Now, either haste rating is overvalued, or the Brooch really is a better item.
Answer is it depends. The first has noticeably better efficiency while the 2nd has noticeably higher HPS. The deciding factor (and what you should've taken into account when making those values) is how much of other stats you're willing to sacrifice in favor of others, especially when it comes to stats that give HPS VS stats that don't. Losing people due to not healing them back up fast enough is bad, but losing people because you didn't have the mana to cast the heals to cover the boss' damage is just as bad. It all depends how likely you are to run into either situation, and how much each stat would actually help you avoid it.
That's why you can't put a value on stats and call it a day. You have to look at a case by case basis or these kinds of (rather pointless and not-answerable) comparisons and questions will keep popping up.
Hey guys, I'm currently at 3 pieces of tier 6 and was wondering when the 5% to Chain Heal on the 4-piece set bonus was added. The front page says that this bonus is only worth 53 +healing. That seems rather low. My first chain heal averages 3337 (without counting crits). With all 3 jumps, that 5840 healing. So if it's a straight multiplier, my first jump would be 3504 and total heal would be 6132.
Playing around with some of my gear, removing eye of gruul (44 heal) lowers my first jump CH by 42. Removing Essence of the Martyr (84 heal) lowers my first jump CH by 80. So that sounds like the 167 first jump heal increase from the 4-piece bonus is worth about +175 healing.
As for the 2-piece bonus, the front page says it's worth 37 mp5. I save 54 mana per chain heal with the 2-piece bonus. With my mediocre 70 haste, I can cast 2.09 chain heals per 5 seconds. That means if I'm spamming perfectly, that 2-piece bonus is worth 54*2.09 = 112.9 mp5. Granted, I'm not always spamming chain heal but it does happen quite a lot. And in high intensity situations like that, the 2-piece bonus seriously rocks.
Is my math bad or are the guestimates on the front page quite a bit off?
Those numbers came from an earlier version of ShamStats. But no matter what values you assign to the set bonuses, they are extremely valuable. Using the latest version of ShamStats, I get:
4T6 = [See Binkenstein's post below]
Using 90% chain heal with a modifier of 1.4167 ((1+1.5+1.75)/3) and 2000 + Healing with no haste
Talented chain heal costs 513 mana at rank 5 so you are saving 51.3 mana (assuming you have Totem of Healing Rains equipped and not Totem of Living Water)
And let’s assume with latency and other factors you cast a Chain Heal every 3 seconds (20 heals per minute). That would be 85.5 mp5 ((51.3 x 20)/12). If you cast 15 Chain Heals per minute, you save 64 mp5.
However, I'll let Binkenstein have the final say and then update the main page.
Your math is not wrong (except for the cost of Chain Heal) but it assumes an ideal scenario whereas ShamStats provides a more realistic estimate. And my mp5 calculations are on the conservative side. You would obviously get a higher value by assuming either more casts per minute or wearing gear with haste.
EDIT: Changed my estimate of the value of 4T6 to the value Binkenstein gave below so there would be no confusion
In this post: http://elitistjerks.com/596432-post174.html, I posted a WWS log showing that the [Eye of Gruul] procced 16 times in a 10 minute Illidari Council fight. Assuming I used all of the Healing Trance buffs given by this trinket with Chain Heal Rank 5, that would mean it gave me 60 Mp5. The log that I actually posted is no longer available for viewing, unfortunately, but I guarantee you it was legit.
However, today I'm ready to share a number of logs from my more recent Illidari Council fights. It seems from these numbers that the trinket may have been nerfed:
As you can see, never again has the trinket procced enough to give me an MP5 figure even close to the one I posted way back there. Our fight duration on Illidari Council has gone down a decent amount, but not by THAT much, and my healing assignment and playstyle for these logs has not changed in the least - which is to spam chain heal nonstop on Gathios tank.
Talented chain heal costs 513 mana at rank 5 so you are saving 51.3 mana (assuming you have Totem of Healing Rains equipped and not Totem of Living Water)
I just double checked and rank 5 with 2-piece costs me 459.
