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Tavari

Priest holy Guid!

3 posts in this topic

Content

1. Talents & Glyphs.
2. Spells.
3. Gear & Stats
4. Enchants, gems and consumables
5. Addons & Macros.
6. Hints and tricks.
7. Perks
8. Current BiS list.

Before I continue I want to point out that there is a difference in healing depending on the seize of your raid as a Holy Priest, I'll do my best to cover both.

1. Talents & Glyphs.

Tier 1 - The survivability tier.
Desperate Prayer, Spectral Guise and Angelic Bulwark.

For most fights, this is preference based. There are however some fights where Spectral Guise is a most to avoid certain mechanics, consult your boss guides or scroll down to the hints and tricks section of this guide.

- Desperate Prayer: Instantly healing youself for 30% of your total health on a 2 minutes cooldown, no mana cost.

- Spectral Guise - This will leave an illusion of yourself behind, and you will be stealthed for up to 6 seconds, or until you are hit by 3 times.

- Angelic Bullwark - Anytime a damaging attack brings you below 30% health, you gain an absorption shield equal to 20% of your total health lasting for 20 seconds. This effect cannot occur more than once every 90 seconds

Tier 2 - Mobility tier.
Body and Soul, Angelic Feathers and Phantasm.

This is tier is based on preferences, I prefer the Angelic Feathers because they give me the most mobility in PvE.

- Body and Soul: Everytime you cast Power Word: Shield or Leap of Faith on a friendly target, they will receive a 60% running speed bonus for 4 seconds.

- Angelic Feathers: Places a feather on the ground, anyone who will walk through this feather will receive a 80% run speed bonus for 6 seconds, and has a 10 second cooldown and 3 feathers in total can be dropped on the floor.

- Phantasm: Removes all the movement impairing effects on you and makes you immume for movement imparing effects for 5 seconds.

Tier 3 - The ''Mana'' tier.
From Darkness, Comes Light (FDCL), Mindbender, Solace and Instanity

This is the first talent tree that will change your play style, if you're comfortable with your mana, I advice you to use FDCL, else Mindbender or Solace and Instanity are both a good pick.

-From Darkness, Comes Light: Has a 15% chance on giving you a free of mana cost, instant cast Flash Heal whenever you cast Smite, Heal, Binding Heal, Flash Heal or Greater Heal. This has two charges.

-Mindbender: This is a different version of Shadowfiend, it has a 1 minute cooldown instead of the 3 minutes the Shadowfiend has and will last 15 seconds. It will atack 10 times, restoring a total of 13% mana per use. Picking this talent will replace the Shadowfiend spell.

-Solance and Instanity: This talent will grant us the ability: Power Word: Solace and replaces Holy Fire for Discipline and Holy Priests. It does the same as Holy Fire and is instant cast, costs no mana, and restores 1% of maximum mana on each cast. The Damage dealt by Power Word: Solace will heal a nearby friendly player within 40 yards of the target for 100% of the damage dealt (50% when healing the Priest).

Tier 4 Crowd Control tier:
Void Tendrils, Psychic Scream, Dominate Mind

Some may say this is mainly a PvP talent tier, while mostly correct, Void Tendrils and Psychic Scream have their uses.. Dominate Mind however has to my knowledge no real use in any of the WoD raids. Consult guides to see what creatures can be feared and or rooted.

Tier 5 - Throughput tier.
Twist of Faith, Power Infusion and Divine Insight.

I personally like to switch between Twist of Faith and Divine Insight.

- Twist of Faith: Increases your damage and healing by 15% for 10 seconds, each time you damage or heal a target that is below 35% health. This talent is very situational, as most of the time your team members will not drop below 35%.

- Power Infusion: This is a 2-minute cooldown that increases your spell casting speed by 20%, reduces the mana cost of all your spells by 20% and increases your damage by 5% for 20 seconds.

- Divine Insight: Grants you a 40% chance, whenever you cast Greater Heal or Prayer of Healing I, that your next Prayer of Mending will not trigger a cooldown, and that it will automatically jump to all of its targets.

