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Undertanker

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Posts posted by Undertanker


  1. The few minority are right, back door defense is easy.   1-2 mages spamming Rank 1 blizzard at the jump point.  1 hunter with freezing trap / flair on mages.   1 Priest to dispell the mage that is out of range of people below the jump point and a freezing trap on them.   5 people max and that is locked down.  This forces them to redirect to pushing bridge but slows the horde push down by more than 5 minutes which is enough time for an effective alli rush since their rush is about 1.5 to 2 minutes slower than hordes.  

    Once Horde give up on back door jump spot and start to push bridge, call for 2 more mages to teleport to base for defense.

    The screenshot above just depicts a bunch of people not having a clue.  

    Mistake number 1, you have people defending GY in the mid.  This means when you do get a PK, they are spawning in front of the people attempting to push, having the life of your already small push team very hard.    Let them have mid GY so people that die near your base are rezzing north of the push team.

    You have 5 rogues at the base.   Rogues should split in teams of 2 and duo cap bases and towers.  One grabs adds and sprints away and the other cap.  These 2 man teams can put a lot of pressure on the opposing team and force some to recall taking stress off the defense team.  

    You have 2 rogues a warrior and a mage attempting to defend backdoor when it was already breached.  

    Seems only 3-5 people are where they should be on the map.

     

    TL;DR:

    You lose because people are retarded.  

    During my grind on my tank I went 29-2 alliance with only about 3 pre-mades.   OFC there were people shouting "let them win" at first, but ignore them, give direction to get people where they need to be and have a successful push + defense.  Even if you may fail and lose the match you'll get at least 50% of the same people the next game and at that point they'll quit the OMG lose chatter and start to have a little faith in the direction you are leading.  By my 3rd match I was just given lead and people spamming "just listen to him we'll win" and even taking it upon themselves to make the calls of when mages should recall or volunteering for backdoor defense.


  2. A mix of questing and grinding is what you want.

    If a quest is sending you across the world, forget about it.   Focus the area you are in, and do the quest there.   Typically in the lower level range your quest log will get full pretty quickly.  When I go from one zone to another I tend to dump a lot of quest when I reach the next quest hub so I can do as many as possible before returning and get a big jump in exp when turning them all in.

    Like mentioned above when traveling kill everything on your way.

    Just don't spam dungeons, it is the worst exp per hour thing you can do.   Only do instances when you have 3+ quest available for it.   When do you decide to grind, ensure it doesn't do too much damage to you depending on your class.  Cloth wearing humanoid are a good choice if you have physical abilities and can interrupt their cast as they have low armor and level first aid while doing so.   If you are needing to boost your cooking, grind the appropriate be mobs for your cooking but not just for exp as beast tend to have higher armor / hp.

    Some beast have high value vendor grays that drop from them that stack.  These are good mobs to grind on for a level or 2 if you are in need of gold.

     

    That is about it, mix things up because the journey to 60 is a long one.


  3. And the effect doesn't have an expiration.  If you got the set to proc but killed your current target before they could attack you, the buff stays on you until you do parry another attack.

    The best moment this has happened for me was twice on Twin Emps.   Force Triggered it before pulling boss while building 100 rage on bugs.   And then mid fight right before teleport it procced and I had a 100% parry buffed up for when he was to teleport back.   For sure limited spike damage during transition.


  4. On 10/11/2017 at 2:20 PM, Balian said:

    Either way it apears to be better keep the 8/8 unless you have 3 items to change in a single strike, correct?

    The 8/8 T2 bonus is equivalent to around 2.7% parry average.   The calculations somebody put above didn't take into account shield block ability pushing the average % value of your block % throughout a fight.
    This gives you a pretty solid number to compare when attempting to factor in when to break the set for AQ40 gear.   The answer is 2.   2 items from AQ40 - 6/8 T2 - will outperform 8/8 T2.   The avoidance will be close but factoring in the crit % gained from the + agility, it comes out on top.
     

    19 hours ago, Storfan said:

    I would like to opinions on my defensive set. lets for the sake of argument assume I'm defcapped in both setups so that is a non-issue.

    7/8 t2 + Twin Emps belt vs 8/8 t2.

     

    See above.


  5. Can confirm that blizzard admitted to the incorrect wording on Anger Management.    During 1.4 raiding in 2005 while it was still considered a "bug" warriors would blood rage pre-combat and then have a warlock sac, then one more blood rage to keep the warrior in combat and get 100 rage.

