Healing Priests and Raiding
Healing Priests and Raiding
Healing Priests and Raiding
raiding
Kristof Delaere
A compendium derived from Elitist Jerks
Shaito
Aerie Peak
1 Healing Priests and Raiding
1.1 Cataclysm and Cataclysm prepatch notice
This guide will not be updated for the Cataclysm expansion or the patch introducing the new game
mechanics for Cataclysm. If a new guide is made available, this will be done in a new thread.
Audience
This compendium is primarily intended for discipline and holy priests playing in raids at or near the
current raiding tier. At the moment this is ICC with some treatment of ToGC. Many but not all things
written here will apply to lower tiers, too. In addition, not all details will apply to 10 man content.
Each section title in this guide contains a small note in braces to indicate to which version of the game
the text applies. When new patches hit, not all content can and will be verified at once, so you should
tread carefully when relying on information not labeled with the current patch version.
I. Spec (3.3.5)
Q: What spec(s) should I be as a healing priest?
A: Now that dual-spec is in place, there's no excuse to not have multiple specs available to you at the
push of a button. Depending on the needs of your raid this can be a dual disc/holy spec or a combination
of one of them with a shadow spec. When considering a shadow offspec, be aware that becoming a good
shadow priest is a serious investment of time, it's certainly one of the more difficult dps specs to play.
Now, if you want to adopt the renew healing style, then of course 3/3 Improved Renew as well as 3/3
Empowered Renew are mandatory. In that case, you can steal points from talents related to flash heal,
such as Serendipity and Empowered Healing. Keep SoL, so you have instant free flash heals from your
PoM, Renew and CoH crits.
Losing Empowered Healing is a tougher call, simply because it removes one of the best gear-stat-scaling
talents we have. However, comparing an extra 20% of your spellpower applied to FH to a possible 12%
extra *healing* and a guaranteed 3% extra healing to all of your spells balances out fairly quickly. There
is some math on this topic at the end of the post; feel free to check it out, and convince yourself.
Basically, if you're spec'ing Disc, plan on filling out Tiers 8-11 completely, and then consider whether you
really want to drop points from Tier 7.
(*) My personal preferences say there are a few more things in between, but the talent is of course
mandatory.
Spirit based mana regeneration is always active except for the first 5s after completing a cast that used
mana. Flash heals from SoL procs and casts using Inner Focus do not enter 5SR. This is the 5 second
rule, and the time outside of these 5s is called OO5SR. The time within 5s is called I5SR. The meditation
talent (mandatory) gives us 50% of the full spirit based mana regeneration in I5SR phase, too.
Though meditation was buffed to 50% in WotLK, spirit based mana regeneration overall has been
significantly nerfed since BC. The formula for mana per 5s in WotLK is:
They also changed our Holy Concentration talent (in deep Holy) before Ulduar to only work on spirit-
based regen. This forces holy priests to continue valuing spirit as a primary regeneration model, while
reducing its value significantly.
What this effectively means is that priest healing styles have changed. While we can still regen mana by
just standing around, OO5SR, it's significantly nerfed from previous levels. It takes full Ulduar gear
before your spirit climbs to high enough levels to justify aiming for OO5SR ticks. Of course, if you have a
break in the fight, by all means take advantage. It's just not going to net you the 10k mana it used to.
It also means that intellect is that much more important, since mana pool size and response to effects
like Replenishment, Mana Tide Totem, Shadowfiend, and Hymn of Hope are that much more important.
Also, given that priests will find it hard to stack spirit on every item without nerfing their other stats, you
will inevitably end up with more raid-buffed intellect than spirit.
If you are Holy, it really comes down to "breaks". We can't cheat the 5SR the way we used to, chaining
IHC into Inner Focus into IHC again, and getting back 5k mana while casting 3 GHeals on our tank.
For discipline priests, trying to get OO5SR is even less desirable as you will run with very little spirit and
at the same have things to do even during lull phases of fight.
There are encounters where you can actively increase your chances for multiple procs. One popular
example is the Lich King encounter. Shields are the ideal way to counter the Infest ability, there.
However, it does make sense to not shield the tanks (except for emergencies, of course). If you shield
the tanks, chances are high Rapture is on internal cooldown when Infest pops the rest of your shields, so
you cannot profit from multiple rapture procs. Depending on gear, aura strength and raid type, you may
need to downrank your shields for Infest, though. In 10 man normal, Infest doesn't hit hard enough to
pop max rank shields from most priests.
Look for situations where you have predictable, significant raid damage on predictable targets within the
raid. These are situations where you can gain extra mana by shielding intelligently. Of course, if you
have absolutely no mana problems whatsoever, don't bother. If you do, additional return from multiple
procs is well worth shooting for.
Exceptions:
In Ulduar, at General Vezax, Rapture has been modified. The return on Rapture for yourself has been
significantly reduced but is still active. The possibility of multiple procs however has been disabled.
Another way to take advantage is to cast your fiend before a heroism/bloodlust (extra swings mean extra
mana), though this can sometimes be tough, and not all fights allow for it.
Blizzard changed mana costs of all downranked spells to be more than the maximum rank. There is no
reason whatsoever to use anything but max-rank of every spell you have. This helps slightly with bar
bloat, and hurts tremendously in our granularity of heals.
A notable exception for discipline priests is the Lich King encounter where you may want to downrank
your Pw:S so that Infest pops your shield for multiple mana returns. The best rank depends on your raid
buffed spell power and whether you run 10 or 25 man.
Raid Healing: Ulduar was all about BURST->lull->BURST. This is perfectly built for the new style of Holy
priest healing. Your primary four tools are: Prayer of Mending, Flash Heal, Circle of Healing, and Prayer
of Healing. Enter every burst phase with a 3-stack of Serendipity up, start with a hasted PoH, and then
CoH. Two FH, then a final PoH+CoH, and the raid damage should be topped up. Regen a bit, then restack
Serendipity and get ready for the next one.
This changed with ToC and ICC, though. There are now fewer cases where we really deal with severe
damage on the whole raid that is limited to phases only. This has led to many holy priests changing their
healing cycle to something like PoM, Renew, CoH, with a variable number of Renews depending on
cooldowns and haste. Flash heals are mostly cast off of SoL procs. If you are new to this healing style,
expect to invest some time to get good results. Blindly spamming Renew isn't going to be brilliant in
most cases. You instead need to have a good feeling for the overall situation to invest your GCDs in an
optimal way.
