I've decided to really embrace the idea of asking my fellow players and bloggers their thoughts on the changes, and as such, I have two unique souls here to help me today.
I do have a max level Priest that I play fairly regularly, however even as well versed as I am in what a Priest feels like(even into Icecrown Citadel), I'm not entirely confident in my own opinion. Or at least, not as much as these two.
The first, is Bika. Bika is one of my closest friends and one of the best Shadow Priests on Feathermoon- along with being one of the most popular people on the server for just being a damn good person. Over on her blog she primarily writes stories for her characters, and she's one of my favorite writers on Feathermoon. She's the best example of a Shadowpriest I think I could ever pull up.
The second is Elanstowyn. Elanstowyn is a relatively new Priest in Totally Raiding, but is an old old friend of mine, and someone who defies all logic in how nice she is. I'm really not lying when I say she's the nicest person I've ever met. On top of this, over the last few months she has really come into her own as a Healing Priest, joining our healing team for late Trial of the Crusader action, and has been there throughout the push through Icecrown Citadel. She's not only integrated herself into the healing team, but has proven herself incredibly capable and versatile, and is keeping up easily with our best. She'll be providing my Holy and Discipline in-depth analysis.
Well then, with no further ado: Let's get this started.
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.
The entire plan behind this move is in line with things Blizzard has been saying for months, and restated in the Shaman Preview: They want mana to matter more. Elan liked the idea, but was skeptical. "I'm glad another heal is being added to the Priest arsenal, because there was something definitely lacking between Greater Heal and Flash Heal. Most Priests use Flash Heal as the go-to because Greater Heals are too slow to really predict things and clear damage as it happens. So it'll be interesting to see how Heal falls into place, and whether Priests will end up switching from Flash Heal to Heal. I assume we will, since we'll really have to micro-manage our mana."
Bika has two Priests. This is the mean one. With new and improved hair!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.
Even on my Priest, I know the pain that a Shadow Priest feels when trying to take down single-target low-health mobs. So when I told Bika about this one, she really liked the idea of it. "It kinda sounds like having a mind blast, only better and with no cooldown." But with that, she had a worry: "Will Mind Blast just kind [of] go extinct at that point, I wonder?"
I told her that I thought they would find a niche for both- make Mind Blast hit much harder than Mind Spike initially, though perhaps if Mind Spike can stack high enough, it might eventually reach Mind Blast's strength. But then you'd just be better off doing a normal rotation, probably.
"Well I'll tell you what, I freaking hate soloing non-elites and small trash pulls in instances, because the ramp-up time isn't worth the effort and I have no nukes. I'm nearly useless in a 5-man unless I'm healing, working on AoE packs, or fighting a boss. It's[Mind Spike] definitely preferable to my current options. Right now I have to decide which approach is the least inefficient and/or infuriating. My choices suck. I can use one or two dots per mob and pull a lot of them [when soloing], shielding myself while I wait for them all to die slowly. If I'm in a group, that's impossible to do, so I just use Mind Blast and Shadow Word: Death when they aren't on cooldown to at least get some damage in while everyone else nukes things."
"Being able to unload on a single target efficiently and without a lot of wasted firepower will be helpful for leveling and group situations where you want to be more precise about who or what you're killing." Which makes me definitely wonder: Why not have Mind Spike come in at a lower level? I could see this making an entrance around level 30 or 40, when you start to see a lot more times of mobs with pets. This could smooth those fights out quite well.
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.
Upon reading this, Bika had one question.
"Does the movement speed stack with enchants? I imagine it wouldn't."
I told her it stacked with boots, but likely wouldn't completely stack with Body and Soul, the Holy talent.
"...so I can move 20% faster if I have it on?"
Yep.
"Given the sheer quantity of movement-essential fights they've been putting in the endgame, that's frickin' amazing... I'd be switching between the two a lot, I imagine. I could see that being a buff that you almost toggle throughout fights. Makes me wonder if they're going to put in new fights that require almost constant movement."
Elan had a more pragmatic look at it: "I'm sure a lot of Holy Priests will prefer Inner Will instead of Inner Fire so they can raid heal faster and cheaper. This doesn't seem to matter as much for disc, who benefit a lot from crits[for Divine Aegis], so they'll probably still maintain Inner Fire."
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.
Bika loves it, but is wary of getting her hopes up. "I wouldn't be surprised if they nerf it or leave it out altogether, honestly. Seems to me there are a lot of ways you could abuse it or screw things up by using it on the wrong person or pulling people into danger, so I'm not holding my breath. Of course, if it does make it into the game, I'll be thrilled. I have seen so many instances where that ability would have prevented a wipe(or a loss, if we're talking PvP). Any Priest who's quick on their feet and situationally aware will be able to kick some serious ass with that spell. They may as well call it Holy Backpack, because a good Priest is going to be able to carry a lot of fail with that thing."
