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The (Not So) Short Guide to Discipline 4.1

Posted by Malevica on April - 26 - 2011

4.1 is upon us, so here’s a quick guide to how it will affect you as a raiding Disc Priest. (This is by no means exhaustive and I reserve the right to edit it over the coming days).

Discipline Highlights

Divine Aegis duration has been increased to 15 seconds, up from 12.
Power Word: Shield duration has been reduced to 15 seconds, down from 30.

This pair of changes is intended to limit any temptation Disc Priests might feel to drift back to bubble-spamming again, particularly as gear levels and therefore mana regeneration improves. The change to PW:S’s duration should be something that most Priests won’t really notice, since I doubt many of us were blanketing the raid before this change.

The DA change is a nice improvement though. In 25-man raids there are a few occasions where maintaining DA on all 5 groups was useful, and a 12s duration made that difficult/impossible. For example, on Atramedes you could rotate PoH across each group to heal them up after Modulation and put up a protective DA bubble for the next one, this extra time allows you room to refresh it on the first groups with a follow-up PoH.

Power Word: Barrier’s cooldown has been increased to 3 minutes, up from 2, and its effect has been reduced to 25%, down from 30%.

Blacksen did a really in-depth write-up of the changes to the cooldowns across the classes that are in 4.1, so I’d direct you there if you’re interested.

The changes to PW:B (and Divine Guardian) seem intended to bring all the main cooldowns into line with each other, setting 3 minutes as the standard duration and presumably bringing the effectiveness in line as well. This probably has advantages both in terms of encounter design (where the number and strength of available cooldowns per minute is better-known to the developers, boss specials can be better-designed around this figure) and in terms of raid balance (when every cooldown is on the same interval and has approximately the same effectiveness, that removes one reason for picking one class over another).

As a Disc Priest I’m obviously slightly disappointed to be nerfed, but the change from 30% to 25% isn’t game-breaking and if that’s what it takes to better balance the raid cooldowns then I’ll trust Blizzard’s judgement on this one.

Holy Fire damage has been increased to be approximately 30% higher than Smite.
Atonement now works with Holy Fire in addition to Smite.
The direct damage portion of Holy Fire can now trigger Evangelism.
Glyph of Divine Accuracy now also affects Holy Fire in addition to Smite.

A whole raft of changes to the Atonement/Archangel/Evangelism healing style here.

The short version is that Atonement and Evangelism have been changed to incorporate Holy Fire as well as Smite: HF will heal with Atonement and the initial hit will also add a stack of Evangelism. To help facilitate this, the change to the Glyph of Divine Accuracy removes the annoying risk of wasted time (and possibly a dead tank) due to a missed HF.

These changes mean that HF should be an integral part of the AAE rotation again. The bump to the output of Holy Fire is a straight throughput increase for the rotation, and of course now that we’re casting HF routinely and without penalty the Glyph of Smite reprises its place amongst our Major Glyphs, for another flat 20% increase to the output of the AAE style.

Of course, the AAE approach still isn’t as predictable as directly healing your target when there’s multiple possible targets for the Atonement heal to land on, but where it is usable you should see significantly improved results. As an enthusiastic supporter of the AAE spec I’m rather pleased about the output buff as well as being encouraged to add an extra spell to the rotation.

The Rest

Dispel Magic can only be used on the casting priest as a baseline effect.
Discipline and Holy: Absolution (new passive) enables priests to use Dispel Magic on up to 2 harmful effects on friendly targets.

This change shouldn’t make any difference to Discipline or Holy specced Priests, but if you’re accustomed to having your Shadow brethren help with dispels in a pinch then you’ll need to rethink that from now on.

Note that this doesn’t affect our ability to offensively Dispel, regardless of spec. Not a surprise there, it wouldn’t be in keeping with Blizzard’s current direction if they narrowed the number of range of specs with offensive Dispels.

Inner Will and Inner Fire now last until canceled.

A nice quality of life change here.

OK, it’s not the biggest deal, but it’s technically a buff!

Priests now innately have 100% pushback protection from damage while channeling Divine Hymn and Hymn of Hope.

