The New Hearthstone Patch!

With the release of the new Hearthstone patch, the entire ranking system has been revamped. No more of this Masters 3 star business. No more seeing “I got to Masters 3 with an 85% win rate using [your class type here]”. With the previous system, it was entirely possible to grind to the very top by virtue of dogged resilience. You never lost rating even if you did lose matches! I just hit ranked 14 and it is a dog fight to climb to the top. Mages seem to be the hew flavour of the month. For every 5 mage decks, I play some other random class. It’s getting to the point where I need to put together an anti-mage deck.

In the business of Warcraft, Conquest continues to steadily progress. Heroic Sha of Pride fell to our arms. I was drafted to heal tonight since a few of our regular and backup healers weren’t around. I made the switch back to discipline from holy. It isn’t as much fun for me to play but I can’t deny the results either. We’ve started making pulls on heroic Galakras but if the first few pulls are any indication, it’s going to be an endurance race. We went up to 10 minutes before we were eventually overwhelmed.

Any heroic level healers looking for a raiding guild? I’m looking to pick up some non-priests since that would free me up and allow me to play shadow again. We’re about to enter the holiday stretch anyway.

Happy holidays, everyone!

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How does a 25 player guild handle Mythic raiding?

Ever since the announcement of BlizzCon with the revisions to raid, I’ve been asked countless times (both in guild and from players out of guild) what I was going to do.

Are we going to just stick to heroic raiding?

Are we going to have to make cuts for mythic?

What will our raid plans be since they’re all on separate lockouts now?

Before we get into that, I wanted to offer my thoughts on Mythic raiding in general. Suffice it to say, it was a long time coming. Back when SWTOR came out and there were players raiding, I felt that 16 players was a solid raid size. There weren’t that many people involved and it still captured the feelings of “epicness” when it comes to taking down monsters. Discussing it with my friends, I hoped that Blizzard would eventually make that jump down to 20 or 15. Little did I know, they did allow for that.

new-raid

The new Flex raid system that came out with patch 5.4 was simply the first step. You could have a 12 man raiding guild or a 17 player or whatever you wanted and the encounter would dynamically scale. 10 player guilds didn’t have to feel bad about benching their friends. 25 player guilds didn’t have to struggle when a player or two needed to take a night off. As far as I can tell, the reaction to Flex raiding was overwhelmingly positive.

This leads us to Warlords of Draenor and the new Mythic raiding difficulty level. Why did they decide on 20?

We chose to put Mythic at 20 largely for the function of raid design. One of the biggest issues we’re currently facing with 10-player Heroic raiding is that of raid composition. It’s impossible for every group to have every class, and often that means they’re lacking in certain tools, which in turn means that we can’t design encounters around those tools (or if we do, it becomes extremely frustrating for the 10-player Heroic guild that suddenly needs a Paladin for Hand of Protection).

We want to be able to use those sorts of mechanics again. Those of you who have been with us for a while might remember things like Mage tanks on High King Maulgar, or Priests using Mind Control on Instructor Razuvious. We want it to be okay when, say, the Paladin can use Hand of Protection to clear a dangerous debuff, because we can reasonably assume that most guilds will have at least one Paladin in their raid. We like it when someone gets to feel awesome and have a special task on a fight because of class abilities that otherwise wouldn’t get much use.

We can’t do that when we’re designing with a 10-player raid size in mind. We don’t think we’d be able to get away with it at 15 either. At 20, it becomes a lot more acceptable for us to say “you should probably bring a Mage to Spellsteal this.” And honestly, that’s just one example of the sort of encounter mechanics we can start to utilize in a larger group size.

I’d also call into question the statement of “It’s easier to drop people than it is to recruit them.” It’s technically true, yes — finding new raiders is harder than just not inviting the ones you have — but totally ignores the fact that cutting people from your roster often means losing people you like. Which feels better: making new friends, or telling your current ones that they don’t get to play with you any more? We’re already asking a lot of many 25-player Heroic groups to cut 5 people.

