WoW Priests

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I think someone on here was having a hard time with their priest soloing or general play tips for grouping or soloing. I would definitely recommend going to thottbot and looking at the skills available. I cant help but get psyched when I look at the spells they get. They might not be as powerful a nuker as a mage. However, Im sure Leaping will chime in and say he'd love to be able to heal himself.

Let me recount what I found interesting about the priest...

Devouring Plague - bummer you dont get it till 28 but its a big lifetap DoT. First Rank does 272 damage/healed over 24 seconds.

Feedback - weapon effect that drains mana and damages for the same amount; not till level 30 though

Holy Fire - a nuke with a small DoT

Inner Fire - lvl 12 and attack power increase and armor buff

Mana Burn - drain mana and cause half damage of amount drained; lvl 24

Renew - same power as Druid's rejuvenation but given 2 level behind the druid; I cant say enough about these spells; with this and power word shield, you should practically never have to heal

Shadow Word Pain - a nice DoT thats instacast

Shadow Guard - the Priest shadow damage version of the shamans lightning shield; Oh how I love lightning shield

Starshards - now we are talking; this must be the channeling nuke; 135 damage over 5 seconds at level 18... wow!

Power Word Shield and Power Word Fortitude - who wouldnt want a lot more hitpoints? Shield essentialy increases you hit points by X amount every 30 seconds plus it prevents you from being interupted

At level 24, Shield absorbs 234 damage. Most things hit my druid for 35-45 every 2 seconds at that level. At that level your renew is healing 35 every 3 seconds. Do the math. With power word fortitude boosting your hp by a few hundred, priests should have pretty good survivability. Your shield absorbs hits for 10+ seconds allowing you to channel 2 starshards for 270 damage. And then you can heal yourself if all goes bad.

That sounds like a pretty dam powerful class to me. I really have to stop going to thottbot. It always makes me itch for playing one of my zillion alts.

Oh and guess what? My druid cant solo as fast as my shammy. She can still solo what I would consider VERY well. Now guess what her offensive spells are? Moonfire and her staff. Thats it. I have 2 nukes I never use because one is weak and one takes forever to cast and is a mana hog. Entangling Roots? Please that spell is so weak. Ya so its a root spell. Id only ever use it in instanced to hold adds in place.

Haven''t played a priest so I can''t say much of it. I''m in the mindset that priests can''t solo as well as the other classes.

"fangblackbone" wrote:

Entangling Roots? Please that spell is so weak. Ya so its a root spell. Id only ever use it in instanced to hold adds in place.

You can''t use Entangling roots in instances, it''s an outside only spell.

I find soloing with my priest to be easier and more fun than with my warrior or rogue from OB/ST. Part of that is probably that I''m better at the game now. One thing that is important about the priest is that it is is *totally* different experience soloing than it is in groups. It is almost like playing two different classes. Which is great for variety...

I saw a level 33 priest soloing level 35 tigers last night in Stranglethorn. The first thing I thought of was how we have been talking on GWJ how priests have issues solo. Well, that proved to me that priests were not as bad solo as some of us thought, IMO.

"hubbinsd" wrote:

I find soloing with my priest to be easier and more fun than with my warrior or rogue from OB/ST. Part of that is probably that I''m better at the game now. One thing that is important about the priest is that it is is *totally* different experience soloing than it is in groups. It is almost like playing two different classes. Which is great for variety...

My brother was saying this last night. He has a priest on another server and a warrior on black hand. At one point he says, ""Are warriors weak in this game?""

I asked him why he asks that and he said he has a lvl 11 priest on another server that has died less than his lvl 7 warrior.

I really don''t think there is a weak class in the game. You just have to realize what the character is good at and adjust your play style appropriately. I saw a guy last night complaining about how weak Mages were soloing. Then I saw him in the zone and followed him around watching him. He was an utter moron. He would charge in like a warrior and bitch when his spells took forever to get off because of all of the interuptions.

I, on the other hand, easily handle mobs 3-4 levels higher than me. Mana shield, poly the add, frost nova for some distance, and pummel away.

