Posts Tagged ‘wow-talent-guide’

by Daniel Whitcomb

On my first read-through of the Patch >3.2 Death Knight patch notes, I had to chuckle a bit. If the theme of the Retribution overhauls was making Retribution DPS a bit more complicated, it was definitely very much about the simplification for Death Knights. Simplification is a relative term, of course, given that rune rotations are still in full effect, but there has been some streamlining of techniques and adjustment of cooldowns that will lead many of us to do some tuning up on our rotations. Let’s take a deep look at the changes and see what they’ll mean for us going forward into Patch 3.2.

General Skill Changes

Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease. This change was probably mostly to compensate for some of the damage nerfs to other strikes below, but there’s also the possibility here that Blizzard’s looking to simplify rotations a bit. Blood Strike has become, for Unholy and Frost, mostly a way to churn out Death Runes. Bumping the damage a bit makes up for some of the other damage nerfs and has a chance to make Blood Strike a bit less of a pariah.

It’s worth noting that although the patch notes say damage is being increased “to” 50% per disease, we have to acknowledge that that would be borderline obscene, and they likely mean “by” 50% per disease to 18.75%, which is still a pretty decent increase.

Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving. This change shouldn’t be too much of a concern, really. You can technically argue that it’s not like other classes can’t root (see Druids), but since Chains of Ice is meant primarily to be a snare rather than a root, it’s not a completely unfitting change. Smart PvPers probably weren’t tripped up by it before anyway, so we haven’t lost much all told.

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Patch 3.2 for Mages

   Posted by: free-wow-guide   in WoW Mage Guides

by Christian Belt

Invisibility: now 100% more useful

Invisibility has long been the poster child for “should be awesome but isn’t” as far as Mages are concerned. The three second fade time, coupled with the fact that any damage of any kind, be it a DoT tick, direct damage, being caught in a lucky AoE, or somehow being hit directly by server lag or something after actually becoming invisible, made the spell a situational aggro drop at best. Not being able to see anybody while invisible sort of robbed the spell of any sort of Rogue-ish content-skip utility, and so Mage Invisibility remained a nice idea, poorly implemented.

Though this change doesn’t make it perfect, holy crap is it a good place to start. The notes say that no damage can interrupt the 3 second fade out, which is awesome. Now we know that when we trigger the spell, it is actually going to work, no matter what. The notes don’t say anything about whether or not damage taken after becoming invisible — be it getting caught in an AoE, or a DoT tick, or that random latency-induced extra swipe the Feral Druid got on us after he was no longer supposed to be able to target us – will still knock us out of Invisibility, but I’m keeping my fingers crossed that it won’t.

We can still be damaged, of course, and the note specifically states that we will still be able to be stunned and silenced and whatnot while invisible, but I wouldn’t expect anything different.

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Druid’s guide to FREYA

   Posted by: free-wow-guide   in WoW Boss Guides, WoW Druid Guides, WoW Raiding Guides

by Allison Robert

If you’re not familiar with basic Freya strategy, try here. Multiple commenters have noted that the fight bears a passing resemblance to Sartharion, but I always felt like Solarian was an equally good, if not better, comparison. If you can survive her annoying adds, the fight turns into a tank and spank. If you can’t survive her adds…well, the view from the Ulduar graveyard is really quite lovely.

As an aside, the fight also looks and feels more frenetic than it actually is. Watch any Freya videos closely, and you’ll notice that a clean kill is basically controlled chaos.

BEARS: To be frank, this isn’t really a difficult tanking fight. If you’re tanking Freya, all you’ll be doing is keeping her occupied until the raid finishes the six waves of adds, so just make sure you’re not outranging your healers and that you keep an eye on healthy mushroom spawns once an Ancient Conservator is up. Threat is not a concern on Freya; feel free to use your a high mitigation set to reduce healing load.

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by Eddie Carrington

(Note: you might need to alter some of these macros depending on spell availability.)

Save Fluffy (PvE or PvP)

Keeping one’s pet alive is one of the biggest challenges to a Hunter. And for a Beast Mastery Hunter, losing your pet can mean a loss of up to 40% of your DPS. This macro will heal your pet. Then it will cast Mend Pet and start using bandages to offer a bit of help.

/cast Mend Pet
/use [target=Pet] Dense Frostweave Bandages

Feed Fluffy (PvE or PvP)

Pet feeding used to be a chore. But with the automatic pet feeder it’s not bad at all.

/cast Feed Pet /use Clefthoof Ribs

Pet management simplified (PvE or PvP)

Now if you want, you can actually combine the two macros above into a single pet management one. What do I like about this? It’s how you can replace several different buttons from your action bars with just this one macro. The only gotcha is that this macro uses the control, shift and alt keys as modifiers. So when you click it, remember to hold the appropriate key at the same time.

/cast [modifier:alt] Revive Pet
/cast [modifier:shift] Mend Pet
/cast [modifier:ctrl] Call Pet
/cast Feed Pet
/use Clefthoof Ribs

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by Matthew Rossi


Okay, to start with, if this is not your main and you have access to the heirloom shoulders, by all that’s holy get them. Especially now that they give you 10% more experience from quests and from mobs you kill, even if you just have an old pair of the leather or mail ones hanging around, send them to your leveling warrior. When I decided to test leveling on my Draenei warrior this month I didn’t think it would make that big of a deal, but between his rested bonus and those shoulders he went from 70 to 76 in a matter of days. (I’m letting him catch back up on the rested before I try and get him the rest of the way up.)

We’ve covered talent specs for leveling warriors before, but I’ll touch on it again here to say that for leveling either Arms or Prot are probably the easiest to gear for and are both strong for the job. I’m leveling my Draenei Fury purely out of spite. I leveled my Tauren Arms and my human Protection, and so far I’d still give the nod to Protection as a really good leveling spec and my personal favorite for dealing with big trash pulls and group quests you may want to try and solo. A lot of this will depend on the gear your warrior has as you start the climb between 70 and 80, though. If you’re bringing a warrior you started a couple of months ago to Northrend in Outland quest greens, Arms is probably a stronger choice for leveling than Protection since there’s lots of decent Northrend greens that are itemized towards an Arms playstyle. If you’re bringing an uber-geared Sunwell warrior out of retirement, go with whatever your gear supports.

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