Thursday, April 29, 2010

Memory Violation C0000005

Third Party. Notes on ICC.

Putricide begin with, as I noted in the commentary Littlecass of Hakkar I had not specified a very important thing that greatly helps in the fight.
monitoring the life of the boss between the phases, it is not advisable because the boss will stun everyone and go to get his scioltino acids with a slime still around it will not be slowed at the end of change, ready for a Targett unaware apples near you and kill all Wipp.
remember the change of life stages:
80% - 35%
second phase-the third stage.

Also (I was not there to kill first sniff, sniff) but my gildosauri they killed him with this tactic (a bit 'strange, but basically only changes the position, which ttutavia is vital in this fight because of This depends on: pools around the abomination that must suck, and the ability of ranged DPS to immediately when the add does not have a target) that has been recommended by a gildoso Ira Dei, recover his post on our forum. Apparently it was effective. The Bang
This post is no copyright infringement is intended here xD

boss is taken from the tank and tanked in the green tank (the one where the first spawn add), we use all the CDs in that short ' while (not hero, but with less than 3min cd cd) from the tank when the tank goes down the waterfall moves in to take a shower, to which just shows all the ooze (melee, tank, ranged) begin to dps, after 6 seconds the ooze can do 2 things:
- Targetti a ranged, then it becomes normal (following the melee add, back under the tank wall, ranged dps Sull'adda)
- a melee Targett, immediate explosion but the damage is split between 3-4 people (10-13k damage and then head), the healer rifullano all at once, at this point everyone away from the Adda and proceed to the killing.

The oranges add should kitati as usual and all the dps kill them as we did already. Actually you should try to make sure that the kitting add steps in the middle of the raid and close to the boss so that the DPS can do a quick switch.

Benefits from doing so are:
- Do not waste time to run and move.
- The abomination has an easy to clean the floor as the pools spawn only in the northern part of the room. It can also help in doing dps Sull'adda green.
- Less confusion caused by the loss of orientation, you are always on the same side.
- no need to dps monsters, they did so with a group of nearly wipava to enrage Festergut.

The only things to watch out for:
- I have to stay in melee melee delll'ooze green, but ranged should be at their maximum range (on the east side of the room, namely that the door).

- All quick change target sull'ooze in those 6secondi should take away a lot of life.


else. But even here I can not give definite information because I was not there (it was also pause to wow not only from the blog! However, I will be clearer when I live on my skin) Valithria has been very helpful to have 4 healers , and (I think this makes me wowtarou, but I think they did too gildosi) continue to have at least one always stack, 20 is activated heroism. Useless
Gildosi you read, tell me if I'm wrong! Bon

that's all people. Your
, Bonnie.

Student Kiss Teacher Japan

Part Two. The Raid In cataclysm.

Sempre da Mmmo.
Cataclysm Raid Progression Refinements

Cataclysm will change a couple of things to the raiding system apparently. "Too long didn't read" version:

  • 10-Man and 25-Man raids will share the same lockout.
  • 10-Man and 25-Man raids difficulty will be as close as possible to each other.
  • 10-Man and 25-Man raids will drop the exact same loot, but 25-man will drop a higher quantity of items.
  • Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel
  • For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid.

The first of the refinements being made is that we're combining all raid sizes and difficulties into a single lockout. Unlike today, 10- and 25-player modes of a single raid will share the same lockout. You can defeat each raid boss once per week per character. In other words, if you wanted to do both a 10- and 25-person raid in a single week, you’d need to do so on two different characters. Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel. Obviously the raid lockout change doesn't apply in pure Icecrown terms though, as this change goes hand-in-hand with a few other changes to raid progression in Cataclysm.

We're designing and balancing raids so that the difficulty between 10- and 25-player versions of each difficulty will be as close as possible to each other as we can achieve. That closeness in difficulty also means that we'll have bosses dropping the same items in 10- and 25-player raids of each difficulty. They'll have the same name and same stats; they are in fact the exact same items. Choosing Heroic mode will drop a scaled-up version of those items. Our hope is that players will be able to associate bosses with their loot tables and even associate specific artwork with specific item names to a far greater extent than today.

Dungeon Difficulty and Rewards
  • 10 and 25-player (Normal difficulty) -- Very similar to one another in difficulty; drop the exact same items as each other.
  • 10 and 25-player (Heroic difficulty) -- Very similar to one another in difficulty; drop more powerful versions of the normal-difficulty items.