I hear about people complaining about the ''broken'' warrior/priest dynamic and can''t help but think it has as much to do with the play style as with the class balance.

Yes, I would love to be able to insta-heal as a mage, but that would be an unfair advantage as the mage class is pretty powerful, it''s only real weakness is health.

Mages are great solo, you just have to be a little smarter about it. Of course, it''s always better in a group. That guy is an idiot JoMo

As I mentioned last night, I''ve been having an easier time soloing my priest than when I play in larger groups. This is mainly caused by my inability to master group aggro yet.

On several Deadmines runs, I would find myself in a position where I was attempting to fill what I thought was my appointed role - healing. Yet even when I really dialed back on all spell use, and tried to save a heal for a less than 50% health party member, it seemed like there were several cases where every mob jumped on to me. Priests go down very quickly when this happens.

Solo, on the other hand, has been relatively pain free. As mentioned you get a lot of time to smack down individual mobs with a priest. Make sure Power Word: Fortitude is up. Cast Inner Fire; cast Power Word: Shield. Whack away. Renew Power Word: Shield and cast Renew occassionally as needed. When you get into trouble with adds, run them off with the fear spell and run away to reset the situation.

Priests and group aggro management is an acquired skill. One of my major preoccupations as a tank is making sure that if Tycho takes aggro to try to get over there and ''cast'' mocking blow on the mob to take aggro for a time (giving me time to take aggro by force if I can hit the stupid thing) to protect him.

Tycho has gotten much better at saying ''On me'' or something to that effect if I''m not seeing it happen either so I know to turn around.

As Gaald says, aggro management is what instances and the dungeon crawls are all about. If you''re with a group that is trying to take on more than 2-3 mobs (and 3 can be too many if they''re elites at your level) at once you''re in the wrong group.

I''ve been thinking about starting a priest as an alt but decided on a paladin instead. I just couldn''t see what a priest does better than a paladin. I guess they can heal better but not that mutch better. Maybe I am missing something here having never played a priest?

This whole thread seems to be aimed at me, so let me respond.

I think thottbot is a bit out of date on this issue. And this post is a bit misleading, Priests don''t get all those spells. Each race''s Priest gets two unique spells, one at Lvl 10 and another at Lvl 20. As a Human Priest, I got Deperate Prayer at 10. That''s a great spell and is instacast and takes no mana. At lvl 29 it heals about 3/4 of my bar. It''s got a 30 min cooldown, which is not so cool. This spells saves my life the most. At lvl 20, I got Feedback which is terrible. I don''t do a lot of melee with spellcasters (see below) so I NEVER use this spell. I don''t even have it on my bar.

So I don''t have Starshards (NE), or Devouring Plague (UD), or Shadow Guard (Trolls), nor will I ever get them. It would be great if I did, but I don''t.

Mana Burn seems like a good spell, but in reality I don''t use it much. I can usually kill spellcasting mobs in the time it takes to totally or mostly drain their mana with Mana Burn, because most spells casting mobs have low HP. It also doesn''t do damage equal to 1/2 mana drained. It''s 1/8th now, so that is a lot less useful. From what I have read, its a PVP spell only, but a powerful one.

Holy Fire can only be accessed by the talent line, and I didn''t take it. The last thing I need is a spell that generates even MORE hate, and if I wanted to go around nuking stuff, I would play a mage. I am also not sure if the damage from this spells scales as you level, so it might be a wasted talent slot. None of the talent builds that I see on the boards include this spell.

Inner Fire is great, I need to use this more. It''s instacast and uses hardly any mana, but it only lasts 3 mins, so it''s kind of a pain to keep up.

Renew is a decent spell, but it''s pretty useless soloing except to reduce downtime. Incoming damage for a Priest is just to high, but I will get to that in a minute.

Shadow Word: Pain, Smite, and Mind Blast are great and I use them constantly. Mind blast has a cooldown, so you can''t spam it and you can''t use it in groups because of the Hate it generates (more than Smite, it generates EXTRA hate, per the spell description.)

