Friday, December 23, 2005

Your Search Results...

On this blog, I use something called Sitemeter, which can tell me which links referred to this site. Most of the links I'm familiar with, and many times I will click a link to discover another WoW or game-related blog. It's a great opportunity for me to see who is reading this blog and perhaps what they might be interested in reading in the future, especially since I get more readers than commenters (and I can't read minds!).

What I get on a fairly regular basis, though, are search parameters on Yahoo, Google, blog search engines, and others. Most are obvious, "rogue + tactics." But many are humorous. My goal is to post the ones I find interesting, and keep it regularly updated. My other goal is to try to discern what the seeker was looking for, and perhaps adding to my list of future posts something addressing that issue. (In other words, these searchers will be brainstorming ideas for me).

I sound so cheap!

Anyway, I'm going to try to put the list in the right hand column in the near future, but will keep them here for now. Enjoy!

Search terms:


wow heck

war + song - gu + lch - fl + ag - au + to - pi + ck - u + p
(due to my blog getting hundreds and hundreds of hits from cheaters and exploiters, I'm having to shift around this phrase to throw off the search thingies; hopefully that'll get rid of most of 'em)

world of warcraft best evil character

world of warcraft mod to keep track of which mob you polymorph

wow rogue masks

Psyae [in google and in search.blogger.com]

[yes, folks, people actually just use my name as a search parameter! I feel so loved!]

"world of warcraft" blog "shadow council"

lvl 60 rogue talent tree WOW

AU + TO - FL + AG - WOW - W + SG
(and this one... effin cheaters)

world warcraft warsong wsg raid invite macro

runescape millionaire [beats the hell out of me how anyone ever got to my site via this search!]

wow tactics

micro-economies [came up #6 on this one in blogsearch.google.com -- I'm impressed!]

horde leveling rogue grinding

warlock hellfire grinding

world of warcraft rogue mo + d - c@p + ture the flag
(and this one... sheesh)

wow riposte macro

wow auto riposte macro

wow how to play a human rogue

Psyae’s WoW Et Cetera

Trent Reznor MCI Center

wow rogue gouge turn

silithus [from Yahoo! Japan]

Playing evil characters

wow rogue quests

Subtlety Rogue Setup

wow best hunter melee +1 crit assassination

wow rogue poison quest

nice rogue mods for wow

wow blue boe rogue

female evil

wow spammers

makeup [eh... great]

Full Article

Thursday, December 22, 2005

What's Your Poison?

Recently, a guildmate and old friend of mine who recently rolled up a rogue and is now quickly leveling asked me what poisons I prefer on my weapons. He mentioned that sometimes he uses wounding poison to reduce opponent healing. I responded:

Up till recently, I always used instant poison on one weapon and crippling on the other. Actually, I still use that for pve.

Pvp, I now use double crippling. I hate the last second healing saves, too, but moreso I hate it when my target slows ME down and I can't slow my target down because they resist my poison (or my poison doesn't proc quickly enough). In BG, any type, it's vital to slow them down, for your sake and the sake of your comrades. It can also give you another route of escape. (hit them till crip procs, then gouge, then run away!... when gouge ends, they're still crippled, and chances are, you'll be long gone and maybe even get an opportunity to re-stealth before they get to you).

My friend also mentioned deadly poison. What most rogues will tell you is that using deadly poison actually works against most rogues because it will interrupt certain stuns (like gouge). Sure, some rogues use gouge just for the split second break it affords (I've saved teammate lives by gouging, giving that one tick of a second so a heal can finish), but most use it 1v1 and either bandage, re-stealth, escape, or use that few seconds to our great advantage. Deadly poison is a d.o.t. (damage over time) and ruins that. About the best thing it can be used for is against other rogues, since it will interrupt stealth. However, in battlegrounds and most pvp situations, other factors tend to be more important, like slowing your opponent down.

When I'm escorting lower level guildmates through lower level instances, I usually double up on instant poison to max out my dps. Depending on the instance and the level difference, I might coat one weapon with crippling just to keep the runners in check.

Full Article

Tuesday, December 20, 2005

Arathi Basin Notes #2

I have some observations about my multiple AB runs last night. [Ed. note: although the events took place a few weeks ago, they mirror just about every series of AB runs I've been on, so applies perpetually]

On two occassions, we lost by a slim margin, due specifically to overreaching.



One of the most important things an AB leader needs is flexibility. Just having one set plan and enough players following that plan is often sufficient. However, when the plan is interrupted by an overwhelming force of opponents, the leader needs to quickly amend the plan, and bark orders accordingly.

