Maube
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Everything posted by Maube
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Well said Tainish =) I have never played a warlock, warrior, Shaman (past 29) Paladin or Rogue so I cant really say how these classes work! If I ask you something that is not plausible... then mention it! =) i will try to remember not to snap when someone asks me to do something as a mage if they have never played a mage to 60 =) Sometimes in the heat of the moment it is hard Theories are all well and good... but honestly unless you have first hand experience with the class you cant tell if it is viable or not =) we just have to remember not to be curt when asking for something or telling another it isnt plausible! Thank you Tainish for pulling it back into Perspective! And remember - Hindsight is 20/20 =)
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I think we still have over 100 Elemental fires/hearts of fire... But yes! Sagefish, Nightfin, Sandworm meat!
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For those of you with spare time on their hands... Elemental Earth and Dense stone - Elemental Sharpening stones for all the rogues/Warriors Dreamfoil - never run out of the stuff Fused Wiring - Guilo and Cwn, thanks for that big stack =) Um... am I missing anything else?
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::nods to Cwn:: and that is what *iris was stating =) Verissi and myself are the ones that get people to follow it. You follow it without being harrassed like 90% of the raid. (aka 10% of the raid apparently dont pay attention or could care less as long as they get there phat lewts) Only Verissi and I are the ones with the authority to beat the crap out of people who think they are above my rules and regs =) V takes SSs of Fire Resist every week and if someone is severely lacking, I know about it. There are a few folks who feel they should wait for the raid to outfit them in FR, and I may just have to start seriously enforcing the FR on Fridays... aka - you will removed from the raid if we get to Rags and your FR is way under Par. From Webster.com enact One entry found for enact. Main Entry: en·act Pronunciation: i-'nakt Function: transitive verb 1 : to establish by legal and authoritative act; specifically : to make (as a bill) into law 2 : ACT OUT <enact a role> - en·ac·tor /-'nak-t&r/ noun Sooooooo - you do not Enact the policies =) You follow them, but I Enact them ((Yeah patch day makes me do some bizarre things ::twitch:)
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Posted on the News Filefront took me only bout 20 minutes to DL
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http://wow.thehonorempire.net/ranks.htm I still need to add a few of the other ranks
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Everyone - CTRAID is no longer compatable with the lower versions. The new CTraid is out so PLEASE get it Downloaded before Wednesday
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Due to patch day... things are going to be hellish (like usual) so I am going to reschedule the Council until next week. These Councils are a good way to interact with your Elders/Chief in full out RP ::grins:: and even make your wishes to move to Grunt known! So keep your eyes out!
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::giggles:: Well Altarial, next time I catch you, I will get a Screenie of your liddle Troll and make you a Signature. AD has its share of asshats, but we are a good group so far
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World of Warcraft Client Patch 1.12.0 Drums of War Cross-Realm Battlegrounds For the first time in the history of World of Warcraft, you will be able to face off against players from other realms in the Battlegrounds. PvP Battlegrounds link Alterac Valley, Warsong Gulch, and Arathi Basin so that players from several realms will be combined into one huge matchmaking pool. Replenish your mana, sharpen your blades, and get ready for some brand-new challengers! World PvP The stage is set for intense, objective-based land battles as Horde and Alliance vie for control over important strategic positions and resources around Azeroth. Head out for Silithus and Eastern Plaguelands to engage the enemy on the field! General Threat Reduction Effects This system has been redesigned to eliminate inconsistency in how the effects work. Previously, some were additive (for example: 30% reduction + 20% reduction = 50% reduction) while others were multiplicative (30% reduction and 20% reduction made 44% reduction, from 0.7*0.8). They are now all multiplicative. This also prevents unpredictable behavior when the total reduction percentage was equal to or greater than 100%. Please note that in almost all cases, when stacking multiple threat reduction effects you will experience less threat reduction than previously. Haste and Slow effects Previously Haste and Slow effects worked inconsistently, with spells working differently from weapons, and hastes and slows not acting as inverses of each other. We have revised the system so that all haste and slow effects work the same way, and haste and slow percentages of the same magnitude perfectly cancel each other out (30% haste and 30% slow combine to no change). As a result, we had to change the tooltip numbers on all spell haste effects, and on all melee and range slow effects. The numbers in the tooltips are different, but the game functionality is unchanged (other than slight rounding errors). Those tooltips that changed will now display larger numbers than they used to display. Conceptually, haste values indicate how much more of that activity you can perform in a given time. 30% melee haste means 30% more swings in a given time. Slow values indicate how much longer an activity takes to complete. 30% slow means an action takes 30% longer to finish. The deserter debuff will now continue to expire even while you are offline. Honorable Kills now diminish at a rate 10% per kill rather than 25% per kill. Temporary item buffs (e.g. poisons, sharpening stones and shaman weapon buffs) will no longer persist through zoning or logging out due to technical issues. This feature is anticipated to be activated once more with the expansion. Druids Barkskin: The tooltip has been changed to 25% due to the haste effect change. Cat Form: This form now has an innate threat reduction component. Ferocious Bite: Book of Ferocious Bite (Rank 5) now drops off The Beast in Black Rock Spire. In addition, Ferocious Bite now increases in potency with greater attack power. Furor: This talent now works correctly with Cat Form again. Improved Shred: The discounted cost for Shred will now be displayed correctly even when you are not in Cat Form. Rip: Lesser potency Rips will no longer overwrite greater potency ones. Fixed a bug where the incorrect sound was being played by the Claw attack. Hunters Spirit Bond: This ability will now be correctly reapplied when you resurrect in a battleground and your pet is polymorphed or otherwise unable to act normally. Improved Concussive Shot: The effect of this talent will now still be placed on the victim if the hunter is killed before their shot reaches the target. Growl now correctly initiates combat when used by a pet in passive mode. The Ferocity talent now correctly applies to non-physical hunter pet abilities such as Lightning Breath