Time-Lost Proto Drake (Arygos)

March 2, 2010 at 9:03 am | Posted in Other | Leave a comment
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I really want this Time-Lost Proto-Drake (TLPD). So, I’ve started almost farming. I say almost because its a rare spawn, there’s no known specific times for its re-spawn and no specific location. However, there is a certain path that the dragon patrols. Also, I don’t believe it (Vyragosa) spawns every 6 hours. I have yet to figure all that out, but every time I spot/kill Vyragosa, I’ll be posting it here, just for records. I will add the patrol path and other information on TLPD as i figure them out.

March 1, 2010: Vyragosa Killed at ~ 12:25 PM ( Bor’s Breath)

March 2, 2010: Vyragosa Killed at ~ 6:30 AM (The Inventor’s Library)

March 3, 2010: NONE << Spent almost the entire morning (5:30AM till 2:30PM) in Storm Peaks, looking for him, but no luck. Sporadic evening rounds didn’t bring any luck either.. :(

March 4, 2010: Vyragosa Spotted dead at ~ 12:44 PM (Bor’s Breath ) << I know this one just spawned and I missed it because I’ve been farming here all morning. So It must have spawned around the same area. I was in the area and I decided to do a quest just becuz… lol. wht a timing! I come back after 3/4 mins and its dead. :S

And, look at the times. It seems to be true, it does spawn at certain intervals. So, whoever’s farming TLPD in Arygos, Good Luck. You’ll probably pass by me several times.. :)

Darkmoon Faire

February 28, 2010 at 11:33 am | Posted in Other | Leave a comment
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List of items that can be turned in:

Coarse Weightstone – 10

Heavy Grinding Stone – 7

Green Iron Bracers – 3

Big Black Mace – 1

Copper Modulator – 5

Whirring Bronze Gizmo – 7

Green Fireworks – 36

Mechanical Repair Kit – 6

Small Furry Paw – 5

Torn Bear Pelt – 5

Soft Busy Tail – 5

Vibrant Plume – 5

Dense Grinding stone – 8

Thorium Widget – 6

Glowing Scorpid Blood – 10

Toughened Leather Armor – 3

Barbaric Harness – 3

Turtle Scale Leggings – 1

Rugged Armor Kit – 8

Choosing a Class

December 24, 2009 at 1:34 pm | Posted in Classes | Leave a comment
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Deciding on which class to play can be tough, especially if you don’t know what the different classes do, or how they fit in a group. You can choose a class based on your play-style, like a strong melee class, where you get up close and personal with the enemy, or a ranged class that can do its damage without getting close to the enemy. Certain classes are great for solo leveling, while others perform much better in groups. The most important thing when choosing a class is to pick something that you are going to enjoy playing. If you are going to be grouping a lot and running instances or raids, then pick a class depending upon the kind of role do you wish to fulfill when working with other players in groups. In a typical party of 5 members,  there is one tank, one healer, and three damage dealers.

A Tank: A tank is someone who takes damage for the whole group. A tank does this by generating a lot of threat so that the NPC mobs attack the tank instead of other members of the party. During a fight, a tank needs to make sure that no one else in the group is being attacked by mobs. They get taunt abilities to do this. A tank focuses on gears with stats like defense rating and stamina. 

A Healer: A healer is someone who heals friendly players when they take damage, keeping the group alive through difficult fights. Being a healer does not mean you can not deal any damage. You get your set of damage spells too, but healing will be your primary role. Aside from healing, a healer can also buff fellow players to boost their stats, remove their debuffs, and resurrect friendly players. A healer uses mana to source their spells. Gears with stats like Intellect and Spell Power are very useful to healers.

A DPS: DPS stands for Damage Per Second. Damage dealers are commonly referred to as DPS. As a damage dealer, you main goal is maximum damage output. But, sometimes, dealing too much damage might cause you to steal aggro from the tank. The primary stats for gears depends entirely on the class and the talent tree that you choose.

With that said, lets get familiar with the different classes.

Warrior

Role: Tank, Damage.

Armor Type: Heavy, Shield

Damage Type: Melee

Races Allowed:

Alliance: Human, Dwarf, Night Elf, Gnome, Draenei.

Horde: Orc, Undead, Tauren, Troll.

Warriors are a strong and powerful class that can use a variety of weapons, unlike other classes. Warriors can dual wield, use shield, two-handed weapons, and even guns and bows. They can wear Mail armor at level 1 and upgrade to Plate armor at level 40. Warriors use rage for their special attacks and abilities which is generated as the warrior takes or deals damage.

PALADIN

Role: Tank, Healer, Damage

Armor Type: Heavy, Shield

Damage Type: Holy Magic and Melee

Races Allowed:

Alliance: Human, Dwarf, Draenei.

