Priest Q&A Released

Some of the highlights of the Priest Q&A include:
- The Shadow tree needs to have more talents which affect overall damage, and less on DoT only damage. This is so the Shadow Priest isn't penalized during encounters in which DoTs are not usable.
- Dispelling DoTs is not too easy right now.
- Regarding the Glyph of Mind Flay: "...at this point we don't think it would be a problem if the glyph just bumped the range without the penalty. It's probably too conservative a glyph."
- Blizzard is considering removing the backlash from Shadow Word: Death if the target is within Execute range.
- Blizzard recognizes the disparity between Greater Heal and Flash Heal, but doesn't really offer any solid solution.
- There are no concrete plans to change Lightwell into something useful.
- Blizzard is not happy that Dispels can miss, but they don't have an easy fix for it.
The full Priest Q&A is as follows:
Priest Q&A with the World of Warcraft Development Team
Community Team: Joining us today to close out this round of the Class Q&A Series by addressing questions collected from the priest community is the lead systems designer for World of Warcraft, Ghostcrawler, who has enlisted the assistance of several members of our class design team to provide the most thorough answers possible. We'd like to begin as we always do by addressing what priests add to the World of Warcraft experience.
Q: Where do priests fit in the current scope of things, and where do you see them from this point going forward? What makes them unique?
Ghostcrawler: When you think of the priest in the context of traditional MMOs you think of the token healer, usually part of the "holy trinity" along with the warrior and mage. Many players who picked the priest as their character when they started the game had the expectation that they would be the premier healer, playing the role of support. Certainly in the beginning of World of Warcraft the priest was the class you chose when you were looking for a healer, and the class was adept at filling that role. However, unlike in other RPGs we've tried to make healing a role that many classes can fill. This is why sometimes priests can feel that they aren't balanced correctly, since they aren't necessarily the best healer.
In World of Warcraft, the priest isn't a stronger healer than the other classes, but does have unmatched versatility. At its core the priest has two unique talent trees for healing, while the others only have one. Furthermore, the priest has strong heal-over-time spells (HoTs), direct heals, and area-of-effect (AoE) heals. So where the power of the priest comes in is how you use your entire repertoire of healing tools together to overcome a situation, rather than focusing on one aspect. Players sometimes call this the jack-of-all-trades, master-of-none role, but we don't really view it that way. The priest has a big toolbox. That makes you versatile, but at the cost (in player skill) of knowing how to match the right spell for the right job. The trade-off of the healing priest isn't in trading power for versatility, but in having narrow niches for spells but a lot of spells.
One other way we've tried to make the priest class more enjoyable is by fleshing out its damage-dealing talent specialization (spec), the Shadow tree. In the beginning, the Shadow spec was more of a leveling tree and not really viable for high-end content late game. In The Burning Crusade, it didn't really keep up in damage compared to other classes in raiding but it did bring strong utility. Finally, in Wrath of the Lich King we increased its damage-dealing potential to make it near that of a primary damage-per-second (dps) caster -- such as a mage -- while also retaining some of its unique utility which made it cool during The Burning Crusade.
Overall, we feel the priest is one of the most versatile classes in the game, and can be the most enjoyable of the healer classes in the game because of its feature of having two different unique talent specs providing two different types of play styles. And for players who enjoy the dps aspect, you always have the option of going to the dark side as Shadow to either melt faces in PvP or help take down foes in PvE. As for moving forward, in a nutshell we'd like to improve the Holy tree's PvP niche and polish the Shadow tree a bit more for both aspects of the game.
Community Team: Since the role of a priest can vary drastically depending on the type of role the player wishes to fill, let's focus on Shadow priests and dealing damage first.
Q: What makes a Shadow priest effective in a raid environment versus a PvP environment?
Ghostcrawler: Shadow priests have some start up time to get all of their DoTs going before the damage really starts coming in. This is easier in a boss fight that lasts for several minutes and harder in a really dynamic PvP environment.
Q: Since a lot of the damage a Shadow priest does builds with damage-over-time (DoT) spells, are you concerned about them being well-rounded enough to do adequate damage in shorter PvE encounters, 5-player dungeons, or in the Arenas?
