Archive for the ‘Spells’ category

Vladvin: Working on Kael Part 2

January 28, 2008

After clearing SSC on Wed and Thurs, then the first 3 bosses in TK on Sat, we spent all day on Kael yesterday.  We are now firmly into Phase 4.  We got Phase 1 down last week but couldn’t figure out the DPS on the weapons.  This week we replaced a healer with another DPS (6 healers instead of 7) and we made sure raid consumables were used; our RL decided not to make flasks/food mandatory last week on the Kael attempts, his decision… whatevs.  I really felt the difference in the DPS, everything in Phase 1 and 2 felt really squishy.  Here’s a rundown of our stragety as we have it nailed down (all right/left references are with your back to the doors, facing the platform Kael and the others are standing on):

  • Phase 1, The Darkener: he has a Big Bad Wolf-like mechanic.  Whoever he has his “Gaze” on tries to run him around the perimeter of the room and we try to get him to die towards the back in the middle.
  • Phase 1, Sanguinar:  warrior tank picks him up near the front and walks him back to the right, ending up near the right door.  Warrior tank is almose necessary for stance-dancing to avoid the fear.  Since I was the only Priest, I had to put a Fear Ward up while the tank was running him back since she can’t stance-dance and run at the same time.
  • Phase 1, Caster Chick (I can’t remember her name):  ‘Lock tanked at the very back, between the doors, hunter misdirects to the ‘Lock and raid waits for at least 10k threat before opening up.  We had 3 or 4 tanks outside of the blast range, but inside Conflagration range to eat up the Conflagrations and all ranged outside that (30 yards so no MF on her)
  • Phase 1, Engineer: Warrior tanked just to the left of the platform, pay attention to who gets the stun debuff, if one of the tanks for the next phase gets it stop DPS and wait until it fades so all tanks are available to pick up weapons.
  • Phase 2: Hunter tank on Bow it is killed first by ranged.  Warrior tank on Staff and Mace, melee on Mace interrupting heals and Staff is killed by range second.  Pally tank on Daggers, Sword and Shield.  Bear tank on Axe.  We used a combination of AOE and focused fire.  We had 3 warlocks spamming Seed and everyone else followed a kill order; Bow, Staff, Dagger, Sword, Shield for ranged and Mace, Dagger, Sword, Shield for Melee.  With the bear tank keeping the Axe in AOE range to catch the Seeds but not close enough to hurt anyone it was down to about 30% and we kill it in Phase 3.  I talked to the RL about it and I’m going to start on the Staff or the Daggers and ignore what the other ranged do.  A SPriest needs a single target to blast away at for a while to be a good mana battery (not to your party, they like everything they can get, but to mana-battery yourself is quite dificult).
  • Phase 3:  For the most part, all the weapons except the Axe and the Shield are down when Phase 3 starts.  I have to make sure that the tank on Sanguinar has a Fear Ward at the begining.  Melee goes to the Engineer and ranged kill The Darkener, then Caster Chick, then Sanguinar.  Like the weapons, I’m sticking to Sanguinar the whole time.
  • Phase 4:  Pally tank picks up Kael, Bear tanks the Phoenixes.  Melee on Kael and ranged on Phoenix Eggs except to take down shield.  Warrior tank with a Dagger to Intercept/Hamstring MC’ed players.  Again, I’m on Kael the whole time.

We spent a lot of time saying “Wow, we’re in the next phase… what do we do now?” then wipe.  I think that’s inevitable with a complex fight like this one.  Each Phase is so different and the transitions are the hard part.  You can have a plan for each phase but your raid will never remember instructions for 5 phases until they see each of them.  You get Phase 1 mastered and Phase 2 goes all chaotic and wipes you, “Ok, next time tanks get to X position and pick up Y mob; DPS go do Z”  Once you get that, Phase 3 will wipe you.  Then figure out how to transition into Phase 3 and so on, until you get to the end of the fight.  You have to take progression fights one step at a time!

As a side note… expect a lot of repair $$ for progression content.  We worked on Kael from 4:15 until 8:45 (I think) when the servers died and I spent about 40g on repairs… and I wear cloth!


