Showing posts with label guide. Show all posts
Showing posts with label guide. Show all posts

Tuesday, February 15, 2011

Home/World latency in Patch 4.0.6

Originally Posted by BrianI (Source)
We have been seeing a lot of confusion regarding some of our recent changes to the User Interface, specifically in regard to the new in-game latency meters. With 4.0.6, we have split the two separate connections the client forms to our game servers into two different ratings, labeled 'Home' and 'World'.

The speculation regarding what these ratings mean has been very interesting and some of the guesses as to what the numbers actually refer to have been pretty imaginative. Some have speculated that 'Home' referred to your personal latency and 'World' was Blizzard's latency. This is incorrect.

In essence, 'Home' refers to your connection to your realm server. This connection sends chat data, auction house stuff, guild chat and info, some addon data, and various other data. It is a pretty slim connection in terms of bandwidth requirements.

'World' is a reference to the connection to our servers that transmits all the other data... combat, data from the people around you (specs, gear, enchants, etc.), NPCs, mobs, casting, professions, etc. Going into a highly populated zone (like a capital city) will drastically increase the amount of data being sent over this connection and will raise the reported latency.

Prior to 4.0.6, the in-game latency monitor only showed 'World' latency, which caused a lot of confusion for people who had no lag while chatting, but couldn't cast or interact with NPCs and ended up getting kicked offline. We hoped that including the latency meters for both connections would assist in clarifying this for everyone.

As is probably obvious based upon this information, the two connections are not used equally. There is a much larger amount of data being sent over the World connection, which is a good reason you may see disparities between the two times. If there is a large chunk of data 'queued' up on the server and waiting to be sent to your client, that 'ping' to the server is going to have to wait its turn in line, and the actual number returned will be much higher than the 'Home' connection.

"Well, great," you may say, "but what does that mean to me?!"

Not much, maybe, but I wanted to focus on how local (or network) factors can (and will!) affect these numbers.

Here are the most common causes of high pings/latency (on both Home and World):
  1. Wireless
  2. Packet loss
  3. Almost-but-not-quite-broadband*
  4. Addons (yes, those wonderful UI modifications)
  5. Firewalls (some firewalls do interesting things to latency... try playing without it to see if it helps!)
  6. Mis-configured or defective home routers (please temporarily bypass before anything else)
  7. Quality of Service and Traffic Management Systems performing packet queuing of some sort.
  8. Net link saturation (not necessarily your ISP, but somewhere between you and Blizzard)

*As of July 2010, the 'official' definition of Broadband Internet (per the FCC) is '4Mbps downstream and 1Mbps upstream'. Anything lower than this is not 'officially' broadband.

Lowering video settings (especially view distance) has the added benefit of lowering the amount of data your connection is asked to convey, as well, so even that can be a valid troubleshooting step.

If your 'Home' connection latency is low and your 'World' connection latency is high, that frequently indicates that there is some sort of QoS congestion controls being applied to your internet connection, at either the micro (LAN) or macro (WAN) level. A common symptom would be that you would be able to chat, but not to cast.

If both connections report high latency, that means your connection to our servers, in general, is almost completely saturated, or 'overflowing'. Without making any claims where that saturation lies, that seems to have been the most common case to date.

Please refer to our support pages (such as Is your in-game latency meter showing up red? (PC)) or contact a technical support representative directly for further information and troubleshooting.




The same Blue poster also covered some Patch 4.0.6 Latency Changes

Friday, February 4, 2011

RIFT Beta 6

Finally got the invite tonight and downloading 169.2mb of patch data. Going to take some time in the forums, do a little research. Came across a fun Soul Selection Flowchart while reading a good summary of the Chloromancer....



Arieste
Chloro is a main healer with massive tank healing capabilities, decent group healing capabilities and good raid healing capabilities. Our weakness is healing multiple tanks simultaneously.

The limitation the Cab speaks of about our heals being on cooldown comes from misunderstanding the class. The direct (instacast) heals are meant to be our emergency heals, not primary means of healing.

The choloromancer's primary means of healing is through the combination of lifegiving veil - which converts all our damage spells to heals - and Synthesis which vastly increases our heals on the tank. The main heals of the class are the spells Vile Spores which can be chaincast with no cooldown and nature's touch which can be rotated with 1 cast of Vile Spores in between. My highest heal with Nature's Touch was a 1200 pt heal at level 26, which is pretty massive.

At later levels we also gain some extremely powerful abilities such as an instacast complete heal, which i believe is the only one in the game. Additionally, since our heals are based on damage spells, they benefit from Spell Power stat that increases them, this makes us unique among healers as there is no such stat for cleric (or any direct) heals.

One of the major concerns for the future is whether our damage spell will begin to get resisted, making it more dangerous to heal at high level. At this point no one that knows can talk about it. Up through level 27 this was not an issue.

