Sunday, May 30, 2010

How To Save Fire Red On Visual Gba

Paille d'Or love.

There is more to BigTasty MacDalle the corner, I have bouuuuuuuuuules


A week super charged, missed Pantha du Prince, Jackson and Mount Kimbie last week Dour fast approaching and it promises to be at least as large as the 2009 Sziget.Me tarde.Du sudden it not post often, I hesitate in the choice of sounds , ideas, desires? Share.

If there was a label that never disappoints, it is Freude am Tanzen . An almost faultless since 1998, offering varied and compelling releases, the label has reinvented itself and has just released its 47th release: Left / Right Ep of Marek Hemmann , unpretentious little ep (but not from his album In Between the released in 2009) composed of two tracks which remain far from revolutionary, however, are terribly efficaces.Rares these artists who come naturally to you up from your seat from beginning to end, always with his particular groove jazzy incomparable. Fabian singing (Mika, get out of here, we recognized you) is a little boring at times and failed just when we could listen productions earlier, always being that the whole remains smooth and fresh.

Otherwise I have not spoken the last Moby. Although sympathique.On can not be said of Butch we've established a track a bit musty halfway between the local Macumba and conversion of A-Track.
Butch - No Worries

Martin Buttrich has released his first album Crash Test in March on the label Desolat after years of live and maturation of Ep, in this last TimeWarp, so one could expect a quality product and c ' is cas.Acheté recently, I have not had time to listen to one second fois.Je can however tell you that I found myself faced with an album that will certainly not be a limited time season, nor necessarily intended for public averti.Des depths of up to a minimal techno deep accents, everyone will find his account. A must.

(With the vox of Parisian bitch, I love)

I mean, an artist who appears on a big Fessebook GUETTA SUCKS in avatar, it's obviously a smart type.Rital in many ways, Gianluca Corvesi, shows that his great country can not be reduced not Vitelli and The Love Supreme (even if it's their last Ep is too cool and it certainly will not say it enough). It's been violently to the latest thinking Julian Jeweil productions at times and so much better.



Wednesday, May 19, 2010

2003 Yukon Check Engine Light

Little fag


topic part:
Children are too narrow. Comment.

Blind Minded his lesson and that is break even in pedagogy.


Between Stimming and Extrawelt, Kollektiv Turmstrasse poses a minimal remote and sometimes slightly névrosée.Un must for chronic depression.



Bonus:



Friday, May 14, 2010

Where To Buy Pilsener

Cheese

agna

Tuesday, May 11, 2010

Volleyball Cameltoe In Spandex

Juror? Promise? Spit? Sodomy?

Bts I'm electrician and I feel good.
While the debate Youporn / Pornhub is raging on the blogosphere, in 192 kbps dupstep the figure made workhorse of electronic music (how was the fidget just before him), not a piece of indie / pop phenomenon had escaped, The XX in mind: the squat Wobble waves by thousands, Borgore accumulate Newsfeed on my Twitter / Fessebook and last pub Peugeot roots all in the collective unconscious.
While some tracks are formatted for the clubs general public, most of them requires mental preparation as the local sports bar can hardly be made.

Let's share things.

The Dubstep is marrant.Délivrer much fat in so little time is limited touching.
Salir a nice piece by asking her a dripping saturated fat, love. A typical example: Digital Love by Algeronics or Choke on Coke of Tomba by his side surprisingly disgusting that it makes good rire.Mais tout.Je'm against the hype and technical aspect of the thing, the Wobble is within reach of the first shot came, and who knows how to use Sytrus FruityLoops.Quel will be the next trend ? Sampler BossaNova for the house? Removed his helmet and try his conversion through the soundtracks of following a cult SF film sauce Hollywood?
Bah.

This little story to come to the hyper Dub, derived from Jamaican Dub and label founded by Kode9 who celebrated these 5 years (originally part of the current movement cited above that we call for convenience grastep ): the quintessence the rhythm without necessarily ... a beat, a bass line low frequency doubled innovative effects. Gathering around him
Sizing caregiver or not their anonymity as Dark Star , Burial, Flying Lotus (which is a little infidelity to this Warp-way), The Bug , Mary Ann Hobbs and Coy. Hyperdub ensures a return to basics and unifies the subgenus born of the many versions of the musical movement that has passed through England before spreading worldwide.

Above all, Burial . Artist shadow artist oracular, William Bevin wanted to remain anonymous, and I quote: "my only pieces count," praised by critics for the release of his debut album Burial in 2006 (voted album of the year by The Wire] ; Bevin sudden lightning media greatly performed by the English rag The Sun to expose the brilliant artist who refused to enter the world of techno business.Fatigué, Burial revealed his identity via a Myspace profile picture. A noble artist behind the UFO following was released last year with his buddy Four Tet, and one intriguing result beautiful, terribly beautiful.

Burial & Four Tet - Moth Yes

Kode9 And, the big boss, who does not lace.

Kode9 - Black Sun Vite, ether

Let's go to DarkStar, new sensation Hyperdub label poses a disturbing its destined to become a classic.

Darkstar - Need You

Truce grastep , with minimal return to the last pearl Popof : Blow Me Down Ep. Signed on
Sebastien Leger label (yes, you read): Mistakes Music is rare enough to be reported; Popof succeeds in creating a crazy break minimal and widely accessible to crowds while keeping the touch of authenticity to own these productions.ENJOY.
Coming soon: a remix for Booka Shade Chemical Brothers.


A classic rediscovered recently, a sound of Aphex Twin (and his madness without limit) that I had heard very young and m has certainly marked vie.Récompense-form nature to the one I found the film series, including this generic title.
From 2.38, it is pure gold.

Advance Masterbation Ladies

A big thank you to James Frost

blabla

Bonus:

Saturday, May 1, 2010

Will Bars Temporary Drivers License

When Greece proclaims itself emerging country.

Poop is overkill.
Deepchild The Australian is one such producer / DJ at a choucroute garni Cv also Alsacienne.Nageant between heritage minimum Berlin, Miami bass and house discolored; Deepchild lays a remarkable decanted in severe Ep. From the first moments of Backroom the vox and hypnotic streaks arise of the deep and relentlessly pounded the soul of a haunting melody (as I hum from every morning) ; Death My Ass Panel Ms Palin with a more sustained and rhythmic elements that separate minimalistic, converge, intersect before resume their chemin.Le each word "Pedro" is used 7 time.The is the killing of the ep ends with a Come A Little (digital version) nice, no more.
Number 1 in my top minimum time.

eepchild D - Backroom Ep YES

Boratto The friend, the favorites of the Brazilian Royal Court continues its ascent very successful with a remix of MANDY and Booka Shade: beat way rebound basketball, heady keyboard acute, low effective it is pretty, it smells like summer is another recently discovered Gui Boratto.Une Golden axis, a release of 2008 release on the compilation Cocoon H , surprising by its structure rather see.

