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Cataclysm Holy Priest Compendium

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#1 Rosin


    Priests are great!

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Posted 04 December 2010 - 07:25 AM

Cataclysm Holy Priest Compendium

Updated for Patch 4.1


These Compendiums are now a legacy with an extensive history. The original versions by
Constantinus (Nidaba) received more than 3 million thread views. Since then, both Sinndir and Hegen
contributed substantial changes and vital updates. Now the responsibility has passed to me, and I am
finding it impossible to thank all the people who cooperated to allow me to gather this information.
Carnathagia in particular has allowed me to use his extensive theorycrafting results and conclusions
throughout most of this guide.

The Cataclysm has altered not just our world, but our tools and and the very way we look at healing itself.
None of us know how these changes will play out in practice, and at this point, poised on the edge of the
expansion, we don’t have answers to all the questions. Here are presented our best theories and
hard-won knowledge; we will learn together how to handle the changes the Cataclysm has brought. Healers
have always had a special sense of community -- our companions may fight a boss and his minions,
but we fight death itself.

= Questions and Answers=

Terms Defined

A/A: Archangel/Atonement spec
BT: Borrowed Time
CoH: Circle of Healing
DA: Divine Aegis
GCD: Global Cooldown
GS: Guardian Spirit
HC: Holy Concentration (talent, Holy tree)
HoH: Hymn of Hope
HpM: Healing per Mana, a measurement of efficiency
HpS: Healing per Second, a measurement of throughput
IF: Inner Focus
IW: Inner Will
MA: Mental Agility
PI: Power Infusion
PoH: Prayer of Healing
PoM: Prayer of Mending
PS: Pain Suppression
RSTS:Random Secondary Targeting System
SoR: Spirit of Redemption
SoS: Strength of Soul

What should I spec?

These are some suggested templates to try as we enter Cataclysm. As we gain experience,
the suggestions will be revised.

updated for 4.3:


Questions and Answers

Is Circle of Healing worth using now, given the larger health pools at 85?
Yes--with the 30% boost in 4.0.6, CoH is strong and the smart-heal component can make
a nice set-up for a PoH by healing some of the lower health targets. We will still be using it on
cooldown, or saving it for a few seconds at most.

Should I take Inspiration?
Yes--you should always take Inspiration if you might be healing a tank at any point.
This includes healing the tank group with PoH, and remember that PW:S can proc Inspiration from the
glyph heal. The 10% physical damage mitigation from Inspiration should not be underestimated.

Body and Soul - worth it, or not?
This talent can be extremely valuable and has saved many people. However if you raid with a
discipline priest who is bubbling the raid, you may find your targets already affected by Weakened
Soul. Absolutely set up your raid frames to show Weakened Soul (both your own and from other
priests). This is also the only way a priest has to dispel poison (although only for yourself).

Let’s talk about Lightwell.
Lightwell is a holy priest’s highest HpM spell but the difficulty is, as always, getting others to
use the @#$% thing.

Lightwell is the most efficient healing spell in the World of Warcraft, and the biggest throughput
increase for 1 talent point of any healer. Many of the drawbacks of this spell have been addressed.
It is now clickable from 20 yards without deselecting your target, does not need to be channeled, and
can't be reused until your current Lightwell Renew has run its duration (preventing some wasted charges
from anxious clicking). It is even usable while stunned or mid-cast (although it will interrupt a
channeled spell). It does still require your fellow raiders to use it for themselves, and its use cannot
be easily macro'd. Lightwell should be cast pre-pull with the Inner Fire buff up for the spellpower boost.
If you expect all the charges to be used and the lightwell to be consumed early in the fight, pre-cast
a short time before the pull to get the cooldown ticking, enabling you to recast the lightwell earlier.
The lightwell will disappear if the casting priest goes more than 200 yards away.

= Talents and Spells=

Talent and Spell Review

Spirit of Redemption -- Upon death, the priest becomes the Spirit of
Redemption for 15 sec. The Spirit of Redemption cannot move, attack, be attacked or targeted by any
spells or effects. While in this form the priest can cast any healing spell free of cost. When the
effect ends, the priest dies.

No longer gives us the spirit bonus, so many raiding priests are spending this talent
point elsewhere. This talent may find more use in 5-mans, where an extra 15 seconds of healing can
easily be enough to prevent a wipe. It is possible to cast Mass Ressurection in spirit form, but due
to the long cast time, timing is extremely tricky.

Chakra -- When activated, your next Heal, Flash Heal, Greater Heal, Binding Heal, Prayer
of Healing, Prayer of Mending, Mind Spike or Smite will put you into a Chakra state.

As of patch 4.1, Chakra will last until canceled, but the 30 second cooldown remains. Chakra does not
trigger a GCD when used.

Revelations -- While within Chakera: Serenity or Chakra: Sanctuary, your Holy
Word: Chastise ability will transform into a different ability depending on which state you are in.

Serenity Chakra increases the critical chance of Heal, Greater Heal, Flash Heal and Binding Heal by 10%,
and causes your direct heals to extend the duration of Renew on your target. Binding heal will refresh
renew on both the caster and target. HW:Serenity will also refresh renew on the target.

With the Revelations talent, direct healing spells change Holy Word: Chastise into into Holy Word:
Serenity, an efficient, instant cast direct heal that increases the critical chance of your healing spells
on the target by 25% for 6 seconds on that target.

Sanctuary Chakra adds a 15% multiplier to Prayer of Healing, Prayer of Mending, Holy Nova, Divine
Hymn, Renew, and Circle of Healing. In addition, the cooldown of your Circle of Healing is reduced to
8 seconds. With the Revelations talent, it changes Holy Word: Chastise into Holy Word: Sanctuary,
which creates a ground targeted healing zone with a 15 yard radius that heals all targets inside over
time for 18 seconds. The heals from Sanctuary do cause Echoes of Light and can crit. In patch 4.1
HW:Sanc recieved a 35% increase in healing and a new spell effect.

[TABLE]Chakra State:|spells to enter state:|state bonuses:|HW effects:
Serenity|Heal, Flash Heal, Greater Heal, Binding Heal |+10% crit for all direct heals, all direct heals refresh renew|instant heal, gives a +crit healing buff to target
Sanctuary |PoH/PoM |+15% renew and AOE heals, reduced CoH cooldown|ground-based aoe heal which can crit and procs mastery bonus
Chastise |Smite, Mind Spike|+15% damage from all holy and shadow spells |unchanged (instant damage and 3 second stun)[/TABLE]

Guardian Spirit -- Calls upon a guardian spirit to watch over the friendly target. The spirit
increases the healing received by the target by 40%, and also prevents the target from dying by sacrificing
itself. This sacrifice terminates the effect by heals the target of 50% of their maximum health. Lasts10 sec.

The glyph was changed for Cataclysm to be much less powerful--we will have to think hard before using this
ability now, since the cooldown is significantly longer than we had grown accustomed to.

