[H2P] 6.2 Holy Guide
by Automaticjak » 22 Jun 2015, 21:24
2. Stat Priority
3. Cheat Sheet
10. BiS List
A huge thank you to the following who helped with creating this guide:
For his candor, his passion and his love of angel wings
Who put his faith in the unknown and has always been there to help
Aerrynn <One of Us>-EU
For her fantastic proofreading, editing and formatting assistance, and keeping the Holy Priest flag flying high
Naerchan <Nero Decree>
For getting me started, and her continuing support
Derevka <Something Wicked>
For everything he has done for our community, for inspiring me to be involved in the community and for laying the groundwork
For formatting and l33t link help on the site
Holy Priest is arguably the most versatile of the healing classes. We are good at dealing with a variety of damage, but excel when the raid is constantly taking damage and our mastery has minimal overhealing. This guide is meant to highlight the basics of the specialization while providing insight into more advanced talent and playstyle usage.
As a Holy Priest we bring a variety of useful spells to pump out different types of healing, be it HoT based or direct and we are extremely strong on heavy movement fights. This guide is meant to set the foundation for Holy going into 6.2.
Tier set bonuses T18 Holy are as follows;
2P Bonus: You gain 2% haste for 15 sec when Prayer of Mending bounces. This effect can stack up to 3 times.
4P Bonus: Your Prayer of Mending has a 10% chance to split when it bounces, healing an additional target nearby.
Currently, I do not plan to take 4pc in Hellfire Citadel BiS. It is an okay bonus but is outpaced by Mythic gear, if you have the option of utilizing this set bonus you certainly can, but it is a slight HPS increase (200-500k total healing) and is not as good as BiS mythic gear.
Spirit to comfy > Multistrike > Haste > Crit >Mastery > Vers
Spirit increases our mana regen, based on the encounter and playstyle you will need varying amounts of spirits, or use talents to compensate for a lack or an abundance of spirit
Multistrike is our attuned stat (Divine Providence) and is an amazing stat, gearing, gems and enchants should generally focus on maximizing multistrike
Haste adds extra ticks and partial ticks to Renew, reduces our GCD (global cooldown) and increases cast speed
Critical Strikes allow our heals to be 100% stronger, without a large amount of Crit this can be RNG dependent which is a big deal as a healer your raids lives are at stake!
Mastery leaves behind a small HoT based on a % of the amount of a direct heal, it does not work off of Renew’s ticks. This can be a strong stat when the raid is taking constant damage, but going into Hellfire as fights become more and more bursty, the overheal potential of Echo of Light becomes very high.
Versatility is a linear gain in healing, damage and reduction in damage taken.
Talent/Glyph Cheat Sheet
A quick reference for solid talent choices, they are not always the best talents, but are a good start for newer players.
Surge of Light
Twist of Fate
Word of Mending
Glyph of Renew
Glyph of Circle of Healing
Glyph of Deep Wells
Here I will go over what makes the above talents good, as well as other options that you have within each tier
Desperate Prayer wins here in my book, on demand healing that also works off of your Mastery can be a nice boost in healing if you are ever in danger
Spectral Guise is great for certain fight mechanics like Maidens penetrating shot or Koragh's expel magic Frost and other fixates, but not all
Angelic Bulwark is a good no-management required talent that creates an absorb when you hit a certain % threshold, less healing overall than Desperate Prayer but also does not require management
Angelic Feather easily the best movement speed that can be shared if you are generous
Body and Soul , so chances are if you play a Holy Priest, there's a disc priest in the raid. This is a great way to piss them off, but can be very unreliable if someone else is shielding.
Phantasm instead of a movement speed increase this talent grants an immunity from movement impairing effects for 5 seconds.