Horde: Blood Elf

Most people say paladin is an over-powered class. You be the judge of that. With plate armor, a  heavy weapon (and/or shield), and healing spells, they can be hard on an enemy. A Paladin can be a healer, a tank, or a damage dealer depending upon the talent tree. Each talent tree  calls for a different set of gears. The Holy tree is for healing, Retribution tree is for damage dealing and Protection is for tanking. Paladins get a special ability that lets them bubble and become immune to any kind of damage for a certain time, which can be a great advantage if used correctly. Paladins use mana as their resource for spells and abilities. A Paladin can also buff or debuff friendly players and can resurrect too. At level 20 and 40, they get their own special mounts. For first timers, the Seals, Judgements and Auras could be a bit confusing, but besides that, it is a fairly easy class to play.

HUNTER

Role: Damage

Armor Type: Medium

Damage Type: Ranged Shots, Traps.

Important Stats: Attack Power, Agility

Races Allowed:

Alliance: Dwarf, Night Elf, Draenei.

Horde: Orc, Tauren, Troll, Blood Elf.

Hunters are one of the best classes for solo questing and leveling, and PvP. They are a pure damage class, no matter which talent tree you pick. They specialize in ranged damage with Bows, Cross-bows, or Guns. Hunters wear Leather armor until level 40, then they can wear Mail armor. Hunters get to tame beasts, turning them into their pets that can deal damage to enemies or hold aggro while the hunter deals his damage. As a hunter you must learn to keep your pet under control, and use it correctly. Hunters can also track enemies like beasts, humanoids, elementals, undeads, etc. which is an advantage over other classes. Tracking enemies make them appear on the mini-map. Moreover, they can set traps to slow or damage the enemy when stepped on. It is a good class for new players, and fun to play.

PRIEST

Role: Healer, Damage

Armor Type: Light

Damage Type: Holy and Shadow Magic.

Important Stats: Spell Power, Intellect, and Spirit (if healing)

Weapon Type: One-handed weapons, Wands, and Staves

Races Allowed:

Alliance: Human, Dwarf, Night Elf, Draenei.

Horde: Undead, Troll, Blood Elf.

Priests are a primarily healing class, but their talent tree ‘Shadow’ allows them to deal damage if desired. Priests have numerous buffs that can be very useful to fellow players. They can also debuff and resurrect friendly players. Sadly, priests can only wear Cloth armor, but don’t judge a priest by its armor. Not the best class to level solo, especially if you choose a healing tree, but are very desired in groups. Priests use mana to source their spells and can heal multiple targets at once, not to forget their Crowd-Control(CC) abilities.

SHAMAN

Role: Healer, Damage

Armor Type: Medium, Shield

Damage Type: Melee / Spell

Races Allowed:

Alliance: Draenei

Horde: Orc, Tauren, Troll

A Shaman can be a healer or a dps, depending upon the talent tree and they can choose to deal melee damage or spell damage from the talent trees. They can be pretty strong with Mail armor and Shield. Shamans can call upon totems, one of each element: earth, air, fire, water that can give buffs to party members or damage the enemy and for various other purposes. Shamans can also temporarily enchant their weapons, walk on water, resurrect friendly players and they can resurrect themselves too. Shamans also can turn into a ‘Ghostwolf’, increasing their movement speed. Overall, a very fun class to level.

MAGE

Role: Damage

Armor Type: Cloth

Damage Type: Spell Damage>> Arcane, Fire and Frost.

Important Stats: Spell Power, Intellect

Weapon Type: Staves, Wands, Daggers

Races Allowed:

Alliance: Human, Gnome, Draenei.

Horde: Undead, Troll, Blood Elf.

These cloth wearing casters are one of the best damage dealers in the game. Aside from that, Mages can conjure food and water for self and party members, make portals or Teleport oneself to all the major cities that belongs to their faction and buff friendly players with extra mana. They can also cast  “Slowfall” on friendly targets to reduce their falling speed (this prevents you from falling and dying). Mages can also remove curses. With Crowd-Control spells like Polymorph and Frost Nova (which freezes the enemies to the ground to keep them from getting close) mages are very much desired in groups and is a fun class to play.

WARLOCK

Role: Damage

Armor Type: Light

Damage Type: Spell Damage >> Shadow, Fire

Important Stats: Spell Power, Intellect

Weapon Type: Staves, Wands

Races Allowed:

Alliance: Human, Gnome.

Horde: Orc, Undead,  Blood Elf.

