A priest inspire deck will be bad, because priest's hero power is bad.
this is such a useless point of view
first off, it isn't bad, it's just slow. it's amazing for board control because nothing dies in the time your opponent expects it too. they can't easily plan turns ahead 'oh I'll trade now and ping next turn' because of it. you can also, you know, heal and live longer than another given hero because of it. staying alive an extra turn can be massive.
second, all these new cards, and all you can do is sit with your mind made up based on the past and not think of what's allowed by the new cards. I find that utterly depressing.
A priest inspire deck will be bad, because priest's hero power is bad.
this is such a useless point of view
first off, it isn't bad, it's just slow. it's amazing for board control because nothing dies in the time your opponent expects it too. they can't easily plan turns ahead 'oh I'll trade now and ping next turn' because of it. you can also, you know, heal and live longer than another given hero because of it. staying alive an extra turn can be massive.
second, all these new cards, and all you can do is sit with your mind made up based on the past and not think of what's allowed by the new cards. I find that utterly depressing.
If you are ahead on board (and not vulnerable to patron OTK combos), priest hero power is one of the best in the game.
That's why priest is very dangerous and one of the harder classes to balance correctly. They've made them modular specifically for that reason. Look at what happens when a priest is able to go Turn 1 Cleric, turn 2 coin + velen's. Unless you can kill the cleric instantly, the game is practically over. Being able to continuously heal your minions ensures that you maintain board control while negating every aggressive hero power in the game.
There are some very strong cards in this expansion for priest. If Patron gets hit, priest will be MUCH better, and I'm hoping so. It gives my druid better matchups.
A priest inspire deck will be bad, because priest's hero power is bad.
this is such a useless point of view
first off, it isn't bad, it's just slow. it's amazing for board control because nothing dies in the time your opponent expects it too. they can't easily plan turns ahead 'oh I'll trade now and ping next turn' because of it. you can also, you know, heal and live longer than another given hero because of it. staying alive an extra turn can be massive.
second, all these new cards, and all you can do is sit with your mind made up based on the past and not think of what's allowed by the new cards. I find that utterly depressing.
What inspire cards do you feel have synergy with Priest hero power? The cheap ones don't seem to work, like bone guard luetenant or the one that can't attack unless inspire. Their effects and the hero power fire off in reverse order that I want. Squire is no good, I don't want to heal nothing on turn 2 just to get a 2/2. My experience with inspire is limited to what I've played in the brawl, so something will probably work, but inspire is generally slow and priest hero power is generally slow and priest the class is generally slow, so I don't think priest is speeding up this expansion. Seemed like a bad fit so far.
Value minions is the area priest seems to have made gains in. Dragons might work. Some form of priest ramp with high card draw could be interesting. I think wild pyro makes a come back. I'll try inspire, but at first glance, it's not a great fit.
*edit
Looking at the crafting list with keyword inspire, I think these cards might fit in with priest:
Dragonhawk rider
Silverhand regent
Recruiter
Kvaldir raider
Nexus-Champion Saraad
Kodorider
and of course the 2 inspire priest only minions.
Of that list, I don't think the first 3 are especially good, just usable. I can see priest having some inspire cards, but I doubt they build around the mechanic. Joust is harder to judge because the dumbasses at Blizzard couldn't be bothered to actually make Joust a keyword.
*double edit
Joust can be searched for by searching for "reveal." There are surprisingly few joust cards, I didn't realize there were only 4 neutrals. None of them are good with priest. Not too happy with the 2 new mechanics as they relate to my class, but I'm hopeful that some of the new minions will shore up holes in my game.
A priest inspire deck will be bad, because priest's hero power is bad.
this is such a useless point of view
first off, it isn't bad, it's just slow. it's amazing for board control because nothing dies in the time your opponent expects it too. they can't easily plan turns ahead 'oh I'll trade now and ping next turn' because of it. you can also, you know, heal and live longer than another given hero because of it. staying alive an extra turn can be massive.
second, all these new cards, and all you can do is sit with your mind made up based on the past and not think of what's allowed by the new cards. I find that utterly depressing.
