Holy Priest Raiders Crib Sheet for 4.1

This is a lot more subjective than my paladin crib sheet.  Ultimately for dps there is an optimum way of doing things that produces the most dps.  If you don’t follow that, you might do less dps.  A few people will manage high dps without following the norm, but not many.

Healing is different.   The best healer is the one who manages to heal their assignment and help out a bit elsewhere if needed.  Throughput and mana management and all the other things you can consider about a healer are all dependent on the healing assignment and completing that assignment successfully is the measure of a good healer.

With those disclaimers, below is what I am doing as a Holy Priest.  If you are new to Holy Priesting you could do worse than copy what I am doing.  But depending on who you are healing with, what you are healing and your own style, you will want to make changes.  The below should get you started.  I’ve tried to note where I’ve gone against the Elitist Jerks advice so you can make a decision.  You could also use EJ as your starting point but their guide is a lot longer than mine.

Specs and Glyphs

  • 6/31/4
  • There are some talents which different people tend to change: Spirit of Redemption, Desperate Prayer, Rapid Renewal and to a lesser extent Darkness and Body and Soul.  Body and Soul is less useful if you are raiding with a Disc Priest.
  • The only utterly pointless talent in the Holy tree is State of Mind and its only been pointless since 4.1.
  • Use Prime Glyph of Renewal and Prime Glyph of Prayer of Healing.  There are probably another three valid choice for the third spot: Prime Glyph of Flash Heal, Prime Glyph of Lightwell and Prime Glyph of Power Word: Shield.  I chose the latter as it gives me a nice insta heal which works well with how I use the spell and with Body and Soul.  You may want to use the Prime Glyph of Guardian Spirit in certain situations.  I’ve not found one yet but I’ve also not done any heroic raiding.
  • Use Major Glyph of Circle of Healing and Major Glyph of Prayer of Mending. The others are situational but for general use at the moment I would take Major Glyph of Mass Dispel.
  • Minor Glyphs aren’t game changers but Minor Glyph of Fading is nice, as is Minor Glyph of Levitate and Minor Glyph of Shackle Undead.  Minor Glyph of Shadowfiend can still be nice too – though the Shadowfiend takes less AoE damage there are still some times when it can be one-shotted.

Abilities: Heals

  • Heal is your basic heal.  All other heals should be used only when Heal is inadequate for some reason.  That will be a lot of the time but it helps to think of other spells in reference to Heal.
  • Greater Heal takes as long as Heal to cast, heals for considerably more and costs more mana.  Its less efficient than Heal, but not particularly inefficient as long as the whole heal is needed.
  • Flash Heal is faster than Heal and heals for more, but costs a lot of mana.  Its inefficient but you will need to use it.
  • Binding Heal heals for nearly as much as Flash Heal and costs the same, but heals you too.  Bargin.
  • Prayer of Mending sits on a target and heals them when damage is taken.  Once it heals that target it bounces to another random target.  It can jump up to 5 times.  It will sit on a target for 30 seconds before disappearing if not used.
  • Lightwell is your single most efficient heal.  You can place it before a pull.  Remind your group to use it frequently.  It will not reduce their dps!
  • Prayer of Healing will heal all targets in a group.  Its efficient when you need to heal 3 or more targets.  You need to ensure your raid is set up for you to use this efficiently.  You need all your targets to be in range of each other and to be taking similar damage at similar times.
  • Circle of Healing instantly heals 6 targets.  Its not a mana hog so use it frequently.  Its a smart heal so it will heal the targetted person and then 5 other people in range who need it.  It has a cooldown.
  • A Holy Priest should always be in one or another Chakra state.  There are two healing Chakra states: Serenity and Sanctury.
    • Serenity is for single target healing.  It increases the effectiveness of your direct heals, allows them to refresh Renew and turns your Holy Word spell into Holy Word: Serenity.
    • Sanctury improves the efficiency of your AoE heals and Renew and reduces the cooldown of Circle of Healing.  It turns your Holy Word spell into Holy Word: Sanctury
    • In order to get into a Chakra state you cast Chakra and then use a spell that corresponds to the Chakra state you want to get into.  I normally use PoM or Flash Heal if I change state mid fight and PoM or Heal to set my state prior to starting a fight.
    • Put Holy Word: Chastise on your bar.  This will become one of the other Holy Word spells depending on your Chakra.
  • Holy Word: Serenity is an instant heal that costs very little mana and increases the crit chance of heals on the target for 6 seconds.  Use it often.
  • Holy Word: Sanctury puts a sparkling circle on the ground that heals anyone standing in it.  It is quite expensive mana wise and you should only use it when you know it will hit most of the group/ranged and healers.  There are lots of raid fights where this is very useful.
  • Power Word: Shield prevents damage from being taken rather than healing, though it also heals if you glyph it.  I use this in several ways (these aren’t mutually exclusive).  During a spike of damage on a tank to mitigate some of that spike.  To prevent damage on a squishy raid member.  To protect a raid member on very low health from dying while I cast a heal. And, because I have Body and Soul, to provide a speed boost to a player who is trying to get out of/stay out of bad.
  • Holy Glitter Nova looks pretty.  It heals a bit on up to 5 targets and does some damage to mobs around you.  There are very few actual uses for it but its pretty and you should use it at every opportunity (i.e. when you have lots of mana that you won’t need for anything useful and are bored).
  • Divine Hymn is your big cooldown heal.  It has a long cooldown (8 minutes) but is VERY powerful.