You will either love them or hate them. I’ve had more fun leveling my warlock than any other class. Warlocks wear Cloth armor, but they get minions for some extra help. Minions are acquired through a series of chain quests that are available from the trainer at various levels.Locks specialize in DoT (Damage Over Time), but that does not mean warlocks can not kill fast. The talent tree ‘Affliction’ lets the warlock focus on his DoTs while the ‘Destruction’ tree lets the Lock focus on burst damage spells. The other tree, ‘Demonology’ lets the Warlock empower its minion and make it stronger and more powerful, so that most of the damage comes from the minion.  With abilities and ‘Fear’ and ‘Howl of Terror’ to keep enemies at bay, and multiple abilities that lets you transform your health into your mana, or your opponent’s health into your health, they can be very powerful. The play-style of the three talent trees are very different, even though they all focus on dealing damage. Warlocks can also perform rituals to summon demons or party members, create Health Stones and create Soul Stones. At level 20 and 40, Warlock can get their special class specific mount from their class trainer.

DRUID

Role: Damage, Tank, Healer

Armor Type: Medium

Damage Type: Melee, Spell >> Nature and arcane.

Races Allowed:

Alliance: Night Elf.

Horde: Tauren

Druids are a very versatile class. They can tank in bear form, that makes them just as powerful as any plate-wearing class. They can DPS in cat form, sneaking like a rogue or in Moonkin form, dealing spell damage. Or they can heal in tree form. Druid are awesome at which ever role they choose and can put up a tough fight. They can wear Leather armor only. Depending on their talent tree, they can tank, heal or dps. Druids can shape-shift into different forms to fit the needs of the situation.

ROGUE

Role: Damage

Armor Type: Medium

Damage Type: Melee, Poison

Important Stats: Attack Power, Agility

Weapon Type: Dual Wield, Sword, Daggers.

Races Allowed:

Alliance: Human, Dwarf, Night Elf, Gnome.

Horde: Orc, Undead, Troll, Blood Elf.

A Rogue can stealth and attack their enemies, catching them off-guard and eventually killing them with their fast and heavy damage. Most of the time in PvP, if you’re sapped by a rogue, chances are you will be killed by it. Their abilities to immobilize the target and sneak up to them makes them very powerful. Rogues use energy to source their abilities. Rogues stack ‘Combo points’ when they deal damage. When enough points are stacked, they can use a finishing move to deal a heavy amount of damage. Rogues can also Pick-Pocket and Lock-Pick. They can be a very fun class to play.

DEATH KNIGHT

Role: Damage, Tank

Armor type: Heavy

Damage Type: Melee, Spells  >> shadow and frost, diseases.

Weapon Type: Two handed or Dual Wield.

Races Allowed:

Alliance: Human, Dwarf, Night Elf, Gnome, Draenei.

Horde: Orc, Undead, Tauren, Troll, Blood Elf.

Death Knights are a hero class, which means they start at level 55. All Death Knights start out in Ebon Hold, regardless of the race or faction. Death Knights are powerful Plate wearing fighters that can also tank if talents for tanking are chosen. They can summon minion for certain time to help them in combat. The Frost Talent tree focuses more on Tanking abilities while the Unholy and Blood trees are for dealing damage. Taking points in the Unholy tree, a DK can make the minion permanent like a Hunter’s or a Warlock’s. Very easy and fun class to play.

Getting Started.

December 19, 2009 at 2:45 pm | Posted in Races | Leave a comment
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So, you have installed World of Warcraft, and logged in. Now its time to create your very own character. When creating a new character, there are two factions to choose from, you can either be Horde or Alliance. Each faction has five different races. Each race has their own unique abilities and they start out in different starting zones. Let’s go into a little more detail

The Alliance

  • Human:
    Humans start off in the Northshire Valley in Elwynn forest. Elwynn forest is home to Stormwind City, the main City of Humans. The racial abilities of Humans are:

    • Perception (Passive): Stealth detection Increased.
    • The Human Spirit (Passive): Spirit increased by 3%.
    • Sword Specialization (Passive): Increased expertise with swords.
    • Mace Specialization (Passive): Increased expertise with maces.
    • Every Man for Himself: An instant spell with a 3 minute cooldown that removes all movement imparing effects and all effects which cause loss of control of character. This effect shares a cooldown with similar other effects.
  • Night Elf:
    Night elves start in Shadowglen in Teldrassil. Darnassus is the main city of the Night elves. The racial abilities of Night elves are:

    • Shadowmeld: An instant spell with a 2 minute cooldown that slips you into shadows, reducing the chance for enemies to detect your presence. It lasts until cancelled or upon moving.
    • Elusiveness (Passive): Reduces the chance enemies have to detect you while Shadowmelded or Stealthed
    • Quickness (Passive): Reduces the chance that enemies will hit you by 2%
    • Nature Resistance (Passive): Reduces the chance that you will be hit by nature spells by 2%.
    • Wisp Spirit (Passive): Upon death, turns your spirit into a wisp, increasing your movement speed by 75%.
  • Gnome:
    Gnomes start out in Coldridge Valley in Dun Morough, a place they share with dwarves. The special abilities of Gnomes are