What inspire cards do you feel have synergy with Priest hero power? The cheap ones don't seem to work, like bone guard luetenant or the one that can't attack unless inspire. Their effects and the hero power fire off in reverse order that I want. Squire is no good, I don't want to heal nothing on turn 2 just to get a 2/2. My experience with inspire is limited to what I've played in the brawl, so something will probably work, but inspire is generally slow and priest hero power is generally slow and priest the class is generally slow, so I don't think priest is speeding up this expansion. Seemed like a bad fit so far.
Value minions is the area priest seems to have made gains in. Dragons might work. Some form of priest ramp with high card draw could be interesting. I think wild pyro makes a come back. I'll try inspire, but at first glance, it's not a great fit.
If I'm reading things right, the meta will be slower.
A priest inspire deck will be bad, because priest's hero power is bad.
this is such a useless point of view
first off, it isn't bad, it's just slow. it's amazing for board control because nothing dies in the time your opponent expects it too. they can't easily plan turns ahead 'oh I'll trade now and ping next turn' because of it. you can also, you know, heal and live longer than another given hero because of it. staying alive an extra turn can be massive.
second, all these new cards, and all you can do is sit with your mind made up based on the past and not think of what's allowed by the new cards. I find that utterly depressing.
What inspire cards do you feel have synergy with Priest hero power? The cheap ones don't seem to work, like bone guard luetenant or the one that can't attack unless inspire. Their effects and the hero power fire off in reverse order that I want. Squire is no good, I don't want to heal nothing on turn 2 just to get a 2/2. My experience with inspire is limited to what I've played in the brawl, so something will probably work, but inspire is generally slow and priest hero power is generally slow and priest the class is generally slow, so I don't think priest is speeding up this expansion. Seemed like a bad fit so far.
Value minions is the area priest seems to have made gains in. Dragons might work. Some form of priest ramp with high card draw could be interesting. I think wild pyro makes a come back. I'll try inspire, but at first glance, it's not a great fit.
If I'm reading things right, the meta will be slower.
Priest excels at slow.
Only if people are using the cards from TGT. I know I won't be using Joust. Inspire might work well after awhile, but unless you are the type who is always fireballing or healing or armoring, then Inspire seems like a nice add-on to your normal strategies and not a real thing to focus a deck around.
A priest inspire deck will be bad, because priest's hero power is bad.
this is such a useless point of view
first off, it isn't bad, it's just slow. it's amazing for board control because nothing dies in the time your opponent expects it too. they can't easily plan turns ahead 'oh I'll trade now and ping next turn' because of it. you can also, you know, heal and live longer than another given hero because of it. staying alive an extra turn can be massive.
second, all these new cards, and all you can do is sit with your mind made up based on the past and not think of what's allowed by the new cards. I find that utterly depressing.
I haven't made my mind up about anything, I'm happy to be proven wrong. I'm sure you're much better at the game than me, but I've got 1500 priest wins under my belt and can pilot it to Rank 5, so I'm pretty comfortable voicing my disappointment in where the class is right now. I've theorycrafted shadow and dragon priest decks for the expansion in this very thread, so please don't accuse me of not thinking about new possibilities.
Regarding the hero power, if you're able to secure board presence within the first 3 or 4 turns by curving Chow/Cultist/Cultist then sure, it's fantastic. If you lose the board then the hero power has absolutely no synergy and is completely unable to help you turn things around. Priest has very powerful - if situational - spells and abilities, which is why I enjoy it, but the reliance on combo plays to catch up is its greatest weakness as a class.
Roz, turn 1 Northshire hoping you'll get to coin into Velen's is about the riskiest play in the game; every class but Paladin can kill her turn 2 and deprive you of a vital draw engine.
A priest inspire deck will be bad, because priest's hero power is bad.
this is such a useless point of view
first off, it isn't bad, it's just slow. it's amazing for board control because nothing dies in the time your opponent expects it too. they can't easily plan turns ahead 'oh I'll trade now and ping next turn' because of it. you can also, you know, heal and live longer than another given hero because of it. staying alive an extra turn can be massive.
second, all these new cards, and all you can do is sit with your mind made up based on the past and not think of what's allowed by the new cards. I find that utterly depressing.
I haven't made my mind up about anything, I'm happy to be proven wrong. I'm sure you're much better at the game than me, but I've got 1500 priest wins under my belt and can pilot it to Rank 5, so I'm pretty comfortable voicing my disappointment in where the class is right now. I've theorycrafted shadow and dragon priest decks for the expansion in this very thread, so please don't accuse me of not thinking about new possibilities.