This is a much bigger deal. Even if you bubbled yourself just before starting the channel this would often not be enough to get you through without losing at least one tick of the channels, and particularly in the case of Divine Hymn this could cost a significant chunk of healing when you need it most.

As with the other raid cooldown changes I see this as a measure to normalise the effect, making it more predictable and thus better-balanced and easier to design around.

It is now possible to remove Weakened Soul effects that were a result of another priest’s Power Word: Shield through Strength of Soul.

I suppose if you had multiple Disc Priests in raids, or a particularly bubble-happy Holy Priest, this could be helpful. It’s a nice, sensible change anyway.

Mind Sear damage has been doubled.

When you have a burning desire to break the CC on those tricky trash pulls, now you can do it slightly harder 😉

Other Healers

Druid: Efflorescence has been redesigned. It creates a healing zone at the feet of a Swiftmend target, but this healing zone now restores health equal to 4/8/12% of the amount healed by Swiftmend to the three most injured targets within 8 yards, every 1 second for 7 seconds. This periodic effect now also benefits from spell haste, but the individual ticks cannot be critical effects.

In case you’d missed the memo, this is a buff to Efflorescence overall, making it like a much lighter, area-limited version of Divine Hymn. However, from our perspective as a non-Druid, we need to be aware of this change. When there are a lot of players inside the Efflorescence zone, the new version will bring up the lowest health bars but leave the higher ones alone, while the previous incarnation would have brought everyone up equally.

When it’s important to top off the group (before an Electrocute, for example), you might be better off focusing on the groups and players with the smallest health deficits rather than those most injured, since you’re now competing with yet another smart heal on the most injured players.

Shaman: Spirit Link Totem (new talent) reduces damage taken by all party and raid members within 10 yards by 10%. This lasts 6 seconds, and every second it is active the health of all affected players is redistributed among them, such that each player ends up with the same percentage of their maximum health. This counts as an Air totem and has a 3-minute cooldown.

This new raid cooldown is going to prove very interesting; Again, I’m going to refer you over to Blacksen’s End for a very detailed write-up with examples.

Spirit Link Totem is a sort of combination of PW:B and Divine Hymn, in that it both reduces damage taken and helps rescue people from the brink of death. The value of the totem very strongly depends on the nature of the damage being taken. Consider the following examples:

  1. Chimaeron’s Feud Phase – If you use it on the raid, Spirit Link Totem is essentially reduced to a 10% damage reduction here; everyone is taking similar damage and therefore their health pools will all be roughly even, leaving little room for health redistribution.
  2. Omnotron Defense System (Arcanotron) – In this case the damage from Arcane Annihilator is focused on 3 people (on 25-man) at a time, so Spirit Link Totem looks like a great tool to bring their health back up by taking a small amount from the health bars of everyone around them. However the spread-out nature of the fight, combined with the relatively small 10-yard range of the Totem, means that the effectiveness is significantly reduced.
  3. Cho’gall – Whenever Cho’gall has Flame’s Orders or high stacks of Twisted Devotion the tank will be taking unusually high damage while the raid will not. Under these circumstances, where the Totem has time for its redistribution effect to work, this can significantly reduce the net damage the tank takes by effectively spreading it out across the melee/raid.
    You might also be able to use this to good effect in the final phase if the redistribution is not affected by the healing reduction of the tentacles; I’ve not tested to see if this is the case, but if so, it opens up some interesting possibilities.

Warrior: Rallying Cry (new ability) is available from trainers at level 83. It temporarily grants the warrior and all party or raid members within 30 yards 20% of maximum health for 10 seconds. After the effect expires, the health is lost. It has no cost, no stance requirements, and is not on the global cooldown. It has a 3-minute cooldown, but also shares a cooldown with Last Stand.

You’d be well-advised to keep your eyes peeled for this one, to make sure that when it ends everyone is over 20% HP. It could be very handy, for example, on Chimaeron if the raid is in danger of dying during the Feud, or on Chimaeron Heroic to extend the final phase for a few seconds longer if people are in danger of dying to the soft enrage (Mocking Shadows) as you might be on your early attempts.

