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2011年7月3日 星期日

Spiritual Guidance: Level 5 to 20

Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is now Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. For the next few weeks (unless it's something game breaking), Matt will do his best to guide you through the Priest leveling process!
Wrath is almost upon us. As a result, you may have decided that you have nothing better to do then to roll a Priest! A quick glance at the WI leveling guides shows completed class guides for every almost every other class but Priests!
This must be changed. The countdown has begun.
Elizabeth wrote a great post about the initial levels of Priesting. I'm assuming that you've decided to actually commit to rolling and leveling a Priest. If you're not sure about the class yet, you may want to read up on it some more in terms of what they can and can't do. I'll discuss talents below the level by level breakdown.
Level by level break down
Level 6: You get access to Power Word: Shield, and a buffed version of Smite. What Power Word: Shield does is it places a protective shield around you which absorbs damage dealt to you by external forces (mobs and spells but it will not protect you against fall damage). With the shield active, your spells won't be interrupted. At the same time, you'll have a debuff up known as Weakened Soul which effectively means that you can't shield yourself for a period of time. Your spell cast order will change slightly at this point. Instead of Smite, Smite, Smite it will instead now be Power Word: Shield, Smite, Smite, Smite.
Level 8: The first heal over time spell in the game is now available to you. Learn to embraceRenew. You will be using often throughout the game on yourself and on others. Instead of a direct heal, it functions as a spell that periodically heals a target. More importantly, it is an instant cast spell allowing you to drop it on someone who took some damage but isn't expected to take any further damage. A common tactic with Renew is if a friendly target took a hit but isn't the focus of the mob is for you to drop a quick renew on him before switching back to healing the main player who holds attention on the enemy.
More importantly, you get another primary using spell called Fade. It temporarily reduces your aggro for a small period of time. If your healers are causing you to pull threat, use this to buy yourself some time for other players to jump ahead of you. Note that Fade is going to largely be useless if you're not in a group with other players.
Level 10: Level 10 is the first big hoo-rah level for most Priests. Your arsenal starts opening up. Spells like Mind Blast and the second rank of Shadow Word: Pain are now at your disposal. Not only that, now you've earned god mode powers with the ability to cast Resurrectionamong other players. This is also the last level you'll get to train and use Lesser Heal before graduating to stronger heals in the later levels.
To further cement this landmark occasion, you are granted access to your first set of Priestly racials:
Again, spell cast is going to change slightly at this point. I still open with Power Word: Shield and Smite, but my third spell will be a Mind Blast instead followed by repeated Smites. If you're facing chunkier mobs, feel free to throw a DoT on them such as Starshards (if you're a Night Elf) or a Shadow Word: Pain. By chunky mobs, I mean mobs that are a good number of levels higher than you or select bosses.
Level 12: Sadly, not a lot of cool toys at level 14. Your longevity does increase with an upgraded Power Word: Fortitude and Power Word: Shield. A new spell called Inner Fire is introduced which will help increase your survivability by upping your armor count. Remember to keep this spell active at all times.
Level 14: Your highlight spell you gain at level 14 is Psychic Scream. This Fear type spell is a doubled edged sword. Know when it's appropriate to use and understand when it is too dangerous to be considered. Psychic Scream is the Priest's ultimate red button. Think of it as an in-case-of-emergency-break-open-glass. Mobs within melee range of your Priest will become frightened and run around the area potentially attracting the attention of multiple mobs. Ergo, if things are getting frantic, it's best to try to pull the enemy (or enemies) from other mobs before lighting up the Psychic Scream.
When you do blow Psychic Scream, open up with heals on yourself and watch for the effect to wear off. Squeeze a Power Word: Shield upon yourself and you might be able to land a slightly improved Smite or two on melee mobs before they get within striking distance. Again, I reiterate, it is a last ditch spell.
Don't forget to train your next rank of Renew. Cure Disease will also come in handy for the rare Diseases you might encounter at this point in the game. Keep it handy on the bar.
Level 16: Nothing major at level 16 other than a brand new healing spell aptly named... Heal! Heal packs more of a punch than it's counterpart Lesser Heal. Depending on how you talent at this point, Heal might not take the full 3 seconds to cast. If you don't have the talent reduction, keep Lesser Heal on the bar as it's still slightly faster than Heal.
Level 18: Your responsibilities have increased with the acquisition of Dispel Magic. This spell will remove a buff from enemies and debuffs from friends. I don't recall using it extensively at the lower levels, but you never really know. Bind it to an easy to reach key (like "e"). Other highlights include the next rank of Shadow Word: Pain and Desperate Prayer (for us Dwarves and Humans anyway).
Level 20: Here we go! This is the next level where you get your second set of Priestly racials. Now everyone gets access to Fear Ward.
New Racials include:
The DPS arsenal expands yet again with the inclusion of Holy Fire. The current incarnation of the spell renders it largely useless. Once Wrath hits, however, the speed should be significantly quicker. It'll be a 1.5 second cast (I think). Priests also get their first form of crowd control in the look of Shackle Undead. This spell will become incredibly useful especially when you begin questing in the Darkshire area with the various Undead mobs running around. The next rank of Fade and another interesting spell known as Mind Soothebecomes available.
Mind Soothe effectively reduces the range at which targets will lock on to you. This becomes useful if you're trying to get somewhere fast. You can use Mind Soothe to help increase the buffer in distance that you have against mobs you're trying to sneak by. Personally, I never used it that often as I relied on my damage spells to clear the path to my destination.
That just about covers it from levels 1-20! I'll delve quickly into talents.
I wouldn't advise investing any points into Discipline just yet. You benefit more from the other trees purely from a leveling stand point. Do invest in Spirit Tap right away the moment you turn 10. It's under the Shadow tree and it'll help reduce downtime you have when facing off against mobs. The next 5 talents are entirely up to you. I preferred to remain viable for instance healing so I opted for a Holy/Disc type of build. In other words, take the first 5 points of Holy Specialization to increase your critical strike chance of your Holy spells. Note that this isn't the most optimal build to go as a Priest. If you want to stick with damage dealing and leveling as quick as possible, then pour a good chunk of your points into Shadow.
In the coming weeks ahead, I'll do my best to brief you and prepare you as much as I can.



