Hearthstone Corruption Art Is Same as Priest Hero Power
Contents
- 1 Heroes
- ii Background
- 3 Hero Power
- 3.one Replacement Hero Powers
- 4 Traits
- 4.1 Healing
- 4.two Silence
- 4.3 Cloning
- 5 How to get cards
- 5.ane Cadre cards
- v.2 Expansion cards
- 5.iii Take a chance cards
- 6 Cards
- 7 Strategy and gameplay
- vii.i Burst damage & combos
- eight Trivia
- 9 Gallery
- 10 References
- The Light calls, but shadows whisper. Heroes of righteousness, Priests have unmatched healing potential and can bequeath powerful holy enchantments on their minions. Even so, there is no light without dark. Priests tin can also tap into the shadows to manipulate the minds of their enemies and deal mortifying psychic damage. [1]
Priest is i of 10 classes in Hearthstone.
Heroes [ ]
Priest is represented by the following heroes. Anduin Wrynn is the default hero of Priest.
- Heroes
- Alternating portraits
Background [ ]
- Main commodity: Priest
Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left backside the confines of their temples and the condolement of their shrines so they tin back up their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders. These masters of the healing arts keep their companions fighting far beyond their normal capacities with an array of restorative powers and blessings. The divine forces at the priest's control can as well be turned confronting foes, smiting them with holy fury.
As light cannot be without darkness, and darkness without calorie-free, some priests tap into shadow to improve understand their own abilities, likewise as the abilities of those who threaten them. [2]
Hero Power [ ]
- Principal commodity: Bottom Heal
- Restore your allies with a divine touch. [1]
The default priest Hero Ability is Lesser Heal, a powerful healing option which tin can be used on heroes or minions to restore Health. Information technology can help restore damaged minions to full Health, keeping them alive and assuasive them to merchandise against multiple enemies, leading to skilful card reward. It tin also exist used to heal the hero itself, recovering Health lost to the opponent's attacks. A powerful defensive tool, Lesser Heal can allow the priest and its minions to survive long after they should have been defeated, and fits all-time with a slower strategy, outlasting and outmaneuvering opponents.
Replacement Hero Powers [ ]
- Heal is the upgraded Hero Power.
- Playing Shadowform will replace the current Hero Power with Mind Spike. In Classic format, playing Shadowform for a second time volition replace Mind Spike with Mind Shatter. Both of these are powerful damage-dealing alternatives to Lesser Heal, but deprive the priest of their healing utility.
- Shadowreaper Anduin will replace the current Hero Power with Voidform, likewise every bit replacing the hero.
- Activate the Obelisk will supersede the current Hero Power with Obelisk's Center once the Quest is completed.
- Galakrond, the Unspeakable will supercede the current Hero Power with Galakrond's Wit, as well as replacing the hero.
Traits [ ]
Healing [ ]
- Staying live is one of the best ways to make information technology to victory. Priests have powerful cards for keeping their minions in pinnacle shape to deal damage. [1]
Priests are masters of healing, and tin heal themselves and their minions through their Hero Ability and a range of healing spells, besides as boosting minions' health. Priests' healing theme is reinforced by synergies with spells such equally Inner Fire, and minions such every bit Lightspawn. Priests are capable of stiff defensive play, keeping a handful of minions alive against all odds, and speedily regenerating defenders betwixt rounds.
- Featured cards
Silence [ ]
- Priests tin use their psychic abilities to control minions, manipulating even their very bill of fare text. Silence tin erase the power of a Priest's enemies, and by the same token eliminate weaknesses from friendly minions. [1]
- Featured cards
Cloning [ ]
- A truly sage Priest knows how to use the enemy'due south mind tricks against them. [1]
Known for their power to peer into the minds of their opponents, priests tin use spells such as Mind Vision and Thoughtsteal to steal from their opponent's deck. Priests too feature a theme of mind control, seizing command of enemy minions through cards such as Cabal Shadow Priest, Shadow Madness and the infamous Heed Control.
- Featured cards
How to get cards [ ]
Core cards [ ]
Raising Priest upwardly to level 10 awards xvi Core Priest cards (31 copies), while winning upward to 500 games in Ranked, Loonshit and Duels awards aureate copies of existing cards. All Core cards are uncraftable and cannot be crafted or disenchanted.
Up to level x, reaching each level will honour the player two copies (one at level 10) of new Cadre Priest cards.
Expansion cards [ ]
- Main commodity: Menu pack
Priest'southward expansion cards can be obtained mostly by obtaining corresponding card packs or Priest class packs. The player can buy them in Shop with gold or real money, or go them through various sources. Some cards may exist available through diverse promotions, like logging in to get them.
