
forevergirl
FP Member-
Posts
248 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by forevergirl
-
I don't have a lot of experience but I find that this discussion on a "change of perspective" makes sense. Seems to me like any team goes through a succession of problems to solve and that, by human nature, we tend to address the new ones with the tools we used for the previous one. Back when we started to raid we were wiping almost on every trash mob encounter. Looks to me as we had an aggro problem. Either the MT lost aggro or we didn't manage to keep him alive. Then we went into "heal the tank or the end of the world is near" phase. And it works fine as long as you have time and a large enough mana pool. But it's not always the case. In the first Onyxia raid I did, I was very surprised that the whelp groups had no healers. I just could not understand how we could kill them without being healed but the motto was "healers heal the tank". Turns out that it seems that whelp groups are healed now because, if keeping the tank alive is a matter of life and death for the raid, it's only the FIRST matter of life and death. Not killing mobs is a pretty good one too. Even if it kicks in later. What is misleading too is that a lack of DPS, for instance, may indeed cause the tank to die which, in return, will raise even more the "heal the tank" issue. The tree is hiding the forest as we say here. Our early attempts at Luci come to my mind. Earlier in this post when I read again "healers heals the tanks and nothing else", I had the feeling that we were at that stage again. Addressing the tank issue because it's the one that stands out. And also, probably, the one everybody is comfortable with. We know how to heal a tank. It will be interesting to see how you can handle the DPS thing because, from a rogue perspective, I have found MC/Ony to be very frustrating in this area. I had kinda started to think that our role was to stay alive and shoot arrows. Oh, but maybe Heilel meant "Mage dps" Btw, I once read that, for Domo and Ragnaros, Warriors could easily out dps rogues. I tell you...the end of the world is near...
-
what is that supposed to mean ?
-
rofl !!!!! It happened to me on my first raid with FP. I fell asleep around 4 am during something like our 6th wipe. We were not yet at the fire imps. I woke up 4 hours later with qwerty on my right cheek and I was already late for work...
-
I may spend what remains of my subscription there.
-
It's my home page so it doesn't count
-
We played several games in a row yesterday with a couple of FP and tried to use the general strat I mentionned above. 5 to BS, 10 to Mill then BS. (someone grabs Stables on the way) Sounds like a pretty easy plan. Actually, as far as holding BS and Mill is concerned it should even be a lot more successful than Heilel's since he is only sending 5 to Mill. Well...actually I don't think we ended the opening phase with both BS and Mill a single time. If a group of 10 cannot wipe the Mill and immediatly finish the fight at BS, then I really don't know how it is possible to win AT ALL. It's by the way the same with 2 groups at BS and 5 at mill. Each time I saw Alliance win they grabbed BS and MILL. Problem is that I saw that happen maybe 3 times in now over 80 games. I still believe that a strategy is needed. And a simple one. Mobile warfare is not for Alliance. But then the key is the execution capabilities. After reading Heilel's post I now believe that the golden triangle may be BS/MILL/Farm because they are closer from each other. I don't think that any of the spot is easier of harder to defend. What makes Mill better is that you have a view on the rest of the battlefield. I don't want to list all the execution problems I've seen but, really, one of them has to be a sort of "ganking" habit : it's pretty common to see a group of 3 or 4 Alliance beating up a hordie in the middle of nowhere while the rest of his buddies are just up the road moping the floor at our flag. Rule of the day : if you're killing someone further than 20 yards away from a flag you are not helping your team. (you could tell me that it's actually even since the horde guy is not helping either but I tend to think that horde actually benefits a lot more from having the game as "spread out" as possible since they tend to win equal fights more consistently) Anyway... As a side note I'd like to mention that Hinanin played his class to the perfection during our first game together. We were both defending the mine and, boy, how many assaults did we counter there ? 6 ? Basically I was sapping an attacker, we'd work on the others. He'd heal me. We'd kill one or two, then I'd die. By the time I came back, Hinanin was still alive. We'd wipe the remains. Rince, repeat. Gratz Hin'
-
I've been using Krol Blade for months and gathering all I could to increase my Attack Power to nearly 800. It's pretty difficult to go above that without MC gear. I had to sacrifice a lot of stats to get so high in AP As a result I was not as effective a killing machine as a dagger rogue but still could have fun. And I had a sword and dmg average I could be proud of. This patch will result in the equivalent of a 116 Atk points loss (I did the math). That's a 14.5% reduction. I don't care whether 116 Atk power will make me considerably weaker or not. But keep in mind that an MC Epic ring such as Quick Strike (that made so many guildies drool) is a ....+30 atk. Honey, I just lost the equivalent of FOUR epic rings. What I really care about is that all those games are about PROGRESSING. I was already a bit sad because I didn't get any upgrade since early June but now I've just be sent back in time to somewhere around mid april. Except that back then I still had the hope to move forward. Lot's of things are starting to accumulate...