General Changes

The Dungeon Finder: Call to Arms will now identify which class role is currently the least represented in the queue, and offer them additional rewards for entering the Dungeon Finder queue and completing a random level-85 Heroic dungeon.
The least represented class icon will show within the Dungeon Finder to indicate the role that is eligible to earn the bonus reward.
Players must queue solo with the currently indicated least represented class (by the system) and complete the dungeon up to and including the final boss in order to be eligible for the bonus reward [… which may include]: gold, rare gems, non-combat pets, and (very rare) mounts.

While most of the shortages these days tend to be tank shortages, it’s quite possible that we’ll find healers in demand from time to time. It’s also possible (at least it was on the PTR) to have more than one Call to Arms active at the same time, depending on how the thresholds are set up we might see a healing Call to Arms fairly often or very rarely indeed; only time will tell.

A dead player can now be resurrected by targeting them using the Party or Raid Frame even if they have released. No more hunting for corpses.

About time too. I wonder if this will also fix the problem of someone releasing during a resurrection cast.

Conquest Points are now purchasable from the Valor Quartermasters at 250 Conquest Points per 250 Valor Points.
Honor Points are now purchasable from the Justice Trade Goods vendors at 250 Honor Points per 375 Justice Points.
Justice Points are now purchasable from the Honor Trade Goods vendors at 250 Justice Points per 375 Honor Points.

If you’re gearing a new toon then being able to spend some time in PvP and translate that time into PvE points, albeit at a 50% mark-up, could prove quite appealing. Similarly, another outlet to bleed off excess Justice points, this time into Honor points to build up a PvP set, is a welcome addition.

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Atonement Improvements

Posted by Malevica on December - 22 - 2010

Great news for those of us still loving the Atonement spec in the form of a couple of recent hotfixes.

First:

The range of the heal on Atonement has been increased to 15 yards. It has been verified to be working correctly for the priest and party/raid members.

(Source)

This is a change we’ve been calling for for a while. You stil don’t get total control over the heal if the melee are taking damage as well, but it makes it much more likely that you’ll be able to hit the tank with Atonement at all.

And second:

The healing effect from Atonement is now being effected by healing modifiers correctly.

(Source)

This means that Atonement is being buffed by both Twin Disciplines (6%) and Archangel (15%). These are multiplicative, so for every 1000 points of Smite, you get 1060 points of Atonement normally and 1219 points of Atonement under a 5-stacked Archangel.

So you can finally push the Archangel button guilt-free now, since you don’t lose the 15% bonus from dropping your Evangelism; it gets transferred to Archangel, and you can rebuild your Evangelism for a bigger buff.

However, Grace does not affect the size of the Atonement heal, according to my testing this evening. It would be nice to have this, especially for tank healing, but it’s a step in the right direction.

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Discipline Healing Tips

Posted by Malevica on December - 15 - 2010

From following the EJ Discipline Compendium discussion, and from occasionally painful experimentation, I’ve settled on some basic tricks for getting started with Discipline healing in Cataclysm.

Spec

I’ve settled on a 33/8/0 spec, although the two points in Inspiration probably ought to go in Veiled Shadows Darkness instead. I’ve taken Inspiration to help the raid out.

Those two points have come directly from dropping Strength of Soul, and I’ll explain why.

Power Word: Shield is either used on the raid to mitigate predictable damage spikes, or on the tanks to keep Weakened Soul up. In both cases, reducing the duration of Weakened Soul can actually be a disadvantage, which is why I’ve not taken any points in Strength of Soul at all.

What’s more, with Train of Thought and Inner Focus macro’d to Greater Heal, the HPM of GH and Heal are essentially the same. As long as it won’t be overhealing, GH is the heal of choice because you need fewer casts and less cast time to put out the same healing, leaving you more time to think, or to do other things.
Limited Heal casts also reduce the value of Strength of Soul.

Early theorycraft suggested putting one point in Strength of Soul and using one Heal in the rotation in order to make the best use of the Rapture internal cooldown, but all that achieves is making PW:S closer to mana-neutral. It’s not necessarily wrong, but it’s not a big win either, and that point can be used elsewhere.

Raid healing

As much as it pains me to say it, you’ll probably find it easier to just suck it up and go Holy. I succumbed last night and the difference when I’m dealing with multiple targets is night and day.