Chloromancer's main synergies come from one of four other souls:

Warlock: Mana regen and increases to magnitude of spells (this soul makes our heals bigger).
Archon: Mana regen, wards, casting speed increase, buffs, debuffs (this soul gives us additional tools for keeping the group up and increases overall cast speed)
Dominator: Mainly CC and some debuffs (better for pvp i'm told, but great at0pt 3rd soul for pve)
Stormcaller: This soul gives us groupwide power regen, otherwise this isn't really a great choice.
Necromancer: Extra HoT and an additional free-target heal.

For soloing, using an Elementalist or Necromancer is also extremely useful for the pet.

Contrary to what Mucro said, i think that healing ourselves is weaker for a chloro than any other healing class as the ability that creates our most powerful heals - synthesis - cannot be used on self, making our biggest heals not castable on self.

Saturday, January 8, 2011

Sing, Damn You!

Finally went up to grab my Singing Sunflower, with many thanks to a guide on MMO-Champion. A complete list of their recent winning guides is here.

Tuesday, January 4, 2011

Tuesday, December 14, 2010

Cataclysm Transmutation

Typically, when you use Transmute: Living Elements, you will receive 14-16 random Volatile elements (Volatile Air, Volatile Earth, Volatile Water, or Volatile Fire) in exchange for 15 Volatile Life. If you use this transmute while in one of the new Cataclysm zones associated with the Elemental Planes, however, the element into which your Volatile Life will transform will be predetermined. For example, if you use Transmute: Living Elements while in Uldum, you will always receive Volatile Air for your efforts.

  • Mount Hyjal: Volatile Fire
  • Vashj'ir: Volatile Water
  • Deepholm: Volatile Earth
  • Uldum: Volatile Air

Additionally, alchemists with Transmutation specialization will always receive bonus Volatile elements when completing this transmute. The bonus will be random, though, regardless of which zone you are in.

Source

Wednesday, November 3, 2010

Ready for Phase 2!

Took care of Tripping the Rifts on Aenara and Favor at the following spots in Northrend:
  • Earth: Grizzly Hills, Zeb'Halak (15.7, 36.1) [lvl74]
  • Fire: Zul Drak, Reliquary of Pain (32.3, 45.7)
  • Water: Icecrown, Deathspeaker's Watch (60.4, 21.9)
  • Wind: Sholozar Basin, Savage Thicket (48.1, 25.4)

Rifts and Chords

Using Wowhead's Pre-Launch Events guide to try to get the rifts Feat of Strength out of the way.

Sunday, October 31, 2010

The Little Things

Leveling some toons on a different server so I need to keep track of what quests for instances in the various level ranges:

Horde
Ragefire Chasm (?? - ??)
Hidden Enemies
Searching for the Lost Satchel
Slaying the Beast
Testing an Enemy's Strength
The Power to Destroy...

Wailing Caverns (?? - ??)
Serpentbloom from Apothecary Zamah [14]

Shadowfang Keep (?? - ??)
Arugal Must Die from Dalar Dawnweaver [18]

Razorfen Kraul (22 - 32)
Blueleaf Tubers from Mebok Mizzyrix [20]
Going, Going, Guano! from Master Apothecary Faranell [22]

Gnomeregan (23 - 33)
Return of the Ring [28]
Rig Wars
Chief Engineer Scooty

Scarlet Monastery - Graveyard (27 - 37)
Vorrel's Revenge from Vorrel Sengutz [25]


Scarlet Monastery - Library (30 - 40)
Compendium of the Fallen [28]

Razorfen Downs (32 - 42)
Bring the End [33]

Scarlet Monastery - Armory (32 - 42)
Into The Scarlet Monastery [30]

Scarlet Monastery - Cathedral (35 - 45)


Uldaman (35 - 45)

Tuesday, October 12, 2010

Gouging

In an attempt to make cash during the frenzy, I'm going hawk Glyphs. Granted I never make a profit in the auction house but I'm bored and I need to research every class anyway. Might as well see if I can turn my data mining into gold.

Death Knight
Blood
Death Strike
Heart Strike
Rune Strike / Death and Decay (AoE)
Dancing Rune Weapon
Rune Tap
Pestilence
Horn of Winter
Blood Tap
Resilient Grip
(Spec/Source)

Frost
Glyph of Frost Strike
Glyph of Howling Blast
Glyph of Obliterate / Glyph of Icy Touch (AoE)
Boil Blood
Hungering Cold
Pestilence
Glyph of Path of Frost
Glyph of Blood Tap
Glyph of Horn of Winter
(Spec/Source)

Unholy
Death Coil / Glyph of Icy Touch (AoE)
Raise Dead
Scourge Strike / Death and Decay (AoE)
Anti-Magic Shell
Blood Boil
Pestilence
Blood Tap
Horn of Winter
Raise Ally
(Spec/Source)

Druid
Balance
Insect Swarm
Starsurge
Moonfire
Starfall
Thorns
Rebirth
Aquatic Form
Wild
Unburdened Rebirth
(Spec/Source)

Restoration
Rejuvenation
Regrowth
Swiftmend
Healing Touch
Wild Growth
Innervate
Aquatic Form
Wild
Unburdened Rebirth
(Spec/Source)

Feral Tank

(Spec/Source)

