March 9, 2016

Priest Legion Hype

LEGION HYPE. Today more information in video form, about Discipline and Holy Priests in Legion: Spec previews and the Disc Artifact intro. Also I have added links to the bottom to both talent and artifact calculators.

To start with, the long anticipated Discipline Priest artifact intro. I'm still awaiting the Holy introduction, but as soon as I find it, I will share it with you here on my blog. And thanks to MMO-Champion and FinalBoss, introductions to Discipline and Holy as specs in Legion.

Talent Calculators and Artifact Calculators are constantly adjusted, but it's good to check them out before the Legion pre-patch goes live. From experience I can highly advise you to have a little idea of what to test while you can before the expansion, because there's too many other things that consume your time once it has. So read the tooltips, test different builds, and theorize about how it can function, I garantee you'll notice a difference.

Check out my other posts in preperation of Legion: Priest Artifact Weapons, Priest Class Halls and overal Priest changes in Legion. Until next time.

March 5, 2016

Legion Healing

The beta is live, the time between new builds is getting smaller and smaller, and it won't be long anymore (I think) before the announcement of when Legion will come. Recently Blizzard released a blue post about some of the tweaks and adjustments to healing. The following is from a blue post from Blizzard from the 2nd of February 2016:

1) It's definitely still intended that you consider mana costs in choosing heals. I wouldn't agree with the characterization that any changes (recent or otherwise) reflect an abandonment of this. It's widely accepted among players that mana became overly abundant at high ilvls in past expansions, which did in some cases undermine the resource management aspect. But the spell selections of each class are still made with the intention of mana being an important factor. They are in Legion just as they have been in the past, with the main change being to avoid having mana grow excessively generously throughout the expansion. Jumping ahead, trinkets are indeed one place where we may provide opporunities to invest in more mana. But mana regen will not be passively increasing by a large amount simply due to gear advancement, largely for these reasons.

6) Tranquility and Divine Hymn should still deliver significantly more healing than those players would typically do in 8 seconds. Having these sorts of spells (both the channeled and instant varieties) do "significantly more" than usual, as opposed to the overwhelming strength they have on live, might take some getting used to. But there is no reason they won't be strong and helpful spells to use either at specific high-damage encounter moments or simply because the player needs to catch up in a bad healing situation. In both of these cases, the intention is that the cooldowns don't completely supplant the normal healing gameplay, but give a boost to output at a key moment. On Tranquility and Divine Hymn in particular, the 8-second channel causes the biggest problem in the dungeon context, and both of these spells will do increased healing outside of raids to account for that.
The Aura talent row, Aura mastery spell, and corresponding artifact trait are all reworked in an upcoming patch. Among other things, we agree the trait giving Aura Mastery the effect of all three Auras eliminates too much of the significance of the talent choice.

7) We understand the importance of utility. I want to point out that on live, the dominance of Disc Priest and Paladin in the highest-level raiding is primarily due to their core healing function and not to unique non-healing utility (exception in some cases for Hand of Protection, but the removal of Clemency from all specs in Legion reduces that problem significantly). Avoiding a repeat situation where some healers feel left out of the most optimized Mythic healing groups is likely a question of balancing the actual heals, not of more incidental utility buttons such as Wind Rush, Tiger's Lust, Innervate and so on.

The artifact trait granting a 5% haste aura will also be changed before Holy Paladin is playable on alpha.

To illustrate with numbers: if 100 DPS is incoming and you have to choose between spending a little bit of mana to do 50 HPS, a medium amount of mana to do 125 HPS, or a large amount of mana to do 200 HPS, the correct choice is 125 HPS, but then every 5th second there's nothing to heal. All I am saying is that healers should be able to do something meaningful in this 5th second.
Note that even in your example, you could instead spend every 3rd second on your 50 HPS heal, and save a little mana over your solution (that never uses that heal and instead fills every 5th second with DPS). In any situation where healing and mana are a significant challenge, that gameplay is still present, and toolkits with different spells of varying efficiency provide opportunity for more skilled healers to know when and how much to use the cheaper options.

On 7) While I agree that HFC's healer composition issues stemmed largely from actual healing issues, I still think that more effort can be put towards ensuring that every healer has things they can do that are useful and "cool" beyond filling health bars. Similar to the above, it is less about power and more that it feels bad to be asked to justify why your spec should be brought when another spec brings X ability and not have an answer. Currently I think that HPriest/Druid/MW all have difficulty answering that question and while it may not matter much to people that have a good understanding of the entire healing picture, this topic holds a lot of sway when it comes to the general community's opinions on balance.
Again, nobody's denying the value of utility abilities that are fun to use (defined as you did in the OP as things other than healing output or equivalent shielding/damage-reduction). Merely trying to avoid conflating it with major healer balance concerns. To your point, even the Disc Priest in Warlords didn't justify being brought by some X factor that raid leaders had to have, other than their sheer volume of healing/shielding. Their extras like Body and Soul were comparatively minor. Similarly, something like Wind Rush isn't intended to dominate the importance of actual healing when deciding what classes or individuals to bring to a raid, and we'll examine it closely if it does. It likely won't, as it's somewhat weaker than the live spell Stampeding Roar (which hasn't had such an effect)--much smaller radius and no snare break (also a 2min cooldown which I believe you haven't seen yet).