Scattered Shots: So you want to be a Hunter - Part 2 Levels 1-9

Welcome back to the Scattered ShotsSo you want to be a Hunter series. This guide is intended to help new Hunters better understand how to play the best class in the game. So join me, Eddie "Brigwyn" Carrington from the Hunting Lodge as we explore the ins and out of how to be a Hunter.
Hail fellow Hunters! Welcome to Part 2 of So you want to be a Hunter. We started off in Part 1by reviewing racials and their impact on the Hunter class. It was interesting to hear everyone's thoughts and preferences on the best race to play. Although many seemed to prefer Orcs and Trolls for the Horde and Dwarves and Night Elves for Alliance, there were a few that spoke up for the Draenei and Tauren as well.
This week we'll be reviewing what to expect as you level your Hunter from 1-9. Yes, we'll eventually get all the way to Level 80, just not today. No, this isn't a speed leveling guide. However, I will provide some tips on how to make leveling less of a grind.
Just to make sure we're all on the same page here's some guidelines for using this guide.
  • So you want to be a Hunter is for the new player and/or a new Hunter.
  • This guide is not a "How-to get to 80 in less than 3 days" leveling guide. It's more of a "What to expect as you level" guide.
  • Except where highlighted, this guide does not take into account Recruit a Friend or heirloom bonuses.
  • Since most players tend to level by themselves, all talent build suggestions will focus on a solo leveling/grinding build.
  • This guide focuses on the leveling the PvE Hunter. We will discuss PvP and raiding in other guides.
Before we discuss how to level our Hunter, it might be a good idea to review the role a Hunter plays and the talent trees that help us accomplish it.


The Hunter's role
Hunters are a focused DPS class. Our job is to consistently shell out as much DPS as possible while the tank (our pet when we're by ourselves) distracts, harasses and keeps the mob focused on them. We have a wide range of attacks and abilities that help us accomplish this task.
We accomplish our role of providing consistent DPS by using one of the three talent trees:
Beast Mastery (BM) - A BM Hunter has an almost symbiotic relationship with their pet. AFerocity pet can provide as much as 25% or more of the BM Hunter's total DPS. Because a BM Hunter relies on their pet for a good portion of their DPS, pet management and increasing their Attack Power are critical in achieving their full potential.
Marksmanship (MM) - The MM Hunter is less focused on the damage that their pet can provide than their BM counterparts. Unlike the BM Hunter, the Marksman Hunter focuses on their individual performance. Using a combination of Agility, Attack Power, precision and mana efficiency to provide superior DPS, MM Hunters typically view their pet's attacks and abilities as added bonus.
Survival (SV) - The SV Hunter has relationship with their pets that is similar to the MM Hunter. However, there are some differences with how each are played. For example, where the MM Hunter is almost purely focused on individual performance, the SV Hunter divides their attention between providing mana replenishment to the party, while being able to consistently string together one explosive critical strike after another. SV Hunters accomplish this amazing feat by focusing on increasing their Agility and Critical Strike Rating.
You might be wondering what is all this talk about Agility, Attack Power, Critical Strike Rating, etc... Well let's take a look at these important Hunter stats and what they mean to the Hunter.
Hunter Stats
Deciding what stat to stack is probably the most confusing area in the game today. You'll often hear that you don't need to worry about Hunter stats until you reach endgame and start raiding. Though this is technically correct, knowing which quest reward will be an increase for you and why can keep you from being a Shammy Hunter.

