Showing posts with label Heroic Dungeons. Show all posts
Showing posts with label Heroic Dungeons. Show all posts
Thursday, January 20, 2011
The Reactive Masses Cry Out: Heroics are Hard!
The more and more I think about it, what exactly is hard about Cataclysm Heroics? They are beginning to nerf stuff! Which element of the heroic dungeon itself is so difficult that people want them to be simplified?
From what I see, this all originates from:
1. Lack of Communication/Organization
2. Tunnel Vision
3. Impatience
4. Ego
5. The Golden Egg
Notice the trend here? All of these are player-based problems, none of which were actually programmed into the heroic dungeon iteself to somehow mind control the player to change their behaviour. In other words:
The problem stems from: "Heroic dungeons in Cataclysm are too hard, because they make me not want to communicate with the rest of my group, because I just want to get this over with to get my gear and I am too good to initiate any exchange of information I just need my points and my gear. If there is any mechanic in which my class can negate, someone else other than myself can do it."
Notice the many iterations of ME, MY and I in that statement. This leads us to the competent players' woes:
"Heroic dungeons seem hard because no one wants to take responsibility, learn fights, use class abilities, or co-ordinate, etc, etc, etc."
"I don't have time to engage in raid-like communicatives just to get through some heroic dungeon", so someone else will?
But you have time to play a video-game otherwise? Why not spend your time with your loved ones or familiy or doing something productive for the community or finding a way to increase your wealth? Ego.
1. Lack of Communication/Organization
Seriously, it is not THAT hard to say "I can banish/sheep/interrupt/trap/blind/slow/sap/fear/mind control/hex/did I miss any yet/root purple triangle, and I will continue to use that unless otherwise!" If someone objects, then work something out. Or you can suggest "Can you please banish/sheep/cc/ so and so mob, we need your cc skills, thanks!"
See, that wasn't so hard! Though with issues 2-5 in the way it could be. But we'll get to those later.
Organization. "I'll tank the boss facing away from everyone but I might have to move because such and such mechanic will make me move so everyone be on guard, aka don't have tunnel vision".
If you don't know a fight. ASK. Say I hired you to do financial analysis and a certain reporting format was different than what you were used to, the simplest way is to ASK. Rather than throwing all the papers out the window then jumping out the building, just ask and the task will be explained to best of my knowledge. No one minds, and no one will think that your penis is 0.5" by asking questions. Seriously no one is thinking about your penis. Actually wait now I am...ok no wait let's keep this post strict and formal and not X-rated.
If a problem persists, then change your outlook and try to tackle the fight in another perspective. The extra add is getting killed where it should be CC'd, MOVE IT AWAY.
2. Tunnel Vision
DPS: Must have highest number regardless of what I do. This means I will spam my buttons ignoring external factors such as fire/poison/cleaves/aoe's/adds. I die, blame someone and leave.
Heals: Must keep tank at full and not heal myself or the party through un-avoidable damage. (Though healer tunnel vision is an entirely different topic) If someone dies, its their fault and I leave just because.
Tank: I must survive but in my quest for survival I am forgetting placement/aoe/mechanics. Etc. If my boss placement results in DPS death its their fault. I leave.
This can easily be overcome by knowing the fights, or at least expecting what might come of a fight, such as aoe/adds. It's common sense. Stay Out of Shit. Also, try to expect what the other roles are going to be up against during the fight. So if the boss leaves a pool of shit on the ground that is REALLY wide, move him out or else NO ONE can damage the boss while avoiding shit at the same time.
3. Impatience
An important factor that affects both the player and their party members is impatience.
"Ugh I don't have time to learn new fights, or I don't have time to learn raid mechanics in a dumb heroic".
Then don't play.
"Ugh I don't have time to wait for these noobs to learn the fight or explain it clearly"
Then don't play.
Say I somehow hired you for that analyst position and I said "Ugh I don't have time to train a new person they'll figure it out themselves or they can just quit". How effective would that be for the employee and for the company? Time and resources wasted in exchange for no productivity. Baaad!
Though this "rush to the end" mentality does seem to be hard-wired into the general WoW play-style so this may be hard to overcome.
4. Ego
Again, asking questions make one seem weak and small appendaged or may make them seem dumb, stupid, mentally handicapped, and homosexual all at the same time. There is a lot of pressure behind asking a simple question such as "Where should I not stand?" Eeep! HOMO!!
Some players may cause issues because they are "too epic" to group with the likes of you. "Your DPS is so low HOMO". Or they are too good to actually explain the fights "Just stay out of shit LOL"
5. The Golden Egg
Yes I am using a concept I learned from reading Stephen Covey. As WoW is designed for the player to now hit 85 and deck themselves out in the snazziest of gears possible, our "Golden Egg" is Gear/Rep/Valor Points. We all have our eye on them, but some of us would rather just have the egg and not work to "nourish" (not the druid spell nourish) their Goose, the medium in which the egg is produced. The Goose is working with your group!
What is so Hard?
Now, other than unfortunate group compositions such as all melee, no interrupts, lack of CC (All DK), what is actually so hard about the new heroics? They are long and tedious yes, but difficult? No?
QUICK NOTES
Throne of Tides
The casters, kill the casters and run out of earth shakings!
Blackrock Cavern
Kill the chain, watch fire stacks, CC dogs, kite shadows.
Shadowfang Keep
Run, stop, stay behind things!
Deadmines
Run, run, run, use cannons, run, adds, adds, adds!
The Stonecore
Don't let the Earthchanger change, be lucky with burrow, LOS, dot, watch out for dust!
Vortex Pinnacle
Dodge whirlwinds, dodge tornadoes, CC TEMPLE ADEPT /shakefist, run into Triangle!
Grim Batol
Bomb things, dodge blitz cc purple, shield behind, kill fire adds, slow and kill adds shadow vortex.
Halls of Origination
Omg this one is too long, stay out of shit and kill adds probably and interrupt Rajh!
Lost City of the Tol'Vir
Don't touch bombs, kite phoenix kill it, kill crocs stay away from Augh, kill adds.
Throne of Flame: Seat of the Inferno
Dodge fire walls, click on geysers, kill small adds kite big fire adds, have at least two people to help absorb Hell Knuckle if no plate wearers, one if plate wearer and watch for platform explosions!