Holy Nova -- Causes an explosion of holy light around the caster, causing X holy damage to
all enemy targets within 10 yards and healing friendly targets within 10 yards for X. Healing is divided
among the number of targets healed. These effects cause no threat.

Holy Nova is no longer confined to your group, or even your party. It will heal other members of your raid,
other players who happen to be nearby and even friendly npc's wandering past at the right moment.

Holy Word: Chastise -- Chastise the target for X Holy damage, and disorients them for 3 sec.
Each of the Holy Words has a separate cooldown, and leaving one Chakra state while the associated word is on
cooldown does not put the other Holy Words on cooldown. This means that if you wanted to (for some reason),
you could start in Heal Chakra, use HW:Serenity, cancel the Chakra and cast HW:Chastise, then enter PoH Chakra
and cast HW:Serenity, all in sequence.

Desperate Prayer--Instantly heals the caster for 30% of their total health.
With no mana cost, this talent/spell has been much improved and is well worth taking.

Surge of Light--You have a 6% chance when you Smite, Heal, Flash Heal, Binding Heal or
Greater Heal to cause your next Flash Heal to be instant cast and cost no mana.

Surge of Light can now crit, and can proc from a Flash Heal that is consuming a previous SoL proc.

Veiled Shadows -- Decreases the cooldown of your fade ability by 3/6 sec. Reduces the cooldown
of your shadowfiend by 30/60 sec.

This can be a useful regen talent.


There is a distinct gap between our obviously useful glyphs and the remainder of our
choices. Take the ones that are obvious, and fill in the rest according to your preference, or even
by the mechanics of a specific fight. With the changes to the glyph system, there is now no reason
not to view glyphs as a consumable.

Based on the idea that we have 3 prime and 3 major glyph spots, we will fill these with the
must-have glyphs first. Then options for the remaining slots are given and these can easily be
changed to suit the individual fight.

*Must-have glyphs - holy
*Renew|10% increase |[a strong choice for holy]
*Prayer of Healing|adds a HoT (20% over 6 sec)|
PW:Shield |heal for 20% of shield value |
Flash Heal|+10% crit on targets below 25%|
Guardian Spirit|reduces cooldown by 30 sec |[heavily reduced from the wrath version]
Lightwell| +5 extra charges | [useful if group members are trained to use it]

*Circle of Healing| +1 target | [must-have for raid healing]
*Prayer of Mending| 60% increased healing from first charge of PoM |[even more reason to use on cooldown]
Dispel Magic |heal for 3% of overall health (60k = 1800)|
Mass Dispel |reduce cast time by 1 sec | [very nice if you will be doing any dispelling]
Holy Nova |reduces GCD by ½ sec|
Fade |reduces cooldown for fade|
Fear Ward|reduces cooldown and duration by 60 sec |[situational and/or pvp]
Desperation |cast GS and PS while stunned | [mostly a pvp glyph]
Psychic Scream|cower, but +3 sec cooldown |[possible utility in 5-mans]
Smite|+20% damage to targets with holy fire |
Divine Accuracy |hit cap for smite |[must-have for archangel builds]

Fading|reduce mana cost by 30% |
Shadowfiend|5% max mana if it dies | [less useful now that pets have good resistance to aoe]
Levitate|no reagent | [how did we live before we had this?]
Fortitude|reduce mana cost by 50% |[less useful now after the cost reduction in 4.0.6]
Shadow Protection|increase duration by 10 min|[/TABLE]

= Item Enhancements=


[TABLE] Head|
|60 int, 35 crit
| Requires Revered with Guardians of Hyjal


| 50 int, 25 haste

| Requires Exalted with Therazane
| 30 int, 20 haste
|Requires Honored with Therazane

Cloak -- Greater Intellect |50 int
Darkglow Embroidery | proc spirit
Lightweave Embroidery | proc int
| Embroidery is Tailoring-only

Chest -- Peerless Stats | 20 all stats
Chest -- Exceptional Spirit |40 spirit
Chest -- Mighty Stats |15 all stats

Bracer -- Speed | 50 haste
Bracer -- Exceptional Spirit |50 spirit
Bracer -- Mighty Intellect | 50 int

Gloves -- Mastery | 50 mastery
Gloves -- Haste | 50 haste

Ebonsteel Belt Buckle |adds socket
Powerful Enchanted Spellthread |95 int, 80 stam
Powerful Ghostly Spellthread |95 int, 55 spirit

Boots -- Earthen Vitality |30 stam, run speed
Boots -- Haste |50 haste
Boots -- Mastery |50 mastery
Boots -- Lavawalker | 35 mastery, run speed

Ring -- Intellect |40 int
| Enchanters only

Off-Hand -- Superior Intellect |40 int
new, don't forget to enchant your off-hand! |
Weapon -- Hurricane |proc haste when casting or melee
Weapon -- Heartsong | proc spirit when casting
Weapon -- Power Torrent |proc int when casting[/TABLE]

For Holy, Heartsong will net about 40-50 more mp5 than Power Torrent. Timing shadowfiend
with a PT proc will increase the regen benefits of that enchant. For Disc it’s much closer, with
Heartsong having about 10 mp5 advantage over PT. So with good shadowfiend management
PT could be nearly equal for regen.


We are still considering socket bonuses with an eye toward what will bring us the most
overall benefit: either the bonus+mixed color gem or the pure color gem by itself.

[TABLE] | Artful Ember Topaz |20 int, 20 mastery
|Brilliant Inferno Ruby |40 int
|Potent Ember Topaz |20 int, 20 crit
|Purified Demonseye |20 int, 20 spirit
|Zen Dream Emerald |20 mast, 20 spirit
|Artful Hessonite |15 int, 15 mastery
|Brilliant Carnelian |30 int
|Fractured Alicite |30 mastery
|Reckless Hessonite |15 int, 15 haste
|Sparkling Zephyrite |30 spirit
|Zen Jasper |15 mastery, 15 spirit[/TABLE]

Meta Gems

[TABLE] |Ember Shadowspirit Diamond |54 int, +2% max mana
|Revitalizing Shadowspirit Diamond |54 spirit, 3% crit healing


Preliminary work is pointing toward Ember Shadowspirit Diamond providing greater sustained


We will be reforging crit to mastery or haste, depending on how much of each you feel
comfortable with. Holy may choose mastery or haste, Disc may want extra mastery (depending how close
to the soft cap you are).


Most professions give a bonus of +80 int.

