How To Tank Heal As A Holy Priest

“I am only one, but still I am one.  I cannot do everything, but I still can do something and because I cannot do everything, I will not refuse to do something that I can do.”

Helen Keller

Holy priests have always had a reputation for being extremely versatile healers.  Somewhere down the line we lost that and I don’t know if that was driven more so by the developers or by the player base, but we did.  We soon found ourselves being trapped in the mindset of being nothing more than Circle of Healing and Renew bots, which meant that we were often competing for raid spots with resto druids, who were practicing a similar style of healing, albeit with Wild Growth and Rejuvenation.  The only thing that really set us apart was Guardian Spirit and even that wasn’t enough to guarantee us a raid spot over a druid or any other class that could do our job better than we could.

With the release of Cataclysm, we found ourselves reclaiming that identity of being extremely flexible healers with the help of an incredible new ability known as Chakra.  For those not in the know, Chakra is a new talent in the holy tree that allows a priest to place themselves into a state that enhances certain abilities and opens up new ones for them to use, depending on the kind of role that they will be filling in a group or raid.  Currently, there are three Chakra states that can be described as the tank healing or single target healing Chakra (Serenity), the AOE or raid healing Chakra (Sanctuary) and the last one being a Chakra that enhance your damage dealing spells (Smite).

Sadly, old habits die hard and there are a still a number of misconceptions out there that holy priests either cannot tank heal or should not tank heal, due our having such strong AOE healing capabilities that many feel are not worth giving up to have us tank heal or heal a single target.  I consider myself extremely fortunate to have an amazing healing lead who is not afraid to try new things and knows her healer’s strengths and to be part of a healing core where my fellow healers are not afraid of change and can excel at things that most people would feel are not possible or not worth it to try and do.

Here is a run down of the abilities you will most likely use and the talents that will help you best in tank healing as a holy priest, in my experience.

Chakra.  The Chakra of choice for tank healing is Chakra: Serenity, which you enter by casting Chakra and then immediately casting Heal right after it.  Recent patch notes from the PTR have indicated that Binding Heal, Flash Heal and Greater Heal are being added to the list of spells that will activate this particular Chakra.  Being in this Chakra takes Holy Word: Chastise and changes it to Holy Word: Serenity.

By simply being in Chakra: Serenity, your chance to crit with direct healing spells is increased by 10% and they will refresh a Renew that is present on the target.  Currently, only Heal, Flash Heal and Greater Heal are capable of refreshing the Renew.  Binding Heal and Holy Word: Serenity are slated to be added to the mix, based on information found in the patch notes that were released last week.  You will want to remain in this Chakra for the entire time that you are responsible for healing the tank.  Being in this Chakra does not lock you out or prevent you from casting other spells, not related to the tank healing state.  You can still use a Prayer of Healing, if the group that the tank is in gets low on health or use a Circle of Healing if those around them are taking damage.

Holy Word Serenity.  This spell can be used a number of ways and has drawn comparisons to being our version of Holy Shock.  One way you can use it is to use it off cooldown.  The buff that Holy Word: Serenity leaves will increase the crit chance of your direct heals on the target by 25% for 6 seconds, in addition to the 10% increased crit chance that you have from being in Chakra: Serenity.  Having this buff on the tank regularly means that any incoming heals that would need to be used have a chance of healing for more and being more effective.  You can also choose to use this more selectively and wait until the tank is taking large amounts of damage, use it first and then take advantage of the crit buff by following it by spamming direct heals.  Either way is fine, but this spell is a core part of tank healing and should not be left out when you’re doing that.

Prayer of Mending.  As always, Prayer of Mending should be used every time it is off cooldown.  Be sure to toss it out either before you cast Chakra or after you have safely entered the correct Chakra state, which is Serenity.  If you don’t cast it at the right time, you may accidentally find yourself entering the wrong state and being in Chakra: Sanctuary, which is the AOE or raid healing state.  This will prevent you from using Holy Word: Serenity, which is only available by being in Chakra: Serenity and your direct heals will not be nearly as effective.

Renew.  Slap a Renew on the tank and if you are using your designated Chakra state to its fullest, it should never fall off of them.  Talents like Improved Renew and Divine Touch can help make Renew more effective by increasing the healing that it does and by eliminating the usual delay in healing output that comes with using a heal over time ability.

