Official 3.2 Patchnotes for Shamans

Ok so yesterday I posted what the Devs were saying, but now they are officially up on the forums. Lets see what shamans have cooking for the patch and PTR

Shaman

  • A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.
  • All Shocks now have a default range of 25 yards, up from 20 yards.
  • Base health increased by approximately 7% to correct for shamans having lower health than other classes.
  • Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
  • Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.
  • Talents
    • Enhancement
      • Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman’s attack power, down from 30%.
    • Restoration
      • Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target’s armor.
      • Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins.
      • Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura.
      • Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman’s Healing Wave by 8/16/25%.
      • Mana Tide Totem: Totem health now equal to 10% of the shaman’s health.
      • Nature’s Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30-second internal cooldown and increases the shaman’s maximum health by 3/6/9/12/15% for 10 seconds.
      • Nature’s Swiftness: Cooldown is now 2 minutes, down from 3 minutes.
      • Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.

Lodur’s thoughts:

Oh my! We knew about the totem bars, and we knew an increase in health was comming. 7% increase will be very nice for our survivability in PvE as well as PvP

Nature’s swiftness – We already knew about but it’s nice to see it in print

Ancestral Healing – Great googly moogly thats awesome. I have to say reducing incomming damage by 10% that’s just amazing! And it scales ridiculously well with content. I mean Disc priests used to only get 3% from grace.  This change has made me excited (I hope this one stays! think of this with chain heal!)

Cure Toxins: With us having Cleanse spirit this change is kindda meh for restoration Shamans, but really awesome for odd PvP specs.

Earth Shield: More of a PvP buff but still pretty slick.

Healing Way: This is very handy. The change to this talent will let you roll your Healing Wave around a bit and I’m certain more people will use it now as a result. Maybe not much more, but a bit.

Nature’s Guardian: Also more of a PvP fix, but I’ve seen some Shaman pick it up for progression fights, which isn’t a half bad idea. The change to it could see more use esepecially in hard mode fights with lots of raid wide damage.

Tidal Waves: A lot of Shaman I’ve been talking to haven’t taken a shinning to this one yet. Personally I think it’s a great thing. The extra crit will let you get Ancestral Healing out there and its a fast heal to begin with. I like this change.

Improved Water Shield: 30% change to be triggered by Chain Heal is nice. Not losing an orb is even better. There have been too many hectic fights where you forget or just can’t spare the GCD to toss Water Shield back up. This takes care of that and lets you keep it up a bit longer, which will help your overall mana regen.

Chain Heal: We new the increase in range as well as the lower number on the healing reduction, but seeing it there is a comfort for sure

I can’t wait to test these out!

*edit*

I forgot to mention the replenishment nerf.

Replenishment: This buff now grants 1% of the target’s maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).

Also at the same time MP5 gear will be getting… more MP5

I do <3 me some MP5

Who wants to do some hard modes? What do you guys think so far?

I’ll update this post as needed, but until then, Happy Healing,

Sig

  • Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.
  • 2 PuG Raid Loot Systems: Performance Based vs Tichon System

    I’ve had my heart broken again. You see, I was chasing after this cloak on my Elemental Shaman (yes I DPS too). It only drops from Sartharion with his 2 lackeys up. We were supposed to be together. After the buffs were set out and the strategy explained, we entered the fray. Sarth was pulled and positioned in the corner. Moments later, Tenebron landed. One of the tanks picked him up and corralled him in the back. It was like a synchronized swimming performance. Everyone moved in unison. Every fire wall was dodged. Every void zone, avoided.

    Except for one player.

    He fell to a void zone early on and swore he wasn’t standing in it. Obviously the results spoke for themselves.

    It was a Paladin.

    I thought nothing of it. Slowly but surely, the synchronized swimming team started to lose focus. One by one, players drowned in the sea of mobs, walls or voids. The remaining few pressed on. The first drake died. Vesperon landed. He, too, fell at the cost of a healer and 2 hunters.