"It will make me laugh to pull people around. But mostly I don't have to sit there, shaking my fist at people who are royally screwing up." Elan said. "I'm interested to see how it plays out, strategy wise, with bosses."
"I swear to God there are people I am going to make macros for, because they are fucking terrible at getting out of shit.", Bika added.
You and me both, Sister.
Changes to Abilities and Mechanics
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).
I shouldn't repeat the first thing Bika said after reading this. So this is what Elan said:
"Love this. ...It'll make renew more viable to cast. I must be an odd Holy Priest at times, because I'm not always casting renew, but I think this change will make the spell much more appealing to me."
"So the better your gear gets the more mana efficient you'll be." Bika said. "And more MF[Mind Flay] means more dps, yay!" That's one aspect I'm sure a lot of people didn't think about- I sure didn't. "It'll simplify things. Right now I have to watch my rotation like a hawk because if I have a lot of haste procs at any given time, DoTs will fall off without my noticing."
This is Thiyenn, Bika's other Shadow Priest(yes, they're both Shadow). Thiyenn is really fucking shy.But I wondered if, for a Shadow Priest, this didn't make things less interesting from the lack of real variability in a rotation.
"I don't think there's a downside to it... Maybe it'll make things slightly more boring, but we already have enough spells to keep us busy. A more reliable rotation means more time for things like saving Joe McBurnsalot from that shadow puddle."
We want to bring back Shadow Word: Death as an "execute" -- something you do when the target is at 25% health.
"It's a pretty worthless spell at the moment." Bika said. "It's only good for when you need a spell to fill a gap where you have to move for more than a few seconds at a time, or when you absolutely must use a direct damage spell(i.e., Blood Princes). Otherwise it doesn't do enough damage to justify the GCD. That, and it can kill you. And it has a long cooldown. And it's impossible to time it to kill anything. I fucking hate Shadow Word: Death."
I asked how she would feel if the ability returned to being a natural part of your rotation, like the role it had in Burning Crusade.
"I didn't play a Shadow Priest in BC, so I've never had it as a regular part of my rotation. I could take it or leave it. If it's ever worth the GCD, I'd be happy to add it to my rotation to improve my DPS. Otherwise I don't give a shit if I never see it again."
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.
Discipline is a successful tank healer already, and Elan agrees with me. "If you do it right. I'm not sure how they think Discipline Priests will be using greater heal; Between Greater Heal, Heal, and Flash Heal, I think I'll just be sticking to Heal and Flash Heal. This is somewhat because other healing classes will all be healing faster than a Discipline Priest using Greater Heal- [Which] instead of Penance? Silly, by the way- so unless you have an extremely coordinated team, I think casting greater heals would be a big waste of time and mana."
"On the flip side, while having two shield spells seems like a simple and uninnovative solution, I'd be glad there are two, since Discipline works around shields. I [only] wonder if they'll share the same Weakened Soul."
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.
"Meh. Less candles." Bika said.
Elan was much more worried: "I can understand why Blizzard wants to take out a lot of raid buffs, so that people don't have to manage their [raid composition] as much, but I'm kind of irritated. I know Blizzard is moving everyone to Spirit and changing some of the Spirit Regeneration, but it kind of makes me nervous about how much we'll really be managing our mana."
"I remember when they changed spirit not too long ago, it was kind of difficult. And it was a lot more difficult to manage mana at the beginning raids of Wrath of the Lich King. But, like everyone knows, better gear makes for easier raiding."
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.
"All that makes me feel is, 'Concerned'. Not only will Priests have to use [raid] strategy(especially with [Life Grip]), know where to stand, move, what damage is incoming, when to cast [buffs and] debuffs, but now we'll have to watch every spell we cast out, and coordinate with other healers. I just hope it's a happy balance, and not a stressful struggle."
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.
While I liked the idea(after all, it would be difficult to balance Shields that are your primary means of keeping a tank up in both PvE and PvP), Elan was less positive. "I almost don't agree with that. Discipline Priests are a different style from most Priests because we're intended to be damage mitigation(for the majority). If they move us toward more healing output, we might seem to be more of the cookie-cutter healing output. I think they should just focus on more meshing healing and shields together. However, the Preview is awfully vague, so maybe they are."
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.
"Just to clear things up first: I don't PvP much." Elan warned. "But I remember the last time they tried to make Holy more relevant for PvP, and it was a huge flop. PvP requires quick heals that don't need a cast bar, since they can be interrupted [frequently]. Penance is much more viable than Heal. But perhaps with Renew having more ticks with haste, it will be more viable, or something.
Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.
