Monday, November 3, 2008

Healing through walls

Tested yesterday, and it's still possible to heal through the walls using Prayer of Healing. That is, it doesn't check for line of effect, only range.

That's rather interesting. With Holy Reach, PoH attains a reach of 36 yards, almost the same as the standard 40 yards healing range. While there are other spells that have similar effects (Holy Nova and Circle of Healing being the most obvious candidates), none other have such a massive range.

Since you have a wall between you and your healing target, it's almost always safe to blow a full cast-time spell. There's two questions still waiting, though. Does it have enough healing throughput (hps)? How's the mana efficiency?

Let's look at the last question first. Warning, theorycrafting incoming.

PoH efficiency and throughput


Let's look at the best case. The priest in question is specced Holy (which isn't such a bad idea, now that damage is through the roof in PVP. Blessed Resilience is more useful than ever). I include the following talents:


Test of Faith is also a nice talent for this purpose, but doesn't always apply.

I have no idea how much spellpower a lvl 80 healing PVP priest packs, but I assume it's somewhere near 2500, including talents and abilities such as Spiritual Guidance and (Improved) Inner Fire. That is a pure guess, but please entertain me with the thought. That will increase all healing spells by up to 1.88*2500 = 4700. Pretty hefty number.

Now, Prayer of Healing's base healing is (2091+2209)/2 = 2150. A 3-second cast-time spell receives 3/3.5 of +heal, unless the rules have changed. It gets penalized for being an AoE healing spell, divided by 3. Thus, it gets a bonus of 4700 * 3 / (3.5 * 3) = ~1343, for a total of 2150 + 1343 = 3493 before talents. Talents modify this, 3493*1.1*1.1 = 4227 average healing per target.

Base cost is 48%. With Healing Prayers, that's reduced to 38.4% base mana. Healing Per Percentage of Base Mana (hppbm) = 4227 health per target / 38.4 % base mana = 110 health per target per base mana. Healing throughput = 4227 health per target / 3 sec = 1409 health per target per second. The "per target" part is interesting.

Comparing


I choose to compare it to Flash Heal. Part of the reason is that I know of course that nothing will ever come close to Greater Heals mana efficiency given you've picked up all the talents boosting it. The other part of the reason is that Flash Heal is the most likely spell you'd pick for that purpose, apart from ducking around the corner to tossing some instants.

I'll evaluate it to the best and worst case of Flash Heal.

Flash Heal best case



Best case: Maxed out Empowered Healing and using the Glyph of Flash Heal.

Flash Heal, average (1887 + 2193) / 2 = 2040. Incrased by 4700 * 1.5 * 1.2 (Empowered Healing) / 3.5 = 2417. Total of 4457. Further incrased by Spiritual Healing to 4457 * 1.1 = 4903.

Mana efficiency: 4903 / (18 * 0.9 (the glyph)) = 303 hppbm. Compare that to PoH's 110 per target per percentage base mana, and it's almost three times higher on a single target. On two targets, it's 303 vs 220. On three targets, 303 vs 330.

Healing throughput: 4903 / 1.5 = 3269 per sec. Well over twice PoH's 1409 per target per sec on a single target. Getting close at two targets, 2818 per sec, and miles behind on three targets, 4227 per sec.

Flash Heal worst case


No Empowered Healing, no Glyph of Flash Heal.

Flash Heal, average (1887 + 2193) / 2 = 2040. Incrased by 4700 * 1.5 / 3.5 = 2014. Total of 4054. Further incrased by Spiritual Healing to 4459.

Mana efficiency: 4459 / 18 = 248 hppbm. Significantly worse than best case. Compare that to PoH's 110 per target per percentage base mana, and it's still a lot better to use Flash Heal on a single target. On two targets, it's 248 vs 220, pretty close. On three targets, 248 vs 330.

Healing throughput: 4459 / 1.5 = 2973 per sec. Still twice PoH's 1409 per target per sec on a single target. Very close at two targets, 2818 per sec, and again miles behind on three targets, 4227 per sec.


There's one other obvious comparison we ought to include. If you're already planning to heal yourself and one other target, we have a spell for that purpose...

Binding Heal


There's one problem here. I have no clue how well Binding Heal scales. Identical to Flash Heal? Half as good? I'll just have to assume it scales identical to flash heal.

Quickly, best case: (2230 base avg healed + 4700*1.5*1.2 (Empowered Healing)/3.5)*1.1(Spiritual Healing)*1.1(Divine Providence) = 5623 per target. Since it heals exactly two targets, 11246 healing done.

