Thursday, March 31, 2011

MM Hunter Master Marksman trick


Basically, what this does is getting a focus-free Aimed Shot thanks to the Master Marksman effect.

At 4 stacks of the Master Marksman effect, if you manage to get lucky and cast a Aimed Shot after the Steady Shot that procs the Fire! buff, your currently cast Aimed Shot will be focus free but doesn't clear the Fire! buff. This way if you keep check of the buffs, it's advicable to switch to casting Aimed over Arcane Shot in raid situations where you see you have 4 stacks of the Master Marksman effect.

Also has funny effects in Arena, if you're lucky enough to get this with Rapid Fire on, you can chaincast 3 Aimed Shots within 4 seconds. Yes, that's a lot of damage. Honestly, this rarely ever happens in PvP, but in PvE this is a viable exploit to pay attention to.
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Solo farm BoT as Hunter

So lets get started shall we?

First off, be a hunter. Have a tanking pet is recommended, and any spec works, though I recommend MM for more often rapid fire, better DPS, and readiness for a nice oh Sh** button (Refreshing CD on feign is always nice!) MM is actually HIGHLY recommended, for silencing shot.

First off, get into a fresh BoT, this is using some of the trash in the first large room.

This of course means you have to be in a raid, just invite a guildie or a friend and convert to raid with the two of you. 

Ok, so now you are into BoT!

first thing you do? Ignore those guys in front of you! Yes, those guys. The four of them. Pay no heed to the man with the sign. or soul blade.

So, next, you need to sneak to here: (the green check mark!) The red X's are those you pay no heed to.




To get here, dismiss your pet, use camouflage, and hug the left wall. The yellow beam of doom will target you, and you can feign to get rid of it.

Some specifics:

the four guys your ignoring? Seems they would like a word with you. Use deterrence to negate them. Develop a feel for when they will agrro you and use the ability accordingly.

For the yellow beam, you have to be careful. Deterrence will not negate it, so you can only take a few ticks of its damage before you die. Feign to get it off around here:


And by here I mean that corner, but do your best to feign as late as possible, as the chance the beam will correctly drop you goes up the further you are. Sadly the toon I'm on is saved atm, so no actual mobs are there 

So now your hiding in a corner, yay!

Next, we use a very sneaky misdirection trick.

Back up into this corner, and call your pet. Use move to and move it to where my flare is

And the player wants to be where I am standing (its first person view), backed up against the wall and into the corner.

Set the pet to passive!

Now, look toward the yellow stream generator, you can see a pair of twilight phase-twisters. 
do the following:
1. Misidirect your pet
2. Use trap launcher
3. Send a freezing trap flying to one mobs feet. (immolation may work as well!)
4. Mid flight, use feign death!

the mob should aggro the pet, but unlike a normal pull, one one phase twister comes! If you can't get freezing trap to work, or the mob doesn't negate the trap, use immolation trap.

So now the mob is fighting over in the corner with you. Time to kill!

Tell the pet to attack it for threat, use the glyph of MD to make sure you never pull, and watch out for phase twist!
That does not mean set to defensive! Or aggressive for that matter. Keep your pet on passive!

There are several ways to deal with the phase twist.
1. Silencing shot. This should be the one you use most. If doing this as SV:
2. Use freezing trap (works for all specs!) this should work as a interrupt.
3. Scatter shot, but watchout! It can make the mob run into range of the yellow beam, and your pet will follow, and die from it.
4. Feign death not really recommended, because you should be saving it for critical situations. You can use it, and save readiness for the critical situation however.
5. Deterrence. Long CD, and also it tends to not put the CD on the mob ability, last resort!

You can also use pet stuns or interrupts, but I'm not familiar with them.

now DPS the mob down with the above in mind, don't be afraid to use rapid fire, it makes things fast 

you can pull a second phase twister this same way, theres two you can see.

After killing the two, set pet to passive or dismiss it, tab target to a phase twister in the remaining pack, and agrro them with arcane shot or whatever ability you feel. Let them start running and feign. Alternatively, send your pet in, and feign.

They MAY glitch out and evade bug. Its no big deal, just send the pet again and "jiggle the cord a little".

theres my first guide and post on mmowned, lets have some feedback!

N.B. You can bring most classes with stealth to this spot, though I don't know of any mechanic for druids to pull singles, and I have no rogue to play with, this may be possible with a rogue!

you can also just bring them to dps  Makes it a little faster.

N.B. #2. getting to the spot works really well with engineering boots, jsut make sure to start them out of aggro range in case they fail 

n.B. #3 And if your really having trouble with dying, use glyph of MD, a beetle or turtle, and make sure cower is on autocast, growl is on autocast, and that you have a good pet tanking build. And keep mend pet up constantly! And as always tell your pet to attack of course.

Alternatively, you can respec yourself into spirit bond for loads of extra healing.

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[Guild Achievement] City Attacker

Here's a way to VERY easily do the guild achievement [City Attacker].

Group up with as many guildies as you like. We had 10 in my group. Note: It HAS to be guild members.

Every time you kill a Horde in a Horde city, you will get 1x the amount of players in your group. In our case 1x 10 = 10 kills. This would only take 250 kills to reach the 2500 kills required for the achievement.
We had another guildie create a Horde character so speed up the process. Just camped a GY and had him release everytime we killed him.

Enjoy!
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Wednesday, March 30, 2011

Best (only?) way to stunlock a pally.

This guy is Mew2King a well known Super Smash (Melee?) player. He's pretty good. Contrary to his name he doesn't use Mewtwo cuz Mewtwo is garbage tier at the competitive level.

The girl is also a smash player but I don't know her skill level.

M2K had just lost a high stakes match at the tournament that this girl may or may not have helped organize. She decided to kiss him to make him feel better.

This is his reaction. That's all from what I gathered from seeing this pic a million times.

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Monday, March 28, 2011

Epic troll on warriors

Blizzard: We think burst damage is too high.
PTR Build: Warriors and Ferals are losing their mobility. Ferals are losing their fear break + immunity. Warrior utility is being nerfed. To compensate, there will be a minor damage boost.
Result: S5 looks balanced.


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A Guide to Discipline Priest PvP and Arenas

This will be a general guide on how to be a little bit more successful in PvP, although I will focus mainly on arenas. If you have any questions I'd like you to read through the guide before asking it, as it may already have been covered. I am also assuming that you already have some knowledge of the priest class well reading this guide.