Truny the Difficult
From what I see, this all originates from:
1. Lack of Communication/Organization
2. Tunnel Vision
3. Impatience
4. Ego
5. The Golden Egg
Notice the trend here? All of these are player-based problems, none of which were actually programmed into the heroic dungeon iteself to somehow mind control the player to change their behaviour. In other words:
The problem stems from: "Heroic dungeons in Cataclysm are too hard, because they make me not want to communicate with the rest of my group, because I just want to get this over with to get my gear and I am too good to initiate any exchange of information I just need my points and my gear. If there is any mechanic in which my class can negate, someone else other than myself can do it."
Notice the many iterations of ME, MY and I in that statement. This leads us to the competent players' woes:
"Heroic dungeons seem hard because no one wants to take responsibility, learn fights, use class abilities, or co-ordinate, etc, etc, etc."
"I don't have time to engage in raid-like communicatives just to get through some heroic dungeon", so someone else will?
But you have time to play a video-game otherwise? Why not spend your time with your loved ones or familiy or doing something productive for the community or finding a way to increase your wealth? Ego.
1. Lack of Communication/Organization
Seriously, it is not THAT hard to say "I can banish/sheep/interrupt/trap/blind/slow/sap/fear/mind control/hex/did I miss any yet/root purple triangle, and I will continue to use that unless otherwise!" If someone objects, then work something out. Or you can suggest "Can you please banish/sheep/cc/ so and so mob, we need your cc skills, thanks!"
See, that wasn't so hard! Though with issues 2-5 in the way it could be. But we'll get to those later.
Organization. "I'll tank the boss facing away from everyone but I might have to move because such and such mechanic will make me move so everyone be on guard, aka don't have tunnel vision".
If you don't know a fight. ASK. Say I hired you to do financial analysis and a certain reporting format was different than what you were used to, the simplest way is to ASK. Rather than throwing all the papers out the window then jumping out the building, just ask and the task will be explained to best of my knowledge. No one minds, and no one will think that your penis is 0.5" by asking questions. Seriously no one is thinking about your penis. Actually wait now I am...ok no wait let's keep this post strict and formal and not X-rated.
If a problem persists, then change your outlook and try to tackle the fight in another perspective. The extra add is getting killed where it should be CC'd, MOVE IT AWAY.
2. Tunnel Vision
DPS: Must have highest number regardless of what I do. This means I will spam my buttons ignoring external factors such as fire/poison/cleaves/aoe's/adds. I die, blame someone and leave.
Heals: Must keep tank at full and not heal myself or the party through un-avoidable damage. (Though healer tunnel vision is an entirely different topic) If someone dies, its their fault and I leave just because.
Tank: I must survive but in my quest for survival I am forgetting placement/aoe/mechanics. Etc. If my boss placement results in DPS death its their fault. I leave.
This can easily be overcome by knowing the fights, or at least expecting what might come of a fight, such as aoe/adds. It's common sense. Stay Out of Shit. Also, try to expect what the other roles are going to be up against during the fight. So if the boss leaves a pool of shit on the ground that is REALLY wide, move him out or else NO ONE can damage the boss while avoiding shit at the same time.
3. Impatience
An important factor that affects both the player and their party members is impatience.
"Ugh I don't have time to learn new fights, or I don't have time to learn raid mechanics in a dumb heroic".
Then don't play.
"Ugh I don't have time to wait for these noobs to learn the fight or explain it clearly"
Then don't play.
Say I somehow hired you for that analyst position and I said "Ugh I don't have time to train a new person they'll figure it out themselves or they can just quit". How effective would that be for the employee and for the company? Time and resources wasted in exchange for no productivity. Baaad!
Though this "rush to the end" mentality does seem to be hard-wired into the general WoW play-style so this may be hard to overcome.
4. Ego
Again, asking questions make one seem weak and small appendaged or may make them seem dumb, stupid, mentally handicapped, and homosexual all at the same time. There is a lot of pressure behind asking a simple question such as "Where should I not stand?" Eeep! HOMO!!
Some players may cause issues because they are "too epic" to group with the likes of you. "Your DPS is so low HOMO". Or they are too good to actually explain the fights "Just stay out of shit LOL"
5. The Golden Egg
Yes I am using a concept I learned from reading Stephen Covey. As WoW is designed for the player to now hit 85 and deck themselves out in the snazziest of gears possible, our "Golden Egg" is Gear/Rep/Valor Points. We all have our eye on them, but some of us would rather just have the egg and not work to "nourish" (not the druid spell nourish) their Goose, the medium in which the egg is produced. The Goose is working with your group!
What is so Hard?
Now, other than unfortunate group compositions such as all melee, no interrupts, lack of CC (All DK), what is actually so hard about the new heroics? They are long and tedious yes, but difficult? No?
QUICK NOTES
Throne of Tides
The casters, kill the casters and run out of earth shakings!
Blackrock Cavern
Kill the chain, watch fire stacks, CC dogs, kite shadows.
Shadowfang Keep
Run, stop, stay behind things!
Deadmines
Run, run, run, use cannons, run, adds, adds, adds!
The Stonecore
Don't let the Earthchanger change, be lucky with burrow, LOS, dot, watch out for dust!
Vortex Pinnacle
Dodge whirlwinds, dodge tornadoes, CC TEMPLE ADEPT /shakefist, run into Triangle!
Grim Batol
Bomb things, dodge blitz cc purple, shield behind, kill fire adds, slow and kill adds shadow vortex.
Halls of Origination
Omg this one is too long, stay out of shit and kill adds probably and interrupt Rajh!
Lost City of the Tol'Vir
Don't touch bombs, kite phoenix kill it, kill crocs stay away from Augh, kill adds.
Throne of Flame: Seat of the Inferno
Dodge fire walls, click on geysers, kill small adds kite big fire adds, have at least two people to help absorb Hell Knuckle if no plate wearers, one if plate wearer and watch for platform explosions!
Truny the Difficult
Wednesday, April 21, 2010
Random Dungeon Experiment
I pugchecked myself at www.pugchecker.com, and as I had been complaining before, if my "Random" heroic dungeon is not Azjol Nerub it's Halls of Stone/Lightning. And recently, Culling of Stratholme.
Here's the count.
