Druid PvP healing is pretty easy mode. I have both a Druid and a Shaman (though, admittedly, the Shaman is bit low on stamina and resilience). You almost never have to stop to cast and as such can't be interrupted, Swiftmend is great for healing up those nasty spikes and unless you've got several MS Warriors or Rogues on you, you're almost unstoppable. Shaman healing, I find, is more fun, but it's much easier to keep you from throwing out those heals in the first place.
Oh, you mean like in every single fight in every battleground ever?
I get stunlocked to hell by two Rogues or Warriors* every time I go into a battleground. It's never just one.
*olololol Deep Thunder + mace spec
But as to the question at hand... I have a 70 Priest, 70 Druid, 70 Shaman, and 53 Paladin, all of whom are full healers, and I can tell you with a great deal of experience that it breaks down like this:
From what I can tell, there are three critical properties to a PvP healer. These are survivability (ability to not friggin' die when Generic MS Warrior #6 charges you in a row), persistence (ability to keep being useful (be that with healing or utility spells) and not get locked down, and to keep your teammates useful for as long as possible), and avoidance (ability to evade or lock down enemies or help teammates evade or lock down enemies). Persistence matters the least, because of the rarity of fights which focus on CC and attrition instead of burst damage and focus fire.
Using a 1-4 relative scale since they're all actually pretty close:
[class] = [survivability], [persistence], [avoidance]
Disc/Holy Priest: 3, 2, 1
Holy/Disc Priest: 2, 3, 1
Druid: 4, 4, 4
Shaman: 2, 2, 2
Paladin: 3, 2, 2
This takes into account the utility spells of each class as they would be used to boost each of the three properties. I'd go into detail if requested. :P From my experience, Druids are superior to all others in those three properties. However, there is one other property which is less important but may help you make a decision: supplemental damage. This is not as useful at 70 as it was at 60, but it goes like this:
Using a 1-5 relative scale on this one since there's enough of a disparity to need it:
Disc/Holy Priest: 3
Holy/Disc Priest: 2
Druid: 1
Shaman: 5
Paladin: 2
Shamans do very considerable damage using only healing gear. If you want to be able to help kill people (which, again, is not as common of a need as it once was, but still comes up every now and then), then Shaman is superior.
Hi5 to you then! Healing is pretty fun as far as the, oh shit, I keep my whole party running smoothly thing goes. Making your friends worry when they hit 200 hp, and an 4k heal crits on them is pretty fun. It's also great to be, along with your friend the tank, the ones who decide who stays or goes in a party. PUG's become that much easier.
I had no clue about that free referral time offer. I knew about the one the regular enticement one, though. Hrm...
I might need one of those. If from not someone here, maybe I can convince someone I know IRL to send me one. If they haven't played in 90 days either, can we send each other one and both get a free month...?
I had no clue about that free referral time offer. I knew about the one the regular enticement one, though. Hrm...
I might need one of those. If from not someone here, maybe I can convince someone I know IRL to send me one. If they haven't played in 90 days either, can we send each other one and both get a free month...?
One of you has to have an active account to hand out a scroll
Improved Mend Pet now has a 50/100% chance to remove one Curse, Disease, Magic, or Poison effect, up from 15/50%.
That pissed me off so much when I played a Hunter; how it could go through the entire HOT, sometimes multiple HOTs, and not cleanse some bullshit Curse.
Arcane Fortitude now increases your armor by an amount equal to 100% of your Intellect, up from 50%.
OH BOY THAT'S TOTALLY NOT USELESS NOW! GOLLY GEE!
Turn Undead(Rank 3):This spell has been reworked and has been renamed to “Turn Evil”. It will now work on Demons in addition to Undead. Turn Evil is subject to diminishing returns, and lasts 10 seconds in PvP.
Yes, fuck you, Mr. Warlock who leaves his felhunter on me for five minutes straight and I can't fucking kill it because it heals itself with Devour.
Chastise no longer disorients the target, but now is instant cast and roots the target for 2 seconds.
Rub it in some more, why don't ya? They get the good racial, and then it gets buffed even further.
Power Infusion: Infuses the target with power, increasing their spell haste by 20% for 15 seconds.
In addition to the existing effect?
# Improved Backstab is now called Puncturing Wounds.
# Puncturing Wounds increases your critical strike chance with Backstab by 10/20/30%, and the critical strike chance with your Mutilate ability by 5/10/15%.
