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Discipline 4.0.1 Guide

Posted by Malevica on October - 6 - 2010

28th October, 2010: Updated quite a bit, having spent a couple of weeks to play around and raid. The first iteration misjudged a few aspects, particularly just how much mana we’d have and the value of Heal and talents that work with it. I think I’ve fixed that now, so it should line up better with the reality of 4.0.1.

Patch 4.0.1 is here, bringing with it some pretty big changes.

In this guide I’ll cover talents and sample specs, spell changes, stat changes, gems, enchants, glyphs and some technique pointers.

There’s still a lot of room for you to make your own choices to suit your playstyle and raid role, so engage your critical thinking skills before reading this or any guide. Also remember that this is still changing. Finally, this is aimed at level 80, not 85.
Feel free to correct me in the comments and I’ll try and keep the post updated.

 

Talent Specs

Something to remember throughout the 4.0.1 experience is that the systems we’re using are intended for level 85 rather than level 80, so if it feels a bit odd, that’s probably why.

Nowhere is this more true than in the case of talents, where you’re effectively 5 points short of where you’d like to be.

Standard 4.0.1 spec

http://www.wowhead.com/talent#bfMkrRsbcRMo0hZb:qmVdomMz

I’ve skipped Mental Agility in Tier 1, because mana is currently not a problem at all.

I’ve also put a single point in Inner Sanctum purely as filler, because I don’t see a huge need for this talent in the Wrath environment. It might prove invaluable in Cataclysm, but it’s just not valuable in WotLK.

I also skipped Strength of Soul. It’s a nice idea for a talent, but it’s essentially useless in 4.0.1 since you’ll rarely, if ever, use Heal. It’s simply ill-suited to the damage profile of the encounters.

The more straightforward omissions are Focused Will and Reflective Shield, because they’re PvP or solo talents, not raiding talents. Reflective shield only reflects damage absorbed by shields on you, and Focused Will is only useful if you’re getting physically hit, and you really shouldn’t be.

Evangelism, Archangel and Atonement, work to form the core of the Smite healing setup.
Matticus wrote about this in more depth recently, but the idea is that you can put out a good amount of healing at low cost by Smiting the boss and letting Atonement heal the tank. Pop Archangel to restore 15% of max mana whenever it’s off cooldown and Evangelism is stacked to 5.

Train of Thought – When you Smite, you reduce the cooldown of Penance by 0.5s. Assuming Smite is a 2s cast, and Penance has a 10s cooldown when glyphed, if you do nothing but Smite you can bring that Penance CD down to 8s instead. It’s not a bad talent at all.

Power Word: Barrier
The iconic spell, although currently it’s a little underpowered, since it’s used up and disappears in a very short amount of time. Use it selectively on small ground of people or location-specific effects, rather than on large raid-wide damage spikes.

Non-Smite alternative build

I had included a non-Smite build in here, but since you won’t be using Heal (so Strength of Soul is no use) and you don’t need the mana (no need for Mental Agility), realistically there isn’t anywhere to put the points freed up by dropping Atonement, Evangelism and Archangel.

I’d suggest keeping the same spec, and just using Flash Heal instead of Smiting, if you really don’t want to use Smite.

Sub-spec choices

Once you’ve got your 31 points in Discipline, you have a few choices for your sub-spec. You’ll only have 5 points to play with, so you’ll really have to choose the talents that suit your playstyle and role in raids.

In roughly descending order of interest:

Divine Fury – Reduces the cast time of Smite, Holy Fire, Heal and Greater Heal by 0.15s/0.35s/0.5s. If you’re going with the Smite/Heal healing model, this is probably your top priority. If you’re on bubble-bot duty, skip it.

Darkness – 1%/2%/3% haste. Divine Fury is more powerful for the points if you’re Smiting, so if you take that then you’ll only have 2 points left. Darkness is a good place for them though.

Empowered Healing – 5%/10%/15% healing to Flash Heal, Binding Heal, Heal and Greater Heal. I’d favour Darkness at level 80 because we use these spells so little, especially with a Smite healing model.

This is probably a good staple at 85, though.

Improved Renew – 5%/10% to your Renew. Not a Discipline talent, really.

Veiled Shadows – Reduces the cooldown of your Shadowfiend by 30s/60s. Not a good choice at 80, yet again because we just don’t need the mana.

To Smite, or not to Smite?

At the moment Smite healing is fun, different and very mana-efficient, and since you’ll be taking the points to support it in your spec anyway, I’d say give it a go.

If you really can’t stand it, then you can swap Flash Heal for Smite in your rotation for now.

 

Spell Changes

I might not touch on all of the little changes, but I’ll try and hit on the big ones.

