2009-12-18

Quests für beide Fraktionen

Der Große Fras Siabi:
Eine einfach Kill-Quest, die beim ersten Besuch in Stratholme, auf dem Weg zum Archivar oder Balnazzar, erledigt werden kann. Ihr erhaltet sie von Smokey LaRue an der Kapelle des Lichts.

Häuser der Heiligen:
Das heilige Wasser, welches ihr für Leonid Barthalomew an der Kapelle des Lichts sammeln sollt, befindet sich in den Kisten, die über ganz Stratholme tiffany verteilt sind. Dummerweise lässt sich nur ein geringer Prozentsatz der Kisten wirklich öffnen. Die meisten enthalten Giftfallen, Maden oder Insektenschwärme, die auf den Öffnenden losgehen. Daher lässt sich diese Quest nicht von allen Mitgliedern während eines Durchlaufs lösen. Dafür ist es jedoch möglich, diese Quest auch innerhalb eines Schlachtzuges zu vollenden.

Das Fleisch lügt nicht:
Die verseuchten Fleischproben von Betina Bigglezink (zu finden an der Kapelle des Lichts) Quests können von allen Untoten und Monstrositäten innerhalb der Instanz zurückgelassen werden. In Folge dieser Quest entsteht der aktive Wirkstoff:

Der aktive Wirkstoff:
Nachdem ihr die Fleischproben gesammelt habt, schickt euch Betina Bigglezink erneut aus um die Geißeldaten zu suchen. Hierbei handelt es sich um ein kleines Kästchen, das zufällig in einer der Zigurats (Untoten Teil) auftaucht.

Die Ruhelosen Seelen:
Beschützer Alen, etwas südlich der Kapelle des Lichts, schickt euch in den Westen des Pestwaldes (das Gebiet vor Stratholme), um Egan zu suchen. Der Geisterjäger übergibt euch seinen Blaster, mit dem ihr die Seelen der Stadtbewohner (die einzigen nicht aggressiven Mobs in Stratholme) einfangen sollt. Aus jedem Bewohner entstehen 2 oder 3 Ladungen, die mit dem Blaster eingefangen werden müssen und allen Gruppenmitgliedern angerechnet werden, welche die Quest haben. Somit lässt sich diese Quest spielend leicht während des ersten Besuches erledigen.

Von Liebe und Familie:
Von Liebe und Familie ist eine lange Questreihe, die bei Tirion Fordring im Westen der östlichen Pestländer beginnt. Nachdem ihr die ersten drei Killquests (Blutgetränkter Himmel, D&auml,wow gold;monenhunde und Aasfresserfleisch) für ihn erledigt habt, sendet er euch aus Taelans Hammer und das Symbol der verlorenen Ehre zu bergen. Anschließend schickt er euch zu dem Geist von Renfray auf der Insel Caer Darrow. Wo ihr die Stratholme Quest erhaltet. Das gesuchte Gemälde befindet sich im Scharlachroten Teil Stratholmes. Genauer gesagt im Raum des Archivars. Wenn ihr es zusammen mit der Archivarquest erledigt, solltet ihr zunächst das Bild von der Wand nehmen, da es ansonsten verbrennt.
Sobald ihr die Quest abgeschlossen habt, schickt Tirion euch zur Hexe Myranda (im Süden erst westlichen Pestländer). Welche euch als Scharlachrote Wache maskiert und zu Hochlord Taelan Fordring in Hearthglen (Norden der westliche Pestländer) schickt. Sobald ihr bei Taelan Fordring angelangt und ihm das Geschenk übergeben habt, braucht ihr ihm nur noch (mit genug Abstand) folgen, den Gesprächen lauschen und Ereignissen zusehen und am Ende mit dem letzten Überlebenden, Lord Tirion Fordring, reden. Als Belohung steht euch einer der folgenden Gegenstände zur Auswahl:
Fordring’s Seal
Ornate Adamantium Breastplate
Shimmering Platinum Warhammer
Shroud of the Exile

Der Archivar:
Dieses ist die erste Quest der Hauptquestreihe von Stratholme. Ihr erhaltet sie von Duke Nicholas ZverenHoff an der Kapelle des Lichts. Zur Erfüllung der wow gold Quest müsst ihr in die Scharlachrote Bastion eindringen, den Archivar töten und das Archiv in Brand stecken.

