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Instead of stating my opinions about how hard or not hard current healing is, I'm merely going to present a few facts. As a point of reference, I am a fresh level 85, in all quest rewards from twilight highlands, so, a healthy mix of 313 - 333 things. This is what someone will enter normal level 85 dungeons wearing.
My Unbuffed Stats:
Combat regen: 1796 mp5
Single Target Mana Costs (average heal size):
Regrowth: 6522 mana (5856/initial, 609/tick)
Rejuvenation: 4845 mana (2871/tick)
Lifebloom: 1304 mana (406/tick, 3x stackable) -only able to have on one target at a time-
Nourish: 1863 mana (~4950, ~6900 if hots are present on target)
Healing Touch: 5590 mana (~15100)
Percent of my mana pool each heal costs:
Lifebloom: 1.9% per stack, then 1.9% each refresh, or Nourish refresh stack for 2.8%
Healing Touch: 8.4%
Because Lifebloom can only stay on one target at a time, this is reserved for tanks. Nourish only heals for a 'worthwhile' amount if a HoT is present, and Swiftmend can ONLY be cast if Rejuvenation or Regrowth is already present. This leaves me with four options to heal a player who takes a large amount of damage:
-spend 9.8% of my mana to heal for ~8k
-spend 7.3% of my mana to heal for ~21k
-spend 8.4% of my mana to heal for ~15k
-cast an AoE heal
These facts all lead to a simple concept:
If you take avoidable damage, I'm going to run out of mana quickly.
This includes 'standing in fire' damage, damage which could have been mitigated through use of CC, and damage which could have been healed in mana efficient ways had a tank been the recipient of the damage (threat, cc fail, etc.).
I know I'm not a geared druid yet, but this is the situation fresh healers are coming up against to begin improving their character. Please do your best to not take damage, and we'll do our best to heal you if you do. Kicking a healer or not doing your part to reduce incoming damage solves nothing.
Edited by Zoology on 12/11/2010 4:08 AM PST
That's easy, we just pop innervate...oh wait...
If you're pumping out heals on the first boss of SFK you're doing it wrong :P
People only need around 30k, can get away with less if you are a good dispeler. Tranquility after the last decimatey thing before 25% phase and you win.
Edit: dps only need that much, of course keep healing the tank
Edited by Zie on 12/11/2010 4:28 AM PST
Nice to see there are still ppl who have a brain around here.
It isnt. Heal tank and the one with the dot.
Dispell (if your talented) or someone in your party the dot.
rejuv on 85% or so, just before he wil do the asfixiation stuff. (So you have it ready in the 1st second he releases you to use swiftmend + wild growth )
Put again 3 LB on tank and prepare to heal the rest a little.
Keep em on 20% hp. Same on the 2 next asfixiations and when boss goes phase 2, wg, efloresence + tranquility.
If someone has BL / Time W. / A.Histeria, do it.
Took me about 15 wipes to do it right, even "knowing" the theory...
This fight its about playin in the limit, not of ur mana, but on evertones hp pool.
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