Priest Tagged Articles RSS Feed | Priest RSS Feed on en Launch Media Network Another One Bites the Dust - Quitting World of Warcraft Mon, 12 Aug 2013 12:49:15 -0400 Isyldra

Every quarter Blizzard publishes their current subscriber numbers, and every quarter (with the exception of just after new expansions) it seems that number is shrinking. Last week, I added myself to that statistic.

First let me start by explaining what kind of player I was.


I'd been playing the game since midway through the Burning Crusade expansion. For those not well versed in the game, The Burning Crusade was released in January of 2007 and was followed by Wrath of the Lich King in November 2008. This puts me as starting the game somewhere around spring of 2008, although the actual date eludes me. I had played other games in the past but it'd be an exaggeration to call me a gamer at that point. World of Warcraft, however, changed my life.


I played a priest, a class I chose because I thought it would be nice to be able to heal people, to help them. At that point, I had no concept of organized game play. I was envisioning running past other nameless players and casting a heal on them in their time of need. It seemed to suit my personality; I like to help. Clueless about all game mechanics and completely non-fluent in gaming jargon, I ran around Elwynn Forest casting heals about and smiting tiny creatures. Eventually, when I ventured into Westfall, a higher level area (but still very early in the game), I was asked to heal a dungeon, a place called “The Deadmines.” I agreed and off we went.


It was somewhat of a disaster, truth be told, but it was the first baby step in my evolution as a healer. I went on to learn what I was doing and learn it well. In fact, I abandoned all other activities in the game. I ONLY healed dungeons. My purpose was to keep my party alive, at all costs. I joined a few lackluster guilds but eventually I realized I wanted to try my hand at this thing called 'raiding,' which was supposedly like dungeons on steroids with way more players and difficulty.


That was the beginning for me.


It was a door that opened to a community into which I lost myself. I healed my heart out for my guild and when I felt I couldn't go any further with them I joined a top raiding guild on my server. Tier after tier we tackled every boss Blizzard threw at us and eventually, when given the opportunity, we tackled them on hard mode and then heroic mode. In the process we formed our own community. A solid group of really fun, educated, adults. We became more than just game buddies, we became friends.


When in need, the guild called on me to help out as an officer; a position that eventually led to me becoming Guild Manager, a job I kept until I canceled my subscription, just a few days ago. I call being the Guild Manager a job because that's what it is. I ran an organization that required us to find quality players with good attitudes that were willing to put in 20-25 hours a week of work for zero pay. For those that have never participated in endgame raiding, that number might seem unrealistic, but we raided 3-5 nights a week for 3.5 hours a night. Add in the superfluous tasks that go along with raiding, like dailies, farming, and encounter research and you've reached second-job status. It was a lot of work for the players and even more work for the officers, but we did it for the love the of challenge and the friendships that we had forged along the way.


But running a raiding guild is stressful.


It's easy to get behind in the rankings and when you do it's hard to catch back up and that makes recruiting even more difficult. In a game that is hemorrhaging long-time players, keeping a group of twenty five (and then eventually just ten) knowledgeable and skilled players on the roster became harder and harder. Adding the unfortunate fact that I was one of just a handful of healers and the chief cheerleader for the guild meant I never got to take a break.


I guess the long and short of it is that I got burnt out. It happens. Suddenly the game I had spent all my time and energy on for so many years stopped feeling fun. I moonlighted playing other, newer, games only to come back and realize how outdated my game felt. Eventually I realized that I had had enough. With a heavy heart I informed my guild of my plans and I transferred guild leadership to a trusted officer. Luckily for me, a good portion of the people I love to play with have also branched out to other games so I'll be able to continue on with them. Those who wanted to continue to raid moved, as a group, to another server and guild. I certainly wish them the very best.


And so life goes on. I've started playing other MMOs, far more casually of course; I've started writing more about my experiences in games, and I'm even revisiting some games I may have missed while so intently focused on just one. We've even got a real-life guild meet up planned despite not all being in the same guild... or game anymore.


