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Cataclysm Class Preview: PriestFollow

#1 Apr 08 2010 at 1:10 AM Rating: Excellent
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In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at some of the changes in store for the priest class, including a rundown of some of the new spells, abilities, and talents, as well as an overview of how the new Mastery system will work with the different talent specs.

New Priest Spells

Heal (available at level 16): While priests already have a spell called Heal, the existing version becomes obsolete at higher levels, which is something we intend to change in Cataclysm. Introduced at a low level, the "new" Heal spell will functionally work much like a down-ranked Greater Heal did in the past, adding more granularity to your direct-healing ******** If you need to heal someone a moderate amount and efficiency is an issue (making Flash Heal the incorrect spell for the job), then Heal is what you want to use. Heal is intended to be the priest's go-to direct-healing spell unless they need something bigger (Greater Heal) or faster (Flash Heal). We will be following a similar philosophy with all the healing classes.

Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage. The intent of Mind Spike is to fill a niche missing in Shadow DPS, though it may be occasionally useful for healers as well. Mind Spike provides a quick nuke to use in situations where the priest doesn't have time to set up the normal rotation, such as when adds are dying too fast or you have to swap targets a lot. Spamming Mind Spike will do about as much damage as casting Mind Flay on a target afflicted with Shadow Word: Pain. The idea behind the debuff is that when you cast Mind Spike, we expect you to cast a lot of them; we don't intend you to fit it into an already full Shadow rotation. It also provides Shadow with a spell to cast when locked out of the Shadow school. (School lockouts will no longer affect both schools for multi-school spells.) 1.5-second cast. 30-yard range. No cooldown.

Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can't have both up at once. Inner Fire provides a spell power and Armor buff; Inner Will should be useful on a more situational basis.

Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or "Life Grip") is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.

Changes to Abilities and Mechanics

In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.


* All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).

* We want to bring back Shadow Word: Death as an "execute" -- something you do when the target is at 25% health.

* While we want to keep the priest's role as a well-rounded healer, we also want to make sure the class is a viable tank healer, which is something priests moved away from a little in Wrath of the Lich King. Greater Heal will probably be the tank-healing spell of choice, though we've also discussed giving Discipline a second shield so that they have a small shield to cast on lots of different targets, and a big, more expensive shield to cast on a tank or anyone else taking a ton of damage.

* Divine Spirit and Prayer of Spirit will be removed from the game. As Spirit will be the primary mana-regeneration stat, we don't want it to vary as much between solo, small group, and raid play. Blessing of Kings and Mark of the Wild will not boost Spirit either.

* Mana will be a bigger consideration for all healers. We aren't trying to make healing more painful; we're trying to make it more fun. When the cost of a spell isn't an issue, then casting the right spell for the job is less of an issue because you might as well just use your most powerful spell all of the time. We are, however, getting rid of the five-second rule, because we don't want to encourage standing around doing nothing. We're also going to cut back on the benefits of buffs such as Replenishment so priests (and all healers) don't feel as penalized when those buffs aren't available.


New Talents and Talent Changes


* We want to improve Discipline's single-target healing capacity. One key is to make sure shielding isn't always a more attractive option than healing.

* We want to improve Holy for PvP healing. One way to do this is to make sure that Heal's throughput is similar between both specs.

* We want to improve Shadow for short fights and reduce its susceptibility to school lockouts.

* Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.

* We want to make Holy a little bit more interesting to play. One new talent will push the Holy priest into an improved healing state when he or she casts Prayer of Healing, Heal, or Renew three times in a row. The empowered state varies depending on the heals cast.

* Since the Shadow tree has a lot of passive damage-boosting abilities -- something we're trying to avoid in Cataclysm -- we will need to replace several of the tree's talents. One idea is to play off of the new Shadow Orbs mechanic (see Mastery section below), possibly allowing you to consume an orb to increase damage from Mind Blast or reduce Mind Spike's cast time.

