== Terms Defined==
AOE: Area of Effect
BT: Borrowed Time
CoH: Circle of Healing
DA: Divine Aegis
DS: Divine Star
FDCL: From Darkness; Comes Light
GS: Guardian Spirit
HF: Holy Fire
HoH: Hymn of Hope
HoT: Heal over time
HP: Hit or Health Points
HPCT: Healing Per Cast Time
HPM: Healing per mana
HPS: Healing per second
HW: Holy Word
IF: Inner Focus
PI: Power Infusion
PoH: Prayer of Healing
POM: Prayer of Mending
PPM: Proc per minute
PS: Pain Suppression
PW: Power Word
RSTS: Random Secondary Targeting System
SS: Spirit Shell
SoR: Spirit of Redemption
== Notable Changes==
-Mana pools are fixed at 300k. The gnome racial and certain meta gems can increase this number.
-Intellect no longer affects regen, giving only spell power and critical strike chance.
-Spirit is mana regen for everyone (reminiscent of mp5).
-Atonement and Archangel are now baseline for discipline priests.
-Evangelism is now baseline for all priests.
-Divine Fury is a passive, baseline ability for all priests. (Guaranteeing chance to hit with Smite, Holy Fire, Penance and PW:Solace)
-Archangel no longer returns mana, but the healing bonus has been increased.
-Penance now triggers an Atonement heal if used offensively, and gives a single stack of Evangelism.
-Divine Hymn is no longer available to Discipline
-Our dispel mechanics have changed:
-Purify (our friendly dispel and cure disease together) has an 8 sec. cooldown.
-Dispel Magic (the offensive dispel) has no cooldown.
-Mass Dispel has a 15 sec. cooldown.
Archangel/Evangelism/Atonement (aka Smite Spam!)
-no longer restores mana
-healing buff increased
-penance (used offensively) grants a stack/atonement heal
-now default for disc
= Talents and Spells=
== What should I spec==
for quick reference, this is a good general-purpose build:
Mists of Pandaria - Talent Calculator - World of Warcraft
Starting with 5.0.4, none of these talents are considered required. We will be going over some of the talent choices in the next section to personalize your spec to suit your preferences and the needs of your raid.
== Talent review==
[TABLE](15) Control| Void Tendrils | Useful cc for questing
|Psyfiend |semi-random, single target fear
|Dominate Mind |mind control that works on everything but mechanicals. fun!
(30) Movement | Body and Soul | we are used to this, but now disc priests can spam it
|Angelic Feather | placed with targeting circle, useable by anyone
|Phantasm| pvp talent
(45) Mana| From Darkness, Comes Light| mana conservation rather than mana restore, made for single-target healing
|Mindbender| replaces shadow fiend (so if you donâ€™t choose this you still get SF), shorter cooldown means better returns for fights that donâ€™t divide up neatly for SFâ€™s cooldown
|Power Word: Solace| disc priests will find this mechanic familiar; greatest potential for mana returns, greatest effort required
(60) Defense |Desperate Prayer |good old reliable
|Spectral Guise| pvp/questing
|Angelic Bulwark |could easily see situational use for certain fights; passive so you don't need to remember to use it; not triggered if a single blow takes you from 31% to 0 hp
(75) Throughput |Twist of Fate| another for certain situations/fight mechanics; does not benefit PW:S or SS
|Power Infusion | excellent throughput cooldown/mana savings; self-only now
|Divine Insight |very interesting, should be very useful for both holy and disc
(90) AOE | Cascade |good for spread out groups
|Divine Star |good for clumped groups, least expensive, shortest cooldown
|Halo |Highest healing potential, most expensive, longest cooldown
Unlike the other two level 90 choices, Cascade is a targeted spell and does damage OR healing depending on your choice of target. For this reason it might be best to use a macro to ensure that your attempt to bounce Cascade off the tank does not end up wasted on the mobs. (see UI section) Cascade has no diminishing returns since the number of targets is fixed (15), and does not hit the same target twice. The healing is increased by the distance between bounces, and the bounces will favor targets farther away. As with most smart heals, pets are possible targets.