Heal has been revamped with the goal of making it a viable filler spell at max level. It’s got the same cast time as Greater Heal, but heals for slightly less than a Flash Heal, and costs 9% of base mana compared to 28% for Flash Heal and 27% for Greater Heal.

So the new theoretical single-target heal set looks like:

Heal      Slow      Small      Cheap (9%)
Greater Heal      Slow      Large      Expensive (27%)
Flash Heal      Fast      Small      Expensive (28%)

 

However, in 4.0.1 mana is so plentiful and damage so high that a small, slow Heal simply isn’t needed. If you’re Disc with an Atonement build, you’ll use Smite instead of Flash Heal, wherever possible, or just substitute Flash Heal if you need direct healing instead.

Inner Fire hasn’t been changed much, but has had its charges removed so it’s simply a 30-minute self-buff now.

Prayer of Fortitude and Prayer of Shadow Protection have been removed because Power Word: Fortitude and Shadow Protection have been made raid/party-wide by default. What’s more, the reagent costs have been removed.
Although mana is not a problem at level 80, you might consider taking the Glyph of Fortitude as one of your minors now to avoid having to spend quite a large chunk of your precious mana to rebuff that rogue who stood in the whirlwind. There really aren’t any compelling alternatives anyway.

Power Word: Fortitude is also now equivalent to the Blood Pact buff provided by Warlocks’ Imps, and won’t stack with it or overwrite it.

Inner Focus has been given something of a revamp. It’s more restricted so now it’ll only give you a free Heal, Flash Heal, Greater Heal or Prayer of Healing (so your old Inner Focus + Divine Hymn macros are deprecated), but the cooldown has been slashed from 3 minutes to 45s.

I’m leaning towards treating this as a passive mana saving “proc” by macroing it to Flash Heal, Greater Heal and Prayer of Healing to save a big chunk of mana when it fires.

If you want to do this, here’s an example macro you could try:

#showtooltip Greater Heal
/console Sound_EnableSFX 0
/cast Inner Focus
/script UIErrorsFrame:Clear()
/console Sound_EnableSFX 1
/cast Greater Heal

Borrowed Time is down to 7%/14% from 5%/10%/15%/20%/25%. This changes the haste cap for bubble-spam. Quoting Medmal on PlusHeal:

The exact number is 830.02, so you’ll need 831 haste to be at the soft GCD cap with BT and Wrath of Air. Without Wrath of Air, the number is 1036. Remember that if you can spare the points, you can always spec Darkness to reduce these. With 3/3 Darkness and Wrath of Air, for example, the cap is only 711 (or 910, without Wrath of Air).

Power Word: Shield has had its base cooldown reduced to 3s (from 4s). Soul Warding allows you to subtract 1s/2s from this cooldown. However, you’re still limited by the global cooldown of 1.5s before haste, so it’s essentially no different to the current situation if you take 2/2 points here.

HoTs no longer clip if you refresh them just before the final tick, which is a great change. What happens instead when you overwrite an existing HoT the game allows the next scheduled tick to happen, then adds the “new” HoT time onto the end. You only get to finish the one next tick though, so unfortunately you can’t cast it a few times in succession and stack it up.

Refreshing a HoT also doesn’t reset the tick timer, so if your last tick was going to happen in 0.2s, it will occur 0.2s after you refresh the HoT as you’d expect, and the next tick will follow one tick interval after that.

Binding Heal has been changed slightly to take it back to its original positioning. In 3.3.5, Binding Heal cost almost twice as much as Flash Heal, but healed each target for slightly more than a Flash Heal. In 4.0.1 though, both cost roughly the same (BH: 1120 mana, FH: 1081 mana) and Binding Heal heals for 2 x 5k (8.9 HPM) while FH heals a single target for 8k (7.4 HPM). So if you’ll get the use out of both heals then Binding Heal is the way to go since it has better HPS and HPM, but you’ll get better performance out of Flash Heal if you’re not injured.

 

Stats

Spellpower

Spellpower is all but gone from gear, except for caster weapons (because they have a very high spellpower budget compared to any other slot), and has been converted to Intellect. You now get your spellpower directly from your Intellect, also at a 1:1 ratio.

The regen value of intellect has changed because Replenishment has been halved in effectiveness, from 1% of max mana over 5s in the 3.3.5 version to 1% of max mana over 10s in the 4.0.1 version. You may notice your regen taking a bit of a hit if you’re very Int-heavy, but as I’ve said elsewhere, mana is so plentiful that you probably won’t.

Because Intellect is now a throughput stat, taking the place of spellpower, it has become a red gem instead of yellow.