* Misery will no longer affect spell Hit chance. We want players to be able to gear themselves around a Hit cap that isn't variable depending on group composition.


Mastery Passive Talent Tree Bonuses

Discipline
Healing
Meditation
Absorption

Holy
Healing
Meditation
Radiance

Shadow
Spell damage
Spell Crit
Shadow Orbs

Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier.

Radiance: Your direct heals add a small heal-over-time component to the target.

Shadow Orbs: Casting spells grants a chance for Shadow Orbs to be created that fly around you and increase your shadow damage. This will help lower-level characters feel more like "Shadow priests" before they obtain Shadowform.

We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.


Cataclysm Stat & System Changes: http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1

Mastery System Preview: http://forums.worldofwarcraft.com/thread.html?topicId=23710210871&sid=1
#2 Apr 08 2010 at 2:20 AM Rating: Good
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GC wrote:
Heal (available at level 16): While priests already have a spell called Heal, the existing version becomes obsolete at higher levels, which is something we intend to change in Cataclysm. Introduced at a low level, the "new" Heal spell will functionally work much like a down-ranked Greater Heal did in the past, adding more granularity to your direct-healing ******** If you need to heal someone a moderate amount and efficiency is an issue (making Flash Heal the incorrect spell for the job), then Heal is what you want to use. Heal is intended to be the priest's go-to direct-healing spell unless they need something bigger (Greater Heal) or faster (Flash Heal). We will be following a similar philosophy with all the healing classes.

Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can't have both up at once. Inner Fire provides a spell power and Armor buff; Inner Will should be useful on a more situational basis.

Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or "Life Grip") is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.


Leap of Faith seems pretty awesome and could be extremely useful in a raid, as a planned thing to help with some mechanics.

The new Heal spell fits their new mana management paradigm.

Inner Will, has potential. Depends more on the other changes that get implemented. I could see certain builds using it as a the default buff. Heck even if the buffs are cheap enough it being effective to switch them based on the mechanics of a specific phase in a fight.


GC wrote:
While we want to keep the priest's role as a well-rounded healer, we also want to make sure the class is a viable tank healer, which is something priests moved away from a little in Wrath of the Lich King. Greater Heal will probably be the tank-healing spell of choice, though we've also discussed giving Discipline a second shield so that they have a small shield to cast on lots of different targets, and a big, more expensive shield to cast on a tank or anyone else taking a ton of damage.


Cool.

GC wrote:
Divine Spirit and Prayer of Spirit will be removed from the game. As Spirit will be the primary mana-regeneration stat, we don't want it to vary as much between solo, small group, and raid play. Blessing of Kings and Mark of the Wild will not boost Spirit either.


No real surprise given the new Spirit mechanics.

GC wrote:
Mana will be a bigger consideration for all healers. We aren't trying to make healing more painful; we're trying to make it more fun. When the cost of a spell isn't an issue, then casting the right spell for the job is less of an issue because you might as well just use your most powerful spell all of the time. We are, however, getting rid of the five-second rule, because we don't want to encourage standing around doing nothing. We're also going to cut back on the benefits of buffs such as Replenishment so priests (and all healers) don't feel as penalized when those buffs aren't available.


Kind of old news, except the Replenishment stuff. Not extremely surprising though.

GC wrote:
We want to improve Discipline's single-target healing capacity. One key is to make sure shielding isn't always a more attractive option than healing.


Nice, I have noticed that in more recent tiers that Disc isn't as powerful as an exclusive tank healer compared to shammies and pallies.

GC wrote:
We want to make Holy a little bit more interesting to play. One new talent will push the Holy priest into an improved healing state when he or she casts Prayer of Healing, Heal, or Renew three times in a row. The empowered state varies depending on the heals cast


This is could end up being awesome and have spec/gearing implication

GC wrote:
Mastery Passive Talent Tree Bonuses

Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier.


