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Ugh Heroic Beth, such a tease!

November 3, 2011 1 comment

Now I am not certain that these are the exact spawn points but anyways.

Skull are the spawn area of the spiderlings and the engorged spiderlings. Triangle is the designated primary soaker – (Adoe) Moon – would be the backup – Me (liyhe) and Zerl.

1st soaker would try to get as many as they can – I attempt to heal and soak with Zerl as needed.

Watch out for the pools of crap the engorged adds leave, it hits like a truck and slows you.

Rest of the DPS on the ground kills spinners and then drone. Try to kill drones ASAP, try not to let them go up. Spinner’s must be taunted down ASAP so they do not channel a long stun on you.

With the drones, on heroic, they do gain a new ability to fixate on someone (while fixated they do 75% less dmg to the targte) person targeted will want to face away from the raid.

Add kill order is the same as in normal – Spiderlings > spinners > drones. The primary individual soaking the engorged ones should be able to handle the spiderlings for the most part.

The Team going upstairs has nothing change for them, except more dmg to them.

For p1 it seems adds control is paramount to victory.

for p2 – samething as in normal. Don’t let her eat any spiderlings when she lands.

SR pulled her a few times last night, best attempt was 22%. ><

So we need better add control, heals need to be better, we lost a DPS to stupid stuff, and making sure spiderlings die before she lands and we have her in the bag.

So close, anyways she will go down next week! Along with H Alysrazor. :)

Categories: /grumpy, cata, guild, priest, raids

5.0 Priest Talents

October 24, 2011 12 comments

Blizzcon 2011 has come and gone. I know others are hating it (*cough* Zerl) and others are loving it.

5.0 MoP will bring about lots of changes – from QoL changes to revamping the talent tree.

Others are saying it is making the game easier while others are optimistic about the changes. For me overall, I am pleased with the annoucements at Blizzcon. Sure I can see that the new system is dumbing down the game to an extent. However, overall WoW is not only about the raiders. Cata for me was raiding ONRY. MoP appears will be raiding, some PvP, some Pokemon, some other things to improve oneself in other than raiding expansion. In otherwords it will bring more balance and QoL improvements for citizens of Azeroth. And also PANDAS are awesome…must be the Ranma 1/2 fan in me and the Chen Stormstout fanboy in me. MoP will be more about doing then sitting in Org or SW waiting for your Queue.

Going back to the talent trees, players will still pick their “spec” at level 10, and then a talent point at 15 and every 15 levels their after. Many abilities/former talents will be baseline for the class.

Seeing I am a priest I will take a look at the Priest talents.

Level 15 – Tier 1

Priest Tier 1 – CC Tier?

Void Tendrils – sounds much like the druid roots spell.

Psy fiend – pet emits psychic scream to an enemy with 40 yds – every 2 sec for 10 sec. Interesting.

Psychic Scream – just like the original.

Overall for me, a meh tier. All of them have their uses perhaps while lvling – the Tendrils being the biggest one. Overall more use in PvP. PvE priests I bet will be picking the Tendrils. Because we all know unglyphed Psychic Scream is bad in PVE.

Level 30

Priest Tier 2

Body and Soul – 30% more speed over the current version and the loss of a free cure disease.

Path of the Devout – 25% more speeds while levitating.

Phantasm – removes movement impearments when casting fade etc.

Once again meh – each point has it uses in PvP and PvE. PvE priests I assume will be picking Body and Soul.

Level 45

Priest – Tier 3

From darkness comes light

Surge of Light (caster form)

Smite, Heal, Flash Heal, Greater Heal, Binding Heal have a chance to trigger a free Flash Heal (6% chance)

Surge of Darkness (shadow form)

6% chance when you mind flay to cause your next mindblast to be free and consume no shadow orbs.

Divine Star

Fires a star that will travel 20 yard, enemies in the path will be damages and allies in the path will be healed. It will then travel back to the caster and do the samething.

Archangel

Interesting 2 min cooldown now. or is 30 for archangel and 90 sec for dark?

Archangel is pretty much the same but no more mana regen.

Dark Archangel – now uses shadow orbs instead.

Around level 45 is where things get interesting. Right off the bat I would have to say From Darkness comes light is meh.

 Archangel is still cool, but if we have to smite for it, I am not sure how many will go for it, I myself run no AA/A spec.

I being the anime dork will prob pick Divine Star for shits and giggles. As Analogue and Reversion from Looking for More stated. MOON PRISM POWER! Hell yeah Sailor moon time!

Level 60

Priest Tier 4

Desperate Prayer – like the current one. It’s not bad if you remember to use it lol.