Abilities: Modifiers and Combinations

  • No matter what you are healing use Prayer of Mending on cooldown.
  • If you are tank healing you should do so in the Serenity Chakra state.  Use Heal where possible and Greater Heal when Heal isn’t quite good enough.  Put Renew on the tank.  Use Holy Word: Serenity frequently.  For heavy damage Holy Word: Serenity > Flash Heal > Flash Heal > Greater Heal (which will be faster and cheaper due to Serendipity).
  • If you are raid healing you should do so in the Sanctury Chakra state in most cases.  Use Holy Word: Serenity and Lightwell to keep people stable while you cast other spells.  Use CoH on cooldown and lots of PoH.  If only a couple of people need healing use Heal or Renew – frequent use of Renew requires more mana than Heal.  Use Flash Heal when you need to respond quickly and remember Serendipity also works to speed up and reduce the cost of PoH.
  • Surge of Light makes your next Flash Heal instant and free.  There is no bad here.  Any direct heal makes it proc, as does Smite.
  • Inner Fire increases your spellpower and armor.  Alternatively, you have Inner Will which reduces the cost of instant cast spells and increases your movement speed.  I use Inner Will most of the time.  It helps me save mana and live longer, which are more valuable from a little bit of throughput and mitigation of physical damage.
  • Shadowfiend returns a % of your maximum mana to you.  For personal regen you should combine this with Hymn of Hope as the latter will increase your maximum mana and therefore what you get from Shadowfiend.  However, in other fights you will want to spread your cooldowns and use Shadowfiend early so it will be available again.
  • Fade temporarily reduces you aggro.  Use it when adds are attacking you (standing next to a mage before you hit it is optional).  But remember it is temporary.  If a tank doesn’t get aggro on the mob before it runs out and you keep healing, it’ll be back!

Abilities: Utility

  • Hymn of Hope returns mana to 3 nearby raid members and increases their maximum mana.
  • Guardian Spirit basically stops a player from dying if they die while its active and gives them enough health that you can heal them.  Useful to prevent inevitable deaths of some kind, or for big spikes.  Its a bit buggy.
  • Dispel Magic removes two magical effects from a friendly target and one from an enemy target.  Yes you too can purge.  You need to ensure you can use this quickly as many magical effects do very bad things if you leave them on too long.  There is an addon called Decursive that does just this, but I use Vuhdo to do it.
  • Mass Dispel removes a magical effect from friendly targets in its range.  This saves mana and global cooldowns, but has a cast time.
  • Cure Disease removes a disease from a friendly target.
  • Fear Ward stops a target being feared.
  • Power Word: Fortitude and Shadow Protection add health and shadow immunity.  Make sure they are always up and recast them on a battle rezzed person where possible.
  • Leap of Faith is FABULOUS.  You basically grab someone and pull them towards you.  Useful for getting people out of bad.  Or into the position they are meant to be standing in (thou shalt stand in the middle on phase 1 of Nef as ranged dps).  Or for pulling people back up the lift.  It also adds a speed boost with Body and Soul.
  • Levitate lets someone float safely to the ground.
  • Shackle Undead is fairly effective.  It does tend to break randomly but can be recast.
  • A holy priest can only Mind Control if the target they are controlling can heal as well or better than they can.  There are some mobs in Vortex Pinnacle that allow this.  I’ve not found any others so far.
  • Psychic Scream makes a group of mobs who are very close to you run in fear.  Generally not for use in raids.  It has a short duration and a long cooldown.  It can be used to ease the first few seconds of a trash pull gone wrong or to interrupt Conversion on Cho’gall.  If you are going to use it, glyph it.
  • Mana Burn takes mana from a target … and doesn’t give it to you.  In fact it costs you mana.  Its been a long time since this had a use in raids, but you never know.