We of course recognize the logistical realities of organizing larger groups of people, so while the loot quality will not change, 25-player versions will drop a higher quantity of loot per player (items, but also badges, and even gold), making it a more efficient route if you're able to gather the people. The raid designers are designing encounters with these changes in mind, and the class designers are making class changes to help make 10-person groups easier to build. Running 25-player raids will be a bit more lucrative, as should be expected, but if for a week or two you need to do 10s because half the guild is away on vacation, you can do that and not suffer a dramatic loss to your ability to get the items you want.

We recognize that very long raids can be a barrier for some players, but we also want to provide enough encounters for the experience to feel epic. For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid. All of these bosses would drop the same item level gear, but the dungeons themselves being different environments will provide some variety in location and visual style, as well as separate raid lockouts. Think of how you could raid Serpentshrine Cavern and Tempest Keep separately, but you might still want to hit both every week.

We do like how gating bosses over time allows the community to focus on individual encounters instead of just racing to the end boss, so we’re likely to keep that design moving forward. We don't plan to impose attempt limitations again though, except maybe in cases of rare optional bosses (like Algalon). Heroic mode may not be open from day one, but will become available after defeating normal mode perhaps as little as once or twice.

In terms of tuning, we want groups to be able to jump into the first raids pretty quickly, but we also don’t want them to overshadow the Heroic 5-player dungeons and more powerful quest rewards. We’ll be designing the first few raid zones assuming that players have accumulated some blue gear from dungeons, crafted equipment, or quest rewards. In general, we want you and your guild members to participate in and enjoy the level up experience.

We design our raids to be accessible to a broad spectrum of players, so we want groups to be able to make the decision about whether to attempt the normal or Heroic versions of raids pretty quickly. The goal with all of these changes is to make it as much of a choice or effect of circumstance whether you raid as a group of 10 or as a group of 25 as possible. Whether you're a big guild or a small guild the choice won't be dependent on what items drop, but instead on what you enjoy the most.

We realize that with any changes to progression pathways there are going to be questions. We're eagerly awaiting any that we may have left unanswered.


Anche qui, mi trovo ben contenta.Riassumo per i non masticatori di Anglolingua
  • I Raid da 25 salvano per quelli da 10 e viceversa.
  • I loot sono uguali tra 10 e 25 Normali e 10 e 25 Hc ma ovviamente, nei raid da 25 droppano più emblem, più loot e più money and items are more powerful.
  • There will be one very long raid (11 bosses), but many smaller raid (5 / 6 bosses) of the same but with different settings and scenarios, so that you can do so only raid 25 or 10 in a week but I have several available, it is specified that this will be the first tier is therefore not included in the entry stage of a long raid later in the expansion.
In particular the idea of \u200b\u200bchange and not go raid in the same place every week and every day of the week I like A LOT!

3 and continues with the last part: P

Hot Pink Ski Jackets Women

Sometimes they come back. Part One (Alberelli and Cataclysm)

Sorry for the absence! (But who had noticed her then?)
Bonnie is back and to celebrate and forgive me I'll write a post kilometer! (Yuppie, you say) I want to deal with

  1. Changes in the Balance Druids Raid Cataclysm
  2. changes in cataclysm
  3. New Boss notes on the ICC (as you may have noticed the guild has moved on, and I Wipp Wipp new additions for my mini-guides)

are all old news and you all know, but do not remove my ego at the pleasure of writing, no?

Druids: (source, mmochampion) * All

heal-over-time spells (Hots) will benefit from crit and haste innately in Cataclysm. Hasted Hots do not reduce their duration, but instead add additional HoT ticks. Haste will also benefit Energy generation while in cat form.

* Unlike the other healers, Restoration druids will not be receiving any new spells. They have plenty to work with already, and our challenge instead is to make sure all of them have a well-defined niche. A druid should be able to tank-heal with stacks of Lifebloom, spot-heal a group with Nourish and Regrowth, and top off lightly wounded targets with Rejuvenation.

* Druids will lose Abolish Poison with the dispel mechanics change, but Restoration druids will gain Dispel Magic (on friendly targets) as a talent. All druids can still remove poisons with Cure Poison and remove curses with Remove Curse.

New Talents and Talent Changes

* Tree of Life is changing from a passive talent to a cooldown-based talent, similar to Metamorphosis. Mechanically, it feels unfair for a druid to have to give up so much offense and utility in order to be just as good at healing as the other classes who are not asked to make that trade. We are exploring the exact benefit the druid gets from Tree of Life. It could strictly be better healing, or it could be that each heal behaves slightly different. You also will not be able to be banished in Tree of Life form (this will probably be true of Metamorphosis as well). Additionally, we would like to update the Tree of Life model so that it feels more exciting when you do decide to go into that form. Our feeling is that druids rarely actually get to show off their armor, so it would be nice to have at least one spec that looked like a night elf or tauren (and soon troll or worgen) for most of the time.

