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So I finally healed...Follow

#1 Nov 01 2007 at 5:17 AM Rating: Good
Yes, thats right, I finally got to heal last night. It was only Ramparts so it's not like it was a super hard instance. I will link my Armory:

http://www.wowarmory.com/character-sheet.xml?r=Steamwheedle%20Cartel&n=Naaryn

My biggest concern is that my heals were only around 800-900, I got the pants during last nights run, so those will help when healing. I realize that my build is not optimal for dropping out of shadow to heal an instance. Gear? Don't worry, I'll get it as it comes.

Is this what I should expect my heals to be at this point? It was fun, I enjoy healing but any tips to help me heal more efficient without speccing out of shadow would be appreciated.

Thanks in advance

#2 Nov 01 2007 at 6:32 PM Rating: Good
At level 61 and shadow spec you are doing ok healing for starters. You only have a couple hundred +healing, so what you are doing is what you can expect.

Keep renews up on the tank after he gains agro. It will help slow the damage. Work on getting better +healing gear for those times you are the healer.

You could get your fishing and cooking up. You can catch Golden Darter right in Trokkar forest where the flight path is at in the Allerian Stronghold. They make nice [wowitem=27666]Golden Fish Sticks[/wowitem] that add a little to healing.


Edited, Nov 1st 2007 10:38pm by dadanox
#3 Nov 11 2007 at 9:10 AM Rating: Decent
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61 posts
Quote:
My biggest concern is that my heals were only around 800-900


If thats your biggest concern, relax. I remember my lvl 61 Hellfire runs; healing with shadow spec with shadow gear and maybe 300 +healing is tiring. Gratz on getting the pants btw, they help. Also, remember your a bit low lvl, so you don't got the impressive gadgets the high lvl priests got (Prayer of Mending FTW, Walking-shadow-mana pot FTW)

Bottom point; NO you won't be getting impressive numbers, YES you're doing fine.

And Dada makes a solid point; keeping renew up should be a rule for all priests, no matter what lvl. Renew > not renew. Also, the Fishsticks help... but even without them, you'll be fine. Keep your eyes open for people doing free enchants; the +mana/5 one is cheap lvling, and some enchanters give it away for free.
#4 Nov 12 2007 at 6:30 AM Rating: Decent
OK, I'm back... Although my Armory page did not update itself after I logged last night, but as you can see I took yuor advice on Renew... dropped 3 points into Improved Renew. Noticed that was ticking off like a son-of-a-gun, thanks for your help on that.

If you will notice I am still spec'd in Shadow, I plan on staying that way till 70, but I have been aquiring +Healing gear. I have now healed through 2 successful Blood Furnace runs, Slave Pens and Underbog. I have around +550 healing and got a friend to make me some fishsticks, as my fishing and cooking are lagging behind.

Thanks for the pointer on Renew, that works great!

Here's my question: +Healing, is that number actually added onto the end of your heal? Ie, lets say I have +500 healing and I cast a Greater Heal and that hits for 1500, is my +500 healing added to that number so that my heal hits for 2000 or is added before the random "roll" so that it would actually be anywhere from ~1200(+500) - ~1800(+500)?

Also, I assume that your +healing is added to the total amount healed by renew then ticked off, there's no way that your +healing as added to each tick, right?

#5 Nov 12 2007 at 6:53 AM Rating: Excellent
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1,574 posts
BoritheRedd wrote:
+Healing, is that number actually added onto the end of your heal? Ie, lets say I have +500 healing and I cast a Greater Heal and that hits for 1500, is my +500 healing added to that number so that my heal hits for 2000 or is added before the random "roll" so that it would actually be anywhere from ~1200(+500) - ~1800(+500)?

Also, I assume that your +healing is added to the total amount healed by renew then ticked off, there's no way that your +healing as added to each tick, right?


To answer your question, I'm borrowing and editing from Nightshroud's FAQ from the O-Boards:

"increases healing done by magical spells and effects by up to X" less accurately known as "+healing" -- is a commonly misunderstood stat. The trouble comes from the phrase "by up to". It does NOT mean that each cast of the same spell gets a random Spellpower bonus within that range. For a particular spell, the bonus is identical every single cast. In general:

Increase per cast = Spellpower * Coefficient

Each spell has a "coefficient" percent which is how much of your Spellpower is used for that spell. For instance, Flash Heal has a 42.9% coefficient. If you have 100 Spellpower, it will heal for an additional 43 hitpoints. Here's the spellpower coefficients for Priest healing:

42.9% Binding Heal (per target)
21.4% Circle of Healing (per target)
42.9% Flash Heal
85.7% Greater Heal
16.0% Holy Nova healing (per target)
42.9% Prayer of Healing (per target)
42.9% Prayer of Mending (per charge)
30.0% PW:Shield
100% Renew
100% Lightwell (per charge)

Why such variety? The first reason is cast time. A 3.0 sec spell usually gets twice the bonus from Spellpower that a 1.5 sec spell does. Otherwise, shorter spells would get a much greater DPS boost from the same Spellpower gear. 3.5 sec spells get 100% and instant spells are considered the same as 1.5 sec. That's where Flash Heal's 42.9% comes from: 1.5 / 3.5.

The second reason is type of spell. AoE and group heals usualy get 1/3 the coefficient you would expect from the cast time. HoTs and DoTs will often go over 100% to account for how spread out in time their effects are. Some spells are just given a particular coefficient because the designers decided to set it that way.

Spellpower is also an efficiency stat. When mana cost stays fixed but damage/healing done goes up, efficiency naturally rises. Early on, casters realized that if you're getting a +170 bonus on a spell that bonus would be much more significant on a lower rank that hits for 200 than a top rank that hits for 1500. This is called downranking. Healers would routinely and severely downrank to take a moderate hit to HPS but a huge increase to HPM. Today there are two penalties in effect which still allow for efficiency gains by downranking, but these gains are much less severe than they once were.

* Pre-20 penalty. Spells learned before level 20 have their bonus mutiplied by this penalty: (1 - (20 - LevelLearned) * 0.0375)

* Scaling penalty. (NextRankLevelLearned + 5) / PlayerLevel
For example, Flash Heal Rank 5 is learned at level 44 and Rank 6 is learned at level 50. So Rank 5 doesn't start to be penalized until the player levels past 55. At level 60, the normal bonus would have to be multiplied by... (50+5)/60 = 91.6%.

So to answer your questions specifically:

* Your highest rank Renew will gain 20% of your total +healing every tick. It ticks every three seconds for 15 seconds, so that's a total of +100% of your + heal.

* Your highest rank Greater Heal will gain 87.5% of your +healing. That number is added to the random amount of your greater heal.
#6 Nov 12 2007 at 7:43 AM Rating: Good
Thanks Emmit! That answers my questions perfectly.

...And to think this is "just" a game. With those numbers, it seems more like Rocket Science.
#7 Nov 12 2007 at 9:17 AM Rating: Good
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2,029 posts
If you want rocket science, head over to ElitistJerks :P There's some stuff that goes on over there that I just boggle at. Something that comes to mind is spell resistance and elemental melee damage and whether it's a linear piecewise function, a set of cubic and quadratic equations, Berstein Polynomials, or B-splines. I don't even know what the hell those last two are.
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