  • Intellect is the best stat.  You will always gain more intellect by going up an ilevel.  However, don’t upgrade Intellect at the cost of too much Spirit.
  • Spirit is important.  You should aim to have Spirit on most if not all of your gear.
  • You should aim for 12.5% Haste raid buffed which will give your Renew an extra tick.  After that you should reforge haste to Spirit or Mastery.
  • Mastery is the stat to stack.
  • Crit is bad.  Reforge it to Spirit, Haste or Mastery (as detailed above).
  • The 2 part set bonus for tier 11 is pointless.  The 4 part set bonus is very nice.

Gems and Enhancements

  • Use the Ember Shadowspirit Diamond meta gem.  You can also use the Revitalizing Shadowspirit Diamond, but Ember is generally better.
  • In a red socket use a Brilliant Inferno Ruby (+40 Intellect)
  • In a blue socket I tend to use Purified Demonseye (+20 Intellect/+20 Spirit) If the socket bonus is poor you could use Brilliant Inferno Ruby, but a little extra Spirit doesn’t hurt.
  • In a yellow socket I tend to use Reckless Ember Topaz (+20 Intellect/+20 Haste) or Artful Ember Topaz (+20 Intellect/+20 Mastery).  Again depending on the socket bonus you could use a Brilliant Inferno Ruby.  You need at least two yellow gems to activate your meta so use two of these somewhere.
  • Unless you have a profession that provides a better enchant, enchants and enhancements are:
    • Head: Arcanum of Hyjal (Guardian’s of Hyjal – Revered)
    • Shoulder: Greater Inscription of the Charged Lodestone (Therazane – Exalted)
    • Chest: Enchant Chest – Peerless Stats (+20 stats) or Exceptional Spirit (+40 Spirit)
    • Wrist: Enchant Bracer – Speed (+50 Haste), Exceptional Spirit (+50 Spirit) or Mighty Intellect (+50 Intellect)
    • Hands: Enchant Gloves – Mastery (+50 Mastery) or Haste (+50 Haste)
    • Waist: Ebonsteel Belt Buckle (Made by BS, BoE)
    • Legs: Powerful Ghostly Spellthread (Made by Tailor, BoE)
    • Feet: Enchant Boots – Haste (+50 Haste) or Mastery (+50 Mastery)
    • Weapon: Enchant Weapon – Hurricane (Haste), Heartsong (Spirit) or Power Torrent (Intellect) – each procs based on casts.
    • Off-hand (if you have one) Superior Intellect (+40 intellect)
  • Where you have a choice of stats start with any Spirit ones as you are gearing.  Once you have plenty of Spirit from elsewhere you can use Intellect, Haste (up to 12.5% raid buffed) and Mastery in that order of preference.

Retribution Raider’s Crib Sheet for 4.1

As a note the gear sheet has been updated.  I just forgot to post an tell everyone.  I am also working on a Holy Priest version of this.

Specs and Glyphs

  • 7/2/32
  • Use Prime Glyph of Truth, Prime Glyph of Templar’s Verdict and Prime Glyph of Exorcism
  • Use Major Glyph of Ascetic Crusader.  The others are situational but for general use at the moment I would take Major Glyph of Hammer of Wrath and Major Glyph of Rebuke.
  • Minor Glyphs make very little difference.  Choose what you like.

