so i was fooling around with the settings a bit when i was in arena and i found out a gamebreaking AMAZING exploit that i’ve done a bit of research into and found out quite a few things, since it’s only been a few hours since i discovered it i havn’t had time to try all the possibilites with it yet ( just had alot of fun in arena so far )
So anyway this exploit allows you to for instance Start at the enemy preparation room in dalaran arena or nagrand or lorderon ( so fall in BEM i only fall trought the floor ) and tried putting my Hearthstone in a different location and this got prevented.
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a few days ago i went to SotA and was messing around.
1. I used Path of frost ( any walk-water spell will do )
2. i mounted up and ride to the border with the invisible wall.
3. i used auto-unstuck ( make sure your HS is ON cooldown BEFORE you enter sota)
4. I ride all the way to the border of the SoTA map and there i jump off and die.
Nothing interesting happened, was funny exploit but not usefull
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Pretty simple.
Step 1: Queue for AV with the new system before a hard boss fight.
Step 2: Kill Someone
Step 3: Take their insignia
Step 4: Turn in armor scraps
Step 5: /afk
Step 6: ???
Step 7: Profit
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Bandage seems to be bugged a bit, If Character 1 bandages Character 2, Character 2 gets a debuff, the debuff sadly doesnt seem to work so Character 2 can bandage himself as many times as he wants to in the debuff time period.
Shall post a SS if needed but this is quite easy to test for yourself.
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Kologarn
Kologarn is a boss in the new Ulduar and is situated in The Shattered Walkway. It is a fairly easy encounter when you get the tactics right.
Kologarn have a series of abilities which can kill you if not handled correct.
Attacks/Abilities
Overhead Smash
An attack that gives a debuff to his target which decreases armor by 20%. Can be stacked up to 100%
Petrifying Breath
4 second channel cast that causes 14063 to 15937 (18750 to 21250 on heroic) Nature damage per second
and applies Brittle Skin, a debuff that increases damage taken by 20% for 8 seconds. (Kologarn casts this spell when there is no targets in melee range and wipes the raid.
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I dont know about you guys, but my guild has been stuck on phase 4 of Mimiron for the last week. Try as we may our efforts are thwarted. When messing around like i do best, I found that you can actually apply Baby Spice – Thottbot: World of Warcraft to the lower body of the Machine in P4 and make the Head attackable by melee. This can help greatly with keeping everything within the 15 second kill range. I havent been able to take screen shots but its a pretty easy concept to understand.
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I) Introduction
II) Talents – too many points yet not enough
III) Stats – numbers give headache
IV) Gems and Enchants – pretty colours and expensive mats
V) Consumables – Gimme fuel!
VI) Glyphs – I always wanted to be a scribe
VII) Playstyle – “Look where I died…”
VIII) DPS rotation – I wish I was a TBC Warlock
IX) Addons – If they could play for me
I) Introduction
PVE and DPS wise, the class went from king in vanilla, to mediocre in TBC and now we are back on our feet. Up-sides have always been to combine great DPS and mobility with a large variety of CCs. While the latest one may apply to only a few boss encounter over the entire game, the mobility part is mainly represented by the spell Blink. It is a great tool to make the difference between you and another caster in the survivability field. It also means you can rapidly reposition yourself to resume DPS.
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Phase 1: Sara, and the Guardians of Yogg-Saron
This is the beginning of the fight. Your party will be standing outside of the doorway. You have two options at this point.
If you group has a mage:
Your mage can cast invis. He then moves forward into the room, and attempts to find gas clouds. This will take raid coordination as the mage can not see any objects during his invisibility phase. Once the mage has gone through 1-3 clouds, depending on how competent your group is, he begins to run back to the raid. If he makes it past the doorway before his invis fades, the amount of guardians he triggered will spawn, and run toward the raid WITHOUT triggering the encounter timer.
What this does:
By doing this above strat, it allows your guild more time to work on burning Sara quicker.
Once the encounter begins, a timer starts, the further into your timer (longer it takes to kill Sara) the more adds that spawn and the quicker they spawn.
So essentially, you will be getting 1-3 of the guardians incredibly low, outside the entrance.
Your tank kites them in to the center of the room near Sara.
Your DPS then bursts them down one at a time, while maintaining heals on the MT.
NOTE
This is much easier if you have a warlock as well. Summon the mage prior to entering the room. The mage can then take the summon as soon as he spawns adds, allowing him more time to trigger as many as needed.
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I thought I’d share my fishing spot, as no one bothered me for the hours that I spent there. The location is approximately 64,49; the northern end of the easternmost bridge in Wintergrasp, found on the road between East Vehicle Workshop and Eastpark Vehicle Workshop.

I flew in from Dalaran while my faction held the zone, used a water walking elixir (yeah a waste I know, hah) to run across the creek to the end of the bridge shown above, then climbed out of the water onto the ledge shown below.
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by Christian Belt @ wowinsider
Of all the new stuff patch 3.1 brought us, perhaps this single most significant change was the addition of dual specs. Suddenly everybody and their second cousins can tank (or think they can tank), and every Druid/Paladin/Shaman has a resto/holy spec waiting in the wings. Everybody rolls on everything in every dungeon because they’re “gearing up for their second spec”…or third spec…or whatever.
Mages don’t have multiple roles to fill. We can’t use our second talent spec slot for a tank or healer build. Our choices are and always have been DPS or DPS, just as God intended. And so, the advent of dual specs have instead opened up a different kind of door for a lot of Mages: PvP.
For the first time, we can keep our mana-efficient, DPS-maximized raiding build, and still have a second PvP-centric build on stand-by. A lot of Mages are taking advantage of this, and many are taking their first real steps into the strange and somewhat intimidating world of player-versus-player combat. For the Mage making that first foray into PvP, the culture shock can be very real, and the gear gap can seem insurmountable.
Fear not. Arcane Brilliance is here to tell you how to quickly and easily close that gap. Click the link below, and we’ll have you mounting Warlock heads on your wall in no time.
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