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Category Archives: Leveling

New Heirlooms in 4.3

In Patch 4.3 the Darkmoon Faire is going to get a nice little revamp (details here). I’ve never been too big on the faire beyond abusing the vendors there to get high selling mats for cheap vendor prices that I could toss on the AH for a quick, easy profit. My lack of interest almost made me ignore the information regarding the faire, but I was bored anyway (and about to leave work for the day) so I figured I might as well take a look.

Most of what the notes mentioned weren’t bad, but nothing that would get me otherwise interested in the DMF, until I stumbled onto this:

“We have adorable companion pets inludin’ a fez-wearing monkey, a plethora of profession recipes, toys, balloons, souvenirs, delectable carnival snacks and beverages, heirlooms for the little ones, and even replicas of long-lost suits of armor that we’re offering for your Transmogrification needs.”

Unfortunately for us, there’s no more mention of heirlooms in the article, so we don’t know for sure what it refers to. It could be new heirlooms, it could be existing heirlooms, or it could be other items all together that they simply used the word to describe. Without the details, one can only hope and imagine.

But wait… we do have details!
Turn the page to find out more…

 

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WoW Ironman Challenge

Yesterday on twitter, Vrykerion asked: “How far do you think you could make it in WoW without ever equipping a green or higher item or spending a single talent point?”

I’ve asked myself similar questions before, so after mulling it over for a second I threw out my initial thoughts, “@Vrykerion depends very heavily on your class. I bet I could make it to Outlands at least in all whites/trash.” Which, to clarify, was me saying that I’m sure I could get to Outlands with every single class, but how far beyond that you could go would depend on the class.

We got a few more people to chime in on that discussion as well, during which I accepted the challenge and gave it a name: The WoW Ironman Challenge. Several of us talked about what rules should apply to such a challenge and then Vrykarion made it all official in his post (link in the challenge name).

Deciding to take this challenge means you have to choose your class, and to a somewhat lesser extent, your race.

The Rules
1. Use only white/grey items.
2. No spending talent points. No specialization at level 10. (Regular skill training is fine.)
2. No Primary or Secondary Professions other than First Aid.
3. No means of XP boosting (No Recruit-A-Friend, No Guild, and obviously no Heirlooms)
4. No consumable bonuses (food, potions, elixirs, etc) – Rogue Poisons allowed
5. No enchants.
6. No Groups. (Since clarification was requested: That means no dungeons, no Dungeon Finder, no battlegrounds, no anything that puts you in a group and no grouping up with people to quest or anything.)
7. No Death Knights.
8. No Glyphs

There you have it. No gear with stats on it (including enchants), no talent points or spec. No means of increasing your experience gains or having other people helping you. No items that boost your stats at all, including consumables. No professions other than First Aid.

We’re currently discussing whether Rogue’s should be allowed to use Poisons and whether or not we’re going to allow Glyphs to be used. Poisons fall under the category of consumables, but they’re also the Rogue’s form of class buffs (though why Blizzard doesn’t make them spells like the Shaman instead of purchased goods is beyond me). Glyphs we just overlooked initially so we’re bringing it up now just to be sure we’ve got everything covered. Updated with the answers to these questions. Rogue poisons will be allowed. Glyphs will not be allowed.

Initial Thoughts
My first thought with this was Troll Hunter. Hunter being the top choice because you can kite for days while dealing solid damage which can pretty well negate all of the disadvantages of taking the challenge in the first place. Troll because they deal extra damage to beasts as well as having increased regeneration which would further increase the advantages while minimizing the disadvantages.

I don’t think there’s an easier choice available for a challenge like this. Pet classes have a clear advantage since the pet can make up for some of your loss of damage, while also adding a level of defense. Casters would follow next, and melee bringing up the rear.

Horde racial abilities would be more helpful as they increase damage output. Some Alliance racials could prove rather useful, Draenei healing and Night Elf defenses in particular.

Races
I’ve had a fair amount of information concerning races on this blog over the years, and my time spent with twinks has made my racial min/maxing second nature. Generally speaking, Horde races have aggressive racial abilities that would help them in this challenge by adding power in combat that is otherwise lacking from gear without any stats. Alliance races typically have defensive racial abilities that would help them in the opposite manner, helping them survive the longer encounters.

Without going too much into detail, let’s look at the advantage that each race would bring to this particular challenge:

Alliance
Draenei: +1% Hit, 20% heal over 15 seconds,
Dwarf: +1% Crit with guns, 10% damage reduction that also removes poison/disease/bleed effects
Gnome: +5% mana pool
Human: +3% Spirit
Night Elf: -2% chance of being hit, Shadowmeld to allow combat reset
Worgen: +1% crit

Horde
Blood Elf: Defensive silence that also restores 6% mana or 15 Rage/Focus/Energy
Goblin: +1% Haste, can launch a rocket to deal ranged Fire damage
Orc: Increased Attack Power and Spell Power for 15 seconds, +5% pet damage
Tauren: +5% Health, 2 second AoE stun
Troll: +5% damage to beasts, +1% crit with bows/thrown, +10% health regeneration, +20% haste for 10 seconds
Undead: Restore 35% health and mana by consuming a corpse

The racial traits I listed are ones that help with this challenge in particular by providing stats you otherwise don’t have access to because of the gear restrictions, or which provide a benefit which can make up for that lack of gear-based stats.

Classes
Class choice is the most important piece of this puzzle. Choosing the right class can make this challenge much less challenging while choosing the wrong class can make it very difficult. In general, pet classes will have the most advantage followed by casters and then melee classes.

Pet classes (Hunters and Warlocks) have an advantage not only because they have a pet adding to their damage dealing or which can take hits for them, but also because they are more easily able to kite mobs which will allow them to eventually kill the targets no matter how low their own defenses may be. The Hunter is the top dog here because their spells are based on Focus, rather than mana, which restores itself over time which means that they can literally kite a mob for as long as it take them to kill it.

Casters have an advantage over melee because their damage is only based on their stats, both for the power of the spells as well as how many times they can cast it from a limited mana pool. Melee classes still have their power based on their stats, but their damage is based very strongly on their weapon damage. For some level ranges that’s not going to be much of an issue, but in the second half of Vanilla content some classes are extremely limited in their weapon selection for this challenge, which is going to make those level ranges significantly more difficult than they otherwise would be.

