Dec 27, 2011

SW The Old Republic

Okay after a few days of gameplaying my impressions are:
-Story is awesome, well integrated into Dungeons (Flashpoints)
-Dialogue Options and results are very very fun
-Lot of professions
-Great Companions and AI
-Nice enviroments

-Character dialogue options voiced repetative
-Some terrains are a bit bleak
-Shadows should BE OFF in graphical options, else it tasks the VGA way too much
-PVP cannot be overseen, completely outbalanced
-PVP knocbacks made their way into this game as well and the most annoying thing, everybody can be elemental shaman here knocking people down from LM

Dec 8, 2011


Feral really looks overpowered.
Displacer beast vanish- incarnation prowl vanish-ravage spam- shadowmeld pounce yuck:P

Nov 28, 2011

End of 4.2

On Wednesday.

Sadly I won't be making gladiator with my 2415 rating in 3s, almost got it if only we would have camped 2627 :P

I am happy tho to be rank 2 in 2s with Dark. Doesnt matter much honestly, 2s is an unbalanced shit, but at least something:)

I won't be online for almost 2.5 weeks, I will be in Netherlands for work.

But when I get back I can complete the arena recordings I am currently missing from the movie: )

Also do not forget to hoard justice points to max out honor on 4.3 star day!

Nov 18, 2011

4.3 trinkets

Some interesting trinkets:
Too bad it gives haste as proc, but can't be ruled out.
Scales with AP.

Tanking trinket with high mastery proc.
Stacking AGi like Fluid Death.

Nov 10, 2011


Something awesome is going on.
I work VERY hard and it results in super things.

Rarely I play, or record, movie still in the works. Sometimes I wonder when I will have the TIME, and the energy to finish what i started.

Good thing I ALWAYS finish what I start.

Now that season ends in a few days, I am looking forward to the next one.
And might surprise you all with something before it starts.

Thanks for your patience.

Oct 25, 2011

Random Warlock stuff :)

Hey guys ,its Qwertyzion !
I would like to post a random warlock talkthrough ,since Pajay is buy RL and let's hope he will not be angry on me for this :)
So, I play warlock since bc but started to play seriously only in season 8 as destro. Never really liked sl/sl neither affliction so this post going to be mainly about destruction.
Destruction is nearly about direct damage. The main spells are for this talent : Immolate, Chaos bolt, Conflagrate and Shadowburn if the target is under 25% HP. To pull out the highest damage you keep up the following buffs and debuffs : Curse of Elements, Soul Fire buff which gives you 8% Fire AND Shadow damage bonus and pop Demon Soul (with Imp it will grant you 30% critical chance for cast time Destruction spells) and your DPS trinket. After You you have done all the listed things start casting Immolate. The spell will grant you 6% dmg bonus for your Chaos bolt and Incinerate and will make Conflagrate usable, but the fact is that Conflagrate which instantly deals fire damage equal to 60% of your Immolate's periodic damage on the target, so bigger Immolate ticks is more passive damage which is higher Conflagrate damage. There are 3 things (if I wont forget something ) wich you can improve more your Conflagrate damage, these are : Glyph of Immolate (+10% Immolate damage), stacking intellect and haste(mastery aint worth stacking).Intellect means for your more spell damage its logical that it will provide higher immolate damage and the more haste you have the more ticks you will get. At 9,9% haste you will get 1 and by 30% haste you will get 2 more Immolate ticks which means higher Conflagrate damage. The main problems with Destruction are : CB and Incinerate are hitting(with CoE up) for 10k on dummy ~7k on resil target and Immolate lacks dispel protection. Harcasting cb and Incinerate is really hard in cata where everyone can interrupt and if you are lucky enough to cast a single immolate off it can be dispelled by every healer.
In conclusion , destruction is low on damage nowdays compared to other classes , but for me its still the most enjoyable and entertaining spec in the game ( I forgot to mention the other main talents, I know ,eg: Soul leech, but this post is just a teaser). I will link 2 screenshot about my conflagrate crit : 1. pic : without any buffs 2.pic : with trinket(1605 sp ) and soul fire buff. I have 7536 sp and 9,15% haste.
1. pic


So thats all for today, but for those who love(d) Destruction or just want see a really entertaining movie check out Drakedog 10 :
Good night everyone

Not dead

Well hello there. Long time no see guys :)

I am kinda back, kinda not but at least it seems I am managing the new work quantity somehow and will be able to continue my projects. (sitting in a serverroom atm writing some notes here real fast:) )

Yes, the movie too. I already have 1:30 mins of footages, and some of my lucky friends already watched this little teaser and found it good.

New panda talents, spellcleaves dominating again, blizzcon all that yeah.

Anyways, I am glad to be here, still. And I am glad you are still here.

Jul 1, 2011

Way of the Feral //PART 1//

Different ferals, different styles.

I have encountered many fellow players, using different tactics to overcome their enemies, some were into raw rushdown, some were more conscious about their cd usage.
There is no definite winner tactic, nor you can use only one effectively.

Using many, each at the right time is what powerful.

I fought against Azgaz, and Exerion ( in the last years, and I must say i envy their situational awareness and overall gameplay sense. They also fight or fought a rushdown game, very aggressive start, energy pump into fero bites and cyclone target- energy regen. It is easy to get caught up in the offensive, somewhat ignore enemy cooldowns, or finish with almost no energy.

Some people play a more defensive oriented play, they tank spike damages (as we all should) but forget to swap to cat, and dish out damage during enemy downtimes. Bear Form is awesome to soak up incoming damage (even so with the new Natural Reaction) but damage is slow and unreliable with bear mangles. Seeing ferals bear form tanking against rogues in a duel, is a sad sight indeed. I would rather lose then not to push for my limits.

My strat revolves a lot around restealths. I do spot and take advantage of -combat and dot tick intervals. Couple thousand restealth/reopens with dots, it becames your second nature. My weaknesses tho are the following, I have mediocre situational and enemy positional awareness, I do not pool enough energy for burst periods and even after many years I still forget to apply FF from time to time. I do use cc effectively on the other hand, and can chain up cc's in perfect timing. Playing with a constant 50-75 ms, gives you about 0.2 second window to chain up cc's. For example there is only 0.2 s back from cyclone on target, you can hit bash and it will land just as clone wears off.

Jun 8, 2011

Gap Closers

As a melee class, getting and staying close to your enemy is a must.
The following post contains general and non-general informations and tips about (mostly feral) gap closer abilities and tactics.

First things you have to be aware of is target range and ability range.
Most chargelike effects can be used on targets for 25 yards away. Most of the time there a minimum range too (8y) but player-target movement and server lag can affect this.

These abilities can be used offensively and defensively. Charging out from being pressured or stopping a fleeing target are basic usage of these.

The 3 major gap closing abilities:
Bear Charge
Cat Step
Skull Bash

I say major because there many other means of getting to your target, I will talk about them a bit later.

Bearcharge is a 8-25 yard range, 4 sec immobilizing ability, which is on a 15 (14 sec glyphed) cooldown.
It shares CD with Catstep, but while catstep triggers a 30 sec cd (28s glyphed) on itself, it only triggers the original cd on bearcharge. So bearcharge is almost always up for use, but you have to waste a global cd to enable bear form and charge. If you have HOTW from resto talent tree, you will have sufficient rage to use it.
Bearcharge requires (mostly) valid pathing to the target, though it can still charge up on cliffs (not on walls, or onto balconies). It needs point A and pont B to be connected by somehow, as the charging bear is always connected to land.
A_______B   works
A___   ___B doesnt work

Catstep (or Feral Charge - Cat) is more like a Shadowstep copy (but not that good), it uses a leap mechanic, you can jump over cliffs, obstacles, even through some objects (not walls, but mounds of dirt for example). It does not need land underfoot to be castable, can be used on targets while mid-air. It has an interesting pathing, it can jump onto balconies (onto balcony targets to be exact) and to jump in pretty wicked vertical angles.
     B__             __B       first example works, second doesnt

A                  A

The third ability is Skull Bash, which is a 13 yard ability, has no minimum range, functions like a mixture of the previous two gap closers. It can be used mid-air to negate fall damage, also it gets you to the target. Coupled with charges it can be used as a double charge, a bit similar to old style warrior charges. Often I force hunter disengage using SB, then Catstep onto them to unleash Ravage! damage and to keep up with their kiting. Of course the real power in SB is the kick effect, but there are so many other uses to it.