Abilities: DPS

  • A retribution rotation is now somewhere between the old first come first served system and a more set rotation.  At average gear levels your priority is Inquisition (if not currently up) > Crusader Strike > Templar’s Verdict > Hammer of Wrath > Exorcism > Judgement > Holy Wrath > Consecration.
  • For 4 or more targets replace Crusader Strike with Divine Storm.
  • During Zealotry you should cast CS > TV > Filler or CS > Filler > TV.  You might even be casting CS > TV > TV if Divine Purpose procs.
  • At very high gear levels the HoW and Exo are better than TV.
  • If the target is Undead/a Demon then Exo is better than HoW.
  • In practice what this works out at is typically CS > Filler > Filler.  Its a DPS loss to wait for CS to be available and use only one filler.  You cannot stack enough Haste to achieve this at 85.  The only reason to no use CS is if you already have 3 Holy Power.
  • Never use Inquisition or Templar’s Verdict with less than 3 Holy Power.
  • Only use Exorcism with a 2 point Art of War proc unless you are stuck at range.
  • You can only use Hammer of Wrath after the mob is below 20%.
  • Always stand behind the mob if possible.  This means it cannot parry you.  But only if standing behind the mob won’t cause you or your tank to die horribly.

Abilities: Utility

  • Rebuke should be kept somewhere you can hit it fast.  Learn to interrupt – Cataclysm is full of bosses to interrupt.
  • Repentance is an excellent form of CC.  It works against many different mobs and it rarely falls off.  It does break VERY easy and so you should plan its use and keep a Repentanced mob well away from the current target/s.  Don’t be afraid to remind people that any damage breaks it and that you cannot reapply it if it breaks because of the cooldown.
  • You can dispel disease and poison and you should.  I use Vuhdo to allow me to do this quickly without changing target.
  • Whilst your healing is not as powerful as it once was, you should still use it to keep especially yourself and others alive.
  • Lay on Hands is good.  So are bubbles, Hand of Salvation, Hand of Sacrifice, etc.  Learn how to use all your utility in a fight.


  • Your raiding hit cap is 8% hit (960 or 830 for Drenai).  You should ensure you are always capped.  You need less hit for heroics.
  • Your expertise cap is 26 or 480 rating with the Prime Glyph of Truth (lower for Humans and Dwarves with certain weapons).  You should strive for this.
  • After those stack strength, followed by mastery and crit.  Haste is meh.  All other stats are BAD.
  • To see how your item rates against possible drops check out the Retribution Paladin Gear List.
  • Reforge Haste into hit and expertise in the first instance.  Then look at enchants.  Gem under the circumstances described below.

Gems and Enhancements

  • Use the Reverberating Shadowspirit Diamond meta gem.
  • Use Bold Inferno Ruby +40 strength gems in all slots unless:
    • Use one Etched Demonseye if you are under the hit cap and the socket bonus is the following or greater: 10 Strength, 10 Mastery, 20 Crit, 20 Haste.  Use two for: any strength, 20 Mastery, 30 crit or 30 haste. If you are hit capped there is never a reason to use a blue gem.
    • Use one Skillful Ember Topaz if the socket bonus is the following or greater: 20 strength, 30 mastery, 30 crit.  Use two for 40 strength only.
    • Use one Etched Demonseye and one Skillful Ember Topaz for 20 strength or more.
  • Unless you have a profession that provides a better enchant, or are enchanting for caps, enchants and enhancements are:
    • Head: Arcanum of the Wildhammer/Dragonmaw (Wildhammer/Dragonmaw Clan – Revered)
    • Shoulder: Greater Inscription of the Jagged Stone (Therazane – Exalted)
    • Chest: Enchant Chest – Peerless Stats (+20 stats)
    • Wrist: Enchant Bracer – Major Strength (+50 Strength)
    • Hands: Enchant Gloves – Mighty Strength (+50 Strength)
    • Waist: Ebonsteel Belt Buckle (Made by BS, BoE)
    • Legs: Dragonscale Leg Armor (Made by LW, BoE)
    • Feet: Enchant Boots – Mastery (+50 Mastery) or Enchant Boots – Precision (+50 hit) depending on your hit cap
    • Weapon: Enchant Weapon – Landslide (worth around 490 dps) or Hurricane (230 dps) or Avalanche (200 dps).  Use the one that is worth the mats considering what weapon you have.

