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9-07-2010 @ 8:18PM
Has anyone done the math on the chain heal glyph? I'm curious what the difference is in terms of real numbers.
9-07-2010 @ 9:13PM
Math aside, the changes to the glyph of chain heal are meant to put more emphasis on raid healing rather than tank healing. Since that is the shaman niche in raids, I can see that being relatively helpful. It might be a liability in 5 man raids, and definitely any time that you are responsible for a tank though
9-07-2010 @ 10:19PM
Well, I'm not in the beta so I can't show actual numbers, but if the reporting is correct, then chain heal would do x healing to the first target, .7x healing to the second, .49x healing to the third and .34 healing to the fourth for a total of 2.53x.The new glyph makes it sound as if the first target is going to get .9x healing (10% less). The second target will get 15% more than it would have, so I would assume .7 (the normal jump coefficient) * 1.15 (the glyph bonus) * .9 (the first heal). That would be .72x for the second heal, .58x for the third and .47x for the fourth for a total of 2.67x (about a 5% increase). However, it's only an increase if you get all the allowed jumps. With 0 jumps it's -0.1x, with 2 it's -0.08x, with 3 it's -0.01x. However, you also smooth out the healing (everyone gets .47-.9, a two-fold difference, rather than .34-1, a three fold difference) and you get a big heal on the fourth jump (half a normal CH rather than only a third).For comparison, on live the jump penalty is 40%, so a 2 jump CH healing 3 people would have heals of 1, .60, .36 (1.96 total) while a glyphed 3 jump would have 1, .6, .36 and .21 (2.17, an 11% increase). The CH glyph obviously wouldn't penalize you if you don't get the third jump.So, it strikes me as a 25-man glyph, where you'll always get that third jump. Without the full number of jumps, the heal gets weaker with the glyph and, in a heal-per-mana concerned world, I don't think that's what you want to see.
9-08-2010 @ 2:01AM
Thank you so much for this article, I was feeling very discouraged for a while about the changes in Cata, but that Glyph of Chain Heal looks awesome! The Healing Stream Totem also looks super cool, I am still stoked to be a shaman healer!Unglyphed total 217.6% (100+60+36+21.6) I assume the:Glyphed total 238% (85+70+49+34.30)My first target getting 100% of the healing my chain heal hits by is usually overkill, so I am really looking forward to this glyph.PS:MeriannaI can tell you that this whole tank heal/raid heal thing is not something I take into account as a healer. By the time you are wearing tier 10 and are using trinkets from Ruby Sanctum or ICC, a shaman can heal tanks or raid or even both at a time. I have just about every healer class but a Paladin and I can say the same for all healing classes.I don't get the way people pigeon-hole certain healers for certain tasks. I can tell you that most great healers can do both, and that doing only one tasks or being pigeon-holed by raid leaders who are not familiar with the strength and weaknesses of all healer classes makes healing boring and restrictive. This is why most people hate healing...By promoting shaman to strictly raid heal, you are missing out on their damage mitigating properties and ability to heal multiple targets with the press of one button. It is also reinforcing a culture of misinformed players who believe the whole tank or raid healer idea and to mindlessly force it on healers.
9-08-2010 @ 7:13AM
Hey Give, I apologize, I think I implied that shamans are only good for raid healing, and you are most certainly right. That is not the case, and I didn't really mean to make that implication. But even now in my Tier 10, if I'm healing raid or healing a tank, I have different gear sets for that. The actual tier set (the bison suit) I find to be really good and all, but If I'm healing a tank in raid, then I switch to some other pieces: Ice-Reinforced Vrykul Helm, and the Mail of Crimson Coins, for example. This alternate set has more mp5 and bigger direct heal (but less haste in general). My goal is to get bigger heals on my main target and more mana so I can get spam-happy if I need to. My thought about these glyphs are that if I'm doing raid heals in a group, then I'd use Glyph of CH, but if I were assigned to the tank, I would not want that glyph reducing my primary target's healing, nor would I be as concerned about where they jumps went. I would want to put on ... um... another glyph. (this brings up my only major grump about glyphs, there's not really a lot of min/max choices for it. Heck, there's not really many choices at all. But it's beta, I betcha they add more before this is done). Somebody else up there who is much better at maths than I am broguht home the point that with the new glyph, you want to land all your CH jumps, but that's sorta what I was trying to get at, suggesting this glyph might be a loser in 5-man dungeons.So, sorry, I didn't mean to pigeon-hole anybody, especially myself :D, just that part of the fun of these glyphs I think is that you can switch them around nicely to accomodate the specifics of your goal at any particular moment.
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