Interview: Holy Priest vs Discipline Priest

priest-compare

I had an idea the other day to interview two healing Priests of different specs. I wanted to see what choices they make under similar circumstances. Figured it would be fun to ask them both identical questions to determine where the differences started between them! Hopefully this post will help shed some light for Priests that are still mulling over what spec to select for in end game.

Where did I find my Priests from? The Plusheal forums naturally!

Questions Yaxley (Discipline) Deklen (Holy)
First, a brief introduction about yourself: My character is Yaxley, a discipline priest. I’m an officer of the Apostles of the Phoenix raiding guild. I am an officer and healing leader of the guild Phoenix Rising on Mannoroth (US) in which I play a Dwarf Priest named Deklen.
What is your current level of progression? I’ve cleared Obsidian Sanctum 10/25 (no drakes up), Naxx 10/25, and Malygos 10. Currently working on Malygos 25. Phoenix Rising has successfully completed all 10 man content and has completed all 25 man content with the exception of Malygos (We plan to start attempts on him this coming week).
What factors influenced your choice to pick your spec? I felt discipline was a more challenging spec than holy, and when the new talents were announced for 3.0, I was very intrigued. I liked the concept of almost having a healing rotation with many spells to choose from that integrate well together. I really enjoy the diversity of healing spells available to priests, and holy priests in particular. I enjoy the complexity that comes with having to choose the correct healing spell for the given situation.
What stats are the most important for you? Intellect is my most valuable stat, as it contributes to every aspect of my healing. A bigger mana pool means bigger returns from Rapture, Shadowfiend and Replenishment. It also boosts crit for more throughput and more Divine Aegis procs. Haste is what I look for second, but only until about 10%. After that I feel stacking it is hurting other stats. For the expansion, I have chosen to keep spirit at the top of my priority list when it comes to gear selection and augmentation; however, with that being said, I value Intellect much more so than during BC raiding. I reserve yellow sockets for Brilliant Autmn’s Glow, attempting to maintain some semblance of balance between spirit and intellect.
What trinkets are you presently using and how do they help? Right now I’m using the Egg of Mortal Essence from Emblems of Heroism along with Forge Ember from heroic Halls of Stone. I use the Egg mostly for the raw spell power, though the proc is a nice to have when it goes off. Forge Ember gives a nice hefty amount of crit and I love the proc for a nice spell power boost. I carry around a few other trinkets for different situations; I usually use Darkmoon Card: Blue Dragon for long fights as Disc casts enough spells to make it worth a fair amount of regen. I am using the Majestic Dragon Figurine and the Spirit World Glass. The two trinkets provide excellent mana regen for boss encounters. Spirit World Glass really shines when there is predictable incoming damage in which I am able to pop the on use ability after a clearcasting proc, followed up an Inner Focus + Greater Heal to allow for maximum regen time spent OO5SR. If the full 20 seconds is spent not casting or "cheating" the rule, it usually will return about 35-40% of my 20k mana pool.
Your 3 top spells in order of usage on any given raid are: 1: Flash Heal,
2: Penance
3: Prayer of Mending.
1: Flash Heal
2: Circle of Healing
3: Prayer of Mending
Which raid encounter in the game is your favourite? Kel’Thuzad. There is a lot of action going on with a lot of situations where my quick single target heals and shields help. A lot of tank damage, as well as the ice blocks which require people to be healed quickly for a large amount. Sapphiron. The encounter really tests the healers both on raw healing power as well as their regen techniques/skills. In addition, the fight in particular showcases just how awesome bouncing Prayer of Mending can truly be.
