Spiritual Guidance: Know your heals
Every Saturday (usually), Eliah or Elizabeth will bring you their thoughts on the Priest class with Spiritual Guidance. Whether it's keeping your fellow players alive or melting their faces, you can read about it here!Healing spells are to a priest what fire spells are to a mage. Other schools tend to be more efficient in raids (shadow for priests, frost for mages) and are generally thought superior for leveling, but when you think of a priest, you probably think of heals first, just like when I think of a mage, the first thing I think of is a nice fat pyroblast headed right for me. So it comes as no surprise that we have quite a variety of heals.
Lesser Heal: This is the first healing spell you get, starting at level 1. Rank 1 heals average 51 for 30 mana, or 1.7 hpm (healed per mana). Rank 3, the final rank, at level 10, heals 146 for 75 mana (1.95 hpm). Out of all Priestly heals, this is the only one no-one ever dreamed of using at max level, because it simply isn't as efficient as later options. For the end-game, therefore, don't worry about it. But for the first ten levels, this is your only option to refill that nice green health bar in a jiffy. Not affected by any talents (except the ones that affect all heals).
Renew: Aside from various set bonuses (8-piece Transcendance and 2-piece Incarnate), this is a priest's only HoT (heal over time) spell. At base it heals 1110 over 15 seconds for 450 mana (2.47 hpm). Of note, it's instant cast, so you can do it while moving or when you don't have a lot of time to spend on one particular target. It receives full benefit from +healing gear, spread over all its ticks. Affected by Improved Renew, which increases the amount healed by the spell by 15% for 3 points, and the Discipline talent Mental Agility, which drops the mana cost of all instant-cast spells by 10% for 5 points, as well as the talents that affect all heals.
These factors conspire to make Renew a very efficient heal in many circumstances. For instance, with healing gear on, my priest gets 7.54 hpm from Renew (talented and with around +1600 healing). Generally recommended to keep on the tank at all times, and also a good "patch" spell for when a rogue takes a cleave or something, since you can just fire it and forget. It's especially efficient as part of a sequence of heals, since you in general want to clump up all your heal casting to stay out of the five-second rule as much as possible. One of my favorite sequences is Greater Heal, Renew, Prayer of Healing on the tank.
Heal: The sequel to Lesser Heal, and prequel to Greater Heal. For a long time it was a staple of the level 60 raiding scene, since once you got enough +healing gear, Heal rank 4 become far more mana-efficient than any rank of Greater Heal, due to its low base mana cost. Essentially, the spell itself was basically just a vehicle for your +healing, which would carry most of the healing burden and of course didn't cost any mana.
However, Blizzard realized at some point that a well-geared priest could cast Heal 4 all day long, and decided to nerf the effect of +healing on spells that were much lower than your current level. Therefore, the spell Heal is rarely used in raiding today. It's your best friend in Deadmines, though. With a 3 second base casting time, it gets 86% of your +healing. Divine Fury reduces its casting time by 0.5 s for 5 points, and Improved Healing lessens its cost by 15% for 3 points. It can also proc Holy Concentration if you have the talent.
Flash Heal: As the name suggests, Flash Heal is a Priest's quickest direct heal (aside from Circle of Healing, if you have it). It only takes 1.5 s to cast, and therefore is pretty good for an emergency. However, there is of course a trade-off for this speed, in the form of efficiency. Flash Heal (also known as fheal or FH) is typically around 70% of the efficiency of Greater Heal, but when you need it, you need it. Its base casting time is 1.5 s, so it receives 43% of your +healing from gear. It is capable of proccing Holy Concentration, and receives benefits from Empowered Healing. Flash Heal 9 gets 4.87 hpm for me.
Greater Heal: This spell makes up the bulk of a level 70 priest's healing, typically. Personally, as gauged by Recap, about 70% of my healing is done by Greater Heal (a.k.a. gheal or GH). This doesn't count Prayer of Mending, however, so the actual percentage is somewhat less. Why do I use it so much? One word: efficiency. That really becomes the watchword for any endgame caster, but healers most of all. Gheal's base 3.0 s cast time means it gets 86% of +healing. The cast time is reduced to a very manageable 2.5 s by Divine Fury (for 5 points), and it works with Improved Healing, Holy Concentration, Inspiration, and Empowered Healing.
