This dropped for us in our first clearing as well. We gave it to our Resto druid and I think that it greatly benefits them more so than Priests since they are HoT spamming the raid. Going through the logs, it seemed to be about 5-6% of his total healing which is greater than the 2-3% the previous poster stated on his Saurfang encounter.
[Althor's Abacus] will be useful for Holy Priests (Circle of Healing anyone?) more so than Disc priests, but I do believe it I will keep my regen SP trinkets until I am geared in most 264 for more throughput.
So, go Solace/Purified Dust IMO.
But all these trinkets are limited more by their ICD than by the proc chance. So unless I'm missing something, CoH will still only proc the trinket once.
There is some benefit to triggering at, say, 50 seconds rather than at 60 seconds, but it's not the huge one that some people make it out to be.
It's a straight throughput trinket, so I would give it to classes who don't need regen (anyone except pallies in ICC gear, right?).
ToC examples:
Beasts: Gormok -> Worms -> Icehowl
Jarax: After 1st set of infernals, healing is generally in a lull
FC: After 2-3 NPCs are down
Twins: During a light/dark shield, the extra mana can help others as well as yourself
Anub: Burrow phases.
HoH isn't used in Beasts: P1 I can just procc Rapture of the melees (= 5-10k Mana every 15s), which means I won't go oom. In P2 I either spam shields on the melees or I heal something. As soon as Icehowl's incoming I spam the raid with shields (beginning with the melees who will be hit by the breath) as they'll always procc. and after a return of 16k mana because of a rapture when kicked into the wall nobody'll need HoH.
Jarax: Maybe there's time to throw a Hymn but since our melees are generally running into the infernals, there's no lull afterwards.
FC: I dislike the fight anyways and I surely won't cast a spell that'll probably get me interrupted for some time. And after 5 mobs are killed, any healer can pretty much go afk.
Twins: I have to collect the coloured things therefore I'm pretty much just running around. I won't get more than 2 ticks of the Hymn so I'd rather cast a PoH, since that's the only time I can cast that one.
Anub: Well yes, but P1 is not that mana consuming, so in P2 I follow the one who is charged by Anub to be able to give him a Divine Spirit if he fails at running.
And especially in ICC the fights I saw so far don't really have healing lulls, even in the gunship battle you may have some bad luck and get targeted by some rockets while casting HoH.
The only use HoH has is to take one tick to max the shadowfiend regen. I don't spend time casting HoH, I rather try to estimate who'll get dmg and mitigate that dmg by throwing out a shield. There's no encounter where nobody'll get hurt for the next 30s so a good placed shield is rarely going to rest unused. And I'd rather have 30k additional heal than 6k mana who won't be used in the fight.
There are some situations where HoH rules, just take Vezax hardmode as an example but there aren't that many fights where mana really is an issue and that leads to the conclusion that HoH is not a overly useful spell.
This dropped for us in our first clearing as well. We gave it to our Resto druid and I think that it greatly benefits them more so than Priests since they are HoT spamming the raid. Going through the logs, it seemed to be about 5-6% of his total healing which is greater than the 2-3% the previous poster stated on his Saurfang encounter.
[Althor's Abacus] will be useful for Holy Priests (Circle of Healing anyone?) more so than Disc priests, but I do believe it I will keep my regen SP trinkets until I am geared in most 264 for more throughput.
So, go Solace/Purified Dust IMO.
The trinket has an internal cooldown, so it doesn't really matter if you're Holy or Disc for the proc. However, Spiritual Healing and possibly other talents seem to affect the proc.
In regards to DF vs. SW, I have absolutely no problem respeccing to SW if a fight deems it so. But in the mean time, I'll happily smite spam while doing Heroics and dailies. I also can't think of a current ICC fight in which SW would make a significant contribution either. I took very little damage in all 4 fights released.
Originally Posted by arison
Everyone should start from the same place and rise based on their abilities, desires, and schedule. No one plays MMOs to *be* powerful, they play MMOs to *become* powerful. It's the journey, stupid. The rarer loot is, the more cherished it is when you get it, but only so long as there is a reasonable expectation to get it. The rarer loot is, the better it feels when you kill a boss or when $AWESOME_TRINKET drops.
Can confirm that it's a typical ~45s ICD, though the proc rate is lower than most (I'd guess about 20%). It procs on HoT ticks, which means Druids will have the shortest intervals (though not by a huge degree). It also procs on PWS glyph heals. Not sure if it procs on PoM bounces.
