I've been seeing people post some questionable math and conjectures about raid/dungeon healing, and I would like to put my two sense in to see if anyone is fallowing the same train of thought.
PRIMARY GOAL- just so everyone is fallowing what I'm trying to prove or accomplish:
I want to do the most healing I can do since I want to fill a healing spot. As chloro I want to do this with LIFE damage. SO, I will not be focusing on buffing other forms of damage unless it also buffs life dmg or is very substantial for very little talent point cost.
Secondary considerations are increasing damage that increases healing by less. (aoe being a prime example as the coefficient can wreck healing in most situations. )
THIRD- Increasing utility (cc and party buffs), but not at the cost of the first two.
Basic Spec- rift.zam.com/en/stc.html?t=0zRzv.EdIuoAc0o..xx0G0VVx
I would by all means not use this in all situations. But I believe this is the greatest build for sustained healing.
I see a lot of people saying that they want to pair with high Archon because of the utility it brings. I first want to say that by all means Archon is great for a raid; however, I feel, as a healer, you waste far to much time with Archon spells reducing you healing during those times to unacceptable levels. I'm sure you would notice quickly that you would be dropping buffs and not having the 100% uptime that makes this soul attractive, AND would be missing spikes on the tank.
So, I choose warlock for a number of reason. First and foremost, this soul removes almost all consideration of sustained mana regen. I know most will say that the gcd can sometimes get in the way but I feel there will always be the downtime you need or spare gcd to invalidate the argument for Archon's passive and burst mana regen.
Secondy, Lock brings huge passive and active damage talents that mesh perfectly with Life dmg (see primary goal). As no other tree can replicate it these two ideas alone secure the soul slot. However, warlock also brings some utility to the raid in the form of cc and a raid buff (Fear and Neddra's Might) adding a juicy plus to the choice.
Lastly, I am utterly confused at people's third choice. I suppose the three viable choices are Dominator, ES, and Archon. People are choosing Dominator for the the CC which i think is foolish even in 5 mans (even more so in raids) when you consider what you loose vs. the other souls and that the likelihood your CC will be direly needed is very small. The next choice would be ES, then. People choose this build and place 5 points in the crit talent. This thought is not terrible, but I feel you are wasting far to many talents for the benefit. I feel going with Archon with no points, giving you 40 to all stats at a 100% uptime for negligible effort. Obviously 5% is better than 40 stats in epic gear and will only continue to scale, but the five talent points are not worth it at the current raid tier.
So if you are with me so far and have decided on a heavy chloro/lock build lets talk about talent choices since there tends to be controversy.
First, will discuss lock since there seems to be much less confusion. The main confusion comes from the taking 3rdT NI or to max out Vitality. From current testing it looks like NI doesn't buff Chloro's 2rdT NC, which means this gives us no dps increase in a healing rotation because the dot is calculated from nukes damage done apparently. So of course taking Vitality would be much better over the options in a healing setting. HOWEVER, I feel this is a bug and urge everyone to report it. Though it would increase healing by a very small amount (dots give healing only based on the first tick and have a lower coefficient) it would be a great dps increase for talents in a tier that is mandatory (depending on how calc'd would be anywhere from 3-10% since the dot doesn't roll but resets on application)
OK now that that is out of the way lets get to the meat of healing. I want to talk about 5 talents that seem to be on the cusp of inclusion in some peoples minds: Circle of Life, Raised in Nature, Living Shell, Destructive Growth, and Essence Surge.
Circle of Life- I definitely agree with most people here. The bonus to ur direct heals is nice, but with the amount of time you end up casting them, the CD, and the inherent loss in dps by casting them anytime it wouldn't save a raid member vs. a dmg spell; makes this a lackluster talent. Yes, they heal for lots, but they don't damage, and ONLY HEAL THERE TARGET, whereas the direct heals won't even heal the synth
Raised in Nature- I'm confused at some peoples choice because they take 10 points in T1, but say that RiN isn't worth it. Firstly, on the talent alone RiN out values Natural Awareness by over 50% in INT ALONE! not even considering the health benefits. So why not drop 3 points out of your t1 to take RiN if you are going to put 10 in anyways? But the real question is what if you put only 5 points in t1? Making a long story short, the dps benefits of RiN outweighs AG by a lot point for point.
Living Shell- No one seems to want this spell? I can see that mana doesn't seem to be a problem, but i feel having a mana dot would clear up any of those times you are running short on GCD. Plus I feel its a wash when you use it for survivability.
Destructive Growth- The controversy on taking this or not seems to be 2 pronged. One is not being close enough to the boss to apply the dmg buff, which is valid. The second is that the points could be used elsewhere. However, I feel that in most situations I creep in/out to the boss on GCD of instants based on boss abilities making this and corrosion great dps gains ESPECIALLY in AOE situations. I think this makes the talents an extremely valuable talent in terms of dps (even in single target situations to be honest) with such a short CD.
Essence Surge- I was with many of you guys when I saw that our damage would be hit with this spell use AND that it would only heal your health not the tanks. But after talking to some players about it we've decided, that in conjunction with our BR and needing to rebuff synth plus the using Bloom and Nourish the downfalls of the ability can be negated in some catastrophic situations.
Thanks for any of you guys that made it through my post. Please be aware I am strong in math and physics, BUT almost invariably fail when it comes to English and the written language. So besides any inconsistencies you might find in my game theory please help out with syntax and grammar if you can to cut down this eye sore into something that might be usable by more mage's.
Again please thought-out rebuttal is highly encouraged, got teh thick skin.