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Multiple Choice. A, B, C, D?

April 8, 2010 Leave a comment

Heal (available at level 16): While priests already have a spell called Heal, the existing version becomes obsolete at higher levels, which is something we intend to change in Cataclysm. Introduced at a low level, the “new” Heal spell will functionally work much like a down-ranked Greater Heal did in the past, adding more granularity to your direct-healing arsenal. If you need to heal someone a moderate amount and efficiency is an issue (making Flash Heal the incorrect spell for the job), then Heal is what you want to use. Heal is intended to be the priest’s go-to direct-healing spell unless they need something bigger (Greater Heal) or faster (Flash Heal). We will be following a similar philosophy with all the healing classes.

So…a new spell to macro and place into my action bars.

They want it “to be the new goto spell”. Its to be between Flash Heal, and Greater Heal. Not sure if this will do much to change the current healing in WoW.

With massive manapools, regen etc, there is no need to worry and throw what you want to get the job done. 

But i dont think adding one “new” spell will do that. In order to change how healer’s heal, you will need to retrain them completely. Get them away from spamming the biggest/best etc spell. In my opinion, will need to train healers to heal like older players have mentioned in downgrading.

I think i read somewhere there were various lvls of a priests healing spells they would use. Healers would have these  different/levels spells to use at an appropriate time and place, taking into account, cancel casting if it is no longer needed at the time.

Reminds me of FFXI style of healing spells, Cure (9 mana), Cure II (90), Cure III (180?), Cure IV, and Cure V.  Then your AoE cure spells Curaga I-IV. You chose the approp Cure spell for the approp situation, and mana cost. If someone needed to be woken up, cast Cure I on them. Tank took heavy dmg…Cure V…btw healers never cast Cure IV unless absolutely needed…..Cure IV is a dangerous spell…causes more threat then Cure V.  Paladin in FF would cure bomb themselves and raid members for threat as needed.

Adding 1 “new” intermediate spell…will not change all that much in how priests may heal. Shamans are getting a similar deal with healing wave. Not sure adding something new will change anything at all.

LifeGrip still makes me lol….why….someone was getting stoned at Blizzard.

Categories: Uncategorized

Wooot…meh….will not be in final product.

April 8, 2010 6 comments

New Priest Spells

Heal (available at level 16): While priests already have a spell called Heal, the existing version becomes obsolete at higher levels, which is something we intend to change in Cataclysm. Introduced at a low level, the “new” Heal spell will functionally work much like a down-ranked Greater Heal did in the past, adding more granularity to your direct-healing arsenal. If you need to heal someone a moderate amount and efficiency is an issue (making Flash Heal the incorrect spell for the job), then Heal is what you want to use. Heal is intended to be the priest’s go-to direct-healing spell unless they need something bigger (Greater Heal) or faster (Flash Heal). We will be following a similar philosophy with all the healing classes.

Wait we have a spell called heal?…oh yeah I dumped that a long time ago…..sounds like a cop out Blizzard. -100 pts for lack of creativity here.

Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage. The intent of Mind Spike is to fill a niche missing in Shadow DPS, though it may be occasionally useful for healers as well. Mind Spike provides a quick nuke to use in situations where the priest doesn’t have time to set up the normal rotation, such as when adds are dying too fast or you have to swap targets a lot. Spamming Mind Spike will do about as much damage as casting Mind Flay on a target afflicted with Shadow Word: Pain. The idea behind the debuff is that when you cast Mind Spike, we expect you to cast a lot of them; we don’t intend you to fit it into an already full Shadow rotation. It also provides Shadow with a spell to cast when locked out of the Shadow school. (School lockouts will no longer affect both schools for multi-school spells.) 1.5-second cast. 30-yard range. No cooldown.

I don’t pew pew…so…moving on.
Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can’t have both up at once. Inner Fire provides a spell power and Armor buff; Inner Will should be useful on a more situational basis.

…….

Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or “Life Grip”) is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can’t seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.

……once again…why…..PvP can see why it maybe useful. PVE…melee takes aggro..they are probably going be dead before you can “yank” them back…even if you did…you may bring a whole bunch of trouble you did not want near you in the 1st place. As far as people who are too slow moving out of a fire….need lrn2move from fire.

  • All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate). 

             Ghetto Druid incoming!!!!!!!

  • While we want to keep the priest’s role as a well-rounded healer, we also want to make sure the class is a viable tank healer, which is something priests moved away from a little in Wrath of the Lich King. Greater Heal will probably be the tank-healing spell of choice, though we’ve also discussed giving Discipline a second shield so that they have a small shield to cast on lots of different targets, and a big, more expensive shield to cast on a tank or anyone else taking a ton of damage.

             More bubbles??? Sure ok!
New Talents and Talent Changes

  • We want to improve Discipline’s single-target healing capacity. One key is to make sure shielding isn’t always a more attractive option than healing.

             Does not compute…..

  • Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.

             This will not see the light of day. This will be put down so fast…like Old Yeller with rabies.

  • We want to make Holy a little bit more interesting to play. One new talent will push the Holy priest into an improved healing state when he or she casts Prayer of Healing, Heal, or Renew three times in a row. The empowered state varies depending on the heals cast.

            interesting…doubt it will make it to the light of day as well. Anything fun must be taken out of the game!!

Mastery Passive Talent Tree Bonuses

Discipline

  • Healing
  • Meditation
  • Absorption

Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier.  WIN!

Holy

  • Healing
  • Meditation
  • Radiance

Radiance: Your direct heals add a small heal-over-time component to the target. – meh

Shadow

  • Spell damage
  • Spell Crit
  • Shadow Orbs

Shadow Orbs: Casting spells grants a chance for Shadow Orbs to be created that fly around you and increase your shadow damage. This will help lower-level characters feel more like “Shadow priests” before they obtain Shadowform. Do not care….DPS wut?

