Mists of Pandaria Priest Glyph Changes

List is incomplete but there’s been a few glyphs that are out there already. Not too many Priest ones have been released, but here’s what’s available so far. My guess is that we’ll be seeing more glyph changes pretty soon. They’re probably in the process of either devising new ones or converting some of the existing talents into glyphs.

Glyph of Power Word Shield

20% of the absorb from your Power Word: Shield spell is converted into healing.

This change made me cringe slightly. If I read that right, it means a percentage of the absorb amount goes directly into healing. The current design of this glyph on live is that Power Word shield absorbs 100% of the amount and heals for 20% of the absorb. The upcoming design means the shield will absorb 80% of the initial value with the rest going into the heal.

Live

Absorb for 100000, heal for 20000

Proposed for Mists

Absorb for 80000, heal for 20000

Typo, you think?

Glyph of Prayer of Mending

The first charge of your Prayer of Mending heals for an additional 60% but your Prayer of Mending has 1 fewer charges.

Looks like a slight nerf to the current Prayer of Mending glyph. It retains the bonus healing to the initial charge but you lose out on the last charge so it doesn’t bounce around as much. Going to say this is a definite situational glyph. If you’re in an encounter with AoE damage or a heavy aura fight, you’ll probably want this unglyphed. If it’s a strategic encounter though where there isn’t as much damage going around or going to very limited players, then the glyph has added benefits due to the front loaded nature of it.

Glyph of Holy Fire

Your Holy Fire spell is now instant.

I’m speechless.

Glyph of Circle of Healing

Your Circle of Healing spell heals 1 additional target, but its mana cost is increased by 35%.

Not much of a change here, I don’t think. Meant for balance purposes with the increase in mana and the added target.

What Priest glyphs would you like to see designed or converted from existing talents?

Edit: Zeroes. Sigh.

Priest Healing Talents for MoP – Which Would You Pick?

Been meaning to do this for a while. Wanted to analyze all the new proposed talents for the different healing classes to see which ones I would choose if I played that healer.

Priest talents

Matt’s choices

mop-talent-priest_thumb1

Level 15: Nothing. All various CC effects. May as well go with the bread and butter Psychic Scream.

Level 30: Nothing. All various movement effects. Probably Body and Soul for me in most cases.

Level 45: From Darkness, Comes Light would be my main selection. Depending on the encounter, strategy and positioning, Divine Star would be an excellent alternative. Not opposed to blasting the spell down one direction healing the group.

Level 60: Defensive, personal cooldowns here. Leaning heavily toward Desperate Prayer.

Level 75: Wow. This is the hardest selection to make. I think I would take Power Infusion. Not only could I use it on myself for extra healing speed but in the event I don’t need it, i can toss it onto another player. But Twist of Fate and Serendipity are both excellent choices. You really might not be able to go wrong with any of these choices.

Level 90: This would be the second hardest talent selection to make after level 75, I think. Vampiric Dominance offers the ability for you to splash or cleave heal your group. Void Shift* offers another single target cooldown. Vow of Unity is another modified single target cooldown which gives your healing spells a pseudo Binding Heal effect with the added bonus of redirecting half the damage your target takes to you. Void Shift wins!

* For those who are curious, due to the wording of the talent, I believe that the health percentage swap is only temporary. That is, if my target had 30% health and I had 100% health when I used Void Shift and I healed myself from 30% to 60%, the health pools would reverse again so that my target had 60% health and I would have his health percentage (before being healed for that additional 25%).

If the expansion were to come out today, I would be satisfied if these were the talents that came with it. It really does make you think. In some of these cases, there isn’t always a clear cut answer as a simple strategy change or a different encounter could lead to a radically altered talent choice. The latter talents are designed to really make you excel as a healer.

Skills

Where did Vampiric Embrace and Devouring Plague go? That was the first thing I noticed. Nice to see I get Lightwell folded into the Holy skillset without having to actually spec into it. Train of Thought received the same treatment as well. No word on what our level 85+ skills are. But I think Discipline is receiving the castable Shield past 85 at some point.

My thoughts on the rest of the healers will come later this week!