For example, if the plan is to take the stables, mines, and mill, and hold, but the alliance mill raiding party is taken by surprise by a superior number of horde at the mill, the alliance leader should (knowing the number of those horde) order a tactical retreat, regroup, and perhaps assault another base (farm, blacksmith) based on information provided by those who can scout those areas.

Back to overreaching. Often, both forces are just about equal, and each side toggles between holding two and three bases. In many of these cases, it's vitally important to defend what bases are held. The horde holding three bases to our two is not pretty, but the horde holding three bases and assaulting one of our only two is devastating. This happened a few times last night, but not because of the horde's superior or outnumbering forces. It happened because of individual overreaching.

There are two types of overreaching. Individual and group. Group overreaching is when a leader makes the decision to attack a fourth base when possessing three. Individual overreaching is when a roving band of independents decides to attack on its own.

Group overreaching sometimes nets an extra base, but mostly results in the loss of one currently possessed. The net result is a loss. This is because the game does not rely on the number of bases you hold at any one time, but instead how long you hold onto those bases. A tradeoff (lose one base, win another) is necessarily a loss because it takes an entire minute to fully cap. During the first base's conflict time and the new base's down time, the team is not gaining any resources from either base. Whereas, if the team had merely held the base it possessed with good defense, there would be an uninterrupted flow of resources.

Obviously there are times when taking another base is strategically optimal. for instance, if it's determined that an overwhelming number of horde are desperately trying to capture an already held base, the alliance team can just shift focus, grab the most undefended horde base, and not suffer heavy losses.

The one thing I heard most in those games, and the one thing I know that killed any chances of our winning was the report that this "roving band of adventurers" (usually about 2-5 players spread all over the map) repeatedly gave. Throughout the game, they were rarely near any of our held bases. They were hopping all over the place, looking for horde weak points. This is FINE, if that's part of the plan or a decision made based on a reasonable belief that the horde had major weak spots.

But here was the report: "Blacksmith only has 5 horde guarding it!" What this means is that one of the roving band believes it's strategically sound to move our current base defenders forward to attack a currently held horde base, defended by 5 horde (that they can see). What ends up happening is that the roving band thinks it's sufficient to take the base on its own, and fails to do so in the most miserable fashion.

At the same time that that roving band is getting slaughtered, our undefended stables get taken, and the horde mount a massive assault on the mill while a few other horde pester our mill defenses.

Net result? We end up with one base. Horde ends up with 3-4.

What this roving adventurer fails to realize is that 5 horde at one horde-held base equals 10 horde somewhere else. If you don't know where those other 10 horde are, you'd be foolish to risk losing your currently possessed bases in order to try to gain a fairly well defended horde base. Just think about the roving band of HORDE adventurers: "Hey, the stables have... uh... no defenders! Let's nab it and move on.".... "Holy crud, not only did we just totally get the stables for free, but there are like only 2 guys at the mines, and one of them looks like he's running away somewhere else!" NAB. "What, they're mounting an assault on our well-defended base? Let's distract them by attacking the mill! Everyone to the mill!"

That's an awful scenario. The second time I found myself leading our raid group, we captured and held the stables, mines, and mill within moments, and were definitely pulling ahead in points. However, there was a group of 3-4 of us just randomly wandering around, giving reports like I said before, and acting totally on their own initiative, getting killed quickly by horde defense, and roaming again. At the same time, everyone I asked to stay at the stables ignored me, and ran to the mill (where there were already 5-6 of us) or to wander on their own. The mines were underdefended, and some of the stable defenders ran to the mines. Leaving... zero people at the stables! I even asked people BY NAME to stay at the stables. I indicated repeatedly that we needed at least three defenders on each base, and THEN the rest could toggle offense/defense based on the situation. No one wanted to defend the stables.

I can't count the number of times the stables got ninjad. What's that, you ask? It's when one or two players sneak up and snag the flag without any or with little opposition. It's a win/win situation for any side that can ninja a flag successfully because it interrupts resource flow, and causes the opponent unnecessarily to reinforce that base with defenders.

Sometimes a ninja can turn into a win. I ninjad the mill last night (different game) when it was totally surrounded by horde. I figured, what the heck, at least I interrupted the flow. They came runnin after me (because I was purposefully leading them away from the flag), and I died with all of them pounding on me at the bottom of the hill. This was surprisingly more successful that I had imagined because another alliance team was mounting an attack on the mill from the other side, and since the flag was in contest, the horde couldn't respawn there. By the time I rezzed and got back, we were in full possession of the mill, defending it well.