Sections:


  1. Keybindings
  2. Interface
  3. Gearing
  4. Speccing
  5. Macros
  6. Positioning
  7. Juking/Interrupting
  8. Coordination and Teamwork
  9. Tricks
  10. Conclusion



1. Keybindings and Interface
There are multiple styles of play, none really wrong but some are more effective then others. There are people who click all their abilities and make it to 2.6k+ ratings in arena, however there are much more who use 50+ bindings at those ratings. Some of you will argue and say that you click perfectly fine, and if you truly believe that then skip most of this section.

Anyway, lets talk about keybinds. The way I play is using qwes as movement keys, having bound a and d to abilities. I also use `-6, rfxcvtgyh (shift and control + all the previous) aswell as f1-f6, scroll wheel up/scroll wheel down and caps lock.

HAVING SAID THAT, I play on a laptop that has a very small keyboard where it is easy for me to reach my hand across to hit shift h effectively. When you read this don't think oh shift + h is so easy to hit i'll go and bind that to something I need to hit often/quickly in order to react to the situation. Shift + H is my mount, which is bound there just as a convenience.

R is the fastest button on the keyboard to hit, assuming you play with wasd keys as movement. Use this knowledge to bind it to something you have to react fast to hit, such as shadow word: death in order to sw:d polymorph, seduce, blinds, scatter shot, etc. Scroll Wheel Up (Mouse Scroll Wheel) is also incredibly fast. I bind scroll wheel up and scroll wheel down to dispel people I play with in 3s (scroll wheel up is my rogue, down is my mage). When I see that something is going to hit them I just start scrolling up or down and it comes off them very quickly.

It will take you a while to bind your keys to something that is both comfortable and functional, however it is definitely worth the trouble. Keep practicing with your new binds until you get it right, and even then look for opportunities to make your binds better.

These are currently my binds on my priest.

1 - Prayer of Mending - Easy to hit for frequent use.
2 - Greater Heal - Same as above.
3 - Renew - Same as above.
4 - Power Word: Shield - Same as above.
5 - Flash Heal - Same as above.
6 - Power Infusion - Somewhat out of reach, still easy to hit (though not spam due to CD).
F - Fear - Easy to hit, use often, need to use quick sometimes.
V - Dispel Magic - Easy to spam.
R - Focus Shadow Word: Death (Macro) - Easy to reach, fastest reaction time on this key.
X - Penance - Easy to spam.
G - Pain Suppression - Easy to hit fast.
` - Mana Burn - Easy to spam.
F1 - Target Rogue (Macro) - Easy to reach as I use VERY often.
F2 - Target Mage (Macro) - Same as above.
F3 - Inner Will - Easy to switch between F3 and F4 frequently.
F4 - Inner Fire - Easy to switch between F3 and F4 frequently.
F5 - Divine Hymn - Easy to hit but not spam due to use of once per game generally.
F6 - Hymn of Hope - Same as above.
Shift C - Power Word: Barrier (Macro) - Easy to hit fast, all my target spells (Mass Dispel, PW: B, etc.) are C, Shift C, etc.
Shift V - Leap of Faith - Easy to hit fast.
Shift R - Mind Spike - Can spam very easily then follow up with Shift + 3 (Mind Blast)
Shift X - Holy Fire
Shift G - PvP Trinket - Easy to hit bind, can do very fast but not on accident.
Shift T - Desperate Prayer - Easy to hit in emergencys.
Shift Y - Fear Ward Self (Macro)
Shift H - Mount - Simple convenience, hard to hit but don't need to hit fast.
Y - Shadowfiend (Macro)
C - Mass Dispel (Macro)
Control C - Shadow Word: Pain
Control V - Devouring Plague
Control R - Cure Disease
Control T - Mind Control - Easy to hit, can spam frequently.
Control G - Wand
Control Y - Shackle Undead
Scroll Wheel Up - Dispel Rogue (Macro) - Very easy to spam, very fast reaction time.
Scroll Wheel Down - Dispel Mage (Macro) - Same as above.
A - Inner Focus - Easy to hit quickly, use often.
D - Dispel Self (Macro) - Very easy to hit quickly, use often.
Shift 1 - Drink
Shift 2 - Fear Ward
Shift 3 - Mind Blast - Easy to hit after Shift + R (Mind Spike) for frequent combo use.
Shift 4 - Power Word: Fortitude/Prayer of Shadow Protection (Macro)
Shift 5 - Mind Sear
T - Binding Heal
Caps Lock - Shadow Word: Death - Easy to hit for when you need to react fast to get a kill.
Shift F - Escape Artist (Racial)
Control F - Holy Nova - Easy to hit if you see a rogue/druid stealth.

I wouldn't recommend copying my binds exactly, this is just to give you a general idea of what I bind where and why.

2. Interface
Again, there are many different ways to set this up. I personally use the default blizzard interface with a few minor changes. I do this because I find that the default interface is pretty minimalistic, so it doesn't clutter up my screen much and allows me to see what is going on much easier. It's also straightforward and easy to read.


This is my interface, playing on my druid. My priests interface is nearly the exact same. I use moveanything to move my frame and my targets frame closer to the middle so they are easier to see when I'm not looking at them. I have OmniCC on to show my CD timers left on abilities at a glance. My party bars are on the bottom right, modified through blizzards default interface to show important debuffs to dispel as well as clearly showing my parties health and their pets. I have a focus frame above that with the cast bar just below it. My cast bar and my targets cast bar are in the middle between my chat log and my party frames.

Essentially everything I need to see is laid out in an easy to glance at location with clear writing. When things are getting crazy and I need to take in a bunch of information quickly I just glance around my screen to see what's up.

3. Gearing
As discipline for gearing I'd say go for at least 3000 resilience in current gear, with more when later seasons come out. Most priests play with between 3500-4000, although it depends on what setup you're playing. Some teams you won't need heavy survivability due to REALLY good peels or extra healing from another healer (such as Rogue/Mage/Priest or Holy Pally/Disc/Warrior). With that much resilience you will be using almost all PvP gear, with perhaps a PvE piece here or there (such as trinkets; DMC: Tsunami and the Archaeology trinket are EXTREMELY good for mana efficiency).

A good starting set to enter into arenas with is 5/5 Mooncloth Bloodthirsty, a Bloodthirsty PvP trinket (resilience one), most bloodthirsty spirit offsets (except for cloak, this should be the bloodthirsty spell penetration cloak). This should be fully enchanted and gemmed with Cataclysm enchants/rare gems.