Empowered Healing. Placing three points in this talent increases the healing done by Binding Heal, Flash Heal, Heal and Greater Heal by 15%.  These spells are going to be your bread and butter for tank healing, so you are going to want to have that added boost of healing.  You are also going to want three points in Divine Fury, so that your Heal and Greater Heal have their cast time reduced by 0.5 seconds.  That may not sound like a lot, but compare to it the cast time when you don’t have points in this talent.  Believe me, you will feel and notice the difference.

Surge of Light.  Surge of Light allows you the chance to get a free, instant cast Flash Heal that is incapable of critting each time you use Heal.  Unless you’re facing a fight with unpredictable spike damage, Heal is going to be your core spell for tank healing.  It’s been determined that roughly 1 out of every 17 Heals cast will result in a Surge of Light proc.  That may not sound like a lot, but every little bit helps and Flash Heal is extremely expensive to cast on its own, without an immediate reason to do so.  If you’re still not convinced that this talent is useful to you, Surge of Light was mentioned in the recent patch notes, stating that Flash Heal and Greater Heal will be added as one of the spells that can trigger Surge of Light and the heal generated by the proc will be able to crit.

Inspiration.  This talent is considered a must have, since you probably won’t be throwing shields on the tank that often, if at all and you want some kind of damage reducing ability to fall back on.  More on that later.  It’s also the only ability that warrants you having any kind of critical strike rating to speak of.

Serendipity.  There are times where your tank is going to take a lot of damage really quickly and you’re going to need to act fast.  You want to have options available that will maximize the heals you will need to throw out, while also being mindful of your mana bar.  Serendipity can help you with that and you can customize it to meet your needs.  If your tank is in trouble and you need a heal, use Binding Heal.  If it’s just your tank that has taken a lot of damage, use Flash Heal.  You now have one stack of Serendipity, which will reduce the cast time of your next Greater Heal by 10% and its mana cost by 5%.

If that single heal wasn’t enough, you can follow it up with another Binding Heal or Flash Heal and gain a second stack of Serendipity, which will now reduce the cast time of your next Greater Heal by 20% and lower the cost by 10%.  Two stacks is the most you can have on yourself at any given time.  You are now prepared to do what I call a “Serendipity bomb,” which is what I call using Flash Heal –> Flash Heal –> Greater Heal.  It is extremely mana intensive to do this, even with the reduction in cost from the talent.  This method should only be used for emergencies, not as a regular style of healing.

Other talents that can help for emergency situations are Test of Faith, which increases all healing done to targets below 50% health and of course, Guardian Spirit.  There are two ways you can use Guardian Spirit.  You can use it when the tank is getting dangerously low and allow it to activate, healing the tank by a large amount and allowing you a few seconds to focus on others who may need healing.  Or you can cast it on the tank and follow it up with some heals, which will be enhanced by having the effect on them and get them back up to snuff.  To make the most out of Guardian Spirit, make sure that you glyph for it and it also helps to create a macro that will announce in the raid or your healing chat channel (if your raid has one of those) that you have cast Guardian Spirit and on whom you have cast it.  That will alert other healers that your target needs heals and will prompt them to toss some heals on them, if they are able to do so.

Power Word: Shield.  Throwing a shield consistently on the tank while healing them may not always be the best idea, because discipline priests rely heavily on Rapture as a way to get mana back.  The best people to place a shield on, where it will get absorbed the most are the tanks.  If you have shielded the tank, that means they can’t and that could affect the amount of mana they get back in the long run.  I would coordinate this with your discipline priests if possible, by finding out if they are going to be anywhere near where you and your tank will be located and how diligent they are about shielding tanks other than their own.  Some are more consistent about this than others.  If you do have the all clear to shield at will, save it for when you see them taking a large amount of damage.  I wouldn’t throw a shield every time it’s off cooldown or if the tank is nearly topped off.  Use it as a way to buy yourself some time to heal them back up, either by using a “Serendipity bomb” or other combination of heals to get the job done.

A lot of holy priests may get flak from the community at large for attempting to tank heal, but we’re really not bad at it and in fact, we have tools that can really be useful when we’re called into action as tank healers.  The strength of a discipline priest has always been mitigation and preventing damage whereas ours has always been raw healing and reacting to damage.  Just because we lack the mitigation strengths does not mean we do not have the healing capacity to successfully heal a tank and should not be considered for such a task.  Some have argued that our strength is in our AOE heals, but we only have two extra AOE spells (Circle of Healing and Holy Word: Sanctuary) that discipline priests don’t have access to and one of them is on a 10 second cooldown and you need to be in the appropriate Chakra state to even activate it.  We have obviously been given the tools mentioned above for a reason.  What other reason would there be to have shields or to have Chakra: Serenity, if we’re meant to go back to the Wrath style of healing?

