Quote:
Originally Posted by trail
...For myself, I try to max my crit before mod and I use items such as the healer arm from Claymore Questline, and the RE2 collection earring to increase my base ward. Honestly, this works fine for me since it could eventually cap your heal mod for you anyway.
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Remember, heal crit only increases wards by 15% and heals by only 30%, which is equivalent to 300 heal mod if you take Ancient Aegis as an example. When you increase heal mod, you not only increase the max size of the heals and wards, but also the minimum size of the heals, so be careful not to ignore the benefits heal mod can bring as well. Also, I do not believe the heal mod cap for heals is effected by base heal proc modifiers the way you suggested it is.
Base Heal increasing proc items like The Arm of Erolsi and Totem of Ankexfen only increase the base amount of the heal spell. If 50% of the 'total' base heal amount is cap for Heal Mod, the procing items increase the level of that cap higher than it was before the proc. As a result, if you got the gear and AA points speced right, heal mod caps have risen about 20% for you since TSO came out. So that means we need even more heal mod than we needed before getting the base heal modifiers.
Our average raw (Unmodified) heal spell is around 2000, so 100% max base modifier would be 2000 more HP points healed per spell on average. If you have the T2 or Fabled Shoulders (8-12%), Fabled Wrists (2%), Fabled Boots (2%), Healing Stance (10%), and AA points in shadow line base heal mods (10-20% per spell), you would be at 34-46% base heal mod regardless of procs. Then if you had Dark Mail Gauntlets (5%), Arm of Erolsi (20%), Totem (25%), and Gravitas (32%), you could get it up above 100% base heal mod, if all the planets aligned and everything proc'd. However, I remember reading a post from Razieh recently saying that 100% is the cap for base heal mod. Normally my group ward should be around 6000 to 6900 according to my calculations. I have seen a parsed hit on my group ward for 10,471 though, which is almost three times as big as the raw amount of the spell (3854). I think I get that extra 35% beyond 6900 when the Arm and Totem proc at the same time.
Before all the base modifiers came out with TSO, my
average heal mod cap was around 1150, and 850 if you just count single target spells. Right now, with all the new base heal modifiers, my
average heal mod cap is around 1400, if you count group wards, 1100 if you just count single target wards and heals. Personally, it is hard for me to get above 1275 heal mod with the current gear I have, especially if I need to swap out that gear to get resist up or cast/reuse higher. I try not to let it drop below 1000 usually.
In addition, if you are around 100% heal crit in raid and feel like it is maxed out, one way around this is to increase the base amounts of heals through AA point shuffeling and gear, you then increase the crit amounts, and can get wards +150 HP and heals +300 HP higher per heal spell just through increasing base heal amounts. Speccing AA points into DPS shadow abilities becomes a nasty tradeoff since you not only loose the raw base heal amounts, about 80 HP per AA point spent, but also the increased crit amounts. Mythical weapon and Ritual AA spec also kicks in around 300-500 repectively, but are also pretty much static. Base heals are one of the most important stats to focus on, crit is important as well, but heal mod is one of the few areas where we are all going to be focusing on after we get the 200 AA points and the gear we want.