Posts Tagged demanding readers are demanding

Friday Funny

In short form, that would be RAID NIGHT =

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Patch Notes…Notes

If for some reason you want the full, un-annotated patch notes, you can go here.  I threw it up on GDocs for people who can’t get around IT blocks like I can.  \o/

World of Warcraft Client Patch 3.3.3

PvP

Squishy Priest does not give a shit.  Squishy priest has not PvP’d since maaaybe the second season of arenas for a REASON…okay, reasonS.  Namely, rogues and warlocks.  THIS IS WHY I HATE ARRENS.  TIMES TWO.

Dungeons & Raids

Hellscream’s Warsong and Strength of Wrynn now provide their bonuses to player pet health and damage, as well as the absorption amounts of Power Word: Shield and Sacred Shield.

Thank you for ungimping me.  On two toons.  Omnomnom moar bubbles!

World Event Bosses

The previous summoning criteria for these bosses have been removed. Players can queue up for and fight each World Event boss as many times as they want for any standard loot that they may drop.
All rare holiday items (such as The Horseman’s Reins) will have a chance of being found in holiday-themed loot troves which will drop once for each player in the party no more than once per day, in the same manner that doing the Random Dungeon daily quest will provide a specific reward the first time it is completed in a day.

I would care more if I could actually be arsed to do those bosses.  But I can’t.  But I’m sure for those who do it’s…good?….yes? 

Classes: General

Several raid buffs have had their ranges increased to 100 yards, up from 45 yards, to prevent select buffs from repeatedly getting applied and removed during highly mobile encounters. Some buffs, such as paladin auras, totems, shouts and Blood Pact are intentionally meant to have shorter ranges and remain unchanged.

Death Knights

WARNING.  DEATH KNIGHTS RECIEVED BUFFS.  I REPEAT, BUFFS.  THE END OF THE WORLD IS NIGH.  Or that’s what I was told, anyway, I couldn’t be arsed to actually read/make sense of all that.

Druids

Something something feral druids creamed their pants something something.

Hunters

Talents

Beast Mastery

Ferocious Inspiration: This ability is now an aura and provides 1/2/3% damage to all party or raid members within 100 yards and boosts the damage of Steady Shot by 3/6/9%.

Pet Talents

Heart of the Phoenix: Cooldown reduced to 8 minutes, down from 10 minutes.

And we’re still the mockery of many hunters because people are twatwaffles.  But, while they are still twatwaffles, we are now somewhat less fail.  \o/

Mages

something something Frost is still boring to level with and my mage will be level 57 until WoW shuts down.

Priests

Discipline

Renewed Hope: now has a 60-second duration, up from 20 seconds, but a 15-second cooldown.

Oh look, the one pertinent part of this whole thing and I just stare blankly at it.  Yay, more duration?  I…don’t think the cool down will be an issue, really.  I mean if it was someone would have QQ’d about it already, so I’ll smile and nod and be on my merry way.

Rogues

Still kill me in PvP and become floor smears in PvE, so since the patch notes weren’t “all die in a fire” I don’t care.

Shaman

Flame Shock: The damage-over-time component of this ability can now produce critical strikes and is affected by spell haste.

My baby ele shaman might think this is kind of awesome.  Maybe.  Some day.  When she is at the point where gear has haste on it.

Talents

Elemental Oath: This ability is now always on as a passive aura.

Okay.

Warlocks

“Fixed soul shatter so that it doesn’t completely blow” was not, sadly, on this list.

Warrior

Prot “DPS” now slightly less lol. 

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Friday Funneh

Thanks to http://www.bureauofcommunication.com/ for giving me an excellent way to waste a lot of time at work…

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ToC 10: Northrend Beasts

Basic Theories:

  • DONT STAND IN THE FIRE
  • OMG HEAL THE TANK
  • OMG DEBUFFS
  • OMG GET OUT OF THE WAY

Phase One  – Gormok the Impaler

Tanks: Two tanks are required.  One should taunt off the other when 3-4 impale stacks are reached.  The boss can be disarmed.

DPS: The priority of the ranged DPS is to kill snobolds when they are thrown onto a player.  They chuck fire and can stun the poor sap they’re attached to.  Get out of the fire, blah blah.  There’s no time to drink between phases so if you’re a mana user, plan accordingly.

Healers: Your typical fill-green-bars fight except for the snobolds OMNOMNOMing your head and the impale stacks on the tanks.  I typically ask one of the raid healers (a tree, if I have one) to keep an eye on the OT as the tank healer switches.  Keep some heals up on the tanks as you transition to the next phase…

All casters: don’t hug the boss…his stomp is also a spell interrupt inside 15 yards.

Phase Two – Worms of Suck and Fail

I seriously hate this phase.

There’s a  couple of ways to do it-you can pick a spot and have the poison debuffed people stand there for the fire debuffed people to cuddle with, or leave it up to the fire people to pay attention, or…  *waves her hands*  Whatever.  With us, it’s general chaos.

People should spread out for this phase so that the burning bile debuff doesn’t hit too many people.

Usually, Acidmaw dies first, because without burning bile the other debuff is, well, impossible to get rid of. 

Tanks: Ooookay.  So.  To start with, Acidmaw will be rooted and Dreadscale will be mobile.  Acidmaw will spit paralytic poison at people, which will need to be cleansed by burning bile.   Since the paralytic poison slowly immobilizes you, it’s generally easier for the burning bile person to go give them a hug. 

The mobile worm will periodically drop a slime pool and need to be moved.

The second worm will enrage when the first dies, but it’s not a OMG OMG OMG type of enrage.

DPS:  The rooted worm will sweep, so melee don’t want to go play with him.  You’ll want to be careful on the mobile worm as well, however, because he drops slime pools. 

 If you get the burning bile debuff, see if anyone with poison needs a hug.

Healers:  Same deal with you and the burning bile debuff.  Otherwise, standard fill green bars whilst not standing in ouchy.

Phase 3 – Icehowl

Zzzzz.

Tanks: Tank and spank, for the most part.  One tank fight, so one of you gets to loltankdps.

Everyone: Spread out, because he’ll do a freezy breathy thingy and you don’t exactly want all of your healers chillin’ out together, you know? 

Periodically he’ll jump into the middle of the room, throwing everyone back and stunning them.  If he targets you or anyone near you-in other words, if you can see his ugly mug pointing in his direction-GTFO!  Strafe to one side or risk almost certain death and being lol’d at.  If everyone succeeds at paying attention, he’ll hit the wall and stun himself.  DPS, gogogo! 

Melee – he has a knock back.

If someone does fail at GTFO, a hunter can tranq the resulting rage. 

3 minute enrage timer.

ETA:  Tags.  :P

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