Cataclysm Class Changes: Discipline and holy priest analysis

Having already browsed at reactions on the forums, I want to assure you that I am going to stay mostly level-headed with my review. I of course do this because I'm in no way bitter about waiting 15 hours for Blizzard to give me a winky-face at 2:58 a.m. EST, saying it's still the 7th of April in Anaheim, California. Anyway, whatever your feelings on the preview have been so far, hit the jump and I promise I won't spare you any variety of perspective.
New priest spells
Heal I never understood why Blizzard decided to stop making ranks for Heal or Lesser Heal. How hard could it be to make new ranks for those spells? It always made me feel like Blizzard took a lunch break in the middle of adding in the ability and forgot to finish up when they got back. I think the opportune time to have added this spell back into the game would have been when down-ranking became obsolete; but hey, I get that Blizzard is busy, so I'll let it slide.
I am actually quite pleased they're adding the spell back into the game though, and I like the idea behind a normal, big and fast heal. Heal makes sense for us to have, more than any class (even though Blizzard has already said they're implementing this across all healers.) Since priests have the most diverse palette of healing abilities, I think we may have the potential to be the most efficient healers in the game come Cataclysm. I'm really looking forward to this. To anyone who frets that going back to the system in vanilla will make healing less fun, consider this: in vanilla we were not as skilled players as we are now. The resources we have available to us, as well as our mastery of playing the game, have improved tremendously. Most PvE content in vanilla was a tank-and-spank, yet we still struggled with it; what we have to do now as players to survive encounters would be considered impossible in the old days. We are a lot better at this game now, and I do not think going back to a system that rewards efficiency will be as detrimental to fun as many people think it will.
Going back to Heal though, I think Liz said it best: "Did I really wait up to find out that priests are getting an exciting new spell called Heal?" Is it a good addition? Yes. Is it worth putting into a hyped-up class preview? No.
Inner Will I am incredibly pleased with this buff, but I have two complaints. The first is that I'd prefer it be added as a lower-level ability that priests could have while leveling. I remember before the mount changes, I used to lament priests' having zero speed increases until level 40. I even attributed their under-representation (they used to be one of the least-played classes -- that has changed) to the lack of speed while leveling. A 12% speed buff would certainly make priests more welcoming for leveling and soloing content.
My second complaint is that in the current model of raiding, I don't see where Inner Will's speed buff would have applications over Inner Fire when every encounter in this game can be successfully performed without a speed buff. I consider speed buffs an opportunity for sloppy play and cutting things unnecessarily close. Unless every class is going to get a similar ability, I don't see raid content being designed in a way that would require you to toggle between buffs to survive physical obstacles.
With that complaint addressed, I do like the idea of being able to toggle between Inner Fire and Inner Will for throughput or mana efficiency. If you were about to bubble or Renew spam members of your raid before an incoming burst of damage, switching between your buffs to conserve mana would add an interesting and challenging dimension of play that both interests and excites me. This would be a lot like casting Power Infusion on yourself or stacking up Serendipity right before (or soon before, for the latter) you knew you were going to cast a slow spell. I love that complexity, though I worry (and this is a worry I restate later in my assessment) that priests will continue to be a more difficult healing class to play at a level that competes with other healers. All the same, I think this was one of my favorites from the preview.
Leap of Faith a.k.a Life Grip. First off, no one is going to call this spell Leap of Faith, so Blizzard should just not attach themselves to the name. Why would your target be taking the leap anyway? You're the priest. They should rename it "Wings of Fate" or "Wings of Destiny," so I can say stuff like "I'll WoF you out of there." Name aside, my initial reaction to Leap of Faith was one of distaste. Priests already have an "Oh, shit!" button for other targets: it's called Pain Suppression or Guardian Spirit. While using those abilities at a strategic moment to Shield Wall a tank is no difficult task, the usage of it as a clutch player-saver is a task that does take some skill. For priest to be getting another ability like that, on a very short cooldown, makes me feel like priests are again, remaining difficult to play. Now don't get me wrong, I love this aspect of priests, but I dislike that there are healers who do not need the same precision, foresight or anticipation to play.
