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Kainhighwind

Mastery-ing Healing

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A look at Mastery: Healing

With 4.0.1 being recently released and mastery being implemented as a fun new and shiny stat, I felt that an analysis of mastery needed to be done. This particular analysis will be primarily concerned with how mastery will affect healers. This analysis will not be so in depth that it will determine Cata healing down to an exact science, but it will compare how Mastery will aide in healing the common types of damage seen in raiding. So before I start my QQ'ing about holy paladins for the day I will just go ahead and list off the masteries of the 5 different healers.

Resto Druid
Symbiosis: Increases the potency of your healing spells by 10% on targets already affected by one of your heal over time spells. Each point of Mastery increase heal potency by an additional 1.25%

Holy Pally
Illuminated Healing: Your healing spells also place an absorb shield on your target for 8% of the amount healed lasting 6 seconds. Each point of Mastery increase the absorb amount by an additional 1%.

Disc Priest
Shield Discipline: Increase the potency of all your damage absorption spells by 20%. Each point of Mastery increases the potency of absorbs by an additional 2.5%

Holy Priest
Echo of Light: Your direct healing spells heal for an additional 10% over 6 seconds. Each point of Mastery provides an additional 1.25% healing over 6 seconds.

Resto Shaman
Increases the potency of your direct healing spells by up to 20% based on the current health level of your target (lower health targets are healed for more). Each point of Mastery increase direct heals by up to an additional 2.5%.

I'd like to note that from a purely numbers perspective Disc priest and Resto Shamans appear to get the most output from their masteries by having both the highest base percentage, as well as the highest percent per point ratios. However, since Mastery is completely relative to the spell its affecting, in that it is percent based, the higher percents from Disc Priests and Resto Shamans may mean little to nothing when the actual healing numbers are compared.

The question that I feel needs to be addressed is how do each of these Mastery mechanics help deal with the common forms of damage seen in raiding. I've broken damage into three categories for the sake of this analysis: tank damage, spike damage, and consistent raid damage:

Tank damage is damage a tank takes from boss white hits, breaths, etc, is generally very consistent and is easily handled by normal healing. Every fight has this type of damage and is really only a concern on gear-checking fights such as Patchwerk and Festergut.

Spike damage is usually damage that is caused by some fight mechanic and is generally localized to either a single raid member or a certain area. The most notable example of this would be Soul Reaper. This damage will not one shot a full health raid member on its own if managed correctly, but will need healing regardless.

Consistent raid damage, which is usually in the form of a raid wide AoE, is damage that will last for a phase, or even throughout the entire fight. More often than not this type of damage requires the healers to juggle who they heal in order to balance not letting anyone die but also take care of any spike damage that will also occur during the fight. Blood Queen is a good example of this.

In the past, certain specs and/or classes were better at healing certain types of damage. Throughout most of WoTLK holy pallys had been the go to tank damage/spike damage healers but had lacked a good way to deal with consistent/AoE raid damage. Resto Druid were typically seen to be on the other end of that spectrum, being able to take care of consistent raid damage via hots, but lacked a bit of throughput to deal with spike damage. When developing 4.0.1 and the cataclysm raid environment, Blizzard said that they did not like these niche healing roles that classes were taking on and wanted each class to be able to heal any role. So far it appears they have leveled the playing field for healers giving them all a fast heal, a mana efficent heal, a big heal, and some sort of AoE heal, with some random class specific heals sprinkled in. My question is whether or not Mastery is going to reinstate some of the niche healing roles. Looking at each class' Mastery we can get a feel for how it would affect each type of raid damage.

Resto Druid: Symbiosis:

Tank damage: Depending on how effective hots are at healing the typical Tank damage, Symbiosis could very well provide enough boost to hot healing that a Rejuv, Regrowth, and Lifebloom blanket will keep a tank alive. Even if hot healing is not enough to keep up with the tank damage, the constant damage that tanks take make them good targets for constant hots so they will almost always benefit from Symbiosis.

Spike damage: Of the three categories this is where I would say Symbiosis falls short the most. Unless you are either a) able to keep the raid blanketed with hots, or b) predict who will take spike damage, you most likely will not be able to benefit from the additional healing. There will be cases where the spike damage mechanic will not be random and a hot can be placed on a target preemptively, but in true RNG cases Symbiosis will be much less effective. In smaller raids, the 5 target Wild Growth could very well allow druids to get the Symbiosis boost to a large number of damage spikes.