Boss Tactics: Attumen the Huntsman

January 23, 2008

I had a billliant idea this morning in the shower!  I was thinking about this post and it occured to me that Galadria and I should collaborate.  She’s going to write some recomendations for a Holy Preist for each boss (and make sure I’m not saying something competly wrong on the other parts!)  We’ll start with the first one you’re likely to encounter, Attumen the Huntsman and his noble steed Midnight.

Encounter Mechanics


The encounter begins when a tank picks up midnight. You can see him up there in the stables.  Phase 1 lasts until Midnight is down by 5%. This first 5% goes very quickly and aggro going into Phase 2 can be touchy so I just wand for the first 5%. No one needs the mana battery and your DOT’s won’t have time to take effect.

(I managed to miss this phase, but I don’t really want to delay posting this article for one screenie so I may add another picture next week)

Phase 2 begins when Attumen spawns. Most groups will need a second tank for Attumen, but if your tank is OP’ed (I’m talking T5 here) they can tank both at the same time. Attumen does a frontal attack so all melee needs to stay behind Attumen and you can have the tank put his back to a wall to turn him away from the raid.  At this point you can DPS Midnight, Attumen or both.  When one gets down to 25%, Attumen will mount Midnight and wipe the aggro table, the resulting health will be equal to the higher of the two when they join.  The picture below is just at the moment when the tank picked up Attumen.


In Phase 3 Attumen will charge a random party member outside of melee range and curses a random party member every 30 secs, decreasing their chance to hit with melee, ranged and spells by 50%.  This should be removed quickly by a Druid or Mage as it can really hurt your DPS. He also continues the frontal cleave.  If you have all ranged stack up behind Attumen he won’t charge (this is not a myth, it works, I’ve done it) but of course you have to watch your threat. If you have a hunter, this is not possible because of range, but he’ll be the only one getting the charge.  Continue DPS until he dies (and never drops Handwraps of Flowing Thought).

Key Players

While there is no one class that is necessary for this encounter, there are a few that make things easier. All of the trash leading up to Attumen is Undead so a Priest or 2 with a Shackle makes the larger trash pulls towards the end easier (don’t forget your Shackle Macro!). A Mage or Caster form Druid to dispell the curse makes the fight go faster as the debuff really hurts your DPS.

Shadow Priest Specifics

There’s nothing specific for the SPriest in this encounter.  Try to time your SW:D for right after a charge so you know you won’t SW:D yourself and immediatley get a charge, which might kill you.  If you are light on healers be sure to keep VE up to help with healing through the charge. This is a relativley short fight so mana consumables aren’t much of an issue (we do this fight in about 1 min 30 sec, my first time in Kara it took 4 or 5 mins). If your group is undergeared and are going a little longer, take a Mana Pot as soon as it will fill your mana bar. Use your SF early in Phase 3 since that’s when you can really open up and burn him down (paying attention to threat of course!).

Holy Priest Specifics

This fight is usually easy on healers (if you have 3).  Keep a Renew on both tanks during Phase 2 and mantain it during Phase 3.  Aggro can be touchy during phase transistions so hold off on heals for a few seconds during pickups.  You can also use the Frisbee to help keep threat off of you.  If you are assigned to heal charges make sure to get them topped off.  It is not uncommon for Attumen to charge the same person twice.

Priest Loot

Object of the Encounter

This encounter is meant to test the gear of your entire raid.  Attumen is not a mandatory fight (as a matter of fact, Curator is the only boss that is REQUIRED in order to move on to further bosses) but it will tell you if your group is ready for the rest of the instance.  As for skill, the only real test is on the tanks.  The transitions between the phases are both aggro dumps.  Your tanks must pick them up promptly or your raid can wipe.

One last note, once you are Honored with the Violet Eye (rep goes really fast in there) you can repair just behind the room that Midnight was in, at an NPC named Koren. There is a large pull in front of him, but it’s worth the trouble to get the easy repair. Waiting for someone to hearth and be summoned back FTL!


