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Tavari

Priest disc Guid!

2 posts in this topic

Table of contents:

1. General direction of the specc
2. Ability pruning and other changes from Mists of Pandaria
3. Main basics discipline notions
4. Talents. Draenor Perks
5. Glyphs
6. Stats
7. Spells and their usage for single target/aoe healing
8. Enchants
9. Gems
10. Consumables: food, flask, potions
11. Addons and macros.

1. Warlords of Draenor comes with the desire to separate priests’ healing specs even more definite, by making a lot of former common abilities exclusive to their spec. We could say that while this may simplify things for new players who might have a hard time understanding why renew is bad for discipline priests (especially when it’s worked fine for most of their leveling), it also limits a certain flexibility we had. As a part of removing “button bloat”, a lot of our abilities have been removed completely.

So where does this leave discipline as a spec this expansion? First thing to say would be that its Mists of Pandaria main strength – atonement healing (or smite healing) has been greatly reduced and will not be a main way to heal anymore. Mourned by some, cheered by others, I’m personally a bit in between – while I do think it was too strong, and reduced the specc to a mindless rotation with no real choice, its current incarnation is too weak. The changes made to smart healing (I agree smart healing was too strong across all classes and a problem) makes atonement not only weak, but also unreliable (for those unfamiliar with the changes to smart healing: “smart” heals now will target random people instead of the most hurt ones). So, good bye atonement for now, it will be used only for low damage and building evangelism – which is still important.

What is what will define us this expansion? So far it seems we have moved even deeper in the mitigation area, with a new spammable shield (via talents), and a very strong Power Word: Shield. While not as bad as in Wrath of the Lich King, mostly due to removal of rapture (and generally rapture unable to multi-proc for a while now), we are looking so far at a lot of PWS spam.

This text is a compilation of things gathered from several authors with things I didn’t find discussed somewhere else, and personal opinions (open to debate evidently). Here are the sources – for their real authors:

http://howtopriest.com/viewtopic.php?f=20&t=6229&start=20 – for the talents&glyphs/stats overview (copy pasted)

http://www.mmo-champion.com/threads/1595906-6-0-Discipline-Priest-Discussion - For the ability pruning and other changes (copy pasted/consolidated)

http://www.mmo-champion.com/threads/1606602-Disc-stat-weights - for stats and spells strength discussion (mostly for the calculator)

http://www.icy-veins.com/wow/discipline-priest-pve-healing-guide - general reading and the format of icy veins makes organizing topics a lot better than these boards so if you want a detailed and ordered reading on base discipline notions – you have it there better than I can make it here. One note I’d have myself on the icy-veins guide and that would be prioritizing crit to everything else at this stage of the expansion. While I believe crit will pull ahead in higher levels of gear when it becomes dependable, at this point mastery probably is a safer bet – in my opinion.2. Ability pruning in WoD

• Hymn of Hope has been removed.
• Heal has been removed.
• Inner Fire has been removed.
• Inner Focus has been removed.
• Inner Will has been removed.
• Rapture has been removed.
• Renew and Binding Heal is now available only to Holy Priests. Evangelism is now available only to Discipline Priests. It no longer increases damage or decreases mana cost of spells. Shadow Word: Death is now available only to Shadow Priests (Discipline and Holy Priests can add a self-damaging utility to Holy Fire through a new Major Glyph)
• Spirit Shell is now a level-75 talent, replacing Divine Insight for Discipline Priests.
• Strength of Soul has been removed.
• Train of Thought has been removed.
• Void Shift has been removed.

Ability Consolidation and Refinement

• Greater Heal has been renamed to Heal.
• Borrowed Time’s effects have been merged into baseline Power Word: Shield for Discipline Priests and has been redesigned: It now increases the Priest's stat gains to Haste from all sources by 40% for 6 seconds.
• Holy Fire now lasts 9 seconds (up from 7 seconds).
• Pain Suppression no longer reduces the target’s threat by 5%
• Focused Will now triggers from any damage taken instead of being limited to being the victim of any damage above 5% of total health or being critically hit by non-periodic attacks.
• Power Word: Shield now has a chance for a critical effect based on critical strike chance and can Multistrike based on Multistrike chance for all specializations.
• Cascade now has a 1.5-second cast time, heals for 50% less, and no longer damages enemies. Cascade’s Mana cost has been reduced by 67%.
• Divine Star’s Mana cost has been reduced by 67%, and now follows standard AoE capping rules. It now heals for 50% less, and no longer damages enemies.
• Halo now has a 1.5-second cast time (up from instant cast, see also: Instant Cast Heals), heals for 50% less, and no longer damages enemies. Halo’s Mana cost has been reduced by 67%, and now follows standard AoE capping rules (revision needed).
• Prayer of Mending from multiple Priests can now be on the same target, and can be on multiple targets from the same Priest, but the ability has a 1.5-second cast time (up from instant cast).
• Power Infusion now grants 25% Haste (up from 20%), but no longer increases damage (down from 5%).
• Twist of Fate will now only trigger from healing for Discipline and Holy Priests, and only triggers from damage for Shadow Priests.
• From Darkness, Comes Light has been split into two abilities depending on the Priest's specialization. For healing specs - Surge of Light – the proc from this talent - activation chance has been reduced to 8% (down from 15%).
• Solace and Insanity has been split into Power Word: Solace for Discipline and Holy, and Insanity for Shadow.
• Level-15 and Level-60 talent rows have swapped places.