Azjol Nerub: 43
Culling of Stratholme: 34
Halls of Lightning: 29
Halls of Stone: 28
Every other dungeon is under 20 clears with almost 90% of them under 15 clears.
Since I only run one random heroic a day on Truny for the Only-Useful-Frosts, I am going to start keeping track of the names of the party members I see, because maybe I have been running H AN EVERYDAY with the same people without knowing?
It's funny, because even considering the high number of Azjol Nerub runs, the 28 Halls of Stone Stand In That Room With Lasers Event probably consist of the greatest amount of time wasted since 28 times that 5 minutes is like....what FIVE WEEKS?
Truny the Warlock
Here's the count.
Azjol Nerub: 43
Culling of Stratholme: 34
Halls of Lightning: 29
Halls of Stone: 28
Every other dungeon is under 20 clears with almost 90% of them under 15 clears.
Since I only run one random heroic a day on Truny for the Only-Useful-Frosts, I am going to start keeping track of the names of the party members I see, because maybe I have been running H AN EVERYDAY with the same people without knowing?
It's funny, because even considering the high number of Azjol Nerub runs, the 28 Halls of Stone Stand In That Room With Lasers Event probably consist of the greatest amount of time wasted since 28 times that 5 minutes is like....what FIVE WEEKS?
Truny the Warlock
Labels:
Heroic Dungeons,
Random Dungeons,
Truny,
Warlock
Go Die
Have you ever partied with that lone dps'er who just has to top the charts, even at their own peril?
I'm talking the random heroics here.
You know, the enhancement shaman that takes more damage than the tank, or the spinny warrior things that take more damage than the tanks, or the trigger happy hunter?
You know, in the first five seconds of the fight they already generated half the damage while everyone else is sitting at their initial pull 2k dps?
I love to mess with those people.
What do heroics consist of? Various groups of mobs, then a boss.
What's the fastest way for us to down anything in such groups?
Seed of Corruption. This spell is so fun it's not even funny.
The tank pulls four mobs. Get your haste up for heroics, you'll love it.
Let's say you cast a Seed on each of the four mobs. The average damage is 3,ooo to 6,200 crits so let's say 4,500. (Though in reality I usually see 5,000-6,200)
OTHER than a very geared rogue who can auto-attack 7003453353 dps, what other class can produce in the window of about five seconds:
(4 + 4 + 4 + 4) x 4500 for a total of about 75,000 damage? (See the example numbers is pretty low usually its 120,000 but that's assuming spell power on the higher end)
This makes them go insane!
When they see this on the first pull they will, they WILL ramp it up on the next pull and possibly draw aggro from multiple mobs and die.
***WARNING: This will generate a lot of threat. Practise! Try throwing out one seed, then topping it off with a rain of fire and see how your damage compares to the tank's. Then try two, three, four, etc.
Truny the AOE-FEST!
I'm talking the random heroics here.
You know, the enhancement shaman that takes more damage than the tank, or the spinny warrior things that take more damage than the tanks, or the trigger happy hunter?
You know, in the first five seconds of the fight they already generated half the damage while everyone else is sitting at their initial pull 2k dps?
I love to mess with those people.
What do heroics consist of? Various groups of mobs, then a boss.
What's the fastest way for us to down anything in such groups?
Seed of Corruption. This spell is so fun it's not even funny.
The tank pulls four mobs. Get your haste up for heroics, you'll love it.
Let's say you cast a Seed on each of the four mobs. The average damage is 3,ooo to 6,200 crits so let's say 4,500. (Though in reality I usually see 5,000-6,200)
OTHER than a very geared rogue who can auto-attack 7003453353 dps, what other class can produce in the window of about five seconds:
(4 + 4 + 4 + 4) x 4500 for a total of about 75,000 damage? (See the example numbers is pretty low usually its 120,000 but that's assuming spell power on the higher end)
This makes them go insane!
When they see this on the first pull they will, they WILL ramp it up on the next pull and possibly draw aggro from multiple mobs and die.
***WARNING: This will generate a lot of threat. Practise! Try throwing out one seed, then topping it off with a rain of fire and see how your damage compares to the tank's. Then try two, three, four, etc.
Truny the AOE-FEST!
Labels:
Demonology Warlock,
Heroic Dungeons,
Truny
Wednesday, March 31, 2010
How Random of You to Join Us
Ugh Frost Emblems, we'll need over 400 of these things for our T10 crap save for the weekly Vault of Archavon Lotto where the gloves or pants will drop. Since one thing I would like to do is to collect the complete T10 in preparation for the killing of Spirit.
The daily frost random dungeon thinger is where its at. But okay let me ask, how random is this?
For the past MONTH the instance pattern that my Warlock has seen was as random as this:
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Halls of Lightning
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Halls of Stone
Halls of Lightning
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Halls of Lightning
Azjol Nerub
I have 36 Anub'arak kills! This compared to 15 King Ymirons and I'm sick of Utgarde Pinnacle as well!
Point A) This is good, Azjol Nerub takes like FIVE minutes to complete save for the fact that Anub'arak has to burrow underground for about THIRTY MINUTES of the fight, what's the point? They should not nerf this part, but ramp up the difficulty, make it the same difficulty as seen in the ToC RAID, spikes will chase you and ONE SHOT YOU, his leeching swarm is stronger, and the adds hit harder and cleave. This place is BORING, I just set Blagroon the Felgaurd onto agressive and I just stand there waiting for to nuke down the adds. He also tends to burrow when Decimation activates, and re-emerges from underground at such low health that he's dead in one shadowbolt cast. Lame. Why not ramp up ALL five man dungeons to raid difficulties to force everyone to have a sense of awareness/alertness when in a group setting.
Point B) AGAIN?? Though, Point A trumps Point B since H AN is so short. The end.
Truny the Random
The daily frost random dungeon thinger is where its at. But okay let me ask, how random is this?
For the past MONTH the instance pattern that my Warlock has seen was as random as this:
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Halls of Lightning
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Halls of Stone
Halls of Lightning
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Azjol Nerub
Halls of Lightning
Azjol Nerub
I have 36 Anub'arak kills! This compared to 15 King Ymirons and I'm sick of Utgarde Pinnacle as well!