This won't be the popular vote, but I always rooted for mana'gement for healers. Each role in a raid brings a different point of view, and a part of being a healer should in a sense be conservative, so you end up making the smart choices. When you have a choice, over who to heal, and with which heal, it should also be when. There are cooldowns, global cooldowns, the boss fight, movement and positioning, and crucial choices.

It's the same reason killing things, whilst you are undergeared and underleved, is fun. It takes strategy and time, and also overcoming the odds and achieving an actual accomplisment.

And when it comes to balance, I don't think it will ever really work, unless you design from a point of view of making each class desirable for specific reasons. It seems there are too many variables that are constantly changing. I'm hopeful for the future, Warlords was another expansions in which priests didn't suck and were fun to play, but I want to be out of my Garrison, I want Legion today.


December 23, 2015

Holiday Break

Christmas and New Years are around the corner, and it's time to enjoy the holidays with family. I'm going on a little break for about two weeks. But don't worry, I will be preparing some posts for 2016, and try my best to keep you updated on Legion changes to Discipline and Holy Priests. Maybe by the time we're back, I'll have decided if I will be holy or disc in raids, or maybe I will be as indecisive as I am now.

For those that have been living in a cave, I have made compilation posts on the Priest Artifact Weapons, Priest Class Halls, overal Priest changes in Legion and started compiling the gear I can find. I am updating these and more infomation is released by Blizzard or MMO-Champion uncovers it.

I'll leave you with these screenshots I took when I got my new PC. It had been a while since I played with all settings on ultra, goes to show this game really is made to be played at max settings. I hadn't found another fitting post to share them, so now is as good a time as ever. Enjoy and happy holidays everybody, see you in 2016.

November 24, 2015

Priest Class Halls

Netherlight Temple has been announced to being The Priest Class Halls in Legion. Since BlizzCon some people speculated both Karabor and the Naaru Spaceship - Naaru Lightshift, but we now have confirmation from MMO-Champion. The images below appeared after the alpha was opened, and they excited me so much that I decided to share them with you, just in case. I also managed to find a video, which is at the end of this post.

The building starts with a entrance hall which leads into a round blue room, with two small corners on either side as you enter, and a podium in the back. On the left is the entrance to a round purple room, and on the right an entrance to a round yellow room. At the bottom of this post is an overview image of the entire building.

The location is visibly a draenei structure, reminiscent of Tempest Keep and the Warlords of Draenor cities Shattrath and Auchindoun. It has those nice purple, blue and yellow colors in the design, possibly representative of the 3 priest specs, maybe we'll be lucky...

If this becomes the priest class halls, it would be filled up with NPCs and objects, but the empty space is already very impressive. You can take a look for yourself in the videos below.

Source missing for images. Uploaded to imgur and shared by a guildie.

November 23, 2015

Priest Legion Changes

This is gonna be a long, and for some, boring post. This is the information released after the beta went live, about the class changes to Priest in Legion. A lot of these are bound to be changed/adjusted before the expansion goes live. It's a way to get familiarized to how the specs will be, but it's a good idea to keep an eye on changes on fansites such as Wowhead and MMO-Champion.

I will add links to Class Halls (suspected Naaru Spaceship - Naaru Lightshift), calculator, pvp calculator, artifact weapons, gear and more in the future.

  • Fade: Fade out, temporarily removing all your threat and reducing all damage taken by 10% for 10 sec.
  • Flash Heal: Holy only, down to 3.5% mana. A fast but expensive spell that heals an ally for (450% of Spell power).
  • Leap of Faith: Holy and Discipline only.
  • Levitate: Holy and Discipline only.
  • Mind Sear: Shadow only.
  • Mind Vision: Shadow and Discipline only.
  • Power Word: Shield: Shadow and Discipline only. Shield an ally, absorbing [((Spell power * 6) + 0) * (1 + $versadmg)] damage. Lasts 15 sec. While the shield holds, spellcasting will not be delayed by damage.
  • Prayer of Mending: Holy only. Places a spell on a party or raid member that heals them for [((1 + (Spell power * 0.666)) * Percent health * 1)] the next time they take damage. When the heal occurs, Prayer of Mending jumps to another party or raid member within 20yds. Jumps up to 5 times and lasts 30 sec after each jump.
  • Resurrection: Holy and Discipline only. Brings all dead party members back to life with 35% health and mana. Cannot be cast when in combat.
  • Shadow Word: Pain: Shadow and Discipline only.
  • Shadowfiend: Holy and Discipline only. Creates a shadowy fiend to attack the target for 12 sec.
  • Smite: Smite an enemy for (160% of Spell power) Holy damage.

