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?
Hmmmm. Shadow Rising went into ICC again last night. Downed Rotface, Prof…still refusing to die (again, he is undead, so maybe umm…not sure).
We also tried out the Frost and Blood Wings.
The dreamwalker fight…I am thinking maybe i should be taken out for this fight. I cannot put out the high HPS needed for this fight. Paladins, Duids, Shamans are much better for this it appears. We managed to get it to 70% before the adds overwhelmed and killed us. The issue with me going holy is I am not used to it…should run more 5 mans with it. Funny thing is, Holy is what i started with.
In the videos i have watched they had a holy priest…not sure what I am doing wrong. FH or Binding Heal to get Serendipity up and then Greater Heal and refresh renew.
In the Bloodwing…after a few tries…finally killed the princes. 3 tanks, 3 healers. It was a long fight, but pulled thru, even with one d/c. A lot of the incidental damage that killed us before was avoided for the most part. In the end 2 tanks did go down…that room is large. (Holy might have been better as well, the hits in there are large and even shielding a non tank didnt seem to do much, they popped the shield like it was nothing.)
I was assigned to Ti, who was on the shadow dude. Tel and Hex were on Dozzer (big hits dude) and Soth (fire dude). There were some close calls, but we pulled thru in the end. It felt like i was constantly casting….non stop. except for times when i had to chase a tank down *stares Ti* or run to another one, throw a shield on them and cast a hasted FH.
Onto Bloodqueen…trash was nasty as usual. The Queen herself…lots of dmgs…wasnt expecting it to hit that fast. That raid wide DoT is nasty. 4k every 2 sec. Having a druid here might help out a lot.
I did say healers stay spead out….cause when the fire thing hits…dont want to leave it near the group (when the queen fears people, dont want people running in it). In the center, i think you will want to leave it open for people to get together from that beam attack. I should have elaborated it to stay near the innercircle.
The Queen fight reminds me a lot of the Kirin “burn” method.
Kirin in FFXI is a giant chimera. Only has about 56k HP but has a massive regen buff.
Old method to killing Kirin – 24 poeple needed. 3 parties in the main alliance, and 1 party for adds. And other misc people to SUB in as people die.
When you 1st spawn Kirin – tanks must kite him around the room. Kirin will cast AoE Stonega IV which will one shot people. Also Great Typhoon will cause more dmg the closer you are to him. Also his physical attack hits hard, and hit other physical attack “Deadly Hold” will one shot tanks. DD need to let tank generate hate/threat on him while kiting. (nin/drk or pld/nin are the tanks for choice). The DD trail behind the mob to hit Kirin and build up TP (TP is needed to use weapon skills). The DD then announce and skillchain with another DD to make a skilchain which will cause an elemental effect onto Kirin causing add’l dmgs and also allowing the Black Mages to cast the approp spell to cause even more dmgs. Now when the skill chain happens….the tank need to stay still for a bit…so people need to be fast! He will also pop spawns that need to be killed by the off pty. Also when people die. they need to be res’d and pull away to allow for res sickness to wear. All in all if things go well can take 30 min or so….if not so hot….1 hr fights is not common….I have kited him for 45+ min before…not fun.
18 people. 3 healers, 3 bards, 12 DD (DPS). Bard rotate in the parties to cast buffs, Haste, attack, and accuracy. They will use their 2 hour ability to make them stronger and a 10 min ability to make the buffs last longer. As the bards rotate throuout the parties…every member should have 6 songs. DPS will eat approp food. Kirin is popped. Everyone burns cooldowns, healers will stil cast haste on the DPS as well and heal, DPS will need to sub ninja or samurai for some sort of dmg mitigation. When Kirin uses his i kill you abillity (Astral Flow), the healers have a few seconds to cast the correct elemental resistance spell, if you dont kill him fast enough, after Astral Flow he should be dead. With this method should take no longer then 2 min top (haste from a healer lasts about 2 min 30 seconds).
The Kirin Burn method reminds me of the Bloodqueen fight – its fast and nasty. Do as much DPS as you can before the timer. Although Kirin is a lot nicer…he doesnt seem to use AoE that much, and doesnt have a raid wide DoT.
Onto my next project….DPS i admit…in WoW at least…I dont like it very much…on my ret pally…I know it is not geared yet…but it is ranging from 1300-1800 blah imo. tanking is kinda a pain…not used to it…and all this multimobbing. Mixed group types….ewwww.