Hopefully, this post will give people the encouragement or the motivation to try out tank healing, if you are a holy priest or to consider a holy priest as viable candidate to do such a thing, if you’re a raid leader or a GM.  What are your thoughts on this topic?  Can it be done?  Should it be done?

Raid Leading 101: 10 vs 25

Probably as old as when Burning Crusade launched is the discussion of 10man vs 25man. The jump from 40man to 25man jolted a lot of raiders and caused the collapse of several teams. Raid teams started out in 10-man Karazhan, which geared them to enter the 25-mans until the end of the expansion (Gruul’s Lair, Magtheridon’s Lair, Serpentshrine Cavern, Tempest Keep, Black Temple, Sunwell Plateau), with a 10man Zul’Aman thrown in for flavor.

From what I saw, there was a stigma that 10mans were inferior to 25man. 25man Raid Leaders were thought of as more commanding and needed more control over their team, whereas 10man Raid Leaders didn’t have as much responsibility. The only way to get any decent gear in Burning Crusade was to run 25man raids. Legendaries were obtained only in the greater of the two. The end result was people preferring 25mans over 10mans, even lasting into Wrath of the Lich King. Anyone else remember needing to get into 25-man Trial of the Crusader to get a decent trinket at the time?

However, with Cataclysm, the tables have shifted toward more balance. With the changes that Blizzard implemented, there is less pressure on needing to raid a certain size. Let’s take a look at the pro’s and con’s (as I’ve seen it).

25-man

  • More likely to have every raid buff due to a larger raid.
  • Raiders of the same class can feel more free to tweak their specs.
  • More forgiving to players that may be a little “sub-par”.
  • Battles have a more “epic” feel with a bigger raid.
  • More players = wealth of opinions in strategizing fights.
  • Three in-combat resurrections allowed per fight.
  • Raid competition may not be as crucial (melee vs ranged).
  • ————————————
  • Maintaining control over a bigger group.
  • More standby’s may be needed.
  • More people may equal conflicting egos/personalities.
  • Possible to run into scheduling difficulties.
  • Harder to start up from scratch.
  • Easier for people to slightly slack at times.
  • More officers may be needed.

10-man

  • Usually tighter-knit group.
  • Easier to start up from scratch.
  • More responsibility on each player.
  • Possible to have one of each class (very little gear competition).
  • Fewer standby’s may be needed.
  • Fewer officers or leaders needed.
  • ——————————–
  • Less input for fight strategies.
  • With fewer people, the fights may feel “less epic”.
  • More responsibility on each player.
  • Less room for error.
  • One in-combat resurrection available per fight.
  • Possible to miss certain raid buffs because of limited raiders.
  • Less room for error because of fewer players.
  • Raid composition may matter more (melee vs ranged).

The Choice is Yours

When you’re deciding on which side to go with, keep all of these things in mind. Some of the pro’s and con’s are the same. “More responsibility for each player” may be a good thing for your team or it may not be. You and your team are going to weigh these points differently, and that’s perfectly fine. It all goes back to what you want out of your team. Maybe you want the “epic feel” of 25man and don’t mind dealing with more people/schedules. Perhaps you like less gear competition but don’t mind putting more responsibility on each individual raider.

Remember, the same ilevel gear drops off of 10man vs 25man, so that’s no longer a factor. More gear drops on 25-man than on 10-man to even the scale. Also, Blizzard is still working on balancing the difficulty of the raid sizes, so one doesn’t feel noticeably harder than the other. Personally, I feel this is hard to achieve, but I’m fine with them getting it as close as they can.

As for me, we’ve decided on 10-man since the beginning. I don’t want to put in the extra effort needed to wrangle 24 other players, and we like the greater responsibility placed on each raider. We may not have that “epic” feel because we prefer a more intimate raiding environment. It’s not that I don’t enjoy 25man raiding, but I prefer 10man.

What about you and your team? Have you already made a decision? Are you split? What other pro’s and con’s can you add to the above list?

