Archive for the ‘World of Warcraft’ Category

Pretty Birdy!

It’s bittersweet because yay birdy, but at the same time, there’s people out there who’ve been at it way longer than I have with no luck. To everyone like that, keep at it. You’ll get it ^_^


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A few weeks ago, I did a post over the new talents and what they would mean for Frost DKs and Death Knights in general.  Earlier today Blizzard released the new Talent calculator for all the classes except the monk, and DKs got quite the change.  Below is the new tree, the changes from the past, and my thoughts over the new talents as well as the Lv87 Ability.

As previously stated, the new trees have six sets of three, each of which has a focus.  You get to choose one of these talents per set, and each set is in increments of 15 levels.  Here’s the newly revised tree:

The new talent tree!

Alright, so what’s been changed?


Roiling Boil – No Change.

Vile Spew – A new talent. Basically, when you use it, one of your undead minions (either from Raise Dead or Army) explodes in an AoE Outbreak and deals minimal damage.  If Raise Dead wasn’t a 3 minute CD, I’d like this one.  However, it is, so that’s 1 AoE outbreak (and losing your ghoul’s DPS), followed by 5 rounds of manual refresh.  (Also, Corpse Explosion seems to have disappeared at this point)

Unholy Blight – This one makes me laugh a little, and not in a ‘haha’ kind of way. Unholy blight is now basically a shroud of Outbreak that lasts 10 seconds and infects everyone within 10 yards.  On a 1.5 minute CD, this would allow every other ‘manual refresh’ to be taken care of with the Blight instead.  (Outbreak is now the lv81 class talent.)

My Choice: Unholy Blight.  Hell Yes.  It’s back to being almost the original form that DKs started with, so there’s nostalgia value.  In addition, it cuts down on the manual reapply phases you’ll have to do, and its AoE outbreak.  Literally, what is not to love?


Lichborne – No change.

Anti-Magic Zone – No Change.

Icy Grip – The new talent.  (Bone shield has moved to being a blood-specific ability).  Reduces the CD of your DG by 15 seconds and reduces the movement speed of the target by 50% for 6 seconds. I can see this really nice in PvP, to pull and keep enemies where they are, but unless the encounter has a Sapper-like mechanic.

My Choice – Since Bone Shield is gone, I’ll probably take either Icy Grip or AMZ, just depending on the fight.


Death’s Advance – Slightly changed, no longer requiring your Unholy Runes to be on CD.  Still a PvP talent.  Still can’t find the energy to care.

Chilblains – No change.

Asphyxiate – No change.  Still not a valid CC.

My Choice – Still Chilblains.  Nothing has changed here.


Death Pact – Making up for the fact that Vile Spew kills our ghoul, Death Pact now doesn’t.  It just deals 50% of its max health and heals you for 50% of your health.  Yes, they doubled the healing done and no longer kill your ghoul.  The drawback is that it’s still a 2 minute CD. Unholy will probably like this ability, with their never-die ghoul they can heal themselves.

Death Siphon – Changed. It now does less damage (2920 down from 4701 originally shown before modifiers), costs one Unholy rune, and is on no cooldown.  Your only limitation on it appears to be your GCD speed and your DPS loss.  It heals you for 75% of the damage dealt.  Unholy will also like this one because it is apparently affected by their mastery.  (RETRACTION: The tooltip was glitchy.  Death Siphon does have a rune cost, but still seems to be a GCD cooldown.)

Vampiric Blood – No change

My Choice – If I was unholy, I’d jump all over Death Siphon and Death Pact and see which worked better.  As frost, I’m torn between trying Death Siphon and sticking with VampBlood.  I’ll probably try out Death Siphon when it comes out.  I like the idea of having my own life in my hands at this point.


Blood Tap – No change, aside from still no CD.  Still on-use, still random.

Runic Empowerment – No Change

Runic Corruption – Only change is they put a hard number on the chance of proccing in the tooltip: 45%.

My Choice – Still Runic Corruption.


Gorefiend’s Grasp – The damage dealt was halved.  Other than that, no change.

Remorseless Winter – The damage was cut down to 10% of its old number (3777 down to 374), the range was cut from 10 yards to 8.  Other than that, it’s unchanged.

