No, I'm sorry, but you're wrong about spell warding Docawsome. Spell warding is really nice. Think of it this way: it grants you an additional ~2500 health, which is A LOT (depending on your max. hp of course). It is a huge help for almost every hardmode and has safed my life several times. Just think of Freya/Thorim/Mimiron/Hodir/Vezax/Iron Council hardmodes and Alagalon, in all these bosses there is really much magical damage going around.
Yes you don't need spell warding if your health never drops below 50% and you are never close to dying to RNG damage, but as soon as you start hardmodes I would strongly advise everyone to take it. -0.5 sec greater heal on the other side could be nice with x3 serendipity up, but to be honest I use greater heal once in a blue moon in 25 raids anyway.
if you ever get to the point where spell warding is saving your life, then you suck anyways and your probably already dead. Spell warding, even though it could reduce some damage intake, it is not going to make or break a fight. My point is, it doesnt matter if it saves 2500 hp from burst, its the same reason why most people dont take desperate prayer in a pve spec, because you should never get that low anyways!
And i have done every hard mode in the game (not gotten through all of them yet) but i have done every one, and never once have i said to myself "man, if i had spell warding i wouldnt be dying"
If you want spell warding, i guess thats fine, i rarely ever use divine fury as well, but my point is spell warding is relatively useless in every fight, where divine fury could come in very handy in some cases.
Dont state your opinions as facts when they are clearly only opinions!
if you ever get to the point where spell warding is saving your life, then you suck anyways and your probably already dead.Spell warding, even though it could reduce some damage intake, it is not going to make or break a fight. My point is, it doesnt matter if it saves 2500 hp from burst, its the same reason why most people dont take desperate prayer in a pve spec, because you should never get that low anyways!
And i have done every hard mode in the game (not gotten through all of them yet) but i have done every one, and never once have i said to myself "man, if i had spell warding i wouldnt be dying"
If you want spell warding, i guess thats fine, i rarely ever use divine fury as well, but my point is spell warding is relatively useless in every fight, where divine fury could come in very handy in some cases.
Dont state your opinions as facts when they are clearly only opinions!
Doc, please don't take this the wrong way. You are the one who has come to these boards and started posting things such as (bolded statements above and below):
Originally Posted by Docawsome
spell warding is a terrible talent for pve, there is never any case where you should use it over Divine Fury, 10% spell damage reduction is too minimal to be of any use...for example, even if you take 1000 raid damage every second for 10 seconds thats 10,000 damage total, with 10% damage reduction it would be 9,000 damage, a 1,000 damage difference, who really cares, thats 1 tick of a renew. NOT WORTH IT!
It is much more valuable to have divine fury for those few cases where you would need to use Gheal
Guys just think more about situation than numbers, its like how CoH is a terrible spell unless you use it in a proper situation. Yah 10% sounds like a good number, but in the situation during a fight its nothing, yah holy nova heals a lot on paper, but it never really does in a real fight unless used in a proper way.
Spell warding is not a terrible talent; it is just like most talents, an option. It is a survivability option, just like Desperate Prayer (which is useful by the way). You come from a guild that is not very progressed (3 hard modes down, and 2 of which only after they were nerfed incredibly). The places where spell warding is useful you have not even completed (Freya x1, Freya x2, Freya x3, Thorim, General Vezax, Mimiron hard). Not to mention you have half of the total healing done than some of the more established priests on these boards (Nidaba, Rukli) and Mavv has almost 3 times as much as you.
Just to respond to some of the bold comments. Spell warding does get to the point where it saves your life, even if you don't suck! Not only that but it can break a fight. If you are doing freya x3 (hard mode) and you get a combination of roots/nature's fury/sunbeam/ground tremor and die because you didn't have 10% reduced spell damage, but would have lived if you did spell warding is definitely worth it. Or how about if you are doing Thorim and your group gets chain lightning late in the fight combined with a frostbolt volley that leaves you at 1k HP and you only survived because of spell warding, definitely worth it (I could go on, but the point is there). Sometimes the RNG dice roll against you and you just have to deal with it, spell warding just helps the dice to be less likely to kill you. Let me re-iterate, sometimes a skilled player has no choice in being hit by a boss' spell or ability. The extra 10% reduction when abilities are now hitting for upwards of 10-20,000 damage is a substantial reduction. I see you took spiritual healing which only increase your spells (which heal for nowhere near that much) by that same 10%. Hmm, interesting.
