Its ironic…the group I am in is heading back in to face the Lich King again tonight…I think we are also right at that point where one moment of clarity and we will coast on down the hill or the hump.
ICC 25 last night. Our 1st grouping up with memebers from Team Dyslexia. Definitely a good time, they are a good bunch of people. Stomp the lower spire once again. Go to Rotface and boom he exploded. Best part was the ooze explosion at the very end after he was dead….lol wiped out most of group 5. Festergut…gave us some trouble but in the end got him down as well. I will admit I did get a little heated here.
Went to give one try at the Prof…I think we did decent. Got him down to phase 2 before things went bad…just need to get use to the adjustment from 10 vs 25 man version of fights. Nice loots were given out. Slo somehow made a lot of shaman gear drop!!! /glare Slo!
I think I should make a point to choose which set to gear up 1st…playing holy last night..I forgot how much fun it could be. /ponder. Its nice to see all those #’s come up when casting CoH etc. Maybe I should drop disc.
These is my thoughts and ideas on how i approach healing ICC (do not take them as law or the only way to do things), any ideas or comments are appreciated. Also this is coming fromt he perspective of a disc/holy priest.
For the trash in the lower spire – know who your aggro magnets are and shield them…sometimes though you will not be able to save them. Bubbles tanks and your fellow healers. PoM, Penance, and Flash heal when needed. Dispel any debuffs you can see, only one that I can see dispelable by priests – shield bash if i recall correctly. If you trigger the traps watch out fot the giants shout and stop casting, or you get hit the evil silence. You will have time to finish a spell as it will have a cast time. Watch the mobs cast bar. The tanks maybe hit pretty hard from the trap giant so prepare accordingly.
1st boss – Lord Marrowgar
Things to watch out for: Saber Lash – make sure your tanks are facing him away from the raid. Hopefully your tanks will also be BFFs as they need to stick to one another like glue. Saber Lash dmgs is split between them and also prevents them from being Bone Spiked. The damage to the tanks can be heavy so be careful.
Bone Spike – Shield and renew the target if poss (PoM if it is up). Mimimum shield them. *keep eyes on tanks!*Only one bone spike in 10 man normal.
Cold Flame - nuff said…don’t stand in it.
Bone Storm – easy, run and get GTF away from him. Renew, PoM, and shield targets, avoid the cold flames as well. One thing to watch out for…when he is about done with the storm…watch the tanks. Shield them up, PoM them. Don’t let the transition between Bone Storm and “normal” mode catch you off guard.
Pain Suppression, Shadowfiend, Hymn of Hope, and Divine Hymn as needed.
Boss Two – Lady Deathwhisper
I have never DPS’d this fight before, so I cannot really comment on the adds that she spawns. Thanks to Koala reminding me – watch out for adds if you get targeted…dont let them eat your face! run!!!
Death and Decay – easy…stand out of the bad.
Shadow Bolt – shield people up and top them off.
For the tanks – keep them shielded and PoM up.
DPS shield if you can and have mana to spare otherwise don’t.
When phase 2 starts – the tanks will be swapping the boss due to Touch of insignificance. Keep people shielded and topped off. Hopefully someone will be interrupting her big frost bolt. As far as Frostbolt volley. Mass dispel and heal. Watch out for ghosts – dont get tunnel visioned! Also watch out for Death and Decay.
She does not mind control in 10 man version and spawns less adds.
Round 3 – Gunship Battle – aka loot ship.
Pretty simple. Make sure everyone gets a rocketpack and equips it. I am not going to talk about the fight itself but rather the healing needed.
Healing the raid itself is relatively easy – shield, PoM, renew. People should be avoiding the the rocket strikes as it leave a big freakin mark on the ground.
For the tank staying on your ship – shield, heal, PoM. The dmg they take should not be too bad and is easily healed thru.
For the tank jumping over…they will take considerable more damage. That evil dwarf hits hard. Shield, PoM, and Pain suppression. Also when the tank is jumping over make sure to keep them healed and shielded.
Round 4 – Deathbringer Saurfang
Another relatively easy fight, once you understand how the fight goes. Until then this fight can be rough.
1st – Blood Nova – make sure ranged is spread out – range of 8.
2nd – Blood Boil - shield the target. Although shielding no longer stops him getting Blood Power, it will cut down on the damage the target takes.
3rd – Blood Beasts – melee will need to watch their attacks as will tanks, you do not want to get hit by these. Hits = more blood power for Saurfang. Your ranged DPS will need to use their abiliites to kill these ASAP and slow them root as needed. Note: Paladins can Hammer of Justice one to stun them, Death Knights can Chains of Ice them as well. 2 blood beasts in 10 man.
4th – Mark of the Fallen Champion – BAD BAD BAD!! If someone gets this, do not let them die, as it will heal Saurfang for a alot. Heal them ASAP and constantly.
5th – I dont recall the ability name but tanks will have to taunt off one another.
Also at about 30% Saurfang will soft enrage, healers be on your toes!
