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Help! Discipline Priest [PvP]
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Post by
840945
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Post by
557539
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Post by
840945
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Post by
cloudp
Borrowed Time is an absolute must. Train of Thought, on the other hand, relies on a really heavy cast time spell - Greater Heals won't be flying around, trust me. Players know how much a 2 second+ cast heals for, you won't get many of those off against most teams. Inspiration has a questionable value. It's dispellable (And people know how powerful Disc buffs are, you're bound to be dispelled dry to the end of time), and it does nil to Caster damage (which you'll deal with a lot of the time on 2v2 arenas). Also, you lack time to hard cast most AoE spells, and your crit will be inadvertedly low, causing you to starve for procs. However, being dispellable, it can "provide cover" to your main buffs (There's a chance Insp. will be removed instead of, say, your precious Shield), so taking 1/2 here is wise.
Divine Fury is something you should really consider. You can land admirable support damage for a Healer - but not if you have to rely on those hard casts I spoke of before. Faster casts lessen the chance of interrupts. Mind Spike is strong,
but Holy Fire I believe it's stronger *****
. You also get the benefit from passive Attonements, and mana saved now is time saved later.
I disagree with Improved Renew, once again, because of how likelly it is to get dispelled away into uselessness. (Good place to pick points for Divine Fury instead!)
Veiled Shadows is something to consider, since Shadowfiend is our only... well, reliable is an overstatement, but fair mana return spell. And a whole minute is awsome.
And unfortunatelly, forget everything you know about your priest at 85. Pre-85, balance is a whole mess, you won't have anywhere close to that effect once you hit 85.
"Musts" for professions, hardly - some offer great benefits, but the edge isn't ground-breaking. Engineering perks are, a lot of the time, not useable on arena. However, any other type of PvP, Engineering blows all other proffessions into the water with how stupidly strong it is.
Armor? Useful, sure, but don't seek it on gear when comparing stats between gear pieces. The glyph is a good choice when gearing up (Defensive approach), but upon getting better you may consider Mass Dispel - it's crucial to get that thing on Ice Blocks and Divine Shields as soon as possible.
***** Confirmation on that? Does Holy Fire really hit harder, discounting DoT since it's burst we're talking about?
Post by
840945
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Post by
cloudp
uuuuuuh... Your links are kinda messed up.
Allow me to point. Mind Spike's existance really messed with Disc's offensive side - which is to say, now, Smite lost a lot of it's power. You may start with Smite - to get the most of Attonement and Archangel - but as you grow in arena ladders, people won't even let you cast it. You may consider, than, to switch completelly out of Archangel, Evangelism and Attonement in favor of Mental Agility, and filling in points where they're incomplete (Emp.Healing).
As soon as you find you're getting interrupted way too much, I'd consider a respec right away. If you prefer to start getting used to non-smiting right away (the sooner you get used to it, the better), take all those talents off and place 3/3 mental agility, 3/3 empowered healing and the last one perhaps on Inner Sanctum? (This is the approach I recommend, and yes, I did forget that when I made my previous post.)
Greater Heal is not lacking viability in terms of direct mana cost or power, it's the cast time that makes it so troublesome. You might cast it, but you must be sure you won't be locked out too long from doing so. Hence, GH related talents are a risk. Inner Focus doesn't solve that problem.
No, Mind Spike is your main damage tool. Holy Fire has a cooldown, and exposes your Holy spells to interrupts. I can't be sure, as noted by my *****, of which hits harder, but likelly you'll be spamming Mind Spike on your target to death, and finishing with Shadow Word: Death.
2hands versus 1hands, I'll let stats do the talking for me.
http://www.wowhead.com/compare?items=67450.0.4084;67454.0.4084:67479.0.4091
And that link for the 2nd trinket is completelly messed up xD
Post by
840945
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Post by
cloudp
OK, your last talent tree seems exactly the thing I would use.
Tsunami is a great choice. Volcano is a tricky business to manage. What if it procs in the wrong hour? "Use" effects are preferable for a healer, who must constantly change between offense and defense.