Point A) This is good, Azjol Nerub takes like FIVE minutes to complete save for the fact that Anub'arak has to burrow underground for about THIRTY MINUTES of the fight, what's the point? They should not nerf this part, but ramp up the difficulty, make it the same difficulty as seen in the ToC RAID, spikes will chase you and ONE SHOT YOU, his leeching swarm is stronger, and the adds hit harder and cleave. This place is BORING, I just set Blagroon the Felgaurd onto agressive and I just stand there waiting for to nuke down the adds. He also tends to burrow when Decimation activates, and re-emerges from underground at such low health that he's dead in one shadowbolt cast. Lame. Why not ramp up ALL five man dungeons to raid difficulties to force everyone to have a sense of awareness/alertness when in a group setting.
Point B) AGAIN?? Though, Point A trumps Point B since H AN is so short. The end.
Truny the Random
Labels:
Heroic Dungeons,
Random Dungeons,
Truny,
Warlock
Tuesday, March 9, 2010
What If: You Were Your Own 5-man Dungeon Group?
For simplicity's sake let's restrict this to level 80 heroics. If one of your toons' has dual-spec, then they can count as TWO separate characters.
Here is my most likely 5-man composition:
Tank: Turny the Bear
Healer: Turny the Restless Tree
DPS: Truny the Warlock
DPS: Turby the Hunter
DPS: Klupty the Jewelcraft Slave Death Knight
It is quite obvious that in this group, the Death Knight is getting carried by the rest of the party members. He can barely break 3k dps, has no hit rating, and is still wearing some gnarly quest blues.
This would be the ultimate AoE team. Mangle and Swipe. Wild Growth. Seed of Corruption and Rain of Fire, Volley and Multi-shot. Howling Blasts. Heck, the Warlock and Hunter can sustain such high DPS that I might just let the DK go onto auto-walk-follow and just tag along for emblems and drops.
I tend to have this thought in the back of my head because sometimes just SOMETIMES I think "damn if only that crappy dps was my own hunter then we'd be much quicker" or "why is that dumb healer standing still, if it was Turny..."
KTHXBAI
Here is my most likely 5-man composition:
Tank: Turny the Bear
Healer: Turny the Restless Tree
DPS: Truny the Warlock
DPS: Turby the Hunter
DPS: Klupty the Jewelcraft Slave Death Knight
It is quite obvious that in this group, the Death Knight is getting carried by the rest of the party members. He can barely break 3k dps, has no hit rating, and is still wearing some gnarly quest blues.
This would be the ultimate AoE team. Mangle and Swipe. Wild Growth. Seed of Corruption and Rain of Fire, Volley and Multi-shot. Howling Blasts. Heck, the Warlock and Hunter can sustain such high DPS that I might just let the DK go onto auto-walk-follow and just tag along for emblems and drops.
I tend to have this thought in the back of my head because sometimes just SOMETIMES I think "damn if only that crappy dps was my own hunter then we'd be much quicker" or "why is that dumb healer standing still, if it was Turny..."
KTHXBAI
Labels:
Heroic Dungeons,
Random
Tuesday, March 2, 2010
Decimation: Get Outta The Way!
Remember when we had to take out our rulers and measure the perfect distance to stand by the Boss to perfect the timing on our Soulfire/Shadowbolt weaving so that when Shadowbolt lands it would proc Decimation for us just in time for Soulfire?
Well, of course that has been changed already, now Decimation gives us Nine Seconds of Soulfires with 40% reduced cast times.
I had misunderstood this ability for about a week until I realized something: I can continue to cast Soulfires under Decimation. Meaning that when a Soulfire lands on a mob, the Decimation effect does not disappear like in the good old days, it's a flat Nine Seconds of Firy Fun!
It was something completely new to Truny: Attack a fresh mob with a starter spell Corruption and then Soulfire (!!) instead of Shadowbolt! And not just ONE Soulfire, sometimes there's time for multiple!
Usually it takes me a wasted cast of Shadowbolt to realize that Decimation has procced so I usually have just over 7 Seconds to Soulfire Spam! Still, with a decent amount of haste, this means that Soulfires under the Decimation effect take about 1.8 to 1.9 seconds to cast which means FOUR Soulfires are available to blast at ANYTHING!
The most likely situation is that mobs are going to be dropping really fast once one is under 35%, so your first Soulfire is most likely to refresh Decimation, and you can switch targets and burn down a second mob by throwing your free Soulfires. If you are lucky, your last Soulfire and the damage from your other party members would have weakened that mob to under 35% and Decimation would be in consistent effect. Feel free to throw in some corruptions to Molten Coreicize your Soulfires as well!
Note 1*: I only find this useful and possible in the Icecrown 5-mans where the trash waves have a high enough HP to NOT die within three seconds. I tend to have a consistent Decimation effect after it has been triggered. However, Warlocks partying with newer groups may be able to do this in the ilvl200 Heroic dungeons just to get a feel of Soulfire chaining.
Note 2*: For the ilvl200 Dungeons, throwing out a bunch of Seed of Corruptions and topping it off with a Rain of Fire (optional) is still Truny's preferred choice of satisfyingly explosive AoE!
Truny the Warlock
Well, of course that has been changed already, now Decimation gives us Nine Seconds of Soulfires with 40% reduced cast times.
I had misunderstood this ability for about a week until I realized something: I can continue to cast Soulfires under Decimation. Meaning that when a Soulfire lands on a mob, the Decimation effect does not disappear like in the good old days, it's a flat Nine Seconds of Firy Fun!
It was something completely new to Truny: Attack a fresh mob with a starter spell Corruption and then Soulfire (!!) instead of Shadowbolt! And not just ONE Soulfire, sometimes there's time for multiple!
Usually it takes me a wasted cast of Shadowbolt to realize that Decimation has procced so I usually have just over 7 Seconds to Soulfire Spam! Still, with a decent amount of haste, this means that Soulfires under the Decimation effect take about 1.8 to 1.9 seconds to cast which means FOUR Soulfires are available to blast at ANYTHING!
The most likely situation is that mobs are going to be dropping really fast once one is under 35%, so your first Soulfire is most likely to refresh Decimation, and you can switch targets and burn down a second mob by throwing your free Soulfires. If you are lucky, your last Soulfire and the damage from your other party members would have weakened that mob to under 35% and Decimation would be in consistent effect. Feel free to throw in some corruptions to Molten Coreicize your Soulfires as well!
