You have 6 position wings on the deck, when you press 2 and 3 skills, the wings light up, when you reach 6 wings, the 3rd skill receives a healing bonus, when you press the 3rd skill, the wings bloom and a working time timer appears
Under the stone now 1 skill gives 4 sigils, the rest of the skills are 1 each, 6 skills do not give sigils
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Priest Changes and Impressions
Compared to CBT1, Priests received substantial nerfs across skills and talents – no buffs were given (see the table of changes for specifics). However, it seems tanks have gained increased survivability. Mythic dungeons through Heroic 3 are manageable for healing, even with limited experience. Raids will likely prove more challenging. Priests seem to have higher mana consumption compared to other healing classes, so mindful resource management is crucial.
Distance is a Priest's strength (shared with other healers), allowing for optimal positioning during encounters. Their relative fragility is a drawback, especially in PvP. It's nearly impossible to survive in the Arena without significant team support. The hero remains strong in AoE healing and protecting tanks from heavy hits (though with a cooldown limitation). Regular dungeons and raids will mostly rely on your core healing spells (3-4) for consistent group support.
Elite raids necessitate a build shift: spam your first spell on the main tank, then utilize raid heals as needed (4, 5, and 6). Your sixth spell excels during boss transition phases. Several talents synergize well, granting heals when taking damage (static from attack). The Oracle branch offers instant-cast benefits and reduces incoming damage for the target. You can even provide some AoE damage reduction to the party for short periods thanks to armor-increasing talents.
Gameplay Specifics
Sadly, pure healing builds have been rendered less effective for PvP. Battlegrounds offer some room to maneuver, but Arenas make you a prime target for enemy DPS.
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