Tier 6 - the spell tiers:
Cascade, Divine Star and Halo.

This tier is one of the best spell tiers, every option has their strenght and weakness. It's different per fight which spell to pick and it boils down to what suits you and your team the best. All three options can do healing and or damage. For fights where a big part of the raid is stacked up, I use Divine Star. When people are spread out I use Cascade or Halo.

-Cascade: This spell will cast on your target and then bounces to another target, each time it bounces, it will split in 2 bolts, preferring farher away targets, and never hitting the same target twice. Cascade can bounce up to 3 times. This spell is instant and has a 25 second cooldown. It is worth noting that this spell can only go from enemy to enemy or from friendly target to friendly target. This has a 1.25 second cast time.

-Divine Star: Fires a divine star that travels 24 yards, healing or damaging everybody in its path in a 6 yards range. After reaching its destination, the star returns to you, repeating the effect. This spell is instant and has a 15 second cooldown. This spell requires very good positioning and the raid to be stacked up in order to get the most use out of this spell. It is affected by diminishing returns past 6 targets.

-Halo: Causes an effect around you, which expands up to a 30-yard radius. Allies who are inside it are healed, while enemies are damaged. The highest amounts of healing/damage are received by the targets who are around the 25-yard mark. This spell is instant and has a 40 second cooldown. This is the most expensive, but biggest (when positioned correctly) healing spell of the three and is amazing if the group is spread out. It is affected by diminishing returns after 6 targets. You will probably need to use an addon to help you with positioning optimally. This now has a 1.25 second cast time

Tier 7 - the ''new'' spell tiers:
I currently prefer Words of Mending since its a cast and forget spell, the other talents aren't even worth thinking about, in my opinion.

Clarity of Purpose: Heals an ally, increased by up to 100%, based on how injured the target is.
Also heals up to 5 injured allies within 10 yards of the target for the same amount, replaces Prayer of Healing.

Words of Mending: Your healing and shielding spells casts grant you a stack of Word of Mending. When you gain 10 stacks of Word of Mending, your next targeted healing or shielding spell also casts a Prayer of Mending on them.

Saving Grace: Heals a friendly target. Reduces your absorbs and healing done by 10% for 8 seconds, stacking up to 10 times.

Glyphs:
There aren't a lot of major Glyphs that will improve our healing, there are some worth listing however:

Glyph of Guardian Spirit: Guardian Spirit increases healing on the target by an additional 200%, but no longer prevents the target's death.

Glyph of Deep Wells: Increases the total amount of charges of your Lightwell by 2. There isn't a lot of explaining to do here. But please do not confuse this glyph with the following one:

Glyph of Lightwell: Your Lightwell no longer automatically heals nearby targets, but can be clicked by players to deal 50% more healing than normal. This basically converts the Lightwell to the old version, where players needed to click it in order to receive a heal from it. Experience tells that many won't to do this for various reasons.

Glyph of Binding Heal: Your Binding Heal spell now heals a third friendly target within 20 yards, but costs 35% more mana. If you're okay on mana regen, and the tank plus melee dps are taking a beating, this glyph is a nice addition.

Glyph of Renew: Your Renew heals 33% more each time it heals, but its duration is reduced by 3 seconds. Not worth using in 25 man, since you will hardly use Renew at all there. I suggest considering this glyph if you're raiding 10 man where the spell is used more.

Glyph of Circle of Healing: Your Circle of Healing spells heals 1 additional target, but its mana cost is increased by 35%. A solid glyph in my opinion, again if you're good with mana you can safely use this glyph, especially on heavy AOE fights.

Glyph of Purification: Purify now has a maximum of 2 charges, but its cooldown is increased by 4 seconds.

Glyph of Restored Faith: Leap of Faith pulls you to your target instead of pulling your target to you.