Choosing one of both healing styles is a matter of your healing composition, what the fight looks like and
what your raid ultimately wants. If you run heavy on druids but lack a disc priest, that could be a good
reason to still go the PoM, FH, CoH, PoH route. That said, it's pretty much an individual choice.
Let this sink in: you are not a tank healing spec.
Now that you are fully awake (and are possibly starting to protest), let's explain. Why? Well, some of the
benefits of a priest are available whether the priest heals the raid or the tank. To apply pain suppression,
you don't have to be the tank healer. To provide 3% absorb overall, you don't have to be the tank
healer. To provide emergency support, you can offer your shield and penance even if you are not the
tank healer. So, if we assume you can do all this as raid healer, too, there's little reason why you should
be healing the tank, as your sustained HPS is lower. We haven't even started talking about a paladin's
beacon.
That of course does not mean you cannot heal tanks. You can. And as long as tank damage isn't too
high, you will do well. But you are not particularly good at this, and you should to what you are
particularly good at, and that is raid healing py providing absorbtion.
There is an aspect of tank healing that you are very good at, though. I call this "tank healing support",
and it's described further below.
Raid Healing:
Discipline priests are a very strong raid healing spec today, mostly due to GCD-based PW:S. The easiest
way of raid healing is, well, easy: spam shields on the whole raid (giving targets actively taking damage
priority), keep PoM on cooldown, use Divine Hymn in a good moment. This is how many people do it, and
it works.
Instead of blindly spamming shields, you can do better by taking the overall situation into account.
Basically, you want to save people from danger, make use of the heal from your glyph, and finally reduce
the other healer's overheal.
Priorities:
1. Player actively taking damage and already being low on HP (to the rescue!)
2. Player with full HP and predictable heavy damage incoming (HP extender + overheal free)
3. Player actively taking damage but still comfortable HP (prioritize higher if you don't see heals
incoming on that target)
4. Player low on HP and no predictable damage incoming (some heal from glyph + give HoTs time)
5. Player with little HP loss and no predictable damage incoming (use that glyph)
6. Player with full HP and no predictable damage incoming (are you sure PoM is on cd?)
Of course, some of these priorities are debatable and dependent on the encounter, so do not treat them
as science. Just be aware that there is more to shield spamming than looking good on healing meters.
In 10 man, things differ a bit. First, you often won't have targets to shield. Second, priorities can be
different because you have less backup from other healers. If your holy paladin needs to run and the
tank takes serious damage, it's your job to pick up the slack. Penance, flash heals (maybe a new shield
by then) until the tank is safe. Do also note that for significant sustained damage on the raid, shielding
doesn't provide maximum HPS. If you can preshield because the damage is predictable, do that. But if
serious raid damage hits, a sequence of Pw:S, PoH, Pw:S, PoH may be preferable for burst HPS (don't
forget the PoH glyph in 10 man).
Tank Healing:
As stated further above, you are not a primary tank healer. However, sometimes you will heal tanks, so
here' s how to do it. Note that the following doesn't match the technique from the previous guide, which
was intended to provide the most throughput.
Instead, I recommend to shoot for maximum burst HPS during spikes. Your two tools for quick burst HPS
are your shield and penance. Both have a cooldown regarding your tank. So in order to have them ready
during a damage spike, you have to reserve them for this. So, start healing your tank with PoM and flash
heal. If the tank is full, PoM on cooldown, and you have a GCD to spare, shield other raid members.
Flash spam your tank. Now if a damage spike hits, shield your tank, then penance and continue with
flash heal (Greater heal is an option if it's talented and you have BT up).
Get to know damage prevention abilities used by the tanking classes. It's no use wasting a valuable
penance cooldown if your warrior tank has just shield walled. Be sure to have pain suppression at hand
when you need it and get to know all boss abilities that maybe you're not aware of as raid healer. There
are timed or pre-announced abilities on most fights that you can address specifically, and where you
might invest a shield before the damage actually hits.
Infest is an ability used by the Lich King that puts a debuff on all raid members that causes instant
damage as well as DoT damage on each target until that target is healed up to at least 90%. To
minimize the number of dot ticks, targets must be healed to 90% as quickly as possible instead of just
providing the maximum total healing on the raid.
Discipline priests: The best way to do this is to have as many people as possible shielded before Infest
hits as Infest will be immediately removed then. As a discipline priest, also consider section III. "Mana
Regeneration: Rapture" regarding the Infest ability, so that you maximize your mana return from rapture
there,
Holy priests: Do not use Renew as soon as Infest is up - remember the goal is to top people up to
remove the debuff, not just to provide a lot of healing. Make sure Infest is displayed in your raidframes,
and concentrate on people who didn't catch a shield. If you are running with a discipline priest, just top
these people up. If possible, have the disc priest shield whole groups instead of random people, so you
can land a precasted PoH on an unshielded group right after Infest hits. If you do not run with a disc
priest, coordinate with your other healers to make sure you don't end up just stabilizing the raid instead
of removing debuffs.
Valithria Dreamwalker
In this encounter, the goal is to heal a wounded dragon up to full, starting at 50%. The key is to heal her
as fast as possible as the speed with which add waves spawn increases as the fight progresses. In heroic
mode, she also takes regular damage.
Holy priests: One holy priest in the raid should carry the Glyph of Guardian Spirit, to increase overall
healing on the dragon. While you are not an optimal choice for healing the dragon, you can. If you are
assigned to do this, make sure your buff stack does not ever fall off. The fight is won in the last 1 or 2
minutes of the fight where all dragon healers are fully buffed up and yield incredible hps. This is where
you have to shine. Remember Renew is the best healing per execution time on single targets, so have it
up without clipping HoT ticks. If you need to move during that phase, use this moment to help out on the
raid with CoH.
Discipline priests: While you can use shields on Valithria in heroic mode, your single target throughput is
still subpar. In almost all healing compositions, your ideal role is to the heal the raid and tanks, not the
dragon. Help out by providing other healers with Power Infusion, do not take portals. Dispell frost bolts
from tanks only, diseases from everyone.
