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My Spriest Notes

Posted by Seksebear on March 9, 2010 at 10:09 AM Comments comments (0)

As i am trying to get back into raiding shape, ive been looking around, reading and studying up my Spriest. This is just a collection a of notes I have been putting together as a guide line for my personal use but everyone is more then welcome to comment and use it as their own as well.


~Sekse


3.3 changes -> Summary


~ Dots tick faster with haste. ( haste is now a -want- stat)

~Spirit scaling with gylph of shadow improved from 10% to 30%

~Instant dmg increase from DP 15% to 30%

~ Mind flay range has been updated to scale with our other spells

~ New glyph of SWP restores 1% mana per tick

~ VE is now a self buff from a Debuff.



Gems to be using:

Meta -> Chaotic (+21 crit & +3% dmg -> requires 2blues) -> Not to be used in Bejeweled Bracers.

Blue sockets - 2 Purified Dreastone for meta

Red sockets - Runed Cardinal

Yellow Sockets - Reckless Ametrine



Spell priority:

Vamperic Touch

Devouring plague

Mind blast

Mindflay

SWP


Then its just refreshing upon CDs, If both VT and DP are wearing off at the same time Refreshing DP then VT.


*Eat Feasts & use SP flask

Pop Haste pot druing heroism.


Refresh VT and DP During Hero, and a few seconds before Hero ends.



Stats I am looking for during Raid Buffed.

Int - 1707

Spi - 475

Sp- 3851

Crit - 43.19%

Haste - 38.99%


The following are the new scaling factors:

Int = 0.22

Spi = 0.59

SP = 1.00 (obviously as values are normalized to SP)

Hit = 1.88

Crit = 0.76

Haste = 0.98


New Blue Post from BLizz - Cataclysm

Posted by Seksebear on March 2, 2010 at 12:04 AM Comments comments (2)

  Heres the Official Link to the blue post.


http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1


Theres gonna be alot of changes to the way we view stats and how we value them according to our spec and gear. I Think well for casters this might be a bit better and im seeing that they are sorta bringing the Intel and Stam back into play. I remember back in BC days like SSC and TK, that when i had to gem for my Spriest it was mainly Intel for crit and Stam to live longer in fights. as mentioned:


If you are a DPS caster, expect to see:

A lot more Stamina.

All of your Spell Power converted to Intellect and Stamina.

No Spirit. You won’t miss Spirit, though, because you won’t need it for DPS or mana regen.


AS i think the way they removed how Intel converted to Crit earlier in the game and now placed Crite rating they are gonna bring back that value, though the only thing i didnt see is if Spirit "wont be missed" does that mean we no longer benefit SP from spirit as we do now? from what i am reading spirit will no longer be a stat dps caster will need as we will be soon stacking intel and stam and prolly still haste unless that is gonna be affected too for casters? Hm still so many questions.


I still see no release date coming up soon. I think sometime late this year or early next we will see =)


~Sekse


Skteches For " I'll Drink to that"

Posted by Seksebear on February 21, 2010 at 11:51 PM Comments comments (0)

Sekse

My Spriest


Seksebear and Hardwoud

My druid and Z's Druid


ICC 10man (Gunship & Deathbringer Saurfang)

Posted by Seksebear on February 18, 2010 at 11:09 PM Comments comments (1)

SO yea this post has been way long over due, and i admitt...I have been EXTREMELY lazy on keeping up with these blogs, but i promise I will do my best to atleast write a blog 2 times a Week =)


Ok So after you killed Lord marrowgar and lady deathwhisper, you'll be presented with the Gunship battle.  ( http://www.wowwiki.com/Gunship_Battle )So far I would say this was the most fun to do so far. You are boarded up on a seige ship, in which where you are locked in a Airal battle. You will have 3 teams going about in this fight : Offensive, Defensive and Guns. Point of the fight is to kill off the enemy's gunship before they sink yours.


As you Enter the Ship, there will be a engineer to the left? he will provide jet packs for the ofensive team, they are fun and equip as a shirt, and must be equiped before the fight begins. go ahead and take a few moments to play around with it and get used it. Once ready begin the encounter,


Gunners: i believe they are only 2, so once the fight begins they are too get to the guns and begin to fire once the enemy ship is in range, which will be as it pulls up right next to yours. =D


Offensive team: this should be the OT, and two Range Dps. there will be a mage that will appear on the enemy ship and this we will know when the guns are frozen. the team uses the jet pack and boards the enemy ship and takes down the mage as the OT tanks the adds. The Ot's healer and O team's can stand right at the edge of your ship and heal without a problem. Once the mage is down the guns will be available once again to be fired. O team hops back on their ship.


Defensive team: this would be the MT, and teh rest of Dps and healers. Adds will be spawning on your ship periodically, these need to be picked up and taken down as soon as possible. they Whirlwind so Melee be careful. O team can help with these and the range on the enemy ship.




