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I found a priest!Follow

#1 Oct 12 2007 at 6:07 PM Rating: Decent
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3,011 posts
Woot! Finally found a holy 2v2 priest partner that is primarily interested in PvP! I know we won't start owning face right off the bat, but I want to know a few things if you could help:

I've never 2v2'd with a holy priest before, and the priest priorly had a 1700 2v2 with a Hunter. Can anyone tell me (and him) some general strategies?

I don't know too much about how a priest pvps: Dispel HoTs/Blessings from rival players, mana burn enemy healers and timing blind and fear to work correctly would be big ones I'm guessing. But what else? Should the priest toss up a SWP or just be primarily focused with healing? Should we target DPS classes and run the healers out of mana?

I'm excited, and really look forward to how we'll preform. Any general tips would be greatly appreciated!

Edited, Oct 12th 2007 9:07pm by Shaolinz
#2 Oct 12 2007 at 6:26 PM Rating: Decent
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ive found the manaburn KILLS if the team is pretty heavily reliant on healing. a holy paladin and a mage will most likely rely heavily on those heals because mages are quite soft, whereas a warr and a resto sham wont need it quite as much. usually when your priest starts manaburning the dps class will go for them, a good way you can pull them off is to fear, then if the dps trinks, blind. you just need to play together to play on each others skill and learn each others playstyle. OR just kill the dps first. put wound poison on the OH(or MH, i prefer OH for shiv) adrenaline rush for practically instantly 5 wound stacks then have the priest mana burn to make healing irrevelant.
#3 Oct 12 2007 at 6:30 PM Rating: Decent
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13,048 posts
1) LOS. Biggest thing a priest can do to avoid mana burns, offensive spell casts, dispels, CC, etc. They always have to be aware of where they are and what they're doing.

2) Mana burn. It's really important and a rogue/priest team to mana burn not only to run the other healers out of mana, but to force them to LOS out of range of the class they're healing. It can be crucial in warrior/paladin matches.

3) MC. Using MC, especially in BEA to jump a healer off the bridge, is huge. Being able to take and hold them out of LOS can make all the difference in getting that warrior down.

4) Psychic Scream. Using this or MC to draw a trinket and then blinding works wonders, and it will work even better next patch.

5) Dispelling. Mass Dispelling bubbles is of course good, but dispelling HoTs and Abolish Poison can make your job as a rogue a whole lot easier. It might not be the best idea, but I tend to have my priest dispel everything on the person I'm DPSing, even Lifebloom so he can just keep my target clear of everything, including Abolish Poison.

Might be more stuff but I just got done with work so all I have in my brain right now is "need beer" and **** about Apple computers.
#4 Oct 12 2007 at 8:17 PM Rating: Decent
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3,011 posts
Thank you theo!
#5 Oct 12 2007 at 11:21 PM Rating: Good
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8,779 posts
i cant stress theos points about MC enough. MC is very powerful used in 2v2 (and even in 3v3 and 5v5, but with a rogue in 2v2 its just insane). blind > MC is a good long-term CC, and you can not only use MC to move healers away, but also to prevent healers from healing the MC'ed target. this is especially useful vs war/druid and lock/druid teams, as you can dps the lock/war and then MC him (KS first) and move him away from the druid. this forces the druid to cyclone or charge or stun your priest, which means he's not healing. follow up with a blind > fear (since he'll trinket blind) and you can get a lot of damage on the war or lock before a druid can even heal. dispelling HoT's just makes it a lot easier (even lifebloom, but try and wait for the 2nd or 3rd stack before doing that), forcing him to rely on HT and bloom for healing.

sometimes theyll trinket the MC, but theres usually at least 2-3 seconds when your priest can get them to move where he wants them too, due to lag and player reaction time. so even if you do get trinketed on MC youll get a bit of time to maneuver the opponent.

the key is timing; keeping the lock/war stunned or otherwise debilitated so they cant interrupt the MC is very important.
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