Penance Priest

Discipline Priest Blog

I alluded to this a few weeks ago, but I think it deserves a little more room to breathe. Incoming philosophical treatise.

One of the beautiful things about the min/max world of Burning Crusade is that it forced you towards perfection. There was often room for creativity, but not a whole lot. You needed full consumables. The correct spec. The right balance of stats on your gear. The right set of down-ranked spells. If you were serious about raiding, there was no “well it works for me.”

In Lich King, we all know that raiding has gotten easier in the extreme. I’m sure you could heal Naxx in a 0/0/0 spec, agility gems, and no consumables. The gap between correct and well it works is largely irrelevant because so much works.

From one perspective, this is a great thing. It’s a game FFS, not a challenge to survive for ten days in the wild using only a paper clip and a roll of duct tape. Having a margin for error is what makes a game playable by mere mortals, and not only by the elitist jerks among us.

This is not a lament for the good old days of WoW. Not at all. My issue here is that by allowing the “well it works” folks to succeed, the distinction between right and wrong has been lost. The fact is that right and wrong still exist, although right is no longer required to succeed. Wrong works just fine. Which makes wrong start to look like right.

I strongly support finding a way to play that you love, even if people (like me) tell you it’s wrong. Playing your way might be technically wrong even if it’s morally right. What I do lament (and strongly so) is the “well it works” folks giving any sort of advice whatsoever. Enjoy the game however you play it (and I truly mean that). But it’s important to know that there is still a line between what’s technically correct and what merely works because Blizzard has softened the edges so much. You may, in fact, be doing it totally wrong, but your apparent success makes you believe that you’re doing it right.

There are many levels of the game as well. Advice for beginners may be perfectly irrelevant for advanced players. And the experience and advice that advanced players have to offer may be totally wrong for someone at a lower level. There are also different raid roles (tank healer & raid healer, primarily), and very different advice applies there too. The context you’re in is 100% relevant, and determines the choices you should make. That context includes the your gear level and the gear level of your mates, whether you’re running with pallies or druids, whether you’re attempting content below or above your gear level, etc.

So there are indeed multiple ways to be right, but that does not negate the fact that there are still many ways to be wrong.

Just to clarify a bit about the list I just posted and how I use it.

In general, the most appealing items are the ones with both haste and crit on them. Blizzard snuck in a few such items in tier 7 to test the waters, and they were so coveted that the devs have since gone hogwild on us. There are now lots of these double-statted items in the game.

So my first priority is to grab as many of these as I reasonably can. I've already got six (including my T8 shadow helm, heh) and someday when the Twins start playing nice I'll be set.

Those items alone have me swimming in haste. This is why I have such a strong aversion to haste-only gear. From day one in ToC, I've passed on every haste-only upgrade. At this point, I will only equip a double-statted item or a crit-only item. For example, the Jarax10h crit pants, while "only" iLevel 245, are far more useful to me than even the 258 tier pants, which are all haste. (Any ranking list would put the tier pants higher…hence my disgust for BiS lists that have no context.)

As it is, my current unbuffed stats are: 2500sp, 23k mana, 35% crit, 20% haste (with talents). Regen is 460 inside, 243 outside 5sr, plus Solace and meta gem. Mana remains a non-issue. If and when that changes, I'm ready to start slotting intellect gems. In a heartbeat.

For reference, here's the Lootrank page (now GuildOx apparently) that I used to help build the gear list. It is a ranking based on pure throughput. The numbers are of course soft ("why the hell is the haste coefficient 0.48??"), and rankings are flexible for a thousand reasons. It's just something to work from.

In 3.1, loot was organized very simply. Basically, either it was tier gear or it wasn’t. Then, once you had taken care of tier business, you could fill in the gaps with whatever made most sense, or whatever dropped for you. Tier gear was essential and non-negotiable, simply because of the outrageously good four-piece bonus.

