It's even more silly since he practically negates the regen of the rest of his healer team until he himself is oom by preventing them from meaningful spending the mana that regen would generate on healing.
It's even more silly since he practically negates the regen of the rest of his healer team until he himself is oom by preventing them from meaningful spending the mana that regen would generate on healing.
It's definitely a retarded playstyle, but Havoc brings up a good point. If he's taking care of all the healing required for the first half of the fight, how are you two not able to deal with the rest having full mana+cds, normal megaera isn't so difficult that you need all 3 healers to go all out during a rampage (even if it's the last)? Yes, he's making some poor decisions, but you should probably look at your own play as well^^.
Your discipline priest probably needs to have someone talk to him about healing being a team effort and playing nicely with others. Disc and hpally masteries don't play well with resto shaman mastery. However, on Maegera 10N, the responsible, team player discipline priest will be spending the early fight doing a lot of dps/atonement healing. Archangel PoH/PoM the early rampages. Glyph your dispel and do that. Everyone uses a little mana at the beginning and gets mana from their regen. If the priest is blowing every cooldown in the spellbook early, perhaps the raid leader needs to spend some time assigning cooldowns for each rampage. Knowledge is power. If the resto shaman knows that a spirit shell is up at the beginning of a rampage, he won't blow healing tide (as an example).
Healing is a team effort (more so than dps). There is much more overhealing opportunity than overkill opportunity. Your mana and cooldowns as a healing team + the dps/tank raid cooldowns you have available are your resources for the fight. Use them wisely (and cooperatively).
Based on his HPS he is likely spamming PW:S as most people suggested.
The reason he is going OOM is because rapture can only proc for us every 12 seconds and returns the same amount of mana back regardless of how many shields we spam (the % is based on our spirit). As a disc priest I normally top meters so that isn't new, however, since he is playing like disc priests did back in Lich king.. of course he is going OOM super quickly and you should advice him to play more mana efficiently.
Last edited by Teegs; 2013-04-22 at 08:39 PM.
If attonment is top of there heals then they need to use the right heals and not just lazy mode it.
The good old days of LK getting 10 Rapture procs at once ... Heh, no more.
Shield spam would definitely explain all of these issues. Just tell him to re-bind smite to his PW:S key ... Seems like he'd do better overall.
Your story is fishy and you are obviously angry at recount. If 2 out of 3 healers only need to do 20k hps for the first 2-3 minutes of the fight, you and the other healer should be at full mana when the priest goes OOM and more than capable of finishing the rest of the fight.
Obviously your priest shouldn't be burning through his mana and doing nothing for the last half of the fight, but something tells me you are exaggerating and lying. Get some logs first.
Or rather, they should never stop you from healing. If you have leftover mana at the end of a fight, you have too much Spirit and should reforge deeper into crit/mastery. Reaching the "sufficient" amount of spirit for Disc is very manageable, and were I to gem and reforge for it, I could overshoot by about 5k spirit.
---------- Post added 2013-04-23 at 11:57 AM ----------
PW:S is the raid equivalent of flash heal. Appropriate sometimes, but not sustainable.
---------- Post added 2013-04-23 at 12:01 PM ----------
Agreed; 11k spirit is comfortably high. I run with 9k, and I'm shaving the razor's edge of not being able to cast sometimes. I'm still always casting though.
PWS is not equivalent to flash heal.
FH does a lot less healing for a lot more mana. PWS is a reasonably efficient single target heal especially when considering rapture. Spamming it all day long to pad the meters, instead of using a more efficient spells, because you can absorb the damage before it happens is counterproductive however.
Having mana at the end should never be the criterion for optimizing spirit. The main criterion should be how many casts can you sacrifice (due to going oom) before the gain from replacing spirit by throughput stats evaporates.
only fight ill spam shield is H dark animus zzzzzz
and shield spamming isnt that bad (goes oom after shielding 6people for example doesnt make you oom straight away since 25% buff to PWS mana)
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Skill in playing a healer does not only equate to good HPS, it also equates to playing mana efficient (which is hard to measure) and of course not failing.
The perfect healer would pull reasonably high HPS and end the fight at 0 mana, but will always have enough mana if it's needed.
It is not necessary for a good healer to pull insanely high HPS.
If your healer pulls very high HPS but goes OOM long before the fight is over, then I would not consider him a good healer despite him rocking the HPS meters. When there is high damage and he is OOM, he cannot be relied upon to heal through it.
So he should either play more mana efficient, or get more Spirit until he's comfortable with his mana regeneration rate.
Even without rapture PW:S is a way more efficient spell than both GH & FH, especially since it can crit aswell now.
This is a contradiction in itself, and wrong imo. Ending on 0% mana is not what you should be aiming for, in fact, what mana you end on doesn't really matter (unless it's stupidly high - reforge out of spirit then), as long as you heal effectively, and people don't die because of a lack of proper healing.The perfect healer would pull reasonably high HPS and end the fight at 0 mana, but will always have enough mana if it's needed.
Last edited by mmocc7373f9ee0; 2013-04-24 at 11:27 AM.
Ending the fight with mana is good. Ending the fight with a lot of mana is a sign that there might be room for improvement of the stat distribution; just as sign, not proof, though. It warrants checking, but it might still be optimal.
Ending a real fight with zero mana or worse ending up with no mana during the fight is as good as proof that something was wrong. If the encounter was not designed to make you oom either there were mistakes during the fight or in preperation of the fight (which might just mean that your gear does not suffice).