Midoriko
Player-
Content count
36 -
Joined
-
Last visited
Everything posted by Midoriko
-
Its only that expensive because there are that many rogues.
-
Hah no, anything that is DPS for a priest has to be wrenched from the teeth of a warlock, or the bowls of a mage. No guild gives priests gear, you will only get it for DPS when they let boomkins get DPS gear. Goahead and tell that mage or warlock you need the Tear of Neltharion more than he does and wait for their response; even though you *do* for guild progress in naxx on instructor razouvius.
-
Thank you guys!
-
I wonder if Snarlr still has +100 base resist all before pet talents, or was it removed like the proc from the Blade of Eternal Darkness?
-
Dear hordes (Elysium server)
Midoriko replied to Kahlan Amnell's topic in General Discussion & Suggestions
Your doing it wrong. In addition, its not that Alliance don't care, but we can't care. We have focus. We have vision. The Alliance is much smaller than the Horde so with that comes a general smaller pool of gear sharing even if you'll never group with each other again. We gear faster. Lastly, I can't speak for everybody but my PvP stance is if its Red its Dead; BUT, at the same time "You don't clear all the trash in an instance." and that is how Alliance treat Horde in world pvp. You are trash mobs to get past to make it to our true goal. Sorry if it sounds like an insult but it is what it is. Also, it takes significantly less effort to hit Rank 14 in pvp, because there are less people to fight for honor. AND if you be-friend each other, you don't have to make stupid amounts of honor, you can just "Agree" to not surpass each other. The only other option is for 2x Rank 13's to fight for standing 1 and cause 2~3 weeks of zero Rank 14's to be produced which apparently is what Horde loves to do. -
There is a link to a repository? I can barely contain my excitement ^.^ <3 Elysium team!
-
Good call, spriest silence is not an interrupt. And I was confusing purge with earth shock which isn't in vanilla, its a TBC thing. And as for the meditation thing, your spirit tick will always continue, even while casting, it never becomes interrupted ~ just changes values at different points in time depending on how much spirit you have, 1/3 or 3/3 meditation, and/or Tier 2 three piece set bonus. Edit to add: It really becomes fun with spirit tap and the blue dragon card trinket. Spirit and Mp5 are two separate forms of mana regeneration: Spirit = xMp/Tick (Two Seconds, like Rogue's Energy) and 1x Mp/ Tick = 4 Spirit Mp5 = 5 Seconds. What makes them each unique in their own perspectives is that Spirit is effected by Kings, makes +4 Stats on Chest worth it, and scales as a % so the more you have the more you get. However, Spirit is effected by "Combat Casting" where you regenerate mana after 5 seconds from casting a spell, there are a few ways to "modify" this rule with talents and gear. Mp5 is not effected by any spells, abilities or skills in the game. It can not be buffed or cursed negatively, it is not effected by the casting rule either, which is what makes it the best mana regeneration in the game for all classes except Priests. Using 5/5 Spiritual Guidance (your 21~25th Holy Talents) you are able to transform 25% of your spirit into Damage & Healing. This means that now what was once 4xSpirit=1xMp/Tick is now also 4xSpirit = 1xMp/Tick + 1xDmg&Healing. What is most unique about this is it is a flat bonus to Dmg&Healing and not "Up To"; so your spells will have a permanent increase in base rather than a dice roll. The maximum possible explanation of this is take the Priest Tier 3 setup, any rings, neck, cloak or weapon of choice, and your "Dark Moon Blue Dragon" card procs, which is 2x Spirit in combat along with normal mana regeneration, this also stacks with spirit tap, and would easily give a Smite Priest over 1000 Spirit, or 250 Dmg&Healing + 250 Mp/Tick. Don't forget Innervate ;) Heal Rank 2, Heal Rank 4, and Greater Heal Rank 1 "Spam" @ 2.5 Second Casting Speed which = The Average Attack Speed of most Bosses in the game. Also granting the +25% Armor Buff from Inspiration. http://db.vanillagaming.org/?talent#bxMGcV0oZf0tIc0Vx Full Tier 3 Talent Spec w/ Smiting: http://db.vanillagaming.org/?talent#bxMGcZf0tIfrVx
-
No arena pole dancing in vanilla.
-
Yes, there is a flat out chance to 100% resist a silence kick, imp counterspell, spriest silence, purge, etc etc. Martyrdom is a mandatory talent for me as any spec, and so is at *least* 1/3 meditation to permanently "break" the 5 sec rule.
-
No, roll horde, I need more of your bodies to pay for my epic riding!
-
Crossfaction Buffing (Paladin buffs)
Midoriko replied to kwazzy's topic in General Discussion & Suggestions
That's how my guild got 11/15 in Naxx on retail and killed C'thun, 40 soulstones with 8 unused warlock soulstones in the raid. -
I would like to suggest maybe a few test duels. I know that there is a time delay in Tremors ability to remove the fear and the only last thing I could think of is the timing of how it all went down.
-
Are you sure it wasn't Deathcoil? Terror is worse than fear, and can not be resisted even by deathwish for the duration of Terror. Also, Tremor Totems have range?
