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85 Tauren Druid
5800
g
Edited by Dmiiser on 5/9/2011 5:29 PM PDT
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With resto druids gettin a defensive dispel they will probably be better in s9 for 2s with a mage, but mage/priest was always better in the past. Either works though, really just depends on what he's a better player with.
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80 Gnome Mage
0

Disc Priest:
Pros -
- Mass Dispel's / Dispels (dispelling of hots/buffs)
- Fear
- Shadowfiend (dmg and mana return)
- Pain sup
- Power Infusion

Cons:
- No "escape". Shaman have ghost wolf, druids have shapeshift, paladins have freedom and their sprint. Priests have... Inner will?
- Worst throughput of all the healers. I deleted mana burn and offensive damage from pros because priests struggle with throughput and spend more time catching up than playing from ahead. Yes, there always has to be a "worst", but the difference is immense.
- Worst mana endurance of all the healers. It's sad that not only are they the worst throughput, but also the worst endurance. If two teams meet in a mirror match in 3s, except one with a pally and one with a priest, the priest will be OOM when the pally is at 80%. So, it's a lot like S8 in that regard.
- The most efficient heals for disc are pre-emptive or preventative. Both of these are easily removed by offensive dispels on the other team.

Resto Druid:
Pros -
- Roots good for peeling. [Keep in mind that every healer can now dispel magic, which roots are]
- Dispels (cant remember what they dispel [Addition: Magic, curses, poison])
- Can be offensive but dmg is crap also

Cons -
- If the enemy has an offensive dispeller that uses it every time he can, druids are crippled. An offensive dispeller against a resto druid is almost like having an improved mana burn. After all, you completely negate their mastery.
- Change forms costs a ton of mana and the druid will run dry quickly if he is constantly forced to shapeshift.
- Lifebloom is terrible and great at the exact same time. In order to heal through really, really bursty teams, a resto druid must get rejuv and full lifebloom rolling. The enemies switch targets. The druid must start over on lifebloom stacks, which removes it from him, leaving him as a good switch target. Then his teammate. Then him. Then his teammate. Then him. See the problem?
- Large mana pool and good regen. Why is this a con? Well, they have a problem. With the way lifebloom is set up, they actually have to spend a lot of mana in the "catch up" phase. The solution? Tree of Life. But now you're a prime target to be snared because you can't shift out unless you want to toss out the remaining time on the 3 minute cooldown.
- Can be polymorphed and, unlike priests, shamans, and paladins, don't have a method of evading this besides trinket. Priests have SW:D, shaman have grounding, paladins have sacrifice. Druids can no longer shift out of it and simply eat the duration instead.


Fixed for what S9-beta showed. Don't mean to be a jerk, but disc and R.Druids were in bad shape at the end of S9-beta. R.Druids were *better*, but that's not comparable at this current juncture to R.Sham or H.Pally in terms of power.
Edited by Step on 12/1/2010 4:20 AM PST
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85 Human Priest
4465
Someday people will shelve their disc spec and consider holy. MS were nerfed to 10%, the "oh %%@%" button is way better than pain suppression, the mana regen is better, the healing throughput is better, the mobility is better and ...

A 18 seconds cooldown instant cast 3 second STUN that is listed as a DISORIENT EFFECT for DR purposes is incredibly strong. It lets you :

- Close the gap easily for a fear
- Prevent getting interrupted if you want to mind control a melee bashing on you and jumping him off a bridge
- Getting 2 mana burns off
- Casting a heal without any fear of being interrupted
- Prevent someone from reapplying a snare on you just before the duration expire and get distance with body and soul proc from PW:S

- Adding an extra 3 seconds to a stunlock on a target for the kill ... that's right, Holy Word : Chastise DOESN'T break on damage.
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80 Gnome Mage
0

Disc Priest:
Pros -
- Mass Dispel's / Dispels (dispelling of hots/buffs)
- Fear
- Shadowfiend (dmg and mana return)
- Pain sup
- Power Infusion

Cons:
- No "escape". Shaman have ghost wolf, druids have shapeshift, paladins have freedom and their sprint. Priests have... Inner will?
- Worst throughput of all the healers. I deleted mana burn and offensive damage from pros because priests struggle with throughput and spend more time catching up than playing from ahead. Yes, there always has to be a "worst", but the difference is immense.
- Worst mana endurance of all the healers. It's sad that not only are they the worst throughput, but also the worst endurance. If two teams meet in a mirror match in 3s, except one with a pally and one with a priest, the priest will be OOM when the pally is at 80%. So, it's a lot like S8 in that regard.
- The most efficient heals for disc are pre-emptive or preventative. Both of these are easily removed by offensive dispels on the other team.