This was expected and will help with Disc scaling as an easy knob to fiddle with.


GC wrote:
Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.


OMFG. I have to change my shorts.

Edited, Apr 8th 2010 4:21am by Horsemouth
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#3 Apr 08 2010 at 2:27 AM Rating: Excellent
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GC wrote:
A few quick clarifications:

Neither Inner Fire nor Inner Will has charges. The decision is on which armor you want up at the time.

Preventing dot clipping is something we want to do in general. It obviously benefits Shadow priests just as much as warlocks.

The idea behind Mind Spike is that you can't always settle into your normal, and high-ramp up rotation. It's also useful when you have to move or get school locked.

The closest analogue to PW:B is the DK Anti-Magic Zone, but it has some important differences, such as a way to counter it in PvP (since it absorbs all damage, not just magical damage).

The idea behind the Holy "cast three in a row" talent (it's called "Chakra") is that we've always positioned Holy as a versatile healer. This talent lets you shift into different modes. If you need to be a tank healer, cast three single target heals and your single-target healing is now better. Cast three area heals, and you can be a temporarily specialized group healer. We're going to try to play this mechanic up with a cool UI to try to get that "I'm almost in the zone" feel. We'll let it apply to as many types of spells as we can, perhaps even Smite for those times when nobody's taking damage.

We pulled Misery because we are pulling every group benefit that improves hit. It's annoying to have to swap your gear in and out depending on who shows up for your group. In general we're going to push even harder in Cataclysm for bringing people you like to play with, not bringing people who have awesome buffs. The answer to almost every question of "But why would they bring me?" should be "Because you know what the hell you're doing."


IF/IW change is nice, charges are lame.

Removing DoT clipping is good, I hope they apply it to bleed effects as well. Sort of, kind of dumbs things down a bit.

Mind Spike will be good for healing when we over gear stuff.

The PW:B thing... Makes me curious and worried it wont be as awesome as I want it to be.
Liking the Chakra thing more and I liked it at first.

The Misery change is cool, reminds me of an older GC post where he inferred many people aren't as good as they think they are.

Edited, Apr 8th 2010 4:28am by Horsemouth
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#4 Apr 08 2010 at 4:08 AM Rating: Good
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"Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or "Life Grip") is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown."

******* with melee dps 101.
#5 Apr 08 2010 at 4:10 AM Rating: Good
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His Excellency Aethien wrote:
"Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or "Life Grip") is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown."

@#%^ing with melee dps 101.


It is like PoF going to Anub but the threat is always there.

We shall be feared.
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#6 Apr 08 2010 at 6:09 AM Rating: Decent
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I just responded on my guild forums:

Regarding heal:
Quote:
Hm, seems like bar bloat to me. But will have to see.


Regarding Inner Will;
Quote:
I predict this is going to change. The problem priests have right now is that they are the 'rock' of all healing classes. They have no tools whatsoever to gain range and only have Psychic Scream to give themselves a breather. Therefore, Inner Fire giving an armor boost is completely critical when there's a melee class humping your face - 12% movement speed is nice, but that melee class WILL reach you and when he does you'll just take extra damage. At the moment I can't ever see Inner Will to be more attractive than Inner Fire in PvP. In PvE, if mana really matters that much more, it probably will be.


Regarding Leap of Faith;
Quote:
I lol'd. Instead of yelling at you for ******** up, I am going to personally be pulling your DPSing asses out of the fire now. Seriously, only Blizz can come up with a spell like this. Oh, and the amount of annoyance I can cause. Imagine pulling a tank back just as he's about to pull! This is going to be hilarious!

Also, come to think of it, I wonder if there would be some way to increase the range on this. Imagine pulling some noob who'se off by himself on the other side of the room into your healing range...

That said, it's not the 'massive overhaul' I expected but it's nevertheless really interesting. Disc (hopefully) gets its proper tank-healing abilities back and gets more 'well-rounded' as a whole as well. No more group healing through spamming PW:S and PoH.

