Mindbender is the third level 45 talent. It was a giant question mark before, but it looks like it’s another pseudo-Shadowfiend. On a 4 minute cooldown, the Priest creates a Mindbender to attack the target and the Priest receives 6% mana back when Mindbender attacks. It’s only up for 15 seconds.
Glyph of Dark Binding: You can now cast Binding Heal, Flash Heal, and Renew without cancelling Shadowform. Nice! I’m pretty sure that’s going to be a super, OP utility glyph. I wouldn’t call it a requirement or anything yet. But if it were up to me, I’d ensure every Shadow Priest in my guild had it on progression as a just in case measure.
Glyph of Penance: Increases the mana cost of Penance by 20% but allows Penance to be cast while moving. I can accept this tradeoff.
Glyph of Fade: Your Fade ability now also reduces all damage taken by 10%. Fade just became much more attractive.
Divine Insight has changed. It’s no longer just an improved Serendipity.
When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 20% and mana cost reduced by 10%. Stacks up to 2 times. Lasts 20 sec.
Shadow of Death
When your Mind Blast deals damage, there is a 40% chance your next Shadow Word: Death will treat the target as if it were below 20% health.
When you cast Spirit Shell, there is a 40% chance your next Power Word: Shield will both ignore and not cause the Weakened Soul effect.
When you cast Greater Heal, there is a 40% chance your next Prayer of Mending will not trigger its cooldown, and will jump to each target instantly
When your Mind Blast deals damage, there is a 40% chance your next Shadow Word: Death will treat the target as if it were below 20% health.
Can’t wait for beta servers to come back online. I want to check out Mindbender. I’m sure it’ll be mind blowing.
Have to admit, I’m a little sad panda at the loss of Serendipity. Maybe they made it a base line or something but I haven’t seen anything that indicates that yet.
Tier 14 bonuses
2 piece: Reduces the mana cost of Flash Heal by 10%
4 piece: Reduces the cooldown of Penance by 4 seconds and reduces the cooldown of Circle of Healing by 4 seconds.
Last week, it was announced that talent trees would get sliced. Reason being that there was too much unnecessary crap and not enough fun talents. Most of us sort of got the idea of what they wanted to do. Include more talents that do something tangible, that we can feel or use.
Potentially free Lightning Bolt after casting a Lightning Bolt? Cool.
Gradually increasing healing by some random percentage of which you can’t really see? Not quite as exciting.
Okay, so the way I understand it, the moment you ding level 10, you get to start specializing your character. The moment you invest your first talent, you get access to a myriad of spells and abilities which define that particular tree.
Let’s use a Priest for example.
I get access to:
Holy Priest (Pushback reduction on discipline and holy spells)
I get access to:
From what I can see, no special training is required. You are well on your way to becoming that specialized priest of your choice. There won’t be any 20/21 type builds either. You need to fully invest your points down one tree before you can fork over to a different one. The rate at which you receive talents points have been roughly halved as well. Figure you get a new point every 2 or maybe 3 levels.
What do I think?
My opinion though, I’m not sure what can be done to entice players to select holy at the lower levels. I notice a few sad face Priests when they notice that Desperate Prayer is the innate spell we get. Desperate Prayer makes the most sense for balance and logistical reasons (like what’s the point of getting Circle of Healing at level 10?) At that stage of the game, you’re hardly doing much in a party anyway. At least with the prayer, you can fire off a desperate heal if you pulled one too many murlocs.
I can’t count the number of times where I could’ve easily leveled the murlocs and their huts if I had access to Desperate Prayer.
Anyway, I can certainly see the foundation of Holy taking place. I’m trying to remember what the original 41 point talent was back in vanilla (Spirit of Redemption? Lightwell?). Now if they can just somehow throw in something new in place of Renew or Empowered Healing at the first level under Holy. What would be a decent ability at that level?
Holy seems quite top heavy in the sense that any of the deeper talents could easily fulfill the role as the 31 point talent. Guardian Spirit is the current one. Circle of Healing used to be the end talent back during Burning Crusade, if memory serves. I wouldn’t mind seeing Chakra and Guardian Spirit switched. From a symbolic perspective, I think a talent like that which gives your spells nifty bonuses whenever you string them together should be an ultimate skill.
But that’s inspired from assorted limit breaks from Final Fantasy.
From a logistical and practical standpoint? It might be better off if priests get a feel for Chakra earlier in their leveling life.
The Discipline side of things looks great! Power Word: Barrier as the 31 pointer? Awesome. It appears that Discipline is destined to be the leveling spec (due to Evangelism and Archangel).
One thing I noticed is the placement of Inner Focus. At 11 points in, it will not be accessible to Holy priests. I don’t know if that’s intentional or not. Inner Focus has been one of those taken-for-granted type talents that all healing priests usually get. For it to be cut off like for those that choose the path of Holy is going to be quite the impact. Here’s hoping it gets switched with Archangel.
Anyway, I like the direction the talent condensation is going. Obviously they’re not all complete or finalized yet. Some classes still have a few placeholders or leftover talents from live that aren’t supposed to be there.