MP5 and Spirit

MP5 is gone as a stat, and every healer is getting Meditation just for picking the Holy, Discipline or Restoration tree to spend 31 points in. As a result Spirit is our only pure regen stat.

However, I’d not recommend stacking it in 4.0.1 because you just don’t need the regen at the moment. Focus on the throughput stats instead.

Haste

Because of the change to Borrowed Time I talked about earlier, if you’re continuing in the bubble-bot role Disc Priests play in current content, you’ll want to get your hands on a bit more haste. Repeating from earlier, you’ll now need 831 haste with BT and Wrath of Air, or 1036 without WoA.
If you’re having trouble, you can take points in Darkness in the Shadow tree, which will take the haste rating requirement down to 790/750/711 with WoA or 993/951/910 without it. Although given the low value of spirit at the moment, reforging that into haste should get you there.

The big change to haste itself is the way it now affects HoTs, DoTs and channelled spells. I’ve gone into a lot more detail in another post (it’s focused on level 85, but the principles are the same), but the short version is that haste reduces the time between ticks so the spell can finish early, and if you reach the point where you would be able to fit an additional half a tick in, you get an extra full tick and the duration is extended accordingly
.
For Priests that means that you get an extra Penance tick at 25% total haste (from gear, buffs and Borrowed Time combined) [on 4.0.1 Live this appears not to be the case. I got to 54.6% total haste and still only got 3 ticks. This is not what was happening on the beta, so it might be a bug], and an extra Renew tick at 12.5% and 37.5%. The table below shows the haste rating you need from your gear to reach these breakpoints:

Spell Rating with no buffs Rating with BT Rating with WoA Rating with BT and WoA
Penance 820 317 625 146
Renew (1 extra) 410 0 235 0
Renew (2 extra) 1230 676 1015 488

 

Crit

Crit chance is now also applied to HoT ticks by default, so expect to see Renew crits popping up quite a bit along with Divine Aegis bubbles.

Divine Aegis remains unchanged.

Mastery

You won’t find Mastery on gear before Cataclysm lands, but the stat is available in 4.0.1 and is quite handy to have at the moment.
The Disc Priest Mastery is Shield Discipline, which increases the potency of all your damage absorption spells by 20%. Once you start getting Mastery Rating on gear it will convert to Mastery points, and each of these will add a further 2.5% absorption.

Priority

Our stat priority in 4.0.1 is roughly the same as in 3.3.5, namely:

Int > Haste (to cap) > Spirit (until you don’t have mana problems) > Crit (if you tank heal) or Mastery (if you bubble more).

If you’re raiding ICC in the right sort of gear you won’t have mana problems, so Spirit is not valuable right now.

Reforging

Reforging is new in 4.0.1. This allows you, by talking to an NPC found in Enchanting shops, to convert up to 40% of a secondary stat (Spirit, Haste, Hit, Crit, Mastery) on an item into another secondary stat not currently found on the item. The process is fully reversible.

At the moment the main target for Reforging is turning as much Spirit as you can spare into Haste to get to the soft cap and then Mastery to bring your bubbles back up to where they used to be.

If you want or need more, especially if you’re a raid-healing Disc Priest, you might also reforge some Crit into Haste or Mastery as well.

 

Gemming

Gems have been converted automagically into their new variants. The Disc staples are affected as follows:

As for meta gems, the Insightful Earthsiege Diamond hasn’t changed, but the Ember Skyflare Diamond has had its 25 SP converted into 21 Intellect, and the 2% intellect has become 2% maximum mana.

Because of these conversions, you might find that you’ve lost your yellow gems, so putting a Reckless Ametrine in will help you meet the Insightful Earthsiege Diamond requirement.

 

Enchanting

None of the standard enchants have changed, and since SP or Int are still our top stats I see no reason to change.

 

Glyphing

Glyphing has changed dramatically with 4.0.1. You now learn glyphs by using them, and from then on they’re added to your glyphs pane for use in the future. Swapping them around requires a Vanishing Powder at level 80, and a Dust of Disappearance from 81 onwards which you’ll need to carry around, but it’s a lot easier than carrying around several stacks of different glyphs.

There are also now three types of glyphs instead of two: Prime Glyphs are the spec-defining, high-impact ones; Major Glyphs are more utility-focused but still significant; and Minor Glyphs are as unexciting as ever.
At level 80, you’ll have access to all 9 slots, 3 for each type of glyph.

Here’s the 4.0.1 glyphs for a Disc Priest, in descending order of interest.

Prime

Glyph of Penance – Mandatory. Penance has huge HPS and HPM, and anything that lets you use it more often is a must-have.