[TABLE]Alchemy | +80 bonus on flask (choice of int or spirit)
|better proc chance from mysterious potions
|alchemist’s stone trinket (stam+mastery) could be interesting for disc
Blacksmith |+80 bonus from two extra sockets (more choices of which stat)
Enchanting |+80 int from ring enchants
Inscription |+80 int from shoulder enchant
Leatherworking |+130 int wrist enchant (in place of the usual +50 int enchant)
Tailoring |cloak enchants proc SP or mana back
Engineering |-synapse springs give SP on use, 1 min cooldown
|OR mana gulper -- extra mana back from pots
|-nitro boost (on the belt now!) can be a lifesaver,
|but now has a chance to fail spectacularly (and kill you)
|-nice starter epic helm, with cogwheel sockets (choose +208 spirit, haste or mastery)
Jewelcrafting | choice of +80 stats, but devalued when epic gems are introduced
|nice starter trinkets
Herbalism |haste cooldown from Lifeblood
Mining/Skinning | Stamina and Crit aren’t that interesting for us[/TABLE]

= Consumables=


[TABLE] |Basilisk Liverdog |90 haste

|Broiled Mountain Trout |60 haste

|Delicious Sagefish Tail |90 spirit

|Whitecrest Gumbo |60 spirit

|Severed Sagefish Head |90 int

|Pickled Guppy |60 int

|Lavascale Minestrone |90 mastery

|Salted Eye |60 mastery

|Seafood Magnifique Feast |90 useful stat

|Broiled Dragon Feast |60 useful stat

|Fortune Cookie |90 useful stat

|Goblin Barbecue |60 useful stat[/TABLE]

The feasts provide int as the useful stat, so you may want to consider bringing your own
spirit food if that is your preference.


[TABLE] |Flask of Battle (guild flask) |effect based on class and talents
|Flask of Flowing Water |300 spirit
|Flask of the Draconic Mind |300 int[/TABLE]


[TABLE] |Elixir of the Master |battle |+225 mastery
|Elixir of Mighty Speed |battle |+225 haste
|Ghost Elixir |battle |+225 spirit
|Prismatic Elixir|guardian|+90 resistance to magic[/TABLE]

Cauldrons give an int flask, so again healers may want to bring their own spirit flasks.


The new potions available are:

[TABLE] |Jungle Remedy |cures diseases and poisons
|Mighty Rejuvenation Potion |7200-8800 mana and health
|Molotov Cocktail | increase runspeed by 50% for 15 sec
|Mysterious Potion |restore 1-15000 health and mana
|Mythical Healing Potion |7500-12500 health
|Mythical Mana Potion |9250-10750 mana
|Potion of Concentration |up to 22000 mana, defenseless
|Volcanic Potion |1200 spell power[/TABLE]

= Stats and Gearing=


Mastery is a new stat introduced in Cataclysm that basically makes you better at what you do. Mastery’s effect
depends on your class and specialization, and the mechanic can be different for each.

For Holy, we get Mastery: Echo of Light -- Your direct healing spells heal for an
additional 10% over 6 sec. Each point of Mastery provides an additional 1.25% healing over 6 sec.

For Disc, Mastery: Shield Discipline -- Increases the potency of all your damage
absorption spells by 20%. Each point of Mastery increases the potency of absorbs by an additional

Stat Priority

Basic gearing strategy for Holy:

1. Get as much Intellect as you can through higher item level gear.
2. Make sure every item has Spirit as a secondary stat, and gem/enchant/reforge for enough spirit to feel comfortable.
3. Get enough Haste to have 12.5% raid buffed (for the extra tick of renew).
This is not absolutely required, especially when you first begin to gear up, but you will probably find
that you prefer to have even more haste as you aquire better gear and begin to tackle more difficult fights.

4. Choose Mastery and Haste according to your preference and raid environment.
5. Avoid Crit, which has the worst conversion factors and is devalued further by our talents to
increase it.

When we first reach level 85, spirit is king. As you progress through normal dungeons and then heroics, you
will start to feel more comfortable with your regen and it will be time to take more serious look at your
other stats. After spirit you want to prioritize haste and mastery. Now that HoT's scale with haste,
Renew gets an extra tick at 12.5%. After this point the values of haste and mastery are very close.

Using the spreadsheet listed below can give you a detailed, personalized look at gear planning with your current or
planned gear sets.

My thanks to Derevka for his help re-examining this topic.

= Tools=


Arison has updated the spreadsheet for 4.1:
Cataclysm Healing Priest Theorycrafting Spreadsheet v 1.4.xls

This spreadsheet calculates the effects of your spells and models customizable healing rotations.
This is still a work in progress. Bugs and errors can be reported to Arison via private message on these forums.

= Regen=

Holy Concentration

This talent is the holy priest's main source of mana regeneration, and increases our passive,
in-combat mana regen from spirit by 30%.


Long-time priests either hate our regen pets for their short attention spans and wandering
ways, or have accepted their shortcomings and given the little guys names. In 3.3 they were
changed to now avoid 90% of incoming AOE damage, dramatically increasing their survivability
(and therefore reliability).

You can get the most out of your shadowfiend by combining it with Hymn of Hope if the fight allows.
If you are low enough in mana to be sure of getting at least one of the HoH ticks (which raises your
maximum mana by 15%), you should use your fiend and then go directly into HoH.

Shadowfiend returns 3% of your maximum mana per attack. It will deliver 10 * (1 + Haste*0.01) attacks
during its duration. It can be useful to cast your fiend right before bloodlust/heroism (extra
swings mean extra mana), although timing this can be tricky.

Hymn of Hope
Hymn of Hope will restore 2% total mana per tick for 4 ticks and increase your mana by 15%. The first
tick does not benefit from the mana increase, but subsequent ticks do.

Inner Will and Mental Agility
Inner Will reduces the mana cost of your instant cast spells by 15%. Mental Agility reduces the mana
cost of your instant cast spells by 3%/7%/10%. Though technically not 'Regen', these effects stack
additively to give 25% mana cost reduction to instant cast spells.

Downranking is even more completely gone than in Wrath--the ranks no longer exist at all.

Mana Tide Totem
Mana Tide has been changed to provide a flat amount of spirit, and is now raid-wide. This means that
using the on-use spirit effect of a trinket ( for example), will no longer dramatically
improve your regen during Mana Tide.

= Addons and UI=

NOTE: Review macros and addon keybinds that may use spell and ability ranks. Many will
no longer function with the transition to Cataclysm.

A healer’s UI is focused around two points--the raid frames and your character model. The less time
your eyes spend moving between these two locations of vital information, the more time you have to
react to changing circumstances. Other needed information is displayed radiating out from this
central location, the importance dictating how close to the center it needs to be. Examples of this
second ring would be player and target frames and important procs and debuffs. Remaining
information, such as damage/healing meters, chat frames and ordinary buffs are lowest priority and
can safely be placed at the edges of the screen. It is important to prioritize information in this
way so that you aren’t distracted from the job at hand (healing and staying alive) by a flood of too
much information, most of which you don’t actually need at the moment.