Druid: great versatility, great healing, good kiting, decent crowd control
Hunter: fantastic kiting, pet assistance, non-stat-based energy source
Mage: some kiting ability, great crowd control, “free” damage via Arcane Missiles, good buff spells
Paladin: great healing, great buff spells
Priest: great buffs, great healing, poor mana management
Rogue: good survivability, non-stat energy source
Shaman: good heals, great buffs, best stat versatility
Warlock: pet class, great crowd control, somewhat easily renewable energy source
Warrior: non-stat energy source, “free” healing, good buffs

My thoughts on how these classes are ranked, from easiest to hardest: Hunter, Warlock, Druid, Mage, Shaman, Warrior, Paladin, (Death Knight), Rogue, Priest.

I put the DK in there, even though we’ve disqualified them, because I think that’s where they would stand if you were to immediately replace all of their gear with grey/white items after rolling them and before doing any quests.

Research
Last night I did a little research on weapons, looking primarily at ranged weapons for Hunters and at interesting items I could use in slots such as jewelry. I had both better and worse results that I had expected going in.

For most classes, the weapon you use is going to be pretty key to your performance; casters being the exception. I knew going into it that low level white/grey weapons would be pretty easy to find because that’s what most of the gear at that level is until you start getting into greens and then blues from dungeon drops. I wasn’t expecting their availability to drop quite so drastically in the 30’s though.

Ranged weapons are pretty common up to level 31 at which point they become nearly non-existent until you reach Outlands. From level 31-59 there are only four ranged weapons available, and all four of them are trash items that drop from mobs, and the only one that has more than a 4% drop rate only has a higher (7%) drop rate if you kill elite mobs for it.

Once you get to level 60 you can buy a weapon that should serve just fine through all of the Outlands content, and other vendor weapons open up at 70 to get you through most of Wrath content. The best ranged weapons you can get for this challenge come from Cataclysm dungeons and raids, and can be equipped at level 74. They offer almost twice the DPS of everything you can get in Wrath content (101.6 DPS vs. 55.9). The bad news is, those level 74 trash drops are the best option you’ll have for the rest of the challenge.

I haven’t had a chance yet to do my research on the other classes, but I’ll get there before too long. For casters I’ll be looking at armor since weapons will be nearly pointless for all of them (Shaman and Druids being the exception). For melee classes I’m looking mostly at weapons since they are key.

Now You Tell Me
While my initial thoughts were to roll a Troll Hunter to overcome as much of the challenge’s pitfalls as I could, I’ve not actually decided what I’m going to roll for this challenge. I’m not sure yet whether I’m only going to do this once, or if I’m going to do it on multiple toons, either. Maybe I should go with the Hunter to see the challenge on easy mode and do another class as well to see just how hard it can really be.

I want your opinions on this challenge, though. What do you think will be good race and class combinations for this challenge? What combinations would you like to see me attempt with this? If you’re going to join in the fun, what combination(s) are you going to try out yourself?

I wouldn’t mind doing this on more than one toon, as I think it’s an interesting way to level the character that can show you how powerful a class truly is, or isn’t.

If you decide to join us in the Ironman Challenge, keep us informed of your progress through comments, email, twitter, or a blog of your own if you have one. I’m also opening my Notebook to anyone who accepts the challenge and would like to guest post their experiences with it here on my blog.

 

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Priest Leveling: 30-49 Holy

Project High Heals
Holy Priest 1-29

Today we’re going to take a look at the next level range for Holy Priests. I’ve been doing quite well on my Holy Priest, Psynister. In the project High Heals portfolio he’s intended to do most of his leveling via dungeons, though that has slowed down for him a bit since getting to Outlands. Queues are taking quite a while, and it’s actually DPS slots that are hard to fill. I guess everyone’s busy leveling tanks and healers right now.

That’s the short and sweet update on Psynister, now lets take a closer look at how to level your own Holy Priest.

Playing a Holy Priest
As I mentioned in the first Holy Priest post, I was a little concerned about leveling a Priest and doing so with a healing spec. Most of that came from their low level problems with mana, but also because I knew my damage was going to suck. My recent experience leveling a Shadow Priest helped me overcome the first of those, while I found the second to not be nearly as bad as I was anticipating.

I don’t hesitate to say that low level PvP as Holy really sucked. I did a pretty fair amount of PvP on Psynister, though of coarse not as much as I did random dungeons. I found that in early PvP I just didn’t have the output on either the healing or killing side of of the fence to really do much of anything. Either my heals were crap, or I ran out of mana too fast to really be useful, or the opponents saw me healing and focused me down. Life in PvP as Holy is freaking hard.

Healing dungeons is, of course, where I definitely shined. Most dungeons I can heal almost entirely with Power Word: Shield and Renew, with a few Heal casts thrown in from time to time to help keep the tank topped off “just in case”. When the group was doing well with agro I had no problems at all. When DPS started to pull threat though, things got pretty chaotic and my mana issues really started to show. In dungeons where AoE damage exists it’s just downright brutal. Priests don’t have access to AoE healing at this level, the best you can do is throw bubbles/renew on multiple targets and hope for the best, but that drains your mana quick. (There’s another answer, called Lightwell, but I’ll get in to that later.)

Otherwise, I found playing a Holy Priest to be very fun in Dungeons, not so much in PvP, but also surprisingly powerful in questing.

Holy-Specific Tips
Leveling as Holy isn’t too dissimilar from leveling as any other spec, it’s all in how you go about doing it. The most important thing to remember early on is not to waste your mana. Once you’ve got the mana management under control there’s no stopping you.

Questing – Your biggest hurdle in questing is your damage. You get almost nothing to buff your damage output as Holy, because you’re basically designed to be a healer. Using the Glyph of Smite becomes key for that reason, because increasing your damage output means you’re also spending less mana. Originally I had taken the Engineering profession to make use of explosives as a way to both increase my damage and decrease my mana consumption, but it didn’t take me long to figure out that it wasn’t necessary so I switched his professions.

Healing – Power Word: Shield and Renew are your best friends in this level range. I usually trade off between using those two, casting the next when the first wears off. Flash Heal is usually a waste of your mana, so you really want to save this for when there’s a real emergency. Heal is a great spell that I do use quite a bit thanks to its low mana cost. Mana is still an issue in the lower portion of this level range, so do your best not to using healing spells when they aren’t needed. You don’t have to top everyone off all the time if they’re not taking enough damage to require it.

