Tier 10 Healing Bonuses

The new Tier 10 bonuses are available for preview. Note that none of them are finalized yet but these are some serious bonuses. Check them out:

Druids

  • 2 piece: The healing granted by your Wild Growth spell reduces 0% less over time.
  • 4 piece: Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.
  • Paladin

  • 2 piece: The cooldown on your Divine Favor talent is reduced by 60 sec.
  • 4 piece: Your Holy Shock spell causes the next Holy Light you cast within 10 sec to have 0.3 sec reduced cast time.
  • Priest

  • 2 piece: After your Pain Suppression and Guardian Spirit talents expire on your target, they grant your target 10% increased healing received for 10 sec.
  • 4 piece: Your Flash Heal spell has a 15% chance to reset the cooldown on your Circle of Healing and Penance Spells.
  • Shaman

  • 2 piece: Your Riptide spell grants 20% spell haste for your next spellcast.
  • 4 piece: Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount over until cancelled.
  • If I were to rank these bonuses, I would have to say the 2 piece for Druids is a clear winner. Wild Growth without the reduction in healing strength as a constant bonus? That’s a strong bonus. The 4 piece translates to 1 in every 50 Rejuvenations will switch to a new target with a full duration a chance for Rejuv to jump per tick application.

    For Paladins, I’m really liking the 4 piece myself. Holy Light’s going to see some even heavier use. But that 2 piece basically means a 1 minute cooldown on Divine Favor. That’s pretty darn sick.

    The Priest 2 piece seems okay at first glance. It’s going to take Pain Suppression talents and the Guardian Spirit glyph to make it truly stand out. Remember how long their cooldowns are. I have to give the edge to Guardian Spirit especially if you have the glyph. The 4 piece one looks really good to me no matter what spec you are. I don’t think we’re going back to the days of the Circle of Healing spamming Holy Priest or anything.

    And as for Shamans, they seem to consistently rank high on the tier bonuses. Riptide giving haste? Chain Heal crits doing even more healing?

    How are you liking the upcoming tier 10 bonuses?

    Bubbles and Crits: Paladins from 3.0 to 3.2

    This is a guest post by jeffo, a Paladin blogger from Looking For More.

    Before there is Cataclysm there was a cataclysm – a massive overhaul to WoW that patch 3.0.2 brought to the game. From this Holy Paladin’s perspective, these changes were more than welcome and, once I got used to 40-yard judgments, a spell that would let me heal two(!) targets at once and a greatly streamlined judgment system, I was in good shape. The road to level 80 also brought us a shield and a new mechanism for regenerating a lot of mana over a short period of time. The revisions to all three Paladin trees made many Holy Paladins rethink where their non-Holy points should be invested.

    Prior to 3.0.2 most Holydins would go into Protection tree, primarily with the aim of picking up Blessing of Kings. With Wrath out most Holy Paladins decided to dig instead into the Retribution tree, picking up talents that increased spell crit by 8%. Although Kings remained in the same location in the Protection tree, the shuffling of talents around it made this build pale in comparison to a Holy/Ret spec. The crit talents took advantage of one of our key talents, Illumination, and enabled Holydins to stack Intellect, load up on crit gear, and Holy Light-spam our way through Naxxramas into Ulduar. Even as we watched a shameful moment in paladin history (Arthas disbanding the Silver Hand and sending Uther home in disgrace in Old Stratholme), healing Paladins seemed to be entering into a Golden Age, topping meters and putting out prodigious amounts of healing while our fellow healers were running dry.

    Storm clouds appeared on the horizon in May when Ghostcrawler dropped the first hint that Blizzard was looking at nerfing Illumination. This touched off a vigorous debate on Plusheal.com (as opposed to the O-Boards, where it spawned much QQ from Paladins, and much ‘lol, nerf pallies, QQ moar’ from everyone else) about what this would mean if the change went through, though many seemed to believe that it wouldn’t.

    It did.

