Originally Posted by
Saphiramoon
I got a bit confused by the wording in the tooltip, so went to check it and clarify things (I know I should have from the start, but schedule's been a bit of a pain lately). The wording I got confused about is the fact that it just says your penance heals people in the barrier, but doesn't mention the heal classed as atonement, so I didn't think it would be affected by Barrier of the Devoted. I know it was clear in that test posted above, but yepp, my brains were kinda fuzzed yesterday after 8 hours of sleep in 3 days.
So this basically simulates having atonement for penance alone inside the barrier.
Now, I know theoretically having both atonement up for intensive healing and barrier might be overkill sometimes (and sometimes not), but it always felt to me that barrier shines in those situations where the dmg is high enough to make people dying a risk, which means that even with the reduction of dmg, they will still be left with less than half health - and you will want to heal that up - in which case you will have prepared atonements on people - making the whole effect of the ring useless. Yes, you can say that barrier and the heal from just penance should be enough to get people off the risk edge, but it still doesn't feel right to have a legendary basically working against your class mechanic. It's already tied to a 3 minutes cd, the fact that it gets nullified by something you do naturally during an encounter makes it even more situational.
And then there's 5 mans. Where you will always have atonements up for high dmg phases, making this useless.
I'm not familiar to other classes legendaries, but why do disc ones feel like they all have a downside? The belt is nice with the penance proc, but you need to spam smite and sometimes you don't really want to do that in raids. The chest haste is nice but in order to get the proc you need to cast something that gets very expensive with the number of targets. Half of the gloves effect is never seen because it's tied to a bad talent. It's like every single one of them is made to work fully if you play your spec wrong. I find it hilarious that everybody and their dog is complaining about Prydaz, but it's probably the clearest net gain for us, and don't get me started on Sephuz, (freshly buffed) for a class with no interrupt. I still shudder every time I fear in mythic+.
I understand it can be a mana gain, and that is golden for us atm. It still feels as lame as putting on your best dress to go to the corner shop to buy bread. Sure, at the end of the day you need to eat, but something just feels wasted. I find the flavor text on it to be quite ironic.
Overall, I find my feelings towards legendaries for disc more along the "well...better than nothing I guess" than in the "woopwoopwoop" domain. If I wanted a legendary to make me gain mana, I'd have preferred a "your penance has a x% chance to cost no mana" and called it a day. Or I'd have cheered for an item that allows me to ban dps proc trinkets from my loot table. At least the mages I'm running m+ with are happy, several of them got very good trinkets from me.
Edit TLDR: Yes, I understand it's still a gain. It just feels disjointed, and hardly "legendary". I've seen people more excited by a good trinket than I was by this. I might trade this for an amalgam and feel I got a good deal.
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Well...what are the odds of players having double the health at the end of the expansion? Clearly never happened before?
So double dipping will sometimes overheal (and sometimes not). Then let it godamn overheal, not like having more (situational) overhealing than we already do on a 3 mins cd is gonna break the class. And it might actually make that legendary useful in 5 mans.