
Originally Posted by
KisaiTenshi
I'm going to reply to the thread but honestly I don't care about the nitpicky details.
Aetherflow and Shroud of Saints recover roughly the same amount of MP, the difference is that punching Shroud of Saints requires you to wait to recover enough MP to use it, which means you can't use it once you're out, and thus it's best used before you hit 20%. Aetherflow on the other hand is essentially free, instant 20% MP recovery. You get to pull some additional MP/HP from enemies (If you use all 3 Aetherflows, you recover a little over the same 20% the initial Aetherflow did.) Obviously PIE would factor in more with SCH (since it's 20%) but not WHM's Shroud of Saints (which just increases the MP regeneration tick speed.)
Regardless of which you play, you're going to run out of mana if either you overheal, or the party (or just the tank) is playing horribly. Speedrunners, Tanks/DPS who stand in every AOE , and fail to interrupt/stun the raid-wide attacks are going to be what causes you to run out of mana.
There are also pots, remember those? Hi-Elixir has a 7-minute 30 second cooldown, and recovers a maximum of 460 points/20% of MP (and 24%/560 points of HP.) X-Ether is 460 points/20% of MP. Exactly the same 20%.
The fact is, the game's battles are designed around playing cooperatively and playing the role you queued as. You aren't supposed to need to revive/resurrect players if everyone is paying attention. Revives are the most expensive use of MP, Revive = 6 Cure I's. They wouldn't make the game impossible, and clearly the margin of error is 20% (eg you could waste 20% of your Mana and still win, that's why Shroud/Aetherflow/Elixir/Ether are at that and have long enough cooldowns to avoid spamming them.) But hey, some people still seem to think that healers are supposed to take up the slack of every player who is playing poorly on purpose.