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Spoilers To Follow!

 

Forewarned! Its been a little over a week since the release of Diablo 3, which over the past week, has sent millions of people away from other games and out into the world of Sanctuary. Only this time there is another level of hell to get through in the Inferno.  The game saw the addition of some new evils, such as Bashiok, Thrall of Azmodan or Zarhym, Terror of the Grave, but also some old classic monsters including Diablo himself and this guy who first made his debut way back in 1995.

 

The Butcher! And my Wizard in Archon form.

 

Even after only a brief week of the game being released, I can already tell what I like about the game, and what I do not like about the game.

 

Likes:

 

  • The game is not WoW and plays completely different from WoW. With the exception of perhaps an in game auction house (one day perhaps?) to streamline sales.
  • They made gold have relevance again. Unlike in Diablo 2 where people would be gold capped on damn near every toon they made because other things were used for currency.
  • The game is challenging when you hit the end of Nightmare and Start of Hell Difficulty. You can brute force your way through the normal mobs, but the elites provide a challenge all of their own.
  • Single player.
  • A decent storyline, albeit with a predictable ending, and an easter egg.
  • New elite attributes aside from Fire/Cold/Lightning/Aura Enchanted and Stone Skin.
  • The damage scaling system. Instead of synergy (which was integrated much later in Diablo 2, not at its launch), damage is modified by the weapon (even for casters) and scales with your character’s primary attribute and + damage items and gems.
  • Your mercenaries and companions have some dialogue. Which is a nice interjection between the carnage every now and then. Just don’t pair up your wizard with an enchantress and then find the enchantress again in act 2…… er…. unless of course you are into that stuff!

 

Dislikes:

 

  • Elites are infused with rabies. And by this I mean, you may find yourself legitimately screwed if you run into a combination like, I don’t know, Mortar + Frozen + Nightmarish (fear) + Jailer.
  • Lack of Gems and No Runes/Runewords. I am not terribly impressed with the variety of options of what gems do, nor the fact there are no runes or normal socketed body armors/weapons to make rune words. I am guessing this is to prevent runes and runewords to become the standard of currency again.

 

You trudge through the acts, encounter a ton of new bestiary, new fortifications that the evil forces are driven to overtake and claim as a permanent outpost of hell, and new parts of Sanctuary. And you conquer your way through it all! To reach the apex, the summit, the pinnacle of heaven where your final test awaits.

 

Diablo, Lord of Terror

 

For some reason, I really like the final room. While its set in a divine and ascended matter, the tinge and crumbling debris help give it a nice battle tested setting. They also used the same model as the final area where you fight Diablo in Diablo 2, only the Star of David is omitted (to avoid any possible religious snafu).

 

And then just like that, its over. The worlds of Heaven and Earth are saved (again) by a mortal entity, but surely there must be something else out there to enjoy as a reward for the fruits of our labor. The heroes and heroines scour the world fervently for this place, where cows and ponies and humans can all coexist in harmony, peace. Where cupcakes are found a plenty, the water gives birth to a vibrant plethora of rainbows, and cuddle bears and sunflowers illuminate the land. And the heroes seek out this place. All in the name of merciless carnage.

 

Yes, blizzard has come through, with perhaps its best trolling of its players to date, by releasing its own revamped version of “the secret cow level”. Much like in Diablo 2, you need to gather a few crafting materials to get to this secret level. They made it much more difficult to get the items in Diablo 3, a lot of cases you have to wait for a rare layout to spawn as the map, with a rare spawn enemy in that map, who has a (you guessed it) very rare chance to drop the crafting reagent you need to make the item. And well, after you get the item… I will just let the screenshots do the talking here.

 

That Ominous Cow Ghost

 

I too am Udderly pleased if you have taken the time to read this, as well as the puns…. so many puns…..

 

After your dialogue with the ghost of the cow king, the fun starts:

 

Whimsyshire, and you thought Disney was the place where dreams came true.

 

The alluring glow of the rainbow calls to you. You become placated, drawn in by its soft glow and the aura of mystique that pervades it. You approach the entryway and reluctantly left click on it, wondering what you are about to see……

 

Cuteness Level: Newborn Baby
Troll Level: Korean Starcraft 2 World Champion

 

FIST PUMP!

 

I Knew someone doodled this level in the middle of Physics class!

Who wants CUPCAKES!? Also pancakes are dead, so you know.

 

I guess I should, you know include a shot with ponies and bears BEING MERCILESSLY SLAUGHTERED too, right?

 

All Hail the teddy bear overlord!

 

Overall the game is a solid 9 in my books for what I have seen in the first week, opinions certainly vary! I do know that you got me good blizzard, thank you for trolling the heck out of me with that Easter egg level. If you have played the game, in its entirety, what do you think of the game? Did you enjoy what was put into in by the May 15th release date, or did it come up short of what you were expecting? And most importantly, did you enjoy the secret pony level, with all the sounds and warped machinations of what they passed of as music?

The world is saved! Evil no longer reigns over Azeroth as on May 13, 2012, Apotheosis of ET successfully cleared the Heroic  Madness of Deathwing encounter, being the first and only guild on our realm to do so on 25 man difficulty. The fight took considerably less time to conquer than the previous fight on Spine of Deathwing, but the duration of the encounter is what can take a toll on your night of attempts/kills. Our kill took almost 14 minutes, compared with some other fights in the zone which take less than 5. Speaking of which, if you are a skilled dps and want to be a part of our team as we continue to save the world in the near future and going forward into Mists of Pandaria, you should check us out over at Apotheosis!

 

Madness of Deathwing

 

The elements of the fight are still relatively the same on heroic, however, there is the addition of two new elements, the Corrupting Parasite and Congealing Bloods that the raid will have to contend with. Kind of like how one has to contend with a particular group of in-laws friend who plays music really loud in the car that may rub them the wrong way.

 

  • Corrupting Parasite - Affixes itself to a random (non-tank) raid member, dealing increasing fire damage over 10 seconds before exploding from the host. The parasite has roughly 9 million health and will deal 10% of its remaining HP to everyone in the raid if not killed. Basically, if you ignore this, it will explode and hit you for 900k if not killed. With a 20% nerf, this has about 7.2M hp now, and you should get about 2 parasites per aspect platform unless your dps manages to get the tentacle down quick enough.
  • Congealing Blood - Once you get to the final stage of the Deathwing encounter, he will start to periodically increase his fire damage to you based on his remaining health. At 15%, 10% and 5% he will spawn a set of 10 congealing blood at one of three random spots on that platform. Each blood that gets to him heals him for 1% of his total HP, and if he is healed over one of those percentage indicators, he will spawn another set of bloods. They can be slowed, but not stunned or knocked back, heavy aoe and spellweave cleave should kill all 10 of them before they get to the boss.

 

Raid damage also tends to get very high at the end, liberal usage of your dream will help at the end. And for our kill, most players used it between 3 to 4 times on the platform, some as many as 8 times, which made all of our healers very happy. As a shadow priest, you will really like this fight. There is always at least 2-3 things to apply dots to, your talents let you mitigate the most incoming fire damage possible, and when blood are our you get to unleash your twisty ribbons of face melty destruction upon them. Getting to the last 5% starts to get the adrenaline running, you see his health fall below 2% thinking you have the encounter beat, when suddenly you see 6 bloods racing towards him about to heal him…. and then suddenly………!

 

You’re the Savior of Azeroth. You’ve killed all possible content on the highest difficulty setting for the first time (while it was relevant). And you have the proof to show it:

 

25 people went into the Dragon Soul, 25 people came out of the Dragon Soul. Congratulations!

 

But evil only rests for a moment. It is never truly vanquished. For the dawn of a new, reborn evil is upon us:

 

Evil. is. Back.

 

I am completely stoked about the upcoming challenge, and at the same time proud of what the team of a 25 man guild has accomplished in the past month in WoW. To my guild folks, how does getting through all that content finally feel after what seemed like beating our heads off the wall some nights? And for everyone who reads, are you ready to lend spell or sword to the evil thats 11 years in the making?

Dispersing Into Shadow

Hello everyone, sorry for the gap in between my posting, life has been a bit hectic as of late. Today, I want to highlight the 31 point shadow priest ability, Dispersion, and how it can be used for maximum effect in raiding Dragon Soul on heroic difficulty.

 

Even since its debut into shadow priest tree, I am still underwhelmed with its spot at being the final tier talent in a dps tree. Without exception, every other dps spec has a damage dealing or increasing talent as their 31 point talent, which in essence will become irrelevant once Mists of Pandaria hits, but lets see how we can use ours to its best possible effect right now.

 

Morchok

 

There are two times and abilities for where you can disperse and save yourself from taking a lot of damage. The first being on any of the stomps, this would be the second best choice to use due to the fact you are not moving during stomps, and the other and preferable choice would be soaking a crystal. Not only are you moving, which negates the use of three of your damage spells, but it will also hit for a bit more than the stomp due to the cap of 7 people per crystal (and also distance to the crystal doing more or less damage).

 

Zon’ozz

 

Depending how your strategy works, your best time to use this on the fight may be never, if your group splits into two and bounces the void between the melee and ranged/healers. If you run a strategy like we do, and use one person to soak it, you will more than likely end up being called upon to use your dispersion to bounce the ball back to the boss by yourself. And you will need to do it every time between a normal phase and a black phase.

