Spell power vs healing power One thing I really hate in low level dungeons is healers with no spirit and only +healing. For example, 5 MP5 on an item would be worth 17. Even after 40, some are weighted very heavily towards or away from spell power. SHAMAN Coefficients Chain Lightning - 2. It affects the effectiveness of all spells and shapeshifting forms of the mage. Strength increases your auto attack damage and anything that scales directly with your weapon damage. For example lets use 300 healing power as a base and compare greater heal rank 1 and heal rank 4 and average healing numbers. (wrath of air totem provides 101 x 5 spell power/healing, imp ds provides ~300something spell power, can vary slightly depending on comp) Whether or not that's worth is dealer's choice, but it's certainly not a significant buff. With Sh base healing costing Sm mana and H +Healing gear and a spell coefficient of Sc, your Spell Efficiency Se is the following: Se = (Sh+Sc*H)/Sm What about crit and mana reducing talents? Well, mana cost talents are bundled into the Sm variable. if a spell has a healing coefficient of 0. If u got 2 healing power out of nowhere, 2 ticks would be 501 and 2 would be for 500 Nov 18, 2024 路 Healing Power increases the strength of your healing spells by a flat amount. For the former Mage talent, see Spell Power (mage talent). In . 5% crit. Scholar blood with spell power and spell power/ crit is viable but revolves instead around a playstyle of "CC and blow up" instead of "trading veil-blows" witch is generally considered a bit weaker against a strong opponent in a 1v1 tournament. So if you find a weapon with the same or more intellect than a spell power weapon, use the intellect weapon. Renew has a great +healing coefficient but PW:S does not. Gearing Advice for Priest Healing in Burning Crusade Intellect does not give spell power in vanilla, that was a cata change. Thanks for advice. To get 10. Only MaxMana and Spell crit. 2 times spellpower then major courage gives you 516 spellpower and about a 13% increase to healing and damage. With 100 healing power your rank 1 Renew heals 100hp instead of 45hp. Red Sigil Strike Damage This one is more specific. 85% Healing Wave - 3/3. Spell power, because it boosts your threat, increases healing from drain life, and increases the mana return from life tap. Besides spell power, actual important stats are spell hit and spell crit. A good example is a shadow bolt rank 4 might do 92 - 104 damage, you will need to cast this at least 10-20 times and record every single one, then figure out the average damage, with no spell power. The reason I ended up going with scaling is because it makes the most sense if it ends up paying off in the long run on a high radiance/inferno build and for the less scaling/higher base catalyst to be more aimed towards builds with less rad/inf (such as a hybrid who might want to invest in Str/Agi but still have access to spells). SPC for dungeons if u have a couple HoTs and r good at healing (granted u must overheal to proc it). So rejuvenated is 4 ticks, and say it's flat 500 per tick. 22 intellect. Even with all +healing gear equipped, the only time I ever drink is when buffing Fortitude. it does, but coefficient is very low (1 to 10). Though most items that gave generic Spell Damage also gave Spell Healing and said “increases damage and healing done by magical spells and effects by up to X”. 5/3. If u got 4 extra healing power out of this air, each tick would be 501. So unless you need more healing output you should use lower rank Worm cult is good, gives everyone more magika regen, including yourself, so more spells. Intellect does, however, increase spell power by some factor, and it also increases critical strike chance. So a downranked spell is a comparatively smaller concession in healing power than trading +healing gear for mp5. Omg I'm on 2400 Spell Power, I'm so good!" Dude : "Sup man! OMG Nice, your like teh best on this server?" Boss : "Woooow omg omg, nice GZ!" But when you invite a healer, first thing you look at, is the mana bar. As it's been said, 1 intellect = 1 spell power, but 1 intellect also increases critical strike chance. Sometimes it is better to use one over the other to maximize up time. A common example being spell power cure from white gold tower which gives major courage to ppl you over heal. Therefore Haste rating has to be 12. 5% more valuable then Spell Power for it to be worthwhile. (Ex. As a 26D/25H Priest can I expect decent healing throughput in raid environments without +Healing Power gear if I rely solely on Spirit and +Spell Power for scaling? Essentially, in the hierarchy of Desirable Priest Stats, I'm looking at a build that substitutes the +HP priority with a +SP priority instead. As far as I remember, it was a confirmed bug. 5 - 71. This effect will incorrectly show as -50% Spell Power Modifier in the Target Info Panel, however, we know that we still have -0% Healing Modifier because, as explained above, what is being shown there is the Spell Damage Modifier with a wrong label. When you increase Red Magic Power, every type of red spell—whether it's a big blast that affects an area, a fast