Feral DPS
Rip
Savage Roar
Tiger's Fury
Feral Charge
Ferocious Bite
Rebirth
Dash
Wild
Unburdened Rebirth
(Spec/Source)

Hunters
Beast


Marksman


Survival



Mage
Arcane

(Spec/Source)

Fire
Fireball
Living Bomb
Molten Armor
Dragon's Breath
Ice Block
Polymorph
Armors
Monkey
Slow Fall
(Spec/Source)

Frost
Frostbolt
Ice Lance
Molten Armor
Ice Barrier
Icy Veins
Polymorph
Armors
Slow Fall
Monkey
(Spec/Source)

Paladin
Holy

(Spec/Source)

Protection

(Spec/Source)

Retribution

(Spec/Source)

Priest
Discipline

(Spec/Source)

Holy

(Spec/Source)

Shadow

(Spec/Source)

Rogue
Assassination

(Spec/Source)

Combat

(Spec/Source)

Subtlety

(Spec/Source)

Shaman
Elemental

(Spec/Source)

Enhancement

(Spec/Source)

Restoration

(Spec/Source)

Warlock
Affliction

(Spec/Source)

Demonology

(Spec/Source)

Destruction

(Spec/Source)

Warrior
Arms
Mortal Strike
Overpower
Slam
Sweeping Strikes
Long Charge
Rapid Charge
Battle
Command
Demoralizing Shout
(Spec/Source)

Fury
Bloodthirst
Raging Blow
Slam
Cleaving
Death Wish
Heroic Throw
Berserker Rage
Battle
Bloody Healing
(Spec/Source)

Protection
Devastate
Revenge
Shield Slam
Shockwave
Thunder Clap
Sunder Armor
Battle
Command
Demoralizing Shout

(Spec/Source)

Reforging

Just for easy reference:

You can reforge:
* Critical Strike Rating
* Dodge Rating
* Expertise Rating
* Haste Rating
* Hit Rating
* Mastery Rating
* Parry Rating
* Spirit

You cannot reforge:
* Agility
* Intellect
* Stamina
* Strength
* add to a stat that is already on the item

From WowWiki.

Friday, January 8, 2010

Darkmoon Faire Buff List


Question 1 -- Question 2 Answer -- Buff
1-------------- 1-------------- +10% Damage
1-------------- 2-------------- +10% To all resistances
1-------------- 3-------------- +10% Armor
2-------------- 1-------------- +10% Spirit
2-------------- 2-------------- +10% Intellect
2-------------- 3-------------- +10% To all resistances
3-------------- 1-------------- +10% Stamina
3-------------- 2-------------- +10% Strength
3-------------- 3-------------- +10% Agility
4-------------- 1-------------- +10% Intellect
4-------------- 2-------------- +10% Spirit
4-------------- 3-------------- +10% Armor

Wednesday, November 12, 2008

60 Shaman x 4!

A couple of hours in The Outlands questing and the Shaman are now half-way through 60. The Recruit-a-Friend Bonus does stop once the character dings into 60, so it should be a little more slow-going now. Got a number of quests done:
Fel Orc Scavengers: 27000xp (58), Landslide Buckler
Waste Not, Want Not: 29400xp (58), Battle Seeker Chestguard
The Legion Reborn: 2925xp (59)
Laying Waste to the Unwanted: 29400xp (59), Helm of Affinity
The Path of Anguish: 29400xp (59), Staff of Twin Worlds
Expidition Point: 2925xp (59)
Disrupt their Reinforcements: Wrathguard firetrail is BAD; all got credit; 30150xp (59), Arcane Ringed Tunic
Mission: The Murketh and Shaadraz Gateways: use Gossip script; long cool down Seaforium PU-36 Explosive Nether Modulator; 37800xp (59), Battle Scarred Leggings
Shatter Point: 950xp (60)
Wing commander Gryphongar: 950xp (60)
Mission: The Abyssal Shelf: Gossip Macro 2; 10050xp (60), Arcane Ringed Greaves
Go to the Front: 975xp (60)
Disruption - Forge Camp: Mageddon: 9800xp (60)
Enemy of my Enemy: 9800xp (60)
Invasion Point: Annihilator: 9800xp (60)
the Dark Missive: 4850xp (60)
The Path of Glory: 9800xp (60)
Ill Omens: 2250xp (60)
Zeth'Gor Must Burn!: 11900xp (60), Bonechewer Berserker's Vest
Cursed Talismans: 9000xp (60)
Warlord of the Bleeding Hallow: 9550xp (60)
Return to Honor Hold: 4850xp (60)
Digging for Prayer Beads: 4850xp (60)
The Temple of Telhamat: 2600xp (60)
In Search of Sedai: 2550xp (60)
Return to Obadei: 2550xp (60)
Deadly Predators: 10050xp (60)
The Rock Flayer Matriarch: 12950xp (60), Boots of the Earthcaller
Will get things linked up later. Taking a little break while my server gets restarted. When back on, I'm going to fly up to Southshore to pick up the Alterac Valley quests then try a BG or two.

