Showing posts with label alts. Show all posts
Showing posts with label alts. Show all posts

Wednesday, March 23, 2011

Learning the Combat portion of a Rogue

With the last post out of the way, i can finally get into the little nitty gritty on playing my rogue.  This is not a guide, nor is it a primer of any sort on helping anyone learn the rogue class.  this is just my experience so please, if you think im doing this wrong, please say something. =D

My initial experiences with rogues are that they are sneaky, elusive, and most of all, annoying.  Ever level through Ashenvale, running from questgiver to objectives, only to be interrupted by a rogue who's bored?  Ever read local defense and see that Cross Roads is under attack?  its usually a rogue.  Ever run around tarren mill, turning in quests and finding out that a rogue is having a great time sapping people?  Ever enter a cave full of ogres and fighting through the ogres just to get to that one Khorium deposit but having it ninja'd by a rogue as you fight the mob guarding the node?  Not too many good experiences with rogues i tell you. 

But as i leveled my rogue, i find that they offer a pretty niche type of gameplay.  The energy and combo point system makes playing a rogue a lot more complex while questing and significantly while in dungeons.  The combo point system allows me to save up combo points for stronger finishers.  The mob's health, their numbers, even their spell selections will determine which finishers i will have to use. Not only that, but the energy system is the only system in the game where timing is absolutely necessary.  Spamming attacks isnt the rogue way.  And rightly so, it shouldnt be since the whole character of being a rogue involves planning, timing and finesse.  Button smashing might not be the best form of play.  That is, unless you're playing shinobi. 

Everyone knows the basics of a rogue.  or at least i believe everyone does. 

Energy:  Rogues use energy to attack.  Energy is used up when performing attacks.  Energy replenishes at a certain rate.  Missed attacks can refund a % of energy back.

Combo points: Rogues have two basic categories of attacks. One to produce combo points and the other to spend combo points.  Both use up energy.  Missed attacks can refund a % of energy back.  Ideally, rogues will want to maximize their combo points (being 5) before using a finisher.  Each finisher has its own effect (some do instant damage, others do damge over time, others make the target more vulnerable to melee damage, and still others cause your own attacks to speed up. 

The basic combo point maker for Combat:  Sinister Strike (SS) and Revealing Strike (RvS). 
Sinister strike is your bread and butter attack.  I use this attack more than any other attack.  Revealing strikes are tossed in between, at least once per 5 point stack prior to an Eviscerate or Rupture.  Revealing strikes will not do anything for Slice and Dice so using it before slice and dice is not essential.  Although, if you use it as your 5th combo point move before slice and dice, revealing strikes will still be up since it has a 15 second duration.  It basically buffs your finisher by 30%, so use once before you Evis or Rupt.  Using it twice will do nothing but add another combo point (which SS can do) and reset the cooldown for Revealing Strike buff to 15 seconds.  The 30% incraesed bonus to finishing moves does not change.

The basic finishers for Combat: Slice and Dice (SnD), Rupture and Eviscerate.
Slice and dice cases you to attack faster.  use this first and always try to keep it active. some rogues start off with a 1-point SnD, which gives them a good 30 seconds or so.  5 points will give you 40 seconds of SnD.  go with 1 point SnD. it ends up pretty easy to maintain. 
Rupture causes a bleed on the target for a certain amount of time.  the time is fixed, but the damage is different based on the number of combo points.  with revealing strikes buff, it also ticks for more.  Use this on bosses, or on long lasting mobs.  there is no other benefit for this spell besides that you can keep doing damage while you're running around avoiding fires. 
Eviscerate is often preferred over Rupture.  The point is that many fights will have phases that take the boss out of the fight (basically immune) while we take care of adds, fires, dance, whatevers.  in these instances, just Evis instead of Rupt.  Getting all the damage at once may be more beneficial than going for a DoT that may not be allowed to last its whole duration. 

The special finishers for Combat:  Expose Armor, Recuperate, Kidney shot.
Expose armor is one of these spells that many other classes can do better.  Plus, its only useful for physical damaging dps that having one magic dps in the mix will make this ability pretty much useless.  you'll get more benefit if you just evis.  Other classes can do it better because they dont have to waste too much of their resources to place this debuff on. Overall, this ability is very situational and almost never used.
Recuperate helps a lot when in high damage fights.  Although you'll miss out on a finisher, it does make it easier for your healers to heal you.  Finally, Kidney shot is one of those spells which i love to use on casters, especially the healing type casters.  Open with cheapshot.  When they come to and cast a heal, i kick.  Then they cast another heal, i can blind.  then i can kidney shot and basically finish them off.  its not a stun "lock", as it was before, but it does keep the mob incapacitated long enough so that dps can kill him off. 