and Thunderstomp. If a hunter has tamed one of the following creature types, they will no longer potentially change colors if resummoned: Son of Hakkar - Red Frenzied Bloodseeker Bat - Brown Deep Stinger - Red Dark Screecher - Gray Cave Creeper - Brown Bloodaxe Worg - Black Scarshield Worg -Brown Mages Arcane Missiles: It is no longer possible to cast this spell on an evading mob. In addition, the animation will now stop when the target is dead. Arcane Power: It is no longer possible to gain the benefit of this spell and Power Infusion at the same time by careful timing. Frost Armor Chilled effect: Due to the haste effect change, the tooltip has been changed to 25%. Ice Armor Chilled effect: Due to the haste effect change, the tooltip has been changed to 25%. Ignite: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target. Impact: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target. Frostbite: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target. Polymorph: This spell will now be removed when a player leaves a battleground. This prevents some bugs involving polymorph from occurring. Evocation will no longer be usable while silenced. Reduced the number of messages that appear in the combat log when using Combustion. Winter's Chill: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target. Paladins Divine Shield: Due to the haste effect change, the tooltip has been changed to 100%. Priests Mind Control: Due to the haste effect change, the tooltip has been changed to 25%. Psychic Scream: This spell now uses the same resistance checks as the Warlock spell Fear. Spirit of Redemption: Fixed an issue preventing Twisting Nether from retriggering when the Spirit of Redemption effect runs out. Rogues Due to significant talent changes, Rogues will have all talent points refunded and can be re-spent. Training costs for all talent spell replacements have been significantly reduced. Vanish now removes effects that allow the caster to always remain aware of their target (currently Hunter's Mark and Mind Vision). Pickpocket can now be used on targets that are in combat, as long as the rogue remains stealthed. All manner of rogue reagents can be found in locked junkboxes (obtained from pickpocketing). Fixed a bug where the Slice and Dice ability wasn't playing an animation. Lethargy Root has been removed from poison vendors and is now a gray item. Reduced the number of messages in the combat log when using the Vanish ability. Fixed a bug that made Combo Points disappear from your target when using Vanish. Eviscerate: Manual of Eviscerate (Rank 9) now drops off Blackhand Assassins in Black Rock Spire. In addition, Eviscerate now increases in potency with greater attack power. Garrote: The damage from this ability has been increased. In addition, Garrote now increases in potency with greater attack power. Relentless Strikes: This ability will no longer trigger when your finishing move does not hit your target. Rupture: Rupture now increases in potency with greater attack power. Sap: Enemy rogues will now always lose stealth when you Sap them. Shaman Reincarnation should now display the cooldown timer when used. Chain Heal - After the initial target is healed, the healing effect will jump to the most damaged target (by absolute health) within range. In addition, if a raid member is the initial target it will look for valid raid targets to jump to rather than non-raid targets as a priority, making it consistent with group targeted Chain Heals. Lightning Shield: Air Bubble pockets in underwater regions will no longer consume a charge from this spell. Warlocks Cripple (Doomguard): Due to haste effect change, the tooltip has been changed to 45%. Curse of Tongues: This spell will no longer debuff the target if they are immune to the spellcast slowing effect Enslave Demon: Due to haste effect change, the tooltip has been changed to 40%. Health Funnel: This spell will now work correctly on low-level enslaved demons. Howl of Terror: This spell now uses the same resistance checks as the Warlock spell Fear. Siphon Life will now properly gain a benefit from Shadow Mastery. A soul shard will be refunded to the caster any time a summoned pet despawns rather than dies. Aftermath: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target. Improved Shadowbolt: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target. Life Tap: This spell now benefits from effects which increase your spell damage. At rank 3 and above, the base amount of health lost and mana gained will increase by 80% of your bonus spell damage effects. Talents and items can further modify those values. Rank 1 and 2 receive reduced effect. Warriors Bloodthirst: This ability will now correctly benefit from attack power bonuses versus specific creature types. Flurry: The text on the tooltip has been corrected to indicate it triggers on all types of attacks. Shield Slam: This ability will sometimes no longer remove more than one beneficial effect from the target. Thunderclap: This ability was left at 10% despite the haste effect changes. This means its potency has been reduced slightly. Items +30 Spell Damage Enchantment: Fixed a bug with this enchantment which was preventing it from benefiting healing spells. Blade of Eternal Darkness: The triggered effect from this weapon will no longer occur when the spell being cast has its effect broken by causing damage. Blazefury Medallion: The triggered effect from this item will no longer break Gouge. Bonescythe Armor: The Eviscerate bonus will no longer trigger when your Eviscerate does not hit your target. Darkmoon Card- Twisting Nether: The dialog for this resurrection will now always reappear after the Spirit of Redemption effect has completed. Earthfury Set: The mana refund effect can now only occur once per Healing Wave spell cast. Earthshatter Set: The Lightning Shield bonus will now be removed if you lose the set bonus. Eye of the Dead: Holy Shock now interacts properly with this item. Ranged Elemental Damage: Our ranged combat system does not allow a ranged weapon to do a mix of Elemental (Fire, Frost, Arcane, etc.) and Physical damage. Many ranged weapons existed which were listed as doing Elemental damage and did not function properly (the damage was dealt, but was treated as Physical). All of those weapons have been changed to deliver the Elemental damage as a chance on hit effect. Hurricane was previously changed this way in 1.11. The following ranged weapons are also fixed in 1.12: Bow of Searing Arrows, Dwarven Hand Cannon, Heartseeking Crossbow, Dark Iron Rifle, Galgann's Fireblaster, Quillshooter, Shell Launcher Shotgun, Venomstrike, and Verdant Keeper's Aim. Talisman of Ascendance: This item will no longer trigger from physical damage effects. In addition, if either of the buffs from the item are canceled, they will both be canceled. Talisman of Ascendance: Holy Shock heals will now trigger the effect from this trinket. Zandalarian Hero Charm: Item tooltip corrected to match the effect tooltip. The Items that summon mounts have been changed in their color/quality. Items that summon normal mounts are now blue(superior)items and items that summon swift mounts are now purple(epic) items. Fixed a bug that allowed you to use items which restored health or mana while you were already full health or mana. Fixed a bug with the Jom Gabbar trinket which was causing it to trigger a category cooldown for a