Monthly Archives: July 2013

The Summoner’s Guidebook: League of Legends isn’t just one gametype

The Summoner's Guidebook League of Legends isn't just one gametype

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After last week’s edition of the Summoner’s Guidebook, I realized that one of the things I sort of take for granted is the advantage of taking many of LoL’s different gametypes into account when I value a particular item. For instance, last week we talked a lot about Rabadon’s Deathcap, but it (and its sister item Wooglet’s Witchcap) has drastically different values in different game modes. It’s a lot easier to justify buying a Deathcap when you have easy sources of gold and a lot of time when you’re trying to gather it. If you have to fight, more defense becomes an imperative.

If you don’t play a lot of Dominion or Twisted Treeline, you might not realize that Bloodthirster and Infinity Edge are hard to buy when fights can erupt faster than ultimate skills can recharge. Expensive items like a Needlessly Large Rod or BF Sword are hard to justify when you can get some interim item that provides more balanced stats and will help win the fights you’re fighting now.

Playing other game modes also gives you a broader look at League of Legends. You don’t see the value of certain stats — particularly HP — until you realize that an extra 200-500 HP can cause a huge swing in the course of an engagement.

A world where health potions aren’t guaranteed

Dominion and TT are crazy sometimes. In Dominion, you are fighting or jockeying for a fight pretty much all the time. The post-fight recovery period in Dominion is incredibly short; generally the time taken to recall to base, buy, and spend about 15-20 seconds walking back is all it lasts. Encounters generally happen in one of two ways; either one team ambushes the other in the jungle or the two teams throw harassment at each other over a capture point until one team’s initiator sees an opening and decides to take it.

In that environment, buying a health potion doesn’t guarantee that you’ll get even half of the HP from it. In fact, a lot of the time a fight will erupt immediately as you arrive to the battle. It’s easy to forget that in Dominion, buying pots doesn’t win you the long attrition battle that is SR laning. Also, because basing doesn’t take away all of your income in Dominion, there’s no reason not to do it if it’d be risky to stick around otherwise.

Because pots are kind of limited in use and fights are very frequent, base trips (and deaths) become more frequent, buying is more frequent and it becomes more important to buy something that helps right now instead of saving your gold for a rainy day. If there’s a lot of burst magic damage on the enemy team and you have 800 gold, buying that Negatron Cloak right now will make a huge impact on the next fight. It’s probably more worth it to do that and try to work it into some other item like an Odyn’s Veil or Quicksilver item than to save up for a BFS.

Compare that to laning in SR. If your opponent deals burst magic damage, you should probably play safe and farm defensively, avoiding conflict unless she burns her cooldowns. Having Akali or Diana as your lane opponent doesn’t automatically mean you need to buy MR or health since you can avoid getting hit by them and still accomplish your objective: farming. If your goal is to fight her, you still want damage because she can retreat to her big scary tower. You want to kill her quickly.

The Summoner’s Guidebook League of Legends isn’t just one gametype
The altars have unlocked

Twisted Treeline is similar to SR at first glance because it has lanes, minions, towers, and a jungle. There’s a lot of PvE-type gameplay, and farming is an option. However, the similarities really end there.

Laning in TT is a lot different because the lanes are extremely long. I italicized “extremely” there, but I would put it in big 48-point bold font if I could. TT lanes are massive. Even being in the middle of the lane puts you a really, really long way away from your first tower. If you don’t have sight in your jungle approach all the time, you are in deep trouble. There aren’t any wards in TT. That means you’re pretty much always in trouble unless your jungler is clearing his wolf spawn or you can see all three of the enemy players.

In fact, hyper-aggro jungling is pretty much the name of the game in TT. There’s an altar in each jungle, and both teams want both altars. There’s jungle creeps to steal, and they’re worth a lot. If you can see both enemy laners, you can often coordinate an invasion to kill the enemy jungler and steal his altar. Basically everything in TT revolves around jungle roaming because there are no wards and moving where the enemy can’t see creates fear and paranoia in their minds.