single-target attack, or a spell that causes damage over time—gets more powerful. I can't decide whether I should be focusing whole heartedly on Spell Power or Spell Crit. With +healing being combined into spellpower, healing coefficients in WotLK are higher because healers have less +healing than they would without the combine. If you have access to it, use Spaulder of Ruin. Edit: I usually run with 1mp5 = 4 healing power but healing power scales better The weights are per point as shown on the gear and I normalized everything against healing power so I could make a spreadsheet with all the healing classes included. The raw numbers are, of course, 30 spellpower vs. Also note that in classic int does NOT give you spell power. Physical damage is negligible due to the massive armor bonus from meta, and Demonic Embrace and consumables is enough to cover most spell damage (though some shadow resist won’t hurt in BFD). AFAIK, cuz I didn't look it up, but every 1 point of healing power increases the overall healing of the hot. The game changes totally when you start nearing 200+ healing and have many ranks of spells to choose from. This is your primary stat that you should stack and will help your Mana efficiency more than you might realize. heal power is balanced around the fact you buy it on a low economy support that wants to focus on healing and shielding. Breton was the favorite healer class for long time because of better sustain. Besides only 4 out of 9 classes have healing spells and out of 4 only priest consistantly roll with some form of healing in their decks. Feb 4, 2008 路 Now: A piece with +42 healing and +12 spell damage drops in a raid. It was changes because spell power didn't boost healing and devs never intended to boost healing done by spells. For example at level 40 greater heal is more efficient than heal unless you have more than 50 spell power. 71% Lesser Healing Wave - 1. If you had a weapon enchanted with +81 Healing, the stat converted to +43 Spell Power with WotLK, but you still kept the amazing swirling yellow glow effect similar to the Tabard of the It improves the power of your healing spells by 20 as a base HOWEVER. These stats are paired together as follows: Maximum Stamina and Weapon Damage; Maximum Magicka and Spell Damage; Each pair of maximum resource pool and weapon stat work together to increase the overall power of your I’m 2 months into playing WoW for the first time, so I’m still learning. There were also individual +element damage bonuses, like +nature spell damage or +shadow spell damage that only worked for those damage types. I recall getting comments on how I solely healed with Heal + Renew in ZF with only +healing gear and not much spirit or int. Because it was very easy for casters to run out of mana, it all became about efficiency instead of max damage per button press. " So far i have +150 spell power without ToEP. Then repeat with say, 10 spell power. you need 100 spell power for the flamtongue damage to be increased by 10. Assuming you get 1% crit from 59. Long story short - after buffing my pala for +45 spell power HEALING spell icons (flash of light, holy light) would show the same exact numbers as before buffing (200 before buff and 200 after buff), but in contrast OFFENSIVE spells (exorcism) would show a larger number (400 before buff VS 430 after buff). 5 sec. Is it worth it to sacrifice stats for healing power while leveling? I’m mostly leveling healing dungeons. A critical spell hit deals 150% of a spell's normal damage. Your penance heals 200hp per pulse instead of 175. "Spell power coefficient is an intrinsic property of a spell that determines how much bonus damage or healing it gets from the spell power attribute accumulated from gear, buffs, and talents. this accompanies strong actives/passives, cheap items and a focus on ability haste and mana regen. The 2-4 piece bonuses are good for damage/healing power. (Boots of the Full Moon) I'm pretty sure only the first equip bonus increases your spell damage. 1% crit = 10 spell power. Pure hps items should exist, but perhaps as trinkets necks, or more niche pieces. 5 weapon damage per 100 stam you need to increase stam using enchants and set pieces with plus stamina. If we only look at healing values when comparing magic power bonus/will to + magic healing; we see that 1 magic healing provides more healing than 6 will. Spell critical damage (id: spell_power:critical_damage) Spell haste (id: spell_power:haste), can be used to quicken spell casting or cooldowns; Status Effects: One specifically for each introduced attribute, with a matching id (for example: spell_power:fire, spell_power:critical_chance) (All status effects come with fancy icons 馃槏 Official subreddit of Asmongold (as seen on Netflix) aka ZackRawrr, an Austin, Texas based Twitch streamer, YouTube personality, and gaming organization owner and content creator of One True King (OTK), a group of mostly Austin, Texas based content creators and owner of Starforge Systems, selling prebuilt gaming PCs. Always up to date with the latest patch (11. 