These 3 talents are very important to look at and the changes they incur to the Holy toolkit
Mindbender gives good mana regen around 90-95% of what Solace used optimally will return (this can outpace Solace with higher haste) but also allows for more casts to heal whereas you spend 5 more casts per minute using Solace rather than the 1 a minute with Mindbender. Mindbender scales dynamically with Haste, so pairing this with Power Infusion or using with lust drastically increases the mana return.
Power Word: Solace is the more powerful mana regen of the three as you spend 6 globals a minute regening your mana, which are globals that you would otherwise be spending on other spells that cost mana. The cost is micromanaging the 10 sec cooldown constantly which detracts from your healing. If you have lower spirit and really need to stretch it as much as possible this talent can be useful.
Surge of Light is free Flash Heals that can give nice Serendipity procs. Great for short encounters or fights with high burst damage. If you have a lot of spirit, and need the additional boost of the instant flash heals, it can also be worth taking.
As a default, Void Tendrils is not a bad choice as there often are adds you can root. But does not matter generally, let the fight dictate which of these that you use.
Twist of Fate is a fantastic progression talent, granting a 15% healing increase when you heal a target below 35% health. This talent can have the highest potential but being able to activate it can prove to be a challenge for certain encounters, especially when re-killing bosses or healing with heavy absorb healers
Power Infusion is a solid and consistent talent, predictable haste increase and mana cost of spells are reduced. Twist has the highest potential throughput gains, but if you are unable to activate Twist then PI is a great alternative
Divine Insight changes your overall playstyle in order to maximize the value of taking this talent allowing you to pump out steady single target healing through Heal with some use of Prayer of Healing to activate free and instant Prayer of Mending that will bounce to the most injured targets with minimal overhealing.
Conclusion - All of these talents are more than viable, making the most out of these talents are maximizing their benefits is key to utilizing your throughput to the maximum.
Interesting thing about your 90 talent is that generally your Tier 3 talent dictates your Tier 6 talent choice due to certain synergies.
Divine Star has fantastic synergy with Surge as you are able to throw your Star through a clump of raid members and almost always receive a full 2 procs out of Surge. This is because Surge is based on a % chance when a target is healed, the more targets you heal and the more often you do it regardless of value you will get Surge procs. Divine Star can hit the most targets the most often on the lowest cooldown and is optimally used with Surge.
Cascade is now more rarely taken by both Holy and Disc due to its lack of healing after the spell power nerf going into 6.2 and the damage patterns becoming more bursty, favoring the instant healing of Halo.
Halo has largely outpaced Cascade thanks to the damage patterns becoming more bursty in Hellfire Citadel and the spell power nerf to Cascade going into 6.2. You must position yourself appropriately to gain the maximum value from it, but extremely effective
Clarity of Purpose replaces Prayer of Healing, is cheaper, and is strongest when there is a stacked group taking heavy damage. It is still fairly expensive.
Words of Mending is fantastic, a free benefit to Renew blanketing as that is the most spells cast per global (i.e. no cast times, just chain instant casts, that make sense right?), and will only get stronger with tier set bonuses. A set and forget this talent this tier.
Saving Grace is now instant cast and has seen some use on Mythic Gorefiend, use at your own discretion.
Renew is a mandatory glyph and a great throughput increase
Circle of Healing this glyph has sort of stolen my heart away. I really hate the price associated with this glyph, but if you can afford it, it works wonders for your throughput. With this glyph your CoH costs the same amount as a 2 Serendipity proc PoH, 5% but CoH heals an additional target and each target for more than PoH. Take this glyph when your mana can afford it
Deep Well is just an overall good glyph to have, it is free healing and free is always good to make use of. A nice default glyph
Binding Heal I mention in the Playstyle section as being a good increase. If you find fights where you need to make heavier use of your direct healing to deal with burst damage this glyph makes Binding Heal costly, but very powerful.
Fade not a bad glyph in general but also not an amazing one. If you are taking moderate, constant damage in an encounter this, used on cooldown, can make a solid impact on reducing damage taken.
