Tag Archives: world of warcraft

Anybody out there? (Out there? (Out there?))

18 Apr

/peeks in

/coughs at the dust

Wow. Okay, so see, I didn’t *intentionally* mean to leave this blog hanging for four months guys. Honestly I didn’t. I just kind of ran out of things to write about, but I didn’t want to fully close the blog… I figured I would come back to it sometime and pick up the writing again, and I think that today might be “sometime” finally. I may try to revitalize this website and redesign it sometime in the near future, but for now I’m just going to try and get back in the habit of kicking out a post every week or so. I hope enough of you guys are still around to appreciate what i’ve got to say.

First off – Tier 14. It was a little disappointing to me, not because the fights were bad or anything like that, but because of how we performed, and I feel directly responsible for that as raid leader. My guild really struggled with Heart of Fear. We had some pretty heavy attrition issues, and a lot of things were just… problematic. I think the biggest issue came in the fact that there are some fights where you’re penalized for your latency and twitch gameplay more than you are for understanding the mechanics of the fight. Let me tell you, i’ve done Blade Lord Ta’yak a thousand times, but I *still* get picked up by a tornado that I was nowhere fucking near sometimes, all because latency makes me look like i’m in a different place than I really am. The weird thing about it is? Once we got past Blade Lord Ta’yak, we really didn’t struggle *TOO* much with the fights. At least, not more than I feel like we should have. Garalon took us a couple weeks, but we brought him down straightaway after 5.2 launched. Wind Lord Mel’jarak we actually managed to kill un-nerfed even if it WAS post-nerf (because that first week they had bugged out the debuff on Ta’yak and Mel’jarak). Amber Shaper took a couple weeks of work (but I don’t feel like it would have taken much longer without the debuff), and Empress was roughly the same. So, on March 28th, we finally cleared Heart of Fear.

After all the trouble we had in Heart of Fear, Terrace of Endless Spring barely felt like a raid at all. We walked in, 1-shot Protectors, 2-shot Tsulong, 3-shot Lei Shi and had 2 pulls on Sha before our raid week was up (after clearing Heart of Fear again that week). The next week (April 11th) we cleared HoF in like 90 minutes wednesday. Owned Protectors, Tsulong and Lei Shi, and even went on to kill Jin’rokh in Throne of Thunder (something we had been doing for weeks anyway). This gave us a full 3 hours to work on Sha on thursday. So of course, we 1-shot Sha as well. And thus ended Tier 14, for all intents and purposes, for Stands In Bad.

I feel like we’re rebounding pretty well into Throne of Thunder, in spite of our rather late start and catchup time while they tuned down 10m normals. From what I hear, pretty much the only people that were progressing past Horridon in 10s were people that already had heroic gear from t14, so I think they needed to be brought down. Speaking of, we managed to kill Horridon last week, and made some pretty solid progress on Council of Elders as well. I think that, for the most part, we could be back on track with t15 pretty soon.

I guess that’s all I have for now. I planned on talking about Death Knights some more, but maybe in a future post. I don’t feel the need to overload you guys so much on my first post in 4 months. For those of you who’ve kept me on your feeds and kept checking in from time to time, I thank you greatly. It’s been really nice seeing the discussions brought about by my blog in the past, and I think I am in a bit of a better place to be able to bring that back.

Ask Achloryn

20 Dec

I was rampaging around twitter while at work last night, and looking over my search hits, as I am prone to doing from time to time. As I listed a few of them for my twitter people to see, I got this suggestion.

EUREKA!!!Well… I thought this was bloody brilliant! Maybe it’s something i’ll do once a month, or maybe i’ll just do it whenever I feel like it, and I am at a loss for actual things to blog about. So, I am not going to answer EVERY single search term (because I really do get a surprising amount, and that would take me forever), but I will go through and pick a handful out, and answer/rebutt them. So, without further ado, here we go!

 

“since when can a fucking druid fucking ice fucking block”

Resto druids get ice block from mages via Symbiosis. There seems to be nothing fair about this. Also, symbiosis is not a new spell, where have YOU been?

“good gear from rep for deathknight in mop”

I have several posts touching on this already. Here, is the main one. It may not be all-inclusive, but it’s a pretty solid list of what gear you can get from what reps. (That reminds me that I have not done one to add Operation Shieldwall/Domination Point yet. I should get on that)

“i want you to help me decide which”

…decide which what? I don’t know if you can’t answer me, random google user? DECIDE WHICH WHAT?!??!?!

“are dks good in mop”

This is a question I see pretty damn often. Yes, DKs are doing just fine. Tank balance is at an all-time high, and our DPS specs are performing quite well (with unholy, sadly, falling behind again it would seem)

“blood boil does so much damage”

Actually, it’s not that bad. I think it took a moderate nerf, and now it certainly doesn’t seem to hit any harder than Heart Strike does. As per the old standard, BB will be better with 3+ targets (and refreshing diseases if you’ve had bad luck with Crimson Scourge), and HS is good for 1-2 targets. Replace HS with Soul Reaper as often as possible sub 35%.

“mop solo chess event”

I’ve been soloing Chess (in Karazhan) since WotLK. It’s not terribly difficult if you use the right strategy and play smart. The problem is, that unlike everything else on the planet, you can’t just outgear the shit out of it. I may do a video, since this is another thing I see rather often.

“enter gruuls lair solo”

Yes, you can, as of 5.1. And you can solo it pretty easily too. Hell, i’ve done it on my alt warlock without any issues.

“worlds of the warcraft”

I think you may have it a bit backwards. Close, though!

“mogushan vaults last boss how to dodge”

Will of the Emperor’s is kind of a fun fight for tanks/melee dps. It takes practice is all I can tell you. Keep at it and you’ll figure out that A – there is no actual pattern that he does with the swings, and B – which swing visuals mean which direction he’s going. Practice it lots in LFR, that’s how I got better at it.

“wow where does spaulders of the scorned come”

They’re a world BoE drop, that can come from any level 90+ mob, it looks like. Good luck.