When I said Penance's main component is the healing part, I meant defense is it's focus. The fake cast part was a trick you can use to lure people into using an interrupt. You use Penance, and right when you think an interrupt is on your way, you strafe or jump or move to stop the cast. That way they have the spell on cooldown and it does no effect. This can be used on offense and defense, but takes a really good timing and awareness.
MB having a guaranteed crit after stacked Mind Spike will indeed make it your second offensive spell. Shadow Word: Death is usually saved for reasons I'll explain below, except if the target is below 25% health - than, it's a great burst spell. Your DoTs are something to manage with GREAT care. First, MSpike will clear them out. So, they're best used if you're on the move and must absolutelly have it ticking - to prevent Stealths for example, where you should keep a DoT up. However, you're not alone! A lot of crowd controls break on damage. Having DoTs constantly up will cause tremendous friction on your CC chains. In short: be careful when to DoT. If it's damage on the target you want, you'd better off be doing direct damage casts. More on this below, too, on "Burst VS Sustained."
Shadow Word: Death can break CC. If you cast it on the, say, 0,1 seconds before a Polymorph lands on you, you'll get hit by the backlash damage and be freed of Polymorph, and get it on diminishing returns! This requires ABSOLUTE precision and awareness, and won't be easy, but will get you really far.
Now, you're a healer. You have the common misconception of "ABC" (Always be Casting). Arena isn't like that, you're missing an absolutelly crucial detail: Mana. You can drop combat to drink. That, you should be doing almost in ANY opening you find. Even if at 70% mana, you never know when you'll be able to drink again. Therefore, keeping your mana ready for eventual crisis is better than thinking "I'm fine with 50%" to find yourself in serious pressure and below 20%.
Damage support from yourself shouldn't be about Sustained damage (keeping constant damage output), but to assist in burst phases. Example, your partner trapped the enemy in a polymorph chain, and you'll fear him out next with no cooldowns on him to break free. That's when you should be pouring all and any spells you can to help your mage land a kill. Burst can also happen to force cooldowns (like divine Shield, Pain suppression) so that next time you score a prefect CC chain you won't have to worry about them. But healer sustained damage is so crappy you'll probably just hurt your mana in the long run and endanger the team. Try a more "Phase" approach, alternating burst, positioning (this includes positioning to drink and to ensure you won't outrange your partner with unfortunate CCs cast on you, while using LoS effectivelly) and healing phases as the situation calls.
Yes, 1hand is preferable because of the huge int bonus. Also, you can combine stats better (Haste main hand + spirit off hand for example), which you cannot with a staff.
The most important thing about your CC is that you're not alone. Your puny 8s CC with a seemingly gigantic cooldown can suddenly become part of a chain of CC lasting absurd amounts of time. Coordinate them with your partner. And try to punish people wrongly positioned with multiple fears (Good teams should never expose to a priest's fear on 2 targets at once. Fearing 2, possibly wasting 2 cooldowns to break free in 1 shot is a big advantage.). ALWAYS keep your enemy cooldowns checked (Is his medallion on cooldown? That Fear Ward was just cast, I should dispel first!, being examples)
Macros, I'm not using many. I use a Shadowfiend macro to get it to attack and Shadowcrawl immediatelly, and a /Cast !Mass Dispel macro to ensure the mass dispel aiming circle thingy doesn't disappear if I click it various times.
And the extra bit is that there is no absolute answer in PvP. "Adapting" is by far the keyword, and guides won't teach you that; experience will. Try some games, and keep us posted if in need for extra pieces of info ;)
Post by
840945
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Post by
cloudp
#1 Yes. None of the others can break. It shouldn't change how costy DoTs can be for such a little return damage-wise. You can be more liberal than, say, Priest/Mage or Priest/Rogue would be, but still, be careful.
#2
Edit: Rereading your question, the answer is yes, additional crit chance. 3xMS=90%+Your crit chance to crit. At 10% crit chance you're ensured a crit.
However, what you have to judge is the time you have left. People won't just stand around eating Mind Spikes, and a full MSx3->MB takes six seconds. Don't expect to be able to always follow the rotation, react according to time available.