What I mainly wanted to point out was that the set bonuses are well worth a little dip in stats to get. The resto shaman I usually raid with has an extremely high opinion of haste and a relatively low opinion of tier 6 (he even said he would use the ZA shoulders over the tier 6 shoulders).
Especially with Sunwell coming out, people need to know whether the new pieces are worth breaking the set bonuses or not. I'm glad they added tier 6 boots, belts, and bracers or else these decisions would be even more difficult.
Those numbers came from an earlier version of ShamStats. But no matter what values you assign to the set bonuses, they are extremely valuable. Using the latest version of ShamStats, I get:
4T6 = 87 healing
Using 90% chain heal with a modifier of 1.4167 ((1+1.5+1.75)/3) and 2000 + Healing with no haste
Talented chain heal costs 513 mana at rank 5 so you are saving 51.3 mana (assuming you have Totem of Healing Rains equipped and not Totem of Living Water)
And let’s assume with latency and other factors you cast a Chain Heal every 3 seconds (20 heals per minute). That would be 85.5 mp5 ((51.3 x 20)/12). If you cast 15 Chain Heals per minute, you save 64 mp5.
However, I'll let Binkenstein have the final say and then update the main page.
Your math is not wrong (except for the cost of Chain Heal) but it assumes an ideal scenario whereas ShamStats provides a more realistic estimate. And my mp5 calculations are on the conservative side. You would obviously get a higher value by assuming either more casts per minute or wearing gear with haste.
A 5% bonus for CH can be seen as follows:
CH base is 884, co efficent of 0.714, purification gives 10% bonus, imp CH gives 20%.
With the 1.4167 modifier for chain hits, we get the following modifier for +heal:
A 5% bonus to this would result in an extra 82 healing (from the base spell) plus 0.06675 per point of +heal.
Using 2000 heal as an example, we would go from 4323 to 4539 to give a gain of 216 healing.
This is assuming that the talents and set bonuses multiply rather than add.
CH base is 884, co efficent of 0.714, purification gives 10% bonus, imp CH gives 20%.
With the 1.4167 modifier for chain hits, we get the following modifier for +heal:
A 5% bonus to this would result in an extra 82 healing (from the base spell) plus 0.06675 per point of +heal.
Using 2000 heal as an example, we would go from 4323 to 4539 to give a gain of 216 healing.
This is assuming that the talents and set bonuses multiply rather than add.
Something seems off with these calculations. With all 3 jumps and no crits, my chain heal will average 5839 healing (+2169 healing). That seems very different from the 4323 chain heal with +2000 healing.
First jump - 3337
2nd - 1668
3rd - 834
On the front page of this thread, the following statement says:
It receives the following bonuses from +healing gear:
71% + 36% + 18% = 125% with no talents
94% + 47% + 24% = 165% with Purification (+10%) and Improved Chain Heal (+20%)
So is it 165% from each +heal? Or 133.5%?
What does the 1.4167 coefficent indicate? Should it be 1.75?
We assume that on average, there will be an even split between 1 hit, 2 hit, and 3 hit chain heals, thus the 1.4167 modifier.
If you wish to assume that all three jumps hit, use 1.75 instead (comes up as 5340 in that case), with the first hit as 3050, just bellow what yours is.
I am not aware of any change in the trinket, Eye of Gruul.
Originally Posted by Mekias
I just double checked and rank 5 with 2-piece costs me 459.
What I mainly wanted to point out was that the set bonuses are well worth a little dip in stats to get. The resto shaman I usually raid with has an extremely high opinion of haste and a relatively low opinion of tier 6 (he even said he would use the ZA shoulders over the tier 6 shoulders).
Especially with Sunwell coming out, people need to know whether the new pieces are worth breaking the set bonuses or not. I'm glad they added tier 6 boots, belts, and bracers or else these decisions would be even more difficult.
