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Late Night Blue Posts, DLST, Consortium Bags

November 1, 2008 by · Leave a Comment 

Holy & Protection Paladin Thoughts

We are concerned that Holy and Protection may have lost too much dps as “collateral damage” from the Ret nerfs. It is something we’re working on now, though I do believe Holy dps is still a lot better than it was in BC. Healers will always level more slowly than dps specs since using your abilities may keep you alive but doesn’t always kill stuff faster. (source)

Healing Gear and Spell Power

There are still pieces which are more appropriate for one class or spec than another. Some of the changes we made, such as spell power, will blur the lines slightly more. Our goal with that was more to help say an undergeared paladin get healing gear or an undergeared warlock be able to benefit from the “healing” cloth rather than just sharding it.

I’ve played a priest enough (I’ve played every class) to know that it can be frustrating when a paladin wants to roll on a piece of cloth, but most of the time the raid leaders I have run with tend to let the cloth-wearers get first dibs. I agree that there is a big social aspect to loot distribution. To some extent, that is by design. (source)

11-Point Protection Talent Thoughts

We’re not sure if we’re going to do this or not. If we do it (make an 11-point Prot talent that is attractive to Ret) it would be for these reasons:

– It would be cooler if the talent was something fun for Prot and not something they “need” to tank.
– In our experience, Ret paladins who PvP often go down into Prot anyway to get Imp Hammer of Justice.
– I suggested we might offer Ret more PvP utility since we are stripping some of the burst damage, so PvE Retadins might not want this ability anyway.
– We wouldn’t want this talent to be something Prot would never get and Ret would always get. If anything we need to err on the side of something Prot definitely wants. (source)

Day Light Savings Time

Don’t forget that day light savings time comes to an end tonight. So at 2:00 a.m. on 11/1/08 you’ll want to set your clocks back 1 hour if you live a location that adheres to DLST.

Consortium Gem Bags

One final reminder, it’s the 1st of the month so don’t forget to pick up your consortium gem bag for this month from the NPC out in nagrand.

WotLK Rogue Developer Q & A

October 21, 2008 by · Leave a Comment 

Just a brief foreword. I know I normally put all of my commentary at the top, but I think I’m going to try a new point to point analysis breakdown. Blizzard text, like always, will be in blue, and my commentary and analysis points will be in green.

Like what you plan to do with sub?
We recently made some changes to boost it, such as moving Dual-Wield Spec to tier 1 combat.

Sub is a very interesting spec right now. It still feels quite a bit weaker than combat or mutilate, but it’s got a lot of potential I think, especially if used in the correct environement. I’m very interested to see how the build preforms at 80 with all the new abilities and a full 71 talent points.

Why is hemo so bad?
It has a great debuff that boosts raid damage. It’s not intended to be Sinister Strike.

Hemo is not bad, this is a common misconception many rogue players have. With a 51 point sub build you’re looking at a 30 energy move vs. sinister strike which is a 40 energy move. The damage to energy ratio is appropriate, especially considering the debuff.

Why is Shadow Dance dagger only?
We agree with the above comment that it can do a lot of different things. You may just be focusing too much on it as a +dps cooldown.

I agree 100% with the blue poster here, this is another common misconception of shadow dance. Players focus so much on the spam ambush aspect of it they forget how powerful an extra garrote or premed cheap shot can be during a fight. I’ve been playing the build (with swords) since 3.0.2 went live and I’m loving this talent for this aspect. I’ll have a more complete write up on the build later this week.

Whether you feel rogue mobility is fine?
Rogues have a lot going for them in the way of stuns, damage avoidance and “get out of jail” cards. When you get up on other classes, they do have a tendency to die. We’re not sure we want rogues to also be zipping around the battlefield like warriors.

Yes…(sarcastic), we shouldn’t be “zipping around the battlefield like warriors.” 15 second intercept is broken beyond all belief, particularly for arena. Any scrub can successfully play a warrior with mobility like that. I’d trade mobility for lockdown any day.

