Spirit Shell Change: Burst Bubble Spam!

Spirit Shell: For the next 15 sec, your Heal, Flash Heal, Greater Heal, and Prayer of Healing no longer heal but instead create absorption shields that last 15 sec.

Cool! Not less than half a day since I posted that we were expecting Spirit Shell changes, they went and changed up the design of it entirely. In terms of absorb values, my guess is that they’re going to be a 1:1 value. So if you heal for 10000, you’ll be creating shields for 10000.

Instead of a spell that directly creates a shield, they’ve given us an ability that turns most of our healing spells into shield spells. Interesting design change. Can’t wait to try it in action. At least we now have a clear toggle between the times when we need to restore health and the times to create shields. Nifty ability though because even if the raid is at near full health, Disc priests can easily toggle Spirit Shell on and blanket the raid with shields and add that extra health buffer to everyone.

I suppose this is one way to shield spam the raid!

And as promised, Rapture removes the cooldown on Power Word: Shield.

Explaining Intellect, Mana Pools, and Spell Costs in Mists

Edit: Fixed comments to allow guests to comment without registering again. Let me know if you run into other bugs.

There’s been some discussion and confusion about mana pools, spell costs, and intellect. I was thrown off when I checked out some of the spell costs. Turns out, I had forgotten about the changes coming up for healers. Here’s a summary of the direction we’re going (all of us healers, not just Priests, mind you).

Even wrote about it in a Raid Rx column a while ago.

  • Every healer gets a static mana pool amount (100k mana).
  • Intellect affects the strength of your spells only. No longer increases mana pool.
  • Spirit still remains a mana regeneration stat. More Spirit, faster regeneration.
  • Many spell costs are being adjusted to account for the change to mana pools.
  • Mana regeneration based on mana pool size is gone.

Here’s a truncated version of the blue post.

With the change we are proposing, Intellect provides bigger heals and Spirit improves longevity. For healers, there should not always be a clear cut answer. Intellect may still be the superior stat, but not by as much as it is today. […] Mana pools can still be large (we are thinking 100,000 mana at level 85) so that it doesn’t feel too bizarre to existing casters and doesn’t feel too much like rage or energy.

What happened to our mana pools?

This is an idea of what the base mana pool of healers will look like. Assume none of these classes have chosen a spec yet.

  • Druid: 20,000 mana
  • Paladin: 20,000 mana
  • Priest: 100,000 mana
  • Monk: 100 Chi (Just a figure I’m using)
  • Shaman: 20,000 mana

Remember, pretend that these are base mana figures.

But there’s more

With the exception of Priests and Monks, each class gains an ability which modifies their mana pool when they select a spec.

Druids, Paladins, and Shaman have their mana pools dramatically increased by 400%. That should then bring everyone’s mana pool up to 100,000. When a Monk switches to Mistweaver, their energy bar will be replaced with mana. As they’re the only monk spec that uses mana, it’s assumed that 100,000 is the base value.

In addition, we think fixed mana pools will help healers scale better with content. Some players seem to be interpreting the 5.0 design as healing 5-player dungeons should be easy but healing raids should be very hard. That is certainly a better situation than dungeons being very hard and raids being easy, but neither is really the goal.

What about the costs?

Let’s use a few of the different healing spells as examples.

Greater Heal ends up costing about 6,000 mana (6% of 100,000). Greater Healing Wave and Divine Light end up being around 8,500 mana (35% of 25,000 mana). Remember that the percentages are centered around base mana which hasn’t been modified by mana boosting talents just yet. This means that their absolute values should be about the same range. Shouldn’t be off by more than a few hundred or a couple thousand. The variance is most likely due to the difference in class mechanics and spells.

So we’re going back to entry-level Cataclysm healing

In a word, yes.

As we were working our way throughout Tier 11, we had to really work on using our mana neutral healing spells (Heal, Healing Wave, etc) as much as possible. As our gear progressively improved, we found ourselves dropping Heal altogether from Firelands and above. Now we’re hitting the big heals and AoE heals more often. You can expect this long term model to stay the same for Mists.