Galadria insisted on a movie from this actor seeing his untimley death yesterday:

Girl: Sir ___. What are you wearing to the ball tonight?
Guy: er… nothing…
Girl: Well, we shall cause a sensation, for I shall dress to match.
Guy: [annoyed] Don’t you ever get tired of putting clothes on?
Guy’s friend #1: [whispers] I think she’s talking about taking them off, sir.
Girl: A flower is only as good as its petals. Don’t you agree?
Guy: A flower is good for nothing. You can’t eat a flower, a flower can’t keep your warm…
Girl: And a rose never knocked a man off a horse either.
Guy: You’re just a silly girl arn’t you.
Guy: Better a silly girl with a flower, than a silly man with a horse and a stick…
[she walks away]
Guy’s friend #2: It’s called a lance… hello…

Galadria: Spell Review: Starshards

January 20, 2008

This is for all you NElf Priests out there! The new Starshards (as of Patch 2.3) rocks!!!!


  • Cast Time: Instant
  • Mana: 0
  • Duration:
  • Cooldown: 30 secs

Rains starshards down on the enemy target’s head, causing 785 Arcane damage over 15 sec.

Mechanics – What does the tooltip mean?

This one is cool!!! No mana! For me (and I’ve heard others say this as well) it does about the same damage as SW:P. Here’s the fabulous part: it’s free (the only cost is the GCD) and it’s now a DOT (no more channeling!) It makes me wish I’d made Sidone a NElf (since she’s a Dranei my next review will probably be on Chastise), I use it on every mob while I’m soloing, and on bosses when I can spare the casting time.

Between the Lines – What the tooltip doesn’t say.

There’s just not much to say here. I think we can all understand the ramifications of the changes to this spell. With it costing no mana it allows some dancing of the 5-sec waltz, and there are no longer issues with loosing damage output because your channeling got interrupted. Both are fabulous things! The only comment I need to make here is if you are using this in an instance/raid (which I recommend on bosses, probably not very useful on trash) you may need to watch out for the additional threat. Since you are adding some damage threat to your normal healing threat you may pull aggro more often. The first runs you use it on keep a close eye on your threat meter to see if the extra threat makes a big enough difference to cause problems.

Tips, Tricks, and Pitfalls

I always follow Clearcasting with an IF to allow a few secs OFSR. I’m going to add a Starshards to that (if I have the time available) so I’m using it in a place where it can give me some guaranteed mana regen benefits. I would definatley recommend making sure that the cooldown is up for Curator’s Evocation phase(oops, Curator is immune to Arcane but the theory applies, if a boss is going to take extra damage, save the Starshards for a time when it will be the most helpful). With the increased damage he takes during this phase Starshards could go for a lot and the quicker he goes down (like most bosses) the better!


If you wanted to use this while dancing the 5-sec waltz, you could chain this with a spell that you use Inner Focus with.

Super Cool Points

“I move around a lot: Colombia, Guatemala, the Philippines, Mexico, New Zealand, New Guinea… wherever there’s a volcano with an attitude.”

Spell Review: Psychic Scream

October 28, 2007

Psychic Scream aka Fear, if I use PS I’ll feel like I’m writing a million Post Scripts!

Tooltip – Rank 4 (as of 10/25/2007)

  • Cast Time: Instant
  • Cooldown: 30 sec
  • Duration: 8 secs
  • Mana: 189 mana

The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee for 8 sec. Damage caused may interrupt the effect.”

Mechanics – What does the tooltip mean?

  • One thing to remeber about Priest Fear is that it will wear off before the cooldown is up. Chain Fearing is not an option so you should have a plan for what to do after 8 secs.
  • I’m not sure about this, but I do belive that they will build aggro while feared.
  • In most cases damage will break the fear early but it seems to be burst damage that will do it. In my experimentation SW:P and MF won’t break the Fear but MB will.

Between the Lines – What the tooltip doesn’t say

  • You can Fear enemy players as well as mobs!
  • When you Fear a mob you can’t control where they run (I know some ‘Locks that can fear in a general direction, before you scoff I’ve actually seen it, but Priest fear isn’t that controllable). If your feared mob happens to run into another mob, it can aggro onto you. Because of this it’s usually a good idea to have a good amount of open space to fear into so you don’t risk adds.
  • Another neat thing is that a Feared player will not stop when they come to a cliff, if the Fear takes them in that direction they will fall off of the edge. A Feared mob will turn before falling off.