The other problem I have with Life Grip is that ... it makes me feel like I'm going to be wearing Mom Jeans. All of a sudden I have to be responsible for irresponsible players in more ways than one? I can already hear it: "Ugh! Why didn't you life grip me out of there!? I would have lived if you'd just life gripped me!" Or, "Hey, will you life grip me so I can stay in and DPS longer?" No! You do not need that extra 10 DPS to compete with hunters! Bad melee! Bad, bad melee!
That was my initial reaction. I've cooled off since then, and my secondary action is summed up by this expression: "If I could play 24 characters at once, this boss would be dead by now." In other words, while I don't like LG for the above reasons, I do like that I'll be able to reduce the impact of other people's mistakes by intervening. Is it annoying that I have to do that at all, on some level? Yes, but when I really think about it, I do like saving people. That's why I play a healer to begin with. Plus, in PvP this will be a great peel or regrouping strategy that my allies will actually be thankful for. I just hope in PvE the environment remains positive, so the mom aspect of LG will be reduced. Sure, PUGs and 5-mans will be hell, but when are they not? Also after the Shaman preview, I really like the idea of strategically life gripping a player into a soothing shower of heals; or saving Frostheim's pets; or life gripping a player next to the Lightwell with an amusing /slap emote; or terrorizing my favorite tank during farm content; or harassing that rogue I hate with an "Oops, my bad; hit the wrong key"; or ... oh, the list goes on. My troublemaking will know no end.
Beyond my mischief, another thing I do look forward to is the idea that Blizzard, in their craftiness, might be making dungeons that require strategies that would benefit from this spell. Remember the General Vezax kiting strategy for Surge of Darkness? Very few guilds used it after they figured out a Shield Wall rotation that worked, but imagine if you couldn't Shield Wall through that rotation and the tank had to kite? Now, imagine life gripping him into a head start. Dig it? I suspect that no boss will require the use of life grip (due to "bring the player not the class"), but I really hope that Blizzard will design some interesting fights that would benefit from this ability. That would entertain me greatly.
One last thing though, regarding "Wings of Fate." One priest I talked to was a little upset we couldn't move ourselves and be given an escape, since most classes have one. This is certainly a legitimate complaint and while it is not one that bothers me immensely, I figured I'd mention it.
Changes to abilities and mechanics
Innate benefits to HoTs from haste and crit At first I was excited for this change, but I'm not sure how I feel about it after a second thought. I am glad that Blizzard is modifying the interval between ticks, instead of the duration. This will be a very positive change for healing in dire situations. What worries me is that while this mechanic would be fantastic in the game's current incarnation, especially for holy priests, I don't know if it will be as strong in Cataclysm. With the mana regen system changing, I don't expect HoT-spamming to continue as a viable healing strategy in the expansion. This limitations of mana will probably be what balances this mechanic though, so I don't think it's going to be as huge as it seemed at first glance. On a final note, the holy priest mastery bonus will certainly benefit well from this mechanic. I think disc will be out in the cold on this one. It really makes me wonder if they would consider applying crit to disc shields.
Strengthening priests as tank healers I'm pleased that Blizzard acknowledges there are some shortcomings with priest tank healing right now. Holy struggles with it, and disc started to struggle with it as Wrath of the Lich King progressed and we received little upward scaling in HPS to handle the damage and health pools we have now. Especially for high end raiders, I really miss being able to tank heal and being forced into a bubble spam niche. I also know that holy priests who played in the Burning Crusade miss being able to tank heal. Being masters of healing needs to mean something, and versatility is a fair trade.
Removal of spirit buffs We already knew this was coming, and I discussed it in this article. Overall, I don't care that I have one less buff to cast (and one less candle to spend), as I know the buff will reappear in our gear.
Mana a bigger issue As I've already stated, I think priests will adjust to this change in mechanics the easiest due to our large healing spell book. I am certain the game will continue to be fun, while also introducing challenge, thought and problem-solving. I'm stoked that the five-second rule is going to die because it makes the mana regen system needlessly complicated, and I agree that it is not fun. (Granted, if Blizzard had just added a healing wand for priests to use like I've been saying since I installed the game, there would have been something to do for OOM healers all this time.) Consequences for inefficiency will probably start out rocky, but I have faith that players will adapt to it quickly.
