Wednesday, September 29, 2010

Rotations

There's this one blog that i love reading.  The guy who writes it is pretty entertaining.  but he speaks truth even in an entertaining form.  he's a little over-the-top when it comes to explaining things.  but hey, it gets the point across.


so from Jong and Forbearace comes this:
What are you doing "thinking" about your rotation anyways? It should be like breathing. Do you sit there consciously observing the intricacies of inhale/exhale mechanics? It should just float off your finger tips while you tend to the real task: orchestrating the efforts of clueless scrubs running around flopping they arms.
So with rotations, live it. breathe it.  make it roll off your fingers without even thinking.  go to the target dummies and spend 10 minutes a day there.  watch your dps meter and adjust if you want to, just to see if you can gain more dps.  you'll do two things here.  you'll hone your rotations to maximize damage on your own (and not from a website) and you'll train your fingers to press the right buttons at the right time all the time.  when it comes time to top dps in instances, you'll have that muscle memory working for you.

remember to switch it up.  that's the main thing.  people dont take the time to put different spells in to spice up their rotations. and sometimes, that results in an increased dps you never knew you could have done.  some will argue that you have to do it in the instances for it to be "real" since that's where it counts.  but i find that doing it at the target dummies make it much much easier to transfer all that newfound skill into the "real" world. 

and its always good to go back to the target dummies every 10 levels while leveling since you're always learning new spell and abilities as you're leveling. And every time you upgrade gear sets at 80 (or even one or two upgrades, since they offer bonuses or stats that may alter your rotations for maximum dps).

just a reminder to visit the dummies.  i love dummies anyway.

Monday, September 27, 2010

Monday Report - Outlands: Halfway mark

It's Monday and I just want to update my two or three followers out there about the happenings of WoW and stuff for me and my gf.

This weekend we got our deathknights to level 66-67. We've been going through dungeon after dugneon trying to get some very nice gear but unfortunately, things arent going that well.  Neither of us got the boots from Ramps (tho we both have hellreavers and the belt).  i could never get quagmaron to drop the chest piece so im stuck buying fel iron chestpiece from the AH.  quest reward items and green drops have been sucking lately as well.  my gf has a bit more luck with drops tho.  she's got matching chest and pants from some dungeon.  What we're trying to get are shoulderpads, boots, a new sword or hammer, and a nice chestpiece for me.  Sucks. but oh well.  with all the gemming we do to the new gear (note that these gems are from the Wrath expansion and not the Burning Crusade expansion) we are pretty over-geared for the content we do, even if we dont have all the gear we want. and this is the sole reason why i see level 65s do 600-1000 dps in dungeons.  back when the burning crusade was the only expansion, the gems that you can place in these slots werent so hot, but helped anyway.  seeing 600 dps was the cream of the crop.  but now, seeing 600 dps is the standard.  anyone below that?  we know they dont know how to really "play" their class.

anyway, with the list of rewards slowly going obsolete in four levels (and it is very important to a tank, as every tank that i took personally to northrend who wasnt geared in northrend items usually died in two to three hits, with any pulls that had more than 3 mobs obliterating each and every one of those tanks) i think its a good time to save a little bit of cash to buy up cobalt bars.  i'll also have to get someone to craft the entire cobalt set.  actually i've been looking since two nights ago and can only find the gloves (since the material costs to make it is low, people usually make tons of these to level up their profession, not knowing that other pieces will sell for a lot more). 

