Raid Rx: Mists of Pandaria healing additions, changes, and thoughts

Were you excited about the latest changes that were made to the Mists of Pandaria talent calculator that was introduced last week? Some earth shattering changes all around but who do you think won out? Let's examine!
Shaman
- Healing Stream Totem Summons a Healing Stream Totem with 5 health at the feet of the caster for 1 min that heals the most injured party or raid member within X yards for 81 every 2 sec.
- Ascendance The Shaman surrenders his physical form to the power of the elements, transforming into a being of raw elemental energy for 15 sec. Restoration: While in the form of a Water Ascendant, all healing done is duplicated and distributed evenly among nearby allies.
- Purification Increases the effectiveness of your healing spells by 25%, and the healing done by your Water totems by an additional 50%. No longer reduces the casting time of your Healing Wave and Greater Healing Wave spells.
- Riptide Heals a friendly target for 2,405 and another 6,822 over 18 sec. Your Chain Heal spells are 25% more effective when their primary target is affected by your Riptide. (No longer consumed)
- Mana Tide Totem Party and raid members within 40 yards of the totem gain 200% of the caster's Spirit.
Still waiting for those level 90 talents. Any guesses as to what they might be?
Druid
- Nature's Swiftness 1 minute cooldown but does not affect Mass Entanglement.
- Dream of Cenarius Non-instant casts of Nourish, Healing Touch, and Regrowth increase the damage done by your next damaging spell or ability by 30%. The bonus lasts 30 seconds and cannot be gained more than once every 30 seconds.
- Remove Corruption Removes all poison and curse effects on a target but has an 8 second cooldown.
- Innervate Regenerates 10% of the caster's maximum mana over 10 seconds and an additional 10% if cast on the druid.
- Symbiosis May not be cast on other druids and the effect is lost if the linked targets are too far apart.
- Aessina's Blessing Grants a benefit which varies by your combat specialization. For resto druids: You gain 50% haste for your next spell when you cast Swiftmend.
Priest
- Spirit Shell now lasts until cancelled, up from 8 sec.
- Rapture now triggers off of dispels in addition to being completely absorbed.
- Greater Heal cast time reduced to 2.5 sec, down from 3 sec.
- Heal cast time reduced to 2.5 sec, down from 3 sec.
Paladin
- Eternal Flame: Consumes all Holy Power to place a protective Holy flame on the target, which heals them for 2404 per charge of Holy Power every 3 sec for 30 seconds.
- Sacred Shield: Protects the target with a shield of Holy light for 30 sec, which increases the critical chance of your Word of Glory on the target by 30%. The shield also absorbs 5 353 damage when the target takes damage, but no more than once every 6 sec. Can be active only on one target at a time.
- Hand of Purity: Places a hand on the friendly target, reducing the damage of harmful periodic effects by 70% for 6 sec.
- Unbreakable Spirit: When your Divine Shield, Divine Protection or Lay on Hands are on cooldown, spending Holy Power will reduce the remaining cooldown by 1% per Holy Power spent, up to a maximum of 50% reduction.
- Holy Prism: Sends a beam of light toward a target, turning them into a prism of Holy energy. If an ally is the prism, they are healed for 3509 and radiate 527 Holy damage to 5 nearby enemies within 10 yards.
- Light's Hammer: Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Holy magic for 15 sec. Allies within the area are are healed for 6 every 2 sec while enemies take 6 Holy damage every 2 sec.
- Selfless Healer: Now reduces the cast time of your next Flash of Light by 50% each stack instead of decreasing the mana cost.
- Clemency now also finishes the cooldown on Hand of Salvation.
- Boundless Conviction (Passive): You may store an additional 2 Holy Power beyond the maximum of 3. No ability ever consumes more than 3 Holy Power.
- Beacon of Light now has a 10 second cooldown.
- Holy Radiance grants a charge of Holy Power.
- Holy Insight (Passive) increases your mana pool by 400%
The rest of the paladin changes seem to help with Holy Power management. Boundless Conviction lets paladins save up their Holy Power in excess of what they can actually apply to a spell. Hand of Purity seems to be a super situational spell since it only reduces periodic effects. I guess teams will be bringing in a plethora of paladins to counter warlocks in PvP.
