Cataclysm Class Changes: Priest

Some of the major highlights:
- Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage.
- Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can't have both up at once
- Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or "Life Grip") is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.
- Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.
In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the priest class, including a rundown of some of the new spells, abilities, and talents, as well as an overview of how the new Mastery system will work with the different talent specs.
New Priest Spells
Heal (available at level 16): While priests already have a spell called Heal, the existing version becomes obsolete at higher levels, which is something we intend to change in Cataclysm. Introduced at a low level, the "new" Heal spell will functionally work much like a down-ranked Greater Heal did in the past, adding more granularity to your direct-healing arsenal. If you need to heal someone a moderate amount and efficiency is an issue (making Flash Heal the incorrect spell for the job), then Heal is what you want to use. Heal is intended to be the priest's go-to direct-healing spell unless they need something bigger (Greater Heal) or faster (Flash Heal). We will be following a similar philosophy with all the healing classes.
Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage. The intent of Mind Spike is to fill a niche missing in Shadow DPS, though it may be occasionally useful for healers as well. Mind Spike provides a quick nuke to use in situations where the priest doesn't have time to set up the normal rotation, such as when adds are dying too fast or you have to swap targets a lot. Spamming Mind Spike will do about as much damage as casting Mind Flay on a target afflicted with Shadow Word: Pain. The idea behind the debuff is that when you cast Mind Spike, we expect you to cast a lot of them; we don't intend you to fit it into an already full Shadow rotation. It also provides Shadow with a spell to cast when locked out of the Shadow school. (School lockouts will no longer affect both schools for multi-school spells.) 1.5-second cast. 30-yard range. No cooldown.
Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can't have both up at once. Inner Fire provides a spell power and Armor buff; Inner Will should be useful on a more situational basis.
Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or "Life Grip") is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.
Changes to Abilities and Mechanics
In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
New Talents and Talent Changes
Mastery Passive Talent Tree Bonuses
Discipline
Healing
Meditation
Absorption
Holy
Healing
Meditation
Radiance
Shadow
Spell damage
Spell Crit
Shadow Orbs
Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier.
Radiance: Your direct heals add a small heal-over-time component to the target.
Shadow Orbs: Casting spells grants a chance for Shadow Orbs to be created that fly around you and increase your shadow damage. This will help lower-level characters feel more like "Shadow priests" before they obtain Shadowform.
We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
New Priest Spells
Heal (available at level 16): While priests already have a spell called Heal, the existing version becomes obsolete at higher levels, which is something we intend to change in Cataclysm. Introduced at a low level, the "new" Heal spell will functionally work much like a down-ranked Greater Heal did in the past, adding more granularity to your direct-healing arsenal. If you need to heal someone a moderate amount and efficiency is an issue (making Flash Heal the incorrect spell for the job), then Heal is what you want to use. Heal is intended to be the priest's go-to direct-healing spell unless they need something bigger (Greater Heal) or faster (Flash Heal). We will be following a similar philosophy with all the healing classes.
Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage. The intent of Mind Spike is to fill a niche missing in Shadow DPS, though it may be occasionally useful for healers as well. Mind Spike provides a quick nuke to use in situations where the priest doesn't have time to set up the normal rotation, such as when adds are dying too fast or you have to swap targets a lot. Spamming Mind Spike will do about as much damage as casting Mind Flay on a target afflicted with Shadow Word: Pain. The idea behind the debuff is that when you cast Mind Spike, we expect you to cast a lot of them; we don't intend you to fit it into an already full Shadow rotation. It also provides Shadow with a spell to cast when locked out of the Shadow school. (School lockouts will no longer affect both schools for multi-school spells.) 1.5-second cast. 30-yard range. No cooldown.
Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can't have both up at once. Inner Fire provides a spell power and Armor buff; Inner Will should be useful on a more situational basis.
Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or "Life Grip") is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.
Changes to Abilities and Mechanics
In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
- All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).
- We want to bring back Shadow Word: Death as an "execute" -- something you do when the target is at 25% health.
- While we want to keep the priest's role as a well-rounded healer, we also want to make sure the class is a viable tank healer, which is something priests moved away from a little in Wrath of the Lich King. Greater Heal will probably be the tank-healing spell of choice, though we've also discussed giving Discipline a second shield so that they have a small shield to cast on lots of different targets, and a big, more expensive shield to cast on a tank or anyone else taking a ton of damage.
- Divine Spirit and Prayer of Spirit will be removed from the game. As Spirit will be the primary mana-regeneration stat, we don't want it to vary as much between solo, small group, and raid play. Blessing of Kings and Mark of the Wild will not boost Spirit either.
