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What raiders need to know and do

"Before the raid: You'll need to turn up equipped to do your role as well as possible, including full DPS consumables (such as haste potions, destruction potions, Drums of Battle etc; some casters level leatherworking just for these). As a raid leader, you'll also have some delicate news to deliver if you decide people are underperforming and need to sit out, so prepare your raid for that if you can. During the raid: Establish positioning and ensure you have communication set up for tank switches, if needed. Set aside spots to run to with Burn that are out of Meteor Slash range, and make sure everyone knows their path to get there (running through other people spreads it). After a few attempts it should be clear what is killing your raid, whether it's tank deaths due to damage, lack of healing or lack of communication; burn deaths due to lack of healing and self-preservation; or poor DPS meaning you hit the enrage timer. Raid Leading: Use everything you have to figure out why people died, why your tank isn't getting healed in time or why your DPSers are underperforming. It's tough to lead this fight while tanking, but stick at it and you'll be doing your tank rotation in your sleep soon enough. Preparation, tips and tricks All raiders should show up with full consumables, of course; Elixir of Demonslaying work out great for melee, but for your first tries flasks are a lot cheaper. You might want a DS priest and spare paladins buffing from outside the raid, either by logging in and out from the buff spot or by having your raid zone out for extra buffs. Every single drop of DPS will make a difference. Get your best DPSers in, you don't want your warglaive rogues sitting out for this fight due to some concept of 'fair rotations'. Threat can be sensitive during the first tank's shift, so you may need Tranquil Air or other threat-reduction abilities during this phase; as the taunt rotation gets going, it becomes much less of a problem. If your DPS isn't high enough, use Curse of Recklessness offset by Improved Demoralising Shout, get a paladin to keep up Improved Judgement of the Crusader and have a warlock spec into Malediction.


If your tanks are dying, use debuffs like Shadow Embrace, Insect Swarm, Scorpid Sting and Improved Thunderclap. There are obviously many other options here, and the ones you choose will depend on your raid makeup. Other DPS options include having your non-active tank use Nightfall, having your feral tank DPS in cat form when not tanking, using jewelcrafting necklaces for party buffs and so on. You might run into problems with too many debuffs on the boss, so you may need to discuss not using certain non-vital debuffs, or having backup plans to refresh spells like Judgement of Wisdom. Many kills have used two feral druids, or one warrior and one druid (ours had the feral druid as the starting tank, giving the warrior time to debuff the target), but we've seen others use a paladin or two prot warriors, so despite some of the raving about feral druids' survivability they aren't the only option by a long way. Having Shield Wall available can help a lot for those last few percent, and having a non-warrior tank means lowering a DPS warrior's output as he has to debuff the boss. Once Brutallus enrages, you can take 1-3% off his health before he kills the last raid member, and using tricks like a paladin bubbling and taunting can give you a precious few more seconds of DPS. Also, don't worry if DPS isn't spot on before 20%; depending on the number of mages and warriors, execute abilities will help you catch up a little. However, be prepared to be harsh with your DPSers and if people are underperforming, not using consumables or doing idiotic things like spreading Burn, swap them for people who will be worth the raid spot. " "World of Warcraft has two distinctly different types of play: Player versus Environment and Player versus Player.
wow powerleveling The styles of play are dramatically different and there are few, if any, skills that cross over from one style to the other. WoW started out as a PvE game, adding in PvP content as the player base expanded. And despite the numerous PvP fanbois out there, the real game in WoW will always remain the PvE game. There are a few reasons why I think this. po wow First and foremost, you cannot progress in PvP without first completing a large potion of the PvE content. You start out at level 1 and progress up to level 70. You don't level up by PvPing against one another. gold für wow You level up by fighting against the environment. Put simply, without the PvE there would be no PvP. Secondly, PvP is an addition to the game. If you remove PvP from the game entirely, the game itself would not fundamentally change. eve isk However if you remove the PvE elements, the game would be nothing like it is. Everything would just exist like the Arena Tournament server. That might be fine for some people, and this is evident in the success of the Arena Tournament server. des po wow Even I enjoy spending a couple hours a week on there, but by no means would I want to just exist on a server where the only thing to do is kill one another. Third, PvP progression is based on the amount of time one puts into it.

RELATED LINKS:

http://wowgoldmonter.vox.com/
http://wowgoldhunter.blogsome.com/
http://wowgoldhunter.sosblog.com
http://www.bloglines.com/blog/wowgoldmaster
http://wowgoldmaster.blackeyedpeas.com/
http://wowgoldmaster.iblog.com/

 

Posted on mardi 22 avril 2008 à 04:51
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