duration longer than intended. Wrath of Cenarius: This item will now trigger from Arcane Missiles. Clarified the tooltips for the Stormshroud armor and Kalimdor's Revenge to explain that they deal Nature damage. Fixed a bug that caused the Blooddrenched Mask to hide a character's hair. Warbear leather now stacks to 20. Thunderfury, Blessed Blade of the Windseeker may now be equipped in either hand. Argent Shoulders no longer require a righteous orb to make. The cooldown timer on transforming Anathema and Benediction may no longer be circumvented by zoning or logging out. Professions Engineering: The damage from sapper charges can now be resisted. The overall DPS of the charges should not be significantly altered from what it currently is. Engineering: Explosive sheep do fire damage instead of physical damage. Goblin Land Mines and Compact Harvest Reapers will no longer lock out using other engineering devices until the land mine/reaper dies. Harvest Reaper was given a 10 min self cooldown to prevent too many reapers from being summoned at once. Raids and Dungeons Uldaman Reduced the number of Shadowforge Ambushers that attack after looting the quest chest. Shadowforge Ambushers are no longer elite. The respawn of the Stone Stewards has been changed to 2 hours (from 30 minutes). Zul'Farrak The respawn of the 2 Troll/1 Basilisk patrollers should now be 2 hours. Reduced the damage dealt by the Sul'lithuz Abomination and Sul'lithuz Sandcrawler. Zul'Farrak Dead Heroes are no longer elites. Theka the Martyr will now only remain immune to physical damage for 30 seconds before reverting to normal. Antu'sul's Sul'lithuz Broodlings now only hatch 4 at a time and are significantly weaker. Witch Doctor Zum'rah will no longer call as many Zul'Farrak Zombies to his aid when aggroed. Weegli Blastfuse now has slightly more hit points. Antu'sul's Warden no longer attempts to knock adventurers into Antu'sul's lair. Sandfury Cretins who engage the party during the pyramid event are no longer able to cast shadow bolt. Maraudon Noxxious Scions will no longer spawn when you cleanse Celebrian Vines. Ruins of Ahn'Qiraj Lieutenant General Andronov's Aura of Command should no longer generate threat. This will hopefully prevent him from pulling aggro on the entire wave, leading to his untimely death. Hive'Zara Hatchlings can now swim. Egg Explosion will no longer burn charges from spells such as Lightning Shield. It should no longer be possible for Emperor Vek'lor and Vek'nilash to Unbalancing Strike or Arcane Burst immediately after a teleport. User Interface V key functionality has been improved in several ways. V key now shows summoned monsters (such as the gargoyles in Stratholme.) V key now shows both monsters and player enemies. V now shows enemies only (no longer shows friendly targets.) Shift-V now shows friendly targets only, not enemies (with a new bindable hotkey.) Control-V shows both friendly targets and enemy targets (with a new bindable hotkey.) New floating combat text has been added to the game with a number of options. You can see when you take damage, when you are healed and how much, when you acquire and lose auras and much more. You can turn on the new options in the newly revised options screen. There is now an option to turn on the display of your own name above your head. You can find the option in the interface options screen. The Need Before Greed and Group Loot countdown timers will now have a 3 minute countdown when there is a bind on acquire item on the corpse. This should allow a bit more time in making a decision to roll for an item. Automatic Quest Tracking has been added to the game and is turned on by default. Any time you advance a quest by advancing one of the requirements, the quest information will appear on your screen for 5 minutes before fading. You can turn this option off from the options screen. The options screen has be redone and expanded due to space required for additional options. Also the location of various options has been changed in the options screen. They should make more sense now, though they will not be in quite the place you remember them being. There is now a confirmation dialogue when you attempt to disband your guild. When you destroy a superior quality (blue) or better item, you will get a dialogue that has you confirm deletion of that item. Raid Pullout frames are now created on demand and will not take up any memory if you are not using them. The player inspect range has been increased to 10 yards. New API Functions Add-ons can send hidden chat messages to players in the party, raid or guild, using SendAddonMessage("prefix", "message", "PARTY"|"RAID"|"GUILD"|"BATTLEGROUND"). When players receive these messages, a new event "CHAT_MSG_ADDON" is sent, with arg1-arg3 being the parameters to SendAddonMessage(), and arg4 being the name of the player that sent it. The combined length of "prefix" and "message" must be less than or equal to 254 bytes. Added UnitPlayerOrPetInParty() and UnitPlayerOrPetInRaid(). Bug Fixes Fixed a bug that caused some non-combat pets to be referred to as Minions instead of Pets. Mini Diablo however has escaped this fate and will continue to be referred to as a Minion. Fixed a bug that was causing Ice Block to trigger a 5 minute cooldown on the Gnomish Cloaking Device. Summon Dreadsteed no longer briefly puts you into combat. Chain-targeted abilities cast by creatures no longer hit stealthed or invisible players. Will of the Forsaken is no longer gray on the action bar while you are charmed. Fixed a bug where large amounts of damage could go negative. Non-combat pets are no longer affected by environmental damage. The dressing room window will remain open and functional while zoning. Fixed a bug allowing linked combat groups to be split when pathing fails. Soul Link will persist across instance boundaries. Item bonuses, buffs, and enchants will no longer be lost when swapping an equipped item with another equipped item. Stats will no longer fluctuate when putting points into stat improving talents. Devouring Plague will continue to heal the caster after the target is Mind Controlled. Using /assist on a Mind Controlled target works properly now. Recasting Feed Pet while using Feed Pet will reset the duration of the cast. Activating passive pet abilities while targeting an opposite faction player will no longer aggro neutral town guards. If a Hunter is unflagged for PvP, an enemy faction rogue won't be able to disarm his trap. Fixed a bug causing the floating combat text from a killing blow to be delayed until another unit is attacked. Text with a scroll bar should no longer get clipped while in windowed mode. Heals from spells such as Frenzied Regeneration will no longer close the loot window. Casting a spell while a loot window containing a disenchantment is open will autoloot the item. Pet spells can now be toggled in the pet spell book. Grand Widow Faerlina's Rain of Fire no longer damages players outside the area of effect. Players can no longer drop from combat by repeatedly placing their pet into passive mode. World Environment Cities Neutral guards are now able to see through the rogue Vanish ability. Silithus Tortured Druids and Sentinels will now call only one Hive'Ashi drone on death. Mac Added support for controlling iTunes from within World of Warcraft. You can bind a set of keys for play/pause, next track, back track and volume up and down.
