Originally posted here on 12/10/08.


Some half-baked thoughts on World of Warcraft. Comments welcome!

  • Mind Sear is amazing. I finished one of the Grizzly Hills PVP quests in fifteen seconds last night thanks to Fade and Mind Sear.
  • That said, I have long maintained – and still maintain – that priests need an instant-cast direct-damage spell that doesn’t damage us too. This is especially true with Shadow priests, the best pulling rotation that I’ve found involves loading up on DOTs and debuffs first – which means that it can be several seconds between when the mob gets pulled and when the mob gets tagged, which means that it’s very, very easy for another character to “steal” the tag after our DOTs and debuffs go up. Holy priests have this mitigated somewhat, thanks to the cast-time reduction to Holy Fire (still a Holy/Discipline priest’s best pulling spell, because of its DOT), but Shadow priests are left out in the cold unless they want to pull with Shadow Word: Death.
  • Although I adore the Grizzly Hills music, I can see why people don’t like the zone. (I happen to enjoy it, but I can see why people wouldn’t.) For one thing, on the Alliance side at least, it involves the first chase scene I can think of in WOW (Escape from Silverbrook), which you either love (because it’s awesome) or you hate (because it’s hard).
  • This is based on an experience Holly had last night: tanks should be aware that just because you don’t have to worry about crushing blows at level 80 anymore doesn’t mean you can just stack Defense to 540 (which cancels out all critical hits) and leave it! Dodge, Parry, and Block are still immensely important, because every time you increase one of those stats, you decrease the chance to get an ordinary hit. This sounds like a silly, self-evident assertion, but consider that if you’re taking 1% fewer ordinary hits, you’re taking 1% less damage. Holly healed two tanks last night; one had 10% more health and had 5% more mitigation than the other (their armor was about the same), and felt like a bad healer because she was having trouble with the lesser-geared tank. No, dear, you’re not a bad healer; the second tank is taking 11% more damage on 90% of the health – against the same mob, he’s going down 23% faster. Of course you’re having trouble healing him.
 

Originally posted here on 11/13/08.


Since Blizzard released Achievements in patch 3.0, it’s become more attractive to pick up vast quantities of mounts and vanity pets. However, the more mounts or pets you have, the harder it is for the traditional macros to summon one randomly; /castrandom works well for four or five, but when you have 75 pets you start running into the 255-character limit.

Fortunately, Blizzard also implemented some new API calls in 3.0, among them CallCompanion(). This allows you to summon anything that the game classifies as a Companion – which, at the moment, are vanity pets and mounts. This makes it much easier to summon a random pet or mount.

Here are the macros you’ll need. Copy the text in bold into a new macro and you’ll be all set.

  • For vanity pets: /run c=GetNumCompanions("CRITTER");n=math.random(c);CallCompanion("CRITTER",n);
  • For mounts: /run c=GetNumCompanions("MOUNT");n=math.random(c);CallCompanion("MOUNT",n);

It’s almost too easy…

 

Originally posted here on 11/2/08.


Tonight I went into the Eye of Tempest Keep for the first time, got the relevant Achievement by killing Kael’thas Sunstrider, got my first piece of Tier 5 gear (the shoulders from Void Reaver), and transferred my priest from Phoenix Knights to Aetherial Circle, Holly’s raiding guild and the guild I’ve been eyeing since I transferred to Drenden in February.

So, go me!

 

Originally posted here on 11/2/08.


Now that we’ve had a few weeks to get adjusted to patch 3.0.2 – and now that Christian Belt’s posted a piece on WoW Insider about Mages and Inscription, and inspired me – here are my thoughts on the available Priest glyphs. Note that these are just my opinions, and you’re welcome to disagree. I’m not trying to dispense holy writ.