  • Fear Ward: Wards the friendly target against Fear. The next Fear effect used against the target will fail, using up the ward. Lasts 3 min.
  • Power Word: Fortitude: Infuses the target with vitality, increasing Stamina by 10% for 1 hour. If the target is in your party or raid, all party and raid members will be affected.
  • Holy Word: Sanctuary: Blesses the ground with divine light, healing all within it for (8.45775% of Spell power) every 2 sec for 30 sec. Only one Sanctuary can be active at a time.
  • Cascade: Launch a Holy bolt that grows in power with distance, healing an ally for up to (43.2% of Spell power), and then bouncing to additional allies 4 times. Each time it bounces, it splits into 2 bolts.
  • Cascade: Launch a Shadowy bolt that grows in power with distance, damaging an enemy for up to (183.6% of Spell power), and then bouncing to additional enemies 4 times. Each time it bounces, it splits into 2 bolts.

Talents & Specialization

  • Castigation: Penance fires one additional bolt of holy light over its duration.
  • Power Word: Radiance: A burst of light heals a friendly target and their 5 nearest allies for (150% of Spell power), and applies Atonement for 50% of its normal duration.
  • Revelation: Your Smite and Mind Blast casts have a 30% chance to reset the cooldown on Penance.
  • Shield Discipline: When your Power Word: Shield is completely absorbed you are instantly refunded 1% of your maximum mana.
  • Contrition: Your Atonement duration is increased by 5 sec.
  • Schism: The final bolt of Penance creates an explosion of shadow energy around the target, dealing 1 damage to all enemies within 10 yards.
  • Grace: Increases your non-Atonement healing and absorption by 30% on targets with Atonement.
  • The Penitent: Penance may be cast on a friendly target, healing them for 0 over 2 sec.
  • Plea: A quick, efficient plea to heal an ally for (225% of Spell power).
  • Shadow Covenant: Draw on the power of shadow to heal up to 5 injured allies within 30 yds of the target for (450% of Spell power), but leaving a shell on them that absorbs the next [((Spell power * 2.25) + 0) * (1 + $versadmg)] healing they receive.
  • Purge the Wicked: Cleanse the target with fire, causing (150% of Spell power) Fire damage and an additional 0 Fire damage over until cancelled. Spreads to an additional nearby enemy when you cast Penance on the target.
  • Mind Blast: Blasts the target's mind for (250% of Spell power) Shadow damage.


  • Atonement: Plea, Power Word: Shield, and Shadow Mend also apply Atonement to your target for 15 sec.
  • When you deal spell damage, you instantly heal all targets affected by Atonement for 50% of the damage done.
  • Clarity of Will: Discipline, down to level 90. Shields the target with a protective ward, absorbing [Spell power * 8 * (1 + $versadmg)] damage within 20 sec.
  • Focused Will: No longer Discipline. Melee attacks against you cause you to gain Focused Will, increasing damage you deal by15% for 8 sec. Stacks up to 2 times.
  • Halo: Creates a ring of Holy energy around you that quickly expands to a 30 yd radius, healing allies for 1.
  • Heal: Holy only. A slow but efficient spell that heals an ally for (450% of Spell power).
  • Holy Fire: Holy only. Consumes the enemy in Holy flames that cause (90% of Spell power) Holy damage and an additional (315% of Spell power) Holy damage over 9 sec.
  • Holy Nova: Holy only. Causes an explosion of holy light around the caster, causing (70% of Spell power) Holy damage to all nearby enemy targets within 12 yards.
  • Mastery: Shield Discipline: New name : Mastery: Absolution Increases the healing transferred through Atonement by 11%.
  • Penance: Launches a volley of holy light at the target, causing 3 Holy damage over 2 sec. Channelable while moving.
  • Power Word: Barrier: Level change.
  • Power Word: Solace: No spec restriction. Strike an enemy with heavenly power, dealing (200% of Spell power) Holy damage and restoring 0.75% of maximum mana.
  • Prayer of Healing: Holy only. A powerful prayer that heals up to 5 injured allies within 15 yds of the target for (300% of Spell power).
  • Rapture: For the next 8 sec, your Power Word: Shield has no cooldown.
  • Silence: Shadow only.
  • Spirit Shell: For the next 10 sec, your Heal, Flash Heal, and Prayer of Healing no longer heal but instead create absorption shields that last 15 sec.
  • Surge of Light: Level change.