It's definitely not random targetting. I'm not sure whether it always heals the lowest health, or whether it selects from any target with a health deficit. This can include pets.
Quite a decent trinket. I'd probably use double Solace if I had them, but that's more to do with Solace being insanely overpowered than Abacus being weak.
Thanks for the feedback. I would be pugging to get the 245 Solace. But I can also purchase the Lunar trinket with Emblems. I'm mostly concerned about the proc on the Abacus. It seems harder to quantify its value than the other trinkets. I would mostly be Holy. Unless of course ICC continues to be more Disc-friendly.
I think the trinket heals the lowest Absolute health, which is why it prefers to heal pets over others. But it also heals the tank quite often.
Originally Posted by arison
Everyone should start from the same place and rise based on their abilities, desires, and schedule. No one plays MMOs to *be* powerful, they play MMOs to *become* powerful. It's the journey, stupid. The rarer loot is, the more cherished it is when you get it, but only so long as there is a reasonable expectation to get it. The rarer loot is, the better it feels when you kill a boss or when $AWESOME_TRINKET drops.
-snip-
The only use HoH has is to take one tick to max the shadowfiend regen. I don't spend time casting HoH, I rather try to estimate who'll get dmg and mitigate that dmg by throwing out a shield. There's no encounter where nobody'll get hurt for the next 30s so a good placed shield is rarely going to rest unused. And I'd rather have 30k additional heal than 6k mana who won't be used in the fight.
There are some situations where HoH rules, just take Vezax hardmode as an example but there aren't that many fights where mana really is an issue and that leads to the conclusion that HoH is not a overly useful spell.
My guild does not always run with the most ideal raid composition for healers. That being said, Hymn of hope is not solely for yourself. When learning new hard modes, and mana is more of an issue, its nice to have the ability to give additional mana to my other healers, much as shammies give us mana tide and other priests' hymns.
There are very few fights where I really need that extra mana, and sometimes I just want a safe buffer of knowing I have a tiny bit to spare. But, those times when we're under [manning] healing or a MT healer dies, I want my few seconds of Hymn, and all the mana it's going to give me back.
Like Kimina said, there are some ideal times where Hymn of Hope fits into the fight perfectly. There are times where my other healers know I will hymn, to benefit us all, and this has become a normal way of play style for me. I think you underestimate the value of such a high mana regen spell.
HoH isn't used in Beasts: P1 I can just procc Rapture of the melees (= 5-10k Mana every 15s), which means I won't go oom. In P2 I either spam shields on the melees or I heal something. As soon as Icehowl's incoming I spam the raid with shields (beginning with the melees who will be hit by the breath) as they'll always procc. and after a return of 16k mana because of a rapture when kicked into the wall nobody'll need HoH.
Jarax: Maybe there's time to throw a Hymn but since our melees are generally running into the infernals, there's no lull afterwards.
FC: I dislike the fight anyways and I surely won't cast a spell that'll probably get me interrupted for some time. And after 5 mobs are killed, any healer can pretty much go afk.
Twins: I have to collect the coloured things therefore I'm pretty much just running around. I won't get more than 2 ticks of the Hymn so I'd rather cast a PoH, since that's the only time I can cast that one.
Anub: Well yes, but P1 is not that mana consuming, so in P2 I follow the one who is charged by Anub to be able to give him a Divine Spirit if he fails at running.
And especially in ICC the fights I saw so far don't really have healing lulls, even in the gunship battle you may have some bad luck and get targeted by some rockets while casting HoH.
The only use HoH has is to take one tick to max the shadowfiend regen. I don't spend time casting HoH, I rather try to estimate who'll get dmg and mitigate that dmg by throwing out a shield. There's no encounter where nobody'll get hurt for the next 30s so a good placed shield is rarely going to rest unused. And I'd rather have 30k additional heal than 6k mana who won't be used in the fight.
There are some situations where HoH rules, just take Vezax hardmode as an example but there aren't that many fights where mana really is an issue and that leads to the conclusion that HoH is not a overly useful spell.