Tips, Tricks, and Pitfalls

  • Fearing into other mobs and getting adds is the big one here. This is the main reason I recommend extreme caution when Fearing in an instance. It’s just too easy to bring another group of mobs down on top of you.
  • Sidone has herbalism and I use Fear to farm for herbs and not have to kill anything. As long as the mobs are on level or close you can run towards your herb node, Shield to keep the incoming damage to a minimum and stand directly over your herb. Fear the mobs you have aggroed and the duration of the Fear is just long enough to pick the herb and if your quick, usually time for another try if you fail. Then Shield again and run until the mobs turn around. This works better as you get higher ranks, the lowest will only Fear 2 targets, but the highest will Fear 5 targets in range.
  • Warlocks are known for what’s called Fear juggling. For them, the idea is to aggro a few mobs and put DOT’s on all of them and fear all of them. If done correctly, they will be dead before the Feared mobs come back. Priests can do something similar but I’ve never seen anyone able to fear juggle more than 3 mobs and 2 is much more common (a Lock can usually handle 5 or 6). It’s pretty much mandatory to have Mind Flay in order to make fear juggling work for a Priest since we really only have 1 DOT, it’s just not enough damage to kill anything before the fear wears off. The way I do it with my Shadow priest (she’s just a wee-baby right now so it may work different at higher levels) is like this
  1. Pull mob A with Mind Blast
  2. SW:P mob A
  3. Shield
  4. Pull mob B with SW:P
  5. When it reaches the 8 yard range Fear both
  6. Mind Flay mob A until death
  7. Mind Flay Mob B until death

The Fear will probably have worn off by the time you get to #7, so kill mob B however you like, but it should be half dead by the time it gets back to you.

[Edit: See comment below by Thames, he gives a spell rotation for Fear juggling up to 5 mobs, do-able with spell damage upwards of 900 and I’d assume you would need the points in Imp SW:P, thanks for the comment Thames!]

Related Macros

I don’t use any, but if anyone out there has a macro, please leave a comment!


“The whole purpose of places like Starbucks is for people with no decision-making ability whatsoever to make six decisions just to buy one cup of coffee. Short, tall, light, dark, caf, decaf, low-fat, non-fat, etc. So people who don’t know what the hell they’re doing or who on earth they are can, for only $2.95, get not just a cup of coffee but an absolutely defining sense of self: Tall. Decaf. Cappuccino.”

From one of my favorite movies… the price on the coffee should give you a hint on when this movie was made 🙂

Spell Review: Mind Control, Soothe, and Vision

October 22, 2007

Since the reviews on these spells are going to be fairly short and they all are slightly related, I’m going to post them all together: Mind Control, Mind Soothe, and Mind Vision.

I’ll start with the whimpiest one.

Mind Soothe

Tooltip – Rank 4 (as of 10/22/2007)

  • Cast Time: Instant
  • Range: 40 yds
  • Duration: 15 secs
  • Mana Cost: 108

“Soothes the target, reduciing the range at which it will attack you by 10 yards. Only affects Humanoid targets level 85 or lower. Lasts 15 secs.”

Mechanics – What does the tooltip mean?

This is basically an aggro radius reducer. It’ll let you get closer to the mob with out it noticing you. It’s very similar to a Rogue’s Distract but it only works on one target.

Between The Lines – What the tooltip doesn’t say.

The only comment I have here is that the spell itself causes no threat. When it wears off the mob still won’t have noticed you. (Note: this is my expirence… I have no hard facts to back that up, please take it with a large amount of salt)

Tips, Tricks, and Pitfalls

The big one here is that you can’t Vanish like a Rogue if you get too close and break the Mind Soothe, so you have to be carefull with this one. The main use I have for this spell is to allow me to get close to a mob I want to Mind Control. Mind Control has a short range and can sometimes be smaller than your target’s aggro radius. I usually use it as a precaution when I’m getting ready to Mind Control, just in case I get too close. I know some use it to sneak around a group of mobs they want to avoid. To be honest I never think about it when I’m in those situations.

Related Macros

If you use this one with Mind Control often you could make a /castsequence for chaining the spells.

Mind Vision

Tooltip – Rank 2 (as of 10/22/2007)

  • Cast Time: Channeled
  • Range: 50,000 yds
  • Duration: 1 min
  • Mana Cost: 150

“Allows the caster to see through the target’s eyes for 1 min. Will not work if the target is in another instance or on another continent.”

Mechanics – What does the tooltip mean?