Ghostcrawler: This is a long answer.
First, we want a certain amount of class diversity. We try to make sure that everyone's single-target dps is comparable to that of similar specs or classes, and we try to make sure that most damage specs can do some amount of AoE damage. But we don't obsess with say slow group pulls compared with say fast single-target pulls to make sure everyone's damage is comparable in every situation.
Second, if the pulls are really that quick, nobody is counting on your dps to begin with. What I mean is that if you are pulling and killing groups of mobs faster than every 20 seconds, then the extra damage you might or might not bring isn't really an issue because stuff is just collapsing anyway. On the other hand, if the pulls take 20 seconds, then you should have plenty of time to get your DoTs up before stuff starts to die.
Third, there is an issue of player skill here too. If your group kills the skull first every time, then maybe you want to DoT the third or fourth mob in the group so that you do have the benefit of time elapsing. DoTs just work differently. The Enhancement shaman by contrast can be at 100% on one target, then switch and be at 100% on the new target instantly. Not every class or spec can do that and class diversity would be a little boring if they could.
Fourth, the issue that we think is most problematic is found in the Shadow talents. Many of them say basically "while your DoTs are ticking." This means in situations where the DoTs can't tick (say those very short PvE fights, or sometimes in PvP) you are doubly punished since now those talents aren't pulling their weight. The Shadow tree could benefit from more talents that affect all damage and not just the DoTs.
Q: Is it too easy to dispel DoTs right now?
Ghostcrawler: In a word, no. Priests of all specs used to benefit a lot more from "junk" buffs and debuffs to "protect" their spells than we typically allow these days. We just didn't think that was an aspect of the game we really wanted to promote. Realizing how dependent Shadow is on DoTs though, we did recently buff the backlash from Vampiric Touch so you get some damage even if it is dispelled.
I've referenced a few times our desire to make the dispel game more fun and less frustrating, especially in PvP. Dispels shouldn't totally negate your class abilities.
Also remember that all types of damage will be reduced to the current DoT level in 3.2 against targets with resilience. This means that overall the contribution of damage done by DoTs should go up.
Q: Are the developers happy with the functionality of Dispersion and is it considered to be an adequately valuable final talent in the Shadow tree?
Ghostcrawler: I think the key word here is "final" talent. Players have developed an expectation that the 51-point talent should be the best one in the tree; and for damage-dealing trees that means it's expected these final talents do more damage than anything else the player has. That's not really the way we design the trees though. Dispersion is a very valuable spell -- nearly all Shadow priests take it. It's one of the best "not going to die now" spells in the game. Early on there was a perception that it was a PvP-only spell since it didn't buff damage, but really it gets a lot of use in PvE as well (and not just for the mana regeneration).
Q: Would you consider removing the cast time for Mind Blast to make it a more desirable direct-damage spell given that it already has a cooldown?
Ghostcrawler: No. We'd be more likely to mess with the damage rather than the cast time. Obviously if the spell was no cooldown, no cast time then Shadow priests would not ever cast anything else -- it's a great spell. So the trick is to keep it powerful while giving the player space to cast all those other Shadow priest spells as well. We honestly don't want too many more instant-cast spells. That suggestion keeps coming up to handle interruptions in PvP and having to move in PvE. But we don't want you to be able to opt out of those situations -- they are supposed to be challenges. If you're looking for high direct damage with no cooldown, Mind Flay is supposed to be that spell.
Since this question was asked, I suspect, we have announced the healing debuff component to Mind Blast as well. That's a nice PvP buff as well as making the spell in general more attractive.
Q: As many players report that Vampiric Embrace and Vampiric Touch lack viability in PvP settings and Vampiric Embrace tends to generate too much threat in PvE settings, are there any plans you can share to improve the functionality of these spells?
Ghostcrawler: Vampiric Touch does a lot of damage. I'd disagree that it lacks viability, and we even buffed the backlash damage a little more. I don't think the possibility that a spell can be dispelled should be synonymous with lack of viability. It takes a little bit of set-up time to get all of them working in PvE and PvP, but that's actually something we're trying to push more classes and specs into instead of going to just instant, burst damage everywhere.
