Comparison between Shaman and Pastor

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1. Treat shaman

Any team that pursues efficiency and safety hopes to have several stable healing shamans to play an important role in it, because healing shaman is a powerful group brushing profession, especially in the boss war that needs to provide a large number of group treatments in a short time, such as Sunwell Gemini, and shaman can complete tasks with better quality than any other profession. Moreover, the rich treatment methods for shamans (such as passive treatment skills and earth shield) and the totem effect of "bonus" are important factors to improve the survival rate of the team, so treating shamans is an essential occupation in large and difficult copies.

2. Elemental Shaman

If a team has only one position, and there are balanced druids and elemental shamans competing in this position, I believe this position is unbalanced. When the team introduces various auxiliary DPS occupations, it is more of an absolute assistance to DPS. Elemental shaman has a unique anger totem, which is definitely one of the best things to promote the output members of the legal system. If the professional aura is changed to the whole group * * *, the 5% crit improvement of the whole group spell (both healing and DPS classes) will definitely take precedence over the totem of wrath. Moreover, in the current version, the balance virtue of the same equipment level and the elemental shaman can be said to surpass the elemental shaman in output. Auxiliary indicators such as activation/combat resurrection make team members more inclined to choose a stable and high-output 5% crit aura, rather than the elemental shaman of wrath totem+lightning arrow.

However, it is said that in WLK, due to the emergence of new control skills, the status of elemental shaman has undergone fundamental changes.

Strengthen shaman

When it comes to strengthening shaman, we have to compare it with wild morality, but a team with more melee knives will not hesitate to choose wild morality and strengthening shaman: have both. The output mechanism of strengthening shaman is similar to punishing knight, which relies on some accidental trigger skills to obtain high damage. The enhanced wind and fury totem of the enhanced shaman can continuously increase the attack frequency of melee, so a team hopes to have an enhanced shaman to provide a satisfactory DPS while providing an objective and rapid upgrade for the melee DPS profession. If you add the physical 5% aura of wild druids, the output ability of this melee group will be greatly improved.

In fact, shaman is a very powerful comprehensive occupation. A mature team will want at least two shamans in the team to provide high assistance and high damage (healing shamans and enhancing shamans), and shamans' greatest contribution to the team is bloodthirsty/heroic. The rapid promotion of the whole group for a long time has contributed to the efficiency that other occupations cannot provide continuously. Therefore, although shaman is a relatively unpopular profession, it may be impossible to see 10 shaman appear in the team, or shaman is also a benchmark in the team of mixed occupations (such as tanks) like knight druids, but the comprehensive ability of shaman and the auxiliary indicators of the team are the benchmarks to measure whether a team is "strong", so it is definitely a "beacon" for the landlord to choose to treat and strengthen shaman if he wants to play shaman.

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Pastor introduction

Priests are masters of therapy, group control and hate control. Shamans, druids, paladins and other professions can also be treated, but no one can do it better than priests. Priests can also revive the dead, just like shamans and paladins. By using the soul stone, the warlock also has the ability to resurrect. Pastors also have a lot of gain magic to help team members. A senior priest can even control humanoid monsters.

Career advantages:

The most powerful therapeutic profession

Can resurrect other players.

Powerful gain magic

A creature that can charm people.

Other players like to play in teams with priests.

Occupational disadvantages:

You can only wear cloth armor.

In some cases, it is very fragile and easy to be killed.

Related information:

Racial action

The priest of Azeroth is loyal to their faith and treats and protects his companions. Treatment and support are undoubtedly the main duties of priests. In addition, they also have the ability to control the undead in groups, which is very important. Similarly, their shadow power should not be ignored; A priest who specializes in shadow can do a lot of harm if he does it properly. What we are discussing now is not how to play games-the charm of a profession is that players have a long and in-depth understanding of its particularity and finally mastered its operation!

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How to be a good healer

Race to choose from: Terran, night elf, dwarf, undead, troll.

Standard value slot: health/mana

Equipment that can be used: cloth armor

Weapons that can be used: one-handed hammer, dagger, staff, wand.

Other information:

Come back to life

Resurrection spells use the same counters as picking up corpses. When players come back to life, they have to wait for a certain time before they can press the accept button. Resurrection will make you appear where the caster is, not where the caster is now. Resurrection cannot be used in combat.

