Spiritual Guidance: Priest PvP concerns in Cataclysm

A couple of weeks ago, I promised that I'd return to priest PvP once the PvP-related problems on the Cataclysm beta were resolved. Things still aren't perfect either for balance or testing, but I have more information now than I did two weeks ago, so I'm willing to take a stab at it ... /bleed. Or take a stab in the kidney or something.
Overall, I'm going to say things aren't looking too great. I don't think you should panic, granted, but things are pretty rough for priests right now. Mana is a nightmare, options for spell selection suffer due to mana restraint, dispels are essential but you can't afford to cast them, and interrupts and crowd control run rampant.
I'll elaborate on all of these in a bit, but before I get started, I want to take you guys back to December 2008. Wrath had just come out, and the start of Season 5 was on everyone's minds. When at last it came, there was a deafening thunder as tens of thousands of priest bodies crashed lifelessly to the ground. Playing a priest was like not playing at all because of how fragile we were (unless you were one of those cheap holy priests who exploited the Glyph of Spirit of Redemption for a short while.) The outcry from the community was one of the more unified responses to priest class balance I have ever seen, as both novice and gladiator turned to Blizzard and screamed a resounding, "WTF?!"
At the time, Blizzard promised us that resilience would fix it -- and for the most part it was right, except that getting all that resilience wasn't easy when you were smeared across the virtual dirt. The whole process felt like a torturous, 10-year odyssey, and if you were anything less than hardcore, it was practically Season 5 by the time you had enough gear to compete. For top-rung players, priests retook their place in the priest-mage-rogue (PMR) triumvirate by the end of the season and stayed strong for the rest of the expansion, but that short period of time remains fixed in my mind as an example of Blizzard's stance and execution of game balance.
I recall the story now because I'm hoping that the beginning of Cataclysm doesn't mimic Wrath for priest PvP. The problem is pinpointing how to fix the problem and what problems needs fixing when observing players on so small a scale as the beta servers. Arena queues are pretty consistent, but battlegrounds testing is rather horrid right now, simply because when you do get queued in beta, testers aren't particularly good at working together. And since priests are still the delicious bacon sandwich we've always been (particularly to feral druids), you can imagine how my testing in battlegrounds has gone. I guess Blizzard added a little tomato in there to make us extra tasty; maybe a little herb aioli. Gosh, now I'm hungry ... Anyway, even though I'm not quite sure which problem is the crux of it all, I'll go ahead and explain what's going on right now.
Discipline
It's quite surprising to see the veteran PvP spec suffering so much on the battlefield. Our damage reduction talents, resilience gear, and stamina are all working out nicely, but I'm finding myself completely OOM very quickly. If I'm in arena, the point at which I go OOM is almost always when the other team's healer is only at one-half to one-third mana. And I'm not even using Flash Heal! Double Rapture procs aren't something you can depend on, and Shadowfiend and Hymn of Hope are getting used way too early. Battlegrounds are hectic and stressful, and with a huge shortage in healers on both sides, I found myself being focused more than ever. I spent more time healing myself from incoming damage than assisting others, and it made me wonder if there is even a need for healers.
In arena, things were paced more slowly, and I quickly noticed I only needed a handful of spells to get the job done: Power Word: Shield, Prayer of Mending, Penance, and when I could get a nice cushion of time and space, I'd set up Greater Heal with Borrowed Time and/or Inner Focus. Though this is far less than what I use in PvE for spells, the cooldowns of these particular spells make them ideal for the pacing of the game. Sadly, I find myself reluctant to expand into the rest of my toolbox because the spell is either too slow or too expensive, yet I am clearly missing something. I think it's supposed to be Heal.
I found my constant attempts to use Heal were pretty depressing because I either made it inefficient by queuing it with Borrowed Time or I'd get interrupted when I used it without. And let me clarify that I'm not talking a well-timed, well-deserved Kick or other interrupt -- I mean a circus of stuns, silences, lock-outs, and crowd control. There is so much crowd control in the game right now that even if player health bars aren't plummeting, they might as well be, because you spend so much time not being able to do anything that your target might as well have been one-shot.
