Archive for the “Warlock” Category

Ideas, thoughts and experiences which are relevant to the Warlock class. Look for tasty tips here occasionally as well!

When I write gear posts, one thing which I really do not make clear is that I always consider value for money in my advice. I may not always recommend the absolute ‘best’ thing that you can get in slot, or enchanted on that item, but I DO recommend what I think is the best thing at a reasonable price. I do not see the sense in purchasing something that is insanely over priced for what you get out of it. I also take into account what the average person is doing with their time – I assume that most people who might find my posts useful are at a level of progression which is equal or lesser to myself, not further along. What would someone in Sunwell be looking at my ideas for anyway?

Anyway, the point of this is that there is a much better pair of gloves in the game than what I have. Actually, there are two pairs which are better and could be considered to be attainable by anyone (one through badges, and one crafted), but the increase in quality between the two badge pairs is really not enough for me to ever worry about upgrading between them. However, there is a wonderfully, amazingly, beautifully awesome pair of gloves which can be crafted from a pattern which drops in Sunwell, which blow mine out of the water.

Sunfire Handwraps versus Studious Wraps

Currently I have the Studious Wraps equipped. These are relatively cheap (60 Badges) and I have yet to see a replacement drop from a boss I have defeated. They have served me well, and I think they are a pretty sweet pair of gloves. However, clearly the Sunfire Handwraps beat them hands down (tehe, sorry, couldn’t resist!) With better socket options, 12 more crit, and 13 more damage, they are much heftier than what I am wearing. Of course, there are always other considerations, as I said before.

The mats for the Sunfire Handwraps are fricking INSANE. There is no other way to describe it. 10 Shadowcloth, 10 Spellcloth, 6 Sunmotes? Jinkies! Talk about a gold sink and a half! Sure, you COULD plausibly farm all the mats, especially if you were a tailor. It would be slow, waiting for that cloth cooldown to finish, and bloody painful. Trying to get ahold of 6 Sunmotes I gather would be hard (I am basing this merely off the experiences of people I know who frequently farm Sunwell – they get a nice stash of gems, occasionally a pattern, and rarely a Sunmote). On my server, Sunmotes go for around 1k a pop.

A Warlock in my guild just got those gloves made for him. He is my nemesis on the damage meters, pounding me senseless, and he takes minmaxing to a WHOLE new level. I shudder to think how much these set him back, and the first thought that occured to me was ‘Are they even worth it?’

There are two responses to this. The minmaxers amongst us would argue that they are clearly worth it, because they are the best that can be attained without having to kill anything. Some raid leaders and guild leaders would also argue that they are worth it – we all know that everyone should strive to be the best that they can be to assist progression.

I come (clearly) from the other school of thought. While I believe people should be geared to a minimum standard for a boss fight, I don’t believe in wasting valuable resources and time to overgear yourself extremely. Gloves like that are probably absolutely fantastic if you are fighting in Sunwell. They would even be nice for Illidan and Archimonde, although clearly not required. For a guild like mine, who is 2/5 MH and 3/9 BT, I would consider it to be a waste of resources for sure. Of course, it IS your time and gold, so it is really up to the inividual. This is just my two cents.

Disclaimer: This post is in NO way influenced by the Green Eyed Monster. I swear! Ok… well maybe just a little.

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All must go here and look. See if you can figure it out before you get to the post with the explanation. That is all.

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OK, I know it is naughty to sit reading my subscriptions when I should be preparing for work, going to work, doing work even. However, I am sure you will thank me when you clicky on the linky and have a look. Remember a little while ago I did my usual whining about Spellstones and Firestones? About how much they suck? Well, check out this!

I sure am excited – Spellstones and Firestones potentially useful? No longer taking up a valuable spot usually occupied by my wand? Yes Please!

