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Posts with tag Strategy

Penny Arcade plays cards at the Darkmoon Faire

As expected, Penny Arcade did show up at the Seattle Darkmoon Faire last weekend, and also as expected, Tycho did bring a raid deck. He also, surprisingly, dressed up for the role -- apparently he worse the cape they'd depicted in the comic while running the Molten Core game (though he couldn't find a skull pin to go with it). Sounds like a lot of fun. Upper Deck has coverage of the event, though we couldn't find any mention of the Penny Arcade guys.

Another thing Tycho mentions (and that makes it into the comic today, NSFW) is that even for people familiar but not fanatic about the game like them, entering these tournaments can be really tough -- there are tons of solid decks and strategies out there, and if you haven't done the research, someone who has can very easily trounce you. They even mention a "three card infinite damage combo" that players can use. Unfortunately, that's way too far over my TCG strategy head to actually tell you what it is (maybe commenters can help), but it seems like for new players especially, these formal TCG events might be a little tough to get into.

Still, the Darkmoon Faire events are fun, even if you're not playing at the top of the heap. UDE has lots more news about upcoming events on their website.

Testing strategy reading abilities, Part I

Everyone reading this site knows that it's pretty important to read strategies for the various boss encounters in WoW. No matter if they're from Boss Killers, our own Ready Check, long threads over at Elitist Jerks, or home made modifications, studying boss fights outside of the game is essential to success.

However sometimes it's kind of hard to tell if everyone is actually spending the 15 minutes to read over and understand the strategies outside of the raid. This is particularly troublesome for the raid leaders and officers, since some of the fights can be very hard to explain without first having an understanding of where and what things look like.

We're having this problem in our guild right now. Not that big of a problem, granted, but it's still something we'd like to get better at. So last night our guild master made a map of the Kalecgos play field, detailing where everyone should stand (I know that some readers will comment that it's not necessary, but it's what works for us). In the bottom right hand corner there's a derogatory yet funny message about yours truly, something along the lines of a suggested act I can go do to/with myself. It's obvious, it's funny, and it sticks out like a sore thumb.

Tonight the GM will go around and ask each of the 35 or so raiders we have in the guild, "What was out of place on the strategy map I posted today?" If they can't answer correctly, they won't be raiding with us again anytime soon.

Continue reading Testing strategy reading abilities, Part I

Ready Check: Teron Gorefiend



Teron Gorefiend is usually the fourth boss players face in Black Temple and is really the first one to prove difficult in any way. While guilds new to the attunement-free Black Temple might have breezed their way through High Warlord Naj'entus, Supremus and the Shade of Akama, we're seeing many run into a standstill when they face Teron. Even those clearing Black Temple for the first time last year had some difficulty on the fight, so this Ready Check aims to look more closely at the fight and help out raiders who might be stuck on it even today.

You first encounter Teron Gorefiend in Shadowmoon Valley, during the popular 'Spectrecles' questline. We won't spoil the quests for those who might not have done them, but suffice it to say Teron is now un-alive and well in Black Temple. To get to him from the Shade of Akama, wait for the Ashtongue mobs to turn neutral ('Hail Akama!' yells ring out), return to the courtyard where you fought trash prior to Akama and go right. A repair, reagent and rep vendor is unlocked at the back of the courtyard, if you detour, otherwise continue through to a flight of stairs and some Shadowmoon Champions plus friends.

Gorefiend's trash isn't too tricky and can be done with two tanks and CC, although be careful of patrols and adds. When you're done with these mobs you'll find yourselves standing in a room with Teron alone on a platform at the other end. Ready for some fun? Let's take a look at what he does.

Continue reading Ready Check: Teron Gorefiend

Blood Sport: RMP Rampage

PvP in its purest form is a beautiful thing. Amanda Dean, always obsessed with the thrill of victory and the agony of defeat brings you news you can use in the Arena. When last seen, former Blood Sport columnist V'Ming Chew was seen being chased by an angry pack of Gnome Warlocks in the farthest reaches of Outland.

