With the coming of Warlords and a paradigm shift in the healing will work I've been leveling up a new priest to sit atop my character selection screen as my main. And while the impetus of change was borne out of a desire to play...well...not a panda I've rolled up a cute little goblin to take Airibear's place. This has also given me the excuse to level as Holy and see healing as Holy outside of the SoO environment.
I'm closing in on level 34 and with it one of my favorite spells, Serendipity.
As serendipity changes the efficiency of Greater Heal it is worth examining the numbers behind the various spells involved if only as an exercise in healicrafting.
We will examine the use of Heal, Greater Heal, and Flash Heal for a level 34 Holy Priest to determine the ideal heal per mana and heal per second for using these spells. Stats will be taken from my character as she is in her level 32 form even though level 34 is required for these tests.
Int - 177
SP - 230 (253 with IF)
Base Mana - 1400
Spi - 90
Haste - 8.08%
Crit - 13.88%
Combat Regen - 78 MP5 (15.6MP1)
Heal - [620+(253*1.024]*[1.1388] = avg 1001
Cast - [2.5/1.0808] = 2.31s
Cost - [1400*0.019] = 26.6 (Mana +)
Flash Heal - [803+(253*1.314)]*[1.1388] = avg 1293
Cast - [1.5/1.0808] = 1.38s
Cost - [1400*0.059] = 82.6 (Mana -)
Greater Heal - [1323+(253*2.19)]*[1.1388] = avg 2137
Cast Time - [2.5/1.0808] = 2.31s
Cost - [1400*0.059] = 82.6 (Mana -)
Serendipity stacks after a cast of Flash Heal and take up to 2 stacks. We will examine what things look like after each stack. Each stack reduce cast time by 20% and mana cost by 20%. No Glyphs or Talents are applicable at this level (FDCL at level 45 changes things dramatically).
GH(S1) - Cast Time - 1.848 Mana - 66.08 (Mana -)
GH(S2) - Cast Time - 1.386 Mana - 49.56 (Mana -)
Before we begin to examine throughput and efficiency it is worth noting that Heal is our only mana positive choice at this level and thus would be the go to spell to top up players who have slipped under our Renew's ability to sustain them. Health pools are also small enough that the 2 FHs needed to build 2 stacks would be more than enough to top almost anyone off. Whether or not players could sustain enough damage to allow not only for two FHs to be used but then to require a GH is questionable in the 20s allotted by our Serenity buff. That said, GH(S2) essentially becomes a cheaper 2xFH with a cast time of only 1 FH making it a wonderful choice if ever in a situation where fast heavy healing is useful.
On to HPM and HPS:
Heal - 37.63 HPM 433.33 HPS
FH - 15.65 HPM 936.96 HPS
GH - 25.87 HPM 925.11 HPS
GHS1 - 32.34 HPM 1156.39 HPS
GHS2 - 43.12 HPM 1541.85 HPS
Finally I want to look at a rotation for each stack verse simply Heal spam.
FHGHS1 - Time 3.228s Mana 148.68 aHP+ 3430 HPM 23.07 HPS 1062.58
FHx2GHS2 - Time 4.146s Mana 214.76 aHP+ 4723 HPM 21.99 HPS 1139.17
Both of these rotations complete their casts before the second Heal in a Heal spam rotation would have begun.
Interestingly GHS2 is our most efficient casting choice looked at on its own yet slips below FHGHS1 when rotation is considered. Throughput remains high even after rotation is considered.
I believe the conclusion to be drawn from this is that casting Flash Heal's as a rotational choice with the desire to build to GHS2 is inefficient and should be avoided but certainly over the course of a fight if a third FH is needed it is better to cast GHS2 or the timing of the buff wearing off, fight coming to a close, or other factor favor's it then a GHS1 is a better option than a second Flash Heal.
Interesting stuff that becomes even more interesting once FDCL changes the balance of power at level 45.
We will reexamine then =)