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Today’s post is back in my usual style (none of that weird, sleep deprived stuff like my post a couple of days ago!), and is dedicated (clearly, see the heading^) to explaining 5 things which will help you optimise your raid DPS output and be the very best you can possibly be! Are you sick of those rogues beating you on the charts? Tired of getting told to ‘up your damage’? Well, here are a few tips – admittedly Warlock specific in some cases, but the general principles can be applied across the board.

1. Rest up, eat up, make sure you tinkle!

The most fundamental thing to good play is the condition of the person behind the keyboard. If you are tired, hungry, or absolutely busting to go to the loo, then you really aren’t going to be at your best. That’s pretty simple really. Just like I tell the kids at school, it is much easier to concentrate when you have a full belly and an empty bladder. Most guides that I read put this last, but I really do believe that it is the most important consideration.

2. Know the ins and outs of your spec and class.

Contrary to what I said at the beginning of this post, it isn’t really all about being the top DPS, even if it is a nice feeling. If you are a utility spec, or a utility class for that matter, it doesn’t really matter so much if you aren’t doing super damage, so long as you are doing your job. I would rather see a mage sacrifice a little damage and keep that mob sheeped than try to beat me. No one cares that our survival hunter gets blasted away by the beastmasters – because he is providing a buff to the raid that they simply can not do. Conversely, those rogues I mentioned before? They had better be concentrating on their damage, because they provide zip (selfish buggers, they make warlocks look generous!)

Also under this point, know your rotations. Research what rotations work best for your spec, and train yourself to use them. This does not mean that you should neglect your situational spells when they are needed, but don’t use them all the time. Examples of this include using the correct curses where necessary. Spell rotations for Warlocks differ according to spec – Destro locks essentially become Assigned Curse -> SB Spam, while Affliction Warlocks have to keep all their DoTs up and running.

3. Synergise with your team.

This is ESPECIALLY important for Warlocks. Ensure that you know who is assigned to what curse, and make sure that you do not waste time casting curses which someone else is covering. Cast the bare minimum of curses – in my opinion, Curse of the Elements and Curse of Recklessness are all that are really needed, but do check (see my post on Curse Assignments)! Some rotations also include Curse of Agony, so cast this if this is you. Any other curses are a total waste of time UNLESS there is a situational need for them. Wasting time means less valuable damage dealing casting.

4. Don’t be afraid to burn a few dollars

This means bringing enough consumables to the raid, and ensuring your gear is fully (and appropriately!) gemmed and enchanted. Consumables can sometimes be tricky – on weekends for example, our AH is often devoid of flasks, spell damage food, and the Brilliant Wizard Oil I so dearly love. This means I should plan ahead, to ensure that I have everything I need. Also, the better quality the consumable, the dearer it is – which is why Skullfish Soup and Brilliant Wizard Oil cost a fortune!

5. Relax and have fun!

Seriously, the more you stress out while you are raiding, the more likely you are to make mistakes. Stress a little less, and make sure you enjoy the raid – isn’t that why you are there, after all? A great stress reducing tip is to be prepared – have everything ready, ensure you study up on the strats, and log on with plenty of time to spare where possible.

Of course, there are other things which can be considered when we are looking at raiding, but I do believe these are the basics. If you are doing all of these things, then I think you are doing well.

As a small aside, I am considering putting all my beta screenies up on a seperate page called Beta Piccies. This means that you won’t need to worry about accidental spoilers. Is this a good idea or not?

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One thing which some Warlocks find difficult is assigning curses in a raid. This is generally due to a misunderstanding of how curses work together (after all, we only can cast one when soloing, and generally there is only one Warlock in a 5 man instance), and of which ones are important in a raid situation. Clearly, some curses are worth more than others, and some are better cast by some Warlocks than other Warlocks. This is a rough and ready guide to curses and how to use them in raiding. Simply work your way from the top to the bottom of the list, according to how many Warlocks you have present in the raid.

1. Curse of the Elements.

This is our most crucial curse, because it buffs the damage of most every caster in the raid. This should preferably be cast by a Malediction Warlock if you have one, but otherwise is a good choice for a Destruction Warlock because it has such a long duration, which means it uses less of their valuable DPS time.