A fight like Phase 2 Beth’tilac on heroic is about as mana-intensive as things get, and that phase doesn’t last very long, so your mana-regen mechanics and cooldowns should be sufficient to keep you going. That won’t change in 5.0.

I still don’t understand

TLDR: Think of mana as energy. It doesn’t scale or increase with gear. Mana regeneration will go up with gear allowing you to cast more spells before running out of mana.

How to Move and Heal

Do you know what one of the leading causes of tank death are?

Healers not being in range.

The other cause is not enough healing (ba-dum-tsch).

Whenever I jump into pickup raids or heroics as a DPS player, I am stunned at the inability of players to move and heal. This is an absolutely essential skill to have no matter what kind of healing class you play. We’ll go over a few tips to help get your confidence up to the point where you can effortlessly heal on the go. There aren’t any big secrets or special techniques. Much of it comes with foresight and experience.

Use your instant spells

HoTs, Renews, Shields, Ripties, Holy Shocks, and even Circle of Healing (Inefficient as it may be)! The moment they’re on the run, you need to be able to keep up with them. In most cases, you do not have to keep them at full health when they’re on the move. You just need to keep them alive with a nice margin of health. Instant spells are enough. Once they stop moving, start bomb healing them back to a comfortable level.

Hustle!

Body and Soul yourself. Switch to cat form. Ghost Wolf it. If you need to haul ass and you have a way of speeding up your movement, do it! Stop what you’re doing and move it!

Plan accordingly

Movement phases during raids can usually be planned in advanced. In the Lord Rhyolith encounter, tanks have to haul the ads from the middle of the room to the exterior. In Beth’tilac, large drones are manhandled to a preset location at the back of the room. If you know the rough location where the tank will be at, you can position yourself closer to that point to minimize your movement.

Leapfrog it

You move. Then they move. Then you move. Then they move. During Shannox, I’ll drop a Barrier on the tank and start moving in a pre-arranged direction. Once the Barrier falls off, they start coming towards me. We keep repeating this pattern where both the tank and the healer alternately move until we get to where we want to go.

Stand closer to them

Many of us have been trained to stay as far as possible away from a boss as DPS players to avoid different attacks or things on the ground. As a healer, being at max range can be a liability. The moment your tank moves the other way, you’re stuck playing catchup. Don’t be afraid of closing within 20-30 yards. This gives you additional flexibility and freedom for the tank.

Use your cooldowns

Even if they’re not taking large amounts of damage, a Pain Suppression of sorts can do wonders. If the tank needs to move, consider using a raid wide one like Divine Hymn or Tranquility. It’s like using a shotgun on a cockroach. It’s overkill, but it works. Wouldn’t recommend this unless you absolutely had no outs.

Have healers at different areas

If the tank is going in a predictable circle from point A to point B, have a healer at each point. The moment the tank comes into range of one of the healers, they’ll be under their responsibility. Don’t be afraid to call for help. If you can’t reach your main tank, say so. Hopefully there’s a healer nearby who will see the tank light up on their raid frames and switch to them until you’re back in range again.

Being vocal

Don’t be afraid to say things like “Stop moving” directly to your tank. If they can’t stop, at least they recognize that they’re on their own for a few seconds before you’re back in range of them. Work with them beforehand and arrange what will happen if the two of you aren’t in range of each other. Your tank can use that as a cue to use a potion or a Last Stand.

If you want some additional practice, step into some battlegrounds and participate in some PvP healing. Now it’s your turn. What other techniques would you suggest for healers on the go? Have any lessons or stories relating to healing and movement?

How To Tank Heal As A Holy Priest

“I am only one, but still I am one.  I cannot do everything, but I still can do something and because I cannot do everything, I will not refuse to do something that I can do.”

