Damien

Discipline Priest 7.3

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This thread is for comments about our Discipline Priest guide for Legion.

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Question regarding "Purge the Wicked" talent. Talent description says: "Spreads to an additional nearby enemy when you cast Penance on the target."

However, on the guide it says: " While Purge the Wicked is active, using Penance Icon Penance on another target causes Purge the Wicked to be applied to them as well. "

Those two are not consistent messages. Talent description seem to indicate you need to use Penance on the target that already has Purge the Wicked on it and it'll spread, while the guide is saying it will be applied to a separate target that you use Penance on, as long as you have Purge the Wicked active on any target.

Which one is correct?

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Question regarding "Purge the Wicked" talent. Talent description says: "Spreads to an additional nearby enemy when you cast Penance on the target."

However, on the guide it says: " While Purge the Wicked is active, using Penance Icon Penance on another target causes Purge the Wicked to be applied to them as well. "

Those two are not consistent messages. Talent description seem to indicate you need to use Penance on the target that already has Purge the Wicked on it and it'll spread, while the guide is saying it will be applied to a separate target that you use Penance on, as long as you have Purge the Wicked active on any target.

Which one is correct?

During my Beta testing of disc priest earlier this week, I had to cast Penance on the target with  "Purge the Wicked" talent to spread it to another target.

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Yes, Pandacho is correct. I'm updating the guide now. Thanks for pointing it out, Shiv!

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Do we feel the spec is competitive with other healers as a solo healer for five man content? I don't honestly see how they can justify Discipline being equal on footing with other healers, without being flat-out the best option to bring to any group. Especially since now Weakened Soul is gone, and class buffs are gone, you could stack a raid with all Disc healers provided they had enough throughput to deal with the incoming damage.

Just seems like it's too good to be true. Either they're going to blow anything else out of the water, or they're going to be a 75% healer hybrid that can't cut the mustard in dungeons.

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11 hours ago, Vlad said:

Yes, Pandacho is correct. I'm updating the guide now. Thanks for pointing it out, Shiv!

Thanks for the quick update, appreciate the clarification!

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Question about Tier 4. 

The guide recommends Mindbender for increased DPS and Atonement healing. However, Atonement says it heals on spell damage and it seems like mindbender is a pet not a spell. I just want to double check that it does, in fact, trigger Atonement.

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Another issue I see is stats show Mastery now as lowest priority for Disc however Beerek is stacked prioritizing Mastery.

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6 hours ago, Guest Wbar said:

Another issue I see is stats show Mastery now as lowest priority for Disc however Beerek is stacked prioritizing Mastery.

Yea it seems to me it should be intellect, mastery, haste, critical. Since it seems most of our healing will be done through atonement.

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Ugh.  There is so much wrong with this guide.

First: Never take Schism.  It's not about skill or ability, it's about maintaining atonement.  Schism is a trap.  It looks pretty on paper, but with a 6 second cooldown, it forces you to recast it every. six. seconds.  This almost never lines up with Penance or Solace, and if you're casting Radiance for multiple atonements, you have to time Schism perfectly.  Too perfectly.  Meaning your uptime on BOTH Schism and Atonement are going to suffer.

Second: Speaking of Solace.  Don't.  Take Mindbender.  Coupled with Power Infusion, and assuming you're good at keeping your atonements up, this combo will net you some serious healing during aoe-intense fights.

Third:  Plea is not a heal.  Yes, it "heals" but so did Glyph of Power Word: Shield, and that was an absolute no-no for disc priests.  Plea is an atonement applicator.  That's it.  The math on it is correct in this guide, but it should NEVER be used as a heal when someone is taking serious damage.  Shadow Mend IS YOUR HEAL.  Period.

Fourth:  Mastery is NOT our stat now.   Haste is our primary stat after intellect.  Unless you don't plan to ever use Radiance, but if you aren't, then you should be playing holy.  https://docs.google.com/document/d/1NbsDtJLVZqNc87jFzt-6WlPL02JOYmwppS1INtjVQTw/pub This is the guide you should be following.  It has a few errors, but it mostly hits the mark, especially for new players or new disc priests.  

Icy-veins, honestly, you haven't hit disc on the head ever.   You're always way off the mark and your advice goes from cringe-worthy at best to just plain wrong.  I don't expect this comment to be approved by a moderator, and that's okay.  It's mostly for the people who write this stuff.  

Thanks and have a great day

-Someone who knows what they're doing

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Okay, so I see some issues and I'll agree with some of the commenters here as well.

1) Schism is a bad talent, it has to be used so often and it takes another bar on a healing class that has too many to focus on anyways. Castigation is really the only talent worthy in this tier and trying to validate schism... eh...

2)yes mindbender is a spell, it does heal, and I've been doing it on my 100 priest and a new priest I've been leveling. It is a HUGE heal while it's out, I just plea as many people as I can on the now 50 priest in one day and the shadow fiend just full heals for me.

