Penance Priest

Discipline Priest Blog

Showing posts with label talents. Show all posts
Showing posts with label talents. Show all posts

One of the most exciting blue-tinted things I read in a while came from Wowhead’s exclusive interview with Ghostcrawler. It’s a great interview, so if you haven’t read it, go to it.

Here’s what got me all jazzed.

...really what we're trying to do—and with like, the passive talent trees we're putting into Cataclysm, we're trying to give ourselves better tuning mechanisms to be able to make easy changes. One of the things we're often up against is: Say we're going to make a patch. We want to, for example, buff mages. We have to do something that both does what we want it to do, and, you know, isn't buggy. It's not a good time to mess with, you know, "Hey we're going to add a new talent", or "We're going to put in this untested tech that makes this other thing proc" or whatever, because then we're just going to be fixing our own patches over and over again. So we have to be so strategic that we often can't make the changes that we really want to make, and we know "this is still going to leave Frost Mages underpowered in PvE, but we can't do anything else—we just physically, technically can't make the change we want." So what we're trying to do in Cataclysm is build in a lot of hooks to let us constantly tweak, and when we see something is too low we can dial it up a little bit, or dial it back a little more.

I’m a professional programmer, so I know how challenging it can be to tweak a complex system. Once you have something that works – and the definition of “works” can sometimes be quite sloppy, but hey – making changes to it is far more difficult than most people realize. Everything is tied together, and the more complex the system, the more delicate the connections.

So it looks like at last, for real and for true, Cataclysm will fix it. They just need to man the dials, and we’re good to go. *fingers crossed*

Deceive. Inveigle. Obfuscate.

Let’s be honest. Blizzard lies to us. It’s just a fact of life in an organization that has to work 24/7 just to prevent global riots. It gets a little extreme sometimes… remember how they were telling us for months that shadow was in a really good place, despite the mountain of data showing the contrary? They weren’t simply ignoring us; they said repeatedly that there was no problem. Eoy blogged about it, and Blizzard continued to deny. Then one day, out of the blue, shadow got a huge buff. No warning, no discussion. Suddenly we were competitive again.

I’m sure there are many reasons they don’t always let on that they’re looking at buffing some spell or class. First is the obvious, which is that it opens the door to everyone to whine about perceived deficiencies in their own favorite ability. Second, it’s such a complex system that even if Blizzard wanted to buff an ability or a class, there’s no guarantee that they could pull it off gracefully.

The more tweaky-hooks they put into the system, the easier it will be for them to make changes. And the less they will need to lie. There will be fewer instances in which Blizzard says “we can’t do that.” It will be more “we don’t want to do that,” and that’s a good thing.

Yes, I am a very optimistic person. I really do hope and expect that Blizzard will be far more responsive to real complaints, as they were (eventually) with shadow priests and frost DKs, even if both of those specs lingered at the bottom for months.

Aren’t you going to say anything about the new talents!?!1?

Yes yes, I’m getting there! In fact, that’s the whole point.

Honestly, I don’t really have much to say. It’s all “in theory” right now. Until we’ve played with it, what can be said beyond “I’m excited” or “I hate Smite” or other unsubstantial comments?

Here’s my unsubstantial response: I’m very excited! But I love change, and welcome the disorienting feeling of being a nub again, having to relearn everything. I hope you do too!

You see, there seem to be two basic objections to the new talent tree for healing priests. The first is, in a word, Smite. And the second covers a lot of ground related to balance: How much mana will we regen from Archangel? How much dps will we be doing with Smite? How much indirect healing with Atonement? What about talents that were removed, like Holy Specialization…are they nerfing our crit? Those sorts of things.

(Well, there is a third objection, one that I don’t see enough discussion about. Which is why the HELL is Improved Holy Nova so deep in the Holy tree? This is grave mistake, one that I hope Blizzard rectifies before it’s too late.)

The whole balance issue is one that will be tweaked until it works exactly as planned. Smite not putting out quite as much damage as they wanted? *Tweak*! Not enough regen? *Tweak* This is also obvious in the masteries; if abilities aren’t performing properly, or classes are imbalanced, they have a knob to twiddle to adjust these things relatively easily. They could even implement nonlinear scaling so that as you get more mastery from gear, the three masteries grow at different rates.

