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Hunter Builds – Survival DPS Build Hunter Spec

Posted by Lawbringer in Alliance, Blood Elf, Build, Dranei, Dwarf, Heroics, Horde, Hunter Pets, Instances, Night Elf, Orc, PVE, Raiding, Spec, Tauren, Troll, World of Warcraft, WotLK, hunter

Survival Build For Patch 3.3

A few weeks back we gave our readers the new top dog of hunter builds with our Marksmanship spec here: Highest Hunter DPS Build For Patch 3.3.  But just because Marks made a push past Survival in the max DPS build race certainly doesn’t mean that Survival is now an also-ran.  As a matter of fact, if you are more used to playing Survival and don’t feel like making the switch to a whole new play style, this Survival build still Dominates.  At a mere 164 DPS short of the max Marks build, this Survival spec pumps out a brutal 10,920 DPS (max theoretical).  So without further ado . . .

Gear

Sample Gear Survival Hunter Patch 3.3

Talent Builds

Survival Hunter Build Max DPS

Glyphs

Major

Minor

Priorities

  1. Flask = Endless Rage
  2. Food = Blackened Dragonfin
  3. Hunters Mark
  4. Summon Pet = Wolf
  5. Auto Shot
  6. Aspect of the Hawk
  7. Rapid Fire
  8. Kill Shot
  9. Kill Command
  10. Explosive Shot
  11. Black Arrow
  12. Serpent Sting
  13. Aimed Shot
  14. Steady Shot

As usual with all our build guides, this is a priority list and NOT a rotation.  You obviously cannot use kill shot until the mob is below 20% health, but it would take priority over all your other shots if the mob is below 20% health.  Keep an eye on the thread below for expert commentary from master hunters who can fill you in on all the details of a prioritized shot rotation.  It’s far less complex for hunters than DK’s and feral druids, however.  You should be able to figure the rotation out on your own based on the priority list here.

Damage Sources

damage per execute world of warcraft wotlk hunter

dmg sources world of warcraft wotlk hunterq

Yeah, the uber geared marksman may still beat you a little in DPS, but if youre like a lot of people and loath change you can just stay survival and do just fine.  It’s too bad there isn’t a completely Dominating Beast Mastery build for raiding, but hey, you can’t have it all.  besides, the gigantuan pets tend to tick people off.  Too much stomping leads to bad blood between friends.  But this Survival spec will certainly keep pace in the latest round of top DPS wars, and we still see a lot of hunters sticking with Survival over Marks.  Good luck Dominating with your Survival hunter.

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Mage DPS – Mage Hit Rating Caps And Spell Hit Rating

Posted by Lawbringer in Alliance, Blood Elf, Build, Dranei, Efficiency Tips, Expansion, General Tips, Heroics, Horde, Human, Instances, Mage, PVE, Raiding, Tips, Troll, Undead, World of Warcraft, WotLK

Hit Rating For Spells And Mages Explained

There really isn’t an easy way to completely understand hit rating.  There are so many variables involved when it comes to talents, abilities, resistances, and the fact that Blizz has a tendency to change their mind from time to time (such as making all hit rating just plain hit rating instead of both mele and spell hit rating, whew!)

But since you are probably looking for spell hit rating we’ll just leave it at that and separate out the different classes so that you can find what you need without having to root through some huge table (if you can even find one that makes sense).

So here we go with Mage Hit rating and caps.  To keep thing simple we’ll just go straight for the kill shot and not go into some tedious explanation of combat ratings and all that other what-not.  So here goes.

In order to maximize your DPS you need to get hit capped before you worry about anything else.  For every 26.232 hit rating you will gain 1% DPS.  There is simply no other stat that matters more until you hit the cap.  Once you ARE hit capped, more is worthless and then spell power (up to about 4k spell power for mages) haste and crit become more valuable.  Be sure to see our post on Making Gear Decisions For Your Toon.

So now that you know you must be hit capped to maximize your DPS,  we need to talk about what the heck the hit cap is.  You’ll hear two terms when people talk about the hit cap.  One is the hard cap, the other is a so-called soft cap.  The hard cap means that you have reached a point where more hit is worthless, the soft cap is a term used for abilities past which point have diminishing returns.  There is no such thing as a soft cap for hit rating.  You are either at the hard cap, or you are not capped and need to get there.

The absolute hard cap for hit is 446 Hit Rating = 17% in the tooltip

The hard cap represents the amount of hit necessary to ensure that you never miss.  That means the hard cap is a 100% chance to hit any and every mob in the game.  It may not seem like a big deal to have a 1% chance to miss, but if you miss on a big, fat Arcane Blast for 15K it will seriously erode your DPS in a big, fat hurry.  Now let’s talk how to hit the hard cap without having to get to 446 hit rating from gear and gems.

We’ll start at the top and work our way down.  For every one of these things you have available, your hard hit cap for spell hit drops to the next number down.  Just find yourself in the list and you’ll know how much hit you need to have to be hit capped and never miss.  Keep in mind that anything that adds +% chance to hit does not necessarily show up in the tooltip (like +17%), so the hit rating is a much better way of looking at things.