Note 1*: I only find this useful and possible in the Icecrown 5-mans where the trash waves have a high enough HP to NOT die within three seconds. I tend to have a consistent Decimation effect after it has been triggered. However, Warlocks partying with newer groups may be able to do this in the ilvl200 Heroic dungeons just to get a feel of Soulfire chaining.
Note 2*: For the ilvl200 Dungeons, throwing out a bunch of Seed of Corruptions and topping it off with a Rain of Fire (optional) is still Truny's preferred choice of satisfyingly explosive AoE!
Truny the Warlock
Labels:
Demonology Warlock,
Heroic Dungeons,
Soulfire,
Truny,
Warlock
Friday, February 26, 2010
Svala Sorrowgrave
OH NOES! This is the first boss in Utgarde Pinnacle. This is also the most ANNOYING boss in the ENTIRE game! Why? I think SOMEONE had one too many cigs when she was a young Vrykul Bitch.So when you enter the room, you see her and the Lich King talk for about SEVEN HOURS, all raspy goodness!
What is the POINT of this boss?
SHE IS TRUNYS BITCH!
That is if Truny isn't the one caught in her ritual of swords. Why you ask?
If Truny isn't the one caught in her Ritual of Swords, I can usually KILL her before she even finishes her ritual!
It's revenge I tell you! The time where we outgear her SO much that FINALLY we can destroy her singlehandedly!
It's bittersweet, to have to endure her melodic vocals then to BURN her down before she effectively does ANY damage to the party!
What usually happens is that the party burns her down to about 250k or 220k HP and she'll cast her Ritual (which takes WAY too long), she's only a few % from Decimation Limit, a few shadowbolts, pop Metamorphosis and Soulfire her down! AH Satisfaction!
Truny the Warlock
Labels:
Demonology Warlock,
Heroic Dungeons,
Truny,
Utgarde Pinnacle,
Warlock
Thursday, December 31, 2009
Back in Time
Yesterday I hopped onto Turny for his daily Frost-emblem run, and I did not mind having to wait 2 seconds longer for a queue so I only signed up as a healer.
1...2...ready.
The group I was with was at the first boss of Drak'Tharon Keep. That place is whatever weird!
Engage the first boss: Whatever His Name is Summons Exploding Trolls
Rejuvenate, Lifebloom.
Wait....err..they are still fighting.
Rejuvenate Lifebloom.
....they are still going at it. This is taking a while am I lagging?
By now I think he enraged and some trolls exploded and the tank went SPLAT.
WHOA what? On my watch??
Glance recount real quick. OHH.
1200, 1300, 1350, 1000, 16 (that's me!)
I have been so used to GO GO GO fast runs that the notion of "regular" getting geared up toons still existed. I remember Truny the Warlock being one, though she still pulled off 2k no matter what.
So it was a different feel yesterday, no longer did entire mobs go down by one Lifebloom, or did an entire room last for one single Regrowth. We downed the last boss smoothly, and slowly. As expected.
I then logged onto my Hunter. There was just....something I had to confirm. I threw him into the dungeon getter, grabbed the daily cooking quest and off we went.
What seemed like FOUR hours later, Heroic Trial of the Champion. Yay nice and fast, trashless, great for us burst-damagers (which is almost every dps class right?)
For all three boss waves our numbers were like:
4,900, 4,500, 3,200 (some other person)
So essentially my crappily geared hunter (no Icecrown loot, or H ToTGC loot) was equivalent to an ENTIRE party of new 80s in damage output, how scary is that?
Turby the Hunter
1...2...ready.
The group I was with was at the first boss of Drak'Tharon Keep. That place is whatever weird!
Engage the first boss: Whatever His Name is Summons Exploding Trolls
Rejuvenate, Lifebloom.
Wait....err..they are still fighting.
Rejuvenate Lifebloom.
....they are still going at it. This is taking a while am I lagging?
By now I think he enraged and some trolls exploded and the tank went SPLAT.
WHOA what? On my watch??
Glance recount real quick. OHH.
1200, 1300, 1350, 1000, 16 (that's me!)
I have been so used to GO GO GO fast runs that the notion of "regular" getting geared up toons still existed. I remember Truny the Warlock being one, though she still pulled off 2k no matter what.
So it was a different feel yesterday, no longer did entire mobs go down by one Lifebloom, or did an entire room last for one single Regrowth. We downed the last boss smoothly, and slowly. As expected.
I then logged onto my Hunter. There was just....something I had to confirm. I threw him into the dungeon getter, grabbed the daily cooking quest and off we went.
What seemed like FOUR hours later, Heroic Trial of the Champion. Yay nice and fast, trashless, great for us burst-damagers (which is almost every dps class right?)
For all three boss waves our numbers were like:
4,900, 4,500, 3,200 (some other person)
So essentially my crappily geared hunter (no Icecrown loot, or H ToTGC loot) was equivalent to an ENTIRE party of new 80s in damage output, how scary is that?
Turby the Hunter
Labels:
DPS,
Heroic Dungeons
Tuesday, December 22, 2009
Too Competent!
Wow I am not used to all this competence! A five person group where EVERYONE knows what their role is and can do it with utmost quality? Wow!
I've been on my Paladin lately, just dinged 43 and her Dungeon Adventures range from exasperating to good. Be it from people disconnecting/leaving party halfway through the instance or not knowing what they are supposed to do or where to go or not doing anything at all....being anything but 80 sucks.
Yes I complain sometimes about the lack of content for the lower levels since everyone's goal is to hit 80 ANYWAYS and have access to all the nice shiny purple level 80 activities but it is here where things are more stable. Sort of.
Anyways, I got bored of Pally tanking and logged onto Turny the Patient Restless Tree for the daily Frost Emblems since I know as a healer, I will see "Your Dungeon is Ready" before I even have time to move my mouse to another spot.
It was pretty late but I thought "hey how hard/long could VH be (if it was VH)?" but as the loading screen popped up I thought something was wrong:
"Hmm...where is this? A blue pedestal amongst blue pillars in a circular ro- oh crap its Halls of Reflection!"
Mumble grumble. Come to think of it Turny does not have the Heroic achievement for this instance and I remember thinking when I was playing on my Hunter/Warlock in this dungeon that "I could probably heal better than these people".