 

*Note – You will need to have the Glyph of Dispersion for this, substitute it for the Glyph of Shadow Word: Death*

 

Yor’Shaj

 

There is really no good time to use Dispersion here. Your best bet would be to use it after the mana void removes all of your mana. A good trick to making sure you have some mana after tat would be to use archangel after the debuff expires, restoring you to 25% mana, or using SW:D right as the debuff timer reads zero, so that when it expires, your masochism talent will refund you back to 10% mana. Since there isn’t a high amount of burst hitting you at any time in this fight, use your best judgment for when you should use your cooldown for the benefit of your healers.

 

Hagara

 

There are a few spots here where Dispersion really helps out. Using it in your line at any point where the lightning is coming out from the conductor will dramatically cut down your damage taken, I, however, use it as a bypass to a slowing mechanic. When Hagara goes into her ice phase the bubble around her will greatly slow you and cause you to take some decent frost damage, by using Dispersion here you can get to the middle much quicker by ignoring the slow mechanic, and also take 90% less damage from 3 ticks of the drowning debuff. This will allow you to get your dots up on all 4 pillars much quicker, which in turn will provide some more passive healing through VE, and a shorter ice phase.

 

Ultraxion

 

An almost no-brainer here, if you are one of the fifteen people assigned to take hour of twilight, you will be using it then, if not…. uh… you should probably not use it at all, in case someone from that first group of 15 dies and you end up needing to cover for their spot.

 

Warmaster Blackhorn

 

There are quite a few possibilities for using Dispersion here. If you get caught soaking a smaller twilight barrage alone, this will help turn that 140k hit into 14k, also for absorbing the much larger Twilight Onslaught, it will turn an 80k hit into 8k. For Twilight Onslaught, there is a solid chance you will probably also be moving (much like Morchok) and you will be limited to your instant casts, make the most of this to reduce your damage taken and get some mana back. A good time to use dispersion also happens in phase two of the fight. If you find yourself out of position and caught in the middle of his shockwave, use it right before the shockwave goes off and you’ll only take 9k as opposed to 90k, you will still be stunned however. Also, if your unlucky enough to be too close to him when he does his deafening shout, you may get silenced for 8 seconds, which is a good time to disperse and make the most out of doing nothing.

 

Spine of Deathwing

 

The one fight where your 31 point cooldown is really going to shine. I have debated glyphing it over SW:D but have decided against it for now. There are not a lot of opportunities to use this due to the nature of the fight being consistently high damage to shorten the fight. But there is one really good use for your dispersion, and that’s for fiery grip. Combined wit the Searing Plasma debuff, it can waylay you to shreds if not dealt with quickly. Being that your stunned, what can you do on your own to help this? Dispersion will cut 90% of the fiery grip, searing plasma, and any burst damage from the corrupted bloods that may happen in tat time frame. Lets take a look at fiery grip more in depth:

 

Sometimes its good to be on the bottom. Giggity.

 

While that block may be skewed due to the nature of me being in only half of the night for those attempts, the one thing that should stand out is the average damage taken by ticks of fiery grip. Compared  to the average of 46,098 per tick on the raid, well timed dispersions dropped that to 14,948. Your dispersion SHOULD ALWAYS be used for this since you can literally do nothing else, except click the lightwell. *cough* Granted, you may get some bad luck and get back to back grips, in which case you can do nothing about it.

 

Madness of Deathwing

 

Most cases of using dispersion here will come later on in the fight. A good time to use it would be when a bolt hits (without the slowing effect), or when your dream is on cooldown and your about to get either A) Shrapnel or B) the blistering tentacles are out. Again, like Yor’shaj, use it with your best discretion.

 

  • A good rule of thumb, in most cases you will be using dispersion to minimize damage, not get mana back as the primary reason for casting it. To help maximize your dps, have a cancel aura macro ready so you can continue to dps uninhibited.
  • Team First, Individual Second. Think about what you can do to ensure the greatest chance of your raid surviving on your own end.
  • Help your healers out. They will thank you.

What is a friend?

 

We all have them. They are different things to different people, but what is it about some people that we gravitate towards, while repelling away from others? Perhaps it is having similar interests to oneself, heck thats why the WoW playing base grew to be 12 million strong at one point. Perhaps its ones personality, being a social butterfly, a recluse, or somewhere it the middle of the pack that stands out to someone. Its interesting to think in our online world how people can vary drastically while have the one large denominator (playing the game itself) in common. We all see these people in the game on a daily (and sometimes more frequently than we would like to) basis. The elitists, the RPers, the trade trolls, et al.  But its not about the types of people we encounter, its why we choose them as friends. And more importantly separation and classification that comes with friendships. The concept that sticks out to me the most with friendships is this concept:

 

He/She is an Online Friend, But (another) He/She is a Real Life Friend

 

What?

 

This concept puzzles, nay baffles, me. It does not make sense to me how somebody can classify someone as an online friend, as opposed to a real life friend. Does that mean when you hit the log-off button for the night on your online based game that that person is gone? That any residual interactions you have had with them are suddenly gone and mean absolutely nothing? I find it very hard to believe (in my case) that all of the interactions between friends fades away, and that some things don’t stick and have meaning in some way, shape or form. It all boils down to trust and respect, without it, you really having nothing (and certainly not friendship) between two people, especially over the internet. The great thing about developing friendships online is that a lot of online friendships have meetups where you can actually see these people you interact with, such as Blizzcon, Comicon, etc. You get to finally meet these people and grow your friendships you have been developing for months or years. And its nice to be able to do things with your friends that doesn’t have to be concentric with the circle of being video game based.

I am a firm believer that the person who you interact with from behind the computer while playing is the exact same person that they are outside of the game. And why should they be any different from advertised? Granted, we all know there are some people who are boisterous in their claims, such as: “I’m 6’2″ 210lbs and spend 8 hours at the gym each day. Jealous?”, only to find out upon meeting them they are 5’6″ 240 lbs, and wear ripped and faded clothing to functions like that. There’s no reason to front like that, and all that happens when you do something like that is DESTROY your credibility as a person. Thats why I believe that most people who do go to those meet ups are genuine and their friendships they create with those other individuals are heartfelt and honest.

 

After playing this game for 6 years, I am happy to have a few handfuls of people that I consider true friends, and as an added bonus I have met a handful or so of them as well. These are friends that respect me. Friends that trust me. Friends that confide in me. Friends who are appreciative of what I do for them as a friend. And in the same vein, I appreciate them, I trust, respect and confide in them. Distance and webspace will never alter interactions no matter how significant or insignificant, they are REAL. They HAPPEN.

 

So, how does friendship work for you in an online space? Do you set people into castes of friendships, such as online and real life?  Do you keep your friendships strictly to the game, or does it spread over into facets of real life?

 

The internet is a great tool for bringing people together, and I am very appreciative of the people I have been fortunate enough to get to know at that level because of it. I certainly look forward to where my friendships go from here.

Hey Folks, I decided that since I had outlined on what you should be looking for to better one’s play style stepping into arenas and battlegrounds, I would also breakdown the schemes of how you would approach your opponents on a spec and class basis. As a shadow priest, you hold an advantage over a lot of damage dealing classes by being dot based, however, 4 of your spells have a cast time, so you are also one of the most vulnerable to spell locks and spell interrupts.

 

Let’s take a look at how you stack up against other builds:

Note: All of these analyses are based on your opponent is of equal gear and skill set as yourself.

 

Key:   VS = Very Strong Against, S = Strong Against, E = Evenly Matched, W = Weak Against, VW = Very Weak Against

 

Death Knights:

 

Frost/Unholy: (VW) – Death Knights are the bane of shadow priests out there, and being disc generally only delays the inevitable. While all DKs have the same counters to your abilities, frost and unholy will end up wasting you that much quicker. AMS to stop all dots, reduce damage by 75%, and stop mind flay from being cast, combined with lichborne and a pvp trinket for 2 fear breaks, (one for fear, the other for psychic horror). Not only an interrupt, but a silence to boot, and its capped off by one ability that gives all mana users fits, Necrotic Strike. 30% slower cast time AND absorbs healing on you. If you have the option of fighting a DK or someone else, fight someone else.

Blood: (E) – With the great vengeance nerf that came to pvp, nuking a blood Dk (or any tank for that matter) doesn’t power them up like the incredible hulk when you hit them. They still possess the same anti-priest counters their dps counterparts have, but will not have the damage output. Their self-healing is also tremendous, but their blood shield only absorbs physical damage. You should be able to live long enough for your fear to come off cooldown and tip the scales back in your favor.

*Hot Tip for DKs* – When approaching a Death Knight, open with your silence ability, this will prevent a ton of things from happening. They will not be able to use Death Grip, Strangulate, AMS, Mind Freeze, Icy Touch, Chains of Ice or Howling Blast for the duration, this enables you to get a small amount of damage in while they basically are helpless. They can choose to trinket your silence, but that will leave them vulnerable to one of your fears, giving you a better chance to survive one.

