Playing Holy at Level 85

It’s slightly different playing Holy at 85 compared to 80.

As a Holy Priest, do not get yourself locked into the idea of sticking to a set rotation.  For DPS players, a rotation is often necessary as it helps them maximize their DPS output (usually). Being a healer though, you need to be both proactive and reactive. You must balance healing incoming damage with your available mana. I’m going to use a new term in this post called “the hit”.

Now what is “the hit”? In general terms, “the hit” is an ability or spell by a boss which deals enough damage which might kill players if they’re not healed up in the next few seconds. For example, Dragon Breaths are “the hit”. Any really massive explosion can be considered “the hit”. Fusion Punch is an example of a tank about to be the victim of “the hit”. It must be a severe enough blow to almost cause you to crap your pants.

So treat this post as a set of guidelines that will help you with your priority: Keeping players alive.

On the tank

Your primary spells are going to be Heal, Flash Heal and Greater Heal. Heal is going to be your go-to spell in most cases. For Chakra, you’ll want to enter the Serenity state. Once you cast a Renew, continue to refresh it with Heal. Don’t dish out Power Word: Shield as often if there’s a Disc Priest in that raid group. Should your tank experience “the hit”, immediately start with a Power Word: Shield (you might be in a 5-man or something). Follow it up with a Prayer of Mending. Then a Renew. And chain cast either Flash Heal (if said tank is ridiculously low health) or Heal.

2-3 players

There are going to be situations where the tank takes a steady stream of damage followed by another player or two taking “the hit” to their health. In most cases, the 2 players hit won’t be hit again for some time. Give the tank as big a buffer as possible (Usually a Shield and a Renew). Renew will extend the life span of the tank before it falls low. Switching to the health of the non-tanks, let loose a Renew on them. If you feel uneasy, follow it up with a quick Flash Heal. My casts involve a Renew on both wounded non-tanks. Flash Heal gets them out of imminent danger. Renew keeps ticking on them (and should force their health to get there).

Warning: May not work for players who stand in melee cleave range. Stronger tactics, like shouting at them, may be necessary.

4-5 players

It’s essentially the same plan except you want to have the Serenity Chakra active (and preferably not used until the 4+ players have taken a hit). If you’re expecting “the hit”, then it doesn’t matter who you cast Prayer of Mending on as “the hit” is going to strike everyone (which means a 100% chance to shuffle to a different player). After “the hit”, place a Holy Word: Serenity on top of your (hopefully stacked) group. Personally, I prefer to follow up by dropping Circle of Healing on the group and then one or two Prayer of Healing casts should be enough to get them high enough on health.

However, if you think you have time, the alternative is to Prayer of Healing the group and then Renew them all. That takes about 5 seconds.

I know mana’s a big issue right now, but I want to stress the concept of time awareness to healers. Many player deaths I’ve seen in the past could’ve easily been prevented had healers not been stingy with mana. I include myself in that category.

5+ players

This is where true triage (which is pronounced tree-age) begins.

After “the hit”, cue up a Chakra followed by Prayer of Healing. Let’s get that Echo of Light working right away. At this point, you can either go for the AoE heal burn and continue to chain combinations of Prayer of Healing, Sanctuary and Holy Nova (thereby tanking your mana) or become an efficient and selective healing machine.

I would actually recommend option 1 if you believe the boss is going to die sometime soon (like 10% left or something, just go all in).

Option 2 is going to require additional on-the-fly thinking and prioritizing. As strange as it sounds, I don’t approach it from the standpoint of who needs healing. I take the opposite approach and think who doesn’t need healing. Just use process of elimination and heal backwards.

  • Are there Ice Blocked Mages or Bubbled Paladins? If yes, skip them.
  • Are there players who are under imminent threat like being chased by an orange goo or affected by some kind of debuff which ticks their health? If no, skip them and heal the threatened players first.
  • Are there players who are above 50% health? If yes, skip them.
  • Are ranged players at high risk of another AoE attack? If no, skip them.
  • Are melee players at high risk of another AoE attack? If no, skip them.
  • Are tanks at really low health and your assigned tank healers dad? Heal them to safe levels.

