* Priest T8 Shadow 2P Bonus -- Increases the damage done by your Devouring Plague by 15%.
* Priest T8 Shadow 4P Bonus -- Your Mind Blast also grants you 15 haste rating for until cancelled.
* Priest T8 Healer 2P Bonus -- Increases the critical heal chance of your Prayer of Healing by 10%.
* Priest T8 Healer 4P Bonus -- Casting Power Word: Shield also grants you 15 spell power for until cancelled.
Huh. Seeing as how every other class has been like OMG OP at their T8 set bonuses, I imaging ours maybe stacks or is a placeholder?
those better be placeholders; excepting the PoH one, these are jokes compared to most of the other classes
Well, the set bonuses themselves weren't datamined, the gear is up on the vendors as of yesterday's update. But yeah, they made no sense. Datamined auras are up though:
The 4 piece healing bonus is great for Disc, blah for Holy, and flat out should be avoided by a Holy Priest if you have a Disc Priest in the raid. Now... The healing set is itemized as Sta+Int+Spr+[Haste or Crit]. So..... Pretty much geared toward Holy vs Disc. So you have a Holy optimized set with a Disc optimized bonus. k.
Also - the 2 piece healing bonus, Increases the critical heal chance of your Prayer of Healing by 10%... Not bad at all, both specs are going to be using the spell a fair amount. But boo, it doesn't proc IHC. =(
So you have a Holy optimized set with a Disc optimized bonus. k.
It's like pre-BC! "Just throw some stuff on there, they should be happy we give them set bonuses at all."
Also - the 2 piece healing bonus, Increases the critical heal chance of your Prayer of Healing by 10%... Not bad at all, both specs are going to be using the spell a fair amount. But boo, it doesn't proc IHC. =(
Man, I didn't even think about that. Even more disappointing now.
On second look, regarding the gear stats... I was looking through the drops, and unless I missed something (highly likely) it looks like they're moving away from cloth Mp5 gear. It would make sense, as it's stupid to waste so many drops on something only one spec of one class (*cough* spell plate) would ever really want. Enlightenment will give 1% more of a Spr boost than it does on live, and some of the tier pieces (Legs, Chest) are heavy on Int which will help out both specs.
Annnnnnnnnnnnnnnnd - The revamped Hymns:
* Hymn of Hope - You recite a Holy hymn, restoring hope to those in despair. Restores 3% mana to 3 nearby low mana friendly party or raid targets every 2 sec for 8 sec, and increases their total maximum mana by 20% for 8 sec. Maximum of 12 mana restores. The Priest must channel to maintain the spell. 40 yd range, Channeled, 6 min cooldown
* Divine Hymn - You recite a Holy hymn, summoning the power of the Divine to assist you in your time of need. Heals 3 nearby lowest health friendly party or raid targets for 1 to 6 every 2 sec for 8 sec, and increases healing done to them by 15% for 8 sec. Maximum of 12 heals. The Priest must channel to maintain the spell. 35% of base mana, 40 yd range, Channeled, 6 min cooldown
Stupid channeled spells. Anyway... Not party restricted is nice, 40 yard range is also nice. Depending on the amount healed by Divine Hymn it seems like it might just be a really good "oh shit" button, pending there not being [random game mechanic you need to move out of]. Hymn of Hope became a much stronger regen tool, but as a tradeoff it's hitting fewer people. I'm still curious as to why they felt the need to spell out "Maximum of 12 ____" though. Haste maybe?
On second look, regarding the gear stats... I was looking through the drops, and unless I missed something (highly likely) it looks like they're moving away from cloth Mp5 gear. It would make sense, as it's stupid to waste so many drops on something only one spec of one class (*cough* spell plate) would ever really want. Enlightenment will give 1% more of a Spr boost than it does on live, and some of the tier pieces (Legs, Chest) are heavy on Int which will help out both specs.
Annnnnnnnnnnnnnnnd - The revamped Hymns:
* Hymn of Hope - You recite a Holy hymn, restoring hope to those in despair. Restores 3% mana to 3 nearby low mana friendly party or raid targets every 2 sec for 8 sec, and increases their total maximum mana by 20% for 8 sec. Maximum of 12 mana restores. The Priest must channel to maintain the spell. 40 yd range, Channeled, 6 min cooldown
* Divine Hymn - You recite a Holy hymn, summoning the power of the Divine to assist you in your time of need. Heals 3 nearby lowest health friendly party or raid targets for 1 to 6 every 2 sec for 8 sec, and increases healing done to them by 15% for 8 sec. Maximum of 12 heals. The Priest must channel to maintain the spell. 35% of base mana, 40 yd range, Channeled, 6 min cooldown
Stupid channeled spells. Anyway... Not party restricted is nice, 40 yard range is also nice. Depending on the amount healed by Divine Hymn it seems like it might just be a really good "oh shit" button, pending there not being [random game mechanic you need to move out of]. Hymn of Hope became a much stronger regen tool, but as a tradeoff it's hitting fewer people. I'm still curious as to why they felt the need to spell out "Maximum of 12 ____" though. Haste maybe?