What’s the worse? Heroic Thaddius. Its a boring fight when done correctly, and a painful fight with a long corpse run (with frogger slimes and pipe boss in between!) when not executed correctly. And if it were not for levitate I’m sure the Super Mario jump would make it even worse for me. Heroic Patchwerk. While there is some skill involved in trying to keep your mana going throughout the fight, I find little enjoyment in spamming Greater Heal on the MT/OT and praying they dont get 1 shot from a hateful strike. P.S. Holy Paladins are disgusting for this fight.
How do you handle AoE healing? In a five-man, Prayer of Healing is my spell of choice. In a raid, its not as useful as you need to heal outside your own group. As Disc you need to be more aware of who is taking damage and who is going to need the most help. I usually throw shields around the raid on every cooldown for the Borrowed Time buff, but I try to keep them on the tank and the squishiest members of the raid. Prayer of Mending on cooldown as well, this is especially useful during the Vortex in the Malygos encounter. Before casting an AoE healing ability I first determine what caused this person to be damaged, and if they are in close proximity to other players. If they are alone I usually cast a Flash Heal, if they are grouped up I would obviously cast Circle of Healing. In fights like Gluth and Loatheb though, I use Prayer of Healing considerably more (After decimate and when necrotic aura drops off, respectively).
How do you gem red, blue and yellow slots on your gear? Red: Luminous Monarch Topaz
Yellow: Luminous Monarch Topaz or Brilliant Autumn’s Glow (depending on if I’m losing spell power for other stats in an upgrade).
Blue: Seer’s gems
Red: Runed Scarlet Ruby (I dont believe the +Spirit/+Spell damage gem is in the game yet).
Blue: Sparkling Sky Sapphire
Yellow: Brilliant Autumn’s Glow
Your gut reaction to the Circle of Healing nerf is: I like it, as it brings Holy spec back in line with Discipline, where you need to choose your spells carefully. I’d rather they were more creative than using a cooldown, however, as CoH spam is useful in situations. But as it is now, it is useful in nearly all situations – which lead to one button healing. I don’t think it will be as bad as everyone is thinking it will be. Yes we will loose some AoE healing ability but those who spammed the spell mindlessly never really understood the true potential of priests and instead relied on a crutch. That being said, I will miss it!
What type of healing are you assigned to by your leaders when raiding (tank or raid, etc)? I’m assigned to the main tank or an off tank nearly 100% of the time. I still heal the raid from time to time when the boss is trying to break through my shield! Either myself or the GM are responsible for healing assignments, but I usually put myself on raid healing as we have a healthy supply holy paladins but only 1 restoration shaman and 1 restoration druid.
Do you enjoy playing your spec? Does it satisfy you? I love discipline spec. I’m not sure I could heal any other way. I’ve healed as a Holy Paladin and as a Resto Shaman in the past, and discipline definitely takes the monotony out of healing. Managing cooldowns and being smart about what spells to use used to be something relegated to DPS classes. Yes, I very much enjoy healing as a holy priest. As I said before, the diversity and complexity of healing abilities available to the priest is the reason I choose to heal and, ultimately, is what keeps me interested and entertained while healing.
What 1 piece of advice would you give other players who were to play your chosen talent specs? Don’t ever rely on healing meters to judge your performance. At least until Blizzard adds absorption amounts to the combat log. The biggest problem I have observed with new healers is their inability to observe and react. It is so easy to fall into the habit of tunnel visioning your raid frames that you forget to observe what exactly is happening around you.
If you could make one addition or change to your spec, what would it be? The obvious change would be more AoE healing tools, whether it be talents to modify Prayer of Healing or Holy Nova. But since that would be trespassing into Holy’s niche, I think more talents to make Renew useful to a Disc priest would be good. Perhaps allowing it to crit, or to be included in Rapture returns. I don’t believe I would change anything currently given the present PVE environment…PVP on the other hand is a different situation entirely though.