Unit frames

Unit frames are used to show information about your raid and party members in a compact format.
Health status is a primary concern, but select buffs and debuffs are also very important to show. Of
less importance but still common are indicators of incoming heals, the status of HoTs on the player,
their distance from you, as well as convenience items such as group role and afk status.
The new raid frames now available through the default UI are dramatically improved from times past
and are certainly a viable option now, especially for those who want to keep setup minimal and memory
useage low. For those who prefer the appearance and customization options of unit frames through an
addon, there are many choices readily available but for simplicity I will mention only two: Grid and Vuhdo.

Vuhdo comes with an very usable default setup right out of the box. The configuration
interface is completely redesigned and the appearance of the raid frames can be customized if desired.
VuhDo : Raid Mods : WoWInterface Downloads

A long-time favorite, Grid is extremely customizable but not as intuitive to set up,
although recent changes have made large improvements in ease of use. The Grid addon itself is
fairly basic, and many additional modules are available to add a wide variety of functions. A
benefit of this is that you don’t need to download modules you don’t intend to use.
Grid - Addons - Curse

Now that the unit frames are set up and everyone is visible, you need to be able to cast your healing spells
on them. The simplest method is of course to click the player you want to heal to target them and
cast the spell. Most healers find this system too slow and unwieldy however, and choose one of the
following methods:

Mouseover Macros

This is a system of binding macros to keys and casting by hovering the mouse over the appropriate
player’s frame and pressing the key to cast. This method does not require a mouse with extra buttons
or an addon to use, and you do not need to actually select the player as your target. Make one macro
for each of your healing spells.

A typical mouseover macro would look like

/cast [target=mouseover,exists] Greater Heal

or with a stopcast (to interrupt a slower casting spell)
/cast [target=mouseover,help,nodead] Guardian Spirit


A popular alternative to mouseover macros is click-casting. For this you use an addon to
bind spells and macros to your mouse buttons directly, and then just click on the selected raid
frame. These addons are used with raid frames that do not have this functionality built in already
(Grid is the most common example given, while Vuhdo has the capability built in).
Clique : Unit Mods : WoWInterface Downloads

Tracking buffs, debuffs and cooldowns on yourself and others and displaying the pertinent information
in a convenient location is also important for effective and efficient healing.

Power Auras is an addon for displaying graphical auras on your screen to indicate
various states. A much more elaborate version of the default aura system, very customizable and
capable of linking auras together to produce more complex conditions.
Power Auras Classic : Buff/Debuff/Spell Mods : WoWInterface Downloads

Some handy pre-made Power Auras for healing priests:
Power Auras | Tales of a Priest

There is a lot of information out there about setting up a healing UI, and additional research will
serve you well as you develop as a healer.

Handling some common issues

dealing with holy word

Happily, Holy Word macros work normally now.

Smite macros

#showtooltip smite
/cast [harm] [target=targettarget] Smite


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

= Raiding=

Spell Selection

These suggestions are given as a starting point, and as logs and information and experience
start to flow in they will be adjusted.

as Holy

Tank Healing

To heal the tank as holy during periods of steady predictable damage we will be spamming
Heal, keeping a Renew rolling on the tank. This won’t quite keep up with the damage being taken, so
Greater Heal is used when tank health is low enough to not create any overheal.

Before the pull you can use a heal to enter Chakra: Serenity and possibly cast a renew on the tank. As the
fight begins, you will put renew on the tank and then use heal as much as possible to conserve mana,
except for two flash heals to build your serendipity stack so that you will have a hastened greater heal
ready to go if needed. Use HW:Serenity on cooldown as it is mana-efficient and the increased crit healing
buffs the next few heals you cast on that target. Continue on with Heal, using SoL procs and flash heals
to maintain/rebuild the serendipity stack and keep HW:S on cooldown. For times of increased damage, you
can change to HW:S - GHeal - 2x Flash heal, repeating as necessary (keeping in mind that this will cost
a large amount of mana) until you can return to your maintenance rotation. (A cancel-cast macro on
HW:Serenity will probably be useful to keep from being stuck in a slow-casting Heal.)

Raid Healing

To heal the raid as as holy during periods of high raid damage, you will want to keep PoM on
cooldown (remember that the first bounce of glyphed PoM [you did glyph it, didn't you?] has 60% bonus
healing). You will activate and stay in Chakra: Sanctuary right away (keep in mind that casting PoM on a
target that already has a PoM will not activate Chakra: Sanctuary). As needed by the level of raid damage
use CoH on cooldown and you can use HW:Sanctuary on cooldown also if raid positioning allows for it.
Flash heals as filler to gain a Serendipity-hastened PoH are also an option for high-damage periods. Try
to rotate your PoH through the groups to allow your mastery hot time to tick. Don't forget that while you
can put out very large amounts of AoE healing this way, you will be burning through mana like it’s going
out of style. Remember that most of the time the raid won’t need to be brought up to 100% health, and
conserve your mana for the times when the full treatment is necessary.

Threat Mechanics


For Cataclysm, the threat system has been overhauled again. Tank threat
generation has been made more challenging, and DPS will need to be much more careful than they had
become accustomed to in Wrath. Likewise healers will see changes in tank’s snap threat generation
that will affect us.

The first place we will see a difference is on the pull. Increased tank health pools
provide some buffer, but you may find yourself needing to heal before the tank has solid threat on
every mob. In this situation pre-fading is very useful.

Fade -- Fade out, temporarily reducing all your threat.
This actually sets you to zero threat for the duration of the buff.

Cast fade immediately before you start healing. Waiting to fade until you
actually have the attention of one or more mobs can cause them to move away from the tank and cause
positioning issues. Also, remember that not only your initial threat but all the threat you generate
while faded is returned to you when the fade ends. Be aware of all these factors when you make your
decisions. Low-threat heals like binding heal may be called for in particularly delicate situations.


Not yet updated for 4.1

Spell Coefficients and Formulas

To calculate the value of a spell, the formula (BaseValue + Spellpower * Coefficient) * Modifiers is used.

[TABLE] |Level 85 Base Value |Coefficient |Modifiers
Shield |8136 |0.870 |Imp. PW:S, SD, TD
Renew* |1224 |0.131 |SH+IR+GoR, TD
Heal |3136:3644 |0.3624 |SH+EH, TD
Flash Heal |6272:7289 |0.7248 |SH+EH, TD
Greater Heal |8361:9717 |0.9672 |SH+EH, TD
Binding Heal |4752:6110 |0.543 |SH+EH, TD
Prayer of Mending* |2971 |0.318 |SH, TD
Prayer of Healing |3087:3262 |0.340 |SH, TD
Holy Nova* |1696:1972 |0.196 |SH, TD
Divine Hymn* |4009 |0.429 |SH, TD
Penance* |2822:3187 |0.321 |TD
Circle of Healing |1776:1962 |0.2 |SH, TD
Lightwell* |3309 |0.354 |25%
Serenity(Heal) |5198:6100 |0.604 |TD
Sanctuary(PoH)* |299:355 |0.03 |SH, TD
Smite |653:732 |0.714 |TD [/TABLE]

*Per tick value
SH = Spiritual Healing, 15%; Imp PW:S = Improved Power Word: Shield, 20%; TD = Twin
Disciplines, 6%; IR = Improved Renew, 10%; GoR = Glyph of Renew, 10%; EH = Empowered Healing, 15%; SD = Shield Discipline, 20%+

The direct relationship between the base values and the coefficients of (most) spells means that we
can derive a formula for comparing Spellpower as a rating; that is, a measure of how much Spellpower
is needed to gain a 1% increase to healing.