Since its a whole set, im probably going to buy up the cobalt bars i need and tip a BSer to make the items for me.  they will fill in nicely at level 70.  i dont think i want to tank anything in northrend until i actually get this set.  i've healed some squishies in UK and Nexus before, and those were people who had really nice gear from outland. and they're squishy in northrend. seriously they are. 

in any case, back to outland talk.  we've just opened up Escape from Durnholde. Hopefully we'll find a group for this during the weeknights.  I know a lot of people dont bother to do the quest to open up these instances, but how many more times can someone go through mana-tombs and sethekk halls before they rip their eyes out?  durnholde, and the followup dungeon Black Morass, will help break up the monotony. actually i kinda want to do tempest keep stuff before we hit 70, but seeing that these dungeons are 70, i might end up skipping them.  sucks for a tank, because tanks need to be able to soak up the damage the mobs deal.  but we'll work on it. 

doing the higher level dungeons will probably be a lot of fun.  its not a breeze like northrend, really.  what i mean is that these dungeons are still "hard" if you dont come to it with your full attention.  i actually would rather just do instances for content rather than gear. so these instances will still be on my list of to-do even while im past level 70.  actually, my paladin, Devynity, was still doing tempest keep and magisters terrace at level 74 (which i think, is the last level i can queue up for those dungeons.  sad but yea).

okay, so coffee is kicking in now and hopefully i'll have more to say a little later on today. so there, we're about halfway through all of outland's dungeons. we barely scratched the outland contenent itself, but we're slowly getting there.  in any case, six instances explored, about eight more to go.  gonna write more later, hopefully. 

Thursday, September 23, 2010

Compliments

Just to think, i thought my tanking kinda sucks cos of all the stupid things that keep the tank sapped, disarmed, or feared. and then i get this...


I was actually complimenting the healer as he never let me drop below 50% health.  okay maybe once but that was due to a bad patrol running around.

keep on tanking?  hell yea!

now all i gotta do is figure out why dks have bad rep.... ha!

Wednesday, September 22, 2010

DK Blood Tanking Lv 60

Death Knight Tanking So Far

So my girl and i decided to make death knights!  i already have several death knights.  Unholy Tank, Frost DPS, and some others i got bored with.  What i find most interesting is the whole experience of tanking at level 60, and then turning around and healing other DK tanks at the same level.  Here is my experience so far.

Death Knight's POV
Here i am standing at the entrance of Ramparts, level 60, with brand new spells like Death and Decay.  I dont have all the talents i need yet to be effective (and when i say effective, i mean super good that everyone praises me and stays in hopes that i queue up again).  But i do have enough points to do what i need to do.

Preface:  There are talents in every tree for tanking, and in the first tier.  these talents should be used by all tanks at level 60, even if it keeps us from the juicy Howling Blast talent.  These talents are easy to get, as they're in the first tier of each tree.  Blood tree, get Blade Barrier. Frost tree, get Toughness.  Unholy tree, get Anticipation.  These talents are there for every Dk to easily get so they can tank effectively in any spec they choose.

I am spec'd in blood so i have some of the juicy self-healing spells that totally rock.  i also have the DK's version of the warrior's last stand.  I am sooooo hoping for icebound fortitude soon (warrior version is shield wall), which will reduce the damage taken by about 40%.  since i dont have defense rating, i'll need to glyp it, but i already have my two glyph slots filled (dilemas!!!) with Death Strike and Vampiric Blood.  I should probably get rid of the DS glyph. its more damage anyway.  I was thinking of replacing it with Rune Strike, but +10% crit "can" help, but not really if my main concern is just to hold aggro and stay up.

My blood tree is filled with talents that improve my survival, increases my runic regeneration, and gives me nifty tools to regain lost health.  it does not include any extra crit, but i do have the 2-hand weapon talent.  more damage is, actually, more threat.  but im more concerned about survival. 

I've also gone ahead and put 5 points in the frost tree in Toughness and 5 points in Unholy tree in Anticipation.  These are the bread and butter of tanking, but it does require 10 points spent elsewhere, and early on.  optimally, we'd want to spend those 10 points after we fill up 51 points in our main tree.  but for tanking, im at 40/5/5 instead of 50/0/0.  Since i only have 40 points in Blood, one juicy tanking talent (the one that reduces damage if im lower than 35% health, i forgot the name) is missing.  Imagine being a Frost tank, and not having howling blast (a staple) until level 70 because we have to spend 5 points in blood and 5 points in unholy first.  that sucks for frost tanks (unless they skip Blade Barrier and Anticipation to fill them up between 60-70). 