Glyph of Praying of Mending: The first charge of your Prayer of Mending heals for an additional 60% but your Prayer of Mending has 1 fewer charge. This Glyph lowers your overall healing but you might want to consider this glyph now with the amount of PoMs being casted due to Divine Insight and Word of Mending. Some math comes into play to explain this properly:

Glyphed = 160% + 100% + 100% + 100% + 100% = 560% total healing.
Unglyphed = 100% + 100% + 100% + 100% + 100% + 100% = 600% total healing.

Spells:

In this section, I'll list the usages of spells a Holy priest has and how to use them aswell as when they need to use them.
Holy Priests have a big ''toolbox'' which are used almost often, in order to be a good healer, it's important to know it by heart.

I'll start off with the buffs:

Power Word: Fortitude: This will buff your raid or party with 10% stamina for 1 hour.

Serendipity: This is a passive buff. When you heal with Binding Heal or Flash heal, the cast time of your next Greater Heal or Prayer of Healing is reduced by 20% and mana cost reduced by 20%. Stacks up to 2 times. Lasts 20 seconds.
A buff worth tracking, especially if you're having mana problems or need to use an AOE spell quickly.

Chakras:

Simply put, Chakras increase the role that we do. Holy Priests have three different roles which are Single target healing, AOE healing (group healing) and Damage/control which is mainly used for Solo PvE or PvP. There are three different Chakras aswell, and each Chakra increases one of those roles mentioned. Every 30 seconds you can switch to a different Chakra, each grants us a different spell aswell.

Chakra: Chastise: Increases the damage done by your Shadow and Holy spells by 50%, grants a 10% chance for Smite to reset the cooldown of Holy Word: Chastise, reduces the mana costs of our offensive spells and transfpr,s your Holy Word spell back into Holy Word: Chastise which does damage on an enemy target and disorients them for 3 seconds. This has a 10 second cooldown. I only use this for solo content when I don't have a Shadow specc with me.

Chakra: Serenity: Increases the healing done by your single-target healing spells by 25%, causes them to refresh the duration of your Renew on the target, and transforms your Holy Word: Chastise spell into Holy Word: Serenty: Instantly heals the target and increases the critical effect chance of your healing spells on the target by 25% for 6 seconds. This has a 15 second cooldown. I personally don't ever switch to this in 25 man, perhaps this is just preference but I like the more AOE healing style play. However I do use this when I raid 10 man, because single target is more needed and it refreshes Renew when using single target spells.

Single target spells affected: Heal, Greater Heal, Flash Heal, Binding Heal, Holy Word: Serenity, Renew

Chakra: Sanctuary: Increases the healing done by your area of effect healing spells by 25%, reduces the cooldown of your Circle of Healing spell by 1 second each time you cast a heal and transforms your Holy Word: Chastise spell into Holy Word: Sanctuary: Blesses the ground wih Divine light, healing all within it . Only one Sanctuary can be active at any one time. This has a 40 second cooldown. This is the Chakra I actually use all the time, since in 25 man I'm more about AOE healing, this will provide me with the best boost for my skills. Sanctuary is a nice addition to either throw on the tanks and melee beneath the boss, or on the ranged if they're stacked up.

AOE-healing spells affected: Prayer of Healing, Circle of Healing, Halo, Cascade, Divine Star, Holy Word: Sanctuary, Divine Hymn.

Renew: Heals the target over time. As I already stated, a spell that's not used so much in 25 man, but recommended to keep on your team members, especially the tanks in 10 man.

Flash Heal: Heals a friendly target. This is seen as your emergency quick casting, high mana cost spell.

Heal: A slow casting spell that heals a single target. This is just a simple big heal.

Prayer of Mending (PoM): Places a spell on the target that heals them the next time they take damage. When the heal occurs, Prayer of Mending jumps to a party or raid member. A spell that you should use on cooldown, it's worth tracking the spell aswell with an addon, but I will continue about this later. It is worth mentioning that PoM will overwrite eachother, so you can't have two PoMs on you. Also this spell can jump to Hunter and Warlock pets. Now has a 1.25 second cast time.

