Sprint Will Have A One Minute Cooldown

Wednesday, August 18, 2010

So this is tight. In Cataclysm, Sprint's cooldown is being reduced from 3 minutes down to 1 minute! It'll last only about 8 seconds compared to 15 seconds, but that's more than fine. That'll free up our mobility like crazy. Like crazy I tell ya... CRAZY! Woo...

Chase Christian, over at wow.com, sums it up pretty well. Yeah, we don't need a bunch of new and fancy shit, just improve on our current arsenal. Man, I can't wait!

Prey on the weak,
Nightelf Rogue
Jeaxx - Icecrown
Continue reading Sprint Will Have A One Minute Cooldown

Deadly Poison Will Get Your PvP Ass Killed

Thursday, August 12, 2010

This is something that applies to all rogues, no mater your spec. One thing I see a problem with is the type of poisons most rogues are choosing to use in PvP. That problem? Deadly Poison.

Lately, it seems 75% of rogues or more are using Deadly Poison for PvP. I know because most Horde rogues I fight use it against me, and most Alliance rogues I see also use it.

So what's the problem? Well the problem of using Deadly Poison dates back to the start of rogue PvP. Nothing's really changed, Deadly Poison's always been a problem. In fact, unless you recently started playing a rogue or never really started PvP until recently, you should already know the problems.

Uncontrollable DoT's are bad, ya dig?

To start, Deadly Poison is a DoT (damage over time). This isn't the only DoT we have, we have Rupture and Garrote. Both of those are DoT's we control. Ya hear me? We control them. But with Deadly Poison, it's an uncontrollable DoT. You need to understand the importance of that. It's a DoT you can't control.

It's all about blindin' bitches

The reason it's bad to always have a DoT on a target is because it keeps you from being able to Blind or Gouge your target. Combat and Assassination rogues (such as myself) won't use Gouge as much as Subtlety rogues, but Blind is so incredibly important.

As you should know, abilities like Gouge and Blind are immediately broken once any damage hits your target. Only an idiot would put a bleed (DoT) on our target and then try to Blind them. But with Deadly Poison, it's doing just that.

With Deadly Poison, you can only blind a target you haven't hit at all. So that means Blind is only useful to a target you haven't touched at all (such as a healer healing your target).

Not using Deadly Poison, it's possible to do the total stunlock method. This method is meant when your going one-on-one with a target and know no one else is going to join the battle.

You open with Cheap Shot, build combo points and then do a 4-5 combo point Kidney Shot before Cheap Shot wares off. You damage your target without using bleeds, and right as Kidney Shot is about to wear off, you Blind. Then, after 6 seconds, you reenter stealth. Right before Blind wears off, you Sap them (not only does this allow time for all diminishing returns to reset, but also give Kidney Shot's cooldown to finish). Right before Sap ends, you open with Cheap Shot, build combo points to 4-5, then do Kidney Shot. At this point, your target will either be near death or already dead. All without them ever touching you. From then, it's your full health vs. your target's low-ass health.

But with Deadly Poison, it's a DoT you can't control. Blind will be useless in this situation.

It's not just for offensive. For defensive, Blind can be a lifesaver. Let's say you got a warrior on you and your near death, with a 5 second bleed. You can blind it for 10 seconds, run, wait until your bleed wears off and stealth. Or against a warlock, if your low on health, no Cloak of Shadows and a warlock (without a pet) has DoT's on you, blind will allow you to run away, mount up and ride away until you can figure out what to do about those damn DoT's (continuing to eat repeatedly 1 second at a time works great).

Targets won't wait around for Deadly Poison

But that's not the only problem with Deadly Poison. There's the problem of consistent damage. Deadly Poison has to do it's damage over 12 seconds. Deadly Poison can be cleansed or removed by most classes, including rogues (also, remember classes can cleanse other players). Your counting on that damage, and to have it removed before it does it's damage is horrible. And unlike warlocks, we can't instantly reapply our poison DoT like warlocks can if we're being kited.

