Why can you not predict your healing? The tanks hps are what they are and your heals are not fluctuating by some random amount, outside of a crit.I’m a day one player and tbh I don’t pay attention to any of that. I consider that the barrier from fun to taking it very seriously. It’s why I never learned how much damage I do in league etc. I reactionary heal to damage done. I don’t even think you can predict how much your heals do anyway, but in 6.0 I’ll start memorizing savage/extreme boss fight patterns instead of just learning mechanics.

Well they fluctuate based on level sync on content unless I just stick to level80 stuff. Am I really expected to memorize my heal amounts at max level??
You can just eyeball it? That's why all skills list their 'potency' rather than their 'heal' amount. Because healing "potency" doesn't change in a healer's toolkit, and you can use 'potency' as a rough estimate to how much each heal would do after using it once.
Tetra heals 700 potency, Afflatus Solace heals 700 potency, both heal around usually 1/3 of a tank's HP, at lower ilvl it's usually more. That means I can top them off in an instant when someone drops to 1/3 HP with 2 heals. The same goes with DPS, except usually one 700 potency heal can bring them to near half HP or around 40% because their HP is lower than the tanks' Hp.
By that same token, if I can figure out ~700 potency is around 1/3 of a person's max HP, then Cure II with the same 700 potency will also heal 1/3 of their HP.
Afflatus Rapture would be roughly ~300 potency, so around 1/2 of Afflatus Solace. Then I would need 2 Afflatus Raptures to get roughly the same output as a Tetra.
Just know the potencies of your skills in your toolkit, the rest is just basic math after eyeballing a player's HP from a heal. If the heal isn't enough because you deviated too much, then you throw an extra GCD heal.
If you want to heavily optimize, you do take into account for those extra deviations to ensure you aren't wasting extra GCD heals.
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