02/15/2013 01:26 AMPosted by RizzeaIt was OP and needed nerfing. I can heal block someone of equal gear and triple them on the meters, in appropriate content.
You really should read past the first page. :-P
02/15/2013 12:20 AMPosted by AmabellaI don't see why they would come up with a new SS formula when their stated goal was to make SS heals the same size as non-SS heals.
02/14/2013 11:57 PMPosted by UrteilThat's all common knowledge, but you can't argue that by nature absorb healing isn't more powerful. When it comes to keeping people alive, it is king.
Proactively HoTing will often go to waste.
Sorry, I spoke to my own encounter experience. I'm not sure which encounters you have seen, but there are rarely fights where even the most hastily placed (though not entirely idiotic) absorb will not be fully consumed once you reach heroic level fights.
It does, though.
For the record, initially PW:S used to be wildly mana inefficient AND cause Weakened Soul. It was meant solely for emergencies because absorbs are simply that strong.
This we can agree on
02/15/2013 02:28 AMPosted by FolsomWhy was that being put on the record? It also used to be spammable, single button spec spell, as did Renew/Circle of Healing, Rejuvenation, Chain "brain" Heal, and Flash of Light.
I'm not sure what you're talking about or why you've gone in that direction. What did that have to do with the text you quoted, which had nothing to do with shields?
I'm not sure why that matters relative what you quoted of me except very tangentially.
Your qualification proves my point. What is the difference between the thought process of placing a shield on someone you know will take damage vs. healing someone you see has taken damage that "reduces the need for thoughtfully choosing where to place your heal"? Is there a case of people randomly chucking PW:S all over the place or hitting random targets with Life Cocoon? You still have to care about the GCD you're spending on the targets (and the cooldown on LC), whether they're a priority for it, etc. For AoE shields on PTR, they're going to be no less thoughtful than casting Wild Growth or Renewing Mist. Similarly on live.
Did you not read past the first comma, where I said, "unless they have inappropriate costs or other restrictions?" Remember, my original post, which you responded to, was in the context of healing meters, and I mentioned snipping, among other things.
Needless to say, a heal is not inherently better than another when both do an equivalent job. When they don't, they're not, but that's a truism for any two heals.
Why was that being put on the record? It also used to be spammable, single button spec spell, as did Renew/Circle of Healing, Rejuvenation, Chain "brain" Heal, and Flash of Light.
That's good because I'm not really sure why you made an entire post about shields like you have some sort of vendetta against them when I was talking...
At any rate, as for balance, given what you think is true about shields, you should think they're absolutely the easiest things to balance... ...That would make HoTs and long casting time heals hardest to balance because their effects are harder to predict.
02/15/2013 02:44 AMPosted by TiriélNot sure if you've noticed, but Chain Heal, Rejuv, and Renew are all still spammable. Not entirely sure why you would include Renew with Circle of Healing, as if somehow Renew was this grossly overpowered thing. Do you even know what Renew is and does? o_O
Sorry, but when I'm trying to follow your posts and reasoning, statements like this just ruin it for me. It's like you don't even heal.
02/15/2013 02:48 AMPosted by UrteilYou were using the "it's a perception problem" angle to argue that there's nothing fundamentally stronger about absorbs
02/15/2013 02:48 AMPosted by UrteilYou compared HoTs to shields in terms of proactive healing, as though they were equal.
So we were agreeing all along...?
but then branched out into claiming that absorbs were no more effective than another heal,
The point was that the damage is such in heroics that there will rarely be a wasted shield, as long as there is any sort of raid damage.
02/15/2013 01:41 AMPosted by LovelykittySo basically the divine aegis change is a nerf to disc's crit effectiveness (compared to live) ?
02/15/2013 02:22 AMPosted by CeddyaIf the way crit and DA work for us is getting changed, then it's fair to assume that the SS formulua is going to follow suit. The one I posted takes those changes into account.
I'm expecting (get it? Ok, bad math joke.) the formula to be:
(1-crit%)(noncrit poh size)+(crit%)(crit poh + aegis size)(metagem) = SS size
The way mastery works for everyone is there is a base amount so that you benefit even with no mastery gear. We used to call it 8 "points" but we don't use that terminology anymore. for Disc, the base amount is +12.8% to absorbs and +6.4% to heals. A character with 8824 mastery would have +36.33% to absorbs and +18.16% to heals. The 3000 mastery raid buff would bump that up to +44.33% to absorbs and +22.16% to heals. Also note that the metagem which increases the size of your crits still works.
If you had all of the above mastery and the crit gem and you cast a heal for 100K, it would heal for 122K, or if it crit, it would heal for 126K and proc a 182K absorb from Divine Aegis.
02/15/2013 08:08 AMPosted by CeddyaAlthough, even with the meta applying to the crit portion, we're probably looking at a further reduction to SS.
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