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  2. The only advice I can give you is to pay attention when you're going to use Trueshot so it doesn't overlap with movement-heavy mechanics. Since the cooldown of Aimed Shot is so much shorter during Trueshot, you're not able to leisurely move around while Aimed shot is charging. You can still move whenever you're hitting Rapid Fire or Arcane Shot, so you don't need to be completely still, but you won't be able to run long distances uninterrupted without capping Aimed Shot during Trueshot.
  3. In my opinion the easiest way to keep Frenzy stacks up is to hit Barbed Shot when the Frenzy buff has 2 seconds left. That's it, as simple as that. I give it such a wide margin because GCDs get in the way. If you're in the middle of a GCD when the buff timer reaches 2 seconds you'll still be fine, you just keep pressing Barbed Shot. But if you keep attacking until the very last second you might get stuck and be unable to hit Barbed Shot at the last moment because the GCD from another attack prevents Barbed Shot from firing. When Frenzy eventually does fall off wait for the charges to recharge, otherwise you won't be able to stack them up. But don't let it sit at 2 charges. Like jinsu said, it seems you might've misunderstood the difference between the word "charges" and "stacks". I think a simplified rule like this is good enough for high uptime. There's no need for an excessively complicated set of rules that may or may not increase your dps by 1%. The actual uptime of Frenzy stacks varies wildly with gear and talents, particularly how much Haste and Crit you have, as well as using One With the Pack or not. A high crit build using OWtP can get a lot of Wild Call procs and keep 3 stacks of Frenzy for a lot longer than other builds. The cooldown of Barbed Shot will also drop below 8 seconds during Bloodlust which allows you to recover charges of Barbed Shot without dropping the Frenzy stacks. So a perfect timing to hit Barbed Shot isn't something you can describe in general.
  4. Today
  5. A couple of possible corrections: 1) In the gear page it is written: "Area Damage will be sought on both Inarius's Martyrdom and Inarius's Will, with cooldown reduction accompanying it on the former and double crit stats on the latter". However, Area Damage is the fifth stat priority recommended in the table for Inarius's Will, meaning that a "perfect" Inarius's Will will have Increased Attack Speed, not Area Damage. Which stat is better for the gloves? 2) Later it is written: "hard CC (Freeze, Stun, Blind) secondary stats on your gear, and the occasional stuns provided by the follower". Maybe these hard CC stats should be mentioned in the table too? And maybe it will be helpful to explicitly stat which Follower is the recommended one?
  6. You made an account just to be negative. Interesting choice.
  7. Lol everyone thinks Classic WoW would be a great idea and a hit and bring everyone back, until they realize it's going to be a colossal failure because most people still playing didn't play Classic WoW and all of the QoL improvements only happened after the game took off, it's going to take one month for everyone to get annoyed and bored and fed up and quit
  8. Do you know if the LoN effect works with Hack?
  9. Ah, ok. Didn't realize there was a final prize. Good to know, thanks.
  10. I don't know about the gnomes but the original male tauren model looks bigger than the updated one plus male tauren had their weapon size nerfed in Legion.
  11. Yesterday
  12. A lot of tank specs can pull competitive dps numbers in heavy aoe situations. And you can certainly always have fun with trying to be a 99th percentile tank dps, or healer dps, but currently most tanks are sitting at just under half of the dps of the average dps class. The most likely tank to have a chance at beating a few dps if you're really good and your raid's dps are really low would probably be a prot warrior still. I think playing 'healer' dps could be a possibility if, rather than trying to compete with other healers, you try to do dps, while also tossing out as many off heals as possible. A moonkin that hots everyone in between dps'ing seems like it could be a viable option, throw in an off healing ret pally that hits people with big heals when needed, and the combination could possibly make up for 1 full healer.
  13. We will be making class guides for all guides before classic launches, so you'll be able to use IV guides!
  14. Some minor notes, as usual: 1) The table in the Gear page does not recommend IAS and Crit Damage as stat priorities for the Witching Hour: although they are recommended in the text, in other build pages they're also recommended in the table, so maybe this should be uniformed? 2) In the Speed Farming Variation page it is written: "Swapping the defensive Decrepify curse for the automated, offense staple Frailty"; however, Decrepify is not among the recommended skills for the main build and thus cannot be swapped away... 3) In the same page, is also written: "In the passives, replacing progression choices like Overwhelming Essence and Life from Death with powerful farming passives like Fueled by Death and Final Service". However, Final Service is a passive skill already recommended for the main build, and Fueled by Death is not mentioned in the "adapting skills" table nor in the introduction page (nor anywhere else). The two passives that are recommended as replacement for Overwhelming Essence and Life from Death are instead Dark Reaping and Spreading Malediction. 3) Later that page, in the "Adapting gear" section, it is written: "you will ideally finish off the farming jewelry with a Hellfire Amulet of Intelligence with a helpful fifth passive like Dark Reaping"; but Dark Reaping is already a recommended passive, so at leat another one should be mentioned. Maybe Fueled by Death? 4) In the Speed Farmin Variation page, Rathma's Ossified Sabatons has "All Resistance" as a stat priority, and not "Skeletal Mage %", which is probably a mistake. 5) Which is the recommended Follower and Potion for the build?