We can look at the Vampiric Embrace threat. That's not feedback we hear often. Shadow priests pulling off of tanks doesn't seem to be a widespread problem.
Q: How about increasing the range of Mind Flay?
Ghostcrawler: The glyph improves the range at the cost of the snare, which seems like a reasonable trade-off. We have discussed bumping damage and range, or possibly just removing the snare loss. It was put in as PvP protection early on in Lich King, but at this point we don't think it would be a problem if the glyph just bumped the range without the penalty. It's probably too conservative a glyph.
Q: Since Shadow priests focus solely on dealing Shadow damage, do you feel that they can potentially be crippled more easily than other casters who can focus on dealing considerable damage through multiple schools of magic?
Ghostcrawler: It's just a feature of the class. Paladins have a lot of the same issues. We have discussed giving Shadow priests a Frost spell to use solely in emergency situations like this, but its niche would be only for school lock-out periods. We don't want Shadow priests to be doing multiple types of damage overall. Now making it easier for Shadow priests to drop Shadowform and switch to healing or even Holy damage is something that we've mentioned lately on the boards. We could reduce the mana cost or the like.
Q: Shadow Word: Death was once a spell that priests used frequently in PvE, but has basically dropped off their bar. Are there any plans to improve this?
Ghostcrawler: We think Shadow priests have enough spells to manage as part of their rotation, so we don't want to necessarily go back to them using it on cooldown. One thing we considered was having the backlash not fire if used on a target within Execute range. Another fix we'd like to make would prevent the backlash from being affected by boosts that improve your damage, as is typical during boss encounters -- your damage would be inflated without the risk of you one-shotting yourself.
Q: Have you considered providing a talent to increase the duration of Shadowfiend as a mana regeneration mechanic for longer boss fights?
Ghostcrawler: Priests don't seem to have much of a mana problem on long boss fights, and our boss fights are not really all that long. You are supposed to run out of mana at some point. We'd be more likely to reduce the cooldown than increase the duration if it got to be a problem, since the duration would buff Shadowfiend damage as well.
Community Team: I think that last question provides a nice segue to focus on the healing niches priests fill using the Discipline and Holy trees.
Q: While their roles can vary significantly, what makes Discipline and Holy priests effective in a raid environment versus a PvP environment?
Ghostcrawler: The short answer is that Discipline can prevent damage with their shields and do a lot of healing on single targets. Holy on the other hand can group heal with Prayer of Healing and Circle of Healing. Despite our adding some PvP talents to Holy, Discipline is still really popular with players because of the survival talents and the way heals like Penance aren't quite instant but are hard to interrupt just the same. One of the main priest roles in PvP is to use Dispel Magic and Discipline has many talents that key into it. When we go to improve Holy, things we want to improve are mana efficiency and burst healing.
Community Team: Many players assert that Greater Heal becomes less desirable as their gear continues to improve given the cast time and mana cost required, even with talent points in Serendipity.
Q: Do you feel that, given the risks and costs associated with using Greater Heal, it is sufficient in its current form; and are the benefits of Serendipity adequate?
Ghostcrawler: I think the only cost is the long cast time and the fact that the extra healing it provides isn't often necessary. The scale is just off -- Flash Heal is big, so Greater Heal is just overkill. Combine this with the fact that there are other spells that are doing a lot of the healing that Greater Heal used to do -- Penance for example. I don't think many players look at Greater Heal as being too expensive from a mana-per-healing standpoint. They often aren't in danger of running out of mana. It's also worth pointing out that max rank Greater Heal has always healed too much. The difference is that priests used to be able to cast down-ranked Greater Heals. We have considered offering say Lesser Heal as a literal 50% mana, 50% healing version of Greater Heal, but at the moment we're having enough to do getting both Greater Heal and Flash Heal to get used.
Q: Similarly, do you feel that the comparative cast time and mana cost of Flash Heal is appropriate given the amount of healing it provides?
