Jump to content
FORUMS
Sign in to follow this  
Damien

Holy Priest 6.2

Recommended Posts

Great Guide.... THX !!!

 

But I have a question...

 

The "Artful Vermilion Onyx" has the best Stats for the Holy Priest.

Why don't you use this Gem also in the yellow Socket?

Edited by Steinbarth

Share this post


Link to post
Share on other sites

Great Guide.... THX !!!

 

But I have a question...

 

The "Artful Vermilion Onyx" has the best Stats for the Holy Priest.

Why don't you use this Gem also in the yellow Socket?

Thanks for pointing that out. I'll take a look and update the guide if needed. I appreciate your feedback!

  • Like 1

Share this post


Link to post
Share on other sites
Guest Zithia

I find void tendrils very helpful on things such as bombs in MoP and essential for solo questing in holy.

Z

Share this post


Link to post
Share on other sites

Nothing major, but when you get time for an edit.  The 2.1 Stats section mentions Multistrike not being available until WoD. The MS 5% is built into our toons currently and has been tracked since Patch 6.0 release by WCL even though there are only a few pcs that carry over it from MoP.  It's labeled under the "Hits (Ms)" column in WCL.

Share this post


Link to post
Share on other sites
Guest BladeWise

I cannot understand why Icy Veins suggests a Mastery > Haste > Crit build, referring to Ask Mr Robot to get help.
AMR simply suggests builds with:

  • Crit > Haste > Mastery
  • Mastery > Crit > Haste
  • Haste > Crit > Mastery

All in all, AMR builds suggest that Crit is somehow more relevant than Icy Veins suggests.

 

 

I can only think that Icy Veins is suggesting to stack Haste up to a certain point, and the go for Crit, but given that now HPS scale linearly with Haste, what would be a proper 'cap'?

Share this post


Link to post
Share on other sites

I cannot understand why Icy Veins suggests a Mastery > Haste > Crit build, referring to Ask Mr Robot to get help.

AMR simply suggests builds with:

  • Crit > Haste > Mastery
  • Mastery > Crit > Haste
  • Haste > Crit > Mastery

All in all, AMR builds suggest that Crit is somehow more relevant than Icy Veins suggests.

 

 

I can only think that Icy Veins is suggesting to stack Haste up to a certain point, and the go for Crit, but given that now HPS scale linearly with Haste, what would be a proper 'cap'?

Ask Mr. Robot will not always agree, and vice versa. The priorities we give out are (and have to be) generally-applicable to most readers. Ask Mr. Robot will give you priorities that are more tailored to your character. You can always edit the stat weights on Mr. Robot to line it all up with our guides.

 

In any case, it matters little, since the stats are close enough together that if you follow our priority, you will certainly do well (as far as the stats are concerned, anyway). Things will be different once Warlords of Draenor goes live.

Share this post


Link to post
Share on other sites
Guest Raikan

Hello, Mr Robot doesn't work for me. It's showing me a link-hand on mouseover, but either leftclick does nothing, nor rightclick gives only a contextual-grafic menu so does nothing.

Share this post


Link to post
Share on other sites

Hello, Mr Robot doesn't work for me. It's showing me a link-hand on mouseover, but either leftclick does nothing, nor rightclick gives only a contextual-grafic menu so does nothing.

Thanks, this is fixed now smile.png

Share this post


Link to post
Share on other sites
Guest Gornex

I'm not sure I follow the logic that Divine Star is never worth considering, yet Cascade is. Divine Star can heal most of the raid if they're laid out right, for more than Cascade (~83% of SP vs 56% + 56%). What's the rationale for it being so much worse, considering it should be instantly healing for about 30% of SP more and a competitive number of targets?

Share this post


Link to post
Share on other sites
Guest Sugarpixie

Morning everyone! Am currently working on optimising my gear set for holy healing, and something in the stat priority section confused me. In the item, it says:

 

 

We recommend this stat priority for Holy Priests.

