Showing newest 12 of 15 posts from June 2009. Show older posts
Showing newest 12 of 15 posts from June 2009. Show older posts

Tuesday, June 30, 2009

The Joy of being hacked - and some arena stuff.

Well since the hack attack of 09 I’ve been VERY busy so you might have noticed that there was a lull in posting... This is largely because after I got my account back I had a few extra eternals in my bags. Like 3 stacks of eternal fires, 18 stacks of eternal earths, and 10+ stacks of the rest of the eternals...except eternal shadows.

I don’t know about your server but a stack of eternal fires on my server goes for around 350-400 gold. And a stack of eternal earths can go for 140-160 gold. Let’s just say my blacksmithing went up by a rather large amount and I can now self socket my gloves and bracers (2 extra 16+ Strength Gems is a good thing)

Isn’t it funny how when life gives you lemons, if you remain patient a hacker will farm eternals for you? LOL Life is grand.

Ironically while I was leveling my blacksmithing I found that if I resold some of the gear it actually went for a fairly decent amount. Hell I still have a crap load of Saronite gear on the AH that’s selling like hotcakes. I can invest 20g in a stack of saronite and flip it into 45-65 with little to no problem.

I also found that the Adamantite cleaver sells. I looked on the AH and I suspect it’s because of the DK boom and the lack of weapons now in that level range. I sold 8 of them bad boys for 30g a pop and basically lessened the blow in cost to level my BS.

Arena’s are going well. My 2v2 partner has moved on to playing his pally, so I tried something over the last 2 days and it worked out pretty well. I went at 2v2 with another arms warrior who’s almost identically speced.

If you hadn’t read my 2warriors v 3dk story you should it basically tells the story of every arena fight.

We’re obviously a BURST HAPPY team the cool thing is that it works very well against healer dps groups. Reason being is that we can mortal strike the healer then bladestorm his butt all while his DPS is taking damage at the same time. It forces the healer to self heal at 50% vs. 3-4k ticks every second for six seconds (18-24k) +2k mortal strike and at the same time ignore the fact he’s dps is taking roughly the same damage. We do have some problem with pure dps groups, especially mage warlock combos if only because they can blink and such away. All in all we lost 2 matches and won 9...I know a lot of it had to do with the lower geared people we were fighting but I still think this is a really good matchup. I’m curious how it would work with a healer in 3v3.

I’m going to begin the PVP EOTS guide today now that things have simmered down a bit and I can focus again.

Happy hunting in the meantime.

Friday, June 26, 2009

WOOT!!!. So here's what's in my mailbox as of a few minutes ago.
(funny how things fall into place AFTER my last post...)

Greetings!
Thank you for your patience and understanding while we investigated your reported account compromise.Due to the high volume of compromised accounts, it is our intention to put players back in the game as quickly as possible, though not all items may have been restored. Our goal is to keep your characters in a playable condition. We want you to be able to successfully join groups, complete quests, and handle encounters in the world.We have concluded our review of your account and have found it eligible for restoration. The details of the restoration are as follows:
Account: .....xxxxx I'm not telling you
Name: Blackthought
Realm: Deathwing
Money Restored: 259g 41s 66c
Item(s) Restored:
[14] Emblem of Heroism[26] Emblem of Valor[1] Eternal Water[1] Netherweave Bag[1] Netherweave Bag[1] Eternal Earth[1] Drake-Mounted Crossbow[1] Wraith Spear[1] Tabard of the Kirin Tor[1] Mammoth Mining Bag[1] Reservoir Key[1] Flamewrought Key[1] Plans: Khorium Boots[1] Captain's Key[1] Guild Tabard[1] Silver Skeleton Key[1] Brawler's Harness[1] Four of Warlords[1] Infinite Dust[1] Dream Shard[1] Thorium Lockbox[1] Journeyman's Backpack[1] Deadly Monarch Topaz[1] Large Knapsack[1] Saronite Bar[1] Sovereign Twilight Opal[1] Titanium Bar[1] Bulwark of the Noble Protector[1] Flame-Bathed Steel Girdle[1] Scarab of Isanoth[1] Brann's Trusty Pick[1] Blacksmith Hammer[1] Strong Fishing Pole[1] Undiminished Battleplate[1] Chuchu's Tiny Box of Horrors[1] Colossal Skull-Clad Cleaver[1] Brunnhildar Snowkickers[1] Crusader's Locket[1] Wendigo Girdle[1] Red Sword of Courage[1] Fezzik's Pocketwatch[1] Staggering Legplates[1] Spiked Titansteel Helm[1] Light-Touched Mantle[1] Skadi's Iron Belt[1] Tabard of the Argent Crusade[1] Bindings of Dark Will[1] Cloak of the Enemy[1] Arcane-Shielded Helm[1] Stoneguard Band[1] Jormungar Fang[1] Unsmashable Heavy Band[1] Silver-Plated Battlechest[1] Tundra Pauldrons[1] Toxin-Tempered Sabatons[1] Bolstered Legplates[1] Tabard of the Ebon Blade[1] Titansteel Destroyer[1] Pattern: Big Voodoo Pants[1] Design: Truesilver Boar[2] Eternal Fire[2] Eternal Fire[2] Eternal Water[2] Eternal Water[2] Eternal Fire[2] Eternal Water[2] Eternal Fire[2] Eternal Shadow[2] Abyss Crystal[3] Eternal Air[3] Eternal Water[3] Eternal Fire[4] Eternal Shadow[4] Eternal Air[4] Eternal Fire[4] Eternal Air[4] Eternal Fire[4] Eternal Air[4] Eternal Air[1] Monarch Topaz[4] Savory Snowplum[4] Worm Meat[4] Fel Iron Ore[5] Eternal Fire[5] Eternal Water[5] Eternal Water[5] Eternal Air[5] Eternal Fire[5] Eternal Air[6] Eternal Water[6] Eternal Shadow[6] Eternal Water[6] Eternal Fire[6] Eternal Shadow[6] Eternal Water[6] Eternal Water[6] Golden Skeleton Key[6] Relic of Ulduar[7] Eternal Shadow[7] Eternal Shadow[7] Eternal Air[7] Eternal Fire[7] Eternal Fire[7] Eternal Fire[7] Eternal Shadow[7] Lesser Magic Essence[7] Eternal Earth[7] Crystallized Life[6] Sun Crystal[8] Eternal Earth[8] Eternal Air[3] Chalcedony[8] Eternal Air[8] Lesser Astral Essence[9] Eternal Water[10] Eternal Water[10] Eternal Air[10] Lesser Magic Essence[10] Small Glimmering Shard[10] Lesser Astral Essence[10] Lesser Astral Essence[10] Lesser Magic Essence[11] Eternal Shadow[11] Eternal Earth[11] Eternal Earth[11] Eternal Shadow[11] Eternal Shadow[10] Huge Citrine[12] Eternal Earth[12] Eternal Earth[13] Eternal Shadow[14] Small Glowing Shard[15] Eternal Shadow[15] Eternal Shadow[16] Eternal Earth[16] Eternal Earth[17] Eternal Earth[17] Eternal Earth[17] Eternal Earth[20] Eternal Earth[20] Eternal Earth[6] Saronite Ore[20] Saronite Ore[15] Titanium Ore[20] Saronite Ore[20] Saronite Ore[20] Runecloth[20] Netherweave Cloth[20] Runecloth[20] Arcane Dust[20] Saronite Ore[20] Frostweave Cloth[83] Vrykul Bones[115] Ironbite Shell

A Warcraft Warrior Poem – Blackthought’s Epiphany on Warcraft Frustration

First the Poem:
“Grrrrr..... Stop Fukin CCing me”
The end.
.
.
.

So I find myself very bitter these days. My account, still “under review”, my gear, still “under review”, my weapon sucks, I have no money. Well I do but I spent it :(

I played a little last night again. I log in and still no word on my gear being restored after my recent hacking incident. So like I said I find myself a little bitter these days, frustrated too. So what do I do, like any warrior I forge on, pick up a welfare weapon (not even epic) and run a couple of instances for some gold and to pass the time...I do well but it’s just not the same. I’ve found that when I get frustrated with WOW for any reason I take it out in BG’s. It’s like a place to clear my mind and beat someone out of theirs...however, if the tone of the poem in the beginning of this post doesn’t hint at how my BG play was last night I don’t know what will.

I’m not gonna turn this into a QQ post, enough of those lately, instead I’m going to focus on the good of being fear, sheep and ice juggled for 30 minutes in WSG.

So I was fear, sheep and Ice juggled for around 30 minutes in WSG. At about 20 minutes into things I can feel the vein in my neck coming out. My wife is sitting watching sex in the City on TV she looks at me and she asks, “are you ok?” I don’t respond. Not because I couldn’t hear her, but because I really didn’t have anything nice to say. It’s not that I’m fighting uberly geared people, it’s not like I’m not in a full deadly/hateful armor set, any other day and I would have probably cleaned up the floor with these guys like I normally do, no it’s none of this. What is it then? Perhaps a culmination of many things, bottom line is I’m looking at my computer and thanking god I don’t have access to a real weapon.

In walks an Angel.

I have a four year old daughter, who’s as cute as the day is long (I live in Arizona so the days can get pretty damn long), it’s around 11:30pm; her bed time was at 9:00pm. I feel the frustration mount and then she does it. She puts it all in perspective.

“Daddy, Dalicia (my daughter’s imaginary friend, I suspect it’s a hybrid of Diego and Alicia...it’s a nickelodeon thing) wants to know why you’re mad?”

