Spiritual Guidance: Prayer of Healing and secondary stats for Mists of Pandaria healers

I trust you all remember that three weeks ago, Blizzard developers stated that Prayer of Healing would no longer be available to priests of every spec. The spell was to become an ability exclusive to the holy tree, and in order to provide the discipline tree with adequate AoE healing, the developers were working on redesigning Holy Nova.
Well, as of earlier this week, it looks like discipline will be keeping Prayer of Healing in Mists of Pandaria after all. The developers made this statement on Tuesday.
Prayer of Healing can be used by Holy and Discipline once again. We realized that the goal of making Holy Nova an effective AE healing tool was problematic. It meant that we would have to change Holy Nova so thoroughly, that it was becoming a second Prayer of Healing. Remember: we aren't even in beta yet, and we want to retain as much opportunity as possible to respond to player feedback throughout the rest of this process. Things will change for priests, and every other class, over the coming weeks.
So there you have it. Anyone who was dreading change can breathe a sigh of relief, and anyone who was looking forward to the change can sulk in disappointment. I could have gone either way myself, though I'll admit that I miss the days of a more useful Holy Nova. Unfortunately, when asked about the future of the spell in MoP, developers responded that they did not currently have any more plans to update the spell for Mists of Pandaria. Bummer. Overall, though, I guess I'm not too surprised.
While I doubt Blizzard was having trouble coming up with ideas for a new AoE spell, I'm betting the trouble was in trying to fit something new into the existing design scheme. There aren't many ways to redesign an AoE heal at this point that can effectively work in the current healing model and be unique among what's already here. Anyway, Blizzard went on to say this about the discipline spe.
There is some speculation that Discipline is intended only as a PvP spec or only as a tank-healing spec. Neither of those is our design intent. Both Holy and Discipline should be effective at group healing or single-target healing, and if we do our jobs right, both can have a role in PvP. The main difference between them is that Discipline relies more on absorption mechanics, such as Power Word: Shield, Power Word: Barrier, Divine Aegis and the new Spirit Shell. Holy priests should place more emphasis on heals over time and have more area healing mechanics (e.g. Circle of Healing, Holy Word: Sanctuary), but those are intended to offset the incredible benefit of absorbs and not to make Holy the only option for handling AE damage. We see both in use a lot in PvE in Cataclysm, and we intend for that model to continue.
Now that we're sticking with Prayer of Healing, I'm not sure many people will agree with the developer's stated intent. Prayer of Healing is a wonderful spell, but I wouldn't want it as my only AoE heal when spells like Wild Growth and Circle of Healing are out there. I had hoped a Holy Nova redesign would address what discipline currently lacks in AoE healing (the capability to respond quickly), but I guess we'll just keep operating as we currently do when it comes to AoE. I guess the developers could still play with the coefficients or absorb values a little to adjust when and how often we use the spell, but I think the playstyle will largely remain as it is now.
Oh, I guess I should also mention to any priests who were hopeful that this may be a sign that Blizzard be coming around on its decision to take Binding Heal away from disc priests: The developers basically said anything is possible but that they'd like the two specs to play differently still. So I guess for now, we're still out Binding Heal, but there's a little sliver of hope.
I doubt we'll get the spell back, though, just because it's not necessarily something that discipline needs to succeed. Binding Heal has always been something that makes being a priest (be it holy or discipline) easier but not something we need to get by. If Blizzard is really trying to distinguish the two specs more than it presently is, this is about all it has left from what has already announced. Obviously, Blizzard can still come out and change something else or take something else away, but losing Divine Hymn and Renew isn't really going to distinguish discipline from holy more. We barely use those spells as it is right now, so losing Binding Heal is about all we can get changed to further distinguish us unless the developers up and decide they want to take away ... I don't know, maybe Flash Heal? That would really change things, if that's what the devs are after.
A commentary on secondary stats
In other MoP-related news, Blizzard released some general comments about secondary stats like haste and crit.
One of our design philosophies is: simple to learn, difficult to master.