Miscellaneous Changes

• Angelic Feathers now increases movement speed by 60% (down from 80%). If cast on players, will always prefer the casting Priest over others, then pick the player closest to the targeted location. If there are no players where it is targeted, it will still create a feather that can be picked up, as before. Additionally, when collecting multiple feathers, the duration will be extended instead of replaced; up to a maximum of 130% of base duration.
• Enlightenment is a new passive ability for Discipline Priests.: it increases the critical healing chance of Prayer of Mending by 10%, and increases stat gains to Critical Strike from all sources by 5%.
• Holy Nova is no longer available through a Major Glyph, and is instead a Discipline specialization spell. Its mana cost has been lowered and its healing increased. It is intended as the efficient area-of-effect (AoE) healing spell for Discipline Priests.
• Shadowfiend no longer restores mana.
• Mindbender now restores 0.75% mana per hit (down from 1.75% mana).
• Void Tendrils now have 10% of the Priest’s health (down from 20%), and damage dealt to the rooted target is now also dealt to the Void Tendril itself.
• Silence is now available to discipline priests : Silences the target, preventing them from casting spells for 5 sec. Non-player victim spellcasting is also interrupted for 3 sec.. Things we still have and will use on a regular basis:

1. Atonement (req. lev 34) – or healing through dps : When you deal damage with Smite, Holy Fire, Penance, Power Word: Solace, or their multistrikes, you instantly heal a nearby injured friendly target for 100% of the damage dealt. – while still here, its been greatly reduced from its powerful state in Mists of Pandaria. Smite hits now like a wet noodle, and together with smart heals now targeting random people, it makes atonement healing very unreliable and weak. You should only do it when there’s nothing much to heal really, or to build evangelism stacks.

2. Archangel (req level 50): Consumes your Evangelism, increasing your healing done by 5% for each Evangelism consumed for 18 sec - is same, but now, through a perk you will get sometimes during leveling – gains a new effect – Empowered Archangel (req. level 92+) - The next Prayer of Healing or Flash Heal that you cast after activating Archangel has 100% increased critical strike chance. This is basically a “replacement” for the old inner focus, but without the mana reduction part (though with a shorter cooldown, from 45 seconds, to the 30 seconds of Archangel). It’s very nice to put a chunk of aegis on your party, or on your tank in case of brutal dmg.

3. Penance (req . lev 10): Launches a volley of holy light at the target, causing [(100.8% of Spell power) * 3] Holy damage to an enemy or [(220% of Spell power) * 3] healing to an ally over 2 sec. As you can see, its offensive capabilities have been greatly reduced in comparison to its defensive powers, so we’ll be using it to heal a lot more often than to damage. A good thing to note is that Grace being changed (no longer has stacks), penance lost it’s ability to stack that in one go.

4. Power Word : Shield (req. level 20) – is as strong as ever, and presently one of the best tools a discipline priest has.

5. Divine Aegis (req. level 24) - Critical heals and their multistrikes create a protective shield on the target, absorbing 100% of the amount healed, instead of healing for twice as much. Lasts 15 sec. Remains the same and will continue to be a healthy slice of our healing. With Empowered Archangel, we got a tool to get it on demand.

6. Grace (req. level 45) - Increases all healing and absorption done by 30%. This actually became a “hidden buff” – and you will not see it on the target, but it’s there. The explanation from Blizzard has been that it would be “confusing” if visible. Grace will probably be used as a fine balancing tool throughout the expansion.

7. Prayer of Healing – strong and costly aoe healing, still party dependent. Has great synergy with Empowered Archangel. In opposition, Holy nova is our cheap group healing, with smaller range, but lower cost and instant.

8. Flash Heal(req. lev. 7) and Heal (former Greater Heal, req lev. 34) – do similar amounts of healing, the difference being mana cost and cast time. Basically the cut has been made more clear: fast expensive versus slow cheaper spell. None of them are particularly amazing for disc, and you will prefer Penance/PWS/CoW for single target healing most of the time, but sometimes you need to actually heal and sometimes you need to actually heal fast – so there they are.

9. Prayer of Mending (req lev. 68)– did not become more desirable as disc, and with the cast time, it’s pretty annoying. The awesome part about it is that it no longer over-writes PoMs from other priests and that it can be cast on multiple targets (as in, if you cast in on cd and the previous ones didn't expire, you will have several PoMs on people).

10. Power Word Barrier(req. lev 70): Summons a holy barrier on the target location that reduces all damage done to friendly targets by 25%. While within the barrier, spellcasting will not be interrupted by damage. The barrier lasts for 10 sec.
and Pain Suppression (req lev.58) : Reduces all damage taken by a friendly target by 40% for 8 sec. Castable while stunned.
remain our raid, respectively tank cooldowns.

