Originally Posted by
Geschan
The core idea behind discipline(i.e. atonement) is fine.
It is most definitely better than the absorb PW:S spam priest of the past.
Balance wise and gameplay wise.
But there are some disconnects.
The core problem in my opinion is the insane amount of punishment for misplay and the inconsistent design choices.
Take for example the way trinkets work for discipline:
Healing trinkets deal no additional damage and therefore don't really fit the theme of a "damage healer".
DPS trinkets fit theme wise, but Blizzard nerfed them into nirvana.
Same with certain traits from our artifact weapon and how in the end the discipline priest currently works.
Borrowed time gives you 5% haste per trait point for the next damage spell each time you apply atonement to someone.
If you wanted to maximize the effect, you would have to weave your heal and damage spells.
Currently the most efficient way to play discipline is to simply blanked the raid in atonement,
wait for burst aoe damage and than deal a short amount of burst damage.
Zero weaving involved.
Light's Wrath and Plea are into punishment and pain.
Plea quite frankly murders your mana each time you cast it after 5 activ atonements.
Power Word: Radiance and Shadow Mend are great spells but mana efficient they are not.
If you don't have innervate or an GBofW activ you better stop casting and watch other people heal.
Light's Wrath scaling with atonement is just plain bullshit.
Thanks to the 10% additional damage per atonement you have some kind of exponential scaling.
The more atonement effects you have activ, the better the spell gets.
10 atonements -> 200% damage, 1000% healing (50% healing transfer)
20 atonements -> 300% damage, 3000% healing (50% healing transfer)
So basically... you double the amount of atonement and get triple the healing.
Those two spells highlight the inflexibility of the spec.
You currently can't moderate the amount of active atonement buffs in a natural fluid way.
Want to conserve mana? Stop casting.
To stop casting should never ever be the answer.
In my opinion a discipline priest should always have enough mana to cast plea and smite.
All the other healers have one spammable spell that is more or less mana neutral.
Discipline does not have that.
Thanks to that missing flexibility it also becomes almost impossible to heal moderat spot damage.
The second you have 5 active atonements, you are locked down for the next 5-6 seconds until the first effect starts to wear off.
The only way for discipline to react to that kind of damage is to murder your mana bar with either Shadow Mend or Plea 5+
I personally think that there are some steps that would help Discipline a lot:
1. Fix mastery:
Since mastery only buffs healing, Discipline currently suffers from a scaling problem, damage wise.
The higher the gear gets ilvl wise, the worse the damage output gets compared to the rest of the raid.
Tanks had the same problem in the past. The only answer Blizzard found in the end, was to let secondary stats buff both damage and defense.
So same treatment for Discipline. Instead of buffing the atonement percentage, Mastery should simply be a flat buff to our damage spells.
That would boost healing and damage at the same time, while still only applying to atonement healing.
2. Fix trinkets:
Make classical healing trinkets unusable. Make AoE damage trinkets unusable.
Let single target damage trinkets deal a proper amount of damage (in the current situation... buff them!).
3. Remove the unnecessary punishment from Light's Wrath:
Thanks to travel time and long cast time Light's Wrath is quite the pain to use.
I personally think that simple would work a lot better here.
Keep the cast time. Keep the travel time. But remove the 10% bonus scaling.
And the remove atonement from it.
When the spell hits its target, the target suffers some amount of damage and the raid/group gets healed.
Perhaps add some kind of splash holy animation to highlight the non atonement healing.
4. Make atonement more like rejuvenation and less like a complex revival.
I think discipline would feel a lot better if you could always cast smite and plea as a baseline.
If additional hps on the same amount of targets is needed Penance could be the answer. But Penance should be expensive.
Perhaps remove the cooldown, make it cost more mana and nerf the output to a sensible level.
If healing on more targets is needed Power Word: Radiance should be the answer.
But the basic rotation should always be DPS-Spell -> Heal-Spell -> DPS-Spell -> ...
Plea should only apply atonement, for a small fixed amount of mana.