Need Gear for your Fresh Level 90 Priest?

It’s all right here in this link. I’ve included a list of items (along with some alternatives). In addition, I’ve created a few tables with relevant priest look from each of the major reputation vendors.

Remember, it’s not a best in slot list. It’s a relatively fast in slot list. The goal is to get your Priest geared up as much as possible to hit dungeons and raids for the real good stuff. I tried to minimize the RNG as much as I can, but ultimately there’s going to be a few elements involved.

Good luck and I’ll see you at 90!

EDIT: If I run into anything on the way up, I’ll add it. I’m sure there’s a few out there I may have missed. I deliberately did not select PvP gear (but you can maybe get away with 1 or 2 pieces if you need to).

My Frantic Preparations for Mists

It’s the final weekend before Mists drop. I’ve spent the past few nights frantically getting myself and the guild ready for next week’s expansion. Mists marks the third straight expansion where I’ve held tenure over a guild. After going through two expansions, I’ve a pretty good idea of what guilds and players should do to help get ready. There’s plenty of posts from others on that already. In this case though, I’d like to share what I’ve done personally and how the guild’s faring.

Personal preparation

Consumables

  • Flask of the Draconic Mind
  • Mythical Healing Potion
  • Swiftness Potion
  • Swim Speed Potion
  • Volcanic Potion
  • Drums of Forgotten Kings
  • Severed Sagefish Head

Rearranged my bars so that they were all there for easy access in case I need to refresh.

My character

Had to readjust a ton of my stats and enchants. I’m not tackling raid bosses anymore so I’ve adjusted stuff out of hit rating. Switched my talents and glyphs to better account for leveling. I also started putting my gear into void storage that I wasn’t planning to use or banking things that I didn’t necessarily need.

Day planning

If you’re playing at midnight, make sure you rest up and crash first. Take a nice long nap. I plan to go to bed late afternoon/early evening. Also, set an alarm so you don’t oversleep. Make sure you stand up and stretch every hour or so. Jog in place or do something to keep the blood flowing. Don’t overdo it on the energy drinks. They’re a great short term burst of awareness but you’ll end up crashing after the effects wear off. I’ve got two cans of Amped waiting just in case and I plan on making a few sandwiches (and pepperoni sticks).

In fact, read this post by Serrath if you plan on undertaking a gaming marathon as the post includes tips on staying healthy and mentally alert. Hell, ignore the rest of this post and go read Serrath’s.

Guild preparation

With the help of the other leaders, we went over the guild and what needed to be done.

State of the Guild address

Collaborated with the officers on this one. The State of the Guild address is designed to look back at the previous expansion and highlight the negative along with the positive. The next part should include guild plans for the future and what the intentions are. If there’s anything new or different you’d like to focus on, this is where you specify it.

Be specific in your goals and set something that’s both tangible and realistic. Aiming for a world first might not be realistic but looking to clear out an instance on normal or hard mode before the next tier of raiding opens up can be. If there’s anything you want your guild to do, mention it (such as farming for mats).

If there’s a timeline for your raiders to hit the cap, mention that too. With us, we’re raiding the moment the instances become available be 10 or 25.

The guild bank

We engineered a massive sell-off of everything unessential. Anything that we couldn’t move was sent to our offshore guild bank. That guild bank is used to sit on older mats which aren’t as used as much. We’ve asked players to deposit any raw materials or BoE items they come across into the bank if they were willing to spare it for disenchanting and other profession levelling purposes. I’ve converted and cleared out several bank tabs for this already. There’s still a tab full of gems and food that need to a vetting out (but we’ll get to those later). Deposits will be open for people to use mobile banking to dump stuff into.

By the way, I’m glaring daggers at the guy who deposited 16 x Enchant Weapon – Avalanche.

Personnel management

We’ve been working hard at recruiting and adding players to our ranks. One of the biggest recurring problems throughout Cataclysm was raid days lost due to attendance. The final number was absolutely unacceptable to me so we’ve made a concerted effort to resolve that. Players on our PvP team have expressed interest in raiding. We’ve also been referred a few times (5 guild member referrals gets you a t-shirt, if they pan out).