    When the smoke cleared and the dust settled, there were 10 players remaining. The island was littered with corpses. Slowly but surely they were brought back into the land of the living.

    The loot was linked. Sure enough, my beloved cloak had dropped.

    As it was being rolled off, I rolled an 86. I held my breath. Would it hold?

    A 73,
    A 81,
    A 26,
    A 35

    Until I saw a 95.

    My heart stopped and I stared. The same Paladin who was our first casualty won the cloak.

    I was crushed. I bowed my head, accepted my fate and hearthed.

    Performance System

    If I were to devise my own loot rules for an encounter with multiple difficulty levels, I’d impose a set of conditions.

    Just because a player has the achievement doesn’t necessarily mean they’re a good player. While they are a useful tool in filtering out really standout players (who wouldn’t want to invite an Immortal?), achievements only say so much.

    So let’s go back to our OS 2 drake example here.

    When you link to me your 2 drake achievement, what does that tell me? It tells me that you’ve successfully done the fight. You’re aware of the fire walls. You know about the void zones. You know about the elementals and the mini-drakes. In theory, you should be to avoid those hazards.

    What about a tiered reward system?

    Let’s say we start out with a free roll system with main specs. If Pennant cloak drops, the casters can go after it. If Obsidian Greathelm drops, all the plate wearing DPS ground pounders can square off for it.

    Here’s where we make it interesting and this is where its put up or shut up time.

    If you die to a void zone, a firewall, or something else that’s easily avoidable, you forfeit the right to roll the bonus item. You can still take a crack at the tier tokens or whatever the base level items are.

    In theory, this should be an incentive for experienced players to become even more extra careful. It emphasizes a lot more on player survivability then DPS since there are no DPS conditions attached.

    It would be more challenging to model it into a Naxx pug. But you know, I do get tired of seeing “undeserving” players getting items they should have no business wearing. Is that elitist of me?

    Yeah, it is. I’ve got no problems with players getting the best items in the game if they’ve proven that they deserve it. Dying in a fight, and AFKing only to come back and win a roll after every other player alive finished off the encounter does not prove to me that they deserve it. I find that insulting.

    But that’s just my take on it. Obviously the downside to this system is that you might not get any players at all in your pickup raid when they find out the conditions attached to it.

    Tichon System

    This is a slight departure from above. It’s designed to be much quicker in the handling of loot and addresses the main spec/off spec delays. It’s got nothing to do with the performance aspect. In most raids I’ve been a part of, the loot master typically handles an item in a way similar to this:

    MAIN SPEC ROLLS

    5
    4
    3
    2
    1

    OFF SPEC ROLLS

    5
    4
    3
    2
    1

    BEG ROLL (anyone)

    5
    4
    *insert 25 different rolls here*
    2
    1

    That usually lasts around 20 to 30 seconds.

    So what’s the Tichon system?

    I was introduced to this a while ago when I was messing around on the Tichondrius server. Basically the loot rules are even easier then above. It goes something like this:

    LOOT RULES

    Main spec rolls 1-1000
    Off spec rolls 1-100

    That’s it.

    No questions. What’s done is done. Everything is settled quickly and efficiently. Loot drama only flares up if players allow it. Everyone gets a shot at loot. Off spec players have a 10% chance of winning (I think). The players who need it more (the main spec players) have a higher chance of getting it but for players who the items are off spec still have a shot at also getting it.

    But here’s the thing about pug loot drama

    I’m of the opinion that the raid leader explains what the loot rules are before players zone in. The moment a player zones in and gets saved to a raid (after a boss kill), then players forfeit their right to complain about the system. By joining the raid and getting saved, there’s an implied agreement somewhere that they will respect the rules and accept whatever the loot gods say without question. But once the loot rules have been explained, its up to the player to decide whether they should stay or to leave.

    Obviously if the loot master loots an item to a different player then the winner, then all bets are off.