Lightwell if you can train your raid to click your glyphed Lightwell, call me and tell me how you did it. This can be an amazing throughput increase, if your raid members are gods at clicking it. Ideally a good glyph, realistically a waste of a glyph slot.
Prayer of Mending This glyph can be fantastic in 5 mans but is often not worth it in raids where the raid damage is hitting everyone and constantly causing PoM to bounce to it's next target.
Redeemer planning to die as a Holy Priest can be useful, but is not always the best option. If you are ooming at this last phase of a boss and you need some massive throughput to keep your fellow raid members alive I could see its usage. Marginally good, not very realistic.
Spirit of Redemption I listed this right under Redeemer as they have very similar reasons for why you would use them, but also similar reasons for why you would not use them.
Restored Faith well people hate being gripped. Now YOU can make use of large fast mobility! I love this glyph with a passion and recommend it for encounters where you need to stand and cast, then move a good distance quickly. I see it better for Shadow than Holy, as Holy has a wealth of instant casts, but a great glyph nonetheless.
Purification can be a solid choice for a fight with a lot of dispells.
Inspired Hymns even if our Hymn does not do much we are going to look damn fine doing it! And it can be useful if the rest of the raid can see that you are casting it.
The Val'kyr also looks way prettier than the standard Guardian that everyone has seen a million times.
Holy Resurrection can be used after a wipe to avoid two people resurrecting the same person. And it looks pretty and holy.
Arcane Acuity is a passive ability that increases Critical Strike chance by 1%.
Arcane Torrent restores 3% of maximum mana
Heroic Presence increases Strength, Agility, and Intellect, scaling with character level.
Gift of the Naaru now heals for the same amount over 5 seconds (down from 15 seconds).
Might of the Mountain is a new passive ability that increases Critical Strike bonus damage and healing dealt by 2%.
Stoneform now also removes magic and curse effects in addition to poison, disease, and bleed effects, along with reducing damage taken by 10% for 8 seconds. It remains unusable while CC'd.
Expansive Mind now increases maximum Mana, Energy, Rage, and Runic Power by 5% instead of only increasing maximum Mana.
Escape Artist’s cooldown has been reduced to 1 minute (down from 1.5 minutes).
Shortblade Specialization (was 1% Expertise with one-handed swords and daggers) has been replaced with Nimble Fingers.
Nimble Fingers is a new racial passive ability that increases Haste by 1%.
Time is Money now grants a 1% increase to Haste (up from only attack speed and spell haste).
Rocket Jump activates your rocket belt to jump forward on a 2 minute cooldown.
The Human Spirit increases Versatility, scaling with character level.
Every Man for Himself removes all movement impairing effects and all effects which cause a loss of control of your character.
Quickness increases movement speed by 2% in addition to increasing Dodge chance by 2%.
Touch of Elune is a new passive ability which increases Haste by 1% at night, and Critical Strike Chance by 1% during the day.
Shadowmeld lets you slip into the shadows, reducing the chance for enemies to detect you
Pandaren: Epicurean is the star of their racial abilities, the 100% boost on their food buff makes that 125 food into 250 food, giving a significant boost to your stat of choice.
Quaking Palm has it's place as a four second incapacitate that turns off your auto-attack, but you won't be making much use out of it in a raid setting.
Brawn increases Critical Strike bonus damage and healing done by 2%.
Endurance now increases Stamina by an amount scaling with character level, instead of increasing Base Health by 5%.
War Stomp stuns up to 5 enemies within 8 yards for 2 seconds
Berserking increases Haste by 15% (down from 20%) for 10 seconds.
Beast Slaying increases XP earned from killing Beasts by 20% instead of increasing damage dealt versus Beasts by 5%.
Will of the Forsaken cooldown has been increased to 3 minutes (up from 2 minutes).
- For food you will go with 125 Multistrike food Salty Squid Roll
- Draenic Mana Potion: Restores between two values of mana, dependent on level used. At level 100 restores 32300 to 35700 mana.