Ghostcrawler: It's supposed to be an inefficient spell that gives you speed but at a high cost. The intent is that Greater Heal is the default heal a priest might cast, but then switch to a Flash Heal for those "oh snap" moments. Most fast heals in the game use this same model, with the exception of Flash of Light, which is mana-efficient but heals for a very small amount.
The problem is that in the current raid environment, speed is everything while mana isn't nearly so scary. What I mean is that you are generally at a greater risk of failure through raid members dying than you are for healers going out of mana. The speed of Flash Heal just trumps other issues. Two other things complicate this issue. One is that heals in general are very large compared to health pools. This means that a Greater Heal often just over-heals for more. Second, in a raid in which healers don't coordinate well it's easy for other healers to stomp on your big, slow heals. While you are casting, someone heals your target for you. I'm not saying these are bad players -- in my experience it's just the style of raid. Some players are really talkative and coordinated. "Big heal coming." "I got Jimmy." Or else everyone has their targets and won't heal someone else unless something unpredictable happens. Other raids just heal anyone who is injured and don't have a lot of assigned targets, except for probably the tanks. Both systems can work. The second one is going to get more use out of faster heals though.
Q: Have you considered reducing the 10-minute cooldown on Divine Hymn?
Ghostcrawler: It was balanced like Tranquility. We basically want these to be once-an-encounter spells. We have considered a mechanic that allows you to use the spell again in the case of a wipe, sort of the same way Bloodlust / Heroism works.
Q: Since Pain Suppression can easily be considered the life-saving mechanic of the Discipline tree, are there any possible improvements that could be made to this spell?
Ghostcrawler: Pain Suppression is more or less targeted Shield Wall. It's really good.
Q: Lightwell isn't a very desirable talent for most Holy priests given its current functionality; do you have any plans to improve its functionality?
Ghostcrawler: We've tried a lot of different implementations so far. The basic root of the problem is that most dps classes seem unwilling to have to take the time or spatial awareness to make use of the Lightwell, even if it provides great healing. Players will use Health Stones, but Lightwell crosses the line. We're not entirely happy with that phenomenon in the game as a whole. We don't like that dps characters focus on dps at the exclusion of even their own survival and just assume that's the healer's job (this is similar to the problem I mentioned a week or two ago where some tanks focus on survival and downplay threat or damage dealt). To be clear, Lightwell heals for a lot. The problem is just getting players to use it. Encounters currently are very fast-paced, in terms of both dps and healing required so you have trouble finding room to use it. If we do more encounters where healing is more about deciding who to heal (Firemaw or Shazzrah come to mind), then Lightwell would be amazing.
Q: Are there plans to ensure absorption mechanics are properly displayed and stored in the combat log in the near future?
Ghostcrawler: Technically, we can't attribute absorption to the caster correctly. We know who cast the spell, but we can't display easily which of the absorptions counts when there are multiple absorptions on a target. The change we made for 3.2 was to show how much damage was left on each absorption effect before and after the damage was done. This should allow third-party addons to figure out which absorb effect goes with which caster and properly credit them for it. The answer, I suspect they will find, is that shields actually prevent a lot of damage. We have seen priests prevent as much damage as they healed.
Q: In the spirit of similar changes made to other class mechanics recently, how about combining Dispel Magic and Dispel Disease into one spell serving both functions?
Ghostcrawler: We think that pushes dispels too far into easy mode. As I said above though, the dispel mechanic in PvP needs work. I suspect the original idea was that you'd want to dispel magic, curses, diseases and poison, but in reality dispelling magic is what you care about most of the time. Poison you might care about were it not so easy to reapply. But again, a somewhat persuasive argument (which doesn't mean we're automatically going to do it) is that a superior PvP system might be that you can dispel crowd control and the occasional protective spell, and that's it.
Q: Is it necessary that dispels can miss?
Ghostcrawler: It really only misses in PvE for the simple reason that bosses are usually 3 levels higher than you. This is annoying and we don't really want healers to have to worry about being hit-capped. We don't have an easy change in hand for this problem though -- it requires a code fix.
Q: Would you consider increasing or removing altogether the charges of Inner Fire?