Die Wahrheit kommt mit Macht:
Nachdem ihr den Archivar für Duke Nicholas ZverenHoff getötet habt, solltet ihr erneut in die Scharlachrote Bastion eindringen und den Dämon Balnazzar ermorden. Sein Kopf startet diese Quest, die eigentlich nur daraus besteht, den Kopf zum Duke zu bringen. Daraufhin erhaltet ihr die "Übertroffen" Quest.

Übertroffen:
Sobald ihr Duke Nicholas ZverenHoff Balnazzars Kopf übergeben habt, sendet er euch aus, Baron Rivendare zu töten. Wenn ihr dieses vollbracht habt, schickt er euch zu Lord Maxwell Tyrosus. Wo ihr euch aus seiner Truhe einen der folgenden Gegenstände nehmen dürft:

Argent Defender
Argent Avenger
Argent Crusader

Das Medallion des Glaubens:
Diese Quest startet in Stratholme selbst und bedarf keiner Vorquests. Es geht dabei nur darum das Medallion aufzuheben und wieder abzugeben. Ihr findet es in einer Truhe bei Malor in der Scharlachroten Bastion und solltet es Aurius, einem Paladin am Nebeneingang Stratholmes, übergeben. Somit startet die Quest Aurius’ Abrechnung

Menethils Geschenk:
Hierbei handelt es sich um den vorletzten Schritt der Scholomance Questreihe. Ihr müsst dazu mit dem Andenken der Erinnerung zu dem unheiligen Boden im Schlachthaus und es nach dem Kampf mit Baron Rivendare auf den Boden legen.

Aurius’ Abrechnung:
Wenn ihr Aurius das Medallion des Glaubens überreicht, unterstützt er euch später im Kampf gegen Baron Rivendare. Am Ende des Kampfes dürft ihr euch eine der folgenden Belohnungen aussuchen:

Blood of the Martyr
Will of the Martyr

Horde Quests
Ramstein:
Nathanos Blightcaller gibt euch den Auftrag Ramstein zu töten. Doch zuvor müsst ihr 3 Vorquests für ihn erledigen: Töten zu einem bestimmten Zweck, Gesuch eines Waldläuferlords und Duskwing. Letzteres ist eine Elite Quest, für die ihr mindestens eine 3 Mann Gruppe benötigt.

Berufs-Quests
Verderbnis (Schwertschmied):
Waffenschmiede können sich mit der 54. Stufe und mindestens 250 Fertigkeitspunkten auf eine bestimmte Waffengattung spezialisieren. Hierzu müssen sie eine der 3 Quest in Everlook annehmen. Die Quest zum Schwertschmiedemeister spielt hier in Stratholme. Alles was ihr dafür machen müsst ist, den Lumpen-Schwertschmied (neben der Zigurat der Baroness (Untoten Teil)) zu vernichten und die Insignien der schwarzen Wache nach Winterspring zurück zu bringen.

Süße Beschaulichkeit (Hammerschmied):
Die Spezialisierungsquest des Hammerschmieds ist ebenfalls in Stratholme zu erledigen. Sie spielt jedoch im Scharlachroten Teil. Ihr müsst dazu die Schmiedekunstpläne finden (entweder beim Kanonier Willy oder dem Archivar), benutzen und den purpurrote Hammerschmied töten.

Der Weg zur Instanz
Die Stadt Stratholme liegt im Nordwesten der östlichen Pestländer (nördlich des Pestwaldes). Der kürzeste Weg für Anhänger der Allianz wie auf Horde beginnt an der Kapelle des Lichts (einzige Flugpunkt des Gebietes). Reitet von dort cheap wow gold aus nach Westen, bis ihr auf die Straße trefft. Folgt dieser in Richtung Norden. Sie wird nach kurzer Zeit einen Bogen nach Nordwesten machen. Folgt ihr weiterhin bis in die Tiefen des Pestwaldes. Sobald ihr an der (einzigen) Gabelung angekommen seid, biegt rechts (nach Norden) ab. Nach wenigen Metern solltet ihr zur Brücke Stratholmes gelangen.