Talents & Specialization

  • Holy Word: Serenity: Perform a miracle, healing an ally for (1600% of Spell power).
  • Hymn of Hope: Recite a hymn allowing all healers in your party or raid within 40 yards to cast spells for no mana. Lasts 12 sec.
  • Light of the Naaru: Serendipity reduces the cooldown of the appropriate Holy Word by an additional 2 sec.
  • Divinity: When you heal with a Holy Word spell, your healing is increased by 20% for 8 sec.
  • Piety: Prayer of Mending triggers Serenipity, reducing the cooldown of Holy Word: Sanctify by 6 seconds.
  • Trail of Light: When you cast Flash Heal, s1% of the healing is replicated on the previous target you healed with Flash Heal.
  • Enduring Renewal: Your single-target healing spells refresh the duration of your Renew on the target.
  • Apotheosis: Enter a pure Holy form for 30 sec, increasing the effects of Serendipity by 200%.
  • Censure: Holy Word: Chastise stuns the target instead of incapacitating them.
  • Guardian Angel: When Guardian Spirit expires without saving the target from death, reset its cooldown to 60 seconds.
  • Shining Force: Create a burst of light around a friendly target, knocking away nearby enemies and slowing their movement by 70% for 3 sec seconds.
  • Circle of Healing: Heals up to 5 injured allies within 30 yards of the target for (300% of Spell power).
  • Path of Light: Your Levitate is no longer canceled by damage, and causes the target to move 15% faster, but the duration is reduced to 30 sec.
  • Enlightenment: Your regenerate mana 20% faster.
  • Benediction: Your Prayer of Mending has a 30% chance to leave a Renew on each target it heals.


  • Binding Heal: Heals a friendly target, the caster, and a third friendly target within 20 yards for (200% of Spell power). Triggers Serendipity, reducing the cooldown of both Holy Word: Serenity and Holy Word: Sanctify by a reduced amount.
  • Circle of Healing: New name : Holy Word: Sanctify - Release miraculous light into a target location, healing up to 6 allies within 10 yds for (600% of Spell power). Circle of Healing has essentially been removed, not changed, with the spell ID reused for Holy Word: Sanctify.
  • Divine Hymn: Heals all party or raid members within 40 yards for 4 over 8 sec, and increases healing done to them by 10% for 8 sec. Healing increased 100% when not in a raid.
  • Divine Insight: Your Heal and Prayer of Healing have a 40% chance to make your next Prayer of Mending not trigger its cooldown and jump to each target instantly.
  • Divine Star: Fire a Divine Star forward 24 yds, healing allies in its path for 1. After reaching its destination, the Divine Star returns to you, healing allies in its path again.
  • Focused Will: Melee attacks against you cause you to gain Focused Will, increasing damage you deal by15% for 8 sec. Stacks up to 2 times.
  • Guardian Spirit: Calls upon a guardian spirit to watch over the friendly target, increasing healing received by 60% and preventing the target from dying by sacrificing itself. This sacrifice terminates the effect and heals the target for 40% of maximum health. Lasts 10 sec. Castable while stunned.
  • Halo: Creates a ring of Holy energy around you that quickly expands to a 30 yd radius, healing allies for 1.
  • Heal: A slow but efficient spell that heals an ally for (450% of Spell power).
  • Holy Fire: Consumes the enemy in Holy flames that cause (90% of Spell power) Holy damage and an additional (315% of Spell power) Holy damage over 9 sec.
  • Holy Word: Chastise: Chastises the target for (400% of Spell power) Holy damage and incapacitates them for 5 sec.
  • Mastery: Echo of Light: Your direct healing spells heal for an additional 10% over 6 sec.
  • Power Word: Solace: Strike an enemy with heavenly power, dealing (200% of Spell power) Holy damage and restoring 0.75% of maximum mana.
  • Prayer of Healing: A powerful prayer that heals up to 5 injured allies within 15 yds of the target for (300% of Spell power).
  • Renew: Fill the target with faith in the light, healing them instantly for (50% of Spell power) and then (500% of Spell power) over 15 sec.
  • Serendipity: When you cast Flash Heal or Heal, the cooldown of Holy Word: Serenity is reduced by 6 sec. When you cast Prayer of Healing, the cooldown of Holy Word: Sanctify is reduced by 6 sec. When you cast Smite, the cooldown of
  • Holy Word: Chastise is reduced by 6 sec.
  • Spirit of Redemption: Upon death, the Priest becomes the Spirit of Redemption for 15 sec. The Spirit of Redemption cannot move, attack, be attacked, or be targeted by any spells or effects. While in this form the Priest can cast any healing spell free of cost. When the effect ends, the Priest dies.
  • Surge of Light: Your healing spells and Smite have a 8% chance to make your next Flash Heal instant and cost no mana. Can accumulate up to 2 charges.