You may need to interchange the 3rd and 4th option depending on the encounter. As I’m healing, I like to remove players off the priority list based on their ability to survive (maybe I see a Pain Suppression up on them, or an incoming heal on that player). You eliminate the players who are safe in your mind and get to the players who could die soon. At that point, it’s just pick one. If you wait too long, they could all die.

Participating in 10-man raids is a great eye opener for everyone. I had to readjust and refine my priorities slightly.

Actually, use a Divine Hymn first. That should solve the first salvo. Then you’ll need to think on your feet for the next set.

I’m going to tack this post on the side and periodically update it with other common healing situations as they arise. Remember, treat it as a set of guidelines. Stay flexible in your choice and don’t overthink your healing. Just heal already.

Chakra: Renew is Gone

Note: the tooltips in the quoted text boxes do not reflect the current changes to the abilities they describe.

Since 4.0.1 changes were even announced, I was overwhelmed with anticipation to try a Holy spec. Now, I’ve been Discipline since before Wrath of the Lich King dropped, and I’ve loved the entire playstyle (minus that “bubble spam” thing). When I saw the Chakra ability, as well as the corresponding Holy Word: Chastise states, I started to digitally salivate. I’ve always enjoyed classes that had a wealth of abilities to use (which is why I never rolled a Paladin — KIDDING!!). In the “lame duck session” before Cataclysm, I’ve been experimenting with the new playstyles and adapting to the new juicy mechanics that have been laid out for us. Chakra Heal has potential to be real potent. Chakra Prayer of Healing offers a beautiful and useful “stand in the good” zone, as well as an AoE Healing buff. Chakra Smite has been amazing for farming meat, mats, or anything else for which I need to “nuk da mobz”.

Chakra Renew has been a bit ambiguous to me. I understand that Renew is a very powerful tool in a certain-specced Holy toolbox, but its implementation into Chakra kind of baffled me. Now, I *like* to think I’m a pretty creative guy, but I just couldn’t really see the use or fun in it. Maybe it’s because I come from a Discipline playstyle, but I didn’t see a need to constantly spam renew beyond just blanketing my 10man raid. Well, we were given this nugget of info (thanks MMO-Champion):

  • Chakra no longer works with Renew. No longer costs mana. Sanctuary (Prayer of Healing, Prayer of Mending) now increases healing done by your AoE spells and Renew by 15%. (Old – Only increased AoE spells by 10%)
  • Effectively, they’ve killed Renew’s exclusivity with Chakra and teamed it up with Prayer of Healing, adding in Prayer of Mending, too. You’ll get more healing out of Renew, but remember that you have to activate it with Prayer of Healing or Mending. You cannot activate your steroid-juiced HoT by hitting that Renew key. Patience, grasshopper.

    Because of this change, our State of Mind talent has been altered:

  • State of Mind no longer affects Renew, affects Prayer of Mending instead.
  • Now, I use Prayer of Mending almost always on cooldown out of habit. Adding this into extending that Chakra state will benefit a lot of Priests out there. If the best play for a certain encounter is to keep that Chakra going, I’m not too big a fan of spamming one button to extend it. I think a change like this could also be implemented in our Heal Chakra or Smite Chakra. Only add one additional spell to extend it. Chakra Heal could also be extended by Greater Heal, a spell that we don’t really spam anyways. Chakra Smite could be lengthened by Holy Fire as well, since it’s impossible to spam it while it’s on cooldown. Here’s an image of the new tooltips (thanks, Matticus!):

    All in all, I’m pleased with the change. As it stands right now, I don’t use Renew Chakra as it is and didn’t see much use in the future. However, as would be my luck, I’ll step into that first Cataclysm raid encounter and think, “Man! I wish I had Chakra Renew back for this fight!” C’est la vie.

    Do you feel the alteration of Chakra and State of Mind are changes for the better or worse? Are you going to miss the Renew Chakra?

    Healing Roundups and We Got Our Drakes!

    Not quite sure where to go or what to read? Feeling overwhelmed? Yeah, I feel the same way too. Don’t worry though. I’ve got all the healing related stuff right here for you to brush up on. Next few weeks will be exciting with all the new systems.