And the long awaited announcement at each output new Max Remote : K /.
Before unleashing laudatory adjectives that characterize each of its new production, clients point.Remote is (are) a God. glance, there was no indication that these two were sensitive to aesthetics YMCA And actually K / has absolutely nothing of Italian gay.
Exit the field depth wireless, sounds over-worked, the mid-tempo.Une installed on this new trend maxi, that of a raw and authentic, a hint of BO a game from Konami, the vox long and incomprehensible. Konvex Conex attack and very, very fort.Bat and K / incorporate elements the Ep Flash Of Genius . No secret to listen to all this, buy the max, just the price of a pack of smokes.

Trollbeads Ft Lauderdale

Glounette the heart of the alpha Cataclysm ™!

This article, which will be written in diary form, will aim to deliver once the NDA lifted, an overview of my experience with the F & F alpha Cataclysm ™ . It is clear that 90% of information that will be published you will not really useful because obsolete or made public, but I think some of you are interested in the evolution of development (even after the fact) and the fact see the changes suffered qu'auront talents! =)
The article will be updated regularly. Checker date of last Update (top of the blog) to see if there have been changes since your last visit.

I'll try to liven it all screenshots and description of the talents and changes I'll be a witness. This article will focus on the Death Knight, and in particular component of tanking, but it does not say that I do not diverge (very?) Regularly.



Wednesday, May 12 - 09:30

Blizzard After threatening to run a kitten a day where I would not have access to the Alpha stage, they finally acceded at my request: I received this morning the mail explaining how to install and everything, and everything. However, as I waited a few days and I'm not kidding with ultimatums, there's a few kittens who drank the broth eleven hours.
Thought for the kittens, so please ...


(Yes, yes, this one too has been horribly massacred. I am DK eh, I
not fool when it comes to eviscerate helpless ... hin hin hin)

Much frustration, however: having a kind of professional examination in the coming days I'll have to spend more time reviewing to play ... Well I'll still try, do not fool around. But strongly on Monday that I attack more seriously!
Note in passing: the first phase of alpha testing is for the new races ... Bah damn good! I'll have to test this, I who had to test the priesthood Deathknight version 4.0 for you! (Bawé. .. I'm not the alpha but just for pleasure to serve you.:-P)


Wednesday, May 12 - 20:00

Good God it's along the entire install. .. T_T




Thursday, May 13 - 10:00

Ayééééé! ~ \\ O / ~
I throw a look on my DK, but also some changes as a newspaper of competence amended, Rune Strike is no longer a "next swing and mastery, is not there yet. I'll devote myself to what is proposed this test phase: the new breed!

I begin to create a small Goblin Shaman: Yorgblin!
first step in the noob area (without having the right to ptite intro race ... It is the alpha eh!) Is ... strange! Not bad, but really special! It kills very few mob but we do mostly quests whose goal is to climb the rungs in box on the corner (the corner is Kezan, a city Susceptible a heart attack in a green!). From level 6, that said, we move to a more standard mode of play in a dream setting! (Of which you've surely seen the screens)


Sunday, May 16 - 22:00

Little rapid passage (IRL and obligations as a weekend loaded ...) on alpha and I'm like "Hey "But the theft and Acherus? It gives kwa?!". Bah bad news: my paladin has wandered into the stronghold of DK moiiiindre without worry.
Oh yeah ... -_-'

Also, I will not detail my experience and the Worgen Goblins (though y'ait lot to say) because I want this article allows to provide an overview of what the Death Knight will have suffered during the alpha and beta (I regret not doing that LK for that matter. ^_^).


Tuesday, May 18 - 19:00

First patch for alpha, correcting and adding things that look top wig, but not much for the Death Knight. However, I will try to spin you the first info on what was available to us. Already
, no changes on the talents, if not the control system:



In more general cool stuff we see in the spellbook spells you can learn at higher levels, and thus spare himself visits the class teacher if it is not necessary. A welcome change because now lots of rank and no longer progressing with the level.


Friday, May 28 - 14:00

After days of alpha (admittedly super cool stuff on the test pleinde goblins and Worgen) without any novelty for the DK, I learned that included a patch change about ourselves. And given the leaks, it looks de-ing!

... I look forward to be the weekend!

Edit - 20:30: Okay, so it will wait for family weekends, but what little I saw ... OMG what.


Sunday, May 30 - 16:00

Whew, finally! Family in the train, I can finally enjoy myself on the alpha (and make feedback to the devs, I'm sure it happens because this alpha, we have the same set of servers as the U.S.), with all the news on our tree ... Finally, intermittently. Indeed, this version of the super alpha unstable after all, is the alpha so it's normal (I still remember the 15 seconds of latency on LK beta), but it's weird restart the client every 2 minutes. :) In
things to note: a tree blood really reviewed thoroughly, some talents that migrate tree (cf. Hysteria => Unholy Frenzy), Talent Tree quite busy and not give mass desire take talents in other trees, the new rune system quite disturbing and very good ideas in new talent ...

begin by changes in attendance:
  • Blood Presence: +8% endurance, +60% armor (Contribution objects cloth / leather / mesh / plate) and reduced damage 8%.

  • Frost Presence: +10% damage done and increases the generation of 10% runic power.

  • Unholy Presence: +10% to attack speed and refresh rate of the runes and increased movement speed by 15%
Obviously, we will corresponding with the presence our talent tree !

Another change I mentioned: disease lasts 30 seconds now basic (45 seconds with talents)!

Less joyful: the diseases disseminated by Pestilence do more that 50% of the damage.



master bonuses are abled to 51 points, which seems to be a good thing (this gives the lure to the tree without force us to confine).

Now, a description of talents, especially those in blood. (Translations home so it's worth what it's worth. ^ _ ^)
The innovations and changes will blue!

Step 1:
  • Butcher: Same now.

  • Bleeding (not found t to "bleed to death" in U.S.) : Care of 6% of the maximum PV after killing a target related to XP or honor.

  • Blade Barrier: Unchanged

Level 2:
  • 2M Specialization: Unchanged.

  • Smell Blood: Unchanged.

  • Sharp Armor: Unchanged.

Level 3:
  • Blood Caked Blade: Unchanged (just moved in Blood).

  • Bone Shield: Unchanged (just moved in Blood).

  • Power Mograine: +25% damage for Blood Strike at Heart and Runic.

Level 4:
  • Resistance: Unchanged just moved from the Frost tree.

  • Deviation sort: Unchanged

Interlude: I know, until now, there's no big revolution, but patience has it!

Level 5:
  • power abomination: Unchanged.

  • Log Rune: Unchanged.

  • haemorrhagic fever: Your Blood Boil has a chance of contracting a fever haemorrhagic your enemy, reducing its physical damage by 20% for 30 seconds. NdYorgl: Now, all tank classes will have a debuff -20% dmg instead of physical debuffs PA (drood that before the war and palouf).

