Updated Tier 3 Priest Talents – Power Word: Solace

Updated Tier 3 Priest Talents – Power Word: Solace

A big beta update today with changes to classes. Priests received some extra love in the tier 3 section of talents. The tier 3 row consists of abilities that help restore mana.

Archangel has been removed from the talent system and has been folded into Discipline only, so no worries for Disc Priests there.

From Darkness, Comes Light received no changes.

Mindbender

Mindbender receives a slight change to the mana return and cooldown.

Old

Cooldown: 3 minutes
Mana: 4% whenever Mindbender attacks

New

Cooldown: 1 minute
Mana: 1% whenever Mindbender attacks

When I used it on beta, it returned ~40080 mana. Each swing from Mindbender returned 4008 (10 swings). I like the cooldown change the most. Even though we don’t get as mana whenever we use it, the shorter cooldown helps offset that. On an 8 minute encounter, you could use Mindbender 3 times:

0:00
3:00
6:00

But since you can use every minute, you’ll be able to take advantage of it more often. Shadowpriests are going to love it since they’ll get more opportunities to line up their cooldowns in conjunction with it.

Power Word: Solace

This is the new talent replacing Archangel.

Power Word: Solace
Level 90

40 yd range
1.5 sec cast

Strike an enemy with the power of the heavens, dealing 1978 to 2219 (+ 40% of SpellPower) Holy damage and restoring 2% maximum mana.

The damage from that spell is peanuts. You’re not going to be using this spell for DPS, that’s for sure. Reminds me of Telluric Currents. I’d switch to Power Word: Solace if I run into encounters with periods of there being little to no healing being needed. Gives me time to go all out with intense healing before switching to Solace to help restore my mana back.

Apparently, Shadow has a version:

Mind Siphon
Level 90

30 yd range
1.5 sec cast

Call upon the shadows to siphon energy from an enemy, dealing 1978 to 2219 (+ 40% of SpellPower) Shadow damage and restoring 2% maximum mana.

Which is weird because the in game talents say that if you switch to Shadow form, Power Word: Solace actually turns into this:

Shadow Word: Insanity
Level 90

15.0% of base mana
40 yd range

Instant

Blasts the target for 664 to 700 (+ 65% of SpellPower) Shadowfrost damage, and causes your shadow damage-over-time spells to erupt, dealing up to 100% additional damage per damage-over-time spell on the target but removing them in the process.

So I’m not sure what the final word on it is, but I don’t think Shadow needs a mana regeneration spell with the other tools they have available (Shadowfiend, Dispersion, Hymn of Hope). I’m more inclined to think Shadow Word: Insanity is Shadow’s answer to the loss of access to Evangelism and Archangel.

Priest Talent: Divine Star

Priest Talent: Divine Star

We looked at Halo the other day and here’s the other level 90 talent: Divine Star. If you play League of Legends, you’ll notice it’s eerily similar to one of Ahri’s abilities. The Priest shoots out a glowing ball which returns after a short distance. Whenever it passes through someone, it heals or injures them depending.

I haven’t noticed an AoE healing cap on the spell. But then again, I haven’t been able to use it in a raid environment or anything. Still, it’s a way cool spell. Can’t wait to put it through it’s paces.

Pointers

  • This spell connects twice. Make sure you’re close enough to your targets so that Divine Star double-hits. It appears as if only one heal is applied if the target is at the peak of Divine Star (Need to confirm).
  • Divine Star will always follow you on its return path. Work on your movement and strafing.

Level 90 Spell: Halo

Level 90 Spell: Halo

At level 90, you gain access to Beyonce-inspired spell, Halo.

It’s an AoE healing (or DPS) type spell depending on your spec. The healing scales depending on the distance between you and the rest of your targets. The biggest impact occurs to players that are 25 yards away. That’s going to be a little tricky for you to eyeball. Would be nice if AVR was still around so that you had a HuD telling you how far exactly 25 yards away was.

Halo isn’t a spell that’s targetable. It uses you as the main point before emanating outward.

You can see it in action below.

Preparing for the 8 second Dispel

Preparing for the 8 second Dispel

If you haven’t been keeping up with the little beta changes and updates that have been going on, there’s something you should know.

Don’t worry, it isn’t as game breaking as Spirit Shell having it’s mechanics reworked or anything.

Our Purify (formerly known as Dispel) now has a a rather large 8 second cooldown attached to it. I get the need to cut down on Dispel’s usage. PvP needs to be made a little more exciting and what not.