Ghostcrawler: At that point it just becomes a passive buff and we might as well just say that priests have the armor of a leather-wearer while wearing cloth. It works a little better for mages and warlocks who are at least making a decision about which armor spell to cast. If we go ahead and add alternatives to Inner Fire ("Outer Fire"! "Inner Shadow!") then we might take off the charges. Certainly the spell requires a lot less micromanagement now than it used to.
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Reader Comments (Page 3 of 4)
Arkeband Aug 3rd 2009 10:24PM
Not very happy with these Q&A's today - GC's one-line answers to some questions kind of indicate that the questions are no-brainers that didn't need to be asked. At least in the Paladin Q&A we found out that they want to make Librams visible, which would be sick.
Rollo Aug 3rd 2009 10:49PM
I don't think so. I think a lot of effort was made to pick the right questions and to make the answers short and harmless. GC knows the problems, they are just not on the top of his list right now.
Clbull Aug 3rd 2009 10:37PM
Theres one question I would have liked to see answered in this Q&A (nothing to do with max level.) When will Priests be greatly improved when at low level?
No offence, but I think that its pretty lame that before level 14 (and the awesomeness of 3/3 Spirit Tap and 2/2 Improved Spirit Tap), you end up going out of mana after attempting to kill two mobs. Could the mana cost of abilities like Shadow Word: Pain, Mind Blast and Smite be reduced?
(BTW. I know that wands are pretty much essential at low level as a Priest since you'll end up OOM, a lot.)
Karilyn Aug 3rd 2009 10:52PM
I don't see a whole lot of reason to mess with the low level spells for a priest.
Even if it wasn't for the mana issues, the [Lesser Magic Wand] and [Greater Magic Wand] are still obscenely overpowered at low levels. You almost do more DPS with a wand than you do with magic (with any class).
Pain, maybe a Mind Blast, then Wand it to death.
Psionik Aug 3rd 2009 10:47PM
I think they are content where Holy and Discipline Priests are at right now. This Q&A basically rehashed what GC has already said in a handful of blue posts before patch between patch 3.1 and 3.2 where healing priests were unhappy.
Rollo Aug 3rd 2009 10:50PM
There were some news here. Apparently we have strong heal-over-time spells. I also feel bad for the poor paladins, who are having problems running into holy resistance. That being said, I haven't had any problem with shadow resistance anywhere I can think of.
Other than a dps buff, I wish they would spend some time polishing the look and feel of the shadow tree. As it is, we are just a "caster who deals shadow damage". Give us some flavor. The shadow priest could be so interesting, he is in your head, attacking your mind, confusing you and giving you head aches.
There are no pretty spells at all. The dots and Mind Blast have no animation or graphics. Mind Flay is just a black line that sounds like a vacuum cleaner.
Meh, the shadow tree is a quick and dirty job to give priests some basic dps. I'll heal with it and use something else for dps.
Karilyn Aug 3rd 2009 10:55PM
"who are having problems running into holy resistance."
There is no such thing as holy resistance. Ghostcrawler was not talking about shadow resistance crippling shadow priests, he was talking about spell school lockout (which also heavily affects Ret Paladins)
And don't knock the Face Melting. Mind Flay is one of the coolest spells in the game, seriously.
Rollo Aug 3rd 2009 11:01PM
Ah, I get it. I misunderstood.
Mind Flay is still an ugly spell though. And that horrible sound! :-p
JKWood Aug 4th 2009 3:23AM
It's not just rets. Remember, paladins are priests that put on plate mail. 90% of our damage comes from spells, holy spells in particular. No frost, no fire, no arcane, just holy. I personally play holy (light shockadin), and if I get locked out of holy spells, I'm sunk. My mace does 41 dps and I've got all of 190 strength (level 67), so not much help there. With a spell lockout, I lose my heals and my damage. I even lose my bubble (sob!)