  1. Multistrike;
  2. Haste;
  3. Intellect;
  4. Mastery;
  5. Versatility;
  6. Critical Strike.

When healing in small groups, the positions of Haste and Mastery are switched.

Then further down, it says:
 

 

Note that in small raid sizes, Mastery is of lower importance since it does not benefit from wow_icon_spell_holy_renew.jpgRenew.

 

Is it me, or is there a mistake in there somewhere? Swapping mastery with haste in small group sizes would mean mastery goes up in prio, while further down it states mastery is not good for small sizes because of the way renew works. Long story short, which one is it? I'm guessing haste > mastery! Thanks in advance!

Share this post


Link to post
Share on other sites
Guest Guest

Why does Int at third place? Does it mean I have to put it at 1.2 in Mr.Robot?

Could you give a score-value for each attribute, so I could use it with Mr.Robot?

@Guest_Sugar, I'm guessing the same and also stumbled upon that. So the order is already for small groups from the explanations.

Share this post


Link to post
Share on other sites
Guest Scott Satkowiak

To be honest. This guide is crap. Why would INT ever be lower than any other stat. One.

Two, there is so much inconsistency. Seriously, if you are going to do a guide either know what you are talking about or don't say anything at all.

 

IMO

1. INT (simple through-put)

2. Multistrike (Holy priests have a shit ton of heals going out. Many may be small but they are in high numbers.

3. Mastery (In small groups, if makes sense to put Haste over Crit and Mastery but in a Raid, Mastery is OP)

4. Crit (Crit is a middle ground stat, you want to have it to make things interesting but healers can't afford to put there faith into RNG)

5. Haste (Again, in a small group this stat is more valuable but in a RAID, Haste's cap comes sooner since it takes longer time to HOT everyone up than it is takes get more HPS out of a casting rotation using Serendipity.

6. Spirit (Put this on 4/6 of your spirit slots. Remember, this only comes on Trinkets, Rings, Cloaks, and Necks. The trinket has the most on it. If you have spirit trinkets, I suggest only have one Spirit Ring, and on your cloak. If you use non Spirit trinkets, You better have spirit on everything else.

 

I am so pleased that Flash Heal is back and Binding Heal is useful. Honestly, I don't know what Heal can be used for in a RAID anymore. I feels more like a fix of WotLK healing, which was intense, and a mix of Cata. Good times in WotLK.

 

Share this post


Link to post
Share on other sites
Guest Khalzhatar

I'm curious how you came to your conclusions on stat priority. Your guide recommends Multistrike > Haste > Mastery > Versatility > Crit, but running the numbers I have come to a different conclusion.

 

Mastery is number one for me, considering that the tooltip is misleading. I'm not sure if it's bugged or this is how it's intended, but it is healing for the % of mastery every 3 seconds, based upon the heals in the last 9 seconds or so (maximum duration, tested while spell-spamming). Because of how it scales at level 100 (84.6 points = 1%), and considering that its weight is ~1.7:1, considering the heal is greater than the posted amount of mastery (hard to come to a definitive number when the number fluctuates based on heals, so 1.7 is a "line of best fit" estimate).

 

Haste was my number 2 until the soft-cap. Haste's scaling before soft-cap is a lot easier to calculate (100 points = 1%) and is a 1:1 stat weight because it reduces the cast time and GCD by that amount both, so it affects hard casts the same as instant casts.

 

Third I had Critical. Crit scales lower than haste (109 points = 1%) but is also a 1:1 stat weight because it is that percent chance to do double heal.

 

Fourth was multistrike in my calculations. Multistrike scales better than the previous 3 (66 points = 1%), but since it provides 2 chances to do 30% damage or heal, the stat weight is .6:1, assuming that using the line of best fit model, the % listed is the actual % of multistrikes. This counteracts the better scaling and makes it less valuable than mastery, haste, and crit.