New Priest Spells
Heal (available at level 16): While priests already have a spell called Heal, the existing version becomes obsolete at higher levels, which is something we intend to change in Cataclysm. Introduced at a low level, the “new” Heal spell will functionally work much like a down-ranked Greater Heal did in the past, adding more granularity to your direct-healing arsenal. If you need to heal someone a moderate amount and efficiency is an issue (making Flash Heal the incorrect spell for the job), then Heal is what you want to use. Heal is intended to be the priest’s go-to direct-healing spell unless they need something bigger (Greater Heal) or faster (Flash Heal). We will be following a similar philosophy with all the healing classes.
Wait we have a spell called heal?…oh yeah I dumped that a long time ago…..sounds like a cop out Blizzard. -100 pts for lack of creativity here.
Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage. The intent of Mind Spike is to fill a niche missing in Shadow DPS, though it may be occasionally useful for healers as well. Mind Spike provides a quick nuke to use in situations where the priest doesn’t have time to set up the normal rotation, such as when adds are dying too fast or you have to swap targets a lot. Spamming Mind Spike will do about as much damage as casting Mind Flay on a target afflicted with Shadow Word: Pain. The idea behind the debuff is that when you cast Mind Spike, we expect you to cast a lot of them; we don’t intend you to fit it into an already full Shadow rotation. It also provides Shadow with a spell to cast when locked out of the Shadow school. (School lockouts will no longer affect both schools for multi-school spells.) 1.5-second cast. 30-yard range. No cooldown.
I don’t pew pew…so…moving on.
Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can’t have both up at once. Inner Fire provides a spell power and Armor buff; Inner Will should be useful on a more situational basis.
Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or “Life Grip”) is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can’t seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.
……once again…why…..PvP can see why it maybe useful. PVE…melee takes aggro..they are probably going be dead before you can “yank” them back…even if you did…you may bring a whole bunch of trouble you did not want near you in the 1st place. As far as people who are too slow moving out of a fire….need lrn2move from fire.
- All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).
Ghetto Druid incoming!!!!!!!
- While we want to keep the priest’s role as a well-rounded healer, we also want to make sure the class is a viable tank healer, which is something priests moved away from a little in Wrath of the Lich King. Greater Heal will probably be the tank-healing spell of choice, though we’ve also discussed giving Discipline a second shield so that they have a small shield to cast on lots of different targets, and a big, more expensive shield to cast on a tank or anyone else taking a ton of damage.
More bubbles??? Sure ok!
New Talents and Talent Changes
- We want to improve Discipline’s single-target healing capacity. One key is to make sure shielding isn’t always a more attractive option than healing.
Does not compute…..
- Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.
This will not see the light of day. This will be put down so fast…like Old Yeller with rabies.
- We want to make Holy a little bit more interesting to play. One new talent will push the Holy priest into an improved healing state when he or she casts Prayer of Healing, Heal, or Renew three times in a row. The empowered state varies depending on the heals cast.
interesting…doubt it will make it to the light of day as well. Anything fun must be taken out of the game!!
Mastery Passive Talent Tree Bonuses
Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier. WIN!
Radiance: Your direct heals add a small heal-over-time component to the target. – meh
- Spell damage
- Spell Crit
- Shadow Orbs
Shadow Orbs: Casting spells grants a chance for Shadow Orbs to be created that fly around you and increase your shadow damage. This will help lower-level characters feel more like “Shadow priests” before they obtain Shadowform. Do not care….DPS wut?
Hmmm..recipe for 10 man raid says.
2 tanks, 2-3 healers, and the rest of the raid to consist of a mix of ranged and melee DPS. Mix well and serve over ice.
Now I dont know about tanks…I assume you can take any 2 and you will be fine.
For DPS will want a good mixture of both.
Healers….hopefully your guild has a good mixture of people you can bring into the raid for a variety of heals, abilities, and buffs.
In Shadow Rising:
1 Holy Paladin off spec Ret
3 Resto Shamans, I think all 3 have a DPS off spec
1 Holy/Disc Priest
2 Disc/Shadow Priests
0 Resto Druids
I am sure if you take 3 resto shaman…probably be ok. Especially if it is the 3 resto shaman we have in Shadow Rising. (Hex, Slopole, and Sorak), but will be missing some pretty sweet buffs for the raid.
However, all the healing classes besides their buffs and spells, provide the raid with variety. This being how they “heal” also benefits the raid.
You have Holy Paladin’s heal bombing targets, Resto Druids padding the raid with HoTs with lovely HoTs, Resto Shaman doing what resto shamans do (I have no idea how they heal), Disc Priests – hitting one button: Power Word: Shield (yum dmg mitigastion), and Holy Priests…helping with AoE heals.
Having a good mixture of healers, will in my opinion cut down the stress on your healing team. Taking 3 holy paladins…I am sure can be done…but might be a bit hectic. While swapping in a resto shaman and priest will help not seeing health bars dropping down too far. (dmg mitigation > direct heal imo)
Got incoming AoE dmg…Bubble, CoH, a pre-cast PoH, a druids HoTs will help out.
