Patch 5.4 Preliminary Priest Thoughts

General

  • Leap of Faith no longer has a facing requirement.

Say hello to the no-look life grip! I promise, I will only use this power against trolls. In all due seriousness, it’s a minor quality of life change. I can move and face the direction I want to go and not have to whip my camera around mid movement to pull a fellow player away from danger.

Talents

  • Angelic Feather now increases allies’ movement speed by 80%, up from 60% and the feathers have a duration of 10 minutes, up from 5 minutes.
  • Divine Insight for Discipline Priests now has a 100% chance to activate its effect after using Penance, up from 40%.
  • Twist of Fate’s damage and healing threshold to activate has been increased to 35%, up from 20%.

Angelic Feather change? Neat, I guess. Still not quite attractive enough in a raid setting. Too much effort, I think. Harder to work with on 25.

Power Infusion is the primary staple in the fifth talent tier (in most cases, anyway). Divine Insight triggered quite often for Holy Priests but not very often for Discipline. It should make it a little more lucrative. It’s essentially an extra Prayer of Mending Power Word: Shield on targets.

Twist of Fate change is agreeable. An extra 15% buffer means more frequent activations. Should come in handy in large, multi target ad fights for Shadow (like Primordius). It’s good news for raid-assigned healing priests (whack the mole with the lowest health first).

Shadow

  • Shadowform no longer reduces all damage taken by 15%.

Now I’m going to get two shot by Rogues instead of three. Sad smile

Class Armor

  • Restoration PvP 4-piece set bonus is no longer an area-of-effect and only affects the character that dispels Vampiric Touch.

Aaaaah, this might’ve been too strong in PvP. It was fun while it lasted, at least.

Tier 16 bonuses

  • Priest T16 2P Bonus (New) Serendipity also increases the healing of your next Greater Heal or Prayer of Healing by 50% per stack. While Archangel is active, your critical chance is increased by 10%.
  • Priest T16 4P Bonus (New) Circle of Healing and Prayer of Mending casts increase the effect of your next Holy Word spell by 50%, stacking up to 10 times. While Spirit Shell is active, you gain 10% haste and 3,500 mastery.
  • Priest T16 Shadow 2P Bonus (New) Shadowy Recall effects have their critical damage bonus increased by 100%.
  • Priest T16 Shadow 4P Bonus (New) Each Shadow Orb consumed for Devouring Plague increases the damage of your next Mind Blast, Shadow Word: Death, or Mind Spike cast within 12 sec by 20%.

Not sure if the two piece bonus is going to stay. But the Holy side of it is incredible. Increased potency of Prayer of Healing alone with just two Flash Heals (and the Serendipity effect)? However, the 10% crit is nothing to completely sneeze at. I think maybe it should go up slightly. 15% seems like a good number. If you’re not automatically triggering Archangel, this better be a good enough incentive for you! As for the four piece, I can see Circle of Healing and Prayer racking up some big time Holy Word charges. Nice for Blizzard to sneak in a pseudo-buff to Sanctuary and Serenity. The Spirit Shell bonus is no joke either. Try to time Archangel and Spirit Shell together for extra Divine Aegis proccing fun.

The Shadow bonuses are certainly cool on their own. I think Shadow Recall refers to our little Shadow copies that periodically run into the boss. The four piece is good in the sense it doesn’t really need us to change anything in our rotation significantly. We should still be using them at a full charge of Shadow Orbs, I think.

Don’t think this is going to be final just yet.

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Why the Flex Raid is a Boon

I recently purchased a Flex plan from my cell company where I’d be charged monthly based on the amount of data I actually used. I don’t know if I’ll always be near a wireless access point or not but at least the charges will scale accordingly.

Speaking of Flex plans, Blizzard’s taking a page out of that book and introduced a new type of raiding: The Flex Raid difficulty.

  • We can bring anywhere from 10 – 25 people and the bosses will scale.
  • We can invite friends from other realms via battle tag
  • Item level is between raid finder and normal but loot will be handled via raid finder loot system
  • Separate lockout from raid finder, normal/heroic

I’m still digesting the news. Usually my raid will run through raid finder once a week. We’ve started bringing in and carrying our alts. People are still running raid finder to grab their Titan Runestones at the start. Raid finder is great if I just want to mind numbingly get my way through an instance, gear up an alt, and just generally not have to think but mash buttons. I can eat every void zone, stand in every fire, miss every interrupt, and can live (most of the time).

