Showing posts with label panda. Show all posts
Showing posts with label panda. Show all posts
Wednesday, 11 December 2013

A Trip Down Memory Lane..

Greetings adventurers and explorers alike! This post will cover two incredible Raids. Us PVE players have always gravitated around raiding content and what makes it worth all the hours of progression and the strive for gear and downing bosses for the good of our guilds. It was so hard for me to choose these top two, but in my mind they are the few that are most thought out and enjoyable throughout my entire seven years raiding experience. 




Without question, Karazhan was my most memorable experience in terms of proper progression raiding. Even though I did touch on Vanilla raiding in MC and two bosses in Naxx, This for me was my real chance to strive for top end raiding. With over ten bosses to face, some of which were on an RNG type system where you had the chance to go against 1 of 4 bosses (I.E Opera Event) it was one of the most complex and incredibly thought out places to delve into. Its geometric structure was unlike anything I have seen before.. I mean c'mon, A haunted castle, also known as Medivh's Tower who was the last former protector of Tirisfal. With spirits reawakened and Medivh himself still cascading down the haunted halls, you generally felt the epic scale of the place. Ley lines from each magical sector all pointed under Karazhan, from the mages in dalaran to the high priests of Stormwind..  and to me, still holds the title of the most epic Raid to date.





My second top raid would have to be without doubt one of the most awesome raids the dev team worked on after the burning crusade. With a wobbly start to re opening Naxx, Blizzard blew every PVE player out the water with this one. Ulduar, With 13 bosses and 1 extra to go up against, this place was incredible. From Titans to huge gnomish like constructions, old gods and the odd dragon, It was one of those places where everyone had something they loved here. The size of the halls, different sections like the huge conservatory and halls made out of ice, It was beyond the scope of any of our imaginations and to this day is still farmed for the mounts and just to feel the nostalgia of the mighty Ulduar. With the helping hand of Brann Bronzebeard who believed this place to be an old Titan city, we few mortals who dared to enter had one hell of a story to tell the rest of the guild and hold Ulduar close to one of the great raiding memories of all time.

So, these are my top two raids, what was yours?  

Vaylen, Ragnaros EU.

Wednesday, 16 October 2013

Restoration Shaman | Playthrough | 40 - 50

Hello Ladies and Gentleman! You know what time it is, This week I have done so many things out of game and also trying a few new things ingame I have had almost no time to post much recently! I have been making a few videos here and there, Tried my luck at some RP on Argent dawn, Was lucky enough to get enlisted into a really good and well known guild called <Darnassus> as well as some IRL things such as Popping up to london, cinema, few dinners with the lady friend and passed a pub called The Brewmaster, I have also got some leveling done on my shaman so enough waffle. Time to get on with this Diary Entry. 




As my readers shall know, and for new readers alike, I have been completely leveling through dungeons. I have had a few messages as to why this is the case and why I stick to this type of play. Alot of people ask if its boring, repetitive etc. So I thought I'd quickly go over this matter. Yes, It can be boring and yes it is extremely repetitive, I personally would not advise it if you're power leveling a specific class. BUT! and the only reason why I'm choosing to level as resto through dungeons is to gain that healer experience, Understand how spells work and really get a feel for the class. The easy way would be to quest to 90 as Elemental, soon as I get 90 buy some spirit gear, read some guides, learn all my spells, work out my key bindings etc... That to me just seems more hassle than its worth, What I really enjoy about playing a class is learning to understand it. Healing especially because it takes some time to master, sometime to really understand some of the spell synergy and to me, its always great to get a head start. 

So within this bracket I have been lucky enough to jump in to some of the most well made instances Blizzard has to throw at us pre Burning Crusade. I delve deep into Razorfen Downs, Dire Maul West and my favorite dungeon of all time, Scholomance, Heres a little background story on each dungeon: 

Scholomance - The twisted, evil building also known as the House Of Barov is located within a lake in Western Plaguelands, It is believed to be an academy, Or school for evil Necromancers and dark mages. This building fell during the Second war and for each day since, it has been home to some disgusting work. Humans, re building abominations, ghouls and Skeleton like creatures, this building has a dark past, that it does not wish to share. 

Dire Maul West (Capital gardens) - The second wing within dire maul  this one home to abundance of enemies. From Orc size trees, Ogers, Skeletons, Mana wraiths but that is not all that stands in the way,.Towards the end of the instance you will come across a imprisoned demon named Immol'Thar. This instance requires your group to navigate around the imprisoned monster, killing enemies safeguarding crystals that's shrouding him. Once this is done, you can then move on to kill his protector. 

Razorfen Downs - This Demonic, spiritual place is home to the original ancestral burial grounds for the QuilBoar, Embedded deep below Thousand Needles. The hallways and and tight ridges are now infested with Scourge trying to disrupt the well being of these creatures, its not long before more skeletons and abominations start over whelming this place. so be aware, get your cleansing waters ready!  

In this section I will go over the spells and talents I have acquired during this bracket, They are as follows:

Chain Heal - This beauty I got at level 44, FINALLY! This spell heals the initial target and will then bounce to another 4 targets healing the most injured. If players hit by the spell have a riptide rolling off them, this will then make the Chain heal 25% more potent. I glyphed it to give it that watery look, as well as Glyph of Chaining which will increases its radius. This spell is incredible for aoe healing paired with riptides as well as healing tide totem. 

Tidal Waves (Passive) - After casting Chain heal or Ripide your next 2 greater healing wave or healing wave cast time is reduced by 30% which makes it great for spot healing/tank healing. It also increases the critical effect chance of your healing surge by 30%. This also shares the same amount of charges as above. I love this Passive, it really does make chain heal a great way to keep tidal waves up during aoe healing just incase of huge spike damage. 