In 3v3 matches, Rogue, Mage, Priest (RMP) teams have proven to be the ones to beat. Six of the top twenty Arena teams on live servers sport this composition. This team combines outstanding crowd control with abilities to survive until the end of combat. The team is not unbeatable, if caught without cooldowns available, this low-armor team falls prey to burst damage, especially if the Priest is dead or otherwise occupied.

The Priest's primary function in the group is dispelling both offensive and defensive abilities. It may also Mana Burn if there is no need for healing or dispelling. In practice, since the priest is often the first target, it spends a lot of time and mana staying alive with the Rogue and Mage work their magic (and stab things). The Priest is often the primary target in the composition because they are usually the only ones visible at the start of the fight and are the lone healer partnered with two pure DPSers. Pain Suppression is your friend and my enemy.

Continue reading Blood Sport: RMP Rampage

Ready Check: Felmyst



Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, ZA or Sunwell Plateau, everyone can get in on the action and spend thousands of gold on repairs and consumables. This week, we face an undead lady dragon with serious breath issues.

Felmyst is the third boss in the Sunwell Plateau. As you approach the Brutallus encounter, you see him doing battle with Madrigosa, a blue dragon. Upon defeating Brutallus, Felmyst rises from her corpse in undead form and begins circling around the plain where you fought Brutallus. (She's quite feisty, and will aggro if some AoE abilities are used while she flies over, so be careful!)

The encounter is an execution fight, and requires a lot of attention throughout from everyone in the raid. In terms of preparation, you don't need any resistance gear for the fight, but having a Cauldron of Arcane Protection will help mitigate some of the raid damage. The most common strategy also relies quite heavily on priests' Mass Dispel ability, but before we jump ahead to raid composition, let's look at what you'll face during the encounter.

Continue reading Ready Check: Felmyst

Group buffs as solo buffs and when to use them

Rufus over on WoW LJ brings up Commanding Shout, the Warrior group buff that increases maximum health of party members for two minutes within 20 yards, and comments that it doesn't work so well in solo play. Which isn't necessarily true-- there are cases when you need as much health as you can get. And he got me thinking about other buffs like that -- buffs that are really meant for group play, but that can sometimes help in solo play.

The first one that jumped to my Shaman mind is the Mana Spring Totem -- it's really meant for group play, but every once in a while I'll pull too many, need some extra mana, and drop that to pick up a little blue. Also in the Shaman's Resto tree is Earth Shield, which can be helpful in solo play, too. And while Power Word: Shield is really too mana intensive to regularly be used in solo play (it's really meant to be used in groups), there are lots of times when it's helpful with solo priests.

Usually, you should only use these things when absolutely necessary (and when you've got the resources to use them -- Commanding Shout, for example, doesn't actually give you any health, so using it in the middle of a fight doesn't help). But Blizzard has made sure we don't just have group buffs and solo buffs -- some group buffs are occasionally really useful in solo play. Can you think of any others?

Ready Check: Brutallus



Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, ZA or Sunwell Plateau,
everyone can get in on the action and spend thousands of gold on repairs and consumables. This week, a pit lord dies.

Brutallus is the second boss in the Sunwell Plateau. A pit lord with swords for hands, he becomes accessible once you've redeemed Kalecgos and killed the two trash packs behind Kalecgos' platform. After watching a short event where Brutallus fights and kills Madrigosa, a blue dragon who you can see taunting him when doing the Dead Scar bombing quest, it's time to face the demon himself.

Many people have compared the Brutallus encounter to that of Patchwerk back in Naxxramas; rather than an execution encounter, this is a benchmark fight, and if your raid is low on DPS, your tanks fall short of gear requirements or your healers can't keep up, you'll run into difficulties. The main requirement is extremely high raid dps; with a 6 minute enrage and 10.5 million hitpoints, you're looking at just over 29k raid dps sustained over the entire fight. How much that works out to per DPSer depends on your raid composition, so let's look at what you need to bring for the fight.

Continue reading Ready Check: Brutallus

Ready Check: Facing Kalecgos



Ready Check
is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, ZA or Sunwell Plateau,
everyone can get in on the action and down some bosses. Or wipe to them. Again. And again. And again... This week, we take our first steps into Sunwell.