Glyph of Power Word: Shield – Not changed since 3.3.5. Still a nice glyph, and definitely a strong contender still.

Glyph of Power Word: Barrier – Since PW:B will become your emergency cooldown, your version of Divine Sacrifice, the 10% healing boost you get from this glyph is nice, especially in a raid.

Glyph of Prayer of Healing – Leaving a lingering HoT is really useful if you use PoH from time to time.

Glyph of Flash Heal – Since Flash Heal’s niche is being shifted to emergency healing this glyph might prove useful at 85, but not in 4.0.1 where heals are still large relative to health pools and people aren’t under 50% health for long.

Glyph of Renew – Changed from 3.3.5 to be a flat 10% boost to your Renew. If you use Renew this is very powerful, if you don’t then it’s not.

My top pick would be Penance. Other than that, I’d recommend Power Word: Shield and then Prayer of Healing. I’d love to recommend Power Word: Barrier, but on Live PW:B isn’t lasting very long (a couple of seconds in most cases) so using the bonus healing is tricky.

Major

As I’ve already said, Major glyphs are generally situational. Keep as many available as you can, and swap them in and out as appropriate. I’ve put some usage notes in this section.

Glyph of Dispel Magic – If you’re dispelling a lot, the healing is a nice bonus.

Glyph of Divine Accuracy – Increases your Hit chance with Smite by 18%. Pretty much mandatory if you’re using the Smite healing style, not useful (obviously) if you’re not.

Glyph of Holy Nova – Holy Nova heals the raid now (it’s range-limited only) making it much more useful than before. This glyph is a very powerful boost to the spell. I’d recommend it.

Glyph of Mass Dispel – Replaces the old Focused Power talent, making a quick MD cast available to all Priest specs rather than just Disc. I like this for convenience, but it’s not really a performance boost and definitely optional.

Glyph of Fear Ward – On bosses that fear this could prove invaluable, especially in smaller group sizes when a rotation won’t be practical. Highly situational, but if you run 10s without a Tremor Totem available this could save your bacon.

Glyph of Inner Fire – Not one to bother with in PvE, but the armour bonus will probably be very useful for PvP.

Glyph of Pain Suppression – Another PvP glyph, since stuns in PvE aren’t usually fatal.

Glyph of Psychic Scream – This one’s very interesting, making feared targets stand still rather than running away. Nice in heroics as safer emergency CC, but definitely not a raid glyph.

Glyph of Smite – Because of the lowered duration of Holy Fire from 12s to 7s, this glyph is not an especially good choice, because the HPS gain from the glyph is approximately cancelled out by the HPS loss from casting HF. It’s a positive but small HPS boost if you Smite for the entire duration, and definitely a DPS gain, but not much of one.
I wrote a bit more about this elsewhere.

Minor

Glyph of Fortitude – As I mentioned earlier, since Power Word: Fortitude is now raid-wide and its cost is quite high, this one might be a good choice to save a ton of mana rebuffing someone who dies during a fight.

Glyph of Levitate – As with WotLK, it’s one of the more practical minor glyphs.

Glyph of Fading – You might find yourself fading more than in WotLK, and some reports say this is the case, although I’ve not found this personally. You shouldn’t need it in a raid, really.

Glyph of Shackle Undead – If you need the extra 5 yards to avoid body-pulling, then grab this glyph.

Glyph of Shadow Protection – Since Shadow Protection now lasts for an hour, I see zero value in this glyph. I imagine it’ll be changed at some stage, maybe to line up with the Fortitude glyph.

Glyph of Shadowfiend – Another less-than-useful glyph, since they changed the Shadowfiend to not take AoE damage. Probably not worth the cost.

From this selection I’d pick up Fortitude and Levitate as mandatory glyphs, and then I’m picking between Shackle Undead if I’m using Shackle, or Shadowfiend if I’m not.

 

Healing Tips

The first thing to say is that generally speaking, people’s experiences with the PTR suggest that you won’t need to change too much of your healing until Cataclysm itself.
Discipline Priests did not get changed anything like as significantly as other specs, and with mana not being constrained at al in 4.0.1 there’s no particular need to change.

There’s some mileage in thinking about how you’ll include Heal in you bindings and maybe trying to establish some muscle memory, but if you try and heal Cataclysm-style in 4.0.1 you’ll struggle a lot.

Tank Healing

If you’re going the Smiting route, your baseline healing on the tank comes from Smiting the boss and letting Atonement heal the lowest-health player with 8 yards of the boss, which ought to be the tank, and using Penance, PW:S and PoM on the tank whenever they’re available. Pop Archangel when it’s at 5 stacks to get 15% of your maximum mana returned and that 15% boost to healing.
If you decide not to use the Smite mechanics, just substitute Flash Heal into the above.