Power Word: Shield is a great, class defining spell, but it''s not as a good as you imply. The big problem with the Priest as least in the regard to these posts is cloth armor. My incoming damage is HUGE. Ruskin and Cope can attest to that, against Elite same level mobs, I can go down in 1 or 2 hits. Think about that. I throw a heal, draw aggro and before the warrior can taunt the mob off me I am dead in one hit. You say that your druid only takes 35-45 damage at lvl 24, that''s because you don''t have gimp armor. Against ONE same level mob, my shield will last MAYBE 10-12 seconds. With some high damage mobs (dragonkin), it''s less than that. And if I pull two mobs? 5-8 Seconds. That''s not much time. If I pull 3 mobs? I have to run and will probably die if I don''t use Desperate Prayer, thanks to my good friend Daze. Think about that, if every time you drew 3 mobs you had about a 50% chance of biting it. Also, PW:S eats mana like it''s going out of style and I can''t cast it again for 30 seconds (although there is a talent that fixes this and I am now working toward it). Casting PW:S twice in a fight pretty much guarantees downtime after the fight.

Being able to heal yourself is nice, but not super nice. Against one mob, you pretty much don''t need to heal yourself. Against two, you only need to when your shield goes down, but then you are trying to cast a slow spell with to mobs beating on you. It takes FOREVER, especially against fast swinging mobs. Renew is impractical, because I am taking on so much damage, a small drop every 3 seconds just doesn''t cut it. The best thing about Renew is the small amount of hate it generates.

My typical solo routine goes like this:

Get maxmimum range from a mob and cast Holy Fire.
Cast Smite (it takes the longest to cast of my nukes)
Cast Mind Blast (it''s much quicker, but has a cool down)
The mob will ususally JUST be reaching me at this point
Cast PW:S on myself
Whack with staff
When my Shield goes down the mob usually is at about 1/4 health
Cast Mind Blast again as a kill shot (epecially if the mob flees)

I could do this all day against same level mobs with hardly any down time. It''s the adds that absolutely kill me. 2 equals downtime, 3 equals death if I can''t get a fear off or my Desperate Prayer is recharging.

I am still learning the game, and getting better. I don''t use Fear nearly enough, I just figured out last night I could Fear without looking at the target, which is huge when you are running away. Fear makes the mob run in circles for 8 seconds. I can now do 3 mobs instead of 2. I have read that this is an essential spell for PVP. I also need to make sure I have Inner Fire up at all times.

I am also underpowered equipment-wise right now, I need to get some better stuff, but I am saving for the 8 spells I have to buy at lvl 30.

I also need to rethink my Talent path and stat bonuses a bit, as well. I went down the Holy tree, which I am learning now is useless until the end game. Why? Because no one groups with me. All my talents are geared toward grouping, increasing my heals, reducing threat generated by my heals, reducing threat generated by my damage spells, etc. They are useless when soloing. The common thought seems to be to spec out the Shadow line, which has much more solo-friendly talents (increasing damage and new damaging spells) and then respec at 40 or so when people will actually group up with you. I have been going heavy spirt and intellect stat wise, but I have read that it''s better to go Intellect/Stamnia to make up for our sh*ty armor.

I could probably solo a mob 2 lvls higher than me if they didn''t resist to much. I would have to rest a bit afterward, though.

Being a Priest is not all bad, I have a feeling they will go way up in importance during the end game and in PVP. Mind control seems like a powerful spell. It''s just frustrating that I built my Priest for grouping and I am pretty much ignored at the moment, and when I do group with a paladin or warrior and watch them rip through mobs without even taking any damage as I just sit there waiting to heal them. I wouldn''t group with me either if I were them, why split the XP?

Yet even when I really dialed back on all spell use, and tried to save a heal for a less than 50% health party member, it seemed like there were several cases where every mob jumped on to me. Priests go down very quickly when this happens.

When you drop the big heals, you WILL draw aggro. Use Fade immediately and type ""on me"" in the text window.