Prayer of Healing (PoH): A powerful AOE heal that heals friendly party members within 30 yards. This is your basic AOE healing spell and also one of the most common used spells while healing. Do note that this effects party members, not random members in your raid.

Binding Heal: Heals a friendly target and the caster. This is a nice spell to use when both you and another person is taking damage, spamming this will drain your mana however, so use with caution.

Circle of Healing: (PoH) Heals up to 5 friendly party or raid members within 30 yards of the target. Prioritizes healing the most injured party members As this is an instant cast, it's nice to use on the move

Divine Hymn: Heals 5 (12 in 25 player instances) nearby lowest health friendly party or raid members for 8 seconds and increases healing done to them by 10% for 8 seconds. This is a channeling spell. Now this is your big AOE raid cooldown, use this when there is a lot of spike damage from the boss.

Guardian Spirit: Calls upon a guardian spirit to watch over the friendly target. The Spirit increases the healing received by the target by 60%, and also prevents the target from dying. This sacrifice terminates the effect but heals the target of 50% of their maximum health. Lasts 10 seconds. Castable while stunned. As said, this spell will prevent someone from dying, also increases their healing taken. This is nice to prevent a tank death, or can soak certain boss abilities that would otherwise one shot someone. Do note that Guardian Spirit has a firm cap of 200% of the casters total Healthpoint. And will not prevent a killing blow greater than that value.

Leap of Faith: You pull the spirit of the friendly party or raid target to you, instantly moving them directly in front of you. While this is very tempting to have some fun with and while I am one to often joke around with, it is a spell that has a great use and can be a life saver for others.

Shadowfiend: Creates a shadowy fiend to attack the target.

Spirit of Redemption: Upon death, the Priest becomes the Spirit of Redemption for 15 seconds. The Spirit cannot move, attack, be attacked or targeted by any spells or effects. While in this form the Priest can cast any healing spells free of cost. When the effect ends, the Priest dies. This will automatically happen when you die, do note that you can't cast Cascade, Halo or Divine Star while you're a Spirit of Redemption.

Lightwell: Creates a Holy Lightwell. Every 1 second the Lightwell will attempt to heal party and raid members lower than 50% health. Lightwell lasts for 3 minutes or untill all the heals are expended. Always place the Lightwell down, and drop it again even in combat when it expanded or the 3 minutes has passed.
Stats & Gearing:

There is a difference stat wise priority depending on the raid size, for the normal raid size you'd want Multistrike>Haste/Mastery>Intellect>Versatility>Critical Strike. When in a smaller raid group you want to focus more on Haste.


Holy Priest small group healing

You want to focus on haste, reason being is that you want extra ticks on Holy Word: Sanctuary, Renew and Lightwell but does little to spells like Circle of Healing.

Holy Priest 20-30 man

You'll want to aim for Mastery which is: Echo of Light. This causes each one of your direct heals to place a (Healing over Time) HoT on the target, healing for a percentage of the initial heal over 6 seconds. Successive applications of this HoT do stack. Don't be afraid to take some Haste as well, it's on par right now with Mastery.

Note that in small raid sizes, Mastery is of lower importance since it does not benefit from Renew.

Tier items:

Tier 17 bonuses are based around Prayer of Mending.
Additionally, with your Tier 17 bonuses, mastery is greatly increased in value because your spell selection is altered. Which makes your stat priority Spirit > Multistrike >= Mastery>Haste/Crit.

The two set for Holy: Prayer of Mending jumps to 4 additional targets.
The four set for Holy: When Prayer of Mending heals a target, you have a 20% chance to gain a stack of Serendipity.

Tier 18 bonuses are again based around Prayer of Mending. I would advice keeping tier 17 two set and get tier 18 two set since the four set for t18 just isn't worth giving up four extra PoM jumps.

The two set for Holy: You gain 2% haste for 15 sec when Prayer of Mending bounces. This effect can stack up to 3 times.
The four set for Holy: Your Prayer of Mending has a 10% chance to split when it bounces, healing an additional target nearby.


