Disc Priest - Mists of Pandaria
[top] Terms Defined
AOE: Area of Effect
BT: Borrowed Time
CoH: Circle of Healing
DA: Divine Aegis
DS: Divine Star
FDCL: From Darkness; Comes Light
GS: Guardian Spirit
HF: Holy Fire
HoH: Hymn of Hope
HoT: Heal over time
HP: Hit or Health Points
HPCT: Healing Per Cast Time
HPM: Healing per mana
HPS: Healing per second
HW: Holy Word
IF: Inner Focus
PI: Power Infusion
PoH: Prayer of Healing
POM: Prayer of Mending
PPM: Proc per minute
PS: Pain Suppression
PW: Power Word
RSTS: Random Secondary Targeting System
SS: Spirit Shell
SoR: Spirit of Redemption
[top] Notable Changes
-Mana pools are fixed at 300k. The gnome racial and certain meta gems can increase this number.
-Intellect no longer affects regen, giving only spell power and critical strike chance.
-Spirit is mana regen for everyone (reminiscent of mp5).
-Atonement and Archangel are now baseline for discipline priests.
-Evangelism is now baseline for all priests.
-Divine Fury is a passive, baseline ability for all priests. (Guaranteeing chance to hit with Smite, Holy Fire, Penance and PW:Solace)
-Archangel no longer returns mana, but the healing bonus has been increased.
-Penance now triggers an Atonement heal if used offensively, and gives a single stack of Evangelism.
-Divine Hymn is no longer available to Discipline
-Our dispel mechanics have changed:
-Purify (our friendly dispel and cure disease together) has an 8 sec. cooldown.
-Dispel Magic (the offensive dispel) has no cooldown.
-Mass Dispel has a 15 sec. cooldown.
Archangel/Evangelism/Atonement (aka Smite Spam!)
-no longer restores mana
-healing buff increased
-penance (used offensively) grants a stack/atonement heal
-now default for disc
[top] Talents and Spells
[top] What should I spec
for quick reference, this is a good general-purpose build:
Mists of Pandaria - Talent Calculator - World of Warcraft
Starting with 5.0.4, none of these talents are considered required. We will be going over some of the talent choices in the next section to personalize your spec to suit your preferences and the needs of your raid.
[top] Talent review
Unlike the other two level 90 choices, Cascade is a targeted spell and does damage OR healing depending on your choice of target. For this reason it might be best to use a macro to ensure that your attempt to bounce Cascade off the tank does not end up wasted on the mobs. (see UI section) Cascade has no diminishing returns since the number of targets is fixed (15), and does not hit the same target twice. The healing is increased by the distance between bounces, and the bounces will favor targets farther away. As with most smart heals, pets are possible targets.
Divine Star acts rather like a boomerang, healing and damaging everything in its path. If you are moving (and boosted with Body and Soul, for example) while casting, Divine Star will form a V shape, covering more area. Properly used this spell is more mana efficient that PoH, and has the lowest mana cost and shortest cooldown of the level 90 talents. Remember that this spell is not targeted, but instead travels a path 24 yards in the direction you are facing. If there are mobs in range behind your intended targets, you can easily pull them. DS has diminishing returns after striking 6 targets.
Has the highest healing potential, but also the highest mana cost and the longest cooldown. The healing scales based on distance: increasing to a 'sweet spot' at 27 yards and then decreasing again. Some will find it helpful to use an addon specifically to assist in judging Halo's range. Halo deals both damage and healing, and effects have diminishing returns after 6 targets.
[top] Spell and Ability Review
Casting Smite, Holy Fire or Penance (as damage) will give one stack of Evangelism and proc an atonement heal (a smart heal equal to 100% of the damage done (or 50% if it lands on you)).
Evangelism stacks decrease the mana cost and increase the damage done (and therefore the size of the atonement heals) of these spells. Spend the stacks on Archangel, and you get additional healing throughput for each stack you spent.