Level 6:
  • Log Rune improved: Unchanged.

  • Crimson Scourge: Increases damage Blood Boil by 45%

Step 7:
  • Improved Death Strike: Unchanged.

  • Vampiric Blood: Unchanged.

  • Blood Presence Enhanced: In the presence of frost or unholy, the 4% reduction of injury are identified, and in the presence of blood a chance to be hit by melee attacks critics is reduced by 6%.

Level 8:
  • Parasite blood attacks with your weapon have 9% chance to bring up a bloodworm on your target. The bloodworm attack your enemies, gorging themselves with blood until it explodes and heal your nearby allies.
    NdYorgl: On this screen, you can see that to win, with each attack, combined by a buff that heals allies than 10% of PV (the latter depending on your own PVs) per stack. The buff loads exceeding 10, the worm (if it survives long enough) seems to be able to heal nearby allies for 120 to 150% of their PVs (which may represent the current state of things, 20k PV). Funny detail: each stack of the buff, the worm grows.


    (Click to enlarge)


  • Blood Robustness: Robustness The Frozen receives 30% damage reduction (NdYorgl: 60% at the end, since def n ' are more Cataclysm ™) and has no cost runic power.

Level 9:
  • Will of the Necropolis: Attacks putting you at least 30% of your maximum hit points generate a rune of blood, the cooldown of your connection rune is refreshed and all damage taken is reduced by 25% for 8 seconds. Can be triggered every 15 seconds.

  • Strike at heart: Instantly strike the target and up to two additional enemy, causing 127% weapon damage over 470 on the first target, with a reduction injury by 25% on each additional target. Each target takes 10% more damage for each of your diseases on the target.

  • Master Rune of Death: Unchanged.

Level 10:
  • Swarm blood If you cast Plague Strike on a target already infected your Blood Plague, there is a 100% chance that your next Bloody Boil consumes no rune.

  • Veteran of the Third War: Increases your endurance of 9% and your Expertise by 6. (NdYorgl: no longer increasing strength)

Level 11:
  • Dancing Rune Weapon: Summons a second rune weapon that fights by itself for 12 seconds, doing the same attacks as the Death Knight, but with a 50% damage. The rune weapon involved in the defense of his master by giving him a 20% chance to parry when it is active. 1.5 minutes cooldown.

Notes on a few different talents
  • Improved Icy Touch is no longer a must-have because it boosts the damage now only affect the ice. Fever frost slows at the base, the attack speed and ranged from 20%.

  • The frost tree has a special talent that makes a 2M frost viable. This tree will be decided by ambition or 2M to choose from! (NICE! §)

  • Tree Wins Frost debuff "brittle bone" which makes the target of your Frost Fever sensitive to physical damage (+4%. Debuff shared with the War Weapons and Combat Rogue)

  • New talent at 5 points in tier 1 in the Frost tree: Capacity Single - When you use your Death Coil, Frost Strike and Rune Strike, you have 40% chance to activate a random rune completely exhausted.

  • Hysteria is renamed 'Frenzy ungodly "(Hello fate of necro Warcraft 3!) and is available in the Unholy tree. It now increases the melee haste and distance by 10% instead of physical damage, but is still losing PVs.

  • Curse of Doom has also been moved into Unholy.

  • The Rune Strike is now an instant attack (Blizzard releases the "On next attack") that will be in place when we can runes are in charge. Death Coil allow to drain slightly if the PR does not proc FR.
Impressions after some testing on dummies:
The new round of rune is quite complicated to understand, not that it is inherently hard, but because it is fairly new! What does the second rune recharges when the first was turned on, it's pretty new, and request that the sequence of spells is no longer the same.
However, the sensation of having a real tree tank is downright cool, especially with the debuff which had been the other tanks and we lacked damn! By cons, some of our defensive CDs (Bone Shield, Vampiric Blood) are still related to our runes, which stinks zgeg not bad (yeah, I would not mince my words, zavez seen?: P). Otherwise

aparté , Dragging me to Acherus I saw a DK 82 with a green weapon quest (obtained, given the ilvl to 81 I would say) that will give you an indication of the speed at which it will replace the stuff:



Personally, I welcome it because nothing would make me more shit than my leveler 5 levels in T10 and start raiding the farmer without heroic stuff in PvE!


Monday, May 31 - 20:00

In the changes I have not noticed yesterday, y 'has quite mind-blowing!
  • Death and Decay passes AN unholy rune ... : O Ditto for
  • Strike Scourge
  • Affection technology affecting both level 81 DK disease is instantly sympathetic. Instant, no cost, 30m range and 1 minute CD (which is little in the end ^ ^).
Tonight I also tested a dungeon. I run the search. But nothing ... As incredible as it may seem, the interface indicated that he lacked a third DPS! The joys of alpha! ~ \\ O /
So, I'll pexer a Druid Worgen to mumuse with new forms.

I notice a nice new feature: when you take a level, it was clearly displayed on the screen, and if a spell is learnable, or a talent point is available (ie systematic after level 10), it indicates as follows:



In addition to the You have reached the [level X] chatlog of the [level X] is clickable and allows, if you missed something in the ding, to have a summary.


Monday, May 31 - 22:00

I retry, and this time I found a group!
Bim, we Blowin 'in the Caverns of Blackrock. I will not go over the body as that, because I am not too spoiler, but it's pretty short (see the 3 instances of Rooms Jellies for comparison) but for now is not finished (no dialogue implemented so I understood nothing of what was happening).


small report of my experience there, then. Already

DK AoE aggro is not great. I understand that this is the same for others, but I confess that I drooled with the three DPS morons who decided that they would like in the AoE kikoo héroday. The AoE aggro is good to avoid the mobs go on the groomers, but for the DPS area, it takes a few seconds (REVOLUTION!). Personally, I find it not so bad. :) In
single target, it will even if it is not super stable as we had no method Rune Strike.

Swarm Blood (the stuff that provides Furuncle gratos after a Plague Strike to put the debuff Hemorrhagic Fever) is effectively zero while. Talent that will remain irrelevant if it does not receive a bonus free BB liabilities making rather secondary (but fun is all about).

Bone Shield is frankly not very useful: with the lack of avoidance that was present (you noted the disappearance of the +5% dodge talent in? ^ ^), It disappears in seconds. I suggested that he disappears from the tanking tree, since we already bcp CD from our ptits comrades.