  • Dranei or Dranei in Party – Hit Cap = 420

  • Mage with Precision OR Arcane Focus – Hit Cap = 368

  • Dranei or Dranei in Party Mage with Precision OR Arcane Focus – Hit Cap = 342

  • Arcane Mage with Precision AND Arcane Focus – Hit Cap = 289

  • Dranei or Dranei in Party Arcane Mage with Precision AND Arcane Focus – Hit Cap = 263

There are a few levels past this if you do a lot of 25 man raids, or have just the right combination in your ten mans.  If you always run with a druid that uses improved faerie fire or a shadow priest using misery you can get by with just 210 hit rating.  And if you happen to be a Dranei or have both a Dranei AND SP/ImpFf in your raid you can do as little as 184 and be capped.

Keep in mind that heroic Presence is party only, so folks may be fighting to get the Dranei in their group, meaning you might not always be able to count on this buff – plus it’s a 30 yard range so on fights with a lot of movement you may be out of range for it from time to time.  Your best bet is to stick with the absolute cap of 289 unless you ARE a Dranei (in which case you will always be in your party and can’t get out of range without some wicked bipolar debuff) in which case you can always be safe with a hit rating of 263.

The bottom line is this.  If you are an arcane mage your basic hit cap is 289.  If you are a Dranei or always party with a Dranei your basic hit cap is 263.  Everything else is just gravy.  Now, the more gravy you get, the more hit rating you can drop in favor of other stats.  But the reality is that it’s much harder to balance staying just barely above the cap than it is to find a bunch of gear without hit on it.  It can be tough to get hit capped when you first hit 80, but later on you’ll be looking for nearly every chance you can find to dump hit for spell power or haste or just about anything else.

One more factor to consider, however is that many bosses will have a certain amount of resistance to one or multiple schools of magic.  In the end the balancing act can be almost impossible to hit precisely between just enough hit to overcome both the regular combat hit rating and any resistances a boss might have.  It’s not a bad idea to just go for 289 as a mage and anything above that is going to overcome a certain amount of resistances that might be present.  But it would probably not be a great idea to carry around a hit rating of 350 at the expense of spell power or something else.  You can get anal retentive about it if you wish and figure it out for every boss, but only if you have a lot of time to kill.

So there is hit rating for mages made simple.  If you are arcane, your goal is 289 add in Dranei and it’s 263.  Once you get hit capped it’s far better to try to stay as close to 289 or 263 as you can (and still be over) and then use the Simcraft Engine to figure out what else you should be stacking and how much.  The less hit you can get away with and still be over the cap, the more of those other DPS stats you can stack which will really bring your DPS up to Domination levels.

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Frost Mage Spec – Frost Mage Build For 3.3

Posted by Lawbringer in Alliance, Blood Elf, Build, Dranei, Faster Leveling, Gnome, Heroics, Horde, Human, Instances, Leveling, Mage, PVE, Patch, Raiding, Spec, Tips, Troll, World of Warcraft, WotLK

Change Of Pace Build For Mages In Patch 3.3

When all you’ve got is a two button rotation, things can get a little dull.  And at least with the build below you can go right from leveling directly to raiding for at least part of the time.  You might still want to go arcane on Boss fights, but the frost spec has a little more utility on trash.  It’s an idea anyway.  I actually keep this frost spec on my mage for doing dailies and just random 1v1 killings.  In the long run it’s not going to rival the top DPS builds, but it can keep you from going completely numb in the brain from face-rolling arcane.  You can see our Arcane spec here: Arcane Mage Build.

Gearing Example

Frost Mage Gear Early Patch 3.3

Talent Build

Frost Mage Talents For Patch 3.3

Glyphs

Major

Minor

  • Your choice – has no impact on DPS so suit yourself

Priorities

  1. Flask = Frost Wyrm
  2. Food = Fish Feast
  3. Water Elemental
  4. Arcane Brilliance
  5. Focus Magic
  6. Counterspell (Spell Interrupt)
  7. Icy Veins
  8. Mana Gem
  9. Speed Potion
  10. Deep Freeze
  11. Frostbolt (when Target is frozen)
  12. Fireball (when Brain Freeze is up)
  13. Cold Snap
  14. Mirror Image
  15. Frostbolt
  16. Evocation
  17. Ice Lance (when Target is frozen)
  18. Fire Blast (when moving)
  19. Ice Lance (when moving)

Damage Sources

dpet

dmgsrcWhen you are leveling you might drop a few points into Frosbite, Imp. Blizzard and permafrost, but its not really necessary.  Once you get the perma pet you blow stuff up so fast that slowing them down is a little bit of overkill.  It’s about 1,00 DPS less than arcane, but should have more utility for trash pulls, and more buttons to push on Bosses, although using this for progression kills is hardly recommended.  But if you are looking for a change of pace from time to time as an off spec, this frost build is about as Dominating as it gets outside of Arcane.