New talents and talent changes
Improving disc single-target healing and a second shield On the topic of strengthening priest as tank healers, Blizzard said they are contemplating a second shield for spamming and a big shield for tanks. (Whether Power Word: Shield becomes the big heal or remains the spam shield is undetermined, but it doesn't matter much.) At first I was worried that Blizzard was going to continue to push disc in the direction of mitigation rather than healing, but their notations in this section say otherwise, and I'm glad they do.
You see, as I said earlier, as damage has scaled upward over WotLK, I found myself having a harder time staying disc in 10-mans because I don't always have strong enough HPS to keep up a tank. I can alternatively handle bubbling and spot-healing the raid alone, but it makes other players, who are accustomed to more immediate forms of raid healing, extremely nervous. It's also impractical on some fights with constant raid damage and can be hard on mana resources. In 25-mans, my low HPS leaves me stuck in the shield spam niche because I am not allowed on a tank in truck fights (fights where the tank is being hammered with huge damage). This shortcoming has helped to perpetuate early misconceptions about disc, which continually pushed it into the category of "support class" instead of "healer class" by ignorant, impatient or stubborn players. But I had to wonder, what if it's just me? For a while, I suspected that this might just be a problem at the front end of progression, when gear is still low and content is still new, so seeing Blizzard address it makes me feel validated in my suspicions. Blizzard designed disc to be very capable single-target healers (Grace and Divine Aegis are proof of that) and I'm glad that they're not abandoning that with the idea of a second shield. I just hope they've learned a lot from WotLK to properly implement it. I also hope that they will make the new shielding elements have some fun variety to them.
Improving holy for PvP healing This statement seems rather well-timed, given my article from earlier this week about priest PvP, when I presented the idea that priest PvP isn't just for discipline priests. I am really looking forward to seeing if they will carry this through, because I know they have talked about it before and didn't. There will be a lot of priests excited to try it out, me being one of them.
AoE bubble, Power Word: Barrier So they're finally adding this. I personally never wanted it because I think it walks dangerously close to being overpowered. (Disc absorption already walks too close to being OP.) I think how it is implemented will heavily determine how frequently this spell gets nerfed in the expansion, though. Ghostcrawler references DK's Anti-Magic Zone, but his wording implies there will be significant deviation. Will Power Word: Barrier be area-based? Will it be a bubble version of Circle of Healing? I don't know, but I am going to keep this spell at arms' length. I don't want to get attached to it like I got attached to the old Divine Hymn. (It was quite useful in PvP and 3-Drake Sartharion.)
Improving holy versatility: Chakra First of all, what is with the name? Ugh! I will touch on this more in Sunday's column, so for now I won't go there. Let's just look at the ability: If you cast three spells in a row, you'll enter a casting state that buffs the kind of spells you're casting. So cast three Greater Heals, and suddenly you're a tank healer. Cast three renews, and you're a HoT raid healer. Cast three Prayers of Healing and you're a ... Wait, who casts three Prayers of Healing in a row? I really like the idea of expanding on holy's versatility but I'm uneasy about the idea of a healer needing a rotation to activate it. Rotations in healing kind of go against the idea of what makes healing fun. I hope they will adjust it so that it will be more along the lines of "if you cast three single-target heals in a row" or "If you cast three heals from a selection of Heal, Flash Heal or Greater Heal, in any order or grouping, you will acquire a single target healing buff that will affect all your heals on one target." This would make Chakra a holy spin on Grace and likely share a lot of synergy (or conflict) with Serendipity. I think this may be one of the most complex and interesting things we'll see for priests in the coming expansion, if Blizzard sticks to the idea of having as many buff results (even a DPS buff) as possible.