    On June 18, the news was announced, and it was even worse than we had imagined: Not only did the mana return from Illumination get cut in half, one of our key talents, Divine Intellect, was also getting cut by 5% at max level. Combined with an across-the-board nerf to Replenishment, it appeared that Holy Paladins were getting nerfed ‘to the ground, baby’ (sorry, can’t resist borrowing that quote from our favorite crab). Anguish and anger ruled the day on the O-Boards. We were going to be crippled, we were going to be benched. Never mind the huge buff to Beacon of Light (and it is huge), never mind the Flash of Light over Time effect on Sacred Shielded targets: Rerolls were incoming, subscriptions were being canceled. The Golden Age of the Paladin was over.

    Or was it?

    April’s Patch 3.1 introduced some new wrinkles that may well have been designed to lure healers out of the Ret tree: Divinity and Divine Sacrifice. With the nerfs incoming in patch 3.2, a number of Paladins began eyeballing and experimenting with Holy/Protection as an alternative. Siha at Banana Shoulders predicted on July 21st that a Holy/Prot spec would become the favored spec while other Paladin deeper in Ulduar than I were looking at this spec as a way to mitigate some of the high raid-wide damage seen in fights like Mimiron. Sadly, despite the theorycrafting that was going on, few people who were actually IN the PTR were posting their experiences with any real numbers. Instead, we got a mix of ‘it’s not too bad’ and ‘it sucks, I’m re-rolling’, so we were left to wait, wonder and speculate. Much of the speculation focused on whether or not the sky would fall when the patch went live.

    Patch Goes Live, Sky Does Not Fall!

    Just before the patch hit I dropped my 1000 gold on dual-spec training and created…a second healing spec. I went with a 51/20/0 ‘Bubble spec’, figuring there was no getting around the nerfs and that I was going to have to get used to it. A funny thing happened to me: I’ve been using the bubble spec almost exclusively ever since. A one-minute Sacred Shield is nice, and Divine Sacrifice is a very strong talent (provided I don’t inadvertently kill myself with it). I do miss not seeing quite as many BIG, GREEN NUMBERS as I used to, but with raid buffs I’m still typically critting well over thirty percent of the time, and have hit 40+% on some fights.

    But what about the mana? Prior to 3.2 in my Crit spec, I was getting around 40% of my total mana regeneration from Illumination; Replenishment was a distant second at ~30%. Both were getting cut drastically in the patch, and switching to a Bubble spec would make my crit drop by another 8% or so – would I be able to heal, or would I find myself starved for mana?

    In short, my mana is fine! Despite the fact that in bubble spec Illumination now only makes up 15-17% mana return, and Replenishment returns now seem to fall in the 25% range, I have had virtually no issues with mana to date. Even on fights where I find myself having to bomb Holy Lights, I’m not the healer that calls ‘Out of mana’ over vent – that doesn’t happen for me unless something’s gone very, very wrong in our raid. How can this be? I believe it’s due to a combination of the following:

    1. High crit rate: Despite the loss of 8% crit through my respec and the 50% Illumination nerf, I’m still regaining plenty of mana through crits. Unbuffed I stand at 27% Holy crit; with full raid buffs, I’m still typically critting on 40% of my heals.
    2. Guardian, Sacrifice and Shield: With 2 points in Divine Guardian, Sacred Shield lasts one minute (as opposed to 30 seconds untalented), and absorbs 20% more damage per hit. Divine Sacrifice can eat up a pretty high amount of damage every two minutes. Fewer shield refreshes, more damage absorbed = mana savings.
    3. Play Style: Three big things in this category: First, I’ve become better about finding safe spots in fights to use Divine Plea; second, I’m getting back into the habit of using Divine Illumination whenever I can (I used to use it pretty much every cooldown, but got out of the habit since the expansion, simply because I didn’t need it); third, where I’ve traditionally done my healing from 40 yards away, I will now be found a little more often around the bosses’ feet. A single swing with Seal of Wisdom active can get you enough mana for your next Holy Light, depending on the size of your mana pool.