“dk t14 4 piece worth getting?”

I did briefly touch on this subject towards the bottom half of this post, but I would like to elaborate a bit more on it briefly. If you are one of those DKs who is going for a pure mastery > everything else build, then no. the 2p bonus is worth getting, but the 4p bonus is not. However, if you’re going with the hit/exp cap gearing strategy first, then the 4p bonus may be worth looking in to. The shoulders and helm have expertise, while the chest and gloves both have hit.

“how raid work in pandaria bloob (sic) knight”

…../falls off his chair laughing hysterically

“does starfall drop for blood dks?”

By “Starfall” I am assuming you mean Starshatter, and then answer is yes. There was a bug a while ago with blood DKs having 1h weapons show up in their gear list, but that has since been corrected, and I can assure you, you will see Starshatter in your list of drops while specced blood.

“is mark of the dancing crane warcraft ring unique”

No, it doesn’t appear to be unique. Have at if, if you need the JP upgrade.

“why dks suck in mop”

L2P. DKs are doing just fine. Maybe gimme an example of the issue you’re having and I might be able to help.

“why can’t i use insribed tiger staff on death knight”

For one, because it’s a staff. For two, it has agility on it. What why. I don’t. what? /flail

“which necklas should a hunter choose fron anji autumnlight”

(there’s only one agi necklace she offers)

…….I would like you to meet:

dk tank unyealding blood plate or breastplate of ancient steal”

you’ll get along famously, i’m sure.

(To answer the question, Unyielding Bloodplate, without question.)

“how do i stay out of ice blocks when soloing kt”

Worry  not. When soloing Kel’thuzad, he doesn’t iceblock anybody! That’s how you stay out :D

So, that’s it for this time guys! I hope you enjoyed reading them as much as I enjoyed did. Keep the crazy/funny/brain damaged google searches coming, and i’ll do my best not to laugh my kidneys out of my body before answering them. (But afterwords, i’m on my own I guess)

State of the Fuzzbutt

13 Dec

Wow. It’s been like 6 weeks since my last post. I knew the blog had gotten away from me a bit, but… Damn, sorry guys.

I suppose you have been wondering what I’ve been up to since my last post. Well, SIB officially started raiding on November 8th, and thus far we’ve been doing pretty damn well. Our first week, we killed the first two bosses, and then we floundered on Gara’jal for a week (and then Thanksgiving), and the following week we downed both Gara’jal and Spirit Kings. We’ve been sitting on Elegon for a bit, but this week, we didn’t have a healer with a DPS spec sign up, so we decided to go to Heart of Fear and put some tries in on Zor’lok. For all of 4 attempts, I think it’s safe to say we’ve got Zor’lok’s number pretty well, we just need to tighten up a couple things (attenuation and mind controls are the biggies at this point).

Raiding continues to plug along in genuine SiB fashion, in never failing to surprise me sometimes. However, I do wish to give my first Bag Of Angry Dicks Award to Elegon. (You may remember other such recipients of this award as Al’Akir, and… Well, I think he was the only other one actually)

Elegon: in a raid of encounters that were moderately challenging, without punching people in the face, you managed to be the Angry Teabagging FPS-player of Mogu’shan Vaults. And for that, I hate you. Fucker.

*ahem*

This weekend I also managed to snag a Brawler’s Guild invite. I have to say folks, as someone who’s been really big into soloing older content, this is fucking awesome. However, the fact that it’s Cross-Realm does tend to make it a bit buggy at times. (I was DC’ed a few times because of stupid shit like, being dropped into the ring when my turn came up. I mean, how dare I do that? Pfft). I didn’t manage to progress very far because the queues were getting longer and longer as the night progressed, it seemed. I did manage to go to rank 2 without any issues though. Y’know… aside from cross-realm-initiated-DC issues that is.

Speaking of soloing old-school raids, i’ve gone and done a couple of the Cataclysm bosses. Magmaw, Omnotron, and Halfus have all succumbed to my solo bitch-slappings. Maloriak is pretty much impossible to solo at this point. I can’t get past the Atramedes trash alone to try him (DAMN YOU EXECUTION SENTENCE!). Chimaeron is do-able, but you need to be EXTREMELY lucky and well… i’m just kinda succumbing to RNG every time.

WoWScrnShot_110312_173134 WoWScrnShot_110312_175315 WoWScrnShot_110312_194511

 

 

 

 

 

 

 

If you go check out my Youtube channel, you’ll also notice that i’ve got a few kill videos posted up there as well. I didn’t manage to get Spirit Kings on our first drop (because honestly, it surprised me that we got them that quick heh). I do have a video from last night (on 12/12/12 hah), but I have yet to process and upload it.

In other news of things i’ve been doing, you probably don’t care anyway. heh. I mainly wanted to post this because it HAS been so long since I’ve made a blog post, and I didn’t want people to think I had completely disappeared. I got a little frustrated with a lot of things, both in-game and IRL, so the blog sort of took a backseat for a bit. I think things are starting to get better, so I plan on posting more regularly again. I hope the long absence didn’t drive TOO many of you away ;D

 

Blood DK Gear Talk (Also – HoF/TES drops)

2 Nov

Originally this started out as a simple gearlist, but it has evolved into something much more as I was writing it. That tends to happen a lot sometimes, but there are some things I just can’t go without saying. I mean… I think some of you blood DKs out there DEPEND on me for vital info, and I’M HERE TO BRING IT TO YOU.

/ahem. Anyway!

Heart of Fear opened this past tuesday, and Terrace of Endless Spring opens in another week and a half, so I will kill two birds with one stone and get the gearlists for both of them going here. Just like I did for Mogu’shan Vaults, I will do them by boss instead of by slot. It tends to make things easier, so you can look at whichever boss you’re on and see what he may have, and if it’s of any use to you or not.

Heart of Fear

Imperial Vizier Zor’lok

Vizier’s Ruby Signet – Ring. Parry/Expertise, no socket.