And now onto the non-general gap closers.

One of the best indirect charge effects is priest, Leap of Faith. If you watched some high rated priest arena movies on WCM, you could see the real potential of this, originally defensive spell. Priest can run up to enemies, fear maybe, also turning the camera toward the party member to cast Life Grip on him to get him into the fight. It can also be used to pull targets onto ledges, or forward in a wsg flag capping situation. Another use, is to Mind Control a target, wait, spam Life Grip onto Target, while dropping MC then fear. Life Grip can be used on Iceblocked mages as well.

Paladins and hunters can use root immune spells, like Hand of Freedom and Master's Call. Lasts 4-8 seconds (talent, glyph), ensures movement. Best to use with Sprint and other movement speed increasing effects. Can be dispelled, or spellstolen.

Sprint or feral Dash is on a glyphed, 2.4 min cd, increases speed by 70%. Can be used in stealth, breaks snares/roots on player. It can get you to your target very fast, but be aware if you do not have cancelaura macro, a well timed enemy fear can trick you, and make you run far away.

Stampeding Roar another snare/root breaker, but for all affected friendly targets in a 10 yard radius. Excellent to clear mage nova/freeze, hunter entrapment/spider pet root(which has a separate root DR, tricky) on party. Also gives a +60% speed buff for 8 secs. Affects SOTA vehicles.

Charge, catstep is awesome to use enviromental land spots, like cliffs. As we already mentioned you can run up a cliff onto targets within valid range, you can even charge up a cliff as a defensive move. Let's say you spot a critter on top of a cliff while a ench.shaman is beating you to death. Catstep onto critter, you have your breather.

Important to spot enemy movement styles. For example hunters need to keep their enemies in front of them while kiting. They usually kite to one side,  making a little circle around enemy targets. If you can cut ahead of them, you win range, or you force them to change directions.

You can use charge, catstep and skull bash too while in mid-air. This can be used to negate fall damage also to activate a second "jump". Imagine jumpoing down from Lumber Mill - AB onto a passing target down. You will fly quite a few yards, getting into valid charge range in mid-air. Charge, voilá you jumped another 8-25 yards forward.

Cliff jump also can be used defensively. If you have you parachute ready, you can soar in air for quite some time. I often jump-parachute from dangerous situations to pop into caster, hot stack while flying. Good spots to do this are gilneas mine-lh cliff, LM cliff, mine cliff ~.

Mounting can be a gap closer. Most of enemy cc's last for more than 5 seconds. If your enemy decides to run away, or anyway stops attacking you, you can mount up to surprise them.

Rooted enemy pets, rooted enemies make good targets to charge out on. Just like totems. Most people do not realize how useful are they around the map, making feral able to cross huge distances in a few seconds.

Jun 3, 2011

4.2 trinkets

I have a thing for trinkets, this has been said many times. A good way, with the series of patches almost the only way to maximize damage, while retaining serious, or at least a minimum amount of resilience for pvp.

Stay of Execution
A nice 25k absorb shield. Dot would tick around 1300~ max, every 3 seconds, and could be countered with Engineering Shield.

Matrix Restabilizer
Unheeded warning, mastery edition. Another 8 points of mastery, which means 20-30~ % extra bleed damage. Because it is a proc, and somehow undependable, on use Synapse Springs can be coupled with it.

Eye of Awareness
A healer trinket. Still I am curious if the equip buff works with LOTP ticks. If it does, it's awesome. Even so, if it heals you too. Imagine it with LOTP healing, instants and new, 4.2 ferocious bite glyph.

Apparatus of Khaz'goroth
Another melee trinket. With STR so not that good (1str=1ap on 4.2) for ferals. There are still not much info on the buff, looks interesting.

Scales of Life
Collecting overheals, up to 6200. If LOTP does affect it, a good opening from stealth would max out the trinket quickly. The healing itself is not that good though, but the plus stamina is kinda nice.

Ancient Petrified Seed
A real gem. 1 min on use trinket with serious AGI boost. I think most of melees will equip this for combat.

May 29, 2011


How to handle pressure, and how to turn the fight around?

The following shortvid features a rog opening, which is quite a tough fight starter atm. Almost every rogue play subtetly, the most versatile spec right now.
So most of the abilities and buffs you gonna face are, shadowstep, hemorrhage bleed, garrote bleed, gouge spam, shadowdance, find weakness, also improved energy regen under recuperate effect. Damage comes from ambushes, backstabs and traditional rogue lockdowns.
Lockdown could mean Garrote into Kidney, Cheap Shot into Kidney. Energy pool somehow prevents other combinations, but CS-Kidney-Garrote is possible. But you won't be receiving much damage, it is more of a offtarget cc just like Sap+CS(or kidney redirect)+garrote.
-Rogue pops Shadow Dance at start, which means there will be ambushes. As you can see i have a custom MSBT trigger to warn me of activated Sdance. It is a deadly, 8 seconds (glyphed) of pain, rogues do and should build on this 1 minute cooldown ability. So Barkskin definitely worth it, especially if I am not in Bear Form. -20% from Bskin -25% crit chance on incoming physical attacks (glyph) to soak up some damage. Sometimes in arena I even pop Survival Insticts when i see Smoke Bomb and activated damage trinkets. Rogues always should macro trinkets with sdance to maximize ambush damage.

-Rog finishes ambush spam with literally no energy, which means it is now my turn to get some combo points. I intend to get as many as possible, but keeping myself to rule number 1 when facing rogues: Faerie Fire should be always up.  Furthermore FF should be refreshed around 15s~ because a clever rog will chain cc you until it falls off, then vanish/stealth if he has no CloS available. We cannot backstab/shred due to positioning, so Mangle/Hemo is expected.
-I maim with 4 cp, because i feel it is enough. Just in time to land it on an activated Evasion. Finisher also means 80% chance to get an instant cast, which succeeds.
-Before Cycloning, I pop Tiger's Fury and burst. I go for a short burst window, thus not activating Berserk. Damage dealing also makes LOTP proc a few times, which is rather strong, and way better then hybrid caster healing for ferals. This of course not enough in itself, but big part of total self healing results.
-After Cyclone i hot myself a bit, but swap back to Cat Form 2s~ before cyclone ends. I intend to restealth-reopen, shifting takes 1s~ global, combat drops in 1.6s~. That leaves me a 0.4s~ stealthing window. Hemo dot on me deals damage every 3 seconds, I watch for damage tick on my profile, because MSBT gives feedback about it more slowly than it actually happens. Profile damage numbers are more dependable. So i wait for tick, then restealth.
-I have 2s~ to do as I please. Right now I am just outside of FOK range, i can Pounce(glyphed) or Catstep-Pounce. Ravage also possible, but water makes movement sluggish, gives no time to get around target in time. If I want to play real sneaky I would have popped my engineering absorb shield before restealth, giving me 8 seconds of stealth time(hemo dot is 24s originally). Rog should Clos Vanish here, but new Rog vanish is a weaker version then the old one, meaning you can actually land cc on vanishing rogues now. You may not see them for like 1-2s but they are there in stealth , cc'd. New prowl also make ferals to be able to stealth incoming spells. I have stealthed a couple Faerie Fires, and warrior charges up until now. It is all about mad luck/timing.
-I rip asap. I know I'll get cc'd. Rog optiones are: clos-vanish. gouge, blind (no evasion here even with Preparation). So, Blind happens out of the 3. Neither of us had trinket up, but Blind is the only cc you should EVER trinket against rogues. Even do that very carefully, if you have no stun DR on you, they probably only want to force you trinket then Sdance CS or Vanish CS/ lock you down to death.