Desecrated Ground – No change.

My Choice – I’m extremely unhappy with the nerf to Remorseless, but I did see it coming.  The damage is negligible, which means it’s not particularly useful for ‘a little extra damage’ as I’d said earlier.  Now it’s basically a very impressive temp-CC on a minute CD.  I may end up taking Gorefiend instead to help tanks with add management.


The 87 ability for DK is ‘Soul Reaper’, which takes no runes, is on a 6 second CD, and instantly deals 50% of the melee weapon damage.  However, after 5 seconds, if the target is below 35% health, it does an additional 50k shadow damage.  If the target dies before that, you get 50% haste.

It’s an execute, basically, but with a delay and the potential to give you 50% haste for a few seconds.  I really, really like this ability.  I can imagine it making doing quite a bit of damage.  It’s once again Shadow Damage, meaning it will probably be affected by Unholy’s mastery. (In my mind, this is infinitely better than the Control Undead, which was at least rumored to be the lv87 ability.  It’s been downgraded to lv69 at this point)

With all the Shadow Damage talents, I’m curious to see if it’s going to do anything funny to the Unholy mastery priority.  Probably not, but it would be interesting if it did, huh?

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Come 5.0, the old talent trees are out and the new ones are in.  It’s a scary change for some people, and yet for others it’s a welcome one.  Personally, I’m going to withhold judgment on the new talent system until I have a chance to try it out for myself.  That said, I think that I have a bit of insight on all the talents that have been released.

If you’ve not heard yet, the new system is broken up into three sections: Class Abilities, Spec Abilities, and Talent Abilities.  Class Abilities for are abilities that everyone who is that class has no matter what spec they are.  For DKs, this includes things like Death Strike, Pestilence, and Plague Strike.  Spec Abilities are the abilities that come from the spec you’ve chosen.  For Frost DKs, this is Howling Blast, Frost Strike, and the like.

Talent Abilities are abilities you select as your talents.  In the new system, there is going to be six sets of three abilities that all share a common theme.  You can choose ONE of these abilities.  Each set is separated by a 15 level gap.  For Death Knights, this means you’re going to start with the ability to pick three new talents right at the start.  Here’s what your talent tree is going to look like:

So much simpler!

Before we cover talents though, there’s one thing you all might be worrying about…


If you take a look at the list of abilities, you’re going to notice that a lot of your passive abilities are missing.  Don’t worry, they’re not gone.  Instead of having Icy Talons or Killing Machine be normal talents, they’re now your passive Spec Abilities for Frost.  Here’re the frost-specific talents that made the jump to Spec Talents:

Blood of the North (55), Icy Talons (55), Howling Blast (55), Frost Strike (55), Obliterate (58), On A Pale Horse (61)*, Killing Machine (63), Pillar of Frost (65), Rime (70), Might of the Frozen Waste (74), and Threat of Thassarian (74).

* – On a Pale Horse is a Class Talent.  All death knights will have it.

To recap, this means you’re not losing your autocrits on Oblit, your free Howling Blasts, or your 30% chance to hit with your offhand on certain attacks.

However, what does appear to be gone at this time is Nerves of Cold Steel, Endless Winter (for free interrupts), Merciless Combat (12% increased damage on mobs below 35%), and Brittle Bones (4% increased strength and increased physical damage), among others.

Now that we’ve covered what’s staying and what’s going, here’s how our talents seem to break down:


Roiling Blood – I like the theory behind it for trash packs.  It would replace Pestilence in a rotation, giving both a little bit of damage and causing a pestilence for every diseased mob it hits.  The nice thing is, if you’re fighting two diseased targets, they’ll refresh each other, so you don’t have to reapply diseases to your target.  However, it does not help you at all against bosses.

Corpse Explosion – This one amuses me, but I don’t think it has as good a combat ability as the other two.  It requires that you’ve already killed something, which means that you are probably nearing the end of the fight anyway.

Outbreak – No change from what we’ve got.  Compared with Roiling Blood, you don’t get damage from the pestilence of Blood Boil, but you save a unholy rune every minute (your frost fever is never going to fall off due to Rime procs).  Also, if you take Roiling Blood, you’ll need 2 GCDs to apply both of your diseases.