Consistent damage: This is where Symbiosis will shine in my opinion. Being in a situation where the raid will need to be blanketed with at least one hot for a phase/fight druids will be able to benefit the most from their mastery, especially in double hotting situations such as rejuv blanketing + wild growth spam.

Holy Pally: Illuminated Healing

Tank damage: This is really the only place Illuminated Healing shines. With its short 6 second duration, tank damage is the only damage that will be absorbed with any frequency. For all intensive purposes it makes your heals at least 8% more effective on tanks.

Spike damage: Illuminated Healing has rare applications where it can be used effectively to deal with spike damage. Even if it can be determined who will take the spike damage, a preemptive heal, which will most likely be a giant overheal, will provide very little in actual absorbing power when compared to Power Word: Shield, for example. The one time Illuminated Healing can shine is when spike damage comes in conjunction with consistent raid damage and the absorb from the spike damage heal could actually mitigate enough damage to allow a player to survive the consistent raid damage.

Consistent raid damage: In consistent raid damage situations, Illuminated Healing essentially provides a slight healing bonus to all of the paladin's spells. In general, consistent raid damage ticks at least once within the 6 second absorb window so it will provide frequent mitigation, however the paladin AoE heals are both on 30+ second CD's so the times when Illuminated Healing will have mass effect is much lower than a raid blanketed with druid hots, for example.

Disc Priest: Shield Discipline

Tank damage: Shield Discipline will provide additional absorbs on both Power Word: Shield and Divine Aegis, both of which will have a very high up time on the tanks, so this mastery is great for mitigating the typical damage tanks take.

Spike damage: Of all the masteries so far I feel that Shield Discipline has the best chance to be effective against spike damage. With the relatively long duration of Power Word: Shield there is a chance that in fights were there isn't consistent raid damage that Power Word: Shield will be on the spike damage target. Obviously when dealing with fight mechanics where the spike damage is predictable, Shield Discipline will make preemptive shielding that much more effective.

Consistent raid damage: Power Word: Shield blanketing is great for dealing with consistent raid damage as it essentially increases the entire raids effective health, reducing the chance of raid members dying to the aoe damage or being one shot by spike damage if they were not topped off. In addition, Shield Mastery not only increases the absorb of Power Word: Shield, but it also increase the healing done by the Power Word: Shield glyph, so it is doubly effective in these situations.

Holy Priest: Echo of Ligh

Tank damage: Echo of Light provides a nice additional bit of healing on tanks when targeted by a priest's direct healing spells. One of the problems with hots, such as Echo of Light, is that it is often overheal, however in the case of tank damage there is a much higher chance that the tank will take more damage during the duration of the hot, leading to more actual healing.

Spike damage: Echo of Light will really only provide a slight bit of additional healing to top off a target that has taken spike damage, and will rarely be able be used effectively in healing spike damage

Consistent raid damage: Echo of Light will shine in consistent raid damage situations, providing 10%+ more healing to prayer of healing and circle of healing, a slight increase to renew healing, and any direct heals cast. In conjunction with Chakra, I get the feeling that Holy priests will be able to use their mastery to great effect for AoE healing.

Resto Shamans: Deep Healing

Tank damage: Deep Healing will work great with tank healing as it provides more healing when its really needed. While it won't provide much benefit while the tank is bouncing between 80-100% health as most tanks do during a fight, but it will make it much easier to keep up a tank in those near death situations. I wouldn't be surprised if a Nature's Swiftness'd Greater Healing Wave heals for as much as a Lay on Hands would if the tank is sub 20%.

Spike damage: This is why deep healing was made. Shamans will be able to top off targets of spike damage very easily. In a 10 man raid I would almost suggest that they should solely focus on single target spike damage, because if a shaman and another healer go to heal a target, and the shaman lands his heal after the other healer, he will essentially lose throughput as the target will be at a higher health.

Consistent raid damage: While it doesn't feel that shamans will be able to abuse Deep Healing in these situations, it will provide them a boost to their healing, assuming the raid is not at 100% during these fights. The beauty of this Mastery is that it is there when you need it, so when people do get low on these consistent damage fights a 20+% boosted Chain Heal will alleviate some of the strain on the other healers in those healing intensive situations.