I only say that because my Dps toons take out the mobs that SHOULD die first and or assist the tank. Anything else and its incidental damage like its going out of fashion.
I stand by the doorway and the tank grabs adds and our dps.....are not taking damage....how weird what's going on are the mobs glitched?
Wave 1 down. Tank takes minor damage, great tank at that you unkillable Paladins. I essentially rolled a lifebloom and rejuv and did a mandatory Wild Growth for most of the waves.
Up to the first boss none of the DPS had their health plummet kamikaze style that I was so used to when I was on my own DPS toons. People were calm and competent.
WTF?? START AGGROING MOBS TO SHOW YOUR SUPERIOR DPS!!
Nope, none of that. I had always thought that Shamans/Warriors/Paladin/Death Knight DPS had an ability that made their health jump to 50% EVERY PULL....just a thought.
Boss 1: Falric or Falwyn or Fal-something. I forget what he does, a fear that does damage and reduces health to 50%. Easy peasy. Nothing critting rejuvs and lifeblooms and a supplementary wild growth couldn't handle. He goes down.
Waves 6-9 go down smooth and Malric or Marwyn or Marvin or Mar-something. No one stood in his Soul Wells, and I believe that is the only annoying ability otherwise its tank and spank.
Everyone was over 2500 dps, even myself as a healer...no just kidding.
How smooth and competent this run is so far. And how unlaggy.
Ok answer me this: When you are on your non-level-80-character, do you lag in dungeons and just in general?
On any non-80 toon I lag like crazy I have no idea why but when I log onto a level 80 my latency goes back to green.
Weird?
Anyways, the AMG-ARTHAS-CHASING-US event went smoothly as well, all I had to do was prepare for the mandatory Shadow Bolt volley with a wild growth and some decursing and BAM done.
Weird.
I believe the MINIMUM dps that is needed is 9,000 dps for the entire party. 2500 each person and 1500 for the tank. Because my hunter ran with a group just like that and we JUST made it out, Turby being the only one sitting in the high 3000's. So if you want to know if the group is going to make it out a live check out the dps on the first half of the instance.
OH and I shall now rename this dungeon to: White Halls Of Reflecting Efflorescence.
LF1M H WHORE
BAI
Turny the Patient Restless Tree
I've been on my Paladin lately, just dinged 43 and her Dungeon Adventures range from exasperating to good. Be it from people disconnecting/leaving party halfway through the instance or not knowing what they are supposed to do or where to go or not doing anything at all....being anything but 80 sucks.
Yes I complain sometimes about the lack of content for the lower levels since everyone's goal is to hit 80 ANYWAYS and have access to all the nice shiny purple level 80 activities but it is here where things are more stable. Sort of.
Anyways, I got bored of Pally tanking and logged onto Turny the Patient Restless Tree for the daily Frost Emblems since I know as a healer, I will see "Your Dungeon is Ready" before I even have time to move my mouse to another spot.
It was pretty late but I thought "hey how hard/long could VH be (if it was VH)?" but as the loading screen popped up I thought something was wrong:
"Hmm...where is this? A blue pedestal amongst blue pillars in a circular ro- oh crap its Halls of Reflection!"
Mumble grumble. Come to think of it Turny does not have the Heroic achievement for this instance and I remember thinking when I was playing on my Hunter/Warlock in this dungeon that "I could probably heal better than these people".
I only say that because my Dps toons take out the mobs that SHOULD die first and or assist the tank. Anything else and its incidental damage like its going out of fashion.
I stand by the doorway and the tank grabs adds and our dps.....are not taking damage....how weird what's going on are the mobs glitched?
Wave 1 down. Tank takes minor damage, great tank at that you unkillable Paladins. I essentially rolled a lifebloom and rejuv and did a mandatory Wild Growth for most of the waves.
Up to the first boss none of the DPS had their health plummet kamikaze style that I was so used to when I was on my own DPS toons. People were calm and competent.
WTF?? START AGGROING MOBS TO SHOW YOUR SUPERIOR DPS!!
Nope, none of that. I had always thought that Shamans/Warriors/Paladin/Death Knight DPS had an ability that made their health jump to 50% EVERY PULL....just a thought.
Boss 1: Falric or Falwyn or Fal-something. I forget what he does, a fear that does damage and reduces health to 50%. Easy peasy. Nothing critting rejuvs and lifeblooms and a supplementary wild growth couldn't handle. He goes down.
Waves 6-9 go down smooth and Malric or Marwyn or Marvin or Mar-something. No one stood in his Soul Wells, and I believe that is the only annoying ability otherwise its tank and spank.
Everyone was over 2500 dps, even myself as a healer...no just kidding.
How smooth and competent this run is so far. And how unlaggy.
Ok answer me this: When you are on your non-level-80-character, do you lag in dungeons and just in general?
On any non-80 toon I lag like crazy I have no idea why but when I log onto a level 80 my latency goes back to green.
Weird?
Anyways, the AMG-ARTHAS-CHASING-US event went smoothly as well, all I had to do was prepare for the mandatory Shadow Bolt volley with a wild growth and some decursing and BAM done.
Weird.
I believe the MINIMUM dps that is needed is 9,000 dps for the entire party. 2500 each person and 1500 for the tank. Because my hunter ran with a group just like that and we JUST made it out, Turby being the only one sitting in the high 3000's. So if you want to know if the group is going to make it out a live check out the dps on the first half of the instance.
OH and I shall now rename this dungeon to: White Halls Of Reflecting Efflorescence.
LF1M H WHORE
BAI
Turny the Patient Restless Tree
Labels:
Competence,
Druid,
Frozen Halls,
Halls of Reflection,
Healing,
Heroic Dungeons,
Turny
Thursday, December 17, 2009
Krick and Ick
I love this boss.
The key to success is mobility, something that I've learned to use on all my mains.
Let's see what his ingredients are comprised of:
Poison Splotches: Stay out of them or I do not heal you!
Poison Nova: Run away, you are not immortal!
Pursuit: Run away, he will SQUISH you!
Arcane Bombs: I find this part very amusing! Keep moving, and pre-plan where you are going to run to next!
It's one thing to know how to avoid all of the things I listed, but the important part is to continue to excel at your role while avoiding all of those things.
