[Updated last on 5/10/10]
[Make sure to read all the questions and responses posted by people, they will help you out even more]
This guide will instruct you how to start doing arena on your disc priest. This guide will cover stats needed through gemming, trinkets, and enchants, gear choices and reasons, as well as slight discussion on talent variations so that you can get into the higher brackets and access all the best gear. It is not a guide on how to be the best.
This is the way I did it, and it may be helpfull for you. There are other ways to go about it but this is, like I said, how I did it.
The point of this guide is not to be 3k rated team but to show a person that the right gear makes all the differnece, and that some talent choices are best for their style of play and also in relation to their partner’s skills.
This guide will also assume that the person has NO access to PvE gear. It will also assume that you have NO professions, though there will be a section that addresses certain professions. There is a summery at the bottom in case you just want a list of what to do instead of also having the long reasons behind them.
Clarification in advance about gemming and enchant choices for this guide:
The current popular gemming for the best gear is red gem slot = spell power, yellow gem slot = res and Blue gem slot Stam+spell power gems. However to start out these are not the gem choices that this guide recommends. This guide aims to reach a similar survivability to those priests in the best gear. While having a sufficient enough spell power to effectively heal.
So what I priorities in my guide, is survival in lower level brackets. More often than not in the lower brackets your will be targeted and if you cannot live then your other stats don’t matter. The difference is gemming my way vs. gemming the current popular rout is only an extra 69 spell power vs. a few K HP. The HP buffer is more desirable for surviving at the beginning where the base resilience and stamina from your gear is a lot less than the best gear's stats.
Building your way up to the best gear often makes you do things like gem or glyph differently until you get there. That is why this is a Starting guide and not an End game arena guide.
If you do have questions, even about end game arena, you are more then welcome to ask on this topic.
Basic Armor Gear Choices:
Definition’s – Salvation = spirit gear, Ascendancy = hit gear, Dominance = crit gear.
Set slots (head, chest, shoulders, gloves, legs): A full set of the PvP mooncloth gear.
Start with the lowest and get a full set of that either through honor or arena points. Then only upgrade the set for the final (the best) set unless you get free items from vault. The reasons behind this are explained later.
Non-set and non-weapon/trinket:
(Highest season name) Gladiator’s Cuffs of salvation.
(Highest season name) Gladiator’s Cord of salvation.
(Highest season name) Gladiator’s Slippers of salvation.
(Highest season name) Gladiator’s Pendant of ascendancy.
(Highest season name) Gladiator’s Cloak of ascendancy.
(Highest season name) Gladiator’s Band of ascendancy.
(Highest season name) Gladiator’s Band of Dominance.
It is important to note that you want both the best version of Ascendance and the best version of Dominance for your rings (Dominance is the Crit ring, and Ascendancy is the Hit ring)
Trinkets will be discussed later.
Weapons will be discussed later.
Stats Section for Geming:
While all caster stats are important to a Disc priest, there are a few that are more important especially when starting off that you should gem/trinket/enchant for. The important stats are Stamina and Resilience, and also to a slightly lesser extent Haste. What stats to enchant will be covered in the Enchants section.
For the Meta gem you should get is the stam + stun reduction gem because the things that most kill priests in arena (or puts them in a place to be killed) is a long stun when their pain suppression is on cool down. So shorter stuns are always better, plus the stam the gem has on it.
Resilience:
As of 3.2 now reduces damage done by players to the target by a % in addition to lowering the chance that target can be crit and the crit damage. While playing in arena you will find that it is difficult to live while getting hit by a physical damage dealing class without resilience. While it is important to have resilience vs caster the main reason it is important is because you will often find yourself in a situation where you may not have allot of your cool downs to live through a burst attempt. Also with the less damage you take, the less mana you will spend healing yourself.
It is essential because of the reason above to at LEAST have 800 resilience when you get your gear together. The amount you need will vary upon a few things: Play style, partners, and arena team size. This guide will suggest that you gem for resilience in your yellow slots, reaching somewhere around 1k resilience for a 10% damage reduction. It is recommended not to get more then 1.1k resilience. More than that is overkill.
Stamina: By far an important stat, just as important as resilience. Stamina (along with resilience) is going to create a buffer for you to take hits. This buffer is an important things to have because often you will find yourself cc (such as stunned or silenced) for long durations (up to 6 second or more) and you will need to be able to live during such circumstances. So while resilience lowers the damage you take, stamina is going to allow you to take more damage before you die. It is possible with lower gear (such as hateful) with a mix of the better non-set pieces to hit well over 25K hp.