I don't want to get tooled even harder by Mutilate Rogues!
Tremor Totem now pulses every almost-never seconds, down from never.
Fixed that for them.
Saeris on
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
edited February 2008
Oh hey
My paladin just got a pvp buff.
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
Brutallus got his 4th overhaul in 6 days, which is impressive. They really want that fight to be a proper cockblock.
These are very close to some of the "fake patch notes" from beginning of the month, which makes me pray pray pray that the Improved Shadowbolt bullshit that was in there isn't coming. It would hurt shadowpriests so bad (while not influencing warlocks much)
From what I can tell, there are three critical properties to a PvP healer. These are survivability (ability to not friggin' die when Generic MS Warrior #6 charges you in a row), persistence (ability to keep being useful (be that with healing or utility spells) and not get locked down, and to keep your teammates useful for as long as possible), and avoidance (ability to evade or lock down enemies or help teammates evade or lock down enemies). Persistence matters the least, because of the rarity of fights which focus on CC and attrition instead of burst damage and focus fire.
Using a 1-4 relative scale since they're all actually pretty close:
[class] = [survivability], [persistence], [avoidance]
Disc/Holy Priest: 3, 2, 1
Holy/Disc Priest: 2, 3, 1
Druid: 4, 4, 4
Shaman: 2, 2, 2
Paladin: 3, 2, 2
I can only speak from a bg and a 2vs2 point of view (i.e. I don't play 3vs3 or 5vs5), but once you get a bit of gear as a resto shaman, you become a veritable tank. I constantly get rogues and warriors come up to me, and both have to outgear me to a large degree to make any kind of dent.
I'm not going to argue that druids aren't top but alot of their survivability is linked with their ability to get away in travel form. I can't quite see how you can quantify them seperately.
In some bg's it becomes a quest to see how many (ok, in bg it tends to be dumb) people I can in fact hold up; the record is jumping into a group of 7 alliance, dropping down an earthbind and holding them all in place. I actually came out alive.
As a resto druid I cannot claim we are not overpowered in PvP, especially thanks to Lifebloom. That said however I will rail against the reduction of the coefficient with a fervor usually reserved for a gaggle of the elderly who miss the early bird special by 3 minutes.
From what I can tell, there are three critical properties to a PvP healer. These are survivability (ability to not friggin' die when Generic MS Warrior #6 charges you in a row), persistence (ability to keep being useful (be that with healing or utility spells) and not get locked down, and to keep your teammates useful for as long as possible), and avoidance (ability to evade or lock down enemies or help teammates evade or lock down enemies). Persistence matters the least, because of the rarity of fights which focus on CC and attrition instead of burst damage and focus fire.
Using a 1-4 relative scale since they're all actually pretty close:
[class] = [survivability], [persistence], [avoidance]
Disc/Holy Priest: 3, 2, 1
Holy/Disc Priest: 2, 3, 1
Druid: 4, 4, 4
Shaman: 2, 2, 2
Paladin: 3, 2, 2
I can only speak from a bg and a 2vs2 point of view (i.e. I don't play 3vs3 or 5vs5), but once you get a bit of gear as a resto shaman, you become a veritable tank. I constantly get rogues and warriors come up to me, and both have to outgear me to a large degree to make any kind of dent.
I'm not going to argue that druids aren't top but alot of their survivability is linked with their ability to get away in travel form. I can't quite see how you can quantify them seperately.
In some bg's it becomes a quest to see how many (ok, in bg it tends to be dumb) people I can in fact hold up; the record is jumping into a group of 7 alliance, dropping down an earthbind and holding them all in place. I actually came out alive.
Well, again, those values are just from my experience. I tried to emphasize that.
Also, my chart assumes that gear is approximately equal. Any Resto Shaman is a "veritable tank" versus aggressors with levels of gear similar to the Shaman; I certainly know what you mean by that. My experience shows me, however, that the classes I've ranked as higher than Shamans in the survivability category really do have more of it when gear is equal. So, if you think you have a lot as a Shaman, try playing those other classes. :P
I agree that a large part of a Druid's survivability (in the general sense of the word) is linked to Travel Form, but that's not how I'm using the word, exactly. To elaborate, in my system, survivability only comes into play when you can't use avoidance, since obviously the latter is always preferable to the former. Travel Form falls clearly into avoidance, so you can safely assume that there are other reasons I rank Druids so high on survivability. The main three reasons are uninterruptable healing, semi-automatic poison removal, and of course Bear Form. The healing is the most important point; none of the other healers can keep healing themselves that heavily when under assault. Paladins can come close when there are no interrupters around, but when is that ever the case?
