At lvl 0, Rehgar can heal 3 targets for 260 every 8 seconds.
He has an hps of 97.5
If uther heals only 1 target with his two abilities, that’s 362+177 per 12
for 44 hps.
However, uther doesn’t just heal one target, and he also applies armor, which is damage prevented, (damage he doesn’t have to heal back up,) so it’s still a form of effective healing.
If uther armors a target against a pyro (or pyro worth of damage) that’s 202 extra healing or 16.8 more hps. If we consider that all his heals also heal himself (assuming he’d have taken damage) then his heal gets bumped up to 362 + 181 + 171(x)+171+202(x) / 12 = 90.5 hps (based on targets of course)
Obviously rehgar isn’t just defined by chain heal, but the point of comparison is the amount of variance Uther can get by comparison to a basic heal by rehgar.
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If Uther tries to just patch-up damage like other healers, then he’s pretty much half a hero.
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If he’s hitting multiple targets in the midst of battle (so the armor prevents damage taken) then he gets comparable numbers on top of having hard cc that other healers tend to lack.
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His chart won’t really show it since it doesn’t show damage-prevented -,-
Part of the trick of solo-healing Uther is figuring out where he’s going to be on the team; at the back (to hit as many allies with his linear aoe) at the front (to mitigate damage w/ holy shock sustain) or near the front (for cc spam w/ auto attack cdr) Having the right position, with the right talents, makes a big difference on the sort of impact Uther has with his team.
If allies take some damage, then run back, get healed with a 12 sec cd, and jump back in after the armor wears out, uther it less than half of any other support hero. If he’s getting allies armored up while in battle and they get some of that mitigation (and stun, stuns prevent damage too) then he’s a comparable solo healer.
Typical healing in Hots tends to be more of a band-aid; heroes take damage, healer provides anti-damage. Uther isn’t so much a band-aid as he is a pillow; he has to cushion the damage about to be dealt, and not so much recover afterward. So he has a bigger constraint on effective priorities, rather than just healing any ol’ target.
Similarly, since he has a post-death effect that allows him to improve his healing prowess, a rotation of burst damage from one side to the other allows Uther’s team to potentially trade-up on take-downs. Since Uther can heal and armor himself arguably better than the rest of his team (Uther can’t dodge his own heals), he can work as a damage sponge to take damage that would be dealt to other heroes, and mitigate the danger to squisher teammates.
So Uther is an odd balance of Lili (taking some damage and mitigating it’s harm) Ana (allies avoiding heals) and Tyrande (needing to attack to get the most out of the hero) that really suffers on his contributions if he’s not getting all those aspects in play.