Wednesday, July 8, 2009

Wedding Vacation

Is going to start next Thursday, I wont be able to post anything untill August 13th-ish

wish me a good luck!

Heirloom Cold Weather Flying, OMG!

Blizzard PosterZarhym on Just discovered: cold weather flying at 68! (Source)

''Just to confirm, Tome of Cold Weather Flight is actually a new heirloom item planned to go into patch 3.2. At level 80 players can buy this heirloom item from the Cold Weather Flying Trainer in Dalaran for 1,000 gold and send it to an alt of the same realm, faction and account. The tome can be used to learn Cold Weather Flying at level 68, consuming the tome in the process.

Please note this feature is not yet in the newest version of the public test realm patch notes updated today. The item and its functionality are subject to change during the testing process.''

Its unbelievable the rate at which the game is getting easier by the hands of Blizzard. Flying or not being able to fly till lvl 77 is very much a huge deal in Northrend. Leveling and not being able to fly is a huge deal till lvl 77+. So its about to get easier and possible coming really really soon like in patch 3.2 as a purchasable BOA "Heirloom Item" for Tome of Cold Weather Flying from the trainer. You can then send it to a alt on the same account/realm/faction. You can only purchase it as a lvl 80 like on your main and do so for the Heirloom. Once used by a alt the Heirloom Tome is consumed. This is all subject to change before patch 3.2 goes live. But the idea is sub lvl 77 flying in Northrend is going to get easier.

You may not feel so well if you have all your alts at 80 already and have to slave your way through all of Northrend with no personal wing. If you have a few alts yet to head into Northrend you probably get allot excited as well you can skip lots of it. How one can feel about that goes both ways. Blizzard makes the rules. Your alt journey just got easier to get to 80. I know all my alts are close to or below 70 or Northrend so would greatly benefit from this change.

Is this the summer of Altism?


Friday, July 3, 2009

Your Guide to Healing Ulduar: Thorim

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Positioning: 3 ► Healing Intensity: 2 ► MT/OT Damage: 3 ► Raid Damage: 3

Difficulty: Easy

The fight against Thorim is split between two phases. The first one requires you to fight your way to Thorim by fighting multiple types of trash mobs in the Arena, the second one will let you face Thorim himself.

The first part of the fight is split in 3 mini-phases (Jormungar > Iron Dwarves > Hallway). Thorim will use a few abilities during the arena event, do not bother attacking him because he is protected by Sheath of Lightning.

You will first encounter a Jormungar Behemoth and a few NPCs from the opposite faction fighting in the Arena.

Once the NPCs and the Jormungar are dead, a lot of constructs (melee, casters, and healers) will jump into the arena from the stands and you will have to take care of them with only one part of your raid while the other part runs through the hallway on the left to reach Thorim.

As soon as you reach Thorim at the end of the hallway, he will jump in the Arena where the first part of your raid is and will engage them.

1.) Cast a couple of FOL every now and then.
2.) stay away from the 4 electric generators.
3.) profit
4.) Rinse and repeat.

Edit: since i went to the tunnel in last nights raid, and first time experianced the fights in it, its pretty much easy, but the healer and the tank needs to be on the toe for the heal/taunt
the first encounter in the tunnel is a walkway, and in the end of it is a mini boss, his strategy is just like the boss in UP (Skadi), he starts casting with his right hand, you need to stay in the left side of the tunnel, when he casts with his left hand go to the right side of the tunnel, its that easy.
after killing this Mini boss, another tunnel will be opened, and you can see 3 adds coming to you, the tank will pull them up and as many adds that comes while you are going up on the stairs, he must pull the boss so he will stop pulling adds, everyone there should stay away from each others, tank must have his back to the wall, and dps should use all their threat decreasing abilities as much as possible since the adds reset aggro every now and then, kill adds then kill the mini boss.
mini boss does a knock back every 10 secs, it will stun you, then you'll explode, if you are near someone else, you'll kill him.

after killing that one, run to Thorim, WALK ON THE EDGE OF THE WAY, there is some big bad circles on the ground.
after you pull Thorim, he will jump and the fight will start.

