Coping with the undead
Whenever you fight against a Death Knight there is more than just the plate wearing, glowy eyed psycho in front of you to worry about; there is also his pet ghoul to deal with. The threat this little beast poses to you differs greatly depending on talent expenditure but is always something you need to keep an eye on.
When it comes to Ghouls there are two main types you need to concern yourself with; pets and minions. By default every Death Knight is capable of summoning a Ghoul minion for 2 minutes which is not under the players control, this minion is generally weak with low damage output and health while being highly susceptible to AoE effects.
The main problem with a minion Ghoul is that it is an excellent target for the Death Knights ability Death Pact; this sacrifices the ghoul in order to restore 40% of the players health. This sacrificial heal is capable of critting for a 60% heal and can be further boosted by Vampiric blood; when fighting against Death Knights it is in your best interests to prevent this.
So how do you prevent the Death Knight from sacrificing his Ghoul? The theory behind it is simple; most players who plan on sacrificing their minion only summon it when they need it and while the Ghoul is clawing its way out of the ground it is unable to be targeted by Death Pact preventing an instant sacrifice. As soon as you spot the Ghoul being summoned you should use whatever incapacitate or silence effects you have on the Death Knight before quickly killing the Ghoul.
Should the Death Knight be foolish enough to summon the Ghoul before he requires it then make sure to kill it first; not only will he not have the runic power to instantly sacrifice it but there will be little to no damage on him to be healed.
When it comes to dealing with pet Ghouls things become a little more difficult; unholy Death Knights are able to precisely control their Ghouls, giving them specific targets to attack and being able to recall the ghoul safely from danger. When the Ghoul is controllable it also gains the ability to stun its target for 3 seconds every 30 seconds in a similar manner to a Hunters Intimidate skill.
Pet Ghouls typically have large amounts of health too and are able to Huddle to reduce all damage taken by 50% so simply CC’ing the Death Knight while killing the Ghoul is rarely a good idea as it will require significant effort; further to this an unholy Death Knight is able to resummon his Ghoul far sooner than any other spec due to the Night of the Dead talent.
Due to this speedy resummon and the pet Ghouls higher health pool a further threat becomes apparent; a Death Knight is able to command his ghoul to explode by casting the spell Corpse Explosion on it where it will detonate after a short time for 25% of its health. This explosion can typically hit for nearly 5k health, causing obscene burst damage in combination with normal attacks.
So how do you deal with this versatile monster? The best way is to control it; unlike most undead it is susceptible to fear effects as well as anti-undead spells such as Shackle Undead and Turn Evil; use such skills to buy yourself time to engage the Death Knight on his own. Alternatively if you have a friend nearby with a taunt skill it is possible to taunt pets off their current target and onto a more sturdy class making it a great means of generating free rage or Rune Strike procs.
Wednesday, March 4, 2009
Tuesday, March 3, 2009
Dalaran Arena
The Dalaran Arena is an arena located in Dalaran, in Northrend. It is styled to resemble the sewers of Dalaran.
There is a pipe coming down from the ceiling, from which water will randomly flow down, blocking line of sight. The blocks located on the raised central area represent huts, which will offer persistent line of sight blocks.
Players start in pipes at the side of central area. When the match starts, water shoots both teams out as to prevent camping.
Mounts are not be usable in the Dalaran Arena.
Ring of Valor

Overview
The Ring of Valor includes multiple sets of dynamic map features that create a variety of opportunities for pitched, fast-paced combat.
The Staging Platforms
The staging areas in the Ring of Valor are not the standard sheltered rooms at opposite ends of the Arena. As the pre-match countdown progresses, the two staging areas slowly rise out of the ground until they emerge at ground level, mere yards apart. When the match begins, the gates around the platforms retract, and the two teams find themselves in very close proximity.
The Fire Walls
On either side of the staging platforms is an intermittent fire wall that blasts from the ground. The two fire walls trigger at the same time and inflict damage equal to a percentage of total health per second to anyone passing through or standing within the flames. The walls do not otherwise break line of sight or inhibit player movement.
The Elevating Platforms
Two roughly circular platforms at opposite ends of the Arena rise and lower throughout the match, obstructing movement and blocking line of sight when raised. Because they are essentially temporary pillars, they create an ever-changing dynamic of line-of-sight and kiting opportunities.
Map Walkthrough
Due to its array of unique features, the Ring of Valor is the most complex and dynamic of all the Arenas in World of Warcraft thus far, and it will likely give rise to some of the most creative and active player strategies yet seen. In general, teams that combine constant, coordinated movement with opportunistic use of the platforms and fire walls will rule the day.
One key element of the Arena that teams should use to their benefit is the timing of the fire walls and platforms. The elevating platforms rise and lower in sync with the fire walls' activation and deactivation. When the platforms are lowered, the fire walls cut off that section of the Arena. Thus, players who are cut off from teammates or targets due to the fire wall's activation must quickly decide whether to wait out the duration or to suffer the high damage cost of running through the wall. Using the platform to kite or block line of sight is no longer an option in that case.
