Save Players with Aggressive Shielding

I have a confession to make.

I’m an aggressive Priest. Like really aggressive. I’ll shield extra targets as much as I can. I’ll squeeze in extra DPS if I see the opening.

wol-kologarn

The current train of thought for Disc Priests is to stick to 1 or 2 targets. They’re tanks. Make sure they stay alive at all costs. The mentality of Disc Priest healing is similar to that of a Paladin.

I’ve spoken to a lot of my colleagues who are also Disc Priests. I’ve compared some numbers and talked shop with a few. Many are reluctant to throw around extra shields because of concerns due to mana management or tank deaths.

Instinctually though, when a Disc Priest shields a target with full health, they can deviate from it for a few seconds to throw a shield on another target or use a Borrowed Time proc on another player who needs it.

The parse shown above is a screenshot from World of Logs. It’s another parsing website (and I’m starting to like it as it shows contributions from Divine Aegis and Power Word: Shield). You’ll notice I fire out an abnormally large amount of shields and Prayer of Healing. I believe 58 refers to the amount of players healed as opposed to the number of times cast.

Target the squishies

As an aggressive Disc Priest, if your main tank assignment is topped and loaded, look around for other targets of squishability opportunity. Some excellent soft targets to shield:

  • Mages
  • Non-plate healers (yeah you Paladins are fine)
  • Warlocks
  • Rogues

Yes Ulduar has an abysmally large amount of raid damage. Although Disc Priests aren’t best suited to handle the healing of it, we can extend the life span of those most vulnerable for a few precious seconds while the rest of the healing cavalry step in.

Fights are routinely ended with under 10% mana after using everything at my disposal. There’s nothing wrong with that as long as your mana is managed properly.

Stretch yourself and be better!

Which Came First? The Aegis or the Shield?

pws-vs-da

On my daily patrol through the Plus Heal forums, I came across this thread with one very important question by Sundotz.

If I proc Divine Aegis ( for 12 sec) and then apply PW: S (15 sec after absorbed), which shield is absorbing damage first?

I could have commissioned a study on this with the assistance of guildies. But I decided to take matters in my own hands and test it out only in such a way that true Dwarves would do it.

I’d tackle the Molten Colossus of Ulduar after activating both shields in an attempt to see which happened first. Here’s 5 combat logs with different cast sequences. Log’s been trimmed somewhat.

Test 1:

Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Mallet’s Flash Heal heals Mallet for 1977.(4306 Overhealed) (Critical)
Mallet’s Borrowed Time fades from Mallet.
Mallet gains Mallet’s Inspiration.
Mallet gains Mallet’s Divine Aegis.
Mallet gains 300 Mana from Mallet’s Darkglow.
Mallet’s Flash Heal heals Mallet for 0.(4185 Overhealed)
Molten Colossus’s melee swing hits Mallet for 18720 Physical.(8103 Absorbed) (3247 Overkill)
Mallet’s Power Word: Shield fades from Mallet.
Mallet’s Divine Aegis fades from Mallet.

Mallet’s Power Word: Fortitude fades from Mallet.
Mallet’s Inner Fire fades from Mallet.
Mallet’s Weakened Soul dissipates from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Renewed Hope fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

Test 2:

Mallet gains Mallet’s Divine Aegis.
Mallet’s Flash Heal heals Mallet for 0.(5915 Overhealed) (Critical)
Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Molten Colossus’s melee swing hits Mallet for 16490 Physical.(9530 Absorbed) (12804 Overkill)
Mallet’s Divine Aegis fades from Mallet.
Mallet’s Power Word: Shield fades from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Weakened Soul dissipates from Mallet.
Mallet’s Borrowed Time fades from Mallet.
Mallet’s Renewed Hope fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

Test 3:

Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Mallet gains 300 Mana from Mallet’s Darkglow.
Mallet’s Flash Heal heals Mallet for 2330.(1824 Overhealed)
Mallet’s Borrowed Time fades from Mallet.
Mallet gains Mallet’s Forethought Talisman.
Mallet’s Flash Heal heals Mallet for 0.(6049 Overhealed) (Critical)
Mallet gains Mallet’s Inspiration.
Mallet gains Mallet’s Divine Aegis.
Mallet gains Mallet’s Effervescence.
Molten Colossus’s melee swing hits Mallet for 16490 Physical.(9895 Absorbed) (6884 Overkill)
Mallet’s Power Word: Shield fades from Mallet.
Mallet’s Divine Aegis fades from Mallet.
Mallet’s Inner Fire fades from Mallet.
Mallet’s Weakened Soul dissipates from Mallet.
Mallet’s Forethought Talisman fades from Mallet.
Mallet’s Renewed Hope fades from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Effervescence fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

Test 4

Mallet gains Mallet’s Divine Aegis.
Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Molten Colossus’s attack misses Mallet. (My agility and dodge is strong)
Molten Colossus’s melee swing hits Mallet for 16490 Physical.(7968 Absorbed) (13299 Overkill)
Mallet’s Divine Aegis fades from Mallet.
Mallet’s Power Word: Shield fades from Mallet.
Ragadast’s Leader of the Pack fades from Mallet.
Mallet’s Inner Fire fades from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Weakened Soul dissipates from Mallet.
Mallet’s Borrowed Time fades from Mallet.
Mallet’s Renewed Hope fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

Test 5

Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Mallet’s Flash Heal heals Mallet for 5654.(Critical)
Mallet gains Mallet’s Effervescence.
Mallet’s Borrowed Time fades from Mallet.
Mallet gains Mallet’s Inspiration.
Mallet gains Mallet’s Divine Aegis.
Molten Colossus’s melee swing hits Mallet for 15100 Physical.(7651 Absorbed) (21476 Overkill)
Mallet gains 300 Mana from Mallet’s Darkglow.
Mallet’s Power Word: Shield fades from Mallet.
Mallet’s Divine Aegis fades from Mallet.