My Choice: Outbreak/Roiling Blood.  I honestly can’t pick between the two.  I’m leaning outbreak, but I want to give Roiling Blood a shot, just to see if it makes any difference at all.


Lichborne: Same as what we’ve got now.  The immunity is decent in PvP as well as any fights with charm, sleep, and fear effects (which would probably be ‘none’), however it can be combined with Death Coil to heal yourself.  Personally, I never have the RP necessary to heal myself properly with this method, so I’ll pass.

Anti-Magic Zone: A raid cooldown, kinda.  It’s an AoE damage reduction.  Works as seen in the game now, but for any spec.

Bone Shield: Also one we’ve got now.  It’s your personal damage reduction, on a minute cooldown.

My Choice: Bone Shield, unless the raid is light on CDs.  Then I’d swap to AMZ.  Bone Shield’s up-time should be 100%, so you’re taking 20% less damage at all times.  Sold.


Death’s Advance: PvP talent.  I’m sincerely disinterested.

Chilblains: Same as what we’ve got now.  I love these things, but I’m always the one kiting.  If a fight doesn’t have adds, it’s useless, but then again, so is anything in this tier.

Asphyxiate: this was infinitely more awesome before they added the 5 second duration.  As it is now, it’s a neat little gimmick.  It replaces our ranged silence with a ranged stun that acts as a silence if the target is immune to stuns.  It also has half the cooldown as strangulate.  Interesting, but I don’t like it.

My Choice: Chilblains all the way.  I love these things.


Death Pact: I have two main complaints: the cost (40rp and a ghoul) and the cooldown.  As frost, your ghoul is a 3 minute cooldown and is probably macroed into your pillar of frost, so it’s almost never up.  No ghoul, no DP, and you don’t get your health.  Even if it was up at the right time, you’ll lose DPS by losing your ghoul prematurely.

Death Siphon: A new one.  It’s basically a Death Strike that costs a death rune, as opposed to a normal one.  Unholy will like this one, as it’s probably affected by their mastery.  Frost, it’s more iffy than not.  75% of (the unmodified) 3116 the tooltip shows isn’t a lot in terms of healing.

Vampiric Blood: You get health, increased maximum health, and increased healing.  On a minute CD, I like vampiric blood a lot.  You can use it to pick up 15% life long enough for the healers to pull you back up to full on fewer spells.

My Choice: Vampiric Blood.  Unless Death Siphon does way more damage or our health pools get squished to having 8k being a lot, I’ve got to give it a pass.  I can see VB saving me way more often than DS.


Blood Tap: Old, but changed.  The 1 minute cd was removed, making it infinitely more viable.  However, my biggest complaint about Blood Tap compared with everything else is it’s on-use.  If you forget about it, you’re never getting runes back.  DKs already have a lot to think about; Rune Recovery shouldn’t be one.

Runic Empowerment: What we’ve got now as frost death knights.  I can live with it.

Runic Corruption: What unholy death knights have. The buff stacks instead of overwrites, so if you get it to proc with 2 seconds left, you have 5 seconds of regen, not 3.

My Choice: Runic Corruption.  I’ve been waiting for this for a while.  Hopefully it’s going to make frost much less RNG-based than it is.


Gorefiend’s Grasp: I love the idea of a targeted AoE death grip.  Use it seriously to pull adds to a tank… or use it to be a dick and pull all the adds to your healer.  (Don’t do that, or you won’t get heals next boss >.>).  It makes me laugh just reading it.

Remorseless Winter: Possibly the coolest DK ability.  It’s an AoE slow, that turns into a stun, that doesn’t need to be maintained.  While the range is a little short (only 10 yards), you don’t need to stop what you’re doing to use it.  Snare trash or adds, or even use it on a boss for a little extra damage.  A flat-out amazing ability.

Desecrated Ground: Kinda reminds me of Desecration.  It’s with Lichborne as a PvP ability in my mind, however.  Plus, it does less damage than Remorseless Winter on a twice-as-long cooldown.  It just can’t compare

My Choice: Remorseless Winter.  I suspect you’re going to see a lot of DKs with this.  Gorefiend is funny, but not anywhere near as useful.

