It's flawed but people need to remember:
1. It's a 25 pointer that you don't really have to give up anything gigantic to get.
2. Pvp based talents exist (not saying it is a pvp talent or not, though).
3. Some talents are bad for specific playstyles.
4. Not every fight is brutallis.
5. However bad it is, it's pretty much available on demand with CoH + glyph + decent crit.
6. You don't have to use it.
It's a good 5 man talent, and a decent mechanic to stay in the FSR for a few more seconds. Should we expect anything more from it, especially from a 25 pointer? I don't know.
How pitiful, just out of curiosity? 5% of what your top DPS was doing? 2%?
As to whether it's a good tradeoff -- if you can afford to spare that cooldown, free damage is always a good tradeoff, no matter how pitiful
About 1.5% of the top dps'er. And that was sacrificing healing for dps on trash which felt bad. On bosses I concentrated on healing and rarely ever had the chance to use the SoL charge.
Also, it's not free damage. It cost you two talent points that could have gone elsewhere.
It's flawed but people need to remember:
1. It's a 25 pointer that you don't really have to give up anything gigantic to get.
2. Pvp based talents exist (not saying it is a pvp talent or not, though).
3. Some talents are bad for specific playstyles.
4. Not every fight is brutallis.
5. However bad it is, it's pretty much available on demand with CoH + glyph + decent crit.
6. You don't have to use it.
It's a good 5 man talent, and a decent mechanic to stay in the FSR for a few more seconds. Should we expect anything more from it, especially from a 25 pointer? I don't know.
Yeah, I mean, they took an entirely useless talent (from an endgame healing pve perspective), and gave it some pve healing utility. I think there are far worse talents, like IDS, or Improved Inner Fire.
Personally, I don't think there is a problem. However, I think the solution to most people's gripes would be to just allow the flash heal to crit. I don't consider this broken considering IHC procs can crit and this is really no different.
Personally, I don't think there is a problem. However, I think the solution to most people's gripes would be to just allow the flash heal to crit. I don't consider this broken considering IHC procs can crit and this is really no different.
It wouldn't be that hard to allow the SoL triggered freebie to crit but disallow that crit from activating SoL again, from a coding standpoint, if that's what it takes.
I'm not sure how the spells are developed (as in what language), but I can't imagine it being difficult to accomplish this with a few flags,
while(SOLEffect == true)
{
canSOLProc == false;
}
Sure, that's not optimal, but it's not going to be hard to come up with something similar.
Furthermore, at this stage of the game, and SOL being a 50% chance on crit to proc something - what are the odds that some Priest is going to chain a bunch of freebie crit flash heals and break the game?
It wouldn't be that hard to allow the SoL triggered freebie to crit but disallow that crit from activating SoL again, from a coding standpoint, if that's what it takes.
I'm not sure how the spells are developed (as in what language), but I can't imagine it being difficult to accomplish this with a few flags,
while(SOLEffect == true)
{
canSOLProc == false;
}
Sure, that's not optimal, but it's not going to be hard to come up with something similar.
Furthermore, at this stage of the game, and SOL being a 50% chance on crit to proc something - what are the odds that some Priest is going to chain a bunch of freebie crit flash heals and break the game?
Zero =p
Surge of Light in early-BC was broken, and allowed chain-crit instant (but *not* free) Smites, and was quite broken, actually. It was also very buggy: the instant smite was only free if you made no actions between when Surge proc'd and when Surge was consumed.
It was 'fixed' prior to the start of Arena season 1, if i recall correctly, but my Smitespam priest did absolutely blow some people up in skirmish arenas.
I was on the PTR for 3.0 last night, and saw a disc priest running around with 24% or so Holy Crit, because he had geared for all spell crit PvP gear (War Staff, mage-targetted wrist/belt/boots/etc). I could well imagine a chain of Surge of Lights swinging arena games. When I was running Holy spec in WSG (10/51/0), Surge of Light was a great (if very rare) boost to my healing capability, and that was with my ~8% crit chance. So I can well understand the need for it to be able to not crit.