Remember that your job as a healer is to help your group live long enough to kill the mobs. It’s not your job to see that everyone in the group has full health all the time, and it’s not your job to make sure nobody ever dies, you’re just there to keep people up until victory is achieved. Heal those who need healing in order for the group to be victorious. If you have a high DPS player who’s constantly pulling threat and causing you to spent a ton of mana to keep both them and the tank alive, let them die. You’re not there to enable morons, so save your mana for heals that matter and resurrect him when it’s over.

PvP – In PvP you’re usually going to need to rely more on your expensive heals and cut back on the slow, cheap heals. Bubbles and Flash Heals are very common in PvP, so expect to see your mana fluctuate a lot. In the 40’s you’re going to face Rogues, Warriors, Feral Druids, and Ret Paladins that are going to destroy you and everyone else. Melee DPS is incredibly powerful in the 40’s, so much so that I’m almost to the point that I refuse to even take part in PvP if my character is in the 40’s brackets.

Important Spells & Abilities
Note that all numeric values are taken from the level 29 version of the spell for the purposes of this post.

Level 30-39

  • Shackle Undead (32): Shackles the target undead enemy for up to 50 seconds. The shackled unit is unable to move, attack, or cast spells. Any damage caused will release the target. Only one target can be shackled at a time.
  • Shadow Word: Death (32): A word of dark binding that inflicts Shadow damage to the target. Deals three times as much damage to targets below 25% health. If the target is not killed by SW:Death, the caster takes damage equal to the damage inflicted upon the target.
  • Levitate (34): Allows the friendly party or raid target to levitate, floating a few feet above the ground. While levitating, the target will fall at a reduced speed and travel over water. Any damage will cancel the effect. Lasts 10 minutes.
  • Mind Vision (36): Allows the caster to see through the target’s eyes for 1 minute. Will not work if the target is in another instance or on another continent.
  • Greater Heal (38): A slow casting spell that heals a single target for 992 to 1152.
  • Mind Control (38): Controls a humanoid mind up to level 52, but increases the time between its attacks by 25%. Lasts up to 30 seconds.

I went ahead and listed Shackle Undead just because it’s really the only form of CC that you have access to. You’re not very likely to cast this while you’re leveling save for a few zones scattered here and there. There are a few dungeons that it’s useful in, such as Scholomance and Stratholme, but most of the time this spell is pretty useless. But, when you find yourself healing a group in Strath and the stupid tank refuses to taunt the stinking skeletons flinging Frostbolts at your face, a shackle will shut them down.

SW:Death is a great spell for finishing off targets who are low on health. The real benefit of the spell though is when you combine it with the Glyph of Spirit Tap, which causes SW:Death to restore 12% of your total mana when you kill a target with SW:Death. I suggest you grab that glyph the second you train this spell and start practicing the art of stealing all the killing blows. Just make sure you don’t accidentally kill yourself when casting it.

Levitate is a pretty cool buff, I especially like it for being able to walk on water. If you’ve ever read my Mage guides, you’ll also know I have a deep love for things that let me jump off of cliffs or dismount in midair and survive, so I love casting this thing all the time. The only drawback – you can’t jump when it’s active and that bugs me something fierce.

Mind Vision is a really cool spell, one that I absolutely love for PvP. Need to find out where your EFC is going to so you can heal him? Mind Vision! Need to know where the EFC is hiding so you can direct the assault team? Mind Vision! Need to help a group of clueless PUG’s in LFG find their way back to the group? Mind Vision!!! I use LFG a lot, and I’m real big on farming low level content for drops, mats, or to rush lowbies through it. This means I’m very familiar with almost every dungeon map and can guide people to the group through almost any of them. I had to do it twice in Scholomance as many players who started in late BC or after have never even been there.

Greater Heal takes a while to cast, but it’s the single largest heal we have. I typically use this on a tank who’s low on hit points, right after I bubble him, or when he’s currently immune to a new bubble and needs a large heal.

Mind Control is one of the most enjoyable spells we have. There are few things I love doing more in PvP than making someone jump off of a cliff and die. In PvE I like to use it in dungeons to injure certain adds, pull additional mobs, or provide my own group with buffs from the mob. You probably won’t use it a whole lot as a healer outside of PvP, but it can definitely be fun to play with. In places like Alterac Valley, it’s especially fun to Mind Control the enemy tank or healer and then watch your mini-boss destroy people.

Level 40-49

  • Prayer of Healing (44): A powerful prayer heals the friendly target’s party members within 30 yards for 367 to 387.
  • Binding Heal (48): Heals a friendly target and the caster for 564 to 724. Low threat.

Prayer of Healing is your first real AoE healing spell. It’s not great, but it’s pretty much like casting Heal on everyone at the same time. The good thing is, you’re getting that healing out to the whole team, the bad thing is, the heal itself is relatively weak. At this level range though, it will likely save you from a wipe if you need it. A very important note about this spell though, especially for PvP, is that it does not require line of sight to heal your team, so you can use it to heal through walls.

Binding Heal is a great spell. It costs the same amount of mana and cast time as Flash Heal so it’s definitely not cheap, but it heals for just a little bit less than Flash Heal and that healing hits both you and your target. It’s like poor man’s AoE, healing two targets instead of an actual area. The special thing to note about Binding Heal is that both of its heals essentially count as individual healing effects for the purpose of most procs that trigger off of healing or critical effects.

Leveling a Holy Priest

  • Questing Single Mob: Mind Blast, (HW: Chastise), Holy Fire, Smite spam, SW: Death
  • Questing Multi-Mob: [target 1] Shadow Word: Pain, Devouring Plague, [target 2] Mind Blast, Holy Fire, Smite spam, [when possible] SW: Death

Questing Single Mob
I pull with Mind Blast mostly because it’s cheap on mana and it has a short cast time. I often follow that up with Holy Word: Chastise to take advantage of it’s stunning effect while I cast the next spell, but with a 30 second cooldown it’s not always available and I don’t worry about it. Holy Fire does good damage with a short cast time, and it applies a DoT debuff. That debuff allows the Glyph of Smite to activate which increases Smite damage, which you’ll cast repeatedly (spam) until the target is dead or near death. At that point you want to finish off the target with Shadow Word: Death. Another of our glyphs, Glyph of Spirit Tap, restores 12% of your base mana over time when you kill a target with SW:Death.

If you’re healing in a dungeon you’ll use a similar rotation for damage if your tank has a lot of survivability and doesn’t need much healing. Whether you’re going to deal damage in dungeons or not, you still want to snipe every killing blow you can with SW:Death casts so that you can get the 12% mana regeneration from the Glyph of Spirit Tap. If you’re not using that glyph, then you don’t need to worry about getting the killing blows, but if you have mana issues then this is your most reliable solution.

