Discipline without Penance – Can It Work?

penance

This is a guest post from Wistoovern, a Discipline Priest who takes a closer look at Penance to see if it’s really all that

There are some instances in World of Warcraft where individuals who take a role proceed to redefine it into "non-traditional" role. For example, there is the player that decided to level without killing anything, or the hunter that decided not to level ranged weapons at all, but instead maxed out melee. These people are proof that your characters are flexible, unique, and can fill roles that others would not immediately think of.

Along these same lines are character builds that involve or ignore talents and spells that others find key. I’m speaking specifically of the new Penance spell that all of the Discipline priests that I have met so far are just ga-ga over. However, while it might be an efficient spell depending on how you use it, I beg to differ when it is said that a Discipline priest must have it in order to be a viable party/raid healer.

My initial thought to the spell was, "Why? Priest spells have a certain ‘flow’ to them; a spell like this is only going to throw everything out of whack." Well, imagine my surprise when so many Discipline priests started extolling its virtues. Personally, I am still unmoved. I do not believe that this spell is key to Disc healing – after all, we did without it for so long. But shall I go into specifics as to why it is not so as important as others might think?

  • Stop Assuming you need it – Yeah, it’s a 51-point spell. But do ALL Beast Mastery Hunters use Beast Mastery? It’s not too long ago that Lightwell was at the top of the Holy Priest’s tree, but did anyone actually use it? Taking a talent without making sure that you will use it efficiently is useless.
  • Dual Tasking? – Let’s be honest – priests are not hybrid classes. We’re not meant to do both healing and damage at the same time. We really get to pick one or the other. We do a good job at either one (nice shadow priests, GOOD shadow priests…), but both at the same time is impractical or inefficient. So a spell that can either do heals or DPS depending on who is targeted? This can be a big problem.
  • I Mean Really, Dual Tasking? – There are only two other spells that we have that works like this: Holy Nova and Dispel Magic. However, the priest that considers Holy Nova a crucial part of his healing spells needs a reality check, and Dispel Magic (and Mass Dispel, fine) is not going to be an issue if it’s cast on the wrong target (unless you REALLY had to dispel a DoT or effect off of a player and you miss).
  • Did I Do That? YES! – Let us not forget Mr. Urkel and his occasional mistakes with such horrible results. Imagine that you go to heal someone in your party, without realizing that you have a mob targeted that has not yet been pulled. Oops…not only are you making new friends FAST, but your tank probably won’t have time to pull it off of you. Any other heal, and this would not be a problem – in fact, the inability to use healing spells on enemies can help you.
  • The Hell Does That Mean? – Well, here’s a trick that I used to use in Hyjal and Kara. Target a mob that you have to Shackle, and after they’re Shackled, leave them targeted. When you click your keyboard buttons for heals, the system will TRY to heal your target. Oops, you have an enemy targeted, so it will instead give you the "grayed-out finger" pointer. Then, just click on your healing target. Sounds bulky? It’s not! It’s a click tap-click to healing someone. Advantages: no need to use a focus, and you can still pick up the shack quickly if it breaks. Disadvantages: slightly slower than normal, takes a little getting used to, will not work with Dispel Magic…or Penance.
  • What He Giveth With One Hand... – When the GMs build spells, they do it with careful consideration to effect intensity, cooldown, casting time, mana cost, and reagent cost. If they did not, you’d see Instant 50,000 damage spells that cost 100 mana with a .5 second cooldown. No, every spell that they give is balanced through the various aspects. High effect? It will have a high casting time or casting cost. Instant effect? High mana cost or cooldown. Low mana cost? Reagent cost. And when it comes to pure healing spells, cooldowns can be death (literally). Waiting for a heal to be available – or, rather, a heal that so many people think is just "so awesome" is a crapshoot. If a six-second cooldown can kill Circle of Healing, how is Penance so great with a TEN-second cooldown?