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Best DPS Build for Blood Spec Death Knight in patch 3.2: The Gear

Posted by Bigtaker in Alliance, Blood Elf, Death Knights, Dranei, Dwarf, Efficiency Tips, General Tips, Gnome, Horde, Human, Jewelcrafting, Night Elf, Orc, PVE, Raiding, Tauren, Tips, Troll, World of Warcraft, WotLK

Now on to a part I know you will all want to know….THE GEAR. Most gear is simple and straight forward. Most of us know what gear we “think” would be the best, but for those of you who maybe aren’t sure, we are dedicating an article just for it.  Keep in mind all that we have gone through in stats,   gems and enchants and you will have a better idea of what your really wanting  for gear.

The Death Knight starts with some pretty decent gear for all intents and purposes and it can get you far into the game towards level 80. Some quests give you some gear that may provide a boost in stats and that’s fine and dandy. But when do you need a major overhaul in gear? Your fist and most important gear set will be when you are level 78 when you will want a full set of


Savage Saronite Battlegear

If you notice there is a repeating theme in these items. Firstly, Strength and Stamina and Secondly Critical Strike Rating and Resilience. These are really good stats for your Death Knight at this time and can get you running regular Dungeons and once you get to Level 80, running Heroics.  Even if this set is more for PvP, it can certainly boost your gear beyond the Quest greens you picked up alongside the BoE blues. There are a few items you can get to compliment your build even better.

SSBG

Lvl 80 Crafted gear:

Icebane gear is a nice choice but you may ask why. They have uses down the line that can benefit you more than you might know. The best feature about these 3 pieces of gear is that they are highly customizable since you don’t really care about the socket bonus. You could for example fill all 7 available sockets with 20 str gems for a total of 140str.

Couple the Icebane set with these 2 crafted items (possibly replacing the boots):

Regular and Heroic Trial of the Champion

In Regular ToC, you can enter the dungeon as of level 75. You won’t be able to equip the loot in there until level 80 but the XP is good and if you can get carried (Yes, carried!) through it often enough you can certainly have a decent set of gear when you hit 80 (enchanted and gemmed).

Conversly as soon as you hit 80 you can start doing the Heroic version of the dungeon once every day to obtain the following gear:

Weapons:

Two hand weapons or our thing and anything that adds Strength and Stamina are great such as your first weapon once you hit level 80,  the Titansteel Destroyer. This weapon is a weapon of choice because of its stats. You cant get much better until you run some heroics and get a nice drop. Keep in mind the stats you have learned to look for and you should do just fine.

A weapon to look for that is far superior is Edge of Ruin and can be found only in Heroic ToC.

Next thing your working toward on gear of course is Raid gear. You know that gear that is all pretty with the purple name tags and lots of gem slots and stats that make you drool that the other person is wearing and you think must be hacked because you have never ever seen anything like that before so it just cant be real…Oh its real…and you can get it. Even if you only play one hour a day you can get the gear for raiding.

Emblem Gear

Gear can also be attained by using Emblem of Conquest and Emblem of Triumph. This is the gear of champions. This is the gear that gets you invited to raids. Keep in mind you must know your role and how to play your character but the gear helps.

Emblem of  Conquest gear:

2-piece T8.5

5 other pieces of gear that are of interest to DKs:

Emblem Of Triumph Gear:

When it come to Emblems of Triumph, Blizzard changed the rules for Tier 9. There are 3 versions of every one of the tier 9 pieces of gear that share a common set bonus. Let’s refer to them as 9.1, 9.2 and 9.3 for simplicity. the last set (9.3) can only be obtained from Heroic Trial of the Grand Crusader (25-H. ToC) token drop. and a single token can purchase any of the 5 pieces available. Gone are the days of running an instance 10 times to get the one piece of Tier gear you actually want.

The two other tiers 9.1 and 9.2 can be purchased with Emblems of Triumph: 9.1 requires only the emblems themselves where as the 9.2 set requires 1.5x more emblems as well as a Trophy of the crusade. On a side note the 2 and 4-piece bonuses of T9.x are way better then the T8.x equivalent.

Here is the complete list of items that are of interest to you:

Tier 9.1

Tier 9.2

You should note that if you are inclined to PvP there are complete sets available for purchase with both Conquest and Triumph emblems. For more information about gearing up to Raid, check out  Agorg’s Quick Gearing Guide for the Want to be Raider

Follow that guide and you’ll be raiding in no time flat, and Dominating the DPS meter in the process.

I hope you have enjoyed yourself on our DK tour of The Best DPS build for Blood Spec Death Knight in patch 3.2 and may your DPS meters hit the roof.

On a personal note. I don’t claim to have all the answers to all the questions about the Death Knight but it is my favorite class. I play the DPS DK exclusively and study and test it all the time. I have several lvl 80 DKs on different realms for testing and one I play on. I will get you up to speed on the upcoming changes as best I can for patch 3.3 and thank you for all your input.