So have we learned if any class' Mastery will push them into a niche healing role? I'd say its hard to tell without analyzing every class completely, going into full analysis of their spells and cooldowns, however there are candidates that could make convincing arguments for their Mastery to win them a niche healing role. Holy priests and Resto druids still feel very much like the raid healers that are able to deal with massive raid wide damage using their hots and Mastery to great effect. Its also interesting to note that the Resto Druid and Holy Priests' Mastery scaling is very similar, so its almost as if they are suppose to play the same role. Shamans look like they could be great tank healers as their heals get much stronger the lower the tank gets. Disc priests still feel very utility orientated with their unique ability to absorb a lot of damage so they get to do a weird tank healing/raid absorb hybrid. Much like Druids and Holy Priests, Shamans and Disc Priests have very similar Mastery scaling properties and in some way they serve the same kind of role by dealing with spike damage by either healing bigger on damaged targets, or mitigating it all togteher...

….And then there are pallys. Poor, poor pallys. Their mastery is really only good for mitigating a small amount of damage on the tanks and that's about it. Once they get their other AoE heal possibly their AoE mitigation will be worth something, but even then its a fairly long cooldown. This doesn't necessarily mean that they are weak healers by any means, it just means they don't really get to play around with the new and shiny stat known as Mastery.

This post has really just been for the sake of looking a bit deeper into the Masteries of each of the 5 healing classes and see what they can do with them, that and of course to, as Kull would say, “cry more cryer,” about my class, the holy paladin. If you need me, I'll be in my bubble.....sobbing.
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  1. Kulldam's Avatar
    Cool post and good read, though I would've liked to see a bit more math or examples to really flesh out the differences.

    That said, I do agree fairly strongly with your overall hypothesis that Disc Priest and Resto Shaman are, at present, far ahead of the pack in terms of benefit-per-point from Mastery, though I would even argue a bit more for Resto Shaman above all the rest.

    Really, I think the issue, at least on the surface, is that three classes have time-sensitive effects (Holy Priest, Holy Paladin, Druid) and the other two do not. Obviously both the Holy Priest & Pal are precisely timed windows of 6 seconds, whereas the Druid is slightly reverse in that it requires pre-emptively HoTing in order for a follow-up heal to get bonus, but again there is a time investment (it just occurs at the front end for Druids and the back end for Holy Priest/Paladin).

    It could be said that things change when the numbers increase, so a brief look at that:

    We already know that the first tier of raid gear (iLevel 359ish) will give about ~160-280 Mastery rating base for pieces with Mastery present (depending on the slot and relative value assigned to Mastery for the item), so with reforging and gemming, it is fairly easy to foresee a situation where a players are reaching pretty high Mastery totals quite early on. Even if we assume 15 slots (ignore ranged and use only one weapon slot), and we further assume not all slots have base Mastery, it still seems likely a player could find 12 out of 15 slots with Mastery base. With a low ballpark average of 200 Mastery per slot, plus 40% reforge of another ~64 per every slot, we're looking at 200 * 12 + 64 * 15 = ~3360 Mastery Rating. Level 85 Combat Ratings have 179 Mastery Rating for 1 point of Mastery, so our ~3360 bonus is 18.77 Mastery Points, which I believe is rounded down in the case of Mastery so 18 Points. That plus the base of 8 Mastery Points means 26 Mastery Points, which would give each healer spec these Mastery bonus percentages:

    Resto Druid: 32.5%
    Holy Paladin: 26%
    Disc Priest: 65%
    Holy Priest: 32.5
    Resto Shaman: 65%

    With those kind of numbers, things get even more out of whack than at base values. Obviously at first glance you look at 26% for a Paladin versus 65% for a Shaman and think "wtballs" but of course the Paladin has that percentage on every heal whereas the Resto Shaman will only average half his number (assuming average heals land on targets at 50% health). Moreover, obviously absorbs are always more powerful than heals (save unique mechanics that deal with player health pools, which I know of at least one already seen in Cata raid bosses), but it isn't that simple, because it comes back to the time-factor. Six seconds just isn't enough time for an absorb for a Paladin or HoT from a Holy Priest to do anything significant. Whereas the Disc Priest bonus is a constant, and if 5 years of WoW damage-to-healing-ratios has taught us anything, it is that reliable incoming damage and outgoing healing are by far preferred over random or spikey jumps on either end.