Articulated Legplates - Legs. Parry/Hit, Red/Blue socket (+120 Str)

Blade Lord Ta’yak

Pauldrons of the Broken Blade – Shoulders. Parry/Hit, Yellow socket (+90 Stam)

Windblade Talons – Gloves. Dodge/Parry, Blue socket (+60 Parry)

Garalon

Ring of the Shattered Shell – Ring. Dodge/Mastery, no socket.

Garalon’s Hollow Skull – Helm. Dodge/Parry, Meta/Red socket (+270 Stam)

Wind Lord Mel’jarak

Cloak of Raining Blades - Cloak. Dodge/Mastery, no socket.

T14 Glove Token - Gloves. Dodge/Hit, no socket.

Amber-Shaper Un’sok

T14 Leg Token - Legs. Dodge/Mastery, Red socket (+90 Stam)

Grand Empres Shek’zeer

T14 Chest Token - Chest. Parry/Hit, 2 yellow sockets (+120 Parry)

Legplates of Regal Reinforcement - Legs. Dodge/Parry, Red/Blue socket (+180 Stam)

Terrace of Endless Spring

Protectors of the Endless

Kaolan’s Withering Necklace - Neck. Dodge/Parry, no socket.

Bracers of Defiled Earth - Wrist. Hit/Mastery, no socket.

Deepwater Greatboots - Boots. Parry/Hit, Yellow socket (+60 Parry)

Tsulong

Daybreak Drape - Cloak. Dodge/Parry, no socket.

Grasps of Serpentine Might – Gloves. Parry/Expertise, Blue socket (+60 Parry)

Stuff of Nightmares – Trinket. 1152 Mastery + 20s Dodge Proc.

Lei Shi

T14 Shoulder Token - Shoulder. Expertise/Mastery, Blue socket (+90 Stam)

Cuirass of the Animated Protector – Chest. Dodge/Mastery, Red/Yellow socket (+120 Strength)

Protector’s Girdle of Endless Spring – Belt. Dodge/Expertise, Blue socket (+60 Dodge)

Sha of Fear

T14 Helm Token - Helm. Parry/Expertise, Meta/Blue socket (+90 Stam)

Shin’ka, Execution of Dominion - 2h Axe. Crit/Mastery, Sha-touched Socket.

Sigh. Hope you DKs weren’t planning on getting your sha-touched weapon anytime soon. Friggin last boss of the last raid of the last of the lastie last lasts. /flail

Tier 14 vs Off-tier items.

One of the things that plagues every class every tier of raiding is: “Is our tier set good enough? Are the bonuses worthwhile?” As a general rule, you almost never want to wear all 5 pieces of tier gear. 4 is plenty, you get the set bonuses, and there’s usually one piece that is weaker than the others, even if by a narrow margin. In this case, the weak link would be the Gloves, and i’ll tell you why. They’re the only set piece with no mastery and no socket. Other off-tier gloves have sockets that you can add moar delicious stats to, but the tier ones don’t.

Now then. If you only wish to go for the 2-piece set bonus, your ideal pieces are legs and shoulders (with the chest coming in a VERY strong 3rd place because of two amazing yellow sockets).

If you wish to go with the 4-piece bonus, you want to add the afore-mentioned chest, and helmet (good GOD that is a lot of parry rating.. /fans self)

Now then. Is it better to go for the 4-piece bonus, or is it better to go with the off-set pieces that have mastery? The simple answer is that there is no simple answer. You could go either way and probably be just fine. If you’re a bleeding edge progression raider then… well, what the hell are you doing at MY little blog? Honestly though. I cannot math hard enough to devise an answer to that question. I’m sure there’s a way to do so, but it’s far beyond me. The best I can do is provide you with comparisons and let you decide for yourself. Thank god for wowhead for making these comparisons much easier to look at.

Chestpiece comparison - Ignoring set bonuses, and all things being equal, I would pick Ornate Battleplate of the Master.

Glove comparison - I would go with Gauntlets of Battle Command

Legplate comparison - Even with one less socket than the other pieces, I would go with the tier legs

Helmet comparison - My choice is Giantfoot Headguard

Shoulder comparison - The tier piece is the clear winner here.

All things considered, I will probably only be going for the 2-piece set bonus. The amount stat-fuckery between tier and non-tier pieces is too wide for me, personally, to ignore (more on that in a second). Your mileage may vary, of course.

Now, as you look through the comparisons, you may see a couple items that I didn’t include in my drop lists above. The reason for these are there are crafted pieces that aren’t boss drops (but the patterns very well might be), or they are drops from Galleon or Sha of Anger (world bosses).

As you look through the comparisons, you may also notice that some of the stats aren’t normalized very well, even though they’re ALL the same ilvl (which I promise i triple checked, and then checked again, because I couldn’t fucking believe it myself.)  For instance, look at the glove comparison there. I already mentioned that there was no socket on the tier gloves, compared to the other 3 offset pieces. What I didn’t notice until I made that actual comparison link was that it ALSO has less strength (by a good margin) than two of the offset pieces. I’m not sure if this is intended or if this was just shit itemization that slipped through the cracks somehow, but as it is right now, i can’t very well just overlook some of those discrepancies.

 

The Death Knight Number Shuffle

28 Oct

I am not a theorycrafter really. I have a basic idea of how the stats work for the classes, and why we want some more than others, but I couldn’t tell you the exact values, or how people determine them, or even a vague idea of how people decide how to determine stat weights. All that having been said, I do want to talk about Death Knight stats for a few minutes. Basically, I am going to go down the line and list what each stat does for us (for each spec), why we would want it, and why we would not want it. I’ve noticed a rather disheartening trend among all of the so-called “guide” sites (noxxic, mr robot, EJ, icy-veins) in that NOBODY is giving the same information to the community. This is a problem because if 4 people are getting their information from any of the 4 different sites, who’s to say who’s wrong or right?

