The notes are here if you haven’t seen them yet. WOW.com has a run-down of the highlights. The following are just my thoughts on the proposed changes.

  • Heal: I’ve never really understood why Blizzard has chosen to make healing spells progress like this. We start with Lesser Heal, get Heal at 16, and get Greater Heal around 40 if I’m remembering correctly. Every time we go up a step, the previous step becomes useless (less healed for the same amount of mana). Mages don’t have Lesser Fireball, Fireball, and Greater Fireball; why are healing spells stacked this way? Regardless, it’s nice to see some more granularity in the healing spells available to level-capped priests.
  • Mind Spike: You might remember a variant on this ability used by various voidwalkers and similarly-aspected creatures in Outland. (I’m thinking in particular about the voidwalkers around Oshu’gun in Nagrand.) This is useful for Shadow priests who – as they said – don’t have time to set up a rotation or who are locked out of Shadow spells (since it’s Shadowfrost, it won’t be stymied by school-lock mechanics). But as a baseline spell (it shows up at level 81 and they’ve said they’re not extending the talent trees beyond 51 points), it’ll also be useful to Disc and Holy priests in similar situations – it has a faster cast time than Mind Blast (and no cooldown) and no self-damage component like Shadow Word: Death, so we’ll be able to use it to DPS when we’ve been school-locked.
  • Inner Will: This is going to be fabulous for raiding Disc priests. We’ll be much more mobile and we’ll have mana reductions on many of our key mitigation spells (PW:S and Pain Suppression, I’m looking at you). Based on this, I suspect that we’ll be seeing more talents and glyphs that remove the cast time of some our healing spells as well. (“When your Penance critically heals a friendly target, your next Heal has a chance to become instant-cast.”)
  • Leap of Faith: It’s like Death Grip for friendlies. Here is where I’m going to deviate from the general healing population: if you are outright refusing to heal someone because they’re standing in a ground effect, you are a bad healer. Placing them lower on the priority list? Sure. It’s their responsibility to get out. But it’s your responsibility to heal the group. If you won’t do that, you shouldn’t be healing. We’ve come to a point in WOW where a lot of healers are saying “I’m just healing the tank, the DPS are on their own”, which is patently ridiculous. (Yes, I know I’ve been guilty of saying this myself sometimes. Shame on me.) Leap of Faith is a mitigation tool when someone’s standing in the fire; it’s like Power Word: Shield, except that it won’t run out. Added bonus: Leap of Faith + Inner Will = nobody ever has to do Frogger again.
  • HOTs and DOTs will now benefit from haste and crit by default. This is cause for celebration, but I wonder: is this limited to priests, or is it a general change? And will Shadowform get a different bonus since it’s losing the haste/crit bonus?
  • The changes to Spirit buffs – removing Divine Spirit, and making Blessing of Kings and Mark of the Wild not affect spirit – feel kludgy to me. Why not just drop Spirit entirely and go to straight MP5/HP5?
  • We want to improve Discipline’s single-target healing capacity.” Um. What does Blizzard know that I don’t about Disc priests’ ability to heal a single target well? “You’re awesome, and we want to make you totally awesome.”
  • Power Word: Barrier: Finally. I’ve been waiting for this since the Wrath beta!
  • Shadow Orbs (part of Shadow mastery): this looks like a cool mechanic. Wait for the minor Glyph to turn the orbs into ravens.

What are your thoughts? Leave me a note in the comments!

 

Blizzard has released PTR build 10571 for patch 3.3. It’s not a wide-sweeping build; in fact, there’s only one change that has direct bearing on healing priests. That one’s a doozy, though:

  • Power Word: Shield: This spell can now be cast on non-raid/party friendly targets.

It’s nice for Blizzard to finally acknowledge that Discipline priests exist outside of parties and raids, but here are two questions I want to see answered:

  • When I shield someone who’s not in my party or raid, who gets Renewed Hope?
  • Does this mean I can shield NPCs?

Shadow priests

Shadow priests have also seen some sweeping changes:

  • Glyph of Mind Flay now Increases the damage done by your Mind Flay spell by 10% when your target is afflicted with Shadow Word: Pain.
  • Glyph of Shadow Word: Pain changed to – The periodic damage ticks of your Shadow Word: Pain spell restore 1% of your base mana.
  • Glyph of Shadow now increases your spell power by 30% of your spirit for 10 sec. (Up from 10%) (Here’s the current version.)
  • Improved Devouring Plague: This spell now deals 10/20/30% of its total periodic effect instantly, up from 5/10/15%.
  • Shadowform: This talent also now causes Devouring Plague, Shadow Word: Pain, and Vampiric Touch to benefit from haste. Both the period length and the duration of these spells will be reduced by haste. In addition, the mana cost has been reduced from 32% to 13% of base mana.
  • Vampiric Embrace: This ability is now provides a 30-minute buff that cannot be dispelled, instead of a target debuff.