A conservative technique would be to stack evangelism and maintain the stack using glyphed (instant) Holy Fire on cooldown, while a more aggressive approach would be to also weave in Smite whenever possible to try to have a 5 stack each time Archangel becomes available.
Keep in mind that Archangel does not benefit Spirit Shell.
Atonement can still be an efficient form of low-damage spot-healing.
Barrier can be compared to a smaller, group version of pain suppression. Can no longer be glyphed for extra healing.
Efficient heal if both you and your target need the healing, can also be used in threat-sensitive situations. Binding heal can no longer benefit from Inner Focus.
Now an offensive dispel only.
Critical heals from PoH
award bonus DA, in addition to the guaranteed proc.
Divine Aegis absorbs are 30% of the critical heal amount * Absorption Mastery. It continues to stack
when refreshed, and caps out at 40% of the priest’s total health. Multiple DA’s from different
priests do not stack, but instead create separate buffs which can each stack up to 40% of the casting
priest's health. Also, Divine Aegis will not produce a shield if
the full heal that would cause the DA is absorbed by a Death Knight's Necrotic Strike.
You may find yourself needing to heal before the tank has solid threat on
every mob. In this situation pre-fading is very useful. Cast fade immediately before you start healing. Waiting to fade until you
actually have the attention of one or more mobs can draw them away from the tank and cause
positioning issues. Also, remember that not only your initial threat but all the threat you generate
while faded is returned to you when the fade ends. Low-threat heals like binding heal may be called for in particularly delicate situations.
Grace is 10% per stack, reaching a maximum of 30% additional healing. This stacks multiplicatively with other healing bonuses for a very substantial increase to Disc single target healing
It is important to note that the instant cast Holy Fire from Glyph of
Holy Fire does consume Borrowed Time and does not benefit from the
mana savings that Inner Will provides.
Now only available as a glyph
Hymn of Hope
Hymn of Hope will restore 2% total mana per tick for 4 ticks and increase your mana by 15%. The first tick does not benefit from the mana increase, but subsequent ticks do.
-now reduces mana cost of next heal (flash, greater, poh)
-100% crit chance
-don’t macro to everything, use strategically
-Binding heal can no longer benefit from Inner Focus.
Does not stack with movement enchants/gems.
Now gives a 10% spellpower increase instead of flat amount, will scale very nicely with gear.
Now on a 15 sec cooldown, removes all harmful magical effects from allies and removes one beneficial effect from enemies.
Reduces all damage by 40% and reduces threat by 5%
Mana-efficient, single target heal, can be case while moving when glyphed. Benefits from Borrowed Time but does not consume it. Used offensively, it adds an Evangelism stack and produces an Atonement heal.
Now removes all harmful magic and diseases on an 8 sec cooldown.
-Disc's Mastery. Increases the absorbs that all of your absorb mechanics can provide.
Your shells stack, building a bigger shell up to a cap based on the casting priest's health.
Does not benefit from archangel and inner focus’ guaranteed crit and does benefit from Grace and Inner Focus’ mana cost reduction.
Swap health % with another target. If one of the players involved is below 25%, they will be healed to 25% (if both are below, the lowest health will be healed to 25%). A good combination with Binding heal and Desperate Prayer.
[top] Spell Selection
single target healing
-pw:S for each rapture cooldown if target will take enough damage to fully consume the shield
-glyphed pom on cooldown
-build and maintain grace stacks
-build and maintain evangelism
-penance on cooldown
-Barrier if needed
-PoM on cooldown, if there is ongoing damage to cause it to bounce
-PoH on groups
-PW:S to stabilize particularly low individuals
-DS/Halo/Cascade on cooldown
-PW:S and Renew are options for healing while moving
[top] Item Enhancement
[top] Stats and Reforging
[top] Haste breakpoints
Valen’s priest spreadsheet
Valen's Priest Calulations
Gem choice is based on how much you prioritize spirit and your haste breakpoint goals. Remember that gems have double the budget for secondary stats. (compare [Purified Imperial Amethyst] with [Zen Wild Jade] ) Socket bonuses that provide a valuable stat should be met unless breaking the bonus provides greater value.