Our current roster sits at:

  • 3 tanks
  • 16 melee
  • 16 ranged
  • 13 healers
That number also includes initiates. Unfortunately, not everyone on that list is going to be able to consistently make it (school, work issues, etc). So that number will eventually go down. We spoke to players to determine who was planning to stay and who wanted to move on.
Amazingly enough, no one wanted to test the waters of free agency (even though I tried hard by blasting Call Me Maybe throughout Mumble).
We also took a quick pulse on any players that wanted to switch roles or classes. A few mentioned interest in rolling monks or making an alt their main entirely and we’ll give them a crack at it.
Don’t forget about your officers. Some people might be burning out. I took stock of the officers to see who wanted to continue in their administrative roles and all have agreed to sign on for another expansion. Listen to them if they need anything extra from you.

Ranks

I only made one change here. We used to have two raiding ranks: Authenticated players and unauthenticated players (this helped with bank access rights). Most members in the raid have authenticators. I changed the second rank to raid trial members instead to help track those easier. We were running into problems where we’d occasionally forget to “promote” players. The other ranks consist of officers, alts, social members, and our dedicated PvP teams.

My bad.

Revising the site and reviewing policy

One of the very first things we did was re-examine all of site documents. Anything that was outdated was immediately updated. Special care was taken on our recruiting forms. We decided to re-do it from scratch since a few of the questions that were Cataclysm specific were no longer applicable. We took a hard look at each question and asked ourselves if it was something that we really needed and managed to knock off a few that we felt could be answered elsewhere.

Most importantly, I updated the guild background with a picture of Chen Stormstout in the middle of our logo. Have to Mist-ify the guild site somewhat.

Now it’s just a matter of resting. We’re a day and some change away from a whole new continent of really fun stuff to do!

Tomorrow’s going to feel like the longest day ever. 

3.5 Hours from 85 – 86

Mists of Pandaria - Jade Temple

That’s a disappointing time.

I finished preparing my Priest for the leveling blitz halfway through the week. I’ve got my Swiftness Potions, Healing Potions, Drums of Forgotten Kings, assorted Flasks, and other consumables.

Decided to transfer my Priest over to the beta and clock my time. There were a couple of factors affecting my levelling speed.

  • No rested XP
  • No guild experience boost
  • Watched all the cut scenes
  • No pre-completed quests/dailies to turn in

During the Cataclysm grind, I had the Argent Tournament dailies all finished and ready for turn in. Added a decent amount of XP to it and I’ll have some other dailies ready by the time Mists opens up. I can’t remember if we had rested XP available during the 80 – 81 grind when Cataclysm opened. I goofed up on a few of the quest turn ins and pickups. If I factor in all of that stuff, I should be able to knock out 1.5 hours off that time. The new Jade Forest isn’t as super cut scene heavy as Uldum was, but there’s enough to make you go “Whoa.”

I think I’m also going to switch in Reflective Shield as a glyph.

Tonight I’ll clock my time from 86 – 87, enjoy the scenery, and (more importantly) get an idea of where all the Innkeepers are to set my hearthstone.

Thank goodness there’s no conch shell we have to all click on to be able to breathe and swim faster underwater, right guys?

If convenience store owners were savvy, they’d raise the prices of energy drinks for the weekend/Monday as people stock up. I should go pick up some Red Bull or Nos. I like the grape flavour.

Do you plan on racing to level 90 or are you going to take the time to enjoy the sights and scenery?

Tip: Remember this. If you ever get to a situation where you need to interact with a friendly NPC and they’re not on the map, log out and log back in. You’ll thank me for this. This happened to me a few times as I was leveling. I hope it’ll get resolved when it’s live, but just in case!

Is Combat Resurrection Still Needed?

I participated in a neat Twitter discussion last night about the merits of combat res. The original point started with the desire for Priests to gain access to a combat res. From a lore perspective, I can understand that. Priest are the flagship class for healing for any fantasy-based game. They embody the essence of healing. It makes sense for a Priest to be able to bring their allies back from the dead in the middle of an engagement.

But not in WoW.

Priests are extremely well rounded as it is and the addition of a combat res cooldown would tip them over the edge in desirability. Abilities to group heal, single heal, save lives, and so forth is just enough for them. Mechanically speaking, I can’t imagine why it would be necessary at all.