OSDeath Aug 3rd 2009 11:02PM
All in all a very blah Q&A. Most shadow priests don't like that Dispersion is our 51-pt talent. "Oh well, deal with it, it's useful." But it isn't what a 51 pt talent should be about. If you were to tell mages "Hey, Evocation is your 51 pt talent now" you would think everyone was crazy. Sure it mitigates some damage, but in PvP it isn't enough and in PvE all I've ever used it for is mana regen when my shadow fiend is on cool down.
I did like the fact that GC said we should be focusing our DoT's on the 3rd and 4th targets on a pull since they are pretty useless on targets 1 and 2.
Also, I miss the days when a Spriest brought alot of raid buffs and such to the party. Now we are sub-par in my opinion in giving a Replenishment buff, since it requires us to keep a DoT active and then hit a second slow spell, as a Ret paladin does it much better. I wish more of our DoT's gave some sort of buff to the raid like our old Misery talent did. Instead I'm a damage dealer that takes a while to get going and is about as mobile as statue.
As for the healing side, it just seems like a wash. Priests have a great toolbox of spells, but we hardly ever get to use that toolbox as some fights just negate some tools or require us to just constantly use one over and over. Also, our HoT has taken a beating lately and seems to have fallen off of the radar from most of what I've read. Back in the day it was use Renew, Flash Heal and G. Heal in emergencies. But, all in all I think healing in the game is not very well done and needs some work, which they have admitted before.
Oh well, it's nice that they did these Q&A's at least to give us some feedback on what's going on. Next is to see if they follow through on promises made or if things just fall back into the status-quo.
Jeremy C. Aug 3rd 2009 11:35PM
Your "A team" theory doesn't hold water considering it's absolutely baseless and patently untrue. If you wish to continue posting on the forums, you will need to find more constructive ways to voice your concerns without defaulting to the "Blizzard favoritism" or "all the real WoW developers are gone" theories, both of which have been debunked time and again.
-Zarhym
"39. Re: Class Q&A Series: Priest 08/03/2009 07:03:07 PM PDT
Greg Street FTL -- Blizzard only favors classes their developers play regularly.. and Druids have been OP for years.. yet they screw over priests and say "sorry " .. subterfuge by developers FTL! .. "We dont have time to address these glaring issues" in truth means "We have enough money and subscribers that we don't have to put in extra man hours to provide a well balanced, well managed game.. "
Boy do we miss the A team developers game direction now. "
Blizzard ban response to my opinion posted on Priest Q&A
Porky Aug 4th 2009 3:45PM
That's because the argument you're proposing is pretty poor. It would be unreasonable to expect someone to respond (favourably or unfavourably) to a personal attack of this kind, especially if the accusation is that the developers are prone to blatant favouritism, since there are only 2 possible scenarios that have the same response:
1. Devs DO play favourites - Response: Ban, because we're sneaky conspirators who don't want you to enlighten the world!
2. Devs DON'T play favourites - Response: Ban, because you just called our personal character into question, so we think you're a jerk.
TL;DR: What did you expect?
Sanguinefrozenboy Aug 3rd 2009 11:30PM
'We have discussed giving Shadow priests a Frost spell to use'
Not a horrible idea for pvp or even just to liven up PvE a little.
'Now making it easier for Shadow priests to drop Shadowform and switch to healing or even Holy damage is something that we've mentioned lately on the boards. We could reduce the mana cost or the like.'
Stupid Idea yet if they're tossing it around then I guess we can expect to see ourselves becoming less like a shadow priest.
I like the frost idea. The idea of shadows has always seemed like it would fit in well with a little bit of frost damage.
'Dispersion is a very valuable spell -- nearly all Shadow priests take it. It's one of the best "not going to die now" spells in the game.'
I think this is a very shortsighted statement. Shadow priests take dispersion in PvE because it's there. Early on in raiding you may find yourself using it, but in 25mans or just when you have better gear you'll find yourself passing on it.
Dispersion also rarely works when it would be lovely to have the damage reduction. Ignis pot. frost blast on KT, etc.
As far as it goes from a PvP perspective. The silence really hurts a shadow priest who isn't pressured and the snare immunity is near useless since you're just going to get resnared.
I doubt I will ever like dispersion.