Now I don’t know about you, but I’m going to have a heck of a time figuring out which healing priest type I want to switch to. I’ll probably end up dual speccing both anyway. I might just go back to my roots and be straight up holy again in the expansion.
How are you liking the talents so far? (And it doesn’t have to be restricted to just priests either)!
At least, those are the conclusions IÃ¢â‚¬â„¢ve reached when I tried it.
On Monday night, the Conquest raiding crew was getting hammered by Kologarn. We simply could not heal raid damage of that magnitude. Some assignments were changed around and I activated my dual spec to Holy to see if I could help alleviate some of the stress.
But alas, to no avail. Being specced Holy and geared for Discipline means you rocket through your mana insanely quick. My mana pool lasted about 2 Ã¢â‚¬â€œ 3 Right Arm deaths on Kologarn before I ran out of tricks. Pots used, Shadowfiended, and Hymns were already used. This is just because of the way my augments are setup. I donÃ¢â‚¬â„¢t have enough Spirit gems and enchants. ItÃ¢â‚¬â„¢s too costly and too much of a hassle to augment when I need to switch to Holy.
So it is with a heavy heart that I used my (free) talent refunds on Tuesday. I set aside talent 1 for Discipline and talent 2 for Discipline. The basic structures were the same. Some points were allocated differently and there were a few minor changes to glyphs.
The deal with Endurance spec is that youÃ¢â‚¬â„¢re trying to stretch your mana pool to go even further than before. This involves talenting into Improved Healing for the 15% mana cost reductions to Greater Heal, Penance and Divine Hymn. The glyphs also represent the endurance method with Hymn of Hope and Flash Heal. If your Shadowfiend manages to die, you still get some mana back rather than none. This would be more of a progression spec, I think. In case your raid group loses one or two healers, the idea is that your mana supply can hold and last long enough while you compensate for their deaths until they get Rebirthed or until the boss dies. Out of the upper level Disc talents, Grace is one talent where I felt 1 talent point might be enough to maintain the buff considering the amount of heals youÃ¢â‚¬â„¢ll be dumping on the tank anyway.
With Disc AoE, youÃ¢â‚¬â„¢re still going to be focusing on one or two key tanks. But on fights with enormous amounts of AoE damage, you wonÃ¢â‚¬â„¢t be locked out entirely. Your fast Shields should be placed quickly on players who have taken damage. Your Prayer of Healing adds a HoT effect. At least you wonÃ¢â‚¬â„¢t be as handicapped during Tympanic Tantrums or anything like that.
This is the result of my experiences in Ulduar so far. ItÃ¢â‚¬â„¢s still going to be subject to some more tweaking.
Soul Warding: Reduces the cooldown of Power Word: Shield by 4 seconds and reduces the mana cost of Power Word: Shield by 30%.
Absolution: Reduces mana cost of Dispels and Disease curing spells by up to 15%.
Focused Will: Increases your spell critical effect by 3% fully talented. If you get crit, incoming damage is reduced by 4% and healing effects on you increase by 5/10/15%.
3 points can go either into Absolution or Focused Will. With the amount of cleansers and dispelers in my arsenal, I opted for the increase crit for the time being. But that might change later.
Improved Flash Heal: Must talent, I think. Reduces mana cost of Flash Heal by 15% and increases the crit chance if your targets are below half health.
Rapture: ItÃ¢â‚¬â„¢s different now. When your Shield is absorbed or dispelled, you instantly get back 2.5% of your total mana and your target gains 2% mana, 8 rage, 16 energy, or 32 runic power. Works every 12 seconds.
Blessed Resilience: For 3 points, it increases your healing effectiveness by 3%. The stronger your healing effectiveness, the better this talent will be. For the time being I opted not to get it.
Serendipity: A haste inducing talent. Requires you to Flash Heal or Binding Heal before it adds a 12% haste buff per stack up to 3 (total of 36%). Makes your next Greater Heal or Prayer of Healing faster. Note: Binding Heal used to grant 2 haste buffs per one cast. It doesnÃ¢â‚¬â„¢t do that anymore.
Test of Faith: No change here.
YouÃ¢â‚¬â„¢re going to end up with 6 talent points. You can only invest in two of the above abilities. I recommended Serendipity and Test of Faith.
Empowered Renew: Another instant healing spell added to Priests. The closest thing I can think of is that itÃ¢â‚¬â„¢s an inverse Lifebloom. Instead of tick, tick, tick, BOOM! It becomes BOOM! Tick, tick, tick.
Look at this blue post below. It appears that Priests are about to get additional sweeping changes to the class.
We have some exciting changes planned for priests. Many of them will make it in 3.1 (Ulduar). We hope to have them finalized enough to be able to announce some in the next couple of weeks, but that date might not work out for a number of reasons. The community has a way of overlooking all those caveats such as Ã¢â‚¬Å“at this timeÃ¢â‚¬Â or Ã¢â‚¬Å“assuming nothing changesÃ¢â‚¬Â and suddenly we are Ã¢â‚¬Å“breaking promises.Ã¢â‚¬Â
Source: Two Non-QQ QUestions for the Devs
I donÃ¢â‚¬â„¢t plan on being a cynic. I am not particularly good at being a cynic. IÃ¢â‚¬â„¢m far too hopeful and optimistic for my own good. Other bloggers are way better at that than I am. All I can say is that IÃ¢â‚¬â„¢m really looking forward to see what these changes are.