Good Luck!

May 27, 2011

Feral defensive cd's

Getting trained is evil. You are forced to def, probably will spend some time in bear thus limiting, sometimes essentially stopping any combo point generation for some time, denying you the use of instant casts.
TSG, TreeSG, Warri+mage+healer, Thugcleave(warri+rog) and KFC variants do a lot of damage, hell they based on aggressive starts.

So what are your options when running away, or trying to stay alive to let your healer spam some hp into you?

Do not forget the best defense is well offense sometimes, but also preventing incoming damage in time. Popped wings on ret pally, all cd on warr or on hunter (call of conquest, dominance) is a dangerous sign of big incoming numbers. Quick countercc is the key here, if not else just to force trinkets (bloodlust yea) and to survive and counterpressure later. But onto the defensive part of the game.

If you have Natural Reaction from the feral talent tree you can swap to bear, which means -12% incoming damage. This also enables the usage of Frenzied Regeneration, which is very nice 30% extra hp, also a solid heal if you are activating it under 30% total hp. Now this is tricky cuz 30% means you are under 38k~ which is not much nowadays(i got topped up from 714 hp yesterday lol). As of now this is getting nerfed further in 4.2 reducing the effective heal and extra hp to 15%. Savage Defense is also a nice buff, but beware you have to be active and not cc'd to be able to crit in bear form with you direct attacks. And even with that you only have 50% of activating the ability. Wise move to spam swipe and thrash if you are surrounded by targets (snake trap,double melee), more targets = more chance to crit -> more SD chance.

When i go for a Bash, and facing melees, I often dump some extra rage into Demo Roar, before going back to Cat. Especially against hunters, and ret pallies. 10% minus damage may not seem much, but it is when you are focused, and you are using other defensive abilities on your own. Also it lasts 30 seconds, which is a lot.

Nature's Grasp is another way to shake off melee attackers. The buff has some built-in internal cd, so the 3 charges keep activating in a nice manner, not overlapping each other.
Barkskin has recently became an aura, cannot be dispelled, means 20% reduced damage, and glyphed a reduced 25% crit chance from enemies. Very good on shadowdancing rogues, on recklessness warrs and on killing machine proc'd frost dk's.

Survival Instincts is the most powerful defensive cd available to feral's. 50% reduced damage in Bear or in Cat. Though you have to be in the respective forms to activate, the following 12 seconds function as a Shield Wall. Be clever with it, only use it when your healer calls out, when he is cc'd heavily, or if you can prevent huge incomings (before Deep Freeze + Shatter) to foil enemy plans.

And never forget to be creative. There are several sneaky moves you can do to survive.
Most importantly you can feral charge out of trouble zones, or you can activate stampeding roar and go to caster, hotting yourself while retaining the speed buff in caster form. You can ask for a hand of protection from your paladin (that if you are playing kittycleave heh), go cast Tranquility, or cyclone and restealth (prowl is castable under prot). Night Elves can Shadowmeld + Pounce too.

TSG strats

"As TSG we faceroll until 2k5, after this we tried strat with heal switch etc... et we reach 2600.
Generally, against priest team, focus him all the entire game. Against druid team, make a switch on stun and kill him with all cd. Against Hpal, make the pally buble on CC and after bubble, switch on him. Against Rsham, 2 solutions, focus a dps until the totem and switch or tunel rsham."

oh how do i love this game: )
on the other hand tsg is not a cc setup so *shrugs

May 25, 2011

4.2 ptr

spellsteal is once again off cd, now costs 100% more mana.(lol that is such a weak attempt to prevent mages from casting it)
rof is instant again.
DF now shares diminishing return with rof.

hpaladin word of glory heal +30% (lol).

May 17, 2011

Frenzied Regeneration in 4.2

getting the nerfhammer once again.
reduced to 15% extra hp, which effectly means, less heals

on 133k in bear heals are getting reduced from 25935 to 22942 with a full ragebar, counting 100 rage(which is VERY rare occasion in pvp).

tbh frenzied regen is so goddamn bad, i dont even understand wha they touch it again.

May 16, 2011

Ptr 4.2 glyph change

Fero bite will heal for 1% for every 10 energy used.
25+25 energy max=50 energy -> 5%
123k hp pool -> 6150 heal

if its affected by nurturing instincts, then

i wonder if it can be spammed on cyclone immune targets to spam heal for 6 seconds (6-1.5(shiftgcd)/1.5= 3 fero bites)
that would be

May 11, 2011

Feral damage buffs in 4.2 #2

I ddid the match thats 13-15% dmg increases on mangle, shred and ravage.
Also, given unheeded warning increases weapon damage, we are gonna do mad specials on targets.

i already do 20-30k shred, ravage and fb's on resilience targets, BUT

many oversaw this change in the notes:

  • All healing critical strikes now heal for 2 times a normal heal (+100%), up from 1.5 times a normal heal (+50%).

Stay of Execution

This trinket is getting buffed n 4.2 absorbing 20% of inc attacks, around 170k damage max.

Insane feral buffs on 4.2

Massive buffs. A bit too much if you ask me. Feral damage is fine, no need for this.
They should rather nerf Killing machin dk procs, instead only nerfing Obliterate (-28% dmg with the coefficients)

  • Ferocious Bite damage has been increased by 15%. In addition, its base cost has been reduced to 25 energy and it can use up to 25 energy, for up to a 100% damage increase.
  • Mangle (Cat) damage at level 80 and above has been increased to 530% weapon damage, up from 460%.
  • Omen of Clarity clearcasting buff from now lasts 15 seconds, up from 8 seconds.
  • Ravage damage at level 80 and above has been increased to 975% weapon damage, up from 850%.
  • Shred damage at level 80 and above has been increased to 520% weapon damage, up from 450%.
  • Swipe (Cat) now deals 600% weapon damage at level 80 or higher, down from 670%.
  • Glyph of Berserk duration increase is now 10 seconds, up from 5.

    May 9, 2011

    Beast of Bloodscalp on Facebook

    I finally have some extra free time on my hands, so i decided to give it a go once again on FB.
    I will be uploading ALL blogvideos and pictures ever associated with the blog and with the BS Ballers pvp team, so I am sure you will find many many nice treats over there.

    Please visit and like us!

    Thank you.

    May 8, 2011

    I play Zerg because Artosis is an asshole

    Sorry for the off topic but I realy wanted to post this :) Greg "IdrA" Fields is one of my favorite sc2 player! A popular german caster HomerJ maded this interview with the master of zerg.

    Q: How did you get into eSport, and gaming overall?
    A: A friend showed me StarCraft when I was 12. Over a longer period of time I occasionally played it and got more interested in it. Finally, while searching for StarCraft-websites, I ended up on, where I found out more about progaming and eSports. It made me look at the game in a more serious way and I started to train more in order to become really good. That's how I climbed the ladder of non-korean players and teams.

    Q: Why did you pick Zerg?
    A: I play Zerg because Artosis is an asshole and convinced me to believe Zerg is the best race. I think Zerg fits my style pretty good.

    Q: What are your biggest accomplishments?
    A: When I won the title "King of the Beta" over Tester. This was really impressive to me because most people considered him to be the best player of the world. Then I won MLG DC, which was the first international LAN and SC2-tournament in America I went to after my time in Korea. That was pretty cool.
    But I think my biggest accomplishment was to finish in the top 8 of MLG Dallas 2011 with Zerg.