Despite my thoughts, feel free to pick whichever you like from each.  Blizzard has said they are attempting to cut out min/max builds where everything is optimized for DPS.

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Deathwing is dead.  Thanks to Thrall, the Aspects, and their allies, the cataclysm has been averted and peace has returned to Azeroth… but not for long.

Nozdormu has some worrying news.  The Infinite dragonflight has once again appeared in the timestream.  Unlike their previous efforts to avert catastrophe through small actions, they’ve decided to go straight to the source of what they see as all of Azeroth’s pain and hardships:

They’re attempting to stop The Sundering itself.

Trying to stop this thing from forming. That's bad.

Every living being on Azeroth is in grave peril.  The Sundering, caused by the well of eternity, is one of the earliest-known events to happen on Azeroth; There is no telling what changes will occur due to the Infinite Dragonflight’s machinations.  Without a moment to waste, the heroes of the Alliance and the Horde scramble to arms, tearing a path to the Caverns of Time.

Within the past, the Infinite Dragonflight are racing to prevent the greatest catastrophe Azeroth has ever experienced.  Immedaitely upon arrival, the Heroes of Azeroth must work to set right the past, while simultaneously preventing the complete annihilation of all life on Azeroth.

However, before they can even deal with the infinite dragonflight, the heroes of Azeroth have a bigger problem to deal with.  Before they can even think of stopping the infinite dragonflight, they will have to fight their way through hoards of doomguards as infernals rain down from the sky.

Eventually, after dispatching numerous high elves, satyrs, infernals, doomguards, and at least one pit lord, the heroes will meet up with Tyrande, Malfurion, and Illidan.  However, when the Infininte Dragonflight manage to lure Illidan away from the group, Tyrande’s quiet support fails and Illidan falls to the temptation of using the mystical energies of the Well, leading the Heroes to have to subdue him before he falls completely to the Legion’s side.

When Tyrande and Malfurion return, the raid continues to push towards Azshara’s palace and the Well of Eternity.  As Cenarius’ tree spirits begin to take on the legions of doomguards and the red dragonflight swarm down from the sky to combat the infinite dragonflight, the heroes and Stormrage must deal with Xavius at the entrance to Azshara’s palace.

As Xavius falls, Tyrande is taken by the remaining Satyrs.  While Malfurion deals with the remaining Satyrs, Illidan has turned traitor and is making his destined trip to Azshara’s chambers to warn her of Malfurion’s impending plan to destroy the Well.  The heroes must guard him as he navigates the halls of Azshara’s palace from the infinite Dragonflight who mean to stop him, culminating in the team dealing with one of the Infinitely Dragonflight’s most powerful members as Illidan continues into Azshara’s chambers.

Kinda like this, only actually cool.

However, there was one more issue the heroes had to deal with.  In light of their own interference, Cenarius’ tree spirits had been too preoccupied with doomguards and dragonkin to be in position to deal with Mannoroth.  Unopposed, Mannoroth had unleashed far more doomguards into Azeroth than before.  Quickly making their way to him, the Heroes must combat Mannoroth, incapasitating him until his focus slips and he is dragged back through the Well and into the Twisted Nether.

Finally, the heroes must make their way back to Azshara’s chambers, where the preparations for summoning Sargeras into Azeroth were about to begin.  However, just as everything has started to come together, the leader of the Infinite Dragonflight appears.  He destroys the section of wall of Azshara’s chambers overlooking the Well of Eternity, and the fight is on.  As the heroes do battle standing in Azshara’s chambers, the infinite leader flies above the Well’s swirling energies.

As the Heroes deal the final blow upon the Infinite leader, Malfurion and Tyrande burst into the room.  While the Heroes of Azeroth, as well as Queen Azshara and the congregated elves, were distracted, the Infinite Dragonflight leader makes one final move.  Rearing back, he sends out a breath of sand.  Only Malfurion and Tyrande’s quick actions shield the heroes of Azeroth from the breath.

Azshara and her followers are not so lucky.  Within moments they age by centuries, until there is nothing left but dust.  The infinite dragonflight leader falls into the Well of Eternity’s vortex and the demon portals seal.  The invasion is over.

However, the portal had no time to gain power, and the energies harmlessly dissipate.  The Well stays intact.

