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Undertanker

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Everything posted by Undertanker

  1. Undertanker

    Queue on nost

    You are aware you log into your account, you don't sign into a character.
  2. Undertanker

    Nost/Elysium Weekly Reset Time

    You need an hour to get raid ready? To gather consumables? Get your toon ready before hand. And how does this stop you from doing that btw? How does this prevent you from getting to ZG Island to wait for world buffs? Server restarting while making potions for 5-10 minutes is not the same as people mid pulling bosses. Wanting others to "suffer" rather than do it in the small window that accommodates the vast majority of both US and Oceanic? I bet you are fun at parties.
  3. Undertanker

    Queue on nost

    Please move this all to the thread that already exist and let this one die.
  4. Undertanker

    Transfer Details & Information Timeline

    It's not Monday 1800 GMT+1 yet?
  5. Undertanker

    Nost/Elysium Weekly Reset Time

    Bump for all these US/NA Tuesday raid nights. You guild leaders advertising Tuesdays need to be bumping this since it affects you more than me.
  6. Undertanker

    Queue Management

    Bump for the cause.
  7. Undertanker

    Queue on nost

    https://forum.elysium-project.org/index.php?showtopic=23232
  8. Undertanker

    so about the chinese...

    You wanna AV rep fast? GET IN ON THAT CHINESE AV PREMADE. "YY" for invite. 12-15 minute wins.
  9. Undertanker

    Leveling: Enh VS Ele

    Yeah I just mention restro first because of the ever so valuable 3% hit for melee and spells. Caps you in PVP and helps when needing to kill фекал while soloing. Can't Crit what you don't hit. Stormstrike is mana intensive yes, but if PVPing, nice to have burst damage. If PVE server, I agree you could benefit from the other 2.
  10. Undertanker

    Transfer Details & Information Timeline

    Selling ZG tanking services
  11. Undertanker

    Spell Penetration Sources

    Basic table conversion chart: CoS and CoE from warlocks will give you -75 resist. You can not bring a mob to negative resist. Drakes in BWL have 80 shadow resist, averaging a 1.25% damage loss to locks/shadow priest on those mobs. Bosses from MC through Naxx can have up to the following: 145 resistance to Fire, Shadow, Frost, or Arcane. 70 resistance to Nature, 15 resistance to Holy. Excluding certain fights like Rag. The higher resist noted by other players receiving partial resist were primarily from the abomination wing in Naxx. Other than 80 resist from drakes, I can not find any body else commenting on receiving partial resist prior to Naxx with warlock curses up. Note the 15 holy resist? Because only the base resistance of being 3 levels higher than you should come into effect, this makes gearing smite priest and ret not as difficult if the server is scripted correctly to accommodate for this. Pretty much for the content that is out, the -spell resistance gear from AQ and Don ring will greatly help you in PVP for those that are buffed with Mark, Aura, some talents, and if they are using some T2 gear in their setup. PVE wise, you will increase your damage greatly on trash mobs since warlocks typlicaly are not throwing out their curses on mobs that are dropping fast. It will help you when you solo in the world/farm. Your 20 man may not have 2 warlocks to keep both up on a boss. Once Naxx is released on this server we'll get a better idea after people test if they are getting partial resist with CoE/CoS up. If so, you can review the table above for any scaling/damage increases that may apply. I studies this a lot back in 2006 as I was a mage back then, though we could only do Spider wing. I came across a few articles also referencing that only the Naxx bosses were giving them any damage increase using the - spell resistance, though I just spend an 2 hours and can't find much on the articles I've come across in the past so take that with a block of salt if you will.
  12. Undertanker

    soulzek's "Not Another Class Leveling Tier List"

    Yeah only thing I can see is mage could be moved above priest at the #6 slot because they'll be able to mob tag much easier in crowded areas with fire-blast/cone of cold/nova/rank 1 blizzard spam on a spawn point.
  13. Undertanker

    Warrior 2H Weapons throughout leveling 1-60?

    Dwarf starts with 2h axe. Tauren starts with 2h mace.
  14. Undertanker

    Current Patch of PvP Server?