Strength: Initially, I wasn’t going to mention it, but I feel the need to do so because I *still* come across some numbskull DKs rolling on Agility rings or trinkets or what have you. Strength is our base stat. Long gone are the days of DKs using agility weapons, because we get absolute shit for benefit from them. If a DK is using an agility weapon, they’re doing it wrong. Some people have the sort of “golden rule” about a 3-tier improvement making agi weapons allowable based solely on weapon damage increases alone, but I think that’s shit. If you’re a DK, you should have strength on everything. All three specs get 2 AP (Attack Power) per 1 point of strength.

Blood – Blood DKs get an added bonus of having a parry rate conversion from strength. Roughly 90% of strength is converted into parry rating. To put this into easier-to-digest terms, if an item has 100 strength on it, and you’re a blood DK, it’ll give you the equivalent of 90 parry rating as well.

Hit: This is a simple one to explain. Hit lets you hit things more frequently. Easy, right? The percentage to never miss a raid boss-level mob is 7.5% (2550 hit rating at 90, or 2210 hit rating if you’re a draenei)

Frost Dual-Wield – Any dual-wielding class has things a bit differently. They will notice two sets of hit ratings on their character sheet when they mouse over it. Innately, it takes something like 15% hit rating to completely hit cap (aka “white cap”. Every attack that has white damage numbers is an auto-attack, whereas if it’s yellow numbers, it’s an ability). It’s worth noting that NO dual-wielding class will pour enough stats into reaching white cap. They will stop at 7.5% (“yellow cap”, or “specials cap”). The amount of hit rating it takes to white cap simply take too much away from the your other stats to be worthwhile.

Expertise: This one is relatively simple to explain as well. Every creature in wow (player-controlled or NPC) has a built-in chance to dodge attacks, and most have a chance to parry them as well (not all PCs do). Expertise removes the chance you will be dodged or parried (in that order). Now, prior to MoP, expertise was handled a bit differently in that up to a certain point, it would push some of both dodge AND parry off the table. Since 5.0, it is much more simply done. There is a maximum of 15% expertise. 7.5% (2550 hit rating at 90, or 2210 hit rating if you’re a have sword/axe/mace specialization and are using the corresponding weapon) will completely push dodge off the combat table, and the next 7.5% will push parry off the table.

Frost/Unholy – It’s worth noting that NO creatures can parry from the back or sides. If you are frost or unholy (or any other melee dps class for that matter), you should *always* be behind the boss whenever physically possible. Since you’re ideally behind everybody, you never have to worry about parry, so you can safely stop at 7.5% expertise.

Blood – Now then, obviously tanks don’t get that choice. They’re always in front of the boss, and as such will get parried sometimes. With this in mind, as a tank, you’re probably NEVER going to go for the 15% expertise level. The reason for this is because Death Strike cannot be parried. Basically, the most important ability that factors in your survival stops at 7.5% expertise, so why go higher?

Haste: Haste is a funny thing for Death Knights. Actually, it’s been a funny thing for a lot of classes since 5.0, but that’s not what i’m writing about. Haste makes our weapon swing faster, that’s the obvious part. Haste also plays a part in our rune regeneration, so it’s something that has the potential to be a big deal for all of the specs.

Frost 2-handed/Unholy - Haste is the biggest stat for 2-handers. Because of the way things work currently, haste will contribute more runes for you to hit the big button (either obliterate or scourge strike) more often. It also contributes more, proportionally, to your swing speed since you start off with a much slower speed.

Frost Dual-Wield - Prior to 5.0, haste was the big deal for all three DPS specs, but it doesn’t work like that anymore… more on that later.

Mastery: Mastery continues to be an interesting stat to look at across the board for all three specs of Death Knight.

Blood – Mastery is the king of the frickin hill for tanks. Death Strike is your mainstay of survivability, and mastery increases the percentage of your death strike that gets turned into a shield. For instance, i’m currently sitting at about 130% mastery, so to put it in easier to digest numbers… if my DS heals me for 10,000 then I will generate a shield for 13,000.

Unholy – Sadly, mastery is kind of the bottom of the heap for unholy specced DKs, and i’ll tell you why. Haste not only contributes to your swing speed and rune regeneration, but it ALSO contributes to your minion’s swing speed. It double dips, sort of. Crit has the same thing in that it increases your crit, as well as your ghoul’s crit. Mastery increases shadow damage, and while a significant portion of YOUR damage is shadow damage, your minion does NOT deal shadow damage.

Frost - Frost is a funny thing. If you are a dual-wielding frost DK, then mastery is going to be your kingpin. With Frost Strike being your heavy hitter (and dealing actual FROST damage instead of weapon damage like Obliterate), then mastery just makes your hardest hitter… hit harder. Conversely, for the 2-handed frosty DKs, frost strike is a much lower portion of your damage overall, so you don’t benefit as much from mastery.

Crit: Crit is, by and large, a pretty simple stat that is worthless to 3/4 of the Death Knight specs.

Unholy – As I mentioned before, Unholy is the only spec that really gets any actual benefit from crit. It’s not a strong a stat for you as haste is, but it IS stronger than Mastery in that your minion will double dip from any extra crit you already have. It’s relatively useless for Frost because most of your crits are going to come from Killing Machine procs, and it’s even more useless for Blood because your job is staying alive, not putting out big numbers… although we ALL KNOW that you’re tending to do both right now. So why do you need crit anyway, huh? Greedy.

Dodge/Parry: This is only going to be found on tank gear. If you’re an unholy or frost DK, and you have either of these on your gear, then you are doing it WRONG.

Now then, to break it down, the varied specs stat priorities SHOULD look like this.

Blood – Hit/Exp cap* > Mastery > Parry** > Dodge > crit/haste.

*I know that in a previous post I said that 7.5% hit/exp may not be the best way to go for raiding, and in fact I still stand by that feeling. However, to be completely optimal, you DO want to eliminate all chance for death strike to miss, so 7.5% hit and 7.5% expertise is the OPTIMAL way to go, but between 4-5% of each is definitely satisfactory.