As a side note--I never realized just how crippled mana regen feels without Meditation. Who will possibly get Guardian Spirit in 3.0?
So far everything you've said tends to lead me to believe you have a somewhat weak understanding of what I'm trying to explain - that throughput is not a reliable metric for more than rough purposes - but can't deal with the consequences of that understanding.
That is not the case. I was correcting your false statement that:
"No raid in WoW - now or ever - has challenged single target healing throughput. Not one. In fact, there isn't even any raid that's close. The highest single target dps you'll see from a raid boss is around 3k. "
This is not correct - it's not even closely correct - and you should not base further discussion on that assumption. Please also understand encounters before discussing WWS parses. In the example you give you state that Brutallus' single target DPS is 4775 DPS. This is also incorrect. At Brutallus, tanks are swapped as soon as their debuff stacks become too high. Only one tank is hit at a time by Brutallus' swings. What you have to do is add the total damage of both tanks, then divide by length giving 7900 DPS. And even that is way too low, as it doesn't account for the stomp phases.
Regarding the throughput discussion, I don't think anyone here seriously wants to discuss throughput for an entire fight. What is interesting, though, is throughput for an entire fight *phase*. This can stretch from 20 seconds to a minute and has absolutely nothing to do with what is usually meant by "burst damage".
I've healed Brutallus and he doesn't do 8k DPS, even during stomp. That would require a crit holy light or gheal to land every single second to keep the tank alive.
Brutallus healing (like all tank healing) is hard because of his burst, not because of his raw damage output. If his damage was perfectly steady (no burst) it would be trivial to keep a tank up with two healers given unlimited mana. The only reason people use more than that (usually 3 + 2 shammies chain healing) is because he *can* do 22k in 2 seconds (though he very very rarely does) and because no healer can maintain maximum throughput for six minutes, even with a TBC shadowpriest.
Kortar is correct that throughput is almost never an issue. Reaction time is, and in early TBC endurance was (late TBC has focused much more on reaction time and endurance has more or less fallen to the wayside).
Really though, this discussion is getting dumb. If you don't like SoL don't take the talent. It's not we weren't perfectly fine without it anyways. Obviously it has some situational use and obviously it has some issues. Let the devs know about the issues and move on.
1. Your '4k target needs to be healed quickly' argument requires someone who is down 4k - and will be dead within 2.5s. I'd suggest this scenario happens seldom-to-never. And if you're clamping the amount of healing a target can receive, you can't really claim any spell that gets clamped is higher 'throughput' than another. You can make the claim that some are more efficient than others.
2. 'Moments of stress'. Playing WoW isn't 'stress'. It's relaxation - and an almost exclusively intellectual ability. The job of a healer is to predict how they can best map a set of differently shaped components onto a fluid structure. It's basically Tetris with slightly different rules and the ability to get 'better' shapes as you play more.
3. No raid in WoW - now or ever - has challenged single target healing throughput. Not one. In fact, there isn't even any raid that's close. The highest single target dps you'll see from a raid boss is around 3k. This is only slightly more than a single Holy Paladin can muster via Holy Light.
I suspect you're confused because we're using dps metrics where they're not really appropriate. The reason we use 'throughput' and 'efficiency' is because they're enormous simplifications of some very complex data analysis that would (a) necessarily exclude 99% of the readers who don't understand statistics at any deep level and (b) require very large sets of accessible data.
1) No it requires someone who is at 4k. If you cast gheal you will heal for 4k. It takes 2.5 seconds. If you cast FH you will heal for 4k. It takes 1.5 seconds. Your HPS and hence throughput will be higher by casting FH because you produce the same healing in less time. Its not a question of efficiency but of HPS, your HPS will be higher when using FH to heal smaller deficits as long as you dont pay for it by losing sustainability like you did in TBC. FH is no longer a mana hog, so you wont pay for casting that FH later. Thus FH CAN and WILL be used in many situations that require high throughput. More importantly you are forgetting that high throughput moments mean that aside from the FH target dying, you might be in a hurry to heal other targets. If FH is efficient, its going to be used when spamming single target heals on multiple targets even if high throughput is required.
