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Mitrai's End-Game Priest Guide:
Introduction:
First off, since this guide is meant for end-game, I won't go into
leveling a priest except to say that you should have specced
Shadow. Second, this guide is going to be primarily focused around a
Holy/Disc spec. I will briefly discuss the other build available for
end-game healing, the Disc/Holy build.
To clarify one thing before I start - when I speak of end-game, I'm
not talking about Scholomance, Stratholme, or Blackrock Spire, I'm
talking about Onyxia, Molten Core, Blackwing Lair, and Ahn'Qiraj
type instances (40-man). Most of my discussion is also going to be
from the perspective of a MT/MA healer, not a group healer.
Addons:
The only mod that I use that will really help you in raiding the
end-game (and that is a requirement in many guilds) is CT_RaidAssist.
CT_RaidAssist (CTRA) is an addon that allows you to show much more
information about your raid on your screen. For instance, you can
choose to show all the raid's groups on screen at once, and you
can organize it by group number or by class. CTRA also has many
other features that are specifically designed for healers.
The first of these healer-specific features is the Heal Cancel
feature. This allows you to set a predefined amount of health that
the target must be down before CTRA will allow the spell to land.
You can also adjust the time when CTRA checks the health. More on
this in the Mana Management section later.
The second feature is the Emergency Monitor. The Emergency Monitor
automatically pulls up the 5 raid members with the lowest health
below 50%. For the most part, every group will have at least 1
healer. That means that your group is the only thing you should be
concentrating on until you see someone in the Emergency Monitor that
needs healing. When you see someone pop up here, you can toss a
quick heal to them until their healer can jump on them.
End Game Dungeons:
To start off talking about end-game instances, I'll say that they
are going to be a much different experience from raiding smaller
instances. In a 40-man instance, it's not uncommon to have 5+
priests, 5+ paladins/shaman, and 5+ druids. This amount of healing
makes several things necessary for the betterment of the raid.
1) Mana Management
Most end-game boss fights are long (3+ minutes) and mana-intensive.
What this means for you: You need to make sure that you are geared
so that you will not be hurting for mana halfway through a fight.
This means you should have good spirit, an above average size mana
pool, and either some +healing or +mana/5sec gear. I'll get more
into this in the gear section of the guide.
It's very common to have multiple healers assigned to heal the main
tank and multiple healers assigned to heal each of the off-tanks.
What this means for you: You need to make sure you and your fellow
healers are making use of the Heal Cancel. Over-heal is not good -
it wastes mana and time (and trust me, a half-second lost on a heal
that should have been cancelled can mean the difference between a
live MT and a dead MT).
2) Spell Selection
Using lower ranks of spells helps. What this means for you: Firstly,
for priests, a rank 3 Greater Heal only heals about 900 HP less
than a rank 4 Greater Heal, but it costs almost 300 MP less to cast.
In a fight where the damage is fairly steady and predictable, and
you have backup healing on your tank, this is a great way to save
mana.
Choose the right spell for the fight. What this means for you: In a
fight where the damage is not heavy, is fairly steady and
predictable, Greater Heal is the spell of choice. It's the most mana
efficient healing spell per HP healed. Of course, there are fights
that are unpredictable, mobs that have high burst damage, or mortal
strikes, etc. that don't allow the time necessary to cast a Greater
Heal. In these cases, it's best to use Flash Heal. Even though it's
less efficient, efficiency doesn't matter if your tank is dead.
3) Healer Rotation/Progression
If you have multiple healers assigned to a tank, work out a healer
progression. What this means for you: The 'primary' healer should be
casting Greater Heals while the 'secondary' healer fills in the gaps
between Greater Heals with Flash Heals. The strategy here is that
the Flash Heals will give the 'primary' healer the time necessary to
cast a Greater Heal without worrying that the tank will drop while
he's in mid-cast.
Builds:
To start off, I'll say that I was shadow spec until I hit 60. It was
great fun; it made for fast levelling; and it is a very good PvP
build. But, at the end-game, there are concerns that make a
Holy/Disc or Disc/Holy build more effective and more efficient at
healing.