Mallet’s Weakened Soul dissipates from Mallet.
Ragadast’s Leader of the Pack fades from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Effervescence fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

So in conclusion, while not technically a scientifically valid test, I’ve conceded that the order in which the different absorb effects are used are based on which one happens to land first. If a DA activates before a PW:S, then the DA gets consumed. If a PW:S lands first followed by a DA, the PW:S gets chomped alive before the DA.

A simple, easy, and cheap test. 5 minutes. 45 gold.

Done.

But also incorrect. So take this entire post with a grain of salt.

Downside of Heads Up Healing

A couple of months ago, I wrote about the concept of heads up healing. The basic idea is relying visually on the screen away from the raid frames to spot impending attacks. Being able to spot who the attack is going to land on should buy the healer a few precious global cooldowns to get even more heals.

Well, I think I found a flaw with that strategy.

It’s to do with Mages.

There’s a Mage in the guild, let’s call him Echo. We were working on Mimiron last night and getting another handle on phase 1 again. The ranged players were divided equally among the… tridrants (Is there a 3-version of quadrant?).

Naturally a Napalm shoots out from the Flame Leviathan look-alike that Mimi sits on. The trajectory of the shot shows that it’s going to hit a player in my area. Sure enough, it strikes Echo and I’m able to target him by clicking the center of the Napalm while he’s on fire and all that.

But his heath bar isn’t moving. Moments later, he is burned to crisp. I frowned. I know I hit him. I saw Penance fly out and followed up with a shield. It was one of the few times where I connected with a heal and still lost a player.

A pause.

A curse.

A sigh.

I fired a disgusted look skyward as I realized my error.

That wasn’t Echo.

I healed Echo’s Mirror Image.

Learn from my mistakes. Pay close attention to who you’re targeting. When it comes to Mages, they’re more than meets the eye.

Abusing General Vezax as Discipline

The Conquest strike team reached General V on Monday evening. In the final hour remaining in our raid night, we spent most of the time identifying the environmental elements of the fight.

What did the Saronite Vapors look like?

What’s Shadow Crash?

How do we deal with Mark of the Faceless?

More importantly for healers, how do we manage our mana while being truly unable to gain it back unless it’s from said Vapors?

One of the aspects of the fight that I noticed early on is Shadow Crash.

"”Fires a shadow missile at a target. Upon impact, it leaves an energy field that lingers for 20 seconds, increases magical damage dealt by 100%, increasing casting speed by 100%, reducing healing done by 75%, and reducing mana costs by 70%.”

The primary strength of Discipline Priests lie in their powers of mitigation. Shadow Crash affects a healer’s mana cost, cast speed, and actual healing done. You can see where I’m going with this.

Power Word: Shield is instant. The casting speed debuff won’t have an effect there. It’s also not technically a heal. It’s a damage absorption. Finally it does reduce the cost of shields by 70%.

The bottom line: ~200 mana costing shields. Very nice.

Heh, I’m not going to jinx the week by predicting whether or not we’ll obtain a kill. I had an internal progression timeline for Ulduar when it came out and we’re right on schedule.

Holy and Disc Too Costly for Dual Spec

At least, those are the conclusions I’ve reached when I tried it.

On Monday night, the Conquest raiding crew was getting hammered by Kologarn. We simply could not heal raid damage of that magnitude. Some assignments were changed around and I activated my dual spec to Holy to see if I could help alleviate some of the stress.

But alas, to no avail. Being specced Holy and geared for Discipline means you rocket through your mana insanely quick. My mana pool lasted about 2 – 3 Right Arm deaths on Kologarn before I ran out of tricks. Pots used, Shadowfiended, and Hymns were already used. This is just because of the way my augments are setup. I don’t have enough Spirit gems and enchants. It’s too costly and too much of a hassle to augment when I need to switch to Holy.

So it is with a heavy heart that I used my (free) talent refunds on Tuesday. I set aside talent 1 for Discipline and talent 2 for Discipline.  The basic structures were the same. Some points were allocated differently and there were a few minor changes to glyphs.

  Endurance Disc AoE
Spec 53/18/0 54/17/0
Major Glyphs Flash Heal
Hymn of Hope
Penance
Power Word: Shield
Prayer of Healing
Penance
Minor Glyphs Fading
Shadowfiend
Shadow Protection
Fading
Levitate
Shadow Protection

Endurance

The deal with Endurance spec is that you’re trying to stretch your mana pool to go even further than before. This involves talenting into Improved Healing for the 15% mana cost reductions to Greater Heal, Penance and Divine Hymn. The glyphs also represent the endurance method with Hymn of Hope and Flash Heal. If your Shadowfiend manages to die, you still get some mana back rather than none. This would be more of a progression spec, I think. In case your raid group loses one or two healers, the idea is that your mana supply can hold and last long enough while you compensate for their deaths until they get Rebirthed or until the boss dies. Out of the upper level Disc talents, Grace is one talent where I felt 1 talent point might be enough to maintain the buff considering the amount of heals you’ll be dumping on the tank anyway.

Disc AoE

With Disc AoE, you’re still going to be focusing on one or two key tanks. But on fights with enormous amounts of AoE damage, you won’t be locked out entirely. Your fast Shields should be placed quickly on players who have taken damage. Your Prayer of Healing adds a HoT effect. At least you won’t be as handicapped during Tympanic Tantrums or anything like that.

This is the result of my experiences in Ulduar so far. It’s still going to be subject to some more tweaking.