Kamis, 31 Mei 2007
Avoiding Foreclosure
If you can’t make your next mortgage payment, or if you are already behind, you need immediate help. The Homeownership Preservation Foundation has joined forces with mortgage lenders, nonprofit organizations and city government agencies to provide homeowners with assistance and resources to help you get back on track.Visit the Hope for Homeowners website, or call the homeownership hotline at 1-
Fantastic 67-69 Grinding Spot
What makes this place so great? You can nearly kill almost nonstop! how? Well Oronok pops 3.5k heals on you every 40 secs or so as you are engaged in combat! Unlimited 3.5k heals and nonstop grinding how nice is that? Also you can sell a stack of boar tusks for 2.5g directly to Oronok himself and repair at the same time! If this is not amazing... I really do not know what is!
Technorati Tags: world of warcraft, instant mobs, fast+leveling, grinding tips
Selasa, 29 Mei 2007
How To Shop for a Loan
There are hundreds of mortgage lenders that will pre-qualify and pre-approve you for a mortgage loan. Don't let these two terms confuse you. See my prior post on pre-qualify/pre-approval for clarification.Major categories of mortgage lenders include: Savings & loans: Also called thrift institutions, savings and loan associations (S&Ls) are the largest traditional lenders of residential home
Farm High End Herbs & Primal Life
Go to Skettis (Southeast in Terrokar Forrest). Around the lake, Talonsworn Forest-Ragers patrol. There are 2 up at a time, and respawn roughly 2-4 minutes after you kill one. They do not drop anything special, but this is where the herbalism comes into play. After you kill them, you can Herb them, which yields the following:
2 sets of 2-4 herbs which can be any of these - Felweed, Dreaming Glory, Mana Thistle, Terocone, Ancient Lichen, and Black Lotus... Yes... Black Lotus.
IT GET'S BETTER! Every time you herb them you also get 2-5 Motes of Life!!! On my server, Motes of life sell for 12-15 gold each. And most of the herbs sell for 20-30g a stack, as well as Black lotus selling for 10-15g each.
These Trees CAN be soloed because they can be stunned / feared, but is very hard if your not ranged. I am a Rogue in full kara / gruul epics and I have a hard time, so i bring along a friend to help. I give him 25% of what i make.
The beauty of this is that you can kill them in 2-3 minutes tops, and they have an extremely fast respawn time for a great farming session!
Technorati Tags: make money, wow farming, wow gold, wow herbalism
Minggu, 27 Mei 2007
Very Useful WoW Glossary
A
AC Armour Class, high AC reduces the damage you take when attacked.
Add When another monster joins an existing battle.
AFAIK As far as I know
AFK "Away From Keyboard" term used when you can't respond or do anything in-game for a short amount of time, since you're temporarily not at your computer.
Agi Agility
Aggro Short for aggressive; when a monster will attack you if you get within a certain distance of it, and/or are most "hated" by the monster. Also the act of a monster attacking you without provocation.
Aggro Radius Area around an aggressive monster where it will aggro on you when entered.
Alpha Test Internal testing that doesn't include the public.
Anti / Anti-PK A player who kills PK's.
ASAP "As soon as possible"
Avatar A PC character. "Avatar" really means the representation of a god on earth; in-game this means the representation of you in-game.
Area of Effect (AE/AoE) Usually referred to spells that affect a designated area.
Auc Short for auctioning.
B
BC Short for The Burning Crusade
BE / BElf Blood Elf
Beta Test Public testing; closed beta is a restricted public test, and open beta means anyone who wants to join may join.
BFD Black Fathom Deeps; an mid-level instanced dungeon in North-Western Ashenvale Forest
Bind Point Area where you will return to if you use your hearthstone. You will need to speak to an innkeeper to bind in a different location.
BRB Be Right Back. A term signalizing that you will leave your computer for a short amount of time, then come back, or that you will, in-game, leave the person you are talking to for a short amount of time (For instance to go to a town and drop off loot).
BRD/BRS Blackrock Depths/Spire, high-level instanced dungeons in The Burning Steppes
Broken A spell, ability, class,or tactic that is unbalanced and overpowered; also see cheesey
BRT "Be Right There"
BTW By the way
Buff Spell that enhances a player's abilities.
C
Camp Area where a certain group of monster(s) spawn, ideal place to group up and get XP from; can mean same as Log.
Camping When a player or a group of players stay on the exact same place to hunt a special kind of creep, often with very little risk for their own life, only to reap benefits like gold, items or experience, making it hard or impossible for other players to hunt there. Can also mean killing the same player(s) over and over.
Carebear Player who prefers PvE over PvP
Caster A spellcaster; a class that rely more on damage-dealing spells than physical combat.
Char A character, see avatar.
Cheese(y) A spell, ability, class, or tactic that's more powerful than any other and offers an unfair advantage to a player; often referred to as broken.
Critter Harmless ambient life that doesn't give XP.
Creep Same as mob.
D
Damage over Time (DoT) Something that hurts target over a period of time; I.E. poison.
Debuff Spell that hinders a player's abilities.
Direct Damage (DD) Spell that instantly hurts a target as soon as it's cast.
Disc. / Discon. An involuntary disconnection from a game server.
Dmg Damage.
DPS Damage per second.
Dorf Short for dwarf
Draenei Alliance race available in the expansion The Burning Crusade
E
Experience (XP) Points you gain from killing enemies; get enough and you'll gain a level.
F
FH / FOH Full (on) Health
FM / FOM Full (on) mana
FTW For the win
FR Fire resist
FWIW For what it's worth
G
Game Master (GM) In-game customer support; answer questions, help out players, a GM is a Blizzard employee.
Guild Master (GM) The leader of a guild, a cooperation of players of the same faction.
Gank A PvP fight were one side is seriously outnumbered, and have no chance of victory. Often just one character being attacked by four or five others.
Gimp A character who doesn't live up to his full potential, often using low level equipment or focusing on poor skill combinations
GG Good game
GJ Good job
GL Good luck
Goldshire (GS) A city in Elywnn Forest.
Gratz/gz Short for "Congratulations". Might sometimes be spelled with an "s" instead of a "z".
Griefing Disrupting others gaming experience even though there is no reward for the griefer. (Thus the term "Griefing", causing grief to others)
GTG Good to go or alternatively got to go, it can mean either depending on it's context.
H
Handle Screen name/Online Alias.
HF Have Fun
Hit Points (HP) Your health, amount of "hits" you can take; measured in points.
Hume Short for human
I
IF Ironforge
IMO / IMHO In my opinion / In my humble opinion.
INC Incoming; used when a target is moving towards you to attack.
Instance A copy of a dungeon loaded for your or your party's personal use.
INT Intelligence
IRL In Real Life
J
J/K Just Kidding
joo / j00 L33t for you.
K
KK Okay
KOS Killed on Sight, used in some MMOG's when the guards of a city attacks a criminal, and the criminal gets instantly killed.