We don't believe in obfuscating information just to create a barrier between players who understand the rules and those who don't. We do like to have lots of depth to our systems however, and we're totally fine with veteran or knowledgeable players knowing a lot of nuance, exceptions, and tricks to the basic rules. To use an older example, armor penetration wasn't our most shining moment in item design. At the base level, it was pretty easy to understand (physical attacks do more damage). However, the way a point of armor penetration rating translated into damage was mathematically complex. And to make matters worse, it was such a good stat that it made sense to stack it even if you didn't understand the mathematical basis for why it was a good stat. Armor penetration was difficult to learn (what does it do?) but easy to master (it's overpowered). You can make similar examples with "capping" block for paladin and warrior tanks.
On the other hand, haste and crit aren't that hard to understand. Haste is "you can do more." Crit is "you do stuff bigger, but not 100% of the time." The depth comes from deciding if your play style is more about doing lots of stuff, or about occasionally getting bigger heals and hits. If you're intolerant of randomness, then crit might be unappealing. If you run out of mana a lot as a healer, then spending mana faster through haste might be unappealing. Both stats can impact rotations as well, depending on individual spec mechanics. These are the types of stats we feel add a decent amount of depth to the system in terms of how you want to build your character, yet they're quite easy to understand on a fundamental level.
We don't believe in obfuscating information just to create a barrier between players who understand the rules and those who don't. We do like to have lots of depth to our systems however, and we're totally fine with veteran or knowledgeable players knowing a lot of nuance, exceptions, and tricks to the basic rules. To use an older example, armor penetration wasn't our most shining moment in item design. At the base level, it was pretty easy to understand (physical attacks do more damage). However, the way a point of armor penetration rating translated into damage was mathematically complex. And to make matters worse, it was such a good stat that it made sense to stack it even if you didn't understand the mathematical basis for why it was a good stat. Armor penetration was difficult to learn (what does it do?) but easy to master (it's overpowered). You can make similar examples with "capping" block for paladin and warrior tanks.
On the other hand, haste and crit aren't that hard to understand. Haste is "you can do more." Crit is "you do stuff bigger, but not 100% of the time." The depth comes from deciding if your play style is more about doing lots of stuff, or about occasionally getting bigger heals and hits. If you're intolerant of randomness, then crit might be unappealing. If you run out of mana a lot as a healer, then spending mana faster through haste might be unappealing. Both stats can impact rotations as well, depending on individual spec mechanics. These are the types of stats we feel add a decent amount of depth to the system in terms of how you want to build your character, yet they're quite easy to understand on a fundamental level.
From a priest's perspective, I'd like to see where this goes. Throughout the expansions, there has usually always been one right secondary stat for each healing class that might have changed from tier to tier but, overall, numerically produced the best results. Recently, with the addition of mastery, I'd say we've finally been able to start viewing stats as something healers can customize for encounters. A little more mastery might be good of extra damage, or a little more haste could be ideal when you're constantly trying to swap between two roles in the raid.
I'd like to see this continue into MoP, myself, and possibly go a bit further by improving upon reforging. (This way, we wouldn't be lining the pockets of our servers' jewelcrafting monopolists with gold.) I think Cataclysm was actually very successful when it comes to secondary stats for healing priests, especially discipline priests who never saw a clear or universal benefit to stacking one stat. One fight here or there might have benefited from this or that, but for the most part, you weren't wrong if you balanced everything and forgot about it all. Holy had a more clear path for stat stacking but one that I think could be argued from fight to fight. Like I said in last week's article on how to increase your HPS as a holy priest, there certainly are times when mastery can be more useful than haste, even if haste beats out everything else in a bell jar.
I myself wouldn't mind if Blizzard started moving away from stats in general. I'd love to see holy go more in the direction of discipline, where a nice balance of all the secondary stats is a perfectly acceptable way to gear, so that the emphasis on correctness becomes more about skill and in-combat decisions than who is up to date with the latest theorycrafting. For healers, there are enough other decisions to make after stat choices that I think we can't comfortably do without and still be challenged. Healing priests in particular are going to have so much to think about as it is, with all the viable talent options we'll have in MoP.
What's else is in store for priests in MoP?
I don't think I can squeeze anything out of the stone this week concerning the future, but fortunately Blizzard's MoP press event is coming up really soon. We should be drowning in more exciting news soon, and before long, the beta should be starting too. Have any questions or concerns about what was discussed this week? Let's hear them.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 2)
Matthew Mar 12th 2012 8:08PM
Binding heal feels OP in PvP, I think making it Holy only is more 'fair' in balancing the two priest heal PvP trees. And mana regen in pvp holy (yes, I pvp holy) is much worse than in Disc.
