Serendipity is a mana refund. If you spend nothing, you get nothing. You are correct in your understand, Minko.
Then what is the hype about SoL? Even with the free FoL (it being instant is a bit of a red herring as it still costs a GCD), the fact that it can't crit hurts your HPS in the long run. It is the same concept as using SoL in a Holy DPS build. After a certain amount of crit, the gain you could potentially net as a result of a Smite criting would be greater than the instant cast smite, thus hurting DPS. The same concept is also applied to FoL, the potential heal you could output as a result of the FoL criting would be greater than that of the free FoL.
The only difference is that the SoL proc can't get any effect from Serendipity. So you are left with a FoL that cannot proc Inspiration, gets no effect from Serendipity, hurts your HPS, but costs 0 mana. I believe the potential gain you could receive from a FoL critting outweighs the fact that the FoL is free.
So, what is with the hype over SoL? To me it still is a wasted talent. Am I missing something major?
Then what is the hype about SoL? Even with the free FoL (it being instant is a bit of a red herring as it still costs a GCD), the fact that it can't crit hurts your HPS in the long run. It is the same concept as using SoL in a Holy DPS build. After a certain amount of crit, the gain you could potentially net as a result of a Smite criting would be greater than the instant cast smite, thus hurting DPS. The same concept is also applied to FoL, the potential heal you could output as a result of the FoL criting would be greater than that of the free FoL.
The only difference is that the SoL proc can't get any effect from Serendipity. So you are left with a FoL that cannot proc Inspiration, gets no effect from Serendipity, hurts your HPS, but costs 0 mana. I believe the potential gain you could receive from a FoL critting outweighs the fact that the FoL is free.
So, what is with the hype over SoL? To me it still is a wasted talent. Am I missing something major?
In a Holy dps build, SoL hurts dps only if you have more than 66% crit, ie it never hurts with existing gear. That's because even if uncrittable, the free smite is hasted from 2s to a GCD.
For Flash Heal (I suppose that's what you call FoL, even if priest is not paladin), SoL is a HPS decrease, true, but it is still an incredible HPM gain, and it gets effect with heavy usage of PoM, CoH, PoH, when Serendipity and HC/IHC don't.
With raid-wide auras, we're going to be getting Concentration Aura for any fight where pushback is theoretically an issue. That's 35% reduced duration of pushback (Concentration Aura - Spell - World of Warcraft) to start; more if they improve it.
So if I take 2 hits from something while trying to cast GHeal, I'll lose 0.65 seconds (i.e. the cast will take 2.7 seconds with my haste). But that means I'd need to be taking unusual damage; KJ or M'uru are the only two fights I can think of where I'd be taking that much damage, that fast, and even then, it's unusual.
And if you're taking pushback on Bloodboil, You're Not Doing It Right. Last I heard, CoH was instant. Not using CoH and PoM to heal Bloodboil is like cuffing your arms behind your back before a boxing match. Use the tools for what they are designed for.
Ah, I didn't see the change to Conc Aura. But I'm still not convinced that a 35% reduction of pushback duration is going to render Healing Focus useless. So instead of a 0.5s pushback you get a 0.325s pushback. Think about how much haste it takes to reduce 0.3s from your GHeal - or worse yet, from your Flash Heal. And besides, if the effects of Healing Focus and Conc Aura are additive like they were pre-3.0, having both means you're immune to pushback 100% of the time, just like you would have been previously.
Edit: Although if someone does pick up 3/3 Imp Conc Aura, which a Holy Paladin probably should, I can agree that spending only 1 point in HF would be sufficient, since that would offer you 85% pushback reduction. 15% of a single pushback is a mere 0.075s, which is barely noticeable.
I've lost count of the number of times I've had people die on me during KJ learning because of pushback delaying a flash or a max rank GH from arriving on time. To quote a fellow resto shaman about KJ and pushback: "Pushback screws me over when I need to have quick casts the most." On M'uru, the pushback could be deadly if you're trying to play catchup on the Sent tank after an unlucky avoidance string, or if you're even just healing one of the adds tanks and they get hit with multiple flurries.
As for every other Sunwell fight, I think it goes without saying that the frequency of pushback from Novas on Twins is non-trivial, as are the Meteor Slashes on Brutallus and Arcane Explosions on Kalecgos.
I only mentioned Bloodboil because it's the only fight where the changes to pushback mechanics actually matters, i.e. if you get Fel Raged and Bloodboil is hitting you quickly while you're trying to get that GH7 off on yourself. But to name a few other BT fights where pushback matters: Shahraz if you need to get that Binding Heal off while other FA'd people are moving away from you (or running past you), RoS P3, Gorefiend shadowbolts (if you're tank healing), and even Naj'entus.
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Originally Posted by Moinsdetrois
If my sources are accurate, Inner Fire does not provide spell power until PAST level 70. If they changed this so the level 70 rank gives spell power, then you would be right.
Relatively small-sized heal on a two-minute cooldown? I'll stick with flash heal, especially for PvE.