- Draenic Channeled Mana Potion: Provides the most benefit but you must channel it's full duration for max benefit.
- Draenic Intellect Potion: Provides throughput boost.
- For enchants you will be prioritizing Multistrike, with Shadowmoon(spirit) or Frostwolf(multistrike) on the weapon depending on your needs.
- For gems you will use Greater Multistrike Taladite
Holy follows fairly standard guidelines but these will change depending on the raid boss. NOTE: These are general GUIDELINES, your style of healing changes based on the encounter requirements. More advanced spell usage will be discussed in the advanced section.
- Lightwell on CD, (try to put it down pre pull before a fight starts so you can make use of some charges, then replace it before it runs out).
- Circle of Healing on CD if overheal is minimal
- PoM on CD especially during downtime, try to put PoM out before raid damage happens so it heals for you as you cast other spells
- Do not cap Surge of Light procs, minimize overhealing
- Level 90 Talent on CD, you can hold Cascade for just before raid damage happens so that it is bouncing everywhere as you are healing with other spells, D Star is great to use mid damage to heal, spread echo and make use of Surge procs
- Renew blanket for constant damage, maintain on tanks/priority targets then filler as needed
Do whatever you can to get the best use of Divine Hymn, it sucks compared to Tranq/Rev/HTT, but do what you can with it
- Divine Insight Playstyle making use of Divine Insight you can make use of heavy use of Heal and weave in Prayer of Healing to game Divine Insight which allows your DI procs will be able to efficiently aoe for you. An example of this on Mythic Iron Maidens where the Priest more or less spammed Heal on the tanks as needed, proc'd DI then let it aoe heal for the priest. The cons of this is that DI is notoriously RNG, and while you can game it, RNGesus has a habit of not blessing you with throughput increases when you need it. Experiment with it, try it out. Here is a link to the log
Advanced and Chakras
Encounter requirements will force you to break out of this standard Renew/CoH spam and weave in more direct healing as fights become more bursty. Examples of burst encounters from BRF can include Operator Thogar and Oregorger. These fights devalue your Renew unlike steady damage encounters like Blast Furnace where Renew use is heavily encouraged. Not to say do not Renew on Thogar or Oregorger, but rather than blanketting the raid, utilizing more direct healing through Binding Heal and Prayer of Healing will be stronger than waiting for your Renew to tic before the next burst of damage occurs. Prayer of Healing should be used as needed, preferably with Serendipity, limit the use depending on your mana pool and damage on the raid. Look for 3-4 injured targets in the same group, in range of each other to make use of this spell. Aggressive use can result in high HPS but huge mana cost. Binding Heal, used with the glyph, can be extremely powerful for burst damage and generating Serendipity. During burst damage encounters this spell will provide strong direct healing and grant Serendipity stacks
In general you will almost always be in Sanctuary Chakra in raids to take advantage of the reduced CD on CoH. Holy Word: Sanctuary is awful and only worth if you have at least 6 raid members standing in it, receiving healing from it for the next 30 seconds. This can be cast during downtime if you are anticipating raid damage going out on a large clump of raid members, but often is marginal at best.
Serenity is great for refreshing Renew and great for 5 mans that you can have a great deal of control over (like using Surge procs to refresh Renew) but it can lag behind in raids if you need the constant cooldown reduction of CoH in high raid damage encounters. When damage is lighter and you do not need CoH off cooldown as fast as possible HW: Serenity can be a solid instant heal.
In most circumstances Chakra swapping will not be used as an overall throughput increase but rather be switched around as a fight demands. Making use of Red Chakra off the pull or to assist your raid in damage checks can be an extremely useful tool to keep in mind. Burst damage on priority raid members can cause the need to focus on more single target healing rather than the standard Renew blanketing with CoH use, saving lives is a priority.
A full Best in Slot list for Holy Priests can be found here
I would reccomend running with both T17+18 2set bonuses during progression, only replacing them upon getting very large upgrades.