I have CH5 costing 462 mana with the set bonuses. I see the same figure on Daidalos' spreadsheet. But you are absolutely correct that it's worth sacrificing any item to get a set bonus. They are incredibly powerful.
We assume that on average, there will be an even split between 1 hit, 2 hit, and 3 hit chain heals, thus the 1.4167 modifier.
If you wish to assume that all three jumps hit, use 1.75 instead (comes up as 5340 in that case), with the first hit as 3050, just bellow what yours is.
Oh, I see. While 1.4167 may be more realistic than 1.75, it's still a rather arbitrary assumption. Should we be including other assumptions in a healing spreadsheet? Like 35% of regular heals are overheal. 45% of crits are overheal. A healer averages one heal every 3 or 4 seconds. I guess that's the problem with modeling healing. The healing environment changes almost every second in a fight and you may be relying on a different set of stats to perform your job. On top of that, each person might have a different job or heal in a completely different manner.
On a similar note, I generally base my stat valuations on those intense situations that determine the outcome of a fight. So while saying that the 2-piece bonus averages out to 64 mp5 is fine, I don't really care how much mana I'm saving when only light damage is occuring. My mana regen or a small mana potion will take care of that anyway. What matters to me is that when I'm forced to spam chain heals and have a limited amount of outside mana regen (maybe one mana potion or mana tide), the 2-piece set bonus is vastly improving my mana efficiency. Personally, I think a high intensity healing model would allow me to better choose the stats I need on my gear.
As for the tier6 bonus, I thought the front page was saying that it was equal to +53 healing (the stat), not actual healing in a real world model. I wanted a way to evaluate the itemization value of the set bonus and figure out how much +heal I would need to make up for it's loss.
If we assume that every chain heal will hit three targets, we may be over-valuing stats because of it. The 1.4167 figure is an estimate, and to be quite honest, probably under-valuing things. We could take a (3*1 + 2*0.5 + 1*0.25)/3 figure, but arguing about what the best estimate is would be pointless.
To figure out a +heal comparison, simply take the actual heal amount and divide by the healing per +heal point (comes out at around 161 +heal).
About the Healing Way discussion: You have to remember that there is a point after which CH is more efficient on a single target than Healing Wave with 3 stacks of Healing Way. Once you reach that point of +healing (which was somewhere above 2k), the only reason to use Healing Wave would be max-rank to put out as much HPS as possible on a single target.
Once you reach that point, a very good argument could be made for not taking Healing Way and instead putting those points somewhere else.
I decided to do the math on this, and these are my results. Please check the Math.
CH 4 on 1 target: Base(648) + +heal*0.71*1.1*1.2*1.05
Manacost of CH 4: 435*0,9*0,95=372 Mana
If you have 2200 + heal, that would mean an average heal of 2813, a HPS on one target of ~1125 and a HPM of 7.56.
Lets look at what rank of HW is needed in order to achieve the same HPS.
HW has a base multiplier of 0,86*1,18*downranking coefficient. The downranking coefficient I get for HW 8 is 0.86 and for HW 9 is 0.91.
To get a relatively close HPS number, we would have to use HW 8 (982 HPS) or 9 (1202 HPS).
HW 8: Base(1092) + +heal*0.86*1.18
Manacost of HW 8: 485*0,95=461 Mana
HW 8: Base(1464) + +heal*0.86*1.18
Manacost of HW 9: 615*0,95=584 Mana
HW 8 would heal for 2455 at a cost of 460.75 Mana for a HPM of 6.52.
HW 9 would heal for 3005 at a cost of 584.25 Mana for a HPM of 6.
The conclusion: If you have 4T6 and at least 2200 +heal, CH is more mana efficient than HW for healing a single target - even with Healing Way.
After those results, I decided to take a look at what amount of +heal is needed to make CH more efficient than HW on a single target.
I made a small spreadsheet in which I entered the calculations, and if I did everything correctly the conclusion is this: if you have 4T6 it is always more efficient to heal a single target with CH than with HW. To have HW be more efficient than CH 4 while achieving the same HPS, you would have to have about 1k +heal. For CH5 the break even point is at about 1700 +heal.