Of course, nothing is OP compared to a holy paladin. . . .
Vaniya Mar 12th 2012 8:54PM
Heh, reminds me of the ending to Wowcrendor's How to win at PvP 2.
"Okay, so we're going to cc the healer and burst down the... Aw crap, they got a paladin. I quit."
"Me too."
noel mcleod Mar 13th 2012 10:10AM
Hmmm. I play a disc priest in BGs on both the Horde and Alliance side. I don't use Binding Heal much, I have my macros and Healbot set up to make Shield (glyphed), Renew (glyphed and talented), and Penance instant cast. Maybe not the best setup, but it seems to have been effective so far. I have BH macro'd to my focus along with four other spells and I change focus a lot in some fights (FC in WSG or Twin Peaks or EotS, tank in AV or IoC) but I don't actually use BH very much. And not at all in instances (I don't raid and don't plan to). So I won't miss it much.
barely use Divine Hymn? I use it whenever it's off cooldown in BGs and for specific boss fights in instances - anytime there's big AoE burst coming. And for GY fights or zergs in AV it can be very effective or the last-ditch in front of the relic chamber in SotA.
Or maybe I just play a lot differently than everyone else?
Redielin Mar 13th 2012 8:27AM
Personally, I've been pretty disappointed with healing priests for the entire expansion. I don't like a lot of things, but one of those things is our over-reliance (both specs) on Prayer of Healing. I do miss it at times on my Druid, but usually those times are fairly few and far between.
That said, I wasn't very happy with them making Holy Nova a useful heal. I think Disc is fine at AE healing. It is hard to make HN an AE spell for Disc now that POH is back without turning it into COH. PW:S pre-shielding covers some of that instant healing need.
Euphorico Mar 12th 2012 8:23PM
I love my discipline priest.
I really love it.
What about a jumping shield? Like prayer of mending?
We can levitate, it will be great if we can fly too in Pandaria with the same spell. It will be really AWESOME!
TonyMcS Mar 12th 2012 8:35PM
I have four healers (pally, druid, disc, holy) and I find the differences fun. I must admit I already use Holy Nova as a subsitute for Circle of Healing when I'm on my Disc. It does less heals, shorter range, not really a smart heal, but it does proc Divine Aegis, costs less mana and generates no threat. I'd be happy with it being upgraded slightly to be on a par with Circle, but I am glad Prayer of Healing is sticking around, as I always fall back to it when a few raid members need heals and it also procs Divine Aegis from memory.
In fact, I find the two priests and the druid to be very similar, enough so I can map similar spells to the same Ctrl/Alt/Shift mouse clicks (I use Clique and raid frames), but the pally is very different with directional healing and the Holy Power mechanic and lack of HOTs. Do we need more separation between the priests? I'm not really sure as currently my playstyle with disc and holy is different with disc concentrating more on the tank and holy on the raid. Although both can perform either function, I still prefer disc when I am responsible for tanks and holy for raid.
Anyway glad to know POH will be left alone ;-)
Docseuzz Mar 12th 2012 9:29PM
Hrm - how about a targeted holy nova?
Nadia Mar 12th 2012 11:16PM
Isn't targeted Holy Nova called Circle of Healing?
Puntable Mar 12th 2012 11:29PM
I was looking forward to adding Holy Nova to my atonement arsenal. I hope they make it a bit more powerful, so that it as least an option in certain situations.
I will really miss Binding Heal, mostly because it is our only "low threat" heal. I don't know if many Priests think to use because of that, even when the Priest is at full health. I know I do.
crimsonninja85 Mar 12th 2012 11:54PM
I posted a while back on the forums on an idea for a change to holy nova. Have it function like mind sear. As in pulse out in a radius around a target. Have it benefit and add to evang stacks. Also to boost atonement healing a bit have a glyph that spreada the holy fire dot out in a 10 yard radius and have holy nova do extra damage to those targets. Have it heal based off damage done like atonement heals.