(BaseValue + Spellpower * Coefficient) * Modifiers = BaseValue * (1 + Spellpower / BaseValue / Coefficient) * Modifiers.
At level 85, dividing the base values by the coefficient gives us ~9345. Therefore, your Spellpower
will give your spells additional value equal to Spellpower / 9345. Using Heal as an example, with
6000 spellpower:

2824 + 6000 * 0.302 = 4636
2824 + 6000 * 0.302 = 2824 * (1 + 6000 / 9345)
6000 / 9345 = .642
2824 * 1.642 = 4637

With 6000 Spellpower, Heal gains 64.2% additional value.

Since it takes 93.45 spellpower to gain a 1% increase to your spells (93.45 / 9345 = 1 / 100), it can
be said that it takes 93.45 Spellpower 'Rating' to equal a 1% increase. This makes it easier to
directly compare the throughput value of Spellpower with other ratings to determine basic stat

The spells that do not follow this convention are Binding Heal (100.01) and Holy Word: Sanctuary
(105.32); these spells will not scale as well as our other healing spells, though only slightly.

[TABLE]Statistic| Rating | Increase | Adjusted
Disc Mastery| 179.28 | 2.5% | 71.71
Spellpower | 93.45 | 1% | 93.45
Haste | 128.06 | 1% | 128.06
Holy Mastery| 179.28 | 1.25% | 143.42
Disc Critical | 179.28 | .86% | 208.47
Holy Critical | 179.28 | 0.5% | 358.56

Character Stats

Intellect increases your Spellpower by 1, Spell Critical Chance by .001541, and Mana by 15. The
first 18 Intellect will not give mana, and the first 10 Intellect will not give Spellpower

Spirit increases your Spirit Regen according to the following formula:
Spirit Regen = Sqrt(Intellect) * Spirit *.016725

Mastery rating conversions.
[TABLE]Level | Rating/Mastery
80 | 45.9059
81 | 60.2784
82 | 79.1556
83 | 103.9860
84 | 136.5379
85 | 179.2799[/TABLE]

Mastery adds 1.25% additional healing to direct heals with Echo of Light for Holy, and 2.5%
additional absorption for Discipline.

Critical rating conversions
[TABLE]Level | Rating/Critical %
80| 45.9059
81| 60.2784
82| 79.1556
83| 103.9860
84| 136.5379
85| 179.2799[/TABLE]

Critical heals are 150% of the value of a non critical heal. Divine Aegis adds 10% additional
healing as an absorption shield per point, increased by your Shield Discipline mastery.

Healing = Average Heal * (1 + Critical% * (0.5 + Divine Aegis * Shield Discipline)


Haste Rating Conversions
[TABLE]Level | Rating/Haste %
80| 32.79
81| 43.0559
82| 56.5397
83| 74.2755
84| 97.527
85| 128.057[/TABLE]

Haste increases your casting speed according to the following formula:
Base Cast Time / (1 + Haste *.01)

Haste rating decreases the period length between ticks from channeled spells and heal over time
effects according to the same formula, replacing the Base Cast Time with the channeling time or tick
period. Durations are determined from the period times the number of ticks. You get k more
ticks for a hot/dot that has m ticks at 0% haste if your haste is higher than (2k-1)/2m.

Haste rating converts to a 1% increase at a much quicker rate than other secondary stat ratings, but
does so without providing any increase in efficiency. Generally, it lets you spend your mana faster,
and is devalued any time you aren't GCD locked.

Haste rating is additive, haste buffs and percentages are multiplicative.

To calculate the number of ticks for a given haste:
Int[Base # Ticks * (1+ Haste *.01) + 0.5]

To calculate the Haste Rating needed to reduce spell cast time from base cast time to any desired
cast time you use:
((Base Cast Time / Desired Cast Time) - 1) * Rating Conversion * 100

With the removal of Enlightenment and 3% Haste buff, the reduction of Borrowed Time (14% at max
rank), and the change to Darkness (3% available in Tier 1 Shadow), we have new caps and plateaus for
Haste rating.

[TABLE]Condition |50% (GCD) |37.5% (Renew x 6) |12.5% (Renew x 5)
85 |6402.9 |4802.3 |1601.1
85, 1/3 |6212.7 |4627.9 |1458.4
85, 2/3 |6026.2 |4457.0 |1318.6
85, 3/3 |5843.4 |4289.4 |1181.5
85, 5% |5488.2 |3963.8 |915.0
85, 5%, 1/3 |5307.0 |3797.8 |779.2
85, 5%, 2/3 |5129.5 |3635.0 |646.0
85, 5%, 3/3 |4955.3 |3475.4 |515.4
85, BT | 4043.9 |2639.9 |
85, BT, 1/3| 3877.1 |2487.0
85, BT, 2/3 | 3713.5 |2337.0
85, BT, 3/3 |3553.1 |2190.0
85, 5%, BT |3241.5 |1904.4
85, 5%, BT, 1/3 |3082.7 |1758.8
85, 5%, BT, 2/3 |2926.9 |1616.0
85, 5%, BT, 3/3 |2774.1 |1475.9
80 |1639.5 |1229.7 |410.0
80, 1/3 |1590.8 |1185.0 |373.4
80, 2/3 |1543.1 |1141.3 |337.6
80, 3/3 |1496.2 |1098.3 |302.5
80, 5%, 1/3 |1358.9 |972.4 |199.5
80, 5%, 2/3 |1313.4 |930.8 |165.4
80, 5%, 3/3 |1268.9 |889.9 |132.0
80, BT, 1/3| 992.8 |636.8
80, BT, 2/3 |950.9 |598.4 |
80, BT, 3/3 |909.8 |560.8 |
80, 5%, BT, 1/3 |789.3 |450.3|
80, 5%, BT, 2/3 |749.5 |413.8|
80, 5%, BT, 3/3 |710.3 |377.9|[/TABLE]


You should kick a puppy and see if it compares. Then have a control person kick something they think is a puppy, but isn't a real one. Then have another person kick something else, like a senior citizen or toddler. Then compare your results scientifically. This would probably prove something, although I'm not sure what.

#2 ssjsigma


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Posted 05 December 2010 - 01:16 AM

Thanks for posting everything in one spot, I did notice an error in the post though.
"Veiled Shadows -- Decreases the cooldown of your fade ability by 3/6 sec. Reduces the cooldown of your shadowfiend by 1 / 2 minutes.
This will end up being an important regen talent."

