Mists Of Pandaria Beta – The Morning After

22 Mar

While I was not one of the first few to receive a Beta invite, I did pay close attention to all of the information that was trickling down through Twitter, MMO Champion, and WoW Insider.  I figured I would start compiling all of the priest based information and share my thoughts on what we do know about various things that could affect us, so far.  As with anything that comes out of the Beta, this information could change at any time. 

Let’s begin!

 

Glyphs

*  Glyph of Circle Healing – Your Circle of Healing spell heals 1 additional target, but its mana cost is increased by 35%. 

Currently, the glyph only increases the cost of Circle of Healing by 20%.  While this may sound like the new version of the glyph is going to make Circle of Healing even more costly, it actually makes sense when you consider how much larger our mana pools in the next expansion are going to be – what with the staggering amounts of Intellect that we can expect from even green and blue quality gear. 

*  Glyph of Dispel Magic – Your Dispel Magic spell also damages your target for ___ Holy damage when you successfully dispel a magical effect.

The current incarnation of this glyph heals a friendly target for 3% of their health when you successfully dispel a magic effect from them.  This new version seems to be a bit more aggressive, as it will only see any use against hostile targets, and not friendly ones.  I wonder if this glyph implies that we may be doing some offensive dispelling in a PVE setting, or if this is just something that priests who PVP may get some use out of.

*  Glyph of Fortitude – Reduces the mana cost of your Power Word: Fortitude spell by 90%.

Currently, Glyph of Fortitude reduces the cost of your Power Word: Fortitude by 50%.  This glyph is usually taken simply for lack of any other minor glyphs to take, and it can help reduce the cost of having to re-buff someone if they come back from receiving a battle res. 

*  Glyph of Holy Fire – Your Holy Fire spell is now instant.

This is great news for Atonement priests, for whom Holy Fire is a staple in their rotation.  The faster you can get Holy Fire out, the faster you can dish out some more Smite, or focus on healing the tank or the raid. 

*  Glyph of Inner Sanctum – Spell damage taken is reduced by 6% while within Inner Fire, and the movement speed bonus of your Inner Will is increased by 6%.

This glyph does exactly what the talent called Inner Sanctum in the discipline tree does right now, which leads me to believe that this talent may be on the chopping block, and replaced with this.  I consider Inner Sanctum to be a staple for anyone doing Heroic raid content, so this is probably something I would suggest that you pick up when that time comes. 

*  Glyph of Leap of Faith – Your Leap of Faith spell now also clears all movement impairing effects from your target.

Leap of Faith is already useful for pulling people out of things that they shouldn’t be standing in or for pulling people close to you who need to get somewhere fast.  With this glyph, it also means that Leap of Faith can help pull people to you who may not have been able to get to you, otherwise.  This may see some use in a PVE setting, but I think it will see a lot more use in PVP. 

*  Glyph of Lightwell – Increases the total amount of charges of your Lightwell by 2.

This glyph could be considered a bit of a nerf, as the current version gives you 5 additional charges, instead of just 2.  Assuming that Lightwell comes with the same amount of charges (10), this means your raid will only have access to 12 charges, instead of 15.  I don’t think it’s going to cause a dramatic loss of healing or affect us in a huge way, but it is certainly a noticeable change, and one that I am not too pleased about.

*  Glyph of Penance – Reduces the mana cost of Penance by 20%, but increases the cooldown by 2 seconds.

Currently, Glyph of Penance reduces the cooldown of Penance by 2 seconds.  The updated version serves to do the opposite – it increases the cooldown by the same duration of time, but also reduces the cost by 20%. 

While I don’t have too much experience with discipline, I do know that Penance was never something that anyone really spammed, or used on cooldown.  It is best used in situations where someone needs a fast, emergency heal, or for when you need to build stacks of Grace on someone (usually the tank).  I don’t see this glyph really changing this in any real way.

*  Glyph of Renew – Your Renew heals for 33% more each time it heals, but its duration is reduced by ___ seconds.

The way Renew works right now is that it generates one tick of healing every 3 seconds (or 4 ticks) for 12 seconds, but you can gain extra ticks depending on how much Haste you have.  At 12.50% Haste, you can receive one extra tick from Renew (5).  A second tick can be gained by reaching 37.50% Haste (6).  The duration of the spell itself doesn’t change, just how many ticks are included in it.

Let’s say for example that this new version of the glyph will shave off 3 seconds from the duration of Renew.  That essentially means that Renew will generate one tick of healing every 3 seconds (or 3 ticks) for 9 seconds, with the extra ticks still becoming available once you reach certain Haste breakpoints. 

The current incarnation of this glyph increases your overall healing from Renew by 10%.  Let’s use the amount stated in the tooltip for Renew to do some math here.

 

 

Right now:

1224 healing  x 10% = 122.4
1224 + 122 = 1346
1346 healing  x 4 ticks = 5384

Now let’s add this all up, assuming that we were using the newer version of the glyph.

1224 healing x 33% = 403.9
1224 + 403 = 1627
1627 healing x 3 ticks = 4881

So assuming that Renew works the way that it does in Cataclysm, this appears to me like the glyph will result in a loss of healing – not an increase.  Factoring in Divine Touch could close the gap, but it still seems like an awful lot of work just to net the same results from a spell that we shouldn’t be relying on too heavily to begin with.

