1 post in this topic
Recently Browsing 0 members
No registered users viewing this page.
IzbacivacX here again.
We all know that pain in the *** when u suicide on Counter Strike Totem in 3s because you seen a totem 2 sec to late?!
I found the Solution to that never happens again.
If you like my Video be sure to leave feedback, then i will do more.
Enjoy killing shaman teams :)
About: I've decided to make a guide on Leveling Heirlooms since I did not find any quick guides for it. This is my first guide, so please feel free to give some constructive feedback What are Heirlooms: Heirlooms are items whose stats scale with your character's level, reducing the need to replace gear whose stats are becoming too low for your level.
Heirloom Collections Tab: A new Heirloom system has been introduced in 6.1, adding all your heirlooms to your Collections, where they can be easily accessed without having to mail the heirlooms to other characters. Already earned heirlooms will be added to the collection once you have logged in with the character that has the heirlooms in their bank/bag. Any newly purchased heirlooms will automatically be added to your collection. To use a heirloom, simply find and click on it in the Heirlooms tab, and it will be placed in your inventory, and then equip it. You can also recreate the same heirloom if you want to dual-wield it, or have two trinkets or rings of the same type.
Categories: Heirlooms can be divided into the following 4 categories, based on what stats they give: Strength-Haste - Gear for Melee damage dealers that requires more haste than crit. These pieces were the tanking pieces, but the Parry/Dodge stats were changed in 6.0
Strength-Crit - Gear for Melee damage dealers that requires more crit than haste.
Agility - Gear for Melee+Ranged damage dealers
Intellect - Gear for Spell-caster Damage Dealers and Healers
There are also subcategories for armor types, like Cloth, Leather, Mail and Plate.
There are also subcategories for slots, like Chest, Shoulder, Leggings, Weapons etc
How to buy Leveling Heirlooms: Heirlooms can be brought with the following 4 currencies: Gold (g) Darkmoon Prize Ticket (DPT) Champion's Seals (CS) From these vendors: Alliance: Krom Stoutarm Horde: Estelle Gendry Guild Vendors: (A) Shay Pressler / (H) Goram
Head, Shoulder, Chest, Cloak and Pants pieces cost 500 gold / 50 Darkmoon Prize Tickets / 25 Champion's Seals One-handed weapons (except the fist weapons) cost 650 gold / 50 Darkmoon Prize Tickets / 25 Champion's Seals Two-handed weapons cost 750 gold / 75 Darkmoon Prize Tickets / 40 Champion's Seals Off-hand weapons cost 500 gold / 50 Darkmoon Prize Tickets / 25 Champion's Seals Trinkets cost 700 gold / 70 Darkmoon Prize Tickets / 35 Champion's Seals The New Neck pieces cost 700 gold Once you have brought a new heirloom, it's starting level range will be from level 1 to 60, meaning it will stop to scale up once you have reached level 60. This level cap can be increased twice by upgrading the piece with these tokens. Armor (1-90): Ancient Heirloom Armor Casing costs 100 gold / 100 Darkmoon Prize Tickets / 55 Champion's Seals / 2000 Honor Armor (1-100): Timeworn Heirloom Armor Casing costs 2000 gold Weapon (1-90): Ancient Heirloom Scabbard costs 1200 gold / 120 Darkmoon Prize Tickets / 65 Champion's Seals / 2400 Honor Weapon (1-100): Timeworn Heirloom Scabbard costs 5000 gold List of Heirlooms per Category Strength-Haste Plate (Warrior / Paladin / Death Knights) Head: Burnished Helm of Might Shoulders:Burnished Pauldrons of Might Chest: Burnished Breastplate of Might Back: Ripped Sandstorm Cloak Leggings: Burnished Legplates of Might Ring: Dread Pirate Ring Weapon: Bloodsoaked Skullforge Reaver Shield: Flamescarred Draconian Deflector
Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast Strength-Crit Plate (Warrior / Paladin / Death Knights) Head:Polished Helm of Valor Shoulders:Polished Spaulders of Valor Chest: Polished Breastplate of Valor Back: Worn Stoneskin Gargoyle Cape Leggings: Polished Legplates of Valor Ring: Dread Pirate Ring 2H Axe: Bloodied Arcanite Reaper Dual Wield 1H Sword: Bloodsoaked Skullforge Reaver Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast
Agility Mail (Hunter, Enhancement Shaman) Head:Tarnished Raging Berserker's Helm Shoulders: Champion Herod's Shoulder Chest: Champion's Deathdealer Breastplate Back:Back:Inherited Cape of the Black Baron (Can be used by Agility Leather characters) Leggings:Tarnished Leggings of Destruction Ring: Dread Pirate Ring Dual Wield 1H Mace: Venerable Mass of McGowan (Combat Rogues can use this) Bow: Charmed Ancient Bone Bow Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast Intellect Mail (Elemental/Restoration Shaman, Holy Paladins) Head: Mystical Coif of Elements Shoulders:Mystical Pauldrons of Elements Chest: Mystical Vest of Elements Back: Ancient Bloodmoon Cloak (Also used by Intellect Cloth and Intellect Leather) Leggings:Mystical Kilt of Elements Ring: Dread Pirate Ring 1H Mace: Devout Aurastone Hammer Staff: Dignified Headmaster's Charge Shield: Weathered Observer's Shield Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast Agility Leather (Rogue, Feral Druid, Windwalker Monk. To a lesser extent Enhancement Shamans and Hunters) Head:Stained Shadowcraft Cap Shoulders: Stained Shadowcraft Spaulders Chest: Stained Shadowcraft Tunic Back:Inherited Cape of the Black Baron (Can be used by Agility Mail characters) Leggings:Stained Shadowcraft Pants Ring: Dread Pirate Ring