As I mentioned before, this was not a decision we came to lightly. It’s definitely going to be a very scary transition for a lot of people. We knew that when we made the decision. We just also feel quite strongly that, when the dust settles, we’ll be able to provide a better raiding experience for everyone.

Source

That highlighted selection is the problem I have on my hands. Granted, the expansion is still an extremely long time away. I understand that there’s a few 10 man guilds that are upset by this change going up. Maybe it’s server population reasons or that they just don’t like the idea of doubling their roster for mythic. For most normal mode raiding guilds, that’s not going to be a problem here since the heroic mode of Warlords still allows for that.  If Conquest was primarily a 10 man organization, I’d have no problems upscaling it. The problem is that we’re a 25 and I have to tell ~20% of my team that I have to rebalance the raid group and they’re not going to be on the starting lineup.

If there’s one thing I know about guild leaders though, is that they’re usually resilient. If they want something badly enough, they’ll find a way to make it happen.

Will Conquest just stick to heroic raiding?

No. During the opening week of the expansion, Mythic will not be available until the second week. We’ll start with heroic raiding first to get everyone acclimated. The first chance we get to duck into Mythic, we will. Our current plans are to fall back to Heroic raiding in the event of holiday weeks or extremely low attendance. The second option is to have a rotating bi-weekly schedule where we work on Heroic raids on week one, Mythic raids on week two (or get as far as we can). Gear is still important and we need to make sure every player has the tools that they need. The last option is we utilize Heroic raiding on the first two days of our schedule before switching to Mythic on the last day (or vice versa depending on our progression). It really is too soon to say because any number of things could change between now and the release of Warlords.

Bottom line? Both Heroic and Mythic will be on the table.

Are we going to have to make cuts for Mythic?

Yes. It’s math, right? We’re raiding 25s right now but we’ll have to eventually rebalance and downsize. I told everyone in guild to not worry about as much that we had months to go before the expansion.

The truth is that I’m already evaluating players between now and then. Based on what? Oh you know, the usual fare like DPS or other performance metrics. There’s also a secret Matt tolerance factor. Is that person fun to raid with or are they just downright annoying? Do they increase my rage meter? We’ll see what happens! There’s still a long way to go! Maybe I’ll do a secret Hunger games style thing.

Anyway, those are my thoughts on Mythic raiding. I’ve handled the transition from 40 to 25 before. I’m no stranger to making the jump in raid sizes if I have to. The players who don’t end up being on my protected list won’t be ejected out or anything. There’s still Heroic mode raiding to do plus there’s all sorts of other activities to participate in-game with. I have no plans to outright punt anyone outside of the guild. Some of our longer term players were surprised to find that their characters were still sporting our guild tag. I guess they expected me to have kicked them out at some point due to inactivity. Of course, I told them that I would never do that because I knew that one day they’d return.

In reality, I’m actually that lazy.

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Back from BlizzCon 2013

I’m exchanging the 20° of Anaheim for the much more comfortable 10° of Canada. Not sure how those people do it with those temperatures! I need my climate control.

In any case, I had a fantastic time at BlizzCon and it was great to meet up with the Conquest crew (past and present). I think we had around 30 members representing this year who’ve been with us at some point or other. Since it was around two years the last time I saw them, it was refreshing to see everyone again.

Here’s a quick recap of the whole week:

Day 1 (Wednesday)

The first day is practically a necessity for me now. I have to get acclimated to the surroundings. It’s also a great time to take care of administrative stuff like getting a US SIM card and stocking up on alcohol! Never ceases to amaze me how much more affordable this stuff is compared to us back home. The Jamaican Appleton I picked up didn’t last the rest of the week. It’s virtually a quieter day where I link up with the guildies who are here and we just catchup and chat about stuff.

I also pre-pre-gamed. Never drinking any fireballs again. Learned my lesson. Threw up twice but at least I knew what my limits were and I managed to get that out of the way.

