Firstly, I would think that the only viable discussion at the moment is to "min/maxing" the current content. As ulduar comes out there is no question we will need to start gemming intellect in my opinion. Given the current gear and the only real way to stack int is via gems, I find it a moot point. You can easily push 20k+ int without any int gems. I am also assuming that you are holding onto a regen set for extreme cases like 1 man healing nax or healing 25 man nax with less than 4 healers.

Granted, the challenge is not extreme.

I just always have difficulties to provide some numbers that are true in specific context, and that people will always generalize as a well-known fact latter. I've seen senior researchers doing this, I've seen good Wow player doing this, and I don't have any hope that the majority will be careful when dealing with numbers ;-) That's why I prefer to emphasize that healing is not hps before giving numbers.

Lets asses some immediate advantages to haste over crit without having to delve into the mathematics.

1) Crit has diminishing returns where haste arguable does not as you will never hit the cap(assuming current content).

2) Crit costs more per iLvl. Part of the reasoning here is that you can make up the crit loss through the boomkin aura whereas haste has no long term raid buff.

3)Crit does have several meaningful affects as it helps with throughput and mana regeneration. However, if we assume a geared individual that is not needing mana regeneration it makes crit less valuable by default.

I have more than likely missed a few points but would like to open up the discussion a bit more and see where it takes us. Hopefully with some math that presumes regen is for the most part a non issue until ulduar.

Please note that wrath of air totems provides also a static 5% boost to haste. And as far as I am concerned, I always have one or 2 shamans in heroic raids (and almost always 1 in 10s), whereas I can't count for sure on elemental shaman or boomkin.

But what you wrote is mostly true. Haste will be better for a throughput stat once you have infinite mana, and has diminushing returns.

There is just a few points in favor of crit I'd like to re-asset, just in case :

1) Inspiration is a huge bonus to crit. You don't need tons of crit to have it nearly full-time, but you need some crit. That part of crit, you don't want to miss.

2) Divine aegis is also a good bonus, compared to TBC case. Basically, it is close to meaning that crit heals heal for twice the amount of normal heals (whereas it was only 50% more during TBC). It would be better if Divine Aegis wouldn't replace itself, but that's still one good bonus for crits. Arguably, shielding is also a interesting feature (both for damage prevention and overhealing reduction).

3) Haste has also some limits, due to cooldowns for penance / PW:S / POM. Therefore, 1% more haste is less than 1% more heal. Therefore, it behaves comparably to crit as far as scaling is concerned (see later for detailed point).

4) Haste has a soft cap, which is the 1s gcd under bloodlust / power_infusion / borrowed time. That soft cap is not really far.

Detailed point on scaling : **Crit : **Ignoring overhealing and overwriting of DA, each point in crit (all other things being equal) grants the same amount of hps : 1% more crit gives 1% (considering crit heals, including DA, heals for 200%, for simplicity) more of your non-crit healing. For that reason, depending on terminology, one can say its return is constant (in absolute value) or diminishing (in relative value : going for 0 to 1% crit is relatively better that for 99% to

100%).

**Haste : **Haste divide casting time (and gcd). If one has x% of haste, the casting time is divided by (1 + x/100). In other words, the number of heals you throw in the same time-frame is multiplied by (1+x/100).

Now, disc best heals are on cd. This means that even if they do be hasted, you can't throw more penance or PW:S. It just leave more room for flash or greater heal.

If you have 100% haste, the same heals you cast without haste take half of the time. During the other half, you can now cast fh / gh. They are hasted, which means that you can throw during that half of the time the same number of heals you could throw unhasted during the full time). Basically, you've gain the hps of fh/gh unhasted. That's nice, but that's not doubling you hps either.

More, if you consider x% of haste only, time to cast the same rotation takes you (1/(1+x/100) ) of the normal time. It leaves you x/100 / (1+x/100) ) for new heals. They are hasted by x%, so in that time frame, you can cast x/100 new heals. You've still gained x/100 of the hps of unhasted fh/gh.

Once again, the return is either constant (in absolute value) or diminushing (in relative value).

[B}Conclusion : [/B]

Blizzard made sure that nearly all the stats have a constant absolute return. That's true for haste / crit / AP / spellpower and hit. The one case that was not constant in TBC was ArP and maybe spell penetration, which I've never been interested in (I don't know whether ArP has been "linearized" in 3.0 or not) . It was a common mistake during TBC for (french) hunts to consider that AP was "bad" because of static absolute return (the famous unmodified 14AP = 1dps), when crit / haste/ hit had relative returns and were not interesting. At least in EJ, I'd would be glad we don't make the same mistake in scaling.

NB : I'm not native english speaker. Please be indulgent for my poor english.