11. Borrowed Time - Changed in 6.02. After casting Power Word: Shield, you gain Borrowed Time, causing you to gain 40% more of the Haste stat from all sources for 6 sec.4. Talents

Level 15: Tier 1 – Survival

• Desperate Prayer :- Heals the caster for 22% of maximum health – cooldown 2 minutes, not on the GCD. It’s basically a personal healthstone.

• Spectral Guise - On use pseudo-stealth capable of being broken if our guise is hit three times, or if we are taken out of stealth via an AOE. You cannot use this ability to negate boss damage. In previous tiers, it could negate targeted boss mechanics. You can use it to get out of combat from regular mobs.

• Angelic Bulwark- Automatic 15% of base HP shield if you are brought below 30% HP; no need to push a button. The exchange for the automatic trigger is a 10% loss when compared to Desperate Prayer. (Note: if a single blow takes you from 31% HP to 0, Bulwark is not triggered). Easiest to manage since it’s an automatic trigger.

Level 30: Tier 2 – Movement

• Body and Soul - Via the application of PW:S or a lifegrip. A targeted 60% speed increase that lasts for 4 seconds. Can be problematic if you wish to give a speed boost to a target who already has the weakened soul debuff. Easy to manage, usually you will want to couple a shield with a “kick in the !@#$” to players standing in fire, but given the fact that discipline priests rely heavily on shields to heal, weakened soul might already be on your target just when you really need the speed boost.

• Angelic Feather - Requires the use of a targeting reticle and can be used by the unintended target if another player gets too close. It provides a 60% speed increase for 6 seconds, and because there is no weakened soul debuff to worry about, can be chained together for a consistent speed buff until you are out of charges. Efficient, sort of unreliable when groups are present and harder to manage.

• Phantasm - Instead of a movement increase, it removes current movement debuffs and grants immunity to movement impairing effects thereafter for 5 seconds. More of a pvp thing.

Level 45: Tier 3 -Mana Restoration/Efficiency

• Surge of Light (SoL)- (Formerly FDCL) SoL is arguably the hardest talent to quantify the amount of mana we ‘regen’, since it mostly is a mana savings ability that relies on some amount of RNG In 5.4 FDCL has been buffed to include nearly all of our healing spells that can proc the free FH. Going into WoD, the PPM has been reduced. This talent is less desirable for Disc in most situations, as it does not proc from PWS or CoW (and unlike Holy Serendipity, it has no synergy with other spells). You can greatly increase your chances of a proc when combining this talent with DS, which is useful in 5-man and CM content. All in all, I tried it, but at maximum level I found it pretty unreliable and proccing rather rarely.

• Mindbender - The first thing to keep in mind is that this replaces Shadowfiend. If you do not spec into this, you will still have access to baseline Shadowfiend – but this one no longer restores mana. Mindbender has a 60 second cooldown, and restore 0.75% (down from 1.75% in 5.4) mana per swing. It also provides more damage than Solace. It’s easier to manage than Solace (fire and forget once per minute).

• Power Word: Solace - This replaces Holy Fire (dealing the same amount of damage) and removes the mana cost completely. It restores 2% of your total mana, applies/refreshes your evangelism stacks and heals for 100% of the damage it deals (it's under a separate spell ID than Atonement for Discipline.) As a Disc Priest, you should be regularly casting this spell. Disc has excellent synergy with this spell given it's interaction with Evangelism. Simply put, it's a mana positive smart heal. This is still a very strong talent choice, it's benefit scaling with how well you can use it on CD. It’s a bit harder to manage than Mindbender, but provides more mana is managed optimally.

Level 60: Tier 4 -Crowd Control

• Void Tendrils - This ability can be handy when you need to root a group of mobs that you raid is kiting. Rooted mobs will still melee player targets in melee range.

• Psychic Scream - Previously a standalone spell, it is now in the place of Psyfiend.

• Dominate Mind - The tried and true MC but effective on non-humanoids. Channel must be maintained to keep control of the target. There are numerous instances of mobs within dungeons and out in the world that can be MC'd. It is worthwhile if you need an additional CC. Level 75: Tier 5 – Throughput

• Twist of Fate - Increases your output after you heal players below 35%. Likely not helpful unless you are in an encounter where people are consistently below 35%. As of 6.02 does not trigger from your damaging abilities, so it is more difficult to achieve high uptimes. It also does not trigger from PW:S. Former very good choice in Mists of Pandaria, the talent is currently pretty much dead for Discipline, since given the nature of the class – lots of mitigation, if you got under 35%, you’re already in big trouble, aka if you get to use ToF, you’re doing something wrong.

• Power Infusion - Now available to all priests, not just Discipline: Infuses the Priest with power for 20 sec, increasing haste by 25% and reducing the mana cost of all spells by 20%. Strong option for both added output and mana savings. It can be used in situations where you need to cast sequential expensive/fast heals such as FH in CMs.