The talent has been changed to 30/60secs on live and that limits how much its worth. I question if taking it is better than twisted faith in the long run,which you do in your spec. In a long fight having the fiend up again would be very good but only taking 1 minute off the cd might not allow you to use it more than you normally would. For example in a 7 minute fight you use it one minute in and its back up around the 6 minute mark, if you had the talent it would be back around the 5 minute mark but you wouldn't get to use it again after that. There's no gain other than having the mana back sooner. Obviously on longer fights its worth more but they would have to be very long fights.

#3 Arrelliana


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Posted 05 December 2010 - 03:34 AM

When looking at the stat weights for holy in single target vs. sustained numbers generally either spirit or haste is left blank depending on whether you are doing a single target burst or sustained healing..(this is also true for aoe healing). If I am wanting to use your numbers with a program such as RAWR or Lootrank which numbers would be best used for a balanced gear approach as far as valuing different gear items along an upgrade path?

#4 Elerion


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Posted 05 December 2010 - 05:15 PM

That is entirely up to your definition of a "normal" fight and the design of the battles. You will need to assign your own weights according to your assumptions:

Statweight = x * Burst + y * Sustained

The "Sustained" quality is worthless until you actually run out of mana, at which point it becomes infinitely valuable. If you expect to go all-out in fights to keep people alive, and be able to do so without going oom, you would assign a low value to Sustained (y) and a high value to Burst (x). If you expect to be able to handle the damage output of most encounters just fine anyway, and want to minimize downtime to drinking, you want to assign a high value to Sustained (y) and a low value to Burst (x).

Personally I figured I don't know how healing will work out while leveling in Cata, so I value both qualities just as highly: x = 1, y = 1. That means that stat weight I use for Intellect is 4.20+0.94 = 5.16, and the stat weight I use for Spirit is 3.36.

If you don't consider bag space an issue, you might want to create two sets: One for max burst and one for max sustainability.

#5 tedv


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Posted 06 December 2010 - 05:02 PM

Just a quick note on the recommended spec. I don't think there's any mathematically justifiable reason to take Darkness (3% spell haste) but skip Twin Disciplines (6% healing). The latter provides double the healing benefit while simultaneously increasing mana efficiency. One of these things is more than twice as good as the other.

Once you have 6 points in the first tier of Discipline, there's the legitimate choice of Inner Sanctum versus Veiled Shadows, but we won't have a good idea of which one is better until we actually try the raid encounters.

#6 Senres


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Posted 06 December 2010 - 05:19 PM

Darkness vs. Twin Disciplines will come down to how large of a portion Renew is of our overall healing and how much haste we have on gear.

Getting over that first haste plateau adds a tick to Renew, increasing the spell's HPM by 25%. Getting over the second plateau to 6 ticks increases its HPM by a further 20%. That break even point for the 5th tick is Renew being ~24% of your effective healing.

Therefore, if Darkness helps one to reach a 5th tick of Renew and Renew is >= 24% of our effective healing, it makes sense to put points in to Darkness. Once you have enough haste on your gear to reach a 5th tick of Renew it makes sense to put those points back in to Twin Disciplines.

Then again when we approach the 6th tick of Renew, it makes sense to divert points in to Darkness if Renew accounts for 30% of our effective healing.

I should note that these break even points change if you require less points in Darkness to achieve the next tick on Renew. E.g. if you only need one point in Darkness to get a 5th Renew tick, it is worthwhile as long as Renew is >= 8% of your effective healing.

I should think for a raid healing Holy Priest, Renew will account for a sufficiently large portion of our effective healing so as to justify points in Darkness. I'm not sure if the same is true for tank healing. Perhaps those with beta raiding experience can weigh in?

#7 Elimbras


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Posted 06 December 2010 - 05:44 PM

Well, at that point, I would say that it is more beneficial to keep Twin Discipline, and reenchant / regem / reforge part of your gear to gain this missing haste points. I guess that 2% healing is better than 128 crit, mastery, spirit, or even 128 intel. If you already gemmed / enchanted / reforged for max haste, then it means that you have no mana trouble, which is not likely in the first tiers of Cataclysm.

#8 Rosin


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Posted 06 December 2010 - 06:19 PM

Although I hadn't intended to change much until we actually see what level 85 looks like, there are good arguments for suggesting Twin Discipline instead of Darkness. So I added in an alternate spec suggestion, hoping to encourage people to think about their choice.

You should kick a puppy and see if it compares. Then have a control person kick something they think is a puppy, but isn't a real one. Then have another person kick something else, like a senior citizen or toddler. Then compare your results scientifically. This would probably prove something, although I'm not sure what.

#9 Carnathagia


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Posted 06 December 2010 - 07:38 PM

I found Spirit of Redemption very useful for early kills; those times when you are 2-3% away and you are out of mana. Dying at that point is going to be your better option if you have the talent.

For instance, if you put out ~2,850,000 [10k HPS] single-target healing in 285 seconds and then SoR for the last 15 seconds, you can spam flash heal for ~246,600 additional healing, or a 8.6% increase in healing done. If you're putting out 5,700,000 [20k HPS] raid healing for 285 seconds before a mana suicide, that's an additonal 423,030 healing from Prayer of Healing spam for that 15 seconds for a 7.5% increase.

In a mana constrained fight, Spirit of Redemption can give a non-trivial amount of additional healing and could secure a kill from what would otherwise be a wipe.
Emraldè - Resto/Balance Druid - Carnathagia - Holy/Disc Priest - Liltankh - Prot/Fury Warrior
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#10 Zigizi


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Posted 06 December 2010 - 08:56 PM

Based on a conversation earlier in the simple questions/answers thread, I think it would be useful to have a section on racials in the compendiums. I took a stab at it- I've greyed out racials that have 0 impact in PvE healing endgame encounters for healing priests (i.e. profession bonuses, or weapon skill bonuses), and I've bolded racials that should be actually considered when min/maxing an endgame PvE priest.

[TABLE]Draenei |
Gemcutting |No impact on PvE encounters
Gift of the Naaru |Instant, free HoT for ?? over 15 seconds, on a 3 min cd, benefits from spellpower, does not trigger the GCD.
Heroic Presence |No impact for healers
Shadow Resistance |Situational, negligible

Dwarf |
Explorer |No impact on PvE encounters
Frost Resistance |Situational, negligible
Gun Specialization |Does not apply to Priests
Mace Specialization |Does not apply to Priests
Stoneform |Situational. Cure Disease is a very expensive spell, so it could save you some mana in very specific scenarios, but is hardly going to change gameplay.