If you only have 2T6 the break even point is at about 1300 +heal for CH 4, and at a very high number (2800 or so) for CH 5.
Two things about those results: First of all, they let you appreciate the power of 2T6 and 4T6. Secondly, theylet you appreciate the effectiveness and efficiency of CH4. Thirdly, they show you how inefficient CH5 is.
You seem to be forgetting that when cast Healing Wave on a target, any other shaman in your raid also healing that target with Healing Wave will benefit from the buff.
Ancestral Knowledge is a weak talent. The key to shaman healing is how much mana we can regenerate, not how much we have at the start.
You are gimping yourself by not having Healing Way. You are only useful in a raid when spamming chain heal. This limits your utility. I do nothing in Illidan Phase 2 except spam Healing Wave on one of the two tanks on the blades. In Archimonde, the main tank healers frequently go out of range and I have to cast Healing Wave on the tank until they can run back. Someone already mentioned healing the Fel Rage target. Do you never do ZA? Heroics?
Frankly, if a shaman didn't have Healing Way, I wouldn't want them in my 25-man raid.
I agree completely that Ancestral Knowledge is a weak talent. If there was a talent that affected mp5 that I could put points in instead I would love to. The general gist of my posts on this issue is that Healing Way can also be a weak talent.
I think I would probably consider the following the most important healing talents, and I would be suprised to see any pve resto shaman without them: Talent Calculator - World of Warcraft
From there, I think it makes sense to buff your survivability and pick up elemental warding and nature's guardian: Talent Calculator - World of Warcraft
That leaves you with 6 points to spread between:
Healing Grace, Focused Mind, Imp Reincarnation, Ancestral Knowledge, or Totemic Focus
In my view all of these talents are pretty bad and have a fairly limited use:
Healing Grace is useless when threat isn't an issue
Focused Mind is useless when there aren't any silence effects
Imp Reincarnation is useless when you aren't dying
Ancestral Knowledge and Totemic Focus provide a low amount of mana (which is in turn irrelevant if you aren't in a fight where going oom is a concern)
I don't think there's any clear right answer about what to do with these points. All of the talents have their pros and cons and it's a case of weighing them up in the context of how healing plays out in your raid.
For example, the other shamans in my guild don't cast healing wave much either, so I wasn't forgetting that healing way is relevant to other shamans. In phase 2 illidan I am mostly casting chain heal on various clumps of people that need healing, as other healers have been specifically assigned to the tanks. Even if I was to cast healing wave on the tanks in phase 2 illidan my main concern is the rest of the raid and there's no guarantee that I would cast another healing wave in time to refresh healing way.
Mostly in raids I am assigned to "raid healing". This basically consists of throwing around chain heals and lesser healing waves. The cases where I am be assigned to heal a tank are all ones where the tank is in range of people who chain heal can bounce to (eg Gathios.)
With respect to ZA and Heroics - sure, the value of healing way is different there. However, in my op I noted that I was only talking about 25 man raids. If I have to choose between two talents, the first of which is better in 25 man content and the second is better in the rest, I'll pick the first. And yes, I do ZA and Heroics with and without healing way, and don't feel horribly gimped without it.
My current spec choice of the "spare" 6 points is:
No Healing Way for reasons stated earlier.
No Healing Grace because I only find threat to be an issue on trash.
No Focused Mind because it's not relevant for enough boss fights.
2/2 Imp Reincarnation because if I do die, I want to increase the chance of surviving straight after ressing.
4/5 Ancestral Knowledge because there are some fights where I find mana is relevant, and as far as I can tell it's better than Totemic Focus. Yes, it's a small amount of mana, but I am weighing it up against what I consider are minimal effects from the other talents.
This is entirely up to change if my healing role in raids changes. New fights in sunwell with threat or silence mechanics could also make Healing Grace/Focused Mind more desirable.
The reason I posted initially was because I wondered if other resto shamans had been having different experiences than me in terms of healing wave use - the answer is quite clearly yes.
