Tag Archives: advice

Oestrus’ Top 4 Tips For The Newbie Blogger Initiative

17 May

I signed up to be a Sponsor as part of the Newbie Blogger Initiative earlier this month and I admit that I got sort of sidetracked between World of Warcraft, Diablo 3, Magic the Gathering, and some pretty fun times in my personal life.  With that said, I did want to write some sort of post, in which I give some advice to either up and coming bloggers or bloggers who might be returning to the scene after a hiatus.  While I have covered this topic once before with Ophelie on an episode of the Double O Podcast, it still feels good to get all of this out in writing, for my own peace of mind and for those who didn’t get a chance to listen to the episode in question that we talked about most of these things on.

So without further ado, here are my top 4 tips or pieces of advice for bloggers of all stripes.

Find your niche

One of the first things I always tell people who are considering starting a new blog is to make sure that they carve out a niche for themselves or that there is something about them that sets their blog apart from the rest of the pack.  For example, let’s say you want to start a new blog and you’re a resto druid.  Well, she’s a resto druid.  So is he.  And so is she.  You have to bring something more to the table than just that, otherwise you are most likely going to get skimmed over in favor of others who have been doing this much longer than you have.  If you look a little closer at the three people I just mentioned, you can find very subtle differences in their writing style, their personalities, or other topics that they choose to write about which sets them apart.  While they are all resto druids, one of them likes to roleplay and writes stories in character, the other sometimes covers personal topics and tends to skew more towards the hardcore side of raiding, while the other is usually at the forefront regarding changes to druids and spends a lot of time interacting directly with the druid community in various ways.

Finding a niche or something that makes you unique will not only help define you in a sea of other bloggers, but it will also give you something else to write about when you can’t think of anything else regarding your primary topic or subject of expertise.  There will be times when there is nothing to report or when things are just sort of trucking along.  You want to make sure that you don’t spend too much time away from your blog, if this is the case, and having a secondary topic to write about can help you stay active and keep people interested in your blog during those slow periods.

Saturate the market

Do you ever notice that when an actor or actress is about to break out in Hollywood that you see them everywhere you go?  They are doing handfuls of movies a year.  They are on the covers of magazines all over newsstands.  They are doing interviews on any TV or radio show that will have them.  Then once they become a bit more famous or established they start to scale it back a bit.  They do one movie a year, maybe even one movie every two years.  I tend to look at blogging the same way.

When you’re just starting out in the business of blogging, like show business, nobody knows who you are.  You are but one blogger in a sea of other bloggers, all clamoring for Retweets and comments and space on other people’s blogrolls.  You have to make people see you, make them see what you are all about and exactly what you are up to.  Once you have established yourself as a presence in the community, you can start to scale it back a bit.  Post once a week.  Maybe once every two weeks.  People with established audiences can afford to take a break from time to time because they have such loyalty from their readers that they know people will wait for them to post something again.  When you are a new blogger, you don’t have that luxury.  You have to keep people’s attention on you and posting frequently is one way to do that.

Dare to be different

One of the things that attract me most to a fledgling blogger is when they take a stance on something that is different than what others feel about something.  It can be very tempting for you to want to fit in or to crave acceptance from others by falling in line with what they want you to feel or what they think you should write about.  At the end of the day, you are the one that has to be comfortable with what you choose to do with yourself and your blog.  Write about what you want to write about.  Make your blog look the way that you want it to look.  Put whomever you want to on your blogroll.  Moderate your comments as you see fit.  I think the blogosphere would be an incredibly boring place if everyone felt the same way and nobody dared to feel otherwise.  It’s important to give people some variety, in case they don’t agree with the status quo.  Who knows?  That opinion or that perspective that you feel puts you in the minority could suddenly turn into the new majority.  You never know unless you speak up or speak out.

Ignore the numbers

The hardest mental road block for any blogger, new or old to overcome is most often the one involving the numbers.  It is incredibly easy to get wrapped up in the number of page views that you accumulate, the number of subscribers that you have, the number of Followers that you have on Twitter, etc.  Ignore all of it.

The number one reason that I see up and coming bloggers give up on their blogs and on themselves is because they buy into the numbers.  If you are getting into blogging simply because you want lots of Followers and readers then you are blogging for the wrong reason.  Let’s get that out of the way right here and now.  There are bloggers with 65 Followers whose posts I live and breathe for and then there are those with a thousand Followers that I find to be the tritest personalities in the entire world.  These numbers have no bearing on the work that you do, the quality of your writing, your worth as a human being – none of it.  They are the last thing you should be looking at, in terms of viewing yourself or your blog as a success or something that is worth doing.

Another reason why it doesn’t pay to worry about your numbers is because there is no sure fire way to keep track of them all.  If you use WordPress, the site counter is going to tell you that the number of page views or referrals that you have received is different than what something like Google Analytics would tell you.  Different feed readers will give you conflicting information, in terms of how many subscribers that you have and Twitter has been known to randomly Unfollow people, through no fault of your own.  You would spend more time trying to get all the numbers to line up than you would trying to focus on churning out new and exciting content and it’s just not worth it.  Do not fall into that trap.

To this day, I still don’t know how many subscribers that I have and I choose not to know.  I don’t obsess over how many Followers that I have on Twitter.  I don’t sweat my page views like I used to.  And to be honest, I think I’m better off for not knowing or not caring.  I write what I want to write and it is great if people choose to tag along and come along for the ride with me.  But I think taking away the emphasis on other people and their validation helps me focus on why I blog and what really matters to me.  It is a very liberating feeling.


The 4 Most Common Holy Priest Mistakes

15 Feb

Whenever I write a post about being a healing priest, or more specifically a holy priest, I try really hard not to tell people what to do.  I try not to make it seem as if there is only one right way to do things.  Most of the advice that I give is meant to be taken as a suggestion or as something that I know has worked for me and that could possibly work for you.  I have always been someone who is not afraid to try something new or break the mold when I can and I have always been really fortunate to be in guilds with great leadership that are as open minded as I am.

With that said, there are times where I see a holy priest doing something that goes so far against the grain that even I have to strain to see why such a decision or course of action would make sense.  Of course, I try to see where they might be coming from.  But more often than not I just can’t wrap my head around why a holy priest would do certain things.  Inspired by the recent trend of posts on WoWInsider that highlight common mistakes made amongst the various classes and specs of World of Warcraft, here are my selections for the most common mistakes that I see among holy priests.


They don’t take Heavenly Voice.
It is not completely unrealistic to say that holy priests have waited this entire expansion for a talent like Heavenly Voice.  I don’t think that we really noticed just how lackluster Divine Hymn was when compared to other cooldowns until Firelands came out.  Then we really started to feel it.  It’s not that holy priests were nerfed – it was more that we were not built to react to the encounters the same way that a discipline priest could or that our playstyle just didn’t mesh well with certain mechanics.  We watched our representation in raids fall to very depressing numbers and I was one of many holy priests who wondered if this trend would continue well into Dragon Soul or even beyond.

Then word got out that the developers were going to replace a completely useless talent, State of Mind, with one called Heavenly Voice and that this new talent would serve to compliment Divine Hymn and help make it a much more viable raid cooldown than it had been in the past.  Our proverbial prayers had been answered.  Priests from here to Kalimdor were pulling out their talent calculators and trying to figure out which talents they were going to take points from in order to make sure they had enough to max out on Heavenly Voice.  It was pretty unanimous that Heavenly Voice was going to be something that any holy priest worth their salt was not going to want to miss out on.

Unfortunately, there are still a number of holy priests out there who have not caught on to just how incredible Heavenly Voice is.  Now I know that in my recently released 4.3 guide that I indicated it was acceptable to not max out on Heavenly Voice if you had just turned 85 or were spending most of your time healing nothing but 5 man dungeons.  This is still true.  However, once you reach the point where you are ready to raid (even if it’s just LFR) you should most certainly have two points in Heavenly Voice.  If I inspect a fellow priest and I see that they are very clearly doing some sort of raid activity and they don’t have points in Heavenly Voice I really question how effective they are being in a raid setting.  Please do not make the same mistake and miss out on this amazing talent.


They spec for shields.
While Power Word: Shield is a spell that both holy and discipline priests have available to them, it’s a pretty well known fact that a discipline priest will get far more out of placing a shield on someone than we will.  I rarely cast it on a tank and I can’t even remember the last time I cast it on someone when I was raid healing (unless I wanted to give them a speed boost with Body and Soul).  We don’t cast Power Word: Shield for the same reason that discipline priests don’t cast Renew – because they don’t get as much out of it as the priest with the opposite spec would and they have other tools that can do the job better.  This is how it is and how it will most likely continue to be.

So I find it very strange when I see holy priests with talent points in things like Improved Power Word: Shield or Soul Warding and I see them using Glyph of Power Word: Shield.  If your chances of beating a certain encounter hinge upon you being proficient with shields, you’re not going to do this as well as you could be if you were discipline.  Even for fights where Body and Soul makes a noticeable difference (e.g. Atramedes or Warmaster Blackhorn), you’re not using the shield for the absorption effect.  You’re using it for the burst of speed to help you or someone else get out of something bad.  That doesn’t require any enhancements to your shields that could come from talent points or a glyph.  In short, it doesn’t make any sense to divert so much of your resources towards something that someone else could do with noticeably less effort.


They have excessive amounts of Spirit.
Healers of all stripes went into Cataclysm knowing that we weren’t going to be able to enjoy the infinite mana pools that we had come to know and love from the days of Wrath of the Lich King.  It was almost a necessity when we were leveling up and gearing up for that first initial bout of Heroics to enchant for Spirit and gem for it, etc.  Some people took really well to the idea of “triage healing” and having to put more thought into the spells that you cast and others really struggled with it.  Eventually we reached a point where we could afford to do without all of that regen and we could sacrifice some of that Spirit for throughput.  Then Firelands happened.

