Not true. If in a fight, an 8k morale tank takes 5k damage, and during the fight you heal him every time his morale drops to 7.5k, at the end of the fight, you will still have healed an effective 5k damage, and gotten threat for healing 5k (and no threat for overhealing). Or, if you didn't overheal, and instead waited till the tank dropped to 6k to heal him, at the end of the fight(if you healed the tank up to full) you would have still healed an effective 5k damage.Quote:
that still doesn't make sense to me, if what you say is true then all a healer would ever need to do is spam heals and keep his group as near full morale as possible, if succesfull he will never generate enough healing threat as to gain aggro. that seems like a serious design flaw if true. this isn't an easy thing to do, but for a well geared and skilled healer this would not be too hard to do.
If your tank takes X amount of damage, it doesn't matter if you let him drop more or not before you heal him, you are still going to heal him for X amount of damage, because thats how much he took.
Interesting, but it seems unbalanced. Stacking these would lead to a groupwide 410 morale a second. combined with the fact they're all still aggro leeches, you could probably spam them and keep aggro on most things. I think while cool, it would increase our ability as a healer too much.Quote:
Add a small 30-60 group HoT to IF (no threat leech). A larger 80-120 group Hot (with minor leech) for MS. 140-160 HoT (with medium leech) for DoW. And finally leave Conviction unchanged.