Major Glyphs

  • Glyph of Dispel Magic – Dispel Magic also heals your target for 6% of his/her maximum health. This is a nice bonus to a situational spell, but keep in mind that it can’t be used as a normal heal – Dispel Magic only works if the target has magic to dispel. On the other hand, the heal can crit, and it’s the only Discipline heal in the priest’s repertoire, meaning that it won’t pull you out of Shadowform. It also doesn’t affect hostile targets, so you can still dispel enemy players and mobs with impunity.
  • Glyph of Fade – Increases the duration and cooldown of Fade by 50%. On the one hand, this gives the tank more time to re-establish aggro. On the other hand, it means you can’t use it as often. Also, it’s not going to be particularly useful for soloing priests. On the balance, I can’t recommend this glyph.
  • Glyph of Fear Ward – Reduces the cooldown and duration of Fear Ward by 30 seconds. This is not a glyph for using. This is a glyph for laying down and avoiding. It’s the only glyph I can think of that will increase your mana expenditure without providing a return, since you’ll have to cast Fear Ward more often in situations that require it. It’s also the only glyph I wish I could un-learn.
  • Glyph of Flash Heal – Reduces the cost of your Flash Heal by 10%. Unmitigated good news, considering that downranking has been abolished. At level 70, this knocks nearly 50 mana off Flash Heal’s cost, dropping it from 472 mana to 425. It’s still not as efficient as Greater Heal (2.8 health per mana to GH’s 5.1), but your mana consumption will go way down when you’re trying to conserve overhealing too.
  • Glyph of Holy Nova – Holy Nova gets +40% healing, but -40% damage. This would be great if anybody used Holy Nova for healing, but as it is, most of the use it sees is as a priest’s only AOE spell. (That’ll change with Mind Sear in the expansion, but still.)
  • Glyph of Inner Fire – Increases the number of charges on Inner Fire by 20. This is great for the solo priest, but in groups you shouldn’t be getting hit, so the number of charges Inner Fire has shouldn’t matter. It’s a toss-up.
  • Glyph of Mind Flay – Increases the range of Mind Flay by 10 yards, but removes the slowing effect entirely. This is the inverse of the Glyph of Inner Fire – fabulous in groups, where you don’t care about the slowing effect and the extra reach is great (especially for fights like Prince in Karazhan), but awful while soloing, since the slowing effect is half the reason to use Mind Flay in the first place. Also, now that Holy Nova is baseline, this is the only Priest glyph to modify a spell that’s only available through talents.
  • Glyph of Power Word: Shield – Power Word: Shield heals the target for 20% of the potential absorption amount, when the shield is cast. Be aware that this isn’t an over-time heal that depends on how much damage the shield takes, as can be easily inferred from the wording; when you cast Power Word: Shield, your target will be healed for 20% of what the shield can absorb. Great for Holy and Discipline priests, and fantastic for Shadow priests (who can cast PW:S without leaving Shadowform), this is one of the must-have glyphs for priests.
  • Glyph of Psychic Scream – Increases the duration of Psychic Scream by 1 second. On the one hand, this is one more second with the mobs off you (two, actually, since they have to add the extra second to their return time too). On the other hand, this is one more second with the mobs out of range of your spells, and one more second in which they can grab adds. It’s a toss-up, and depends on your play style. (If you’re primarily a grouper, this is a waste of a glyph slot.)
  • Glyph of Renew – Renew’s duration is cut by 3 seconds, but its healing per tick is increased by 25%. The way this works out, your Renew will heal for exactly the same amount, it’ll just do it faster. Unlike Fear Ward above, this is actually a useful glyph; although you’ll have to cast Renew more often, it’ll be much more effective when you do cast it, and its HPS will go up even as its HPM goes down.
  • Glyph of Shadow Word: Pain – Reduces SW:P’s mana cost by 20%. Another unmitigated benefit no matter what you’re situation, since it saves you mana. Especially good for Holy- or Shadow-heavy priests, who may not have the talent points to buy Meditation (which lets some of your mana regen continue while casting). Edit: Cae points out in the comments that many Shadow priests have the Pain and Suffering talent, which refreshes your SW:P’s duration when you successfully cast Mind Flay. This talent is much less useful for those priests, who will be casting SW:P much less often.
  • Glyph of Smite – Increases your chance to resist spell interruption while casting Smite by 50%. Largely a solo-only glyph, since you won’t be getting spell interruption in a group (and unless you’re Smite-DPS spec, you won’t be casting Smite much either), and even then it’s not great considering the changes to spell pushback. Don’t avoid this glyph, but don’t use it unless it doesn’t cost you anything and you can’t find a different one.