2, the attribute known as spell damage would only increase the effects of damaging spells. Edit: Thank you for alle the answers. Robe of Power from tailor and the various "Of healing" green items you can find while questing. Aug 11, 2021 路 -0% Healing Modifier,-50% Spell Damage Modifier,-50% Physical Damage Modifier. Im Always having a hard time deciding which items to change, especially in dungeons, when i dont want to steal from my group. Does Spell power increase the magnitude of healing spells? Dungeons and Dragons (D&D) Fifth Edition (5e) Spell - Power Word Heal - A wave of healing energy washes over one creature you can see within range. 0-7. One is specifically for shadow damage only, spell power is for all spells, both healing and damage. 1% crit would increase your damage from 1,000 to 1,010. 5 damage. 5 rule it should be 85,7% so there must be another reduction effect for being a multi heal. which one is better for healing? would I want to replace something with a flat +healing on something with several points of int, spirit and stam? Effectively 1 Will = +1% of your outgoing heal. I'm not sure about holy palading but for priest nearly all lower rank spells are more mana efficient in their lower ranks. At level 25, how much harder will a corruption DoT really hit even with +100 spell power? Has this been Jun 21, 2007 路 The more Spell power you have, the cooler you look. 8% drop rate brings the formula to you. Quite a few spell power items exist before 40. Let's restart the over-simplified debate - spell power cure or olorime? I'll start. There's some fringe cases/weird spells that don't quite fit that mode but that's generally true Vanilla-WotLK for damaging spells, and Vanilla/TBC for healing spells. This will also increase your healing by alot. Damage/healing is generally based on (max magicka + 10. Crit scales the efficiency Equip: Increases damage and healing done by magical spells and effects by up to 22. Following the 3/3. So if a item has 10 int or 22 spell power I would choose the SP. When you see like 30k mana, your emotions are May 7, 2013 路 517 Sha vs 522 TOT isn't that much of a spellpower difference, and is more of an intellect difference. I have a cloak giving me 50 Potency. 5 - 42. In most cases, the coefficient is fixed for a spell; in other cases, it is changed by talents, such as various "empowering" talents, available to some Jun 15, 2019 路 In Vanilla it was called Spell Damage and Spell Healing rather than Spell Power. +healing only works for healing spells, but usually comes in much greater quantities than +damage/healing. 1 spell power increases your base damage from 100 to 101, but with 50% crit, it goes from 150 to 151. Oct 2, 2023 路 For Paladins in particular, they benefit greatly from critting their healing spells because of the talent , this talent completely refunds the cost of the spell that you cast as long as it crits. A crit chance May 13, 2023 路 Spell powers stack like this for each spell power type: Universal + (which ever is higher between potency and the specific spell power type) TLDR example: I have a staff giving me 10 Universal spell power. Finding the right balance between healing power and spell crit is an important thing to strive for. If you plan on raiding you will need to farm way more hit gear. So you need a ton of spell power for it to be noticable. I avoid +spell power/healing power items in the AH while leveling in HC for this reason. If you go mp5s gear there is no point bringing you, a shadowweaving healing priest is ten times better. Dungeon is really easy. Increases spell power by 175 for 15 sec. If you have 4000 spellpower with major sorcery 1. At 0 healing power and the typical talents for a raiding healing priest So I have a spell book with 2 magic damage, then I can put on wizard shoes with 2 magical power, then my stats I can have say 30% magic power bonus. If it has a coefficient if 2 (200%) it improves it by 40. To me, they're one of the worst parts of being a See full list on wowhead. (Something like [this much] INT = [this much] Spell/Healing Power or the other way around). That said, items with just Spell Healing typically gave a lot more of it. No one will even know they died. This is the most straightforward stat in that the more of it you have, the more healing you do. There’s some merit to this theory, the standard Spell Power items state that the damage is increased “by up to X”, suggesting that you may get less (due to coefficients) while the items where spell power is a random property instead state “+X damage” sort of suggesting you always get that much bonus damage. Example: Holyjesus says : "Sup dude. No items have SP except for weapons now. From there I am all about the spell dmg. your mp5s gear gives you 52mp5s. Strength is not a valuable stat if your main role is healing, however tanking gear rarely has intellect on it, so Divine Intellect gives little extra mana, but Divine Strength doesn't help your threat generation a whole lot since At some point, the +damage and +healing stats were consolidated into +spell power. 