For reasons similar to why we used to use Heal 4, I tend to use Greater Heal rank 1 for my "staple" healing, and rank 7 only when it's needed. GH1 tends to hit for around 2000 with my gear and talents, and GH7 for around 4000. Simply put, 4000 is usually overhealing, and GH1 is slightly more efficient anyway, even with a reduction due to its low level. Know it, love it, and stock several ranks: Greater Heal is your friend. Do remember, however, to generally use the biggest GH that is not wasteful, since fewer spells cast minimizes time in the 5SR. Just because two GH1s cost less than one GH7 doesn't mean you should use them if your target is missing 5k health.
The historically-minded might be interested to note that GH wasn't always so popular. Back in the day (before patch 1.10), GH had a 4-second casting time, and there was no talent available to reduce the time. This simply made it too slow for many situations, and Flash Heal had to be used instead, despite its lower efficiency. Fortunately, this is no longer the case, and GH can be used most of the time. 5-man dungeons still favor FH relative to GH more than raids do (due to the fact that there's only one healer typically), but this effect is much smaller than it was pre-BC. GH 7 is 6.95 hpm for me, and GH 1 is 8.81.
Power Word: Shield: This is the first of what I call the "gimmick" heals, which are spells that do something besides straight healing, or do straight healing in an odd way. This particular spell, of course, is not technically a heal at all, but in a group situation it generally functions as once. It absorbs a certain amount of damage, lasting up to 30 s from when it's cast. It's instant cast, and therefore is the only way to instantly keep someone from dying -- or at least it was before Prayer of Mending and Circle of Healing came on the scene, in BC and patch 2.0.1 respectively.
However, it has several problems. It scales horribly, receiving only 20% of +healing (though it used to receive 10%, 20% is still not enough). It is hideously expensive. And at level 70, it typically only absorbs somewhere in the neighborhood of 1500 damage, which is less than a regular hit in many situations. These have led to the spell being rarely used in group situations (though it can be quite handy when soloing).
It is still considered essential to protect AoEing casters that are likely to draw aggro by shielding them, though. This is particularly useful as a shielded caster doesn't lose casting time due to damage that has been absorbed. Pre-shielding Paladin tanks before the pull is also a smart move, since they don't rely on taking damage to generate rage (because they don't use rage), and you can usually regenerate the mana by the time the fight has really begun. Edit: Several paladins in the comments say "don't pre-shield us." Check with your local tank before doing so, I guess. Casting it before combat also causes no threat.
PW:S is affected by Improved PW:S, increasing the amount shielded by 15% for 3 points, Mental Agility, reducing the cost by 10% for 5 points, and Reflective Shield, causing 50% of the damage absorbed to reflect back for 5 points. Even fully talented, though, PW:S is rather inefficient in raids, and I'd recommend avoiding it except for protecting AoEers, pre-shielding Pally tanks, and keeping someone who's about to die alive for another hit or two. 3.03 hpm for me.
Prayer of Healing: Gimmick heal number two. When asked what priests have that make them great healers, players of other healing classes often respond that it is our strong group healing capability. And for once I agree with them. It didn't really seem to come up pre-BC, but in level 70 5-mans, both normal and heroic, Prayer of Healing is really a lifesaver. It's simply an AoE direct heal: it heals everyone in your group within 30 yards for a certain amount. It becomes mana-efficient usually if you heal at least three people with it, and splash damage is everywhere these days.
The cast time is 3.0 s, so it gets 86% 26.7% (being an AoE) of +healing. It's affected by Holy Reach to increase its range, but I don't usually find myself having trouble with that. (I usually stand between the melee and the ranged folks in 5-mans.) Healing Prayers reduces its mana cost, as well as that of Prayer of Mending, by 20% for 2 points. Overall it's the spell to use if you can heal more than two people with it; pretty simple, really. I don't tend to use it much in raids, because the damage doesn't get spread around the right way and I'm usually not in a melee group anyway. 2.1 hpm per target healed for me.