Regarding the hero power, if you're able to secure board presence within the first 3 or 4 turns by curving Chow/Cultist/Cultist then sure, it's fantastic. If you lose the board then the hero power has absolutely no synergy and is completely unable to help you turn things around. Priest has very powerful - if situational - spells and abilities, which is why I enjoy it, but the reliance on combo plays to catch up is its greatest weakness as a class.
Roz, turn 1 Northshire hoping you'll get to coin into Velen's is about the riskiest play in the game; every class but Paladin can kill her turn 2 and deprive you of a vital draw engine.
Yeah, you should hold on to Northshire until later, when you have the mana to use the cards you are drawing. And even then, normally I have Northshire getting cards for me from other cards healing themselves or each other (Lightwell and that Buzzard thingy for example.) I use the priest powers only when I really need to heal someone.
0
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
I hope the ladder is full of chumps using the same old mech mages and hybrid hunters because I'm just going to laugh and laugh after I drop walls of taunts and then Aviana comes down and I Innervate + Taunt + KT or some other ridiculous combo.
Because holy hell if people double down on the aggro meta TGT will let me severely punish them.
Battletag: Threeve#1501
PSN: Threeve703
0
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Priest is getting an incredible new 2 drop, which is the biggest weakness. DRAGON PRIEST WILL BE A THING YOU'LL ALL SEE.
(it might not be a thing but I'm gonna try so damn hard to make it one y'all ain't even know)
A priest inspire deck will be bad, because priest's hero power is bad.
this is such a useless point of view
first off, it isn't bad, it's just slow. it's amazing for board control because nothing dies in the time your opponent expects it too. they can't easily plan turns ahead 'oh I'll trade now and ping next turn' because of it. you can also, you know, heal and live longer than another given hero because of it. staying alive an extra turn can be massive.
second, all these new cards, and all you can do is sit with your mind made up based on the past and not think of what's allowed by the new cards. I find that utterly depressing.
I haven't made my mind up about anything, I'm happy to be proven wrong. I'm sure you're much better at the game than me, but I've got 1500 priest wins under my belt and can pilot it to Rank 5, so I'm pretty comfortable voicing my disappointment in where the class is right now. I've theorycrafted shadow and dragon priest decks for the expansion in this very thread, so please don't accuse me of not thinking about new possibilities.
Regarding the hero power, if you're able to secure board presence within the first 3 or 4 turns by curving Chow/Cultist/Cultist then sure, it's fantastic. If you lose the board then the hero power has absolutely no synergy and is completely unable to help you turn things around. Priest has very powerful - if situational - spells and abilities, which is why I enjoy it, but the reliance on combo plays to catch up is its greatest weakness as a class.
Roz, turn 1 Northshire hoping you'll get to coin into Velen's is about the riskiest play in the game; every class but Paladin can kill her turn 2 and deprive you of a vital draw engine.
I'm honestly sorry, I was catching up on the thread and that was a shitty response on my part. the posts like 'xyz is garbage' tend to bug me, especially with new stuff coming out, but it wasn't fair to jump to saying you hadn't looked at the new stuff or didn't care to consider it.
I am also hoping to play dragon priest when the expansion comes out, so hopefully your theorycrafting can help me get there
A priest inspire deck will be bad, because priest's hero power is bad.
this is such a useless point of view
first off, it isn't bad, it's just slow. it's amazing for board control because nothing dies in the time your opponent expects it too. they can't easily plan turns ahead 'oh I'll trade now and ping next turn' because of it. you can also, you know, heal and live longer than another given hero because of it. staying alive an extra turn can be massive.
second, all these new cards, and all you can do is sit with your mind made up based on the past and not think of what's allowed by the new cards. I find that utterly depressing.
I haven't made my mind up about anything, I'm happy to be proven wrong. I'm sure you're much better at the game than me, but I've got 1500 priest wins under my belt and can pilot it to Rank 5, so I'm pretty comfortable voicing my disappointment in where the class is right now. I've theorycrafted shadow and dragon priest decks for the expansion in this very thread, so please don't accuse me of not thinking about new possibilities.