3) Mastery is garbage. Look at it this way. It affects atonement only. What does it not effect?
- How fast you can cast plea or if it'll crit.
-How fast you can cast Shadowmend or if it'll crit.
-How fast you can cast Power Word: Radiance, or if it'll crit.
-How fast you can cast damage spells and the chance they'll crit which translates into higher atonement healing anyways. 
-And most importantly, that 'shield damage' component of smite. Does mastery do a thing for it? No. But haste does. (I'm almost positive it's based on the damage the move does, so crit damage looks like it increases the amount it shields on the next attack on whomever it is attacking.)

Do not suggest mastery, in fact, I'd strongly suggest telling people to probably stay at slightly lower IL just to keep away from that garbage stat. there's really no way to balance it out to make mastery good without then making it OP in it's current iteration. at about 1000 rating, the strength of the atonement is only increased by 13%? yet for the same haste/crit you'll see ~11% to something that affects atonement AND everything else? If it maybe gave a higher percentage, it'd be worth it, but then too much and then a high mastery disc priest will see too big of a return on each of those atonement heals.

Shame the mastery wasn't like "increases smite damage" so that it'd work for the atonement, the dps, and for the shield strength on smite. Heck, the talent "grace" pretty much says "get rid of mastery" as well! (if you're thinking of doing that instead of purge of the wicked...which btw is dumb. just take purge.)

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Ugh, I've been playing a disc priest for years and I am completely disappointed with this Legion patch. Maybe I'm not playing my toon correctly, but I am now consistently lowest heals in raids and barely making dps meters. Forget pvp - which I loved with my disc. I can't heal hardly at all and have no cc abilities to speak of (except the one knock back) and no abilities to break ccs now. What is going on? Should I just stick with it until 110 when the honor talents kick in?

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8 hours ago, Guest Boots said:

Ugh, I've been playing a disc priest for years and I am completely disappointed with this Legion patch. Maybe I'm not playing my toon correctly, but I am now consistently lowest heals in raids and barely making dps meters. Forget pvp - which I loved with my disc. I can't heal hardly at all and have no cc abilities to speak of (except the one knock back) and no abilities to break ccs now. What is going on? Should I just stick with it until 110 when the honor talents kick in?

I can't say anything about PvP, but from some testing of my disc on live on Friday I found it very fun and competitive enough in its new support niche. (I use Totaltotemic's rotation and talent set.)

That's right, disc doesn't top meters anymore just senselessly spamming PW:S (or not spamming, still wouldn't top) but for me it behaves exactly as it was extrapolated in countless discussions: 80-90% hps of a healer, 30-40%dps of a standard damager and not bad raid utility.

But you do have to use all the toolkit properly and it's completely different from how it was during WoD.

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On July 22, 2016 at 6:19 AM, Guest AnActualGoodDisc said:

Ugh.  There is so much wrong with this guide.

First: Never take Schism.  It's not about skill or ability, it's about maintaining atonement.  Schism is a trap.  It looks pretty on paper, but with a 6 second cooldown, it forces you to recast it every. six. seconds.  This almost never lines up with Penance or Solace, and if you're casting Radiance for multiple atonements, you have to time Schism perfectly.  Too perfectly.  Meaning your uptime on BOTH Schism and Atonement are going to suffer.

Second: Speaking of Solace.  Don't.  Take Mindbender.  Coupled with Power Infusion, and assuming you're good at keeping your atonements up, this combo will net you some serious healing during aoe-intense fights.

Third:  Plea is not a heal.  Yes, it "heals" but so did Glyph of Power Word: Shield, and that was an absolute no-no for disc priests.  Plea is an atonement applicator.  That's it.  The math on it is correct in this guide, but it should NEVER be used as a heal when someone is taking serious damage.  Shadow Mend IS YOUR HEAL.  Period.

Fourth:  Mastery is NOT our stat now.   Haste is our primary stat after intellect.  Unless you don't plan to ever use Radiance, but if you aren't, then you should be playing holy.  https://docs.google.com/document/d/1NbsDtJLVZqNc87jFzt-6WlPL02JOYmwppS1INtjVQTw/pub This is the guide you should be following.  It has a few errors, but it mostly hits the mark, especially for new players or new disc priests.  

Icy-veins, honestly, you haven't hit disc on the head ever.   You're always way off the mark and your advice goes from cringe-worthy at best to just plain wrong.  I don't expect this comment to be approved by a moderator, and that's okay.  It's mostly for the people who write this stuff.  

Thanks and have a great day

-Someone who knows what they're doing

 

On July 23, 2016 at 9:49 AM, Guest Cyran said:

Okay, so I see some issues and I'll agree with some of the commenters here as well.

1) Schism is a bad talent, it has to be used so often and it takes another bar on a healing class that has too many to focus on anyways. Castigation is really the only talent worthy in this tier and trying to validate schism... eh...

2)yes mindbender is a spell, it does heal, and I've been doing it on my 100 priest and a new priest I've been leveling. It is a HUGE heal while it's out, I just plea as many people as I can on the now 50 priest in one day and the shadow fiend just full heals for me.