Questing Multi-Mob
When I’m facing multiple mobs as Holy I do go ahead and use my DoT’s, but only on a single target. DoT the first target, burn the second one down, and then finish off the first with Smite spam. If you pull more than two, then still just DoT the first target and then leave him alone while you focus on the others so that your DoT’s can actually deal their damage and be worth the mana it costs to cast them.

The higher you get in level though, the less useful those DoT’s become. Now that I’m in Outland I find that casting those DoT’s doesn’t deal anywhere near enough damage to justify their mana cost, and they do very little in the way of actually helping me through the encounter or killing mobs faster. Damage is damage, but I don’t know that I’m actually saving any time at all by using them.

At this level rang, though, the DoT’s are at least pretty decent so go ahead and use them, but feel free to use your mana on bubbles/heals instead and just burn them down one at a time.

How to Heal: 49 Holy Priest
When you’re actually filling your healing role rather than questing it’s probably a good idea for you to have a clue how to actually, you know, heal. The numbers in the next section are based on the level 49 version of the spell, unmodified by talents or gear.

Healing Spells
Flash Heal: 28% base mana, 1.5 second cast, heals for 744-864
Power Word: Shield: 34% base mana, instant cast, absorbs damage
Renew: 17% base mana, instant cast, heals 145 every 3 sec for 12 sec.
Heal: 9% base mana, 3 second cast, heals for 372-432
Greater Heal: 27% base mana, 3 second cast, heals for 992-1152
Prayer of Healing: 26% base mana, 2.5 second cast, heals party members within 30 yards for 367-387
Binding Heal: 28% base mana, 1.5 second cast, heals target and caster for 564-724

Resurrect: 60% base mana, 10 second cast, non-combat resurrection
Cure Disease: 16% base mana, instant cast, removes 1 disease
Dispel Magic: 16% base mana, instant cast, removes 2 harmful magic effects

Your most expensive spell as a healer continues to be PW:Shield. The damage that it absorbs is pretty significant even though you’re not using a Discipline spec. I do use this quite a bit, but rarely will I use it on anyone other than the tank or myself. Flash Heal and Binding Heal are tied for the next highest base mana cost, and for cast time as well. Flash Heal restores more health to the single target, but Binding Heal restores almost the same amount of health and does so to both you and your target making it my usual preference if I’ve taken any damage at all.

Greater Heal is next on the list of highest mana cost, but it’s the single largest heal you have available to you. Talent points can cause some of your other heals (Flash and Binding) to reduce both the cast time and mana cost of this spell which can really help if you need to put out a lot of healing a short amount of time. It does have a long cast time, but the heal is worth it if you have either a bubble or a renew up to help bide the time you need to get this big boy off.

Prayer of Healing comes next, and thank the Light we finally have some AoE heals! Granted, it doesn’t heal for all that much, but it’s a shorter cast time than Heal and restores roughly the same amount of health as a Heal, except it does it to your entire party. Also, this heal does not require line of sight to heal your party, which is extremely useful in PvP especially. You can use this when fighting bosses in AV by standing on the other side of a wall or even outside the building all together. You can use it in Arenas when you’re pillar humping, or in WSG when your flag carrier is on the roof and you’re down in the flag room.

Talent Spec: 49 Holy Priest

  • Holy Concentration (+2) 3/3: Increases the amount of mana regenerated from Spirit while in combat by an additional 30%.
  • Divine Touch 2/2: Your Renew will instantly heal the target for 10% of the total periodic effect.
  • Lightwell 1/1: Creates a Holy Lightwell. Friendly players can click the Lightwell to restore health of 6 seconds. Attacks done to you equal to 30% of your total health will cancel the effect. Lightwell lasts for 3 minutes or 10 charges.
  • Spirit of Redemption 1/1: Upon death, the priest becomes the Spirit of Redemption for 15 seconds. The Spirit of Redemption cannot move, attack, be attacked or targeted by any spells or effects. While in this form the priest can cast any healing spell free of cost. When the effect ends, the priest dies.
  • Serendipity 2/2: When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 20% and mana cost reduced by 10%. Stacks up to 2 times. Lasts 20 seconds.
  • Inspiration 2/2: Reduces your target’s physical damage taken by 20% for 15 seconds after getting a critical effect form your Flash Heal, Heal, Greater Heal, Binding Heal, Penance, Prayer of Mending, Prayer of Healing, or Circle of Healing spell.
  • Chakra 1/1: When activated, your next Heal, Flash Heal, Greater Heal, Binding Heal, Prayer of Healing, Prayer of Mending, Mind Spike or Smite will put you into a Chakra state (see below).

With mana problems still plaguing you, Holy Concentration can be a real Light-sent blessing by increases your mana regeneration during combat. I chose to go with Divine Touch next since Renew was still one of my primary forms of healing at that level, and having it heal for 10% of its effect right when you cast it gives us both a small form of instant healing as well as allowing the rotation of bubble > renew > bubble to be even more effective.

I decided to pick up Lightwell next because I finally started to get into situations where healing more than one person at a time was really important and not just because people were being stupid. When you get into dungeons in your 30’s and 40’s, particularly Scholomance, you’re going to start facing AoE damage a lot more. You’ll see some of that in instances like Shadowfang Keep earlier, and Maraudon later on as well. While Lightwell doesn’t actually provide any AoE healing, it does allow your entire party to get their own HoT effect on demand by clicking to activate it, and it really has become a wonderful addition to my healing abilities.

I decided to go ahead and pick up Spirit of Redemption (or Fail Angel as it’s often called) next, mostly because I was getting th crap kicked out of me in PvP and wanted some options to heal when things went bad for us, and also because I had a string of random queues where the freaking tanks had no idea what a taunt was nor how to generate AoE threat which meant my face was served up as an appetizer. Being able to heal even after you’re dead seems like more of a raid tool, but it really does help in other situations as well.

Serendipity is the talent I mentioned earlier in the article that allows you to reduce the casting time and mana cost of your Greater Heal or Prayer of Healing. The main reason I took this was, again, because of our otherwise lack of AoE healing abilities. When things get hairy I try to Flash Heal/Binding Heal the two most injured target, and then either use Greater Heal on a target near death or Prayer of Healing for a smaller heal on the whole group. Doing this gives me the ability to dish out a solid amount of healing across the entire party in a fairly short amount of time. I do find it more useful in PvP than in LFG, and it would be even more useful in a raid.