If you’ve taken Train of Thought and Inner Focus, remember to watch the IF cooldown or macro it to your two expensive heals to get the most benefit from it.

The thing to be careful of is checking that Atonement is actually working. Tanks have to stand very close to be within 8 yards of the boss, so they might be out of range, or melee might be taking damage and be soaking up the Atonement heals. In these cases if you’re needed on the tanks then you’ll have to switch to healing them directly.

Raid Healing

Bubbling is still fairly viable, although you’ll want to reforge a lot of Haste and Mastery onto your gear to match the performance you used to get in 3.3.5. I’d use Flash Heal or Penance for spot heals, since mana is not a problem.

The simultaneous Rapture proc trick still works, and the internal cooldown’s reduced to 6s now, so you’ll see a lot more Rapture returns.

Power Word: Barrier ought to be a really nice cooldown like Divine Sacrifice was, but unfortunately it’s just not lasting in raids at the moment so it’s only especially useful on the melee or tanks.

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4.0.1 Druid Guide at Tree Bark Jacket

Posted by Malevica on October - 6 - 2010

4.0.1 is due pretty soon, and I’m feverishly writing up my guide for Disc Priests, hoping to have a first pass ready in the next day or two.

In the meantime, I wanted to point out in case anyone hasn’t noticed, that Keeva at Tree Bark Jacket has written an excellent guide for Resto Druids in 4.0.1.
(Update April 2012: In case anyone’s looking for some reason, TBJ is no more)

It’s been really useful for me trying to figure out what’s going to happen to my Druid, a class which will be changing quite a bit more than my Priest will. So thanks for the hard work, Keeva!

Also, thanks are due to Keeva for linking to my post on haste and quadrupling my previous daily visits record. Welcome to anyone who’s stuck around because of that!

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[Cataclysm Beta] Haste and HoTs – A Quick Example

Posted by Malevica on September - 23 - 2010

Way back in April Blizzard were talking about making Haste (and Crit) affect HoTs and DoTs. Here’s what they said:

All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).

I should point out that this also applies to channelled spells as well, which will now have the possibility to gain extra ticks just like HoTs. Penance-lovers rejoice!
Update: This appears not to be applying to Penance on Live, as of 16th of October. I don’t know if this is a bug or not, but it was working on Beta. Feel free to comment if you spot a Blue confirmation either way.

To begin with, in response to a thread on PlusHeal, I first did a quick-and-dirty test on the Beta. I tested with Renew (nominal 12s duration, 3s tick interval) with whatever haste I was standing up in (7.53% total haste), a Potion of Speed (11.52% total haste) and Borrowed Time (23.46% total haste)

If you want the raw numbers, they’re available by clicking through, but in summary:

  • The total duration does initially reduce with haste as the ticks get shorter.
  • When you get a certain amount of haste you get an extra tick and the duration jumps back up again. It’s possible for the duration to go above the nominal duration (12s in the case of Renew).
  • If you cast a HoT while under a haste effect, such as Borrowed Time, all your ticks will be hasted, not just the ones that go off while the buff is active. However, the spell tooltip and the HoT buff you get both (misleadingly) update as soon as the haste effect fades.
  • Haste rating per 1% Haste = 128.11

Breakpoints

Erdluf and Zusterke at PlusHeal pointed out that the current thinking is that you gain the extra tick whenever the difference between the nominal duration and the actual duration gets to be more than half a tick, and that this certainly can lead to the total duration exceeding the nominal duration when the extra tick is added. This is consistent with the original statement from Blizzard that the duration won’t change, on average at least.
So if you can speed up the HoT enough to fit at least half a tick in, you get a full extra tick.

Based on this, here’s where the total haste breakpoints should be for various HoTs. The reason the HoTs have different breakpoints is because they have different tick intervals and total durations.

HoT Name         Breakpoints at (total haste):
Penance         25%, 75%
Renew         12.5%, 37.5%, 62.5%, 87.5%
                 
Rejuvenation         12.5%, 37.5%, 62.5%, 87.5%
Regrowth (HoT)         16.666%, 50%, 83.333%
Lifebloom         5%, 15%, 25%, 35%, 45%, 55%, 65%, 75%, 85%, 95%
Wild Growth         7.15%, 21.43%, 35.715%, 50%, 64.285%, 78.57%, 92.855%
                 
Riptide         10%, 30%, 50%, 70%, 90%

I went back and tested this in more detail on Renew, which is a 3s tick interval, 4-tick HoT, and it does appear that the transition to an extra tick does indeed happen at the 12.5% haste point as expected. Here’s the result of a few trials I did:

Healing per mana (HPM) and Healing per cast time (HPCT)

Here’s a look at the way haste affects the total duration and numbers of ticks of various HoTs:

Note that the numbers of ticks for Rejuvenation and Renew do not include the instant heal from Gift of the Earthmother and Divine Touch respectively, since these aren’t true ticks.