Apparently, there's some sort of patch out, and with it some new raid instance. Wait, what? A new raid instance? After the months and months of farming BT to death?

Many of the raiders in my guild have been well and truly bored for a while, and we've seen a fair bit of attrition as people got so bored they dropped out of the game for a while. A new patch and a new instance brought some back; on our first raid this week, attendance was through the roof. With bags of flasks, potions, food, sharpies, seeds and caps, we ventured into Sunwell Plateau for the first time; read on for the raiders' lowdown on Kalecgos, the first boss you'll meet there. (Note, spoilers within!)

Continue reading Ready Check: Facing Kalecgos

PvP for the beginning HK: 11 rules for the starter weasel


It is not unusual for younger or less experienced players to approach me with questions on my PvP experience.

"Allie," they ask. "How can we avoid sucking like you?"

"Well, first it helps to have a functional mouse," I always say, favoring them with a benevolent smile whilst swirling a fine glass of port. "Click-to-move is usually impossible when neither your right mouse button nor scroll wheel actually work. You'd be amazed at the number of problems you can pin on your refusal to replace a relatively cheap piece of equipment. Never, ever, get rid of Mr. Gimpy if you want a ready excuse for being a keyboard turner."

They scribble this and then look at me reverently, hopeful for any additional pearls of wisdom I might drop. However, after receiving so many queries and accidentally mistelling most of them with, "I can tank, but gimme a sec to get rid of this punk who's bugging me," I have decided, in the spirit of all gifted Machiavellians, to preserve my bad advice in a medium more lasting than /w.

For beyond faulty mice, children, we get into more advanced and underhanded PvP tactics...

Continue reading PvP for the beginning HK: 11 rules for the starter weasel

Forum Post of the Day: PUG Player Archetypes

Once Patch 2.4 goes live, we will most likely be able to queue up for all of the major battlegrounds as premades. There will always be PUGs, since even the three battlegrounds that allow premade groups to play have them. Sideways of Korgath posted a thread on the official forums on the most annoying PUG player archetypes. The original list included:

  • The Aloof - This guy appears to be guarding a flag or, but the chickens at the farm in AB are actually doing a better job. It's hard to say whether he's AFK, chatting in vent, or just didn't get enough sleep last night, but a guy caps the flag behind him and he doesn't even notice. If he's in gulch and the enemy flag carrier runs by, he just keeps on doing whatever it is he's doing as if nothing happened.
  • The ADD - This type of player just can't live with less than continuous action. The concept of defending a flag is foreign and distasteful to him. Therefore if he is defending something and no enemies show up within 30 seconds, he moves on despite the fact that he is leaving the flag unguarded for a friendly neighborhood rogue to ninja.
  • The Instance Mob - This type of player makes you swear aggro generation applied to players. He simply cannot understand why he hasn't been able to kill anything despite the fact that he put forth his best damage attacks against the protection specced shield wearing warrior that had 2 priests, a paladin, and a druid healing him. Much like I expect Rend Blackhand or Nefarian would, he attributes his ineffectiveness to inferior gear.

Continue reading Forum Post of the Day: PUG Player Archetypes

Save your Stage6 raid videos


Many raiders and machinima fans will be disappointed to learn that Stage6, one of the best purveyors of high quality DivX videos, will be shutting down. Moo announced yesterday in her his WoW Moviewatch the shut down will take place this Thursday. This is a big blow to not only the WoW community due to all the superb WoW videos hosted there, but also to the larger DivX community.

If you're like me, you probably have half a dozen boss videos that you either need to watch, or do watch after wipes to learn from them. Stage6 has an option to save these videos to your hard disk, and it looks like after this Thursday, that will be the only way to enjoy them.

In light of the closure of Stage6, what video sites will you use to get high quality boss and strategy videos from?

Edit: A sincere apology to Moo for my gender mistake. Having not met any of my fellow bloggers in real life yet, I mistakenly assumed Moo was a masculine identity. /red-in-the-face. /apologize.