I think players in the heat of battle would rather focus on their DPS or tanking tasks, rather than have to click this thing to get a HoT. Spiritual Guidance is amazing compared to Lightwell, I'll keep my 5/5 there.
As Liriel said: "I cannot see any value in Healing Focus with the patch and the changes to pushback and the talent itself. Even if Renew will become less effective I think it is more useful than nothing and I have to put points somewhere to get to the lower tiers. And I think at 70 renew will stay something comparable."
I couldn't agree more.
Didn't know about the Inner Fire being past 70. If so, then I suppose you really don't have any choice but to take 3/3 SR. Kinda sucks to lose PWS in this case, but it's only level 70. It doesn't really matter to me how small Desperate Prayer is - it's saved my skin plenty of times during a lot of raids, even with a 10 minute cooldown. Though the mana cost is a bit offputting, I doubt that makes a big enough difference to stop me from using it.
Spiritual Guidance at 70 isn't by any means "amazing" compared to one more spell in your arsenal that could prove to have a lot of utility in practically every fight in the game. There are plenty of opportunities outside of "the heat of battle" where Lightwell could be useful. To be honest, the spell has been so hyped up by the beta testers that this is one of the few things I'm really looking forward to trying in 3.0.
As for the pushback changes... you clearly missed my post about how the spell pushback changes has no effect on PvE whatsoever.
Your scenario sounds about right for group 1, but less so for group 2. How much haste do you actually run with so you have a real world casting time that allows for "1.4*6+2.8*2 = 14s" during spirit bolts?
My point still is that you can either fully heal one group and help out a bit on the other, or you stabilize both groups - meaning you slow incoming damage so far that nobody dies for the duration. As far as I see it, you get maximum HPS by using PoM and three PoH (three may not be necessary at the start) while throwing only a single PoM to the second group. The more time you save on your group, the more time you have to help out on the other group. Fully PoHing your group would only gimp your HPS if you would not squeeze in a PoM after the second PoH.
What am I missing here?
I am afraid you have completely failed to grasp the concept. "1.4*6+2.8*2 = 14s" WITH my 100 haste. But 1 PoM is cast a head of time, 1 PoH only takes 2 seconds because of precast and the last instant delivers its healing before the GCD, so 5 instants only take 5 GCDs
I do not use WWS I use recount, which is better.
Your point is missing the fact that instants are front loaded and that if you keep spamming PoH on one group, you will lose all your crits to overheal, while the other healer will simply struggle to keep his group up if he does not have AoE heals. You are also missing the points that you don't want to heal groups to full since (a) that means losing healing to overheal (b) you have a second healer there. Healing both groups to 90% is preferable to healing one group to full and helping out with the other group after the second healer and PoM have healed it no uniformly.
Because n instants take n-1 GCDs its best to precast channeled casts and fill as much of the remaining time as possible with instants to ensure maximum delivery of spells into a short window of opportunity.
Originally Posted by Kortar
I drive an automatic. But this doesn't mean I don't recognize that a standard version of the same car doesn't get better mileage and better performance with a skilled driver.
I'm not a competitive driver, so I don't really care. If I were a competitive driver, I'd buy a standard and adapt my 'driving pattern' to maximize my performance.
Exactly, SoL is the equivalent of the automatic car. The mana return you get from SoL requires that you adopt a less efficient healing style and hold yourself back.
Originally Posted by francois
For Flash Heal (I suppose that's what you call FoL, even if priest is not paladin), SoL is a HPS decrease, true, but it is still an incredible HPM gain, and it gets effect with heavy usage of PoM, CoH, PoH, when Serendipity and HC/IHC don't.
Think of it like this:
You have 3 targets each 3k down. You can either use an SoL proc and 2flash heals or 2 CoHs. In the first instance you get 470 mana retun from SoL which, but you also spend 940 mana healing the rest of the damage. If you use 2x CoH you supply the same amount of healing to those 3 targets in less time AND spend roughly the same amount of mana.
There is nothing incredible about the HPM gain from SoL. Most of it just ends up increasing your overheal when you are spamming AoE heals. Just because you see the proc and you fire free flashes it does not necessarily mean you are actually getting a large benefit. If the talent forces you to screw up effective healing sequences, its not worth the talent points.
Either you are going to do less healing or you are going to lose most of the benefit of SoL. That is why I am extremely unimpressed by the talent. Perhaps at 80 due to the altered relationship between our various spells and the differences in encounter design, might mean that SoL fares better. It remains to be seen.
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render Healing Focus useless. So instead of a 0.5s pushback you get a ~0.3s pushback. Think about how much haste it takes to reduce 0.3s from your GHeal - or worse yet, from your Flash Heal.
I've lost count of the number of times I've had people die.....
I only mentioned Bloodboil because if you get Fel Raged, the best way to keep yourself alive is with GH7.....
If you really want to argue that Healing Focus is irrelevant in all but the last 2 Sunwell fights, then first explain to me why almost all priests currently take it.