To be honest there isnt any fight in ToC/ToGC that you should "need" HoH. As Holy in there the only time where I see a little...strain may be twins. Our other priest is holy that fight where I go disc and spam shield on range. Other then that being holy for the rest of the instance I have zero mana issues. So therefore any Disc priest should just LoL at that instance for mana. And a properly times HoH can return a lot of mana (fiend, innervate etc). Even though we havn't had to use it very often in this recent LoL (Toc). It still is a good spell. Like you said there hasn't been a fight where you "Can't" waste a GCD or ~5 secs to cast this.
I'm also interested in how you get 16k mana back from rapture on a set of shields? Or am I just misunderstanding that? Doesnt the proc on rapture have a 15 sec cd?
Can confirm that it's a typical ~45s ICD, though the proc rate is lower than most (I'd guess about 20%). It procs on HoT ticks, which means Druids will have the shortest intervals (though not by a huge degree). It also procs on PWS glyph heals. Not sure if it procs on PoM bounces.
It's definitely not random targetting. I'm not sure whether it always heals the lowest health, or whether it selects from any target with a health deficit. This can include pets.
Quite a decent trinket. I'd probably use double Solace if I had them, but that's more to do with Solace being insanely overpowered than Abacus being weak.
Confirmed on this, as a holy priest this trinket works very well for me. Going back and looking tonight from our twins 25 togc it procced 7 times (low, but not a long fight by any means) Eff healing was ~50k and Overhealing was only ~2500.
Not having double solace I snatched this up and have been very happy with the results. It does not add/cause a shield while valnyr is procced, so I would also assume this to be the same with DA for disc priests.
Don't discount the [Sliver of Pure Ice]. Especially when the heroic version of it will likely restore ~2000 mana every 2 minutes and probably near 200 spellpower.
The nice part about the clicky mana regen over the passive mana regen is you can use it when/if needed. Passive regen on trinkets is great but there are times where I find I just wish I could squeeze out another 'chunk' of mana.
I'm using it over Spark of Hope. The Sliver isn't better than either Solace, but it's still a good item to tide you over until you get the pieces you're looking for.
Is my proposed build. I assume with the 2 set bonuses both focusing on FH, 5/5 emp healing will be a very good idea. Does anyone have any arguments against this?
I usually run with B&S for its utility; if I see a use for this I will take 2 out of emp healing and take B&S. Would 3/5 emp healing be worth it or would it be better to fill up emp renew? I have never heard good arguments for widespread use of renew, but has anyone seen good uses for it early in ICC, aka is it worth it to go 3/3 and get the glyph?
Speaking of glyphs, I haven't seen much about holy nova here in awhile. Are people still making heavy use of this spell after the glyph was badly nerfed? Or are people finding more success with the poh/renew glyphs?
I have never heard good arguments for widespread use of renew, but has anyone seen good uses for it early in ICC, aka is it worth it to go 3/3 and get the glyph?
If you didn't consider Renew worth using before, I don't see why anything would have changed your mind recently.
Personally I've been specced 3/3, 3/3 and glyphed for Renew since ToC, and am more than happy with the results. Flash Heal is a poor spell for the WotLK raid healing environment; a weak, random proc HoT from our 2-piece bonus does little to change that, and that's assuming you bother to take any tier pieces at all. I'm more than happy to let everyone else collect their tokens.
The sole saving grace of FH is Serendipity, and for the ToC encounters that just wasn't compelling enough for me. We'll see how critical PoH is to our healing in the later Icecrown encounters; until then, I see no reason to return to favouring FH over Renew.
I usually run with B&S for its utility; if I see a use for this I will take 2 out of emp healing and take B&S. Would 3/5 emp healing be worth it or would it be better to fill up emp renew? I have never heard good arguments for widespread use of renew, but has anyone seen good uses for it early in ICC, aka is it worth it to go 3/3 and get the glyph?
Speaking of glyphs, I haven't seen much about holy nova here in awhile. Are people still making heavy use of this spell after the glyph was badly nerfed? Or are people finding more success with the poh/renew glyphs?
Like Kashir I see no point to change your current opinion about Renew in the first ICC encounters...
If you liked using Renew before ICC you will still like it in ICC - if you didn't - at least in the first 4 encounter - there is nothing that will change your mind.
Renew vs. FlashHeal-Usage is a matter of personal playstyle and raid composition - running a lot of resto-druids will make the usage of Renew more or less obsolete since their HoTs will stabilize the tanks quite well. Running a lot of holy paladins may increase the value of Renew...