    The tooltip description was never changed in Vanilla but it was "working as intended".

    @Roxanne Flowers if you are not taking impale you are doing it wrong.

    http://db.vanillagaming.org/?talent#LhhxzhbZVVzmgxoVo


  6. As the title suggest, I am searching for a working marco (if possible) that while casting a spell such as HT or Rejuv/Regrowth will check for the DMC: Blue Dragon aura and if the aura is detected then swap to Will or Arlokk, if the aura is not detected then swaps to MH + OH or 2H (depending on what item you have for best +healing).

    Anybody have any idea of how to write this up?

    Thank you in advance for any assistance.


  7. On 9/21/2017 at 3:25 PM, nemex said:

    I would go with Mira's for off hand since it has more dps than assassination blade and fully buffed you benefit more from the raw stats than the 1% crit.

    Which means keep both.

    You'll notice a lot of "what is best" has "fully buffed" written.  You will not always be fully buffed.   To optimize both situations work on gear sets that fit both occasions.


  8. 3 hours ago, Unbreakable said:

    so you are telling me that if your guild walked into naxx with world buffs on loatheb they would tell you and the rest of the raid to not bother flasking? 

    I do not speak on behalf of the officers in <Scuba Cops> and their expectancy on specific situations such as this.

    All I am saying is it allows you to save money when you do have buffs if any team wished to forgo using flask while world buffed in regards to saving money, to limit gold per week farming requirements to meet the required consumables.


  9. Yeah some may complain about the "hassle" to world buff, but there is a hassle to farm flask needed for specific classes / roles on certain fights when you do not have world buffs.

    While world buffing for AQ40 / BWL means you can maintain those buffs the entire raid as long as you are efficient, Naxx is much longer world buffs will expire and some of the bosses you don't need flask.   It is appealing to be able to do the bosses that flask are not needed for, then on another night world buff and down the more flask mandated fights (Loatheb / 4h (tanks) / Pachtwerk (tanks) / KT).  Would a Tribute run then porting / summoning (alt) for the few bosses that are extreme gear/buff checks not be less time than farming flask?

    Me personally, I grind a lot for gold, and buy flask with any gold I get and have been doing this for months.  That is what I get to do with the gear I've gotten, fish / kill lvl 53-57 mobs.   People spamming for LF1M (insert instance) need tank, I can't go to that.  I have to farm gold for flask so I don't get 1 shot from a KT add, Patchwerk, or can survive a 5 mark + damage in the event of bad rng on 4H.   Many 20 man pugs, I can't go to those if I am to live through certain fights in Naxx gotta farm.  This is the tough reality of Naxx and is the reason less than 1% cleared it (with world buffs available).   AQ40 had consumable requirements scared many people off and those requirements are nothing compared to Naxx with specific encounters.  So I know where @Armilus is coming from in that respect.

    The wing system in Naxx does allow for more casual guilds to not have to clear everything every week to reach their 8/9 set bonuses.   They can pick and chose which bosses they go for in a raid lockout due to the Wing Structure of the instance.   They can pick their moments to go full consumable for specific bosses to be a bit more conservative with the gold per week need to maintain a raid schedule.  All the while the T3 set bonuses essentially = having a flask on for certain classes.  Hunter mana back comparable to having distilled wisdom, mage + damage proc comparable to having supreme power, so on and so on.  Things get easier as your core get their sets so the burden should get easier when it comes to the grinding for gold for some.

    Regardless of what directly the admins decide to take, raiding has always been 85% preparation in vanilla.   Regardless of what buffs are enabled / disabled / made cheaper / made inaccessible, an outside of raid preparation is still going to be 85% of what you do.  You'll just funnel that time into other consumables to make up for not have x, y, and z available. (or at least be expected to by your peers)

    PS: Yes many guilds are to the point they are or have ran out of people to take ZG heart, Ony/Nef head won't be too far behind.  The server life time + lack of new blood has created this issue.  Make the quest repeatable but no additional rewards.   Thanks.


  10. Though you are using Alcor's as a TPS weapon, due to it's extremely fast speed of 1.3, you are only getting a proc rate of 2.16%.  This is very low, and factor in the fact that the initial threat is the most important thing at the start of the fight, 15 agility would be the preferred enchant for Alcor's.

    Gives you more reliable threat, and more avoidance so you can focus more TPS on an additional gear slot such as a ring / bracer. 

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