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.

Disc Priest Tip: Professor Putricide

You know how on Professor Putricide, a player needs to inhale a potion and they turn into this Abomination thing which controls all the slimes, oozes and crap? In order for Abominations to do that, they run on something called Ooze energy (It’s basically like energy). The only way to get such Ooze energy is by (you guessed it) consuming Mutated Slimes nearby.

Actually, that’s not quite the only way.

You know that Discipline Priests have this talent called Rapture which feeds energy, rage, or mana back to the target if the shield wears off.

It turns out the Abomination works the same way.

In other words, if your Abomination needs a quick burst of energy, have a Disc Priest shield them and the Abom can just sit and chill in a slime pool for a second or two in order to trigger the effect before eating it for more energy.

putricide-shield

Note: This actually isn’t my parse. Someone sent this in anonymously.

As you can see, in the grand scheme of things, it doesn’t offer much. But it’s nice to have for an initial energy boost when starting out.

If Druids have that Revitalize talent, it also provides a really strong energy boost as well.

Conquest will be taking cracks at him later tonight once we take down Rotface on 25.

Matticus Reimagined

It’s Friday, and the first week of 2010 is about to end. One of my honorary guildies drew my Priest. I like it. She’s got the shoulders right and Vala’nyr looks good.

She caught my pose when I was deep in thought about something. I wish she’d done it when I had a scowl or a frown on my face.

The next question? What the heck is up with my belt?

matticus

Shutout by Rotface

Last night, 3 Conquest ICC 10 teams dove in with the goal of reaching the new wing. All of us were successful even though we went at slightly different paces.

Gluth’s mini brothers, Precious and Stinky, represent a serious trash wakeup call. Getting a little better at handling it but I’m still suffering 2-3 casualties in the raid. The priority is to get the current dog tank topped up fast. That isn’t the problem as we don’t seem to be quick enough in reaching everyone else. My current thinking is to bubble spam soft targets like clothwearers (players with overall low health) before dropping the raid healing bombs. The chomp doesn’t kill us, its Stinky’s fart that seems to do it. When taking care of Precious, be careful with the zombies and don’t stand next to them when they get trapped or rooted in place.

Since most of the players had worked on Festergut on the raid night before, he fell over fairly easily within 1-2 shots as we knew what to expect and how to handle it.

Now Rotface completely stoned us. He stopped all the shots the various groups had taken on him. After multiple attempts, it had gotten to the point where groups were wrestling with the increased disease spawn time (the 30% mark or so) or had proximity issues with the uber big ooze. The Ooze explosions were easy to manage.

What’s going to haunt me over the weekend is the fact that my guys wiped on Rotface with 10k health left.

Rotface juts got nerfed, by the way.

On a side note, I have to share something. Spring semester started this week and I sometimes end up getting in classes with professors with intriguing accents. In math classes or stats, I end up getting the stereotypical Asian prof (from Hong Kong or Taiwan or something) who are difficult to understand. I was pleased to discover that this prof had an eastern European accent.

In other words, he sounds like Borat.

And this is a class on International Studies.

“This u-ni-vehr-sity cam-pus is velly’ nice. Be sure to read journal article by Robert Bates for next week, yes?”

Anyway, how are you guys tackling Festergut and Rotface thus far? Problems? Can’t wait for the Professor myself.

Guest Post: Tanks and Healers Should Get The Biggest Rewards

This is a guest post from We Fly Spitfires.

Tanks and healers are the most important classes for any group. Tanks set the pace of the group, the flow of experience and man the vanguard as they lead the team into battle. Healers mend the broken bones of their companions and keep the tanks a live – without the healers there could be no tanks and there could be no group. These are the two most important classes that exist in any MMORPG. But the DPS? They’re just meat in the room.

Look at it in terms of supply and demand and stress and responsibility. Tanks and healers are in consistent short supply whereas DPS are a dime a dozen. And there’s a reason for that. Tanking isn’t easy and it comes with a lot of pressure and responsibility. Do it right and the group will sing your praises for days to come yet do it badly and you’re on the receiving end of every criticism and jibe. Healing is much the same and also comes with it’s own set of stresses and strains. If the tank dies who gets the blame? Not the DPS classes that didn’t burn the mob down fast enough but the healer who didn’t heal well enough. They carry the heart and soul of the party on their shoulders and all of the difficulties that come with that.

And raiding? That’s even more stressful. Not only do we even already acknowledge the importance of tanks and healers in this situation. We have Main Tanks and even Main Healers but who’s ever heard of a Main DPS before? There’s a huge amount of pressure to do these jobs right. Sub-par DPS can join a raid (even if it’s not desirable) but sub-par tanks cannot tank one and poor healers cannot heal one.

All of this stands to reason that tanks and healers should get bigger rewards than anyone else. I mean, it’s in our culture to reward those that do the most and work the hardest, right? Call it a Tank or Healer Bonus, and a well deserved one at that. They are more important and necessary than anyone else, rarer to find, and they’re jobs are a lot tougher and far more stressful. They’re like the mommas and papas of any group, bringing the necessary order and structure. Without a tank there is no group, without a healer there is no group. DPS can just be picked up randomly as required.

I’ve got nothing against DPS. It’s fun and there’s nothing wrong with that but they simply don’t deserve the equality of rewards. Tanks and healer should get a little something extra on the side (maybe a nice ‘Thank You Drop’ from the boss mobs they fell) because they have the hardest and most demanding jobs and are traditionally the slowest to level up (unless you turn them into DPS). They require the most effort and who can argue that as a result they should get the biggest rewards?

Do you agree or disagree? Why or why not?