The pieces that many priests would have used until they had enough Valor Points to start purchasing their tier 12 armor or until they were lucky enough to win the tokens came with a noticeable loss of Spirit or sometimes no Spirit whatsoever.  This was very shocking to many priests, who basically felt like they had the rug pulled out from under them.  Many of us felt like we were getting mixed messages about just how important Spirit was supposed to be to us.  We went from needing it, to not needing it – but still having it around and on our gear just in case.  Now it was noticeably missing from several pieces of equipment and priests tended to react in one of two ways.  They either adapted and found better ways to manage their mana and to make the most out of their cooldowns or they overcompensated and started making Spirit more of a priority than it should have been.

The number one complaint that I hear from people who decide to level a holy priest is how much they feel like they are running out of mana so much faster than other healers do.  It’s tempting to try and fix this by pouring on the Spirit, thanks to talents like Meditation and Holy Concentration that have made us unusually dependent on it (or more so than other healers are).  But there is such a thing as too much Spirit.  It may not even have anything to do with your attributes.  You could be having to work harder because someone else on your healing roster isn’t bringing their A game every night or you may have people in the raid who aren’t reacting to environmental damage like they need to and so you’re having to heal more to keep up.  Adding more Spirit to the mix is not always the answer.

Unfortunately, there isn’t a set amount of Spirit that I can tell you to shoot for or that I can say is too much.  It really has to be something that you get a feel for and that you just know when you have reached that point.  I always compare it to those classic spy movies where someone is trying to come up with the combination to the safe by putting their ear up to the door while turning the dial.  They turn it ever so slowly and keep their ears open for that very subtle click that will let them know when they have found the right number or numbers to crack open the safe.  That’s what you need to do.  Watch closely how your mana bar goes up and down during an encounter and how your cooldowns and the cooldowns from others affect it.  Look at how much mana you have left over when the fight ends.  Eventually you will tap into that sixth sense of just knowing where your regen is at and whether or not you could stand to have more or less of it.


They don’t commit to using Lightwell.
Whether we like it or not, Lightwell has become one of the defining spells for a holy priest, if not the most defining spell for us.  It used to be Circle of Healing, then Guardian Spirit was our trademark for a while, and now it’s Lightwell.  Never has a spell been so misunderstood as Lightwell has.

The problem with Lightwell is that it is not only as good as the people who have to actively make the choice to click it, but it is also only as good as the priest who is responsible for dropping it.  I have come across very few people in my travels who actively dislike Lightwell or who try to go out of their way to not use it.  Most people would love to use it, if it was dropped anywhere remotely near them, or if they knew that you were dropping it in the first place.  This is where you come in.

The first thing I can suggest, with regards to how to get the most use out of your Lightwell is to know the fight ahead of time.  There are some fights where it will pay to drop a Lightwell at the start of the pull or slightly before it and then there are fights where you may not want to drop it until the middle or even close to the end of the encounter.  Knowing when your Lightwell will get used the most or when it will be most in demand is very important.  The people that you raid with have to feel a pressing need to click on it and if there isn’t enough damage going out to put them in danger they are not going to use it.

Second, you need to think about where you are going to drop it.  While you can click the Lightwell from a good bit of distance away, that doesn’t mean that you should drop it at the farthest point of the room.  You also don’t want to drop it on top of the raid, where it may be hard to target the Lightwell and click on it with a bunch of bodies and other graphics in the way.  If you notice that people aren’t using it, feel free to ask them where they would like it dropped or where it would be easier for them to use it. Try to meet them halfway on this one.

Like any cooldown, it helps if people know that you are using it.  I use a now out of date addon called Raeli’s Spell Announcer to let the raid know that I have dropped a Lightwell, but there are several other addons that do the same thing, or you can even make a simple macro that will do the trick.  Be careful not to make your announcement too obnoxious or people will equate your Lightwell with that and they may not click on it, simply just to spite you.

An acceptable Lightwell announcement would be:


“A wild [Lightwell] appears.”


An unacceptable one would be:


“This is George.  He is my Lightwell.  George is currently holding 15 charges of holy healing goodness for you and will be eagerly awaiting for you to use him for another 2 minutes and 41 seconds.”


You also want to make sure that you are not keeping track of who is using the Lightwell openly in raid.  There are some addons that will tell you how many charges are left, who is using them, etc.  It’s fine if you want to keep track of this information for yourself, but do not broadcast this in party or raid chat.  Remember, you have to make people associate the Lightwell with something positive and overbearing raid announcements will not help your cause any.

Along with creating a macro or using an addon to let people know that you have cast Lightwell, it helps to say in Vent or Mumble (or whichever program that you use) that you are doing this and where you have placed it.  For example, I may say “Lightwell on the left,” or “Lightwell in the back.”  Again, keep it short and sweet.

If at the end of the day you have truly done everything you can to train your raid how to use the Lightwell and they are still not meeting you halfway on this, then you can feel free to /spit on them and tell us how terrible they are in Trade chat or on the PlusHeal boards.  We’ll understand.


Oestrus’ Comprehensive Holy Priest Guide – Version 4.3

27 Jan

Welcome to my comprehensive holy priest guide for patch 4.3.  All of the information contained within this post is current, as of the most recent tier of content, which includes the recently released Dragon Soul instance.

Please keep in mind that anything I talk about here or that I suggest are things that have worked for me or other priests that I communicate with and that they may not necessarily work for you.  What matters more than anything else is being able to admit that something is not working for you.  If you are doing something that is a bit outside the box and you are genuinely seeing results with it – meaning that your mana bar is not always running on empty, you are keeping up the people you are assigned to heal, etc. then by all means keep doing what you are doing.

But if you are stalling on progression fights, you cannot keep people alive like you should be able to, and you never seem to have enough mana to make it through the most basic encounters, you may want to accept that what you are doing is not working and that it may be time for you to try something else.  Do not be afraid to have that conversation with yourself or with others.  You cannot fix something if you will not admit that the problem is even happening in the first place.

With that in mind, let’s get started!

Table of Contents:




  • Increases your Spell Power by 1.
  • Increases your spell Critical Strike chance by .001541.
  • Increases your mana pool by 15.

Note: The first 18 Intellect will not increase the size of your mana pool and the first 10 Intellect will not grant you any Spell Power.



  • 128.06 Haste is equal to 1% at level 85.
  • With enough Haste, you can reduce the cast time of your spells, the time in between ticks of channeled spells, and make some of your HoTs tick faster (which can lead to extra ticks).


  • 179.28 Mastery is equal to 1% at level 85.
  • Echo of Light: Direct heals that you cast on someone will heal them for an additional 16% over 6 seconds. Each additional point of Mastery that you have will increase the size of this heal by an extra 1.25%. This HoT will tick 6 times, or once per second, and is not affected by your Critical Strike or Haste rating.

Critical Strike

  • 179.28 Critical Strike is equal to 1% at level 85.
  • As of patch 4.2., critical heals now heal for 200% of their normal amount, up from 150%.


The stat priorities that I would suggest you use can be quite different, depending on at where you are at as a holy priest. If you are someone who has just turned 85 or who hasn’t been 85 for that long, I would suggest the following priority:

Intellect > Spirit > Spell Power > Haste (to 12.50%) > Mastery > Critical Strike

As you start to run the high end Normal dungeons and break into Heroics, it’s going to be very important for you to manage your mana pool properly. Especially if you plan on gearing up through the Dungeon Finder. Make sure that you have Spirit on every piece of gear possible. If it doesn’t have Spirit on it, reforge into it. Even though most of the Heroic 5 mans have been nerfed, you may not be able to count on that to see you through.

At the very least, you want to make sure that you are at the first Haste breakpoint, which is at 12.50%. This will give you an extra tick from Renew and Divine Hymn. You will not have enough Haste on your gear to even come close to reducing your Heal, Greater Heal, or Prayer of Healing down to a 2 second cast, much less aim for the second Haste breakpoint of 37.50%. Because of this, I would suggest taking any excess Haste you have past the first breakpoint and converting it into Mastery or gear for Mastery once you reach that point.

The other reason I suggest not going for Haste as you are just starting out as is because Haste is considered to be a “negative regen” stat, meaning that it helps you cast spells faster, which usually leads to casting more, and that leads to spending more mana. As you are in the process of gearing up and getting more experience on your priest, mana is going to be a limited resource for you. You are going to need to get the hang of “triage healing,” which is where you heal people for only as much as they need and not just to top them off. With triage healing, you may have to get more comfortable seeing your tank at 90% or lower and the DPS may sit at 75% or even 50% while you are learning the ropes of being a holy priest and how to spend your mana wisely. As you can see, stacking Haste and triage healing do not go hand in hand.

The only reason Critical Strike would be important to you is for Inspiration and you should have enough Critical Strike on your gear already or through Intellect where you do not need to go out of your way to gear for it. In fact, Critical Strike rating is usually the first secondary stat that you will reforge into something else, if you have the choice. We will talk more about reforging a bit later in this post.

If you are raiding at the current level of progression or just slightly behind it, meaning you are raiding Firelands or Dragon Soul, your stat priority should look a little something like this:

Intellect < Spirit < Spell Power < Haste  < Mastery < Critical Strike

At first glance, it looks like your priority may be the same as a holy priest who is just starting out, but there are a few changes. Even though you can do without the excessive amounts of Spirit that a novice priest might need to get by, I still suggest that you take gear with Spirit on it over pieces that do not. Spirit makes a great secondary stat that you can reforge into another stat that you might need, without having to give up other stats that are useful to you on an existing piece of gear. With that said, the Spirit that you have now should already be on your gear. You should not be reforging into Spirit, enchanting for it, or anything else like that.