    Based on my experience, Bubbledins seem to be faring pretty well so far: we can still put out very large numbers and our mana seems to hold up well over long, healing intensive fights. I think that it actually makes us a more well-rounded healer than we were heading into the patch. But what about the holdouts? The nerfs seemed to be aimed pretty squarely at Int-stacking, Crit-bombing, Holy retadins, and there’s still a lot of them out there. For my next act (Matt willing) I will take a look at some numbers and reports from my critting cousins. A bit more research is in order, and it may mean taking the Crit spec back out of the garage and into Ulduar again – should be fun!

    Symbiotic Altoholism

    This is a guest post by Saunder, a Holy Paladin from Non-squishy Heals.

    Before I start I guess I should say a bit about myself. I have 2 level 80 Holy/Ret dual-specced Pallys (instance as holy, solo as ret), a 73 hunter and a 58 druid. Well I have lots more, but they are the important ones.

    Most of you will be familiar with the idea of Symbiotic relationships. One definition of such relationships is that it occurs where both organisms benefit. I see alts as exactly this sort of relationship.

    The hunter was my original toon. I leveled him in the blissful ignorance that comes from not reading about game mechanics, and running instances in the totally blithe knowledge that the tank will *always* have aggro, and the healer will *always* keep you alive. After all, a hunter is DPS so all that matters is how much damage he or she can do, yes?

    I then rolled a Pally, and enjoyed it. I liked healing and now my Pallys are unquestionably my mains … Can you have multiple ‘main’s? Anyway … And I found out some rather nasty truths. The first one was that Hunters who don’t manage their own aggro, even at the expense of their DPS are very very unpleasant group mates to have for healers at times. I have come to realise that my play as the hunter has been immeasurably improved by playing a healer. You may ask why – well, now I know that DPS isn’t everything. You need to find ways to put out the best DPS *without* pulling more threat than the tank and, if that isn’t enough, sometimes there is no better thing for the group and the run as a whole than for the DPS to fall on their sword and protect the healer, even at the expense of their own life and repair bill. It’s not what you signed up for, but it *is* the hard reality. Not only have these observations led to much improved play as the hunter, I hope that the number of pug members swearing at me behind my back has decreased markedly. I firmly believe that to be a really effective DPS, you need to play a healer, most likely to a high enough level to run some reasonable instances with pugs and learn some of the mistakes that will keep you on your main, and your group mates, alive and happy longer.

    The second truth I found was that of healing priorities. In an instance, your first and foremost role as a healer is to stay alive. That may be a very selfish view, but seriously, how much healing can you do dead? The best tank and group in the world will need heals at some point (ok, with a couple of Blood DK’s or a hybrid class that can step in that may not be an absolute, but you know what I mean) and that means you the healer need to be alive and kicking so that you can provide those heals. (It’s also a pain in the behind to have to keep running back from a graveyard if you are the only one who can res but that is secondary). The next priority is the tank. Obviously anyone who is going to keep the attention of the instance denizens away from you and the rest of the group is a good person to look after. And, in case you hadn’t noticed, healers tend to be high up there on the threat table. Second on a threat table is a bad place to be if the first on the table dies, usually leading to the situation above where you can’t heal the rest of the group as you are dead!

    So there it is, Healing Priorities in a nutshell. Now, now, now, before I hear all you DPS baying at the moon for my blood (do feral Druids in kitty form still bay? *grin*), I don’t mean that I don’t heal the DPS, far from it. I will heal anyone in a party or raid, players, pets, mind controlled mobs or whoever but I will heal them after I heal myself and the tank. In a perfect world no-one will die in an instance run, but, with the exceptions of DPS-races where the boss enrage-wipes, the death of a DPS is merely an inconvenience. The death of a tank or healer is often disastrous. DPS need to understand that there are times, and that is particularly true if they do something crazy, that death is inevitable. Live with it, and know that we your healers try to keep it to a minimum.