My only fear regarding all of this is that disc will end up being so @#%^ing awesome that nobody wants to play holy anymore (safe for Teacake, I suppose).

Edited, Apr 8th 2010 2:10pm by Mozared
#7 Apr 08 2010 at 6:38 AM Rating: Good
Dammit. I was beaten.
#8 Apr 08 2010 at 6:41 AM Rating: Excellent
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Thank you, Crimson, for being the first to post this.

Quote:
Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.


AFT.


So let me see if I have the rundown correct here:

Heal: cast this spell when someone needs healing
Greater Heal: cast this spell when someone needs a lot of healing
Penance: cast this spell when someone needs a lot of healing starting now
Flash Heal: cast this spell when someone needs healing fast
Power Word: Shield: cast this spell when someone will need healing
Power Word: Barrier: cast this spell when everyone will need healing
Renew: cast this spell when someone needs a little healing all the time
Circle of Healing: cast this spell when everyone needs healing
Prayer of Healing: cast this spell when everyone needs a lot of healing
Binding Heal: cast this spell when you need healing
Prayer of Mending: cast this spell when you need cool sound effects

The strength of priests has always been the number of tools we have. Given their emphasis on choosing the right tool for the job (or you will be punished by going OOM), I suspect our class will really shine here. With the addition of Heal, I count eleven (well, that's one louder, isn't it?) on this list, which does not even include Hymn or other other tools like Pain Suppression that mitigate.

I am curious about the place of Penance in the new order of things. Maybe it will stay the same, but frankly it seems to me that it's too good for their new it's-crucial-to-make-the-right-choice paradigm. Right now Penance is both big and fast. If they really want to distinguish between those and have one tool for each job, Penance is going to have to undergo some changes.

In any case, whatever. If every other change on here sucked I would still not change mains, because, ZOMG I AM GETTING MAH OWN HEALY DEATHGRIP!


Edit:
Mozared wrote:

My only fear regarding all of this is that disc will end up being so @#%^ing awesome that nobody wants to play holy anymore (safe for Teacake, I suppose).


Hee. I actually was just thinking I need to dust off my Holy spec more often now and learn to play it again. I really like Disc for the stuff I do and only very rarely play Holy. That becomes even more rare with time because every time I switch to my Holy spec I've become so unfamiliar with it due to disuse that I feel lost. But I think Radiance will make Holy a lot more fun for PVP, giving you a taste of the breathing room to "cast and forget him" that Disc or HoT-based healers get. Really as priests we have access to such different healing styles that it's almost like playing two healing classes instead of one. I'd like to take more advantage of that gift of variety, and it looks like those distinctions are only going to be getting more... distinct.

Edited, Apr 8th 2010 8:49am by teacake
#9 Apr 08 2010 at 7:34 AM Rating: Good
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Quote:
Prayer of Mending: cast this spell when you need cool sound effects
Smiley: laugh
#10 Apr 08 2010 at 7:46 AM Rating: Good
Mozared wrote:
No more group healing through spamming PW:S and PoH.


Check, switch to PW:B and PoH. Gotcha.

Hmm, I wonder what the total damage mitigation would be with both PW:Barrier and PW:Shield applied? They may not allow them to be both active on a target.

Edited, Apr 8th 2010 9:55am by dadanox
#11 Apr 08 2010 at 7:49 AM Rating: Good
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Penance is on CD, I see it as a fast Heal in the new mix. Efficient but on CD.

The teacake while nice doesn't include the new mana and casting the right spell idea. As wouldn't be amazed if FH and new Heal, heal for about the same but FH just isn't as efficient. I really am convinced they want healers that cast like we do now to go OoM fast in Cata.

The Holy Chakra thing could be really cool or end up being the new Lightwell.

