Originally Posted by
Tharia
I think you are looking at this the wrong way. The question is no whether we can afford pre hotting, the question is whether it is required. So far, most burst phases can be covered by raid CDs. If that is somehow not enough, you just need to suck it up even if that means healing less for the rest of the fight. Of course prehotting can be moderated and adjusted to the damage amount quite well.
On Genesis (which is a seperate issue, but somehow dependant on pre hotting), there are basically only two situations where it is viable:
- you need to move for long periods and heavily heal a small number of targets (like tanks, or generally in pvp) at the same time
- boss abilities that hit for a deadly(!) amout over like 5 secs and on at least 5 people, followed by a lull in damage. people need to be healed up fast during the hits but not after them. prehot before the first hit, genesis at beginning, dance and ground heals after that. These situations are usually covered well by raid CDs.
If there are more than a few (like 3-5) targets that need heal, additional Rejuvs are more hps and hpm than Genesis. If you can stand and cast, single target heals are more hps and more hpm on few targets. If there is continuous damage or regular big hits, you are just trading heal in the future for heal now. If there is a single big hit, there is no need for burst heal. Conclusion: Genesis is almost always a big waste of mana. I want Bloom back! All these comments that it wouldn't be useful in the new healing model are very exagerated. Genesis could be fixed by making it not remove the Rejuv and have a (longish, like 30-60 secs) CD instead. A mana cost nerf doesn't really help at all because it still doesn't increase heal and still costs a GCD and Rejuv doesn't heal for enough on its own. And lower mana cost would be very OP in pvp.
And for this NV idea, NV does damage from overheal, so if you want to do dps just put out more Rejuvs unless you somehow need the dps in a window of 5 seconds.