 

Druids:

 

Restoration: (VS) – Somewhere out there, I just lost a handful of readers. As a shadow priest, Resto Druids are the least troublesome for how they can CC/snare/avoid you in terms of killing them. They have, at most, 2 forms of CC, the first being cyclone, and the other being Bear Form + Bash. If they end up using the second option on you, it means they aren’t healing (something). Aside from Living Seed, Barkskin, and Replenishment, two of which they need to spec into, you are able to dispel any buff a druid casts on themselves. A resto druid can only dispel two of your dot spells, and run the risk of fearing themselves and anyone near them for 3 seconds if they choose to do so. (They also need to spec into that cleanse.) They certainly have the potential to run you oom on your own, especially since if you dispel lifebloom, you will heal them for a lot. There are two tricks and tips for fighting a resto druid that will drive them nuts.

*Hot Tip 1 (Resto Druid)* – That wonderful spell that healers love to hate, Mana Burn. A resto druid does not have an interrupt like Paladins or Shamans do, nor the counter move in silence like priests do. They only way they can stop mana burn is to outrange it or take the lesser of two evils route. You want to make them choose either eating a mana burn, or shifting into cat or bear so that mana burn has zero effect. However, by shifting into cat/bear, they stop healing for at least 2 Global Cooldowns, thus putting more pressure on them to catch up.

*Hot Tip 2 (Resto Druid)* – This trick works very well in arena matches, specifically 2v2 scenarios and matches that tend to run longer than a quick gank. You can always keep a resto druid visible on the map by making their partner your kill target. Aside from CCing them, you can always keep your Devouring Plague active on the resto druid, as they cannot dispel this debuff, What this does is, it prevents them from stealthing and then drinking in the map, thus always keeping them visible and easier to put back into combat should they try to venture off and recover some mana. (Any disease will work.)

Balance: (S) – Much like yourself, they balance druid, relies heavily on their dots and then a strong ramp up, without being attacked or silenced. If paired with the glyph of dispel magic, you can effectively heal yourself for 6% of your health every time a druid hits you with Insect Swarm/Faerie Fire/Moonfire. Moonkins also have no counter to your dots, such as, they can’t dispel them. They have no reduced duration on either your fear, silence, or psychic horror, and you can fear their burst (treants) away rendering them useless. The only vulnerability you have against a resto druid is if you are slow to dispel roots off of yourself and get caught in their solarbeam. It will be a 10 second silence should you be unable to move out of it. I would recommend using dispersion here, because even using the trinket to get out of roots will still keep you silenced, and dispersion will reduce all that damage they are unloading by 90%.

Feral (Cat) (E) – Ferals tend to present a challenge for priests, their slowing debuff is a hindrance, their bleeds hit hard even with resilience and damage reduction from Inner Fire and Shadowform, and they are immune to your Psychic Horror, and when I say immune, they certainly are not immune to being feared in place for three seconds, but the disarm portion has no effect on the damage output a feral will do to you. They also have a short interrupt that if they switch to bear, can use at short range instead of melee. If they use tiger’s fury and berserk immediately after each other, they can burst you down very quickly, even with a dispersion.

*Hot Tip (Feral Druid)* – I know its almost an impulse reaction (even on my part) to immediately hit your fear when a melee jumps you. For ferals, you may not want to be so quick on using fear. If you use psychic horror as your first CC and get them to burn their trinket getting out of it, you can then fear them for the full 8 seconds, instead of using fear, having them trinket, and then only getting 3 seconds out of psychic horror. That 5 seconds  can make a world of difference in surviving.

 

Hunters:

 

Beast Mastery: (S) – Playing a beast master all comes down to how well you use the terrain to your advantage. It may also be a good idea to eliminate their pet, considering that’s whats going to deal a hefty chunk of damage to you. Combined with its intimidate and Bestial Wrath, you can be torn to shreds in that 4 second duration. If you find yourself in the open, you are going to have to play close quarters combat and deal with snake traps and whatnot to minimize what a hunter can do to you. Since they can’t dispel your buffs, kiting is a viable way to wear them down, a but a good use of your abilities should tip the battle in your favor.

Survival: (S) – Survival Hunters are a blessing in disguise for you. Sure they gain the extra CC in wyvern sting, but their burst damage is really dependant on them getting you into traps, which if you can avoid, greatly increases your chances of winning. You can dispel their hunter’s mark, you can also dispel black arrow, which is their dot used to try and get lock and load procs, and take their burst down to nothing. Their pet is nothing more than an annoyance, unless its a monkey, crab or spider, and you should handle your adversary well

Marksmanship: (W) – Marksmen, combined with the right pet, are lethal for any caster class out there. You already have scatter shot, now add in, the traps, a silence on a 20 second cooldown, and readiness to rest the cooldowns on all your abilities and you have a recipe for some very big time headaches. The amount of sheer damage they can put out is very high in addition to all the various types of crowd control, you will need to make very efficient use of your terrain to stand a chance.

*Hot Tip (Hunters)* – Get into a hunters melee range asap. Ideally you want to fear them and get them to trinket out right away. What this will do is allow you to psychic horror them and leave them dealing with the disarm/fear. If they are good, they will have a weapon chain on and only be disarmed for 4 seconds, if not, you get the enjoyment of them not being able to attack for 10 seconds.

 

Mages:

 

Arcane: (S) -  The famous one button mage. They become tricky if they get the jump on you, especially with Arcane Power, Mirror Images and Time Warp active. It may turn into a nightmare quickly. The nether vortex talent, while dispellable, will slow your movement and casting by 30%, however, its refreshed so often, they only way to escape is outrange or LoS. However, you good silence is enough to get a full set of dots on them and then kite, throwing a psychic horror in for good measure. Adding your shadowfiend as a pet will eliminate the mage quickly.

Fire: (VS) – Its almost like Christmas when you see a fire mage. All of their damage, save for Scorch, Pyroblast, Pyroblast(Dot), and Fireball are dispellable, which means you get to enjoy being hit for relatively low amount of damage, since fire mages wont be hard casting fireball or pyro in any pvp scenario. Fire mages will fight in close quarters though to make use of their Blast Wave and Dragon’s Breath abilities, so do try to keep your distance as much as possible to avoid those CCs.

Frost: (W) – The amount of control a frost mage has is ridiculously absurd. Sure all of their slows are dispellable, but you can either spend your time dispelling and not doing damage, or trying to do damage and being rooted/frozen/slowed/etc. You can easily survive a burst of a frost mage, if you get caught in a deep freeze by just dispersing it. However, the cold snap ability brings everything right back off of cooldown for them to do it again.  Silence and Psychic Horror will definitely your biggest timing abilities here, but even with those, the amount of damage Ice Barrier and Mana Shield absorb may be too much from an equally skilled opponent.

 

Paladins:

 

Retribution: (E) – Ret paladins have a nice tendency to be very bursty about their dps, however, you can dispel all of their burst rendering it null and void. They do have the melee interrupt in addition to Hammer of Justice. They key to a ret paladin is trying to figure out just when they are going to bubble. Silence and Psychic Horror will not stop the bubble, but if you can pinpoint when the bubble is coming, you can pre-cast Mass Dispel and take the bubble off right as they activate it. Ret paladins can close quick and censure can stack quickly, most ret paladin fights you have will be very close.

*Hot Tip (Ret Paladins)* – Sacred Shield. The one thing that may give you fits is this ability. Not only does it seem like it absorbs an obscene amount of damage, but they can also heal themselves with Word of Glory 20% better while active. To minimize this, when you see a paladin getting below 40% health you want to line up a string of spell that will cause their health to drop below 30% but also under 25% before the shield activates. This will allow you to shadow word: death twice, and quickly eat through the shield so you can finish them off.

Holy: (E) – Holy Paladins, while having no real offense, do have a number of ways to make things annoying for a priest. They can dispel all of your dots, if they get into melee range they can interrupt you, they can stun you, and they can bubble, forcing you out of dpsing or mana burning to remove the shield. The one big ability they have for clutch situations is Aura Mastery.

*Hot Tip (Holy Paladins)* – Aura Mastery from holy paladins can drive shadow priests berserk. Bursting down that target and getting ready to silence the healer? Aura Mastery just trumped your silence and laughed at it. When fighting a holy paladin at low hp, stay in close quarters. If they are about to use aura mastery, and you see it activate (looks similar to Fear Ward’s animation), don’t silence them and waste it, use your fear. If your fear is on CD, use your psychic horror, this will not only CC them, but it will also chew up all of those seconds that aura mastery has left.

Protection: (S) – Again, since the nerf to vengeance, they won’t really hit hard as a significant threat to your health. They share the same stuns and interrupts as the other specs of paladins, and they gain avenger’s shield, which will silence and daze, but because they will use it so frequent in their opening attacks against you, the silence portion will go on DR very quickly. A fear hear, a silence there, and a psychic horror to drop their shield should make very easy work of them.

 

Priests:

 

Holy: (S) – The only thing holy priests have for them is blessed resilience and Guardian Spirit. They do not enjoy the luxury of bigger bubbles, bubbles on crit, 24% extra healing from grace, Focused Will, Pain Suppression, nor Power Infusion or Barrier. They can escape your mind flay snare with the pvp 4 piece bonus combines with body and soul, but its only an escape. They wont have the time to mana burn or try and CC you, the damage you will be doing will pt way to much pressure on them to continue to heal and move.