Special thanks to Yaxley and Deklen for participating!

Image courtesy of mmagallan

A Druid’s Reaction to the Wild Growth / Circle of Healing Nerf

wild-growth

Those of you who keep up with upcoming patch notes and blue posts on the official WoW forums have probably known for quite some time–ever since before Wrath’s release in fact–that both Wild Growth and Circle of Healing were living in the shadow of the nerf bat. A 6-second cooldown has been threatened for both spells since beta testing proved their strength.

Now that the nerf has gone to PTRs, a new wave of complaints has swept over most healing websites. If the comments on Matticus’s recent WoWInsider article are any indication, the nerf to AoE insta-heals draws a passionate response from almost all players, whether they belong to one of the affected classes or not. In fact, what surprises me about the whole discussion is the sheer number of vehement, “L2P nub, don’t spam AoE heals” type retorts. A lot of discipline priests, in particular, seem to feel vindicated by the nerf. On the other side are those that passionately argue against nerfs to any class. I sympathize with this point–such an adjustment to two classes makes us all weaker. When there are less available tools in the toolkit, the game becomes both more difficult and less fun to play.

That said, I find myself having very little personal reaction at this point. Perhaps that’s because I’ve known that Wild Growth spam isn’t a long-term tactic for months now? This is not to say that I’m in support of putting in a 6 second cooldown on Wild Growth and Circle of Healing, just that by now I’ve become accustomed to the idea.

From a certain perspective, this nerf seems necessary. The following series of musings is my attempt to take what I’ve observed through Naxx 10 and 25, Sartharion 10 and 25, and Malygos 25 and try to explain why, from the developers’ perspective, it’s druids’ and priests’ turn to cry.

The State of Healing in Wrath

1. Right now, the risk of dps death during raids is minimal. Healing is relatively strong overall, and three out of the four healing classes have capable raid-healing tools.

2. Right now, the risk of tank death during raids is minimal. Healers can keep up with incoming damage, and tank healers often have time to cast spells on other targets.

3. Most encounters are designed with at least some AoE damage. This kind of damage will always be at least a little challenging for healers because they have to deal with the Interface Boss in order to get heals on multiple targets. However, there is no new Gurtogg Bloodboil yet–AoE damage has not been taken to the kind of extremes we saw in BC.

4. Wrath encounters typically require less healers than BC bosses did. For most guilds, I would take the number that they ran with in BC and subtract one to get their perfect number of healers for a 25-person raid.

5. Smart heals like Chain Heal, Circle of Healing, and Wild Growth are really, really effective. It turns out that (surprise, surprise) a computer is better than a human being at calculating who needs a heal.

6. Mana management is less challenging than most bloggers–including me–thought it would be. It turns out that the level 80 epic gear does a pretty good job of getting people the regen they need, even though some of the old familiar tools (mana oil and chain-potting) are history.

The Behavior of Healers in the Wrath environment

Intelligent players respond to the conditions given them, and the top WoW players will always use a play style that the numbers support. Now, there may be individual differences and preferences, but given free choice, almost all players of the same class and spec will, at the top end of the ability spectrum, make the same decisions. Here’s how raiders are reacting to our current capabilities and to the demands of the current content.

1. Healers are using Wild Growth and Circle of Healing to the utmost. And why not? These two heals do, in fact, make the content much easier. If AoE damage is the challenge (and Blizzard seems determined that it should be), these two spells are the antidote of the moment.

2. Healing has become a competition between healers instead of a mad race to keep people alive. No one is going to die anyway–the content is too easy for that. The best healers are trying to sneak in effective heals against their fellows. Spells like Wild Growth, Circle of Healing, and even the high-HPS glyphed Healing Touch shine in an atmosphere of heavy competition.

3. Healers are not focusing on mana efficiency. When the content is easy and the team can kill a boss quickly, mana efficiency is less relevant. There are no prizes awarded for ending an encounter with 40% mana. The only prize available is for healing output. As such, many players end up healing too much too early and needing someone else’s innervate. This has happened to me a few times, and I’ve been trying to watch it.

4. Druids and priests are, in fact, leaving paladins and shamans behind on the meters. This has only one good effect–that shamans aren’t as necessary any more. I’ve recruited for two different guilds, and the hardest position to hire is that of alliance resto shaman. There just aren’t many out there.

What the Developers Hope the Nerf Will Accomplish

Here is where I really get speculative. The following is my best guess about exactly what kind of “fix” the new 6-second cooldown will be.

1. The nerf will retroactively add difficulty to encounters that guilds have already cleared. Some guilds may even find themselves unable to beat a “farm status” boss. As a result, guilds may stay in the current tier of content longer than they otherwise would. This is good for developers, because it stresses them less to release the next tier in a timely manner.

2. The healing meters will shake out a little differently. The conspiracy-loving part of my brain thinks that it’s “best” for Blizzard if people go back to complaining about resto shamans. After all, they’re far less numerous than priests and druids, at least on alliance side. While most guilds could fill their entire healing roster with priests and druids, I doubt anyone could fill theirs entirely with shamans. It’s a safer class to have at the top of the chart.

