Taijichi, on 29 October 2012 - 11:21 AM, said:
i like the guide but i do not like the stat weights and do think they are off.
haste past 1345 is not better then mastery or crit.
you say more mastery lowers the cast time of our heals. but then again which heal do we cast ? surging mist and enveloping are instant when channeling soothing and renewing mist is also instant same goes for healing sphere and expel harm and basically everything we have can be instant except for chi burst. so to say haste is better then mastery and crit past 1345 is just no true. you won't make 1 extra tick at the current gear levels past 1345 so after 1345 haste is out least preffered stat.
after 1345 it is a toss up between mastery and crit. mastery in theory can be very good if the raiders pick up the orbs. so in 25 man with more people moving around it can be really good but for me in 10 man it is not as good. so crit will be better although being rng it still provides better throughput then mastery and haste for me.
with the change to the healing spheres dissapearing sooner and healing a nearby target for half of the heal when it is not used and dissapears mastery will become a hell of a lot better for both 10 and 25 man raiding. so then it will be spirit (till you are comfortable)-haste(1345)-Intellect-Mastery-Crit-Haste(past 1345) atleast in my opinion
And we do value your opinion.
Regarding the stats, we are currently still discussing possibilities with our friends at Ask Mr. Robot (they have yet to conclude all their simulations on this matter), but it really is a toss-up at this point between Haste or Mastery after the soft-cap, even though I personally feel that Haste is the way to go.
Critical Strike Rating has the same problems it has always had for healers, its unreliability and unpredictability, regardless of what the overall healing done by it might be.
Regarding Mastery, I will grant you that it is generally a very good stat - if your raid is making use of it. If everyone is maximising the potential healing of the spheres, then it is great. But if it you end up with many unused spheres, spheres that overheal where they shouldn't, and so on, then the value drops significantly. Most guilds are probably in the latter category, no offense intended whatsoever (it can be pretty hard to see the spheres in the chaos that goes on in most fights, and it is hard to move out of your way to get them when you have many other positioning concerns).
That said, I agree that the guide should probably present both options a bit more openly. I will make a point of editing this very soon.
Oh, and the PTR change, assuming it holds, certainly makes Mastery extremely good.