Holy Nova: Technically this spell does cause healing, but it's too expensive to use in almost any critical situation. It causes healing to all friends and damage to all enemies within 10 yards, and makes some pretty lights, but it costs tons of mana. I did use it for healing once when I was in Dire Maul, had a full mana bar, and needed not to draw aggro. (Holy Nova doesn't cause any threat.) Then I promptly specced out of it.
Binding Heal: This spell heals both the caster and their target for an amount roughly equal to a Flash Heal, for somewhat under twice as much mana as Flash Heal. It also causes a lower degree of threat (though this was not made clear until long after the spell was introduced in BC). It has a 1.5 s cast time, and therefore receives 43% of +healing.
With its new lower mana cost, and now that we know it's low-threat, its use becomes apparent: if you're getting beat on, say, or just took a hit, cast a binding heal on the tank. The tank's almost never at full health, and that way you can heal him and patch yourself up at the same time, while hopefully avoiding pulling aggro again. Pretty situational, sure, but useful when the time comes. Can proc Holy Concentration. I get 6.28 hpm off it if both halves of the spell are fully utilized.
Prayer of Mending: My favorite Priest heal. It puts a buff on the target that lasts for 30 seconds and when they take damage, heals them for about the amount of a Flash Heal. Then, it jumps to the lowest-percentage-health target in the same raid (or group) within 20 yards, and hangs out with them for 30 s or until they take damage. PoM will heal up to five times in a single cast. It's ridiculously efficient: even if it only heals one person, it's a pretty good deal; if it procs twice, it's the most efficient spell you have; and if it procs more times than that, it just leaves everything else in the dust. 6.45 hpm per target healed for me.
It's also nice to be able to cast a spell and have it bounce around healing people without you having to do anything. I remember someone once calling PoM a priest's invisible flash-healing pet, and that's certainly what it feels like when it works well. Additionally, the heals from PoM cause threat for whoever they heal, instead of for the caster, so it's a good idea to always have it on the tank before the pull. It's also a 5SR-friendly spell, since it helps you go longer without having to cast anything. Its cost is reduced from its already low amount by Healing Prayers and Mental Agility; if you have both of those (I do) this spell's efficiency is crazy.
Lightwell: Lol. The 31-point Holy talent, Lightwell is one of the most skipped in the game (by "skipped" I refer to the trend that many people, including myself, go past 31 in Holy but don't grab Lightwell). Truth be told, I've never actually used it, so I can't comment in practical terms about its value. What it does is put a well down for three minutes that group members can click to heal themselves for (at top rank) 2361 over 6 seconds. It contains five charges. However, the heal stops if the person being healed takes any damage, so it's basically like a bandage that you can move during. And that's, I think, why a lot of priests don't like to take it -- who wants to spend talent points for a bandage? At any rate, I'm sure it's useful in some situations; maybe priests who like it could highlight those in the comments.
Circle of Healing: Carrying on in Lolwell's tradition, CoH is another top-tier Holy talent that simply isn't very popular. It's a targetable AoE that heals everyone in the same group and within 15 yards of your target for about 500 -- and therein lies its flaws. Basically, it heals for too little to be useful in most circumstances. On top of that, its targeting requirements are too difficult, in my opinion -- in order to be healed, you have to be both in the same group as and within 15 yards of the target. This is not going to heal too many people most of the time. On the other hand, it's instant cast, and I've heard that can make it useful in PvP.
But in its current form, I would rarely if ever use it even if it was a base skill. To make it worth taking over Divine Spirit, it's going to need a raise in power, a drop in cost, and/or a widening of its targeting mechanism. Personally, I would prefer a complete redesign. When the new Priest spells were first announced we had a Circle of Renewal instead, which would place a Renew on everyone it hit, and I was very pleased with that. How about we bring that back?
As with LW, though, I've never actually had CoH, aside from a few minutes toying with it on a test realm. So maybe it's not as bad as I think? Sound off below.