Luckily (IMO), we’re free from that sort of tier-bonus craziness. Take good gear as it comes; no need to pass on good stuff because it would interfere with a tier bonus.

So, following on from my previous post, I’ve organized this loot list around the main secondary stats, haste and crit. The primary stats (stamina, intellect, and spell power) are irrelevant for the moment, as they are assumed to be on each piece of gear, and also to scale with item level. (I.e., in general, a higher iLevel piece will have more spell power.) I’ve ignored spirit altogether.

The list isn’t by any means exhaustive. I’ve included some (just a little) Ulduar gear because it might still be relevant  for you. (There are even a couple of super-secret  special drops from Tier 7…remember Naxx?) Drop locations and item levels are in parentheses; “h” indicates hard mode (Ulduar) or heroic (Trial). Some drops from Lolnyxia aren’t linked yet; I’ll link them as soon as the data appears in Wowhead.

Also: these lists are not rank-ordered. If you’ve read anything I’ve written, you’ll know that I’m seriously opposed to linear lists with numeric assignments. Sure, the 258 version of an item is always better than the 245 version of the same item. But other than that, very few pieces of gear can be recommended in a vacuum. Most of the time, your best choice depends on what other gear you already own and what gear you will have easy access to in the future. Be smart, do your homework, and find your own way. Now, there are clearly smart ways to rank (Enlightenment > Cold Convergence), but if I did all the work for you, would that be any fun?

I’m sure I mixed up some of the Ally/Horde versions of Trial gear. My apologies. Post those and any other corrections in the comments; I’m sure there will be many.

Head | Neck | Shoulders | Back | Chest | Wrist | Hands | Waist | Legs | Feet
Ring | Staff | MH | OH | Wand | Trinket

Head

Crit

Tier 9 (258)
Tier 9 (245)
Tier 9 (232)

Transcendence (Ony25, 245)
Transcendence (Ony10, 232)
Clouded Sight (EoT, 245)
Luminescence (Mim25h, 239)

Haste

(none)

Both

Transcendence (Ony25, 245)
Transcendence (Ony10, 232)
Tier 8 Shadow (226)

Neck

Crit

Binding Elements (Jarax10h, 245)
Binding Elements (Jarax10, 232)

Haste

Meticulous Timing (XT25h, 239)
Renewal (Council25h, 239)

Both

Val’kyr (Twins25h, 258)
Val’kyr (Twins25, 245)

Shoulders

Crit

Tier 9 (258)
Tier 9 (245)
Tier 9 (232)

Haste

Revered Mortality (EoT, 245)

Both

(none)

Back

Crit

Maiden’s Favor (Anub25h, 258)
Maiden’s Favor (Anub25, 245)
Sullen Goddess (Freya25h, 239)
Asimov (Mim25, 232)

Haste

Fervent Crusader (Tribute Chest 10h, 258)
Refreshing Winds (Beasts25h, 258)
Refreshing Winds (Beasts25, 245)
Sunglimmer (Algalon quest 25, 239)

Both

Bitter Incantation (Tribute Chest 10h, 258)
Sapphiron Drape (Ony25, 245)
Sapphiron Drape (Ony10, 232)
Pennant Cloak (Sarth+2d, 226)

Chest

Crit

Tier 9 (258)
Tier 9 (245)
Tier 9 (232)

Moonshroud (Crafted, 245)

Haste

Ascent (Beasts25h, 258)
Ascent (Beasts25, 245)

Both

Merlin (Crafted, 245)
Umbral Brute (Kologarn25, 226)

Wrist

Crit

Moonshroud (Crafted, 245)

Haste

Ashen Saint (Anub25h, 258)
Ashen Saint (Anub25, 245)
Grasps of Reason (XT25h, 239)

Both

Bejeweled (Crafted, 245)

Hands

Crit

(none)

Haste

Tier 9 (258)
Tier 9 (245)
Tier 9 (232)