The second Haste breakpoint of 37.50% is still going to be just out of your reach, although certain procs from weapons or trinkets can certainly help you get there. However, you should be able to obtain enough Haste, through your gear, reforging, etc. where you can reduce the cast time of your Heal, Greater Heal, and Prayer of Healing spells down to at least 2 seconds. As you will probably spend most of your time as a holy priest healing the raid, having a much faster Prayer of Healing at your disposal can make a huge difference in your throughput and reaction time to incoming damage. You can expect to reach this point once you have about 19% Haste, fully buffed. You will probably need to gem for Haste, enchant for it, and put points into Darkness to get here, but it is well worth it.

After that I would recommend prioritizing Mastery next. One could argue that by gearing for Critical Strike over Mastery that your spells will heal for more, which in turn will leave a more powerful HoT on a target from Echo of Light. However, Critical Strike rating is not a consistent throughput stat. You could just as easily gear for Mastery, which means that your HoT will always heal for a set percentage of the original heal, rather than relying on Critical Strike to possibly make it heal for more.


If an item has Spirit and Haste on it:

  • reforge the Haste into Mastery, if you are just starting out.
  • reforge the Spirit into Mastery, if you are not.

If an item has Spirit and Mastery on it:

  • reforge the Mastery into Haste, if you are looking to go past the first Haste breakpoint.
  • reforge nothing, if you are not.

If an item has Spirit and Critical Strike on it:

  • reforge the Critical Strike into Haste or Mastery, depending on your preference.

If an item has Haste and Critical Strike on it:

  • reforge the Critical Strike into Spirit, if you need the regen.
  • reforge the Critical Strike into Mastery, if you do not.

If an item has Haste and Mastery on it:

  • reforge either of the stats into Spirit, if you need the regen.
  • reforge nothing if you do not.

If an item has Mastery and Critical Strike:

  • reforge the Critical Strike into Spirit, if you need the regen.
  • reforge the Critical Strike into Haste, if you do not.


Holy priests have a large arsenal of spells from which to choose from. It is important to know which spell is the right one to use for any given situation.

Power Word: Shield

  • Instant cast spell, which surrounds the ally and absorbs damage.
  • Does not actually provide any healing, unless you glyph for it.
  • This spell is typically not used by holy priests, unless they are trying to grant someone the speed boost that goes along with Body and Soul.

Binding Heal

  • A 1.5 second cast spell, which heals yourself and the target of your heal.
  • Generates a low amount of threat.
  • This spell will leave a HoT from Echo of Light on each person healed.
  • If you have Renew on yourself and someone else, and you use Binding Heal while in Chakra: Serenity, it will refresh the duration of the Renew on both characters.
  • This spell is twice as likely to trigger a proc from Surge of Light than other spells included in this talent. You can read more about this here.
  • Can be expensive if used repeatedly and should be used wisely.

Circle of Healing

  • An instant cast spell which heals the 5 most injured players or pets around the target.
  • You can heal up to 6 people with this spell, if you glyph for it, but this comes with an increased mana cost.
  • Should not be used too often in 5 mans, unless you need to heal on the run.
  • This is a core spell for a raid healing holy priest and is frequently used on cooldown.

Desperate Prayer

  • An instant cast self heal, which costs no mana and comes with a 2 minute cooldown.
  • Should be used in emergency situations where you need a fast, efficient heal.
  • The healing provided by this is affected by Echo of Light.

Divine Hymn

  • A channeled spell that heals the 5 party or raid members with the lowest health within 40 yards every 2 seconds for 8 seconds and increases the healing done to them by 10% for 8 seconds.
  • Divine Hymn determines who the most damaged party or raid members are prior to each tick going out and then heals them. This means that the same 5 people may not receive all of the healing from Divine Hymn, as each heal will always go to the raid member who is most in need of healing.
  • Normally caps at 20 heals, but this can be increased to 25 heals by reaching the first Haste breakpoint of 12.50% Haste.
  • This spell should only be used in situations where the group or raid is taking heavy amounts of damage that you feel you may not be able to react to in any other way. It also works well when used with other people’s cooldowns, as it will increase all of the healing done to those healed by Divine Hymn, in addition to the healing provided by Divine Hymn.

Flash Heal

  • A 1.5 second cast direct healing spell which is meant to be used as a fast, emergency heal.
  • Can be expensive and should not be spammed.
  • Use immediately after Holy Word: Serenity for a quick way to get someone back up to full health.

Greater Heal

  • A 3 second cast spell which provides a large amount of healing to a single target.
  • Greater Heal is best used in conjunction with Serendipity, due to how expensive it is and how long it takes to cast.
  • Can be used by itself, but should only be used in emergency situations. It is not meant to be a spell that you spam, or cast repeatedly.


  • A 3 second cast spell which provides a modest amount of healing to a single target.
  • This spell is very mana efficient and is best used during periods of moderate and predictable damage.
  • Heal may not provide enough healing to top someone off after a large damage spike. Use Flash Heal or Greater Heal, instead.


  • A unique type of heal that creates an object which people can click on to receive a short burst of periodic healing.
  • Lightwell lasts for 3 minutes and typically comes with 10 charges, or you can glyph for it and have it come with 15. Each charge gives an ally the Lightwell Renew effect, which heals them for a certain amount over 6 seconds, or three ticks of healing total.
  • If a person using the Lightwell takes damage equal to 30% of their health, it will cancel the Lightwell Renew effect.
  • The healing provided by Lightwell is not passive. A player must actively mouse over the Lightwell and click on it in order to begin receiving healing from it.
  • The healing provided by Lightwell Renew does not trigger Echo of Light and is not affected by your Critical Strike rating.
  • With enough Haste rating, it is possible to get a fourth tick out of a charge from Lightwell. Raid buffs, such as Moonkin Aura, Wrath of Air Totem, or Mind Quickening, and talents like Darkness will not have any effect on this, as they increase your Haste and not your Haste rating. This is widely considered to be a bug that has not yet been addressed by the developers. Because it is unclear how much actual Haste you need to reach this point (my research has shown anywhere between 1700 – 3600 Haste does the trick) it is not something you should go out of your way to achieve. However, if you are already gearing for Haste, it may be possible to reach this point, with the help of trinkets or weapons that come with sizable Haste procs (like Seal of the Seven Signs or Ti’tahk, Steps of Time).
  • Lightwell lasts for 3 minutes, until all of the charges are consumed, or until you move too far from away it and it despawns.

Prayer of Healing

  • A 2.5 second cast heal, which heals the friendly target and their party members who are within range of them.
  • It has a healing radius of 30 yards, but has a cast range of 40 yards. This means that the person you want to target with Prayer of Healing must be within 40 yards of you and that the people in their party need to be within 30 yards of them to receive the healing from this spell.
  • Glyph of Prayer Healing enhances the throughput from this spell, by healing all affected targets for an additional 20% of the initial heal over 6 seconds.
  • This spell is best used in situations where at least 3 people in a party require healing. Circle of Healing should be used first, followed by Prayer of Healing, when in a raid setting. In a 5 man dungeon, Prayer of Healing should be used over Circle of Healing, unless you have to heal the party while moving.

Prayer of Mending

  • An instant cast spell, which puts a reactive buff on the target that heals them when they take any damage and then moves or bounces to another party or raid member within 20 yards.
  • Comes with a maximum of 5 charges, which are not consumed by environmental damage (i.e. falling or fatigue) or spells that reduce the caster’s hit points (like Life Tap). However, spells which cause damage to the caster, like Hellfire or Shadow Word: Death will cause Prayer of Mending to jump to someone else.
  • The heal from Prayer of Mending can crit and is affected by Echo of Light.
  • Tanks make the best targets for Prayer of Mending, as they are the ones who are most likely to take damage and to keep the buff active. It is best used at the start of a pull, but Prayer of Mending does not stack, and so it is possible to cancel out a Prayer of Mending already on the target with one that is recently cast. This can cause some strife between the healing priests in your raid, if you run with more than one, so be sure to coordinate this type of thing with them, or simply wait until theirs has been consumed before you cast yours.
  • Any threat that is generated by Prayer of Mending is considered to be generated by the healing priest, not by the recipient of the heal.
  • Prayer of Mending should be used on cooldown, whenever possible.


  • A HoT spell, which provides a set amount of healing over 12 seconds.
  • Renew normally provides one tick of healing every three seconds, to give a total of four ticks. With 12.50% Haste, you can receive a fifth tick of healing from Renew and a sixth tick at the next Haste breakpoint, which is at 37.50%.
  • The ticks of healing from Renew will not trigger Echo of Light, but the direct healing component of Divine Touch will. Heals provided by Renew also have a chance to crit.
  • Renew should be kept on the tank at all times, either by re-applying it or refreshing it with the use of direct heals while in Chakra: Serenity.
  • This spell is best used as a spot heal, for situations where there may not be enough people taking damage to warrant the use of Circle of Healing or Prayer of Healing. It is not meant to be used on a large number of people, like holy priests used to do in previous expansions.


There are a number of buffs available to priests that you may want to make sure are cast on people either prior to the pull or immediately upon resurrection.

Fear Ward

  • An instant cast spell which makes the target immune to a single Fear effect.
  • This effect lasts for 3 minutes and Fear Ward comes with a 3 minute cooldown.
  • The buff is consumed, even if the target is already immune to fear (like through Berserker Rage).
  • Can be used prior to a pull that you know is going to lead to a target being feared or immediately before a spell is cast which will lead to that outcome.

Inner Fire/Inner Will

  • Free, instant cast self buffs.
  • Only one may remain active at a time and you should always have one on you at all times.
  • Inner Will is primarily for priests who are just starting out and who may not have the mana efficiency required for Inner Fire just yet. Once you feel that you have a handle on your mana pool, Inner Fire is going to be the buff of choice.
  • It is possible to “dance” between buffs, as needed. For example, if you need a movement speed increase, you can swap from Inner Fire to Inner Will and then revert back once you do not need that advantage anymore. Or you can go from Inner Fire to Inner Will if you are running low on mana and feel that the buff could help your mana conservation.