3. The management of another cooldown will add back some of the difficulty of playing a druid or priest. The developers want playing a healer to be difficult. If healing is difficult, a guild takes longer to go through a tier of content. For example, let’s take the healing druid. In the good old days of managing 7 second Lifebloom stacks on multiple targets, timing used to be everything. With stacking de-incentivized, I often have only one 9 second triple stack to manage, giving me a lot of freedom. I have a feeling though that now I will be casting Wild Growth every time it’s up. There will be a bit of a return to a fixed spell rotation. I hear many healers threatening to give up their AoE spells entirely, maybe even going as far to spec out of them. I tend to agree with Matticus in thinking that, paradoxically, Circle of Healing and Wild Growth will become more important. We’ll need to actively manage those cooldowns, and the effect of that adjustment period will be to slow progress down.

4. There might be room for an extra healer in a healing team. Circle of Healing and Wild Growth have been such workhorses that the old numbers for a healthy healing squad didn’t make sense any more. This might give a few out of work raid healers something to do. It’s not good for Blizzard if lots of players lose their raid spots.

Am I in Favor of the Nerf?

Personally, no I’m not. And yet, I’m not up in arms about it either. I realize that it hits druids less hard than priests, but I’m not worried about either class’s raid spots. Wild Growth and Circle of Healing are still good spells. Comparatively, I’d say that the Lifebloom nerf of a few months ago was much more devastating than this one.

The addition of a 6 sec cooldown to my best-designed spell is not a happy prospect, and it’s not the kind of thing that makes healing “more fun.” In fact, managing an extra cooldown, especially for druids, who are already managing Lifebloom and Swiftmend, is pretty much anti-fun. I’ve never believed developers’ claims that they want to make healing “more fun.” I don’t think that’s really in their advantage–to really make healing more fun would probably “trivialize” the content as well, forcing them to come out with more content patches on an accelerated timeline. What they might actually do is change our interface to be more “interactive”–and also a ton more difficult to use. I dread this prospect a lot more than any nerf to Wild Growth! Think about the new vehicle interfaces and imagine if you had to heal and target with that! What if all healing were like Malygos Phase 3 or the final boss of the Oculus? As it is, I think the developers recognize that healing, more so than tanking or dps, requires players to modify their interface. I hope they just leave us alone with that and let Grid do what their standard frames can or will not.

The Off Armour Problem

guest-post This is a guest post from friend and bodyguard Cassio

I’m Cassio, I’ve been playing a rogue on Ner’zhul for the better part of three years so my area of expertise is something different then the writers here.

I’m a damage guy. I run numbers to figure out how to squeeze another one or two points of damage per second out of my rotation or how much I should weigh hit stat verses attack power or agility. So please understand that I will not be talking about the best way to heal a boss encounter. Most of the time I have no idea what a healer is doing in them since they are behind me somewhere. Instead, I’ll be trying to stay remotely within the sphere of this blog by talking about loot distribution.

The problem

With the changes that have been made since the release of Wrath, almost every spec to become viable for raiding. This means that some classes may be dipping down into gear that’s exclusive for other classes to use due to armor class restrictions. Boomkins, tree druids and holy paladins may start to want to take gear that all cloth wearers can use. The same goes for titans grip (TG) warriors and to some extent enhancement shamans and hunters with rogue/feral druid gear.

It is my opinion that this should be avoided whenever possible.

Taking gear from a class when it is all they can use and giving it to a class that is moving down armor types to pick up an upgrade might seem fine in the short term. However, it will hurt raids in the long term due to the limited upgrade pool available to classes who have no other option other than leather or cloth.

In my guild, I am currently the raid leader for ten man raids and it falls onto me to sort out loot distribution and how to do so without causing problems that could destabilize the raid group and force us back due to people leaving and having to replace with new people. The system I have worked out is part science and part art but the basics of it is to keep gear separated to classes that are restricted to their armor type before opening it to others. There are some exceptions, such as if the gear is only a miniscule upgrade for a rogue and a large one for someone else.

Weapons

Weapons are handled by letting those that get the biggest upgrade from them roll, any two-hander classes have to roll against each other just as any one-hander users and casters have to roll against each other. So that means that ret paladins, TG (Titan’s Grip) warriors and death knights all have to roll against each other. This method relies heavily on the loot master knowing the different needs of the classes and where his raid members are in gear progression.