IOn stamina I totally disagree. Low life means a dead healer. To many times have I seen my 10.5-12K buffed life go to almost nothing in a flash. If I had been at 9K it would have been a wipe. It use to be said healers do not get hit but in BC this is no longer true, everyone takes damage.
So how much does 40 stam increase your HPS or healing durability potential? That's right: Nothing. Just like enhance shamans, rogues, DD warriors, etc, we have to ensure that we hit >10k buffed for some encounters, but this is something to aim for, not calculate your healing efficiency on. This goes for AC as well. The OP talks about how gear should be tailored for task at hand. This very much goes for stam as well. I used pure stam items in parts of T5 content because I had items like [Fathom-Helm of the Deeps]. I didn't need 10k hp buffed in most fights(I can only remember pre-nerfed Solarian).
Int gives enough benefits to give it a slight value(mana pool, mana gained from MTT, dmg/heal, crit), but spirit is situational. There's not a lot of fights where you don't cast for 5++ seconds and you need a 23 disc priest to have the +heal benefit from it. Stam and AC should be considered just like for enhance shamans, IMO.
Baby, you can hold my balls.
10:10 < buu_> Raut: You are a hero of the internet.
CH 4 on 1 target: Base(648) + +heal*0.71*1.1*1.2*1.05
Manacost of CH 4: 435*0,9*0,95=372 Mana
If you have 2200 + heal, that would mean an average heal of 2813, a HPS on one target of ~1125 and a HPM of 7.56.
Lets look at what rank of HW is needed in order to achieve the same HPS.
HW has a base multiplier of 0,86*1,18*downranking coefficient. The downranking coefficient I get for HW 8 is 0.86 and for HW 9 is 0.91.
To get a relatively close HPS number, we would have to use HW 8 (982 HPS) or 9 (1202 HPS).
HW 8: Base(1092) + +heal*0.86*1.18
Manacost of HW 8: 485*0,95=461 Mana
HW 8: Base(1464) + +heal*0.86*1.18
Manacost of HW 9: 615*0,95=584 Mana
HW 8 would heal for 2455 at a cost of 460.75 Mana for a HPM of 6.52.
HW 9 would heal for 3005 at a cost of 584.25 Mana for a HPM of 6.
Think you missed something. When I setup 2213 heals on my toon I do not get those numbers. Rank 8 averages around 3,000 with no healing way, 3500 with 3 stacks of healing way. Rank 9 heals for 3750 or so with no healing way,4400 with 3 stacks of healing way. This changes the HPM quite a bit. You were using 2200 heals for the HW in your calculations?
In regards to impact of stm to ones healing potential, I believe it does have some value in your effectiveness as a healer due to the inherent triage element involved in the usual “raid heals” assignment. Having higher hp gives you the ability push yourself lower down the priority list of targets that need healing, potentially keeping others alive that would have died.
In regards to impact of stm to ones healing potential, I believe it does have some value in your effectiveness as a healer due to the inherent triage element involved in the usual “raid heals” assignment. Having higher hp gives you the ability push yourself lower down the priority list of targets that need healing, potentially keeping others alive that would have died.
Absolutely agreed. This is even more important for Shamans due to having no instant cast heals for themselves and no Divine Shield and no HoTs to split healing between yourself and other people while repositioning out of AOEs. Stamina is effective for PvE for the exact same reasons it's effective in PvP, and this is especially true for low-mobility classes. I'm not going to go out of my way for a ton of stamina through gems or anything, but I'll certainly choose items with stamina in mind (that is, in every slot if possible) and put 18 stamina on my shield instead of a FAR more situational 12 intellect and Boar's Speed on my boots instead of Vitality.
So how much does 40 stam increase your HPS or healing durability potential? That's right: Nothing. Just like enhance shamans, rogues, DD warriors, etc, we have to ensure that we hit >10k buffed for some encounters, but this is something to aim for, not calculate your healing efficiency on. This goes for AC as well. The OP talks about how gear should be tailored for task at hand. This very much goes for stam as well. I used pure stam items in parts of T5 content because I had items like [Fathom-Helm of the Deeps]. I didn't need 10k hp buffed in most fights(I can only remember pre-nerfed Solarian).
