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Showing posts with label warcraft. Show all posts
Showing posts with label warcraft. Show all posts

Monday, January 11, 2010

World of Warcraft: Best Hunter Advice Evaaaaar!!!

10 Rules of Being Da Bestest Huntard



Hunters seem to need more advice the most out of any of the classes of World of Warcraft. No class is as complicated to play than a hunter. They have nearly every armor type they can wear, excluding plate mail. They can wield nearly every weapon in the entire world "of Warcraft". And, they have to concentrate on nearly every state in the world "of Warcraft." It is obvious that with such diversity that it is confusing of how to be da bestest huntard. Not only are those basics confusing, but there is even more. They do most of their damage from their ranged slot item, unlike other classes. They have melee weapons that sit there unused for most of their hunter life. So those two slots of melee weapons need to be da bestest they can possibly be. Now add in that they are responsible for keeping a beast at their beck and call, who also does damage. This beast they have, they have to train to do tricks and give talents to, on top of their own talents. Finally, they have to armor themselves and understand how to shoot so many shots all in a few seconds. Luckily, they can fall over and pretend to be dead if they ever get in trouble. Doing so much damage all at once, they get in trouble a lot.



So here is the advice and rules for being da bestest huntering:



  1. the first rule of huntering is to roll a hunter. If you iz not a hunter, you iz doing it wrong.

  2. the second rule of huntering is to bathe the pet. Guilds do not like smelly pets and will not invite you to raidz.

  3. don't forget to be hunter. I cannot stress how important that part iz.

  4. the third rule of huntering is "every weapon is huntard weaponz" The more spell powerz on a staff, the better. It probly is for you. I mean why would the healer want it, if it weren't awesome. They just want to steal it from you. Those bastards!

  5. make sure you roll a hunter. All of this good advice will not work if you're not a hunter.

  6. the fourth rule of huntering is "if a druid rolls on it, you should roll on it" just to be safe. If you're wrong and it's some silly healer plate mail item, you can always vendor it later for cold hard gold.

  7. the fifth rule of huntering is "if the mob leaves the tank to attack you, shoot it some moar". I mean, when itz dead it can't hit you any more. AMIRITE?

  8. the sixth rule of huntering is if you're only shooting 3 mobs, send your pet to get moar mobs. I mean, the more the merrier. And then you can show off your super leet Volley Shot AOE [area of effect] shot, that does ridiculous damage. The best way to do this is to put your pet on aggressive to attack anything it sees.

  9. the seventh rule of huntering is if anyone in your party is doing more damage than you, they must be cheating. I mean, all you do is damage, so you're the king of damage. If anyone else, who isn't the king of damage is doing more than you, then that should send a red flag up, that they are doing something wrong. Report that immediately to a GM. As a follow up, post it on the Blizzard message boards and complain vehimently, to make sure it is taken care of in the next patch. As a final follow up, go onto the test realms and tell the GM's there. Clearly, they didn't realize the impact of it and it is not a part of the vision that anyone should be doing more damage than a hunter.

  10. The tenth rule of huntering is you must constantly test your party, to make sure they are worthy of playing with you. As such, make sure you cast misdirection onto the healer. This way, if you agro any mobs, they will go to the healer. The healer is the ideal candidate for this because... they heal. If they cannot heal themselves, who can they heal. They aren't worthy of being with you, if they cannot handle that. Next, while everyone is resting and drinking and eating, go and get more mobs. If they cannot handle a suprise attack, they aren't worthy of being with you. Make sure you feign death if they come to attack you. Why should you suffer if your party isn't worthy of you. Next, test each shot individually, to make sure your party can handle minimal damage output from you. If they wipe because you are doing your minimum, then they aren't worthy of you. If they can, imagine how great you would seem if you did your maximum damage.

With such a complicated class, it is no wonder there are so many questions for huntering. I hope these rules make you da bestest huntard evaaar!!!

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Tuesday, December 8, 2009

The Final Battle of Arthas: Patch 3.3

World of Warcraft Unleashes the Litchking



The ultimate stage of the latest expansion of World of Warcraft, Wrath of the Litchking is upon us. The ultimate villain of the entire lore is being unleashed in this patch 3.3. We finally meet and face Prince Arthas. But, don't rush out and think you're going to meet him right away. Apparently you have to unlock him. You start a quest line that begins the chain for unlocking him.

This chain however is done through 5 player instances. So while the encounter is a 10 and 25 man raid, the quest line itself is doable with a regular group... and speaking of regular group.

You will now be able to do cross realm groups. So forget about sitting all day looking for a group. Or, forget about making sure you log in 9-5 on your realm to catch a group. With cross realm groups, you'll have a wide variety of people you can team up with. So you can do badge runs all day, to your hearts content.



There is also quite a bit of changes coming in place.

- Classes: will not start out with their signature powers - for example rogues start with stealth and dual-wield etc... No longer will you have to quest for your signature powers or wait for 10 levels before you get them, or longer in some cases where the quest was hard, and no one is ever around any more in those zones.

- Summoning stones: no longer will you not be able to summon if you're 10 levels above the instance. You can rush your lower level buddies through instances, and summon them using the summoning stones.

- LFG: as mentioned above you can now group cross realm. The entire LFG window has been revamped. It's far ore detailed and you can see people's comments on mouse over. Also, the number of instances queued for is no longer just 3 [thank god]. However, you now have a vote kick from a group. There is possible abuse in this feature. But, group loot is set to a minimum of need before greed and you can't change that aspect of it. No more mages needing on plate-mail.

- Instance requirements: some instances now have minimum requirements. So if you don't meet the minimum gear requirements, you won't be able to enter. I don't know if this is a good or bad thing.

- Need, Greed, Disenchant: a new selection is avialable in the loot window, disenchant. If there is an enchanter that is high enough skill in the group, selecting disenchant is an automatic roll like greed. If everyone selects greed/disenchant, the item is automatically disenchanted and the highest roller wins. Need, always beats either of them. And, the enchanter never touches the item.

So there are the highlights to patch 3.3.

Oh, I almost forgot. Players who take part in groups who have one or more members who have been matched with them randomly from within the Dungeon Finder will receive extra rewards, up to and including the coveted Perky Pug non-combat pet. The more random players with whom one groups, the faster the pet can be obtained.





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