Tuesday, November 11, 2008

Daily Diversions

Browsing around various blogs I found the post about Shattered Sun Offensive quests I'd been looking for over at Five Fingers of Fury. It's going to be a while until I can use it, but I wanted a copy here in case I lose it again:



SSO Dailies for multiboxers

So there I was at work last week, bored and realizing I needed to grind rep for SSO for the shield/neck/weapons but already hating what I had been doing due to the mana residue and naga ore quests. I decided since I didn’t feel like doing any work on my project I’d try to find the fastest way to get rep in a multi-boxer friendly way but with maximum efficiency and minimum collection, so I now present it for your laughter and ridicule.

I’d also like to firstly say thanks to Suvega for his thread on his dailies routine that gave me the basis for the 3 macros I use in this routine.

Phase 1:
1. Send 1 character to QD Isle, have rest at Shat (helps at the end of the night to use the Dalarian Teleport scroll on 4 characters and leave one at QD, or have a mage), and have the character at DQ grab Rediscovering Your Roots and head to Shat
2. At Shat have all characters grab Sunfury Attack Plans
3. Head east out of Shat up to Razorfang Ridge, have group loot on FFA and kill Razorthorn Flayers (which will drop Razorthorn Flayer Gland) until you have 1 gland on each character
4. Have each character use a gland on a ravager each (make sure the ravager is moving before you use a gland on it…they like to go into evade mode up there and then you waste the gland)
5. Once all characters have a ravager each go up to a mound of dirt and use the following macro on all characters. The ravagers will dig up one Razorthorn Root each, grab one per character and move to the next mound until you have 5 of them each

/cast Expose Razorthorn Root

6. Mount up and head northeast until you hit the Throne of Kil’Jaeden and the quest giver there
7. Grab Blood for Blood and Blast the Gateway then have everyone use their Sizzling Embers to get the little fireball ready
8. Start running round and killing Incandecent Fel Sparks until your balls level up to unstable status (the Fel Sparks will also level up your balls if you are just near them when they die as well, so if you see someone killing one run over to them and benefit, or if you are already killing one pull it over and let everyone benefit).
9. While doing this also kill 4 Wrath Herald and loot them with your main char to get 4 Demonic Blood to power your Fel Siphon
10. Once you have the 4 bloods, go find Felblood Initiates, use the Fel Siphon on one and tap it at the same time with one of your other characters to stop someone getting the credit for it. Once the drain has channeled the mob will turn into an Emaciated Felblood but WAIT until you see it lose its amour and turn to a white skin before killing it or you won’t get credit
11. Once you have killed the 4 initiates, run back through the demonic gateway with your unstable fireballs to blow it up and hand in the quests there
12. Fly back over to Honor Hold and get a bird to Area 52
13. Run up to Manaforge B’Nar and kill mobs until Sunfury Attack Plans drop. It’s random drop with round 20% droprate I think but it’s group lootable.

Phase 2:
14. Head back to Shat and go through the portal to QD, drop down into the bottom of the building and grab The Battle Must Go On, Know Your Ley Lines and The Air Strikes Must Continue
15. Leave the building and head southeast to the Dawning Square, kill 6 demons and the Emmisary of Hate (though will usually find it already dead) and have your main use the banner on it to finish The Battle Must Go On for the group. Also have your main use the astromancer crystal near the portal for part 1 of Know Your Ley Line
16. Head back up to the building north of the square, where the armorer is, grab Keeping The Enemy At Bay on the first floor landing and Crush the Dawnblade on the top floor
17. Head back down and noth to the boat on the right of the inn, grab Disrupt The Greengill Coast here
18. Head east to the greengill coast, kill Darkspine Sirens and loot the Orb of Murloc Control that each one drops on your main then proceed to use them on murlocs as you head west to the small shrine in the water
19. Have your main use the astromancer crystal at the shrine, all in group will get second part of Know Your Ley Lines done
20. Head back west to the boat and hand in Disrupt The Green Gill Coast
21. Head west to the inn, hand in Rediscovering Your Roots
22. Head west to the flightmaster, have all characters right-click to bring up the gossip screen with him and then use the following macro on all characters to have them mount and fly at the same time for The Air Strikes Must Continue

/script SelectGossipOption(1)

23. Hotkey the arcane charges for this quest and then once you are in the dead scar just spam and target. It will likely take a few flights before you work out the positions of the mobs you need and even then it may take 2 flights to complete the quest depending on number of people also doing it and your accuracy
24. Have everyone right click the guy next to the flight master again and use the following macro to start all characters at the same time on Keeping The Enemy At Bay

/script SelectGossipOption(2)