I am seriously thinking leveling up one of each healer. Resto shaman and druid, and gearing out the paladin with a holy spec. I kinda get healing…although i feel I can be better. (#7 for Yogg–Saron is not good enough for me :P)
Ok I know crow does not look like Korean BBQ! :P
I admit I was excited when they annouced the changes to priest T10 4 piece bonus. YAY a whole 5% bonus to my favorite spell, Power Word: Shield.
This bonus now increases the effectiveness of the caster’s Power Word: Shield and Renew spells by 5%.”
Now looking back….it really is not all that and a bag of chips.
(Quote is taken from World of Matticus)
Let’s say you have 3000 spellpower, raid-buffed or not. Your glyphed Power Word: Shield will total 8,813 (as of right now). At 3200 spellpower, it’s 9,177.
With this new “buff”, those numbers change to 9,254 and 9,636, respectively. You’re looking at a 441 and 459 jump. Even at 4000 spellpower, you’re only increasing your shield by 532 points of absorption. With how bosses and mobs hit, this is hardly worth even considering.
Meh….very blah…..not really helping all that much. A shield is only good for 1 maybe 2 hits. Adding a minor amount to what it absorbs…is not going to help.
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.
I admit I was also not sold on the above version of T10 as well. But in the long run, it does seem better then the soon to be change. Chains of Penance and CoH seems a lot better then 5% more shield. (although the enhancement to renew does intrigue me…my holy is 3/3 in improved renew and 3/3 empowered renew)
To be honest I am not quite sure what to purchase next with my Emblems of Frost. More then likely a belt for holy. After that time to save up for Saronite for those slippers (crafted).
Protip – dont be like me and stand in a spot where the rest of the raid just left.
Also check out:
Great read on Divne Aegis etc. There is some math-fu contained within, but very easy to follow and comprehend!
Is it a slap in the face for serious raiders? A blessing for the more casual minded?
If you don’t know what it is, here is a recap.
“As many of you may have noticed, the Icecrown Citadel raid buffs have been activated. These buffs increase total health, healing done and damage dealt by 5% for all raid members. In addition, the number of attempts on the final bosses of each wing and the Lich King allotted raid groups on Heroic difficulty has been increased to 35. These buffs — referred to as Strength of Wrynn for the Alliance and Hellscream’s Warsong for the Horde — can be deactivated by speaking to your faction’s leader at Light’s Hammer.”
Just reading it…looks awesome…helps the whole raid out. For guilds stuck at the 4/12 etc, this will be a lightning bolt to the heart.
For more progressive minded guild…like Herding cats mentioned, it does feel like a slap in the face perhaps. I am not too happy about it myself but I do understand Blizzard’s reasoning behind it. GET MAOR PEOPLE TO SEE DA GAME. MEANS MORE MONEYS
Blizzard: Dude lets add a zone wide buff to the raid. People will be happier and we will gets moar moneys.
I am glad they at least did implement it so you can disable it, so one can still down bosses without. So I guess it is not that bad. But still it does feel like..they are saying the vast majority cannot handle the dungeon. YOU ARE NOT PREPARED!!
It will be up to RL/GM to see if their people can handle things without the buff or not.
Edit: I guess it is ok to use…1st heroic mode Lich King kill used the buff.
But onto happier news
“Priest Tier-10 4-Piece Healing Set Bonus: Redesigned. This bonus now increases the effectiveness of the caster’s Power Word: Shield and Renew spells by 5%.”
THIS IS SO SQUEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE worthy.
This is better then sliced bread, wind rider cubs, and Blue-proto drakes..I know what my Emblems of Frost are going toward. :)
On 2-27-10. Shadow Rising strolled into Ulduar to knock out some hard modes. Some fights were harder then others. Others were lolwut, that’s it??
Prior to the run, I watched the videos…but till one actually gets in there and gets the hands dirty it is not the same. But still some prepardness is better then none. It maye be just be because we outgeared a lot of the fights…Heartbreaker seemed a lot easier then showed on the video for hard mode XT.
My personal favorite fight of the night was XT and Kologarn – things went smoothly poeple got out the bad relatively fast.
The Iron Council fight…did not like, we did get it down pretty easily (although it did take a few tries to get things down pact)
But I think it was Ari who mentioned….we did outgear a lot of the Ulduar fights. The 1st ranked holy priest in the Iron Council fight did 6913 HPS…that parse was uploaded on 10-7-09 it appears. So they were not in Ulduar gear only I assume, but not in ICC + T10 gear (like I was).
Comparing the spells the top ranked holy priest vs what I used…it is very different.
1.) Prayer of Healing 31.2%
2.) Flash Heal 20.8%
3.) Prayer of Mending 20.7%
My spell break down
1.) Renew 22.0%
2.) Circle of Healing 17.7%
3.) Binding Heal 17.0 %
With the rest of my spells being pretty evenly used.
