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2-25-2010 @ 9:07PM
Absolutely do interrupt penance. I've got 2500 spellpower as disc, am using the max rank penance which heals for roughly 2500 per tick (1400 min base, + 50% of spellpower per tick). Assuming an opponent gets me down to half HP (12000) before I start to cast and interrupts it after my first tick, they've got me locked out for 4 seconds at 14000 hp. Counterspelling is twice as effective at allowing you to drop a priest. Combine that with a stun if I get a bit lower and I'm dead.If you're up against a shadow priest, interrupt mind blast or if you're close enough, mind flay if they're on low HP. Any earlier and they'll wait till its over and disperse. Don't be tempted into interrupting a disc priests mind blast or mind control: they're probably counting on you doing so in order to be able to heal or holy fire for the next 10 seconds without fear of being interrupted. Depending on where you are, don't feel afraid to trinket the first scream you find yourself in: you'll have 25 seconds to apply pressure unless the priest mind controls. In 3s this is less viable as there will likely be more CC to worry about. Count on experienced priests reapplying inner fire. Mages, polymorph is effective against priests, but they'll probably use shadow word: death's damage component in order to break it as soon as it lands. Counterspell's range can be talented to be longer than shadow word: death's, at least for a disc priest, which can be a good opener in 2s. If they're solo, pretty much anything you can counterspell will be useful and you can keep pressure high enough for them not to offensively dispel. Grab their power word: shield, but shadow protection, fort, spirit and pretty much any other effect have their uses as well. Priests, remember to be hit capped and dispel fear ward in order to effectively CC. You may wish to only apply fear ward when the priest is near you, but that might consume a global you can use for mana burn. It feels cheap, but if you spring mana burn on another priest and they don't kite in time, its often devastating. Never fear the priest's partner if the priest is nearby as they can just dispel. Rogues: priests will keep DoTs on you, will attempt to use shadow word: death mouseovers if they catch your stealthed outline and will holy nova so you can't kick any channeled healing spell. Garrotte works as an opener due to the silence component, then you'll want to CoS so they waste fear (+ no DoTs = vanish) to get another opener on them. Wound poison helps a tonne against disc priests. Feral druids, berserk to prevent fear, pounce interrupt spell casts, keep bleeds up since they can't be dispelled (unlike infected wounds). You'll be able to drop priests very, very rapidly if they don't have high HP and resi or partners who can peel. Resto druids, barkskin to prevent dispels, cyclone them to prevent mana burns, kite if you need to innervate so the priest can't dispel. Moonkin, you need to make sure your pressure is high enough that they don't spend cooldowns dispelling. Typhoon for interrupts. All DoT classes against healing priests: PoM procs will be very annoying if all team mates are dotted up and they might unexpectedly heal rapidly during a stun. Ret palas: Are at a major disadvantage due to priests being able to dispel most of your effects as well as not having the same interrupt capacities as other melee. You can't rely on avenging wrath against a priest. If you can trick them into trinketing repentence, awesome. Make fortiutous use of silences and slows (forget what they're called =/) Try using HoJ when they're low in order to burst the final HP down. Holy palas: if the priest team doesn't have a great deal of burst, divine shield to protect your divine plea and then kite. Defensive or offensive HoJs will help a lot. Any spec can use shadow res aura and hope for psychic scream resists, unless the priest is spell pen capped. Shamans: Wind shear helps incredibly as you'll be able to interrupt every single penance cast the priest tries to pull, tremor totem is a pain to wand down if your team has burst and the priest is trying to LoS and you can purge the priests' shields. However, bloodlust will probably be gone very rapidly, as it can be worth dispelling even with teammates at 50% hp. Warriors: Mortal strike, rend, hamstring and pummel with high ArP and the priest is done for. Berserking rage the first fear, bladestorm as soon as the second cooldown is up. Charge interrupt casts, use recklessness if the priest lets inner fire drop. If they get a full fear off and are still in charge range, you'll probably be able to get a spell reflect off first. Psychic horror will be annoying, but that's about it. Hunters: CC, snake trap, concussive shot, freezing trap, spider pet and stay at max shot range and the priest wont have much opportunity to fight back. Only thing to watch out for is when trying to keep the priest busy so they can't drink in arena is that they might try to kill your pet, so have a macro ready to call it back and mend pet. Warlocks: Watch out for fear ward. Unstable affliction and mana burn is really effective, or chain seducing the priest throughout a match. If you have a fel hunter, you can use it to prevent the priest from drinking in arena. Don't really have a strategy for non affliction locks, but if they don't kite a mana drain you've got it in the bag. DKs: Abolish diseases is annoying, but will wear away at the priests mana. Death gripping and death striking after a fear can help close gaps. If the priest is constantly dispelling chains of ice, abolishes and trying to shackle your ghoul (save leap for this) you'll eventually win the mana war unless the priest is going offensive. I'm not a good PvPer, but these are things I've picked up getting beaten in duels as a priest.
2-26-2010 @ 9:50AM
I guess you could interrupt and silence Penance but as its a disc spell, I'd venture to say that your interrupts and such should be focused on our holy tree since that will lock us out from almost every healing spell as well as most of our offensive capabilities (Holy Fire, Smite) leaving us Mind Blast (longish cooldown) and our utility spells. If you're using your interrupt/silence/lockout as a window to get the kill, save it for holy spells.
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