Minor Glyphs

  • Glyph of Fading – Reduces the mana cost of your Fade spell by 30%. Now this one I can get behind. It reduces Fade’s cost by nearly 100 mana at level 70, and that’s 100 more mana you can use to heal the tank or melt faces.
  • Glyph of Fortitude – Reduces the mana cost of Power Word: Fortitude and Prayer of Fortitude by 50%. This is only really useful in PVP (since PW:F can be dispelled) or when someone uses a combat rez. Otherwise it’s really just a convenience glyph, and should be passed over if you can find something better.
  • Glyph of Levitate – Levitate no longer requires a reagent. Take this glyph. Levitate goes from being situational to being whenever-the-hell-you-feel-like-it-ational, and you don’t have to go to Darkshore and kill moonkin for two hours to get enough Light Feathers to last you the week. Also, you’ll never die from accidentally using your ground mount and then running off the Aldor tier again. (…am I the only one who does that?) Edit: The lovely Holly has pointed out that Levitate has combat applications too, notably in fights where characters are lifted into the air and can take falling damage. This glyph means never having to farm Light Feathers before you go into Zul’Aman.
  • Glyph of Shackle Undead – increases the range of Shackle Undead by 5 yards. Are you, currently, in either Duskwood or Karazhan? This glyph might come in handy. Otherwise, pass it over.
  • Glyph of Shadow Protection – increases the duration of Shadow Protection and Prayer of Shadow Protection by 10 minutes. Great; now Shadow Protection is only ten minutes less in duration than the rest of my buffs, and Prayer of Shadow Protection is only half the duration of my other prayers instead of a third. If they’d brought SP and PSP in line with the other priest buffs, this would be understandable, but as it stands… well, it’s not worth it.
  • Glyph of Shadowfiend – You receive 5% of your maximum mana if your Shadowfiend dies from damage. And honestly, how often does that happen? A lot. This glyph guarantees you at least a little return on your Shadowfiend investment; with my stats the way they are now, if my Shadowfiend dies the instant it hits the ground, I receive a net increase of about 350 mana (500 from Shadowfiend’s death – 157 to summon the fiend). It would have been nice if it reduced the cooldown instead, but I guess that would have been a major glyph. This also isn’t particularly useful to the leveling priest, since you don’t get Shadowfiend until 66.

Here are my recommendations on glyphs to pick:

Major: Renew (Holy/Discipline) or Shadow Word: Pain (Shadow), Flash Heal (Holy) or Power Word: Shield (Discipline/Shadow)
Minor: Levitate (all), Fading, Shadowfiend

Comments are welcome in the form below.

 

Originally posted here on 10/7/08.


Kisirani's avatar

  • MK has a very thorough Patch 3.0.2 Priest Survival Guide over at A Dwarf Priest. Priests of any stripe should read this writeup before the patch hits (next week, we’re told) so that they’re familiar with the changes they’ll be experiencing.
  • If you didn’t spend all of your Brewfest tokens before the event ended very, very early on Saturday morning (thanks a lot for that little piece of misinformation, Blizzard), all is not lost. Kisirani, one of the Blizzard developers, reports that Brewfest tokens are still spendable after the event. If you’re Alliance, speak to Larkin Thunderbrew in the Stonefire Tavern just north of the Gates of Ironforge; the Horde should speak to Ray’ma in the Valley of Spirits in Orgrimmar, where he stands with the Mage and Priest trainers.
 

Originally posted on Lost in Translation on 9/21/08.


Tonight we concluded our second Karazhan run. We took everyone but Shade of Aran and Prince Malchezzar in one shot, and took two tries on each of them – and then were stymied, for tactical reasons, on Nightbane.

However, Theande’s now wearing the Mender’s Heart-Ring and the Light-Collar of the Incarnate, the latter of which is her first piece of Tier 4 gear.

Who knew it was this much fun to raid?

 

Originally posted here on 9/21/08.


Welcome, WOW Insider readers!

Blizzard’s changed the way Brewfest works this year. Like Hallow’s End and the Festival of the Summer Flame, Brewfest now has its very own boss: Coren Direbrew. Last year, he just completed a Brewfest quest for you; now you have to defeat him in combat in order to claim your prize.

We had the most success yesterday with a group composed of a tank, two healers, and two DPS. This is a DPS-heavy fight, and the more DPS you have without sacrificing healing, the better off you’ll be. We tried with three healers, one DPS, and one tank, and had no success at all; we didn’t try with one healer and three DPS, and I’m not sure it would have worked well, since the DPS are also taking damage from the adds in the fight. However, a sufficiently skilled healer might be able to keep everyone up, and three DPS would mean that the fight would be over that much more quickly. (With our group, I think it took us about 5 minutes to down Direbrew – a little faster once we got the rhythm of the fight down.)

Direbrew is located in the Grim Guzzler, the tavern in the middle of Blackrock Depths, which seems like it ought to be a deterrent for groups headed to take him out… but Blizzard has thoughtfully provided us with a teleport to the Guzzler in the form of Mole Machine Consoles, which summon a Dark Iron Mole Machine – of the sort you see in the Brewfest hourly attacks – to take you directly to Direbrew’s room in the Grim Guzzler. The Mole Machine Consoles are guarded by Dark Iron Antagonists, three level 70 non-elite mobs. They should pose no threat to a group prepared to take on Direbrew.