* Restoration druids will have a new talent called Efflorescence, which causes a bed of healing flora to sprout beneath targets that are critically healed by Regrowth.

Mastery Passive Talent Tree Bonuses

Restoration

* Healing
* Meditation
* HoT Scale Healing


HoT Scale Healing: HoTs will do increased healing on more wounded targets. The mechanic is similar to that of the Restoration shaman, but with HoTs instead of direct heals. In Cataclysm, we anticipate druids using a greater variety of their spells so there is a distinction between healing and HoT healing.

inoltre nel botta e risposta troviamo questo :

Q. Why are Restoration druids the only spec in the game not receiving a new spell?
A. Restoration druids are actually getting a fair bit. For one, Tree of Life is getting a whole new model (think Ancients of War) and will also “morph” some of your spells to do crazy things while in the form, such as cause Regrowth to be instant, or Lifebloom to apply two applications at once. Tranquility will be raid-wide. We’re also touching nearly every Restoration druid spell to make sure each has a niche and feels good. In general, playing a Restoration druid should feel a lot different (better!) in Cataclysm than it does today.

Notizia più recente;

Wild Growth cooldown change in Cataclysm
This kind of thing comes up a lot, where players see us messing with cooldowns and assume it's a nerf instead of our trying to give them room to actually cast more spells.

Raising the cooldown on spells like Wild Growth and Circle of Healing are good things for healers. It's one of the few* things that will buy you GCDs to actually cast other spells. With a 6 sec cooldown, you really only get to cast maybe 3-5 other spells before you need to hit that magic button again.

Let me put it another way... if there was no cooldown on Wild Growth would you ever hit another button? The frequency with which druids use it today suggests the answer is: not often.

* - an alternative is to make the mana cost so extreme that you're making a very bad decision any time you use Wild Growth or Circle and 5-6 targets aren't seriously injured. I'm not sure that would be any more fun though. You don't always have the precious seconds to analyze the situation and calculate how many players need instant healing. It's one thing to guess whether your fast or big heal is more appropriate on a target. It's a little trickier to do that for multiple targets at once.

In before "It wouldn't be overpowered if we didn't do raid damage" and "Well we come to expect nerfs when all of our overpowered spells get nerfed."

Spamming Wild Growth
I addressed this with my first post in this thread (I think). We could just make the mana cost so high that it's prohibitive to spam. What could very well happen though is healers spam it anyway, run out of mana, and then say there's no way for them to heal without using the spell and that the mana cost is just too high. You can argue that's still the right answer anyway. I concede that that might be the way we go.

In the case of say Flash Heal vs. Heal, there's a pretty clear alternative. There isn't a clear alternative to Wild Growth other than just tab targeting Rejuv on several different people. Nor are we crazy about giving druids yet another heal to be the fast, inefficient AE so WG can be the efficient AE. We think it's better just to design an environment in which you don't need to AE heal as often and get a chance to use your other heals in the meantime.

To those players who say they don't want to cast a lot of different spells, I'm a little perplexed as to what you thought you were getting into with the Resto druid. Surely you thought there would come a day when we'd try to make those other spells attractive again or else cut them.

in pratica:

  • Tree of Life diventerà un CD e in questa forma la modalità di healing sarà diversa, perchè le spell cambieranno (es.regrowth istantaneo o 2 stack di LB castandone solo uno) o comunque saranno più potenti. Inoltre customization of the tree is expected on the basis of race (YEEEEH), in two words: every so often you will see your character, and the tree will be more cool.
  • The haste will be even more important because it decreases the time between the tick without reducing the duration of the hot.
  • We will have an additional person healing (as I understand it, is not very clear) to crit to Regrowth (I say more because it seems like Living Seed, even if it does not need - does it exist? - The target is hit to treat)
  • Tranquility is finally becoming a spell and not a useless design sull'action bar. In cataclysm will take all the raid: D
  • will curb spam WG, I would say that the spamming pensadoci but actually I use it whenever I can. As I understand it will do the same nerf to Circle of Healing and istance of cataclysm will do less damage aoe (?). I must admit that I did not understand what he meant this step, but still Mr & Mrs Blizzard we want ALL our spell and that's clear. For what I've seen I'll be happy to oblige, after all more or less do it already. (HT even if they change then I'll use it all, all)

I am very pleased with these changes I am very excited and can not wait to play it, Blizzard knows how to make me happy <3

followed by Part 2.