Divine Star acts rather like a boomerang, healing and damaging everything in its path. If you are moving (and boosted with Body and Soul, for example) while casting, Divine Star will form a V shape, covering more area. Properly used this spell is more mana efficient that PoH, and has the lowest mana cost and shortest cooldown of the level 90 talents. Remember that this spell is not targeted, but instead travels a path 24 yards in the direction you are facing. If there are mobs in range behind your intended targets, you can easily pull them. DS has diminishing returns after striking 6 targets.
Has the highest healing potential, but also the highest mana cost and the longest cooldown. The healing scales based on distance: increasing to a 'sweet spot' at 27 yards and then decreasing again. Some will find it helpful to use an addon specifically to assist in judging Halo's range. Halo deals both damage and healing, and effects have diminishing returns after 6 targets.
Originally posted by Blizzard
Cascade does a % of its max damage/healing based on linear distance between the source and target of the bounce. It does 40% of its maximum damage at 0yd, and 100% at 30+yd, scaling linearly between those two points (anywhere between 30yd and 40yd will give 100%). It prefers farther away targets when it bounces.
Haloâ€™s damage scaling isâ€¦ a bit more complex. Sometimes the formulae that are under the hood are extremely complex looking, because we build in several knobs that we turn to get the tuning where we want it. Halo is one of those cases. The easy to understand way to think of it is that the multiplier on the max damage/healing is 10% at 0yd, up to 40% at 17yd, spikes up to 90% at 22yd, 100% at 27yd, then down to 60% at 35yd. The intent is that it is weak on targets near you, but thereâ€™s a sweet spot in a ring from 20yd to 30yd from you, and that the edges of that â€˜sweet spotâ€™ are smooth. The actual formula (warning, may seem scary!) isâ€¦ 0.5 * (1.01)^(-1 * (((Distance-25)/2)^4)) + 0.1 + 0.015*Distance. Iâ€™m sure someone can post a graph of that pretty quickly. One thing to note is that the max range is 30yd, but that it includes creatureâ€™s hit boxes, so the distance between the caster and a valid target may be slightly larger than 30yd, which is why the formula makes sense out to 35yd. Again, you absolutely do not need to understand any of that to benefit from the heal!
== Spell and Ability Review==
Casting Smite, Holy Fire or Penance (as damage) will give one stack of Evangelism and proc an atonement heal (a smart heal equal to 100% of the damage done (or 50% if it lands on you)).
Evangelism stacks decrease the mana cost and increase the damage done (and therefore the size of the atonement heals) of these spells. Spend the stacks on Archangel, and you get additional healing throughput for each stack you spent.
A conservative technique would be to stack evangelism and maintain the stack using glyphed (instant) Holy Fire on cooldown, while a more aggressive approach would be to also weave in Smite whenever possible to try to have a 5 stack each time Archangel becomes available.
Keep in mind that Archangel does not benefit Spirit Shell.
Atonement can still be an efficient form of low-damage spot-healing.
Barrier can be compared to a smaller, group version of pain suppression. Can no longer be glyphed for extra healing.
Efficient heal if both you and your target need the healing, can also be used in threat-sensitive situations. Binding heal can no longer benefit from Inner Focus.
Now an offensive dispel only.
Critical heals from PoH
award bonus DA, in addition to the guaranteed proc.
Divine Aegis absorbs are 30% of the critical heal amount * Absorption Mastery. It continues to stack
when refreshed, and caps out at 40% of the priestâ€™s total health. Multiple DAâ€™s from different
priests do not stack, but instead create separate buffs which can each stack up to 40% of the casting
priest's health. Also, Divine Aegis will not produce a shield if
the full heal that would cause the DA is absorbed by a Death Knight's Necrotic Strike.