• Spirit Shell -Divine Insight is now replaced by Spirit Shell for Discipline priests: For the next 10 sec, your Heal, Flash Heal, and Prayer of Healing no longer heal but instead create absorption shields that last 15 sec. 1 min cooldown. Spirit Shell benefits from your mastery in that the heals being cast to apply Spirit Shell are scaling with Mastery (it does not double dip.) A very strong ability in Mists of Pandaria, it is currently not as priced: Clarity of Will replaces it for single target. Still, when massive raid damage can be predicted, spirit shell remains a decent cooldown. It’s less good in 5 mans due to Empowered Archangel giving a nice boost to Aegis. Another reason why Spirit Shell is less desirable in 5 mans is that the shields cap at 60% of the priest's health - therefor easy to cap on a single group. In order to get the most of Spirit Shell, knowledge of the encounter is needed.

Level 90: Tier 6 - AOE Healing

• Cascade - Heals 31 targets favoring targets further away. (1-2-4-8-16) No diminishing returns since the target number is finite. Likely our go-to and default choice unless a fight commands the other talent’s increased frequency or increased output. Important to note that a bounce cannot hit the same player twice and that there is a delay in the healing due to travel time (biggest effect is typically 2-3 seconds after cast). Solid option provided your raid is slightly spread out, and periodic/moderate burst is needed. You should be pre-casting this before a large raid-wide damage spike. Has the highest potential for DA generation. It’s no longer instant.

• Divine Star - Least expensive, lowest cooldown of the 3 choices. Currently the only Level 90 talent without a cast time. More mana efficient than a Prayer of Healing. Star heals for the least per cast of the three talents in this tier. Strong option provided your raid is grouped up, and constant healing is needed. Requires good positioning to maximize the spell's output. You can move to change the return pathing if needed. Otherwise, it’s currently pretty weak as far as output goes, since it received a target number cap. Useful to force Surge of Light procs.

• Halo - Most expensive, but potentially highest amount healed per cast and has the greatest burst capability. Potentially restrictive due to its high cooldown and mana cost. Requires 25 yard distance for the best output. Good selection if your raid is spread out and if large burst healing is needed or if raid damage times well with the 45 second cooldown.

Level 100: Tier 7 – Toolkit Enhancements

• Clarity of Will (CoW) - Another absorb that behaves similarly to PW:Shield but without triggering a debuff. Solid choice for spread AoE damage as you can apply it to a handful of targets before large spikes of damage. You can increase the absorb amount by recasting it at the same target (similar to how SS functions.) Very good tank healing ability, same cast time as Heal, but double the strength – so you should prefer spamming this on your tank rather than Flash Heal/ Heal. Mana cost is 5.04k, compared to Flash Heal – 6.64k and Heal – 3.2 k. This is probably the strongest talent for discipline priests. Clarity of Will can be re-applied before it is consumed/expires, but it's capped at 50% of the target health.

• Words of Mending- Causes any healing casts to grant you a stack of Word of Mending. When you reach 10 stacks your next targeted healing cast will also cast a PoM at that target. This can be situationally useful where there is a lot ticking damage such that PoM will be bouncing often and not be mostly overheal. Tried it during beta, was not impressed, but as mentioned above, some special situations of aoe ticking dmg might warrant it.

• Saving Grace- Perhaps the least interesting of the three, as well as being the most situational. Saving Grace heals a friendly target but reduces your absorbs and healing done by 10% for 8 sec, then stacking up to 10 times. If you need a big instant heal every 8 seconds (as to let the penalty drop of.) It is incredibly situational, and the debuff/cast time make it too punishing for most content.

Draenor Perks - every 2 levels after level 90 we will receive a new twist to our specific abilities, called Draenor Perks. Here are the perks for Discipline priests:

Empowered Archangel: The next Prayer of Healing or Flash Heal that you cast after activating Archangel has 100% increased critical strike chance.. This is basically a replacement for the retired Inner Focus.

Enhanced Power Word: Shield: Reduces the duration of Weakened Soul caused by your Power Word: Shield by 3 sec.

Enhanced Focused 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 sec.5. Glyphs – personally currently running with:

• Glyph of Penance: Increases the mana cost of Penance by 20% but allows Penance to be cast while moving. While the increased mana cost makes it a bad choice for proving grounds, the mobility is priceless for disc, since we basically have no strong heal on the move.
• Glyph of Weakened Soul: Reduces the duration of the Weakened Soul effect caused by Power Word: Shield by 2 sec. Exclusive with Glyph of Power Word: Shield, Glyph of Reflective Shield. – since PWS is very strong for us currently, being able to cast it more is a good thing.
• Glyph of Holy Fire: Increases the Range of your Holy Fire, Smite and Power Word: Solace spells by 10 yards. Mostly a general quality of life improvement, and easiest to swap out for specific situations. The most attractive at the moment seems the Purify Glyph instead of this one. For progress raiding, survivability ones like the Glyph of Fade will also be interesting.

From the minor glyphs, the Glyph of sha used to be the only useful one, taking mindbender off the GCD, but seems it's no longer the case. Rest are purely cosmetic.