I can’t deny that a lot of the numbers for Penance look really good. But assuming that this spell is going to be a Discipline priest’s best friend is like assuming that all druids have feral sets (they don’t) or that all Warriors have Titan’s Grip. I’m not saying don’t use it – just don’t be so surprised if your Discipline priest starts laying down the heals without Penance. It can be done. Really.

Making the Switch: Holy to Disc

This is a guest post from Seriah, a PlusHeal community member

Priests are the main healing class in WoW, the official site even says so.  But to some people on the outside looking in they might not know that there are different mechanics in the individual Priest trees.  Having leveled and raided as Shadow and Holy I recently made the change to Discipline – it always looked like a fun tree and the new changes in LK sealed the deal for me. I’ve had experience in all forms of Priesting, but by no means am I claiming to be an expert on the class – just well experienced.

The intent here is to share my experience as a new Discipline Priest with everyone, especially anyone considering the switch be it because they think it looks like a fun change of pace or if you just hate the CoH nerf that much. I’ll attempt to walk you through what would happen if you dropped the Holy hat and picked up the Disc one – starting with your talent points.

Like with any spec there are those talents that you simply have to have, nothing fills that category better than the 3 P’s for Disc talents:

  • Power Infusion
  • Pain Suppression
  • Penance

Penance is absolutely the best healing spell I’ve ever had experience with – yes, more than CoH.  PI and PS are great too, especially since there are so many bosses that frenzy now when they’re at 20%.  How to spend your talents is a different article in itself, this is a brief overview of what you can expect from a cast sequence and mechanics point of view.

Hopefully you have a decent about of crit, be it by talents or gear, because once you start to see Divine Aegis (DA) in action you’ll love it.  Before a pull you’ll still want to do the usual PoM on the tank, but now you’ll also want to pop Power Word: Shield (PW:S) on him so the weakened soul debuff will show up – yes this is a good thing because you should be talented into Renewed Hope. 

When the pull starts, PoM will bounce with a crit (if you’re lucky) wrapping a DA bubble around the tank and giving you time to hit renew with no sense of urgency at all.  As long as incoming damage is minimal, you can stick to Flashes, Renews, and PoMs and be fine. The fun starts when the damage spikes.

On those big pulls where no one likes to CC anymore or on bosses that can hit like a whole fleet of trucks is where you’ll see those damage mitigation abilities of Disc healing really shine.  Keeping a full stack of Grace on the tank helps, and since they’re probably getting beat on a good bit that shouldn’t be too terribly hard.  PoM every time it’s up and say a little prayer so that it crits for a DA proc. 

Watch the cooldown on Penance. It hits 3 times during your channel and if you’re really on a roll with the luck and it crits all 3 times you can easily see 12k healing in less than 1.5 sec. there’s no one that can touch your HPS on hastened Penance.

That’s all fine well and good, but what if you get pushed to raid healing? 

First of all, if that happens you probably want to have a chat with your raid leader about the setup, if they still want you on raid duty then you can’t go wrong with shields and flashes, penance if they really need it.  Pain Suppression also works nicely here, if you have an overzealous DPS that can’t seem to watch Omen to save their lives, literally. It’ll reduce their threat, usually enough to let a tank get above them again, and if that doesn’t work then at least they shouldn’t die from the Iron Fist that giant is about to drop on them so the tank can then taunt.

If you’re doing heroics, and at this point most of us are, then you’re going to have to deal with group damage. The best way to do so is with Divine Hymn if you’re not in a fight where damage is constantly coming in.  If it’s a constant high damage fight you can shield yourself for the haste and to avoid interruption and pop off a Prayer of Healing.  Yeah, it’s 1800 mana, but it beats casting flash heal 5 times.  Of course if you’re on the move there’s always Holy Nova as well – which I’ve learned to not hate now.

So there you have it, a basic analysis of what you can expect as a Discipline Priest.

In short remember the 5 P’s of Priesting:

  • Power Word: Shield
  • Power Infusion
  • Pain Suppression
  • Penance
  • Prayer of Mending

A Druid’s Reaction to the Wild Growth / Circle of Healing Nerf

wild-growth

Those of you who keep up with upcoming patch notes and blue posts on the official WoW forums have probably known for quite some time–ever since before Wrath’s release in fact–that both Wild Growth and Circle of Healing were living in the shadow of the nerf bat. A 6-second cooldown has been threatened for both spells since beta testing proved their strength.