    Anyway, this is just something to mull over the next time you lead a pickup raid. It’s simple, clean and easy to administer.

    New Shaman Changes Announced!(updated)

    Well we talked about it durring the Shaman Q&A recap here. At the time they were talking about revamping the way totems are handled, and well some news has just come up to shed some light and detail on the new design.

    Nethaera Chimed in an official blue post:

    There comes a time in all shaman’s lives when they must learn to harness the power of nature and wield powerful totems. As they grow in power, so do the opportunities to use these instruments of healing, protection, and destruction. In the upcoming content patch, Call of the Crusade, the shaman will be able to quickly place totems of each element, aiding them in managing these powerful focuses of nature.

    We wanted to provide some insight regarding the upcoming shaman-specific interface addition, the Totem Bar. Shaman will be able to utilize this new bar to manage their fire, earth, water, and air totems in a more accessible and convenient way. This bar will appear on the left-hand side above the standard toolbar, similar to warrior stances or druid forms. The bar contains space for four totems of the player’s choice, one of each element. Clicking the respective button will drop that totem. To the right of the four totems is a button for Totemic Call, which we have renamed Call of Earth. To the left of the four totems is a new ability named Call of Fire which will drop all four totems on the bar at once. The mana cost is the same as if the shaman dropped all four of the totems one at a time. However, it takes but a single global cooldown.

    Questing shaman will be able to quickly move their totems of choice forward, while a shaman in an instance, Arena, or Battleground will be able to replace their totems if they have to move or if the totems are destroyed.

    Shamans will also be able to customize their bar to set Call of Fire to drop less than four totems if they choose. Access to this functionality is made available at the same level as Call of Earth (currently level 30.) At higher levels, Shaman will gain two additional spells, Call of Air and Call of Water. These function exactly the same as Call of Fire, essentially giving the shaman three different sets of totems that can be placed at once. New key bindings will also be made available for all of these slots.

    As with all new content under testing, we want to caution players that, as a new part of the interface, there may be additional changes during the period of the PTR until the release of the Call of the Crusade content patch. We look forward to constructive feedback once it is available for testing.

    This is FANTASTIC news! First of all it should be noted this is something many many players have been suggesting for a number of years. The “stance” bar for totems should provide a nice, neat way to keep them organized. On top of that not only do we get our promised ability to drop all our totems on one cool down but we get THREE sets. Call of fire, Call of Air and Call of Water. This means we can swap from casting say our standard caster totems, to melee to even PvP.

    I’m already making plans for what mine are going to look like if we get them and baring any totem changes. Tentatively I’m looking at the following unless they do revamp all the totems drastically.

    Call of fire (caster) Stoneskin Totem, Flametongue Totem, Healing Stream Totem, Wrath of Air

    Call of Air (melee) Strength of Earth, Healing Stream Totem, Windfury

    Call of Water (utility/pvp) Tremor Totem, Cleansing Totem, Grounding Totem.

    I look forward to being able to run in after a tank on a fight like hodir, hit one button and then run like hell out of there and start healing right away!.

    Not to be left in behind, Ghost Crawler himself pops up and has a few things to say about Shaman healing as well.

    GC:

    We have changed Healing Way to work better with HW and we have changed Improved Water Shield to also work with CH. We also dropped the cooldown of NS to 2 min so that you can HW more often. We’ll try to make a post of all of the Resto changes soon.

    Improved Water Shield procs will not consume Water Shield charges. The tooltip says something like “as if you had consumed an orb.”

    Oh my!

    Nature’s swiftness dropping a full minute off of its cool down is really huge, Chain Heal causing Improved Water Shield to proc is very nice as well not to mention that Improved Water Shield will not consume an orb. That’s really really good news!

    I think this is a step in the right direction. They are beginning to look at our healing and are trying new things to tweak us and bring us up a bit in mana conservation as well as throughput. I’m excited to see these hit the PTR and I look forward to seeing what else they have in store for us!

