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First things first, I wanna send a thankyou out to Sangai and Xores. Both have pointed a few things out over the last couple days that I didn't take into account. Xores is a good guy who's in the same boat as I am. So, we'll see.
So, for the first post (2nd I guess) We're going to go over my options in a party for healing/support. I.e. My spells and what they can do. So I'll list them all, and a brief description, and a situation when the would be used. Please note, these are spells I ONLY USE when in a party or soloing, I won't be putting many of my seals/judgements or offensive spells in here.
1: Holy Light Rank 11+Talents:
Holy light is the main Healing Spell of the Paladin. At default, Rank 11 for Prot and Ret paladins, it will heal for 2196-2446. It has a cast time of 2.5 seconds and connot be reduced by talents.
Talents Involved:
Spirital Focus: Gives your Holy Light and Flash of Light spells a 14%-70% chance not to lose casting time when you take damage.
Healing Light: Increases the amount healed by your Holy Light and Flash of Light by 4%-12%
Illumination: After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives a 20%-100% chance to gain Mana equal to 60% of the base cost of your spell.
Divine Favor:When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.
Sactified Light: Increases the critical strike chance of your Holy Light spell by 2/4/6%
Holy Power: Increases the critical effect chance of your Holy spells by 1-5%.
Holy Guidance: Increases your spell damage and healing by 7/14/21/28/35% of your total Intellect.
Bonus Healing: 71% of Bonus Healing goes to Holy Light.
Break Down: So with a Base of 2196-2446 and you add my 71% bonus healing, 12% frm Healing Light 35% from Holy Guidance. That's (I think) 188%. So the break down, on a Tank with Blessing of Light (additional 580 Bonus Healing) would look like this:
(base) x (bonus healing) = Base + Bonus = N (rounded down) HP per cast
N = New Base
______________________________
(2196 to 2446) x (118%)= (2196+2591) to (2446+2886) = N
N= 4787 to 5332 HP per cast.
Then you can factor in my critical chance. Which, is 17.87%
And that looks like this:
LEGEND
M= Max Healed Per Cast
N= Max Crit Total
X= Added HP from Crit
M x 17.87% = add HP (Rounded Down)
M + X = N
N= Max Crit (without totems, spells etc.)
___________________________________
5332 x 17.87 = 952
5332 + 952= 6284
Max Crit= 6284
Total Possible Critical Healing: 6284 HP
Again, this is without add ons such as Blessing of Kings which increases my stats by 10%, Arcane Intellect/Brillance, or any Totems. Generally I crit in the neighborhood of 6400-6500.
This is a great spell, and it works with all 11 Ranks. Add that to the fact that I have a 70% chance to not be interrupted if I take damage and you havea formidible spell. The only negative thing I have to say about paladin healing is the lack of HOT, insta-cast or AOE heal. If i had one of those, just one, I would be a happy camper. That said, we'd probably be over powered.
I have to say, that's great as a Main Tank healer. It also means that I am not an effective group healer. UNTIL I get the Tier 5 equipment. The set bonus on the Crystalforge Raiment for 4 pieces reduces the healing time by .50 seconds which brings me into 2 seconds. Well in with the other healers who have group heals.
That said, the nice thing about Flash of Light is how quick it is. And it gets faster under a Shaman's Bloodlust ability. (Read Heroism for you Alliance freaks.) Paladins are the best single target healers, but we can make great support healers for raids. If we're working with a priest or druid...it's an unbeatable combo in this Paladins humble opinion.
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Posted by Summerdawn on 2008-05-06 11:43:51 | Rating: | Views: 111
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