What is happening with Lightning Reflexes?
We mentioned this as a possible change (or perhaps we even promised it — I don’t recall) but it didn’t materialize because we found other knobs to turn in combat that felt better during playtesting. Because LR is a passive talent, the side benefits would also end up being passive.

Nothing to say here, who cares about LR, I haven’t picked up this talent in years.

What is the deal with the Glyph of Sprint?
If I understand the qustion, I think it’s just a tooltip bug. The glyph was made before the base cooldown of Sprint was lowered from 5 minutes to 3 minutes (2 min talented). If that’s not the issue, can you elaborate a little more?

The dev is wrong, the glyph is bugged, but it’s an irrelevant question as they are changing the glyph of sprint anyway to increase speed at which you sprint and reduce the duration, effectively making it worthless.

Why is there a major glyph of feint?
Basically, rogues have relatively few abilities, and we were desperate for something that wouldn’t have serious PvP balance ramifications. I agree this might be a good candidate for a minor glyph. Remember that we are going to be adding a lot more glyphs over time. You shouldn’t view this as one of your very few useful glyphs is less useful, because you’ll eventually have a lot of choices.

Yet again, another pointless glyph.

Why is Fan of Knives so weak with daggers, and even weak with swords?
It’s designed to give you a button to hit when you want to AE. It’s not supposed to turn you into an AE class, if that makes sense.

See my notes here on fan of knives changes.

Are you happy with Hunger For Blood being horrible for PvP, and like the old Rampage for PvE?
No, not completely. We understand that CC + a short duration limit how often you can benefit from it. Obviously, we think removing MS and Hamstring was a little too good, just because those are generally hard debuffs to get out of.

Nothing really to say here yet, I haven’t personally played the build on live. I’ve heard these complaints before and they appear to be justified, but I’d like to get some experience with the build before I start talking about it’s flaws or successes.

How exactly are expose, mind numbing and wound major raid utility, when they so obviously are not?
Couple of things here, and forgive me for being a little brief.

First, I am reading between the lines a little here that it would be really nice to have a unique buff or debuff. Everyone asks for that, but it defeats the whole point.

Second, Expose is one of the strongest debuffs in the game. The dps increase can be 30% or more. So I suspect what you’re really getting at is that “we’ll always have a warrior with us doing that debuff.” The whole point of the revamp is we can’t assume you have anyone but we still want you to be able to get the buff. Mind Numbing is a cast speed debuff that is only offered by one other class (that doesn’t even exist in the game at the moment). Granted, it doesn’t offer the benefit of Expose. Wounding Poison offers the strongest debuff in the game for PvP, and also offers some dps to not over-penalize rogues who are balanced around poison damage.

Third, ultimately we still want raids to want rogues because they bring good dps. We just don’t want it to feel that only the rogues (hunters, mages and locks) are doing the group’s dps.

This massive block of text sounds more like a complete cop out for…”just kidding, we aren’t giving rogues real raid utility, see you in the next expansion!”.

Will there be a mutilate/HFB/cold blood/Assassination oriented glyph made before release?
Probably. We do want to add more glyphs over time, just like new gems started to show up in BC.

Rhetorical, why do players waste the dev’s times with questions like these? Side note: is it ironic that I would respond rhetorically to a rhetorical statement?

Overkill – why is it the pre-req to mutilate?
It’s always a hard call to decide what prereqs to what. We do like talent prereqs, and it seems like a good talent regardless. Are you wanting to skip it?

Quite ironic that mutilate rogues would be crying. Assassination is decked top to bottom with kick ass talents, most which would be 5/5 stars…so the 4/5 star talents just seem like filler now.

2. It has been stated that there is a plan to still have some poison immune mob/bosses in WotLK, what can a mutilate rogue do during these situations. Mages were helped with frostfire to combat the fire immune/frost immune mobs, but the poison requirement on mutilate still exist and when dealing with poison immune mobs, we’re(for the lack of a better term) seriously screwed in our dps. I still don’t understand why our signature move(for assassination) still has this requirement when it still cost 60 energy.
Poisons are what the rogues are balanced around, so we need to be pretty careful about that now. I can’t promise there won’t be any poison immune bosses — resistance and immunity are things we can change on a boss to make the fight play out pretty differently from the previous boss. But there won’t be a lot of them.