@ possible glyph of mind flay change: Cool
@ MS on MB: Stupid
'Priests of all specs used to benefit a lot more from "junk" buffs and debuffs to "protect" their spells than we typically allow these days.'
Yet mages still have winter's chill.
Overall, I can't say I expected much, but I'm happy with my shadow priest so long as I don't PvP. I'm a little dissapointed that we're still going to remain a little lower on the dps charts, but meh. Better than getting nerfed.
Eisengel Aug 3rd 2009 11:32PM
So... dispel protection is not an issue even though GC says our damage is heavily based on DoTs? Sounds like '1+2 = fish' to me.
SPriest: Ha, I cast a DoT!
Pally/Priest: Ha, I dispel it, you do no damage!
SPriest: Ha, I recast a DoT!
Pally/Priest: Ha, I dispel it, you do no damage!
SPriest: Ha, I recast a DoT!
.
.
.
I'd be okay with this if Psychic Horror gains a 1.5s cast time and had a 2s CD, and the duration halved, that way the playing field would be even:
DK/Pally/Rogue: Ha, I attack you!
SPriest: Ha, I stun and disarm you, you do no damage!
DK/Pally/Rogue: Ha, I attack you again!
SPriest: Ha, I stun and disarm you, you do no damage!
DK/Pally/Rogue: Ha, I attack you again!
SPriest: Ha, I stun and disarm you, you do no damage!
.
.
.
Saying that no dispel protection for a class that relies heavily on DoT damage and has a long ramp-up time is basically the exact opposite conclusion that any logical, reasonable individual would come to.
selly Aug 3rd 2009 11:58PM
I'm currently leveling a priest(she's 56 atm) and I'm so totally and thoroughly bored with her. I'm wondering if they in fact get better as I level up.
The Q&A didn't give me any warm fuzzy feelings that the priest will be awesome to play at end game....
Lokasenna Aug 4th 2009 12:13AM
I'm impressed that you even got to 56... mine's at 20 and it's worse than pulling teeth.
OOM after every second mob, if not every mob? Check.
Power Word: Shield might as well not be there? Check.
Not a chance in hell if another mob walks through the gigantic low-level aggro radius? Check.
I've played every class at last to their mid-20s, and I can honestly say that Priest is the only one I've actively hated playing.
Veae Aug 4th 2009 6:51AM
playing a priest is awesome. i loved levelling and i love end game healing. if you are trying to straight up grind to 80, playing a priest is not going to be that awesome... but if you're willing to take it slow, do instances, get in BGs, etc, it's GREAT.
also, to all these people QQing about lowbie priests, seriously, try holy for levelling until you have the points to get shadowform. holy is completely OP at lower levels.
why are people saying end game healing is boring, or that we don't use many of our spells? i play disc, and regularly use bubble/flash/penance/binding/PoH/renew/PoM... never GHeal, I'll accept, but a hell of a lot more fun than other classes seem to be for healing.
Loudfiero Aug 4th 2009 7:30AM
@56 my priest was healing ramps and BF. Discipline FTW!
@45 I was grinding Timbermaw Hold rep taking on multiple mobs up to 5 levels higher than me, shielding, holy nova, renew, wand, holy nova, wand, renew, shield
Nobody tell anyone that Discipline is OP.
At 73 I healed HoL.
I regularly do 400 dps and heal instances as disc.
I love AoE healing + shielding + dpsing with 1 button!!!!!!!!!!
After my rogue, my disc priest rocks my world!
Bravofox Aug 4th 2009 1:07AM
@ Dispersion - I do find utility in this spell PVE wise...If it worked on more than 30 % of the boss encounters. Why give us a 51 point talent that cannot be used to do what the tooltip says it does. Very annoying to see the mage iceblock in the flame pot on Ignis and be A-Ok, while dispersion does nothing. I do not understand the concept of negating what the tooltip says on several boss encounters - where it would actually make me feel better about my 51 point talent. Sorry for the QQ, just pains me to see in the Q & A that Dispersion is great and useful!!??!
Nagrim Aug 4th 2009 1:14AM
It's too hard to click on Lightwell as I'm facerolling as ranged DPS.