Day 2 (Thursday)

This is when everything starts to pick up. With the WoW Insider party in the evening, I met up with the rest of the team to sketch out battle plans and strats for the next two days. It’s important to help minimize overlap and ensure that we’re as efficient as possible with coverage. The remote teams were the heroes here as they helped make any edits and corrections. After that, it’s partying the rest of the night! Ran into several blues and other prominent figures in the Warcraft community. The drink lines were long but the secret to that is tipping really well the first time, waving cash, and knowing exactly what you want.

Day 3 (Friday)

BlizzCon opening! I volunteered to be one of the demo testers in obtaining a first impression of Warlords of Draenor. Skipped out on the opening ceremony and lined up right by the bank of machines that were all deceptively idle. The desktop icon showed WoW PTR 6.0. Caught the cinematics to Heroes of the Storm and the Warlords presentation. There were three selections for the demo: Alliance questing, Horde questing, or putting together a 5 man and running the dungeon. Thankfully, I’m familiar with healing and reconfiguring the UI on the go. Our party consisted of me, Sarah Pine, and three other attendees as we all opted to put together a team for the dungeon. It was a bit of a tough start because I kept missing certain keys and had to rebind on the fly, but we did decently toward the end. The rest of that day was spent attending various panels and special meetings with developers (Press only). Wanted to play  Heroes of the Storm but I couldn’t get away early enough. So much to do so I opted to go next day. In the evening, our guild dinner was at a local restaurant with taxi distance. From previous years, I knew that getting a booking for a large group of people in nearby convention restaurants was going to be almost impossible.

Other than my slightly extra nuked steak, it was a great moment to just unwind and unburden myself of being a GM or being Matticus. I could just be Matt.

Day 4 (Saturday)

With the first day of BlizzCon in the books, the second day is a little more relaxed. I can hit the floor and check out some of the other demos or pick up other gear. The Heroes of the Storm line was easily two hours long. Wish they had a fast pass system like Disney but I wandered around instead before waltzing into the BlizzPro/TwizzCast meetup at 2 PM then returned later at 4 PM for the WoW Insider meet and greet for the fans that missed out on Thursday. After that, it was dinner again! I love ribeye. It was a smaller and more intimate group of friends and then we bounced back to the Hilton where the real festivities began. The Hilton after party is always a must. It can be suffocating and it’s definitely not for everyone. But I relish in the atmosphere and chatted with my guild along with other friends (old and new) who were around and about. Excellent time to catch up and collect everyone’s thoughts for the upcoming expansion. I also met Watcher for the first time!

Day 5 (Sunday)

Disneyland was the final destination. The last time I was here was when I was 2 years old so I wasn’t able to really appreciate the parks. I just did the Disney side mostly. Only had time for three attractions: Space Mountain, Pirates of the Caribbean, and the Teacup ride. Really wanted to do Indiana Jones but that was closed (only to be reopened not long after I left).

Can’t wait for next year!

I’ll go over my thoughts in more detail in the upcoming days. But for now, here’s what I liked and what I didn’t.

Yay’s

  • Garrisons
  • Reviving the in-game raid browser
  • Racial re-balance
  • One instant level 90
  • Removal of hit, expertise, dodge, and parry
  • Heroes of the Storm

Nay’s

  • Mythic raiding’s reduced roster size
  • Removal of reforging (Although I suspect I’ll change my mind fast)
  • Garrosh again
  • Nerfs to Hearthstone’s hunter cards

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How Many Hearthstone Wins Does it Take to get to Masters?

Curious as to the amount of wins it takes to reach Masters? After the first beta wipe, I kept a running tally of the approximate wins it took to advance up the tiers. If you hit the quest log, it keeps a total of the amount of wins you have in constructed play and in the arena. It does not keep a record of your losses.

Let’s keep a few things in mind here first. I had around 300+ packs to open up due to the amount I invested into the game. This gave me a much larger card pool to work with than most players. Anything I didn’t have, I purchased with dust that I blew up my duplicates with which gave me three competitive decks out of the gate: Shaman control, Hunter aggro, and Murlock aggro. Most of the time, I mained my but would switch it up in case I ran into a string of losses.

