Yay FF14 NDA released! Some great info released so far.
The above link to Eorzeapedia.com has some nice screenshots and info on Guildleves, crafting and armor.
The guildleves sound like a blast and promotes grouping. Also seems like a decent way to get items and gear.
Crafting sounds like it will be a blast. Crafting minigames! Makes crafting interesting then in other games where it is gather this, craft this.
It is cool to note: necklaces, rings, and earrings will be dispalyed on your character! About time!😛
Nice info on recent changes…one thing I liked was more character creation options! RAWR!
I cant find it now but apparently FF14 may have a Emblem/token system like WoW? So excited!
In WoW news still working on 25 man heroics. Still unsure about 25 man raids but still fun nonetheless. Can’t wait to see what falls tonight!
Ahhh good old Professor Putricide. Everyone’s favorite crazy doctor. His clever, whitty sayings, he says over and over again. A dedicated family man, look at the attention and love he shows for his “sons” is heartwarming.
F that…this bastard needs to die!!!!!
He is irritating on 10 man, a bastard on 25 man, 25 man Heroic…../wrist.
In Heroic version, the Professor and his slimes have a lot more hitpoints.
He also starting in Phase 1 throws out “Umbound Plague” – great another new things to pay attention to. Trust me this is a nasty disease. I am so going to pick up the addon to help manage this.
His slimes also hit for a lot more and with the added craziness of the UB going around it can be a bit rough. The slime explode for a lot more…I need to get better at stacking as well. I was only hit for it 30 times last week. Need to get there faster >< I think if a slime expodes its about 250k damage so..yes you need a lot of bodies to soak up the dmg. From lock pets, hunter pets, ghost wolves, elementals or snake trap and the raid…you need bodies there to share the love errr the pain!
The transitions are also a pain – 2 slimes out instead of the normal stunning gas. So if you still have a slime out from before…yeah wipe city. Also in the transitions he places a debuff on you so you can only DPS effectively the same colored slime. So if you are orange you can only really DPS the orange slime and vice versa.
Also the p3 damage is high…so he needs to die fast. too many stacks and boom down goes the raid like..you know.
I am sure he will go down soon. As someone once mentioned – "The fight is not hard, it's all about managing the mechanics." Truer words have never been spoken.
Its ironic…the group I am in is heading back in to face the Lich King again tonight…I think we are also right at that point where one moment of clarity and we will coast on down the hill or the hump.
ICC 25 last night. Our 1st grouping up with memebers from Team Dyslexia. Definitely a good time, they are a good bunch of people. Stomp the lower spire once again. Go to Rotface and boom he exploded. Best part was the ooze explosion at the very end after he was dead….lol wiped out most of group 5. Festergut…gave us some trouble but in the end got him down as well. I will admit I did get a little heated here.😛
Went to give one try at the Prof…I think we did decent. Got him down to phase 2 before things went bad…just need to get use to the adjustment from 10 vs 25 man version of fights. Nice loots were given out. Slo somehow made a lot of shaman gear drop!!! /glare Slo!
I think I should make a point to choose which set to gear up 1st…playing holy last night..I forgot how much fun it could be. /ponder. Its nice to see all those #’s come up when casting CoH etc. Maybe I should drop disc.😛
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!
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.
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
Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier. WIN!
Radiance: Your direct heals add a small heal-over-time component to the target. – meh
- 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?