Envenom is also a problem, because although it's great against plate targets as it's a finishing move that ignores armor, it's not usable until you have one stack of Deadly Poison, and really not effective until you have 4 to 5 stacks on your target. The other problem is, even when our target can't remove the poison, if they kite or try to run away, if their Deadly Poison runs out when you catch back up to them, you can't use Envenom.

Your a rogue, not a warlock!

The next problem is more of a mental problem with your prey. It ain't as complex as it sounds. When your fighting your target, you want them to know your fucking them up. You want them to see how much of their health they're losing. You want to put them info defensive mode. You don't want them to think they have a chance, you want them to flee or overreact.

Think of a warlock. I've seen many times where a warlock will put a crap load of DoT's on a target, and the target doesn't realize how much that shit'll damage them, and they'll foolishly fight the warlock. Within a few seconds, the warlock has enough DoT's on the target that it'll be dead within 10 seconds. But that target turns on the warlock and kills it (when the target could have tried to flee, heal, stealth, etc to fight a more strategic fight). That's why warlocks always hide. Not because they can't handle themselves under attack (fear, portals, etc), but because their targets never realize how badly they're going to be damaged. People don't fear warlocks because they say "Oh, that spell didn't hurt..." and they charge them. So a warlock literally has to fear them manually.

Same for Deadly Poison. You want every poison proc to be instant, so that your target (and yourself) sees exactly how well your doing against it. If you open up with let's say double Instant Poison on a target, and by the time your stuns wear off they're at 50% health, they're gonna' focus on defense as well as offense. A druid moonkin may try to transform into cheetah cat form to run away. But if you damage them to 75% with Deadly Poison and Instant Poison, that same druid will clearly feel more confident and will try fighting you full force. Sure, that Deadly Poison will take that druid down to 50% in 10 seconds or so, but that's after it's rooted you, prevented you from going stealth and is shootin' crap at you. Even if you and your target are at 20% health, instantly damaging poison can kill that druid a second before it killed you. Whereas a DoT poison will mean you died before your damage could do it's full effect. Claiming "I got a kill!" after your already dead is worthless.

It's also worth mentioning that Instant Poison can't be cleansed. Instant Poison can be "resisted" via certain cleansing (a spell buff), but once it goes through, it can't be cleansed. It just goes through. Deadly Poison can be cleansed and you better expect your targets to try and cleanse your poison as soon as it first procs.

Sometimes you only have a few seconds to get your blades on a target before they try to keep you away to heal, cleanse, vanish, etc. You want your damage to be instant. You may be on a healer (or a target receiving heals) and you only have 2 seconds to do damage before your stunned, rooted, etc. Your target could be at 20% health. You need your target dead. Not "Ok, I'm gonna' damage you over 12 seconds now.", because a heal can go through and heal that cheap bitch up.

What PvP poisons should be used?

So what poisons should you use? Well you can use whatever poison you want. But, what I go into battle (as I have been for years) is with either Wound Poison and Instant Poison, or with double Instant poisons. Here's why.

Wound Poison loves only you

First of all, let's see what Wound Poison for what it really is. It's a weaker version of Instant Poison that brings with it a healing debuff. Instant Poison, with my PvP gear, does 785 damage, with Wound Poison doing 447 damage. So Wound Poison does about 60% the damage as Instant Poison. But it brings with it an extremely incredible healing debuff, which reduces all healing done to the target by 50% for 15 seconds.

Think about that... If your target manages to get a heal, it only received 50% of the heal. If a healer could heal themselves from 25% health to 75% health, Wound Poison will make that heal bring them from 25% to only 50%. This works not only against healers healing themselves, but any class that received a heal (including health potions, bandages, healing talents, etc). What good is being able to get your target down to 25% with your "massive damage output" if your target then gets healed to 75%?

Wound Poison is simply amazing. It functions exactly like Instant Poison (although it's healing debuff can be cleansed, which is no big deal). You don't have to do anything with it or even think about it. You simply put it on one of your daggers (your slowest dagger would be my advice) and forget about it. And best of all, in case any of you were wondering, Wound Poison's debuff does not break crowd control.