Slowing the game down health-wise hasn't changed the pace that much; it just changes what you do in your spare seconds. You have more time to get a heal off, but you scramble around a lot more, trying to find a way to get that cast off and avoid disables by separating yourself from your enemies. Cooldowns like Pain Suppression feel like afterthoughts, an "Oh yeah, I guess I could use this," followed by a doubt that maybe it's not even doing anything because there is so much time between damage. Power Word: Barrier is much the same way, which is unfortunate, because prior to the change it allowed you some time to catch up by absorbing everything for a short period of time, rather than a fraction of it.
People can still die quickly; CC the healer, focus a target, and blow your CDs. If you're a crystal ball player, this would be when you want to use Pain Suppression, because as long as your opponents chain an interrupt or stun right after the first CC, it's almost impossible to recover from the loss of health without going OOM. It's like the health pools have a point of no return, a point at which if they fall below a certain amount, you can't get them back up -- and if you do, you go OOM doing it. Atonement does help quite a bit, but it's troublesome to use sometimes because of the range (when everything else is 40 yards, 30 yards is a pain.)
Dispelling for both specs
Dispels seem to be the breaking point for the game. For the debuffs that can be dispelled, they must be, and doing that comes at a great cost. I'd reckon that a lot of mana issues I'm having in both specs (I'll talk more about holy in a second) have to do with trying to handle debuffs. In battlegrounds, I find I have much better longevity if I just ignore dispels and queue up a Heal, Power Word: Shield, or Renew. Oh, and do you remember Mass Dispel? I haven't cast it in 4 months. I don't think that's a bad thing, but after the Glyph of Mass Dispel made the reduced cast time accessible to everyone, I thought it might get more play. I still see it being used in very coordinated team play, but other than that, it doesn't seem to have a place.
Holy
Many of the points I made about PvP as a whole in the previous section still stand for holy priests, though many people feel holy is in a better place than disc right now. I'd say this is true in battlegrounds, where holy priests have a place to spend all those heals. Holy's biggest weakness is survivability, and that is a huge deal-breaker in arena. As holy, I was often a dead smear on the ground in the first minute, where as I had a lot of tanking potential as disc. Body and Soul is a must to get away, but if you have a poison (damn rogues) or some other slowing debuff, you can forget about that. Fortunately, though, there is still Holy Word: Chastise! But wait, I can't use any of my healing Chakra states if I want to use Holy Word: Chastise ... Hmm, that's a rather gnome-sized pickle, isn't it?
Typically, I opted to try and have Holy Word: Chastise available to me more often than not by using Chakra more as a utility. I would just use one state for a few casts, then forget about it and let it fall off. The nice thing is that this totally works (provided you've managed to stay alive). It makes Chakra very flexible and fun to use and works much in the way I wish it would have worked in PvE. Alas.
Big AoE heals like Circle of Healing and Holy Word: Sanctuary are usually overkill in the battlegrounds I've been playing (not a lot of Alterac Valley going on in beta) because players are usually too spread out across the map. Renew was my spell of choice in battlegrounds but not because it was particularly effective, just because everyone was running around in different directions and it was the best way to do something. I tried to avoid using Flash Heal too much as holy too, but with Serendipity, having those faster Greater Heals really helped out a bunch.
I don't know why, but as a holy priest, I found myself getting more use from Leap of Faith than I did as disc. I was using Renew more (after a few tries of Renew as disc, I pretty much abandoned it due to the cost and amount of healing done), so it makes sense that it wasn't so important to me to move around. Hauling my arena partner closer gave me a nice opportunity to help get a player off of me. I've yet to use it to grab someone back from a fear or knockback effect, but with practice, I would like to use it to get my allies back in the game. In battlegrounds, I found using the spell drew way too much attention to the fact that I was a healer, so I stopped using it quickly.
As I mentioned earlier, holy's overarching issue is living. It doesn't matter if you go OOM if you die before then. Talents like Blessed Resilience don't feel all that effective, and the extra healing from Chakra doesn't do any good if you're taking a lot of hits. Holy seems to be all about getting away and staying away, which is tough unless this Body and Soul bug is intended.