Angelic Bulwark – increases shields used on yourself.

Final Prayer – places a shield on you when an attack knocks you below 30% the Shield str is 20% of your total health.

Overall, priest survival cooldowns/abilities/talents….all decent choices. With the stronger ones being Desperate Prayer and Angelic Bulwark. Final Prayer to me – seems to more of a PvP thing or for those who are forgetful to use Desperate Prayer/Healthstone/Potions.

Level 75

Priest Tier 5

Twist of fate – increases damage and healing done to target at or below 25%

Power Infusion – same as current.

Serendipity is now combined with Mind Melt when in Shadowform.

Overall I think this Tier a no brainer for Disc and Holy – Power Infusion. Twist of fate is interesting from a healing perspective, with depending on your healing comp this may not be needed. Besides the odd huge raid wide hit…how often is the raid at below 25%?

Level 90

Priest Tier 6

Vow of Unity – kinda like Beacon of Light. Whenever you heal your target you are healed for 20% of the amt. Furthermore, 50% of the damage the target takes you take over 6 secs. Also when the target takes a hit that is greater then 30% of their life the Vow ends.

Void Shift – Yuo swap Life totals with target and then healed for 25% of your total health.

Vampiric Dominance – when you deal damage or heal – 15% of the amount is healed to 3 low health allies.

Tier 6 wooo~ I personally like the idea of the Vow of Unity and the Void Shift. For Shadow Priest the Vampiric Dominance is awesome, possibly also useful for Smite Priests.

I see myself trying out the Vow, combined with a Desperate Prayer or even pre-emptive shield with Angelic Bulwark and other shield str abilities. the Vow could be quite awesome. But if assigned to raid healing the Vampiric might be better. Void Shift has so many choices but will have to be timed…dont want to waste a LoH and Void Shift. Also soooo many trolling opportunities with it…..*evil grin*

Categories: disc, holy, priest

Heroic Baleroc

October 20, 2011 2 comments

Baleroc setup

Basic setup – see link above.

Square is where (liyhe) as Shadow was assigned.

Between me and the Orange healer our lock had placed their portal.

Circle and X is where our 2 healers stood

Triangle is where our hunters stood.

Moon is our Mage.

Boss is where you would normally place them. and our 2 melee DPS were in melee. XD

What we did is for the 1st crystal, I took the 1st one entirely. I found I was able to stay alive thanks to our healers with calling for AM around 14-15 stacks and eating a cookie and bubble as needed. I popped Dispersion around 19 stacks to ride it out. Then I went back to my square position to wait out the tormented debuff.

Our order for crystals was Me, DK, Mage, Enhancement Shaman, Warlock, Hunter x1. The 2nd hunter was fit in as needed. We found that sticking to our order and using the 2nd hunter as a floater helped out to ease confusion.

After I took the 1st crystal, the DPS went with a 3 person per crystal rotation. With the next person being ready to take the crystal when the other person went. It is important to be close by to take it but not close enough to get the tormented debuff in error. Also we found it is best to always exit in one direction. We chose to leave from the left.

Healers after the 1st crystal were at 90-100+ stacks of the healing buff if i recall. If they cant build that fast, tank was more then likely not going to survive.

Also with the Countdown debuff – if it was a healer picked we made the people move to the healer to allow them to heal still. if it was 2 others, we had them meet in the middle.

Countdown may mess with your rotation on a little, but keep a level head and should be ok. reminder – Tormented is refreshed for both players if spread.

If a healer did get the debuff they needed to communicate to their healer so they could swap if they were on tank duty.

The tank on the 1st crystal will need to stay alive for that crystal solo – so cooldowns and healthstone, pots as needed.

Other then that, the fight is similar to normal. ranged need to get to their spots as best they can to lower the chance of spreading tormented. Heals need to comminicate and we found it best to have one person only to call out the order and the floater as needed. DPS check is quite high, we carely killed him – 2 seconds past enrage, but I know my case I flubbed my rotation – not a shadow priest at heart lol.

That is all from what I recall - not a lot of changes – just need to be more careful to detail and where you move.

Categories: disc, guild, priest, raids, stats

Blizzcon predictions and another Heroic down!

October 20, 2011 3 comments

Huzzah another Heroic down….!!!

SR we do things in the wrong order….

Things that other normal guild do and do well. SR flounders. Things/fights other guilds may save/do later – SR does well. Also clearing vent clear for the most part and keeping a strict order, and ONE person calling it out helped out a lot. Also healers (go Zarm and Vanicus) did an awesome job communicating when they needed to swap etc! Nice healing Arv even with tormented. Nice job DPS!