Mini-set cards, while can be obtained like expansion cards, tin as well be obtained by buying its bundle available in Shop for a limited-time. The actor can buy the parcel with gold or real coin.
Expansions cards are too craftable and tin be obtained by crafting them with Cabalistic Grit.
Adventure cards [ ]
- Main article: Adventure
Take chances cards can be obtained past completing their Adventure'due south encounters. They are uncraftable until the histrion completes the Adventure or their set rotates to Wild format. The role player can buy the Chance with aureate for each individual part, or existent money for the whole of it.
Cards [ ]
Main |
Breakdown of Priest cards in both Standard and Wild formats can be seen in the following table.
Rarity | Hero | Minion | Spell | Weapon |
---|---|---|---|---|
Costless | 0 | 1 | xvi | 0 |
Common | 0 | 47 | 55 | 0 |
Rare | 0 | 48 | 43 | 1 |
Epic | 0 | 24 | 29 | 0 |
Legendary | 3 | 39 | 5 | 1 |
Strategy and gameplay [ ]
The Priest is one of the most defense-oriented grade in the game. Their power to go on their own minions alive and destroy even the biggest army of minions is one of the best in the game, their ability to buff allies is but 2d to Paladins, and their copious sources of carte du jour generation allows them to keep up their momentum over the long run. This is countered past the Priest's low damage output, lacking strong loftier-Attack minions and methods of dealing burst harm. The Priest must win the game by gradually whittling away at the opponent'south health through their very resilient minions. Priests heavily lean on the control playstyle as a outcome, although they can play the tempo game by making their early-game minions very stubborn to remove.
The Priest Hero Ability, Lesser Heal, allows them to heal any target for ii Health each turn. Information technology can be very useful for not only keeping themselves alive, merely besides for regenerating defenders or for preventing a valuable minion from existence worn down. Due to this, Priests may favour minions with college health pools since they tin survive attacks to become healed. To complement this, Priests have access to multiple cards that give a minion a sizable Wellness buff, such as Power Infusion, Kabal Talonpriest, and High Priest Amet. Equally a effect, near opponents will struggle to remove the Priest'south minions, which can trade and win against more fragile minions effortlessly and tank a removal spell, while increasing their capacity for healing.
The Priest's array of removal spells are stiff. A Holy Smite, Penance, or Holy Nova tin take care of weaker foes easily. Fifty-fifty high-health minions are at gamble, with cards like Shadow Word: Pain and Shadow Word: Death being capable of outright destroying them. Fifty-fifty when the Priest is completely overwhelmed, they can wipe the board make clean with cards like Shadow Word: Ruin, Mass Hysteria, and Plague of Decease, fifty-fifty if it tin can price them their own minions. These cards lets the Priest protect their minions while ahead or turn the game effectually when falling behind finer. Priests are strong spellcasters as a result, and cards like Priest of the Banquet and Lyra the Sunshard complements that.
The Priest's ability to read their opponent's listen translates to card generation. They can utilise cards similar Psychic Conjurer, Thoughtsteal, and Archbishop Benedictus to copy cards from their opponent'due south deck to utilise their cards against them, and cards similar Mind Vision, Chameleos, and Madame Lazul even lets them accept a peek at their opponent's mitt, giving them a strategic upper manus. Copying your opponent'south cards can be bang-up fun, and tin provide you lot with some very unusual possibilities. They can find themselves suddenly hacking away at enemies with a Gorehowl, chucking Fireballs with Archmage Antonidas, or even plow into their opponent's course if they copied a Hero card.
Priest tin can also bend bottom minds to their will, mind controlling them to join their side. With Listen Command, they can take a valuable minion from their opponent of their choosing, able to unmarried-handedly turn the game in their favor if the opponent was relying on them to win. On the less costly side of things, they have methods of temporary listen control as well, such as Shadow Madness and Potion of Madness, using them to turn confronting their kin and destroy each other; even better if the controlled minion had a Deathrattle consequence, which the Priest forcibly takes away from their opponent.
With multiple Priest cards having quirks that require a minion to be at a certain Attack level, they also have cards to manipulate a minion's Attack temporarily, such as Red Subjugator and Lazul's Scheme, which philharmonic well with cards similar Cabal Shadow Priest, or at the very least help make more than efficient trades.
Priests have the largest and most flexible silencing options of any form. The basic Silence spell costs 0 mana, and Mass Dispel is the only card that can silence multiple enemies. They can even use cards like Purify and Unsleeping Soul to Silence their own minions, turning ordinarily useless minions with huge stats like an Ancient Watcher into powerful attackers.