Zudem gibt es einen Nebeneingang, der direkt in den Untotenteil Stratholmes führt. Die Tor zum und im Untotenteil erfordern jedoch den "Schlüssel zur Stadt", welchen ihr euch erst erarbeiten müsst. Der Nebeneingang liegt östlich des Haupteingangs. Verlasst dazu den Straßenverlauf in nördlicher Richtung, kurz bevor ihr durch den Torbogen am Pestwald reitet.

Tags: .

Why Drop Death Runes?,wow gold

Given the current state of the patch notes and preliminary number crunching, it’s almost a given that you’ll see most Unholy Death Knights drop Reaping come patch. Right now, everything suggests that it’s going to be the smart thing to do. Scourge Strike is losing damage all around, and not only is Blood Strike gaining damage, but Desolation, the new Desecration buy wow gold offshoot, will provide its 5% damage boost from Blood Strike, giving even more incentive to drop those Reaping points, since you’ll probably be wanting to hit Blood Strike to keep that buff up.

Here’s another reason to use Blood Strike over Scourge Strike: Armor Penetration. One of the advantages of Scourge Strike in the early game is that it uses shadow damage, which bypasses armor completely. However, in return, it has a lower gross damage than similar physical damage attacks. It also does not scale with armor penetration at all.

Through Ulduar and now into the Argent Coliseum, Armor Penetration has only been climbing. It’s looking more and more likely that tier 9 may be the point at which Obliterate actually climbs above Scourge Strike in damage for a well equipped Death Knight. Blood Strike is also physical, so that’s, of course,wow gold, one more reason to drop reaping and use those two blood runes for two Blood Strikes every single time for single-target DPS.

Now, Frost is less likely to drop Blood of the North altogether if only because it has that extra Blood and Frost Strike damage tacked on, so we may still, in theory, see some "use" of Death Runes. But again, chances are that when those blood runes refresh into Death Runes, they’ll be converted right back into Blood Strikes. Frost has traditionally worked at firing off as many Icy Touches as possible, since between various frost damage increasing talents, and Icy Touch dependent proc mechanisms, it just did the most damage. Plus, the Icy Touch glyph allowed for more uses of Frost Strike.

While the latter point still stands tiffany for now, the various nerfs and changes to the Frost Tree are now suggesting that a simple rotation may now work the best for Icy Touch. Blood Fever’s damage boost may finally make it worth using in a rotation, and as a result, Obliterate and Blood Strike will finally outpace Icy Touch more solidly.

What it means

It means, for one, that things are going to get a lot simpler should these changes remain exactly in place in future PTR builds. You can probably expect, for Frost, to see a very basic Plague Strike -> Icy Touch -> Obliterate -> Double Blood Strike rotation come into effect. Unholy will be similar, but replace Obliterate with Scourge Strike until Armor Penetration gets high enough. It’s possible, of course, that more testing could change how we see these changes, but for now, the math really does appear solid: For the Frost and Unholy trees, Death Runes are on the out.

Right now, it would definitely be interesting to hear what Ghostcrawler has to say about the Patch 3.2 changes in light of his comments. The Death Knight Q&A seems to have been conducted before Patch 3.2 was pushed onto the PTR, so It’s certainly possible that, in the meantime, he and his team looked at how to adjust Death Knights and decided that they had to sacrifice Death Runes for Unholy and Frost Death Knights.

But this does simply make single-target DPS rotations straight up far less complicated. You’ll still have some variety in Frost in trying to make proper use of Killing Machine and Rime procs, but otherwise spending your runes will be a very straightforward proposition.

Unholy’s biggest interesting conundrum is going to be trying to figure out if or when one should give up on Scourge Strike and head for Obliterate. In theory, a high level Unholy Build will still have those 10 points in Frost, and one can use the 3 talent points saved out of reaping to grab Annihilation, so you shouldn’t have to worry about the disease-eating portion of the skill.