There are two schools of though on this. Using more, less powerful heals, or waiting and using the big guns. I find that the first method draws MUCH less hate, but is less mana effective. To each his own, but know that big heal = immediate aggro. I almost NEVER use any nukes, unless the mob runs, in a group. Just shadow word: pain, and then Wand.

"Copingsaw" wrote:

I just couldn''t see what a priest does better than a paladin. I guess they can heal better but not that mutch better. Maybe I am missing something here having never played a priest?

Paladins have no ranged ability what-so-ever, except some minimal 30yd DD against the undead. In other words, when paladins need to pull they better get ready to use all their armour, a lot.

--Edit--
Jimm, sounds to me like you''re having equpment problems. Do you have medium kits on your cloth armour (or at least light ones)? That''s an additional 64 armour right there.

Also, did you know that for 1g you can unlearn your talents and start from scratch?

"JimmDogg" wrote:
Yet even when I really dialed back on all spell use, and tried to save a heal for a less than 50% health party member, it seemed like there were several cases where every mob jumped on to me. Priests go down very quickly when this happens.

When you drop the big heals, you WILL draw aggro. Use Fade immediately and type ""on me"" in the text window.

There are two schools of though on this. Using more, less powerful heals, or waiting and using the big guns. I find that the first method draws MUCH less hate, but is less mana effective. To each his own, but know that big heal = immediate aggro. I almost NEVER use any nukes, unless the mob runs, in a group. Just shadow word: pain, and then Wand.

Yeah, but I was flash healing, not using the huge heals. I think I get the concept of what is supposed to happen, but I apparently don''t have that delicate balance down yet to make it happen. I''m not trying to absolve all blame, but the bulk of the time we were in a 2 hunter/2 rogue/1 priest grouping, so there was not the complete meatshield there to draw aggro.

But basically, I had tried multiple things that I could think of. Shielding other people so that they didn''t take as much health damage and therefore wouldn''t need healing (that''s a no-no; shielding other party members really appears to bring a beat-down on the priest); renewing party members to give a less aggro intensive HoT (that seemed to work a little better).

Fade I''m just now rediscovering. I hadn''t realized it was a group only spell. Consequently, I tried using it solo a lot, realized that it did nothing there, and thus wrote it off all together. It was only later that I came to the realization that, ""Hey, maybe this thing only fades you in terms of hate order in a party!""

But you are right that one of the funadmental problems is that once the 3 mobs come at you, you simply don''t have the armor as a priest to hold up long enough to give the others in the group the chance to draw them back.

One big thing that wasn''t apparent to me (and is non-intuitive to me) is that aggro draws groups. Going in, I figured that Party Member X if fighting Mob 1, Party Member Y is fighting Mob 2, and Party Member Z is fighting Mob 3, then by putting the heal on X, I might risk drawing Mob 1. Instead, you draw all 3.

"JimmDog" wrote:

Being a Priest is not all bad, I have a feeling they will go way up in importance during the end game and in PVP. Mind control seems like a powerful spell. It''s just frustrating that I built my Priest for grouping and I am pretty much ignored at the moment, and when I do group with a paladin or warrior and watch them rip through mobs without even taking any damage as I just sit there waiting to heal them. I wouldn''t group with me either if I were them, why split the XP?

I think this is a separate issue. To be blunt, the priest''s ""main"" ability (healing) is not needed in about 80% of the encounters, even in an instance. It sometimes seems that you are mainly along for the ride to simply be there for the end baddie. I think this can be ameliorated to a degree by being the guy that always remembers to DoT each mob, cast finishing nukes on people, etc., but you are fundamentally right; we are not needed for the bulk of the ""adventure"".

I wouldn''t call nuking undead for 563 minimal.

"MoonDragon" wrote:

Jimm, sounds to me like you''re having equpment problems. Do you have medium kits on your cloth armour (or at least light ones)? That''s an additional 64 armour right there.

Hey give a guildie a break, I hooked him up with Heavies.