Patch 4.1 and the little things that make WoW better

Patch 4.1 has some big things.  It has troll heroics and the Call to Arms for LFD.  But it also has some little things that just make the game better.

  • Flying mounts can now be used in Ghostlands.

Lets hope they work their way through all of the TBC Azeroth areas.

  • A dead player can now be resurrected by targeting them using the Party or Raid Frame even if they have released. No more hunting for corpses.

Win.  Often players release immediately, only to discover someone managed to survive and could res the group quicker.

  • All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel, Shield Bash, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities.

My husband the tank/raid leader has been looking forward to this one for weeks now.  In 10 man it negates the need to lose a dps from where you need them, or put them in a difficult spot just because you need to interrupt.  The first phase of the Council fight in BoT is a prime example.  Unless you have an elemental shaman you lose a melee from a boss where you need to focus all your dps at one point, and that melee has to run in and out or die instantly to Glaciate.

  • Several persistent ground effects now display different visuals for hostile and friendly players. The following spells have the same visual effects for friendly players, but new alternate visuals for hostile players: Ring of Frost, Consecration, Desecration, Wild Mushroom, Flare, Ice Trap, Power Word: Barrier, Smoke Bomb, and Hand of Gul’dan. As a general rule, the alternate effects have a red tint or hue indicating they are created by an enemy player.

If you’ve ever come across a mage frost circle thing on the ground in a BG or in Tol Barad and thought ‘hmmm can I step on that or not?’ then this is a change you will welcome.

  • Righteous Fury now persists through death.

If you’ve ever mashed Judgement as you ran in only to be one shotted and hear the tank go ‘damn, forgot RF’ then this is a change you will welcome.

  • Honor is now purchasable from the Justice Commodities Vendor at 250 Honor per 375 Justice.
  • Justice is now purchasable from the Honor Commodities Vendor at 250 Justice per 375 Honor.
  • Conquest is now purchasable from the Valor vendor at 250 Conquest per 250 Valor.

Gotta love this one.  Heres the thing.  Conquest points are quite easy to get each week up to the cap.  But theres a LOT to buy with those points (theres two whole sets of gear if you want the prestige pretty gear).  Valor is gained more slowly, but you run out of things to buy sooner.  So the last bullet is a win.  Then, Honor is painfully slow to get compared to Justice IMO.  If you play solo, or prefer BGs sure its probably not so much of a grind.  But to run a BG and get only 50-100 Honor and get a slew of abuse into the bargin is not my idea of fun.  I have a limited amount of WoW time and this is not how I want to spend it.  On the other hand you can get at least 280 Justice from a four boss heroic (more with guild perks and even more if you have already done your Valour run).  Morrighan still needs some PvP gear so I will be taking her back into heroics once this patch hits to farm PvP gear.

  • Targets and focus targets now display on the mini-map.

I can think of at least two valuable uses for this. Finding that female dwarf rogue for a holiday achievement and finding a rare elite you’ve been looking for.  And thats before you even get to its use in raids and BGs.

Things that make me want to cackle madly

  • Dark Simulacrum now works on numerous additional spells in dungeon encounters.


Ret Paladin changes
Note this is not a complete list, just the highlights (or lowlights depending on your point of view).

  • Word of Glory now has a 20-second cooldown.

This is obviously a nerf for retribution.  In PvE I doubt it will be noticed.  If you notice it in PvE as ret then really you need to look at your healing strategy some more (prot is a different matter all together, but still…).  In arena it will be, and especially in 2s.  I will notice it in 3s if our healer dies.  But I can understand the philosophy behind it and support that.  If you cast WoG more than every 20 seconds you aren’t really doing a lot of dps because it takes a big chunk of that time just to get up to 3 points of Holy Power!

  • Divine Storm now generates 1 point of Holy Power if it hits (i.e. successfully lands on) 4 or more targets.

This makes DS usable.  I haven’t really used it much in PvE at the moment.  Its useful when you have a group of very little, low health adds and thats it.  And even then Consecration is better.  DS without HP generation is a huge dps loss.  I also had the feeling it needed a boost in dps itself, but maybe not.  We’ll see.

  • Sacred Shield’s internal cooldown has been increased to 60 seconds, up from 30.