 

10 Things I’d Rather do Than Heal PuGs

A great part of WoW’s healing base has foresworn the dungeon finder tool ever since Cataclysm, avoiding PuGs like the plague, running away and screaming in terror. And we all know why of course: a lot has changed in the mana business and also, heroic dungeons require a lot more cooperation, tactical approach and CC than they used to in Wrath of the Lich King. Blizzard’s promises in that department have come true.

Now I’m probably not your best candidate because I’ve been a PuG-misanthrope ever since… ever. Sometime through my late level 50ies of vanilla WoW, I did one sucky corpse run too many or heard a stupid comment too often from a random lol-DPS in Stratholme, Diremaul or Scholomance, to put me off anything public or pickup in WoW permanently. Which is probably good to highlight in this context: Yes, there was stupid back in the “good old days” too.

I’ve stuck to my own raid guilds for dungeons ever since then and I’ve been so fortunate to always have more competent groups of players at hand. Yes I’m a spoiled holy priest – but then, I’ve also done a great load in order to keep the guilds running I’ve been in. Nothing comes for free in the World of Warcraft.

I’ve still pugged a handful of 5man runs, especially in the later stages of WotLK as Blizzard was so cunning to make pugging an achievement that comes with a pet (ugly as it might be). You got me there! And it wasn’t even the worst experience; in fact it’s showed me that not all PuGs are completely horrid, even if I still considered them a waste of my time.

But that was in WotLK. You know, “I can get free badges while walking my dog puppy”-WotLK, the expansion of free rides and blissful matters-not-just-AoE-olol. The era of pretty dead party chats too, so dead in fact that exceptions of the rule almost felt outrageous.

That doesn’t work so well in Cataclysm: The new heroics make the best team of guild mates facepalm after 2 hours have passed. And you only really stick around for that long because you actually know these people and enjoy their company. Alternatively, you can be openly grumpy and abuse them in party chat for being blind as a bat, without them going into an emo-fit which makes up for a little at least. I still luv my tank mate despite the fact that he made me run heroic Deadmines for 3 hours on launch week.

Those saints among saints

Healing Cataclysm heroics is a challenge and having to do so in a group of complete strangers who are likely not nearly as vocal, cooperative or forgiving as guild mates , doesn’t make things easier. It has a good chance of making things hellishly frustrating, in fact.

Some healers however, are still bothering. They are still healing PuGs and going in fully prepared to supervise the party and make it succeed. They have the sort of patience that I’m not sure whether to call noble or slightly nutty, but in any case I have big respect for them to put up with the risk. It’s not just the whole coordination part after all: PuGs are time-consuming. The chance for these runs to take longer than usual is high, already due to limiting factors such as party chat. It is a lot of extra playtime to put into something that has a high risk to go wrong. And while in times of precious mana, DPS and CC have probably become more important than ever, the high pressure on healers and tanks is unchanged and so is the blame-factor. Not everyone has switched boat from WotLK yet.

In her most recent blog post, Ophelie tells us why healing PuGs can work out and how healers can contribute to that success. I’d never have the willingness or dedication (and I secretly suspect her to create her own WoW hard modes that way, things are not yet hard enough for Holydins it seems!) but it’s definitely a great guide if you’re a healer and looking to PuG heroics without wanting to throw yourself off a bridge after the first 30 minutes.

I raise my hat to all who try and risk their sanity and self-confidence in the progress. What many people do not know: a bad PuG can make any healer feel shitty. You can know that there was nothing you could have done differently – still: SHITTY!

Before you call me out for speaking without experience, I’ve in fact blundered into 2 PuGs in Cataclysm myself. Number one ended at the first boss, after approximately 10 wipes of the exact same fashion and loads of “GOGOGOGO!!!”. A chronic case of Speedius Nubicus. The second PuG lasted exactly 3 minutes before I pulled the plug – and you’d have done the same. Let’s just say it doesn’t bode well to enter a heroic Stonecore where the rest of the group is already in the process of corpse running, because their last healer fled in terror. Not the finest act to leave them mid-combat, but then…who among us to cast the first stonecore?

PuGs like these aren’t only plain painful, but I simply don’t have time for this. My gametime is more limited than ever these days and what I need in order to be ready for my guild’s raids asap, are efficient runs. I love the new dungeon difficulty, just so there are no misunderstandings here: challenging doesn’t have to equal mind-numbingly long though. I’m more than willing to admit that I don’t take the lead in PuGs usually and that’s probably a wrong perception of my role. It is certainly not by default the MT’s. Furthermore, I don’t actually make use of vote-kicking. Why not? I just CAN’T BE ARSED! If I need to kick and replace five people first before I can start a run, I rather go do something else. By the time we’ve finally found “teh perfect tank” the first person who got replaced is probably already so bored that he decides to bugger off by the time we look halfway ready.

