Sign in to follow this  
Followers 0
Aure

Train of Thought

6 posts in this topic

Hello guys!

While taking a look at the website's Disc Priest guide I noticed you guys suggested not spending any points in Train of Thought when atonement healing. I can see why it's a big thing for a dedicated tank healing build without A/A but I really can't see the reason why it would suck at our smite-healing priests.

I'm not sure if there is a major discussion about this in other Disc communities because it's a tricky question, but I hope someone here will be able to help me and other priests.

Thank you!

Share this post


Link to post
Share on other sites

Hello Aure

I believe the main reason is that choosing an atonement build takes an extra 5 talent points from your 'free to choose' talents. This gives less space to fiddle with the leftovers. Personally when I spec into atonement I also skip ability_mage_studentofthemind.jpgTrain of Thought simply because I believe that you can spend them in more useful talents. (extra haste, shorter SF cooldown, 10% damage reduction on crit...).

If you follow the talents on this image, you only have 9 spare points. putting 5 of those into atonement (evangelism+archangel+atonement) leaves only 4 points to choose freely. From here on out you can just pick the ones you like the most. Personally I'd go for spell_holy_layonhands.jpgInspiration and spell_holy_ashestoashes.jpgStrength of Soul. Ofcourse this also depends on your raid setup. If you have other people specced into a 10% damage reduction on crit, you could drop that one for train of thoughts or hast or shadowfiend or... I suggest you try some different builds and look for the one that suits you best.

Posted Image

MadMonk

2 people like this

Share this post


Link to post
Share on other sites

Hello guys!

While taking a look at the website's Disc Priest guide I noticed you guys suggested not spending any points in Train of Thought when atonement healing. I can see why it's a big thing for a dedicated tank healing build without A/A but I really can't see the reason why it would suck at our smite-healing priests.

I'm not sure if there is a major discussion about this in other Disc communities because it's a tricky question, but I hope someone here will be able to help me and other priests.

Thank you!

MadMonk pretty much nailed the answer.

I'd just like to clarify that we do not "suggest not taking ability_mage_studentofthemind.jpgTrain of Thought when atonement healing", rather we do not list it as a possible variation. We do not cover all possible or possibly viable talent build combinations in our guides, since that would make them extremely lengthy and boring.

There's nothing wrong with taking ability_mage_studentofthemind.jpgTrain of Thought when also taking atonement talents per se. The only issue is, as MadMonk pointed out, that you use up a lot of talent points to get atonement healing, so Train of Thought is perhaps a luxury you cannot afford.

Keep in mind that, at least as a Discipline Priest, your character is very much prone to your own personalised playstyle. If you feel you'd like to have Train of Thought and atonement, together, then by all means go for it.

Share this post


Link to post
Share on other sites

You are welcome!

Share this post


Link to post
Share on other sites

In my honest opinion it really comes down to what your role is in your group. But with that being said I can't really think of any situations in our current content to allow for a heavy use of greater heal rendering the need for the talent as a whole useless. The whole idea behind the "Smite Priest" is to allow a player to both dps and heal as a very viable setup with the emphasis obviously on the former. I myself have a 396 iLevel and am capable of pulling 12.5k dps on a heroic dummy. The switch from holy to attonement has made a pretty noticeable change in all of our heroic content. (Currently working on Spine)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about our Shadow Priest guide for Legion.
    • By Damien
      This thread is for comments about our Holy Priest guide for Legion.
    • By Damien
      This thread is for comments about our Discipline Priest guide for Legion.
    • By VampAurora
      This is a guide for Overwatch mechanics that might be useful. It will constantly be updated, with new info and additions. If you have any suggestions/corrections to enrich the topic, feel free to share them below.
      Shields & Barriers
      Shields are a vital part in Overwatch as they can protect yourself and your allies from enemy fire. But do they always protect you?
      The answer is no. Melee attacks as well as Reinhardt's Rocket Hammer, Torbjörn's Forge Hammer and Symmetra's Energy Ball ignore enemy shields. Additionally, Winston's Tesla Cannon will hit both the shield and the enemy behind it.