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Best Death Knight DPS Spec – Blood In Patch 3.3

Posted by Bigtaker in Alliance, Blood Elf, Build, Death Knights, Dranei, Dwarf, Efficiency Tips, General Tips, Gnome, Heroics, Horde, Human, Hunter Pets, Jewelcrafting, Night Elf, Orc, PVE, Tauren, Troll, Undead, World of Warcraft, WotLK, hunter

Special Abilities And Pet Management

In this installment we’ll cover the little things that are important to know while playing your DK, some are common sense and some you might already know, but a quick recap never hurt anyone.

Keep in mind: your DK is a 2-Hand weapon specialist. Gearing up will be our next part of the series so I won’t go into details here.

What other skills will I need to use?  

Pestilence:

Is very useful for multi-mob as it puts your PS and IT on all causing damage to every mob. If you’re soloing, it works out just fine but in a group it can cause problems. In a group (5-10-25 man), the tank gets aggro on the first mob and you hit the main target right after. The tank in the meantime is making sure he has aggro on all the mobs in the group. If you hit Pestilence before he does get aggro on the group you could pull threat off the tank … and that is not good. Timing is very important. While you heal yourself for the most part, if you get aggro you will not be able to heal yourself fast enough causing your healer to start healing you as well as the tank. FYI If the healer has to make a choice between healing a Silly DK who pulled threat and the Tank that will keep the rest of the group alive, do you want to guess who’s getting the heal?

For the most part you should be able to keep yourself healed up without any help and sometimes….you get a healer that refuses to heal DK’s and up-time is critical for the success of any group.

Death and Decay:

D&D is not one of your very useful skills for a Blood build but it does have its uses.

Trash mobs! Now in Culling of Strath there are a few times to use it on the little turned humans being sure to get all your runes back up and ready for the next fight. Again this takes practice and there are a few dungeons you can use it but not many. It works alright when soloing a bit but again it’s not a skill used much for this build.

Chains of Ice:

Chains of Ice is mostly used as Crowd Control in PVP and does have its uses while soloing but rarely will you ever use it in a dungeon. All bosses are immune to CC and you want the tanks to keep the trash mobs busy. While soloing, you could be questing along just fine and fighting solo mobs that tend to run away when one gets away and brings back his friends en mass. OOPS!! This is about the only time it’s a very useful thing to use. It’s nice to have be be aware of it’s limitations: CC

The Pet:

Your Pet Ghoul (summoned from Raise Dead ability) and your Dancing Rune Weapon. These guys can boost your DPS quite a bit to the point of amazement. There are a few tricks however to using them that will help you get the most out of them you can:

  • Make sure your Ghoul is ready for every boss. Summoning him is on a 3 minute cool-down and your Dancing Rune Weapon has a 1- ½ minutes. So this also takes practice and timing. Make sure both are off CD for every boss, (ie. Don’t click “Ready” on the ready check if you’re not ready!)
  • Whatever you do, make sure you have your pet out on every fight and Keep control of your pet at all times. It should be attacking the same target you are. It won’t change target unless the target it’s attacking is dead. If it isn’t, command it to do so using the Gnaw ability or  Ctrl-1 to force your pet to attack a new target.
  • If you control your pet in this way there is absolutely no reason to ever take your pet off of Passive mode, that way it can attack the Boss while you’re kiting some trash (Gluth fight).
  • Keeping your pet on passive will allow him to attack a target that you death grip much faster. Otherwise your pet jumps 20 yds. to your target and is stuck running back to you at a leisurely pace, by which time your target is most likely dead anyway.
  • If the pet is low on health, you can ask your healers to throw a little love(Heals) it’s way. Certainly not at the expense of the tanks, of course, but you can remind your healers that pets need health too.
  • When all else fails and your health is really low, remember that you can sack your pet for the health benefit of Death Pact. Yet another “Oh, $H1T!” button at your disposal.
  • Unless you’re Tanking yourself, don’t use the Dark Command ability (Taunt), every tank will be grateful, and so will you. The days of Crowd Control seem to have gone the way of the dinosaur with Wrath but thankfully, Blizzard has specifically stated they were bring it back “in the near future”, whatever that means.

Maybe by then the DKs will have to learn to use their pets again and so will Hunters. CC some mobs, protect the healer, even back-up tank (Yes, Hunter Pets used to be quasi-acceptable tanks back in the day). Until that day, focus on what you do best: DPS.

So there it is, mass destruction is a Death Knights purpose and it is key that when you’re playing one in DPS that you should do just that. Enjoy your Death Knight and remember practice and timing are your best friends.

The next, final, installment of the DK series will cover Gear.

… To be continued.

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Blood Spec Death Knight Builds – Blood DK Rotation

Posted by Bigtaker in Alliance, Blood Elf, Build, Death Knights, Dranei, Dwarf, Efficiency Tips, Exploits, Faster Leveling, General Tips, Gnome, Horde, Human, Night Elf, Orc, PVE, Patch, Spec, Tauren, Troll, Worgen, WotLK

Welcome back to the second installment of the DK series.  Today, we’ll cover Glyphs and Rotation.