    Q: What was your biggest defeat?
    A: Probably when I lost to Jinro in GSL Code S in January. It was my last GSL before I left Korea and I played really well. I felt I could beat him and reach the finals. Then we spawned in close positions twice, and I lost the 6 pool to a Marine with 5 hitpoints. That was a cruel way to lose.

    Q: What was the funniest moment in your SC2-career?
    A: This was still in the times of Broodwar; I don't think it can be topped in any way that I made Tossgirl cry at the ESWC.
    [In an interview, Tossgirl admitted she "cried a lot" after losing to IdrA. See interview in this thread]

    Q: What is your opinion of how the scene and the eSport will develop in the future? What will your role be in it?
    A: I think eSport is going to become big, SC2 already is pretty big, and I can see it only grow. Americans currently have more acceptance for RTS-games than I possibly thought just one year ago. I consider myself as a part of eSport and I want to be a progamer as long as I can pull in results.

    Q: Do you have a tip for SC2 newcomers on how to improve their gaming skills the best way?
    A: You have to train a lot, and you should not try to be creative. You can start experimenting once you have the normal stuff down - the basics and the mechanics. Else you will always be handicapped.

    Q: Last words?
    A: I want to thank all my fans for their support, and of course my team Evil Geniuses and our sponsors Intel, Steelseries, Monster Energy, Kingston HyperX, Six Pool Gaming, Intel Extreme Boards, Bigfoot Networds.

    How many PvPers does it take to change a lightbulb

    May 6, 2011

    3v3 Kitty Cleave vs. WLD (World of Warcraft PvP) (Commentary Version)

    Zybak in action.

    3v3 Feral/Arms/Holy vs Arms/Ret/Disc (World of Warcraft PvP)

    another Zybaktv movie, i love these.

    3's Kittycleave with holy pally

    Sadly we are still struggling for 2.2k. We have good strats against TSG, KFC, RMP and hybrid melee+caster cleaves, double casters are the teams which are fuck us over.

    Especially lock mage shaman. I dunno what should we do. I stay mage most of the time, warri on lock to mitigate cc and spilt damage to run shaman oom or overextend, but after a few minutes of struggling they cc us over and they score a kill.

    I am thinking maybe we should go heavy on lock every 45 secs when throwdown is up,else we should stay on lock / mage as usual. The problem is they have so many cc's they can easily lock down 2 people at once.

    RMP is a double edged blade, but usually we open up priest, i put up bleeds then go for mage all match. cc on rogue (most of the time as soon as sdance pops(msbt trigger <3)), playing pally/feral against mage/rogue, while my warrior kills the priest in a minute. the priest has to overextend, cannot fear due to hamstring, mage cannot cast freely, and i can peel the rogue off me well. has to keep up focus FF on rogue, NG when smoke, keep trinket and survi instincts for oh shit moments. they could go to the warrior to prevent this (2k rmps rarely do this) then we should exchange tasks with warrior.

    TSG is a problem if the healer is shaman. FrostDK and warrior can really put out huge pressure. We usually go for DK swap cc's on warrior+paladin. Most of the times my pally calls a HOJ on enemy healer which cc i extend with a cyclone on my own. That is the window for a kill.

    LSD 2.0 Lock+balancedruid+restoshaman
    I focus kick, cyclone, bash balance druid mostly all match, ride the lock. Retreat when in danger, onto paladin, warrior stays out if he has def. cds or comes back as well for a breather. After topping us up, paladin lets us go out again. Instants are ridiculous in this match, balance druid simply keeps up Insect swarm, moonfire+sunfire spams all the time. NG treants. I kill lockpet when not in imminent danger, preferably behind pillar when going back to my paladin.

    May 5, 2011

    Swifty Duels vs Feral Druid ft. Zybak

    the two POV's.

    trinket fear + NG + jump the Throwdown, he must bladestorm there. Bark the storm (glyphed -crit inc), sprint out of it, jump the next charge, cc. your turn.

    Asu 6

    There is an awesome rogue pvp movie reminds me to the eviscerate X from Akrios. Cool, that's all what I can say. Storyline pvp, solid gameplay, and longer than 10min!(I hate the short "clip" videos).


    Shadowstep hotfix

    it instantly teleports the rogue behind the moving enemy target. im curious how this works. gotta test it later tonight.

    May 4, 2011

    Lol eu forum

    "Shred makes kitty happy
    Standing behind people makes kitty happy.
    People standing in ways so taht kitty can't shred makes kitty sad.
    Kitty reads tooltip
    Kitty must be behind it's target.
    Kitty gets angry
    Kitty demands a damn fix on shred... "

    "druid new form: panda

    special and only skill: make sad eyes

    panda is sad."                             

    May 3, 2011

    HTF4 update

    The next movie is coming along nicely, silently.
    I'll start advertising 2-3 months before release.
    Release is planned around september-october.

    I think i mostly done with brainstorming, now i definitely have enough ideas to work with.
    To do them in action, that is gonna be another story:)

    I'll try to persuade LD to do the graphics again.

    May 1, 2011

    one trick from HTF4 compendium

    catstep on grounding, ravage on grounding
    ravage buff stays
    ravage more on different target

    Apr 30, 2011


    Shamans are best ingame healers.
    Spirit totem is bullshit and way too op. Double "natures swiftness" in 3 minutes.
    Warriors , rogues are very very heavy hitting classes.
    Affli lock felhunter shadow bites for 7-14k.
    whats up with mage dmg??????jesus...

    Apr 28, 2011

    Gladiator Double Rogue Mage

    Unofficial 4.1 feral changes

    -Skull Bash pathing is improved (it now actually charges onto cc'd targets, even onto training dummies)
    -Prowl cd starts when entering stealth, you can restealth when in stealth 10 sec later. Now this gave me some very sick ideas for HTF4
    -Stampeding Roar can be used in stealth
    -Active Dash or Stampeding Roar prevents the other one from using it. You have to use /cancelaura modifiers to simple things down
    -New pounce glyph gives an extra 3 yards on pounce, which interestingly does not make it 8 yards. It somewhere around 6 yards
    -New multishot (1sec cd on it, 40 focus) hits stealthed targets
    -Bearcharge/SB over ROF??

    **i have to check my notes at home later today for more

    Official 4.1 feral changes

    -Increased dmg on Thrash, Lacerate and on Swipes
    -Enrage no longer increased dmg done to bear
    -LB bloom nerfed by 20%
    -Savage Def gives a minor shield effect for 10 seconds (6k~ dmg absorb on physical)
    -Zerk is no longer on GCD
    -S.Roar and Dash breaks roots on affected targets
    -Glyph of Rake is now Glyph of Pounce

    Apr 27, 2011

    still alive

    I'll return to the bloodscalp on the next week. I have no job (still) and boring a bit so I decided I give another chance to the game.

    4.1 patch

    I'll test the changes later today. Root breakers are looking good, even new Enrage and offglobal Berserk too.
    I am a bit curious about the new Savage Defense, and the built in snowfallkey functionality.


    41% crit 30% bleed from mastery 3k resi now.

    also I've left Unknown Idols yesterday and joined up with Serious Business.
    No hate, only love, but I am going to do some rateds with the new guys, guild activity is also a welcome change.

    Shred bug

    I wuould say this is a nice fix not a bug but many would disagree: )))
    use it, but be sneaky about mentioning.
    all credit to AJ and fluffywrath.
    "Posted Yesterday, 11:37 PM
    If clearcasting procs well you have Predator's swiftness up

    Shred cost no energy and the clearcasting is not consumed when you shred so.. you can spam shred till clearcasting ends but usally it will refresh = i did 60k DPS on ZA boss :D unlimited energy ftw

    Arena time :o

    EDIT: Predator swiftness is causes this; Not trinket procs
    This post has been edited by Fluffywrath: Today, 12:01 AM"

    Apr 22, 2011

    Vilye 3

    Dk arena movie, featuring several high rated ferals(Miirkat, Erch)
    music is awful in every definition, footage is nice.

