Circle of Healing 21.4% is PER PERSON. That means when hitting5 ppl CoH benefits from 107% of +healing effects.
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Raid Healing: predictable damage can be healed, assuming the group is setup properly, with PoH and CoH. Be aware that CoH, while incredibly efficient (roughly 23 HpM), is less HPS than PoH, and if you *really* need to heal up a group, CoH may not be fast enough. [CoH works out to about 3.2k HpS, assuming 5 targets; PoH is 3.8k HpS]. If the damage is periodic, and you know you'll have 10 seconds before anyone will take damage again, use Renew 12 or GH:2. They both (at T5-levels of gearing) heal for about the same (3500-ish), and cost about the same amount of mana.
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A very important consideration here is that CoH is instant and hence has higher burst healing than chanelled spells.
4k healing from CoH requires 3 GCDs to bestow due to the instant nature of CoH. Hence it takes 4.5 seconds. Healing 5 ppl with GH2 requires 12.5 seconds. Applying 5 renews requires 4 GCDs or 6 seconds, so the last person will only get 1 tick.
Lets compare all 3 tactics.
Goup takes damage
4x CoH in 4.5 seconds. Gives 4k healing to 5ppl. You need to wait 1.5 seconds before you begin healing again.
5x GH2 heals for 3.5k and takes 12.5 seconds. Your 4th and 5th target will take damage again before your gheal lands.
5x renew heals for 800 per 3 seconds and takes 6 seconds to apply. You need 1.5 seconds before you begin healing again. In 10 seconds your first target will get 3 ticks. Your 2nd and 3rd target will get 2 ticks your 4th and 5 target will get 1 tick. I.e. 2.4k healing for target1, 1.6k for 2nd and 3rd and 800 for 4th and 5th. Depending on the type of damage you may lose 2 or more targets if you just use renew.
A 4th tactic would be to use PoH.
2x PoH heals for 5k HP per person and takes 6 seconds.
When Assigned to heal this type of damage, you are best served with spamming 4x CoH on the target and finish up with a pom on someone.
The HPS values reported for CoH and PoH are unfortunately sustained healing not burst healing.
Burst healing for CoH is affected by its instant nature.
It takes n-1 GCDs to cast n CoH as the 1.5 second GCD from the last CoH comes after healing has been bestowed. What does that mean in real terms?
It takes 2 GCDs or 3 seconds to spam 3 CoH healing for 3k per person. It takes 3 seconds to cast one PoH for 2.5 healing per person.
It takes 4 GCDs or 6 seconds to spam 5 CoH for 5k per person. It takes 6 seconds for 2x PoH for 5k healing per person.
It takes 3 secs +1 GCD or 4.5 seconds to cast one PoH+2CoH for 4.5k healing per person.
Notice how for low intervals you heal damage faster with CoH than with PoH and the best possible burst healing is obtained by combining PoH+CoH.
Hence how you heal raid damage depends on the type of damage.
1) Periodic predictable raid wide damage.
Priests are unmatched in healing this type of damage. This is best healed in the following manner. PoM on MT before the periodic damage hits. Prechannel PoH on own group so that it lands right after the periodic damage hits. Spam 3x CoH on another group. From here on you can continue with CoH, renew or revert to single target healing as the encounter demands.
2) Simultaneous but temporary active damage on 3+ grouped targets.
Your best spell here is CoH/pom it heals more than any other spell combination from any class (including chain healing shamans) at a very high efficiency. It is not effective to heal this time of damage with PoH. Start with a PoM on the lowest health target and spam CoH. Refresh PoM after 5 jumps. You may race this kind of damage with gheal and PoM, but the efficiency is nearly the same (taking clearcasting into account), only it heals less and takes longer.
3) Periodic damage combined with unpredictable spike damage on 3+ grouped targets
E.g. lets say 4k damage every 10 seconds, with unpredictable 6k spikes. Using anything else than CoH in this kind of senario is criminal and exposes your targets to risk. Heal your assigned groups to above the danger threshold with CoH, then you can apply PoM or use other healing spells as dictated by the situation. If the spike damage is predictable too, a mixture of CoH/gheal/PoM works best. Use CoH to ensure survival of the spike damage target if gheal cannot be landed in time or use CoH right after ghealing the spike damage target to safety. When its time to refresh pom, do so at the end of this sequence.
4) Simultaneous sustained active damage on 3+ grouped targets.
This is best healed with PoM/gheal/renew with a small 2xCoH bursts right after a gheal when you are ready to refresh PoM or renew. CoH is invaluable here because it adds that little bit of extra burst HPS that allows you to recover the renew or PoM GCD. Renew should not be used if the targets are taking in excess of 1.2k DPS.
5) Simultanous sustained raid wide active damage.
PoH/PoM on your group, help with CoH on other groups if you can. CoH is inferior to PoH here.
6) Group wide DoT effects/abilities at 400 or below DPS.
This is best healed with renew and pom with a bit of CoH patching if something goes wrong. It is inefficient to single target heal this combination.
Due to the burst nature of raid damage, CoH is a very usefull spell.