Sir Zeliek

Glyphs are pretty straight forwards; you saw them in the link to the build on Yesterday’s article. The only argument I see is for Glyph of Icy Touch instead of Glyph of Disease. And after field testing it in multiple scenarios, based on my play style and rotation I just prefer the Glyph of Disease because of the instant refresh of all diseases. After all the less time I spend refreshing a DoT, the more time I can spend DPSing.

Glyph of Death Strike- Major
Glyph of Dancing Rune Weapon-Major
Glyph of Disease- Major
Glyph of Horn of Winter-Minor
Glyph of Pestilence-Minor
Glyph of Raise Dead- Minor

When it comes to rotation, some classes have a fixed rotation (Prot Paladins) while other classes have a priority-based rotation (Feral Druids). Death Knights can, ironically put out more damage with the simplest of rotations. It’s probably why we’re accused of “Face Rolling”, but every DK knows that’s just plain Jealousy, even if no other class will admit it!

Step1: Put up your Diseases

Plague Strike(Puts: Blood Plague) and  Icy Touch (to put Frost Fever on your target)

Once those are up you can forget about them for the rest of the fight and as long as you remember to keep them up with Pestilence, you’re golden. Remember, Pestilence is a top priority before your diseases run out, It’s far less “expensive” to keep them up than it is to renew them if they fall off.

Step 2: Do your thing!

Death Strike, Heart Strike (x2), Death Coil (Runic Power Dump),

Death Strike, Heart Strike (x3), Dancing Rune Weapon

Rince and repeat.

It’s preferable to wait for the second time through your rotation to ensure that you have all 4 Blood Worms up before you call your DRW, but if you already have 4 Blood Worms, you can go ahead and pop DRW on that first pass. With the glyph, your DRW is up for 17 seconds and will spend the next 73 seconds on cool down. During that time Death Strike and Heart Strike are pretty much all you need, as long as you remember to keep up Pestilence before your diseases run out.

Now this may sound a little simplistic and too good to be true, but on the PTR I’ve personally done 8.4K DPS and after enchanting and gemming up the gear, I brought that up to a staggering 10,200 DPS. (Ok, it’s in full T9 and 245 Epics, but still …)
This just proves that a rotation doesn’t have to be complicated to generate results and that some times, the simplest way is the best way.

Next time we’ll cover Gemming and Enchanting as well as some base stats and their importance to a DK.

… To Be Continued

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Best DPS Spec For Death Knights – Blood Build Part 1

Posted by Bigtaker in Alliance, Blood Elf, Build, Death Knights, Dranei, Druid, Dwarf, Efficiency Tips, Expansion, General Tips, Gnome, Horde, Human, Low Level, Night Elf, Orc, PVE, Patch, Spec, Tauren, Troll, Undead, World of Warcraft, WotLK

You just can’t beat this spec when it comes to DPS in PvE content.

It is the most controversial, talked about, and argued about character to date in World of Warcraft. You either hate them or love them but either way, right now, they are Dominating in DPS … if played right. What we’ll show you over the next few days may be a cookie-cutter build you can find on several servers and websites but it still is, hands down,  the best build for your DPS DK. While Blizzard has made been changing the DK since he was released a year ago, one thing has remained the same: The Blood DK is still the best DPS build for damage output … Period!

Over the next few days, I’ll show you the ins and outs of the Blood Spec DK.

Now I do have friends that are Unholy, and their DPS is reasonable, although I’m not sure if they’ll still be my friends after this ;) (Cheers! Anibow)

Female BE DK

Talent Spec:

First off your build will be 51/00/20 and here is how you do it step by step. I will show you the link to get you started but in order to be very successful you have a few things to do.

See the complete Build here (Including Glyphs)

While leveling, the first 20 points will go into your Blood Tree like this:

Butchery – Rank 2/2
Whenever you kill an enemy that grants experience or honor, you generate up to 20 runic power. In addition, you generate 2 runic power per 5 sec while in combat.

Subversion – Rank 3/3
Increases the critical strike chance of Blood Strike, Scourge Strike, Heart Strike and Obliterate by 9%, and reduces threat generated while in Blood or Unholy Presence by 25%.

Bladed Armor – Rank 5/5
Increases your attack power by 5 for every 180 armor value you have.

Two-Handed Weapon Specialization – Rank 2/2
Increases the damage you deal with two-handed melee weapons by 4%.

Dark Conviction – Rank 5/5
Increases your chance to critically hit with weapons, spells and abilities by 5%.

Death Rune Mastery – Rank 3/3
Whenever you hit with Death Strike or Obliterate there is a 100% chance that the Frost and Unholy Runes will become Death Runes when they activate. Death Runes count as a Blood, Frost or Unholy Rune.

While leveling, then you will put 13 points into the Unholy tree like this:

Vicious Strikes – Rank 2/2
Increases the critical strike chance by 6% and critical strike damage bonus by 30% of your Plague Strike and Scourge Strike.