    Druids

    Lissanna’s restoration healing guide (Restokin)

    Keeva’s restoration 4.0 guide (Tree Bark Jacket)

    Paladins

    What Holy Paladins need to know for 4.0.1 (Kurn’s Corner)

    Priests

    WoW Insider: SG’s Reforging, gemming and GCD tactics for 4.0.1 priests (WoW Insider)

    4.0 Survival Guide – Holy & Disc Specs, Glyphs and more (Tales of a Priest)

    Discipline 4.0.1 guide (Malevica)

    Shamans

    Resto Shaman’s Guide to 4.0.1 (Life in Group 5)

    Augments

    Gem conversions for 4.0.1 (Revive & Rejuvenate)

    Addons

    No Stock UI has a nice compilation of addons that healers and raiders will find useful. Bonus: Updated for 4.0.1.

    Beru’s Addon List

    Don’t hesitate to suggest other resources that you think other healers might find informational.

    And bloggers, you have my express permission to plug your own stuff.

    Unrelated

    25-drakesr

    We scored our ICC 25 drakes last night!

    And one of my hunters accidentally cast a buff which automatically knocked him off his mount. Extremely comical moment, actually. My timing was pretty good.

    I originally planned on healing the entire encounter with three healers, but the current raid composition didn’t allow for it. Instead, we used our previous 4 healing setup. It consisted of a holy priest (me), discipline priest, holy paladin and shaman.

    The first clutch moment of the night occurred during the defile phase. Valks were inbound. I was busy stacking the raid with Renews before I realized I lost all mobility.

    “Matt’s picked up.”

    I looked up at the second valk, and noticed it zeroing in on the other discipline priest.

    “Ann’s picked up.”

    At this point, I was thinking to myself it couldn’t possibly get any worse. Two healers out of four locked out?

    “Rykga picked up.”

    Crap. There goes our holy paladin. Wait, that’s three healers! I barked out for an immediate use of defensive cooldowns. Barkskin and other such skills were used while the DPS desperately muscled to get us free as quickly as possible (and to their credit, they did).

    After something like 25+ attempts over the past few weeks, we were able to secure our drakes. Only took us something like 5 sets of Vile Spirits. Did it with 3 Boomkins. That helped immensely.

    Still recruiting for Cataclysm. May not have any immediate openings now, but if you’re looking for a raiding guild, look me up.

    Priest Glyphs for 4.0.1 and Cataclysm

    I am happy! Hockey season has started! What does this have to do with glyphs you ask?

    Well, absolutely nothing!

    But first, I’ll go over the new glyph system briefly and then follow it up with a quick review and opinion of the glyphs going into patch 4.0.1.

    Except I will be going at them in the style of a fantasy hockey pool analyst.

    How the new glyph system works

    Here’s the official blue post. But in a nut shell, there are three types of glyphs:

    Prime – Straight increase to damage or healing.

    Major – Offers extra stuff to existing spells or abilities.

    Minor – Convenience or cosmetic changes.

    When you learn glyphs, you do so permanently. You won’t have to keep buying glyphs repeatedly if you’re changing specs or styles. Once you learn it, that’s that. However, in order to switch a different glyph in, you need to use something called Dust of Disappearance (For 80 and below, we’re looking for Vanishing Powder).

    glyphs-interface

    I’m going to break down the glyphs into the three major categories. Some are obviously meant for holy, discipline or both. Others have utility applications and would be valuable in select situations.

    • D: Discipline
    • H: Holy
    • U: Utility
    • B: Both

    Prime Glyphs

    First, we’ll look at the primes. And I don’t mean Optimus, either.

    Glyph of Flash Heal (B) – Having a 10% increased critical effect chance for Flash Heal on targets below 25% will help cement healing at level 85 especially when targets get that low (and they will). Great on the clutch play and will come through when you need it.

    At level 80 though, you can pass on this glyph. Not likely anyone will be dropping that low. Good mid range pick. Next season his value should sky rocket. If you can’t find anything else as holy, then it becomes more of a “sure, why not” selection.

    Glyph of Guardian Spirit (H) – I personally view this glyph as a nerf from its 3.3.5 iteration where the cooldown was dropped to 1 minute if it didn’t proc. As Holy, I’ve extremely aggressive with Guardian Spirit. Unfortunately, Guardian Spirit glyph didn’t do so well in training camp. It went from an extremely hardworking and beneficial glyph to a slower but more consistent glyph. Good veteran locker room presence, however.