"JimmDogg" wrote:

PW:S eats mana like it''s going out of style and I can''t cast it again for 30 seconds (although there is a talent that fixes this and I am now working toward it)

Excellent, that is key. I cannot stress enough what a difference the improved Power Word: Shield makes. The 15 second weakened soul effect that prevents a recast is a life saver.
You need 5 talent points spent on that page before it becomes available, so I went with Iron Will. Now Daze isn''t such a problem.
My party has to be in big trouble for me to cast a heal. Shield and Renew take care of most everything.

Other advice:
Shield the tank before a fight even starts.

Keep Word of Pain (Or applicable DoT) on the target mob. Especially when solo. Priest DPS isn''t great, so even on tough mobs where my weapon does miniscule damage that DoT has reletively high damage.

Keep some distance from the fray. Sounds obvious, but it can be tempting to run in for a few swings when trying to conserve mana. Use a wand instead. That way you have time to Fade if you attract unwanted attention.

Shield YOURSELF before dropping a big heal or anything else that will put you on the radar.

My typical solo routine is:

Make sure Inner Fire has more than a minute left
Shield myself
Open with Smite
Word of Pain
Shot from the wand if there''s time
Melee
Re-DoT and re-shield as necessary

On an even level mob I''ll finish with full health and about half to 2/3 mana.

Jimm, sounds to me like you''re having equpment problems. Do you have medium kits on your cloth armour (or at least light ones)? That''s an additional 64 armour right there.

I actually have heavy kits on all of it (thanks to Eezy) and that''s an extra 100. But that only brings me to a whooping 450. Cloth armor just sucks. My stuff is mostly in the mid-20s lvl-wise and I look at stat adds, not AC when selecting equipment, there''s not a big difference between 35 and 37. I need to keep Inner Fire up though, that adds an extra 350 AC. I am learning that spell is a biggy, I used to never use it.

Sly,

There seems to be a lot of confusion about Fade. You want to use it AFTER you acquire the hate, not before. It seems a lot of people cast Fade before they heal, totally missing the point. It''s a great spell. Shielding other draws major aggro, but I can manage to use it at times. If the tank draws to many mobs or the mage draws two or more, I might throw it on. I grouped with a Warlock last night and we did a lot of ""ping pong"" with the mobs. I would nuke and pull aggro and his DOTs would pull the mob back, usually before he got to me. We did a few fights without taking a hit.

First respec costs 1gp? I thought it was free. What do subsequent ones cost?

heh Tycho, I thought this post was kinda aimed at me =) . The bottom line is that it takes some getting used to playing a priest in warcraft. Like someone said earlier, main healers in other games usually aren''t cloth-restricted (or whatever the lowest armor is - ie in EQ priests could wear plate, in Dark Ages most wore chain). Another thing, I''m approaching the class after playing a pally. My pally can suck up 3 mobs on him at equiv levels almost no problem (no elites of course). Not the same with a priest, and I know that. Oh yeah, all cloth users go down fast... if you ever group with Leaping, I start healing him on my pally once his health starts dropping down to ~75%. It''s kinda sad .

And remember, not all things that look good on paper pan out nicely... class balance in Dark Ages of Camelot is a testament to this. One example is ''inner fire'', the self-buff I just got. That sucker has a 3-min duration... who the hell is going to remember recasting that every 3 min? that''s about 4 solo fights.

But yeah, I know priests are able to hold their own... just looking at Sly rocket up through the 20s tells me that.

And JimmDogg, if you need some money, don''t be afraid to hit me up for it. I''ll try to get some potions to you once I have time to farm the proper ingredients.

"SlyFrog" wrote:

One big thing that wasn''t apparent to me (and is non-intuitive to me) is that aggro draws groups. Going in, I figured that Party Member X if fighting Mob 1, Party Member Y is fighting Mob 2, and Party Member Z is fighting Mob 3, then by putting the heal on X, I might risk drawing Mob 1. Instead, you draw all 3.