And that's our heals. Yes, we have a lot of them. And surprisingly, a good amount of them are used in end-game situations. In any instance, I typically use Greater Heal, Renew, Prayer of Mending, Prayer of Healing, usually Flash Heal and Power Word: Shield, and sometimes Binding Heal. That's all the non-talented ones. Ultimately, I have to congratulate Blizzard on designing so many different healing spells that are each useful in certain circumstances. As much as I may complain about our efficiency, the difficulty of soloing, or anything else about the class, Priest is still my favorite. (By the way, if you want to check my stats to see what I'm basing my efficiency numbers on, here's my Armory.)
Filed under: Priest, Features, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 2)
Abigail Feb 9th 2008 5:00AM
Overall I think this is a very good article, as pretty much all of the articles in Spiritual Guidance are. But I would like to share some things of my personal experience, having leveled holy as an instance healer and currently the main healer of my Kara raiding guild.
Im 20/41/0, I have and use both lightwell and circle of healing nearly constantly. CoH is on my main action bar. Lightwell is on a clickable simply because it has a cooldown. I love both of these spells and am continuously dissapointed in the idea of ever switching to pick up divine spirit.
Lightwell: First of all I rarely drop this for dps'ers, least of all melee dps'ers. I drop this right beside myself. Its a zero-time consuming renew to drop on myself five times that requires no effort or distraction from my main priority of tank healing. In the world of BC everyone takes damage. Spell volleys, AoE bursts, bleed effects, etc. With this down and an occasional self-renew its extremely rare I ever have to flash or binding heal myself. And if Im not needing it, my ranged dps standing beside me can tap it as well. Fast, easy, lasts 3 minutes. Spectacular.
Circle of Healing: Basically what this amounts to is a renew that, instead of affecting one person over a length of time, the healing is split between several people instantly. Instant cast which means its usable on the run, when falling, being thrown into the air, whatever, and its affected by mental agility. With the global cooldown its about 1.5 sec between casts, so I can effectively spam renew my entire group in short order. Procs the 25% armor bonus from inspiriation when it crits, and since its an instant cast AoE, it crits alot. Melee dpsers are generally all in the same group and (with the exception of hunters) all huddled together around the boss, so range is no problem. Similiar for the ranged casters. Fast and easy way to counter the volley/aoe damage. Another great use is that I do occasionally like to battleground pvp. No arenas, but BG. And I do it with my raid spec and my raid gear. Of course Im primary target to any smart enemy that realizes im mainly there to heal. But as soon as Im targeted generally a few things happen. 1) Enemy chases me down as I run in the opposite direction. 2) Melee dpsers on my team chase behind the enemy, smacking them with damage from behind that their only hope is to dodge. 3) Between shield, self PoM, fear, renew, and CoH spam, the enemy quickly realizes Im a huge pain in the ass to take down, and in the meantime theyre getting pummled by the guy behind them. 4) Enemy either gives up and attacks the dsper, in which case I immediately turn around and start healing again, or the enemy continues beating on me until the dpser kills them.
Divine Spirit: I like it and Im glad we have another priest in the guild with it. Ill take more spirit anyday, but Im not going to personally give up the great utility of the above two spells to get it. And as far as improved DS goes.....lawls. This is the most overrated crap in the priest arsenal. People who arent holy priests or resto druids dont stack spirit if they can help it, resulting in a total of 20-30+ spell damage to the casters. Pfft. You can get that from food.
Saeth Dec 6th 2008 12:55PM
As a Prot Pally i have to agree with J, personally i hate being sheilded when im tanking: nearly all of a paladins aggro generation is through blocks. At the start of a pull, PW:sheild is the last thing i want, when its up the only aggro making abilities i have are: avengers shield (with a lovely 30 sec cooldown), hammer of the righteous and the delightful "suicide-beacon" consecration. these 2 (i dont use consc cos it causes wipes when there is anything cc'ed) are the only thing i have when im sheilded.
admittedly PW:Shield can be helpful when aggro has already been sustained but casting at the top of battle is very lilkely to cause a wipe, a prot pally needs to be taking damage to be creating threat. also a pally needs regular heals to benifit from spiritual attunement.
i am levelling a preist at the moment (shadow, but holy later) and did find this post quite helpful so thanks
Keith Jul 8th 2007 9:29PM
Lightwell is great in fights where melee DPS takes a lot of AoE and does a lot of running, but heals can't really be spared for them.