What kind of example am I setting, right?

Why it’s good

This is great for guilds and cross realm raid groups. Players don’t have to transfer their characters from server to server to raid. I know there’s players out there who have a whole train of alts with assorted professions designed to support their main. If that player is satisfied with raiding on the flex plan, then they can still see the content in the game without committing money to move their supply train.

Second, from a recruiting standpoint, this is a huge tool for a prospect to raid with a potential guild and see if they’d fit in. Right now, we run livestreams and invite possible recruits on to our Mumble in order to give them a look at our raids. I can see a day set aside where recruits can jump in and raid with the team – And the beauty is a whole 25 man team isn’t going to be needed either.

Third, what about guilds that are looking to scale up from 10 to 25 man? This is another excellent way for them to gradually expand. It’s often a nightmare to make an immediate jump from a 10 man to a 25 man raiding guild. Sometimes the pool of player availability isn’t always there. The flex raid allows them to slowly (but surely) change their raid size until a consistent 25 raiders is found for the inevitable shift to normal modes.

But at the end of the day, Flex Raid isn’t a normal raid. It will never carry the prestige or reputation that normal and heroic kills grant. I doubt it’ll be taken seriously but maybe that’s what the main point of the flex raid is. It’s not designed to be cutting edge or challenging. It’s supposed to bring you, your family, and your friends together to raid where you don’t have to deal with potential morons in raid finder. You get to raid on your terms with whoever you want with relaxed restrictions.

Will you flex?

I’m still weighing the costs and benefits of working in Flex raiding for Conquest. I’d remove guild sanctioned Raid Finder from the list of activities and swap to this instead. At minimum, I would have to have at least two tanks available for this. With Raid Finder, I’d be able to go in with whatever composition I had available. The potential drops are better than raid finder anyway. I imagine my current raiding gear from Throne of Thunder will be better than the Raid Finder and flex drops in 5.4. If anything, Flex will be used to help ease our way into progression raids or on nights where half the raid is unable to attend.

Where does the flex raid factor into your guild’s raiding plans? What about your raiding plans? I’ll end up changing my Wednesday night raid finder to the flex raid instead.

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Lei Shen: A Hollow Victory

This was more of an “about time” feeling then a “YES, WE GOT IT” feeling. I always knew Lei Shen was within our grasp. But something always came up that got in the way of really getting it. We yo-yo’d from wiping on first intermissions to 2% wipes with a debuff stack of 110 on the final phase and back. The attempts were never really ever consistent but I did what I could to try to keep the groups static and in the same positions. The lineup shuffled from raid to raid, but if even 18+ players were in the same spots with the same players, they would be able to get used to it.

I had set a target deadline of being in hardmodes in May. We killed Lei Shen on 25 just before June.

Oh sure, we killed it a couple of times on 10 man late at night before the raid reset. But I don’t consider progression kills on 10 man as progression kills for the guild. We’re a 25 man guild, first and foremost. If we don’t kill it with 25 players, then it never happened. I have no qualms if the team wants to go in to get practice on a progression boss on 10 man or try to squeeze out loot, but it means nothing.

I tell myself that the delay could’ve been attributed to newer players coming in. Some of them weren’t even equipped to properly do the content yet sporting LFR gear from the first Mists tier. Have to factor in the time training and showing new fights. I put these recruits into the frying pan on the nights our veterans are unable to show. But no, as much as I want to blame real life, I can’t.

Jobs, relationships, and school will always remain a constant factor. Unless I suddenly inherit millions of dollars and buy my own raid team, it’s nigh-impossible to expect everyone to make commitments. People get sick. There’s explosions at work. Imminent wildfires about to engulf the home. I can’t help but be bitter and curse the dice of real life rolling against me and my team. Must be punishment for the times I’ve gone to the casino in the past.

It’s your job (as a GM) to foresee these problems and account for them. Stomaching the occasional 1 – 2 player absence is doable. Raiding with an almost 20% deficit from a roster is just not going to get the job done on an end boss. Oddly enough, I was quite amazed at the play and effort of everyone when we raided short handed. It’s as if players automatically knew that they had to step up to really offset the players that weren’t here. They played their asses off and we pulled off some kills that were really close shaves (I didn’t think we could do some of them but was delightedly proven wrong).

Although, I bet the 5.3 item upgrade had a slight boost in there.

In the end, I’m disappointed that I couldn’t get this kill for our previous main tank.