Next week, we'll take a closer look at Hagara on hard mode. My team managed to take her down last week on 25 and if you're struggling with her, the upcoming 5% nerf should offer a slight boost.
Need advice on working with the healers in your guild? Raid Rx has you covered. Send your questions about raid healing to mattl@wowinsider.com. For less healer-centric raiding advice, visit Ready Check for advanced tactics and advice for the endgame raider.
Filed under: Druid, Paladin, Priest, Shaman, Raid Rx (Raid Healing)






Reader Comments (Page 1 of 2)
Perkunas Feb 25th 2012 10:11PM
"As much as I enjoy rivalries with my plate wearing friends, it is rather nice to see their arsenal expanded with new spells. Paladin AoE healing gets some increased firepower. Remember back in the old days when paladins were expressly labelled as tank healers because that's all that they could do?"
You mean back when the game had some depth to it before they utterly gutted the truly unique aspects of the classes with the downright retarded amount of homogenization? Yeah, I was a Paladin healer back then and I liked that role. It gave me great joy to know that the success of the raid rested on my shoulders. It was the idiot Paladin healers who weren't content with their niche that ruined the game for folks like me. Turning us into some sort of Holy Rogue. I long for the days when you could tell who was a good Paladin healer and who wasn't based on how they used their cooldowns.
shatnerstorm2 Feb 25th 2012 10:54PM
"Idiot paladin healers who weren't content with their niche"
You mean the niche of spamming nothing but Holy Light on every single fight? I've played a paladin healer in both Wrath and Cata - trust me, the latter is vastly more entertaining and challenging.
Thorie Feb 25th 2012 10:57PM
How is making Paladins more versatile "utterly retarded"?
Saeadame Feb 26th 2012 12:06AM
So? Now you can tell a good Holy Paladin healer based on how well they manage their holy power, cooldowns, and how well they choose what spell to use in various situations. In other words, more management is required, which generally means that a more varied skill set is required (I'm avoiding saying "more skill is required" because that can be debatable, but that's what I think).
Sumadin Feb 26th 2012 8:08AM
Remember back in the wrath days when paladins were expressly labelled as tank healers because they were the ONLY one who could do it?
Serriosly Wrath was for better or worse a wake-up call for Blizz. They couldn't keep ignoring the holy paladins need for additional healing spells, because 2 expansions that only had granted them stuff that made their existing heals more potent. We were at a breaking point, our heals were so intense on the tanks that Blizzard had to design heroic encounters with that in mind. Other healers barely stood a chance at keeping up the tanks.
For all the hate of the new model, it is very much needed. Cata brought forth 4 new heals and MOP seems to bring even more.
Shrikesnest Feb 26th 2012 12:09PM
Maybe it's unfair or incorrect, but every time I see someone this livid about the changes they made to holy/ret paladins, I can't help but think, "Here's someone who just wanted to mash on the 'victory' button, top all the meters and then rub it in everyone else's face without regard to complexity." Making the right decision at the right time is a lot more rewarding gameplay... unless just hitting the "win" button is all you can handle.
saregos Feb 25th 2012 11:04PM
The one problem I see with Spirit Shell -
They're going to have to make it last only through combat or somesuch. Otherwise, before every fight you're going to see people shielding the whole raid just for that little extra soak. Which would be annoyingly time-consuming (think old Paladin buffs for a similar idea)
Caylynn Feb 25th 2012 11:09PM
I'm waiting to see how disc pans out. I don't like that we are losing PoH. I know they say they want holy nova to be disc's aoe heal, but the positional requirement, if it doesn't change, sucks. Unlike a paladin who wears plate, my priest is in squishy cloth. I don't want to have to run into melee to be able to heal the melee players. I'm hoping more for disc is coming. I know they've also said atonement will be a glyph, and I sure hope disc gets to keep atonement, because I do enjoy it.
hshaft Feb 27th 2012 8:56AM
I'm also concerned about the positional requirements of Holy Nova. PoH is limited to group, but that requires no more than mousing over a player in a different group in my raid frame. Having to run to another group could be pretty taxing. As a compromise, Holy Nova could effect all members of the party or raid, but it's effect is reduced the farther away the player is from the caster. Of course, this could become a bit too powerful in stacking phases.