Actually, if I had it my way, I’d argue for the removal of all in-combat resurrection spells from the game entirely.

That’s right. No more soul stone, no more raise ally, no more rebirth.

All gone.

Individual player accountability would have no choice but to go up. Can’t really be as reckless anymore. Can’t take those risky, stand-in-fire-for-extra-DPS moves because that safety net is gone. All you need to do is ask yourself how different you would play if you knew that the only way you were coming back to life is on the next attempt. You’d play tighter, right? You’d check your threat closer. You’d watch timers better. You would do everything you could to make sure that YOU don’t die. The psychology of a combat res provides the raid with that safe comfort knowing that there’s effectively 3 extra lives in play (on 25).

This isn’t vanilla WoW anymore. We don’t need 40 people to run raids. I remember when combat res spells had no limits. Back then, those second chances were a necessity. There was only one difficulty level: Punishing. It was one of the main reasons why druids were so sought after (Read: Job security). Each combat res was another player and another chance at getting through the encounter. Burning Crusade was much the same way.

It’s certainly useful for progression. Those unsuspecting boss attacks and abilities that come out of no where can be solved with a simple combat res. If combat res spells were gone from the game, the overall amount of progression wipes needed would mostly go up across the board. It might even slow the game down overall since content would last a little bit longer. I’m inclined to believe that most guild first boss kills utilize the maximum allowable number of combat res’s.

Yet, another part of me can imagine the pain and frustration for raiding guilds dealing with players who just can’t seem to cut it. Combat res’s have that cushion. If it were out of the game, player deaths in raids would be magnified and not easily as forgiven by peers. Hell, if I kept dying to the same stupid mechanic week after week without getting any better at avoiding it, I’d be super discouraged too. But then I might come to the conclusion that the stuff I’m doing is just something I’m not currently capable of and would come back after a few more raid finders or normal modes.

What about disconnects or buggy boss mechanics? My guild has experienced countless heroic Zon’ozz wipes due to weird ball bouncing bugs. Don’t get me wrong as I’m grateful for the option to bring back the dead from unfair and undeserved deaths. We’ve also had people disconnect or crash at the wrong time and a combat res helped save the 8 minutes we would’ve lost from a wipe and having to do it all over again.

Disconnects will always happen until we level up or tech to the point where computers are crash free and we’re all hardwired to the internet without any possibility of losing a connection. Bugged mechanics? Then it’s time for additional testing or go with abilities that are proven to work. It doesn’t feel right to me to use player abilities to offset encounter errors.

So long as combat res is still in the game, I’m not going to shy away from using utilizing it. It’d be crazy not to. It helps make up for the inevitable mistakes that occur. I feel like it’s a requirement. It’s a crutch. It’s something to lean on. It’s there to give players like me hope that if I screw up, I can maybe count on something to bail me out, even though I hate it.

After a player-saving-Life Grip, Rebirth is the only other spell that says to the player “You screwed up and died. Here’s me saving your butt and giving you another go. Don’t mess it up.”

Before death knights and warlocks could revive players mid combat, I’d occasionally  join raid pickup groups on my alt that didn’t have druids. Every move, every step had a purpose. I sacrificed a little bit of DPS to move away from projectiles faster. I didn’t want to get tagged and risk getting destroyed.

Ultimately, combat res or not, you are responsible for your well being. Whatever happens, don’t be that guy whose name the raid leader puts on the “Do not Res” list. I guarantee you, most raid leaders have such a list. That list is there because they know that if they res you, you’ll most likely blow your chance and die again anyway.

Anyway, that’s my piece. What do you think? Do you believe it continues to be invaluable or should it just get cut?

Keeping 25s Alive

I was reading this post at Unwavering Sentinel with different ideas on how to keep 25 man raiding alive. It’s something I’ve been thinking on and off about both from the perspective of a GM and as a normal player.

At the heart of, we should first analyze what makes a 25s player want to raid 25s. 10s is easier to manage. It’s difficulty varies from 25 from encounter to encounter. And you’re not as likely to cancel raids because you can usually rock 10 players (although 25s is more forgiving in this regard since running shorthanded a player on 25s isn’t going to be crushing as down 1 on 10).

