Holyssa
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Everything posted by Holyssa
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Hiyo. I figure I'd write up a mini-FAQ for the great Necropolis based on my personal experiences from the L60 days, and to help collect info from various sites so you don't wind up surfing page after page of strats to topple particular bosses. This will primarily focus on the 10-man Naxx, but I'll follow it up with stuff from the Heroic version once more of our raiders feel ready. Also: for those who are lazy/can't read, I will link Tankspot videos, which are amazing visual guides. Spider Wing Anub'Rekhan: -During Locust Swarm (cast every 70-120 seconds), the tank must kite Anub along the outer rim of the room OUTSIDE the slime or wind up taking excess nature damage. Swiftness pots or a cleverly timed Pack Aspect/Unholy aura work great for helping the MT. -When a player or Crypt Guard (his must be offtanked) gets killed, they have a chance to spawn Corpse Scarabs which must be AoE'd down before they dash to the tank. Have an AoE class stay within range of the Crypt Guard's corpse. -Anub can also Impale a player, tossing them into the air for a lot of fall damage. Drink pots/pop a health cookie before you land! Movie: Grand Widow Faerlina: -Mind Control WILL NOT WORK in the 10-man fight. You must AoE-tank and burn down the Worshippers to a low % of life, then bring her close to the add pack, and kill only one to dispel Faerlina's Enrage/silence her. The enrage occurs every 60-80 seconds (she gets big & red). -The add must die after the Enrage, which will calm her down for an entire minute. If they die before, it will merely delay her enrage by 30 seconds. -Get away from Rain of Fire. Maexxna: -Web Wrap (cast 20 seconds in, then every 40) will only hit one player in the 10-man version, but target macros are a must, or else the nature damage/player tunnel vision will cause pointless deaths. -Dispel Necrotic Poison asap, which will primarily be used on the tank. -At 30%, Maexxna will perma-enrage. To avoid having a stunned tank from the Web Spray, burn her down to the 32-35%ish mark, wait for web spray, then burn your most powerful spells. Movie: http://www.youtube.com/watch?v=-JQSBWL2PAI Plague Wing Noth: -One or two tanks will be needed here. Preferably two for add control. -Each time Noth Blinks, it's a total aggro wipe. -Curse of the Plaguebringer now affects 3 people. It must be removed ASAP, but the Wrath of the Plaguebringer (which occurs if you let the Curse tick down) can be partially healable if decursers are low in number. -Noth summons two skellies (they use Cleave) every 30 seconds. Single target DPS is important, as AoE is a waste of resources on so few targets. After roughly 2 minutes, he teleports, and summons different adds: Phase 1: Two Plague Champions (Mortal Strike) per wave, two wave sets. Once these die, Noth will come back down from his perch. Phase 2: One Plague Champion, one Plague Guardian (spams Arcane Explosion). Phase 3: See P2. After the next skelly phase, Noth will Berserk. You can guess what happens next. Heigan's Disco: -The Gauntlet Event is now AFTER Heigan, not before. -Due to his Aura which increases cast time by 300%, all ranged classes stay on his platform during Phase 1 (Heigan attacks the raid directly). -After 90 seconds (Heigan teleports to the middle platform), all ranged classes must get off the platform or they will die to the Plague Cloud Heigan emmits. It's DDR time! The speed of the slime will increase as you move from section to section during Phase 2. The slime can hit multiple times if stuck in the middle of a burst, so constant movement is mandatory. -The order in which "safe spots" cycle during the dance (west to east, facing into Heigan's room) is 1 - 2 - 3 - 4 - 3 - 2 - 1 - 2 - 3, and so on. Movies (these primarily display the "dance" tactics, as Heigan himself is stupidly easy): ~ A simple Bird's Eye View of Heigan's room while the slime is activated (requires flash, no mobs inside the room): http://www.theorderls.com/belt/wm/wow/heigan.html ~ Another Dance Lesson with combat footage: http://www.warcraftmovies.com/movieview.php?id=30416 Loatheb: -Every 20 seconds, Loatheb will reduce all healing by 100% for 