I know, I’m superstitious.

Here’s the amount of total wins per tier it took me to advance.

Bronze 1: 1 win
Bronze 2: 2 wins
Bronze 3: 3 wins
Silver 1: 5 wins
Silver 2: 6 wins
Silver 3: 8 wins
Gold 1: 12 wins
Gold 2: 16 wins
Gold 3: 19 wins
Platinum 1: 23 wins
Platinum 2: 29 wins
Platinum 3: 34 wins
Diamond: 39 wins
Diamond 2: 52 wins
Diamond 3: 58 wins
Masters 1: 115 wins
Masters 2: (After reset) 143 wins
Masters 3: (After reset) 161 wins

I’m not sure what other factors are incorporated into the ranking system. If it’s straight wins, then it means everyone eventually can get into masters. After the reset last week, I resumed ranking again and it seemed that every win advanced my rank up. There’s a huge gap between Diamond and Masters. It took almost twice as long to get from Diamond 3 to Masters 1 as it does to get from Bronze 1 to Diamond 3. If you knock off the 15 wins it took after the second reset, then it’ll have taken around 128 wins to go from Journeyman to Masters 2 and 143 wins to go from Journeyman to Masters 3.

My suspicion is that I have a hidden matchmaking rating (MMR) somewhere which remained the same after the reset last week which explains why I was able to climb the ladder that much quicker compared to the first time. I’m really curious as to what other factors come into play with regards to ranks. Does it take into the account the strength or power of your deck? How fast you win? Activities in a match?

I have no idea if Grandmaster rankings have been implemented yet. Have you been keeping track of your wins?

Quest log wishlist

Track wins: How many wins have I had against other players in ranked vs unranked?
Track losses: I’d like to know what my win/loss ratio is.
Deck statistics: How many wins do I have for a specific class? How many losses? What’s my record against other select deck classes? What’s my win percentage as a Hunter deck vs Warlocks or Priests?
Other cool statistics: How many minions have I killed over time? How many minions have I put on the board? How much total damage have I inflicted? How much damage have I taken?

Hearthstone: Hunter Beast Mastery

Looking for a decent yet affordable deck to start with? I’ve been piloting the Hunter deck mostly to start with as I start climbing my way back up to Masters and on. It’s a straightforward deck and easy to play. It relies heavily on minions to deliver the finishing blow and you have to be able to time your attacks as well as your targets or else it will cost you. Of course, a little luck never hurts either. The great thing about this though is that you’re either going to win fast or lose fast. The only majorly expensive thing is King Krush, but he’s more of a luxury. Scroll down to the bottom to see a narrated video of this in action!

Overview

You’ve got a hunter deck that’s full of mostly beasts. They’re all midrange costing beasts and they all have some utility. Your Ironbeak Owls can help control and ability threats. Your Buzzards help you draw cards. Animal Companions and Ironfur Grizzlies have their own thing going. Your spells consist of ways to either control the board or accelerate into draws you need.

Deck list

The Cards

Flare and Tracking: Tracking is pretty straight forward. Cast it and you can use it to help cycle and fish for options. There a taunt minion in the way? Hope you draw into a Hunter’s Mark or a Kill Command. Low on minions yourself? Fish the next three possible cards for some beasts to help power your offense.

Hunter’s Mark: Such a good card. For one, it’s free. Second, it allows any of your minions to trade with any of your opponent’s creatures. How pissed off are they going to be when their 4/7 Twilight Drake just got brought down to size and taken down with your 1/1 Snake?

Timber Wolf and Unleash the Hounds: Ideally, you don’t want to see Unleash the Hounds in your opening hand. Timber Wolf is a toss up. You can drop it turn 1, but I find it usually gets blown up early game. The +1 buff does come in handy mid to late game as it strengthens the rest of your minions. However, if you have a Buzzard in your hand, you can use it as a way to feed your hand size.