Speaking of defending. I have learned to LOVE defending. I think it may be the new offense! Hah. My favorite places to defend are the stables and mill. And I consider myself pretty good at both. By myself and sometimes with another rogue, I successfully defended the stables against about 10-15 ninja attacks, and some duo attacks. This didn't take much effort at all. I mostly just stood there, hidden in the nearby bushes, waiting. However, my abilities allowed the leader to focus other people on offensive raids. (Like I said, flexibility!)

Stables are pretty straightforward. Not much terrain to deal with. The mill is a different story, and most people defend it rather shoddily. The absolute worst thing I see people do is rush from a well-defended, terrain superior position at the top of the hill (facing the farm) down to the bottom to intercept horde raiders. This is a total waste of defense resources, for one, and it's also a great danger to the mill flag.

It prompts others who would normally have stayed at the top of the hill to go "rescue" the over-impulsive defender at the bottom, and soon few if any are left on the plateau at the top. This allows a druid or rogue to sneak up and ninja the flag. Once that flag is tapped, folks, all the defenders dying at the bottom of the hill cannot rez at the mill! It's vitally important to keep that flag from being tapped. Just as important as when you are raiding a base, and need to tap the horde flag to insure no horde can spawn there.

I use that tactic myself all the time. When a good number of people are with me on a mill raid, I stealth when I get to the top and ignore all the fighting, I'm sure much to the dismay of my teammates. But they don't realize that I'm actually increasing the chances of a victorious capture. While everyone is occupied on the ramp up to the hill, the mill horde defense rushes to the edge of the hill to attack the raiding alliance. Maybe one stays behind for a second or two to check out the flag to make sure it's not getting ninja'd (most players are so impulsive, the very moment they get to the flag, they tap it. you should wait if the situation warrants it so you don't have to fight (ask Seq about the waiting game)), then the impatient horde runs to help his teammates "defend." Only seconds have elapsed, so it's unlikely any have actually died on the ramp yet. I look, I make sure I'm free (and I use the flag itself to block the horde view of my name floating above my head), and I tag it. I rarely get interrupted, and if I do, it's usually only by one horde, and that quick skirmish usually ends up in my favor.

Once I tag that flag, the horde loses all its rez defense for the mill. That means every horde we end up killing on that ramp must rez somewhere else! I rush to the edge, and help finish off the horde, knowing the horde won't suddenly appear at my back.

This is an awesome tactic. TAG that flag, and make them work to defend it!

Back to defense. Imagine the situation is the same, but the sides are switched. You're defending the mill flag, but you don't have anyone AT the flag. It only takes 10 seconds, and BAM, you just lost it. The reason I stand at the top edge of the ramp isn't necessarily to intercept raiders. It's to determine when the mill is being raided, by how many, what levels, and what classes. I then can pick my personal target and indicate to the other defenders what that target is. By the time the raiders get to the top, we're ready for them. We can start attacking them at the top edge, but it's vitally important to slowly guide it to the area of the flag.

I've defended the farm flag against a horde raid group because every single one of them was trying to tap the flag (a good idea in general), and I kept hitting them each in succession. I don't care if all I need to kill that ONE horde is hit him three more times. If the OTHER horde tapping the flag succeeds, I've just lost all my defense on that base AND potentially interrupted resources (depending on the state of the flag). Worst case scenario is when the horde are trying to "defend" that flag because we tapped it, and all they have to do is re-tap it to get rez privileges at that base.

Now I can "sum up."

Generally:

-follow the plan

-listen to the leader (even if the leader is "wrong", you'll still likely do better than roaming around)

-don't roam around unless that's your job

-defense is a good offense when you're playing the resource game

-defend your "flag", not the entire map (don't rush out of the range of your fellow defenders or they just might stand there and watch you die)

-play for the win, not for HK

-communicate what you observe so that the leader can make informed decisions (you say "5 horde attacking mill", buddy says "5 horde defending farm", guy at mines says "3 horde attacking mines" - leader knows only 2 horde at max are defending blacksmith, and it might make a decent target)

-although you can report observations, don't make your own strategic decisions, that's for the leader

-although you don't make strategic decisions, you DO make tactical decisions based on your assigned task (i.e., you don't initiate a raid on another base if your task is to defend mill, but you can make decisions about where your party should be placed at the mill, what raiders should be attacked in what order, etc.)