Talents & Specialization

  • Voidform: When you reach 100 Insanity, you enter Voidform, reducing the cooldown on Mind Blast by 3 sec, and increasing your Shadow damage by 30%. While in Voidform, you gain 1% Haste, every 1 sec. This Haste will also persist for 20 sec after Voidform ends. Voidform causes your Insanity to constantly drain, faster and faster, until completely drained, and Voidform ends.
  • Mania: You move 1% faster for every 5 Insanity you have.
  • Dark Visions: Shadow Word: Pain and Vampiric Touch deal 20% more damage if cast while you have more than 50% Insanity.
  • Fortress of the Mind: Mind Flay and Mind Blast deal 10% more damage and generate 20% more Insanity.
  • Surrender to Madness: Surrender to the Old Gods, sacrificing your soul for ultimate power. All your Insanity-generating abilities generate 300% more Insanity, until you exit Voidform, then you die. Requires Voidform.
  • Oblivion: Let the power of the void flow through you, instantly generating 100 Insanity.
  • Void Lord: While in Voidform, your Shadow damage bonus is now 40%, and that bonus also applies to all your absorbs and healing.
  • Reaper of Souls: Your Shadow Word: Death is now castable on targets below 35% health, and always generates Insanity, even if it did not kill the target.
  • San'layn: Increases the damage of your Vampiric Touch by 20%, and the healing of your Vampiric Embrace by 20%.
  • Mindbender: Creates a Mindbender to attack the target. Caster receives: Shadow - 2 Insanity - 0.75% mana when the Mindbender attacks. Lasts 20 sec. Replaces Shadowfiend.
  • Legacy of the Void: Casting Mind Blast increases the effect of your next Shadow Word by 50% for 30 sec, stacking up to 2 times.
  • Psychic Voice: Reduces the cooldown of your Psychic Scream ability by 30 sec.
  • Shadow Word: Void: Blasts the target's mind for (220% of Spell power) Shadow damage. Generates 30 Insanity.


  • Auspicious Spirits: Your Shadowy Apparitions now deal 100% increased damage.
  • Dispersion: You disperse into pure Shadow energy, reducing all damage taken by 60%. Lasts 6 sec. Dispersion can be cast while stunned, feared or silenced.
  • Divine Star: Fire a Divine Star forward 24 yds, damaging enemies in its path for 1. After reaching its destination, the Divine Star returns to you, damaging enemies in its path again.
  • Halo: Creates a ring of Shadow energy around you that quickly expands and grows in power, up to 30 yds away. Deals up to 1 Shadow damage to enemies, with the greatest effect at 25 yds.
  • Mastery: Mental Anguish: New name : Mastery: Madness - Increases the damage of your Shadow Word: Pain, Vampiric Touch, and Void Bolt by 20.0%.
  • Mind Blast: Blasts the target's mind for (220% of Spell power) Shadow damage. Generates 15 Insanity.
  • Mind Flay: Assault the target's mind with Shadow energy, causing (118.8% of Spell power) Shadow damage over 3 sec and slowing their movement speed by 50%.
  • Mind Spike: Blasts the target for (100% of Spell power) Shadowfrost damage and increases the damage done by your next Mind Blast within 15 sec by 50%, stacking up to 5 times. Replaces Mind Flay.
  • Psychic Horror: Terrifies the target, stunning them for 4 sec.
  • Shadow Word: Death: A word of dark binding that inflicts (67.5% of Spell power) Shadow damage to the target. Only usable on enemies that have less than 20% health. Generates 30 Insanity if the target dies.
  • Shadowy Apparitions: When your Shadow Word: Pain damage over time critically strikes, you also create a shadowy version of yourself that floats towards the target and deals 1 Shadow damage.
  • Shadowy Insight: Your Shadow Word: Pain damage has a 10% chance to reset the cooldown on Mind Blast.
  • Silence: Silences the target, preventing them from casting spells for 5 sec. Non-player victim spellcasting is also interrupted for 3 sec.
  • Surge of Darkness: Your Vampiric Touch and Devouring Plague damage has a 12% chance to cause your next Mind Spike not to consume your damage over time effects, be instant, and deal 50% additional damage. Can accumulate up to 3 charges.
  • Vampiric Embrace: Fills you with the embrace of Shadow energy, causing you and your allies to be healed for 10% of any single-target Shadow spell damage you deal. Lasts 15 sec.
  • Vampiric Touch: A touch of darkness that causes 8 Shadow damage over 24 sec, and heals the Priest for each point of damage dealt. If Vampiric Touch is dispelled, the dispeller flees in Horror for 3 sec.
  • Void Entropy: Consumes 3 Shadow Orbs to deal 20 Shadow damage over 1 min. Devouring Plague will refresh this effect to its full 1 min duration.