Both

Lifeless Touch (Anub25h, 258)
Lifeless Touch (Anub25, 245)
Pharos (Algalon25, 239)

Waist

Crit

Eternal (Anub10h, 245)
Eternal (Anub10, 232)
Starwatcher (Algalon25, 239)
White Dawn (Crafted, 226)

Haste

Tenebrous Mist (Beasts25h, 258)
Tenebrous Mist (Beasts25, 245)

Both

(none)

Legs

Crit

Demonic Messenger (Jarax10h, 245)
Demonic Messenger (Jarax10, 232)

Haste

Tier 9 (258)
Tier 9 (245)
Tier 9 (232)

Soothing Touch (Jarax25h, 258)
Soothing Touch (Jarax25, 245)

Both

(none)

Feet

Crit

Grieving Soul (Twins10h, 245)
Grieving Soul (Twins10, 232)
Savior’s (Crafted, 226)

Haste

Mourning Widow (Champions25h, 258)
Mourning Widow (Champions25, 245)
Fiery Resolution (Leviathan25h, 239)
Spellslinger’s (Crafted, 226)

Both

False Oracle (Yogg25h, 239)

Ring

Crit

Lurid Manifestation (Anub25, 258)
Lurid Manifestation (Anub25, 245)
Heartmender Circle (EoT, 245)
Dragonslayer (Ony25 quest, 245)

Haste

Darkmender (Jarax25h, 258)
Darkmender (Jarax25, 245)
Conductive (Mim25h, 239)

Both

Pyrelight (Ignis25, 226)
Manifested Pain (Kel’Thuzad25, 226)

Staff

Crit

Clemency (Tribute chest 25h, 258)
Endless Winter (Hodir25h, 239)
Rapture (Council25, 232)

Haste

Icecore (Hodir10h, 232)
Lifebinder (Freya25, 232)

Both

Enlightenment (Twins10h, 245)
Enlightenment (Twins10, 232)
Cold Convergence (Anub10h, 245)
Cold Convergence (Anub10, 232)

Main Hand

Crit

Argent Resolve (Anub10h, 245)
Argent Resolve (Anub10, 232)
Constellus (Hodir25h, 239)
Fang of the Mystics (Ony25, 245)
Fang of the Mystics (Ony10, 232)

Haste

Guiding Star (Razor25, 232)

Both

Misery’s End (Anub25h, 258)
Misery’s End (Anub25, 245)
Heartcrusher (Tribute Chest 10h, 245)
Silver Disciple (Champions10h, 245)
Silver Disciple (Champions10, 232)
Soulscribe (Yogg25, 232)
Aesuga (Vezax10h, 232)

Off-hand

Crit

Searing Light (Twins25h, 258)
Searing Light (Twins25, 245)

Haste

Ironmender (Kolo25, 226)

Both

(none)

Wand

Crit

Creation (Ignis25, 232)

Haste

(none)

Both

Imprisoned Souls (Beasts10h, 245)
Imprisoned Souls (Beasts10, 232)
Lost Souls (Vezax25, 232)

Trinkets

Here’s all you need to know about trinkets in 3.2.

Solace (Jarax25h, 258)
Solace (Jarax25, 245)
Talisman of Resurgence (EoT, 245)

There are lots of great trinkets from Ulduar. If you don’t already have Broodmother (super-power) and Spark of Hope (super-longevity), it’s well worth doing a run or two of Ulduar 10 for those beauties. The others are generally replaceable by the newer trinkets (primarily Solace).

Show of Faith (Yogg25h, 239)
Meteorite Crystal (Algalon10, 226)
Pandora’s Plea (Mim25, 226)
Scale of Fates (Thorim25, 226)
Sif’s Remembrance (Thorim10h, 226)
Eye of the Broodmother (Razor10, 219)
Spark of Hope (Kolo10, 219)

(And yes I left Energy Siphon and Binding Light off the list intentionally. It’s my list, I can do what I want!)