First, while a Shadow spec priest can heal almost as well as a
Holy/Disc or Disc/Holy priest, he's not as efficient. And when you
have fights that last 3+ minutes and are very mana-intensive,
efficiency does count.
Efficiency comes from several things in the Holy Tree: Spiritual
Healing, Improved Healing, and Master Healer. With points in these
talents, you heal more HP for less mana, and do it faster. All of
which = efficiency.
Efficiency can also be had from the Discipline Tree in the form of
the Meditation and Inner Focus talents. Meditation allows a
percentage of your mana regeneration to continue during casting.
This is based on your spirit. Spirit improves the rate at which you
regenerate HP and MP. The formula for spirit regeneration as it
applies to mana is:
1 Spirit = 0.125 mana/sec
There are two schools of thought on regeneration which I'll get
into in the Gear section later. But for now, just know that a priest
with high spirit and points in meditation can come almost equal to
(if not greater than) the regeneration rate of a priest in +mana/5sec
gear. Of course, there are disadvantages to both gear types, and
I'll get into those in the Gear section later.
The Inner Focus talent allows you to get a free spell cast that has
it's critical strike chance increased by 25%. The efficiency benefit
for this one is negligible as this spell has a cooldown that is
longer than most fights, and it will save you, at most, about 1000
MP (for a Rank 4 Greater Heal).
So, what it comes down to is this: there are two basic builds for
end-game healing.
Build 1: The Holy/Disc Build
The 'cookie-cutter' Holy/Disc build consists of a 20/31/0 talent
spread. This is your typical healing build. It gets all of the good
stuff from Holy (Improved Healing, Spiritual Healing, Master Healer,
Spirit of Redemption, and Subtlety), and a lot of the good stuff
from Discipline as well (Improved Power Word: Shield, Improved Power
Word: Fortitude, Mental Agility and Mental Strength).
The advantage to this build (discounting gear) is it's efficiency,
as I mentioned above. This build is the most common priest healing
build, and is commonly coupled with either set gear or +mana/5sec
gear (or a combination of both). This build is very versatile and
very easy to work with.
Build 2: The Disc/Holy Build
This is the other good end-game healing build. This one is less
popular because it's more dependent on gear to be as efficient as
the Holy/Disc build.
Aside from the talents I've already discussed above (Meditation,
Inner Focus, Improved Power Word: Shield, Improved Power Word:
Fortitude, Mental Agility and Mental Strength), the only other
talent worth discussing here is the Divine Spirit talent. This
talent is a buff like Power Word: Fortitude that increases the
target's spirit by 23 for 30 minutes. Couple this with a high spirit
gear set and points in Meditation, and you have a priest that has
very good regeneration rates (approaching, if not bettering, that of
a +mana/5sec gear set).
This build does have advantages over the Holy/Disc build from a gear
perspective. Priest class gear (along with most other caster gear)
has +spirit already on it. This makes it easy to get your spirit up
to a level that makes this build viable.
The disadvantage to this build is that you'll miss out on a lot of
other good caster gear because of this build's dependence on
+spirit gear. There are a lot of nice armour pieces out there that
have +mana/5sec, +healing, +damage and healing, and more intellect,
stamina, etc. on them that you will not be able to use effectively
because of the spirit dependence of this build (that is until you
start getting tier 1 and 2 epic armour set pieces).
Gear:
There are basically two sets of gear that are going to be viable
end-game. 'Class' gear (i.e. gear that is heavy on
Intellect/Spirit), and regeneration gear (i.e. gear that has +mana/5sec).
Depending on your build, one of these is going to suit you better.
For a Disc/Holy build, class gear and gear that is Spirit-heavy is
the way to go. For any other build, a +mana/5sec build is a great
way to go.
Ok, let's look at two sets of gear now. Since I play a dwarf priest,
I'm going to use the stats from my priest as a baseline (which
should be only a couple points off from your priest). At level 60,
my priest has base spirit of 124.