17 seconds. This means you have a 3 second window to heal your tank ASAP. -Casts Deathbloom every 30 seconds. As you might guess: its a reverse Lifebloom - doing periodic damage, then 1200 damage upon finishing. -Inevitable Doom will be cast after 2 minutes, doing 4000 Shadow Damage after 10 seconds. Pally bubbles, Cloak, and Ice Block can remove it. After 5 minutes, he "enrages" and casts this every 15 seconds. -Spores will spawn every 30 seconds, which when killed give you a buff which increases crit chances by 50%, but all spells cause no threat for 90 seconds. Only 5 people can get this at a time within 10 yards of the spore, so discuss with your DPS the proper order to get this. It must not hit the MT or Loatheb! Abomination Wing: Patchwerk: -All trash is linked to Patchwerk. Yep. You need to kill EVERYTHING. -How Hateful Strike Works: ~It's only viable targets are the top two people on his aggro list (in the 25-man, it's the top three). ~Hateful Strike will hit the person with the highest HP among those 2/3 people. It will not hit the MT. ~The Strike will add aggro to EVERYONE it hits, ensuring HS will always hit the #2/#3 person in melee range (using Omen can easily verify this). In the old days, you could easily surpass this by going batsh1t (see for the infamous 10k+ rolling Ignite crit string which did this), but melee DPS can still pull very easily if they aren't careful.-At 5% life, he gains a Frenzy effect, boosting speed by 40%, and damage by 25%. -He will enrage after 6 minutes. Movie: Grobbulus: -He will be kited around the room due to the clouds he leaves behind every 15 seconds. Does 2000 nature damage a tick and slowly "expands". -His Slime Spray is a frontal cone which summons an add Slime that needs to be offtanked. Never turn him towards the raid!! -Mutating Injection will poison a player every 20 seconds. If cleansed, or after 10 seconds pass, a player suffers 8k nature damage and spawns a new poison cloud. This happens more often as Grobby grows weaker. Run to a nearby poison cloud that Grobby spawned as the clock ticks down. DO NOT CLEANSE THIS, or you'll possibly spawn a cloud on top of the raid. Movie: Gluth: -Two tanks are mandatory, or else Mortal Wound (reduces healing by 10% for 15 seconds, stacks) will kill your MT. He's tauntable. -His Frenzy is dispelled by hunters/rogues. -Every 90 seconds, he uses Decimate, which leaves all players/adds with nothing but 5% life. After doing this about 4 times, he perma-enrages. -He does not use Fear except in Heroic mode. -Zombie Chow mobs spawn from the room's grating every 10 seconds with 500,000 life. They can be rooted/snared/stunned. Can't be tanked directly due to their stackable Infected Wound debuff (increases physical damage taken by the target by 100). They need to be kited until Gluth uses Decimate, which brings them to about 25,000 life and makes them dash towards Gluth. If they are not killed in time, Gluth eats the zombie and heals 5% life. Thaddius: -The raid is split in 2 to deal with Feugen/Stalagg (two ghoul adds). Every 30 seconds, they use a Magnetic Pull on the opposite tank, and switches their threat. They must not leave the platforms or the raid suffers massive nature damage, and they both need to die within 5 seconds of each other. -The raid has 15 seconds to recover and jump down to battle Thaddius himself. -Spread out to avoid chain lightning (every 15 seconds). -Every 30 seconds, the raid suffers a Polarity Shift, much like the one Capacitus uses in Heroic Mechanar: ~Charges the entire raid either negatively (-) or positively (+). Usually it's 50/50 among the raid. When standing on people with the same charge a 10% damage buff is gained per person. When standing on people with the opposite charge they will deal 3,500 damage a second to each other each. MOVE! -Use this marvelous work of art (bless you WowWiki) to determine where ranged/melee need to stand for each polarity change: -Like Patchwerk, he will enrage after 6 minutes. Death Knight Wing: (because calling it the Military Wing is too damned corny) Razuvius: -LoS will no longer make you immune to his Disrupting Shout (which in Vanilla WoW would insta-gib you if you had a mana bar). It now deals 4k damage to the raid. -He gains a new trick called