#3 The doll is spectacular because you can control the proc. It's also a support burst tool out of the global cooldown, meaning you can, for example, Mind Spike->SW:Death and Doll and have all 3 hit at the same time! That's a massive burst. It's not easy to position for using it though. I can't say I've tested both - but in theory, I'd say the doll wins.
#5 Sorry, but Alchemists only, they're the only ones allowed to use consumables - and even than, it's one special alchemist consumable made to be equivalent in power to 2 extra sockets (like Blacksmith), or the 3 special JC gems. You can't use buff food or consumables.
#4
Indeed, a very wise suggestion! I'd take it.
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840945
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Post by
557730
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Post by
svl007
Well, for your stat priority question I'd arrange them closer to this:
Spell Pen (195) and Hit Cap (4%) -> Resilience -> Int -> Spirit -> Mastery -> Haste/Crit
Which from a gemming standpoint generally means, pure Resilience gems in yellow slots, Int/Resilience gems in red slots and Int/Spirit gems in blue slots.
What you choose for secondary stats (Mastery/Haste/Crit) isn't really that important as you won't be actively gemming them or reforging anything into them.
I'd also actually recommend using an Improved Renew spec (
http://www.wowhead.com/talent#bfhzrosbforofzMZ0b:qmorzqzm
) because realistically all that you gain from Divine Fury is a reduced cast time on Holy Fire. I've played around with both specs and I like the Improved Renew one better, although I'm sure it's a personal preference choice so I'd mess around with both and see what you like better.
putting resilience over int only is needed if you run a comp with little peel potential (melee cleave fe), if you run rmp you better of with gemming int for that little extra burst as your mage and rogue should be able to peel well enough that you don't have to squeeze in every little bit of resilience. Basicly it depends on what you feel comfortable with.
Especially seeying he's going to do mostly 2's for now with a feral i'd say it isn't needed to go all res (aka gem resilience, ofc he should get pvp gear ^^)
against dps/healer he's better of with some extra punch to get the kill
against 2 melee a feral should be able to peel well enough with roots, cyclone, stuns and slow
against 2 casters he just has to pillar hump and use los to his advantage that won't change with 300 res more or less
as for secondary if you go mastery you have to realise a lot of your shields will get dispelled and if you like playing very offensive, mastery isn't going to do a lot in that compartment. though it is mostly preference.
also don't keep stacking spirit when you feel comfortable with what you got, no matter how much spirit you stack you will go oom if you don't drink during long games. priest aren't the healers for long drawn out matches with hps spamming from the baseline so you shouldn't try to become one either as that's a battle you'll only lose against the other healers.
Post by
840945
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Post by
svl007
the hit and spell pen are indeed to make sure that your offensive skills connect especially your fear.
nothing is as damaging to a win as missing a crucial cc be it to get the kill or get that fear on dps when they are pounding you in the ground.
caster hit cap is 4% and spell pen 195 it's highly recommended to get it, but not all priests do and some seem to even do well without it. especially when starting to gear it might be an idea to first work on your defensive (healing) compartment before working on your offensive (cc & dps) compartment.
melee cleave is 2melee dps and a healer but in 2's it's also used for a 2 melee team
the most typical example is tsg (dk/warrior/hpally).
being a disc priest chances are high these teams will tunnel you from start to finish, so it's up to you to survive as long and up to your partner(s) to peel them as much as possible to help you survive and prevent em from connecting on you. it's probably wise to keep your ps for when they pop their big cd's (recklesness, wings, ...)
as for your stat priority, leave out stamina you don't actively seek it, just what you get on your gear is enough.
also i prefer haste>crit for pvp as faster casts usually help more then chance of a crit, but something is to be said for crit when next patch healing crits will do 200% instead of 150%. regardless it isn't wotlk were you could stack haste to extremes
as feral and disc you can go together with
(frost) mage
rogue
warrior
(frost) dk (but they are getting nerfed in 4.2 so don't know if it will still work afterwards)
and probably some others but these definitely work
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