**As it stands currently, Parry is more valued than dodge because we have a higher value of baseline dodge (with zero gear on). About twice as much, actually. That in mind, we want to have about twice as much parry as we do dodge, because it will take that much more for the diminishing returns to even out. It’s also worth noting that the 4% parry given from Rune of Swordshattering does NOT SUFFER from diminishing returns… it’s a free 4%.

Frost 2-handed – Hit/Exp cap > Haste > Mastery > Crit

Frost Dual-Wield – Hit/Exp cap > Mastery > Haste > Crit

Unholy – Hit/Exp cap > Haste > Crit > Mastery

It should be noted that these priorities COULD be wrong. They are based on what I know and understand about the various specs with my own personal experience, but I have no math to back them up because… well, honestly i’m not very good with the maths. I don’t have stat weights for any of these. They are just “X is better than Y” in black and white, because that’s generally how it works.

Mogu’shan Vaults gear for Blood DKs

19 Oct

Now that Mogu’shan Vaults has been live for a couple weeks, and everything is out on LFR, I figured now was as good a time as any to put together the next gear list for t14 raiding. I’ll make a new gear list for Terrace of Endless Spring and Heart of Fear in the near future (probably around the times that those hit LFR as well).

As always, I prioritize hit/exp and mastery on all my gear. Dodge and parry are still good stats, but mastery is the top of the food chain for DKs at the moment, and it doesn’t get any worse the better your gear gets like dodge/parry do (diminishing returns are a bitch).

I’m going to change it up a wee bit and go down the line boss by boss instead of by gear slot.

The Stone Guard:

Beads of the Mogu’shi – This one is pretty much the exact counter to the VP necklace, so if you find yourself needing more dodge or expertise, go with the drop. If you find yourself needing more parry or hit, go with the valor buy.

Jasper Clawfeet - These are clearly meant to be DPS boots, but the mastery still makes them desirable for us. Only take them if you’ve had absolute shit luck for boot drops, and you’re not taking them from a plate DPS who could put them to better use. The socket, and baseline mastery make them better than the Sha of Anger’s quest boots, but still… don’t take them from a DPS.

Star-Stealer Waistguard - This belt is just plain sexy. Two sockets (plus a third from the belt buckle) mean MASSIVE AMOUNTS OF MASTERY. Also, it comes with mastery on it. There’s no reason to bypass this belt. Roll on it and pray for lucky dice.

Feng the Accursed:

Bracers of the Six Oxen - These are about equivalent to the VP bracers, with the exception of the hit. If you need more hit, go with the VP buys, if not, go with the drop.

Gara’jal the Spiritbinder:

Sollerets of Spirit Splitting - If you’ve made it this far, these boots are worth waiting for, and definitely better than the Jasper Clawfeet off of Stone Guard.

The Spirit Kings:

Breastplate of the Kings’ Guard - This is another item, clearly meant for DPS (haste what ew), but is still pretty good for us, since it has buckets of mastery. There’s also a BIG number of haste to reforge into something more beneficial (296 rating to turn into dodge/parry/hit/expertise)

Shoulderguards of the Unflanked - Red sockets weird me out on tank pieces, but even still this is a good shoulder piece. No mastery in it though, which is a shame really.

Elegon:

Band of Bursting Novas - A pretty solid ring, which seems to be another slot that we are going to have trouble filling in this first raid. Better than nothing, I suppose.

Vial of Dragon’s Blood - This trinket is *awesome*. Seriously, loads of mastery, and a huge dodge proc, and nothing to use manually? *sexy*. I would burn multiple coins on this trinket if I could. Very amazing.

Starshatter - This being the only two-handed strength weapon puts us in an awkward place, because all the DPS warriors, ret pallies, and dps DKs will all be fighting over this weapon. Stand your ground though, because it is BiS for all of you (until Terrace and Heart are released anyway).

Will of the Emperor -

Chestguard of Eternal Vigilance - The only real tank drop off the final boss of Mogu’shan Vaults. At least it’s a pretty good one, but the red and blue sockets are still weird as hell to me.

 

Itemization continues to be a weird-as-hell thing coming into the first raid of this expansion. I did discover, arbitrarily, that about 90% of our strength is converted into parry rating, however. That would explain a lot of the “Strength” socket bonuses on tank gear i’m seeing lately, but it’s still just… REALLY weird I don’t even know. It seems like they’re trying to have something for everybody, and while that’s GOOD, it tends to make itemization weird for us DKs who prioritize mastery above the rest of the planet, compared to, say Prot Pallies who have a *really* weird stat priority system. (Apparently they like haste now? I don’t even know). Anyway, Terrace of Endless Spring and Heart of Fear are released in a couple weeks, so expect to see follow-up posts regarding those two raids in the near future!

Pandas?

29 Sep

I’ve been meaning to blog the last few days, I swear I have, but PANDAS have kept me genuinely *beyond* busy. Also they’ve kept me far more entertained than I ever remember being in WoW since I first started almost 4 1/2 years ago… or okay, maybe back in Wrath… Wrath was a damn fine expansion too. But I digress.

Pandaria is fucking *fun* okay? (Kialesse and I have begun just referring to everything in-game as “Pandas” with each other. It’s probably a bit nauseating to anybody who might be watching, but they shouldn’t be peeking in my window and eavesdropping on our conversations anyway.)

I also want to take a minute to thank each and every one of you. Seriously. By the end of today (29 September), my blog will have crossed the 20,000 views mark. It absolutely blows my mind how much things have picked up around here lately, and I seriously couldn’t do it without all of you.

I actually don’t have a whole lot to say for this post, but I wanted to put something up for my experiences. Initially, I was going to do a big pictorial on my quest from 85-90, but I had to uninstall wow a few days ago, and like an absolute IMBECILE… I didn’t save my screenshots folder. 2 years worth of screenshots just gone. I was very very sad upon this realization. BUT, since then I have managed to take a few more screenshots, so I guess I can go with that.