      Zarya's barriers grant 200 barrier to herself or an ally for 2 seconds and they are not visible on the health bar whatsoever. On the other hand, Lúcio's ultimate ability (Sound Barrier) grants 500 barrier to himself and allies within a 30 meter range, which immediately begins decaying 83 points per second until empty (6 seconds total duration), and it is visible on the health bar.
      Barriers don't reduce damage, don't regenerate, and can't be healed. Shields don't reduce damage , but regenerate 20.5 points per second after you have taken no damage for 3 seconds.
      Armor
      Bastion, Reinhardt, Winston, and D.Va have armor by default. Torbjörn can drop armor packs which grant 75 armor to any ally that picks it up, He can also gain 300 armor for 12 seconds when using his ultimate ability (Molten Core), while Bastion gains 150 armor for 8 seconds when using his own ultimate ability (Configuration: Tank).
      Whenever armor takes damage, it reduces the damage by half, but not by more than 5 damage per individual hit. Critical hits (Headshots) double damage before any armor reduction. For instance, Widowmaker's headshot would deal 295 damage (120 x 2.5 = 300 - 5 = 295).
      Damage Boost
      Certain abilities in Overwatch can boost a character's damage output either by boosting their own  actual damage or by amplifying the damage the enemy will take. Those abilities are Mercy's Caduceus Staff and Zenyatta's Orb of Discord, respectively. Mercy's ability will increase an ally's damage for 30% while Zenyatta's Orb will amplify the damage your enemy will take by 50%.
      When combined, the bonuses are additive, not multiplicative, meaning that utilising both will increase your damage by 80%. Finally, damage boosts do not stack, so in other words, getting boosted by two Mercies will still give you just 30%.
      Headshots (Critical Hits)
      Headshots can be game-changing as they can finish off your opponents much easier and give your team more space to focus on targets and handle a situation. Headshots have a x2 multiplier meaning that an 100 damage body shot will translate into a 200 damage hit if it was a headshot. Melee attacks and auto-aim abilities like Symmetra's Photon Projector or Winston's Tesla Cannon, cannot crit. The only exception to the headshot multiplier applies to Widowmaker, as she has a x2.5 headshot multiplier, meaning an 120 damage body shot will deal 300 headshot damage, instead of 240.
      Heroes Health & Hit Points
      Each hero in Overwatch has a different Health Pool and a sum of Hit Points, and you can see each of them below:
      600 Health Heroes: Roadhog 300 Health Heroes: Reinhardt 400 Health Heroes: Winston 250 Health Heroes: Reaper, Mei 200 Health Heroes: Genji, McCree, Pharah, Soldier: 76, Hanzo, Junkrat, Torbjörn, Widowmaker, Lúcio, Mercy, Bastion, Zarya 150 Health Heroes: Tracer, D.Va Pilot 100 Health Heroes: D.Va Mech, Symmetra 50 Health Heroes: Zenyatta These numbers might seem strange to you, and you would be right as you are used to see the combined hit points. Of course Zenyatta doesn't have only 50 points to shoot him at. The following heroes have armor or shield additions to their basic health points.

      Bastion and Winston have an added 100 points Armor, Reinhardt has a 200 points one and D.Va Mech a respectful 400 points Armor.
      Zarya has 200 added points of Shield while Symmetra and Zenyatta have an 100 points one.
      Healing & Health Packs
      In every map you can find various Health Packs. The small ones will heal for 75 health while the big ones will heal for 250 health, practically making them a full heal for almost every hero. The small packs have a respawn rate of 10 seconds while the big ones have a 15 second respawn window.
      When you receive healing, it applies in a specific order to each type of hit points until that type is full. The order stands as below:
      Health Armor (Not the ability-granted armor) Shields
      Junkrat's traps, his ultimate ability (RIP-Tire) and Torbjorn's Turret can be healed if they are placed over health packs, but they can't be healed in any other way.
      Lúcio's Crossfade, when toggled to healing mode, passively heals allies and himself within 30 meters (when in sight), for 12.5 hit points per second, or 40 hit points per second during Amp It Up (which lasts 3 seconds). Mercy's Caduceus Staff heals an ally for 50 hit points per second in a range of 15 meters. Soldier: 76's Biotic Field heals himself and allies within 5 meters for 40 hit points per second. Zenyatta's Orb of Harmony heals the targeted ally for 30 hit points per second. His ultimate ability (Transcendence) heals all allies, as well as himself, within 10 meters for 130 hit points per second for 6 seconds. In maps including a payload, the payload will heal heroes on the attacking team for 10 hit points per second while they are within a 5 meter range (the same distance required to actually move the payload forward). Last but not least, the Spawn Room will heal you for a vast 400 hit points per second.

       
    • By Damien
      This thread is for comments about our Legendary Priest Mukla Control Standard deck