Control "Vengeance" (the one that all the tanks) and increases our PA based on our life and slaps taken is de-men-tial! I'll let you judge for yourself. (I wonder if this bug is not said, because as I should win that 5% of my max PV PA, it is close to PA 2500, not 6000 AP. ^ ^)


The new rune system is nice, although a bit hard to take in hand.
Talent "Strengthening Rune" (40% chance to restore a full charge after rune under a veil of ice with a shot or a shot rune) is really worth, I think, tanking. With

changes on the costs of certain techniques, it changes a little give. Especially with the death and decomposition from an unholy rune, allowing in-multitarget-opening of the genre:


We don applies the Frost Fever Fever because blood is superfluous: a single disease is enough to boost the damage Fever Boils and has the advantage of reducing the rate of attack opponents.
Then, as morbidity is unattainable with a special Blood reasonable (and can not be D & D not keep up), it rotates between the boil, death strikes and strikes rune (while maintaining the foot up).
Note that this opening can be much as on a package where there will be no AoE, but the focus to avoid the other mobs that your target does not swoop down on the trainer.


Thursday, June 3 - 15:00

Some thoughts on the various game modes depending on the specific acquired:
  • The special Frost who relies heavily on runic power generation will suffer from a lack of availability of the runes, with "holes" during which he will send the sauce with the techniques of PR.
    I'm going to suggest to integrate other techniques based on the PR for frost ... Genre boosting physical attack by 10% the next two Frost Strike so that the gameplay is not just a spam Ice Strike 50% of the time.

  • Conversely, the benefit from Unholy gameplay based on nervous haste and runes regenerating quickly. Furthermore, it seems that diseases now benefit base haste and crit. Very interesting for this special! :)

  • In special tank, the smell of blood will generate enough PR to send when our runes are not up ... In theory. To see what happens in practice.

Monday, June 7 - 14:10

Dancing Rune Weapon works!
... Ok, this has absolutely nothing visually spectacular since in the end, the only change is the 20% parry but it's nice to be able to test this. In any case it is a CD pretty huge given its short cooldown (unchanged for now).

I also cleared the English game and am trying to install the French client, since it is available.

Other useful info, read on the forum "Class Discussions" of alpha and mailed by Ghostcrawler :
With The Higher santé pools, a non-Protection / Blood / Feral Should Be Able to tank heroic dungeons non-MOST. You'll get crit, But The scribed Will not kill you. In Fact, That Is More Reason To keep writing Immunity To The Dedicated tanks.
Clearly, normal dungeons, will always tankables by special DPS, especially considering the fact that reserves of PV will be larger for characters not in tanks Cataclysm.


Wednesday, June 10 - 23:20

Here, we start with the presence of ice (since it is now DPS attendance) and Blood was one at 57, the alpha! :)

Also, there's really something that is wrong with the cycle in Blood: Where Frost RA and create mass where Unholy rely on a quick charge, we have nothing. Thus, even with "Strengthening Rune" cycles for blood is empty, empty, empty ...
No doubt it's going to work, but for now, it's not very nice! :-S


Thursday, June 17 - 10:20

A rather interesting post on the forum of the alpha
One Threat, One of the exchange we're considering trying out Is To Have Threat decay pretty rapidly. The Idea Is That a tank should never be able to get so far ahead on threat that they can AFK for the rest of the fight. It might sound like a nerf, but really the intent is to make sure that the tank's job is never done -- that what you do will remain important.

The tuning wouldn't be such that if you missed a couple of swings that the warlocks would pull aggro. The feeling would be more that you have to still make decisions with regard to threat generation throughout the fight.

Furthermore, we are exploring the threat generation of Misdirect and Tricks of the Trade being temporary. That way it would still be useful for initial pulls or when adds join the fray, but wouldn't be a crutch to keep tank threat consistently high throughout a fight. Tanks are already dependent on other classes for their survival -- we want threat generation to be primarily the tank's responsibility. (Don't take that to mean that dps classes won't have to watch their threat or use threat dumps -- it just means we don't want to have tanks relying on other classes to generate threat for the tank.)

We're also not happy with the new implementation of parry, where you take 50% damage from two swings. It sounded good on paper, but after testing it out we fight the second swing just feels goofy and confusing. Our plan is to revert parry back to 100% avoidance and remove the concept of swing speed increase for any creature (players could still do it). We would change the budget on parry to be exactly the same as dodge. We'd also like to add some That talent more hooks Favor say parry over dodge For Some classes - stuff like "After a Successful parry ...."
First point: we want the devs can not take the aggro off point level after several minutes of fighting, it is no longer a concern. However, the slightest error will not be fatal, the idea is simply that we should make good choices about the threat, and this throughout the fight.
In the same vein, the diversion and the ropes could have an effect only temporary, to be a help but not a way to build aggro (so that the buff is the quasi essential).

also The changes announced on the parade may be removed. They are looking to add a bonus to parry makes for some classes and reduce the stats of the parade at the level of evasion (especially at the county, I guess).
In my case, I am delighted with this change: the parade versio Cata was weird, and might lose interest as and when we rode in avoidance (since the coup could be expected to be reduced while simply avoided).


Thursday, June 17 - 19:30

tonight, win a little personal. :-P



Jeudu July 1 - 1:14

Beta test launched NES levéééée! (I just posted this 15 days since the big changes since the DK tree, there's been no update ... And our rotation and our aggro is pretty lame, in the opinion of all- I have not done much except one or two dungeons)
I update my account, and I publish this article before running off to bed ... ♥


Saturday, July 3 - 16:14

Small Instance today, the first of Neptulon Cime, but after a big deco, I flaps on another: still Blackrock. :) The tanking is slightly better, I know they have not adjusted the numbers a bit and although the group was no longer applied, but I had less trouble.
Note in passing: Smell Blood cycles are less boring than model (even if sometimes empty, the problem recurring). But must also see that Smell Blood proc well when 4 mobs hit me, when it comes to a boss, especially if it is not fast, it's frankly not the same thing. I also find it lacks some snap aggro "in AoE, if we had the misfortune to use Death and decomposition too little time before the time when we would need a lil burst aoe aggro.

Small interface improvements genius: the window attributes (distance, Melee, Defense, etc ...) can be moved and closed. So who am I tank, I could arrange it like that.



Wednesday, July 7 - 18:20

Little reflection on cycles of opening single target. Currently, the Icy Touch has not changed (and therefore as presences were reversed, there is more aggro boost in the Presence of Blood).
two possibilities: if the Icy Touch to see change and it recovers its aggro boost, no doubt that the opening not change. However, if this is not the case, it will be very interesting to use Condition (Outbreak) which can be run remotely. Thus, the opening could then be:
Taunt + OB (Outbreak) → BB → → DS → DS HS (placing an RS as soon as possible)
The idea here is to send both technical aggrogènes defensive and rather quickly. The interest started, once the disease posed with a Death Strike (DS) is to activate the Shield Life (Third Master) to be started while you place the Boil (BB to placing Fever colitis) and Strike at Heart (HS). Thus, when launching the second DS, the shield was already well underway, and has been much more profitable than if we had started with two HS chains and two DS!