Full Article

Monday, December 19, 2005

Arathi Basin Notes

In AB, there are two main strategies that seem to work:

1) capture and hold 3 bases

2) capture and hold 3 bases, then make offensive strikes to take the weaker of the remaining two, lose it, then take the other, lose it; rinse, repeat



Although #2 might seem silly, both methods are viable, depending on your overall raid group makeup, and more specifically your small team makeup. Most AB groups go with the default 5/5/5, with each team loosely assigned to go cap and defend a base. Two or three usually end up defending while the others go run off to find their personal fortunes elsewhere (often dying quickly as a result).

Theoretically, if you can cap and hold 3 bases the entire game, you will win, albeit slowly. Assuming you have five fairly strong players on each base, and the horde can't organize a full assault, you can generally hold out. If the horde do launch a full assault, that leaves their other base open, and you can just move your newly dead there, and wait again for the next assault.

So, there are two main arguments that I see people yelling about in /raid while this is being attempted. One is, "no one move from your base, total D on three, and we win, don't go try capping other bases!" The other is, "yes, we need to hold, but we also need to keep the horde on D on the bases they have now so they can't mount a full assault!" Of course, I cleaned up the arguments a bit.

Both, perhaps surprisingly, are right! But if you were the leader, which one would you do? (assuming anyone would listen to you). Well, that's where a guild raid comes in handy. You know your group's strengths and weaknesses, and you can assess the strength of the opponent. Based on how easily you've been holding the three bases, you should be able to determine whether you can afford to take people off of defense to mount small assaults to keep the horde on defense.

I don't know how many times during those games that I was either assaulting or defending the blacksmith (take the blacksmith, it's worth it!) and just watched 4-5 horde standing, unmoving, at the farm flag. They weren't moving because if they did, and they came to help their comrades try to take the blacksmith or the mill, they knew that one of us would sneak back and ninja their flag while we mounted a small assault at their front door. This, I'm thinking, is great! I have a guaranteed minus four horde trying to pound me!

Enough of that.

On to tactics. (strategy = big picture, tactics = small picture)

Take a guess, if you dare, what I shout about most to the people who play nearby me?

Go on, guess.

No, it's not "HEAL ME!"

Ah, "Morons!" is a good guess, but that's not it.

Ah, finally, you got it. It's "KILL THE PRIEST!!!!"

Every skirmish I get in, everyone does what they always do. They attack the warrior first, then the rogues, then the shamans, then maybe the druids, and then the priests. Oh, but wait. By the time they get the warrior to half health, we're all dead. Because the warrior has like 3-4 totally untouched healers! Arrgh!

The horde has the same damn problem! Hah! As soon as I got with a healer that actually saw me as an asset that shouldn't be left to die immediately upon horde attacking (rare!), just a handful of us decimated every single horde attempt to retake the farm and the blacksmith. The farm was my favorite. There were horde swarming us. Every single one of them was trying to tap the flag. Every time someone tapped it, I tapped them. I did the unroguely thing by switching targets just so I could get all the horde near the flag interrupted. When I interrupted them, they figured they needed to get rid of me first. So, instead of tapping the flag again, they went 1v1 with me. GOOD!

Why was this good? They totally ignored the druid who "found" me and kept me from dying. End result? None could even come close to matching my DPS, so all I did was focus on one, whack him till he was dead, then the next, then the next, all the while staying barely alive thanks to the druid. I didn't have to think about running away, or how I hadn't had a healing potion in days, or anything. I was totally uninterrupted, and nothing survived.

Why did this happen?

No one attacked the druid! Hah! See, the moment a horde puts the heat on my healer, I'm SOL. I would have taken down one or two of them, but then I'd be done unless I could get to the druid and protect him. Surrounded by horde, that would be difficult.

We just need to reverse this mentality and totally focus on eliminating healers.

There was one undead priest in a few of the games I kept hunting. She should have died about 20 times by my hands alone. However, every single ally around me totally ignored the priest and concentrated on every single other horde.

Okay, given the choice, do you fight a druid in bear form or a priest? A shaman in lion form or a priest? A shaman in lion form or a shaman in humanoid form? A shapechanged druid or humanoid druid? A shapechanged druid or a priest? Pick any combination, and your answer should always be the same (with some exceptions).