Mana efficiency: 11246 / 27 = 417 hppbm. Healing throughput: 11246 / 1.5 = 7497 (!) hps.

Worst case (still with Divine Providence, since I'm comparing to PoH): (2230 base avg healed + 4700*1.5/3.5)*1.1(Spiritual Healing)*1.1(Divine Providence) = 5136 per target. Two targets = 10271.

Mana efficiency: 10271 / 27 = 380 hppbm. Healing throughput: 10271 / 1.5 = 6847 hps.

Conclusion


Working as intended



Flash Heal is much better on a single target. Binding Heal is a heck of a lot better on two targets if you're one of them. Then there's also the risk of "missing" because unlike targeted heals, you don't get any error message if the intended target is out of range.

That doesn't change the fact that you can surprise someone with this trick, but it remains very circuimstancal.

Friday, October 31, 2008

So you want to be a Healer ... which type? Part I



Say you like being a healer... what type of healer do you want to be?

Blizzard tries to force us into making choices. Guess what? They succeed. Unless you read the forums and swallow what someone claims to be the latest cookie-cutting build, you'll have to make choices. Tough ones, too.

Paladin


A healing paladin will naturally spend a bunch of talent points in Holy. However, he can choose to focus on PVP or PVE talents.

After those choices have been made, said paladin has to decide whether to put the rest of the talents into Protection or Retribution.

Protection contains many talents useful for PVP, but not exclusively. Improved Devotion Aura, Divine Guardian, (Improved) Blessing of Kings and Guardian's Favor can all be useful for PVE healing. In addition, Stoicism, Improved Righteous Fury, Tougness and Improved Hammer of Justice are very handy in PVP.

Retribution helps PVE healing, but also aids PVP. Benediction, Conviction, Improved Judgements, Heart of the Crusader, Improved Blessing of Might and Sanctified Seals are all useful in a raid setting. For PVP, Pursuit of Justice and Eye for an Eye are neat talents.

Shaman


Unlike Paladins, shamans don't have to choose which non-healing tree to spend the rest of his or her talent choices in. Enhancement is the obvious choice for almost all purposes. With that said, there are three different types of healing styles the restoration tree supports; PVP, PVE single target and PVE multi-target healing (semi-AoE). Or most likely, a mix of the latter two if you're raiding.

Multi-target healing talents: Improved Chain Heal. Not a very long list. However, the list of talents which does not affect Chain Heal is longer.

Single-target healing talents: Improved Healing Wave, Improved Water Shield, Healing Way and Ancestral Awakening.

In addition, Improved Reincarnation is a raid-healing talent.

PVP-healing talents: Healing Grace, Focused Mind, Nature's Guardian, Earth's Grasp, Guardian Totems, Improved Ghost Wolf, Anticipation and Toughness. To a lesser extent Shamanistic Focus, since this talent is so cheap that many PVE healers also will pick it up.

Talent tree design philosophy



Now, for some of you, this might be obvious. Sorry to you.

I'll share some thoughts about Blizz' design philosophy regarding the different talent trees. At least, what I think they are.

When WoW was made, Blizz tried to separate each class into three parts, corresponding to the three tabs in the spellbook and three different talent trees. I'm not going to debate whether that was a good idea or not. The basic point was that by separating the talents into different trees, no member of any class could have everything the class offered at the same time. Thus, they could choose to focus on one aspect of the game at the expense of the others, or several aspects without being top-notch in any.

Splitting each class' abilities into exactly three made for some very hard decisions and choices, as there weren't always logical reasons for splitting the way they did. But they tried.

The easiest way to split was on role, for those class that could perform several roles. The roles they split on was:

  • Tanks

  • Healing

  • Ranged dps (spellcasting)

  • Melee dps



Some of the classes was easily split using those ideas. I'm going to look at what they intended and worked towards, not the status at WoW launch. At that point, some of the talent trees were really messed up, like both Feral and Balance for druids.

The talent trees that were obvious from the role choices were:

  • Shaman: Restoration (Healing), Ranged dps (Elemental), Melee dps (Enhancement).

  • Paladin: Holy (Healing), Protection (Tanking), Retribution (Melee dps).

  • Priest: Holy (Healing), Shadow (Ranged dps).

  • Druid: Restoration (Healing), Tanking (Feral), Melee dps (Feral), Ranged dps (Feral).

  • Warrior: Protection (Tanking).