Each specialization can make Banquets. Eating a banquet will provide you with 250 of a primary stat. If you have learned that banquet’s specialty, you will gain 300 of that school’s specialization.
This means that if you learn the Way of the Steamer (to make spirit food) and eat from a Banquet of the Steamer, you will get 300 spirit. Eating from any other banquet will give you 250 intellect.
If you want to be assured of 300 stats of your choice without worrying about what banquet will be dropped, be sure to bring your own food.
[top] Addons and UI
[top] Unit frames
[top] Other Addons
one of the options for tracking Rapture:
Ingela's Rapture - Priest - World of Warcraft Addons - Curse
specifically for maximizing Halo:
HaloPro - Priest - World of Warcraft Addons - Curse
Now, Int (and other primary stats, Agility and Strength) is penalized on gems by 50%. As such, should we be considering a more Blue-color orientation with our gems, focusing on Spirit (which is not penalized)?
Brilliant Primordial Ruby: 160 INT
Sparkling River's Heart: 320 SPI
I'm proposing - Red sockets = Purified (80 INT 160 SPI), Blue sockets = Sparkling (320 SPI), yellow sockets = Energized or Zen Wild Jade (160 Mastery or Haste, 160 SPI)
Obviously this will change based on demand for mana regen vs. throughput changes, but classically, early in an expansion is when regen is the tightest. Additionally, INT is no longer a regen or mana pool stat, further lowering its relative value to healers in addition to this 50% nerf.
Basically the fact that secondary stats provide you twice of what you can have with intel does not mean that intel is penalized by 50%.
To understand what you win on each stat, it is necessary to see the improvement you can have for the same amount of stat (ie : +200 inte , +200 haste etc....)
On MoP, same amount of secondary stats like haste, mastery and critical has less impact on throughput than the same amount on intel (it was already the case on previously but on Mop, the difference is bigger)
That means that , to compare with Cata perimeter, haste, mastery & critical could be considered as tertiary stats since their improvment on HpS is poor for the same amount of point stat.
The difference, you can have now on Gems is only to give a compensation of the difference between primary and secondary stats because with no compensation, everybody would used gem full intel everywhere.
The compensation is not completly done but seems to be suffisant with the gem bonus validation.
To come back now on comparaison between intel and spirit gems. i think we cannot conclude that if point of spirit is higher than intel , then we must used spirit gems to avoid the lost of point stats.
This choice is only driven by your capability to sustain your mana regen v/s your mana consumption.
Well, as far as when to add int vs. when to add spirit, if you're somewhere in the middle of a switch from a spirit-oriented gearing to a throughput-oriented gear setup, it seems like gems are the LAST things you change from spirit to int. Change your food and your flask first, because those are giving you 1:1 in the int vs. spirit options. There's other options that give you better tradeoffs than 2 spirit vs. 1 int.
Disc priests, moreso than other healers, can choose to dump large amounts of additional mana into effective healing because we have the option of pre-healing, ESPECIALLY with Spirit Shell. We're less susceptible to wasting mana as overheal due to absorb mechanics (obviously, we're not immune, because if a shield never gets used up before it expires, it's the same as overheal.)
I don't know the throughput values for mastery vs. int, because it's somewhat based on how much int and mastery you currently have, but I wouldn't be surprised if 2 mastery ends up clearly ahead of 1 int specifically on absorb effects (not necessarily on overall throughput).
Hmm... Idea for graph - graphing how big is POH [counting absorb] for X int and Y mastery rating.