You may find yourself needing to heal before the tank has solid threat on
every mob. In this situation pre-fading is very useful. Cast fade immediately before you start healing. Waiting to fade until you
actually have the attention of one or more mobs can draw them 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. Low-threat heals like binding heal may be called for in particularly delicate situations.
Grace is 10% per stack, reaching a maximum of 30% additional healing. This stacks multiplicatively with other healing bonuses for a very substantial increase to Disc single target healing
It is important to note that the instant cast Holy Fire from Glyph of
Holy Fire does consume Borrowed Time and does not benefit from the
mana savings that Inner Will provides.
Now only available as a glyph
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.
-now reduces mana cost of next heal (flash, greater, poh)
-100% crit chance
-donâ€™t macro to everything, use strategically
-Binding heal can no longer benefit from Inner Focus.
Does not stack with movement enchants/gems.
Now gives a 10% spellpower increase instead of flat amount, will scale very nicely with gear.
Now on a 15 sec cooldown, removes all harmful magical effects from allies and removes one beneficial effect from enemies.
Reduces all damage by 40% and reduces threat by 5%
Mana-efficient, single target heal, can be case while moving when glyphed. Benefits from Borrowed Time but does not consume it. Used offensively, it adds an Evangelism stack and produces an Atonement heal.
Now removes all harmful magic and diseases on an 8 sec cooldown.
Originally Posted by Derevka on HowToPriest
Rapture - What it really means
Rapture has changed substantially in Mists of Pandaria. It still is a source of mana regen, however instead of regenerating mana based on our total mana pool, it is now regenerating based on our total spirit.
What Rapture provides Discipline isnâ€™t necessarily â€œregenâ€, but when Power Word: Shield is used on Raptureâ€™s cooldown, it provides a Shield at a very reduced cost-- and is exceptionally mana efficient.
At 90, with Inner Fire active, PW: Shield costs 6.1% mana or 18,300â€“ with 10,000 spirit, attainable in the first Tier of MOP raiding, Rapture restoreâ€™s 15,000 mana. This means means the shield cost 3,300 mana.Exceptionally efficient regardless of how much it shields for. From a scaling perspective, this could put Discipline at a marked advantage, providing them with a â€œfree PW: Shield and additional regenâ€ once they reach (or break) 12,200 spirit. (The point where Rapture restores the full cost of PW: Shield).
One of the first things you should do as a Disc Priest regarding Rapture, is have some method of tracking Rapture-- be it from a Weak Aura, Power Aura, or other external tracking mod. Knowing when that regen CD is being reset is important information to us.
Casting PW: Shield, at least once during a Rapture CD(provided it is fully absorbed), is one of our most mana efficient methods of providing HPS. That said, it is important to keep in mind that casting PW: Shield multiple times within a Rapture CD simply reduces the efficiency. Think of it akin to an Arcane Mage spamming Arcane Blast, the more they cast it, the more expensive the net cost.
-Disc's Mastery. Increases the absorbs that all of your absorb mechanics can provide.
Your shells stack, building a bigger shell up to a cap based on the casting priest's health.
Does not benefit from archangel and inner focusâ€™ guaranteed crit and does benefit from Grace and Inner Focusâ€™ mana cost reduction.
Originally Posted by Derevka on HowToPriest
Spirit Shell scales exceptionally well from both Mastery and Crit. Each cast of a heal while Spirit Shell is active will be the same (barring throughput procs). The Spirit Shell calculation takes Mastery, Crit, and Divine Aegis creation into account and rolls it all up into a single absorb-- making this one of our most scalable heals in our arsenal. Spirit Shell scales linearly by Mastery as well as by the amount of critical strike chance you have. Additionally, when Spirit Shell is active, it essentially ignores the RNG aspect of Crit as it provides direct scaling based on your critical strike chance (guaranteed). (It does this by essentially looking at Crit as an aggregate stat, not as a RNG stat based on a single heal)
Spirit Shell's Calculation is as follows:
Non-POH Shell = Average Heal * (1 + Mastery %) * (1 + Crit %) * (1 + (Crit % * 0.30))
POH Shell = Average Heal * (1 + Mastery %) * (1 + Crit %) * 1.30
As you can clearly see, SShell's stat scaling is quite liberal, scaling crit linearly with the amount it absorbs; essentially guaranteeing crit chance to provide scaling to the heals cast when SShell is active. (as well as accounting for Divine Aegis).
