> "Meters don't matter."
Of course they do matter, when you are actually on hard content where composition matters.
The encounter design right now is heavily focused on short burst damage with lulls in-between, so Paladins and Disc priests shine incredibly well while all the other healing classes are 2nd tier. Ignoring the problem with absorbs for, these two classes also have some rather game-breaking utility:
- Paladins: HoP (Can negate tank swap abilities on many encounters), Devo Aura, Sac, Purity (recently nerfed), etc.
- Disc: Attonement, which is basically half a DPS in terms of damage while also healing enough to sustain the lulls in encounters.
Having absorbs on top of this is just icing on the cake. Let's just not mention things like Beacon (= passive tank healing while healing raid with almost no effort required) or Spirit Shells that can cut the burst from some boss abilities by nearly half (fortunately in this tier Spirit Shell isn't as dominating as it used to be in HoF/MSV, but it's not something that can be ignored).
What do other healing classes/specs that have anything that is close in usefulness in this tier? There is a reason why so few people play Holy -- because Disc is just more useful despite its inherently lower HPS.
The only times where other throughput-based healing classes can shine is when damage is high enough (Megaera, Council, Primordius) and only a fraction of the current encounters have that (Tortos is a bit of an outlier because of the heal-to-shield mechanic and required mobility, which is advantageous for Monks / Druids). For the hardest fights of them all, i.e. Dark Animus & Lei Shen, damage is still in the usual bursty format and once again, hardly anyone would want to bring a non-absorb spec over the others. Of course you can bring a non-absorb spec, it's just nowhere near optimal and you will be unlikely to get any sub-world-100 kills with them.
The reality of absorbs is that they are much less likely to become overheals while having a significantly long lifetime over which they do not decay at all (a 100k absorb after 12 sec is still 100k, until it expires 15 sec later). Contrast that with a HoT such as Renew which has a shorter duration, and every tick that doesn't heal becomes overheal. The difference is simply that absorbs can deliver healing as fast as damage is received (up to the absorption cap) while HoT does healing at a fixed rate that will rarely match with the rate of damage intake.
Honestly though, there's hardly any hope of them actually fixing this mess (if you're the optimistic type -- next expansion, perhaps). Re-rolling just seems to be the better option these days considering how long it takes for these glaring problems to get fixed.
Edited by Horice on 5/2/2013 8:28 PM PDT