Best example is Gruuls lair. Being able to tap a lightwell as I run in after shatter or run out after taking 1 or 2 ticks from caveins while smacking the fat bitch means that I can keep myself up better without beggin the already extremely stressed flashhealspamming pallies and priests to waste their time throwing out renews. It lets us look after ourselves without needing to take ourselves out of the fight, and in a 25 man with 2 holy priests, it's fairly easy to keep one near the target throughout the fight with some careful cooldown management.
Nogun Jul 8th 2007 9:38PM
Holy Nova might have some limited and situational use in raids if it worked like you described it:
"It causes healing to all friends and damage to all enemies within 10 yards, and makes some pretty lights, but it costs tons of mana."
But alas, it doesn't, like all priest groups heals this is limited to a single (in the case of Holy Nova your own) party. Holy Nova is good for solo'ing dead mines, having your personal fireworks, detecting rogues in PvP and interrupt flag captures. None of which take advantage of the heal aspect. Working as Intended.
Silverhand Jul 8th 2007 9:52PM
Please don't Power Word:Shield protection pallys! It interferes with Holy Shield and Reckoning, which are used to gain threat and hold agro.
Val Jul 9th 2007 12:07AM
As a rogue, when holy nova was implimented it made vael 100x easier (we had alrdy killed him but it was still nice) the group was made up of 1 priest and 4 rogues, who stood alone off to the side, none of us needed FR as long as the priest stayed up, we did more dmg due to that, the priest chipped in on dmg, it caused no threat and he didnt have to worry about mana. But other than that it can rape rogues in pvp lol.
Teut Jul 9th 2007 4:20AM
Using the 5sec rule can be nice for 5 man instances. On raid bosses however you will never have the chance to wait 5 seconds, you have to constantly heal.
mp5 is king in this case and having a shadow priest and shaman in your group makes sure you never run out of mana.
You said that casting GH7 once is better than casting two smaller ranks of GH. I tend to disagree but only because I live on procs. Freecast is nice for example as well as Inspiration which the main tank needs. Also my meta gem procs often to reduce my casting time of my next heal by 50%. If you count the procs you have as a priest it is well worth to cast smaller ranks often than a big rank.
Sean Jul 9th 2007 4:32AM
Circle of Healing is one of the best Priest spells available. Don't knock it till you've put some real time in with it - to see how incredible it is.
Gungolf Jul 9th 2007 5:22AM
I like using Holy Nove in Strath's rat traps or with (non-elite) skeleton groups in Karazhan ballroom or Shadowlab. But apart from that, I only use it to refill the groups health after buffing PW:Fortitude.
J Sep 5th 2007 10:51AM
"Please don't Power Word:Shield protection pallys!"
QFT. We need to get the word out about this one. Don't mess with a pally's blocks!
Can we get an article about what NOT to do when a pally's tanking? People really have no idea, and I'm sick of typing for ten minutes (and then having everyone forget anyway) every time I tank for a PUG.
The basics:
1) Don't shield the pally unless you're saving his life (like the above poster said, we do dmg and threat from taking hits)
2) Don't stun anything attacking him unless you're interrrupting a cast or saving the pally's life (again, you're preventing the tank from taking hits and thus building aggro)
3) CCing's often not necessary -or OT's for that matter- since we easily hold aggro on multiple melee targets; but if you must cc, make sure to do it far away from the pally tank (i.e. out of aggro range)
4) And of course, the basics you need to follow with any tank (whether they're paladins, warriors, or druids) still apply: If you pull aggro, stop dps'ing and run TOWARD the tank; Turn growl off your pets; etc.
Tridus Jul 9th 2007 8:34AM
Prayer of Healing: "The cast time is 3.0 s, so it gets 86% of +healing."
No, it doesn't. Its an AoE, so it gets 86/3 = 28.7% of +healing.
@6: I have tried CoH. Its useful in certain situations, with groups stacked a certain way to make it useful, during a full moon when the cosmos aligns. In that situation, its great.