As for the 'few cases where you would need to use Gheal', I've been doing ulduar since it came out and working on hard modes right after we killed Yogg. Now my guild is by no means Fusion, Might, or Method (the aforementioned priests' guilds) but we are a well established and well progressed guild. I can honestly say that I have not cast, or felt the need to cast greater heal in either disc or holy spec at all during ulduar, and many others amongst these boards can attest to that.
Please don't ask our long time community posters/members to not state opinions when they are actually topics we as a community have already discussed and more or less come to a conclusion on.
Sometimes the RNG dice roll against you and you just have to deal with it, spell warding just helps the dice to be less likely to kill you. [b]Let me re-iterate, sometimes a skilled player has no choice in being hit by a boss' spell or ability.
To second that, it's not only about dying immediately - depending on how far down you got nuked, you may be very tempted to throw a shield or healthstone on yourself instead of using that GcD for half of a PoH instead. Having only done tries on Freya with more than 1 tree, I can already certainly see that point. You may luck out and not get hit badly, but then again, you may. In which case spell warding can mean the difference between wipe or kill - just because you got that one PoH more safely off in time.
Originally Posted by Pewsey
Many of our snakes are 3m+ in size. They'll just take the lawnmower off you and beat the shit out of you with it to make you tender, then bite you and eat you.
HP (Spell Warding increases effective HP by a lot) is very useful because it lets you keep healing other people for a longer time before you need to heal yourself. This is often overlooked by terrible players who dribble around on easy content, looking at spreadsheets and think they are pro.
Also worth noting is how powerful JoL is at the moment. When damage dealers get a 1k heal from dealing damage all the time and healers don't - and you typically heal a group (as a priest), SW makes things a lot easier. Same does SP+Sta le enchant, 24 stam > 16 spirit in blue sockets, etc.
E: Eh, that's the point Hegen makes in the post above me. Second that!
I don't think spell warding is useful to 'delay' heals on yourself, but it is useful because on hardmodes you tipically want more stamina than your traditional raiding gear has, and spell warding allows you to cheat and wear more PvE gear / better gems, without sacrificing gem slots to get enough HP unbuffed to get 2 shotted by overlapping AoEs.
Mana concerns though (not logged in atm, using numbers off Rawr):
PoH: 1483 = 568 Mana per second
Nova: 772 = 593 Mana per second
So either way, fairly close to the same ratios (additional haste would of course increase the mana usage at a higher rate with PoH over Nova, due to higher % cast time reduction, but ehh)
I didn't check the erst of your computation, but that comment about haste is false.
Haste divide your casting time by a same constant (1+%Haste) --- with %haste between 0 and 1---, independantly of your cast time (or spell).
Since the mps of a spell is mana_cost / effective_cast_time, you get mps = (mana_cost / base_cast_time) * (1+%haste). In other words, both cost (as mps) are increased by the same factor,,,
It's true that 1% haste saves you more time for a POH cast than a HN cast. Excactly twice more. But the point is that in the time needed to cast one POH, you cast 2 HN...
PS: This obviously assume that you don't hit the 1s GCD haste cap. However, you're not very likely to do it as holy...
Hey guy's, I was looking around and was wondering if some people could check out my WWS here. I stopped raiding for a while but my guild has called upon me! This is the last WWS I have and was wondering if anyone can crackdown what I can do better.
Just from looking at it I can see my 67% OH on PoH is kinda high, I tend to spam it more than I should but I believe its a viable spell for massive raid damage, OH or not.
if you ever get to the point where spell warding is saving your life, then you suck anyways and your probably already dead. Spell warding, even though it could reduce some damage intake, it is not going to make or break a fight. My point is, it doesnt matter if it saves 2500 hp from burst, its the same reason why most people dont take desperate prayer in a pve spec, because you should never get that low anyways!
And i have done every hard mode in the game (not gotten through all of them yet) but i have done every one, and never once have i said to myself "man, if i had spell warding i wouldnt be dying"
If you want spell warding, i guess thats fine, i rarely ever use divine fury as well, but my point is spell warding is relatively useless in every fight, where divine fury could come in very handy in some cases.
Dont state your opinions as facts when they are clearly only opinions!
In order to claim that you have experience and know whether Spell Warding is valuable or not you should probably complete the HM encounters that it starts to shine.
For example, Freya x1-3 you will find that the RNG can quite often end the encounter for you because Nature's Fury, Strengthened Iron Roots, Unstable Energy, and Ground Tremor line-up to often or too many at once on you. When you get the RNG working against you a low 'effective health pool' works against you having opportunity to out skill the events in motion.