3) Mastery is garbage. Look at it this way. It affects atonement only. What does it not effect?
- How fast you can cast plea or if it'll crit.
-How fast you can cast Shadowmend or if it'll crit.
-How fast you can cast Power Word: Radiance, or if it'll crit.
-How fast you can cast damage spells and the chance they'll crit which translates into higher atonement healing anyways. 
-And most importantly, that 'shield damage' component of smite. Does mastery do a thing for it? No. But haste does. (I'm almost positive it's based on the damage the move does, so crit damage looks like it increases the amount it shields on the next attack on whomever it is attacking.)

Do not suggest mastery, in fact, I'd strongly suggest telling people to probably stay at slightly lower IL just to keep away from that garbage stat. there's really no way to balance it out to make mastery good without then making it OP in it's current iteration. at about 1000 rating, the strength of the atonement is only increased by 13%? yet for the same haste/crit you'll see ~11% to something that affects atonement AND everything else? If it maybe gave a higher percentage, it'd be worth it, but then too much and then a high mastery disc priest will see too big of a return on each of those atonement heals.

Shame the mastery wasn't like "increases smite damage" so that it'd work for the atonement, the dps, and for the shield strength on smite. Heck, the talent "grace" pretty much says "get rid of mastery" as well! (if you're thinking of doing that instead of purge of the wicked...which btw is dumb. just take purge.)

Hello.

I will make some updates to the guide later today, but I find most of the content of your complaints puzzling. You say Solace is bad and you should take Mindbender. So does the guide. You say Mastery is bad and that we shouldn't recommend it. We don't, we recommend Haste.

Are you sure you are looking at the correct guide?

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On 20.07.2016 at 4:07 PM, Pappagamer said:

Question about Tier 4. 

The guide recommends Mindbender for increased DPS and Atonement healing. However, Atonement says it heals on spell damage and it seems like mindbender is a pet not a spell. I just want to double check that it does, in fact, trigger Atonement.

Yes, Mindbender triggers atonement.

 

On 20.07.2016 at 8:39 PM, Guest Wbar said:

Another issue I see is stats show Mastery now as lowest priority for Disc however Beerek is stacked prioritizing Mastery.

Could you show me where I prioritize Mastery ?

Stats priority are as I mentioned in guide :

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

 

On 22.07.2016 at 5:19 AM, Guest AnActualGoodDisc said:

First: Never take Schism.  It's not about skill or ability, it's about maintaining atonement.  Schism is a trap.  It looks pretty on paper, but with a 6 second cooldown, it forces you to recast it every. six. seconds.  This almost never lines up with Penance or Solace, and if you're casting Radiance for multiple atonements, you have to time Schism perfectly.  Too perfectly.  Meaning your uptime on BOTH Schism and Atonement are going to suffer.

On 23.07.2016 at 8:49 AM, Guest Cyran said:

1) Schism is a bad talent, it has to be used so often and it takes another bar on a healing class that has too many to focus on anyways. Castigation is really the only talent worthy in this tier and trying to validate schism... eh...

That's not true. Disc has the highest skill cap from all the healers right now. One of the reason is beacuse of things like Schism.

As guide say - Schism is the BEST pick. However it is definitely more tricky to play with it but in the end it will give you better results than Castigation. If you do not know how to play with it right / use efficient or you are aware of "another bar on a healing class" then you should go for Castigation :)

 

On 22.07.2016 at 5:19 AM, Guest AnActualGoodDisc said:

Third:  Plea is not a heal.  Yes, it "heals" but so did Glyph of Power Word: Shield, and that was an absolute no-no for disc priests.  Plea is an atonement applicator.  That's it.  The math on it is correct in this guide, but it should NEVER be used as a heal when someone is taking serious damage.  Shadow Mend IS YOUR HEAL.  Period.

I assume you are referring to single-target healing because that is the only usage of Shadow Mend. As it is mentioned in guide :

Quote

When single target damage is high, Atonement healing will no longer suffice. In addition to it, you will have to use Power Word: Shield on cooldown, and if the damage amounts are truly high, you should also spam Shadow Mend IconShadow Mend on the tank.

 

On 22.07.2016 at 5:19 AM, Guest AnActualGoodDisc said:

Fourth:  Mastery is NOT our stat now.   Haste is our primary stat after intellect.  Unless you don't plan to ever use Radiance, but if you aren't, then you should be playing holy.  https://docs.google.com/document/d/1NbsDtJLVZqNc87jFzt-6WlPL02JOYmwppS1INtjVQTw/pub This is the guide you should be following.  It has a few errors, but it mostly hits the mark, especially for new players or new disc priests.  

Once again - where does the guide say to use mastery as a primary stat ?

I really appreciate all of the feedback. However i completely do not see your points if you actually read the guide.

Berek

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First, to Vlad-
Neither of us said a thing about solace being good. I think he just wanted to affirm that there's not really a situation where Solace is a good idea by saying that shadowfiend is pretty superior for damage and healing (and since you can pop it during an AoE cooldown, it becomes highly effective where Solace does not). However, while you say it is the best in the guide, you also list Solace as a strong option and I think that was his problem. You should have said it's not competitive, but it's the second best or something. The wording makes it look like there'll be some instance it will be better, and the only time THAT'S true is if you just flatout refuse to use Mindbender.