Oh. And for the record, Blood DKs? Enjoy it while you can. You are going to get nerfed to shit at some point, because yeah… Our OP damage at 85 carried over just fine into level 90. When we killed Galleon (see the screenshot below), I was 3rd on DPS with 57k. Tanking. A single target fight. Yup, we’re going to get nerfed.

MOTHERFUCKING CLOUD SURFIN!

Ding 90!This guy has the most eyeball-destroyingly bad outfit EVER. He's like Fabulor's cousin!The Sha of Anger. I was just absolutely struck by how IMMENSE this guy was. He looks like a real world boss shouldGalleon, the OTHER world boss... being killed by me and a few other people. Thanks to Jasyla at cannotbetamed.com for putting the group together!

Hits and Misses of Cataclysm 5-mans

21 Sep

A guildie of mine was talking about bosses in 5-mans that were “pugbreakers”, and it kinda got me thinking about the various pugbreakers and cock-blocks throughout Cataclysm (especially early on in the pre-nerfed heroic 5-mans). So, I thought I would throw together a list of what I thought were the biggest badasses, and the most pathetic bosses across the expansion. Your mileage, of course, may vary.

I’m not including the Hour of Twilight 5-mans, because if your pugs are breaking on those, then *someone* needs to seriously re-examine what they’re doing on that particular toon.

Throne of the Tides: None of the bosses in this dungeon were particularly challenging. Or more accurately, none of them stood out as being overly challenging compared to the others. My favorite boss was probably Commander Ulthok, because it always amused me to watch tanks go smush when they weren’t paying attention to his cast bar. Of course, this can basically be overpowered by gear nowadays, but as a fresh 85, barely scraping by the gear level to get into heroics, that would one-shot a tank every time.

Blackrock Caverns: This is one of those weird dungeons that, for some reason, actually got harder to complete properly as time went on and people stopped giving a shit. As such, Corla became the pug-breaker because nobody understood how to actually watch their own debuff timers while still doing something resembling a proper rotation. Once ZG/ZA went live I probably had failures on this boss more than I had successes. My favorite boss was Karsh Steelbender. I’m biased in the fact that fights that require the tank to do something other than “stand there, soak hits, fling poop” tend to interest me more… However, i’ve seen enough tanks STILL fail at that fight that I realize tanks don’t always do things in that particular order.

Grim Batol: This whole *dungeon* tended to be a cockblock. To this day I don’t understand how so many people can’t figure out how to work an aoe targeting reticle, but every time we kill the dragons and there’s piles and piles of trash left alive, it still gets to me. The problem was, if you didn’t take out several packs, or AT LEAST whittle most of them down significantly, these fuckers would *hurt*. Even nowadays, a modestly geared tank can still find himself surprisingly bruised by uninjured trash packs if he’s not paying attention. If any boss was an actual pugbreaker, it was the unnerfed version of Erudax. He had a high DPS requirement, as well as target switching. Some of those poor dps just don’t know what to do with themselves when they’re not drooling on the buttons. I think my favorite fight here is probably Throngus. No particular reason, I just liked him.

Halls of Origination: This was another one where nothing was overly difficult, it was just really long. I did seem to have groups who didn’t quite understand how the interrupts and levers worked on Temple Guardian Anhuur, but I guess if there was a pugbreaker in this fight, it was Setesh and his infinitely-spawning portals of “oh my god so many adds”. Consequently, this was the most fun fight, for me, because it tended to give me the most to do. Swing at the boss a few times, kill the portal, pick up adds, stay alive, swing at the boss some more, so on and so forth.

Lost City of the Tol’Vir: This was probably the easiest heroic of them all. None of the trash hit particularly hard, the bosses were relatively easy, and the voice acting for General Husam (particularly his death speech) was so ridiculous, it bordered on comical. I think my favorite fight here was Lockmaw & Augh. It’s always fun for me, as a tank, to try my hand at snap aggro building on targets that have a focusing mechanic (like the mini alligators did). If I could pull them off their target for a few seconds, I was doing it right.

Stonecore: Everything about this dungeon screamed “Abandon all hope, ye pugs who enter here”, because before the first rounds of nerfs hit, this place was utterly brutal. I’ve seen pugs break on any and every trash pack and boss fight several times over… except the last one, actually. Once you got past Ozruk, your group was going to make it. Consequently, Ozruk was my favorite fight hands down. Learning to do the dance on him (run behind for ground slam, run away for shatter, hope you ran far enough, fast enough that you weren’t DESTROYED by it, run back quickly enough that he didn’t move too far away, rinse and repeat) was an experience i’ll never forget. It was legitimately *stressful* learning it, but once I got it down… well hell i’ll never forget how to tank Ozruk again. Previously, Shatter had no visible range marker, and whatever range it DID have was quite a bit larger than it is now, so making it out in time was a matter of timing everything perfectly.

Vortex Pinnacle: This place was a bit of an odd dungeon. It was simultaneously nerfed and buffed at the same time. See, the problem was that the first boss and the last boss were too easy, whereas the second boss was IMMENSELY hard. Tornadoes moved, and they didn’t just throw you straight up, they tossed you sideways and diagonally, and more often than not right off his platform, where he would instantly call you a coward and one-shot you before you had time to *think* about getting back up on the platform.  Vortex Pinnacle was the very first heroic I did, just a few days after the Cataclysm launched, and I remember the group I had (myself tanking, guildie healer, and 3 pug DPS) being extremely cool and patient about everything. We must’ve wiped on Altairus 5 or 6 times, but managed to get past him eventually. I have to admit, that is one thing that the difficulty of pre-nerf heroics did bring back to pugging… patience. Nowadays everyone gets irritated at the simplest little mistakes that everyone makes, and god help you if you wipe on anything cause they’re gone. I’m not sure I have a favorite boss in here, because as far as tanking goes they were all pretty boring, and Altairus really *was* too difficult to handle at the time.