Helen Keller

Holy priests have always had a reputation for being extremely versatile healers.  Somewhere down the line we lost that and I don’t know if that was driven more so by the developers or by the player base, but we did.  We soon found ourselves being trapped in the mindset of being nothing more than Circle of Healing and Renew bots, which meant that we were often competing for raid spots with resto druids, who were practicing a similar style of healing, albeit with Wild Growth and Rejuvenation.  The only thing that really set us apart was Guardian Spirit and even that wasn’t enough to guarantee us a raid spot over a druid or any other class that could do our job better than we could.

With the release of Cataclysm, we found ourselves reclaiming that identity of being extremely flexible healers with the help of an incredible new ability known as Chakra.  For those not in the know, Chakra is a new talent in the holy tree that allows a priest to place themselves into a state that enhances certain abilities and opens up new ones for them to use, depending on the kind of role that they will be filling in a group or raid.  Currently, there are three Chakra states that can be described as the tank healing or single target healing Chakra (Serenity), the AOE or raid healing Chakra (Sanctuary) and the last one being a Chakra that enhance your damage dealing spells (Smite).

Sadly, old habits die hard and there are a still a number of misconceptions out there that holy priests either cannot tank heal or should not tank heal, due our having such strong AOE healing capabilities that many feel are not worth giving up to have us tank heal or heal a single target.  I consider myself extremely fortunate to have an amazing healing lead who is not afraid to try new things and knows her healer’s strengths and to be part of a healing core where my fellow healers are not afraid of change and can excel at things that most people would feel are not possible or not worth it to try and do.

Here is a run down of the abilities you will most likely use and the talents that will help you best in tank healing as a holy priest, in my experience.

Chakra.  The Chakra of choice for tank healing is Chakra: Serenity, which you enter by casting Chakra and then immediately casting Heal right after it.  Recent patch notes from the PTR have indicated that Binding Heal, Flash Heal and Greater Heal are being added to the list of spells that will activate this particular Chakra.  Being in this Chakra takes Holy Word: Chastise and changes it to Holy Word: Serenity.

By simply being in Chakra: Serenity, your chance to crit with direct healing spells is increased by 10% and they will refresh a Renew that is present on the target.  Currently, only Heal, Flash Heal and Greater Heal are capable of refreshing the Renew.  Binding Heal and Holy Word: Serenity are slated to be added to the mix, based on information found in the patch notes that were released last week.  You will want to remain in this Chakra for the entire time that you are responsible for healing the tank.  Being in this Chakra does not lock you out or prevent you from casting other spells, not related to the tank healing state.  You can still use a Prayer of Healing, if the group that the tank is in gets low on health or use a Circle of Healing if those around them are taking damage.

Holy Word Serenity.  This spell can be used a number of ways and has drawn comparisons to being our version of Holy Shock.  One way you can use it is to use it off cooldown.  The buff that Holy Word: Serenity leaves will increase the crit chance of your direct heals on the target by 25% for 6 seconds, in addition to the 10% increased crit chance that you have from being in Chakra: Serenity.  Having this buff on the tank regularly means that any incoming heals that would need to be used have a chance of healing for more and being more effective.  You can also choose to use this more selectively and wait until the tank is taking large amounts of damage, use it first and then take advantage of the crit buff by following it by spamming direct heals.  Either way is fine, but this spell is a core part of tank healing and should not be left out when you’re doing that.

Prayer of Mending.  As always, Prayer of Mending should be used every time it is off cooldown.  Be sure to toss it out either before you cast Chakra or after you have safely entered the correct Chakra state, which is Serenity.  If you don’t cast it at the right time, you may accidentally find yourself entering the wrong state and being in Chakra: Sanctuary, which is the AOE or raid healing state.  This will prevent you from using Holy Word: Serenity, which is only available by being in Chakra: Serenity and your direct heals will not be nearly as effective.

Renew.  Slap a Renew on the tank and if you are using your designated Chakra state to its fullest, it should never fall off of them.  Talents like Improved Renew and Divine Touch can help make Renew more effective by increasing the healing that it does and by eliminating the usual delay in healing output that comes with using a heal over time ability.