Once you’ve arrived in the Guzzler, the first step to this battle is actually to start other fights. Specifically, you want to clear out as much of the next room of the tavern as you can. These are all 48-51 non-elites, and can be cleared quickly and effectively via AOE. You shouldn’t need to clear Ribby’s Cronies, who are 48-49 elites and who can only be aggroed by talking to them. Likewise, the two gnolls guarding the Arena vendor in the corner won’t aggro at all. You may want to activate the Thunderbrew Lager Kegs in Direbrew’s room, as doing so will summon a group of angry patrons to attack the group. It’s best to do this before the battle with Direbrew, to avoid stray clicks generating adds during the fight.

The reason you’re clearing this room is because the Guzzler’s patrons, non-aggressive though they are at first, will cheerfully join in the fight alongside Direbrew if he or any of his agents get too close to them. Clearing the patrons means that you have more room to run Direbrew and his Dark Iron Antagonists around, and to use fear spells if you need to.

Next is Direbrew himself. He starts out green (friendly); to start the fight, you must pick up the daily quest Insult Coren Direbrew from the Brewfest Spy in the next Room. If this is your first time doing this fight, there are a few prerequisites; you must complete Welcome to Brewfest! from Ipfelkofer Ironkeg (Alliance) or Tapper Swindlekeg (Horde), right smack in the middle of the Brewfest celebration, and then pick up Save Brewfest! from Darna Honeybock (Alliance) or Slurpo Fizzykeg (Horde). If you’ve completed Welcome to Brewfest! and Save Brewfest!, you don’t have to (and can’t) pick them up again; just go to Blackrock Depths and pick up the daily quest from the Spy. Edit: A couple of commenters from WOW Insider has pointed out that you don’t need to pick up Welcome to Brewfest! and Save Brewfest! in order to get the daily quest; I’d been under a misapprehension. Thanks for clearing that up!

An aside: a given player can start the fight only once per day. However, a given party has no upper limit, since Direbrew respawns very quickly after he’s defeated. It’s possible for a party to continually cycle through members, theoretically giving anyone who wants to go a chance at the loot and the quest completion. However, a party must have at least one member who hasn’t done the quest, since the only way to get Direbrew to aggro is to complete the daily quest to insult him.

Once you start the fight, Direbrew and his three non-elite Antagonists will begin attacking the player who started the fight. The tank should be prepared to immediately pick up all four mobs, but also to focus on Direbrew. Once the tank has established threat on Direbrew, the DPS should lay into the Antagonists. Once all Antagonists are clear, the DPS should focus on Direbrew; new Antagonists will spawn throughout the fight, and the DPS should immediately switch to killing them. In this way, the fight is like Curator in Karazhan and Vexallus in Magister’s Terrace: don’t DPS the boss unless all of the adds are down.

Direbrew himself has several special abilities. (WoWWiki lists only one, but I’m pretty sure I’ve seen at least two more.) He will Disarm the person he’s attacking (this is the one WoWWiki knows about). He will also periodically enrage, dealing slightly more damage for a few seconds, and he appears to have a Whirlwind attack. The tank can generally continue to keep his attention through all of these.

The Dark Iron Antagonists have only one special ability: they spawn through more Mole Machines, and if a Mole Machine spawns under a player, it will launch that player a few yards in a random direction. You can tell when a Mole Machine is about to spawn because the ground will start crumbling; stepping back a few paces will avoid the knockback effect (and the spell interruption it generates!). Other than this, they are basic level-70 non-elite mobs, and can be easily handled by whichever DPS picks them up.

Direbrew also spawns two elite adds, Ilsa and Ursula Direbrew. Both Ilsa and Ursula will periodically respawn if they’re killed; as long as Ilsa’s stuns are dealt with (see below), she can be safely left alive, but Ursula should be killed when she spawns (also see below).

Ilsa’s special attack is a stun. She throws mugs of ale at random players; if the player doesn’t drink the ale within a certain amount of time (I believe it’s 15 seconds), she throws another mug which stuns the player for 8-10 seconds. The best way to deal with Ilsa that I’ve found is to make a macro:

/use Dark Brewmaiden’s Brew

Place this macro on your hotbar, and when it lights up, click it; this will drink the mug of ale and prevent the stun effect.