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My contribution to a serious topic

I’d still like to contribute in a more productive or rather creative way to the whole PuG-healing thing and since I’m not a saint who can tell you how to make it happen, I’ll tell you what I’d rather do instead of making it happen!

When starting to think about this, the first spontaneous things come to mind, were:

· Running a screwdriver through my left eye. Real slow.

· Jumping off an airplane with no parachute on. Working as intended.

· Entering a den of rabid wolves in a meat skirt.

But….that’s not realistic, I know! So, I’ll be good and limit myself to things that are actually there in the game, painful and annoying and… still so much more preferable to healing PuGs right now!

10 things I’d rather do than heal PuGs

I would rather…

  • Get exalted with Silithus. Again.
  • Repeat the entire Argent Tournament daily jousting-grind to buy all available pets and mounts.
  • Travel from Bloodmyst Isle to Booty Bay. Via Northrend. By foot.
  • Give gold to every lvl 5 beggar in Elwynn Forest.
  • Run guild alts through Gnomeregan 5 times a day. Make that 10 times.
  • Re-skill both my professions up from zero.
  • Follow the public channels. Yes, that’s general and trade chat.
  • Change my holy priest to worgen female…./gasp. Okay, for one week.
  • Read the quest texts of all new Cataclysm quests. No word skipping.
  • Hang out with THIS GUY!

This list was originally a lot longer, but I forced myself to keep it short, just like the rest of this post. And with that, I’ll wish the saints among you who are still out there facing their PuGs good luck and hold on to that halo! You’ll need it.

Sylvara

Adrenaline, Stormrage EU

P.S. No random pugee was vote-kicked or otherwise harmed in the process of writing this article.

The Stranger Side of Shaman

This is a guest post by Vrykerion of Oddcraft

This year I participated in the Blog Azeroth Secret Santa blog post exchange. You can view my submission at Jaedia’s Menagerie. ~lodur

Salutations and greetings! I am Vrykerion, writing this post as part of ‘Blog Azeroth’s Secret Santa Blog Post Exchange Thing of Happiness’.  If you’ve come here looking for the amazingly informative and extremely clever writing that you’ve come to expect from this site, I sincerely apologize but don’t worry, I’m just here for this one post.  And if you thinking I was kissing up a bit in that last sentence, you are probably correct. With this little introduction and/or disclaimer to save Lodur and I from being flayed alive out of the way, let’s begin shall we?

As you probably know, shaman are the masters of the four elements.  Master might be a bit strong of a word.  Shaman are shrewd negotiators of the four elements. Five elements technically, everyone kind of forgets about the element of the wilds.  I suppose you really can’t blame them, since that does start to step on the druid’s toes.  I mean, how would you shaman feel if someone like a mage were to be able to summon and control an elemental?  That would be just silly.  Besides, next to Fire, Earth or Water, you might as well just call the wilds ‘Heart’ for all it’s actually worth, but instead of a South American kid that no one likes, we get a green skinned former warchief who has gone all hippie on us as of late. All in all, I’d call it a wash.

In regards to restoration shaman in specific, I suppose you could say that their patron element is water. (Again, mages, you are thin ice with the Shaman Union.) From healing rains of the magic liquid, to splashing back a chunk of our mana, water is a consistent theme in the resto tool set.  Heck, it even possesses the power to remove curses and magical ailments!  Now granted it would make more sense that water would be able to remove more natural problems like diseases or poisons, but hey, since when did logic or verisimilitude ever enter into game design and class balance.

Shaman even get a magic stick that shoots out water and does all sorts of neat healing things too, but why can’t I sit there and drink it like a portable water fountain?  I mean, even outside of a game mechanic, I can’t imagine a shaman crossing Tanaris wouldn’t have thought to do that at least once, can you?  It seems like a fairly good way to prevent dehydration on those long journeys.  The point being is that when it comes to resuscitative magics, water is the shamans’ go to element – or is it?

There is a gap in the shaman spell book in terms of explanations that needs to be addressed.  The majority of the powers that a shaman wields make perfect sense in terms of their elemental origins.  Lightning bolts from the air, bursts of magma from fire, rumblings quakes from the earth, and the aforementioned watery heals, but what about the basic healing spells of the Shaman arsenal: the healing waves, chain heal and surge? Are they supposed to be some kind of yellow healing water?  Is it Gatorade? Maybe these are part of the mystical and rarely mentioned element of the wilds or something.