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Female Tauren Shaman - Female Troll Shaman There you go=p
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Waldy is pointing something very Critical Jero... if Mages have enough mana to Dampen magic all the tanks when the sons come out, then we havent been burning Rags down to our full potential. honestly I use my Evoc after the Sons have been contained because I am tapped dry, and my Evoc only gives me about 70% of my mana pool back. Dampen is a VERY expensive spell, and honestly I would be more apt to toss it on the druid that just ran in and saved my ass then run around finding the tanks and getting manaburned all the while. While a good thought, it isnt very practical.
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::giggles:: or mention your current Guild Leader was a Nelf Druid in another life? Join us! JOIN US! We are a crazy group thats for sure =p Oh yeah... I make Sigs for Skullcrushers that ask >.>
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I survived the first two punts... but um... the third one... he punted me FORWARD... and well... Rags apparently didnt like me Critting him =p Which is very sad because I hadnt used my evoc yet. Albeit... we have the sons down, now we just need the DPS =) Get your Blasted Lands Buffs folks, the Extra int/spirit/agi/str whatever will help =) gunna try to convince a Flask maker to a couple Scholo runs this week =) We got him guys, we SO got him
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Molten Core & Molten Core #2 Raid Groups
Maube replied to Jeroabem/Sabrianica's topic in CS Base camp
::chuckles:: We ran into our roadblocks Jero... and Luci was one of them. Our hardest bosses to learn - Geddon - Lucifron - Domo/Rags it is like herding cats =) and because we have grown together, I wouldnt trade my raiding regulars in for all the gold and loot in the game. I <3 you all =) -
because I am too lazy to write one out on my own... here is one from the WWs Fire Resist Bible by Weaselmortis Here it is in all its glory, the Fire Resist Bible! Armor Cloth [Goblin Construction Helmet](+15 fire resist) Made by Engineers, interesting piece, 1 hour cooldown on the ability though, so it probably isn't worth the sacrifice in stats that you could get. [Fire Goggles] (+17 fire resist) Made by Engineers [Dragonrider Boots] (+10 fire resist) Drop: Warchief Rend Blackhand Info: Nothing special, standard UBRS run [Fire Striders] (+15 fire resist) Drop: Balnazzar Info: Nothing special, standard Living Stratholme run [Flameweave Cuffs] (+10 fire resist) Drop: Lord Incendius Info: He drops one fire resist bracer about 90% of the time I believe, it can either be a cloth, leather, mail, or plate bracer so you will probably have to run it quite a few times to get what you want. [Funeral Pyre Vestment] (+10 fire resist) Drop: Random BoE drop (BRD only) Info: Have fun farming! [Polychromatic Visionwrap] (+20 fire resist) Drop: Solakar Flamewreath Info: Solakar Flamewreath is the final boss of the Hatchery event, go with some priest who still needs his shoulders [skullsmoke Pants] (+10 fire resist) Drop: Vectus Info: Vectus is only attackable if you have used the Dawn's Gambit item which is part of a series, begining with http://www.thottbot.com/index.cgi?q=1737 [starfire Tiara] (+10 fire resist) Drop: Jed Runewatcher Info: Rare spawn that appears in UBRS [Eye of Flame] (+15 to fire resist) Drop: Random World Drop Info: Though epic, its relatively cheap and can often be found between 70 and 120g at auction. Great fire resist and a perfect item to put a libram of resillance on. Even better for fire mages and warlocks since it gives +43 to fire spell damage. [Wizardweave Leggings] (+16 fire resist) Who can make: Maube, Waldonnis [Wizardweave Turban] (+18 fire resist) Who can make: Maube [Wizardweave Robe] (+18 fire resist) Who can make: Maube *Disclaimer: These all require materials from Molten Core, so they are given out based on attendance, also melee will be equiped before casters, so it will probably be a while before you can expect these. [Flarecore Gloves] (+25 fire resist) [Flarecore Leggings] (+16 fire resist) [Flarecore Mantle] (+24 fire resist) [Flarecore Robe] (+15 fire resist) [Flarecore Wraps] (+7 fire resist) Leather [bloodfire Talons] (+10 fire resist) Drop: Drops off of all the dragons in ST Info: In order to release the dragons in ST you have to kill the atal'ai prophet, this place is easily farmable by a group of 60s [Cinderhide Armsplints] (+10 fire resist) Drop: Lord Incendius Info: He drops some bracers about 90% of the time I believe and he drops cloth, leather, mail, and plate so you might have to go on quite a few runs to get the one you want [Cow King's Hide] (+10 fire resist) Drop: Random world drop Info: Yeah the piece seems like a joke, but hey it does have fire resist! [Felhide Cap] (+8 fire resist) Drop: Lethtendris Info: Drops in Dire Maul East, very easy area to farm. [Flamescarred Shoulders] (+10 fire resist) Drop: Magister Kalendris Info: Drops in Dire Maul West, early in the instance [Flamestrider Robes] (+10 fire resist) Drop: Pyromancer Loregrain Info: Rare spawn in BRD, spawns by the