Stats to Aim For:
Spell Hit Rating - 4%.
Spell Penetration - 200+
Spell Power - 7000+
Health/Mana - 110k/90k+
Resilence - 3k+
In-Combat Regen - 2k+

4. Speccing

Talent Calculator

This is a common discipline arena spec.

Optional Points:

Inspiration - These 2 points can be moved to either reflective shield, improved renew, or twin disciplines. However I feel that Inspiration really helps when being trained by melee.

Empowered Healing - These 2 can be moved to improved renew if you prefer that.

Glyph Choices:

Penance - Obvious choice, 2 second less CD on our best heal.

Power Word: Barrier - 10% more healing in those desperate situations can change the game from a loss to a win.

Shadow Word: Death - An extra 8k can mean the difference between a win or a loss, really helpful for getting kills.

Desperation - VERY key, using pain suppression in a stun can be hugely game breaking versus a rogue, warrior, mage, etc.

Mass Dispel - Allows you to get off bubble/ice block a second faster, which can sway the game.

Fear Ward - This glyph is optional and can be switched with Inner Fire or Prayer of Mending. I choose fear ward because I use fear ward every game to stop a fear. This is extremely helpful against priests, affliction locks and warriors to stop their instant fears. A minute off this can sometimes change the loss into a win.

Levitate - Optional, Frees bag space.

Shadowfiend - More mana is always good.

Shackle Undead - 5 More yards to shackle gargoyles and DKs in Lichborne.

5. Macros

I will list you all the macros I use, not all of these are mandatory but most are pretty useful.

Buffs
#showtooltip
/castsequence Power Word: Fortitude, Shadow Protection

Both buffs in one button, frees up an extra bind.

Dispel Partners/Self

#showtooltip Dispel Magic
/cast [target=TargetsNameHere] Dispel Magic

This macro is for fast defensive dispels, instead of having to target who you want to dispel and then dispel them it simply does it in one button. Can save you a second or more.

Fear Ward Self

#showtooltip Fear Ward
/cast [target=YourName] Fear Ward

This macro is pretty useful to have when playing against classes with instant fears.
Just fear wards yourself so you don't have to do it manually. This macros really useful when you see a priest or a warlock running at you to fear. It's pretty obvious when those classes will do it because they have to be within 8 yards of you. Just hit this button and you avoid one of their fears.

Mass Dispel
#showtooltip Mass Dispel
/cast !Mass Dispel

Power Word: Barrier
#showtooltip Power Word: Barrier
/cast !Power Word: Barrier

These two macros just make it so that when spamming Mass Dispel and Power Word: Barrier you won't lose the highlighted circle if you hit it twice.

Shadowfiend

#showtooltip Shadowfiend
/cast [nopet,harm][nopet,target=targettarget,harm]Shadowfiend
/petattack [harm][target=targettarget,harm]
/cast [harm][target=targettarget,harm]Shadowcrawl
/cast [target=Shadowfiend] Dispel Magic; Dispel Magic

My shadowfiend macro will first summon your shadowfiend if you don't already have a pet, tell it to attack your target if it's hostile, if not it will go to your target's target. Hitting the macro again will tell your shadowfiend to use its shadowcrawl, for when it gets too far away from the target. Hitting the macro a third time will dispel your shadowfiend, useful for when the other team is trying to kite it or cc it.

Shadow Word: Death Focus
#showtooltip Shadow Word: Death
/cancelaura Power Word: Shield
/cancelaura Illuminated Healing
/cancelaura Divine Aegis
/stopcasting
/cast [@target,harm] Shadow Word: Death;
/stopmacro [harm]
/targetenemy
/cast Shadow Word: Death
/targetlasttarget

This macro will simply cancel all your absorb effects (including paladin mastery effect and all your shields) then cast Shadow Word: Death at your target if it's hostile, or the closest enemy if your target is friendly, then switch back to your last target. This macros very useful for avoiding things like Polymorph, Scatter Shot, Blind, Hunter Traps, Gouge, and basically anything that will break on damage. DO NOT spam this macro, only use it when you KNOW that one of the spells I listed or another one of the same type will affect you as it cancels your shields, which is a large defense loss.

6. Positioning




This is one of many scenarios of good positioning for a discipline priest. I am assuming in this scenario that you are playing on Nagrand Arena against a melee/healer team. In this arena there are four pillars spread around a circle.

You are standing next to one of the pillars, your partner is between your pillar and one of the pillars adjacent to it. The melee from the opposing team is attacking your partner, and his healer is standing in the middle of the arena.

In this situation you are in line of sight of to heal your partner, as well as being within line of sight to dispel the opposing teams melee. You can also take a step out from behind the pillar to dispel the opposing teams healer well still being close enough that should they attempt to switch to you, you can go back behind the pillar to draw the melee out of line of sight of his healer. If your partner is attacking the melee this either forces the healer to run back behind the pillar you're at, allowing you to fear them both. Or forces the melee to come back out from behind the pillar in order to recieve heals from his healer.

There are infinite different scenarios so I won't draw diagrams for all of them. Use your imagination, but a general rule of thumb is to always stay near a pillar so that you have somewhere to take refuge behind should things get dicey. In the a scenario where you don't have a pillar to line of sight behind, use range to your advantage. Most heals have a 40 yard range, whereas most damage/crowd control abilities have between a 30-36 yard range. You can always cast something at max range then run back a few yards to be out of range of a crowd control effect.

ALWAYS be coordinating where you are in relation to your partner. If you can't get into good positioning tell your partner, and it's up to him to move somewhere better.
Positioning is something you can be practicing constantly. It's one of the basics to arenas and PvP, but it can make one of the largest impacts on the game. Most arenas are won and lost based on who has the best positioning.

7. Juking/Interrupting
Juking is the ability to fake a cast so that the opposing player uses his interrupt, allowing you to follow up with a real cast and not be interrupted. This takes lots of practice, but once you get the hang of it this can be employed very effectively.

MANY players interrupt the first thing you cast, so always juke the first cast when their interrupt is up. Begin a cast such as flash heal or greater heal, then move your character or hit escape .2-1 second in. This will make them think you are going to cast something, but when they go to interrupt you've stopped casting and they've hit their interrupt. They missed the cast which will allow you to cast your next ability without interruption. An addon that I HUGELY recommend you getting to help with this is InterruptBar (InterruptBar with Rebuke and Skull Bash : Combat Mods : WoWInterface AddOns). IB tells you when an interrupt is used and the cooldown left on it.