What Changes May Come

Of course, this is the PTR, so things are liable cheap wow gold to change, maybe even drastically. What might change, exactly, is more up in the air. As I said, if the dev team doesn’t mind deemphasizing Death Runes for 2 of the 3 trees, it may be these changes as they stand may make it to live servers with minimal adjustments. If they do want to at least make Death Runes a viable option for Unholy, they may add some secondary benefit to Reaping like they did to Blood of the North.

Tags: .

The Pit of Saron is a very story line heavy instance that walks you through finding out where the Lich King is in the Citadel.  When you enter you face the Scourgelord Tyrannus right away, however, he leaves the area as soon as you engage his minions. 

Jaina Proudmoore (if you are Alliance) or Sylvanas Windrunner (if you are Horde) meet you at this point and ask you to rescue the prisoners tiffany held in the mine and defeat the Forgemaster of the Pit.&nbsp,wow gold; There are three bosses that inhabit the instance and each must be defeated to complete the storyline.

Once Tyrannus flys away you should make your way along the right path of the pit freeing prisoners along the way.  If you follow the right edge you will come to Forgemaster Garfrost who will be your first big fight in the instance.

Forgemaster Garfrost
The first boss that you come to is The Forgemaster Garfrost who is a Giant that walks around carrying a load of Saronite on his back.  The fight has three different phases as he makes his way from forge to forge.  It can also be fairly healing intensive due to the AOE damage inflicted, especially if DPS is light and the fight drags on. 

Abilities
Permafrost – This is a stacking debuff that does two things: it inflicts a small amount of damage per tick and increases frost damage taken.  While the damage starts off small it ramps up fairly quickly due to the stacking increase to frost damage taken. 

Thundering Stomp – This is an AOE stun to everything in the area.  He does this when he leaps to one of his two anvils.  He does this at 2/3 and 1/3 health remaining.

Throw Saronite – Occasionally Garfrost will target a random player and heave a boulder of Saronite at them.  You are given a warning however as a shadow appears on the ground.  If you are hit you take damage and are thrown back.

Frozen Blade – (Phase 2) When Garfrost leaps to the first of his anvils he will forge a Frozen Blade. When wielding this blade he does significantly more damage.

Chilling Wave – (Phase 2)  This is an AOE cone attack that hits everything in his front arc for a large amount of frost damage.

Frostborn Mace – (Phase 3) When Garfrost leaps to his second anvil he forges an even better weapon, the Frostborn Mace.  This weapon allows him to do even more damage.

Deep Freeze &ndash,wow gold; (Phase 3) During phase three Garfrost will randomly target players and hit them for a large amount of frost damage and a movement slowing effect.

Strategy
In the first phase of the fight when the tank initially grabs Garfrost’s attention all of the other enemies in the room will also attack the party.  While the tank builds threat, DPS players should quickly down these additional enemies and then focus on Garfrost. Continue fighting Garfrost and avoiding any boulders that he throws at players until you drop him to 2/3rds life.  At this point he will stun everyone and leap to one of his anvils.

He will gain an even more powerful weapon here and the ability to hit random players for a large amount of damage.  At this point burn all of your cool downs and trinkets and get him down quickly.

Once you have defeated Forgemaster Garfrost you will get the next part of the quest to move on through the instance.  While the quest points you up the ramp, we will instead head just left of the ramp to deal with a vile little Gnome first.

Krick and Ick

Krick and Ick are a hilarious combination of an undead troll type creature called a Plague Eruptor and an evil looking Gnome riding on his back directing him.  The creatures that you fight in front of him help teach you the fight by having you avoid poison.

Abilities
Toxic Waste – Throughout the fight Ick will launch toxic waste at players much the same as the creatures you just fought.  Everyone needs to get out of them before they suffer too much damage.

Shadow Bolt – Any time the tank cheap wow gold is not nearby, Krick launches Shadow Bolts at the player with the most threat.

Pursuit – Occasionally Krick will tell Ick that he is attacking the wrong person.  He will then select a player at random to attack and stay on them for about 10 seconds.    The tank can not taunt the stupid creature back until the time is up.  Ick is slowed to 50% run speed though so the player just needs to outpace it.