One more thing... thanks Blizzard for creating this world for us, for me. I'll always be a fan.

Healing in TERA - Cooperate This Instant! Mon, 21 Jan 2013 12:01:02 -0500 Ashley Shankle

Every real party needs a healer. That's a basic MMORPG rule, right? Even in an action combat game like TERA, the healing classes are an essential part of just keeping things running. I've had a lot of good and even great parties on both my Mystic and Priest -- but the parties that are bad really make me want to swear off MMOs forever.

I love healing in MMOs. Taking some damage? Get healed! Inflicted with a negative status effect? Be cleansed! Die because the tank is bad or because life is suffering? Arise, my child! See a therapist next time you're in Velika.

Because of the lack of a tab-targeting system in TERA, healing requires manual aiming and a bit of finesse. You're not going to be tabbing or F-keying between party members, casually pressing your skill keys. You're running around the battlefield, tossing out lock-on heals and dropping motes (Mystic) or popping some distance-based AOE heals (Priest).

Healing in TERA is some of the most fun I've had keeping half-wits alive, but when it gets bad it really is terrible.

Mystic - "plz use motes, they give heals"

Mystic was my first healer and it has a special place in my heart. Dropping the motes (health balls that can be picked up on the field) is a unique concept and the combining that with the class's lock-on heal (Titanic Favor) makes them competent health and mana healers.

Unfortunately, despite it being common knowledge that motes heal, a lot of people seem to think they're poisonous and should not be touched. This isn't such a problem with the Arun's (mana) motes, but ignoring the healing motes it is a pretty big problem. Tossing out Titanic Favor is fine, I'm okay with that -- but I don't spend a minute before a big fight tossing out healy balls for the chumps I'm partied with to ignore them and die.

Any part of the Mystic class that doesn't require action on the part of other people is great. The motes are also great -- if people would use them. Watching a half-health party member purposefully go around a mote and ram themselves into an enemy makes my soul seep from my ears and pure rage crawls up my nose and settles itself in my brain.

You only had to pick up my motes..

Priest - "plz dont run, the circle heals"

The Priest is TERA's certified healbot. The Mystic is a good healer, but their strengths lie in party-wide buffs (auras, PVE) and the ability to kite (PVP). The priest was made to heal, and by jove it heals the hell out of stuff. Even if that stuff is retarded.

What I like about the Priest over the Mystic is that healing requires less of the people I'm partied with. If I really want someone to feel the loving touch of an angel's healing embrace, they are going to feel it, damnit. The only real problem is positioning, and that can be a pretty big issue.

A huge chunk of Priest healing is based on the location of your character. Let's look at some examples:

  • Restorative Burst - Heals in a circle 10 meters ahead of you.
  • Regeneration Circle - Heals within 16 meters around you.
  • Purifying Circle - Removes status effects of party members 17 meters around you.
  • All buff spells - Provide buffs to players between 8 and 15 meters around you.
  • Healing Circle - Only heals allies directly in front of you.

As such, you spend a lot of time running around in circles, trying to get in the perfect position to heal or buff. Missing party members with a heal can make or break a fight, and it can be all too easy to miss your spells.

Party members running away from your healing as a Priest can be even worse than those who won't pick up your motes as a Mystic. Healing Circle is incredibly powerful, but the chances of getting who you want to get in on those sweet heals is low unless they've been knocked down, are stationary anyway, or if you are some sort of mind wizard.

But hey, you have a lock-on heal as well!

Work and Reward

Considering how irritating healing people who refuse to stay still or think motes are made of lava can be, it feels rewarding to clear a dungeon with a competent party. It always feels good to be the one thing keeping the people in your party from going comatose, but TERA gives it a new dimension of challenge. I'm not saying it's anything revolutionary, but the end feeling is way better than standing in the back and tab-target healing.

TERA has its problems, but healing in the game is some of the most PVE fun I've had in an MMO in a long time -- even when things go wrong. In a way I'm glad it's going free to play, but at the same time I'm not looking forward to the players who disregard healing and acquire dying in the dirt. Really not looking forward to that.