Cataclysm Stat Changes: Yes!

Between the removal of mp5 as a form of mana regeneration, many of the changes announced at Blizzcon have been explained in more detail by Eyonix.

The best change for me?

Raid buffs will no longer boost Spirit, so you shouldn’t find yourself unexpectedly over the Hit cap because of buffs.

If I read that right, does that mean no more Divine Spirit for Priests? If so, we’ll hopefully get another ability to compensate.

More importantly? A 33% reduction in candles used! Hooray!

More health

Anyway, there’s a lot of reading to do in between the lines. For example, if you check out the second post about changes to existing gear? You’ll notice there are some common qualities among the various roles:

If you are a melee DPS class, druid tank, or hunter, expect to see:

  • A lot more Stamina. Bear-form Stamina scaling will be lowered as a result.
  • Strength if you wear plate. Agility if you wear mail or leather.
  • Existing Attack Power becomes Agility and Stamina.Armor Penetration becomes Haste or Crit.
  • No Intellect on melee gear. Hunters won’t need Intellect since they will no longer use mana. Shaman and Retribution paladins will get mana and spell damage in other ways.

If you are a DPS caster, expect to see:

  • A lot more Stamina.
  • All of your Spell Power converted to Intellect and Stamina.
  • No Spirit. You won’t miss Spirit, though, because you won’t need it for DPS or mana regen.

If you are a healer, expect to see:

  • A lot more Stamina.
  • All of your Spell Power converted to Intellect and Stamina.
  • Spirit instead of MP5. You’ll probably be happy with Spirit, though, because mana regen is going to matter more than it does currently. Healing paladins and shaman will benefit more from Spirit than they do currently.

This is Blizzard’s way of increasing the challenge of healing without having to resort to having stuff hit way harder and relying solely on reaction time. I did triage healing before during Vanilla, and it was quite the experience (it’s also something I want to write more about later on).

But notice how everyone is getting a lot more stamina. Health pool gaps between plate and other armor wearing classes are being narrowed. For healing, this removes a strategic component. An example is that on a fight like Blood Queen, if a Priest, a Mage, and a Paladin have the Pact of the Dark Fallen debuff, the Priest and the Mage would typically be prioritized first. Their gear doesn’t have as much stamina as the Paladin does. Since all classes will have similar amounts of health, we don’t have to spend that split second to prioritize the cloth wearers first.

I’m fairly certain that our healing spells won’t be scaling as high. We won’t be seeing as much players with full health in raid fights. Healing will revolve much more around priority, priority, and priority (more on that later).

Spell Power on weapons

One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.

I love that change.

Questions to ask

  • Is Divine Spirit actually going to be removed or is it just the spirit component of the various stat increasing raid buffs?
  • What happens to Inner Fire? Does it simply provide a boost to Intellect with Spell Power being removed?

Thespius and Matticus featured on “Power Word: Fail”

Image is courtesy of Brian Hough.

Kind of a fun title, no?  I’m ready to let the “fail” jokes ensue!  Mwa-ha-ha-ha!

In all seriousness, the folks over at Raid Warning (xSeven and Epiphanize) have assembled this special podcast (scheduled to be released March 1st) – a roundtable of some of the community’s most prominent priests.

Raid Warning’s last roundtable, Wild Shots, was a huge hit.  It was a roundtable of some very well-known hunters in the community.  You can follow links on their site to listen.

As for Power Word: Fail, I cannot be more excited for this event.  I’ve been recording with these guys for a while, and it’s always a blast.  If Wild Shots is any indication of the level of discussion we’ll have, then you’re sure to get some detailed insight into “The State of the Priest”.

Here’s who you’ll have the pleasure of hearing:

This podcast is going to center around questions you provide by emailing Raid Warning here.  We take your questions and discuss them throughout the podcast, as well as current news and speculation. 

I hope you’ll all submit questions, and check it out on March 1st!

Email: Elder.Thespius@gmail.com | Twitter: @Thespius

How to Master Priest Tier 10, Ruby Sanctum Thoughts

Granted, if you’re just aiming for the bonuses, the Priest healing set just doesn’t look as hot. That being said though, I picked up the four set a week and some change ago with the determination to try to master it. In terms of stats, the tier 10 is better than the tier 9 (Intellect, stamina, and all that fun stuff).

But how do you pursue the bonuses?

(2) Set: Your Flash Heal has a 33% chance to cause the target to heal for 33% of the healed amount over 9 sec.
(4) Set: Your Circle of Healing and Penance spells have a 20% chance to cause your next Flash Heal cast within 6 sec to reset the cooldown on your Circle of Healing and Penance spells.

For one thing, you can’t rely on the Renew spec that Holy Priests are using. If you’re a Renew Priest, then I think you’re better off switching out to non-set pieces. The bonuses aren’t even worth it since Flash Heal isn’t the dominant heal for you.