Cooldowns for Combat: The two major offensive cooldowns for combat are Killing Spree (KS) and Adrenaline Rush (AR).
These two abilities are my two favorite reasons to go combat.  It took me several levels of practicing and playing around to really figure out how these buffs work.  but when i finally got them to work well, they became the "candy" to this whole fighting system. 
Killing Spree causes me to jump from one mob to another (if one mob, then it just jumps five times to the same mob) doing pretty good damage.  It seems to last about 3 seconds, but in those 3 seconds, it is amazing.  added bonus to this is that the auto-attacks are still going.  True, you might only get 3 auto-attacks off, even with slice and dice on, it doesnt change the outcome--dps boost.   Of course, being that auto-attacks still goes off while KS is up, it makes it doubly fun to time it just right (ie. during slice and dice, while my energy is zero. Also, KS also works with Blade Flurry, so if there are two or more mobs in the fight, KS will also hit adjacent mobs, as well as the sped up auto attacks.  So like i said, its candy.
As for adrenaline rush, this spell speeds up my energy regen, thus allowing for more SS, RvS, Evis, etc. during its duration.  Much like Killing Spree, time it after SnD and when your energy is low (you dont want to be energy capped).  You can use these two cooldowns back-to-back.  It might not be as effective together, as KS will not produce combo points and the time you're jumping around through the shadows, you may end up being energy capped. 

Utilities for Combat:  Other utilities are Tricks of the Trade, Shiv, Feint, blind, Evasion, Cloak of Shadows and Vanish.
I suppose Recuperate can be utility but do keep in mind that it does require combo points. 
Tricks of the Trade, or Tricks, or TotT is used prior or during a pull to redirect threat to someone else, usually the tank.  Not only does it redirect threat, it also gives the target an increase in dps.  this can be utilized several ways, but the most important way is to Tricks the tank.  Upon tricksing the tank, the rogue will basically pull for the tank, or pull a stray mob to the tank.  This is almost identical to the Hunter's Misdirect, where they use misdirect to pull for the tank.  The second area where this is useful is during fights where you want to buff the main dps.  Sure putting tricks on the tank will buff his 5k dps.  but tricksing the hunter who's doing 10k dps will ultimately produce twice the damage from Tricks than the tank.  Finally, two rogues can simply Tricks each other to give each other a damage buff.  since the tricks is on each other, the threat transfer is almost transparent. 
Shiv removes enrage. Shiv also adds poisons instantly and cannot be dodged. Although this ability does add combo points, i did not include this as a combo point ability.  We use this ability more for the two reasons stated above--the combo point is an added bonus. One more thing to add about instantly applying poisons, this ability costs less the faster your offhand dagger is.  so in a pinch, if you're seeing 5 stacks of your poisons about to expire, this ability may be preferred over waiting and gambling on your next offhand attack (or Main Gauche) to hit.
Feint is awesome.  Say it with me, Feint is awesome! It reduces a lot of the AoE damage, 50% to be exact, that can cause a lot of fail and healer stress.  This ability not only reduces your threat it increases your healer's love towards you.  Please use it often to avoid those nasty AoEs, especially on boss fights where tanks dont know how to move mobs out of dark fissures, etc. 
Blind is basically a stun for 10 seconds.  Also interrupts casting. Kick is on CD?  blind.  Mobs is running for the healer and your Tricks is on CD? blind.  Similar to a hunter's scattershot.  We have a lot of similarities, dontchaknow?
Evasion, cloak of shadows, vanish.... they all have their uses. Evasion is useful when you grab aggro, or have to grab aggro for a while.  Cloak of shadows will remove harmful debuffs (slows, poisons, dots) and Vanish will allow you to stealth immediately, even in combat.  When you do have some kind of debuff on you, like say, a disease or faerie fire, use cloak of shadows first, then vanish.  the disease ticks will break your stealth if you dont remove it first (you can tell i want to end this post already since this section is so short!!).

