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July 2, 2009

Midgame Guide Paladin Leveling (Wow strategy)

This is a guide for leveling your paladin

The class
The paladin is the ultimate support class; they can buff, dispel and heal and are extremely mana-efficient. On top of this they have seals and judgments, that adds more utility to them. They also have their infamous bubbles, which can save your bacon or make you able to do that quest in a hot landing zone. In short, paladins are hard to kill and good to have on your team. Downside is their lack of (burst)-DPS.

Leveling methods
Paladins have a DPS problem compared to other classes. They have the lowest DPS in the game, so questing is the best way to go about leveling your paladin. You can grind, just not for XP (since doing quest yield so much more XP). Grinding can be done, but even then you are better off duoing with some DPS.

Whichever you choose, I highly suggest doing nothing but instances from 58-60 to gear up and get all your key quests done. Not doing so, means missing out on a huge amount of XP.

The traditional ways are:

Grinding:
Not much to say about this. You kill mobs, they give XP, you lvl. If you don't have a comprehensive knowledge of where quests take you and which order is best, grinding is pretty fast for leveling.
It can be pretty boring, but listening to music or being on Vent/TS helps a lot. Get a rhytm going and stay in it. Take breaks when you mana up to not go completely blind :)

The following is pretty good list of where to grind which mobs. It is however from a horde perspective and you need to scroll down a bit to get to the guide :) If you read the whole bit, there are some suggestions for alternatives, which work just as well…if not better.
http://www.mpsgames.com/ms/index.cfm?page=topic&topicID=31653&categoryid=20&forumid=63

And the following lists some nice alliance spots for grinding. Also are some suggestions on questing.
http://www.wow-pro.com/Knowledge_Base/op=show/kid=515.html

Questing:
If you know your way around the world, this is the fastest way to level up. This is also known as gresting to some. Decent horde guides are few and far between (there are some on this site), alliance have it a lot better.

horde - if you are horde, use Joana's guide. That will take you from 1-60 in 5 days /played. It's written from a hunter perspective, so my suggestion is staggering your progress in the guide by a lvl or two. Other than that, there are some (admittedly with holes in them) guides here in the strat section. An idea is to try and modify the following alliance guide.
http://forums.blizzhackers.com/viewtopic.php?t=309717 is the text guide (thanks Bay_Cassius
http://video.google.com/videosearch?q=wow+world+of+warcraft+levels are links to all the videos (thanks sQren)

alliance - if you are alliance, you got it made! The following guide will quickly and easily take you from 30-60. Reason it's 30, is because of the quests pre that are in and around the starter areas, so just level quickly to 30 and you are set.
http://www.wow-pro.com/Knowledge_Base/cat=135.html

Talent specs
First of all, you need to figure out how you are gonna level up? Do you prefer to solo all the way, solo 90% of the time or solo 10% of the time and do instances 90% of the time? If you plan on going solo most of the time, there is no need to go heavy in holy and the other way around if you plan on doing instances.

The following spec is a 90% solo spec. It focuses on improving your melee damage with 2Hers (for SOC), while also allowing you to heal yourself reliably in a tight spot. With concentration aura on, you have uninterruptable heals and your Aura of devotion gives 20% more armour, since you won't be using shields. If you prefer shields, go with redoubt and shield specialization instead of imp. devo aura.

http://www.wowhead.com/?talent=axxuZxGz0hZVoet0c

The following build is if you plan on doing instances, where you will probably be expected to heal. It's very holy heavy (35 pts), but with 16 points in Ret, you can still swing some hurt. This is the build I am using on my paladin atm.

http://www.wowhead.com/?talent=sExh0gstZV0xt

This is also the build that works well until you start raiding seriously, at which point you should switch to the last spec.
This last spec is focused on support and not on DPS….at all. Surprisingly, it's less holy-heavy, but that is because of losing divine strength. It uses protection mostly for BOK and guardian's favour.

http://www.wowhead.com/?talent=aVxhbgstVMtc0h

Gear
Again, your gear choices depend on your chosen leveling style…or your wallet. I carry two sets of gear on my pally; one for soloing/DPS'ing and one for healing. For solo/DPS play you should go for STR or AP, since you will do controlled pulls (and have bubbles) or you won't be hit much (in a group). For heal-bot duty, go for INT and don't be afraid to throw in leather, chain and cloth (you'll still have higher armour than a priest).

Mana-efficiency…and gear
Paladins have the most mana-efficient heal in the game and it's on a 1.5 sec cast too boot. Flash of light (FOL) makes you able to continually throw out small heals, so do this when you heal. Because you are casting all the tim, and you don't have any talents to allow you to benefit from SPI, you need to go about your gear a bit different from a priest.

http://forums.worldofwarcraft.com/thread.aspx?fn=wow-paladin&t=932370&p=1&tmp=1#post932370 has a brilliant discussion on gear, which I will summarize below.