I personally tend to Renew since e.g. Lord Marrowgar is a nice encounter to keep your HoT rolling on 2 or 3 tanks or stabilize a Bone Prison-victim while Flash Heal will either be overhealing or way too low to prevent the tank from dying. Concerning raid-healing it usually doesn't matter if you went 3/5 Emp. Healing or 5/5 Emp. Healing (or even 0/5 Emp. Healing) since CoH/PoM/PoH are the majority of your raid healing utilities - and a 5k-Flash Heal will prevent your Warlock, who was hit by a random-AoE-effect, from dying as well as a 5,5k-Flash Heal will do - but if you want to be sure what Emp. Healing does for you take a look at your webstats and take a look at the original post where the mechanic is explained in detail.
I dislike the Renew-glyph because it shortens Renew's duration and makes me spend more GCDs on keeping my Renews on the tanks reducing my time to raid-heal (although the Renew-glyph usually increases my healing output in the meters more than the PoH-glyph does...but who cares about healing meters, right?)
I dislike the Renew-glyph because it shortens Renew's duration and makes me spend more GCDs on keeping my Renews on the tanks reducing my time to raid-heal (although the Renew-glyph usually increases my healing output in the meters more than the PoH-glyph does...but who cares about healing meters, right?)
Actually, to be completely honest, the main reason I'm using the Renew glyph was because it made my Twin Valkyr healing "rotation" incredibly easy. A 12 second Renew fits a 2xCoH cycle neatly, so I could always roll on the same people. I get confused easily, ok? :p
For most fights, I don't think it's a huge deal either way. If we had a decent glyph for our 3rd slot it would be an easy choice, but... Flash Heal? Meh. Prayer of Healing? Negligible. Holy Nova? Decent, but too situational.
So, in this spec, I forgo a few talents to get Improved Healing in which I will make my case in why I did so.
The Disc Talents Changes
1) 2/3 Enlightenment - With the absurd amounts of haste on the current gear, there is no possible way to stop at the "hard cap" (which I know we've been talking about being the wrong term for it). Be that as it may, since Spirit is only so-so for Disc the 2% drop in that and haste doesn't make me want to max it out. The only reason I put two point in it in the first place is to get to the next tier.
2) 1/3 Focused Will - Basically the easiest talent that I could drop to preserve the best raw healing with most healing spells. A Disc Priest's crit is already going to be high, but 2% is 2%. You could alter this spec somehow to get these 2 points if you really want to.
3) 1/2 Grace - This talent is tricky. If you're raid shielding, theres really not much of a point to taking this since it doesn't proc off of shields and if you cast Flash Heal on a raid member, chances are you won't have to heal them against with Flash Heal because they are now topped off. On the other hand, if you are assigned to tank healing (and assuming you don't switch healing tanks that quickly), you should be able to maintain 3 stacks easily on a tank. The effect lasts 15 seconds, and you will be healing your tank target within that 15 seconds multiple times, so it will get refreshed. There's not really a point to doing 2/2 Grace unless you are healing multiple tanks.
The Holy Talents
1) 2/2 Healing Focus - Used to get to the 4th Tier. Filler points mostly, but if you are tank healing, its best not to get interrupted. I always prefer the cautious route.
2) 5/5 Divine Fury - You're tank healing, and you'll most likely be casting Greater Heal quite a bit (according to my theorycrafted spec and playstyle). Personally, in all situations, I prefer Divine Fury over Spell Warding because one, if I need to add my DPS to the boss, I can do it quickly, and two, if every other raid member can survive without 10% spell damage reduction, then so can I.
3) 0/1 Desperate Prayer - Being Disc, I recently discovered that I almost never use Desperate Prayer. Why use that on myself when I can just shield myself, giving me Borrowed Time, a chance to proc Rapture, and giving me a shield that absorbs roughly the same amount as DP? Of course, you could always throw one point from Healing Focus into this if you really wanted it.
4) 3/3 Improved Healing - 15% mana cost reduction on Greater Heal and Penance (and Divine Hymn if you dont Inner Focus it) is godly for tank healing. Brings the cost of Greater Heal down to 1050 mana and Penance to 525 mana.
Summing It Up
The purpose of this build sacrifices 2% crit, haste, and spirit, as well as 50% chance to proc Grace (which should be easy to maintain on a single target anyways) for 15% mana reduction on Penance and Greater Heal. Currently, with exactly 500 haste rating, my Greater Heals are a 2.086 (1.669 with BT or Power Infusion) second casts and my Flash Heal is at 1.251 (1.001 with BT or Power Infusion) second casts. This is without raid buffs.