Other glyphs available to disc (since in WoD, some glyphs are spec specific)

• Dispel Magic: Your dispel magic spell also damages your target for 487 to 732 Holy damage when you successfully dispel a magical effect. Situational useful. Potentially very strong in PvP.
• Fade: Your Fade ability now also reduces all damage taken by 10%. Very useful during progression whenever you want to decrease the amount of damage you're taking.
• Fear Ward: Reduces the cooldown of Fear Ward by 60 seconds. Again, straightforward and situational useful. Has the potential to be very useful in PvP.
• Focused Mending: Causes your Prayer of Mending to only bounce between the target and the caster. Generally a PvP glyph.
• Inquisitor: Your Holy Fire and Power Word: Solace deal 25% additional initial damage, but 20% of that damage is also dealt back to you. This is what took the place of our ability to SW: Death in PvP. Careful of one-shotting yourself if you are low on hp.
• Leap of Faith: Your Leap of Faith spell now also clears all movement impairing effects from your target. Useful in PvP or situationally in PvE.
• Levitate: Increase your movement speed while Levitating and for 10 seconds afterward by 15%.
• Mass Dispel: Causes your Mass Dispel to be potent enough to remove Magic effects that are normally undispellable. Useful in PvP.
• Power Word: Shield: 20% of the absorb from your Power Word: Shield is converted into healing. Functions as follows :100% absorb converts to 80% shield, 20% healing.
• Prayer of Mending: The first charge of your Prayer of Mending heals for an additional 60% but your Prayer of Mending has 1 fewer charge. Exclusive with Glyph of Focused Mending. Useful in PvP or during heavy tank and/or single target damage.
• Psychic Scream: Targets of your Psychic Scream now tremble in place instead of fleeing in fear. Helpful when a feared target needs to be melee'd soon; useful in PvP and PvE situationally.
• Purify: Your Purify spell also heals your target for 5% of maximum health when you successfully dispel a magic effect or disease. With our healthpools being larger with respect to the heals we cast, this has become a more attractive choice in situations where you will dispelling often.
• Purification: Purify now has a maximum of 2 charges but its cooldown is increased by 4 sec. This glyph is a must have in encounters where a dispellable debuff falling off could cause raid damage, or the timing of a dispel is critical.
• Reflective Shield: Causes 70% of the damage you absorb with Power Word: Shield to reflect back at the attacker. This damage causes no threat. This only applies to the shield you applied to yourself, not other players.
• Restored Faith: Leap of Faith pulls you to your target instead of pulling your target to you.
• Scourge Imprisonment: Reduces the cast time of your Shackle Undead by 1.0 sec.
• Shadow Magic: For 5 seconds after activating Fade, you are immune to Silence and Interrupt effects, but the cooldown of Fade is increased by 60 sec. Exclusive with Glyph of Fade.
• Smite: Your Smite spells inflicts an additional 20% damage against targets afflicted by Holy Fire, but that additional damage does not get transferred by atonement. 6. Stats - In addition to the old and known stats, we got some new secondary ones and the all new –tertiaries.

The old ones:

• Spirit – Increases the mana regen rate. Only available on specific items now, unlike in MoP. Those items are rings, neck, back and trinkets.
• Haste- Haste reduces our cast time, and increases the speed at which Heal over Time spells tick. With the removal of haste breakpoints, you get a linear benefit from haste. You get partial tickets whenever you are in between a breakpoint. Still, we don’t really have heals over time (the sill ticks from Holy fire/Solace being the only ones) – so we don’t really care about ticks, just cast time. Haste also decreases the general cooldown, so it’s useful for instant spells too.
• Mastery (Shield Discipline - Disc's Mastery: Increases the potency of all your damage absorption spells by 13%, and all of your healing by 6%.) - As Disc, our critical heals convert to absorbs, which benefit from mastery. Mastery goes hand-in-hand with critical strike. Without it, our crits are much smaller. Currently PW:S accounts for a large amount of our throughput, making Mastery a very strong stat.
• Critical Strike - Heals when they crit, heal for an additional 100%. However, crits can be RNG and consistency can be important to a healer. Because of our Divine Aegis as well as Enlightenment, Crit is still valuable.

The new ones:

• Multistrike: Grants your spells, abilities and auto-attacks the chance to activate up to two extra times at 30% of normal effectiveness.
• Versatility: A linear gain in healing, damage, and absorbs that also reduces the damage you take by 0.5% for every 1% of Versatility. A very unexciting stat.
• Bonus armor – is useless to anybody that is not a tank.

Tertiary- none of them being particularly affecting our role as a healer

• Movement Speed: Increases your movement speed.
• Indestructible Causes an item to be immune to durability damage
• Leech: Causes you to be healed for a portion of all damage and healing done
• Avoidance: Reduces the damage taken from AoE attacks.

Stat Priority – The short of it is: intellect as much as you can get, then mastery because of shield spam.