- Mana will be a bigger consideration for all healers. We aren't trying to make healing more painful; we're trying to make it more fun. When the cost of a spell isn't an issue, then casting the right spell for the job is less of an issue because you might as well just use your most powerful spell all of the time. We are, however, getting rid of the five-second rule, because we don't want to encourage standing around doing nothing. We're also going to cut back on the benefits of buffs such as Replenishment so priests (and all healers) don't feel as penalized when those buffs aren't available.
New Talents and Talent Changes
- We want to improve Discipline's single-target healing capacity. One key is to make sure shielding isn't always a more attractive option than healing.
- We want to improve Holy for PvP healing. One way to do this is to make sure that Heal's throughput is similar between both specs.
- We want to improve Shadow for short fights and reduce its susceptibility to school lockouts.
- Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.
- We want to make Holy a little bit more interesting to play. One new talent will push the Holy priest into an improved healing state when he or she casts Prayer of Healing, Heal, or Renew three times in a row. The empowered state varies depending on the heals cast.
- Since the Shadow tree has a lot of passive damage-boosting abilities -- something we're trying to avoid in Cataclysm -- we will need to replace several of the tree's talents. One idea is to play off of the new Shadow Orbs mechanic (see Mastery section below), possibly allowing you to consume an orb to increase damage from Mind Blast or reduce Mind Spike's cast time.
- Misery will no longer affect spell Hit chance. We want players to be able to gear themselves around a Hit cap that isn't variable depending on group composition.
Mastery Passive Talent Tree Bonuses
Discipline
Healing
Meditation
Absorption
Holy
Healing
Meditation
Radiance
Shadow
Spell damage
Spell Crit
Shadow Orbs
Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier.
Radiance: Your direct heals add a small heal-over-time component to the target.
Shadow Orbs: Casting spells grants a chance for Shadow Orbs to be created that fly around you and increase your shadow damage. This will help lower-level characters feel more like "Shadow priests" before they obtain Shadowform.
We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
Update: Ghostcrawler has chimed in with some clarifications.
A few quick clarifications:
Neither Inner Fire nor Inner Will has charges. The decision is on which armor you want up at the time.
Preventing dot clipping is something we want to do in general. It obviously benefits Shadow priests just as much as warlocks.
The idea behind Mind Spike is that you can't always settle into your normal, and high-ramp up rotation. It's also useful when you have to move or get school locked.
The closest analogue to PW:B is the DK Anti-Magic Zone, but it has some important differences, such as a way to counter it in PvP (since it absorbs all damage, not just magical damage).
The idea behind the Holy "cast three in a row" talent (it's called "Chakra") is that we've always positioned Holy as a versatile healer. This talent lets you shift into different modes. If you need to be a tank healer, cast three single target heals and your single-target healing is now better. Cast three area heals, and you can be a temporarily specialized group healer. 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. We'll let it apply to as many types of spells as we can, perhaps even Smite for those times when nobody's taking damage.
We pulled Misery because we are pulling every group benefit that improves hit. It's annoying to have to swap your gear in and out depending on who shows up for your group. In general we're going to push even harder in Cataclysm for bringing people you like to play with, not bringing people who have awesome buffs. The answer to almost every question of "But why would they bring me?" should be "Because you know what the hell you're doing."
Neither Inner Fire nor Inner Will has charges. The decision is on which armor you want up at the time.
Preventing dot clipping is something we want to do in general. It obviously benefits Shadow priests just as much as warlocks.
The idea behind Mind Spike is that you can't always settle into your normal, and high-ramp up rotation. It's also useful when you have to move or get school locked.
The closest analogue to PW:B is the DK Anti-Magic Zone, but it has some important differences, such as a way to counter it in PvP (since it absorbs all damage, not just magical damage).
The idea behind the Holy "cast three in a row" talent (it's called "Chakra") is that we've always positioned Holy as a versatile healer. This talent lets you shift into different modes. If you need to be a tank healer, cast three single target heals and your single-target healing is now better. Cast three area heals, and you can be a temporarily specialized group healer. 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. We'll let it apply to as many types of spells as we can, perhaps even Smite for those times when nobody's taking damage.
We pulled Misery because we are pulling every group benefit that improves hit. It's annoying to have to swap your gear in and out depending on who shows up for your group. In general we're going to push even harder in Cataclysm for bringing people you like to play with, not bringing people who have awesome buffs. The answer to almost every question of "But why would they bring me?" should be "Because you know what the hell you're doing."
In addition to commenting, don't forget that we're also looking for guest posts on the above changes.
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.Filed under: Priest, News items, Cataclysm






Reader Comments (Page 1 of 12)
tom.shim Apr 8th 2010 3:00AM
OMG yes! They made the dead line... LOL
Narshe Apr 8th 2010 3:23AM
Worth the wait! Life Grip ftw!
epicboyz Apr 8th 2010 3:52AM
And this is the end of all "Leroy Jenkins" type screw ups.