What you can see in this graph is the duration of the HoT decreasing as your haste increases (not quite linearly, haste does have a bit of a curve on it because of the way it’s calculated) and then when you reach the breakpoint the extra tick is added and the duration jumps up again, to somewhere above the nominal duration.
I’ve labelled the breakpoints to indicate the total number of ticks you’ll be getting from that breakpoint onwards as you increase your haste. So looking at the line for Riptide at the top, after the first breakpoint you’ll now be getting 6 ticks instead of the standard 5.

This graph also lets you see graphically the locations of the breakpoints for the HoTs, so if the table above wasn’t clear enough, you can use the graph instead. You can see on this graph, for example, the breakpoints for Renew and Rejuvenation at total haste percentages of 12.5%, 37.5% and 62.5%.

From a healing-per-mana (HPM) and healing-per-cast-time (HPCT) point of view, you want as many ticks as possible, because each extra tick adds a chunk of healing for no extra cost in time or mana. This makes it highly desireable to get above a breakpoint. However, HPM and HPCT only change at a breakpoint.

Healing per second (HPS)

I also wanted to look at things from an different angle: healing per second. In this case, since the result is similar for every HoT, I’ve just picked out Renew/Rejuvenation as an example. (I’ve arbitrarily given each tick a value of 2k, which is about right for Renew on the beta. Look at the shape, rather than the numbers.)

The thing to notice here is that the HPS curve increases linearly while your haste increases, it doesn’t change around breakpoints. So if you’re using your HoTs for their throughput, you’re not going to see a radical difference in HPS from stepping over a “breakpoint”.

Of course, you will notice the difference between a HoT with a 10.7s duration and one with a 13.2s duration (the biggest jump in duration for Renew/Rejuvenation) when you have to spend GCDs more often to refresh your HoT, and of course refreshing a HoT less often saves mana, so you will still want to get over that breakpoint.


Updated 3rd October: Improved clarity and readability. Added more HoTs and more detail to the main graph. Included all the breakpoints in tabular form as well, for reference.

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[Cataclysm Beta] Priest Spells and Numbers

Posted by Malevica on September - 23 - 2010

With Cataclysm’s release creeping closer, I’ve started rebuilding my personal spreadsheet for my Priest, so I can better understand the spells and talents I’m using. It’s not as advanced as some of the insanely complicated ones you can find out there on the net, but I like having it to tell me:

Since I’ve spent the time generating these numbers, I figured I might as well put them up for information purposes. I’ll be doing a bit more conclusion-drawing in a later post, once I’ve had more of a chance to put this stuff into practice.

In the following, all values relate to beta build 12984, and were taken over the last 2-3days on Malevica who at level 85 had approximately 5k SP, 10% crit, 500 haste rating and 750 mastery rating, and a Disc spec with 2% Haste from Darkness (the trees have changed, so the link broke). When Cataclysm goes live you’ll probably have slightly better gear, but the general conclusions will all hold.

A final reminder that this is beta and all numbers are subject to change.

Stat Conversions

The first thing that’s needed is the set of conversion factors that let you convert ratings into percentages or points (in the case of Mastery):

Crit rating per %: 179.3134458. Haste rating per %: 128.1138737 Mastery rating per point: 179.1809524

I generated these by standing around unbuffed and untalented and slowly removing gear to generate a series of data points, and then using a linear regression to extract the conversion factor.

By way of example, here’s a graph of the results for Haste:

Haste Rating to Haste % Conversion Chart

Because of the way I chose to plot this graph, the gradient (0.0078055559) of the graph is the haste% per point of haste rating, so the haste rating required for 1% haste is 1/ that value: 1/0.0078055559 = 128.1138733501.

Spell mana costs, cast times and coefficients

Now for some information about the spells themselves.

Mana costs are typically expressed within the game as a percentage of base mana, which is your mana pool with no gear or buffs on. (This is what lets the spell costs scale smoothly with your level.)

For a level 85 Priest, base mana = 20590

Using this number, I could work out the baseline (untalented and unglyphed) spell costs, and I also verified them in-game. Here are the current numbers (Blizzard does some funky things with rounding and tooltips so I’ve left the first decimal place for calculation purposes):

Flash Heal: 5765.2; Greater Heal: 6588.8; Heal: 1853.1; Penance: 2882.6; PW:S: 3912.1; PW:B: 13383.5; Renew: 4323.9; Prayer of Healing:	7412.4

Spell coefficients are trickier to get at, and have to be worked out empirically.

