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.