I don''t know much about your playstyles, but this sounds like a bad group to me. First, why fight 3 mobs? Why not cast fear on at least one of them and have your party deal with 2? At least that way you have only 2 of them jump you when you heal. Second, why aren''t your teammates concentrating their attacks on one mob at the time? All things being equal, if you concentrate on mobs one at the time, they will be able to inflict 1/3 less damage (assuming you''re fighting 3 of them).

I think this is a separate issue. To be blunt, the priest''s ""main"" ability (healing) is not needed in about 80% of the encounters, even in an instance. It sometimes seems that you are mainly along for the ride to simply be there for the end baddie. I think this can be ameliorated to a degree by being the guy that always remembers to DoT each mob, cast finishing nukes on people, etc., but you are fundamentally right; we are not needed for the bulk of the ""adventure"".
Fade I''m just now rediscovering. I hadn''t realized it was a group only spell. Consequently, I tried using it solo a lot, realized that it did nothing there, and thus wrote it off all together. It was only later that I came to the realization that, ""Hey, maybe this thing only fades you in terms of hate order in a party!""

But you are right that one of the funadmental problems is that once the 3 mobs come at you, you simply don''t have the armor as a priest to hold up long enough to give the others in the group the chance to draw them back.

One big thing that wasn''t apparent to me (and is non-intuitive to me) is that aggro draws groups. Going in, I figured that Party Member X if fighting Mob 1, Party Member Y is fighting Mob 2, and Party Member Z is fighting Mob 3, then by putting the heal on X, I might risk drawing Mob 1. Instead, you draw all 3.

Simply not true...in most 35+ instances I''ve done so far there are at least 3-5 battles along the way if not more where you need healing throughout the instance.

I''m not sure your playing with good groups based on your posts...

1. When you pull an encounter with 3 or more mobs (elite or whatever) the goal is to always kill certain mobs in order.

Healing Mobs need to be dispatched quickly and usually a priority over any other mob. Even wimpy healers can make life a pain for you if you ignore them

Essentially then your tank and DPS guys should all be focused on a single mob at a time.. everyone needs to be assisting the main tank. Adds either need to be sheep''d, sapp''d (previously) Taunt Totem''d or whatever method that your group has to safely put on a hold an extra mob or two.

Your main tank (prefereabbly a warrior) can generate enough hate on the mob and perhaps a third that cannot be put on hold long enough to survive and more importantly everyone to kill the first mob. Ideally then as you work on the second mob you can wait for the warrior to drop to say 20% or lower and then give him a big heal. You''ve now generated a great deal of group hate but probably not enough to pull off the second mob from the warrior or main tank..

Rinse repeat and wait for the third or fourth mob to join in the fun. occasionally if the battle takes too long and the put on hold mob comes after you after your big heal you need fade and a few text spams top remind one of the DPS guys to get the mob off of you.

You then may need some quick heals to keep the DPS guy alive.

Your hitting the main reason why good priests are so hard to find... hardly anyone really every enjoys playing them long enough to get good at playing them.

Having each tank or DPS guys fight individual mobs makes for a longer encounter and a much more constant stream of small heals from the healers.. i.e. not efficient.

The only time you do that is if your fighting wimpy mobs several levels below your damage dealers...and your simply blowing through an area quickly

I should add that since WoW allows every class to solo to 60 getting into good groups where everyone also understands how to fight as a group and handle 5-6 mobs at a time is going to be that much more rare.

5 of us last night with 2 Shamans as healers had a battle in Gnomeragin where we had around 10-11 elite mobs attack us... and we all survived.

luckily we had 2 Hunters with good pets and several Targetting Dummies.

"TheGameguru" wrote:

Simply not true...in most 35+ instances I''ve done so far there are at least 3-5 battles along the way if not more where you need healing throughout the instance.

Just to be clear, that''s what I meant when I said 80% of the time your healing is not needed. I didn''t mean you weren''t needed at all in 80% of the instances, but just that in 80% of the battles, which includes the minor ""pick-off the starting area guys"" etc. type of fights, the fights are push overs and you aren''t healing.

