Why I’m not playing Disc until 80.
Posted by Jay | Filed under PvP, World of Warcraft
I’m not playing discipline again until 80. I’ve had it! Gone are the days for me where I will happily sit behing the front line of various DPS and keep people alive ( healing ) or try to get everyones attention so my buddies can do their stuff ( priest tanking ). Each of these actions are gone for the priest for many reasons.
PVP players are already used to stacking 2-3 dps on a discipline priest to take em down. Pre-3.02 a D priest could certainyl live with that and excel! Since we’ve trained the player base to do this, post-3.02 2-3 dps on a tanking discipline priest takes me down in 5 seconds. I don’t even get to heal myself most of the time.
Yes. I am whining about priest tanking!
On the other hand! Shadow is WAY fun. 4 dots, dispel still works and as long as I’m on my game, a longer mass dispel is no longer detrimental. Haha, get it?
Overall, I applaud Blizzard for the change. From what I can see, they’re pushing raiding and pvp to be more frenetic, more decisive and more open ended. Everyone has a little bit of everything with one or two specialties. Enough ball pading, here’s some pointers since most of Discipline will play the same.
- Mana drain is less important because fights will be over quicker.
- Fear bomb is a potent weapon. 3 seconds is HUGE in pvp right now. Like 12k HP to dead huge.
- Learn how to pillar dance. Put your left hand on WASD and learn to turn and camera pivot with your right hand. Reverse that if you’re left handed.
- DO NOT MOUSE CLICK. Learn to use the key binding menu to create SHIFT + AlphaNumeric and CTRL + Alphanumeric to cast spells.
- Throw shield around.. like a bad analogy that I can’t think of right now.
- Target health can be displayed as a number now. When you’re target is at 4k life, queue up mind blast + Shadow Word: Death. Bring that target DOWN!
- Discipline priests are great for single target healing, but you HAVE to learn to play offensively to survive. The best defense ( YOU! ) is to have a strong offense ( situation awareness ).
That’s all I have to say until I start arenaing at 80. Enjoy the freebies, raid where you can. Go kill Illidan. Just go!
Rerollmuch - 70 doesn’t work, and waiting till 80.
Disc Priest 3.02 Build - First impressions
Posted by Jay | Filed under PvP, World of Warcraft
There’s a lot of subtle differences when it comes to the new discipline.
- You’ll spend the majority of your time at 35% mana. Its wierd but it happens.
- You MUST live through the opening burst. If you can survive for 5-7 seconds you’ll live through the encounter.
- Mana burn is much more important.
- Shield + Aegis + Many damage reductions = Your heal target will not die if you chain flash heal. This in itself is a HUGE change.
- Range and pillar dancing is even more important then it was before.
I really want to be fair to you guys and give you a full review of the new talents and changes to Disc Priest PVP. I’ll need to run more BGs and more Arena matches to get a true(er) feel for the changes. Next week I’ll have a full talent run down. Stay tuned.
This is what I’m running right now. Be wary of disc priest tanking. Offense overall for everyone, including YOU, has increased.
The truth about War and WoW IMHO
Posted by Jay | Filed under Game Industry, PvP
I’ve been struggling since release to communicate anything revolving a comparison between these two games. Is it the game mechanics? Maybe. Is it the newness of Warhammer? I doubt it. Here’s my take.
The pure game mechanics of Warhammer Online as a healer are more fun than WoW. I always feel tough. I always have 4 or more abilities to use during an encounter. I can help out during any situation, offensively, defensively and support. War doesn’t need to do an itemization change (spell damage/healing to spellpower) to make items work for healers. Each stat provides both an offensive and defensive boost. For example, Willpower increase my healing output and increases the chance that all my attacks will interrupt a spell caster. Since character damage or healing output is linked to a stat and not an item, doesn’t prevent nor encourage any specific play style. That’s a breath of fresh air.
In addition to the game mechanics, I also have the freedom to level however I want. And the best part is that I can join a scenario (BGs in War) and will have my level adjusted to 3 levels below the max for that tier. This means I can ALWAYS PVP COMPETITIVELY. I am never limited by my level to participate in any activity Warhammer has to offer. My survivability increases as I get better gear, that has stayed the same, but overall I can enjoy and level while playing the game that I choose, pvp or pve. Now that’s a great feature.