Friday, July 9 - 20:00

Until the talent trees in question are revealed, I am going to do a quick summary of upcoming changes to the latter: to reading the forum, it seems that many people misses the philosophy behind this property, and focuses on "Tree to 31 points.
Already, the ad in question here is readable


Why the change?

several reasons: first, talent trees have now reached a point where typically, the player has little choice but to actually do because too many talents are based on the "+ X% such a school / technical "(ie passive talent, without any interest other than a flat gain power) and can enjoy this apparent complexity, but in the end Blizzard wanted to get out of this vision (with the control, in origin) by providing more active talent.
In addition, for those who have been on beta we quickly realized that with the points we would have had at 85, we would have had more points than necessary ... From the point of having to put in a very situational talent, which is not very funny and does not give the impression of having a meaningful choice.

Suddenly, the trees look like what?

Trees talent points at 38-42 with a final 31 comprised primarily (if only, if you believe the CM) talent fun and / or require interaction and responsiveness.

branches to 31? But it makes little! How many points does one gain per level?

About one point every two levels to be 41 points talent in all, once 85.

Will there restrictions in the distribution of talent?

Yes, when you pass level 10 (or in case of re-specialization), you must choose a branch of the three available which, among other things (like the passive, see below), you will access to a specific technique to your specific ! For example, chamélio will have access to dual-wield this time, the warrior specific protein to Shield Slam, etc ... One can imagine that for the DK, it will → Frost Strike Frost / Unholy → Scourge Strike and Blood Strike → heart. Thus, players will be much more closely related to their tree early in the leveling, and it will have interesting gameplay techniques, without having to wait until level 40 or 50!
also to pick up points in the other two branches, you will have invested 31 points in your main branch or be 70. Thus, Blizzard cutting head to hybrid trees (some regret, we can understand their frustration) and note that with these 10 points to divide among the two side branches, you can not reach the special techniques of such other classes (probably available with 11, 21 and 31 points spent in the trees).

If all the talents "boring", but that reinforced my power as a Tank / DPS / healer, disappear, the specifics do not they may be anecdotal?

No, because liabilities are not actually removed: they will automatically earned when you choose your specialization (at 10 or in cases of resp, therefore). The idea
is that like in any case, 99% of players were taking these talents, encumber virtually trees had the greatest interest.

What about the master in these new trees?

The first two bonus control currently available on the beta will be part of the liabilities associated with a tree (which does absolutely nothing will change, so) and the third bonus the current beta is the only bonus control, available in 75 and affected only by the statistics "Master" on this part of the equipment.

And you Glounette, what do you think of this new system?

For my part, I find the arguments on the Blizzard's current sound, and for having the sensation-on beta have absolutely no thinking to do my talent trees, I think dared to make a change, but that will surely be very good.
remains to be seen how carefully he will create the trees, and how the liabilities will be managed (it is not enough to add them in the spellbook but make the players realize what they earn by choosing a particular tree).
I look forward to the next build, then! :)

Official Summary System :
When players reach level 10, they will present a basic description of the three specializations dedicated to their class and they will be asked to choose one. After that, they can spend their talent points. Other trees shaded will not be available until 31 points have been expended in the first talent tree. The character will receive an active technique, and one or more passive techniques unique to the chosen tree. As to the levels earned, they will in turn point to talent and skill by level accessible from a master class (Ideally) they will not receive a talent point. There will be 31 points to spend to reach the last skill, every talent is more complete and more exciting than they were before. Once the latter has been spent in the ultimate talent (possible at 70) the other trees will no longer be grayed out and will be available so that other items could be spent. By accessing the zones level 78 + in Cataclysm, new items will be available with a new feature, the Master. Once the skill has been learned Master with a master class players will receive bonuses this feature based on their primary specialization.


Wednesday, July 14 - 19:00

ZOMG! § The new trees are already available and implemented on the beta! So my first impression is a certain satisfaction because it's still pretty close to a tree (speculative) that I had prepared a few days ago (Not through misplaced pride like "I was right olol" but because I am happy to see a design that matches what I hoped was adopted ^ ^). First

look very nice, the interface must be assigned when the talent: each tree is entitled to a little description, as well as icons + tooltips on the fate-specific tree (the bulk) and liabilities also obtained with this spec.


(Click to enlarge)



interface talent itself is fairly simple for now. Up, a little gray (especially when we saw the pretty UI control) is a bit empty, but I guess it's still the place where control will be stalling once learned anything yet available on the beta I feel.


(Click to enlarge)


In small criticisms, I find that in addition to the summary of each tree, adding icon tank / DPS / heal (as the UI research group) does not hurt and would add a bit of consistency. In addition, once the tree is chosen, it would not hurt to intoxicate the other two in the "Summary", even leaving active tooltips to earn a bit clearer.

Regarding talents themselves, there's good (especially frost), but blood was slightly felt they had little choice. It is not so serious (because it's already not change much), as besides that trees are not poorly thought out, and in my case, I think the choice will be just the third and BCB 3 / 3 By Blood in leveling, and 3 / 3 BCB and third bloodworm once a raid (unless I really have no desire to single target aggro).
This would therefore like a tree that .

We regret anyway:
  • resistance is not a liability. What the fuck poins interest for 10% armor? It is obvious that all DK tanks will take it, and they are pure stats (the kind of stuff that was going to liabilities, so). Limit for 3 talent points, would have been more sensible to Master the runes of death (which is passive) since there, it really adds something and it's a talent that could choose to spend (even if I, I would avoid ^ ^).
  • The same for the Presence of Improved Blood. Since we chose the special, immunity to critical hits would have its place in liabilities.
  • Power of the Abomination that is 2 points when the raids buffs were announced as talent at one point.
Coming soon: testing the talents Nouval dungeon! (Not too possible yesterday, since I raided the live ^ ^)


Wednesday, July 21 - 11:00

few posts right now, especially since I pex to mount at 83 and test the new instance (Stonecore). In any case, I can tell you that the area of Hyjal is super nice, very rich in history and fun to play. In terms of quests, Cataclysm introduced a very linear side but not totally unpleasant one has seldom more than 3-4 simultaneously, it works in an evolutionary manner which allows to follow the history of the area, and do not miss anything or scatter. This is somewhat reminiscent of the DK starting area, look for an element connu de tous. =)

Sinon petite déclaration des dévs qui montre qu'ils ne compte pousser les tanks à avoir un gemmage très fin :
I'm not sure that serious tanks will ever gem dodge or parry at the expense of Stamina to any great degree. As long as dragons breathe, there will be elements of encounters where health is more useful than avoidance.

However, I think avoidance overall will still be more valuable in Cataclysm than it is on Live today when your healers risk running out of mana. The theoretical tank with a huge health pool and 0% avoidance should feel like a liability instead of the holy grail it is viewed as today.