The starting raiding healadin, should go for INT to boost his mana-pool to the max. Once you start raiding and get access to better gear (lvl 60 blues and up), you should start to consider mana per 5 secs (MP5) and +heal. With enough MP5, you can virtually cast forever and with +heal you can cast even longer. Once you get enough +heal you can start to drop down in ranks of FOL and when you get short on mana, switch to lower ranks of longer casting heals, since they take more advantage of +heal and allows MP5 more time to work.

Conclusion
Paladin is a fun class to play, if you don't mind supporting. If you want to be a tankadin, or a casting DPS-adin or a ret-noob, prepare to be met with some sceptical glances and don't be too bent on doing it your way, since people have a tendency to type-cast…..besides, you have the most mana-efficient heal in the game, so use it! :)

I know paladins are a popular class, so there will probably be differing opinions on my layout of the class. This is my take on the class, but feel free to chime in below and I'll add the good stuff up top.

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July 1, 2009

Wrath of the Lich King: video preview of Calendar System (Wow strategy)

's Wrath of the Lich King expansion is finally going to come out in a few weeks. bet you're looking forward to the pre-release patch that's going to come real soon.

One of the biggest changes in the Wrath of the Lich King is the new Calendar System, which will be offered in the pre-release patch. Here are the features we can expect when the Calendar System gets released:

  • Pre-existing events, like holidays and raid lockouts, will be on there by default. You can select what sort of events you want to see on your own calendar.
  • Any user can create events viewable to their guild and/or to a user-selectable list of invitees. Events can be of various categories, like "PvP" or "Raid."
  • If you send someone an invite, their calendar icon (on the minimap) will flash. They will then be able to RSVP to the event with whether or not they're coming.
  • Events to which people have RSVPed show the total number and number of each class; very handy for raids. You can invite people to a party or raid straight from the calendar interface if they're online.

Of course, words just aren't enough sometimes, so here's a video of the calendar system in action. Check back for more updates on World of Warcraft's Wrath of the Lich King.


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Source: wow.qj.net

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June 30, 2009

Rumor: VolleeX engine to bring World of Warcraft into the iPhone? (Warcraft strategy)

and the VolleeX engine, a video demonstration was put up on YouTube with the massively popular MMORPG running on an iPhone. See for yourself.

We first saw Vollee showing off that it could run Second Life on a mobile phone. In an interview with PocketGamer, Vollee head of business development Julian Corbett spoke about how the VolleeX engine makes it possible for any 3G handset to run full PC games, MMOs, or even virtual worlds. It's very possible, and it might even come true soon. Vollee has already announced a partnership with Activision-Blizzard, making this video closer to reality than ever.

When asked about the functionality about the app, the one who posted the vid on YouTube claimed that it's a "fully working app." As for now, with no confirmation from either Apple or ActiBlizz, this remains just a rumor. Though it's a very old rumor, it really looks like they've struck oil this time.


Old rumors:

Source: wow.qj.net

World of Warcraft client patch 3.1.3 released
wow - Image 1A new patch for Blizzard's ever popular MMO game World of Warcraft is now available. WoW Client Patch 3.1.3 is mostly a class balancing patch with some more bug fixes. Below are the list of changes.

World of Warcraft PTR Patch 3.1.3

Death Knights

  • Frost Presence: Armor bonus is now 60 down from 80 .

Druids

  • Improved Barkskin: This talent now also grants 80/160 additional armor while in Travel Form or not shapeshifted.
  • Improved Tree of Life: The armor bonus to Tree of Life Form from this talent has been reduced to 67/133/200 bonus armor.

Hunters

  • Hunter's Mark: The ranged attack power bonus from this ability has been increased from 300 to 500.
  • Master Marksman: This talent now also decreases the cost of Aimed Shot and Chimera Shot by 5/10/15/20/25 .

Paladins

  • Eye For An Eye: This talent now deals 5/10 of the critical strike damage taken by the paladin back at the attacker.
  • Hand of Freedom: The base duration of this buff has been reduced from 10 seconds to 6 seconds.

Rogues

  • Overkill: Talent redesigned. Now increases energy regeneration by 30 while stealthed, and for 20 seconds after breaking stealth.

Warlocks

  • Chaos Bolt: This spell no longer ignores damage reduction effects of the target.

Warriors

  • Blood Frenzy: This talent now provides 5/10 haste instead of 3/6 .
  • Bloodthirst: Cooldown reduced from 5 seconds to 4 seconds, and rage cost reduced from 30 rage to 20 rage.
  • Juggernaut: This talent now also increases the cooldown on Charge by 5 seconds.

Items

  • Death Knight PvP Gauntlets: The chance to refresh a Frost Rune when casting Chains of Ice has been removed. When equipped, these gloves now generate 5 additional runic power whenever Chains of Ice is used.