Jimmy Apr 8th 2010 4:15AM
Can't wait to see the priest that lifegrips the tank by accident. haha This is epic though, good play Blizzard. and thank you so much Adam for staying up this late to gather these posts. :D
Rakah Apr 8th 2010 5:48AM
Am i the only one worried that lifegrip might make dps lazy?
mihai_coool Apr 8th 2010 6:53AM
If Life Grip has no cooldown, no mana cost, is instant and has no GCD, than your concern is rightful. Otherwise, (unless you raid with 15 priests in your group) your concern is pretty moot.
I see being "Life Gripped" as something a little shameful, something that says "you are so dumb that the healer, who has much more to do than you, can see what YOU should see better than you do". Players should be ashamed when they are Life Gripped, not count on it.
jealouspirate Apr 8th 2010 7:03AM
I agree with Rakah.
Have a priest healing in your group? Instead of actually moving out of the fire, people will just say "lifegrip plz lol".
The whole ability just seems like a "here, let me do your job for you" kind of thing.
Teo Apr 8th 2010 7:23AM
It could be a way to punish idiots however. Jump quickly in the fire, pull them to you, get out and get them killed. It's more creative than not healing them at all :)
bmiller Apr 8th 2010 8:14AM
I wonder if this will wok on stunned or incapacitated characters. I'm thinking Maiden of Grief in HoS where somebody would get stunned and then ends up in the shadow AoE.
bryggro Apr 8th 2010 8:12AM
To people saying Life Grip will make dps lazy: You're way overreacting. By the same logic, you could say that all pally bubbles and hands, priest shielding, and pretty much everything else healers do, inclduing ya know, HEALING, to keep the raid alive "makes people lazy".
Life Grip is one new and unique tool in the already existing toolbox priests (and other healers) have to keep the raid alive. Pain Suppression, Divine Guardian, Shields, heals, PoM etc.
orco42 Apr 8th 2010 8:26AM
I think my main use will be grouping with friends, jumping off a cliff, life gripping, levitating and watching them go splat.
woshiernog Apr 8th 2010 8:27AM
Maybe there could be a debuff associated so the person gripped feels bad about themselves and outputs less dps for a bit.
K Apr 8th 2010 8:55AM
People already crying over Leap of Faith:
You are retarded. Seriously. Does the paladin's bubble or the druid's battle rez make DPS lazy? How does this prediction of yours make sense? Also, notice that there is a CD on it, so lern2read too.
So fucking excited about Power Word: Barrier. Words cannot express.
scott Apr 8th 2010 9:25AM
i see life grip as being rarely used in pve (just an emergency button), but perhaps its strategic value will best be seen in arena.
Erthshade Apr 8th 2010 10:08AM
I can easily see a situation where the tank SHOULD get life gripped. If they're being bad at their job and letting mobs get onto the healer for too long, Life Grip would be a better alert than most macros, along with getting the tank's butt right up close to the problem so they can take care of it easier. Come to think of it, if a tank starts running off before the healer's ready they can just get life gripped back... use #2!
And while some say this may lead to dps being lazy and expecting the priest to pull their fat out of the fire if they're positioned wrong, a 45-second cooldown means you really can't expect it to be up for 16 people all doing stupid things during a boss fight. It's not a license to be careless at that level.
Nazgûl Apr 8th 2010 10:15AM
I am disappointed in the removal of the Spirit buffs. It makes sense, but I'll miss my little buffing machine.
Jonisjalopy Apr 8th 2010 10:30AM
OMG, you mean I get my very own monkey leash for the DPS?! It's like the mom's in the mall who take their kids for a walk! This should be priceless!
Now, if only I had an epic-quality wooden spoon to whoop their asses with...
CDave Apr 8th 2010 11:15AM
I think Life Grip wll be a positive for raids, especially if they keep track of who gets gripped. The read leader will be able to tell who the weak links are/who needs improvement. And hey, even the best of us, the most attentive of us can sometimes forget to move out of things, especially during the excitement of the 25% execute phase of fights.
Now what would be REALLY cool is if a Glyph or talent allowed it to work on enemies. A priest could pull someone to a cliff and a shaman could blast them over the edge! The possibilities are endless!
vazhkatsi Apr 8th 2010 11:16AM
"I wonder if this will wok on stunned or incapacitated characters. I'm thinking Maiden of Grief in HoS where somebody would get stunned and then ends up in the shadow AoE."
thats what your supposed to do. you get stunned by it and take a tick of shadow damage to break the stun.
clundgren Apr 8th 2010 11:24AM
I cannot wait to have a shaman push me off the cliff above the Lumber Mill...only to have a priest lifegrip me back. That will be awesome.