Kill-Stealer Someone who, without consent, kills a target someone else is attacking.
L
Lag Latency; connection to server.
Lamer Someone who does something which disrupts someone else's gaming experience, usually to gain something (Like exp).
Leveling Fighting monsters with the purpose of gaining a level.
L33t / Leet / 1337 Used about something that is "cool", a particularly powerful character, someone who's skilled in PvP, or about someone who speaks in a particular way. Instead of saying "You're a poor player, and I'm better than you in PvP" these say "Omgz, U sUck, I oWnzor u in PvP".
Leech Stealing XP from some other person's/people's work without self effort, usually without consent.
LFG Looking for group
LOM Low on mana
Loot The items that you can pick up from a mob/player that you killed; the act of taking said items.
LOL / lol "Laugh out loud" commonly used term when something funny happens / someone says something funny, generally when you would have laughed in real life.
LOS Line of Sight. Some spells and abilities requires your character to be able to "see" the mob/player without any environmental obstructions.
Log / Logging Signing off; leaving game.
LMAO "Laughing My Ass Off"
Lvl Level
M
Mana Energy you use to cast spells; measured in points.
MT Main tank. The primary person responsible of holding a monster's attention.
Meatshield One who takes all the enemy's hits to hinder the enemy from attacking more vulnerable team members, like priests or spellcasters.
Med/Medding/Meditate Resting to get your mana back.
MMOG / MMORPG Massively Multiplayer Online (Role Playing) Game, like World of Warcraft or Everquest
Mob Monster
Mule A character made solely for storing items or to gain proficiency in crafting skills to "backup" the players main character.
N
Naxx Short for Naxxramas, a high level winged instance in Plaguelands.
NE Night Elf
Nerf When a skill or a class gets some of its benefits lessened or removed, in order to balance the game, that skill or class gets nerfed.
Newb/Newbie/n00b A person that has never played the game before; saying "n00b" implies that you think they're a complete idiot, so avoid using that version.
Newbie Zone Area around starting cities where newbies first start killing mobs.
NPC "No Player Character" A computer controlled character or creep.
No prob / NP "No Problem"
NT No text
Nuke To shower a target with damage spells.
Nuker Spellcaster who throws a lot of damage spells on a target.
NM Can be either "not much" or "never mind"
NVM / NM Never mind or not much
O
OMG "Oh my god!" term used to express surprise about something.
OOC "Out of character" Term used to signal that it's "you", the person playing, who's talking, not the ingame character/avatar. Mostly used by roleplayers.
OOM Out of mana.
OMW / OOW On my way / on our way
Onyxia Onyxia is a dragon and is the first "raid content" in the game.
Owned When something gets beaten severely.
OT Off tank. The secondary tank (and so on) to hold the attention of monster(s).
P
Player Character (PC) Character in game where an actual person is controlling it.
Pet Summoned NPC that fights for you and does your bidding.
Ping Response time from client to server; measured in milliseconds.
PK Player kill(er); Used in PvP.
Point Blank Area of Effect (PBAE/PBAoE) Spell that affects the area around your character.
Pop Indicates that a target has spawned nearby.
Powerleveling Having a player kill an enemy much much too high for them while a high level character keeps them alive, to quickly gain levels.
PP Perfect play
PPL People
Proc Programmed random occurrence. When a special ability on a piece of equipment activates by chance; e.g. with a fire sword with a 10% chance of doing additional fire damage, the weapon would proc when that activates.
Pull Grabbing an enemy from a distance and making it come your way.
PvE Player versus Enemy; Fighting against game created mobs.
PvP Player versus Player; when actual players are pitched against other actual players.
Pwned Same as owned.
Q
QED Quod Erat Demonstrandum; Latin for "which was to be demonstrated," when something is proved wrong.
QL Quality Level. Higher quality level means the items is more powerful.
R
Raid Large-scale attack on an area, usually involving guilds.
RDY Short for "ready"
Relog To log off then log back in, often done to fix bugs.
Real Life / RL Not ingame, out in the real world.
Release Usually referred to when a player goes back to the Graveyard instead of waiting around for a Rez, however, the player can still be resurrected after a release.
Respawn When someone or something something appears again after being killed or taken.
RFP Ready for pull
ROFL "Rolling on the floor laughing", stronger version of lol.
Rez/Res Short for resurrection; bring a dead player back to life so they don't have to suffer as much death penalty/walk back/etc.
S
SM Scarlet Monestary, a mid-level dungeon found in Tirisfal Glades
SP Skill points
Spawn When a mob first appears or reappears after getting killed.
SPI Spirit
ST Sunken Temple, short for Temple of Attal'Hakkar.
STA Stamina
Stack When multiple of the same item can go into one item spot; a stacked item that reached the maximum amount possible for that stack, or when similar effects work simultaneously on the same target.
STFU Used in the same manner as "Shut Up", when someone is very annoyed and wants someone to keep silent.
STR Strength
Sup? Short for "What's up?" often used in the beginning of a conversation.
T
Tank One who takes all the enemy's hits, due to the characters strong focus on defense and hitpoints.
TB Thunder Bluff
TBA To be announced
TBC The Burning Crusade, the first expansion of WoW
TBD To be determined
Teldrassil The Tree that is central to Night Elf life in World of Warcraft.
Temple Short for Temple of Attal'Hakkar, a 50+ instance in the Swamp of Sorrows
Thx / TY Thanks or Thank You
TP Talent points
Train When a player is followed by a large number of mobs while fleeing, often causing the mobs to attack innocent players. Usually happens by accident, but can be done intentionally. This is considered griefing.
Twinking Giving a low-level character high-level equipment in order to make him better than his level, a twink is the opposite of a lamer.
U
U You
UC Undercity
Ur Your
Über German for big and great, used to signal that something is especially good. A rare sword can be considered "Über" if it's properties greatly surpasses what is considered normal.
W
WF Westfall
w00t A l33t expression of happiness for something good that has happened.
WoW Abbreviation for "World of Warcraft"
WTB / WTS / WTT (F) Want to buy / Want to sell / Want to trade (for); can be grouped up, e.g. WTSoTF means "Want to sell or trade for."
WTG Way to go!
WTH An expression of high shock or disbelief.
WTF An expression of extreme shock or disbelief.
X
XP See Experience.
XR The Crossroads is a major flight hub for the Horde in Central Kalimdor in the Barrens, and also serves as a major quest hub for level 15-20 Horde players
Z
ZF Zul'Farrak, a high 40s instance in NW Tanaris
ZG Zul'Gurub, a 20 man raid instance in Stranglethorn Vale.