Oh, and don’t bring up PvP. It is, and always will be, an impossible balance to strike. Unless they implement Arenawell Radiance (which they damn well should), or some other debuff that tweaks coefficients when you step into PvP, balancing abilities for PvE and PvP will remain stormy and frustrating.

My big questions for Cataclysm are about creativity. Since we all know Blizzard is trying to encourage us not to shield spam (because we love shielding so much!), will we be given new fixed rotations? Like, five Smites, then power-heal for 10 seconds, then back to Smiting? Or will we be given room to breathe, room to be dynamic and creative again? Will encounter design follow the new philosophy of talent design, which (in theory) reduces the need to min-max in favor of choice? They say Smiting will be optional, but really? Once we get in there, will it become clear that there is really a best way, bringing us back full circle to cookie-cutter specs and rotations?

I’m as curious as everyone else about how it will feel in Cataclysm.  But I’m not concerned about the balance issues. The new “CWFI” system (not such a good acronym, I’m afraid… will Cataclysm fix that?) will be used to adjust the numbers so that the big-picture changes don’t leave one class desperately behind.

As for Smite, it’s a big change. We don’t know what encounters will be like. We don’t know how much idling time we’ll have. But surely if Blizzard wants us to be Smiting, it will be obvious, and eventually, natural.

AFK

With this I bid you a temporary farewell. In about a week I begin a cross-country move, followed by lots of other stuff that will keep me mostly away from WoW and away from writing. Who knows, but it won’t surprise me if I’m away most of the summer.

So have a great one!

Cataclysm is coming

No matter where you stand on the changes to priests, or any other class for that matter, rest assured that Cataclysm will be a huge upheaval. We’ll have at least one more go-to spell (the return of Heal, filling the gap between Flash and Greater). We’ll have Power Word: Umbrella. And of course, Life Grip. Those are just a few key abilities, to say nothing of an entirely new way to play: how we manage mana, how the encounters are designed, how we will be affected by larger health pools, how we navigate a new set of stats on gear, etc.

If you think back to the time period before WoLK dropped — probably around summer ’08 — we had the same tingling sensation, knowing big changes were coming. This is the calm before the storm.

Other than airy rambling, what I’m saying is this: enjoy yourself. Our spec is mature, well-defined. It’s not perfect, and it’s certainly not perfectly balanced. It has come a long way, as have we. Enjoy the comfort of playing something you know and love,  knowing that change is around the corner. Almost like spring semester as a senior; let’s make the best of the time we have before the Cataclysm, when we will have to relearn, well, not quite everything, but a whole lot.

The expansion is probably six months away. And for many of you, there’s a lot to do between now and then. Not so much for me. It’s already feeling like it’s winding down.

The guild

I haz none. The group I joined in December turned out to be, how shall I say: a very bad match. I gquit after we killed the Lich King in March. There are no compelling options on my server at the moment, which leaves me in a bit of a pickle.

For now, WoW is pretty easy mode for me, since pugs still don’t usually get very far. I don’t see apping across realms to be a good idea at the moment, so I’ll hang out until the big reset this fall, and in the meantime, have fun pugging with smaller friendly guilds.

And yes, I do look forward to ten-man raiding. A lot.

Specs

Ok, because I’m in limbo, I decided to play around with my spec. Why? Because our role as discipline is polarized. In 25-man content, we do little more than bubble bot. And in 10-man content, we can’t bubble bot; there just aren’t enough bodies to bubble. Instead, we do it all. You might call it tank healing, but really, it’s man-handling the entire raid.

 So? What about it? Have a look at a spec I’m playing with. This is all in the context of the above section: I’m not doing much hard-mode content, just playing around as an overgeared, 15%-buffed mercenary priest.

I’ve dropped some talents that are borderline useless in 25s (Grace, Improved Flash Heal), filled up on my GH potential (omg 5/5 Divine Fury and 2/3 Improved Healing) and PoH potential (Holy Reach and the glyph), mainly for 10-mans.

If you’re doing hard modes, you should be ignoring me about now.

The moral of the story? If you’re overgeared for content, boosted with a 15% gimme buff, and feel like futzing around, now is the time.  I’m enjoying some creative tinkering with no particular goal in mind, and no pressure to min-max myself to perfection.

On the move

On a more personal note, I’ll be moving next month. Across the country, to a new city, where I know few people, starting a new job. So it’s definitely the end of an era for me personally. My playtime will be affected, as will my blogging. Don’t be surprised by periods of inactivity! There is less to write about nowadays, and with the move coming, my attention will be elsewhere. Once I land, the process of starting a new life will take precedence over fantasy-game escapism. Hang tight though, I’m not closing up shop.