Read that last one again. Go ahead, I’ll wait.

In its current incarnation, VE is frustrating because it’s a debuff that doesn’t actually do anything to the target. By changing it to a 30-minute buff – which I assume is self-only, like Inner Fire; otherwise it would be completely overpowered (imagine tossing VE on a warlock) – Blizzard has saved Shadow priests a GCD per target and removed a major concern about their AOE damage. Since VE will be a self-buff rather than a target debuff, using Mind Sear in a multiple-target environment will be much more attractive; likewise, I can easily see a Shadow priest cycle being to tab-cycle around the adds dropping SW:P (since it restores mana with each tick), debuff the main target, and then alternate Mind Sear and Mind Flay, with Mind Blasts woven in to keep Replenishment up. (Keep in mind that I don’t know the Official Community Shadow Priest Raid Tactics – it just seems to me like that would work really well.) Likewise, I can see 21/0/50 being a very effective Shadow build.

Thoughts? Questions? Something I missed?

 

Blizzard has updated the Tier 10 set bonuses for healing priests – and, oddly, both of them actually sport different mechanics than the original versions. (This is especially odd in light of a comment made by Ghostcrawler last week that they’d generally worked out the mechanics and were fine-tuning specific numbers.)

The updated set bonuses:

  • 2-piece: Your Flash Heal critical strikes cause the target to heal for 25% of the healed amount over 9 sec.
  • 4-piece: Your Circle of Healing and Penance spells have a 20% chance to cause your next Flash Heal cast within 6 sec to reset the cooldown on your Circle of Healing and Penance spells.

The 2-piece bonus continues a pattern Blizzard’s created of giving small heals HOT components and giving HOTs immediate-heal components, and as such, while it’s interesting to see priests’ utility heal get a HOT, it seems to largely be a rehash of Flash of Light.

The 4-piece bonus is a reworking of the original bonus (you may remember it from my last post); this version is, in my opinion, vastly preferable, both because it allows synergy between two heavily-used spells (which, as @Greth22 points out, feels elegant, even if we haven’t seen it in action) and because it doesn’t encourage Penance/COH-FH-FH-FH spam like the previous bonus did.

I continue to find it interesting that Blizzard is functionally equating the Discipline 51-point talent with the Holy 41-point talent with this talent, especially since they have much different cooldowns. Penance’s untalented, unglyphed cooldown is officially twice as long as Circle of Healing’s, although the channel time lowers the effective cooldown somewhat. To equate the strength of the 4-piece bonus on a Holy priest to its strength on a Discipline priest implies, I think, that Blizzard considers both Aspiration and Glyph of Penance to be mandatory, which seems kind of silly. Blizzard, you clearly want us to make the cooldown 8 seconds; just make the cooldown 8 seconds!

 

The following is the current (datamined) Healing Priest Tier 10 4-piece set bonus:

  • Your Flash Heal spell has a 15% chance to reset the cooldown on your Circle of Healing and Penance Spells.

With my current haste rating, Penance has a 1.64-second channel, leaving me 6.36 seconds to cast Flash Heals before Penance’s cooldown is up. (I’m glyphed and have Aspiration.) Since my Flash Heal’s cast time is 1.31 seconds, I can cast it 4 times before Penance cools down, with 1.12s left over.

The math for determining how likely a percentage-based proc will go off is 1-[(1-proc chance)^(number of opportunities)]. (It seems unnecessarily complicated, but that’s how probability works.) In this case our proc chance is 0.15 (15%), and our number of opportunities is 4.

If I’m just spamming Flash Heal until Penance cools down – which I rarely am, but let’s assume it for the sake of a best possible scenario – then my chance to reduce Penance’s cooldown by at least 1 second is 1-[(1-0.15)^4], or 47.8%. Given that, roughly every other Penance cooldown will be shortened by at least 1 second.

(Without going into the math, the increased number of casts from dropping Glyph of Penance and Aspiration don’t justify the extension of the cooldown.)

For the record, if you’re just spamming Flash Heal after you use Penance (which I hope you’re not) and assuming 0 Haste (I hope you have some), you have 15% chance to reduce Penance’s cooldown by 4.5 seconds, 27.8% to reduce the cooldown by at least 3 seconds, and 38.5% to reduce the cooldown by at least 1.5 seconds. (Remember, the proc doesn’t go off until the Flash Heal spellcast does, so you have to let Penance cool down by at least 3.5 seconds – 2 seconds channeling Penance and then 1.5 seconds casting Flash Heal – before you can trigger the bonus at all.)