This is a valid issue, but one which I think blizzard understands and is fully capable of balancing encounters and talent specs around. I don’t expect mutilate rogues will have many issues dealing with poison immune encounters.

WotLK Rogue Changes – Patch 3.0.3

October 21, 2008 by · 2 Comments 

Nothing too game breaking for this round of rogue changes, though it’s certainly nice to get some clarification. Specifically regarding fan of knives, which has been somewhat of mystery for some time now. I like the idea of giving rogues more AoE potential, it could certainly create some new and exciting changes in both PvE and PvP. We’ll have to see exactly where blizzard puts the damage at in a couple of days when these changes go live on the PTR.

When will Shadow Dance fixed?
I think I said before that changing the bar won’t happen soon. It will be after Nov 13 and Lich King ships. The change to the cooldown on the openers should be in now on beta and very soon on live.

Balance Fan of Knives
We’d love to get rogue AE higher if we can do it where Fan is only used for AE and not as a general part of the single-target rotation. Also note that comparing anyone to a Ret paladin recently, and especially at 70, isn’t going to be a great comparison. Elemental isn’t designed to have an advantage over mage single-target dps, but rogues should have an advantage over warrior single-target dps.

Combat Potency and Fan of Knives Synergy
So it turns out the Combat Potency change to nerf Shiv also keeps Fan of Knives from generating Energy. Making the cooldown zero might do weird things to PvP when a rogue stands there and throws out knives to attempt break stealth. But we can probably lower it to 10 sec or so. That’s Thunderclap / Whirlwind range.

Hemorrhage vs. Sinister Strike
But the charges are the entire point. Hemo is supposed to be a debuff, not an alternative to Sinister Strike. It in fact yields better damage per energy than Sinister Strike untalented and it’s only the talents that prop up the latter ability. Adding more Hemo talents just gives you another high dps, spammable attack.

It is true that the rogue personally may not benefit a lot from Hemo when the charges get used up correctly. I think the attitude that that is “bad” just stems from the “winning the damage meters” mentality, not whether the ability helps you beat the boss. I’m not saying that looking at damage meters makes you shallow. I understand a nearsighted raid leader may not take you if your personal dps is low, but we’re also not sure what to do about that until we can come up with some kind of “raid contribution” measurement that includes your buffs and debuffs.

WotLK Death Knight Changes – Build 9038

October 4, 2008 by · Leave a Comment 

Lots of solid changes in all 3 trees for death knights in this most recent build. I really like the way the class is headed for both its DPS and tanking roles. One of the most talked about issues with the class has been its inability to function at the same level as other tanks. At this point it’s hard to really tell if the class will reach that point, but it’s looking promising.

The frost presence armor increase is a great start. Based on these most recent changes in addition to several videos and sources I’ve seen of death knight tanks in action it’s looking like the class will be fine. Threat wise there don’t appear to be any major issues left, the largest complication will be finding the gray area of ideal avoidance, damage mitigation, and DPS.

This past week has been packed with loads of changes, especially for tanks. It’s a clear priority for Blizzard and one I’m confident will end in a solution which meets the needs of all 4 tanking classes.

Death Knight


  • Blade Barrier – Changed to when you have no Blood runes. (Old No runes)
  • Heart Strike – Damage increased. (Now Rank 6 60% weapon damage plus 220.8, and an additional 110.4 bonus damage per disease.) (Old Rank 6 50% weapon damage plus 184.0, and an additional 92.0 bonus damage per disease. )
  • Dark Command – Range increased to 20yds (Old 5yds)