To overcome the insta-gib factor stacking HP can help to push you to a point where the sum of all bad RNG situations can roll in the favor of skill. Now given the choice I bold that because lots of things in the game are choices you could do the following:
a) Do nothing and wait till you get enough gear upgrades in your raid comp that you eventually roll the encounter.
b) Change spec so that you have the best opportunity to survive.
c) Wear different gear (PvP or other high HP gear)
d) Use different consumables.
e) Optimize buffs.
f) Some combination of the above
In the case of picking up Spell Warding at the cost of Divine Fury, which you so easily have discounted. You gain effective health in these HM encounters and sacrifice 5 talent points that most priests aren't utilizing all that often. Now if you were to look at spell damage components and health pool with extremely simple napkin math you gain 10% of ~23k health, yielding a 2300 effective hp increase. How much PvP gear would you have to equip to equal 2300 hp? Would you lose more doing that then you would changing spec?
Players that want kills faster/first, push the limits optimizing for each encounter and what was offered was a path to doing that... It may not be the option for everyone but it is absolutely a valid option, if not a better one than most it is extremely close.
Hey guy's, I was looking around and was wondering if some people could check out my WWS here. I stopped raiding for a while but my guild has called upon me! This is the last WWS I have and was wondering if anyone can crackdown what I can do better.
Just from looking at it I can see my 67% OH on PoH is kinda high, I tend to spam it more than I should but I believe its a viable spell for massive raid damage, OH or not.
(Character Name= Nexux) going to fix my user CP now. Thank's guys!
Edit: We are making attempts on Yogg now, like I said its been a while since I raided.
From a quick glance at the two bosses you downed (IC and Auriya) plus the four attempts on Hodir, I can see that you're using Prayer of Healing too much and Prayer of Mending too little. All three of those encounters has large scale (yet predictable) raid damage.
Personally I only use PoH once per "big hit"...i.e. Auriya after her sonic blast. Mainly because the first PoH should be hasted with 3xSerendipity and the 2nd will take so long to cast that the raid should be healed up in that time (hence the overheal). In fact, I use PoH (hasted), if I get a SoL proc then use an instant FHeal, then a CoH with ideally another SoL proc, FHeal and then you're already on 2 stacks of Serendipity.
Looking at your Hodir tries, you're using PoM hardly at all - it's godly in this encounter, much like CoH. PoH is also good assuming the group isn't too spread. Personally I don't use PoH unless it's hasted (either by Serendipity or by the Light buff in Hodir).
For example, Freya x1-3 you will find that the RNG can quite often end the encounter for you because Nature's Fury, Strengthened Iron Roots, Unstable Energy, and Ground Tremor line-up to often or too many at once on you. When you get the RNG working against you a low 'effective health pool' works against you having opportunity to out skill the events in motion.
Spell Warding only affects resistable spells directly cast on the player. It does not affect physical attacks or secondary effects of spells. As an example, your Spell Warding does nothing against Ground Tremor, Iron Roots or Unstable Energy (it does affect Nature's Fury). Note that this categorization is not all that precise, which is why I had to dredge through logs to determine the exact status of those particular 4 attacks.
So in terms of the specific scenario you're outlining, when you got hit by the ~36k damage from those 4 attacks combined, 5 points in Spell Warding saved you about 900 points of damage (or about 2.5% of the total). You could have saved yourself 5 points and simply gave up 23 haste (for non-tailors) for Enchant Cloak - Superior Nature Resistance - Spell - World of Warcraft.
The equivalent of 23 haste from 5 talent points is not a talent you eagerly take. It's a talent you only take when you absolutely need to get to a place in the tree where Blizzard has given you useful talents.
However, given that there is almost no good reason for a Holy Priest to ever cast Greater Heal in a 25-man raid, you might as well get some minimal benefit from those talent points by tossing them in Spell Warding rather than just throwing them away in DF/IH. If you never cast Greater Heal, DF/IH are no more useful than Searing Light.
Spell Warding only affects resistable spells directly cast on the player. It does not affect physical attacks or secondary effects of spells. As an example, your Spell Warding does nothing against Ground Tremor, Iron Roots or Unstable Energy (it does affect Nature's Fury). Note that this categorization is not all that precise, which is why I had to dredge through logs to determine the exact status of those particular 4 attacks.
Care to link that data and explain how you came to the conclusion? That spell warding wouldn't reduce the damage of Ground Tremor is a given, but I'm very suprised that it wouldn't do anything to Iron Roots or Unstable Energy. I tried to go over some of my logs of the fight, but the data sample simply weren't anywhere near large enough to come to any conclusion at all given how random the damage on those abilities are.