WoW Insider Weekly

Every week, we round up all the great work of our weekly columnists here at WoW Insider, and put it all in one big post for your perusal. From funnies to serious strategy, and cooking recipes to disenchanting tips, here's all the weekly columns from the last week of WoW Insider.

Sunday Morning Funnies: Giggles
Buffly!

Spiritual Guidance: Mind Vision of 2007
Marcie takes a look into the past year of priesting.

Addon Spotlight: Recount
DPS meter done right.

All the World's a Stage: Something to remember me by
Putting those quirky touches on your own characters.

The Art of War(craft): Outdoor PvP, part II - an Outlandish war
Fighting in the expansion and how to do it.

Officers' Quarters: The right stuff
Just what does it take to join the ranks of officerdom? Scott tells you.

Reader UI of the Week: Slazareth the Moonkin
My god. It's full of addons!

Build Shop: Mage 10-47-3
This is what they mean when they talk about nuke mages. Fire at will!

Raid Rx: Pigeon-holing healers
Marcie breaks down the stereotypes on the various healers you can choose from when raiding.

15 Minutes of Fame: Noor the Pacifist
Leveling without killing? Good luck.

Shifting Perspectives: When am I outside?
When it comes to spells and mounts, the definition of "outside" gets a little weird.

The Light and How to Swing It: Year in Review
Paladins in the past year.

Guildwatch: Caught redhanded, but too late
Your weekly dose of guild gossip, progress, and recruiting news.

World of WarCrafts: Kibler's Bits
Tasty tidbits for the feline (or canine) in your life.

Tales from the Lion's Pride Inn: Cap'n Blain
Now here is a man who looks like he knows what he's talking about.

Encrypted Text: 222223, or how to level 1-20 as a Rogue
I have no idea how Elizabeth knew I had SS mapped to the 1 key, but she's right.

Well Fed Buff: Maiev's Grudge
Revenge, like this dessert, is best served cold (all right, it's best served lukewarm, but the saying doesn't work as well that way).

The WoW Insider Show episode 19: Looking back on 2007
Our podcast examines the WoW year that was.

Blood Sport: "Locks OP as hell," says top Warrior
An interview with an Arena player.

Gamers on the Street: Patch? What patch?
Lisa talks to a few people who didn't completely read the patch notes last time around.

Totem Talk: We were not prepared
It's been an angry past year for Shamans.

WoW, Casually: The Year of the Casual
Robin looks at casual WoW playing in 2007.

The Care and Feeding of Warriors: Saying hi to the new boss
Pushing for progression isn't easy-- especially when you're the one staring down the big monster.

Insider Trader: A disenchanted profession
Why we're so enchanted with disenchanting.

Phat Loot Phriday: Galgann's Fireblaster
Wait, there's an actual reason to go into Uldaman? Who knew?

The Art of War(craft): Idyllic Arathi Basin


All political leaders love resources. In fact, most wars are waged because of them. Most of them must've read Sun Tzu, who once wrote, "a wise General makes a point of foraging on the enemy. One cartload of the enemy's provisions is equivalent to twenty of one's own, and likewise a single picul of his provender is equivalent to twenty from one's own store." The leaders of the Forsaken Defilers and the League of Arathor must've had The Art of War in their battle chests, too, since they've been at odds for some time now over the resource-rich Arathi Basin. Unlike Alterac Valley, where one of the goals is to destroy enemy resources, Arathi Basin is all about taking them.

Arathi Basin is the third Battleground to be introduced in World of Warcraft, a few patches after Warsong Gulch and Alterac Valley. Situated in Arathi Highlands, the basin is the cause of conflict between the Horde-aligned Defilers and the League, who are loyal to the Alliance. The Battleground is a 15-player map consisting of five nodes that can be captured to acquire resources -- the Blacksmith, Farm, Gold Mine, Lumber Mill, and Stables. Each node has a clickable flag that allows your team to capture it; it takes 10 seconds to tag a flag, and tagged flags will convert to your side in one minute. The objective of the game is to be the first team to reach 2000 resources -- If you control a node, your team will accumulate resources. The more nodes you control, the more resources you get at a faster rate. Players can enter Arathi Basin as early as level 20, but the real fun starts at levels 40 and 60 -- when players get apprentice and journeyman Riding skills, respectively. Any sooner and Arathi Basin usually ends up being a lot of running and a little fighting. If you're in the mood to play WoW's version of king of the hill, head over to your nearest Battlemaster and enlist. And don't forget to pack your Riding Crop. You'll need it.