    So, what do you guys think so far? What other changes do you expect?

    EDIT:

    ANOTHER HUGE change

    GC says

    We have changed these spells for 3.2. And yes, there are some other changes. The main buff to Chain Heal is likely to come in increasing the jump distance to 10 yards and buffing the amount of healing decrease with subsequent targets to 40% down from 50%. CH, HW and LHW should all be doing bigger numbers when you consider all the talent changes.

    We’ll try to get the full notes out soon, but even then remember that this is a major “new tier” patch and is likely to have more iteration due to PTR feedback than the last few patches.

    OH BOY! Chain heal going to 10 yards and retaining  only losing 40% of its heal!?!? I’m a happy happy happy shaman with this news.

    My fingers are firmly crossed that this happens.

    Save 10 Minutes on Mimiron Trash by Skipping it Entirely

    I just discovered this pro tip yesterday from a Resto Druid app. He mentioned to me as we were clearing out Mimiron trash.

    If you want to shave some time off in your raid, work the first trash pull and secure a Spider bot as quickly as you can. Then have that player power jump over the rest of the mobs all the way to the tram. He activates the tram, heads over to Mimiron, and then starts the encounter. That player has to die.

    At that point, the teleport at the Spark of Imagination should now be active enabling the rest of your raid to enter in.

    Some of you guys probably know this. But for the rest of us that didn’t, it’s a neat trick that should shave some time in your raids. We used this method in the last trash pull to gauge exactly how much space was needed. It might take you a trash pull or two to get used to the range. But it can be done.

    On a side note, you’ll notice things have been slightly shaky around here. The server move has been complete. A very special thanks to our sponsors (and hosting partner) Byte Me Gaming. The contact forms are not working at the moment and I’m trying to resolve that. So I apologize in advance if you’ve sent in anything recently. Use my personal email for the time being in order to get in touch.

    Fixed.

    Priest Guide: Part 2 – How to Build Holy

    Building-your-spec

    So now that you know what each talent is, does, and have a basic idea of when it’s most effective, let’s take a look at how to build a spec:

    Step 1:14-mandatory-points

    To start, plug in those mandatory 14 points:

    • Twin Disciplines – 5
    • Improved Inner Fire – 3
    • Improved Power Word: Fortitude – 2* **
    • Meditation – 3
    • Inner Focus – 1

    *PvEers: If you are 100% certain that another Priest in your raid will have Imp:Fort, and not mind buffing, and you REALLY feel the need for threat reduction, you can move these two points into Silent Resolve. I don’t think it’s worth it, but it is an option.

    **PvPers: Choose Martyrdom rather than Imp:Fort.

    Step 2:

    Decide whether this is a Holy build, or a Discipline build. For this example, I’ll walk you through my Holy spec, my reasons for each point, and where you could easily change it to suit yourself – and which changes wouldn’t be as helpful.

    Step 3:

    Build it!

    CritFor Tier 1, take a look at your crit on your character screen. The idea here is that you want enough crit to get the mana saving goodness that is Surge of Light and Holy Concentration with reasonable reliability. Since Holy is largely a raid-healing spec, your three major raid-healing spells are Circle of Healing, Prayer of Mending, and Prayer of Healilng. CoH hits 5 people (6 if glyphed), ProM hits 5 (6 with 2-piece T7, assuming full duration),  and ProH hits 5. If you have 2-piece T8, ProH gets 10% extra chance to crit.

    Why does this matter?

    Because in the first tier, Holy Specialization allows you a tremendous amount of control over the crit chance of your heals. Having around 20% crit unbuffed (25% fully raid buffed) gives you a 1-in-5 crit chance for each 5-target raid heal, with the raid buffs allowing some insurance. As with everything heal-related, you want to react as quickly as possible, and KNOWING that you will get a free, instant Flash Heal after every AoE allows you to plan ahead. If you have enough crit on your gear to get you to that threshold, you can start subtracting points from Holy Specialization. Personally, I like having the freedom to stack a bit more Spell Haste on my gear, so I choose to max out Holy Specialization so that my crit isn’t lacking.