    Pass on this at 80 if you wish. Lowering Guardian Spirit to 2:30 isn’t all that bad (proc or no proc).

    Glyph of Lightwell (H) – The potency of this glyph is dependant on your raid. If they’ve been raiding with Lightwell, then this glyph might be of benefit to you. Lightwell has had some unfortunate seasons over the past few years. He’s been on a variety of different teams, but most teams simply struggle with him because they haven’t quite figured out how to use his presence best. With the right team, he’d be an awesome healing scoring presence.

    Mattwell says to pass on Lightwell.

    Glyph of Penance (D) – By default, Penance is on a 12 second cooldown. This glyph is a virtual requirement for discipline priests to be effective in their roles. Even though Train of Thought helps in the reduction of that cooldown, you’re better off glyphing for this anyway.

    For team discipline, this should be your first overall draft pick.

    Glyph of Power Word: Barrier (D) – I’m going to write more about this glyph in a future post. It just got me thinking a lot about the usage.

    Barrier is a new glyph just fresh out of the junior glyph league. He showed some flashes of talent and raw ability, but coaches will need to experiment with him on different lines to see what he’s capable of doing. The young product of Absorbsville is going to need to earn himself a spot on the opening night roster.

    Good to draft if you have nothing better.

    Glyph of Power Word: Shield (D) – The shield glyph has routine put up strong numbers in the HPS department. Team discipline simply cannot go wrong anywhere with this pick. Technically, you can use this glyph for both specs, but there is a clear edge to discipline here. Discipline shields have also been traditionally stronger (especially now coupled with the mastery).

    This glyph is priority number two for discipline. Draft it.

    Glyph of Prayer of Healing (B) – I’ve always preferred using this glyph in both of my specs just because it added extra AoE healing power. It doesn’t completely restrict AoE healing for discipline but it amplifies AoE healing for holy. Prayer of Healing has often been overlooked but when you need stability and coverage during frantic moments, he will have your back.

    And his back.

    And that other guy’s back.

    And yeah, even that guy.

    Excellent draft pick if you need a third slot and can’t seem to find one that really benefits you or the encounter your group is going for.

    Glyph of Renew (H) – This glyph has holy all over it. I suppose you could use it for discipline, but it just isn’t as powerful. If there was a first round draft pick for team Holy, this would be it. He’s fast, he’s got great hands, he knows what he’s doing and he will get the job done quickly and efficiently.

    No contest. Draft it for holy.

    Major Glyphs

    Next up is the majors.

    Glyph of Circle of Healing (H) – No big change here. Instead of healing 5 targets, it heals 6. We all love smart heals. Team holy will once again wish to pick him up to hold down the fort.

    Draft it for holy.

    Glyph of Dispel Magic (U) – Not too sure about dispel magic here. He’s a bit of a grizzled veteran. Seems to come out when things get a little rough especially when it comes to some PvP action. At the very least, even if your dispel whiffs and you miss or someone beats you to it, it won’t be a complete waste as it restores 3% of their health.

    More of a situational role player, in my opinion.

    Glyph of Divine Accuracy (U) – Need some muscle? This enforcer glyph will help. Granted the team isn’t known for packing a whallop, but used in tandem with Smite (either for leveling or if you’re going for the Atonement build), you will want this glyph.

    Situational draft pick. Depends on your team.

    Glyph of Fade (U) – I can see this glyph coupled with both the Phantasm and Veiled Shadow talents for really fast movement debuff clearing. Typically, healers aren’t going to be generating a ridiculous amount of threat anyway. I haven’t pulled threat on the beta either but that could be due to having really good tanks and crowd control.

    Pass at 80. Situational pickup otherwise.

    Glyph of Fear Ward (U) – At the core of it, it just means priests can cast Fear Ward more often if they need to. Can’t say it has a lot of PvE applications right now (maybe the third mini boss on Halion, if that). Seems more PvP utility to me.

    Really situational.

    Glyph of Holy Nova (B) – In preseason, Holy Nova came in just blasting (literally). He was bugged where it had no cooldown and it just levelled the opposition no matter what they were. You could bind it to the mouse wheel and just go to town. Luckily, that has since been fixed and is now at a more stable level. Holy Nova causes no threat. The strength of Holy Nova is divided by the number of targets healed, remember.