Continue reading The Art of War(craft): Idyllic Arathi Basin

The Art of War(craft): Warsong Gulch, the Broken Battleground


I have a confession to make. I love Warsong Gulch. It's my favorite Battleground. Most people I know abhor the place, but I genuinely enjoy it. The way I see it, Warsong Gulch is a map that's conducive to combat. It's small, straightforward, and fairly uncomplicated. Other Battleground maps are big enough to avoid confrontation. Alterac Valley, in particular, often turns into a race with minimal conflict -- even with the new changes. There are games in Arathi Basin or the Eye of the Storm where one is left guarding a node for the entire game and hardly see combat. On the other hand, it takes a monumental effort to avoid fighting inside Warsong Gulch.

Warsong Gulch is situated in the Southern part of Ashenvale and the Northern part of the Barrens. It represents a contested area where Grom Hellscream's Warsong Clan made incursions into Ashenvale with their logging operations, earning the ire of the tree-hugging Silvewing Sentinels. Fighting in Warsong Gulch awards Warsong Gulch Mark of Honor, which is used as currency along with Honor points for various items. Players can fight in Warsong Gulch starting at Level 10, making it the first Battleground players can enter. Warsong Gulch is the domain of the Level 19 twinks, so lower-level players wishing to get a taste of their first Battleground would have it in their best interest to be prepared to face opponents decked out in fully enchanted crafted and twink run blues. As a general rule, it would be best to be at least at the highest even-numbered level of a bracket -- 18, 28, 38, etc. -- when joining the Battleground in order to contribute more.

Continue reading The Art of War(craft): Warsong Gulch, the Broken Battleground

The Art of War(craft): Alterac Valley, Part II - A Ronin's Guide to the Ice and Snow


Before we begin, let's get one thing clear: there are no armies in Alterac Valley, only mobs and rabbles and bloodthirsty riffraff who will, under the best circumstances, happen to be in the same vicinity and fight alongside you. Unless Tigole and company decide to bring back group queues to AV, you will often find yourself fighting the war with an over-sized, sometimes uncooperative PUG. In my column last week, I went over the changes made to Alterac Valley and what it meant in terms of gameplay. I had promised for this week to detail some strategy and tactics for the new AV but realized that, after logging countless hours of Alterac Valley since 2.3, in order to actually execute any manner of battle plan, you will need an army. An army the way Sun Tzu sees it; an army with a Commander; an army with will and purpose. Unfortunately, there are no armies in Alterac Valley. There are, however, drifters. Ronin, if you wish. Ronin were the masterless samurai of feudal Japan. In a game of AV, what you will have, essentially, is a band of about forty ronin doing their own thing.

That said, there can be no definitive guide to playing Alterac Valley. There will be epic battles where Horde and Alliance will defend and fight raging, bloody battles on the Field of Strife, on top of towers, or beside their Captains; there will also be mindless races with no defense where all towers burn and Generals and Captains die to a frenzied mob. Both methods can win or lose games. You as a masterless warrior -- or Rogue, or Mage, or Shaman (you get the idea) -- can choose to play it either way. There are so many variables involved in Alterac Valley that it makes it almost impossible -- and unwise -- to dictate one particular course of action. While it may not be practical to write a guide for an army's incursion into the valley, it is a rather simple task to draw up some simple reminders for ronin. Because what do not change from game to game are the map's terrain and objectives. In every game of AV, there is a General and a Captain to be slain, towers to be burned, graveyards to be captured, and of course, enemies to be defeated on the field of battle. Depending on your faction, there are particular objectives that are easier to access because of the terrain. Terrain, more than anything else, will dictate the flow of your offense.

Continue reading The Art of War(craft): Alterac Valley, Part II - A Ronin's Guide to the Ice and Snow

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