Ursula’s special attack effectively removes a player from combat. She throws an ale barrel at the player who’s highest on her threat list; this inflicts the debuff “Barreled”, which causes the player to run around uncontrollably (similar to a Blind effect) and drop all threat. If Ursula does this to the tank, Direbrew himself will go loose and attack whoever’s second on the threat list. I can’t tell whether this is an threat dump (like Feign Death) or a temporary threat reduction (like Fade), but it seems to be easy enough to re-establish aggro on Direbrew. However, Ursula only has 20,000 health, and doesn’t start throwing barrels until 16 seconds after she spawns, so the best way to deal with her is simply to take her down as soon as she spawns.

When Direbrew is reduced to 5% or below, all DPS should stop what they’re doing and focus fire on Direbrew. When he’s killed, all of the other hostile mobs will immediately despawn.

Direbrew drops loot that is identical to the 41-badge trinkets. Since these are different items, they can be used alongside the 41-badge trinkets. (For example, Direbrew Hops and Essence of the Martyr have identical effects, and both are Unique, but since they are technically different items, a player can have one of each equipped.) Direbrew also has a chance to drop unique trinkets, the Brightbrew Charm and Balebrew Charm. Each of these has +45 Stamina and summons a Brewmaiden on use; the effect of the Brewmaiden depends on which Charm you get.

Direbrew also has a low chance to drop the Brewfest mounts, the Swift Brewfest Ram and the Great Brewfest Kodo. Which mount drops is not determined by faction, just by luck, so it is possible for Alliance players to get the Kodo and for Horde to get the Ram. The chance of his dropping the mounts appears to be 1-15%; in seven attempts yesterday, we didn’t see a single mount drop, but it’s known that they do drop.

Finally, Direbrew will, the first time you kill him, drop Direbrew’s Dire Brew, which starts a quest to return the cask to the Brewfest organizer outside Ironforge or Orgrimmar. The quest awards 40 Brewfest tokens, so I recommend that you pick it up.

 

Originally posted here on 9/19/08.


Ahoy, mateys – today be Talk Like A Pirate Day! In honor o’the occasion, the crew o’the clipper Blizzard‘ve arranged — well, it’s better seen’n heard:

 

Originally posted here on 9/15/08.


Since priest talents are changing significantly in Wrath of the Lich King – as was pointed out on WOW Insider – I figured I’d rework my talent recommendations to take the LK talent spreads into account.

NB: I’m not in the beta. Some of these talents may have play implications that I’m not familiar with.