At lower levels of gear you may only be sitting at 20k-22k with/without buffs. An extra 5k hp is a huge buffer that allows you, 1. More room to move or cast something else before you have to heal and 2. A buffer to the 35% or 20% unsafe zone. The 35% or 20% unsafe zone is when your HP reaches 35% or less hp. Once in this range, many classes have talents that increase damage or access to moves like execute that can only be used at 20% hp or less. Obviously the more you stay out of these zone the safer you are and less likely to get bursted. Thus this guide suggests that you gem for stamina is every blue slot of your gear.
Spell power:
Spell power IS important to heal because the more you have of it the more you heal for. However because of the nature of how you are healing in arena (this is not a raid) and the fact that you may be getting hit often. It is not recommended to gem it as your main stat. The gear you get will provide plenty of spell power. There is no need to try and get allot of it through gems when your starting out. You will gimp yourself at lower levels if you do becuase you will lack survivabilty with the lesser gear. This guide recommends that for the red sockets, a purple gem with spell power and stamina be used so that you achieve the socket bonus and get stam.
Other stats such as haste/spirit/Mp5: While these are all good stats, the stats achieved through gear just like spell power is are enough for what you need to do. There is no need to gem for any of these things as the stats listed above that take the same slots are better.
Hit:
For hit you want 4+% ish for mana burns and mass dispels not to miss, so it is suggested getting the hit ring and the hit back piece and the hit neck. This gets you more then 4%, almost 5% (it depends on the rank of the item, you know if you neck and back are furious or hateful and such). So you do not need to gem for hit. There are racials and talents that reduce your chance to hit with spells so for those classes/races more than 4% is needed to cap, but capping is not necessary. The hit you get from the items stated above will be enough even at the higher ranked matches. Even at end game arena priests do not gem hit.
Spell pen: Edited You won’t need any spell pen to start out and you wont need to gem it. You may want to get the spellpen to cloak but remeber that you can dispel all buffs that matter (like shadow protection and mark of the wild), and if shadow aura is up on a pally then he is losing out on other good aspects of auras, like uninterruptable casts which a partner that you have can exploit. Mages also have a talent that gives resists but you also really don’t have to worry about mages resists either, it will not be a problem and there is no point gemming for one or two class that you may not even face in the arena. Do not gem for spell pen or you will lose out on the more important stats. Edit: However if you want the spellpen as your getting higher up it is a simple enough thing to just get the spellpen offhand and the spellpen wand, as well as the spell pen back enchant. This will cover the spell pen you need (if you feel you need allot) with a minimal exchange in stats. You can get past an 1850 raiting without any spellpen so you can decide when the time comes to buy your weapons what you want.
The gist of why Stam and Resilience:
Resilience and stamina Is your priority. The things you need to live vs. are rogues, DK, feral druids, and warriors, more so then casters. Caster will be much easier to avoid then melee. Allot of the time at lower levels your partner(s) is either going to need to peel them off you, or kill the other person(s) before you die. Giving yourself a bigger buffer with resilience damage reduction and the higher stam gives your partner more time to make his KB, or peel/CC, as well as allowing you to live during times of burst.
As the gear comes in you will get the spell power you need so worrying about spell power is not worth it at all. For every yellow slot get res gem, every blue slot gets a stam gem. For the red slots get a purple gem for spellpower+stam. It may also be cheaper to get the hybrid green gems with stam+res on them. If you have 1 yellow slot and 1 blue slot you can put either 1 blue stam and 1 yellow res, OR 2 hybrid stam res gems in those slots and you will get the same stats.
The spirit will also come with your gear, so you dont need any more spirit then whats aready on it.
The intelect you need will also come with your gear, so you dont need any more Int then whats aready on it.
Weapons:
This is a sore issue on how to start. It is difficult to get the PvP weapons so your first weapon must come from elsewhere. It is also a large portion of where your spell power comes from so obviously you want the best one you can. Assuming you don’t have access to a 10-25 man raid and you have no interest in them, the crafted 1handed epic spell power mace will be adequate. Getting the cheap 50 spell power enchant is also good enough.
If you do PvE or at least 5 mans. ToC heroic has 2 weapons. And way cheaper then the 800-1k gold for the crafted mace.
http://thottbot.com/i47569
http://thottbot.com/i47509
Both of which are a good substitute untill you get the Glad stuff.
For an offhand http://thottbot.com/i37364 is an item you can buy in the AH will carry you to a raiting where you can buy the cheep 300 arena point offhand.
Once you get a rating high enough to buy a weapon I would personally not get the staff. Though it does offers more stam and resilience. But since these are your end game weapons there is more spellpower on the one hander and offhand. You can then adapt an offhand to what your aiming for spell pen, crit, spirit, or haste. Its more customizable for less points.