Know your tank is going to get hit hard real fast? Holy Pally!, PW:S, ES?
Got that DPS who like to Whirlwind? PW:S, ES or some HoTs. Beacon?? LOL
In this game, variety is good. Trust me.
Also WTB Resto Druid pst! paying well…we haz Pie and Tir.
And today I have not messed up with the reply system.
Disclaimer: this is what I do and and in no way shape or form are they set in stone. People do different things.
57/14/0 is what I use.
My fellow disc Priest Ti uses.
In the Holy Tree – this is where people may vary.
As you can see we both took Healing Focus, and Holy Speciialization (VERY IMPORTANT – more crit is sexy for disc) at max rank. I took Improved Renew while he took 3 ranks of Divine Fury. Both of us took Desperate Heal (although I never use it…like health cookies), and max rank of Inspiration (I cannot understand those who do not take this….. at max rank 10% damage reducation after getting critically hit with a healing spell. )
In the Discipline tree – Avoid: Unbreakable Will, Silent Resolve, Martyrdom, Absolution, and Imp. Mana Burn. For the most part those are PvP talents.
The other talents in the tree, max em out. No questions asked…max them out. Not a lot of variation for disc.
Glyphs for Disc Tree
Major: Penance, Power Word:Shield, and Flash Heal.
Minor: Levitate (cuz I am lazy), Shadow fiend, and Fortitude are safe bets. Some prefer to use Shadow Prayer instead of Fortitude.
I run with 13/58/0.
Other Holy Priests run with 14/58/0
The difference being whether or not to spend a point into getting Inner Focus. I really tend to forget to use the darn thing so i didnt get it.
In the Disc tree for Holy this is what you need to get: max out Twin Disciplines 5/5, Imp. Inner Fire 3/3, Imp, Power Word: Fortitude 2/2, and Meditation 3/3 <——Note meditation is very important…if you dont have it for holy delete WoW from your computer, please.
Now onto the Holy Tree: This is where you may find some variation.
For the 1st tier:
Improved Renew and Holy Specialization: Max em out.
Spell Warding: I tend to avoid it…other take 5/5
Divine Fury – IMO take it.
Desperate Prayer - may respec to get tid of it…never use it anyways.
Inspiration – take IT!.
Some varaiation may occur here - I have seen some take Holy Reach…I use Improved Healing althuogh I may change this tier.
Max all 3 out.
Healing Prayers – reduced cost to PoH and PoM, yes please!
Spirit of Redemption – FAIL ANGEL IN COMING!
Spiritual Guidance – mmmmm maor Spell-power.
Surge of Light – get a crit get a free FH or smite…sure dont twist my arm.
Spiritual Healing…no brainer…take it.
OK some variation may occur here.
Holy Concentration – max it out. This is a must, imo.
Lightwell…ok…debate on this..I myself don’t have kittens trained to use it. My scary GM does…people either like it or hate it. The healing from it is very mana efficient though from what i recall.
Blessed Resilience – don’t bother.
Yay more variation!
Body and Soul – Some swear by it…I am not sure about it. PW:S is seldomly cast…expecially with a disc priest in the raid.
Empowered Healing – I have it at 5/5 I have seen other take it as low as 3/5 or 4/5.
Serendipity – take it and love it. Learn to keep track of it.Learn to manage the stacks with your manapool.
Empowered Renew - Other hate it, others love it. I love it. (I am fake drooid)
Circle of Healing – Make a huge hot key for this baby…..maybe not as large as a FoK button though.
Test of Faith – remember that point some people dont place into empowered Healing…you may see it here to max it out…I may take a point out and max it out as well. Not sure.
Last 2 Tiers
Divine Providence and Guardian Spirit – max em out. No excuse not to.
Variation may occur here.
I run with glyph of CoH (one extra target hit), and PoH (adds a HoT component to PoH), and Guardian Spirit for major.
I raid heal so these are great. And 1 min cooldown on GS if it is not used…hell yeah.
Minor glyphs are the same as the Disc ones.
Happy Healing! No wait…no such thing!!!
“Your Circle of Healing and Penance spells have a 20% chance to cause your next Flash Heal cast within 6 sec to reset the cooldown on your Circle of Healing and Penance spells.”
Personally I am still very hesitant in breaking the T9 2P bonus – which is 20% bonus to healing for your Prayer of Mending. Prayer of Mending is a cast it and forget spell….very very nice.
Over at tales of a Priest they do make a valid point that the 20% bonus is wasted to overhealing. I may have to look at my logs to see how much of PoM is wasted to overheal.
Another bonus is to be matching again…very important imo. lol.
Although the look of some of the T10 (priest) pieces makes me cry.
One other point is the pure increase in state between base T9 (232) vs base T10 (251)
|Tier 9||Tier 10|
I dont think I am going to break up my T9 bonus till I get 4 piece T10.