Pyromelter Mar 12th 2012 8:40PM
General question, I'm a wrath baby, ans as long as I've been in the holy paladins have just been these huge bombing healers. I can't ever remember a time when a priest could just flat out out-hps a paladin. So why not try to make holy a bombing crazy high hps healer, with disc a combo healer/shielder sort of like a resto shammy but with more shielding? (Also forgive me if that was a bad comparison, I don't heal, but it just seems like priests just haven't had their turn at the top of the hps meter in like forever)
Matthew Mar 12th 2012 9:22PM
Hiya!
I'm a firm believer in: you Can't compare HPS across specs/classes. Did you know a Holy Pally heals a chosen target every time they heal someone else? And did you know that that target can be themselves? (I did not until I rolled one). So basically, its like casting binding heal each time. How the heck can you compare to that?
Any holy pallies above level 52 (mine) care to comment if I'm wrong? Please advise.
In regards to your idea - that's a good one. I look foward to see what the devs come up with!
Homeschool Mar 12th 2012 10:00PM
@Matthew - Now that you mention it, I've started seeing all kinds of signs that Priests are the breeding grounds for other class's healing spells. It's almost like we get the basic version, and then they evolve and turn into something else.
Which, as I think further, makes Monks' statue-centric healing sound a lot like the smart-healing version of Lightwell...
Pyromelter Mar 12th 2012 11:51PM
Well matthew, i'd like agree with you, but then I remember dawn talking about priests getting sat in ds heroic modes in the comments of the previous spiritual guidance. There has to be some numerical way to see which class is performing better, otherwise why stack holy paladins?
I think it would just be cool for priests to have a minute where it's like "oh crap we need some holy priests on this fight" but it never seems to work that way. (Step 1: add fountain of light spell :) )
Luke Mar 13th 2012 1:07AM
@Homeschool
That's because Priests, or Clerics, or White Hats, White Mages, have always been the archetypal healer. Paladins are just a hybrid of Warriors and Priests. The Druid as a Healer has precedence too of course, but if you notice they play much differently than Priests and Paladins.
Twill Mar 13th 2012 1:52AM
I'm gonna chime in here. First -- the post seemed to get side tracked.
1- Wrath healing and Cata healing is very different. Even when comparing ICC to DS when mana is mostly a non-issue.
2- Paladin have a much smaller toolkit of heals. They either notice someone took damage, target them, and cast a spell like Flash Heal or Greater Heal (Divine Light, in their case), or they work on AoE healing. AoE healing is targeting someone in the middle of a large pack of players who aren't topped off, and casting Holy Radiance on them. That's it. Holy Power and Beacon of Light make it slightly more complex, but they don't have abilities like Circle of Healing, Prayer of Mending, Prayer of Healing, a cooldown like Divine Hymn, or a HoT like Renew. They also lack the ability to drop a healing circle on the ground.
3-Then how do Paladins work like such powerhouses on the healing meters? Here is how:
With such a small toolkit, they resort to either:
A) Single target heal. or
B) Use Holy Radiance. When Holy Radance is used properly and doesn't overheal, it does a TON of healing. It's very situational in that it requires a lot of people to need healing and to be nearby each other, but that's common in Dragon Soul. Thus, they do very well.
NOTE: Holy Radiance heals EVERYONE nearby. There is no limit. ALL Priest spells have a limit to how many people they target, except the one heal that you plop on the ground (Holy only). Thus, a Priest has to cast more spells to heal as many people as a paladins one Holy Radiance.
The reason paladins are topping the meters, thus, is that they can heal more in less time. They run out of mana very fast, but regen quickly as well. To compensate, the other healing classes need some slight buffs (especially shaman).
Now, on to the tangent:
"Now that you mention it, I've started seeing all kinds of signs that Priests are the breeding grounds for other class's healing spells. It's almost like we get the basic version, and then they evolve and turn into something else."
This is true across all things. Both Feral cats and Rogues have gained abilities that were once unique to the other. Everything however is given a unique twist. Druids have Wild Growth, Priests have Circle of Healing. Both function the same way, but in a unique way to the class. No one class is the original though, everyone gets stuff from everyone else.