And him stating the mastery is because I think the priest who you guys advertised as doing it was using mastery in his build, rather than doing everything in his ability to get rid of it.

To Berrek-
There is many other reasons that this is wrong. The damage it gives is not comparable.

*It's a cast ( can't move with it like you can with castigation)
*It's high mana cost (where we still need to see how we'll manage mana, putting an option that makes us spend MORE mana is bad.)
*It's bonus extends only to a single target fight. (If there's more, then schism sees far less value as you should be trying to keep atonement and PotW up
*because of artifact weapon, Penance's damage will be increased by  15%, breaking the damage difference between the two a bit more and still providing the usability, low mana cost and ability to be kept useful single target and AoE. Schism might be almost twice as powerful than the one extra penance cost CURRENTLY. but again, factor in instant vs channel and mana cost and ease of use. There's no real good way to use schism's extra damage while healing. I mean, you can set up your atonements, and then schism, penance, etc. but that 6 seconds is too short for it to be done using anything except proactive and lacks a good reactive measure. Or if it is a single target fight and all you're doing is damage, and you're just relying on smite shield to be your 'heals'. I can't see people allowing their healing role to a disc priest doing that.

And the guide needs to say currently, mastery is a trash stat because it really is. I can't think of another class that has had such a bad mastery.

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Something to note about Rapture and Body and Soul: You can use rapture and every bubble (up to 8) you cast will speed people up too, so you could use this to spread around speed for group movement, or for a specific mechanic that requires you to give it to the same person for a 13-sec long movement speed boost. Since individual speed boost lasts 3 secs, the ideal would to be give 3 targets in rotation the boost, since you'd be wasting it all on one player and overlapping the duration, which doesn't stack or prolong the duration of the boost.

It might not be the most ideal use of it, but it's worth considering.

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19 hours ago, Guest Cyran said:

First, to Vlad-
Neither of us said a thing about solace being good. I think he just wanted to affirm that there's not really a situation where Solace is a good idea by saying that shadowfiend is pretty superior for damage and healing (and since you can pop it during an AoE cooldown, it becomes highly effective where Solace does not). However, while you say it is the best in the guide, you also list Solace as a strong option and I think that was his problem. You should have said it's not competitive, but it's the second best or something. The wording makes it look like there'll be some instance it will be better, and the only time THAT'S true is if you just flatout refuse to use Mindbender.

And him stating the mastery is because I think the priest who you guys advertised as doing it was using mastery in his build, rather than doing everything in his ability to get rid of it.

To Berrek-
There is many other reasons that this is wrong. The damage it gives is not comparable.

*It's a cast ( can't move with it like you can with castigation)
*It's high mana cost (where we still need to see how we'll manage mana, putting an option that makes us spend MORE mana is bad.)
*It's bonus extends only to a single target fight. (If there's more, then schism sees far less value as you should be trying to keep atonement and PotW up
*because of artifact weapon, Penance's damage will be increased by  15%, breaking the damage difference between the two a bit more and still providing the usability, low mana cost and ability to be kept useful single target and AoE. Schism might be almost twice as powerful than the one extra penance cost CURRENTLY. but again, factor in instant vs channel and mana cost and ease of use. There's no real good way to use schism's extra damage while healing. I mean, you can set up your atonements, and then schism, penance, etc. but that 6 seconds is too short for it to be done using anything except proactive and lacks a good reactive measure. Or if it is a single target fight and all you're doing is damage, and you're just relying on smite shield to be your 'heals'. I can't see people allowing their healing role to a disc priest doing that.

And the guide needs to say currently, mastery is a trash stat because it really is. I can't think of another class that has had such a bad mastery.

Hey.

I think that placing Mastery as last in the stat priority is clear enough that it is not a desirable whatsoever. I can't say I really see a point in telling people that Disc Mastery is worst than the Mastery of other specs.

Regarding Mana management, artifact weapon, etc, I'd just point out that the current version of the guide targets strictly the pre-patch. I say this because a fair amount of comments have assumed that this is a Legion / level 110 guide.

For de-emphasizing Solace, Schism issues, I will see what the best way to fix the guide is.

I really appreciate all your feedback. These guides are really iterative in nature, and we couldn't really improve them without all your comments.

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FYI, ElvUI, which you recommend in the addons section, does not currently track Atonement on party/raid frames. You can add it though, the spell effect is 194384.

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put together holy spec yesterday and trying out disc priest tonight for timewalking weekly- will respond back with comments when i have them

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ok, feedback time.

I have my disc priest talents set up as this guide suggests> I took halo over divine star. I am a new player to wow, been playing over a week now. Not a n00b to MMO's just wow. 

I attempted to play disc in timewalking dungeons, my guild and I were trying to do the weekly. But we quit after a few attempts because I couldn't keep anyone alive. So here are some questions, I went through the guide again to make sure I wasnt missing something but I indeed could not find what I was looking for.

