Lithin quoted and replied:
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Of all classes, Wardens benefit the most from +heal amount items, since they have a huge +heal amount cap.
No... i would take +spellcrit or healcrit over +healing any day... we got the smallest heals in the game since they all got a HoT component to them.
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Yes, but the HoT component is taken into account when the +heal amount cap is calculated. The +heal amount cap is 1.5*(base amount), and the base amount includes
all the ticks of a HoT, which means the +heal amount cap is
huge for Wardens.
I tried it out four months ago with +439 heal amount, and not a single spell hit the cap. For example, the first tick of our smallest healing spell,
Sylvan Bloom, increased from 515 - 630 to 954 -969. Now I have +600 or +700 heal amount, and the smallest spells have just started to cap out.
Not only that: the FULL +heal amount is added to the first tick of the HoT, making our spells more and more like direct heals the more +heal amount we add!
I think Wardens won the jackpot with this game mechanic.
However, since the RoK raid mobs drop a lot fewer +heal crit items than +heal amount items (at least on T8.1 - T8.3), it may still be a good idea to go for the +heal crit items when you have he chance. Also, it may be a good idea save the items with +heal crit and other effects you get from instances. They may very well be as good or better than what you get in T8.1 - T8.3.
Woodlore wrote:
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When you crit a group heal, you crit on all players. However, *I THINK* it counts as 6 different heals for the purposes of the 50% chance to return power from epic.
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Right, it's the 50% proc chance that only triggers on some group members, not the heal crit chance. I should have realised that.