Int gives enough benefits to give it a slight value(mana pool, mana gained from MTT, dmg/heal, crit), but spirit is situational. There's not a lot of fights where you don't cast for 5++ seconds and you need a 23 disc priest to have the +heal benefit from it. Stam and AC should be considered just like for enhance shamans, IMO.
Raut you are in a very strong end game guild. Most of the readers here do not have that luxury. We have missed sheeps, dotted up cc, and take more damage as healers than you do (or did).
Items have to be rated not only on how they increase heals on paper but also on how they keep you healing. Stamina for most of us is a big part of "is this item an upgrade". Not the biggest part, but important all the same. On boss fights stamina is for the most part not as important to me but on mob pulls it owns. I stay up and we do not have to ress 1/3 of the group.
You did not need the stamina, but I do so I will keep it having value and suggest for all the other "bads" out there Skyhoof does the same. Where it is at right now is about right imo.
Items have to be rated not only on how they increase heals on paper but also on how they keep you healing.
Your first sentence makes it very clear that the second aspect (how they keep you healing) is very guild and situation dependant and thus not suitable for a point system in my opinion.
I'm not trying to argue that stam is useless or is wasted in any way, I'm arguing that it is useless to value stam as a factor in calculating our healing potential. This has little to nothing to do with what guild I am in or what level gear I have.
You have to worry about your buffed hp in some fights, sure. Just as the OP says you should tailor gear for endurance or pure max HPS, you may end up equipping some inferior items to ensure you live to see the end of the fight. But look at the other side of this; When your buffed hp reaches 12k, is stamina still valuable for you? According to the table, it is. I'm arguing that stam should be removed from the table that focuses on healing, just like damage classes don't factor in stam as a damage relative stat. The OP should underline that you have to focus on having X or Y hp in given fights, but not use stam as a directly comparable stat to say +heal.
Baby, you can hold my balls.
10:10 < buu_> Raut: You are a hero of the internet.
You have to worry about your buffed hp in some fights, sure. Just as the OP says you should tailor gear for endurance or pure max HPS, you may end up equipping some inferior items to ensure you live to see the end of the fight. But look at the other side of this; When your buffed hp reaches 12k, is stamina still valuable for you? According to the table, it is. I'm arguing that stam should be removed from the table that focuses on healing, just like damage classes don't factor in stam as a damage relative stat. The OP should underline that you have to focus on having X or Y hp in given fights, but not use stam as a directly comparable stat to say +heal.
Agreed, once you reach enough of a stat its value lowers. Even plus to heals becomes mute when you heals are for more than a boss damages. For pure healing efficiency taking stamina off is the way to go but to the new shaman reading this guide for the first time it must be made clear that stamina is a big part of equation. As we get geared and hopefully much more knowledgeable removing stamina from the equation would be totally prudent. For the 90% at my gear level or lower stamina still has a quantitative value though.
My question is this: How do we impress the value of stamina to budding resto shamans? My answer is to state that an item with 20 stamina but 4 less heals is more valuable than an item with those extra 4 heals and no stamina. The current system does this well. Yours would have this item as inferior which it is not for most shaman.
I'm not trying to argue that stam is useless or is wasted in any way, I'm arguing that it is useless to value stam as a factor in calculating our healing potential. This has little to nothing to do with what guild I am in or what level gear I have.
You have to worry about your buffed hp in some fights, sure. Just as the OP says you should tailor gear for endurance or pure max HPS, you may end up equipping some inferior items to ensure you live to see the end of the fight. But look at the other side of this; When your buffed hp reaches 12k, is stamina still valuable for you? According to the table, it is. I'm arguing that stam should be removed from the table that focuses on healing, just like damage classes don't factor in stam as a damage relative stat. The OP should underline that you have to focus on having X or Y hp in given fights, but not use stam as a directly comparable stat to say +heal.