Incidentally, due to the nature of the problem, there is no point at which you’re guaranteed a proc. You get to 99.9% chance of having triggered the bonus at some point at about 27 Flash Heal casts, but it’s possible to beat probability and go forever without having triggered the bonus proc. That said, with no Haste, on average you’ll reduce the cooldown of your Penances by about 0.6 seconds. (If you have Haste, the average reduction is [0.6 * (1 + Haste %)].)

 
  • Brewfest has been extended by two days, until 11:59 PM server time on October 5. This is not a permanent extension to the holiday, just to this year’s event.
  • The preview content for patch 3.3 is Icecrown Citadel: The Frozen Halls, a new series of five-player instances that focus on Jaina Proudmoore and Sylvanas Windrunner leading players into a back entrance of Icecrown Citadel while Arthas is engaged at the main gates.
 

I’ve stopped raiding.

Don’t get me wrong – I love raiding, and I really like the group I’ve been raiding with. But right now, my son just came back from his summer in California and has started school (he’s in 5th grade this year – I can barely believe it), my wife is going back to being a full-time student (to finish an English/Business degree), and I’m working 50 to 60 hours a week (and that doesn’t include the time I’m spending training up on work-related skills). Plus, we have a new dog who needs to go out regularly. All of that comes together to put me in a situation in life where I really can’t put together three or four uninterrupted hours at the times when my guild raids.

Because I feel guilty about not raiding, I’ve been avoiding playing my priest – I think I’ve been in the new 5-man all of three times (not for lack of trying – someone else always gets to the healing spots first), and of the new raid I only ever saw Northrend Beasts. I’m kind of tired of dailies, and I don’t do heroics (for a lot of reasons – one being that as a healer, I’m the one who’s going to take the blame, deserved or not, if the group fails). Instead, I’ve put a lot of time into my rogue alt (she’s level 44 now – I’m averaging about a level a day for the last two weeks), since I can play her in little bits. (Heirloom shoulders, chest, and dagger mean she’s doing just over 100 DPS and getting 120% XP from killing and quests, so I’m cruising right along. I’ve been out of rested XP since level 27…)

I try to log on to Theande and Sisuphe once a day to transmute and do the Jewelcrafting daily, respectively, but I don’t always remember, and I’m running out of green Northrend gems to feed the daily – and I really don’t want to have to fly around Storm Peaks two dozen times gathering ore again. (I know, I bought Sisuphe’s epic flyer so she could do exactly that, but I do my best farming when I can play uninterrupted and, as above, I don’t really get uninterrupted time these days. That’s one of the reasons I love my rogue – if I have to step away, I can just stealth in a corner until I get back.)

I am happy about most of the changes in 3.2 (the Penance cooldown was a nerf, and honestly we should have taken the +5% crit they offered us in exchange in 3.1), and I’m really looking forward to the reworked Onyxia in 3.3 and to Cataclysm. But otherwise – well, I don’t really have very much to say about WOW right now, I think.*

All of which is to say that I’m sorry posts have been thin on the ground here lately, and I don’t know when I’m coming back.

* Yes, I’m consciously invoking this in order to kick-start my creative brain. Don’t tell it that, though, or it won’t work.

 

From the official forums:

We wanted to give everyone a very early heads-up that, in response to player requests, we’re developing a new service for World of Warcraft that will allow players to change their faction from Alliance to Horde or Horde to Alliance. There’s still much work to do and many details to iron out, but the basic idea is that players will be able to use the service to transform an existing character into a roughly equivalent character of the opposing faction on the same realm. Players who ended up creating and leveling up characters on the opposite factions from their friends have been asking for this type of functionality for some time, and we’re pleased to be getting closer to being able to deliver it.

As with all of the features and services we offer, we intend to incorporate the faction-change service in a way that won’t disrupt the gameplay experience on the realms, and there will be some rules involved with when and how the service can be used. The number of variables involved increases the complexity of implementing this service, but we plan to take the time needed to ensure that it lives up to expectations before officially rolling it out. We’ll go into much more detail on all of this here at http://www.WorldofWarcraft.com as development progresses. In the meantime, we wanted to let you know that because this type of functionality requires extensive internal testing well in advance of release, you may be seeing bits and pieces of the service in the test builds we use for the public test realms moving forward.