Jem Mar 13th 2012 5:47AM
I may be misremembering, but the design of holy paladins in Wrath and the introduction of beacon swung the pendulum too far towards paladins being the 'go to' tank healer. I speak as someone who took up disc healing just before the Wrath tweaks that made disc more viable and as someone whose raid group rarely if ever had a holy paladin, and when we did, oddly the paladins didn't want to tank heal and sucked at it.
One paladin could heal two tanks. No other class could do that. They were pretty much mandatory for some heroic modes (Deathbringer Saurfang I think was a 3 holy paladin set up). Blizzard ended up designing ICC around the concept that your tanks would be healed by holy paladins. Valithra (the green dragon you heal) was pretty much a show case of holy paladin strengths, including spiffy ways of glyphing for more throughput. If a holy paladin has no mana issues they can heal bomb with their biggest most expensive heals and beacon transferred that full amount in Wrath. As a disc priest, I was next to useless trying to heal up Val herself :) The design of Infest on the LK fight lent itself to shield spam by disc priests.
In Cata, Blizzard tried to break down the niche roles and gave holy paladins a couple of AoE options they were sorely lacking, but the combination of spell design and raid encounter design is crucial to performance of any given healing class as a whole in each tier. My understanding is that resto shamans have suffered due to this. I still see a lot of raid encounter designs that would be simpler to heal if you had a holy paladin with beacon, but that could be personal bias given our lack of one. The redesign of Holy Radiance in 4.3 plus the design of a lot of the DS encounters lends itself well still to holy paladin healing. Because it isn't a capped target aoe, the stacking up on Ultra for example lends itself very well to holy paladin aoe. As a disc priest, I find the worst fights to aoe heal are the ones where random people take damage, as PoH is group based and is wasted to some extent if only a couple of people in said group need healing.
For all that, as the healing lead, I have had all my healers tank and raid heal at differing points. I don't believe that X class can't heal a tank or can't heal raid. I think some are stronger at one or the other but are capable of doing both. Our resto shaman beats the pants off the holy paladin, so while I understand there are design issues around classes, I know that a bad player can still fail to make the most of the current "top' class and a superb player can make the current 'underpowered' class shine.
Lipstick Mar 13th 2012 6:10AM
The priest class as a whole has always had a larger tool box than any other healer. So the idea that they pull from the priest class and then twist spells to fit the class that they're given to, isn't too far off the mark. One of the reason so many priests are unhappy about the split between holy/disc is that when you've had something for so long, it feels wrong to lose something, instead of just gaining something new. My only hope is that they're taking away, in order to give us something to replace it. So that holy and disc can finally not have such an incestuous relationship. To some degree balance has not been able to be preserved between the two because we were so co-dependent on one another. It's the same reason that cat and bear druids have suffered for so long being crammed into the same tree -- they couldn't give bears anything super cool if it was accessible to cats or vice versa.
It is my hope that they are doing this for the betterment of both classes at once. Just right now it feels heart-breaking, like losing old familiar friends.
karatesmashunhurt Mar 14th 2012 7:21AM
@ Pyro
"There has to be some numerical way to see which class is performing better, otherwise why stack holy paladins?"
I am not a hardcore raider, my progression is just 2/8 HC. But my understanding is that it really isn't about hps. Druids also do insane hps - but they get sat too.
Druids and holy priests don't bring much utility. Paladins bring utility - i.e. raidwide defensive CDs (holy priests don't have one of those), and tank cooldowns (druids don't have one of those). Disc Priests bring barrier, but stacking disc priests is stupid because of of weakened soul.
Hps or healing done is a somewhat useful metric, but it's much much less important for comparing healers than dps is for comparing dpsers. Most of the time the hardest bit of a fight for healers is handling the big damage spikes - throwing more healers or hps at a big damage spike is much less effective than using a single PW:B, or chaining Aura Masteries/Spirit Link Totems.
Hps may now record absorbs but it doesn't measure damage prevented through CDs.
Homeschool Mar 12th 2012 9:56PM
"I myself wouldn't mind if Blizzard started moving away from stats in general. I'd love to see holy go more in the direction of discipline, where a nice balance of all the secondary stats is a perfectly acceptable way to gear, so that the emphasis on correctness becomes more about skill and in-combat decisions than who is up to date with the latest theorycrafting."
This would be absolutely lovely. Skill over stats? Mmmm...