Heroic Baleroc down – one of the more difficult Heroic fights downed! It’s funny….if slackers would post their SS!! (/glare Rep and Lyssi) Poor arv :P

This brings SR to 7th overall on Drak – It’s nice to see SR in the top 10. I know we will never be leading/cutting edge progression but it is nice for the epeen.

Plan for next week – Heroic Shannox and Baleroc again. Then Heroic Domo.

 

Blizzcon predictions

Of course more Diablo news, as it should be.

Expansion news – I have a gut feeling it could go either way for MoP or something totally new. I have doubts as MoP being a browser game as I don’t see Blizz putting resources into such a niche game. I am glad for the lack of leaks this year.

I doubt a new hero class – I think Blizz learned their lessen from trying to balance such a thing. If they were to add a new class I think they would have to work their way up just like everyone else imo. Monk seems like a good choice – given the route if they go MoP.

I think it is interesting to note a whole panel on talent trees – if the expansion does raise the lvl cap…the current point values will be thrown into chaos. So I predict another revamp once again. This would be a good chance to str/nerf/alter as needed for Blizz. Perhaps maybe even a chance to differentiate PVE and PVP.

As far as race – maybe both sides gets Pandas? Just like how the high elves and the blood elves are split. Night Elves and Naga. Darkspear Trolls and other Trolls. Humans/Gilneans. It could be feasible that the Pandarans are not as unified as we believe.

However, I think it would be one or the other – Class or Race – not both. As far as letting more races be other classes, I do not really see a reason for the class restrictions at this point. Except for the rare obvious ones – forsaken druids? Dranei druids? Belf shamans? Belf Druids?

More SC2 news but to be honest, I am lukewarm on that.

Firelands Nerfs…yes I know it has been talked to death.

October 5, 2011 2 comments

Wow…

Nerfs, now this is not going to be about normal nerfs you can read about that all over the place.

But Shadow Rising is now 7/7 big mean old fire dude is “dead” onto Heroics!

Now even the Firelands Heroics have gotten about a 15% nerf, even nerfed they are a decent enough challenge still, because Normal Firelands is a zzzzzzzzz fest. (exception being rag). If you are not handling mechanics prepare to have a large repair bill!

1st Heroic tried – Shannon errrr Shannox

A few things Repgrind mentioned a few. The damage he deals is quite a bit more, but nothing that couldn’t be healed.

The issues that arose was the handling of the stacks. Each hit that rageface deals increases his damage by quite a bit, this is a the new to the heroic version of the fight. Like in normal, tanks still have to deal with jagged tear.

Borrowing an idea from Khizzara we had the raid line up much like they did and had the raid move as a whole when needed. It took 9 wipes, killed on the 10th pull, but each for the most part was improvement.

It really just took getting used to resetting stacks and having the raid move. Also important is the “rageface” kiters be on their toes. Also one thing to note, if your riplimb tank needs a breather, burn Riplimb down, by the time your raid may want to he will be at 50% around 2mil HP from 4 mil. It will allow your healers 30 seconds of not having to worry about that tank too much and 30 seconds that your tank can even help hitting Shannox lol. Having only one tank to worry about resetting jagged tear can help out a lot. Also for 30 seconds or so all the traps can be used on Rageface.

SR rules! Awesome job on Shannon. Too bad he dropped bad loot!

Then we went and facerolled Beth’tilac, Alyzrazor. We did put a few shots on heroic Rhyolith just to see how it is. To be honest it is not that bad, he is next.

But for tonight on the agenda is Heroic Baleroc and Majordomo.

Differences between normal and heroic – watch out as you can pass tormented onto other players. 2nd he can also cast countdown on 2 random people, if they do not come within 4 yds of one another – boom goes the raid. What sucks about this is the 2 people chosen and one of them has the tormented debuff and/or are soaking a crystal. Also of note, he has increased HP and still the very short 6 min enrage timer. Appears with 7 DPS – each DPS will need to average about 22.5K DPS + 6K from the tank (thanks adoe for the maths!) Looks like fun, according to Adoe….

Majordomo – I think we will try the no flame scythes and all cats strat. This will entail on all DPS avoiding as much damage as they can to keep concentration high. It seems easy on paper but having to deal with the flame orbs will be the main issue. People will need to not stack directly close/on the orb so if they have to leave from getting a leap, the fire is not on the orb, so someone can still get close and soak it.

Even nerfed, heroics can still provide some challenge, probably not as much as prenerf, but for now I will take them over the “lootship” normal firelands fights (minus rag :P)

4.3 thoughts

September 28, 2011 13 comments

Michael Myers anyone.....