Regarding the hero power, if you're able to secure board presence within the first 3 or 4 turns by curving Chow/Cultist/Cultist then sure, it's fantastic. If you lose the board then the hero power has absolutely no synergy and is completely unable to help you turn things around. Priest has very powerful - if situational - spells and abilities, which is why I enjoy it, but the reliance on combo plays to catch up is its greatest weakness as a class.
Roz, turn 1 Northshire hoping you'll get to coin into Velen's is about the riskiest play in the game; every class but Paladin can kill her turn 2 and deprive you of a vital draw engine.
The point wasn't "This is a super optimal play, do it when you can!" The point was to illustrate how powerful the priest hero power is when you're ahead. The entire class design is based around how that hero power impacts the board. The priest is lackluster right now - that is true. I'm not arguing against that. But if priest gets enough cards to start taking over the early game, it will be a force to be reckoned with because that hero power lets them secure the board while pressing the advantage.
A priest inspire deck will be bad, because priest's hero power is bad.
this is such a useless point of view
first off, it isn't bad, it's just slow. it's amazing for board control because nothing dies in the time your opponent expects it too. they can't easily plan turns ahead 'oh I'll trade now and ping next turn' because of it. you can also, you know, heal and live longer than another given hero because of it. staying alive an extra turn can be massive.
second, all these new cards, and all you can do is sit with your mind made up based on the past and not think of what's allowed by the new cards. I find that utterly depressing.
What inspire cards do you feel have synergy with Priest hero power? The cheap ones don't seem to work, like bone guard luetenant or the one that can't attack unless inspire. Their effects and the hero power fire off in reverse order that I want. Squire is no good, I don't want to heal nothing on turn 2 just to get a 2/2. My experience with inspire is limited to what I've played in the brawl, so something will probably work, but inspire is generally slow and priest hero power is generally slow and priest the class is generally slow, so I don't think priest is speeding up this expansion. Seemed like a bad fit so far.
Value minions is the area priest seems to have made gains in. Dragons might work. Some form of priest ramp with high card draw could be interesting. I think wild pyro makes a come back. I'll try inspire, but at first glance, it's not a great fit.
If I'm reading things right, the meta will be slower.
Priest excels at slow.
Only if people are using the cards from TGT. I know I won't be using Joust. Inspire might work well after awhile, but unless you are the type who is always fireballing or healing or armoring, then Inspire seems like a nice add-on to your normal strategies and not a real thing to focus a deck around.
They've added a bunch of cards specifically to punish aggro, and very little to enhance it. They seem pretty serious about reigning it in. Inspire just doesn't make much sense otherwise.
A priest inspire deck will be bad, because priest's hero power is bad.
this is such a useless point of view
first off, it isn't bad, it's just slow. it's amazing for board control because nothing dies in the time your opponent expects it too. they can't easily plan turns ahead 'oh I'll trade now and ping next turn' because of it. you can also, you know, heal and live longer than another given hero because of it. staying alive an extra turn can be massive.
second, all these new cards, and all you can do is sit with your mind made up based on the past and not think of what's allowed by the new cards. I find that utterly depressing.
What inspire cards do you feel have synergy with Priest hero power? The cheap ones don't seem to work, like bone guard luetenant or the one that can't attack unless inspire. Their effects and the hero power fire off in reverse order that I want. Squire is no good, I don't want to heal nothing on turn 2 just to get a 2/2. My experience with inspire is limited to what I've played in the brawl, so something will probably work, but inspire is generally slow and priest hero power is generally slow and priest the class is generally slow, so I don't think priest is speeding up this expansion. Seemed like a bad fit so far.
Value minions is the area priest seems to have made gains in. Dragons might work. Some form of priest ramp with high card draw could be interesting. I think wild pyro makes a come back. I'll try inspire, but at first glance, it's not a great fit.
If I'm reading things right, the meta will be slower.
Priest excels at slow.
Only if people are using the cards from TGT. I know I won't be using Joust. Inspire might work well after awhile, but unless you are the type who is always fireballing or healing or armoring, then Inspire seems like a nice add-on to your normal strategies and not a real thing to focus a deck around.
They've added a bunch of cards specifically to punish aggro, and very little to enhance it. They seem pretty serious about reigning it in. Inspire just doesn't make much sense otherwise.
I hope it works out. Aggro decks can be tuned to be very strong and consistent, and even if you have good anti-aggro cards they don't give you much time to draw them.