I regret not being able to kill it for Haddion and Sweet who were claimed by real life.

Players that were with us from the beginning of this tier deserved to at least see this guy go down before retiring but we could not finish and limped over the finish line.

Did I not say the right words enough? Did I not make the necessary enough adjustments to our tactics? Did I get caught blindsided by attendance problems again?  Probably a combination of all of the above. It’s easy enough to look back and dissect what went wrong. The solutions are so easy in hindsight. I look at myself right in the eye when I’m in front of a mirror. You know what I see? I don’t see a field general. I see a guy who loves the game and his guild, but that’s just not enough. Not anymore.

I’m pissed off at myself more than anything else. But there’s no time to feel angry and sorry.

Heroic raids are coming up and we have some serious catching up to do.

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The Art of Chaining Cooldowns

Want to increase your raid’s overall DPS?

How about expanding it’s survivability?

Or keeping enemy packs incapacity and stunned for longer than usual?

This is one of the basic raid tactics you can use. Chaining cooldowns refers to players using similar abilities one after the other. Stacking cooldowns means to use them simultaneously. How exactly should a raid chain their cooldowns together?

Offensive

As a DPS player, you have your own personal DPS increasing cooldowns. In most cases they’re fired off all at once to raise your damage for those brief seconds that the abilities are active. It’s kind of a no brainer isn’t it?

But when you’re dealing with many players, you may not have that luxury. What happens if two players stun the target at the same time with two Hammer of Justices? The target still gets stunned for 6 seconds (too bad the other stun doesn’t carry over and add 6 seconds on top).

(Un)Fortunate enough to have 5 shamans in raid? You can use their Stormlash totem one after the other for 50 seconds worth of extra lightning DPS. Bonus marks if you pull this off during a Heroism.

If you’re working on challenge modes, then you’ll have to chain your cooldowns together to get through various trash packs. In some cases, you may need to combine both offensive and defensive ones based on your group composition. My challenge mode group is stun heavy with a Death Knight, Monk, and a Shaman. Like clock work, the Monk opens with a Leg Sweep while the Shaman drops his Capacitor Totem at the same time (the stun detonates after 5 seconds) before the Death Knight finalizes with Remorseless Winter. If we still needed more time to finish off a pack, I dropped a Power Word: Barrier to help. Like any form of crowd control, targets will be affected by diminishing returns.

Defensive

Structuring healing cooldowns does need a little more thought. Should you use more than one at the same time or layer it one after the other? Bosses tend to have signature mass DPS abilities which affect the whole raid. Your decision on stacking or chaining all comes down to how intense the damage is and how long that boss ability lasts.

Jin’rokh’s Lightning Storm? We started chaining two cooldowns one after the other (example: Smoke Bomb followed by a Power Word:  Barrier).

Iron Qon’s Fist Smash? We stacked two cooldowns at a time as Rising Anger continued to increase.

Addons

If you don’t have it installed yet, get RSA downloaded and set up. It’ll help you and your fellow raiders as it announces when you activate your own raid cooldowns and when they end.

rsa-config

Bring up the configuration and go into the General Announcements tab. The drop down on the top right let’s you adjust which spells and abilities you want to use. The checkboxes let you choose where you want the start and end points broadcasted. In most cases, it’s going to be either a Smart Group or a Whisper. You can choose to override the output channel if you wish.

In Conquest, there’s a dedicated shaman channel where they organize their own Stormlash Totems and that’s where they set their macros and announcements to.

This simple technique is going to help you shave time off your kills and help you beat enrage timers. A little organization and communication ahead of time with your players is going to be needed, but it’s well worth the effort! To really stretch this out though, look through each boss and find out what the best time to chain cooldowns will be. Look for periods in a fight where your raid can stay still and unload their arsenal!

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PSA: Don’t Put Tanks on Follow

I wanted to follow up on the previous PSA I released about Battle Rez spells.

Don’t put tanks on follow

Because if you do put tanks on follow, you’re going to have a bad time. If you actually need to go AFK, your best bet is to put a healer or a ranged DPS on follow. In most cases, they won’t be affected by cleaves or anything of that sort. I wouldn’t advise following a melee player either. Those guys tend to just do nothing but DPS and will ignore saving you if it means moving around.

Also, it’s best not to go AFK in the snail hallway in Throne of Thunder. If you put someone on follow, there’s a high probability they’re going to feed you to a snail.

Otherwise, don’t follow tanks unless you want repair bills.

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