11/11/2011 06:23 PMWhile we think the healer mana model for Cataclysm is sound and ultimately accomplished what we wanted, it was still a little too difficult for a on fresh level 85 just going into dungeons, and a little too easy for raiders.
Posted by Kaivax
I'm willing to begrudgingly agree with this, even though it completely goes against your statements that the healing model was 'working as intended' when I was struggling through the entry heroics on day 2-3 in ilvl 329 gear as a priest before you buffed the everloving snot out of both specs.
11/11/2011 06:23 PMand a little too easy for raiders.
Posted by Kaivax
This, on the other hand...not so much.
11/11/2011 06:23 PMPlease remember, the goal isn’t to make healers so resource-starved that they can’t heal. That isn’t fun. The goal is to reward healers who limit how much overhealing they do (in other words, play smarter) for their efforts. You limit your overhealing by doing things like casting a smaller heal when a smaller heal is sufficient, or casting a slower heal when death isn’t imminent, or casting a single-target heal when the group isn’t all taking damage at once.
Posted by Kaivax
If this is the goal, the entire healing model is broken, at least for priests.
- Casting a smaller heal when a smaller heal is sufficient:
For Disc, this has zero benefit. Actually, it has negative benefit. This is true at all gear levels.
I assume you've done the math on this, because we certainly have, and Heal is our second-least
-efficient way of actually generating/protecting hitpoints. When our goal is to actually heal someone, even a single target, appropriate use of any
of our 4 mainstay spells - Penance, PoH, GHeal, or PWS - is going to provide more bang for our mana buck than the "keep casting Heal to keep up with the damage" strategy.
We will use Heal on a target at/near full health to trigger certain secondary effects because it's our most efficient way of reducing WS duration, refreshing Grace with Penance on CD, or proccing Inspiration, provided a target isn't damaged enough to get some value out of GHeal. But again, we'll cast it on a full-health target and not care if the whole thing goes to overheal. We would use it the same way even if it generated no healing at all; its niche is not "when a smaller heal is sufficient" but instead "when the target doesn't actually need to be healed at all," which is a much smaller niche.
For Disc, Heal is simply not efficient enough or big enough or fast enough to bother with for actual healing purposes, especially on non-Grace (non-tank) targets, who are the primary targets for whom smaller single-target heals might be of some value. And since it's our only "smaller" heal, we kind of have a problem here.
- Casting a slower heal when death isn't imminent:
In a sense, this one's kind of broken for everyone. All of our instants are better in every way than all of our cast-time single-target heals.
But even if we're talking strictly cast-time single-target heals, Holy's got a problem here. You see, the closer a target is to full
health, the more likely it is that Flash Heal is going to be a better choice than Greater Heal in an environment where you can't take the HPS-loss of spending 2 seconds on Heal. Flash Heal's not going to get sniped, it's less likely that someone's going to apply a HoT before it goes off, it costs the same amount, and it generates Serendipity. And for a mid-health target you can actually do Renew -> Flash Heal in almost the same amount of time as it takes to cast Greater Heal, making a far
more efficient use of those ~2.2 seconds.
As death becomes more imminent, Greater Heal actually starts to be a better choice than Flash Heal, because it's big enough to counter a solid hit. Flash Heal only outscales it again when the target is practically dead and you're making a last-ditch effort to save them.