As for Moz's Disc worries I expect it to be more focused on tank healing and if you try and shield spam a raid with FH, PoH and instants thrown in for help and Penance on CD, which works now and is mana efficient to a large degree, will go OoM fast in Cata.

That being said the Priest healing tool set is overall fairly balanced in the larger scheme of things. I mean if you wanted you could spec GH and tank heal as holy.

Not sure where Binding Heal fits in with the new Cata stuff though.
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#12 Apr 08 2010 at 12:02 PM Rating: Good
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Quote:
Hmm, I wonder what the total damage mitigation would be with both PW:Barrier and PW:Shield applied? They may not allow them to be both active on a target.

They'll probably make is so that they both give weakened soul, at least I imagine that would make sense. And isn't PW:B going to make a priest and druid healing combo really really powerful? If the priest keeps everyone shielded and the druid just lets HoTs tick away, then there probably wont be any extreme need for major healing on dps unless they ***** something up.

Also,
Quote:
Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage

It just seems that their trying to give all casters a Frostfire Bolt now.
#13 Apr 08 2010 at 4:40 PM Rating: Decent
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Quote:
They'll probably make is so that they both give weakened soul, at least I imagine that would make sense. And isn't PW:B going to make a priest and druid healing combo really really powerful? If the priest keeps everyone shielded and the druid just lets HoTs tick away, then there probably wont be any extreme need for major healing on dps unless they ***** something up.

Disc priest/holy priest would actually be a better combo because holy has the quick-AOE-burst healing thing going. Keeping HOTs up doesn't make sense if the group isn't getting a lot of damage in the first place. What you need to it to be 'effective' is a healer that can fill the non-shielded gaps with quick AOE burst heals.

Edit:
Also,
Quote:
It just seems that their trying to give all casters a Frostfire Bolt now.

You mean Arcane Blast? Frostfire Bolt is completely different from Mind Spike, Arcane Blast is virtually the same spell.

Edited, Apr 9th 2010 12:42am by Mozared
#14 Apr 08 2010 at 5:34 PM Rating: Good
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Inner will looks amazing against wiz cleaves. Priests are really mana inefficient in pvp compared to other healers so it's a good start.
#15 Apr 08 2010 at 8:19 PM Rating: Good
I'm just wondering where they got Shadowfrost from. Never have I seen a priest cast a spell even remotely related to the Frost school.

I guess Shadowfire (Holy Fire + the shadow school) sounded too warlock-y, plus this gives Shadow a parallel to Holy Fire. And hey, it's better than, say, Shadow/Arcane damage.
#16 Apr 08 2010 at 8:59 PM Rating: Good
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Frostfire Bolt is completely different from Mind Spike

I meant the whole dual elements thing, is it really necessary? I suppose its annoying being locked out your only school, but still, warlocks are getting the same kinda deal too (green fire, yay!)
#17 Apr 09 2010 at 6:03 AM Rating: Decent
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Quote:
I meant the whole dual elements thing, is it really necessary? I suppose its annoying being locked out your only school, but still, warlocks are getting the same kinda deal too (green fire, yay!)

Yes, but warlocks have pets, possible CC, etc. A shadowpriest locked out of shadow can do literally NOTHING AT ALL unless he pops out of shadowform and starts healing (which will be tough to accomplish if you can't cast fear and the melee class who just interrupted you is still on you).

It makes sense to me tbh.
#18 Apr 09 2010 at 8:48 AM Rating: Excellent
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New softcap incoming:
Quote:
* All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).
It looks to me like there will be certain plateaus to reach with haste. Imagine a Renew lasts for 15 seconds for five ticks. If you have just a little haste, the first tic will hit faster and the last tic will come sooner than the full duration, but in order to get an extra tic, you will need to achieve a certain amount of haste.

Leap of Faith! Yes! I shall jump off a cliff, LoF you and Levitate myself! Oh the lols to be had.