  15. LoL, I am curious now. Are the Tauren too big or the Gnomes too small on the beta? Or is it the other way around?
  16. The Classic "Not a Bug List" has been updated with new entries, including WANTED signs not having "!", fall damage being equivalent to expected and verified values, and no player animations when looting and interacting with quest objects. Blizzard (Source) I’ve added several items to the list in the OP: Long quest objectives don’t have text wrapping. Fall damage is equivalent to expected and verified values. Broadcast text can be seen multiple times if multiple players interact with the same NPC. WANTED signs do not have “!”, and are also not highlighted. Player characters do not animate when looting/interacting with quest objects (e.g. collecting pumpkins). Gnomes and Taurens are the correct size. The last one has been carefully verified.
  17. After the announcement of the Rise of the Mech event, which brings card buffs and a new Legendary to the game, players realised that an overpowered combo could be created with that new Legendary and Reckless Experimenter. As a reminder, the new neutral Legendary is called SN1P-SN4P. Its Golden version will be given for free to anyone who logs in during the Rise of the Mech event, between June 3 and July 1. Players quickly realised a broken combo between SN1P-SN4P and Reckless Experimenter that allows for an early-game infinite damage combo in Priest - something that had escaped Blizzard's radar. They quickly amended their omission by nerfing Reckless Experimenter. The Epic Priest minion will still reduce the cost of Deathrattle minions by 3 mana, but the cost now can’t be reduced to more than 1. The combo, of course, will still be doable but it will not be infinite. There are other infinite combos with SN1P-SN4P in Wild, along with Mechwarper, but Team 5 has decided to let them be - for now. The Reckless Experimenter nerf will go live on June 3, along with the Rise of the Mech update. u/Chris_Attalus Hey Folks, After the announcement of the Rise of the Mech update, we became aware of an interaction between SN1P-SN4P and Reckless Experimenter that allows for an early-game infinite damage combo in Priest. As a result of this, we’ve opted to make a change to Reckless Experimenter to go along with the 14.4 patch (scheduled to release June 3) so this combo is no longer possible. We’re also aware of some interactions that SN1P-SN4P creates in Wild when played alongside multiple copies of Mechwarper. We’ll be keeping a close eye on how that plays out over the following weeks. Here is how the card now reads (updated card asset here) : Reckless Experimenter – Deathrattle minions you play cost (3) less, but die at end of turn. (Cost can’t be reduced below 1.) Once the change to Reckless Experimenter is live, you will be able to disenchant it for its full Arcane Dust value for two weeks. Cheers, Chris_Attalus (source)
  18. I'm planning on making a rogue, mage or warlock when classic comes out. Does anyone know of a really good rotation/class/spec guide (pvp and pve) for these for Classic WoW? Thank you for any help!
  19. Thanks for correcting me, that equates to 0,0142857142857%, só roughly 1 or 2 in ten thousand rolls. Thats some extreme luck.
  20. I believe it's about 0.2% chance to be primal, not 1%. To the OP: congrats on your primal. I was over the moon when I got my primal Sacred Harvester via reforging a while back (not seasonal). It was a long grind!
  21. Err not to be rude but when was the last time you raided? Mark of the Wild briefly returned in the BFA Beta but it never made it back to live. The only buffs required for a raid team are Priest for Fortitude, Warrior for Battle Shout, Mage for Arcane Intellect, Monk for 5% physical damage debuff on mobs, and Demon Hunter for 5% magical damage debuff on mobs. Oh you can make do with scrolls for the three buffs themselves, 7% vs. 10%, but they are expensive and a night of progress raiding can easily cost 10k for a single type of scrolls, but there is no replacement for the two damage debuffs. It's the reason that Demon Hunters were the single melee in the CoS race. Honestly looking at the buff system as it stands now I'm more convinced than ever that Blizzard deliberately poison pilled the reintroduction. In case people aren't aware poison pilling is common in the business world, it's where you make yourself unattractive to take over by deliberately harming an asset. This is what Blizzard did with the buff system, which players had been asking for back for years, they deliberately went out of their way to make it cumbersome and an mandatory in the hope that we'll ask them to remove it. It's not like they weren't aware of the problems they were bringing since those were problems they already solved before removing the system. For example the Priest Fortitude buff provides health, but so did the Warlock Imp Pet, the two didn't stack, so you could have one, or both, in the raid as it fit your composition. The same thing for Blood Lust, it was Shaman only during TBC, which was a problem, so in Wrath they gave it to Hunters and Mages, solving the issue as surely a raid group will have one of the three in there somewhere. The simplest thing to do would have been to spread the buffs and debuffs to at least two classes for each one and not have them stack, maximising the chances that a organically formed raid group will have them. It reeks of deliberate sabotage to me, of course it could just be incompetence. Can't really tell with Blizzard these days.