Gnome |
Arcane Resistance |Situational, negligible
Engineering Specialization |No impact on PvE encounters
Escape Artist |Situational.
Expansive Mind |Permanent 5% increased mana pool (Note: changed from 5% increased Int)
Shortblade Specialization |Does not apply to Priests

Human |
Diplomacy |No direct impact on PvE encounters, but will make the Hyjal and Therazane rep grinds 10% easier
Every Man for Himself |Very good utility move
Mace Specialization |Does not apply to Priests
Sword Specialization |Does not apply to Priests
The Human Spirit |Permanent 3% spirit increase

Night Elf |
Nature Resistance |Situational, negligible
Quickness |Small impact on survivability
Shadowmeld |Can be used as a temporary threat drop backup if Fade is on cooldown, can reduce repair costs if your raid wipes
Wisp Spirit |No impact during combat.

Worgen |
Aberration |Situational, negligible
Darkflight |Situational, potentially a very good survivability move
Flayer |No impact on PvE encounters
Running Wild |No impact on PvE encounters
Viciousness |Permanent 1% increased crit

[TABLE]Blood Elf |
Arcane Affinity |No impact on PvE encounters
Arcane Resistance |Situational, negligible
Arcane Torrent |6% mana every 2 minutes, and an aoe silence

Goblin |
Best Deals Anywhere |No impact on PvE encounters
Better Living Through Chemistry |No impact on PvE encounters
Pack Hobgoblin |No impact on PvE encounters, but is nice to have
Rocket Barrage |No impact on healing, and shares a cooldown with the more potentially useful Rocket Jump
Rocket Jump |Situational, potentially a very good survivability move
Time is Money |Permanent 1% Haste increase

Tauren |
Cultivation |No impact on PvE encounters
Endurance |A dead priest heals for nothing, hp is always nice to have
Nature Resistance |Situational, negligible
War Stomp |May be useful in cases of bad aggro

Troll |
Beast Slaying |No impact on healing
Berserking |20% casting speed increase for 10 seconds every 3 minutes
Bow Specialization |Does not apply to Priests
Da Voodoo Shuffle |Situational, nice to have, but not gamechanging
Regeneration |Negligible passive healing effect
Throwing Specialization |Does not apply to Priests

Undead |
Cannibalize |Regenerates 35% of health and mana over 10 seconds, channeled, requires a nearby humanoid or undead corpse to use
Shadow Resistance |Situational, negligible
Underwater Breathing |No impact on PvE encounters
Will of the Forsaken |Decent utility move, situational

#11 napsilan


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Posted 06 December 2010 - 09:57 PM

I've been trying to find the best way to squeeze the most "item points" out of the extra 10 talents that we have. Since you can reforge and gem to switch stats around so much, getting the most out of talents could be optimal when you gear around it.

Darkness is fairly easy to calculate at 128.057 haste rating per point, 384.17100 total for all 3, if it adds just like haste on items. I've heard that talent haste works multiplicatively instead of additively, so this could be undervalued if that's true.

With the new spellpower scaling for heals, which gives 1% healing for 93.45 spellpower, twin disciplines can be estimated at 186.9 per point and 560.7 total for all 3. This is spellpower, and not intellect though. I don't know what the current conversion from spellpower to item point is, I know it used to be 1.2 SP per point in wotlk. This would estimate twin disciplines at 467.25 (155 per talent) item points using that conversion, but I'm pretty sure that's not correct anymore since spellpower is already inflated by high int levels.

Mental agility is harder because it depends on how often you cast renew. I'm assuming a base mana of 20590. Using PoM on CD it should give (.18*20590*.1)/10*5 = 185.31 mp5. Using CoH on (10 sec) CD it should give 216.19500 mp5. If you used once every 10 seconds it would give another 216.19500 mp5. So I'd give mental agility a minimum of 400 mp5, probably up to 2000 mp5 if you're just spamming renew. Using the old conversion of 1mp5 = 2 item points, this would be 800 to 4000 item points worth of mp5. 266 to 1333 per talent. Since the buff to holy concentration, this would be more like 133 to 666 spirit instead.

Veiled shadows. Using 100k mana and 10 attacks, shadowfiend gives back 30k mana every 5 minutes untalented, which is 30000/(5*60)*5=500mp5 if used on cooldown and not counting fights ending mid-cooldown. 2 points in veiled shadows gives 625 mp5 instead. The difference is 125 mp5, or 250 item points using the above conversion. 125 per talent. 63 spirit after the holy concentration buff.

Moral of the story: If you're thinking about dropping MA, you're probably better off keeping it and reforging/gemming away from spirit, even if all you do is cast PoM/CoH on cooldown and ignore renew entirely. After the spirit buff, veiled shadows is lagging behind and you're probably better gemming spirit and getting darkness or TD instead.

I'm pretty sure some of these numbers are inaccurate if not entirely wrong, but the idea might be useful.

#12 Hydroseeds


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Posted 06 December 2010 - 11:57 PM

First, thanks to Rosin for compiling all the existing information (special thanks to Carnathagia for the numbers) and centralizing it for new Holy Priests like myself.

I think it should probably be noted that although we've been told to anticipate having mana problems early in Cataclysm, that may be substantially ameliorated by the Tier 11 4-piece bonus (see ). (This, of course, is looking somewhat ahead, since it may be several weeks before we can obtain 4 pieces.) Seeing as how it's possible (if not optimal) to always be in a Chakra state, we're basically given a nearly 20% (going off of the 2774 Spirit used for the theorycrafting values) permanent increase in Spirit. This seems pretty big, to the point that perhaps we can afford to either reforge away from some Spirit, or at the very least not take Veiled Shadows.

#13 Makapuu


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Posted 07 December 2010 - 01:39 AM

I'm trying to get a reasonable estimated heal for Lightwell to help shame people into using it more often.

Going by the tootip and assuming 6k SP, which seems reasonable, I'm getting a ~17.7k HoT over 6s. This is of course ignoring the added +6% from TD and any crits on the HoT, assuming the HoT can crit which it should be able to do.

Just making sure I'm not missing anything. Regardless of the veracity of my math, an estimate of the expected HoT value should be added into the Lightwell section as if people see the number it will greatly help getting people to click the damn thing.

#14 giraffe


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Posted 07 December 2010 - 06:35 PM

While we're talking about talent points (haven't been able to find discussion on this elsewhere) I'm going to propose that it may be beneficial for the min/max priest to only take 1/2 State of Mind. This would give (assuming PoM on CD and 1PoH per 30 seconds) that the chakra state would last 38 seconds, plenty of time to get two HW: S out. (2/2 Tome of Light of course)

I might even argue that going 0/2 SoM makes sense because a chakra lasts 30 seconds and only has a 30 second CD. The only downside to this is that with Chakra:PoH/PoM you can only get one HW: S off per chakra CD.

With that 1 extra talent point I might put it in Desperate Prayer for a nice mana-free save or into Twin Diciplines for an extra 2% healing. Could also use it for juggling around Darkness points for Renew plateaues as well.