(The limb upon which I step grows thin and weak. It begins to creak under my modest weight, threatening to send me to the lions roaring below. Fade…levitate…don’t fail me now!)

Graduate-level? That’s right. This is not a guide for the fresh 80, although if that’s you, hopefully you will find it interesting nonetheless. For reference, here is the short and long form of Disc Stats 101 for the Up & Coming:

Q: OMG HELP!
A: Stack more spellpower and intellect.

There you go. See you in a couple of months.

This is also not a guide for the PhDs among you. You’ll know what you need better than I could ever tell you. Go read another analysis of the HPS and HPM of Greater versus Flash Heal and report back to me.

This is a guide for the rest of us. Geared enough to be confident, smart enough to be willing to adjust to changing situations.

Preface

First of all, this guide wouldn’t be needed without the Great Penance Nerf of ’09. Simple as that. Prior to that, our HPS (yes, I said it) was excellent. But with the extra time between casts of the best healing spell in the game (I said that too), our healing has changed. I’m no longer able to comfortably keep up a tank the way I used to. Other healers have been buffed, we’ve been nerfed. I’m not here to complain, but to discuss how to adjust, by selecting the proper stats for your gear and gems.

Second: any playstyle recommendation is totally dependent on the context. Are you over-geared for the content you’re in? Are you running with druids or with pallies? Are your other healers shit-hot at what they do, or do you end up carrying some of their weight? And on and on…I’m convinced that when you add up all of those factors for any group and for any encounter, there actually is a single correct response to the situation. By that I mean there is a correct gearing plan and a correct spell selection. But because the factors are so many, it’s impossible to nail down a single overarching recommendation. You just need to be smart and flexible.

Third – and last comment before we get started – the days of min/max are behind us. You can ignore everything you read here and anywhere else and still do well for the most part. If you enjoy improving your play (as I do), and don’t build computer simulations to evaluate specs and spell priorities, then read on.

Ok. Let us begin.

A few priests to consider

Wandering the hallowed halls of the interwebz I stumbled across a few priests that caught my eye. These are all folks with Algalon under their belts, in the top echelon of the priesthood. These are not necessarily the top three priests in the world, but they’re obviously smart, creative, well geared, and in the top strata of what they do. All values are taken straight off armory, so no buffs.  I’ve linked their profiles, but who knows what changes they will have made since I saw them.

Priest Spellpower Crit Haste Intellect

Peter

2158

42%

6%

1277

Paul

2441

26%

18%

1410

Mary

2282

27%

13%

1576

Oh my. One stacked crit beyond what most people consider normal. One is an unabashed intellect stacker. And one stacked spellpower and haste. Who do we listen to?

The rest of this post is about the stats you can stack, why you would stack them, and why you’re nuts if you don’t do as I say.

On haste

Haste is sexy. As in, crazy sexy cool. As much as we love to see our crit bubbles, the feeling of a Greater Heal flying off your golden hands at light speed is just…awesome.

There is a lot of discussion about the haste cap for discipline. I won’t rehash the numbers, except to say you can easily find plenty of wrong information. The truth is that with 5% haste from gear, your GCD is capped at one second while under the influence of Borrowed Time and normal 25-man raid buffs. See here. The same one second cap applies to the cast time of Flash Heal.

That’s a soft cap. You can stack haste well beyond 5% and get plenty of benefit:

  • Any time you aren’t casting with Borrowed Time up
  • Any time you don’t have a full set of hasty raid buffs
  • Any time you’re casting a Penance, Greater Heal, or Prayer of Healing

These are real possibilities, which is why haste is not hard-capped. Every point of haste always decreases the cast time of Penance, GH, and PoH. So depending on your spell-casting priorities, you may receive tremendous benefit from haste well beyond the 5% soft cap.