The majority of the time in PvP, I have Wound Poison and Instant Poison equip.

Double Instant Poison, double the fun

Wanna' do the kinda' damage to your target as an Envenom built but have none of the DoT drawbacks? Soak both your blades in Instant Poison. That shit'll really pack a punch.

A lot of you out there are probably thinking "Wait, wait, wait... why not just do Deadly Poison, as when a Deadly Poison stack reaches past five, it'll instantly proc your other weapon's poison to go off. In this case, Instant Poison.". That's fuckin' pointless. This ain't PvE, so you know the problems with using Deadly Poison in PvP. And Deadly Poison procs based on your weapon, so if you had Instant Poison on that weapon, Instant Poison would proc instead of Deadly Poison. The goal of that strategy is get Deadly Poison to the point where it'll trigger Instant Poison, so fuck that and just go with double Instant Poison.

If you want further proof, look at the damage of Deadly Poison vs. Instant Poison. Deadly Poison does (based off my PvP gear) 862 damage, while Instant does 785. Man, that's damn near the same damage. But Deadly Poison doesn't do all that damage at once, it does 72 damage a second (over 12 seconds), while Instant Poison does 785 instantly (or 785 each second for 1 second if you wanna' view it "per second").

It's important to note that Deadly Poison procs more than Instant Poison however. In the timespan of 5 Deadly Poison procs from let's say your mainhand weapon, you can expect about 3 procs of Instant Poison. But again, Instant Poison can never be removed once it's applied. I call that an edge to Instant Poison

The competitive edge

Mostly all of the really good rogues I've ever faced or fought along beside used either Wound Poison & Instant Poison, double Instant Poison or Wound Poison and Mind Numbing poison (Mind Numbing poison has really started becoming unpopular to use though). But those were the really good, hard to find rogues.

If you really wanna' become competitive and become the best rogue you can be, find out this shit for yourself. Test it out. I did, about a month ago I tried an Envenom build and, although I found it a little better against Paladins, found it horrible compared to most other targets. That shit also got me killed more because I couldn't Blind, Gouge or frag belt bitches or simply kill them fast enough as I could with Instant Poison and Wound Poison.

So figure this shit out for yourself, but if you wanna' know what poisons I use... for my daggers, my mainhand is a Heartpierce dagger, and my offhand is a Flesh-Carving Scalpel dagger. But I have a second Heartpierce dagger that I use to poison swap when needed. So 80% or more of my time (in battlegrounds / world PvP), I'm doing Wound Poison & Instant Poison, and the other 20% of the time I'm doing Instant Poison & Instant Poison.

Prey on the weak,
Nightelf Rogue
Jeaxx - Icecrown
Continue reading Deadly Poison Will Get Your PvP Ass Killed

I'm Back, And I'm An Assassin, Baby!

Thursday, August 5, 2010

It's been nearly two years, but I'm back, baby! And, and... I'm no longer a subtlety rogue. I'm assassination. So what on Earth happened for me to make the change? Here's my story...

I was already a subtlety rogue before Wrath (mainly PvPing), so with the "bug" of Honor Among Thieves, subtlety rogues were the kings of the DPS crop. Shortly before my last post (January 2nd, 2009), changes had happened to subtlety rogues. That change came in the form of Honor Among Thieves, where they added a one second cooldown. It killed the DPS of subtlety rogues. I was noticing my DPS was way, way below not just combat and assassination rogues, but all other DPS classes. My DPS was barely above the tanks.

But that was just for raids, I used subtlety for PvP too. But that also became a problem. Ambush and Backstab both need to be from behind. But in PvP, when you got your feet rooted or frozen and your target is facing you, stunned, you can't do any real damage. Sinister Strike with a subtlety build doesn't do serious damage.

The PvP environment (and subtlety build) changed with Wrath of the Lich King. Shadowstep and Ambush and Shadow Dance and Backstab use to dominate all other rogues in PvP during the Burning Crusade. Not any more. Not only was subtlety not cutting it much against other classes (unless your target keeps its back to you), but combat and especially assassination rogues were able to stand toe-to-toe with me, and unless I could keep their back to me, I'd miss out on getting a chance to kill them.