-
Over the past few days I've played maybe 60 games and I've got a few comments to make. First of all I believe that it's the best BG in term of "fun". Oh, sure, Horde still win everything (I think I won 3 games so far...) but, even when you loose you can still have fun. The game is more "zerg" than what I was expecting but every now and then you can also enjoy some 2v2 and even 1v1 fights which is (at least for a rogue) a bit refreshing. I hate to beat dead horses but, as usual, the reason for the Alliance losses are pretty common : -It may not be that Horde has always a "winning" strategy but it's obvious that they always have a goal at any given point of the game. I wouldn't be surprised to know that while our raid channels are full of "help at Mill, help at BS", theirs is made of "get their mill, get their BS". Always having something to do helps keeping groups together. Even if it's "stay where you are and defend your flags" it's always better than no direction. -They travel in pack and don't engage if outnumbered. I'm amazed at how many alliance guys play it Leroy style. Suicide is an option when you defend because you can delay the flag capture by quite a bit of time but, offensively, it's just useless. -They typically have way more healing classes and more warriors than Alliance. I'd say that the core of their assault team is made of a warrior backed up by healers. Alliance -Their support classes...support. You ALWAYS see the shaman in the back of the fight. Always. -Our support classes don't support. I'm not kidding you but I think I've only been healed twice in those 60+ games and buffed maybe 3 times. I really don't know what to say about that. I tried to find posts about AB strategy but couldn't really find a good one (any clue guys ?) but here are my 2 cents. - If Alliance wants to win it must, imho, have limited ambitions because they are easier to execute. Alliance MAY be able to own the 5 flags but I'm afraid that most of the time it will result in a catastrophy. What we should aim at are close victories with rather simple execution. I'd say that what looks to me as a viable strat is to focus on winning and keeping the 2 tactically interesting spots : the Blacksmith (BS) and the Mill (LM). Of course we need to hold the Stables too. - An easier and more flexible way to defend BS and LM is to defend the crossroad on the right. Whether horde wants to take LM or BS they have to come next to this crossroad. You have 1 or 2 players guarding the BS and LM flags to deter a solo rogue steal but the rest of the groups becomes a large defense team that can flexibly defend the LM, the BS or the Stables (Stables need at least 2 defenders because it's more exposed to a sneak attack from the mine) From this crossroad you see the horde Farm. Any horde you don't see is at the mine which allows you to be aware of any incoming attack on the Stables -Horde can only assault from the mine side. If they go for BS you have time to send the LM crossroad team to the BS flag. If they go for Stables the defending players will have to buy some more time before they get support (also from the south crossroad squad) -This brings me to something about defending a flag. If you can kill the ennemies it's fine but if you have any doubt about it, the ONLY thing you should focus on is to delay their flag capping. Capping is a 13 second process that can be interrupted by any dmg. Yes. Even a DoT. A single warlock could cast DoTs on 2 or 3 opponents, making sure thy can't cap anything for a while. Take a rogue for instance. Let's say I'm alone and I see 2 horde approaching : sap one. The second starts to cap. I cheapshot and hit a bit. I run. Launch a grenade if the first one goes after the flag. I can then gouge, Blind, vanish and repeat. One rogue can pretty much keep a flag safe for maybe a minute if all he cares about is survival and harrassment. But I guess that all classes have a way to do the same. According to horde posts it's a nightmare to cap a flag defended by a Pally. -Rogues. 