There is no Sundering.  The Heroes of Azeroth have failed.

Returning to the future, the Heroes find nothing is as it seems.  There is only Kalimdor, the single massive continent that dominates Azeroth.  The Elven city that served as a backdrop for the War of the Ancients survives, but most of it is in a decrepit state.  The Alliance and the Horde have, somehow, managed to reform, however dynamics between the two and within each are vastly different.

The history of Azeroth has changed.  10,000 years of differences because of a single moment.  Only one thing is certain.

Azeroth will never be the same.

(Just gonna say one thing now that I’m done.  I came up with this idea before 4.3, when Well of Eternity was still a raid and the ending of Dragon Soul is unknown to us.  That said, I don’t want anyone to go ‘That couldn’t happen because X’.  I came up with the idea because it sounded cool.  I knew it would never happen.  That said, I always love comments :D)

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Griefing Griefers

So as I was setting up for our Thursday night 10-man, a friend in mumble tells me he’s out at the Crucible of Carnage dealing with griefers.  So, being the nice guy I am, I mounted up and rode into battle.  Looked something like this:

Best part of this? The In-guild Comment from a friend of mine.

I have to say, I don’t pvp.  I don’t gank.  I don’t grief.  But when my friends and I ended up out there dealing with a bunch of lv84s and 85s who found it funny to give hell to a group of leveling horde, I discovered something.  I definitely enjoyed myself more than I thought possible.  Miri is totally corrupting me!  It’s all her fault!  Best part had to have been when one of the griefers created a lv1 character just to play innocent and ask us to stop ganking them.

PS: To everyone who read my first two posts: thank you.  I know they were really bloody long.  I’m working on making my posts shorter.  To everyone who went TL:DR, I can’t blame you.  They totally were XD  I come from a creative writing background where long is good.  Here, I want to be shorter.  I will be shorter, I promise.  Thanks for not giving up 🙂

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A big rocky loot piñataThe Situation

With Dragon Soul in hand, you and your raid have safely escorted Thrall to Wyrmrest Temple.  However, upon arrival you have found it under siege by Deathwing and minions of the Old Gods themselves.  Before you can end Deathwing once and for all, and prevent the fall of all things mortal, you must work to break the siege.  Your first obstacle is the most powerful elemental still in the service of Deathwing, Morchok, who is busy attempting to bring down the Wyrmrest Temple by destroying its foundation.

The Requirements

  • Two tanks
  • 5-7 Healers
  • A balance of DPS, even though ranged has, at times, the advantage.

The Mechanics

  • Stomp: Morchok stomps the ground, dealing 2.3m damage split between all players in 25 yards.  The two closest targets take double damage.
  • Crush Armor: Tanks take a hit worth 120% his regular attacks and reduces their armor by 10% for 20 seconds.
  • Resonating Crystal: Morchok summons an explosive crystal which targets the 7 closest raid members.  After 12 seconds, the crystal will explode, dealing massive shadow damage to all targeted raid members.  The closer you are to the crystal, the less damage you take.
  • Furious: A soft enrage at 20%.  Attack speed increases by 30% and his damage increases by 20%.
  • The Earth Consumes You: Morchok draws all players in the raid to where he stands.  All players take 5% of their life every second for 5 seconds.  While this is going on, Morchok also casts:
    • The Earth’s Vengeance:  Earth shards spring up around Morchok in a rough circle.  If you’re standing near one (within 2 yards), you’ll take 15,000 physical damage.
    • Black Blood of The Earth: Black blood erupts outwards from Morchok.  Standing in this black blood will deal 5000 nature damage, and increase nature damage taken by 100% every second.  This effect stacks up to 20 times.

The Execution

Morchok is about as easy a fight as you’re going to find in the Dragon Soul Raid.  This fight is considerably easier than any other within Dragon Soul and acts as a barrier to all but the most inept of groups.  If you cannot down Morchok with a little time and practice, you seriously need to reconsider your raid makeup and dedication.  The fight comprises two time-based phases, and while awareness is the key, most of the mechanics are fairly forgiving.   In fact, the fight is so simple, the only category I can figure it factors into is the ‘Mails you the loot once a week’ bosses, keeping Alizabal and Void Reaver company.

