Flipping through the various Priest spells in anticipation of MoP, I noticed something about the cooldowns. Discipline has a little more than Holy. Anyone else thinking it’s starting to look a little cooldown heavy?
The cooldown on Spirit Shell’s a minute long. DIscipline’s playstyle feels a little different now. I’d feel a little better if Spirit Shell could be switched to a stance akin to Chakra. You could toggle Spirit Shell on and off between healing and absorbs instead.
But I digress.
The main point I wanted to go with is that it feels like we’re starting to juggle a rather high amount of cooldowns now. The game isn’t quite as simple as it was before. Cooldown bloat? Seems like it’s getting there to me. Here’s what the required cooldowns for healers should be (at minimum):
- A tank save
- A raid save
- A mana replenishing save
- A class specific save
Those are all should be what’s needed. Every healer has something to help protect the tank and the entire raid with. They get an ability to help restore mana (either to themselves or to the raid). Lastly, they get one other cooldown that’s unique to their class (Lightwell, Rebirth, etc). With Discipline, you get one that makes your next spell free. You have another one that increases your healing done and gives back mana. Power Infusion would’ve belonged onto that list if it wasn’t made available to all specs.
Hope they don’t add too many more in the future.
Going to try to heal more instances and such as Discipline though. Really want to try to master that class. But I need to relearn when to use which abilities when (truest of Spirit Shell).
EDIT: I didn’t list any of the CDs accessible via talents. (Power Infusion, Cascade, etc)