Trinkets:
Well there are lots of different trinkets to get depending on your play style. Personally I prefer trinkets that give resilience (as it is really hard to get high resilience without them) and also haste. My Favorite trinket is the Platinum Disks of Swiftness from WG. It has 95 resilience and has an on-use option that gives 375 haste rating. That is a little more than 11% haste at level 80. If you feel that you do not need the haste other good options are the spell power trinket from WG with the pvp trinket use. Also the battle masters trinket with spell power and on-use option to give HP. The temporary HP gain is NOT affected by MS effects and it often helps when your really low hp and you need just a little more hp before your cool downs finish. The heal also scales with your HP so the more HP you have the more temp-HP you get from the trinket. If you get the current best HP gain trinket and you have some of the best gear the temp-hp is about 5k which is HUGE through MS.
If you a human priest, you may want a platinum disk and the anvil from WG, the anvil has a chance on spell cast to increase your spell power at least to start out till you get the raiting for a HP gain trinket. At that point you may not need the res on your trinket and may want spellpower or somthing else. Or if you’re human there are PvE trinkets that also have spell power and on cast uses, however I will not be covering PvE items in this guild as it is a basic guide. There are plenty of options for trinkets, and depending on how you like to play (maybe you don’t mana burn in 3’s because of your team makeup and you prefer crit/spell power) so as long as you get some good caster trinkets you can’t really go wrong. I would just suggest getting trinkets that support your role in arena. (Example is if your mana burning more haste = faster mana burns and faster heals).
Enchants: (these assume you have no professions and are for your starting out gear)
Bracer = stam
Gloves = spell power
Pants = spell power + stam
Boots = stam + speed (boars speed)
Chest = resilience
Shoulders = spell power + res
Head= spell power + res
Back = haste
Weapon = spell power
If you are an enchanter the stam to rings is > then spell power with better gear.
If you are blacksmith the extra sockets should be stam.
If you are a jewel crafter the blue sockets should have the special jewel crafters stam gem.
If you are a tailor the back piece should use the dark glow embroidery (mana return)
Engineer I personally would get the Haste gloves. They are just so awsome for atk and def and they stack with all your other haste skills/items.
The other profession should just be upgraded version of other enchants.
These enchants will carry you up to and past 2200 raiting. Once you get allot of good max season gear you may want to relook at your enchants. Things like spellpower to bracers may be better once you get the stam from your gear.
Stepping into the Arena when you first get 80:
When you first start out at 80 with gear that is not great, say a full crafted level 78 pvp blue set (which is a good thing to have when starting) there are some things you may want to consider.
There are 2 mandatory glyphs for Disc (or at least I fell they are for when you are starting out). There are the penance glyph and the Pain suppression Glyph. The last spot remains open for glyph of: dispel magic, Power Word: Shield, Inner fire.
You might want to think about using the glyph of inner fire until you get more gear. If you have improved inner fire talents, the glyph adds 7% damage reduction through armor. So until you get good stam and resil that is an extra 7% for the things that kill you fast (melee).
The 111 spell power pvp trinket from WG, which is 25 marks. This is good for when you’re just start out so you can get your spell power up before you have good gear. It doesn’t take very long at all to get 25 marks, maybe a few days, but less than a week. Then your other trinket could be a platinum disk or the anvil so you get your resilience from the loss of that pvp trinket resilience.
Any of the WG epics (belt, Rring, boots, bracers, legs, chest): While they may not have the ideal stats on them (spirit) they do have more spell power and about the same resilience then the blue set you crafted. They are an ok substitute until you get the honor gear. I would wear the deadly gear over most of the WG epics any day.
How to spend you arena points as you get them:
As for gear, I would spend your arena points on the lower gear as you can, (in this current season it is deadly) get a full set and get all the best (current season relentless pieces) of non-set(so rings, bracers, ect) as soon as your rating allows you to get them. You can then go straight for the 1800 weapons, which is important. Once your able to get the weapon then your getting at least about 700-800 points a week, and you can skip the middle tier pvp armor (which is currently Furious) and go straight at Relentless. It’s a waste of arena points to get that middle armor. If you gem and enchant and glyph right there is no reason you cannot hit an 2000 raiting and get every pieces if the best armor. Some of the lower pieces (gloves) arnt even a 1500 raiting so you should be able to get them. You should also have all the non-set pieces and then you will def be able to ignore the furious armor. From their it is all up hill.