I am now building up my unholy tree and hopes to get a shorter cooldown/CD on Death and Decay and longer disease durations.  As of right now with zero points in Morbidity, i find that if DPS are decent, we will kill a group about 10 secnods before my DnD is refreshed.  What i'd like, is for the DnD to be available immediately after killing one group, so that i can use it on the next, or that i can use it again should there be adds. 

What i also find is that tanking is not as smooth as dps.  every pull requires Death and Decay.  why?  because of Disarms.  that's correct. for those who have never tanked Ramps, it is an annoyance for many tanks due to the mob's disarm effect.  they will "disarm" me for several seconds.  in which time, i am unable to attack much (but i do punch!) so having DnD down to maintain aggro is a great tool.  I cant imagine tanking without some AoE tool that will allow me to hold aggro until i get my sword back. and once i do get my sword back, i get disarmed again after a hit.  its quite annoying, but im still doing my job.  oh how i miss DPS.  i never get disarmed and my rotations are always as smooth as silk.

Positioning: In terms of positioning, Ramps is quite a challenge.  Every group is spread apart OK, with very little wiggle room to move around.  Not only that, there are patrols roaming around.  If those patrols arent dispatched properly, they can aggro during a fight (and not only the patrols, but also the group standing close enough to the patrols, so then you'll be dealing with two GROUPS of adds, instead of just one).  what i try to do is face the mobs to the side so my back is usually against the wall.  this offers lots of camera angling and zooming just to be able to see around me, but it keeps me and the DPS from "butt" pulling the next group. To butt pull, simply walk backwards into a group.  They will notice your butt and spank it.

This "buttpull" happens a lot with new tanks, actually.  They seem to not realize that when they charge into a group of mobs, the melee dps needs to stand BEHIND the mobs they're tanking.  in so doing, there is a possibility that the DPS will aggro a new group.  This is stupid play and all tanks should learn to move the group of mobs to a safer spot in order for the dps to actually stand behind the mobs.  now if you have only ranged dps, where the tank faces sometimes does not matter.  The tank still needs to be able to face the group to see if there are mobs running to chew on the healer or ranged dps.  but i find this practice uncommon in the many instances i've been in lately. 

Although it seems like i can handle two groups of mobs at a time, i usually try to keep it to one group only.  the reason for this is that i do not have all my cooldowns yet, my rune usage is wonky, i dont have rune strike until level 66 and i do feel a bit squishy.  When am i not squishy?  when i never dip below 35% health (this is when Mik's Scrolling Combat Test chimes me that im low in health).  But when the healer constantly has to work to keep me up, i know that im taking a lot of damage.  Whats strange is that i've healed many dk tanks similar to me and it felt just fine.  my mana usage was decent, my heals were flowing nicely, and i rarely had to use Nature's Swiftness emergency spell.  But when it comes down to me tanking, i have this irrational idea that if i dip too low in health, i shouldnt tank (maybe this is due to countless heroics where i've tanked, and kept many tanks up where we're never below 50% health unless somoeone screwed up bad). 

Anyway, that about wraps up my thoughts on level 60 tanking.  it sucks.  i dont know how people do it. 

Tuesday, September 21, 2010

I Heart Shields

i like shields.  i really do.  they make life a little easier when it comes to healing.  now i havent played holy paladin healing much (since he's holy pvp, and i do mainly pve crap) but i have played the other classes.  what i find most awesome is that each class has its own version of a shield, whether it seems like it or not.
I'm writing this because i have been thinking about the differences in playing styles between my druid (which i love love love) and my shaman, as well, with my priest and my paladin.  heck, throw in my death knight and warlock (because they can heal themselves!) and we'll have a nice healing party.  i'll bring the kungaloosh.