In the other game I play whenever I am in tank heal spec I have a single target buff to apply to my main target so that when I dps, my heals go to my one main target. It's my understanding that "atonement" is what is used for this class- which is fine, but it creates another question. 

Before our pulls I would press the "Power word: radiance" i think its called to quickly apply atonement to everyone in our dungeon- and as soon as our tank went in I would shield him and then start my dps rotation on trash. This in no way appeared to heal anyone as I DPS'd. I used Halo for aoe heals, tried to shield the hell out of the tank using my rapture CD spamming shield and using shadow mend.

If I didnt die first, my tank did. And if he didnt die first, either myself or another player did. You can imagine how annoying this got after 5-6 pulls. 

There is a class that has a similar spec like this in my other game, but remember I mentioned I had a ST buff I could apply to the tank? well if the the other members of the dungeon or raid were taking heavy damage we could switch to our AOE buff and it healed the party, not just the tank. Am i missing something or can disc priest heal properly for dungeons? I tried switching to holy spec and I kept us all up slightly longer but even then I didnt have good enough ST heals to keep the tank up. 

 

***Mana also.. at the start of the pull JUST FOR TRASH I was at full mana and by the time we are done with trash I was completely empty. And we are talking about just shielding, and doing dps rotation. Maybe its my gear, as a new player my gear lvl is at 665. no gems no glyphs just the haste enchants on the gear mentioned in this guide.

Also: How do you practice your disc priest? I usually pvp to practice keeping someone up but here in wow I just went LFR.

 

Edited by Sugartits

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1 hour ago, Sugartits said:

ok, feedback time.

.................skipping to avoid a wall of text..........

Hello again :)

Well, unfortunately you started to play not in the best time - all classes in game were pretty much revamped 2 weeks ago, stats/talents/spells - everything was changed more or less for all the classes but two specs were revamped completely and they are disc and holy priest. So, grats with your choice ^^ Both specs are great but the changes were built around Artifact weapon that we don't have now (but will have with the Legion start). Right now everything is pretty much clunky and I heard many new/returning/low geared players complain that after the pre-patch it's very hard to run dungeons. There is no difference for high geared players - I've run 8 Mythic dungeons a couple of days ago on two healing toons just to check the changes - everything was fine and even faster then before.

I really would advice you to practice in Normal Draenor Dungeons and LFR - it's so less stressful and you'll be able to focus on what you are doing rather then hit hectically all the buttons trying to heal unhealable damage. Don't forget that half of the work of keeping a tank alive lies on tank and if both of you are new undergeared players, well... this is an additional problem.

One more thing, the guides on Icy Veins are focused on the raid environment rather than on solo- or 5-man so I'm even not sure that you used the best talents and rotation for dungeons.

I looked at your Disc talents now and well, I will try to write how I play it in 5-man:

Tier 1: Castigation not Schism. Castigation makes your Penance 33% stronger-> more healing. Schism costs you a lot of mana while fights in 5-man are too short for you to benefit from its dps buff vs specific target.

Tier 2-3: doesn't matter

Tier 4: I saw you took Mindbender but did you use it? Mindbender provides some nice healing to your Atonement targets during 12 sec it's up - you must cast it on CD preferably when your tank starts to take damage.

Tier 5: in 5-man it's Power Infusion - it reduces mana cost of your spells by 20% and increase your Haste every 2 minutes. You don't need additional 2 sec on Atonement in dungeons.

Tier 6: in 5-man it's Divine Star, not Halo. For Halo you need a specific positioning preferably with you in the middle and it has a long CD. Divine Star flies forward and then back to you - it's much easier to aim when you are behind the group (and you should be behind).

Tier 7: in 5-man it's Grace because you do use pretty much non-Atonement healing here (which shouldn't happen in raids).

 

Now the 'rotation':

NEVER start your rotation in 5-man with PW: Radiance just... never. Actually you shouldn't use it in 5-man at all. You go-to Atonement applying spells are PW: Shield and Plea. Plea is not a healing spell (well, it is technically but we are not using it to heal) but an Atonement applier. Why I'm saying 'never': PW: Shield costs 3200 mana and is instant, Plea cost 576 mana (literally nothing) and is instant, PW: Radiance costs 10400 mana and have a long cast time. You are draining yourself of mana right on the start of every fight.

You should start with PW: Shield on tank and may apply a Plea to melee if needed, ranged shouldn't take any damage on trash fights - if they do, your group is doing something wrong. After applying PW:S on tank, you start your dps rotation - SW: Pain, Penance, Divine Star, Smite as a filler. If other people in your group start to take damage, apply a Plea and continue your dps rotation. Keep PW:Shield on tank, add Mindbender if he takes more damage, add Shadow Mend if the previous wasn't enough.

Use Power Infusion and Rapture when all your group takes damage from AoE abilities. But still, even here it's PW:S and Plea to apply Atonement.