You take out the humanoid healers first. Priests first, druids second, shamans third. Priest are 100% healers, and have the mana to do so AND protect themselves, but they cannot withstand a bashing by 2-3 melee classes. Once they're out of the way, at least one of the shapechanging classes will have to convert back to humanoid in order to do any healing. Ones that are already in humanoid form are there for one of two reasons 1: crowd control or 2: healing. If a druid or shaman shifts back to humanoid, what do you think they're about to do? Ever duel a druid? Yeah, HEAL. Either themselves or an ally. Take out the humanoid druids first. They're surprisingly soft. Shaman are a bit meatier, but they heal a lot less than druids. Take them out next.

In a skirmish, I've literally ignored one warrior, one shaman, and one druid who were all trying to pound on me just to get a priest. Since that time I actually had some support, I took down the priest. Then the druid, then the shaman, then the warrior. Since priests love to run away, the warrior had a hard time landing shots on me and couldn't build up enough rage to make a difference, and the other classes just couldn't keep up with the druid that was healing me and my dodges. What we ended up with was a tank. And my gear sucks, too! hah

What would have happened had the warrior, shaman, and druid ignored me and gone after my healer? We'd all be dead and we probably wouldn't have even gotten the priest.

So, it's not as if my tactics were perfect, but they took advantage of the horde doing the same thing wrong that we always do.

Remember: Healers first.
Then semi-healers.
Then soft targets.
Then hard targets.

On my oldest server, there was this tauren warrior who became the most notorious on the server. He was very good at pvp on his own, but he also attracted a following. He got to the point where he had a 4-10 priest escort everywhere he went. Entire parties of equal level alliance were slaughtered just by him and his priestly following. The priests all had assigned themselves duties within their group, so that they weren't double-healing each other or wasting mana otherwise, but each priest had another priest to watch out for. Basically, if you saw this guy, you ran. And ran, and ran. I don't know anyone who didn't hate him.

Dunno where that was going. But shows the relationship between melee classes and priests, and the importance to cut that link quickly.

***

Oh, one other tactical thing:

Sometimes I rez and then run to the "happening" scene and there's a skirmish going on. Before I get even close to anyone, I've targeted all the horde in the skirmish. I'm looking for:
-healers
-anyone 30% or lower in health

If I see a healer, I determine whether that healer is in an actively healing capacity in the skirmish. Then I determine whether anyone has engaged the healer. If no one has, then that healer is the most dangerous enemy in that skirmish, and that's my target. Even if I don't kill the healer, I've perhaps saved my teammates a few seconds and given them the opportunity to finish off their quarries without the enemy being fully healed all of a sudden. Then they can come help me finish off the healer.

If the healer is preoccupied already, I look for a target with low health. (or even a low-level target). These I can usually take out with just a few hits, no matter what their class, as long as they don't have a supporting healer. So, if I've determined they're not going to be healed, I jump right in and finish them off.

Am I breaking my earlier rule about healers first? No. Modifying it, perhaps, but the rule of take out the "weakest" comes into play, since even the weakest do full damage. If I'm sure I can take out a weaker opponent, I will do so quickly so my teammates can get some relief and focus on the other opponents. Remember, I only do this if I can either kill in one hit, or if the enemy healer is fully preoccupied and won't be able to heal anyone.

Full Article

Tuesday, December 06, 2005

Ring Around the Rosie

Back when I used to play a dagger rogue (before I learned "the way"), I incorporated a tactic I learned from watching undead rogues kill me and my friends. I'm not sure what term is used for this tactic, so for now I'll just call it "ring around the rosie."
The method is simple to conceive, but for some, difficult to apply. The rogue literally runs circles around the opponent, facing the opponent the entire time.



Let me create a crude graphic to demonstrate.


...*.*.*.*.*
..*........*
.*..........*
*.....X.....*
.*..........*
..*........*
...*.*.*.*.*


Okay, that's sufficiently crude. The X is the opponent, and the asterices represent the path of the rogue. Remember, always facing X. Using a mouse and keyboard combination, assuming the rogue is going clockwise, requires a constant "turn" to the right while holding down the left sidestep button (default A). All the while, the rogue needs to be hitting appropriate attack keys. Sequoia's rogue mod allows him to hit only one attack key, but potentially execute two or more different attacks, depending on whether cooldowns are over, or other circumstances are allowing. That mod would be very helpful here, because keeping along the circular track requires a bit of adjustment (requiring more key taps), especially if the opponent is moving.