-
More hordies to kill is more honor for me :D
-
Swiftthistle
-
Naxx mobs are Undead. Holy does 2x dmg to Undead. Paladins +10% Holy DMG Aura + Pally Holy DMG Debuff. Is it efficient? Maybe not so much, is a priest some of the best time you'll have in WoW? Yes.
-
+Healing Gear *should* increase the HP received from the Healthstone.
-
My bad for trying to be helpful.
-
I can't speak for Elysium or any other private server, but the majority of all "Spells" and abilities go through a 2 roll system to figure out if they are Hit, Crit, Resist, Block, Dodge, or Parry. Because technically you can still roll a 1-Hit-Crit, and a player can dodge it. No, you can not dodge spells, but if you read above I hope you'll understand.
-
Ok, it may seem I stray to the side but this is how the vanilla system "should" work. Every roll in vanilla is based off of a 100 sided dice; which is why they moved to the "X Rating" system in TBC and forward. There is a 5% Miss chance in pvp that can not be avoided, which is why it caps at 6% hit required for pvp. Now, onward to what makes it confusing to understand. Lets say you have a 5% chance to miss, and the default 5% crit. 90 of your 100 dice sides will be labeled HIT, which will result in normal damage. 5 of your dice sides will be labeled CRIT, and 5 will be labeled MISS. Dodge, Parry and Block are all dependent on your opponent so we discount these for now. For every piece of gear you get that has +1% hit on it, the game replaces one of your MISS sides of dice with a HIT. For every 1% CRIT you get, the game replaces one of your HIT sides with CRIT. There are no 0.5%'s in vanilla, they are rounded off. So lets take a set of modified stats and say you have 16% spell hit as a warlock, with 14% spell crit: The game will have replaced ALL of your MISS sides on your dice rolls with HITS, and then it begins replacing your HIT sides with CRIT until you have 14 CRIT sides and 86 HIT sides. Which then boils down into a more simplistic way of looking things if we use ratios instead of decimals. If you achieve 34% Crit (I chose 34 instead of 33 to cover the missing 1.0) then one out of every 3 hits is a crit on average. Even 25% crit is more realistic because it still maintains a 1 of every 4 hits should crit ratio. This even transfers directly into your resists which cap at 300 and 315 respectively (300 for players, 315 for the level 63 boss, 315/5=63) Bonus, because this is all related to the same math system: TIP: WHEN YOU SEE RESIST IT MATTERS IF IT IS YELLOW OR WHITE A White Resist: Your spell was legitimately resisted. A Yellow Resist: You missed (remember, in PvP there is a 5% miss you can NOT get rid of). Now there are two types of ways a spell can be "Resisted" (white resist). Binary and Reduced damage; For Binary its true & false such as fear, and reduced dmg is for weakening the spell but still taking damage. The maximum amount any type of damage in the game can be resisted is 75%, this includes Tier 3 tanks Armor Value and if your tank has 315 Fire Resist on Ragnaros or 427 Fire Resist on Ragnaros, he will only get a maximum dmg reduction of 75% so he is wasting stats. I peronaly have 150 shadow resist as part of my pvp setup, to resist Fears, Mana Burns, make Tier 3 Warlocks weaker, and not fear other shadow priests. This translates into roughly a 50% binary resist for Fear. NPC's however are allowed to go into negative resists, such (when debuff slots increase) using 4 dedicated warlock curses on the boss. Even if the boss has ZERO inate shadow resist, it will send him into the negative and increase your DPS even though you are not critting them. Players however can not go into negative resist.
-
PvP 6% PvE 16% Your 51% crit means nothing if you miss constantly.