Talents & Specialization

  • Shadow Mend:
    - Discipline: Wrap an ally in shadows which heal them for (700% of Spell power), but at a price. The ally will take [(700% of Spell power) / 10] damage every 1 sec, until they have taken [(700% of Spell power) / 2] total damage from all sources, or leave combat.
    - Shadow: Wrap an ally in shadows which heal them for (700% of Spell power), but at a price. The ally will take [(700% of Spell power) / 10] damage every 1 sec, until they have taken [(700% of Spell power) / 2] total damage from all sources, or leave combat. Drains up to 10 Insanity, if you have any.
  • Masochism: When you cast Shadow Mend on yourself, it deals no damage.

All Specializations

  • Angelic Feather: 15 sec recharge.
  • Desperate Prayer: Level 30 Holy talent.
  • Dominate Mind: Down to level 45.
  • Mindbender: Up to level 60.
  • Phantasm: Activating Fade removes all movement impairing effects and prevents your movement speed from being reduced for 5 sec.
  • Power Infusion: Shadow only. Infuses the Priest with power for 20 sec, increasing haste by 25% and increasing Insanity generation by 25% and reducing the mana cost of all spells by 20%.
  • Psychic Scream: Discipline and Shadow only, 1 min cooldown.
  • Spectral Guise: Appears to be removed/unused.
  • Twist of Fate: Shadow only. After damaging a target below 35% health, you deal 20% increased damage and 20% increased healing for 10 sec.
  • Void Tendrils: Summons shadowy tendrils, rooting up to 5 enemy targets within 8 yards for 20 sec or until the tendril is killed.


  • Glyph of Reflective Shield: Causes 70% of the damage you absorb with your own Power Word: Shield to reflect back at the attacker. This damage causes no threat.
  • Glyph of Mind Spike: Your successful non-instant Mind Spikes reduce the cast time of your next Mind Blast within 9 sec by 50%. This effect can stack up to 2 times.
  • Glyph of Power Word: Shield: 20% of the absorb from your Power Word: Shield spell is converted into healing.
  • Glyph of Deep Wells: Increases the total amount of charges of your Lightwell by 2.
  • Glyph of Circle of Healing: Your Circle of Healing spell heals 1 additional target, but its mana cost is increased by 35%.
  • Glyph of Psychic Scream: Targets of your Psychic Scream now tremble in place instead of fleeing in fear.
  • Glyph of Purify: Your Purify spell also heals your target for 5% of maximum health when you successfully dispel a magical effect or disease.
  • Glyph of Fear Ward: Reduces the cooldown of Fear Ward by 60 sec.
  • Glyph of Fade: Your Fade ability now also reduces all damage taken by 10%.
  • Glyph of Prayer of Mending: The first charge of your Prayer of Mending heals for an additional 60% but your Prayer of Mending has 1 fewer charge.
  • Glyph of Psychic Horror: Reduces the cooldown of your Psychic Horror by 10 sec.
  • Glyph of Scourge Imprisonment: Reduces the cast time of your Shackle Undead by 1.0 sec.
  • Glyph of Mass Dispel: Causes your Mass Dispel to be potent enough to remove Magic effects that are normally undispellable.
  • Glyph of Smite: Your Smite spell inflicts an additional 20% damage against targets afflicted by Holy Fire, but that additional damage does not get transferred by Atonement.
  • Glyph of Dispersion: Reduces the cooldown on Dispersion by 15 sec.
  • Glyph of Binding Heal: Your Binding Heal spell now heals a third friendly target within 20 yards, but costs 35% more mana.
  • Glyph of Mind Blast: When you critically hit with your Mind Blast, you cause the target to be unable to move for 4 sec.
  • Glyph of Weakened Soul: Reduces the duration of the Weakened Soul effect caused by Power Word: Shield by 2 sec.
  • Glyph of Levitate: Increases your movement speed while Levitating and for 10 sec afterward by 15%.
  • Glyph of Leap of Faith: Your Leap of Faith spell now also clears all movement impairing effects from your target.
  • Glyph of Holy Fire: Increases the range of your Holy Fire, Smite, and Power Word: Solace spells by 10 yards.
  • Glyph of Dispel Magic: Your Dispel Magic spell also damages your target for (27.8% of Spell power) Holy damage when you successfully dispel a magical effect.
  • Glyph of Penance: Increases the mana cost of Penance by 20% but allows Penance to be cast while moving.
  • Glyph of Renew: Your Renew heals for 25% more each time it heals, but its duration is reduced by 3 sec.
  • Glyph of Spirit of Redemption: Increases the duration of Spirit of Redemption by 10 sec.
  • Glyph of Shadow Word: Death: Your Shadow Word: Death can now be cast at any time, but deals 25% damage against targets above 20% health - Shadow (Level 10) - and does not generate a Shadow Orb when used against them - Casting Shadow Word: Death now also does damage to you equivalent to the damage it would do to an enemy above 20% health.
  • Glyph of Vampiric Embrace: Your Vampiric Embrace converts an additional 10% of the damage you deal into healing, but the duration is reduced by 5 sec.
  • Glyph of Mind Flay: Your Mind Flay spell no longer slows your victim's movement speed. Instead, each time Mind Flay deals damage you will be granted 15% increased movement speed for 5 sec, stacking up to 3 times.
  • Glyph of Holy Nova: Teaches you the ability Holy Nova. Causes an explosion of holy light around the caster, causing (42.9% of Spell power) Holy damage to all enemy targets within 12 yards and healing up to 5 targets within 12 yards for (56.25% of Spell power). Healing is divided among the number of targets healed. These effects cause no threat.
  • Glyph of Lightwell: Your Lightwell no longer automatically heals nearby targets, but can be clicked by players to deal 50% more healing than normal.
  • Glyph of Focused Mending: Causes your Prayer of Mending to only bounce between the target and the caster.
  • Glyph of Free Action: While Dispersion is active, you move 30% faster.
  • Glyph of Delayed Coalescence: Dispersion lasts 3 sec longer, but when it has 2 sec remaining, its damage reduction reduces by 30% per sec.
  • Glyph of Guardian Spirit: Guardian Spirit increases healing on the target by an additional 200%, but no longer prevents the target's death.
  • Glyph of Restored Faith: Leap of Faith pulls you to your target instead of pulling your target to you.
  • Glyph of Miraculous Dispelling: Reduces the mana cost of Mass Dispel by 50%.
  • Glyph of the Inquisitor: Your Holy Fire and Power Word: Solace deal 25% additional initial damage, but 20% of that damage is also dealt back to you.
  • Glyph of Silence: Reduces the cooldown on your Silence spell by 25 sec, but also reduces its duration by 2 sec.
  • Glyph of the Redeemer: All your healing is increased by 50% while Spirit of Redemption is active.
  • Glyph of Shadow Magic: For 5 sec after activating Fade, you are immune to Silence and Interrupt effects, but the cooldown of Fade is increased by 60 sec.
  • Glyph of Mind Harvest: The first time you damage an enemy with Mind Blast, you gain 2 additional Orb, but the cooldown on Mind Blast is increased by 6 sec.
  • Glyph of Purification: Purify now has a maximum of 2 charges, but its cooldown is increased by 4 sec.