    Preraid gear is better than MC gear for the majority of slots. Especially with 1.4 itemization. Even T2 warrior legs don't have DEF on them. Casters with +agil, the works.
  15. Undertanker

    Tank Points - By Undertanker

    No getting 8% hit isn't "hard" but I am only including items that also have EPH and or mitigation/avoidance/def. So not taking Lionheart helm into my OVERALL item set. I know crit > hit once you are hit capped, but that simply isn't in the item budget while gearing around keeping your def/stam high. Point out which item I am undervaluing armor on and why it should be lower/higher than another item in the same slot. The only slot I can see that being a debate is belt, though Ossirian's Binding gives 2 crit, 1 dodge, 1 hit, 19 stam = more while buffed due to agil and stam. While it lacks the AP of Onslaught, it has more crit, has avoidance, and more stam than it does. Mail bracers, no question the hit + crit/dodge from agil on them as well exceed the armor loss from Bracer of Wrath from an overall tankability standpoint. For weapon DPS, it does matter as higher dps weapons will give you more damage = more threat, not just for rage starved as your heroic strike will do more damage as well. Weapon speed though will be determined on if rage from incoming damage is adjusted (Which did happen), if so, 1.3 speed will only be good on Val. Even then a 2 dps 1.3 dagger vs a 46 dps 1.3 dagger.... which would you take. It really was included to show there is value in items like Crul'shok, Claw of the Black Drake and what not. If you take the bottom item from each slot given, you get: 93 Def (using Hammer for tanking) 85 without hammer. Add on +14 for zg enchant x2 and +10 from talents, so you'll have 109 Def with a non def weapon, and 117 Def with BiS mitigation weapon. Can get up to 118 and 126 def respectively if using 3x +3 DEF kits on gloves boots, chest. 9 Hit. = cap is 8.6%. +191 agility. Can get up to 217 if using +4 stats chest +7 boots +15 gloves. This is before world buffs! So lets say I go full agility except movement speed boots, 210: My list gives me 9 hit *full cap, 109 Def (since I use Thunderfury), and enough agility to equal 10.5 extra dodge and extra crit. Each of those items has highest armor rating on the gear anyways except bracer, so I'm not gimping myself by taking 200 less armor. Like the OP mentions, adjust base DEF/Stam for each fight as needed. Since some fights you don't want to leave yourself open for a possible crit.
  16. Undertanker

    Weapon Procs and Threat

    Procs do proc off of procs and did so on Vanilla. Just not all items. Mainly extra swing items and specifcally Thunderfury was changed to not do so, because it was causing the debuff to also proc off itself making it WAY overpowered because it would create a chain of the debuff giving SOOO much AoE threat. For things like fiery weapon/lifestealing/DMC: Maelstrom, 2/4 storm shroud, heart of wyrmthalak, these can all proc off themselves. In my general discussion thread one of the pally people linked a video from November 2006 with firey weapon grinding and you can see some double procs. Thread post: https://forum.elysium-project.org/index.php?showtopic=23058&p=242139 Video: https://www.youtube.com/watch?v=l2mJVooeANs - 1:04 double proc.
  17. Undertanker

    Priest Race Racial

    Fights overlap the cooldown on beserker rage every 4th or 5th need for it which horde have tremor totem. Naturally you'll want to try to bezerker rage each time since tremor totem is a "pulsating" debuff remover, meaning you might still be feared for a moment which if lined up with a breath could be very bad.
  18. Undertanker

