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Old Jun 02, 2005, 09:11 AM // 09:11   #21
JYX
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Ok then...allow us to do the maths.

We will use orison of healing as a benchmark...I decided not to bore you with the details, so I made a graph. Its fairly self explanatory. I cooked this up in about 5 mins so if theres any problems just give me a shout.

Assuming we are using Orison at 11 healing and 12 Divine Favor, and we are using divine boon at 12 Divine Favor.



It would appear that if you want to cast something like orison every 3.5 - 3.7 then you're in the money. This is why Fianna created their boon healer. If you look at their build, this is their only true healer. Thus, it will be healing this much.

Note: Every point of divine boon increases its healing capacity by 3. Every point of healing increases orison's healing by 4. If all you want to do is spam this, buff orison. As is the case with all of this, the more you raise their governing attribute, the more efficient it gets. So my advice? If you're going to use it, pump it to extreme lengths.
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Old Jun 02, 2005, 09:55 AM // 09:55   #22
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I use Divine Boon if I'm THE primary healer, and I want massive spike heals. With the runes I have, and inherent headgear bonus, if I focus in healing and divine favour, Divine Boon alone adds 118 healing per cast.
15/15 DF/HP:

Orison of Healing - 188 healing with DB
Heal Other - 298 healing with DB
Heal Party - 198 healing to all party members with DB
Healing Touch - 226 healing with DB
Word of Healing - 298 healing with DB when ally's health is under 50%.

However, if there're other healers, even without divine boon, then I might go with Protection. Healing someone is great, but if they're taking damage, then they're under fire, and if they're under fire, then they'll most likely take more damage. So why not add on some damage control as well? Also, it lessens the chance of wasting energy through over-healing. (and Protective Spirit doesn't mind at all if I used too many runes with health loss effects on myself.)

Of course, a lot of this has already been said ^^
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Old Jun 02, 2005, 05:30 PM // 17:30   #23
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You don't run Divine Boon for better healing per energy (though it *does* give you that under the right circumstances), but for better healing per second. You can fight off serious spike damage much more easily with 180 point heals than with 110 point heals. Sure, it costs you a bit more energy, but living ally > dead ally.

Personally I prefer to run a combination of Boon and non-Boon guys - the non-Boon guys deal with routine heals, while the Boon guy just pounces on anyone getting focused or seeing serious spikes in general. Just mix and match for success. =)

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Old Jun 02, 2005, 06:26 PM // 18:26   #24
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Indeed. I actually worked out the numbers a while back, just thought I'd stop being selfish, stick them in a graph and post it up. Also, theres no reason why you have to run around with boon on all the time. The thing costs 5 energy and 1/4 secs to cast, I see no reason why a "regular healer" cannot throw it up when they need a little extra fuel.

Personally Ensign I have to say I'm not a great fan of constantly running boon. I can see its uses sure, its just that in dealing with anyone "getting focused or seeing serious spikes in general" personally I like to employ other methods, prevention and protection.
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Old Jun 02, 2005, 08:21 PM // 20:21   #25
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I used divine boon for a while but found I was running out of energy too often and too fast. It's also really easy to overheal. I found once I got word of healing there really wasn't much need for boon, as I can orison and signet normal heals, and either spam word in addition, or drop word on someone who's hitting under 50%, as you get a huge bonus on the heal.
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