Been doing some research depending Disc Priests now because i felt like we are a lil left behind... I'll get to that later n first want to check something with you. Apparently Spirit Shell does not benefit from crit as it is now and a GM couldn't tell me if its a bug or intended. If its intended this way it devalues crit by a large margin depending on the usage of spirit shell. Personally i wouldn't use it at all unless i know the encouter gives me time to utilize it properly.
Another thing i came upon when testing was that PoH does not "double Aegis" anymore. In Cata - when PoH made a critical hit - that target got the usual 30% Aegis PLUS the crit value Aegis which resulted into a HUGE Aegis (20k crit -> 6k + 6k Aegis). Now when i crit with around 30k PoH i "only" get a ~10k Aegis. As well the GM couldn't tell if it was by accident or intended to nerf this.
I will post my results of my testing tomorrow since its all hand written and its a full list of Spells, mana usage, coefficient, base value, estimated Value at 20k SP, HPM, HPS etc...
I will add some thoughts about Stat weigths tho to at least post something useful ;)
As a base for my calculations i used PoH since its our spammable, high HPS AoE spell with a pretty low coefficient:
PoH coeff = 67.1%, base value 6766 - 7148 (~6975)
--> 100 / 67.1 = 1.49
--> 149 SP to increase Heal of PoH by 100
INT: 1790 Int = 1% crit and 1790 SP => 1201.342 PoH Power + 1% Crit (= 1% sustained HPS + 36% Aegis = 1.36% HPS ) [1.3 + (0.3*0.2)] (20 Mastery, the 1% crit HPS is to be treated carefully since its still RNG)
--> 1201.342/6975 = 0.172 = 17.2%
--> 1790 / 17.2 = 104.07 = 1% HEAL
--> 1790 / 1.36 = 1316.176 = 1% HPS
--> 1316.176 /104.07 = 12.65
--> 1316 Int = 12.65% HEAL + 1% HPS
--> 12.65% / 2.5 (casttime) = 5.06% HPS
--> 1316 Int = 6.06 % HPS increase
--> 1316Int / 6.06 = 217.16 Int = 1% HPS increase
--> 100% / 217.16 = 0.46% ==> 1 Int = 0.46% HPS
I randomly set 1 Int = 1 PP (PoH Power)
Now thats for the basis :-) With these values i can work now:
425 haste rating = 1% haste
600 crit rating = 1% crit
300 mastery rating = 1% shield mastery
1% haste for PoH = 2.5/1.01 = 2.475 (casttime with 1% haste)
--> 6957/2.5 = 2782.8
--> 6957/2.475 = 2810.91
--> 2810.91 - 2782.8 = 28.11 = 1% HPS
--> 425 / 217.16 = 1.96
--> 1.96 haste rating ^= 1 Int ==> 1 haste = 0.51 PP
CRIT ( RNG factor not included! )
600 crit = 1.36% HPS increase
--> 441 crit = 1% HPS increase
--> 441/217.16 = 2.03
--> 2.03 crit rating ^= 1 Int ==> 1 crit = 0.49 PP
300 Mastery = 1% Shield Mastery (3 Things its used for: Aegis, PWS, Spirit Shell)
Aegis: 1% mastery = 1.01 * 0.3 = 0.303 ==> 0.3% Aegis increase!
--> 6957*1.3*1.2 = 10852.92 (Heal + Absorb)
--> 10852.92 - 6957 = 3895.92 (Absorb with 20% mastery)
--> 6957*1.3*1.203 = 10880.05
--> 10880.05 - 6957 = 3923.05 (Absorb with 21% mastery)
--> 3923.05 - 3895.92 = 27.13 (absolute increase of Absorb)
--> 27.13 / 10852.92= 0.0025 ==> 0.25%
--> 0.25% / 2.5 (casttime) = 0.1% HPS
As long as mastery multiplies like this to Aegis its pretty useless!