    Apr 20, 2011

    Warlock 1 vs 5 Arena

    Kittycleave against KFC

    We had good success against KFC yesterday, so I thought i should share my experiences for fellow arena players.
    Luckily I spent some time on AJ warrior forums, reading about the setup, after having troubles against this kind of team in the recent weeks.
    The name of the setup means : Kung Fu Cleave which putting aside the funny name is damn deadly. Arms Warrior + Marks Hunter + healer.

    Some forumers mentioned they kill targets in charge stuns, and they yes actually do.
    It wasn't more then a few days ago when i got chimera shot critted in midair, during catstep for 40k. Imagine Colossus Smash, Cobra Shot and Chimera all going through armor, while enemy healer has all the time in the world, to cc and heal those minor wounds you might be able to cause while madly trying to survive.

    The fact is simple. They cleave harder then you.

    First game, we went for the hunter, while they were blowing up our warrior. I did 200k dmg, forced first deterrence. Than they killed the warrior. He only did 4k dmg.

    So i suggested a strat i remembered from AJ forums, a strat which is 90% of the time is useless. Kittycleave strength lies in both of us on same target, but now we decided to divide up damage and targets. Warr on warr, me on hunter.

    It went better then expected. Sagratt did sick damage on his target, that he could actually hit. Colo + Mortal all that stuff. I was patiently waiting for camouflage to drop then unleashed a world of pain on the hunter. Their shaman struggled to keep up both players, but they still managed to bring our warri down to 13k and to 4k once. Darkdin healed all through it.
    We ate every scatter+trap we could, it was funny how we stepped back onto our paladin every time he casted it. I cycloned even with bleeds up to mitigate the damage, especially when we couldnt get a trap.
    I virtually did no cc on healer, I glued to the hunter, nothing else. Removed hex (focus on Shaman) when it landed on paladin. Kicked heals during deterrence, cycloned hunter after, pooled some energy, continued.

    First deterrence popped, then after some time second deterrence got used too. That was when we both swapped to the hunter leaving the warrior in cyclone. And we fucking blew him up. Through heals, through all shit.

    We did again in Dalaran arena, this time even faster. They still wanted to kill the warr, guess they thought we got lucky at the first time. We killed the hunter instantly after second deterrence.

    On Ruins they went for me. It was a good tactic, I recently changed talents, dropped two points in Natural Reaction (no more 12% dmg reduction in bear), went for more crit (37-40%), so spent majority of the time in bear still on hunter, while my warrior was bashing the other one from behind, hamstringing, to let me feral charge on hunter and to force enemy charges.
    Lacerate is you friend in situations like this. Dotting everyone in near vicinity, even pet, ensures some instant Mangles, which is good damage, also refreshes Savage Defense frequently (which scales nicely with mastery and Vengeance). I really had to use defensive cd's cleverly, always leaving one ready (bark, SI, trinket, Frenzied Regen), also kept Demo Roar up.
    Sagratt forced a shield wall back there, i instantly went cat-berserk, landed a 5cp stun, shred shred fero bite critgibbed a hunter before the first deterrence:)
    and we took another 13 points away.

    Apr 19, 2011

    Warrior duels and other stuff

    Haven't been around recently, summer is here: )

    We occasionally play warr/feral/hpala but it's not really going well, our warr survi is just not good enough atm.

    Here is something i think he should see, and maybe you too. I am not big fan of dueling videos but this was nice.

    Apr 11, 2011

    Some interesting 4.1 changes

    I keep an eye out for upcoming changes, and there quite a few interesting one.

    Resilience scaling has been modified for linear returns, as opposed to increasing returns. Under the new formula, going from 30 resilience to 40 resilience gives players the same increase to survivability as going from 0 to 10. Resilience now scales in the same way armor and magic resistances do. A player with 32.5% damage reduction from resilience in 4.0.6 should see their damage reduction unchanged in 4.1. Those with less than 32.5% will gain slightly. Those with more will lose some damage reduction, increasingly so as their resilience climbs.

    All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities.

    Several persistent ground effects now display different visuals for hostile and friendly players. The following spells have the same visual effects for friendly players, but new alternate visuals for hostile players: Ring of Frost, Consecration, Desecration, Wild Mushroom, Flare, Ice Trap, Power Word: Barrier, Smoke Bomb, and Hand of Gul'dan. As a general rule, the alternate effects have a red tint or hue indicating they are created by an enemy player. 

    Apr 8, 2011


    Rogue stealth getting buffed, no longer reduced speed, furthermore Nightstalker will increase speed by 10%, while druid Prowl is still slow.
    I hope at least our stealth level still remains the same OP shit.

    Latest PTR changes

    Enrage no longer increases physical damage taken.

    Stampeding Roar now lasts for 8 seconds, increases movement speed by 60%, no longer cancels on shapeshift.

    Frost Armor now decreases physical damage taken by 15%.

    Fingers of Frost can no longer proc from Frost Armor.

    Apr 7, 2011

    Feral+Moonkin 2v2 Arena

    maximum respect.

    HTF 4 plans

    Thanks to Free who is actually keeping the blog alive atm.
    It is summer, and we hardly play nowadays. I focus more on work and outdoors too, the weather is great and I finally can go out and have fun:)

    The Project: As for HTF4, the project -just as i promised- started this April. It's gonna be a slow process, but my htf notebook is already full of ideas. Real editing will start when I have enough footages, right now I only have a few.

    Content: I am aiming at another 10 minutes of feral action. Mostly arena (that is what i enjoy the most in videos) some battlegrounds, maybe some duels against decent opponents. I'll do my best with the editing again, which is a simple, action oriented editing with minimal effects and adequate feedback notes. I may have post a poll, on which font you want me to use.

    The Series: There is hardly anything left, untouched, and new in feral pvp. Level 85 brought little new for ferals, no new shiny abilities, kick is around since level 80, which though assures some fun on its own. I am still tying to work with materials, ideas which gives a vertain DEPTH to the movie. HTF1 was a beginner's guide, while HTF2 and 3 was more of an experienced feral player movie. I am happy that so many people was able to look behind the scenes and saw the amount of planning and micromanaging hidden there. That is exactly what i can promise to do again.

    Pace: It will be awesome. Tight, fast feral action. Be sure to follow randomrants and blogvideos about the process.

    The Ideas: It is hard not to talk about it much without spoilers. Catsteps, gearswaps, insane dmg, insane bleeds, trinket abuses, clutch moments, adrenaline, some things you may have seen, a lot that you didn't. You will love it.

    Release Date: Definitely after summer, ~August-September


    "The thing with mastery is that you need exact amount to increase it by 1%."
    So it is not a good idea to stack mastery like a madman as there are no partial benefits under 1 point.
    also /salute to Kryptik
    for kicking my ass yesterday : )

    Apr 1, 2011

    1.4 patch notes released on april 1.!

    Ultimate Grandmaster League

    A new league has been added! Ultimate Grandmaster represents the top one player in each region. Do you have what it takes?

    * Players who do not type “GG” before quitting a game will receive an automatic loss for bad manners.

    * Players who are winning a match and type “GG” on behalf of their opponent will automatically surrender.

    * Players with accounts registered with the first and last name David Kim will now receive an automatic 20% reduction to all stats.

    * The Dance Studio has been added to the game! Teach your units new dances by purchasing them with your bonus pool. Show off to opponents, impress your friends!
    Leagues & Ladders

    * In addition to losses, wins are now also no longer shown. Instead, players will see Jim Raynor giving them a thumbs-up after every match regardless if they win or lose.

    * To balance the issue of Zerg under-representation and Terran over-representation in the upper ladder brackets, the names of these two races have been switched. This should result in higher “Zerg” representation and lower “Terran” representation.