Dungeons

  • Ulduar
    • Mimiron
      • The flight time of Rocket Strikes has been increased, and Rocket Strikes will try to prefer players at range.
      • The Leviathan Mk II component of the V-07-TR-0N will become stunned during Phase 4 when the VX-001 component begins to cast the P3Wx2 Laser Barrage ability.
      • Proximity mines now deal less damage and have a lower duration. A small arming time has also been added so proximity mines will not immediately detonate on creation.

Bug Fixes

  • Druid Tier 8 Balance Set: The 4-piece bonus no longer has its effect consumed by Starfire casts in progress when it triggers. The chance for the effect to be triggered has been reduced down to 8 , as it was originally inflated to compensate.
  • Ice Layered Barrier: Upgraded to item level 232. In addition, the stats in the tooltip have been correctly adjusted to 78 spell power, 48 haste rating, 16 mana per 5 seconds, 52 Intellect, and 50 Stamina.
  • Pulsing Spellshield: The stats listed in the tooltip for this item were incorrect and have been adjusted. This item provides 69 spell power, 34 haste rating, 42 critical strike rating, 45 intellect, and 45 stamina.



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Source: wow.qj.net

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June 29, 2009

How To Kill Nefarian (Wow strategy)

Mods / Software:

* CT_RaidAssist - http://www.ctmod.net/downloads.ct
* Ventrillo - Official Site http://www.ventrilo.com/download.php
* Drakonid Kill Counter - Download http://www.curse-gaming.com/mod.php?addid=2642

Facts:

* There is no one way to do Nefarian phase 1. Some guilds AoE both gates, some guilds Assist both gates, some guilds do a "throne strategy" in which they set up at the base of Nefarian's throne and simply AoE all the drakes at that location. However, the following Nefarian strategy of Phase 1 AoE'ing one gate and Assist Training another gate will always work with a balanced raid, and is perhaps the most simple and intuitive method to do Nefarian. However, there's always a lot of thoughts on just how to do Nefarian
* Nefarian (as of v1.9.3) respawns after 15 minutes after you wipe, no matter which phase you wipe in.
* If you don't have an Onyxia Scale Cloak equipped, you will die during the transition from phase 1 to phase 2. (Unless you're a paladin and can bubble!)
* It's Nefarian. Not Nefarion. Spell it right!

Consumables:

Flask of Titans (for MT + OT)

* Phase 1 (all about increasing DPS!)
o Elixir of the Mongoose
o Elemental Sharpening Stones (or Dense Sharpening Stones)
o Greater Arcane Elixir
o Brilliant Wizard Oil
* Phase 2 (rogues need survivability)
o Greater Shadow Protection Potion
* Phase 3 (AoE'ing the constructs)
o Stratholme Holy Water Engineering Bombs - EZ-Thro Dynamite II for the non-engineers
o Thorium Grenades / The Big One for the engineers.
o Crystal Charge (10 Red & Yellow Crystals from Un'Goro)
o Limited Invulnerability Potion

Phase 1 - Drakonid Zerg

Phase 1 is arguably the hardest part of the entire Nefarian encounter. To summarize, the key to succeeding phase 1 is that on the AoE side drakonids are always kept under control by the warriors so that no drakonids escape the AoE area, and on the assist train side, that the drakonids are simply killed fast enough not to overwhelm the raid. Phase 1 ends when 20 drakonids of each color are dead, or roughly when ~42 drakonids are killed on the drakonid kill counter.

When the event is started by one person talking to Nefarian, Nefarian will exclaim "Let the games begin," go into a shadow form and becomes invulnerable. He has 4 attacks:

* Shadow Bolt (highest aggro, usually a healer)
* Shadow Bolt Volley (infrequent)
* Mind Control
* Fear (infrequent)

Nefarian will spam shadow bolt on the highest aggro person, which will often turn out to be a healer. That healer will have to be aware of his own spiking health. The only other attack of concern is mind control. If someone is mind controlled, then that person should be sheeped immediately if possible (if he isn't standing in AoE) because the mind controlled person can quickly wreck havoc by AoE'ing the group, or killing away at the healers, or whatnot. The person who is mind controlled gets a huge boost of damage and can dispatch the raid if not controlled.

At the same time, drakonids will begin flooding into the room from the left and right gates. One color spawns from the left gate; one color spawns from the right gate. These colors are fixed and will remain the same from the same gate for every future try, even if Nefarian is attempted on different days (as long as the entire instance does not reset). There are five different colors of drakonids, and one fixed spawn - Chromatic Drakonids. It is important to split up the raid to take advantage of the weaknesses of these colors of drakonids.

