Archive for April, 2010

ICC 10 Healing (the lower spire) – a method to the madness.

April 15, 2010 4 comments

These is my thoughts and ideas on how i approach healing ICC (do not take them as law or the only way to do things), any ideas or comments are appreciated. Also this is coming fromt he perspective of a disc/holy priest.

For the trash in the lower spire  – know who your aggro magnets are and shield them…sometimes though you will not be able to save them. Bubbles tanks and your fellow healers. PoM, Penance, and Flash heal when needed. Dispel any debuffs you can see, only one that I can see dispelable by priests – shield bash if i recall correctly. If you trigger the traps watch out fot the giants shout and stop casting, or you get hit the evil silence. You will have time to finish a spell as it will have a cast time. Watch the mobs cast bar. The tanks maybe hit pretty hard from the trap giant so prepare accordingly.

1st boss – Lord Marrowgar

Things to watch out for: Saber Lash – make sure your tanks are facing him away from the raid. Hopefully your tanks will also be BFFs as they need to stick to one another like glue. Saber Lash dmgs is split between them and also prevents them from being Bone Spiked. The damage to the tanks can be heavy so be careful. 

Bone Spike – Shield and renew the target if poss (PoM if it is up). Mimimum shield them. *keep eyes on tanks!*Only one bone spike in 10 man normal.

Cold Flame – nuff said…don’t stand in it.

Bone Storm – easy, run and get GTF away from him. Renew, PoM, and shield targets, avoid the cold flames as well. One thing to watch out for…when he is about done with the storm…watch the tanks. Shield them up, PoM them. Don’t let the transition between Bone Storm and “normal” mode catch you off guard.

Pain Suppression, Shadowfiend, Hymn of Hope, and Divine Hymn as needed.


Boss Two – Lady Deathwhisper

I have never DPS’d this fight before, so I cannot really comment on the adds that she spawns. Thanks to Koala reminding me – watch out for adds if you get targeted…dont let them eat your face! run!!!

Death and Decay – easy…stand out of the bad.

Shadow Bolt – shield people up and top them off.

For the tanks – keep them shielded and PoM up.

DPS shield if you can and have mana to spare otherwise don’t.

When phase 2 starts – the tanks will be swapping the boss due to Touch of insignificance. Keep people shielded and topped off. Hopefully someone will be interrupting her big frost bolt. As far as Frostbolt volley. Mass dispel and heal. Watch out for ghosts – dont get tunnel visioned! Also watch out for Death and Decay.

She does not mind control in 10 man version and spawns less adds.

Round 3 – Gunship Battle – aka loot ship.

Pretty simple. Make sure everyone gets a rocketpack and equips it.  I am not going to talk about the fight itself but rather the healing needed.

Healing the raid itself is relatively easy – shield, PoM, renew. People should be avoiding the the rocket strikes as it leave a big freakin mark on the ground.

For the tank staying on your ship – shield, heal, PoM. The dmg they take should not be too bad and is easily healed thru.

For the tank jumping over…they will take considerable more damage. That evil dwarf hits hard. Shield, PoM, and Pain suppression. Also when the tank is jumping over make sure to keep them healed and shielded.


Round 4 – Deathbringer Saurfang

Another relatively easy fight, once you understand how the fight goes.  Until then this fight can be rough.

1st – Blood Nova – make sure ranged is spread out – range of 8.

2nd – Blood Boil – shield the target. Although shielding no longer stops him getting Blood Power, it will cut down on the damage the target takes.

3rd – Blood Beasts – melee will need to watch their attacks as will tanks, you do not want to get hit by these. Hits = more blood power for Saurfang. Your ranged DPS will need to use their abiliites to kill these ASAP and slow them root as needed. Note: Paladins can Hammer of Justice one to stun them, Death Knights can Chains of Ice them as well. 2 blood beasts in 10 man.

4th – Mark of the Fallen Champion – BAD BAD BAD!! If someone gets this, do not let them die, as it will heal Saurfang for a alot. Heal them ASAP and constantly.

5th – I dont recall the ability name but tanks will have to taunt off one another.

Also at about 30% Saurfang will soft enrage, healers be on your toes!

Categories: disc, holy, priest, raids Tags: , , ,

Moar QQ

April 14, 2010 6 comments

New Paladin Spells

Blinding Shield (level 81): Causes damage and blinds all nearby targets. This effect might end up only damaging those facing the paladin’s shield, in a manner similar to Eadric the Pure’s ability Radiance in Trial of the Champion. The Holy tree will have a talent to increase the damage and critical strike chance, while the Protection tree will have a talent to make this spell instant cast. 2-second base cast time. Requires a shield.