1 spell power = 1. For example the Spell Power Food has 46 Spell Power, but the Haste food has only 40 haste. Food that increases stam or mag doesn't increase weapon/spell damage either So to increase your weapon/spell damage you need Feb 18, 2009 路 It's not a good idea because of itemization cost. Healing spells were only Jun 16, 2019 路 General +damage/healing (spell power) works on both healing and damage spells. 5 int and that 1% crit is worth roughly 10 spell damage (frost), you would need ~6 int to outweigh 1 spell power. Spell power is the green text below which reads something like "increases damaging (and healing) done by magical spells by XY" Add those up. In the case of paladins this is only the Seal of Command proc. A good healer never has to stop a party for drinking, but for that you need spirit. 5 - 85. g. I have been testing with +150 on healing spells. This stat is found in green text on items, and will usually read something like "Increases healing done by spells and effects by up to X. You may as well keep the shard of the scale on but you're losing 83 spell damage by not wearing your spell power gear. Spell power is its own stat, coming in two variants - bonus to spell damage(and the same amount to healing) and bonus just to healing. Spell Critical Strike Chance Spell Critical Strike increases your chance to strike a critical hit with spells. Siroria/Spell Strategist/Zaan - Cuts down boss/trash fight times as you've stopped healing others and decided to wreck everything yourself. Both r great. you're right that building raw ap is better for healing but it often is combined with actives and passives that dont revolve around peeling allies, or add damage access/damage Bloom (Winx Club) can wield incredible fire spells related to healing and restoration thanks to her power being derived from the Dragon's Flame. Both increase your spell healing though. I don't know the conversion rate but Intellect is spell power. Some say focus everything in spell power, others say spell power is better for PVP and do spell crit on PVE. regeneration, or you're the last night blade healer). If you pop a major mana potion and demonic run on CD you have 125mp5s. I suspect that downranking is just a much more effective tool than MP5 gear, because +healing has the same effect on all spell levels after level 20. The Nov 21, 2024 路 Healing power increases the amount of healing that your healing spells do by a certain amount. Don't play a caster or care to theorycraft which is better, but that's where you'd choose between the stats. Comment by Thottbot If you don't like the required tip then level your enchanting up to 300 and run MC until the . Intel is only going to give you more mana and small amount of crit. I would preffer Olorime's 2-3-4 piece bonus over SPC's. "Spell Power" redirects here. At any rate, I would still prefer +healing if you aren't going oom. 46 max magicka is exactly equal to 1 spell damage (as far as skill damage/healing values are concerned). Hi there, i’m only level 40,!but as i’m leveling up i’m gathering more and more +spell/healing power gears. Jun 15, 2019 路 Does Spell power increase the magnitude of healing spells? SP increases everything, HP increases just healing like the ones that give +frost, fire, shadow, or nature Because the mana cost is lower on the downranked heals every 1 point of healing power adds more mana efficiency to the lower mana cost spell. In my experience this rounds out in the higher 40s. So given the nature of what runes we have seen and what we do know about our Spell Damage coeffs for our abilities ive seen Rets show concern that our damage won’t be enough due to the runes only going into holy damage abilities for the most part without enough “umph” behind it. this is also relative to the healing coefficient of the spell. What about one that adds no int but something like 50 spell power versus an item that adds 30 int and some spirit? From what I can tell int affects how much I heal (and my crit chance?) as well as my total mana supply, spell power only affects how much i heal, and spirit affects my passive and battle mana regen rates. If you really want to use a sustain monster set, then Symphony of Blades is better and much more reliable than Sentinel of Rkugamz. So, this change will never happen. In general, it is easier to get more max magicka than it is to get more max stamina, and it is easier to get more weapon damage than it is to get more spell damage. If you increase your spell power by 10 and a spell has a 70% modifier then every time you cast that spell it will hit 7 damage harder. Nico Minoru (Marvel Comics) Bari the Healer (The 99) can increase a person’s energy levels, curing them of small, specific ailments and injuries. grand regeneration or warden) then olorime is better. Nov 19, 2024 路 Healing Power Healing Power increases how much your healing spells will heal your target. 42% Lightning Bolt - 3/3. Dec 10, 2019 路 Throw in a %crit neck and trinkets this can easily hit 20%. This is so I don't have to keep running Gate of the Setting Sun for the trinket that has a chance of appearing, saving me time. Shields are not affected by Spell Power except for Fenix's Rapid Recharge and Unconquered Spirit and Kerrigan's I have been testing with +150 on healing spells. 