EDIT: WHERE DID PRAYER OF HEALING GO?!

Guide to 4.2

Just in case you missed it, the Matticast crew talked about the imminent patch 4.2 drop. Things like the valor cap, the new Encounter Journal, class changes and the Legendary quest.

Healing changes

You can find more detailed information in the latest patch notes. But here’s what they are at a glance.

All healing critical strikes now heal for 2 times a normal heal (+100%), up from 1.5 times a normal heal (+50%).

Priests

As a result of the critical strike change, Crit appears to have become attractive. It’s possible to see some 50k absorbs. Otherwise, no additional changes have been made to Priest healing at this time.

That’s not a bad thing.

Druids

Symbiosis (Mastery) has been removed and replaced with Harmony. Harmony increases direct healing by an additional 10%, and casting direct healing spells grants an additional 10% bonus to periodic healing for 10 seconds. Each point of mastery increases each bonus by an additional 1.25%. Healing Touch, Nourish, Swiftmend, and the initial heal from Regrowth are considered direct healing spells for the purposes of this Mastery. All other healing from druid spells is considered periodic.

Paladins

Many healing spells have had their mana costs adjusted.

Illuminated Healing (Mastery) has been adjusted slightly so that if a paladin refreshes an existing copy of his or her own Illuminated Healing on a target, the new absorption amount will be added into the old absorption amount and the duration will be reset. The total absorption created can never exceed 1/3 of the casting paladin’s health. Paladins are now Val’anyr!

Shamans

Improved Water Shield has been redesigned and renamed Resurgence. When Water Shield is active, Resurgence causes critical direct heals to restore mana (Resurgence rank 2 is roughly equal to 150% of the old Improved Water Shield value when a Healing Wave or Greater Healing Wave critically hits, and scaled down accordingly for faster or multi-target spells).

Mana Tide now grants 200% of the caster’s Spirit, down from 400%.

Glyph of Unleashed Lightning (new Prime glyph) allows Lightning Bolt to be cast while moving. Handy in tandem with Telluric Currents.

Legendary Thoughts

Start the quest if you like to check it out and such. But don’t force your guild to give it to you. It’s for the casters this time around.

Lack of Spirit Cloth Gear

Yeah, I’ve seen a whole ton of discussion about this around. There aren’t a whole lot of drops and it seems that most of the stuff is going to either come from faction vendors or Valor vendors.

Look, they didn’t forget anything. This was done for a reason. We can still rely on reforging to get the additional spirit if necessary. Prioritize Spirit trinkets to help offset the loss. The Jar of Ancient Remedies is something you’ll want to keep handy (as in, don’t sell it or get rid of it otherwise).

It was my fault.

I used and abused spirit mechanics too much and they the nerfed drops because of me :(.

Firelands raid bosses

It seems that reputation for Avengers of Hyjal are only obtainable from the Firelands raid instance. You can get up to Honored with taking down trash (I just got up to Friendly after about 2 hours and chain dropping battle standards).

You can find the Firelands raid instance out in Mount Hyjal. Just head to the big, flaming castle in the southern part of the zone. No attunements are needed. Feel free to zone right in. Recommended boss order is to start with Shannox, Beth’tilac, Lord Rhyolith and Alysrazor before finishing out the last three.

Need to know where to get started for healing?

  • Beth’tilac
  • Lord Rhyolith
  • Alysrazor
  • Shannox
  • Baleroc
  • Majordomo Staghelm
  • Ragnaros

The Return of the Renew Priest?

Morning everyone, hope your Monday’s starting out well.

A few months ago, I wrote a post about an emerging style for Holy Priests who did little more than cast Renew on their raid.

Basically, they functioned like tree Druids (without the leafiness).

After speaking with Dawn and Kinasthesia about it on the Circle of Healing podcast at Learn to Raid, the consensus appeared to be that this style of play might be making a come back.

Why?

Partly due to the upcoming cost reduction of Renew by 24%.

Costs of Renew

  • On live right now: 4020 mana
  • On the PTR: 3150 mana

Note that both of those costs include talents in Mental Agility. When looked at from that perspective, that’s a fairly decent sized reduction. I never did like working with percentages. I prefer looking at the absolute values because you just never truly appreciate the magnitude of a number when it’s in a percentage form.