Why stack haste? If you’re on full-time tank duty, in a stressed environment (meaning you can’t be raid-shielding to activate BT as much as you might like). You’ll benefit from haste on most of your Flash Heals…any that don’t immediately follow a shield. And (the limb creaks ominously) your Greater Heals will be significantly better. A haste gearset goes very nicely with a Greater Heal build. GH can be a very good spell, despite what we’ve come to believe, especially if you adjust your spec to include Divine Fury and Improved Healing. And with haste on your side, your heals will actually be useful, and not just overheal.

In other words, there is a new style of discipline tank healing – GH plus haste – and it’s on the rise. You may be a GH hater, but leave it open for now. It’s a viable solution to our tank-healing woes.

Problems? Well, even with a lot of haste, we’re not paladins. Your heals still might not land fast enough. And they certainly won’t be big heals either relative to what a pally can put out. But haste will put you back in the HPS game for sure.

On crit

You know about crit. Not much to say here, except to remind you that as of 3.1, Divine Aegis bubbles will stack. You get a maximum cumulative bubble of 10k. Since DA bubbles are 30% of the original heal, you will get 10k protection for every 33k of critical healing you do. (Only crit heals count towards that, of course.) If you’re on tank duty, spamming everything you’ve got, there is no way you’ll keep up with that.

Some quick math, which you’re welcome to skip. Let’s say you’re doing 1000 hps. If your crit rate is 100%, that means you’re healing for 1500 per second, all crit, giving you 450 protection from DA. Scale those numbers however you want; there’s no way that you’ll be overshooting the 10k cap on DA while on a boss. A reasonable number for DA protection per second would be on the order of 1000.

That’s my new benchmark stat, by the way. Divine Aegis protection per second: DAPPS. “Maximize your DAPPS as a disc priest.” Meme it up.

Why stack crit? To boost your DA mitigation, of course. Your DAPPS will scale linearly with your crit rate. More crit also means higher uptime on Inspiration, but that should not be an issue; it will be up nearly 100% for any reasonable values of crit on a spamming tank healer.

A  disc priest’s shields and DA bubbles are the heart and soul of our spec. We are the best mitigators in the game.  It would seem that our unique value to a raid would be in direct proportion to the strength of our mitigation. And there are two ways to increase your mitigation: get more spell power, and get more crit.

Oh, by the way, spell power

Power Word: Shield does not benefit from haste (except via a lower GCD). It does not benefit from crit (except that the glyph’s heal can now crit). It does not benefit from intellect. The only way to increase the size of your shield is to add spell power.

To the degree that shields are part of your rotation, you need to be boosting your spell power. For a long time, it was the only stat I gemmed.  You can’t go wrong stacking spell power.

Of course, spell power helps all of your spells, not just shields.

On intellect

(The sound of snapping wood fills the night air. Guttural growls from the beasts below spark adrenaline rushes of fear. I could still turn back…)

As far as I’m concerned, intellect is a special-purpose stat. Of all the fights in the game, of all the different types of groups and healing teams, there are relatively few that require mana pools bigger than what you get from the gear you receive when you’re playing level-appropriate content.

There, I said it.

If you’re a PhD, you might argue with me, saying that 99% of the fights you’re working on require massive mana pools because of the dps requirements of hard mode Yogg, etc. Great. But if you’re at that level, what are you doing here?

All disc priests love their intellect. Some stack int for the sheer joy of the massive mana pool we get from Mental Strength. Some love to be the last person still healing in long fights. Some like to have a huge insurance policy for when things go horribly awry. And some believe that because intellect is related to crit that in fact it’s not merely a regen stat, but a combo regen+throughput stat.

It’s not. It takes 167 intellect to give you 1% crit. That’s eight epic gems. If you’re trying to get crit rating, do not stack intellect. If you’re using the additional crit benefit of intellect to justify stacking it, you’re deluding yourself.

You should power-on the intellect if and only if you are mana starved. It is a regen stat, and it is our best regen stat without question. If you end fights with half your mana and with shadowfiend off cooldown, you do not need more mana, and therefore you do not need to stack intellect. However, if you’re doing fights that require constant spamming of your biggest heals, and you struggle to last long enough, intellect is the clear choice.

