This is the deal with int/crit/haste:
Without buffs (even 5% stats), with meta, crit > int.
Buffs are multiplicative so 20% crit = 1.20 x .05 = 26%, = you get 6% crit with 5% crit buff.
In order for crit to compete with int you need the 3% to crit meta gem in the first place, or it's no contest.
In that case, with full caster buffs, int is >= crit for healing, on paper int heals for more.
Crit is also about .11 mp5 per rating. So 320 crit = 35.2 mp5 = 62 spirit
If you really want to analyze it based on gemming, int adds crit which also adds mp5. And crit adds mp5. Without factoring in buffs:
[1 int gem] 160 int + 40 crit VS [1 crit gem] 320 crit
Do math: subtract crit, factor in spirit:
160 int VS 280 crit + 54.57 spirit
So if you were to suddenly move 1600 of crit gems to 800 of int, you'd also need spirit to make up for the crit, which means you're actually turning 1400 crit into 663 int, which is questionable. If you end up moving large amounts of crit though, crit becomes > int.
So with our current gear I wouldn't go below 17-18% crit. To complicate things more, it depends on the comp. To get 5% crit you need to play with mage, WW, feral, or hunter with wolf, none of them are very likely. So in that case int is better since 5% int is multiplicative, unless you're getting spam purged, in which case crit is better.
Btw, orbs always heal more with int, and crit will give 0 mp5 if you spam orbs.
It sort of comes down to how you wish to play. I don't like using mana tea more often since sometimes it can't be used (CC, burst) and it limits mobility. Spirit is reliable, and crit can overheal, and that premise isn't accounted for with the PVE MW calculator [http://www.temerityo...aver/calc.html]
. I'd rather stack int/spirit even though I'm stacking crit atm.
Then there is haste which is a valid point, more-so in 5s/rbgs. A year ago haste was worthless and blizz added 50% haste benefit to serpent stance. So we actually get a very decent GCD reduction from more haste. In order for the 6145 tiger stance cap to be worth it though you need 5% haste buff and need to rely on enveloping mists, soothing, ReM. You calculate it by 1.5 - your haste %. So 27.76% haste (6141 +5%haste buff) = 1.22 GCD compared to 1.33 GCD 16.65% haste (3145 +5%). So relatively you have 8.3% faster GCD compared to 3145 haste. It's noticeable since if you drink mana tea and spam next ability you only get 1 tea off compared to 2. However, similarly when moving crit -> int, you need spirit to make up for the lost crit, which means adding 3k haste comes at a 584 spirit cost, and then you need to gem that spirit, wasting even more stats. More spirit/haste come automatically as we upgrade gear, so I'm waiting.
Haste doesn't reduce spell MW CDs as far as I know so actually you cast orbs at the same speed but they do less healing since haste has no benefit. Surging mist is faster since it's the GCD, not spell CD. So you're really relying on ReM, soothing, enveloping, some surging for burst, and the basis is channeling. So then you use Zen Sphere since purging env would be detrimental, and suddenly you're using 3 spells (ReM soothing zen) which benefit a lot from mastery, so you think about stacking haste/mastery.
So all the options are interesting and affect your playstyle. Really though there's not a huge difference, maybe 4% extra healing you can squeeze out. The main problem is that MWs are terrible at the moment, haha.
Edited by Shridevi, 08 October 2013 - 10:21 PM.