Well of course I don’t like it.  But I can see why they did it.  I was glad to see Sacred Shield back and can understand that in PvP all the other classes don’t feel that way.

  • Selfless Healer: The damage bonus from this talent now has a 30 sec duration instead of 10 sec.

Again supporting the use of WoG as an occasional heal.  This means you at least get the debuff for long enough to get your Holy Power back, and then a bit longer.  I think you’ll see more WoG in PvE with this and it will make the cooldown less painful in PvP.  If I save the mage with a WoG I then get more of a dps boost to help burn our enemies.

Holy/Shadow Priest changes
Note this is not a complete list, just the highlights (or lowlights depending on your point of view).

  • Dispel Magic can only be used on the casting priest as a baseline effect.

Booooo.  I know it brings us in line with the other healers.  I wonder if this also affects Mass Dispel?

  • Priests now innately have 100% pushback protection from damage while channeling Divine Hymn and Hymn of Hope.

Cheer.  Theres nothing more irritating than channelling one of these only to have some adds spawn and interrupt it.

  • Holy Fire damage has been increased to be approximately 30% higher than Smite.

Good.  I know its rare to use it and you could just use something else.  But I always felt this was wrong.

  • Inner Will and Inner Fire now last until canceled.

Another point in the ‘helping forgetful raiders’ column.

  • Mind Sear damage has been doubled.

Needed.  Much needed.  Mind Sear is terrible right now.

  • Power Word: Shield duration has been reduced to 15 seconds, down from 30.

Although its a nerf I don’t think its a huge change other than were you pre-cast shields.  You’d only really notice it in PvE when your shield wasn’t needed anyway.

  • Absolution (new passive) enables priests to use Dispel Magic on up to 2 harmful effects on friendly targets.

This is confusing as I’m not clear if its a talent or a part of choosing to be Holy.

  • Chakra now lasts until canceled, up from 1 minute.

Useful for pre-casting.  Or if you cast it and then get distracted and don’t use it.  The problem with both of those is you often end up with the wrong Chakra state because you need to cast a different type of heal anyway.

  • Holy Word: Sanctuary healing done has been increased by 35%. In addition, it has a new spell effect.

Needed.  Once I realised how underpowered this was for how much mana it cost, especially in constrast to the instant heal from the other Chakra state, I stopped using it.  Which is a shame because its pretty.

  • Surge of Light can now also trigger from Binding Heal.

Nice.  I use Binding Heal quite a bit.

The ups and downs of the 4.1 announcement

Well MMO Champion has some new information up and I’m pretty excited I must say.

Zul’Gurub and Zul’Aman are back
Both in heroic-5 man form.  The trend started with Deadmines and Shadowfang Keep looks set to continue in that neither dungeon will have a normal mode.  Both will drop epic 353 level gear.  And rare mounts, of course.  I am glad these are heroics and not raids.

Zul’Aman will be the first time one of the areas I have ‘done’ is reinvented within the game.  I never did Naxxramas the first time around, nor ZG.  So Zul’Aman will be my first experience with seeing content I loved reinvented.  I had been in Deadmines and Shadowfang Keep, but low level dungeons never inspire the kind of regular visits a raid does.  I’m interested to see how I will feel about it once its here.  I liked ZA as a raid the first time around.  It provided a good amount of challenge – when it first came out it was hard, as you farmed gear it got easier.  I never managed the timed run, but I did clear it.

Moar pets
There are achievements for 100 and 125 in game pets.  I have the current 75 pet achievement and I’ll be looking to see what I need to add to get to 100 and 125 respectively.  A great excuse to buy that mini Ragnaros pet I couldn’t justify to myself before when I purchased the Moonkin Hatchling.  The Moonkin Hatchling being justified as follows:

  1. Mini moonkin
  2. Mini moonkin … dancing
  3. I’m pregnant and I want it (I was 8.5 months at the time and my husband wisely agreed with anything I might ever say)

Flavour items and heirlooms
There seem to be some other new odd things.  I was quite interested by:

War Party Hitching Post
Binds when picked up
Use: Right Click to build a War Party Hitching Post.
Up to 25 party or raid members may use the post to summon a Hitch Horse mount. (30 Min Cooldown)

Not sure what thats about yet.  And also this:

Renowned Guild Tabard
Binds to account
Equip: You champion the causes of your guild. All guild reputation gains are increased by 100%.