Source: wow.stratics.com
Technorati Tags: world of warcraft, mmorpg, wow guide
Sabtu, 26 Mei 2007
100 Quotes from "The Secret"
If YOU believe that YOU CAN and WANT to do better for Yourself...* write that book, start that business (part time or full time), make more money, use your talents, go back to school, get a new career or job, stop settling for less than you deserve, get motivated, pursue your dreams, become motivated, confident, feel good about yourself, change your life, create the life you want and get the
Jumat, 25 Mei 2007
Indepth Maiden of Virtue Strategy Guide
The Maiden of Virtue can be a very tough fight the first few times. Her damage is strictly holy and physical. The only physical damage should be taken by your MT (Main Tank) who should keep the Maiden in the center of the room where she stands before she is pulled.
Maiden of VirtueThere are a number of potions that will make this fight easier such as Mana Potions for the healers to allow them to spam heals if need be. Heroic and Haste Potions will be helpful for any melee DPS for reasons that will be explained later on. It will be significantly helpful for your MT to have a Flask of Fortification or, if one is not available, a Flask of the Titans along with multiple Healing Potions. It would also help if any hunters had a Flask of Relentless Assault and if any casters had a Flask of Supreme Power. Any melee DPS should not need flasks as they will not be a major part of the fight for reasons that will be explained later on.
Shamans should be using Mana Spring Totems to help them conserve mana since the fight can be rather healing intensive. Also, since everyone is spread out around the room, everyone may not be getting the benefit of the totems at all times. If you are in a group with one of the melee and they are in range of your totems it would be helpful to use any totems that will help their DPS to help them make more out of their rotations.
Group Composition
The Maiden of Virtue can be a very group dependant fight. As a general rule, the more ranged DPS, the easier the fight will become. Also, having at least one, if not two, paladins is a major advantage for reasons that will be explained later on. The ideal group for this fight would be one warrior, two paladins, one priest, two rogues, one warlock, one mage, and two hunters. Remember that this is nothing more than the ideal group and any of the ranged DPS can really be switched out for another ranged DPS class and it shouldn't really make much difference. Having a warlock is a big help though for the use of Health Stones, Soul Stone, and Blood Pact for your MT.
Abilities
"'Holy Consecration"' Deals around 300 holy damage to anyone within melee range of the Maiden. It also silences anyone who gets in range of the spell for a very short amount of time. The Maiden will have this spell casting constantly throughout the entire fight.
"'Repentance"' The Maiden will periodically cast Repentance during the fight, dealing about 2,000 holy damage to the entire raid and temporarily incapacitating them. Any damage dealt to a raid member with this debuff will break the incapacitating effect.
"'Holy Fire"' Deals a large amount of damage and leaves a magical debuff dealing a large amount of damage over time. Cast on a random player. The debuff can be dispelled and it is imperative that it is or the target will die quickly.
"'Holy Wrath"' Deals about 2,000 damage to a random target which then chains to all nearby targets for increased damage. Stay spread out to avoid the bolt chaining to multiple people.
Strategy
The fight should begin with your MT running in to the room and beginning to get aggro on the Maiden of Virtue while the rest of your raid members get into their positions. The healers should position themselves so they are one each at the North, South, East, and West points of the room. If a priest is available, Power Word: Shield and Prayer of Mending should be cast upon your MT before he goes into the room to allow your healers time to get into position and not have to worry about the MT getting killed in the meantime.
Ranged DPS should stand in between the pillars that the healers are not in between, this should keep everyone spread out far enough to avoid the Holy Wrath spell chaining to multiple people. All ranged DPS and healers should stand in between the pillars. This way the pillars will not become a big line of sight issue for healers.
In order to avoid the Holy Wrath spell chaining to the tank from the melee, give melee a rotation for when to go in. There should only be one melee DPS alongside the tank at any given time. When the melee DPS that is currently attacking the Maiden of Virtue gets to 50% or lower HP, they should run out and either use a Lightwell if one is available, or bandage. Once that melee DPS comes out, another should go in. Once a melee DPS goes in they should use their Haste or Heroic Potions if available. since they will not have much time to be in there, and so they need to make it count. If the melee DPS waits too long to get out they are liable to be killed from the Holy Wrath. Note that even melee DPS out of melee range can still be hit by Holy Fire, and this still needs to be immediately dispelled.
Hunters should not use pets in this fight since they can chain the Holy Wrath which will make the encounter very dangerous. Warlocks should only use an imp and make sure it has Phase Shift on. Keeping an imp in the tank's group can be very helpful (remember to keep the imp near him and keep it Phase Shifted) since at times it can become very dangerous for the MT from lack of heals after the Maiden casts Repentance.
In order to avoid the Maiden's Repentance spell incapacitating all of the healers and so killing your tank, it is immensely helpful to have a paladin cast Blessing of Sacrifice on your MT to break Repentance's incapacitating effect on that paladin and thus allow him to heal the MT until other healers are able to heal, or dispel other healers.
Remember to dispel Holy Fire's damaging debuff as a priority, keep Blessing of Sacrifice on your MT, and have your melee stick to their rotation and the Maiden of Virtue should die soon enough.
A paladin can place a blessing on party member before the repentance is about to hit. This party member should be within range of her holy fires. The paladin takes damage in place of that person and is removed from the 12 second stun. The paladin can then heal the tank during the stun. Also, this is a good fight for a feral druid. Despite Maiden not fully using only melee, a bear tank can frenzy regen during one of the stuns to help healers.
Class Tips
Tanks There should only be one tank during this fight and for this one person it is important to be ready to use cooldowns such as Last Stand, Livegiving Gem, Shield Wall, Health Potions, etc. after she casts a Repentance, as you are liable to get very low on health while healers are incapacitated.
Healers It is important to watch the entire raid for this fight since everyone will be taking damage randomly. However, it is most important to watch your MT and anyone who gets hit with a Holy Fire. If you can dispel Holy Fire's debuff, you should do it as soon as possible. You should not need to heal melee DPS if they are properly following the rotation.
Ranged DPS Keep on the Maiden and get her down as soon as possible.
Melee DPS Follow your rotation for killing Maiden and remember to get out when your health is at 50% or below. Remember to bandage or use a Lightwell if available once you are out of her melee range to save your healers' mana.
Other Guides
Ampwow.com
Videos
Haven vs Maiden of Virtue
Moral Decay V Maiden of Virtue
Nethergard Watch vs Maiden of Virtue
Rabu, 23 Mei 2007
Turn Used Cell Phones Into CASH!
I received a postcard in the mail today from PaceButler. It explains how you can turn your used cell phones into cash. It's simple, fast, and rewarding with their used cell phone buyback program.They've made it their goal to offer the fastest payment possible. They cut your check within 4 business days of receiving your cell phones!Not only will you be compensated financially, but by recycling
Warrior Tanking Guide
1 - First and foremost, use a shield!
This may seem like a given, but you'd be surprised at how many people try to tank with a 2 hander. The excuses for this range from "I do more damage like this" "I don't have a shield/one hander" or "I generate more threat with a 2 hander". All of these are rubbish. Firstly, you are a tank, not a rogue or mage, you're not there to do damage. If you don't have a shield or a one hander then do not try to be main tank. As for generating more threat, that's the worst excuse as shield bash generates way more than any attack with a 2 hander will, and as the name suggests, it needs a shield.