This is a very special healing situation. You want to minimize the amount of healing done without any
raid member dying in order to reduce Anub's self healing. Whoever is assigned to heal tanks will spam
heal them mercilessly as the damage is severe. Raid members affected by Penetrating Cold (PC) will
require intense healing as long as PC is up. If you are assigned to do this, do not get sidetracked into
other things, especially when PC targets switch. As for healing the raid, if passive healing abilities don't
suffice in your raid, use very controlled healing. Do not use PoM, this heals for far too much on random
targets. Downranked AoE spells (CoH, Holy Nova, PoH) are good choices.
If you are assigned to a mark target, do nothing else. Mark damage is intense - concentrate on
maximizing single target HPS. If you are a discipline priest, it may be worth it switching in more haste for
this fight.
At the time you get the second mark, advise the two players to move together that PoM is able to
bounce between them (if they are ranged still with a gap big enough to not get hit by the nova). This is
reported to work well in 10 man.
Throughput is a measure of how much healing you can provide in a period of time. A typical
measurement unit is HpS (hitpoints per second healed), or eHpS (effective hitpoints per second healed).
HpS is the raw healing, eHpS doesn't include overheal. A typical stat that only delivers throughput but
nothing else (*1) is spell haste.
Efficiency is a measure of much healing you can produce per mana. A typical measurement unit is HpM
(hitpoints healed per mana). Efficiency can be gained by a stat like spellpower that makes a heal larger
for the same amount of mana, or by talents, glyphs, or trinkets reducing the mana cost of spells.
Regeneration is a measure of how much mana you have available in a period of time. For practical
purposes, this includes the initial mana pool size, although the term regeneration doesn't really apply to
that. The measurement unit is Mp5 (Mana per 5s). A typical stat that increases regeneration is Mp5.
These properties are clearly different and cannot be aggregated to provide a single measurement of the
value of an item, talent or consumable. The reason is simple: if you never fully use up your mana in a
fight while casting exactly the spells you want to, then additional efficiency and regeneration have a
value of zero to you. If you have a longish as well as intense fight where your mana just doesn't suffice
with your current gear choice, additional throughput doesn't help (*2), as you will just be out of mana
faster.
There have been many attempts to provide a single measurement unit that integrates all of this, but the
one thing that remains is:
It's your sole responsibility to choose the amount of regeneration and efficiency that you
want or need.
Section "XI. Gearing Questions" contains information and advice to help you to do this, but remember
the choice is yours only.
(*1) Actually, this is not entirely true. Unless a fight has 100% of casting, haste increases the time spent
OO5SR, thus providing for more regen. However, this amount is tiny, as it only happens if a sequence of
casts that profits from haste is ended by phase of not casting of more than 5s.
(*2) It can be argued that haste always has a positive effect by delivering the heals faster to people in
need. For the sake of this comparison, we just ignore that.
Fade: Fade out, temporarily reducing all your threat. . Note that the threat lost from Fade is regained in
full once the 10 second duration finishes, and that you continue accruing threat while Fade is up. This
has been changed in WotLK to actually set you to zero threat for the duration of the buff. As such, it is
very useful, and should definitely be hotkeyed.
Prefading: If you expect to temporarily pull aggro, for example if you want to refresh a shield during a
pull, use fade before actually healing/shielding. Note that this is only recommended if you know a tank
will get solid threat within the next seconds.
Oil: Nerfed, no new oils available. With WotLK, Mana Oils are no longer available. RIP.
Flask: [Flask of Distilled Wisdom] is the best option, followed by [Flask of Pure Mojo] (for
regeneration). If all you want is throughput, [Flask of the Frost Wyrm] is your only real option.
Potions: [Runic Mana Potion] is the obvious 1-use consumable, while alchemists are spoiled with
[Crazy Alchemist's Potion]. If you want to elixir up instead of flasking, good choices include [Elixir of
Mighty Thoughts], [Elixir of Mighty Mageblood] or [Elixir of Spirit], or [Elixir of Draenic
Wisdom] for Guardian, and [Elixir of Deadly Strikes], [Guru's Elixir] or [Spellpower Elixir].
Note that in WotLK, you are now limited to one per combat cycle. What this means for healers is that we
get one Runic Mana per boss fight. Now, Runic is a fair bit of mana, but you only get one, so use it
wisely.
Everything else is subject to taste and discussion. How and with which addons you do that is also entirely
up to you. But you need a UI with these properties, else you restrict your potential. The list of addons in
this guide is intended to give you some pointers, but that's it. The addon Grid is described in more detail.
Layout
Typical healer layout has some small variations, but is centered around the idea of having the complete
raid in front of you (currently 10-25 bars+tank targets), with easily observable health totals, and some
method of debuff curing.
If you're starting from scratch, the first thing you should do is:
Replace your unit frames, for example: Pitbull, Xperl, Shadowed Unit Frames (SUF)
as the base-WoW unit frames are horrid. Set these up in a convenient spot on your screen, and make
sure you configure them fully to show health details and debuffs.
Replace your raid frames: GRID, Pitbull, sRaidFrames, Xperl and tank targets: oRA2, Pitbull
and make sure you fully configure the setup to show debuffs and buffs easily. Aggro notification is
also a neat feature which can warn you of who will soon need heals.
From here, you can pick and choose which addons you'd like to use, starting with:
Custom Bar Mod: Bartender4, etc. Something to let you organize, hide, and keybind all your
abilities. Setting up a hidden bar that contains your primary 10+ keybinds is a great way to free
up some real estate on-screen.
Deadly Boss Mods, BigWigs: timers, boss warnings, aggro notifications, all sorts of handy
things.
FuBar: extremely useful addon, with some amazing little plugins. Give it a try. One you should
definitely get is RegenFu.
Quartz: infinitely useful for /stopcasting (3.3.5 note: actually no longer that useful as we rarely
stopcast today)
MSBT: very useful as a visual tracker for healing and overheals, without having to watch a
combat log scrolling by.
Power Auras: great tool for showing custom buffs, procs, or debuffs that you get. They can
even be accompanied by a ding!
Clique: an absolute must for click-dispelling an/or healing and generally for interacting with
GRID in many useful and interesting ways.