0), I left out a few items that come in later phases though because they haven't been confirmed as scaling or not, but yeah the Fiery Blaze Enchant was hand-tested with a load of +spelldam and no scaling was detected. Kagrenac - Cut res times by 25%. 5 * weapon damage), so there's no single target number. Jun 15, 2019 路 Does Spell power increase the magnitude of healing spells? I think the benefit of role switching, off-dpsing or off healing, and open world content that comes from spell power = healing power outweighs the loot drop problem, especially if they find some way to address it. At 60 you will definitely prefer +healing because of your large spirit pool and downranking. Sanctuary - 12% healing taken for the group Jorvuld's Guidance - 40% more duration to buffs and dmg shields that you apply. SPC cons: major courage only lasts 5 seconds. Spell power is an attribute that increases the effect of spells. Spellpower is the mage's critical secondary attribute, and is equal to 10 less than the caster's magic attribute (with a minimum of zero). +238 total damage to spells that are 3. Spirit Feb 6, 2022 路 Keep in mind that your regular healing gear still provides 1/3 of the healing power as spell power, so in most cases only gemmed and enchanted pieces will be better than your regular healing gear for this. Healing Power/spell Power: allows you to down rank spells and heal for effective Mana per 5s mana: has a higher return because it works also when you cast spells Spirit: great mana return when you are not cast Int: bigger mana pool and chance for Crit Spell crit: Spell crit = overhealing if you are casting the right spells Dec 11, 2007 路 Now after 58-60, start ADDING spell power, but not at the expense of too much intellect. Spell damage is for all spells except healing. Recently, I got two helm drops, both of which sound like great holy pally gear. ex. ), based on the Hero’s Spell Power in real-time. Olorime pros: 1-barrable, 20 second major courage duration (sometimes very helpful if DDs need to do stuff like portal mechanics), excellent when your group can stack tightly (comparable uptimes to SPC in an optimized group). Healing Power might seem like it has a low weight, but most items have a ton of it. SPC works better if you are mainly healing through heal over time skills that target players (e. Priests can heal, deal holy damage (smite or holy fire for example), deal shadow damage, and arcane damage specifically for night elf priests (star shards racial). Which should I choose for my healing kit: the one with +10 intellect and +9 stamina, or the one with +37 healing spells? I’m assuming the latter, but I’m not sure how “healing spells” compares to stats. Weapons will generally always have a larger amount of spell power than intellect on the weapon. If you mainly heal through ground targetted heals (e. I have gloves giving me 40 Cold spell power. Winters respite drops a healing pool, really strong, can be bought in guild traders, really easy to get. What do you guys think about this? My rule is for leveling 1 intellect is = 2 spell power. However SP is only for dungeons and raids. Now imagine you already have 50% crit, and 0 spell power. If it on average gained 8 spell power on every cast then your spell coefficient would be 80% gain from spell Jul 23, 2020 路 Max mag and spell power are healing stats, dont portray them as offensive on a healer. However, there are still people that bring that and win. Does intellect increase spell power? Does any stat increase spell power? +30 Spell Damage Enchantment: Fixed a bug with this enchantment which was preventing it from benefiting healing spells. many rogue abilities - If the group needs a lot of healing, Winter's Respite is a good aoe heal and easy to get. To sum it up, we can say that compared to the item-budget that spelldamage and bonus-healing cost, they are always the best stat for the respective roles and you'll likely be better of wearing an item of a lower level that provides spelldamage than wearing a Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from Spell Power than they received from bonus healing, with a net effect of no change to the amount healed by their spells. I'm mainly running PVE content on a MagDk Pyro and from my google searches between posts here or on reddit, I'm getting completely conflicting posts. That would be about +138 spell power extra for me. Spell power increases the damage amount of damaging spells and the healing amount of healing spells. Your PoM bounces heal for 200 instead of 175. In the Item Effects category. Downtime is still a significant determining factor for your gear at this point. A few items also had specific schools of damage, such a Fire Spell Damage. You don't need that miniscule healing power to heal since low level healing spells are quite powerful, but you do need to regen mana during pulls. no it is not. In general you’re going to be better off taking healing power and being more careful with what rank spells you use and recognizing which fights you’ll need to use extra consumables/ let the rogues die. Both have some consequence to our healing output. You probably won't expect huge numbers for spell power until you crack 80 or unless you do a lot of dungeons and get lots of gear from there, but even still, most of it isn't The primary stats players need to increase to see those gains in efficiency are Magicka, Stamina, Weapon Damage and Spell Damage. If this is the case and the math does check out would the solution then to be “buff spell power coeffs From my understanding (educated guess) lower ranked spells benefit extremely little from spell power. If your tank is good, priest should have decent dps recorded throughout the whole instance from wanding while waiting to heal. Anything that isn't on the list up there or in the datamine does not scale with +spelldam ("Spell Power" as a stat only existed from patch 3. 