Took a week off there, but I’m back in the game! My friends at d20crit and I have some exciting things going on, but that’s not what you’re here for, is it?
Time to finish off this post series with a bang! Or… Glyphs.
Let’s get right into it, then!
Glyph #1: Glyph of Weakened Soul. Now, I knoew before I touted using Glyph of PW:S, which transferred 20% of the shield’s total absorb to the target as a heal. It’s OK. It still is OK. But this one is better. This one reduces the duration of Weakened Soul (the debuff a player gets when you bubble them with PW:S) by 2 seconds. It stacks with Empowered PW:S, which reduces the Weakened Soul effect by 3 seconds for a total debuff reduction of 5 seconds. Without either of these things, Weakened Soul lasts 15 seconds, so you can see why its kind of great- more bubbles faster, bubbles where you need them and when, which is phenomenal since bubbles last 15 seconds (or until they’ve absorbed the damage they need to.) Admittedly, tank bubbles usually get beaten off in a second, but you can put another one on them in short order with this Glyph.
Glyph #2: Glyph of Penance. Because it still allows you to cast it on the move. That is so important because one of our strengths is our mobility- ut you have to remember. Your job is to mitigate incoming damage, not actually heal (you can, and if you have to, do, but only in an emergency, when it is needed to save a life.)
Glyph #3: Your Choice
Really, there is no third glyph I can recommend. I have Glyph of Mass Dispel, but I rarely use MD anymore, so I am on the lookout for a good third glyph.
Well, that concludes this post series! Stay tuned here for more upcoming news about BlizzCon and Con Before the Storm, some 6.2 looks, and the new tier set coming with Hellfire Citadel! Until then, keep cool and stay angry, healers!
Part 2!!! Whaaaaat? Once again, remember- I love my role as a discipline priest, and it is very important to me that any new Discopriests have a wide variety of information to look through when deciding how they want to play. This week, we’ll be taking a look at Talents.
What I Do and Why: Discipline Priest Talents
First we’re going to take a look at talents. DISCLAIMER: Everything I’ve selected is the talent that works out best for my playstyle. You may find you want to use something different, and in some cases, that’s fine. In others (and I will specify) there is really no other choice. But always keep in mind that this is opinion based on performance of the talent- my opinion- and you are invited to form your own and bring it here to discuss!
Level 15: Here, I have taken Angelic Bulwark over Desperate Prayer. Why? Simply put- its Passive. Its one less button I have to worry about on my bar. I’m sure the immediate 22% of maximum health heal is nice, but AB has saved my ass more often than I’d care to remember.
Level 30: Body and Soul. I bubble so much that this is pretty much the go to talent. Angelic Feather is nice (I use it as both Holy and the occasional jaunt into Shadow) but with the sheer number of bubbles I’m tossing around, BnS just makes the most sense. That, and I don’t have to worry abut misplacing a bubble- my bubbles are for all the things!
Level 45: Power Word: Solace. Why? Mana regen and stacks of Evangelism, both of which are very important. It keeps a steady flow if mana coming in (2% of max mana) and replaces Holy Fire. It also helps me maintain maximum uptime on Archangel, which is critical to Discopriest play.
Level 60: I use Void Tendrils because why the hell not? I have made it work for me in raids when adds come after me. I occasionally get asked to use it to trap an add away from a group, but not often. Its just handy to have. This entire tier is pretty much up to you, as it has little to no effect on your gameplay as a raider.
Level 75: Power Infusion. It is hands down the best talent in the tier. Its like a mini-Blood Lust/Heroism that reduces the mana costs of spells by 20% and is on a 2 minute CD. Use and use often.
Level 90: Now, this is the tier when you can start switching Talents around as needed, though here you are mostly going to be sticking with Cascade and Halo (Divine Star just… hasn’t recovered from its massive 6.0 nerf yet) and will depend entirely on raid placement. For most situations, or for when the raid is spread very far, Cascade performs well, and now, it can hit the same target twice. For when you have definitive placement and can get as many people as possible at that 25 yard range, Halo may do better. I tend to default to Cascade.
Level 100: I use Words of Mending. Every time I cast a shield, the talent grants me a stack of Words of Mending. When I get to 10 stacks, it auto casts Prayer of Mending on the next target I heal or bubble. Prayer of Mending heals that target the next time they take damage and then bounces to someone else within 20 yards and repeats until it has jumped 5 times, lasting 30 seconds after each jump. For free. Don’t get me wrong- PoM by itself is pretty much ick for a standard Disco Priest, especially considering our focus is mitigation, not healing. But you are constantly casting PW:S, which means you’ll hit 10 stacks of Words of Mending before you know it. Boom- free heal. And its a passive ability, so there is no need to keep track of it. PoM may not heal for much, but I prefer it to the long cast time on Clarity of Will. That being said, when there are fights when the tanks are going to be absorbing huge hits (we have our tanks soak an Inferno Slice by themselves on Gruul in heroic) I do like to take Clarity of Will for those instances- it saves me a lot of pain in the long run.