I agree it's fun and useful to hold people in place as a healer, though. And I think Shamans actually do it best, simply because people see Earth Shield and are strangely compelled to go bash whatever it's circling. It's an even better PvP taunt than a solo, non-mounted Mage at 10% health.
Matchmaking: If a queued player has a personal rating higher than their team rating, the matchmaking system will now use the highest personal rating of a queued member of that team for matchmaking purposes, instead of the team rating.
I don't Arena, but this is good, isn't it?
His Corkiness on
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
Well, again, those values are just from my experience. I tried to emphasize that.
Also, my chart assumes that gear is approximately equal. Any Resto Shaman is a "veritable tank" versus aggressors with levels of gear similar to the Shaman; I certainly know what you mean by that. My experience shows me, however, that the classes I've ranked as higher than Shamans in the survivability category really do have more of it when gear is equal. So, if you think you have a lot as a Shaman, try playing those other classes. :P
I agree that a large part of a Druid's survivability (in the general sense of the word) is linked to Travel Form, but that's not how I'm using the word, exactly. To elaborate, in my system, survivability only comes into play when you can't use avoidance, since obviously the latter is always preferable to the former. Travel Form falls clearly into avoidance, so you can safely assume that there are other reasons I rank Druids so high on survivability. The main three reasons are uninterruptable healing, semi-automatic poison removal, and of course Bear Form. The healing is the most important point; none of the other healers can keep healing themselves that heavily when under assault. Paladins can come close when there are no interrupters around, but when is that ever the case?
I agree it's fun and useful to hold people in place as a healer, though. And I think Shamans actually do it best, simply because people see Earth Shield and are strangely compelled to go bash whatever it's circling. It's an even better PvP taunt than a solo, non-mounted Mage at 10% health.
It's probably just my bias towards the shaman class as it's my main; with my gear now, ES is not as important as it was, but back when I just dinged and met people in far superior gear, the combination of ES and Nature's Guardian helped close the gap with regards to staying alive.
I've also got a priest and a paladin (not a druid) and taking those 3 into account, I happen to think that when getting beaten down upon, I've always found myself struggling to stay alive on the other 2, although of course that might be a lrn2ply issue on my part.
More than once over the last week, I've gotten whispers from people where I marveled over the fact that the person contacting me was actually from the same server before I realized I was still in Shattrath.
:facepalm:
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Nova_CI have the needThe need for speedRegistered Userregular
edited February 2008
Went into WSG for the first time in well over a year. Last time I spent any real time in BGs was when my hunter was grinding for her GM Bullseye way back when. This time I went in with my ret pally and holy crap was that fun. I actually felt useful! :P
Judgment of Justice makes hunting flag carriers awesome - especially if they're druids and they almost are. Then, of course, Pursuit of Justice, plate armor, BoF and Cleanse make being a flag carrier awesome, too. I had like four hordies trying to stop me from capping the flag for the win and I was unstoppable.
Of course, my co-worker, who pvps all the time, tells me that BGs are full of scrubs since everyone went to Arenas anyway.
They kinda are in my BG, which is why they're great. All the top geared people don't seem to bother so the rest of us can actually have some fun without getting steamrolled all the time.
I'm also happy that all the hardcore PvPers went to Arena and never looked back. Now I can dick around in BGs and have some fun instead of getting messages like: "omg why dontch u eskort the falg carier!!1!"
The scrubs have way more fun in BGs.
Arcoslippy on
Two wrongs don't make a right, but two crazy people can fix anything.
I've really stopped finding pvp fun anymore, and basically just slog through whatever grind I need to get any pve upgrades I need. It absolutely stuns me when someone will talk about how they picked up 3 glad pieces last weekend, I just cannot imagine grinding 30k honor in two-three days.
I'm also happy that all the hardcore PvPers went to Arena and never looked back. Now I can dick around in BGs and have some fun instead of getting messages like: "omg why dontch u eskort the falg carier!!1!"
The scrubs have way more fun in BGs.
I want to be in that battlegroup...
