Archive for category Amber Tries To Be Helpful
That Guy: Lawful/Chaotic Stupid
Posted by Amber Teasdale in Amber Tries To Be Helpful on March 21, 2012
Since I spent most of my days RPing lately, you get snarky RP posts instead. Deal with it.
Most people don’t want their characters to die. That’s understandable, I mean, these are our creations and they can take a lot of work!
The problem is that sometimes…sometimes a character really SHOULD die…because he did something stupid.
Let’s say you have a character who is, for all intents and purposes, a villain. In this case, a cultist, because that’s most of the villains I see these days. And let’s say this character decides to…pick a fight in a crowded tavern. Maybe he flings some sort of shadowy, tendril-y spell at a patron.
Not surprisingly, four or five OTHER people are probably going to turn around, go “What the FUCK?” and get involved because…nothing involving tentacles is ever good.
Is it reasonable for the cultists to miraculously escape a tussle with 5-6 other characters unscathed? No, but I see it happen routinely, because the player of said character doesn’t want to lose them.
It’s exasperating for the others, however, because this is usually accomplished by ignoring or brushing off nearly all of their actions. Before too long it’s no fun to play your little cultists because no one wants to deal with you.
What’s the best solution to this problem?
Simple. If you character doesn’t want to die, he needs to fucking act like it.
Play your character INTELLIGENTLY. Don’t pick 6 on 1 fights unless you want to get seriously messed up. Have a plausible back up plan if he does get in over his head. And for the love of all that is holy, get fucking hit sometimes.
Last night my druid, Aedeminar, got in a tangle with a known villan alongside her friend, a priestess named Sarah. Despite it being a two on one fight, the cultist got away–but it was a reasonable escape. Our intrepid heroes weren’t used to working together, so they were sometimes getting in each other’s way, skewing things in favor of the cultist. My feral druid had no idea what to do when the PRIESTESS tackled the target, preventing her from making a leap of her own! When the target got as far as her drake and took the combat to the air, Mina had to bow out, because bird vs dragon never comes out in the bird’s favor. All three were injured to some degree or other–we all took hits as well as gave them.
In other words it was a well-played out conflict that DIDN’T SUCK. You know what does suck? The enemy being unharmed by every single damned thing you did because they have to brute force god mode their way out of their own fucking idiocy.
My druid has been caught unawares–and paid dearly for it. Either embrace mistakes and have your character learn from them (note said druid is now in armor FAR more often than not, what with a cultist RP plot actively moving against her guild–she learned!) or rub their two little brain cells together and don’t box them into stupid situations that should, by all logic, result in them getting their gravestones erected.
Other RPers are often approachable. Don’t be afraid to say to someone, “Look–I got this character in way over their head right now, sorry. Is there some way we can work this out so that my character survives this time? I really need them for later, I’m not ready for them to die.” This will go over much better than “and suddenly, Archnemesis vanishes into the night, despite three fireballs, an arrow, and a sword coming right at him.”
Bringing Back the Bubbles: The Disc Priest Journey from 80 Onwards
Posted by Amber Teasdale in Amber Tries To Be Helpful on July 26, 2011
I was perusing through my search terms today (you people are fucking disturbing) and along with many many searches about how fucking STUPID Rhyo is, there were a LOT of searches for leveling disc priests.
So, hi. First off, leveling disc priests is awesome. I leveled Lyrandre entirely disc, but I started her off in BC. Things are so different now that I don’t dare touch the lower level stuff, but I can talk a wee bit about going from 80 on up.
Step One: Spec smite heal.
Step Two: Bubble thyself.
Step Three: Holy Fire!
Step Four: SMITE ALL THE THINGS.
Step Five: Pop wings for the pretty graphic/if you actually need mana.
If I managed to pull multiple mobs then I’ll toss around SWP and DP. Penance doesn’t really get used for questing unless I feel like seeing the pretty graphic, but it’s handy in case something actually manages to hurt you.
I can pull for quite awhile without drinking, but I’m also in ICC gear, so make of that what you will. So far I can quest and dungeon heal effectively with the same spec (my second spec currently sits empty). I’m well-nigh indestructable questing because I do a pretty good job of healing myself with smite. I just have to make sure I don’t let people die in dungeons while smiting. >.>
And now, to actually comment on anything past level 81 for these posts, I’m going to have to go level my priest…
Cho’gall: Tank Editon
Posted by Amber Teasdale in Short 'N Sweet Strats on May 31, 2011
Rather than doing one big post with all sections of the strat, I’m going to try to break this up into thirds. Besides, if I post one part then guilt will compel me to finish the rest.