2 or 3 rogues working together can be devastating. In the above scenario it would be great to send a rogue squad every now and then to harrass the horde flags and force them to keep a 3 players defense team at all time. Technically, 2 coordinated rogues can take on any 3 players defending team. Sap 2, slaughter one. Blind a survivor, kill the second. Of course it would require a Vent channel just for that. But even if they don't cap flags they can do their harassment job. Main target for that is the horde farm because its defenses can be assessed from the crossroads. -Take flags back. After an ennemy succeeds in "de-capping" a flag it enters a sort of neutral mode for one minute. If an Alliance guy manages to re-cap it during this minute, the flag reverts as Alliance right away (and starts producing resources again). After this minute you'll have a much harder time getting it back and until you do so, it produces resources for horde -When you capture a horde flag, don't try to defend it with the main force. You don't need this flag to win. If you start moving away from the strong 3 flags position and become greedy I'm afraid that the natural "horde qualities" will prevail and that the "steamroll" is just down the road. Let's just have the rogues who managed to decap a flag harass the recap horde team so that they loose resource generation for as long as possible. Hit/vanish/blind, whatever. If you are able to do this for one minute you've won your battle. They lost half of their resources for 3 minutes. All of the above doesn't require much sophisticated coordination. The main group at the crossroad can SEE what is going on and can pretty much act on its own. Only "leadership" issue is to ensure that the Stables are guarded and, maybe, call for rogue runs. damn...I'm late for a business lunch cya later
-
The cat seem to be in pain. You put up a little wait recently, didn't you ?
-
I had fun watching it but, still, it's 15 minutes of whining about itemization for cloth classes that I didn't really understand so much, followed by what everybody has heard about : naked rogue with level 1 daggers winning fights That video had a huge success because it fuels one of the primary intellectual activity of WoW forums trolls : "my class requires mad skillz while yours is overpowered and can be played by any noob" Just so you know how is works, the primary rogue finisher move (Eviscerate) deals FIXED damage. Since I trained Evisc. Level 8 somewhere in March I've been doing the very same dmg, regardless of all the gear I've obtained. Same for Rupture (our DoT) So, in an ideal world, a fight could go like that : Cheap Shot Sinister strike (almost no damage with a lvl 1 dagger but one combo point) Sinister strike Cold blood evis : around 1700 damage Blind Restealth Preparation (you can't do all this stuff without Preparation) Repeat for another 1700 damage Vanish Repeat and hope for a crit. Evisc for another peak damage In order for this combo to work you need to have a pretty cooperative opponent because there are "holes" in it where he could react and screw you but since he only shows his victories, it's impossible to know how many times he got his ass handed to him. I used to be have the Preparation Talent and it's perfectly true that every 10 minutes, a Prep rogue can virtually kill anything unless a key action fails (the Blind for instance) but even then you can probably escape. Once it's done you can well go hide in a cave because all the key timers are gone, you'll be helpless for 5 minutes and will recover the full stuff after 10 minutes where you can then gank another guy. If I record only the fights, keep only the wins and edit them one ofter another you'll get the impression that I'm Godzilla rampaging Tokio.
-
This ring obviously benefits Rogues, Hunters and some warriors. No one can claim that it has his class name on it, no one should and I hope we're not going to have silly arguments whithin FP. Even if there may not be an argument on this specific case, I can sense some frustrations here and there. Maybe it's stupid but since the looting table of those bosses is known, would it be possible to address this in advance ? There are a number of things that should be taken into account. Can a class use it, can it benefit from it, can it benefit more than others but, also, how desirable is the item for a given class. I don't know. Maybe there are rings in the early MC that are überly designed for rogues while this one is the best that a hunter can get. Because if there's one thing I don't want to see it's someone getting an epic item while secretly hoping to replace it with another one. If you want, I take a look at the loot tables of the first 3 bosses and browse a bit the forums to see what is the "general policy"
-
Patch 1.7 is not out yet but there's already a 1.8 note that is circulating. http://www.whataboutpp.com/ As far as I'm concerned I think it looks real. Maybe druids can take a look at their Talent tree revamping to see if it makes sense.