  1. Spirit Tap 1/3 (Shadow). This is an unbeatable leveling talent; it gives you +100% Spirit and +50% mana regeneration during casting for 15 seconds after you get the killing blow on a target that gives you XP or honor. The more mana you regenerate, the less downtime you’ll have. When you’re healing, though, this talent is next to useless, since you’ll almost never be getting the killing blow.
  2. Spirit Tap 2/3.
  3. Spirit Tap 3/3.
  4. Twin Disciplines 1/5 (Discipline). This replaces Wand Specialization in the Discipline Tree. It grants +1% spell damage and healing per talent point to all of the instant-cast spells in your repertoire. I’m not sure if this includes spells whose durations are reduced to instant.
  5. Twin Disciplines 2/5.
  6. Twin Disciplines 3/5.
  7. Twin Disciplines 4/5.
  8. Twin Disciplines 5/5.
  9. Healing Focus 1/2 (Holy). Healing Focus prevents spell pushback, giving you a 35% chance per point to resist pushback from damage while you cast any healing spell. Great for soloing (since you can get that heal off while the mob’s hitting you) and essential for grouping (since you can cast through AOE and the occasional accidental add).
  10. Healing Focus 2/2.
  11. Improved Power Word: Fortitude 1/2 (Discipline). Increases the Stamina bonus from PW:F by 30% per talent point. PW:F is the buff you’ll cast most often, and improving it can only help matters.
  12. Improved PW:F 2/2.
  13. Improved Renew 1/3 (Holy). Increases the amount healed by your Renew spell by 5% per point. Renew is probably the spell you’ll cast most as a priest; between this and Twin Disciplines, your Renew will heal for 25% more than its tooltip value, making it invaluable as a Band-Aid spell.
  14. Improved Renew 2/3.
  15. Improved Renew 3/3.
  16. Silent Resolve 1/3 (Discipline). Each point in this talent reduces the threat that your Holy and Discipline spells generate by 7% (up to 20% at 3 points) and reduces the chance your spells will be dispelled by 10%. This is pretty much a grouping and PVP talent, but it’s still handy to have.
  17. Silent Resolve 2/3.
  18. Silent Resolve 3/3.
  19. Meditation 1/3 (Discipline). Allows 10% per point of your mana regeneration to continue while you cast. Normally, when you successfully cast a spell – that is, when you pay the mana cost of the spell, even if it’s reduced to 0 – your mana regeneration stops entirely for five seconds; this is the much-referenced Five Second Rule, or 5SR. With this talent, you can get up to 30% of your mana regeneration to continue while the 5SR is in effect – or up to 80% while Spirit Tap is active. As above, the more mana you regenerate in combat, the less downtime you’ll have, and the better the chance that you’ll survive the combat.
  20. Meditation 2/3.
  21. Meditation 3/3.
  22. Spell Warding 1/5 (Holy). Reduces the spell damage you take by 2% per point. This is a straight-up survival talent; it’s not worth much against melee opponents, but casters will have that much more trouble taking you down – and in later instances, this will be invaluable in surviving AOE or multiple-target attacks.
  23. Spell Warding 2/5.
  24. Spell Warding 3/5.
  25. Spell Warding 4/5.
  26. Spell Warding 5/5.
  27. Improved Power Word: Shield 1/3 (Discipline). I’m not a big fan of Power Word: Shield; it’s essentially my “oh crap” button, and its job is to keep the target alive until I can get a heal off. It has its proponents in solo play, but to me it’s just another way to spend mana, and when I’m soloing I want to conserve mana as much as possible. (Besides, ideally I’ll be wanding by the time the mob gets to me, and Renew will heal more damage than PW:S can prevent for less mana.) However, we need to put two talent points somewhere, and one of the noted flaws of PW:S is that it gets markedly less effective in the levels leading up to the next rank of the spell, so we’ll put two points here and increase PW:S’s damage absorption by 5% per point.
  28. Improved PW:S 2/3.
  29. Mental Agility 1/5 (Discipline). This talent reduces the mana cost of your instant spells by 2% per point. As I’m sure you can tell, I’m a big proponent of Renew, and reducing its mana cost just makes it that much more efficient. At this point you have +25% to Renew’s healing and -10% to its mana cost; in other words, according to the tooltip, the spell heals 400 health and costs 19% of base mana, but for you, it heals 500 health and costs 17.1% of base mana.
  30. Mental Agility 2/5.
  31. Mental Agility 3/5.
  32. Mental Agility 4/5.
  33. Mental Agility 5/5.
  34. Divine Spirit 1/1 (Discipline). This is the zenith of the Discipline tree, as far as this build is concerned. Divine Spirit is a buff spell like Power Word: Fortitude; it grants a bonus to Spirit. At the moment, Spirit just increases your mana regeneration, but stick around for the next few talents; it’s about to get a lot more powerful.
  35. Improved Divine Spirit 1/2 (Discipline). This talent adds to the buff that Divine Spirit provides. In addition to the Spirit boost, your Divine Spirit will now increase the recipient’s spell damage and healing by 3% of their total Spirit for each point you take in the talent.
  36. Improved Divine Spirit 2/2.

This is as far as we’re going to go in the Discipline tree. From here on out, it’s all Holy.

