Difference between revisions of "Discipline Priest by Lord Magius"

From Basin Wiki
Jump to navigation Jump to search
m
 
(2 intermediate revisions by one other user not shown)
Line 64: Line 64:
  
  
Shadow Talents (11 points)
+
'''Shadow Talents (11 points)'''
  
  
Line 84: Line 84:
 
Mind Flay - 1/1 point
 
Mind Flay - 1/1 point
 
Assault the target's mind with Shadow energy, causing 75 damage over 3 seconds and slowing the target to 50% of their movement speed.
 
Assault the target's mind with Shadow energy, causing 75 damage over 3 seconds and slowing the target to 50% of their movement speed.
*''Mind Flay... good ol' Mind Flay. The best CC spell a priest can get. When you have a runner and the mage standing next to you needs 3 seconds to cast a spell to drop it, go for Mind Flay. It slows the runner down so someone can kill it before it pulls it's friends. Sure it damages it too. Sure it doesn't cost much mana. Sure it's insta-cast (sort of. It starts instantly but is a channeled effect). Sure it has neat graphics that can make people think you're a warlock too. But don't forget my second biggest reason I like this spell. When i need to count the timer of my Mind Blast down, I cast Smite then Mind Flay. By the time I'm done I can Mind Blast again!
+
*''Mind Flay... good ol' Mind Flay. The best CC spell a priest can get. When you have a runner and the mage standing next to you needs 3 seconds to cast a spell to drop it, go for Mind Flay. It slows the runner down so someone can kill it before it pulls it's friends. Sure it damages it too. Sure it doesn't cost much mana. Sure it's insta-cast (sort of. It starts instantly but is a channeled effect). Sure it has neat graphics that can make people think you're a warlock too. But don't forget my second biggest reason I like this spell. When i need to count the timer of my Mind Blast down, I cast Smite then Mind Flay. By the time I'm done I can Mind Blast again!You can buy upgrades for this to add damage.''
You can buy upgrades for this to add damage.''
 
  
  
Line 94: Line 93:
  
 
That's how I built Popey on Stormrage. I try to conserve time as well as mana, because sometimes you'll give all the mana in the world for .5 seconds to save the tank who is trying to save you.
 
That's how I built Popey on Stormrage. I try to conserve time as well as mana, because sometimes you'll give all the mana in the world for .5 seconds to save the tank who is trying to save you.
 +
 +
 +
 +
Read what other people say concerning this build and improvements on it [http://www.theamazonbasin.com/wow/forums/index.php?showtopic=4079 here.]
 +
 +
 +
[[Category:World of Warcraft]]

Latest revision as of 12:43, 18 May 2011

Discipline Talents (31 points)


Unbreakable Will - 5/5 points Increases your chance to resist Stun, Fear, and Silence effects by 15%.

  • Resistance is good especially resisting silence as a caster.


Improved Power Word: Shield - 3/3 points Reduces the duration of your Power Word: Shield's Weakened Soul effect by 15 seconds.

  • PW:S is a must if you solo. Reducing the time it takes to recast it on yourself or a party member is critical. When you get adds or a bad pull, you can stop damage from occuring to yourself and the people who count on your to heal them. The mana costs are reasonable and while shielding can draw agro to you, any little bit of damage done to the mob will casue it to lose interest. Trust your tanks or find some you can trust.


Improved Power Word: Fortitude - 2/2 points Increases the effect of your Power Word: Fortitude spell by 30%.

  • 30% more stamina means a lot more life for your mana. If you have to spend a few thousand mana on a spell, you better get all you can get for it. The increase in life is well worth it.


Martyrdom - 2/2 points Gives you a 100% chance to gain the Focused Casting effect that lasts for 6 seconds after being the victim of a critical strike. The Focused Casting effect prevents you from losing casting time when taking damage.

  • A chance to not lose casting time after a crit hits you. This is helpfull when you have to cast the heal spell that ineviatbly follws a crit. Time is of the essence at this point.


Mental Agility - 5/5 points Reduces the mana cost of your instant cast spells by 10%.

  • 10% off of your overinflated PW:F cost is a tremendous bonus. A list of spells that take up less mana with this talent include: PW:Pain, PW:Shield, PW:Fortitude, Renew. If you use shield + renew as your primary heals, this is an absolute must for mana conservation.


Mental Strength - 5/5 points Increases your maximum Mana by 10%.

  • 10% more mana. I think this says it all.


