World of Warcraft > World of Warcraft 7 (Legion) >
This is a second look at World of Warcraft pre-7.0 Discipline Priests, now that I've had World of Warcraft pre-7.0, a second look and some time has passed.
Summary: There is literally no way to understand any class or spec. This document is an exercise in futility.
https://www.wowhead.com/guides/classes/legion/priest
Gigantic questionmarks ∞
-
The artifact weapon changes things.
- New abilities (i.e. new things on your castbar) are gained.
- "Gameplay" is changed in as-yet unknown ways.
- In the same way that when higher iLevel gear becomes available one may change stat priorities and strategies, Relics and other enhancements will probably do that.
- e.g. enhancing crit, or more burst AoE.
- Traits can modify or add things to your spells.
- Crafted items can change the way some spells work, in as-yet unknown ways.
-
What "superpowers" will professions grant?
I hear things like set bonus-type effects existing. I don't know if this means that sets will be removed.
Discipline will be broken ∞
The tie between damage and healing remains.
Dungeons will have a mechanics overhaul to remain relevant throughout the expansion.
In order for Discipline Priests to be effective as a primary healer, they must be able to solo-heal dungeons. This means they need to be a "100% effective" healer that's on-par with other healers.
If they heal because they damage, then they are much more than a regular healer. This will either be unable to heal in those cases, or overpowered as fuck.
Does Blizzard assume that players will go Holy for dungeons, and force Discipline only an option for raiding?
Will Discipline Priests be forced to talent / gear one way for dungeons, reducing their reliance on Atonement, and then change for raiding? That may put a very heavy burden on their needs for gear and various enhancements.
Abilities ∞
Some abilities previously-mentioned by Blizzard seem to be moved to those "extra" abilities. So this will be a bare-bones list.
Passives ∞
-
Atonement -- 15s buff that gives 40% healing from the priest's spell damage.
- Applied by: Plea, Power Word: Shield, Shadow Mend, and Power Word: Radiance.
-
Absolution -- Mastery improves Atonement.
Healing spells ∞
- Plea
- Shadow Mend
-
- I think that's the right link. It might be spell 17, but I doubt it.
Damaging spells ∞
Remember that spell damage gives 40% healing to atonement targets.
-
- 40 yards now.
-
- Also becomes a healing spell if talented for that.
Utility spells ∞
Just the major things.
-
- As useless as before, except in odd stacking circumstances. Can be enhanced to give a healing bonus to those in it.
-
Rapture -- Removes the cooldown of Power Word: Shield
- This is "okay", since Power Word: Shield does apply Atonement.
- Shadowfiend
- Mass Dispel
Stat priorities ∞
I think this will depend on gameplay, which will be strongly influenced by other factors. Basically.. who the fuck knows.
-
Mastery improves Atonement
Um. Well yeah, that's about it. I'd stack Mastery and then haste myself, as I'd be able to have strong "uptime" and a lot of instant-cast spells, so reducing the global cooldown would be useful. I've had poor experiences with that, though, so who knows.
Legendary weapon ∞
Points spent, in order:
- Light's Wrath (1/1)
- 2.5s cast, 1.5min cooldown, massive damage, enhanced by atonements targets. - Invoke The Light (1/1)
- Increases damage dealt by Smite by 15%. - Confession (1/3)
- 5% penance boost - Confession (2/3)
- 10% penance boost - Confession (3/3)
- 15% penance boost - Vestments of Discipline (1/3)
- Fade gives 3% damage reduction for 6s.
- Mostly-worthless. What is this, a PvP ability? Fuck right off, Blizzard, and give me something fun or useful. - Vestments of Discipline (2/3)
- Fade gives 6% damage reduction for 6s. - Vestments of Discipline (3/3)
- Fade gives 9% damage reduction for 6s. - Doomsayer (1/3)
- Increases the duration of Rapture by 1 sec. - Doomsayer (2/3)
- Increases the duration of Rapture by 2 sec. - Doomsayer (3/3)
- Increases the duration of Rapture by 3 sec. - Borrowed Time (1/3)
- Applying Atonement to a target reduces the cast time of your next Smite or Light's Wrath by 5%, or causes your next Penance to channel 5% faster. - Borrowed Time (2/3)
- Applying Atonement to a target reduces the cast time of your next Smite or Light's Wrath by 10%, or causes your next Penance to channel 10% faster.
- This allows me to get on with my rotation, giving more opportunities to apply atonement. Also keep in mind I have an enhanced Penance, with four ticks instead of three.
- My intention is to stack relics intentionally for this, boosting this to 30%. - Borrowed Time (3/3)
- Applying Atonement to a target reduces the cast time of your next Smite or Light's Wrath by 15%, or causes your next Penance to channel 15% faster. - Sins of the Many
- Increases all damage you deal by 1% per ally affected by your Atonement.
- With increased atonement duration (Contrition) and targets (Borrowed Time), this gives an all-around enhancement to throughput.
Talents ∞
-
Castigation
- Gives 1/3 more damage to Penance, making the already-enhanced Atonement even more effective.- The Penitent
-- Seems like a nice idea, but doing damage with Penance is better since it heals all Atonement targets.
-- This may, however, be a good idea for dungeons. - Schism
-- Would probably replace Smite. However, this takes 2.5% mana versus Smite's 1%.
- The Penitent
-
Angelic Feather
- Although somewhat-nerfed, it's still very useful. Since I'm very capable of mobility, and I'll be built for a longer atonement, I'll have moments when I can use this.- Body and Soul
-- Pisses me off when I receive it. I wouldn't want to curse others with it. - Masochism
-- Would be useless. I'll never cast Shadow Mend on myself, and in a raid situation I'll be taking enough damage to to remove its negative effect.