Shadow Dance was the main problem. Shortly after Wrath was released, Ambush did less damage than it used to. So in order to take out a target one-on-one, you needed Shadow Dance. And let me tell ya, I can count more times that Shadow Dance failed than it worked (was stunned, rooted, wrong position, etc).

So I decided to test out combat. Vast change in DPS for PvE compared to subtlety. Huge, huge change. For PvP, I tried out a combat PvP built. I found, when using all cooldowns, there was a lot damage. But I found that, without cooldowns, I preferred subtlety over combat. I seemed to die quicker than I did when I was subtlety. So I stuck with subtlety for PvP and combat for PvE.

I did combat for about a week. I then tried out assassination. I tried it out for PvE and found I got more DPS with assassination than I got with combat on single targets. In fact, I loved Mutilate. It has the power the original backstab, but has NONE of the positioning requirements. So it's great for solo PvE and raid PvE.

I tried assassination out for PvP also and I was floored. It was amazing. Every Mutilate had the power of the original backstab, but I could do it from any position. (Yes, rogues do it from behind, but because we choose to, not because we can't do it anywhere else.) There was such power and survivability with this spec and build. It was just like how the subtlety spec used to be, but lacked Shadow Step. But in giving up the mobility of Shadow Step, I then gained full run speed while stealthed AND a 15% run speed increase. Ohh-yeah...

So I was sold. Subtlety has always had great survivability (such as Ghostly Strike, Cheat Death, etc) for PvE, but weak DPS compared to the other specs (and other classes). But now that it's DPS seems to have gotten even weaker for PvE, and a PvP Mutilate assassination build has gotten much stronger for PvP, I've made the switch to assassination for both PvE and PvP and I'm lovin' it.

Then shortly after I made the switch, I stopped playing for, shit... at least a year. I came back for about a two months during Trail of the Crusader.


But I stopped playing WoW for a few months and then started back again at the start of Icecrown Citadel's release. I've been an assassination rogue ever since, doin' raids and mainly PvP.

It's unfortunate what's happened to subtlety, but I've just been burned too many times before in the past. Now I'm gonna' go with what puts out the most power, what feels the best and what's the funnest to play. If something doesn't have all three of those things, I ain't doin' it. Now my loyalty lies with whichever spec does me right, and for the past year of on-and-off play, assassination's had my back every time.

Prey on the weak,
Night Elf Rogue
Continue reading I'm Back, And I'm An Assassin, Baby!

Mirror, Mirror On The Wall...

Friday, January 2, 2009

Ahh, the Mirror of Truth. It's gotta' be one of the most desirable trinkets for rogues. The only way to get it is buying it with 40 Emblem of Heroism marks. This was the first thing I bought with my Emblem of Heroism marks, and for good reason.

This should be the very first thing you buy with your marks because armor and weapons are all things that can drop in instances / raids or can be created for you. For instance, I had my main epic dagger created for me with my mats. Same DPS and specs at the dagger sold with Heroism marks and my crafted dagger looks much better, and the same for the epic cloak, shoulders and belt I had made. And there are weapons and armor of the same power and specs (and better) that can be found in instances and raids.

But trinket drops are much rarer, and the ones that would happen to drop most-likely aren't going to be for a rogue at all... or other DPS classes will roll for it. And on top of that, the Mirror of Truth trinket is one of the best trinkets for rogues.

I recommend you buying this trinket as soon as you get 40 marks. (And, in fact, anything you buy should be something rare, like your thrown weapons or a cloak, rather than something more common, like a dagger or chest piece.) It looks like any other end-game trinkets won't be any more powerful than this thing really, so buyin' this bitch will be somethin' you won't replace anytime soon. (I'm sure there will be better trinkets in time, but whatever.)

So, what makes it so great? First thing to note is that it's not a trinket you "activate", it's one of those passive ones. It's not somethin' you control, it does it's shit automatically. Some of you out there might prefer a trinket that you control, so you can become the most powerful when usin' somethin' like Shadow Dance. Don't worry, I think this is totally worth it because most of use probably waited to activate our trinkets only at special times and not using it as much as we could have been.