WOW!

There it is. My four year old daughter’s imaginary friend can see it. Why can’t I.

I’m getting mad at a game; I’m becoming one of “those guys.” You know the guy you see on youtube flipping out because he got ninjaed, or the guy who’s parents tell him to go to bed and he starts flipping into a nerd rage mode...I was on the verge of becoming one of them.

So it got me to thinking...why? Truth be told I’m still not sure why the whole last week has changed how I saw wow, perhaps it was the violation of being hacked, perhaps it was that damn mage-warlock-combo-CC-juggle thing, perhaps it’s because I still don’t have my stuff back, perhaps it was that I was tired...i don’t know, but I’m glad to say that as of today I’m back to being worry free me. I checked my email, still no response from blizzard on my gear but I really don’t care. My son once sold 2 pieces of my gear (omen sword and Vanquisher sword) and I laughed it off, I wasn’t even pissed I just thought it was funny, especially since they were both quest items. That’s me and that’s how I used to roll. WOW was a game of relaxation and now it is again.

Let’s all try and remember that as intense as things can get, as upside down as stuff can turn, in the end, we’re all just controlling pixels on a screen, lets try to have some fun and relax while killing each other and or NPCs.

So I’m glad to say I’m out of my slump, I’m back to enjoying World of Warcraft again and taking it for what it started out as...

Something for me to do while my wife sat and watched sex in the city >:)

Wednesday, June 24, 2009

WOW Hacked Account – What to do when your account get’s hacked part 2.

So day three of my hacked recover continues...

It’s not so much that I don’t have a weapon, it’s not so much that I don’t have any gold, it’s not even that I don’t have any bags. I can understand selling all the stuff, I can. Hey a hacker has kids to feed and such, so I GET IT, you’re lazy and want to make a quick buck. OK FINE. I don’t like it, but I GET it.

What I DON’T get is...
Why delete my Macro’s? Do you know how fuggin annoying that is? And WHAT benefit do you get from this? WHY? WHY delete them?... that’s just plain mean. Do you know how stupid I look when I’m sitting there spamming a button in a bg that doesn’t do anything? Do you know how long some of these Macro’s have followed me around? DO you know how irritating it was to “perfect” some of them? I mean some of them have been there so long that I forgot there was even a macro there. Like charge, hamstring for instance. I had grown so accustomed to spamming a button till hamstring hit that when I tried it in a bg i didn’t realize that there is no skilled called “ChargeString” I actually have to MACRO it. I suspect little “surprises” like this will be rampant for at least 2 weeks.

Look if you’re going to rob me at least don’t mess with the things that don’t really bring you money. That’s like getting robbed while walking your puppy and the robber kicking the puppy just because. There’s no point to it.

Here’s some irony for you. I was able to borrow some money from a guilde mate, oh I was let back into the guild too, turns out my hacker wasn’t necessarily making me a “good name”. So I get back into the guild and beg borrow and steal my way into buying a “temporary weapon” from the Argent Crusade, yeah it’s blue and it’s a mace and I didn’t want to respect but hey it’s a weapon. So I take the weapon and start doing some heroics, I figure why the hell not. I have all my pvp gear and a few pieces of PVE.
So I run Heroic UK cause it’s the daily and I need gold. I remember running this like 6 times for the leggings to drop. Guess what drops, the leggings, so I need roll.
I then get invited to a 10 man OA. I tell them ok my dps is gonna suck btw, just fyi. No prob it’s a guilde run.
DPS on emalon was above the tanks and the heals...and that was it...
DPS on the other boss was #3...go figure.
We then decide to do 25 man. I say, “ok I’ll head out GL”, guild leader says, “why?” I respond, “did you not see my dps on reg emalon? He says, “just stay”. Who am I to argue.

Let it be known that when I did have gear I could do semi decent dps on emalon in most 25 mans I could place like mid field somewhere, even broke top 8 once.
I’ve also never beaten emalon, turns out I was with some pretty fail groups I guess. Ironically we down emalon. So I down him with blue gear on, sure I was carried, fact remains I’ve still downed him. Oh and get this my chest piece drops...and I’m the only warrior.

Sadly I already had the chest piece...even sadder is that I had to run the OLD 25 man VOA like 7 times to get to roll, another 3 more to actually win it. Yet now that I don’t need it and could use some different gear the damn thing drops. They give it to me just because. Where I just starting to gear myself up last night would have been a good night.
New weapon
New chest piece
New leggings
New Achievement
New Ranged Weapon

How come when I was actually trying to gear up this didn’t happen? LOL at this rate I’ll be in full uldar gear by the end of next week, which, again ironically, me be how long it takes blizzard to give me back my stuff.
*sigh*
I’ll get back to the PVP guide this week.

Monday, June 22, 2009

WOW account got Hacked - What to do if your Warcraft Account is Hacked.

Well it finally happened to me. I was hacked. I’m not sure how exactly I just know that I was. My shaman and warrior were “sold out”, which is to say that all their crap was sold, bank empty and such. I’m still locked out because I’m at work but I called the FINE people at Blizzard and was able to have the account “fixed” in about 10 minutes.

Honestly it shocked the hell out of me how fast it was fixed. I read online about “horror” stories concerning accounts and such and thought it would be an uphill battle all the way...it is not.
Funny because I asked the customer service rep about their “reputation” and she laughed (she was cool as all hell too) and said people only have problems when it’s an account that a “friend” gave them. I said, “oh you mean a friend like from Craigslist?” she said, “exactly.”

Basically you need to have the Name on the account and the answer to the “secret question” that is on the account in order to access it. So in order to help my fellow Wow Warriors I’ll give you a few little things you need to write down and put in a sock drawer somewhere in case this ever happens to you.

Name on the account both First and Last:
Primary email account:
Secret Question:
Answer to Secret question:
Phone number on the account:
Email on the account:
So here is a step by step list of what you need to do if your wow account get’s hacked.
1. Hit your computer, obviously something in there allowed your account to be hacked.
2. Unplug your internet, reboot in safe mode and run a spyware scan and an antivirus scan.
3. Hit your computer again, mean it this time.
4. Contact blizzard via PHONE, don’t do the email thing and don’t bother creating a temporary account to open a ticket with a GM. All the GM is going to do is confirm what you already know and then tell you to call blizzard.
5. Call blizzard and have them restor your password (and or unlink your account from a battlenet account as with my particular case)
6. Let the lovely blizzard folk do what they do to fix hacked accounts.
7. MAKE SURE YOUR ANTIVIRUS SCAN AND SPYWARE SCAN ARE DONE.
8. Plug your internet cable back in.
9. Reboot and change your wow password
10. Log in and submit a ticket to get the stuff that was deleted from your account. AND pray to all hell you’re not a guild leader with TAB and bank access or you can kiss that stuff good bye.
11. Apologize to your computer, chances are the porn site or the Nigerian prince you tried to help had something to do with your wow account getting hacked.
12. hit yourself.
13. Go kill an ally/horde (you’ll feel better)

I first tried working on a resolution via email...that sucked and took forever.
I called instead
The customer support line for blizzard is 1-800-592-549-9273 (1-800-59 BLIZZARD) and is pretty easy to use.

All that is left is for me to log in, change my password and get a GM to give me all my gear back :)

Oh one more thing if this happens on a weekend you’re pretty much screwed because customer service doesn’t work weekends (apparently customers don’t need servicing then). IN this case between steps 3 and 4 add the following step:
GO OUTSIDE and see the sun.

As it turns out there’s a whole new world out there. ...did you know we have a new president?

Friday, June 19, 2009

Warrior PVP Guide: Arathia Basin – How to be successful in WOTLK PVP Part. 5


*be warned this is a long Arathi Basin Strategy guide*

On to Arathi Basin. There are basically 2 ways to win. GO offense or go defense. In either even the key is communication. I’m more of an offensive guy so I’ll go over how to go balls to the wall offense (which might contradict conventional wisdom) but take it from the guy who had a record of 63-2-1(yes you can draw in AB) all going offense. I’ll touch on defense as it is important but the concept is simple if you know how to do it.
First things first I’ll touch on how you communicate in Arathi Basin. Use the following format:
“INC [number of enemies] [GM, ST, BS, LM, FARM] from [GM, ST, BS, LM, FARM] [HELP, Under Control]

Examples:
Inc 4, GM from ST, HELP.
INC 10 GM from FARM Under control (it only took me about 2 seconds to write that BTW)

If you are going offense it is crucial to do this. In addition to calling out incs call out enemy numbers. If you’re attacking stables you should be able to see how many people are there. You don’t have to do it mid-fight but if you can do so, if you die do so at the res point.
Example:
4 at GM, 6 at ST

Now the reasoning....
Much like in real combat the side with the most current information will often win. It’s why most modern militaries have like 4 people behind every 1 soldier gathering information. Think GI JOE...knowing is half the battle.

Ok so you have ALL this information hopefully. If other people aren’t getting with the programs simply ask. A quick, “How many at ST” or MACRO the following.
“/BG Send update on enemy count at flags please” (this works for EOTS too) Then spam it till people get the hint.

Usually it takes like 2-3 minutes before people start actively reporting things then it’s time to analyze.
Your at the farm. There are no attackers. You just got ST 4, LM 3, BS 5, GM 3. Act on it. BS is getting hit hard or is well defended if it’s being defending you know you need 5 or more to take it, however GM and LM are just barely protected go after those first.