The object of this tactic is twofold. First, it allows a rogue to have a greater opportunity to hit with backstab. As rogues find out early on, pve mobs almost never turn their backs on players after being aggroed. So, getting behind a pve mob is somewhat of a challenge, but facilitated by using gouge, kidney shot, distract, or other tricks. PVP, on the other hand, requires players to track (turn to face) targets on their own (for the most part). This opens up a great opportunity to get behind opponents. I wrote a comment on Terra Nova's blog about this:


Quote:
There are a suprising number of WoW players who, for whatever reason (new to PVP games, laptops, etc.) do not use the keyboard/mouse combination to move about, or are just very inexperienced at it. In dueling and PVP combat, I have used this to my advantage in many situations, and my ability to run straight through my opponent has been a key factor in my tactics. I will often engage my opponent, run through, and quickly 180 so that I can fight facing my opponent's back. These players have a tough time turning around to face me, and by the time they do, I've already gone through them again, forcing them to start rotating the other direction. Attacking one's backside has numerous advantages: for a rogue, it's obvious, and for everyone else, melee attacks can't be blocked or parried from behind. In addition, when I attack casters, I often interrupt spells that require line of sight by quickly stepping through the caster at the last second. There are also advantages I've used against PVE mobs related to lack of CD.

Besides all the potential (inevitable) griefing, if WoW were to implement CD, most of these combat tactics would not be usable. Of course, I'm not advocating one way or the other. I'm merely saying that it does detract from the realism of close combat.

Another similar issue is the ability of some types of spells and projectiles to ignore certain objects in the game such as trees, walls, mounds of dirt, etc., and how some have taken advantage of these tricks to the point where they're considered bugs or exploits in the game.

**

The blog topic was concerning the tangibility of objects in WoW and other games (i.e., the ability or inability for players to "touch" or block each other physically).

The second reason for using this tactic is to create confusion and make the rogue harder to hit. Running around in circles requires an opponent to spin around in circles (or at least root the rogue in place) just to be able to hit the rogue.

I haven't used that tactic in real combat for a long time, but tried it out last night in WSG. The reason I tried it out was because I was getting my butt kicked, and needed to figure out why. Thus, I used the time-honored method of troubleshooting. I'll skip my methodology for now, but I had determined that my combat rogue tactic of just standing there, and occasionally sidestepping behind my opponent was not effective enough when I'm literally surrounded by horde. I needed to increase my lifespan so that I could at least bring down one or two of the vile things before I fell. You'll find that, perhaps to conserve mana, many casters will default to melee when in close encounters. I was fighting against shamans, mages, rogues, warriors, druids, and priests all at the same time.

As you know, I tend to focus first on healers. This distracts at least one caster, then, but leaves a lot of melee hunting me. I found that if I just stood there, not moving much, I didn't last very long. The warriors could just stand there and pound on me, and the rest had an easy time targeting me and pounding on me. So, I started running the circle. And, surprise, it was effective! And I don't even use daggers!

What happened is that my target was, as predicted, confused, and had a great deal of trouble facing me. This already saved my health a great deal of turmoil. In addition, anyone wanting to pound on me had to run around, trying to hit me. Since I consider myself very good at running this circle, it gave those without that experience a bit of trouble, and they were often too far behind or on the other side of the circle, and it probably reduced the number of hits I took by 1/3 to 1/2. In BG, that's impressive, and prolonged my life significantly.

Now, I can't say it's very effective in all situations, so I won't. You must know when it's appropriate, and when it's inefficient. But that's part intuition and mostly experience. I suggest to all rogues out there, and even other melee classes, give it a try and see how it works. If you don't like it, keep doing it till you're decent at it before giving up on it. It may come in handy. It's also good in dueling, especially if you're playing against a hybrid melee/caster like a druid.

Needless to say, I came out in the top 3 of the scoresheets anyway, once getting 110 HK and highest among both alliance and horde, although the horde won. So, I must be doing something right!

Full Article
Local Time

Eniwetok (GMT-12)
Samoa (GMT-11)
Hawaii (GMT-10)

Alaska (GMT-9)
Pacific Time (GMT-8)
Mountain Time (GMT-7)

Central Time (GMT-6)
Eastern Time (GMT-5)
Atlantic Time (GMT-4)

Brazilia (GMT-3)
Mid-Atlantic (GMT-2)
Azores (GMT-1)

Greenwich Mean Time (GMT)

Rome (GMT +1)
Israel (GMT +2)
Moscow (GMT +3)

Baku (GMT +4)
New Delhi (GMT +5)
Dhakar (GMT +6)

Bangkok (GMT +7)
Hong Kong (GMT +8)
Tokyo (GMT +9)

Sydney (GMT +10)
Magadan (GMT +11)
Wellington (GMT +12)



MMORPG Listed on BlogShares