    Then there is the very uncomfortable truth that there are players out there who just don’t seem to ‘get’ it. You can tell them that unloading the full barrage of their uber talents and abilities before the tank has established threat is a bad idea until you are blue in the face and they will not change their ways. Surprising how fast they learn when you let them die as a result of their actions. Explain to them the pain they are causing, then if they don’t learn, just practice tough love. They will, and the group as a whole will thank you for it in the long term.

    So on the one hand, playing a healer alt really is a good thing for the DPS classes out there, and as a side effect, obviously, some percentage of you will find that you like healing, thus helping with the perpetual healer shortage. Excellent. I can live with that! :D On the other hand, it is just as valuable for a healing class to play the DPS role. Why you ask? As a healer, you need to know as much as possible that will make your runs more successful. After all, rightly or wrongly, the finger of blame is often pointed at the healer when there are problems. That means knowing the mistakes the other classes are likely to make. It can be a general knowledge such as the hunter example above, or it could be something much more specific. When that particular glow comes from the mage’s hands, for example, a LOT of AOE damage is about to happen, and that, in turn, leads to a LOT of threat. So have the big heal part way throughcasting so that if the mage *does* get aggro you might save them from being one-shotted. For those classes where you have emergency buttons, bubbling a mage in those sort of circumstance is not a bad idea. How cool is it to hear the anguished sounds that the clothies make on vent when they get aggro only to find they are still alive! You get to sit back and bask in the adulation of your peers. Ok, they mostly just grunt at you and expect it, but that’s the life of a healer

    Really look at the benefits of the different instance roles. Playing a different role is a big way to get fresh enjoyment and experiences. It will keep it interesting at the very least, and you never know, you might actually learn something and make life easier for everyone around you.

    For more great rants (and commentary), do visit Non-Squishy Heals and be sure to subscribe!

    Hybrid it up on General Vezax

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    This is a guest post by Paladin blogger Honorshammer of Honor’s Code.

    General Vezax is the the last boss you must down before you cross swords with Yogg-Saron himself.

    The General is one of most challenging fights in all of Ulduar due to his Aura of Despair. What is it that this lovely gift from the Developers does?

    From WoWWiki (http://www.wowwiki.com/General_Vezax) we find:

    Aura of Despair – Prevents mana regeneration throughout the fight by all means, except for Judgments of the Wise, Spiritual Attunement, Aspect of the Viper, Thrill of the Hunt, and Shamanistic Rage. Note that unlike the Play Test Realm version of this encounter Mana Potions and active abilities such as Evocation and Life Tap will not function.

    My guild recently downed General Vezax. I was Retribution for the fight, but when one of our healers went down; I jumped in and started throwing some heals on the tank. That’s when I discovered the power of Judgments of the Wise for this fight. By Judging and stopcasting I was able to take over the 3rd healer role and concentrate on helping to keep our Main Tank alive, and do it on a Ret Paladin’s mana pool.

    What exactly does Judgement of the Wise do?

    Judgements of the Wise Rank 3 – Your Judgement spells have a 100% chance to grant the Replenishment effect to up to 10 party or raid members mana regeneration equal to 0.25% of their maximum mana per second for 15 sec, and to immediately grant you 25% of your base mana. (Source)

    The replenishment aspect is useless. After reviewing the WoW Web Stats, I can see that I never gained Replenishment. However I did gain over 100,000 mana from Judgments of the wise! Because it works off base mana, it would restore the same amount regardless of the current mana pool of the Paladin.

    We know that for a Level 80 Paladin, Holy Light cost 1,274 mana. So with a little napkin math, we can conclude that I regenerated enough mana from Judgments of the Wise to cast over 70 Holy Lights. That’s without the use of any Saronite Vapors at all.

    How practical would it be it for a Holy Paladin to get Judgement of the Wise? Let’s look at a talents build that allows a Holy Paladin to get Judgement of the Wise, and the tradeoffs it makes to get there.

    The most popular Holy Paladin build according to TalentChic is 51/5/15. Let’s look at what is needed to turn that into our hybrid build.