Empowered Healing. Placing three points in this talent increases the healing done by Binding Heal, Flash Heal, Heal and Greater Heal by 15%.  These spells are going to be your bread and butter for tank healing, so you are going to want to have that added boost of healing.  You are also going to want three points in Divine Fury, so that your Heal and Greater Heal have their cast time reduced by 0.5 seconds.  That may not sound like a lot, but compare to it the cast time when you don’t have points in this talent.  Believe me, you will feel and notice the difference.

Surge of Light.  Surge of Light allows you the chance to get a free, instant cast Flash Heal that is incapable of critting each time you use Heal.  Unless you’re facing a fight with unpredictable spike damage, Heal is going to be your core spell for tank healing.  It’s been determined that roughly 1 out of every 17 Heals cast will result in a Surge of Light proc.  That may not sound like a lot, but every little bit helps and Flash Heal is extremely expensive to cast on its own, without an immediate reason to do so.  If you’re still not convinced that this talent is useful to you, Surge of Light was mentioned in the recent patch notes, stating that Flash Heal and Greater Heal will be added as one of the spells that can trigger Surge of Light and the heal generated by the proc will be able to crit.

Inspiration.  This talent is considered a must have, since you probably won’t be throwing shields on the tank that often, if at all and you want some kind of damage reducing ability to fall back on.  More on that later.  It’s also the only ability that warrants you having any kind of critical strike rating to speak of.

Serendipity.  There are times where your tank is going to take a lot of damage really quickly and you’re going to need to act fast.  You want to have options available that will maximize the heals you will need to throw out, while also being mindful of your mana bar.  Serendipity can help you with that and you can customize it to meet your needs.  If your tank is in trouble and you need a heal, use Binding Heal.  If it’s just your tank that has taken a lot of damage, use Flash Heal.  You now have one stack of Serendipity, which will reduce the cast time of your next Greater Heal by 10% and its mana cost by 5%.

If that single heal wasn’t enough, you can follow it up with another Binding Heal or Flash Heal and gain a second stack of Serendipity, which will now reduce the cast time of your next Greater Heal by 20% and lower the cost by 10%.  Two stacks is the most you can have on yourself at any given time.  You are now prepared to do what I call a “Serendipity bomb,” which is what I call using Flash Heal –> Flash Heal –> Greater Heal.  It is extremely mana intensive to do this, even with the reduction in cost from the talent.  This method should only be used for emergencies, not as a regular style of healing.

Other talents that can help for emergency situations are Test of Faith, which increases all healing done to targets below 50% health and of course, Guardian Spirit.  There are two ways you can use Guardian Spirit.  You can use it when the tank is getting dangerously low and allow it to activate, healing the tank by a large amount and allowing you a few seconds to focus on others who may need healing.  Or you can cast it on the tank and follow it up with some heals, which will be enhanced by having the effect on them and get them back up to snuff.  To make the most out of Guardian Spirit, make sure that you glyph for it and it also helps to create a macro that will announce in the raid or your healing chat channel (if your raid has one of those) that you have cast Guardian Spirit and on whom you have cast it.  That will alert other healers that your target needs heals and will prompt them to toss some heals on them, if they are able to do so.

Power Word: Shield.  Throwing a shield consistently on the tank while healing them may not always be the best idea, because discipline priests rely heavily on Rapture as a way to get mana back.  The best people to place a shield on, where it will get absorbed the most are the tanks.  If you have shielded the tank, that means they can’t and that could affect the amount of mana they get back in the long run.  I would coordinate this with your discipline priests if possible, by finding out if they are going to be anywhere near where you and your tank will be located and how diligent they are about shielding tanks other than their own.  Some are more consistent about this than others.  If you do have the all clear to shield at will, save it for when you see them taking a large amount of damage.  I wouldn’t throw a shield every time it’s off cooldown or if the tank is nearly topped off.  Use it as a way to buy yourself some time to heal them back up, either by using a “Serendipity bomb” or other combination of heals to get the job done.