Discipline: (W) – By far the worst healer you can encounter as a shadow priest in battle. They can dispel your dots, bubble themselves to absorb a considerable amount of damage while in turn trying to mana burn you, pain suppression for even more  reduction, power infusion for faster mana burns or more damage from another caster ally, focused will for 20% less damage taken. The Coup de Grace is rapture, so even when you starting runnng them low on mana, they can still get 6% of their mana back each time their shield is absorbed completely or dispelled, if done so in certain intervals.

Shadow: (E – Huge shocker, didn’t see that a mirror would be an even match at all!) – Getting the advantage on a shadow priest all comes down to who needs to use their CC first. The person who uses their Silence and Psychic Horror first is usually the one who is at a disadvantage, because in a utopian world, the two of you would just trade off CCs, with the last person getting the most time to benefit from the chain of control. Ideally, if you can get all your dots up on a shadow priest before you need to use silence, you should be a great advantage, unless you run into a dispel happy priest (like myself) in which case a little burst of mind spike to put them on the defensive would be your best play.

 

Rogues:

 

Assassination: (W) – The deadly brew talent is going to be a thorn in your side, since whenever they apply poison to you, it will also apply crippling poison. And since phantasm wont save you until MoP, you are stuck for now. Their burst is mutilate until sub-35% then backstab ramps up for them. They wont have the combo point generation a sub rogue does, but the increased energy regen from overkill may be too much for you to survive, if you can survive their trinket + cloak + vanish + 2nd opener, you certainly have a good chance to win. Otherwise, the combination of stuns, interrupts and constant slow may overwhelm you.

Combat: (E) – Combat really isn’t seen much in pvp, the few times I have encountered it, it really didn’t seem very burst like, because of the ability and poison choices of the rogue attacking me. I can certainly see how adrenaline rush + savage combat + combat insight can wreck someone, I just think with the amount of CC being used by you on them (and around you), such a combination may only exist in Utopia.

Subtlety: (VW) – The burst, the stuns, the silences. Sub rogues have a nasty way of torturing you with their cooldowns. One full set CCs (garrote, Kidney Shot, blind) is bad enough. Now add to that Shadow Dance (use of garrote and cheap shot out of stealth) and preparation (another instant sprint, smoke bomb, kick, etc). The only hope is that you can get a peel of you, or that you can find a way to survive this, as there is no way to avoid the burst….. or is there?

*Hot Tip (Rogues/Feral Druids)* – Ever want to make a rogue or feral druid half as useful as they are? Sure you do! This scenario works mainly in arenas, but in some cubbies in battlegrounds it can too. You want to position yourself in such a way that you are standing in a corner, facing away from the corner, with the back of your character directly in line with where the two sides of the wall meet. Then place yourself directly into that corner. What this does is make it exponentially hard for rogues and druids to “get behind you”. The shadowstep and feral charge (cat) mechanics will automatically put them in the one sweet spot behind you, but after yo fear them, it becomes damn near impossible for the player to get to that spot, and thus, they can no longer backstab or shred.

 

Shamans:

 

Elemental: (S) – Elemental Shaman have a few tricks up their sleeve, varying from grounding totem, to hex, to wind shear, but all of their damage aside from Flame shock is hard cast spells. One good silence will stop them in their tracks for 5 seconds, for good measure line up Psychic Horror right after and make it 8, and if their grounding totem is also gone, make it 16 from your fear. Elemental Shaman have some decent utility and can chase you around with Ancestral Swiftness or Glyph of Lightning Bolt, but your dots, and your ability to fear and silence will heavily outweigh their, at times, uni-linear attacks.

Enhancement: (W) – Enhancement Shaman pose a threat to anyone when their spirit wolves are ready to be used. The spirit wolves persist for 45 seconds, and basically leap to wherever their target moves to, so there is no escaping them. The wolves also stun periodically, and that combined with instant casts from maelstrom, interrupts, high burst from stormstike, and possibly and fire elemental and heroism/bloodlust tossed in there. There is a lot going on, and sometimes, just way too much to handle.

Restoration: (W) – Not as bad as discipline priests, resto shaman don’t have the capacity to mana burn and give you troubles that way. But they have much more ways of just generally annoying you than any other healer. They have no additional CC options from the other shaman specs, but versus a healer, being crow controlled or locked for that long against a healer  marginalizes your effect greatly. Add into this that earth shield has 9 charges and you have on individually dispel each charge off to negate the shield, plus the fact it can be recast right away, makes them a very tough target to handle from a killing perspective on your end.

*Hot Tip (Shamans)* – Be mindful of how you approach shamans, their ground and tremor totems may become the bane of your existence. While their is nothing you can do about them dropping tremor totem after a fear, it is nice to know where it is in case another fear or sleep or chamr is going out, so that you can get rid of the totem. Grounding totem however will make or break fights. If they sense a silence or nuke is coming, they will wait and allow you to start casting the nuke before dropping it right before the cast finishes. Its a good idea to have a cancelcast macro in case, that way if you see a grounding totem buff on them, you can eat it up with a shadow word pain, and then unload your silence or bigger nukes.

 

Warlocks:

 

Affliction: (E) – Affliction locks will function the exact same way you do. They have multiple dot effects, their main nuke is a channeled spell (Drain Life vs. Mind Flay), and their silence will wander around in the form of a felhunter and opposed to you casting it. They only real performance difference is how Psychic Horror works in comparison to Death Coil. You may want to open with your instant dots on a warlock first, then fear both the felhunter and warlock together, so you cant be spell locked while casting Vampiric Touch or any other cast time spell. If you get the jump, you should come out on top, if they get the jump on you, Unstable Affliction is a hard thing to overcome. Your opponent will also try to play the LoS game with you, if they do that, make sure to put some damage into their felhunter, if they lose their felhunter, they lose their silence and the 25% damage reduction from soul link.

Destruction:(S) – The destruction warlock used to be feared immensely in pvp. But the seduce/soul fire option has fallen greatly out of favor due to the much larger health pools against damage that didn’t increase to match the health gains. Most destruction warlock will run a succubus as their pet, if you kill it, its game over for them. Also, the will generally only use one dot in Immolate, this is in order to ramp up their Conflagarate, Incinerate, and Chaos Bolt damage, however all 3 of these spells have a cast time (Conflag is instant), so casting your silence while they are casting immolate will freeze their burst and usually push them into a defense mode when they just use a multitude of fear and death coil while they try to regroup. Shadowfury is a decent stun, but only if its on top of a crowd of people, and most of the effects of a destro lock can be dispelled. 3% healed per magic buff dispelled (You should really get that glyph! Its amazing!)

Demonolgy: (S) – Demonology locks play a bit in between both affliction locks and beast master hunters. They will send their felguard into to stun you, perhaps after trying to root you in their Hand of Gul’dan spell, and to top it all off, they will metamorph into a demon and immolate themselves to burn you while stunned, rooted, and their damage bonus is active. One quick trinket while this happens and followed by a fear, completely negates any offense from the demo lock and its felguard pet. Demo locks do tend to have a higher survivability than other locks, but if you can get your dots and your shadowfiend on them, you can kite them around for hours and finish them off with ease, just make sure to not get caught in a hand of Gul’dan, or you are going to be on the defensive.

 

Warriors:

 

Arms: (W) – Arms warriors are particularly nasty. I approach arms warriors like I do shadow priests. It all comes down to who has to use their cooldowns first. If you find the need to use up your dispersion and psychic horror before they use their throwdown and bladestorm, you may find yourself at the spirit healer very shortly. You always, ALWAYS want to keep your psychic horror ready for Bladestorm, its their 31 point talent and with one simple disarm, you can render it useless. You will generally not keep a warrior feared because of Berserker Rage having a similar cooldown to Psychic Scream. If you are able to juke cast** any melee who might interrupt you, you can get some channeled and cast time spell in on your opponents, just don’t get hit by a pummel, rebuke or kick, or it becomes much harder to recover.

Fury: (S) – While fury does have the stacking mortal strike effect, it just does not have the utility that arms does. No improved hamstring, no throwdown, no deadly calm. The addition of bloodthirst for healing is ok, but lacking all of the aforementioned abilities to keep a target within reach is lethal for them. A good warrior will make sure to have Heroic Fury, Heroic Leap, and Intercept ready for when you fear and try to kite, make sure all your dots are up and you should have no problems kiting a fury warrior even with disperse, because they certainly wont be stunning or knocking you down anytime soon.

Protection: (E) – The damage output by prot warrior isn’t a problem here, its just the amount of CC and surivability they have when facing you. Concussion blow, intimidating shout, shockwave, shield wall, spell reflect, Last stand + enraged regen, and gag order silences on heroic throw and pummel. Brutal. A good prot warrior can keep you permanently unable to do anything to them, make sure you use your psychic horror early so that you can get some dots active on them, and then go into kiting mode.

*Hot Tip (Warriors)* – When warriors, especially prot warriors, sense heavy spell casting coming in, spell reflect is almost a natural reaction for them. Take advantage of this in one of two ways, you can either anticipate the reflect coming and Psychic Horror their shield off for 10 seconds, making them incapable of using spell reflect and shield wall, or you can cast SW:P when you see the icon go up, and then dispel yourself, causing their spell reflect to actually heal you.