Healing focus will still be useful, but the problem is how useful. Limiting max pushback to 0.3 seconds or 0.15 seconds per hit, is really great, but not as good as no pushback in 70% of cases. Even 0.15 second pushback is enough to kill someone or to increase the cast time enough to get a second hit before the heal finishes. Also with the old system you could get a lot of pushback if you are hit frequently. Its not unusual to get delays that are longer then the cast time if you get take frequent damage (e.g. trash mobs with AoE attacks) without any pushback protection, but the new system puts a cap on pushback anyway.
Overall the value of healing focus is reduced quite a lot due to the new system, especially if you have access to conc aura, at the same time the value of crit is greatly increased. Thus 2 points in divine spec, which were a waste before now offer you a tangible advantage. Unless there are cases where 100% pushback resist is required (which with the new pushback system is unlikely) healing focus becomes less useful than divine specialisation.
You can potentially scrounge points from divine reach to get 2/2 healing focus, but healing focus just won't have the value it had before.
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Originally Posted by Hegen
A good example for speed being an issue is the Akil'zon fight if you don't go with lots of haste gear. Raid healing with GH at 2.3s is just a tad too slow to really keep up, and FH ends up being worth the mana.
Dont agree with this. I have never felt pressed for time on akil'zon in literally dozens of kills. The only fast heal I ever felt compelled to use there is binding heal.
There are fights where Flash is important but not this one. I would say archimonde is the best example of a fight where flash heal is a really important spell.
You have 3 targets each 3k down. You can either use an SoL proc and 2flash heals or 2 CoHs. In the first instance you get 470 mana retun from SoL which, but you also spend 940 mana healing the rest of the damage. If you use 2x CoH you supply the same amount of healing to those 3 targets in less time AND spend roughly the same amount of mana.
The assumption here is that all of the AoE damage taken is even between players. If it is uneven (any fight with elemental damage, any fight with RST abilities, even people with various levels of +spell damage or -spell damage talents or tapping warlocks), then you might have two players who are 2k down and a third player who's 3k or 4k down. In that case, you cast CoH once, you probably get a crit on someone, and you use the SoL on the player who's farther down. There's not even an option of casting CoH twice, because you'll be wasting it on the first two players. You could use Flash Heal itself, but now you really are saving mana (and frontloading the healing slightly more than casting Flash Heal, which might be useful on something like Naj'entus).
As a slightly extreme example, suppose that you have 9 people in your ZA raid who have BT shadow resistance, and one who does not. That one is going to take quite a bit more damage than the other nine. It makes no sense to cast CoH enough times to fill that person up, because you'll be wasting several casts. But using SoL allows you to make up the difference, something you'd have to do anyway, while saving mana.
I'm sorry but doing a holy build in 3.0 without CoH is not reasonable. Not with the current state of disc. I cannot justify a pve healing build (70 or 80) that does not have either CoH or Penance.
The strength of a holy build is that it can do comparable single target hpm/hps to disc while also having very strong aoe with CoH (and talented ProM). The way I see it if you're not taking that you might as well not spec holy at all and go full disc instead.
I don't think a GH spamming build like what the old 23/38 used to be has a reason to exist anymore.
I am going to have to agree with your reasoning, My own present build is centered on CoH being a main heal, and I see Holy after the patch as even more of an AoE healing spec. What with Discipline being more of a single target healer, I want to change my spec with the free respec to even more of an AoE focused healing one, and so this is a build I am looking at for myself at 70:
I could do w/o Inspiration I think until I hit WoTLK and started encountering higher mobs in light of our tanks' already high armor, ancestrial fortitude and the fact I expect to be even more of a raid healer, but I have to put those points somewhere. Renew is a possibility, but in the time before WoTLK I expect one or more Discipline priests in the raids to cover that. Once WoTLK goes live and I am doing 5 mans again, I might prefer the Renew to Inspiration at 70, and then add it back in as I level.
The assumption here is that all of the AoE damage taken is even between players. If it is uneven (any fight with elemental damage, any fight with RST abilities, even people with various levels of +spell damage or -spell damage talents or tapping warlocks), then you might have two players who are 2k down and a third player who's 3k or 4k down. In that case, you cast CoH once, you probably get a crit on someone, and you use the SoL on the player who's farther down. There's not even an option of casting CoH three times, because you'll be wasting it on the first two players. You could use Flash Heal itself, but now you really are saving mana (and frontloading the healing slightly more than casting Flash Heal, which might be useful on something like Naj'entus).
As a slightly extreme example, suppose that you have 9 people in your ZA raid who have BT shadow resistance, and one who does not. That one is going to take quite a bit more damage than the other nine. It makes no sense to cast CoH enough times to fill that person up, because you'll be wasting several casts. But using SoL allows you to make up the difference, something you'd have to do anyway, while saving mana.
PoM and chain heal increase healing uniformity and now raid targeting CoH does the same thing. There is a good reason why on aoe heavy fights, little flash heal is cast. It heals mostly damage that would be healed anyway. Inteleaving lots of flash heals into your pattern in any of the level 70 aoe heavy fights is simply not worth it and thus the benefit you can get from SoL is mostly imaginary. Not using the procs would make a minor difference to your longevity and you will heal more in most fights. That is my experience from SoL in practice. I got lots of procs, but I simply found no real use for most of them. Actively trying to use as many procs as possible, simply did not give me any advantage at all, I simply healed less efficiently and lost HPS.