One thing you must take note of is that the other side is communicating too. So if you know there are 3 at GM or LM and you see on the map that there are 5 of your friends at GM or LM you can assume that the enemy has asked for help. I would guess some of the 5 at BS are going to peel off to go help...so if you’re at farm what do you do?
If you answered GO LM to help with the cap you answered wrong.

GO BS, even if you have to go solo or with 1 other person. Your objective is not to capture the flag (though you are gonna try) it’s to survive and annoy the hell out of the people at the BS so that they can’t afford to send help to the LM because they are most interested in killing you. You are now a distraction (this is the decoy strategy) while the 5v3 on GM or LM continues successfully. This is an important concept to digest, sometimes you can be more beneficial to a group if you act as a decoy vs assist in a cap.

OK so this is a little side strategy, but it’s important to understand as is the next point, res spots and times. Once you understand these points you can better go on offense because you know where you need defense.

Ok res spots in Arathi basin work real simple...people res at the closest res spot that’s under control. This helps you understand where the 3 people you just killed are going to end up. Using the same example above you, depending on where the people died you can pretty much bet that the 3 your side killed at the LM are going to res at the BS. Now there are 7 people at the BS...a strong ZERG type number that you can bet is going to either go Farm or try to retake LM, what this means is that you(who are probably dead from your “decoy tactic”) need to call that shyt out.

“At least 7 at BS”

This lets everyone know that other spots are soft, it also lets most people know that the BS is going to mount a large offense. So two things need to happen. 1 You need to have the LM go (which should have 5 people at it, possibly 4 depending on deaths) attack BS NOT sit and defend LM.

Here’s where the offensive mindset sets in. YOU KNOW that the LM is going to cap assuming you’re not being ninjad by a rogue or such, usually it should be clear right after a fight as the rogue would have popped up to defend it. It would be wise to send 1 person to scope out ST and make sure ST isn’t mounting an attack, remember there were 4 people there from earlier reports. If you’re at farms you should now be resed and hopefully you have a few people with you. If the LM is rushing the BS like they were told to do even with only 4 of them going in against the 5 it shold leave you with enough people at the farm to have EVERYONE go Gm. Why Everyone? Simple the opposing side is at the BS and is at least 60 -90 seconds away form Zerging anything. BUT as there is a 7v4 situation going on at the BS that means you can have a 5-7 v 3 head towards the Gm to cap. Now while the other side has been focused on protecting their nodes they are on the verge of losing them all.

AB is set up to where defending is difficult because of zergs. A quick “test” of which nodes have what and ANY defending group can be overrun. This is why I’ve never been one to “JUST defend”

The objective of the scenario above was not to show you EXACTLY what to do, it was to relay a very simple, very powerful message. The message being that you need to adapt and outthink the other side based on communication and the simple rule of More V Less.

As for overall objective and how to start Arathi Basin I’ll cover that quickly as well. The blacksmith is by far the most important node to take and keep. From there you can mount an offense to defend and cap anything quickly. In the same situation above chances are while the 5 went to attack the LM some of the attackers from the BS could have peeled off to assist. Hopefully there are more than 3 people at the Farm.

I personally would have preferred the BS over the LM. Once the attack at the LM commenced I would have waited for 1-2 of the people at the BS to go to help and then come in behind and taken the BS. Again knowing how res works this means that the dead would have popped up at the GM most likely. As SOON as the BS was assaulted I would have gone to assist the LM quickly. I say quickly because of two things.
1. the enemies you just sent to the GM res point are most likely going to attack the farm...i mean where else are they going to go?
2. The 5v3 situation you had at the LM is now a 5v5 situation and an extra 2 people could quickly turn that table. If the LM is successfully capped EVERYONE there will res at the ST and essentially you have a 3 point offense to work from. LM can now CONSISTENTLY slam into the ST to force them to hold it, while the remaining people at the farm and the BS can cap the GM. Once the GM goes down You should only have to leave 2 people at the LM and 1 person at the GM.

Again knowing how reses work all your dead will continue to res at the BS. Leaving 2 at the LM and 1 at the GM basically means that they should be able to prevent the opposing side from assaulting the flag long enough for reinforcements to arrive. THOSE at the BS need to assault from the GM side of the BS, NOT the LM side. You do this because then you can still defend the GM with all of your forces as anyone trying to go from the ST to the GM will run right into you. IF the ST leaves to go GM then you quickly dismantle the St and then send whatever force is necessary to control the LM. The group at the LM hopefully has said , “INC 4 LM” which lets you know that you should send about 3 people to the LM. 3+ the 2 already there equals victory. Now you have a 5 cap on your hands and you’re probably doing a little /dance.

Again the idea is to respond to the constant change and constant exposed weak point. And again the ONLY way this works is if you COMMUNICATE. People tend to catch on pretty damn quick when you communicate correctly and will begin to communicate too.

So we’ve gone over a general rule of numbers and how you should capitalize on weaknesses. We’ve gone over the bait method (sending people to attack to peel help off of a spot) and the decoy method (attacking a spot so as to tie up defenders), these are crucial components and you can actually do these by yourself.

We touched on how you should press the assault when your team is attacking to keep the opposing side busy. It’s crucial to know that if you’re going offense you have to decoy attack ALL THE TIME. It prevents your flags from being capped and lets you survive with a smaller force per node.

Once you have the enemy on their toes press the attack. Tell the guy crying “we need to hold 3” to STFU and move forward pressing the attack. Remember this only works if a majority of the team is on the same page. I find that usually 75% is on the same page which works because it means that there are a few saps who’ll stick around and defending willingly.

You should ALWAYS fight on the flag, but if you find that you’re sitting at one spot for to long it means that you’ve taken yourself out of the game. While defending make sure that you scope things out and continue to supply information. If you find that you’re the sucker who got stuck defending take a look at your map and take advantage of the opportunity to help coordinate the attack. If you see 10 guys at one node tell them to split it up or analyze the field of battle and say, “hey they are week at the stables” that way people know that they can go there. In Arathi Basin if you find that you’re JUST sitting then your’re doing something wrong.

Ok now most people will tell you that DEFENSE wins Arathi Basin in fact if you google AB strategy most of the guides tell you to 3 cap and sit. This CAN work but it’s boring as all hell and tends to fall apart quickly if the other team knows how to attack. (which if they read this guide they do).

Even thinking about it logically for a second will tell you defense is destined to lose.
You have 5 nodes with 15 people per side. That means a 3 cap will typically have 5 people per node. Now the OTHER team has 15 players who if they are smart will simply send 6 people at 1 node. And 6 people at the other and instantly the other team loses 2 nodes right...it’s just too hard to defend continually. Even if the other team “sends help” they are still sending people away from their 5-5-5 setup so now they have a 6-4-5 set up...guess where you attack now? That’s right the spot that has 4. IF the other team is content on sitting on a flag then just send their number +1-2 more to cap...it really is that simple to break the defense and this is exactly why I preach offense.

LOGIC simply dictates that if you’re sitting the other side will send more to overwhelm you. This is why it is so important to continually push the attack; you maximize the effectiveness of your forces because you force the other team to spend their resources defending... often from an inferior number.

Remember:
Communication
Continue the attack
Decoy attack constantly
Bait attack

And....FIGHT ON THE FUKIN FLAG.

To many times have I been “coordinating attacks and see 5 people all at a node and yet the node gets capped. This should not happen. ALL classes have some sort of AOE if you fight at the flag it’s damn near impossible to hve something capped because of how long it takes to res. There is a 30 second res counter, which means unless your team ALL die at the same time you should be able to have a continued presence at a node if you’re defending and not being completely over run.

How to beat the zerg team.
It’s real simple actually. If they have 8+ attacking anything you use the decoy method to have 4 people continually attacking the zerg and then you use the other 11 people to walk right behind them and recap things they are leaving from. If you find you’re in a group of 5+ and you’re not attacking a group of at least 6 people you’ve done something wrong you need to peel back and see where you’re overly soft.

On bait attacks (where you attack a node in order to have a few people from a different node leave to help) keep in mind that if you’re going to do this you need to inform other people.
“Hey 3 people go attack LM so that they send help from the BS and then we go in after.” You must always attack with MORE people when using a BAIT attack. Otherwise the defenders don’t panic and call for help.
Last note:
Horde should always seek to cap the BS, the Farm and the LM first and in that order of priority (farm is a given out the gate)
Alliance should always seek to cap the BS, the ST and the GM first and in that order of priority (st is a given out the gate)

So that’s blackthought’s patent pending strategy to Arathi Basin. Lots to digest and it tooks some time. Experience helps but most importantly you need to COMMUNICATE.

3.2 PTR Patch Notes

Well here are the 3.2 PTR patch notes in all their glory. Notice warriors actually got a BUFF that didn’t debuff something? Essentially the warrior buff is a 67% increase to AP gained through Armor to the Teeth.
Below is a table on how base armor will increase your AP. Hooray we didn’t get the nerfbat again.



Lots of nice stuff though, including PVP experience. This is of course PTR notes so they are subject to massive adjustments before the patch actually drops.
General
- Construction of the Crusaders’ Coliseum is complete. Testing not yet available. New raid Normal and Heroic modes for the Crusaders’ Coliseum can be toggled using the Dungeon Difficulty setting. This applies to 10 and 25-player versions. 10-player (Normal), 25-player (Normal), 10-player (Heroic) and 25-player (Heroic) all share separate raid lockout timers.