Another eye needs to be kept on the cooldown timer in regards to the 4 piece. 1 in 5 of your Penances or Circle of Healings will trigger the reset.

I feel like I’m playing a Rogue healer. It’s a lot to take in. Some fights, it doesn’t go off when its needed and in other fights it’s a godsend.

At the same time, it’s also dependent on who needs healing. If the bonus triggers, and the cooldown resets and no one needs healing, not much can be done.

My cast sequence doesn’t change very often in either spec.

As Discipline

Power Word: Shield, Penance, and a lot of Flash Heals. If I get the Penance reset, great! I’m also doing my best to maximize the 2 piece Flash Heal HoT. If it’s already on one tank, I’ll drop it on another tank to try to get it going.

As Holy

Circle of Healing followed by (you guessed it) lots of Flash Heals. I find I don’t Renew as often because I’d rather use the GCD on more Flash Heals. I’ll keep a Renew on myself and the tanks going at the very least.

In order to best utilize the tier 10 Priest set pieces, your style of play is going to revolve around Flash Heal as the main healing spell. If it isn’t, then that’s going to be an issue. If that isn’t your cup of tea, then you’re better off passing on tier loot entirely and gunning for non-tier sets like I mentioned earlier.

Why?

1) It lets the Priest who does play that style gear up quicker and more efficiently. The sooner their bonus gets activated, the better your raid will be. Again, it’s all about loot maximization.

2) I’m not entirely sure of this (and I know someone out there will correct or confirm either way), I think that pound for pound, non-tier items have a slight edge on stats.

Sanctified Crimson Acolyte RobeSanguine Silk Robes
Sanctified Crimson Acolyte GlovesSan’layn Ritualist Gloves
Sanctified Crimson Acolyte LeggingsLightweave Leggings

On second thought, maybe it’s just the extra gem socket.

In other news, the Ruby Sanctum is going to be in the next minor content patch. Sounds like it’s going to be a small-ish instance, possibly ToC or Malygos sized. It looks like it will contain about four raid bosses in a “Defense” type encounter, akin to Hyjal.

Bet there’s going to be a Ruby mount! Possibly a title involved? The last boss is named Halion the Twlight Destroyer (I guess he hates vampires too). “Matticus, Destroyer of Twilight”? Too much to hope for.

Rot-Face the Music, People!

The second wing of Icecrown Citadel has been open for just two lockout periods.  There have been the outcries from all sides:

“It’s too soon!”

“Thank God, it’s finally here!”

“Why can’t we just fight Arthas already?”

But my new personal favorite, has GOT to be:

“Rotface is too hard!”

First, let me go on the record that I’m thankful for fights like these.  I’ve mentioned here before, and also when I’ve guest-hosted on Raid Warning (shameless plug), that I loved bosses back in the BC days.  Fights like Leotheras or Al’ar took coordination, teamwork, and dedication.  I remember the guild I was in never took down Al’ar.  Primarily, we lacked perseverance.  We would spend 3-4 attempts on that bird, and then people would gripe about how hard it was and we’d move onto Loot Reaver, I mean Void Reaver.

My point is that in Wrath, we’ve essentially seen easier bosses in raids.  Yogg was hard, Faction Champions held up a lot of guilds, true.  Aside from examples like those, we haven’t seen any fights in ICC thus far that have resembled the challenging nature of a true raid boss.

Rotface as a challenge?  I welcome it.  I think we, as raiders, get tunnel vision too easily.  Most of the fights have been the following:

  • Switching targets to an add or group of adds
  • Stay out of the stuff on the ground
  • Heal through this bout of incoming damage

Hence, Rotface is a breath of fresh air, even if it’s the leading cause of my healer-rage on any given raid night.  Healers, because of the instances of raid damage, have to step it up.  Any combination of the following mechanics will make for a bad experience:

Mutated infection – [UNAVOIDABLE] The primary mechanic for the fight.  Your choice to cleanse it early, though I wouldn’t recommend it unless your raid is totally on their A-Game.  You have to get on top of this as fast as possible because of the Mortal Strike-styled healing debuff.  When I’m assigned to the mutated peeps, I throw PW: Shield, Prayer of Mending, and a quick Penance to pile on Grace.  It’s better to keep them topped off than just keep them alive.

Slime Spray –  [AVOIDABLE] This is a pain in the butt to deal with if people don’t move out of the way.  At roughly 5k each second, multiple victims make healing rough, especially in the later stages of the fight.  It’s a short cast but on a regular timer, so it’s easy to anticipate.  If you keep your raid clumped behind the boss, a simple run-through to the other side is all that’s needed.  Don’t always assume it’s going to the majority of the raid.  Rotface may target the slime tank/kiter.  I’ve seen attempts almost wipe because people ran right into the spray without thinking.