Phase Zero: Pre-Pull Setup

Beyond your group’s standard actions, you may want to mark a raid member for following during phase two, and/or mark a position for the raid to stand on the ground during phase one.  In addition, your raid leader should select seven (three on 10s) ranged and/or healers who will not suffer from excessive moving and assign them to crystal duty.

Forgive the UI. This was the best picture I had at the time. There's a resonance crystal in the foreground. Our tanks are in front and the rest of the raid is stacked up behind him.

Phase One: Morchok Smash!

Phase one positioning for Morchok should have the tanks side-by-side, with Morchok facing towards Wyrmrest Temple.  Melee DPS should be located behind Morchok at maximum melee range.  Ranged and healers should then stack on the melee.

Morchok uses three mechanics during the first phase: Stomp, Crush Armor, and the Resonating Crystals, all three of which happen at a consistent rate at roughly even durations.

Stomp (All): Every 10-15 seconds, Morchok will stomp the ground for ~2.3 million damage, split between all players within 25 yards.  This is Morchok’s main damage-causing ability to players other than the tanks.  The catch is that the two closest players will take double the damage.  Positioning your raid as above will ensure that the two closest players will be your two tanks, as well as give healers ample opportunity to bomb the raid with AoE heals.

Crush Armor (Tanks/Healers):  Crush armor is Morchok’s tankswap mechanic.  It requires that the healers and tanks both pay attention.  As Crush Armor stacks, the tank in question will take more and more damage.  Tanks should watch their health and call for a taunt when they reach a level they feel uncomfortable taking any more stacks at.

A good example of a resonating crystal, with all targets at medium range.

Resonating Crystal (All): The Resonating Crystal is the fight’s awareness check.  About every 15 seconds, Morchok will throw down a Resonating Crystal somewhere on the ground.  That crystal will pick the seven closest people (three on tens), and their screens will go very technicolored.  A swirling beam will connect them to the crystal, which looks like a pink hunk of quartz surrounded by a red barrier.  At this point, the team of ranged on crystal duty should run over to the resonating crystal, and stack on it.  When the yellow border on their screen goes away, they’re close enough.  The crystal will explode after 12 seconds.  When it detonates, it knocks everyone up into the air and disappears.  These people should be healed as the next crystal comes down.

A note on the resonating crystal: The Dungeon Journal says that the targets should be random and unchanging.  The fact that they change could be a bug.  If that’s the case, then the selected people should go stack on the crystal.  The selected could be anyone.  So far this is not the case, however, and should not be worried about.

Phase Two: Hide and Seek!

Use the earth spikes to break LoS and avoid the Black Blood of the Earth!

Phase Two consists of the remaining mechanic and its sub-mechanics: The Earth Consumes You, The Earth’s Vengeance, and Black Blood of the Earth, and will last approximately 30 seconds.

The Earth Consumes You! (All): After a certain amount of time, Morchok will enter phase two, which is incredibly obvious as every single raid member is picked up off their feet and summoned to where Morchok stands.  Everyone will take 25% of their damage over 5 seconds, so healers need to make sure that the raid is as closed to being topped off as possible at all times.  As he’s doing this, he’ll also be channeling…

The Earth’s Vengeance (All): As Morchok pulls the raid to himself, he’s also going to summon earth spikes around him in a rough circle.  Technically, these spikes will deal damage to anyone within 2 yards of them.  However, as they’re coming up, you should be somewhere flying towards Morchok, so the point is moot.  If your raid picked a member to follow, this would be the time to find them.  If not, we find it easiest to position ourselves to run back towards the entrance of the raid in order to avoid any trash.  The entire point of the spikes is to break your line of sight with Morchok as he casts…

Black Blood of the Earth (All): As soon as you can move after The Earth Consumes You, start running.  This is the most important mechanic of Phase Two.  The entire raid must break Morchok’s line of sight as he lays down Black Blood of the Earth, which will work its way out from Morchok like the spokes of a bike wheel, stopping only when they reach an earth spike.  You must be behind one of these spikes, or you will die.  Black Blood is channeled for 24 seconds, and during this time you must be out of the black stuff on the ground or you will take increasingly heavy damage.  Ranged can still hit Morchok during this phase, making them technically slightly more useful than melee dps.  However, because this fight is far from a DPS race, the entire point is unimportant.