Poison Nova – Occasionally Krick will announce that he wants all of you poisoned.  Ick then takes a few seconds to launch a poison nova that hits everyone nearby.  There is enough time to get away if you start early.

Explosive Barrage – Once Ick has been dropped to 20% or less health he will start launching Explosive Barages.  They appear as blue orbs on the ground that expand and then explode dealing magic damage when they do. 

Strategy
This fight is really pretty simple, assuming you can get everyone to avoid the toxic waste.  The tank just needs to hold agro when Ick is not pursuing someone, and drag him around away from waste. 

Once Ick gets low on health and the exploding orbs start appearing everyone can continue to DPS but they just need to move constantly and avoid going where someone else was previously.  Once the orbs stop appearing you can go back to DPSing Ick fully.

Once he has been defeated, Krick will beg for mercy from Jaina Proudmoore (if you are Alliance) or Sylvanas Windrunner (if you are Horde).  While it looks like they are about to grant it, the Scourgelord is less than pleased with Krick’s betrayal and silences the Grome for good.

Make your way up the ramp chasing Tyrannus and then make your way through the tunnel.  This is a great cinematic fight as you deal with scourge while avoiding the roof collapses going on.

Scourgelord Tyrannus
At the end of the tunnel you come to face the Scourgelord Tyrannus and his fearsome mount Rimefang.  Tyrannus is a Death Knight that has several powerful attacks, as well as being able to direct his mount that flies overhead attacking.

Tyrannus’s Abilities
Forceful Smash – This attack hits the tank and anyone else in the front arc and knocks them back while inflicting a serious amount of damage.  Any non-tank hit is likely to be killed.

Overlord’s Brand – Tyrannus marks a random player with this brand for 8 seconds.  While branded that player suffers damage equal to what they deal out, in addition any healing that that player does is done to Tyrannus as well.

Unholy Power – This is a buff that Tyrannus grants himself that increases the damage he causes by 75% but reduces his movement speed by 50%.

Mark of Rimefang – Tyrannus places this mark on a random player, signaling that Rimefang should attack that player.

Rimefang’s Abilities

Hoarfrost – Rimfang circles overhead and drops Hoarfrost onto the ground below.  A Rune displays on the ground showing where it will land and gives players a chance to get away.  It appears roughly 5 seconds before it will land.  If hit the player is stunned for 5 seconds and takes a large amount of frost damage.

Icy Blast – This is a frost based attack that Rimefang uses when not casting Hoarfrost.  It hits the target and anyone nearby with a moderate amount of frost damage.

Strategy
This fight requires that players pay attention to who is Branded and who is Marked.  Branded players must immediately buy wow gold stop DPS and healing.  Marked players must separate out from the others and try to avoid Rimefang’s attacks. Both of these things must be accomplished while avoiding the Hoarfrost being dropped all over the area.

Once the tank has agro players need to simply watch for the items listed above.  The tank needs to watch for frost on the ground and get ready to kite Tyrannus across it when he gets Unholy Power.  Some well geared groups will not need to worry about this, but if tanking or healing is hard it is best to kite him as soon as he is empowered.

The fight itself seems easier than many of the others in the new instances, and should not pose many issues to players.  The mechanics are fairly simple, they just require players to pay attention.

Tags: .

Death Knight builds are pretty varied because of how great most of the Death Knight talents are. It’s very hard to pick and choose what you want for talents as a Death Knight. The key to a successful build though is your rune rotation. You want a set rotation that times your abilities with your rune recharges and you want a talent build wow gold to compliment it. So the key to making your own talent build is to focus on what abilities you want to use and the order then get all of the talents that compliment those abilities and the talents that compliment your character and playstyle.

Of course, doing all of that can be a lot of work. So here are some talent builds that you can use as complete sets (just copy all the talents over) or as a good starting example of where you should go. With the Death Knight it’s much harder to mess up than other classes since, like it was said earlier, most talents are just fantastic so don’t worry too much unless you’re doing really high end raiding or arena.