The natural evolution of hyper-aggro jungle play is — you guessed it — fighting all the time. The jungler takes the worst of it, but even the laners need to get out of lane frequently to respond to predicted ambushes or to create opportunities. Fights with four to five combatants (there are only six in TT) happen before level 6 all the time. Fights with four to five combatants almost never happen in SR before a tower goes down except as part of a very early, coordinated level 1 invasion. Most of the time, a bottom lane ADC will be level 8 or 9 with thousands of gold worth of items before she sees the enemy top lane player on the same screen as herself. In TT, invasions can start as early as the first altar unlock.

The Summoner’s Guidebook League of Legends isn’t just one gametype
How much is defense worth?

If you’re fighting frequently, you might still be tempted to go for offense. If you eliminate the enemy early, why buy defense?

At low levels, a chunk of bonus HP is huge. A level 2 spell nuke deals 100-120 base damage. A Ruby Crystal is 180 HP, considerably more than one hit. 20 AP (much more than 500g worth of AP) would add somewhere between 12-14 extra damage on that hit instead. If two Annies trade nukes at level 3, the one with the extra health is going to win. In the late game, a fairly tanky mage with items like RoA and Rylai’s will probably withstand the full burst of a Deathcap + DFG mage, and the RoA/Rylai’s mage still has enough AP to kill a glass cannon mage in one combo (it’s character-dependent, obviously).

For autoattackers, it’s a little less clean-cut. A physical attacker probably won’t be doing most of his damage with base numbers so getting +10 AD is a much larger percentage of damage than +20 AP. However, AD is incredibly expensive compared to AP. The short answer is that if you deal spell damage with base ability numbers (even if they scale to AD), building survivability items or penetration items helps you out a lot more because your base numbers do a lot of the work. If you rely on autoattacks, you need to build mostly pure attack because most of your damage is from items.

If you fight all the time, though, building pure attack generates somewhat weak benefits. Even though you will eventually multiply your damage through attack speed and crit chance, HP and armor (or MR) multiply on themselves too and you can’t contribute as much as someone who has sweet base numbers and a lot of survivability. This generally means that, outside of SR, ADCs are kind of weak. If you’re fighting all the time, having a liability for 60% of the game is not an ideal scenario even if that liability eventually wins.

The point that I alluded to last week though is that in general, the recent buffing of defensive items has caused a big shift toward building defense. I’m honestly not sure how long the hyper-squishy glass cannon-type builds will stick around when building HP and penetration is so much more efficient. ADCs have already gotten to the point that playing one without a strong escape is now a total mistake. Mid mage picks have evolved to be either more support-oriented or survivable than before or can simply fight after dying (Karthus will always be strong). TT and Dom players noticed these trends at the start of S3, but they’re starting to creep into SR as well.

“Bruiser meta” is one of those terms that keeps getting tossed around, and more and more picks in SR (at least in LCS) have reflected this sort of trend. Defense has always been strong, but there’s a reason why building mages in TT with basically no damage other than a Void Staff and a Liandry works. It’s because when you can tank the enemy’s upfront burst to the face and laugh, it doesn’t matter that yours does half the damage. You have three or more times the effective HP. It’s pretty obvious who wins that encounter.

 

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World of Warcraft:PvP:Battlegrounds

The BGs, where half the battle is stayin’ alive, are points of strategic importance to both the Alliance and the Horde. In the trenches, forests, and plains of these instanced areas, players fight members of the opposite faction while completing a wide range of objectives. Don’t get carried away in the heat of battle, focus on the mission and stick to your battle brothers and sisters. Keep what you capture, don’t leave anything undefended and never, EVER, fight on the roads (to hell). Remember, there are more honor points in victory; all else is dust, easily swept away.

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Resource Race

Keep the resources flowing into the stores of your faction by capturing and holding nodes. Stall the enemy, disrupt their operations and you may soon be cruisin’ the road to victory.Resource Race

Arathi Basin                          Requires Level 10
Eye of the Storm                   Requires Level 35
Battle for Gilneas                   Requires Level 75
Deepwind Gorge                    Requires Level 90
Silvershard Mines                  Requires Level 90
Temple of Kotmogu               Requires Level 90

Capture the Flag

Sneak into the enemy’s fort, take their symbol of pride (flag) and return triumphantly (means: alive) to your own flag. Do not allow the enemy to take your flag or you will be unable to capture theirs.