Virulence – Rank 3/3
Increases your chance to hit with your spells by 3% and reduces the chance that your damage over time diseases can be cured by 30%.

Epidemic – Rank 2/2
Increases the duration of Blood Plague and Frost Fever by 6 sec.

Morbidity – Rank 3/3
Increases the damage and healing of Death Coil by 15% and reduces the cooldown on Death and Decay by 15 sec.

Ravenous Dead – Rank 3/3
Increases your total Strength by 3% and the contribution your Ghouls get from your Strength and Stamina by 60%

Then back to Blood to finish it out, then to Unholy to finish it.

Bloody Strikes – Rank 3/3
Increases the damage of Blood Strike by 15% and Heart Strike by 45%, and increases the damage of Blood Boil by 30%.

Veteran of the Third War – Rank 3/3
Increases your total Strength by 6%, your Stamina by 3%, and your expertise by 6.

Bloody Vengeance – Rank 3/3
Gives you a 3% bonus to physical damage you deal for 30 sec after dealing a critical strike from a weapon swing, spell, or ability. This effect stacks up to 3 times.

Abomination’s Might – Rank 2/2
Your Blood Strikes and Heart Strikes have a 50% chance and your Death Strikes and Obliterates have a 100% chance to increase the attack power by 10% of raid members within 45 yards for 10 sec. Also increases your total Strength by 2%.

Bloodworms – Rank 3/3
Your weapon hits have a 9% chance to cause the target to spawn 2-4 Bloodworms. Bloodworms attack your enemies, healing you as they do damage for 20 sec or until killed.

Hysteria – Rank 1/1
Induces a friendly unit into a killing frenzy for 30 sec. The target is Enraged, which increases their physical damage by 20%, but causes them to lose health equal to 1% of their maximum health every second.

Improved Death Strike – Rank 2/2
Increases the damage of your Death Strike by 30%, increases its critical strike chance by 6%, and increases the healing granted by 50%.

Sudden Doom – Rank 3/3
Your Blood Strikes and Heart Strikes have a 15% chance to launch a free Death Coil at your target.

Vampiric Blood – Rank 1/1
Temporarily grants the Death Knight 15% of maximum health and increases the amount of health generated through spells and effects by 35% for 10 sec. After the effect expires, the health is lost.

Heart Strike – Rank 1/1
Instantly strike the target and his nearest ally, causing 50% weapon damage plus 368 on the primary target, and 25% weapon damage plus 184 on the secondary target. Each target takes 10% additonal damage for each of your diseases active on that target.

Might of Mograine – Rank 3/3
Increases the critical strike damage bonus of your Blood Boil, Blood Strike, Death Strike, and Heart Strike abilities by 45%.

Blood Gorged – Rank 5/5
When you are above 75% health, you deal 10% more damage. In addition, your attacks ignore up to 10% of your opponent’s armor at all times.

Dancing Rune Weapon – Rank 1/1
Summons a second rune weapon that fights on its own for 12 sec, doing the same attacks as the Death Knight but for 50% reduced damage.

Now you may be asking,  Why do I need to build in this order? Why can’t I just go Blood all the way then do Unholy? The answer is pretty simple when you look at your rotation.

We will cover Rotation and Glyphs, gemming priorities, enchants as well as some explanation over the next few days.

… To Be Continued!

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Faction Change Service Goes Live!

Posted by Lawbringer in Alliance, Blood Elf, Death Knights, Dranei, Druid, Dwarf, Faster Leveling, General Tips, Gnome, Horde, Human, Leveling, Low Level, Mage, News, Night Elf, Orc, PVE, PVP, Paladin, Patch, Power Leveling, Powerleveling, Priest, Rogue, Shaman, Tauren, Tips, Troll, Warlock, Warrior, World of Warcraft, WotLK, hunter

FOR THE HOrde. . .Wait, What Side Am I on Now?

We’ve been talking bout it for some time, and it really seemed that it would take a lot longer than it has for this to take effect.  But this afternoon Blizzard released the news that the faction chnge service has gone live.  Since it’s big news, but there isn’t a LOT of news, we’ve borrowed from the official Faction Change FAQ page since it represents the most up-to-date and complete information available.

What is the Faction Change service?

Our Faction Change service is designed to allow existing characters the opportunity to change their designated faction (from Horde to Alliance or Alliance to Horde).

How do I begin the Faction Change process?

To begin the Faction Change process, please visit the Account Management page, select the Faction Change option, and carefully follow the instructions provided.

How much does this service cost?

Each Faction Change costs $30.00 USD (not including applicable taxes). This covers a single Faction Change for a single character.

Is this service taxed? If so, how can I tell if my purchase will be taxed?

Players in select states in the U.S. may be subject to taxation when using our Faction Change service. This list includes, but is not limited to:
- New Mexico
- Texas

Can I change multiple characters’ factions at once?

No. The Faction Change service only allows one change per transaction. If you would like to change multiple characters’ factions, you will need to pay for each one separately.

At what level can I change a character’s faction?