Haste does not have a direct throughput increase to an individual cast of Spirit Shell, however it does allow you to cast faster while the Spirit Shell proc is active, and theoretically, create more Shells during a single Spirit Shell cooldown. Generally speaking, you should be able to fit in 6 GHeal/POH casts during Spirit Shell's uptime. (some haste and spell conditions might allow for upwards of 7). Haste scales Spirit Shell in a tiered fashion, given the fact that you must complete the cast when Spirit Shell's buff is active. If you cannot complete the cast when the buff is active, it is considered a regular heal. Once you get enough haste to complete that cast in the time allotted, then you can count it towards SShell scaling.
Swap health % with another target. If one of the players involved is below 25%, they will be healed to 25% (if both are below, the lowest health will be healed to 25%). A good combination with Binding heal and Desperate Prayer.
== Spell Selection==
single target healing
-pw:S for each rapture cooldown if target will take enough damage to fully consume the shield
-glyphed pom on cooldown
-build and maintain grace stacks
-build and maintain evangelism
-penance on cooldown
-Barrier if needed
-PoM on cooldown, if there is ongoing damage to cause it to bounce
-PoH on groups
-PW:S to stabilize particularly low individuals
-DS/Halo/Cascade on cooldown
-PW:S and Renew are options for healing while moving
Desperation | Glyph of Desperation - Spell - World of Warcraft|
Dispel Magic | Glyph of Dispel Magic - Spell - World of Warcraft|
Fade | Glyph of Fade - Spell - World of Warcraft|
Fear Ward | Glyph of Fear Ward - Spell - World of Warcraft|
Holy Fire | Glyph of Holy Fire - Spell - World of Warcraft|
Holy Nova | Glyph of Holy Nova - Spell - World of Warcraft|
Inner Fire | Glyph of Inner Fire - Spell - World of Warcraft|
Inner Focus (disc) | Glyph of Inner Focus - Spell - World of Warcraft|
Inner Sanctum | Glyph of Inner Sanctum - Spell - World of Warcraft|
Leap of Faith | Glyph of Leap of Faith - Spell - World of Warcraft|
Levitate | Glyph of Levitate - Spell - World of Warcraft| handy for leveling and questing
Mass Dispel | Glyph of Mass Dispel - Spell - World of Warcraft|
Penance (disc) | Glyph of Penance - Spell - World of Warcraft|you will never want to go back
Power Word: Shield | Glyph of Power Word: Shield - Spell - World of Warcraft|no longer adds a heal; better for stabilizing individuals than pre-shielding
Prayer of Mending | Glyph of Prayer of Mending - Spell - World of Warcraft|boost to single-target healing;using with Divine Insight could 'waste' the extra bounce
Psychic Scream| Glyph of Psychic Scream - Spell - World of Warcraft|
Purify | Glyph of Purify - Spell - World of Warcraft|
Reflective Shield |Glyph of Reflective Shield - Spell - World of Warcraft|
Renew | Glyph of Renew - Spell - World of Warcraft|
Scourge Imprisonment| Glyph of Scourge Imprisonment - Spell - World of Warcraft|
SW: Death | Glyph of Shadow Word: Death - Spell - World of Warcraft|
Smite | Glyph of Smite - Spell - World of Warcraft|
Borrowed Time (disc) |Glyph of Borrowed Time - Spell - World of Warcraft|
Confession | Glyph of Confession - Spell - World of Warcraft|
Holy Resurrection | Glyph of Holy Resurrection - Spell - World of Warcraft|
Shackle Undead |Glyph of Shackle Undead - Spell - World of Warcraft|[/TABLE]
= Item Enhancement=
== Stats and Reforging==
Originally Posted by Derevka on HowToPriest
First it is very important to keep in mind that the budget for secondary stats is DOUBLE that of primary stats. This means an item that has a budget for 1 point of Intellect would have an equivalent budget of 2 Spirit, Mastery, or Haste. This is clearly illustrated by looking at hybrid gems.
