keeping up MedicaII not only actively generates your enmity, it's also a loss for it's upfront heals so :x
not to mention that's mean WHM will be using a spell while it might not even need, more MP waste for no reason
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keeping up MedicaII not only actively generates your enmity, it's also a loss for it's upfront heals so :x
not to mention that's mean WHM will be using a spell while it might not even need, more MP waste for no reason
I wish it was a 'passive' regeneration too (since I figured that's what they were going for), but the Medica 2 does a 200 potency heal straight up(as opposed to 300 for Medica I).
You'd be wasting the 500 or something heals it tosses out if you just used it for the regen effect.
If it was me I'd turn Medica II into a HoT and remove all initial healing and leave it for medica I. Or give it an additional effect on ticks to make the next medica I an instant cast. Give us something... anything D:
Doesn't work this way.
Thus far, all Damage/Heal over time works this way:
- If you crit on-cast, every tick is crit.
- If you do not crit on-cast, every tick is not crit.
So, no, it's the opposite: now since you are casting less (since it works for longer duration), crit chance over time is lowered.
No it would not make sense.
There are very few encounters that have small sustained aoe raid damage, maybe turn 2 in coil. But Sch succor deals with it fine and they really don't have enmity issues or mana issues. Its not like turn 2 wasn't getting done because the raid lacked aoe healing, and depending on the path tanks may have less threat anyway which furthers the argument that sch succor is the better choice in that instance.
As a healer, how often do you leave people not topped off for 30 sec. You don't, or the other healer won't. Then its just overhealing.
Yeah, I remember the same idea from the Dragoon discussion thread regarding Life Surge and Chaos Thrust, but it was shot down after some quick testing. Doubt heals are any different.
I'm just uncomfortable having a Regen tick for 30 secs. It's actually harder to manage enmity (as supposed to the less hp = healed less enmity argument which is off based for any skilled healers) if adds or subsequent pulls are being conducted when you have a 30 sec tick happening.
1 thing everybody seems to have overlooked about the 2.1 patch is the tanks have better enmity generation now.
while this is PURELY CONJECTURE, maybe now WHMs can have an uptime of 100% for the 50 potency regen, slapping a regen on a tank, means he'll enjoy a 200 potency heal every 3 seconds.
Reason for wanting to do this? I have no idea, but there's something strangely comforting about knowing everyone will be having a 50 potency regen for the entire fight :D
Problems? MP, nuff said, as well as fights where adds will spawn midway the fight (aggro straight goes to you)