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06-27-2007, 09:57 PM
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Regular
Character: RedHawk
Guild: Saints of Norrath
Server: Blackburrow
Posts: 177
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Re: On crit heals [Actual Net Increase to Heals]
Quote:
Originally Posted by stevus
I'm not actually surprised.
Until a few weeks ago i had the usual max 15.6% in crit heals but had been thinking for a while it was not worth it so a did a respect to have just 4 pts in it - and didnt see any noticable difference whatsoever in my overall healing ability.
(thats as a very "casual" raider, mostly grouping etc).
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Well, you will never be able to tell, not without a parser. With the way a tank's hp bounces around, it's impossible to tell just how much you are doing; never mind being able to see a percent difference. You just have to think about all the times a tank joined the purple club and know that that is when your 3% mattered. Gains in healing capability come in very small percentages but if you take the time to add it all up, there is quite the difference.
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06-28-2007, 08:19 AM
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Regular
Character: Istaril
Guild: The Kraken
Server: Nagafen (PvP)
Posts: 247
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Re: On crit heals [Actual Net Increase to Heals]
Well, after this study, I'm going to be keeping Heal Crits.
The points saved from dropping it (and going down, say, STR) aren't worth it. I'd gain about 8-9% DPS (From Int, Bolt, and Castigation) and loose 3-4% Healing.
Wisdom, gaining about 7% power, would be worth it if I ever had any power issues... but I don't, so I'll manage.
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07-03-2007, 11:14 AM
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Character: Tion \ Varos
Server: Nektulos
Posts: 173
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Re: On crit heals [Actual Net Increase to Heals]
I think I'm gonna play around with losing this line and going down agi line to get shield ally, if what Aditu (ACT's creator) is claiming, with the right equipment and adornments, that can be a very good buff if you're an MT group templar.
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07-03-2007, 12:05 PM
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Shards Plz
Character: Raker
Guild: Unguilded
Server: Nagafen
Posts: 25
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Re: On crit heals [Actual Net Increase to Heals]
I love posts like these. I ate that crit heal AA line up, and i kept it speced for a long long time. Just recently (due to AA changes and this post) i switched to int/str instead of int/sta.
During server downtime today i put some numbers into excel to simulate the spread of a normal night's heals (raiding or grouping). It was really rough, but i just wanted to do the calculations to see for myself.
And sure enough, i got nearly the same exact results. With this AA crit chance you get a 20% bonus to your heal 15% of the time. (Being really rough w/ math) that would be:
.15 * .20 = .03 (ceteris paribus)
SO, yeah -- about a 3% bonus to your heals for the 20AA that it requires.
After figuring this out i specced out of it and so far to no-interrupts has been treating me well.
I am interested in hearing some numbers about the AGI line, but ive done similar math regarding that line and i got some very underwhelming results. Never tried it in-game with "EQ2 math" though.
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07-04-2007, 07:00 AM
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Regular
Character: Istaril
Guild: The Kraken
Server: Nagafen (PvP)
Posts: 247
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Re: On crit heals [Actual Net Increase to Heals]
3-4% Heal increase is still quite valuable - but not a "be all - end all" of specs (or at least, it shouldn't be!)
Agility line is not worth it unless you are willing to give it your all. With maxed shield ally, maxed fervor, a 634-640 protection shield, 2 (fabled) parry adornments and 1 (fabled) block adornment, I net a 12.3% block chance and a 4% parry, 60% of the time. That's avoiding ~9.1% of melee attacks *that would otherwise have hit* against one target - extremely valuable (but costly!), and definitely comparable to the heal crit (which affects your heals on everyone, regardless of damage source). Worthwhile for a raiding healer - especially since the AE immunity can come in very useful (silly bards all dropping bladedance specs).
