Tynuv wrote:
5. Seals do only refresh when you strike that target in melee (and I believe it's only a chance to refresh, not certain), so generally I don't bother with using seals unless it's a fight that requires next to no healing (probably won't see a lot of these at lower levels unless you have an awesome group).
Seals always refresh when you hit the creep they've been judged on. However, let's say you hit a creep you previously judged Seal of Light onto. What happens then is you have a chance to gain life (about a 40% chance if I recall correctly) but your judgement will be refreshed anyway.
PsydonX wrote:
Don't spam FoL. While your tank and other melee characters are getting beat on, they can lose that 150-or-so-health during the very time it takes your character model to cast FoL (I'm not talking about the cast time, I mean the casting animation when the spell is ready); it may have a very small mana cost, but when you're using 5 FoLs in a row and seeing no results, you suddenly realize how that 250 mana could've been better spent. Use HL, but use it moderately b/c of its mana cost.
I'm gonna go ahead and disagree with the first bolded part. Yes, the healing done by FoL is weak, but its mana cost is proportionately low. As for the second part, the only time you'll use 5 FoL's and see no results is if your target is already at full health, in which case why are you healing them? Ok, so that was a bit of a reductio ad absurdum, but my point is if you are keeping everyone topped up and good to go, there isn't really a better way to have spent your mana. FoL spam is far more likely to leave your mana pool in good shape than casting a smaller number of HLs will. However, you do need to learn when to use which heal, and that's why this line
PsydonX wrote:
Switch back and forth between the two as the situation demands.
is pure gold.
The reason I go into the size of the heals you use is that I've been tanking on my warrior alt lately, and I've come across a disturbing amount of healers (of various classes) who think that the only time a someone needs healing is when their health is going south of the halfway line. This is a bad idea for a number of reasons, but primarily because it leaves your group unnecessarily weak. If you get adds during a fight, the odds are far better that you'll survive if your team is at full hp than if half of you are already knocking on death's door. And I've never had a tank complain that I was keeping them too well topped up and that I should let their hp drop a bit more "cuz big heals are better".