@Cookie cutter builds & Healing Focus - Apparently it will be possible to skip Healing Focus now. Still I would consider this rather a modification of a standard, lvl 70 'cookie cutter' rather than the base. Once you are ready to experiment a bit with your talents, know encounters well and got a good enough feeling of your char to not need cookie cutter builds you could swap the points for something else.
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I wonder if it is really worth it to already put 5 points in Holy Specialization. I guess it is not for IHC (Using 5 points to get a 2.25% proc chance increase so maybe 1 more IHC during a fight). It is also not for throughput (since we never aggressively aimed for it for that reason). You want it for better returns from Serendipity than? Or you simply feel there is not better place to put the points? Or all the reasons above combined make it good enough to sacrifice HF, Imp renew, Desperate Prayers, Holy reach, maybe new Lightwell or whatever you always used to take in that place?
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For the month of lvl 70 raiding I would actually love to drop HC at all. Too bad there is nothing good enough to put that points in. Maybe Holy Concentration if you didn't take it in first place...
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I also wonder if no of the forum veterans considers skipping IHC and 3 points in emp healing (the latter sucks, but than again those of us who raided as IDS are used to it...) to get MA on level 70? Constantius seemed to advocate strongly for this talent. Wouldn't you consider taking it before wotlk?
I think there are more than one reason for Holy Specialization. My preferred one is Inspiration. Well we are working on Brutallus but it is a good thing to have everywhere. If I can get some serendepity-proccs over that, I will not complain. Above that I realy dont know where to put the points in the first tier anyway and HS looks like a good place for it.
I "sacrifice" DP and HF for it and something out of Imp Renew. The reasoning behind that I posted above. I'm not sure if I should take Holy Reach over Imp. renew. I have it at the moment but I'm not sure if there are many encounters where I use it since most people are either standing in one spot anyway or spread as wide as possible so in both cases 3 yards more rang seldom make a difference.
Lightwell is another case. I'm not convinced that is it such a good spell to begin with. But even if it would be great I dont think that the first week(s) with new spells and trees for every raidmember is a good the time to teach everybody to use a golden something they learned to hate a year ago. If it is as great as many players say I will take it later on but not just now.
I thought about droping HC, too. But than I have to put points somewhere and there is nothing else that at least gives me a good chance to enter oofsr. I cannot see SoL helping me there as much as HC does. Even if it is not as good as I'm used to. (Or better phrased: even if it is worse than the low amount of proccs I'm used to.)
The thing with going MA is a hotly discussed issue here. To be honest I realy dont know how manareg will be on lvl 70 raiding content. If I see that I need MA to be able to do anything I will take it.
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To the discussion about usebility of CoH: The important thing is that it now is not groupwide but has an intelligent targeting function. So If everybody stands close together CoH will target the 5(6) persons with lowest health anyway. So if they start with uneven healthbars that is not a bad thing. It now synergizes with CH and PoM much nicer than it was used to do. So if you start with PoM precasting and a precasted PoH and the Shaman uses CH in most situations there will be uneven healthbars but CoH will pick the 5 lowest from both groups and fills them. And if there are not 3 targets who have low enough healthbars for CoH you would not concider to use the spell in the first place anyway.
@Discussion about Hexlord: You can do PoH even without a concentration aura. Simply cast a shield on yourself (and maybe the other healer). With maybe neck and cloak you should not get any interrupts. I wear the shadowresi not because I fear that I will die to fast but to prevent hits so I will not get interrupted (longer). That is quite easy to do since you know exactly when the dmg will occur.
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I cannot think about a PVE situation where I would use Desperate Prayer over f.e. BH. At least if I could get anything else for that point.
The shield suggestion is a good one, though with the exception of doing it once before the spirit bolts, you lose a Gcd, thus nullifying the HpS advantage of PoH. The range advantage remains, though. Overall, I'd probably go with CoH in that case (though maybe no longer, the patch notes say the 6s cooldown is back).
Regarding desperate prayer: whenever you want it instant and need to heal yourself for more than a CoH. In Zul'Aman, totems can be pretty lethal if you get stunned. You want to be back beyond 6k asap. Akil'zon, too, if you get thrown into the air. You can try to avoid fall damage using a feather, but you get a static discharge, breaking levitation. Then you have fall damage + static discharge damage. Now if you get just one peck by a bird, you're dead, making Desperate prayer pretty attractive while still being in the air. Same with Archimonde.
In my experience, it's best used if you have an emergency macros that invokes shield, health stones, and desperate prayer as a sequence. If it's not quick enough for me to use and I don't use it enough, I waste the potential of it being instant.
Originally Posted by Jeremy Clarkson
The simple fact is this. We are told to concentrate more. But we can only do that if we are allowed to go considerably faster.