Holy Priest has received a great deal of quality of life improvements this expansion and have become just as competitive as any other throughput healer though we are often regarded as the “underdog” healer. It is my intention that this guide sets the foundation for playing Holy going into Hellfire Citadel and that the information in this guide can be expanded upon in fight specific topics on the same site.
Holy is a very versatile healing class with many options available to how you want to heal as well as the type of healing you will produce, be it HoT based or direct healing or a combination. I would encourage you to take advantage of the variety that the Holy spec has and test different talent/glyph combinations on different encounters. If there is an encounter that you think is very bad for Holy, maybe changing up your talents can make it far more manageable for you. Knowledge of not only when the damage goes out but the type can be essential towards showing your raid team just how strong Holy can be!
by notarealwizard » 23 Jun 2015, 10:15
1. No T18 4pc in the BiS? I think you might be undervaluing the set bonus (edit: Nope. its actually that bad o.o)
2. No mention of using Chakra: Chastise to contribute raid DPS during healing downtime or hard DPS checks. (On pull with int potion, kromog pillars, flamebender < 25 energy, etc.)
3. No love for the Saving Grace PVE play style? -- It's not so much a progression talent (it isn't max hps potential), but it is amazing for tank/spot heals. It saves lives! I find it especially useful on low-damage fights like H&F/Flamebender and it adds to the versatility of the holy toolkit.
by Automaticjak » 23 Jun 2015, 15:30
1. I've detailed my thoughts on the matter in a similar question you asked here. TLDR The PoM stacking does not look to do what you think it does and is a slight increase at best which is outpaced by Mythic raid gear.
2. This guide is meant to set a foundation for healing, my goal for this is to provide a grounds for Holy Priests to work off of, then push them to specific boss encounter discussions found here. Red Chakra is good, and I have often used it myself in those situations, but I don't see the need to push people to use it in a general guide.
3. No love whatsoever, if it is not a progression like you say then what use would it have needing to spot heal to save lives on farm which is often overhealed? For H/F and Flamebender it is a big blow to your healing and effectiveness for saving lives to take Saving Grace as you can easily fill the niche of strong instant cast healing for both of those encounters through Surge/Divine Star usage, and PoM is an extremely efficient spell to have on low damage encounters so losing WoM hurts as well. Furthermore, nerfing your own healing to spot heal a tank who is picked up then hurts you as the bosses smash on top of the raid and you are forced to move, and aoe heal without the additional benefit of WoM to assist.
by notarealwizard » 23 Jun 2015, 17:59
Looks like the set bonus isn't what I thought. Wishful thinking, bad memory, and inability to understand the tool-tip, sorry.
As far as saving grace, you're absolutely right. Losing WoM is horrible, and you should never do it. It's a complete HPS loss. I view it more as sacrificing hps for utility, which is why I think it is situational. You might want the utility if your raid composition isn't ideal, or something goes horribly wrong. Sure you could use SoL, but SG heals for almost 3x more than a flash heal. Its power is... enticing...
by Automaticjak » 24 Jun 2015, 15:59
And while powerful it is very punishing, I think overwhelming tank damage on encounters is where you definitely need to coordinate with your fellow healers to overcome. In our standard Renew/CoH style our tank healing is very low compared to Disc or a Paladin so coordinating with your team as a whole could be a good compromise rather than the high punishment of SG. Though if everyones spamming tanks and they still die then you gotta do what you gotta do to keep them up haha.
Changed my mind btw on red chakra, I think there should be at the very least a mention of it. Hopefully you can expand more on it in the boss specific topics on our forums :D
by Mana » 26 Jun 2015, 07:41
automaticjak wrote:Renew is a mandatory glyph as it is a great throughput increase, heed caution, casting a fresh Renew before the old has expired causes you to miss out on the strongest ticks of Renew which are at the end of the duration.