Suggested process

While I find that I can do this (with some help from officers and others outside my guild that know the other classes better) I would not suggest that anyone try such a method in a twenty-five man environment. Instead make your officers/class leaders do gear upgrade charts for your members and give the upgrades from the different raid instances a set value, making sure to include heroics gear where it applies, and then use that as a way to check which gear is a better upgrade for who. The higher the number the larger the upgrade, also there should be a method worked out to reward those that go out and craft or farm the gear for outside raids that will help you progress through the instances you wish to run.

While all this sound complicated it really comes down to the simple idea that each classes chances for upgrades is different. If someone needs an item that is all they can use, then this may be one of a limited amount of chances to get it. Someone that can use other armor has a larger pool of gear to pull from and so has better chances at upgrades.

Does Your Raiding Guild Need Premium WWS?

wws

Many raiding guilds are aware of what WWS (WoW Web Stats) is and what a tool it can be to troubleshoot and improve member performance. In a nut shell, it takes your combat log and translates it into meaningful data (if you know how to use it). The WWS client runs locally off your computer (it’s a small download) which parses the log that you’ve recorded. It’s accuracy increases with the more source combat logs you have. I try to get my officers to run a long in addition to my own so that we can have an accurate and reliable report.

What you might (or might not) be aware of is that WWS offers a premium service and Conquest picked up a subscription not too long ago.

What is WWS premium?

Simply put, it’s a subscription based service for certain WWS based features such as:

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Your eyes will no longer be assaulted with irrelevant ads.

Faster loading times

During peak hours, your reports are given priority in the queue and will be taken care of first. It seems the guys on the free side of things will have to take a number and stand in line (literally).

Longer hosting

The WWS website keeps an archive and history of all of your reports. A guild account will keep your information for 30 days and having an unlimited account keeps the log information for as long as your account is active.

Cool Matt! Did you get one?

Let me see if I can sound out my reasoning for acquiring one.

Most readers are aware of my devotion to maintaining a high level of performance. The advertising aspect is irrelevant to me. As a frequent web surfer, my eyes will automatically tune out ads. Don’t get me wrong, I believe in this service and I gladly support the guys behind it. But if I go to any site with ads, I typically zero in on the content. I suspect many of you are like that as well. Like it or not, ads are here to stay because they help support the people behind the site.

What about getting moved up in the queue? How important is that? Fellow Twitterati and blogger Santyn grumbled earlier that he was “moving backwards in the queue”. On some nights, you could be standing in the e-lineup with 100 people in front of you. Sometimes you’ll end up in the 400 range. After every raid, the players that are still around bug me into uploading the combat log so they can evaluate themselves and other players around them to see how they’re doing. Even though the raid ends at 9 PM sharp, the discussion can list for an hour after the raid about specific problems or player issues that WWS can shed some light on. I’ll often listen to the ground pounders compare themselves to other players from other guild reports or look at their own individual rotations and damage output.

I may not understand a word of it, but it sounds pretty important. For myself, I make it a habit to check out the healers and their rotations and see if there’s anything out of the ordinary. I have to say that I’m blessed to be surrounded by a group of people who aren’t only hell bent on trying to improve their play but trying to improve the play of others around them.

Having a historical archive of guild WWS may not be useful at first. I suspect it will become much more important later on. If a player wants to change certain parts of their gear or their spec to test for improvements, they can do so and then look back at a recent history of their performance to see if there’s a noticeable difference.

Patchwerk, because of the nature of the encounter, is our main DPS measuring instrument of choice. It’s a simple and straightforward encounter that involves little movement. All DPS players are capable of opening up to their hearts content with little worry of pulling aggro. Having a premium account allows you to store these records so that you can re-examine them later.

Does your guild need WWS premium?

This is going to depend on a number of factors. You’re essentially paying for the 3 services above. Depending on your guild and your needs, this will either be an asset or a waste.

Guilds that would benefit:

  • Are more into cutting edge content
  • Are performance oriented
  • Care about the information
  • Are committed to improvement
  • Have players who love analysis

If your guild that likes to take it easy and go through content at a casual pace (be it normal or heroic), then you might not be willing to fork over the 3 month subscription for a $15 guild account. If no one in the guild really cares about theorycrafting and analyzing their own DPS, then having a WWS paid account isn’t going to benefit you much since it won’t be used.