Jagged Knife, which does bleeding damage. It has a 5 yard minimum range, so pile onto Raz or use LoS to avoid it. -Watch this movie: it's an instructional tutorial on how to control the Understudies. http://pl.youtube.com/watch?v=9cty2dDB4h0 -In a nutshell: ~MT controls one add. Wait 15 seconds. OT controls 2nd add. ~Time your cooldowns on Bone Barrier/taunt, release/re-control the Understudy to refresh the timer, and win. ~If you have trouble dismissing the Understudy so you can manually refresh MC (regaining control has no cooldown dangers in 10-man mode), right-click the Understudy portrait and hit Dismiss, or use this script: /script PetDismiss() Gothik: -For each add killed on the Living Side, an add appears on the Undead side (riders will spawn a Spectral Rider AND a Horse, however). Split the raid into 2 groups with 1 tank and 1 healer apiece. -Order of adds to be killed: Riders (Kill on sight!) -> Death Knights (offtanked or double-tanked)-> Trainees (very squishy). Don't burn them too fast, or the Undead side will become overwhelmed. Imagine the room as if it were a balance scale, if needed. -Mobs stop spawning a little after 3:44 minutes. Gothik drops down at 4:34. Nuke and heal through his shadow bolts. Tauntable, and will not wipe aggro between teleports. Four Horsemen: -The Horsemen scatter to 4 corners of the room upon engaging: Thane goes to the near-left, Baron goes near-right, Lady Bla..whatever goes to the far left, Sir Zeliek runs to the far right. -MT tanks either Thane (the dwarf) or Rivendare. Any DPSers attacking Thane MUST stack on the tank. After THREE Marks (these stack endlessly every 25 seconds), "swap" with the other tank. -IF BOTH MELEE TANKS ARE PALADINS (if not, skip this crap): 1. He taunts off you, or you taunt off him. You'll have both melee bosses focused on you. Timing is key here. 2. A DPS with a taunt (DK, Feral Druid, fury/arms Warrior) taunts one of the mobs. 3. You taunt off that DPS. EXAMPLE: ~Holyssa is tanking Rivendare. Ascoli is tanking Thane (the dwarf). Holyssa has 3 Marks on her. ~Holyssa taunts Thane. She now has aggro from both mobs. ~Orcala targets Rivendare and taunts. Thane is still attacking Holyssa. ~Ascoli taunts Rivendare off Orcala and resumes tanking. Holyssa resumes tanking Thane till Marks stack up again. -Any ranged DPS can "tank" the caster adds (Zeliek & the Lady) by standing as close as possible. Obviously, this should not be a healer. Stay at max range. -Each Horseman generally needs 1 "tank" (read above) and 1-2 healers each depending on group makeup and overall raider Stamina. For positioning: walk along the edge of the walls and you can get to your respective corners without aggroing anything. Movie: ~Notice how ALL the DPS and heals stack on Thane. 15k damage divided among 3 or 4 people isn't all that bad, especially with a priest or shaman helping. They also run together during the tank transition to avoid potential meteor splatter. Sapphiron: -He's not immune to Frost anymore. -Decurse (yes, it's a Curse) Life Drain asap. Avoid the Blizzard. It's radius is MASSIVE, and not hard to miss. -Sapphiron will fly up every 45 seconds. The Ice Bolts he uses trap two random players in Ice Blocks. After two Ice Bolts, he will Deep Breath (it's a massive white blast that is a guaranteed death, unlike Onyxia's). You must hide BEHIND the Ice Blocks, as they will block Line of Sight. Once DB is cast, ou have -Contrary to what people say, Frost Resist gear is NOT needed. Heal, and keep moving. A paladin aura is plenty for this. Movie: Kel'Thuzad: P1: -Melee can tank only the abominations, but they must die quick so Mortal Wound doesn't stack. Ranged must prevent the banshees & skellies from going too close to the raid at all costs. P2: -SPREAD OUT. Otherwise, Mana Detonation ("the bomb") or being Frozen will be the cause of many wipes. It jumps to anyone 10 yards closer. Not very hard if you designate a spot to flee towards. -Avoid Shadow Fissures (looks like the black spots Netherspite spawns). -When he hits 40%, he calls for help. Shackle the new adds that appear (Guardians of Icecrown), or have an OT pick them up. Movie: Have fun!
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_THE_ Great Clan Skullcrusher Blizzard Authenticator Poll!