Inspiration is a talent that I skipped early on because I had no need to reduce damage on my tanks when they almost never took any damage in the first place. The further I got though, the more useful something like this would be, so I picked it up. Whenever you get a crit with almost any of your healing spells, the target gains 10% damage reduction for 15 seconds.

And the last talent we get in this level bracket is Chakra, which is a completely new feature in this expansion. When you cast one of the triggering spells (listed in the description above), you enter a Chakra state related to the triggering spell. This Chakra state is basically a buff that stays active until cancelled. I’ll give more detail in the next section, but basically using Chakra either makes you better at single target healing, AoE healing, or better at dealing damage while questing.

Substitution: Serendipity isn’t for everyone, and its not nearly as useful in 5 mans as it is in raids or PvP just because of the nature of what it does and how you have to trigger it. If you don’t want to take this on a character you’re just questing on or doing a lot of LFG, then switch these two points out for Tome of Light which will reduce the cooldown on your Holy Word spells by 15%, allowing you to use HW:Chastise (in particular) more frequently.

Glyphs

Prime Glyphs

Now that we get some instant healing to Renew from our talent points, the instant heal from the Glyph of PW:Shield seems an even better fit. I still did the majority of my healing through this level range with nothing more than bubbles and Renew, and I love this glyph. Renew is still another great option, and it is the one that I chose for my second slot at level 50, but until then I think PW:Shield is the better option.

Major Glyphs

  • Glyph of Spirit Tap: When you kill a target with your SW:Death and yield experience or honor, you instantly receive 12% of your total mana over 12 seconds.
  • Glyph of Smite: Your Smite spell inflicts an additional 20% damage against targets afflicted by Holy Fire.
  • Glyph of Psychic Scream: Targets of your Psychic Scream spell now tremble in place instead of fleeing in fear, but the cooldown of Psychic Scream is increased by 3 sec.

You’ll have to make a decision at level 32 as to whether you want to switch immediately to Spirit Tap or hold off until level 50 when you get your second set of glyph slots. If mana is still your main problem, then make the switch to Spirit Tap. If you’re doing just fine with your mana, then keep Smite if you’re going to do a lot of questing. If you’re more into dungeon running then Spirit Tap is probably your best choice, but Psychic Scream is still a really good option if you find there’s a need for AoE fear to be used.

My personal preference is to switch to Spirit Tap at level 32, and then add Smite back in when you reach level 50.

Minor Glyphs

Minors being minors, they all pretty well suck. Levitate is the most important one to me, personally, because I hate dealing with reagents, and it provides the most literal benefit. Reducing the casting cost of buffs is all fine and good, but you almost never need to reapply them during combat (outside of PvP) which means if you’re worried about the mana cost then you can just sit down right after buffing everyone and drink back to full.

Chakra
At this level you can only activate half of the real usefulness of Chakra, simply because the other half requires another talent point which you won’t get until level 51. However, Chakra is still useful by itself and it is important to know what it does and how to use it effectively. Since the next guide will include that talent point we’re missing, I’ll go back over Chakra and its interaction with the other half of it next time.

There are three Chakra states that you can enter, and which one you enter is triggered by a different group of spells. Each state also provides it’s own benefit.

Chakra State: Serenity
Trigger Spells: Heal, Flash Heal, Greater Heal, Binding Heal
Effect: Increases the critical effect chance of your direct healing spells by 10%, and causes your direct heals to refresh the duration of your Renew on the target.

Serenity is the version that I use most often when healing dungeons. Making our direct heals 10% more likely to crit means more chances to proc other effects such as Inspiration, not to mention the increased healing in general that comes with that crit chance. It also allows direct heals to refresh Renew which means I can essentially recast Renew on my tank by casting Heal on them, which is only half the mana cost.

Chakra State: Sanctuary
Trigger Spells: Prayer of Healing, Prayer of Mending
Effect: Increases the healing done by your area of effect spells and Renew by 15% and reduces the cooldown of your Circle of healing by 2 seconds.

I don’t use Sanctuary all that often, but really only because I don’t see a ton of AoE damage. It does make Renew 15% better which is great, but I find Serendipity to be more useful in general. In this level range our only AoE heal is Prayer of Healing, so the only real benefit we receive is the extra healing from Renew compared to Serenity buffing all of our direct heals.

Chakra State: Chastise
Trigger Spells: Smite, Mind Spike
Effect: Increases your total damage done by Shadow and Holy spells by 15%.

Chastise is great for questing. It finally provides us with a damage buff that we’ve been missing all this time. And it’s basically a 15% damage increase across the board for us since it buffs both Holy and Shadow. It’s odd that a talent so deep in the Holy tree would buff Shadow spells, but who am I to argue with extra damage, right?

Gearing Up Your Priest
For Holy you’re looking first and foremost at Intellect on your gear. Intellect provides Spell Power, Mana, and Spell Crit, all of which you’re interested in. Next up is going to have to be Spirit because Priests will do struggle with mana at low levels. Haste comes next as it makes your Renew tick faster and it also allows your heals to cast faster which is really useful when your best filler heal has a base cast time of three seconds.

Cloth is your only option for gear of course, and lucky for us all cloth gear is caster gear, so it shouldn’t be too hard to find. Weapons can be kind of hit and miss, though there are quite a few good staves that drop in dungeons. You can find some decent off-hand weapons from dungeons these days as well, but one-handed caster weapons are pretty rare at low levels.

Even though I have access to some of my Hand Me Down gear, a mace with +22 Intellect being one of them, I didn’t use them on the Priest because I wanted to be as pure as I could to what another player might be since Priests are well known for their mana issues right now.

Macros

#showtooltip
/startattack
/cast Smite
/run UIErrorsFrame:Clear()

I use this type of macro for all of my attacks (Smite, Holy Fire, Mind Blast, SW:Pain, Devouring Plague) mostly so that I have an auto-target and auto-attack built into the spell cast.

#showtooltip
/cast [@focus] Power Word: Shield

This is my “heal with sammich” macro, it allows me to cast my bubble directly on my focus without having to bother with targeting and such. I set the tank as my focus as soon as the group is created and hit this button when the spell wears off.

I use a variation of this for Renew, Heal, Flash Heal, Greater Heal, Binding Heal…basically all of my healing spells, as well so that I can easily heal an instance with one hand while eating a sammich with the other and watching YouTube on the second monitor. LFG can be pretty boring these days when you have a tank with fully enchanted heirlooms who also knows how to play their class well, and I use these when I’m bored and don’t feel like clicking Healbot.