Not all items (Elixirs, Potions, Foods) show this, so favoring secondary stats that are not double of primary could be placing yourself under budget.
A) Spirit - this is our primary regen stat, even for Discipline. Intellect no longer increases our regen, and only affects our spellpower and critical strike chance, with this in mind spirit will be critical to our regen. Each point of spirit is worth roughly 0.56/mp5. Fresh 90â€™s will want to stack as much spirit as possible until they reach a level of regen that is comfortable for their gameplay, and then pare back introducing throughput stats in its place.
Haste - haste reduces our cast time, and increases the speed at which Heal over Time spells tick and how fast your channeled spells are completed. With enough haste, you can add additional ticks. A breakdown of haste ratings for each spell affected is available here. For every 425 haste rating you have, you gain 1% haste.
C) Mastery - As Discipline we have innately 20% Shield Discipline. Mastery scales 1 Mastery per 600 Mastery Rating and then we gain 2.5%, per Mastery. Or more simply put, as Disc for every 300 Mastery Rating, your Shield Discipline increases by 1%.
D) Crit - Heals when they crit, heal for an additional 100%, and as Discipline trigger Divine Aegis. However, crits can be RNG and consistency can be important to a healer. Divine Aegis is also affected by Mastery, so Crit's scaling is also indirectly affected by Mastery's scaling. Fundamentally, Discipline's critical heals are some of the best scaled critical heals in the game.
What should you stack and reforge? A lot of this really depends on your spell breakdown: what you are casting, how frequently, and how effective it is.
Stat priority is very difficult to pin down for Priests as we have such a wide arsenal of spells to choose from, and even running Simcraft or other simulations our stat weights can swing and vary wildly. The most important thing to keep in mind when running simulations is: your spell breakdown on a sim should mirror your spell breakdown on your logs. If it doesn't, you run the risk of tilting stats that favor abilities you are never using!
Your Basic Secondary Stat Priority Should Be:
1. Spirit up to the point you are comfortable with regen
2. Mastery given its direct impact to PW: Shield, DA, and Spirit Shell (See the Spirit Shell section of this guide for more information)
3. Crit and Haste are of similar priority, and are roughly equal and can vary based on spell usage and healing role.
Spirit, especially early on, will be the go-to stat for all healers since we will need to learn how to manage mana in the new world of Fixed Mana Pools.
Mastery is mathematically Disc's most powerful stat in terms of scaling. A good deal of this contribution is thanks mostly to the introduction of Spirit Shell. Spirit Shell should be a large contributor to your healing output. Mastery has a direct scaling affect on this ability, as well as PW: Shield and Divine Aegis-- key spells in our toolkit.
Disc does not have nearly as many discrete haste breakpoints that Holy does. The only breakpoint healing spell Disc has is Renew. Renew, while still a powerful spell is not as much of a staple in the Discipline arsenal. When Tank Healing, Renew should be maintained on the Main Tank, and can be cast for Raid Healing when on the move. It is powerful for Holy due to the fact that Holy has access toRapid Renewal. Unfortunately, as Discipline, we do not have access to Rapid Renewal.
That said, Haste is still a valid stat for disc as it will shorten cast time of our healing spells and provide benefit to some of our regen abilities. (HOH, Fiend, MB, and Solace). The "priority" listed above should be considered a loose system, as a good deal of it will vary dramatically based on your spell usage. I urge all priests to look at their healing logs, and determine what spells are representing the largest portions of their output and then consider which stats benefit most from them.