First off my beloved priests, our T13. I am not sure about it. I really like T12 so far. T13 reminds me of Holloween and mardi gras. Well with Transmog, it’s a moot point.

The bonuses for t13:

  • Healer, 2P — After using Power Infusion or Lightwell, the mana cost of your healing spells is reduced by 25% for [10|15] sec. (10 sec for Discipline, 15 for non–Discipline.)
  • Healer, 4P — Your Power Word: Shield has a 10% chance to absorb 100% additional damage, and the cooldown of your Holy Word abilities is reduced by 20%.
  • Shadow, 2P — Shadow Word: Death deals an additional 55% damage, and you no longer take damage from your own Shadow Word: Death when the target fails to die.
  • Shadow, 4P — Your Shadowfiend and Shadowy Apparitions have a 100% chance to grant you 3 Shadow Orbs each time they deal damage.

For healers: I am not sold on the 2P, especially as Holy. But it could be worse. For 4P – one word: blarg.

Shadow definitely wins out here. To be honest I would not be surprised to see it altered in some form before final release.

The changes to Holy for 4.3 are a step in the right direction – the changes to Divine Hymn and the ability to strenthen it and lessen its cooldown is quite nice. Its also nice to see they are fixing atonement to take into account large hitboxes (Beth’Tilac, and Rag made atonement useless)

The changes to Wild Growth were surprising to me.

•Wild Growth healing value has been reduced by 20%.
•Glyph of Wild Growth now also increases the cooldown on Wild Growth by 2 seconds.

Straight up nerf to druids? Why? Sure they are healing beasts, but does not make them seem OP or anything. It’s the player playing the class which makes it’s good, not the class. bad player still means bad druids.

Paladin’s also got some changes – no more mana from judging…they have to use spirit more. Why? Maybe someone can answer this, but are there low spirit paladins out there? (I know as disc i reforged a bunch of it away)

Other things that caught my eye was the new mounts. :)
Dancing Darkmoon bear! yes, please!

Also I know I should not have looked at it, but I could not help but look at the dungeon jounrnal preview for the new raid.

A few things caught my eye.
1.) Looks like a lot of damage sharing, so stacking…(SR we are screwed)
2.) Other mechanics where the raid may have to use the boss’ own abilities against it.
3.) Thrall as Earth Warden? not surprised really.
4.) Tyrande of the past…hawt….hopefully they will also make this her in game model. It’s quite impressive looking.

Funny search terms….

September 1, 2011 2 comments

ok…I know others have made posts about ways to get to your blog…thought I would share some…

1.) sexy space marine – Space marines…sexy? Not sure if they belong in the same search term lol.

2.) 4.2 disc reforging…ok this i can touch on

I like to think of it was int/spirit (play around to find where you are comfortable)/haste/mastery crit

Now this is not set in stone – this will depend on your preference on playstyle and your raid composition.

Int is important/king obviously.

Spirit is up in the air – mana regen is important, but how much do you need? too much and you lose out on troughput stats you could be going for. too little and you wont last the fight. (personally, i think i may reforge some of mine away – gonna overhaul gems/reforging tonight)

Mastery – probably out biggest thorn in our side. It helps our niche well (damage mitigation) but at the same only effects a few of our spells – Power Word: Shield and Divine Aegis.

Crit – unreliable at best. With the change to crit heals it makes it appear to be very desirable on paper..but in reality don’t gem/enchant/reforge for it.

Haste – a nice throuput stat. Helps to push out those heals, PoH’s faster etc. However, haste does this at the cost of your mana pool. Watch the mana consumption.

When you take into account of raid size – 25 or 10 man. Your choices can deviate farther. in 25 man you may have the chance to specialize in your role – straight up PoH machine (haste), or tank healer (mastery). Also buffs you maybe missing in 10 you will more then likely have in 25 man raids.

What is in your healing team?

10 man – disc/rdruid/hpally – with the holy focusing on tanks and resto on the raid you may find yourself with a balance of three. In 10′s there will be lots of crosshealing as well.

10 man – disc/rsham/hpally – see above, but with a bit more raid healing.

10 man – disc/hpriest/hpally – once again see above disc/rdruid/hpally.

3.) funeral pyre or smoldering censer of purity for a disc priest?

Funeral Pyre

Smoldering Censer of Purity

My personal preference would be the Censer – haste would be better – especially if your OS is holy or shadow. Although you could reforce some of the crit on the Pyre – meh. Also with the spirit on the Censer one could play around with it if you have too much spirit and want to dump it.

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