Trial of the Champion
5-player (Normal and Heroic mode) dungeon. Daily quest added to the Heroic daily dungeon quest giver.

Trial of the Crusader
10 and 25-player (Normal mode) raid dungeon.

Trial of the Grand Crusader
10 and 25-player (Heroic mode) raid dungeon. Crusaders’ Tribute: Active on Heroic difficulty only, the tribute system will limit players on the number of attempts the raid is allotted each week. Additional rewards can be earned depending on the number of attempts left in the tribute run each week when the final boss is defeated.

Isle of Conquest
The new 40 vs. 40-player siege-style Battleground is now available for testing.
Two level brackets are available: 71-79 and 80. Defend the walls of your keep and protect your general by killing enemy players and destroying their siege vehicles. Capture the Docks, Airship Hangar, or Siege Workshop for access to destructive siege vehicles or strategic attacks on your enemy’s base. Capture the Oil Derrick or Cobalt Mine for their resources to garner reinforcements and a steady flow of bonus honor. To claim victory, bust through the enemy’s keep walls (or find other ways to get inside) and kill their general, or obliterate your opponents until their reinforcements are depleted.

The Argent Tournament Expands
All new Argent Crusader daily quests and rewards have been added for players with the Crusader title. Rewards include a new Argent Crusader banner and tabard (which can port players to the tournament grounds), a mounted squire (can periodically run bank, mail or vendor errands for the player), a paladin-exclusive Argent Crusader Charger mount, and new heirloom items.

All new Silver Covenant and Sunreaver daily quests and rewards have been added for players exalted with these factions. Rewards include tabards, new ground and flying mounts, and a new pet. Just when you thought you had seen the last of the Black Knight, he makes his astonishing return to the tournament. Wait, didn’t you kill him?

New druid art for cat and bear forms has been added. There are now five unique color schemes for each form and faction. Changing hair color (night elves) or skin tone (tauren) via the barbershop will change the look of one’s cat and bear forms.

Portals from Orgrimmar and Stormwind have been added leading players to the Stair of Destiny at the Dark Portal. Once there, players can access a flight path directly from the Stair of Destiny to Shattrath. A new zeppelin docking ramp has been added to Thunder Bluff allowing Horde players easier transport to and from Orgrimmar.

The local Postal Service has grown tired of walking so far each day to collect mail and has decided to install a large number of new mailboxes to Stormwind, Undercity, Darnassus and Orgrimmar.
Northrend Children’s Week has arrived in Dalaran! Players can find out more by visiting the Eventide District.

Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.

PvP
Arenas
The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5-player team rating. Rating requirements from 2-player teams can still be used to purchase the previous season of gear.

Dalaran Sewers
The entire Arena has increased in size by 25%.
Mounts can now be used in this Arena.
The position and collision of the crates on the central platform has been modified.

Ruins of Lordaeron
Alcoves have been removed from the starting chambers.
Two line-of-sight tombstones have been added to the slime pool on the southern side of the map.
The collision around the central tomb has been smoothed out to prevent players from becoming stuck on the terrain as often.

Battlegrounds
Battleground experience has arrived!
Players will now be awarded experience for completing objectives and actions that yield honor in Battlegrounds (honorable kills not included).

Players who do not wish to gain experience through PvP can visit Behsten in Stormwind or Slahtz in Orgrimmar – both located near the Battlemasters in either city – and turn off all experience accumulation for the cost of 10 gold.

Disabling experience gains will prevent a player from gaining experience through any means available in the game.

Players with experience gains turned off who compete in Battlegrounds will face off only against other players with experience gains turned off.
Behsten and Slahtz can reinstate experience gains for players, for a 10 gold fee of course. Any experience that would’ve been accumulated if experience gains were enabled cannot be recovered.

Battlemasters in major cities affiliated with specific Battlegrounds have been replaced with a Battlemaster for each faction that will allow players to queue for any Battleground. Battlemasters for specific Battlegrounds will still be seen around the cities during corresponding Battleground holiday weekends.

When standing at a capture point that you control, you will gain a buff called Honorable Defender. This buff grants +50% honor gained from kills. This currently affects Arathi Basin, Eye of the Storm and Isle of Conquest.

Arathi Basin
The time it requires to capture a base has been reduced to 8 seconds, down from 10 seconds.
The game now ends when one team reaches 1600 victory points, down from 2000.

Eye of the Storm
The time it requires to capture the center flag has been reduced to 8 seconds, down from 10 seconds
The game now ends when one team reaches 1600 victory points, down from 2000.

Strand of the Ancients
The faction starting on attack/defense will now be randomized at the start of each match.

Warsong Gulch
There is a now a 20-minute timer on this Battleground. After that time, the team with the most flag captures wins. If this would result in a tie, the team that captured the first flag wins. If neither side has captured a flag, then the game ends in a tie.

Races: General
Axe Specialization (Orc): The weapon bonus from this effect now applies to fist weapons in addition to axes.

Tauren now have the option of changing skin tone by visiting the barber shop.

Items: General
Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.

On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to Glyph of Deflection, Gnomeregan Autoblocker, Coren’s Lucky Coin, Lavanthor’s Talisman, Libram of Obstruction, Tome of the Lightbringer, Libram of the Sacred Shield, the tier-8 paladin Shield of Righteousness bonus, the tier-5 paladin Holy Shield bonus, and the tier-5 warrior Shield Block bonus.

Emblem System Changes
Both the 10 and 25 player instances of the Crusaders’ Coliseum drop a new Emblem of Triumph.
Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism.
The Heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Triumph.
The existing achievements to collect 1, 25, 50, etc. Emblems of Heroism, Valor, and Conquest have been converted to Feats of Strength since Heroism and Valor Emblems are no longer attainable.

New achievements have been added to collect various amounts of any combination of emblems.

Mounts
The cast time for summoning any ground mount is now 1.5 seconds, down from 3 seconds.
Apprentice Riding (Skill 75): Can now be learned at level 20 for 4 gold. Mail will be sent to players who reach level 20 directing them to the riding trainer.
Journeyman Riding (Skill 150): Can now be learned at level 40 for 50 gold. Mail will be sent to players who reach level 40 directing them back to the riding trainer.
Expert Riding (Skill 225): Can now be learned at level 60 for 600 gold from trainers in Honor Hold or Thrallmar. Faction discounts now apply (Honor Hold for Alliance; Thrallmar for Horde).

Flight speed at this skill level has been increased to 150% of run speed, up from 60%.
Artisan Riding (Skill 300): Faction discounts now apply (Honor Hold or Valiance Expedition for Alliance; Thrallmar or Warsong Offensive for Horde).
In order to further equalize the number of purchasable mounts available to each race, a new 60% speed ground mount has been added for night elves, and a new 100% speed ground mount has been added for the undead.

Flying over Dalaran and Wintergrasp is now possible so long as players keep a healthy distance above the ground.

Mana Regeneration: All items that provide “X mana per five seconds” have had the amount of mana they regenerate increased by approximately 25%.
Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.

Classes: General
All pets now receive 40% of their master’s resilience and 100% of their master’s spell penetration. In addition, if a player is at their appropriate spell hit chance or hit chance maximum, their pet will be at the maximum for spell hit chance, hit chance, and expertise. If they are below the maximum, their pet will be proportionately below those maximums.
Replenishment: This buff now grants 1% of the target’s maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech). Silence, Strangulate, Silencing Shot, and Arcane Torrent: These abilities will also apply a 3-second interrupt effect against non-player controlled targets, making them more versatile against creatures immune to silencing effects.

Death Knights
Due to significant talent changes, all death knight talents will be reset for players.
Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease.

Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving.

Frost Presence: 10% bonus health reduced to 6% bonus stamina.

Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%.

Icebound Fortitude: Cooldown increased to 2 minutes.