  • A utility based spell that allows the target to levitate, reducing the speed of falling and allowing them to walk on water, or other liquid surfaces.
  • Levitate cannot be cast on targets who are mounted and any damage received will break the effect.
  • Can only be cast on people in your raid group or party.
  • Normally requires a reagent to cast, but Glyph of Levitate removes the need for this.
  • While it does not have many practical purposes in a PVE environment, Levitate can be used to avoid the Quake ability from the Crystalspawn Giants in the Stonecore instance.

Power Word: Fortitude

  • A party or raid buff that provides a certain amount of Stamina to the group for 1 hour.
  • This buff should be kept up all times and refreshed promptly, if a target dies and is brought back to life.
  • Does not stack with Blood Pact, Commanding Shout, or Qiraji Fortitude.

Shadow Protection

  • A party or raid buff that provides a certain amount of shadow resistance to the group for 1 hour.
  • This buff is only required for fights that involve shadow damage, as it significantly boosts your resistance to shadow spells only.
  • Does not stack with Resistance Aura.


Dispel Magic

  • A spell that can remove magical debuffs from yourself or your allies and that can remove buffs from enemy targets.

Mass Dispel

  • A spell that will attempt to remove 1 harmful debuff from any friendly targets or 1 buff from any enemy targets within a 15 yard radius.
  • Can affect a maximum of 10 friendly or 10 enemy targets.
  • Mass Dispel can remove magical effects that Dispel Magic cannot, such as Banish, Divine Shield, or Ice Block.
  • Targets those closest to the center of the green targeting circle and then moves outward.

Shackle Undead

  • A form of crowd control that works on Undead enemies and makes them unable to move or attack.

Cure Disease

  • Removes one disease from a friendly target.


  • Please see the Chakra section of this guide for more information on this ability.

Guardian Spirit

  • An instant cast ability that causes a target to receive 60% more healing for 10 seconds. If a player dies while under the effects of Guardian Spirit, the Spirit will sacrifice itself to heal them for 50% of their maximum health.
  • Guardian Spirit is not affected by the global cooldown and the heal from it is able to crit.
  • The most Guardian Spirit can heal for is 200% of the maximum health of the caster, not the target.
  • The component of Guardian Spirit that increases healing received only lasts as long as the target survives. If the target dies and is brought back to life by Guardian Spirit, they no longer have that part of the buff on them, even if there was still enough time left on the buff for them to benefit from it.
  • This spell is most often used on tanks and can either be used at your discretion or can be requested in advance.

Hymn of Hope

  • A channeled spell that restores 2% mana to up to 3 nearby party or raid members with the lowest amount of mana for 8 seconds and increases their total maximum mana by 15% for 8 seconds.
  • Should be used in situations where you or others around you are low on mana and need help getting some of it back. For the best effect, use abilities that give you mana back, based on your maximum mana while the buff from Hymn of Hope is active (i.e. Arcane Torrent, Shadowfiend).
  • Priests now have 100% spell pushback while channeling this spell and will not be interrupted or lose channeling time because of incoming damage. However, you can still be stunned or interrupted and be forced to stop channeling because of this.

Leap of Faith

  • Also known as “Life Grip,” and pulls a party or raid member to your location.
  • Can be used to help with kiting situations or to help pull an ally out of something bad they are standing in.


  • Brings a dead player back to life. Cannot be used in combat.


  • Used to temporarily reduce the amount of aggro that you have or that you generate while in groups.
  • Should be used wisely and not spammed repeatedly throughout an encounter.

Psychic Scream

  • A form of crowd control that causes up to 5 nearby enemy targets to run away in fear.
  • Psychic Scream is not a reliable form of crowd control and should be used wisely in instances, especially in places where enemy targets are tightly grouped together. If you find that you have aggro, it is best to run towards the tank, so they can pull the enemies off of you. Using this spell to make them run away in fear only makes it harder for the tank to pick up threat on those targets again.


  • Summons a pet that temporarily fights for you and whose attacks help you regenerate mana when they land.
  • Each successful strike from a shadowfiend returns 3% of your maximum mana, so it is best to use it when you are under the effect of something that will increase the size of your mana pool (i.e. Power Torrent, a trinket like Fiery Quintessence).
  • Should be used on targets that are not near death, as the shadowfiend may not find another target right away if its current target dies and it may stand there and do nothing.
  • Can return more mana if used while Bloodlust or Heroism is active.
  • It was widely suggested at one point to use shadowfiend with Hymn of Hope to get the most mana back. While this strategy does indeed work, it can also be a challenge to time both abilities just right and to make sure that each ability sees its full duration (i.e. the shadowfiend does not die early or stops attacking or you get interrupted while channeling Hymn of Hope).


Introduced in Cataclysm, Chakra is a core ability for any holy priest, whether they are doing dailies by themselves or in a group and providing much needed healing. Chakra can be confusing and even overwhelming to some priests, but can become easy to use and adapt to with a little patience.

To place yourself in a Chakra state, simply cast Chakra and then cast one of eight spells immediately after that. Whichever spell you choose to cast next will determine which Chakra state that you enter.

Casting Heal, Flash Heal, Greater Heal, or Binding Heal after casting Chakra will put you into Chakra: Serenity, which is our tank or single target healing stance. While in this particular Chakra, your direct healing spells have a 10% increased chance to crit and they will refresh the duration of a Renew that is already present on the target.

Casting Prayer of Mending or Prayer of Healing after casting Chakra will put you into Chakra: Sanctuary, which is our AOE or raid healing stance. This Chakra increases the healing done by your AOE healing spells and Renew by 15% and reduces the cooldown of Circle of Healing by 2 seconds.

You can also choose to enter a third state, called Chakra: Chastise, by casting Smite or Mind Spike after casting Chakra. This state increases your total damage done with holy and shadow spells by 15%.

In order to get the most out of your Chakra states, you want to place a talent point into a nearby talent in the holy tree called Revelations, which will convert your Holy Word: Chastise spell into another ability, depending on which Chakra state that you are in at the time.

Being in Chakra: Serenity will give you access to a spell called Holy Word: Serenity, which provides an instant cast direct heal on a target and increases your chance to critically heal that player by 25% for 8 seconds. Comes with a 10 second cooldown.

Holy Word: Sanctuary will become available to you once you activate Chakra: Sanctuary and lets you create a zone of healing light on the ground which heals anyone standing inside of it every 2 seconds for 18 seconds. It used to provide diminished returns, if more than 6 people were standing inside of it, but this was recently removed. Comes with a 40 second cooldown.

Chakra: Chastise is the only Chakra state which does not change Holy Word: Chastise into something else. The spell remains exactly the same as it is when you are not in a Chakra state.

Chakra comes with a 30 second cooldown, so if you enter the wrong Chakra state by mistake, you will have to wait at least 30 seconds to change into the correct stance. However, once you enter a Chakra state, you can remain in it, indefinitely. In the past, you had to maintain your Chakra state by casting certain spells (the ones that you would use to enter a Chakra state, to begin with), but that was removed a short time after Cataclysm launched.

For more information on Chakra, please see my Guide to the Chakra Sutra.


The most popular talent builds for a holy priest do not leave much in the way of versatility or options, mostly because we have very few filler talents to speak of. All of our talent points go towards things that we need in order to do our jobs well, and so we rarely have additional points to play with or to put into less useful things.

The two most common builds tend to revolve around your stat priority or which secondary stats you decide you want to gear for. Some talents are optional, while others are quite mandatory. Here are some builds that I would suggest for you to choose from, depending on your current situation.

For the holy priest who has just turned 85 or is gearing up through 5 mans:

This spec makes a great starter build for an up and coming holy priest, with an emphasis on talents that will help you manage your mana and that will help enhance the basic spells that you will be relying on in a 5 man setting.

Darkness and Divine Fury are important, as your spells are going to feel like they take a long time to cast, and every little bit of Haste helps. You also want to try and start gearing towards that first Haste breakpoint of 12.50, so you can get an extra tick of Renew and Divine Hymn. Speaking of Divine Hymn, I only placed 1 talent point into Heavenly Voice, as you should not be using Divine Hymn too much in a 5 man dungeon. Most of your talent points in this build will go towards enhancing your single target heals, like Heal, Flash Heal, and Greater Heal.

For the raiding holy priest, who is choosing to gear for Haste over Mastery:



This build is not much different than the previous starter build, with a few noticeable differences. Surge of Light has been removed, as you will most likely not be using most of the spells that would proc this talent in a raid enough where you would really benefit from having it. A second talent point has been placed into Heavenly Voice, as Divine Hymn is a very powerful cooldown and will be used frequently. One point was placed in Rapid Renewal, as Renew will start seeing more use as a spot heal once your gear improves and you should always be keeping Renew on the tank.

For the raiding holy priest, who is choosing to gear for Mastery over Haste:

This build is a more refined version of the previous two and focuses more on survivability and raw throughput, with less emphasis on Haste. Darkness is out, which leaves 3 additional talent points to put elsewhere. I would recommend placing these points into Inner Sanctum, as Blessed Resilience only helps you if you are the focus of an attack. Any damage caused by general raid damage or things like that will not proc this talent for you anymore. The 6% reduction in spell damage will benefit you in situations like those and especially if you find yourself breaking into Heroic modes, where the incoming raid damage can be quite intense.


Our Mastery is called Echo of Light and it allows each direct heal that you cast on someone to heal them for an additional 16% over 6 seconds. Each additional point of Mastery that you have will increase the size of this heal by an extra 1.25%. The heal over time portion of Echo of Light ticks 6 times, or once per second. This healing is not affected by your Critical Strike or Haste rating.

“How does Echo of Light work?”