PWS: 1% mastery = PWS absorbed amount * 1.01 ; PWS base = 19428, coeff: 1.871
Assuming 10k Spellpower:
--> (19428+1.871*10000) = 38138
--> (19428+1.871*10000)*1.2 = 45765.6
--> (19428+1.871*10000)*1.21 = 46146.98
--> 46146.98 - 45765.6 = 381.38
--> 381.38/38138 = 1%
--> 381.38/1.5 (gcd) = 254.2533
--> 254.2533/45765.6 = 0.0055 ==> 0.55% HPS
--> 381.38/1.304 (gcd with Borrowed Time) = 292.4693
--> 292.4693/45765.6 = 0.0064 ==> 0.64% HPS
Spirit Shell: Pretty much works the same as PWS. Lets assume a 10k PoH
--> (10000+3000)*1.2 = 15600
--> (10000+3000)*1.21 = 15730
--> 15730 - 15600 = 130
--> 130/2.5 = 52
--> 52/15600 = 0.0033 ==> 0.33% HPS
Now for the PP Values: if it were only for PoH the PP for mastery would be:
--> 300 / 0.1% = 3000 mastery
--> 3000/ 217.16 = 13.815
--> 13.815 mastery ^= 1 Int ==> 0.072 PP
--> 300 / 0.64% = 486.75 mastery
--> 486.75/ 217.16 = 2.24
--> 2.24 mastery ^= 1 Int ==> 0.446 PP
--> 300 / 0.33% = 909.09 mastery
--> 909.09/ 217.16 = 4.19
--> 4.19 mastery ^= 1 Int ==> 0.239 PP
copy pasted the last part since its the same calculation ;) But OK, Now with these Values its still really hard to figure out a good Overall since its mostly depending on playstyle. I for my part usually play AA / A and rarely use shield for more than rapture proc or emergencies. But again, since this whole calculation is based on PoH spam it might fit a lot of people.
I think this is a pretty good estimate to get good values for haste and crit, depending on playstyle. For Mastery i would go as far as to check logs of the own playstyle and compare the minutes spent with PWS / Spirit shell and the other spells. for my playstyle i chose a value of 15:1 Heal vs Shielding, thus my PP for mastery would be 0.0048 and thus i try to not get mastery on my gear at all and focus mostly on haste and spirit (crit is good as well but i prefer a fast cast).
Im sorry for the long post (my first one as well ^^) and/or for my weird english. I usually don't post in forums but i wanted to share this stuff with other ones since there isnt any math on here yet... If anyone finds mistakes or errors please tell me or write here with correction. I Hope tho that everything is correct and helpful :)
Its late now so.. good night ;)
OK i just saw the formula for spirit shell..
Non-POH Shell = Average Heal * (1 + Mastery %) * (1 + Crit %) * (1 + (Crit % * 0.30))
POH Shell = Average Heal * (1 + Mastery %) * (1 + Crit %) * 1.30
So it DOES scale with crit, it just doesnt "crit" but is a constant increase :)
That is why when you cast under SS, you have no critical effect on some cast.
Read the section : "Spell and Ability Review" on the first memo , it is well describe.
If you do not use, you miss 40% of the Disc powerful.
The double aegis of PoH has been removed to avoid too much power of absorb for the Disc spec.
Actually, with SS, aegis and PW:S , the total of quantity of absorb can reach more than 80% of your score. It is enough strong.
All the calculation that you have done seems to be wrong because you have do not take the good methodology.
For example ; you wrote
PoH coeff = 67.1%, base value 6766 - 7148 (~6975)
--> 100 / 67.1 = 1.49
--> 149 SP to increase Heal of PoH by 100
It is wrong. we have to integrate also the critical and mastery effect.
Good methodoly is to take the complete formula of PoH and move one parameter (1 stat) to study the improvment done with the same amount of point stats.
Then normalization with INT like you have done can be done to compare stat.
Also, SS and PW:S have the same scaling for mastery since there fomulas are the same on mastery effect.