Now start looking at the other talents and glyphs that influence it.

All of these talents at the new, low mana cost warrant a second and closer look. I don’t think we’ll be blanket healing the whole raid with Renews during on the scale of tier 9 and 10 raids. At the same time, I think we’ll see a shift towards increased Renew usage as a whole on multi-target healing.

There’s better interaction with Chakra: Serenity. Using Holy Word: Serenity and Binding Heal will refresh the duration of Renew on top of the other direct healing spells.

So my question to you guys is, are you going to make a conscious effort to Renew more now that it doesn’t cost as much mana?

Lodur’s Response to the “Paragon Shaman Scare”

Following the recent world first heroic Sinestra kill by Paragon, players have been pouring over their logs determining their raid composition and the numbers necessary to succeed in such an encounter. One thing of note is that the raid Paragon took was assembled without any shaman of any spec or flavor. This has caused a bit of a stir across the Internet as players begin to question the viability of the entire class as a whole. People are calling for buffs, for other players to be nerfed, or just randomly QQing about how under powered all of the classes are and jumping ship to roll paladins. Today I’d like to break down what the problems actually are, what fixes could be proposed and dispel some of the anger, fear and angst surrounding our class in the last couple weeks. I will preface this post by saying that this is not a shot at Paragon or any other top tier raiding guild. I appreciate all your hard work and your accomplishments. This post is for the rest of us out there, who aren’t quite at their level.

Throwing Lightning and Swinging Axes

The DPS of the shaman class has always been a wobbly wooden seat in a room full of steelchairs. Ever since the days of Vanilla WoW, our Viability as DPS has sort of teetered. I’m not going to pontificate on it too much,  as I’m really a healer, but I started my WoW career throwing lightning on my magnificent Tauren Shaman and still do it now for fun and a change of pace. In BC and much of Wrath I took it away from elemental and smacked things with sharp objects and big sticks for entertainment, so suffice to say I’ve spent at least some time DPSing (yes this includes raids and hard mode raids when it was necessary).

Right now the big argument is that scaling is the issue. I can see why, and maybe there is a valid concern here. Right now at “Blue level gear” a shaman is capable of toping charts and blowing away everything that stands in front of them. The logical assumption is that scaling is the issue, that we don’t’ scale well compared to other classes as higher gear becomes available.  Maybe part of that is true, but managing spellpower coefficients is a tricky science and one that Blizzard is already looking at. If you tweak it too high you can break the system, tweak it too low and the class becomes useless. When you see them say they are increasing a spell’s power by 10%, they really mean they are adjusting the coefficient. We’ll get into that a little more later on here in the post, but just keep that in the back of your mind for now. Personally I feel that scaling is the lesser of the issues for damage.

I contend that movement has always been the greater bane  of the shaman in all aspects of life. We’re turrets, we’ve always been turrets, and anything we get to help us do our job on the move is only a stop-gap to tide us over until we can sit still and go back to work. I’ve done fights where I’ve out DPSd an equal-gear equal-skill hunter because I was able to sit in one place and just cast Lightning Bolt after Lightning Bolt (metaphorically speaking, I did use other spells), but on a very movement heavy fight I was crushed by an under-geared affliction lock. Literally the only difference was movement. While I agree that some of the spells need a little tweaking to make them a little less RNG dependent and help with minor scaling issues, I would have loved to have seen something that elemental and enhancement shaman could have grabbed to either extend the period of use for Spiritwalker’s Grace or shorten its cooldown. I think that overall would be a better, more utilitarian fix. Either a talent stuck somewhere or attached to something else. I could easily see it being an additional effect of  Ancestral Swiftness. Now this is just an idea, and maybe it’s not the best one, but I think it goes a little further to solving the real problem. This goes for both elemental and enhancement. While our mobility has improved, at any point in time we have to move, it takes us the longest to recover and start back in to try and maintain our offense.

I throw magic water on it, BE HEALED!