Here's some self-buffed data (assumes 3/3 Grace, ~3000 Spellpower):
Cost of Flash Heal (glpyhed, talented): 521 mana (417 with Power Infusion)
Cost of Greater Heal (Improved Healing): 1050 mana (840 with Power Infusion)
The mana costs are roughly the same. Flash Heal will have a better crit rate when the target is low, but Greater Heal will continue to benefit from haste when Flash Heal reaches a cast time of 1 second. And I haven't even talked about the 15% mana reduction on Penance.
HoH isn't used in Beasts: P1 I can just procc Rapture of the melees (= 5-10k Mana every 15s), which means I won't go oom. In P2 I either spam shields on the melees or I heal something. As soon as Icehowl's incoming I spam the raid with shields (beginning with the melees who will be hit by the breath) as they'll always procc. and after a return of 16k mana because of a rapture when kicked into the wall nobody'll need HoH.
Jarax: Maybe there's time to throw a Hymn but since our melees are generally running into the infernals, there's no lull afterwards.
FC: I dislike the fight anyways and I surely won't cast a spell that'll probably get me interrupted for some time. And after 5 mobs are killed, any healer can pretty much go afk.
Twins: I have to collect the coloured things therefore I'm pretty much just running around. I won't get more than 2 ticks of the Hymn so I'd rather cast a PoH, since that's the only time I can cast that one.
Anub: Well yes, but P1 is not that mana consuming, so in P2 I follow the one who is charged by Anub to be able to give him a Divine Spirit if he fails at running.
And especially in ICC the fights I saw so far don't really have healing lulls, even in the gunship battle you may have some bad luck and get targeted by some rockets while casting HoH.
The only use HoH has is to take one tick to max the shadowfiend regen. I don't spend time casting HoH, I rather try to estimate who'll get dmg and mitigate that dmg by throwing out a shield. There's no encounter where nobody'll get hurt for the next 30s so a good placed shield is rarely going to rest unused. And I'd rather have 30k additional heal than 6k mana who won't be used in the fight.
There are some situations where HoH rules, just take Vezax hardmode as an example but there aren't that many fights where mana really is an issue and that leads to the conclusion that HoH is not a overly useful spell.
You are missing the point. I was giving examples of when one could use Hymn of Hope, not when they should be using it. You are also giving a lot of "well, I need to be doing this because this could happen and if I channel HoH, we wipe" scenarios. Be strategic in your use of HoH. Its a powerful tool.
Trading 2% crit, 2% haste, and taking longer to stack grace on tank switches for unneeded mana efficiency doesn't sound very appealing. With current gear levels, we are trying to go the other way with dropping efficiency for more throughput. If you're having trouble running out of mana as Discipline, try using your mana return cooldowns properly, drop Greater Heal as your filler spell in place of Flash Heal, or raid with better dps.
Last edited by Carnathagia : 12/16/09 at 1:50 PM.
Reason: sp
So, in this spec, I forgo a few talents to get Improved Healing in which I will make my case in why I did so.
Thoughts anyone?
-snip-
If I were going to be 100% tank healing, I'd swap out most of those +23 sp gems you have, and replace them with 12sp+10int. And I'd stick with my current spec, the typical disc spec, but take Divine Fury over Spell Warding. I think the 2% increased crit and haste is going to be much more vital than the 15% mana reduction on greater heal and penance. It's a 4% reduction of stats to gain 15% reduction in mana, that I feel can be made up with mana via int gems, without losing anything but some spellpower. Mana seems very trivial in ICC thus far though.
Your crit heals you listed seem a little low compared to what I see, but I have a bit more crit than you, so that's probably where I'm getting the difference. I am a crit and int whore though.
Hello, I see people advising to gem int for tank healing (disc) and I can't understand why?
I usualy spend my mana faster when I spam shield the raid than when I spam heal a tank. Plus, I really feel like my FH is never big enough: A 5k heal on a 50k hp tank feels ridiculous.
So I go full sp on disc, wether I spot heal or tank heal.
The only reason I see to gem int, would be for GH spam. But I use this spell very carefully in the current content.
On a sidenote, there's decent int trinkets from badges for easy swapping.
