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Priest

 

Trading Places: Rogues and Priests

by Zenstyle on

If you’d asked anyone in the competitive scene a month ago to rank the classes in Hearthstone, there’s no doubt in my mind that the top spot would’ve gone to Rogue and the bottom spot would’ve gone to Priest. The Rogue set felt entirely too strong while, conversely, the Priest set felt decidedly anemic. Both arsenals were set to be adjusted with the most recent balance patch, the idea being to bring the two sets more in line with the others. In the time since the patch, the scales have shifted dramatically, with Priests becoming a seemingly permanent fixture in both the competitive scene and Play Mode, while Rogue presence continues to wither. What’s most interesting to me is, while the Priest set had a gaping hole in the spot where its midgame presence should be, it actually sported an otherwise stellar ability to punish opponents early and late game.

 

ManaGrind Tournament Wrap-up: 10/07/13

by Zenstyle on

It’s no secret that we here at BlizzPro are looking forward to a thrilling competitive scene when it comes to Hearthstone. There’s no doubt in our minds that, upon being released to the masses, this game is going to be huge, and the resulting number of players will hopefully lead to a varied, constantly evolving metagame. The reasons to be optimistic are in the polish the game displays in its infancy, along with an intense competitive scene that already exists in closed beta. This competitive scene has been nurtured and developed by a group called ManaGrind since before closed beta, tracing its lineage back to tournaments run on the Cockatrice platform. When it comes to this sort of the thing, they are absolutely the authority. In an effort to join our own analysis to their incredible efforts, BlizzPro will be doing a weekly article discussing the results of the  North

So now that we have the patch notes and what cards are getting changed, let’s take a look at some of the winners and losers and some other changes a little more in depth and how they will affect the game. Winners The “Free” Players – I’ve been trying to think of a term for these players for the last 10 minutes and simply can’t come up with anything. These are basically the people who don’t want to spend any money on the game and want to unlock everything by grinding. Either they like the challenge of doing so or simply can’t afford to put money in to open packs – either is really ok. Now Hearthstone makes it even easier to acquire gold for these players as before you had to basically win 1 game for 1 gold and that felt not fun. Now they have increased it to

 

Of Priests and Balance Changes

by Zenstyle on

Of all the distinct classes I’ve played thus far in Hearthstone, Priests are by far the most unique, and sadly, the weakest. They possess the ability to have a crushing and controlling late game, but in order to get to that point, they must first survive a somewhat intense mid game experience, and find a way to stall through enemy tactics. Even then, their late game win condition Mind Control is no guaranteed victory. It’s possible that the opponent is not running large creatures, or that they are running large creatures, but stealing one doesn’t do much for you, in the face of overwhelming odds. Shadow Word: Pain and Smite, while amazing crowd control abilities in the first few turns of the game, tend to wither, save for circumstances where they deal with a select few troublesome minions with three or less attack, most notably Demolisher, Sen’jin Shieldmasta and Gurubashi

If you’ve been watching or playing Hearthstone, it’s no secret that the Rogue set is one of, if not the strongest sets in the game right now. The class features unparalleled card efficiency, crippling amounts of direct damage and an affinity with The Coin that most other classes can only dream of. Oh, and it also has Defias Ringleader, a tragically good minion which, when comboed, creates a 2/3 and 2/1 minion for two mana. Incredibly strong already, when used in conjunction with The Coin on turn one, it creates an incredible amount of pressure that allows Rogue decks to steamroll an unwitting opponent. Individuals prepared to deal with it will still find themselves in a hole, having to expend multiple cards/HP dealing with the turn one menace. It thus comes as no surprise that there are changes on the horizon for the Rogue set. Hearthstone dev Eric Dodds sat

 

Hearthstone, while amazing, can present a player with a plethora of difficult conundrums. Given the intended similarities between the CCG and its point of origin, World of Warcraft, the issue of separating ourselves from traditional conventions can be difficult. This is very much apparent when it comes to a mechanic like spell power. We’ve been taught since the release of the MMORPG that  the hallmark of the caster is boosted spell power. Sure, Fireball’s good, but what if it could be made better? It can be, young Mage, it can be. Find yourself some spell power and watch as that torrent of flame deals 8902 damage as opposed to 7103. What’s more, spell power has traditionally been a non-factor for Warriors, Rogues and Hunters. Yet, here we are in the Hearthstone closed beta, where it’s all too common to watch as a Rogue, riding Gadgetzan Auctioneer, deals 18 points of

Last week, I wrote about the “many minions – handle it!” style of play, when you’re wearing your opponent down by a thousand little paper cuts. This week, we’ll be talking about the exact opposite of that: the soul-crushing, board-shattering, game ending mega-blow. Meet the “Wombo Combo”, as termed by streamer Crota. His minion, already buffed to 9, receives a doubling in health from Divine Spirit – not once, but twice. The minion’s health points now stand at a whopping 36. No worries with just one attack point, right? Wrong. He then plays Inner Fire, which converts health points to attack points. Boom! goes the dynamite, down goes Garrosh with a single blow of 36 attack points. Note that both of these cards are basic deck cards for the Priest. If you think this is unique to the priest, there are other ways and cards that can deal board-shattering amounts

In the prior preview, we made mention of just how spell heavy the Priest deck is in Hearthstone. Unsurprisingly, that translates to the deck having less creatures than say, Hunter or Warrior. Don’t fret though. The minions it can produce have some strong abilities and, should they survive, they can very much bolster your offensive potential. Minions Northshire Cleric The most basic of minions in the Priest deck, Northshire Cleric is a 1/3 for two energy that allows the Priest to draw a card each time a minion is healed. Given how much healing the deck has, this shouldn’t be too difficult to accomplish. The only major issue is that, realistically, there might not actually be a lot of minions in your deck, given how many great spells there are. Still, for a two drop, this is a worthwhile card to have around. Three health puts it just outside the

Up to this point we’ve covered some fairly straightforward Hearthstone decks. Sure, Shaman has some neat quirks, but the name of the game is still as a simple as holding the line while you mow down your opponent with high damage spells and totemic powers. The Priest deck is an entirely different beast. If you’re looking for a high powered setup with lots of crazy tricks, this is the deck for you. It can be a little vulnerable in the early game, but as the game progresses the true power of the Priest will make itself known to your unfortunate foes. Anduin Wrynn might’ve spent most of World of Warcraft as a boy, but in Hearthstone, he’s a man with some brutal power at his disposal and is the official emissary of the cloth wearing wielders of the Light and Shadow. Hero Powers What? Hero powers? That’s right, Anduin Wrynn