 

Last is versatility, which has the worst scaling (130 points = 1%). It is a 1:1 stat weight because it is a flat gain of all healing done by the % listed. The reason i hesitate to put versatility at the bottom is the damage reduction. Even though it only reduces by half of the increase to healing/damage, it is still damage reduction, which is invaluable considering how hard things hit right now. The primary point: as far as actual benefit to healing is concerned, versatility is the worst of the 5.

 

In summary, I have found that Mastery > Haste > Crit > Multistrike > Vers is a more realistic stat priority than Multistrike > haste > mastery > versatility > crit.

 

Do you mind sharing how you came to your conclusions? It's possible that I'm missing something, but I don't know for sure. I have spent 4 days crunching the numbers.

Share this post


Link to post
Share on other sites
 

Can someone please explain to me why Multistrike is better than crit ?

For my monk its multistirke > crit what makes sence because there are alot of progs who benifits out of it.

 

But since there are little to no progs on the priest this doesnt seem so good to me

 

I just checked the scaling on my lvl 96 priest

crit scales with 0.0167 (220 crit = +3.67%)

multistrike scales with 0.0278 (81 ms = +2.25%)

 

so multistrikes scales 1.66 times crit

 

BUT

crit does +100% increased healing

multistrie does +36% increased healing (does this value increase with more multistrike ?)

 

so if i heal for 100

i get +100 heal if i crit

and +36 heal for multistirke, if i take in mind that this effect progs 1.66 times i'm at +59.76 heal

 

so crit potentially does 200 heal

and multistrike does 159.76 heal

 

can someone tell me were my mistake is ?

 

and Versatility seems completly useless to me (if you ignore the def stats)

and i dont know how this could be rated better than crit

 

 

excuse my bad english, ty !

Edited by nudel

Share this post


Link to post
Share on other sites

The reason that Multistrike is as good as it is, aside from the fact that there are many opportunities for it to proc, is the existence of Divine Providence, which makes Multistrike much better.

Share this post


Link to post
Share on other sites

@Derevka and @NaerThePriest seem to be giving the same general stat priority as suggested here by Jhazrun:

 

Raiding Priority: MS>Haste> Crit/Mast/Vers  Or During Heavy Renew Raid Healing Crit edges out at MS>Haste>Crit>Mast/Vers

Share this post


Link to post
Share on other sites
Guest Sallakat

I have a question about the 100 ability.

 

You just say that Words of Mending is 'by far the best' and don't give much explanation why you consider the 'other talents not worth considering'? I've been using Clarity of Purpose since I dinged 100 but I would like to know why you consider the passive ability that much better? 

Thanks!

Share this post


Link to post
Share on other sites
Guest Rades

This info is out-dated. There is no "prayer of healing" spell anymore.

Share this post


Link to post
Share on other sites

I have a question about the 100 ability.

 

You just say that Words of Mending is 'by far the best' and don't give much explanation why you consider the 'other talents not worth considering'? I've been using Clarity of Purpose since I dinged 100 but I would like to know why you consider the passive ability that much better? 

Thanks!

This is the opinion of Jhazrun, our reviewer. His reasoning at the time was along the lines that CoP actually made PoH worse. Now, granted, this might be exaggerated, but the overall point still stands.

 

 

This info is out-dated. There is no "prayer of healing" spell anymore.

Of course there is. It's only replaced by Clarity of Purpose if you take that talent, otherwise it's there.

  • Like 1

Share this post


Link to post
Share on other sites
Guest Archangelion

After healing through Highmaul a few times now I've found that Renew and CoH are my 2 tops healing spells on almost every fight. I almost never use PoH due to its mana cost and low-moderate healing. The renew glyph especially has been useful in increasing my healing output. Might want to consider re-looking at the spell rotation/priority page. 

Share this post


Link to post
Share on other sites
Guest Guest

Is this ever going to be updated? The last update was pre-WoD and the stat priority is completely wrong.

Share this post


Link to post
Share on other sites
Guest Retrospective

Hello. Have question about holy priest in CM on WoD. I found it rly hard to heal and dont go oom during gold runs. It looks like basicly imposible not to heal with Binding Heal and Prayer of Healing on gold but it takes so much mana when those spells are being used. My question would be: are holy priest are worst healer on CM so far ?

