Wednesday, 9 October 2013

Restoration Shaman | Playthrough | 30 - 40

Hello Hello! It's come to that time once again were I post about my dungeon adventures between each bracket, this one in particular was one of my favorite dungeon groups, With a number of rather different dungeons to overcome my little shaman had a blast! 


So, as my journey continues ever more towards the end game content the recent dungeons have been a awesome change to the other ones I have seen so much of. From demonic creatures in the halls and pools of Dire Maul to the lost and all but forgotten mines and temples of the underground excavation site, Uldaman. I had a few new spells to play around with here and as ever I shall list the abilities I acquired through this bracket and a bit of background information on the dungeons. 

A little background on these instances:

Dire Maul East - The east wing is the first entrance that can be found in the dire maul hold to the right within the depths and dense forests of Feralas. The rolling hills give away to a path that runs right through this zone, heading north you will find this building guarded heavily by slightly clumsy ogres and cunning wolves.  The Instance is home to possessed demonic creatures, only but proving themselves to the burning legion. The halls are large but it is a simple navigate around, Just watch out for the trees and other shadowy inhabitants.

Maraudon - This incredible structure sits dormant in the caves of Desolace and unfolds to a huge chain of caverns and underwater features. You start your adventure within the Orange chambers that's home to toxic elements and really hungry plants.. Yes plants! This will then lead on to the twisted and lost caves of the Purple section home to demonic like creatures. Poison falls is then just around the corner, avoiding the blobs and toxic pools you will then see the beauty of the last section, Take a leap off of the waterfall and you will be in front of the last section, The Inner Sanctum of Maraudon.Here you will find Golems the size of zeppelins, Hydras and an assortment of waterlife which will ultimately lead you to take down the cursed Princess if you could call her that, Theradras.   

Uldaman - This long lost and ancient titan fault is buried deep within the mountains of the badlands. Currently in the state of excavation by the dark iron dwarves whom seek all the relics and riches for their master, Ragnaros.  The Caverns will lead you past Scorpions, Bats, Dwarfs, Constructs, Trogg like creatures and deep within his fault the servant of the Titans, Archaedas lies waiting.  




In this section I will go over my new spells

So! Here we go! The juicy bit, but with these 10 new levels I have not required new spells as such but some really strong passives, some are so strong I have noticed as difference straight away and I will list them as follows: 

Reincarnation (Passive) - This beauty is simple, If I die, I can bring myself back to life and continue the fight for survival, great in raids, great in questing, Great for everything, I love it. 

Ancestral Awakening (passive) - when I land a direct critical heal spell, An extra healing spell is thrown on to a player with the least health for 30% of the amount healed, a really strong passive when tank healing and such. It's just a shame you don't see the astral being doing his or hers thing. 

Burning Wrath (passive) - Plain and simple, gives raid and party members 10% spell power, thats why casters love us! 

Resurgence (passive) - This is my favorite one out of the four I have received this bracket. When Water shield is active our healing critical strikes will return a base amount of mana depending on what spell was used from what I read. Healing wave and Greater haling wave replenish more, then healing surge, riptide and unleashed life and then the least to receive the most mana return is chain heal. I hardly ever run out of mana with this beauty.  

So thats it from me this week! Stay tuned for the next bracket! and Remember, stay out of the fire and stay under the rain! - Vay.