Imp LoH
I've already added a tip in the builds section, where I mention that if the player finds himself using Lay way too often, then he should consider adding 2 points to Imp LoH. I did this, because I realized that for a person that is completely new to hpally or to the healer role in general, will most likely find himself using LoH a lot of times, since he is not used to the class/role. But the logic behind it, is that he will, most likely, do a lot of mistakes, which is normal and expected from someone new to the class, and since LoH is in 9/10 cases used to cover a mistake, be it in your end or because of someone else, it can help the beginner until he grows. When the end-game is reached (I'm referring to the skill of the person), you should no longer find yourself in need of using LoH that often, to justify the 2 points spent in Imp LoH (this applies for farming the content with standard comps, not specific, uncommon cases). Therefor, you should consider spending these 2 points in something else. This is only based on an assumption, that the normal player, just want's a build for everything and doesn't want to be bothered changing talents for every specific scenario, in order to maximize everything for every fight. If he wants to do so, obviously we no longer talk about a standard build anymore, but a specific one for each scenario. Creating a standard build, for general use, was the main focus of my guide. - I hope you are, at least with this point, all good now.
Hit rating (PSP) + JoL should't not be used, bla bla...
You're wasting your time with this particular subject, I've had this discussion already, many times, for years now.
To put it short and simple: because you have a high chance to get 4% of your mana back every time you judge, since it counts as an auto-attack, is enough for you to want to judge on CD, period. Because of this, it doesn't even matter if someone else is using judge or not, because your starting point for doing this is that you want to min-maxing your mana gains. - "Why not just auto-attack instead?" you might ask - Because you can only do that, if there is no mechanic during the fight, that doesn't punish you for being in melee range or even close. There are a few fights that don't have such a mechanic and allows you to auto-attack as you please + on top of that, these fights are usually trivial anyway, It barely even matters what you choose to do. The problem is that the majority of the fights, particular the most important ones, have such a mechanic, that will punish you or even wipe your raid, if you stay in melee range or if you are out of position.
Examples of such fights and what can happen if you stay in melee range:
Lady - From phase 2, your whole raid is supposed to be spread, thus it will reduce the number of people who will get hit by explosion, if a player fails and soaks a spirit, not to mention that most of spirits that are soaked, are soaked in melee, so if you are close them, you only increase your chances to enjoy the rest of the fight while eating popcorn.
PP - try this fight with no buff and stack 2 puddles on top of each other, see what happens. (staying in melee will increase the chance of that to happen)
Fester & Rotface - do I need say anything about this? - True, not hardest fights by any means, but good luck staying in melee or close to them, as range.
Council - you increase the chance of having a vortex spawning in melee = multiple ppl have to move = dps loss. Empower Shock Vortex - although you can theoretically run away from melee range to spread, just like any other melee, in practice, it makes it significantly easier for others if you are just not there to begin with and pre-spread already.
BQL - The more stacked your raid is, the more unnecessary damage is taken. Not to mention that if your raid is predominant in melee already and you choose to stack with them, you can get 1 shot.
Sindragosa - Here is probably gonna be someone complaining about this, since maybe in his vision, if you get unchain, you don't cast at all - which is ******ed -because that will result, in most of the times, in your tank being dead. You get unchain, you move away everyone and you keeping healing, because you need to heal the tank, but you're going to do so very carefully. You cast until you have a certain number of stacks, the number is debatable as it depends on many factors (until the stack nr. that 1 shots you), personally I usually stop around 6, but again, it depends on the situation.
LoD - transitions: your whole raid is supposed to be as spread as possible, if you go in melee, which is the most stacked group at that point, you will make things worse and force unnecessary damage or even wipe your raid sometimes.
- phase 2: defile, your simply playing with fire here, you might get away once if you have nitro, but without it, there are high chances that is a wipe.
- phase 3: defile, same sh*t as phase 2 + explosions from the spirits. Some spirits will most likely be missed by the people who are supposed to soak them, if you are stacked with someone, both of you will get damage from it, not to mention that if 2 spirits explode nearly, both of you will die.
Halion - this is not really mandatory, but is usually very helpful if the meteor is placed as far away as possible, from the opposite site, as it decreases the chance of someone dyeing from flames.
There you go, I hope that answers "Why not just auto-attack instead?".
And for the hit rating point - the hit rating that the PSP provides is simply not enough to make A LOT OF DIFFERENCE, between having and not having them, at least that's how they felt to me each time I've tried them, in order to justify that crit loss, which many underestimate the need of crit.
Crit = more mana, because of
Illumination (this should the second mana gainer through-out a fight, behind divine plea)
Crit = less chances that your tank dies, because if you crit during windows when your tank is getting clapped, you might save his life and maybe even without using a CD, or at least not a major one.
Again, I've used, at some point, even more hit rating than the PSP provides, while I was gearing my last hpally alt (you equip what you get at first, beggars can't be choosers), and still didn't felt like any real difference and keep in mind that I do a lot of judges through-out the fight.
Imp conc shouldn't* be listed as an option
Yeeeah....not going to happen (cba writing anymore)
I hope this answers your questions @Freddybaby. (I know it won't, don't worry)
If there are other, new topics, that I can assist with, let me know. Because as far it goes for these topics, that where discussed already in the last 4 pages of this forum, I consider them closed. Should you need my advice on these again, or anyone else from this wonderful community, please feel free to go through what has already been discussed until this point.