statue of Franclorn Forgewright (this mob is really good for fire resist he drops some mail pants with fire resist and a spirit staff with fire resist) [Helm of Fire] (+5 fire resist) Info: Leatherworking recipe, nothing too crazy to make [Nightbrace Tunic] (+10 fire resist) Drop: Solakar Flamewreath Info: Drops off of the boss that spawns at the end of the rookery event, take a priest who needs his devout shoulders still:) [Coal Miner Boots] (+10 fire resist) Drop: Hurley Blackbreath Info: Hurley is in the bar. You have to destroy the kegs in the store room to get him to spawn. [Flamescarred Girdle] (+20 fire resist) Drop: Maleki the Pallid Info: Undead Stratholme run, easy [Volcanic Breastplate] (+20 fire resist) Info: The whole Volcanic set is easy to make, it doesn't have any other stats, but it has respectable fire resist [Volcanic Leggings] (+20 fire resist) Info: The whole Volcanic set is easy to make, it doesn't have any other stats, but it has respectable fire resist [Volcanic Shoulders] (+18 fire resist) Info: The whole Volcanic set is easy to make, it doesn't have any other stats, but it has respectable fire resist *Disclaimer: Most, if not all, of these require Molten Core drops to make, so they will be handed out based on attendance. Also, I'm not sure but I think we may need some of the non-MC materials so any donations would be welcome, send them to me if no one else I can hand them off when needed (I still have room in my bank *gasp*) [Corehound Boots] (+24 fire resist) [Lava Belt] (+26 fire resist) [Molten Belt] (+12 fire resist) [Molten Helm] (+29 fire resist) [Corehound Belt] (+12 fire resist) Mail [Legguards of the Chromatic Defier] (+5 fire resist) Info:Quest for Legplates of the Chromatic Defier, starts when you talk to Awbee in UBRS, good luck though, its really hard to get [black Dragonscale Boots] (+24 fire resist) Who can make: Raeda Odenn [black Dragonscale Breastplate] (+12 fire resist) Who can make: Raeda Odenn [black Dragonscale Leggings] (+13 fire resist) Who can make: Raeda Odenn [black Dragonscale Shoulders] (+6 fire resist) Who can make: Raeda Odenn Info: this whole set is probably one of the best you can get as a Hunter for sure, good fire resist with stats still, it is a balancing act, not just all fire resist, we still need DPS. Only the Boots require Molten Core materials the rest can be gathered on your own [storm Gauntlets] (+10 fire resist) [Dragonscale Breastplate] (+12 fire resist) Who can make: Raeda Odenn [Red Dragonscale Breastplate] (+12 fire resist) Who can make: Odenn [Fiery Chain Shoulders] (+25 fire resist) Who can make:Smedlock [Dark Iron Mail] (+12 fire resist) [Drakesfire Epaulets] (+10 fire resist) Drop: Random world drop Info: It appears to drop regularly off of the Dire Maul rare spawns [Chromatic Gauntlets] (+5 fire resist) [Firemane Leggings] (+10 fire resist) Drop: Random world drop [Flame Walkers] (+10 fire resist) Drop: Goraluk Anvilcrack Info: Easy boss in UBRS, but a lot of groups skip him [Molten Fists] (+10 fire resist) Drop: Ambassador Flamelash Info: Nothing special, easy boss in BRD [Pyremail Wristguards] (+10 fire resist) Drop: Lord Incendious Info: He drops some bracers about 90% of the time I believe and he drops cloth, leather, mail, and plate so you might have to go on quite a few runs to get the one you want [searingscale Leggings] (+10 fire resist) Drop: Pyromancer Loregrain Info: Rare spawn in BRD, spawns by the statue of Franclorn Forgewright (this mob is really good for fire resist he drops a leather robe with fire resist and a spirit staff with fire resist) [sunblaze Coif] (+10 fire resist) Drop: Random world drop Info: Rather low level item, but good stats [iridescent Scale Leggings] Drop: Scale Belly Info: Rare spawn in STV far east of the Gurubashi Arena, South of Mosh'Ogg Ogre Mound Plate [Dark Iron Plate] (+12 fire resist) Info: BS recipe, requires Armorsmithing [Dark Iron Shoulders] (+10 fire resist) Info: very cheap, just a few bars of Dark Iron [Emberplate Armguards] (+10 fire resist) Drop: Lord Incendius Info: He drops some bracers about 90% of the time I believe and he drops cloth, leather, mail, and plate so you might have to go on quite a few runs to get the one you want [Fiery Plate Gauntlets] (+10 fire resist) Info: Looks like a pretty cheap recipe, I can enchant thorium if you need it, I just need 1 thorium bar, and 3 dream dust for each [Hydralick Armor] (+10 fire resist) Drop: Random world drop [Lavawalker Greaves] (+20 fire resist) Drop: Maleki the Pallid Info: Standard Undead Stratholme run [Elemental Plate Girdle] Random (+10 fire resistance) Drop: Tribute Pile Notes: Drops on most tribute runs. Like the Fluctuating Cloak it has a random of ____ Resistance attatched to it. [Runic Breastplate] (+15 fire resist) [Runic Plate Boots] (+10 fire resist) [Runic Plate Shoulders] (+10 fire resist) [Runic Plate Helm] (+13 fire resist) [Runic Plate Leggings] (+14 fire resist) Info: Don't know where to get these, but they require Arcanite so they can get pricy *Disclaimer: These require materials from Molten Core, so they are handed out based on attendance, I know that we have been concentrating on getting the Helms and Leggings