The enemy ship will be firing rockets at your ship aswell and these are similar to Mimiron's Rockets, as you will see the marking on the ground to where it will land, except these you can heal through as they hit alot less them Mim's. Rinse and Repeat and you got a Kill =)


__________________________________________________


Once you have defeated the gunship battle, you are introduced to Deathbringer Sarufang ( http://www.wowwiki.com/Deathbringer_Saurfang ). This guy takes a bit of Strat and Placement from the as his abilites require certain actions to be done to be able to kill him sucessfully.


Placement: Tanks, tank him right where he spawns on the steps. melee stands right on Him, healers and Dps spread out behind the tanks, about 12yds apart. See the chart below, its made to how I remember my raid tem did it.



Death bringer summons adds called Blood beasts, 2 in 10man and from what i read 5 in 25 man. Blood Beasts spawn every 35 seconds. 10man, one left, one right. Whenever a BloodBeasts successfully deals melee damage to any player, Sarufang gains Blood Power. This must be avoided, therefore the Beasts must be slowed and kited between ranged damage dealers. Melee should remain away and on boss.


I copied this from Wowwiki as its best explained there.


Blood Power

"Sarufang starts with 0 Blood Power. He can accumulate up to 100 inhis Energy bar (like a Rogue, or a Warrior's Rage). He gains BloodPower whenever one of his special attacks hits or ticks. When BloodPower reaches 100, he casts Mark of the Fallen Champion on a randomraid member, resetting his Blood Power to 0. Marks deal significantamounts of damage to their victims, which in turn increases the amountof Blood Power he gains.

Due to this mechanic, it's imperative to limit the amount ofBlood Power he gains. The first Mark should be cast not before Saurfangis at 60% health or lower."


Deathbringer will also be casting a ability called "Boil Blood" on random players that will tick Dmg, and can simply be healed through, it cant be removed but iceblock, and priest bubbles help it from not ticking.


Again from wowwiki-


Mark of the Fallen Champion

Whenever Saurfang gains 100 Blood Power, he casts Mark of the Fallen Championon a random raid member. This does heavy damage (about 6k per second in25 player) and grants Blood Power every time it hits. Additionally,when a player with a Mark dies, Sarufang is healed for about 5%. TheMark persists through death, do not combat rez a player that dies from it.

A good healer can handle about two active Marks of the Champion(if focussing exclusively on the Mark targets). Two active Marks in 10player generally lead to a wipe, in 25 players more than 8 Marks isprobably too much.

It may be a viable tactic to let the Mark of the FallenChampion victims die. It's much easier to deal an extra 5% damage toSaurfang than to heal the Mark victim and deal with the increasedfrequency of future Marks. There are diminishing returns however, asliving DPS are required to take down the Blood Beasts.


Thats pretty Much it, Deathbringer prolly requires the most explaination for the 1st 4 bosses of ICC, but once you know the abilites and have exprienced it first hand, its pretty much Down hill and easy.  Its pretty much, Spread out, avoid adds, spriest MF, frost shock Etc..the adds down, Dont let Deathbringer cast more then 2 mark of the fallen. rinse and repeat.


Hopefully this helps =)

Happy reading Sekse

 


Taking it back to Old School ( Wow Screenshots)

Posted by Seksebear on February 14, 2010 at 11:59 PM Comments comments (0)

Some close Friends And I On our down time have decided to Go for the Classic, Outland Raiders Etc Achievements, and I decided to take some screenshots along the way as a memorandom of how wow raiding used to be, and how 40man raids back then can now be 3-4manned easily. Kinda Sad IMO I remember how it took Us Weeks to complete a 40man Raid and Months to prepare. Well Enjoy =)








ICC 10man (Lord Marrowgar & Lady Deathwhisper)

Posted by Seksebear on February 5, 2010 at 12:22 PM Comments comments (1)

So thanks to some Friends I was able to see ICC first wing and part of the second wing this past week in their 10man  Morning raids.


As you enter ICC you are lead into a hall/room where you will find all the class spec venders for T10 sets, along with the ashen QM just off to the right beside the priest vender as you enter the hall. AV's rep is just like Kara, and Hyjals that once you hit friendly you are given a Ring and with time you can exchange the ring for a better one as your rep grows.


Lower Spire Wing


First several pulls are all AoE based, Tanks please face the casters away from raid, this does hurt =). Once you have cleared the rooms, you will set off traps which will bring out two large mobs which is best if you grab one by one. Once down you will now face Lord Marrowgar (http://www.wowwiki.com/Lord_Marrowgar) the first Boss in ICC.