The first stat of Mirror of Truth is that it increases your critical strike by 1.83%. That's fuckin' nice right there. I mean, that's almost 2% critical strike. Wow. The next thing... "Chance on critical hit to increase your attack power by 1000 for 10 secs." Holy shit... 1,000 attack power? Seconds?? Yeah baby, sign me up!

So ok, here's how it works... not theory, not math... but the actual real world truth of it. This thing has a chance to go off when you get a critical strike, either with your special attacks or with your auto damage (and even if your poisons get a critical). That means once you start fighting, it should go off about 1 to 30 seconds. Once it goes off, you'll get a bad ass buff called the Reflection of Torment. This bitch shares the same icon as Sinister Calling, the sub talent, so that right there makes this fuckin' awesome. But, Reflection of Torment gives you 1,000 'freakin' attack power for 10 seconds. How great is that. No matter what your attack power is on your character, havin' 'freakin' 1,000 attack power will always be a huge boost.

But here's the deal, the trinket, the Reflection of Torment buff, it has an internal cooldown of about 50 seconds. That means, no matter what kinda' crazy critical shit you're doin', the shortest time the Mirror of Truth can activate is 50 seconds. But that'll only if you happened to get a critical that triggered it at the perfect moment. Realistically, it'll go off about once every minute or longer if your unlucky.

Now some of you might be thinkin' this sucks, but it doesn't. That's 'freakin' awesome. I mean think about this... most "activate" trinkets have a cooldown of about 2 minutes and I guarantee you're not usin' it every two minutes. In fact, I'd only use my trinket in sync with Shadow Dance... which I won't do Shadow Dance every two minutes, I try to always save it for a boss fight, tough PvP kill or when shit's goin' bad (but that's just me, you should be doin' it as much as possible). So havin' this baby go off every minute or so is so great.

But ok, what about the people out there who were using a trinket in sync with Shadow Dance on boss fights? Well it's simple... Just go in and attack the boss like you normally would and just wait until you get Reflection of Torment. Once you get it, start the Shadow Dance. I know it'll throw your timing of keeping full energy up and / or five combo points and a finisher right before you do Shadow Dance, but it's cool... either do Shadow Dance without Reflection of Torment, or do it with it. If you start Shadow Dance before Reflection of Torment has gone off yet, it'll probably go off with one of your ambushes or finishers.

Mirror of Truth... fuckin' awesome. Go get it, and enjoy it.

Jeaxx
Continue reading Mirror, Mirror On The Wall...

Rogues Do It From Behind...

Thursday, December 25, 2008
This should be common sense for all you subtlety rogues out there (and all rogues in general), but stay behind your target! Subtlety rogues are the most dependent for needing to be behind our targets because of our abilities, so mostly all of you better understand that already. But you need to be behind so that your target can't parry attacks and other reasons.

Your auto attacks and special abilities can be parried, but your target can't parry your attacks if you're from behind. Not only is this good for you when fighting targets as it'll allow your auto attacks (white damage) to go through much more, but if you're fighting your target from the front, if your attacks are parried they actually give your target more damage, so it would hurt your tank more.

But being behind your target when using your abilities is even more important, both on PvE and PvP. Getting one of your abilities parried, such as Kidney Shot or Dismantle, can really fuck you over in the long run.

There are four things that can make your attacks fail. You miss, your attack is dodged, parried or blocked. The way it works now, players and targets can dodge and block (players can only block if they have a shield) from any direction, and you of course can miss from any direction.

You can help not miss so much by skilling your weapon to max or investing in hit and expertise I believe (but I don't worry about hit and expertise). There's not much prevent your attacks from being dodged (there are things expertise, but not worth mentioning) it's because that's based on your target and not you. There's not much to prevent your attacks from being blocked either (if it's blocked, your attack will still go through but won't be as powerful). But when it comes to havin' your shit parried, you can prevent it 100% if you're behind your target.

