Alright, when I saw the changes to priests in the patch notes yesterday, I was really confused and wondered how could these changes have actually been acceptable to the game developers and thought to myself, “WHY?!” However, after playing on the PTR for a while and duelling a decent Warlock, these changes do seem very reasonable, but I am still a bit sceptical until I actually do some arenas.
I haven’t put here much number crunches, but will work on it as soon as I can.
Power Word: Solace
Solace is now meant to heal anyone after being cast for the damage dealt (50% to the Priest). A decent change which makes it more viable for Holy and Shadow, as this was initially possible only through atonement heals as a discipline priest.
Power Infusion
A 10% increase in damage is pretty decent which, may allow priests of all specs to set up their 1 shot macro. As a discipline priest, I believe you can do some serious burst with Power Infusion, Mindbender, On Use DPS Trinket. I did try this out yesterday on the PTR, and on a test dummy, each penance tick hit for 46k non critical strikes. Add your mind bender and instant Holy Fire into the mix with Shadow Word: Pain in the background. This is some serious DPS guys.
Mastery change
So, a mastery change…. which basically means the class is being redesigned (somewhat). So shields reduced in effectiveness and healing increased by a small percentage. On PTR, my tooltip showed shield effectiveness of 20% and healing increase by 10%. I accept this change…. Personally, I have always been complaining to myself that priests need a healing buff and less interested in bigger shields. Reason being, we are always healing which makes the healing increase useful and can only casts shields once every 10 – 15 seconds or even less if specced into Divine Insight. Therefore, this change in mastery is quite acceptable to me.
Power Word: Shield can also critical absorb now, this is great … considering it should have been like that a long time ago. Really great when coupled with Divine Insight with the ability to generate 180k shields, which brings in great survivability.
Penance range increased for enemies
Another buff or balance fix …very self explanatory. But I would also like to point out, that in patch 5.2, in certain situations, it is more beneficial to actually damage your target with penance rather than healing your partner, as you would heal more by dealing damage rather than actually directly healing. For example, if you already have 3 stacks of grace on your partner, its more beneficial to damage your opponent on your next penance, as atonement would heal for a bit more and you are damaging at the same time. This of course, does depend upon the target having any absorption shield on him/her, in which case you should rather heal your partner.
Divine Aegis
So its been buffs all the way until here. What the patch notes actually mean is that initially you are able to critical heal for 100k now and get another Divine Aegis shield of around 50k+. Instead, you will now heal for 50k and the other 50k heal will be modified by mastery and create a shield on your heal target. So basically, no more huge critical heals. This is a nerf, however …. if you consider everything in context, this is a good balance as Discipline priests have received numerous buffs and fixes (good damage, more healing, less dependant on critical heals). Honestly, the critical heals before this change on PTR did seem a bit OP, and I did get that unsatisfactory feeling of winning without any skill during my arena games on the PTR. So this change is acceptable to me. Penance heals for 40k per tick in PVP zones now in addition to other things, so there is compensation for this nerf since mastery increases healing.
I’ve been reading some mixed views upon the Mastery change for Discipline priests in the forums. It is my opinion that Discipline priests are being redesigned, and their PVP and PVE issue being addressed to through the complains by everyone. As of now, I do not see priests being weak in anyway, and discipline and holy should be great to play, come patch 5.2. The changes to discipline priests will always keep us on our feet, making split second decisions to heal, damage, stealth, or CC, which is great for having fun in PVP. I guess we have to wait for things to go live for us to see what discipline priests are capable of.
Edit 21st February 2013: Ok, so I tried out some arenas today on the PTR. Not sure if it was me being rusty or the changes taking its toll on me, but I got owned at the start, and gradually got better in games. Another noticeable difference in PTR which I observed was that the population of discipline priests have suddenly dropped. Played around 50 games and not a single discipline priest. I guess discs are in a good position, but its the other classes that need to be nerfed, or their CC reduced a bit. For me, 5.2 doesn’t look too good for discipline priests. On the bright side, we have to play our best and can’t afford a single mistake. This raises our skill, for those who seek it.