* Blue Drakonid - Mana draining attack, "aura" of -50% attack speed. Resistant to Frost
* Red Drakonid - Short-Range Cone AoE fire attack DoT in the direction it is facing which stacks and hurts quite a bit. Resistant to Fire
* Green Drakonid - Single target sleep which essentially stuns those near the dragon occasionally for 2 seconds. Resistant to Nature
* Black Drakonid - Single targeted fire blast attack which hurts. Resistant to shadow and fire
* Bronze Drakonid - Has a weak direct damage shock which also debuffs the target with -50% Attack / Casting speed. Resistant to Arcane

In general, there are certain colors that you should AoE, and certain colors that you should "assist train". AoE means mages Blizzard and Warlocks Rain of Fire, whereas "assist train" means one rogue is designated as the main assist, and all rogues and hunters assist the MA to quickly down the drakonids one at a time.

* Red: AoE (with blizzard)
* Blue: Assist Train
* Bronze: AoE (blizzard + rain of fire)
* Green: Assist Train
* Black: Assist Train

However, then it turns out that sometimes you will get two sets of colors that both ideally either get AoE'd or Assist Trained. There are basically two colors where you must NOT either assist train or AoE:

* Red: Do not assist train. The AoE fire aura really hurts and will require too much healing.
* Blue: Do not AoE. They are resistant to frost. Blizzard won't hurt them too much.

Breakdown of colors and what should happen to each color:

 

Meaning, if the drakonid color combination is bronze/black for example, the raid should AoE the side the bronze spawns on, and Assist-train the side the black spawns on.

In all cases where red is being AoE'd, warlocks should be helping by DoTing the drakonids in the AoE with shadow spells - Corruption and Curse of Agony. They don't Rain of Fire because Red drakonids are resistant to fire.

Advanced Note: In your first couple Nefarian attempts, you'll want to have the first "attempt" just be a wipe by everyone getting naked, seeing the colors, and setting the AoE and Assist groups on their optimal sides. However, after enough successful Nefarian kills, one can take Nefarian down on the first try all the time even by setting the groups up in the worst possible setup (for example - AoE'ing the blue side, and Assist Training the red side). In this case, one can try to beat Phase 1 by just Flamestriking blue drakes, and easing the healing load on the assist train side through the liberal use of healing consumables. But really, there is no particular drake color where AoE does not work, or assist training does not work - there's just "optimal" ways of dividing up the raid.
Phase 1 - Warrior Guide

Summary: The warrior's job on both sides is very important - simply, it's to keep the drakonids from going after the healers, who will be a constant aggro magnet through their healing.

The ideal warrior team is 3 warriors per side. The warriors set up an order and cycle through this as the drakonids stream out. The reason you do an order and not just free-for-all tanking is that as the encounter progresses it gets more and more difficult to "grab" the drakonid as it comes out because the drakonids are going to be more and more likely to be very upset with your healers. Taunt is therefore invaluable in grabbing the drakonid at the start and allowing you time to apply a few sunders, heroic strikes, shield slam, taunting blade etc. It's also helpful because it ensures a few seconds of the drakonid beating on you and thereby supplying you with some rage. By having an order you pretty much ensure each warrior enough time to have their taunt cooled down so they can catch their next assigned drakonid. One last thing to be aware of is that while the small drakonids spawn at a set interval, there are also going to be at least three chromatic drakonids per side (if you see more than 3 during stage one you are killing much too slow). The first of these will spawn right at the start so warriors in the 1 and 2 slots per side will be having a drakonid right from the get go. The other two will usually spawn just before or just after one of the colored drakonids so communication is the key to ensuring a body on every drakonid. How you set up your communication is up to you but the way my team does it is the player grabbing a drakonid calls out the person's name who is after them in the tanking order.

Taunts are occasionally resisted and that is why it is helpful to have a druid in bear form ready to taunt an escaping drakonid and bring it back to the warriors. It is a bad idea for a warrior to leave the killing area to chase a drakonid since you will often be pulling mobs with you that could do any number of bad things to those who you are trying to protect in the first place.

Unless you have 7 warriors for this, your main tank is likely to be needed for the warrior rotations. If he is then it is very important for you to try to get the mobs off him when he needs to leave to greet the landing Nefarian. If you are doing this without fear ward then you need to do the same for whoever is going to be your off tank. It is a good idea to make sure you have your OT and MT on different doors so that you have two warriors per side to try to clean the mobs off them. The MT should be on the Assist side because it is easier to break off to catch Nefarian.

Phase 1 - Positioning

The healer clump in the middle should be in range to heal the people from both gates. The Mages & Locks should stay a good distance away from the drakonids that come out from the AoE side and AoE from there. Hunters are the same - stay a good distance away from the drakonids that come out from the Assist side and shoot from there. A bear druid will stand watch on both sides to pull drakonids back to the warriors if any get loose. It is important not to spend time chasing any drakonids that run loose, because that will waste too much time - let the bears pull the drakonids back to the warriors.

