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?

    Shadow Priests Are Allowed to Divine Hymn

    Yesterday’s post on hybrids spawned a great discussion on when it becomes useful for DPS players to switch out to different roles. Today, I wanted to expand it further and delve into the topic of Priests.

    Now according to the Rules of Raiding #77:

    DPS and tanking players should not have to heal.

    It’s a good rule that states that if you’re in a DPS position or in a tanking position, there is no reason for you to have to change your role to heal. For one thing, you don’t have the spec or the bonuses or the gear to pull it off long term in an encounter.

    If you’re a Shadow Priest, all you need to do is simply wail on the boss.

    Unfortunately, it’s not always that simple. Rule #10 for instance states:

    Every possible course of action should be considered by every player no matter what they do in order to beat the encounter.

    In a case where rules may clash, rules that are lower on the scale will supercede the ones above it.

    Let’s apply it.

    Shadow Priests will almost never be called upon to drop their Shadow form to heal. It’s inefficient and often times unnecessary. But a Shadow Priest is still a Priest and they have access to some valuable cooldowns.

    There is one in particular called Divine Hymn.

    Don’t shy away from using it if you have to. As one of the healing leads, I look and see what cooldowns are available. I won’t hesitate to ask for Shadow Priests to Divine Hymn. I won’t hesitate to ask a Ret Paladin to use their bubble-sacrificing abilitiy. Feral Druids know that my Priest is the Hummer of healers in the guild and that I am one heck of a mana guzzling machine when I hit the accelerator. Yet I’m playing a hybrid class, right? (That’s a joke).

    Anub’arak is a stressing fight for healers. This oversized frost beetle ramps it up a notch when he hits the 30% mark and everyone in the raid starts taking damage. A quick glance at the cooldowns available is followed by me barking out names and abilities. They respond with either an affirmative or a negative. This isn’t the time to debate why their cooldown isn’t up. Maybe a Paladin had to bubble earlier in the fight to survive. Stuff like that gets discussed after the fact, not during.

    I run a total of four Priests during raids. Two are Shadow and the other two heal. Shadow Priests know they’re not going to be asked to drop form and heal (usually). But four Priests means access to four Divine Hymns which is extremely powerful during a a phase with high incoming damage.

    The final point I want to stress is that a Shadow Priest isn’t required to keep the raid alive for long periods of time. That’s not their job. But they can help keep the raid stable enough for everyone else to stay alive and pile on their damage.

    If you’re in a top 100 worldwide raiding guild, your Shadow Priests might not have to do it. For the rest of us, every option needs to be considered.

    Discover How Priests Gain 7000 Mana in 1 Shot

    Psssst! Want to hear a secret?

    Did you know Priests can maintain a near limitless amount of mana?

    It’s very possible. But it does abuse a certain in game mechanic. This post is just for educational purposes only. I’m not here to encourage you to knowingly abuse game mechanics. Wynthea has this deluded idea that Blizzard reads my blog. Personally, I’m a skeptic. If I see a hotfix or a patch update within the next several weeks that address this, I’ll believe it. But until then, I’m going to assume I fly well under their radar.

    I’ve been meaning to write about this for a while. It wasn’t until I read this post on Plus Heal that the urge to get it out there resurfaced.

    Anyway, this idea revolves around Rapture.

    When your Power Word: Shield is completely absorbed or dispelled you are instantly energized with 2.5% of your total mana, and you have a 100% chance to energize your shielded target with 2% total mana, 8 rage, 16 energy or 32 runic power. This effect can only occur once every 12 sec.

    After you shield someone and their shield wears off because it absorbs the damage or get dispelled, you gain back 2.5% of your total mana. Your target gains some form of energy back as well. But we’re not concerned with that aspect of Rapture.

    Normally, for the tank healing Discipline Priest, it’ll only work once every 12 seconds just like the tool tip says.

    However, for the raid healing Discipline Priest, something else occurs.

    Let’s take a fight like Kologarn. Kologarn has the Shockwave ability where his arm completely manhandles the raid and does a fair amount of damage. A shield cast on a player will be fully exhausted after one sweep.

    So what happens if you shield 10 players before Shockwave connects?

    My Priest has around 33000 mana fully raid buffed (Note: Newer Priests, do not do what I do and stack copious amounts of Intellect. I do it to have a bit of fun with my Priest). Rapture will give me back 837.5 mana if one shield gets absorbed or dispelled. Seeing as the Rapture debuff is not in effect because the shields have not been consumed, it’s easy to conclude that you would gain a ton of mana back if your shields were simultaneously absorbed at the same time.

    In other words, I would get 837.5 x 5 = 4200 mana back. Give or take. Shield 10 players, and I would get upwards of 8000 mana as the Rapture internal cooldown kicks in.

    Anyways, that’s today’s public service announcement. Don’t go around spreading this secret now. We might get nerfed again after all!

    Priest Guide: Part 3 – How to Build Discipline

    Building-your-spec

    Okay, you waited patiently for this, and a few of you kept poking me to make sure it got done. I hope I made you proud!