About the name

Since I snuck into random territory, I thought this would be a good chance to introduce the original Paolo. I’ve had numerous people in-game ask me if I’m named after this-or-that Paolo from real life. (Actually, they ask me if I really AM this-or-that Paolo.) I suppose that’s the price for picking a toon name that is very common in the world-at-large. I suspect DethBludXXNite does not get the same treatment.

The inspiration for the name comes from Mary Fahl, who is one of the bestest, most beautifulest singers around. I was listening to her music a lot back when I started this guy. Her EP Lenses of Contact has a song called “Paolo,” and while it’s not her best song, the name was in the right place at the right time, and it stuck. Her earlier band, October Project, is even better.

Instead of linking “Paolo” here, I’ll give you “Breathe,” a taste of her “coming soon” DSoM tribute record. Enjoy!

These are big ones, people. We’re not talking about minor tweaks, like adjusting the spell coefficient on Penance. We’re not even talking about big tweaks like the recent haste buff to shadow. These class changes are shaping up to be a sizable earthquake.

My metaphor is unfortunate. I don’t think the changes are all bad. They’re just BIG ones. Our go-to heals will be different. Our buffs will be different. Our inter-class mechanics will be different. Our mobility, dps rotation, mana management, ohshit buttons… did I miss anything?

There will be a lot to test, a lot to change before putting in a report card. In general though, I like the direction, I like the creativity, and I like the size of the change.

And with any shift of this magnitude, there are two major processes that are guaranteed to happen along the way. First, the class-specific abilities will need to be tweaked. How much will the new Heal spell heal for? What’s the cooldown and threat-adjustment mechanic on Leap of Faith? What is the relationship between the current PW:Shield, the new PW:Barrier, and the possible inclusion of a new, smaller shield, especially in relation to Weakened Soul? With the right tweaks, Blizzard will be able to give us a dynamic, fun, and powerful class.

The second process that will happen is the inter-class balancing act. If they are going to make every healing spec into a viable, multi-shaped “peg” to fit into each raid “hole,” there will be a long series of adjustments to coefficients, cooldowns, and talent boosts. The skill and artistry of the game-designing team shows itself here more than anywhere. The 10-dimensional math puzzle they’ve created isn’t solvable in a single, perfect solution; but it has some very creative possibilities that they don’t seem scared of tackling. I mean, look what they’re doing for mobility: they’ve released previews for two healing classes, and both of them have mobility boosters. Different, not equal, but still parallel upgrades. Nice job… to be continued, I’m sure.

But wait, there’s more! There’s a third bonus process: encounter design. It’s not as separate from class-design as you might think. Blizzard designs encounters around the capabilities that we have, at least to some extent. We will have interesting opportunities to Life Grip that go far beyond yoinking suicidal hunters out of the fire. We will have challenges to our mana pools that we haven’t experienced in years. We will have moments when the mobility boost of Inner Will becomes an obvious and exciting choice. We will see progression encounters which will test your spell selection, and you will only pass if you get a 90% score or better.

The earthquake will shake things up a LOT. Do not expect all the pieces to land perfectly where they should be. It will take time, and it will be frustrating.

But honestly, I’m very excited about the magnitude of the changes that Blizzard is implementing. It’s a huge project. As GC has said, a game designer needs to learn how to kill his “babies.” We players need to learn to let go of those babies, even ones we’ve grown quite fond of.

Bottom line? HELL YEAH. The changes are big but not a complete gutting of the class(es). It’s very hard to comment on specifics so soon; mechanics have barely been revealed, and are subject to more big adjustments. It will take some time to grok the new talents and see how they can be best used in practice. Folks will get very creative with new mechanics, as they always do. We’re in for quite a ride!

It seems to be a good time for a review of this class-defining talent. I’ve seen many questions about it recently and tons of misunderstandings about how it works. So I started writing a little “hey guys, don’t forget!” piece. It kind of got out of hand. Honest…this really did start out as a simple article, but once I got going, I realized how much there is to talk about! It’s a simple talent, but once you start thinking it through, you’ll see how valuable it is to understand its nuances and implications.

Also, as you’ll see, you can’t really discuss Divine Aegis without including Inspiration and Grace in the mix. They’re all secondary effects of your healing spells.