AoE Side

AoE side: The first two drakonids should be focus fired by the mages and warlocks. However, past that, the casters should just constantly rain area of effect spells down upon the drakonids. The warriors will have the tough job of keeping all the drakonids in the position; healers should be aware of when they have aggro and should keep their aggro levels equal. In the event that a drakonid breaks loose and goes after the healers, the bear form druid will taunt and pull the drakonid back into the AoE. TALENTS will help a lot here. Mages with improved blizzard and one hunter with entrapment constantly lay traps / feign death will make the drakonids easier to control within the AoE spot.

Assist Train Side

Assist Train side: As each drakonid comes out, /assist the MA and kill it FAST. The MA must be quick on switching targets, and he will pick colored drakonids before the chromatic ones. There is no cap on the amount of drakonids that can spawn - simply that they stop spawning when 20 of each color are dead. If there are ever 5 drakonids or more out at any time on the assist train side, it means that you have killed them too slowly and you're pretty much screwed. If this is the case, you'll need to use more consumables, extra buffs, need more DPS on that side, etc.

Tips:

Learning Stage 1 will be a gradual process. There are a number of things that can go wrong:

* Drakonids are leaking to the healers.
o Solution: Usually it is one healer pulling the aggro, have that healer cut down. It could be a warrior problem, make sure the warriors are on top of their taunting chain. The druid in bear form can help taunt a couple back but if there are a lot of drakonids leaking then there's something wrong.
* Drakonids are overwhelming just the AoE side .
o Solution: Make sure the drakonids really are all being controlled within the AoE spot. Maybe there isn't enough AoE power (our guild uses 5 mages / 3 warlocks there usually and it is sufficient) in which case you can help by giving each AoE person Greater Arcane Elixirs. If that still isn't enough, you might want to just simply bring more Mages and Warlocks to Nefarian.
* Drakonids are overwhelming just the Assist Train side.
o Solution: Make sure the MA is switching targets well before each drakonid is dead, make sure everyone is on top of assisting and killing quickly. If the drakonids are running towards healers, a lot of DPS is lost so make sure the drakonids are caught well by the warriors. If they simply are not dying fast enough, this is usually a DPS problem; use more consumables to increase DPS, bring a warlock over from the AoE side to help damage, or just bring more rogues/hunters to the raid.
* Drakonids are overwhelming both sides.
o Solution: Keep working on it! It'll be smoother and smoother as warriors work together better to keep the drakonids in control, druids get quicker at pulling drakonids back if they slip, healers realize their place in aggro, and the assist train becomes a well-oiled machine in killing one drakonid after another in a machine-like manner.

At approximately 42 drakonids, (when 20 drakonids of each color is dead), Nefarian will land. Congratulations, you have finished the hardest part of the Nefarian encounter - hopefully, your entire raid is intact (you shouldn't have more than 2 deaths in phase 1, and those deaths should be rare occasions where Nefarian's mind control hits an unfortunate target). Have the MT / OT break off at the "Nefarian landing in 10 seconds" message along with about 6 healers to heal the tank. Nefarian will land as his dragon form while breathing a shadow flame which will hit the entire raid (hope you have an Onyxia Scale cloak on!) The rest of the raid finishes off the rest of the drakonids. They will stop spawning. Then, the raid should get into Stage 2 positioning.

Stage 2 - Positioning

 

The positioning is basically all ranged & healers stand at max range from Nefarian so his Bellowing Roar AoE Fear (Range: 30 yards) doesn't hit you. The rogues are on the other side of Nefarian and are outside the range of heals: they are responsible for keeping themselves alive.
Stage 2 - Abilities

* Cleave: Rogues shouldn't be getting hit by this.
* Tail Whip: A stun if you stand behind Nefarian, by his tail. Rogues shouldn't be getting hit by this either.
* Shadow Flame: Very high shadow damage cone in front of Nefarian.
* Bellowing Roar: A periodic AoE fear centered on Nefarian with ~30 yard range. All ranged / healers need to stand at max range to avoid this fear. Quick-Reflex Stance dancing & a quick Off-Tank will be required. Or a dwarf priest.
* Healing Curse: Nefarian occasionally casts a curse which reduces healing on the MT by 75%. This needs to be removed ASAP.

Stage 2 - Warrior Guide
This is most complicated when you have no fear ward and so the below is assuming you do not have it.

When Nefarian is going to cast a fear, the ground will shake just like it does for Onyxia. From Ground Shake to Fear, you have 2 seconds to change stances. That is not much time at all, especially if your MT just used an ability and is on his global cooldown, but it is very possible for your MT to be able to switch to berserker stance to pop their berserker rage. Possible doesn't equate to success every time, nor does Nefarian help by his unpredictable fear timer. The point here is that your MT will miss fear sometimes - while he is feared, Nefarian will ignore him until the fear times out and switch to the person he hates the most who isn't feared. If your raid likes living, this must be your off tank.

