Single Target Healing in Mists
Ok Resto Buddies, help me out with something.
I need to know the general healing "rotation" used for single target healing without the riptide glyph (ie: do you include UE, Healing Stream, etc)
Based on my experience in the beta so far this is what I expect to use in a Single target "tank healer" type situation.
Healing Wave is our most efficient spell (who woulda guessed it)
Riptide is very close in efficiency to healing wave assuming you're not clipping the hot portion.
Greater healing wave is next at roughly half as efficient as healing wave.
Healing surge follows very closely behind Greater Healing wave in efficiency (I did not account for the extra healing benefits that Healing Surge receives because of it's boosted crit chance and how that interacts with Ancestral Awakening).
My expectations based on the current spells in beta are as follows.
- Keep Earth Shield up at all times on your target (20% more healing plus reactive heal when damage)
- Keep Riptide rolling on the Target.
- Keep up the Tidal Waves buff for as many casts as possible. Do this by casting Riptide on cooldown on any target that needs some healing, keeping in mind that you always want it running on the tank and trying not to clip the hot.
- In low damage situations cast mainly Healing Wave to counter incoming damage and supplement with either Healing Surge or Greater Healing Wave if you get behind.
- In medium damage situations use either Healing Surge or Greater Healing Wave primarily and supplement with Healing wave when possible to save mana.
- In High Damage situations where you'll ignore mana for strait throughput go with Riptide, Greater Healing Wave, Greater Healing Wave, Greater Healing Wave/Healing Surge or Riptide, Healing Surge, Healing Surge, Healing Surge. Which of these "rotations" is the highest Healing will need to be mathed out assuming no changes happen to the spells in beta.
Greater Healing Wave vs Healing Surge
If you look at the spells you'll see that their healing is very close and their efficiency is almost identical. The reason for this is the Tidal Waves buff. Essentially Greater Healing Wave under tidal waves casts as fast as Healing Surge. That means that if Greater healing wave heals for significantly more than Healing Surge you will never cast Healing Surge. On the other hand, when the values are close Healing surge starts to pull ahead because Tidal Wave's boosts the crit chance with Healing surge by 70% which increases it's healing efficiency and its Healing per second while also procing ancestral awakening for bonus smart healing. It's a math problem that will need figured out now that players have reached level 90 and we can see the final values on the healing spells and the mana costs.
I personally would like to see Blizzard change the Tidal Waves effect for Greater Healing wave so that we don't run into the above issue. I think swapping it to a mastery buff for Greater healing wave would allow the spell to be more powerful baseline and become a slower cast but harder hitting spell in our arsenal (instead of having 2 fast cast spells and using whichever one is ahead in the number's department).
It's not a very good spell. It's initial healing is weak. It doesn't make sense in the vast majority of situations to delay healing for a boosted heal later. Nine times out of ten it will just be better for you to cast two regular spells back to back instead of wasting time with Unleased earthliving.
While not strictly single target spells you may find situations that benefit from using Chain Heal and Healing Rain. You may find opportunities in raids to bounce Chain heal off the tank and have it heal melee. There are also times when you can drop Healing Rain and cover both the tank and the melee group. Use your judgement.
Cool, thanks. It was just the Unleashed Earthliving information I was after.