39 priest

Hi Xil, have time to respond to your key points now. Firstly I would like to point out that I have played 29 Priest extensively, and 60 priest to some degree.



As a Rogue It becomes evident very quickly If a Priest is using Improved Inner Fire and the glyph. Rogues at 39 are stun lock power houses, and I can invariably keep my Priest alive in all but the most bursty conditions. The only situations where my Priest cannot stay alive is from a) The Rogue/Warrior duel melee team, and b) Hunters using rapid fire on Aimed Shot and c) Rogue/Mage, If I am controlled. Purge/Dispel healers are usually under so much pressure that they cannot afford to dispel my Priest, and unless it is a PR mirror, we have enough control to dictate the course of the battle. Clearly I am talking about 2's only. In 3's/5's the Priest cannot survive alone (regardless of talents or glyphs) and the onus is very much on the team mates.



The extra armour is indeed nice, it must be said. You're dropping a glyph slot though to get that kind of armour and 312 of it is negated by rogues anyway due to talents. You'll survive ~6% longer with the glyph against melee damage or it's equal to ~180 health before heals. The dispel glyph restores 3% health a go or ~90 health so 2 dispels = your extra armour. The dispels affect a much larger number of classes though that have magical effects.



Armour does not scale linearly, although rogues negate 312 of this armour, negating 312 armour at a higher base armour level, will have less of an effect than negating at a lower level. I know you have a fairly mathematical background Xil, but for those who are reading this and don't, consider File:Armor.JPG - WoWWiki - Your guide to the World of Warcraft. Look at the 'steepness' of the curve, or the gradient at the farthest part east of the origin, along the horizontal axis, and imagine taking off a fixed quantity of 'armour' - the damage change reduction is very little, now consider it at the origin, and look at how much more dramatic the same reduction has on damage mitigation.



I am unsure of the precedence WoW applies to the glyph and the talent, but I am going to guess the glyph adds 50% to the base spell, and then a 1.45 multiplier on the talents. This would bring us up from 720 armour and 20 charges to 1556 armour and 32 charges. What does this mean in PvP at 39?



I have stated the three primary dangers which can burst my Priest, and where there is very little I can do about it, if I don't get good control early on. All but one are physical, and invariably are Hunter/Warrior/Rogue. Working with a static such as 'approximately 6%' does not tell us the whole truth. What we need to consider are chain crits, and the amount of damage negated on each blow. Consider a BAR arms warrior with 650AP with BS, with a median damage swing of 320 on a paper doll, and In berserker stance a crit rate of 30%. The probability of two or more consecutive crits out of 3 attacks is 22%. This is anywhere between 1280-1920 unmitigated damage, before bleeds or trauma.



Untalented and unglyphed a well geared Priest will have 1250 armour which is 25% reduction. Talented and Glyphed the same Priest will have 2100 armour, or a 36% reduction. So in a sequence of three attacks, with a fairly high probability of 22% for 2 or more consecutive crits, the median damage reduction will be 320-480 unspecced, and 460-692 specced. These are not even top-end figures, or take into account procs. The more physical damage the Priest is under the more Improved Inner Fire can benefit him/her, not to mention the increased number of charges. The last thing you want to happen Is to drop from mail quality resistance to cloth whilst taking extreme physical burst. With rogues, the effect is accentuated even more for the reasoning above.



IPW:S is a 15% damage absorb increase or 57 health. That's a poor amount for 3 talent points it has to be said. That's like a pet hit from a hunter. Mental Strength is a very good talent and I highly recommend it though; less mana spent means you last longer. PW:S glyph is terrible and should never be used - an ~80 heal every 15 seconds is not amazing and you're dropping another glyph slot. I also want to point out that Soul Warding reduces the cooldown of PW:S by 4 seconds (so it has no cooldown) but does not affect weakened soul. You can still only PW:S the same target every 15 seconds. Also the effect does not mean a rogue can successfully vanish with dots on last time I tried. PW:S is on the GCD I'm afraid.