Using https://docs.google.com/spreadsheets/d/1zSs-NxSiyJORO8x3WXKmZ3AZHvkgS9RcviQLyjsyrrw/edit#gid=2065368862 - seems crit isn't as valuable as it used to be. The main explanation lies in the fact that we are currently stuck in shield spamming mode, which isn't as dependent on the crit/mastery balance as our former main source of absorbs - aegis - was. Using the above spreadsheet you can calculate stat prio for your own character using logs of various encounters, but general priority is : intellect>spellpower> mastery>haste>multistrike>crit/versatility.

You can use an addon like http://www.curse.com/search?type=addons&search=Stat+Weight+Score , with these general weights:

Intellect - 1
Spellpower - 0,9
Mastery - 0,6
Haste - 0,6 - debatable, hard to quantify
Multistrike - 0,46
Crit/Versatility - 0,42.

Spirit is hard to quantify - you will need to figure out yourself what is your safety threshold.

The accurate weights will depend on your own character and encounter, and you will have to calculate them yourself using the spreadsheet linked above, but these work as a general idea (I calculated them for myself and the differences from the spreadsheet ones were under 0,05). 7. Spells and their usage:

A good tool to see the strength and mana cost of our spells is : https://docs.google.com/spreadsheets/d/1JFPV60lgKO-rDybmzKoXaF0UDae552ApvMr93vsNzgI/edit#gid=1207425635 . It has been updated for WoD as far as I can tell, though I think it's behind a Holy Nova nerf. You will need to check the Read Me First part on the bottom of the page to see how to use it for your own character. Anyway, looking at the chart, we can see:

Single target healing:

1. Power Word: Shield is out best healing per second spell, while being pretty good in terms of mana spent too. It’s instant, it provides Borrowed Time – making it one of our strongest spells at the moment. The downside is the Weakened Soul Debuff.

2. Clarity of Will (talent) is our highest coefficient spell, making it our strongest “heal”. It’s downsides are the cast time and mana cost (2.5 sec base cast time and only a little cheaper than Flash Heal, but still close to PWS efficiency).

3. Defensive Penance – is both strong and cheap. Glyphed you can cast it on the move. Applies Grace, is an actual heal – which we need, since you can’t mitigate everything.

These 3 are your best single target spells to use and you should prefer them if possible to:

4. Flash Heal – while it gets a bonus from Empowered Archangel, it’s only other qualities are that its fast and it doesn’t have a cooldown. Otherwise, it’s not particularly strong for discipline and it costs a lot of mana. It’s got similar hps to CoW but half the hpm than CoW. Its lower hps than both PWS and defensive penance. If your tank is getting hammered and already at critical hp, use it, preferably with power infusion. You should also always use the Surge of Light procs if you are talented into that. Otherwise, not that good of a choice in terms of hps/hpm.

5. Heal – our former Greater Heal. Currently slow and weak for its cast time, with slightly less hpm than PWS and CoW – so not even our most efficient choice. If you have 2.5 seconds time to cast, you will probably prefer to cast CoW on the tank and wait for penance cd for the actual healing.

6. Offensive Penance – similar hps/hpm to Heal, unreliable target, oki to use to build evangelism stacks and do moderate triage if there’s little dmg going around.

7. Holy fire/ PW:Solace – slightly less hps than offensive penance, always use on cd for evangelism stacks and mana gains in the case of Solace. It’s instant and we could always use one of those.

8. !@#$ things to use for single target: Smite Atonement, Holy Nova, Prayer of Mending, Divine Star or Cascade. While most of the above are aoe heals, so their use is somewhere else, Smite Stands out as a truly terrible heal. Unless you really have nothing to do, there's some enrage roaming about, or forgot to build evangelism stacks via Holy Fire/Solace/Penance and you really want Archangel soon…don’t use Smite.

So, for single target healing, you will want to:

1. Low to moderate dmg: keep PWS on the tank, top when needed and not overhealing with an offensive penance, toss a Clarity of Will every now and then if PWS falls off before WS. Build evangelism stacks.
2. Moderate to high-ish dmg – keep PWS on the tank, increase the use of CoW to keep up. Use defensive Penance to top up, or Heal, so you can use Penance offensively for a bit of triage and Evangelism stacking.
3. High dmg – keep PWS on the tank, use Archangel and spam CoW, with defensive Penance on cd. If other members of the party took dmg too, Empowered Archangel+ PoH will top them up and give them a nice shield without leaving the tank completely open.
4. Very High dmg – All of the above, with Power infusion. Use Pain Suppression. Barrier can be used too as a tank cd if needed. If things went horribly wrong and your tank is at 10% hp and won’t really make it till you cast another CoW, spam Flash Heal and pray it will be over before your mana is.Aoe Healing

1. Prayer of Healing – our high hps ability (if not overhealing) – buffed by Empowered Archangel. It’s about twice and about 4 times the healing of holy nova, but with a cast time, 4 times the mana cost and a party restriction.