Poison Pools? Sidestep and continue. Heck you can pre-sidestep when you see it flying towards you.
Poison Nova? I dunno I'm not melee. Run away there's plenty of time to do so!
Pursuited? On my hunter I can continue to shoot him by using my mouse to turn myself around as I jump. Learned via PVP. On my Warlock I would pre-set a Summoning Circle and throw on some DoTs. As a Tree, I'm always moving anyways so it doesn't matter!
Arcane Bombs? Same deal, the hunter can continue to use his insta-casts. Warlocks can actually do a quick cast before the bombs bloom fully so I'd move cast, move, cast, etc.
Most people avoid all the damage but they fail to perform any extra action while doing so.
AND this is the first boss after Heroic Ingvar the Plunderer to drop a Crossbow! (Pics to come!)
The key to success is mobility, something that I've learned to use on all my mains.
Let's see what his ingredients are comprised of:
Poison Splotches: Stay out of them or I do not heal you!
Poison Nova: Run away, you are not immortal!
Pursuit: Run away, he will SQUISH you!
Arcane Bombs: I find this part very amusing! Keep moving, and pre-plan where you are going to run to next!
It's one thing to know how to avoid all of the things I listed, but the important part is to continue to excel at your role while avoiding all of those things.
Poison Pools? Sidestep and continue. Heck you can pre-sidestep when you see it flying towards you.
Poison Nova? I dunno I'm not melee. Run away there's plenty of time to do so!
Pursuited? On my hunter I can continue to shoot him by using my mouse to turn myself around as I jump. Learned via PVP. On my Warlock I would pre-set a Summoning Circle and throw on some DoTs. As a Tree, I'm always moving anyways so it doesn't matter!
Arcane Bombs? Same deal, the hunter can continue to use his insta-casts. Warlocks can actually do a quick cast before the bombs bloom fully so I'd move cast, move, cast, etc.
Most people avoid all the damage but they fail to perform any extra action while doing so.
AND this is the first boss after Heroic Ingvar the Plunderer to drop a Crossbow! (Pics to come!)
Labels:
Dungeons,
Heroic Dungeons,
Krick and Ick,
Mobility,
Pit of Saron
Tuesday, December 15, 2009
Fastest Run I Didn't Mind
It was one of many random instances I ran while healing on Turny the Restless Patient Tree. Heroic Halls of Lightning. I accept that place. Kind of long, but acceptable. Blame it on the architecture.
Pop pop pop we all show up to the instance and we buff and what-not and our tank says "Don't heal or dps yet I'm pulling a lot, else I'll let you die" something along the lines of that anyways and I think "Ok whatever, you have 50K hp anyways" o.O
So he proceeds to pull the first two guards, then the group down the ramp, and the second group, the first group is dead by now and the charged boss is walking by with his two guards and we are now fighting the charged boss and...this is seriously easier to heal than the first piece of trash in Forge of Souls.
We pull the next two platforms down them and pull the entire elementals area along with the Forgeboss and he dies in probably 10 seconds and we pull the entire hall of Comes to Life Statues along with the elementals at the end ALONG with the Elemental boss and our tank has over 50 nature damage debuffs on him but whatever, nothing a rejuvenation can't overcome.
Same thing for the dwarf and giants area, I think I was finishing up my novel at that point and Loken goes down along with one of the giants in about 15 seconds as well.
"Good group, bye".
I like fast runs, be it if I'm tanking/healing on Turny or dps'ing on my Hunter/Warlock (I have too many toons and it takes too long to type them out EVERY time) but that's because I know they can hold their own when the shit hits the fan.
I am quite guilty of this when tanking in Halls of Stone. I hate this place on my DPS toons I have no idea why. I think its the stupid Waiting for Slow Brann to Walk to Us Part that I can't stand. Time wasted. (In a game....) I tend to pull..well...everything while spamming Swipe. My dodge is good ok!
Anyways, Turby can feign death to hold off mobs, trap them, switch aggro to his pet and kite mobs before feigning again if the mob isn't dead.
Truny is a warlock and doesn't die so she is completely fine.
Turny as a tank can heal himself and is quite resilient, and as a healer I can heal myself through 15-20 mobs bashing my branches.
HOWEVER, we need to understand that not every person you encounter is Geared To The Teeth; Yes I'm talking about YOU resto druid with agility gear! And YOU DK who made me use my brain to heal and then ditched us after Wave 1 in COS! And we still have to adjust our playstyle to accomodate everyone in the party.
Or leave. Without saying anything. Yeah, people do that too.
My recommendation is: Upon entering a Random Dungeon via being transported with the Random Dungeon Finder Tool. Wait 15 seconds after you can confirm everyone is present. Check to see if the tank actually CAN tank (if not they are already fighting the first wave). If everything is checked. Buff. I'm paranoid. And frugal. I'm not wasting 15 or so silver jeez the Random Dungeon only gives me 13 gold EVERY TIME.
On another side note I had realized Turny's gold go from 200-650 gold in just a few runs of healing!
You do not want to buff everyone and have half the party leave for no reason. That ticks me off.
Anyways, this will be the last post related to this "amazing" tool.
Pop pop pop we all show up to the instance and we buff and what-not and our tank says "Don't heal or dps yet I'm pulling a lot, else I'll let you die" something along the lines of that anyways and I think "Ok whatever, you have 50K hp anyways" o.O
So he proceeds to pull the first two guards, then the group down the ramp, and the second group, the first group is dead by now and the charged boss is walking by with his two guards and we are now fighting the charged boss and...this is seriously easier to heal than the first piece of trash in Forge of Souls.
We pull the next two platforms down them and pull the entire elementals area along with the Forgeboss and he dies in probably 10 seconds and we pull the entire hall of Comes to Life Statues along with the elementals at the end ALONG with the Elemental boss and our tank has over 50 nature damage debuffs on him but whatever, nothing a rejuvenation can't overcome.
Same thing for the dwarf and giants area, I think I was finishing up my novel at that point and Loken goes down along with one of the giants in about 15 seconds as well.
"Good group, bye".
I like fast runs, be it if I'm tanking/healing on Turny or dps'ing on my Hunter/Warlock (I have too many toons and it takes too long to type them out EVERY time) but that's because I know they can hold their own when the shit hits the fan.