An important note about Black Blood of the Earth and Earth’s Vengeance: If you can, hide behind two earth spikes that are side by side.  If you must hide behind a single earth spike, back up.  There is an issue in the game’s code that registers you still standing in the black blood if you’re standing right up against a single spike, you’re still standing in the black blood and will take damage.  Back up a few feet from the crystal and check your life.  If you’re not going down, you’re good.

After 24 seconds of Black Blood, Morchok re-enters Phase One.  The raid should reposition themselves as detailed above and repeat ad infinum until Morchok has died.

The Soft Enrage – Furious

Furious (Tank/Healer): Unsurprisingly, Morchok doesn’t like it when a bunch of tiny fleshlings beat on him with axes and spells.  At 20% life, Morchok becomes Furious, increasing his damage done by 20% and his attack speed by 30%.  Healers should be ready for this and be able to adjust.  If you’re still in Phase 1 positioning, this would be a good time to bloodlust.  If your showoff ranged manage to push him in the middle of Phase 2, wait until Phase one has begun and everyone is in position to cast bloodlust.   After that, just burn him to the ground.

If you’ve survived to the burning part and Morchok has fallen, take a screenshot!  You’re one boss into the Dragon Soul raid, and a step closer to ending Deathwing once and for all.

Death Knight Tips, Tricks, and Comments

  • Cooldowns should be timed to that they will expire before entering Phase 2.  Check your DBM timer before hitting your CD button/s.
  • As always, Empower Runic Weapon is best saved for bloodlust.  Because the fight is unlikely to go on longer than 5 minutes, this means saving it for burst DPS at the soft enrage, when bloodlust should be used.
  • Unholy Death Knights (and to an extent, frost, if you’re daring) can use AMS with a few seconds left in the Black Blood channel in order to protect themselves as they charge back out to get in some extra DPS.  This is a great way to give your raid leader a heart attack, by the way.

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As I stumble over a loose floorboard and catch myself on a half-destroyed counter, I find myself laughing.  The walls are bare, every window is broken, and the ceiling is holier than Saint Peter on Easter, but it’s mine, and right now that’s all I find myself caring about.  My first blog; I feel so special and grown up, what using semi-colons and metaphors and other fancy English terms I haven’t thought of, much less used, since I was in the twelfth grade and writing argumentative essays over whether black or dark blue were more appropriate for a job interview.  At least, that’s how I see it.

In reality, there is no windows, no walls, and no ceiling, just me, my computer, and my thoughts.  Most days that’s all I think I really need, just being honest.  As I flip back and forth between this page where I write my thoughts, boldly leaping into the unknown, and my actual blog, where this will (hopefully) appear within the next few minutes, I find myself slightly disillusioned with my taste in graphics.  I feel like the site should look much more impressive than it is.  I should change the color.  I should get a serious banner.  I should do this, that, and the other.

Then I step back, take a deep breath, and silently decide, I don’t care.

The ascetics should be the least-important part of the blog right now.  I could drive myself to drink making it ‘perfect’ (if such a thing does truly exist), or I can relax, let it slide, and do what I really enjoy.


So I’ve decided, for right now, I’m going to make it clean, simple, and quick.  No special pictures, no freaking out, just me.  You can decide for yourselves.

AKA: That Frozen Bitch

Look upon my form ye mighty and despair!

I’m a Death Knight.  Have been ever since I started playing WoW, with the exception of the last 3 weeks before Wrath of the Lich King, in which I leveled a paladin to lv56.  I’d only really gone Death Knight because I couldn’t find a good area to level the last 2 levels I needed to reach the Outlands, but Glaci-girl has stuck with me ever since.  I play Frost Dual-Wield more often than not, but do have a somewhat-fail tanking spec.  Still working on that one.

I also play a Discipline Priest on my off-nights.  There wasn’t really any decision behind that so much as I just really wanted to try out healing and my priest was already level 53 when I started.  Plus, if I’m being totally honest, it’s another two profession slots, and I enjoy being as self-sufficient as humanly possible.