Talents
Blood
Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power.
Veteran of the Third War: Stamina bonus reduced to 1/2/3%.
Frost
Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.
Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes.
Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike.
Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes.
Unholy
Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent.
Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds.
Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%.
Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power.
Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.
Druids
Flight Form: Can now be learned at level 60. Flight speed increased to 150%.
Innervate: Duration reduced to 10 seconds, and cooldown reduced to 3 minutes. This means each use of Innervate will give half as much mana as before, but it will be available twice as often.
Lifebloom: The final heal that occurs when this spell blooms has been reduced by 20% on the base and on the spell power coefficient.
Mangle: Ranks 4 and 5 base points reduced by about 11%. Scaling from attack power unchanged.
Rake: Ranks 6 and 7 base points on initial and periodic damage reduced by about 7%. Scaling from attack power unchanged.
Rip: Ranks 8 and 9 base points and points per combo point reduced by about 6%. Scaling from attack power unchanged.
Savage Defense: The animation for gaining this buff will no longer make the bear stand upright
Shred: Ranks 8 and 9 base points reduced by about 10%. Scaling from attack power unchanged.
Swipe (Cat): Percent of weapon damage done reduced from 260% to 250%.
Travel Form: Can now be learned at level 16.
Talents
Balance
Balance of Power: Now reduces all spell damage taken by 3/6%, rather than reducing the chance to be hit by spells by 2/4%.
Eclipse: The Starfire and Wrath buffs from this talent are now on separate 30-second cooldowns. In addition, it is not possible to have both buffs active simultaneously.
Owlkin Frenzy: Now also restores 2% base mana every 2 seconds for the duration (10 seconds) in addition to its current effects.
Restoration
Empowered Touch: Now also increases the amount of bonus healing effects for Nourish by 10/20%.
Improved Barkskin: No longer provides dispel resistance to all effects on the druid, but now reduces the chance your Barkskin is dispelled by an additional 35/70%.
Hunters
Aspect of the Cheetah: Can now be learned at level 16.
Deterrence now has a new visual spell effect.
The time that traps will exist in the world after being put down has been reduced to 30 seconds, down from 1 minute.
Traps now have separate 30-second cooldown categories: Fire (Immolation Trap, Explosive Trap and Black Arrow), Frost (Freezing Trap, Frost Trap) and Nature (Snake Trap). A hunter can have one trap of each category placed at one time.
Talents
Beast Mastery
Catlike Reflexes now also reduces the cooldown of your Kill Command ability by 10/20/30 seconds.
Survival
Entrapment: This talent no longer works with Immolation Trap or Explosive Trap.
Lock and Load: Now has a 22-second cooldown. The Lock and Load effect cannot be obtained on targets immune to snare effects when Frost Trap is used.
Pets
Roar of Sacrifice: Redesigned. This ability can now be used on any friendly target to make that target immune to critical strikes, but the hunter pet takes 20% of all damage taken by that friendly target. Cooldown increased to 2 minutes.
Mages
Arcane Blast: Mana cost reduced by 12%.
Invisibility: Can no longer be interrupted by a hostile action or damage done during the 3-second fade time, however an invisible mage can still be stunned or silenced.
Talents
Fire
Empowered Fire: In addition to its existing effects, this talent now also grants a 33/67/100% chance to regain 1% of base mana each time the Ignite talent deals damage.
Paladins
Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
Charger: Can now be learned at level 40.
Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
Hand of Reckoning: Redesigned. Now does damage only when the target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.
Judgement of Light: Now heals for 2% of the attacker’s maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target’s armor.
Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal-over-time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
Seal of Blood: This ability has been removed.
Seal of the Martyr: This ability has been removed.
Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage.
Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%.
Warhorse: Can now be learned at level 20.
Talents
Holy
Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
Protection
Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin’s health to 10/20/30% of maximum.
Retribution
Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant.
Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown.
Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage. Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.
Priests
Prayer of Healing: The percentage of spell power this spell gains in healing (per target) has been reduced from 80.7% to 52.6%.
Talents
Discipline
Penance: Cooldown increased to 12 seconds, up from 10 seconds.
Holy
Inspiration: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target’s armor.
Rogues
After much quiet contemplation, rogues now possess the ability to learn how to use one-handed axes.
Talents
Combat
Sword Specialization: This talent is now called Hack and Slash and applies to axes as well as swords.
Subtlety
Shadow Dance: Cooldown reduced to 1 minute. Now lasts 6 seconds, down from 10 seconds.
Shaman
A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.
All Shocks now have a default range of 25 yards, up from 20 yards.
Base health increased by approximately 7% to correct for shamans having lower health than other classes.
Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.
Talents
Enhancement
Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman’s attack power, down from 30%.
Restoration
Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target’s armor.
Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins.
Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura.
Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman’s Healing Wave by 8/16/25%.
Mana Tide Totem: Totem health now equal to 10% of the shaman’s health.
Nature’s Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30-second internal cooldown and increases the shaman’s maximum health by 3/6/9/12/15% for 10 seconds.
Nature’s Swiftness: Cooldown is now 2 minutes, down from 3 minutes.
Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.
Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.
Warlocks
Banish: Effect will now be cancelled if Banish is recast on a banished target.
Dreadsteed: Can now be learned at level 40.
Felsteed: Can now be learned at level 20.
Soulshatter cooldown reduced to 3 minutes, down from 5 minutes
Talents
Affliction
Pandemic: Now also increases the critical damage bonus of Haunt by 100%.
Demonology
Fel Domination cooldown reduced to 3 minutes, down from 15 minutes.
Destruction
Empowered Imp: The warlock’s critical hit chance is increased to 100%, up from 20% for the next spell cast after the Imp critically hits a target.
Fire and Brimstone: Reduced to 2/4/6/8/10% increased damage from Incinerate and Chaos Bolt on targets afflicted with Immolate, down from 3/6/9/12/15%.
Warriors
Talents
Fury
Armored to the Teeth: This talent now provides 1/2/3 attack power per 108 armor, up from per 180 armor.
User Interface
Character name auto-completion for the chat frame, pop-ups, and mail interface can be enabled through an interface option in the Development settings.
Character names can now be colorized according to class in the chat frame through an interface option in the Development settings.
Casting bars under a target’s portrait will now indicate whether or not the cast can be interrupted.
Druids will now be able to see their mana bars when shape-shifted.
Item Comparisons: Holding the shift key while hovering over an item will now display the stat differences with the item currently equipped in the relevant slot.
Macros and scripts will no longer be able to target totems by name.
Quest creatures and objects will now show on the player’s world map.
The quest log is now double-paned for more easily viewing quest information.
Vendor prices will now be listed on items whether or not players are at a vendor.
For additional notes on Lua and XML changes please visit the UI & Macros forum: http://forums.worldofwarcraft.com/board.html?sid=1&forumId=11114
Quests
The ravasaur trainer Mor’vek has returned to Un’Goro and will offer to help Horde players raise and train a Venomhide Ravasaur as a mount… if they can survive the creature’s deadly poison.
Achievements
A Brew-FAST Mount: A new Feat of Strength achievement for acquiring any epic Brewfest mount.
Have Keg, Will Travel: Now requires either a Brewfest mount or using Brewfest Hops to transform yours into one.
Professions
Alchemy
All stackable potions now stack to 20.
Added a new pattern for Flask of the North, usable by players with a high alchemy skill. The recipe is purchased from Northrend trainers. Flask of the North increases your spell power, attack power or strength for 1 hour and is usable in Arenas. It is not consumed when used.
Endless Healing Potion and Endless Mana Potion no longer usable in Arenas. Amount of health and mana has been increased, and the cooldown reduced.
Five new epic gem transmute recipes are available from the Northrend trainer. The recipe for transmuting a Cardinal Ruby can be learned from a quest, given by Linzy Blackbolt in Dalaran.
The Mixology benefits from Northrend elixirs and flasks have been increased.
·
Rage potions can now be used by druids.
Cooking
Blackened Dragonfin Recipe: Now only requires 1 Dragonfin Angelfish.
Chef’s Hat is now superior-quality and allows the chef to cook faster.
Increased the drop rate for recipes from the Outland Daily Cooking quests.
Increased the chance to get a bonus Dalaran Cooking Token from the Spice Bag.
The recipe for Captain Rumsey’s Lager can now be randomly found in the quest reward Crate, Barrel, or Spice Bag from the cooking dailies.
Enchanting
Values on Northrend ring enchants increased.
Engineering
Added a schematic for a Goblin Welding Beam that can heal friendly mechanical units.
Alarm-o-Bot functionality changed. Materials required reduced.
Box of Bombs no longer requires an anvil.
Doubled the duration on Nitro Boosts.
Increased benefits from Hyperspeed Accelerators, Hand-Mounted Pyro Rocket and Reticulated Armor Webbing glove modifications.
Increased the passive bonus provided by Springy Arachnoweave, Flexweave Underlay and Nitro Boosts.
Increased siege damage caused by Saronite Bombs and the Global Thermal Sapper Charge.
The Ultrasafe Bullet Machine and Saronite Arrow Maker schematics have been simplified to create a full stack of the appropriate ammunition. No longer requires an anvil. Reduced the materials required to make this ammunition.
Mote Extractor now has innate tracking for gas clouds while it is in your inventory. Tracking of gas clouds has been removed from goggles.
Potion Injectors now increase the amount gained by 25% when used by engineers. Quantity produced by recipes for Runic Healing and Mana Injectors has been increased.
Significantly reduced the cooldown on MOLL-E.
Spynocular belt enchantment changed to a Brassbolt Rebreather, allowing engineers to breathe underwater.
Transporter devices are no longer classified as trinkets and can be used directly from your inventory.
Reduced the materials needed to create all engineering Dragonlings, and reduced their cooldowns, although they still cannot be used in Arenas.
Fishing
Players with 300 or higher cooking have a chance to find a Waterlogged Recipe in the Bag of Fishing Treasures awarded by the Northrend fishing dailies. This item can be traded to other players and rewards several Dalaran Cooking Rewards when turned in.
Herbalism
Increased healing from Lifeblood (Rank 6).
Lifeblood now scales slightly with maximum health. No longer affected by global cooldown.
Inscription
Added a new Glyph of Claw for young feral druids who haven’t yet obtained Mangle. Inscribers can learn this glyph from the trainer.
Master’s Inscriptions increased.
Jewelcrafting
Dragon’s Eye gems stat bonuses increased.
New recipes have been added for cutting epic gems and can be purchased using Dalaran Jewelcrafter’s tokens.
Icy Prism now has a chance of yielding an epic gem.
Raw epic gems can be obtained via the following means:
Prospecting Titanium Ore
Alchemy transmutations
Purchased with honor
Purchased with Emblems of Heroism
Leatherworking
Added recipe for Heavy Knothide Leather to Leatherworking trainers (rather than a vendor recipe). Changed several recipes to use Heavy Knothide Leather instead of regular Leather.
Fur Lining values increased.
Mining
Toughness (Rank 6) provides more stamina.
Skinning
Master of Anatomy (Rank 6) provides more critical strike rating.
Tailoring
Embroideries improved.
Items
Feral Druid PvP Gloves (seasons 3 and 4): Maim bonus changed from the interrupt bonus used in The Burning Crusade Arena seasons to the cost reduction used in Wrath of the Lich King Arena seasons.
Glyphs
Death Knights
Glyph of Unholy Blight: Changed to increase damage done by the updated Unholy Blight talent by 40%.
Druids
Glyph of Innervate: Duration reduced to 10 seconds.
Paladins
Glyph of Seal of Command: Redesigned to cause the Paladin to gain 8% of base mana each time the paladin judges Command.
Glyph of Seal of Blood: Changed to Glyph of Holy Wrath, which reduces its cooldown by 15 seconds.
Rogues
Glyph of Shadow Dance: Now increases the duration of Shadow Dance by 2 seconds, down from 4 seconds.
Glyph of Tricks of the Trade: Now increases the duration of the damage bonus effect instead of increasing the damage bonus.
Warlocks
Glyph of Lifetap: Duration of the buff from this glyph increased to 40 seconds.
Idol of the Corruptor: The agility buff from this idol is now exclusive with the agility buff from Idol of Terror.
Non-Combat Pets: 8 new pets have been added (not including Argent Tournament rewards). Raptor Hatchlings can be found on rare and elite raptors throughout the game world. In addition, an Obsidian Raptor Hatchling can be purchased from Breanni in Dalaran.
Dungeons and Raids
25-player raids will no longer be referred to as heroic versions of a raid, as there is a new distinction between normal and heroic modes for both 10 and 25-player versions of the Crusaders’ Coliseum.
The Nexus: The Oculus & The Eye of Eternity
Vehicles (drakes) used in these instances now scale with item level.
Ulduar
Players can now use Blink, Shadowstep, and Demonic Teleport while participating in the illusion events in the Yogg-Saron encounter.
Ominous Clouds in the Yogg-Saron encounter are now more vocal about touching players.
Winter Jormungars will no longer put everyone in the zone in combat when they emerge from a Snow Mound. Additionally, Snow Mounds will now disappear when all their jormungars have emerged.
Bug Fixes
Corrected a tooltip issue with Pandora’s Plea.
Randomly generated uncommon (green) and rare (blue) quality items in Wrath of the Lich King had stat values that were lower than intended. All Wrath of the Lich King uncommon and rare items with random suffixes (”of the Bear”) have had their stat values increased significantly.
The leatherworking item Guardian Gloves is now correctly marked as uncommon quality.
Hunter
All ranks of Sonic Blast now properly have an 80 Focus cost.
Black Arrow Ranks 5 and 6 training costs have been lowered significantly.
Lock and Load: The tooltip for this talent has been updated to indicate that it also works with Explosive Trap.
The tooltip for Improved Tracking has been slightly re-written to indicate that it only works on the hunter, and works on melee damage as well.
T.N.T. (Rank 3): Now indicates that the talent works with Black Arrow.
Priest
The heal from Glyph of Power Word: Shield can now cause Divine Aegis.
Mana Burn: Fixed a bug where Mana Burn did not cause fear effects to break when the fear victim had an absorb shield on.
Shaman
Fixed a bug where Frostbrand Weapon (Rank 9) was not scaling properly with a shaman’s spell power.