You make a good point that part of the art must be to figure out how to draw more low-level''s into these fights in order to progress through them faster. I imagine that a big part of the art of group fighting is figuring out when you are simply wasting time by carefully picking off enemies one by one (and essentially misusing group abilities by not needing to heal, for example), when you are actually powerful enough to take on mulitples and get through faster.

Also, to be fair, a lot of the examples I''m talking about were the final fight in an instance, where it''s not always possible (or at least it wasn''t for us) to control exactly how we engaged the mobs.

But yeah, I know priests are able to hold their own... just looking at Sly rocket up through the 20s tells me that.

And JimmDogg, if you need some money, don''t be afraid to hit me up for it. I''ll try to get some potions to you once I have time to farm the proper ingredients.

20 to 26 went by in a flash, then I hit a wall. It took a while to get to 29, but I think I am gonna start crusing again. I have a lot of money, but I am afraid of level 30 and the money drain.

Don''t send potions, I am an alchey too! I just dropped 2 gp on new recipes, thanks to all the fish that Eezy sent me. I skilled up about 35 points and got to greater healing and greater mana and a couple of others.

I can now do 3 mobs instead of 2. I have read that this is an essential spell for PVP. I also need to make sure I have Inner Fire up at all times.

I will have you know that my druid cant do this against even level mobs. The best situation I can do is 2 mobs with and add just as the first is about to die. I have no problem with this.

My typical solo routine is:

Make sure Inner Fire has more than a minute left
Shield myself
Open with Smite
Word of Pain
Shot from the wand if there''s time
Melee
Re-DoT and re-shield as necessary

On an even level mob I''ll finish with full health and about half to 2/3 mana.

Surprisignly thats a lot like my soloing routine:

Make sure Thorns is up. It only lasts 5 minutes
Open with Moonfire
Melee
Critical: After the first enemy hit I cast Rejuvenation (Renew to you priests)
Moonfire and Rejuvenation as necessary
If Im fighting 2, at the point the first mob dies I may have to cast a Regrowth; its a 1.5 sec cast time and it splits a full heal into half heal + half heal over time; I use it on Leaping a lot when he draws too much; I always have rejuvenation running on him

On an even level mob I''ll finish with half health and about full mana. On 2 even level mobs Ill end up a hair less than half health and half mana.

Blizzard needs to fix the fact that not everyone gets Starshards and Shadow Shield. If you got both that would be terrific. But one or the other would suffice.

IMHO, I would definitely look into speccing shadow. Unless the talent pool is totally lame. Druids are dam good healers and Priests are better. Ill have to take a look at the other talent trees but if it just makes your heals more powerful, it seems a waste.

Leaping, my point was, as a mage, would you take a hit to some of your nuke power to be able to heal, buff your hit points and shield yourself? That sounds like a good trade off to me.

Jimmdogg, as you can see, this post was not directed at you. There are several people above with issues and input on the class. I have also encountered others in game complaining or having envy of one class over another.

Quote:
I can now do 3 mobs instead of 2. I have read that this is an essential spell for PVP. I also need to make sure I have Inner Fire up at all times.

I will have you know that my druid cant do this against even level mobs. The best situation I can do is 2 mobs with and add just as the first is about to die. I have no problem with this.

I meant that I can fear 3 mobs now. I used to only be able to do 2. It helps because 3 mobs was my breaking point and I would fear 2 away, but the third would keep dazing me and slowing me down until the fear wore off and then I would die in a vicious gangbang.

Most people think Shadow is the best line. It seems like 90% of people go shadow/discipline until 40 and then respec holy/discipline.

I ''can'' handle two mobs at once if they''re my level but the mobs I''m hunting are usually 1-2 above me and it gets dicey at times.

Yesterday I was fighting a Wyvern Patriarch (unnamed boss) when another Wyvern aggro''d on to me. I was able to dispatch both (yelling for my guy to F''ING hit the thing already) but I got down to my teens in health when all was said and done. It was close. The patriarch was two levels above and the normal was one level above I think.