On spirit & mp5

Every time a discipline priest slots a gem with mp5 on it, a new death knight is born.

Every time a disc priest uses more than one purified gem, a rogue starts an arena team.

Every disc priest who uses a spirit trinket (one exception) has secured themselves a dossier and an active case at the Internal Affairs department at Discipline Central Oversight.

If you need mana, get more intellect. Or, for more modest mana boosts, use one of a few solid trinkets that will extend your mana pool more than you probably think. Use a single purified gem to activate your meta. Otherwise, do not justify using any blue-tinted gem with issues of regen or even socket bonuses.

I’m watching you.

My role in 3.2, and its gearing implications

In 3.1, I found my role to be a supportive tank healer and a supportive raid healer. I could be assigned to a tank, but still shield the raid a tremendous amount. This allowed me to keep up Borrowed Time (and my 4-piece bonus). But in 3.2, I’m finding a lot less time for shielding. To make myself useful, I’m leaning heavily in the direction of a major increase in DAPPS. This is something that no other class can do. I could stack haste, but I’ll still never approach the sick amount of healing done by our druids and holy pallies (with whom I share tank duties).

So my gearup plan for 3.2 is a massive buildup of crit first, spellpower and haste second. I will be solidifying my unique role as a mitigator, rather than trying to close the unclosable gap in HPS.

In conclusion

  • Spell power is always good. It boosts your healing spells and your mitigation.
  • Intellect is usually bad. If you need more of it, you’ll know it, but do not listen to anyone trying to tell you it’s the überstat for discipline priests. You should have plenty on your gear already for what you need. Intellect does not add any (significant) throughput; it is purely for longevity, and it excels at its job.
  • Haste is fun and fantastic for burst tank healing. It will improve your throughput and ensure that you run out of mana sooner.
  • Crit will boost mitigation (which we now call DAPPS) and of course your overall HPS.

Next up…

A crit-oriented gearup plan for 3.2. That is, if I survive the fall and evade the lions awaiting below…

I confess. I am a ninja. Pretty much all the time now. If I get Yaarrr I'll just eat more buff food.

Why, you ask? Sure it's fun to hop into some tight black leather, especially after wearing delicate robes all day long. But there's a more important reason.

Blizzard's outfit designs are more miss than hit. Here are some of the robes I've had the "pleasure" of wearing, and one that is inevitably in my future. I’ll neither explain nor defend my design-level assessment, so don’t try to haggle me on my numbers.

I find Umbral Brute to be particularly hideous. And many cloaks are just plain rotten, but hiding the cloak looks just plain weird. And the T9 shoulders? Halp!!

So to ninja I go, nearly every raid now, all the time. I just despise looking at my toon. And the ninja costume is really really good. So it no longer matters to me what sort of crap designs we get in the future. I've always got a good one to cover it up.

There was a solid stretch of designy goodness, when I was wearing mostly T8, and my priest looked badass in the best, most priesty way. But that was a blip on the design radar; mostly my guy looks like he got dressed by some overeager 19-year old artiste with no sense of restraint, color-matching, or style. Yes, I do really hate Umbral Brute. Looks fine on a lock, just not on a discipline priest.

Accessories

It does give me great pleasure to choose the correct pet to go with my ninja, reflecting both my mood and the encounter. Ninja + errandboy, ninja + arcane elemental, ninja + Chuck, etc. He's an oddball ninja, my priest. But he's not gonna take off his leather for just any old dress.

Postscript: An ulterior motive

I like to heal pug heroics half-naked. Just for the challenge of it. Wearing a ninja suit covers up my prank, so unless I'm inspected, it will go unnoticed, and I’ll be the only one to know that I kept up a noob tank with so much skin exposed. The fact that I often sport Anathema with my leather, however, and that doesn't get mentioned, is more than a bit unnerving.