A lot of holy priests may get flak from the community at large for attempting to tank heal, but we’re really not bad at it and in fact, we have tools that can really be useful when we’re called into action as tank healers.  The strength of a discipline priest has always been mitigation and preventing damage whereas ours has always been raw healing and reacting to damage.  Just because we lack the mitigation strengths does not mean we do not have the healing capacity to successfully heal a tank and should not be considered for such a task.  Some have argued that our strength is in our AOE heals, but we only have two extra AOE spells (Circle of Healing and Holy Word: Sanctuary) that discipline priests don’t have access to and one of them is on a 10 second cooldown and you need to be in the appropriate Chakra state to even activate it.  We have obviously been given the tools mentioned above for a reason.  What other reason would there be to have shields or to have Chakra: Serenity, if we’re meant to go back to the Wrath style of healing?

Hopefully, this post will give people the encouragement or the motivation to try out tank healing, if you are a holy priest or to consider a holy priest as viable candidate to do such a thing, if you’re a raid leader or a GM.  What are your thoughts on this topic?  Can it be done?  Should it be done?

How to Smite Heal Your Way through Heroics and Raids

I’ve written about the Archangelism spec and style before, but no matter how hard I tried, I just couldn’t make it work at all on live. I thought it might’ve been a personal “learn to play” issue on my end and it turned out that’s what it was. Conversing with Priests who prefer the style of Archangel and Evangelism, I ultimately learned that I was doing it wrong.

A Fresh Slate

First thing’s first. Wipe out everything you know about Discipline healing. Approach it with the eye of a new healer because I would refer to this as the 6th healing spec in the game.

Setting up

The spec

33/8/0 is a spec I’m currently experimenting with with heroics and raids.

Essential glyphs

Select whichever Prime glyphs you like as it’s more personal style than anything else. I personally shoot for:

The Major glyph you must have:

The style of play

Atonement is the key talent here. Damage dealt with Smite heals the closest, weakest target which is usually the tank. Think of Smite as the spell used in place of Heal. Use it to help soften the blows your tank will take. When they get to a certain health level, switch back to Penance or healing spells and get the tank back up to the green.

So when do I trigger Archangel?

Do not look at Archangel as a mana return talent. Look at it as a healing buff talent. When you use Archangel, your healing spells get buffed. The tradeoff is that Smite does not get that extra damage boost therefore you must rely on actual healing spells during the period the period that Archangel is used. You must keep an eye on the buff timer though.

For me, everything clicked when I looked at it as a form of stance dancing: Smite healing during slow and steady periods and then activating Archangel to begin casting standard healing spells (Prayer of Healing, Shields and Penance) during intense moments.

When Evangelism is able to be stacked up again, resume the Smite fest.

Numbers wise, Smite will heal anywhere from 9.5k to me to top end critical heals of 15k+ with a mix of dungeon blues and heroic dungeon blues.

Problems

In a raid environment, you don’t have precise control over who gets the heal. I’ve had the Heal off of Smite hit a Bloodworm or a hunter pet instead of the tank (or worse, Ret Paladins). Quick reactions were needed to level off the tank with a Power Word: Shield or something. It’s because of this variability that I wouldn’t use this for raid healing unless there was a gimmick about the encounter.

An example of this is the Halfus encounter. The more drakes and whelps you take down, the more damage your Smite does which leads to stronger heals.

Another issue I ran into is that I’d let my Evangelism stacks fall off. Either I was moving around or the group started to take damage. At the first sign of not being able to refresh Evangelism, activate Archangel so you don’t incur the mana loss.

It’s certainly a fun spec to play and offers a fresh change to the normal healing grind that Priests have had. It takes a bit of getting used to.

Just don’t forget that you have other healing spells in the event things start going sour, so please use them.