Jul 24, 2009

World of warcraft Stat Changer v2.0

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WoW Rogue and Shaman Tier 9 sets

WoW Rogue and Shaman Tier 9 sets

The Mighty Battle continues! Today we'll took at another pair of mail and leather sets, this time for the Rogue and Shaman Tier 9 sets from the Crusader's Coliseum. For the past three days, we've pitted suits of armor against each other in an all-out brawl determined by the armor design's faithfulness to its class, representation of its faction, and overall badassery. It's the first time we're seeing faction-based PvE Tier armor in the World of Warcraft, so we'll see who comes out on top.

While I've outlined my criteria for judging the armor sets, we've spiced things up with a reader poll to see which armor you guys like and from the results thus far it looks like the Horde have gained a good edge in the voting. Is it a result of faction-bias? Are the armor sets really that much better for the Horde? Hit the jump to find out!

Cunning WoW PvP Pets

This is our last installment in our series exploring the different pet families. In the first post we explored raiding with a Ferocity pet. We identified the current recommended raid pet for each raid build. The next post in the series discussed why Tenacity pets have become the pets of choice for while grinding and farming.

This week I'm going to talk about Cunning pets. I like to think of them as the "Fun Pets."


I think of Cunning pets as fun because of the different abilities they have. If you're lacking a particular ability or need an extra debuff, stun, even snare, the Cunning pets are there to help fill in the gaps.

Because of this utility Cunning Pets have often found it difficult to secure a regular place in the PvE world of raids. However, some of the more popular ones are starting to see some success in PvP. So let's take a closer look at these unique pets.




Cunning Pets

The Birds of Prey are a great example of how a pet can help supplement your own abilities. They can disarm your opponent for 6 seconds using Snatch. That might not sound like a lot but if you happen to be in a battleground or 1 on 1 in an Arena battle, 6 seconds can see like an eternity when all you can do is run and take damage. And thanks to your pet, that's about all that pesky Rogue can do as we fire shot after shot.

How about keeping that Blink happy Mage in place for once. Well you got a couple of choices. You could go with a Bat that can emit a Sonic Blast. This little nasty inflicts Nature damage and stuns the target for 2 seconds to boot!

Maybe you don't like the flapping noise of the bat. Well another good option is the Spider. Spiders use their sticky Web to prevent the target for moving for 4 seconds. Both of these are almost like having an extra trap.


You could almost look at Nether Rays as our own version of having a pet Shaman. Okay, maybe not really! But their Nether Shock is a good way to inflict a similar effect like Shaman's Earth Shock. But more frustrating to any caster will be its ability to interrupt spell casting and preventing the target from casting a similar spell back at you 2 sec. Take that you shifty Shaman!

Plate wearing classes are a pain. They have a ton of Armor and Resilience reducing the damage our shots can do to them. And add to that, one Warrior can ruin our whole day by using Sunder Armor and weakening our defenses as they charge into our (yes smaller than before) kill zone.

The Spore Bat, a funny looking creature that can give those Warriors a small taste of their own medicine for once. By casting a Spore Cloud and dusting the nearby enemy. The Spore Bat causes Nature damage but also reduces their armor by 3%. That may not be a lot, but enough to make our shots sting a little more that's for sure.

With all this talk about normal pets available to everyone don't think I've forgotten about the Beast Master Hunter and their ability to tame Exotic Pets. Beast Master's have a couple of options available to them in Chimaeras and Silithids.

I'll grant you that having this monstrous flapping pet with you might seem intimidating, but really it's just painting a huge target on your back saying, "Here I am!" That aside, I do think Chimaera's have a pretty neat ability called Froststorm Breath. Basically they can lay a combination Frost and Nature damage attack slowing your target. Sounds pretty good, but I'm not entirely sure if it makes up for painting a bulls-eye on my back as I try to navigate battlegrounds.