2) IF you predict you will queue spells, you won't want fart around after each spell to see if you got a proc. Anyone who has ever healed anything knows this. No point arguing it.
3) That is nonsense. It does not matter what the average DPS is, what matters is how much overheal you need to keep the tank safe from spikes. IF the tank is taking 3k DPS, but the boss can momentarily spike the target for 80% his health then a single healer capable of 3k MAX HPS cannot solo heal it. Gruul was most certainly a challenge for single target healers when raids first got to him. Prince phase 2 is without a doubt a single target healing challenge. Your example of 3k DPS is an extremely hard challenge to single target HPS, no healer can heal this by themselves. As boss damage comes in bursts. In prince phase 2 you will certainly not use a single SoL FH, doing so could easily kill your tank. SoL is a waste of space in such a fight.
The you dont need to take SoL argument, is certainly true, but I am not seeing a much needed buff to test of faith and holy concentration. Test of faith simply needs to be 9%/9%, and holy concentration should be 6% at 15% crit without improved holy concentration. If that means losing SoL, you wont see me sheding any tears
Nothing "needs" to be anything. The coefficients for Mind Flay and PW:S "need" to be equal to other spells with their casting times, and it's taken four years for them to start getting close. Improved Fade "needed" to be something not completely worthless, and that has also taken four years.
Test of Faith already does more than Spiritual Healing, a talent whose value is undisputed, in the situation where increased healing is most beneficial. If it were 3%/3%, an argument could still be made for its value, since it still combines with other talents to add yet more to our considerable healing ability.
But I'm not making the argument. I'm only saying that there is no "need" involved here.
Havoc, in what world does your gheal heal for the same amount as your flash heal...?
And holy concentration (plus imp. holy concentration) is far and away the most powerful talent in the entire tree. If they want to buff priests through making it even more ridiculous then fine, but I find the statement that it needs a buff credible...
Havoc, in what world does your gheal heal for the same amount as your flash heal...?
And holy concentration (plus imp. holy concentration) is far and away the most powerful talent in the entire tree. If they want to buff priests through making it even more ridiculous then fine, but I find the statement that it needs a buff credible...
Gheal will have the same effective healing as Flash heal any time a flash heal is sufficient to cover the health deficit, obviously.
Regarding holy concentration, consider that you need 20% crit just to break even with the last iteration of the talent (roughly 36% crit to equal the first iteration with 16% total CC chance). Even assuming a moonkin or elemental shaman (which is by no means a given in a 10-man) that leaves a 3 - 5% crit deficit (varies depending on your points in holy spec) that has to be recouped through crit rating from gear.
It's no good saying that the crit has additional benefits outside of increasing CC procs - that is the only change regarding crit and we currently consider it to be a very poor stat indeed.
So the net result of the change is that we have to spend ~138 - 230 itemisation points on critical strike rating (if we want the same 9% CC chance as previously) that we could otherwise have spent more usefully on haste or spirit (as every piece of gear thus far seems to have sta, int, and spellpower).
I've healed Brutallus and he doesn't do 8k DPS, even during stomp. That would require a crit holy light or gheal to land every single second to keep the tank alive.
Actually, being pedantic, he does. Our feral druid tank (armor-capped, 80% dodge before Sunwell radiance) took the following string two weeks ago:
19:48'33.505 Brutallus Stomp hits Arkadu for 5167 Physical.
19:48'33.801 Brutallus melee swing hits Arkadu for 4574 Physical.
19:48'33.801 Brutallus melee swing hits Arkadu for 10347 Physical.
