How Spirit Shell Works

During dungeons when Spirit Shell is fully absorbed, it is only healing for 1. Do you know if this is a bug or if they intend it to not heal the target when fully absorbed?

– Rave31211

Received a few comments and questions from people wondering about the use of Spirit Shell so I’ll do my best to clear it up some.

When Spirit Shell is on a player, it places a shield on them. After 8 seconds, the shield wears off. That player is healed for 80% of the absorb amount remaining.

If the shield gets completely absorbed, the player gets healed for a whopping 1 health point (I guess it rounds up). There’s a few problems with it right now:

  • It can’t crit
  • It’s a really long cast time for a low benefit
  • You can’t see the benefits in your raid frames
  • Doesn’t add Grace (Thanks FtenEQ)

Derevka has added his own thoughts on Spirit Shell and created a forum thread in the beta forums expressing feedback. I don’t expect this to be the final version.

Running Out of Mana? Here’s One Reason

My Google reader is set to examine various search terms allowing me to keep a pulse on what’s going out there with Priests. One search result that popped up on my reader involved a holy priest. Their problem was that they kept running out of mana. No matter what they did, they had a really hard time sustaining the necessary healing required for that instance.

Out of habit, I looked up their priest on armory.

Problem solved.

No enchants, no gems, or other augments.

It almost feels like really new players take for granted the power that augments provide their characters. Do you think Blizzard balances instances around the fact that your character should have enchants and such? Maybe the harder 4.3 ones, but not the entry level heroics.

Back to the story, it turns out I wasn’t the only one who spotted the lack of character investment. When others pointed it out, the player commented by saying they didn’t have the money to afford it.

At least they have an answer to the first problem.

New players, if you want to start hitting up the harder stuff, start investing. Even if you can’t afford a Power Torrent, you can probably snag a Heartsong. Can’t do 20 stats? Settle for 15. Don’t need 65 mastery when cheaper 50 haste options exist. No sense socketing an epic red gem on a blue quality item when a gren quality red gem will do the trick for now.

Even if they’re not the best improvements money can buy, at least they’re still an improvement.

 

Sketch notes for Discipline, Saying No, and Creating Compelling Content

Saturday’s the day where I link  material that I’ve found interesting, informative, or thought provoking. You’ll find them gathered from a variety of topics. They’re centered around World of Warcraft, blogging, or gaming.

Lots of social commentary going on this week in WoW which is cool. Civil discussion is always welcome as long as it’s done with tact and respect. I get asked about why I don’t include stuff like that here. To set the record straight, that’s not what this blog is for. You read this blog to help improve yourself. You come here to read about Priest and raid stuff.You read Lodur’s totems and healing stuff. Other bloggers can do a better job with social commentary and I would never be able to do it justice.

Many WoW blogs I’ve seen started with topics relating to the game.

  • Helping players get better via rotations, gear guides, etc.
  • Strategies for handling certain gaming aspects.
  • Profession advice and tips.
  • Working the economy.
  • Inspiring RP (which I am envious of and can never do).
Where has that gone?

This week on the Herald:

  • Sketch Notes: How to Heal as a Discipline Priest
  • Learning to say: “No, thank you.”
  • A Fool-Proof Formula for Easily Creating Compelling Content
  • Getting Started with Livestreaming
  • Hard Truth on the Sheer Difficulty of Making an Impact
  • Added Priest and Paladin information in the Mists changes page

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Sketch notes: How to Heal as a Discipline Priest

Subscribe to this guy. If not for the posts, then at least for the sketch notes. Waiting for the one for Holy. Flowcharts and diagrams are excellent.

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Learning to say: “No, thank you.”

As much as I’d like to say yes, lately I’ve had to say no more often. It’s not that I don’t want to, but many of my duties and projects keep me quite busy. The plus side to saying no is that when you dosay yes, your time becomes much more appreciated and valued.

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A Fool-Proof Formula for Easily Creating Compelling Content

Having difficulty putting your thoughts into words? Copyblogger has a formula and system that helps you get started with a routine. Cut down on the 1500 word rambles. Keep it to something succinct and straight to the point.

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Getting Started with Livestreaming

Looking to get started with livestreaming your gaming? I wrote up a quick guide to it here on WoW Insider. Right now, the guide’s meant for PC as I haven’t been able to properlyfigure out the most efficient way with Macs.

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Hard Truth on the Sheer Difficulty of Making an Impact

“Being very good at anything involves being somewhat addicted.”

Truth.

HST takes a hit

So, if you’ve looked at the Mists of Pandaria talent calculator anytime recently, you may have noticed that restoration shaman finally got an update. While I definitely like most of the changes, there’s a big change looming that I’m not quite sure what to make of it quite yet. Healing Stream Totem, our tried and true companion, is getting re-worked. It’s hard to tell whether it’s a nerf or not, but my gut instinct is that it’s going to be a nerf. So what’s changed?