When calculating how much a spell should hit for, you take the base heal amount, and add your spellpower modified by another number which can be changed to affect how spells scale with spellpower.
The basic formula is:

Heal amount = Base heal amount + (Coefficient x Spellpower)

Here are the base heal amounts and coefficients I calculated:

Flash Heal: 5649.7, 0.60391843; Greater Heal: 7532.9, 0.80590514; Heal: 2824.8, 0.30190914; Penance:	7513.4, 0.80393165; PW:S: 3906.0, 0.41800560; PW:B: 3247.4, 0.91785502; Renew: 4897.1, 0.52421638; Prayer of Healing: 3112.4, 0.33301546

These were obtained by standing untalented and unbuffed (except PW:B, for obvious reasons) and recording the average heal amounts at varying spellpower levels. Like with the combat ratings, a linear regression was used to extract the base heal value (the intercept of the graph where SP=0) and coefficient (the gradient of the graph).

Here’s the values in graph format, for those interested:

The scaling on PW:B is a bit odd, since it scales very well with spellpower. That might change as the beta goes along, but remember that having such a long cooldown on a spell allows it to be a bit more highly-powered because it can’t end up dominating at high gear levels.

Typical hits and crits

Armed with the information above, I was able to work out what a typical heal should land for. In doing this, I have also included the ability to take into account the various talents available and their effects on the spells.

To work out the average hit, I used the following general formula:

Heal amount = [Base heal amount + (Coefficient x Spellpower)] x [1 + (% effect from talent A / 100)] x [1 + (% effect from talent B / 100)] x …

Those “6% increase” type talents are multiplicative, rather than additive, so if you get 6% from Twin Disciplines and 15% from Empowered Healing, you get at 22% increase, not the 21% you might expect (1.06 * 1.15 = 1.219).
At this time I want to say a huge thank you to Blizzard for trimming some of those passive healing increase type talents, it made my life a lot easier!

Anyway, for information purposes, here are the numbers untalented:

And in a typical Disc spec:

In these and the other tables (BT) means the spell is being cast while Borrowed Time is up, (G) refers to either a glyphed version of a spell (Renew) or the glyph component of a spell (PW:S). The numbers in brackets after PoH are the number of targets the spell hits.

What I’ve included in the second table is a column of typical crits (heal x 1.5) and then a weighted average illustrating what all of your casts, a mix of hits and crits, would average out to over time.

These tables are really useful for helping with spell selection. If you have an idea of how much each spell heals for, you’re able to pick the right size for the job, and understand where they fit into the healing toolkit.

Healing per second and healing per mana

As well as raw healing amounts, healers also need to know how quickly they can crank out healing with a spell, and how mana-efficient those spells are, especially in Cataclysm.

Here are the values untalented, assuming no crits:

And once again, in a typical Disc spec:

Once again, I’ve added extra columns to the second table. The HPS and HPM columns are based on that weighted average I talked about in the previous section, and should give a better estimate of the HPS and HPM you might achieve if you consider a whole fight.

I’ve not included HPS for PW:B because it’s not a repeatable cast, and I’ve not included HPM for the Glyph of PW:S because it’s essentially cost-free.

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[Cataclysm Beta] Levelling in Cataclysm

Posted by Malevica on September - 17 - 2010

I wanted to post about this a while ago, but with testing as much of the game as possible (which is the point of the beta, after all) I’m still not quite 85 yet, but I have now done most of the levelling content.

I’ve levelled exclusively as Discipline, to see if it’s possible, and because I didn’t fancy resetting a Shadow and healing spec every time a new build gets pushed out.

How long will it take to get to 85?

The big question everyone will ask. Here’s my response.

First, a caveat: all I can offer here is an estimate. Everyone will level at a different pace depending on how focused you are, how efficient you are, how quickly you kill mobs, how much competition there is for spawns, and so on. Plus, numbers are the one thing that you cannot count on in a beta, so this all might change.
And remember I’m levelling as a non-DPS spec in partially unfinished zones without level-appropriate gear, so take all that into account too.

Just don’t complain if I’m miles out, that’s all I’m saying!

On the beta I levelled from 80-82 over two evenings, so it took maybe 4-5 hours per level. Level 82-83 was a lot slower because the XP per level jumped from around 1.7 million to around 6 million (if I’m remembering those numbers correctly), so it took me about 3 evenings to reach 83. Levels 83-84 and 84-85 require relatively similar amounts of XP as 82-83, and thus roughly the same time, although it’s taken me longer because of incomplete zones and other things being introduced into the game that I’ve been testing instead.

