Recently a bunch of the writers here were talking about all the changes we're seeing to various hybrid DPS specs. Retribution in the beta is known to bring some serious pain, cat DPS has been given some pretty sweet buffs, and Shamans...well, Shamans seem to be in a state of flux, but when is that not true? With tank AoE threat buffed, the need for crowd control may also be a thing of the past, thus eliminating one of the more annoying roadblocks to hybrid desirability in 5-man groups. For 5-mans, at least, hybrid DPS should encounter significantly less difficulty (we hope) getting a slot.
However, it was my contention that, for the purpose of raiding, it doesn't ultimately matter how much these specs get buffed. They could do amazing DPS, bring incredible buffs, have any number of raid-saving abilities, and fart gold on every crit -- but you're still not going to see a lot of hybrid DPS running around Wrath raids for one very simple reason: someone has to tank and heal, and neither job is sufficiently attractive to allowmost hybrid players to come as DPS. When it's a choice between respeccing resto or the raid never getting off the ground, most players will respec resto -- and decisions like that tend to be fairly hard to escape. The next night rolls around and -- um, do you mind coming as resto again?
Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is now Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. For the next few weeks (unless it's something game breaking), Matt will do his best to guide you through the Priest leveling process!
By now, you'll have learned most of the spells you'll be using at end game. If you've been crafty, you might have been able to land instance runs to hone your abilities as a healer (or DPS if you're of the Shadow sort). I won't focus as much on spells here on out although I will list anything significant on the way to 60. Instead, I'll explore the various zones and instances that you can (and should) do.
Mind Sear, one of the new baseline abilities for Priests in Wrath of the Lich King, is an unusual beast. It's a Shadow-based AOE spell, which is fantastic, but it's a little trickier to use than we might like. It looks super cool, so that makes up for some of its issues. Let's ignore the issues for a moment though. Let's take a look at the tooltip, and then I'll explain how the spell works.
Mind Sear Rank 2 - 30 yard range Costs 28% of base mana - Channeled Causes an explosion of shadow magic around the enemy target, causing 212 to 228 Shadow damage every 1 sec for 5 sec to all enemies within 10 yards around the target.
Today's Wrath beta patch has a few Shadow Priest changes, but nothing particularly substantial. It seems like a nerf across the board, but this is something we should be used to by now. The devs say that, in level 80 epics, our damage is competitive to other classes, but we'll have to wait and see when we're in those epics, I suppose.
This isn't too big of an issue if the coefficient is still high. If this is/was coupled with a lower coefficient again, it would be utterly ridiculous. As it is, maybe not such a big deal. Lowering the base damage may actually allow the spell to scale better without becoming terribly broken. It may level off nicely once you're out of greens.
Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is now Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. For the next few weeks (unless it's something game breaking), Matt will do his best to guide you through the Priest leveling process!
Congratulations! You've made it past the initial hump of the first 20 levels in the game! Great job getting this far. I personally know of a few players who gave on the way to 20 because it was "too hard". If you're on a PvP server, break out the stress ball. Be prepared to get rocked on the road to end game (especially as a Priest).
Last night's beta patch brought a new round of Shadow Priest changes and glyphs (along with every other class), some good and some bad. Some of them are rather exciting like the addition of Devouring Plague to our repertoire and the changes to Dispersion, but I'll let you dig right into things.
Devouring Plague cooldown has been reduced to 30 seconds (down from 3 minutes) and has had its mana cost greatly reduced.
Holy cow. Not only did they make the awesome move of finally getting rid of the horridly unbalanced Priest racials, but Devouring Plague will now be firmly in every Shadow Priest's damage rotation. Not only will this be a solid DPS boost, but the healing on it will be fantastic to offset how often we Shadow Priests like to punch ourselves in the face.
We're a little miffed about recent priest changes here at WoW Insider. Both Holy and Shadow were worked over pretty well with the nerf bat in build 8926. Fortunately, Koraa (class designer) has announced some upcoming changes that are, for the most part, buffs, and that show that they're definitely thinking about the class. Let's see what's behind the curtain.
Holy:
Holy Concentration will "scale with spell crit instead of just a flat %." I read this as meaning that instead of being a 6% chance to gain HC, the chance will be some fraction of your Holy crit chance. But why not just make it a 50% (or whatever) chance on heal crit?