25. Again, hotkey the flaming oil and use if once on the mast of each ship you pass on the flight path to set fire to the sails of each ship. For the third ship wait until you turn and fly up past it’s side to be in range.
26. Once you land, stay on the first ship and kill the 6 Dawnblade Reservists you need there as I found it’s annoying to get onto the other ships, need to jump and move up out of the water so usually will accept a wait time on that boat
27. Once the quest is completed have all characters right click the dragonhawk and use the Dead Scar macro to head back to QD
28. Head south into the small building with the quatermaster in it and grab Further Conversions then back out and head south to the Dawnblade area
29. Kill dawnblades as you go for Crush the Dawnblade and head into the big building to find 3 summoners around a blood crystal. The summoners are always in evade mode on Proudmoore so I’m not sure if they will agro or not, but head in there and have your main use the astromancer crystal to finish off Know Your Ley Lines
30. Once you have finished Crush the Dawnblade go SW and kill any Erratic Sentry you see, have your main use the Attuned Crystal Core on them until you have 5 and then head back to QD center

Phase 3:

31. Hand in Further Conversions at the quartermaster building
32. Hand in Know Your Ley Lines, The Air Strikes Must Continue and The Battle Must Go On in the center building
33. Head to armory building and hand in Keeping The Enemy At Bay and then up the top to hand in Crush The Dawnblade
34. Head back to Shat (I use the teleport scrolls from Know Your Ley Lines because if you don’t you can’t hand it in again until you destory them) and hand in Sunfury Attack Plans

Results:

At the end of this run you will get ~115g, 2700 SSO rep and 15 Sunwell Supplies giving you at least 15 greens to DE and a chance at a Badge of Justice per supply and will usually take about an hour or so depending on how co-operative the Razorfang Flayers and Sunfury mobs are being for the Glands and Plans.

Shareable Quests:
* Crush the dawnblade
* Disrupt the greengill coast
* Sunfury attack plans
* Rediscovering your roots

Unshareable Quests:
* Further conversions
* The battle must go on
* The air strikes must continue
* Know your ley lines
* Keeping the enemy at bay
* Blood for blood
* Blast the gateway

Elemental Shaman Outlands Gearing

Caught a Shaman team logging out at Allerian Hold on my server. Didn't catch the name of their Pally tank, but I did see Liilil, Liillil, and Lillil from their Guild Roster. They were all 66 but I'm going to keep their gear here as a guide:
Head: Helm of Affinity (Waste Not, Want Not, Laying Waste to the Unwanted)
Neck: Necklace of Bloodied Feathers (Do Secrets of the Arakkoa chain to get The Skettis Offensive)
Shoulders: Fierce Mantle (The Terror of Marshlight Lake)
Back: Windtalkers Cloak (Avruu's Orb grants the quest)
Chest: Stormstrike Vest (Ill Omens, Cursed Talismans, Warlord of the Bleeding Hollow, Return to Honor Hold, The Exorcism of Colonel Jules, Trollbane is Looking For You, Drill the Drillmaster)
Wrist: Marsh Bracers (Ango'rosh Encroachment, Overlord Gorefist)
Hands: Verdant Handwraps (Crimson Crystal Shard leads to Natural Remedies)
Belt: Storm Lord's Girdle (Drop)
Legs: Scaled Legs of Ruination (Kill Vazruden for and Ominous Letter which leads to The Blood is Life)
Feet: Boots of the Earthcaller (The Rock Flayer Matriarch)
Finger1: Sage's Band (Bought from Logistics Officer Ulrike when Honored)
Finger2: Cenarion Ring of Casting (Lost in Action)
Trinket1: Vengeance of the Illdari (Kill Warbringer Arix'Amal for a Burning Legion Missive to get Overlord)
Trinket2: Ancient Dranei Arcane Relic (The Vengeful Harbinger)
Main Hand: Blade of Trapped Knowledge (Drop)
Offhand: Landslide Buckler (Fel Orc Scavengers)
Relic: Totem of Lightning (Colossal Menace)
Their gear is exacting, even down to the world drops like Blade of Trapped Knowledge and Storm Lord's Girdle! Probably run by someone with lots of gold.

A few of the pieces won't be available immediately. After perusing the Hellfire quests, I'll be picking up:
Two Hand: The Staff of Twin Worlds (The Legion Reborn, The Path of Anguish)
Chest: Arcane Ringed Tunic (The The Path of Anguish chain leads to Mission: The Abyssal Shelf)
Legs: Arcane Ringed Greaves (The The Path of Anguish chain leads to Disrupt Their Reinforcements)
Finger: Sedai's Ring (Makuru's Vengeance)
Neck: Telhamat Pendant (The Pools of Aggonar, Cleansing the Waters)
Looks like I'm screwed for a Belt and Shoulders so I'll watch the AH for greens.

Thursday, October 23, 2008

After the Novelty

On Dual-Boxing.com's wiki entry on Boosting I noticed a link to their forums entitled: 1-60 in 1 day 10 hours. Basically it was commentary around a message on the WoW forums that began with
Gundude < Grizzly > Destromath

This hunter at lvl 61 - 1 bar from 62 has 2 days / played. Normally I get to 70 just under 4 days slash played. If really trying I'm sure it would be possible to hit 60 in 20 hours and 70 in 2 days 20 hours slash played.

The secret?

Simple.

Make your way to lvl 8 then go to RFC or Deadmines. Invite a full group (for full xp bonus) then have your lvl 70 mage friend AoE it. Enjoy lvling every 10-15 mins.