    Wynthea-holy-spec-tier-1

    Next, take a look at a Recount, WWS, WoWmeter, or other combat log parse. How much do you Renew? A  lot? A little? For more research, check out the uploaded combat logs for a guild that’s farming the content your guild is learning. Do those Holy Priests use Renew? Often, if there’s a huge discrepancy between a very successful guild, and a guild that’s having trouble, a small strategy change can make a big difference for those new to the content. (I’m probably going to catch some flack for that – yes, the idea is that all Priests are individuals, and your spec should reflect that. My argument is that when evaluating the effectiveness of a particular spell, look ahead and see how effective it is for successful people in content that you plan to clear. Don’t be so attached to your personal status quo that it prevents you from achieving your goals.)

    If Renew is something you use, or plan to use, a lot, pick up the three points in Improved Renew.

    Healing Focus – for this talent, consider the content your guild is working on. Are you having trouble keeping yourself and your assignment alive during Mimiron? This could be a great option. Aside from that, there just aren’t many fights where the pushback will kill you, and you’ll be too far away from a Paladin that could use Concentration Aura – or another healer that can help you until the danger has passed.

     

    Wynthea-holy-spec-tier-2Tier 2 gives you even more wiggle room. Spell Warding will help you if you tend to die to spell damage. If you’re building a spec specifically for Mimiron or Mimiron hard mode, this will help protect you from his Rapid Burst ability. However, it’s five points that help NO ONE except you.

    Divine Fury  – points in this are a must if you still use Greater Heal a lot – more than can be helped by Serendipity, or if you also use your raid spec to solo quest grind. If neither of those are true, and you took points in Healing Focus, feel free to only put in two points. If you skipped healing focus, you have to put at least three points here to move forward. (Two will get you to tier 3, but you’ll need 3 for tier 4 if you take Desperate Prayer, and 4 if you don’t.)

    Since I do all of my dailies in my Holy-raiding spec, I go ahead and max this out. It only costs me one extra point, which I steal from Improved Healing.

     

     

    Wynthea-holy-spec-tier-3

    Tier 3 includes an easy decision: Max out Inspiration. Even though this is a raid-healing build, it’s a guarantee that some of your AoE will land on the tank. Spreading the love around won’t hurt the rest of the raid, either – if anything, it’ll make your job easier.

    Blessed Recovery won’t help you in a raiding scenario, so skip it. (If you’re getting critical melee hits regularly enough to take this, get yourself a new tank.)

    Desperate Prayer is completely up to you, but I find it very useful. It’s cheap, instant, has a short cooldown, can crit, and is a GREAT “Oh Sh–!!” button, especially now that pots are only once-per-fight.

     

    In tier 4, since this is a healing build, forget about Searing Light.

    To move forward, you’ll need 5 points between Holy Reach and Improved Healing, or 4 if you also maxed out Divine Fury. Since Improved Healing only affects Greater Heal (which I use rarely these days) and Divine Hymn (Which I always Inner Focus), I give Holy Reach both points, and stick just 2 in Improved Healing for filler.  (You could also completely bypass Improved Healing by putting these two points in Healing Focus.) In my opinion, that 5% savings on a heal I don’t use often is less efficient than the extra radius on my AoE heals. (And I’m more comfortable putting that point into Divine Fury, where on the rare occassions I do need Greater Heal, it will be fast enough to be effective.) Although you’ll run into many people who are perfectly comfortable with 1 point in Holy Reach, you will rarely see Holy builds that skip it entirely – you want CoH and ProH to have the chance to hit as many people as possible. If you skipped Healing Focus, you’ll notice only 1 point in Improved Healing is needed to move forward. You can easily plug that point into Lightwell, Blessed Resilience, or Test of Faith later in the tree.