19:48'34.882 Brutallus melee swing hits Arkadu for 7441 Physical.
19:48'34.882 Brutallus attack was dodged by Arkadu.
19:48'37.078 Brutallus Meteor Slash hits Arkadu for 3500 Fire.
19:48'37.981 Brutallus melee swing hits Arkadu for 9823 Physical.
19:48'37.981 Brutallus attack was dodged by Arkadu.
19:48'39.025 Brutallus attack was dodged by Arkadu.
19:48'39.025 Brutallus attack was dodged by Arkadu.
19:48'40.200 Brutallus melee swing hits Arkadu for 10220 Physical.
19:48'40.200 Brutallus melee swing hits Arkadu for 4207 Physical.
19:48'41.261 Brutallus melee swing hits Arkadu for 4908 Physical.
19:48'41.262 Brutallus melee swing hits Arkadu for 8214 Physical.
19:48'42.320 Brutallus melee swing hits Arkadu for 9983 Physical.
19:48'42.321 Brutallus melee swing hits Arkadu for 4386 Physical.
19:48'43.429 Brutallus attack was dodged by Arkadu.
19:48'43.430 Brutallus melee swing hits Arkadu for 9915 Physical.
19:48'43.869 Arkadu died.
Total Duration: 10.068 seconds
Total Damage: 87,518
Boss DPS to Arkadu: 8692.7
[e] He would have lived except a screwup in raid heals meant one of the tank healers died around 3 seconds into that string, so he didn't have enough healers covering him.
Last edited by constantius : 09/23/08 at 12:15 AM.
Anyone who cannot cope with mathematics is not fully human. At best he is a tolerable subhuman who has learned to wear shoes, bathe, and not make messes in the house. - R.A. Heinlein
Korraa has agreed to a suggestion that Imp PWS and Imp inner fire get swapped. This will help shadow priests and holy priests but means that meditation is presumably staying put where it is *mutter*.
Once again regarding throughput, I still think this is underrated by some fellow healers here.
While it is certainly true that in most raid situations reaction time is the deciding factor for a good healer, it's not the only deciding factor and it's much less so when tank healing.
Being able to precisely dish out X healing in intervals of Y seconds for a total of Z seconds is something that any good healer should aspire to learn.
Why?
It's one of many healing patterns, and this healing pattern exists in many places. At Brutallus, this pattern stretches over the entire fight. In other fights, it's just a phase, like the mentioned Prince phase 2, Nalorakk bear phase, oder higher growths at Gruul (I've been there until growth 18). And in even more fights, the pattern just covers a short sequence of 10s or so. Examples: Dark barrage at Illidan, Felrage at Bloodboil, Claw rage at Zul'Jin.
In the short damage sequences, initial reaction time is as important as throughput, but the initial reaction time is of no use if the healer/s don't provide appropriate throughput per time interval.
Overall, many "strange deaths" are just shrugged off where in fact throughput was lacking and the raid was just less lucky than on other runs. Sometimes it's just lacking compensation for lag, sometimes just a manually invoked trinket oder mana pot in an inappropriate moment, or it's just that the chosen GH rank was too low to be safe.
Throughput vs. burst damage
Brutallus does not really dish out burst damage on tanks. What he does do is a very fast sequence of dual wield attacks that do more damage during stomp due to the armor reduction. This is predictable. The effective damage, however will look very spiky depending on the tanks total avoidance, and of course, his avoidance luck. Damage spikes of 22k in 2s at Brutallus are not rare, they happen all the time. This can go up to 25k and down to 20k depending on tank equipment and boss debuffs. It's just not noticed as much, because usually some healing will reach the tank between two DW hits.
The same thing happens in Nalorakks bear phase or even the bear riders during trash. The needed HPS to be safe is very high for the equipment level of the encounter. We need to spam maxranks to play safely. That can result in 20% overheal or 80% overheal. It doesn't matter, we have to provide that throughput.