I'm trying to wrap my head around the new hymn of hope mechanics.
if someone has 10k mana, they will go from oom to 2k and then regenerate 3% of 12k per tick?
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Hi I'm Vee!Formerly VH; She/Her; Is an E X P E R I E N C ERegistered Userregular
On second look, regarding the gear stats... I was looking through the drops, and unless I missed something (highly likely) it looks like they're moving away from cloth Mp5 gear. It would make sense, as it's stupid to waste so many drops on something only one spec of one class (*cough* spell plate) would ever really want. Enlightenment will give 1% more of a Spr boost than it does on live, and some of the tier pieces (Legs, Chest) are heavy on Int which will help out both specs.
Annnnnnnnnnnnnnnnd - The revamped Hymns:
* Hymn of Hope - You recite a Holy hymn, restoring hope to those in despair. Restores 3% mana to 3 nearby low mana friendly party or raid targets every 2 sec for 8 sec, and increases their total maximum mana by 20% for 8 sec. Maximum of 12 mana restores. The Priest must channel to maintain the spell. 40 yd range, Channeled, 6 min cooldown
* Divine Hymn - You recite a Holy hymn, summoning the power of the Divine to assist you in your time of need. Heals 3 nearby lowest health friendly party or raid targets for 1 to 6 every 2 sec for 8 sec, and increases healing done to them by 15% for 8 sec. Maximum of 12 heals. The Priest must channel to maintain the spell. 35% of base mana, 40 yd range, Channeled, 6 min cooldown
Stupid channeled spells. Anyway... Not party restricted is nice, 40 yard range is also nice. Depending on the amount healed by Divine Hymn it seems like it might just be a really good "oh shit" button, pending there not being [random game mechanic you need to move out of]. Hymn of Hope became a much stronger regen tool, but as a tradeoff it's hitting fewer people. I'm still curious as to why they felt the need to spell out "Maximum of 12 ____" though. Haste maybe?
I'm trying to wrap my head around the new hymn of hope mechanics.
if someone has 10k mana, they will go from oom to 2k and then regenerate 3% of 12k per tick?
No, I think it means that they will go from 10K max mana to 12K max mana, and then regen 360 mana per tick.
you now actually have to drink between pulls/after buffing. (Boo)
What I don't fucking understand is why Blizzard can't give casters better out of combat regen than in combat regen, especially now that they're totally redoing the numbers on 5sr and oo5sr such that being oo5sr isn't particularly advantageous. If the problem in Blizzard's eyes is healers not having to manage mana during encounters, how would it be a problem at all to greatly improve their out of combat mana regen?
Great damage, AoE, control, intellect buff? And the fact that you would still drink water if you were waiting waiting for mana to refill, just that you wouldn't have to do it as often?
Oh god both Hymns are so broken right now.... They stack. HoH is restoring 3600+ mana a tick with 2 Priests casting it.... To 9 people. (We're playing with the glyph since they decided to break the GS one) Zero mana to full over 4 seconds.
DH is just as broken.... Like 12k heal ticks, 20k crits with 2 people casting it. I'm sure it wont go live like that, but it sure is fun right now....
I still hope for a day where spriests get Shadow Bolt volley (not that mind sear isn't sweet) or chain mind flay. NPCs did it in sunwell, why can't i!
New glyph go!
Sorry mind wandered for a sec there, one of "those" days at work. Shadow set bonus don't look too bad, haste is the new pink. Something tells me I am gonna have to start stacking crit.
Glyph of Hymn of Hope -- Your Hymn of Hope lasts an additional 2 sec. (Old - Your Hymn of Hope provides 3 times the normal amount of mana per time, but its duration is 50% shorter.)
/sad. It was very obvious that glyph wouldn't last, but [Hymn of Innervate the Raid] was a fun spell for a second. Need to test if the DH & HoH effects still stack tonight...
Holy
* Divine Hymn mana costs has been increased from 35% of base mana to 63% of base mana. Cooldown increased from 6 min to 10 min. Now Heals 3 nearby lowest health friendly party or raid targets for 4320 to 4774 every 2 sec for 8 sec, and increases healing done to them by 15% for 8 sec.
