View Full Version : Base Heal Amount for SK
Fluffiee
11-13-2009, 02:19 PM
<p>Hi - looking for advice on items that increase base heal amount, not heal amount but BASE HEAL amounts. Was wondering if there is any quested items or dropped non raided items I could try for.</p><p>Thanks!</p>
Bruener
11-13-2009, 04:15 PM
<p><cite>Fluffiee wrote:</cite></p><blockquote><p>Hi - looking for advice on items that increase base heal amount, not heal amount but BASE HEAL amounts. Was wondering if there is any quested items or dropped non raided items I could try for.</p><p>Thanks!</p></blockquote><p>Why?</p>
Fluffiee
11-13-2009, 07:04 PM
<p>Just would be very handy to increase for certain parts of the game and play styles.</p>
Bruener
11-13-2009, 07:19 PM
<p>Lifetaps are spells not heals. You want base spell damage. Really there is no reason to ever try and spec for heal on a SK. No heal crit, no heal crit bonus, and no base heal. These things don't even effect item procs anymore.</p>
Fluffiee
11-13-2009, 09:04 PM
<p><cite>Bruener wrote:</cite></p><blockquote><p>Lifetaps are spells not heals. You want base spell damage. Really there is no reason to ever try and spec for heal on a SK. No heal crit, no heal crit bonus, and no base heal. These things don't even effect item procs anymore.</p></blockquote><p>I'm sorry but you are 100% wrong - I have an item that increases Spell and CA damage by 8% and guess what, it has zero effect on my blessing and coil heals ( just to name a few) but it does increase the spell dmg part of the spell but the healing, nope. Please anyone with some info on items that are not raided but quested that will increase base heal amounts that a SK can use I would really like to hear from you.</p><p>thanks</p>
Bruener
11-13-2009, 09:59 PM
<p><cite>Fluffiee wrote:</cite></p><blockquote><p><cite>Bruener wrote:</cite></p><blockquote><p>Lifetaps are spells not heals. You want base spell damage. Really there is no reason to ever try and spec for heal on a SK. No heal crit, no heal crit bonus, and no base heal. These things don't even effect item procs anymore.</p></blockquote><p>I'm sorry but you are 100% wrong - I have an item that increases Spell and CA damage by 8% and guess what, it has zero effect on my blessing and coil heals ( just to name a few) but it does increase the spell dmg part of the spell but the healing, nope. Please anyone with some info on items that are not raided but quested that will increase base heal amounts that a SK can use I would really like to hear from you.</p><p>thanks</p></blockquote><p>/shrug. I guess all I can let you do is figure it out for yourself. Good luck.</p>
Fluffiee
11-13-2009, 10:17 PM
<p>I already know that base heal amount increases our blessing and coil type heals, I was just wondering what types of items I could get without raiding. If I wanted to figure it out all myself why would I post in the the SK section for help?</p><p>Its ok if you don't know what items I can quest for that have +base heal amount on them. I don't even know thats why I'm posting.</p>
Orthureon
11-14-2009, 03:06 PM
<p>Heal mods don't work, heal crit will affect your amount healed by Reaver... atleast iirc. Could be the other way around, I already tested this all out. In the end, +spell damage and +base spell damage are the only things that really change the heal amount.</p>
UNTILitSLEEPS
11-15-2009, 02:53 PM
<p>real base heal amount actually really does increase the amount of your lifetaps (i just tested it)</p><p>+heal (healmod) and healcrit has no effect not 100% sure about heal crit bonus but i dont think it would matter much if it actually did increase our lifetaps (what i doubt)as everyone knows our heals (=lifetaps) crit with spellcrit and thats what you should go for.</p><p>only thing i could think of that gives base heal amount and could find its way into my equipment slots is the good avatar 2set bonus (thats what i tested it with)the fact that base heal actually works for our lifetaps does not change the fact that it is (due to the minimal gains) 100% useless as a stat for us.</p><p>edit: reaver can not crit.</p>
Lord Hackenslash
11-15-2009, 09:07 PM
<p><cite>UNTILitSLEEPS wrote:</cite></p><blockquote><p>real base heal amount actually really does increase the amount of your lifetaps (i just tested it)</p><p>+heal (healmod) and healcrit has no effect not 100% sure about heal crit bonus but i dont think it would matter much if it actually did increase our lifetaps (what i doubt)as everyone knows our heals (=lifetaps) crit with spellcrit and thats what you should go for.</p><p>only thing i could think of that gives base heal amount and could find its way into my equipment slots is the good avatar 2set bonus (thats what i tested it with)the fact that base heal actually works for our lifetaps does not change the fact that it is (due to the minimal gains) 100% useless as a stat for us.</p><p>edit: reaver can not crit.