Lets start with the obvious, priest's Power Word: Shield. I wonder if there are any other "Power Word" spells.  anyway, this is the obvious shield, with disc getting a secondary shield as well.  this shield rocks my socks and it does exactly as it says, it shields.  damage taken is damage absorbed.  makes sense right?

The second shielding type of healer is the paladin.  his shield absorbs damage as well. but it also increases healing on the target with the shield with this thing called a HoT.  like the shield above, it lasts for a certain amount of time or until the shield is completely used.

The third class with a shield is the shaman.  now his shield acts a little different because it shields the person kind of.  what it does is each time it gets whacked, it heals the bearer of the shield by a certain amount.  its not as effective as the priest shield with its "partial" absorb, but it has one thing the other shield doesnt have: longevity. it lasts for quite a while, and only needs to be refreshed when the shield runs out of charges.  whether it has 8 charges or 2 charges, the heal per hit will be exactly the same.  only limitation is that this shield only works on one person, per shaman, at a time.

The last type of shield isnt really a shield at all.  it comes from the awesome tree druids and they call it rejuvenation.  this spell is an inexpensive heal over time spell that simply exists.  if your "shielded" party member gets hit, it will kick in once every three seconds to heal him back up.  if the party member doesnt take any damage, it overheals, but its waste is neglegible (liken unto a shield that doesnt get used up).

people will argue that the druid talent living seed can be this shield. i find it lacking the very basic concept of a shield.  the fact that it only plants by chance makes it unreliable.  with all the other spells, the shield can be cast at-will, barring any cooldowns or debuffs.  although living seed may seen like a great "sheild" type spell, its very situational and would probably be considered a proc heal that may or may not be used.  what?  well what if the tank gets a living seed proc, awesome! but what if the tank is also at full health?  that next hit, whether it be blocked, parried, dodged, or taken, will still cause living seed to burst, thus wasting a good heal. i'd love living seed to go off if the tank were to die. that would rock.

but anyway, rejuv is a shield.  it is also a hot.  but it acts as the shield in many cases and tops people off nicely.  it is used in conjunction with swiftmend and nourish to blow away the competition.  it is the base for which druids get their healing bonus.  sounds like a sacred shield, power word shield and earthshield to me!

anyway, those are the shields in my life and i love them. 

Swift Backhand of Justice

The Swift Hand of Justice is a trinket.  It improves haste rating.

Like all other heirloom gear, the haste rating incrases as you level up.  Now imagine using this at level 20, healing through some very bad pugs.  this haste increase, at that level, does nothing for my cast time.  actually, my casting time is exactly the same unless i do a resurrection (which takes 9.9 whole seconds). 

At level 40 somewhere, i notice that my casting speed has increased by 0.1 seconds.  yay for haste improvements!!

so now my lesser healing wave takes 1.4 seconds. and my healing wave takes 2.4 seconds.
and its been sitting there ever since.  im now level 62 and i still dont see an improvement.

I know haste rating is great, but at lower levels, it doesnt do jack.  it isnt until much later on where i can actually see a difference in my cast time.  i know 50 haste at level 80 isnt a whole lot, but almost zero haste at level 20 sure doesnt help one bit. its illogical. haste doesnt work the same as spell power.  it doesnt work the same as stamina.  the scaling is different.  if the trinket gives me hast by percentage, then that would make sense.  i'd like a 15% haste to my spells at all levels.  that would rock.

Death Knight DPS Spec vs. Tanking Spec

Here's why i am writing this post:

GF: Hey which DK spec is for tanking?
Me: All of them.
GF: ???   What about DPS?
Me: All of them.
GF: What?
Me: It depends on the talents within each spec. 


So here's a picture i stole somewhere on the internet. it shows the basic Unholy DK DPS build that many people have agreed as good.  Well, i took it a bit futher and put yellow boxes around the talents an Unholy DK would pick if he were to tank as Unholy.  Then i crossed out some of the talents that's blatantly for dps (as in, no respectable tank would ever pick these talents. although there's some talents in the blood tree that needs to be "wasted" to get to improved runetap). 


