by Lisene » Mon Aug 25, 2008 12:55 am
Ok limited testing here. Limited because logging causes me a lot of lag so I just had a box with only my spells filtered to it and jotted notes as we fought normally... So I can't give solid results, I'll have to leave that to the practiced number crunchers.
Group was Pal, Pal, Cler, Shm, Mag, Brd in that order in my group box. Cler would div arb before one of the pallies popped Aurora to try for the whole group. Also tried a few combinations when not all were damaged. I still get some weird results that does't explain how it works, but does tell me I'm not going insane.
First try after Div Arb, the Aurora max was exceeded and the SHM got nothing. A few other tries, again exceeding max and everyone got it. It didn't fill me up completely before laying heals on others.
Pal no. 2 had a few goes and got everyone except me. Tried again when the bard was oor and it missed me again. Third scenario was just the two Pals damaged and he healed himself completely but again missed me. I was the last to join group so maybe that's a factor in deciding who gets excluded. What we didn't do and probably should have, is had him cast when only I was damaged.
The next nice thing is you can cast whatever your mana and it'll just use what you have. To re-confirm the "filling up the pally that casts it" first theory, I died (completely on purpose of course) then popped it on about 450 mana when other Pal was tanking.. only 2 of us with dmg. It healed both of us, again not maxing either of us to 100%.
There's some weird mechanics in here and I think I'll leave it to someone who can analyse logs rather than beat myself over the head about it. Still, its a nice spell now but I can't think of any reason its super-powered and would make people cry nerf, it just earns itself a place in the spell lineup. I'll be using it mainly to fill the non-tanks' health bars and save the main healer wasting mana and effort on that.