Wednesday, April 21, 2010

Muvies En Espana En Espanol Gratis

all'Holy Priest Guide (3.3 UTD)

First of all thank you for the comment on Bonnie's previous post, the second and finally I also write a little something I sull'holy priest.
What follows is not studied at a table with the Elitist Jerks, it is not the result of consultations with members of the council or some paragon of nerd able to measure the 120k healing in different ways.

What follows is my personal conception dell'holy priest. Conception that so far I have never cheated and that leads me to always be first or second (Karimi-a) in almost every encounter I do. I therefore invite you to build on, but always leave room for your interpretation of the game, because the character is not like all the others, what is your character. And only you have the opportunity to influence its ability in any way you like.

said:

Spec!
Holy spec 14/57/0 -> Mana efficient.
http://www.wowhead.com/talent # bVcbuZsxtcbMqiu0euVo
Holy spec 14/57/0 -> Healing maximum power.
http://www.wowhead.com/talent # bVcbuZsxtcb0qihheuVo

The difference between the two lies in avoiding the Lightwell and reducing the mana cost of Prayer in the second of the two specs. Shared decision but I do not have the prohibitive chiunuqe T10.5. I'm also a nostalgic and I find useful Lightwell in guild raids, where your fellow raid know they have to click to save his ass. So I prefer the first.

examine some better talents
-Test of Faith is not always useful, because your goal is to keep your target above 50%, however, is not reprehensible in raid, even though 12% is not so as compared with other bonuses that can be achieved with the talents that would otherwise be removed.
-Body and Soul: really do not see any use in this talent for pve. Some healers take it, I've always beaten them all :P
-Blessed Resilience: seems to be PvP, but quell'1% more healing to all spell for talent spent, which makes it a good choice.
-Improved Healing: not very useful, probably negligible, since the four citing spell, he uses one. But 5% less mana on Greater is a lot. The choice is yours. Although maybe you can take to start (you will have problems often start mana), and you can then reflect and put it in one of those above.
-Finish Divine Fury and get a free talent: the 0.1 seconds less than it seems very little, but with the effect of Serendipity becomes about 0.3, which is the difference between life and death of a tank in most part of the fight of Icecrown. Strongly recommend that you close the talent and put the last point in one of those mentioned above.

Again, some healers do not take Lightwell. There are two schools of thought:
-Useful in raid guild, with smart people and you can quickly feel the spell being used.
-useless because others are having to clicking on the images.
I personally took. At the end is a talent, and in some fights as Festergut is very very comfortable.

-Status to be found!

So So here we enter even more personal.
Initially you will be to make a choice:
Mana Heal or more powerful?
Then the choice you will not do more because all gear from the cloth healers have so much Spell Power and spirit with which you will have both.
Nor should NEVER EVER EVER EVER sockettare Crit or Haste in the beginning. From the T9 on the whole street becomes a good idea sockettare some haste, but not Crit. However useful to some of our proc (Surge of Light), the priest's cloth gear provides enough crit to be able to avoid the increase. The Haste is useful only at high levels of gear because the speed of the cast is not our problem (-at least not right away) due to the critical proc Surge of Light, Serendipity and the three stacks of snapshots of the spell which We provide (god bless PoM, CoH).
So you are in front of the only choice to do at the beginning: Spirit or Spell Power? (Eh have no Intellect, is the stuff of wizards ... blech)
We have a talent that becomes a part of the spirit in spell power, then taking the entrance you will still gems spirit of SP, but it is quite small. Type 5 SP every 20-25 Spirit (not sure of the quantity). At first, however, ALWAYS sockettate spirit. When regen exceeded 600 (350 while casting), one can begin to change on the SP or sull'Haste.

I told you not to put the gear on the healers because Intellect cloth can have a decent base mana pool, as opposed to other classes.

Last but still very important.
Spirit> MP5.
When you can avoid the mana per second and the favorite spirit. For priests is much, much, better.

Where to get the gear?!
My advice is to ask me any heroic at first, especially ToChampion normal, the Emblem of Triumph at the beginning will be your best friends. T9 Pick up all (or at least 4 pieces bonus because both sets are very strong, so if you want to let the head as an offset that you can take a few more emblem and has better statistics). When you have at least all the parts with Item Level equal to or greater than 200 (so at least all blue heroic), throw wild to farm heroic ToChampion, Forge of Souls Pit of Saron and Halls of Reflection heroic but normal!

As you are almost full epic, with at least 5-6 items above the item level 200 it's time to raid. There you should
Naxx, OS, Ulduar and all the "old" content of the patch. Throw in travel and VoA10 VoA25, ToC10/25 and just get to a decent level of gear ToC10/25heroic, ending at ICC10/25.