I'm sold on the IPWS argument, It's a negligible amount of reduction. Mental Strength is amazing, It's not uncommon for Priests to be rolling in around 4500 mana. I'm also sold on the dispel glyph over the PWS glyph – my point on the GCD was, once the PWS has been put on, the healing from it can ONLY come from damage. With dispel you might be clearing a CC/Immobilizing effect, which is consuming a GCD and may/may not be replacing health.



The point of Soul warding is allow you to replace PWS every GCD. Without this point you are left with an internal 4 second CD on it – if you and your partner needed to activate both shields at the same time, there will be a period of 4 seconds, untalented, before you can refresh BOTH of you. The reduced mana costs make this essential for 1 point.



You can vanish inside of any form of damage absorption, including AGM, AB trinket and PWS.



A priest's healing is 60% 'heal on the run' and 40% 'direct burst'. Shielding and renewing is a big part of the priest's usefulness and absolutely anyway to prevent your heals (and buffs) being dispelled is worth it. Example, you may start off with Fort, Shadow Res, Shield, Spirit, Renew. You want to keep these as long as is possible, and if your enemy has to expend a few extra GCD to get them off you or your partner, so be it! Not to mention it prevents locks healing so much with felhunters.



Mana Burn is the sole reason priests are so f'ing powerful at this level. They can burn a mana user dry while keeping themselves up with non-castable (instant) heals. Only 2 classes do not use mana, and it's entirely viable to outlast rogues and warriors (sort of). Not taking this talent should be punished with fire! I won't comment on the builds, each to his own.



Shielding and renewing IS a big part of the Priests usefulness. Ironically it's relying on these abilities against other purgers/dispellers, that loses games. I am not comfortable relying on a 30% chance to not get my HoT dispelled, and under burst, getting the HoT dispelled under a double dispel with 91% certainty in 2 seconds. Give me a direct heal please. A 600HP heal topping me back up, is a 600HP heal no matter what happens. Successive probabilities means that it's almost certain, or practically certain, that my HoT will be dispelled before it has run anywhere near its course. What we are left with is a very expensive 'direct heal' which healed for two ticks, had a very poor cost/effect ratio, and got me killed.



I do agree on Improved Mana burn however, as stated in my earlier post, I think this is really dependant on your arena partner, and IF there are not other talents that are more beneficial to that setup. In the majority of cases, IMB must be taken, I am not refuting that. Please read my converse argument again.



It's pretty clear to me that me and Alteffour approach 'discussions' on a different intellectual level. I won't say much more on that note.



Talking about FoTM is ridiculous. New ideas of thinking evolve, and people try new builds with different gear optimizations. It could be that the build is a very good build, but has been showcased by people who cannot demonstrate its advantages, or it could just be very bad. For instance, right now, I'm working on some data with Mongoose, and I'm hoping that the advantages will be so clear cut, that every rogue will be running duel Mongoose.
 
I'm working on some data with Mongoose, and I'm hoping that the advantages will be so clear cut, that every rogue will be running duel Mongoose.



This ill love to see...its been argued for so long that any "new" information here will, im sure, be amazing.





a) The Rogue/Warrior duel melee team, and b) Hunters using rapid fire on Aimed Shot and c) Rogue/Mage



Dual Rogue Dual Warrior and Rogue/Warrior should never ever ever ever beat Rogue/Priest regardless of talent spec. I beat these teams consistantly and I do not spec into improoved inner fire. I appreciate your math and yes speccing into inner fire CAN be good. However, the point isnt to spec into it or not..the point is going into disc only to get inner fire is a waste. You might as well drop some other Holy points and go further into disc to get more mana regen and other nifty toys. The tools that disc has far outweigh extra crit rating and the like. There are some very very good things in Holy to get...these things are all used in 19/11 disc/holy. Faster casts on damage, better renew ticks (which are also protected better via 30% protection from the disc tree) and desperate prayer are all excellent talents. Hunters can be a problem for priests, but in these situations as a rogue you need to be doing your best on that hunter and the priest needs to be using los as much as possible.



Purge/Dispel healers are usually under so much pressure that they cannot afford to dispel my Priest, and unless it is a PR mirror, we have enough control to dictate the course of the battle.