At 20.... go to SM Cath/Arm (switch between them and reset) Continue this process until lvl 40. Enjoy lvls every 30-45mins. (Use a mage with mana absorbtion to AoE it, keep a full group for full xp bonus)

At 40....go to ZF. You need to learn the pulls if using a 70 mage to AoE. LoS big groups then AoE. Make sure you have healers to in your party to heal the mage - lvling past 40 requires healers to be in the group. ALSO IMPORTANT - Bring a class such as a Druid to moonfire healing totems the trolls drop, this must be done or you will die. Enjoy lvling every 40-55mins.

At 50...go to LBRS. Now use a WARRIOR*** Warrior smashes the instance with a 2 hand and flexes. Bring a full group with healers. I perfer to bring a feral druid to say in feral form so the warrior gets 5% extra crit and heals himself. Shamans for heals and WF totem will increase your speed at clearing the instance as well. I do a set route and skip much of the instance but maintain a very fast lvl pace. Enjoy lvls every 50-60mins.

At 55....go to Ramparts. Still using a warrior - aim for the same group setup (leader of pack/WF totem/heals). Rampart runs should be 20-25 mins long and at 120k+ a hour xp is wonderfull. Enjoy lvls every 50-70 mins.

60+ I stop power lvling and enjoy questing in the outlands. Your call. Ramparts will still give 110k+ xp an hour up until lvl 64.
I don't really see the warrior happening in LBRS. The Feral druid in the group is an interesting idea. Still, there's no knowing what classes you're leveling; it's totally possible to not have a healer at all. That hole aside, his post generated eleven pages of feedback that was mostly “I want to do this!” or “the real question here is have you ever touched a snatch in your life” yet there was one handy expansion by Felsik of Drenden:
Frost shield up, rank 1 arcane explosion keeps them on you. Use mage armor instead of ice armor, you don't want frostbite procing all over the place and freezing those lowbie mobs behind you.

The easy dungeons, like RFC through to about SM armory you can do massive pulls with this style, just make sure the lowbies being powerleveled stay close, since you'll be moving very far through the instance with alot of mobs on you.

Usually there will be caster types, so when you want to 'stop' to perform the mass AOE kill, you LOS the group just around a wall so casters are forced to chase. Thats when you frost nova, cone of cold, and start spamming max rank arcane explosions for the kill.
While I'm having a lot of fun running the pack around on my own right now, I could see doing this for a second team. Since my main account is full I could use Decimate to run instances for four new ones on the other accounts. Will probably want a stronger machine to handle that level of pulling.

There were also suggestions that a Prot Pally could pull the whole armory. Favor doesn't have the gear but it might be fun to look into. Even just once it might be fun to see that level of destruction. At level 80 I'm sure it would be trivial.

Monday, July 7, 2008

Hunter Twinking in the Teens

Running with the Lowbies


The teen bracket is definitely fun. There's a lack of bullshit. Without mounts, limited mobilty means shit isn't getting away and even organzied players can't be everywhere at once. No plate armor. Each class has parts of their defining characteristics, but nothing deterministic.
  • Druids can't Stealth, cheetah away like pussies, Innervate, or instaUberHeal.
  • Hunters can't aim shot, mana drain, flare, feign or move fast.
  • Mages can't PoM/Pyro, Ice Block, or Slow.
  • Paladins don't have their uber bubble, can't cleanse magic, nor can they DPS.
  • Priests miss their serious healing or damage specs, can't Mind Flay, and can't Mind Control.
  • Rogues can't double Sprint, nub-Cloak or use Poison.
  • Shaman can't dual weild, only have two types of totems, nor can they go wolf, and no goddam Frost Shock!
  • Warlocks can't go DoT wild, have no AoE fear, miss out on Nubcoil, and have the semi-useless PvP pets.
  • Warriors can't charge if they're in combat nor can they silence.
An extravagently geared character can rock shit hardcore since each class isn't at full strength.

Why a Hunter?


I find Druids and Rogues very formidable in the teen bracket and Warlocks to a degree, yet I observe Hunters constantly dominating. Their ranged damage infrequently misses and does considerable physical damage, which isn't resistable and is hardly mitigated with limited armor ratings. Multishot spreads this to three adjacent targets every ten seconds. Concussive Shot, Wing Clip, and Boar charge are incredible for flag recovery. The Immolation trap is a pleasant surprise for Rogues. With high Agility and Aspect of the Monkey, Mongoose Bite can be mean with a good top-end weapon. Plus the pet's stats scale with the twinking gear… it's like facing two twinks at once!!

Talents for the Hunter were pretty easy to decide on. Under survival, three points went immediately into Hawk Eye for the extra six yards of range. No other class can touch me when I start killing them. The next five points went into Marksmanship's Lethal Shots. This was a debatable expendature since the gear will be making the crit% high already, but it's a solid DPS increase. The final two points went into Beast Mastery's Improved Aspect of the Hawk. The chance to proc is 10% with a twelve second duration regardless, so the two points provide a 6% increase in attack speed. It might be wise to move 3% from crit to push this up to the 15% haste maximum. Casters would die so fast.