The off tank will spend the entire rest of the fight being unconcerned with damage and only with generating enough threat to be higher on Nefarian's hate list than any healers or any DPS that is not getting feared. Because you will sometimes see more than one fear in 30 seconds, the cooldown time for your MT's berserker rage, it is important for your off tank to be ready to use his berserker rage before the fear goes off so that aggro will transfer smoothly from the feared main tank to the immune-to-fear off tank. The off tank will then immediately run to the spot where the MT was tanking. When the fear breaks from the MT, Nefarian will switch back over so the MT needs to get himself back into position ASAP.

Even with fear ward it is recommended to have an off tank for the situations where fear ward is on cooldown and the MT is either unable to get into berserker in time or has his rage on cooldown for some reason.
Class Call-Outs:

At a set interval, roughly every 30 seonds, CT-Raid will announce ** CLASS CALL INCOMING ** and a few seconds later a random class call will occur.

* Druids: Druids will be stuck in cat form. Can't heal in cat form so paladins/priests have to pick up the healing. Just sit around… Jump… Look pretty. Resist the temptation to go up and melee, as a fear could bring you into Nefarian's Shadow Flame Breath.

* Hunters: Your ranged weapon will break. This effect is permanent. Therefore, whenever ** CLASS CALL INCOMING ** is announced on CTRA, you should remove your weapon and put it in your backpack. After the class call is given, put it back on and start firing again. Alternatively, if your hunters are rich, they can place a repair bot and just always fire and simply repair when their hunters break. This will increase DPS.
Tip: To remove your ranged weapon and put it in an inventory neatly in one button, here's a nice macro:
/script PickupInventoryItem(18);PickupContainerItem(0,10);UseContainer(0,10)
(0,10) means bag space 0 (counting from the right, so 0 would be the original backpack), 10 is the bag slot, starting from top left.

* Mages: You are still in control of your character, but you will cast instant random polymorphs on the raid. These must be dispelled/cleansed instantly, ESPECIALLY if the MT gets hit by one. The talent Ice Block works to remove the debuff, so picking up the talent will be extremely valuable.

* Paladins: Will cast Blessing of Protection on Nefarian, rendering all attacks useless. Take a nap.

* Shamans: Corrupted Windfury and Healing totems are placed which help Nefarian and not the party.

* Priests: Your heals will DoT your target so stop healing. Druids/Paladins/Shamans need to pick up all healing when this occurs. The moment he calls out the priest call all heals (except renew and shield) will give corrupted healing, so instead of waiting for the priest call to stop (by then it will be too late and the main tank will have 3 corrupted heals on him), priests should stop healing whenever ** CLASS CALL INCOMING ** is announced.

* Rogues: Nefarian will turn to you and you will be teleported and rooted either in front of Nefarian or in the back/side of Nefarian. If you take a shadow flame you're going to die, unless you have a Greater Shadow Protection Potion's effect on you. If you get teleported in front of Nefarian, the main tank should run through Nefarian and turn him 180 degrees.

* Warlocks: Warlocks summon a small zerg of infernals that have a light AoE fire aura. Easily AoEable. Mages will arcane explosion these.

* Warriors: Warriors will be stuck in berserker stance. DPS needs to lighten up since the MT will be generating 20% less agro than usual. Healers amp up the healing a lot since MT will be taking 20% more damage than usual.
Tip: Perhaps the most devastating thing that can happen is the warrior call combined with the healing curse. Just spam heals whenever the warrior call is given, and make sure the healing curse is quick to come off.

Stage 3 - Construct Zerg

Nefarian Stage 3 occurs when he reaches 20% HP. All the corpses from the previous zerg come back to life as Constructs (similar to those in the Scholomance basement). They have very little HP and are easy to AoE down.

Preparation: Set up half your casters to AoE the left side, half your casters to AoE the right side. Have them wand to regain lots of mana from Nefarian 30% and onwards. Assign one mage each with Improved Blizzard to start blizzarding on top of the corpses so the moment they pop up they will be slowed. Assign one or two healers to each side to heal the warrior tanking the zerg.

When Nefarian is ~22%, the raid should be getting into position to prepare for Stage 3.

Warriors: All warriors will cease DPS and run through Nefarian to park them in front of the zerg. We will set up a chain Challenging Shout/Shield Wall rotation. You will have ~50 mobs beating on you for ~200 dmg per hit, so that's why you will need shield wall.

Melee DPS: Rogues can either help out with AoE'ing the constructs by throwing Stratholme Holy Water or engineering bombs at the constructs, or just keep whacking away at Nefarian. Initially, the rogues should bring Stratholme Holy Water to help AoE until your raid is familiar with this phase.

Casters / Ranged: Frost Nova rotations + snare effects and AoE the constructs into the ground. Casters, use a Limited Invulnerability Potion and go nuts! Healers: When the Stage 3 zerg occurs, send one or two healers to each side to help heal the warriors tanking the constructs.

