Its very important to actually sit down and calculate what renew does right now.
Question 1) Does the amount healed instantly get deducted from the total healing of the HoT or is it in addition to the full heal.
Question 2) how does this instant heal interact with the glyph.
Question 3) How does the glyph interact with empowered renew.
Right now I have a feeling that the glyph gets screwed up when you add imp renew to the picture. I will test it iwhen I can get a bloody character on the PTR.
This is what I suspect.
Renew untalented:
Healing = x
Healing/tick = X/5
Glyphed tick = 1.25x/5
Glyphed healing = 4*1.25x/5 = x
Renew + imp renew
Healing = 1.15x
Healing/tick = 1.15/5
Glyphed tick = (1.25+0.15)x/5 = 1.4x/5 a 21.74% increase over unglyphed imp renew
glyphed healing = 4*1.4x/5 = 1.12x a 12% increase in total healing, i.e. 2.6% less than unglyphed imp renew.
Renew + imp renew + twin faiths + spi healing
Healing = 1.15*1.05*1.1x = 1.32825x
Healing/tick = 1.32825x/5
Glyphed tick = (1.25+0.32825)x/5 = 1.57825x/5 an 18.8% increase over fully talented unglyphed renew
glyphed healing = 1.2626x or 26.26% increase, i.e. 4.9% less than fully talented unglyphed renew.
If this trend continues then adding empowered renew is going to result in
Healing = 1.5274875x
Healing/tick = 1.5274875x/5
Glyphed tick = 1.7774875x a 16.4% increase over fully talented unglyphed renew
glyphed healing = 1.42199x which is a full 6.9% less than fully talented unglyphed renew.
Thus with full talents and the glyph as it is it will add 16.4% healing per tick, but reduce the number of ticks by 1 and decrease overall healing by 6.9%.
This pretty much means that its a bad idea to take the glyph if you start piling so many talents on top of renew, especially if the intial heal subtracts healing from the HoT.
That brings us to the question of how the intial heal works. I expect it to subtract healing from the HoT.
Fully talented unglyphed renew
HoT healing = 1.3x with 1.3x/5 ticks
Intial heal = 0.23x*(1+0.3*crit)
Total: (1.53+0.069*crit)x with 1.3x/5 ticks.
The next thing to consider is how the intial heal works with the glyph. I expect the intial heal to work after the glyph is applied, though its possible that 5 ticks instead of 4 ticks are used in the calculation, which would be great but I am not holding my breath.
Fully talented glyphed renew:
HoT healing = 1.21x with 1.511x/5 ticks
Intial heal = 0.213x*(1+0.3*crit)
Total: (1.423+0.064*crit)x with 1.511x/5 ticks.
The comparison is 16.2% more healing per tick
6.9% less healing on the intial heal
7% less total healing at 25% crit
This makes the glyph not all that appealing. 16% increase is not massive and you do get a noticeable drop both in the intial heal and the total amount healed. I am not quite sure the glyph is worth it if you have empowered renew. Ofc if blizzard gets off their arse and fix the glyph then renew will be really powerful.
With all talents stacked renew gets a 53% boost over base. At 2500 spell power renew heals for 1400+1.88*2500 = 6100. A 53% boost makes this 9333. At 2500 flash heal is ~5500 (with 25%crit) for 10% less mana and now renew has an equal chance of procing SoL and HC. Also with a scaling of 2.8764*spellpower and a base value of ~2100, renew has nearly tripple the scaling that flash heal has.
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I am amazed that people have not realised that with the new serendipity and the massive nerf to mana regen, priests will have to cut back on flash heal usage. The boost to CoH and raid wide PoH, means that priests must save as much mana as possible for CoH, PoH and PoM. The more you use these spells, the bigger your effective healing will be if mana is limiting.
You can expect flash to reach 9HPM before overheal at 2500 spellpower.
At the same level renew approaches 14 HPM and greater heal approaches 11HPM.
CoH is now well over 16 HPM with PoH and BH at the same levels.
If mana does become the limit, then everytime you cast flash you are going to drop a little effective healing.
Flash on small damage, renew on periodic damage, gheal on big damage, PoH on group damage, CoH on CD if it will hit 3+ ppl, PoM when it can bounce at least 2x. Assign a target that will have to heal himself through lightwell, dont heal targets with HoTs on, unless its an emergency. Welcome to the new reality.
SoL may actually be counter productive now. A crit from a flash can give you back up 8 seconds of 50% increased regen, which is something like 240 mana and ofc 30% more effective healing on average which is easily 1.5k healing or at 7 HPM 214 mana. That means a crit can give you the equivalent of 450 mana with 25% crit rate that is 110odd mana on average. I fully expect SoL to result in a 10-15% loss of regen from HC.
I honestly cannot see why anyone would take SoL over the new test of faith. A PoH on 5 ppl below 50% health can easily return more healing than an SoL flash. Same thing for CoH and PoM. On targets below 50% health all your multitarget spells return more free healing with ToF than with SoL and don't cost a GCD.also with gheal and PoH at potentially very low cast timers, I think ToF is mandatory. A ToF flash heal crit will return more than 2k healing. Considering that SoL has a 50% proc chance, that is nearly as much free healing as SoL would return on average. A gheal crit with ToF, actually has a better return than an SoL flash. With the new HC SoL is no longer any good at all at boosting the efficiency of BH, flash heal and gheal. Its main value comes from nova, CoH, PoH, PoM and renew.
No matter what people said, SoL was not a very important or awesome talent let alone mandatory. It had a decent return and it had lots of drawbacks. In the new patch, SoL is not really going to give much more of a benefit than other talents it competes with.
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The spec I am going for is this:
13/58
Though I might decide to still get IF