Let’s not everybody get too excited here. Yes, they’re planning on letting us switch factions. No, we have no damn idea how it’s going to work. Maybe we’ll be able to pay a one-time fee and redesign our characters from the ground up, only on the other side. Maybe we’ll have to get sponsorship from someone on the other side, guild-charter style. Maybe it’ll be race roulette (thanks to Anea), where you can switch factions but everything is randomized. We don’t know.

I’m aware that fandom rule #1 is “If a situation is ever unclear, assume whatever it would take to drive you into a blind rage.” Please resist that urge. This probably won’t be out until WOW 4.0 at the earliest, so be patient and rational, and withhold judgment until you actually know what’s going on. Okay?

 

I liked the original system of granting mounts at level 40, and although reducing the level requirement to 30 made gameplay sense, from a story perspective it wasn’t particularly meaningful. Level 20, though, not only makes sense from a gameplay perspective, it also carries a lot of weight in the storyline. At level 20, if you’ve been proceeding as planned through the quest lines:

  • Humans have scattered the Defias Brotherhood and defeated Edwin VanCleef, and in recognition of this, Stormwind has instructed Randal and Katie Hunter to allow them access to one of their prize rounceys.
  • Dwarves and gnomes have defused a plot by the Dark Iron Dwarves to destroy the Stonewrought Dam and flood the Wetlands. King Magni Bronzebeard rewards his loyal defenders with a fine war ram from the stables kept at Amberstill Ranch.
  • Night elves have defended the port town of Auberdine from invasions on two fronts – naga to the north, and demons and undead to the east and south – and the Cenarion Circle has extended these fierce kal’dorei the privilege of riding the druids’ saber cats.
  • Draenei have fought off the blood elves who stowed away aboard the Exodar and have slain Sironas, the Eredar who attempted to create Sun Gates between Bloodmyst and Outland. In thanks, the Prophet Velen allows the heroic Draenei to take an elekk from the Exodar‘s already-limited menagerie.
  • Orcs, trolls, and Tauren have cleansed the Wailing Caverns of the Druids of the Fang, driven out invading humans at Northwatch Hold and dwarves at Ba’el Modan, foiled the efforts of the Venture Company, forced the tenacious quillboar and centaur out, and staved off an invasion by the Silithid. Thunder Bluff, Orgrimmar, and Sen’Jin Village each recognize the Horde irregulars’ efforts with kodo, worgs, and raptors from their stables.
  • Forsaken have defended the Sepulcher from the Kirin Tor and Arugal’s worgen. The Dark Lady Sylvanas rewards her servants with undead chargers, necromantic steeds that are an additional insult to the defeated Kirin Tor.
  • Blood elves have cleansed the Ghostlands of the undead and nerubians left behind from Arthas’s attack on the Sunwell. Regent Lor’themar Theron has rewarded these staunch sin’dorei by ordering the Farstriders to allow them to ride the hawkstriders normally reserved for the finest rangers.
 

Thank goodness:

We’re going to remove the Pennance glyph change from patch 3.1.2. We feel that particular change shouldn’t be necessary anymore. - Kalgan
 

As of today’s patch notes:

  • Divine Hymn: Healing and healing scaling reduced by 30%. Buff on affected players changed from 15% to 10%.
  • Renewed Hope: Effect can no longer be dispelled.
  • Soul Warding: Mana cost reduction is now 15% down from 30%.
  • Glyph of Mass Dispel: Now only decreases Mass Dispel cost by 35%.
  • Glyph of Penance: Now increases critical strike chance by 5% instead of its old effect.

One by one:

Divine Hymn: Significant nerf, but Divine Hymn was so completely badass in 3.1 that it kind of needed a nerf.
Renewed Hope: Largely an arena change; doesn’t affect PVE at all.
Soul Warding: This makes Power Word: Shield slightly less mana efficient, but at least the cooldown reduction isn’t going away.
Glyph of Mass Dispel: Does anybody actually have this glyph?
Glyph of Penance: I am redacting my first reaction to this nerf because this is nominally a PG-13 blog. At full usage – using Penance every time the cooldown is up – the previous version of the glyph (reduced cooldown by 2s) effectively provided a 33% increase in Penance’s throughput. The new glyph provides a 2.5% increase in Penance’s throughput (since healing crits heal for 150% of the normal amount). The new glyph, therefore, sacrifices 30.5% throughput for an additional 1/20 chance per tick to proc Divine Aegis.

Honestly, with this change to Glyph of Penance, and now that Prayer of Healing is targetable, I might recommend Glyph of Prayer of Healing over Glyph of Penance for Discipline priests.