Click Pic to Enlarge

Note that this is the level 80, single target (ie. bosses) talent spec.  leveling spec would be a little different but very much the same.  also the only different between this spec and an AoE spec is the switching of two talents.  otherwise, everything's the same.  note that for tanking, you'll need talents from every tree.  note also that some of your fun dps talents are crossed out.  this is because no tank needs a ghoul, and no tank needs a gargoyle.  those are strictly for dps.  since this is an unholy spec, you're also giving up some nice dps talents from the blood tree as well.  you still want 2hand swords, but you're going to give up some in bladed armor to jump to blood tap and improved blood tap. 

I can do this for the Blood tree and the frost tree as well, but since my GF is Unholy, i fugred this is the best way to explain so she'll have some idea what im talking about.  unholy dps is really good with the AoE dps.  I also find that Frost dps is great as well.  Blood dps is solid, but rather boring.  tanking, however, is a totally different game and requires a familiarity with your buttons and surroundings that requires a good proficiency in one of the three specs.  what i mean to say is, get good with one spec before you plan on tanking in that spec. 

So to debunk some common misconceptions (pre-cata, ofc)...
1. All specs can tank.
2. The difference between dps and tank are the talent choices within their relative tree.
3. Frost is not THE tanking spec.
4. Unholy DPS is the highest dps spec, for you.  this means that if you spec into all three specs, assuming skill level is the same, you'll do more dps as unholy.  This does not mean that i wont come by in my frost dps spec (and since my skill > your skill) and decimate your dps.  again, assuming the same skill level, unholy will do more dps.

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.

Friday, September 17, 2010

How I Play a Demonology vs. Affliction Warlock

A lot of people has stated that affliction leveling is best with a warlock.  i am not sure why, as i do not think people play as i play. Sure, my corruption ticks for a little more, but my pet sucks balls compared to demonology.  destruction is as boring as... well, mage leveling without evocation.

So what is the difference between affliction and demonogy exactly?
Besides the different spells they both have?

- Demonologists have stronger pets, has some procs, and a transformation once ever few minutes.

- Afflictionists have stronger Corruption, two more DoTs, possibly another curse (of exhaustion), and more efficient lifetaps, howl of terror, and darkpact (you know, those things you might need if your pet isnt cutting it, or if you're not using the pet at all, which makes complete sense).

This is how i play my Demonology Warlock while questing.
1. Use felguard (or voidwalker before lv.50).  send him in.  wait a second for him to get some aggro.
2. Add the following spells: Immolate, Corruption, Curse of my choice, Shadowbolt if mob has lots of health, drain soul if mob has less than 25% health.
3. Shadowbolt if Nightfall procs; Incinerate if Molton Core procs. 
4. Check cooldowns for spellstones. tap when necessary.

thats it.  easy huh?

This is how i play my Affliction Warlock while questing.
Single Target:
1. Use Felhound/felhunter.  Imp before that.  Voidwalker if mob hits hard.
2. Add the following spells:  Haunt, Corruption, Curse of my choice, Unstable Affliction. Refresh when theyre down.
3. Fear
4. Lifetap twice before Haunt finishes.
5. Shadowbolt if Nightfall procs
6. Drain soul when mob is below 25% health.

Multiple Targets:
1. Use imp, leave on passive.
2. First mob: Haunt, corruption, curse of agony.
3. Second mob: corruption, curse
4. Third mob: corruption, curse.
5. Fourth mob: corruption, curse
6. HOWL OF TERROR
7. Fear mob #4
8. Lifetap/darkpact
9. target mob 1, refresh dots (drain soul til dead)
10. target mob 2, haunt. refresh dots (drain soul til dead)
11. target mob 3, refresh dots (drain sould til dead)
12. mob 4 should be coming out of fear now.  refresh dot and drain soul til dead.

note:  lifetap and dark pact takes your life and gives you mana.  imp is your mana battery.  your spells, haunt and corruption gives you life back.  this allows you to lifetap endlessly.  drain soul will return 15% of your mana.  so its okay to not lifetap in steps 9 through 12.