I am uneasy about one thing, though -- this line from Ghostcrawler: "We're going to try to play this mechanic up with a cool UI to try to get that 'I'm almost in the zone' feel." My reaction to that? No. NO! Do not turn me into a vehicle! I don't want to play a priest version of a flight simulator. If we get a cool animation effect around our little bodies that is fine, but if I wanted to shift into a different UI with different bars like a druid, I'd play a druid. I hope the "in the zone" feel gets scrapped as soon as possible.
Mastery passive talent tree bonuses
I don't think much comment is required on the mastery bonuses for holy and disc, especially since they were previously announced. Holy priests get an interesting bonus: HoTs. Disc priests get a boring bonus: stronger shields. The world keeps turning. I do agree with Blizzard's mastery system, granted. It will make the game more accessible by removing some difficulty in selecting talents. It will also give players more options and freedom in preparing their characters for certain fight, which could be quite fun. It will probably inadvertently lead to more gold sunk into respec costs, but if we're lucky, we'll see a triple specialization option one day. (At least that is my hope.)
My one comment on mastery is that I hope this adjustment to will allow disc priests in PvP more freedom to dip into other trees. As it stands, PvP disc priests are forced to invest more talents into their main tree to get the same results as other classes, and it unfortunately stifles a bit of creativity and limits any elements of surprise you'd encounter when facing a disc priest.
So that sums it up. Remember that these changes are just a proposed preview, and nothing is guaranteed to make it to the expansion. I have many more thoughts (and the lyrics to a Cataclysm priest preview version of "Don't Stop Believin'"), so be sure to check back in on Sunday for more on the future of the priest class. Until then, heal on, my friends.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgens to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.





Reader Comments (Page 1 of 3)
kozom Apr 8th 2010 8:13PM
changing Leap of faith -> Destiny's Mediation or something along those lines Imho sounds a lot cooler, because something tells me the guy who has destroyed/saved (sometimes both) iconic lore characters and saved the world multiple times shouldn't die by standing in fire/falling off a ledge.
Cyanea Apr 9th 2010 1:54AM
The slippery slope argument with Lifegrip is kind of silly. Didn't we hear this argument already with Deathgrip back in the Wrath beta too?
DPS don't need a reason to be lazy. They're already lazy. They already have plenty of excuses to stand in the fire expecting you to cover their ass, "Why didn't you heal me through it?" "Why can't you just bubble me?"
These "analysis" posts really don't do much than give much than "This might be cool, this might not be cool. We don't know enough to tell right now because it's still early." just stretched out into a thousand words.
Complaining about something that's not really broken, especially before we really know how it works as is the case here is how we lose cool abilities like this one and get crappy generics. I -loved- the Tier 10 4-pc, but the complaining wouldn't stop about it so we got something whitewashed and boring instead.
Hivetyrant Apr 8th 2010 8:16PM
When GC said they were looking at changing the ui, I assumed it would be something like a glow affect around the screen borders like some add-on's do.
That, I could live with, and you could probably turn it off too.
As for the Chakra, I think it's a great idea. Even casting 3 prayers of healing in a row.
Does anyone know what the encounters are going to be like in Cata? doubt it, there may be situations, especially with all the changes, and especially especiall since we don't know what the buff's will be, where it is warranted.
I remember 2 Naxx fights where I pretty much just spammed prayer of healing, a situation like that would be perfect.
To summ up, I don't see a problem with them adding a buff to something that players may or may not use often, rather than not including a buff to a spell or group of spells that players may or may not use.
Tom Apr 8th 2010 8:52PM
I imagined the same sort of thing regarding a "UI".
Really, though, we know so little about "UI" in this case that it's silly to be getting excited or anxious about it. Calling for it to be scrapped before you know anything about it is premature.
Sidfish Apr 9th 2010 1:07AM
I know it's still early but the bit about Chakra and casting three PoH's in row makes me nervous. They keep driving home the point that mana will matter and yet they include PoH as an example for this mechanic, a spell so costly you wouldn't spam it even with our current {"infinite"} mana pools. The devs contradicting themselves right out of the gate does not bode well if you ask me.
In fact this whole paradigm shift towards mana efficiency makes me nervous. I'm not so sure slightly increasing granularity and putting the oom monkey on the healers back will make things more fun.
