never a good idea to aim to finish a fight on 0 mana.
However, most of this thread (and healer theorycraft in general) tends to deal with theoretical scenarios, because modelling healing accurately is very hard, and ultimately not very effective.
I think what's really trying to be said here, is that once you have 'enough' mana for a fight, you should focus on increasing your output through haste and SP. Faster and stronger heals will lead to less risk of tank death. The fact that in the current level of content, FoL spam puts tanks at almost 0 chance of dying vs most bosses somewhat dampens this, but it's still a useful theoretical exercise.
Basically, you want to increase your HPS to the highest level possible. If you run out of mana before a fight ends, then int is the best way to do this. If you don't, then haste / SP will provide larger benefits. Of course 'enough' mana is a very fuzzy concept; it's similar to effective health for tanks, I suppose, in that in a perfect scenario (ie healed to full every X seconds), more will be irrelevant until it reaches the point where you can survive an additional hit from the boss without a heal (we have no equivalent here though really).
You're right though, that in a practical sense at the moment, there's very little a healer can do to improve the outcome of most fights, at least in terms of gearing.
I would like to ask if there is any sort of standard in current content for me to gage my current stats off of. I understand that 30K Mana and 45% Crit is ideal, but if I knew my sp was adequate I could start gemming for other stats. I would like to know what the general consensus is for sp and crit. Just a baseline for me to work off of.
I would like to ask if there is any sort of standard in current content for me to gage my current stats off of. I understand that 30K Mana and 45% Crit is ideal, but if I knew my sp was adequate I could start gemming for other stats. I would like to know what the general consensus is for sp and crit. Just a baseline for me to work off of.
From the way I've seen it, you should gem for intellect, almost always. It has numerous advantages over other stats. It's quite hard to answer your question, I'd hazard a guess towards 2250-2350 sp for the current content and 35% crit self buffed (Ret talents).
This was the thing I have been thinking for a while. My crit is approximately 38% with kings on, my int is 1221 and SP is a bit lower than 2k. I thought whether it would be wise to get some sp instead of getting crit ( as I'm used to totally adore it ). I really can't understand why would we need more SP, if most of our crits go to overhealing as well.
P.S. My gear is quite the best one you can get in the game, have been putting int in every socket or enchant where i can, crit in all others.
I see the point in asking about the SP gemming and i see that as a role issue through my experience you have 2 roles in the raid as Pally healer 1. Big HL pump (Int and crit) of 2. FoL quick responce covering dead time inbetween the big heals. (Crit /haste). This is all depending on the raid setup and what other healers you have in the raid.
But with the GlyphoHL and the GlyphoWis. and the T7 4 set bonuses .. I see it as a pointer in what direction Pally healers are going => The MT healers that can stand and pump HL through Sart+D on the MT without running out of mana.
Why would a holy pally give up 3% crit to be able to to kings? I know that lots of groups love to have kings, but 3% crit is a lot to give up in its place.
Well prot pallies definetly shouldn't be the only one to have kings because if they do, tanks dont (or dont have sanctuary which is bad for threat gen) so that leaves them out of the equation. Then theres the possibility that you don't have a ret pally in the raid, with the raid buffs being shared and whatnot, you can have a holy pally keep on judging every 20 seconds for heart of the crusader and a boomkin for the haste buff so technically speaking, ret pallies aren't 'required'. Even if you do have a ret pally, what happens if he doesn't show up? If you have a holy pally who shows up 100% of the time and two ret pallies who together will show up 100% of the it doesn't make sense to have the two ret pallies both spec kings when the one holy pally could spec kings. Technically speaking yes, if you have only 25 people in the entire guild and they always show up the ret pally in there should get kings. But what happens if you've got one ret pally who shows up 75% of the time? That means 25% of the time you're running without the most important pally buff we can give in the game. Sure it's nicer to have the 3% extra crit and push the spec onto someone else, but it's more important to guarantee that the raid has their buffs.
Pro-tip, specs can be changed depending on who shows up / doesn't, and for progression raiding kings is a must. A ret pally will generally lose the least in picking up kings; but if you're working on serious content, kings is better than 3% crit. In fact, I'd hazzard a guess that past about ~1000-1200 int, the extra int you gain from kings would surpass the crit in terms of output, and that's not even counting the extra stam, or the immense benefit to the rest of the raid group.
To be honest, I think kings needs to be relooked at. It's such a powerful buff, and even making it baseline, it's still limited to a single class. It's on par with replenishment / bloodlust really.
Is there a macro to prevent flash of light consuming infusion of light to save it for an emergency holy light?
If you're not playing with your sound on, or can't hear it due to one of the settings, try messing with your sound set up. There's a certain sound that comes up when Holy Shock crits/IoL procs (I'm not sure which triggers it) and based on that you should have time to know how you would like to use the proc. Since you hear the sound right away but you should still have a bit of time in the GCD, you do have a split second to process and react. I use Tell Me When to show IoL procs, but in raids especially I am more used to hearing the sound.
Because Kings would give a larger raid benefit. And yes rets should do it, protadins usually don't pick it up.
The thing is that you're 'forced' to pick it up if you want to provide the buff on the raid when there is no retpaladin/other holypaladin available.
I wouldn't worry about it too much though, because Kings is becoming baseline in 3.1.
Well in my guild we have different Paladins with different buff roles, I specc'd into Imp.Wisdom and Imp.Might. Though as said before it doesn't matter, BoK will be baseline for all Paladins. (Is it guaranteed 10% baseline?)
If you're not playing with your sound on, or can't hear it due to one of the settings, try messing with your sound set up. There's a certain sound that comes up when Holy Shock crits/IoL procs (I'm not sure which triggers it) and based on that you should have time to know how you would like to use the proc.
IoL does not make a sound when it procs (assuming no mods). However, the mod Event Alert (there are likely others) will make a sound when it procs.
Originally Posted by Creid
(Is it guaranteed 10% baseline?)
At this time, no one here knows. However, it would be a worthless addition if it was only 2% stats, so I feel it will be 10%.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
Well,you can get both kings and +3% crit which is in ret gear, that just means that you aren't able to take imp wisdom.
Not without Sacrificing Beacon of light you can't.
If you intend to place 51 points in holy, you have 20 points remaining. You can either spend 18 points in ret and get Conviction and Sanctified Seals, leaving 2 leftover (you would need a total of 5 for kings, so you would have Blessing of Kings at 4%, not 10%), or you can spend 5 points in Protection for Kings and have 15 remaining for ret. (Which means you can't reach Sanctified Seals for the 3% crit.)
I think Kaneele was refering to patch 3.1 when kings will be a base spell. What they have not made clear with that will 10% kings be a base spell or will 2% kings be a base spell and we still need to spend X amount of talent points to get it to 10%.
I use Power Auras to add a semi transparent white snowflake in top of center field when IoL is active just in case the combat noise drowns out the sound of the IoL proc.
I think Kaneele was refering to patch 3.1 when kings will be a base spell. What they have not made clear with that will 10% kings be a base spell or will 2% kings be a base spell and we still need to spend X amount of talent points to get it to 10%.
Looking at his specc it feels like he is talking about Heart of the Crusader and not Sanctified Seals.
For me, being a pally alt, I'm still learning and this board is pretty helpful. What I find comfortable is beaconing the tank and raid healing, but I don't do much in the way of 25p content - mostly 5 and 10p for now. My guildie pally mains keep telling me to just stack int wherever possible and that seems to be working great.
Currently 51/0/20 spec, but am considering 51/5/15 as it seems that fewer and fewer pallies have kings - including rets and prots. But i know I'm giving up 3% crit to get it.