The bottom line is, the required throughput in a given fight phase depends on what chance of failure we accept.
This chance is mostly dictated by avoidance chance. Increasing the throughput per interval reduces the chance of failure until we have enough healing to be safe with no avoidance luck at all. In practice, a success rate of 95% is good enough for most raids. At Brutallus, many raids live with a success rate of 50% and lower.
Throughput healing is an everyday pattern, we just don't perceive it that way because the failure chance is so much lower than at, for example, Brutallus.
Last edited by Hegen : 09/28/08 at 6:40 PM.
Reason: typo
Nothing "needs" to be anything. The coefficients for Mind Flay and PW:S "need" to be equal to other spells with their casting times, and it's taken four years for them to start getting close. Improved Fade "needed" to be something not completely worthless, and that has also taken four years.
Test of Faith already does more than Spiritual Healing, a talent whose value is undisputed, in the situation where increased healing is most beneficial. If it were 3%/3%, an argument could still be made for its value, since it still combines with other talents to add yet more to our considerable healing ability.
But I'm not making the argument. I'm only saying that there is no "need" involved here.
Test of faith does not do more than spiritual healing with 6/6. It needs 9/9 to gain a clear advantage over spiritual healing. The reason for that is that the deadzone where test of faith does not proc but you still get overheal is quite as large for all heals except gheal. Test of faith boosts sub50% heals by 9.6% for 3 points at 15% crit, while spiritual healing boosts healing by 10% on all non overhealing heals for 5 points. At 6/6 and with any reasonable assumption of the frequency of sub50% heals versus dead zone heals test of faith barely breaks even with spiritual healing.
Its 2 tiers higher and it needs to be 9/9 in order for it to not be underpowered.
In order for test of faith to break even with spiritual healing you need 1.7 sub50% heals for every deadzone heal, which is slightly too much to expect, except for gheal.
At 9%/9% ==> boost at 15% crit = 14.58% and boost at 20% crit = 14.8
This is better than spiritual healing under any reasonable assumptions.
Thus if you had to choose between test of faith and spiritual healing, you are better off taking spiritual healing. Test of faith without a shadow of a doubt needs to be 9%/9% in order to justify its position in the tree.
Holy concentration has been nerfed in case you have not noticed. You need 20% crit in order to get the level 70 values or you need 3 more talent points, which is ridiculous. The old holy concentration which was 6% was excellently balanced what possible justification was there for nerfing it. Improved holy concentration is a reasonable increase in power. If they force us to stack crit they should at least give IHC enough power to make the loss of other stats bearable. So yes 6% and 9% with IHC should be achievable with 15% crit. If someone can get 25% crit and get high proc rates from it, the sacrifice is more than large enough to justify the difference.
Havoc, in what world does your gheal heal for the same amount as your flash heal...?
And holy concentration (plus imp. holy concentration) is far and away the most powerful talent in the entire tree. If they want to buff priests through making it even more ridiculous then fine, but I find the statement that it needs a buff credible...
In a world where the target only has a 4k deficit.
Excuse me but how exactly did you come up with the idea that holy concentration is by far the most powerfull talent in the tree.
6 points give you at 15% crit 6.75% chance of clearcast. That means those 6 points combined reduce the cost of gheal/FH and binding heal by 6.75%, give you a chance of say 200-400 mana gain once a minute (33mp5) and they increase the throuput of these 3 spells by 0.3*(1-(1-0.0675)^2) = 3.9%
A 6.75% reduction in mana cost of FH, GH and BH, 33mp5 and 3.9% haste for these 3 spells for 6 points at 15% crit. If anything its slightly underpowered. Empowered healing adds nearly 10% to gheal throughput, serendipity can easily return up to 20% of the untalented mana cost of gheal and FH on average. At 15% crit HC/IHC are not really very good at all.
You need 20% crit in order for it to start competing with the other holy talents and even then the 6 point cost means its only marginally better despite being higher up in the tree.