Pets


Shadowswine

It's a foregone conclusion that Hunters have a Boar for PvP. They have enhanced Armor, slightly enhanced Health, and decreased DPS. Yet none of that really matters since they are the only pet that has the Charge skill. Picked up a Longsnout since I wanted the black texture to fit into the shadowy stealth concept.

MyFangsUrAss

I really wanted a Dragonhawk but when I snuck into the Undercity, I couldn't click on the transporter to Silvermoon City! Didn't have any Warlock friends to pop the Hunter up to Zul'Aman, so I decided to grab the other BC newbie pet, a Ravager. They have very enhanced DPS, slightly enhanced Armor, and decreased Health. The drop in Health is easily mitigated by my twinked Stamina. Picked up a Ravager Specimen in the Dranei newbie area since there are no dark textures available.

Third Pet: TBD



Shadowshot

Head

( ) Green Tinted Goggles
( ) Lucky Fishing Hat

Neck

( ) Sentinel's Medallion

Shoulders

( ) Serpent's Shoulders

Back

(√) Miner's Cloak
( ) Sentry Cloak

Chest

( ) Blackened Defias Armor
(√) Tunic of Westfall
(√) Armor of the Fang

Wrist

( ) Forest Leather Bracers

Hands

( ) Blackened Defias Gloves
(√) Gloves of the Fang

Waist

(√) Blackened Defias Belt
(√) Belt of the Fang
(√) Deviate Scale Belt
( ) Girdle of the Blindwatcher

Legs

(√) Blackened Defias Leggings
(√) Smelting Pants
( ) Leggings of the Fang
(√) Dark Leather Pants

Feet

(√) Blackened Defias Boots
(√) Footpads of the Fang
(√) Feet of the Lynx

Fingers

(√) Seal of Wrynn
( ) Protector's Band

Trinkets

( ) Insignia of the Alliance
( ) Arena Grand Master

Weapons

(√) Thief's Blade
(√) Buzzer Blade
(√) Tail Spike
( ) Taskmaster Axe
(√) Emberstone Staff
( ) Sentinel's Blade
( ) Protector's Sword
( ) Lorekeeper's Staff
( ) Twisted Chanter's Staff

Ranged

(√) Hand of Argus Crossfire
(√) Venomstrike
( ) Lil Timmy's Peashooter
( ) Outrunner's Bow

Other

(√) 17 Pound Catfish
(√) Chicken Egg
(√) Quiver of the Night Watch
( ) Silverwing Battle Tabard
( ) Dartol's Rod of Transformation

Tuesday, March 4, 2008

Gearing Lock Up for PvP Domination

Virulence will be in the top of the 59 bracket within the next week so it's time to start gathering gear. Thanks to Outland pieces it's no longer necessary to plumb the depths of instances or quest mightily. Just hit the AH.

Slot Stamina Sorcerer Other
Head 62, 63 59, 66 57, 62, 69, 70
Neck   68 58, 61
Shoulder 59, 65 59, 69 69
Back     55
Chest 59, 59, 62, 67 57, 63, 68  
Wrist 67 63 59, 60, 64, 67, 69
Hands 59, 61 63, 68, 70  
Waist 57, 58, 59, 66 59 60
Legs 57, 67, 69 63, 63 59, 60, 70
Feet 59. 69 66 63, 69
Rings 61, 63 64 60, 60
2h      
1h 58, 59, 60   60, 67
Offhand      
Wand 59 62 59

Virulence is heavy Affliction but will be collecting both sets in case her spec changes after feeling out the various BGs Horde-side. The Other category is for Eagle, Whale or Protection items that will serve as temporary fillers. Numbers in Bold mean the item is actually in the bank, in inventory or being worn.

Monday, March 3, 2008

Timbermaw... AGAIN

Virulence hit 49 over the weekend so it was off to Felwood for the ever-so-fun Timbermaw Hold grind. This will be the fifth character to exalted so the process is pretty well defined.

Picked up Timbermaw Ally to kill the right amount of each Deadwood Furbolg. Turned it in right away so further killing might include Deadwood Headdress Feathers as loot. Upon reaching 51 this morning, Virulence now has 121 feathers and is 220 into Friendly. So here's something else to track.

Kills are tracked for regular furbolgs (10 rep per) with a goal of reaching Revered. This will be softened by random names being killed and some of the quests being completed. Once Revered it takes 140 turn-ins of either five feathers or five Winterfall Spirit Beads to hit Exalted. This requires a total of 700 feathers or beads.

Date/Time Faction Progress
5:05 PM 2008-Mar-03 Friendly (220/6000) [1778 kills to Revered, 17.3% turn-in]
5:10 PM 2008-Mar-04 Friendly (3550/6000) [1445 kills to Revered, 30.3% turn-in]
6:11 PM 2008-Mar-07 Honored (9270/12000) [273 kills to Revered, 72.3% turn-in]
     

Friday, January 25, 2008

Tanking Warrior Progress

So I guess I'm going to gear up Fearce to do some tanking. Found a nice guide in the WoW forums that gives me a starting point.