  • Frost Presence – Armor contribution from items increased to 65%. (Old 45%)
  • Frost Strike – Now cannot be dodged, blocked, or parried.
  • Black Ice - Frost damage doubled (Now 6/12/18/24/30) (Old 3/6/9/12/15). It no longer affects Shadow damage.
  • Tundra Stalker – Passive Icy Touch damage lowered by 25%, expertise increase doubled. (Now 5/10/15/20/25% increase to icy touch damage, and 2/4/6/8/10 expertise) (Old 20/40/60/80/100% increase to icy touch damage, and 1/2/3/4/5 expertise.)
  • Rune Strike - Runic Power cost lowered to 10, and damage increased, now only useable after an attack is dodged or parried. Can’t be dodged, blocked or parried. (Damage Now – 200% weapon damage plus [200.0 * AP * 10.0 / 10000.0].) (Old 65% weapon damage, and only usable after a critical hit with an ability that causes a disease)


  • Blood-Caked Blade – Chance to proc doubled. (Now 10/20/30%) (Old 5/10/15%)
  • Scourge Strike – Damage lowered. (Now Rank 4 60% of weapon damage as Shadow damage plus ogx 190.5, and an additional 95.25 bonus damage per disease.) (Old Rank 4 60% of weapon damage as Shadow damage plus 226.8, and an additional 113.4 bonus damage per disease.)

Mage WotLK Talents & Developer Q & A

September 30, 2008 by · Leave a Comment 

Another massive Q and A post from Ghostcrawler. She has done a great job already working with many of classes and now she’s finally making it to the mage class, particularly the information regarding the new spell frostfire bolt.

Initially I really didn’t understand the purpose of such a spell, guessing that most mages would opt for a standard fire, frost or arcane build, which still may be the case. That said, these changes and their implications do make it a much more lucrative spell and spec for mages to work with. Potentially bringing it on par with the 3 primary builds.

One of the biggest issues for mages during the Burning Crusade was the complete and utter lack of mana longevity. While it doesn’t appear blizzard has a definite fix implemented yet GC did mention they are very aware of this problem and taking steps to correct it. With renewed mana longevity in addition to the many other changes coming in WotLK should really make for a much more balanced and dynamic class in the expansion.

Torment of the Weak Explained

Some talents are just harder to implement than they appear. What we think we can do with Torment of the Weak is instead let a certain number of spells (say the ones you want to use a lot) get the damage bonus. That keeps the basic idea intact in a way that we know will work.

Frostfire Bolt Creation

We created Frostfire Bolt for 3 reasons:

  1. An interesting new spell that would cause a lot of exploration into which talents, gear and rotations benefited the best
  2. A solution for those fights in which a Frost mage shows up to a Frost-immune fight
  3. the keystone for a new Frost + Fire “elemental” build. If you want to go respec every fight, you can still do that. But with Frostfire, you should be able to do a lot more damage than if you hadn’t respec’d at all.

WotLK Mage Q & A with Ghostcrawler

Will mages continue to have mana issues as much as they do currently, or is something planned to help?

Yes, we are working on mage mana issues. They seem to run out too fast.

Will mages be expected to be dominant AoE DPS? Or is AoE DPS also being flattened across the board?

Great AE damage isn’t a good niche in a game with so many single-target fights. Your AE will be good, but so will that of warlocks and moonkin. We won’t keep your single target dps down in order to justify high AE dps.

Will Frost be able to dps as strongly if not more strongly than Arc/Fire in PvE? Or is that still the PvP spec?

We would like to see similar dps from all 3 trees. However, if you go for a heavy PvP build (in any tree), you will probably sacrifice some dps to get there.

Will Arcane Blast be modified so it can be used as a main nuke? Or is that ship sunk?

We want Arcane Blast to be used a lot. It’s not Pyro.

Scaling plagued mages throughout BC, will this be closely examined so it doesn’t repeat in WOTLK?

Yes. We aren’t happy with what happened to mages in BT and Sunwell.

Will Evocation ever be updated? Lowered Cooldown? Made like Innervate instead of channeled?

I don’t know the answer to that yet. I think Evo is fine if mages don’t run out of mana in 5 seconds. Evo could be part of that solution or not.

Will Frostfire bolt be given a purpose, now that double dipping is gone. Is it simply an “immunity” fight fallback?

