Mage
Arcane
- Arcane Subtlety now Reduces the chance your helpful spells and damage over time effects will be dispelled by 15/30% and reduces the threat caused by your Arcane spells by 20/40%. (Old – Reduced the chance of dispell on all spells)
- Incanter’s Absorption now has an additional effect: Total spell damage increase cannot exceed 5% of your health.
Glyphs
- Glyph of Arcane Blast — Increases the damage from your Arcane Blast buff by 5%.
- Glyph of Invisibility — Increases the duration of the Invisibility effect by 10 sec. (Up from 5 seconds)
Mage bugs
We have a solution for Mirror Image Polymorph spam.
There is a technical problem with adding spell pen to pets. As I’ve mentioned a couple of times, the entire system of how pets inherit stats (and buffs) needs to be overhauled and we are working on that now. Most pets do have hit I believe.
We fixed a bug in 3.0.8 where the racial spell hit bonus was applied after the other modifiers were added, meaning that you could not cap yourself above it. Now if you really want to hit races with certain spells you can. (Source)
Paladin
Protection
- Stoicism now reduces the chance your helpful spells and damage over time effects will be dispelled by an additional 10/20/30%. (Old – affected all spells)
Glyph
- Glyph of Hammer of Justice — Increases your Hammer of Justice range by 5 yards. (Old – increased duration by 1 sec)
Priest
Discipline
- Silent Resolve now reduces the chance your helpful spells and damage over time effects will be dispelled by 10/20/30%. (Old – Affected all spells)
Shadow
- You can now cast Cure Disease and Abolish Disease while in Shadowform.
Glyphs
- Glyph of Spirit Redemption – Increases the duration of Spirit of Redemption by 6 seconds. (Old – All heals cast while Spirit of Redemption is active have a 20% chance to increase the remaining duration of Spirit of Redemption by 4sec.
Priest Role
You guys are trying to dissect subtle differences between “gap filling” and “being well rounded.” Those are just words. They are descriptive, not definitive.
Priests can do lots of different things. When you bring a priest of any spec, you get some really nice buffs (like Fort or Spirit) and utility (such as Mass Dispel). When you bring a healing priest, you bring enormous benefits in flexibility. The priest can Greater Heal the tank on one fight, cast spot Renews and PoMs on the melee dps in another fight, throw out a CoH or PoH when lots of people are down at once, or Flash or PW:S a rogue before she dies. Casting GS or Pain Supression on a tank, especially an OT who dps’s a lot and may not have the gear, can be really useful.
You can shift from fight to fight depending on the specifics of the encounter and the needs of the raid. If you are in a group where raid attendance is not always 100%, a priest is a wonderful thing to have. You can tank heal when the paladins don’t log or hot when the druids don’t log.
The strongest groups will have all 4-5 types of healers. But we also tried to design the encounters so that you can work around it if you are missing a few.
If your raid is stacked with paladin healers your group healing will suffer. If your raid is stacked with druid healers, your tank healing will suffer. If your raid is stacked with priests, you won’t have any problems.
If that type of role doesn’t appeal to you, I can understand. There seem to be a lot of priests (on these forums) who just don’t like priests and want them to be something else. But really we think they’re fine and will keep getting spots on raids and Arena teams. For a lot of players, “priest” is *still* synonymous with “healer.” I don’t think we’re in danger of that changing. (Source)
and what can a priest do in pvp?
Honestly Garrett, the majority of priests I see in PVP are tanks. They roll disc. and just start kiting away DPS and taking a beating. In the arena is a totally different story but I can’t go much into it because I don’t have a priest.