I propose we leave the suggested specs with 1/2 SoM and a free point for user choice.


Also if I'm missing something critical about 2/2 SoM let me know.

#15 flo-joe86


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Posted 08 December 2010 - 08:31 AM

I also prefer spending only one talent point into SoM. 2 points are not essential because of the reasons you mentioned. 0 points in SoM is too little, because there will be at least one cast/spell without beeing in Chakra, which causes an HpS/HpM loss and (optionally) it also decreases the uptime of the Tier11 setbonus.
So I would recommend to spend 1 point into SoM for optimizing setbnous uptime, HpS/HpM and an extra HW:S.

Darkness is fairly easy to calculate at 128.057 haste rating per point, 384.17100 total for all 3, if it adds just like haste on items. I've heard that talent haste works multiplicatively instead of additively, so this could be undervalued if that's true.

talents and buffs scale multiplicative with haste rating.

If you want to get one additional renew tick, you only need about 526 haste rating (4,11% instead of 5%) on level 85 (with 3/3 Darkness and 5% Haste Buff).

#16 Elerion


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Posted 08 December 2010 - 11:59 AM

I found Spirit of Redemption very useful for early kills; those times when you are 2-3% away and you are out of mana. Dying at that point is going to be your better option if you have the talent.

For instance, if you put out ~2,850,000 [10k HPS] single-target healing in 285 seconds and then SoR for the last 15 seconds, you can spam flash heal for ~246,600 additional healing, or a 8.6% increase in healing done. If you're putting out 5,700,000 [20k HPS] raid healing for 285 seconds before a mana suicide, that's an additonal 423,030 healing from Prayer of Healing spam for that 15 seconds for a 7.5% increase.

In a mana constrained fight, Spirit of Redemption can give a non-trivial amount of additional healing and could secure a kill from what would otherwise be a wipe.

SoR has always been very undervalued for progress. People have railed on it with the argument that "it only helps if you're dead, and you shouldn't die in the first place!", but when you're learning the ropes, things are rarely that simple.

Whether it proves its value through providing a few extra seconds of healing on an accidental death or as an emergency suicide to extend your mana bar, it's a strong talent that is very hard to quantify. It's better in 5-mans than raids due to the single healer dependency and shorter boss fights, which could help as we're taking our first forays into heroics.

Its strength is obviously dependent on the encounter style, but for a varied collection of encounters it can be incredibly valuable. I'd include it in any initial talent build aimed at versatility, and cut it if bottleneck encounters don't allow it to shine.

#17 Cydereal


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Posted 10 December 2010 - 08:09 PM

State of Mind is useful for situations where you want to cross over from one Chakra to the other. Using Heal's Chakra as a default state, you can maintain your ability to roll renews and keep HW: Serenity while being prepared to pop Chakra to get HW: Sanctuary up quickly. This cross over ability, along with being able to maintain Chakra more easily at lower durations, is how I've thus far justified 2/2 SoM.

#18 Aroll2


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Posted 10 December 2010 - 09:03 PM

While things are still being theorcrafted and I do things slighty different right now in heroics than what the present theories state (again, these theories seem more plausable for raids than heroics), I need this question asked.

How is Holy Word: Sanctuary viable? Costs 9k mana (less if reduced through meditation, but still 7kish) and onyl heals each person for roughly 5k - but that is 5k over 18 seconds. Now, witht he entire raid stacked I see it being worth the cost, but using it on just ht melee or just hte ranged - it's value doesn't seem to be overall worth it, espeically with all the movement and the fact it's ticking for only 500 or so.

Seems like a big waste, espeically considering the renew refresh heal gives.

#19 Orithal


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Posted 13 December 2010 - 05:07 PM

I have found Holy Word: Santuary to be very helpful in specific encounters.
First off, like Lightwell, once this is cast you don't need to worry about it.

The AOE damage it will help you heal through effectively is the unavoidable AOE damage. You are right about it being ineffective on the AOEs that are avoidable.

What I mean by this is AOEs that can be run away from or interupted are typically big damage AOEs. While they can be healed through once (or maybe twice) in an encounter you are likely going to burn through your mana. So as long as the DPS does their job and CC, Interupts and Kites the assigned targets it is an effective spell to help the melee through the challenges they have to deal with since they are right up on the mobs and have less reaction time to get away from avoidable damage.

Right now what I'm seeing in the heroics is DPS is still learning the ropes of CC, Interupts and Kiting. Tanks and Healers are being forced to take up the slack during their learning curve, and frankly the DPS has the steepest learning curve of all the class roles right now. DPS is just used to maxing out their numbers and not using the rest of their toolkits.

#20 penguinsa2


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Posted 14 December 2010 - 04:14 PM

Awesome guide as usual. I love pretty much all of it but I have a problem with 3 things starting with this section.

To heal the tank as holy during periods of steady predictable damage we will be spamming
Heal, keeping a Renew rolling on the tank. This won’t quite keep up with the damage being taken, so
Greater Heal is used when tank health is low enough to not create any overheal.

To open this rotation start with 2x flash heals to build your Serendipity stack. Cast Renew
and enter Chakra: Heal. Keep casting Heal, using SoL procs and Flash Heals to maintain the
Serendipity stack. For times of increased damage, change to casting HW:Serenity - GHeal - 2x Flash
Heal, then return to the maintenance rotation. (A cancel-cast macro on HW:Serenity will probably be
useful to keep from being stuck in a slow-casting Heal.)

Spending massive amounts of mana on Fheals to keep Serendipity stacked, particularly in the beginning or when the tank is full hp, is terrible mana efficiency and mana is extremely important currently. Plus its another thing you have to keep track of in your head. The rotation/priority should be more like this Mending(no aggro and you usually regen the mana while tank is running in), Renew, enter Chakra: Heal, use Heal before Renew drops, spam Serenity(most mana efficient), Heal if Serenity is down and tiny portion of life missing, Gheal if not overhealing, Fheal if below 50% and you don't have Serendipity up.

I am a fan of SoR, 3% chance for a free Fheal from a Heal and 2s longer Chakra are both mediocre talents you could swap out for it easily. Lets say you go through 200k mana in a fight, in SoR you can go through another 40k, even if that means you have to kill yourself to help the raid finish the fight. It might be hella embarrassing having an enormous gay angel showing everyone that you messed up or got boned but at least when that happens your healing output goes way up. Imagine if you put every talent pt in SoR you would die and be able to heal for 10 minutes with no mana cost.

I also prefer mastery over haste with the exception of having a renew tick 5 times if your near that. For haste rating vs mastery rating 1% haste is equal to about 1% healing over 6s. So think of it this way would you rather heal like superman with your response cut in half and go oom twice as fast or would you rather all your heals do double healing over 6s. If you could Fheal someone's entire hp bar and never go oom like the old days I would prefer the haste but now it takes 4 Gheals to heal someone to full and we go oom really fast.

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