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07-04-2007, 09:02 AM
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-=-=-=-=-=-
Character: Boli
Guild: Ascend
Server: Runnyeye
Posts: 873
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Re: On crit heals [Actual Net Increase to Heals]
I looked into the heal crits for a long while myself on my fury... and I pretty much came to the conclusion only DIRECT heals and wards really *really* benifit from having crits. a regen is often wasted... likewise reactives are as well... but if you fire of a direct chances are the tank is low enough to need that crit *just* then.
If you're in the MT group all the time I seriously doubt every time you fire off a reactive its charges are a: all used up and b: each reactive heals to its fullest extent.
With that in mind heal crits just arn't needed unless you find yourself firing a lot of direct heals off in a raid. If you do... take the crits else drop them to get another AA spec that will be far more useful to you.
FYI: I took heal crits on my fury as they help me a *lot* more than most - healing Lifeburning necros, and raid spot healing on tough fights the heal crits prob do closer to +10-20% additional healing; and on easy fights.... well I hardly even think of healing :P
I enjoy reading topics like this describing in detail how little heal crits actually help because I know a lot of peopel get iffy and start to pick fault in your haling potential if you took something OTHER than heal crits.
Heal crits = not worth it now... but I'd wager every single one of you would pick heal crits next tier :P. With only direct heals getting upgraded next tier.... Wards arn't going to dominate the healing parses as much and its going to be a leasson in healing for many of us.
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07-15-2007, 11:58 AM
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Visitor
Character: Elrohn
Guild: Dissolution
Server: Nek
Posts: 45
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Re: On crit heals [Actual Net Increase to Heals]
Spec'd for them for 1 week.
Wasnt worth it. Data now atleast would be stable due to people still gearing up but now I would say that there are small upgrades that come primarly from avatars.
Bottom line., if you have problems with mana....
A) Get some mana proc back items.
B) Manatone and clairity potions.
B) Pull out the mana stone.
C) Watch how many charges you have left on reactives alot closer
D) Make your templar into a tinker and get a few over clocked manastones
I have never had an issue wtih mana ( Thanks to blanket being soo uber and being wardable ). If there was other effects in game that were outside of our ward, then yes there may be an issue but for the most part its playing your class conservatively and being aware of your reactives left rather than just chain casting and wondering why your sitting there with dick in hand.
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07-17-2007, 10:46 AM
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Pixel Pervert
Server: Hello Kitty Online
Posts: 718
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Re: On crit heals [Actual Net Increase to Heals]
Have you guys noticed any crit heal usefulness while grouping?
(I know, I know... I'm not a raider, I do a little bit of everything, but keep ending up in the MT group... What is a good way to just be an all around healer? I just want to be able to throw a ton of HP on people. I have friends who can kill stuff fast, I just need to keep them alive. In and out of raids.)
My group setup is usually a guardian, dirge, conjurer, me and (sometimes a suicidal monk, too.)
When they want to play their alts, that group is interchanged with a mystic, fury, wizard, or warlock (who is nuts.)
Sometimes someone else will be stupid enough to come along with us, but they get the picture when the dirge starts conjurer bungie jumping...
These people are crazy, when I hear snickering in teamspeak, I know something bad is going to happen. I want to be able to snicker back because I healed it.
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07-17-2007, 11:06 AM
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If you didn't cyber with Nyax, you probably paid too much.
Character: Nyax
Guild: Cult of Nyax
Server: Befallen
Posts: 2,031
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Re: On crit heals [Actual Net Increase to Heals]
Your numbers in group wont be as big but the ratios and percentages shouldn't change just because you are one grouping or raiding, theoreticly.
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Rothrek Is My Cum Gargling Bukakke Queen.
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07-17-2007, 05:43 PM
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Regular
Character: Istaril
Guild: The Kraken
Server: Nagafen (PvP)
Posts: 247
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Re: On crit heals [Actual Net Increase to Heals]
They do though. Heal crits are better the better you set your pace - and waste less healing by bringing people above 100%. That's easier to control the fewer the healers around...
So yes, the fewer the healers (and the more controlled the damage/healing), the closer you can get to the theoretical cap of about 4.54% net increase to all your heals.
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