Archive
New home! Velidra.com
Hello everyone!
This has been a bit in the making (ok a few weeks while I messed around with workpress, but I’ve had the domain for a while), but I’m finally moving of workpress.com and onto my own hosting!
Essentially this means that the blog is moving to velidra.com, and will allow me to have some new fancy toys, like actual wowhead tool tips!
So it would be wonderful if everyone could update those fickle things like blogrolls and RSS feeds to the new URL
If LFR had a theme song what would it be?
How about this:
Heroic Morchok 10 rage
I’d just like to take this moment, and this oppportunity to say how much a 10man fight sucks that requires 2 groups consisting of
1 tank
2 healers
1 melee soaker
1 generic DPS
This kind of makes it annoying to put together groups. Not even 10man has access to 3 healers let alone 4. Especially after a tier that required almost every fight to be 2 healed.
Thank you very much Blizzard.
Warlock Tier 13
This is all I can see now when I look at the tier.
Need new tier set for Warlocks?

(many thanks to @whitepandamedia for shopping this for me >.>)
What progression feels like on some days

And sometimes, if your really lucky, you crash just after the boss dies, and its possibly one of the best feelings. Ever.
Of warlock “nerfs” and other patchy stuff
Ok, so I logged in today, and like most warlocks I went straight to the target dummys. What did I find?
Golden rules of DPS
When I was first considering doing a blog, one of the things I really wanted to post about was various ‘skill’ related things. In a computer game its very easy to lose track of what skill is. Everyone’s pressing buttons, so what separates one player from another?
Throughout wotlk DPS has been perceived as the ‘easy’ job. You sit there and you set pew pew lazers to maximum and let the boss have it. Occasionally you switch to the adds and kill them. As such now towards the end of wotlk in the casual to semi casual parts of the game skill is almost never considered, and experience comes down to have you been in a group that’s killed the encounter before? Never mind if you were on the floor the entire time because you failed and died. This ‘casual’ part of the game has taken up the old raiding mantra of if you have the gear, you have likely been farming the bosses for a while, you know what your doing. Sadly this is no longer so black and white with full tier and badge gear so readily available to non raiders.
So what makes one player better than another? Over (potentially the next) several blog posts I intend to go over some of these things, some will be more philosophical things, some will be practical. This post? I intend to go over several ‘rules’ of DPS, mostly with a eye towards cataclysm. While these are aimed at dps, they can apply to healers and tanks as well in some regards.
Cataclysm first impressions
So, for epic wootage, I finally got into the cataclysm beta. In case it isn’t obvious, spoilers after the break.
Scaling factors
Sta=0.0350 Int=4.6378 SP=3.1804 Hit=6.3289 Crit=2.7720 Haste=1.4481 Mastery=3.0874
Above are the scale factors for destruction, if you’re in BiS gear. You’ll notice that haste is not very valued, yet everyone says that haste is awesome and you should reforge for haste where you can, so why are these values so different? What aren’t they telling us?
Before diving into this, this post is in regarding to some light theory crafting using something called scaling factors, if you don’t know what these are, then it might be worth a skip at least until I do a ‘what are scaling factors?’ post and then this might make a bit more sense. But the shortest version possible is that it tells you what each point of a stat will give you in terms of DPS (in “Theory”). So the TL;DR; Always take generic scale factors you get from a website with a rather large grain of salt.