The main reason why you should always use a shield is the damage reduction. A priest will have a hard time keeping up with the heals if you insist on using a 2 hander. At 60 my shield adds around 12% extra damage reduction.
Secondly, revenge, I'll cover this skill in more detail later, but needless to say shield = block = revenge.
(I know that when you're a pr0 ub3r tank you can use a 2-hander and think you're just as good as anyone else, but really, you're not. Lets leave it at that and no "I cn tnk wid a 2hndr" posts please)
2 - Be Defensive!
Defensive stance is a must. Not only does it reduce the damage taken by 10%, it also generates additional threat, and has a few nice abilities that are great for holding agro. I've grouped with many warriors that refuse to tank in defensive stance, to them the 10% less damage they give is more important than the 10% less damage they take. These are bad warriors. Most of your time should be spent in defensive stance. As a general rule, if you can do it in defensive stance, then do it in defensive stance. This goes for everything from sunder armor to demo shout. While it may not be much doing these in defensive stance adds extra threat that makes it harder for you to lose agro.
3 - Protect Your Priest.
If something is beating down on your priest, get it off them, your sole job when your priest is losing health is to get whatever mob is on them off them and onto you. If the priest goes down, you go down. The ways of doing this vary greatly, and depending on the situation. If your priest is close you can just switch target, taunt and then build agro on that mob until you're sure it's on you. If your priest is far away your main goal is to get to them as soon as possible. My favoured technique is to switch to berserker stance, intercept, then back to defensive and taunt. If there are multiple mobs on your priest you're going to want to follow this with a battle stance, mocking blow, or in worse situations, challenging shout.
As a warrior your priest will be relying on you to keep them free from agro, just as you will be relying on them for healing. If they have agro, you can't be healed.
Once you know the 3 basics you have the foundation of knowledge you need to enter the world of a tank. However, that's just the beginning.
There are 3 stages in tanking that you'll encounter, each of these is as important as the next, and to be a complete tank you will have to master them all.
Getting Initial Agro
There is nothing more important than getting initial agro on a group of mobs, without agro you gain less rage, which makes it harder to get agro. It's a viscous circle that basically means that a bad start can mean a bad finish.
-Start with a charge if you can - This doesn't just give you rage, it has a stun chance, which = threat. If you can't start with a charge (like if you have to pull mobs towards you) then blood rage is a good skill for getting you some much needed rage to start throwing out the agro building moves.
-Follow up with a demo shout - This doesn't just reduce their attack power, it allows you to get a little agro on each of the mobs so they are less likely to take an immediate interest in your priest.
-Try to fit in a Whirlwind - don't overlook this skill. It may be in berserker stance, but attacking 4 mobs = threat on 4 mobs.
This should take around 5 seconds, and then and only then should the rest of the group attack.
Threat Building
Once you have the initial agro on each of the mobs you're going to want to keep increasing your threat so as none of them come off you and attack someone else. Luckily as a warrior you have several key skills that are useful for building threat.
Sunder armor,
Revenge,
Shield bash,
Disarm.
These are the 4 key agro building tools you have available to you, and you should have everyone on your hotbar in easy to use positions.
Sunder is our spammable skill that builds a fair bit of threat, you'll find yourself using this a lot as it has a low rage cost, and builds a nice amount of threat. All the mobs that you are tanking should have sunder on them.
Revenge is a great skill that builds a lot of threat. It can only be used after you dodge, block or parry, but after a couple of revenges Ragnaros himself won’t be able to pull a mob from you. This should always be used on the main target when it's available. It'll make them stick to you like glue.
Shield bash doesn't just interrupt spell casting, it makes them hate you as well! It builds threat on non-casters just as well as casters. This is another skill that you should be using mainly on the main target; it'll keep them on you even when you're building up threat on the other mobs.
Disarm is great for reducing the amount of damage you take, but also for building threat. There's a lot of mortal strike speced mobs out there, and we all know how nasty mortal strike is, disarming them stops them from using it on you, and also makes them hate you for it.
To make sure you keep enough agro on the main target you need to spend most of your time building threat on that. However, you cannot ignore the rest of the mobs.
Between each threat building attack on each of the mobs not being attacked, you should do at least one on the main target. That means no matter how many mobs are on you, you still spend half your time making sure you can keep the main target on you, and the other half building threat on the others to ensure your priest doesn't pull agro with a heal.
You may be wondering how you'll keep track of which mobs you've been building agro on and which you've let slip. For this I recommend the sunderthis add-on. It allows you to show the currently sundered value above a mobs target box. That way if every time you cycle through a mob to build agro on it you sunder you can keep a count on which mobs have had more of your time than others, and keep your threat level pretty even on each of them.
Getting Back the Agro
At some stage or another, either through a trigger happy mage, gung-ho rogue, or you not having enough threat to cover that big heal from the priest (it's never the priests fault, if the priest gets agro, it's your fault), you will lose agro. It's no big deal, as long as you know how to get it back.
The obvious choice here is taunt. It does exactly what it says on the tooltip and makes them attack you again. If it's just one mob that turned away then all well and good, a quick taunt and back to threat building we go.
However if things have gone more wrong than that you may need to draw on a couple of other skills.
- Mocking blow, in battle stance forces a mob to attack you for 6 seconds, just enough time for you to get off a few sunders, maybe a revenge, and a shield bash.
- Challenging shout makes all mobs attack you for 6 seconds, in which time you'll need to cycle through all of them and fire off those sunders.
- Or, in the worst possible situation, where everything has gone wrong and it looks like nothing will get all the mobs on you, we have the patent pending "oh !&$%, everything is gone to $!@%" method of getting agro back, the one chance only, no turning back, uber threat building combination of... challenging shout retaliation! That's right folks, if things go wrong we don't go down without a fight, warriors never say die, back against the wall, or a corners even better (we don't want any attacks from behind now) and hit challenging shout... then retaliation, then sit back and watch the numbers fly, and imagine your threat level skyrocketing. If that doesn't save your group from a wipe on a bad pull when your cloth wearers are all taking hits then nothing will. (try not to make a habit of that though... at once every half hour it's not really a spammable tactic)
Main Assists
A lot of people seem to have the idea that the main tank should also be the main assist, the guy everyone assists to find the mob that people should do damage to. This isn't true, in fact this is probably the worst way of doing things.
The main tank and the main assist should always be 2 different people, generally a damage dealer should play the part of main assist.
This is due to the fact that as a tank you will never be targeting the same mob all the time. You will need to constant rotate between each of the mobs on you to keep building threat on each of them. If you sit there attacking the one mob that everyone is attacking as soon as a heal goes on every one of the other mobs will run straight at your priest, and remember what we said about protecting your priest? And if you're acting as main assist as a tank then people could have a different target depending on when they decided to assist you, and there's nothing worse than trying to keep 2 mobs on you that are being spammed with high damage attacks.
