Tuesday, January 27, 2009

World of Warcraft: Fight Malygos on Drakes in Phase 1/2 Exploit



There is a little nasty exploit which allows you to use Drakes from Phase 3 in Phase 1 & 2, which will make the 6 min Achievement much easier.

It was tested in Malygos 10-man instance, but probably works in 25 instance too. So far, it seems to only work with Mages and Rogues, as they are the only ones who can get out of combat and while remaining invisible. Maybe it will work with Shadowmeld too, but is untested.

Dugi's Ultimate World of Warcraft: Wrath of the Lich King PvP and Leveling Guide This little exploit can give you pretty nice dps increase in Phase 1 to get quickly into Phase 2 and saves pretty much time and you can also heal up your group this way.

Notice: You can't attack the adds while on drake! But Healing still works

Dugi's Ultimate World of Warcraft: Wrath of the Lich King PvP and Leveling Guide In order to for this exploit to work, you need to get into Phase 3 at least and must be a Mage or Rogue. And just before the platform shatters Rogues/Mages use their Vanish/Invisibility and remain in stealth/invisible until the rest of your group is mounted. Then all other (except Mages and Rogues) immediately dismount from their Drakes and fall into the void and die. On the same time, the Rogues/Mages run far away on the outer parts of the instance so that Malygos won't agro them. It's important that they don't enter combat at any price, otherwise they will die too.

When Malygos resets, the Mages/Rogues will remain on their drakes and can use them in Phase 1 (and party in Phase 2 too, for healing for example, but you can't attack the adds while on drake)

Update: There are also reports, that there is another way to accomplish this, by dying in Phase 1 or 2 and waiting in front of the Eye of Eternity Portal and enter it before the platform is shattered (1-5 seconds before). This however wasn't confirmed yet.

Update 2: There is another way, to keep the drakes for phase 1 & 2
Have the paladins cast Divine Intervention on raid members who can't vanish or go invisible. All they have to do is to immediately drop Divine Intervention. They will leave combat and stay out of it, which allows them to keep the drakes for the next try. - Thanks to QdlatY for sharing this!

Dugi's Ultimate World of Warcraft: Wrath of the Lich King PvP and Leveling Guide

World of Warcraft: Discover All Alchemy Discoveries Exploit



Currently there is an exploit with Discoveries in Alchemy, which allows incredibly increases your chances to discover new recipes.

How-to guide for this exploit:

  1. Prepare enough materials for you specialization (enough to create at least 20-40 Potions or Elixirs depending on your specialization), but don't craft them yet!!
  2. Buy enough Vials for the craft (buy as many vials as necessary to craft all of the Potions/Elixirs in one batch)
  3. Still don't craft them yet! Instead, use Transmute (Only Eternal Transmute and Titansteel Transmute will work!)
  4. Now be careful! Immediately after the transmutation cast was finished, start crafting of all your Potions/Elixirs (Important: You have to use "Create All" Button to craft of off them in one batch and immediately start crafting after the transmutation was done)

By following this guide, you should be able to discover 5-12 new discoveries within the crafting attempt. It's important that the batch is big enough (at least 20 items to be crafted, better 40)

Sunday, January 25, 2009

Warhammer Online: Squig Herder Template/Build



PvP build, your three top stats will be:

  • Ballistic Skill = adds to ranged DPS
  • Toughness = reduces incoming DPS
  • Wounds = adds to hit points

Assign 25 points as follows:

Quick Shootin: 15
In Quick Shootin tree buy

  • Run Away
  • Da Waaagh is Strong
  • Rotten Arrer
  • Shootin Wif Da Win0d
  • Behind Ya
  • Arrer o’ Mork

Don't buy

  • “Splinterin Arrers”

Assign remaining 4 points in “Big Shootin” tree. Any additional points should also be placed in “Big Shootin”, no reason for the bottom skill in the tree.

Assign 80 RvR in ...

  • Marksmen level 1 = 1 point
  • Marksmen level 2 = 3 points
  • Marksmen level 3 = 6 points
  • Marksmen level 4 = 10 points
  • Marksmen level 5 = 14 points

  • Fortitude level 1 = 1 point
  • Fortitude level 2 = 3 points
  • Fortitude level 3 = 6 points

  • Sharp Shooter level 1 = 2 points
  • Sharp Shooter level 2 = 4 points

  • Sure Shot level 1 = 5 points
  • Sure Shot level 2 = 10 points
  • Sure Shot level 3 = 15 points

The main purpose of this build is to put out massive ranged AOE damage..

Here are the planned active morale skills

  • Level 1 = Point Blank
  • Level 2 = Squig Goo
  • Level 3 = Explosive Shots
  • Level 4 = Arrer O’ Mork

Tactics can be changed anytime, as long as you are not in combat. There are 5 of them, I would set each set to a different use. One for PvP fight, one for PvP heal, one for PvE Group, and one for PvE solo. Here is my set for a “PvP fight”:

  • Steady Aim
  • Strength in Numbas
  • Da Waaagh iz Strong
  • Shootin’ Wif Da Wind

Build Strength

This build will makes you overpowered! 

If you look at EVERY core skill in the “Quick Shootin” tree, you will notice that you can use them all “on the move”. Being able to fling massive AOE damage at a range of 100,(increased from 65 feet to 100 feet with “Shootin Wif Da Wind”) AND being able to do this on the move, makes this build OP compared to other classes. Being overly mobile makes your survivability, and ability to lay down DPS on a target, honestly unfair to the other classes.