Since this item is BoA I assume the point is to allow your alts to gain guild reputation faster.  I like this idea.

Word of Glory Nerf
Obviously I’m not excited about the addition of a 20s cooldown to Word of Glory for Ret and Prot.  But I can’t bring myself to feel its unjustified.  When the 4.0.6 changes came in WoG became overpowered (if it wasn’t before).  Sure my Holy Power ramps up to three slower now, but the disco lights come on waaaay more often.  And every time the disco lights come on, I can use them to heal my arena team.  Word of Glory isn’t a huge heal, but in arena it can keep your teammates alive just long enough.  Especially if you can hit it several times in a row which is entirely possible when my disco lights come on several times in a row.  Blizzards intention was never that I could heal my teammates up to full faster than a healer and at will without using any mana, I’m sure.

LFG … where G stands for guild
Its a good idea.  My first thought on reading the blue post was ‘hmmm what a good idea’.  The forums are a lousy place to recruit in my opinion.

My first thought on seeing the window that MMO Champion have pulled out of the data files?  Not so good.  And I can clearly state why.  Basically you get to describe what you are looking for in three ways:

  1. Guild Playstyle: tick one of Casual, Moderate, Hardcore.
  2. Availability: Weekends, Weekdays.
  3. Role: Healer, Tank, DPS.

Now 2 and 3 are reasonable but suffer from a lack of depth.  Availability could be useful if it had all the days of the week on it.  As it stands it suffers from bad question design, in that people can answer both yes and no to each option.  I might be available Sunday but not Saturday.  So what do I tick for weekends?  I’m not generally one to criticise Blizzard because generally I understand the difference between me not liking something and it being bad.  But that kind of question design is just LAZY.

Role also lacks depth.  No matter how many times Blizzard say ‘bring the player, not the class’ its not entirely true.  Where it fails is where you have too many of one class.  Even if (and I don’t believe this) you accept that healers and tanks are interchangable (actually I think it doesn’t matter which classes you have as long as you have some variety for the most part – if all your healers are the same class then it tends to go badly) then the ‘DPS’ option fails.  Blizzard have NOT designed a game where an all melee team is EVER viable.  Therefore ‘DPS’ is flawed.  Personally I think that option should list classes and specs.  Then a hardcore guild can accept only a fire mage because their dps is like way better and a more moderate guild can accept a mage because it already has 5 hunters wanting slots in its 10 man team and another really wouldn’t be useful.

But the biggest bad on this screen is definitely point 1.  Casual, Moderate or Hardcore what?  Basically Blizzard are assuming there are three types of guild – Casual ‘we don’t organise anything’ guilds, Moderate Raiding Guilds and Hardcore Raiding Guilds.  What about PvP guilds?  How do I apply for guilds that are only looking for PvP players because thats all I’m interested in?  I know these died a complete death in WotLK (or they did on my server) but in Cataclysm with Rated BGs they’ve made a huge come back.  Also, please define Casual/Moderate/Hardcore?  Personally I would describe Dreamstate as a Moderate Raiding Guild.  But that all depends on your interpretation of those terms.  We could easily be described as Casual because of our very relaxed attitude.  On the other hand there are people who consider any guild that uses applications and asks people to flask, watch tactics, etc. as Hardcore.  It all depends how you interpret those things.  In reality most guilds will call themselves Moderate.  Going back to survey design you should always have an even number of options in any scale.  If you have an odd number, people will pick the middle one.  So guilds who raid 5 nights a week with strict attendance requirements (I would call these Hardcore, but they would look at the likes of Ensidia and think they are not as Hardcore as them) and guilds who just raid randomly without planning (after all there are guilds that don’t raid at all and they are not as Casual as them) will describe themselves as Moderate.

From a recruitment point of view it would be more useful to have the following options:

  1. Play type: Raiding 10 man, Raiding 25 man, PvP, General content (where you can choose more than one option)
  2. Availability: Monday, Tuesday, Wednesday, Thursday, Friday, Saturday, Sunday, No regular times
  3. Class & Spec

It will be interesting to see what the guild can post.

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