New Priest talents, Glyph of Dark Binding, and Tier 14 healing bonuses

Mists of Pandaria - Panda by the lake

Mindbender is the third level 45 talent. It was a giant question mark before, but it looks like it’s another pseudo-Shadowfiend. On a 4 minute cooldown, the Priest creates a Mindbender to attack the target and the Priest receives 6% mana back when Mindbender attacks. It’s only up for 15 seconds.

Glyph of Dark Binding: You can now cast Binding Heal, Flash Heal, and Renew without cancelling Shadowform. Nice! I’m pretty sure that’s going to be a super, OP utility glyph. I wouldn’t call it a requirement or anything yet. But if it were up to me, I’d ensure every Shadow Priest in my guild had it on progression as a just in case measure.

Glyph of Penance: Increases the mana cost of Penance by 20% but allows Penance to be cast while moving. I can accept this tradeoff.

Glyph of Fade: Your Fade ability now also reduces all damage taken by 10%. Fade just became much more attractive.

Spectral Guise does not appear to be our level 87 spell (Watch it in action here). You can now find it as a level 60 talent (Check WoWhead’s talent calculator). Wonder what replaced it. Edit: According to Derevka, Void Shift is now learned at level 87.

Divine Insight has changed. It’s no longer just an improved Serendipity.

Original

Divine Insight
Serendipity
When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 20% and mana cost reduced by 10%. Stacks up to 2 times. Lasts 20 sec.

Shadow of Death
When your Mind Blast deals damage, there is a 40% chance your next Shadow Word: Death will treat the target as if it were below 20% health.

New

Divine Insight
Discipline:
When you cast Spirit Shell, there is a 40% chance your next Power Word: Shield will both ignore and not cause the Weakened Soul effect.

Holy:
When you cast Greater Heal, there is a 40% chance your next Prayer of Mending will not trigger its cooldown, and will jump to each target instantly

Shadow:
When your Mind Blast deals damage, there is a 40% chance your next Shadow Word: Death will treat the target as if it were below 20% health.

Can’t wait for beta servers to come back online. I want to check out Mindbender. I’m sure it’ll be mind blowing.

Have to admit, I’m a little sad panda at the loss of Serendipity. Maybe they made it a base line or something but I haven’t seen anything that indicates that yet.

Tier 14 bonuses

Priest

  • 2 piece: Reduces the mana cost of Flash Heal by 10%
  • 4 piece: Reduces the cooldown of Penance by 4 seconds and reduces the cooldown of Circle of Healing by 4 seconds.

Shaman

  • 2 piece: Reduces the mana cost of Greater Healing wave by 10%
  • 4 piece: Your Tidal Waves ability now grants 1 additional charge each time it is triggered.

Paladin

  • 2 piece: Reduces the mana cost of your Holy Radiance spell by 10% (Overpowered).
  • 4 piece: Reduces the cooldown of Holy Shock by 1 second.

Druid

  • 2 piece: Reduces the mana cost of Rejuvenation by 10%
  • 4 piece: Reduces the cooldown of Swiftmend by 3 seconds.

Monk

  • 2 piece: Reduces the mana cost of Surging Mist by 10%
  • 4 piece: Your Chi Wave spell will now heal 1 additional target

Symbiosis and Monks

I’m so flippin’ mad.

Times like this I wish I was a fan of golf instead.

But enough about that. Let’s get on to the highlights for this week. The beta cap in Mists has been raised. The big spotlight’s on Druids since they get Symbiosis to play with which impacts the rest of us.

WoWScrnShot_041412_200317

The great wall of Pandaria.

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Overview of the Mistweaver Monk

In the weekly WoW Insider Raid Rx column, you can get an introductory look at the Mistweaver Monk (The healing one) and gain insight on how the class is supposed to heal. They’re going with a hybrid DPS/healing mentality with high mobility.

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State of the Brewmaster

Sunnier has gone self hosting and has gotten a new look, new domain, and new everything. Wear sunglasses. It’s really bright. Other than that, you can check out her recent post on the recent state of Brewmaster tanks. A part of me thinks this might be a good expansion to give tanking a shot.