Categories: disc, holy, priest, stats Tags: , , , ,

Bloopers!

April 6, 2010 10 comments

Ok we have all made mistakes, from the disastrous to the hilarious.

These mistakes can wipe a raid and/or bring laughter to peoples faces.

For me these are the most common mistakes!!

1.) As Paladin – forgetting Righteous Fury – very important lol. A certain lock always pays for my mistake :P

2.) Very minor error – forgetting Inner Fire as priest

3.)  Fall off the edge in FoS…yes it can happen.

4.) Getting hit in the face with an empowered fireball and standing there watch it come towards me lol.

5.) Umm..nothing else comes to mind.

In other MMOs

1.) Facepulled a bunch of mobs in Dynamis-Bastok, in front of Auction Houce…..death ensued.

2.) Fell asleep drunk in a middle of mission, smack dab in an area full of angry mobs…how i did not die till i woke up…amazes me.

3.) Being rex’s and the dying 2 seconds later from 10,000 needles…3x…..good bye XP it was good to know thee.

4.) Accidentally using ninja’s 2 hr ability Majin Gakure (you explode, killing yourself, doing damage to the enemy in the process), in the middle of fight..which in turn wiped the group.

5.) Bought a 100 gil item for 100,000 by accident ><

Categories: opps! Tags:

10 vs 25

April 1, 2010 6 comments

Which do you prefer? A big old bunch of kittens running around or a smaller more managable lot?

Do you prefer fight mechanics with a twist? Or the closer knit teamwork of 10?

For many it is a matter of personal preference. You cannot deny the gear that drops from 25 man raids are bigger and flashier. (But we are not in the game for loot, right?)  However 25 mans do have their own issues with raid comp, strats, etc.

For 25 man raids…one of the more apparent issues is the member department. You need 25 people, which i guess is a huge step down from the 25 man raids, but to get 25 people managing around real life etc, can be a hassle for any RL or GM. 25 differnt people of varying skill, gear, and PC/internet connections.

Although, in a 25 man raid i guess you can carry a few warm bodies thru with no problem. However, when you have people who may not know how to do something correctly and continue to stroke the Epeen…you may have issues and wipe. Try to get 25 people to do something complex….my hats off to people who run such things.

Last night a friend of mine playing on Khadgar texted me with a complaint that his guild was having issues with people not showing up to 25 mans or trying to get their lower geared alts in the raid instead of their mains. Ok if the content is on “farm” then bringing in alts may not be an issue, but when doing progression content..bringing in alts may or not be a no-no. As far as people not showing up….that is an issue every guild faces. This maybe even more prevelant once summer hits. Or it may not be an issue as people in school may have more time to raid. But then again summer is the time for vacation and travel.

*some people in guild already celebrating summer >.>”

25 mans also add an extra mechanic or enhance an exisitng mechanic a boss may do, Festergut throws more spores out into the ranged..so more designated pukers are needed. Rotface seemed pretty much the same, damn oozes. (freakin bastard). Lady D, mind controls a random member and an has adds pop both sides and the same time and one from the back. As long as people learn and adapt to these changes and adjust their thinking, raid should be ok. Festergut, honestly I was caught a bit off guard for the gas dmg intially. Again adjust and move on.

For the healing comp. It seems they will have a role set in stone more often then not. Assigining healers to tank, and individuals to raid. Sure can help out a bit on other assignments, but if you are assigned stick to it…*shrugs*

10 Man raids

10 man healing, although you may assign tanks etc. With the limited # of players…you may find oneself tankhealing and helping out raid healing. Too many people go down in 10 man…and you might as well call a wipe. The cogs in a 10 man team cannot afford to lose too many teeth before going down for the count.

10 man the bosses will have lower HP etc. Also will not have some special move like they do in their 25 man counter part. Lady D does not mind control and the adds alternate from side to side and no extra add in the back. Other then that the fight is the same.

However, even with being “lowered” from their 25 man identity, these bosses cannot be taken lightly still. With only 10 spots in a raid to fill, the delilcate balance of tanks – healer – DPS (ranged/melee) must be blended correctly. Also with a 10 man raid, this may allow one to learn your fellow raid members playing habits easier, while in the sea of 25 man…you cannot learn everyone’s playung style.

Does player A prefer to go left or right 1st? Does player X like to move away from people? Does player C prefer to raid or tank heal? Are they KB turner or a mouse turner? Clicker? or keybinder?

*STAY AWAY FROM SOTH’S DOT!!!!”

With 10 man raids it is also easier for the RL or GM to get 10 poeple together. That is 15 less people to herd into a litter box. 15 less sources of potential stress. However, with the 10 chosen these people will need to bring their “A” game every time they raid. The margin for error is a lot smaller then it is in for 25 man. Only thing gear does is allow for a larger margin of error. Gear does not a player. Experience, learning, and performing well makes a good player.

By the way, I prefer 10 man raids. But certain pieces of  gear from 25 man raids have caught my eye…Solace of the fallen and the abacus. Now that Sorak has them, they will “never” drop again.

Stay frosty people!

Categories: raids Tags: ,

Do not want to be Walrus…..

April 1, 2010 2 comments

Aprils Fools Day…blah we have been turned into walrus dudes….funny Bizzard. (check out the armory)

…….we look like freakin hobbits/gnomes etc….punt punt punt!!!!!!!!!!!!!!

Also check out the new awesome system Blizzard is to put in :P

Equipment Potency EquivalencE Number

Check it out…going to be awesome.

(MMO champion)

Real post to come today…maybe.

Categories: Uncategorized Tags:
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