    First off, the 5 points in Divinity have to go. Divinity is a really strong Tier 1 talent, but we simply won’t have room for it in our build. It doesn’t matter how hard the heal hits if you don’t have the mana to cast it.

    Those 5 points move into Sanctity of Battle and Pursuit of Justice. Sanctity gives you even more crit for your Holy spells which should offset some of the loss of Divinity. There is a ton of movement on General Vezax so Pursuit of Justice is really nice as you move away from a Shadow Crash or into a Saronite Vapor.

    Then we take the points out of Beacon of Light. This is one tank fight. Let the other healers handle the Raid; you can stay on the Tank so Beacon is a minor loss. You are going to lose the Haste from Judgments of the Pure and Infusion of Light. You will also have to heal from melee range because you won’t have the range increase from Enlightened Judgments. We had our Resto Druid healing from near melee range, so we could just have just as easily had a Holy Paladin there.

    You won’t have the mana reduction from Divine Illumination. Based on General Vexax’s enrage timer, you would only be able to fire Divine Illumination more than 3 times during the fight. Are those 45 seconds of reduced cost worth the mana you can get back from Judgments of the Wise?

    Assuming a little haste from gear, we’ll call Holy Light a 2 second cast. In those 45 seconds, we can get off 22.5 Holy Lights. To give every advantage to Divine Illumination, we’ll call it 23.

    Holy Light costs 1271 so half it’s cost is 635. So we’ve saved 635 mana times 23 casts or about 15,000 mana. It’s about 10% of what Judgments of the Wise gives you. So Divine Illumination is gone as well. Bu-bye!

    Our final move is to take 2 points out of Holy Guildance which will result in about a 4% loss of spell power from Intellect. The rest of the Holy Paladin build is pretty much intact.

    With these points freed up, we continue to ascend the Ret Tree. The next point taken in Ret is Sanctified Retribution. This will increase all damage done by everyone near us, even if we are running Concentration Aura.

    We want to pick up Improved Judgments so we can judge as often as possible, and trigger Judgments of the Wise as often as possible. Now we need two ‘filler’ points to move into the next Tier. There aren’t any great places to put them. I chose to put them in Crusade to increase the damage of Judgment by 3%. This build relies on judging often, so you might as well have them hit a little harder.

    On the next tier, we grab Divine Purpose. The 4% spell miss will act as increased resistance to Shadow Crash and Searing Flames should one get through your interrupters.

    Here again we find ourselves two points short of the next tier and not really any good place to spend them. I opted for Vengeance. Maybe you could get a stack going and hit those Judgments a little harder. It’s a filler choice so anywhere you want to throw two points will probably work.

    Finally, we open Judgments of the Wise.

    Here’s the final 38/0/33 build in the WoWhead tool.

    General Vezax is a challenging fight. Specing for a specific fight is something that used to be fairly common in late Tier 6 and Sunwell. We didn’t need it for Tier 7 raids, but as we near the end of Tier 8, it may be something to consider again.

    hybrid

    Speccing Your Holy Paladin

    This is a guest post by heinleinfan, a raiding Holy Paladin

    I’m no World of Warcraft Theory Crafting Genius, I don’t do number crunching well, and there’s pally healers out there that could out-heal me into the ground in their sleep…but, this spec is really working for me, I’m happy with it, I’m an asset to my raids, I can tank heal or safely be assigned some raid heals without being a failbot at it… and so, I’ll blather on about it as if I knew what I was talking about.

    This is my Holy Pally Spec. There are many like it, but this one’s mine.

    First off, you’ll notice…not a single point in prot. Maybe this is nothing new to most holy pallies, but I ran with the 5 points in Prot so I could have Kings. And with the need to reach deep into holy for Beacon of omigodsponiesilovethisspell, I was constantly frustrated by those 5 darned points in prot. But now I get them out of prot! [insert happy dance] I’m sure some folks out there are going “what about Divinity?” Eh…five percent increased healing is not insignificant…but spellpower and crit are so much more important for healadins, and I believe those five points can be used more effectively for my raid spec and play style and so forth. So it’s bye-bye prot tree for me.