  1. Holy Nova 1/1. This is the Holy priest’s only AOE spell. It damages all enemies within 10 yards, and heals all party members within the same radius. It doesn’t have great damage or healing per mana, and it takes a lot of mana, but it’s instant-cast, it’ll hit as many enemies as you can pack in a circle with a 10-yard radius, and it doesn’t generate any threat. To be honest, the best uses I’ve found for Holy Nova is to kill a lot of small enemies at once (the parasites in the treants in the Bone Wastes of Terokkar are a good example) and to run lower-level instances quickly.
  2. Inspiration 1/3. This is the talent that will make tanks fall in love with you all over again. Inspiration grants +8% armor per talent point to your target every time one of your major heals crits, up to 25% at 3 points. Tanks love healing; tanks love armor. It’s a match made in heaven.
  3. Inspiration 2/3.
  4. Inspiration 3/3.
  5. Holy Specialization 1/5. Increases the crit chance of your Holy spells by 1% per point. Paired with Inspiration, this will make tanks love you even more. (Unfortunately, people love to yell at priests for overhealing, and the more crits you get, the higher your overhealing will be. So be prepared to get yelled at.)
  6. Holy Specialization 2/5.
  7. Holy Specialization 3/5.
  8. Improved Healing 1/3. Reduces the mana cost of your Lesser Heal, Heal, and Greater Heal spells by 5% per talent point. (Penance, too, but you won’t have that.) Naturally, the less mana you spend, the more you’ll have left over.
  9. Improved Healing 2/3.
  10. Improved Healing 3/3.
  11. Spirit of Redemption. This talent has two features. First, it increases your total Spirit by 5% – and my tests indicate that this is calculated last, so that it includes buffs like Divine Spirit. Second, this talent keeps you up for 15 seconds when you die; while you’re in this state (and look like a Spirit Healer, which is cool by itself), you can cast any heal in your repertoire at no mana cost, and you can’t be targeted by attacks, spells, or effects. This talent alone can turn a wipe into a one-death fight, and the point you’ve spent will be worth it the second you’re the only one who has to run back (or, better yet, another rezzer brings you back up.
  12. Spiritual Guidance 1/5. Here’s the other talent that buffs Spirit beyond the realm of mortal man. For every point you put into this talent, you get 5% of your Spirit added to your spell power (which is Lich King’s replacement for “damage and healing”). The higher your Spirit, the better you heal. That’s all there is to it.
  13. Spiritual Guidance 2/5.
  14. Spiritual Guidance 3/5.
  15. Spiritual Guidance 4/5.
  16. Spiritual Guidance 5/5.
  17. Spiritual Healing 1/5. This is a straight-up healing boost: your healing spells heal 2% more per point in this talent.
  18. Spiritual Healing 2/5.
  19. Spiritual Healing 3/5.
  20. Spiritual Healing 4/5.
  21. Spiritual Healing 5/5.
  22. Lightwell 1/1. This spell has been buffed from its Burning Crusade incarnation. It still creates a Lightwell, which individual party members can click to give themselves a heal-over-time. However, instead of disappearing on any damage, the buff is only cancelled when the character takes damage equal to 30% of his total health. That change alone turns Lightwell from a borderline case into a great set-and-forget healing spell.
  23. Healing Prayers 1/2. Reduces the mana cost of your Prayer of Healing and Prayer of Mending by 10% per point. Like Improved Healing for the Heal spells, this spell means that you don’t have to worry as much about the mana cost of Prayer of Healing, and you can practically throw your Healing Frisbee with impunity.
  24. Healing Prayers 2/2.
  25. Holy Specialization 4/5. It seems odd to be going back to a first-tier talent, but we need to hit 35 points in Holy and none of the untaken talents are really as good as +1% Holy spell crit.
  26. Empowered Healing 1/5. For every point you put into this spell, Greater Heal gets an additional 8% of your bonus healing and Flash Heal and Binding Heal get an additional 4%. Again, this will trend toward overhealing, but it’s worth it to have the additional healing.
  27. Empowered Healing 2/5.
  28. Empowered Healing 3/5.
  29. Empowered Healing 4/5.
  30. Empowered Healing 5/5.
  31. Test of Faith 1/3. If someone healed by you is at or below 50% health, they get an additional 2% healing on that heal, and that heal has an additional 2% crit chance, both of those per point in the talent. It would be nice if this talent scaled depending on how low the target’s health was, but we can’t have everything!
  32. Test of Faith 2/3.
  33. Test of Faith 3/3.
  34. Serendipity 1/3. You’re refunded 8% per point of the mana cost of a Greater Heal or Flash Heal that overheals. This counterbalances the talents that give you a larger chance to overheal your target.
  35. Serendipity 2/3.

    There you have it: a 23/45/3 Holy talent spec that’ll work equally well for solo play and healing in a group. If you decide that all you’re going to be doing is grouping, get rid of Spirit Tap. Of the three points you’ve freed up, put one in Serendipity 3/3, and put the other two in Mental Strength 2/5 (Discipline), which increases your total mana by 3% per point, yielding this spec. If you’re feeling saucy, take the points out of Serendipity altogether; put one more in Mental Strength 3/5 and the other two in Focused Power 2/2 (Discipline), which increases your total spell damage and healing by 2% per point, and reduces the cast time of Mass Dispel by half a second per point. This is your final “saucy” grouping spec, at 28/45/0.

 

Originally posted on my other blog on 9/14/08. Archives are missing there.


Healing in groups requires three skills: awareness, or the ability to keep track of at least five health bars (and mana bars, if you’re a Draenei like Theande and have an ability that restores mana to your whole group); judgment, or the ability to triage (determining who needs to get healed first); and speed, or the ability to get the heal to the person who needs it quickly. The first is a skill that can be developed (and honed with a well-designed UI). There are addons for the second, although I don’t use them; a priest who has trained her judgment is far more effective than a priest who uses addons. Neither the first nor the second, though, can be improved by the use of macros.