Despite all the improvements and changes made to the Discipline tree, I can tell from the amount of emails I read, tweets I get, and forum posts I peruse that there is a significant number of players who remain skeptical about the healing capability of Discipline.
A change like that doesnÃ¢â‚¬â„¢t occur overnight. A change happens like that from player to player. All it takes is for one Discipline Priest to heal a Heroic expertly. Then those 4 players that partner with them will spread the word allowing that Priest to heal for other players. Then he gets invited to raids and so forth. Being accepted as Discipline takes time.
Even I was skeptical until I tried it out myself.
I asked everyone around the table if they would feel comfortable having a Disc priest on main tank duty even with no paladin. Every one of them said yes.
HereÃ¢â‚¬â„¢s another forum post located in the same thread as the last one.
When I say we want healers to have rotations, that doesn’t necessarily mean you always press 112311231123 forever and install cooldown timers so that you don’t go insane. Some dps classes are closer to that, but dps classes in general don’t have to be as reactive to situations as do healers, so they can handle it.
What I am really getting at are things like Swiftmend and Riptide. Swiftmend is a very fun spell — IMO one of the best ones in the game. But you can’t spam Swiftmend. In fact, you have to be pretty smart about when you set it up and when you use it. And yes it has a cooldown. Riptide has a similar mechanic where you want to X when Y happens and you can come up with a lot of other examples. Riptide is fun. Swiftmend is fun. Greater Heal… eh, it does the job. But it’s not a particularly fun button to use.
Disc gets this vibe with some of their shield mechanics, Grace and Penance. I do think that Holy could use a lot more of it though. The main "interesting thing" that happens with Holy is Holy Concentration and its Improved version. That’s not bad, but we’re not sure it’s enough. I don’t think we would actually use this specific example, but imagine a talent that sped up Greater Heal’s cast time when you cast enough Flash Heals. Now you have a reason to "weave." You have a mechanic that rewards you (but doesn’t require you) to switch from one thing to another. Another idea (off the top of my head) is that CoH healed more on targets with Renew on them (this steals too much from the Resto playbooks IMO). These don’t necessarily have to be random procs or cooldowns, though sometimes these systems end up using those specific mechanics.
This is the kind of thing we’d like to do to Holy.
This is an approach that has merit. I admit I have not played my Shaman as Resto yet. Therefore, I donÃ¢â‚¬â„¢t know what itÃ¢â‚¬â„¢s like to use Riptide with its bonus effect.
I know for me when it comes to healing, I will make whatever move necessary to keep my players from dying. IÃ¢â‚¬â„¢d call it the Dominik Hasek approach since he was known for doing whatever was necessary in keeping pucks out of the net.
And the same thing applies here. As a healer, itÃ¢â‚¬â„¢s your role to do everything in your power to save. Calling it a healing rotation though implies that there should be a specific sequence of spells you should cast to best Ã¢â‚¬Å“optimizeÃ¢â‚¬Â healing done. By doing that, youÃ¢â‚¬â„¢d gain additional bonus effects of some sort if you can combo 3 Flash Heals and a Greater (as an example).
Unlike DPS players, it is not always possible for healers to to stick to a specific sequence. On my Elemental Shaman, itÃ¢â‚¬â„¢s Flame Shock, Lava Burst, and about 5 Lightning Bolts before I start it all over again (Single mob, will throw in Chain Lightning for multiple ones).
WeÃ¢â‚¬â„¢re not going to constantly use up our Global Cooldown because we might need it (although to be fair that is encounter specific).
On the other hand, I have a feeling that by implementing a change like this into the game, it may slow down some healers. IÃ¢â‚¬â„¢m referring to the decision making aspect.
Ã¢â‚¬Å“I could use this Instant heal now, or I could cast my big heal which activates my other healing increase bonus to my lesser heal but if I do that he might di- Oh crap heÃ¢â‚¬â„¢s dead.Ã¢â‚¬Â
I am totally in favor of more changes to the Priest class to add in bonuses for using specific spells after certain conditions. But I wonÃ¢â‚¬â„¢t always exercise the option to use them because of how the nature of healing is.
When I was Holy, IÃ¢â‚¬â„¢d often get Surge of Light procs. IÃ¢â‚¬â„¢d wait and watch for players to heal before I converted it to a free Smite instead. Sometimes we just donÃ¢â‚¬â„¢t have an occasion to use spells.
This is especially true when tanks have a hard time taking damage.
Do you think added bonuses from using spells at specific times is going to help you or hinder you? (DonÃ¢â‚¬â„¢t worry about the class you play. ItÃ¢â‚¬â„¢s directed to all healers).