At least for low level totems (level ~32 versions of each spell; assuming zero +healing), it comes out that:
30 Seconds: 1. Healing Stream heals 120 per player.
2. Mana Spring provides 50 mana. (90 minus the spell cost)
3. 50 mana spent on Healing Wave at that level provides 109 healing. (2.18 HPM)
Full duration: 4. Healing Stream heals 480 per player.
5. Mana Spring provides 320 mana.
6. 320 mana spent on Healing Wave at that level provides 697 healing.
So in short pulls, Healing Stream provides a larger benefit. For longer pulls where everything is 100% controlled and only one player is taking damage (which tbh is
very rare in a level ~32 group) Mana Spring is better, particularly since it adds longevity to other classes.
However for pure healing purposes, if a 2nd player is damaged for only
half the totem's duration, the totem breaks even with Mana Spring. If lots of players are damaged (or two players for the full duration) then Healing Stream starts to become significantly better.
Like I said, I'm guilty of using Mana Spring an awful lot while healing, but often it's just not the best totem for the job if it's raw healing you want to provide.
Some would argue the
rate of healing of Healing Stream is too low to be of use (
"Healing Stream really doesn't make any notable difference"), but this math essentially shows the rate of Mana Spring is only 45% better when one player is damaged, and Healing Stream is 38% better if two players are damaged. So if you're going to put down a low-rate totem to augment your healing, may as well toss out the better one.
Quote:
Up until TBC content at ~60, if your party isn't retarded then no one should be taking regular damage other than the tank
Does it make me overly cynical to see "pre-60 group that isn't retarded" as an oxymoron? Probably.
But really it's less that they're "retarded" and more than things don't proceed flawlessly. There are less AOEing mobs in lowbie instances, but far more bad players. Even in level 70 instances there's enough bad players around that players
frequently end up taking damage from non-AOEing mobs.
Edited, Jan 25th 2008 7:01pm by Axehilt