We're trying to shake [some] tanks out of the mentality that something IS garbage Unless It Improves santé gold armor. That's Not The Same as Saying That Will tanks dodge and parry value and view Health and armor have garbage INSTEAD.
Clearly, there will always be some interesting gems qu'endu else (at least for the benefit of avoidance) but they want the tanks realize that there are other useful stats the armor and endurance (mainly because the damage prevented / reduced-blocking or Life Shield for us to save mana groomers).


Thursday, July 22 - 11:00

Not much new to the DK in the latest build of the beta (but it will come ... Each turn ^ _ ^) but a nice UI improvement of talent.

First, when we must choose a tree, a small icon shows the role of the tree:


(Click to enlarge)

Once the tree is selected, the interface shows clearly what is specialization:


(Click to enlarge)

Finally, when it comes to dividing the talent, the UI shows that it is not subSpec possible until we get the points:


(Click to enlarge)

Use GI is really nice. They did a good job on this interface! =)


Tuesday, July 27 - 20:00

Tonight little test different keystrokes to assess their relative powers (knowing that such figures are still one of the most tips submitted change before release). For this test, conditions were:
  • Character level 83

  • Spec: http://cata.wowhead.com/talent jcIGdhrfkGoZM #: oid (note: no Glyph DS)

  • Power 5872 Attack - 4% crit (Laugh not at 83 in special stuff and DPS, we walk with difficulty with 10-12%)

  • Target: Mannequin boss.
The average figures obtained for this test session:
IT
PS = 1680 = 2000

FF = 402 / tick
BP = 409 / t
D & D = 250 / t
BS = 2150 (ac 2 ill.)
HS = 2500 (2 May).
DS = 4600 (2 ill.)

BB ss evil. = 790
BB ac evil. = 1190
DC
= 2700 RS = 4200
(Mouse over the links to see the corresponding output, if you're not familiar with the acronyms)

Note:
  • The Rune Strike has been tested on a mob of level 83 (since intestinal mannequin) with exactly the same stats elsewhere (including the PA, I turned Vengeance hand just before the Strike.

  • For now, the Icy Touch modifier is no longer a threat in the presence of suitable (ie blood). We pray that he comes back, even less powerful, because this tool was still essential for making sweat equity.

  • I did not see fit to strike Festering nor Necrotic Strike in the first case because it is absolutely not adapted to a cycle of blood, and in the other it will surely anecdotal spell in PvE (or even unusable, according to the composition raid). Otherwise
among other things recorded on the beta, I noticed bug (or so I missed something) with strikes at the heart since it seems that the powers of the strike by decreasing the target (1e, 2nd or 3rd) seem not apply!


Thursday, July 29 - 15:00

A small link that I forgot to give you. Maximlene proposed, on the official forum of Cataclysm, a nice article on Blackrock Caves (one of the first dungeon of the extension). Click on the link to go check it out!


Wednesday, Aug. 4 - 21:00

A thought for the forum Cataclysm (the one accessible to all) that becomes all the more distressing that the output approach, making each day a little more of the kingdom Kevs , false good ideas and truths absolute about the game ("I have decreed that WoW would run like that then no discussion"). Personally, it is with regret that I did not post more (especially since the day I have not always at my authenticator taf ...).

Otherwise not much new from the side of DK, if an announcement should define the new master (who change a lot), but it can be estimated, we Tanks DK, lucky because our guard Shield Life ( Finally I translated literally, I think "Shield of vitality" would be better to DK Blood, and have fewer overtones nature ). It is fortunate because it is one of several Spes have a mastery that is not up (more or less) passive damage / healing / tanking, but a technique that we have some control, which in terms of gameplay and choice is a blessing!
Note that it is slightly nerve, since the absorption is now made only up to 50% healing done (and over 100%), improves control over the score, it is obviously too early to complain, the effectiveness of this control has not yet been truly tested.

Small outline, very basic, intelligent use of this technique : Unlike today, it will avoid chaining Strikes at the heart Strikes and Death , but alternate between one and another. Our Master does not stack (both caring and 3000 one after another will not a shield to 6000, the first is just overwhelmed by the second), therefore need to rotate the strike to 1.The shield that has an uptime as high as possible, and 2. shield that crashed as possible.
This could give an opening round of the genre:


All this decorated with Rune Strike, Death Coil or during downtime. =)

Otherwise little detail / wah, but now we can invoke our horses in Acherus ...
So everyone already has access (provided that it changes my God, if that change ...), but if it becomes more a place to afk kikoo genre:

... WHAT NOT!


Thursday, Aug. 19 - 16:00

Not much DK's hot side, where the little news program at this time. The devs are probably busy with other classes, so we must be patient and wait our turn! =)

However, I started to edit articles based on information available (or rather I began to add articles they read post-Cata). Today, I suggest you take a look ( here) on what we prepared for tapping. Feel free to discuss / comment on this!


Friday, Aug. 20 - 14:00

I just read an official announcement (finally drawn from the interview Chilton ): Major class
No further exchange are Planned pour la beta. From here out it Will Be Primarily tuning.
Clearly, no major changes planned classes ... Including DK Blood. Now if I find the DK DPS are not that unpleasant to play on the beta (they each have their chosen field giving general enough to do), however in Blood, it suffers from a lot of trouble now:
  • Two of our CDs still cost runes which is a heresy, since the stated objective is to use his survival skills in a reactive manner, and not preventive. Now with the current system of runes, it is almost impossible to launch a CD so reactive, so certainly there is the drain, but if you make a macro for each CD and do not use this spell for another CHOSO, there is something really lame.

  • Our talent makes us crit immune is the only (four tank classes), which is not useful as a tank. Where the druid armor to boost the war a +10% damage to its physical and palouf a mana regen (even if it's not huge, it is actually when tanking), we have ... Part of the damage reduction the presence of blood that is retained when you go into Frost or Unholy Presence! Supayre!

  • The Special Blood shortages: it goes 1 / 3 of the cycle (wholesale) in doing anything, and this goes against the tank that needs to react immediately if an event occurs. Yet now, if an add pop and jump on the healer, we have two out of three chance of doing anything apart from a taunt (almost useless without action behind) again, do not quote me the drain: it n is not the role of a CD than a minute. We need a mechanism allowing us to have regular access our resources.