"fun" in our BGs seems to have been replaced with "industrial honor farming" by the alliance. Which is kinda fun, I guess, if you like hanging out on vent with people and steamrolling scrubs, but is a bit less fun for us scrubs.
Taken from a thread I started earlier, and was directed into posting here about it.
Whilst I was cleaning up around my computer desk today I found an unused time card for WOW, I haven't played since shortly after Burning Crusade dropped. I quit playing because the job I had at the time was very time intensive and made it impossible to join a guild or to even play the game for weeks at a time. I no longer have that problem and was thinking of starting up WOW again and was wondering where should I start playing again, is there a PA guild that welcomes new players? I want to be clear that I'm not looking for handouts or anything like that, just some suggestion on which server would be good to build a character to join in on the PA fun. I just want to have fun with the game again be it from raiding, questing, PvP, or roleplaying.
Also any other suggestions for someone who fell of the wagon and wishes to start WOW again?
So whats the damage meter of choice now? I've tried a few now, just wondering what most people use currently.
I still like SWStats.
I tried Recount, but it just seemed like a system hog (and I bought a new computer about half a year ago, so I doubt it's on my end), whereas SWStats seems to have a comparitively low profile.
Forar on
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
Posts
Oh, you mean like in every single fight in every battleground ever?
I get stunlocked to hell by two Rogues or Warriors* every time I go into a battleground. It's never just one.
*olololol Deep Thunder + mace spec
But as to the question at hand... I have a 70 Priest, 70 Druid, 70 Shaman, and 53 Paladin, all of whom are full healers, and I can tell you with a great deal of experience that it breaks down like this:
From what I can tell, there are three critical properties to a PvP healer. These are survivability (ability to not friggin' die when Generic MS Warrior #6 charges you in a row), persistence (ability to keep being useful (be that with healing or utility spells) and not get locked down, and to keep your teammates useful for as long as possible), and avoidance (ability to evade or lock down enemies or help teammates evade or lock down enemies). Persistence matters the least, because of the rarity of fights which focus on CC and attrition instead of burst damage and focus fire.
Using a 1-4 relative scale since they're all actually pretty close:
[class] = [survivability], [persistence], [avoidance]
Disc/Holy Priest: 3, 2, 1
Holy/Disc Priest: 2, 3, 1
Druid: 4, 4, 4
Shaman: 2, 2, 2
Paladin: 3, 2, 2
This takes into account the utility spells of each class as they would be used to boost each of the three properties. I'd go into detail if requested. :P From my experience, Druids are superior to all others in those three properties. However, there is one other property which is less important but may help you make a decision: supplemental damage. This is not as useful at 70 as it was at 60, but it goes like this:
Using a 1-5 relative scale on this one since there's enough of a disparity to need it:
Disc/Holy Priest: 3
Holy/Disc Priest: 2
Druid: 1
Shaman: 5
Paladin: 2
Shamans do very considerable damage using only healing gear. If you want to be able to help kill people (which, again, is not as common of a need as it once was, but still comes up every now and then), then Shaman is superior.
...Yeah, I like healers.
Enjoy BT?
I might need one of those. If from not someone here, maybe I can convince someone I know IRL to send me one. If they haven't played in 90 days either, can we send each other one and both get a free month...?
One of you has to have an active account to hand out a scroll
:^:
Can't wait to see the whimpering about that one.
That pissed me off so much when I played a Hunter; how it could go through the entire HOT, sometimes multiple HOTs, and not cleanse some bullshit Curse.
OH BOY THAT'S TOTALLY NOT USELESS NOW! GOLLY GEE!
Yes, fuck you, Mr. Warlock who leaves his felhunter on me for five minutes straight and I can't fucking kill it because it heals itself with Devour.
Rub it in some more, why don't ya? They get the good racial, and then it gets buffed even further.
In addition to the existing effect?
I don't want to get tooled even harder by Mutilate Rogues!
Fixed that for them.
My paladin just got a pvp buff.
These are very close to some of the "fake patch notes" from beginning of the month, which makes me pray pray pray that the Improved Shadowbolt bullshit that was in there isn't coming. It would hurt shadowpriests so bad (while not influencing warlocks much)
I can only speak from a bg and a 2vs2 point of view (i.e. I don't play 3vs3 or 5vs5), but once you get a bit of gear as a resto shaman, you become a veritable tank. I constantly get rogues and warriors come up to me, and both have to outgear me to a large degree to make any kind of dent.