Now that the nerf has gone to PTRs, a new wave of complaints has swept over most healing websites. If the comments on Matticus’s recent WoWInsider article are any indication, the nerf to AoE insta-heals draws a passionate response from almost all players, whether they belong to one of the affected classes or not. In fact, what surprises me about the whole discussion is the sheer number of vehement, “L2P nub, don’t spam AoE heals” type retorts. A lot of discipline priests, in particular, seem to feel vindicated by the nerf. On the other side are those that passionately argue against nerfs to any class. I sympathize with this point–such an adjustment to two classes makes us all weaker. When there are less available tools in the toolkit, the game becomes both more difficult and less fun to play.

That said, I find myself having very little personal reaction at this point. Perhaps that’s because I’ve known that Wild Growth spam isn’t a long-term tactic for months now? This is not to say that I’m in support of putting in a 6 second cooldown on Wild Growth and Circle of Healing, just that by now I’ve become accustomed to the idea.

From a certain perspective, this nerf seems necessary. The following series of musings is my attempt to take what I’ve observed through Naxx 10 and 25, Sartharion 10 and 25, and Malygos 25 and try to explain why, from the developers’ perspective, it’s druids’ and priests’ turn to cry.

The State of Healing in Wrath

1. Right now, the risk of dps death during raids is minimal. Healing is relatively strong overall, and three out of the four healing classes have capable raid-healing tools.

2. Right now, the risk of tank death during raids is minimal. Healers can keep up with incoming damage, and tank healers often have time to cast spells on other targets.

3. Most encounters are designed with at least some AoE damage. This kind of damage will always be at least a little challenging for healers because they have to deal with the Interface Boss in order to get heals on multiple targets. However, there is no new Gurtogg Bloodboil yet–AoE damage has not been taken to the kind of extremes we saw in BC.

4. Wrath encounters typically require less healers than BC bosses did. For most guilds, I would take the number that they ran with in BC and subtract one to get their perfect number of healers for a 25-person raid.

5. Smart heals like Chain Heal, Circle of Healing, and Wild Growth are really, really effective. It turns out that (surprise, surprise) a computer is better than a human being at calculating who needs a heal.

6. Mana management is less challenging than most bloggers–including me–thought it would be. It turns out that the level 80 epic gear does a pretty good job of getting people the regen they need, even though some of the old familiar tools (mana oil and chain-potting) are history.

The Behavior of Healers in the Wrath environment

Intelligent players respond to the conditions given them, and the top WoW players will always use a play style that the numbers support. Now, there may be individual differences and preferences, but given free choice, almost all players of the same class and spec will, at the top end of the ability spectrum, make the same decisions. Here’s how raiders are reacting to our current capabilities and to the demands of the current content.

1. Healers are using Wild Growth and Circle of Healing to the utmost. And why not? These two heals do, in fact, make the content much easier. If AoE damage is the challenge (and Blizzard seems determined that it should be), these two spells are the antidote of the moment.

2. Healing has become a competition between healers instead of a mad race to keep people alive. No one is going to die anyway–the content is too easy for that. The best healers are trying to sneak in effective heals against their fellows. Spells like Wild Growth, Circle of Healing, and even the high-HPS glyphed Healing Touch shine in an atmosphere of heavy competition.

3. Healers are not focusing on mana efficiency. When the content is easy and the team can kill a boss quickly, mana efficiency is less relevant. There are no prizes awarded for ending an encounter with 40% mana. The only prize available is for healing output. As such, many players end up healing too much too early and needing someone else’s innervate. This has happened to me a few times, and I’ve been trying to watch it.

4. Druids and priests are, in fact, leaving paladins and shamans behind on the meters. This has only one good effect–that shamans aren’t as necessary any more. I’ve recruited for two different guilds, and the hardest position to hire is that of alliance resto shaman. There just aren’t many out there.