This can be cast onto any target, friendly or enemy within range (that will depend on what rank you have) and see through their eyes. It doesn’t make them a pet, you can’t control them, just see what they see. It’s a channeled spell so you can’t move or do anything else while channeling it.

Between The Lines – What the tooltip doesn’t say.

Again, this causes no threat to mobs. 

Tips, Tricks, and Pitfalls

This spell is cooler than it looks. The highest rank basically allows you to Mind Vision anyone anywhere as long as you don’t have to go through a loading screen to get to them (OK, maybe not anywhere, but it’s got a huge range). Your buddy is lost trying to get over to where you are? Mind Vision him and see what he sees to give better directions. Want to annoy Horde (or your friends for that matter)? Find a good perch and Mind Vision random people just to see them freak out over the debuff. Kirk also has an article about the uses of this spell. Basically you can chain the Mind Vision in order to see around a corner. While you have one mob MV’ed, select another and cancel, then MV the new target and so on until you can see what you would like to see.

Related Macros

Can’t think of any, comment if you’ve got something!

Mind Control

Tooltip – Rank 3 (as of 10/22/2007)

  • Cast Time: 3 secs
  • Range: 20 yds
  • Duration: Up to 1 min
  • Mana Cos: 750

“Controls a Humanoi mind up to level 74, but increases the time between attacks by 25%. Lasts up to 1 min.”

Mechanics – What does the tooltip mean?

OK, this one is cool. You can MC any humanoid target (players as well as mobs) for up to 1 min. It’s a channeled spell and can be interrupted. While MC’ing your target you will see through their eyes, you can move them around, and you’ll get a pet bar to control them (if you’ve done the Chess Event in Kara it’s very similar).

Between the Lines – What the tooltip doesn’t say.

The big one here is that it can end early and be resisted. The current theory is that it does a resist check every 5 secs and part of that check is range. The closer you can move the mob to you, the lower the chance to resist. A MC’ed mob/player becomes friendly to your party members so you can’t have your group attack it while it’s MC’ed, but it can attack other mobs or enemy players. Also, limited to 10 secs on players (thank-you Nobs!)

Tips, Tricks, and Pitfalls

My favorite tactic (and one that I haven’t quite mastered) is to MC one mob in a group and have the other mobs kill it. The trick there is to release the MC before it dies and give it the final blow if you want to be able to get loot/rep/quest credit for killing it. I know some people use MC as a form of CC and treat it like an enslaved demon but I don’t really see the point. You’re either going to loose your healer or a DPS in order to do that. The last thing I’ll mention here is the fun one of running your MC’ed mob/player off of a cliff… very cool.

Related Macros

Other than the one I mentioned earlier about using /castsequence with Mind Soothe, I’ve got nothing… leave a comment if you have any ideas!

I think that about wraps it up… Oh yea, movie quote… didn’t think I was gonna forget did’ya?


“Give my regards to King Tut, asshole.” Name that movie! All you Sci-Fi geeks out there should have no problem with this one.

Leveling Your Priest: Sidone at 20

October 22, 2007

Sidone dinged 20 last night, Yay! This series is going to record my progress leveling her to 70. She is a Dranei Priest. I’ll be perfectly honest, I don’t pick races for their racials… I pick them on looks. I have a NE Priest, my Warrior is Human (and I don’t really like the human voice, dance, jokes… part of the reason I don’t really play her any more, besides the fact that I hate tanking) and my Druid is obviously a NE… no Dwarves or Gnomes… sorry, not my cup of tea. I find the Dranei to be very actrative, tails and all, so I took the plunge. I think I’m going to write a post every 5 levels so as she gets higher they will necessarily be farther apart. Here goes!

Talents – 0/0/11

To start with I took 5/5 in Spirit Tap. I think Blackout is not a terribly usefull talent (maybe PvP… not sure) and I LOVE Spirit Tap (see my post here on Spirit Tap). The mana regen is great. Next tier I took 5/5 Shadow Focus. I kill things before SW:P times out so I don’t need to lengthen it, there will be no advantage to it and since I’m soloing I don’t need threat reduction yet. When I get to the point where it’s timing out before mobs die I’ll go back and get it. Lastly, 1/1 Mind Flay. The bread and butter of any Shadow Priest. I’m still trying to decide if I should go get some Disc talents here or keep on in the Shadow tree… I’ll let you know next post!

