Warrior Priests and 1.0.5

in News, Warrior Priest

What did we get? What did we lose? Not much has changed overall (like I said in the review the other day, WP is a pretty polished career), a few bug fixes with Prayers and a surprising buff to Grace with the increased damage to Dinvine Strike and Sigmar’s Radiance. Exactly how big a buff remains to be seen

Healing Hand’s duration has been increased quite a bit (but amount healed remains the same, which make it a nerf) and Divine Aid has been nerfed slightly.

  • All Auras will now persist through the Warrior Priest’s death. This means that the Warrior Priest will not have to recast an Aura after respawning or being resurrected. 
  • Prayer of Absolution: Fixed a bug that made the actual range much shorter than the range listed in the tooltip. The range has been increased to match the tooltip value.  
  • Soulfire: This ability’s tooltip will now state that the effect is a Curse, instead of a Cripple.  
  • Divine Strike: The damage of this ability has increased. 
  • Sigmar’s Radiance: The damage of this ability has increased. 
  • Prayer of Righteousness: The buff window tooltip for this ability will now display correctly. 
  • Divine Aid: The stat contribution for this ability has been fixed. This was previously receiving more stat benefits than intended.  
  • Prayer of Devotion: The health gained when this ability triggers has increased. 
  • Castigation: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. 
  • Healing Hand: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same.

I’m a bit confused about the overall changes to all healers, most healing seems to get nerfed and DPS is increased. Considering the experience I have had so far in Tier 4 the opposite need to be done. Healing, and healing over time most of all, are less and less useful in the face of burst damage. And Sorceresses seem to be the masters of that. 

I ran a Scenario today where we faced four Sorceress with Shamans healbotting them. They were all essentially running with full Dark Magic all of the time, and sticking your head out on the battlefield meant you would get instantly blown to pieces. It’s hard to take nerfs to healing and increase to damage in the face of that.

Among the general changes there were a few good bits:

  • Root effects, with the exception of morale roots, will now grant a 5 second immunity from all roots to the victim when the effect breaks, and in addition will no longer stack with other roots. 
  • Root effects will now properly have a chance to break whenever a player takes ANY damage. This includes individual tics of Damage over Time spells. 
  • There were some instances in which the reticule for ground-target-area-effects was allowing these spells to be cast in areas which were not originally intended. This has been adjusted.

Take that Sorceresses!

5 Comments

  1. The rooting changes should be nice, the prayer/aura changes are nice, the couple attack changes may be nice, I’m specced salvation right now but about to take a trip down wrath path so I don’t see those affecting me as much. As for the healing changes, yes…a nerf…but it just might get people to use potions to offset the effects. We shall see…likely some of it will be tweaked again either before this hits production or sometime in a future update after things settle.

    Good to see things getting attention though :)

  2. I ran a Scenario today where we faced four Sorceress with Shamans healbotting them. They were all essentially running with full Dark Magic all of the time, and sticking your head out on the battlefield meant you would get instantly blown to pieces. It’s hard to take nerfs to healing and increase to damage in the face of that.

    With less healing, wouldn’t those four sorcs not be able to run at max Dark Magic?

  3. It shouldn’t affect Sorceresses at all. One healer can easily keep up four self exploding Sorceresses by himself. Weaker hots just make it slightly harder.