I mean, shaman use them all the time but we never really ask exactly what they are supposed to represent or what power source they draw on.  Maybe it’s some other element that the Earthen Ring would rather not make public.  Like uranium!  Resto shaman are using radiation to mutate your body into repairing its wounds!  No one noticed before because we were being cleansed of the radiation poisoning before it became a problem, but now that shaman can’t cleanse poisons in Cataclysm?  Well, why don’t you ask Marie Curie what the future holds? (On the other hand, this pretty much completely explains the existence goblin shaman.)

Okay, perhaps jumping to uranium is a bit of a leap in logic.  It could be aluminum or zinc or something.  Chlorine is the right color at least. There’s an entire periodic table for shaman to play around with.  But if it is the supposedly-more-powerful-than-the-other-four-elements-combined element of the wilds, isn’t using that gift to fill the little green meters of your friends a bit underwhelming?

The wilds is an element that rules over every living thing on the planet, and can even be convinced to get animals to walk up and let you kill them for food, and we are using it to get phat lewtz.  It’s that reasoning that makes me think that Healing Wave can’t be from the wilds, because if it is then pretty much every player character shaman in the history of WoW is a terrible person (in character that is) and somehow I don’t think that is working as intended.  Especially when shaman are one of the top classes in the matter of getting lore love, along with druids and paladins.

In the end we may never get a real answer as to what power source fuels shaman heals, other than ‘raw awesomeness.’  The truth is probably hidden along with all the other secrets of unanswered WoW lore.  Somewhere out in the nether between Chris Metzen’s brain and the place where all the missing left socks go, and someday we will find it – the Chain Heal connection.

Anyway, I’d like to thank you for sticking with the brief departure from Lodur’s usual posts to indulge or endure this little Secret Santa gift.  I’d like to wish you all a happy holidays and a glorious new year!

What You Should Know About Dark Intent

One of the burdens that comes along with being a healer is the unenviable task of buff management.  Druids have Mark of the Wild and can provide various buffs, depending on the form that they are in.  Paladins spent the last two expansions dealing with the constant bickering about which blessing each person in the raid wanted and coordinating that effectively.  Priests have Power Word: Fortitude and Shadow Protection.  Shamans have a similar responsibility to paladins, in terms of coordinating which shaman will drop what totem and which one doesn’t stack with which existing raid buff and so on.  Having people in your raid who are understanding and willing to communicate openly and amicably with you can certainly make this process much easier.

There are also buffs that can be provided to a raid that are not meant for the entire raid to have or to be able to enjoy.  Whereas the above mentioned buffs can be distributed pretty evenly to those in need, certain buffs can involve some amount of discussion and even competition for those resources.  These buffs can include, but are not limited to Power Infusion, Hysteria and Focus Magic.  One of the more highly coveted buffs, Focus Magic is a buff provided by arcane mages and works as follows:

In the past, the arcane tree was the clear choice for raiding mages and any mage worth their salt would carry around a Focus Magic macro, which would show who was going to receive each mage’s buff.  Sadly, it usually went a little something like this:

Mage 1 — >  Mage 2 — >  Mage 3 — >  Mage 1

Eventually, things changed and arcane was no longer the clear winner in the DPS race and was replaced by fire. Focus Magic was placed deep enough in the arcane tree where mages would not be able to spec fire and have enough points to reach down into the talent tree to take Focus Magic, too.  Despite a few mages clinging tightly to their arcane talents, due to believing the difference in DPS not being enough to completely rule the spec out, Focus Magic soon began to fall out of favor and its presence all but disappeared from raids.

In an attempt to homogenize classes and to ensure that certain buffs were not so class specific, Blizzard gave a similar spell to warlocks this expansion called Dark Intent and it looks a little something like this:

There are a number of immediately noticeable differences between the two abilities:

– Warlocks of all specs have access to Dark Intent, contrary to the tooltip that states Metamorphosis (a Demonology talent) is a pre-requisite.

– Only periodic damage or healing spells will trigger the effect.  Direct healing spells or direct damage that crits will not.

– Critical Periodic Damage can come from melee DPS, not just casters.