But if your guild wants to compete and be a top tier organization, having a WWS paid account would be an asset. You could start off with the $27 Unlimited account for 3 months to give it a try and see if it is of any use.

You can find out more information about WWS paid accounts here.

Don’t forget

You can not game the system. You can’t split costs with another guild and share it. It’s strictly for the personal use of your guild.

As a side note, I’m grateful to the people that have helped chipped in financially to help make the infrastructure of the guild a success. Want an idea of how much running a guild can cost?

50 slot Ventrilo: $210
Webhost: $119.40
WWS Premium: $81
VBulletin Software: An arm and a leg
Dropping toy trains before every boss encounter while the GM’s trying to explain something: Priceless

Okay, that was a bad Mastercard commercial. But those costs are on a yearly basis. Already these figures should tell you I’m a fairly devoted GM.

It’s an interesting cycle. I play WoW so that I can earn some money on the side from writing about my experiences and knowledge that’s WoW related. Some of the money I earn gets invested back into the blog and back into the guild so that I can continue playing for more experiences and knowledge within the game. Which I can then write about.

Not exactly the average college kid’s part time job.

Guild Goals: Deciding Between Normal Raids and Heroic Raids

10s-raiding-25s-raiding

A number of guilds are beginning to have their members approach level 80. Now they’re stuck at a cross roads. Do I raid 10s or 25s? Setting a raid to Normal difficulty allows only 10 players to enter. Toggling it to Heroic allows 25.

First question GMs need to answer is what kind of raiding guild are you? I’m not referring to casual or hardcore or anything like that. I’m not interested in your style. I’m referring to your end game goals and intentions. When I formed Conquest a few weeks ago, this was the first question that popped into my head. I felt that it was important for a GM to define what their end game is so that steps can be taken towards achieving it.

I basically had 3 options when it came to guild endgame objectives:

  • Strictly 10 mans
  • Strictly 25 mans
  • Both 10s and 25 mans

Not only that, I had to make a choice for myself as a player. If you think about it in terms of BC, this would’ve been tantamount to running SSC, TK, Karazhan, and 2 or 3 resets of Zul’Aman per week. I wanted to commit to no more than 12 hours of raiding per week because a lot of players have other things to do.

Looking at that list, I crossed 10 mans off the list. I am far too ambitious for that.

This left me with the option of either 25s or guild sanctioned 10s and 25s. I had to deliberate this a bit more. Having to organize both 10s and 25s meant extra organizational and logistical work on my part. Since most drops from 10s will be replaced anyway, it made much more sense to me as the GM to stick the guild into the 25s.

Factors

Organizational and logistical: I’d have to plan out raid days for 25s and I’d have to plan out raid days for 10s. I would have to run 2 separate raid groups which would involves its own unique set of challenges. I have to pick out the days for the right group. I have to ensure there’s enough tanks and healers. What happens if someone can’t make it? I’d have to scramble to find replacements. That’s too overwhelming for me to do.

Time: 12 hours of mandatory raiding per week is all I ask for. My experience in beta taught me that 12 is the right amount of time to spend in order to clear out all of the raid instances. To ask them to do more would tax their stamina and increase burnout which is something I want to avoid. Throw in 10s and I could be looking at 20 hours a week of raiding. I won’t even consider that.

Increased freedom and autonomy: By not making mandatory 10 mans, I give them the option of participating in it on their own. From a personal standpoint, I have almost no innate desire to run Naxx 10’s. I suppose that was a side effect of the beta. The 10 man instances are nice, but they’re just not my cup of tea. Between blogging and school, it’s difficult for me to find the time to run 10s on top of the 25s. If players have friends in different guilds, they don’t have to feel obligated to turn down runs with their friends for the sake of guild runs. I make it known that they are on their own. There’s always a few people in guild that feel otherwise and I’m sure they’re capable enough of organizing runs on their own.

Besides, I prefer Earl Grey.

At the end of the day, I decided to give my guys the choice. They can run whatever 10 man they like on their own time with whoever they want, however they want. Loot Council won’t be responsible for how the drops are done.

And it becomes one less burden. This belief plays into the concept of the path of least resistance assuming 25s are the primary objective.