The last discussion on the 1.10 Priest talents occured before they were released (unleashed?) on the main servers, so I figured I'd bring it back up. We've had time now to put the new talents into use and practice, and figure out what we like and don't like about them... at least I hope.
I started planning on the 21/30 spec, but after talking to the guildmates, nearly everyone had (and still has) divine spirit, so I figured it wasn't needed, and came up with this:
http://www.worldofwarcraft.com/info/...00000000000000
Major points of confliction between our priests exist between the following:
Silent Resolve: Yes or No? For Horde i'm sure it's more valuable than for alliance. The main places it seems to matter are Razorgore, Suppression Room, Tech Packs, Phase 1 Nef, Sartura, and to a lesser extent fankriss and the pulls before him. It may also come in handy past huhuran and naxx (stuff i've never done).
My personal take, the only times it matters are when things recently either dropped aggro, or just spawned, so no one has a lot of hate built up. A few points will put you at a lower point in hate than others that can handle it more, with alliance side being paladins, horde side shaman. Since the point is to put you relatively lower than the paladins, salvation won't matter since both classes will have it, and the point (at least the way I see it) is to be below the other healers/anyone with AoE aggro.
Martyrdom: I think of this as more of a pvp talent than a pve talent. Usually if I get crit, I die anyway, and won't have the time to heal myself, even with focus casting, and as we get farther, it just seems to get worse (Sartura).
Mental Agility vs Mental Strength: I've been telling everyone to go for mental agility. Your healing endurance seems to come more from regen than your mana pool, and mental agility makes each piece of regen more valuable, especially in dispell heavy fights.
Divine Spirit: Valuable for the raid, really only 1 needed.
Power Infusion: We have a few we use during vael should a warlock/themselves get BA, and plan on using them on huhuran. The rest of them are used on random people who tend to pull aggro often, in an attempt to get them killed. I can't see a raid ever benefiting from more than 1 or 2.
Holy Spec + Inspiration: Again, great for a few priests, useful on tanks, but I believe it to be necessary for everyone.
Spell Warding: I can't get over how amazing this talent is. It's basically that much less resist gear I need for every instance, and even in pvp there's rarely a time it doesn't help. I plan on respeccing to get a 5th point into it.
Blessed Recovery: No one with it has said anything good or bad about it, and I've yet to try it. Still doesn't seem worthwhile to me.
Spirit of Redemption/Spiritual Guidance/Spiritual Healing/Lightwell: After the "number of fixes" applied in 1.11, the only one that really affects me is the res timer. I've done the button mashing thing quite a few times attempting to actually cast 10 seconds worth of spells. I've yet to get more than 2 GHeals/Prayers + a renew off. Yeah, it's definately helpful, and I still welcome the change over the old one since now I can choose my target, but it doesn't seem to work as well as it's intended to.
Spiritual Guidance seems helpful for grinding, or a small boost in healing. I wouldn't recommend it over spiritual healing. Spiritual Healing is great, yeah, it's only base increase of the spell, but it's the highest increase from talents we've got.
Lightwell: I use this thing often, and I'm quite happy with it. In raids, it gets a lot more use than my Spirit of Redemption, and if I'd have to pick 1 of the 2, i'd definately go with lightwell... if only that damn pre-req wasn't there. Sure, it could use some upgrades, the 10 minute cooldown is pretty harsh, but it's very very rare that I'll cast one and it'll disappear before the charges are used, and that's in normal fights. Any kind of fight that includes a silence effect, it becomes even more valuable as it's the only source of healing for a small period of time. Most people who use it (fight dependant) thank me for it as they continue to dps while still recieving the heal from it. The biggest thing that annoys me with it is the fact it breaks on absorption...
You guys some more experience with the rest of the end game, and probably a better idea of the direction they're headed, along with the chance to go into naxx on test... something I can't see myself getting the chance to do other than in a pug, that (if the instance is as tough as they say) won't last on the first boss if they even get that far. I'd just like a glance over for any major flaws in my logic, and some advice on the spec I plan on changing to soon (knowing both inspiration, and divine spirit are pretty well covered by others):
http://www.worldofwarcraft.com/info/...00000000000000