Have fun.  good luck.  and be prepared to die a few times getting all this right. 

My Alliance Toons

So my girlfriend noticed that i did not list any of my alliance characters on my blog.  you know that little widget on the left that has all my characters?  well there's no alliance characters at all.  and i have to say, i do have quite a few alliance characters.

The only problem is, most of them arent touched, ever.  i've made them a long time ago and i dont expect to return to play them any time soon.  maybe one day, when i get over this whole Horde>all mentality. but even still, its only a designation in-game and doesnt really mean much. it just gives us gamers a sense of belonging.  and i have no hate for alliance. some of my favorite people are alliance.  actually, no they're not.  but some of my favorite bloggers are alliance.  does that count?

Here is a list of my Alliance Characters:
Server: Shadowmoon
1. Thalyndarr - first toon ever.  Level 40ish mage. died like a billion times on this guy.  farthest i took this guy was to the deserts of Tanaris where he tried to kill Calif Scorpidsting and failed.
2. Elsegundo - its actually El Segundo, for "the second" as he was.  he's a gnome warlock who has also died a billion times.  he went a little farther and leveled to 68 when level 70 was the max.
3. Azurielle - She's blue, hence the name.  Night Elf priest, level 40ish.  i got really bored drinking water after ever 2 pulls, even with spirit tap.  she's basically retired.
4. Azuriella - Level 67 death knight.  supposedly its Azurielle resurrected, but i couldnt figure out how to write a story about that.  oh well.
5. Primoprimero - stupid name, huntard, dwarf.  died a billion times as well. level 64, i think.  bored of playing him? yes.  totally. bored of playing casters, actually. and he was a caster of sorts! 

The remaining toons there are just trials.  they dont do anything but take up space actually.

Server: Ysondre
1. Cryogin - Mage.  Cryo - frost. Gin - iono. it completes the name. he's a male draenei mage.  leveled to 20 so he can easily teleport to cities and buy pets to trade to the horde, and buy pets from the horde.  but that project sucks because there's like 10 others on my server doing the same thing.  currently, he's leveling with my girlfriend, slowly, but surely.
2. Voltaris - Night elf warrior not even level 20 yet.  first i wanted to try out Arms dps. but after remember how long dps wait times are, i just decided to go Prot again.  prot level is fun anyway.

And that's pretty much all my notable (keyword notable) alliance toons.


Now that i've listed by toons, let me answer a question my gf has been asking me for a while.  Why horde?  why dont you like alliance?  every time she mentions that she's going on her alliance mage (cos she really likes mages, and she thinks draenei women are the hotness) i always either roll my eyes or sigh.  and she keeps asking.  so let me see if i can answer.

Alliance has no mystique.  Every race (even the gnomes) are set in a well-established city.  They're cut and dry.  its just, for lack of a better word, boring.

The humans are in this nice, claen city. although there's much going on under the surface, it feels clean, organized, and of proper society.  there are no vagrants, no crime and no demonstrations.  nothing. the buildings are nice.  the canal is clean.  the park is awesome.  the only vice to the humans is that Goldshire is a mecca for sexual role play.  otherwise, its dull, dry and drab. 

The dwarves live in a mountan, with a city dug out from the inside.  its gigantic, but still, its nothing more than an indoor city with a small gnomish population.  the homes are carved from the stone and rock, the lava running through it are channeled through varous parts of the city to provide for smelting purposes. even the dark corners of the city look like the rest of the city because the whole place is dark.  the dwarves have been in azeroth since forever and are nicely situated in an area relatively free of hostiles.  They also make beer. boring.