What are peoples' opinions on Chillmaw in ramp Druid? You already have 4-5 7 drops; Lores, Wars, and probably Boom. Is there room for another 7 drop, albeit one that helps with Druid's biggest weakness?
What are peoples' opinions on Chillmaw in ramp Druid? You already have 4-5 7 drops; Lores, Wars, and probably Boom. Is there room for another 7 drop, albeit one that helps with Druid's biggest weakness?
Only if it's a Dragon Ramp Druid.
Chillmaw on its own is not worth running. Only good in Dragon decks.
Otherwise you're paying 7 mana for a 6/6 taunt which is kinda bad.
Battle.net Tag: Dibby#1582
0
VariableMouth CongressStroke Me Lady FameRegistered Userregular
do you think you could drop a war for it? it's an insane card but does have tthat dragon requirement to really do what you want it to do.
4 less health on the taunt is a lot for a maybe board-clear, but then again a silence hurts ... less? idk you don't lose the health but you lose the maybe-clear
I think that's a card that's harder to judge than it looks. right now I feel like it's insane, and in a truly defensive deck, like if the druid dropped combo entirely, I could see putting it in for boom, but that might be my own excitement and admitted inability to predict card power well.
You'd have to run it in a deck with enough dragons to reliably trigger the Deathrattle. It's hard to say if such a deck would be competitive; if it is, Chillmaw should be a real presence.
Well, it will be if Patron gets it's much deserved nerf, anyway.
So I have got ridiculously fed up with the recent frequent disconnects. Its not a huge deal during ranked played, but it has literally cost me 3 arena losses today. I dont mind when its for "gold" but when I have to pay, it really irks me.
Surprisingly, my card was charged and I was "granted entry into the arena" but much to my chagrin within 1 or 2 turns of the game starting, I was locked out and given a loss. This has happened multiple times over the course of the past few months. This very irritating. Please address this issue or I will be forced to file in small claims court. Can you imagine one of your high powered lawyers forced to show up in district court after a taxing journey from blizzard HQ? I mean they get paid, but seriously. I guess I will also name all of the board of the directors as well in my suit. I'm no big city attorney, but it seems like a lot of money to throw away on my $1.99 entry fee. Has management granted power of attorney?
I have no idea what happens when I name all these people in n action and they don't show up
So I have got ridiculously fed up with the recent frequent disconnects. Its not a huge deal during ranked played, but it has literally cost me 3 arena losses today. I dont mind when its for "gold" but when I have to pay, it really irks me.
Surprisingly, my card was charged and I was "granted entry into the arena" but much to my chagrin within 1 or 2 turns of the game starting, I was locked out and given a loss. This has happened multiple times over the course of the past few months. This very irritating. Please address this issue or I will be forced to file in small claims court. Can you imagine one of your high powered lawyers forced to show up in district court after a taxing journey from blizzard HQ? I mean they get paid, but seriously. I guess I will also name all of the board of the directors as well in my suit. I'm no big city attorney, but it seems like a lot of money to throw away on my $1.99 entry fee. Has management granted power of attorney?
I have no idea what happens when I name all these people in n action and they don't show up
If you really want your money back you could just ask for a chargeback on your card. Blizzard will ban your account but you'll get your dollars back.
So I have got ridiculously fed up with the recent frequent disconnects. Its not a huge deal during ranked played, but it has literally cost me 3 arena losses today. I dont mind when its for "gold" but when I have to pay, it really irks me.
Surprisingly, my card was charged and I was "granted entry into the arena" but much to my chagrin within 1 or 2 turns of the game starting, I was locked out and given a loss. This has happened multiple times over the course of the past few months. This very irritating. Please address this issue or I will be forced to file in small claims court. Can you imagine one of your high powered lawyers forced to show up in district court after a taxing journey from blizzard HQ? I mean they get paid, but seriously. I guess I will also name all of the board of the directors as well in my suit. I'm no big city attorney, but it seems like a lot of money to throw away on my $1.99 entry fee. Has management granted power of attorney?
I have no idea what happens when I name all these people in n action and they don't show up
Dont pay real money for arena entries ever, even more so if you have a dodgy connection.