Kaorael Apr 9th 2010 1:39AM
I was thinking more of an UI element like the DK's runes, with three bullets under the priest's health and mana bars that light up in different colors depending on the spells cast (like green for Renew, blue for GH, and yellow for PoH).
Hydden Apr 9th 2010 1:53AM
I use spam PoH alone in the final phase of the Trial of the Champion Black Knight fight, as well as for the ghosts leading up to the Keeper of Souls boss in the Forge of Souls. Easiest counter to infrequent yet significant group damage when the party is mixed between melee and ranged (i.e. PoM wouldn't help, and CoH doesn't have the range).
Back on the point of the article, I view the Inner Will & Leap of Faith spells as addressing quality of life issues. I can imagine using Inner Will when I don't need big heals (spellpower), and want to run around spamming Renew and PoM... it screams "use me for highly mobile fights", and it's not like it's required - just that it makes it easier. Life Grip is the same - stupid DPS players are stupid, and I can't recall a Brann Bronzebeard fight in Halls of Stone where I didn't get sick of spamming heals on the person standing in the red lazers... yanking them out would reduce my stress levels significantly and allow me to put my GCDs to other better uses. To hell with what the other players think about whether I use it or not.
Hivetyrant Apr 8th 2010 8:24PM
Also, I personally can't understand all the hate for Leap of Faith.
Moron players are still going to be moron players, and have always been moron players so if they bitch about you not LoF'ing them in Cata, they probably bitched about you not shielding them in ICC.
I can't wait to see some of the cool strategies and fights we could get into with tools like this.
Dameblanche Apr 9th 2010 6:50AM
My thoughts exactly. The obvious candidates for a life grip moment are players who already are getting on my nerves big time because they have the situational awareness of a doormat, and I'd only be happy not having to press multiple keys to type "Oi, Lolzipwnu, get yer damn ass out of the bloody fire"; just having to press one single life grip key to hammer the message home, is much much more convenient.
The only thing I was wondering is if Leap of Faith could also have a handy threat reset ability, because yanking a trigger happy dps out of harms way is less fun when the mobs that are pounding on him come towards you as well.
And of course, what I look forward to the most: when you are bored waiting for the rest of your raid group to show up, you only need two priests and one dwarf to entertain yourselves with the ancient sports called Dwarf Hurling.
John Apr 12th 2010 3:19PM
Which will be used fewer times?
Leap of Faith or Lightwell
This idea is a horrible combo of stupid and pathetic - stupetic?
Seriously, has anyone checked worldoflogs or wowmeteronline parses to see how many lightwells are used during raids? I bet at L85 the parses show an equally tiny number of LoF casts.
I think the same person who invented the awful RNG-dependent, never-procs when you need it original T10 healer priest 4pc bonus came up with LoF.
DeadNite Apr 8th 2010 8:32PM
I think the "Life grip" ability will get abused more than used correctly. About to get that flag?, pick that herb?, loot that guy?, tap that rare mob?...NOPE HAHAHAHA SUCKER. I can only see it being useful for PvP and "babysitting in PvE."
As far as the last mechanic is concerned, it reminds me of how Mythic was going to revamp Archmages. This type of mechanic would tend to force people in a specific role as it would take 3 cast or so of another ability to make it equally efficient. The fun part about being a priest is deciding what spell to use when. I use flash heal, renews, shields, penance, Greater heal, Prayer of healing, and prayer of mending when they are needed and not just because I need to in order to go super saiyan.
As far as holy being PvP viable it is not that big of a deal for me, maybe when we see rated battlegrounds I can see a use for holy's throughput.
Swapping between the 2 armors sounds interesting and I'm glad the charges are gone.
A few of the other changes will be ones we just have to see in action. I really enjoy healing how it is now and I love how the current Disp plays so I hope they don't reverse my feelings on that with the changes.
Only time will tell how things go.
Chris Anthony Apr 8th 2010 8:40PM
Leap of Faith can only be used on party or raid members. Don't worry, you can mine in peace.
Given "Leap of Faith" -> "Lifegrip", I wonder how long it'll be until players start calling Penance "Lifecoil".