A special note for Feral druids here. Because druids could perform all four roles but still only had three talent threes, it made sense to stack tanking and melee dps together, as they shared many similarities, among them gear choices.

Now, the next wave of splittings was on a spesific aspect of the class. Both classes with pets had a tree devoted to that. Those with choices about weapon types got a single tree focused to that.

  • Hunter: Beast Mastery (Focusing on the pet), Markmanship (Focusing on the ranged dps), Survival (Focusing on melee dps and traps).

  • Warrior: Arms (Two-handers), Fury (Dual-wielding).

  • Mage: Arcane (high dps at the cost of mana efficiency), Fire (good, straightforward dps with fire damage) and Frost (slowing and bursting with frost damage)

  • Warlock: Affliction (DoTs and curses), Demonlogy (the pet), Destruction (Direct damage).



Rogues initially got Assassination (finishing moves), Combat (white dps), Subtletey (Openers). This, however, made less sense. Every rogue benefitted from all of those. Over time, Subtletey came to focus more on the "Ninja" aspect of being a rogue, Combat focused on being a light armored, quick fighter, and Assassination came to focus on poisons. Today, they also focus on the three different combo-point builders Mutilate (Assassination), Sinister Strike (Combat) and Hemorrhage. Backstab is the joker, trying to fit in in all of the trees. Blizz tries to make it an alternative to all talent trees, expect if you sink 41 points into Assassination. But I digress. Someone else can probably tell you a lot more about rogue talent trees. I recommend Parry! Dodge! Spin!.

The different playstyles offered by the different trees encouraged different aspects of the game. The warrior Arms tree with it's burst potential was a much better PVP tree than Fury, despite fury packing better PVE dps. Similary, mage Frost tree with it's burst and control was much better suited for PVP than Fire.

There were also some trees they failed with a bit with.

The mage Arcane tree seemed to focus more on meta-spells than standing on it's own. Presence of Mind and Arcane Power were much more useful used with fire spells (and to a lesser extent frost spells) than with arcane spells. Blizz has added new spells and abilities, until today, when it seems to be able to stand on it's own. But it's a bit questionable what it's focus is.

The hunter survival tree was focusing on an aspect of hunter which was generally counter-productive to the hunter playstyle. Melee attacks for a hunter? Granted, some abilities are useful for attaining the range nescessary to use ranged attacks, but a hunter in melee was generally a gimped dps, in addition to the fact that he was much more likely to take damage. Blizz has changed it back and forth. Currently, it's a mix between traps, utility and dps talents. At least from my perspective.

At an alpha or beta stage in Wrath of the Lich King, Blizz decided to change their philosophy. They had done so slightly already, but took a much greater leap now. Rather than letting each talent tree have talents which supported a spesific aspect of the game (such as tanking, PVP dps, PVP healing, PVE dps, PVP healing and so on), they tried to make every tree contain talents which aided in any of the roles the class could perform. The most obvious sign of this was when the description of the three Death Knight changed description. Frost was no longer a tanking tree, but a control tree, similar to frost mages. Every Death Knight tree was given talents that aid in tanking and dps.

At the same time, the warrior Protection tree changed from being bloated with mitigation talents to containing a lot more dps and offensive abilities, while Shield Slam was made baseline for all warriors.

Now, this brings me to my final point. Priests. There are two different observations I'd like to share.

From the start, discipline was a utility tree. Useful abilities for both holy and shadow, but unable to start on it's own. With Burning Crusade, it turned into a PVP-healing tree. Now, they've turned it into a tree that can support others (the lower 20 points), or stand on it's own (further down) as dps or healing, PVP or PVE.

The second observation is about non-shadow dps. Blizz wanted non-shadow priests to be able to dps. But since each class had three trees, this was at first a part of holy through talents on it's own. Then, through different patches and expansions, both discipline and holy have gotten new damage talents. It's interesting to notice, though, that the damage talents are clustered relatively low in both trees. The latest damage talent in Holy is at 27 point (but you need 28 to get all of Spirit of Rdemption, Spiritual Guidance and Surge of Light). Granted, Penance is 51-pointer, but I'm very uncertain that it's better than the talents you're giving up in Holy. Otherwise the latest damage talent is at 31 points (Power Infusion) unless you count Reflective Shields. Many would argue that the latter is not a dps talent, because it only works when you shield yourself. In an instance, that's usually a bad thing. Not to shield itself, but having to shield in the first place.

Now, priests' healing talent trees are built on a slightly different philosophy than the healing trees of Shaman, Druid and Paladin.