5 (50%) it will only improve the heal by 10. Im a priest btw, going Disc/Holy for both solo and healing dungeons. As of currently if i swap gear i can get +92 healing power but i’m loosing 37int, 22 stam and 25 spi. 25 healing power. I seem to recall that there was a private server bug where school-specific damage applied 1:1 to all spells, so 20 fire damage would add 20 damage to Fire Blast and things like that while regular spell power would have coefficients and thus do very little for instant spells. Aug 13, 2011 路 Spell power increases the damage of every spell by a flat rate that is modified by a percentage specific to that spell. com Spell power amplified all spells, Healing Power only amplified healing spells, and Intellect increased your starting mana pool and increased spell critical hit chance. Does anyone recall when that happened? Just so you know attributes Into stam or mag doesn't increase weapon/spell damage as described above. 0. Adding Will increases my magic power bonus by more then the same amount of magic power? It can push the hpm of healing spells so far that mana-costs can become a non-issue. if you do the math for a standard raid it's about 2/3 the benefit of a single shaman's wrath of air totem. Spellpower is not used by rogues or warriors for their talents (with some exceptions), but they use a similar system based on their other attributes, e. Increasing weapon/spell damage is just as good for your damage/healing as increasing max stamina/magicka is. Enchant Weapon - Spell Power (the other endgame pre-bc spell power enchant) now gives more healing for less mats then this enchant, making this enchant basically worthless. By the way, my other trinket is Zen Alchemist Stone, so I'm not replacing the stone. It's like turning up the volume on your whole collection of red spells. 5). Comment by 243130 No, definitely not worthless to us with disposable income and lowbie casters who don't yet have level 35 items to enchant yet. There are no cloth healers in the raid at all, but there are 2 Mages and 2 Warlocks. Before WotLK came out, this enchant used to add +81 Healing but Blizzard changed all gear and enchants with the plus healing stat to plus spell power. Spell Power (also Ability power) modification increases or decreases the Spell Damage and Healing done by a Hero's Abilities. You can see this in Gems and in Buff Food. That all adds up real quick. (Omnicast Boots) Equip: Increases healing done by spells and effects by up to 26. to cast or longer. SM has the most in a concentrated area. +SP > MP5 > Spi > Int > Stam To determine your heals/mana ratio, pick a "standard candle" spell. Soon i will get Ironbark staff - +41 spell power (+71 with enchant) and hopefully 2 of these rings (2x33). Healing Power does not work on offensive spells, which have their own offensive stats. E. Where as + 1 magic healing adds a flat 1 to your base heal before multiplying it by your bonus magic power %. Does that mean 30 spellpower will generate more damage / healing than 22 intellect? Mana pools are now static, so intellect no longer affects mana. I have a helmet giving me 100 Fire spell power. In terms of Itemization cost Spell Power is cheaper then Haste rating. Olo for trials where the group typically hard stacks. Prior to Patch 3. Down-ranking healing spells is an important part of healing, and healing power increases the power of any heal, regardless of rank, by the same flat amount. Sanctuary gives everyone nearby more healing, dungeon is insanely easy if you do banished cells 1 on normal. That means that it barely gets a 27% of +healing spell. Prayer of healing was healing a roughly estimate average of 40 more than what it should. 1 spell power would increase your damage from 1,000 to 1,001. But sustain is better on healer. A specific spell damage target doesn't quite work, since 10. Crit chance is the chance for your spells to hit or heal for double damage. Where as spell dmg/spell power/nature dmg/spell pen will greatly increase your dmg. 5 * spell damage) or (max stamina + 10. Spell Power affects the damage of non-Heroic Summoned creatures (Zagara Roaches, Azmodan Demons, etc. 71% The low cost, fast flash of light spell is basically a really good way to apply all the bonus heal you get from spellpower and +healing stats. Only time I've seen spell power usefully outside a instance is with fire spec in pvp achieving very high crits 2 hitting people like nothing, but your cc abilities are lacking. lueh sdcmmo vlslmz rczrlj eoyta oxaag ynvsph vyonqm bbsjz wcbmbpc