What's a Shammy Hunter? This is a Hunter that mistakenly stacks Shaman related gear instead of Hunter gear. (No, not everything is really Hunter Loot. Really! It's not.) How do you keep from becoming a Shammy Hunter? It really is a lot easier than it seems. All you need to know is what stat is really important to Hunters. To make it easier we'll review Hunter statsbelow.

Hit Rating – Without going into too much detail. Hit Rating is your chance to miss the target. This is the best and easiest way to increase your DPS. And if that is still confusing, then just remember that the most important thing is to reach the hit cap, the Hit Rating required to guarantee no misses. At level 80 the hit cap is 263 or 8% (230 or 7% if you're a Draenei). 

Agility – Agility is the Marksman and Survival Hunter's main stat to stack after Hit Rating as they level and play. This is because each point in Agility adds 1 Attack Power and approximately 40 Agility adds 1% Critical Strike Rating.

Attack Power – Attack Power not only determines the Hunter's DPS, but also the Hunter's pet. This is why Beast Mastery Hunters will stack Attack Power over Agility. Don't think BM Hunters don't benefit from Agility, they do. It's just that Attack Power will give a better overall benefit.

Critical Strike – Critical Strike or "Crit" is when your attack is awarded a 100% bonus. Yes, I do mean an attack that does double the damage. This is why Marksman and Survival Hunters value Agility as a base stat so much. It can mean the difference of an Auto Shot from Giant's Bane maxing at 684 to being a 1386 crit. If that doesn't get your attention, not sure what will.

Armor Penetration – This is becoming more important than it was previously. Put simply,Armor Penetration reduces your targets armor. The major downside to this stat is how it stacks. Armor Penetration is taken into count after debuffs like Sunder Armor or Acid Spit from a worm.

Intellect – This isn't as important unless you decided to put talent points into Careful Aim. Then it is another avenue to increase your DPS by converting each point of Intellect into an equal point of Attack Power. Then this stat can add up to huge gains. But remember, it still follows building your base Attack Power or Agility.

Haste – Haste affects how quickly you are able to fire off shots. However, you will still only want to stack enough Haste to get your Steady Shot to match the Global Cooldown. This is when your Haste Rating is around 523. If you're Beast Mastery you probably don't need to worry about this, and if not then you can work on getting your Haste to the soft cap of 523 and then go back to focusing on increasing your Agility or Attack Power.
Now that we have a better understanding of what a Hunter needs to stack, we can review the first 9 levels.
Levels 1-9
There really isn't anything too exciting to talk about for the first 9 levels. The main things to learn from these levels are finding your Hunter Trainer, tracking, and maintaining your distance from your targets.
Also by level 8 you have already started learning the basics of creating and using a shot rotation. You get exposed to this concept at level 4 with the introduction of Serpent Sting. Then at level 6 you add Arcane Shot and Hunter's Mark. Then finally at level 8 you addConcussive Shot.
By level 8 you will have mastered the following attack order:
  1. Apply Hunter's Mark
  2. Concussive Shot
  3. Serpent Sting
  4. Arcane Shot
If this doesn't finish the mob before they reach you, they'll be weakened enough that Raptor Strike typically finishes them off.
Key Quests
When you reach level 2 you'll want to find your Hunter Trainer and begin learning your new attacks and spells. I've outlined each race's quest below.
Horde
Alliance
There you have it. We've given an overview of what it means to be a Beast Mastery, Marksmanship, or Survival Hunter. Reviewed the basics of what stats to stack as you play your Hunter. And we touched on what happens in the first nine levels.

In Part 3 we'll get into the meat of what happens as you level your Hunter. We'll discuss cool topics such as getting your first pet and how to complete those running around quests a bit faster. We'll cover these things along with other key events leveling your hunter up to level 20 and beyond.