OMG has a bubble….for the jedi sage….disc priest in space with lightsabers…..
The link above is for a talent calculator we all know and love. Sure things may change prior to shipping, but its cool to play around with the talents. Looking around in the Jedi Sage as a healer. there are talents here and there that look a lot like wow talents. One for example reminds me of Furor and Moonglow of the resto druid trees. There is also a disc like talent to allow for faster casting of….BUBBLES! Also a straight up more healing and dmg talent and a increase in the amt of dmg said bubble takes. Lots of AoE and HoT….so a healer with bubbles, HoTs, and AoEs…sounds likea priest :P
Ok I am set for SWTOR.
1.) Are nerfs good for the maintenance and happiness of the overall population in WoW?
Business Slice: Of course it is! Getting the majority of the people to see the content Blizzard has worked on makes perfect business sense. Which will net a company more money? 6-7 million customers or 2-3 “hardcore” players, of course the more casual base will make Blizzard money in the long haul. Without profit Blizzard cannot make improvement/develop more games. It’s all about the benjamins! MONEY MONEY MONEY!
Red Slice: RAWR! REDSLICE SMASH! WTF! WHY ARE THEY NERFING IT MAKES NO SENSE, 4.3 is not even out, or has any concrete information etc. Why are they caving into the whiners and baddies? Why even make a game and make it so easy? With the nerfs it may even make the most casual of player go…why am I playing a game this easy? This makes Hello Kitty Online seem more difficult. 4.2 have been out only for a few months, it only has 7 bosses, why make it so laughable that it can now be cleared by a new group in a week or 2 at most? /smash! WTH are they passing out epix 2 every1?
Slice: It would make more sense to have a balance of the two. They really should take a good look at what is over tuned and also what maybe under tuned and fix as appropriate. No real reason as well to nerf Heroic modes, those should remain as the pinnacle of raiding. Only the best of the best should be able to tackle those. Give the general player base the normal modes, and the heroics to the “hardcore”. Give them each a playground to play in. A flat nerf to the content in general is silly – make the players get a gradual buff (like in Icecrown Citadel) this allows for some mistakes to be made, but does not trivialize the content totally, this in coordination with appropriate hotfixes of mechanics that are under tuned and over tuned.
However by nerfing stuff by this degree so far from the 4.3 patch…I hope it does not cause a backlash that they will nerf 4.3 so quickly cause, “it’s too hard!”
2.)Should I cancel my sub and wait for DW/4.3?
Business Slice: No! Give me your money errr to Blizzard. You need your WoW crack no?
Red Slice: Yeah that will teach them to nerf stuff that doesn’t need it! “/grumbles” Freakin casuals!
Slice: Each individual should decide if they wish to play right now or wait. Use your brain and make your own decision.
Business Slice: $$$ more ways to keep people attached to an older game! Good idea to pull at people’s heartstrings.
Red Slice: Old content? LOL…why go back there? It’s not relavent. Why waste time on old raid when you can raid current content or cap VP? Old cheevs? Only ones that matter are ones that are current and give you mounts that are current!
Slice: Yay for clothes! Barbie time?
All: HELL YEAH!
OK as of this right now SR is now/still 6/7. Last night was our 1st real night of putting attempts on Ragnaros. Our other attempts were half-hearted attempts when we had maybe an hour left in raid time.
Last night was a full night of Ragnaros. I admit although we did not down the boss, I had a blast, the fight is a dynamic one and keeps you on your toes.
I would put the difficulty curve below that of Alysrazor – the stupid firebird is too dependant on a couple of things.
1.) You need a DPS or 2 who know how to fly in a 3rd environment well and DPS well.
2.) Tanks need max dps while still surviving and dancing around flame worms.
3.) Knowing how to dance, errr dodge fire tornados.
Ragnaros on the other hand…is really avoiding bad that you can and pew pew/heal heal. His mechanics are such you are not relying so on 2 roles. Everyone in this fight contributes to this fight to win.
We made it into the 2nd transition phase and through quite a few times. So I am glad we are able to blow past the first few phases quite easily.
Tanks and melee closest to Rag. heal tanks easy easy.
What makes this phase is annoying is there is quite a few sources of unavoidable damage. I.E the silly knockback- make sure people spread out 6yds the best they can. Also when trigerring the trap make sure people are high on health. The damage is quite severe from it. Casters will want to be out of melee range of Rag, cause he has a knockback, which will also cause spell lockout.
1st transition phase
Done right there is very little damage done to the raid. Assign your raid memebers as approp to handle the 8 sons of flame. Most slows will NOT work – ice trap etc etc. One thing a feral druid friend told me was the slow from bear mangle does work. However, get used to the speed they move, but in reality they really have low health on 10 man, so sneezing on them will slow them down.
They move faster the more health they have. So slow down ones you can and kill more immediate threats 1st and go back to other ones who are not an immediate threat. Myself (a disc priest) found that even a Holy Fire and a Smite on one would slow it down quite a bit and allowed me to swap to another one and smite that one.
Again more avoiding bad and learning a pattern, we did have some rough patches here and there, but we got thru it quite easily. Things to watch for searing seeds, run to your assigned stack up point about 3 seconds before they spawn, the farther you are from them the less damage you take then they pop. Watch out for adds that spawn AoE them down. Watch for tire on the ground. It hurts! Again also watch the Hammer time smash. This phase lasts till he gets to 40%
Transition phase 2
Same thing he will drop the hammer and 8 sons of flame, handle like them like you would in the 1st one. He will however add 2 new things to this. He will summon 2 Scions of Flame (2 million HP on 10 man) Your tanks will want to pick them up ASAP and do what they do as normal in the transition phase.
