Quote:
aren't we discussing pvp here? no threat in pvp. i'm confused.
You're right, sorry. I momentarily forgot because it was the only reason I could imagine you'd argue for why a Pally couldn't use heals with cast times.
Quote:
a Prot pally in pvp has 3 options for self-heals:
1)JoL/SoL
-mana is such a strong commodity to a Prot pally in BGs that JoL often pales in comparison to JoW, even though JoL is rather powerful for Prot.
-i cannot remember when i last used SoL instead of SoV, sorry.
3)Heal(big and lil)
-spec'd Prot/Holy this is where its at...as long as you are not running a flag or something
-spec'd Prot/Ret this is pretty pathetic...if you are getting punched by said Arms warrior with MS on you, you are risking Holy lockout and losing massive hp since you can't defend while casting. not viable for self healing in BG.
2)LoH.
-topic at hand
First of all, every heal for every class has downsides. It is important to establish this from the start.
1. Fair, yes. But, you ARE making a choice to use the different seal. It is viable to use the other, you just choose not to. If you feel you are getting better mileage out of mana, fine. But it is important to note that the mana you are regaining can still be used to heal. So, just because the seal isn't directly giving you life, doesn't mean it doesn't contribute to healing, survivability and damage.
3.-The only class I know of that can adequately heal itself while running a flag is a Druid, and maybe a Disc Priest. Plus, honestly, it isn't a position where one SHOULD be able to heal themselves too much. If a single player can make it down a field without support, there's a problem.
-A, the lockout point is irrelevant unless we are going to compare it to instant heals. Every single player with a cast time suffers the same risk. A Priest and Shaman are just as culpable. Furthermore, using MS as an example isn't useful, as it is an ability aimed specifically at cutting healing, and applies to ALL classes. It doesn't matter who you are or how you are getting the heals. Paladins are not unique at all here. And you can bubble and still heal. Many classes can't do anything about that.
Quote:
other tank's healing:
DK - a bunch of healing stuff(esp in Blood) and/or a pet!: all available while attacking/moving AFAIK
Druid - as a bear: imp Pack and a HoT, plus Survival Instincts: all avail while attack/moving
Warrior - Last Stand, Comm Shout, and Enraged Regeneration: all avail while attack/moving
A non Blood DK has TWO possible ways to heal. Not a bunch, two. That's it. They can Death Strike (which requires diseases on a target, which can be hard if you don't get the jump or they are managing to keep you out of melee range most of the time) and will only heal 5% of total health per disease, at the cost of damage (again, for non Blood DKs). The other option is to sacrifice your pet for 40% of your max health, which I'll agree may be OP. However, it comes as a cost. As you pointed out, the pet is important (and extremely so for Unholy DKs). You are much more vulnerable without it. So the Health comes at a big cost.
Blood DKs potentially get more. They can boost incoming heals (the ability will NOT heal them at all itself), or heal for 10-20% of their max health every minute to thirty seconds, depending on their glyphs and talents (it takes 3 additional talents and a glyph to get the lower duration and the extra 10%, so it is quite an investment). They can also use Mark of Blood, which is somewhat mediocre against anything that attacks slowly. It's only really effective against DWers (specifically, ones with fast weapons). Not attacking a DK at this time will severly diminish the effect of the ability. Blood Worms, if spawned (by chance) are a small HoT, and cost three talent points.
I'm sorry, but most DKs don'thave a "bunch" of self healing. Most won't even have the normal 2-4% damage dealt self healing, since it is usually superior to use Unholy Presence in PvP.
As for Warriors, Last Stand and Commanding Shout aren't heals. One buffs health, and the other buffs healing. Neither "Heals" the Warrior. The minute either ends, the health is gone. I don't think CS even gives health, it just increases the max. Enraged Regeneration isn't bad, but it has the requirement of a Warrior needing an enrage effect active (consuming it) and can only be used once ever 3 minutes.
Neither DKs or Warriors can heal themselves between battles.
Druids, I'll agree, are up there with the survivability problem. The difference is that they are extremely squishy when trying to cast a large heal (a Paladin retains most of his passive defenses). So, if you dispell the HoT, they aren't bad at all.
Plus, they need to choose between damage and survivability. Cats can be pretty squishy, and bears don't strike fear into the hearts of clothies.