Crit, while an RNG stat has a direct impact to Discipline by enabling Disc Priests to reliably create Divine Aegis bubbles as well as providing a linear scaling factor in Spirit Shell-- while Haste, in terms of Spirit Shell has much more tiered scaling.
== Haste breakpoints==
Valenâ€™s priest spreadsheet
Valen's Priest Calulations
[TABLE]Shoulder |Crane Wing Inscription| Crane Wing Inscription - Item - World of Warcraft
|Greater Crane Wing Inscription| Greater Crane Wing Inscription - Item - World of Warcraft
cloak | Superior Intellect| Enchant Cloak - Superior Intellect - Spell - World of Warcraft
chest |Mighty Spirit |Enchant Chest - Mighty Spirit - Spell - World of Warcraft
|Glorious Stats| Enchant Chest - Glorious Stats - Spell - World of Warcraft
feet |Pandarenâ€™s Step| Enchant Boots - Pandaren's Step - Spell - World of Warcraft
|Greater Haste| Enchant Boots - Greater Haste - Spell - World of Warcraft
hands |Greater Haste | Enchant Gloves - Greater Haste - Spell - World of Warcraft
|Superior Mastery| Enchant Gloves - Superior Mastery - Spell - World of Warcraft
off-hand| Major Intellect |Enchant Off-Hand - Major Intellect - Spell - World of Warcraft
wrist| Mastery| Enchant Bracer - Mastery - Spell - World of Warcraft
|Super Intellect | Enchant Bracer - Super Intellect - Spell - World of Warcraft
weap| Windsong| Enchant Weapon - Windsong - Spell - World of Warcraft
|Jade Spirit| Enchant Weapon - Jade Spirit - Spell - World of Warcraft[/TABLE]
Originally Posted by Derevka on HowToPriest
Weapon Enchants are tricky. If you are in desperate need for mana regeneration, have gemmed and raidbuffed yourself for spirit, a number of people are considering using Heartsong Enchant for an average static value of ~108 spirit. That being said, is 108 spirit worth more than what Jade Spirit's int proc can provide you or what Windsong's secondary stat proc can provide you--- NO.
According to final clarity from Blizzard, Jade Spirit equalized, should provide 396 intellect, and additionally has a 750 spirit proc when you proc the spell under 25% mana. (which results in ~45 spirit equalized, assuming you are under 25% mana for 25% of the fight). This is using the 12 second buff duration, and 50 second ICD and assuming you proc it as soon as it comes off CD.
Windsong is a bit trickier to evaluate since it can provide three possible buffs: 1500 of either Crit, Mastery, or Haste. Each has its own ICD, and multiple buffs can be active on a player at one time. It has a 1PPM, with a 1 sec CD between each individual stat proc. This puts each stat with ~20% uptime, which means the enchant is roughly worth 300 of each Mastery, Crit, and Haste.
At first glance it seems we should be considering debating the potency of secondary stat scaling or raw spellpower scaling. This answer may depend on your healing style. The enchant is about in line with the 1:2 ratio that primary:secondary stats have in Mists. Ultimately, its about a wash and you should be asking yourself "is gaining 429 int worth 900 total of secondary stats?".
Gem choice is based on how much you prioritize spirit and your haste breakpoint goals. Remember that gems have double the budget for secondary stats. (compare with ) Socket bonuses that provide a valuable stat should be met unless breaking the bonus provides greater value.
[TABLE]Brilliant Primordial Ruby | |
Brilliant Pandarian Garnet | |
Purified Imperial Amethyst | |
Purified Roguestone | |
Reckless Vermilion Onyx | |
Reckless Tiger Opal | |
Artful Vermilion Onyx | |
Quick Sunâ€™s Radiance | |
Energized Wild Jade | |
Zen Wild Jade | |
Meta | no longer have equiped gem requirement to activate bonus|
Revitalizing Primal Diamond | |
Ember Primal Diamond | |
Burning Primal Diamond | |
Originally Posted by Derevka on
Based purely on regen and evaluating just the metaâ€™s unto themselves, the Revitalizing Primal Diamond is worth ~300 spirit more than the Ember Primal Diamond (varying depending on which Regen Talent you choose at Level 45). To decide what meta youâ€™ll want to use, you first want to ask yourself how your mana regen is working for you and to work backwards from there.