I am kind of surprised with the Prayer of Healing being their most used spell. It has a relatively high casting speed. One can lower the cast time with haste, and various amount of Serendipity. But to maintain stacks of Serendipity one has to cast Flash Heal or Binding Heal. How did they not have issues with mana? Its also party only heal. Raid dmg can be kind of hectic with the Iron Council, I am kinda surprised it was used so much….but guess it is just a different style of play.
Renew, then flash heal as needed. Circle of Healing when people need, Prayer of Mending as well. Prayer of healing as needed.
(I think i read somewhere PoH was changed at one point?)
In other healing heavy fights…Dreamwalker….raid dmg is heavy…adds are crazy…need more DPS…so can focus more time on the dragon rather then the raid.
Happy monday – happy healing…blarg…..its monday.
“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.
OK finally got sometime to get around to writing up part 2 – How 2 holy.
Although, by no means am i an expert on all things Holy. I can give some insight as to what the basics are.
Comparing Disc to Holy
Disc is like having a blueprint as to how to heal, when to heal, and what spell to use at an appropriate time.
Holy on the other hand, is not as much as planning ahead but being able to react to a situation and using the best spell at the right time.
Prayer of Mending (instant cast)
“Places a spell on the target that heals them for 800 the next time they take damage. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time”
Is an awesome spell, it a lazy man’s spell, let is go and watch it bounce around. Combined with T9 gear you can get it to heal for 20% more. On fights like Festergut, Twin Valkyrs, Marrowgar, it helps a lot, in my opinion.
I recommend using it on every cool down. Cast on a tank or someone you know that is about to take damage….Zug….tanks…..
Circle of Healing (instant cast)
“Heals friendly party or raid members within 15 yards of the target for blah blah blah.”
Also an awesome spell in a Holy Priests arsenal. This spell has advantages over its big brother Prayer of healing, as CoH hits targets that are needed, rather then the targeted party.
This spell is as use as needed. Use it when you know when raid wide damage is incoming.
Prayer of Healing and Greater Heal
“A powerful prayer heals the friendly target’s party members within 30 yards for X”
“A slow casting spell that heals a single target for X”
Both of these heals are situational. Both are too slow to cast without Serendipity.
“When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 12%. Stacks up to 3 times. Lasts 20 sec.” HOWEVER, watch your casting…don’t want to burn thru your mana by maintaining the stacks.
Flash Heal (1.5 second cast, affected by haste rating)
“Heals a friendly target for X”
Probably your most common healing spell. This will activate Serendipity along with Binding Heal.
“Heals a friendly target and the caster for X. Low threat.” Very useful spell. :) I prob should use it more often.
So in essence, holy can be a balance of Serendipity, raid healing etc. Holy is reactive rather then predicting.
Holy Stats, Gems and Glyphs
Once again Spell power is king.
Spellpower > Int/Spirit (some sort of ratio) > Crit/Haste > Mp5
One important thing to note is the ratio of int to spirit – this will help regen of your mana. As keeping your mana up is important.
As far as Gem use – Spellpower is king for red slots. As far as yellow slots – King’s Amber +20 int and the luminous ametrine – +12 SP and +10 int. For blue….that is an issue – I personally go for +12 SP and +10 spirit purified dreadstone.
Also I cannot condone gemming for haste or crit as that will come from your gear choices…but there are those who do so, to each their own. For Holy, if i recall, about 15% haste is what one should shoot for. But i have seen other get up to 750 haste as Holy, but to each their own. Choose what suits your playstyle.
Glyphs i recommend for Holy is Glyph of Circle of Healing, Flash Heal and Guardian Spirit. But choose what matches your play style.
Some use Glyph of Prayer of Healing – adds a HoT effect to Glyph of Healing.
I used it for a bit….but i prefer Guardian Spirit Glyph.
Before I forget Guradian Spirit is awesome, I personally forget to use it sometimes.
“Calls upon a guardian spirit to watch over the friendly target. The spirit increases the healing received by the target by 40%, and also prevents the target from dying by sacrificing itself. This sacrifice terminates the effect but heals the target of 50% of their maximum health. Lasts 10 sec.” With the glyph the cool down on Guardian Spirit – is reduced to 1 minute if the effect is not used.
One last glyph worth mention is Glyph of Renew
Combined with full point into renew and empowered renew, and this glyph maybe worth getting.
tankspot.com – the healing section has useful entries on boss fights etc
http://zusterke.orderoftheathanor.eu/ – useful calculators and such.
Part 3 specs when i get around to it.