For general purpose, a short range low throughput 13% scaling 41 point talent? Yeah, I'll give up Divine Spirit for that.
PyroAmos Jul 9th 2007 8:43AM
ya, shielding any tank is a bad idea unless the fight has progressed some already and they have esstablished agro, then you can throw one if you need a few seconds to toss some heals on the party.
Circle of healing can be very useful i think in situations like Arans pyroblast, or magtheridons roof colapse @ 30% where the whole raid gets hit for 5k dmg or so, since its basically a prayer of healing you can throw on another party. The 500 healing doesn't worry me much cause it should be taking most its power from your +healing gear. I also agree its not worth losing Spirit/Imp Spirit. The holy tree for priests is really sad TBH... disc better for pvp healing 4 spells from talents (inner focus, spirit, power infusion, pain supression) all very useful for pvp (and pve for that matter with the exception of pain supression), whereas holy you get holy nova, lightwell, circle of healing. Yuck. Shadow get mind flay, vamp embrace, shadow form, and the 41 point talent that does a dot and restores mana for 1/2 the shadow dmg done to it (can't remember name of it)... regardless, all the trees have good stuff for their intended purpose 'cept holy, which is just a joke... only good things in there are the cast time reducts, mana cost reducs, regen increases, ect. Kinda sad really how even fully 100% raid spec doesn't take the 41 point holy talent, unless there is another priest that raids regularly that has spirit buff.
Just started leveling a priest again heh, so much has changed since pre-bc :P
Safrane Jul 9th 2007 10:06AM
I must say Binding heal is simply amazing in Arena's, (especially 2v2) as it heals both you and your target for a pretty decent amount in only 1.5 sec. Hard to outdamage that! Even better When talent points are invested to avoid interruption when healing. And there's also the 2 set bonus from the Hallowed Raiment. It gives 30% chance to ignore interruption when healing.
chaz Jul 9th 2007 9:02AM
Great overview. Well done.
boomix Jul 9th 2007 9:51AM
Try raiding with melee group clearly defined. Then have one priest spec into CoH and go fight Void Reaver for example.
Gungolf Jul 9th 2007 10:39AM
Although not having specced CoH I assume it would be THE spell healing when fighting Abyssals just before Harbinger Skyriss in Arkatraz. All 5 members bulked onto one spot it would be just perfect!
PyroAmos Jul 9th 2007 11:09AM
@14, prayer of healing does the same though, just throw a shield, flash heal and renew on the tank to keep him up then prayer of healing to bring everyone back up. Circle of healing is intant-cast so it would be slightly better, but it heals for less and costs more mana. The only use i can see for it really is in raid as a prayer of healing on another party when raid-wide dmg happens or melee-dps dmg happens.
even then, imp divine spirit is significantly better, for example, asuming aprox 15 casters in raid with aprox 200 base spi each (both asumptions very low, many casters will have 400-600 spi) would give total +375 dmg/healing to the raid total (10% of (200spi+50spi buff) = 25 x 15 casters = 375), much more for ppl with more spirit, making it apoximatly 3468.9% better than circle of healing (asuming there isn't another priest with it already in raid)
Warlamb Jul 9th 2007 11:52AM
Shielding a Tank is a very controversial issue. After reading tuns of forums and doing experiments I have found that you do not shield the Tank except before bosses with multiple pets or allies. By shielding the tank you are delaying the time that you need to use your first heal which gives the tank enough time to build agro with the non cc'd pets or allies. This can be very important because you can save your fade for later in the fight. So never say never. This does not apply to Pally tanks of coarse.
Eliah Hecht Jul 9th 2007 11:53AM
@Pallies: Interesting, several paladin tanks I know regularly want me to pre-shield them. Maybe they just don't know what's good for them. In any event, I'll edit that part of the article.
@Teut: If you count Karazhan as a raid, I spend significantly more time out of the 5SR there than I do in heroics. But maybe things change once you get to SSC and beyond, I don't know.
@Tridus: Thanks, fixed.
Scadam Jul 9th 2007 12:13PM
hmm, would lightwell work in arenas? Since healers are primary targets, this might be a real lifesaver if your healer is gone.