  22. YAAAAS finally the payoff! I'm so happy.
  23. It actually makes sense when playing a melee character tbh. Substitute wasd with a dancing pad, maybe use some weight bracers if you are that fit, and if somebody asks how do you keep yourself in shape, just say "with a few world quests" ;D
  24. With the Season of Nightmares in full swing, Blizzard posted a guide on Ancient and Primal items, where they highlight the difference between them and talk about the ongoing Seasonal bonus, which increases your damage dealt and reduces damage taken by a percentage for each Ancient you equip. Blizzard (Source) Ancient items truly shine in Season 17: so long as you have no Set bonuses equipped, each Ancient you equip will provide you with a massive 750% boost to damage dealt and 4% reduction in damage taken. For those of you who may have taken a break from gathering loot recently, we thought a quick refresher was in order to clear up any confusion about the differences between Legendary, Ancient, and Primal Ancient items. In general, Ancient and Primal Ancient items are more powerful versions of Legendary items. They are identical to Legendary items except that their base attributes (damage or armor) and all non-percentile affixes roll higher values for both minimum and maximum possible rolls. Ancient & Primal Ancient Items The stats on these items will (generally) be tailored to the character class you are playing when the item drops Set items are also able to roll as both Ancient and Primal Ancient You can’t equip more than one item with the same name, even if one is Ancient and the other isn’t Any percentage-based affix will not be boosted (such as Attack Speed, bonus % to skills or % Critical Hit Chance/Damage) Ancient Items Only drop for characters who have reached level 70, and only on Torment level difficulties When dropped, Ancient items share the same orange glow as regular Legendaries You must identify the item to see if it’s an Ancient Once identified, Ancient items have an orange border (or green for Set items) around the item tooltip and say "Ancient" in the item description. They drop from all sources including monsters, chests, Kadala, Horadric Caches, Kanai's Cube, and even crafting at the Blacksmith or Jeweler Primal Ancient Items When dropped, Primal Ancient items have a red beam and glow Drops from any source of Legendary item in the game, including Horadric Caches, Kadala, and Kanai's Cube, but only after having successfully completed at least a level 70 Greater Rift solo These items are much rarer than Ancient items and have perfect Ancient-level stats on all affixes, including the item’s Legendary Power Primal Ancients & Developer Philosophy Primal Ancients are for players who have largely completed gearing for their build or finished their Season Journey but want to continue playing. They’re also for non-Seasonal players who have great gear and spend most of their time gaining Paragon Levels and upgrading Legendary Gems. We wanted to extend the excitement of seeing gear drop or spending Blood Shards at Kadala beyond obtaining Ancients in every slot. Primals provide an avenue for dedicated players to complete a build, without feeling like required upgrades. We hope that answers any questions you may have about Ancients and Primal Ancients. Now go get ‘em!
  25. The PvP Honor System and Warsong Gulch will be available for testing on Classic Beta later today. If you've got Beta access, queuing up for the battleground requires your character to be level 10 or higher. Beta players will be able to test out the battleground until Sunday. You can queue up for the battleground by talking to the Warsong Gulch battlemaster in capital cities. Blizzard (Source) Greetings Beta Testers, Starting on the afternoon of May 24, we will be enabling the PvP Honor System and the Warsong Gulch Battleground in the WoW Classic Beta realms. Beta players are invited to queue for Warsong Gulch from 12:00 p.m. PDT to 4:00 p.m. PDT on Saturday, May 25 and Sunday, May 26 as we try to spin up as many instances of the battleground as possible. While we’re targeting that timeframe to help capture data, players who are logged into the beta will be able to queue for Warsong Gulch at the Warsong Gulch battlemaster in capital cities at any time throughout the weekend. As a reminder, queuing for Warsong Gulch requires your character to be level 10 or higher. We have a few known issues related to Warsong Gulch: The Battleground Scoreboard does not currently display Flag Captures and Flag Return statistics. The Battleground Scoreboard stat numbers are misaligned with player names. Have fun racking up those HKs and don’t forget to submit any bugs or issues that you encounter using the in-game bug reporter.
  26. STILL Recruiting for main tank possibly 2...DPS and Heals are welcome too!! COME join us and see why we are one of the LARGEST and MOST ACTIVE guilds standing on Skywall realm today! We raid Mon/Thurs (alternating with)Saturday from 530 - 730 server time(PST) 830 to 1030 EST. Come join us if you just wanna hang out and have fun! Something for everyone! Adult guild 18+ only!!! Come... Get... CORRUPTED!! Chu#12466 or Wanheda#11925
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