Body and Soul bug, you ask? Why, let me tell you! Basically, whenever you cast Power Word: Shield on another target right now, the holy priest also gets the haste effect of Body and Soul. It's probably the best bug you could ever encounter, as it makes the game insanely fun. If you're in a battleground, you can keep it up indefinitely, and while it's hard to keep it up all the time on a small 2v2 team, I think with 3v3, you'd be able to use it frequently on yourself. The effect is actually strangely similar to something I proposed ages ago about making holy priests delicate but hard to catch and disc priests resilient but capable of tanking multiple opponents (as they did in Wrath), but I'm pretty sure this is an unintended bug. Wouldn't it be amazing if it weren't, though? Holy priest would be the class everyone would want to play.

Moving on -- wait, no, give me a second. Seriously?! Stars? What gives, Blizz? Holy has long been the angel wing spec, and disc (aka disco) is the rock star spec. When a holy priest hands you a piece of paper, it's a Church of the Holy Light scripture quote with sunshafts and an inspirational sunset; when a disc priest hands you a piece of paper, it's concert tickets to a Morris Day and the Time show at Sen'jin Village. Why, why, why does Body and Soul get a stage show with stars and disc gets angel wings? I demand a trade-off! Body and Soul gets Archangel's animation and vice versa. Disco priests demand it!

Final thoughts
Overall, it feels like the damage models between PvE and PvP clash with one another. The amount of debuffs players can put on each other is huge, and it's crippling not to. Damage debuffs can usually be healed through, but all the other stuff needs your attention. Clutch play isn't too essential in the middle brackets of arena, and in battlegrounds, it's usually a lost cause.
I anticipate that priests in early Cataclysm are going to focus a lot on regen and resilience on their gear. Discipline priests will want to pour a lot of their stats and reforging into mastery, while holy priests focus on regeneration so they can keep the heals flowing. Holy will also want resilience but need to find a good balance to keep their regen up.
I do think the recent buff to the base healing of four of our core spells (Heal, Flash Heal, Binding Heal, and Greater Heal) has helped, as I find most of my complaints now have to do with not how much I'm healing for but how quickly I need to heal. This is a good sign in the right direction, at the least.
Finally, as an afterthought to afterthoughts, I'm anticipating more all-DPS teams in arena because of how effective the defensive cooldowns of some classes are at keeping players alive. Many times, my arena partner was able to solo two players if I got focused down early. I imagine these all DPS teams working like classic fighting games: You have one health bar to K.O. your opponent, and you can do all sorts of things to preserve it -- but when it's over, it's over. This could work out with healing becoming more difficult and stressful ... We may see another healer shortage in the coming expansion like we had back in The Burning Crusade and vanilla WoW.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 3)
Utakata Nov 21st 2010 10:11PM
This article needs more Gnome Priest!
Carrie Nov 21st 2010 10:18PM
No, you are not allowed to take Archangel's wings, because then Dark Archangel wouldn't have wings either, and we can't have that.
Carrie Nov 21st 2010 10:18PM
No, you are not allowed to take Archangel's wings, because then Dark Archangel wouldn't have wings either, and we can't have that.
Carrie Nov 21st 2010 10:19PM
It's a double post for emphasis, I guess.
Fletcher Nov 22nd 2010 2:27AM
The question I've been trying to find out an answer to for a while now is "What colour are Dark Archangel's wings?". If there's a shadow priest who's been in the beta and has specced into Archangel, I haven't met them and I must knooooow! Because shadowy night elf with wings = Avatar of Vengeance, eeeeeeee! ... only it doesn't work if the wings are a different colour to the shadowform. It would look very nice with tier eight, mind, but then tier eight looks very nice with anything.
I dunno, right now my spriest is feeling kinda boring and not very epic. I'm hoping it will change when she has access to Mind Spike and Dark Archangel. Though if the wings *are* black, I'm going to have to race change her to night elf.
