Now for some Holy discussion...am I missing something, or is Clarity of Purpose kinda dumb?
PoH costs 11k mana and heals 9500 x 5 targets = ~47,500 total healing.
CoP costs 7.3k mana and heals 4300 x 6 possible targets = ~25,000 total healing
It just doesn't seem worth it at all. Sure, the mana cost is reduced by roughly 50%, but so is the total healing. What's the point? It seems kinda neat in that it's a cooldown-free CoH, but it does less hps than PoH for the same mana, and has a drastically reduced range. (10yd compared to 30yd)
Maybe it will be useful if there's an AoE damage part of a raid boss where the whole raid is stacked, but even then I'd still take PoH because it's much higher HPS.
CoP does increased healing on targets that have health missing up to 100% extra. If you heal someone at less than 10% you get full benefit for 100% extra if you heal someone at 90% you'll get pretty much nothing etc. CoP also doesn't have the group limitation that plagues PoH since forever but it has smaller range and is also affordable for full spamming unlike PoH which isn't.
Taking the talent is still not worth it since sanctuary + renew + coh + PoM with WoM and glyph + ToF combined with lots of multistrike is the unbeatable combo to max hps and that won't change until any of the spells of the above combination get nerfed which is highly doubtful or PoH, CoP get buffed in some way which is more plausible.
Just curious what the reasoning is behind the thought change?
It seems the Discipline passive was removed or baked into Grace, since like Havoc said the only modifier is Grace (at 30%) now.
spellpower*5*(1+mastery)*(1+versatility)*1.3 was the formula used to calculate PWS. 1.3 is the Grace modifier.
4635*5*1.2325*1.024*1.3 = 38023.
Actual in-game number is 38055.
Last edited by Larynx; 2014-10-07 at 10:24 AM.
The reasoning is power word: solace giving 2% max mana every 10 sec, you don't need mana regen enchants, food at all with this talent you go full throughput and you have virtually endless mana while massively increasing your healing output. ToF on progress has more than 50-60% uptime on most fights, this is a gigantic boost to your healing and divine insight is worthless since you can't spam PoH for procs. I'm still surprised how solace hasn't been nerfed yet, it's way too overpowered currently.
If ToF sees such a high uptime with Holy, is it at all viable with Discipline? Or, are shields still not proccing ToF and Spirit Shell is still our go to talent?
Shields and absorbs in general don't proc ToF only actual healing does which is something you can achieve by using the pw:s glyph that converts 20% of the absorb into healing instead. Spirit shell without 4p well good luck using that with 11.4k per cast and you won't have access to tier before february when the 2nd instance releases since there's no tier in the 1st instance.
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ToF is definitely more situational than it was in MoP, no doubt about it.
One PoH every 10s (cast with 2x serendipity ofc) gives you 0.4 PoM procs for 70k instead of a renew for 28k. So about 20k healing per 10s or 2k HPS. ToF at 50% uptime increases raw HPS by 7.5% which at 60k HPS is 4.5k HPS. With all three talents and using PoM on CD you can easily achieve one PoH per 6s, which is 3.3k HPS, but it also means two guaranteed extra serendipity procs per 10s, which is another PoH instead of a renew. The best part about DI is that you don't need to wait for the PoMs to trigger, meaning that you get the serendipity returns instantly. The only question is can you get enough mana regen and how much you lose from throughput stats.
can you tell us how much mana regeneration you have in total in combat and what kind of raw HPS you can push out.
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Last edited by Havoc12; 2014-10-07 at 10:50 PM.
With 630 ilvl you could easily push 45-50k sustained without worrying about mana at any point, mana regen was roughly 5.3k, reaching 12k mp5 in order to sustain PoH is not even happening with full mythic gear even if you stack spirit on every slot which would cloak,neck both rings and both trinkets plus using spirit weapon enchant and spirit food.
The chance that damage will occur EXACTLY after EoL has ticked is not very large. The damage is equally likely to happen at every single time point between the ticks and since it is everywhere equally likely then on average EoL will activate ToF from someone who went low in 1.5seconds. Rarely it will occur after almost 3 seconds. Equally rarely it will occur 0.1s after the damage is taken. More often the delay will be somewhere in between. Aside from EoL holy also has renew and sanctuary and lightwell (which targets specifically low health targets). That means you can have two HoTs on the target, which could be staggered and then the average delay will be less than 1s.
On top of that CoH and PoM from holy allow more targets to be healed per unit time and can target any group, which is even more chances to proc ToF. All in all you can expect holy to get significantly better benefit from ToF.
Last edited by Havoc12; 2014-10-08 at 04:19 PM.