This post is brought to you by Fuzzbutt, who has actually tanked this more than once (unlike me). I did edit it to my heart’s content, however.
Cho’gall is a 2 tank fight. The first tank to grab Cho’gall will end up being the add tank. The second tank will kite Cho’gall himself.
(/slaps wordpress and reclaims her image)
Abilities You Need To Pay Attention To
Fury of Cho’gall – aka AMG LASERS – 3 giant frickin laser beams shoot out of Cho’galls heads and give the active tank 2 debuffs. One increases melee damage taken by 20%, and the other increases shadow damage taken by 20%. It stacks.
This is your cue to swap tanks.
When it comes time to swap back, you will still have roughly 10 seconds left on your own debuff… that’s normal. Deal with it and pray for no worship stacks.
Summon Corrupting Adherent – This should (theoretically) happen AFTER the taunt swap. He spawns an adherent at one of two portals on either side of the room. I’ll go into more details of the Adherent’s later.
Shadow’s Orders/Empowered Shadows – This will empower Cho’gall’s weapon to do an aoe shadow burst every time the tank is hit. This is a good place for your avoidance trinkets, to cut down on the raid-wide damage.
Flame’s Orders/Empowered Fire – This will empower Cho’gall’s weapon, causing his melee swings to deal fire damage instead of physical damage. This is the heavy-hitting portion of your tank swap, so feel free to use minor, short duration cooldowns (barkskin, anti-magic shell, etc) to help mitigate this. Also, every time he hits you during this time, he will spawn a patch of flame on a random spot on the floor. They will invariably end up in the least convenient places ever.
Also Going On During All That Shit
Cho’gall will cast “Conversion”, MCing 2 (3 in 25 man) raid members and causing them to buff Cho’gall. This adds 10% more damage each stack. The rest of the raid should be handling this, but feel free to throw out a death grip/avenger’s shield/what have you to interrupt them as well. This is a raid-wiping mechanic if it’s not handled properly–the tanks will just take too much damage. If he gets more than 2 stacks of worship, blow a major cooldown (shield wall, icebound fortitude, etc), ESPECIALLY if he has Flame’s Orders up at the time.
(Been there, died during it, OW.)
Back To Those Adherents – Adherent Tank, This Is For You!
The Corrupting Adherent will need to be kited to a predetermined point to die (in our strat, this is the door–see image above). When he dies, he will leave a pool of blood behind, which will in turn summon 5 miniature adds. Those are for the ranged to play with.
While you’re kiting the son of a bitch, he has two abilities that he’ll be using:
Corrupting Crash – Will target one raid member and do AoE shadow damage where it lands. Has about a 3 second travel time. Causes 10 corruption. Hey guess what! The damage area is bigger than the graphic. Surprise surprise. If he’s really being a prick he’ll target the other tank with it repeatedly.
Depravity – 3 second cast, will hit any raid member in the room with shadow damage and give them 10 corruption. MUST BE INTERRUPTED. In my experience, he always does a depravity right after a corrupting crash. The melee should be following you and helping you interrupt, but he has a tiny ass hit box and they may be worshipped, so be prepared to do any interrupts you can do yourself.
You have roughly 45 seconds to kite the add to the door and kill him before Cho’gall casts Fester Blood. If the adherent isn’t dead by then he’ll do a Shadow AoE and…well…we don’t want that. He’ll cast roughly 4 Corrupting Crashes and 3 depravitys along the way.
Don’t stand in the black puddles on the ground from previous adherents, they give you more corruption points. These black puddles don’t vanish until phase 2 and are part of why you try to kite everything to this nice, out of the way spot.
Phase 2 – < 25% .
Any adherents still alive will melt away–if you know you’re close to phase 2 you can ignore your final adherent. Whoever has Cho’gall near phase change puts Cho’gall against a wall beforehand, to make it easier for the raid to kill the stalks.
This is a strict burn phase. There’s no more Empowered Shadow/Fire, no more adherent summons, no more fester blood, and no more conversion. He will still do Fury of Cho’gall, so keep an eye on that for taunt swapping. If you’re not tanking the boss then you get to go play with eyeball stalks. They have only one ability, Debilitating Beam. It is teh suck and should be interrupted (stalks can be stunned). Army of the dead is win, etc. Hopefully Cho’gall falls over dead before you do!
BoT: Ascendant Council
Posted by Amber Teasdale in Amber Tries To Be Helpful, Short 'N Sweet Strats on March 8, 2011
First off, the trash before this boss is complete ass. Expect to wipe on it as much as you wipe on the god damned boss.
Secondly, there’s a lot of shit going down in this fight (o hai, WELCOME TO CATA) so I’ll break it down as best I can without confusing myself. I’ve also only had a few attempts on this fight so feel free to correct anything you see wrong in the comments!