  • talents Frost and Unholy are anecdotal for a tank. Even the touch spells, only talent that seems relevant is unattractive ... Epidemic would be inappropriate because in contradiction with the mechanics of the Crimson Scourge . Currently, I can not see a talent tree of a different kind thing it. We could do a little effort to get Morbidity kind it, but it seems very useful because the V Oile Mortal is frankly not the basis of our aggro and D & D is basic since anyway there is no question of AoE DPS-kikoo to Cataclysm. Also note that if the touch spell does not fail (because ultimately it will negatively impact the Sailing and IT, both in somewhat aggrogènes Cata), eventually the tree would be best that one ... You do not notice anything? -_-'Super depth of the template and the importance of making choices, as announced with the trees to 31 points Dido!
So yes, I see you coming and I'll cut the weed underfoot: the fact that major changes classes are not included does not exclude that the points mentioned are modified and taken into account. But two reasons have motivated this addition to the article: the fact that nothing changes is possible, and it was a great opportunity to update you on current concerns juice DK Tank Cata. =)

If I do not post feedback on the kind of official forum is that unfortunately dozens and dozens of players have already done so, the devs can not ignore all these points, and the fact that everyone agrees on. So I was dramatized on a single quote (I hope ...), or the DK is promised at an early Cataclysm lackluster (no doubt a 4.02 or a 4.1 will get us out of the mess futures but good).

Friday, September 10 - 13:00

Blizz '. I am disappoint.
Today, a patch of the beta is released is a lot of changes have been made on the shaft of tanks! We .... new icons! Yeeeeaaaah!

short, all that to say that change is a joke, but give hope that maybe they bossent the problems listed above. Another interesting detail, the new Death Strike : heals for 30% damage HECN during the previous 5 seconds (minimum 5% of PV max). Also note that the talent Death Strike Improved by 75% boosts care which gives a minimum care (I think) of 8.75% (= 5% x 1.75) of our PV.


Friday, September 17 - 13:00

A short post because I read on the forum a very pertinent beta tester (For the record, RNG stands for "random number generator" basically "random factor):
I'm All for a little bit of RNG, I do not think The purpose Ability That Is Supposed To Be Our primary use PR Is The Place For It, or Rather, That Should not Be The Only Way We Can Use It. Compares to Rune Strike Shield Slam, for example; Warriors Have Some RNG When They Can Use With shield slam Because Of SnB, goal THEY CAN Always Use It Every 6 seconds. Up to a point Accreditation tanks thrive there, and if you only usable via the Make Something RNG Either it's going to Have to Be pretty weak (and Not That Fun) or it's going to cause unwanted Some streakiness.
Clearly, the player said he is very nice to have a little random, but one of our main techniques is based solely on the random moves. Comparing Shield Slam and Rune Strike (I keep the summary translation ^ ^), we see that the time is restricted by a random factor via Sword and Shield , but the warrior will always possibility of a shock every 6 seconds in the worst case. And do such a technique is based on the random while the tanks should be a role that can be trusted, that remove the fun and effectiveness of a technique.

Thus, a player even if he fails to make a suggestion, strictly speaking, laid all the groundwork necessary to make a change that would restore life to a second DK Tanks 4.X: to make the Rune Strike is usable at all leisure 5-7 seconds and add a method (in the Blood talent if necessary) to make it available after a parry / equiv (and possibly make it free) leave it to slightly reduce the level of threat generated.
This would be more fun cycles, and at the same time would solve another current concern DK Tank: lack of fate for a burst of aggro on demand (since this feature is removed from Icy Touch).


Monday, September 20 - 10:40

Light buff's recent Death Strike: heals for 30% damage HECN during the previous five seconds for a minimum of 10% of PV max ( up 5%). So, with the talent Improved Death Strike (Which boosts the care of 45% ... obviously not 75% as I thought!) Passes to a minimum of 14.5% and it is being treated for 43.5% of the damage received during the previous 5 seconds. Our

disease also underwent a slight change: Frost Fever and Blood Plague now that only last 21 seconds. This gives some flavor to the spe Sang as to ensure a good synergy with Scarlet Scourge, it will take three points in Epidemic (disease had then 33 seconds). This could give a tree "minimum" of this kind of (the point in Pwr.'s Abom. may be elsewhere). There's still some work, but it's better! : D
(Thanks to Soho for making me think of that!)

In addition, since we had a few patches, I think that the zones 83-85 (Uldum and the Highlands of Twilight) must be completed, so I'll put my HFS standby on my DK and parts of my SC2 to test these zones. FYI, I waited until now because no special hurry to rush 85, and especially eager to complete a feedback on the areas in question, including quest rewards that were not yet implemented. =)


Monday, September 20 - 15:00

Second post today, as some novelties. Some juicy for DPS (especially impious), but I'll let you go MMO-Champion to see this. I will focus on what goes to DK.

First, the bonus of DK T11 tanks, the battle Armor Plate Magma (translation home made but I'm not very far) are available, and here they are:
  • 2pT11 : Increases the damage of your Death Strike by 5%.

  • 4pT11 : Increases the duration of your Icebound Fortitude by 50%. So far
the 4pT11 is nice, as the bonus 2p leaves me skeptical ... We have in our arsenal to Strike the heart, which according to cleave and fate of single-target aggro, Death Strike and whose main duties of care and mitigation (via control). Dmg boost the abilities "defensive" is a bit strange for my taste.
The idea is to limit the penalty to aggro when in use? Or do they want to Strike the heart is interesting that in multi and single player it is the Death Strike that premium? It would be a shame.
I will test the damage on the occasion.

Second: glyphs are available! There are three types. Primary, major and minor.


The major enhance your special techniques so often original. Specialization in Blood, those that seem relevant are (place your mouse over to get the tooltip):
  • Bloody Boil : Not huge, but can help the recovery of adds!

  • Dancing Rune Weapon : In my opinion, one of the glyphs that we should have in his spellbook. Ideal to pull, which can mount its aggro improving its avoidance of a fairly regular basis, given the short CD DRW (90 sec.).

  • Log
  • Runic : Used wisely, can spin a sacred hand to your healers! Very powerful in dungeon 5, see raid but given the changes in care Cata, it seems not so superfluous.

  • Vampiric Blood (the tooltip kidding, so basically it boosts healing received by 15% in VB, but VB does more extra life): In my opinion, one thing will determine the usefulness of this glyph. Will it take us quiche OS? For if we believe the devs to Cataclysm (raid), we will take regular damage but little violent, so I think that this glyph is good. Indeed, we only have to have lots of PV in addition to the final if we get no OS, it gives little time for healers to react, but the gain of 15% of care (ie 40 % in total) seems more beneficial. No doubt Made in math EJ answer the question with more solid considerations.

The overarching enhance your special techniques so gross. Specialization in Blood, those that seem relevant are:
  • Death and decomposition : In my opinion, totally unnecessary. Some may yet see an advantage to this glyph, like having a window larger adds to retrieve popant loop.

  • Death Coil: It might be interesting if no changes are made on the Rune Strike (see post of 17 September) and we had to rely more on the deadly veil. However, not top (done more for the Unholy).

  • Strike at the heart : Essential, is one of our main techniques.

  • Rune Strike (+10% crit): Same. This spell is useful too for such a glyph is overlooked! ^ ^

  • Death Strike: Definitely a must have, but currently, the management of RA is complicated, it makes this glyph a little tricky to use at best.