I hope this wall of text will help in your future adventures :)

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On 7/28/2016 at 0:56 PM, Guest Brent said:

FYI, ElvUI, which you recommend in the addons section, does not currently track Atonement on party/raid frames. You can add it though, the spell effect is 194384.

how do you track this? i just tried LFR with the elvUI and it was difficult to see who even needed healing let alone who i had atonement on which should have only been the 2 tanks

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5 hours ago, Sugartits said:

how do you track this? i just tried LFR with the elvUI and it was difficult to see who even needed healing let alone who i had atonement on which should have only been the 2 tanks

I would really recommend you to use VuhDo or other special healing frames (and I can just send you my priest profiles). Otherwise as a new WoW player you will end with "how do you..." like 10 times a day. ElvUI is a great thing and there is a big enough amount of people that uses it for healing but you will unnecessary complicate your life.

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    • By Starym

       
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      Shakib: The best advice I can give to anyone trying  to become better at M+ is to play with the same people. It doesn’t have to be the same exact 5 people every single time since some people might not be able to ALWAYS play. I personally play regularly with 10-15 people. Sure, I try to stick with the same 5 as much as possible during a push week and that would be the best scenario for everyone, but it can be hard sometimes so at least having people you know or have played with before helps a lot. Having to explain the strats to a new person will slow down your progression and might even make it not enjoyable.
       
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      Jdotb: Four of us (Shakib, Mitt, Marvin and Jdotb) have been running together for several months. Darkee is a recent addition. His spec (Windwalker) does the most dps of any class in m+ right now by a country mile. Windwalker defensives are ok but not great, but Windwalker dps is so good that it doesn’t matter. The common theme among the rest of us is that our classes are very good at living.
      Marvink: Our group composition just sort of fell into place. For me, affliction will always have its place in high dungeons. Their damage is very competitive but a large portion of their appeal is the insane personal self-sustain. Having one less person the healer has to worry about a lot of the time helps quite a bit. As there are many dungeons with demons this expansion, Banish is very helpful in some dungeons on Bolstering and Bursting week allowing you to pull a little larger than you would without it. And don’t forget the important Arcway buff through enslave demon.
      Shakib:  Vengeance demon hunter: While dh’s don’t bring much group utility (ex: BoP, Leech aura, Battle res…) we bring an insane utility toolkit (trash control) and the strongest overall damage during a dungeon for a tank spec. We also have very good self sustain, especially during Metamorphosis, which almost makes us invincible. The great self-sustain lets our resto druid have even more globals to dps.
      Restoration Druid: The reason that druid is one of the two top pick for a healer spec is mainly because of their survivability via bear form and Barkskin. On top of that they are able to heal pretty much any situation while dealing a pretty decent chunk of damage if they pick the talent Feral Affinity. Ironbark is a very nice external on a short cooldown. Typhoon during a sanguine week is a lifesaver. Brez is definitly a big plus.
      Affliction Warlock: This spec is currently great at everything. They have a multitude of talents to pick from which our lock swaps between depending on the dungeon. Their damage is top tier while also having insane survivability (several defensives, the self-healing from drain is powerful, lets you somewhat ignore some mechanics while healing through them). Really good utility also for many situations. Stun, gateway, the decurse from the infernal pet but most importantly they can enable huge pulls by equipping Sacrolash's Dark Strike which slows every enemy affected by Corruption by 60%. This allows us to do some big pulls where I kite and the dps take care of the pack without having to deal with mechanics (mostly used in dungeons like Neltharion’s lair, Blackrook and seat). Healthstones <3
      Balance druid: Once again, same as resto druids you are basically never worried of a balance druid dying during intense damage taken periods because of their bear form. Brez and Typhoon are also nice to have. While not having a low cooldown interrupt can be an annoyance on heavy casting fights like Medivh in Upper Kharazan, Solar Beam is extremely strong for huge caster pulls - 8 seconds of silence is HUGE.
      Windwalker monk: This is a recent pick up, while windwalkers have always been a really good dps pick for m+ they were lacking survivability to justify bringing them. With the start of the new tier windwalker monks have been destroying dps meters which made us pick Darkee as our 5th. They always have cooldowns up. Leg sweep is the best aoe stun in the game. We also really like playing with 1 melee in our comp.
       
      If you had to pick the single strongest and weakest class and spec for pushing high M+, what would they be?
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      Shakib:  Affliction warlock is definitely the strongest overall spec. Good at everything, great survival, great utility. I can’t think of a downside of bringing a warlock. I would usually bash on Shadow priests but I think enhance shaman is the weakest key pushing spec in the game, not only are they melee which makes them more vulnerable to dying in big packs but they also have probably the weakest defensive toolkit in the game. From what I’ve heard they have really good single target and 3-4 target cleave but after that pretty much any other class is better.
       