Right now if we had an alternative that gave us 10% reduction to FH/BH and GH cost for 3 points, it would benefit us more than HC+IHC.
Clearcasting is a powerful mechanism, but it depends on the numbers. Basically all the benefit from going from the TBC to the wotlk tree is ~4% average haste from 3 points, which is equal point for point to enlightenment. We all agreed that 9% was too low and after the recent patch we need 20% crit to even get that and 30% haste for 2 spells on a 9% proc chance is very luckluster indeed. We don't get any extra crit from talents and we don't get a good mechanism to turn crit into a valuable stat for healing. On top of that we now need to stack quite a bit of crit to get holy concentration to TBC levels. This new change, effectively nerfed holy concentration even further from its previous 9% flat incarnation and only gave us an extra 2% haste, for which we have to burn a shedloads of item budget on a stat that is only worth 0.3% healing per point. The difference you get itemizing heavily for mana regen, skipping crit completely and giving improved holy concentration a miss is much smaller than you think.
I'm asking this because I don't feel like eu forums get much if any attention, and because I've put quite some time and effort into it and would like to be sure that it is read by a dev in the end.
Holy concentration has been nerfed in case you have not noticed. You need 20% crit in order to get the level 70 values or you need 3 more talent points, which is ridiculous. The old holy concentration which was 6% was excellently balanced what possible justification was there for nerfing it. Improved holy concentration is a reasonable increase in power. If they force us to stack crit they should at least give IHC enough power to make the loss of other stats bearable. So yes 6% and 9% with IHC should be achievable with 15% crit. If someone can get 25% crit and get high proc rates from it, the sacrifice is more than large enough to justify the difference.
You should not forget that probably any priest will have 20 % crit in a WotlK raid environment so this "nerf" is a non-issue, at least in raids. And if the gear stays the way it is we will most probably be more or less forced to have one or another crit piece, so realistically I´d say that the crit dependancy is more of a buff, especially if you consider that you will want to specc IHC if you bother speccing HC at all.
@Shan: You just have to look at the European servers. US seems to be the main area for serious testing whereas Blizzard is not really interested in providing a reasonable testing platform over here, don´t know why that is, exactly. Probably due to high costs without enough additional returns.
You should not forget that probably any priest will have 20 % crit in a WotlK raid environment so this "nerf" is a non-issue, at least in raids. And if the gear stays the way it is we will most probably be more or less forced to have one or another crit piece, so realistically I´d say that the crit dependancy is more of a buff, especially if you consider that you will want to specc IHC if you bother speccing HC at all.
@Shan: You just have to look at the European servers. US seems to be the main area for serious testing whereas Blizzard is not really interested in providing a reasonable testing platform over here, don´t know why that is, exactly. Probably due to high costs without enough additional returns.
I am going to wait and see about that. I think we will get enough options to make skipping IHC and getting raw mana regen instead of crit viable, unless blizzard really boxes us into very limited gear choices.
You only need to acquire 3% haste and 20 odd mp5 instead of 5% crit from your gear to make this build superior to an IHC build. If this is an option its going to be best to give IHC a miss.
[e] I thought of a very simple fix for SoL: Instead of a free instant FH, make it so that the next FH is incapable of a critical hit, but refunds 75% of its mana cost, heals for y% more and has an z% chance of procing holy concentration.
I dont like the concept of an instant FH from SoL. Its ok for PVP and great if you like to move around. But if I want to move in PVE I have other options with instants. If I dont use an instant I may want to channel a spell becaus I can stop channeling it and switch to something else at every given time. Yes, FH has not a very long casttime. And its not great to stopcasting it. But beeing stuck in GCD may sometimes we worse if reaction counts. (That may be a needed dispell or that someone is targeted randomly for high dmg or whatever.) Since I spam many instants when I raid at the moment I know that it is not fun beeing stuck in a GCD. That is not an issue about effective heals or throughput. That is an issue about not beeing able to react at every given moment.