Resto Druid:
Pros -
- Roots good for peeling. [Keep in mind that every healer can now dispel magic, which roots are]
- Dispels (cant remember what they dispel [Addition: Magic, curses, poison])
- Can be offensive but dmg is crap also

Cons -
- If the enemy has an offensive dispeller that uses it every time he can, druids are crippled. An offensive dispeller against a resto druid is almost like having an improved mana burn. After all, you completely negate their mastery.
- Change forms costs a ton of mana and the druid will run dry quickly if he is constantly forced to shapeshift.
- Lifebloom is terrible and great at the exact same time. In order to heal through really, really bursty teams, a resto druid must get rejuv and full lifebloom rolling. The enemies switch targets. The druid must start over on lifebloom stacks, which removes it from him, leaving him as a good switch target. Then his teammate. Then him. Then his teammate. Then him. See the problem?
- Large mana pool and good regen. Why is this a con? Well, they have a problem. With the way lifebloom is set up, they actually have to spend a lot of mana in the "catch up" phase. The solution? Tree of Life. But now you're a prime target to be snared because you can't shift out unless you want to toss out the remaining time on the 3 minute cooldown.
- Can be polymorphed and, unlike priests, shamans, and paladins, don't have a method of evading this besides trinket. Priests have SW:D, shaman have grounding, paladins have sacrifice. Druids can no longer shift out of it and simply eat the duration instead.


Fixed for what S9-beta showed. Don't mean to be a jerk, but disc and R.Druids were in bad shape at the end of S9-beta. R.Druids were *better*, but that's not comparable at this current juncture to R.Sham or H.Pally in terms of power.


lol your posts are funny i almost died in the lake of tears


And your posts are funny for thinking that because the classes are somewhat OK at 80, they're perfectly balanced at 85. Well, I guess "funny" isn't the word, more "pathetically clueless".
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85 Human Priest
4465
http://www.warcraftmovies.com/movieview.php?id=168773


This only proves how OP frost mage are at controlling the fight. That priest was never under any kind of pressure. Frankly, quite often, he was just running around strafing, looking pretty instead of casting something. "clicks per minute" or "actions per minute" isn't only for Starcraft Players.

Also, did the priest really use "inner will" armor buff during a 2vs2 game against a rogue and a warrior? Seriously? Like ... Seriously??? The game shouldn't be long enough for him to go oom (thus making the 15% reduce cost on spell useless) and the extra armor from "inner fire" could be exactly what saves the game.

In my opinion, the only good move that priest did in the video was countering a polymorph with a well timed shadow word death. Beside that, sloppy gameplay and getting carried by a frost mage.
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90 Tauren Druid
6455

Disc Priest:
Pros -
- Mass Dispel's / Dispels (dispelling of hots/buffs)
- Fear
- Shadowfiend (dmg and mana return)
- Pain sup
- Power Infusion

Cons:
- No "escape". Shaman have ghost wolf, druids have shapeshift, paladins have freedom and their sprint. Priests have... Inner will?
- Worst throughput of all the healers. I deleted mana burn and offensive damage from pros because priests struggle with throughput and spend more time catching up than playing from ahead. Yes, there always has to be a "worst", but the difference is immense.
- Worst mana endurance of all the healers. It's sad that not only are they the worst throughput, but also the worst endurance. If two teams meet in a mirror match in 3s, except one with a pally and one with a priest, the priest will be OOM when the pally is at 80%. So, it's a lot like S8 in that regard.
- The most efficient heals for disc are pre-emptive or preventative. Both of these are easily removed by offensive dispels on the other team.

Resto Druid:
Pros -
- Roots good for peeling. [Keep in mind that every healer can now dispel magic, which roots are]
- Dispels (cant remember what they dispel [Addition: Magic, curses, poison])
- Can be offensive but dmg is crap also

Cons -
- If the enemy has an offensive dispeller that uses it every time he can, druids are crippled. An offensive dispeller against a resto druid is almost like having an improved mana burn. After all, you completely negate their mastery.
- Change forms costs a ton of mana and the druid will run dry quickly if he is constantly forced to shapeshift.
- Lifebloom is terrible and great at the exact same time. In order to heal through really, really bursty teams, a resto druid must get rejuv and full lifebloom rolling. The enemies switch targets. The druid must start over on lifebloom stacks, which removes it from him, leaving him as a good switch target. Then his teammate. Then him. Then his teammate. Then him. See the problem?
- Large mana pool and good regen. Why is this a con? Well, they have a problem. With the way lifebloom is set up, they actually have to spend a lot of mana in the "catch up" phase. The solution? Tree of Life. But now you're a prime target to be snared because you can't shift out unless you want to toss out the remaining time on the 3 minute cooldown.
- Can be polymorphed and, unlike priests, shamans, and paladins, don't have a method of evading this besides trinket. Priests have SW:D, shaman have grounding, paladins have sacrifice. Druids can no longer shift out of it and simply eat the duration instead.