Here's a log of some Freya tries some time ago. I get hit by iron roots for 8k before resists, just like everyone in the log. Yes, I already had 5/5 spellwarding. Wow Web Stats
Here's a log of some Freya tries some time ago. I get hit by iron roots for 8k before resists, just like everyone in the log. Yes, I already had 5/5 spellwarding. Wow Web Stats
Throwing this is a quick spreadsheet, it is evident that the ticks from an individual application are within 1 damage of each other, and that the average tick for everyone in this sample was 8005. The 3 priests in the raid who were afflicted took tick damage of 7802, 8089(you), and 8139. The sample size is very small, but discounting the other raid members having a similiar 10% damage reduction it seems that this spell is not affected.
Here's a log of some Freya tries some time ago. I get hit by iron roots for 8k before resists, just like everyone in the log. Yes, I already had 5/5 spellwarding. Wow Web Stats
Other people get hit by it by ~8000dmg. It doesn't work completely, but it at least seems to reduces the damage of it a little bit.
I get 7609 with a standard deviation of 152. On Negative (Human Rogue), I get 8052 with a standard deviation of 187. So something is causing you to take ~5% less damage. This could well be Spell Warding, but it's very unlikely that the deviation from 10% expected to 5% actual is the product of chance. So something else is going on here.
Note that from your resistance rate of 22%, we'd expect your nature resistance to be ~125 so it looks like you had a nature resistance totem with no nature resistance gear (totem is 130) and the effect is fully resistable.
Given that you're getting clocked by Sonnenstahl (sunbeam) for about 5% less than other people as well, my initial conclusion would be that on a more limited data sample I was incorrect about unstable energy - but that the talent Spell Warding is bugged to yield only half the value listed on the tooltip.
but you also have to remember that holy nova only hits people in your direct party. So if you are standing next to people who arent in your party, they wont get healed, so unless all 4 members of your party are next to you, the amount of healing done compared to mana used is far worse than using POH.
Also on a note about the Divine Fury/Spell Warding talents....
spell warding is a terrible talent for pve, there is never any case where you should use it over Divine Fury, 10% spell damage reduction is too minimal to be of any use...for example, even if you take 1000 raid damage every second for 10 seconds thats 10,000 damage total, with 10% damage reduction it would be 9,000 damage, a 1,000 damage difference, who really cares, thats 1 tick of a renew. NOT WORTH IT!
It is much more valuable to have divine fury for those few cases where you would need to use Gheal
Guys just think more about situation than numbers, its like how CoH is a terrible spell unless you use it in a proper situation. Yah 10% sounds like a good number, but in the situation during a fight its nothing, yah holy nova heals a lot on paper, but it never really does in a real fight unless used in a proper way.
As mentioned above me, careful on your opinions. Many smart priests here have been pushing both Spell Warding for very damage intensive fights and Holy Nova(plus Glyph) for several hard modes. Your entire post seemed to say that 'situationally' these spells are bad. Rather than looking at the numbers we should look at the situation. If you would read through these posts more carefully you would understand that everything you tore down was put up for a specific situation. Spell Warding is good for bursty fights like Freya+3, and to a lesser extent, Thorim Hardmode. It also makes Kologarn a good bit less scary sometimes in my personal experience. These situations come up on a weekly basis for the guilds of the priests here who are suggesting these combinations. The Gheal situation comes up, for any priest worth anything, once in a blue moon. Usually when you do a serendipitous Gheal, which you don't really need 5 talents to reduce the cast time even more at that point. Holy Nova is useful on fights like XT hardmode and Mimiron(normal and hard) due to the crazy AoE damage. All it requires is that you set up the raid to the benefit of the priests, which really isn't that hard to do.
These spells/talents are amazing situationally, where Gheal is nearly never good these days. As to you saying CoH is a terrible spell except in the right situation, you caught me off guard. I'm pretty sure CoH is a good spell in any situation, possibly excluding fights where you are using Holy Nova with the glyph to do a CoH without the CD basically. Back when it was spammable you obviously wouldn't try to spam it to heal a heroic, but it really hasn't had a fight where it is not useful in all of Wrath(Patchwerk the possible exception, still slightly useful though).
EDIT: Wow, looks like I hadn't hit my refresh button in a while. Looks like you all had it covered!