No, we want it to be the kind of spell you can use all the time. But we want to get Frost, Fire and Arcane feeling good first.

Will ignite ever be fixed (ignite “munching”)?

We are aware of the problem (of course). It’s just not easy to fix.

Will the Water Elemental get more survivability? More resist? More +hit? More scaling?

All pets should inherit the hit of the master now.

Will mages have purpose other than dps in raids so that so called “hybrid” classes won’t fill in the mage spots after the single obligatory Winters Chill/Food/Scorch mage has been invited?

Just be better / do more dps than those other classes and you’ll earn a spot. We’re not going to give you a reason other than that that someone HAS to take you.

Is the numbers pass starting soon? We’re worried that you may be running short (5 weeks) on time to properly see data regarding the dps passes.

We’ve been in the middle of it for weeks. Don’t worry about the time. We don’t. If we looked at the ship date as a deadline, then we’d get sloppy and do dumb things. The truth is that in an MMO, game balance is a process not a destination. Even after the patch goes live, we’ll have opporunities to make changes before you can head to Northrend. With all the changes we’ve made, there are going to have to be some quick patches to fix things we missed. And overall we’d like to address balance problems that do erupt in a more timely fashion – consider, before we could always say “Eh, they’ll still take the X for his Y buff even if his dps is low.” We can’t say that anymore. Now we just have to get stuff fixed.

More Death Knight FAQs

September 25, 2008 by · Leave a Comment 

Korrath from the WoW forums made a great informational post regarding more FAQs for the Death Knight class. Lots of great info here, particularly regarding individual skills and spells (some still receiving lots of changes on the beta) and how they can be most effectively used.

Also, make sure to check out part 1 for more Death Knight FAQs.

Q: Why doesn’t Bladed Armor work with Frost Presence?

A: Frost Presence has a 30-second pulse that it uses to periodically check armor changes. Wait a little bit and it will kick in.

Q: Why does Summon Gargoyle suck?

A: It doesn’t, but it isn’t very useful when soloing and questing. The gargoyle has a fairly short cast time for its gargoyle strike; the spell hits about as hard as Death Coil, and happens every couple of seconds. It’s terrific for extended DPS in instances and groups since you have a steady influx of runic power and don’t have much down time. While you are questing, half the time is spent killing and the other half is spent running, which makes the gargoyle less useful.

Q: What’s a death rune?

A: A death rune is a rune that can be used as either unholy, frost or blood. It has lower priority than your other runes, meaning that if you have a Frost rune and a Death Rune available and cast Icy Touch, it will choose your Frost Rune first.

Q: Why does Corpse Explosion suck?

A: It needs love, and will hopefully get it soon. Currently, it isn’t worth using unless there are 6 or more targets in the area to explode.

Q: How is Dual Wielding?

A: Works for some builds, it probably won’t get much better than it currently is due to how attack power scales with white damage and yellow damage. There are a lot of divided thoughts on this. Do what you like.

Q: What’s the best spec for (tanking/DPS/PvP)?

A: Play the game, try things out, discuss. This is beta and this is a brand new class, there isn’t four years of back theorycraft and empirical testing for this class. There isn’t four seasons of previous arena history to base conjecture off of. There are a multitude of specs for blood, frost and unholy tanks, DPS and PvP, and the talent trees change every single patch.

Get out there and try it. That’s what the beta is for.

Q: I don’t know what to do, I just copied a premade DK and I’m all confused!

A: Try creating a new death knight, and do all of the starting quests. It’s an excellent method of trying things out, without all the skills overwhelming you.

Q: I’m still all confused!

A: Read more, post less. (like part 1 of my Death Knight FAQ!)

Q: Why did Blizzard make _______ suck?

A: Blizzard’s designers have budgets for everything. Sometimes they need to rein in the power in order to make things fit into the budget. It’s a sort of behind-the-scenes method of homogenizing all of the classes, in order to ensure that some semblance of balance exists.

Q: Balance? HA! This class sucks, this game sucks, the designers suck, yadda yadda

A: Yet you still give them money each month… Read more, post less.