Characters level 10 and above are eligible for a Faction Change. Death Knights will be unable to change their faction until level 60.

Will PvP realm restrictions prevent me from changing a character’s faction?

No. PvP realms no longer possess any faction-based restrictions. You may now play Horde and Alliance characters on any realm you wish.

Will this service allow me to customize a character and select a different name once its faction has been changed?

Yes.  Each Faction Change purchase will also provide the target character with an included re-customization and optional name change.

When I change factions, can I select any race for the character?

You may select any race of the new faction provided that it is available for the character’s class.

Does that mean I can use this service to change the character back to its original faction?

Absolutely; however, this will require purchasing another Faction Change.

When I change a character back to its original faction, can I select any new race?

Yes. As noted previously, though, you will only be able to select a race that is available to the character’s class.

Will I be able to select Cataclysm races and class combinations for a character once they’re available in game?

Details are not available at this time. As development continues, though, we hope to provide more information.

How often can I change a character’s faction?

You may change a character’s faction every 60 days.

What happens after I initiate a Faction Change?

Once your payment has processed and after you have remained logged out of the game for at least 30 minutes, you will see a new button to the left of the character’s name upon next login. Clicking on this button will allow you to select the character’s new faction and race, as well as customize the character’s look and name. These steps will greatly resemble the character creation process.
To complete the Faction Change, press the button labeled “Click to change your character’s faction” and confirm your selections. If you do not wish to change the character’s faction immediately, you may do so at a later time.

What will happen to the character’s old name?

If you opt to change the character’s name, the name will be locked from use on the realm for 90 days. You are not required to change the character’s name, though; this is simply an option we provide included with the Faction Change.

What will happen to the character’s equipment when I change its faction?

Equipment which is not considered faction-specific will remain unchanged by this process. Faction-specific equipment, however, will be automatically exchanged for a cross-faction equivalent. You can view a full list of faction-specific equipment and their cross-faction equivalents here.
**Please note that neither enchants nor socketed gems will be affected by an exchange.**

Will the rest of the inventory (materials, alternate currency, etc) be affected in any way?

As with equipment, items which are not considered faction-specific will remain unchanged by this process. Faction-specific items will be exchanged for a cross-faction equivalent. You can view a full list of faction-specific items here.

What will happen to the character’s mounts when I change its faction?

Mounts which are not considered faction-specific will remain unchanged by this process. Faction-specific mounts will be exchanged for a cross-faction equivalent. You can view a full list of faction-specific mounts and their equivalents here.

What will happen to the character’s non-combat pets when I change its faction?

Non-combat pets will not be affected by this process and will be available once the character’s faction change completes. This even includes faction-specific non-combat pets.

What will happen to the character’s achievements when I change its faction?

Achievements which are not considered faction-specific will remain unchanged by this process. Faction-specific achievements will be exchanged for a cross-faction equivalent. You can view a full list of faction-specific achievements and their equivalents here. Please note that all achievements relating to the Argent Tournament will be reset.

What will happen to the character’s titles when I change its faction?

Titles which are not considered faction-specific will remain unchanged by this process. Faction-specific titles will be exchanged for a cross-faction equivalent. You can view a full list of faction-specific titles and their equivalents here. Please note that all titles relating to the Argent Tournament will be reset.

What will happen to the character’s reputation levels when I change its faction?

Upon changing factions, the reputation level associated with the character’s previous race will become the reputation level of the new race. All other racial reputations will be converted according to the following chart:

  • Orc (Orgrimmar) ↔ Human (Stormwind)
Tauren (Thunder Bluff) ↔ Gnome (Gnomeregan Exiles)
Undead (The Undercity) ↔ Night Elf (Darnassus)
Troll (Sen’jin) ↔ Dwarf (Ironforge)
Blood Elf (Silvermoon) ↔ Draenei (The Exodar)
  • Additional faction-specific reputations will be converted into their cross-faction equivalents (if a cross-faction equivalent exists). You can view a full list of qualifying faction-specific reputations and their equivalents here.
  • Faction neutral reputations will not be affected by this process, and faction-specific reputations which do not possess an equivalent will be lost.

What will happen to the character’s quests when I change its faction?

Quests which are active in the character’s log at the time of the Faction Change will be cleared and all quest items associated with these quests will be destroyed.
With this, completed quests that are considered faction-specific will be removed from the list of completed quests and no longer count towards any running “quests completed” totals. Should you ever elect to change back to the original faction, the original list of completed quests will be restored. Completed quests that are considered faction-neutral or possess a cross-faction equivalent will be unaffected or automatically exchanged without any detriment to the quest completed totals.

What will happen to the character’s flight paths when I change its faction?

All flight points associated with the character will be reset and you will receive a new list of flight points which are appropriate for the level and new faction. Please note that as the Dun Niffelem, Shadow Vault, and Crusader’s Pinnacle flight points are associated with faction-specific quest lines, they will not be automatically provided. To regain these flight points, the character will need to re-complete the appropriate quests.

What will happen to the character’s “Friends” and “Ignore” lists when I change its faction?