Warsong Gulch                     Requires Level 10
Twin Peaks                          Requires Level 75

Warfare

CRUSH YOUR ENEMIEEEES, NYAHHHHHHHHHHHH! What? Oh… *ahem*. Ride into the fields of battle and clash with the enemy force. Burn down their towers, obliterate their defenses and eliminate, or secure, high priority targets.

Alterac Valley                        Requires Level 45
Strand of the Ancients            Requires Level 65
Isle of Conquest                     Requires Level 75
Wintergrasp                           Requires Level 75
Tol Barad                               Requires Level 85

 

Deployment Options

When the drums of war begin to thunder, the choice is in your hands. Whether you’re being hot-dropped in the nearest available front (Random Battlegrounds), or you decide to heed the Call to Arms (weekly Battleground where the fighting is at its thickest), you’ll be rewarded with additional PvP currency. Conversely, if you prefer to pick your battles, you can select specific Battlegrounds, or exclude up to two of them from the list (click the ).

Once you’ve proven yourself in the field and earned your weapons and armor, it’s time to crank it up a notch. Assemble an elite fighting unit of nine like-minded—and geared—friends or guildmates, and head into the Rated Battlegrounds. These will put your abilities and teamwork skills to the ultimate test, for with the greatest challenge come the greatest rewards.

Whatever your decision might be, remember this piece of wisdom: sometimes it is okay to turn tail and /waggle (especially when outnumbered).

Comments

Astrïd
I rolled an alliance toon because it feels like horde always loses, but when I play on my alli it feels like alliance always loses. Its nice to have the option of playing as either faction as both horde and alliance have their days where one seems to be doing better than the other. I don’t think its really unbalanced either way, its just a matter of who’s playing that day and if you get stuck with a crappy team or an elite team. If you win four battleground in a row then you lose two in a row, most people are going to say “omg, we ALWAYS lose” just because those two losses in a row seem like a lot regardless of the four you won before it.

Leeroý
I “theorycraft” a lot and always try to find a way to understand why Blizzard has done a specific thing. Also I completely disagree with you on Prot Paladins needing all the damage they can get, using Avenger’s Shield alone can keep aggro on you for an entire fight (I’ve tested it) unless it’s a boss AND they have the Passive ability that can reset the CD on Avenger’s Shield. I don’t understand how a tank cannot keep aggro in any situation unless the target is un-tauntable of course, due to all of the rather new passive threat buffs now in the game.

I have played every class at at least level 86 and PvP alot on the 90′s I have so I’m very familiar with each classes “end results”

“unbalanced leveling, so?” This is a big issue especially since Blizz is obviously targeting new players. Players don’t start at max level in case you’ve forgotten and leveling is the only thing open to players just starting sooo…why would a player keep playing the game if he/she is experiencing unbalanced game play and why would they continue to PvP at higher levels if they are being annihilated (they won’t have any heirlooms) in low level BG’s.

Yes this is not called a “balancing forum” but it is about PvP and balancing the classes is probably the most important part of making a successful PvP environment.

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WOW random system

WOW random system
WLK introduced random five copies of the design of this system has just come out with at least two delightful advantages, first eliminating the team’s troubles (previously was leaning against the guild, the public channel shouting), followed by eliminating the need to run Road painful (Recall that a group in northern Stranglethorn role do the task you want to go 42 Scarlet Monastery brush equipment), although the latter often been criticized as ‘not called automatically seek auto seek.’
Not always the king of senior players on the decline of WOW
On the whole the players on the This is satisfactory, then every daily task in Dalaran number of players can prove it, but it has also spawned a deadly problem that members of uncertainty, you can not predict your team is what kind of person, you’re not sure he really wants to work with you in a copy of struggle, or just to hang a machine, rob an equipment – and such things are always happening. serving team in the same era, for Deterrence is the frequency of the scraper public propaganda, but with inter-service team, renamed the service network and a series of war game content added, which has already lost the power of deterrence can be said that this problem is not resolved until today, maybe it will never can not be solved.

