Some Gals Play With Swords.

Visit to Serpentshire Cavern

Tuesday, June 8th, 2010

Logicalheart organized a little adventure into Serpentshire Cavern for us the other day. It was definitely a mixed bag as far as raid experience goes.

First I have to say thank you to him for going through all the effort to set up the event. It was nice to do something together as a guild that most of us had never seen before.

The Lurker Below.

The Lurker Below.

The actual raid was very interesting looking although it was easy to get lost among the maze of walkways and pipes (which we had a couple of people do unsurprisingly).

Someone in the raid, can’t recall whom, fished up a boss for us in the water fight which was totally new and odd to heal for. The water is apparently all ‘hot’ and does lava-like damage, and the boss is fished up right in the middle of a large water area.

Of course, there’s a brownish metal circle of floating stuff that you can stand on to fish. The boss, however enjoyed kicking us back a lot into the water and those floating bits became both salvation and something to get trapped under.

Lady Vash'j.

Lady Vash'j.

We had no problem taking down all the other bosses in the place. In fact cake-walk is a good description. Of course, the big easy always comes to an end… and Lady Vash’j was our end.

Lady Vash’j, what can I say about that fight. They should make the employee who created it have to rework it without pay… I think that’s the nicest thing I can say about it.

Let me try to describe the fight as technically as I can so you can understand, visualize a bit.. what happened to us.

Obviously Lady Vash’j is the main boss and does damage on her own, but she has helpers. Four types of mobs spawn during the fight, each with different special abilities.

The first, and easiest type, is the Coilfang Elite type mob that is pretty much a straight up melee sort of add. Thank goodness for old fashioned mobs.

The second type is the Enchanted Elemental who spawns on the sides and tries to reach Lady Vash’j. If they do, they increase her damage output by a stacking 5%. Of course, the goal is to kill them before they reach her since they are immune to stuns and snares.

The third type consist of the Tainted Elementals which spawn on a 50 second timer and don’t move. However, you only have 15 seconds to kill them and then loot a Tainted Core from them. The mere looting of a Tainted Core renders your character paralyzed, so you have to open your bag and throw the core to someone in a 40 yard range by selecting them and using the object in your bag. This part, we didn’t fully understand and it’s where we tripped up I think. We were under the impression you had to open trade with someone. Anyhow, between the point at which Lady Vash’j is at 70% health to the time she is at 50% she gains a shield that makes her unhittable. These cores are used to throw at that shield, so you have to football pass them until they are with someone close enough to throw at one of the 4 shield generators. For my part, I didn’t even know where those generators were. Unfortunately, if you cannot get through this football pass period she will stay forever at that health and not move onto phase 3.

The final type of add she spawns were the nail in the coffin for us. The Coilfang Striders are mobs that spawn every 60 seconds and cast an AOE fear called Panic Periodic. Not only does this boss cast this fear in an 8 yard range – they cast it every 2 seconds (which might as well be constantly). The fear lasts for 5 seconds, but just for extra fun, the fear happens to increase your run speed by 150% so that 5 seconds can get you clear across the other side from killing the thing. Go figure ranged casters are going to be the only thing to take these down.

So… let me put an image in your head. We had around 20 people on that platform, most geared in shiny level 80 epics, ready to take on the world!

Pre Lady Vashj.

Pre Lady Vashj.

And then came this fight.  Suddenly we have 20 people feared all over the place running back and forth on the platform. We have people permanently standing in paralysis because they’re trying to get someone to come close enough to them to open a trade window and pass a tainted core. We have others who are racing to keep those elementals from reaching her and making her stronger. The healers are standing on the platform and trying to keep everyone healed but people keep getting feared out of line-of-sight, and we didn’t know about the fear range so we didn’t have casters taking down the Strider fear-machines so they’re starting to pile up on us fearing everyone around. At this point, no one can tell what’s going on, it’s just one big mess. The next thing we know some of those elementals have made it to her and she’s gotten a major boost, the melee adds are eating us up cause we’re hardly fighting.. just running.

We tried it a couple of times, and it was just one big terrible fight.

I wanted to have words with the designer of that fight. Serious words.

But! In the long run, we went there to see something new and we did. We trashed out the rest of the place no problem. We just stumbled on this one lady and perhaps… well perhaps she can keep the cavern to herself… :P

Here are a couple more images from our adventure:

Path Leading to Lady Vashj.

Path Leading to Lady Vashj.

Leotheras the Blind.

Leotheras the Blind.

I’ll make sure and post an update if we get her down!

Thinking of Rolling a Priest?

Thursday, December 31st, 2009

Then this article from the guys at WoW.com is required reading.

Learn how to be a good Holy Priest.

Having a main healer priest, I couldn’t agree more with what this article has to say.

Well, actually all but one thing – the whole ‘heal pets’ .. sorry but pets are way down on the totem pole of my heal priorities. You’ll see a lot of comments that feel the same on it, but in general, looks like we all agree that it’s good advice.

From the Priest – Know When To Release

Tuesday, November 10th, 2009

So I feel like griping about something that I think a great amount of people need to understand.

First off, and before I start talking strategy: Being resurrected is a privilege, not a right.

Ok. Got that off my chest.

There is, always, going to be one person who waits to be resurrected while everyone else runs back. If you’re not sure, ask!

When Not To Release

In some cases, not releasing is strategic and it is important to not release.

Lets say your team is fighting in Heroic: Utgarde Keep and you get destroyed by the end boss but the rest of your team is still up and fighting.

In that case, do not release, do not attempt to run back. You will miss the end of the fight.

If you need the achievement for that boss, it should trigger and count if your team kills it while you’re laying on the ground. Go team!

If you’re trying to farm up some pretty little tokens, go ahead and wait for a rez so you can loot the body and get your tokens.

In fact, most of the time, if you’ve got someone who can rez you – go ahead and wait for one. However, here’s the catch, you also need to know when to release.

When To Release

There are some instances where releasing and running back are vital to the flow of the fight.

Some fights are very long, and if you just hang around waiting to be rezzed you aren’t being effective as a team member.

A good example is Trial of the Champion in Icecrown.

Some of the fights in ToChampion are a bit long and complex and your team needs you back. Add that to it being one of those instances where the graveyard is ridiculously close AND you are spirit flying on a mount back to the instance — there is no reason not to release UNLESS…

The boss you are fighting is almost dead.

When I say ‘almost’ dead I don’t mean halfway down in health. We’re talking like… less than 1/4 of health and plenty of DPS remaining to push him down the rest of the way in less time than it would take to fly back to the instance.

Also, last phase of the fight is important. Let’s say you’re fighting the Black Knight and you see his health going down and he’s almost dead.

Yay! Ok, I can just hang out here and not release right?

Nooooooo.

The Black Knight is a 3-phase fight and you’re team is gonna be pretty ticked off if you don’t run back. You have to effectively kill him 3 times.

How about Utgarde Keep – we talked about that boss… well, that’s a bit different. That final boss in UK gets a rez after you kill him the first time and you have to kill him again. One would think you should run back if you die in the first phase – right? Nah, probably not.

In UK it’s just too far to run back to your body to make it worth it. By the time you get back they’ll be done with the second phase of the fight.

How Do I Know Which To Do?

1 – If you’re not sure, ask in party/raid : “Release?”

2 – You’re just going to have to pay attention to how the fights work and after a while you’ll know what to do.

This article is, mostly, hoping to encourage people to do either #1 or #2 instead of some other insane response that causes an argument. :)