 

While this guide is designed for how to handle opponents as a shadow priest, the mechanics or a shadow priest are shared by other classes and can be used by them in the same fashion for the same results:

Silence – Mage, DK, Priest

Disarm – Rogue, Warrior, Hunter(pet), Priest

Horror – Warlock, Priest

Fear – Priest, Warlock, Warrior

 

Any class with those abilities can use similar effects to gain the desired result, in fact, other classes can use different abilities, like stuns, over a fear for when a paladin uses aura mastery to get the same effect of getting the effect to expire without wasting a silence or kick.

 

May this guide help you in seeing what your opponent has prepared for you and to handle what you are about to encounter for a more enjoyable battleground experience. And if you made it to the end in one sitting, you deserve a medal, a coffee, and someone to cook you dinner tonight, because this was taxing even for me! Thank you for reading!

Its been a bit over six months since my inaugural post here and looking back, I haven’t really touched upon the area of pvp as a shadow priest in cataclysm. The thing about pvp in any expansion of WoW is that what works in one season or arenas and battleground, does not always carry over into next one based on the types of items and item sets that are released. For instance, a lot of people who do pvp will use pve items (most notably legendaries from all previous expansions and some trinkets) to try and obtain an advantage over their opponents. Dragonwrath and Fangs of the Father will have superior impact for you and your team heading into the expansion due to the procs associated with them.

 

As a shadow priest in arena or battlegrounds, your role is 75% damage, 25% crowd control. Your three main forms of CC, each have a considerable cooldown which makes you a favorable target to the enemy if all of them have been used. You should generally attempt to stay out of the fray unless you need to fear someone off of a flag spawn or for good measure to stop a heal/counter attempt in arenas. Lets take a look at your 3 forms of usable CC in PvP.

 

Psychic Scream – Your bread and butter spell that you have had since you were a youngling priest back in your starter zones.  Despite knee jerks reactions to use this spell asap if melee are beating on you, you should probably try to wait to use this spell when multiple enemies are nearby to get the best effect out of it. Because 90% of the time, whatever melee is on you and you fear them, they will trinket out of it and resume pummeling you. There are tricks and tips to using this and outsmarting your opponent I will cover later on in this post.

 

Psychic Horror - 25 Point talent that causes your target to tremble in horror for 3 seconds, and disarms them for 10 seconds as well. 2 Minute Cooldown. This is a must have for any shadow priest doing pvp, unfortunately it is not a baseline spell, so you will have to spend one of your talent points for it, but you can easily pick this talent up as well as having what you need in the shadow tree without losing anything  major. This is an effective CC on all players, however, you should try and save this for physical damage dealers over casters, with the exception being feral druids, who suffer no penalty from being disarmed.

 

Silence - Nothing fancy about this spell, as it does what its name says it should do, silences spellcasting for 5 seconds. 45 second cooldown. Until MoP, this is something you will have to spend 3 talent points to get, but isn;t really an option when trying to neutralize your opponents. There are a bunch of unconventional uses for this spell, particularly on melee classes, however, priority for this spell goes to healers and spellcasters after.

 

Gear

 

There are two setups right now that I have found to be viable for shadow priests in battlegrounds, the first being the standard all resilience set. This includes 4 pieces from the holy/disc set, which gives you the bonus of when you PW:S yourself to not have your movement impaired for the next 4 seconds. This set will (likely) give you the most stamina and will give you the most damage reduction via resilience. You should be somewhere around 4850 resilience with full cataclysmic gear, and thats gemming with intellect in red slots, intel/haste in yellow, and intel/spirit or intel/stam in blues. This set will favor players who may not enjoy raiding, as the 403 item level will provide superior spellpower to the 397 pve counterpart. This set will also favor people who choose to be a bit bolder in their play style if they choose to, as the added resilience and stamina will allow them to survive for a good duration should they choose to rush into a foray and drop a fear.

 

The second set is a mix of pve gear with pvp gear. This mix includes 4 pieces of the tier 13 shadow priest pve set, combines with the rest of the gear being all pvp based.  This in essence turns you into a more glass cannon spec, which will increase your burst damage on targets, specifically in 2s or if a flag carrier has high stacks of focused assault. However, you are going to lose about 1200 resilience in the process, and you will be able to tell the difference in damage you take. I call it the three minute priest build, I even think there is a song for it somewhere…..

 

“….Shadowfiend, creating Shadow Orbs, and they don’t like, no three minute priest….”    —–> Its Not a Rick Roll

 

I think that’s how it goes anyways, it better at least, because if I have to create another terrible remix out of a hip-hop song, WordPress may shut me down.

 

This setup requires you to stay closer to healers for the increased damage you will be taking, it does turn out to be better as far as output if you run with people who can peel dps off of you or can cycle healing cooldowns on you well enough to get the dps to change to someone else. It also favors quick matches (2v2 double dps or vs double dps) or surgical quick strikes (2+ 1 stealth offense CTF games, flag returns).

 

Stats

 

For outlasting, Resilience will always be the choice stat to go for first. Intellect will always be the next stat in line, followed by haste, crit, and mastery at the end. Try to avoid having any mastery on your gear if you can help it, it is a very underwhelming stat for pvp.

Two things to note: Your hit cap for pvp is 5%, if you are well over that you can safely reforge off until that point and not worry about missing. However, to make sure you don’t encounter spell resists, you will also need to have 240 spell penetration as well. This is not hard to obtain, as any season of pvp cloak or neck has this much or more.

 

Now you may ask yourself: “But Srs, all resist buffs give a maximum of 195, why is the cap 240 for shadow priests?” Shadow resist from a priest or paladin will stack with mages running in mage armor, this will effectively give them 240 resist that you will have to bypass to ensure you don’t end up seeing a resist.

 

Spec

The path of the facemelter.... is... mostly enjoyable.

A few things that may stand out: No Improved SW:P, No Pain and Suffering, No Shadow Apparitions. None of these talents are taken, because they center around the shadow word: pain spell, which is not a game breaker in pvp, largely due to the fact it is easily dispellable with no penalty. Most of the rest are self-explanatory.

 

3/3 Darkness – 3% Spell Haste, Yep. All over that.

2/2 Veiled Shadows – Minus 6 seconds to fade and minus 60 seconds to shadowfiend. This is a doubly useful talent, it allows your burst (while running 4 piece 13 to come off cooldown quicker, and it allows you to fade out of snares quicker as well.

2/2 Improved Psychic Scream – Minus 4 seconds to Psychic Scream, required for Silence. Mainly used to get to silence. 4 seconds less on fearing someone away from you, an ally or resource node helps too.

3/3 Improved Mind Blast – Quicker Cooldown on your main nuke, that also applies an undispellable 10% healing debuff.  That extra 1.5 seconds helps a ton for your burst, its a general improvement for non burst as well, just watch you don’t get spell locked on this or Vampiric Touch.

2/2 Improved Devouring Plague – This is a finicky talent. The nature of DP is low damage over a long period of time, however the 30% initial damage is helpful to chip away at opponents health and can be used as a second execute with SW:D if needed.

2/2 Twisted Faith – Filler talent. 2% Shadow spell damage is very minor, the spirit to hit conversion allows you to focus on more damage based throughput like haste and crit instead of going all hit gear.

1/1  Shadowform – Yeah….

2/2 Phantasm – Allows you to break snares without having to disperse or pvp trinket out of it, it very powerful with the right spec and glyph choice.

2/2 Harnessed Shadows – Every time you get crit, you gain a shadow orb for your nukes, stacking up to three, great talent that shines after being crit a few times and then paired with your fear.

1/1 Silence – Your clutch CC ability. Self-explanatory.

1/1 Vampiric Embrace – Passive healing from all your shadow damage, required for Vampiric Touch.

2/2 Masochism – 10% Mana back when you take 10% or more of your health and damage, or are hit with recoil from SW:D, mostly a filler talent, nice if you have mana issues and also happen to be the kill target, but most people will ignore an Oom shadow priest for that very reason.

2/2 Mind Melt – Instant Mind Blast Crits and reduced damage taken from SW:D recoil, all over that.

1/1 Vampiric Touch – Your most powerful DoT in terms of damage, and will fear any target near the person who dispels the debuff for 3 seconds with no diminishing returns.

2/2 Paralysis – Mind Blast crits root the target for 4 seconds.  Great for isolating someone in the map, however it is dispellable, choose your targets to root carefully, ideally with 3 mind spikes then a mind blast.

1/1 Psychic Horror – Secondary CC, highly effective against physical damage dealers. Because of the longer cooldown, this spell is a bit more touch and go for when to use it, opposed to silence.

2/2 Sin and Punishment – 100% chance that your VT will fear anything within 6 yards of the dispelling target, and every time your Mind Flay crits, the remaining cooldown on shadowfiend is dropped by 10 seconds. A very versatile talent that allows for increased burst opportunity while providing a secondary CC in the presence of dispel happy healers.

1/1 Dispersion – Pretty straight forward, the mana return is nice, but the damage reduction is the main use for the spell in moments where you just so happen to get death gripped by a DK followed up by a rogue stun.

 

Glyphs

Call the Inscriptionist...... I mean Scribe, SCRIBE!!