Nothing wrong with what Raut is suggesting. However, I prefer to give a weight for every stat and then let players discard the stats they don't value. Let me do some rewriting of the text to make it clear that you don't need to use all the stat weights. Often, all I look at on gear is 1) +healing and haste 2) + healing and mp5. You could really toss Intellect out of the stat weights as well. You're going to get a decent mana pool without even trying.
About the Healing Way discussion: You have to remember that there is a point after which CH is more efficient on a single target than Healing Wave with 3 stacks of Healing Way. Once you reach that point of +healing (which was somewhere above 2k), the only reason to use Healing Wave would be max-rank to put out as much HPS as possible on a single target.
Once you reach that point, a very good argument could be made for not taking Healing Way and instead putting those points somewhere else.
I decided to do the math on this, and these are my results. Please check the Math.
CH 4 on 1 target: Base(648) + +heal*0.71*1.1*1.2*1.05
Manacost of CH 4: 435*0,9*0,95=372 Mana
If you have 2200 + heal, that would mean an average heal of 2813, a HPS on one target of ~1125 and a HPM of 7.56.
Lets look at what rank of HW is needed in order to achieve the same HPS.
HW has a base multiplier of 0,86*1,18*downranking coefficient. The downranking coefficient I get for HW 8 is 0.86 and for HW 9 is 0.91.
To get a relatively close HPS number, we would have to use HW 8 (982 HPS) or 9 (1202 HPS).
HW 8: Base(1092) + +heal*0.86*1.18
Manacost of HW 8: 485*0,95=461 Mana
HW 8: Base(1464) + +heal*0.86*1.18
Manacost of HW 9: 615*0,95=584 Mana
HW 8 would heal for 2455 at a cost of 460.75 Mana for a HPM of 6.52.
HW 9 would heal for 3005 at a cost of 584.25 Mana for a HPM of 6.
The conclusion: If you have 4T6 and at least 2200 +heal, CH is more mana efficient than HW for healing a single target - even with Healing Way.
After those results, I decided to take a look at what amount of +heal is needed to make CH more efficient than HW on a single target.
I made a small spreadsheet in which I entered the calculations, and if I did everything correctly the conclusion is this: if you have 4T6 it is always more efficient to heal a single target with CH than with HW. To have HW be more efficient than CH 4 while achieving the same HPS, you would have to have about 1k +heal. For CH5 the break even point is at about 1700 +heal.
If you only have 2T6 the break even point is at about 1300 +heal for CH 4, and at a very high number (2800 or so) for CH 5.
Two things about those results: First of all, they let you appreciate the power of 2T6 and 4T6. Secondly, theylet you appreciate the effectiveness and efficiency of CH4. Thirdly, they show you how inefficient CH5 is.
Please check my math.
I belive your conclusiong is right that after you have the 4pc set bonus CH4 is more hpm. Your math however is wrong! The base gets multiplied by scalers aswell not just the plus healing. CH5 is also not nearly as inefficient as you show.
You can use the table in the first post and multiply the HPM for CH by 1.05/.9 = 1.167 and see the effect of the 4pc set.
Thanks for pointing out the error in my math, and for pointing me to the spreadsheet on the first page (I missed it before). I'll take a look at the matter again (and compare the numbers I get from the spreadsheet to the numbers I get in the game - something I should have done with my numbers).
My stats are +1734 heal, 10400mana and around 180mp5(unbuffed with water shield) I’m lacking spellhaste. Only spellhaste I have is on the chest +40. How important is spellhaste against other stats as +heal and mp5?
My guild is clearing KZ, Grull and ZA(3 timed event) on weekly bases. Done some TK(2 bosses down) and SSC(2 bosses down) but right now we have to few people for the big raids.
What should be my next uppgrade? I have around 120 badges right now. Should I save my badges for the 2.4 healing mace or should I use 60 badges for the badges boots(using pvp-leather boots).