+8
El SkidThe frozen white northRegistered Userregular
So I'm currently tryharding around rank 2 on the NA servers, because I figure this is my last shot to hit Legendary before a few months of collecting new cards from the expansion and re-learning the metagame. Last night's representative sample included 2 face hunters, 1 midrange hunter, a mech mage, a tempo mage, a patron warrior, a zoolock, two handlocks, a demonlock, a midrange paladin, a control warrior, and a combo priest.
That last priest was a funny game. I was playing a handlock against them, and their deck was oriented towards shades of Naxxramas, buff cards, and removal. They were unable to defeat the might of two sludge belchers, although he did get one of his shades to 60/60 before conceding.
I will say that no class makes me as anxious to play against as priest, I think just because I've played against them the least, so I don't feel like I can reliably tell what their deck is trying to do. Even warlock, with the most diverse roster, usually reveals their game plan in the first few turns. But with priests I just never know.
do you think you could drop a war for it? it's an insane card but does have tthat dragon requirement to really do what you want it to do.
4 less health on the taunt is a lot for a maybe board-clear, but then again a silence hurts ... less? idk you don't lose the health but you lose the maybe-clear
I think that's a card that's harder to judge than it looks. right now I feel like it's insane, and in a truly defensive deck, like if the druid dropped combo entirely, I could see putting it in for boom, but that might be my own excitement and admitted inability to predict card power well.
It is the only tech card that exists for druid against Patron. I was thinking about a dragon druid deck, and I think something like this could work:
Not sure about living roots over wrath, it also might need a sludge belcher somwhere. Without the combo, you have to push for the lategame to stabalize, so a healbot might be warranted as well.
On balance though, this deck seems pretty strong if it can survive the early game.
A priest inspire deck will be bad, because priest's hero power is bad.
this is such a useless point of view
first off, it isn't bad, it's just slow. it's amazing for board control because nothing dies in the time your opponent expects it too. they can't easily plan turns ahead 'oh I'll trade now and ping next turn' because of it. you can also, you know, heal and live longer than another given hero because of it. staying alive an extra turn can be massive.
second, all these new cards, and all you can do is sit with your mind made up based on the past and not think of what's allowed by the new cards. I find that utterly depressing.
If you are ahead on board (and not vulnerable to patron OTK combos), priest hero power is one of the best in the game.
That's why priest is very dangerous and one of the harder classes to balance correctly. They've made them modular specifically for that reason. Look at what happens when a priest is able to go Turn 1 Cleric, turn 2 coin + velen's. Unless you can kill the cleric instantly, the game is practically over. Being able to continuously heal your minions ensures that you maintain board control while negating every aggressive hero power in the game.
There are some very strong cards in this expansion for priest. If Patron gets hit, priest will be MUCH better, and I'm hoping so. It gives my druid better matchups.
I think a priest mill deck is more viable now that they have some more heals. that on top of the improve hero power card can make them outlast your opponent pretty easily.
Stercus, Stercus, Stercus, Morituri Sum
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
So I'm currently tryharding around rank 2 on the NA servers, because I figure this is my last shot to hit Legendary before a few months of collecting new cards from the expansion and re-learning the metagame. Last night's representative sample included 2 face hunters, 1 midrange hunter, a mech mage, a tempo mage, a patron warrior, a zoolock, two handlocks, a demonlock, a midrange paladin, a control warrior, and a combo priest.
That last priest was a funny game. I was playing a handlock against them, and their deck was oriented towards shades of Naxxramas, buff cards, and removal. They were unable to defeat the might of two sludge belchers, although he did get one of his shades to 60/60 before conceding.
I will say that no class makes me as anxious to play against as priest, I think just because I've played against them the least, so I don't feel like I can reliably tell what their deck is trying to do. Even warlock, with the most diverse roster, usually reveals their game plan in the first few turns. But with priests I just never know.
That's the issue with Inner Fire priest; you absolutely need to run some form of silence (whether just Silence or owls), but the deck's primary weakness is not having the strongest draw mechanic for a combo deck so drawing into those silences when you don't need them is devastating. A thusly why I prefer Velen/Maly combo priest: Unlike Inner Fire priest, it does generally require a Thaurissan proc to win, to beyond that it's much more reliable and much harder to counter. Belcher gets run in more decks than Healbot, which immediately makes spell damage nuking better than "big minion go face".
That said, I've gone back to just running regular old control priest who wins through either grinding the other guy out or Ysera value.