Not so speed. Since patch 2.0, macros have offered a way to significantly increase the speed of healing without sacrificing either of the first two skills. The key is that macros allow you to append modifiers to the spells you cast; although they don’t affect the speed at which the spell is cast, they can significantly improve the speed at which you start casting.

Here’s a sample macro, for Renew:

#showtooltip Renew
/cast [mod:alt,target=player][target=mouseover,help][ ] Renew

To implement this macro, go to your Macros window (of course), create a new macro, use the question-mark icon, and title it Renew. Then paste in the “code” above. The question-mark icon is important because it allows us to change the icon (and tooltip) on the fly; it’s not really used to its full extent here, but it will be later.

The first line of the macro, “#showtooltip Renew”, tells WOW to use the Renew icon for the macro and show the tooltip for your highest rank of Renew when you mouse over the macro’s icon. You can do this with any spell in your spellbook; it doesn’t have to have any connection with what spell the macro actually casts.

The second line is where the power of the macro lives. The basic line is “/cast Renew”. This simply casts the highest rank of Renew in your spellbook. If your macro were simply

#showtooltip Renew
/cast Renew

the macro would, on your keybar, behave exactly the same as if you’d dragged the spell down from your spellbook. It’s the modifiers – the bits in brackets – that make this macro special.

The first modifier is “[mod:alt,target=player]“. The mod: modifier tells the macro what modifier key to look for. In this case, it’s Alt, which is the default self-cast modifier key. When you hold down Alt, this section of the macro goes off. The target= modifier tells the macro what you want it to target when it casts the spell. This becomes even more important in the next section.

This modifier, then, tells the macro “when I’m holding down the Alt key, target me”.

The second modifier is “[target=mouseover,help]“. Again, target= tells the macro what you want it to target when it casts the spell. In this case, target=mouseover means to cast the spell on whatever unit your mouse cursor happens to be hovering over. This can be the character itself (or an NPC), or the character’s portrait if you have the character selected or are in a group. The help modifier tells the macro to only do this if the unit you’ve moused over is one that you can cast helpful spells on. If you’re mousing over an enemy unit, this modifier won’t go off.

This modifier tells the macro “if I have my mouse cursor over a character or character portrait, and it’s friendly, target that character”.

The third modifier is the simplest: “[ ]“, two brackets with a space between them. This is the “default” modifier; it tells the macro “if none of the other modifiers are in effect, do exactly what you would do if I were casting directly from my spellbook”.

Keep in mind that the modifiers go in order; the macro parser will test the first modifier, and if it fires then it’ll ignore the rest. If it doesn’t fire then the parser will move on to the second modifier, and so on. So you have a macro that says “if I’m holding down Alt, cast Renew on me; otherwise, if I have my mouse hovering over a friendly character, cast Renew on that character; otherwise, cast Renew as though you weren’t a macro at all.”

This macro solves a problem I had a lot when I was healing. My tactic was to hit the spell’s hotkey and then click on the portrait of the character I wanted to target; this worked most of the time, but some of the time the cooldown or global cooldown wasn’t up, and instead of just casting, my click would select the character instead. If I didn’t notice this right away, all my heals started going to that character, which was problematic when I’d just wanted to toss a quick Renew on one of the DPS. By switching to mouseovers, I’ve reduced the amount of clicking I need to do almost to zero – and I never need to have anyone in the party targeted, leaving me free to target the mob we’re attacking.

Here’s another macro, which is a little more complex but really does the same thing:

#showtooltip [mod:ctrl]Mass Dispel; Dispel Magic
/cast [mod:alt,target=player][nomod:ctrl,target=mouseover,exists][nomod:ctrl] Dispel Magic;[mod:ctrl]Mass Dispel

This is where #showtooltip shines; it displays different spells in the icon and tooltip of the macro depending on whether I have the Ctrl modifier key held down. The spellcasting line does the same thing; notice the nomod: modifier, which tells the macro parser to use this option unless the specified modifier key is held down. Notice also the exists modifier, which is like help but asks whether there’s any creature or character under your mouse cursor, not just one that’s friendly. Finally, notice the semicolon (;) after “Dispel Magic” in the spellcasting line; you use the semicolon to separate spells. “If any of these modifiers are true, cast spell X; otherwise, cast spell Y.” In this case, we don’t need “[ ]“, because “[nomod:ctrl]” serves the same purpose. (If we had “[ ]“, Mass Dispel would never go off. Alternately, we could put the “[mod:ctrl]Mass Dispel” section first, and then “[ ]” would be appropriate before Dispel Magic instead of “[nomod:ctrl]“.)