you will never reach the mastery cap on someone during a raid so its not really an issue, crit is pretty lackluster compared to it but it does have its uses for throughput and HPM and haste is really a preferential stat.
crit - unreliable throughput, good for HS procs, good HPM, terrible overheal potential
haste - good throughput, bad HPM, good if you feel you cant react quickly to boss mechanics or healing going out.
personally i like having a bit of haste to make the healing style smoother overall but its value is somewhat decreased since MoP with the improved HP generation, terrible scaling on abilities like EF and HR not scaling with haste. we have no real practical soft caps for haste.
as an addendum: i havn't tried out any sort of crit build and some people feel its underated.
1% haste costs the same as 1.5% mastery. So when you run the math it looks something like this:
10 casts 100k (12% base mastery) each = 1,120k total healing (excluding crits)
10% haste = 1 extra cast in same amount of time, but the extra mana cost as well
11 casts 100k (12% base mastery) each = 1,232k total healing (excluding crits)
15% mastery (same gem cost as 10% haste), no additional mana cost
10 casts 100k (12%+15% total mastery) each = 1,270k total healing (excluding crits)
So basically you have a 3% advantage "raw healing" of going with mastery, and you have a mana disadvantage since you cast one more time.
Doing the same thing with 20% haste vs 30% mastery:
12 casts 100k (12% mastery) = 1,344 total healing
10 casts 100k (42% mastery) = 1,420 total healing
5.6~% raw healing advantage and the mana cost of two spell casts.
Speaking only of MATHMATICS.... not of playstyle/preference, mastery has an advantage if only from raw healing vs time and mana consumption. The tradeoff of course is when you only have 1.8 sec to heal someone and it takes 2.0 secs to get that spell off.
I see, so as with all things itll improve with gear. Once you become comfortable with your mastery you can then go into crit/haste and (tweak) yourself so that you can hit that needed 1.8 sec cast and still keep your healing up. Again thanks for this infor :)
Or adjust your playstyle to where you have an active absorb shield on "problem children" who are most likely to take large amounts of damage quickly, so you don't run into a 1.8 vs 2.0 situation.
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