Are you sure about this? I was under the impression that it was just a flat buff to each tick (and one less tick overall). Casting it ingame makes each tick heal me for about ~5842 vs ~4673 without the glyph.
by Aethyx » 26 Jun 2015, 12:09
by Automaticjak » 26 Jun 2015, 15:28
Mana wrote:automaticjak wrote:Renew is a mandatory glyph as it is a great throughput increase, heed caution, casting a fresh Renew before the old has expired causes you to miss out on the strongest ticks of Renew which are at the end of the duration.
Are you sure about this? I was under the impression that it was just a flat buff to each tick (and one less tick overall). Casting it ingame makes each tick heal me for about ~5842 vs ~4673 without the glyph.
Good call, fixed!
Aethyx wrote:Quite like this guide. I had no idea the renew glyph was phrased like that, but the tooltip does make it sound like it increases over time. This is quite interesting because the very first refresh will cause it to extend (through the built-in pandemic effect), so that would make the last ticks of the extended renew even more powerful? In that case, you're only losing some effect of the glyph when refreshing a renew that was ticking down from it's maximum duration, but not when refreshing one that was ticking from its 'base' duration.
That was the interesting thing, I could have sworn I had removed all gear and tested this in 6.1 and ever tic was increased in value. I go back and try it now and I see the flat buff. Very odd, but one thing I remember at the time was that refreshing via Serenity would reset the tic-ing "bonus" if I remember right, not that it matters much now.
Thanks for the feedback!
by Aethyx » 27 Jun 2015, 01:53
The only dodgy thing I remember with renew refreshes was back in SoO, where a refresh would make it last unglyphed duration but keep the glyphed strength. That got fixed though.
Btw would it be worth mentioning that the playstyle when speccing into Divine Insight favours mastery more and puts more strain on your mana (causes haste to drop off)? It would make the section (in whichever you put it, at the stats or at the talent) quite lengthy but I feel this is worth mentioning. Then again, without T17 4-piece I don't see any use of it, and even with the bonus it's barely a thing.
by Automaticjak » 27 Jun 2015, 16:13
Aethyx wrote: Btw would it be worth mentioning that the playstyle when speccing into Divine Insight favours mastery more and puts more strain on your mana (causes haste to drop off)? It would make the section (in whichever you put it, at the stats or at the talent) quite lengthy but I feel this is worth mentioning. Then again, without T17 4-piece I don't see any use of it, and even with the bonus it's barely a thing.
I think the Mastery value increasing is significant, though the practical application of this change, maybe switch an item or two, is not very significant. We are so geared towards multistrike as is that it (or intellect) are always a priority when searching for upgrades.
I'd also disagree that DI drains your mana, often you are fishing for procs with Heal which is extremely mana efficient. It can be slightly draining if you are pairing it with Surge/DStar but that is more because of dropping Mindbender/Solace than taking Divine Insight. Casting Heal without Serendipity is only 3k ish mana, a little more expensive than a Renew. Not much more expensive if you take into account the cast time of it. My non-raid buffed Heal cast is 2.19 seconds, so equivalent of casting 2 Renews which cost 2.4k mana x 2 = 4.8k mana or using a Heal once in the same spam for 3.2k mana. Not very costly in the playstyle listed in the guide, but there are other possibilities that I suppose could be more costly. This being if you went with a wild style of little to no Renew, Binding Heal into heavy Prayer of Healing usage but I have yet to see many people drop Renew completely in favor of an entirely direct healing style with reasonable success this tier. This would also require encounters to have extreme amounts of damage to justify the insane usage of PoH which would drain your mana in such a way.
It was something kind of nice having the Serendipity for Heal with T17 4pc, but I'd say the big benefit to DI usage would be T17 2pc, with the extra bounces greatly increasing the strength of the talent overall. I made use of DI on many encounters where I was not anticipating high uptime on Twist, usually farm kills but I did use it for Maidens progression.
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