Blade Flurry:  An ability that allows you to hit two targets instead of one but in return your energy regeneration slows.  the ability can be glyphed so that energy regen doesnt take as big a hit, which is often a must if you're doing dungeons.  for raids where much of the damage is to a single boss at a time, blade flurry may be useless.  in any event, it is up to the player to decide whether blade flurry should be used, assuming more dps is always better, even on trash, or left out altogether.  if you use blade flurry often, do consider glyphing.  Blade flurry also works with Killing Spree.  The reason this ability is set aside and mentioned on its own is because this is spell does not fall into any of the above categories.  It's just an ability any rogue can turn on or off and any time really.  in dungeons, i have this on after my first slice and dice.  then i turn it off when there is only one mob remaining, or when there are two mobs who are not standing right next to each other.  in these situations, the cleave effect will be wasted.  (Cleave effect = hitting two or more players at once with a single hit or cleave or swipe).  Overall, this is a very handy ability.  Remember to tricks often, as the cleave can cause unwanted aggro.



Other tricks, tips, or corrections?  please comment so i can improve.  I've only played combat for the past 10 levels, but during those 10 levels i've actually figured several things already mentioned above.  To summarize, i cant spam attacks. there is a basic category of spells but what makes rogues particulary fun to play are the utility spells, timing of cooldowns and weaving of differnt combinations and abilities.  This is the major reason why i enjoy the rogue. my favorite classes are usually melee classes with the occasional healer (of course, druid healing preferred), so finding another fun melee class to play is motivational indeed.   the only other melee class i think i still havent played is the enhancement shaman.  one day i hope to write about it as well!

Note: not all spells and abilities are mentioned.  either i havent found a reason to use them or they do not apply.  If there are other abilities that i should also consider, or if the abilities i've mentioned can be expanded on, please comment. thanks!

The Rogue Experiment

I have a rogue.  His name is Bruno (post character re-customization).  He's been leveling on and off for the past several years.  Although i've never really taken any sustained interest in playing a rogue, i find that since i've leveled up through Northrend and now in Cata stages, i've begun to actually like my rogue more and more. 

Perhaps the problem, in the beginning, is that i had a druid who leveled as Feral and about 80% of the rogue's major attacks and fight mechanics are copied directly on to the feral druid "cat" form style of play.  From openers to finishing moves, to even combo point makers, they all seem so very similar.  For example, Hemmorage = mangle, backstab = ravage, sinister strike = claw, maim = kidney shot, etc.  After levels and levels of playing a rogue, it felt almost the same as leveling a feral druid.  And i've told myself many times that i would probably never want to level a feral druid again. 

Maybe the problem wasnt just the similarities these two classes/specs have, but also the differences make playing a rogue seem a little limiting to me.   For one, as a druid i can simply switch into bear form and tank should a pull go bad.  As a rogue, my only option is really to blind one, then switch back. When the blind wears off, its time to evasion aura.  If things go really bad, i can vanish and start over.  Now after the fight, my druid will heal, stealth and move on to the next mob almost seamlessly.  With the rogue, i'll sit there eating or waiting for my health to replenish.  Simple differences like that does make a difference when deciding what's more "fun" to play.  Back then, i was unhappy with the way rogues cannot heal themselves apart from bandages and how they always have to remember to coat their daggers with poisons.  Also the complexity of weapon choices with different specs also turned me off a little regarding this class.  With a feral druid, pretty much any weapon is good, with the added bonus that you will never have to learn that weapon skill.  of course, weapon skill is now built into your level and makes it easier to switch between swords, maces and daggers for rogues. 

Now i dont want to make this post about Feral Druid Cats vs. Rogues of all Specs, but a background needs to be included somewhere.  When Wrath of the Lich King hit, i went from feral dps to feral bear tank and never looked back at feral dps.  in fact, i tried dpsing once or twice again and never enjoyed it.  So there you have it.  For the longest time, i have always felt that i am playing the rogue class with some limitations and would be better off playing feral dps.  then, since i've already played feral dps, i never really cared to level up a melee dps class that relied on energy again.  Well now im sitting here writing about energy-bassed rogue dps. 

