Go read this as well.
https://healiocentric.wordpress.com/...-wont-believe/
Doing more reading it's basically the consensus that you'll place 13 artifact points, then do your 2nd artifact since point 14 is more expensive than all 13 points of a second artifact. Also noted is that once you max your artifact outside of the passive .5% boosts, you could dump all your artifact power into a 2nd artifact to max it's traits. Your only loss would be 1.5% of passive damage to your primary artifact.
People are really getting more worried than is necessary.
- - - Updated - - -He's right; I don't believe it. Mostly because it isn't true.
Shall we go through some of the more pertinent relic traits that some classes can get at the start of their relics?
Im not even going to talk about the golden dragons, lets just talk about passives that we might get within the points, that we won't have as dps leveling a healer weapon.
Frost DK gets, within the 14 points you are talking about
: 8% attack speed, 30% howling blast damage, 30% oblit crit damage, 6% pillar of frost damage, 8 yard range on frost strike, death strike heals for 300% more during IBF, 9% frost damage.
Let's look at dps specs healers are likely to use... I'm just picking the first 14 points that seem useful, not even considering potential impact of golden dragons you don't have.
Balance: 6% damage on wrath and starfire. 18% crit chance on starsurge. 5 yard increased radius on sunfire. 75% armor in moonkin form. Reduced interrupt cooldown. Chance to heal yourself 360% spellpower when taking damage.
Windwalker: 15% BOK damage, 9% RSK damage, Touch of karma heals you, increased chance of free BOKs by 6%, 10% increased sck, 30% max hp heal every 20sec.
Ret: 15% crusader strike damage, 24% divine hamer/boj damage, 18% crit chance on zeal, 7.5 seconds longer avenging wrath, increase damage of judgement by 45%.
Shadow: 20% mindflay damage, 15% mindblast, 30sec less on dispersion, 50% hp heal during dispersion, 10% death damage, 18% swp damage.
Ele shaman: 15% lightning bolt, 15% chain lightning, 15% flame shock damage, significantly shorter fire elemental cooldown, 10% lava burst damage, 45% surge healing
Do any of these sets of buffs really sound "not meaningful"? You either choose not to have these while leveling, or you choose not to have your healer versions when you hit 110, or a combination of both. In previous iterations, you could choose to take shadow weapons while leveling, and your position when hitting max level and changing to holy would be essentially the same.
It doesn't happen every expansion. This has literally never happened before. If you want an analogue that is remotely close to this, it would be like having the MoP perks only unlock for the spec you are playing on, and having to play that much over again to unlock them on your second and third specs. You level as ele shaman? You get no resto perks until you get to max level and run 15 dungeons. Enjoy. It's nonsense to say that it isn't impactful which ever way you choose to go. Your leveling or your early time at max level are definitionally gimped.
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It's not unrealistic emphasis, and to state as much means you don't really understand math. I'm glad you think it's "fine"; perhaps mediocrity suits you (and the blog poster).
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It's not that I don't believe that they are fine; it's that fine is not good enough. You could halve their dps again from where they are and they would still be "fine"; they would be able to quest from 100 to 110 and wouldn't die and would eventually level. That isn't a leveling experience that I can believe anyone enjoys, and certainly not one that I think is worthy of praise.
I seriously doubt anyone enjoys their way to 110 even if they have no issues. If you enjoy dpsing as a healer, I have a rock and a hammer you can play with if you like.