What the Developers Hope the Nerf Will Accomplish

Here is where I really get speculative. The following is my best guess about exactly what kind of “fix” the new 6-second cooldown will be.

1. The nerf will retroactively add difficulty to encounters that guilds have already cleared. Some guilds may even find themselves unable to beat a “farm status” boss. As a result, guilds may stay in the current tier of content longer than they otherwise would. This is good for developers, because it stresses them less to release the next tier in a timely manner.

2. The healing meters will shake out a little differently. The conspiracy-loving part of my brain thinks that it’s “best” for Blizzard if people go back to complaining about resto shamans. After all, they’re far less numerous than priests and druids, at least on alliance side. While most guilds could fill their entire healing roster with priests and druids, I doubt anyone could fill theirs entirely with shamans. It’s a safer class to have at the top of the chart.

3. The management of another cooldown will add back some of the difficulty of playing a druid or priest. The developers want playing a healer to be difficult. If healing is difficult, a guild takes longer to go through a tier of content. For example, let’s take the healing druid. In the good old days of managing 7 second Lifebloom stacks on multiple targets, timing used to be everything. With stacking de-incentivized, I often have only one 9 second triple stack to manage, giving me a lot of freedom. I have a feeling though that now I will be casting Wild Growth every time it’s up. There will be a bit of a return to a fixed spell rotation. I hear many healers threatening to give up their AoE spells entirely, maybe even going as far to spec out of them. I tend to agree with Matticus in thinking that, paradoxically, Circle of Healing and Wild Growth will become more important. We’ll need to actively manage those cooldowns, and the effect of that adjustment period will be to slow progress down.

4. There might be room for an extra healer in a healing team. Circle of Healing and Wild Growth have been such workhorses that the old numbers for a healthy healing squad didn’t make sense any more. This might give a few out of work raid healers something to do. It’s not good for Blizzard if lots of players lose their raid spots.

Am I in Favor of the Nerf?

Personally, no I’m not. And yet, I’m not up in arms about it either. I realize that it hits druids less hard than priests, but I’m not worried about either class’s raid spots. Wild Growth and Circle of Healing are still good spells. Comparatively, I’d say that the Lifebloom nerf of a few months ago was much more devastating than this one.

The addition of a 6 sec cooldown to my best-designed spell is not a happy prospect, and it’s not the kind of thing that makes healing “more fun.” In fact, managing an extra cooldown, especially for druids, who are already managing Lifebloom and Swiftmend, is pretty much anti-fun. I’ve never believed developers’ claims that they want to make healing “more fun.” I don’t think that’s really in their advantage–to really make healing more fun would probably “trivialize” the content as well, forcing them to come out with more content patches on an accelerated timeline. What they might actually do is change our interface to be more “interactive”–and also a ton more difficult to use. I dread this prospect a lot more than any nerf to Wild Growth! Think about the new vehicle interfaces and imagine if you had to heal and target with that! What if all healing were like Malygos Phase 3 or the final boss of the Oculus? As it is, I think the developers recognize that healing, more so than tanking or dps, requires players to modify their interface. I hope they just leave us alone with that and let Grid do what their standard frames can or will not.

Circle of Healing Redux

As you may or may not have heard, Blizzard is revisiting the idea of bringing in the CoH cooldown. I’m not sure where to start on this or how to begin.

Something that I feel has been overlooked is that there seems to be a feeling that raid instances right now at 70 (post nerf) are representative of what raid instances are like at level 80. A lot of players, right now, are a little overgeared for the content that they’re doing (again, due to the nerf).

Path of least resistance (or effort)

I was first exposed to this idea in my first year of psychology. The general premise here is that people, animals, or even machines will choose the path of least resistance or effort in order to get to their goal. Applying this to healing, we’ll see one person taking a shot for 2000 damage for whatever reason. I myself have been known to tap CoH once or twice to bring that one person’s health back up. Is that a loss of mana efficiency? You bet it is. But efficiency goes out the door if your mana regeneration is able to offset the mana loss within seconds.