I'm not going to argue that druids aren't top but alot of their survivability is linked with their ability to get away in travel form. I can't quite see how you can quantify them seperately.
In some bg's it becomes a quest to see how many (ok, in bg it tends to be dumb) people I can in fact hold up; the record is jumping into a group of 7 alliance, dropping down an earthbind and holding them all in place. I actually came out alive.
I thought the arena affecting everything else in the game was beyond retarded.
True, but an instant cast ghost wolf will help nicely to catch up with those troublesome mages and druids and whatnot.
Because we are such a weak class in both PvE and PvP now, right?
Well, again, those values are just from my experience. I tried to emphasize that.
Also, my chart assumes that gear is approximately equal. Any Resto Shaman is a "veritable tank" versus aggressors with levels of gear similar to the Shaman; I certainly know what you mean by that. My experience shows me, however, that the classes I've ranked as higher than Shamans in the survivability category really do have more of it when gear is equal. So, if you think you have a lot as a Shaman, try playing those other classes. :P
I agree that a large part of a Druid's survivability (in the general sense of the word) is linked to Travel Form, but that's not how I'm using the word, exactly. To elaborate, in my system, survivability only comes into play when you can't use avoidance, since obviously the latter is always preferable to the former. Travel Form falls clearly into avoidance, so you can safely assume that there are other reasons I rank Druids so high on survivability. The main three reasons are uninterruptable healing, semi-automatic poison removal, and of course Bear Form. The healing is the most important point; none of the other healers can keep healing themselves that heavily when under assault. Paladins can come close when there are no interrupters around, but when is that ever the case?
I agree it's fun and useful to hold people in place as a healer, though. And I think Shamans actually do it best, simply because people see Earth Shield and are strangely compelled to go bash whatever it's circling. It's an even better PvP taunt than a solo, non-mounted Mage at 10% health.
I don't Arena, but this is good, isn't it?
While fucking over elemental again. Because when anyone thinks "overpowered", they think "elemental shammy". :roll:
Steam: pazython
It's probably just my bias towards the shaman class as it's my main; with my gear now, ES is not as important as it was, but back when I just dinged and met people in far superior gear, the combination of ES and Nature's Guardian helped close the gap with regards to staying alive.
I've also got a priest and a paladin (not a druid) and taking those 3 into account, I happen to think that when getting beaten down upon, I've always found myself struggling to stay alive on the other 2, although of course that might be a lrn2ply issue on my part.
Just cause I take some time off doesn't mean it has to act like a scorned lover.
More than once over the last week, I've gotten whispers from people where I marveled over the fact that the person contacting me was actually from the same server before I realized I was still in Shattrath.
:facepalm:
Judgment of Justice makes hunting flag carriers awesome - especially if they're druids and they almost are. Then, of course, Pursuit of Justice, plate armor, BoF and Cleanse make being a flag carrier awesome, too. I had like four hordies trying to stop me from capping the flag for the win and I was unstoppable.
Of course, my co-worker, who pvps all the time, tells me that BGs are full of scrubs since everyone went to Arenas anyway.
The scrubs have way more fun in BGs.
I want to be in that battlegroup...
"fun" in our BGs seems to have been replaced with "industrial honor farming" by the alliance. Which is kinda fun, I guess, if you like hanging out on vent with people and steamrolling scrubs, but is a bit less fun for us scrubs.
I'm ranged warrior specced, not bandage specced.
Whilst I was cleaning up around my computer desk today I found an unused time card for WOW, I haven't played since shortly after Burning Crusade dropped. I quit playing because the job I had at the time was very time intensive and made it impossible to join a guild or to even play the game for weeks at a time. I no longer have that problem and was thinking of starting up WOW again and was wondering where should I start playing again, is there a PA guild that welcomes new players? I want to be clear that I'm not looking for handouts or anything like that, just some suggestion on which server would be good to build a character to join in on the PA fun. I just want to have fun with the game again be it from raiding, questing, PvP, or roleplaying.
Also any other suggestions for someone who fell of the wagon and wishes to start WOW again?
I still like SWStats.
I tried Recount, but it just seemed like a system hog (and I bought a new computer about half a year ago, so I doubt it's on my end), whereas SWStats seems to have a comparitively low profile.