My personal favorite of Exotic is the Silithid. This one is just too creepy not to be fun. First, who doesn't want to have their very own Starship Trooper bug? Besides that the Silithid can spray Venom Web Spray at your enemy. It'll superglue them into one spot preventing movement while also causing Nature damage. The Silithid is as Moomkin at Arena Junkies put it, "...a crab with remote pin." Definitely worth considering if you're going to PvP as a BM Hunter.


It seems that Cunning pets are extremely situational. Even over on Arena Junkies and Elitist Jerks the overwhelming school of thought seems to be to just use a Ferocity pet. That being the case, here's my crack at what seems to make sense for a either a 16 point or 20 point Cunning Pet talent build.

Tier One


Great Stamina (Recommend 3 points/2 points Optional) adding 12% more stamina is always nice. The only trade-off that I can see on this would be if you decided to put 1 point into Cobra Reflexes. Having a faster attack speed even with the reduction might be worth it. But I'll stick with the extra stamina for now.

Tier Two


Boar's Speed (1 Point) Here is where I increase my pet's movement speed. Boar's Speed is more beneficial by giving a consistent 30% speed increase trumping the individual 18% from Dash or Dive given up in Tier 1.


Spiked Collar (3 Points) Adding 9% additional damage with all attacks is a nice little bump.


Tier Three


Avoidance (3 Points) Being able to reduce the damage your pet takes by 75% on AOE's is a pretty nice bonus. Some might think this is a waste of a talent point, but you need to put 3 in here in order to eventually unlock Wild Hunt.


Lion Hearted (1 point) One of the most annoying things I run into is when someone smacks a stun on your pet and then charges into you. Using Lion Hearted will help reduce this by 15%.


Tier 4


Feeding Frenzy (2 points) There is nothing like the joy of seeing a target panic because your pet is taking huge chunks out of its hide with each attack. Feeding Frenzy does just that. With each attack doing 16% additional damage they'll stop worrying about you and try to get the little bugger off their back.


Cornered or Great Resistance (BM Only 1 point) I like Cornered. In PvP Pets seem to run out of Health faster than normal anyways. So why not take advantage of that last gasp and do 25% more damage, while at the same time reducing their chance of suffering a Crit by 30%.


Cornered is purely a manifestation of my offensive, "Gotta eat some Warlock faces" side sneaking out. The more defensive and careful side says take the point into Great Resistance and reduce the damage from those pesky casters by 5%. But this is PvP right? So I'll stick with Cornered.


Tier 5


Wolverine Bite (1 point) This attack brings back the days where Bestial Wrath couldn't be stopped. By doing, at level 80, 405 points of damage (Pet's level * 5 + 5) from a single attack that cannot be dodged, blocked or parried has to be enough to make anyone a bit weak in the knees. The only caveat I see is the target must dodge the initial attack. Which one would think in PvP really shouldn't be that difficult.


Roar of Recovery (1 point) One of the historical problems for Hunters in PvP has been Mana. Our only hope to survive for any length of time was to play the drain game. Now we have a way to help combat that. Maybe not the most efficient, but Roar of Recovery will restore 30% of your Mana over 9 seconds. This can be the difference from shooting blanks or firing of that ever fulfilling Kill Shot.


Grace of the Mantis (BM Only 2 Points) The 2% reduction on critical hits to your pet is not really that great. The main reason for speccing here is to open up Roar of Sacrifice.


Tier 6


Wild Hunt (1 point) This is just a pure pet buff. The one point will get your pet an additional 20% of your Stamina contribution, as well as a 10% Attack Power increase.


Roar of Sacrifice (BM Only 1 point) This is purely a selfish point for the BM Hunters. It's your pet's way of taking one for the team. By swooping in and absorbing 30% of damage for 12 seconds it can give you a second chance to get your revenge.