Any time that you cast one of the above mentioned heals or healing effects on someone, Echo of Light will leave behind a heal over time effect on them for 16% of how much that ability healed them for. For example:

Obscene’s Flash Heal heals Obscene for 16471
Obscene gains 455 health from Obscene’s Echo of Light
Obscene gains 455 health from Obscene’s Echo of Light
Obscene gains 455 health from Obscene’s Echo of Light
Obscene gains 454 health from Obscene’s Echo of Light
Obscene gains 455 health from Obscene’s Echo of Light
Obscene gains 455 health from Obscene’s Echo of Light

Admittedly, that doesn’t sound like a lot. Where Echo of Light really shines is with abilities that heal more than one person, like Circle of Healing and Prayer of Healing. Having numerous people receive an additional heal over time on them after you heal them is pretty nice and makes a difference on fights with heavy AOE damage. People standing in the effects of Holy Word: Sanctuary will also receive heals from Echo of Light and it will refresh itself as the person stands inside of it and for as long as the healing zone is generating heals.

Obscene’s Holy Word: Sanctuary heals Obscene for 680
Obscene gains 19 Health from Obscene’s Echo of Light
Obscene’s Holy Word: Sanctuary heals Obscene for 674
Obscene gains 19 Health from Obscene’s Echo of Light
Obscene’s Echo of Light is refreshed on Obscene
Obscene gains 28 Health from Obscene’s Echo of Light
Obscene’s Holy Word: Sanctuary heals Obscene for 621
Obscene gains 28 Health from Obscene’s Echo of Light
Obscene’s Echo of Light is refreshed on Obscene

This brings up a very good point and the next thing I will talk about.

“How does Echo of Light refresh itself?”

At first glance, it is easy to think that the heal over time placed by Echo of Light from a larger heal will be clipped by one from a smaller heal and then the overall effectiveness will be reduced. I used to think this way, too. Luckily, Echo of Light works in such a way where the overall HPS does not change because of this and will still provide a consistent amount of healing. Let’s say that I cast Greater Heal on myself and then Heal shortly after it.

Obscene’s Greater Heal heals Obscene for 21408
Obscene gains Obscene’s Echo of Light
Obscene gains 592 Health from Obscene’s Echo of Light
Obscene gains 592 Health from Obscene’s Echo of Light
Obscene’s Heal heals Obscene for 8026
Obscene’s Echo of Light is refreshed on Obscene
Obscene gains 517 Health from Obscene’s Echo of Light
Obscene gains 517 Health from Obscene’s Echo of Light
Obscene gains 517 Health from Obscene’s Echo of Light
Obscene gains 517 Health from Obscene’s Echo of Light
Obscene gains 518 Health from Obscene’s Echo of Light
Obscene gains 517 Health from Obscene’s Echo of Light
Obscene gains 517 Health from Obscene’s Echo of Light

You may notice that the ticks from Echo of Light which came after Heal are healing for less than those that came after Greater Heal. You may also notice that refreshing Echo of Light before it was finished ticking down caused a 7th tick of Echo of Light to take place the next time around. As stated earlier, Echo of Light typically only provides 6 ticks. What does it all mean? It means that you did not actually heal for any less because you refreshed Echo of Light with a smaller heal. Let me show you how.

If you total up all of the Echo of Light ticks that took place in the previous example, you would come up with 4803. This is roughly the sum of 16% of the amount of your Greater Heal (3425) plus 16% of the amount of your Heal (1284) or what each would have normally healed for had the heal not been clipped. You can see that you have not actually lost any healing. You probably gained some, depending on how much Mastery rating you have. Mine is currently at 13.25 for the purpose of these examples.

The game took the amount of healing done by Echo of Light from the first heal (21408 x 16%), subtracted the healing that was already done (592 + 591) and then adds the healing that would take place by Echo of Light from the next spell (8026 x 16%). Then it divides that amount by 7, which give you 7 ticks of Echo of Light.

3425 – 1183 = 2242 + 1284 = 3526/7

When you add it all up, you will see that your Echo of Light was not affected negatively and you have not lost any healing by casting a smaller heal over a larger one.

(Excerpts taken from my original post, called “Understanding Echo of Light.”)


For the rare occasions that you will be tank healing, you will want to make sure you are in Chakra: Serenity before you do anything else. Tank healing while holy tends to follow more of a rotation, so here are the steps I would suggest to follow when doing so.

Step #1: Cast Prayer of Mending on the tank and refresh on cooldown.

Step #2: Cast Renew.

Step #3: Spam Heal, as it is extremely mana efficient and keeps Renew and Echo of Light rolling on the tank, along with Inspiration.

Step #4: Use Holy Word: Serenity if the tank suddenly gets low. Follow it up with a fast heal, like Flash Heal. Use another Flash Heal if the previous one was not enough and then Greater Heal, if you require even more healing.

Step #5: Repeat, as necessary.

Flash Heal will give you one stack of Serendipity each time that you use it, so make sure you try to stabilize the tank with Flash Heal before you go straight to using Greater Heal. Trying to cast Greater Heal without any stacks of Serendipity present will be more expensive and it will take longer to cast.

Use Renew as a spot heal for individuals who may need healing in your party or Prayer of Healing if at least 3 people in the party require healing. If you take damage, use Binding Heal on the tank or someone else. Try not to use Circle of Healing too much in a 5m setting, unless you find that you need to heal while moving.


Chakra: Sanctuary will be your Chakra of choice, for when you are asked to heal the raid, which will be more often than not. Make sure you are in this stance before you begin tossing out heals. There tends to be less of a rotation for raid healing than there is for tank healing, but there are some important things to bear in mind.

Rule #1: Start off the pull by casting Prayer of Mending, preferably on the tank. It is possible to cast it on other targets during an encounter, depending on how much raid damage is going out. As stated in the tank healing section, you should be using Prayer of Mending on cooldown.

Rule #2: If at least 3 people in the raid, who are not in the same party are taking damage, use Circle of Healing.

If at least 3 people in the raid, who are in the same party have taken damage, use Prayer of Healing. Always use Circle of Healing first, then try to heal any groups back up to full with Prayer of Healing.

Rule #3: Always drop a Lightwell. Make sure you have a macro to announce that you have cast a Lightwell and be sure to vocalize where the Lightwell is in Vent or Mumble, if you can. If you notice that people are not clicking your Lightwell, ask people if dropping it in a better place may help. The most common reason that people do not click it is because they either cannot see it or they cannot reach it. Try to meet them halfway on this.

Contrary to popular opinion, it may not always be best to drop a Lightwell at the start of the pull. Some fights like Yor’sahj or Ultraxion have raid wide damage that takes a while to get going. Make sure you are dropping your Lightwell during times where it will get the most use.

Rule #4: Use Holy Word: Sanctuary carefully. Be sure to use this spell only during times where people are guranteed to be grouped up and standing still long enough to benefit from the healing that it puts out. For instance, you do not want to drop it when everyone is running around the platform on Hagara. But you will want to drop it throughout most of the Ultraxion fight, as you are standing in one place for the majority of the encounter.

Another piece of advice I would give you about Holy Word: Sanctuary is to give it time for it to do its thing. The healing that comes from this spell does not come quickly, but it does build up over time to eventually put out some nice numbers. It does not make any sense to drop a Sanctuary zone and then immediately override your own heals by spamming Circle of Healing or Prayer of Healing. There are situations where the outgoing raid damage is so intense that you will be casting frantically, in order to keep up. But more often than not it does not hurt to cast Holy Word: Sanctuary and then keep an eye on the healing that it is slowly being put out, filling in gaps when needed.

Rule #5: Do not spam Renew. Renew makes a great spot heal for individuals who are taking damage and in situations where your group healing spells may be overkill. Renew is great to keep rolling on a tank, if you can afford to do so. But please do not use Renew en masse to keep your raid up through incoming damage. You have other spells that can handle this better and without causing you to run out of mana so quickly.



The first thing I would like to suggest, regarding glyphs, is that you always keep a stack of Dust of Disappearance on you. There are some fights where some glyphs may shine more than others and it helps to tailor your glyph choices to meet your needs. While there are a number of glyphs available for holy priests, there are only a select few that are worth even considering. Here are some of the top choices that you may want to pick up for yourself.

[Glyph of Power Word: Shield]
This glyph can be useful when you are first starting out, as the heal that comes from putting a shield on someone is considered a direct heal, for the purpose of refreshing Renew while in Chakra: Serenity.

[Glyph of Lightwell]
This is a vital glyph that gives your Lightwell 5 extra charges for people to use. The only downside to this glyph is that like most things concerning Lightwell, its usefulness is dependent on the people in your raid or party actually using it. If your group tends to ignore the Lightwell, this glyph may not be the best for you.

[Glyph of Renew]
This glyph can be useful, depending on how often you use Renew and how much of your healing on the tank from Renew goes straight to overhealing.

[Glyph of Prayer of Healing]
An essential glyph, which leaves a HoT on targets healed by Prayer of Healing for 20% of the initial heal. Shines in a 5 man setting, but shines even more in raids.

[Glyph of Guardian Spirit]
This glyph used to be much more powerful in the previous expansion, but still has some use in recent times. If you are about to heal an encounter where Guardian Spirit is really relied upon or you are expected to use it at specific times, this glyph may be a good choice for you. If you are using Guardian Spirit on more of a “free for all” basis, I would consider a different glyph.


[Glyph of Desperation]
This glyph is considered to be more of a PVP glyph, but I have found uses for it in a PVE setting. You can use it while entombed on Hagara and also while wrapped up in a tentacle on Spine of Deathwing. While it is not overwhelmingly useful, there are situations where this glyph can come in handy for you. Feel free to experiment and see what other fights you could get some use out of this one on.

[Glyph of Circle of Healing]
The recent change to this glyph, which increased its mana cost by 20% means that it could be less useful to you in a 10m setting, where Prayer of Healing tends to be used more and often times for less mana. I would consider this an essential glyph for a 25 man raider, but more of a toss up for someone who is raiding in a 10 man group.