The PvE ramifications are just as important.

In a party

Shado-pan Monastary is one of the new instances that opened up with a minimum requirement of level 87. Inside the instance, there was a fair number of mobs that had some sort of magic debuff that would afflict members of my party. On the boss encounters, I noticed any debuffs were applied one or two at a time. I dispelled one quickly and responded with steady, mana neutral Heal to maintain that player’s health. If the party started taking AoE damage, I targeted the debuff affected player and casted Prayer of Healing and would switch between single target and Prayer of Healing as necessary.

I could use Mass Dispel. Technically between Mass Dispel and Dispel, I can rely on them to remove debuffs if they’re applied one after the other. Doing that is going to be costly to your mana. Depending on the debuff duration, it might be better off to dispel one person and then heal the other until their debuffs expire.

Haven’t tried a raid environment yet. All I know is if current boss mechanics were coupled with Mists Dispel mechanics, we’re all in deep trouble. There’d be no way we could blanket  remove negative magic in time without resorting to Mass Dispel.

Blizzard developers would need to scale back and be a little more critical when it comes to any debuff inducing bosses. Ultimately, we just need to play smart with our dispels. The option of not dispelling a player in favor of healing them may well be a necessary strategy to adopt depending on what new raid bosses are like.

Solutions

Let’s classify magic debuffs into two major categories. When responding against debuffs, you need to get a little creative and look at ways to bail out your players. Ideal solution? Simple dispel. But assuming your dispel is now on cooldown, what’s your next choice?

Impairment

This refers to any ability to hinders your character from doing anything. This means any slow, any stun, a freeze, or control loss.

With your allies stuck, they need to get out of a bad situation pronto. Let’s say Jeremy is frozen in place after a Frost Nova. They can’t move and they have no way of breaking themselves out. You, being the smart player that you are, dispelled yourself first. There happens to be a giant shadow underneath Jeremy which indicates a large meteor is about to squish him in half. Mentally, you know that meteor is going to crush him before your Dispel is available for use.

You can use Leap of Faith to extract him. If that’s not available, drop a Pain Suppression and pray that’s enough to ward that meteor.

Find a way to move the player, if possible.

If you can’t give them a movement boost, look for a way to ensure that they survive through it.

Damage

Any debuff that inflicts damage. This could be any DoT, a delayed nuke, etc.

Your allies are about to experience some large dents in their health pool. You can’t get that debuff off of them. Your only option is to brute force heal the players through it until the debuff expires on it’s own. If you don’t think your rate of healing can level off or offset the rate of damage, then resort to a cooldown. Guardian Spirit is a perfect insurance spell.

Speaking of bugs, I’m not sure if this is intended or not. The 8 second cooldown on Purify only triggers if a negative debuff is removed. I can spam Purify on myself without any debuffs without tripping the 8 second cooldown.

Or is that intended? I can’t remember.

Black Markets in Pandaria!

Black Markets in Pandaria!

Just saw news of this. There’s a Black Market in the game.

They sell really expensive, random stuff. Apparently the Black Market has stuff like:

  • Tier 3 gear
  • Mounts like Ashes of Alar
  • Pets
  • Really rare, hard to find crafting recipes

In other Priest changes:

I will now use Glyph of Lightspring instead. Nice addition! No more having to forcibly remind people to click the damn Lightwell!

Glyph of Val’kyr is now going to be on my number one list of minor glyphs to add to my Priest. I am pleased!

Et toi? (And you?)

Spirit Shell Change: Burst Bubble Spam!

Spirit Shell Change: Burst Bubble Spam!

Spirit Shell: For the next 15 sec, your Heal, Flash Heal, Greater Heal, and Prayer of Healing no longer heal but instead create absorption shields that last 15 sec.

Cool! Not less than half a day since I posted that we were expecting Spirit Shell changes, they went and changed up the design of it entirely. In terms of absorb values, my guess is that they’re going to be a 1:1 value. So if you heal for 10000, you’ll be creating shields for 10000.

Instead of a spell that directly creates a shield, they’ve given us an ability that turns most of our healing spells into shield spells. Interesting design change. Can’t wait to try it in action. At least we now have a clear toggle between the times when we need to restore health and the times to create shields. Nifty ability though because even if the raid is at near full health, Disc priests can easily toggle Spirit Shell on and blanket the raid with shields and add that extra health buffer to everyone.

I suppose this is one way to shield spam the raid!