2. Curse of Agony

This is great for Affliction and Demonology locks, as it does a nice amount of damage. For Destruction Warlocks, it is much better to simply spam Shadow Bolts than to worry about keeping CoA up in terms of both damage and mana efficiency. One of the two warlock curses which stack. An important thing to note about CoA is that you should not renew it until it has completed. The damage from Curse of Agony builds over the duration, so renewing before the last tick costs a lot of DPS.

3. Curse of Doom

Curse of Doom is a great spell for all Warlocks to use on boss fights. It is very mana efficient (being cast once every minute), and does a fairly hefty amount of damage (with my CoD’s in raid conditions hitting for about 10k). I do believe that CoA is better damage for Affliction and Demonology Warlocks, although most of the research I have seen on this is fairly old. When I have some gold to respec I shall have to test this out, unless someone else has done this for me!

There are a couple of important things to remember about CoD – it stacks, so more than one Warlock can cast it. If you have Amplify Curse, you should cast it before casting CoD – I believe it is a better use of Amplify to use it before a CoD than a CoA. Also, that massive amount of damage done is going to generate just a wee bit of threat, so keep your eye on your threat meter (although you all do that already, don’t you?)

4. Curse of Recklessness

CoR is a touchy subject. The main tank in my guild likes us to cast it for the extra rage it helps him generate, but not all tanks and healers like this curse. Essentially, ask your tank and healer leaders if they want this kept up. This curse is best assigned by an Affliction or Demonology Warlock, simply because its short duration will eat into a Destruction Warlock’s DPS. Also, if you are using fear as a CC, obviously do not use this curse or you will have a cranky fearer.

5. Curse of Tongues.

This curse is very situational. Bosses are immune to it (unfortunately), and it is a pain in the bum to keep up on targets because it has such a short duration. There are a few encounters where it is useful/necessary (the channelers in Magtheridon, the Priestess in the Fathom Lord encounter, etc). Assign your lowest DPS Warlock to this job generally speaking, because they are going to lose alot of damage just keeping that up. We tend to break that rule on Fathom Lord because I generally get stuck doing it, simply because everyone else refuses!

6. Curse of Weakness

CoW is a total waste of time. The benefit is definitely not worth the DPS cost of keeping it up. Anyone disagrees, you tell them to come see me, OK?

7. Curse of Exhaustion

This is purely a PvP curse, with a couple of limited PvE applications (such as the striders in the Vashj encounter). I would imagine bosses themselves are immune to it, and it would be pretty useless in any case.

So, in general:

Curse of the Elements -> Curse of Agony/Curse of Tongues -> Curse of Recklessness

On trash, damage dealing curses can potentially be a waste of time, because the trash just dies too darn fast! On bosses, feel free to go for it. Try to avoid giving your Destro locks curses with short durations, because it makes us cry from the DPS loss. Check if anyone has Amplify Curse or Malediction as well, although Amp locks can use it at their own discretion (as in – whenever the cooldown is up!)

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Hi, my name is Saresa, and I have Writer’s Block.

Since I actually logged on to WoW for the first time in four days, I figured I would find something interesting to blog about. Unfortunately, this was not the case – unless I do a dull as old biscuits “We killed Solarian, and guess what dropped? Nothing at all pertinent to a Warlock!” style post. Not much happened at all, apart from a very short discussion where I (with the help of Siha - thanks!) had to clarify that Warlocks are NOT losing our Death Coil spell. There seems to be a rumour going around that we are losing that spell (one of our bread-and-butter PvP spells, and one of our only defenses against melee!) I would like to state here, for the record:

THIS IS NOT TRUE. At this point in time, you are still able to learn Death Coil from the Warlock trainers in the beta. The only thing that I can come up with to explain this is that Death Knights are also getting an ability called Death Coil, which is completely different to the Warlock version of the ability (for starters, there is no fear component). Death Knights get this ability because they had it in the lore – I have not heard anything about Warlocks losing it (and honestly, I do not believe Blizzard would do that). Stress less locks, all is well so far!