out because you can put the libram of resilience on them for an additional 40 fire resist [Dark Iron Boots] (+28 fire resist) [Dark Iron Gauntlets] (+28 fire resist) [Dark Iron Helm] (+35 fire resist) [Dark Iron Leggings] (+30 fire resist) [Dark Iron Bracers] (+18 fire resist) [Thorium Armor] (+8 fire resist) [Thorium Belt] (+6 fire resist) [Thorium Boots] (+7 fire resist) [Thorium Bracers] (+5 fire resist) [Thorium Helm] (+10 fire resist) [Thorium Leggings] (+10 fire resist) Cloaks [Fireproof Cloak] (+18 fire resist) Drop: It is *supposedly* a 10% drop out of Domo's chest, but I haven't seen it [Fluctuating Cloak] Random (+15 fire resist) Drop: Prince Tortheldrin (the Prince in DM West) Info: This cape, when it drops, is given a random enchantment. You can get *** of ____ Resistance. The actual cape is a 23% chance to drop, Thott just bluntly puts how rare it is to get *** of Fire Resistance. [Cloak of Flames] (+15 fire resist) Info: Looks like a random Blackrock Mountain, including inside of Molten Core [smokey's Drape] (+10 fire resist) Drop: Quest reward for http://www.thottbot.com/?qu=6041 [Cape of the Fire Salamander] (+7 fire resist) Drop: Ambassador Flamelash Info: Easy boss in BRD, on the way to the chest of the seven [Wildfire Cape] (+15 fire resist) Drop: Pyroguard Emberseer Info: Early UBRS boss, have to kill him, right before the rookery [Chromatic Cloak] (+9 fire resist) Who can make: Odenn [Onyxia Scale Cloak] (+16 fire resist) Info: This cloak requires Onyxia Scales, which can only be gotten by skinning Onyxia (imagine that:P) so they are handed out based on attendance/need Who can make: Raeda Trinkets [blazing Emblem] (+15 fire resist) Drop: Random world drop Info: Going to be tough to get, unless you get lucky at the Auction House [Royal Seal of Eldre'Thalas] (+10 fire resist) Mage: http://www.thottbot.com/?i=38614 Priest: http://www.thottbot.com/?i=38410 Warlock: http://www.thottbot.com/?i=38514 Druid: http://www.thottbot.com/?i=38431 Rogue: http://www.thottbot.com/?i=38436 Hunter: http://www.thottbot.com/index.cgi?i=35645 Shaman: <http://www.thottbot.com/index.cgi?i=38980 Warrior: http://www.thottbot.com/index.cgi?i=38395 Drop: Book that will drop off of any of the bosses in Dire Maul, also seems to be lying on the ground sometimes (unconfirmed) Info: Takes a while to get unless you are lucky, pretty nice trinkets for most classes [smoking Heart of the Mountain] (+7 fire resist) Drop: Recipe that drops off of a rare spawn in BRD Info: Requires Blood of the Mountain along with a few other items, so rather expensive. Also must be forged at the Black Anvil. Also it requires Enchanting and is BoP, so if you aren't an enchanter you are out of luck [Ward of the Elements] (+8 fire resist) Drop: Reward for completing the Jail Break quest in BRD Info: You need to clear the area before freeing the prisoner [Hyper-Radiant Flame Reflector] (+18 fire resist) Drop: Engineering Recipe drops from Solakar Flamewreath, a rare spawn in BRD Info: You have to have 290 Engineering in order to be able to use this. I believe Keldath can make them (If you can make them please post and I will put it up here) Who can make: Sabrianica [Onyxia Blood Talisman] (+15 fire resist) Info: Reward for turning in Onyxia's head Necklaces [Drakefire Amulet] (+15 fire resist) Info: Key to Onyxia, everyone should have this, get to work [Onyxia Tooth Pendant] (+10 fire resist) Info: Reward for turning in Onyxia's head [Elder Magus Pendant] (+10 fire resist) Drop: Magister Kalendris in Dire Maul [Emberfury Talisman] (+7 fire resist) Drop: Pyroguard Emberseer in UBRS Rings [Ragnaros Core] (+18 fire resist) Drop: Ragnaros Info: You have to get Ragnaros down before you can get these, makes it much easier to fight him [Dragonslayer's Signet] (+10 fire resist) Info: Reward for turning in Onyxia's head [Ring of Binding] (+10 fire resist) Drop: Onyxia [seal of the Archmagus] (+6 fire resist) Drop: Baron Geddon [seal of Ascension] (+10 fire resist) Drop: UBRS key Info: To get this you have to gather 3 jewels from Omokk, Voone, and Wyrmthalak in LBRS, they don't always drop. You also need to get an unadorned seal of ascension from a random mob in LBRS [Tidal Loop] Drop: Reward from the quest chain from Duke Hydraxis Info: Duke Hydraxis can be found in Azshara, it will take at least 2 weeks of Molten Core to complete this, you have to kill 4 different types of mobs in for one part. Then you have to come back and loot the hands of for bosses for the next part. Before you can loot the hands you have to have at least honored with the hydraxian waterlords, which is gained by killing mobs in Molten Core, killing fire elementals, or by killing the emberseer in UBRS. Series begins with <a href=http://www.thottbot.com/?qu=6804>http://www.thottbot.com/?qu=6804</a> [Ocean's Breeze] Drop: Reward from the quest chain from Duke Hydraxis Info: See Tidal Loop [Archaedic Stone] Random (+17 fire resist) Drop: Arheadas Info: Very low drop rate, drops off the final boss in Uldaman, can do it easily with 3 lvl 60s (need that many to use the pedestal inside) Weapons [Crimson Shocker] (+10 fire resist) Info: Drops off of Shazzrah, Gehennas, Sulfuron, or Lucifron [Torch of