Anybody know why Priest Dungeon Set 1 (Vestments of the Devout) has more Intellect and Spirit (134/115) than Dungeon Set 2 (Vestments of the Virtuous)?
Vestments of the Virtuous has 115/96, respectively. One would think that dungeon set 2 would be an upgrade, no?
[I was going to link them here, but I can’t for some reason, you can find all the info on both sets in WoWHead with a simple Google search.]
Seems counter intuitive for the half-epic set 2 to be a downgrade in the two major stats from set 1.
Please note that the set bonuses are the same for both.
Dungeon set 2 adds +97 more spellpower not found on Dungeon set 1, plus added mana regen per 5 sec & some +crit% on various pieces so stats are adjusted according. Comparing just INT/SPRT between them is apples & oranges.
The shoulders are a pain to get for Dungeon set 1 because they are dropped by hatchery boss in UBRS & it seems like EVERY group skips that boss. It was a huge pain in the you-know-what to get them for my Priest in Vanilla so I could do the questlines for dungeon set 2, & will probably be even tougher for my 60 Priest in Classic.
Not trying to be rude, but Intellect and Spirit aren’t the stats you should be focusing on.
If you plan to be healing PvE in any capacity, +Healing is your primary stat. Generally speaking, the T0 and T0.5 (D1 and D2) sets are terrible and you shouldn’t try to obtain them. There’s way better items that are far more easily obtained.
If you are healing the instance, stop in that room & politely ask group to do this encounter/boss because you need a shoulder drop to do the dungeon set 2 quest-line when it becomes available. That is what I had to do a few dozen times back in Vanilla to get group to do that boss, until it finally dropped. Haven’t even attempted to get them on my current Classic Priest yet, & have only done UBRS once or twice with her thus far (& didn’t raise a fuss when they skipped boss).
Some people like to collect matching sets of gear, & quite a few people also don’t do PvE content past 5-mans (& UBRS). Even back in Vanilla, only a tiny % of the playerbase did 40-man raiding content. Most stuck to dungeons (& some occasional ZG). The dungeon set 2 is a nice set for people sticking to that sort of content - and Blizzard added it to accommodate those not hardcore raiding & giving them something fun & challenging to work towards in PvE.
Exactly. I don’t think I’ll ever really be able to commit to a fixed raid schedule or anything, so dungeons are about as far as end-game will go for me.
That’s fine, but there’s still better dungeon gear available. Ultimately, I think you should want to have the best gear for the content you intend to do. If all you’re going to do is dungeons, those sets are still really bad.
Even back in vanilla, Blizzard disproved this. Raiders aren’t a tiny minority, by any means.
No, it isn’t. It’s a REALLY bad set, even for doing dungeons.
You should aim to get these items: https://classic.wowhead.com/gear-set/priest-pre-raid-bis-p3-44035
Even if you don’t plan on raiding, those items are vastly superior to the T0 sets.
That looks great in theory, the spells you get off would do a ton of healing, but I don’t know how you would sustain mana that way. I have more Spirit with my current gear at level 38.
The reason why Blizzard switched to 25-mans (& 10 man Kara & added 5-man Heroics) in TBC was that so little of the Vanilla playerbase ever experienced the 40-man raid content compared to ZG or UBRS sized-raid groups. It just wasn’t any fun (or too laggy back then, lol) in a huge, clusterfrack group setting for some, and/or their schedules didn’t permit it. So, they wanted to create content in TBC that more people would/could experience, while still appeasing the raid-oriented crowd.
You downrank and cast fewer heals. Check out some guides on healing in Classic. Every one of them mentions the concept of downranking because it’s vital to mana sustainability.
Essentially you’re doing 1k healing for 100 mana instead of 1k healing for 200 mana. +Healing is essential to this.
In Dungeons in particular, you can rely almost entirely on Greater Heal/Heal for healing the tank, Renew if you need extra HPS (Renew gets 100% of your +Healing value and becomes very mana efficient), and Prayer of Healing of group-wide damage. The damage output of dungeon mobs is exceedingly low, such that you don’t really need to make use of spells like Flash Heal or Power Word: Shield very often.
Interesting. I don’t use PW:S at all in dungeons, since most tanks seem to be Warriors and it would cut off their rage supply. I only ever use it in case of emergencies or if a DPS pulls aggro.
My concern about Renew is that it causes quite a lot of threat. I know we have Fade and a talent that can mitigate this, but I’ve heard elsewhere to avoid it, especially in dungeons with tanks that aren’t as geared. What can you tell me about this?
? They said that only 2% of the player base actually even set foot in a raid and only 2% of that even set foot in naxx. So it’s actually a fairly small number back then. As for the concentration of raiders that were 60 it was much higher, obviously. Still, 2% of 4 mil is still only about 80,000.
Because mobs don’t hit very hard, you rarely need to use PW:S to save anyone. In raids, there’s a very likely chance that if you don’t shield someone, they’ll die from the next swing (especially on dragons or Broodlord Lashlayer). Obviously that’s not the case in dungeons where mobs hit for like 100 damage.
Renew doesn’t cause any more threat than any other ability. Healing generates 0.5 threat per effective healing. If you have it up on the tank as he runs in and he isn’t 100% HP, you’ll generate threat on the mobs before it hits him.
Renew is only needed if the tank is taking lots of damage and needs more healing. Otherwise, it’s better to let him get to about 50-60% HP, then start casting a Greater Heal. With more +Healing, you can use lower ranks to heal the same amount for less mana. The values obviously depend on your gear and the tank’s.