      Do you feel Blizzard have done a good job with class balance throughout Legion? And do you have high hopes for BfA in this regard?
      Darkee: This answer would just be salt coming from a windwalker main (Rank 1 Krosus parse getting beat by rank 830 warrior parse). However, I think balance will be much easier in BFA with the removal of tier sets.
      Marvink: M+ has basically always been ruled by how much AoE burst you can get, you can always pull more if you have the damage. There’s always been some sort of mix of classes and trinkets that just rule the scene and not much has been done to limit the effectiveness of them outside of raids, one gets changes and another one takes its place.
      Shakib: The class balance has been decent throughout the xpac, the main balance that I would like to see is defensive changes. The defensive toolkit a class has is usually the main reason they are brought into a high m+ dungeon. Blizzard has surprised me several times this expansion when it comes to dungeons. Never did I think there would be this many changes done to balance dungeons out, it’s not a perfect balance but at least we know that they care about dungeons a lot more than before. They even hotfixed some of the bugs or “exploits” that were happening pretty quickly recently. Especially having a dungeon tournament hosted by blizzard themselves so my hopes are very high for BfA and future expansions.
       
          
      Let’s start from the most obvious: rank the dungeons in order of difficulty on the highest M+ numbers.
      Mittbitt : (Most difficult) Seat of the Triumvirate - Some of the trash is always brutal regardless of affixes, and the the last two bosses can make or break your key.
      Maw of Souls - The trash is not too controllable and does significant damage to all players, and the second boss can get fairly chaotic. Also the timer is not generous at all.
      Neltharion’s Lair- Ularogg Cragshaper, and Dargrul eat up a significant amount of time overall for the key by getting an undesired transition or add. Also the trash in the dungeon is very strong, specifically the scorpions at the end.
      Darkheart Thicket- Dresaron and Shade of Xavius can be quite scary, more so Xavius requires a great deal of durability.
      Halls of Valor -Hyrja can be a big block in whether or not you can complete the key, and some of the trash can be quite difficult if not dealt with correctly.
      Black Rook Hold - The bosses can be challenging, however the trash gets hard to deal with quickly.
      Upper Karazhan - Each boss has their own element making them difficult, however Shade and Mana Devourer can get messy and require extra coordination to kill.
      Lower Karazhan - Overall I don’t feel that this dungeon is exceptionally difficult, however the Mounted Strike can chunk anyone in melee range of Attumen the Huntsman, and unless you have a comp to cheese Garrotes, Moroes can get sketchy quickly.
      Eye of Azshara - The only two scary bosses in here are Lady Hatecoil, and Wrath of Azshara. Although not too difficult the winds pushing players around is obnoxious and can get very dangerous very quickly.
      Vault of the Wardens - The trash and the mini bosses are quite dangerous, other than that avoiding extra phases on Glazer are one of the essential parts to getting more time available in the key.
      The Arcway - Getting left side at the beginning of they key makes the timer much more relaxed and makes it the easiest key, unfortunately we did not get left side on our timed 27. What makes this key particularly difficult is Ivanyr, Nal’tira, and the large amount of time that Advisor Vandros takes up.
      (Least difficult) Court of Stars - Overall the trash is not too difficult, and mainly only the second boss is frightening as the damage caps early on the last boss, and the first boss is straightforward.
      Shakib: Lower-arcway-vault-court-upper-eye of azshara-blackrook hold-cathedral-darkheart-neltharion-halls of valor-maw-seat.
       
      If you could change a few dungeons which would they be and how would you change them?
      Darkee: Something needs to be done about that entire archer area in Blackrook. Getting through it with me only dying twice is considered a success. I would make it so you can’t out-range shoot but drastically lower the damage it deals.
      Marvink: I’d remove the very far back Warden spawn in Seat, and add a profession to the Starlight Rose Brew in Court of Stars. I’d also make Hyrja only able to cast the ability she’s currently linked to, not if she just has stacks.
      Mittbitt : I would reduce the amount of role play in some dungeons, such as the Court of Stars boat ride and talking, Neltharion’s Lair waterfalls and maybe even the shuffling of the rocks on Ularogg Cragshaper.
      Shakib: Court of stars: The rng on the buffs is interesting and cute at low lvl keys but becomes frustrating when you need a perfect buff combination (on top of having people change professions just to maybe have it up during your 1 run) to finish a key in time. I think in m+ it should either be a set combination of buffs or just disable all of them just like we saw in the MDI.
      Seat: similar to CoS, the warden locations should be set spawns.
      Arcway: Having a 50/50 on the door that’s open at the start is another point that can greatly impact the dungeon time (maybe less if warlocks wouldn’t be able to control the OP chaosbringer pet on the left side of the dungeon). Maybe a decent fix would be a toggle left/right as you start the keystone depending on the side you think your comp can clear faster on.
       
      Which is your favorite and least favorite dungeon to run?
      Darkee: My favorite is Upper with Court being a close second. Least favorite is easily Blackrook.
      Marvink: My favorite dungeon by far is Court of Stars. I despise Halls of Valor (I’m look at you Hyrja).
      Mittbitt : My favorite dungeon to run is currently Vault of the Wardens. I enjoy the layout of the dungeon and how it allows me to optimize my cooldowns. My least favorite dungeon to run is Upper Karazhan, I do not enjoy the bosses, nor the tuning for the dot on Mana Devourer.
      Shakib: Favorite dungeon is hands down Lower Kharazan. There’s nothing I love more than pulling big and lower is a goldmine of huge trash packs. Turns out dh’s are also quite strong at doing exactly what I love :). (Seat is really close behind.) My least favorite dungeon has to be Neltharion’s lair. Even though it is a pretty straight forward dungeon there’s something about the environment and the mob type that just gets to me.
       