-
Attracted by the big *thump* caused by Stangmeister's corpse, another unsuspecting Enlightened member approaches. She looks friendly but that won't fool Forevergirl. And she has a better hairdo. That can't be. /stalks
-
You're poking me ? why ? do I look like someone that likes to be poked ? do I look funny ? How am I funny, like a clown? What is so funny about me? What the F*** is so funny about me? Tell me. Tell me what's funny !!!!! HAAAAAAAAAAAAAR /growl <Forevergirl is coating mind numbing poison on [Krol Blade]> <Forevergirl performs vanish>
-
there's something wrong with the boy... You're supposed to get bored AFTER you get married !!!!
-
A bit disapointed by the Rogue one. For all classes (maybe not Mages) those new librams are clearly an upgrade compared to the old ones. Basically you get the +10 Stamina that most classes already have PLUS an additional bonus. For Rogues it's either the existing 100HP OR 28atk. Not sure I'd replace my current enchants
-
You were lucky because the time to spend before a drop can easily be around.....20 to 40 hours To give you an idea, when we tried with Stimpak, we didn't see a single Tome over maybe 40 resets And getting the Book that Gryph got is, if I'm not mistaken, a less than 1% drop chance off that Tome I'm really glad you managed to get it before having time to lose hope. Note for Teahnprime : you can open the tome because you fear the trees A rogue can't do it alone
-
Thanks for your support:) Nevertheless I realize that my timing is crap since I'll be away for 2 weeks starting next Saturday I'll bring that back on the table when I return
-
what you're talking about, Garnok, are not the Darkmoon bags (they are 14 slotters) but the "surprise gifts" (forgot their real name). I think that the highest one requires 40 tickets and it's a bit like a Mithril Lockbox without having to ask one of those stupid rogues to open it. Yes...I may try my luck with those... And my "Fortune prophecy" said that I'd find something "wonderful" today. Maybe in one of those surprise packages after all. I farmed all morning hoping to get something "wonderful" out of the elite ogres in Dire Maul and I did get an unusual drop : [Happy Fun Rock]. I shiver at the idea that some geek at Blizzard has labelled this item as "wonderful"
-
Now that those hundreds of Thorium Widgets that I had prepared to get the 1200 Faire tickets are wasted, I figured that a way to, at least, turn them into sthing useful could be to get the 14 slotter bags that the Faire is giving out for 50 tickets. Who would have a "real" need for 14 slotters ?
-
As most of you know, the instance resetting has been nerfed by Blizz and the macro no longer work. When someone wants to reset he now need to have someone actually accepting the invite and I know that it's a pain in the ass for you to click the "accept" button over and over again. Still, instance farming is a great thing for rogues and has been my favorite for a long time now. But because I hate to disturb I'm doing it less and less. Here comes this mod : AutoGroup (http://www.curse-gaming.com/mod.php?addid=649) What autogroup does is that it allows you to automatically accept an invitation from a guildie. It is still inferior to the old macro since it used to work even if the target was already grouped but it's still pretty good. Basically you carry on your business without having to click on anything . You'd just see the icon of a party member poping in and out of your screen. Can you give it a try ?
-
A long time ago there was a post on WoW forums from this horde Rogue who explained how his guild could stealth run Tribute in....SEVEN MINUTES. Yes, with the full loot and all. There was even a video but back then I was the only rogue in my guild so I didn't even watch it. Anyway, I decided to give it a try and yesterday, Stimpak and I spent 2 hours practicing the concept. This is awfully difficult and the learning curve is very, very steep. The first problem is to bypass the dogs until we open the inner dungeon door. Then the problem are mostly the Eyes of Killrog. You miss one and you can directly reset the instance because you're screwed. Anyway...after dying maybe 20 times we believe that we're ready to put that to full test with a rogue/druid party. Why would we want to do this ? -Rogue/druid loot : for rogues you have a great Ring (Tarnished Elven Ring) and a top trinket (counter attack lodestone) Plus we get a chance to obtain the Ace of Warlords and class books If you are interested, give your names and available hours here. If enough people want in, I'll post a guide with screenshots