Thinking inside the box: Healing dps-spec?


The counter to my two posts about off-spec healing, how to spec in the healing tree(s) and maintain a decent dps?

If you want to spec into a healing tree, you already know that you aren't going to pick up a lot of dps-talents. In most cases, at least. There are a few, though. I'm using this to base some of my claims in my next post.

I'm skipping talents which improve mana efficiency.

Shaman


I begin with one of the easiest covered classes, shaman. Why is it easy to cover? Because the restoration tree contains only three spells that increase your dps.

  • Tidal Mastery: 5% more crit on lightning spells. Not bad, but not superb either.

  • Blessing of the Eternals: 4% more crit (with a secondary heal-aiding effect), but for only 2 talent points. Much better. In addition, affects shocks in addition to lighting spells.
    Nature's Swiftness: A bit of burst on a 3 min cooldown.

And that's all folks.

Druid


Almost equally easily covered is the druid. The big difference here is that there are some talents which improves melee dps (and thus feral-levelling) and other which improve spell dps (and thus caster-levelling). Because spellpower aids both healing and caster-dps, I find it most likely that a healer will focus on the latter. However, each to her own choice.

Talents that aid your feral dps:

  • Naturalist: 10% more damage? Yes, please. So good, in fact, that you'd be a silly kitty not to pick it up.

  • Master Shapeshiefter: The ability I based my previous less successful blog on. 4% more crit as kitten, or 4% more damage as bear? Again, yes, please.

  • Omen of Clarity: For a caster (healer or dps), this is a mana-conserving talent. For a feral, this is extra energy/rage which can be converted into damage, and thus a dps talent. Handy.



Meanwhile, the following talents will aid your caster dps:

  • Nature's Focus: Because it reduces the pushback on Wrath, and your CC spells, which less time lost to reduced cast time from being hit.

  • Nature's Swiftness: Since druids doesn't have a big damage nature cast-time spell, this is less than the shaman version. But quite handy with crowd control spells, though, especially speaking from a PVP view.

  • Natural Perfection: 3% more spellcrit.



In addition, the two talents Furor and Master Shapeshifter aid your dps while in Moonkin form, if you've dumped 31 points into the balance tree. Furor because of synergy with other abilities in balance, in addition to the minor spell crit increase.

Phaelia from resto4life.com wrote an article about levelling and healing builds which I recommend.

Paladin


Now we're getting somewhere. The paladin holy tree contains some juicy talents which helps. The fundamental difference between a paladin and the other three different healer is that you can't play a caster dps as a pally. You need to be in melee to damage your enemey beside your Judgement and Holy Shock, which are both on cooldowns. There are also Hammer of Wrath and Exorcism/Holy Wrath, but all of those are circuimstancal.

The bright side is that stacking spellpower will increase the damage of several seals, whichever you prefer to solo with, and seals deal damage on every melee hit. Good thing you don't need to rebuff them on every judgement anymore.


  • Seals of the Pure: 15% more juice from several of your seals and judgements. Not bad, as long as you use one of those seals while soloing.

  • Holy Shock: Now on a 6 second cooldown! A sure way to burn down your mana fast. Ignoring that, further improved by Sanctified Light.

  • Holy Power: +5% crit. Good enough.

  • Holy Guidance: free spellpower from int. Good synergy with Divine Intellect, in addition to the minor crit it gives.

  • Enligthened Judgements: The increased range of your judgements is handy enough, but the +4% hit is what really makes this a useful dps talent
  • .


Priest


And now for something different. Not, not really, but unlike a paladin, a priest can be pure casts and unlike a shaman and druid, the healing trees contains a bunch of dps talents. In addition, they're the only class with two different healing trees, which can both (at least now) work on their own.

Discipline




Holy



  • Holy Specialization: 5% more crit on Smite, Holy Fire, Penance and Holy Nova. I've never used the latter to solo enemies, but it could potentially be good if paired with a good critrate and Surge of Light, further down the tree.

  • Divine Fury: Two of your nukes just got faster. This is a talent I'll pick up anyway for the healing effect.

  • Searing Light: 10% more damage on your nukes for 2 talent points is solid. Also improves Penance, but that'd require you to be lvl 80 first.

  • Holy Reach: Longer reach means you can hit them more before they're in your face.

  • Spiritual Guidance: Turns spirit into a spellpower stat. Very handy, since this also improves healing. Spirit of Redemption provides a minor spirit buff which there is no reason to skip for 1 talent point. Makes it worthwhile to pick up (Improved) Divine Spirit in discipline as well.