The best for leveling is a difficult answer. For me the answer is Unholy because of the minions, run speed,wow gold, Bond Shield, and the ability to throw BEES (well Unholy Blight) at the pinnacle of the tree. This is my personal build that I find can shred through enemies right out of the Ebon Hold with no problem:

That’s at level 57. You’d finish until you had Unholy Blight and then move on to another tree.

If minions and bees are not your thing then Blood is also a viable leveling build. That’s where you just pump your melee abilities all the way up.

This Blood leveling build (at level 57, finish it out then move on to Frost) gets you lots of healing, lots of melee damage, and will lead up to Dancing Rune Blade.

Blood

This build is designed around Blood DPS & tanking. This means you’ll be set to switch quickly between DPS and tanking (with an emphasis on tanking) while raiding or doing dungeons. With your high damage and heartiness buy wow gold then you you&rsquo,wow gold;ll be able to solo without a hitch. Damage mitigation is done with Mark of Blood and Vampiric Blood. Rune Tap is great for healing and Dancing Rune Blade, as always, is a great ability to launch out when you need that extra DPS. Bloodworms provide healing over time and Spell Deflection helps with casters. Overall a very rounded build.

Frost Hybrid

This build will give you a ton of additional critical strike rating meaning that you’re going to be seeing those big bold numbers often. Death Rune Mastery is going to provide a lot of Death Runes to give you a little bit of flexibility in your rotation. As with most Frost builds you’re going to want to Dual Wield in order to really maximize the talents and haste that you receive.

Unholy

Unholy builds are hard to make because there is really no bad way to go about it. Try this build on for size though:

With this build you’re going to want to a Dual Wield. Anyway, the point of this build is to give you a strong minion (that you can control), lots of diseases, and a little bit of ice to boost Icy Touch a bit. You’re going to want to focus a good bit on your cooldowns and a good deal on your rotation along with macroing your minion.

As of right now there is no solid build for PvP since the arena season has yet to start. Most PvE builds will work “ok” in PvP and since PvP is subjective it’s also highly suggested that you build your own. Minions are really weak in PvP so you may want to not focus a lot on them as you build yourself up and the ability to take in a ton of magic damage (like the anti-magic shield) is something to focus on in big siege battles like in Wintergrasp.

That’s it for the Death Knight talent builds. Stay tiffany tuned as we’re constantly updating and changing the builds to reflect the current game.

Tags: .

Le donjon de la citadelle des flammes infernales se situe dans la péninsule des flammes infernales, dans l’Outrerre, derrière la porte des t&eacute,wow gold;nèbres.

Pour le moment, j’ai eu l’occasion de voir les deux premières instances et elles sont plutôt réussies ! Je ne pense pas que j’aurai l’occasion de tiffany voir les deux autres d’ici la fin de la beta mais sait-on jamais…

1/ Remparts des Flammes infernales ( niveau 60-62 )

Il s’agit d’une instance très rapide et facile, pour le peu qu’on soit un minimum équipé ( instance faite pour 4/5 joueurs ). Elle comporte trois boss, qui ne comportent aucune difficulté particulière. L’intérêt de cette instance est évidemment d’acquérir pas mal d’XP en un minimum de temps… Les loots, quant à eux, sont d’excellents items bleus.

Bref, nous avons droit à une progression très rapide, on Pull, on fonce dans le tas, on nettoie, on tue encore et encore…

On arrive ainsi au premier "boss" de l’instance, qui ressemble plus à un Mob élite qu’autre chose… jusqu’à ce qu’il se mette à charger mes partenaires sans prévenir. Un peu perdu avec cet immense Tauren,wow gold, après des semaines sans jouer, il me faut quelques minutes pour me réhabituer au gameplay warrior en instance, et retrouver au fur et à mesure des réflexes corrects… débuts difficiles !

Le gardien des guetteurs Gargolmar, à part ses petites charges qui déstabilisent la première fois, lorsqu’on ne fait pas attention, ne présente vraiment aucune difficulté. A part si vous pullez quinze mobs en même temps que lui, vous devriez vous en sortir sans aucun problème : VIDEO présentant ce vilain pas.