 

Primes:

Shadow only has 4 glyphs total, 2 of which are musts for pvp, the other is a flex.

1) Glyph of Mind Flay – +10% damage to your main offensive spell. Take it.

2) Glyph of Shadow Word: Death – Gives you a second execute, for if the first doesn’t get the job done. Take it.

Flex Glyph: Glyph of Shadow Word: Pain versus Glyph of Dispersion. Neither are highly appealing for pvp. In either the burst or conventional setup, shadow word: pain can still be easily dispelled making the glyph and subsequent talents associated with it, moot. Likewise, dropping the cooldown on dispersion by 45 seconds implies that you may be thrusting yourself into the center of action a bit too much or aren;t getting anything peeled off you. I prefer to use the SW:P glyph for my burst, forcing healers to worry about keeping the target alive first, and then dispelling later. I would strongly consider taking they dispersion glyph over SW:P if they replaced the current effect, with something similar to the glyph of Evocation, where you would regenerate 5% of your health every second for 6 seconds, instead of dropping the cooldown by 45 seconds, but that may be a tad OP.

 

Majors:

At least the major glyphs gain some appeal for the pvp side of shadow, whereas they are extremely lackluster for all cases of pve right now.

1) Glyph of Fade – Reduces the cooldown of fade by 9 seconds. Paired up with Veiled Shadows, this drops the cooldown to 15 seconds, which means you can fade out of snares that quickly. Take it every time.

2) Glyph of Psychic Horror – Reduce the cooldown of Psychic Horror by 30 seconds. Reducing the cooldown of one of your CCs? Sign me up.

Flex Glyph: Glyph of Dispel Magic versus Glyph of Fear Ward. You have the choice of reducing cooldown on how often you can be feared as a form of CC, or healing yourself if you are actively aware of your debuffs when attacked. Fear does not bother me, I know not the meaning of it. Whereas it is really beneficial if you have a moonkin, fire mage, or aff lock dotting you up (before Unstable Affliction) and watching as your health goes up, instead of down. Ideally wait for 2 magic debuffs to be applied, and then dispel to get a 6% heal and maximize its effect.

 

Minors:

I am going to be labeled as an absolute heretic for when I post my choices, so I may as well get it out of the way and say that I DO NOT HAVE GLYPH OF LEVITATE IN MY CHOICES. And you may now proceed to point, laugh, and mock. There is really no flex glyph for minors, as all three I have, believably, serve good purpose.

1)Glyph of  Shackle Undead – Reduces the mana cost of shackle undead by 50%. Helpful for the Ghoul Pets, Gargoyles and Lichborne used by death knights. A good trick here is fearing a death knight, having them use lichborne and then shackling them.

2) Glyph of Fading - Reduces the mana cost of fade by 30%. Depending on who your fighting for how long, you might be using fade quite a bit to get out of snares while expending mana to dps and CC, every little bit helps. Take this.

3) Glyph of Shadowfiend – When your shadowfiend is killed, not expires, you get 5% mana back. In pvp situations, people will try to CC your shadowfiend as best they can (most notably with fear). If you decide to fear ward it and make it immune to that CC, chances are people will attack it to stop your burst, and the result is you getting 5% mana back. A loss in the end, but it still curbs the loss somewhat.

 

This setup should help you prepare for doing pvp on a regular basis, and should serve as a primer to help you have an enjoyable experience in the battlegrounds, or at least as much as you can on your end. Because lets face it, sometimes you just end up getting people who do not have any idea how to do pvp, or they are a fresh 85 queuing up with 75,000 hit points. This should ensure that you at least have the capacity to perform well on your end. If you disagree with my spec and glyph choices, tinker with ones you think would work better. Trial and error is always the best way to find something that suits your playstyle. PvP can be a very frustrating experience, especially running into premades, I hope this guide helps your experience in a positive manner, and thanks for reading!

 

Sixth – Its Like First Place, Only Five Spots Later

 

The number six, it can mean many things to everyone, for me it means a lot of things, to name a few: My height in feet, the number of bloggers in Apotheosis who have posted something in 2012, the number of hours in my work shift, and so on, but the sixes meme sweeping the web is not about stuff like that.

 

The new meme/fad sweeping the WoW Blogosphere is the sixes meme by Gnomageddon, where people who are tagged by other bloggers share some of the screenshots and pictures they have amassed over the years. I was tagged for this activity by Jasyla over at Cannot Be Tamed.  The guidelines are simple:

 

The Challenge:

 

- Go Into Your Image Folder.

- Open the sixth subfolder and select the sixth image inside.

- Publish the image, and preferrably add some text describing the image and why you have it.

- Challenge six bloggers to do the same.

- Link to them.

 

Well, looking at my images, I only happen to have two subfolders for screenshots and pictures, one for gaming related things, and one for pictures taken outside of the games I play, so I’ve decided to take the sixth picture in each folder and publish it. Lets start with the gaming based screenshot first! Unfortunately, I hadnt taken a lot of screenshots over the course of my early WoW career, so most of the pictures from there are recent (2010+). I wish I had kept some images like our first Kael and Vashj kill after rebuilding an old guild or seeing C’thun for the very first time, but alas, not to be.

 

Cataclysmic Change to the Badlands

 

The sixth image happens to be the very first screen I took in the Cataclysm expansion. There is really no story behind it other than the fact I liked the change they made to the Badlands zone, and because I decided that I was going to level solely from 80-85 on Archaeology (Someone check my head, please), this zone was going to be one I visited quite frequently for Dwarf finds, all in pursuit of the Sorcerer Staff of Thausarrian. But alas, now over a year removed from first setting up my survey gear, I still do not have that  accursed staff! Not to mention still getting Night Elf and fossil finds, while only having 2 of the tol’vir rares, and completing both the Night Elf and Fossil rare collection, has deterred my interest in it.

 

And now for the real life stuff, hilariously enough the sixth image in the non gaming related folder ended up being the lone picture of myself that I posted on the guild I was GM of back in 2007-2009. So without further adieu…

 

December 24, 2007

 

I really do miss that sweater, so comfortable. I, however, do not miss having to wear clothing that extreme. Any wild guesses to the size of that sweater? Would you believe it was (ironically) a 6x? (!!!) Yeah, pre-2008 was not one of the better times in my life for being physically healthy at all. Thankfully, Ive made enough positive decisions since then to right myself in that department and not look back on it. I have also met quite a few people from in the game as well, who can attest that I no longer resemble the person above by any stretch of the imagination. Still, I am not very photogenic and my picture being taken isnt very frequent, but I do have a recent shot of me that I am actually proud of!

 

November 21, 2010 - The Captain and Me

 

Some people have seen this photo multiple times, still its the one I actually like of myself the most contented with. That shirt is an XL by the way, and yes, it does say what you think it says! And there you have it, a brief look into some of the photos I have amassed over the last few years from both in and out of game. Now for the next people in the challenge!

 

Dev

Katarnas

Danslatable

Beru

Oestrus

Dwarven Battle Medic

 

Enjoy!

Yor’shaj the Unsleeping is the second (or third, depending on which turn you take first once getting past Morchok) in the Dragon Soul instance. Here at Apotheosis, we recently defeated this boss on heroic Difficulty, propelling us to 3/8 in Heroic modes, with Morchok, Yor’shaj and Hagara under our belts. It was our 4th day of dedicated work on the boss, and midway through the evening, our concerted efforts paid off with a fresh, new kill. Leaving us as the #1 25 man guild on Eldre’thalas.

 

What was more impressive, is that our kill didn’t include any warlocks. That’s right, zero! No healthstones, no soulstones, none of that good stuff. We would really like a warlock to share the love with around here, if you would like to be a part of a progression minded team in a 25 man setting, Apotheosis may be the place for you! Check us out here. Aside from the app, we only ask that you show that you are truly a part of the dark side, and have intent to work through heroic content…..

 

Ahem.

 

A few notable changes to Yor’shaj on heroic, is the addition of a 4th globule he summons to grant him an additional ability. While even with a 5% tweaking, damage output to the boss is still crucial, its advisable to refresh your dots right before the globule call is happening and then move with post haste to eliminate the globule. The globule has a bit more health on heroic difficulty, so not much time can be wasted bringing it down. Here’s a summary of what the different colors mean for you and how to manage your cooldowns, not only for you, but the raid.

 

Blue (Mana Drain):Your mana will be sapped to 0 at the end of the 4 second mana feed cast from the mana void. A good trick to try and use here is your Shadow Word: Death ability right as the debuff is about to expire. Once the mechanic registers as the target not dying, you will get 10% of your mana back, so you have some leeway on what you can do next. If you are unable to do so, you can either disperse for 36% of your mana back, and reduce the effects of any other color effects on you for 6 seconds, but won;t be able to use it for another 2 minutes, use archangel if it is up for 25% mana back and ideally timed up with your shadowfiend for mind spike burst and additional mana, or (at your raid leader’s call) hymn of hope to give back a bunch of mana to a bunch of people. For the blue, keep for primary 3 dots on Yor’shaj, and toss VT and SW:P on the mana void, but make sure you don’t kill the mana void. Here’s what the mana return looked like on our kill:

 

Inflciting damage to myself as always.