In fact, I confess. This isn’t an article about Divine Aegis. It’s really about taking your understanding of discipline to a higher level.

There’s a little bit of math in here, but it’s junior high school stuff. No rocket science, I promise.

 

First, the definition of Divine Aegis:

Critical heals create a protective shield on the target, absorbing 30% of the amount healed. Lasts 12 sec.

Here’s the update to the talent that made us go all a-flutter back in 3.1. It’s an old change at this point, but I still see people forgetting about it:

Divine Aegis effects will now stack, however the amount absorbed cannot exceed 125*level (of the target).

You can stack DA bubbles up to a max of 10k hp on a level 80 friendly. That was big news; before that change, DA was binary (on or off), and confusion was rampant about how it worked in practice. (I.e., what happens when you crit several times in a row?) The 3.1 version of Divine Aegis also takes into account overheal, which makes it just… mwah.

I’ll be using that word (“binary”) quite a lot. It’s just fancytalk for an on/off switch, something with no gray area. Shadowform is binary (you’re in it or you’re not), as is pregnancy, a coin-flip, and whether or not you’re Chuck Norris. There is no gray zone in binaryland.

Detour!

Here is the definition of a very related talent, Inspiration, which you are not allowed to skip, ever, ever, for any reason, go Inspiration or go home:

Reduces your target's physical damage taken by 10% for 15 sec after getting a critical effect from your Flash Heal, Heal, Greater Heal, Binding Heal, Penance, Prayer of Mending, Prayer of Healing, or Circle of Healing spell.

The same damage-reduction buff is provided by resto shaman in their Ancestral Healing talent.

One more talent, not entirely related, but relevant for our purposes here. The tank-healing disc priest’s wannabe scaling talent, Princess Grace herself:

Your Flash Heal, Greater Heal, and Penance spells have a 100% chance to bless the target with Grace, increasing all healing received from the Priest by 3%. This effect will stack up to 3 times. Effect lasts 15 sec. Grace can only be active on one target at a time.

Only a few spells will proc Grace, but once it’s up, the healing bonus will benefit all of your healing spells. (But no one else benefits; just you.)

I haven’t forgotten that this is supposed to be an article about Divine Aegis. Sort of.

Secondary healing-effect matrix

I wish I had a catchier name for it. Let me know if you come up with one.

Let’s look at which of these secondary effects can be applied when you cast a healing spell. Entries in the table marked “crit%” will only proc when you crit, so not every cast of Flash Heal will proc Inspiration, for example. A “yes” in a column means every cast will proc the effect, not just criticals.

  Divine Aegis

Inspiration

Grace

Flash Heal

crit%

crit%

Yes

Greater Heal

crit%

crit%

Yes

Penance

crit% (*)

crit% (*)

Yes (*)

Binding Heal

crit% (*)

crit% (*)

No

PoM

crit% (*)

crit% (*)

No

PoH

crit% (*)

crit% (*)

No

PW:Shield

crit% (glyph)

No

No

Renew

No

No

No

Entries with an asterisk (*) have multiple chances to proc. Other than Penance, these are multi-target heals, so each target will only get at most one application of each effect at a time. Penance, however, can proc multiple times on the same target.

Power Word: Shield cannot proc Divine Aegis, although the heal from the Glyph can. The DA bubble will be 30% of the 20% heal from the glyph. It’s not much, but it’s there. (Also, it's currently bugged so that it only procs DA on shields you cast on yourself.)

Remember the different natures of these three effects. This is important!

  • Inspiration is binary; it’s either up on your target or it ain’t.
  • Grace is a three-step platform. It has zero, one, two, or three stacks on your target, for 3%, 6%, or 9% increased healing.
  • Divine Aegis is a gradual scale from zero to 10k.

You know what? Just because I think it’s really important, I’ll make a graph.

Divine Aegis scales with ____

Quick! Fill in the blank.

If you said “crit,” you’re right!

If you said “spell power,” you’re right!

If you said “haste,” you’re still right, but the relationship is a little more complex. Haste is one of the best stats for a tank-healing disc priest, and certainly speeding up your spell-casts will speed up the application of DA bubbles. But spell power and crit will be easier for us to analyze, frankly, and haste’s effect on DA is more diffuse. We’re not going to get into issues of boss-swing timers, or how fast you can build up DA to its maximum vs. how fast a boss can clobber that bubble. For now, we’ll focus just on maximizing the DA bubble through spell power and crit, and try to assess which stat will have a bigger impact on your DA mitigation.