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      When you discover all flight points in Khaz Algar, your flight path travel speed will be increased by 25% in the new continent!
      In the latest War Within Alpha build, Blizzard added the a reward to the Khaz Algar Flight Master achievement.
      Khaz Algar Flight Master - Visit each Flight Master in Khaz Algar to discover their flight points for your Warband.
      Reward: 25% Increased Flight Path travel speed in Khaz Algar for your Warband The achievement progress is Warbound and so is the 25% flight path speed bonus!
    • By Stan
      Blizzard has added Glyph of Jab for Monks in the War Within, making Tiger Palm strike your target with your equipped weapon!
      We've got some great news for all Monk players out there. In the War Within expansion, Blizzard has added Glyph of Jab that makes Tiger Palm strike your target with your equipped weapon, instead of your fists.

      In the past, Glyph of Jab was a minor glyph used by monks, designed to ensure that the Jab ability was executed with hands and fist animations even when non-fist weapons were equipped. You will find more details here.
    • By Stan
      We've looked at the number of chapters of the War Within level-up campaign and compared it to Dragonflight.
      War Within Level Up Campaign
      The level-up campaign in each zone consists of 3 chapters, so you will end up with a total of 12 level-up chapters in the new expansion. You will spend roughly an hour completing the main storyline in each zone.