Recount: Good for quick ingame wipe diagnostics (why exactly did player X die?). If you want
to see healing stats, use the RecountGuessedAbsorbs extension if you are playing disc.
If you're interested in UI design, swing by the User Interface and Addons forum and read some of the
threads there.
GRID
GridAlert
GridIndicatorSideIcons
GridManaBars
GridSideIndicators
GridStatusRaidDebuff (must have!)
Once you have all of these downloaded and installed, load into WoW. Now, first thing you want to do is
go GRID -> Frame -> Advanced -> and configure the Frame Width and Height. GRID refers to an
individual in the raid as a 'Frame', so this is essentially your unit bar inside the GRID space. Configure
this to a reasonable size.
Now that you have it to a good size, edit the name length by going GRID->Frame->CenterTextLength. I
have mine set to 20; your mileage may vary.
Now go GRID->Frame->CenterText and set it to display what you want (I have Name listed here). Then
go GRID->Frame->CenterText2 and set it to what you want (I have Health Deficit, AFK, Feign Death,
and Dead listed here). This gets your text bars setup.
For debuff display, go GRID->Status->Auras-> and you can then ->Add New Debuff. I use this to display
things like ncinerate Flesh (Lord Jaxx), Penetrating Cold (Anub), and so on. Once you have set a debuff
here, go to GRID->Frame->Center Icon and enable the Debuff you just created to have it appear in the
center of the frame as a purty little icon.
GRID->Layout->Raid Layout is handy for setting it up as you'd like it. Notice that you can set default
raid layouts for each type of raid: Party, Raid, Heroic Raid, etc..
GRID->GridAlert is handy for setting it up so that one someone is debuffed with something you can
cleanse, it will go SPRONG (audio) and alert you to the issue.
Next, we need to make sure Clique can interact with GRID, so load up Clique, and choose "Options" at
the bottom. Make sure anything labelled "Grid" is clicked on. This will let you setup mouse-click macros
in Clique for dispelling, which is quite amazing, if I say so myself.
Finally, there are a couple of options you can mess with in GRID->Frame->(anything Corner) //
(anything Icon) which will let you setup small icons/lights that will light up on certain circumstances. I
use mine to show when people have aggro, when people have Renew ticking on them (from me), when
people are missing buffs, and so on. It's quite powerful, and is the *real* reason you want to use GRID
over any other raid frame.
Editor's note:
This section was written by Nidaba once, with no changes by Sinndir as he didn't use Grid+Clique. I do,
however, and use it basically in the same way as Nidaba suggested (though my Clique use is quite
different). All of this still works and is still recommended. I would like to highlight the importance of
addion raid debuffs. Having them shown in your Grid display is key for quick reactions.
Gear for regen until you no longer have mana issues, then gear for throughput.
Contrary to dps classes where you can find ideal items and stats, this generally isn't possible for healing
priest. It depends on your raid (composition, quality of dps), gear level, as well as healing style how
much mana you need in a given fight. As a result, we cannot give you definitive answers here, the choice
of how much mana you want is yours. There are, however, rules of thumb to give you a starting point.
When you are looking at a piece of gear, and asking yourself if it is an upgrade, there a number of
questions you need to ask. Firstly, how would you gem the piece? Always compare pieces to each other
fully gemmed (with or without socket bonuses depending on your gemming choices). If you are unsure
about how to gem, try two or three or four different combinations, and see which one seems to give the
best result.
In general, comparing gear isn't as difficult as it used to as itemization in WotLK has only very few
"special" items. With the exception of trinkets, all items of a gear level have very similar (if not identical)
amounts of stamina, int and spellpower. Then, two out of crit, haste, spirit, mp5 are added, so most
items fall into one of the following categories:
As you can see, stacking int and spellpower is only possible using gemming, enchants, trinkets and
consumables. For MP5, spirit, crit and haste, we have far more options. This is what makes trinkets with
a healthy amount of spellpower so attractive.
Holy Priests
Rewrite in progress
Discipline Priests
Spellpower
With Power Word: Shield as our signature heal and the extremely high scaling with spellpower, it's
evident that our primary stat is spell power. This is the stat that you should stack.
Crit
Crit is nice for discipline priests, but if you are mostly spamming shields, the only things capable of
critting are your PoM and the glyph heal from the shield, with the bulk of your healing unaffected.
Discipline however has several talents affected by crit, so you still want to keep a healthy amount of crit.
Basically, you will be stacking crit as soon as you have reached the amount of haste that makes sense to
you (see below).
Haste
Regarding haste, you gain 6% from Enlightenment, and an additional 5% from Wrath of Air, plus 3%
from Swift Retribution/Moonkin Aura, leaving you with only 4.67% or 154 haste rating to gain from gear
to reach the hard GCD cap on PW:S (given Borrowed Time). This is why as a general rule you should aim
for 4.67% of haste (or 154 haste rating), but think about whether you need more. Obviously, if you don't
have all of the haste buffs, more haste makes sense until you hit the GcD cap.
The required values to reach the GcD while BT is active are (rounded up):
Pick up haste until you are haste capped for shield spam - see table above. You can make use of
more haste if you use PoH to a significant amount.
Spellpower is the stat to stack for throughput and efficiency.
If you need more mana, use regen trinkets, socket int if necessary.
Quality MP5 gear is a bit better than spirit gear, but not by a lot. At around iLvl 264, spirit can
match and exceed MP5 , see "XII. c) Value of Intellect and Spirit".
At high gear levels, you can get away without significant amounts of MP5 and spirit on gear.
Also, at high gear levels, spirit can match and exceed MP5.
That said, most raid leaders will expect you to properly enchant and gem your gear, at any equipment
level.
XI. b) Gemming
Q: Blue gems are much cheaper than the new(ish) epic gems?
A: Unless you like doing half-assed jobs splurge. Lets say you have 10 gems and you want to use haste
gems for all of them the difference is 160 haste or 200 haste, 40 haste rating is worth quite a bit (as is
40 crit, and so on). Of course, using blue gems is acceptable if you are a new priest running in blue
equipment. Starting with iLvl 226 equipment, you should really use epic gems.
Red sockets will be populated by [Runed Cardinal Ruby] for all priests. Regarding yellow and blue
sockets, we can either choose to activate the socket bonus or just socket [Runed Cardinal Ruby].