Alithoe Nov 22nd 2010 4:42AM
Dark Archangel will give you a pair of nice, dark-purple wings. At least while you're in shadowform. I can't vouch for anything else, because who actually drops out of shadowfo- .... wait. This is the *Sunday* Spiritual Guidance.
Fletcher Nov 22nd 2010 6:04AM
Hooray!
Sisterpam Nov 21st 2010 10:30PM
hmmm... I think the basic problem is the PvE mind set Blizz has. Healers are suppose to have mana issues, DPS, not so much. While DSP can pound us ad infinitum we can only heal ourselves for so long. Result is they win. To maintain PvE goals and make healers viable PvP you need to either dramatically increase healers self healing and/or decrease incoming damage. As paladins have protector of innocent and plate armor, they seem to be the most natural fit for viable PvP healing. Blizz would do well to emulate this with all healers
Traditionally, our shields were the ticket to help us out in both of these crucial aspects. The problem there is that if shields are that powerful there is always going to be demand for shield spammers in PvE. Something which Blizz seems to wnat to discouraged.
As already stated, long cast times are also a huge problem. What about a fix like this: make Heal castable while moving. Make Heal heal ourselves (even when cast on us) for an equal amount it heals the target. Make it so we cannot be interrupted when casting heal (or maybe just reduce the chance we are interrupted). This encourages casting a base heal, lets us feel good about investing in serge of light and does not dramatically effect PvE. Seems like a win.
Nonette Nov 22nd 2010 12:49AM
Alternatively, they could give healers the option to do a significant amount of damage, so that they can beat DPS players by wearing them down.
Oh, wait. They did that! :D
Rakah Nov 22nd 2010 3:11AM
feel free to smite spam if you like but expect to be interrupted and thus locked out of your healing spells. (devouring plague etc don't hit that hard in disc/holy)
Rakah Nov 22nd 2010 2:58AM
eugh comment dissapeared.
Was saying that smite spam will get you locked out.
Sleutel Nov 22nd 2010 8:24AM
Would "Serge" of Light only be available to Priests who were also Tailors?
(Language nerd humor, sorry. :D)
Dawn Moore Nov 22nd 2010 8:35AM
@sleutel /facepalm Terrible!
kalisala Nov 21st 2010 10:41PM
This is Bullshit...
Why are the healers bear the consequences of all the failures?
If a tank did something wrong...healers pays for it (spend mana recover the HPs from fails)
If a DD did something wrong...healers pays for it (insufficient DPS results in prolong fights, stand in the fire and get toasted, need the healer to save their ass, etc.)
and if a healer did something wrong...they still have to suck it up themselves...
So is blizzard encouraging us just to avoid stupid teammates? or they are running out of ideas to increase the difficulty level?
kalisala Nov 21st 2010 10:43PM
Lousy English....sorry
Sisterpam Nov 21st 2010 11:04PM
This has always been the healers role. Nothing has changed there. The difference is we are the keystone in PvE groups. Does your group have the needed gear/experience? If the group healer runs out of mana before the job is done then the answer is no. This just poses a problem for us in PvP because it seems to make us the weak ones. But there is a fix
Nonette Nov 22nd 2010 12:54AM
...
You do realise that anyone failing to hold their end up makes things worse for -everyone-, right? Not just the healers, but the entirety of the group.
kalisala Nov 22nd 2010 1:02AM
Eventually, yes....but the moment when things go sour...some people might just jump to the conclusion...."Ah...the healer is incompetent, he's not healing right, and his gear sucks...don't healers have to out-gear content or something?"
Tends to took people time to realize the faults are their own...but before that...guess who gets the blames?
Sisterpam Nov 22nd 2010 1:22AM
Well, again, hasn't always been that way? Besides, I find that people aren't that bad to healers. Even when we do screw up. And if someone dies all the time under the management of 100 different healers, I think the message will sink in that he's the one to blame
warriorpanda Nov 22nd 2010 9:07AM
Poor DPS = prolonged fights = more stress on the tank
Poor heals = you die more quickly = more stress on the tank
Poor heals = you die more quickly = more stress on DPS to finish the fight fast
Slackers, whoever they are, make the run more difficult.