Game contains a series of changes to the restructuring and streamlining talent, modify and add new skills, add new race career, reproduce maps and low level copy, modify task access methods, etc. Each of these changes has a version, but the CTM changes maximum,  and a series of changes to reflect the core idea of the so called.

Buff such assimilation is CTM appears, from which you completely do not consider what Buff better job with, because so few total Buff and there is no difference, just add, such as skill assimilation, although the thieves plus the fan blade (which makes thieves have AoE ability, whereas before they could only be obtained through fighting talent short double attack) was there before, but the Master can inflate even a dog hunters can blow big lead shaman face no deposit is CTM appear, such as occupational assimilation, although all skills are a kind of priest is WLK has changed, but the point at least one department to another department points Set this cause similar expense of destroying the possibility of the story never appeared, not to mention the soldiers Earth Times, and this set is the CTM system’s core talent. basis attribute changes the shaman / knight and priest / druid magic back to this distinction, ceased to exist, before the latter by the former by five times the spirit back to the magic, and even a 5 second rule, but now all gone.

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WOW PVP game

WOW PVP game
Part mentioned above is mainly PVE, PVP part, the situation is also not ideal. Era is called the Earth’s field, PVP server playing field there is a frame, and often fight, but now you rarely see someone hit , except in a very few specialized squatting outside the trumpet and this phenomenon for the following reasons: First, the leveling itself greatly reduces the time required, the need to reduce the value of the experience, and there are three times the experience, calling such a return directly to 80 series of concessions, two, field leveling a lot less time, in usual circumstances copies can be upgraded, three, the absolute number of small players, even in the event encounter with fighting, there is no possibility of generating group fights, four, full level After a lot of players in the form of a random group game Heishishan snatch entrance condition still exists, but also reduced in size, five, the emergence of the battlefield and arena has attracted strong interest on the PVP players, and PVP system and self-Harmony , no Raid as a supplement, so players can PVP to the main city to complete all actions, do not need to go out killing.
Not always the king of senior players on the decline of WOW
And specific to the behavior of the PVP game set that is the battlefield and arena, both of which are facing serious problems. Battlefield homogenization extremely serious, at the beginning of the three basic modes (Capture the Flag, representing points, kill VIP) after WLK more than a siege mode (also known as football mode, because in football to score a touchdown in the game, like the door to touch the sacred treasure stormed the same), but after that battle basically play in these types of where they change, although some more Sarah, tramcar additional settings, but does not change the substance on the other hand, the arena in order to pursue the so-called balance, venues are designed to be very simple, generally is open space, few columns, a few boxes of the most complex terrain pour or a blade of the mountain, but the balance? this issue, I do not want to dwell too much, the arena is probably balanced, at least in the eyes of people who love it so, however, Brush class how to solve this thing? This fact is all online games, sports must face a common problem (Similarly, DOTA, LOL even War3 has cosmetologists, which is nothing on Taobao something unique), and like other games like, wow can not solve this problem. Maybe we can only solve the problem in the future hopes of the players who, at the cost is bear a ‘barbaric brush fighters’ in the title.

Overall, PVE part of the gameplay is gradually lost, PVP part of the inherent flaws but the situation does not get worse, after all, war is an eternal theme. Ironically, PVE gameplay losses reached in the CTM version a peak, and though often criticized, but in TBC 3.0 era, even after replacing the operators of this change in regime change, the number of national service online is not much volatility. This also shows that players do not care who operating the game, they still care about the game really fun. Or say they care about is there is interaction, based on the game really fun.

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WOW random team

WOW random team
Now the game has its own set of 10/25 (or the upcoming random fluctuations of 10 to 25 people) group, almost all the previous versions of the team to build friendships, or the reality of friends, or both with and complementary to miss the possibility of a new interactive game, what is left?
Not always the king of senior players on the decline of WOW
You can now understand why random team is fatal. Become very easy access to equipment and, more importantly, you do not see what is in this process where interaction is also not. Everything is the same as an ordinary team, someone to carry the blame , some output, some treatment, but just over an hour after our separate ways, like visiting a brothel – maybe Guangyao Zi does not take so long, we should not blame the players on the equipment needs, but what methods available to them it is determined by the blizzard. 5 copies if the design is just randomly a transitional expedient, random team is in the core of the game played on a knife to open it prevents players in the game to know more new friends, thus eliminating user interaction.

