Disc Spell Book
Basics
Greater Heal
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Pretty much our go-to heal for single target
healing when Penance is on cooldown - usually tanks. Two heals of
this will pretty much cap out Spirit Shell (see below).
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Prayer of Healing
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The bread and butter of disc raid healing. This
heals everyone in a party, though The party members to have to be
in range of your target. Can be used to cast through line of
sight if a player is standing in such a way as being LoS of
neither you nor the target. Casting this will always cause a
divine aegis (shield, see below) which means it can be used to
absorb predictable aoe. Particularly strong with Spirit Shell
(see below).
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Power Word: Shield (Weakened Soul)
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Power Word: Shield is akin to another Flash Heal
for us, is instant cast, and absorbs damage instead of healing it
back up. This is amazingly useful for people soaking big hits
(Gara'jal voodoo dolls, Wind Step targets on Blade Lord, debuffed
targets on Protectors. However, casting PW:Shield on a target
also causes a debuff called Weakened Soul, which prevents another
PW:Shield being cast on the same target for the length of Weakened
Souls duration.
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Penance
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This is a channelled heal with three ticks to it,
and is the disc “token” spell. It can be used offensively on
a hostile target to proc a stack of evangelism and an atonement
heal, or defensively on a friendly target to give 3 stacks of
grace and heal them. Incredibly strong heal-to-mana makes this
particularly useful in single-target damage phases.
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Prayer of Mending
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Useful to cast-while-moving in heavy raid damage
situations. This goes to the person you've specified and when
they next take damage heals some of that up and then bounces to a
nearby target.
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Flash Heal
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Useful in emergency situations if other healers
are incapacitated/out of range, or in situations such as tank
damage on Will of the Emperor. Burns mana like heck, so only use
when necessary.
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Smite
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Our version of Heal – cast on hostile mobs, it
procs “atonement” which heals a nearby injured raid member,
acting as a smart heal, and grants a stack of Evangelism.
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Holy Fire
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Same as Smite, also puts a DoT (damage over time)
on the boss.
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Binding Heal
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Pretty weak (despite being strong for holy)
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Heal
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Pretty wet noodle – never really use it when
you can cast smite or holy fire (or penance).
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Cooldowns
Inner Focus
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Reduces the mana cost of Flash Heal/Greater
Heal/Prayer of Healing by 25% and increases crit chance by 100%.
Doesn't use a global so can be put into a macro with Prayer of
Healing (see Macro section). Use pretty much on cooldown.
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Spirit Shell
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For 15 seconds, Heal/Flash Heal/Greater
Heal/Prayer of Healing no longer heal, but instead create
absorption shields for the amount they would have healed, that
last 15 seconds. This means you can fully blanket two parties
from predictable aoe (provided that they are reasonably close to
each other), or save a tank from a one shot if he has high stacks
of some debuff or other (most notably the former usage). This is
the cooldown that makes disc so op at the moment, and you'll be pretty much using it as often as you can – especially
since it has only a 1 minute cooldown. Some examples are given
below.
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Shadowfiend
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Summons a pet that hits a mob and gives you 3%
mana back each time it hits. Shadowfiend is pretty much immune to
boss aoe, lasts 12 seconds and has a 3 minute cooldown.
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Hymn of Hope
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Channeled spell that returns 2% mana to 3 nearby
low mana targets (friendly of course) every couple of seconds for
~ 8 seconds, depending on haste. It also increases their total
maximum mana by 15% for 8 seconds (ie, if you have this buff, its
a good time to use Shadowfiend/Mindbender. However, we must
channel to keep casting, so attempt to use it when nothing you
need to move out of is coming and you are unlikely to be stunned,
feared or mindcontrolled.
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Pain Suppression
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3 minute cooldown. Reduces the targets damage
taken by 40% for 8 seconds and their threat by 5% (pretty much
nothing). Tanks will usually call for this, although if they
don't ever use it, you should use it on them at your discretion,
or even dps/healers who are about to take a lot of damage.