 

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Priest Leveling: 1-29 Holy

Today I give you the second of the Project High Heals leveling guides, focusing today on my Holy Priest, Psynister. At the time of my writing this he is currently sitting at level 60, while my Resto Shaman is taking it easy at level 44.

Up to this point Psynister’s focus has been to level mostly via dungeons. Each of the Project High Heals toons will be leveled fully in their healing spec(s), with each of the four healing classes having a specific type of leveling that they focus on the most, though they all participate in all of the different experience earning methods. I’ve done a really good job of keeping Psynister in dungeons, but he can burn through quest mobs with ease as well.

Playing a Holy Priest
The Holy Priest was one that I was both looking forward to and hesitant about at the same time. On the one hand, I recently leveled a Shadow Priest and am well aware of their mana issues at low levels but confident in my ability to overcome them, while on the other hand Holy is pretty well known as the “just for heals” spec of the Priest so I thought questing was going to suck. Boy, was I wrong.

I did find that low level PvP really sucks as Holy. Sure, I can bubble and I can heal, but my bubbles don’t go very far and while my heals aren’t too bad it’s rare to find a PvP match where I’m not focus fired after the first 3 minutes.

Dungeon healing though was a lot of fun. Bubbles are strong, Renew is a beast, and even at level 60 I get to DPS for some of the fights, healing with nothing more than an occasional bubble/renew or a free, instant Flash of Light when my talents proc. Priests have mana issues at low levels, so that was my main concern about dungeons and also part of why I chose the Priest for the dungeon focus. What I found was that during my 20’s the Undead Racial pretty well took care of any mana issues I had. In the 30’s I didn’t really struggle much at all. In the 40’s I only had mana issues while questing and even then only if I pulled multiple mobs with high cost DoT’s. From the 50’s on – mana issues? What are mana issues?

My biggest challenge in healing dungeons is AoE damage. Before you’re able to employ Chakra as an AoE heal your only option is either spamming bubbles, spamming renew, or getting people click on the Lightwell. I’ve had two dungeons where people actually clicked on it, but both of those went extremely well when they used it.

The hardest thing about healing with a Priest is figuring out which of those eighteen billion healing spells you’re supposed to use and which you aren’t, and when you should use them and when you shouldn’t. But in the 1-29 bracket those many options aren’t opened to you yet, so for now your job is easy.

Holy-Specific Tips
The main thing I want to mention about Holy is that it really does play just like the opposite of Shadow. When leveling as Shadow your DoT’s are amazing, but when leveling Holy your DoT’s are an amazing waste of your mana. Almost all of the Shadow-based spells are a complete waste of both time and mana as a Holy spec, with an exception made for Mind Blast (while leveling) and Shadow Word: Death (which you don’t get until your 30’s).

Healing a dungeon as Holy is simple. In this bracket, with all of two heirlooms to my name, I healed dungeons with Power Word: Shield and Renew, and that’s basically all I needed. I would cast Heal on occasion when I couldn’t bubble, and stupid DPS who liked to pull would require an occasional Flash Heal, but most of my tank healing was strictly bubbles and Renew. I didn’t cast the two at the same time, I used either one or the other.

Mana can become an issue though, especially if there are problems with threat. If you have to heal multiple people then someone’s likely going to die. PW:Shield and Renew are both fairly high on mana cost, so spamming them on the whole party can dry you out quick. I wiped twice in Stockades on my Priest because people were pulling multiple groups and I had no chance of healing them all. Not that I could have done any better at all on my Resto Shaman, but at that level you just don’t have the tools to handle damage on several targets at once while having the mana to back it all up.

Mana is the real key to your success at this level, and the key to that is not over healing. The primary example of that is PW:Shield and Renew. Outside of PvP there is no reason to have both of these spells up on the same target at the same time; not in this level bracket, at least. Renew heals for enough by itself to essentially work just like the bubble does. If you do need some extra healing on him, use your slow cast, low cost spells to top him off. If you know that your Renew isn’t going to be enough because extra mobs just got pulled, then go ahead and apply your bubble before Renew is done ticking so that the extra healing can build up in the background while the mobs are chewing away at the bubble.

Don’t feel like you have to keep your tank, or the rest of the party for that matter, at full health all the time. Pay attention to how much damage he takes and how fast to adjust your healing accordingly. If you have a tank who take almost no damage at all then don’t bother healing them until they’re near half health, and even then just toss a Renew and let it tick to full. If you have a tank that’s just getting demolished who seems like he’s going to die every two seconds then you need to be more active on the healing front.

If your party takes a little damage, don’t worry about it. Either top them off when someone goes afk, or when loot is being rolled on after a boss, or just let them stay where they are. You’re there to keep people alive, not to keep them at full health every step of the way.

The next thing in relation to mana is getting that mana back. I don’t hesitate to say that the Undead racial of Cannibalize was the single most helpful thing I could have done. When the tank goes to pull a new group and I’m at or below 60% of my mana I give him a bubble and then use my racial on one of the mobs we just killed. Every two minutes I get 40% of my health and mana back for munching on a dead humanoid/undead mob, and that is fantastic.

I also dealt with some of these mana potions by making my Resto Shaman an alchemist and making a good deal of mana potions, which also come in very handy. Since I had plenty of mats I made at least a stack of each type of mana potion while I was leveling her Alchemy, and then sent them out to the healers. On average I used 3-5 of each potion, total, for the level bracket they’re meant for. My Shaman never used one outside of PvP, but my Priest used them now and then in his 20’s and 30’s.

Important Spells & Abilities
Note that all numeric values are taken from the level 29 version of the spell for the purposes of this post.

Level 1-10

  • Smite (1): Smite an enemy for 33 to 37 Holy damage.
  • Flash Heal (3): Heals a friendly target for 316 to 366.
  • Shadow Word: Pain (4): A word of darkness that causes 1326 Shadow damage over 18 sec.
  • Power Word: Shield (5): Draws on the soul of the friendly target to shield them, absorbing damage. Lasts 15 sec. While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 sec.
  • Inner Fire (7): A burst of Holy energy fills the caster, increasing the armor value from items by 60% and spell power by 23.
  • Renew (8): Heals the target for 62 every 3 sec for 12 sec.
  • Mind Blast (9): Blasts the target for 65 to 67 Shadow damage.