The way that I find a lot easier is if one of the other members of the party is the main assist, and everyone has their assist macros set to them even you) This way you wont have your party complaining that you keep switching target and they don't know who to attack.
Pulling
Always pull. This is one of the most important parts of tanking. Pulling means that the mobs will initially target you, it's easier for you to build agro if they are already attacking you rather than having to pull them off someone else. You will get to learn when and how to pull.
The other main benefit of you pulling is that in the worst case scenario, when a pull goes bad, when you pull the entire room because you didn't see the patrol and you have 10 mobs beating into you, you can die alone. It will save you from a wipe. However, make sure your group knows this is the case, you don't want your priest healing you on a really bad pull and the whole group having to go down. Making a macro to say something like "bad pull DO NOT heal or attack" to warn your group of a really bad pull will save lives.
When and Where to Pull
Always spend a moment to look for any patrols. Only when you are sure that there are no patrols should you consider pulling. Only pull things that have a clear path towards you. This is really a no-brainer, but pulling through other mobs pulls them too.
Always try to pull around a corner. This stops any ranged mobs from staying ranged on you, they will lose line of sight so will have to come into your melee range.
Learn the patterns. There is always a pattern. Learning it makes your job a lot easier, if you know when and where each patrol will be coming, you know when to pull each group, or when to wait and pull the patrol instead.
You and Your Ranged Weapon
Get the fastest weapon you can, damage is irrelevant, stats are nice but not needed.
Get to know your ranged weapon, this may sound strange, but you need to know how long it takes from you hitting the button, to it actually firing. Nothing is worse than hitting fire at that perfect pulling position, then having to wait for your bow to fire by which time that nasty patrol is back down this end of the room right next to the group you were trying to pull. Knowing your firing speed can be the difference between pulling a group of mobs, and pulling a group of mobs plus a patrol.
Group Leadership
It's easier as a whole if you take control of the group. You are the one that should always be first into a fight, so you are the one that should decide when and how that fight happens. Many a time you will encounter people who want to be in command. People who will want to pull, don't let them.
The most important aspect of being a tank is being able to control your group. You need them to follow your lead, otherwise things will go wrong. Once you have ran an instance a couple of times you will be in a lot better position to lead than anyone else, use this to your advantage.
You should be responsible for calling the shots, if you want a sap you should say, if you want a shackle or sheep pull, you should call it. However don't think that just because you are ready the rest of the group is. We have no downtime, we can keep up with the Duracell bunny, and unfortunately your casters can't. It's paramount that you keep an eye on your casters mana bars. If it's empty then you're on your own, and we all know how well a warrior does against multiple elites with no healing. Always make sure that no one is sat down drinking when you go off to pull the next group of mobs.
And that's about it. I'm sure there are some things that I've missed, but that's all I have for now as it's nearly 4am. Feel free to comment about anything or add to this with your own tanking tips.
Note on sunder - A lot of people have been saying it's been stealth nerfed to generate less threat, I haven't noticed this, I generally don't need to spam it more than 5 times on a mob to hold agro anyway, and as such it is still working well for me.
Technorati Tags: world of warcraft, tanking guide, warrior tanking
Senin, 21 Mei 2007
Primal and Mote of Shadow Tips Update
Stated above is a Recent PTR patch note. With this said, coming after the patch which is real soon, motes of shadow are going to be extremely harder to come by compared to how common they are now.
This being said, either buy these while there cheap before word gets out and patch is released, or farm these babies as much as you can before the patch releases. These primal shadows will be used a lot more after the patch, there will be bosses which require shadow resist gear, and resist potions which use these.
So buy/farm and save em up, it will make you very wealthy in the future! Or even just save em up got urself...I have over 100 primal shadows i been saving in the bank, and about to get some more asap! Now would be a good time to finish up your Aldor rep!
Enjoy!
Technorati Tags: make money, wow farming, wow gold
Minggu, 20 Mei 2007
Test Your Financial Fitness
Answer the following questions to the best of your ability. Once completed, tabulate your answers to find out about your financial educational needs.Questions:1) Late payments on bills are a major problem and can lead to a denial of credit when seeking a loan. True False Not Sure2) You should keep enough in your savings account to cover three months of living expenses. True False Not Sure3) No
Sabtu, 19 Mei 2007
Instant Respawn Mobs In Hellfire Peninsula
This is useful for continual grinding for cash. I was on 38g / hr just sitting here killing them over and over and over. However you would need a team-mate, if u were to team up with a friend and constantly kill them you can get some nice easy profits. Other then the 38g I got from CASH and VENDOR I also got 6 stacks of Netherweave cloth and 6 stacks of Runecloth. Very easy grind just by standing in the same spot and killing over and over and over.
Please Note:
I also teamed up with Prot tank guildy before and he just tanked the 63 elite away from us and we kept on killing the berserker over and over, stopping only to loot (10 bodies at a time) but the killing is constant and the gold is constant.
Technorati Tags: world of warcraft, instant mobs, hellfire peninsula, wow tips
Jumat, 18 Mei 2007
Pre-Approved or Pre-Qualified?
Don't Confuse "Pre-Approved" and "Pre-Qualified" with a Loan Commitment:These are debatable terms in real estate because not all lenders apply the same definition to each term. I have learned that one leading real estate dictionary contains neither expression because their definitions are uncertain.According to one school of thought, when you are "pre-qualified," the lender is making an educated
Rabu, 16 Mei 2007
Dress Up Your Porch for Under $100
Spring is here and it’s a good time to put out the welcome mat. Your front door and porch area is an invitation to guests and it also says a lot about you.Here are five ways to add personality to the porch for less than $100:Paint Adds PopIf there’s one thing that says spring, it’s color. Painting the front door is the easiest and least expensive way to dress up your entry. But before running to
Farming Enchant Weapon - Major Spellpower Formula
Here is a little guide to help you farm the formula for +40 Spell Damage to a weapon. It drops from the Razaani Spell-Thieves in Blade's Edge Mountain, and it's quite a pain with all those Flesh Beasts changing from hostile to docile. Below is a map of all the spawn points of the Spell-Thieves.
Point A
Is a simple pull. If you have a flying mount, farming is simple. Fly north of A to the edge of the spire and pull the Spell-Thief without getting any adds.
Point B
Is also simple if you wait for the mob to patrol near point A. It is also handled like mob A.
Point C
Is a pain, because no matter where you go, you will always pull the Raider/Nexus Stalker, and sometimes a Flesh Beast or another pat.
Point D
Is a simple pull. Fly into the center of the rock formation to the right of it and pull it.
Point E
Is a little tricky. If you wait for the flesh beast to return to it's docile state and make sure the pat is walking away from the Spell-Thief, then you can instant pull it and back up about 30 feet southwest of E's spawn point.
Points F
Are random Spell-Thief patrols that walk along the outside of Razaan's Landing. I only noticed one spawn every 15 to 30 minuites, so when you take care of points A through E, fly around the outside to see if any have spawned.
