The following is kind of bloggy because I still don't have one. I apologize for the blocks of text.
Power Word: Solace has been redesigned.
Power Word: Solace replaces Holy Fire. It deals the same damage and interacts with other spells and abilities in the same manner, but is instant, costs no mana, and restores 1% of maximum mana on each cast.
- For pvp, this talent might look like a slight buff because it's a new instant for disc, but it's actually still 'worse' compared to mindbender or fdcl. The mana savings you receive from mindbender is better (and flexible unless you play people who cc your pet frequently), and this spell will not be more damage than mindbender because it won't benefit from pvp power. As for an instant with healing, it still pales compared to fdcl because it doesn't yield high atonements. It's also 1 inflexible global on a 10 sec timer and you have other things you could do with that global that's sucking up 10%-15% of your time.
- For pve, this gets interesting. For both specs, this is (optimally) 6% of your mana per minute. For comparison, mindbender is 14.6% per minute and shadowfiend is 8-9%. The most mana gained per encounter will shift in favor of solace IF you can sync a shadowfiend up with a bloodlust or IF the encounter length favors the length of time in multiples of 3 (like, a little after 6 minutes length). This is at the expense of the 6 inflexible globals per minute. This talent will also give you shorter but more frequent temporary window of spell casts if you're oom in an encounter. This talent is still pw: insanity for shadow.
- For holy, it's damage on a 10 second timer. This is 15% (before haste) less healing done under optimal play (on cd). With the new lightspring breakpoint reachable next tier, it's more like a ~13% hps loss (compared to Mindbender's 2% loss).
- For disc, it gets more interesting because if this "technically" replaces holy fire and "interacts with other spells and abilities in the same manner", it will both give atonement and stack evangelism. This means if you were glyphing the instant hf before, you have to take this talent to get the same behavior. This can be more mana, and you would figure with the bonus of more hps, however it's on a 10 second timer that must be optimized close to cd. This means short cd's that are up at the same time and must be used will lessen it's value (penance, rapture, prayer of mending, ect.). Also, spirit shell will lose value if you stop casting valid absorb spells to do a holy fire, so same logic with this talent. You will lose value if you're trying to maximize spirit shell. It's not all negative, this talent will make evangelism more mana friendly, and in the long run make archangel more healing per mana. And if you are casting holy fire anyway, this is also freeing up the mana costs of the otherwise spent holy fires, and technically this is more than a 1% gain an a slight increase of globals per minute. If heavy atonement/archangel play is your preferred, this talent will better support you.
Dominate Mind now has a 1.8 second cast time (was 2.5 seconds).
- for pvp, this is a buff
- for pve, this will make recasting the spell on a mob after it ends a little easier
Angelic Feather now has a 6 second duration (was 4 seconds).
Body and Soul now has a 3 second duration (was 4 seconds).
- for pvp, this is interesting. Angelic feathers will net 3 second more time on your speed boost, but it's still 1 entire global (and the positional hassle) where body and soul still gives a shield AND speed. But angelic feathers still have no mana cost, and the fade talent is still in this tier. The same logic of 5.0 applies, so spec according to your comp. I would still take fade over body and soul or angelic feathers for competitive arena. For heals, it's not as clear cut, but lean on fade at higher play.
- for pve, you still want body and soul if you want to spam on 4 (or more) different people in a row. But they are still unable to get "double" boosted (from weakened soul) and this still costs the 6.1% of our mana per speed boost. For personal use on feathers, we used to be able to run for 16 sec in a row (starting fresh with all 3). Now it's 36.
Glyph of Holy Fire has been redesigned. It now increases the range of Holy Fire, Smite, and Power Word: Solace by 10 yards.
- for pvp, these spells are still largely unused because they do no benefit much from pvp power. However, It's still easier now to use evangelism/archangel as dispel fodder because the instant holy fire moving to a talent frees up that glyph slot to run the standard optimal pvp glyphs while having an instant evangelism stacker.
- for pve, this is a nice quality of life change. On fights with these spells seeing usage, you can position with the group better. This has slightly more value for a 25 man due to the space constraints. This also is much more devalued over it's previous incarnation, so for disc this means a new free glyph slot that isn't always slotted with holy fire.
Focused Will now reduces damage taken by 15% per stack, with a limit of 2 stacks.
- for pvp, just a flat buff (from the previous 10%). With an almost 100% uptime of this when being focused, we are officially more tanky than platewearers (before cd's).
- for pve, a slight buff on those aura fights.
Spirit Shell no longer benefits from Mastery, and now properly includes the benefits of Divine Aegis and critical effect chance.
- for both specs, spirit shell will assume that divine aegis is guaranteed because the crit chance is a fixed modifier under spirit shell. If the new mechanic still rolls to see if a spell crit or not before applying the divine aegis effect, this new effect is a flat nerf to single target healing. Also assume that this new spirit shell is using the 50% divine aegis (instead of the previous 30% it was using even after the buff we got a month back).
- for pvp, this is a buff for you. This is because priests in pvp gear had less than 40% absorbs from their mastery on gear. In later seasons spirit shell won't scale as high as it used to, but it will be better for now (and later seasons stack something besides mastery anyways).
- for pve, this is a nerf if you were over 25% in absorbs from mastery. This is a buff if you were under that. What's funny about the wording of this change is that it says that this now benefits from DA, but the spell has actually always included DA in its calculation (even if it was the 30% instead of the 50% value). What they mean is that instead of mastery just being a flat multiplier on spirit shell, that modifier is only on the da, which is in the spirit shell calc. Here's some quick and dirties:
>>Non-POH Shell = Average Heal * (1 + Mastery %) * (1 + Crit %) * (1 + (Crit % * 0.50))
>>POH Shell = Average Heal * (1 + Mastery %) * (1 + Crit %) * 1.30
>>5.2 POH Shell = Average Heal * (1 + Crit %) * (1 + ((1 + Mastery %) * 0.50))
Rapture now provides mana equal to 250% (was 200%) of the Priest's Spirit, but no longer benefits from Spirit provided by short duration bonuses.
- for pvp, this is a buff. This is because there was very few temporary spirit procs on your gear or while playing in pvp. This also means that your pw:s is free at 7320 spirit (6222 in inner will)
- for pve this is a nerf. The short term bonuses that were at a fixed proc number (like trinkets, darkglow) were sort of out of line in the sense that they were giving those procs more value as discipline, but what was really out of line was the spirit multiplier effects (mana tide, jade weapon). But understand that this is a good thing. Disc mana scaling was already going to fast, too far. Even if you have temporary spirit buffs, you still should have been using rapture on cooldown for their max benefit (if you were waiting for them, you were doing it ineffectively), so the gameplay should be about the same for you. But what this really means is that the amount of base spirit you stack is entirely up to your personal preference, and spirit procs are playstyle choices once again. At an average level of 15k spirit in the next tier, we're looking at an a 5% mana return from rapture (but if you subtract the cost of the PW:S, it's more like 2.56% return) which is much more reasonable and consistent across different raid comps, with or without a resto shaman. Speaking of those shamans, like shamans this change makes trinkets like Qin-zi's Polarizing Seal a more desirable choice because base spirit is now what effects rapture. That trinket in particular is noteworthy because it has a higher uptime than standard int proc trinkets, so try to get your hands on one. For more consistency (tank heals or aoe) or heavy evangelism usage, you probably want to stick with double int trinks.
The nitty gritty math for how rapture affects me:
>>I have 10839 spirit. 21,678 returned mana from rapture.
>>With all of my procs and tides, I average ~30,148 raptures on current raids.
>>After this change, I will average 27,098 mana from raptures.