Improved Inner Fire - 3/3 points Increases the effects of your Inner Fire spell by 45%.

  • Improved armor (ok and attack power, but be reasonable) to make that sorry excuse for cloth armor a little better. PW:Shield takes your armor into account when it absobs damage, you better make your armor better to make PW:S more worth it.


Meditation - 5/5 points Allows 15% of your Mana regeneration to continue while casting.

  • You mean you can get mana WHILE you cast a spell? yes you can. It may not be much, but if you find yourself the only healer in a party, you'll find yourself a marathon healer. Add this to Divine Spirit (Discipline) and Spirit Tap(Shadow) and you can get some outrageous spirit. A lot of mana can be gained from that, even while casting.


Divine Spirit - 1/1 point Holy power infuses the target, increasing their Spirit by 23 for 30 minutes.

  • You can buy upgrades for this. More spirit means better life and mana regen. Your groupmates won't be happy if you run out of liquid refreshments, but maybe they won't be so mad if you can regenerate your mana faster.



Holy Talents (9 points)


Improved Renew - 5/5 points Increases the amount healed by your Renew spell by 15%.

  • If you use renew to do your primary healing, this is your ticket to better health.


Spiritual Healing - 4/5 points Increases the amount healed by your healing spells by 8%.

  • May not be much for healing, but 8% can go along ways. Basically I put this here because I feel it can help with the heals when Renew just doesn't cut it.



Shadow Talents (11 points)


Spirit Tap - 5/5 points Gives you a 100% chance to gain a 100% bonus to your Spirit after killing a target. For the duration, your Mana may regenerate at a 50% rate while casting. Lasts 15 seconds.

  • Good lord! I can double my spirit for 15 after a fight and get excellent regeneration of life and mana as early as lvl 15? Sign me up! This will help keep you in the mana for the rest of your priest's existance. Get it early.


Improved Shadow Word: Pain - 2/2 points Increases the duration of your Shadow Word: Pain spell by 6 seconds.

  • Great DoT spell. Lets make it last longer for more damage. This is also a must early, especially if you solo.


Shadow Focus - 3/5 points Reduces your target's chance to resist your Shadow spells by 6%.

  • You have tp put points somewhere to qualify for Mind Flay. Might as well make sure the Mind Flay will hit when you cast it. This also helps your PW:Pain to hit when you're out classed by 2 or 3 same level mobs.


Mind Flay - 1/1 point Assault the target's mind with Shadow energy, causing 75 damage over 3 seconds and slowing the target to 50% of their movement speed.

  • Mind Flay... good ol' Mind Flay. The best CC spell a priest can get. When you have a runner and the mage standing next to you needs 3 seconds to cast a spell to drop it, go for Mind Flay. It slows the runner down so someone can kill it before it pulls it's friends. Sure it damages it too. Sure it doesn't cost much mana. Sure it's insta-cast (sort of. It starts instantly but is a channeled effect). Sure it has neat graphics that can make people think you're a warlock too. But don't forget my second biggest reason I like this spell. When i need to count the timer of my Mind Blast down, I cast Smite then Mind Flay. By the time I'm done I can Mind Blast again!You can buy upgrades for this to add damage.


This just tell you where I put talent points. Lets not forget a few things when discussing this. I built my priest in this way because I solo a lot. Even near endgame when I need to kill 2 mobs about the same level as myself or 1 mob 3 levels higher, I can do it and not have to worry over much about dying. Sure it still happens, but it's not because I'm built wrong to solo. I don't want to have to rely on luck or a timely crit to drop a mob. I know when I have adds coming in my tank wont drop because it took 1½ seconds too long to cast that heal he desperately needs. When you're the lone healer in a group of DPS, you end up healing a lot of people at once. I feel that casting a PW:Shield then a Renew on top of it and moving to the next person is faster than watching a bar run across your screen telling you how much time is left to cast 1 heal on 1 person.

Someone did a study of hp/man healed. Very informative. I thought it was a great read and quote the hell out of it. But sometimes you have to be faster than flash heal. Sometimes you have to hit 3 PW:Shields as fast as you can and hit the button for Prayer of Healing to save a group, at least for a moment. Sometimes you just don't have the time you need.

That's how I built Popey on Stormrage. I try to conserve time as well as mana, because sometimes you'll give all the mana in the world for .5 seconds to save the tank who is trying to save you.


Read what other people say concerning this build and improvements on it here.