2. Holy Nova – has been very strong at some point during 6.0, but is currently rather weak. Good to spam on the move if people are fairly stacked and they already have weakened soul on them or for tagging mobs. Note: the calculator linked somewhere above doesn’t seem to take into consideration it’s latest nerfs and showing it stronger than it really is. Another good feat of Holy Nova seems to be a good chance to proc Surge of Light if talented into that.

3. Prayer of Mending – the cast time kinda ruined this spell for me, but if there is ticking dmg to make it bounce fully, it’s quite strong, similar to prayer of healing in output, but far more efficient.

4. Divine star – very efficient, about as strong as prayer of healing, which is kinda of a downer, considering it’s a talent with a cd. Decent in 5 mans, procs Surge of Light a lot. Target number capped since WoD, will prolly never be taken in raids.

5. Cascade – will probably be our most used talent from that tier in raid environments. Good hps/hpm if fully used, easy to manage.

6. Halo – highest healing ability we can use, but with a high mana cost and positional requirements from the raid. Will probably be used situational.

7. While PWS is not an aoe spell, spamming it on several targets pre-emptively will probably be a pretty good aoe healing tactic. If the time and conditions allow it, CoW spamming on several targets may also be a good tactic.

Depending on severity of raid dmg, we will do the following for:

1. Low Raid Wide dmg: build evangelism for when we’ll need it, mostly through Holy Fire/ Solance/Off. Penance; PWS tank and other targets that are taking dmg; CoW tank; Use Mending on cd, if there’s enough dmg to make it bounce. Last prio – Smite. Level 90 talent if not overhealing (mostly if specced into Divine Star).

2. Moderate Raid Wide dmg – same as the above, consider using Empowered Archangel with a PoH to top up and give a round of aegis if you wont need it within 30 seconds for worse conditions.

3. High Raid Wide dmg: Archangel, and use the EA proc with PoH. Spam PWS – especially if on the move. Spam CoW on priority targets. Keep Prayer of Mending on cd. Use level 90 talent if not overhealing (for 5 mans, that will be Divine Star, otherwise not really wort it). Prayer of healing when its not overhealing after doing all of the above.

4. Very High raid dmg. Archangel+Power Infusion for all of the above. PoH spam is your highest healing ability if it heals 5 targets without overhealing, but it’s also pretty costy in mana. In a raid situation, PWS blanketing while the other healers keep the raid balanced is probably a good idea, in a 5 man, you might need to jump straight to poh spamming. Generally, if you can shield damage as discipline, it’s better than to actually try and heal it, so pre-emptive PWS and even CoW spam are best to minimize PoH spam – which will hurt on mana. Use Power Word: Barrier. 8. Enchants – enchants have been heavily reworked in this expansion and simplified. We can get any secondary stat on necks, cloaks, weapons, rings – and that is pretty much it. Their names are very straightforward.

Weapon - we might be choosing spirit in the start if we struggle with mana, and crit or mastery when we are comfortable with mana:

Mark of Bleeding Hollow - Mastery
Mark of the Thunderlord - Crit
Mark of the Frostwolf - Multistrike
Mark of Shadowmoon – Spirit
Mark of Warsong - Haste

Neck – we will be choosing crit or mastery.

Enchant Neck – Gift of Mastery/Breath of Mastery (cheaper) – 75/40 mastery
Enchant Neck – Gift of Critical Strike/Breath of Critical Strike(cheaper) – 75/40 crit
Enchant Neck – Gift of Multistrike/Breath of Multistrike(cheaper) – 75/40 multistrike
Enchant Neck – Gift of Haste/Breath of Haste(cheaper) – 75/40 Haste

Cloak – we will be choosing crit or mastery

Enchant Cloak – Gift of Mastery/Breath of Mastery(cheaper) – 100 mastery+10% movement speed/100 mastery
Enchant Cloak – Gift of Critical Strike/Breath of Critical Strike(cheaper) – 100 crit+10% movement speed/100 crit
Enchant Cloak – Gift of Multistrike/Breath of Multistrike(cheaper) – 100 multistrike+10% movement speed/100 multistrike
Enchant Cloak – Gift of Haste/Breath of Haste(cheaper) – 100 haste+10% movement speed/100 haste

Ring – we will be choosing crit or mastery

Enchant Ring – Gift of Mastery/Breath of Mastery(cheaper) – 50 mastery /30 mastery
Enchant Ring – Gift of Critical Strike/Breath of Critical Strike(cheaper) – 50 crit/30 crit
Enchant Ring – Gift of Multistrike/Breath of Multistrike(cheaper) – 50 multistrike /30 multistrike
Enchant Ring – Gift of Haste/Breath of Haste(cheaper) – 50 haste /30 haste

Gemming – we will be gemming mastery or crit.

All sockets are now prismatic, so the colour doesn’t matter anymore. You can only gem secondary stats. They are also named very straightforward. There are 2 versions for each stat – a green cheap version and a blue expensive one.

Greater Critical Strike/Haste/Mastery/Multistrike/Stamina/Versatility Taladite = 50 of the respective stat
Critical Strike/Haste/Mastery/Multistrike/Stamina/Versatility Taladite = 35 of the respective stat

Meta gems have been removed
Pants threads have been removed
Shoulder enchants have been removed.
There are no more profession perks. 9. Consumables

Food – we will prefer critical strike or mastery food. Damn, those names…are not straightforward.