Divine Hymn now has an HoT in addition to the CC. This makes it more obviously a clutch spell, and I think it will be handy.
Blessed Recovery is getting buffed to "roll" like Ignitesdo used to: each new crit will add to the HoT and refresh the duration.
Lightwell is gaining the ability to show how many charges are left on it by clicking it. OMG, finally! This spell is now totally worth taking. Please scrap Lightwell already, people.
Shadow Priests have been eagerly anticipating some love in the Wrath Beta for a long time now, and we've finally received some feedback beyond a pat on the head and a "hold on a bit." Koraa has just posted some great news in a thread started by the ShadowPriest.com community.
While it won't fix all things, it's definitely a start, and a good one: Mind Flay's coefficient will be raised by roughly 30% "to start," and it will gain the ability to crit. Yes, that's right. The coefficient will be de-gutted, and it will benefit from crit. After months of nothing, this is like a ray of sunshine from the heavens. Koraa also mentions that they'll be looking at the rest of the Shadow tree, but states that most people agree the tree itself is fine, the issue is the Shadow spells themselves, which I will more or less agree with. While some new spells would be nice, the class is plenty functional with what they have assuming the numbers will be tuned properly, and our gear matches up with that.
Hopefully we'll be seeing the new and improved Mind Flay in the next beta build, but it may take a little longer than that since it will be a complete rebuild of the spell. As soon as it's in, I'll be back here raving about it, I promise.
Many Shadow Priests are not feeling very good about the state of the class in LK right now. Yes, buffs to DPS are promised. But a lot of our utility has tanked, from Shadow Weaving not affecting other players, to Vampiric Touch being dialed down and given to other classes, to Misery. It's sad, but amusing that a talent named Misery would get nerfed this hard.
Currently, in live, Misery gives 1/2/3/4/5% increased spell damage for all players against targets affected by your Shadow Word: Pain, Mind Flay, and Vampiric Touch. Pretty sweet. As of the latest beta version, it's +1/2/3% spell hit for all players against targets affected by the same spells. The reason this is especially bad (besides that the last two ranks of the talent were removed) is that most casters are hit-capped when they raid, which means that additional spell hit doesn't help them at all.
So either players are going to start gearing assuming Misery will be up – which defeats Blizzard's stated goal of making it so no class is truly essential for a raid – or Misery is going to be worthless most of the time (outside of leveling maybe). This seems like a good case of a broken talent, and so I have every hope that it will get addressed during the beta. But as of right now, Misery is pretty miserable indeed.
My favorite class was certainly not left out of the party when it came to this beta build. The most interesting changes to me:
Inner Fire works on spell power now, not just healing spell power as was the case in previous builds. This only makes sense, given that spell power is unified now.
Penance has been buffed for all ranks, but I need to see proper numbers before I can make any conclusions. MMO-Champion is noting that it now ticks twice instead of thrice; I'm hoping that's a bug related to lowering the channel time to 2 sec.
The new Disc talent Grace got the stuffing nerfed out of it. It now reads as follows: Your Flash Heal, Greater Heal, and Penance spells have a 50/100% chance to bless the target with Grace, reducing damage done to the target by 1%. This effect will stack up to 3 times. Effect lasts 8 sec. Yikes. It was a very strong talent, but I'm not sure it deserved to be hit quite this hard.
Focused Power reworked to increase your total spell damage and healing by 2/4%, and reduce the cast time of Mass Dispel by 0.5 sec. Anything that makes you 2% more Priest per talent point is practically a must-have talent.
New Disc talent: Renewed Hope (Tier 8): Increases the critical effect chance of your Flash Heal, Greater Heal and Penance spells by 3% on targets afflicted by the Weakened Soul effect.
Our Shadow brethren were not left out either, though perhaps they will wish they had been (this is all stuff that had been previewed in the big "raid stacking" post).
Vampiric Touch changed to implement the new mana battery model ("cause up to 10 party or raid members to gain 0.5% of their maximum mana per second while you are dealing shadow damage").
Misery changed to 3 ranks, now gives 1/2/3% spell hit.
Shadow Weaving changed to 3 ranks, and now only increases the shadow damage you deal.
Definitely a bittersweet moment in the Priest development cycle. I really hope Shadow gets some major buffs soon.