Smite is your spammable attack, the one you’ll use most for your questing. Flash Heal is a powerful and fast, but expensive heal that is best used in emergency situations. Shadow Word: Pain is a pretty strong DoT spell, but as Holy it’s not very valuable and rarely worth its high mana cost.

Power Word: Shield is your bubble, and one of the main keys to your early dungeon healing success, also great for both questing and PvP, especially since it cancels pushback while casting. Inner Fire is a nice spell power buff which is pretty hard to come by at this level, which also has a nice boost to your armor providing extra survivability. This buff no longer has a duration, so once you put it up it will stay up until you die, cancel it, or change specs.

Renew is the other important heal that you have at this level, often healing the target for even more damage per tick than they’re taking. Its mana cost is a little bit on the high side, so make sure you’re not needlessly overwriting it or removing the need for its healing by using a bubble on the target at the same time. Last up is Mind Blast which is a Shadow spell, but this one is cheap on mana, has a fast cast time, and deals some pretty decent damage as well. I often use this to pull with.

By choosing Restoration as your specialization at level 10 you receive all of the following:

  • Holy Word: Chastise (10): Chastise the target for 29 to 31 Holy damage, and disorients them for 3 sec.
  • Spiritual Healing (10): Healing increased by 15%.
  • Meditation (10): Allows 50% of your mana regeneration from Spirit to continue while in combat.
  • Absolution (10): Enables your Dispel Magic spell to be cast on friendly targets to remove 2 harmful magical effects.
  • When you first get Holy Word: Chastise it’s a little uncertain whether it’s a great spell or a poor spell. The effect is cool, the damage is somewhat low, it’s instant cast which is great, but it also has a ridiculous 30 second cooldown. I generally end up using this one as a chance to interrupt spell casters with the disorient effect, or to finish off mobs that run when low on health (until we get Shadow Word: Death in the 30’s).

    Spiritual Healing is pretty straight forward, you become 15% better at keeping people alive. Meditation is similarly simple, giving you 50% better mana regeneration during combat, and it’s one of the reasons why Spirit is an important stat for us. Absolution is pretty cool, it makes Dispel magic remove 2 Magic debuffs from your target instead of 1.

    Level 11-20

    • Psychic Scream (11): The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee for 8 sec. Damage caused may interrupt the effect.
    • Power Word: Fortitude (14): Power infuses all party and raid members, increasing their Stamina for 1 hour. If the target is in your party or raid, all party and raid members will be affected.
    • Resurrection (14): Brings a dead ally back to life with 35% health and mana. Cannot be cast when in combat.
    • Heal (16): Heal your target for 159 to 183.
    • Holy Fire (18): Consumes the enemy in Holy flames that cause 46 to 58 Holy damage and an additional 21 Holy damage over 7 sec.

    Psychic Scream is an ability you want to get familiar with using, yet you need to be really careful of using it when in groups unless you have the glyph for it. It’s an AoE fear that hits up to 5 targets, and I really love this spell. When you’re in dungeons though, generally people hate you for casting this. Using the glyph removes the running away part and instead makes them cower in place for its duration.

    Power Word: Fortitude is the Priest’s signature buff, providing the whole party/raid with an increase to their Stamina. Resurrection is your rez, pretty much the same as every other non-combat rez in the game. Heal is your cheap, cost effect heal that has a long cast time. This is your filler heal, used to keep people up or topped off when there’s no reason to bother with other heals. Apply this liberally to tanks in low level LFG.

    Holy Fire is last up on the list, it’s a great spell that deals both direct damage as well as damage over time. When using the right glyphs you also get an increase in damage to your Smite if the target has your Holy Fire DoT active on them.

    Level 21-29

    • Cure Disease (22): Removes 1 disease from the friendly target.
    • Fade (24): Fade out, temporarily reducing all your threat for 10 sec.
    • Dispel Magic (26): Dispels magic on the target, removing 2 harmful spell from yourself or 1 beneficial spell from an enemy.
    • Devouring Plague (28): Afflicts the target with a disease that causes 1240 Shadow damage over 24 sec. 15% of damage caused by the Devouring Plague heals the caster. This spell can only affect one target at a time.

    Cure Disease does just that, removes a disease from your target. There aren’t a ton of diseases early on, and most of those aren’t very important anyway, but it’s best for you to get used to it now so that when it does matter you know how to use it. Fade isn’t all that important to us unless you’re dealing with a tank with poor threat. I get the most use out of this, as Holy, but using it in PvP to make pets leave me alone.

    Dispel Magic is a nice, versatile dispel. It can be used on both friendly targets and enemies, either clearing harmful debuffs from your team or removing beneficial buffs from your enemies. Devouring Plague is last up on the list. It’s a strong DoT that also heals you for a portion of the damage that it deals. Unfortunately, it too has a high mana cost and is best used by Shadow Priests.

    Leveling a Holy Priest

    • Questing Single Mob: Mind Blast, Holy Fire, Smite spam
    • Questing Multi-Mob: [target 1] Shadow Word: Pain, Devouring Plague, [target 2] Mind Blast, Holy Fire, Smite spam

    Questing Single Mob
    For single mobs it’s a simple matter of just burning them down with Smite spam. I like to pull with Mind Blast, personally, mostly because I like to get extra damage out of Smite by using Holy Fire’s debuff. Normally I would suggest pulling with a spell like Smite because of its longer cast time, but I don’t feel it’s necessary and found that I prefer pulling with Mind Blast so that’s what I do.

    Questing Multi-Mob
    When I’m facing multiple mobs as Holy I do go ahead and use my DoT’s, but only on a single target. DoT the first target, burn the second one down, and then finish off the first with Smite spam. If you pull more than two, then still just DoT the first target and then leave him alone while you focus on the others so that your DoT’s can actually deal their damage and be worth the mana it costs to cast them.

    How to Heal: 29 Holy Priest
    When you’re actually filling your healing role rather than questing it’s probably a good idea for you to have a clue how to actually, you know, heal. The numbers in the next section are based on the level 29 version of the spell, unmodified by talents or gear.