That brings us to the end of our review of Cunning Pets. I'd like to hear what you have to say. Have you used a Cunning pet in PvP? Maybe you have a suggestion on the proposed 16 point or 20 point specs? Maybe you can shed light on how Silithids compares to Crabs for pining down the enemy? Let's find out more about these unique and curious cunning pets and leave a comment below.

WoW Solution sought for Heroic Strike/Maul

In the context of a follow-up to the Warrior Q&A, Ghostcrawler mentioned something that he's touched on a few time before: Heroic Strike is a problem. I know what you're thinking: Eliah, you don't have a level 80 warrior! What would you know? Well, that's true, but I do have a Druid tank, and Maul is essentially the same as HS. So I know your pain.

For those who don't, the problem with HS/Maul is basically that it's obnoxious to use in a raid situation. You tend to have roughly infinite rage, so you want to use the ability as often as possible, which contributes to the fact that your main tank sounds like a woodpecker is attacking his keyboard (or mouse) when he pushes his Vent talk button. It's monotonous, but you have to do it to maximize your threat.


Recognizing a problem doesn't mean they have a solution yet, though. One idea GC had is to make it consume more rage the more you have (like Execute). Personally, I might like it if it just automatically activated above half rage (or so). Others have suggested that the key act as a toggle, which continues casting HS as often as possible until you toggle it off. What's your preferred solution?

Jul 22, 2009

WoW Top Five Pre-Wrath Boss Fights

WoW Boss fights. You love them, you hate them, or a little bit of both at once. I personally love them. Trash waves in instances are okay, for a little while (Yes, I'm looking at you, Hyjal!), but once you get to a certain point, you need the validation that only a big, epic boss fight can give you. That's why today I'm going to be talking about my favorite boss fights from before Wrath of the Lich King. To me, these are the best of the best (by which I mean the worst of the worst), and everyone should see them at least once. If you have favorites of your own that I haven't listed, please feel free to mention them in the comments!

5. Kael'thas, Tempest Keep - The Eye (25-man, level 70)
Energy. Power. My people are addicted to it. Their dependence made manifest after the Sunwell was destroyed. Welcome to the future...a pity you're too late to stop it. No one can stop me now. Selama ashal'anore.Kael'thas is the boss you love to hate. Five phases, five different people to fight, legendary weapons - this fight has it all! You had to be on point during every single moment of the fight to even stand a chance. You had to run away from people, run toward things, kill random spawns around the room, use abilities on weapons that would despawn the moment you stepped outside the instance, and pray you stayed alive and didn't float too far off the ground.The instance was relatively short, and the boss most people fought directly before Kael'thas (High Astromancer Solarian) was a bit of a pushover, so the minute you realize just how involved this fight is, you feel less than prepared. There's good reason that the Mount Hyjal attunement was removed from the game, and this arrogant blood elf is that reason. Of course, this makes him a perfect candidate for my top-five list.

4. C'Thun, Temple of Ahn'Qiraj (40-man, level 60)

You are already dead.Ever get the feeling that someone's watching you? Not much is scarier than a giant eyeball that shoots laser beams and summons tentacles from the ground. It sounds like a horror film, which is exactly what it felt like. For some time, this boss was considered unbeatable, which certainly earns him a spot on my list. Even after they had "fixed" the fight to make it possible to beat, he was considered the most difficult boss in the game by most, right up until the original Naxxramas was released. Many raid groups have never even attempted the fight, which I think is a shame.This fight was so frustrating that many raid groups, including my own, tried it a few times and then moved on to other things, like Naxx. We poked at the eyeball a few times here and there, but our focus was elsewhere. We finally returned to triumph over C'Thun with a half-size raid group at level 70, wanting revenge for the countless hours and nature resist potions that we spent trying to avoid the eyebeams. Any boss that could hit for over 40,000 damage in a level 60 raid is definitely worth visiting at some point. Too soon! You have awakened me too soon, Executus! What is the meaning of this intrusion?This was the moment, for me, when I felt like we had truly accomplished something incredible. As the first "big" boss in the game, Ragnaros was a force to be reckoned with. He drops the first piece of your Tier 2 gear, and even has a chance to drop the Eye of Sulfuras, something that helps create what was the highest-DPS melee weapon in the game up until Blackwing Lair was introduced. It's for this Eye of Sulfuras that melee classes still try to head into Molten Core, ready to take on Ragnaros and his many fiery minions.At the time, it was very impressive to kill Ragnaros. It was even more impressive if you had him on farm status - getting to him was a very long and treacherous process. With nine bosses before him, and more trash than you could possibly imagine, it was often a two- or three-night span that you'd need to complete the entire raid instance at level 60. Ragnaros was well worth the wait, though.