As you should have already known, this is advice that all melee classes should follow. This is why all pets and minions always attack from behind now and why you should see all melee classes fighting right along aside you, from behind.

And remember, some mobs (and I guess players too) have attacks that can hit any melee players in front of them... so another reason not to be fighting in front as your tank.

So your attacks can be parried, you can hurt your tank and you can be hit also if you're in front of your target. Mostly all melee classes should know their rolls on where to stand when fighting with a tank by now. But shit, not long ago, man I'd see armatures and seasoned melee players, including rogues, fuckin' fightin' from the front. Bein' a subtlety rogue, I had to be behind my target for my own abilities... so it'd be so funny to see a rogue in much better gear as me get fuckin' told where to stand 'cuz they were messin' shit up or gettin' killed. Just another reason to do your own experimenting on your class and not wait until people start tellin' ya what do it. (I was even told by combat rogues back in the way "dude, dont stand behind, stay front of the mob"... fuckin' button-mashin' dip shits.)

Yeah, it's freakin' hard stayin' behind your targets in instances, but bring the party or raid some PvP experience... stay on your fuckin' toes the entire time (and rely on Shadowstep) to stay behind your target. It's not hard at all when you consider the shit you gotta' go through for PvP... but just keep on your toes. If you're doin' it right, you'll be the first one to targets and the one that's movin' around the most and the quickest to react, even against other rogues.

Jeaxx
Continue reading Rogues Do It From Behind...

Ghostly Strike, Useful or Useless?

Tuesday, December 23, 2008

Time to talk about the ability only found in the subtlety talent tree... Ghostly Strike. But is it useful or useless? Let's start with a little bit of background...

Back in the original days of WoW, before the Burning Crusade, I was one of the only subtlety rogues around. I had Ghostly Strike speced. Not only was I one of the only sub-speced rogues around, I never once heard the Ghostly Strike sound effect from anyone... ever, besides from me. So all the rogues that may be usin' or talkin' about Ghostly Strike now, they weren't usin' it back then.

So, was it useful or useless? This is gonna' surprise you, but it was useless. I did heavy PvP in battlegrounds and it was useless in PvP, but no surprise there, tactics for PvP are complex. But, for PvE, it was useless. Yes, useless. But that was back then...

Why was it useless? Simply because it didn't do shit for me. Ghostly Strike isn't meant to be used for damage... Sinister Strike can be used for that. But Ghostly Strike is used as a mini Evasion in addition to doing Sinister Strike damage.

But, whenever I used it against fighting PvE targets, it didn't do hardly anything for me... I got hit the same way as if I didn't use it. It's important to note that I'm a bad ass night elf. I already have a special 1% chance to dodge attacks from my racial, Quickness. So I didn't notice it helping, that's pretty bad.

So, for the longest time I kept it speced but it was really useless to me. Although, from patch to patch, abilities get tweaked and changed. You see comments talkin' about it now, hailing it as a "GODLIKE!" type of ability... yeah, we all know "poster comments" can be complete bull shit because, well... anyone can post a comment.

How is Ghostly Strike now though? Useful or uselsss? It's a big surprise, but Ghostly Strike is very useful to me now. Clearly the mechanics or somethin' has changed. Now it's very useful. The way to think about it is as a mini-Evasion, like I've mentioned before. Don't find it realistic at all to use in PvP, but it is for PvE.

I've found it most useful in any kinda' groups where a tank is present. Ghostly Strike is perfect for when you draw aggro for some reason (including the death of your tank). Of course, Evasion is really the ideal thing if you get a shit load'a crap on you, like your tank dying... but Evasion should be a "last ditch effort" kinda' thing so you never wanna' use it for in groups unless you can get the most use outta' it. So that's when Ghostly Strike's become a god-send.

I've noticed myself using it so often in level 80 groups. In fact, when I notice myself taking damage (such as from melee AoEs), Ghostly Strike helps me dodge it. Or I suddenly will get a boss on me, I immediately hit Ghostly Strike helps me dodge some of those devastating attacks, until I'm able to put Tricks of the Trade on the tank or until the tank can regain aggro naturally.