Austen] (+10 fire resist) Info: Random world drop [Flaming Incinerator] (+8 fire resist) Info: Seems to be a VERY rare drop off of all the bosses in Zul'Farrak [Kindling Stave] (+10 fire resist) Drop: Pyromancer Loregrain Info: Pyromancer Loregrain is a rare spawn in BRD [Elemental Mage Staff] (+20 fire resist) Drop: Random end-game instance drop Info: Good Luck! [Magmus Stone] (+15 fire resist) Drop: Magmus in Blackrock Depths Info: Off-hand item [Alcor's Sunrazor] (+10 fire resist) Info: VERY rare drop, looks like it drops in Scholo, Strat, and MC, probably the best fire resist dagger around [Ebon Hand] (+7 fire resist) Info: Recipe, I highly doubt that we will make these for a long time, not much fire resist for a ton of materials [Dark Iron Destroyer] (+6 fire resist) Info: Same idea as the Ebon Hand [Dark Iron Reaver] (+6 fire resist) Info: In a similar boat as the Ebon Hand, just not quite as crazy, don't count on these being out for a while [Draconian Deflector] (+10 fire resist) Drop: General Drakkisath [skullflame Shield] (+10 fire resist) Info: Random world drop [blackfury] (+10 fire resist) Info: Very sexy polearm, nasty material requirements though, a lot of cores, so don't count on it any time soon [Mastersmith's Hammer] (+10 fire resist) Drop: Goraluk Anvilcrack Info: Easy boss, though a lot of groups skip him [staff of Protection] (+6 fire resist) Info: If you are really desperate for some fire resist you can go to Stranglethorn Vale and buy this from Zarena Cromwind [Finkle's Lava Dredger] (+15 fire resist) Info: Basially every shaman's wet dream, drops out of Domo's chest [smoldering Claw] (+10 fire resist) Info: Has a 5-8% chance to drop off of every one of the dragons in Sunken Temple [blanchard's Stout] (+5 fire resist) Info: Random world drop [skull of Burning Shadows] (+15 fire resist) Drop: Maleki the Pallid [Magebane Scion] (+10 fire resist) Info: Quest reward for completing Hidden Treasures in Eastern Plaguelands end of the Darrowshire quest series [Father Flame] (+10 fire resist) Info: Item picked up to start the Rookery Event in UBRS Other [Libram of Resilience] (+20 fire resist to helm or legs) Drop: Random world drop Info: Requires 1 Black Diamond, 4 Crystal Spires (made from crystals in Un'goro), 1 Burning Essence (taken out of the black vault in BRD) and 30g. [Flame Mantle of the Dawn] (+5 fire resist to shoulders) Drop: Bought at the argent dawn vendors Info: You have to have Revered faction with Argent Dawn to buy this item [Chromatic Mantle of the Dawn] (+5 to all resists to shoulders) Drop: Bought at the argent dawn vendors Info: You have to have Exhalted faction with Argent Dawn to buy this item [Formula: Enchant Cloak - Greater Fire Resistance] (+15 fire resist to Cloak) Drop: Bought from Kania in Silithus. Info: Requires Friendly with Cenarion Hold. [Formula: Enchant Cloak - Fire Resistance] (+7 fire resist to Cloak) Info: I usually have the materials for this enchant with me before every raid, if you need one ask. Also any Elemental Fire that you may have and don't need, it is the only component that I need for the enchant, I have plenty of the other stuff. [Formula: Enchant Cloak - Greater Resistance] (+5 to all resists) Drop: Recipe is a rare drop in Sunken Temple Info: This one is a little less fire resist then the +7 to fire, but is spread out over everything. Its also a little pricier to get, but you don't need to worry about replacing it. Notes If you have anything to add to the list, or can make any of the items, please post it up here, I want to get this in good condition, then I will probably post it up on the Argent Dawn forums as well as leaving it here, lets get some more people geared up! If you want to add to the list, putting it in the format I already have would be greatly appreciated, it actually does take a while to put it together otherwise It was a lot of work to put this together, so if you catch any typos that I missed, please post it up too, wouldn't want people to get the wrong info Remember, it is a balance of Fire Resist and DPS and Stats. You don't want to have high fire resist and not have any DPS and you don't want to have crazy DPS and no Fire Resist gear. General rule I believe was casters have about 150 fire resist, melee 200+, and main tanks 300+.
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Sab, there was no one within trade distance of myself. and the nearest person to me out of trade distance was Verissi who had over 150 FR =p Albeit I wont use Jeros words... I am seriously limiting who comes on Fridays now based on Fire Resist. We werent full last night and there were lots of folks on the Q. you NEED to have the base FR in the Policies to not be risking killing your neighbor. So upgrade your FR in the signup sheet. That will be the basis on who gets bumped into the raid on Fridays. We had 2 weeks to get your FR up to par and many of you did it, some did not. DO NOT WAIT FOR THE RAID TO GEAR YOU IN FIRE RESIST,
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With 220 FR I still went flying ::muttermutter:: He punted me three times, the last one was right into his reach and Smoosh I went. Look into those blasted lands buffs guys!