(Besides I think trolls can get at the odd situation that channeld FH may be faster than instants since GCD cannot get faster than 1s and a combination of bloodlust + troll berserker + good haste can beat that. Since I dont have that much haste I'm not sure about that and I dont know if that could be possible in WotLK anyway. That would be very seldom - but that would be the moments where the troll priest DID want that speed so hurting it is not a good idea.)
I dont like the concept of an instant FH from SoL. Its ok for PVP and great if you like to move around. But if I want to move in PVE I have other options with instants. If I dont use an instant I may want to channel a spell becaus I can stop channeling it and switch to something else at every given time. Yes, FH has not a very long casttime. And its not great to stopcasting it. But beeing stuck in GCD may sometimes we worse if reaction counts. (That may be a needed dispell or that someone is targeted randomly for high dmg or whatever.) Since I spam many instants when I raid at the moment I know that it is not fun beeing stuck in a GCD. That is not an issue about effective heals or throughput. That is an issue about not beeing able to react at every given moment.
(Besides I think trolls can get at the odd situation that channeld FH may be faster than instants since GCD cannot get faster than 1s and a combination of bloodlust + troll berserker + good haste can beat that. Since I dont have that much haste I'm not sure about that and I dont know if that could be possible in WotLK anyway. That would be very seldom - but that would be the moments where the troll priest DID want that speed so hurting it is not a good idea.)
This sounds contradictory. You are also stuck in GCD when you cast + /stopcast or when you cast through. The only way of not being "stuck" in GCD is actually ceasing to cast at all, which - to me at least - is not really a solution. Or to put it this way: In a case when I need to dispell faster than GCD I normally know it before (e.g. Felmyst) and concentrate completely on it (do not cast at all to prevent a running GCD). But these situations are very rare, normally you have 2 - 3 seconds of reaction time before [insert random Debuff] ticks which should be a sufficient amount of time to react, no matter whether you have to wait for a GCD to finish or not.
Also, the only spell that really is a channeled one is Penance. You won´t have Penance and SoL together, so your first point is also a non-issue.
When I chose FH I know that I can /stopcast ist and switch to anything else in the next 1.XXs (whatever haste you have). I may hove choosen it, because I know an event will occure that need my attention from the start but I dont know exactly when it occurs (BB Felrage, the dispell at the last boss in ZA, dark barrage at Illidan,....). When now that FH gets magically instant via SoL I cannot react for the next 1.XXs.
When I chose FH I know that I can /stopcast ist and switch to anything else in the next 1.XXs (whatever haste you have). I may hove choosen it, because I know an event will occure that need my attention from the start but I dont know exactly when it occurs (BB Felrage, the dispell at the last boss in ZA, dark barrage at Illidan,....). When now that FH gets magically instant via SoL I cannot react for the next 1.XXs.
But you trigger the GCD no matter if you cast an instant FH or a casted one. You have the same delay time in which you can do nothing, execpt that the instant one hits 1.XX seconds before the casted one.
Korraa has agreed to a suggestion that Imp PWS and Imp inner fire get swapped. This will help shadow priests and holy priests but means that meditation is presumably staying put where it is *mutter*.
Oh crap.
That screws disc priests in the second tier in disc. That's going to mean you pick up twin disciplines in row 1, and now have to waste 5 points to get to row 3 where you have 7 points worth of mandatory talents in a tree which is already top heavy.
Crap crap crap. Koraa just sucked two talent points out of disc.
That screws disc priests in the second tier in disc. That's going to mean you pick up twin disciplines in row 1, and now have to waste 5 points to get to row 3 where you have 7 points worth of mandatory talents in a tree which is already top heavy.
Crap crap crap. Koraa just sucked two talent points out of disc.
Tier 2 is not that bad. Improved Inner Fire is Healing Power for free and impFortitude is also worth taking in a raid environment, so what´s your problem?