You do it your way, I'll do it mine.
Thursday, August 21, 2008
I just found this post by Pugnacious Priest on how to make a website banner. I've been using simple photo-editing and Powerpoint, myself, doesn't this look like it's tons easier? Yah, stay tuned for the new Melted Faces banner, coming your way.
Monday, August 18, 2008
Friday, August 15, 2008
I took some inspiration from WoW Insider blogger Natalie Mootz for today's post; on Blood Pact, Natalie give some wonderful advice on transitioning from one's main class to playing a Warlock. One of our best friends and guildies recently started a Priest from a career of Rogues, and although she's going for more of an "lolsmite" spec, it's still been interesting to watch the transformation.
So - are you thinking of starting a Priest? Long considered the "pure healer" class, Priests are really coming into their own as mighty damage dealers. First, some pros and cons of the class.
- High caster dps
- Talents for threat reduction
- Ability to generate health and mana for self and party members while dpsing
- "Oh crap!" panic-button in PW:S
- CC abilities (Psychic Scream and Shackle Undead)
- Can switch to healing up to non-heroic 5-mans with appropriate gear
- PW:F buff, Shadow Protection, Dispel Magic, and Cure Disease
- Ability to Resurrect fallen teammates
- CC abilities are situational
- Cloth armor = squishy
- VE & VT generate extra threat over dps
- Must keep 2 sets of gear for effective cross-spec utility
- Cannot self-rez
- Holy / Discipline specs are sub-par in dps, leading to slower leveling and grinding
If your main is a Tank:
You're used to either charging your target or pulling back to you with a ranged weapon / spell and then staying in it's face. As a priest, you'll learn that what you really need is distance - mobs that invade your interpersonal space are dangerous for you. And unless you're a Paladin, you'll need to learn how Mana is different from Rage and / or Energy. While Rage is used as it is generated, Mana needs to be rationed out. It doesn't regenerate as quickly as Energy does, either.
If your main is Melee DPS:
You're used to using your weapons or abilities "up close and personal," and again, maintaining your distance will be your biggest challenge. Learn to use the strafe (see my article HERE). Many melee dps classes also prefer to position themselves behind their targets whenever possible, and this just isn't going to happen for you while soloing.
If your main is Caster DPS:
You probably won't have much problem with the Priest class if you've already played a Mage. Warlocks will need to get used to not having minions upon which to call and a completely different mana regeneration / conservation strategy. Stacking Spirit and MP5 as a Priest will help make up for the lack of Life Tap and Dark Pact abilities. Whereas my Warlock carries only health pots, my Priest carries a couple of health pots and two stacks of mana pots. For us, Mana = Health - for everyone. You'll need to get used to watching your tank and melee party members; if you can Fear Ward, Cure Disease, or Dispel Magic, DO SO. Yes, even if you're not the party healer.
If your main is a Healer:
You should have no problems transitioning to a Priest. The ability to heal oneself, dps while solo, and manage your mana will all be familiar tools to you. We are, however, the most fragile of the healing classes and can't rely on Mail / Plate armor or a quick Shapeshift into Bear Form if we get into trouble.
If your main is a Hunter:
Hunters don't fit perfectly in either melee or caster dps categories, and are most closely related to the Warlock in play style. If your main is a Hunter then you're familiar with mana and its conservation. You're not going to have the uber-high dps, ability to multiple- or chain-pull, or a pet to take the heat for you. Your Fade ability does just that in comparison to a Hunter's Feign Death. At this point, you're probably asking yourself why you'd ever want to leave your Hunter in the first damn place, especially for a Priest, of all things. And honestly - I'm not sure, either.
Oh - yeah, now I remember. For a spot in groups! When was the last time you saw "LF1M for Old Durn and g2g - need Hunter!"? Yeah, never. When was the last time you saw a guild recruitment ad, "Needs Hunters! Priest recruitment currently closed" Again - not f'n likely.
more cat pictures
Friday, August 8, 2008
But August is the busiest. My daughter flies in tonight for a long weekend visit - doesn't have to leave until Tuesday. Wednesday I have an outing planned with my MIL & AIL (Aunt-in-law), and week-from-today Friday is my birthday!
The week after THAT we're leaving for Oregon, for the big annual guild-meet-up. All of this is just basically to say - posting will be erratic at best.
Thursday, August 7, 2008
Wednesday, August 6, 2008
Featuring a lead-in blurb by our fave Shadow Priestess, Principessa.
Special guest is Part-Time Druid. Loads and loads of Beta news, of special interest to Hunters. Get your Twist on, y'all.
Tuesday, August 5, 2008
Friday, August 1, 2008
So, I'm finally starting to figure out this whole "Death Knight" play style thing. It's a little crazy. See, I've played classes that had Rage or Energy bars. You want to use that up as quickly as it regenerates, and it regenerates fast. I've played classes that had Mana bars - you want to ration out your mana, and usually need to drink to fill it back up.
The Death Knight has neither. Instead, they have a Runic Power bar and 6 Runes; 2 each of Blood, Frost, and Unholy. Abilities require the use of either Runes, Runic Power, or - neither? Yeah, some abilities require neither. Runes slowly replenish themselves as used. Runic Power is generated by using abilities.
For instance, my DK has all 6 Runes available and no RP generated. I use my Plague Strike ability (instant melee ability, it also applies a dot), consuming 1 each Blood and Unholy runes and generating 10 RP. If I use my Blood Strike ability (instant melee, but real damage relies on the target being diseased) I consume 1 Blood rune and generate only 1 RP. White damage melee attacks do not appear to generate any RP.
Conversely, some abilities USE the Runic Power, instead of generating it. Blood Boil, for instance. Now, you can see from some of the skills, spells, and abilities linked that DK dps is an intricate choreography, combing Rune-using, Runic Power-generating, diseasing, and the abilities that base their damage on diseases already on the mob. And this is just the dps! There are also all those diseasing / summoning-ghouls-thingies in the Unholy tree, and then there's the whole slew of "tanking" abilities.
Here are my concerns:
A) Although Blizz does a great job of introducing newborn DK's into the world, the 3 talent trees offer so many spec-specific abilities. Level out of the starting zone as Unholy, and then you have no clue how to play while specced Blood.
B) I've thought from the beginning that the best way to learn a class is to level it from 1 - it's much more difficult to be handed a whole pile of skills and try to figure out how they work. DK skills play off of each other in large part which, while uber-cool, complicates matters further.
C) I've got my safety goggles (and helmet - just in case) all polished up for when they roll out the math behind Runic Power generation. Anticipating this, my friends, gets my geek on.