  • Surge of Light: A solid talent now that it also affects healing. There's no reason to pass up on this talent if you're this far down the tree.



As you can see, there's a big difference between the healing talent trees of the different healing classes. I'll cover that in the next post.

Wednesday, October 29, 2008

Thinking outside the box: Off-spec Healing part II



Continuing from part I.

Druid



You'll always have Innervate.

Balance




  • Genesis: This is really a resto talent. It provides a veeery minor dps increase, or even a minor healing increase. I'd recommend Starlight Wrath for a balance druid intending to dps at all any day.

  • Moonglow: Quality mana-conservation talent. In fact, so good, you'd be stupid if you don't pick it up as a resto as well. No reason not to take it for anyone, in fact.
  • Nature's Majesty: +4% crit to most spells.

  • Nature's Grace: 0.5 sec caster heals when you crit. Except on Healing Touch if you have both Naturalist and Glyph of Healing Touch (which is pretty unlikely for a balance druid), this'll benefit all your cast-time heals

  • Nature's Splendor: Lots of talents with "Nature's ..." in them. For a single point, this is a rather solid talent to have while healing.

  • Celestial Focus: +3% haste. Useful.

  • Lunar Guidance: More spellpower!

  • Dreamstate: 3 talent points to get 10% of int as mp5. Cheaper than Unrelenting Storm. How come they don't cost the same? No, I'm arguing that the shammy version should be cheaper.

  • Force of Nature: When I had this talent, I noticed it has a taunting effect on the enemies when you first summon them. Handy. Doesn't work with enemies immune to nature damage (earth and air elementals, mostly).

  • Honorable mention: Brambles, to keep aggro away from you and where it belongs, and daze those that don't get the hint. Not that it's much of a problem with 3.0, though.



Feral


A lot less here...



Not an awfully long list. Thankfully, though, you probably have two talents from resto that benefits in healing as well:


Priest


Priests' talents tree are strictly different from other healer classes. While other healer talent trees, shamans' and druids' resto trees in particular, contain hardly no talent that aid in dps, both the discipline and holy tree of priests contain a bunch of damage talents. Holy paladins' talent tree contains some, but nowhere near priests' (IMO). I'll make a separate posts about that later, but for now I'll just describe the shadow's tree healing potential.

Shadow




  • Twisted Faith: 10% of your spirit as spellpower. Strictly a lot worse than Spiritual Guidance in the holy tree, but there's a secondary effect to make up for it somewhat. Not that it benefits healing, though.

  • Veiled Shadows: Shadowfiend and Fade on lower cooldowns. Both useful while healing.

  • Honorable mention to Silence. Can save a lot of damage that would otherwise have to be healed.



And that's all, folks. Luckily, though, you'll be picking up stuff from the discipline tree that helps healing. But if you want to make a dps/heal hybrid spec, you're much better off with a holy/disc hybrid build. As I said, I'll make a separate post about it later.

Oxhorn never ceases to amaze me...

Tuesday, October 28, 2008

Thinking outside the box: Off-spec Healing part I



Dual specs haven't arrived yet. And even if they did, I'll probably use my duel spec to have one total PVP spec and one PVE spec. Ideally, I'd have a tri-spec. One for PVP-healing, one for PVE-healing and one for PVE-soloing. I rarely feel the need to deal damage in PVP, and the few times I do I usually get kick enough from just staying the spec I am.

When levelling in Northrend, you don't want to die of boredom while levelling. The best way to do that is to level with someone else, because the conversation alone would prevent you from perishing. If you can't do that. a spec that allows you to deal relatively good dps is a another good option. Third options are stuff like soloing ten as a time as a protection paladin and other rather class-spesific ways of having fun.

Going for option 2 then, you often still want to be able to heal. But thanks to Blizz' design philosophy, that's possible! Welcome to part 1 of Off-spec Healing, Shammy and Pally version.

Shaman


Common to all shamans of any spec: Mana Spring Totem, Healing Stream Totem and Wrath of Air Totem.

Enhancement



  • Thundering Weapons: +5% crit, including on healing spells.

  • Elemental Weapons: +30% effect on Earthliving weapon, which then increases healing done by 195.

  • Improved Shields: More mana return from Water Shield. Of course, it does require you to be hit occasionly, but that can be arranged...