Throwing this is a quick spreadsheet, it is evident that the ticks from an individual application are within 1 damage of each other, and that the average tick for everyone in this sample was 8005. The 3 priests in the raid who were afflicted took tick damage of 7802, 8089(you), and 8139. The sample size is very small, but discounting the other raid members having a similiar 10% damage reduction it seems that this spell is not affected.
You need to find a class that definitely doesn't have any magic reduction, and examine them for your baseline. Given that the ability is Iron Roots - Spell - World of Warcraft, which has an average value of 8000, and the only raid-wide damage reduction that is consistent is -3% from BoSanc / Renewed Hope, that gives an average value incoming to anyone in the raid of 7760.
Here's me from tonight's kill: Wow Web Stats
with 3/5 Spell Warding.
Average value for first application: 8001
Average value for second: 7912
Average value for third: 7929
Average value for fourth: 8011
Here's Wreath: Wow Web Stats
with 5/5 Spell Warding.
Average value for first application: 8110
Average value for second application: 7893
My theory: when Strengthened Iron Roots casts Iron Roots on you, it picks a value between 7800 and 8200. This value is consistent for all ticks for that root duration. It is affected by Renewed Hope, but not by Spell Warding. Looking through the entire log, the actual average value of the ticks for our kill this evening was 7055. This was 879,706 damage taken, 184,260 resisted, and 170,726 absorbed, over 175 ticks. Unfortunately, it's vastly skewed by buffs: Barkskin, Pain Suppression, IBF, etc. all lower the incoming ticks, which skews the damage.
I'd say that Iron Roots is an exception to the rule for Spell Warding, and SW actually does nothing. It's just a theory, but it seems to be held up. The ~ 5% mentioned by other people above is likely 3% from Renewed Hope, skewed slightly by the data. Notice that our shadow priest took 8036 average tick from Iron Roots, despite having -15% Damage Taken from Shadowform, and -3% from Renewed Hope. This would be a 9800 average tick pre-mitigation, which says that mitigation isn't working.
Average value: 10,539
Scaled assuming talents work: 12,782
Close enough for government work. Sunbeam is affected by Spell Warding.
Last edited by constantius : 07/08/09 at 1:46 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
The Ignis wand [Scepter of Creation] was under budget and got fixed on last night's PTR patch, although most of the extra stats went on Stamina. New stats:
Sta 39 (+13)
Int 26 (0)
Spi 25 (+1)
Crit 24 (+1)
SP 44 (+2)
<snip>
I'd say that Iron Roots is an exception to the rule for Spell Warding, and SW actually does nothing. It's just a theory, but it seems to be held up. The ~ 5% mentioned by other people above is likely 3% from Renewed Hope, skewed slightly by the data. Notice that our shadow priest took 8036 average tick from Iron Roots, despite having -15% Damage Taken from Shadowform, and -3% from Renewed Hope. This would be a 9800 average tick pre-mitigation, which says that mitigation isn't working.
<snip>
I can also confirm that Iron Root damage is not reduced by Dispersion, further clarifying that Roots are unaffected by mitigation.
Last edited by constantius : 07/09/09 at 5:02 PM.
Reason: This is how you should have quoted.
First time poster with a question that I was unable to search up an answer to. I'm sure this has been touched before, but I wanted to see if my logic and reasoning is in line with what most other priests think. Sorry for the odd topic change!
I was going through my priest today, and I realized that as holy, I never use Holy Nova. The reason I realized this was because there was some discussion on the PoH glyph vs the HN glyph. I have to admit that I main Discipline, so I don't really play holy that often. As disc, I don't ever use Holy Nova, and I guess that it just carried through to my holy play style. I use a slightly unconventional build, but I really like how it works for me (link: Talent Calculator - World of Warcraft). I realize that HN only heals my party, but I think that it has the potential to be a really strong spell. It replaces the PoH on my own group and is instant (thus being affected by MA). In a situation where raid healing is intensive, this saves me a lengthy PoH cast on my own group which allows me to get to a PoH/CoH combo onto the raid faster.
As it previously was an untouched spell in my book, am I right in my justification of bringing Holy Nova onto my bar?
First time poster with a question that I was unable to search up an answer to. I'm sure this has been touched before, but I wanted to see if my logic and reasoning is in line with what most other priests think. Sorry for the odd topic change!
