Kopi
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Everything posted by Kopi
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I especially like the dual weilding shields
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Btw, a tribute run will net you around 5 major potions...distributed between health and mana. I started giving out potions to whoever would take them during my tribute rush for my staff.
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Since you're a councilor now, I think this is an excellent way for you to get your feet wet in administrative duties.
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Sorry, I was irritated as a whole at the two guilds (CoL and FP) and it wasn't directed at you, just everyone who didn't show up regardless of reason. Don't worry, we still like you.
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Immortalunlt is in Aeternum. You want to talk to Xarcostus or Omenhunter...probably Xarcostus.
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If they haven't created an account on the forum, how will they know about your 6th point?
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I think if you repeat a few more times that we don't have any ill will to nomad, they'll believe it for sure
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I don't necessarily believe in forcing people to buy the packs since I'm an alchemist and I already carry the potions I use the most around with me. However, we could heavily encourage people to stock up on potions.
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I just love the screams of "consecrate!" since their DPS probably doubles.
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1. Don't beg for money in guild chat 2. Don't beg for items in guild chat 3. Don't beg for level 60s to run you through an instance in guild chat 4. Do not *ever* say "fuck" followed by "you" when talking to a high ranking officer or a close friend of a high ranking officer 5. Do not *ever* say "fuck" followed by the name of a high ranking officer to a different high ranking officer or the close friend of a high ranking officer 6. Do not lie to us 7. Do not spam our guild chat, even if it's not begging for items/money/powerleveling 8. You don't *need* that 500 gold item on the AH so badly you can't farm for it yourself 9. If you're having a bad day, your hemorrhoids are bleeding profusely, your cat is playing "hide the testicle I just clawed off", whatever...don't take it out on people in the guild 10. Do not act like an ass to people outside the guild as the officers actually know people who don't wear the FP tag and tend to hear about these things 11. Do not ninja loot from your own guild I think those are the top 11 ways people have failed probation. Just a short guide for those people who were wondering about our not-so-random pass/fail system.
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Just what sort of compensation are we talking about, 'cause mah loins are a itchin'
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Strange, that doesn't look like an FP tabbard... Must be a glitch in your image editing software. IT MUST BE *cough*
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Given a choice between letting one member go, and having a pissed off alliance and a number of very irked members, I'll let the one member go. That's where our views differ. Of course it doesn't help that you choose another guild over us, that was really the final nail in the coffin. When solving people problems, I find it's best to remove the most disruptive person from teh mix and the problem usually fixes itself.
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Ok, so I'm going to talk a little more on potions here: First off, here are a couple more combat potion addtions: invisibility and lesser invisibility. Basically, unless the person has the warlock detect [lesser] invisiblity buff, you cannot be seen while this potion is active. I've only ever used these for escape, and I think they may break if you attack. Note they're also helpful for completing quests if you're not a rogue and can't stealth them. The lesser potion works for 15 seconds, the regular for 18. Once again, same timer as the health/mana. We also have the catseye elixer that FG mentioned. I never really got into this one too much because when I was doing most of my potion experimentation, they still hadn't nerfed stealth, so basically I could chug one of these, throw on perception, and be buffed out the ass by a warlock with a felhunter out and I'd still only have a marginal chance of detecting someone stealthed. Now, of course, things have changed and these may in fact be useful. We also have some marginally useful, if at all, potions: Detect undead and demons. Basically for 1 hour you have a tracking for one of the two. Woo... Some fairly useful ones for casters are: Arcane elixer: bonus to spell damage. There are two ranks of this to my knowledge, and the buffs are pretty nice. If FG wants to cheat and use a mongoose elixer, I'll be sure to chug some of my specialty potions Elixer of shadow power: not only is this a crafting item, it can be used to increase shadow damage. Some fairly useful ones for melee: Frost oil: this is used in tons of recipes and in the tribute run, but it is actually pretty useful as a potion since you can apply it to a weapon and give yourself a frostbolt proc. I think that's pretty cool, and better than spending the extra 100g on the epic equivalent of what you currently have, minus the stats. shadow oil: same as frost oil, except a shadow bolt. Doesn't come with the movement debuff, but higher dmg, so pick and choose. Elixer of demonslaying: it's a slightly weaker version of the demonslaying enchant...I believe it's an attack power bonus against demons. I only ever make this for enchanters since the demonslaying sells decently (I suspect people want the glow more than the buff, although the warlock mount quest could use the help), so I don't pay much attention. Note that the oils will replace a poison or sharpened/counterweighted buff on a weapon.
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I'd chop his hands off and call it character building if he ever beat me.