[Glyph of Prayer of Mending]
Another glyph that is mandatory, this glyph causes the first heal provided by Prayer of Mending to heal for an additional 60%. This should be more of an incentive for you to keep Prayer of Mending bouncing at all times and the healing from this glyph can make a nice showing on the meters, too.

[Glyph of Fade]
This glyph can be useful when first starting out, especially if you are running with tanks who have just hit level 85 and are finding their footing, too. There should not be too many situations where you would need this glyph in a raid setting. If you do, this may mean you need to have a conversation with your tanks to try and understand where the problem lies.


[Glyph of Fortitude]
This glyph can help save you a bit of mana when you are buffing the raid before the pull or if you have to buff someone who has just received a battle res.

[Glyph of Shadow Protection]
This glyph makes it so that you do not have to re-apply the Shadow Protection buff as often. Mind you, there are not many situations where you need it for more than 30 minutes at a time, but this glyph is there if you do find yourself in that type of predicament.

[Glyph of Levitate]
More of a vanity glyph or something fun to have on you. Levitate has never been an essential spell, but not having to carry reagents around is always a good thing.

[Glyph of Shadowfiend]
Some priests feel that this glyph has declined in usefulness, as Shadowfiend now takes 90% less AOE damage. I still think it is better to be safe than sorry and the added insurance does not hurt. This glyph may not be as useful as it once was, but I think it still has a place in one of your glyph slots.



Arcanum of Hyjal
+60 Intellect and 35 Critical Strike Rating
Guardians of Hyjal – Revered


Lesser Inscription of Charged Lodestone
+30 Intellect and 20 Haste Rating
Therazane – Honored

Greater Inscription of Charged Lodestone
+50 Intellect and 25 Haste Rating
Therazane – Revered

Felfire Inscription
+130 Intellect and 25 Haste Rating


Enchant Cloak – Intellect
+30 Intellect

Enchant Cloak – Greater Intellect
+50 Intellect

Darkglow Embroidery (Rank 2)
Chance to increase your Spirit by 580 for 15 seconds when you cast a spell

Lightweave Embroidery (Rank 2)
Chance to increase your Intellect by 580 for 15 seconds when you cast a spell.


Enchant Chest – Mighty Stats
+15 to all stats

Enchant Chest – Peerless Stats
+20 to all stats


Draconic Embossment – Intellect
+130 Intellect

Enchant Bracer – Speed
+50 Haste

Enchant Bracer – Greater Speed
+65 Haste

Enchant Bracer – Mighty Intellect
+50 Intellect


Enchant Gloves – Greater Mastery
+65 Mastery

Enchant Gloves – Haste
+50 Haste


Ghostly Spellthread
+55 Intellect and 45 Spirit

Powerful Ghostly Spellthread
+95 Intellect and 55 Spirit

Sanctified Spellthread (Rank 2)
+95 Intellect and 55 Spirit


Enchant Boots – Haste
+50 Haste

Enchant Boots – Lavawalker
+35 Mastery and Minor Movement Speed

Enchant Boots – Mastery
+50 Mastery


Enchant Weapon – Heartsong
Chance to increase Spirit by 200 for 15 seconds when healing or dealing damage with spells

Enchant Weapon – Power Torrent
Chance to increase Intellect for 500 for 12 seconds when dealing damage or healing with spells

Which should you choose?

If you are interested solely in regen, choose Heartsong. If you are interested in less regen with some throughput on the side, choose Power Torrent.

For more information on both of these enchants, please view my original Heartsong v. Power Torrent post.


Enchant Off-Hand – Superior Intellect
+40 Intellect


If you are looking to fill a red socket:
Brilliant Inferno Ruby: +40 Intellect (rare)
Brilliant Queen’s Garnet: +50 Intellect (epic)

If you are looking to fill a yellow socket:
Artful Ember Topaz: + 20 Intellect and 20 Mastery (rare)
Artful Lava Coral: +25 Intellect and 25 Mastery (epic)


If you are looking to fill a a blue socket:
Purified Demonseye: +20 Intellect and 20 Spirit (rare)
Purified Shadow Spinel: +25 Intellect and 25 Spirit (epic)

Meta gems:
Ember Shadowspirit Diamond: +54 Intellect and 2% Maximum Mana (requires at least 2 yellow gems)
Burning Shadowspirit Diamond: +54 Intellect and 3% Increased Critical Effect (requires at least 3 red gems)


Flask of Flowing Water: Increases Spirit by 300 for 1 hour
Flask of the Draconic Mind: Increases Intellect by 300 for 1 hour

Delicious Sagefish Tail: Increases Spirit and Stamina by 90 for 1 hour
Severed Sagefish Head: Increases Intellect and Stamina by 90 for 1 hour
Basilisk Liverdog: Increases Haste and Stamina by 90 for 1 hour
Lavascale Minestrone: Increases Mastery and Stamina by 90 for 1 hour


Mythical Mana Potion: Restores 9250 to 10,750 mana. 1 minute cooldown.
Potion of Concentration: Restores 22,000 over 10 seconds, but requires you to stand still and channel to gain the full effect.
Volcanic Potion: Increases Intellect by 1200 for 25 seconds. Great for situations where mana is not an issue, but additional throughput is.

Understanding Heart Of Unliving

25 Dec

As mentioned in my updated loot listing for patch 4.3, Heart of Unliving is widely believed to be one of the best in slot trinkets for healing priests.  However, it wasn’t always that way.  Let’s take a look at how far Heart of Unliving has come, since it was first made available on the PTR, and just what exactly you can and should do with it.

“What is Heart of Unliving?”

Heart of Unliving is an epic quality trinket, which comes from the Spine of Deathwing encounter, in Dragon Soul.  When it first came out, Heart of Unliving had no Intellect on it and only provided a stacking Spirit buff.  Shortly after patch 4.3 went live, it was changed to now look like this (from Normal difficulty):



“How does Heart of Unliving work?”

Heart of Unliving comes with a flat amount of Intellect, but healing spells that you cast can give you a buff called Expansive Mind, which gives you 88 Spirit for the next 10 seconds and this effect can stack up to 10 times.  So, if you are good about watching and maintaining your stacks of this buff, you could enjoy a near constant 880 Spirit.  That’s pretty mind-blowing.

“What spells/effects will proc Heart of Unliving?”

Unlike similar trinkets that you may have had in the past, like Majestic Dragon Figurine or Solace of the Fallen, the stacks from Heart of Unliving are a bit more difficult to keep up. You may have noticed that when I answered the previous question that I said “healing spells that you cast can give you a buff called Expansive Mind,” meaning that not every healing spell in your toolbox is guaranteed to give you a stack.  It’s important to not only know what spells or abilities will give you stacks, but which ones will also help you keep those stacks up, so they don’t fall off and so you don’t lose the Spirit buff.  Also, please note that you do not gain a stack of Expansive Mind until you finish casting a spell.  So, there is a possibility that you can lose your stacks in mid-cast.


The following spells/effects will give you one stack of Expansive Mind, unless otherwise stated:

Binding Heal – Gives 2 stacks, one for each person healed.
Circle of Healing – 1 stack, per person healed.
Divine Hymn – 1 stack per heal, per person healed.  Using this spell with Heart of Unliving is guaranteed to give you a full 10 stacks of Expansive Mind.  Any heal from Divine Hymn that would give you more than 10 stacks will instead refresh the stacks that you already have.
Flash Heal
Greater Heal
Holy Word: Serenity
Penance – 1 per tick of the channeled spell.
Power Word: Shield
Prayer of Healing – 1 stack, per person healed.
Prayer of Mending – 1 upon casting, no stacks are given when the spell bounces.
Renew – 1 for the cast, the HoT portion does not give any stacks.


These spells or abilities will not give you stacks of Expansive Mind:

Cure Disease
Desperate Prayer
Dispel Magic – Does not give a stack, even if you glyph for it and it heals the target.
Fear Ward
Guardian Spirit – The cast itself and the heal given by the spell both do not give stacks of Expansive Mind.
Holy Fire – Atonement healing from this spell did not give any stacks.
Holy Nova
Holy Word: Sanctuary
Hymn of Hope
Inner Fire
Inner Focus
Inner Will
Lightwell – Neither the cast itself or using charges from the Lightwell will give stacks.
Mass Dispel
Pain Suppression
Power Infusion
Power Word: Barrier
Power Word: Fortitude
Shadow Protection
Smite – Atonement heals from this spell did not give stacks of Expansive Mind.


“Should you be using Heart of Unliving?”

Yes!  However, I didn’t start really needing it, for regen purposes, until I started working on the Warmaster Blackhorn encounter with my group.  My mana was fine, when I was healing everything up to that point.  As we started working on Blackhorn, Spine, and Madness, I was really having to watch my mana usage and I had to make every cooldown count.

One thing that will benefit you in the long run is to make sure that the resto shaman in your raid get this trinket before you do.  Heart of Unliving is one of the few trinkets that works in tandem with a shaman’s Mana Tide Totem – something that every caster in your raid will benefit from, including yourself.  It may be tempting to take the trinket for yourself first, but you will gain more by giving it to a shaman, instead.  Think of what will benefit the raid as a whole, before you think of what benefits only yourself.

If you find that you’re not having any luck with Heart of Unliving dropping in your raid, try running LFR and getting it that way.  While you will get slightly less Intellect and Spirit than you would from the Normal version of the trinket, it’s still a mighty nice item to have on you.  I would take it any way that you can get it.

Doing The Math Behind The Hyjal Rep Trinkets

14 Nov

When you achieve Revered status with the Avengers of Hyjal faction, you are able to purchase 5 new trinkets from Naresir Stormfury, the Quartermaster for that particular faction in the Molten Front.  Only 2 of these trinkets seem geared for casters and while they may not seem to be the obvious upgrades that the trinkets directly from the Firelands instance are, they are still worth taking a look at and possibly even equipping.