Well, that is it from me for today. I’ll have part three of this series- Glyphs- out next week, and some snark for you on Friday. Until then, keep cool, and stay angry healers!
Greetings and Happy Tuesday, everyone! I hope you all had a wonderful three-day weekend! I am happy to report that as of Sunday, my raid finally got Imperator Mar’guk down (Normal only- we ARE casual, after all.) To commemorate (not really), today I will be discussing my overall thoughts on healing so far in Warlords of Draenor (Normal and Heroic instances as well as Normal and Heroic Highmaul.)
State of the (Healing) Union Address- Pre-Patch 6.1
And, so far healers… we’re looking good.
DISCLAIMER: Again I say (as it seems I have to say this every time I make a post like this), my word is not the law. All of this is based on my PERSONAL experiences, and may not be the case for every healer on the planet, so before you come barking to me on reddit or Facebook or Twitter (or wherever you may find me) about “oh, well, you didn’t mention ‘this,'” please note that I did warn you that this is an article that is strictly my opinions on how things seem to be pre-Blackrock Foundry. Anyone who chooses to ignore this disclaimer will be mocked publicly. Also, cherry picking my posts to me will result in a verbal bitchslap that will sound something like, “Maybe you should include the rest of my post instead of the parts you wanted.” YOU HAVE BEEN WARNED. (If I need to put stars and sparkly shit around these Disclaimers to get people to read them I will. Don’t test me.)
Anyone who’s seen any of my Angry Healers’ Guides to Highmaul knows my standard raid healer composition, but for those of you not in the know, I will enlighten you: I run with a Restoration Shaman, a Restoration Druid, a Holy Paladin, and a Discipline Priest (me!) so I can give you a fair assessment of their strengths as of right now and how they work in a raid (please keep in mind I am coming off of maining a Resto!Shaman myself in MoP.) As the healing lead for my raid team, I make sure I understand how my healers do their jobs and what, exactly, they have in their arsenal that I can call on to save our collective butts. And my team is pretty damn strong- we’re not perfect, not by a long shot, but the fights we know, we have down to an art.
First, lemme talk about mana regen (which is a topic I first started out discussing when I revived this site.) We all know it took a significant hit at the beginning of WoD- it made healing Heroic instances and absolute nightmare of a task, but has been minimized by both player skill and overall gear scores. Healers have a much better grasp of what heals are needed when. We have gear that has Spirit on it (now that we finally have weapons worth spending three Temporal Crystals and five Sorcerous Fire on for Mark of Shadowmoon!) and we are balancing around it. We have a better understanding of how our classes work and boss mechanics that require us to think outside of the box.
Second, lemme talk to you about mechanics. Other people (being non-healers) have started understanding that THEY CAN’T STAND IN THE FIRE. (OK, not everyone has figured this out, but hey. It’s a start. I’ll take it.) Those non-healer types have realized that they can help their healers conserve mana by using personal defensive cooldowns, potions, and lock rocks. And we can tell! And, gods above, do we appreciate it! Healers love running with people who understand their classes- not just how to maximize their DPS rotations, but how to survive and encounter as long as possible. People now know that healers cannot- and will not!- heal them through avoidable damage anymore.
Let’s bring this thing to a close with healing niches- yes, they still exist, but YE GODS try outhealing a Shaman on Brackenspore. It can’t be done! Just because you are a niche healer doesn’t mean you can’t blow the healing charts up! Discipline is amazingly strong right now, with the ability to heal with their shields, and holy Pallies and their double Beacon make them amazing tank healers. Druids can literally spec to be the perfect tank or raid heals. And nothing- NOTHING- I’ve seen so far beats the Monk on sheer all out raid healing CD with Revival. Niches are there, and we are rocking them.
Healing right now is looking fan-tabulous. We took the nerfs in stride and we are proving that nothing can keep a good healer down.
Well, that’s it outta me for now. Come back later on this week, I’ll be talking about something, I’m sure. Until then, keep cool and stay angry, healers!
Greetings and WELCOME BACK EVERYBODY!!!! I had a wonderful holiday break, and I hope you did, as well. But the holidays have officially come and gone and now its time to put our butts back in work chairs and our noses to the grinder. For me, that means trying to cram an entire semester of Early American History into a span of 3 weeks, catching up on posting my Angry Healers’ Guides to Highmaul (Tectus is due out soon, so keep your eyes peeled on my YouTube channel), posts of some value here at Angry Healers, and Heroic progression in Highmaul! When last we left off, we were talking about Cooldowns- I had just finished my post series on Raid Cooldowns and had started on Personal Defensive Cooldowns (PCD’s, where Hunters were first on the chopping black.) We’re going to continue that series today with my favorite PvP class- the Mage.