Metagems may also require us to activate certain yellow and blue sockets.
There priests who use every socket bonus following the rationale that mana regeneration is always good
and they want to get the most stats from their socket. Many other priests socket for pure throughput
which may lead to disregarding socket bonuses. However, especially holy priests should be aware that
for some socket bonus it may not be intelligent to throw the socket bonus away. Let's look at a few
examples:
Gem Socket bonus] Spell power MP5 contribution Crit rating Haste rating
[Runed Cardinal Ruby] 23.0 0.0 0.0 0.0
[Purified Dreadstone] +4 Spell power 18.9 4.2 0.0 0.0
[Purified Dreadstone] +5 Spell power 19.9 4.2 0.0 0.0
[Purified Dreadstone] +7 Spell power 21.9 4.2 0.0 0.0
(Conversions and assumptions from "XII. c) Value of Intellect and Spirit")
As you can see, a holy priest socketing 23 spell power in a blue socket with a bonus of +5 spell power
will only gain 3 spell power for the price of 4.2 mp5. This is a trade I would only make if the equipment is
otherwise already free from int gems and other mana stats.
If you still want that quick answer regarding what to socket, here's a quick rule of thumb that will work,
but may not be optimal for you:
If you still want that quick answer regarding what to socket, here's a quick rule of thumb. However, a
general rule cannot be given with the same level of confidence as for discipline priests. I highly suggest
you make your own decisions.
red: [Runed Cardinal Ruby]
yellow: [Reckless Ametrine]
blue: [Purified Dreadstone]
Metagems (3.3.5)
[Insightful Earthsiege Diamond]: the most useful, and easiest to equip, metagem. A 45-second ICD
proc that restores 600 mana, and 21 intellect to gain crit and regen make this the best metagem overall.
[Ember Skyflare Diamond]: decent metagem, probably second choice to IED. The 2% intellect ends
up giving more int after you break 1155 intellect raid-buffed, which should happen unless you roam
around in blues. However, the proc on IED is worth a conservative 50 Mp5 that you do not get back from
ESD, making IED significantly stronger in the long run. You can use this one at very high gearing levels
to gain a bit of throughput if you can afford the mana loss, especially if you are a discipline priest.
[Revitalizing Skyflare Diamond]: interesting gem. The Mp5 isn't anywhere near as strong as IED or
even ESD, and the increased critical healing doesn't add that much throughput. Might be slightly superior
to BED or ESD for throughput, but if so, just barely. With holy priests spamming renews and discipline
priests spamming shields, this is exceedingly questionable.
[Bracing Earthsiege Diamond]: basically useless. The reduced threat is as useful as a solar-powered
flashlight. Use the ESD if you really want that spellpower.
All mana gains are modeled into a separate MP5 column for disc and holy priests, so it's easy to
compare. Mana gains from int or spirit are computed using the raid buffed conversion values and
int/spirit baselines from this guide. You will gain less mp5 from int/spi trinkets if you gear is
below the int/spi baselines assumed.
Throughput stats are not modeled into a single number, as this depends far too much on healing
style and encounter.
The fight length assumed is: 5 minutes. On use or proc effects vary with the fight length. A
[Sliver of Pure Ice] will deliver far lower MP5 with 350s than with 260s.
Some throughput trinket effects are not modeled, such as heal proc from [Althor's Abacus], so
examine the comments column, too.
The table will always list heroic version where available.
Some trinkets require more assumptions than others. [Solace of the Defeated] obviously isn't
8*18 MP5, if only for because it takes a at least 8 seconds until the stack is up. In some fights
the stack won't ever fall off, in some it will. My decision here was to just subtract a few MP5 and
give a tiny uptime advantage to disc. This is a case where I just used gut feeling. It's not worth
it poking into combat logs for hours to find out whether a trinket is insanely great or insanely
great + 4 MP5. So, when tanking numbers from this table, be aware that some trinket effects
will really vary in practice.
Best overall value is still a heroic [Solace of the Defeated]/[Solace of the Fallen]. Use this as
replacement if you want far more regen without sacrificing too much spell power.
(old content follows, will be removed as soon as more relevant trinkets have been reevaluated)
25-man Raid Drops:
Tier 8
[Show of Faith]
[Scale of Fates]: interesting throughput trinket
[Pandora's Plea]: incredible regen trinket, but only take it above paladins if you are 100% Disc.
Tier 7
[Soul of the Dead]: incredible regen trinket
[Illustration of the Dragon Soul]: highest throughput trinket available, BiS for Discipline, although
arguably Eye of the Broodmother is more "balanced" if you can pick it up. Given that most priests passed
Illustration, it might be worth asking for Eye; it's our turn!
[Forethought Talisman]: highest possible spellpower, but useless proc; really not worth wearing
[Living Ice Crystals]: decent Disc trinket; weak for Holy
Tier 9
[Binding Light] & [Binding Stone]: Poor items for us, look for something else.
[Purified Shard of the Scale]: Not overly fantastic by itself (better for Pally/Shaman) but when
combined with…
[Purified Shard of the Flame]: Poor by itself but together you get a bonus 222 spell power and a proc
heal that heals for 2269 to 2773 direct healing. Overall not bad if you wear them together. *Note:
Healing proc does not scale with spellpower
Tier 8
[Meteorite Crystal]: godly +int trinket; amazing regen.
[Energy Siphon]: horrible for holy, decent for Disc
[Eye of the Broodmother]: really nice throughput trinket, if you can pry it out of the hands of the dps.
[Sif's Remembrance]
Tier 7
[Spirit-World Glass]: amazing trinket for Holy, meh for Disc.
[Majestic Dragon Figurine]: again, decent for Holy, meh for Disc.
[Embrace of the Spider]: don't even think about taking this trinket. If you want one, buy the badge
option.
Shoulders: Master's Inscription of the Crag - Spell - World of Warcraft and Master's Inscription of the
Storm - Spell - World of Warcraft are available for Scribes; they are the BiS options available. For non-
Scribes, there are [Greater Inscription of the Crag] and [Greater Inscription of the Storm]
available from the Sons of Hodir at Exalted reputation. At honored, there are [Lesser Inscription of
the Crag] and [Lesser Inscription of the Storm].