    I really think the Paladin and Holy Priest Mastery bonuses need a simple duration effect increase, something like 9-10 seconds seems appropriate. It still wouldn't be 100% reliable to have an effect, but that's fine -- at least that has a reasonable chance to absorb (Pal) or heal (Priest) follow-up damage on non-tanks as Kain eludes to.

    I think Druid Mastery is decent, though it suffers a great deal when covering any sort of unpredictable "Spike" damage, far more than any other healer, as blanket HoTs on the raid are a thing of the past for Druids based on current mana values and gear. Obviously 30 or 60 second "big AE" phases will be HoT blanketed, but normal raid spike damage will almost never provide a Druid with any benefit from Mastery, as healing a big spike by starting with a HoT would be retarded in 99% of cases. The only situation it would likely arise is casting Regrowth (Druid's "fast expensive heal" and following up with a cheap Nourish which would get the Mastery Bonus).

    Having said all that, while I like that Blizzard is trying to get away from the "niche" roles for healers in Cata, I think all experienced raiders will agree that no matter what, one class/spec will always be better suited for a particular role in a given fight. Even though I would like to see changes for Holy Priest/Paladin, even if they change nothing going into Cataclysm, raids will just assign people appropriately and it won't matter -- Druid will tank heal and Shaman will Raid heal; Pal will Raid heal and Disc Priest will Tank heal; etc.

    Oh, and before I forget...

    Quote Originally Posted by Kainhighwind
    For all intensive purposes
    Nope.
  2. Dux's Avatar
    Quote Originally Posted by Kulldam
    With a low ballpark average of 200 Mastery per slot, plus 40% reforge of another ~64 per every slot, we're looking at 200 * 12 + 64 * 15 = ~3360
    Can't reforge an item to have more of a stat it already has on it. In your hypothetical example, the most mastery rating you could get after reforging would be (200 * 12) + (64 * 3) = 2592. Still a decent number, but eh.

    From looking at the math on the way Deep Healing works, as well as reading some reports from shamans beta testing the Cataclysm raid content, I think it's being overrated a bit. As you touched on, the amount of listed Deep Healing bonus healing % the shaman gets is 100%/(target's current health%). In other words, if your Deep Healing is, say, 40%, you only gain +40% healing if the target is at 1% health, +20% healing if the target is at 50% health, +10% at 75% health, etc. One can argue that even +10% healing is a big gain, and in a vacuum, I agree. However, there are two problems, when you look at the real situation:

    1) Deep Healing affects only direct heals, not HoTs such as Earth Shield, Earthliving, the HoT portion of Riptide, or Healing Stream Totem. This means it's really only particularly useful for either tank healing or for Chain Healing raid members after AoE damage takes them all low. I read a shaman post about healing one of the raid fights in the Cataclysm beta where the entire raid is literally taken down to 1 HP each, and he said he still didn't feel a big difference in how quickly he was able to heal the raid.

    2) When compared to stats such as crit or haste or potentially spirit, I don't think mastery holds up well for shamans. Crit synergizes particularly well between various resto talents, giving the usual 150% heal value regardless of target health, then an additional 30% of the 150% to whatever target is lowest health (which may or may not be the same person), and THEN returns mana via Improved Water Shield. Crit now also applies to the Riptide HoT and Earthliving HoT (and always has for Earth Shield). Crit and mastery even have the same rating cost per point (and crit gains benefit from partial points, not just whole numbers).

    Obviously, I'll play around with different setups once we're running the heroic 5 mans and raids, but my current plan is to reforge any mastery I can to crit, and any mastery/crit pieces to haste/spirit depending on what I feel I am lacking. Naturally, mastery is the best stat for Elemental DPS and crit is the worst, so all my gear will be screwed up for one spec or the other. I may end up reforging all mastery just to make the gear useful for elemental and see what happens when I heal!
  3. Kulldam's Avatar
    Quote Originally Posted by Dux
    Can't reforge an item to have more of a stat it already has on it. In your hypothetical example, the most mastery rating you could get after reforging would be (200 * 12) + (64 * 3) = 2592. Still a decent number, but eh.
    Ah I forgot about that, good call. So then we get 22 Mastery Points instead of 26, or:

    Resto Druid: 27.5%
    Holy Paladin: 22%
    Disc Priest: 55%
    Holy Priest: 27.5
    Resto Shaman: 55%