    You’ll notice I ignore all the extremely powerful PvP talents. Basically, if it’s not directly affecting my actual healing output or speed in some way, I pass it by, as I am a raid pally and not a PvPer.

    I’m running 18 points into Ret instead of my pre-patch 15, to get 3% more crit. The “filler” points needed in Ret to get to the 3rd tier are all pretty useful; Benediction brings the cost of Beacon and Holy Shock down, thatsaverra nice, especially with the new Holy Shock glyph, and Heart of the Crusader and Imp Blessing of Might are great raid additions.

    Aura Mastery, yup, I’ve still got it post-patch. I had it pre-patch for the extended aura range, and I’m keeping it to try out the buff thing. I think it will prove to be more of a PvP talent addition, but…I will say, in a recent battle against Ignis, a well timed pop of Aura Mastery caused half of the raid to fully resist the Flame Jets. That’s not bad, not bad at all. But, with a two minute cooldown and the unpredictability of the RNG, it’s not great, and might turn out to be not worth the point. I’ll give it a few more days.

    I gave up a point in Enlightened Judgements for it and I can handle that. I thought it would take a horrible lot of adjustment and wind up with me roflstomped by bosses who think 25 yards is too close for a healer to stand…but it’s definitely workable and has not caused me to eat floor yet.

    And speaking of Enlightened Judgements, that and Judgements of the Pure are talents I would not pass up as holy. Especially with the UBER NERF OF DOOM to Infusion of Light…I hate you so much, Blizzard…I do *not* want to give up a constant 15% haste boost in a raid. Along with the points I have in Ret, the judgement affecting talents are just too useful to ignore for this raid spec.

    The decision to put only 2 points in Imp Concentration Aura is pure selfishness. I realize that filled it’s a really darned useful raid buff. But I just can’t seem to ever spare the point for it without losing a point in something that I feel makes me an overall more effective raid healer (namely, post-patch, the crit in ret tree). If I dump Aura Mastery, this is where I’ll put that point.

    Improved Lay on Hands just got more improved, thanks to the new minor glyph that reduces cooldown by 5 minutes. With these two LoH glyphs, and points here…when cast on myself that returns 3900 mana. That’s practically an extra mana pot for each boss fight!! *boggle* And even if I do need to use it as an “oh shit, heal” instead of “show me the mana” I still get mana back. And I can use it either way in every boss encounter without worrying about it; it’s only an 11 minute cooldown! *double boggle* No, for real though, remember the days when LoH was an absolute, last-ditch effort, only for emergencies kinda thing? I remember those days. And now I’m all nonchalant-like about it, knowing it’s not going to be AN HOUR until I can use it again. Let’s just keep this one real quiet-like, so maybe Blizz will not think about it too much, and decide to nerf it.

    I gave up the Flash of Light glyph for the Holy Shock glyph. In all honesty, my play style and usual raid makeup with my guild had me not really using FoL all that much, so the crit chance from the glyph wasn’t doing much for me. And while the HS glyph means I’ll have the option for an instant FoL more frequently, I wouldn’t want to give up my other major glyphs for a 5% crit increase on my teeny tiny heal, even if I do find myself using it more often. That may change if I really find myself constantly using FoL, but I don’t yet see that happening.

    I had chosen glyph of Seal of Wisdom over Seal of Light pre-patch for the mana efficiency. I switched them back and forth over and over (some inscriptionist on my server made a fortune off me in a 3 week period there) and I found Wisdom worked better for me with my play style, spec and raid makeup. Even though the light glyph gave me a slightly higher heal output, it wasn’t enough to really reduce the number of heals I had to cast significantly. So with that same thinking in mind…I’m switching over to the Divinity glyph, since I believe it’s even *more* mana efficient than the wisdom glyph, by giving me that almost-as-much-as-a-mana-pot return on mana so frequently.