    * To keep queue times low, you can now face off against AI players when playing ladder games!

    o Bronze: Very Easy

    o Silver: Easy

    o Gold: Normal

    o Platinum: Hard

    o Diamond: Very Hard

    o Master/Grandmaster: Insane

    o Ultimate Grandmaster: You

    * Two new maps have been introduced to support macro-play! Both maps include 30 expansions, and it will take approximately 5 minutes for a scouting unit to reach an opponent’s starting base.

    * Due to its extreme popularity, two additional versions of Delta Quadrant have been added to the 1v1 map pool to increase a player’s likelihood to queue for this map.

    * To better support community maps, destructible rocks, line of sight blockers, and high yield minerals will now automatically be added into maps that do not have them.

    * Destructible rocks have been added to all base and expansion locations in all maps, including starting base locations.

    * To help lesser known maps get more exposure, there is now a 1-hour cooldown before you can play the same custom map again.

    * To make friendlier, all players will automatically be placed in the same Voice-Chat channel upon logging in to Voice-Chat is defaulted back to “On” and volume to maximum every time the game is started.

    * Hallucinated units now deal damage equivalent to the unit they replicate.

    * Due to the effectiveness of Force Field, it is now a High Templar ability which must be researched from the Templar Archives.

    * Sentries now begin play with Psi Storm.

    * Colossi now have 5 legs. They just looked kinda weird with 4.

    * Whenever a Phoenix performs the barrel roll animation, it cannot be damaged by any attacks.

    * Carrier (new unit) is now available from the Stargate.

    * To better match their namesakes, Phoenixes will now always revive 5 seconds after being “destroyed”.

    * Protoss players that are matched against another Protoss player will automatically start the game with 4 Gateways and Warp Gate tech researched.

    * Due to lack of appreciation by players, the Mothership has been surgically altered to be sleeker and more visually appealing, and has been renamed to the Cougarship. The Cougarship will automatically gravitate toward enemy units that have been in play for 18-21 minutes and attempt to bring them back to the nearest friendly base.

    * The Thor has been reverted to its original pre-beta size. Ramp widths on all maps have been increased by 5x to accommodate this change.

    * Due to a recent popular all-in strategy, SCV health has been decreased from 45 to 15.

    * Marines and Marauders now attack while moving. We felt this functionality was a lot of fun on the Phoenix and wanted to add it to some of the less popular Terran units.

    * Battlecruiser movement speed increased from 1.875 to Ludicrous Speed.

    * The Ghost can no longer be produced. Once a Ghost’s progress bar is partially complete it will be postponed indefinitely.

    * To better balance Terran defensive structure options we are adding the Drakken Laser Drill from the single player mission “The Dig” to the Terran tech tree. Its stats will remain the same and will cost 400 minerals and 200 Vespene gas with a 45 second build time.

    * Flying buildings now crush any non-massive units and Protoss Force Fields when landing. This effect can destroy friendly units.

    * Bunker
    o No change.

    * To encourage further tournament use, MULEs will now instantly destroy all units in their path when being called down.

    * Zerg players have begun to spread creep regularly during gameplay. To counter this, the speed of Zerg units has been decreased by 50%.

    * Zerg eggs now reflect the size of the unit that is being produced.

    * Zergling

    o Now hatch in batches of 4 to help create more of a swarmy feeling.

    o Cost reduced to 25 minerals for each batch.

    * Infestor Neural Parasite ability is no longer channeled and has an unlimited duration.

    * To bring the Queen’s Spawn Larvae ability in line with MULEs and Chrono Boost, Spawn Larvae can now be set to auto-cast.

    * The Hatchery/Lair/Hive no longer auto-spawn Larvae. Each Larva must be individually queued and produced from this structure. Each Larva now also has a cost of 2 Supply.

    * Because the Protoss and Terran have mechanics to circumvent cliffs, we felt it was unfair for the zerg. As such, Banelings are now able to roll up and down cliffs. This upgrade is combined with Centrifugal Hooks, and build time on the upgrade has been increased by 10 seconds.

    * Banelings splash now inflicts damage on friendly units.

    * Banelings now automatically detonate when they touch any other unit or building, including friendly banelings.

    * Ultralisk Cavern tech requirement changed from Hive to Hatchery. For obvious balance reasons Ultralisks no longer crush forcefields.

    * Due to lack of use, the Lurker has been removed from the game.
    Bug Fixes

    * Gameplay

    o Fixed a bug where Terran players were able to lose a game.

    o Fixed a bug preventing Planetary Fortresses from lifting off.

    A phoenix rises from the ashes

    today is April 1.! there is an awesome joke from the blizzard =D

    New Savage Defense

    "The BIG DIFFERENCE is that Savage Defense now absorbs the next damage you take, rather than just physical damage. So basically, we have some defense against spells in Bear Form now."

    also scales up with vengeance in bear.
    refreshes on direct damage crit, no longer on periodic crit ticks.
    35% of AP, 10 second duration.

    Mar 31, 2011

    favorite character changes

    Word of Glory now has a 20-second cooldown.
    Sacred Shield's internal cooldown has been increased to 60 seconds, up from 30.

    F.U.C.K. you pally's no more insane retri friend heal <3

    Ptr druid changes 4.1

    Druid (Forums / Cataclysm Talent Calculator / Skills/Talents)
    • Cyclone duration has been reduced to 5 seconds, down from 6.
    • Lacerate bonus threat has been removed and replaced with increased initial damage done.
    • Savage Defense has been redesigned slightly. Instead of a single charge absorption, it now places an absorption effect on the druid absorbing up to 35% of the druid's attack power (modified by mastery, if applicable) in damage and lasting 10 seconds. There are no longer any charges on the effect.
    • Swipe (Bear) cooldown has been reduced to 3 seconds, down from 6, and is now trainable at level 18 (training cost has been reduced). In addition, the bonus threat from this ability has been removed and replaced with increased damage done.
    • Thrash bonus threat has been removed and replaced with increased damage done.

    • Nature's Swiftness now also increases the healing done by th eaffected nature spell by 50%.

    Mar 30, 2011

    GSL Starcraft II World Championship Seoul

    Day1 7game!
    Day2 9game!

    World All-stars: LiquidJinro T
    Duckload_WhiteRa P
    Fnatic_TT1 P
    FXO_mOOnGLaDe Z
    Mouz_Morrow Z
    mTw_Dimaga Z
    LiquidHuk P
    Fnatic_Sen Z

    Korean All-stars: oGs_MC P
    IM_NesTea Z
    anypro_Prime.WE p
    StarTale_July Z
    IM_Mvp T
    oGs_NaDa T
    HoSeo_San P

    Mar 27, 2011

    Season 1 end!

    "It’s an exciting time in StarCraft II history. The first ever season is drawing to a close, and Season 2 is about to begin. We have some important information on how the end of season process will happen, and the times and dates for each step.

    During maintenance next Tuesday morning, March 22, the ladders will be locked. The lock will mean that no further league promotions or demotions can occur, and bonus pools will stop growing. So now’s the time to push for that promotion! Once locked to a league and division players can continue to play out their bonus pools and compete for standing within their division until the actual end of the season.

    During morning maintenance the following Tuesday, March 29, Season 1 will end and Season 2 will begin. Season milestone rewards will be distributed (more info about these in an upcoming blog), and bonus pools will start over. Internal skill ratings used for matchmaking and league placement will carry over from the previous season, so players who have played their placement matches in the previous season will only need to play one new placement match.

    A couple weeks later we'll be ready to launch the Grandmaster league the morning of April 12. For more information on this premiere league check out our recent blog at-"

    Mar 26, 2011


    just a rare, star-aligned and preplanned huge ravage crit, with synapse springs,unheeded proc, battle shout, tiger's fury, tricks of the trade and wsg berserk buff.

    Mar 25, 2011

    Mar 24, 2011

    One teardrop of joy

    Cuz I got my Unheeded Warning and i hit like a truck with it. I'm not sure if Fero bite is actually affected by it, but ravage is OP with the proc up(cuz it does use actual weapon damage).
    Remember, use synapse spring and tiger's fury for maximum joy.