Juking is something you can practice in battlegrounds, duels, arenas, everywhere. Different players interrupt at different speeds, so try to notice patterns in peoples interrupts. Latency is also something that you should take into effect when juking. Sometimes you juke but still get interrupted, just remember this for next time.

Personally to practice this I would go duel a rogue, enhancement shaman, warrior or some other class with a fast interrupt just to get the hang of juking. Trying to stay alive well making them miss most of their interrupts is very good practice for real scenarios.

8. Coordination/Teamwork
Discipline priests are one of the few classes that rely heavily on their partners in order to do well. They are a VERY good support class, with good heals, good CC, strong offensive and defensive dispels well still managing good survivability, very good assisting burst when going for a kill, and extremely good multi-functionality on most of their spells.

Having said all of this, priests rely heavily on their partners to "peel" (stop using slows, stuns, crowd control, snares, etc) enemies off them. This is due to their relatively low mobility in terms of other healers. Well druids can kite melee very easily due to their travel forms, shamans can ghost wolf and paladins have freedom and plate armor.

Being vocal with your teammates is a key to victory. In arenas I call out everything using skype, which I find is much better then ventrilo. I tell my partners when I am being crowd controlled, when I'm drinking, out of Line of Sight, low on mana, helping burst, who I've dispelled for a switch, and when I need help to not die. The more you call out the more your teammates are aware of your situation and can react accordingly. Disc priests are a class that is supposed to take charge, tell your partners who is open to switch too and what they need to be doing. Let them do their own thing, but don't be a voice in the background.

9. Tricks
Shadow Word Deathing CC - This has been unique to disc priests for a very long time. Allowing yourself to get out of polymorph and other crowd control effects that break on damage is huge and extremely useful in a variety of situations. The backlash damage on SW: D is enough to break polymorph, scatter shop, frost trap, gouge, sap, blind and repentance. It takes practice and quick reaction time but usually you can tell when you're about to be hit by one of those effects just from the other players positioning. For example, if a mage is in LoS of you and casting polymorph, Shadow Word: Death him just in case. If a rogues running at you well your partner is at low health, Shadow Word: Death him at about 15 yards away in order to break the blind if its hits you. Shadow Word: Death effects will no longer go through absorb effects, i.e. shields so use the macro I provided in the macros section.

Inner Focus + Mind Control - This is a little known trick that is useful against melee when they're attacking you. Inner focus makes it so that you can't be interrupted through interrupt effects, silenced, or dispelled. Any melee class thats in range has an interrupt to stop mind control, which is a 2.5 second cast. When using MC in combination with Inner Focus, you won't get interrupted. Using this combination after a cooldown such as kidney shot, hammer of justice, or throwdown is used can be a guaranteed 8 seconds of not dieing. Don't use this when you're too low however and need to heal, as the person you're mcing will probably want to kill you harder as soon as they get out of it.

Life Grip (Leap of Faith) - Most people will realize that life grip can easily be used in a defensive way: pulling one of your partners to you will prevent most of the damage being put on them. Say you're playing with a warlock and you have everyone hitting you within melee range, trying to kill you. Your fear is down from having used it a few seconds ago to stay alive, but you're still losing health fast. You life grip your warlock on top of you who then fears everyone buying you a few seconds to top yourself back up. Less will realize that you can easily use this ability in an offensive fashion as well. If you're playing with a melee class who is trying to stay on top of their target, who gets away through something like blink, disengage, of heroic leap you can run over to the target and life grip your melee to you, bringing them much closer to the person they're trying to sit on. You can also use life grip really well to switch to a healer. Run to the healer, life grip one of your melee (preferably) to you so they can hit the opposing healer quickly. You're other partner (if you're playing 3s) can use another abilitiy (i.e. blink, etc.) to get over quickly and put out lots of pressure before the other team realizes whats happening.

Hymn of Hope + Shadowfiend - Shadowfiends mana regen is based on 3% of your maximum mana per hit. Hymn of hope increases your maximum mana by 15% for 8 seconds. Use your shadowfiend first, then channel hymn of hope in order for your shadowfiend to regen you more mana per hit.

Mind Sear Stealth - Mind sear does aoe damage and so can be used to get people out of stealth easily. Casting mind sear on a friendly target and having them run up blade's edge bridge is a good idea to force the rogue to either wait at the other end or run all the way around. You can also mind sear when a rogue vanishes to hopefully get them out.

Mass Dispel around Pillars - Mass Dispel will cause whoever it hits to get in combat. If somebody is drinking around a pillar, using innervate around a pillar, divine plea, etc. Mass Dispel with them in the radius to dispel the effect or stop them from drinking.

Some of these tricks may seem obvious or basic, but I'm guessing a few of you might have learned a thing or two from them.

10. Conclusion
I hope after reading this you've learned a thing or two. Take everything with a grain of salt, as there are many different ways to play and this is just one of them. I hope that I've explained everything clearly and as in depth as I could have. I will continue to update this as comments come in.
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Friday, March 25, 2011

Gratzification

I'm surprised that my guild hasn't kicked me yet. I think maybe they don't realize that I'm making fun of them when I do this.
[Player A] gets [meaningless achievement]!
Guild member 1: Grats!
Guild member 2: Congratulations!
Guild member 3: gratz! etc etc etc
Me: HOLY FUCK, C O N G R A T U L A T I O N S [Player A], YOU'RE A WOW-ASS-KICKING FRIEND! I mean, shit dude, serious for reals gratz on that one.
Then there is usually silence from the guild, maybe with a 'lol' or two sprinkled on top.




I wonder if it varies culture to culture similarly to asking how someone is.
For example, in the US we commonly ask strangers, "how are you?" and expect a bland, "good, you?" in return. If you ask a German that, they might tell you a detailed story of their past or problems, or may snub you for getting too personal.

So similarly, I wonder if other regions of WoW throw out, "Grats" as much as we do.

There is also an addon that says it automatically.
Lets just say when your guild is in a new 25 man and they down a boss, it doesn't look good.
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Big money off Inscription with minimal effort.

I know this is not the fastest way of making gold buy for very minimal time and effort it is a nice way to make a bit of extra gold.