Ooze Flood – [AVOIDABLE] The standard WoW rule of “Don’t stand in the crap on the ground!”  A lot of raiders claim to be taken by surprise, but I don’t buy it.  Not only do you get an audible warning from Petricide, but you see ooze spouting from the pipes before the flood appears.  At crucial moments of kiting or fleeing the ooze explosion, it’s not impossible to miss these entirely.

Radiating Ooze – [SEMI-AVOIDABLE] The only time anyone should be taking damage from this is the person merging an ooze with the big ooze and possibly the player kiting the ooze.  They’ll take damage from their own smaller ooze, which is less, and then momentarily from the big ooze.  I see too many people run INTO the ooze to try to get it to merge.  In actuality, you just need to get the ooze into the 10 yard radius of the big ooze for it to merge.  Even at that, it’s best to wait until your disease is gone to step into that area.  A near-full ooze will tick for a lot of damage, and a half-heal debuff is horrible to try to work through, let alone the tick from the disease itself.  It’s easy to die to this, even with a lot of healers on you.

Unstable Ooze Explosion – [AVOIDABLE] It’s simple.  It’s like the orbs in Void Reaver, except smaller.  Once the ooze explodes, and not before, you should start running away.  From personal experience, try not to be by the tank when it explodes.  If the tank is caught in about 4-5 of those projectile oozes, he or she is a goner.  Don’t run into ooze puddles, and don’t run near other oozes that are still growing.

—–

I highly recommend that you read and know each of the mechanics that I’ve explained above.  These debuffs and mechanics aren’t just for the healers to heal through but for every raider to avoid.  One or two of them together is manageable, but when you’re consistently not paying attention to the different intricacies of the fight, it just makes my soul hurt.

I know there’s a tendency to just want muscle through some of the fights, but on some of these Icecrown fights, it’s imperative to actually know what you’re being afflicted with.  Your little extra focus can get you through that last 30% that most guilds may be struggling with.

Looking at the Holy Priest Renew Spec

There is a discussion that has spawned on Plus Heal about the high use of Renew in T9 and T10 raids. Some players were asking about it and I felt it was enough to touch on and elaborate further about here.

What is it?

The Renew heavy spec: Take a look.

holy-renew-spec

It’s essentially a 14/57/0 Holy priest build but there are a few key talents that are missing. Almost all direct healing spells do not get talented. Talent staples such as Empowered Healing, Divine Fury, and Improved Healing are skipped over entirely. Instead, Blessed Resilience, Empowered Renew and Test of Faith are all taken and maxed out for amplified Renew… age.

Single target healing spells aren’t used much.

Flash Heal would mostly be used during Surge of Light procs (when they’re free). When looking at spell usages, it’ll be a mixture of Circle of Healing, Prayer of Mending and lots of Renews until the cooldowns are available. Prayer of Healing is another option when strong AoE heals are needed.

For glyphs, it would consist largely of:

A case could be made to include glyph of Renew in lieu of Guardian Spirit but that’s assuming that cooldowns might not be needed. I don’t know, the ability to boost healing received every minute is like a reverse 2 minute DPS cooldown, you know?

You can expect a really high amount of overhealing to come from this style of play especially when you are paired with multiple Druids. The line of thinking here though is to sustain your raiders and "slow down" whatever damage ticks they are taking long enough for a Chain Heal, or a Holy Light to bring them back up to the green zone.

What are the benefits?

Master of Priestcrafting, Zusterke, points out that:

  • A glyphed Flash Heal costs roughly the same as Renew
  • Both spells can trigger Holy Concentration
  • An Empowered Renew can hit with an instant heal in the 2-3k range (Flash Heal takes 1.5s to produce a 5k-6k heal)
  • Renew is a HoT and still produces healing after it is applied
  • It doesn’t require a glyph (although the glyph is handy)

Where could I apply it?

In Icecrown, I can think of several instances where a heavy Renew style would be very beneficial. Against Lord Marrowgar, Bone Spike Graveyards can be cushioned quite easily. Lady Deathwhisper, jus about every player would benefit and those caught in death and decay have an extra second or two to bail out. On Saurfang, players suffering from Mark of the Champion would have some increased insurance.

In the Plagueworks when fighting Festergut, the gases that damage the entire raid can be mitigated with a whole bunch of Renews. Against Rotface, even though the healing is halved, those affected by the slime debuff when they have to run out could move a bit further before a dispel is necessary. It’s also great for stabilizing the raid after one of those Oozes explode. When engaging Professor Putricide, preemptively Renewing the raid just before a green ooze makes contact or on any number of other aspects of the fight can grant a slight edge.

To finalize

I’m going to give this a shot this week and see how it works out. It’s not quite the same as dropping shields all over the place, but you can see the similarity when it comes to "blanketing the raid".

Anyway, it’s a style and spec to consider so keep an open mind.