– We’re going to make Holy Concentration scale with spell crit instead of just a flat %
– Divine Hymn now does a short duration heal over time effect in addition to it’s crowd-control capability, and is now baked into a lot of Holy talents (Holy Reach, Divine Providence etc.)
– We improved Blessed Recovery so that it now works like Ignite (Mage), where each crit gets added into the periodic heal over time and refreshes the duration.
– Lightwell – You can now see how many charges are left in the Lightwell by clicking on it.


– Grace will now provide 2% healing for the Priest, stacks up 3 times. So 6% increased healing taken from that target who has Grace (but only by you, the Priest).
– Twin Disciplines will now work with Mind Flay.


– Shadow Resilience re-designed. Now called Mind Melt – Increases the critical strike chance of your Mind Flay, Mind Sear and Mind Blast spells by 2/4%.
– Shadow Power: Now 20/40/60/80/100% critical strike damage bonus, also works with Mind Flay.
– Improved Shadowform – The chance to remove all movement impairing effects when you Fade is now restored.
– Psychic Horror – Redesigned. Now reduces all damage done by targets when Psychic Scream ends by 15/30%. Lasts 6 sec.
– Dispersion – 90% damage reduction is restored.
– Misery – Now has 5/10/15% bonus spell power to Mind Flay, Mind Sear and Mind Blast.


Das bedeutet wieder einen Buff für den Shadow – wobei es traurig ist, es als *Buff* bezeichnen zu müssen, wenn Irrtümer zurückgenommen werden.

Elend bekommt seine alte Bedeutung zurück, Dispersion reduziert wieder den erhaltenen Schaden auf 90%. Um Twin Disciplines kommt man nun gar nicht mehr herum.
Was immer mehr auffällt, dass Crit auch für den Shadow sehr wichtig wird. Da kommt SW:T sehr gut 😉 .

Zudem hat A Dwarf Priest (Originalquelle) ausgebuddelt, dass es kein Balancing Team gibt:

Ghostcrawler, later in the day, expands on how the changes were not completely informed:

In fact, very little actual real world data went into these changes. We did not sit down and compare Holy healing or Shadow damage to other classes and decide that those horrible, horrible priests needed to be taken down a notch. Once we have more numbers (A LOT more numbers), we’ll be in a better position to say wow, Holy really can’t keep up with the druids, or Disc really isn’t doing anything different in raids than they used to.

So, initially Ghostcrawler stated that they: “made a big push to try and balance the power of each talent and spell” but later states that “little […] data went into these changes” and “we did not sit down and compare [classes/specs against others].”

Say what?

More explanation from Ghostcrawler:

We took a look at a lot of the talents, compared them to other talents, and asked ourselves if some of them were doing too many different things, were designed in a way that was always going to be buggy to implement, were confusing, were dumb, or were flat overpowered for their cost.

So, they are comparing talents from one class to talents from another class, but not how they are being utilized by the different classes/specs? This is a bottom-up approach that should have been done much earlier in the beta, IMHO. If you want to balance the talents and how they are budgeted, then you should have done that first, then relied on beta testing to tweak things into place from there. Seemingly arbitrarily established talent values set by the various class designers have been in place for a while. Why go top-down, then bottom-up in development? Wouldn’t it make more sense to start at the bottom and just work upwards from there?

Also, according to Ghostcrawler, talents (and spells) that are being changed now have been determined by developers to be:

* Buggy in implementation
* Confusing
* Dumb
* Overpowered (for their cost)

I would just love to see where developers felt all the previous changes to priests fell with respect to these categories. Were Imp Holy Concentration and Twin Disciplines overpowered? Was Improved Shadowform confusing? Were the added bonuses to Misery “dumb”?