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Ha, there are only a few rogues I conceed defeat to when it comes to instance damage output. Sadly...especially since rogues *should* have higher single mob dps. Ok, so here's kopi's guide to potions-- First off, let's name a stat and how we can buff it: Str : There are a number of potions for this, but most notably you have elixer of lion's strength, giants, etc which give you standard str increase (up to 25/hour). These potions don't share a timer as they're buff pots, but they do disappear if you die. There's also a potion specifically for warriors called "____ Rage potion." I admit that the nomenclature of potions seems like it was created independently by 15 people, but you start to get a feel for it. The highest one is mighty rage potion, which not only restores 60-75% of the warrior's rage bar instantly, it also increases strength for the next 10 seconds (don't remember off the top of my head). Sta: These potions are the most straightforward. Elixers of fortitude do the job for 1 hour, can be chugged without a timer (note I've not been able to drink this after casting power word: fortitude). Also, there's a potion out there called troll's blood on a related point, that will regenerate in the range of 5 health/5 seconds, lasts 1 hour and no timer. Learned from the trainer, and easy to make. Int: There are two potions which modify this, elixers of wisdom (1 hour buff, up to 25 int...not that I've not been able to drink this after casting arcane intellect). There's also the relatively new elixer of the sages, which increases both int and spi by 18 for an hour. Spi: See elixer of the sages and troll's blood potions. Agi: There are the standard agi potions (up to 25 for 1 hour) but what makes this area particularly interesting is the mongoose potion mentioned above. This is a difficult to acquire recipe without laying down far more gold in the AH than what I personally think it's worth. Nonetheless, it adds both 25 agi AND an additional 2% chance to crit in melee for 1 hour. Armor: Elixers of defense give up to 450 armor for 1 hour. Also there are the stoneshield potions, but more on those later in the combat potions section. Resistances: Magic resistance potions will use the combat potion timer, so consider before using them. Still, if you don't want to waste a flask against a cast, these are decent. The minor one gives you 30 resistances across the board for the next minute or so, the regular one gives 60. Ok, now that we've gone over the stat buffs, let's get into the combat potions (so noted because they share the combat potion timer, usually 2 minutes but in some cases 3). We have the standard Health/Mana potions. These are on a 2 minute combat potion timer and the mana ones always restore more than the health ones are the same level. They go minor->lesser->regular->greater->superior->major. At the major level these potions will restore in the range of 1500 health or 1800 mana, give or takea few hundred. There's also rejuvenation potions. I'd always wondered about these since I got 1 recipe as an apprentice, called minor, then never heard about them again. Turns out the major version drops in MC (lost the roll on that one...heh). These share the same 2 minute timer as health/mana pots, but they restore both health AND mana, usually a bit more than the same level health/mana pots. The major one I beleive restores in the range of 1700 health/mana. Stoneshield potions increase your armor by 1-2k for 1.5-2 minutes, but they come at a 3 minute combat potion timer. These are very situational. The problem you run into is that if you're taking massive damage, then they could potentially save you more HP than a health potion regenerates, but at the same time it also depends on your armor. A cloth wearer would get much more use from this than a tank. The effects of armor decrease rapidly with how much you have. At 5k armor that extra 1-2k would only mean about 8% dmg reduction, yet at 500 armor would mean about 20%. Use wisely. Limited invulnerability potions give you the blessing of protection pally buff, essentially, but it only lasts for 6 seconds. 2 minute timer I beleive. Purification potion removes a curse, disease, and poison and is on either 2 or 3 minute timer...personally I think unless you have a curse of agony, deadly poison, and cadaver worms on you simultaneously, the health pot will be more useful... Swim speed potion...raises your swim speed. 50% for the next 15 seconds I believe, 2 minute cooldown. Bleh. Wildvine gives you anywhere from 1-1000 health and mana. It's random, so you just hope for the best, but it's available for before the major version of health/mana, which makes it useful in the late 30s low 40s range. Dreamless sleep makes you unable to do anything during the next 15 seconds, but it does regenerate 1200 or so health, and possibly mana. I've never played with this one, so I don't know the rules...sorry. Free action potion..gives you what the blessing of freedom would be like if it worked. Those are the most useful ones off the top of my head. Now for some lesser seen ones: Underwater breathing potions: eitehr 30 minutes or 1 hour depending on variety, no cooldown. They aren't hard to make and I don't know why people don't use them... Flasks: Super buffs, best ones in the game. Take your pick among 1200 health, 2000 mana, 150 spell damage increase, immunity, 25 resists across the board, etc etc... You can have only 1, and with the exception of immunity and spell damage, all last 2 hours. They are exceedingly difficult to acquire, require a BoP herb that MAYBE spawns once every few days, can only be made in scholomance, require about 40 herbs in addition (most intensive pots use 5, standard is 2-3). They also disappear when you die. Dream vision lets you go explore places that are apparently too dangerous to explore in person. Never tried it, but I might some day. Oil of immolation: use this against a rogue. You have a dot aura for the next 15 seconds, it's small, but it breaks stealth. Not too hard to make. <insert school of spell here...including holy> protection potion. I've never really used these much as I have numerous ways to combat spell damage on heilel. Their protection is significant, especially the greater versions, and their buffs last 1 hour or how much damage they absorb. Perhaps someone could talk more on them? And there's many more potions, but I'm a bit tired of writing on the subject now.
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Instance resetting has been ninja nerfed during tuesday's reset. There's a minor different, but it's key: The person you're inviting must accept the invitation, become leader, and then you must leave the group. I leave it up to you guys to find someone who wants to help you by accepting group invites constantly, but here's my new version of the macro /promote <unsuspecting victim> /script LeaveParty() /invite <unsuspecting victim> What I do is manually invite the person to a group first. Then I do my stuff in the instance, and right before I zone out then back in again, I hit that macro. Then all the person has to do is hit accept before it's time to reset the instance again.
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I already sent him something like 14 blackmouth oil and 18 fire oils...lol.
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I have no idea what the fuck is spounting from your keyboards...
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Exalted with Darnassus! Got Tiger Mount!!!
Kopi replied to Ceridia's topic in Screenshots and Videos
Omg, she's so hawt...lol. -
As an aside regarding that instance reset macro: You don't have to log out, simply zone out of the instance and right back in. Takes less tahn 20 seconds usually. You can press the macro at any point before you zone back in. Regarding the crystal fang: Really wish I could help you, FG, but I only have 2 60s and they can't stealth (and the supposed mage invisibility doesn't count, heh).
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He's indebtted to us now: we got him his final 2 pieces of +def tanking gear...
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Noelia's actually an alt...you might know his main: Manrique
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Ha, that's a really funny picture...