2. Nefarian, Blackwing Lair (40-man, level 60)

Let the games begin! Nefarian, the final boss in Blackwing Lair, was the first boss most people came across that had the ability to change the entire fight in the blink of an eye. Most bosses up until you faced him were fairly straightforward - tank the guy, don't step in anything on the ground, stay out of the fire, and don't die. Nefarian decided to play some games with his enemies, however, using the abilities of each class against them.Being a holy priest at the time, I was always afraid that one of my heals would go off just as he announced the priest class call, and my healing would become corrupted. It wasn't as fun as other class calls - I had a secret love for when it was the mage call, because I loved seeing all of the crazy animals running around the room: a cat here, a giraffe there - entertaining no matter where you stood! I was worried that once Wrath of the Lich King came out, that there would be a class with no class call, but I was proven very wrong. Death Knights have their own call these days, casting Death Grip on the entire raid, directly to Nefarian's side.This fight also required you to bring a certain piece of gear to wear to the fight. If you didn't have your Onyxia Scale Cloak, you were likely to be toasted by the Shadow Flame. There were other bosses that had this ability, but they never stuck out in my head as much as Nefarian's did. I still have my Onyxia Scale Cloak in my bank, just in case I decide to revisit Blackwing Lair again someday, and I fully intend to.

1. Illidan Stormrage, Black Temple (25-man, level 70) You are not prepared!

I remember when my raid group first reached Illidan. At that point we had farmed Karazhan for ages, fought through Tempest Keep and Serpentshrine Cavern, and were ready for a real challenge. We had talked about past bosses and how amazing it felt when you were fighting them, but to me, it never really felt like we'd reached the point where the boss felt bigger than us. That all changed as soon as we stepped next to Illidan.Illidan was enormous, even kneeling down in the middle of the room. The minute we positioned ourselves and started the fight, we knew it would be incredible. As much as we expected everything that was about to happen, the opening speech gave me chills every single time. It was as if we'd reached the end of the game; the point where everything we'd worked for was about to be put to the test. In a way, we had. It wasn't until they added the Sunwell raid instance that there were more bosses to face past Illidan, and they didn't feel nearly as amazing. Illidan was by FAR my favourite boss to fight. He was far from a pushover, he had a strong storyline tied in to him, and he definitely knew how to make an entrance. To me, that's the whole point! If there's anything that I will remember when my World of Warcraft days are done, it will definitely be the raiding. The amazing nights spent with some of my closest friends, fighting for a common goal - the good, the bad, and the REALLY ugly.

Zoltan scores over 10,000 achievement points

Zoltan of Aegwynn is the guy who's been sitting on top of the overall achievement point lists for a while, and he's just recently cracked the incredible total of 10,000 points. At the time of this writing, he's finished off a total of 908 out of 931 achievements currently in the game, giving him a total of 10,005 achievement points.

The Champion of Ulduar is the one that put him over the top according to his Armory profile, and strangely, he doesn't appear to have any of the Feats of Strength (edit: never mind, I read it wrong -- he's got plenty). He is only missing the two World Event achievements left (Brewmaster and the meta-achievement, neither of which are yet possible), the Sea Turtle achievement, and then a few more Heroic Ulduar endgame points. Given that the 3.2 patch achievements will likely come out before Brewmaster, there's no way yet to clear everything completely, but he's as close as it gets.