Firstly you are going to want 450 inscription, I do this off my level 65 mage.

Second, You want to find the cheapest out of these herbs on your realm. Azshara's Veil, Cinderbloom, Deathspore Pod, Heartblossom, Stormvine, Twilight Jasmine, Whiptail 

On my realm it is Stormvine at just over 28g/stack, Second is cinderbloom at 33g/stack Or if you have a herblist you don't need to buy the herbs at all.

I started with 1072 gold in my bag, I spent 937 on stormvine.


Set up a macro like this to save your clicking energy and the hassle of moving your mouse back and forth.

Code:
/cast milling
/use Stormvine <-- change this to the herb you are using.
You can spam this key or set up a key spamming program to click it every 1 - 1.1 seconds depending on your ms and how many stacks you actually have.. Btw Make sure Auto-Loot is turned on!

After milling them all I had 345 Ashen Pigments, you now turn these into Blackfallow Ink.


Now buy an equal amount of Resilient Parchment to the amount of Blackfallow Ink you have and make all the fortune cards you can! Make sure you leave some cash left over when you buy herbs for Resilient Parchment as the vendor sells it for about 8g/stack.

This will take a while depending on how many fortune cards you are making.


Now get selling, chose trade or the AH either works. I usually undercut my competitors buy only about 90 silver and they sell pretty quick especially if you advertise in trade about them and that you may get a *links 5k fortune card*.

On my server fortune cards go for 13g/ea selling them at the market price I will more than double the gold I started with!


This is just a tip, I advise you sell them in stacks of 10. Selling them singly will flood the market and you will be prone to undercutting. Selling them in huge stacks will put most people off buying it they don't want to spend too much on "gambling" I would say stacks of 5 or 10 are a nice size to sell at.

Remember the profit you gain is entirely dependent on your servers economy but I am yet to see a realm where the mats for the card are more than the card its self so you should make profit on any realm but make sure you check the prices before doing this anyway!

Less than an hour after this guide was posted all of these 10 stacks were brought out.
Apparently a few people on this forum are blind THESE AUCTIONS BELOW ARE STACKS OF 10 NOT SINGLE CARDS.
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Tuesday, March 22, 2011

Buff me

Typical. An entire group of priests and only one buffing.


Also, on the left side of the pic, it says "ㄱㅅ"which are Korean letters, (actually they are just consonants) representing the word "감사" or "Thanks".

THANKS FOR THE BUFF BRA
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Standing in fires & how NOT to Huntard

Content
  1. Intro
  2. Content
  3. Gearz
  4. Talents & Trees
  5. Gear, Stats & Enchants
  6. Gems
  7. Consumables
  8. Priority List (Shot Order)
  9. Pets
  10. Macros
  11. Addons
  12. Tips & Tricks
  13. Links
  14. Conclusion & Updates
  15. Questions

Gearz

Wait, what good is gear without talents to use, lets come back to gear later. Anyways, it's all hunter loot.


Talents & Trees

As a hunter you have 3 trees you can place points in.
All 3 specs have different bonuses:



Below I will go into the most common specs used for each class and define the bonuses you receive for speccing into it.

Beast Mastery aka BM

Oh BM, once the 1 button macro king of TBC, it was nerfed to utter crap for most of WotLK. BM is sometimes thought of as a spec for people that are lazy because the pet does a lot of the work for you. I'd disagree. At highend(world top 50) endgame raiding at this time, BM is sitting above SV on most fights.
BM's signature move: Intimidation
100 yd range
1 min cooldown
Command your pet to intimidate the target, causing a high amount of threat and stunning the target for 3 sec. Lasts 15 sec.
BM's Masteries:
At level ten when you choose the BM spec you receive Animal Handler granting you an additional 25% attack power.

At level 80 you can go to your trainer and train Mastery. Which gives you Master of Beasts which increases the damage done by your pets by 13.6%. Each point of Mastery increases pet damage by an additional 1.7%.

As for the talent tree here is a good baseline BM spec.
The points in the BM tree should not be touched, but moving points from Improved Serpent Sting to Pathing depending on your haste levels is a good idea.

For a more in-depth guide and theory-crafting behind the MM tree you can check out EJ's BM thread.

Marksmanship aka MM
Good Ol' glass cannon, a staple of the hunter class from the start of the game. This spec has seen it's ups and down but has always/almost managed to hold it's own. MM is finding itself used much more for PvP these days because people find the burst much higher than that of SV or BM.
MM's signature move: Aimed Shot


50 Focus 40 yd range
2.4 sec cast
Requires Ranged Weapon
A powerful aimed shot that deals 200% ranged weapon damage plus (RAP * 0.724)+776.
MM's Masteries:
At level ten when you choose the MM spec you receive Artisan Quiver which increases your ranged auto-attack damage by 15%.

At level 80 you can go to your trainer and train Mastery. Which gives you Wild Quiver, which Grants a 14.4% chance for your ranged attacks to also instantly fire an additional ranged shot. Each point of Mastery increases the chance by an additional 1.8%.

The most common talent tree for MM these days is this spec
MM talent tree does not have near as many mandatory points as the BM tree does, this spec can be played around with quite a bit.

Note- These following talents should be considered mandatory: Go for the Throat(2), Efficiency(3), Sic’Em(2), Improved Steady Shot(3), Careful Aim(2), Piercing Shots(3), Rapid Recuperation(2), Master Marksman(3), ReadinessPosthaste(2) & Chimera Shot

That leaves you with 7 points left in the MM tree to play with. I look at my raid and decide if i need utility over situational dps. Once again, the above spec is just a guideline and different gear levels can make this spec less dps for yourself.

For a more in-depth guide and theory-crafting behind the MM tree you can check out EJ's MM thread.


Survival aka SV
SV, the red headed bastard child of the class till close to WotLK, only brought for buffs throughout most of TBC. SV has dyed it's hair and grown up, it's a very well rounded spec that hold it's own at most skill levels. At the high end of the game (World top 50) it tends to come in last on most fights out of the 3 specs now, but not by much. And how many of us are playing at that level?
SV's signature move: Explosive Shot


50 Focus 40 yd range
Instant 6 sec cooldown
Requires Ranged Weapon
You fire an explosive charge into the enemy target, dealing RAP*0.232+386 Fire damage. The charge will blast the target every second for an additional 2 sec.
SV's Masteries:
At level ten when you choose the SV spec you receive Into the Wilderness which increases agility by 10%.