The minors propose improvements considered convenient or pleasant. Specialization in Blood, those that seem relevant are:
  • Drain Bloody (inflicts more damage): As a tank, even if not much, do not generate damage received is a good philosophy! :-P

  • Horn of Winter: That's silly, because clearly you launch your horn when it is up to the PR. So the glyph is not really useful for the buff disappears, but to avoid having an "A more powerful spell already is active" if a DK who glyhé has started before you. So it's stupid, but this glyph is useful!

  • Passage ice (lets fall from above without taking any damage): Quite in the spirit of the minor glyphs! Optional, but awfully nice. I love it!

  • resilient Grip (Grip of Death if you fail because the target is immune, the CD is reset): Same as above! It remains to verify that said that by "immune" targets as they have snared as a branch. In my opinion this is the case, but verify!

Feel free to discuss the contributions and perceptions of glyphs comments.

Friday 1 October - 09:20

DKs Hey tanks! It seems you have concerns of stability aggro? Talent unattractive? Resources? Operating CDs? No problem! You will be spinning a great talent ! DERP DERP DERP DERP DERP.

Bon bah voila, 4.0.1 in one or two weeks, Cataclysm in 2 months. It is now unlikely (though possible) that our concerns are addressed. The beta is not going mostly used only adjust Powers techniques, and test a few raids, in my opinion.
Anyway ... Ca soule. Get ready, comrades, have a crappy gameplay 4.1 or pending, with any luck, a 4.0.X (you never know). A lil summary of the attitude of the devs face of massive feedback fofos done on the beta here.

Pray anyway ... As long as a build y'ait unexpected rule our concern for empty cycles, total of RNG on our aggro, RE which adds even more of our CDs that have a rune cost / RP, our anti-crit talent lolant, and so on.
Pray.

Tuesday, Oct. 5 - 14:15

Great news today! I'll let you read the announcement Ghostcrawler (which you can find here ):
We changed to Rune Strike: after a dodge or parry gold Whenever you are in Blood Presence.
And yes! One of the main grievances of DKs has been heard in the presence of blood, our Rune Strike be used at any time (provided you have the runic power required). In the presence of Frost and Unholy, they leave to avoid the restriction that it is more interesting than the RP-Dump Spes is provided for these.

What is the consequence of such a change?
  • To pull, it will be much easier to have a permanent aggro since we will rely not proc that was more random. Establish a cycle of opening will know that you just pull it without either the lotto aggro.
  • Off tanker will be less restrictive.
  • Our rotations will be less empty since it will dump RP inexpensive, in addition, this method will regularly Strengthening Rune , making our runes longer available. The runes themselves occupying us and giving us the RP to continue the loop.
I think it's great because the system regulates almost all of our worries because by snowball effect, cycles was much less empty. It also leaves a part of RNG (via Strengthening Rune) is significant and we do not put their knees if the trial does not support us.

I also noticed not a trick: the cost in blood rune has been removed from Vampiric Blood . As a result, only Shield Os (1 unholy rune) and Dancing Rune Weapon always have a cost. Regardless, it is not dramatic since the ratio length / CD shield can manage it intelligently, and the fact that the runic power on DRW is required is more manageable! Another

today: it is not some time that I spoke not keep, and yet I made a few. A lil while back on the Peak of the Vortex! (Do not wrap, I have little time to post, it will be short ^ ^)



This dungeon is located in the south (and in the hills ...) Uldum is a marvel. Already, it's beautiful. Really really beautiful and full of little details involved in the mood "high pitched" in this instance: sound effects, buffs, animations, etc ...

First striking thing: the trash is anything but a joke. Certainly was the case in other instances that I tested (Caves Blackrock Throne of Tides and Heart of Stone), but here (especially after the second boss) a sweater or crappy controls mismanaged and that the wipe. Altogether. But even less cotton packs are nice: they are not entirely trivial, and some are lonely dragon, which changes the patrol cardboard is a tourbilol crash to the ground. There are also trash the original, which certainly does not pose a difficulty, but are funny! For example, these kinds of balls, so they are not attacked, will generate a wind pushing any character (preventing further).

level bosses, the hardest part is surprisingly first. The others are fairly simple, but have nice capabilities, such as this dragon cons which you will want to put you in the direction of the wind to maximize your DPS!

short, a body which is a success, both in terms of fun, challenge, atmosphere and general organization (height / length really tip top).

Monday, Oct. 11 - 18:30

Ding 85!
we go for the farming of stuff to go for a hero, something not possible (via the tool) when you just ding because the equipment is too low. Must continue the normal dungeons, climbing deemed and nab the crafts!

Wednesday, Nov. 3 - 12:00

In recent weeks, tests made by players (especially Bloodsim of Lichloathe) show that in dual wield tanking would be more effective ... Yes yes, you read correctly! The main reason for this is that the smell of blood sees many "fillers" in 2M-tempered due to the low-speed attack while in ambition is recovered any potential RA. Gold PR, they are Rune Strike, Strikes of this rune are proc RE, so runes, thus Death Strikes, therefore care and robe (and RA to chain). The loop is buckled. Note that
Lichloathe also suggested to play without disease from the time the primordial debuffs (-20% attack speed / -10% physical dmg) are insured. Makes sense if it can place a shot death from time to time, but I'm not a fan and I do not suggest that if you are sure that the debuffs are kept!

Add to this the fact that all weapons of tanking Cata 1M to be slow (see Wowhead ), and thus limit the damage in terms of aggro, especially since it remains the option of starting the fighting in 2M (for aggro) and then switcher ambitious (and iron in 2M temporarily if necessary).
Sure, the ambition that is considered, for tough battle, where survival takes precedence over the DPS and aggro. However this mechanism is interesting to know.

What do you think? If SoB does not change, and that ambition is a better way to ensure its survival, you opt for this option? Or would you prefer to play as is expected, 2M? Feel free to discuss in the comments!


Tuesday, Nov. 9 - 10:00
New
surprising (read here ): devs announce openly that without playing DK Blood diseases, to have other benefits, do not bother no more than that. :-O FYI, a major advantage of this option is to have a simple cycle, allowing focus on other things and have more DS (and therefore more care, to absorb etc. ...).

However, keep in mind (and remind GC) there Fever Outbreak to take into account (with the right talent, it's more than 50% of the time with the disease asked). So for now, as an IT-PS per minute, even at the expense of a DS is not death, I will not talk about in the article "single target". Not right now anyway.

Even if it saves the DS, and thus the survivability is unnecessary for a beginner tank that is more useful to have good reflexes (IT and Scarlet Fever, especially ^ ^). It is possible, depending on adjustments coming (?) I add some "Tanker HM" in which I talk about the ambitions and diseaseless, knowing that the latter must ensure that debuffs are well placed by other tanks or DPS, for example, if a DPS DK, no need to ask your IT and there is a palatank with you, no need to put the Scarlet Fever, etc. ...