Hello, I see people advising to gem int for tank healing (disc) and I can't understand why?
I usualy spend my mana faster when I spam shield the raid than when I spam heal a tank. Plus, I really feel like my FH is never big enough: A 5k heal on a 50k hp tank feels ridiculous.
So I go full sp on disc, wether I spot heal or tank heal.
The only reason I see to gem int, would be for GH spam. But I use this spell very carefully in the current content.
On a sidenote, there's decent int trinkets from badges for easy swapping.
You only have 3 +23 spell power gems. So I'm assuming you swap between disc and holy. It's not just flash heals on tank healing: penance!
Trading 2% crit, 2% haste, and taking longer to stack grace on tank switches for unneeded mana efficiency doesn't sound very appealing. With current gear levels, we are trying to go the other way with dropping efficiency for more throughput. If you're having trouble running out of mana as Discipline, try using your mana return cooldowns properly, drop Greater Heal as your filler spell in place of Flash Heal, or raid with better dps.
I never said I was running out of mana. I didn't propose the build because of mana issues either. I proposed it because more gear is either crit/haste, crit/MP5, or crit/spirit. There are a few exceptions, but thats not the point. My point is, I don't have mana problems, so I don't need to stack any more MP5 or spirit, which just leaves haste, but I'm already sitting at around 500 haste, and my projected-future gear will have more than that.
Which brings me to my point. We're getting so much haste from gear these days that the 2% haste lost from Enlightenment isn't a big deal. The 2% crit might be, but personally, my crit is already set to rise by 4% or so in the near future. The point of the build was to shed a few points from no longer needed talents and throw them into Improved Healing to improve Disc Tank healing. The Grace issue barely deserves any mention, as it's only good for Disc Tank healing, and if you're tank healing, chances are Grace will have nearly the same uptime on 3 stacks, it will just take a little longer building them up initially.
With my proposed build, you get more throughput because Greater Heal heals more than Flash Heal (sans T10 2set). And you most likely won't have to gem into SP/int, or at least not as much, giving you more room for throughput gemming.
Once again, I am not having mana problems, and I didn't propose this build because of any sort of mana issues. I proposed it because with the insanely high haste and crit ratings, do we really need that 2% to haste and crit? Why not expand our roles a tad bit and improve on tank healing a little.
I highly doubt you're haste capped with Greater Heal if you are disc tank healing. Remember, haste is always valuable if you're going to heavily use Greater Heal or Prayer of Healing. (And by choosing to get Improved Healing, you've indicated you plan to use Greater Heal).
Originally Posted by arison
Everyone should start from the same place and rise based on their abilities, desires, and schedule. No one plays MMOs to *be* powerful, they play MMOs to *become* powerful. It's the journey, stupid. The rarer loot is, the more cherished it is when you get it, but only so long as there is a reasonable expectation to get it. The rarer loot is, the better it feels when you kill a boss or when $AWESOME_TRINKET drops.
You only have 3 +23 spell power gems. So I'm assuming you swap between disc and holy. It's not just flash heals on tank healing: penance!
Yup, I swap as you can see as well on armory, and always gem to get the bonus.
The only not sp-oriented gem I have is the belt socket. When I go sp gemming, I pick sp as much as possible keeping the boni. I also switch 1-handed + offhand / staff depending on regen needs.
And of course penance, PW:S etc... What I mean is: penance on CD, weakened soul up, tank is low, your FH doesn't crit = sucks.
But I still don't know why int is better for tank healing.
To Cascade-Mok:
You're trading regen against haste/crit via your talents. If it works for you, fine.
Check how many GH you cast per fights, see how much mana it gives you, and compare with the stats you lost. Maybe getting the extra regen from your gear would allow you to get better overall? People don't like GH because of the overhealing and more spiky healing on the tank mostly.
Intellect being better over what, for tank healing, straight spell power? I'm not a tank healer, so I'm probably not the best one to answer this, but logically speaking, you need the int for longevity sake. If you are the MT healer in a 25 man raid, I can't see myself lasting through a 6 minute fight, and I sit unbuffed at over 30k mana, but I think I'm much more 'spammy' than need be. Then again, I have never had to do this. Do you have logs for when you MT heal? I've love to check them out.
And you gemmed sp+int or sp +spirit, so it's not straight spell power, you're still grabbing some int there. I think totally disregarding int for the sake of higher throughput is a bad idea when tank healing.