Let’s take a look at how the Fiery Quintessence and the Rune of Zeth stack up against each other.  Are they worth taking?  Why or why not?

The real difference between these two trinkets is not the amount of consistent stats that you get from them – the 383 Spirit from the Quintessence and the 383 Critical Strike from the Rune – but the amount of Intellect that you get from the on-use effect, the duration of the effect, and the cooldown of each trinket.  These three factors are what set these trinkets apart from one another and will help you decide which one is right for you.  The initial stats that they come with will play a part in this decision, but not nearly as much as the on-use effect will.

Let’s start off with exploring the proc a bit further.

The Quintessence gives you 1149 Intellect for 25 seconds, with a 1 minute and 30 second cooldown.  From looking at the logs for my group’s collective boss kills in Firelands, the average boss fight lasts about 5 minutes.  Using a formula that I picked up from the forums over at AskMrRobot, we will take a look at how much overall Intellect that proc will give you, if used properly.

4 x 25 / 300 = 33%

We will start by converting a 5 minute boss fight into seconds, which is 300 seconds.  Assuming that you use the Quintessence on the pull, you will then be able to use it at the 90 second mark, the 180 second mark, and the 270 second mark.  The fight will end at 300 seconds, meaning it will end before your next chance to use the trinket, which would be at the 360 second mark.  Overall, you will be able to use the trinket 4 times.  The buff that you receive from the Quintessence lasts 25 seconds.  So, the formula goes like this:

# of times the trinket is used x  duration of the effect / duration of the fight, in seconds = percentage of overall Intellect gained over the course of an encounter

The on-use effect from the Quintessence gives you 1149 Intellect.  33% of this is 379 Intellect (rounded down).  So, if you use the trinket when you are supposed to, you can expect to have an average 379 Intellect, overall on a 5 minute encounter.  This gives you more Intellect than other trinkets with a flat amount of Intellect on them, like the Darkmoon Card: Tsunami or the Vibrant Alchemist Stone, and even comes close to giving you the same amount of Intellect as newer trinket, such as the Jaws of Defeat or the Eye of Blazing Power.

Those calculations were for what is considered to be a short fight.  Let’s see how the Fiery Quintessence stacks up on a longer fight, like on Ragnaros.  Our average attempts on Ragnaros lasted about 9 minutes, which converts to 540 seconds.  I would use the trinket at the pull, then at the 90 second mark, the 180 second mark, the 270 second, the 360 second, and the 450 second.  Because the fight would presumably end at the 540 second mark, I will assume that I won’t pop the trinket at that point, because the fight will already be over and I should have to do too much healing at that point.  So, I will be using the trinket 6 times on the Ragnaros encounter.  The formula will now look like this:

6 x 25 / 540 = 27%

1149 x 27% = 310 Intellect

On a longer fight, the amount of overall Intellect was much less than most trinkets that you would otherwise have available to you, even ones from a tier behind the current one.  So, for Ragnaros, I would probably use one of my other trinkets instead of this one.  If I’m healing a shorter encounter, like Alysrazor or Beth’tilac, I would probably use the Fiery Quintessence, but not for longer encounters that could go well beyond 5 or 6 minutes or even up to 9 or 10 minutes.

We have seen what the Fiery Quintessence can do and how much it can help you on shorter encounters, but what about the Rune of Zeth?  Does the fact the Rune of Zeth gives you more Intellect make it more desirable than the Quintessence?  Let’s crunch those numbers and see!


While the Rune of Zeth may give you 1277 Intellect, over the Quintessence’s 1149, the on-use effect only lasts for 15 seconds, instead of 25 seconds.  The Rune also comes with a one minute cooldown, as opposed to the 90 second cooldown from the Quintessence.  Because of these things, the formula is going to look a bit different.  Assuming that we have the Rune of Zeth equipped, instead of the Fiery Quintessence, on a 5 minute fight, the formula will look like this:

5 x 15 / 300 = 25%

You would use the Rune immediately on the pull, then at the 60 second mark, the 120 second, the 180 second, and the 240 second mark.  Again, the fight would end at the 300 second mark, and you would probably not need to pop the trinket and continue healing once the fight is over.  You would get to use the Rune 5 times during this encounter.  5 times, multiplied by the 15 second duration of each effect, divided by the 300 second duration of the encounter gives you 25% of the on-use effect in Intellect, overall.

1277 x 25% = 319 Intellect

As you can see, this is much less than what the Fiery Quintessence would give you, on a fight that lasts for the same amount of time.  You were getting more Intellect with each use and you were able to use the trinket one more time, but the duration of the effect was 10 seconds shorter each time.  This led to a lower uptime of the buff being active, which cut into your overall Intellect gained.  Now, let’s see how the Rune of Zeth works on a longer fight, like our 9 minute Ragnaros encounter.

You would use the Rune of Zeth on the pull, then at the 60 second mark, the 120 second, the 180 second, the 240 second, the 300 second, the 360 second, the 420 second, and the 480 second mark.  The fight would end at 540 seconds and the trinket should not need to be popped again.  This means you would be able to use the Rune of Zeth 9 times on a 9 minute encounter.  Your formula should look like this:

9 x 15 / 540 = 25%

Interesting.  You still get 25% of the Intellect from the Rune of Zeth’s on-use effect during a 9 minute encounter, as you would during a 5 minute encounter.  That would give you 319 Intellect, as opposed to the 310 Intellect you would get from the Fiery Quintessence on the same fight.  While both are still well below what other trinkets can give you, the Rune of Zeth would give you more in this situation.

What I choose to take away from this is that in terms of raw Spell Power, the Fiery Quintessence appears to be better, but only for fights with a short duration.  Longer fights will not give you the overall Intellect that other trinkets would and would result in a loss of Spell Power.  If you’re looking at either of these two trinkets for regen purposes, it’s safe to say that discipline priests will probably want the Rune of Zeth (as the slightly larger amount of Intellect on there will help them with Rapture, which is based on your total amount of mana at the time) and holy priests would want to stick with the Fiery Quintessence (as we get more from raw Spirit, due to Holy Concentration).

While there are certainly better trinkets in Firelands, itself and even in the up coming Dragon Soul raid, it never hurts to keep your options open and to swap out trinkets, as needed between fights.  Until I can get my hands on better, I have no problem equipping a Fiery Quintessence and seeing what kind of results I can produce.  Hopefully, I’ve given you all something to think about and maybe you will even consider trying one of these wonderful trinkets out, the next time you swing by the Avengers of Hyjal Quartermaster.

A huge thank you to the folks over at AskMrRobot, for the fantastic information and formulas that were given on the thread that I linked above.  Feel free to give their site a try sometime and see how your gear and build look, according to their calculations.  You just might be surprised at what you find there.  I know I was!

Understanding Serendipity

21 Jul

Serendipity is a talent in the holy tree that I feel a lot of priests take without realizing how important it is or how much they can get out of it. I have always had a great appreciation for Serendipity and I thought I would take the time to explain just how this talent works and how you can get the most out of it, too.

What is Serendipity?”

Serendipity is a 15 point talent in the holy tree that gives you a buff that stacks up to two times when you use Binding Heal or Flash Heal. Each stack of Serendipity reduces the cast time and mana cost of your next Greater Heal or Prayer of Healing. Having one point in Serendipity reduces the cast time of your next Greater Heal or Prayer of Healing by 10% and its mana cost by 5% per stack. Two points in Serendipity will reduce the cast time by 20% and the mana cost by 10% with each stack.

How does it work?”

Normally, my Greater Heal costs 5559 mana and takes 2.16 seconds to cast.  My Prayer of Healing costs 5353 and also takes 2.16 seconds to cast.  Let’s take a look at how each stack changes these two spells.

One stack (reduces the cast time by 20%, the mana cost by 10%)
Greater Heal – 5003, 1.73 seconds
Prayer of Healing – 4817, 1.73 seconds

Two stacks (reduces the cast time by 40%, the mana cost by 20%)
Greater Heal – 4447, 1.3 seconds
Prayer of Healing – 4282, 1.3 seconds

Let’s see what you would have been spending, if you didn’t have points in Serendipity.

Binding Heal/Flash Heal #1 – 5765
Binding Heal/Flash Heal #2 – 5765
Greater Heal – 5559
Total spent:  17,089

Binding Heal/Flash Heal #1 – 5765
Binding Heal/Flash Heal #2 – 5765
Prayer of Healing – 5003
Total spent:  16,533

Now with both points in Serendipity:

Binding Heal/Flash Heal #1 – 5765
Binding Heal/Flash Heal #2 – 5765
Greater Heal – 4447
Total spent:  15,977
Mana saved:  1112

Binding Heal/Flash Heal #1 – 5765
Binding Heal/Flash Heal #2 – 5765
Prayer of Healing – 4282
Total spent:  15,812
Mana saved: 721

From looking at these numbers, we can see that you save more mana by putting Serendipity towards Greater Heal instead of Prayer of Healing.

Does that mean you shouldn’t use Serendipity for Prayer of Healing?”

Absolutely not.  While you may not save as much mana by casting Prayer of Healing after building a stack or two of Serendipity, it can be incredibly helpful to have a powerful 1.3 second AOE healing spell when you need it.

Here are some other things to bear in mind, regarding Serendipity:

You don’t always have to use it.
Sometimes a situation just calls for a Binding Heal or a Flash Heal.  Serendipity tends to be one of those buffs that you may feel obligated to use or to build a second stack of.  I would encourage you to only do this if the situation calls for it.  Remember, you’re still spending mana for a spell you may not need.  Serendipity does not make your next Greater Heal or Prayer of Healing free, it just reduces its mana cost.  So if you find that you have a stack or two of Serendipity to burn and you don’t have a use for those stacks, just let them fall off.  Don’t feel obligated to use them up or to maintain stacks of Serendipity, because you can refresh them with additional casts of Binding Heal or Flash Heal.