      What are the easiest affixes and do they vary from dungeon to dungeon?
      Shakib: I would say that the Sanguine, Volcanic, Fortified set of affixes is the easiest for 12 out of the 13 available dungeons. The one that stands out as not a “harder” dungeon but just much slower. A LOT of time gets wasted during the scavenger hallway. I would say that the easiest set of affixes for Blackrook Hold is Teeming, Quaking, Fortified, the pulls are usually really big pulls so adding a couple mobs here and there doesn’t slow you down as much as people may think in there, at least not as much as Sanguine.
       
      Are there some affix combos you just will not get out of bed in the morning for?
      Darkee: Teeming Explosive is a bad joke. Explosive in general is just not fun. It doesn’t help that monks deal 50% less damage to them during our main cd, and our main cd is up at the start of every big pull. I just don’t play unless I have to during Explosive.
      Jdotb: Obviously some of the affix combinations are particularly disgusting, but we’ll run keys most every day regardless. We’re fiends. At the very least, affixes like Bolstering and Tyrannical make you appreciate the Volcanics and Fortifieds.
      Marvink: Bolstering, Explosive, Tyrannical. Not my cup of tea for that amount of trash management, and marathon boss fights are never fun.
      Mittbitt : I will always get out of bed for some mythic plus regardless of the affix combos, however the affix combo that least excites me is Bolstering, Grievous, Tyrannical.
       
      What do you think of the current affixes as they are now? Which should be changed or even removed completely and are there any you’d like to see added in BfA?
      Jdotb: Tyrannical is the big offender at the moment. You don’t have to dive very deep into the analytics to see that all the highest keys are on Fortified weeks. The 40% hp on Tyrannical is the problem - it just makes the bosses take waaaaay too long. The damage bump is fine where it’s at, but the hp buff needs to be cut to at most 25%, maybe even 20%. Bosses are already the hardest parts of high keys because of scaling; making them do more damage AND live almost half again as long is insurmountable.
      Bolstering is probably a bit too punishing. If you screw up, you can’t really undo it without wiping. If the Bolstering buff had a duration (maybe 10-15s) or a cap (maybe 10 stacks) it would be a lot more palatable.
      Explosive starts to feel a little overwhelming on high keys because the orb health scales with the key level so instead of just requiring a global cooldown, the orbs now need people to focus them for several casts.
      Volcanic is a joke now that probably needs to be reworked. It isn’t threatening and half the time it doesn’t even require you to move.
      Quaking for the most part is ok but can be devastating on boss fights where you absolutely need your Prydaz, Xavaric's Magnum Opus shield up to live through certain mechanics. There isn’t a way to play around that currently. If Quaking always did damage to your hp pool directly instead of eating shields, I think it would improve the affix a lot.
      Mittbitt : I feel that Tyrannical needs some tuning, possibly by dropping the hp that bosses receive and beefing up trash more. However, Tyrannical boss hp and abilities get out of control much sooner, and honestly are the least enjoyable mythic plus weeks where we typically farm 20-24 keys.
       
      What’s your favorite, least favorite and funniest “trick” you’ve used in the past to get that tier done in time?
      Jdotb: My favorite trick would have to be keeping the cats in the front of DHT from jumping. That made the instance so much less frustrating.
      Least favorite trick is delaying on the second platform of Viz’aduum. He always targets me with the disintegrate so I have to spend a minute or two running back and forth between two spots.
      Funniest trick was probably taunting Ularogg to keep him from going underground (has since been fixed) - if you were successful, he would instantly punch you really hard and probably kill you on higher keys, so the taunt “winner” would usually be the dead guy.
       
      That's it for the first part of this interview, we had to cut it up into two for, well, obvious reasons! Huge thanks to the Mythic + crew for the insightful answers and you check back in a few days when we finish this up with their thoughts on addons, raiding and its impact on M+,  the Mythic Dungeon Invitational, their suggestions for the future of M+ and much more!
    • By Stan

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      The sheer scale of that war effort is almost unimaginable when we live in a time of extended storage and fast mail. But back then, backpacks and cloth stacks were smaller. Getting precious resources gathered, sorted, and sent took many hours. And it took several weeks to source bandages, food, and equipment—resources that were in high demand and would soon dwindle.
      THE IMPORTANCE OF REMEMBRANCE
      There are parallels with current events that are impossible to ignore: once more, we Azerothians stand united against the Burning Legion as they wreak havoc across the Broken Isles. We attempt to put aside a complex, bitter history in order to defeat a common enemy. We eye each other suspiciously, even as we fight side by side.
      We would do well, in these dark times, to remember the courage and spirit of those who were there at the Gates of Ahn’Qiraj. We must have long memories if we’re to make quick work of the demon forces we now face.
      From January 21–23 we ask that you join us as we remember the fallen and celebrate the victory. All of Azeroth are invited to a special holiday, ‘Call of the Scarab,’ where we will gather to perform acts of remembrance and share our factions’ pride.