Pants: [Brilliant Spellthread] (Argent Crusade (exalted) : Recipe) or [Sapphire Spellthread] (Kirin
Tor (exalted): Recipe)
Boots: [Formula: Enchant Boots - Tuskarr's Vitality] or [Scroll of Enchant Boots - Greater
Spirit]
Editor's note: I highly recommend the runspeed enchant, use the spirit enchant only if you absolutely
need that mana (and a tiny bit of spellpower for holy).
Weapon: [Scroll of Enchant Weapon - Mighty Spellpower]. If you use a stave, use [Scroll of
Enchant Staff - Greater Spellpower].
The following is based on the premise that we have 3 major glyph slots and that we will fill these with
the must-have glyphs first.
If you want to swap out a glyph for a special encounter, drop a glyph of your choice except for the shield
glyph. Regarding the penance glyph, don't forget you may be asked to - for example - heal marks at
Saurfang heroic, so even if you regularly only spam bubbles, keep a few of those penance glyphs in your
pocket.
Interesting major glyphs that you may use for specific encounters
Evaluation:
There is a case to be made for keeping pieces to have this bonus on hand for fights where PoM does a lot
of healing. This is especially true if you have access to ilvl 258 T9 pieces, but haven't acquired heroic T10
yet. The bonus is better for holy priests than disc priests due to the already stronger PoM and 7 second
cooldown.
Note that the benefit in practice will vary a lot, depending on how much you already overheal with PoM.
If your PoM usage shows 35% overheal in a fight, it's pretty obvious you won't see a PoM increase of
20% by using the T9 bonus.
T9 4-Piece: Increases the shield from your Divine Aegis and the instant healing from your Empowered
Renew by 10%.
Evaluation:
A 10% increase of a small portion of your effective healing isn't a big improvement. Check with your own
logs to see how much DA (careful with WoL weirdness regarding DA after 3.3.5) and Empowered Renew
heal, multiply with 0.1, and that's your bonus. If at all, disc priests with a very low quota of flash heal
might be interested in keeping 4pc T9 for a while.
T10 2-Piece: Your Flash Heal has a 33% chance to cause the target to heal for 33% of the healed
amount over 9 sec.
Explanation:
This set bonus' strength is dependent on the fact the HoT stacks/rolls (like blessed recovery/deep
wounds) or re-writes itself. The HoT will heal for around 1650 health (assuming ticks at 3/6/9 seconds
they will be ~550 health while crits bump it to 825 health per tick and 2500ish total). Recently we have
had a forum member (Feebis) share that the HoT is a rolling one as seen in this post. You can see based
on the parses that the heal over time portion is unpredictable however it is apparently affected by
talents. The HoT will not tick if it gets refreshed before the 3/6/9 second marks but will get larger (Feebis
had a 6700 tick in his log he posted).
T10 4-Piece: Increases the effect of Power Word: Shield by 5% and Circle of Healing by 10%.
Explanation:
Starting with patch 3.3.5, this bonus has changed from a very awkward mechanic to something simple
and reasonable.
Note the tooltip suggests that the 4pc bonus also increases glyph healing. Testing (see Discipline Healing
Compendium v3.1) indicates that the glyph heal isn't affected, though.
Regarding both discipline and holy priests, it's important to note that the 4pc T10 bonus adds reliable
throughput to every relevant phase of a fight. 2pc T9 can be very good statistically, but it can also get
stuck temporarily on a recently shielded target. So it may contribute significantly less where you need it
most - if you happen to have bad luck.
Using [Runed Cardinal Ruby], [Reckless Ametrine], [Purified Dreadstone]. Not counting Spiritual
Guidance and buffs.
- Head:
[Sanctified Crimson Acolyte Hood]
[Sanctified Crimson Acolyte Cowl], -106 spi, +98 haste, +8 crit
[Corp'rethar Ceremonial Crown], -2 spi, -8 crit, +10 haste
- Chest:
[Sanctified Crimson Acolyte Robe]
[Sanctified Crimson Acolyte Raiments], -114 spi, +114 haste
[Sanguine Silk Robes], -114 crit, +98 haste, +8 spi, +5 sp
- Gloves:
[Sanctified Crimson Acolyte Gloves]
[San'layn Ritualist Gloves], -16 spi, +18 haste, +4 sp
- Shoulders:
[Sanctified Crimson Acolyte Shoulderpads]
[Sanctified Crimson Acolyte Mantle], -90 spi, +8 crit, +82 haste
- Legs:
Only [Sanctified Crimson Acolyte Leggings]
Let's say you want to skip T10 entirely and minimize spirit, you'll get a total of
-326 spi, +312 haste, +16 crit, +4 sp.
Overall Conclusion
Discipline priests can (at ilvl 277) gain around 300 haste and a bit of crit at the cost of both 2 and 4pc
T10 bonus and regen. This is fully irrelevant for shield spamming due to BT. So, for shield spam, the
choice is clear: get T10 4pc. For discipline priests doing serious tank healing, getting the haste setup
may be worthwhile to maximize single target throughput. However, almost all challenging tank healing is
done by holy paladins today, so this is really a niche that you could address by using two sets.
Holy priests also lose around 90 spellpower (due do spiritual guidance, factoring in kings), making the
trade less desirable. At the same time, losing around 360 spirit raidbuffed is regen that many holy priests
will start to notice. My personal choice would be 4pc T10 for holy, but make your own based on this data
and your mana situation.
There are currently no plans to supply BiS lists for holy and disc. There are reasons:
BiS lists will be mostly populated by ilvl 277 items, and players with access to a full set of ilvl
277 items typically do not need BiS lists.
A BiS list as such does not exist, because every player has his/her own tradeoff between
throughput and regen. Thus, choices will be made on a per item basis. Use the tool Rawr to find
the best item for a given slot based on your preferences and your equipment. It doesn't make
sense to optimize for items you may never lay your hands on.
For those of you who are desperate for a BiS list, Frmercury has kindly compiled a proposal for disc and
holy: http://elitistjerks.com/f77/t97934-w...d/#post1619613 . Do also read his comments regarding the
holy BiS, however! There just isn't a general BiS. If the holy BiS list doesn't work for you, the blame is
yours, not his.