I am quite guilty of this when tanking in Halls of Stone. I hate this place on my DPS toons I have no idea why. I think its the stupid Waiting for Slow Brann to Walk to Us Part that I can't stand. Time wasted. (In a game....) I tend to pull..well...everything while spamming Swipe. My dodge is good ok!
Anyways, Turby can feign death to hold off mobs, trap them, switch aggro to his pet and kite mobs before feigning again if the mob isn't dead.
Truny is a warlock and doesn't die so she is completely fine.
Turny as a tank can heal himself and is quite resilient, and as a healer I can heal myself through 15-20 mobs bashing my branches.
HOWEVER, we need to understand that not every person you encounter is Geared To The Teeth; Yes I'm talking about YOU resto druid with agility gear! And YOU DK who made me use my brain to heal and then ditched us after Wave 1 in COS! And we still have to adjust our playstyle to accomodate everyone in the party.
Or leave. Without saying anything. Yeah, people do that too.
My recommendation is: Upon entering a Random Dungeon via being transported with the Random Dungeon Finder Tool. Wait 15 seconds after you can confirm everyone is present. Check to see if the tank actually CAN tank (if not they are already fighting the first wave). If everything is checked. Buff. I'm paranoid. And frugal. I'm not wasting 15 or so silver jeez the Random Dungeon only gives me 13 gold EVERY TIME.
On another side note I had realized Turny's gold go from 200-650 gold in just a few runs of healing!
You do not want to buff everyone and have half the party leave for no reason. That ticks me off.
Anyways, this will be the last post related to this "amazing" tool.
Labels:
Heroic Dungeons,
Random
Wednesday, August 26, 2009
Truny the Warlock on Things to Remember for Trial of the Champion
What's so great about this instance and why do I keep talking about it?
Well, once Turby and Truny find their respective weapon upgrades, it will be over. No more ToC. Ever.
And with my bad luck, these two weapons will just never drop when I am on the toon that can actually make use of said weapon.
Once again I know I really do not need such marginal upgrades, but they ARE upgrades and I like to keep everyone the best that they can be.
This is actually a fairly selfish post. Why? Because as of late, Turby and Truny have been encountering many un-finished runs, with group members dropping after the first boss due to failage (that is a word). (Though most of the time they can find two groups that just blast through the instance in under 20 minutes NOT including the intro) Said marginal upgrades drop from the last boss. See the problem here?
STAY OUT OF THE *FUC_ING* POISON CLOUDS. Right after jousting, the party engages three faction Champions. One of them MAY be a rogue. Ranged people, stay at range as they have a Fan of Knives which leaves a poison. The rogue will also throw poison at you, this is unavoidable. The rogue also drops POISON CLOUDS that are avoidable, MOVE THE HELL OUT OF THEM! If you do not see a green gaseous substance during the battle with this boss you may consider adjusting your video settings. RUN THE *FUC_* AWAY FROM WHIRLWIND! Again, after jousting, the party engages three faction Champions. One of them MAY be a warrior. The Warrior has a nasty whirlwind attack which I have only seen a handful of melee NOT get killed by it. Since I own no melee classes, I can say that if he is in the encounter, pay attention to him while you are pew pew'ing away and RUN AWAY from his whirlwind! If there's a Warlock or Hunter in the group, we don't care that you are not dps'ing for a few seconds it doesn't matter just run! Argent Confessor Paletress is annoying. Fear is annoying. AOE damage is annoying. It is in this fight where a lack of Stamina or Spellpower may be troublesome. The memory that she spawns occasionally fears the entire party which inflicts shadow damage. Also, the Confessor herself is standing there Holy Smiting people for what I see 6k. If you are the healer and can not take a few of these hits of your own while keeping everyone up, you'll need more healths! DO NOT HIT Argent Confessor Paletress when the memory (giant shadow whatever boss) boss has spawned. She will reflect damage back at you. This goes for us pet owners too, make sure to switch your pet to attack the memory or it will just end up suiciding itself! MOVE OUT OF THE BLACK KNIGHT'S DESECRATION! On the third phase, the Black Knight drops a death-and-decay sort of AOE on the ground which inflicts I believe 2k damage per second and slows your movement speed. Get out of those!
Well, once Turby and Truny find their respective weapon upgrades, it will be over. No more ToC. Ever.
And with my bad luck, these two weapons will just never drop when I am on the toon that can actually make use of said weapon.
Once again I know I really do not need such marginal upgrades, but they ARE upgrades and I like to keep everyone the best that they can be.
This is actually a fairly selfish post. Why? Because as of late, Turby and Truny have been encountering many un-finished runs, with group members dropping after the first boss due to failage (that is a word). (Though most of the time they can find two groups that just blast through the instance in under 20 minutes NOT including the intro) Said marginal upgrades drop from the last boss. See the problem here?
Ok now shut the hell up and cut to the chase. If you are thinking of running Heroic Trial of the Champion for the first time, please note that this instance is a tough heroic.
Things to Remember:
Yes, it is at the point where just politely mentioning that "those poison clouds hurt, it may be wise to avoid standing in them as they are quite damaging" just does not work.
That is all I can think of for now. Perhaps tonight shall be the night to finish these trial runs, I think I have proven myself many times already. Or not. With my luck I will end up rolling an 11 anyways.
Turby and Truny the Weak Weapon Users
Labels:
Heroic Dungeons,
Tips,
Trial of the Champion
Friday, August 21, 2009
Heroic Dungeons
Did I not hint it all along? From when Turny first started running SFK. Just to grab people's attention and to get the freaking instance mass-murdered:
/3 LF1M DPS H SFK
Reply: LOL Heroic?
Turny: Yeah, level 19 purples.
Few levels later.
/3 LF1M DPS H RFK
/3 LF1M DPS H RFD
/3 LF1M DPS H ZF
/3 LF1M DPS H BRD
And so on, until Outlands.
Turny the Restless Tree
/3 LF1M DPS H SFK
Reply: LOL Heroic?
Turny: Yeah, level 19 purples.
Few levels later.
/3 LF1M DPS H RFK
/3 LF1M DPS H RFD
/3 LF1M DPS H ZF
/3 LF1M DPS H BRD
And so on, until Outlands.
Turny the Restless Tree
Labels:
Druid,
Heroic Dungeons,
Turny
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