Fixed for what S9-beta showed. Don't mean to be a jerk, but disc and R.Druids were in bad shape at the end of S9-beta. R.Druids were *better*, but that's not comparable at this current juncture to R.Sham or H.Pally in terms of power.


Don't listen to the bads in this thread. The comp never worked with a druid.

And priest/mage has ALWAYS been pretty damn potent.

Druids don't have the offensive capabilities to complement the mage's.

Not to mention druid's don't have an offensive dispel.
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1 Human Warlock
0

Also, did the priest really use "inner will" armor buff during a 2vs2 game against a rogue and a warrior? Seriously? Like ... Seriously??? The game shouldn't be long enough for him to go oom (thus making the 15% reduce cost on spell useless) and the extra armor from "inner fire" could be exactly what saves the game.


He used it for the movement speed buff most likely.

OP, Shadow + mage heroism = yummy. Plus better mobility than a healing priest, lots of offensive tools, an extra CC, passive off-healing, etc.
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85 Undead Mage
2960




Disc Priest:
Pros -
- Mass Dispel's / Dispels (dispelling of hots/buffs)
- Fear
- Shadowfiend (dmg and mana return)
- Pain sup
- Power Infusion

Cons:
- No "escape". Shaman have ghost wolf, druids have shapeshift, paladins have freedom and their sprint. Priests have... Inner will?
- Worst throughput of all the healers. I deleted mana burn and offensive damage from pros because priests struggle with throughput and spend more time catching up than playing from ahead. Yes, there always has to be a "worst", but the difference is immense.
- Worst mana endurance of all the healers. It's sad that not only are they the worst throughput, but also the worst endurance. If two teams meet in a mirror match in 3s, except one with a pally and one with a priest, the priest will be OOM when the pally is at 80%. So, it's a lot like S8 in that regard.
- The most efficient heals for disc are pre-emptive or preventative. Both of these are easily removed by offensive dispels on the other team.

Resto Druid:
Pros -
- Roots good for peeling. [Keep in mind that every healer can now dispel magic, which roots are]
- Dispels (cant remember what they dispel [Addition: Magic, curses, poison])
- Can be offensive but dmg is crap also

Cons -
- If the enemy has an offensive dispeller that uses it every time he can, druids are crippled. An offensive dispeller against a resto druid is almost like having an improved mana burn. After all, you completely negate their mastery.
- Change forms costs a ton of mana and the druid will run dry quickly if he is constantly forced to shapeshift.
- Lifebloom is terrible and great at the exact same time. In order to heal through really, really bursty teams, a resto druid must get rejuv and full lifebloom rolling. The enemies switch targets. The druid must start over on lifebloom stacks, which removes it from him, leaving him as a good switch target. Then his teammate. Then him. Then his teammate. Then him. See the problem?
- Large mana pool and good regen. Why is this a con? Well, they have a problem. With the way lifebloom is set up, they actually have to spend a lot of mana in the "catch up" phase. The solution? Tree of Life. But now you're a prime target to be snared because you can't shift out unless you want to toss out the remaining time on the 3 minute cooldown.
- Can be polymorphed and, unlike priests, shamans, and paladins, don't have a method of evading this besides trinket. Priests have SW:D, shaman have grounding, paladins have sacrifice. Druids can no longer shift out of it and simply eat the duration instead.


Fixed for what S9-beta showed. Don't mean to be a jerk, but disc and R.Druids were in bad shape at the end of S9-beta. R.Druids were *better*, but that's not comparable at this current juncture to R.Sham or H.Pally in terms of power.


lol no

first you didnt even include cyclone, second you do realize a druid can shapeshift if they see an inc sheep, much more effective then swd or grounding
I have no idea what you were trying to say with the higher mana pool/regen rate so Im not even gonna touch that. A druid ooming himself from shapeshifting was also pretty funny, your analysis on the enemy switching targets and the trouble of keeping lifebloom on the right person made me think you have never done an arena, oh and you also wayyy exaggerated the damage dispel can do. Druids will prolly stay the same way they were in S8 in terms of how good they are

oh and mage/priest will still be better
Edited by Leetskillz on 12/2/2010 3:55 PM PST
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85 Orc Shaman
3160
I'm guessing you never played beta
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80 Blood Elf Mage
2750
12/02/2010 3:54 PMPosted by Leetskillz
first you didnt even include cyclone, second you do realize a druid can shapeshift if they see an inc sheep, much more effective then swd or grounding


Wait so why did they remove Tree of Life? I thought I could finally sheep some druids.
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