(Cue the best part of an hour resetting all my bars from Shadow, trying to figure out how to make Holy Word: Chastise work, and setting up VuhDo and PowerAuras again.)

If you’re stubborn like me and really want to stay Disc, or you need to fill in the raid healing role in a pinch, here’s some basic rules:

  • Prayer of Healing heals for basically the same as Heal on each target, but costs just under 3 times as much. So if 3 or more people will benefit from the healing, use PoH. Remember that PoH can be used with Inner Focus to save you a chunk of mana, and you can use it with Power Infusion to speed up the cast and reduce the cost significantly.
  • If only one or two people will benefit from the healing, stick to Heal/Penance. It’s slower, but more mana-efficient.
  • If you can foresee damage PW:S isn’t a bad spell to use, especially if you can make use of the Rapture internal cooldown every 6 12 seconds. You certainly can’t spread this around the way you used to though, Rapture is what makes PW:S remotely practical.
    (Incidentally, I’m looking for a decent internal cooldown monitor, preferably without having to install ForteXorcist. Suggestions welcome.)
  • Renew is quite situational. It’s not as mana-efficient as Heal/Greater Heal if you have time to cast them (for me, 2.4HPM for Renew with Inner Will vs 3.33HPM for Heal), but it’s good if you’re on the move a lot and especially if you glyph it and drop a couple of points into Improved Renew (if you’re focused on raid healing, there are points you can free up.) [Edited, thanks to Aventera for the experience].

The thing that makes Disc more difficult in a heroic dungeon, where you’re filling both the raid and tank healing roles, is that unless you’re very good at anticipating damage you’ll probably end up using much the same tools as Holy for raid healing, only they’ll all be weaker than their Holy equivalents.
Add to that the fact that you’ll have 20% less combat mana regen and probably won’t have Replenishment to make use of Disc’s bigger mana pool, and it’s not an easy ride at all.

Oredith on PlusHeal summed it up neatly:

[Disc is] definitely viable, but you’ll work harder to make it so. If you decide to go that route, no one will fault you, but just keep in mind that there’s a path of lesser resistance.

Tank healing

Tank healing is a little more straightforward for a Disc Priest. Here’s my simple decision rules:

  • Start with Prayer of Mending and Power Word: Shield before combat, as always.
  • Get Penance on cooldown as your opening heal.
  • Keep Weakened Soul on the tank, and keep Penance and Prayer of Mending on cooldown.
  • If you can use Smite/Atonement, use that as your filler with Greater Heal when you need a catch-up.
  • If you can’t use Smite/Atonement (because the tank’s too far out or the melee are stealing your Atonement heals) use Greater Heal as your filler spell, waiting to cast it until it won’t be wasted. If the tank just isn’t dipping far enough to justify a Greater Heal, either just regen some mana or look for someone else to help out.

I intend to keep persisting with Discipline, feeling it out and refining my technique. It’s more work than Holy though, so I’ll be using both specs, following that path of lesser resistance, depending on what’s best for the fight. Ultimately, my guild comes before my attachment to a single spec.

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Categories: Advice and Strategy

The First Cataclysm Raid

Posted by Malevica on December - 14 - 2010

Last night, less than a week after Cataclysm went live, my guild mustered up a 25-man raid and advanced upon the Bastion of Twilight.

Ill not keep you in suspense: we didn’t manage to kill any bosses. We were not, as they say, Prepared!

We did learn an awful lot though and I’m pretty sure we’ll get our first kill on Thursday when we go back, once we’ve got a bit more gear and experience under our belts.

Trash

My experience of the instance is still extremely limited, but I like this sort of trash. Pulls of 10 mobs make you think very carefully about what CC you have and where it needs to be applied, but there are also some genuine AoE packs mixed in to provide a bit of welcome relief.

The first few pulls were pretty messy, but it didn’t take long for everyone’s tired old CC muscles to tone up again and pretty soon we were taking down the trash without incident.

Halfus Wyrmbreaker

We got to the first boss after about 45 minutes of trash clearing, and had a look at the buffs. We had the Storm Rider, Nether Scion and Time Warden active, which is a pretty nasty combination for the first week.

Our best attempt was 39%, so we have a way to go but the strategy and execution feels pretty good now. We’ll test it out on Thursday and see, by which time we should have got a bit more gear and practice under our belts.