    Quote Originally Posted by Dux
    1) Deep Healing affects only direct heals, not HoTs such as Earth Shield, Earthliving, the HoT portion of Riptide, or Healing Stream Totem. This means it's really only particularly useful for either tank healing or for Chain Healing raid members after AoE damage takes them all low.
    Okaaaaay... and tank healing or Chain Healing the raid from AE/Spike damage is what, 95% of what you're doing? ><

    Obviously I'm exaggerating to make a point, but the topic is really how useful various healer spec Mastery bonuses be in typical situations. For example, there aren't many logs available, but here is a log for a Cataclysm Raid against Argaloth: http://www.worldoflogs.com/reports/e...?s=1910&e=2201

    Note that, even ignoring all the extraneous glyph bonuses here and there, which I won't pretend to know if Mastery effects, just looking at the core direct healing abilities, the Shaman's direct healing accounts for 71% of his total healing. And this boss isn't even the boss that drops the raid to 1 HP frequently, which would obviously cause Mastery-affected heals to produce even higher percentages of overall healing.

    That is a staggeringly high percentage, and the key here is Mastery effects like the Disc Priest or Shaman can be relied upon, and even beyond that, the Shaman Mastery is great because it's effectiveness goes up the more it is needed -- it takes the core "Smart Heal" idea Shaman healers are used to and adds onto it even more, providing that extra boost exactly as it is required, which is insanely powerful.

    On the other hand, for the Paladin Mastery, for example, while the actual EFFECT triggers off 100% of healing (rather than say 70% of Shaman healing), the key point is the effectiveness of that Mastery itself. Again, because a smart Shaman will tend to focus healing on targets lower health first, they will tend to gain more than 50% effectiveness from Mastery, but law of averages is a bitch, so we'll just assume 50% as a base, so 27.5% using our above example numbers. Therefore, we can easily figure out the actual effectiveness of the Mastery bonus with a bit of simple math. For the below, we're using our 55% Mastery assumption (averaged to 27.5%):

    Code:
    DIRECT_HEALING_PERCENTAGE = BASE_DIRECT_HEALING * (1 + MASTERY_BONUS_AVERAGE) / TOTAL_HEALING
    or
    0.71 = BASE_DIRECT_HEALING * 1.275 / 1348679
    thus
    BASE_DIRECT_HEALING = 751029
    
    EFFECTIVENESS_OF_MASTERY = BASE_DIRECT_HEALING * MASTERY_BONUS_AVERAGE / TOTAL_HEALING
    or
    EFFECTIVENESS_OF_MASTERY = 751029 * 0.275 / 1348679
    thus
    EFFECTIVENESS_OF_MASTERY = 15.31%
    We can easily see, in the above fight, if our Shaman had equivalent of 55% Mastery Bonus, that was providing 15.31% of his total overall effective healing. That's a huge percentage. Even if we assume he only had, say, 40% Mastery bonus, that still makes the bonus from his Mastery provide 11.83% of his total overall effective healing.

    Now if we look at something like the Paladin Mastery, the issue really stands out:



    There we see effectiveness percentages for Paladin Mastery of: 2.2%, 0.7%, 0.1%, and 0.1% on various encounters. Unfortunately World of Logs doesn't track Paladin Mastery absorbs yet and I can't find examples from level 85, but percentages are percentages, and suffice to say those are paltry gains to be sure.

    Now, the Armory has been all kinds of buggy lately, so I can't say for sure, but we can probably safely assume this Paladin isn't stacking Mastery and thus has the base 8 Points, or 8% Absorbs (and unfortunately it's impossible to math out his Mastery % from just those screenshot numbers since we don't know which particular heals triggered the particular Absorbs that were actually effectively used).

    Still, the real issue is that, due to the time-sensitivity of the 6 second shield, even a higher percentage of Mastery will barely boost effectiveness, since the vast, vast majority of Absorbs expire before they are used, so even if the Absorb is 200 or 300% larger than it would be with a base 8% Mastery Bonus, the actual effectiveness is still nil.

