So I'm looking at the four healing classes, and it's just startling how disadvantaged Priests are when it comes to getting new tools in the expansion. This isn't wholly a power concern, since, if Blizz felt like it, they could make Gift of the Naaru the most powerful heal in the game just by the numbers, and the number of cool new abilities may or may not have any impact on how effective the class is at healing. No, this is a concern about the fundamental attractiveness of Priests come WotLK. Note that I'll focus mainly on PvE healing.
Let's take a little inventory of what Holy Priests are getting.
1. Improved Holy Concentration. This is the one talent that I feel truly excited about. I'm not on the beta, but my impression of it is that it will both make mana management a lot easier and also provide us with spikes of incredible HPS. If we just had about three more talents that were as awesome as IHC, things would be great. But we don't, and they aren't.
2. Test of Faith. Well, if you fall behind on tank healing, you'll have a 25% greater chance not to cause a wipe. But you can't sculpt a playstyle around this talent at all, and its usefulness is marginal, since the increase is not huge and the circumstances where it applies *should* be rare.
3. Divine Providence. Another deeply lackluster talent. It's not that it's bad (though it sure isn't spectacular), but there's nothing about it that makes me go "Wow, this will make things interesting!"
4. Serendipity. A minor fix for a minor problem. Will basically just make us feel slightly less pain from the downranking nerf. Also, it weirdly incentivizes overhealing.
5. Guardian Spirit. For our 51-point talent, we get a long, long-CD "oh snap" button. Like Test of Faith, it will give us a cushion when tank healing, and also will probably save a couple overzealous DPS here and there. It's a strong ability, but once again, it's nothing remotely revolutionary, thanks to the cooldown.
6. Buff to CoH and Lightwell. Well, now we have to think even less about CoH spamming. The Lightwell change will make it a more useful gimmick, but positioning/charges will still make it rather finicky.
7. For our SOLE trainable Holy ability, we get...another long, long-CD "oh snap" button.
So there you have it. Now, I'm not saying these changes are bad, and viewed in isolation I might even feel pretty good about some of them. However, it's when you look at what the other healers get that you realize how shafted Priests are.
Let's consider Paladins first.
1. Divine Plea.Trainable Evocation. 'Nuff said.
2. Enlightened Judgments. By itself, pretty bland, but...
3. Judgments of the Pure. Essentially constant 10% haste. And popping a few points into Ret for Heart of the Crusader gives Pallies a powerful group buff akin to LotP. The incentive to keep a Judgment up is a big boost.
4. Sacred Cleansing. Will be powerful for dispel-based encounters.
5. Greatly buffed Holy Shock: reduced mana cost, cooldown halved, effect increased. And on a crit, it gives an insta-Holy Light. Now a much more viable raid tool. (On par with Penance, I might add).
6. Beacon of Light. Wow! This is what a 51-point talent should be. Provides incredible dual-tank healing (think about a fight like Bear in ZA, with tank rotations) or simultaneous raid + tank healing. Completely changes the way pallies think about healing. (I will note that, in alpha, the Wiki datamined a Priest buff that was similar to this, but presumably Blizzard decided to give it to Pallies instead).
7. Sacred Shield. Another paradigm-changing skill. Gives the Paladin long streaks of ~80% crit Flashes, in addition to providing damage absorption.
8. Blessing of Sanctuary change. Yet another powerful entry in the Pally's huge buff arsenal. Provides constant small mitigation and also gives tanks fairly insane rage/mana regen.
9. Lay on Hands change. Cooldown reduced to 1/3 its original length, and no longer sucks up all mana. Even untalented, this is an "oh crap" button to rival both GS and DH, cooldown aside.
How about Shaman?
1. Hex. Though not strictly related to healing, this is still a class-defining change.
2. Earthliving Weapon. A flat spellpower bonus, plus sporadic HoTs.
3. Tidal Waves. Provides single-target throughput bursts comparable to Imp Holy Conc, except much more predictable. The free coefficient buff never hurt anyone either.
