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Cataclysm Priest Changes
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Life Grip is absolutely hilarious. Can't wait to play with it.
Adding a moderate heal, and improving both Holy and Disc as single-target healers. Nothing unexpected there. The Improved Healing state (Holyform!?) is an interesting concept. Perhaps they're trying to build Serendipity-like rotations into a core mechanic of the spec? It's something we're already almost forced into with the CoH / PoM cooldowns, so I hope they make the mechanic feel flexible rather than simply restricting us further. I would very much have liked to see some attention paid to our overstuffed, clunky and niche-heavy spellbook. Hopefully, it's more the case that they just didn't want to focus on our current heals during the preview. I haven't played Shadow seriously since BC so I can't speak as to the gameplay implications, but I really like the concept of the shadow orbs. Hope to see more info about this soon! Edit: Quote:
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I'm very excited about both shadow and healing changes. The concept of a Power Word: Barrier adds an element of damage prevention to disc that requires some thought besides mashing my 1 key, and Leap of Faith is a godsend for that one person in the raid who's always just a little... slow. I agree the three PoH system sounds quite clunky; I wonder the time frame in which you have to cast these spells, and if you have to switch "states" manually or if it kind of happens as you heal.
I like the idea of shadow orbs, as I've always thought of the shadow priest as a little cousin to the Warlock; now we might have our own little Soul Shard system to play around with. All in all, pretty excited. |
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In terms of adding value to the shadow rotation without fundamentally changing how it works, I think it's pretty cool. I think Mind Spike will be situational, but I can understand why they want to add it. Assuming Leap of Faith is a Holy spell, there's a good chance it won't affect Shadow at all, but it would be a neat tool to give to a DPS class. And Inner Will... will only affect Devouring Plague with it's mana reduction component. It'll be interesting to play with the idea of having Inner Fire up when doing the DPS rotation, but then switching to Inner Will when going on the run. The removal of the limited charges will make that very fun to play with. Overall, the new additions to the toolkit are interesting. I think Shamans might have won out in terms of getting cooler toys to play with, but as has been stated, Priests have a pretty big spellbook as it is. My translation of this preview: "Priests are pretty good as they stand, but we can tweak them to make them better. Here are a couple toys that will help with that." Definitely interesting in hearing more, and definitely eager to see the beta. |
The idea of choosing the right "Inner" is cool, but I don't see what current gap/deficiency Inner Will is supposed to fill? Compared to Inner Fire's (Glyphed) armor, it doesn't seem to be for PVP.
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Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%.
Vanilla WOW run speed increase on boots for healers was heavenly for catching tanks or dps inspired to run accross a room. This will be something I will be looking forward to & will ease the pressure on healing stress. |
I'm pretty unexcited about these changes as Holy.
Leap of Faith will be great in PVP and for griefing people, but in PVE it'll just encourage terrible players to stay standing in fires as why move when a Priest can do it for you?! The Chakra thing sounds interesting but it depends on the implementation. If it's 3 of any AOE spell to activate AOE mode then that's not too terrible but if it's 3 POH then the bonus had better be astoundingly good. I'd have liked to have seen some other things too. Why not an improved version of Lightwell like the one in TOC5 or maybe some different size AOE spells (like a Lesser COH with a shorter cooldown). Hopefully there'll be more stuff announced. |
Well the Life Grip sounds a little bit dangerous to me - imagine you as a healer retain high aggro, but as you are not in a melee range, boss/trash will stay on tank/melee dps. And now you Life Grip to save someone who overaggroed = take him to you = bring the boss/trash closer as it will chase that one until someone else gets aggro (=problem when mob will be running)...
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But I can hope for a good one, without plateau at least for damage dealers. That would be the case if when "clipping" the spell, the first tick takes into account the last time the dot ticked (ie, ensure a correct tick intertime when refreshing), just like it is currently with SW:P. Additionnaly, you need the hot/dot duration to take into account the "lasting" time on the dot, and add it to the duration, instead of just refreshing to max duration. You can cap it to let's say max duration + 2s, to prevent abuse. A similar mechanism already exists for DK runes (a rune used 0.5s after refresh gets a 9.5s cd, not 10s). This means that when chaining the hots/dots, we gain precisely 4.32 ticks per cast. For hots on tanks, that would be also fine. For hots on raid, it would be a little more difficult, but that's typically the case when we don't care so much about the last tick. |
Some interesting ideas and changes. The lifegrip of course stands out. Sounds like it could be fun and useful but could also be trouble. I hope they keep it in there tho. Yes it has some griefing potential but if its party/raid only that not too bad, and it might just save a life from time to time. Another interesting/fun ability like Body and Soul can be that in the right hands can make a difference in some encounters. I have a feeling the encounters in cataclysm will probably present opportunities to put it to good use as well, at least I hope so. :)
I like the haste affecting our hots.. that should be a nice increase in HPS potential but like others have said, it will make gearing/gemming a lot more interesting I'm sure. Inner will seems more like a gimmick then a useful spell to me. Good for getting back from raid wipes then back to inner fire. Perhaps it will have use on some encounters but body and soul generally takes care of any speed boosts i need. If they had perhaps swapped them out like... inner fire = bonus to spellpower and the mana regen. And inner will = bonus to armor and run speed. That seems to make more sense to me. Then one would be an obvious pve ability and the other an obvious pvp ability. The empowered state for Holy sounds like fun, will be interesting to see how it effects how we heal, may cause us to change our sudo rotation of sorts or may just fit right in to what we already do. My biggest concern is Radiance.. it seems completely out of place as a holy mastery. Adding a hot to our single target spells which we rarely use instead of a bonus to our raid heals seems, well, out of place. It would be similar to giving it to a shaman.. they'd probably give you a funny look too, although, coincidentally they also are getting a direct healing bonus... not sure what Blizzard is trying to do here but it seems off to me. |
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