And as promised, Rapture removes the cooldown on Power Word: Shield.

Oh Chakra, How You’ve Changed

Oh Chakra, How You’ve Changed

Keybinds.

So many keybinds.

Another expansion means more new spells and abilities and we’re gradually running out of keys to use. Chakra’s been split three ways now. As you know, the corresponding bonus you get from Chakra is decided base on what spell you use immediately after Chakra has activated.

Now you can just activate whichever Chakra you want by hitting a button.

So on the one hand, that’s nice because you don’t have to rely on spell selection anymore to get the Chakra you want.

Question: No more fat fingering the wrong spell and being in the wrong Chakra stance. Hands up! How many times did mistakenly  you hit Prayer of Mending after casting Chakra and being in Chakra: Sanctuary instead of being in Chakra: Serenity specifically for a phase?

On the other hand, now I have to find a way to free up more keys for the individual Chakra bonuses. I figure I can just stick to Chakra: Serenity and Chakra: Sanctuary. Not sure how often I’d use Chakra: Chastise unless I’m leveling.

Priest talent: Mindbender

Priest talent: Mindbender

Really quick, my earlier post about Atonement is no longer accurate. Atonement is now a baseline, Discipline ability. It’s no longer a glyph and Holy has no access to it anymore. Edit: Discipline has access to Atonement at level 60.

Mindbender
40 yd range
4 min cooldown

Creates a Mindbender to attack the target.  Caster receives 6% mana when the Mindbender attacks. Damage taken by area of effect attacks is reduced. Lasts 15 sec.

It’s literally a flying squid. And it sucks the mana out of opponents. Not sure if this is a placeholder model or not, but I rather like it.  Now that the level 45 talents are seemingly finished, which one of the three talents would you choose?

I’m not actually sure which one of these I would take. My default choice will most likely be From Darkness, Comes Light. I really like having those free, instant Flash Heals. Not exactly the most reliable and there’s an heavier emphasis on procs. Can’t ignore the benefits of Mindbender though. A 4 minute cooldown means it can be used twice on most raid encounters.

Atonement Priests in Mists

Atonement Priests in Mists

Edit: As of build 15640, Atonement is no longer a glyph or a talent. It appears to be a baseline ability built into Discipline and will not be accessible to Holy. Discipline Priests will learn it at level 60.

Plan on going Atonement? The process has changed.

For starters, Atonement isn’t something you talent into anymore. Instead, all the relevant abilities are located in your glyphs (See the above screenshot).

Atonement presently takes up a Major glyph slot. For it to continue being a strong style of healing for Priests, you’ll need to grab Glyph of Smite. You could grab Glyph of Holy Fire but it doesn’t seem to be as important. In order to be an Atonement priest, you must have the Atonement glyph and the Smite glyph. The Holy Fire glyph makes the spell instant but might not be a necessity depending on the encounters.

Not quite sure how I feel about moving Atonement from talents to glyphs. I understand what the move was made: So that Priests could really pick out their talents without feeling they had to force themselves down one route. At the same time though, limiting it to a glyph means that Atonement Priests don’t have as much flexibility either when it comes to glyph selection. I’d wager that you’d still have to grab Archangel in order to remain competitive.

The bright side is that you can go Atonement as Holy.  Chakra: Chastise increases the potency even further.

That third glyph slot?

You could go with the Glyph of Circle of Healing or Glyph of Penance as your two spec stapes.

There hasn’t been much change to the style of healing. If you’re comfortable playing Atonement right now, you should have no difficulties heading into the expansion. At least you can set up a specific glyph page just for Atonement.

Leveling as Smite spec? Still good to go (I’ve been doing it from 85 – 87).

Will you be giving Atonement a shot in Mists?

Priest 87 Ability: Spectral Guise

Priest 87 Ability: Spectral Guise

Spectral Guise is the current spell all Priests gain at level 87. as a talent at level 60.

Spectral Guise
30 sec cooldown

Your shadow blurs into the darkness, leaving your true form behind. As a shadow you are invisible, but remain in combat. Lasts 6 sec or until your true form is hit by 3 direct attacks.0

It seems much more suited towards PvP action than anything else. I can see it coming in handy for PvE stuff while you’re questing or if you’re one of the few people left alive in engagement.

What would help improve this illusion is if my clone taunted or if it casted a placebo spell dependant on my spec (Flash Healfor 0 or Mind Flay for 0).

Here’s a direct link to check out the video.

What do you think of Spectral Guise? Something you’d use?