    Healing Spells
    Flash Heal: 28% base mana, 1.5 second cast, heals for 316-366
    Power Word: Shield: 34% base mana, instant cast, absorbs damage
    Renew: 17% base mana, instant cast, heals 62 every 3 sec for 12 sec.
    Heal: 9% base mana, 3 second cast, heals for 159-183

    Resurrect: 60% base mana, 10 second cast, non-combat resurrection
    Cure Disease: 16% base mana, instant cast, removes 1 disease
    Dispel Magic: 16% base mana, instant cast, removes 2 harmful magic effects

    As you can see here, PW:Shield is your most expensive spell that you’ll cast during combat. It’s a great spell, fantastic for healing, but it’s expensive and it doesn’t actually heal anything by default (you can glyph it to do so). Next up is Flash Heal, which is also expensive but it’s your single largest heal in this level range. Again, you don’t want to cast it any more than you have to, but when you have to it’s there for you and it pack a decent punch.

    Renew is next up on the list, and even with no haste at all you can see that it heals for (62 x (12/3=4) = 248) 248 over 12 seconds. The drawback of course is that you have to wait the full 12 seconds before you get that healing. Finally we have Heal which is your cheapest and least effect per-cast heal. Don’t dismiss this one for the low healing value though, because that cheap mana cost makes it one of the best healing options available to you. If you don’t need a big heal right away then Heal is much better than Flash Heal for its low mana cost alone.

    Talent Spec: 29 Holy Priest

    • Improved Renew 2/2: Increases the amount healed by your Renew by 10%.
    • Divine Fury 3/3: Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.5 sec.
    • Surge of Light 2/2: You have a 6% chance when you Smite, Heal, Flash Heal, Binding Heal or Greater Heal to cause your next Flash Heal to be instant cast and cost no mana.
    • Desperate Prayer 1/1: Instantly heals the caster for 30% of their total health.
    • Empowered Healing 2/3: Increases the healing done by your Flash Heal, Heal, Binding Heal and Greater Heal by 10%.
    • Holy Concentration 1/2: Increases the amount of mana regeneration from Spirit while in combat by an additional 15%.

    I started off with Improved Renew mostly so that I could combat those low level mana problems. If Renew heals for more then that means you have fewer heals that you have to cast, so more mana you get to save. This is one of your best investments early on. Divine Fury is another great spell, reducing the cast time on two of your primary questing attacks as well as two of your heals (you don’t get Greater Heal in this level range, though). If you’re going to quest as Holy at all, you want this talent.

    Surge of Light is a really great spell, giving some of your spells (see above) a chance to proc a free, instant Flash of Light. I love this both for questing since it can proc from my Smite spam, as well as dungeon healing (especially when multiple people are taking damage), and it’s fantastic for PvP. I especially love it in PvP when it procs off of a Flash Heal and then procs another Flash Heal, giving me three of this bad boy in a row for the price of one.

    Desperate Prayer was a personal choice and one that a lot of Holy Priests don’t bother taking, especially while leveling. I took this first and foremost because I enjoy PvP while I’m leveling and a free, instant heal for 30% of my health is nothing to sneeze at in PvP. I also took it because there had been several times that I was healing a dungeon where a single heal on me would have prevented a wipe. If you don’t want to put a point here then I suggest you finish off Empowered Healing instead.

    Empowered Healing is a great boost to your healing efficiency, plain and simple. Holy Concentration I took for the mana regen alone. Mana is what it’s all about at this level, and more regeneration was more important to me than Lightwell or even getting some instant healing out of Renew.

    Glyphs

    Prime Glyphs

    My preference for your first glyph is Power Word: Shield because I think at an early level that it provides the most overall benefit and one of the few forms of instant healing you can get. I kept low level tanks alive by alternating casts of PW:Shield and Renew, and this was one of the more beneficial effects for doing that.

    Renew would be my second option for additional healing from it. I do like using Renew and it is really powerful, but I did’t feel that it needed to be any more powerful at that level. Not that more healing is ever a bad thing, but that it wasn’t necessary.

    Major Glyphs

    • Glyph of Smite: Your Smite spell inflicts an additional 20% damage against targets afflicted by Holy Fire.
    • Glyph of Psychic Scream: Targets of your Psychic Scream spell now tremble in place instead of fleeing in fear, but the cooldown of Psychic Scream is increased by 3 sec.

    You have two great choices for your first Major glyph. Smite is the big winner if you’re going to do a lot of questing. It’s one of the very few things you can do to increase your damage output as Holy. Psychic Scream though is also great, especially if you’re leaning more towards dungeons. I started off with Scream and eventually switched it over to Smite at which point I did a little questing with my wife’s mage and completely pissed her off when I used Scream and sent her target running behind her while she was trying to cast.

    For those of you who don’t know my wife, pissing her off means you better duck because there’s going to be a heavy object flying at your head in a matter of seconds. Don’t worry, the stapler just barely grazed me this time.

    Minor Glyphs

    Our options for minors is pretty much crap at this level. I prefer Fortitude since I’m a healer and have almost no problem with threat in the first place, though Fading isn’t bad if you’re more into PvP and want to avoid those hunter and warlock pets. Personally, I just skipped the minor glyph until 34 and used Levitate instead, then added Fortitude at level 50.

    Gearing Up Your Priest
    For Holy you’re looking first and foremost at Intellect on your gear. Intellect provides Spell Power, Mana, and Spell Crit, all of which you’re interested in. Next up is going to have to be Spirit because Priests will do struggle with mana at low levels. Haste comes next as it makes your Renew tick faster and it also allows your heals to cast faster which is really useful when your best filler heal has a base cast time of three seconds.

    Cloth is your only option for gear of course, and lucky for us all cloth gear is caster gear, so it shouldn’t be too hard to find. Weapons can be kind of hit and miss, though there are quite a few good staves that drop in dungeons. You can find some decent off-hand weapons from dungeons these days as well, but one-handed caster weapons are pretty rare at low levels.

    Even though I have access to some of my Hand Me Down gear, a mace with +22 Intellect being one of them, I didn’t use them on the Priest because I wanted to be as pure as I could to what another player might be since Priests are well known for their mana issues right now.

    Macros

    #showtooltip
    /startattack
    /cast Smite
    /run UIErrorsFrame:Clear()

    I use this type of macro for all of my attacks (Smite, Holy Fire, Mind Blast, SW:Pain, Devouring Plague) mostly so that I have an auto-target and auto-attack built into the spell cast.

    #showtooltip
    /cast [@focus] Power Word: Shield

    This is my “heal with sammich” macro, it allows me to cast my bubble directly on my focus without having to bother with targeting and such. I set the tank as my focus as soon as the group is created and hit this button when the spell wears off. I use a variation of this for Renew, Heal, and Flash Heal as well so that I can easily heal an instance with one hand while eating a sammich with the other and watching YouTube on the second monitor.

     
     
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