Average DA per cast

Let’s start with some basic calculations to figure out an average amount of DA mitigation you get for every spell you cast. We’ll use Flash Heal as a reference.

Crit Heal Size = (base heal size) * 1.5
DA Bubble = (crit heal size) * 0.3
Average DA per cast = (DA bubble size) * (your crit rate)

or

Average DA per cast = (base heal size) * 1.5 * 0.3 * (your crit rate)

The last line is the one that’s the most interesting. Average DA per cast shows the average amount of bubbly protection you get per cast. You won’t get a DA bubble on every cast, of course. This is just an average.

So, how do you raise your average DA per cast? More spell power, and/or more crit. Our next job is to figure out which is better, if your goal is to maximize this mitigation effect.

Spell power vs. crit

If your base Flash Heal hits for 5000, that means you’ll crit-heal for 7500. When you crit, a DA bubble will be created for 30% of that amount, or 2250. And if you have a 40% crit rate, your average DA per cast will be 900. That means: on average, every time you cast Flash Heal, you will see 900 hp of DA mitigation applied to your target. To build up 10k of mitigation (the max we can have at any one time), it will take approximately eleven casts of Flash Heal. Odds are some of that DA bubble will have been chipped away in the time it takes you to cast that many spells.

Now, consider how much your spells benefit from stacking spell power versus stacking crit. Again, I’ll be using Flash Heal as an example. I’m definitely going to ignore the bonus crit from Improved Flash Heal, and I will also ignore bonus healing effects such as Grace and Guardian Spirit.

We’ll take a nicely-geared ICC priest as our baseline, then see what happens when we add a crit gem versus what happens when we add a spell power gem.

The baseline priest will have 3400 spell power and 40% crit rating (raid buffed). Priest “A” will add a single smooth king’s amber; priest “B” will add a single runed cardinal ruby. Let’s peek at what happens, shall we? We turn to Zusterke’s excellent Spell Calculator, which, while it’s a work in progress, is awesome.

Baseline

With crit gem

With SP gem

Flash Heal

4972

4972

4991

Crit heal amount

7458

7458

7486.5

Avg FH amount

5966.4

5977.2

5989.2

DA amount

2237.4

2237.4

2246.0

Avg DA per cast

894.96

904.7

898.4

Total Avg Heal + DA

6861.4

6881.9

6887.6

WHOA NUMBAHS!! Let’s go through them slowly.

The first three rows show how much your Flash Heal hits for, not including Divine Aegis. The base heal, the crit heal, and an average that includes your crit rate. So our baseline priest will see an average Flash Heal of 5966, which assumes that 40% of his casts will crit. The average heal amount is in the blue-tinted row.

The next two rows show how much DA mitigation we can expect. The first row, “DA amount,” shows how much of a DA bubble you’ll see when you crit. The next row, tinted orange, shows the average amount of DA per cast, which we discussed above.

If you add the two tinted columns together, you’ll get the total amount Flash Heal will hit for, including DA mitigation. This total is in the dark gray row.

As you can see, using a crit gem will increase the size of your DA bubble more than it will if you use a spell power gem. (This is in the orange row.) However, the spell power gem will increase your average heal amount more than the crit gem will (the blue row).

The net effect? Both crit and spell power will benefit you. Crit has a bigger effect on DA, while spell power has a bigger effect on your base heal. Overall, spell power is more powerful.

Chances to proc

In every discussion I’ve seen about Greater Heal, someone makes the point that two Flash Heals have more chances to proc Divine Aegis than a single Greater Heal. Do you see the flaw in that thinking?

I sure hope so! DA is not binary. It scales. So while GH takes twice as long to cast as FH, it also has twice the average DA per cast. Over the long haul, they will create very similar amounts of DA mitigation. One will create smaller shields more often, the other will create fewer, larger shields.

(That’s a quickie generalization that doesn’t take into account Divine Fury or your use of Borrowed Time to accelerate GH, nor does it take into account the crit bonus from Improved Flash Heal. I’m merely debunking the idea that “chance to proc” is relevant at all when it comes to Divine Aegis.)

The other two secondary effects (Inspiration and Grace) both work on a chance-to-proc basis. Inspiration is binary, and can be applied by any direct heal. Grace is stair-stepped. So if you need to apply Grace quickly, you need to cast more spells (or use Penance for a triple-shot).