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Power Word: Barrier
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Summons a big dome that reduces damage done to
friendly targets by 25% whilst within its range, and means that
spellcasting is not interrupted by damage. The barrier lasts for
10 seconds and has a 3 minute cooldown. Useful for any situtation
where the raid is stacked up or a certain group of the raid is
stacked up and about to take mass damage (think Zor'lok, melee on
Stone Guard, everyone on Gara'jal).
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Archangel
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Consumes Evangelism to increase healing by 5% for
each Evangelism stack (maximum of 25% extra), lasts for 18 seconds
with a 30 second cooldown. Lines up nicely with Spirit Shell –
use once inbetween Spirit Shells and then every time with.
Doesn't even need to by a 5 stack evangelism to be useful –
every little helps.
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Fear Ward
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As the label says – wards a friendly target
against fear. After consuming one fear, the buff will disappear.
Has a 3 minute cooldown and duration. Useful on any boss that
fears, including Empress 2nd phase, Zor'lok
mindcontrols, Sha platforms (I use mine on the tank for Sha of
Fear since they are the ones who have to run around and get hit
all the time, picking up orbs). Casting Fear Ward on someone who
already has the buff will simply refresh the duration, leaving
both Wards on cooldown, and only consuming one fear.
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Fade
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Temporarily removes all threat for 10 seconds –
after which it all comes back again. Pretty much never used –
use when adds first spawn as necessary, examples; Empress, Lei
Shi, Tsulong.
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Purify
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Dispels harmful magic and disease from friendly
targets, 8 second cooldown, costs 7800 mana – use wisely. Most
used on: Elegon, Protectors of the Endless, Tsulong, occasionally
Sha. The hostile version of this spell is Dispel Magic, which
costs 7,800 mana, and has no cooldown (used on Spirit Kings, Wind
Lord and Protectors) – see macros.
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Mass Dispel
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Costs a ridiculous amount of mana – use with
great care (ie, force boomkins (with symbiosis) and shadow priests
to do it for you wherever possible). Uses up 39,000 mana –
removes all harmful spells from 10 friendly targets and all
beneficial spells on 10 enemy targets within its boundaries.
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Leap of Faith
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Moves the target from wherever they were to
directly infront of you. Used to save lives on any boss with
serious fire for the dps to stand in / dc'd persons to unwittingly
stand in. Can be used during Spirit Kings to move pinned targets
into melee to be cleaved down if all BoPs are on CD, for example.
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Psychic Scream
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Causes 5 enemies within 8 yards to flee for 8
seconds (damage will interrupt). Useful on Imperial Vizier
Zor'lok (put it on cd and keep it on cd 3rd platform
onwards), Lei Shi (keeps those nasty Protect adds away from you)
and Will of the Emperor (forces fixated adds to rechoose their
fixate.
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Void Shift
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You and your target swap health percentages, and
increases the lower percentage of the two to 25% if it was
previously below that. Useful in all emergency situations –
just be careful not to kill yourself by using it before an aoe!
Healthstones are definitely useful straight after using this –
so is shielding yourself.
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Symbiosis – Cyclone
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Pretty much won't ever get symbiosis, which is
sad. Its not amazingly useful and it certainly doesn't improve
our quality of life. Safe to say you can quite happily never use
it. On the other hand, balance druids receive mass dispel, Feral
druids Dispersion, Guardian druids take Fear Ward and Restoration
receive Leap of Faith, so they might give it to you for a
particular boss if they require the spell you grant. I have had a
total of one symbiosis whilst we were learning the Sha of Fear
dance so the guardian druid could have fear ward. One pull. :(
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Rapture
This passive gets a section all to itself, as it
is crucial in understanding why disc is in such a strong place
with mana right now. Rapture occurs when your PW:Shield is
completely absorbed by damage (or dispelled in pvp). When this
occurs, the caster recieves 200% of their spirit value as mana
back. You do have to consider the mana cost of casting PW:Shield,
so mana back per rapture is (2*spirit – 18300).
