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 Disc Priest for PvP, PvP

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post Apr 25 2008, 07:14 PM

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u can try http://www.wowhead.com/?talent=bxgMuhgtMcozfVxbc
btw, disc spec arena is not for dps. its for utility and survival.
flush
post Apr 26 2008, 11:45 PM

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the first spec does not have spell warding for spell dmg mitigation. it does not have silent resolve for 20% resist dispel mechanics, no improved healing for more cost effective healing. some of the points u do not need to spend on is force of will and enlightenment. while enlightenment sounds good, it is preferable to spend them on spell warding or silent resolve. as for force of will, i have no idea why u put points there. ur main tasks in arena is to heal and dispel, not to dps.

fyi, ur spell crit only increases the crit chance of ur shadow dmg when u cast mana burn, the amount of mana burned does not crit.

also, you only need to put 1-2 points in blessed recovery as that talent is there to proc a buff on yourself when u get crit, thus giving u an additional buff for the opponents to dispel.

the other spec is identical to the spec i posted earlier, so i have no comments to make.
flush
post Apr 27 2008, 06:27 PM

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yeah imp shield is helpful. but u only spec it later on. if u've just started arenas with a grp of friends and all of u are undergeared, go for imp fort. it gives everyone a little added stamina at the beginning of the fight.

however, when everyone is well geared with res and stam, switch to imp shield. this is how a priest's shield works. it adds 20% of your +healing from gear to it. ur 15% talent is calculated after that fact. so it makes sense that it scales better with more healing gear. and i mean pvp healing gear, dont go in with nub items like hallowed set.

about enlightenment, again, it scales better with gear. if u have 10k health u gain 500 hp with 5 points in enlightenment. like i said, that sounds good. but when choosing where to put your talents for pvp, u must really put thought into situations where your points will help you AND your teammates survive the fight. that 5% increased stam, intel and spirit is only for yourself. spirit is useless in pvp, which is why our pvp gear has mp5 in it. 5% increase stam isn't going to help you last longer when a rogue's white hit on u does more dmg than that.

if compared to silent resolve, your buffs are not so easily dispelled. you can put renew on your teammates and just renew + pom and run around like a chicken in arenas, only stopping once in a while to throw a flash heal or greater heal, because your renews and pom can't be dispelled that easily. your fort on you and your teammates have a better chance to resist dispels.

if compared to spell warding, the 10% spell dmg mitigation from spell warding will work on every spell. a 2k frostbolt will be less 200 dmg. so after 3 hits, it already mitigates 600 dmg. that's already worth more than the initial 500 hp u gain from enlightenment. also, now that resilience mitigates DoT dmg from spells, imagine 10% DoT dmg mitigation from resilience added with 10% from spell warding. that's 20% mitigation for DoT spells. when u meet a DoT heavy team, you're gonna be thankful that u have spell warding.

as for 5% increase spirit in arena, lol u hardly regen mana from spirit while in combat. my advise is to buy some star's tears from one of the vendors in the hall of legends, find a quiet place to sit down in arena and drink. otherwise, use ur shadow doggie. (use it when u have used 4k mana, not when ure near empty)

why we put 1 point in divine spirit is so that we have 1 extra buff that might overlay the other buffs lol. 1 extra buff for the opponents to dispel.

if u still want to talent imp shield, u can sacrifice the 3 points from either mental agility or absolution, or a combination of both. my suggestion is 2 points in absolution and 3 points in mental agility.
flush
post Apr 28 2008, 06:16 PM

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not taking pain suppression means the rogues, warriors and enh shammies will love u very very much. the opponent rogues warrs n shammies that is.

y u shouldn't take spirit of redemption is because:-

in a situation where u die, u become a spirit and u start healing ur teammates without interruption. most clever teams will try to separate u from ur teammates when they take u down. even if they are within healing range, what is to stop the opponents from moving far away and bandaging themselves, healing themselves, the opponent's mana users going out of combat and sitting down to drink?

if u have taken pain suppression, you might not have died in the first place.

any dmg mitigation talents > any other talents when putting into consideration what to spec.

just my dua sen, i suppose your team's play style is different and u guys work well together esp. sticking together and not running around making it difficult for healers to heal.

 

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