Lets get into the topic that is a little bit hotter of a debate, and more in my area of expertise. Right now the debate is that shaman healing is way too low when compared to other healers. While our numbers are seemingly low when compared to priests and paladins, our numbers seem to line up pretty closely to restoration druids. I think this happens for a few reasons. Shaman are the healing model for Cataclysm, or so we’ve been told since day one of the healing change discussions. I still feel this to be very true. I’ve not encountered a fight I haven’t been able to heal through with hard work, determination and communication with my group. Sure some fights are harder on us than others, but that boils down to a few reasons.

First of all shaman have slightly different mechanics than, say, a discipline priest. We don’t really mitigate damage, we stabilize and then bring everything back to whole. Healing Rains, Healing Stream Totem, Riptide, Earthliving and even Earth Shield all lend themselves to helping us stabilize players so we can either edge their health up with Healing Wave, drop a nuke like Healing Surge and Greater Healing Wave or use Chain Heal to quickly bring a group from the brink. Our job isn’t to keep everyone topped off anymore, it’s to keep them stable and alive.

The difference in healing tactics  is something we should be used to by now. In Vanilla you basically spot healed when you needed to while making sure your totems were optimally placed. In Burning Crusade you down-ranked Chain Heal and just spammed it regardless of content size and things were good as we stacked haste and MP5. In Wrath things got a little more complicated. With down-ranking of spells rendered ineffective, and the addition of a new spell, Riptide, we basically had to relearn how to heal right. We did hit a patch of trouble at the Ulduar phase of the expansion where players discovered Riptide and Lesser Healing Wave did so much healing that our other spells could be all but forgotten. This was balanced out by Blizzard at the time, but it still meant that through the life of Wrath we constantly adjusted our healing style and strategies right up until ICC dropped. Before our job was always to restore everyone to full, or as someone aptly put it on twitter, to “HEAL ALL THE THINGS!”. A lot of shaman are having trouble making the adjustment, especially those that are rolling one for the first time after playing a paladin, priest or druid. So part of our problem is there is a rather steep learning curve right now.

Secondly, just like our DPS brethren, movement is always an issue. Anytime we are forced to move our HPS drops like a rock. While we have tools to help us out in that regard, we still lack things like a multiple person HoT that we can control where it goes and can cast at the rate of a GCD between them.  Once we get into position it can sometimes take us a few moments to play “catch up” with healing. The same fix for DPS could in theory be applied here. Give us something to extend SwG out or reduce the cooldown and that will go a long way to helping through put. Although at that point, since all three specs would benefit from it, it would basically be a redesign of the spell. Point is though, movement fights (which Cataclysm has many of) are doable, but we still suffer for it.

Lastly, some of our spellpower coefficients feel off. Not massively so, but just enough to notice it. Particularlly with Chain Heal, Greater Healing Wave and Earthliving. Right now on the PTR 4.0.6 build, Chain Heal is getting a 10% buff. While most would assume this means that it will heal for 10% more, this isn’t exactly the case. Remember what we talked about before with spellpower coefficients? Here’s how the buffing really works. Right now on live, Chain Heal has a spellpower coefficient of 0.32 or 32%. This means that 32% of your spellpower directly affects the amount you heal for when using that spell. On the PTR this has been increased to 0.35 or 35%. Now you may say that this is a 3% increase not a 10% increase, but look again. What got the 10% buff was the coefficient as 10% of 32 is roughly 3. This is a lot better than it seems really. As the game progresses, we will mass more and more int, and as a result our spellpower will grow. That 35% coefficient will go further to scale us better with gear as we get “older” in the content. Same goes for Greater Healing Wave which has an estimated spellpower coefficient of 80%. It is getting a 20% bump, but that means on the PTR it has a coefficient of almost 96% if my math is right.  Again, see where this is going?

Sadly, though, Earthliving is not getting any attention yet, and I think it really should. For something we can’t control where it goes and who it heals, it feels weak. When it does proc you don’t control who gets the healing effect, and a lot of healing can be wasted this way on targets that you bring to full health only to watch the HoT keep ticking away. It is something I think could stand to be tweaked just a little bit. Haste certainly gives it a little boost by allowing it an extra tick of healing, but it is still spread out over 12 seconds. I can’t help but feel raising it to a 25% sp-coefficient from 23% would go a long way to help alleviate some of concern with it, and make it count on those it lands on that need the healing. It’s not a perfect solution, but I could see it being beneficial.