This is a post about loot. Hard to believe, since no one cares anyway :)

It’s not a post about how to distribute loot within your guild. There are many systems, and they all have varying degrees of suck. To minimize suck, look into EPGP and move on. Perhaps I’ll expand on that another day. Not now though.

No, this post is about what Blizzard can do about spellpower plate. But wait! Don’t run away! I promise, there’s more to it than that.

The problem

Spellpower plate is just the most obvious and extreme example of bad loot distribution by Blizzard. There are other examples, and it’s only gotten worse with the new “bring the player not the class” philosophy. BTPNTC allows guilds to run with groups that are (from a purely loot-oriented viewpoint) radically imbalanced.

My guild runs with two regular hunters. (Used to be three, but grats on the new baby, Griz!) We have no enhancement shaman. So every piece of mail gear goes straight to them, and they also get a shot at plenty of offset pieces. They’ve both got multiple 232 weapons and are well on their way to building separate gear sets for MM and SV.

Meanwhile, in our cloth-heavy guild, many of us softies are rocking four or five pieces of Ulduar gear. That’s after about 110 boss kills.

So what we have is a question of balance. Your guild might be the opposite, with tons of hunters and few clothies. Or lots of trees & boomkins but no priests. I love the BTPNTC philosophy to death, but this can be a real issue.

The spectrum of gear flexibility

Blizzard has a number of different loot distribution systems in place that attempt to address the balance concern. Here’s a diagram of those systems, arranged from the most specific (boss X drops the Ring of Not Again) to the most general (40 emblems gets you whatever the heck you want):

On the left we have a boss who drops some specific item; you have no choice in the matter. This, of course, is the way almost all raid-boss loot works. On the right we have a boss who drops a token that can be used to purchase any tier piece for any class (like the new T9 system). Emblem gear is similarly flexible, perhaps more so.

Previous tiers (I’m using T7 as an example) used a semi-flexible system, in which the slot was fixed (head piece, for example) but the class was flexible (rogues, death knights, mages, druids). There are also offset options within that (e.g., different types of druid headpieces for different specs), so there was an interesting balance of flexibility and specificity.

Blizzard has been clear that they don’t want bosses to drop only flexi-tokens. The badge system was designed to fill in gaps, to allow you to buy gear after the RNG clobbered you week in and week out. But bosses will not be dropping “Buy Any Loot Token #1” any time soon. The gambler’s thrill of hitting the jackpot is a key part of the game, which means losing rolls is going to happen until darkness descends over Azeroth.

(By the way, I’m glad they didn’t implement boss-kill statistics until 3.0. Otherwise I’d know exactly how many times I killed Prince and did not get my T4 helm. Even with the flexibility in the tier-gear system, the RNG is a huge factor, and is one reason I visited that dark castle so many times.)

Quest rewards

Probably didn’t see that coming, did you? Well. Think about it. Quest rewards give you options, but they aren’t innumerable. You get about 4 pieces of gear to choose from, and Blizzard has done its darndest to ensure that all specs and armor classes are accounted for during the leveling process. (Tanks will tell you differently.) Even if there are quests that have no rewards that interest you, over time you will certainly be able to build up a set of gear that tracks your leveling progress and power.

The proposal

Have raid-level bosses drop quest-reward tokens. (“This item begins a quest.”) For Ulduar, the quest turn-in might be in the foyer, so you can easily port around to receive your quest rewards.

The quest rewards would be tightly defined. Take Ignis, for example.

Ignis Weapon Token: quest rewards would be the three 232 weapons on his loot table (Worldcarver, Intensity, Scepter of Creation).

Ignis Accessory Token: quest rewards would the rings & neckpieces on his loot table (Cindershard, Pyrelight, and perhaps the Totem of Dancing Flame)

I haven’t thought through how all the tokens would be organized, except to realize it is a non-trivial but very solvable problem. You would have to combine things that don’t fit very easily (like that totem or a trinket). You could ensure that no token gave more than two rewards, as a way of keeping this system closer to the left side of my chart. (More options in the quest reward pushes it closer to the right, of course.) I’ll leave the subtleties of the quest-reward organization to the smart people. But the general idea should be clear.