    HD World Tournament Intro

    HD invited 16 extremely skilled starcraft2 player to his own world tournament!
    There is the tournament's intro

    Mar 17, 2011

    Beast 04

    yeah still around.

    2v2 blogvid

    There hasn't been a blogvid for some time now, so you all getting a short one tomorrow:)
    Original Freelól - Starmist action.

    Mar 15, 2011


    you guys maybe know maybe not I'm a HUGE starcraft fan, and this is one of my favorite VoD series and the two craziest commentator ever! "When cheese Fail"

    Mar 11, 2011


    Kittycleave I choose You

    Shitty win-loss ratio, getting hang of it.

    Forcing trinkets, blowing up targets in smoke bomb with double full energy, zerk style is fun. For us.

    Went back to berserk glyph, 15 sec zerk is just not enough.

    2v2 is hell. We played 3 matches, lasted 1.5 hours. Resto sham-feral - resto drood-warrior. No chance. Free went over their server to /random 100. Joke. GG Blizz.

    Mar 10, 2011

    Reckful 3

    i smiled on some moves, i already thought about i will include in htf 4 as feral. will probably still do.
    good stuff.

    Mar 9, 2011

    Math - Gear - Feral

    So, I've done some calculations, checked out some top feral players gear and stats ( - Sizer's armory is a good base to follow), and have come up with the following gear in RAWR. First i did a full crit build, which is nice, especially now when resilience does not reduces incoming crit chances, but it lacked strong bleeds and only incresed crit with a few percent.
    So I tried to find a result which emphasizes on all stats. Here it is:

    26-30% crit (sadly rawr calculates crit badly, so its around this amount)
    1279 mastery rating (hail to the king, baby)

    220 spell penetration (i used old spell pen gems in this example, rawr doesnt handle new spepen gems)
    3100-3300~ resi
    the build uses a broken mirror images trinket, which is a personal anticaster preference. you can swap to other dps trinket (unheeded warning 'elo)

    for the real bold you can use, agile engineering helm with crit and mastery cogwheels which means
    1306 mastery and 31.45% crit with a reduced 2700-3000 resilience.
    It is more of a bg gear, imho but awesome.

    Mar 8, 2011


    clever use of game mechanics.

    Super secret club

    a few days ago some high rated ferals talked abuot the class on skype, made a post about is (funny)

    and today some boomkins racted to it with theit own 'super secret club"
    first introductional sentence is golden:

    "The owl council consists of a select few elite druids trained in the ways of the moon and sun, and we're not here to fuck around."

    heh AJ

    Mar 7, 2011

    How to Feral 4 - taking notes

    I started to collect ideas for the next movie. It feels good to be creative once again.
    Still not sure when the project will end, but at least i am playing feral now and then.

    Would somebody

    please nerf instant fears already?
    8 sec cc with low cd, that still is not affected by cc time reductions.

    Mar 6, 2011

    to a fellow feral

    "Hello Invasia:)
    Warriors are hard, especially nowadays. If you are facing an arms warrior it is a good idea to avoid stuns, and keep up bleeds. Second wind heals a lot, so i usually open up with ravage, bleed, try to bait a charge (even catstep it if possible) then free ravage for additional damage. They will go down, just look out for his enraged regen, and cyclone if needed.
    Shadow priest are a problem for me too, if they know what they are doing. I use natures grasp on shadowfiend, it now hits for a load of damage. Kicking his shadow school is nice, but look out for what you always should look out for, only kick when his finishing his cast. Do not fall for fake casts. Also there is a little delay skull bashing, around ~0.1-0.2 so count that in. After trinket he will horror you, be sure bark and even Survival instinct is up and ready. Sadly with zerk nerfed it is almost impossible to beat them. You could try restealth reopen after cyclone if you have engineering magic shield tho. just an idea.
    Feral vs ferals: ) i really love those, it must be a pride thing when i encounter a fellow feral;) in my feral career i made thousand of restealths with cyclone-losecombat-pounce with dots up, that always helps me out. most ferals forget to refresh faerie(even me heh so i am a noob afterall).open is very important, in 1 pounce feral can fully dot his eenmy up. so if i get jumped i trinket pounce and faerie immedietaly(prevent cyclone restealths). try to rake rip, get some distance and catstep ravage. it cannot be dodged so it is a good combo point generator.
    general advice, be ultra aggressive, watch enemy cooldowns, react accordingly, and use direct damage attacks more. since last patch it hits for a LOT.
    well thats it for me now, i hope you will kick ass.
    have fun, feral for life:)"

    Teed V - Teaser Trailer

    Yes, I'm back

    Using Synapse springs, agi pvp trinket, tiger's fury (with glyph instead of zerk) when possible (one of them is almost always up).

    Mar 4, 2011


    not bad at all.

    • Feral Swiftness now also causes Dash and Stampeding Roar to have a 50/100% chance to instantly remove all movement impairing effects from the affected targets when used.

    Mar 1, 2011

    High Warlord Freelól

    Finally I got my hwl title!

    Druid is not getting any better

    duration reduced to 5 secs from 6 on PTR. (with the global triggered by shifting, this is pretty bad.for example instant cyclone shift out to caster 1.5s + shift back 1.5s =downtime 3 sec to cast a 5 sec cc, which leaves you with 2 additional seconds to do any more damage, which is 1 ability given you close enough to the target.)
    stempeding roar lasts 8 secs now with a 60% speed increase.
    lifebloom bloom effect reduced by 20%.


    Feb 28, 2011

    No sheep for you?

    Focus DF-ROF


    Focus CS and me

    note to myself. do not CS rogues. in arena. from same server. 3 times. then 4 more times on tolbarad. same rogue. (btw we won cuz mage rog is faceroll ye)

    fix my bad macro, f*.

    /cast [modifier:ctrl, @focus] Counterspell; [@mouseover, nohelp, exists] Counterspell; Counterspell

    World Of Compcraft

    also looking for healer in 3's, cuz im bad and wanna faceroll my way into 3k, ok.

    Feb 25, 2011

    Qoute of the Day (rated bg)

    -they seem to be strong, so let's go with a good tactic. what should we do?
    -yeah i got a tactic, it's called WATCH AND LEARN.

    Feb 24, 2011

    Spellsteal Fun #1

    Still has to test most of them, but here is my first list of long, fun, spellstealable magic buffs for mages.
    Frost Armor
    Mastered Elements
    Fire Shield
    Charged Skin
    Fire Shield
    Fel Armor this is also obtainable in Blasted Lands from Ogre Locks
    Runic Shield
    Crystal Bark
    Aura of Arcane Haste
    Aura of Arcane Haste #2
    Elemental Armor
    Icy Winds <3

    rogue movies

    there is the first. Mahiko's new movie

    and the second: Khuna2

    Oh yea

    Twin peaksin' with this beauty
    Icy Winds
    heh it is only good for the first fight given the 2 min buff limit, but critting for 50k's (all trinkets).. i think i may have forced a few tickets, forum posts yesterday: )))

    oh and it can be spellstolen from Icebringers from Ahn'Kahet.

    Feb 17, 2011


    Season 9 so far

    Even after some nerfs (frost spec-mastery, time warp-arenas) mages are still good. Control, damage coupled with partner's are ensuring, RMP stays a solid comp in season 9.
    Feral druids got destroyed by changes, even I, who struggled years with the class lost all affinity to continue. Roots, fears, reduced uptime on targets causing the spec to die out slowly, uncommonly seen outside of 2's with a paladin healer. A terrible sight, i am mourning Starmist everyday.
    Hunter and retribution and fury warr damage is very high ATM. Hunter's are getting an aimed shot nerf soon, while fury warr raging blow also getting a 20% nerf (which is totally justified imho).I rewatched a recent arena match in my atrox arena viewer, and i did got destroyed in 0.8 sec, on a brief contact witha  fury warr, from 100% to 0%.
    About ret pallies, still no word on any changes. At least i like stealing wings:)

    So comps are changing, a lot of speccing, rating changes in the process.