Now, let us hope I can find something to break this Writer’s Block (Blogger’s Block?) With Elune’s help I’ll overcome this terrible affliction.

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Like every class, Warlocks have a veritable arsenal of strange, mysterious and bizarre spells which they can unleash with a twist of the hand and a flick of the wrist (and occasionally spitting over your right shoulder for good luck!) Some of these spells we use every day, others we use… well… never! Let’s have a look at five of these lesser known spells and abilities, shall we?

1. Eye of Kilrogg. Yes, Warlocks can summon a green eye of visiony doom. Well, maybe not doom – he doesn’t really do much… at all. The Eye of Kilrogg is a spell which I have never seen put to practical use throughout my whole warlock career. Sure, I’ve used it to scout around occasionally, or just, well, to be stupid really. I have heard that it can be put to practical use to pull mobs, and to look for pats around corners, but I have never tested the pulling thing.

2. Spellstones and Firestones. Most warlocks don’t use a Spellstone or a Firestone past level 60, or as soon as you get a decent wand that actually has some spell damage on it. Both are aimed at increasing damage in some way (the max rank Spellstone provides 20 spell crit, while the Firestone provides 30 Fire Damage). The only reason I personally have ever found for using a Spellstone at a higher level is in a situation where you have no Magic effect dispeller in your group, and there is a chance of you getting a really bad Magic debuff, as it can also remove all harmful magic effects from you (3 min cooldown). Firestones have a completely useless buff where they ‘enchant’ your weapon to have a chance to cause fire damage when attacking. Totally, utterly useless! Please fix our stones!

3. Ritual of Doom. Many people forget about the doomguard (and occasionally the infernal) simply because they aren’t commonly used pets. The doomguard especially is a rarely used pet because it is so difficult to summon. Having to do a quest chain to get the doomguard is also another reason… many Warlocks don’t even know about the doomguard! To be honest… I have not got the spell myself, just out of sheer laziness. However, I have summoned a doomguard once, thanks to a super lucky Curse of Doom proc.

4. Sense Demons. Yes, Warlocks do have a tracking ability! Not really useful, although it came in handy once upon a time in Dire Maul, chasing that forsaken imp around!

5. Curse of Idiocy. Ok, so I am completely cheating here… however, it was ONCE a Warlock ability, which reduced the target’s Intellect and Spirit (increasing it’s effect over time to a maximum of 90). I do believe it was in the beta of World of Warcraft, and they scrapped it. I guess you could also throw Shadow Ward in here so I am not cheating… our oft forgotten but sometimes useful shadow bubble! Great to use on fights where you anticipate taking a bit of Shadow damage (Netherspite, anyone?)

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I said before that I would do it, and finally I have. The Life Tap debate has been going on for as long as I have been a lock… perhaps even longer! Does Life Tap generate threat? Is Life Tapping during a fight the ultimate sin? Should Warlocks even be able to Life Tap? Never fear, friends, all will be revealed (or at least some!)

For starters: Life Tap absolutely, totally does NOT pull aggro. I discovered this through a series of tests using my friendly neighbourhood druid, Kalf, as a stick to be beaten upon while I experimented. We ventured out to SMV, and played around with some nasty boars (you know, the level 68 ones who hang around Wildhammer). I didn’t want a mob which would be too hazardous to our delicate little tree’s branches, after all!

The method used was simple. I got Kalf to shift to tree and flail madly at piggies, this being one of the lowest threat generators I could think of. Seriously, I manage to pull easily off epic geared tanks, I should be able to pull off a plant! While he was doing this, I carefully watched Omen and Life Tapped my little heart out. What did I see?

Nothing. Zip, zilch zero. OK, I figured this may not be reliable since I didn’t touch the mob, so test number 2 – lets throw a DoT up on the mob and see how much aggro it generates.