The character’s “Friends” and “Ignore” lists will be reset following a Faction Change.

What will happen to the character’s Guild and Arena team(s)?

The character will not be affiliated with any Guild or Arena team following a Faction Change. Guild and Arena team tabards will be removed and Arena team ratings will be reset as a result. If the character is a Guild Master, you will not be able to perform a Faction Change.

What will happen to the character’s honor and Arena points?

Any honor points, Marks of Honor, and lifetime honorable kills will not be affected by this process. Earned Arena points will carry over, as well; however, any pending Arena points accrued after the last maintenance period, but before your Faction Change is initiated, may be lost.

What will happen to the character’s mail and auctions?

Active mail and auction items will prevent a character from Faction Changing, so please be sure to pull all mail from the mailbox and take down any auction items prior to initiating the Faction Change process. These items will be handled as normal inventory.

Is there a gold limit for Faction Changes?

Yes. Characters possessing too much gold for their designated level bracket will not be eligible for a Faction Change. Please use the following table as reference.
Level 10 to 30: 300 gold
Level 31 to 50: 1000 gold
Level 51 to 69: 5000 gold
Level 70 to 80: 20000 gold

Where will the character be located after the Faction Change is complete?

Once the Faction Change is complete, the character will be moved to the capital city of its new race.

What will happen to the character’s Armory profile?

Once you have completed the Faction Change process, the character’s Armory profile will be updated to reflect any faction, racial, gender, or name changes. Please note that our Armory system is still in beta at this time, so the character’s profile may not immediately display the updated information.

Will this service share a cooldown with the Character Transfer, Character Name Change, or Character Re-Customization services?

No. The Faction Change service will not share its cooldown with any of these services.

Can I use this service to change race on my existing faction?

No. We will be releasing a Race Change service in the near future for this purpose.

Will this service share a cooldown with the Race Change service?

Yes.

Can I purchase a Faction Change for a character that has a pending Name Change or Re-Customization or is in the process of being transferred?

No. Before you may initiate a Faction Change for a character, please complete any pending Name Changes, Re-Customizations, or Transfers. These pending transactions will prevent you from initiating a Faction Change.

When will I be charged for the character’s Faction Change?

You will be charged immediately upon pressing the confirmation button on the Faction Change page.

Is there any way to cancel a Faction Change while the process is pending?

Because your payment method will be charged immediately upon confirmation, you will be unable to cancel the process once you have pressed the confirmation button and the Faction Change process is underway.

Is there any way to reverse a Faction Change once it’s completed?

No. Once a Faction Change is done, it is permanent. You may, however, purchase another Faction Change to switch back to the original faction once the service cooldown time has elapsed.

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Next World Of Warcraft Expansion – Cataclysm

Posted by Lawbringer in Alliance, Blood Elf, Cataclysm, Death Knights, Dranei, Druid, Dwarf, Expansion, Gnome, Goblin, Human, Mage, Night Elf, Orc, Paladin, Priest, Rogue, Shaman, Tauren, Troll, Undead, Warlock, Warrior, Worgen, hunter

Part 1 Of Our Coverage Of The New WoW Expansion: Cataclysm

All of the information regarding the upcoming expansion to WoW is going to blow your socks off.  It’s so good that WoW is going to be like a whole new game, and that’s and understatement of the highest order.  When Cataclysm comes out, your whole WoW experience will be rejuvenated.  So many things are changing it’s a little tough to know where to start, but we drew from a hat and came up with something.

The new races look even better than we expected.  For the Alliance there are the Worgen.  The mysteries locked behind the Greymane wall in southern Silverpine are revealed as the great gate is torn down to reveal the human kingdom of Gilneas – but the humans are not merely human any more.  This new starting zone will run from level 1 to 15 and the graphics are fantastic.

For the Horde (sorry about that) we get the goblins of Khazan who have been shipwrecked on the Lost Islands between Kalimdor and the Eastern Kingdoms.  The zone looks an awful lot like Stranglethorn Vale, but you’ll get a big dose of the new water rendering all around the islands – and it is truly awesome.

So while we’re on the subject of the new races you should also know that every race in the game will get new class combinations.  There are some odd entries in the list – to be sure.  Dwarf Druid anyone?  How about a Tauren Paladin?  Combine all of that with the upcoming faction change service and there’s a pretty good likelihood that you might consider changing at least one of your alts to the other faction just to grab one of the new races without having to go from 1-85 (that’s right, the level cap is being raised – but more on that another time), although we recommend you not take shortcuts since Cataclysm will change almost everything about the entire world.

Here is the complete race/class matrix for your viewing pleasure:

new class race combos world of warcraft cataclysm

When you find out just how much the entire game is going to change there is a good bet you’ll want to start all over from the very beginning and go from 1-85 on one of the new races.  The whole game is getting an overhaul from the ground up and nothing will be like it was pre-BC.  And that’s what we’ll talk about tomorrow.  Until then, just know that Cataclysm is certainly going to Dominate!

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