Snake Trap: I’ll almost always play this turn 2. If I can pair it with a Buzzard in play, even better. This deck needs cards to really keep going.

Ironbeak Owl: Do not play these willy nilly. Sit on these until there’s an actual threat on the board or if it can secure you a win. If your opponent’s big tree druid thing is in the way, silence it and let your army through.

Scavenging Hyena: This is insurance. If your opponents take out other minions, your Hyena gets larger. It’ll definitely attract removal because your opponent won’t want this to get large. What do they do if there’s a Buzzard and a Hyena and play with enough mana for only kill?

Starving Buzzard: I’ll almost always play these around turns 4 – 6. I make sure I have at least 1 beast to follow up with it (ideally 2). If possible, you want to try to protect it or make it really hard for your opponent to kill it (like forcing them to decide between that or a Timber Wolf or a Hyena).

Animal Companion: AC is a random card which can give you either Misha, Leokk, or Huffer. They’re all beneficial in their own ways and you’ll find your plays will

Kill Command and Multi-Shot: These are your direct removal spells. Kill Command has the benefit of being used directly against the player. So when calculating the amount of damage output your beasts have, keep this in mind.

Ironfur Grizzly: The Grizzly is like your best friend. Dependable and will usually take a shot for you (or two if you’re lucky). Don’t expect much more out of it then that since it’s mainly supposed to be a meat shield.

Houndmaster: Turns any of your beasts into meat shields. Great well to help defend your Buzzards.

Savannah Highmane: Throw these away from your opening hand if you see them. It’s a dead card until mid to late game anyway. But it plays right into the theme of your deck and provides durability against any board clears.

King Krush: Your finishing blow. Your upper cut. Your People’s Elbow. Your coup de grace. Need I say more?

Playing the deck

Opening draws: Throw away Unleash the Hounds, King Krush, Savannah Highmanes. You should definitely keep Tracking, Buzzards, Snake Traps, and almost every other minion. Keep Flare against mages, paladins, and other hunters. Keep Kill Command and Multi-Shot against hunters, warriors, and priests.

Everything you do should be used to either go straight to the opponent’s face, clear a path to your opponent’s face, or eliminate any threats that are bigger then you. Certain classes will give you a harder time than others. Know what other class capabilities are and identify what spells they have which can be used against you and play accordingly. Priests have Mind Control. Bait out your 4/3 Starving Hyena so they won’t steal your Highmane when you drop it next turn.

Know when to hold your beasts. If you already have board supremacy (like 3+ creatures) and are in good position, don’t overplay your hand! Your opponent might have a mass removal spell. Suddenly, those extra hyenas and owls you played are dead for no reason because you didn’t have to play them. If all your minions are dead, you have no other offense and you’re in top deck mode. Playing against a mage? Watch out for Blizzard. Against Warlocks? Hold them against Hellfire.

Your hero power is straight forward. 2 mana, 2 damage to the other player. Use it if you have nothing else to do. You should be able to get a few early ones in during the early and late game stage.

Learn how to maximize your minions abilities. For example, the Grizzly’s taunt is great at attracting attention. Your opponent must go through it. So if your opponent has a 4/3 on board without a taunt staring down your Grizzly, and it’s your turn, what should you do? You can attack into the 4/3 and suicide it. Or you can attack your opponent directly and let them attack into your Grizzly. In both scenarios, the opponent’s minion and your Grizzly are both dead. But in the second case, both are dead and you dealt 3 damage to your opponent resulting in steps closer to a win.

If you’re playing from behind, there is some hope but it depends on what your disadvantage is. If you’re behind on cards (as in your opponent has more cards in your hand then you) and a neutral board, it’s not going to look good. Don’t worry about your life total as much so long as it’s above zero, you’re okay. The strength of Hunter decks is based on their ability to burst opponents down in a turn or two. Well timed minion drops with an Unleash the Hounds can help tremendously even the score and even bring it back in your favor. Buzzards are the key to digging yourself out of a hole.

Good luck and good hunting!

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