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The trick is to just not wait for it to be necessary. Use it when you'd normally use the other ones, use it when you see someone eat an overhead and return all that hp, use it when YOU eat an overhead and return all that hp, etc. People shouldn't be relying on it to revive them, if they die and it's on cooldown... whatever, right? The situation wouldn't really be any different if you had either of the other ults. At least when you have it you have the ABILITY to revive people AND heal people.
Double shield is good too but it's not always necessary. Every time a gk/slayer/whatever powerhouse runs into a fight where you'd bubble them, YOU don't always need a shield so in those cases it's a waste of a talent. Only solid consistent benefit it might have is that it generates two explosions instead of just one. It's not bad by any means, I just think healing/reviving is more useful more often, just gotta not hold it until someone goes down.
The third one that tramples is good but the situations where it's useful are limited by how useful your ranged teammates are. If they snipe every gun/fire rat before it gets you then there's not really any point to it imo. I like it more for solo/bot play where I have to rely on myself more.
Unyielding Blessing grants near CC immunity and 160% duration of each ult. Last time I checked it threw off Gutter Runners and Life Leeches. Packmasters can still nab ya but the DoT after the ult's duration will kill them on Cataclysm. What I see an absolute lack of in arguing for this talent selection is the ability to bail out allies from bad positions they were forced into. In addition, you let yourself, Slayer, Grail Knight, and other careers that decided to take a closer ranged weapon to just ignore gunners, flamers knockback and to just snipe or brutalize specials.
United in Prayer is "DoUBlE UlTS GuYS!!!" The talent buffs the closest player. The smallest micromanagement available it's mindlessly efficient. If you and another player are separated and its just the two or they are the closest just press F and they'll be covered. You always have your bubble god mode.
The Comet's Gift isn't meant to just be sat on to Res allies. It recovers all damage taken within 3 seconds. The ult doesn't cure wounds it's just a free quick revive. If you or another player suffered a significant drop in health then you pull out the magic book and the bar will be right back. As long as the timing was done within the 3 seconds. Instead of spamming your ult you are using it when your team starts taking damage and are struggling. Wizard stabbed in the behind by a single clan rat for 50 damage? HERESY BEGONE! Resolves those dirty messes within 3 seconds! But wait there's more! It also offsets the most recent hit that proc'd Implacable! Offsetting mistakes is immensely powerful to an attentive Warrior Priest. If you hear individuals complaining about that they "never/rarely take damage" and that "you will rarely use your ult" most certainly don't understand that the ult is going to be used when a teammate is genuinely taking damage and needs some form of assistance. Which is a point in time the ult would realistically will be used rather than sat on.
Eventually, you will wonder why healing isn't the baseline effect for the ability and talents improved on that. With a talent for a 8s shield, another to extend the time to reverse damage, and another to guarantee a healing dot outside of the reverse damage system.
The no. 1 failure with the shield ult, is that renewing it on yourself will push the explosion later. That completely kneecaps any offensive game you might had with it: like gulping a concentration potion and spamming explosions, or buffering multiple ones until you release a final explosion as strong as like 5 (now this would make WP a decent monster tank).
Always look for ways to prevent damage rather than waiting for it to happen then repair it. That's my mentality.
The double shield and the extended shield are preventive, the res shield can be used both preventive or to get people back up faster, which often leads to tricky decision situations.
The double shield covers more targets but also requires very tight timing, whereas the extended shield's 8s duration will cover a lot of unforeseen stuff within those 8s, as well as allow you, or your target, to lay down the rekking for a lot longer and even go after specials, not just because of the duration but also because it makes you wade through smaller enemies and be immune to the knockback of ratling fire and warpfire, the slow from bile and even allows you to shield yourself from storm damage when timed right.
comets gift is a very reactive one, and certainly has its uses, but the second your team realize you have it, they usually become careless because 'wArRiOr PrIeSt HeAl Me AnYwAy'
and when you fail to, they lose their ♥♥♥♥.
the third one is a bit double sided. on one hand you get knockback immunity, the ability to walk through smaller mobs and protection for a few more seconds, the detriment of course being that it takes longer before you get that sweet aoe explosion.
The first talent choice I'm sure is quite good with a coordinated team that knows waht its doing at cata and higher difficulties. I've just been playing on legend so far.