La suite n’est guère plus compliquée, courez, pullez, nettoyez !

Après quelques minutes, on voit déjà apparaître le boss suivant ( en fait ils sont deux : Vazruden le Héraut et Nazan, sa monture ). Celui-là est déjà un peu plus coriace, et beaucoup plus sympathique à affronter !

Bah, je ne vais pas vous donner de technique spéciale contre ce boss, vu que nous avons réussi à le down sans aucune concertation ( ça se voit, il y a un mort ), faites juste attention à ne pas rester comme moi dans les flammes… ça pique. De même, essayez de tuer Vazruden avant que sa monture ne descende c’est tout de même bien plus simple que d’en Tanker deux simultanément… et de devoir aller chercher le dragon puisqu’un mago s’est amusé à DPS le mauvais Mob.

Petite VIDEO sympa ( 26, 5 Mo, 2 minutes, format wma ) présentant le boss !

Plus que queqlues mobs à tuer et l’on voit soudainement le dernier boss de l’instance, Omor l’intouché. Il ressemble un peu à un dreadlord, est très simple tiffany jewelry à tuer. Il va juste invoquer quelques mobs pendant le combat, mais ça se gère plutôt bien.

Bien, voici donc la dernière VIDEO ( 26 Mo, 2 minutes, format wma ) des Remparts, Omor l’intouché est loin de présenter une réelle difficulté !

En espérant que vous aurez passé un bon petit moment en notre compagnie, à très bientôt en Outrerre !

2/ La Fournaise du sang ( niveau 61-63 )

Il s’agit d’une instance très rapide et très sympathique, qui ne comporte pas de réelle difficulté ! Réalisée pour des groupes de 5 joueurs, vous pouvez y aller sans crainte, surtout si vous avez un équipement correct.

Le début de l’instance est très simple. Le décor est par contre magnifique, cela fait plaisir de progresser dans un donjon d’une telle beauté…

On arrive très vite au premier boss de l’instance, appelé Le Faiseur. Nettoyez bien la salle avant de le Pull.

Un boss assez fun à affronter, en fait ! Il s’est amusé à me mind control, du coup le prêtre tentait désespéremment de lui échapper en courant en s’éloignant du Tank ( vi, les amis les Tanks, vous connaissez très bien cette situation, non ? )… un petit Taunt pour le sauver et l’affaire était réglée. Observez bien comme le casque du Faiseur est propulsé dans les airs lorsqu’il meurt, c’est très original !

Nous nous dirigeons ensuite en direction du deuxième boss du donjon, Broggok. Remarquez la présence de rogues assez fourbes : essayez de ne jamais vous retrouver seul dans cette instance, ou un rogue élite viendra tôt ou tard vous corriger !

Une chose très importante à savoir : avant d’affronter Broggok, vous allez devoir faire face à des vagues de mobs, dans la grande salle ( voir screenshoots ci-dessus et ci-dessous ). Gérez bien votre mana, il s’agit d’un passage un poil long. Rien d’extraordinaire cependant, vous devriez très bien vous en sortir. De même, n’activez pas la grande manette ( libérant Broggok ) avant que votre équipe ne soit prête.

Broggok est un boss qui lance des nuages de poison : ne faites pas comme moi ( ou comme le rogue qui meurt très rapidement ) et évitez de rester dans ces satanés nuages ! Bon, quand j’ai remarqué que cette chose verte sur le sol me faisait vraiment mal, j’ai claqué mur protecteur puis j’ai reculé : çela a suffit.

Vraiment splendide cette instance… dommage qu’elle soit aussi courte ! Direction donc le dernier boss de l’instance, Keli’dan le Briseur : il se tient au milieu de l’étoile.

Pas très difficile de se rapprocher rapidement du Briseur. Il suffit pour cela de foncer dans le tas ^^

Keli’dan le Briseur n’est pas très difficile à tuer : il fait des shadowbolts qui touchent généralement tout le groupe, et lorsqu’il se met cheap wow gold à hurler "approchez… approchez… et brulez !!!!!" ben, ne restez pas sur place comme moi, mais fuyez plutôt à 20 mètres afin d’ éviter son AOE de feu.