4. Ancestral Awakening. An intriguing talent. I don't really know how its use will play out.
5. Cleanse Spirit. Holy crap! Another major Shaman weakness fixed.
6. Tidal Force. Powerful single-target healing tool, and pretty interesting to boot.
7. Imp Earth Shield/Blessing of the Eternals. I'll grant that these are pretty dang boring.
8. Improved Water Shield. Comparable to Pallies' Illumination or Priest's Holy Conc.
9. Spirit Link. Damn! Again, this is what a 51-pointer should look like. Similar to the Pallies' in that it's amazing for keeping multiple tanks alive, but it has SO many other uses as well. Combined with Chain Heal, it makes Shammies even more powerful at AoE healing. Think about it in a 5-man: Spirit Link means it makes sense to use Chain, because you can make it so that three party members take small amounts of damage instead of one (tank) taking large amounts. Once again, this completely revolutionizes the Shaman's healing style.
All right, Druids.
1. Revive. Bam. Priests are now the only healing class without both wipe protection and an out-of-combat resurrection. (Pallies DI, Shamans ankh, Druids battle rez).
2. Nourish. A powerful, quick nuke heal with no cooldown, something which Druids previously lacked. Even without a HoT up, it's essentially the same as Flash Heal, and with a HoT up it becomes about 15% better (a little more expensive).
3. Master Shapeshifter change. Admittedly not flashy, but it does benefit ALL possible playstyles.
4. Living Seed. Very close to Ancestral Healing/Inspiration.
5. Improved Tree of Life. Double armor in healing form! Plus very meaningful efficiency buff.
6. Gift of the Earthmother. The reduced GCD is huge and will drastically change the way Druids think about healing, particularly when it comes to Lifebloom stacking etc. Extra mana is a nice bonus too.
7. Replenish. Damn! Power returns on Rejuv ticks is pretty huge.
8. Flourish. Another amazing tool, like a mini-tranquility. Will probably end up providing comparable numbers to CoH.
So here are the problems I'm seeing. Every class gets several powerful new abilities that really change the healing playstyle for the better...except Priests. Every class gets at least one trainable new ability that's directly related to healing and that changes the healing paradigm at least a little...except Priests. Every class gets at least one "fix" to a major problem--Druids get an out-of-combat rez and a reliable AoE heal, Pallies get multi-target healing, Shaman get a CC spell and a friendly dispel--Priests get none of this.
Holy's 51-point talent has a long cooldown and really doesn't add anything meaningful to the class except allowing a little bit of laziness. All the other healing trees' 51-pointers are real game-changers and fundamentally remake the healing paradigm for the class. The sole healing-oriented trainable talent for Priests has exactly the same problem...it's a good effect, but it's a one-off thing, and it's slapped onto a crippling cooldown, meaning that it really doesn't change you how you play or bring anything truly new. Trainable abilities like Nourish, Divine Plea, Hex, Earthliving Weapon (sort of) and Sacred Shield are infinitely more meaningful and exciting.
To sum up, I'm sad that the Priest healing tree is getting so little attention compared to that of the other three healing classes. While Druids, Shamans and Paladins get, for the most part, very intriguing new talents that will really make playing the class more dynamic and attractive, nearly all of the new Holy talents are either marginal, largely invisible improvements (10% bonus to AoE heals? How much more bland can you get?) or potentially interesting abilities hampered by long cooldowns and a lack of "game-changing"-ness. The trainable abilities are the same. And, on a side note, it seems mildly scandalous that Priests get a measly 2 trained abilities, while Druids get 3 and Paladins and Shaman each get 4.
It just feels like we'll be going through the same old rotations of Greater Heal/Renew/ProM on tanks and CoH on the raid, with the only new things being the occasional burst of IHC goodness and the ability to save a struggling tank every three minutes or save the party every 10 minutes (whereas, of course, every OTHER healer has a real wipe-recovery skill). Meanwhile, all the other healers will have so many more tools at their disposal: Druids will have a new, quick nuke heal and a great AoE healing skill, plus a raid-regen mechanic, and the HoT game will be radically different with the 1s GCD; Shaman will have a powerful damage-redirecting ability to figure out and abuse, a friendly dispel, a quality CC, and the ability to switch between Chain Heals and super-fast Waves; and Paladins will be exploiting Beacon of Light for all it's worth, keeping Sacred Shield up, using the now-good Holy Shock more often, and be able to Evocate, plus giving the tanks free rage with Sanc. Overall, it really feels like Priests have been somewhat dumped by the wayside for the expansion, and as a proud Priest mainer, I feel pretty bummed about that.
(I would love it if someone could repost this on the official beta forum.)