Spells unique to all races

Some spells can only be obtained after a specific race has completed its requirements:

Desperate prayer (10 level). (Dwarves/Humans only. )

Fragments of stars (level 10). (Only night elves. )

Touch of weakness (level 10). (only for the dead. )

The curse of weakness (10 level). (trolls only. )

Fear Guard (Level 20). (Dwarves only. )

Feedback (level 20). (Humans only. )

Grace of the Moon God (level 20). (Only night elves. )

Swallow the plague (level 20). (only for the dead. )

Shadow Guardian (level 20). (trolls only. )

Healing spell (holy spell)

[Learn more about healers]

Secondary treatment-treatment target X point health.

Treatment-target x point health.

Intensive treatment-the health status of the treatment target at X point. This is a long spell.

Quick Healing-Heals the target unit from X to Y health points. This is a quick healing magic, which requires more mana. If your teammate is dying, you should choose to use this spell for treatment. Other healing spells may not save his life.

Prayer of Healing (Team Healing)-Heals X health points of nearby teammates. This is a powerful spell.

Recovery-heals the damage of the target X point for y seconds. Because recovery is a lasting healing spell, it is best to use it after the battle, or to just tighten the monster's meat shield.

A sacred spell

Speech: shield-immediately add a shield to the target to absorb X damage. When this shield is still there, the casting will not be interrupted by physical attacks. Before treating weaker targets (such as any caster), add shields or meat shields to them. A good priest will be good at using the mantra: shield. If necessary, they will give you a shield. Speech: Shields can only be cast on a target once every 30 seconds.

Holy Strike (Direct Damage)-Deals X holy damage to the enemy. It will be very useful when dealing with monsters that are very vulnerable to sacred attacks.

Inner Fire (self-gain spell)-Increases X damage and Y armor for z minutes. Because this is a self-gain spell, you can't cast this spell on others.

Dispel Spells-Dispel the spells of the target unit and remove X harmful spells of the friendly target or X beneficial spells of the location. This spell is very useful in destroying the enemy's beneficial spells and destroying your own (including your own) harmful spells.

Eliminate disease-the goal is to be immune to disease within x seconds and treat any existing disease. This spell is very useful in treating diseases that monsters cast on you.

Shadow spell

Mind explosion (direct damage spell)-directly deals X shadow spell damage to the target, but it will cause a certain threat value. This means that the target will become angry, and if you are in a team state, monsters will be more inclined to attack you. This spell can be useful when attacking a dying monster or pulling the monster away from his teammates.

Shadow Word: Pain (continuous damage spell)-Shadow Word, which deals X damage to the target in y seconds. When fighting monsters for a while, it will be more effective to use this continuous damage spell. If you can kill the monster quickly, it seems a bit wasteful to use this spell, because it has not fully worked before the monster dies. This spell can be used in combination with the warlock's continuous damage spell.

Mana Burning-Consumes the target's X mana. Every mana consumed will cause Y damage. This spell is more effective against monsters with mana. Choose a monster and see if it has a magic slot.

Mind Corruption-Absorbs X mana from the target every two seconds for y seconds. This spell will be more effective against casting enemies, and it is necessary to ensure that mental corrosion can fully play its role.

Mind vision-lets the caster observe the world with the target's eyes for x minutes. This spell is useful for reconnaissance, monsters, or just for fun

Fade out, reducing the caster's hatred for all enemies for x seconds. If your healing causes monsters a lot of hatred, use this skill to reduce hatred and prevent enemies from attacking you. Then with luck, the enemy may attack those characters who are better at melee, such as soldiers.

Get a spell

Speech: Resilience-Inject powerful power into the target and increase its endurance by X points for Y minutes. Use this spell for your teammates and yourself to increase everyone's health. Let your teammates tell you when this spell will disappear, or use the mouse to move to the head of your teammates on the left side of the screen to see if their mantra: resilience has disappeared.

Shadow protection-increases the target's shadow spell resistance by x points for y minutes.

Hatred/group control/strange pull ability

Calm the mind-calm the target and reduce its hostile range by x yards. This skill is very useful when pulling monsters. The priest appeases a monster and then pulls the monster next to him, instead of pulling two monsters at once.

Mind Scream-The caster screams, causing X enemies around him to escape. This group control spell can be very effective in bad times. If the target hit by the scream of the mind is attacked, its effect may be terminated at any time.

Bind Undead-Binds the target Undead so that it can't do anything for x seconds at most. Any damage to it will be released. Only one undead target can be bound at a time.

Professional skill selection

You can choose any professional skill you want. The following combinations will be more useful for priests:

Tailor-A priest can make cloth armor, wear it himself or sell it to others.

Herbs and Tuning-Priests can tune their own equipment to make themselves stronger.

Herbs and alchemy-priests can create gain spells, drugs or magic bottles.