Holyssa replied to Kailand's topic in CS Base camp
I got one for Orcala and myself a day after they were available from Blizzard's online shop, and they took roughly 2 weeks to arrive. I remember these buggers being sold out for weeks due to the demand. The extra login step may seem tedious (and have fun using it in the dark ), but the added sense of security is well worth every penny. -
*dusts this section with a fossil brush* See subject. Figure I'd leave this here since /trade has been full of steaming fail & anal jokes & hoping one of our own (or a generous forum lurker) has his yummy enchant. I can easily provide the bars. http://www.wowhead.com/?item=37347
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I am thankful for the massive amount of epic win that is Orcala's pudding pie. *snarfs it down* But I'm even doubly thankful for just having the AFK'er in my life
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Most likely people will start out with the 10-mans (I've only done the fat guy in Wintergrasp so far, and he's a loot pinata once you know what to do), but running a few Heroics can be very beneficial towards getting the teamwork gears grinding, testing class limits, and helping to complete old BC gear gaps (WTB Frozen Orbs, dammit). A good chunk of the guild (and it's Amazing Friends) is still climbing the leveling ladder as well, so I think we need more time so that specific roles don't get faced with dungeon burnout or become overly swamped with cries for help. I'd still like to do my own little 10-mans alongside Shelah after the successes we had in Kara/ZA, but I'm not ready to openly suggest stuff till people catch up. Until then, enjoy the Northrend snow while it's still fresh I say
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Best seven bucks (or more if you factor in shipping, hehe) you'll ever spend on a Blizzard product. People have gone to crazy extremes to get WoW information, and it's only gonna get worse with the new xpac running full steam now. Here's hoping you can recover quickly!
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You got the expansion, and you've discovered a startling revelation: Death Knights kick serious arse! But you wanna make the experience more unique and add some life to your new, pale-faced pwn-saw, namely from an RP standpoint. So how do you approach this? Sullivan of Earthen Ring has an amazing site for RP & lore guidelines, and just recently wrote a series of articles on RPing a Death Knight and not looking like another one of the Goldshire/Silvermoon night-life loonies. Parts I-III: Setup and Introduction http://rpmadesimple.org/death-warmed-over-death-knights-i/ http://rpmadesimple.org/death-warmed-over-death-knights-ii/ http://rpmadesimple.org/death-warmed-over-death-knights-iii/ Part VI: Death Knight observations and ideas to "flesh out" your Death Knight http://rpmadesimple.org/death-warmed-over-death-knights-iv/ Happy RPing!
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I wanna know: how many fish did it take to reach the magic number? O_o Grats!
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The zeppelin towers of Tirisfal had been bustling with activity recently. Dozens of the Undercity's finest, as well as Horde from all walks of life, gathered at the base of the tower, sleeping bags and tents pitched, awaiting the arrival of the first flight to the Howling Fjord. The night was dead silent, with only the snoring of soldiers, clanging of sparring partners by the Undercity gates, and nervous chuckles of the bloodthirsty troops just barely drowning out the unrest of the owls and dusk bats. Atop the tower, two elves sat perched on the edge of the wooden dock among a small crowd of people who preferred the cover of stars & moonlight to tree shadows and tent shading. The shorter of the two was reading over an advertising flier while seated atop her shield, eyes constantly glancing over the makeshift map leading to Vengeance Landing where potential troops were to await further instructions, a rather stuffed backpack laid to her side. The other was a leather-clad girl, younger in years compared to the Blood Knight, yet oddly enough - just a foot taller or so in height. She decided to break the silence after spending much of her time drawing odd scratches and pictures into the wooden floorboard with her freshly-cleaned claw weapon... "You really think this is going to be a success? I mean, maybe we should have done this a long time ago." Without looking up from the flier, Holyssa merely replied with a calm "...uh huh." C: "...by the Sun I'm starved. There any more of those Chimera chops left?" H: "...uh huh." C: "Left pouch or right?" H: "...left." C: *mouth full of food* "MRPHLHL! WHFRL BN FFHR HRF!" H: "Chew your damned food. You'll make the guards vomit talking like that." C: *swallows down the chunk of grilled chops hurriedly* "Sorry...and where are those blasted zeppelin? It's been four hours!" *she holds up a gnomish silver pocket watch dangling from a chain draped around her left wrist* H: "...yep." C: "You're still thinking of Hikoria, aren't you? No wonder you've been so quiet." The Blood Knight finally folded up the flier into a small rectangle, tucking it into an open pouch on her side pack. Less than a week after the Scourge attacked Tranquillien, Holyssa lost the little sister that meant more to her than anything in this world, despite her direct order to stay in Silvermoon where it was somewhat safe. Hikoria insisted on being by the Blood Knight's side at all costs. But during one such skirmish brought upon the small town by the undead, a stray arrow pierced the girl's throat. A week later, Holy was to pay respects to her family's tomb...but Hikoria's body was not to be found. The doctors who removed the arrow desicovered that it was coated with a fresh batch of the plague. It not only ended one life, but it's infested tip would start the clock for one that was