Shadow
* Psychic Horror cooldown has been increased from 1 minute to 2 minutes.
Awww, 50k healing on 3 targets over 8 seconds was too OP for a 6 min c/d? And 1352 ->2434 for the cost, bah. It's a strong oh shit button, but they could throw us a bone for once. >.>
Priest base mana @ 80 is 3863, so 63% of that is 2434 rounded off.
Not sure if the amount healed has been changed though, I'll find out in about 2 hours. (The tooltip was broken and said 1-6) If it still healed for 12k ticks and 18k crits on 3 people, I can see that still being useful. At 2400 mana.... Well shit, PoH is 1800 untalented, what's another 600?
So I'm back into the game after hitting 70 in BC and quitting not long after. Decided to roll a priest, and have gotten her up to 32 so far, the furthest I've gone with a priest.
This is my build so far. Every shadow build I've seen doesn't use blackout, why is that? Also, is Imp. Spirit Tap really worth it? I guess these questions are kinda moot because 3.1 will be hitting soon, but even so.
Also, whoever it was that decided to reduce the mount level requirement to 30: blowjobs to you.
Blackout is a novelty talent. I liked it pre Wrath when i arena'd. It always seem to proc right when i needed it. But either then that, raid wise points into Imp Spirit Tap would benifit you more in the long run, plus mix that with Twisted faith makes for a nice little bonus.
So I'm back into the game after hitting 70 in BC and quitting not long after. Decided to roll a priest, and have gotten her up to 32 so far, the furthest I've gone with a priest.
This is my build so far. Every shadow build I've seen doesn't use blackout, why is that? Also, is Imp. Spirit Tap really worth it? I guess these questions are kinda moot because 3.1 will be hitting soon, but even so.
Also, whoever it was that decided to reduce the mount level requirement to 30: blowjobs to you.
I like blackout, I think it's a nice boost to your overall power for pvp, solo, and even 5 man dungeons. It's a waste of talent points for raiding but I didn't bother to respec and no one complained, after you take all the "important raid talents" it turns out there are some talent points left over you can kinda do whatever you want with (you might have to drink the odd mana potion or use dispersion on a boss fight if you don't take meditation but it's not a big deal)
yeah, blackout is pretty win for levelling. Sure, blizzard doesn't like random stuns anymore, but they can be pretty handy to the player. And you don't really need to use those points anywhere else. Improved spirit tap is more of a raid talent anyhow, since it is to give increased mana regen w/o having to kill some guy. While levelling, the real spirit tap will overwrite the fake one, so you only need the 3 points in it.
Level 80 shadow builds won't take blackout since they're speced for raid damage. For leveling, it's personal preference. I skipped it, since a random 3 second stun every other fight never really made the difference for me, and I preferred the reduced downtime afforded by spirit tap, or the straight up damage increases farther down the tree.
It's being removed in 3.1, isn't it? If so, I wouldn't bother getting it now since you'd just be getting used to something you won't have in a couple weeks.
Yeah I'm pretty much with forty. Spirit tap really isn't optional for leveling. You have to take it, or you'll literally be adding on full hours in the total time it takes you to level from 1 to 80. It's such an absurdly useful mana regen talent. As far as on down the line, the RNG 3 second stuff isn't worth getting over pretty much every other critical dps talent you have available while leveling up.
So for holy priests spirit > mp5, but i happened to pick up some mp5 gear that has a higher ilvl than my spirit gear (heroic nax vs nax), should I use the higher ilvl gear or stick with the spirit?
If it's an upgrade to one and not the other, you'll have to self evaluate. What do you feel like you could use more of?
I'll have to check this, now I feel silly for even asking. I think they are very close spellpower wise. I generally feel like haste is what I could use more of. The feel i get raiding is generally that if my spell finished casting faster on this guy I could heal that other guy before he dies (or nearly dies), but maybe this is more of a problem of not assigning raid heals well.
I did a heroic nax last night and Loatheb was incredibly easy since we actually did healing assignments.
When comparing, also keep in mind that mp5 will gain some relative value vs. spirit once 3.1 hits. It won't be as good, but the gap will be a little narrower. Intuitively, I would say the heroic Naxx piece is probably just as good (or better), with the higher budget probably overcoming the higher value of spirit vs. mp5, but without knowing the pieces in question, there's not much to go on. Beyond just the budget and choice of spirit or mp5, some pieces are better allocated than others.