From: Wowhead - Legion Beta build 20740 - Class Spell Changes Priest on 21-11-2015.

November 22, 2015

Priest Artifact Weapon

Priest artifact weapons, as images and info becomes available. I'll display them Discipline - Holy - Shadow with source links at the bottom. Some of the images I may be unsure about, remember it's a lot of data and new models to sort through, but I will update as I can confirm it later. Enjoy.

PS: Tuure, Beacon of the Naaru


Initial Trait
  • Brightest Lights, Darkest Shadows (Rank 1) - Casting Holy spells has a chance to cause your staff to send a wave of healing to all targets with your Atonement for 0. Casting Shadow spells has a chance to cause your staff to imbue you with shadow energy, causing you to deal 0% more direct damage every second for 10 sec.
Major Traits
  • Barrier for the Devoted (Rank 1) - Atonement heals for 0% more if the target is inside of your Power Word: Barrier.
  • Renewal of Faith (Rank 1) - When you activate Pontifex, the duration of all active Atonement buffs is increased by 0 sec.
  • Power of the Dark Side (Rank 1) - When Shadow Word: Pain deals damage, you have a chance to replace Penance with Shadow Penance, which deals 0% bonus damage and will bounce to additional targets.
Minor Traits
  • The Light Returns (Rank 1) - Power Word: Nova has a 0% chance to be cast twice.
  • Share in the Light (Rank 1) - When you Power Word: Shield another target, 0% of that shield is also applied to yourself.
  • Confession (Rank 3) - Damage of Penance increased by 13%.
  • Vestments of Discipline (Rank 3) - Damage taken reduced by 13%.
  • Pain is in Your Mind (Rank 3) - Cooldown of Pain Suppression reduced by 40 sec.
  • The Edge of Dark and Light (Rank 3) - Increases the damage of Smite and Mind Blast by 13%.
  • Burst of Light (Rank 3) - Increases the damage and healing of Power Word: Nova by 13%.
  • Doomsayer (Rank 3) - Increases the duration of Rapture by 4 sec.
  • Shield of Faith (Rank 3) - Increases the absorb from Power Word: Shield by 13%.
  • Rapid Atonement (Rank 3) - When you apply Atonement to a target, the cast time of your next Mind Blast or Smite is reduced by 20%, or your next Penance will channel 20% faster.
  • Speed of the Pious (Rank 3) - While channeling Penance, you move 20% faster.
  • Sins of the Many (Rank 1) - You deal 0% more damage for each person who has Atonement on them.