Thursday, June 18, 2009

3.1 Warrior Leveling Guide - Arms & Fury leveling Guide

So I’m going to take a break to quickly review some stuff from a long time ago in regards to leveling a warrior. I’ve received about 5 emails in the last few days with the question “What’s he best way to level a warrior” in addition to these emails I have the ability to see what “search terms” bring you all here (I say all because on average it’s about 700-1200 readers a day) and the term LEVELING is chief among the reasons people show up.

SO a quick recap for those who’ve decided to join the warrior ranks and want to know how to quickly or effectively level a warrior.
1. If you already have a lvl 80 invest a small amount of time to get some Bind on account items from wintergrasp...if you have an 80 that is.
2. I would still follow the following. Spec arms till you get intercept, and then Fury till the 51 point talent comes into play, and then Arms once you can get blade storm.
3. Make sure you always log out in capital cities or Inns to get rested experience when you come back.
4. Unequivocally the best way, and by best I mean quickest, most entertaining, most beneficial to your end game play is to level by doing quests.

The best method for questing in world of Warcraft to level your warrior...or any class for that matter... is to know what you’re doing. My first character’s progression was slower than all hell because I didn’t know what I was doing. My second character came a little quicker as I had add-ons and knew a little more about the lay of the land. Eventually I opted to get me a leveling guide. I know you’re probably thinking why?

Truth be told they, leveling guides, really do help in regards to speed and lack of frustration. Don’t get me wrong I still use questhelper as a supplemental tool, but I can’t imagine leveling my warrior or other characters without a leveling guide now. In fact, I had only purchased a horde leveling guide at one point and I wanted to create an alliance character and I stopped at level 20 or so because it was so damn frustrating not having the guide available, eventually I got the alliance leveling guide too because why the hell not.

Leveling a warrior can either be a very fulfilling experience or a long mind-numbing experience and definitely a leveling guide helps make it fulfilling.

So what leveling guides are good?
Well I’ve used Zygor and Dugis in the past and now in the present. I like them both to be honest with you. You get a little more with Dugis IMHO, but Zygor is a little more detailed. Both are in game add-ons so you don’t have to worry about printing stuff out or switching screens which is nice. If you absolutely are against “buying” a guide quest helper is still good but it’s not a professional guide so that’s that.

There will be a double post today. I’m finishing up the AB pvp strategy post so you should see that today ...no later than early tomorrow.

Oh if you want more info on the two guides click the links below:
ZYGOR LINK
DUGIS LINK

Monday, June 15, 2009

WOTLK PVP Guide: Warrior PVP– How to be successful in WOTLK PVP Part. 4 Warsong Gultch

<<<<, Click the image for a great PVP guide>>>
As promised we’ll touch on WSG. Take note that these strategy hold up for both pretty much ALL levels 1-80 so it’s a good general overview. I’ll also help you with some warrior specific advice.

We’ll start with WSG. I’ll tell you first thing that I HATE WSG. It’s just not my style...unless I’m prot then like I said before I LOVE THIS PLACE.

Goal: Capture flag/defend flag

Simple right...wrong. WSG can last for freakin ever. We all have our “I was in WSG for x hours stories” I know I was in several that lasted 2+ hours. SO there are two prevailing methods for winning in WSG, both of them are...GROUP UP. Nothing bugs me more than having and endless line of horde running one at a time into 5 ally and expecting to win. BG’s are ALL centralized around GROUP BATTLE. So BATTLE IN GROUPS.

So right out the gate, or before it drops, you want to start COMMUNICATING with the rest of the bg. I’ve always found it beneficial to mark healers. Always make sure everyone is buffed up and start asking people who wants to stay on defense and who wants to go get the flag. TRY to dedicate 2 teams to the 2 objectives. Typcially speaking after the initial charge you only need 3-4 people on defense which means you want to go offense heavy.
For the offensive side. Stick in a group, I generally like going tunnel, I notice a lot of people like to go around because they are afraid to get caught up in the middle, that’s fine it takes a little longer but in the end we all end up in the FR(Flag room).

What a protection Warrior needs to do:
If you’re prot grab the flag, spell reflect and start heading out the tunnel. HOPEFULLY you have a healer with you or good dps to peal people off of you. RUN and stick with your group. If you have to turn around to help out do so. If they kill your group you’re NOT going to make it far. A common mistake is to just hi-tail it out of the FR with reckless abandon. Reason is that as a warrior you’re going to have to WALK the flag back, which means as soon as you get out of the tunnel EVERY opposing faction member that just ressed or happened to be floating around the middle is on your butt...so don’t go at it solo. Dependign on numbers and such if you see YOUR flag coming back the other way stop and kill it. If you doing so will result in your death don’t do it. Keep block and spell reflect up, this will save your life. If you need to use shield wall in a hairy situation do so.

If you make it all the way back to YOUR FR then there are two things you can do.
1. GO ROOF
2. GO into the little room in the FR.

DO NOT just sit in the MIDDLE of the FR and wait for ranged to kill you from up the ramp. I personally like the small room in the FR, especially if I have a shaman. I like this because it FORCES all the ranged DPS to come down and it gives me the opportunity to put my back to the wall. NOW what does that mean? Well...did you know that the #1 flag retrievers are rogues. Do you know why? THEY CAN STEALTH and they can really jack you up....did you know that if a rogue can’t hit your back his dps isn’t as vicious? So put your back at a wall and prepare for INC. The cool thing about this room, especially if you’re prot is that shockwave pretty much covers the whole thing. So when in doubt a stun is a good thing. It’s also very confusing for melee dps as the camera does weird things so move around once melee comes in and you can avoid a lot of damage.

ARMS and FURY Warriors on Offense:
Now as dps your role is pretty simple when you’re going offense...KILL THINGS. Specifically kill things trying to kill your FC. One of the things I like about running with an FC is that people generally aren’t worried about killing you they are trying to kill the FC(flag carrier). This is good because you can literally walk behind them and have a crit party with their back.

So you have three priorities.
1. Kill dps
2. SLOW DPS.
3. FEAR dps.

The thing about running with the flag is that everyone runs at the same speed. So if you use piercing how your guys run a bit faster while the enemy is running a bit slower. This is really good for melee class as they can’t hit your FC if they are even a step behind. DK’s have changed the dynamic of this a bit, but more on them in a minute.