    • Escape Artist: An instant spell that allows you to escape the effect of any immobilization or movement speed reduction effect. It has a 1.75 minute cooldown.
    • Expansive mind (Passive): Intellect increased by 5%.
    • Arcane Resistance (Passive): Reduces the chance that you will be hit by arcane spells by 2%.
    • Engineering specialization (Passive): Engineering skill increased by 15.
  • Dwarf:
    Dwarves share the Coldridge valley with the Gnomes. Their main city is Ironforge. Special abilities of Dwarves are:

    • Stone Form: An instant spell with a two minute cooldown that removes all poison, disease and bleed effects and increases your armor by 10% for 8 seconds.
    • Gun Specialization (Passive): Increased chance to critically hit with guns.
    • Mace specialization (Passive): Increased expertise with maces.
    • Treasure finding: An instant spell with 1.5 second cooldown that allows the dwarf to sense nearby treasure, making it appear on their minimap. It lasts until cancelled.
    • Frost Resistance (Passive): Reduces the chance that you will be hit by frost spells by 2%.
  • Draenei:
    Draeneis start out in Ammen Vale in the Azuremist Isle. Their main city is Exodar. Their special abilities are:

    • Shadow Resistance (Passive): Reduces the chance that you will be hit by shadow spells by 2%.
    • Gemcutting (Passive): Jewelcrafting skill increased by 15.
    • Heroic Presence (Passive): Increases hit chance by 1% for self and party members within 30 yards.
  • Gift of the Naaru: Instant spell with a 2 minute cooldown that heals a friendly target for a certain amount overtime. The amount healed is based on the caster’s spell power or attack power, whichever is higher.

The Horde

  • Orc:
    Orcs Start out in the Valley of Trials in Durotar. Their main city is Orgrimmar. The racial abilities of Orcs are:

    • Axe Specialization (passive): Increased expertise with axes and fist weapons.
    • Command (passive): Damage dealt by Death Knight, Hunter And warlock pets increased by 5%.
    • Hardiness (passive): Duration of stun effects reduced by 15%.
    • Blood Fury: An instant spell with a 2 minute cooldown that increases attack power by 6 for 15 seconds. The amount of attack power increased increases as you level up.
  • Tauren:
    Tauren start off in Camp Narache in Mulgore. Their main city is Thunder Bluff. The racial abilities of Tauren are:

    • Cultivation (Passive): Herbalism skill increased by 15.
    • Endurance (Passive): Base health increased by 15%.
    • Nature Resistance (Passive): Reduces the chance you will be hit by Nature spells by 2%.
    • War Stomp: A spell with a 0.5 second cast time and a two minute cooldown that stuns upto 5 enemies within 8 yards for 2 seconds.
  • Troll:
    Trolls Start out in Valley of Trials in Durotar, same as Orcs and share a home city with them in Orgrimmar. The special abilities of Trolls are:

    • Beast Slaying (Passive): Damage dealt against beasts increased by 5%.
    • Berserking: An instant spell with a 3 minute cooldown that increases your attack and casting speed by 20% for 10 seconds.
    • Bow Specialization (Passive): Chance to critically hit with bows increased by 1%.
    • Da Voodoo Shuffle (Passive): Reduces the duration of all movement impairing effects by 15%.
    • Regeneration (Passive): Health regeneration rate increased by 10%. Also allows 10% of total health regeneration to continue during combat.
    • Throwing Specialization (Passive): Chance to critically hit with Throwing weapons increased by 1%.
  • Undead:
    Undeads start out in Shadow Grave in the Tirisfal Glades. Their main city is Undercity. The racial abilities of the Undead are:

    • Cannibalize: An instant spell with a 2 minute cooldown that allows you to feed on an enemy corpse (must be humanoid or undead) regenerating 7% of your total health every 2 second for 10 seconds. Any movement, action, or damage taken while cannibalizing will cancel the effect.
    • Shadow resistance (Passive): Reduces the chance you will be hit by shadow spells by 2%.
    • Underwater Breathing (Passive): Underwater breathing lasts 233% longer than other races.
    • Will of the Forsaken: An instant spell with a 2 minute cooldown which removes any charm, fear and sleep effect.
  • Blood Elf:
    Blood elves start out in Sunstrider Isle in the Eversong Woods. Their main city is Silvermoon. The racial abilities of Bloof elves are:

    • Arcane Affinity (Passive): Enchanting skill increased by 10.
    • Arcane Torrent (Passive): An instant spell that silences all enemies within 8 yards for 2 seconds and restores a small amount of your energy, rage, rune, or mana (whichever applies). It also interrupts spell casting for 3 seconds. The spell has a 2 minute cooldown.
    • Magic Resistance (Passive): Reduces the chance you will be hit by spells by 2%.

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