Initial Trait
  • Invoke the Naaru (Rank 1) - When you use a Holy Word spell, you have a chance to summon an image of K'ure at your side. For 15 sec, whenever you cast a spell, K'ure will cast a similar spell.
Major Traits
  • Renew the Faith (Rank 1) - While Divine Hymn is active, your targeted healing spells also apply Renew to the target.
  • Save the Fallen (Rank 1) - When an ally drops below 0% health, K'ure heals the target fully. Can only occur once every 0 sec
  • Blessing of K'ure (Rank 1) - When you critcally heal a target with Heal or Flash Heal, the Heart of K'ure has a chance to imbue you with its power, resetting the cooldown of all Holy Word spells and increasing your healing by 0% for 12 sec.
Minor Traits
  • Power of the Naaru (Rank 1) - After casting Holy Word: Sanctuary, your Prayer of Healing heals for 0% more for until cancelled.
  • Guardians of the Light (Rank 1) - Guardian Spirit also applies to yourself when cast.
  • Holy Mending (Rank 1) - When Prayer of Mending bounces to a target with your Renew on it, that target will instantly be healed for 0% of a Renew tick.
  • Trust in the Light (Rank 3) - Leap of Faith heals your target for 20% over 6 sec.
  • Say Your Prayers (Rank 3) - Prayer of Mending has a 25% chance to not consume a charge when it bounces to a new target.
  • Serenity Now (Rank 3) - Increases the critical strike chance of Holy Word: Serenity by 20%.
  • Reverence (Rank 3) - Increases the healing of Flash Heal and Heal by 13%.
  • Faith Barrier (Rank 3) - Damage taken reduced by 13%.
  • Holy Hands (Rank 3) - Increases the healing of Renew by 13%.
  • Hallowed Ground (Rank 3) - Reduces the cooldown of Holy Word: Sanctuary by 13 sec.
  • Words of Healing (Rank 3) - Increases the healing of your Holy Word spells by 13%.
  • Holy Guidance (Rank 3) - Increases the healing of Prayer of Healing by 13%.


Initial Trait
  • Void Torrent (Rank 1) - Raise your dagger into the sky, absorbing void energy into it for 0 sec, then release a torrent of void energy at your target, dealing 0 damage over 4 sec. While channeling this spell, your Insanity no longer drains. Requires Voidform.
Major Traits
  • Power of the Old Gods (Rank 1) - You summon a Faceless Void from to aid you in battle for 12 sec who casts devastating void spells at your target. Replaces Shadowfiend.
  • Sphere of Insanity (Rank 1) - When you enter Voidform, you summon a void sphere for 15 sec. While this sphere is active, 0% of all direct damage dealt is additionally dealt to any target with your Shadow Word: Pain on them.
  • Mass Hysteria (Rank 1) - Each stack of Voidform increases the damage of your Shadow Word: Pain and Vampiric Touch by 0%.
Minor Traits
  • Thrive in the Shadows (Rank 1) - Dispersion now heals you for 0% of your maximum health over its duration.
  • Sinister Thoughts (Rank 1) - Each cast of Mind Blast increases the damage of your next Shadow Word spell by 0%. Stacks up to 0 times.
  • Unleash the Shadows (Rank 3) - Vampiric Touch critical strikes have a 40% chance to proc Shadowy Apparitions.
  • From the Shadows (Rank 3) - Reduce the cooldown of Dispersion by 40 sec.
  • Mind Shattering (Rank 3) - Mind Blast damage increased by 13%.
  • To the Pain (Rank 3) - Shadow Word: Pain damage increased by 13%.
  • Death's Embrace (Rank 3) - Increase the damage of Shadow Word: Death by 13%.
  • Thoughts of Insanity (Rank 3) - Shadow Mend now heals for 0% more, and you take 0% less damage from the backlash.
  • Tremble in Fear (Rank 3) - When Psychic Horror is removed from the target, they are snared by 0% for 4 sec.
  • Touch of Darkness (Rank 3) - Vampiric Touch damage increased by 13%.
  • Void Corruption (Rank 3) - Mind Sear causes targets with your Shadow Word: Pain or Vampiric Touch effects to immediately take a 50% of a tick of their damage.
  • Mental Fortitude (Rank 1) - Overhealing from Vampiric Touch will grant you an absorb shield, up to [ 15% of Total Health ].

Info from MMO-Champion (2015-11-27): (Uninished)
Videos from MMO-Champion :
Images from MMO-Champing - Legion Beta Build 20740 :