In addition to piercing howl you want to be hitting melee hard, overpower and MS as often as possible, disarm if you know how (macro it). Fear bomb when you have a lot of people that can be effected this is a really good way to peal people off of your FC, in fact I’d say it’s the best method but know when to do it is key. Best time is about mid field right near the rocks. Do it here because the melee is less likely to have the fear broken and as I said even a 1 second delay in their pursuit can result in melee not being able to hit your FR. The next best method is to use blade storm once you’re buffed. To me blade storm is another FEAR bomb because people tend to GTF out of the way when they see you spinning. Again the goal is to kill the attackers, but sometimes when they see the blade storm going they instinctually break left or right and if they do it for just a second then they lose their attack range and end up just falling behind.

The real damage dealers though are usually the casters. This is good and bad. The method of handling them is still the same. Kill, Slow, fear. Because casters are already behind the FC it’s easier sometimes for them to be made obsolete by means of falling out of range. Charge or intercept to interrupt; intercept works best because it’s a longer stun, and hamstring and open up a can. With any luck you put such a hurting on them that the caster is now more worried about you. Depending this is a good or bad thing. Bad if the guy kills you, good if your FC gets away as a result. I generally go after druids and shamans because of the roots and such, these snares are pretty much a death sentence for an FC. After that I tend to focus hunters because they have a wide variety of really painful attacks, many of the slowing in nature or healing debufing in nature AND if you get yourself in front of them they will sometimes jump back...that’s ok let them.

You’ll want to use your fear bomb on casters when they are in groups of more than 1. It’s not that hard.
Charge stun as much as possible and intercept as much as possible. In fact if you’re on melee it’s good to INTERCEPT back out to a caster and then charge right back in to a melee or another caster. In a way you are unique because you can charge/intercept or intercept/intercept 2 people almost back to back other than rogues not many classes can say they can stun 2 people that quickly.

Ok so you’ve successfully gotten your FC back to your FR, again I like the room to the side because not only do you have a shockwave in the FC is a warrior you now have the PERFECT setup for blade storm and a consistent tclap helps to eliminate rogues in hiding. Basically here just kill stuff. BE MINDFUL of AoE casters that are in the middle of the room.

The good thin is that in order for them to get LOS into the room they have to be right dab smack in the middle of the FR which means you can easily charge/intercept and pound them to dust. It’s the easiest place to help reduce ranged dps on your FC IMHO because they can’t really run from you or kite you effectively in the FR, it’s just not big enough and generally speaking if you have 3-4 guys on defense they will usually kit themselves into another person so GO TEAM. Keep in mind your FC may be getting jumped by rogues so don’t stray to far from the room you may need to pop a bladestorm in the room to clear it. Other than that demoralizing shout is nice in the room to help reduce damage. If you go roof the strategy is pretty much the same only a little harder because more people can attack the FC more readily.

Now for Defense Prot, Fury and Arms.
Priorities:
1. Stun, hamstring the slowdown the FC, KILL FC
2. Kill the healer, if no Healer KILL THE FC
3. Be mindful of CC dps.

Points 1 and 2 are pretty self evident so I’ll not go through them to much.
3. Requires a little bit more ...talking about, but it’s not that complicated.

IF you’re group is going after the Enemy FC and you notice that your group is constantly being feared away you need to look around and find the warlock
IF you’re group is going after the Enemy FC and you notice that your group is slowly turning into sheep you need to look around and find the mage
IF you’re group is going after the Enemy FC and you notice that your group is being pulled away STAY ON THE FC. Ah HA thought I was gonna say go after the DK right? Wrong, don’t do it. Stick with the FC, reason being is that the person who just got pulled away needs to take care of the deathknight.
IF you’re group is going after the Enemy FC and you notice that YOU get pulled away by a DK, kill/slowdown the DK so he can’t pull more people back.

Defense is pretty simple of a strategy once you get past that. Try to kill things in the FR or tunnel because they are small confined places and you do well in close quarters, while others do not. IF they go tunnel piercing howl and bladestorm works wonders for droping large chunks of DPS on lots of people meaning the rest of defense can pick them off 1 by 1 leaving the FC solo against your team.

So that’s a warrior pvp guide to Warsong Gultch. Oh one more thing. If you’re duel specced into PROT Please, for the love of all things go prot into WSG and make sure you announce that you CAN carry the flag and push to do so.

Happy hunting.
Next time we go over AB

Friday, June 12, 2009

WOTLK PVP Guide: Warrior PVP – How to be successful in WOTLK PVP Part. 3


So on with the lesson.
All things being equal as a warrior in PVP you have a reputation, dually earned however it’s no longer a truth.

(Click the Image to the right for access to the Best PVP Guide)
Used to be you could intercept something and before the stun wore off your target was dead(sorta like a ret pally now). There are mages and priest and hell even hunters who remember this and now have a special place for warriors in their hearts....and in their sites. In a BG the warrior is almost always the first thing to get targeted because in the past warriors were the scourge of both arenas and battlegrounds, so if you wanted to have a chance you killed the warrior then moved over to the warlock. Knowing this is actually the key to you being successful in battlegrounds.

While we might not be the 12k critting behemoths of the past, we can still be a force in battle grounds and arenas. A warrior in pvp mode can still be effective, albeit not AS effective as in times memorial, but you can still use your “reputation” as a means of helping yourself and your team.

PVP in battle grounds is different from Arena, obviously, so we’ll cover battle grounds first.
As per the previous lesson you want to make sure you’re attacking stuff in the back. This is key as I said EVERY squishy who saw you charge in weapon a blazing is going to target you, what this means is that you have ABOUT a 3-6 second window(depending on the size of the group) to get in jack stuff up and get out with your butt still intact.

First things first...DON’T GO AT IT SOLO.
Again, you’re NOT going to 2 shot anyone anymore. (until you get an arena weapon, but we’ll get to that later)

Second, casters tend to group up, I know you’re thinking COOL I can BLADESTORM THEM all to death.
.
.
NO, no you can’t. Not unless they are all in greens and you are all in purples AND they don’t split up AND they are being played by “short bus” kids. BUT as they are GROUPED up this is the perfect time to Charge, MS, Tclap, (this is the big one so watch closely) FEAR BOMB.

Yeah I said it. FEAR BOMB.

Wha??? You’re probably thinking. “I’m not fear bombing ANYTHING, unless by fear bomb you mean hit something again.”

No that’s not what I mean, but let me explain.

You need to fear bomb because right as soon as you charged in what did the casters think?
“Woo look a warrior, he has no magical defense...and I have ALL magical offense...this is going to work out well.”

So you need to send them running.
1. You’ve already Tclapped them so you will get the HK for the kill you and your friends are going to deliver.
2. Approximately 3-5 people are no longer DPSing...if only for a second or two, more if they don’t have a trink or CD handy.
3. YOU, as the big target that just rushed in aren’t eating a barrage of fireballs and arrows.

So you just bought yourself another 2-3 seconds. This means that you bought another Overpower/MS combo. This + your group attacks, will usually result in your original target being dead or near enough to where your bleeding ticks will help finish him off. Now what?

Well simple start in on the next clothy, keep in mind that you just pissed off a lot of people with the fear bomb and they are going to want to hurt you. If you have a healer great. If not you need to be concerned about your life, remember objective #2 is to stay alive as much as possible.

So if you have a healer go ahead and rush in to the next caster.

IF YOU DO NOT
You are probably at about half to a third life. You need to stage a tactical retreat. The single best method for this is to have a DK icygrip you away. If you don’t have any N-M-E DKs handy you need to have the following macro keybound and handy (works in arena too)
/Cast Defensive Stance
/Equip [1 hand weapon]
/Equip [SHIELD]
/Cast Reflect

Spam this till you see the spell pop up.

You do this because as you’re tactically retreating you’re going to have 2-4 casters taking aim at you + melee and such. So a good “return to sender” is a nice thing to have.

If you’re REALLY almost dead then you need to hit your shield wall and get the hell out of dodge...but not to far.

(Indecently using these two macros as often as possible is as crucial as any damage you do because without it you’ll probably get chewed up.)

Remember you didn’t go in solo so your team has had free reign so to speak for quit some time because everyone has been trying to kill you (hopefully). Usually in a BG if there is an immediate threat and something is running the focus changes from the runner to the immediate threat. As most casters know not to cast at you when they see a BIG shield pop up over your head chances are the casters are now focusing on your friends...that’s ok too because at this point your charge is back up. >:)

DO NOT FORGET TO RE-EQUIP YOUR 2 HAND WEAPON

Turn back around and charge the casters again. You don’t have fear bomb at this point but hopefully your team wasn’t just sitting there watching you take a beating because now it’s time to clean up. If you don’t have a healer you need to possibly use enraged regeneration at this point. Then you need to take aim at the weakest guy in the group, again, using CTRL+V will show your enemy health. Go after the guy with the least amount of health, especially if it’s a squishy. A simple charge MS+Overpower combo will usually cause enough damage that between your teammates and your attacks the guy is dead.

If things have gone according to plan you’re up 2 to 4 on teammates and you can quickly dispatch the other 2.

So obviously this is best case scenario for a pvp warrior but it’s been my experience that the majority of battlegrounds run something similar to this most of the time.

Key points.
1. Tactical retreats are your friend couple the shieldwall reflect macro with it and you’re good to go.
2. Get those HK’s up by using AoE. Thunder clap is nice. If you want to go prot it’s even better because you also have shockwave.
3. As much as possible try to finish people off so you get HK’s. Not to the detriment of the reset of your team of course but let’s not forget why were are here...to get honor to get gear.