*  Glyph of Spirit of Redemption – Increases the duration of Spirit of Redemption by 10 seconds.

In Mists of Pandaria, Spirit of Redemption is looking like it is going to become a passive ability or talent that every holy priest will end up having.  My thought is if they are going to basically make us take it that they can throw in a little incentive to make it more enjoyable for us.  This glyph could serve to do just that.

There is also another glyph floating around with an unfinished name that indicates we may be receiving some kind of instant cast heal that can only be used while under the effects of Spirit of Redemption.  I’m excited to see what that turns out like, if it even makes it to Live at all.

 

Enchants

The Heartsong v. Power Torrent debate was easily one of the most talked about topics amongst healers of all classes in this expansion.  Priests were certainly no exception to this.  It looks like
Blizzard has decided to take the guesswork out of all this and created one enchant to please everyone. 

*  Enchant Weapon – Jade Spirit:  Permanently enchants a melee weapon to sometimes increase your Intellect by 1650 when healing or dealing damage with spells.  If less than 25% of your mana remains when the effect is triggered, your Spirit will also increase by 750.  Requires a level 384 or higher item. 

 

So what do you think?  Do you like what you have seen or read about so far?  Were you one of the lucky few to obtain a Beta invite?  Leave a comment and let me know what’s on your mind.

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10 Responses to “Mists Of Pandaria Beta – The Morning After”

  1. Janaelle #

    I really like that Jade Serpent enchant. I have (admittedly) never played a priest, but as the owner of two different end game healers (shaman and pally) I can say that thing is boss. I’m really looking forward to seeing what other enchants they have with an if statement in them. I also hope this doesn’t get nerfed!

  2. dimli #

    >what with the staggering amounts of Intellect that we can expect from even green and blue quality gear.

    Intellect no longer increases your mana pool, so I don’t really think you will have giant mana pools anymore.

  3. Oestrus #

    While you are correct about Intellect not increasing the size of our mana pools anymore, I would think our mana pools would still increase in size within the course of five additional levels.

    Wouldn’t you agree?

  4. Ceraphus #

    Blizz, namely GC said they would probably be experimenting with giving max level around 100K mana total, but that it was potential to change.

  5. Madwand #

    —-

    Right now:

    1224 healing x 10% = 122.4

    1224 + 122 = 1346

    1346 healing x 4 ticks = 5384

    Now let’s add this all up, assuming that we were using the newer version of the glyph.

    1224 healing x 33% = 403.9

    1224 + 403 = 1627

    1627 healing x 3 ticks = 4881

    —-

    Well doesn’t this basically mean we get 4881HP in 9 seconds (4881+1627 in 12s in case we reapply/prolong it) as opposed to 5384HP in 12 seconds? I’d call that an HPS increase and while continuously using renew in AoE Chakra might drive you OOM real fast, this would then be an awesome glyph for Serenity Chakra.

  6. Madwand #

    Gah, no edit button. I was assuming of course that those 3 new big ticks would be done in 9 seconds.

  7. Oestrus #

    Hi Madwand,

    Just so I’m clear as to where you’re coming from: You’re indicating that in situations where you would clip or prolong the Renew (like with Chakra: Serenity) that it would be a healing increase?

    I’m inclined to agree with you on that, but then I got confused by your comment immediately after it.

    Let me know your thoughts on this or what you were trying to say.

    Thanks!

  8. Madwand #

    Yeah, sorry about that. When I went back over your post, my attention lingered over “duration is reduced by ___ seconds”. Basically, Blizz could actually use a number different than 3 here; meaning you would get less than 3 ticks if larger that 3 or a hasted next tick much sooner than with 12,5% if smaller than 3, making the math behind it a bit more difficult when you start putting haste into the equation. I don’t know why they’d do something like that mind you, it’s just something they “might” do…you know, since 33% of 12 seconds (Renew duration) is 3,96 seconds. :) So I just wanted to clarify that my assumption was that “___” is 3 seconds (this is also what I got from your equation seeing that you used 3 ticks for your example).

    Sadly, my explanation wouldn’t be any better in my native language. ;) /wave

  9. Oestrus #

    You’re absolutely right. I was just using the 3 seconds as a “For Example” because we don’t know what the final number or numbers are going to be on that one.

    I’ll take a look at the numbers when I get home later and see if I can pin something down that’s a bit more accurate. But like I said, I am inclined to agree with you, Madwand.

    And you sound like you communicate just fine! What is your native language, if I may ask?

  10. Madwand #

    Thanks. :)

    Slovene (http://en.wikipedia.org/wiki/Slovenia). Our country is often mistaken for Slovakia by bigger countries.

    But yeah, Renew used to be my favourite spell since forever and I remember having good numbers with it even before Renew spam had a name.. ;) That’s why I hope they’ll bring back some glory to it after having unmanned it in Cataclysm. I remember having resented resto druids, since they could largely keep their WotLK playstile (with properly good gear), while I, being Spirit starved all the time had to bother with the so called “triage”.

    Hoping to hear more MoP Priest news soon and looking forward to discussions regarding the new talents as we get closer to release.

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