Q: I just made a Death Knight and I don’t have any talent points! Where are they?

A: You initially start out with 0 talent points and as you complete quests in the starting area you are awarded them along with money/items. By the time you finish the Scarlet Enclave you will have the correct amount of talent points for your level.

Q: Necrosis is only doing 1 damage, is it bugged?

A: Nothing is wrong! Don’t panic, it’s just how necrosis works. Necrosis is based on the damage you do with your weapon. So if you hit a target dummy (it only has 1 hp) necrosis considers that a 1 damage attack and only hits for 1 damage as a result.

Q: Hey, I need mods, what are good ones?

A: Jaime keeps a thread with DK-Centric mods here:
Q: I am STUCK on a HORSE! How do I turn it in?

A: Press 1.

Q: Aren’t we supposed to be overpowered? We are a hero class!

A: Death Knight as a “hero” class is in reference to the player and not the character. As far as game mechanics go, the Death Knight is just any other class in the game, albeit a new one. The “hero” qualification means that the class is more complex (not more powerful) than “standard” and you are beginning play later in the leveling curve. You have 25 levels to learn the inner workings of your class to play on a competitive level, every other class has already had 70 levels to learn. This requires a player comfortable with such a handicap placed upon them.

Q: Some guy totally made his ghoul explode, but my ghoul pet bar doesn’t have explode, what gives?

A: In order to make your ghoul explode, you need both the Master of Ghouls talent and Corpse Explosion. That will enable you to make your poor, innocent ghoul who implicitly trusts and loves you unconditionally, explode.

Q: Corpse dust sucks!!! It is too expensive and I hate it, will it ever go away?

A: No. Deal with it.

FAQ credits: Sunny, Ratri, Rabinahau

General Information:

Special Melee Attack hit cap: 9% (Strikes)
Two-hander melee hit cap vs. a boss: 9%
Dual wield melee hit cap vs. a boss: 28%
Spell hit cap vs. a boss: 17%

Hit rating for 1%:
Melee: 32.79
Spell: 26.23

This means that if you get 9% hit to ensure all of your melee attacks land you will still need 5.75% more hit or 151 more hit rating to reach the spell hit cap. If you are 2H capped and have Virulence, and a 3% hit debuff on the boss (Such as Misery or Imp. Faerie Fire) you will be spell hit capped as well.

Our melee attacks and spells have a critical damage bonus of 100%.

Hit rating does NOT increase the amount of critical strikes you will have on a target. It reduces the number of times that you will miss the boss.

It takes 45.91 critical strike rating to generate 1% melee or spell critical strike. The reason that hit is such a good stat until capped is because it is so much cheaper to hit 1% hit rating wise than 1% crit. Once you hit the two hander hit cap hit is no longer worth gemming or enchanting.

Haste rating does not reduce our GCD. Our GCD is only affected by Unholy Presence.

Our abilities scale with AP. Spell damage does nothing for us.

Rogue Opportunity Changes – Build 8982

September 24, 2008 by · 1 Comment 

There’s been some pretty big changes to the rogue class during this wotlk beta, none larger than the change to mutilate and positional attacks, but blizzard just tossed out yet another curve ball…take a look at the rogue changes for beta build 8992.


  • Focused Attacks changed to : Your melee critical strikes have a 33/66% chance to give you 1 energy. (Old – 100%/100% , wasn’t implemented)
  • Find Weakness damage increased reduced to 2/4/6%. (Old – 3/6/9%)


  • Killing Spree cannot hit invisible or stealthed targets anymore.


  • Opportunity now works all the time. (Old – Only increased the damage of attacks from behind)

Not quite as major as taking the positional requirement off mutilate, but certainly close. With this change mutilate and backstab rogues will enjoy the benefit of both opportunity and dual wield spec 100% of the time. This is a pretty huge change as it firmly places mutilate at the top of all rogue specs in my opinion, certainly for PvP purposes.