 

Green (Digestive Acid): Nothing much changes dynamically here except for the damage being increased significantly. Unfortunately, the second and third color combinations we leave up are blue and purple, which means deep corruption is going to be stacking. The only major thing to worry about is keeping your distance from other people, 4 yards, if green is allowed to pass to the boss, so that multiple people don’t get cleaved with barf and perhaps cause more stacks of deep corruption.

 

Black (Forgotten Ones): Ever a fan favorite, one forgotten one add will spawn and fixate itself on a unique raid member. For this, when black goes through, stacking must occur so that stragglers aren’t left alive when the next group of bloods come out. However, you will have another set of adds when black is paired with yellow, make good use of throwing a dot here or there on adds as you move to the blood to help out. The question arises: How do I balance keeping my dots on the boss while aoe’ing the adds while doing the most I can to both the boss and adds? You have a few seconds after black hits before the forgotten ones begin to appear, so you can continue your normal rotation, once the adds appear you want to devote your time to Mind Sear until the bulk of the adds are down. You want to keep 3 abilities in mind and watch the timers while you Mind Sear the adds down. Those abilities are Shadow Orbs, Shadow Word: Pain, and Empowered Shadow. These 3 abilities will greatly improve your output in black phase, lets see how:

 

Shadow Word Pain: A moderate damage over time spell, during the aoe phase, this is more important for proccing a shadow orb, which is coming up next, or a shadowy apparition, which will proc 3 shadow orbs with the tier 13 4 piece.

Shadow Orbs - Your basic mastery, increases the damage of mind spike and mind blast by x%, and your periodic effects by x+10% for 15 seconds after using mind spike or mind blast. If you can, try to keep one of these available at all times during your spamming of mid sear onto the adds. Consuming one will trigger Empowered Shadow, increasing your periodic effects by your level of mastery.

Empowered Shadow: While on most fights, this will pertain to your dot effects + Mind Flay, this effect also grants benefit to Mind Sear. In dragon soul level gear, mastery should be providing (at the very minimum) 33% bonus to your periodic effects. What this means is that with empowered shadow active, your mind sear will hit that much hard on the boss and all 25 of his adds while its up, and 50(!) on black paired with yellow. For the number of mobs and ticks done by mind sear, its is a massive damage drop to not have Empowered shadows up at most times while mind searing the adds. Empowered Shadow uptime is generally high for shadow priests on all fights.

 

Certainly a wide variety of effects, isn't it?

 

I usually run between 95-98% uptime on most fights with empowered shadow, but its a bit lower in this case, hovering at about 90%. And I am content with this. I can certainly improve this, but it is by no means bad. There is a lot of  moving in this fight, from add to boss, from add to spread out, rinse and repeat. You may also find yourself being called to use hymn of hope, have to disperse to save yourself, or have less than favorable luck with shadow orb generation while you aoe the adds down. As long as you keep SW:P rolling on the boss while you AoE, you give yourself the best chance to gain orbs and empowered shadow.

 

Red (Searing Blood): Similar to green, not much of a dynamic change other than it will hit 8 random people, and you want to be stacked up for aoe healing. Deals more damage on heroic too (as you probably guessed!). You may want to use a cool down if you get seared 2 or 3 times in a row so that you don’t keel over.

 

Yellow (Double Your Pleasure, Double the Pain): Yellow will double the negative effects of all the other blood globules, except for purple, which will cause purple to shadowbolt volley the entire raid when paired with yellow. This means:

Blue + Yellow = 2 Mana Voids and 2 Mana Drains

Green + Yellow = Twice the Acid Splash Damage

Red + Yellow = Twice the Searing Blood Damage

Purple + Yellow  = Shadowbolt Volleys to the Face

Black + Yellow = 2 sets of Forgotten One Adds

The only set that will have you concerned is black and yellow, where you will have to aoe off another pack of adds.

 

Purple (Deep Corruption): This is more on the healers than you, but you will get a deep corruption debuff at the start of a phase if purple hits. Every time you gain a direct heal, you will gain one stack, and if your stack reaches 5, you will prematurely explosionate the raid for 75,000 shadow damage, and if you happen to click the lightwell once (or TWICE! for that matter) while in purple phase, you will gain a stack and cause a raid wipe like a certain priest has….and your healers will not like you!

That’s about it for the mechanics of the fight, with so much going on, its all about uptime, uptime, uptime for you. A steady does of VT and SW:P to anything you can cast a spell on will serve the greater good for the raid. Right now Yor’shaj has 245.4M health with a 5% nerf on heroic, so your raid has to be able to deal that much damage to him?her? while also dealing millions more to the globules, forgotten ones, and mana voids at the right times. Just make sure to be mindful to not WTFBBQ the mana void before your raid needs to get mana back, and to use your hymn if needed when your raid leader calls for it.

 

I guess after reading this post you could say you are now empowered…

 

….  with shadow…

 

<You know the rest.>

Epilogue: Dragonwrath, Tarecgosa’s Rest

January 20, 2012 – The culmination of both individual and group work efforts to achieve a primary and secondary goal reached fruition in the form of a highly sought after item for both pve uses and lore idolatry:

 

Dragonwrath, Tarecgosa’s Rest

 

Yes, at long last I can now call Dragonwrath my own. After 5 years of playing this game, this has been the first legendary I have received, and coincidentally happens to also be practical to use in a raid environment. It has been what has seemed like an eternity since the last time I even mentioned a questline, the last part of this quest chain took a bit longer to complete with the release of Dragon Soul occurring while I was in the midst of siphoning essences.

 

At the last point in the quest line, we had seen that the Blue Dragon Council has called an assembly outside the Nexus in Coldarra to appoint either Arygos or Kaelcgos to the position of Prime Aspect for their respective flight. After wintessing the council meeting, Kalecgos sends you back into the Firelands one last time….. (or so he tells you) to vanquish Ragnaros and to return to him with the Heart of Flame, the last component needed to create a suitable resting place for Tarecgosa.

 

Heart of Flame

 

Unfortunately for you, Kalecgos fails to tell you that you will also need 250 essences from the powerful creatures of the Firelands in addition to the heart. These essences come from the first 6 bosses in the zone on both difficulties, 25 man giving a good deal more than 10 except on heroic. I began collecting my essences on 25 man heroic difficulty midway through November, however we only had three weeks until Dragon Soul came out, so I ended up near halfway done with the number of essences I was collecting. After that, 10 of us went back in and started clearing out the place on heroic, cutting the number of boss kills I needed in half. Siphoning the essences off a boss is not hard, you just need to be in range of said boss and use the effect on your Branch of Nordrassil to siphon the boss. Only one person can siphon a boss before it loses its smouldering effect. While siphoning, your character becomes immobile and you can not manually perform any other action (even logging off) until the channel is complete. The channel effect lasts 9 seconds each time you siphon any number of essences off a boss.

 

Just one of the many bosses you will siphon, in this case, Lord Rhoylith. Uh.... pay no attnetion to that not corpse that you don't see there.

 

To your dismay, you cannot get essences from Ragnaros on either difficulty setting, which leaves you at a maximum of 6 bosses a week, with a maximum of 66 essences a week in 25 man and 48 in 10 man. That about it for essences, the only additional part that you get to have fun with comes from the encounter with Ragnaros himself, once you get 250 essences collected. When you have the 250 essences collected and engage Ragnaros, he will perform an extra yell emote saying that Deathwing has prepared him to face the vessel of Tarecgosa, and will imbue whoever has the 250 essences with a debuff called Rage of Ragnaros.  Rage of Ragnaros itself does not harm you, but instead serves as a nice  buffer for people to treat you as if you were carrying the Bubonic Plague around with you. Every so often, the debuff will trigger a countdown on you that when it reaches 0, will deal 50-65k fire damage to all allies within 10 yards of you. If you manage to die while having this buff, you will be unable to loot or spawn the heart of flame that comes from the pool of lava Ragnaros submerges in when the fight is over, so you do need to survive the encounter, even if you are the last one up. The heart of flame you need to loot will spawn in the middle of the pool of lava and look like a small fiery ball floating just above the surface of the lava. You will need your healers to spam heal you while you swim out and click on the gear box that highlights when you are in range of it to loot your heart and complete the quest.

 

Your Branch of Nordassil and 250 essences meets Ragnaros, the root of the problem. Hmmm.... tree puns in one caption.

 

Success!

 

You proceed to return to Stormwind or Orgrimmar to Hallegosa, a special phased NPC that only people on the Heart of Flame quest can see in their respective districts to turn in your heart and accept on final quest, The Stuff of Legends, upon which a grand Blue Dragon ceremony will start in either city occupying  most of the visible air space, its really hard to miss unless your camera is set to be facing down all the time.

 

The Stuff of Legends

 

This quest is pretty straight forward, you follow Hallegosa over to the left of Stormwind Cathedral where a hover disc, like in the Malygos encounter, comes down to pick you up and take you to above the city where the blue dragons are flying. Your image will be projected onto the skyline with you riding Tarecgosa for a 2 hour duration, so pick out your best transmog set, evening wear or leotard, up to you! However, as of the 4.3 patch, you will need to remove yourself from any raid group before getting credit for the last part of the quest of witnessing the blue dragonflight ceremony in either city. Do not worry though, if you turn it it while in a raid, Hallegosa will respawn shortly after you descend from the platform and you will able to drop the quest and pick it up again for completion outside of a raid group. Unfortunately for me, my plan for using a disguise a top did not come to fruition ans the disguise was kicked off as soon as I got onto the platform and began to rise towards the dragons. I had wanted to model as a tree of life using a potion of illusion as I handed the quest it and mounted theplatform. The end result will look something like this, albeit, not as cheesy:

 

Shadow Tree didnt turn out so well, Horatio.... Mane? instead of that.