bound for destruction and endless suffering as a Death Knight of the Lich King, or possibly something worse. "I've let go of the little girl I once loved so much. If she's waiting to strike me down on those shores, then I will do what must be done to set her free." Cresalia cocked her head to one side, wondering if Holy was hiding any pressure or second thoughts involving her lost loved one, and whatever battle may await them both. "If the plague is as potent as the apothecaries say, then her mind and body are all but a crumbling shell." "That's not totally true! What about our own zombi-" A Forsaken Deathguard glares at the rogue from the corner of his chain mail cowl, giving the rogue a lengthy sneer before she can finish. "-err...Forsaken allies?" "A great power beyond anything else gave them their chance. And when this zepplin arrives, it will be their greatest hour. Whether or not the same could happen in the Roof of the World to those who grovel at the Lich King's feet is not for us to really know. At least not yet. Perhaps with the Sunwell flourishing anew, we may be able to make a difference against more than just demons and mad cultists from the beyond." Within the hour, the first of what would be countless round trips to the cold north arrived at port. Soldiers scrambled awake to gain a spot on the frost-coated vessel, while the Deathguards escorted troops below deck in pairs, quickly counting their number before reaching the zeppelin's full weight capacity. The pair sat below deck, a clear view of the Tirisfal skyline stretched before them as they looked over the rear balcony. The rogue sat down Indian-style beside Holyssa, who was resting against the ship, eyes closed as the last bits of Lordaeron's cool musty air filled her nostrils for what could be a very long time. Squinting her eyes at a rather massive object drifting swiftly over the East Plaguelands, she tugged at the Blood Knight's black blouse. "Holy, why is there a boulder in the sky?" She pointed Holy in the direction of the object, just out of plain sight. With a sigh, the Blood Knight reached into her pocket, pulling out a gold-lined spyglass, peering at the "boulder". Only this boulder turned out to be a Necropolis, far bigger than the one which once loomed over the woods far east of the Forsaken capitol, steadily drifting in the direction of Tyr's Hand. "Whoa...where did--" Her shocked whisper was quickly cut off by a goblin pilot bellowing into the topside war horn: "ALL ABOARD! NOW LIFTING OFF FOR THE HOWLING FJORD!" It did not take long for the pair to drift into light sleep as the zeppelin drifted towards it's destination...although Holyssa could not help but wonder just what sort of horrors dwelled within the floating atrocity she had spotted the night before...
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I remember joining CS just a few weeks after our initial SSC/TK runs on Tuesday nights. I was a little nervous, since making new friends was never my best trait even in reality, and I didn't expect a sloppily geared tankadin like myself to really go places without being yanked by the hair and being told how to play my character. The freedom I experienced here and the laughs to be had with many new faces were a breath of fresh air, and I even got to share my knowledge with people that refused to give up on their play style (like Ascoli & Kier's little tankadin). Plus it helped me conquer a bit of real-life shyness to be honest I'm glad the guild still gets a lot of props, and I had a blast leading people on retro runs to tackle achievements. Hell, I'd still like to lead some at L80 when people are feeling nostalgic (LFM Phoenix farming run PST), but for now I'm gonna enjoy bowling over rows of Vrykul & Scourge while making funny shapes in the Northrend snow >_>
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Mine shipped last night. PWNSAUCE! But alas, Blizzard's technology fails hard, & no WoW for me all Tuesday *Curses while playing more Megaman 9 on Super Hero mode*
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BUCK FLIZZARD! As usual, their technology displays steaming heaps of epic fail. So yea, no Sunwell tonight, BUT Molten Core is still on for tomorrow. MC will be our final retro run for what will be a VERY long time. Why? There's Northrend to conquer, noobfaces!
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Amen. This was a very pleasant raid, and I had a blast no matter how many times little Cressy got faceplanted. Oh, and I luv my new mask I'd be more than happy to let my lil' stabber help in future efforts!
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After WotLK hits, Dual Spec'ing will be released in a future content patch, which essentially lets you swap between 2 different talent specs. What will you pick? Let's also assume we're level 80. Spec 1: Tankadin 5/58/8 Pretty cookie-cutter. Improved Devo Aura is usually an odd choice for us tankadins, but the extra healing and mana return will more than make up for the points missing in Benediction. I only put 1 point into Improved Judgements because it will muck with the threat rotation I've developed a rhythm for on Beta (although it's not perfect...WTB shield bash so I can practice moar). Spec 2: Retnublet 0/8/63 Primarily for PvP's sakes, or just plain DPS fun in groups when a tank is already present. I have more DPS than healing off-spec gear, so this decision wasn't very hard to come down to, and it should prove to be fun to play around with for simply roflstomping down individual mobs. Prot can only work so much in PvP even with all the new spells - it's primary purpose there is to just tick people off rather than provide any "oomph" to the team (unless it's AV of course). Last time I spec'd full blown Ret was L45 for leveling sakes before I realized how sexy prot was, and this upcoming feature is a welcome breath of air that hopefully won't munch the wallet if implemented wisely.