Call Of The Elements (Talent) - I chose this one because it works extremely well with healing stream totem, it has a 3 minute cooldown and when activated it finishes the cooldown on all totems with a base cooldown Shorter than 3 minutes. It's great I found for using another Healing stream, Tremor totem, Grounding totem and Capacitor totem.



So thats it for this update, I will be keeping you guys and girls up to speed more so with my progress on this shaman as well as Hearthstone Beta footage! Thats right! I got the key tonight and I was so happy I screamed like a bitch! I'm also doing WW pvp videos and I would love to give a shout out to Nyxrinne who's currently in the middle of my new Blog layout, It looks so awesome and I'm so lucky to have that work done for me, its much appreciated and You guys will see the final result soon enough! - Vaylen. 

Check out his blog at: http://touch-of-death.blogspot.co.uk/
Sunday, 6 October 2013

Restoration Shaman | Playthrough | 20 - 30

Happy weekend everybody! Hope you're all enjoying the few days off work we get! I work within the retail sector so getting the weekend off is actually a rare thing, but as I have two and a half weeks off work, I hope to get this Shaman level 90 before I go back! So now time for an update! 




So picking up where I left off from the last post, Once I got to level 20 and ran a few Shadowfang keeps I was able to dabble in Scarlet halls and Blackfathom deeps. Scarlet a really great instance and was remade really well. I do miss the old Scarlet instances, but the new ones make a nice addition to the low level dungeons.

A little background on these instances:

Shadowfang Keep - This haunted keep sits right above the borderline to Gilneas overlooking a small village called Pyrewood inhabited by wolves and other evil animals. It's home to a demented and cursed Vincent Godfrey, A traitor to his homeland and forsaken. This instance is the residence of a whole range of undead, and you wont find much trace of the old inhabitant anywhere in the dark and twisted halls.

Blackfathom Deeps - A incredible dungeon, one of the few underwater instances that drags you through many daunting caverns and leaking pathways that open on to ancient architecture which is probably nightelf origin, that is now over run with the twilight cult who are also joined by a mix of creatures and Naga to defend their holy demi god, Aku'Mai, a huge dragon like Hydra. This instance is a difficult one to find, but once the Temple is found to the far west of ashenvale along the coats line, it can be found after a short underground swim, So if you wish to find the entrance, don't forget your flippers and a waterproof map.

Scarlet Halls - This dungeon is located with its other counterparts in Tirisfal glades, slightly north of Undercity. This instance was re worked and now is home to what seem to be crazed Zealots and crusaders, defending their keeps from what was only Undead nightmares to pretty much anything living. The Scarlet crusade have a history of doing so, with anything that is attempting to disrupt their holy ground is an enemy. This particular instance is home to a Houndmaster, Armsmaster and a Wizard by the name of Koegler, Don't stand in the fire!

In this section I will go over my new spells/talents of choice and glyphs

I finally have a selection of new heals to use! It was a great upbeat change to the first few levels and it seemed very basic in which heals to use and with the addition to some of the glyphs I have taken its making this a lot more interesting! heres a list of the useful spells i have gained in my adventures through the dungeons.

Spells

Earth shield - Our go to ability I use on the tanks. This beauty places a shield on our target of choice to increase our healing output on that target by 20% and also causing attacks to the target to heal them for a certain amount. This spell has 9 charges so maintaining it is one of our top priorities.

Earth living weapon - finally our main healing weapon imbue, this is so much better than the flametongue for healers as it increases our healing power and has a 20% chance to trigger a heal over time spell for 15 seconds, the cool this about this spell though is that if you heal a target thats below 35% health, the weapon effect automatically triggers, a real life saver.

Healing stream totem - Our first real healing totem, this has a 30 second cooldown but once placed it will heal the most injured player within 40 yards every 2 seconds for 15 seconds. Great I found for when the group is taking damage. I will use this on cooldown.

Talents

Level 15 talent:

I went with Astral Shift, this ability i found is great for when we're taking unexpected damage and will be even more stronger when we know when to use our damage reduction abilities. This spell reduces damage by 40% for 6 seconds and has a 1.5 minute cooldown, a great spell and the go to choice for me.

Level 30 Talent: 

In this section which seems to give use more utility with totems I went with Earthgrab totem. This Talent replaces our earthbind totem which makes our totem now act as a root instead of a snare. I thought this would be great for kiting mobs away from myself and getting some real distance on some unexpected pulls.

Glyphs

Upon reaching level 25 glyphs are unlocked, these effect how some of your spells work and of course, its up to you how you go about using the ones that most suit you, so here are the two I have chosen. Two more slots unlock at 50, the remaining two at 75. These are split up in to Major and Minor, of course, Majors being the ones that affect spells that are beneficial to raiding.


Glyph of Riptide - This removes the cooldown from out instant cast hot but reduces its initial heal direct heal by 75%. The reason I went for this is because the way I plan on using chain heal effectively in 10 man raiding. Having as many riptides out on the raid as a blanket heal as possible will cause the chain heals to be 25% more potent. With the changes to Chain heal which I have seen, this could be a great way to keep solid raid heals out and an easier way to maintain riptide, Something I will have to practise.

Glyph of Flaming Serpents - this remodels our Searing totem to look like a troll totem used by Vol'jin and gives it a cool fire snake type effect as seen below.



So there you have it! A little insight in to my travels and some new heals to learn and master. Stayed tuned for the next big jump to 40! and as always, stand out of the fire but jump in the rain! - Vay.