If regen is a your primary concern, and you are gemming full spirit, you simply would gem into the Revitalizing Primal Diamond. (Spirit, spirit, more spirit!)
If regen is important, but you want to begin to incorporate more throughput, and you have 2 blue sockets with Purifieds in them. You would want to use the Ember Primal Diamond and change the Purifieds to Sparklings to slowly shift to more throughput yet still maximize your regen; you'll net ahead in both Spirit and Int. As you need less and less, spirit you can start replacing your basic gems with pure throughput or spirit/throughput hybrid gems.
If throughput is a primary concern for you, and regen secondary, use the Ember Primal Diamond and gem your gear with primarily throughput or spirit/throughput hybrid gems.
If throughput is a primary concern, and regen tertiary, use the Burning Primal Diamond and gem your gear with primarily throughput or spirit/throughput hybrid gems.
Transitioning From Regen to Throughput:
As you gear up and become more and more comfortable (and able) to sustain your own regen, you should look to changing your meta gem first as it can smooth out your transition from pure regen gemming and gearing to more throughput focused strategies.
[TABLE]steamed crab surprise |300spi | Steamed Crab Surprise - Item - World of Warcraft |
Pearl Milk Tea | 200mast |Pearl Milk Tea - Item - World of Warcraft| available from vendor, usable at 90
Mogu Fish Stew |300int | Mogu Fish Stew - Item - World of Warcraft|
Braised Turtle | 275int| Braised Turtle - Item - World of Warcraft|
Fire Spirit Salmon |275spi | Fire Spirit Salmon - Item - World of Warcraft|
Swirling Mist Soup | 250int | Swirling Mist Soup - Item - World of Warcraft|
Shrimp Dumplings | 250spi| Shrimp Dumplings - Item - World of Warcraft|
Roasted Barley Tea | 100mast| Roasted Barley Tea - Item - World of Warcraft|available from vendor, usable at 85 [/TABLE]
Each specialization can make Banquets. Eating a banquet will provide you with 250 of a primary stat. If you have learned that banquetâ€™s specialty, you will gain 300 of that schoolâ€™s specialization.
This means that if you learn the Way of the Steamer (to make spirit food) and eat from a Banquet of the Steamer, you will get 300 spirit. Eating from any other banquet will give you 250 intellect.
If you want to be assured of 300 stats of your choice without worrying about what banquet will be dropped, be sure to bring your own food.
[TABLE]Flask of Falling Leaves | Flask of Falling Leaves - Item - World of Warcraft|1000spi
Flask of the Warm Sun| Flask of the Warm Sun - Item - World of Warcraft|1000int[/TABLE]
[TABLE]Potion of Focus | Potion of Focus - Item - World of Warcraft| new potion of concentration
Potion of the Jade Serpent | Potion of the Jade Serpent - Item - World of Warcraft | 4000 int
Master Mana Potion | Master Mana Potion - Item - World of Warcraft | 30k mana[/TABLE]
= Addons and UI=
#showtooltip smite /cast [harm] [target=targettarget] Smite
#showtooltip Smite /cast [@mouseovertarget, harm] [@mouseover, harm] [@targettarget, harm] [harm] Smite
/cast [help] Cascade
/cast [@mouseovertarget, help] Cascade
== Unit frames==
== Other Addons==
one of the options for tracking Rapture:
Ingela's Rapture - Priest - World of Warcraft Addons - Curse
specifically for maximizing Halo:
HaloPro - Priest - World of Warcraft Addons - Curse