Combat still may , and in all likelihood will, remain a narrow first as far as PvE DPS is concerned, but considering all the buffs mutilate is receiving it won’t be far behind. It’s great to see a virtually unused rogue talent build such as mutilate getting some love for expansion, but I can’t help but wonder if they’ve taken it to the other extreme.

What do you think about the mutilate changes? Too much too quickly or just a generally bad build getting some much needed improvements?

Rogue / Warlock vs. Warrior / Druid 2v2 Arena Strategy

August 16, 2008 by · 4 Comments 

rogue warlock 2v2The rogue / warlock vs. warrior / druid 2v2 strategy can be a very difficult one. Generally speaking a warlock is going to be a huge advantage over druids, but in this case it’s very easy for the warrior / druid team to dramatically slow the pace of the game. And if you can’t control the speed it’s going to be a tough match for you to win.

In order to ensure you get the best start we need to make certain we always have the element of surprise. So running out and engaging quickly is an absolute must. In virtually all cases you’re going to have to go on the warrior. He’ll be out in the open early on, so you can very quickly open with CS and DoT him up.

But getting the damage out isn’t the issue, the problem is keeping the druid crowd controlled. As soon as the warrior / druid team realizes it’s double DPS and you’re attack the warrior he’s going to go d-stance and try to buy time for his druid to heal him up. So at this point we need to get this druid out of the fight. As soon as the druid pops out you need to start crowd controlling him.

  1. Start with fears on the druid, if you have a solid start on the warrior the druid should have to break this first or second fear.
  2. As soon as he trinkets the rogue needs to toss the blind. Having a focus blind macro helps a lot to get this blind out quickly.
  3. You need to drop then vanish / sap combo on the druid at the end of the blind’s duration
  4. The warrior “should” be dead by this point, if not put him into another fear rotation and keep the damage output up

The strategies for virtually all warlock / rogue 2v2 teams are going to be pretty straight forward. DPS one target while you spam crowd controls on the other. It’s the execution that is the difficult part.

The issue with the battle against warrior / druid is you’re pretty much snookered into going on the warrior. Since you aren’t going to be able to fear the warrior you really cannot bomb the druid. Below is a short list of absolute “musts” if you want to secure a win.

  • Engage quickly on the warrior, get all your major damage out early because the warrior will be going into d-stance soon.
  • Both players need to watch for the druid and immediately start cc’n the moment he breaks stealth.
  • Once the warrior is in d-stance it’s a good idea to drop a rupture bomb to keep the DPS pumping.
  • Both players need to watch for the the druid’s trinket, the moment he does drop the blind / sap combo.
  • The rogue should do everything he can to avoid being disarmed. If you have an off hand with weapon chain, use this for this setup. And either way you still should toss the evasion early to avoid getting bombed on and avoid a disarm.

Rogue / Rogue vs. Priest / Rogue 2v2 Arena Strategy

August 9, 2008 by · 2 Comments 

rogue 2v2 strategyThis match-up is usually longer than most other combos. You can play it like Priest/Warlock, but it’s hard if you don’t get the sap off the rogue. If you’re sapped that can possibly work in your advantage, but usually it’s a bad thing(depending how far apart the priest and rogue are.)

Rogue 1

Get on the priest, burn your first set of cooldowns on him. The opposing rogue will likely counter open on you, but continue to wail on the priest. If you’re dotted think of them as a comfort zone to trinket. Your ultimate goal is to force the priest to trinket.

Rogue 2

Counter open the counter opening rogue. Use everything you’ve got on him, and lock him down as much as possible. You and your partner together have to pressure heals from the priest. Meaning you have to pump out damage to panic the priest into having to desperately heal his partner, while your partner forces the priest to have to heal themselves. Try to avoid dotting the rogue as you might have to keep him fresh for a blind.

Once either target trinkets simply blind them and train their partner. If both are resilient and neither decide to trinket they will likely die within the same time, as one can only survive so long on instants. To simplify the strategy in one phrase: Split dps, until one slips up.


You can play this out like priest/Warlock

Rogue 1

Hop on the priest, hit the rogue with a blind once he comes out and continue to dps the priest. If the priest lives through your onslaught and your partner is under pressure peel the rogue off him to let him bandage.

