Why do you have Quagmire and Mud if that's PvE centric >_>
Because it's useful for slowing mobs down in F6 and at Bone Dragon.
EDIT: BTW, interestingly enough, HP Restore is actually
much better than Slow Heal for most players in PvE, and almost as powerful as Slow Heal for some players in PvP, depending on whether or not you stack health and whether or not you have a highly-enchanted weapon or stack INT.
Observe:
HP Restore heals 75% of a caster's MATK (this includes weapon bonuses, tested it myself) at level 5. This same amount is restored once every 5 seconds for 25 seconds (minus the initial cast point), so that's five times. 5 x 75% MATK.
Slow Heal heals 5% of max HP once every 3 seconds for 30 seconds (minus the initial cast point), so that's ten times. 10 x 5% max HP.
As an example, let's use someone who has 12K HP in PvE (so 36K in PvP, pretty standard for a level 65 priestly-type) and 4500 MATK (pretty standard for someone w/ a +10 or better weapon, which is pretty common at level 65).
75% of 4500 MATK = 3375 HP per heal tick.
5% of 12K max HP = 600 HP per heal tick, and 5% of 36K max HP = 1800 HP per heal tick.
In PvE:
3375 x 5 = 16875 HP over 25 seconds.
600 x 10 = 6000 HP over 30 seconds.
In PvP:
3375 x 5 = 16875 HP over 25 seconds.
1800 x 10 = 18000 HP over 30 seconds.
So in PvE, HP Restore trumps Slow Heal easily, and in PvP, it's pretty darn close (if you take into account the extra 5 seconds between the two and consider that's basically time for another HP Restore tick, HP Restore actually wins out again if there's an immediate recast).
Now, if you have a player who stacks very high amounts of health (20K+ in PvE), obviously Slow Heal would be the better choice in most situations (especially PvP). But, this presents an alternative to health-stacking as a monk/priest/invoker for PvE-centric characters, who may instead choose to go the INT route for extra MP (actually useful now that we have Spark Rock and Rain of Fire eating up MP) and damage (I believe each point of INT adds 4 to one's MATK, which can add up quickly thanks to the new high INT bonuses present on our dark sets -- you can go 2/2/2 for some crazy INT stacking, since the set bonuses for equipping more pieces than that aren't particularly useful, anyways).
EDIT #2: And yes, HP Restore has a longer cast time than Slow Heal (HP Restore = 1 second, Slow Heal = 0.2 seconds), but if you have Casting Acceleration on (which you should, for Wide Heal and Spark Rock, anyways), it cuts HP Restore's cast time down to .5 seconds (which isn't too far off from instant). The difference in MP cost is minimal (60 MP per cast for level 5 Slow Heal, 100 MP per cast for level 5 HP Restore).
If you're going to bring level 10 Slow Heal into the equation, Slow Heal will more often win out in PvP -- but in PvE, w/ the numbers above, HP Restore still wins.
Edited by Rimmy, 22 November 2010 - 12:07 PM.