When healing is non plenty, Priests can also resurrect their fallen allies with cards similar Mass Resurrection and Eternal Servitude. These cards tin potentially summon minions that have a college Mana toll than the spell that was used to resurrect them. Decks accept been made to exploit this effect to their fullest by utilizing only expensive minions.
Complementing their power to resurrect allies are Deathrattle event. They control powerful Deathrattle minions similar Obsidian Statue to their will, combined with cards like Shadowy Figure, Mirage Caller, and Awaken the Makers make their affect more significant.
Priests also have an analogousness for dragons. Their strength and price complement well with the Priest's playstyle, which are made even better with dragon synergy cards like Duskbreaker and Drakonid Operative.
Burst damage & combos [ ]
A playstyle that used to be associated with Priest was their ability to unleash combos that can one-shot the opponent. Mind Blast was once part of the Priest's arsenal, dealing direct damage to the hero for a small cost. Combined with Prophet Velen, who doubled healing and spell impairment, this became even more potent, but past creating multiple copies of Prophet Velen in a variety of different ways, a uncomplicated five-impairment Mind Blast multiplied into loads of unavoidable harm. Even without Heed Blast, Priests were able to utilize other unconventional methods to ane-plow-kill their opponent.
Priest could likewise tap into their shadow powers with Shadowform to turn their Hero Power into a damage dealer, sacrificing their healing power for offense. What's more, Shadowreaper Anduin did more of the same just refreshed on playing a card, and with the aid from the Kabal he could unleash loads of damage in a single turn. A more temporary solution was using Auchenai Soulpriest or Auchenai Phantasm to plough their healing into impairment, which combined with burst healing like Circle of Healing was a potent removal or damage.
Divine Spirit is a Priest spell that doubles a minion's Wellness, making them twice as difficult to kill. While it can exist used to simply protect a minion from dying, information technology can as well be used with Inner Fire to convert their health into large damage, and doubling an already double wellness minion was frequently enough to outright impale an opponent.
In the Yr of the Phoenix, some of the Priest's core cards were replaced to distance the grade'southward identity from outburst damage combos, moving these tools to the Hall of Fame.
Trivia [ ]
- The priest form is infamous for its tedious plays and a bias toward control decks. In April 2016, the official Twitter account described priest as "Arguably the about time consuming aureate hero" to obtain.[3]
- "Priest plough" is a phrase used to describe turns when the optimal play is merely to do nothing. The term is usually applied to late game turns where total inaction is far less common, and typically refers to priests, but can also exist used for other classes. The term beginning arose due to the play-fashion of many control priest decks, which often saw late game turns with total mana, several cards in paw, and yet the priest taking no activeness, except perhaps to use Lesser Heal on themselves.
- Some priests, when unable to have any action on turn ii, will use their mana to cast a Lesser Heal on their opponent. Since no other action can be taken, and assuming that no damage has nonetheless been dealt, there is neither any advantage nor disadvantage to this act (unless the player's deck includes Frost Giants). Thanks may be offered, or when a pair of priests is involved, the gesture may exist reciprocated. The Hero Power is sometimes accompanied by Anduin's threaten emote - "The Low-cal shall burn you!" - suggesting the healing is in fact a somewhat ineffective attempt to destroy the opponent.
- At 1 point during the game'southward alpha, the priest's Hero Power did non heal targets, but rather gave +1 Health to the next minion the priest played. The effect stacked if information technology was not consumed, pregnant that if the priest used the power several times (over several turns) without summoning a minion, the next minion summoned would gain several points of bonus Health. This design was somewhen removed, primarily due to concerns over UI and mechanic complexity, and because the developers felt that it strayed also far from the priest's healing-based nature.[4]
- Tyrande Whisperwind appears to accept been an earlier epitome for the priest grade during the game's alpha, prior to the arrival of Anduin.[5] [half dozen]
Gallery [ ]
- Bill of fare frames
-
Hero carte du jour
-
Minion
-
Spell
-
Weapon
- Dual-class
-
Paladin/Priest Minion
-
Paladin/Priest Spell
-
Priest/Warlock Minion
-
Priest/Warlock Spell
- History
-
-
Weapon prior to Patch eighteen.0.0
References [ ]
- ↑ 1.0 ane.i 1.2 1.three 1.4 Priest - Heroes - Hearthstone. PlayHearthstone. Retrieved on 2021-06-twenty.
- ↑ http://united states of america.battle.net/wow/en/game/class/priest
- ↑ PlayHearthstone on Twitter. (2016-04-06).
- ↑ Hearthstone Solar day Q&A (2014-03-14)
- ↑ Ben Brode on Twitter. (2015-06-eleven).
- ↑ File:Development - Tyrande.jpg
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Source: https://hearthstone.fandom.com/wiki/Priest
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