Rogue 2

Get on the priest as well, hit the rogue with a second blind. You both now have 5 seconds to kill the priest, or vanish sap the rogue. If the priest lives through your damage and the rogue is pressuring your partner peel him off to give your partner a chance to bandage.

I personally prefer strategy number one, but everyone has a preference. This is kind of a hard match-up so don’t take it too hard.

Looking for more rogue / rogue action? Check out Scyth’s the full strategy guide, rogue / rogue 2v2 arena strategy!

Zul’Aman Bear Boss Strategy

July 13, 2008 by · Leave a Comment 

bear boss strategyNalorakk is the first boss of Zul’Aman and is known as the bear avatar of the dungeon. While it is the first encounter it is by no means an easy fight. More than anything is encounter requires both very attentive tanks and healers with quick reaction.

Bear Boss Strategy

Nalorakk has two forms, troll and bear. These two forms will alternate throughout the fight and require a separate tank for each stage. For simplicity purposes let’s go through all of the attacks you’ll be dealing with in each stage.

Troll Form

Brutal Swipe – This is a physical damage attack that deals 28,500-31,500 in a 180 degree cone in front of the boss. Now obviously this would be too much damage for even the best geared tanks, so it’s of utmost importance that both tanks stand on top of each other. This will split the damage between the tanks, making it a manageable amount for your healers to handle

Surge – The bear boss will charge a target, knocking them back and doing 3,700 to 4,300 damage. Nalorakk periodically will use this ability, typically on the ranged classes standing furthest away from him. For this reason it’s important healers stand between tanks and ranged DPS, so they can continue to heal without interruption.

Mangle – Causes all bleed effects to do 100% damage for 60 seconds. Only a factor between transitions, not much you can do it avoid this. If a tank gets mangled they should make certain to call it out in raid chat or on your voice communication server. This way healers can increase healing on that target in the event he gets hit by a lacerating slash or rend flesh.

Bear Form

Lacerating Slash – Causes the target to bleed for 1735 damage, ticks ever 2 seconds for a duration of 18 seconds.

Rend Flesh – Deals 5,525 to 7,475 physical damage and also applies a 2335 damage bleed, the bleed ticks every 1 second for 5 seconds. As I mentioned above, you need to be very aware of both of these bleed attacks. If you take a mangle and a bleed immediately after you’re going to be feeling it. Informing your healers immediately of these debuffs is crucial.

Deafening Roar – This ability will deal 1235 to 1365 to all members of your raid. Additionally, it also casts a 2 second silence on your raid. This is the major make or break point for the healers in your raid. Granted, 2 seconds is quite short, if a tank isn’t properly HoT’d up and is taking large amounts of damage they could easily die. The bear boss will roar twice during his bear phase, be aware of this and plan ahead.

Bear Boss Tanking Strategy

In order to properly tank the bear boss you will need two tanks, one of each of Nalorakk’s two phases. While any tanking class is capable of doing either phase it is preferential not to have a protection paladin tank the bear phase. This is due to the deafening roar ability, which will silence the paladin, preventing him from using his most potent threat producing abilities.

The most important aspect of this encounter revolves around the tanks maintaining proper positioning. If both tanks are not standing in front of the bear boss during a brutal swipe then the damage will not be split, likely killing the tank in one shot.

General Bear Boss Mechanics

The only other major point you’ll want to be aware of is the engage timer. Nalorakk will enrage after 10 minutes, that said, the only way you’d hit this timer is if your damage dealers were severely lacking. Just maintain the raid’s focus, settle in, and get done what has to be done.

Now, enough boring mechanics…onto the loot!

Bear Boss Loot

Badge of Justice (Drops 100% of the time, everyone in the raid gets one)
Fury of the Ursine
Bladeangel’s Money belt
Jungle stompers
Robes of Heavenly Purpose
Pauldrons of Primal Fury
Mask of Introspection
Formula: Enchant Weapon – Executioner

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