Sometimes one stack is enough.
Along with the urge to use your Serendipity stacks when the situation doesn’t call for it, there’s also the temptation to always use two stacks instead of just one.  Again, if the situation calls for a Greater Heal or a Prayer of Healing and you only have one stack of Serendipity, go ahead and cast that Greater Heal or Prayer of Healing.  You’re still saving some mana and casting your next spell at a reduced cast time.  I wouldn’t suggest making people wait for much needed healing, just because you feel you could save a bit more mana or shave off a few more seconds from your next spell’s cast time.

Know which spell to use and when.
You can use any combination of Binding Heal and Flash Heal to give yourself Serendipity.  Because these two spells cost the same amount of mana and have the same cast time, it really boils down to what’s happening with yourself and the rest of the group.  If you have taken damage, use Binding Heal.  If you’re trying to get someone else’s health back up relatively quickly and you don’t need the healing, use Flash Heal.  Flash Heal will heal a single target for more than Binding Heal will, so you want to make sure you’re giving out the right amount of healing.

Once you have a stack or two build up, take a look around.  If the tank or someone else is really hurting for health, use Greater Heal.  If the tank happens to be fine, but now the rest of your party is hurting, use Prayer of Healing instead.  Remember, you have 20 seconds to use Serendipity before the stacks fall away.  Make sure you’re choosing the right spell that can do the most good for that particular situation.

Time Surge of Light procs appropriately
There’s a chance that one of your Binding Heal or Flash Heal casts may proc Surge of Light and give you a free, instant cast Flash Heal to use.  If you already have two stacks of Serendipity up, use those up before you cast the free Flash Heal.  The Flash Heal that came from Surge of Light will give you another stack of Serendipity and if you cast it when you already have two stacks (the maximum amount of Serendipity stacks you can have), then it goes to waste.  Consume your stacks first, then use the free Flash Heal to get another stack right away.

Use it proactively.
Some people choose to use Serendipity as a way to prepare for big, incoming damage by making sure they have two stacks up so they can react more effectively to whatever is about to happen.  I haven’t found too many situations where I’ve needed to do this, but I have seen other priests who enjoy using Serendipity this way.  Use whichever combination of Binding Heal and Flash Heal will do more good and try to time your stacks for whatever big damage is about to hit.  Then respond appropriately with a fast Greater Heal or Prayer of Healing and try to clean up as much of the forthcoming mess as you can.

Does Serendipity work with Power Auras?”

Yes!  The standard Blizzard interface does come with a visual notification that you have Serendipity, but it doesn’t tell you how many stacks you have.  I received an e-mail from a new blogger on the scene named Rooster, with the following Power Auras export that you can use to track how many stacks you have.  I tweaked it a little bit to fit in more with my current setup, but it should be a good fit for yours, too.  Copy the code below into the import dialog box and enjoy!

Version:4.21; anim1:4; icon:Spell_Holy_Serendipity; buffname:Serendipity; begin:1; x:-2; texture:2; alpha:0.25; owntex:true; combat:true; size:0.35; y:-145; stacks.enabled:true; stacks.Relative:BOTTOMRIGHT; stacks.Transparent:true; stacks.UseOwnColor:true; stacks.h:1.3

Serendipity can be a tricky thing to manage or use properly.  There are times where you don’t want to obsess over how many stacks that you have and then there are times that you do.  There are times you want to pay attention to the fact that you have Serendipity and then there are times where it’s not as important.  In the end, it’s really all about being aware of your situation and knowing that you have that tool there if you need it.  Like I said earlier, I enjoy having Serendipity a lot and I can think of many times where it has made a huge difference to me and to my group.  You can really tailor Serendipity to meet your needs and I think that’s what makes it so interesting and useful.

Hopefully this post will have done something to inspire other priests to find more creative uses for Serendipity or will inspire others just to use it more, in general.  If you have any other uses for Serendipity that I didn’t already cover, please feel free to leave a comment here and tell me all about it.

Entering The Heartsong Vs. Power Torrent Debate

18 Jul

To some extent, the debate over whether Heartsong or Power Torrent is better for holy priests is like comparing apples and oranges.  It doesn’t change the fact that this is one of the most hotly debated topics in the priest community.

I have always stayed out of this discussion, because I felt like I didn’t have enough of an understanding of the issue to properly talk about it.  However, with the impending loss of spirit that I’m facing by picking up Firelands gear and by breaking my T11 bonus, I have been dwelling on this topic a lot more.  Since I know I’m not the only one thinking about this, I figured I would share my findings here and what I’m ultimately choosing to go along with.

In order to determine which enchant is a better choice for you, we need to first determine what it is that you are looking for or what you feel you need more of.

Heartsong has a chance to give you 200 spirit for 15 seconds when casting spells.  Keep in mind that spirit is purely a regen stat.  It does not give you any increases to your spell power or to your mana pool.

Power Torrent has a chance to give you 500 intellect for 12 seconds when casting spells.  Intellect serves a number of purposes.  Each point of intellect after the first 10 increases your mana pool by 15.  It also increases your spell power, at a rate of 1 spell power per point of intellect.

Spirit and intellect both factor into the formulas for in combat and out of combat mana regen.

In Combat

Base mana regen + % of spirit based regen from Meditation & Holy Concentration x 0.016275 x spirit x square root of the total amount of intellect

Priests have a base mana regen of 1029.5 every 5 seconds.  Meditation gives you 50% of your spirit based regen while in combat.  Holy Concentration increases this amount by an additional 30%.  Currently, I have 2509 spirit and 5415 intellect.  The square root of 5415 is 73.59.

1029.5 + 0.80 x 0.016725 x 2509 x 73.59

Next, we do our math from left to right, starting with the multiplication.  The final numbers will always be rounded down, for the purpose of these calculations.

1029.5 + 0.01338 x 2509 x 73.59

1029.5 + 33.57042 x 73.59

1029.5 + 2470.4 = 3499

Out of Combat

Base mana regen + 0.016725 x spirit x square root of the total amount of intellect

1029.5 + 0.016725 x 2509 x 73.59

1029.5 + 41.963025 x 73.59

1029.5 + 3088.1 = 4117

These figures show what my regen would look like without any of the enchants mentioned above and without any party or raid buffs.  Now let’s take a look at what my in combat regen would look like if I had a Heartsong or Power Torrent enchant on my weapon and the enchant procs.  I’m choosing to go with in combat regen here because I don’t feel these enchants would have as much weight if you were standing still and not in combat.

In Combat (Heartsong)

1029.5 + 0.8 x 0.016725 x 2709 x 73.59

1029.5 + 0.01338 x 2709 x 73.59

1029.5 + 36.24642 x 73.59

1029.5 + 2667.4 = 3697

In Combat (Power Torrent)

1029.5 + 0.8 x 0.016725 x 2509 x 76.91

1029.5 + 0.01338 x 2509 x 76.91

1029.5 + 33.57042 x 76.91

1029.5 + 2581.9 = 3611

As you can see, the difference is quite miniscule.  You are getting more regen from a 15 second Heartsong proc than you would from a 12 second Power Torrent proc, but not by much.  The Power Torrent proc also temporarily increases your spell power by 500 and the size of your mana pool by 7500.  So it could be argued which enchant you’re really getting more out of.  Heartsong is great for regen, but only regen.  Power Torrent may increase your regen by a smaller amount, but also buffs your character in other ways.

One way that you can close the gap between Power Torrent and Heartsong is by timing a Power Torrent proc with your Shadowfiend.  Shadowfiend restores 3% of your total mana with each strike and usually strikes a target 10 times.  If you have a larger mana pool, Shadowfiend will give you back more mana.  This is one of the big reasons that Shadowfiend works so well with Hymn of Hope, which also temporarily increases the size of your mana pool.  Let’s see how much mana Shadowfiend would return to you, using my unbuffed mana pool as an example.

103,122 mana x 3% = 3093 returned per swing
3093 x 10 swings from Shadowfiend = 30,930

Now, with the temporary boost to my mana pool from Power Torrent

103,122 + 7500 = 110,622
110,622 x 3% = 3318 returned per swing
3318 x 10 = 33,180

Power Torrent clearly came out ahead on that one.  Keep in mind that this is only if you use your Shadowfiend when you have a active proc from Power Torrent.  If you time it wrong, you won’t see the increased returns.  This may require you to have Power Auras set up to indicate that you have the proc active and that it would be a good time to use your Shadowfiend.  Feel free to use this export, from Rezznul over at the Red Noob Diaries.

Version:4.21; icon:Ability_Paladin_SacredCleansing; buffname:Power Torrent; x:80; texture:54; alpha:0.85; owntex:true; exact:true; size:0.19; randomcolor:true; y:-142; timer.a:0.85; timer.enabled:true; timer.Relative:BOTTOM; timer.x:-8

So which one am I going to choose?”

For now, I’m going with Heartsong.  I feel that Power Torrent is great, but it requires too many things to happen in order for it to be effective.  Heartsong gives me consistent regen and I don’t have to rely on my Shadowfiend to make it shine.  Shadowfiend has never been completely dependable and I don’t feel comfortable relying on that to make Power Torrent work for me.  I realize that I am giving up a slight spell power boost and an increase to the size of my mana pool by not using Power Torrent, but I am prepared to get that intellect in other ways (i.e. trinkets and gems) if I have to.

At the end of the day, I would rather be the type of healer that has longevity in a fight instead of the healer that has a lot of throughput but can’t keep it up through a long encounter.  Of course, these are just my opinions.  Feel free to do what works for you and to try both of these wonderful enchants out and see which gives you more bang for your buck.

Many thanks to Hamlet from Elitist Jerks for being gracious enough to not only give me these formulas, but to help me understand all of this enough to where I felt confident in writing this post.  Thank you!