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Article published 10th April 2010, 22:24 by DY357LX and last updated 10th April 2010, 22:24

Priest Cataclysm Changes Announced.

Messing with your Rage generation since 2004.
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New Spells

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Heal (16)
Not exactly new spell, the new Heal will remain the same spell, only significantly redesigned to fit a new niche. It will work very much like a downranked Greater Heal - less expensive, and less powerful, while still stronger than Flash Heal. It will be Priests' "default" heal - the one they can use for a very long time in stress-free situations when nobody needs massive healing (Greater Heal) or quick healing (Flash Heal). Expect to see similar setup with the other healing classes.
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Mind Spike (81)
This is going to be Shadow Priests' "nuke" spell - ability they use on short PvE encounters, when fighting adds, and generally when the player cannot afford to keep DoTs up and sustain proper rotation. It will do Shadowfrost damage and will increase the damage of subsequent Mind Spikes. Spamming Mind Spike will do about as much damage as casting Mind Flay on a target afflicted with Shadow Word: Pain. Keep in mind, the idea behind it is that if you will Mind Spiking, you will be Mind Spiking a lot - the spell will only reach its optimal damage if it's spammed; you won't be able to fit it in your normal rotation. In addition, the fact that it belongs to two schools (Shadow and Frost) will make it harder to resist and impossible to interrupt-lockout.
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Inner Will (83)
Increases movement speed by 12% and reduces the mana cost of instant cast spells by 10%. Inner Will will be an alternative to Inner Fire, and you will only be able to have one of those active.
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Leap of Faith (85)
Pulls a friendly target to the Priest's location. The spell works as an exact opposite of the Death Grip Death Knights have. The function Blizzard hopes for is for Priests to use "Life Grip" to save a friendly player who has pulled aggro accidentally or is being focused in PvP.
30 yards range. 45 seconds cooldown.

Changes to Abilities & Mechanics

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All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).
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We want to bring back Shadow Word: Death as an "execute" -- something you do when the target is at 25% health.
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To improve Priests' tank healing capabilities, Greater Heal may receive some value changes, so it becomes the "tank heal". In addition to this, Discipline may get a second, much stronger and much more expensive shield.
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Divine Spirit and Prayer of Spirit will be removed from the game. As Spirit will be the primary mana-regeneration stat, we don't want it to vary as much between solo, small group, and raid play. Blessing of Kings and Mark of the Wild will not boost Spirit either.
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Mana will be a bigger consideration for all healers. We aren't trying to make healing more painful; we're trying to make it more fun. When the cost of a spell isn't an issue, then casting the right spell for the job is less of an issue because you might as well just use your most powerful spell all of the time. We are, however, getting rid of the five-second rule, because we don't want to encourage standing around doing nothing. We're also going to cut back on the benefits of buffs such as Replenishment so Priests (and all healers) don't feel as penalized when those buffs aren't available.

New Talents & Talent Changes

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Discipline's single-target healing capacity will be improved. One key is to make sure shielding isn't always a more attractive option than healing.
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Holy's PvP healing will be improved. One way to do this is to make sure that Heal's throughput is similar between Discipline and Holy.
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Shadow will become more viable in shorter fights. It will also suffer less from interrupts.
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Power Word: Barrier may come back! It was a spell in LK beta, which got removed after some time. Think of it like Power Word: Shield, only for the entire group.
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Holy will be getting a system of "empowered states" through the Chakra talent. Every time a Priest with that talent casts the same healing spell (for now only Heal, Prayer of Healing, and Renew) 3 times in a row, he or she will enter a state where that healing spell has improved efficiency. There is a chance that more spells will be affected by this talent.
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Shadow Priests may be able to consume their Shadow Orbs (see the Mastery bonuses below) to either increase Mind Flay's damage or decrease Mind Spike's cast time.
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Misery will no longer affect spell Hit chance.

Mastery Bonuses
Discipline

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Healing - Increases healing done.
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Meditation - Increases mana regeneration in combat.
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Absorption - Improves the strength of all of the Priest's absorption shields. This will not affect shields produced from items (e.g. Val'anyr's Blessing of Ancient Kings).

Holy

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Healing - Increases healing done.
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Meditation - Increases mana regeneration in combat.
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Radiance - Direct heals add a small heal-over-time on their target.

Shadow

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Spell Damage - Increases spell damage done.
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Spell Crit - Increases spell critical strike chance.
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Shadow Orbs - Every spell cast will have a chance to generate a Shadow Orb that increases Shadow damage done. These may be consumed by talents in Shadow.

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