Priest trinket priority

mookjr

Legend
AGM, Insignia, haste, int, spell pen.

my priest is only level 15 so far and trying to decide whether i even want to try for AGM or not and how much honor i need to think about converting to justice points.

right now, i'm thinking insignia and spell pen would be the primary with a roll out of insignia for int on cooldown, but would like to hear some thoughts from those of you that have had a chance to play at 20 for a while now.

note: char is undead horde.
 
Well I obviously can't get the agm on AP, but even if i did, id probably still rock insignia + rune just cuz of all the draenai and worgens running around. 80+ hp means nothing when your PS gets resisted imo.
 
ya, that's what i was worried about with spell pen is the scream resists. if i can't get some distance/time on shield cooldown or whatever, the hp doesn't really help to much.
 
Keep the pvp trink on and when it's on CD swap it for AGM so you always have the spell pen on also.
 
I run the Inherited insignia and the rune. Seems to work ok. Gonna try out the 6int trinket (everytime you earn honor you get back 2% mana if i am not mistaken) and see how that goes, because I seem to oom too fast when in big long battles.
Being undead, it might not be that big of a thing since your racial allows you to get mana super quickly.

Pretty much not able to get AGM on Ap unless you have friends help.
 
Try out different things and see how well it works for you, personally i use agm and insignia and it keeps me steady, if you think you might have mana issues you should probaly try the int trinket, i hear it is nice...in the end, it is up to you though
 
I've ran all the combinations. If you're going to play your priest a lot, it's worth it to be able to switch out depending on your team. AGM is good for if you have to be the flag carrier or you just want to live through some 24s bashing you. I really like having the int trinket, but usually you just can't swing it, even on a human. It comes in handy if you are the only healer on your team or if you have strong enough dps that you never have to cast an offensive spell. I personally cannot function much without the sp pen though. A fear doesn't do you much good if all you get off of you is the crappy pets and not the warrior eating your shields. And without it, it's hard to get a dot on a rogue before they vanish sometimes.
 
thanks, i think i will prioritize the resil trink, then int trink, then agm....i may never get agm since its a pita and the responses here seem to indicate that it isn't something people tend to run with main setup
spell pen is easy obviously
 
Insignia is a must. Anything else will do, but an AGM is ideal in my opinion. Get both. It is really annoying having zero spell penetration. It seems as if my fear gets resisted 1/3 of the time against anyone with 21 SR.
 
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Does anybody know how spell pen and resistance work @ our level?

In the char sheet it only shows "Penetration 10" => Tooltip "Reduces enemy resistances by 0" !?

Does it work like 1:1? 10 spell pen negate 10 resistance?
I did read something about binary and non-binary spells:
http://dwarfpriest.com/2008/01/07/spell-hit-spell-penetration-and-resistances/

But don't know if this wall of text is too old (2.3).

Cheers,
Kinski
 
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I run the Inherited insignia and the rune. Seems to work ok. Gonna try out the 6int trinket (everytime you earn honor you get back 2% mana if i am not mistaken) and see how that goes, because I seem to oom too fast when in big long battles.
Being undead, it might not be that big of a thing since your racial allows you to get mana super quickly.

Pretty much not able to get AGM on Ap unless you have friends help.

Not every time you get honor, but the trinket activates exactly like victory rush. Whenever you land a killing blow on anyone who provides exp/honor, you gain the mana. This doesn't work on pets, and does work on anyone who isn't too far below your level, because even though you don't get the exp persay, you still killed an enemy who would have given it.
 
I've ran all the combinations. If you're going to play your priest a lot, it's worth it to be able to switch out depending on your team. AGM is good for if you have to be the flag carrier or you just want to live through some 24s bashing you. I really like having the int trinket, but usually you just can't swing it, even on a human. It comes in handy if you are the only healer on your team or if you have strong enough dps that you never have to cast an offensive spell. I personally cannot function much without the sp pen though. A fear doesn't do you much good if all you get off of you is the crappy pets and not the warrior eating your shields. And without it, it's hard to get a dot on a rogue before they vanish sometimes.

8 sta it's totally better than getting that dra war of you that only does 1000 damage in 3 secs.
 

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