Posts
first off, it isn't bad, it's just slow. it's amazing for board control because nothing dies in the time your opponent expects it too. they can't easily plan turns ahead 'oh I'll trade now and ping next turn' because of it. you can also, you know, heal and live longer than another given hero because of it. staying alive an extra turn can be massive.
second, all these new cards, and all you can do is sit with your mind made up based on the past and not think of what's allowed by the new cards. I find that utterly depressing.
edit: this was not meant as a comment to Variable's post.
If you are ahead on board (and not vulnerable to patron OTK combos), priest hero power is one of the best in the game.
That's why priest is very dangerous and one of the harder classes to balance correctly. They've made them modular specifically for that reason. Look at what happens when a priest is able to go Turn 1 Cleric, turn 2 coin + velen's. Unless you can kill the cleric instantly, the game is practically over. Being able to continuously heal your minions ensures that you maintain board control while negating every aggressive hero power in the game.
There are some very strong cards in this expansion for priest. If Patron gets hit, priest will be MUCH better, and I'm hoping so. It gives my druid better matchups.
None of my Joust worked, btw. Seriously, Jousting is too much RNG for it to be useful.
What inspire cards do you feel have synergy with Priest hero power? The cheap ones don't seem to work, like bone guard luetenant or the one that can't attack unless inspire. Their effects and the hero power fire off in reverse order that I want. Squire is no good, I don't want to heal nothing on turn 2 just to get a 2/2. My experience with inspire is limited to what I've played in the brawl, so something will probably work, but inspire is generally slow and priest hero power is generally slow and priest the class is generally slow, so I don't think priest is speeding up this expansion. Seemed like a bad fit so far.
Value minions is the area priest seems to have made gains in. Dragons might work. Some form of priest ramp with high card draw could be interesting. I think wild pyro makes a come back. I'll try inspire, but at first glance, it's not a great fit.
*edit
Looking at the crafting list with keyword inspire, I think these cards might fit in with priest:
Dragonhawk rider
Silverhand regent
Recruiter
Kvaldir raider
Nexus-Champion Saraad
Kodorider
and of course the 2 inspire priest only minions.
Of that list, I don't think the first 3 are especially good, just usable. I can see priest having some inspire cards, but I doubt they build around the mechanic. Joust is harder to judge because the dumbasses at Blizzard couldn't be bothered to actually make Joust a keyword.
*double edit
Joust can be searched for by searching for "reveal." There are surprisingly few joust cards, I didn't realize there were only 4 neutrals. None of them are good with priest. Not too happy with the 2 new mechanics as they relate to my class, but I'm hopeful that some of the new minions will shore up holes in my game.
If I'm reading things right, the meta will be slower.
Priest excels at slow.
Only if people are using the cards from TGT. I know I won't be using Joust. Inspire might work well after awhile, but unless you are the type who is always fireballing or healing or armoring, then Inspire seems like a nice add-on to your normal strategies and not a real thing to focus a deck around.
I haven't made my mind up about anything, I'm happy to be proven wrong. I'm sure you're much better at the game than me, but I've got 1500 priest wins under my belt and can pilot it to Rank 5, so I'm pretty comfortable voicing my disappointment in where the class is right now. I've theorycrafted shadow and dragon priest decks for the expansion in this very thread, so please don't accuse me of not thinking about new possibilities.
Regarding the hero power, if you're able to secure board presence within the first 3 or 4 turns by curving Chow/Cultist/Cultist then sure, it's fantastic. If you lose the board then the hero power has absolutely no synergy and is completely unable to help you turn things around. Priest has very powerful - if situational - spells and abilities, which is why I enjoy it, but the reliance on combo plays to catch up is its greatest weakness as a class.
Roz, turn 1 Northshire hoping you'll get to coin into Velen's is about the riskiest play in the game; every class but Paladin can kill her turn 2 and deprive you of a vital draw engine.
Yeah, you should hold on to Northshire until later, when you have the mana to use the cards you are drawing. And even then, normally I have Northshire getting cards for me from other cards healing themselves or each other (Lightwell and that Buzzard thingy for example.) I use the priest powers only when I really need to heal someone.
Because holy hell if people double down on the aggro meta TGT will let me severely punish them.