Next lesson will contain a few of the “BASIC” and not so basic strategy for Warsong Gultch and Arathi Basin. After that we’ll head to Alterac Valley, then Eye of The Storm, then Strands.

By far as a warrior I’ve had the most success in AV and AB. Unless I’m prot then I usually LIVE in WSG.


If you have any questions, comments, or want more specifics on a certain area simply ask by commenting or emailing me at:
blackthought@opendomain.ws

FTH

Wednesday, June 10, 2009

WOTLK PVP Guide: Warriors – How to be successful in WOTLK PVP Part. 2


So the first major thing you should be doing is hitting up holiday battlegrounds. To see which is the holiday battle ground all you need to do is got to the Queue and the on that says “holiday”...is the holiday battleground...(if that’s to hard stop reading because it only gets worse from here)

Secondly, like I said in the previous post you need to focus on one BG at a time for badges and optimal Honor grindage.

Here come the goods...
So the objective is to maximize your honor, the quickest way to do this in BG’s is to
a. WIN
b. Post good numbers
c. Die as little as possible.

Winning comes down to communication. Some people don’t like to communicate in battlegrounds, those people tend to lose. Depending on the group you get in with less or more communication may be needed. I’ve completely raped in each battleground with absolutely no one saying a thing because everyone knew what they were doing. On the flip side I’ve also communicated up the yang and got utterly destroyed. Never the less YOU should be communicating.

How to communicate and why....
There is safety in numbers....this is the why.
The how is simple. A few examples are:
“INC Farm from GM 5”
“FC (flag Carrier) on roof 4 defenders 1 healer”
“Red Gate Down zerging”
“INC MT 5”

The first crucial way to communicate is to give important info. “INC FARM” isn’t going to cut it. Why? Because “INC FARM” could mean it’s 1 mage it could mean it’s 8 DK’s, it could mean it’s coming from the GM or the LM or the BS. So you need to give the most pertinent information as quickly as possible.
Basically you should always give the numbers, the location and the direction when applicable.

You do this for 2 reasons.
1. You identify the severity of the threat. If I look on the map and I see it’s just you at the FARM and you just said “INC FARM 7 People” I know I need to get my ass down there because you’re probably not going to be that effective as a defender.
2. If you tell people WHERE a threat is coming from it could possibly mean they can attack the WHERE. For instance, If I’m at the ST and I Hear you say “INC FARM from GM 7” for me to go from ST to Farm is a bit out of the way...BUT because I know that the GM is probably lacking in defense now I can slip in from behind and cap the GM

Key to communication is giving good pertinent information. Try to keep useless chatter down. Arguing is pointless. Once you start to learn how to communicate things come more quickly.

The down side: OVERCOMMUNICATION....don’t be THAT GUY who just wont STFU. You know the guy getting all upset because NO ONE is listening to him who swears he knows how to do it... yeah even if you’re right in the end if you find that people are telling you to stfu and not really responding then just STFU as it’s pointless. IF however you’re being responded to and others are communicating the same way then it’ll be a better time for all involved.

So that’s how to communicate in a nutshell.
So if winning is about communication and teamwork what about your personal numbers?
I’ll tell you a real fast abridge version of a story. Onetime I was in AB, my team was sucking it up, we’re losing by about 1k. We end up losing the BG. I made more honor than some of the opposing faction guys as a result of my personal numbers.
Moral...Personal numbers, while they should always play second fiddle to the team do matter so you need to focus on them.
HOW????
1. Don’t die. Usually you die when you’re not communicating and you run head first into 4 enemies.
2. KILL THINGS: Again killing things in groups is great and easy.
3. Honorable Kills: OK these are basically gotten by hitting things and having that thing die...evenif not by you, for this reason thunderclap and other such abilities are your friend.

More no not dying.
As a warrior chances are you’re VERY used to starting a fight with charge and or intercept. That’s fine... just know when and where and WHO to attack. 9/10 times you die because some squishy from far far away is hitting you...hard. So when you and your 4 friends decide to go after an enemy and his 4 friends don’t start off by attacking the other warrior or tanklike character. GO after the casters, the healers, the fluffy guys. This does two things. 1 most DPS clothy can’t hit you AND move. If you’re hitting them they are MOVING...(hence not hitting you...try and keep up eh?)

IF you’re attacking a tank like character guess what the squishies are doing...they are sending FIREBALLS, Chaos blots, lava bursts, and an assorted array of arrows and such right into your ass....DO NOT LET THEM DO THIS OR YOU DIE. (which effects your bonus honor) Knowing when to pop shield wall and run away is as crucial a skill as knowing when to pop bladestorm for group kills. As I’ve said before, as a warrior your job is not to die for your faction, it’s to make the other guy die for his. So a tactical retreat every now and again is only going to get you to your pvp gear faster.

KILL THINGS.
Killing blows count big time towards your bonus honor in battlegrounds, as a warrior I’ve sometimes found that it was hard to get the killing blow as usually the thing I was killing would get nuked by a caster while I was mid swing, I call that a Ninja Kill. Basically a ninja kill is when you see someone has done all the dirty work and you come in with an MS crit or execute to ninja the killing blow. The easiest way to do this is to hit CTRL-V....this will show you the healthbar of all enemies nearby. If you’re killing a rogue and see that his mage friend is near death CHARGE HIM and kill him...then get back to the rogue. Nothing wrong with helping to quickly eliminate the weaker of herd. It also helps the overall group as well as now instead of 4v4 it’s 4v3 which is much more favorable.

Honorable kills are simple to come by and if you’re not consistently hitting 100-200+hks then you’re doing something wrong, that something is you’re probably not hitting thunderclap as much as you should. If you’re prot you’re blowing your shocking wave on single characters. This is the easiest way to boost your bonus honor(other than winning) so be sure to AoE as much as possible...why do you think when you look at the top spots you see all these mages and warlocks and DKs it’s not cause they are 1 shotting things it’s because their AoE is getting them HK’s even when they aren’t actually fighting something.

So here are a few more basic things you can do to increase the rate of honor you get for battlegrounds. Remember the goal is to be able to capitalize on the For the Horde quest to get 1250 honor for turning in badges, these tips are just to help you have fun while earning the badges.

Next I’ll cover more warrior specific tricks and such that can help you stay alive while killing more things and leading your team to victory.

Part 3 of the PVP GUIDE CLICK HERE

Monday, June 8, 2009

How to kill a deathknight - Warriors Guide...or rather a short story...

Damn I almost forgot I had an OMG moment this weekend. So I just finished running arena with my 2v2 partner. We were just a few wins (8) above .500 so we weren’t ROCKING it, but we weren’t sucking as hard as we had sometimes. Well after about 15 games or so he decides to call it quits. I decide to run some skirmishes to polish up on the ol skill set.
Well I queue up for 2v2 & 3v3, run a couple of 2v2, I won more than I lost all in all it was good practice for a warrior. NO 3v3 until right before I logged off. I saw the que pop and I jumped in. Right off the bat I see another warrior...AWESOME I think to myself. I cross my fingers in hopes of a healer. No such luck, in fact no luck at all in fielding a 3rd person. We were in the arena where the floor brings you up BTW.

So me and the warrior are 2 manning a 3v3 arena. Before we can see who we’re fighting I jokingly say, “hey wouldn’t it be funny if we got to fight 3 dk’s” to which he said no it would be a slaughter. (he had no idea how right he’d be)

Imagine our dismay when not 1, not 2 but 3 Death knights appear in the frames to the right.
.
.
.
I LOL.

So I said well lets just have fun, I knew we were gonna get owned, I mean come on 3 dks’ vs 2 warriors. Let’s just say their was a handing of asses that day...BUT NOT MINE >:)

So here’s basically what happened.

I get on my mount and go right, my warrior counterpart goes left.
I hit my “JACK’EM UP” macro. This macro pops my 724+ap Trinket and blood rage. This effectively raises my AP by around 1k(not including the 600+ AP from my battle Shout).

I then charge in and mortal strike one of the dk’s, my warrior twin does the same on a separate target.

I hit an over power, I suspect the warrior does the same, meanwhile the third guy decides to yank me to him....he’s only a foot and a half away from me AND my MS is back up so I got something for him when I get there. At this point I’m still within my 1k buff AND I’m not nice and raged up as well as buffed up. SOooooo....

2 warriors, fully buffed, in PVP gear, with upwards of 4500ap+ a piece are standing in a group of hamstrung dk’s...do you know what we did next? YUP

BLADESTORM

Now I’ve given my fair share of criticism of blade storm before. Gone over the when’s and how to use it, frowned down on it for getting me killed. THIS one fight singlehandedly put bladestorm on a pedestal in my heart.

Crit, Crit, Crit, Deathknight 1 dead & 1 death knight pet dead, Crit, Deathknight 2 dead, Crit....Deathknight 3 almost dead....AND RUNNING lol.

I have macro’s for just such an occasion and it’s something like this:
/yell Fore The Horde
/lol (target)
/dance
/Violin (try it)

And I spammed the hell out of it.

So me and the other warrior break out into dance while the other DK try’s to LOS us by going around the opposite cylinder that pops up.

So after the LOL/dance session we head over. I jump into berserker stance just for shyt’s and giggles and hit Recklessness. I get me my free rage, my brother in ARMS(spec) charges, I intercept and then Boom 8k execute, DK drops and I go to bed having been smiled upon by the WOW gods:)

Life as an MS warrior has it's moments.