This ability is quite win…..

Healing Hands (level 83): Healing Hands is a new healing spell. The paladin radiates heals from him or herself, almost like a Healing Stream Totem. It has a short range, but a long enough duration that the paladin can cast other heals while Healing Hands remains active. 15-second cooldown. 6-second duration.

Meh….paladins still will play the same old instrument of 2 heals maybe a HS every now and then.  Now if you could choose who would be your “healing stream” then pure win.

Guardian of Ancient Kings (level 85): Summons a temporary guardian that looks like a winged creature of light armed with a sword. The visual is similar to that of the Resurrection spell used by the paladin in Warcraft III. The guardian has a different effect depending on the talent spec of the paladin. For Holy paladins, the guardian heals the most wounded ally in the area. For Protection paladins, the guardian absorbs some incoming damage. For Retribution paladins, it damages an enemy, similar to the death knight Gargoyle or the Nibelung staff. 3-minute cooldown. 30-second duration (this might vary depending on which guardian appears).

….and priests get lifegrip…OMGWTFBBQKITTENS…

QQ Where's mah lifegrip!!


Changes to Abilities and Mechanics

  • Crusader Strike will be a core ability for all paladins, gained at level 1. We think the paladin leveling experience is hurt by not having an instant attack. Retribution will be getting a new talent in its place that either modifies Crusader Strike or replaces it completely

            ABOUT F’ING TIME!!!

Categories: Uncategorized

Teasing is bad, sometimes good. :D

April 14, 2010 3 comments

Ok Blizzard is teasing us with class previews and the new Mt Hyjal, retaking of gnomewhatisnameagain, and the Echo Isles for the trolls. Why do this now? Why release all this information so early without a release date. All this is doing is raising expectations, and when Blizzard cannot meet them…they will eat crow.

Not sure why Blizzard is doing the samething as Mythic did. Why promise all this stuff and fail to deliver in the end. Cata is going to be a very ambitious project: re-designings zones,  adding new zones, and 2 new races. If I am not mistaken Blizzzard wanted to add a dance studio for WoTLK? Not in…where is it? More veh combat was also promised, well more then we have currently.

Mythic when they were hyping up WAR, said 3 capital cities each for each of the 2 factions. The Empire was released without their tank, as was the Dark Elves. The Dwarves and the Greenskins were released without their melee DPS. The RVR t4 action was clunky at times. Too much dependence on your faction controlling the other zones. (T1 1-10, T2 11-20, T3 20-30, T4 31-40.)

We shall see if Blizzard can deliver on the promise. I have my doubts.

If the level 85 abilities are any indication of the thought being put into Cata, i am really worried.

Ok enough with the QQ and etc.

As already mentioned by our fearless leader….we forgot to change the raid difficulty to 25….wiping to trash in VoA…wut??? But I should have been paying more attention, when Tir invited people and the screen said raid difficulty was set to 25….Tir you are an evil sick femtaur!

Tonight ICC 10….Sind and LK going down to Chinatown!!!!!!

New Lootwhore has been crowned and it is Nelchalen! 4 pieces of loot last night and 2 crafting plans…hmmm…did a certain pally hit the JP button. (sorry old FFXI joke)

Grats boss on getting yout priest to 80..i can retire my priest now XD

Categories: guild, Uncategorized


April 13, 2010 1 comment

!st this pic rocks!!

2nd – Guilds, Content, and WoW.

I know I may have touched on this before, but I really wonder how Blizzard is going to keep people happy till Cata. One little sanctum instance is not going to keep people happy.  Well its to late now…but Blizzard  should have had something in place to extend the life of ICC perhaps, but not with artificial lock….that is lame. More wings etc?

ICC its supposed to be some massive fortress, but it did not feel epic in scope. Especially when one compares it to Kara, or even Ulduar. Where are all of Arthas’ soldiers…ICC is pretty empty…oh wait they are all on the outside having a BBQ.

With such easy access to “endgame” what exactly does a guild provide in game?

Read Lissanna’s post!

It has some very nice points and overall an awesome blog to read.

Getting back on point – I do agree with Lissanna’s idea of  making 10 and 20 man raids rather then 25.  25 is an awkward number.  5 less kittens to herd into a box…err raid.  5 less people to worry about standing in bad, 5 less people to deal with when handing out loot. 5 less people afking at bad times. 5 less people to umm…

I will have to disagree with the Guild Level idea. I think it will help bring guilds back to the fore front of being a “need” to raid. If they do it well the benefits to being in a guild that is lvl’d up should shine.