    Part 1 gave a brief overview of each talent.

    Part 2 went through my Holy spec, and how you can customize it for your needs.

    This installment will review my Discipline spec, which is NOT a cookie-cutter build.

    Step 1:14-mandatory-points

    To start, plug in those mandatory 14 points:

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

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

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

    Step 2:

    Decide whether this is a Holy build, or a Discipline build. For this example, I’ll walk you through my Disc spec and my reasons for each point. This will be a bit different: because I usually raid Holy, my Holy build is very utilitarian. My Disc build, on the other hand, is specifically for General Vezax Hardmode – the only 25-man fight where I use it. (I do use it in 10 man content for things like Iron Council hardmode, but due to gearing levels, the spec doesn’t need to be perfect to handle the fight.)

    Step 3:

    Inspiration-done Because this is a Disc build, and Disc builds focus on single target or tank healing, after plugging in the mandatory points in the Disc tree, we should flip over to Holy, since we KNOW that we will want Inspiration, and get those points out of the way. This will give a better idea of how many points we have to work with when we are making either-or decisions deep in the Disc tree itself.

    The first step is to max out Holy Specialization – I do this in Holy to allow more Haste on my gear, but in Discipline because of how Crit is heavily favored by deeper Discipline talents. Next, because I personally use Renew rather heavily to even out spiking tank damage, I max out Improved Renew.

    I do not use Greater Heal often, so I only put 2 points in Divine Fury for now – I prefer that my Greater Heals be slightly faster when I DO need them (and, remember, I’m very used to a LOT of haste – I generally have over 15%). I have considered removing these points from Divine Fury altogether and moving them into Healing Focus – But, again, because this build is specifically for General Vezax, none of the damage causes spell pushback. You could make a case for putting these points into Spell Warding, but because of how Saronite Vapors works, as you decrease your taken damage, you will also decrease your mana received. (Note: Saronite Vapors are only available on regular mode) If you have trouble getting out of the vapors before the 8th tick, or want some cushion for the 7th, 2 points in Spell Warding might be a great idea. Whether you decide to put these points into Healing Focus, Divine Fury, or Spell Warding, leave it at two – that’s all you need to get to the next tier. If you find yourself with extra points after we’re done on the Disc side, you can always come back and plug them in.

    Getting to the next tier is critical, since that’s where Inspiration is. Max it out, and go back to the Disc tree.

    Step 4:

    Tier-5-DiscSo far, with the exception of limiting the points in Divine Fury to two, this looks exactly like a Holy build. Which makes it time to plug points in down the Disc tree. We already took the Mandatory 14 points in  Step 1, so we’ll move forward from the 3rd tier. We already maxed out Meditation and Inner Focus, so just pick up all 3 points in Improved Power Word: Shield the bread & butter spell of a Disc Priest – now even better!

    In the 4th tier, 3 points in Mental Agility is all you need to move on to the 5th tier. Many, many Priests who take Disc as a career option will also want to pick up Absolution invaluable on fights that involve crazy amounts of dispelling like Hodir Hardmode, Thorim Hardmode, and Yogg Saron. Because my disc build is for General Vezax specifically, and Vezax involves zero dispelling, I skip it.  You do not, for any reason, need Improved Mana Burn in a PvE build.

    Tier 5 gives us Mental Strength, a must not only for better mana pool and increased regen from replenishment, but you have to max this out in order to access Power Infusion. To the right is Soul Warding, your reward for maxing out Improved Power Word: Shield. Since Reflective Shield, on the left, only causes damage to those attacking you, the Priest, it’s pretty much useless for PvE. (It reminds me a bit of the old Human Priest racial Feedback – I never used that, either, but at least this doesn’t cost extra mana and only last for 10 seconds.)

    Next, max out both Focused Power (to increase your healing done), and Enlightenment. For Vezax, you could actually skip Elnlightenment – the Spirit isn’t going to give you any regen, and without Spiritual Guidance from the Holy tree, you won’t see a bonus to your spell power, either. But, personally, I appreciate the increase to haste, so I take it. (You have to have these points somewhere, anyway, to be able to unlock the next tiers.)

    Tier-8-DiscTier 7 allows you to skip Focused will – the increased crit chance notwithstanding, this is primarily a PvP talent, and the bulk of it is useless for PvE. Power Infusion, on the other hand, is a brilliant talent. I don’t use it on myself on Vezax HM, since the mana cost isn’t offset by my own casts (I’m not chain casting.), but I’ll toss it on a Mage or Ele Shaman if I have spare mana. Having this talent allows my very specialized spec to do double duty in 10 mans. I do max out Improved Flash Heal – especially now that they cooldown on Penance is longer, I find I sometimes need Flash Heals to top off the tank.