"I doubt this will be an instant cast, but it's at least something interesting." Elan said. "I get so sick and tired of when a Discipline Priest plays 'raid damage mitigation'. I know it's viable in some boss fights, but a lot of Priests go overboard. If the raid isn't going to be taking damage, for pity's sake, don't shield them. Maybe other Discipline Priests will be less stupid and use this instead. Plus, think of all the raid-burst damage that can be prevented with this."
"I'm excited! One quick shield instead of ten global cooldowns."
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.
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.
Elan was... positive. "I'm ecstatic! ECSTATIC! I wonder if this stacks with Serendipity? If it does, Holy Priests will be raid-healing monsters. Also, it'll be nice to shift around healing during a fight. Maybe you need to be a raid-heal beast for two phases, but then switch to tank healing during a different phase. This will make Holy Priests more effective without having to have 'Holy Specializations', like the Greater Heal spec, vs raid healing."
But she did have one trepidation: "Then again, I wonder if it forces the versatility out of a Priest? I know I like to keep Renew up on the tanks, regardless of my job, so if renew takes my Chakrah off, it'll be a spell that isn't seeing much use."
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.
Bika sure didn't sound worried. "I'll still have stam and shadow buffs to offer, not to mention Vampiric Embrace and Replenish[if they keep it], and I'm certainly not hurting on DPS. Even though my class role may end up nerfed a bit, people will still want to keep me around for my dick jokes." WOAH, WOAH Bika. Watch your language, think of the fucking children.
Elanstowyn. She usually makes that face.
Mastery Passive Talent Tree Bonuses
Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier.
"Huzzah for making shields even stronger? At least it will maintain the strength of shields, since Blizzard seems to be wanting Discipline Priests to move toward more healing output. Otherwise, pretty straightforward." Elan thought.
Radiance: Your direct heals add a small heal-over-time component to the target.
I love the idea- it makes me wonder how much healing this might add up to before the end of the raid. Elan was less impressed.
"It kind of just reminds me of transferring the current set bonus[for tier 10] to a Mastery. Useful, but not very innovative?"
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.
This was also said earlier in the post, but I think it makes more sense down here:
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.
"Sooo, we're getting a power-up system. It sounds like it'll be fun to play with and neat to look at, I'm curious to see how it works."
Indeed, Bika. Their description of how it works is quite vague, and leaves one to wonder if there won't be an early Shadow talent that acts like Soul Burn, from the Warlock Preview(in which you cast Soul Burn, then an ability, and that ability gets a secondary effect). I imagine it either going that way, or just a straight, automatic application of more damage from an orb. Still, hard to theorycraft the usefulness from this- but it is interesting, at least.
Overall Thoughts
I'll tell you right now: This is by far, the preview that excites me most. Priests have been in a pretty wonderful space since the beginning of Wrath of the Lich King- sometimes a bit more powerful than they should be, perhaps a bit weaker than they should be. But they've been exactly what they should be: Moderately complex, and in the hands of a skilled player, Gods.
This preview only extends that power. The refinements are to simply shore up small holes and allow a higher skill ceiling than one would think. None of these changes are gamebreaking- that was the job of the Shaman preview, and if my guess is right, the Paladin preview. But they refine and expand the abilities of a class that is already so pure in its design that to add to it is only to saturate all the processes of your mind.
In short? Depending on how I feel when we see the talent trees, Priest may be my next main for Cataclysm. I'll explain why later.
Favorite Change: Chakra.
Currently, when I heal on my own Priest, I'm primarily a Discipline Priest. This is because it feels to me as if I am completely allowed all of the abilities I wish to be at my disposal. I'm not 'restricted' from Shields because another's are so much better; Nor am I restricted from outputting massive amounts of healing around the raid, by anything more than my own mana pool(which I can manage, myself).
However, Holy hasn't been in the same boat. Shielding is asking for the ire of your Discipline teammates. Circle of Healing, however, amazing, has felt to me like an overkill version of Prayer of Healing. As wonderful as Renew and Improved Renew are, they cannot take the place of a Rejuvenation. Really, I just had a lot of problems with a perceived lack of versatility(note: Perception does not necessarily indicate reality.).
Chakra completely removes that lack of versatility. I can take over short-term tank healing with enough Heal or Greater Heals. I can keep raid damage under control with enough Renews floating about. I can save the raid from lots of deaths with enough Circle and Prayer of Healing spam. I will be ready to do what I need to do, in just a few moments.
Now, it is yet to be seen that this talent doesn't in fact limit versatility; However, I doubt Blizzard would take such a brilliant idea and neuter it into its worst form. But despite the brilliance of an ability like Life Grip, Chakra, plain and simple, can change what it means to be a Holy Priest forever, for the better.