- Body and Soul
-
Psychic Voice
- Might be useful with certain adds out.- Shining Force
-- Might be useful with certain low-threat adds, or to save a tank that's picking them up. - Dominant Mind
-- Might be useful with certain adds out.
- Shining Force
-
Power Word: Solace
- Instant-cast DPS.- Shield Discipline
-- Probably a bad idea, since shields should be kept for emergencies. - Mindbender
-- Might be useful since fights are long. I, however, would prefer to do damage since I'd have a lot of Atonement targets.
-- TODO - Does its damage trigger Atonement?
- Shield Discipline
-
Contrition
- More Atonement duration allows for either more Atonement targets, DPS or movement.- Power Infusion
-- This just doesn't feel right to me. I also don't want to have yet another cooldown to think about. - Twist of Fate
-- This would be a fine choice if there are adds.
- Power Infusion
-
Divine Star
- Instant-cast AoE-ish heal and damager.
- May be a bad idea because it limits the distance to targets.
- Probably double-good since its damage also triggers additional Atonement healing. TODO - test- Clarity of Will
-- Would replace Smite as a filler. Would only be useful with heavy tank-healing, since smite will damage and use Atonement. - Halo
-- This also does damage, making Atonement superpowered when lots of adds are around. A good replacement if Divine Star turns out to be useless.
- Clarity of Will
-
Purge the Wicked
- Replaces Shadow Word: Pain
- Lasts for 20s (up from 14)
- 10s cooldown (up from 0)
- Penance spreads it, often saving a global cooldown.
- More damage output via additional targets enhances Atonement.- Grace
-- Only really useful for Clarity of Will, Divine Star and Halo, all of which are somewhat situational and both Purge and Penance are always in use. - Shadow Covenant
-- Seems like it would be good only in situations where there are hurt people but group-wide damage ceases. Probably only useful for Dungeons.
- Grace
Dungeon variation ∞
-
The Penitent
- Makes Penance useful when no targets are available to damage, like between pulls.- Castigation
-- This is a fine default, because giving 1/3 more damage to Penance, makes the already-enhancement Atonement all the more effective. However, this is weak if it turns out that Atonement duration isn't an issue because backs are cleared quickly and Atonement reapplication isn't needed. - Schism
-- To replace Smite would work well if mana usage isn't a big deal.
- Castigation
-
Masochism
- To heal one's self more effectively when damaged but no additional damage is expected.- Angelic Feather
-- Won't be very useful in dungeons unless there are pushback effects in boss fights. - Body and Soul
-- Won't be useful in dungeons unless there are both pushback effects and spike damage in boss fights.
- Angelic Feather
-
Dominant Mind
- Might be extraordinarily useful.- Psychic Voice
-- Only if Psychic Scream can be made so they stand in place. - Shining Force
-- Is a fine default.
- Psychic Voice
-
Power Word: Solace
- Instant-cast DPS.- Shield Discipline
-- Probably a bad idea, since shields should be kept for emergencies. - Mindbender
-- Only useful for long fights.
- Shield Discipline
-
Twist of Fate
- The many smaller add packs make this a fine choice.- Contrition
-- More Atonement duration allows for either more Atonement targets, DPS or movement. Perhaps this would be good on boss fights without adds, when early-fight heals need a little more healing. - Power Infusion
-- This just doesn't feel right to me. I also don't want to have
- Contrition
-
Divine Star
- Instant-cast AoE-ish heal and damager.
- Good since the group tends to be close enough for this to be effective.
- Keep in mind it does damage and could pull other packs.
- Probably double-good since its damage also triggers additional Atonement healing. TODO - test- Halo
-- This would be nice, but its large AoE makes it too dangerous in dungeons. - Clarity of Will
-- Very good if party healing isn't a high priority.
- Halo
-
Shadow Covenant
- To top the group up when they're hurt but no additional damage is expected, like between pulls.- Purge the Wicked
-- Would be bad in low threat-generating dungeons.
-- Would be bad around crowd controlled mobs.
-- However, giving up Purge the Wicked reduces emergency heals! - Grace
-- A consideration, to further-enhance Clarity of Will or Divine Star.
- Purge the Wicked
Probable gameplay ∞
In a dungeon, if your group is competent, open with a Power Word: Shield on the tank. This'll drop atonement and will allow skipping the opening radiance until the repetition.
Open with:
- Either Shadow Mend or Power Word: Radiance at the main tank.
- Assist off of the main tank.
Rotation:
- Power Word: Solace when off cooldown (12s). Consider aborting the rotation or pre-empting anything else to cast this.
- Penance when off cooldown (9s). Base your rotation around Penance
- Power Word: Radiance, usually the main tank.
- Assist the tank.
- Shadow Mend a tank, usually the off tank since Radiance may not stay on them.
-
Filler until Penance is off cooldown:
- Purge the Wicked. Its 10s cooldown will probably never matter.
- Skip purge if the dot is still on (20s).
- Switch targets if the current one doesn't justify a Purge.
- Smite if happy with atonement targets.
- Divine Star If happy with atonement targets, and moving.
In emergencies:
- Power Word: Shield
- If atonement is up, do damage, preferring Purge the Wicked.
-
If atonement is not up, Plea to minor-heal, then do damage right away, preferring Purge the Wicked.
If you have to Shield too regularly, especially the tank, something is wrong.
Last updated 2019-12-06 at 22:49:28