My Corruption ranged between 250-300 TPS on a level 68 Boar. It was unfortunately enough to pull off Mr Broccoli, so I had him actually try to hold the mob while we did it again. The TPS was still the same. So then, I put Corruption on a mob, had Kalf hold it, and tapped away. There was NO noticable difference between my TPS with Life Tapping, and without. Clearly the numbers might have varied very slightly – the nature of DoTs means that it changes incredibly fast, and it’s really hard to keep track!

Conclusion: Life Tap does not generate threat. If it doesn’t generate threat, you can not pull aggro doing it. Life Tap at will! Well, with the following caveats:

Good Warlocks always establish their healers preference regarding Life Tap. I generally find Druids and Priests don’t have any problems with it, since they can HoT a Warlock who is tapping. Paladins have a bit of a tougher time, so I try to be more conservative. Shaman… well, I don’t 5 man with Shaman much, but I guess chain heal could help cover it? If your healer is having difficulty dealing with the extra healing, use anything you have at your disposal to reduce the need to tap, or heal yourself after tapping. Drain Life is especially good for this (unless you are fighting mechanicals, because I am 99.9% sure they are immune). Bandages can help if you are in a pinch, or a Healthstone.

In raid situations, I generally tap as much as I like. The healers can cover my small amount of damage taken, and it is my responsibility to push out the biggest numbers I can possibly manage. If I have to drain or bandage, I am wasting valuable DPS. However, I also eat/drink during down times (locks who tap when healers are trying to mana up are just plain rude), and carry mana pots for boss fights (where I pot and tap at the same time – more bang for your buck!)

As for the gripes that warlocks have ‘endless mana pools and it isn’t fair!’, well…

My dear, I don’t give a damn.

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So, the WotLK talents have been popped up on WI. Now, I still have a good mad on, but oh well, I am going to write about them anyway. I am sorry that this post is now going to look a touch Christmas-y, but I am going to highlight what I consider to be good changes in green, and bad ones in red. Of course, as always, keep in mind that these things can and will probably change before release! These are apparently 100% legitimate, but I am a cynic and still have reservations. If I am lucky enough to get a Beta invite, I guess I will know for sure!