Second the Scions have no real special attacks, except they will cast a spell which will target a random raid memeber. This spell causes the targeted raid memeber to leave a flame of trail behind them. Keep them healed. The target member till want to run to the edge to avoid leaving fire in the middle. Because any Son or Scion that runs thru the flame is healed for quite a bit.
Another change about this phase is you will want to keep 1 son of flame alive for a bit at 50% health, as he will be uber slow. This will allow the raid time to damage the Scions of Flame as much as possible. Cause in p3 right at the beginning would be the best time it would appear to pop lust/warp/hero.
Can’t say much about p3 as barely got into it. Our best attempt was about 38% ish. But he is going to go down soon!
Training or Progression?
Makes a very good point…progression or training? Do you always have the individual you are used to doing it…on it all the time? Or do you devote some time to let someone else learn just in case? I know for some fights we have gotten some people used to a different duty, and I am glad we did. But makes me wonder what would happen if our mage cannot make it for a Alice-razor kill? Our Aff lock is aquainted with it, but I am not sure aff lock would be best up there.
I am still happy and surprised 2 new bosses down this week and a good look at the intial phases of Ragnaros.
What I find even more amusing a lot of our kills (be it T11 or T12) our kills seems to come in double – same day or lockout!
Make me smile and think we come back in an things click and boom, dead bosses and loot!
Looking back at the beginning of T11 versus T12, the entry point was a lot tougher on raids imo. 349 versus 359+. I believe skill > gear but gear allows for a greater margin of error and enhances skill.
Also many healers had to adjust to no longer being able to spam their bread and butter spells. (PW:S, Druidy stuff, Chain Heal, Holy Light/FoL)
Thirdly, lets face it, WoTLK raids were a little more forgiving on a mistake made. Oh wait you hit an opposite color orb in the Twin Valkyrs, oh wait you wont die. Oh wait you didn’t move from a slime from Toxictron – dead….
At this point Firelands > BWD, BoT, ToT4W
Shannox – It is much more then a normal tank and spank fight. Sure you tank Shannox, but one had to use his mechanics to kill him and drop your tanks debuffs. Plus killing huntards is fun, but seeing him drop the same crap over and over again is quite annoying.
Beth’ tilac – Overall, this fight is kinda zzzzz. Where it stands out from other fights in this tier and tier 11 is you have to trust your topside team. You see their health bars drop and you cannot do a thing about it. Other then that the bottom team – its a normal control the summoned add fight. p2 is a tank and spank….zzzzzz.
Lord Rhyolith – aka the big fat jerk (hmm, kinda like Kerick :P) – the fight is different as to you have to guide him to active volcanos to reduce his armor while fighting off waves of adds. BTW HATE THIS FIGHT.
Alysrazor – as much as I complain about this fight, this fight has a lot going for it. I admit it, I love execution style fights, where you have to perform to win. The flying idea is nifty, the dodging of tornadoes is win as well.
Baleroc – I like healing fights…./epeen.
Majordomo Staghelm – I admit I am kind of disappointed with this fight. We learned it very quickly and tweaked and killed him. I was expecting more of a fight from the boss right before ragnaros. Although, his shapechanging to the raids config is quite unique and interesting. Different mechanics to deal with.
Ragnaros – OMG, fun so far! Dmg everywhere, add to kill or die! /swoon!
Another execute or die fight! YAY!!!! (yes, I am a bit of a sadist :P)
But more importantly…..4.3 APPEARENCE TAB!!!! Time to dress up and step out on the town!!!! This is the one way for Blizz to get me to go back to old content….older tier sets here I go! (Man i wish i did not d/e my T9 and T10 sets…sigh, or some of the weapons)
I was once a Holy Priest for part of Wrath and at the beginning of Cata, but once again a bubble priest again.
I will admit though, Holy is what I leveled as with my priest and I still get the itch to pick it up back again.
However, what prevents me from doing is too me, Holy seems lacking.
1.) spirit – no spirit gear in firelands. t12 only for holy priests. Spirit is the main way holy priests get man back. Sure there are potions and hymn of hope and shadow fiend, but other then that there is no other way the priest by themselves to regen mana. They do not have rapture, revitalize, judgements etc.
2.) Because of their jack of all trades nature – they take the brunt of the I am not specialized enough tag. Sure they can tank heal in a pinch or raid heal well. They still do not seem to do as well as their more specialized counterparts. They dip into the pool but never fully dive in. When you take a Holy Pally as a tank healer and a resto druid as a raid healer, why would you take a Holy Priest? Why not take a Disco and mitigate some of the dmg instead. Or take a shaman for Bloodlust, Sprit Link totem, and Manatide totem.
3.) No real “oh shit” button. Guardian Spirit is nice, but not when you compare it to Tranq, PW:B, or Spirit Link Totem. Lightwell is a extra healing tool, not a “save” imo.
I think Holy Priests, need something to help with mana, sure then burst HPS high real fast, but then have no gas in the tank left. They need some kind of mechanic like Rapture etc to help them out. To be honest, AA/atonement makes more sense to me to be in the holy tree, while Body and soul and Inspiration should be in the disc tree.
Ok to be fair to our holy brethren – issues with Disc.
1.) We are great at mitigating dmg, but playing catch up REAL fast can be an issue sometimes.
2.) We are mitigators, so why is our mastery not tied to a majority of our heals? Why not have a shield with a cast time that mitigates less then PW:S? Or perhaps every time PoM jumps it adds a shield much like PoH does? Or just change the Disc priest mastery to the Holy pally mastery and give holy pallys something that make sense.
3.) Swap some of the talents between Holy and Disc that make sense. Some of the disc talents make sense in holy and vice versa.
But 1st and foremost – help our Holy brethren and to a lesser extent our resto shaman brothers and sisters. :)