Did i heard something?
Wow... you have no idea... I can't beli-.... oh damn... don't feed the troll... sorry guys!Originally Posted by danoob
Yup. Thats what I mean. I know at its base its just a CC w/ a debuff at the end, but you could bump up the CD to like 3min, and increase the time "tombed" to 1min... and have it last slightly longer than normal CC in PvP since the target could be broken out easily by their teammate(s). Its essentially forcing them into an ice block in 1v1 since you cannot attack the target while its tombed. Or you can think of it as a slightly longer cyclone that can be broken by opponents with a debuff at the end.Originally Posted by Spurlij
It would certainly help us out by alleviating some pressure in 2's, if only for a moment.
Originally Posted by Zenarius
Seems a tad too long.Originally Posted by JDPickle
Originally Posted by Zenarius
Though the importance of twos has been reduced, I feel it could still be helpful in 3's as well.Originally Posted by Frizer
Originally Posted by Zenarius
15% of base mana
6 minute cooldown
-Increase mana cost, damage and healing effect of shadow spells by 50% (meaning 50% more damage to the enemies, and 50% more healing from VE), you lose 5% of maximum mana per second. Effect lasts until you are out of mana.
Shadow Word: Agony
20% of base mana
5 second cooldown
-Afflict your target with negative shadow energy that causes the target to take 65% of the damage whenever the target attacks. This effect ends after 15 seconds, or when the target takes damage equals to 150% of the caster's health. If Shadow Word: Agony is dispelled it will stun the afflicted target for 5 seconds.
The strategy would be to get someone separated from the group so shadow tomb could be applied for maximum benefit. Timing would also be a factor.Originally Posted by Spurlij
@Vampiric Impulse: This is crazy OP for PvP and neigh unusable in PvE.Originally Posted by TehManifest
@Shadow Word: Agony: I assume you meant a 5min CD? This isn't too bad for the CD length. Its basically a 15sec deterrent from attacking with a dispel deterrent build in. Might consider 3sec stun instead of 5.
I like this idea... but I'd like to make a few changes.Originally Posted by [-Spiritus-
Shadow Tomb [2min CD (1.5 min talented), 1.5sec cast] --> Target placed in a shadow tomb with 200hp (scales with the priest's spellpower), causing all his harmful spells to reflect back to him but the duration will not exceed 15 seconds. This effect lasts for 15 seconds or until destroyed, while affected the target appears hostile to himself and friendly players. If the tomb is destroyed, the target gains the "Decrepit" debuff, reducing his movement and attack speed by 40% for 4 seconds. Damaging effects already on the target can break shadow tomb.
idk about exact scaling numbers, but a priest with about 2k spellpower should increase its hp to about 1500. This should still make it breakable in 2s and force the healer to do some dps. Also, since the target appears hostile to himself, his PvP trinket won't work. However, if you shadow word pain him before then your own dot can break the effect. The reflect effect sounds OP, but its essentially just a "silence" that allows them to cast.
This opens up the oppertunity for a glyph, "Glyph of Shadow Tomb" that removes dots on the target.
Vampiric impulse shouldn't have a mana cost since it increases the cost of your spells, and drains your mana. But sounds good and would give a great opportunity for spriests to get themselves a boost in dps, especially if a shammy pops heroism at the same time. just tack on a clause about players and you'll be golden. or even have it be a targeted thing that cannot be dispelled, but cannot be used against players. i doubt with the 6 minute cool down people would use it for trash, so a single mob would be sufficient.Originally Posted by TehManifest
i think the point they were making with their version was to make it so that the person who is affected has to take damage,not have the tomb take damage...Originally Posted by axio
I know, I was twisting it up a bit to be similar to when Hodir puts you in a block of ice if you don't get on the snow in time (forgot the name of the spell). You have to destroy it to break the player free. I also edited one thing so that the target can accidentally damage himself if he isn't careful.Originally Posted by gagglone
This makes it more of a CC that you have the option to dispell (by damaging it) and give the player a debuff, or leave it on for the full duration for no debuff.
I like the ideas, but I think no one is listening. We've been making posts like this since WotLK's release and still Blizzard does not address Shadow PvP
1 - Treacherous Fiend: The shadowfiend could have an ability to reduce the speed of the target in something like 50%. It could be a glyph or something to be added to a talent.
2 - Empower Shadowfiend: The shadowfiend is absorbed by the priest for a X seconds of Y spellpower/crit/haste buff. (one of them lol). Shares the shadowfiend CD.
3 - Sacrifice Shadowfiend: The shadowfiend is sacrificed and it's shadow energy will protect the priest for the next X ammount of dmg. (or reduce dmg taken by Y %). Shares shadowfiend CD.
[shadowfiend shield / Shadow Word: Shield]
Every time the priest is stunned or silenced he'll have X extra dmg reduction, his mana will regenerate in the same rate as if was using dispersion. This X dmg reduction could be something like 20% only.
The original dispersion could still work as a skill, but while the the ability is on cooldown the effects above would not work. It could also, instead of reducing so much dmg (90%), "loose" dots, debuffs, bleeds and etc whem priest uses dispersion.
Tainted touch: It's a self buff with low mana cost and few charges... Every time the priests receive dmg the Vampiric Touch dot will be renewed as if it was recast. Internal CD of X seconds. It could work well on pve also on AOE dmg. For this to work better it could be on the nearest target with the VT dot.
Twisted Mending: It's a buff/debuff with X seconds CD; on friendly targets it'll heal the same amount as the next hit received and on enemy targets it'll steal the next heal received for the priest.
I have more ideias, but it's it for now cause I'm out of time
This ideas are all nice but actually the talent should be for pve and pvp ..... so all the cc isn't fit... i think at least... for that kind of talent...
so something like the warlock's Haunt(more dot dmg) or another damaging spell(similar to SW without the health penalty and with casting time and a similar CD to fit into the rotation) or a dot( good amount of dmg and a penalty on dispel for pvp) would be better.... these help both in pvp and pve
or another idea   Something similar to curse of doom.... but cause priests relay more on quick dmg than just a big crit... get it something like ..... Apply a curse on the target that when the target get's 10k dmg it explodes dealing 2000dmg (scales with spell power). critable
cooldown : 25sec's
it doesen't have the mass dmg Lock's curse had but it has 1/4th the CD
I got one idea last night, what you guys think about this:
Shadow Spectre (61-point)
The caster summons a shadowy spectre behind the target, increasing damage done by Mind flay by 5% and slowing movement speed by 50% for 6 or 8 seconds. The spectre is easily killable or dispeable, but doing so will cause the caster to heal for 100% of the spectre's health. Cooldown: 25 secs (idk numbers yet)
PS. it could last longer on non-players targets, so would help pve too, like 25 seconds on non-players. it has some dispel protection without being too op, since you can kill the spectre with one or 2 hits, and have a good synergy with VE, following the Spriest style.
Mages already have Brain Freeze.Originally Posted by [-Spiritus-
Shadow word : Nerf rogues -> A shadow word that inflicts 100% of the target's HP as shadow damage(modified by QQ), deals double damage against rogues.
Prayer of balanceness : Gives you some viable CC apart from some gay fear that breaks almost instantly.
Ambush nova : Now we're talking.