Since a fair amount of number crunching has been going on the last few pages I´m going to hand over some experience from playing in the beta as Disc (haven´t really seen anyone doing so up to now):
A few comments:
The crucial point in which many might tend to specc another direction is most definitely Renewed Hope. I do not specc it for some reasons.
I really feel very comfortable with 8-second-penance. It´s the defining spell of my healing style and I use it heavily. It´s highly efficient, the throughput is great, it has utility. Taking 2 seconds off its cooldown gives me a better feeling of being able to counter critical situations than I have with 4 additional percents of crit after a shield. Basically, the point is that I will cast a GH in about 1,8 seconds after shielding, if that´s not enough to save the person I would not like to rely on a further 4 % chance, I´d rather be able to toss a quick Penance.
Furthermore, many might also question those 2 points in impRenew and impHealing. To break it down, those are due to lacking gear. I feel not totally comfortable withouth impHealing, to go down so deep I need two more points in Holy which is were the Renew points come from (on a note, I use Renew quite a lot). Once I´m properly geared I plan to spend no more than 13 points in Holy and put the remaining 4 in Renewed Hope, Focused Power and maybe Absolution.
Lastly, there´s no real sense in impDS in my opinion. Shamans have the stronger buff, and even if I don´t have one around, 80 Spellpower is hardly enough to take it when I´m already short of points deep in the tree.
Let´s get to more interesting stuff (read 'raiding'), though. So far I´ve done a ton of heroics, Naxxramas, Osidian Sanctum and Malygos (all in 10-man setup, with varying groups). I started with premade gear, which is not as bad as PvP-Gear would be on lvl70 (since there are Spirit-pieces at lvl80) but overall still lacks lots of stats, of course. Heroic-Gear is better in many cases and is a good preparation for raiding 10-mans.
Heroics as Disc:
It´s awesome as Disc. Full stop.
I mostly ran with groups featuring only permades. That basically means you have a tank with lots of hp (27 - 30k hp) but literally no avoidance (apart from being crit-immune due to resilience). Bosses hit hard, Trashpacks hit even harder on some occasions since 4 or 5 mobs can easily be held by any tank at the moment. By hitting hard I mean spikes of up to 15 - 20k in less than 4 seconds. The thing is that I really feel I can reasonably deal with such situations not only if they occur once in a while, but at nearly any time.
I´m basically using Penance to heal the tank, but also to heal random people if the tank is topped up (in case of a spike I can keep him up by other means in those ~6,3 seconds of CD). If someone gets spiked and needs really fast healing I use Penance or PW:S + GH, depending on whether the situation is stressful (in which case I tend to use the instant) and whether I feel I need the Penance for the tank the next moment. In a not-so-tight situation I use Renew to heal raid damage. Additionally I use PoM on nearly every cooldown (however, I don´t use it before pulls anymore, but about 2 - 3 seconds after the pull, normally after the first Penance). Environmental and especially melee-damage is very common still and PoM is fine to heal such likes.
Basically, the thing why I feel so positive about being able to handle critical situations with disc breaks down to two points:
First is Penance. It´s efficient, it´s high throughput, it´s utility (Grace), it´s fast. This spell is so good that I use it in any situation and it never ceases to amaze me. The fact that I apply more than 5k healing in under 1 second (first two ticks, and 5k only if it doesn´t crit) combined with its sheer efficiency is simply huge. The only limitation of Penance (one which the priest has to get used to) is that you have to be turned towards the target. This is no problem with the tank in any normal case, but can be annoying when trying to heal raid members beside or behind you.
Second thing is the inbuild oh-shit-mechanic of PW:S + GH (you can also insert any other spell, but GH makes most sense) that is also huge and usable any 4 seconds (respectively any 15 seconds on the same target). Note also, that Borrowed time also enables you to do 'split-healing' a lot better. In the scenario that I have two persons which are low I´ll have to decide who I´m going to heal. Shield one Haste-GH the other one then Penance the first. I´ve just healed both players for over 7k (non-crit) and provided a 4k+ shield for one in little more than 4 seconds (depending on haste), that´s huge also. Full stop.
Note that I haven´t even mentioned Pain Suppression up to now. Basically, I tend to say that its strength is fairly situational. You have to know a spike beforehand to be able to counter it with PS. The times I found it most useful is when adds get pulled. In the case I see another group running towards us I toss PS to the tank and those 8 seconds where I´m able to keep up the whole party are often enough to burn down one or two mobs which normally means you´ve won the fight.
Lastly, there´s the mana-issue. It´s not an issue for Disc, from my experience. I never wiped a group due to going oom so far, even in complete premade-gear. It´s close from time to time, but one pot and the new shadow-fiend normally is enough (I hardly need those, anyway). Penance and PoM are just too efficient to really suck your mana pool
dry if you use them adequately. I do not feel that I get lots of oofsr time (due to Penance and PoM 'spam') but it´s not necessary. Emptying a 16 - 18k mana-pool with spells that cost 500 - 600 mana takes some time, even with zero regen (I had about 550/150 when starting with premade gear).