Dual Wield 1H Sword: Venerable Dal'Rend's Sacred Charge Dual Wield 1H Mace: Venerable Mass of McGowan (Enhancement Shamans can use this) Dual Wield Daggers: Balanced Heartseeker Staff (Feral Druids): Burnished Warden Staff Bow: Charmed Ancient Bone Bow Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast
Intellect Leather (Balance/Restoration Druids, Mistweaver Monk) Head: Preened Tribal War Feathers Shoulders: Preened Ironfeather Shoulders Chest: Preened Ironfeather Breastplate Back: Ancient Bloodmoon Cloak (Also used by Intellect Cloth and Intellect Mail) Leggings: Preened Wildfeather Leggings Ring: Dread Pirate Ring 1H Mace: Devout Aurastone Hammer Staff: Dignified Headmaster's Charge Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast Intellect Cloth (Mage, Priest, Warlock) Head: Tattered Dreadmist Mask Shoulders:Tattered Dreadmist Mantle Chest: Tattered Dreadmist Robe Back: Ancient Bloodmoon Cloak (Also used by Intellect Leather and Intellect Mail) Leggings: Tattered Dreadmist Leggings Ring: Dread Pirate Ring Staff: Dignified Headmaster's Charge Off-Hand: Musty Tome of the Lost Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast
Collecting 35 heirlooms will reward you with a Chauffeured Chopper, which can be used as a mount from level 1.
Howdy, everybody! So with the release of Legion, I thought I'd make a more updated guide to the basics of the warrior class in World of Warcraft. I did this because my old guide was about 2 years old and was made when MoP was still current! Crazy, I know. But nonetheless, I made the guide so that I could help new warriors learn the fundamentals of their class. It covers stuff such as the resource that the Warrior uses, how it's generated, what is common among the specializations, the benefits of choosing different races for your warrior (takes up the majority of the video's time), and much more! And if this video is able to help even one person out there learn and understand the warrior a little better, it will have been worth making. The video is about 20 minutes long, so grab a drink and/or snack and enjoy the video! :D
I finally grew a pair and took my Disc priest into some pugs and decided to write some notes on my experience.
First observation was that Leap of faith comes in a lot more useful than it should. Because so many mobs now drop "shite" on the floor, not just bosses, and because there are so many people who seem completely oblivious to that purple / green / swirly thing they are standing in, you find yourself pulling them out of it a lot. As my main is a ret pally, it is sad to say that it is predominantly Melee dps who are the culprits for this one, and the overwhelming majority seem to be Demon hunters (not sure if this indicates that a larger number of idiots are playing DH class or or if I just experienced an unbalanced number of them on the day)
Atonement healing: Atonement healing is a great mechanic, but it only works if you plan well in advance. Discipline priests are not and never have been reactive healers, they have always been pro-active, and nothing has changed, now however instead of making sure your bubbles are refreshed, you are now making sure that your atonement is refreshed, so that you can spam your DPS rotation to keep those green numbers flowing. It is not worth keeping atonement up on everyone unless the entire group is taking aoe damage. As long as the tank is doing their job, the only people who should require attention are the tank themselves and the Melee dps who stray into cleave damage or damage pools. If you try to keep atonement up on everyone all the time you will have mana problems, as Plea gets more expensive the more people are buffed.
Shadow mend: Shadow mend is your panic button. for those times when that Melee DPS just wont get out of the damaging pool, or stands in cleave damage, and their health takes a sharp drop, provided you have planned ahead, you should be able to throw in a couple of shadow mends whilst your DOT ticks keep everyone else topped up via atonement. Remembering of course that for as long as you are in combat, Shadowmend also applies a dot on your target, which can be countered with atonement healing but it is worth keeping an eye on them just in case they continue to take high damage for whatever reason. Your healing priorities are still Tank > Yourself > DPS (or Yourself > tank > dps if you are so enclined) so if you are having to spam shadow mend and bubble on a DPS (thus preventing you from atonement healing everyone else) sooner or later your mana will run out and you will just have to let natural selection run its course.
Pain supression: to be honest I didn't need to use this often in dungeons, most tanks are pretty self sufficient in mitigating damage themselves, so its worth keeping it bound to a convenient key as a "just in case" buff, which based on my experience so far, is more likely to be needed by a melee dps than a tank. until the raids go live anyway.
Overall, Disc healing pugs was a challenge, and quite frantic at times, and you do take some schtick for pulling idiots out of danger but better than than taking if for letting them die. This was certainly one of the most fun healer specs ive ever played, and once i have more experience and better gear, i can imagine it will be even more so.