Reminder: Updated Dispel Mechanics

Just wanted to post a quick reminder of the dispel changes. Every healing class has the capability to remove harmful magic effects from friendly targets. You may have to talent into it somewhere, but it is possible.

In encounters going forward, any highly important buffs that need to be removed will come in the form of magic. Other negative debuffs will annoy the raid or make life a little more difficult, but they will not get to the point where the encounter becomes literally impossible to do.

For example, if Lich King were to become a Cataclysm encounter, Necrotic Plague would be a magical ability so that any healing class could remove it.

Druids

Remove Corruption – Removes a curse and a poison (Removing magic requires the Nature’s Cure talent).

Paladins

Cleanse – Removes a disease and a poison (Removing magic requires the Sacred Cleansing talent).

Note: Protection and retribution paladins cannot cleanse remove magic.

Priests

Dispel Magic – Removes 2 harmful spells from allies or 2 buff spells from enemies.
Cure Disease – Removes a disease.

Note: Shadow priests cannot remove diseases in Shadowform but can still dispel. No change to Body and Soul. It will still remove a poison if you Cure Disease yourself only (Won’t work on others).

Shamans

Purge – Removes 2 buff spells from enemies.
Cleanse Spirit – Removes a curse (Removing magic requires the Improved Cleanse Spirit talent)

Note: Disease and poison removal abilities have been removed. Yes, that includes the totems.

Mages, warriors, hunters and warlocks (Fel Hunter) have no changes to their dispel mechanics.

Actually, come to think of it, Necrotic Plague is still going to be a disease in post 4.0.1. That means the only way to remove it is by having a priest or a holy paladin in the raid.

Oh dear.

Hopefully, it’ll be hot fixed so that it becomes a magic effect or something. Unless they don’t expect anyone to raid past 4.0.1. Right?

Smite Healing with the Atonement Spec

Atonement’s one of those really curious talents in the discipline tree. We’ve never really experienced anything like it before and I can understand the reluctance behind taking it.

But it’s got some potential. And I found it fun the few times I pulled it off.

How it works

The basic premise is that you’re unloading Smites on a hostile target. As you’re hitting them with Smite, Atonement activates and heals any player within 8 yards of the target for 100% of the damage that Smite does.

For priests at level 80
For priests at level 85

Here are the key talents:

Atonement: You absolutely need this. Its kind of the central focus. In an earlier build, Smite would heal 60/120% according to the damage dealt. In the current beta build, it dropped down to 40/80%. As of the current PTR for the 4.0.1 patch, it was raised to 50/100%.

Archangel & Evangelism: Both of these talents help with buffing the damage you’re dishing out or allowing you to get some precious mana back.

Divine Aegis: Yup, DA bubbles will appear off of heals from Atonement.

Feel free to pick and choose the rest of them according to your own play style.

Glyphs

You’ll want to get some of these glyphs to help vault your utility.

atone-glyphs

Glyph of Divine Accuracy: I know I have close to zero hit gear. For this spec to work, you need to be able to hit the boss. If you can’t hit the boss, you can’t heal.

Glyph of Smite: The Holy Fire DoT doesn’t last that long, but the does help.

Those are the two main ones and everything else is up to you. However, I would recommend:

You’re in the discipline tree anyway. May as well get some glyphs that augment that tree further.

Spell usage

Open up with a Holy Fire right away, then begin blasting away with a Smite. If you’re lucky, you’ll get in about 4 powered up Smites before th e DoT wears off. You’ll need to eyeball your mana here. Get a full stack of Evangelism going. Between Evangelism and the Glyph of Smite, it should elevate you to some reasonably comfortable numbers.

Once I notice a mana deficit of about 15 – 20%, I’ll pop Archangel and instantly get my mana back and resume Smiting.

You still have access to your healing priest spells. Don’t be tunnel visioned into believing that Smiting is the only way to heal because it isn’t. It is the main focus, but don’t forget about your other heals. Use them in a pinch if you need to. Instead of sitting back and waiting for people to take damage, you’re actively doing something which has a positive side effect.

If you’re in a smaller group environment like a 10-man or a 5-man, you’ll need to keep a closer watch on yourself and any other ranged players that aren’t standing with the melee.

In a raid environment, you can use this to your advantage. If you’re like me and contemplating the usage of a full time Smite priest, that’s one dedicated healer on the melee. That means you can focus the efforts of the other healers on the ranged players and maybe an additional one managing the tanks.

Limitations

I expect there to be some sort of diminishing return. I just don’t have the faintest clue what it would be (as in how many players before the effectiveness reduces). Unless you really want to stack your entire raid on top of the boss, the usability of this spec is going to be limited to melee friendly bosses. You don’t want to tango with Deathwhisper or Saurfang for instance. Either the ghosts or bloodbeasts will tear you and your raid up alive. You’d probably want to revert back to the traditional style of being a disc priest and resort to actual healing if those types of bosses are waiting for you.

No word yet on whether this will  be final in either the PTR or the beta. We’ll know within the next week or so.

What I need to now do is find a volunteer priest willing to go Smite heal in our raids. Anyone else planning on giving this a try when the patch kicks in?

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.

More Surge of Light Cues

After speaking with Joe about the supposed DPS spells we need to use to help sustain our mana, I couldn’t help but notice the Surge of Light UI additions. If your Smite casts happen to activate a Surge of Light, this is what appears on your screen:

sol

In the middle of my screen, you can see the two wings appear on either side of my Priest. This indicates Surge of Light is up. Not only that, if you look on the bottom left, my Flash Heal is now glowing. Its these little UI enhancements and improvements which should help make it a little easier on everyone especially for players who are just getting started as Priests. You get a visual cue that you have the option of a free heal and where it is on your bars. Traditionally, most Priests relied on addons such as Power Auras or some other addon which gave them visual cues when Surge of Light was up. Other stubborn Priests (like me) simply kept a close eye on buff bars to see when it was up.

Personally, I think this is a nice touch for the Priests.

My Vision of Tier 11 Priest Armor

Oh yeah, I’m sure you know who this guy is. His name is Altair from Assassin’s Creed. Cataclysm isn’t even close yet and already I’m day dreaming about my tier gear. Anyway, this idea came from leveling throughout Uldum. I was inspired by the deserts and the Egyptian themes.

I’m hiding my helm if we’re getting a turban though. Do you know how long I wore my Spellweaver’s Turban for back during Vanilla? Too long! What do you want your tier 11 to look like?