If you want to look me up, I’m always on Lightninghoof, playing on either Glaciel, the Death Knight, Lindistra, the Priest, or one of my other alts, most recently Haluu, the Druid.  Drop me a whisper the next time you’re on the realm; I always enjoy meeting new people.

My real life isn’t anything terribly special.  I’m currently enrolled at a local college on a full-ride scholarship and spend most of my days rotting away in front of my computer, as my mom is so quick to point out.  🙂  I live at the dorms, with three of the most annoying roommates to get along with I’ve ever had the pleasure of knowing.  I may just be a hard guy to get along with, but odds are good that’s not the case.

I does not has the skill

Why I'm not allowed to draw nice things...

I’m working on a double-major of Computer Science and ‘ATEC’, the Arts and Technology degree, so that I can hopefully work my way into the video game industry.  I like playing games, and I enjoy writing them, so it seems like a good fit.  Right now, I’m having a little trouble with the ‘Art’ aspect of the ‘Arts and Technology’ degree.  Tech I can do from here until the heat-death of the sun; Art not so much.  You can see my most recent attempt at drawing on the right, here.  That was supposed to be my death knight, transmogged into her starter gear (like everyone else on the server -_-;;).  In reality, it came out to be… something.  I’m not quite sure what.  Human-esque faces are hard, and I was just focusing on the mouth and chin here.  I could definitely use some help, but given that I’ve not tried to drawn anything since the last ice age, I think that there’s still at least some potential to not screw this up 😉 .

About me personally, I like to think I’m pretty chill.  I know for a fact my self-esteem bottomed out somewhere around Basement Level 7 last I checked, and getting it back up to the ground floor is taking some time and good friends, both of which I have plenty of and am forever thankful for.  I generally fall under the category of ‘weird as shit’ when just being myself, so I try to be someone else as little as possible.  Life’s no fun without a little spice; I like to think I make everyone elses’ days just a little bit brighter just by being around.

It’s about this point I realize I’ve gone and contradicted myself with my ‘no pictures’ rule.  Oh well.  They fit and were on hand.

I’m a huge nerd, and if you can’t deal with that then you’re in the wrong blog.  I like math, computers, video games, books, writing, and reading, among other things.  I’m also a bleeding-heart romantic and a person-watcher, although recently I’ve had less time for the latter and fewer experiences of the former.  Thinking about it that way kind of makes me sad.

Little things annoy me more than they should, and frustration comes easily to me when I’ve not eaten, but most of the time I’m a laid-back sorta dude.  If you’re a morning person, don’t call me before noon unless you want to deal with ‘the beast’, the primal aspect of my life that comes out when I’ve gotten less than 8 hours of sleep (which, yes, puts my average bedtime at 4 in the morning).  Either that, or you’ll be talking to an answering machine.

Chill of the Grave is my own selfish little project, started after listening to a few friends of mine talk about their blogs and what they were doing with them.  It may be the chameleon in me coming to the forefront, but I decided “Eh, what the hell?  Could be fun!” and here I find myself.  Chill is going to be everything and anything that comes across to me as interesting.  Thoughts on Patches or tweaks to the game, Boss Strategies for the current raiding tier for Frost Death Knights on 25 player difficulty, news of all the Mists of Pandaria stuff that I’m soon going to find myself in, as well as non-WoW related topics, such as my newest Minecraft creations or innovations in the technology marketplace.

If you’re interested, I’ve also got another blog I’m looking to get started on working towards soon.  The Completionist’s Grimoire  is going to be my take on the ‘guided help’ blog with a little bit of a twist.  TCG Is going to cover anything and everything the game has that’s worth doing.  One week I may cover how to do the Darkmoon Faire achievements and the next will be rare vanity pets of Azeroth.  That one’s not quite ready yet, so don’t go freaking out if you can’t find it.  I’ve done a lot of what World of Warcraft has to offer, so if you’re looking for a specific walkthrough or hint sheet and think it would make a good addition to The Grimoire, don’t hesitate to let me know.

So yes, the roof may leak, and the windows may be more useless than a boomkin in a battleground (it’s a joke!  relax!), but this little corner of cyberspace is mine.  And I’m going to do with it as I please.

And the world will never be the same.  >=D

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