Boobah Feb 27th 2012 2:50PM
I'm not quite sure how the "I'm in cloth" argument holds up when the vast majority of AoE damage isn't affected by armor anyway, and if you've got aggro the incoming damage is so high a healing paladin is getting shredded, too, plate or no plate.
My issue with Holy Nova is that it looks to be getting some of the worst bits of 4.0's Holy Radiance. Worse, at the moment it's an AoE heal with a healing cap of 1 (which is to say that you can add more targets, but adding more targets doesn't increase the total amount of healing done.) Without a lot more work, it quite simply can't work as an actual AoE heal.
And if they simply bump up the total heal amount? Okay, now the disc priest is stuck standing next to the tank bombing Holy Nova. Oh, and if he's by himself he's damn near unkillable in PvP, since it's an instant cast spell that 'splits its heal evenly' and heals enough to be a useful AoE heal in 5-man content, if not in raids. Oh, and it's supposed to inherit PoH's auto-Aegis effect, too.
No, either Holy Nova will be replaced as Disc's AoE heal and go back to the silly little obscure thing that it currently is, or it will be completely reworked, which differs from the first option only in that the current Holy Nova won't be cluttering our bars.
Matt Feb 25th 2012 11:30PM
I'm glad I'm not the only one underwhelmed by the resto druid changes. For wanting to have more "meaningful" choices we really only have 2 tiers with interesting talents (30, 60). 75 and 90 are pretty much automatic, and it's really disappointing to have your level 90 talent boil down to "use 2 GCD's to get 20% of your health every 30 seconds". Dream of Cenarius could become interesting with some changes (shorter cooldown or buffing all healing spells for 30 seconds are the first 2 that come to mind). I really see myself switching out my druid for my priest because I don't see druids being able to keep up with other classes and 2/3 of the talent tiers are really uninteresting.
Revynn Feb 26th 2012 12:11AM
- "75 and 90 are pretty much automatic, and it's really disappointing to have your level 90 talent boil down to "use 2 GCD's to get 20% of your health every 30 seconds".
Actually, I can see uses for all of the abilities. Heart of the Wild basically turns you into a viable, if not particularly optimal, off tank. This is fantastic for fights like Nefarian when you only need a 2nd or 3rd tank for -part- of the fight. Regarding Dream of Cenarius, it's not really uncommon for healers to throw out DoT's on fights with tight enrage timers, that one will just make it even better.
I imagine Disentanglement will be the default choice when you're not chasing an enrage timer or in a position to off-tank, but as a passive ability on a high-movement fight where you're jumping into cat/travel form often, it's pretty cool. I also imagine that the heal will also trigger when you activate Tree form, when you need some free heals the most.
I agree, they're a little underwhelming for level 90 talents, but I wouldn't write them off completely.
I don't see the level 75 talents as automatic, either. Ursol's Vortex would be great for helping a tank round up adds (note that it pulls enemies to the -target location- and not the caster, meaning you pick where they go rather then them all coming to you) and part of my 10m's strategy for Ragnaros was having our resto druid go into Bear form during transition phases to stun an extra add. I'm sure he'd have preferred to stay in caster form for that which would have made Mighty Bash quite useful. I can totally see Disorienting roar being an option for a heavy AoE add phase (Halfus whelps, Ragnaros seeds) to reduce tank damage for a few seconds.
IMO, we'll see some very interesting and creative applications of the new Druid stuff from the high end guilds in the early tiers of MoP, especially Symbiosis.
Matt Feb 26th 2012 1:16AM
I see your point with Might Bash, and I do think they took a good step in making it usable in all forms. It just seems that of all the healers and all the druid forms, resto got the least amount of love. I know a lot of people probably feel that way about their class/spec, but I've looked at this from the perspective of both my priest and paladin and I'm fairly excited for their changes. Anytime things change some people are going to like it, some aren't. I just can't imagine that there are too many resto druids who are psyched about the changes the way I am about my priest. With such a long way to go maybe we'll get lucky and blizzard will add some more interesting choices, or make the current choices more useful in more situations. Admittedly, the current talents are a step in the right direction compared to what was initially released. I think the goal is just to make sure blizzard is aware that there's not much for resto druids to be excited about right now and make some changes accordingly.