After the zerg is finished, this fight is just a continuation of Phase 2 with no extra surprises thrown in. Keep cracking away steadily and take down the last 20%!

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June 28, 2009

World of Warcraft patch 3.1.1 coming this week, talent point refund, bugfixes (Wow strategy)

Patch 3.1.1 for World of Warcraft is coming this week, and it's gonna be just a minor bugfix patch. But to address the problem with the dual talent specialization system, players will have their talent points reset.

Official Patch notes for 3.1.1

General

  • In order to address issues with the dual talent specialization system, all players will have their talents points refunded. Players who have purchased dual talent specializations will have both specializations reset. Glyphs will not be affected by this reset.

Bugs

  • Characters who are not of the same race or class are once again able to view each others' professions linked in chat.
  • Fixed an issue in which player and pet nameplates were appearing larger than normal.
  • Thrall ;s throne has been adjusted back to its proper size and the base replaced. He will no longer need to defy gravity.
  • Fixed an issue with a display error on druid leather helms.
  • Corrected an issue for GeForce2/ATI 7 series card users that would result in critical errors for select actions in game. As a result certain projected textures, like spell effects and targeting circles, will no longer render on some terrain objects.

Achievements

  • Corrected an issue preventing players from earning the achievement, Storming Stormwind. Players who were not properly awarded this achievement for completing the objective should retroactively be granted completion.

Demonology

  • Fel Synergy (Rank 1): Corrected the tooltip to now display the proper healing amount.

Dungeons and Raids
Caverns of Time: Culling of Stratholme

  • Fixed an issue with the outside map not appearing correctly.
  • Fixed an issue where an incorrect skin was being applied to certain classes/races when the Human Illusion buff is cast upon them.

Ulduar

  • The mob packs in the XT-002 Deconstructor encounter can now be engaged separately and are no longer linked.

You may refer to the source link below for unofficial changes and other relevant info for this patch.

Source: wow.qj.net

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June 27, 2009

World of Warcraft - Druids to get new looks (Warcraft strategy)

may have noted, at some point, that the druids weren't scoring pretty well in the look-o-meter. For that, the devs behind the MMO have decided to give the nasty buggers fresh new textures for two major forms - the cat and bear. There's gonna be five different designs for each of these forms for the horde and the alliance, so they really went mad with the druid updating.

World of Warcraft - Image 1

Night Elves have the option to change the car and the bear's look with a simple visit to the barber shop for a change of hair color. For the Tauren, it'll be a switch of skin tone. Yes, it's gonna be a new feature for the Tauren once the major content patch hits.


Recent patch:

Source: wow.qj.net

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June 26, 2009

Rumor: VolleeX engine to bring World of Warcraft into the iPhone? (Warcraft strategy)

and the VolleeX engine, a video demonstration was put up on YouTube with the massively popular MMORPG running on an iPhone. See for yourself.

We first saw Vollee showing off that it could run Second Life on a mobile phone. In an interview with PocketGamer, Vollee head of business development Julian Corbett spoke about how the VolleeX engine makes it possible for any 3G handset to run full PC games, MMOs, or even virtual worlds. It's very possible, and it might even come true soon. Vollee has already announced a partnership with Activision-Blizzard, making this video closer to reality than ever.

When asked about the functionality about the app, the one who posted the vid on YouTube claimed that it's a "fully working app." As for now, with no confirmation from either Apple or ActiBlizz, this remains just a rumor. Though it's a very old rumor, it really looks like they've struck oil this time.


Old rumors:

Source: wow.qj.net

QJ Giveaway: Get yer Free Realms beta keys here!

QJ's Free Realms Beta Key Giveaway - Image 1

Everybody loves getting in on a game early, and what better way to do that than with beta keys? Since we love you guys so much, we're giving away the Free Realms PC beta keys we have in our possession so that you can go and explore the game's extremely open world before anyone else.

But wait! What is Free Realms anyway? It's a new highly-anticipated free-to-play MMORPG from Sony Online Entertainment that lets you do pretty much whatever you want to. Wanna race? Go. Wanna hang out somewhere like the beach? No problem. Wanna go around fighting stuff? Why not?

Excited? Keep an eye here and on the QJ.NET forums for further instructions. The giveaway will officially start tomorrow, and we have plenty of keys to give out. Premium members will get first dibs on the beta keys, so sign up now if you wanna make sure you get one.

Source: wow.qj.net

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June 25, 2009

Westfall Insta Spawn Insane Farming (Wow strategy)

Yesterday my friend was using his Lev 60 hunter to help me run quests for a new char I am grinding. He took me to an amazing spot I hadn't seen previously.

In the far Western shore/cliff there is a windmill surrounded by about 15 members of the local Derathi thieves guild. This is by no means unique in Westfall, however the amount of them are……and they all INSTA spawn after being looted. While I was running about killing boars and harvesters for a few quests he sat there and pelted these guys for about 20-30 minutes just to get linen cloth for the AH.