Important note: the elemental monstrosity of the final phase appears with the combined health of all 4 bosses, which is why it’s important that each pair of bosses be DPS’d as close to equally as you can manage. The phase changes at 25%.
The bosses in this phase are Feludious and Ignacious. From here on out they shall be called Water Boss and Fire Boss.
If you’re the water boss tank, interrupting hydrolance is key. You will also wish to tank him away from everyone else because Glaciate damages everyone around him and sucks balls.
If you’re the fire boss tank, be prepared to help the DPS interrupt rising flames after his fiery shield is down. Don’t position him too far away from the fire he’ll periodically leave on the ground because the melee will need quick access to it. Speaking of said fire, every so often the boss will charge off, but he’ll charge right back, trailing the fire behind him.
Heart of Ice and Burning Blood will be two debuffs put on the raid. While you do want to cleanse these you don’t want to do it immediately, as a few ticks can provide a DPS buff.
Hydrolance should be renamed Hydropunchtotheface.
You will be on the fire boss. This phase is cake for you compared to the next one. If you get Waterlogged, briefly step into the fire. Try to not cross in front of the boss while getting to said fire because he also does a frontal cone of fire and, well, your healers like their mana.
After the fire shield (which needs to be DPS’d down ASAP) you need to interrupt the hurty flamey thing he’s channeling, Rising Flames.
If you get the Burning Blood debuff and a ranged you like is near enough for a hug, go ahead and g ive them one because it will increase their DPS on the water boss. I wouldn’t run halfway across the room for it, though.
You will mostly be on the water boss, though the two bosses should be kept as near in health as possible.* One of you should probably be designated to switch if necessary.
If you get the Heart of Ice debuff, run and give the melee a hug. Yes, that’s right–if you get that DEBUFF, run and give your guildies a hug. It’ll increase their DPS on the fire boss.
If you get waterlogged, dart through the fire that the other boss is leaving on the ground. If you don’t the water boss will freeze the blood in your veins and well, that just doesn’t sound very pleasant. Your healers will probably let you die for your fail.
A few words about gravity wells and cyclones, as these apply to everyone:
The air boss summons a cyclone you’re going to want to find it. Yes, run TO the cyclone, those things you avoided on every other boss encounter ever. Yeah. It’ll give you a levitate buff that you need to not get gibbed by earthquake.
After earthquake, you need to run to a gravity well so that you get lose the levitatey thing so that you don’t get thundershocked to death.
Each of these much-needed buffs will probably be all the way across the room from where you are. Or on top of each other.
Also: if you get lightning rod, get away from everyone else.
The earth boss tank should try to keep an eye out for Harden Skin to interrupt it. Your melee will be doing this as well, but with everyone running around willy-nilly, it’s best to keep all eyes on it.
The air boss tank should…tank the air boss. He teleports around the room just to piss you off.
There’s a lot of damage being tossed around. You should heal that.
(Do you have people in your guild who state the obvious like that? We do. Do you want to slap them? I do.)
The only thing of note that I recall for this phase is the Lightning Blast that is thrown at the air tank after the boss teleports.
Find your way to the earth boss. Don’t forget to pull out your razors as you go, because this phase blows (see here).
Try to interrupt Hardened Skin. You know, during all that time you’re not running around looking for a cyclone or gravity well.
Every so often the boss will cast Eruption, shoving spikes through the floor around him. Try to not be standing there.
You will mostly be on the air boss. He teleports around like a dick. If the earth boss tank/melee miss a Hardened Skin interrupt, you should help those scrubs DPS through it.
The one of you that can do the best gimped DPS while in tank gear should try to do that, because this is a 1 tank, DPS race phase. The tank-tank should drag the boss out of puddles (think blue defile).
Quote from Kotakh, SiB Resto Druid: “omfg all that damage incoming wtf heal heal heal heal oom /dies fuck that noise”
So, in essence: don’t stand in puddles, heal the fuck out of people lifted off the ground in Gravity Crush, and flail madly at your healing buttons. Remember, let your least favorite people die first!
Don’t stand in puddles. Don’t stand on things that look like flares. Blow any self-heal or damage reduction abilities that you have. DPS the fuck out of shit. Use any major DPS abilities (heroism, army, etc) in this phase as well. DPS the fuck out of shit HARDER. BEFORE YOU ALL DIE. If you get lifted up in gravity crush, I hope you bribed your healers well.
Spread out to minimize damage from lightning. For the rest, you can actually see the melee section above.
A Melee DPS Visual Guide To Council
Posted by Amber Teasdale in Amber Tries To Be Helpful on March 4, 2011