At level 80 you can go to your trainer and train Mastery. Which gives you Essence of the Viper which Increases all elemental damage you deal by 8%. Each point of Mastery increases elemental damage by an additional 1.0%.

The most common SV spec, It doesn't really leave much to play around with. Again, feel free to move a few points around if it sims out better for you at your gear level.

For a more in-depth guide and theory-crafting behind the SV tree you can check out EJ's SV thread.
Gear, Stats & Enchants

As hunters we have use of 3 types of armor. Cloth, Leather & Mail. We should never be caught in anything besides mail, as it gives us 5% more agility when all our gear is mail. Always, always mail.

As for stats we want items with agility on them. Agility gives us 2 AP per point and a tiny bit of crit.

Crit would be the second stat you would be going for with all 3 specs, unless you are below the hit cap.

Ranged attacks have a 8% chance to miss against mobs 3 levels higher than us(Raid bosses) and each point of hit rating gives us 1/120.109%, so we need 961 hit to reach this, or 841 for draenei. It is better to be a little over the hit cap then below it.

Haste/Mastery is subject to many debates at this time and is also going to be affected by what spec you choose.

At the higher end of gear available at the moment as BM you would want an almost even amount of haste & mastery

As SV there is soft cap on haste(757) that brings your Cobra shot down to 1.67 seconds.(this is affected by latency, add more haste if you you have high ms). This allows you to fire 3 Cobras or 2 Cobras and an instant between Explosive shot. it's not really a cap per say, it's just that haste offers very little after 757 until after you can get enough to add another Cobra shot in. it is too high of a number to reach without severely gimping the rest of your stats.

MM's haste rating really depends on what shot priority you choose, some people have it to close to 1500 and others keep it around 1k-1.2k depending on latency.

Don't forget that if you have the T11 4 piece bonus, it takes the 0.2 seconds off before your haste is added on.

With reforging people tend to not hold out as much for that certain piece of gear to drop because we now have much more control over our stats.

SV - Assuming you are hit and haste(soft) capped, you should reforge every piece of gear that does not have crit on it to crit. If it does does have crit, reforge to mastery.

BM - Assuming hit capped, if the gear has no crit, reforge the higher stat to crit. If the piece has crit, don't reforge that gear.

MM - Assuming hit capped, if any of your items are hit/mastery and unreforged, you can reforge the mastery to crit or haste as long as you stay in a good haste range.(depends on your shot priority)

Enchants
Excluding profession bonuses, the best hunter enchants are:
 HeadArcanum of Ramkahen - 60 agi/35 haste (Ramkahen revered).
• ShouldersGreater Inscription of Shattered Crystal 50 agi/25 mastery (Therazane exalted).
• Back – Greater Critical Strike – 65 crit (22 agi if SV)
• Chest – Peerless Stats - 20 stats
• Wrists – Agility – 50 agility
• Gloves – Major Agility – 20 agility is still the best
• Belt – Ebonsteel Belt Buckle
• Legs – Dragonscale Leg Armor: 190 AP/55 crit
• Boots – Assassin’s Step – 25 agi and movement speed, Major Agility – 35 agi, or Precision - 50 hit
• 2H Melee Weapon – Mighty Agility – 130 agi
• Range Weapon – Gnomish X-ray Scope – 800 AP proc or R19 Threatfinder - 88 hit
Gems

For your Meta gem you should be using Agile Shadowspirit Diamond. As agility is our strongest stat by far and the meta requires 3 red gems, it is very easy to activate with Delicate Inferno Ruby.

As for our yellow and blue gem slots, it is best to only match socket colors if the bonus is +20 agility or more. Don't gem for hit, you are losing too much agility if you do, always reforge to hit if it is needed.
Consumables

Flask - Flask of the Wind(300 agi) or Cauldron of Battle(300 agi)
Food - Skewered Eel(90 agi) or Seafood Magnifique Feast(90 agi)
Potion - Potion of Tol’Vir pop one right before you go into combat and another whenever you think is best.(Burn phase with Rapid Fire or Lust/Hero)

Priority List (Shot Order)

Gone are the days where we had shot orders, now we have priority lists for each class, with MM having the most dynamic list.
BM

As BM, Kill Command is going to be your hardest hitting ability, use it every 6 seconds.

The most basic priority for single targets will be something like this:
1. If your pet is on the target, Kill Command
2. If the mob is going to live long enough, apply Serpent Sting.
3. If mob is below 20% health, Kill Shot
4. If you have enough focus to cast Kill command on CD, Arcane Shot
5. Cobra Shot

In a given 6 second cycle you should be able to fit 1 Kill Command, 1 Arcane Shot and 2 Cobra Shots with any excess time from shortened casttime going to extra arcane shots over time as focus allows and additional Cobra Shots. 

MM

Aimed Shot now hits like a truck, but has it's cast time back.

The general MM shot/ability priority is as follows for single targets:
a) Shortly before combat starts apply Hunter's Mark to the target
b) Shortly before combat starts cast MD on the tank
c) Serpent Sting (only if the target will live longer than 12s)
d) Chimera Shot if new target that is not marked to apply Marked for Death or to refresh Serpent Sting
e) Aimed Shot Master Marksmen proc
f) Steady Shot pair if no Improved Steady Shot buff
g) Aimed Shot hardcast
h) KillShot
i) Rapid Fire
j) Readiness
k) Steady Shot pair (if less than 3 to 4s on the Improved Steady Shot buff)

At the start of fights on premarked targets, if you can start precasting an Aimed Shot during the pull, then do so. Otherwise, I suggest starting with Serpent Sting followed by Chimera Shot, Rapid Fire, Readiness, Chimera Shot, and a Steady Shot pair to get the Improved Steady Shot buff to reduce Aimed Shot cast times before casting your first Aimed Shot.

When switching targets, I suggest opening with Chimera Shot if it is off CD to apply the Marked for Death effect to mark the target. If Chimera Shot is on CD for a while, you can optionally use an Arcane Shot instead to mark the target.

MM Hunters have so many different priority lists depending on what phase of the fihgt you are in and your gear level. I am going to link right to the EJ thread where it is discussed in detail instead of covering all the possibilities. Shot Phases and Rotations

SV

Explosive Shot is SV's bread & butter, you want to keep it on cooldown as much as possible.