Association, which is ordinary players, a new user touch game, in this game, there are likely to interact with others last a way to produce, but no features guild system, the launch of the system in addition to the CTM let you have some scraper possibility or buying a few limited props, almost meaningless and monotonous for a new player, he does not join the Association plus the difference is obvious, but he joined the guild and join the guild difference is almost non- exist. designers would argue that new users are now wow users evolved from the old, they know what they want. That is true, but if you compare eight years ago, the game spread, famous, attracting There is no foundation for countless new players fought to join the scene, make the user to expand the way it really is a good choice? This involves a potential market issues (see below), China is a potential player in the end how much, wow potential users? whether in this market, wow potential already exhausted?

Wow there a good change? certainly I list these changes is not to say wow modifications have been doing bad, but you noticed changes in the previous version of the remaining issues, there has never been resolved. daily tasks to do long tiresome, but now there are so many daily, cross the flooded with random white clothes, Hunzi, Ninja, and any other adverse retreat team game experience, the overall efficiency of the team may not be higher than the natural high (in addition to automatic transmission outside) the homogenization of absolute harm than good, part of the contents was later modified again (such as talent, Blizzard also realized CTM talent design is a bit silly, and now I feel great model), part of the contents have been left behind such Buff system, with the from the lack of unique, you can not find traces of culture can not find the meaning of their own existence, only to put their hopes in the interaction, but interaction has a problem, the problem of the interaction of a typical proof of that MOP The new system is almost entirely designed for single-player game, meaning a further weakening of the team, even the random groups are also falling into their own Qupin character, it seems to work the same punch.

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WOW new premium cosmetic items

WOW new premium cosmetic items
It’s up to you which look you prefer – there’s a horned effort with flames, an icy, face-masking skull, and a black-and-red-hood with glowing eyes.

The most interesting additions are two new limited use items. TenTonHammer reports you’ll be able to pick up a Seesaw toy, which lets you and one fellow party member attempt to knock each other off a teeter-totter set.

The second new limited use item is the Iron Hitching Post, which is accessible by as many party members as you can gather; placing it on the ground allows everyone to mount up on ghostly iron horses. It can be used in the Battlegrounds but is entirely cosmetic.

Meanwhile, Blizzard has also added three cosmetic helms designed for Transmogrification. The helms have no stats or restrictions, and work with every armour type.

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WOW subscribers the number

WOW subscribers the number
Previously, items could only be purchased using real money in out-of-game auction houses, whereas in-game items were bought using gold pieces collected during quests.

However, Activision Blizzard is currently using only certain regions of World of Warcraft to test in-game, real-money purchases. The first item available to buy using real currency is the Enduring Elixir of Wisdom, which is available only to characters of level 85 and over and allows them to double the amount of experience points they earn from completing tasks.

As well as the new purchasing system, Activision Blizzard has recently launched an expansion pack for World of Warcraft called Mists of Pandaria, which allows users to play as a race of warrior pandas.

World of Warcraft is also now free to play until your character reaches level 20. After that point, players have to pay an 8.99 monthly subscription fee.

These additions mark Activision Blizzard’s effort to retain World of Warcraft’s player base, which has declined in 2013. According to the company’s financial results for this year’s first quarter, approximately 1.3 million subscribers left World of Warcraft, bringing the global number of players down to around 8 million.

In 2010, the number of World of Warcraft subscribers peaked at 12 million.

Despite Activision Blzzard’s efforts to retain subscribers, World of Warcraft users have raised concerns that in-game, real-money purchases will in fact cause more players to leave the game.

“Offering payment for in-game item services is a great way to kill a game,” wrote Xethorsiph, a user of the World of Warcraft Battlenet forum. “Such games are often called ‘pay to win’ because you end up at a point where the only way to be on top in-game is to spend out-of-game money.

“Such games inevitably crumble, because only a precious few are able/willing to invest their money in that way, and so they end up being the only ones around. With such a small player base, the game inevitably closes.”