Very impressive indeed. Zoltan has just one or two people on his heels, and then the numbers drop out to a few hundred below 10,000 (and strangely enough, the top five players are all EU folks). There's no reward for all of those points (and Blizzard has no plans to offer any), but it's quite, as you might say, an achievement.

WoW Patch 3.2 PTR Trial of the Crusader testing schedule

Daelo posted an official schedule for testing the Trial of the Crusader content on the current PTR, which further explore the perils inside the Crusader's Coliseum. There are two different schedules for players on North American and European realms, who will be squaring off against different bosses:

On the North American test realms:
Anub'arak - Tuesday Night, July 21, starting at 7pm EDT. Normal and Heroic.

On the European test realms:
Val'kyr – Wednesday Night, July 22, starting at 19:00 CEST. Normal and Heroic.

Blizzard is implementing both Normal and Heroic version in varying difficulties and set-ups. Daelodev also mentions having different Test Patchwerks that hits "VERY hard" to better test sustained tank damage. He reminds everyone that feedback from all the tests - which include their combat logs - is incredibly useful to the development team. He ends the post with the usual FAQ that notes that 1) there's no trash in the zone, 2) loot is implemented, and 3) Achievements are in place. Check out the official post for more details.
Tags: Anub-arak, Anubarak, Daelodev, patch-3.2, patch-3.2-changes, patch-3.2-wow, PTR-testing, Testing, Val-kyr, Valkyr, world-of-warcraft-patch-3.2, wow-3.2-changes, wow-new-patch, wow-patch, wow-patch-3.2, wow-patch-news

Are 2 Discipline Priests a problem?

I received a kind email the other day from a raiding Disc Priest. Their Priest is already established within the raid. They've been Holy for many years and decided to try Discipline. Like many Holy-to-Disc Priests, they discovered they really liked it. An issue that I can see some guilds experiencing is when they have more than 1 Discipline Priest within their ranks.

Is that a good thing? Is it a bad thing?

Understand that having two Disc Priests is a sign. It's an omen that your guild is going to be crushed and destroyed because no organization can withstand the egos of two similarly specced classes.

Well, okay, maybe it can.




The role of the Disc Priest

The Disc Priest job is to heal. They can group heal but they excel under single target healing. We understand that! So what do you do when you have two Disc Priests?

Simple! Give them two separate targets!

Identifying your irritability

Is it annoying having two Disc Priests in the raid? Why is that? I'm Discipline myself. I have no problems with other Disc Priests in the raid. I've cooperated with them before in countless raids and on bosses.

But if you're a Disc Priest raiding with another Disc Priest and that fact bothers you, find out why. There have been raids in the past where I've raided with 2 other Holy Priests. I've seen raids filled with 4 Paladins. Sunwell raids were stacked with 5 Resto Shamans. There is nothing wrong with having healers that are the same class.

Look, you can't exactly go to the raiding supermarket and buy yourself the classes and specs that you need with the appropriate knowledge or experience. It just doesn't work that way. People will play the classes and specs that they want.

Here's the thing about figuring out a raid's healing load out that I've learned. Each encounter has a minimum number of healing required in order to complete it successfully. Your raid group is going to take a certain amount of damage and your raid healers have to either prevent or heal that up. The days of extremist Sunwell raids are behind us. You don't have to stack half a dozen Holy Priests on one raid and then ask players to switch to their Resto Shaman alts on another raid to beat an encounter.

Sometimes I read about such disputes on blogs or forums about how a Disc Priest despises having another Disc Priest in the group. I can't help but wonder if it's a competitive or territorial thing. I've seen this kind of behavior before in previous guilds (and in pugs). One player doesn't like the idea of another player healing their tank. Or maybe they don't like to share healing assignments with another player.

