No it is not a stop light signal.
Depending on your add-on of choice (Grid, Healbot, VuhDo) your colors may vary, indicating levels of health.
In a perfect setting, one should be able to heal everyone back up to that green level….well what if that was not a viable option to you anymore?
Like many others have written, healing in Cata will be more of “triage” method of healing.
Our almost endless pools of mana in WoTLK will no longer be endless, and over-flowing. :(
Instead of seeing a nice verdant plane of green boxes…we may see more of this instead….
not pretty I know. Healers are going to have prioritize which heal to use and when to use it. In addition, to who will be healed and who may die……
1.) Obviously – keep your tanks alive
2.) Yourself – dead healers don’t heal
3.) Other healers – see #2
Don’t get me wrong there maybe times when you will need to heal a DPS over another healer possibly. But remember don’t waste the mana on the DPS who will not play along…you know the type! :P
To prepare for this shift in healing, what can you do now?
1.) Get used to the idea….people will not always be sitting at full health.
2.) Get familiar will all the spells at hand. Also when to use what, when.
3.) Practice canceling casts as well. (we may need to do this, to conserve mana)
Going back to Lyssi’s blog she typed out the keys she used for the most part in her rotation, and for her that works. Looking back on this, I think Ari mentioned one time she has her mouse and key binds setup in a way that works for her. Tir is a clicker/macro guy. (correct me if I am wrong Tir!)
We all setup our UI’s and keybinds in ways that work and make sense for us. As much as I tease Lyssi about the way she setup her buttons, they work and make sense to her.
Muscle memory is very important and allows us to do things without thinking. Put me in front of Tir’s setup and I think I would fail till i got used to it.
My current setup is very similar to my FFXI setup. Although FFXI did not use the (1 – =) setup. Many of the abilites are also setup as mouse over macros. Point and click..whack a mole version 2.0.
1 – Flash of Light
2 – Holy Light
3 – Holy Shock
4 – Judgement
5 – Divine Plea
6 – Avenging Wrath
7 – Arcane Torrent
8 – = I don’t remember off the top of my head…but they are not very important, mostly things like Holy Wrath and Hammer of the Righteous (the stun one)
Alt 1 – Divine favor
Alt 2 – Divine Illumination
Alt 3 – Beacon (Bacon) of Light
Alt 4 – Divine Shield
Alt 5 – Lay on Hands
Ctrl 1 – Talisman of Resurgence
Ctrl 2 – Hand of Freedom
Ctrl 3 – that threat reducing blessing
Ctrl 4 and 5 – someting not important like a res spell and some undead turn spell.
With Clique – Alt and left Click is Cleanse
Ctrl and left Click is BoP
With the way things are setup it is easy to still move and cast as needed. Unneeded looking for keys are eliminated for me at least. The priest is setup in the same fashion. Combined with my UI (Kitty UI – wow interface, check it out) makes it very easy to see what is up and keeps meh buttons nice and neat and lined up and organized. I do admit, abilities not commonly used I do not even bother to place on keys.
KB are setup in order of most commonly used to least used.
This setup works for me. Everyone keybinds/macros/add-ons differently and in their own fashion. Some like grid + clique + mouseover macros. some like decursive, other Vuhdo. X-perl. So many different options.
Is there “the most efficient” way to KB and macro??? Best way to UI??? If there is an answer out there someone please advise :P
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. :P
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. :P
As the title states…damage mitigation and damage dampening vs brute force healing.
Brute Force healers – sorry shamans…you go here, Holy Priests, Holy Paladins
Damage mitigators and damage dampeners – Disc priests, and Resto Druids.
Speaking from a personal preference, I do prefer the path of mitigating and lessening the impact of incoming damage.
As a holy/disc priest: Renew and Power Word: Shield, does do a nice job to help out mitigate damage as it is incoming. lessening the amount of catch up work for spot healing etc.
Case in point: Last Thursday ICC 10 run, Took in as healing 2 restoration shamans, one of them went Enhancement for fights not 3 healed, and me as Holy Paladin. With little to none damage mitigation…the healing felt like a constant rat race to keep raid members alive. Pure unadulterated brute force healing. It’s like taking a sledge-hammer to open a walnut.
Last nights continuation of thursday: 1 resto/enhancement shaman, 1 resto druid, and me once again as the sledge-hammer healer. Went to Prof. Put 1st. 1 shotted. The ability to not have to constantly heal and lessening the damage is noteworthy. Also worth noting is Trees are king/queens of healing on the run, which is important in the final phase of the Prof Put fight. While i was running in position for next heal, I could trust the druid for a o shit heals when needed. And HoTs are HAWT. Yeah I know bad pun. Bite me.
Or when I am on my disc priest. The bubbles go a long way to help the dmg among the raid members. The same could be said for renews on the raid as well, but druids still beat holy priests in the facility. Also with my holy spec I need about 130 more haste. Want to be able to get off 5 renews before CoH cooldown is back up. So will need about 750-800 haste, I am at 680 or so. Tonight going to swap out some more gems…prob going to get some more Reckless Ametrines (+12 SP and +10 haste rating)
Its nice to see in Cata. that resto shamans will get a AoE HoT. But the holy paladin…the sledge hammer healer…lol will appear to be the same for the most part.
I know sacred shield mitigates a small amount of damage but…its still so little.
Also question….I do not quite have this down and I may be doing this wrong. Beacon one of the tanks…right?
Also how much haste? Holy Light is the nuke in the Holy Pallys arsenal but damn it takes a while to cast. Is there a specific rotation? I normally when pull is incoming….FoL, HS, and then Holy Light. I fear is i cast HL tank will be dead on initial pull. ><Especially on that BPC fight.
Don’t get me wrong Holy Pally healing is fun. Just takes some getting used to. Not used to playing the catch up in healing game anymore.
Wanting to buy bubbles on pally….of the priest kind! *sigh*
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?
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!!!