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*walks up to Kadi with a very long sheet of poorly-scribbled paper* I has a Christmas list. It's kinda big. /puppyeyes
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Ok, that movie made me snort up my drink from laughing. Poor gnome XD I love the warlock QQing over Fear in the video comments.
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Well, not always true. Even at L80, I think I'll have plenty of stuff to do even on my favorite faceroller, and part of the reason I haven't been so active on Beta was because I didn't want to spoil any surprises (save for Naxx out of curiosity). The Achievement system alone is a breath of fresh air WoW really needed as well, even if some of that stuff will take ages to prepare for (It's a Skadi all day, every day!) or serves no purpose other than a score boost. Hell, I STILL have lots to do on Holy even today, most totally unrelated to the new features the last patch or two presented. And then there's the epic lulz to be had with Orcala
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In some sort of order... - Get my @$$ to 80 asap. - Break the Defense cap (540) so I'm a living boulder again. /flex - Max out JC. - Do all the JC dailies for tanking gems, providing I don't go bats trying to collect them all. - Get that cool coin item. - Explore and do tons of Achievements. - Work on Cresalia & the Death Knight.
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By Crygil: I really hope Blizzard "brings down" Beta with a big bang like they did with BC's Beta, complete with the 1812 Overture playing as GMs and bosses destroy everything. For those who don't know what I mean, here's some End of Beta clips from old builds: BC: Vanilla WoW Beta (EU):
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Well, we didn't do Hyjal, but instead - we tackled the Molten Core, earning folks Ragnaros Achievements! We'll be going back Tuesday for alts who still need Rags's Achievement, as well as one final BWL tonight after Magtheridon. Both runs were a super-fast success (around an hour or so per dungeon), so come for the Achievements & RP nick-nacks! Thanks to all who took the time & trouble to whiz on the runes for us! EDIT: Next Monday (Nov 10th) we'll do AQ20/ZG back to back. Both are super-fast clears if we avoid lengthy AFKs & excess trash. Tuesday (Nov 11th) will not be a retro raid, but I had something a lot more..."tough" in mind, as a last hurrah for fun before WotLK comes out on the 13th. Only the strongest dare apply! Wednesday will be a MC retro run for people missing Rags. EDIT: Change of heart. Read above
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*walks in* Hey guys, what's goin' on in thi-- *spots the fire* (vºДº)> *faints*
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Barack Osplata - Dying for the Horde and YOUR epic lulz, one pull at a time... Some guy: Help! Zombies in mah AH! Holyssa: Leave it to me! *Mounts & gathers em* Baracko: *does the Arnold yell* Holyssa: FIRE ELE TOTEM FFS I GOT 5 GRPS Baracko: .... (dead) Holy: ((sweet Raptor Jesus)) *dies* <AFK>Orcala: lol u suk You know he'll just tax peoples' pants off, right?
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Happy Halloween, Crushers! I rescued this poem from the WoW General forums amidst the Zombie Invasion & wanted to share...it made me lol IRL:
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Just spotted this little info tidbit: this is especially good for all you Bloodsail Admirals who want to be one step (or is it four? lawl) closer to 40 capped factions and still make nice with the little green goblins. Recovering Steemwheedle Cartel Rep, or "How to Show the Cartel You Aren't a Total Farkwad" http://www.wowwiki.com/Bloodsail_Buccaneer...mwheedle_Cartel TLDR Edition: Do these quests for a lot of Steemwheedle rep and still stay on good terms with the pirates - Zorbin's Zapping quests - Initially they give 300+ rep with all four Cartel factions. From there? It's 25 rep per turn in, and this can be done over & over. Free Knot! - Before there was the TCG, this was the source of everyone's favorite craftable "fat suit". Saving Knot will earn 350 rep every time, and building the suit will earn 250 rep for your first time (75 rep for additional suits). Just make sure you can sufficiently solo Dire Maul (North) before you do this. Happy grinding! /eyetwitch