Saeadame Feb 26th 2012 12:18AM
I'm not sure why you didn't mention Aessina's Blessing as a fairly important change. 50% haste means you're getting at least 11 ticks from Wild Growth if you cast it right after Swiftmend (and, we don't know if the haste will effect Efflorescence, although I suspect not). This will lock resto druids into a fairly firm AoE rotation of Swiftmend > Wild Growth (8 sec) Wild Growth (7 sec) Swiftmend > Wild Growth. And, this makes the WG glyph almost completely undesirable because you either have to skip the middle WG (which is probably an output loss) or the rotation becomes quite clunky. With weaving in Lifebloom renewals and Rej/Reg so you have a target to swiftmend, you want to ideally fit 6 rej in between the first WG and the middle WG, but if you have to use up clearcasting procs or refresh LB during that time, you have to be keeping an eye out because you MUST cast WG as soon as it comes off CD, or you're not going to have a tight enough rotation tohave maximum AoE output. And, maybe adhering to that tight rotation won't matter so much in some situations, but I suspect that with us wanting to cast the "better" WG as much as possible, it will make 8, 7, 8, 7, 8 the clock that RDruids will be running during AoE heavy fights in Mists.
Finnicks Feb 26th 2012 2:33AM
Don't forget that resto druids are getting Ironbark instead of Barkskin, which is a 20% damage cooldown that is castable on allies as well as self. Resto druids will finally have a damage reduction cooldown.
Also, for those that missed it, here is an except from the Blue post regarding Symbiosis:
"Here are some examples of spells gained through Symbiosis. The spells shared focus on utility, cooldowns, and survival. (Adding Fireball to a Moonkin’s rotation sounds cool on paper, but wouldn’t actually be fun in the long run.)
Balance: Chains of Ice, Mirror Image, Mass Dispel
Feral: Feign Death (Play Dead!), Frost Nova, Soul Swap
Guardian: Ice Trap, Fear Ward, Consecration
Restoration: Ice Block, Hand of Sacrifice, Leap of Faith
Hunter: Dash
Warlock: Rejuvenation
Holy Paladin: Rebirth
Arms/Fury Warrior: Enrage
Enhancement/Elemental Shaman: Solar Beam
There are a lot more coming, but we'll keep some surprises for now, and many are still subject to change after testing. Including all of those just listed."
I'm psyched, honestly. I am going to symbios with warlocks just so that I can cackle at them while they are forced to help heal. :D I wonder what I'd get in return? Drain Life, maybe?
amnbrownie Feb 26th 2012 9:49AM
I know Priests have the fullest arsenal for healing, but aside from spirit shell for disc, I'm not seeing anything particularly exciting or fresh. I'm hoping they're still working on some changes-- not necessarily to shake up the whole feel of either spec to something unrecognizable, but just to give it some new life. All the other classes so far are getting something incredibly interesting. Ascendancy? Symbiosis? Eternal Flame and Holy Prism?
Aside from Holy Chakra and Atonement (which can be pretty situational), we haven't seen a whole lot of brightening to the class.
EverythingRuned Feb 26th 2012 10:25AM
I guess you can't please everybody. People are going to be either complaining that they have to relearn their class or they didn't get enough new toys- sometimes both.
malaika Feb 26th 2012 12:59PM
Remove Corruption on a CD? Ok, so how does that work on Zon'ozz 25 when there's 10 debuffs to dispell? There are numerous fights that require multiple simultaneous dispells and think 5 mans as well. I ran Zul'farak last night on my baby resto Shammy and some fights every other spell was a dispell!
Elish Feb 26th 2012 1:10PM
Did anyone else notice the Holy paladin's new passive, "Holy Insight"? The one that increases our mana pool by 400%. Does this mean Paladins no longer get intellect plate and just rely on base mana, or blizz wants Retribution and Protection paladins to have a MUCH smaller mana pool to work with.
gymboy91 Feb 26th 2012 1:28PM
balance/resto druids have this as well...I would guess it is just to keep the non-caster specs of those classes from being able to cast many spells effectively (because of the high mana cost)
and all casters are going to rely on base mana now because intellect is not going to increase mana in MoP