Each technique gives you plenty of time to loot the corpse and mount up before aggroing anything else. After one or two hours, you will have yourself the formula for Major Spellpower to a weapon.
Please Note:
The next patch is taking the formula away from the Razanni and giving it to the Bash'ir, but for those that don't want to wait, this guide is specially for you.
Technorati Tags: make money, farming formulas, wow gold, enchant spellpower
Point A
Is a simple pull. If you have a flying mount, farming is simple. Fly north of A to the edge of the spire and pull the Spell-Thief without getting any adds.
Point B
Is also simple if you wait for the mob to patrol near point A. It is also handled like mob A.
Point C
Is a pain, because no matter where you go, you will always pull the Raider/Nexus Stalker, and sometimes a Flesh Beast or another pat.
Point D
Is a simple pull. Fly into the center of the rock formation to the right of it and pull it.
Point E
Is a little tricky. If you wait for the flesh beast to return to it's docile state and make sure the pat is walking away from the Spell-Thief, then you can instant pull it and back up about 30 feet southwest of E's spawn point.
Points F
Are random Spell-Thief patrols that walk along the outside of Razaan's Landing. I only noticed one spawn every 15 to 30 minuites, so when you take care of points A through E, fly around the outside to see if any have spawned.
Each technique gives you plenty of time to loot the corpse and mount up before aggroing anything else. After one or two hours, you will have yourself the formula for Major Spellpower to a weapon.
Please Note:
The next patch is taking the formula away from the Razanni and giving it to the Bash'ir, but for those that don't want to wait, this guide is specially for you.
Technorati Tags: make money, farming formulas, wow gold, enchant spellpower
Senin, 14 Mei 2007
Farming Enchant Bracer - Spellpower
The Bloodmaul ogres of the Blade's Edge mountains might seem like your everyday, average quest mobs, content to sit or stand around drinking their home-brewed beer until adventurers out of Toshley's Station or Thunderlord Stronghold wander in to get a move on their assorted chain, but these ogres have a terrible secret.
No, the secret isn't that they have the severed talking head of a murdered troll witch-doctor half-buried outside their outpost. That's public knowledge. The secret which these red-skinned ogres possess is this:
Formula: Enchant Bracer - Spellpower
Binds when picked up
Requires Enchanting (360)
Use: Teaches you how to permanently enchant a bracer to increase damage done by spells by up to 15.
As you would expect, this is a powerful and widely coveted magic spell, but the ogres, for the most part, keep it secret and they keep it safe. Any adventurer can turn to the trusted sages of Thottbot and find that between .5% and 1% of the Bloodmaul Geomancers fail to keep the formula secret or safe, but those facts are misleading!
You see, the Bloodmaul Geomancers, who are two-headed and staff-wielding, appear to share their points of origin, or "spawn points," as it were, with their one-headed and club-wielding cousins, the Bloodmaul Skirmishers. In fact, the Skirmishers are substantially more common; I'd put them at twice the spawn rate of the Geomancers.
Therefore, when you kill a Bloodmaul Skirmisher or Geomancer, there's about a 67% chance that a Skirmisher will respawn, and only about a 33% chance that the desired Geomancer will show up.
Thus, while it might seem attractive to fly over the canyon and strategically pick off the Geomancers, doing so will most likely simply cause the area to fill up with Skirmishers well before the formula drops.
The responsible thing to do is to simply grind all of the skirmisher and geomancer ogres in your path. You can avoid the brewmasters, the worgs, and the named ogre in the tower; they all have set spawn points and will not interfere with your grind if you miss them. The guards in front of the outpost are also static-spawn skirmishers, and you can skip them.
Please note:
While these are quest mobs and adventurers not interested in the formula do go there, keep in mind that if there's another player in the area for a long period of time, he or she is probably trying for the same thing that you are; while it is most likely tempting for you to revert to just ambushing the Geomancers, please note that you will be depriving them of chances to score the enchant, and they will stop grinding when they realize that you're populating the area with nigh-useless skirmishers. Please be courteous of your fellow gamers; not everything in the game is put there solely for your benefit!
It took me 9 hours yesterday to farm up this enchantment, but I had to deal with other players taking advantage of my responsible farming, so it should not take that long for others in the future if everyone follows these instructions. The ogres have quite a bit of Netherweave and green item drops as well. I even picked up the Bracers of Havoc blue tailoring pattern while I was there!
Happy Hunting Fellas!
No, the secret isn't that they have the severed talking head of a murdered troll witch-doctor half-buried outside their outpost. That's public knowledge. The secret which these red-skinned ogres possess is this:
Formula: Enchant Bracer - Spellpower
Binds when picked up
Requires Enchanting (360)
Use: Teaches you how to permanently enchant a bracer to increase damage done by spells by up to 15.
As you would expect, this is a powerful and widely coveted magic spell, but the ogres, for the most part, keep it secret and they keep it safe. Any adventurer can turn to the trusted sages of Thottbot and find that between .5% and 1% of the Bloodmaul Geomancers fail to keep the formula secret or safe, but those facts are misleading!
You see, the Bloodmaul Geomancers, who are two-headed and staff-wielding, appear to share their points of origin, or "spawn points," as it were, with their one-headed and club-wielding cousins, the Bloodmaul Skirmishers. In fact, the Skirmishers are substantially more common; I'd put them at twice the spawn rate of the Geomancers.
Therefore, when you kill a Bloodmaul Skirmisher or Geomancer, there's about a 67% chance that a Skirmisher will respawn, and only about a 33% chance that the desired Geomancer will show up.
Thus, while it might seem attractive to fly over the canyon and strategically pick off the Geomancers, doing so will most likely simply cause the area to fill up with Skirmishers well before the formula drops.
The responsible thing to do is to simply grind all of the skirmisher and geomancer ogres in your path. You can avoid the brewmasters, the worgs, and the named ogre in the tower; they all have set spawn points and will not interfere with your grind if you miss them. The guards in front of the outpost are also static-spawn skirmishers, and you can skip them.
Please note:
While these are quest mobs and adventurers not interested in the formula do go there, keep in mind that if there's another player in the area for a long period of time, he or she is probably trying for the same thing that you are; while it is most likely tempting for you to revert to just ambushing the Geomancers, please note that you will be depriving them of chances to score the enchant, and they will stop grinding when they realize that you're populating the area with nigh-useless skirmishers. Please be courteous of your fellow gamers; not everything in the game is put there solely for your benefit!
It took me 9 hours yesterday to farm up this enchantment, but I had to deal with other players taking advantage of my responsible farming, so it should not take that long for others in the future if everyone follows these instructions. The ogres have quite a bit of Netherweave and green item drops as well. I even picked up the Bracers of Havoc blue tailoring pattern while I was there!
Happy Hunting Fellas!