Disc in 10-man-raids
To break it down: There´s nothing special about the 10-mans I´ve done so far. Due to the raid-wide buffs and the purpose of these instances (read 'due to them being designed for any moron to complete them') I feel that in many places heroics are harder than especially Naxxramas and OS (Malygos is not really hard to heal, either, though harder then the first two).
Basically, the same things apply that also applied for Heroics when raiding as disc. You won´t be strongest the raid healer, of course, but it´s perfectly doable to heal the raid without CoH in many cases. I´ll comment on several specific fights that I feel might be of interest:
- Razuvious: Easy, of course, but it´s so incredibly easy with a paladin and a disc-priest. After the fight we felt we could have gone on forever healing those adds (seriously, we probably really could have).
- Loatheb: Incredible as Disc. Strong Shields help, of course, but also the sequence of PoH your Group + Penance MT enables you to literally heal a complete group as well as the MT on your own throughout the whole fight, which is a good asset in my opinion.
- Patchwerk: Easy to heal a tank as Disc. I admit, I´ve never done it with a premade MT which might put a bigger strain on healing but I e.g. healed both tanks for about 20 % of the bosse´s hp while running it in a PuG, due to the Paladin going oom (don´t ask me how he managed to) and even that was doable.
- Sapphiron: Perfectly able to heal the tank alone (while still tossing Renews through the raid). On the other hand I also healed the group yesterday since the paladin wanted to do the MT and I wanted to try. Note, that in this latter run we had a 3-healer-setup, so I wasn´t the only one raid-healing (a druid also did).
I feel 3 healers make any fight in Naxxramas fairly trivial and boring concerning personal performance of each healer. A 2 healer setup is much more enjoyable and I advise anyone to push for only 2 healers.
On an overall note I really feel that Disc is a viable specc and I appreciate that it´s so much fun to play. You have an arsenal of spells that you can use and if you do so properly you really see the improvements. Also, the problem of raid-healing in 10-mans is non-issue in my opinion. Due to the high HP-pools raid damage can reasonably be dealt with without button-mashing (read 'without CoH'). Of course, 25-mans might turn out to be different, but from my present point of view disc is not only viable, to me it´s a heal-specc that is totally on-par with other healers.
Thanks Thorongil, great post. I'd add that PI is a really good disc tool as well. I've had several situations where PI'ing myself saved the day in an unplanned situation (group added etc.), otherwise I could not have provided the necessary burst HPS.
And if you know you won't need it, just throw it on a mage every 1,5 minutes. He'll love you.
Thanks Thorongil, great post. I'd add that PI is a really good disc tool as well. I've had several situations where PI'ing myself saved the day in an unplanned situation (group added etc.), otherwise I could not have provided the necessary burst HPS.
And if you know you won't need it, just throw it on a mage every 1,5 minutes. He'll love you.
True, of course. Yet, I spared out all those gimmicks that disc brings along (PS, PI, Grace, DA) on purpose. I wanted to show the vast power that you have available any time, even without cooldowns.
The GH of around 3400-3500 you see are GH rank 1 at 314 mana a pop as compared to a FH costing 470 mana. How can replacing these be mana efficient?
Healing for 0 @ 314 mana is less efficient than healing for 3000 @ 470 mana. The difficulty with Greater Heal is that there is a good likelihood that you'll just end up wasting your time and mana because something else will slip underneath.
But keep in mind that we've seen 3 logs. All 3 of them demonstrate that Flash Heal creates greater mana efficiency and throughput than Greater Heal when used as a non-tank heal due to overhealing. Two of those logs are ones that you yourself presented as 'counterarguments' to this premise.
PoM and chain heal increase healing uniformity and now raid targeting CoH does the same thing. There is a good reason why on aoe heavy fights, little flash heal is cast. It heals mostly damage that would be healed anyway. Inteleaving lots of flash heals into your pattern in any of the level 70 aoe heavy fights is simply not worth it and thus the benefit you can get from SoL is mostly imaginary.
Yet, oddly enough, Resto Shamans do precisely this as a matter of course - the 'standard' breakdown is about 85/15 CH/LHW. And while they cannot cast many of the Priest spells, the raid they're in still gets the benefit from them - so they're reacting to healing situations based on the same set of healing/damage your Priest is.
It seems you're having the same problem a lot of Priests had at the beginning of BC with respect to CoH. Because they were so accustomed to healing a certain way, they couldn't conceive of anything but the most obvious situations for using CoH - and this lead them to severely undervaluing what was, in fact, a very useful spell.
My Priest model for Rawr is now mostly complete, those of you who wishes to test it can find Rawr 2.0 here.
Just a quick note to thank Evil for all his work on Rawr (and others if they pass through here). That is a great tool and I appreciate your hard work enabling the rest of us to benefit. It's fairly complex and tedious work to get it right.
EDIT: Rawr is a good tool and I suggest people check it out. Definitely worth it for looking at new gear as it comes out with Wotlk, considering stat values have changed considerably.
With INT scoring so strong, it clearly makes MS more interesting even as a Holy build (at the expense of DP, though).