A Dwarf Priest is one of my very favorite WoW blogs. The author writes about exactly one topic – Priests – and she does it very well. So when she says that Shadow Priests are "on the endangered list" in Wrath, I think there's probably some truth to that. The core argument is that Shadow Priests' utility is not at the point it was once at (group mana regen is not unique any more; Shadow is not as important for raid synergy), but their DPS has not (yet) been increased accordingly.
One reason why Shadow's DPS is low has to do with spell coefficients. You know how items with +damage or +healing (or now spell power) always say "adds up to [however much] damage"? The coefficient on a spell is what determines exactly how much is applied. Generally it's based on cast times – Greater Heal gets 86% of +healing applied, while Flash Heal only gets 43% – but there are exceptions for spells with added effects, such as Mind Flay and its snare.
Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.
Remember a few weeks ago, I mentioned how if you want to be extra-cautious about preparing for Wrath of the Lich King, you should figure out a calm, easy way to farm gold that won't burn you out? After having hit the current level cap on the beta realms... I still recommend that, if you want to be extra prepared. If you're a very casual, don't worry about it too much, really. It's not that big of a deal. Leveling will get you enough for the bare necessities. If you're the type that wants to start leveling professions and gearing up immediately upon hitting the level cap though, think about going into Wrath with at least a couple thousand in your pocket, which really isn't that hard of a task.
Moving past that, though, a lot of people have asked about gear across all classes, but mostly Hybrids. Hybrids have asked because all of the Healing classes are amongst them, and if you're a Healer you may not necessarily have a set of DPS gear. My first comment on this: Don't worry. Really.
Do you remember when the Shadow Priest glyphs made their rounds, and then we all complained a lot and made suggestions as to how they should be fixed? Guess what, guys. They aren't terrible anymore! I know, it's a shock! The updated Shadow Priest glyphs are all pretty much straight buffs, while some of the Holy ones are buffs, and some are fixed balancing issues. Let's take a look, shall we?
Glyph of Lightwell - Increases the amount healed by your Lightwell by 20%.
I've played around with Lightwell on the beta quite a bit, actually, and its current incarnation is fantastic. The HoT rarely breaks, and my guildies are generally intelligent enough to know when to use it. At level 77 in full level 70 gear, each tick of LIghtwell currently heals for around 2,200. Each tick healing for 2600-2700 with this glyph is pretty amazing, considering it's a "set it and forget it" heal.
Glyph of Renew - Reduces the duration of your Renew by 3 sec. but increases the amount healed per tick by 40%.
Sounds good to me. It will be a little more mana intensive to keep the HoT on a tank, but strong HoTs are priceless.
All the World's a Stage returns today to shine a brutal but loving eye on the intricacies of roleplay. We do this by looking at the craft of roleplay itself, and the people who love it. We might not be ready for Jerry Springer, but we're pretty sure this week's column is going to have a little debate behind it. Michael Gray fills in this week for David Bowers, and talks about letting roleplay exclude some other forms of play in the World of Warcraft.
We're not a big Guild. All told, we probably have about twenty to twenty five people who come online at various times to talk, chat, and play together. We have some structure, but we're mostly a motley of friends who hang out. Our raiding effort takes place because our raid leaders woke up one day and said "By Wrath of the Lich King, we're going to be able to progress in ten man content."
We're also a roleplay-ish kind of Guild. I say "ish" because we're not full immersion players. We have some light story notions. For example, I have the vague idea that our raid's main healer is the son of our raid's main tank -- that's mostly because they're the same human model, but one has light blonde hair, and the other has old, graying hair.
So, when we come across folks into the roleplay and immersion a little more than we are, we're sometimes not quite sure what to make of it.
Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.
Before I start, while you read this remember that the Wrath beta does not currently allow you to hit the level cap. Everyone is level 77, and there's a lot that is unfinished. This is more anecdotal about the state of things, and not really analyzing how things will look in the end. You still with me? Good.
I decided to try out incredibly, insanely buggy Lake Wintergrasp when the beta realms went up yesterday, and later on I gave the new Battleground a whirl, too. Through all of this, there was one constant: Holy crap Ret Paladins are OP. No, really. I know, it blew my mind, too. Retribution Paladins. Overpowered. Hell has frozen over.