So the last two points are REALLY great for Warhammer. Let’s talk about WoW, because no matter what, I just spent 4 days playing World of Warcraft. More then 30 hours since last Thursday to get my toons to 60. And I’ll keep coming back for more. Here’s what WoW does awesomely.
WoW has 24 different classes. Yes, there’s only 8 when you make a character. As you level there is a distinct difference as you spend talents points. I recently changed my paladin from prot to ret at level 60. They play completely different.
WoW looks better, period. There’s more to see in WoW. The environment design, from a landmark and viewing distance stand point, is years ahead of Warhammer. Every new area feels like a different experience. If you don’t believe me travel from Hellfire Peninsula to Zangarmarsh to Terrokar Forest. Notice how your screen went from Red to Blue to Green? Yeah well your brain noticed! In War, I’m tired of looking at forests and trees. Really tired.
WoW gets the community. Having years more experience then Mythic, Blizzard is standing on the shoulders of Battlenet, Online Diablo, Starcraft and Warcraft play experienced professionals to create the community of World of Warcraft. When Mythic fixes the community and social mechanics of Warhammer Online, then we’ll start to see some really interesting cross over.
Finally some quick notes about character development and customization. Being a purchaser of Collector’s Edition versions of MMO I play here’s the different between the two.
WoW gives me a title and a non combat pet. The title isn’t even in the game yet. Tomorrow it will be!
Warhammer gives me 3 titles to choose from, a unique head for my character based on gender and race, unique trophies to attach to my armor that SHOW UP IN GAME and… a 3 day head start.
Winnar Warhammer for collector’s edition.
Summary:
I’ll be playing World of Warcraft as my main mmo of choice. No matter what Warhammer does, it cannot compete with playing World of Warcraft with 15 of my closest friends.
I’ll be maintaining and playing Warhammer Online because it really IS a step up in MMOs. I want to follow it because I want to see what happens in the end game and how the community works together. I believe Warhammer created the next iteration on PVP design in a traditional MMORPGs. I just know, and it breaks my heart, that it takes competitors and a competitors compelling feature set to force Blizzard to innovate on its flagship title. If Blizzard ever decided to light the fire under its own butt and truly force itself to innovate, it would… what? Dominate more? LAWL!
Anticipating October 14th
Posted by Jay | Filed under PvP, World of Warcraft
As many of you know, season 4 ends on October 14th. In addition that is the release date for patch 3.02. This is significant because that is when Discipline priests will start to own the arena and general pvp again.
One of the many issues affecting discipline in both casual and and high end pvp play is mana efficiency. DPs are very effective at mana burn, heals, dispels for about 3 minutes. Chain healing isn’t our foretay.
What 3.02 brings to the table is mana return. Not mana regen, but mana return. Percentages of mana that are returned on damage absorbed from PW:S and healing spells casts. I hope you’re as excited as I am about the coming changes. More thorough reports will follow after the patch and into the expansion.
What do you think of the proposed changes?
Priest Survival Series - Mages
Posted by Jay | Filed under Priest Survival Series, PvP, World of Warcraft
Short survival post. Mages aren’t the biggest challenge if you are consistent. Surviving against a mage is dependent on your ability to survive through their burst. Having renew and shield up as often as possible is your saving grace. As always, against a caster, you will win by casting mana burn. Here are the main points to beating a mage.
Everything on a mage can be dispelled
Icy Veins, PoM, Combustion all come to mind as buffs I’ve dispelled in the past. Does the mage go all lightning? Dispel. Does the mage Ice Block? Mass Dispel. Does the mage have a buff other than an armor buff? Dispel.
Mages have trouble regaining mana
Mages have two sources of mana: Evocation and Mana Gems. Once their out, you can wand away.
Mana burn like your life depended on it
Do it!
Summary List
- Dispel everything
- Keep shield and renew casted at all times
- Mana burn
- Fear the elemental if you can
- Dispel fire and ice debuffs on yourself
A final note on mages. ! on 1, as discipline you will live. I’ve lived through PoM Pyros, ice elementals, counterspells, you name it! Where mages gain their strength is as a line backer offensive caster. In a group situation, if you leave the mage alone, you WILL die. Period. Mages stack very well with every other DPS in the game. Keep your wits, control their mana and have fun! Mage fights will be challenging, and they usually end with you wanding them to death.
What do you think?