This is a bad way to argue a point. Yes if you have a player completely shut down they cannot dispel...well if you have somebody totally locked down they could have a 0/0/0 spec and be in the same situation. Dispell is the MOST important spell priests have and Purge is the reason shammys are very very nasty (locks too...prevent fel hunter heals is a good thing) Preventing these above skills is a big big part of what priests do. Rogue/Priest mirrors of equal skill where one team has 30% anti dispell vs a team that has 0% anti dispell the team with the dispell protection is going to win every time. If you want to get into an argument about static heals and dropping big heal crits onto a target then my only real response is that in a build with no imp mana burn and going that way into holy you might as well be playing a pally or shaman which are much much better at the sort of static heals you are talking about. The reason priests do well is the instant cast heals/bubbles/buffs. If you dont protect those then I am afraid that you are missing the big picture.



A 600HP heal topping me back up, is a 600HP heal no matter what happens.



That is unless that heal is getting wind sheared, counterspelled, kicked, spell locked, silenced, stunned, gouged, blinded, or wound poisened to a 300 heal. Im sure there are other examples I could use too.





The point of Soul warding is allow you to replace PWS every GCD. Without this point you are left with an internal 4 second CD on it – if you and your partner needed to activate both shields at the same time, there will be a period of 4 seconds, untalented, before you can refresh BOTH of you. The reduced mana costs make this essential for 1 point.



How often do you honestly have BOTH of you in enough trouble that you HAVE to get both bubbles up in 1.5 instead of 4? If the other team is splitting on the two of you then you should be winning the fight anyways because the other team is bad. The only place I see an argument for the 4 seconds being the main point of argument is in WSG where you will at times have 3 or 4 or more people coming under fire at once. Even there though from a lot personal testing it just wasnt really that needed and the points were often better of in other places. The mana reduction is nice however and you can make an argument there as well. I simply dont place that much emphasis into one spell over picking up talents that improove the overall game play.



Here again also is yet another priest buff that you want to improove but do not want to protect via 30% protection.



On the subject of 30% and relating what Druiddroid says..this is the ONE spot in my hate for your builds where I can allow for metagame allowances. Maybe there just arent a lot of priests/shaman/locks where you play..if that is the case then fine...however if you see those 3 classes even somewhat frequently then the 30% becomes extreemly valuable.



Shielding and renewing IS a big part of the Priests usefulness. Ironically it's relying on these abilities against other purgers/dispellers, that loses games. I am not comfortable relying on a 30% chance to not get my HoT dispelled, and under burst, getting the HoT dispelled under a double dispel with 91% certainty in 2 seconds.



Im not 100% sure on where your 91% certainty number comes from. That seems to not take the 30% into account. So you have a few points to refute here. First off timing bubbles is a large part of the game. Just slapping the shield up on cd isnt really the best way to play things. Also if you are putting up constant bubbles and renews and the opponent is trying to dispell it and it takes him 2 or 3 or 4 GCDs to do it, that is an amazing thing. Also remember we arent just talking about PWS and Renew here...we are talking about all the buffs from fort to fear ward AND debuffs such as SWP and even zomg holy fire dots (okay holy fire dot not uber important, but ive seen it prevent bandages and vanishes before so)



I think the real problem you are having here is that to spec into the 30% you generally arent going to have the points to spec into imp inner fire am I right? So we can indeed go back to the meta argument there as well.



The rogue however should be able to cut down enough of the opposing melees damage to allow the priest to survive, along with a competant priest having a pretty wide array of ways to survive through said burst with OR without inner fire. Ive tested this a million times in game...I dont spec it yet I survive..weird.



The other problem with inner fire is wasting a glyph spot on it as well. Glyphing it means you are losing renew or dispell or even something not quite as good like pws. Renew glyph makes renew actually tick for a half decent amount, its too important to not use (which is another reason to protect it with 30%) and myself and you guys have gone over dispell glyph plenty as well.



I do agree on Improved Mana burn however, as stated in my earlier post, I think this is really dependant on your arena partner, and IF there are not other talents that are more beneficial to that setup. In the majority of cases, IMB must be taken, I am not refuting that. Please read my converse argument again.