    Wynthea-holy-spec-tier-6Once you reach Tier 5, maxing out Spiritual Guidance is a no-brainer, since it’s a flat-out increase to your spell power. Similarly, don’t skip Spirit of Redemption, since one point here buys you an extra 5% spirit. (Which, obviously, also increases your spell power in addition to your regen. It’s also nice to not ever have to inform your raid leader when you need a battle-rez, since it will be glaringly obvious.) Your other choice in this layer is Healing Prayers, and since Prayer of Healing and Prayer of Mending each benefit from set bonuses, and the AoE damage in Ulduar encounters makes Prayer of Healing your work-horse spell, skipping Healing Prayers is mana-suicide. Max it out.

    In tier 6, Spiritual Healing is a misnomer, since it has nothing to do with spirit, however, it’s a straight up increase to the amount healed by all of your healing spells; max it out. Surge of Light is another talent where theorycrafters disagree: is one point sufficient, or are two required? Because I count on these procs, I max it out to ensure that I get them as often as possible. (And, really, why wouldn’t you want more mana-free, castable-on-the-move heals that stack Serendipity and take advantage of Twin Disciplines? More to the point, where could that one point buy you more benefit?)

    By now, you’ve got more than enough points in Holy to get you to Tier 8, but this part of the tree is thick with awesome points. Still in tier 7, Holy Concentration is one of the best talents we have to increase our mana-regen, and you’ll find yourself gasping for water on longer fights without it. Combined with Surge of Light, this is one of the main reasons that crit is important for Priests these days. Take all 3 points. Lightwell, on the other hand, is a polarizing point. There are enough points in this particular spec that you can take it if you have trained your raid to use it properly, just either drop Divine Fury down to 4 points or Improved Healing down to two. Both of these will impact your Greater Heal (the former will nerf your cast time by .1 seconds, the latter will increase its mana cost by 5%.) Personally, I skip lightwell altogether.

    Blessed Resilience used to be a strictly PvP talent. Then they re-worked it to “increase the effectiveness of your heals by 1% per rank.” Which makes it viable for PvE, theoretically. Frequent plus heal poster Sindaga posted the math over on the Elitist Jerks Priest Compendium that shows how this works:

    “Empowered Healing vs. Blessed Resilience (yes, the PvP talent)

    Taking two examples for empowered healing (Flash Heal & Binding Heal); this is due to the very low amount of greater heal casting, personally, done in Ulduar 25 and 10-man. Each heal will be looked at with empowered healing or with blessed resilience. Calculations will be done with 3000 spell power (a very attainable goal with even just a couple ulduar upgrades). The formula used will be as follows:

    Spell = [Average + (Spellpower * coefficient)]*(talent modifiers)

    i) Calculations with Empowered Healing (w/ spiritual healing modifier)
    Flash Heal = [2049.5 + (3000 * 0.9668)]*1.1
    Flash Heal = 5445 healing average
    Binding Heal = [2237.5 + (3000 *0.9668)]*1.1
    Binding Heal = 5652 healing average
    Greater Heal = [4300.5 + (3000 * 2.2256)]*1.1
    Greater Heal = 12075 healing average

    ii) Calculations with Blessed Resilience (w/ spiritual healing modifier)
    Flash Heal = [2049.5 + (3000 * 0.8057)]*1.13
    Flash Heal = 5047 healing average
    Binding Heal = [2237.5 + (3000 *0.8057)]*1.13
    Binding Heal = 4969 healing average
    Greater Heal = [4300.5 + (3000 * 1.6111)]*1.13
    Greater Heal = 10321 healing average

    iii) Calculations with Blessed Resilience & Test of Faith (w/ spiritual healing modifier) – I found something interesting testing with Renew. If the spell is cast below 50%, the ticks (even if the health goes higher than 50%) stay with the 12% increased effectiveness.
    Flash Heal = [2049.5 + (3000 * 0.8057)]*1.25
    Flash Heal = 5583 healing average
    Binding Heal = [2237.5 + (3000 *0.8057)]*1.25
    Binding Heal = 5818 healing average
    Greater Heal = [4300.5 + (3000 * 1.6111)]*1.25
    Greater Heal = 11417 healing average