I find this system very appealing: it still leaves a lot of randomness, while allowing a bit more control over gearing up your raid. And it leaves Blizzard plenty of control over how much or how little they want the RNG to affect your winnings.

And with that, there’s no need to change any fundamental mechanics of the game. No ridiculous strength-to-spellpower conversion talents in the paladins’ holy tree. No “everyone can wear plate” silliness. We’re just taking the edge off the randomness of boss drops, while still keeping the thrill of the rare drop and the thrill of a good roll as motivating factors.

By the way, has anyone seen Guiding Star? Fifteen Razorscale kills and no drops. And ten folks who would roll on it for their main spec. WTB better boss-drop mechanics. Even slightly better would be enough.

Penance

The extra time between casts is indeed an eternity. It seems that we all have to adjust to a new rhythm, and that should take probably another week or so. I've had to rearrange my UI so that the Penance cooldown is shout-in-your-face loud. Otherwise, like many of us, I'm just clicking a dead button while I could have been doing something useful.

So meanwhile, what to do with that extra time? I've applied to the Camp of Greater Heal, and I've been accepted as an Initiate. I've redone my spec, complete with 5/5 Divine Fury and 2/3 Improved Healing. Improved Flash Heal has made its triumphant return, and Focused Will is now the casualty of spec adjustments. Other disc priests would move one point from Grace to fill out Improved Healing, but I can't quite bring myself to do that just yet.

Greater Heal vs. Flash Heal

I won't go into this minefield just now, except to say that I'm happy we have hard decisions again! Our spec is no longer fully-formed out of the box. Spell usage is now very much in debate. I'm not happy at how hard it is to keep tanks up, but I am indeed happy that things have moved past the right/wrong answers that we've gotten used to.

That said, if the nerf to Penance were 1 second instead of 2, I think we could all adjust and not feel like we just got our left arms chopped off...

Prayer of Healing

The nerf scales with your spellpower. I got hit hard. I don't cast PoH as much as my holy priest friends, and this will have me casting it even less. It's a real loss. Which brings me to...

Glyphs

Ok, Penance was always essential. Shield is a no-brainer as well, though some disc priests will tell you the healing is often overheal. But I have no intention of removing this from my glyph pane anytime soon.

I switched to the PoH glyph a while back, but now this is ridiculous. The glyph took a nerf in direct proportion to the spell it augments. Plus now that I'm casting PoH less, the glyph becomes even more of a waste. So back to Flash Heal for me. Some priests are using Holy Nova these days, which is very nice for tightly-grouped hard-mode fights (like Mimiron).

Trial of the Champion

Comparisons to Magister's Terrace were greatly exaggerated. As in, LOL. Long after I got the trinket from Priestess, even after I had enough badge gear to last me into my retirement years, I still did MgT almost every day. The instance was just that well designed, that much fun, day in & day out. The new 5-man...is not.

Comparisons to Ring of Blood, however, were relatively accurate. Fast, simple, and kind of fun. However, Ring of Blood was not repeatable, except to help out guildies or run alts. The new instance is a daily event, because it drops unreasonably good 219 gear.

My level-200-geared friends are now farming the place, and I'm helping as much as I can. We even do non-heroic, because even the level 200 stuff is so nicely itemized. This is silly. I realize it represents a gear-reset patch, almost as generous as 3.0 was before LK dropped. But at least farming ZA was fun. The new 5-man...is not.

Loot pinata? Yes. Magister's Terrace? Ho-ho-ho.

Trial of the Crusader

I hope it gets better.

Tier 9

I hope I never get a tier token. That shit is ugly. And anyway, how can a disc priest ever break their 4-piece T8 bonus? Tell me!!