– The effects of Dark Intent can stack up to 3 times and increases overall periodic damage and healing done, not just the chance to crit.

So, warlocks have an amazing new buff to play with, that seems to appeal to a wider variety of classes and specs in the raid.  This undoubtedly brings up a number of questions.  Which classes or specs make the best choices to give Dark Intent to?  Should warlocks get to choose who they give their buff to?  Will Dark Intent really make that much of a difference in performance to make these questions relevant?  Let’s find out!

Who Should Get It?

One of my guildies linked a terrific guide found on MMO that shows the results of some theorycrafting that shows who the top choices are to receive Dark Intent.  The numbers are broken down, based on a number of criteria.  The results are separated based on overall raid DPS gain, depending on which spec the warlock in question is and then based on personal DPS gain.  The numbers showing personal DPS gain were not divided up, based on the warlock’s spec, because there was no difference in the results.

Regardless of spec, for both raid and personal DPS gains, shadow priests were the top target for this buff, followed by balance druids, fire mages and feral druids.  For raid DPS gains, typically a survival hunter would be your next best bet after that, regardless of the warlock’s spec.  For personal DPS gains, a frost mage would be the next best choice, due to their high crit rating and the DoT from Frostfire Bolt.  Interestingly, Dark Intent does not work to full capacity, when placed on another warlock.  The haste stacks, but the stacked increase to periodic damage and healing does not.  The two warlocks in question would receive 6% haste from each other and nothing else.  Therefore, they and the raid stand to gain much more from Dark Intent by casting it on someone else.

Since Dark Intent can also increase healing, there are situations where healers may make a better choice for the buff than DPS would.  Resto druids are the clear winners here, followed by raid healing holy priests, resto shaman and then tank or single target healing holy priests.  Discipline priests and holy paladins were found to be the least favorable healers to receive this buff, due to their minimal usage of heal over time effects (in the case of discipline priests) or the near absence of those effects (in the case of the holy paladins).

Who Gets To Decide?

The usage of Focus Magic was never something that was something that had to be controlled or watched over by an officer or anyone in charge in any guild I have ever been in.  Most people would roll their eyes and sigh when they saw mages spam their Focus Magic macro in raid chat and would think nothing more of it.  The truth of the matter is that the person giving the buff, be it a mage or a warlock, has a personal stake in who they give Dark Intent to.  If they give it to someone who has periodic damage or healing capabilities, but is not geared for or does not have enough crit to support the stacks that come with it, nobody wins.  They should have every right to make that call and decide who will give them and the raid the best bang for their buck.

The only time that I feel an officer should intervene is if they see the warlock using poor judgment in who they give Dark Intent to.  If you see a holy paladin receiving Dark Intent a half dozen times on a raid night, I would pull the warlock aside and give them a stern talking to.  If you see warlocks taking bids on who gets the buff and not considering what is the best thing for themselves or the raid, I would put my foot down on that.  Let the warlock use their best judgment, until you realize that maybe they aren’t.

Does It Make A Difference?

You betcha!  Taking into account that the theorycrafting was done using Tier 11 BiS gear (iLevel 372), thousands of DPS could be at stake here.  Thousands!  Affliction warlocks giving Dark Intent to shadow priests led to the highest increase of raid DPS at 4131 DPS, followed by moonkin at 3462 DPS gained.  Demonology warlocks posted the next highest increase in raid DPS by giving the buff to a shadow priest.  That combination led to an increase of 3270 raid DPS, with moonkin giving an increase of 2598 DPS.  Destruction warlocks showed noticeably lower numbers, with the highest raid DPS increase being 3076 DPS, again working in tandem with a shadow priest.  Each spec showed the highest personal DPS gain by working with a moonkin and showed an increase of 1999 DPS by doing so.

The bottom line, which has become a motto of sorts for this expansion is “Every little bit helps.” If using Dark Intent at the right time and on the right person is going to increase your chances to kill a boss faster or to heal through something with less stress and mana usage involved, I’m all for it.  I would not scoff at the increases you might see right now, just because they may not be as noticeable as the ones shown on the guide that I linked.  Encourage your warlocks to do the right thing and encourage those they decide to give Dark Intent to to use it to it’s fullest.  Having a buff that require two people to make the most of it only stands to increase the sense of teamwork and camaraderie that your raid as a whole should be experiencing towards each other.

It was always my understanding that warlocks were all about Fear and CorruptionWho would have thought such a class could be responsible for such warm, fuzzy feelings?