PSN: Threeve703
(it might not be a thing but I'm gonna try so damn hard to make it one y'all ain't even know)
Oh half of them are people talking about emotes and implied BM :bigfrown:
I'm honestly sorry, I was catching up on the thread and that was a shitty response on my part. the posts like 'xyz is garbage' tend to bug me, especially with new stuff coming out, but it wasn't fair to jump to saying you hadn't looked at the new stuff or didn't care to consider it.
I am also hoping to play dragon priest when the expansion comes out, so hopefully your theorycrafting can help me get there
Just instantly concede when you don't get mage if you want to do mage dailies.
The point wasn't "This is a super optimal play, do it when you can!" The point was to illustrate how powerful the priest hero power is when you're ahead. The entire class design is based around how that hero power impacts the board. The priest is lackluster right now - that is true. I'm not arguing against that. But if priest gets enough cards to start taking over the early game, it will be a force to be reckoned with because that hero power lets them secure the board while pressing the advantage.
They've added a bunch of cards specifically to punish aggro, and very little to enhance it. They seem pretty serious about reigning it in. Inspire just doesn't make much sense otherwise.
I hope it works out. Aggro decks can be tuned to be very strong and consistent, and even if you have good anti-aggro cards they don't give you much time to draw them.
Only if it's a Dragon Ramp Druid.
Chillmaw on its own is not worth running. Only good in Dragon decks.
Otherwise you're paying 7 mana for a 6/6 taunt which is kinda bad.
Battle.net Tag: Dibby#1582
4 less health on the taunt is a lot for a maybe board-clear, but then again a silence hurts ... less? idk you don't lose the health but you lose the maybe-clear
I think that's a card that's harder to judge than it looks. right now I feel like it's insane, and in a truly defensive deck, like if the druid dropped combo entirely, I could see putting it in for boom, but that might be my own excitement and admitted inability to predict card power well.
Well, it will be if Patron gets it's much deserved nerf, anyway.
I have no idea what happens when I name all these people in n action and they don't show up
Well you could try that I guess
The filing fee might be more than what you are asking for...
If you really want your money back you could just ask for a chargeback on your card. Blizzard will ban your account but you'll get your dollars back.
Else, This Brawl is terrible simply because Joust card require special care and a deck built around them.
Obviously this is going to be a class action
In fairness, the Joust mechanic is bad even if you do build a deck around it.
(the 3/2 Hunter one might be decent though, if Hunter Control becomes a thing).
Dont pay real money for arena entries ever, even more so if you have a dodgy connection.
If you're casting Nefarian against an aggro paladin you're probably doing pretty well regardless :P
That last priest was a funny game. I was playing a handlock against them, and their deck was oriented towards shades of Naxxramas, buff cards, and removal. They were unable to defeat the might of two sludge belchers, although he did get one of his shades to 60/60 before conceding.
I will say that no class makes me as anxious to play against as priest, I think just because I've played against them the least, so I don't feel like I can reliably tell what their deck is trying to do. Even warlock, with the most diverse roster, usually reveals their game plan in the first few turns. But with priests I just never know.
It is the only tech card that exists for druid against Patron. I was thinking about a dragon druid deck, and I think something like this could work:
http://www.hearthpwn.com/deckbuilder/druid#34:2;120:2;242:1;280:2;282:2;360:1;459:2;495:1;548:2;605:1;620:2;12182:1;14447:2;22303:2;22325:1;22329:2;22351:2;22353:1;22383:1;
Not sure about living roots over wrath, it also might need a sludge belcher somwhere. Without the combo, you have to push for the lategame to stabalize, so a healbot might be warranted as well.
On balance though, this deck seems pretty strong if it can survive the early game.
I think a priest mill deck is more viable now that they have some more heals. that on top of the improve hero power card can make them outlast your opponent pretty easily.
That's the issue with Inner Fire priest; you absolutely need to run some form of silence (whether just Silence or owls), but the deck's primary weakness is not having the strongest draw mechanic for a combo deck so drawing into those silences when you don't need them is devastating. A thusly why I prefer Velen/Maly combo priest: Unlike Inner Fire priest, it does generally require a Thaurissan proc to win, to beyond that it's much more reliable and much harder to counter. Belcher gets run in more decks than Healbot, which immediately makes spell damage nuking better than "big minion go face".
That said, I've gone back to just running regular old control priest who wins through either grinding the other guy out or Ysera value.