Overall, I’d estimate that level 85 will be within reach within about 40-50 hours of /played, which means roughly 2 weeks of real time, and you could shorten that quite a lot if you played more on the weekends, played a more suitable “levelling” spec or ignored professions, for example.

Levelling as a healing spec

Impressions
I’ve got Malevica to 84½ as Discipline and I’ve not had any problems at all until Twilight Highlands, which is because on the beta these zones aren’t itemised, so I’m behind the curve in gear; I’m still wearing quite a bit of my T10 gear. This won’t be a problem when Cataclysm goes live.
You do still need to pay attention to your HP and weave healing spells in though, which is no bad thing.

Choice of spec
I spent most of my time as a standard Disc healing spec, but I switched to a specific levelling spec as the content got harder and I haven’t been running many instances since queues are pretty horrific even as a healer.

For the levelling spec I picked up Reflective Shield, Focused Will and Atonement, as well as Evangelism and Archangel.

It looks something like this at 85. You can take your pick about which of the extra talents in Holy or Shadow to take first. I personally pushed points into Holy to speed up my Smites before putting points into Shadow, and left the Shadowfiend points for last as my mana regen started to tank at higher levels. I didn’t theorycraft the decision much though, just went with what felt right.

The foundation of levelling as Discipline is Evangelism, since every Smite you cast grants you a 4% increase to the damage of your Smite, Holy Fire and Penance (and reduces the cost by 6% per stack) so getting it stacked to 5 is vital. Holy Fire is also still powerful, so keep that on cooldown as much as possible.

You get 15s from your last Smite before Evangelism fades, so you’ll need to pull again fairly quickly if you want to avoid having to restack it.
I’ve generally tended to keep Evangelism stacked from pull to pull rather than consuming it with Archangel. It means I have to drink from time to time if I’ve needed to heal myself as well, but you could always put those points into the Shadowfiend cooldown earlier.
If you’re not going to be able to refresh your stack in time, remember to hit Archangel so you don’t waste the mana.

The other thing to bear in mind is that Power Word: Shield will proc Borrowed Time for a 15% haste increase until you cast a spell with a cast time, which means it will lower the GCD on your DoTs. So once I’ve got Evangelism’s stack refreshed, I tend to cast Power Word: Shield on myself followed by Shadow Word: Pain and Devouring Plague and finishing up with a Penance.
From there, it’s a case of throwing out a Holy Fire and Smiting until the mob is dead.

You may or may not need to use your DoTs if the mobs die fast enough. In the gear I’m in the mobs are dying as the DoTs are fading, but if you’re killing faster you could just drop the DoTs from the rotation.

Extra tips

A few more things to remember:

  • For Atonement to work, you need to be within 8 yards of the mob you’re Smiting, in order to get healed. Just bear it in mind when attacking casters!
  • Glyph of Smite
  • is really good to switch in while levelling. I also have the Divine Accuracy glyph, which helps too.

What about Holy?
I tried levelling a little as Holy on my other Priest, although she’s not got very far yet. I do like the Chakra system so far though.

The way it currently works is that you cast Chakra on yourself and then Smite your opponent, which gives you a buff that grants you 15% increased Shadow and Holy damage for 30 seconds, refreshed every time you Smite. This lets you maintain a pretty much 100% uptime if you want to.

The cooldown on Chakra is currently 1 minute though, so you can’t change your Chakra state any more often than that.

The questing experience in general

The first thing is that the zones are big. You definitely won’t be short of questing locations.

Vashj’ir and Hyjal are at roughly the same level so you can pick either one to begin with (just like Borean Tundra and Howling Fjord in WotLK). I’d recommend doing the other zone afterwards as well, because they’re both pretty cool, but you might be able to skip straight to Deepholm instead. Uldum and Twilight Highlands are the 83-85 zones, and seem to be at roughly equal level (like Storm Peaks and Icecrown in WotLK), so you have another choice of destination here.

The quest progression within the new zones is a lot more linear than it was in most of WotLK was. It’s much more like the kind of progression you got in Icecrown with the phasing, only every zone is like that.

I love this because it makes for much better story-telling, but it does mean that there are occasional bottlenecks where low respawn rates or tricky quests can hold you up (which is again why we have a beta, so we can catch these things early).
Hyjal in particular is a great use of story-telling as you work your way through the zone helping out the Earthen Ring, and it’s combined with some great use of phasing to make you feel that you’re really making a difference as you quest through the zone.

Thumbs up from me!

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