Wednesday, July 1, 2009

Your Guide to Healing Ulduar: Freya

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Positioning: 9 ► Healing Intensity: 5 ► MT/OT Damage: 5 ► Raid Damage: 5

Difficulty: Easy

Freya starts off with 150 stacks of her "Attuned to Nature" buff, making it impossible to out DPS her constant self-healing ability. Killing all the adds that periodically spawn throughout the fight remove stacks of this buff.


-Ancient Protector (a large add with over 1mil HP in 10 man. The raid must be stacked under the mushrooms that spawn in order to avoid his silence aura.) He also throws out a debuff which works similar to that of phase1 of Lady Vashj, if you have it, move away from raid members.

- Detonating Lashers (a bunch of small adds, they do not have a lot of HP and are untankable. When they die they explode for a solid amount of damage, so be careful when dealing with these).

- Snaplasher, Storm Lasher and Ancient Water Elemental (Three adds who must be killed within ~12 seconds of each other, or they will come back to life. The Snaplasher becomes stronger and slower over time, the Storm Lasher does AoE lightning abilities, and the ancient water elemental does a frontal AoE attack). Note: On 25 man, I strongly reccomend having your tank kite snaplasher when he begins reaching ~40 stacks of his debuff (assuming elder ironbranch is dead).

Healing this watcher is not hard at all, just keep sure you notice everything of your surrondings, get under a mushroom when a big raid warning comes, and everything will be alright.
For Paladins, Beacon of light on your MT, and have a flash of light feast on the OT untill there are some adds kicking your OT's butt, give him a holy shock and a couple of flash of lights, then go back to flah of light healing, this fight has some AOE damage to the raid, however, its not that big, if you have a druid or a priest healer with you, they can take care of it while you are having fun (not really) spamming flash of light.

note that the fight is super easy on 10 man, but its a little bit harder on 25, or so i heard.

1.) Keep the MT and the OT topped off (beacon of light is very helpful for both of them)
2.) Run under the big mushrooms when the big warning appears on your screen
3.) Spread out.
4.) Rinse and repeat.

Your Guide to Healing Ulduar: Auriaya

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Positioning: 10 ► Healing Intensity: 7 ► MT/OT Damage: 7 ► Raid Damage: 8

Difficulty: Moderate

Basically the hardest part of this fight is the pull. In a nutshell, the 4 adds will pounce straight on top of the first person to have aggro, killing them instantly.
Our solution was to hide out of line of sight and have a Shaman drop a totem on her way while she is coming, Our deathknights put down D+D on the corner, so that the adds had a small amount of aggro and don't just hit the healers. Then misdirects were put on to ensure they weren't all attacking the same tank. Timing on this is all-important, basically misdirecting as soon as they're in LoS. It's VERY important to have cooldowns up on the tanks as they do this; pain suppression, guardian spirit, and so forth. Otherwise the tanks will die in seconds. Additionally, it helps to hit heroism as soon as the adds arrive, this helps with the healing, and you want to make the adds dead as soon as possible.

While killing the adds, the boss will begin fearing. Fear ward on an add tank, otherwise the adds can go a bit crazy. Tremor totems too. The first wave of small cats (these can be AoEd) and the big cat will then arrive. The big cat mostly runs around randomly like crazy. You can heal through it, even against cloth-wearing classes although sometimes you'll get unlucky and it'll go for the same healer time and again. You can kill the big cat, but it'll leave a void zone where it dies, and then come back after 30 seconds or so. Each time it dies it gets weaker, it has 9 lives in total. The damage is healable anyway so you don't need to kill it.

Like this all we had to put up with is fear and getting back to the original position and the low raid damage of the Feral Defender dashing from player to player. The interrupts were an annoyance we had to put up with but it was still easier for us this way, by far.

1.) Keep the MT and the OT topped off (beacon of light is very helpful for both of them)
2.) Run out of the big, bad, Void zones.
3.) DONT Spread out, and watch the sonic screech.
4.) Rinse and repeat.