I know some may disagree with me –  but I don’t like this, lets PuG this or PuG that…the system in place is like a “loot pinata”. With that system in place…anyone and their momma can get epics. This hurts guilds and recruiting. This is one of the reasons that it took me so long to play wow seriously….the ease of obtaining loot. I hate going back to an old game, but in FFXI every piece was earned and no so easily thrown out 3 months later. Each piece of loot was earned and well deserved.

Maybe Blizzard needs to look into some items that need to be required to be farmed to pop a boss, have a item with a high cost that needs to be purchased or something. It’s kind of sad a new 80 after grinding out a few days of heroics can be quite well geared. (although that is how my priest did it.)

Cata. changes…ok Blizzard…take your designers and you may want to hit them with whiffle bats will they bleed. Lifegrip…Wild Mushroom…wall of fog….why….if you wanted people to worry about sure succeeded. But it is still early and things may change. 🙂

Categories: guild, raids, Uncategorized Tags: ,

PvP – player vs player

April 12, 2010 2 comments

Hmm. PvP…sounds like a dirty word to me when thinking about WoW.

Prior to playing WoW, I heard nothing but stories of just dying with no chance in hell of surviving. This plus many other rumors about WoW created a barrier from me wanting to seriously step into the world of Azeroth.

Now I am not a complete stranger to PvP I babbled in it in LOTRO, FFXI, and hell WAR a nothing but a lot of PvP.

Looking at WoW…I will have to re-spec obviously. The strange thing about WoW PvP is you need separate gear for it. That makes me cringe. resilience?? WTF. *SIGH* TIme to grind more EoT for some gear and get some honor for the PvP trinket.

Appears using your abilities at the right time and place, is the way to overcome a lot of things. Knowing when to use your trinket. Knowing when to pop appropriate abilities. Staying alive till your allies can kill the other team’s healer(s) so you can have the numerical advantage, appears to be the norm in arena?

Recently joined a 5 man team with my guild. I think it will be fun as we facepwn people. Well maybe not..but will be fun nonetheless. 🙂

Update: played 11 arena matches….definitely interesting and amusing. And Woot! we won 1!!!!

Also weird is the gear for PvP…itemized kinda strange. Gearing for stamina??? wut?? Mana regen and mana itself maybe an issue…defintely weird…gearing for PvP goes against the PvE mindset that is ingrained within me.

The Battle grounds however is a very familiar thing to me. Very simlar to scenarios in WAR. I may not know how Isle of Conquest works. But…fighting in the middle, Civil War style…does not allow you to win…

Arathi Basin – simple hold mechanic  to gain resources – get enough and you win.

Warsong Gultch – capture the flag. Nuff said.

Strand of the ancients – not sure i like this one or not. Finally got a win in there.

Alterac Valley….way too large lol. But also fun…if I understood what the hell was going on.

Havent been to the other ones so not sure what they are like.

But I have noted like in WAR…WoW has the same issues that i did not like about PvP…ranmpant CC/STUNS/ROOTS/PUNTS/etc….come on…but in WoW seems manageble with the trinkets I think…

Also get the morons who like to go all lonewolf, and bunchs of people who like to fight in weird area and not cap things. Ignoring simple mechanics of actually winning the BG is above them. Killing people for homor and killing things one on one is more important….then winning lol. *sigh*

I have to say PvP in WoW is quite fun. Having an Army of the Dead chasing you…Not so much….but I chuckled still….so used to seeing it on the PVE side. Also seeing so many squirtles is kinda weird. Fel Puppies are freakin annoying. Locks are annoying. cant kill me…but…that constant fearing is irritating.

OMFG you damn frost mages…i gotta dispel SO much stuff off of raid memebers…hate you! Prot pallys are tough to kill. Sap still sucks. And rogues who cant kill me (268 res and no PVP trinket and no PVP spec) are really bad. Chasing down a gnome mage and dispelling their buffs and DoT them up, sicing a shadowfiend on them and then finishing then off with a Power Word: Death: Priceless.

Categories: Uncategorized

Actual post is actual. Well not really….

April 9, 2010 4 comments

Wow….ok I am going to boast a bit…. 

RAWR 14!!! /flex

Must be doing something right!

Ok done with bragging. This could not have been done without my fellow guildmates. Their high lvl of skill enables us to get thru these areas with relative ease. Thanks once gain to my awesome guild.

Also noteworthy is Sorak is no longer the guild loot whore….that title now goes to our Goddess of Death Lyssi….Sorak…you need to SIU.

Categories: disc, raids Tags: , , ,

Multiple Choice. A, B, C, D?

April 8, 2010 1 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