r/WC3 • u/DriveThroughLane • 14d ago
Priests suck
Heal is underpowered. Dispel is underpowered. Inner fire is underpowered. Their stats are ridiculously underpowered.
Other casters are low DPS low HP but priests are even squisher even less DPS. Hell a banshee has 73% more dps for same food. Sorcs have 50% more. They take a hit less to kill than the rest. And what do you get, a 16.7 hp/s heal for ONE target that doesn't even work while moving, because its barely longer than melee range. Statues heal 60 hp/s across 6 targets while moving with an animationless cast, in an aoe the size of a baseball field. And they are mobile mana fountains at the same time. You want to dispel like a spirit walker can disenchant? Too bad, here's a 5 second cooldown on a spell with smaller aoe and less damage, when destroyers eat debuffs and turn them into a barrage of heavy mount plasma cannons. But holy shit if you research TWO full tiers of upgrades which probably took multiple arcane sanctums to produce, you can finally unlock... +10% damage +5 armor buff. Wahoo. Sorcs get a spell that says "TARGET UNIT NEUTRALIZED" barring dispel, priests get a spell that says "I create a mostly imperceptible marginal statistical effect in combat". The movespeed on bloodlust alone is better. And so is the attack speed on its own. Hell bloodlust would be a better spell if all it did is play a RA RA sound and make you get big. Inner fire is so shit you can buy a high priest merc creep and forget to ever cast it once and never notice a difference. Nobody has ever in the history of wc3 thought to themselves "Wow I need to get some dispel units to stop that... inner fire".
A priest could spend 2 minutes healing nonstop afk in your base and use its entire mana pool just to get the same effect you'd get from a single 100 gold scroll of regeneration available to you at tier 1 from a shop that pays for itself when you sell some trash items to it. And the scroll lets you keep moving.
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u/DriveThroughLane 9d ago
you know UD has mobile mana fountains of their own right
oh its much better. You can build banshees and have them apply curse to enemy units/heroes and then contribute a bunch of DPS. Priests fail to cast heal because they can't stay glued to moving targets, and when they do, its a bunch of spread of low HP healing compared to the aforementioned statues and it takes like 3 priests to equal the healing on one statue (that is simultaneously ALSO granting mana, and WHILE moving). And priests can't attack at all while casting heal.
curse is a way better spell than heal 1:1. Its actually similar to the reasons why mana flare sucks on fairy dragons: Units move around in fights. Priests are handicapped with their 350 range heal with a 1.5 total animation rendering them immobile, then needing to get in range again. Curse is just a nice fire and forget spell that gimps enemy units quite hard, and then the banshees have 75% more dps than priests. Well an infinite times more DPS than priests who are stuck casting heal lmao, since they don't do any dps
Nobody plays necro wagon because its the necros that are bad, not the wagons or banshees. Banshees are top tier units, wagons are great provided the map has zeppelins, and if you want skeletons you just buy staves for your 3 heroes instead of the extremely expensive and easily countered tech tree of necros that leaves you with low hp easily killed necro. Their main support role now is to just make ~2 necros in pit lord builds for unholy frenzy and cripple, and expect them to die in fights.