-
Nelf Lives Matter
-
why are there not shadow paladins
Midoriko replied to aeruwynn's topic in General Discussion & Suggestions
Night Elf priests do not worship "The Light", they worship Elune, She, yes Elune is a she, is a representation of the Moon: so with the phases of the Moon, or its present or absent, that is the "favor" you get from Elune (the holy cold-shoulder). So as far as lore goes, Elf Shadow priests are justified, the same can be said with the Human and Dwarf priests who worship The Light, as the light is absent ~ or darkness, other Shadow priest are justified. Paladins are the embodiment of Lawful Good: Pallies won't touch Shadow magic to cause good. Elune and The Light are the embodiment of Chaotic and Neutral Good. With the launch of TBC, Blizzard had abandoned its original ideas and plans it was developing with vanilla (Emerald Dream alpha-files exist in vanilla client, but only accessable with GM commands). So now we have two places there is "Dark/Evil/Shadow/Unholy". (Side note: Dragons were the first to control necromancy magic, and the first to realize it as an evil and abolish its use) Warlocks magic is technically Blood Magic, not the same Shadow Magic that Shadow priests use. The Void and the Twisting Nether. The Twisting Nether is where demons are born, this is relevant because demons believe if you can use magic you are stealing it from them and you need to die. So a dragon which is pure magic is basically a natural enemy of demons. The Void, which didn't exist before; is I guess now the Blizzard Lore on where shadow priests draw their magic from, where as I would like to believe instead it is as I said earlier and is just the absence of Elune or The Light. Extra fun stuff: The Well of Eternity possessed so much magical power that when Illidin showed Rhonin (Time traveling human mage) where the well actually was, he said that it "Had enough power to become, or create, a god". Nozdormu summoned all instances of himself through all aspects of time (think Plank-time) to use all of the compounding power of millions~billions of himself to reverse time itself to release the old-gods grip on him because the titans "Showed Nozdormu" his death and that was not it. -
The list of actually useful NPC's to Mind Control is more than two 10,000 character posts so all I can advise is if the NPC is a Humanoid, try to Mind Control it. Several NPC's are extremely useful, down to the point where I could show you how to farm a boss in Dire Maul using it. What you will notice over time is certain NPC tags are ALWAYS useful, such as Acolytes most of the time have nice spells. So what we have here is buffs you can give to your party and or raid. For example, the arcane resistance will have a massive impact on Naxx raids against being mana burned, or for guilds in MC on Shazzrah. NPC Location: Lower Blackrock Spire, to the right of the UBRS door. NPC Name: Scarshield Spellbinder NPC Spell: Group buff that adds +83 Fire Resist, 60 minute duration. NPC Location: Blackrock Depths, near the Dark Iron Vault. NPC Name: Twilight Emmisary NPC Spell: Fury of Ragnaros; +25 Spell Damage & Healing, 30 minute duration. NPC Location: Western Plaguelands, Andorhol NPC Name: Scarlet Medic NPC Spell: Arcane Resist; +82 Arcane Resist, 60 minute duration. NPC Location: Stratholme & Scholomance NPC Name: Crimson Initiate NPC Spell: Shadow Resist; Reduces Shadow Damage Taken by 87, does not actually raise resist. ------------------------------------------------------------------------------------------------------------- Virtually any outdoor NPC that isn't a raid boss (Shandris Feathermoon) or flight master or faction leader. (Intended) Battleground Equipment Supply Quartermasters (Not Battle Masters), and they cleaved for 3k non crits. (Intended) The tower archers in AV, which had a 60 yard attack range. (Unsure if intended, but 60 yards was fun, better than a Hunter)** Any humanoid (except bosses) in 5 man dungeons.(Intended) Any Non-Boss Humanoids in ZG (on other servers you could break the Tiger boss fight with MC). (Intended) Nothing in AQ20. (Intended) The Goblin who teaches Smelt Elementium in BWL. (The only NPC you are supposed to be able to MC in BWL is the one that teaches smelting). (Intended) Nothing in AQ40. (Intended) Shadow Priests were required for the spell hit cap % on Instructor Razuvius in Naxx to MC his guards; nothing else in Naxx. (Edit for this one, spell hit cap was required to be at cap because ONE failed mind control cast would wipe your raid) (Intended). You can NOT MC Auctioneers. (Intended) You CAN use it on NPC's higher than your level, the original final rank of Mind Control was Rank 3, and capped at level 70 NPCs. A bit of prelude to TBC as well as blizzards intending it to be a very powerful spell with a very volatile outcome. A failed MC can easily kill a 5 man group. A successful MC can make your group useless. Special Notes: MC'd targets become your pet, so you can no longer force other players to lose rep with their factions, instead, you lose the rep. (Old Bug, Fixed by Blizzard) You can NOT get mind controlled by a rank 14 and then go buy rank 14 gear, the "check" for purchasing the gear is in your Highest PvP Rank Obtained in the honor tab. (Bug I found and reported to Blizzard to get people to stop asking me to MC them) Paladins can no longer cast Divine Intervention on pets, so no more Force-Flag-Drop in WSG for alliance. (Old Bug, Fixed by Blizzard) --------------------------------------------------------------------------------------------------------- For the Mind Control beginners, I you can go to the Sunken Temple for practice. You as a priest can CC to the max there, unfortunately we can only Shackle 1x Undead target instead of up-to 2x Undead targets but I'l take what I can get. You can shackle the witchdoctor so your body does not get Hexed into a frog, then mind control the large troll and begin to kill all of the NPCs. Your MC *will* break somewhere in the middle of the fight, and you will need to instant Bubble+Fear, then re-MC your troll and "catch" the other NPC's before they kill your body. If done right you yourself will generate zero agro except on the actual MC target itself, and it will have only +/-5% remaining life for you to kill to get loot from its corpse once you are finished clearing house with it. NPC's killed by NPC's do not drop loot, you or your party member must kill it (it being the NPC you are MCing). Eventually with enough training you can MC tank up to 3 NPC's before they can touch your body. Line of Sight rules DO apply heavily here and count on much of your success. A priest may enter Dire Maul and use an invisibility potion/trinket @ DM North to bypass the first guard, to get to Moldar. Once the patrols are in place, cast pain on Moldar, turn around and MC the Brute. You MUST get placement correct and put your body behind a 90 degree turn around a wall to prevent the boss from Fear or Stunning you, then just tank it to death.
-
Combined into original post.