I play Rogue/Priest A LOT, and while there might be some matches where I dont mana burn at all...in the games I do it is by far the most game breaking spell ive got. Not speccing into it means that in games where it will make a difference our team loses that option (3 second mana burn is pretty bad) and hurts our team by a very very large margin. I cannot think of a comp where imp mana burn could possibly be not worth speccing into. Please give a detailed account of which partner a priest could have where mana burn isnt good, and give detailed and educated examples of what talents would be better in that setup.



Yes obviously imp mana burn isnt good vs Rogue/Rogue...but unless you can garuntee the opposite team doesnt have mana users 100% of the time there is NO legitimate argument for speccing into disc and not taking imp mana burn.



Talking about FoTM is ridiculous



I agree, we arent talking FOTM we are talking about terrible specs.



It's pretty clear to me that me and Alteffour approach 'discussions' on a different intellectual level. I won't say much more on that note.



You might not like the way I respond. I can be the villian about how I responded...but you sir are the original villian for posting such bad information in the first place. Guess what lvl 29 and lvl 60 experience at playing a priest doesnt make you an expert on lvl 39 speccing as the bracket is extreemly different from either of those other brackets. Zomg I have a lvl 19 priest too its not even remotly like 39s. Watching 2nd hand doesnt give you any real insight into what makes priests work and what is good and bad in this bracket. In fact some of your arguments about dual melee teams leads me to believe that you guys arent playing well as a team and that maybe you guys arent the best example of R/P there is either.
 
Probability of 1 or more dispels to remove a hot in 2 dispels, is the same as 1 - the probability of 0 dispels removing a hot in 2 dispels.



1 - ((0.3)^2) = 0.91.



A 91% chance for the hot to be dispelled on the first or second dispel out of 2 dispels.



I'll talk about the other points later.
 
1 - ((0.3)^2) = 0.91.



A 91% chance for the hot to be dispelled on the first or second dispel out of 2 dispels.



fancy math show that to me in game however. Maybe some people are really unlucky? Ive seen it take 4 or 5 dispells to get rid of a fort buff before. Ill take in game experience over a theory crafting math equation. From what I remember of statistics class isnt this just like flipping a coin anyways? The probability of one dispell isnt affected by the one before it. (Have you ever flipped a coin and had it come up Heads 5 or 6 times in a row?) Giving you only a 70% chance to get a dispell off each time you cast it...if you factor in hit ratings and misses and resists its even lower. Figure in blizzards system and it might be even lower than that.



You can put up the math all you like on that, but experience tells me 91% is not correct. Even if that math is right and thats how it is in game, ill take every single failed dispell or purge I can get.



Besides the point isnt "will it be dispelled in the first TWO dispells"



we WANT it to be forced into a 2nd dispell..thats the point..if it was 91% on the first dispell we could talk...since its not, I stand by the talent. If they are forced into a 2nd GCD then the talent has done its job and we have just gained 1.5 seconds that they have lost. When this happens multiple times over the course of the match not only are they losing mana, but they are losing a LOT of time. It adds up.
 
elesian said:
Probability of 1 or more dispels to remove a hot in 2 dispels, is the same as 1 - the probability of 0 dispels removing a hot in 2 dispels.



1 - ((0.3)^2) = 0.91.



A 91% chance for the hot to be dispelled on the first or second dispel out of 2 dispels.



I'll talk about the other points later.



You've excluded all possible outcomes. Assuming you have 2 buffs on you which are dispellable, here's the complete list of possible outcomes:



1st buff not dispelled, 2nd buff not dispelled

1st buff dispelled, 2nd buff not dispelled

1st buff not dispelled, 2nd buff dispelled

1st buff dispelled, 2nd buff dispelled



The odds that both aren't dispelled (these are fractions): 3/10 * 3/10 = 9/100 or 9% chance as you've stated.



The odds only one is dispelled: 3/10 * 7/10 = 21/100 or 21% chance

You have to double this effect because first may be dispelled but not second or second may be and not first.



The odds both are dispelled: 7/10 * 7/10 = 49/100 or 49% chance. So it's about a 1 in 2 chance for BOTH spell effects to be dispelled or purged.