Note: the linked BiS lists do not yet include Ruby Sanctum loot.
XII. Math
There are many things about Discipline and Holy healing that take math to model. The more interesting
ones will be summarized here.
Notes
1. No systematic testing of all possible talent combinations and with several levels of spellpower has
been done. It is possible that the exact formula as implemented by Blizzard is still slightly different. The
results are, however, extremely close with all scenarios tested.
2. The absorb formula isn't exactly the same as the glyph heal formula. The difference is relatively small,
so you can use the absorb formula for the glyph heal, too. The computed glyph heal will be a bit too
high, then.
3. Currently, as of 2010-05-07, the ICC Aura is always active regarding the absorb formula (even outside
of ICC). The glyph heal formula isn't affected, however. Arena and battleground not tested. As the aura
continues to increase in strength, expect this bug to be fixed. Even now, 15% additional absorb
everywhere is huge. Additional testing has indicated that this effect may not be active between a realm
restart and the first time you enter ICC.
The table below lists the spell power coefficients for important spells.
Spell name Benefit Disc(SP talents) Disc(full gains) Holy(SP talents) Holy(full gains)
Binding Heal 80.70% 80.70% 83.93% 96.84% 117,18%
Desperate Prayer 80.07% 80.70% 88.12% 80.70% 93,21%
Flash Heal 80.70% 80.70% 83.93% 96.84% 106,52%
Greater Heal 161.11% 161.11% 167.55% 225.55% 248,11%
Holy Nova 40.29% 40.29% 44.00% 40.29% 51.19%
Power Word: Shield 80.70% 112.80% 181.46% 80.70% 88,77%
Prayer of Healing 52.60% 52.60% 65.64% 52.60% 76.38%
Prayer of Mending 80.70% 80.70% 88.12% 80.70% 102.53%
Renew 188.00% 188.00% 236.09% 216.20% 330.24%
Circle of Healing 40.29% n.a. n.a. 40.29% 61,43%
Penance 35.80% 35.80% 37.23% n.a. n.a.
Twin Disciplines
Improved Renew
Spiritual Healing
Empowered Healing
Empowered Renew
Divine Providence
PoH glyph
CoH glyph (sixth target factored in, beware if you compute per-target heal based on this
coefficient)
Twin Disciplines
Improved Renew (!)
Improved PW:S
Focused Power
Borrowed time
PW:S glyph
PoH glyph
First, realize that regardless of Discipline or Holy, every point of spirit is effectively equal to 1.155 spirit,
thanks to 5% from Enlightenment / SoR and 10% from Blessing of Kings. Disc gains an additional 0.011
spirit for every point from Enlightenment. Similarly, for a Holy priest, every point of Intellect is equal to
1.1, while for Discipline, each point is equal to 1.265, thanks to Mental Strength and Blessing of Kings.
Humans gain another 3% of spirit as racial bonus.
The following sections analyze how much MP5 discipline and holy priests gain from each point of
intelligence and spirit. Note that the numbers depend on quite a number of assumptions.
Assumptions:
Baseline Holy: 1900 Int, 1400 Spi (used as fully buffed and talented values for all computations)
Baseline Disc: 2000 Int, 1200 Spi (used as fully buffed and talented values for all computations)
Fight length: 5 minutes
Average hits per shadowfiend: 11
Time OO5SR Disc: 5%
Time OO5SR Holy: 8%
Holy Concentration Uptime: 50%
Rapture procs: every 15s (average assuming fights with no potential for simultaneous procs)
Column "MP5":
The column "MP5" factors in the above assumptions, but no impact from stat scaling talents and buffs.
Uses the given baselines for holy and disc.
Note that since the same baselines for int and spirit are used for both columns, you cannot use this table
to answer the question "How much MP5 do I gain from talents and buffs?"
Ability Stat MP5 Holy Full gains MP5 Disc Full gains
Replenishment Int 0.1500 0.1650 0.1500 0.1898
Mana pool size Int 0.2500 0.2750 0.2500 0.3163
Shadowfiend Int 0.1375 0.1513 0.1375 0.1739
Meditation Int 0.1235 0.1375 0.1066 0.1348
Meditation Spi 0.3354 0.3873 0.3553 0.4143
OO5SR Int 0.0215 0.0236 0.0112 0.0142
OO5SR Spi 0.0583 0.0674 0.0374 0.0436
Holy Concentration Int 0.0725 0.0798 - -
Holy Concentration Spi 0.1968 0.2273 - -
Rapture Int - - 0.1250 0.1581
Total Int 0.7550 0.8305 0.7803 0.9871
Total Spi 0.5905 0.6820 0.3927 0.4579
Total for Humans Spi 0.5905 0.7025 0.3927 0.4716
Each point of int gives us a tiny bit of crit, which in turn increases the uptime of Holy Concentration for
holy priests. The preceding guide had the effect of this at 0.08 MP5 at Ulduar gearing levels. This is,
however, very hard to model correctly and much depends on your healing style. If you look closely at the
results, you can see that the exact value of this effect won't change your decision making - it just makes
int a bit more desirable for holy priests.
The preceding versions of this guide did have one unfortunate error in the int vs. spirit calculations. It
treated the effect from int on Holy Concentration via int giving crit in detail. However, it did not include
the baseline effect from HC, which made a real difference regarding the end result. In combination with
todays gearing levels, and the nerf to replenishment, we may come a different gearing conclusion.
The new end result still says that regarding regen, int is better than spirit for holy priests,
So, for a human holy priest, int still gives us 18% more regen than spirit (depending on scenario, also
Hymn of Hope not included, which favors int a bit). However, we also gain spellpower from spirit due to
Spiritual Guidance. Given a choice between the same amount of int and spirit, we trade 18% of regen (a
bit more if not human) for spellpower from spirit.