Tom Apr 8th 2010 8:55PM
I definitely cast unneeded Flash Heals just to build up my Serendipity stack.
If doing so would let me go Super Saiyan... hell, I'd spam Mind Vision if I had to.
DeadNite Apr 8th 2010 9:02PM
True, but with the dungeon system in place now you will be grouping with people right out of the gate as soon as cata goes live. The initial "new mats rush" will begin yet again.
Lifegrip just seems like an easy way to relate it to another ability that we already know. Kind of like a mental bookmark. Not only that, wouldn't "Grip of faith" be more appropriate as it is something the healer does and not the targeted party/raid member. I don't really see a problem calling it that as it is not really a negative name for it.
I would say that "Penance" and "Deathcoil" go together a lot better then "Leap of faith" and Deathgrip." Not to mention that Deathcoil/Penance are a lot more subtle in use then Deathgrip is. In other wards, shiny things tend to get more attention then not-so-shiny things.
I am curious if you take offence to it being called Lifegrip, not that it really matters in the grand scheme of things.
DeadNite Apr 8th 2010 9:12PM
That is true about Serendipity, but that is a buff that translates into a faster big heal or a faster big group heal and doesn't try and dictate specifically what type of heal you do next.
I wounder how they are going to work that with the different type of heals. How many different categories of heals are they going to have and can we keep multiple ones "aligned" at the same time? Does using a heal from another category of heal cancel that "alignment" or does it override the other when you reach "alignment" with that category of heal.
Again, only time will tell.
Chris Anthony Apr 8th 2010 9:13PM
Huh? Nobody took offense. I just thought it was a funny parallel.
You're conflating two unrelated events: the prevalence of dungeon-finder groups and swarming by node-farmers. Most of the farming is going to be done in the open world; we almost certainly won't see instance-exclusive nodes outside of raids, where you're going to be in trouble if you ninja a node anyway. But if you're gathering and a group member Lifegrips you - well, just go back to gathering. It's a 3-second gather against a 45-second cooldown. Not a very efficient method for griefing.
DeadNite Apr 8th 2010 9:39PM
My apologies, perhaps I took your comment a little sideways about LoF. Either way, I do understand that most farming will be done in the open world, but I am just talking about general abuse/misuse of the ability/mechanic. Not that it is going to be the end of the world as a result, just something of an annoyance to some.
Remember when Blastwave, Typhoon, and Thunderstorm first started getting used once they gained there knock back side-effect? Not so much of a catastrophic event, then a mild/medium source of annoyance depending on the rate at which they were used. Thats all I am talking about really.
So, TLDR: Perhaps "...NOPE HAHAHAHA SUCKER..." was a bit of an overstatement. That or a failed attempt at some mild humor. :)
Vayd Apr 8th 2010 9:56PM
If "Life Grip" makes it through beta to the retail version, I imagine it will probably go through the same phase (so to speak) that death grip has gone through/is going through. You will have a large number of players who use it because its cool and because its fun, and so they will wind up using it at the wrong time, and in the wrong situations, causing no end of grief and frustration. After a time however, people will stop using it just because its fun "Lets Life Grip the tank back away from the boss, whoops, now the dps are pulling aggro and dying, My Bad". I play both a DK and a priest, and while I enjoyed death gripping enemies throughout outland dungeons and even in some northrend dungeons, I now only use it when its practical (I.E. pulling that ranged mob to the tank so his AoE will keep threat, pulling that caster to interrupt his spellcasting, etc, etc)
Tigron Apr 8th 2010 8:46PM
If you're planning to post a screenshot from Naruto in Sunday's column, forget it. The name Chakra is nothing to be leery of. It actually refers to the column of energy centers in a person's spine. I believe the name was chosen to evoke a sense of aligning those forces to achieve a heightened state of consciousness - which is pretty similar to what the mechanic does.
And about the UI - don't sweat that either. I'm sure it'll be more like Death Knight runes or warlock shards; your action bar is safe.
Hivetyrant Apr 8th 2010 9:20PM
What the hell is Naruto?
And who didn't think Chakra was the spiritual healing chakra?