Beginners Guide to Pre-Karazhan Gearing

StatDescription
Stamina/HP: 12000hp (11044hp)This is an acceptable start for raiding. It’s easily done and exceeded with proper enchanting and gem placement. More is definitely better, and appreciated by your healers, but this is a decent start.
Defense: 490 (475)This amount makes you "unable" to be critically hit by the majority of raid mobs. Some bosses will still critically hit you regardless of your defensive number, but 490 is needed regardless to help avoid damage. Again, more is better but should not be stacked at the loss of other stats such as stamina.
Dodge/Parry/Block: 15% (14%d, 15%p, 18%b)This is the target minimum percent of all three stats you should attempt to have before entering kara to help avoid damage. Block is usually easily attained and surpassed while dodge may take some intent to reach depending on your gear stats. Parry is the hardest to attain out of the three due to the high +parry to parry% conversion but still relatively easily reached.
Armor: 13000 (13006)This is a decent starting amount of armor for kara to help mitigate as much damage as possible. 12000 is acceptable and can be dealt with, especially in an off-tank role, but as per usual more is better. This is arguably the easiest stat to attain and surpass as long as you are wearing all or mostly level 70 pre-kara blues that are meant for tanking such as the bold dungeon set.


SlotItemSourceDetail
HeadFelsteel HelmCraftedBlacksmithing (365): Felsteel Bar (8)
Warhelm of the Bold Drop The Botanica: Warp Splinter
Greathelm of the Unbreakable DropThe Shattered Halls: Grand Warlock Nethekurse
Myrmidon's Headdress Quest The Warlord's Hideout
NeckNatasha's Battle Chain QuestThe Hound-Master
Strength of the Untamed ReputationCenarion Expedition (Revered)
Mark of the Ravenguard QuestBrother Against Brother
ShoulderShoulderguards of the Bold DropShadow Labyrinth: Murmur; Steamvault: Warlord Kalithresh
Warchief's Mantle QuestReturn to Andormu
Cloak Cloak of EternityCraftedTailoring (350): Bolt of Imbued Netherweave (6); Primal Earth (6)
Devilshark Cape DropSteamvault: Warlord Kalithresh
ChestBreastplate of the Bold DropThe Arcatraz:Harbinger Skyriss
Jade-Skull Breastplate DropThe Mechanar:Nethermancer Sepethrea
Vindicator's Hauberk ReputationAldor (Revered)
Breastplate of the Warbringer QuestForge Camp: Annihilated
WristSha'tari Wrought Armguards QuestThe Soul Devices
Hands√ Felsteel GlovesCraftedBlacksmithing (360): Felsteel Bar (6)
Gauntlets of the Bold DropSteamvault:Warlord Kalithresh
WaistSha'tari Vindicator's WaistguardQuestHow to Break Into the Arcatraz
Deathforge Girdle DropSethekk Halls: Talon King Ikiss
LegsTimewarden's Leggings ReputationKeepers of Time(Revered)
Greavesof the Shatterer DropThe Shattered Halls: Warchief Kargath Bladefist
Felsteel Leggings CraftedBlacksmithing (360): Felsteel Bar (8)
Legplates of the Bold DropThe Black Morass: Aeonea
FeetSha'tari Wrought Greaves QuestInto the Heart of the Labyrinth
Obsidian Clodstompers DropThe Botanica: High Botanist Freywinn
FleshBeast's Metal Greaves QuestSomeone Else's Hard Work Pays Off
RingsElementium Band of the Sentry DropThe Arcatraz: Harbinger Skyriss
Iron Band of the Unbreakable DropOld Hillsbrad Foothills: Lieutenant Drake
Andormu's Tear QuestHero of the Brood
Protector's Mark of RedemptionQuestDissension Amongst the Ranks...
Wind Trader's Band QuestDealing with the Overmaster
TrinketsAdamantine FigurineDropShadow LabyrinthBlackheart the Inciter
Dabiri's Enigma QuestDimensiusthe All-Devouring
Figurine of the Colossus DropThe Shattered Halls: Warchief Kargath Bladefist
Regal Protectorate QuestOverlord
WeaponsGrom'tor's ChargeQuestThe Cipher of Damnation (Good summary in comments here)
Terokk's Nightmace DropSethekk Halls: Talon King Ikiss
ShieldOgri'la AegisReputationOgri'la (Revered)
Platinum Shield of the ValorousDropShadow Labyrinth: Ambassador Hellmaw
Crest of the Sha'tar ReputationSha'tar (Exalted)
Netherwing Protector's Shield QuestAlly of the Netherwing
Aegis of the Sunbird DropThe Botanica: High Botanist Freywinn
RangedGyro-Balanced Khorium DestroyerCraftedEngineering (375):Hardened Adamantite Tube, Khorium Bar (20), Felsteel Stabilizer (4),Primal Fire (12), Primal Air (12), Primal Nether
√ = Complete. Last updated on 2008-Jan-31.