Lo and behold, after about 20 minutes he had 300 linen in his coiffers! So this little spot is SUPERB for low level 10-20 grinding, and also a great money maker at HIGH levels.

Let's do the quick math on the linen for my pal. As of this morning stacks of 20 linen are selling for 50s on the Zul'Jin AH.

300/20 = 15 stacks

Now assuming he continued making that 300 linen in 20 minutes, multiply that by 3. 600 linen or 45 stacks. That's 22 gold on the AH. Certainly nothing groundbreaking but for people at lower levels, or even higher levels who simply want no risk gold grinding.

The best part about this place is it is NON STOP. Literally NON STOP. Check it out, amazing stuff.

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WoW patch 3.1 - PTR Build 9742, spell changes, achievements, and a talent calculator update (Warcraft strategy)

Patch 3.1 for World of Warcraft details right here, and while it's not as loaded as your patch, there some pretty interesting nerfs and upgrades that you might wanna read up about, including a very nifty upgrade to the Death Knight's Anti-Magic Shell.

Changelog for patch 3.1:

  • Talent Calculator: updated to the latest build
  • Achievement Changes
    • Raids and Dungeons
      • Glory for the Raider no longer rewards the Plagued Proto Drake
      • Heroic: Glory of the Raider no longer rewards the Black Proto Drake
    • Raids and Dungeons - Ulduar
      • Never Stand Near the Faceless Dude has been removed from the game
      • Heroic: Never Stand Near the Faceless Dude has been removed from the game
      • Observed now rewards a new title: Starcaller
      • Herald of the Titans (new) - Defeat Algalon the Observer on Normal Difficulty without anyone in the raid wearing any equipment with an item level higher than 226. Title Reward: Herald of the Titans.
      • Heroic: Observed now rewards a new title: The Astral Walker
    • Cooking - Obtain a Chef's Hat
    • Feats of Strength - Achieved Deadly Gladiator

For the spell changes for the Death Knight, Druid, Priest, and Warlock, you may refer to the post at MMO-Champion through the source link below.


More WoW news:

Source: wow.qj.net

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June 24, 2009

World of Warcraft Arena Season 4 will end soon (Warcraft strategy)

forums in Europe, Season four of the Arena will end in less than two weeks, on October 14.

Once Season 4 ends, teams and ratings will carry over so that players still get to earn points and purchase gear until Wrath of the Lich King launches on November 13. Also, note that October 14 is only a tentative date, as Wryxian explains:

We re currently planning to end the fourth Arena season on October 14, 2008, and as always — this date could easily change.

This Arena Season is only ending in respect to the ladder, meaning we'll be taking a snapshot of the season's ladder and then go through our normal process to determine who is eligible for the end-of-season rewards. This process should take approximately one week.


It's very important for players who feel that they may be eligible for the arena-specific title and/or Armored Nether Drake to refrain from transferring their character to another realm between the date outlined above, and when the end-of-season rewards are physically awarded.


Related Articles:

Source: wow.qj.net

Blizzard: WoW for PS3, 360 is a 'square peg, round hole thing'
Final Fantasy 13 - PS3 to 360 - Image 1Apparently, some people are still thinking of the viability of having World of Warcraft on the PS3 and Xbox 360. Well, it's one of the most successful MMORPGs of all-time, so maybe porting it over to other platforms is a good thing, for financial reasons (if you're following Square Enix's line of thought).

However, running parallel to Hideo Kojima's statement yesterday (about MGS4 being impossible for the Xbox 360 because the game wasn't designed for the 360 in the first place), J. Allen Brack and Tom Chilton of Blizzard both agree that WoW was always intended to be played on the PC.

In a recent interview with Videogamer, they both reiterated the fact that WoW won't be heading for consoles.

Brack says that WoW was "designed to have a keyboard and a mouse" and that the controls are really - to use Kojima's word from yesterday - optimized for a PC control scheme. Brack continues: "If you think about mapping those controls and all those different type of buttons that you have to a console without a keyboard for chatting, it's a very challenging proposition."

Chilton, likewise, explained that it's not a worthwhile endeavor to bring WoW to consoles;

It's really not that we have anything against consoles," Chilton said. "I mean we love console games also. And I'm sure there will be a successful MMO sometime on a console. So it has nothing to do with that. It's just more like a square peg round hole thing for our game. It just wasn't designed with that in mind.

But then… when Videogamer raised the point that Funcom will be bringing their Age of Conan to the Xbox 360 - and that they've got some technology to map the keyboard buttons to a 360 controller - Chilton simply replies that he thinks that WoW wouldn't be "a very good experience playing like that."

While the PS3 has the upcoming Wireless Keypad, and the 360 its Chatpad, they aren't all that big, y'know. As Brack said, it'll be a very challenging experience indeed.


Related articles:

Source: wow.qj.net

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