The most basic priority for single targets will be something like this:
1. Apply Serpent Sting, especially for the Noxious Stings effect.
2. Explosive Shot
3. If mob is below 20% health, Kill Shot
4. If mob will be alive long enough, Black Arrow
5. If you will have enough focus to use Explosive Shot and Black Arrow, use Arcane Shot
6. Cobra Shot

This becomes much more complicated to execute in practice for a few reasons. One, Thrill of the Hunt procs lead to a somewhat unpredictable focus regeneration rate. Two, number 5 can be difficult to compute since you would also want to take into account how much focus you will regenerate in the time before those abilities come off of cooldown. Generally, it is fine to pool focus so long as you are not capping (reaching 100 focus) or delaying abilities that use a cooldown. Pooling too much focus is probably not ideal because it can quickly lead to capping focus with a string of Thrill of the Hunt procs or a Lock and Load proc.

Lock and Load

The preferred method appears to be:
Explosive Shot -> Cobra Shot -> Explosive Shot -> Arcane Shot (if high focus) -> Explosive Shot

No more are the WotLK days where everyone runs around with wolves. There are 3 pet families now: Ferocity, Cunning, or Tenacity. They all do the same base damage, and all pets have one damage ability and one buff/debuff(Exotic pets have a second buff/debuff.

Stats that our pets get from us:
- 100% hit (rounded down to the nearest integer)
- 100% crit
- 100% melee haste (Not Rapid fire and Pathing, for example.)
- 42.5% of hunter attack power

Ferocity pets appear to scale at:
- 67% of hunter stamina
- 50% of hunter armor

Cunning pets appear to scale at:
- 72.5% of hunter stamina
- 60% of hunter armor

Tenacity pets appear to scale at:
- 78% of hunter stamina
- 70% of hunter armor

Most will raid with a Ferocity pet, well SV can improve it's dps slightly with a cunning pet depending on their stats. Here are a pet talent tree for both kinds.

Ferocity - The value between Wild Hunt and Shark Attack is likely to depend on pet focus regeneration from your own talents. Keep in mind that Wild Hunt now does more damage the more focus your pet has, making it much more powerful than it was in WotLK.

Cunning - The main debatable point here is the lack of Boar's Speed. Owl's Focus, in conjunction with Wild Hunt, is particularly powerful.

Trying to decide which pet to bring can be tough, you should know which buff each pet brings and bring the buff that will most help your raid.

The charts below will help you decide what buffs you need. 

Macros

Macros can make your gameplay simpler and more enjoyable, they should increase your dps also.

Addons

Not going to say that any addons are needed to play this game, but many do make this game simpler to play or at least more convenient. I'm only going to list a few here.

JS' Hunter Bar

This is an amazing addon, very lightweight and has tons of features.
  • Focus bar and number to indicate current focus.
  • Autoshot swing bar to time when you need to stop moving to allow an autoshot to fire (with time in the lower right corner of bar).
  • Incoming focus prediction for when you are casting Cobra/Steady Shot.
  • Color changing, red for low focus, Green for enough to cast your main shot and less than 80% total current focus, Orange to make you aware you are getting near over-cap.
  • Timers for necessary abilities, ie: Serpent Sting, Black Arrow, Improved Steady Shot, etc. - with the ability to add more very easily.
  • - Timers can be in the form of moving timers: starting on the right side and moving left when done
  • - .. or they can be in the form of static Icons (Icon Timers): they do not disappear, but stay on screen and fade when needed.
  • Full in-game options. Extremely configurable.
  • Low over-head - small memory footprint when running (Under 200k for the main addon).
  • Movable and resizeable in game using the slash command (type "/jsb" in the chat window and read).
  • Crowd Control timers (Freezing Trap / Wyvern Sting).
  • Hunter's Mark reminder with low duration warning.
  • Tranquilizing Shot dispel notification to configurable channel.
  • Target health percentage on the bar for easily seeing phases (Careful Aim, Termination, etc.)
  • Tranquilizing Shot alert for certain mobs you need to dispel / de-enrage.
  • Debuff Alerts for certain debuffs you may get in Cataclysm raids.
  • LibSharedMedia-3.0 fully supported for fonts, textures and sound sharing.
  • Movable frames to allow you to customize your User Interface to your liking.
  • Adds right click Misdirection to clicked target frame to your UI.


This 1 addon replaced 6 others that took up over 10 times as much memory usage, it's really the only addon I use for Hunter specific needs.

Deadly Boss Mods or BigWigs Bossmods for your boss ability timers and whatnot. Not really needed, but does not hurt to have 1 or the other.

Recount or Skada to feed your epeen or weed out the bads.

Tidy Plates with Tidy Plates: Threat Plates are a great replacement to default nameplates.

SilverDragon (my preference) or _NPCScan with _NPCScan.Overlay are great for helping you find those rare pets.

Links


General Hunter info:
EJ's - The best hunter theory-crafting around.
mmo-champion hunter section
Hunter's Union
Huntsman Lodge

For addons:
Curse
WoWInterface

Pet info:
Petopia
WoW Hunter Pets

WoW General sites:
mmo-champion
WoW Insider
WoWHead
Allakhazam
WoWPedia - The main force behind WoWwiki moved to this site.







Tips & Tricks

The first rule of DPS is not to talk about DPS. Actually, the first rule is to always be attacking (or waiting out a GCD after an instant). Anytime an attack ends, you should already have queued your next one (see below). Don't delay a cast to make a decision or react to a proc, train yourself to start another attack regardless of what's going on, and change the subsequent attack if necessary after you've had another second to think.

Level First-Aid. Fights like 
Nefarian where you are pushing the 70% crackle as Ony dies, you should be using a bandage after you have disengaged to your platform.

Cataclysm introduces a new ability queuing system, similar to the single-spell queue in Wrath but more consistent and more customizable.
 

When you send an attack command to the server, if your character is unable to attack immediately (typically because it's still casting or GCD-locked from your last attack), the server will see if you become ready to cast within a certain short window. If you do, it will begin the cast immediately. You can set the length of this window with an interface option called "Custom Latency Tolerance." You want to set this value to a high enough amount that you can always press the next spell key comfortably before the current spell finishes, and never have a gap between casts. But you don't want to set it too high, because you can't change your mind after you queue a spell, so your reaction time is effectively slower if you "lock in" each spell a long time before it begins casting. Experiment and find something you're comfortable with.
 