To make PW:Shield mana neutral you need only 9150
spirit.
Rapture has a 12 second cooldown, so having an
addon to track the cooldown of rapture will greatly help with mana
management – something like this.
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Buffs
Inner Fire
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Increase armor from items by 60% and spell power
by 10%. You'll pretty much run with this all the time, unless
your mana drops below 5-10%.
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Inner Will
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Reduces the mana cost of instant cast spells by
15% and increases movement speed by 10%. The movement speed
increase does not stack with the boot enchant. Only useful in
situations where you have no mana and want a Shield to grant
rapture.
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Power Word: Fortitude
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Lasts 60mins, increases the stamina of all party
or raid members by 10% – put up before combat, rebuff when
someone is combat ressed.
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Borrowed Time
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15% spell haste for your next spell after casting
Shield, lasts for 6 seconds. Glyphed Holy Fire (instant cast)
consumes it. Casting penance does not consume Borrowed Time
(neither does Renew) so
you can always cast Penance(/Renew)
straight after Power Word: Shield, and then use Borrowed Time for
a Greater Heal, Smite or Prayer of Healing.
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Grace
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This buff stacks up to three times, and increases
the healing done by you on the buffed target by 10% a stack (30%
at 3 stacks). Penance applies three stacks of grace per cast –
everything else only applies one stack per single target heal (not
shield, renew, prayer of mending, atonement heals, etc
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Evangelism
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When you deal damage with Penance, Smite or Holy
Fire, you gain a stack of Evangelism (max 5 stacks). This
increases the damage done by those spells by 4% per stack, and
reduces their mana cost by 6%. You consume these stacks when you
use Archangel.
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Divine Aegis
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Critical heals (all heals from Prayer of Healing)
create a shield which absorbs 30% of the amount healed, and lasts
15seconds. Divine Aegis caps at about 16% of your health (with no
mastery) – will edit this once I work out the exact maths.
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Passives
Focused Will
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Whenever you are a victim of any damage greater
than 10% of your total health, or critically hit by a non-periodic
attack, you gain this buff. It reduces all damage taken by 10%
and lasts for 8 seconds. Focussed Will can stack up to two,
reducing damage by 20%. This is a very good passive for constant
damage fights such as Garalon and focussed attacks such as
Gara'jal.
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Divine Focus
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Reduces the pushback suffered from being attacked
while casting by 70%.
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Divine Fury
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Gives us 100% hit for: Penance, Smite, Power
Word: Solace, Cascade, Divine Star, Halo, Holy fire.
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Meditation
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Allows 50% of your mana regeneration from Spirit
to continue while in combat.
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Mysticism
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Increases Intellect by 5%
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Train of Thought
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When you Greater Heal, you reduce the cd on Inner
Focus by 5 secs; when you Smite you reduce the cd of Penance by
0.5 secs.
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Talents
Tier
1 – Level 15
This is the crowd-control tier for priests.
Void Tendrils
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Psyfiend
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Dominate Mind
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Works as a snare, rooting up to 5 mobs within 8
yards for 20seconds. Snares can be insanely dangerous in pve
situations with lots of adds, as a snare causes the mob to ignore
threat and instead hit whoever is close to it – oftentimes
someone in cloth who will then die.
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Useful on some encounters such as Will of the
Emperor and Lei Shi. Instant cast, 10 second duration, 45 second
cooldown. The Psyfiend will stand in place, fearing nearby
enemies every 2 seconds. The mob remains feared for 30secs unless
damaged. Pretty much works as a second Psychic Scream.
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Pretty much useless for PvE encounters, although
it is fun. Bosses are immune.
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Tier
2 – Level 30
This tier is all about movement speed.