But why the hell are paladins and priests pulling so far ahead?

Short answer, they’re a little bit broken right now. True priests are complaining about mana issues, but Prayer of Healing is really strong right now, currently stronger than Chain Heal by a sufficient margin. It is also spammable to a degree, while we are forced to move away from Chain Heal spam. Little things like this are what allow priests to pull ahead by such a large margin. Paladins are just, well, in a word ridiculous. The amount of free healing a paladin gets is honestly quite staggering. While I’m certainly not saying that paladin healers aren’t talented, it’s worth it to note that our big heal at a raid ready gear level will be somewhere between 23 – 32k on a crit. Paladins? Well for that same GCD that paladin with equal gear will hit the same amount. Then you get the free heal from beacon of light which will then heal for 50% of whatever the primary target was healed for. That’s a huge chunk of healing right there. Combine that with the free healing a paladin gets to do with Light of Dawn and you can start to see some of the disparity.

So right now things aren’t very balanced. That’s OK. We’re not paladins or priests. We’ll never be paladins or priests, and that’s OK too. The new patch being tested on the PTR right now will be the first step to balancing out healing. Our heals are getting stronger, and paladins and priests are getting fine tuned. This should bring all four classes back in line with one another, leaving shaman for the most part untouched except for some much needed tweaks in the positive direction.

But Paragon didn’t use ANY shaman! Method only used ONE!!! That means I won’t have a raid spot!

You realize not everyone is Paragon or Method right? These are top-tier guilds that push through content as fast as possible using every little advantage they can to get the kill and be number 1. Let’s take a trip in our time machine back to the release of Black Temple. Nihilum got the first Illidan kill, and do you know how they were geared? They didn’t farm BT for weeks gaining gear to increase power levels. No, they charged through the content and pushed right up to him as fast as possible to down him. Most of their raiders were in the previous tier’s gear or lower. They pushed through the hardest content with a lot less gear than a normal guild doing the fight would have had.

Fast forward to Cataclysm and the trend continues. If you want to be bleeding edge, right there at the forefront of the digital war for number 1, you don’t stop to farm gear. You grab what you get along the way, and keep pushing. Class imbalances play a huge roll in this. If you have four healing classes, and two of them are pushing 30% more healing than the other two, you’re going to stack them. Why? Because that extra advantage compensates for lack of gear, and helps you push through the content. The same goes for DPS and tanks. I can’t remember which guild or which fight it was, but recently a group stacked a ton of druid bears to push through the fight. Does that mean every guild should stack nothing but druids? No, not really.

Truth is that for the average guild (and I mean literally if you would take all the guilds in the world and plot where everyone falls in composition and progression), you won’t have to worry about this. As you defeat bosses and gather gear every week, you’ll do nothing but improve. Keep in mind too that this was a heroic raid boss that was completely untested before anyone actually engaged her. By the time you manage to get there, you’ll likely have geared up quite a bit, and chances are good there will be at least one or two hot fixes in that affect you or the other healers, maybe even the encounters. Any good raid leader worth their salt will know that guilds like Paragon are the exception, not the rule. If you’re in a guild that the raid leader is pushing to have the same composition, well, maybe it isn’t the best place for you.

Really, the moral of the story here is that you shouldn’t let what one guild does on one fight dictate how you play or how you compose your raids. Classes and abilities will sometimes be imbalanced, trust in the developers to notice and balance it out in the end, after-all that is what they get paid to do. Expect and prepare for change. Remember Ulduar? In wrath, shaman at the tier 8 content level were falling behind in AoE healing by a considerable margin. Players were forced to stand apart further than chain heal could jump, and we were forced to rely on alternate healing methods. This was brought to the developer’s attention, and chain heal was buffed to cover longer distances between players. During the time of this crisis, we heard much of the same concerns as we are hearing now about healing. Hang in there, don’t get discouraged, it really isn’t that bad. The things that are bad? Well those are being looked at right now.