    Tier 8 gives us one of the greatest talents in the Disc Priest arsenal – Renewed Hope. I had a Disc Priest try to tell me that PW:S wasn’t worth the mana on Vezax – that it didn’t absorb enough. (I know, right?) Even if it didn’t, the increased crit to Penance, Flash, and Greater Heal, and the chance to reduce damage on this tank by 3% is unbelievable.  Rapture is where my spec gets a little strange. I only take 2 points here. 1 of them is to open the next tier, and the other could be moved somewhere else. The thing is that Rapture, while amazing on fights that actually allow regen, doesn’t work on Vezax. I’ve heard conflicting reports that it DOES work on your target, but not you, the caster. Either way, my tank is far, far, far from rage /runic power starved, and if I can’t get any mana back, who cares. I’ll show you what I do with the extra point later.  Aspiration is useful for lowering the cooldown not only of Penance, but of Inner Focus. Max max max.

    Tier-9-10-11-DiscMax out the whole of Tiers 9, 10, and 11. Not that you need specific reasons, but on tank-damage-heavy fights like Vezax, an additional shield, external, tank-saving  cooldown, and additional healing received are HUGE. Ditto for a 40%-of-your-spellpower-bigger PW:S, spellhaste, and the grandaddy Disc Healing spell of them all, Penance. Nom, Nom, Nom.

    Okay, so you can see that we now have 53 points in Disc, and if you’ve been following along in the holy tree, you’ll have 13 spent there. This leaves 5 points. Go over to the Holy Tree. In the middle of tier 4 is Improved Healing, which reduces the mana cost of Greater Heal, Divine Hymn, Penance, and some junk we don’t care about. For a fight like Vezax, this is huge. To get there, I take Desperate Prayer, mostly because I’m so used to having it (and bad things seem to happen to me when I don’t.) and I add one more point into Divine Fury. Again, these are purely based on my personal playstyle, and you could pack those two points into Healing Focus or Spell Warding – I just haven’t found either of those talents as useful as extra haste for my biggest heal, and an “Oh Sh**!!” button for myself.

    Once those points are assigned, traipse down to Improved Healing and max it out – this reduces the mana cost of your Penance by 15% – roughly 93 mana saved, per cast. THIS is why I shaved the point out of Rapture, and why my Disc spec is considered pretty unorthodox. I wouldn’t spec this way if Disc were my primary spec, but for Vezax, Vezax HM, and any 10 man content (where my gear can compensate for a non-ideal spec), it’s brilliant.

    This is my completed spec:

    Disc-Complete

    Which, again, is very, very specialized, and not at all what I would call a “typical” Disc spec. Part of my hesitation in writing this post is that I know most of our commenters and community are very vigilant about watching for things to be “best” and also about making a very strong case for their own quirks – but that’s the thing about WoW as it stands currently – “best” is dependent upon playstyle, which is itself dependent upon available content/equipment. That said, sometimes there really IS a “better” if not a “best” way to do something, and the fastest way to figure out what that is is to throw yourself into the lovely group of people that make the healer community.

    I hope this look at a non-standard build helps you feel more comfortable stepping outside the box and tailoring your own spec to your specific needs – feel free to discuss what you’ve found helpful in the comments.

    Next Post: Helpful Macros (keep me honest on this one – I’m terrible about posting most of the time, but I always read your emails, and your encouragement makes a huge difference!)

    Luv,
    Wyn

    Priests: Moonshroud or Merlin?

    Patch 3.2 whipped out two sets of craftable gear: Bracers and chest pieces. Got a few inquiries about it on Twitter about it. Figured I’d do everyone a favor and outline my thoughts on it here:

    Moonshroud

    Here’s the Moonshroud set:

    Royal Moonshroud Robe

    Royal Moonshroud Bracers

    Merlin

    Merlin’s set:

    Merlin’s Robe

    Bejeweled Wizard’s Bracers

    As you can clearly see, the Moonshroud set offers Spirit whereas Merlin’s contains haste. The spellpower and crit ratings remain identical.

    Now if you were a healing Priest wondering which of these to create for your sets, there’s some things I’d like to remind you of before you go off dropping your hard earned gold.

    Spirit’s been nerfed. Holy Priest mana regeneration’s been nerfed. Spirit is not as strong as it used to be. Do keep that in mind.

    Speed is life. The faster your spells go off, the higher the odds that your heals will catch a player before they die.

    Socket bonuses aren’t always the greatest. You do not have to socket your gems according to the bonus. There is no law saying that you have to do that. Sometimes socketing against the bonus yields a higher benefit.

    So what’s best for me?

    As Discipline: I lean towards Merlin’s set. I won’t need the Spirit as it doesn’t provide me any additional bonuses anyway. For gem choices, I prefer having a large pool of mana to work with. I would socket straight 4 x 20 King’s Amber on the chest and the bracers.

    As Holy: Not much difference here. I’d approach it the same way as Discipline. I’m all about the mana pool and stacking loads of intellect. Others prefer Spellpower, Spirit, MP5 or Haste gems. Perhaps even a combination of all of them. I wouldn’t say that’s wrong.

    It’s just a matter of preference. I top out at around 2700 spellpower during raids. Most of it’s going to over healing anyway. I may as well reallocate some of those points towards a larger supply of mana or increased speed. It’s not like players suddenly gained 7000 health and that bosses are magically knocking out 80% of a raider’s health to warrant that increase in spellpower.