So in actual fact the odds of keeping at least ONE buff on you is 50%, which explains why priests are a pain to spam purge or dispel on sometimes.



TLDR version:



9% chance to lose no buffs

42% chance to lose one buff

49% chance to lose both buffs



-X



aka The Theorycrafter Master
 
9% chance to lose no buffs

42% chance to lose one buff

49% chance to lose both buffs



yah that seems more reasonable and along the lines of what I see in game. I am no math expert but I know when my buffs are or arent getting purged.



Is that math over 2 dispells like elesian or just per dispell?
 
Alteffour said:
yah that seems more reasonable and along the lines of what I see in game. I am no math expert but I know when my buffs are or arent getting purged.



Is that math over 2 dispells like elesian or just per dispell?



It's statistically correct. Each spell has the same resist chance (30%). If there's only one buff on you that's dispellable then you have a 30% chance to keep it and a 70% chance to lose it.



So it's a 30% chance to keep your first buff and a 30% chance to keep your second buff. On average you have a 50% chance to keep one buff though at least. A priest has a crapload of magic buffs so it really does add up when (on average) they only dispel one of your buffs per GCD rather than two. The talent is definately worth it I reckon.



-X



Oh wait you may of confused me slightly... do you mean 1 dispel (which removes 2 buffs) or 2 dispels (which would remove 4 buffs overall)?
 
I enjoy the high SP spec. Great heavy heals and high damage, real fun.



[char=Stonemaul]Navina[/char]
 
Assuming you have 2 buffs on you which are dispellable.



The probability was for just ONE hot, taking 2 dispells. Of course it might not be the case that only 1 buff is there to be dispelled - and probably is not. Depending on the order regrowth and rejuv are applied the druid for example, might have an advantage. Let's say the Priest has a one second reaction time - which is pretty slow.



t = rejuv cast

t+delta = dispel takes place

t1= regrowth starts being cast.

t1+delta = dispel2 takes place

t+2 = regrowth at one second.

t2+delta = dispel3 takes place,

t3 = regrowth on target, first rejuv tick

t3+delta = dispel4 takes place.



Because of the time delta, the forth dispel will take place after the regrowth lands on the target. But it's almost certain that before the regrowth is on the target, the rejuv has been dispelled (97% chance).





If the druid applies it the other way round then we are looking at:



t=regrowth lands

t+delta=dispel1 lands

t1 = rejuv lands

t1+delta= dispel2 lands,



Now we have the model you are quoting 'roughly 1/2 for one to be dispelled', the model. This is just a singular state space. The events of a regrowth and rejuv are independant events, however, the event of rejuv being dispelled instead of regrowth is dependant on if rejuv has already been dispelled. I actually did a quick state machine, and there are 3 state spaces for this.



'Static Buffs' as I like to call them, fortitude/motw/thorns etc, are probably not going to be refreshed again once they have been dispelled, so it's not accurate to lay every buff under the sun and call it accurate.



When it comes to DT's vs HoT's, well that really depends on the opposition. Against most duel dps HoT's are the way to go - they generally have more lock down/interrupts. This includes mage/rogue. Against healer dps, most situations are going to favour DT's, as already shown dispel is far too powerful. Too many arena fights are concerned with 'the mana war', healing through burst is something that's not done often enough, and often at the expense of HoTing. This is especially true of druids at 39 - the hot class. The game is RnG based, without stacking more probability that statistically is not in your favour. Putting HoT's on with dispellers/purgers present is like spending your wages at the bookies - DON'T DO IT!
 
IMO , get balanced gear , for me SP is not particularly important once you hit 150 or so (ohai priest scaling) only thing that scales decently that I have noticed was Renew.
 
Very good discussions here.



For BG's I personally feel 11 points in shadow are needed (You know why). Being able to slow a FC right down is imperative to winning. Arathi does not call on most servers with xp off.



This is how the 19/0/11 became popular and I swear I created it :D



I agree w/no renew glyph. Fire and flash heal I run with. I agree with if you are going to heal to it right the first time. I still use renew but not as Much as FH.



Just my 2 cents
 

Users who are viewing this thread

Top