Technorati Tags: make money, farming formulas, wow gold, enchant spellpower
Minggu, 13 Mei 2007
3 Simple Ways to Add Value To Your Home
"Families that spent more on home improvements also realize the greatest rates of price appreciation," the Harvard Joint Center study said. "In many regions of the country, homeowners recover as much as 80% to 90% of the cost of home improvements in the form of higher home values. Little wonder, then, that homeowners spent almost $2,300 on average in 2001 to help protect and improve their most
Sabtu, 12 Mei 2007
Heroics Indepth Guide
WHAT IS A HEROIC?
According to Blizzard a Heroic dungeon is simply a Dungeon where the “difficulty will be much greater, the rewards will also scale up accordingly.” Additionally, heroic bosses drop Badges of Justice which can be used to purchase epic items and, with the 2.1 patch, primal nethers from the Naaru in Shattrath City.
HOW DO I GET INTO HEROIC DUNGEONS?
In order to enter a Heroic Dungeon you need to have at least Revered with a particular faction and purchase a key from that factions quartermaster.
Revered Honor Hold = Hell Fire Citadel Key
Revered Sha’tar = Tempest Keep Key
Revered Cenarion Expedition = Coilfang Reservoir Key
Revered Lower City = Aunchindoun Key
Revered Keepers of Time = Caverns of Time Key
If you are more concerned with end-game progression I would suggest focusing on Honor Hold and Lower City rep first since you will be required to complete a quest in heroic mode to summon Nightbane (which in turn is part of another heroic quest, requiring Cenarion Expedition revered faction in Slave Pens, to get keyed for Serpent Shrine Cavern).
If end-game progression is not an immediate concern you’re best bet is to focus on getting revered Sha’tar and Cenarion Expedition. Steamvaults in Coilfang and Mechanar in Tempest Keep are popular “first-time” heroics. Both Steamvaults and Mechanar are some of the “easier” runs.
GETTING A GROUP
Group composition is crucial in a 5 man heroic. For the most part you need a tank, a healer and 3 DPS with CC ability (which can be an off-tank if the healer can handle it). You may wish to adjust your spec (points in traps if you are a hunter for example) to increase your utility in heroic runs.
You need to be a good player. Unlike large raids where you can occasionally have one or two weak players, in a heroic everyone needs to be “on game”, play tight and pay attention. If you don’t do a good job in a heroic run you can be sure that the other four players are unlikely to invite you back. People are very skittish about doing heroics with untrusted/untested players because of the difficulty level and the fact that it’s only 5 people.
TRY NOT RELY ON YOUR GUILD FOR HEROIC RUNS EXCLUSIVELY!
With the decrease in guild size as the result of the expansion it can be tough to find a complete balanced group in-guild. My advice, and this is what I do, is to ask every skilled player you do a run with if they would mind you putting them on your friends list for heroic runs. Even if you are not level 70 yet, start doing this now! You will eventually have a long list of competent players to put together heroic pick-up-groups without the headache of PUG incompetence. I want to emphasize the importance of this tactic because it’s the best way to get heroic runs. If you are a good player there is no reason why you can’t run a heroic before or after the times most people are raiding.
If after all this you can’t get heroic runs you might want to look at your spec or play-style and ask for honest feedback from other players.
WHAT TO EXPECT
First of all, how hard a run is on heroic has little to do with how hard a run was on normal mode. In fact the reverse is often-times true. Although this is just my opinion, it’s pretty safe to say that Underbog Heroic, Mana Tombs Heroic are a lot harder than Mechanar Heroic and Steam Vaults Heroic.
On Heroic mode difficulty expect mobs to have more health, new abilities and resistances. Expect some trash mobs to be as hard, if not harder, than some of the boss encounters.
I’ve ranked the following heroic runs in terms of difficulty. Keep in mind this is just my opinion and I’m positive others would disagree. Also, I’m assuming ideal party composition for the run.
Easy Heroics:
The Steamvault
The Slave Pens
The Mechanar
Hard Heroics:
The Underbog
Mana Tombs
Auchenai Crypts
Sethekk Halls
Shadow Labyrinth
Escape from Durnholde Keep
Hellfire Ramparts
Blood Furnace
Very Hard Heroics:
The Botanica
The Shattered Halls
Opening the Dark Portal
The Arcatraz
Additionally, on dungeons that were lower than level 70 in normal mode expect new loot tables and remember that every boss in a heroic zone will drop a Badge of Justice. All end-bosses in heroic dungeons will drop epic items.
CONCLUSION
Heroics are a lot of fun. You get to work as a tight team, get good items and, in the end, it makes you a better player for 25 mans and in general.
Technorati Tags: world of warcraft, burning crusade, heroic mode, instance raids
Kamis, 10 Mei 2007
Another Important Figure You Should Know
When applying for a loan, mortgage loan or other types of credit, Lenders use your debt-to-income ratio (how much you owe on credit cards and loans compared with how much you earn) to help evaluate your creditworthiness.How You Can Figure Your Debt To Income Ratio:1) Add up your total net monthly income. This includes your monthly wages and any overtime, commissions or bonuses that are guaranteed
The Underbog Instance Overview
Time Required: 70-120 minutes
Location: Serpent Lake, Northern Zangarmarsh
Quests
[65] Lost in Action
[65] Bring me a Shrubbery
[65] Oh, It's On!
[65] Stalk the Stalker
About the Instance:
The Underbog is the first instance of significant size in the Burning Crusade, and the first run may take well over 2 hours, mainly due to the exceeding long time to get back from the graveyard due to wipes. The instance also introduces a variety of challenging boss encounters, and should be regarded as the first challenge on the Burning Crusade.
Party Makeup:
A off-tank of this instance is almost essential, a secondary healer will also be very useful. These two roles do not need to be filled simultaneously, making a hybrid druid or paladin ideal for the task. Due to the number of bosses capable of assaulting multiple melee targets, ranged DPS is preferred over melee. Due to the long runs from the graveyard, Warlock and Shamans are handy. The latter of which also provides a nature resist totem.
Useful Equipment:
Nothing essential, though nature resistance helps with the bosses.
Finding Your Way to the Instance:
Coilfang Reservoir is located in the center of the large lake at Northern Zargamarsh. The entrance is the huge towering structure located there, you can't miss it. Dive inside, follow the tunnel till you surface in a huge cavern. Slave Pens is west of the Meeting Stone located here.
Slave Pen Layout:
Slave Pens is basically a huge cavern separated by an artificial wall. To make your way through the instance, you'll need to navigate to the far side of the cavern. There are 3 bosses, though this instance should only be attempted when you plan to complete it. There too many trash mobs before the first boss that partial completions are not worthwhile.
Quest Quick Guide:
Underbog hosts four quests. However, three of these require the player to be at least friendly with the Sporeggar of Western Zangarmarsh. This can be done entirely from quests, and should not take too long. It is highly recommended you do so, before going into the instance, since they offer some very nice rewards and faction rep.