    Quote Originally Posted by Dux
    I read a shaman post about healing one of the raid fights in the Cataclysm beta where the entire raid is literally taken down to 1 HP each, and he said he still didn't feel a big difference in how quickly he was able to heal the raid.
    I'm sorry, but using this as an example of anything short of anecdotal opinion is foolish and clearly this guy is an idiot. His "feeling" is irrelevant, as the numbers do not lie. If every single initial heal after that big spike drop is boosted by, say, 40% from Mastery, that's still 40% more healing! Then maybe the next heal is a 30% bonus, and the next a 20%, and the the last a 10% bonus before the target is full. Regardless of what some douche on a forum says about how it "feels", taking that bonus away would be a flat drop in effectiveness and getting a target back up would take more GCDs and more mana in all cases.

    Quote Originally Posted by Dux
    2) When compared to stats such as crit or haste or potentially spirit, I don't think mastery holds up well for shamans. Crit synergizes particularly well between various resto talents, giving the usual 150% heal value regardless of target health, then an additional 30% of the 150% to whatever target is lowest health (which may or may not be the same person), and THEN returns mana via Improved Water Shield. Crit now also applies to the Riptide HoT and Earthliving HoT (and always has for Earth Shield). Crit and mastery even have the same rating cost per point (and crit gains benefit from partial points, not just whole numbers).

    Obviously, I'll play around with different setups once we're running the heroic 5 mans and raids, but my current plan is to reforge any mastery I can to crit, and any mastery/crit pieces to haste/spirit depending on what I feel I am lacking. Naturally, mastery is the best stat for Elemental DPS and crit is the worst, so all my gear will be screwed up for one spec or the other. I may end up reforging all mastery just to make the gear useful for elemental and see what happens when I heal!
    It is definitely true that there are many stats to figure out now between Crit, Haste, and Mastery, but I think it's foolish to so easily discount Mastery. Also, while the conversion rates for Mastery and Crit are the same Rating per point, obviously there's a second conversion that happens for Mastery where you're getting that 2.5% per Point rather than 1% from Crit.

    The key thing to remember about Mastery compared to Crit, which is something I keep saying but is really the key here, is that for Shamans Mastery is reliable healing. You will soon become accustomed to the feeling that when you heal that guy at 80%, it does X and when you heal the guy at 30% it does Y and will adjust the heal accordingly.

    Crit, on the other hand, is much more prone to overheal, which of course means every single time your heal lands and the 50% crit bonus is overheal, all that Crit Rating was completely wasted (barring the outside benefits that you mention, such as Water Shield). If we're talking, say ~3580 Crit Rating (20% Crit), during that heal, that entire bonus is wasted. More importantly, for 80% of all heals, all that rating is wasted. Equivalent Mastery, on the other hand, would always provide effectiveness, which in this case is 50% Mastery Bonus, or 25% average. That is a straight healing effectiveness bonus of ~13-14% and is completely reliable, which is key. It is far better as a healer to know it will take 3 GCDs to heal someone up with Mastery than to sometimes get lucky and get them healed in 2 GCDs but in most cases use 4 GCDs with a Crit build.

    Moreover, once Mastery gets high enough, healing a lower health target will actually OUTHEAL the 50% bonus from a Critical, un-Masteried heal. That fact alone should be enough to make the advantages of Mastery pretty clear.

    Obviously these stats are not mutually exclusive and will synergize together nicely, but based on what we've seen so far, certain healer Masteries seem exceptionally strong compared to other weaker ones as Kain pointed out, and hopefully Blizzard will recognize these discrepancies in the near future.

    Or we could just continue the trend and all bitch that, "No, MY class is the least powerful!"
  4. Dux's Avatar
    Ah, I didn't mean to imply that Shaman mastery was bad or the weakest. I agree that shaman and disc priest are the best, precisely because they are more reliable. I was mostly referring to the idea that shaman mastery was so good that it would trump all other stats, which I don't agree with. On the contrary, I think resto shaman is the best of all the healers hahah. A big part of that is the talent/stat synergies that I was trying to stress.
  5. Kulldam's Avatar
    Quote Originally Posted by Blizzard
    Mastery: Illuminated Healing now absorbs 10% of the amount healed, up from 8%. Now lasts 8 sec, up from 6 sec. Each point of mastery increases the absorb amount by an additional 1.25%, up from 1%.
    Booya!
  6. Kainhighwind's Avatar
    It just dawned on me today that Illuminated Healing actually got buffed twice over in the latest beta build, with the 30% buff to the base healing of all the holy pally's spells providing additional absorbs as well. Go go pally rangers!

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