Healing perspective: Effect on PvP
•Mana will be a bigger consideration for all healers.
~Heal If you need to heal someone a moderate amount and efficiency is an issue
In its current rendition heal has the same cast time as Greater Heal which I believe will stay the same. Because of Lockouts and healing debuffs, I don't feel this will be the "go-to" heal button for healers in PvP and thus it will not help conserve healer's mana much in rated battle grounds or arena.
~Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage.
This will give priests burst. mb>ms>ms>ms>SW: D Depending on how hard this hits will make all the difference between the use as just a KB stealing tactic or an actual burst.
~Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can't have both up at once.
The current cost of this spell's counterpart at 80 is 540 mana. Assuming the cost scales directly this may be prohibitive especially if mana is more of an issue. Useful when you know in advance you will be fighting casters, mele, or chasing down a target mainly because pvpers don't have time to waste global cds. But the loss of inner fire's survivability + Damage in PvP seems situational at best. Feels similar to aspect of the monkey and viper.
~Leap of Faith (level 85): Pull a party or raid member to your location. Instant. 30-yard range. 45-second cool-down.
This is the best pvp spell hands down. I worry about it getting a Nerf. Consider 3 priests getting a Flag carrying druid across Warsong Gulch.
~Divine Spirit and Prayer of Spirit will be removed from the game.
A welcomed change Every death means I must rebuff myself with 6 buffs currently.
•We want to improve Discipline's single-target healing capacity. One key is to make sure shielding isn't always a more attractive option than healing.
This is wonderful and will help combat focus fire if its powerful enough, but will possibly be overshadowed by the need to heal multiple targets.
•We want to improve Holy for PvP healing. One way to do this is to make sure that Heal's throughput is similar between both specs.
If survivability is near disc which i doubt this will be the tree for rated battlegrounds.
•We want to improve Shadow for short fights and reduce its susceptibility to school lockouts.
Needed Change Lockouts are devastating to each of our 3 trees I feel that more should be done in this direction when you consider you will be fighting 10+ organized players.
•Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.
Since I doubt holy survivability will be anywhere near that of disc this seems to be the way to go. I Believe this spell will make us drink more than any other though.
•We want to make Holy a little bit more interesting to play. One new talent will push the Holy priest into an improved healing state when he or she casts Prayer of Healing, Heal, or Renew three times in a row. The empowered state varies depending on the heals cast.
I don't see this being as useful in PvP as it would PvE but a great change as far as the end result but it scares me that they might turn good players who use the right spell into mindless spammers. I welcome opposing thought on this though I'm still trying to comprehend it.
•Since the Shadow tree has a lot of passive damage-boosting abilities -- something we're trying to avoid in Cataclysm -- we will need to replace several of the tree's talents. One idea is to play off of the new Shadow Orbs mechanic (see Mastery section below), possibly allowing you to consume an orb to increase damage from Mind Blast or reduce Mind Spike's cast time.
Many people are happy about this. I'm not a fan of watching balls. All jokes aside to its credit you gain control over when you use damage boosting abilities however keep in mind these are abilities you have all the time now. More to the point in my moment of need I want to push less buttons and watch my ui than more for the same result.
•Misery will no longer affect spell Hit chance. We want players to be able to gear themselves around a Hit cap that isn't variable depending on group composition.
Gear change not in our favor PvE or PvP I wish they would change it to not affect others not remove it.
My Final Synopsis: Tom Chilton said "
Rated battle grounds will award honor and arena points. To que for Rated battlegrounds you must que as a team. I.E. 10 people would need to que for WSG." I am of the opinion that this will cause the masses to focus healers to a greater extent. If this is the case then balance of healers on a 2v2-5v5 level will not be sufficient to keep us alive unless their are some massive survivability talents.
This is my first post go easy on me.