I noticed the new Patch notes don't say one whit about Rapture.
I keep hearing rumors about them taking a back-peddle on the change.
Which I sincerely hope is true.
I agree with the idea that Renew is under appreciated, Moz.
Although I'm not so sure about that Rapture > Renew assessment in regards to Mana. Penance is just mana-licious all around, so I think you're right as far as that. Also, I deeply fear Penance math, for it dwells in the dark realm of Statistics and Probability, and eats lesser number nerds for breakfast.
But Flash Heal!
I think that's a more questionable cookie that I can comfortably tackle.
As far as I understand the situation;
Quote:
Renew
1400 HP over 15 seconds for 17% of your mana pool + a 188% spellpower coefficient.
Flash Heal
1887 to 2193 HP for 18% your mana pool + 80% spellpower coefficient
Rapture makes Flash Heal return 2.5% a mana pool - for all intents and purposes making Flash Heal only really cost 15.5% a mana pool. This is a generous estimate. Rapture only returns
up to 2.5% of a mana pool based on the amount healed. According to Elitist Jerk's Rapture Spreadsheet currently Greater Heal is the only spell in the Disc ******* that can graze that 2.5% ceiling. But it has to stand on it's tippy toes and hop around a little, at a whopping 10k HP. Realistically Flash heal will never get the full 2.5% benefit, but for the sake of a good argument I'll give it.
On the surface
Flash Heal's 15.5% cost for 1887 to 2193 HP is much better than Renew's 17% cost for 1400 HP.
So let's throw those spellpower coefficients into the mix with a theoretical 1800 SP:
Quote:
Flash Heal's 80% coefficient of 1800 Spellpower would be 1440
Renew's 188% coefficient of 1800 Spellpower would be 3384
Yowza.
So with 1800 Spell Power;
Flash Heal's 15.5% cost for 3327 to 3633 Hp is less than Renew's 17% cost for 4784 HP.
Even at a modest 1000 Spell Power we're looking at;
Flash heal's 15.5% cost for 2687 to 2993 HP is less than Renew's 17% cost for 3320 HP.
Practically speaking, Renew is a more mana efficient heal than Flash Heal with Rapture. And I didn't even touch the Improved Renew talent with a 10 foot pole.
Then it becomes a battle of the little things.
Critical Hit is in Flash Heal's corner, and while Rapture nullifies that advantage a bit by turning a blind eye to Overhealing, there's always Critical Hit's back-up buddy Grace. But Grace has got to contend with Renew's HOT status, meaning he rides the threat meter low and works when your occupied elsewhere. But oh, but oh, we're at the precipice of the slippery slope into the dark realm of Statistics and Probability at this point, so given my lesser number nerd status I'll leave my argument here and let you good folks make the judgment call for yourself.
Sufficed to say, Renew really is under appreciated.
And I take the Improved Renew talent.
Edited, Mar 13th 2009 2:33am by Zemzelette