*edit I don't even want to try to figure out the math involved for shadow. With the different durations involved in the dots, I am certain there will be a few pages on the subject on EJ.

And while Blizzard may be doing it to prevent clipping, it surely will have an adverse effect on uptime. Imagine the final tic has already occured but the debuff is still on the mob. There could be a second or two per debuff that it is "up" but not going to do any more damage.

Edited, Apr 9th 2010 10:03am by Trylofer
#19 Apr 09 2010 at 12:51 PM Rating: Good
http://forums.worldofwarcraft.com/thread.html?topicId=24038432151&sid=1&pageNo=57
Quote:
A few points of clarification:

We've seen some confusion about Mind Spike. The intention is that you can’t always get your full DoTs up on a target in time before it’s dead. Shadow priests sometimes aren’t sure what to do on, for example, a fight where a boss suddenly spawns an add that you’re supposed to quickly burn down and then go back to the main boss. Mind Spike is what you do to that add. As a rule of thumb, if it’s going to die in under 15 seconds, then go with Mind Spike. Otherwise get your DoTs up and go into your longer rotation.

The movement speed from Inner Will stacks with the boot speed bonus. It won’t stack with some movement buffs like say Body and Soul.

We know a lot of people are looking for answers about Lightwell. We're reviewing the talent and spell functionality, but do not have any details to share as of yet regarding its future.
#20 Apr 10 2010 at 7:35 AM Rating: Excellent
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A further thought on haste and hots/dots: They might set it up so that the last tic is always a constant and haste affects the timing of the initial tic. Meaning that 1 haste rating would cause an extra tic at the beginning of the duration, almost immediately. Still will be plateaus to reach, especially with durations on the dots being different.

If they set it up like this, quick math would set it up to achieving 40%, 33%, and 25% haste to achieve two extra tics from VT, SW:P and DP, respectively.

*edit had the % thingies backwards , oops

Edited, Apr 10th 2010 8:38am by Trylofer
#21 Apr 10 2010 at 9:02 AM Rating: Decent
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Slightly different perspective on Leap of Faith (even though I'm as excited about it as you guys are)...

Imagine the increased laziness for pug dps w/ priest healers in their parties. Instead of moving out of the fire, they will stand there, die, and blame you for not yanking them out. OMGWTFNOLoF?!??!??!? NOOB!!!!
#22 Apr 10 2010 at 9:12 AM Rating: Good
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To be honest, I doubt it'll get that far. The amount of people doing that will be equal to the amount of people now yelling at paladins for not saving their asses with BoP. Aka, none.
#23 Apr 11 2010 at 5:39 AM Rating: Good
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Mozared wrote:
To be honest, I doubt it'll get that far. The amount of people doing that will be equal to the amount of people now yelling at paladins for not saving their asses with BoP. Aka, none.


It will be a kin to DKs putting up PoF on the Anub drop.

Funny sometimes but /gkick and bad rep all the rest.
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#24 Apr 12 2010 at 8:26 AM Rating: Decent
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Horsemouth wrote:
Mozared wrote:
To be honest, I doubt it'll get that far. The amount of people doing that will be equal to the amount of people now yelling at paladins for not saving their asses with BoP. Aka, none.


It will be a kin to DKs putting up PoF on the Anub drop.

Funny sometimes but /gkick and bad rep all the rest.


I certainly hope you guys are right. :)

And I wasn't talking about guild runs, it would be most likely to happen in your random daily dungeon imo...if it happens at all.
#25 Apr 13 2010 at 6:18 AM Rating: Default
But we are priest what do we have to worry about. We just pop levitate as were falling, and then rez the helpless non-priest/mage toons. When ever there is a Dk in the group I pop levitate just incase.
#26 Apr 13 2010 at 7:50 AM Rating: Good
I had a hunter in Utgarde Pinnacle last night that simply would not move out of Grauf's frost breath. I so wanted to Life Grip him.
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