The gnomes live with the dwarves.  what else is there to say? they make machines?  sure. 
The night elves live in this faraway "tree" that's bigger than most zones. isolated, they like to consider themselves better than everyone else.  they only agree to siding with the alliance out of convenience.  they're guys that used to live forever, but currently are dealing with the loss of their immortality.  They're all about the moon, and Elune, and being one with nature.  a very perfect view of nature, or the outdoors.

The only race that may not fit this, although it still feels really boring, are the Draeneis.  you're set in a crashed spaceship. but they came from a very advanced race.  their spaceship is made out of a large diamond with lots of diamonds and crystals to power it.  although there is a lot of damage to their ships, the look and feel of it is still very clean and rich as if you're walking into a palace of marble and crystal.  they're refugees running from a race of demons out to hunt them down.  or bloodelves. i forget.

How does the horde differ? 

The orcs are invaders from Draenor (aka Outland) who walked throug the dark portal like years ago.  decided to conquer azeroth, and in its wake, caused the humans and dwarves to take up arms. they were effin invaders.  they were tools of destruction.  can you get any more awesomer than that???  not only that, they have since freed themselves from their imprisonment (physically and mentally) and are rebuilding their nation in Durotar under Thrall's leadership.  These guys are gruffy, dirty, and often do not speak in complete sentences.  they're the ruffians of any society put into one race and location.  badass.

Trolls have this character about them.  they're into voodoo. they're into the mystics, the darkness, the bad stuffs, if you will.  they're also refugees driven out of their island homehald and has joined thrall for the time being.  they're ugly. yes, ugly.  well the guys are.  the girls can be ok.  anyway, there's not much you can say that's pretty about them.  just like orcs, they have features that arent desired in humans.
Now lets talk about their home.  its rough.  its dirty.  it looks like several makeshift villages put together and called a city.  the streets are made of dirt, the buildings are made of trees, not stones or concrete or crystals. even the stone buildings look primitive. 

Blood elves.  now this is supposed to be the "pretty" race for the horde.  well they're not that pretty if you look around.  half of their city is in ruins.  half of the good part of the city seem to be under some kind of martial law and oppression.  right at the entrance of the city, there's a harrassed citizen.  in the bazzaar, there's a demonstration and/or gathering with people arguing. the robots seem forcibly subduing citizens to keep them in order.  everyone else in the city is suffering from withdrawal.  i really think smc will see a riot before long. it was a great society gone to ruin. seems to me like Rome before their fall.  Or rome after their fall. or something like that.

The undeads.  These guys are like all the other undeads, but because of Sylvannas' powers, they're able to live and think for themselves.  These guys are trying to live and struggle in a world that's not meant for the unliving.  not only that, they're trying to fight the mindless undeads still roaming the lands.  they're basically fight two fights.  they do have a score to settle with Arthas but also will, in the future, need to fight for their right to exist in Azeroth.  Formerly humans, now granted imortality, these guys will be the cause of much conflict in the future.  Like the night elves, the undeads are merely entering into an alliance with the horde for the simple fact that its convenient.  Although it might seem that the relationship between Sylvannas and Thrall may strengthen the bonds between the two races, the undeads really do not need to allign themselves with any of the races of azeroth. 

Finally, i just have this annoyance for humans.  King Wrynn of Stormwind.  He's an idiot.  he's been hating orcs for so long and cant see past it.  he cant even get it right.  why the hell does he dual weild one-handers?  Titans grip came out two years ago.  Fury is, indeed, one way to describe him. His ass-hat-ness makes me want to delete my human toons.  Arthas, another piece of royal idiocy.  Culls stratholme?  really?  goes to northrend and becomes the lich king.  why?  stupid cowboys.  Jaina.  Queen of Theremore?  not anymore.  she's some pansy who's running around calling Wrynn her king and Arthas her man on the side while she's really into Thrall but cant say it because she likes how Wrynn does it too.  or something.  Make up your friggin mind you stupid blondie. The whole human race is the whole reason why we have so many friggin problems in wow.  screw them.  FOR THE HORDE!!

/opinion.