Body and Soul
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Angelic Feather
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Phantasm
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Whenever you cast PW:Shield or Leap of Faith, you
increase the targets movement speed by 60% for 4 seconds.
Advantages:
Disadvantages:
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Places a feather at the target location, which
will increase the movement of the next ally to walk through it by
60% for 4 seconds. Has a maximum of 3 charges, and once less than
through a new charge is gained every 10 seconds.
Advantages:
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When you fade, you remove all movement impairing
effects from yourself, you become untargettable by ranged attacks,
and your movement speed is unhindered for 3 seconds.
Not really found a use for this one in PvE.
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Tier
3 – Level 45
This is our mana tier. I have ignored the damaging version of thee
talents, as this is not a consideration when choosing talents as
discipline for PvE encounters.
From Darkness, Comes Light
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Mindbender
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Power Word: Solace
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You have a 15% chance when you Smite/Heal/Flash
Heal/Binding Heal/Greater Heal to cause your next Flash Heal to be
instant cast and cost no mana. You can store up to two of these
instant cast Flash Heals.
Whilst it obviously has great single target
throughput, comparing this talent with the others in the tier
means it is a weak mana management talent.
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This replaces your Shadowfiend with the much
superior mindbender that gives less mana back per hit but has only
a 1 minute cooldown, meaning over the course of a boss fight,
using mindbender on cooldown grants a lot more mana back than
using shadowfiend on cooldown.
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This is a spell with a 1.46 sec cast, which
grants 0.7% mana back per cast. Whilst it is nice because it can
be spam cast, it is nowhere near as strong as mindbender is.
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Tier
4 – Level 60
And
here comes the survivability!
Desperate Prayer
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Spectral Guise
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Angelic Bulwark
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Costs no mana, heals for 30% of your hp
instantly, 2 min cooldown. Although you need a global to cast
this, the spell itself is off the global cooldown – similar to
health stone.
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Puts you in a form of stealth for 6 seconds,
leaving a dummy you behind whilst you are free to move about
(though still in combat). If the dummy gets hit twice you are
removed from the stealth early.
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Passive When
a damaging attack brings you below 30% of your hp, you gain a
shield equal to 20% of your health, which lasts 20 seconds. This
shield has a 90 second cooldown.
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Over
6 minutes Desperate Prayer is 90% of your hp, Angelic Bulwark is 80%.
Whilst bulwark is slightly less healing potential than Desperate
Prayer, it has higher utility as it can proc while stunned, and while
casting. Bulwark is also an sbsorb – the best kind of heal.
However, this is fight dependent, and Desperate Prayer can be used in
conjunction with Void Shift if you have no healthstones to make sure
you don't commit suicide.
Tier
5 – Level 75
This is more of a throughput tier than anything else.
Twist of Fate
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Power Infusion
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Divine Insight
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After damaging or healing a target below 20%
health, you deal 15% increased damage and healing for 10 seconds.
There are better options.
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2minute cooldown, gives you 20% increased casting
speed and reduces the mana cost of all spells by 20% for 20
seconds. Absolutely beautiful when lined up with Spirit Shell.
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When you cast Penance, there is a 40% chance that
your next PW:Shield will both ignore and not cause the Weakened
Soul debuff – pretty useless since casting it on a target with
PW:Shield already active simply removes the PW:Shiled they already
had – nor does it give a new speed boost if you have Body and
Soul spec'd.
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Tier
6 – Level 90
Cascade
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Divine Star
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Halo
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Cascade is very
useful for spread out groups, as it heals more the further it
travels. It costs the most to cast of the spells in this tier.
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Divine star is good on stacked up fights as it
heals everybody in a line. Its a long line. You will break cc if
you are not careful, as it also deals damage.
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The least useful talent of this tier is halo
because in a stack-up situation you must be far away from the
group you wish to heal. Halo however has the most theoretical
output.
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