However, contrary to common beliefs, MP5 is no longer clearly better than spirit for discipline priests. If
you look at the end results, discipline priests gain around 0.45 MP5 from 1 point of spirit in the given
scenario. Since itemization lets you usually choose between 2 spirit and 1 mp5, 2 spirit gives you around
0.9 MP5.
Now, according to this, MP5 is still around 10% better than spirit (around 5% for humans). However, this
result is highly sensitive to the int baseline and the assumed times OO5SR. Here are some examples how
this can affect results:
Time OO5SR changed from 5% to 10% for disc: 1 spi -> 0,4941 mp5 for human disc priests
Int baseline changed from 2000 to 2200 for disc: 1 spi -> 0,4946 mp5 for human disc priests
Rule of thumb:
Don't lose any sleep over choosing MP5 vs. spirit. If you are at around ilvl 264, choose spirit over MP5,
given the choice. At sub-264 levels, use MP5 if given the choice. If you want to use the item for a
shadow or holy secondary spec, always use spirit.
I'd like to share is the chance to get a Surge of Light proc with all of our multi-targetted spells. All you
have to do is include your own crit percentage and from the base formula you can determine how much
crit chance you want; or perhaps just for your own curiosity sake. Largely I want this to dispel common
myths that some priests say "I get a Surge of Light proc everytime I press my CoH button"; because no,
you really don't. Note: the penance example is the chance to get an inspiration proc per penance cast.
Example #1:
Binding Heal
C = 21%
n=2
Proc = 1 - (1 - 0.21/2)^2.
Proc = 1 - (.801)
Proc = 0.199
Or a 19.9% chance to get a SoL proc.
Example #2:
Penance
C = 24%
n=3
Proc = (1 - 0.24)^3.
\Pr(0|C,n) = 1-(0.44)
\Pr(0|C,n) = 0.56
Or a 56% chance to get at least one critical heal resulting in an inspiration buff via Penance
Example #3:
Circle of Healing
C = 21%
n=5
Proc = 1 - (1 - 0.21/2)^5.
Proc = 1 - (.5742)
Proc = 0.426
Or a 42.6% chance to get a SoL proc.
Example #4: Manipulating the formula to figure out what crit percentage you would need for the desired
chance of getting a Surge of Light proc.
Proc = 0.75 or 75%, meaning you want your CoH to give you a 75% chance to generate a SoL proc.
C = ??? - unknown
n=6
Proc = 1 - (1 - C/2)^n. (isolate C, gets ugly)
C = -2*[(-P+1)^1/n - 1]
C = -2*[(-0.75+1)^1/6 -1]
C = -2*[(0.25)^1/6 - 1]
C = -2*[0.7937 - 1]
C = -2 * -0.20629
C = 0.41259 or 41.3% crit needed.
iii) Calculations with Blessed Resilience & Test of Faith (w/ spiritual healing modifier) - I found something
interesting testing with Renew. If the spell is cast below 50%, the ticks (even if the health goes higher
than 50%) stay with the 12% increased effectiveness.
Flash Heal = [2049.5 + (3000 * 0.8057)]*1.25
Flash Heal = 5583 healing average
Binding Heal = [2237.5 + (3000 *0.8057)]*1.25
Binding Heal = 5818 healing average
Greater Heal = [4300.5 + (3000 * 1.6111)]*1.25
Greater Heal = 11417 healing average
So those are some pretty plain numbers. If you find yourself casting greater heal more than once in a
blue moon, perhaps stick with Empowered Healing. If you regularly find yourself not casting it at all
during fights then a spec for better output would first put the 5 points from empowered healing to 3/3
blessed resilience and then 2/3 Test of Faith.
Justification for taking test of faith is it provides more healing to those targets who need more health.
Detailed mechanics for Halion 25 man trinket unknown: does the HoT scale?
XIV. List of changes
2010-04-14: First version under new maintainer, fixed links, some work on consumables
2010-04-15: Fixed sliver of pure ice heroic, completed Introduction, III, IV, V, VIII, XI, metagem
subsection, all sections marked, separated set bonus discussion from BiS list section
2010-04-16: Rewrote set bonus discussion regarding T9 and T10, added T10 nonset comparison by
tasha, added new section for glyphs
2010-04-19: Changed formatting of glyph section, finalized shadowfiend glyph, section I (not I.a) done.
2010-04-21: BiS list section "completed".
2010-04-26: Redone section "XII. b) Coefficients for Spells", now also includes full talents for holy and
disc, fixed section "I b) Holy Talents", redone section "XI. a) Gearing Levels for Icecrown"
2010-04-27: Update/redone section II, III, IV. The old content from III is integrated into II and IV, the
old section III is replaced by a section on Rapture. Sections VI a) and X b) completed.
2010-04-29: Rewrite of section "Raiding as Disc" completed, some restructuring of VI, VII, some
changes to addon section, added Grace and Improved Healing stuff for disc
2010-05-03: Changed T10 4pc effect to not affect the glyph heal, Replaced cross healing section by new
section "VI. c) Special Healing Assignments"
2010-05-05: New section "VII. Throughput, Efficiency and Regeneration". Added reference to
Frmercury's BiS lists.
2010-05-07: Replaced section XII a) by a new section on Power Word: Shield math., XII b) completed.
2010-05-10: Added Saurfang to VI. c) Special Healing Assignments, edited in some feedback.
2010-05-11: Rewrote disc part of gearing questions section. Removed preface as only a few sections still
need updating.
2010-05-26: Added renew style holy build and talent q/a section on renew talents
2010-06-10: Rewrote "XII. c) Value of Intellect and Spirit" with new theorycrafting results.
2010-06-14: Rewrote "XI. b) Gemming", with stats breakdown based on "XII. c) Value of Intellect and
Spirit"
2010-06-15: "XII. c) Value of Intellect and Spirit": corrected fight length for shadowfiend, corrected full
gains values for meditation (holy), OO5SR (holy), and HC (holy). Updated values in the gemming section
accordingly. Added some documentation.
2010-06-21: Replaced 11% of haste recommendation by haste buff specific table on notice from
Carnathagia. Fixed wrong sp values in section "[Runed Cardinal Ruby] vs. [Purified Dreadstone] in for
holy priests" on notice from Amoenitas.
2010-06-23: Started new trinket section, some old content remains until work is completed, added 3.3.5
trinket, BiS notice 3.3.5
2010-06-25: Added more trinkets and some documentation to trinket section.
2010-07-01: Added Halion testing results from Cenion.
2010-07-08: Corrected Concentration Aura information on note from Zaroua.
2010-08-11: Fixed missing heading for section II, Cataclysm notice