POH Shell = Average Heal * (1 + Mastery %) * (1 + Crit %) * 1.30
When you Study the improvment when you add mastery, it is the same that to write
%improvement = (POH shell with mastery2 - POH shell with mastery1) / POH shell with mastery1 = (%mastery2 - %mastery1)/%mastery1
%improvement PoH Shell = %mastery added / %mastery1
To compare with PWS = (Base value + Coef * SP)* (1 + Mastery %)= Average absorb* (1 + Mastery %)
%improvement = (PWS avec mastery2-PWS avec mastery1) / PWS avec mastery1 = (%mastery2 - %mastery1)/%mastery1
%improvement PW:S = %mastery added / %mastery1
same result !
For example , except SS and PW:S & PoH, mastery will be too low to compare it with INT (maybe a factor of 15 to 25 !!!)
For SS and PWS, il will be less that 2 and more than 7 for PoH.
Thanks for the input! But do the mistakes in the methodology change the outcome? i mean despite spirit shell and pw:s i still consider mastery a weak stat. Since SS has a max uptime of 25% you still need to do most of your healing with "normal" spells and pw:s costs far too much mana to make most of your healing with it.
Do you think i should stack mastery for the sole purpose of pushing my pw:s and SS?
Aegis, PWS and spirit shell together make up 60-65% of disc healing. All these scale linearly with mastery.
But Critical has a good scaling on SS and "normal spells"
That means that ,roughly, haste, critical and mastery are very closed each other in term of efficiency (far away from INTEL which is stronger than it has never been since beginning of wow)
If you consider that most of your effective healing is done when SS is activated, then rush mastery.
Second stat will be critical (and more if you use SS on the tank with direct spell like GH)
Of course, it will be necessary to avoid to loose absorb when SS will fade because in that case, mastery stat will not be efficient enough as it is strong only on SS (and PWS)
Be warned that PoH was nerfed sometime in the beta. It no longer applies aegis on crit. Thus the crit multiplier for PoH is now exactly two and does not increase with mastery. Hence unlike other disc spells PoH scales just two-fold with crit.
In other words crit is now a pretty terrible stat for disc. It increases PoH aegis only slightly and it does not affect pws.
The formula for PoH currently appears to be
Given that Haste usually affects a less substantial part of our output than Mastery, does that essentially mean we stack Mastery? I recall a time when we strove for a sort of "balance", but I'm not sure how it is now. Looking at the distribution of healing sources in our output, it does seem like absorption effects come out on top by a fair margin.
What does that mean for INT, though? Given how it no longer increases our regen, are we gemming straight Mastery, or Mastery/Spirit if we need regen? Are INT/Mastery gems even a consideration at this point, not to mention INT/Spirit?
I was browsing the healing forum on the official wow forums, and in a thread related to priest healing (specifically, the upcoming 25% buff to PoH/PoM), someone linked to a blog regarding the value of Spirit vs Int, and, supposedly, why stacking Spirit is not [necessarily?] the best option to prevent running out of mana.
The blog is here: Why More Spirit is not the Answer to your Healing Problems | It's Dangerous to Go Alone
The author initially discusses from a Druid's perspective, but in the comments, farther down the list, the discussion turns to Discipline Priests, and specifically focuses on Rapture returns. Beginning of Priest discussion here.
I'm curious what the people here think of this, since the theory-crafters on this forum have always, in my opinion, been the most reliable and accurate, as well as being able to apply 'common-sense' conclusions to their work, rather than just leaving it as raw data for us laymen to try to decipher.
In my own, utterly humble opinion, I disagree with the author, because his evaluations seem too far removed from the practicality of a raid situation. If I'm understanding correctly, he seems to believe that an increase in healing power correlates linearly with an increase in throughput. As someone else (in the blog's comments) mentioned, that doesn't take into account the effect of over-healing, or the effect of needing to cast two spells regardless of power (such as when two targets need healing etc).