    Most powerful class-gear combinations in wow history (WOM-hydramist)

    I stumbled upon this post a few minutes ago, and most of the content brought back so many memories.
    Classic (Level 60):

    Arcanite Reaper Warrior

    While many powerful weapons came out during the 60′s, the arcanite reaper was one status symbol every warrior remembered.  It was simply a huge gap over all other items with its incredible 3.8 speed and a whopping 53.9 DPS.  While warrior was never a top 1v1 class, anyone on the receiving end of this in world PVP / BGs knew its power.  A warrior could 2-3 shot just about anyone with ease and when backed with healer (either paladin for cleanse/freedom or shaman for wind fury), they had no equal in battle.  The weapon was incredibly expensive at the time and not everyone could afford it.  So it wasn’t until Alterac Valley’s Unstoppable Force before average joe’s could experience the joy of a 3.8 epic weapon that came with a knock down proc on top of mace stun.  The power of this weapon ultimately forced Blizzard to normalize weapon speed for special attacks.
    Dual Death Striker Undead Rogue
    Ah, the one and only Shurrik who had two of these before their names changed to Felstrikers!  3 seconds of 100% crits on a proc, wow!  It was the World of Roguecraft, and the PVP trinket was nowhere in sight.  Rogues with these could stunlock anyone from 100-0, and they could drop most classes in 4 seconds with cheap shot -> backstab -> thistle tea -> backstab -> cold blood eviscerate with either 31/8/12 or 21/8/22.  Eviscerate hit like a truck in these early days and Undead’s WOTF was the best racial.  Less fortunate rogues could still dominate the field with Krol Blade or Dal’Rend’s, thanks to Yojack’s 21/2/28 which offered even better stunlocks with a slight loss in burst power.  Barman shanker from Blackrock Depth was also readily available and the ultimate welcome-to-60 prize for fellow rogues.
    The rogue class would steadily decline in strength as PVP trinkets were introduced to the game, and health pool was greatly increased.  Even with the powerful renataki trinket’s 60 energy bursts, we could not compete with other top classes until the class revamp in 2.0.  CB/prep/hemo in the hands of a full T3 rogue with Thunderfury could beat anyone, but it was still not nearly as lopsided as the early 60 days.
    Dual Trinket Arcane Mage
    Toward the second half of the 60′s, Blizzard introduced a ton of on-use spell power trinkets but Talisman of Ephemeral Power was what made mages ran 40-men Molten Core raids.  Add any other spell power trinket, and POM pyro was instant death for just about anyone without an invulnerability.  The power of this combo forced Blizzard to add shared cooldowns to on-use items, and it is in effect even today.
    Rank 14 Undead Shadow Priest
    The only priest with devouring plague which put them on a whole new level against anyone else.  Not only this gave them an incredibly potent DOT on top of what the damage they already had, it also provided a lot of healing when stacked with vampiric embrace.   If I got caught in the open by an Undead Shadow Priest, all he has to do is put up his DOTs in 2-3 globals, dance, and I would die.  And this was the fate for just about any class they fought.  I rank them ahead of soul link warlocks during the 60′s.
    The Burning Crusade (Level 70):
    Mace Warrior (Season 1-2)
    Crafted weapons again dominated early TBC and warriors with mace stun on top of stun proc was the most dominant class in season 1.  With pre-nerf windfury totems and holy paladin at its peak power, they dominated every bracket.  As resilience picked up, warriors continued to perform well with lock/druid, winning Blizzcon in season 2 gear.  2345/2346 were also the dominant 5v5 comps at the time.  Their dominance forced rogue heroes like Inactive/Dahis to switch classes, and it wasn’t until season 3/4 before rogues could compete with them with Euro-Comp and subtlety buffs.
    Soullink/Siphon Life Warlock (Season 2-3)
    Warlocks struggled out of the gate in a low resilience environment.  They were trained by every team and killed very quickly, and SL/SL was invented.  With the damage protection offered by soullink on top of siphon life, coupled with high resilience, warlocks were virtually unkillable.  Put up some DOTs, mana drain the healer, and fear away.  The spec eventually faded away as affliction took over as the top spec.  But lock/lock/druid was literally the only XXY comp that could hit rank 1 on tournament realm.
    Restoration Druid (Season 2-4)
    With the exception of RMP, I can’t think of a single top comp that you could play without a druid in TBC.  The double healer teams all require a druid as the combination of cyclone + roots + feral charge/bash was just too much CC for a healer who doesn’t need to cast.  Instant HOTs also allowed them to line of sight better than any other healer, on top of being able to shift out of sheeps and having nearly infinite mana thanks to Serennia-sama’s restokin spec.  Shaman/paladin had one very tough TBC and druid is exactly why.  Druids dominated 2v2/5v5, and followed it up with Euro-comp in 5v5.

    4+4+2 Rogue (Season 3-4)

    Rogues struggled out of the gate as both combat/mutilate were very weak in the beginning.  Blizzard came to the rescue with double adrenaline rush and 125% weapon damage hemorrhage’s, but it lasted a month on live servers at best befoer preparation started its long string of nerfs.  Like the 60′s, rogues were strongest at the end of TBC when they had access to the best gears in the game.  4 piece season 4 + 4 piece tier 6 + warglaives, throw in a PVE trinket to boost your crit chance to over 40%, and you were an unstoppable killing machine.  Even without warglaives, S4 weapons with PVE pieces was potent enough.  Cheat death also allowed rogues to put on an absurd amount of PVE gear.  Mutilate heroes XOM and Boozt also introduced RMPLD, the euro-comp into the mix to rejuvenate rogues in 5v5.  Beating 2345/2346 as a rogue at long last was so much fun!
    Wrath Of The Lich King (Level 80):
    Death Knight (Season 5-6)
    The conspiracy theory was Blizzard wanted everyone to try the hero class.  So many things that shouldn’t have escaped the QA process, did.  For most of season 5, death knights made warriors/rogues completely obsolete with its unfair combination of damage, control, and utility.  Retribution paladins were also doing ridiculous damage at the time but it was still limited to single target.  The one button Icy Touch spam spec in 3.3.3 sealed their fate as Blizzard finally went in with heavy nerfs, turning the class from top of SK-100 to the very bottom by season 7/8.
    Protection Warrior (Season 7)
    While protection paladins were also dominant during that era, protection warriors were a league of their own with their unfair combination of damage, survivability, mobility and AOE stuns.  It was possible to play with literally zero resilience given how difficult it was to kill a protection warrior, and coupled with hunter/paladin, it was enough to take home the coveted BG9 rank 1 title.  Alloraan and company ultimately forced star players like Reckful to transfer elsewhere for their rank 1 titles, and he did it with such an amazing win rate.  In return, Blizzard made sure protection will never be relevant in arena again with Cataclysm, thanks to the core talent tree changes.
    Elemental Shaman (Season 8)

    While it is unfair to lay the blame on a single class for the dominance of wizard cleaves that plagued season 8, I feel this was the one class that took it over the top.  Compared to lock/mage or lock/shadow priest wizard cleaves which at least required some coordination, LSD and Talbadar’s shadow priest / elemental shaman variants made it a little too easy.  Players were literally spamming lightning bolts ahead of purge in 5v5 because that is how much damage they did.  Lava burst during trinket proc could one shot anyone.  You literally could not do 5v5 without an elemental shaman because of their easy damage.  And elemental shaman still provided great off heals when needed.  During the infamous grand finals of Blizzard, as good as Snutz/Venruki were, the LSD was dishing out more pressure with a fraction of the effort."