#0 - June 20, 2009, 6:17 p.m.
Before I begin, I should state that this comes from someone who is looking at it from two sides of the fence: I also have a resto druid, both of which are working on hard modes--I'm not in an Algalon-level guild, but I am seeing some more difficult content.
What the problem isn't.
Many non-pallies seem to think that pallies have obscene regen, and that because we have obscene regen, we are able to spam HL with no regard for mana efficiency or overheal. This is wrong. It confuses the chicken for the egg. We spam HL because we have to; in order to support this, we are forced to stack nothing but int for regen just to stay competitive.
Fight dynamics force HL use for tank healing.
Tanks take big hits. This is not a surprise to anyone. Further, when tanks take hits - outside of rarer timed mechanics like Mimiron P1 - comes down purely to RNG. It is not uncommon for tanks to take 3-5 hits for 15-20k each over the course of 2.5-5 seconds, and it takes a far less extreme example to kill a tank if he doesn't get enough healing. This dynamic exceptionally unlikely to change given how broad the implications would be for how this game is played.
Pallies are good because they can keep a tank up through this. We can't do it alone, but we can do it. To do that, we have to use HL, though. FoL cannot keep up. (I'll spare you the math, but the short version is that FoL in pretty good gear and gemming for spellpower alone will hit for ~4k, or 6k on a crit.) HL is sustainable because we gem and gear primarily for int, in order to support it.
The problem is that if you are casting FoL, the tank dies. Why, you say, don't you just switch to HL immediately when he takes a hit, or HS and then HL? We do. It isn't enough. If that HL isn't partway through its cast sequence already, it's a big problem; we take a risk every time we use a GCD for anything other than HL. Is it anecdotal to say something like this? Sure. But we're talking RNG here, not a consistent, predictable source of damage--it is not possible to give anything but anecdotal evidence. When those giving you the anecdotal evidence are pallies working on hard modes or better, it is foolish to pass this off entirely. My experience supports this, with Thorim hard, XT hard, and IC hard being just three examples.
Think of it this way: If you start with FoL, every heal afterward you're playing catch-up. Bosses hit harder than the 10-16k that HL can heal for. When - not if, when - the RNG causes the tank to take hits at a rate equal to or faster than your HL cast time (plus an additional margin depending on how much harder the boss is hitting), you will never catch up.
Pallies do not have as "endless" of mana pools as people seem to think.
In hard modes, those same pallies are all saying that they either A) actively have mana problems, or B) are stretched thin. You need the person healing the tank to be able to keep going, or the raid wipes. DP is great for regen, but you can't always count on it because we do often need to use that /cancelaura macro when things start going south. Our regen is "enough," yes. But if you reduce it from where it is, we cannot keep up HL; and without keeping up HL, we cannot do our job.
Changes proposed in 3.2, as currently presented, leave us with nothing that would make a raid leader want to bring us.
With the patch, mp5 increases partially compensate for regen loss. But they don't go the whole way. Healers of other classes are often saying "great, your regen was stronger than ours, now you have to think about it more!" That's all well and good, except that our essential function is to keep going with big heals. We do not have the 4-6 actively usable heals that other classes have; and if we use our smaller heals, the tank dies. Period. Let's take a quick look at the possible healing roles in a raid, and how the pally will do in each come 3.2:
[to be continued…]