Lost in Action:
Continuing from Slave Pens, the last two lost druids are found here. The first is located straight after the dragon encounter, while the second has actually been mind controlled and is part of a boss fight. You'll meet up with boss on the way to the final boss, so there's no way you'll miss either.Bring me a Shrubbery:
This is essentially a collection quest, which can repeated for extra reputation. Sanguine Hubiscus has a chance to drop off pretty much every mob in the underbog, and is not actually a quest item. Therefore you can buy them, or convince party members who don't have the quest that you need them.On, It's On!
The mushroom that you need to steal is just next to Hungerfen, remember to right click it before you move on.Stalker the Stalker
Basically, kill the final boss.Navigating to Hungarfen:
To get to Hungarfen, players will need to navigate through a huge cavern filled with various underbog wildlife. The toughest of these are the fungal giants, and care should be made to pull each separately. Provided players watch out for the fast moving patrols that circle of the cavern, this part won't be too bad. Hug the right hand side of the cavern till you see a ramp leading upward. Take this ramp. The rest of the cavern, despite its size, is filled with trash mobs. A few more pulls and you will reach an elevated clearing with Hungarfen. The two fungal guards in front of him are not linked, and should be pulled separately.
Hungarfen does a lot of damage, and has the following abilities:
Hungerfen Mushrooms: Hungerfen Periodically drops rapid growing mushrooms on the ground. Once they mature, the will release an AOE spore cloud that deals several hundred damage per second. While individual mushrooms can be killed, they have significant hp and its better to just avoid them. Make sure the tank moves back every time a mushroom is dropped.
Foulspores: At 20% Health, Hungerfen will root himself to the ground and release foul spores over a 20 yard radius. Anything caught in the cloud will take massive damage, which Hungerfen uses to heal himself.
It is essential all players, pets included, get away from Hungerfen when he roots. If only one object is in the cloud, Hungerfen will regenerate about 50% of his life. This is the main cause of wipes. Otherwise Hungerfen is essentially tank and spank.
Loot
Lykul Bloodbands
Manaspark Gloves
Marshlight Gloves
Needle Shrike
Through Nagas and Gha'zan:
Leave the Hungerfen clearing via the second exit, and you'll have Naga to contend with. They're nothing special.... just kill the casters first, and crowd control one or two others. Eventually you'll enter a crevice in the wall, fight more naga, and spot the Hydra, Gha'zan. This boss is generally regarded as the moment of truth in Underbog. If you can kill him, you'll be able to do the rest of the instance. He has the following abilities:
Acid Breath: 2000-2500 Nature Damage in a cone.
Tail Swipe:700 Damage AOE that knocks all players in the area back.
Enrage: Attack speed and damage increase by 50% when Gha'zan has 20% health.
Acid Spit: Frequently targets a member of the party that does 155 damage ever 3 seconds. Can stack up to 10 times. Non-dispellable.
Killing this guy requires careful planning. If you have nature resist and nature protection potions, use them here. The tank should engage 10 seconds prior to the rest of the party, and swivel the dragon so that his flank is exposed to the party. Melee DPS classes must engage the dragon on the flank to avoid both tail swipe and the breath.
The primary healer will need to concentrate on keeping the tank alive, while the secondary healer tops up the rest of the party, who'll be bombarded by Acid Spit. If no secondary healer is available, hope your party has enough DPS so that non-tanks can survive on bandages alone.
At 20% Health, Healer's will need to be prepared to give boost of healing to the tank. This is a good time for shield wall or frenzied regeneration. DPS classes will need to go all out and burn Gha'zan.
Note: During the Beta, there was an additional Naga Taskmaster Boss that you could kill. He has been removed since release.
Loot
Cloak of Healing Rays
Hatebringer
Luminous Pearls of Insight
Studded Girdle of Virtue
Talisman of Tenacity
To Kill Swamplord Mussel'ek:
Drop down into the water from Gha'zan and look for an opening crevice in the pool. Climb through the hole and one of the two druids will close by. He tells you that his companion has been mind controlled by a hunter named Mussel'ek. Take the only exit and you'll have more mobs to contend with. The Fen Ray are a bunch of very nasty flying mantas that are all capable of using an AOE horror effect. Since it's the same of the Warlock's Death Coil, it cannot be dispelled, and berserker stance will not help. Pull these guys far back, and keep the ranged DPS and healers far away. Caster's will need to be prepared to get messy, especially when off tanks are not available. The main tank will probably spend his entire time running around.
Mussel'ek himself is not too difficult, but he has with him, Claw, the mind controlled druid. The Druid is in bear form, and is essentially a tank who does little damage. Get the off tank to tank Claw, while the main tank deals with the hunter.
AOE Frost Trap: Mussel'ek can freeze the entire party for 3 seconds while he runs off to shoot from afar.
Aimed Shot: Give Mussel'ek too much space and he'll aim shot a caster for 2500 damage.
Multi Shot: Expect party members to be randomly hit about 1.5k damage multi-shots.
Provided the main tank switch dances to charge the Hunter, and you have an off tank, the fight isn't too hard. If there's no off-tank, the tank will have to beat up on Claw a little to keep aggro while everyone focuses on Mussel'ek, and the fight gets exponentially trickier. Once the hunter is down, Claw is easy. He'll transform back into a druid once you've reduced him to 5% life and thank you. Since Muilti-shot does a lot of collateral damage to casters, this is a DPS fight, and the hunters should be burned down fast. This is especially true if you have no off-tank... since the bear will eventually hit the healer.
Loot
Tunic of the Nightwatcher
Cloak of Enduring Swiftness
Truth Bearer Shoulderguards
Zangartooth Shortblade
The Black Stalker:
Only 10 minutes longer and you'll have reached the lair of the black stalker. This is a tough boss, but nothing harder than Gha'zan. He has no adds, and the following abilities:
Levitate: A random party member is lifted into the air and far away from the fight. Afflicted melee classes become useless, but ranged classes may still be able to fire off their spells.
Chain Lighting: A 1000-1500 Damage Chain Lightning that targets the tank, followed by nearby targets.
Static Charge:The afflicted target and nearby allies take 750 nature damage every 3 seconds.
This encounter is random, which is why flexible party members are a must. Having a secondary healer or tank ensures that it isn't good game once your key party member is eliminated. Hybrids will need to keep an eye out to see what is necessary. Therefore it recommended druids etc wear a balanced set of gear for this encounter, to be ready to take over either healing or tanking should one of the other be disabled.
To avoid Chain Lighting, the tank should tank the stalker as far from party members as possible. Due to static charge, the entire party should spread out around the Black Stalker. The Black Stalker does sufficient damage to occupy the primary healer, and in cases where only one healer is available, DPS classes may need to fend for themselves (unless they have Static Charge).
Loot
The Stalker's Fangs
Skulldugger's Leggings
Pauldrons of Brute Force
Shamblehide Chestguard
Robes of the Augurer
Thats the complete guide written by Majere. Have fun!
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