      Isle of Dorn (Zone 1 Level Up Questing)
      Chapter 1: Breaking Point Chapter 2: Earthen Fissures Chapter 3: The First Blow The Ringing Deeps (Zone 2 Level Up Questing)
      Chapter 1: By Candlelight Chapter 2: Dark Revelations Chapter 3: The Monster and the Machine The Hallowfall Arathi (Zone 3 Level Up Questing)
      Chapter 1: The Guiding Start Chapter 2: Gathering Shadows Chapter 3: Hope in Solidarity  Azj-Kahet (Zone 5 Level Up Questing)
      Chapter 1: Friends in the Dark Chapter 2: Unraveling the Trapped Chapter 3: Plans within Plans Dragonflight Campaign Chapters
      When we compare War Within level up chapter numbers with Dragonflight zones, the expansion shipped with a total of 15 level-up chapters spread across 4 zones:
      Waking Shores had 5 campaign chapters. Ohn'ahran Plains shipped with 4 campaign chapters. Azure Span had 4 campaign chapters. Thaldraszus shipped with 3 campaign chapters. Max-Level Campaign
      The War Within (Max Level Questing) consists of 4 chapters. The fourth campaign name is unknown at this time and Blizzard will most likely hotfix it.
      Chapter 1: Against the Current Chapter 2: Ties That Bind Chapter 3: The Machines March to War Chapter 4: Unknown name
    • By Staff
      Blizzard have shared this week's Rogue changes, as well as plans for future adjustments to Fatebound and Trickster Hero trees.
      (Source)
      Greetings Rogues,
      This week’s Alpha build includes many changes to Class and Spec talent trees, including a handful of positional swaps, tuning changes, and a few new and redesigned talents.
      Feedback about these changes is welcome, so please post here with any notable experiences or opinions from your play in the Alpha test.
      More change will be coming over the next few weeks, focused primarily on hero talents. Deathstalker is still lurking in the shadows and will be revealed when it’s ready (sometime in the next few weeks).
      For Fatebound, more completed talents will be rolling in over time, and we have also been following gameplay and written feedback which will be cause for iterations to existing talents.
      For Trickster, we’ve been following all of your feedback, and it has generated significant internal discussion. While the core pieces will remain in place (Unseen Blade, the Fazed debuff, and a grand finish in Coup de Grace), we expect to revisit the gameplay that fuels this engine, and most notably move away from Feint being a primary applicator of Unseen Blade. Unexpected randomly-timed procs of Unseen Blade have also proven to cause trouble and are being similarly reconsidered, in addition to minor updates for other talents.
      Thank you to those who have played the Alpha and spent the time to share experiences and opinions so far. Keep it coming!
      And here are this week's changes:
      (Source)
      ROGUE New Talent: Shadowheart – Leech increased by 3% while Stealthed. Acrobatic Strikes has been redesigned – Auto-attacks increase auto-attack damage and movement speed by 1% for 3 seconds, stacking up to 10%. Developer’s note: Acrobatic Strikes no longer increases the range of melee attacks. We are revisiting increased melee range talents across the game, and most are being removed. Default melee range has increased since these talents were originally created, allowing specs with increased range to attack from well outside where it appears they should be able to. Cut to the Chase moved from Assassination talent tree to baseline all specs, triggering from Envenom/Dispatch/Eviscerate. Vanish’s guaranteed stealth duration now 1.5 seconds in PvP combat (base 3 seconds). Tight Spender now reduces Energy cost of finishing moves by 6% (was 10%). Subterfuge is now a 2-point talent, effect duration 3/6 seconds. Some talents have moved locations. Without a Trace moved from Subtlety to Class tree in capstone location, replacing Shadow Dance. Nightstalker has been removed. Assassination New Talent: Rapid Injection – Envenom deals 10% increased damage while Envenom’s effect is active. Serrated Bone Spike has been redesigned – (Passive) Prepare a Serrated Bone Spike every 30 seconds, stacking up to 3. Rupture spends a stack to embed a bone spike in its target: Deals Physical damage and Bleed damage every 3 seconds until the target dies or leaves combat. Refunds a stack when the target dies. Generates 1 combo point plus 1 additional per active bone spike. Serrated Bone Spike initial damage reduced by 24% and damage over time damage reduced by 9%. Improved Garrote effect duration increased to 6 seconds (was 3 seconds). Indiscriminate Carnage effect duration reduced to 6 seconds (was 10 seconds). Kingsbane damage bonus per poison application now has a stated cap at 1000% from 50 stacks (was 1980% at 99 stacks). Kingsbane base damage over time increased by 6%. Developer’s note: Kingsbane was originally intended to be uncapped, but abilities and talents introduced in the Dragonflight expansion allowed players to reach its previously-unreachable hidden cap. Increasing or removing the cap in the current environment would reinforce poor gameplay outcomes and continue to constrain talent options, so a lower cap is being introduced with the intention of having Kingsbane remain a valuable component of any build that includes it, but not by being required as every build’s all-important main character. Sepsis has been removed. Outlaw Ace Up Your Sleeve now grants 4 combo points when triggered (was 5). Mastery: Main Gauche damage increased by 24%. Adrenaline Rush has been updated: No longer increases global cooldown recovery rate by 25% while active. Now increases global cooldown recovery rate equal to your Haste while active, up to 25%. Now increases Energy regeneration by 50% (was 60%). Count the Odds effect now has base chance 10% (was 8%) and duration 8 seconds (was 5 seconds), but no longer doubled while Stealthed. Underhanded Upper Hand no longer affects Slice and Dice duration and no longer grants 3 seconds of Subterfuge duration (Stealth ability use). Crackshot’s Dispatch effectiveness reduced to 50% (was 75%). Thief’s Versatility now increases Versatility by 3% (was 4%). Some talents have moved locations. Sepsis has been removed. Subtlety Premeditation has been redesigned – After entering Stealth, your next combo point generating ability generates full combo points. Invigorating Shadowdust now reduces cooldowns by 10/20 seconds (was 15/30 seconds). Shadow Dance moved from the Class talent tree to Subtlety talent tree. Shadow Focus now reduces costs by 5%. Some talents have moved locations.
    • By Staff
      This week's War Within Alpha Build adds a void airship mount. Check it out!
      This mount is a Full Transformation for the plane mount from the Delves, taught through Airship: Void.
      Here is the mount model from all perspectives.

×
×
  • Create New...