I was going through my priest today, and I realized that as holy, I never use Holy Nova. The reason I realized this was because there was some discussion on the PoH glyph vs the HN glyph. I have to admit that I main Discipline, so I don't really play holy that often. As disc, I don't ever use Holy Nova, and I guess that it just carried through to my holy play style. I use a slightly unconventional build, but I really like how it works for me (link: Talent Calculator - World of Warcraft). I realize that HN only heals my party, but I think that it has the potential to be a really strong spell. It replaces the PoH on my own group and is instant (thus being affected by MA). In a situation where raid healing is intensive, this saves me a lengthy PoH cast on my own group which allows me to get to a PoH/CoH combo onto the raid faster.
As it previously was an untouched spell in my book, am I right in my justification of bringing Holy Nova onto my bar?
Gosu you are justified to bringing holy nova onto your bar. I use it on Ignis (after being tossed into the air with flame jets), I use it when moving on freya, I use it on mimiron, and even on yogg-saron. Arguably the best use for holy nova (and its +40% healing glyph, which is being nerfed) was the old hard-mode mimiron before the fire damage nerfs. Flame two was simply very difficult not using priests to holy nova their own groups while other healers helped out where needed. But with the nerf to the encounter and the upcoming nerf to the glyph (down to +20% healing) it is not as useful as the other spells in our arsenal.
I must say i hardly ever use holy nova except when there are also some mobs to aoe with it as well as the healing part ; like the rubble on kologarn as an example, though that needs some caution with the range
One of my favourite moves has to be slapping guardian angel on the tank and popping Inner Fire + Divine Hymn during bloodlust if there is massive raid-dmg, as per example freya+ which we are attempting atm, and i bet also freya++ and freya+++
I think too that Holy Nova can be marginally useful in some situations, but not mandatory of course.
I'm using it on the Light Bombs during the XT-002 encounter, because as a disc priest I'm usually assigned to tank healing and I don't want to spend too much time on raid healing, but still want to help to maintain the raid at 100% hp so that we are comfortable before each Tympanic Tantrum occurs. Even if the player targeted by the Light Bomb reacts quickly to move out of the raid, he still puts a few aoe ticks before being far enough (from my experience), and I've found that HN is great spell in this situation.
Did anyone do some maths about glyphed-HN vs CoH ? If I remember correctly, I've done a few tests months ago and found that these two spells were quite similar in term of HPS (but of course really different in term of gameplay).
So we finally decided to work on 10 man hardmodes and got to Algalon last night. Wow. Massive tank damage. I'm not sure our group was really optimal, as we just wanted to see him before reset. I was Disc, and we had a tree and a holy priest healing. Is the general healing advice to just spam the hell out of the tank? Is there a particular composition that is better than others?
First time poster with a question that I was unable to search up an answer to. I'm sure this has been touched before, but I wanted to see if my logic and reasoning is in line with what most other priests think. Sorry for the odd topic change!
I was going through my priest today, and I realized that as holy, I never use Holy Nova. The reason I realized this was because there was some discussion on the PoH glyph vs the HN glyph. I have to admit that I main Discipline, so I don't really play holy that often. As disc, I don't ever use Holy Nova, and I guess that it just carried through to my holy play style. I use a slightly unconventional build, but I really like how it works for me (link: Talent Calculator - World of Warcraft). I realize that HN only heals my party, but I think that it has the potential to be a really strong spell. It replaces the PoH on my own group and is instant (thus being affected by MA). In a situation where raid healing is intensive, this saves me a lengthy PoH cast on my own group which allows me to get to a PoH/CoH combo onto the raid faster.
As it previously was an untouched spell in my book, am I right in my justification of bringing Holy Nova onto my bar?
I'm surprised to hear you say you didn't use it as disc. While it is certainly not the most mana efficient spell, it can help enormously on fights where you are having to move and heal. And disc priests don't have CoH to use, so this is an instant and pretty large (when glyphed in particular) heal. I use it when I get light bombed during a tantrum in XT while running a couple of times, or on Council medium mode when the tank is kiting molgeim away from the little shadow bombs and one reaches melee. (The healers stack with melee and kite around with the tank, and thus 1-2 holy nova spams can keep up the healing group while on the move) The BEST part of using holy nova as discipline is that each target that is healed can get a crit heal and thus a DA procc just like with PoH. So I can get an instant heal plus a small bubble on up to 5 ppl while on the run. For some of the harder fights, this is invaluable.
Granted, it is situational and my priest is an inscriptionist and carries glyph mats with her to raids so I can interchange my 3rd glyph from PoH, flash heal, holy nova, or one of the dispel glyphs as I please depending on our raid makeup that night and the fight, but when I'm in a situation to use Holy Nova, it is certainly a great help. I would definitely put it up on your bars where you can find it. Maybe stick it where you used to have GH in BC.