After reading the recent post by
daenarys, I noticed in the comments many people where confused by the changes to downranking. I don't blame you. It's weird. But while it has suffered a slight nerf, this does *not* mean it is "next to worthless." Let's face it, if everything in this game that got nerfed became next to worthless, there'd be nothing left to use except Cloak of Shadows ;-)
Here's how it works. The amount of +healing applies to the spell is multiplied by this ratio to determine the actual effect:
((Level at which next higher rank of Spell is Learned) + 5) / (Player's Level)) = Penalty
I'm going to do some examples here.
( This is not for those faint of heart when it comes to math ;-) )Now, why downrank? As we've seen it's more mana efficient, which is important. But the overall healing is, of course, reduced. Well, many times, you just don't need to heal that much. Also, if you have decent in-combat regen, you might get back a lot of the cost of a spell by the time you're done casting. For instance, you could chain-cast GHeal 3 on the tank and last a lot longer than waiting for her to be at half health and hitting GHeal 7 (you have Meditation and a lot of mp5 gear, right?). Also, if you let people get too low before casting heals, you run the risk of two crits or crushing blows landing rapidly, and BAM, dead player. Sometimes, Renew isn't fast enough, but Flash Heal will run you OOM before you can say "hopscotch" (and draw more aggro to boot).
I hope this has shed some light on the situation. Do the numbers for yourself, with your own gear, talents, and of course class-specific spells. You'll find that sweet spot where you just become one with the healing spells, everything slows down, and you're casting in a trance not realizing the fight is over until someone starts yelling on Vent that no rogues better be rolling on that sword... Or maybe that's just me >.>