</p></blockquote><p>Reaver can crit. I have about 17% heal crit because my gear is shared with paladins and yes I can see it crit. That being said, Do not ever pass up anything for heal adjustments. the only ability we have that is in fact a heal is Reaver and all the other abilities are bukes that have a secondary component that adds health to the caster but does not actually heal them. (small difference in wording but it means that they are not technically heals.) As for adding to your heal amounts on your lifetaps, when you add + spell damage to a spell that is a lifetap the game applies 50% of the + spell damage to the actual damage and 50% to the heal component. Some of our aa heals we gain may have been coded to act as heals but i can't imagine even bothering with them.</p><p>I am all for upping your healing if thats what you like but if you want to get the most effect you want to up your offensive spell crit and your + spell damage, as the + heal stuff will not serve you well. Getting a 2% bonus to a 100 point heal would only equate to an additional 2 points of healing where adding + 10 spell damage would add 5 points to the heal until you hit the caps. Even if you can show some effect from + base heals (which i question on non AA abilities) you need to make sure it's actually better than just adding a little + spell damage which is far easier to find.</p>
UNTILitSLEEPS
11-16-2009, 11:26 AM
<p><cite>Melina@Splitpaw wrote:</cite></p><blockquote><p><cite>UNTILitSLEEPS wrote:</cite></p><blockquote><p>real base heal amount actually really does increase the amount of your lifetaps (i just tested it)</p><p>+heal (healmod) and healcrit has no effect not 100% sure about heal crit bonus but i dont think it would matter much if it actually did increase our lifetaps (what i doubt)as everyone knows our heals (=lifetaps) crit with spellcrit and thats what you should go for.</p><p>only thing i could think of that gives base heal amount and could find its way into my equipment slots is the good avatar 2set bonus (thats what i tested it with)the fact that base heal actually works for our lifetaps does not change the fact that it is (due to the minimal gains) 100% useless as a stat for us.</p><p>edit: reaver can not crit.</p></blockquote><p>Reaver can crit. I have about 17% heal crit because my gear is shared with paladins and yes I can see it crit. That being said, Do not ever pass up anything for heal adjustments. the only ability we have that is in fact a heal is Reaver and all the other abilities are bukes that have a secondary component that adds health to the caster but does not actually heal them. (small difference in wording but it means that they are not technically heals.) As for adding to your heal amounts on your lifetaps, when you add + spell damage to a spell that is a lifetap the game applies 50% of the + spell damage to the actual damage and 50% to the heal component. Some of our aa heals we gain may have been coded to act as heals but i can't imagine even bothering with them.</p><p>I am all for upping your healing if thats what you like but if you want to get the most effect you want to up your offensive spell crit and your + spell damage, as the + heal stuff will not serve you well. Getting a 2% bonus to a 100 point heal would only equate to an additional 2 points of healing where adding + 10 spell damage would add 5 points to the heal until you hit the caps. Even if you can show some effect from + base heals (which i question on non AA abilities) you need to make sure it's actually better than just adding a little + spell damage which is far easier to find.</p></blockquote><p>you really need to get your facts straight:reaver: NEVER EVER CRITS game mechanics just dont allow it to. just to be sure (because i dont like to throw around wrong facts) i checked one week of raiding parses with more than 5k reaver procs and non of them did crit; i had 10-25% healcrit for all the fights</p><p>+spell damage: does ad NOTHING to the lifedrain component of our lifataps i really wonder how you figured out it would because i cant think of anything that would be easier to test. (it works for our spells with the same mechanics as for all other classes with spells)</p><p>i dont know what aa heals you are talking about since our only aa that could be considered a heal would be bloodletter, which weirdly enough actually does crit by healcrit, but heals you up to maxhealth anyways.</p><p>the only thing you are right about in your post is what you echoed from mine:+heal amout has no effect at all;and: while +base heal actually does increase the lifetaps its as good as not available for sks and the gains are to minor to ever matter</p><p>a critting lifetap (they all crit by spellcrit) increases the amount of the tap. as i wrote in the first post i dont know whether crit bonus (be it heal or spell) effects the lifedrain amount but it does not matter anymore than the baseheal does (=not)</p>
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