Teams that quickly identify when opposing players are cut off from support can rapidly burn those isolated players down, and so coordinated burst DPS will be a boon. Similarly there will be a greater need for and emphasis on healing, for the extra damage from the fire walls will take its toll. Keeping teammates alive through the match's initial frenzy will be a singular healing challenge as well, for the teams will likely be trading blows in close quarters while simultaneously establishing position.
The Ring of Valor includes multiple sets of dynamic map features that create a variety of opportunities for pitched, fast-paced combat.
The Staging Platforms
The staging areas in the Ring of Valor are not the standard sheltered rooms at opposite ends of the Arena. As the pre-match countdown progresses, the two staging areas slowly rise out of the ground until they emerge at ground level, mere yards apart. When the match begins, the gates around the platforms retract, and the two teams find themselves in very close proximity.
The Fire Walls
On either side of the staging platforms is an intermittent fire wall that blasts from the ground. The two fire walls trigger at the same time and inflict damage equal to a percentage of total health per second to anyone passing through or standing within the flames. The walls do not otherwise break line of sight or inhibit player movement.
The Elevating Platforms
Two roughly circular platforms at opposite ends of the Arena rise and lower throughout the match, obstructing movement and blocking line of sight when raised. Because they are essentially temporary pillars, they create an ever-changing dynamic of line-of-sight and kiting opportunities.
Map Walkthrough
Due to its array of unique features, the Ring of Valor is the most complex and dynamic of all the Arenas in World of Warcraft thus far, and it will likely give rise to some of the most creative and active player strategies yet seen. In general, teams that combine constant, coordinated movement with opportunistic use of the platforms and fire walls will rule the day.
One key element of the Arena that teams should use to their benefit is the timing of the fire walls and platforms. The elevating platforms rise and lower in sync with the fire walls' activation and deactivation. When the platforms are lowered, the fire walls cut off that section of the Arena. Thus, players who are cut off from teammates or targets due to the fire wall's activation must quickly decide whether to wait out the duration or to suffer the high damage cost of running through the wall. Using the platform to kite or block line of sight is no longer an option in that case.
Teams that quickly identify when opposing players are cut off from support can rapidly burn those isolated players down, and so coordinated burst DPS will be a boon. Similarly there will be a greater need for and emphasis on healing, for the extra damage from the fire walls will take its toll. Keeping teammates alive through the match's initial frenzy will be a singular healing challenge as well, for the teams will likely be trading blows in close quarters while simultaneously establishing position.
Saturday, February 28, 2009
Starting to figure out the Arena system
Last night I created two arena teams for the guild. I created a 2V2 and a 3V3. My friend Victor has a lvl 80 Ret Pally named Shadazar. We thought we would give it a try and kick some butt. Boy was I wrong. We played 6 games and lost every time. One time we went up against a Hunter and Warrior. The game ended in under 2 mins. Plus the Hunter did more damage than Victor and I combined.
We are not sure what the scoop is but I'm sure we will figure it out. and I will post my experiences here.
Zazz
We are not sure what the scoop is but I'm sure we will figure it out. and I will post my experiences here.
Zazz
Tuesday, February 24, 2009
3.1.0 Patch notes
The up coming patch 3.1.0 is now in PTR. Can't wait till it is released. Here is a link to some cool info about the patch including the new Tier 8 Models.
http://www.mmo-champion.com/
Zazz
http://www.mmo-champion.com/
Zazz
How to make a macro
I don’t really use many macros but I know that some folks do. Macros are an important part of the World of Warcraft user interface. They enhance gameplay by easing redundant tasks and making efficient use of your hotkey bars. There are a ton of Macros that can be made, way to many to post on this blog. Below are some examples but for more detailed macros please go to this link http://www.wowwiki.com/Macro
Creating a macro can be very confusing at first. Basic actions start with basic commands, while complicated tasks require longer, sometimes multiple commands. Within these commands are parameters and options that can be set to give your macro a different effect.
Here are some examples..
Paladin:
Bubble Heal
/castsequence reset=300 Divine Shield, [target=player] Holy Light
One touch Bubble and Bandage
/cast Divine Shield
/stopcasting
/useitem Heavy Runecloth Bandage, [target=player,help]
Creating a macro can be very confusing at first. Basic actions start with basic commands, while complicated tasks require longer, sometimes multiple commands. Within these commands are parameters and options that can be set to give your macro a different effect.
Here are some examples..
Paladin:
Bubble Heal
/castsequence reset=300 Divine Shield, [target=player] Holy Light
One touch Bubble and Bandage
/cast Divine Shield
/stopcasting
/useitem Heavy Runecloth Bandage, [target=player,help]
Sunday, February 22, 2009
What would you like to see????
I would like to start a web site (I know, I know) there are a bunch of web sites pertaining to World of Warcraft. But I want to start one that fills a missing niche. I would like to call it "The World of Zazz" WoZ. Or something like that.
If you have any suggestions please let me know. I will add the suggestion to a list of possible content.
If you have any suggestions please let me know. I will add the suggestion to a list of possible content.
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