Spirit Gear
Now, let's assume I've managed to get a full Devout armour set.
Along with an extra 710 HP and 2010 MP, I gain 115 spirit from the
armour, and an extra 20 spirit from the 7 piece set bonus, giving me
a grand total of 259 spirit (124 + 115 + 20 = 259). Using the
formula for spirit:
1 spirit = 0.125 mana/sec
gives me a regeneration of just over 32 mana/sec (259 * .125 =
32.375). But, since this is spirit, we have to take into account the
5-second rule. The 5-second rule was created by Blizzard in the
early days of the game to prevent players with large amounts of
spirit from regenerating more quickly than the designers intended.
Basically, the 5-second rule states that regeneration from spirit
does not occur until 5 seconds have passed since the last successful
spell cast.
Mana Regeneration Gear
The other basic armour set type is the Mana Regeneration set. This
set is focused on gear that has +mana/5sec on it. This is the way
I went with my priest, and if you decide to go this route, camp Dire
Maul like there's no tomorrow. Pre-Molten Core/Blackwing Lair, this
place has the best caster gear.
Now, we're going to assume that I've gotten the following items from
Dire Maul: Mindsurge Robe (+10mana/5sec), Quel'Dorai Channelling Rod
(+8mana/5sec), 2x Ring of Demonic Guile (+6mana/5sec each), 2x
Mindtap Talisman (+11mana/5sec each), Mana Channelling Wand
(+4mana/5sec), and the Padre's Trousers (+6mana/5sec). We'll also
assume that I've gotten the Shadowy Laced Handwraps (+5mana/5sec)
from Stratholme, and that I have the Crown of the Penitent
(+6mana/5sec) quest reward from Eastern Plaguelands.
All total, this gives me regeneration of 73mana/5sec or
14.6mana/sec. This is in addition to the minimum spirit regeneration
(discounting gear from slots that I don't have +mana/5sec gear) of
16.5mana/sec that I have (124 + 8 = 132 * .125 = 16.5).
Other Gear
There is also a lot of gear out there that has +healing or +healing
and damage. To be perfectly honest, most of the +healing and damage
gear is more designed for other casters (mages, warlocks) than it is
for priests. The +healing gear, obviously, is meant for priests. The
problem with most non-end-game +healing gear is that it sacrifices
Intellect/Spirit/Stamina to give you that +healing. And without a
lot of +healing gear, it will not make up for the loss of
regeneration, mana pool, and HP that it will cause.
When you get into the end-game, you'll find that a lot of your class
set pieces will have +mana/5sec and/or +healing on it. Of course,
it's also heavy on Spirit/Intellect as it should be. I wouldn't
concern yourself with trying to get +healing gear. It's not really
worth the tradeoffs (with some notable exceptions that have
Intellect/Spirit on them as well), and you'll get the +healing as
you progress in the end-game.
Spirit vs. Mana Regeneration
Now, let's compare these 2 gear sets. At first glance, based on the
regeneration numbers, the spirit gear set appears to be the better
set. After all, it has more than double the regeneration of the mana
regeneration set every second.
However, remember the 5-second rule and that you only regenerate
from spirit when you are not casting. And when we're talking about
the end-game, if you are a MT/MA healer, you won't get many breaks
(if any) between casts to allow your regeneration to happen.
Let's have an example. Let's say you are fighting a boss and the
fight lasts 3 minutes. You are the MT healer. Now, let's assume that
you spend 1 minute of this fight outside of the 5-second rule and
are able to regenerate mana from your spirit. For the sake of
argument we're going to assume there is 1 2-minute block and 1
1-minute block in this fight. Because spirit works on ticks (which
are 2 seconds) rather than every second, your actual regeneration in
a real fight from spirit is probably going to be less because of the
timing of spell casts.