Here’s that graph again! So simple, but it shows so much.

Smooth vs. spiky DA

Here again is our formula, which illustrates how DA scales with spell power and crit rating.

Average DA per cast = (base heal size) * 1.5 * 0.3 * (your crit rate)

As a thought experiment, I’m going to go to the lab and create two Frankenpriests. The first one will be monstrously oversized in the spell power department, but barely have any crit rating at all. This means he will almost never crit, but when he does, the DA bubble will be tremendous because of his super-sized spell power. Spiky DA.

Frankenpriest #2 will have insane amounts of crit, but just a tiny bit of spell power. He’ll be critting on every cast, but each DA bubble will be small. Smooth DA.

Over the long term, the DA protection these two deformed priests provide might very well be equal, or close to it. However, Frankenpriest #1 will be creating huge bubbles (rarely), and Frankenpriest #2 will be creating a large number of tiny bubbles.

Which is better? Well, as long as you’re not overshooting the 10k cap (in between boss swings), either should be fine. Just get your DA up as high as you can, as quickly as you can.

But certainly having a higher crit rate is one way to take the RNG out of the equation. If you had 100% crit, you would never wonder if you got a DA bubble. You’d have one every time. So the higher your crit rate, the less of a factor RNG will be for your tank heals. And we all know that bosses don’t kill tanks; RNG kills tanks.

So in a sense, the smoother DA profile (higher crit rating) is better for maximizing your mitigation. Marginally. If you go telling anyone I just advised you to stack crit, I will deny it vehemently.  Because tank healing is not only about Divine Aegis. If at any point your tank’s green bar dips below 100% -- and it certainly will – the priest with more spell power will be helping more. Go back up to the blue row in my chart above. Spell power is still the way.

Short story: Get tons of crit on your gear, and gem for spell power.

In sum

I’m exhausted! We just covered an entire semester of Disc Priest University in under 2500 words. Your summary is this:

  • Divine Aegis is good.
  • It scales with spell power and crit rating.
  • DA scales better with crit than with SP, but overall, you benefit more from SP than from crit.
  • DA protection is not binary; it can scale up to 10k of mitigation at any time.

Healing as Discipline in 3.1, in Ulduar, is nothing like healing in T7 content. With spammable shields, and fewer “omg tanks-gonna-die!” boss fights, my normal rotation looks very different than it used to:

Shield tank
Penance tank
PoM tank
Shield dps
Shield dps
(Beat)
Penance tank
Shield dps
(Two beats)
Shield dps
…repeat

That’s the basics, or something like that anyway. That doesn’t include the tanks-gonna-die phases, or AoE phases, and there is of course plenty of variation on that basic theme. But what’s missing from the rotation above? Why, Flash Heal, of course.

One more note on the rotation: I’ve always been able to do raid-heal support, even in T7. Even as a tank healer, I have plenty of GCDs available to help on raid heals. In the past, that usually meant tossing Flash Heals out on the raid when I could, to ensure that I had my PW:Shield cooldown up when I needed it. With the changes to Grace in 3.1, tossing out Flash Heals on the raid is a Very Bad Thing™, as it reassigns Grace to the FH target. So any raid-heal support comes in the form of bubbles. (And Prayer of Healing, but that’s another story.)

Flash Heal now makes up about 6% of my overall healing. So it is with excitement and trepidation that I have abandoned a traditional 57/14 spec for a 55/16 spec. (Am I late to the party?)

Here is my shiny new spec.

By the way, the points in Holy remain a somewhat unresolved issue, open to playstyle preference. Since Greater Heal makes up 0.0% of my heals, Divine Fury is a capital waste, and I’ve been spec’d into Spell Warding for a while now. The extra 2 points that I removed from Improved Flash Heal have gone into Healing Focus, which is more than welcome in the AoE world of Ulduar. Healing Focus has become a viable throughput talent in Ulduar.

I’ve kept one point in Improved Flash Heal until I can find a better use for it. The crit bonus is ok, but my raid-buffed crit is about 40% nowadays, so it’s no longer that exciting. And mana cost reduction? Also a non-issue. I finally removed my Flash Heal glyph, which had been glued to my glyph pane since day one. (That slot now hosts Prayer of Healing, as that spell now makes up an embarrassingly high proportion of my healing output.)

Is anyone else moving away from this “cookie-cutter” talent?