For me, more is fun. I love large scale engagements. I prefer working with the army as opposed to the special forces group. More macro than micro. Maybe I really like raiding with 24 friends because I don’t want to leave 15 people I know out in the dust.

I get that players like the closeness and intimacy that 10s offer. Personally, I’m not looking for nor am I really interested in that type of stuff. I figure if you get too close to someone and know them too well, you’ll get irritated or annoyed at something. More players means you don’t get personnel fatigue from being with the same select group of people over and over. But that’s not a raid size matter (it’s more leaning towards guild size anyway).

The developers have recognized that they haven’t done enough to inject enthusiasm for 25s. One of the solutions that have been implemented for Mists is that even though the loot between 10s and 25s will remain the same, 25s will gear out faster. Instead of 5 drops per boss, we’re getting 6. All things considered equal, a 25s group would theoretically have a decked out raid faster.

We’re going to examine the solutions presented by Zellviren.

Solution 1: Make 25-man have specific rewards

This is singlehandedly the absolute best solution to revitalize 25 man raiding bar none. By making 25s the main route for the best loot, those players motivated by the flashiest and most powerful gear would have no choice but to enlist in a 25s guild.

But we all know that’s not an option on the table. This was something that was done during Wrath. Separate item levels between 10 and 25.

Solution 2: Make 25-man have specific achievements.

One could take this a step further and maybe add a guild achievement for a clear on 25 in addition to a 10. Of course, the unfortunate part of this is that it wouldn’t be possible at all for a guild to obtain every guild achievement. Maybe make it an either/or thing. If you clear it on 10, you get the toast for a 10 man raid. If you clear it on 25, you get the 25 one instead. But once you get one, maybe have it set that it’s not possible to get the other.

Solution 3: Creating “guild alliances”

I don’t know about this method. From a technical stand point, it wouldn’t be difficult to modify at all. But as a GM, it can be politically difficult to entertain the idea of cross raiding with a different guild. Who gets to quarterback the raid? How is loot going to be handled? If all hell breaks loose, it’s not uncommon for fingers to start pointing at each other on blame. It’s a solid idea but my guess is that human nature would work against it.

On the other hand, I’m a cynic.

Solution 4: The 25-man raiding “pool”.

A queue of raiders presents an interesting tool for GMs and raid leaders. It helps resolve calling raids based on attendance. In addition, it gives free agents out there a chance to throw themselves out in the world and see what else is out there. Maybe their server has limited progression or there aren’t many large guilds around. It’s like a match making service that’s one grade higher than LFR. However, I feel that this is more of a bandaid solution than one that would truly revitalize 25s.

What about removing the lockout?

One thing I want to propose with regards to lockouts is to remove them entirely. Instead, use the raid finder style of loot lockouts to limit gear acquisition.

Give players the ability to run as many bosses as they want in whatever raid size they want, but limit item rewards to their first kill of that week.

Say I’m on a weekend 10 man group. We clear out all of heroic Dragon Soul. The 25s group runs during the weekday and Monday rolls around. They find out that Peter Lafleur, one of the healing priests in that group, has national dodgeball championships that Monday and isn’t able to come in. Instead of resorting to a pug or a possibly undergeared alt, I can offer up my main priest instead. I’ve cleared out all of the bosses in Dragon Soul rendering me completely ineligible for any loot but that’s okay because I can still help out my fellow guild members.

Actually, some additional icing on the cake would be to allow gold drops to keep recurring. I wouldn’t mind raiding and farming bosses as an income stream.

The possible counterpoint to this is how would achievements be handled? The achievement with the 4 platforms on Deathwing normally takes guilds 4 weeks to get. Being able to reset and re-engage Deathwing anytime means they’d be able to nail that achievement inside a day. I’m not sure how to reconcile something like that because it gives raid groups the ability to re-attempt achievements anytime they want instead of waiting out a week for everything to reset.

If the idea of unlimited lockouts is too extreme, perhaps the moderate idea of one 10 man and one 25 man would suffice. During Wrath, we ran both 10s and 25s to maximize gear drops for our characters. But if it’s restricted to only one chance on obtaining loot, we’d be able to pick and choose a raid size at our discretion.

It’s just something to think about. For you who raid 25s, what is it that motivates you to do that? Why do you think you haven’t switched or would never consider shifting down a size to 10?