  • Aftermath (Destruction) – Now a 2-point talent, down from 5 – definitely good for those of us who choose to spec in it, it was an absolute waste as a 5 point talent. I may even consider taking Aftermath now!
  • All demon abilities and spells will automatically be learned as pets gain levels. Demon Master trainers will be removed – Good I guess, although I did enjoy going to the Demon Master and purchasing my grimoires. I just think this takes a bit of flavour away from the class, and is completely unnecessary.
  • Blood Pact now works raid-wide (not just in party) - great for the poor lock who gets stuck with the tanks. However, this may not have such a significant impact with so many buffs becoming raid wide.
  • Cataclysm (Destruction) – Now also increases your chance to hit with Destruction spells by 1% per point – finally, a hit talent for Destruction locks! However, I do believe (in the current state of affairs) that this now advantages Destro locks more than Aff locks (since Aff locks do still use Shadowbolt, and thus need to be hit capped, while most Shadowmages don’t use Aff spells often). This could change though after release, with the game play changes – after all, play styles change significantly after expansions!
  • Curse of Recklessness will no longer prevent Fear effects, only prevent NPCs from fleeing (e.g. at low health) - makes fear kiting in instances much more difficult, and makes it an unreliable form of CC.
  • Dark Pact: Tooltip updated to be more consistent with other similar effects – eh, new description.
  • Demon Armor – Now increases healing done by spells and effects by 20%, but no longer has in-combat health regeneration – I don’t know to be honest if this will make Demon Armor more appealing or even less appealing!
  • Demon Skin, Demon Armor and Fel Armor are no longer Magic effects and cannot be dispelled - excellent!
  • Fel Armor – Now increases your spell damage equal to 30% of your total Spirit, but no longer increases healing done by spells and effects by 20% - URGH, Spirit! Why this focus on Spirit!!! My healer friends were sad, because they liked to test on me for cheating personal best heals :) *MASSIVE NEW EDIT!!! I have heard rumours that the Spirit aspect of this merely replaces the +healing taken, not the plus damage component. If that’s true, it would be fricking awesome!*
  • Fel Stamina (Demonology) has been merged with Fel Intellect into Fel Vitality – logical in my opinion. Much better use of talent points.
  • Howl of Terror now costs 15% of base mana – currently costs 200 mana for rank 2. A Warlock’s base mana value is 2615, which makes this spell now cost approximately 390 mana (392.25 to be exact, but will no doubt be rounded). So, approximately doubled.
  • Improved Curse of Weakness (Affliction) is now “Frailty” – Increases the amount of attack power reduced by your Curse of Weakness spell by 10/20%, and increases the amount of armor reduced by your Curse of Recklessness by 10/20% – Two for one!
  • Improved Enslave Demon (Demonology) is now a Tier 5 talent, up from Tier 4 – More of a meh change in my opinion. I have never had Imp. Enslave, and have always gotten by just fine, so I am not sure how useful the spell is anyway.
  • Improved Lash of Pain (Destruction) and Improved Firebolt (Destruction) have been merged into one talent, Demonic Power – Great if they put something worthwhile in its place!
  • Improved Shadow Bolt (Destruction) – Now increases damage by your next Shadow damage spells by 3/6/9/12/15%, down from 4/8/12/16/20% – The wording of this makes me feel very uncomfortable indeed. Does the use of the word YOUR mean that this is going to become a caster-only debuff? Of course, less damage is not nice, but I suppose they want the other classes to catch up! :)
  • Mana Feed: Tooltip updated to be more consistent with other similar effects – Eh again… just the change of the words.
  • Master Demonologist – Felguard (Demonology) – Now increases all damage by 1/2/3/4/5%, and reduces all damage done to you by 1/2/3/4/5% – much nicer than all resistances!
  • Master Demonologist – Imp (Demonology) – Now increases Fire damage by 1/2/3/4/5%, and critical hit chance with Fire spells by 1/2/3/4/5% – an interesting change… the reduced threat was nice, but I am sure this will be considered equally nice!
  • Master Demonologist – Succubus (Demonology) – Now increases Shadow damage by 1/2/3/4/5%, and critical hit chance with Shadow spells by 1/2/3/4/5% – hmmm… very interesting indeed. I am not sure if it will end the Sac build, but the crit is nice. It is a large damage loss though (formerly 10% to all damage done, and if you sac’ed her, 15% to shadow damage).
  • Master Demonologist (Demonology) – Most effects have been altered – see above!
  • New Talent: Demonic Empowerment (Demonology) – Grants your Summoned Demon power for a short time – How much power? More details please!
  • New Talent: Eradication (Affliction) – Your Corruption, Siphon Life and Curse of Agony ticks have a 5/10/15% chance to increase your spell haste by 20% for 8 sec. This effect has a 10 second cooldown - That is a nice buff to the Affliction tree, with haste = more DoTs cast!
  • New Talent: Molten Core (Destruction) – Your Shadow spells and damage over time effects have a 5/10/15% chance to increase the damage of your Fire spells by 10% for 6 sec – A great way to get us to mix it up a little, and use more than one school. The end of SB Spam? We can only hope.
  • Pyroclasm (Destruction) – Now also includes Conflagrate – I never really bothered with Pyroclasm, and probably still wont.
  • Shadowfury (Destruction) – Can now be cast while moving. Stun duration increased to 3 seconds, up from 2 - a nice buff for PvP locks.
  • Soul Link (Demonology) is now an 11-point talent (used to be a 31-point talent), but the 5% bonus damage from this talent has been removed. In addition, the damage absorbed by Soul Link is now 15%, down from 20% – I suspect this may have been done to provide us with more versatility in our PvP builds. The damage loss is justified by its higher positioning.
  • Soul Siphon (Affliction): Now also increases the damage of your Drain Soul – makes sense!
  • Suppression (Affliction) is now a 3-point talent, down from 5. Now increases your chance to hit with Affliction spells by 1/2/3%, down from 1/2/3/4/5% – not sure about the reason for this change, although I still don’t find Suppression to be overly useful.
  • Unstable Affliction (Affliction): Silence effect reduced to 3 seconds, down from 5 – Not so great, but… oh well.