I'd just tell them to pull their head out of their ass.

That kind of animosity isn't really warranted. I honestly don't see the point. I've triple stacked healers on to one target before simply because the encounter and our raid composition required it.

The reality of class specific healing

If your server or guild is limited to a handful of healers, you just have to work with what you have. 9 times out of 10, any combination of healers is enough to get through most encounters. Yes, you're gimping the raid out of many buffs that would be nice to have. But that doesn't mean it's impossible. You might be missing a Blessing of Wisdom here or a set of totems there.

As a raid leader, I understand that I have to work with what I have. If that means one day stacking extra Paladins or having multiple Disc Priests, then so be it. The big picture and ultimate mandate of a raiding guild is to kill a boss using whatever players and assets we have at our disposal (legitimately). I know that if I don't want three Disc Priests in the raid, I'd simply put the call out and start looking for a Resto Shaman or a Holy Paladin or whatever it is that I felt I needed.

I understand that some servers or guilds may not have those kinds of resources to get the classes that are necessary. Not everyone's on a high pop server or has access to such a large pool of players.

We're pretty lucky to be able to afford a wide range of flexibility in terms of what classes we bring. Is it possible to knock out bosses with specifically one or two types of healers? Yes. Is it optimal? No. But you don't have to be optimal to be successful.

The thing about 2 Disc Priests

A key component of Disc Priest healing relies on their shields. Unlike heals, only the shield of one Priest can be active for any given time. No other shields can be applied on an already shielded player unless Weakened Soul wears off. That's when players can do it. Versus healing, it's possible for heals from different players to land simultaneously. There's no error message that says you can't heal a player because they've just been healed by someone else.

Clear communication becomes extremely important. Working with multiple Disc Priests, each one has to talk to the other and outline specifically which Priest is covering which target full time.

For example, when I was working with other Disc Priests, I stated that I would specifically be covering the Warrior tank. I instructed the other Priest to look after the bear tank. Every other player within the raid was fair game for our shields. But we would not deviate from our assignments and hit the other Priest's target no matter what (unless a Priest died or something). I have raid frames set up in such a way to show which players had Weakened Soul. I knew I wouldn't have to worry about that player for a few seconds if they just gained the debuff as they had either been shielded by myself or by the other Priest.

Anyways, it's possible for two or more Disc Priests to work together in a raid. In a 10 man, it may not be the most ideal, but it is what it is and if that's what you have to work with, then it's best to try or to convince the leaders to come up with a different solution.

Jul 19, 2009

WOW Flight Paths in WOW Storm Peaks

World of Warcraft WOW Storm Peaks is the penultimate zone in Northrend, and a welcome return to navigational complexity. As I mentioned in my last post on Sholazar, it is also my favorite zone in Northrend; I really enjoy all the Titan stuff as well as the background on the dwarves we get in the Alliance quests. The Sons of Hodir have the dubious honor of being probably the most difficult essential faction to rep up with, but that's going to get much easier in 3.0.8 when Relics of Ulduar become a rep turn-in. You can buy cheap wow gold here !

Neutral
K3 (41,83), run by the goblins, is the entry point to WOW Storm Peaks (and a pun off a famous mountain). I only wish we could ride on rockets all the time out of this one.

Dun Niffelem (63,61) is a heavily phased Frost Giant town, headquarters of the Sons of Hodir. You will not be able to go here without being attacked before doing some significant questing (but don't worry, they're very enjoyable quests).

Bouldercrag Refuge, in the northwest of the zone, has a flight master at 31,36.

There's also a small cluster of NPCs up near the Ulduar instances, including a WoW flight master (45,28), a repairer, and a reagent vendor. This is very handy for those Halls of Stone and Halls of Lightning runs (both of which are pretty nasty on heroic, in my opinion, especially the Tribunal and Loken). It will become even more essential in patch 3.1, when the Ulduar raid is due to be added.