Talents:
Certain talents become preference based on what your realy doing in arena. If you are playing with an ice mage, you might find that you almost never need to flash heal. So obviously the talents like improve flash heal are not of any use to you. You may find that you are mana burning allot, so getting imp mana burn may be very helpful. You may find that your partner can easily kill targets by himself, so reflective shields is pointless. There are allot of variation to specs based on who your playing with. If you’re on a 3’s team you will find that you shield and flash heal often because of so much burst, so you should get glyphs and talents to support that. If your talent spec doesn’t reflect the ability of your team and help to improve on what you do (as well as taking away talents from things you don’t do often) you will find that many times you will just almost win but in the end lose a match. It is important to find you own style of talents for your team.
This is a simple starting talent tree. Not all the talents have been put in. This talent tree is geared more towards a spec that is oriented towards haste and survival.
http://talent.mmo-champion.com/?prie...00000000000000
The extra talents can be put into things to make you more mana efficient, OR to help you burst, OR to mana burn. It’s a good base.
Some people also prefer the crit into holy and not the renew talent. Like this (this is only the holy tree part redone):
http://talent.mmo-champion.com/?prie...00000000000000
Some people also do not get Enlightenment. There are lots of ways to tweak this.
For higher crit based specs allot of priests have also started been specing into Inspiration becuase it was changed to a flat % damage reduction rather then an armor inc.
Practice in some skirmishes or with your team for fun and find out what moves you feel need to be stronger and get those talents, or what moves you don’t care if are weaker and drop those talents for other ones you want. If you need more mana you might want to get for some of the mana lowering cost talents. If your playing 2's I highly recomend imp mana burn just becuase its amazing hard to get it off with its full cast time. Most healers see it comming and are able to Pillar you and you end up not getting the cast off.
Summary:
So Basically This guide tells you to:
Get the full mooncloth set
Get the spirit bracers, belt, boots.
Get 1 hit and 1 crit ring.
Get the platinum disks from WG with haste for 1 trinket.
Stack stam in blue sockets, res in yellow sockets, and spell power + stam gems in red sockets.
Get the lowest gear (from arena OR PvP [i recomend PvP if you have the time so you save your arena points for later but you dont have to, it will just take more weeks of arena to max out your gear]), and then go straight for the best stuff, compleatly skipping over the middle tier set available only through arena points.
Put talents into the things you do and take out of things you don’t (you don’t need imp mana burn if you don’t/can’t mana burn in 3’s/5's).
This is a BASIC STARTING guide. With this guide it is possible to hit the highest (assuming you have the skill) rating to acquire all the arena gear pieces (2200 weapons). It’s a place to start, but not to finish. So have fun and good luck.
Edit:
Mods - I will update this section with more if I see somthing i realy like. I personally am not a mod heavy person. I do not use things like decursive in arena. But some mods that I recomend to help with the small things that may win a match.
Gladius is really nice because it shows things like pvp trinket for the other team on cool down, and it will show over their icons when they cast important spells to dispel, like innervate. It has other utilities too that you can play around with, announcements and things.
Omni CC is a cooldown counter mod that basically puts the time in numbers left on cool downs and on buffs/debuff on all characters. I use it. Do I realy need it, well no not really, but there are times when it is really key. Something like cyclones. I can often time a heal to heal just as my teammate gets out of a cyclone so that even if they recast cyclone I still got at least 1 heal off. (since sometimes cyclone to stop me healing a target) And other things like my own cool downs. It is nice to know exactly how many seconds are left on my PoM and stuff.
Nature’s enemy cast bar put up little bars on your screen that show cool downs of yours and/or your opponents moves. Some priest use this mod but only have spells that silence, (like kick or mindfrease or pummel) so that they can know if it is still safe to cast a heal. maybe you have 3 seconds before he can kick again, so you can get a penance off, or maybe it just cooled down so you may want to juke your next heal. It can also tell you things like DR on fears for a target. Things like that. Once set up right it can be useful. There are def parts of it that you will want to turn off though.
Deadly boss mods. I use this for 2 reasons. It keeps a timer in seconds for when the arena starts and it tells you how long till the shadow sight spawns so you can see that all stealther team.
Alternate Gemming Routs - Once you get enough higher level gear, find yourself not beeing targeted, or not needing the stamina there are alternate routs for gemming. The most common one is basically spellpower in every slot.
In every red slot a red pure spellpower gem.
In every yellow slot a orange resilience+spellpower gem.
In every blue slot a purple stam+spellpower gem.
With having the better gear the extra stamina is not needed you now have the stam stamina you did without the gems as with the starting gear with the gems. When your first getting gear I highly recomend the stamina res advice above, but once you finally feel safe (or as safe as you can be in arena) then you may want to consider this. You may also want to gem for stam in your lower set, and as you get the top season pieces gem those new ones for this setup so you eventually move from the stam setup to spellpower setup.