There is a fairly healthy mix of green in there, which looks promising. However, alot of the improvements seem to be fairly minor, while some of the nerfs are pretty huge. Things which I haven’t coloured I view as either insignificant, or I just can’t really make my mind up whether it is good or bad! I am still VERY disturbed by the mention of spirit. I am also concerned about the loss of the Paladin blessing Salvation. The new version looks to be fiddly, and altogether poor. Not sure why Blizz would nerf Salv… like it isn’t hard enough to pull aggro! Maybe tanks will be made uber in the expansion…

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I will admit, I was in a bit of a kerfuffle over what I should blog about the last couple of days (the lolcats didn’t give that away?) Well, after some discussion in the BA Chatroom, I have decided to share with you a strange and horrible secret -

I am not perfect.

Seriously… I am really, REALLY imperfect come to think of it. There are so many strange or stupid things which I have done, and odd things which I did not know.

1. I had immense trouble levelling fishing. When I was a wee low level warlock, I thought it might be a good idea to level fishing. Don’t ask me why, these things just strike me randomly. Well I purchased my fishing rod, and happily cast away in the Stormwind canals… again… and again… and again… to no avail. After about thirty minutes of this, I complained to my then partner “I can’t seem to level this fishing up!” Well, he came over, he had a look… and then informed me you actually have to CLICK the bobber when it, um, bobs.

2. First Aid is for Wimps: Go have a look at Sar’s Armory Page. I’ll wait. *whistles idlely* You back? Cool beans. You see what Sar’s First Aid skill is at? Yep, that’s right. It’s BAD. When I was levelling, I made a half hearted attempt to level first aid, but just found it to be too much trouble when I was using all my cloth for tailoring. Besides, I had drain life, right? And healthstones? Who needs silly bandages? And yes, I still raid with that horrible first aid skill, and look immensely guilty everytime they say “DPS, you will just have to bandage yourself”. Dang. I occasionally think of levelling it… but I never have the gold. It’s very sad indeed. If it makes you feel better – Hermia has full first aid!

3. How do you swim? For the longest time I just did not understand how you made your character dive underwater. I avoided all underwater quests for as long as I could, because I was just to afraid to ask. Eventually, someone told me. It also meant I could finally use Underwater Breathing – usefully! Huzzah!

4. When I hit 70 and learnt Seed of Corruption, for some reason I decided it was much better than normal Corruption… and so used it all the time.

5. I have, on occasion, soulstoned myself. Or a tank. Or even a random DPS!

6. I levelled destro. ‘Nuff said.

7. I foolishly brought a horse at some point, because you could buy it at a much lower level than you needed to ride it (not sure if this is still true). I thought I had found a loop hole in the system! Boy, did I feel stupid.

8. Believed someone for a second when they berated me for pulling aggro with my Life Tap. For those of you who do not know, Life Tap generates 0 threat (don’t believe me? see here). You can not pull aggro with Life Tap. Anyone who tells you otherwise is a total fool. These afore mentioned fools will always back up their argument with ‘My main is a 70 warlock, I would KNOW’. Stupid people. I just wish I had remembered their names so I could humiliate them (because I am mean like that). In fact, just to prove this… I am going to get Kalf to melee a mob, in Tree Form, with me just life tapping. I am sure if it pulled aggro, I could pull off a meleeing tree!

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