Actual Rogue-related Stuff
In any case, it has been an experience trying to get used to the rogue class.  I leveled several months ago from 60-70 and found that Subtlety was quite simple and boring.  I had to attack from behind constantly and realized that 50% of my damage comes from the first 5 seconds of play.  The remaining damage just trickles resulting in a DPS in the first 5 seconds of 5k, then after a 15-20 second fight, it goes down to less than 1k.  Sad huh?  that's what i thought.  I was a little dismayed but i figued i could work this to my own advantage.  In outland dungeon fights where im stacked with delicate bloodstones, fights last 10 seconds max.  and even boss fights dont last too long either.  I was satisfied with 1k dps at level 65 anyway since most dps classes barely get to break the 1k

Enter northrend and things changed a little.  Mobs have more health so fights last a little longer.  Thats good and bad. Although it does favor the rogue in terms of dps in longer fights, it doesnt favor a subtlety rogue, who's usually great at opening damage but fails at sustained damage in the long run.  So after several dungeons between 69 and 72, i was resigned to doing lowest dps in all dungeon fights.  This did lead to days of non-play on my rogue and eventually, loss of play completely. 

Then one day, my gf decides to level up a death knight and i leveled with her when she hit 70.  The experience was relatively the same so i decided to switch specs and grab different weapons.  Although i knew that Sub wasnt ideal for dungeon play, i really liked the idea of shadowstep.  Keeping hemmorage up to buff rupture was simply familiar to me when i was playing a feral druid.   Playing combat simplified things a little.  one, i had no "buff" to maintain besides slice and dice, and two, i never really had to stealth.  =D

As a combat rogue, my main concern was to activate slice and dice, rupture if the fight will be long, otherwise, eviscerate.  my combo maker is sinister strike, which can be used from any direction (further simplification).  Now there are a few items that are tossed into this spec that acually makes it different from Sub.  I have two cooldowns to play with and one toggle-able ability that allows me to cleave.  And those are the difference.  But those differences make leveling a rogue so awesome this time around. 

Bruno is now level 82 and working on leveling through vashjir.  He basically sat in LFD queue for the first level and a half since hitting level 80. 

Tuesday, September 21, 2010

The Kerning of Instances

Today's blog entry is on the kerning of instances and a brief update:

Brief update of this past weekend. Me and my gf went off and completed a few more instances of Dire Maul East to finally reached 58. My gf was sitting pretty at 59 but I wasn’t the bit worried.

We traveled to the dark portal the long way so she can pick up some flight paths along the way plus see some of the zones she'll probably never return to. we ran through swamp of sorrows and killed a few things. I honestly would never want to quest there again. I did it on my paladin not too long ago and hated most of the quests. Anyway, we entered the dark portal and was ushered into a whole new world full of demons fighting. it was a pretty awesome sight to see. that battle has been going on for ages, but to every new person passing through that portal, it is fresh and feels like things are happening as we speak (not 4 years ago). we then went through the intro quests and finally on to thrallmar where we collected blood, destroyed some tanks, killed a bunch of demons and broke nearly every demon teleports there are in Hellfire Peninsula. I wonder if HFP was actually a peninsula before the world got broken apart. hmmmmm...

After we took care of the bombing runs I decided to skip the quests in southern HFP (Spinebreaker post) simply because it’s a very crowded area full of mobs. it’s a busy zone. there were quite a few people leveling through that area, much more so than in azeroth. the reason for this is probably because in azeroth, there are various different zones of the same level and many of us are able to pick and choose which zones we'd like to quest in. not so with outland. everyone starts in hellfire peninsula. we're encouraged to play against each other. I like that idea. but I also like the idea of northrend, where there are two level 68-72 zones. and all the zones somehow kind of overlap. dragonblight isnt level 73, you can go there at 71 and still be okay. etc.

Now that we're both 62, I think we can go back to southern HFP and finish off some of the quests there. however, we really do not need to. we can just move on to the next two zones to play (Zangarmarsh and Terrokar forest, with terrokar just a smudge higher level than zangar).

Outland Instances and their Set up
Now in terms of instances, we went through quite a few over the weekend. I still do not have the kilt of rolling thunders, and my gf is still looking for the gloves from the maker in bf. I did end up with a nice belt. I got leather gloves from the first boss in underbog then saw it drop about five more times. I would love that totem for some more mana regen though. gf got the belt from the hydra and shoulderpads from the hunter. just gotta get the pants from the hunter next time around and the hammer from the hydra. I will run ramps again for the shaman pants. this works out because my gf can get the boots off the dragon boss too. she already has everything else she needs from that instance, hellreaver included.