The author makes a point that, with more raw spell power, the healer will need to cast less heals and will be able to let HoTs 'tick-up' their targets to full health, or wait to allow the target to take more damage before casting a heal. The problem I see with that is the lack of practicality. In today's environments, if someone isn't at full health, a healer is quite likely to want to rectify that. I'm unlikely to sit on my hands casting nothing when I see my tank is at 85% health, just because I know that my heal is capable of healing 20% (meaning I'd lose 5%) - I'll cast my heal, eat the 5% overheal, and feel safer knowing my tank is topped off. The same applies to all raid-members - I'm not going to allow them to sit under full health and risk them dying to the next wave of damage, just so that I can get 100% efficiency out of my every spell. Some people in the blog's comments make posts to disagree with me here - maybe it's a play-style thing, or maybe it's just my lack of experience on the cutting-edge, so insight from more 'hardcore' players here would be valuable.
However, back to the blog, I'm curious how the author's findings apply to Disc Priests. Rapture favors Spirit quite heavily, but are overheals from crits and from PoH more benefited by Int because it will still be partially effective healing by way of Divine Aegis procs? What about when we factor-in Spirit Shell? Since there isn't really any overhealing (assuming the shields are used), does Int not become vastly more valuable (because, according to the blog's author, larger shields on each cast gained from Int will be more HPM than the cast of the extra spell gained from Spirit)?
Regarding the INT vs Spirit Debate (or throughput vs manareg in general for that matter) there hardly ever is a universal answer to what is better, especially if (as the author mentions) the value of INT and Spirit is massively influenced by (Heal)Cooldowns.
You might argue that x% more healing will lose it's value because of overheal. On the other hand more throughput can allow you to keep the tank topped with just the mana efficient "Heal" and less need to cast the less efficient Greater Heal, thus effetively reducing the Mana Needs for the fight. So let's ignore both the overhealing and the mana saved from more efficient Rotations.
I'll just take a 400 Second Fight as an example.
With my Gear I'll get roughly
300.000 base Mana, 262,920 from Mind Bender, 40,656 from Price of Progress, 33,600 from Hymn of Hope, 30,000 from a Mana Pot, 959,853 from Spirit Regen and 297,597 from Rapture (15 Sec delay assumed) netting me a total of 1,924,626 Mana.
Using Spirit Flask I will get 2,001,431 Mana which is pretty much exactly 4% more.
Using INT Flask instead my PoH increases from 24015 to 24983.93625 (roughly 4% more throughput) - so far ignoring the ~.5% increase in Crit. (Inner Will assumed, 5% Stats 10%SP)
Since most of a Discs Healing will come from PoH (Aegis, SpS) that seems to be the most important number (though we could do a detailled breakdown on the rest of the spells).
Since Disc doesn't really have any huge smarthealing CD tools benefitting from INT (like a holys Lightwell, Hymn of Hope, CoH) this seems to favor Spirit Flask.
Hey guys! So I just noticed that currently the power auras section was blank. I'm offering up my auras I'm currently using in case anyone else wants or needs to use them. What this does is have mainly all our many main cooldowns directly below where your character is standing. These auras are easily edited, though, if you want to have your own custom textures. You can also move them around as you wish. Any questions you can post here or message me.
Hey guys, I have recently started playing disc and we start raiding on Wednesday. I am really enjoying the spec, but am still getting used to how it works but I am somewhat confused by the stat reforging. For Holy it seemed very straight forward but for disc it appears less so, there doesnt appear to be any set opinion on the way to go (Mr Robot for instance tells me to reforge everything to crit).
Ive basically gone into as much spirit as possible to start with (this will change over time), then haste to the first renew breakpoint (3,039 with +5% coming from raid buff up to 12.51%) then mastery as much as possible. Is this wise, should I be putting some crit in there, is it even worth getting the haste breakpoint?
Some advice would be most welcomed as its really the only part i'm struggling on getting a grip on....
Toon if you interested is Bënneh on Kazzak (Bënneh @ Kazzak - Community - World of Warcraft)
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