Hm, I'd say a little more spellpower maybe. But you could probably get by some of the easier ones with a decently geared tank (meaning no sub-540 defense, 20k health guy)
Cool. My RL buddy (warrior) just hit 540 def has about 22k health. I also have a bunch of guys from RL that can do consitent 2k dps so I hope that I will be able to run some Heroics with em.
Posts
those better be placeholders; excepting the PoH one, these are jokes compared to most of the other classes
4 piece Healing aura - http://ptr.wowhead.com/?spell=64911
Disciplined Power
Increases spell power by 250 for 5 sec.
4 piece Shadow aura- http://ptr.wowhead.com/?spell=64907
Devious Mind
Increases haste rating by 240 for 4 sec.
The 4 piece healing bonus is great for Disc, blah for Holy, and flat out should be avoided by a Holy Priest if you have a Disc Priest in the raid. Now... The healing set is itemized as Sta+Int+Spr+[Haste or Crit]. So..... Pretty much geared toward Holy vs Disc. So you have a Holy optimized set with a Disc optimized bonus. k.
Also - the 2 piece healing bonus, Increases the critical heal chance of your Prayer of Healing by 10%... Not bad at all, both specs are going to be using the spell a fair amount. But boo, it doesn't proc IHC. =(
It's like pre-BC! "Just throw some stuff on there, they should be happy we give them set bonuses at all."
Man, I didn't even think about that. Even more disappointing now.
Annnnnnnnnnnnnnnnd - The revamped Hymns:
Stupid channeled spells. Anyway... Not party restricted is nice, 40 yard range is also nice. Depending on the amount healed by Divine Hymn it seems like it might just be a really good "oh shit" button, pending there not being [random game mechanic you need to move out of]. Hymn of Hope became a much stronger regen tool, but as a tradeoff it's hitting fewer people. I'm still curious as to why they felt the need to spell out "Maximum of 12 ____" though. Haste maybe?
I'm trying to wrap my head around the new hymn of hope mechanics.
if someone has 10k mana, they will go from oom to 2k and then regenerate 3% of 12k per tick?
DH is just as broken.... Like 12k heal ticks, 20k crits with 2 people casting it. I'm sure it wont go live like that, but it sure is fun right now....
New glyph go!
Sorry mind wandered for a sec there, one of "those" days at work. Shadow set bonus don't look too bad, haste is the new pink. Something tells me I am gonna have to start stacking crit.
alright that arguement may not work on blizz, but hey atleast i tried!
If they give Shadow Priests shadowbolt volley, I'll consider making shadow my main
/sad. It was very obvious that glyph wouldn't last, but [Hymn of Innervate the Raid] was a fun spell for a second. Need to test if the DH & HoH effects still stack tonight...
Awww, 50k healing on 3 targets over 8 seconds was too OP for a 6 min c/d? And 1352 ->2434 for the cost, bah. It's a strong oh shit button, but they could throw us a bone for once. >.>
Jesus Christ. Is that even going to be worth using ever?
Not sure if the amount healed has been changed though, I'll find out in about 2 hours. (The tooltip was broken and said 1-6) If it still healed for 12k ticks and 18k crits on 3 people, I can see that still being useful. At 2400 mana.... Well shit, PoH is 1800 untalented, what's another 600?
This is my build so far. Every shadow build I've seen doesn't use blackout, why is that? Also, is Imp. Spirit Tap really worth it? I guess these questions are kinda moot because 3.1 will be hitting soon, but even so.
Also, whoever it was that decided to reduce the mount level requirement to 30: blowjobs to you.
I like blackout, I think it's a nice boost to your overall power for pvp, solo, and even 5 man dungeons. It's a waste of talent points for raiding but I didn't bother to respec and no one complained, after you take all the "important raid talents" it turns out there are some talent points left over you can kinda do whatever you want with (you might have to drink the odd mana potion or use dispersion on a boss fight if you don't take meditation but it's not a big deal)
It's being removed in 3.1, isn't it? If so, I wouldn't bother getting it now since you'd just be getting used to something you won't have in a couple weeks.
Is it an upgrade to Spell Power/mp5?
If yes, then it's better.
If no, then it's not.
If it's an upgrade to one and not the other, you'll have to self evaluate. What do you feel like you could use more of?
I'll have to check this, now I feel silly for even asking. I think they are very close spellpower wise. I generally feel like haste is what I could use more of. The feel i get raiding is generally that if my spell finished casting faster on this guy I could heal that other guy before he dies (or nearly dies), but maybe this is more of a problem of not assigning raid heals well.
I did a heroic nax last night and Loatheb was incredibly easy since we actually did healing assignments.
This.
Although you should be fine if you can talk them into using CC again rather than the AOE tank + AOE everything down strat.