    So those are some pretty plain numbers. If you find yourself casting greater heal more than once in a blue moon, perhaps stick with Empowered Healing. If you regularly find yourself not casting it at all during fights then a spec for better output would first put the 5 points from empowered healing to 3/3 blessed resilience and then 2/3 Test of Faith.

    Justification for taking test of faith is it provides more healing to those targets who need more health.” — Sindaga

    The bottom line here is that putting 3 points in Blessed Resilience along with 2 in Test of Faith increases the amount healed on targets below 50% by a significant amount. If you’re looking to take advantage of Test of Faith in the next layer of the tree, it’s a good idea to pair it with Blessed Resilience – and you can easily take the points from Empowered Healing to make that happen. It’s entirely a play-style dependent call, and I personally prefer the constant levels of healing provided by Empowered Healing to the low-health dependent benefits of Test of Faith.

    Wynthea-holy-spec-tier-9 Moving into tier 8, you’ll find some of your decisions have already been made, due to the preceding math. If you decided to put Sindaga’s 3 points into Blessed Resilience, you have already decided to skip Empowered Healing. If you decided against the BR/ToF combo, you’ll max it out instead. The other talents in this layer are Serendipity and Body and Soul. Although I’ve read some arguments that the self-poison cleanse is useful on the more poison-heavy encounters in Ulduar, if your Shamans, Druids, and Paladins are doing their jobs, you won’t need Body and Soul. Serendipity, on the other hand, plays a major role in making Holy a more synergistic healing spec. Layering spell haste for your bigger heals is a huge part of the raid-healing strategies for fights like Ignis, Deconstructor, Freya, and Mimiron. My typical heal pattern takes careful advantage of this: Inner Focus-Prayer of Healing -> Surge of Light-Flash Heal -> Binding Heal -> Circle of Healing -> Surge of Light-Flash Heal -> Serendipitous- Prayer of Healing -> Surge of Light-Flash Heal…. into infinity, peppered with Prayer of Mendings and Renews as much as possible, both of which provide extra Surge of Light procs, and, therefore, free layers of Serendipity to haste my next Prayer of Healing. Make sure you take maximum advantage of Serendipity.

    Like tier 8, you’ve already made quite a few decisions regarding tier 9, without realizing it: If you picked up Improved Renew in tier 1, you would shortchange yourself to skip Empowered Renew. When you decided to build Holy, you decided to take Circle of Healing,  (I know there was a lot of noise about avoiding it when they added the 6 second cool down, but with its coefficient balanced to reflect the cooldown, the glyph to increase it to 6 targets, and its ability to proc Surge of Light, skipping Circle of Healing would be foolish.) And when you decided between Empowered Healing and Blessed Resilience, you decided whether you would take Test of Faith as part of the Blessed Resilience package. If you’re following my build, take all three in Empowered Renew, Circle of Healing, and skip Test of Faith.

    For tiers 10 & 11, you’ll notice you have exactly 6 points left. Finish out your spec by finishing out the tree with 5 points in Divine Providence, and the last into Guardian Spirit.

    This is my completed spec – and I fully expect as many detractors as I do compliments. Lightwell may work for you and your raid, or perhaps you think I’m foolish to finish out Divine Fury rather than taking Healing Focus. I’d love to hear about tweaks that you make (and how they work for you), but for me this is my perfect spec – Renew-heavy, allowing me to stack haste, and with Desperate Prayer the only concession to keeping myself alive rather than focusing on my raid. Wynthea-holy-spec-final

    Next Post: How to Build Disc

    Luv,
    Wyn