One lesson that came out of the Wyrmbreaker attempts is the need for communication. We were taking out the Storm Rider first, because his Shadow Nova was extremely disruptive, but we were still losing tanks despite having 4/6 healers assigned to them and only the boss and one add active.

It eventually transpired that the tank healers were switching off their assignments to cover the raid; that was why we were losing the tanks, rather than because the tank healing load was so excessive. Once we realised what was going wrong, we pulled the Time Warden along with the Storm Rider, which dropped the raid damage hugely. Even though we had 3 tanks engaged now rather than 2, they were staying up much more easily because the tank healers could focus much more on their assignment.

So healers: don’t be afraid to say if you are finding yourself healing outside your assignment a lot, it’s vital for the raid leader and/or healing lead to know where the stresses are being applied, and you probably know that better than they do.

Disc Healing

I’ve read mixed opinions on Smite healing from early experiences. From watching other healers, I definitely agree that Holy is the ‘path of least resistance’ at the moment, but I’m a stubborn sort so I’m sticking with Disc for the time being.

At the moment Disc is lacking in ‘throughput’ at current gear levels. The trouble is that with the 5-7% crit available from blue gear we’re not seeing much Divine Aegis, and without a lot of Divine Aegis procs we’re not getting much of a benefit from the Mastery on our gear either. With Disc’s absorbs being low, we’re having to heal more to make up for it, and that’s costing a lot more mana.

Holy, on the other hand, scales quite a bit better at this end of the raiding spectrum.

I intend to stick with Disc for a while though, but I’ll be swapping my offspec back to Holy again and learning how to work with the Chakra mechanics.

While I’m talking about Disc healing, Smite still seems to be suffering from range problems. 8 yards just seems to be a bit too small. I shouldn’t have to keep nagging my tank to move closer to the boss, especially when some bosses are (or have been, at least) twitchy and will overcompensate if you move too close to them.
This isn’t a problem on trash, generally, but bosses have much bigger hitboxes.

Mana and healing in general

Disc’s current shortcomings aside, I clearly have a lot to learn about the new healing model as well! I reforged as much spirit onto my gear as possible, but I still managed to chew through it very quickly, especially on the early attempts, and I’m certainly struggling to last through a 6-minute fight. That will improve though, once I get a few more 346 items to replace my 333s and below.

It’s quite difficult after two years of WotLK to get used to being stingy with heals, but it really is important not to heal when it’s not needed. I’ve put the /stopcasting back into my Greater Heal macro (which also fires Inner Focus on cooldown) so I can both boost throughput immediately and interrupt a cast if it’s going to be wasted, and I’m trying to stick to Smite/Heal/Penance until the tank is under 50% and actually needs that Greater Heal.

The thing is, you really do have to trust that the tanks aren’t going to fall over in the next 5 seconds, that you have the throughput to dig yourself out of the hole, and that your other healers are going to be landing heals as well so it’s not all on your shoulders.

Toto, I’ve a feeling we’re not in Northrend any more!

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Categories: Anecdotes

4.0.1 Guide Updated

Posted by Malevica on October - 28 - 2010

Having raided a couple of times now and seen how 4.0.1 has played out, I went back to rehash my 4.0.1 guide. I’m still getting quite a lot of hits for it, so I figure it’s a useful exercise.

All I can say is Wow! I really missed just how little use there was for Heal in 4.0.1. That unfortunate misjudgement had ended up tainting my talent spec suggestions (Strength of Soul rather loses its shine when you never cast Heal) as well as cropping up a couple more times throughout the guide.
I’ve remedied that embarrassing little problem now, thankfully, and the guide should now correspond a lot better to the actual 4.0.1 experience.

With retrospect I realise that a slow-and-small-but-cheap spell would have been tricky to shoe-horn into the existing content, but I can’t help feeling an opportunity has been missed to practise using it in a raid situation where we’re not also trying to contend with new fight mechanics at the same time.
As it is, with almost infinite mana in ICC gear you can just do what you always did, spamming Flash Heal on tanks and bubbles on the raid.

Ah well, this just postpones the learning phase, I suppose.

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Categories: Blog Stuff