
Originally Posted by Experiment
Someone mentioned the idea of starting out with healing weapon / shield on at the start of the fight. It seems like a somewhat useful strat. No worse then a Warlock starting with a Sac'd Voicewalker. Smart teams will have Proximo, or ignore the Warlock until the sac buff wears off.
Thank you Smokestomp for the gem progression idea and later gear. It's nice to hear from someone who has the rating to back up the idea.
I didn't see it mentioned, but does Stonebreakers buff count as a magic? If so that it might be a better trinket due to buff protection. Using the easily renewable AP bonus as a protection for your other buffs would easily make it very worthwhile.
And I have a question on the purge / resist mechanic, because I don't see a answer (Unless it's buried somewhere) regarding it...
I'm not entirely sure how to phrase this...When you try to purge someone, it attempts to remove two buffs. Are the two buffs rolled against the purge separately? Or if one buff remove resists (Say a druid buff) then the Priest buff resists as well? Sorry if that wasn't clear at all. I can't figure out how to put that question.
|
I usually move out with dual wield ready to jump someone. However, if they quickly move in on you, strap on shield + mainhand. 80% of your damage is mainhand anyway, so the shield will allow you to take less damage while you are doing mostly dispell/totem setup at the start.
I alternate between Stonebreaker's and Vengeful Gladiator's Totem of Survival, depending on whether I am getting focused or not. They both count as magic buffs that help protect from dispel. I recommend the "Elemental" Totem if you decide to use the gladiator's totem for survival, because elem and enhance version both have a 100% chance to proc a buff that last 6 seconds, and your Stormstrike is 9/10 seconds while your shock is 5/6 seconds.
About the purge mechanic: Not entirely sure. Some testing I did with a druid friend of mine with the 30% dispel resist talent showed that I could resist on 1 out of the 2 things dispelled, or resist 2 effects if extremely unlucky. Not sure how this interacts with different classes having dispel resistance and not--Does the first buff to attempt dispel determine resistance? Probably written so the talent they have gives a hidden "improved" version of the buffs, which would make dispel resistance up to each roll of your purge vs the particular buff.
Hope this helps some.