    Leveling: Enh VS Ele

    I've been playing around on a Shaman during our last month break and I'll share with you my tips thus far: Leveling path I'd recommend: Up to level 23: http://db.vanillagaming.org/?talent#hZZV0ez Go 14 points deep into restoration. While grinding, the speed of your heal doesn't matter since you'll be topping yourself off after fights, so I took lowered mana cost (since I too hate drinking a lot, water anyways ) Continue the trend of not wasting mana by 25% reduction of totem cost. (these two sets of talents will allow you to be efficient enough in healing 5 mans when needed, as well limit down time while grinding). Now the big reason we went restoration first: Totemic Mastery and Nature's Guidance. Nature's Guidance will be a huge DPS increase at this level and will be valuable all the way until you are done grinding out your levels, since you get no +hit or spell hit gear until 60, GET THIS EARLY!!!!. Totemic Mastery will save you a lot of mana as well. I find when grinding, I positioning myself in the middle of all the mobs I plan on pulling, drop my STR totem, and mana totem and pull things to me so I limit the amount of times I spend mana on totem drops. Having this extended range means you can venture out a little bit more and stay in range of your buffs (2 minutes). Up to level 34: http://db.vanillagaming.org/?talent#hZxV0zZV0ez Now we have +hit and totems don't suck our mana down to nothingness, we start in the enhancement tree (elemental tree simply does not offer enough DPS increases for all of your abilities to justify taking this route until you are speccing lvl 60 PVP.). Shield specialization isn't that great, and you may be using a staff at this point (I'll touch base on weapon choices below). So we take increasing our max mana which helps from going OOM while grinding, and translates nicely to when you heal a 5 man while leveling. Next we get Thundering strikes for 5% crit with melee and then Two Handed Axe / Maces finally at 34. Up to level 44: http://db.vanillagaming.org/?talent#hZxVbdVZV0ez We want to then increase our Str totem gains, and I prefer reducing cast time of ghost wolf. In grinding, you will use this a lot more between mobs if you have a small travel which will increase your exp per hour. Also in PVP, this will help you chase somebody down, or get away from somebody. Or even run away from a bad pull, grounding totem + ghost wolf. Flurry is taken for obvious reasons. Gotta love that mana free damage to keep mana regen going. Up to level 54: http://db.vanillagaming.org/?talent#hZxVbdVzutV0ez Further increase your auto-attack damage with Elemental Weapons, 1/2 for improved weapons totems (cause you have to kinda) if you want to get Parry. While we skipped dodge, that is 1 talent point for only 1%, while 1 talent point in Parry gives you much more than 1% parry. Finish up this tree with weapon mastery and stormstrike. Up to level 60: http://db.vanillagaming.org/?talent#hZxVbdVzutVoezV This will be the most debatable. My mindset is you pretty much got all your +dps talents you are going to be using and you won't get much starting down the elemental tree, so I throw the last 6 points into restoration to limit downtime during your last 6 level grind. Mainly to increase the amount of mana you are regenerating while you are grinding to limit down time. To mean that is > 5% lighting damage. During the early levels, you'll be either using a 1h weapon or a staff. If you are using a staff, use rockbiter weapon. Best way to fight a mob when melee is have grounding totem down and a swing timer add-on (or get a feel for the timing), auto the mob, kite a bit until your timer is ready again, move in for an auto, kite again hit them with a shock and repeat. This puts a mob attacking at 2.4 speed having to pause their swing timer while you take full advantage of your swing timer any time you are in melee range. (good practice for PVP against melee). If you are using a 1H weapon, you'll want to find a really fast dagger (even if it is lower dps than a 1h mace - to a certain extent) and use flametounge weapon. Just auto-attack away, no reason to grounding totem kite if your melee attack is faster than the mobs. While the tool-tip says the damage adjust to speed of weapon, I find that bottom range damage applies to a lot of weapon speeds and only goes so low on bottom end damage, so a really fast dagger does much more dps. When grinding just open with lighting bolt x2, flameshock and then auto attack to death (finish with just autos so mana regen starts sooner than later). I'll wrap it up here, pretty much in short my suggested leveling path focuses of the ability to be successful at grinding and healing/dpsing 5 mans due to mana conservation talents, and allowing your auto/melee damage to be a health part of your rotation - by level 34 you have +5% crit and +3% hit and can spec 2h for when you win Herod's Axe Prior to Herod's Axe I'd get Wind Spirit Staff, best top end damage staff for that grounding totem kiting, great spirit for grinding solo and a SUPER high drop rate. When starting your new toon (if you are orc or shaman) do the Quest called "Skull Rock" and get the Jagged Dagger 1.5 speed for Flametounge weapon. Drop rate isn't great on quest item, but is worth the grind.
  19. Undertanker

    Priest Race Racial

    If a fight needs fear ward to beat the encounter, I don't give a rats azz about your DPS. Keep shadow-weaving going with rank 1 Mind Flay if you have to and keep fear-ward up if that is your assignment. Tank not getting feared, dragon turning and wiping the raid on a breath > than your 200 extra dps using max rank in shadow form vs normal form rank 1 spells.
  20. Just a public service announcement: If you plan on just ganking the level 20+ lowbie areas and camping quest givers, a forced bad experience from new players may turn them away. Effectively lowering your end-game player flow. Try not to be complete azz-hats.
  21. Undertanker

    Transfer Details & Information Timeline

    Use the email option.
  22. Undertanker

    Email on old nost account

    Contact Yahoo! support about reinstating your email address, or this looks like a shady; Tl;Dr: I plan on buying an account, how can I secure it so they don't change the PW on me.
  23. Undertanker

    Tank Points - By Undertanker

    Armor does not get exponentially better. Each 100 armor adds the same amount of time to live with no heals received regardless if you go from 100 to 200 armor or 7900 to 8000 armor. Nothing exponential about it.
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