Legendary Ring

You're probally thinking or close to getting the Legendary Ring, it will be a raid use cooldown, so if you activate it, all the healers with the same ring will get the use effect as well and will be put on cooldown for everyone, so talk with your other healers when to use it the best.

Use: Awakens the powers of Etheralus rings worn by you and your allies, increasing healing and absorption done by (2500 / 100)% for 15 sec.

When this effect ends, each empowered player unleashes a burst of energy that shields your allies, absorbing damage equal to (2500 / 100)% of all healing done while empowered, divided evenly among the shielded players. (2 min shared cooldown)

Enchants, gems and consumables

If you want to raid, having enchants and gems are must have for your gear, also using food buffs, potions and flasks will enhance your preformance.

Gemming

We no longer need to look at socket colours, so you want to go for Multistrike.

Enchants
Do look at your raid size depending on what enchants you're going to use.

Weapon:
Mark of the Frostwolf - Multistrike
Mark of Shadowmoon – Spirit
You're most likely want to use Mark of Shadowmoon at the start of the tier.

Neck

Enchant Neck – Gift of Multistrike– 75 Multistrike

Cloak


Enchant Cloak – Gift of Multistrike/Breath of Multistrike(cheaper) – 100 multistrike+10% movement speed/100 multistrike

Ring

Enchant Ring – Gift of Multistrike – 50 multistrike

Consumables:

Consumables play a big role in raiding, more often in organized raids will you expected to use flasks, potions and food.

Flask will be the standard WoD Int flasks and for food you want to focus on Multistrike, Mastery or Haste gain. Consult your guild cook for names!

Addons & Macros.

I personally am not a big addon user, but I do use PoM Tracker, this lets me see who has PoM on him currently and on how many jumps the spell is.
For the Halo users: http://www.curse.com/addons/wow/halopro

MACROS!!!

A nice one I find is:

/cast [@mouseover,help,nodead][] Leap of Faith


This macro will cast Leap of Faith Icon Leap of Faith on the target your are currently mousing over, if it is a friendly target and not dead. Otherwise, it will cast Leap of Faith on your current target.

#Power Word: Solace
/cast [target=focus] Power Word: Solace


This macro will help you casting Power Word: Solace on the boss even if you're not targetting it, you do however need to put the boss on focus.


/Cast Desperate Prayer
/Cast Spectral Guise
/run local G=GetSpellInfo SetMacroSpell("60 Talents", G"Desperate Prayer" or G "Spectral Guise")


Same as the other ones, but with the lvl 60 talents! Be sure to name this macro 60 Talent, else it will not work.

If anyone else has any other nice Priest addons and Macros, feel free to leave a comment and I'll add them!

Hints & tricks:

I'll put down some tricks I use as a Priest, again if anyone has anything to add, feel free to comment it and I'll add it aswell!

1. Pre cast renew and PoM on raid members when an aoe phase is incoming and there is nobody to top up.
2. Pre cast PoH when boss is casting his aoe burst spell such that your cast finishes just as the damage comes out instead of reacting to the damage and getting there two seconds later. (Requires knowledge of boss fight/abilities)
3. Pre cast lightwell before the pull (2mins before) so that it is coming off CD in the first few minutes and you can perhaps squeeze an extra lightwell into the encounter.

Perks:

Draenor Perks are specialization-specific passive abilities gained while leveling from 90 to 100 in Warlords of Draenor, improving existing abilities. The perks are as followed:

Enhanced Chakras: Reduces the cooldown on your Chakras by 20 seconds.

Enhanced Focus Will: Each application of Focused Will also increases your damage dealt by 5%

Enhanced Leap of Faith: Your Leap of Faith also increases your next non-periodic heal cast on that target by 50% for 10 seconds.

Enhanced Renew: Increases the duration of your Renew by 3 seconds.

 

                                                                                                 Rymnor officer from the guild

                                                                                                   Prophecy!

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Nice guides, but for what World of Warcraft expansion are they?

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This is for Warlords of Draenor idk its good  :)

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