Ok, here we are. How is it treated?

you do a list of basic spells that you can not use.
- of Flash Heal : It 's the number one spell. Quick and painless cure, 5-6k to medium levels of critical gear, accumulating stacks Serendipity (after we finish).
- Renew : The only HoT spells we have, to be spammed on Tank, must never go below 2 or 3 seconds. It has a good tick - now crittabile.
- Prayer of Mending: This spell number three in order of importance, perhaps the strongest we have, if not the best ever for healing in the raid. You place chips on the target and that it alone. 5 tick all crittabili 5k. E 'key when the party takes AoE damage. Always place it on top of the tank fight.
- Power Word: Shield : earnings up to a certain extent. And 'good habit to do the shield to the tank before the pull (before, during, or take the aggro) and is good to avoid any mechanism for some fight. Do not ever use it at random, becomes a waste of mana.
- Circle of Healing: A magnificent and most useful spell instant. Useful both during the AoE, and as instant cure on the tank in case of danger. It does not cost much mana (less than a Greater Heal). The problem is her CD 8 seconds. So you might keep it if you know the mechanics of the fight and we know that there will be an AoE heal.
- Greater Heal: The sister of Flash Heal, a bit more fat and more cast time. Care twice, but do not ever use it without at least two stacks of Serendipity, is a waste of mana and you too Overhealing. It 'still on the recommended tank in raids, when their life starts to become unstable.
- Prayer of Healing: The definition of the priest for aoe. Must NEVER be used except during the AoE, wastes too much mana and cast. Try to always use Serendipity 3 stack (but if you urgently need without it. I remember the possibility that POH encrypting is very high, so probably after each Poh you a Surge of Light that allows a trick like this: POH-FH instant (1 Serendipity stack)-POH-FH flash ... etc ...) The rest are

CD, Trinket, and accessories. The only one on which you need to know something is the Guardian Spirit, which put on the glyph (it is mandatory), do not wait for the life of the tank to reach 1% addoso shoot. When you see below Shoot and enjoy 30% from the Greater heal 25k. Both only have one minute of CD if the effect is not the trigga "death" of the tank, then you can use it multiple times during a fight.

last thing on the spell: To return mana sometimes there just the Shadow Fiend. Almost never actually. You Hymn of Hope, always use it before the Shadow Fiend, because it is more risky. Look for one phase of the fight where you can use a channel for 4 seconds, get a shield and shoot him. If you can put yourself next to other healers will appreciate. Divine Hymn is another AoE. 8-minute cooldown, but it is very powerful. Tranquillity is a much more powerful. Choose carefully when to use it, why do not you two occasions in the same fight.

-Rotation finally.

Before Sweaters
in this order: Shield, PoM, Renew the Main Tank.

During the fight: Flash of
heal x3
possible refresh Renew, PoM.
Then you have two options:
1) My party has taken damage AoE: Circle of Healing, Poh, Circle of Healing and start again.
2) My party has not taken damage AoE: Greater Heal, Circle of Healing and start again.

It 'important to understand when to use the stack of Serendipity. If the situation is quiet / boring, you can also avoid using the rotation above written. I
eg Heroic now I care only to Renew ...

Another important thing: The proc. You will have many more proc-level gear, the most important of all, you already know: Surge of Light. You should not be there always careful, but should still use it to organize in order to raise the stack of Serendipity during AoE.
I do: I
AoE boss of 15-20 seconds duration (a Bone Storm Marrowgar for example): AOA
I prepare the first stack of Serendipity 3 with a new and PoM.
Poh
CoH
Surge of Light + Flash of Flash of
heal heal
Poh

CoH and refresh PoM.

And this should be all for the rotation.
And here I have to remind you, dear healer, that depending situation, all the rotation can jump for us. We are not Tank, we are not DPS. We Healer. And since the life-saving beghelli the raid, we can not stand still on a rotation, we must always be ready to get out if necessary. So what I wrote is a rotation based on common sense and good use of the spell. But: the healer does not have good rotation, recognizes what should or should not be used, depending on the situation and his mana left.

Glyph!
Major: Glyph of Renew
- Basic.
Glyph of Spirit Guardian - As above.
Glyph of Prayer of Healing - I am using it, since it is very helpful for AoE. But you can replace it with other consistent choices. Not with that of Smite such xD

Minor:
personally use:
Fading, Levitate and Shadow Protection. The only mandatory is the last :)


Finish.

If you serve other, comment below and also resolve any doubt as soon as possible!

-Clyde