Just a point of discussion: Could a build with both, Purification and Light of Mitra be worth it, under the right circumstances?
“Why should it, Quark? You cannot even have them active at the same time?” → The nice thing is, both buffs have a rather short casting time and a CD that is convenient for my purposes. So what are the underlying mechanics:
Purification adds a DoT on the target, if its in the range of your Blue Heal (360° degree, though). This is the go to feat for 99% percent of the PoMs - rightfully so, as its quite some nice damage.
Light of Mitra on the other hand adds a group wide regen of Stamina (neglegible), Energy and Mana to the Priests group; you DONT need to apply the Blue Heal to your Team Members to apply the regen Buff, they just need to be in range (probably: be in range of you beeing able to see them “red” in the team overview).
So I talked about a convenient Cooldown, what does it actually mean?
While both buffs cannot be active at the same time, their effects can. So if you start the fight with Purification active you apply the dot to the enemy. it runs for 11-12 seconds; once applied, you switch to Light of Mitra. Once off CD you cast Wave of Life (Blue Heal) and your team gets the Regen Buff (4 ticks, if “Improved Rejuvenation” is fully feated) while the DoT KEEPS ticking. Before the DoT eventually runs out, you can recast Purification of Mitra again. You can repeat this indefinitely, so neither effect ever runs out.
Now what’s the actual gain?
Fully feated you get 4 ticks of ‘ressources’ → I always received 136 Mana or some were higher - but then again always the same number in 237. Probably Crits. So lets simplify this to 75% 136 Mana, 25% 237 Mana leading to an average of 161 Mana per tick on average or 645 Mana every 10-11 seconds, thus ~ 60 Mana per second! Thats almost another Guild-Moonspill (140 Mana / 2 Secs or 70 Mana/sec) for the whole team. Especially for spell-weaving Necros (often to be found in the PoMs group) and Demos mana can become the limiting factor for choosing the Crit Buff!
For Sprint energy its randomly(?) 1, 2 or 3 energy every 2 seconds. For comparison: When spellweaving you lose 1 ‘Sprint’ every 2 seconds on speallweave x1 & x2; 2 Sprint on x3 & x4; 3 Sprint on x5 & x6. So LoM increases your spellweaving capabilities by a lot in that you don’t take HP damage by not having energy (5% of Max Life per tick). This doesn’t matter a lot when spellweaving in front of healers when there’s no other damage around, but principally it has a beneficial effect.
For stamina I didn’t check the actual values, but apart from T5 yakhmar or Coppice you don’t run into stamina issues that often, so that’s no selling point~
Now what’s the trade-off? Spec wise you don’t sacrifice too much. If this (http://joharaoc.eu/feat?link=v2_1182e6fc2e7602e7c42ec0c2e8f02e9502ec722ea182eba92eae12eda02ea802ee682eecc2ee002ef2c2f05c2f0c02f1ec2f24e2f2b22f5d02f5082f7c42f56e) is the gold standard for supportitive Divinity builds (give or take 2 points in “Crucify” over “Glowing Radiance” or “Empowered Repulse” over “Divine Intervention”) you could go with something like this instead: http://joharaoc.eu/feat?link=v2_1182e6fc2e7602e7c42ec0c2e8f02e9b42e9502ed392ec712ea182eae12eda02ea802ee682eecc2ee002ef2c2f05c2f0c02f1ec2f24e2f2b22f5d02f5082f7c42f56e
So you lose some Damage on a filler cast (Repulse) and 1 point in a 60secs CD buff for a single cast (“Force of Will”).
Rotation wise you cast an additional “Wave of Life” every 11-12 seconds and you roughly lose 1 Smite every 11-12 seconds for switching Buffs. But having 2x 1 Seconds cast is often better than 1x 2 Seconds cast, when it comes down to ‘filler’ casts like Smite (delaying Purifying Light for another seconds f.e.). Im not sure if this messes with “Holy Storm” building, I’m no Pom rotation expert
Do you see any potential in this? What are fights where this has some value for your team? Where is it neglegible? Feel free to discuss.