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That was a great run guys, minus our little hiccup on domo... 5%... Rags is SO ours next week. Some words of advice... Get any consumable you can get that will help - food, Blasted Lands Buffs - Flasks, Potions Do whatever you can do to give us that 5% edge =) FR gear is currently on hold - Getting another Nightfall crafted =) Thank you everyone for giving it your Best =) he will be ours! Geddon was more of a road block! <3 you all =)
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Since Greenbull is MIA, I might have Balandar start getting the new DKP site on the Crusher Website proper =) Keep your fingers crossed for me
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I'm a maybe... depends on how I feel =p In a grumpy mood swing atm =p But Tazzo will come even if Maube is soooo close to Exhaulted she can taste it
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borrowed from the WW's forums... being there are a LOT of trigger happy people (heard a LOT of bows twanging before the second sunder wasup) This stuff seems to be accurate from my experience. Everyone should check it out, not just warriors. http://www.wowwiki.com/Aggro http://www.wowwiki.com/Formulas:Aggro http://www.wowwiki.com/Formulas:Kencos_Research Some Highlights I found that might apply to some of us: QUOTE Controlling aggro is *not* only a tank's responsiblity. Each and every member in the party is part of the 'controlling'. QUOTE If you do draw aggro, and you are not the tank, the first thing you should not do is run around. QUOTE Drawing Aggro The following conditions will cause a mob to attack a character if it is already attacking someone else: 1. Taunting the mob, or 2. Exceeding the threat level of the mob's current target by 10% within melee range of the mob, or 3. Exceeding the threat level of the mob's current target by 30% outside melee range of the mob, or 4. The player with aggro leaves the leash range of the mob, leaves the instance, successfully uses an ability to leave combat (such as feign death), or dies, or 5. If certain abilities impair the access of the mob to its higher threat-ranked targets (e.g. root spells), the mob will attack the highest threat-ranked target in its ability range (usually visible for melee mobs or silenced casters, which have a combat range of 5 yards) 6. If certain abilities apply a debuff to a character that cause the mob to consider the player an invalid target. Usually these debuffs have a chance (or certainty) to break on damage, but there are some that don't but still cause the mob to consider the character an invalid target. Examples include Polymorph, Gouge, Fear, Conflagration, etc. QUOTE * Let the tank pull, or be the first to gain aggro after a Hunter has pulled and feigned death. This way, his taunts will always return aggro to him. * Two or more tanks taunting targets from each other (and generating threat in various ways between the cooldowns) are great for generating immense amounts of hate very fast - since they always have each other as "top reference" in the hate list. * Because characters standing out of melee range will not draw aggro until they exceed the threat level of the mob's current target by 30%, it's important that the tank keep the mobs well away from the casters. If a caster does draw aggro and you taunt it off him, make sure you also move it away. QUOTE Each point of healing, when completely unmodified by talents, gives 0.5 threat. Replace the proof for (2) by the second person only healing. Note: overhealing doesn't count, only the actual amount healed. This is easy to demonstrate. Abilities that put "you gain x mana" in the combat log give 0.5 threat per point gained; life is the same. Examples would be drinking potions, but not natural regen, or the Shaman's mana spring totem. Abilities that put "you gain x rage" in the combat log give 5 threat per point gained. However, this is not modified by warrior stance. Such abilities include bloodrage, improved blocking talent, unbridled wrath, and 5/8 Might. Like healing, these only give threat if you are below the maximum. QUOTE There is no threat associated with pulling. The smallest amouts of threat we could generate drew aggro from a body pull, no matter how long we waited after the pull. QUOTE Casting taunt causes three effects. A) The warrior is given as much threat as the person who currently has the mob's aggro. Obviously if the warrior has aggro, this will do nothing. Also, this effect will not lower the warriors threat. For example, if player 1 has 100 threat and aggro, a warrior could have 105 but not aggro; after taunt he would still be on 105 threat. The mob recalculates its actual aggro target. If the warrior was on the mob's hatelist before the original aggro target, the mob's actual aggro target will switch to the warrior. Otherwise, the mob will remember it's original target. C) The normal taunt debuff. The mob is forced to attack the warrior, even if the warrior is not its actual aggro target. The threat that the warrior gains from (A) is permanent, regardless of the outcome of (. Note that it will not necessarily give the warrior the equal highest threat on the mob. If player 1 has 100 threat and aggro, Player 2 has 109 threat but not aggro, and the warrior has 0 threat, then the warrior is given 100 threat, not 109, so he could easily lose aggro to Player 2 after taunting. QUOTE Note this section is just my opinion. a) Let the tank pull! Then he will be first on all the mobs' hatelists, and his taunts will always return aggro to him. Given that targets at range will only draw aggro when they have more than 130% of the mob's target's current threat, it's important for a tank to keep the mobs well away from the casters. If a healer does draw aggro and you taunt it off him, make sure you also move it away. c) Heroic Strike should not be used as a primary threat ability. Suppose you are tanking a level 62 mob. Let's give him 8,000 ac raw, and even assume he has 5 sunders stacked, for 5750 final ac, so he will take 48.89% of damage. A 15% crit rate is balanced by the 10% penalty to damage in defensive stance, and a 10% chance of a glancing blow chance for 50% damage. Then you can expect the 138 damage from Heroic Strike to contribute 67.5 damage on average, for a total of 212 unmodified threat. This is still only 82% of the threat a sunder would give. Even with a 1.3 speed weapon, you will still do 94% the threat of sunder per time interval. Best practice is to spam sunder, and use HS in between to soak up excess rage. d) Revenge ftw. You can expect to do about 345 unmodified threat with Revenge, including damage, against the mob in the example above, which is exceptional for the low rage cost, even throwing in 10 for a shield block. However, there is a rage cost of shield block, in that you will block more attacks, so take less damage, so gain less rage from damage. Two blocks for 180 damage and you can say goodbye to another 4 rage. e) Demo Shout ftl. Demoralising shout does one sixth the threat of a sunder. Even spammed in defensive stance with defiance, you're doing no more threat than 42dps on each mob. Besides picking up whelps in Onyxia and tanking panthers in the Panther boss encounter in ZG, i can't see a compelling reason to use this. f) Shield Slam ftl. Given the 6 second cooldown, there is no improvement in threat per second by using shield slam. With shield slam: 3 sunders and 1 shield slam every 6 seconds. About 212 threat per second, unmodified. With the 30 rage from the shield slam you can cast 1 sunder and about 1.2 heroic strikes, assuming you have the talents (which you would with any shield slam build), and are losing 3 rage per Heroic Strike from lost white damage rage (i.e. assuming 90 modified damage per hit). The 4 sunders and 1.2 heroic strikes every 6 seconds gives about 215 threat per second.