 

If you have reached this point, congratulations! You are now the proud owner of the best caster staff in the game to date, you also have access to Tarecgosa’s Visage, and effect that turns you into the avatar of Tarecgosa, making you a flying blue dragon mount, making you the center of attention for all your blue dragon lore buff friends. Lets see just what exactly this thing is capable of now.

 

The Care and Feeding of Your Dragonwrath

 

While the stats, gem sockets and secondary bonuses of Dragonwrath are on par and slightly ahead of normal Dragon Soul level gear, the feature of this staff is that whenever you deal damage you have a chance to instantly duplicate the damage dealt of the spell. This is a proc that was effectively nerfed in the 4.3 patch but still sis a very powerful bonus that will provide a marked increase in output. I ran two tests to see how the proc fared on a single target and two target encounter, I ended the test when I ran out of mana on each pass. For the two target fight:

 

A fairly healthy boost to damage from a proc alone.

 

And for the single target fight:

 

Even better in this case.

 

At around a 6.5-7% value of your total damage, this item alone takes someone who does 30,000 dps on a fight and boosts them to between 31,950-32,100 dps just from the proc alone, it is certainly something for any caster to considering finishing if they are using a non-heroic DS weapon if they want to see some slightly better numbers on their own end (and you have a great group of guild mates who enjoy going back to Firelands on nights off). But dont take it for granted, Dragonwrath is also something that should only be used in the hands of a trained professional, as one wrong move could spell trouble for nearby allies. Also, feel free to head directly into your nearest battleground upon completion of this, your local healers will flock to you like Snooki flocks to a free Kashmir handbag. And watch the carnage unfold.

 

Faceroll with friends.

 

The Mount Special has quite the unique sound clip.

 

I know what you're thinking. Did I cast one spell or two? Well. In all this excitement I've lost track myself, so you have to ask yourself one question. Do you feel lucky? Well. do you friend?

 

Thank you again to everyone who helped with the process of this, it was well worth the wait, and without those people, it would be not have been possible!

Sometimes Blizzard hits it right on the nose when it comes to assigning set bonuses for classes on tier armor (like tier 10, I miss you), and other times they miss completely (4 piece tier 11, because really who doesn’t love 30% more damage on a miniscule 12% proc chance). Coming from tier 12, where I thought Blizzard did a good job on both the 2-set (+20% fire damage and -75 seconds to shadowfiend) and the 4-set (+15% [it was previously +25% before 4.3] damage to Mind Blast when all your dots are on one target), I believe Blizzard both hit and missed on the tier 13 bonuses for shadow priests. It has been a while since I have talked about anything priest related on here, but after having recently acquired my 2-set tier 13 bonus, I feel as if I can give an accurate opinion on the bonuses. Lets take a look at what Blizzard has given us for bonuses this tier:

 

(2) – Increases the damage you deal with your Shadow Word: Death by 55% and reduces the damage you take when your Shadow Word: Death fails to kill your target by 95%.

 

(4) – Whenever your Shadowy Apparitions and Shadowfiend deal damage, you have a 100% chance to instantly gain 3 Shadow Orbs.

 

While it doesn’t state it in the bonus, the 2-set bonus increases the damage of Shadow Word: Death at all times, not just in execute phase. However, due to the relatively low damage it deals outside of execute range, it is probably best to avoid using it, unless you desperately need to regain some mana back from your masochism talent. The 2-set bonus is the one I believe that Blizzard got right, however, in order for you to get it, you will have to give up your previous 4 set bonus if you had it from tier 12. I believe that this is a good tradeoff for any shadow priest in the long run, the numbers do not lie either.

 

Damage Breakdown in WoL

 

Above is the last WoL parse for the damage I did in a raid setting, the two abilities to focus on being Mind Blast and Shadow Word: Death. If you do not have your four piece shadow tier bonus from tier 12, the 2 piece tier 13 is a huge upgrade, get it. If you have the 4 set bonus, this comparison is for you. Even with the slight upgrade to intellect and stamina from 391 to 397 gear, lets see what the damage difference is using 4 piece tier 12 versus 2 piece tier 13. This parse was taken with me wearing the 4 piece bonus, so:

 

Mind Blast Damage: 7,879,616, this damage becomes 15% less by going to the 2 set tier 13 bonus, so the adjusted damage will be: 7,879,616 x .85 = 6,697,674 for a loss of  1,181,942 damage from that spell, however, your shadow word: death will now hit 55% harder:

 

Shadow Word: Death Damage: 2,734,866 increased by 55% with the 2 set tier 13 bonus to become: 2,734,866 x 1.55 = 4,239,042 the new, adjusted damage for Shadow Word: Death yields an increase of 4,239,042 – 2,734,866 = 1,504,176. This number is also a bit lower than the actual gain due to slightly increased levels of intellect and a small amount of critical strike chance that comes from the tier 13 gear that I am not using at the time of this parse.

 

Overall you gain: 1,504,176 – 1,181,942 = 322,234 damage, and I am going to round this up to 375,000 damage from the increased stats of tier 13. Adding this damage to the previous total of 54, 174,339 damage for the night we get a percentage gain of (375000/54,174,339) x 100 = 0.692 or a .7% damage gain by going from your tier 12 4 piece to your tier 13 2 piece, but wait the good news doesn’t end here.

Your healers can now breathe easier watching your health in those fights where those green life bars are fluctuating constantly. Yes, the days of holding back using Shadow Word: Death on Ultraxion and Madness of Deathwing are long gone with the second part of the set bonus reducing the recoil damage taken by an additional 95% (its already reduced by 40% from the Mind Melt talent). I mean its not like I ruthlessly mashed my Shadow Word: Death button on those fights and ended up killing myself with recoil (more than once)……. nope, haven’t the slightest clue what it is like to do something like that.

 

An adamant masochist at his best!

 

The only thing that will be focused on in this part is damage taken from Shadow Word: Death in relation to the post, other elements, like degenerative bite, can be avoided by not prematurely mind searing on your tanks when bloods spawn in the Madness encounter. I took 1,330,879 damage from recoil from my Shadow Word: Death, and with the set bonus, the damage I now take becomes:

1,330,879 x .05 = 66,544, or 1,264,335  less damage taken, allowing heals to focus elsewhere in the execute phase. In addition, Shadow Word: Was about 20% of the damage I took over the course of the night, it drops to < 1% with the set bonus. There are also a few things you can do with your spec to help reduce your damage taken and strain on your healers, give this a look if you are considering trying out shadow in a raid setting. Onto the second tier bonus for tier 13.

 

This bonus I am not sold on. The bonus itself SOUNDS great, but using it in a practical manner is much harder. The shadowy apparitions part granting you three shadow orbs is not the main reason why I dislike the bonus, on the first picture Ive had Shadow Word: Pain tick 549 times on the night, leading me to gain (on average) 549 x .12 or 65.88 (66) procs of 3 shadow orbs from my shadowy apparitions. The main problem I dislike about this is the sheer amount of wasted orbs we get when our shadowfiend is out. We cannot ever exceed having more than 3 shadow orbs at once, which means in order to get the maximum effect from this bonus in regards to shadowfiend, we need to find a way to use those orbs before we get the next set of three, and the only way to do that is to use the much maligned, Mind Spike. Here are some things to consider about your shadowfiend:

1) Its attack speed is 1.5 seconds, with an effect like windfury, hunting party, or icy talons, its attack speed drops to 1.35 seconds.

2) In order to not have the possibility of missing out on orb procs, the cast speed of your Mind Spike or Mind Blast has to be less than 1.35 seconds with your haste.

3) With the melee haste buff, your shadowfiend will deal 12 attacks in a 15 second period, 11 attacks after its deployed, and it attacks as soon as you cast it.

4) Your shadowfiend has no expertise or hit, it can miss, be dodged from behind, and parried when you cast it, since the AI places it in front of the boss.

 

The only good thing I can see out of this is that, the number of attacks you do will match up evenly with the number of attacks your shadowfiend does. (3 Mind Spikes and then Mind Blast, 3 times over to get 12 attacks). Of course, you miss out on not having your dots up for the duration of your shadowfiend, you will also not refresh your dark evangelism stacks since you wont be casting mind flay either. This just seems really clunky to me, if Blizzard wanted us to function like shadow mages, they would not have given us 5 damage over time effects, and more single target nukes, especially ones that DON’T REMOVE ALL YOUR DAMAGE OVER TIME EFFECTS. I am right now sold on getting both the 2 piece tier 13 bonus and matching it up with (preferably heroic) tier 12 bonus to allow you to use your shadowfiend more, with more damage coming from it. If you cant get the 2 set to tier 12 though, similar 397 pieces that are not tier related should serve you well in your damage dealing adventures.

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