What I want to know, is with the current restrictions on Improved Healing IV, which post-60th heal spells benefit from the focus effect? Complete and Percentage heals are excluded, so would it be safe to assume the quick heals are the only benefactors? Would be nice to see a list of Works / Doesn't Work. :)
Depends on the level of heals you have and what your "FT" (mana regen now) cap is at. If you have capped at 15 and do not intend to raise the cap (not to mention that if you can raise the cap you have OoW and are likely to get better drops than ornate armors) I would definitely say Improved Healing IV.
Sadly I know of only two upgrades to our heals: Chlorotrope and Ancient Chlorobon (which will be next to impossible to obtain), therefore IH IV will benefit a lot.
I still use chloroblast for the simple fact its hardly any mana, and super fast to cast. When it comes to healing a tank or melee though, chloroblast won't work too well. Bad thing is tunares renewal and natures infusion takes the exact same mana, just infusion has half the cast time (and less then half the heal). For the enchanter that takes a hit or to, I use hit them with a chloroblast so I can get back to my CH on the tank.
first off, NI costs 500, where KR costs 400 and TR costs 600, so they definitely don't cost the same.
secondly, where are you grouping? most chanters i know in BoT and higher are getting hit pretty hard, and if NI is going to save them, chloro sure as heck isn't.
And with a difference of a second, your tank probably isn't in that much danger, or you shouldn't be healing.
Yes it will stack with all the healing AA's... just not for the CH. So with the 2K heal tack on an addition 20% and you get just about 2500 hps heal, which is sweet for splash healing on raids or even in grps.
#Diepen,
Posted:Jun 04 2003 at 10:18 PM, Rating: Sub-Default, (Expand Post) That's all well and good to say but Infusion is not the easiest to get, every other spot-heal is bought in stores iirc, and it's a huge mana-sink at 500 a cast.
I use Nature's Infusion more than I use Tunare's Renewal. It has taken cloroblast's spot in my spell book. 500 mana is a steep price, but when monsters hit for 500+ double attack, a 400 hp heal just doesn't cut it, and the 10 second cast makes Tunare's Renweal unpractical for healing any casters, or sub tank melee classes. Nature's Infusion is prolly my favorite lvl 63+ spell(with PoT9, and winged death just behind)
You mean Swarming Death...Winged Death is level 53.
Most of my job nowadays is spent as a healer, not as a damage dealer, so Tunare's Renewal gets used most often in my book since good casters know agro management. I use Nature's Infusion a lot, don't get me wrong, but if I have the time, then Tunare's Renewal is much more worth it (even more so than Karana's Renewal, which I also use, just not nearly as often as Tunare's). Although Chloroblast is something I never use anymore unless I'm out healing people 30 levels below me. It served me well, but I can't remember the last time I actually mem'd it.
Hmmm... I usually still mem Chloroblast for long raids with aoe mobs in situations where I am responsible for healing a caster heavy group. Nature's Infusion is my primary heal in these situations, but Chloro makes a nice way to top off casters for very little mana in between pulls. In group situations however, there is just no point in meming Chloro. When the mob doubles for 600, a 400 point heal will generally not make a difference.
But yeah, by the time you are worried about getting ornate sleeves, you probably are not overly concerned about Chloro anymore.