So yeah, Ghostly Strike has become very useful to me. In fact, it'd really change the way I play in groups. In fact, there are many times when you can't do a lot of your normal defenses. Stuns won't work on some elites, including every boss. Blind is almost useless because every person in your group will be using some kind of AoE, even if you're fighting only one target (go fig...). Evasion and Vanish (and Shadowmeld for us night elves) are the only options we have (when Tricks of the Trade might not help in time)... but with Ghostly Strike, it can really help you. And best of all, if you take really serious damage, if you do use Evasion then, it's cool 'cuz the buff you already got from Ghostly Strike will already help ya.

There are tons of people that talk shit like "use it with Evasion". I don't recommend that at all. Don't use Ghostly Strike for Evasion... use it in the way I mentioned. Use Evasion just when you normally would. But, once you've got Evasion up, you can use Ghostly Strike to help out Evasion, but I actually recommend using Ghostly Strike towards the end of Evasion. "lol noob thats not how u use gs" The reason why is because it in a sense extends Evasion... Evasion lasts 15 seconds, so then if you use Ghostly Strike towards the end, it'll make your dodge chances last slightly longer. Now, I do use Ghostly Strike in the middle of Evasion, sometimes just to get insane dodge 'cuz I feel like it or because my health is so low I may not survive to the end of those 15 seconds of Evasion. So what I want you to understand both reasons for using Ghostly Strike to enhance Evasion and using Ghostly Stroke to extend Evasion.

Now there is a glyph called Glyph of Ghostly Strike. I don't recommend it at all. It increases damage and makes it last 4 seconds longer, which is really nice... But, it increases it's cooldown by 10 seconds. Instead of being 20 seconds, it's 30 seconds. That doesn't seem like much, and normally I would recommend this glyph... but shit, I've found myself hittin' my "f" key (key mapped to Ghostly Strike) in desperation because Ghostly Strike was still on cooldown, but I couldn't afford to use Evasion because we're right about to fight a boss (and you can't afford to have Evasion on cooldown during a boss fight). Or a more practical use... I get a target, or boss on me, and as I look down, I see Ghostly Strike finishing it's cooldown, thinkin' "Crap, it seems like I just used it a few seconds ago... Great!" and hit it. That 20 second cooldown comes in hand at the most important times.

So, when it comes to recommending Glyph of Ghostly Strike... if it's not good for me, then it's not somethin' I'm gonna' recommend to you.

Back to Ghostly Strike, it's somethin' I rely on so much in groups now and I recommend it to ya.

Jeaxx
Continue reading Ghostly Strike, Useful or Useless?

Get At Me...

Monday, December 22, 2008

So how to get at me? If your wonderin' why you can't leave comments on the pages, it's 'cuz I saw the comments starting turning into shit that reminded me of the trade chat. So no comments on pages...

So, how exact are you 'sposed to get at your favorite, wild-eyed rogue? Simple baby... chase me down in Stormwind, Darnassus or in the Dalaran sewers and be like "Yo baby! I got's somethin'ta tell ya!" and I'll be all like "Yeah?! Bring it...".

But I bet 95% of you aren't from my realm, so here's what you do. Go create a bad ass lookin' level 1 night elf rogue on the Icecrown realm and add "Jeaxx" to your friends list. If I'm on, whisper my ass. If I'm not on, or I don't see your whisper, simply send me some in game mail. To get money for mail, complete the very first quest, The Balance of Nature, and you'll not only get mail money, but selling the loot you collected, you'll collect over 1 silver. You then have the 30 copper to send a letter to me. Then write whatever you want to me; include your character and realm you're on, and at the end, say "send mail money". I'll write back to ya and send you some silver for mail money. ('Cuz I'm generous like that...)

Then what you do is just keep your level 2 character on Icecrown and simply switch over if you need to check mail from me or write me somethin'. And don't bother leveling this character, just focus on your main. (I have only one character in total, and that's Jeaxx)

Any questions? Well if you got'em, you know how'ta spit'em my way...

Jeaxx
Continue reading Get At Me...