Then there’s the other part of me who isn’t going to trust the healer to keep my sorry ass alive.

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Symbiosis: Practical Assignments

This is Lissanna’s part 2 of Symbiosis analysis. Found this way more interesting since she has a raid composition with 5 (five) druids. You think deciding things like Focus Magic was hard? Raid leaders will have another level of headaches with Symbiosis to deal with now and here’s a theoretical case study on how it would go.

The Mistweaver Monk: Will it Work?

Additional details about the Monk was released a few days ago on. Ghostcrawler fielded the answers to several of the questions that I’m sure were on most people’s minds. The Monk healing spec (Mistweaver, a catchy name) is designed to rely heavily on punches and kicks. You get to DPS while you heal (or… heal while you DPS). Thankfully, there is going to be some semblance of familiarity as being in Mistweaver means that we do get a mana bar.

DPSing as a healer

Every punch, every kick, somersault, roll or whatever martial arts move is supposed to elicit some sort of heal. The traditional healing class simply gets through by targeting players and casting spells. This new Monk style of healing is going to shake things up. It sounds to me that a Monk at the top of their game is going to be contributing some DPS. There’s no plans to include auto attack meaning that you have fine control over your abilities (and as  Monk, you know you’re not going to accidentally right click Ragnaros and start the fight).

We know that Monks aren’t going to attack from range. They’re a melee class and designed to tango up close. Now I’m no melee expert, but I have a Ret Paladin (not helping my cause, I know). I’ve endured and seen first hand some of the difficulties that melee players go through. There’s all sorts of cleaves, AoEs and constant movement going on. Doesn’t that seem a little excessive for a melee healer?

On top of the obstacles that a melee class needs to deal with, a Monk must also worry about the players surrounding them and ensure that their health is sustained.

Get the picture? The Mistweaver playstyle blends in two incredibly stressing roles into one. This expansion plain sucked for melee classes.

Playing an Atonement Priest is the closest feeling one can get to the idea of DPS and healing. You’re just standing there, shooting a mob and watching as your healing is applied to whichever player needs it the most.

Envisioning the Monk

When I think of the Mistweaver, I imagine a sagely-like Panda who builds up their light or dark side abilities through melee attacks. We know that Monks have another resource system in addition to the base (Chi and mana). Dropping Statue of the Jade Serpent in key locations is the first step. You get three of these. One near the melee, one near the tank and one near the rest of the ranged would be the default setup. After that, what’ll probably happen is that the Panda leaps into melee range and begins their martial arts sequence by filling their Light or Dark force and then channelling that energy among the different statues which heals nearby players as necessary.

I’m hoping we’ll see some awesome Monk mobility in action. The ability to leap, roll or somersault their way from player to player while blasting them with close range healing before re-engaging the boss would really cool! Can you imagine it? It’s a melee healer. They’re not going to be doing much spell casting from a distance. It makes total sense for Monks to heal from close quarters.

Actually, Felade had a great idea on Plus Heal in line with mobility healing.

For instance, a modified roll that healed everyone in a line between your current location and the roll target, or a kick that healed everyone in its arc.For instance, a modified roll that healed everyone in a line between your current location and the roll target, or a kick that healed everyone in its arc.

I really like that bit about being a position based healer. Another idea would be a short range kick which adds shields to the target. As much as I hate Lightwell, I wouldn’t be surprised if Monks had the ability to deploy something similar. Maybe a really large Brewmaster keg instead of a Lightwell. Instead of seeing Priests screaming click the damn Lightwell, you’ll be seeing Monks saying click the damn keg. Something tells me that getting people to click a keg would be easier than getting people to click on a Lightwell.

How about a Monk Rebirth? Dead player? No problem! Leap to their corpse, slam the palm into the player and watch as they get brought back to life! Basically just slam the death out of them.

Now here’s the million gold question. Which classes get paired up with the Monk when it comes to tier tokens?