Healing for 0 @ 314 mana is less efficient than healing for 3000 @ 470 mana. The difficulty with Greater Heal is that there is a good likelihood that you'll just end up wasting your time and mana because something else will slip underneath.
I gave you a reason for why this shouldn't happen too much with competent healers. I will give another: even if a healer chooses not to watch incoming heals in his raidframes, he will surely notice in most cases that his heal has become redundant and so cancel his heal - unless the target is tanking constant damange in which case he might choose to risk a full overheal. The period of risk of full overheal is around 0,5s before the end of a 2.2-2.5s cast, depending on haste. At this point, the healer will have ample warning time regarding incoming fast heals.
Regarding the above new angle that you open, assuming healers who are unable or unwilling to watch raidframes for the most part of the raid.
Scenario 1: Target takes 3000 damage, two healers react
Method A:
- both healers use FH9
- Total mana spent: 940
- Total effective healing: 3000.
Method B:
- one healer uses uses GH1, the other uses FH9
- Total mana spent: 784
- Total effective healing: 3000.
Method C:
- both healers use GH1
- Total mana spent: 628
- Total effective healing: 3000.
Scenario 2: Target takes 5000 damage, two healers react
Method A:
- both healers use FH9
- Total mana spent: 940
- Total effective healing: 5000.
Method B:
- one healer uses GH1, the other uses FH9
- Total mana spent: 784
- Total effective healing: 5000.
Method C:
- both healers use GH1
- Total mana spent: 628
- Total effective healing: 5000.
The result is:
No matter what the other healer does: your most mana effective way to heal is to select GH1. The only thing you actually do is switch overheal between players. The total mana pool available to the raid, however, is still lower.
Overheal quotas are misleading.
Last edited by Hegen : 10/14/08 at 1:08 PM.
Reason: Second part wasn't addressed at me, so removed
Originally Posted by Jeremy Clarkson
The simple fact is this. We are told to concentrate more. But we can only do that if we are allowed to go considerably faster.
I've been playing around with Rawr 2.0 (Thank you again to all of the people who made that happen!), and it's giving some interesting results.
I've been using a 56/5/0 and a 51/10/0 disc spec, and it seems that Rawr is putting a lot of value on spell crit. Almost universally it's recommending gems and items with crit, and it's putting a lot of emphasis on int. I'm assuming this is because of the change to Mental Strength and the power of DA, but I wanted to see if other theorycrafters had aniticipated this much of a shift towards crit for a disc build. I'm not planning to re-gem all of my gear just yet, but I did find it interesting and curious what others are seeing.
This might also be due to changes in Shadowfiends, now that they restore a percentage of mana on each hit (making a large mana pool more effective). Replenishment also runs off of total mana pool, making those priests with access to the Replenishment buff (i.e. at least two Shadowpriests, Survival Hunters, or RetPallies in the raid) value Int more. Given the fact that Discipline builds get such a bonus from DA and Mental Strength and don't have points in SoR and Spiritual Guidance, Int's value is pretty damn high.
True, but in that case I'd expect Luminous gems (spell power/int) to be better than crit/healing gems but Rawr is seeing it differently. Rawr does a very nice job of showing the healing throughput and healing sustained differences, and as you'd expect for a disc priest, int is a very strong "sustained" stat. When I see crit as coming in more valuable (in terms of gem budget) than int, it piqued my interest. Is the mana return through DA cycle strong enough to make crit that much better than int?
Edit: I had my settings wrong so the value of int and crit is swapped (int is more valuable as expected).
In fact, I had underestimated previously just how important int is going to be for a disc priest because of the interaction between DA, Rapture and Mental Strength.
With full raid buffs in early SWP gear (through Twins), I'm expecting to have close to 15k mana tonight. Based on Rawr, I'm expecting to see Penance ticks of 1700, with crits of 2500 (which is consistent with my beta experience). With that much mana, I expect each tick of Penance to return roughly 100 mana on a 419 mana spell. If one tick crits, leaving a DA on the target of 2500, that's an additional 50 mana from the crit and another 150 mana from the DA.
If even one tick of Penance crits (and the full DA is used, which is reasonable on a tank) and the entire heal is used it's basically mana neutral to cast Penance. If I gemmed more heavily for int (replaced +10 haste gems with spell power/int) this could even turn into a net mana gain.
I gave you a reason for why this shouldn't happen too much with competent healers. I will give another: even if a healer chooses not to watch incoming heals in his raidframes, he will surely notice in most cases that his heal has become redundant and so cancel his heal - unless the target is tanking constant damange in which case he might choose to risk a full overheal. The period of risk of full overheal is around 0,5s before the end of a 2.2-2.5s cast, depending on haste. At this point, the healer will have ample warning time regarding incoming fast heals.
A competent basketball player should be able to sink their free throws 100% of the time. After all, if they can do it once, why can't they just repeat the motion?
But obviously such a measure of 'competence' fails to match reality. Even extremely good basketball players miss free throws. So we have to plan around the reality that they do.