Lord Marrowgar's encounter id pretty simple if you have found Leo back in SCC. Spread out along the room. All dps on him until you see someone get impaled by a ice, this will be happening randomly through out the fight, i think it has a 10-20 sec CD. Once this pops Range dps should turn and Dps the person out of the ice as this does about 3k a tic while impaled. Another thing you have to watch out for is a line of frost that he will send out like Archie does in his encounter, avoid that, it isnt a Raid buff. Melee has to watch out for his cleave. every so often your DBM will announce his bone storm attack, once this starts you have to run away from him like you would in Leo's fight. he will target someone and chase after them for 3 seconds i think. Rinse and repeat you have a Kill. He is fairly simple =)


After several more AoE pulls directly behind Lord Marrowgar you will now enter the room of Lady Deathwhisper (http://www.wowwiki.com/Lady_Deathwhisper), the second boss.


This fight takes a bit of tactic and lots of raid awareness to complete. She has 2 phrases, in her 1st phrase, she is protected by a mana shield that will go down as you dps. She will also randomly be casting a Death and Decay which you must move out quickly. Along in this phrase she will have adds appear on either the left and right side at a time. First way appears on the right. Burn down the casters then the melee. Once down back on boss. Rinse and repeat until her mana shield is down. this will bring you into Phrase two. No more adds will spawn but she will now summon vengeful spirits tha tyou must run away from or you will be killed instantly if they catch up to you. also you are on a enrage timer . Watch out for the spirits, stay out of death and decay, and beat the timer and you got a Kill.


Stay tunes, I'll be blogging about the Gunship battle and Deathbringer Saurfang Soon being lazy right now xD


Cant replace the Sekse Charm!

New Frozen Halls Instances.

Posted by Seksebear on December 10, 2009 at 3:58 AM Comments comments (0)

Well thanks to a Special Someone, I am back on Wow and i ran the new frozen halls instances, Forge of Souls, Pit of Saron and halls of reflection.


They are a bit different from what we are used to and I noticed they used some new designs into creating the Bosses.


In the Forge of Souls which is the beginning of the chain, in which you should of picked up the quest in Dalaran to meet Jaina proudmoore within the Citdel. Not much to say with the mob pulling just make sure your tank is capable of holding threat of multiple targets well and you have a good healer. These instances are very mana consuming.


not much  preperation for the bosses in FoS as I went in blindly with my Spriest thanks to some guildies who thought it would be amusing to watch me die. only tip i can remember at the moment Stay out of black circles and dont 2 shot your self (coughcoughthalcough)


Hmm in the Pit of Saron, you have to target one of the first mobs and then Aoe down the adds before you can talk to Jaina again to continue the quest line. you work your way along the right side of the path until you come up to the first boss forgemaster garfrost. If you have a good tank and healer like I did, you can just stand around and blow him up, Just Move when your DBM announces that you have been mark for a saronite Attack. Then comes krick and Ick....Stay out of Poison clouds and move away from poison Nova that does hurt lol. sourgelord tyrannus...hmm other then watch out for his dragon attacks he was pretty tank and spank.


Laslty Halls of Refection, Once you follow Jaina within you are lead to a room and somewhat timed fight with 10 waves of mobs, we foiund it easier to LoS in one of the halls and let the mobs come to us. Advice kill the priests first and the mercenaries hurt like hell. wave 5 and 10 are bosses, Simple and mainly tank and spank. first boss fears so watch for that. after you have cleared that, you run down the hall till you find Jaina in the grasps of the Lich King. Here comes the fun Part.


I really enoughed this.....Once the fight begins to escape the LK, you have to kill mobs he launches at you like aboms, ghouls and witch doctors... in order for the Blockage he creates to break and  move forth. You have limited time to kill the mobs which each blockage as the LK does an evil movie guy walk Slowly towards you, but heres the catch...he has an aura around them that will No lie instantly kill you....so you cant not let him reach your party. You have about 4 waves of mobs before you and Jaina reach the end of the hidden passage to safety.



I must say I really enjoyed the new 5mans, I went straight into heroic mode and down each Instance in about 15mins each. If you got a good group it will be cake, though the mechanics of the boss fights are quite enjoyable and dont seem to be that boring, besides i cant wait to try out the new achievements as well they seem like fun to complete!


Link to Wiki for Loot Tables =)

http://www.wowwiki.com/Frozen_Halls


thanks for reading!

~Vani

Spriest changes 3.3

Posted by Seksebear on December 9, 2009 at 3:31 AM Comments comments (0)

 here some changes that i found ont he PTR notes, not sure if all of the will be in the patch, but here is what i found.


Priest

*  Shadow

          [i]o Improved Devouring Plague: This spell now deals 10/20/30% of its total periodic effect instantly, up from 5/10/15%[/i].

 

         [i] o Mind Flay: The range of this ability has been increased to 30 yards, up from 20.[/i]

 

          [i]o Shadowform: This talent also now causes Devouring Plague and Vampiric Touch to benefit from haste. Both the period length and the duration of these spells will be reduced by haste. In addition, the mana cost has been reduced from 32% to 13% of base mana.[/i]

 

          [i]o Vampiric Embrace: This talent now provides a 30-minute buff that cannot be dispelled, instead of a target debuff and only generates healing for single-target shadow damage spells.[/i]




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