Quote Originally Posted by Wizhard View Post
Using cooldowns amounts to a fixed amount as well, is that negligible?
Fallacy. Using cooldowns does not amount to a fixed amount - it's highly variable.

For one, healing scales with mitigation, it does not however scale with health. 100 HP on a target with 50% mitigation is worth 200 health, 100 HP on a target with 0 mitigation is worth 100 HP. That means that the amount of EHP you get will depend on the healing you receive. And this is part of what makes cooldowns so very much better than HP. If you have 50% mitigation and pop Rampart, you will end up at 60% mitigation. Before, every point of healing received was worth 2 points of EHP - afterwards, every point of healing received is worth 2,5 EHP. So a Benefic II healing for 10000 no longer restores 20000 effective HP, but 25000 effective HP.

Further, the amount of EHP from cooldowns depends on the incoming damage. That's easiest to grasp if you look at hallowed ground. It is 100% mitigation for 10 seconds. If you use it on one enemy that normally hits you for 1000 DPS, you get 10000 HP out of it. If you use it on 10 enemies that hit for 1000 DPS, you get 100000 HP out of it. Divide by (1-mitigation%) to get the EHP you'd get from that.

That aside: Let's be real. A healer can create several MILLION nominal HP in a single fight. That in itself will ensure that health is a dead useless stat. Their potential at creating HP completely dwarfs anything your gear can provide. That's why health only serves one purpose: A buffer for burst. Whether you have 13k health more or not when like 95% of your effective HP will come from the healer anyway is just completely irrelevant. All you need to make sure is that the healer can still do their job, so you gotta prevent insta-gib. But anything else is a waste.