Spell Rotation

I’m still working on the spell rotation now that I’ve got MF and Holy Fire. Haven’t worked out the kinks yet. Before hitting 20 it was something like this: pull with MB, SW:P, Shield, Smite, (depending on the mob maybe another Smite) wand until death.

Where I Played

I leveled to 20 in the Dranei starting areas and I highly recomend that for any race actually. The areas are smaller and the quests are very easy to do in loops. Also there are a LOT of green items that drop off of the mobs, seems to be much more than the other areas so you’ll go out into the world with better gear. I’m now doing a few quests in Darkshore before moving on to Ashenvale.


I’ve chosen Herbalism (currently 84) and Tailoring (currently 57) for Sidone. I really wanted a Jewelcrafter, but the entire point of this character is to help with farming… so Herbalism is a must. I chose Tailoring because I don’t plan on doing many instances. I don’t like PUG’ing and the guild doesn’t have anyone my level for me to play with. Besides which Azeroth instances seem so much longer and complex than the Outland ones. With Tailoring I’ll be able to get decent gear with out having to run Instances, and if I need to Galadria can feed cloth to Sidone to keep her Tailoring above her level. I’m still deciding if I want to bother with Fishing/First Aid/Cooking while leveling or try to power level them when I hit 70. I would like to have a cooking alt so I think I’ll try and level that as I go along. Besides the well-fed food is nice at any level. Fishing goes hand in hand with the Cooking so I think I’ll have to do that one too. First Aid… I’ll decide on that one later. I didn’t use it while leveling Galadria and it’s still sitting at about 150 on her… I’ll probably pass on the First Aid and decide if I want it when she gets higher. I’m going to want the cloth for Tailoring.


I’m not wearing anything specatcular, but the cool thing is that almost everyting I’m wearing is green. I don’t remeber that being the case with my other toons, at least not at this level. The +Shadow dmg on the Dagger is very nice. I considered linking all my gear here but I don’t think I’m going to do that at this level. I may when I get a little higher.

I think that’s about it for now. Look for the next installment of Sidone’s progress soon!

Spell Review : Binding Heal

October 11, 2007

This one is fairly straightforward, but it’s a good spell and therefore worth reviewing!  Here is Ego’s post on this spell, good info there too. 

As always… from the begining.


Cast Time: 1.5 secs  Range: 40 yds

“Heals a friendly target and the caster for XX to XX. Low threat.”

Mechanics – What does the tooltip mean?

As I said earlier, this one is fairly self explanitory.  Heals target and caster at the same time.  Very nice for keeping the tank up when you’ve taken some damage.  The low threat part is where this one shines.  I’ve never seen any kind of theorycrafting on exactly how much lower the threat is for this spell, but I’ll take whatever I can get.  Since your healing 2 targets the threat might otherwise be… ugly. 

Between the Lines – What the tooltip doesn’t say.

The downside for this one is the mana efficency… it kinda sucks.  It gets a good coefficent from your gear so it gets better as your gear but gets better, but still.  It is an emergency type spell and in order to mantain balance it’s going to be inefficent.  It’s basically 2 Flash Heals in the time it takes to cast one, which is the good part.  My only wish about this spell is that I’d like to be able to specify 2 targets instead of myself and another, but the logistics of that kind of suck so I’ll just keep on wishing 🙂 

Tips, Tricks, and Pitfalls

Binding Heal is terribly usefull when you have pulled aggro off of the tank.  Whatever hapened, you took a couple of good whacks and through whatever means they’re back beating on the tank and now you both need to be healed.  Since it’s low threat you can cast with out worrying about pulling aggro back on to yourself and since it heals both of you you’ve killed several birds with one stone.  When I pull aggro I will usually chain cast this spell until one of us is topped off then return to normal healing.  It’s espcially nice since it’s a quick cast.

Related Macros

I don’t currently use any macros for this spell, but if you like to keep your tank as your focus you could set up a macro using modifiers to cast on your target or focus depending on the modifier.


“Harry called you his associate. What exactly does that mean? I mean, I never heard your name, or read it in Variety, or The Star, or anyplace. ”  “It’s what he said, I’m his associate.”  “You must bring something heavy to the deal.”  “I do: me.”

Name that movie!!