Make sure your pet is happy, at least until the next patch comes out and happiness is removed. You don't want to be losing damage for no reason. With the minor glyph of Mend Pet, your pet will restore happiness when you use Mend Pet. If out of combat, I have found the fastest way to raise pet happiness is to cast Mend Pet, dismiss pet & call it out again. 95% of the time it is at full happiness this way, also a faster way to heal it.
 

Keybinds.
 Use them. Most people that click try and add too many keybinds at one time and overwhelm themselves. Add a couple at a time and then add more as you feel ready for them.

Don't right click.
 It leads to way to many wipes, left click then attack. Tab targetting is also bad.

Stop worrying about your dps, focus on staying alive.
 Use deterrence as much as possible with the macro above so you can get right back to attacking. Disengage is much faster when you need to mave quick.

Think about what would be better for your raid, not yourself.
 If your raid is missing the 10% haste buff, go SV, who cares if you do less damage then MM. The damage you lose will more than be made up for by the increase in the raids damage.

FD, a lot. If a tank gets insta-gibbed for some reason or another we tend to pull aggro quickly, sometimes before the off tank can pick up the mob. Using FD liberally can keep you low on the threat count and let you dps for much longer. Chimaeron is a fight were this can come in very handy.
 

Raid Boss Help
 - Straight from EJ's

Blackwing Descent

Omnitron Defense System
Golem Abilities
Acquiring Target can be dropped with Feign, or blocked with Deterrence. In fact, Deterrence blocks a ton of things here, including Poison Bomb explosions, Lightning Conductor (from someone else) and Incineration Security Measure (the fire aoe). Be cautious, as eg. Acquiring Target (and possibly other boss abilities) will immediately be cast on another raid member if you FD it!

Magmaw

Rapid Fire
Conserving your rapid fire for an "exposed head" phase.

Maloriak

Focus dispel Remedy - Spell - World of Warcraft
While this is always specific to your guild, and raid, this buff is either spellstolen or dispelled. As a hunter, if you're assigned to dispelling this, you may encounter problems when not targeting the boss - especially during the "green phase".
The following simple macro will allow you to dispel the boss, regardless of your target:
Code:
/cast [target=focus]Tranquilizing Shot
or; for non-focus: 

Code:
/cast [@Maloriak] Tranquilizing Shot
The only pre-requisity for this is that you have Maloriak as your focus target.
 

Explosive Trap
 
Conserving your Black Arrow/Fire trap cooldown for use during the green phase can pose a reasonable increase in damage done to the adds.



Absolute Zero (Frost orbs in P2)
These can be deflected by deterrence.

Green phase AoE
Before entering a green phase, ensure you are (nearly) at full focus, this will allow you to deal more AOE damage to the adds.

Atramedes
Disengage Sonic Breath
You are able - if not being tracked - to disengage through the Sonic Breath. You will receive damage as long as the breath does not hit your first position before you land.
(The server registers you as being on the spot you came from while flying in the air, and registers your "new" location when you land. Therefore - to the server - you never were in the breath.)

Do not do this when you are being tracked, it will be extremely counter-efficient.

Deterrence
Sonic breath can be deflected by Deterrence.

Tracking
Using Feign Death while being tracked in either air phase or ground phase cancels the spell entirely.

Chimaeron
Conserving focus
Conserving your focus and Explosive Shot on Chimaeron for use while not affected by Caustic Slime will allow for significantly more DPS.
Also, during Feud there is a small time window where the player is not affected by Caustic Slime. It is - although requires some practice - possible to have one or two Cobra Shots, and an Explosive Shot to go off during that time.

Intervene (H*)
When using a Turtle (or any Tenacity pet), one can spec into Intervene to intercept the Double Strike during Feud. This can save your tank from getting gibbed.
When using a Turtle, using Shell Shield in the same macro can sometimes (possibly) save your pets live, thus removing the need to ress it, thus more DPS!

Nefarian and Onyxia
Pet
Keeping your pet on passive, and specifically assigning its targets will keep it alive during phase two, where the lava would normally kill it.
You may also need to position it on your assigned platform manually, since it tends to stand in the lava even when assigned to attack the add on the platform.

Shadowflame Barrage
This small-range AoE spell can be deflected by deterrence.


Throne of the Four Winds

Conclave of Winds

Master's Call
While active, provides immunity to frost patches on Nezir.

Al'Akir

Disengage
This ability provides a lot of benefits for a hunter on this fight, especially in the first phase:

* The tornadoes can be disengaged through, similar to the Atramedes breath, as long as they do not cross your "from" spot before you land, you will not be caught in them.
* On Wind Burst, one can simply disengage back onto the platform. This removes the need of moving into melee range.
* One can disengage "around" the tornadoes, by jumping off the platform when they meet the player, and then disengaging back onto it.

Master's Call
While active, provides immunity to frost patches.


Bastion of Twilight


Halfus Wyrmbreaker

None currently known.


Valiona and Theralion
Deterrence
Valiona's breath can be avoided by using deterrence. (This won't last for an entire breath, though!)
It is also possible to re- or deflect the targeted component of Valiona's Twilight Meteorite on at least normal difficulty. The small AOE-effect however, can't.

Twilight Ascendant Council / Elementium Monstrosity

Ignacious' Charge
Using Disengage right after Ignacious charges you reverts the effect, allowing you to return to combat in a much faster manner.

Cho'gall
Mind Control
Any "loose" mind controls can be broken using either Scatter Shot or Wyvern Sting, the former favored over the latter.

Congealed Blood, traps, and you
When Cho'gall spawns congealed blood, using your "offensive" trap cooldown rather than Black Arrow is the way to go. Dropping a Frost Trap on top of that, and using Multi Shot with Serpent Spread will take care of the adds effectively.

Sinestra

None currently known.

General

Lock and Load

Frost Trap can trigger LnL. Bosses are immune to it, but mobs aren't. Using your frost trap does not only often provide your tanks with an extra "tool" at their disposal on fights that involve adds, but can also increase your DPS significantly.

Glyph of Raptor Strike

Reduces damage taken by 20% after performing a Raptor Strike. This glyph is specifically useful on the following fights/situations:

* Chimaeron, feud*
* Nefarian, during electricity and phase 2
* Valiona and Theralion, on Blackout


* Trading off 20% less damage taken for no damage in a feud phase is far from ideal. It is often more worthwhile to blow your ES in this small time window.

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