So here we are sitting pretty at level 62. we've been here for four levels and have done four out of the six lower level instances in HFP. The other two are in mana tombs and auchenai crypts. but I think by the time we get to level 67, we'll be doing sethekk halls durnhold. Its somewhat sad to see this because there's quite a few more instances out there left to do. In Tempest keep, there's the Arcatraz, the Mechanar and the Botanica (think: the Exodar, but as three separate dungeons). Hellfire citadel has one last instance at level 70 called Shattered halls. Coilfang reservoir has one called Steamvault and Auchidon has one called Shadow Laberynth. Oh and lets not forget Caverns of time's The Black Morass. These are all level 68-70 instances that may be skipped. /sad

Here is the breakdown of dungeon clusters in Outland:

1. Hellfire Citadel: Ramparts & Blood Furnace (58-62), then Shattered Halls (70).

2. Coilfang Reservoir: Slave Pens & Underbog (60-64), then Steamvault (70).

3. Auchindon: Auchinai Crypt & Mana Tombs (64-66), then Sethekk Halls (67-69), then Shadow Laberynth (70).

4. Caverns of Time: Escape from Durnholde (66-67) and The Black Morass (68-69)

5. Tempest Keep: Arcatraz, Mechanar & Botanica (68-70).

There are also raids that are obsolete, but people do still run those from time to time.

So with this list up, I see things pretty spread out, having things for everyone to do at whatever level they might be. The problem for me is this: We're pretty much going to skip 7 or 8 of those instances. Forget all the ones I've marked as 70, since those will be skipped in favor of Utgarde keep, a level 68-72 instance in northrend. Also skip escape from durnholde and black morass since much of the population do not know how to unlock it, or wont be assed to do it even if they knew how. I will tho, I love those two for the same reason I like culling of stratholme. Theyre not a regular instance like everything else.

what I would love to see is that the level requirements for most of these instances reduced a bit. im sure these instances have been nerfed in the past, and so lowering the level requirement will only help for a bunch of people to actually see some of this stuff. I do want to do Shattered Halls, Steamvault, Shadow Lab and all of the Tempest Keep instances before I hit 70. My last level 80 did them all as well, but Devynity didn’t get to finish all of those instances until level 74. Yes, level 74. I remember fishing in Dragonblight waiting for the queue for Mechanar and Arcatraz to pop. Really? 74? come on bliz.

I want to see some of this stuff before im too high leveled for it. that's basically my point. I know, no one is stopping me from doing them now, or later. But the rewards they give don’t match up with what new content can give. This is the same for the transition between Azeroth and Outland. Stratholme, Scholo and BRS do not offer enough incentive to stay.

I know, there are people who do not have the expansions necessary and are limited. But in a day and age where I can simply check the AH for some Outland gear at level 58, even on a toon who's stuck maxed at 60, he can still wear some of this good stuff found in outland. Same with Northrend. I can check the AH if I don’t have the Wrath expansion and get some gear that can suppliment my tanking, dps, or healing. Heck, at level 70, I can get the Cobalt tanking set and tank all of outlands with it. it’s a lot better and can be easily made (since every BS has to make some of those items to level up).


Cata hopes:
What I am hoping to see in Cataclysm is that the instances don’t start at level 78. I would hope they start out at level 83. yes, 83… all so that people will be arsed to do the level 80 northrend instnaces as well as the harder icecrown citadel instances.

It would have made a lot of sense if the new instances (back when they were new) were bumped up about two levels or that the old instances be pushed down about two levels. actually, the older instances have been nerfed to oblivion, so I don’t see why they wouldn’t lower the mob's levels as well (and also lower the level requirements for some of the boss drops).

Anyway, those are my thoughts on the layout and pacing of all the instances in this game. not saying they did a bad job with it, as it was a pretty awesome job back in the days. but as time progressed, expansions entered the picture and things should change. What I see is that things arent changing as newer content is being added. I think it would make a lot of sense to actually go back and tune some of these instances for lower levels.

Thursday, May 20, 2010

Update: Where to now?