Mages are the masters of magic, and they have a TON of PCD’s, so don’t let them fool you. It is important for all classes in your raid to understand what you can and cannot do, especially as a healer- it is not above you to expect people to save their own lives if you are in a position where you need to decide between two people. Yes, all of you non-healers who may be reading this- we healers OFTEN make decisions of this nature. So before anybody come whinging and screaming to their chosen class/ role’s defense, please understand that this is just a part of our jobs. We WILL prioritize the others over you at times, no matter what their role (though it is pretty safe to assume tanks and other healers are generally near the top of that priority list.) That’s just the way it is.
Remember- we are only looking at your DEFENSIVE CD’s. We healers don’t care about your offensive ones. Onto the post!
Personal Cooldowns and You: Know Your Defenses, Part 2- Mages
DISCLAIMER: I have made it my New Year’s Resolution (not really, no) to be a bit free-er with the snark in all of my works- here, on my streams, and in my videos. Don’t like it? Then maybe this site is not for you. That’s ok! There are blogs in my blogroll that may be more suited to your needs!
Now, as I said before, Mages have quite a few PCD’s. Some of them are spec specific, some of them are talents, etc. I will cover them all- everything that can be used defensively will be listed here and you will have NO EXCUSE from now on to not use them. -shakes fist-
First, and probably the most easily recognizable Mage PCD out there, is Ice Block. Ice Block encases the mage in a block of ice for 10 seconds, preventing all damage but making it so that you cannot attack yourself. Frankly, its pretty brainless- if you think you’re gonna die and it doesn’t look like you’re gonna get a heal in time, use it. That gives us healers some time to pump some mana into you and keep your squishy, clothie ass alive. This means don’t scream into Vent/Teamspeak/Mumble that YOU NEED HEALS NAO and then die because instead of Ice Blocking you decided raging at the top of your lungs in voicechat at the healer who is probably trying to save you (or someone else.) This is stupid and is only likely to draw the ire of said healers who will then probably let you die. This is a PCD that ALL specs of Mage possess and it has a 5 minute, so it’s ideal in situations where spike damage isn’t frequent.
The second is is Evanesce, a talent which replaces Ice Block. Evanesce allows you to fade, avoiding all damage for three seconds, but is castable while another spell is in progress and is not affected by the GCD. This is basically a shorter Ice Block on a 45 second CD that lets you cast. Its good for high frequency spike damage or times when you can’t- or shouldn’t- interrupt your rotation.
Next is Greater Invisibility, also a talent. It makes you invisible and untargetable for 20 seconds, removing all threat and two DoT effects. Any action taken (offensive) cancels this effect, and you take 90% reduced damage while invisible and for 3 seconds afterwards. Uh, this talent is kind of amazing, especially on fights like Twin Ogron where stacks of Blaze are fatal (like in Heroic.) Now, it is important to note that you can still take damage while invisible, it is just greatly reduced, so if you run through the fire after you’ve cleared your Blaze stacks, you will get them again. It has a 1.5 minute CD and replaces Invisibility, so use this wisely.
And then there is Alter Time, again a talent. Alter Time moves you to the place you cast it when you cast it again or within 10 seconds. Again, this is something that needs to be used wisely. If you’re using it to dodge fire, but the fire has made its way to where you were when you cast Alter Time, then it doesn’t do you any good, because you’re gonna land right in it. Don’t do that.You don’t want to die, and we don’t want to waste mana healing you because you stepped into avoidable damage.
Finally, there is the Cold Snap talent. It instantly resets the CD on your Ice Block, Frost Nova, and one of your spec specific spells, as well as healing you for 22% of your maximum health that is usable during most loss of control effects and is unaffected by the GCD. Great for fights where you need two Ice Blocks to soak damage and good in a pinch to give yourself enough of a life boost that healers have time to toss a heal on you.
And, no… I’m not mentioning Amplify Magic. Because I already mentioned it here. So save your breath. Or fingers. Whatever.
The only one of these five abilities all Mages has is Ice Block. The rest are Talents. Blizzard has made talent trees super flexible now, so there is no reason you shouldn’t be respeccing to ensure survivability on each fight, especially when you’re progressing. Your healers will love you if you can find new and interesting ways to save them mana
That’s it from me for today, folks! Come back later on this week, I’ll have a post up on something…. healer-y. Until then, keep cool and stay angry, healers!