Deadmines: Good old Deadmines. This was another dungeon that was pretty much a pugbreaker all around. Most of the bosses weren’t terribly difficult, but the trash man. The trash was pretty obscene if your DPS just wasn’t spot on all the time. There was one boss who stood out above the others in his difficulty, and that was Admiral Ripsnarl. It had a high dps requirement, but also a high healing requirement (because the tank would get pretty bruised as Ripsnarl’s buff stacked up), and LOTS of target switching and fast nuking. I saw plenty of groups make it through the other bosses without too much problem, but absolutely break on Ripsnarl because the dps wasn’t high enough or the healer couldn’t keep up. Groups that *did* manage to get past Ripsnarl always had a hell of a time on the gauntlet heading back to the ship, but you could fail at that miserably and still end up completing the dungeon successfully. I’m not sure I had a specific boss fight that I liked or didn’t like. This whole place was well done, difficult, and relatively “standard faire” for me.

Shadowfang Keep: Nothing about Shadowfang Keep was overly difficult, but it just felt so incredibly *long* compared to most of the other dungeons (excepting maybe Deadmines). Commander Springvale caused more than a few wipes, but he was also skipable, so most groups, after wiping once or twice on him, just continued on so i’m not entirely sure he could be called a “pugbreaker” as such. Trying to think of my favorite boss in here is difficult, but I suppose if I had to pick one, it would be Baron Ashbury (the first one, in case you’re like me and the names all kinda run together in here). I’m not sure why, but there was always a sense of urgency with the first boss and him draining every last bit of your health. It was very heal intensive, and the DPS had to be on the ball to kill him quick enough when he started spamming his shadow nova.

So that is all of the original heroics. Now to sum it up a little bit, i’m going to give some general “awards”. Remember, all of these are from pre-nerf bosses.

Hardest heroic boss: Admiral Ripsnarl (Deadmines)

Easiest heroic boss: General Husam (Lost City of the Tol’Vir)

Hardest trash in a heroic: Grim Batol

Easiest trash in a heroic: Lost City of the Tol’Vir

Most difficult overall heroic: Stonecore

Easiest overall heroic: Lost City of the Tol’Vir

 

Runeforging, and other things.

12 Sep

The other day, four Blizzard developers did a Reddit AMA (Ask Me Anything), similar to their twitter Q&As from a couple years ago. This allowed them to pick and choose through (what was undoubtedly) a mass influx of questions ranging from all topics. The full transcript, sorted by each dev’s answers can be found here, but I do want to make special mention of one particular question/answer combo (that should be) of interest to every death knight out there…

A while back you guys said that “Runeforging will get some changes to make it less boring.”, but we have yet to see or hear anything about this. Is this something still being looked into? Or was it scrapped entirely?

As with many things, if we can’t do something right, we end up not doing it (yet). We still aren’t close to satisfied with the Runeforging system as it currently stands, but we also didn’t have an overhaul to that system that we were happy with. It’s a feature we’re still discussing and working on.

So, naturally I have *no frickin clue* what they could do with Runeforging, but I do have an idea that they SHOULD implement.

For one thing, I think a “rune tracing” idea is long overdue. Something in the same line as enchanting scrolls have basically helped overhaul the profession entirely, rune scrolls could help overhaul runeforging entirely. But this would also generate a problem, if you get inside of Blizzard’s mind… This would make Acherus almost entirely redundant. The only reason anybody would go there would be to switch specs at some point. Honestly, is that such a bad thing? Do we really NEED Acherus anymore after we’ve broken free of the scourge at the Battle of Light’s Hope?  Personally, I would welcome a chance to never need to go back there again. My death gate spell isn’t even on my bars anymore (and honestly, hasn’t been in a long ass time). Last time I went back there? To runeforge my Gurthalak and Experimental Speciman Slicer. Last time I went there before that? When I unlearned my 2h frost spec and plugged a blood spec back in there (January maybe?)…

Now then, a lot of my search hits lately have come from people talking about “Blood Boil”.. I suppose that kind of makes sense, considering the title of an earlier post from a couple weeks back, but I’ve noticed a theme. A lot of people are saying (or at least google searching) that Blood Boil hits harder than Heart Strike, or that Blood Boil is overpowered, or that blood AOE is over powered, and varied and sundry other wordings, misspellings, and queries, exclamations, proclamations, and filth-ridden googleings that led people here.  I was pretty certain that I had touched on this before, but I realize that I didn’t give any sort of proof to back up my claims. This is where skada comes in. I tanked normal Dragon Soul the other night (wednesday), and these are the numbers I got from the entire evening… from the first trash pull just inside the doors, until we gave “Destroyer’s End” to a couple of 3rd or 4th alts.

I didn’t screenshot the numbers, Over the course of an entire DS normal run -

Blood Boil accounted for 6.5M damage, Heart Strike accounted for 3.6M.

BB had a smaller damage range (4.7k-33.6k), averaging 10.4k

HS had a lower minimum (1.8k) and a higher maximum (37.2k) with a higher average (14.7k)

Those numbers DO include Madness (i forgot to snapshot the numbers after spine), so they will be skewed a bit higher than normal, but the trend is going to be the same, at least at 85 with Dragon Soul normal gear (my DK is sitting at ilvl 394). Blood Boil does not hit harder than Heart Strike, and as such will not be preferable for single target other than when it’s free, or for refreshing diseases in between outbreaks. However, with HS’s limp-noodle-of-a-cleave, it IS preferable on 3+ targets though.

All that said, IS blood boil a little overpowered? Hrmm… maybe a bit, but I think it’s more that heart strike is UNDERpowered in comparison. HS just isn’t always a compelling enough choice to hit, even on single targets, because of the disease refresher mechanic. Of course, theoretically, you still have outbreak every 1 minute, so if you had REALLY bad luck with procs, you would only need to “force” a refresh every when it’s on cooldown, and then only once (because durations are hard).