In WoD, food will provide only a secondary stat benefit. It can give +75 or +100 stats according to quality. Here is a full list of WoD crafted foods: http://www.wowdb.com/items/consumables/food-drink?filter-ilvl-min=100&filter-ilvl-max=100&filter-source=2 and here is a list of “looted” foods that I think come from garrison herb garden at some point: http://www.wowdb.com/items/consumables/food-drink?filter-ilvl-min=100&filter-ilvl-max=100&filter-source=8

More relevant for us:

Crafted:
Blackrock Barbecue – 100 crit
Sleeper Surprise – 100 mastery
Calamari Crepes – 100 multistrike
Frosty Stew – 100 haste
Starflower Sandwich – 75 spirit
Gorgrond Chowder – 100 versatility
Blackrock Ham/Grilled Gulper –75 crit
Braised Riverbeast/Fat sleeper cakes – 75 mastery
Fiery Calamari/Rylak Crepes– 75 Multistrike
Pan Seared Talbuk/Sturgeon Stew - 75 haste
Clefthoof Pot Roast/Salted Skulker – 50 spirit
Clefthoof Sausages/Skulker Chowder – 75 Versatility

Looted (garrison)
Fuzzy Pear – 75 mastery
Giant Nagrand Cherry – 75 critical strike
Greenskin Apple – 75 multistrike
Ironpeel Plantain – 75 versatility
O’ruk Orange – 75 haste

Feasts:
Feast of Water/Blood – gives you 75 of your highest secondary stat. (crafted)
Savage feast – gives you 100 of your highest secondary stat. (looted from garrison barn meat orders)

Flasks: In WoD, the flasks you have to choose from will be Draenic Intellect Flask (200 int) and it's improved version, Greater Draenic Intellect (250 int).

Potions: In WoD, potions remain largely unchanged other than Healthstones and profession perks share the CD. The Draenic versions are as follows:

Draenic Mana Potion: Restores between two values of mana, dependent on level used. At level 100 restores 32300 to 35700 mana.

Draenic Channeled Mana Potion: Provides the most benefit but you must channel it's full duration for max benefit.

Draenic Intellect Potion: Provides throughput boost. UI&addons

As all healers, you will need well tailored to your needs raid frames, with information regarding health pools, buffs/debuffs on targets and various other utility you might find useful. The blizzard standard raiding UI, Grid with or without Clique, Vuhdo, Healbot or any other raid frames will do fine. Keep them properly sized and clean, but showing you enough information. For a disc priest, it is good to be able to track: power word shield (yours), weakened soul (from others aswell, so you don’t clash), the new Clarity of Will shield, aegis, prayer of mending (no fear for over-writing anymore, they can stack now), tank and raid cooldowns.

Personally, I use Vuhdo, and I will explain why - however, all raiding frames have their own strengths and weaknesses.
Tools I like with Vuhdo:

- friendly but complex configuring
- shield amounts indicators: while the exact number is not shown, both the PWS and Divine Aegis icons can be configured to show a border around them, which will get consumed as the shield is absorbed. MoP updates include Spirit Shell.
- direction indicators: when you target is out of range, mousing over its name will produce an arrow pointing it its direction.

Another useful addon will be a cooldown/power-up indicator. You can use Power Auras or Weak Auras2, but others may be suitable too (like TellmeWhen). My current WeakAuras2 strings are courtesy of Derevka, who is their author: http://pastebin.com/L3NWeuWt

Very important are boss mods: you can use Deadly Boss Mods, Bigwigs or a newer one that I liked during Siege of Orgrimar - VEM (currently the project is in moderation).

A cooldown use announcer is Raelli’s Spell Announcer.

An addon for the Halo users: http://www.curse.com/addons/wow/halopro . There is also a Holy Nova sonar: http://www.curse.com/addons/wow/holy-nova-sonar - but I have not tested it (it was developed when Holy Nova was more powerful).

For those that don’t like using click-casting, mouseover macros are an old verified way of healing.

They usually have the form of :

#showtooltip
/cast [target=mouseover,help,nodead] SpellNameHere
------------------------------------------------------------------------------
If you attach it to a cooldown that you want cast instantly (without waiting for your current cast to finish), you can formulate it as:

#showtooltip
/stopcasting
/cast [target=mouseover,help,nodead] Pain Suppression

Other useful macros I use:

/show tooltip
/stopcasting
/cast !Power Word: Barrier

- This will remove some odities in barrier placing/casting if you accidentally double click.

#showtooltip
/cast mindbender
/cast shadowcrawl
/attack

This will make the little bugger teleport to its target and attack it. You can spam it if the fiend looks lost and confused.

Simple Smite Macro:

#showtooltip Smite
/cast [@mouseovertarget, harm] [@mouseover, harm] [@targettarget, harm] [harm] Smite

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*Guide, might as well correct it on every topic you've made. :P

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