So far all of the data presented has shown that using Greater Heal (Rank 1) to heal non-tanks is a poor choice in terms of mana efficiency/throughput compared to Flash Heal. So where is the data set showing the 'competent' healer you claim exists?
Scenario 1: Target takes 3000 damage, two healers react
Except that you don't use Flash Heal (or Greater Heal, for that matter) in the scenarios you presented. You use Circle of Healing, or a Chain Heal bounce, or a Flash of Light. In a multi-healer environment, your goal is not to heal all the damage - it's to heal your share of the damage.
When you're solo healing, you need to heal all the damage. When you're healing with other healers you only really need to heal half (or less) the damage - because the other healer(s) is covering the other half.
I would like to understand why this thread has an argument about rank 1 GH against flash heal. Downranking is dead. There has been argument about throughput, and argument about raid healing efficiently. Sometimes you need to trade off one thing against another. This game is not so subjective that there is a "right" way to do things, only a "better" way to do things; a lot of the time the better thing is very marginal so a lot of people do it both ways regardless, because that's how they like to play.
I'm also confused by the continued argument about Surge of Light. It's a situational talent that you will either like or not - it's one of those non-essential but undeniably useful talents (if your playstyle uses it) that you can either pick up or not. The majority of people will not at 70 due to current gearing making it less useful than with WotLK gearing. The issue is not whether it is worth the talent points or not in general terms, but in the individual basis of whether people find it useful or not, and that's not something that should be taking up space in this thread.
So far all of the data presented has shown that using Greater Heal (Rank 1) to heal non-tanks is a poor choice in terms of mana efficiency/throughput compared to Flash Heal. So where is the data set showing the 'competent' healer you claim exists?
You do not see canceled heals in WWS logs. The overheal that you see is either because it's tank healing on a spiky boss or because mana pools allow getting away without situational downranking. Often enough it's just because GH1 still heals for way too much.
For whatever reason: in no case will the raid actually save mana because you choose FH9 over GH1.
Originally Posted by Kortar
Except that you don't use Flash Heal (or Greater Heal, for that matter) in the scenarios you presented. You use Circle of Healing, or a Chain Heal bounce, or a Flash of Light. In a multi-healer environment, your goal is not to heal all the damage - it's to heal your share of the damage.
It does not matter at all what the other healer does and what spell exactly he does use. If a situation calls for a direct single target heal and time allows for GH, then GH1 > FH9. Always! Well, except may be for the last cast before coming OO5SR and a healer with a very large gap between mana regeneration I5SR and OOFSR.
If you choose to cast a direct heal at all, you always spend more mana and never heal for more with FH9 than with GH1. The only thing you can achieve at all is move the overheal quota from you to another healer which gains the raid nothing.
Take the scenarios and insert any reasonable raid healing spell you like. You will find that in any case the total mana spent will increase by using FH9 instead of GH1. Accept what is common consensus of this community as summarized by the Holy Raiding Compendium - and for good reason, too. If you still disagree, provide an exact scenario where your theory holds.
Now if you suddenly argue that a priest should not have the need to raidheal using direct single targets heals at all, then we have another, new theory to discuss here and have left the issue of "FH > GH, because we produce too much overheal with GH".
Originally Posted by Jeremy Clarkson
The simple fact is this. We are told to concentrate more. But we can only do that if we are allowed to go considerably faster.
I would like to understand why this thread has an argument about rank 1 GH against flash heal. Downranking is dead.
The point was that - besides the mana issue - GH was too slow to be used for raid healing. This was contested by several people, and rightfully so. This main issue is still relevant.
The secondary claim (FH being more mana efficient) was really a side issue and is no longer relevant as of tomorrow. We should all try to keep any post short and to the point else we end up in endless loops of side issues.
We have had enough of this lately, your wakeup call is well done and deserved by quite few people here including myself (in the last days).
Originally Posted by Jeremy Clarkson
The simple fact is this. We are told to concentrate more. But we can only do that if we are allowed to go considerably faster.
For whatever reason: in no case will the raid actually save mana because you choose FH9 over GH1.
Except, of course, in 3-out-of-3 of the logs we've seen so far.
If you choose to cast a direct heal at all, you always spend more mana and never heal for more with FH9 than with GH1.
More importantly, you always spend more time if you use Greater Heal (Rank 1).
If you choose to cast a direct heal at all, you always spend more mana and never heal for more with FH9 than with GH1. The only thing you can achieve at all is move the overheal quota from you to another healer which gains the raid nothing.
Most of the heal 'sniping' occurs due to Chain Heal bounces. If you 'snipe' the Chain Heal, it just heals another target. If the Chain Heal snipes you, your heal is wasted. So having a 1.5s window in which you can be undercut by the bounces is markedly superior to having a 2.5s window.
And, to answer the more general question of the poster above, the reason we're having a GH vs. FH discussion is as an outgrowth of the more generalized question of healing non-tank targets. The Holy tree strongly favors using intermittant Flash Heals as a healing technique so if you believe that this sort of healing methodology is bad, you're probably pretty down on the Holy tree.