Well for starters the totem is now raid wide, it is no longer restricted to group only. That’s a bonus, don’t get me wrong, and one that I think we were missing for quite sometime. So, that part I like. Currently the cost remains the same, clocking in at 3% of your base mana. The base healing number has gone up from 28 to 81, plus your spell power modifiers and talents of course. But here’s the kicker, it now only targets one person, and it will always be the lowest health person in range. That’s right folks, it’s a single target totem now. If that wasn’t enough of a kick in the teeth, the duration has also been adjusted. It is no longer 5 minutes, instead it is a 1 minute duration totem. While it still doesn’t have a cooldown, and you can cast it as often as you want, the 3% base mana cost combined with a 1 minute duration means that if you want to use it you’re going to be burning a whole lot more mana in order to keep it down.

It’s a significant change, and one that I’ve been feeling pretty keenly in the beta. Healing dungeons is a lot more active, as you can’t really rely on the passive healing anymore. It is still affected by mastery so you can now use it as a single target spike healing tool. It’s an adjustment. I’m not going to call it a nerf, but it is a noticeable change in healing behavior for us. It’s just no longer the “always keep it down totem”. My personal belief is that it is a result of us having some new tools in the water tree. Besides healing stream totem and Mana Tide Totem we have our brand new Healing Tide Totem, or rather our Tranquility. That’s an interesting tool, and I can see us using quite well. The hardest thing right now is just breaking the mentality that you HAVE to have your totems down. It just simply isn’t the case anymore.

There are a lot of other changes like the glyph’s we’ll have to work with. Some are awesome, some are meh, others are incredibly situational. I’m going to be evaluating them over the next few days, possibly in video form, so be sure to check often. If you have a specific shaman question, please feel free to ask and I’ll see if I can find out how it shakes down in Mists.

Mists: Spirit Shell, Chakra, and Party Healing

Blizzard issued another 100,000 invites today and I was lucky enough to get in. Derevka from Tales of the Priest also has the Mists beta enabled. I’m sure between the two of us we can help answer any Priest questions you might have (Save all the math and theorycrafting for him).

Biggest grin inducing experience though?

I SMITE FOR OVER 40,000 DAMAGE

On Spirit Shell

On the tanks

Spirit Shell is the new Discipline Priest “heal” (the 2.5 second cast that’s supposed to be mana neutral).

Something feels really off about it. it feels ineffective. I get that it’s used to maintain health of players. It’s the filler spell. But it’s a delayed heal. In a sense, I should feel the same using Heal and using Spirit Shell. But I find that the mobs and bosses just punch through Spirit Shell fairly quick. Since the shield gets broken, the heal aspect never applies (Since 80% of a broken shield is still going to be 0). Tanks aren’t gaining any real health with Spirit Shell.

When using Heal, I can see the physical health bar bounce up and down between heal received and damage taken. Spirit Shell causes the tank health bar to stay around the same or to gradually decrease. I rely heavily on visual bar movement to gauge how much time left before the tank or my party gets smashed. It’s really hard to gauge the buffer I have when using Spirit Shell.

Video of me wiping once on the first boss before taking him out on attempt 2.

 

I’m not sure if that’s a UI thing or just a priest thing (or a Matt thing). 8 seconds seems like an eternity before a heal gets applied. In a way, I feel as if though I get penalized in a heavy damage environment. Holy sees immediate dividends in when those healing spells are used because you can actually seeplayer health bars move. Discipline doesn’t (with the shields) and we’re left wondering if our shields are still active or if they’ve been punched through or not.

Yeah, there’s a spell graphic thats applied on players. But aren’t your eyes glued to your frames?

On the party

I could throw a Renew on players and they’d get enough healing on them or I could also throw a Spirit Shell and wait the 8 seconds for that to expire for the heal component to apply. Renew, I can use on the run. Spirit Shell leaves me vulnerable. I understand that they’re meant for different purposes, but in this sense, Spirit Shell can be used as a fire-and-forget kind of ability on that Mage who took damage but isn’t expected to take damage again for the next 30 seconds or something.

I’m not sure what it is. The spell’s a great idea and all. But in practice, something doesn’t feel right when healing in instances. I think there should be a minimum floor that the heal of Spirit Shell does (Heals for 80% after absorb expires, otherwise it heals for 20% of the initial absorb amount).

Chakra

chakra

Have to free up some more binds somewhere. Chakra: Serenity and Chakra: Sanctuary are separate abilities and need to be key bound separately. No more having to activate Chakra and cast Prayer of Mending to auto switch to Sanctuary.

Party healing

Admirable job with the balancing of regen and throughput. Temple of the Jade Serpent was fairly brisk the first way through after queuing with a group of random players. I’m queuing in with a mix of normal and heroic Dragon Soul gear (395 Item level, give or take). Raid geared players won’t have much of a problem with it all. Just don’t stand in the water and watch out for fires.

For reference, quest rewards in the opening zone are 372 greens.