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World of Warcraft gold The Paladin Guide

World of Warcraft gold The Paladin Guide
As the defenders of the Alliance and possessor of the Holy Light in wow, you can find Paladins and wow gold from the northern area of the Tirisfal Glades, counterattack the Forsaken, continually keeping their heightened alertness against magic power from the Dark Portal. Using their powerful strength and hammers of the Light, the sacred warriors direct forces in combat, meanwhile put themselves to the intensive battle.
[img]http://www.blogcdn.com/wow.joystiq.com/media/2013/04/aa-story-1024.jpg[/img]
Paladins are the only class of an Alliance, Shaman is only the class of the counterpart to the Horde, they work as the hybrid healer/tank to the Alliance. They do not possess the identical durability like the Warrior, but they are not inferior as they havecheap wow gold andtheir healing spells and buffs. There is just one class besides the Warrior that is the Paladin, he could wear plate armor as the pretty precious and useful tool. Paladins are able wield axes and swords while with the skill to use just blunt weapons such as maces.

The Paladin featuring a set of various sorts of assaults, contain blessings, auras, seals, and magic. The Paladin can weild mana to cast spells, the heal skill is the most expensive power of mana. And due to this the Paladin is not regarded as mana-efficient while healing like a Priest could be. The Paladin obtains the holy magic which has many similarities with which could be found in a Priest, yet at decreased effect. You can buy wow gold anduse the spell Holy Light like one of the the Paladin’s skills which could heal the goal for a while.

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World of Warcraft The Druid

In cat form, a druid is nearly as effective as a rogue at rapidly dealing melee DPS. The advantage to a druid, however, is that afterward you can simply pop back into caster form, fire off a couple HOTs on yourself, then shift back into cat, stealth, and go right on killing. Add in the fact that as a druid you also have the ability to buff your own stats and throw up a damage shield, and you’re pretty much an unstoppable killing machine.
Best World of Warcraft Solo Classes: The Druid
Druids are an amazing solo class because of their ability to adapt to any situation. A druid is a rogue, tank, and a healer all rolled into one.

In cat form, a druid is nearly as effective as a rogue at rapidly dealing melee DPS. The advantage to a druid, however, is that afterward you can simply pop back into caster form, fire off a couple HOTs on yourself, then shift back into cat, stealth, and go right on killing. Add in the fact that as a druid you also have the ability to buff your own stats and throw up a damage shield, and you’re pretty much an unstoppable killing machine.

The survivability of a druid is amazing, as well. Accidentally pull more mobs than you intended? Simply shift into bear form and tank them nearly as well as a warrior, only with the option of quickly shifting form and healing yourself. If you’re still in over your head, you can always shift into cat form and sprint away.

Feral spec is the way to go for soloing, though with the recent addition of dual specializations to World of Warcraft, you can always maintain a secondary resto spec for healing duties. 

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World of Warcraft The Warlock

Warlocks are all-around great soloers, but those who spec Affliction will find their downtime reduced to practically nothing with Dark Pact. Pet mana regenerates at an incredibly fast pace, and with this ability you can simply transfer mana from your pet to yourself at any time.
Best World of Warcraft Solo Classes: The Warlock
Like a hunter, a warlock’s pet makes soloing a lot easier, but not for the same reasons. At lower levels, a warlock can use his pet similarly to a hunter pet, soaking up damage and holding mobs’ attention while he throws DOTs and life drains from afar. After level 40, however, an Affliction warlock’s pet becomes a fast-replenishing mana battery thanks to Dark Pact.

Of course, a warlock of any spec has the advantage of Life Tap, as well. For a warlock in World of Warcraft, health is mana. As long as you’re alive, you can keep casting spells. With life tap, you simply convert your remaining health into mana and keep right on casting spells. When your health gets low, you can use Drain Life on a mob to replenish it.

Thanks to these amazing mana replenishing abilities, downtime becomes a non-issue. Add in the fact that warlocks do an amazing amount of damage with their damage over time spells and can typically Drain Life faster than mobs can damage them, and you’ve got the makings of one outstanding solo class. 

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