    Another decent AoE booster. Wouldn’t be opposed to drafting it for either spec.

    Glyph of Inner Fire (U) – No. Just no. There are other options.

    Pass on this.

    Glyph of Mass Dispel (U) – Very cool glyph to have. A 0.5 second cast that removes something like 10 magic abilities? To me, this would be a unanimous pick for all specs. It used to be restricted to discipline only since it was a talent.

    Highly recommended draft pick.

    Glyph of Pain Suppression – (D) Not only is it meant for discipline priests, but the PvE application is extremely low. This is clearly meant for PvP. If that’s what your interested in, then yeah pick this one up. It’ll come in handy.

    Situational for PvP use.

    Glyph of Psychic Scream (U) – Surprisingly useful in instances as emergency forms of CC. Fear bombing them means the mobs won’t run all over the place but it prevents them from doing stuff.

    Pass on it for now, but don’t forget about it when you’re grinding instances.

    Glyph of Smite – Pairing Smite with Holy Fire just got a whole lot better. This duo will do wonders. Almost like an extra boost to healing if you’re into Atonement (in which case, you should get it).

    Get this for leveling, but you can probably pass over this at 80.

    Glyph of Spirit Tap (U) – Purely for leveling purposes. Ignore it otherwise.

    Pass.

    Glyph of Spirit of Redemption (H) – You know, as a priest, you shouldn’t plan on dying as a strategy. Rather nice to have, I suppose.

    Pass.

    Minor Glyphs

    Now it’s down to the minors.

    Glyph of Fading – Figure its situational for PvP or any point where the use of Fade outweighs the use of healing (Otherwise known as never, right?)

    Glyph of FortitudeDraft this. There will be times when players die and they will resurrect mid fight. Fortitude is one of the must have buffs they should have once they come alive.

    Glyph of LevitateDraft this as you never know when you’re going to go flying off a ledge.

    Glyph of ShadowfiendDraft early in the event your Shadowfiend dies. It won’t be a total less as sparky will still grant you some mana.

    Glyph of Shackle UndeadPass. Nothing to add here.

    Glyph of Shadow ProtectionPass unless you don’t have any other forms of shadow protection like Paladins. Otherwise, it becomes unnecessary.

    And that’s that! I suggest hitting the local auction house and grabbing glyphs cheaply (if they’re there).

    Priests: Inner Fire vs Inner Will

    We’re gaining a new self buff in the expansion. In addition to Inner Fire, we’re gaining a new one called Inner Will.

    So the question is, which self buff should be used?

    More power?

    You can’t ever go wrong with having increased spellpower from Inner Fire. That’s an extra 1080 spellpower that you otherwise wouldn’t have had. I consider if the de facto self buff to use in most cases. The extra armor buff isn’t going to hurt either. Probably the default buff to use once our regeneration hits a point where we’re not struggling for mana as much. If I’m leveling, then I’ll definitely be using this for extra fire power.

    More speed?

    Inner Will reduces the mana cost of your instant spells by 15% and it increases your run speed. I’ve noticed myself resorting to using Inner Will more often in some of the dungeons I do and leaning towards a heavier spell usage involving Renew, Power Word: Shield and Prayer of Mending. This sounds like its going to be the armor buff of choice for Renew Priests if the viability is still there. Anything involving lots of running? Yeah, I’m going to toggle this on as well.

    Don’t forget about Inner Sanctum. I wouldn’t spec into it normally. But if you find yourself using Inner Will more than Inner Fire just to run around faster, then it might be a worthwhile investment. I don’t know if I find the 6% spelldamage reduction side of it useful. I guess it will come down to hard mode specific fights where it would be needed to help with survivability. 6% feels a bit low to me. I mean if they were going to combine it with Spell Warding, shouldn’t it be upped to 10% instead? Of course, I’m probably forgetting the fact that we have a massive health pool.

    Yes, I’m positive there are going to be encounters where that 6% is going to make or break you. Anyway, when you’re leveling, go with Inner Fire. When you’re doing dungeons or raids, use the one that’s going to benefit you the most.