Could I have used a Flash Heal? Yeah but it takes casting time.
How about a Renew? Yeah but it takes about 15 seconds for the full duration to kick in
Circle of Healing heals that minor damage extremely quickly and leaves me open for spell options without causing me to wait for the spell to go off or eat a channel or something.

This is partly the case because of current nerfed raid content and the way our spells work. It’s a smart heal, it’s the fastest heal, and it’s brain dead easy. I’m sure we can all agree on that.

With the complete gear reset at 80, I strongly doubt we’re going to be able to get away with non-stop CoH casting. I know I couldn’t. I was extremely limited with my mana regen and my overall mana pool. I confess I did start with PvP gear and I encountered some difficulty then. Yet, after daily Naxx and OS runs on 10s and 25s, I amassed a decent collection of PvE healing gear. I still found it difficult and strenuous. As this was largely a pickup group, maybe I was overcompensating in some areas.

The benefit of Circle of Healing is that it can heal a lot of players really fast.
The cost of Circle of Healing should be the fact that it taxes your mana pool.

I’m not quite sure if that’s possible. I can see why they want to include the 6s cooldown because there are a staggering number of players using it (at 70 and at 80 when I played). Maybe if they included a scaling cost with the spell it would be acceptable. The ability to heal a lot of raid damage really fast is an excellent tool to have. But it should come with a severe price or penalty. I don’t think time, a wonderful resource that it is, should be the case. Perhaps base cost + a percentage of healing done in that one cast? I don’t know. I’m not a game developer.

Regardless of what they do, Priests will easily remain the most diverse class. I’ll continue to play mine well into Wrath. Even if they do bring in the CoH cooldown, we still have Holy Nova and Prayer of Healing. Zusterke, on Plusheal, started some preliminary work on Holy Nova and it’s effectiveness.

By adding the glyph of holy nova, the spell has become quite a powerful healing spell. It is able to output more healing than circle of healing, up to a point where it rivals prayer of healing. The recent mana cost reduction boosted this spell even further where it has become a mana efficient spell, in comparison to the priest’s other AoE spells.

He might shoot me if he feels it’s a little outdated. But not much has changed yet so I think he’s definitely in the ballpark (or ice rink).

Plusheal has more great discussion about this.

Healing Naxxramus – Loatheb (10 man)

loatheb

Loatheb looks slightly complicated but after a few tries becomes easy to understand. It requires people to look outwards and pay attention. You only need to have one tank on him for the entire encounter.

Gimmicks

Everyone gets a 16 second debuff that reduces healing by 100%. After that, you have a 4 second window to heal players up before the debuff gets reapplied.

Secondly, something else that makes this fight that much easier is a different debuff called Fungal Creep. There are going to be periodic mobs called Spores that will spawn. When you destroy them, they give 5 players the Fungal Creep debuff.  It increases your critical chance by 50% and your spells cause no threat. The Spores die relatively quick and should take no more than 4 spells before they spontaneously combust.

Positioning

Set up shop on the central platform.

Healing Makeup

Matt’s group:

  • Resto Shaman
  • Holy Paladin
  • CoH Priest (me!)

You’ll definitely want an AoE healer for this fight. Try to time your heal around the warnings that appear. We tasked the Paladin to do nothing but heal the main tank on this fight. The Resto Shaman would heal group 2 while I was parked in group 1. The mechanics to Chain Heal has changed slightly so that if you target the initial player with the spell, it will only jump to other party members instead of going raid wide. With the Glyph, it will bounce to 4 targets total.

3 seconds before the debuff wears off, light up a Prayer of Healing. You want to time your heal so that it lands just as it wears off and it sets you up for 2 or even 3 Circle of Healing taps on the 2nd group.

What about the debuff phase?

At this stage, all you need to worry about is wanding and doing DPS. Keep an eye on your mana. Be sure you don’t DPS more than you have to. Your Power Word: Shield will still work. Don’t hesitate to throw that up there whenever you get the chance on your tank.

Changelog

9/23/08 – Original post