Assuming a Disc/Holy build for the spirit gear set (with points in
Meditation to allow 15% mana regeneration to continue during
casting):
In the spirit gear set, you will regenerate 32.375 mana * 60 seconds
= 1942.5 mana, plus (32.375 mana * 15%) * 120 seconds = 582.75 mana,
for a grand total of 2525.25 mana.
Assuming a Holy/Disc build for the mana regeneration gear set:
In the mana regeneration set, you will regenerate 73 mana * 36 ticks
(there are 36 5-second 'ticks' in 3 minutes) = 2628 mana from
regeneration gear, PLUS 16.5 mana * 60 seconds = 990 mana from
spirit regeneration for a grand total of 3618 mana.
As you can see from the math, the mana regeneration set regenerates
almost 1100 MP more during the same fight. I think the choice is
pretty clear here - you can't argue with the math.
Another thing you have to consider is how much healing you are doing
during that 2-minute block. Think about this: during that 2-minute
block that you are healing, you're probably tossing out heals every
2-4 seconds depending on the spell. That's a lot of mana. With the
spirit gear set, you're only going to regenerate 582 mana during
that 2-minute block. With the mana regeneration set, you'll
regenerate 1734 mana during that same 2-minute block.
Of course, there are ways to regenerate even more mana: Blessing of
Wisdom/Judgement of Wisdom if you are Alliance, and Mana Spring
Totems if you are Horde.
Ultimately, it's your decision for gear, but I would highly
recommend a +mana/5sec gear set. It takes more work and more time to
get it, but I feel that it's worth the extra effort.
Aggro Management:
Aggro is a bad thing for cloth types, especially priests. And aggro
management is one of the first things you should learn.
Each monster, or mob, that you fight in the game has a 'hate list'.
The hate list is a list of all the players the mob is 'aware' of
(i.e. that are in combat with it). 'Hate', or aggro, is generated by
dealing damage and healing players that are dealing damage. It works
the same way for damage and healing. Arbitrarily speaking, 1 point
of damage = 1 point of hate, and 1 point of healing = 1 point of
hate. Critical strikes work the same way - they generate extra hate
whether they come from healing or from damage.
Contrary to popular belief, over-heal (i.e. healing more HP than the
target has) does not generate extra hate. Healing only generates
hate based on actual Per.
Healing for a lot of hit points at once is going to get you a good
amount of hate. This is why timing of Greater Heals, and having a
tank that knows his/her job is very important. It's hard to say
exactly when it's safe to start tossing out big heals, but over time
you'll gain a feel for each mob, and how your tank operates.
A basic spell that I've seen many priests fail to learn, or use
properly, is the Fade spell. Fade temporarily removes you from the
hate list, similar to a Rogue's Vanish or a Hunter's Feign Death.
The difference here is that ours is temporary. Vanish and Feign
Death wipe you from the hate list permanently and put you out of
combat. Because Fade is temporary, you shouldn't hit it and think
your troubles are over. As soon as fade wears off, that mob will
come straight back to you unless someone else has gotten themselves
higher on the hate list.
Even the best tank will lose aggro occasionally. And it happens more
often in end-game where several bosses have AoE attacks that wipe
the hate list. If you gain aggro, you should always hit Fade, but
you shouldn't stop there. Run to your tank, tell him that you have
aggro, and let him get a few hits, a sunder or two, etc. on the mob
so that he can regain aggro.
Another way to help you manage aggro is to make use of your Power
Word: Shield and Renew spells. Power Word: Shield is horribly mana
inefficient for the amount of damage it absorbs, but tossing one
on your tank before he goes in combat allows him to gain more aggro
before you need to heal him. Renew is another great spell. HoT (or
Heal-over-Time) spells are very low aggro generators because they do
not generate massive amounts of hate at once, like a Greater Heal.
I always keep one on my tank. It can make the difference in
keeping your tank alive, because it gives you more time to cast
larger heals, without generating a lot of hate.
Mitrai - 60 Dwarf Priest : Server : Blackhand US
For more indepth
coverage of instances,
check this
guide out!
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