  • Mental Quickness: We've hit the motherlode. 6% reduced mana cost on instant casts is okay, but the real gem is 30% of your AP as spellpower. That's major... better yet, combine that with:

  • Enhancing Totems: Each point of strength and agility gives us an extra point of AP, which in turn translates 3/10 spellpower. 15% more effect on Strength of Earth Totem gives 178 more strength and agility => 356 extra AP => 250 extra spellpower at lvl 80. 15% more effect on Flametongue Totem means it increases healing and damage done by 166.

  • Mental Dexterity: 100% intellect as AP. Which translates to 1 int = 3/10 spellpower. No, wait! We've also got:

  • Ancestral Knowledge: 10% more intellect. The synergy with Mental Dexterity which means 33/100 (about 1/3) of intellect is now added as spellpower. In addition to the extra mana and crit rate, of course. That is, fully talented. Given the choice between this and Enhancing Totems, I'd max that out and drop the remaining two points here myself.

  • Dual-wield: 2xEarthliving weapon? I haven't tested if they stack, though. If they don't stack, you could always try, earthliving + flametongue weapon if you have the glyph that gives +2% spellcrit.

  • Shamanistic Rage: Think of it as a interactive mana potion?

  • Unleashed Rage: 10% more AP = more spellpower thanks to Mental Quickness. Though, with a 10 second duration and a crit demand, it's less likely to be useful while healing. There are a whole lot bunch of talents which helps keep it up when you're actually on the front lines, though.


Elemental



  • Earthliving weapon: Free healing, even without the improved version.

  • Totem of Wrath: Free spellpower... or is it? I'm not sure if this improves spellpower at all, or just damage done by spells. You could always fall back to the standard flametongue totem.

  • Unrelenting Storm: Free mana per 5 sec? Always useful.

  • Elemental Focus: 40% mana reduction on 2 healing spells after critting with an offensive spell; very circuimstancal. Casting a damaging spell in the first time is more likely to hurt your mana pool more than help it. But, combine it with Elemental Mastery, and we've got two cheaper healing spells every 3 min. Further combine with Elemental Oath for extra spellcrit. Watch the aggro, though.

  • Thunderstorm: For the mana return. Longevity is also an issue in healing.
  • Elemental Precision: If I read the tooltip properly, it says nothing about only reducing damage threat. Healing spells are nature, and it says it reduces threat from nature spells. Have anyone tested this?


Paladins


Common to all hybrid paladins: Blessing of Wisdom, Seal of Wisdom, Judgement of Wisdom and Judgement of Light.

Protection


Somewhere in my mind, there's a part specialized in making bad jokes. "Two protection paladins walked into an instance. Then the first one says: 'Who's healing?' The other answers: 'Not me, I want to be hit.' The first one: 'Me too!' The other: 'Well, I suppose we can just stay here and hit each other?' The first: 'Splendid idea.' The rest of the party: 'WTF?'"

Anyway:

  • Improved Devotion Aura: A flat 6% more healing taken by all targets. In addition to a bunch more armor. It's veeeery likely that you picked up this talent anwyay.

  • Divine Guardian: Somehow, this doesn't strike me as a talent a protection pally would usually pick up. It looks more like a talent a holy paladin would pick up for PVP healing. Anyway, if you have it, it's great for a healer. Especially so with Sacred Duty which means you can use Divine Shield more often.

  • Blessing of Sanctuary: Makes it slightly easier to keep up the tank.

  • Touched by the Light: Again, we've hit the motherlode! The main effect, 30% of stamina as spell power, has a nice synergy with Sacred Duty and Combat Expertise! The secondary effect will help you get big crits on Holy Light, especially so with Healing Light from Holy.



Retribution




Sheath of Light gives a bloody powerful HoT. 60% healed over 12 sec (in addition to the normal effect of the heal)? That's a lot! Compare that to the similar on-crit-heal talents Living Seed (resto druid version), Touched by the Light (protection pally version), Ancestral Awakening (resto shammy version) and Divine Aegis (disc priest version) which are all an additional 30% of the amount healed.

The only reason that can justify it being so high is that being a HoT, it doesn't stack, but is overwritten by new critheals (provided they are more powerful, a Holy Light crit heal HoT won't be overwritten by a Flash of Light crit heal). And of course, some of the other talents synergizes extremely well with other talents... Improved Regrowth for Living Seed, Rapture for Divine Aegis and Tidal Mastery + Blessing of the Eternals + Thundering Weapons for a total of +14% crit rate with Ancestral Awakening.

Edit: Forgot Shamanistic Rage and Unleashed Rage.