Good Night, and Good Riddance

11 Sep

Two weeks until Mists of Pandaria goes live. Can you believe that shit? I think I am going to take a break from the useful information posts and get back to babbling a little bit.

I’m sitting here talking to Kia about it, and she made the comment that it seems like we’ve been waiting for it for 6 months. The more I think about it, the more I realize that she’s not too far off. See, as far as Stands In Bad is concerned, Cataclysm as an expansion has basically been over since February, when we first killed Deathwing. Or perhaps you could say it ended in April, when our lone rogue got her Fangs of the Father legendaries. I think what hit our guild the hardest was the May 15th release of Diablo III, and the vacancy (read: gaping vacuum) it left in our guild ranks for a while. Our guild-wide server move back in June did help bring some prodigal children back, and of course patch 5.0.4 definitely saw a lot of people crawling out of the woodwork, but I digress.

No doubt, the end-of-expansion burnout is a real thing. I felt it, my guildies have felt it, it’s nothing new. I do, however, want to take a minute to look at what was different this time around versus the last couple of go-rounds.

  • Dragon Soul, the last raid of Cataclysm was patched into the game on November 29 of last year. Mists of Pandaria goes live September 25.  That is a 10 month gap with absolutely no new content (save the pre-expansion patch).
  • Ruby Sanctum, the last raid of Wrath of the Lich King was patched into the game on June 22, 2010. Cataclysm launched December 7, 2010. That is only a 5 1/2 month gap of no new content. Even if RS was/is considered a stop-gap, or a holdover raid, it was still new content before the expansion.
  • Sunwell Plateau, the last raid of Burning Crusade was patched in, March 25, 2008. Wrath of the Lich King launched November 13, 2008. That leaves a (nearly) 8 month gap of no new content.

So, the first thing you notice is that Cataclysm will have gone the longest with absolutely no new content patched in. (Vanilla is a whole different, discombobulating story… and I didn’t play then anyway ;D) So it seems natural, of course, that this particular waiting game seems more miserable than those before it… right? Well… maybe. Let’s take a look at what ELSE came in with these patches.

  • Dragon Soul’s patch brought with it 3 new instances (End Time, Hour of Twilight, Well of Eternity), the introduction of the controversial (yet undeniably popular) “Looking for Raid” tool, and the obscenely popular Transmogrification/Void Storage abilities.
  • Ruby Sanctum’s patch the epically questionable Real ID feature to life. No other new content.
  • SWP’s patch brought with it the Isle of Quel’Danas daily hub (which had to be “taken back” in stages… a very cool idea that Blizzard tried to revisit in the Molten Front, but didn’t seem to pull off quite as neatly), and Magister’s Terrace along with it.

So, I think Cataclysm’s “final” patch brought arguably the most content to the game. (I *still* love the Isle of Quel’Danas though… I don’t even care) Theoretically, this should make that 10 month black hole easier to cope with, shouldn’t it? So what is it that makes this time around feel so much worse than the previous ones?

I think the biggest part, for me, is that Dragon Soul told the ending of a story I wasn’t very engrossed in in the first place. I didn’t want Garrosh to take over the Horde. I didn’t want to see Thrall get all green-skinned freaky with Aggra. I didn’t want to see the Dragon aspects lose their power and say “Welp, its your show now squishies… have fun with it!” And most of all, I didn’t really care what the hell happened to Deathwing. Cataclysm’s biggest failing, to me, was Wrath’s biggest success… Tying the entire story together, and making the player *care* about wtf is going on. Y’know what Deathwing is to me? He’s a Godzilla. He’s an angry, flying lizard who flew around Azeroth for a year torching cities and giving people stupid achievements that they could get by rolling into LFR and dying on Spine or Madness anyway (which is an almost certainty with most pugs nowadays).

Putting together the actual dragon soul, and helping the aspects empower it to use against Deathwing inside the raid was kind of cool. The dialogue was well done (Blizz has never been at a shortage for top quality voice acting), and there seemed to be legitimate urgency with the task we were given, but y’know what? I honestly didn’t care much about Deathwing. He didn’t have any motivations other than to destroy the world. And yeah, I get it… A dead old god drove him insane by whispering in his brain for many years and blah blah blah… but does insanity mean a character has to be stripped of all his interesting qualities? Just look at Arthas. He had been driven mad by Frostmourne’s voice for all those years, sitting on the frozen throne, dwelling on what happened to his home, and everything he had become. There’s no question, in my mind, that Arthas was insane by the time you broke Frostmourne at the end of the Lich King encounter, but he was still an *amazing* character.

Recently, I went and finished up Loremaster on my druid. Northrend was my last continent to clear out as I went along the way, and I have to say that the storyline in each zone was magnificent… and yet each zone was tied in to the next (sometimes, with great subtlety, I admit), and all of them were overarching and pointing in one direction… Icecrown. From discovering the corruption of the Vrykul in Howling Fjord and helping Thassarian rescue his sister in Borean Tundra, to helping the Avatar of Freya combat the scourge coming down the mountains in Sholazar Basin and re-discovering Arthas’ long-lost (and presumed dead) friend Muradin in the Storm Peaks. Everything ties in together, and drives you forward to wanting to make that sonofabitch pay for what he’s done. And the Icecrown Citadel raid was the perfect cap to such a long journey.

Dragon Soul had none of that. None of the Cataclysm zones had the feel of pushing you towards your final confrontation with Deathwing. Hell, some of them i’m *still* not entirely sure what they had to do with the overarching story (Uldum had about 2 quests with some vague indication of “Here, there be dragons”, and that’s about it). There was just no compelling reason to kill Deathwing other than “Oh, he flew around and gave me an achievement for inconveniencing me for 5 minutes”. It was disjointed, disconnected, and dammit I just didn’t care enough. I seriously hope that the Blizzard storytelling team takes a look back at what worked in Wrath, and applies it forward into Mists of Pandaria, because honestly… I haven’t felt much compelled as a character to do anything since our guild cleared Bastion of Twilight.

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