I pretty much am forced to run when on three at once if they''re around my level unless I''ve gotten some scrolls from fishing lately and I''ve got all the buffs (str, stam, prot, agil) and even then the odds aren''t in my favor. Three mobs my level hit hard and fast and I just don''t hit that often when I''m being hit like Bruce Lee is in the room.

Charge is what I like to lead off with but once I''m engaged it can''t be used.
Sunder Armor is the first rage costing blow I try to strike, it drops 180 points of armor off the target.
From there it depends. I''ll usually follow up with heroic strike when it''s one on one and may throw in a Hamstring if it''s a humanoid mob that runs when it reaches a certain health limit.
If I''ve got a few on me, I''ll throw out cleave and thunderstrike.
I''m pretty much a damage doer, I keep a shield and 1h on me though because I''ve heard that the defensive stance helps hold aggro and I get things like shield punch (which interrupts) and some other def stance only skills. I just haven''t had a chance to try any of it out since resolving to myself to do so after I hit 30.

"fangblackbone" wrote:

I will have you know that my druid cant do this against even level mobs. The best situation I can do is 2 mobs with and add just as the first is about to die. I have no problem with this.

Sure you can. I barely die as a druid even in PvP. Make sure you always have mark of the wild and thorns on. In a 3 mob situation, instant spell nature''s grasp which will hold one of the attackers in place (up to 18 seconds) then back up out of it''s attacking range. If you''re fighting beasts, then use hibernate to put one to sleep, if humanoid then entangle them and back up as well. Now throw a moonfire (instant) on the last one attacking you, then cast regrowth stacked with rejuv(instant) on yourself, moonfire again, and switch to bear form. In bear form you should be able to out tank 2 mobs, if you can''t then you can always revert to human to rejuv and heal up.

In losing scenario, you can always switch to lion and sprint out of there like a rogue then stealth. Or after lvl 30, just bolt out of there as a cheetah and come back.

I wasnt saying it cant be done. I took on 3 greens including a healer and got an add as I was killing the last of the 3 and survived.

It was complicated and I would rather run and pick a fight I can handle better than switch in and out of forms to rejuv and moonfire and then back to tank. Those fights are stories in and of themselves but not something I want to do on a regular basis.

"fangblackbone" wrote:

Devouring Plague - bummer you dont get it till 28 but its a big lifetap DoT. First Rank does 272 damage/healed over 24 seconds.

Mana Burn - drain mana and cause half damage of amount drained; lvl 24

Renew - same power as Druid''s rejuvenation but given 2 level behind the druid; I cant say enough about these spells; with this and power word shield, you should practically never have to heal

Shadow Word Pain - a nice DoT thats instacast

My main is an Undead priest on the Cenarion Circle server because I like to feel like I''m alone against the odds, etc. Just hit level 20 tonight, which IS when we get Devouring Plague. Only thing I don''t like is the 3 minute recharge, because that spell is tits! A stackable dot that heals me what it hurts them. I have a regular group for evenings, but if I play during the day, soloing is quite a bit more fun than I ever thought a healer could be.

((Originally I played a night elf, but I hate crowds in my mmorpgs, so an alchemist undead priest is a perfect fit))

The first nerf is IN!

Priests can no longer use mind control on mobs that others (outside of your party) have tapped. This was being used to force PVP combat. Whether still is an actual ""nerf"" is debatable.

Priests can ALSO no longer use Power Word: Shield on people outside of their party. People were casting a lvl 1 shield on others and causing them to have the ""weakened soul"" effect which prevents them from casting a more powerful shield for 30 (or less) seconds. This second thing TOTALLY SUCKS. I can''t believe they could think of a better way to prevent this. I save peoples lives ALL THE TIME with PW:S. It''s an instacast spell, so I could cast it on people running for their lives before applying a more time consuming heal. Not anymore. Thanks guys! Why don''t they just make it so you can''t cast it on the opposite faction? I guess you could still grief other priests with it.

After a few days of testing I can say that Mind Control is utterly useless. A total gimmick spell. I haven''t found a way to use it that isn''t retarded.

I hope the other classes are getting Nerfed too.

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