I'd like to say that I am now 20% away from 68 and hitting northrend soon. Although it will be sad to leave outland, I feel that northrend is just as stale, being that I've gone through all of the zones already. I've gone through several areas with my first 80, then switched it a little on my DK, then a little on my paladin, then a little more on my druid. actually my second druid, the healer, went through as little of northrend as possible. she chose to pvp and run instances most of the way through. she pvp'ed in pve gear and at 80, was able to gear up both fairly quickly. she was first to buy dual talent specialization as well as use the game's gear set changer. later on, my dk received a similar treatment as she went to dual spec as dps once her tanking gear basically maxed out, from emblems of course.

Now that I've leveled a paladin from 1 to 67, I do not want to give him dual talent specialization because he is ret. he will always be ret. he's grown up as ret and should never stray away from the light. he's learned to swing his manner one way and one way only. besides, wearing a shield is just not him. he sucks using a shield. he's tried it. never liked it. his arms ached for massive damage.

So I will keep my paladin as ret. for now at least. hopefully my guild will have several tanks that will run heroics with me to get gear. I will not need to spec into prot unless we're doing raids and someone needs an offspec tank to cover for the night. they are thinking of doing some outland raids so I feel that maybe this guild is for me. at least for now. I still do not like the constant "grats" on everything, and the stupid addons that tell you when a guildie gains a level. No really, I just hate leveling now. every time I ding, I see "diamond star skullGrats Devynity on [level]!!skull star diamond xD" from an addon someone has. and half the time, it’s the guild leader. i can live with it, but im just not used to it. but then again its better than having no guild interaction, no guild chat, or even guild events. at least we have a raffle and some guild events. that's a plus. im pretty happy about that. maybe im just jaded with leveling life. who knows.

So with level 68 coming, I really do not know if I want to actually go to BT or HF to do any quests there. it’s the same quests on both sides. maybe I'll run off to help the Tuskars save their homes. I will still go do pugs as much as possible. those emblems are juicy and the random gear would be great to get, even though DE-ing them would make me… 1gold/DE. I think I'll try to save up the shards to buy recipes. doing quests would probably get me lots of gear to DE. but I don’t even know if I want to do that.

I started off with a tauren druid when I ventured into northrend. she was feral, and I was slow at leveling. I went through BT, then did parts of HF, then helped the Tuskar and Taunkas on both ends of the map. Then went through Dragonblight and finally went to grizzly hills before I was able to buy cold weather flying. once I got cold weather flying, I went off immediately to storm peaks and opened up the sons of hodir. then I went to icecrown and opened up the shadow vault. I ended up doing levels 78-80 in icecrown. it was pretty fun, and being under 80 meant I had to watch my distance most of the time. I think I ding'ed 80 somewhere by the fleshworks or by the scarlet island west of icecrown.

My second character to hit 80 was my DK. she spent most of her time going through the same thing my druid first went through. she didn’t veer much off that path, but she did venture a little further into zul drak. she actually did some of the quests from the argent stand and did quests for trapped spirit animals in the snowy areas.

My third 80 was my second druid. she did BG and Instances only. she did a few quests but that’s all. nothing much. she doesn’t have much rep with anyone besides northrend because she would wear tabards and such. that's about it.

My fourth 80 was my paladin. she leveled as prot from 60 to 80. she was a blast to level because it was so hard for her to die. the only problem is, in order to get any mana back, she had to group four mobs together at once to fight. otherwise, blessing of the sanctuary would be inefficient. I started in BT and HF, like usual. I skipped grizzly hills and most of dragonblight. since I was a tank, I had better success with instance queues and got a lot of exp through it. I ended up skipping most Dragonblight and Grizzlyhills and went straight to Zul Drak. I did the scourge side of zuldrak and went to sholazar. yep, new zone, and ended up leveling to 79 there. then she went to icecrown and opened up shadowvault to get the tabard. and that's it.

Between those four 80s, I've logged a billion northrend instances and know much of the zone. the only other thing I can really do is get on an ally and level through their zone. lol. but I wont. not yet at least.

So there, I don’t know where to go. maybe I should just level in SMV and Netherstorm. lol. I feel like skipping to dragonblight and doing the wrathgate event, then, since im a paladin, I will run off to zul drak to help the argent dawn/crusade there. it will be fun. then I can go back and do some baron rivendare farming for his mount. that should get me to exalted with the dawn. The Argent Champion is really all I want. =P tho… the title, The Light of the Dawn is very very enticing. =]