Il retournera de toute façon sur le Tank, enfin en théorie.

Dernier cadeau, vous pouvez Observer en dessous de la grille notre cher Magtheridon ! J’ai hâte d’aller l’affronter…Il hurle d’ailleurs à la fin de ma vidéo : "Mon sang sera votre perte !!!!"
Nous verrons bien !

Tags: .
2009-12-16

Why hit is important

Those of you who already know everything can go ahead and skip this section. Still here? Good…I’m glad I’m not the only one who isn’t omniscient.

Here’s how cheap wow gold hit breaks down:

When you cast a spell at an enemy, you have a percentage chance to hit that enemy with your spell. This chance goes up and down based on two variables–your level relative to the enemy’s level, and your hit rating. If your level is equal to your enemy’s level, and your hit rating is zero, you have a base chance to hit of 96%. This means that on average, your spells will miss that target one time out of every twenty-five times you cast them. That may not seem like much, but it totally is.

Raid bosses are considered three levels higher than you, which makes them level 83 when you are level 80. Your base chance to hit them is only 83%. That means that almost one in five spells will miss them. Essentially, when you enter a raid instance without a capped hit rating, your DPS is going down by a flat 17%.

At level 80, to you need to pick up 26.232 points of hit rating to gain 1% chance to hit. 446 points of hit rating will get you to a 100% chance to hit, effectively capping you. Until you get to that point, no single statistic will grant you as much of an increase in pure DPS as hit rating, and the comparison isn’t even a close one. Every 26.232 points of hit rating you pick up, prior to hitting the cap, gains you a flat 1% damage increase. Point for point, that’s absolutely unparalleled.

If you’re still on the fence about the relative importance of other stats, consider this: If you are short of a 100% chance to hit, every single other stat suffers directly. If you’ve been stacking crit, and neglecting hit, and your chance to crit is 40%, but your hit chance is still 83%, you might as well subtract 17% from your crit chance, because you can’t crit if you can’t hit. Similarly, that 17% can also be subtracted from every other cheap wow gold important Mage stat. Your spellpower will be 17% less powerful. Your haste rating will be 17% less…hasty. Your mana pool will be 17% smaller, for all intents and purposes, because you’ll be missing 17% of the time, making those spellcasts a complete waste of mana.

Until it is capped, no other stat is as important as hit rating. Though they’re becoming more and more rare these days, you’ll still run into people who will argue that fact. These people are uninformed, and might also have some sort of cognitive limitation, so be nice to them. They may also believe things like "rainbows are made of skittles," and "Antifreeze tastes great!" If you plan to raid, cap your hit rating first, and worry about the rest of your stats subsequently. This is, quite simply, the most effective way to increase your raid DPS. I’m not sure I can state it any more plainly than that.

How to get it

The first thing every Mage can do to increase their hit rating is to talent into it. Mages have two hit-increasing talents. The first, Precision, is found on the second tier of the Frost tree, and gives a 3% chance to hit for the cost of three talent points. It affects all spells. The second,buy wow gold, Arcane Focus, is located on the first tier of the Arcane tree, and also gives 3% hit for three talent points. It only affects Arcane spells. These two talents stack with each other, which means that Arcane Mages have an advantage when capping their hit. They can gain 6% hit through talents, while Fire, Frost, and Frostfire Mages can only get 3%.

There are a few raid buffs and debuffs that can help Mages cap their hit, at least while raiding with the right classes. Draenei come pre-packaged with Heroic Presence, which grants a passive 1% hit chance increase to those grouped within his specific party. Balance Druids can throw a debuff on the boss called Improved Faerie Fire tiffany jewelry that increases everyone’s chance to hit them by 3%. Shadow Priests can keep a debuff called Misery up pretty much constantly,cheap wow gold, and it also provides an extra 3% chance to hit for the raid. These two debuffs don’t stack with each other,wow gold, so the maximum they can help you is that 3%. The Draenei buff stacks with everything. Depending on your raid makeup, you can use these to provide you with some flexibility in how you gear for the raid.

Tags: .