Posting Schedule


I really do find that I work better when I have a schedule or time plan to work to. For example, during NaBloPoMo I successfully posted once a day, every day, all month, because I knew I had to – there’s no reason I can’t do that all the time, except if I don’t think I need to, I won’t push myself to provide the content. So, I’m going to try and implement something I can stick to for my blog posting.

In light of the apparent popularity of my recent puzzle post, I’d like to aim for one new puzzle a week. This also means I need one answer per week. Additionally, I need actual real content posts of the informative sort, but also some fun ones. With all that in mind (which isn’t actually all that much at all), and with the want of a day off, we have something like this:

  • Monday: The weekly puzzle.
  • Tuesday: Content.
  • Wednesday: Content.
  • Thursday: Content.
  • Friday: The answer to the weekly puzzle.
  • Saturday: Fun post.
  • Sunday: No post.

This way y’all can have most of the week to try and solve the puzzle I post, and the 3 main content articles (the useful or interesting ones) can be posted in between. The weekends will be a bit lighter, with more of a relaxed or fun post on Saturday and with me taking Sunday off, although in this context ‘off’ actually means ‘writing posts for the upcoming week’.



Future plans

After realizing that other people actually properly schedule their blog posts, I reckoned setting up a similar ‘To-Do’ list would be a good idea, especially as I seem to have a lot of loose ends to tie up. So, without further ado, my future plans for the blog:

  1. Finish those leveling guides. I’m not doing any more leveling related videos, but I want to do written guides for each of the three specs. Demonology first, of course, but all three in the end, all the way up to 80.
  2. Create a few more videos. There are some level 80 things I know I’d like to feature, and I’ve also received good feedback with suggestions; for example, guides to Naxxramas, Ulduar, and such.
  3. I’m planning a series of posts about my guild. Quite what yet, I’m not sure, but something along those lines.
  4. Something about Warlock addons (this one has actually been drafted, shock horror!), which will probably descend into…
  5. My UI and/or keybindings, etc. Not that the latter would be particularly helpful, since everyone has different tastes in keybinds, but oh well. I may also discuss hardware and things while we’re here.
  6. Overhaul the website a bit. It looks okay, but it’s plain and kind of boring. I want a proper header-bar picture, some sort of logo (might have something cool lined up here: watch this space), and I might change the theme (colours, layout, design) about a bit too.
  7. Look at my blogroll and side bar in general – I’d like a list of important links (i.e. to guides) and less of the ‘last five posts’ type of content, since you could just scroll down. This will probably be done when I get around to doing the site overhaul.
  8. My planned posts on pets are way overdue, along with ones on professions, gearing up for raids after hitting 80, and a few posts about my alts.

So yes, there’s plenty to be getting on with, and if I have my way all of the above will make it onto here in one form or another.


P.S. I was tempted to celebrate the end of NaBloPoMo by not posting today, but what can I say, I’m obviously too full of ideas.

NaBloPoMo completed!

One month ago, on August 1st, I decided to embark upon NaBloPoMo, the National Blog Posting Month event, where the idea is to post an article each and every day for a month. I’m happy to announce that with this post, on August 31st, I’ve successfully completed the event!

Generally, posting an article every day hasn’t been too hard. I haven’t really struggled for content – only once or twice – and so the trickiest part was often simply finding the time to actually sit down and write the post itself. This has sometimes meant sacrificing other things (usually my WoW time) in order to get the post published, but that’s okay. I started NaBloPoMo whilst being pretty burnt out from WoW, and I’m still not playing as much as I used to, so I don’t mind missing playing time to write here instead.

I’ve actually quite enjoyed the experience, and in future I’m definitely going to try and post more regularly than I was before NaBloPoMo. It’s kind of a habit now! While I might not post quite every day, I want to try and keep it up.



In other news, my Mage, Heryst, leveled to 80 yesterday evening, which means I finally have a second max-level character!

I actually did 79-80 in Alterac Valley – after a quick guild poll as to whether I should try PvP leveling (introduced in 3.2) or just hit Icecrown, and getting the same number of votes for each (typically), I thought I’d try it out, and I was pleasantly surprised. Destroying a tower netted about 20000 xp, the same as turning in a quest, or ~1% of the level, and winning the match actually got me loads – in some cases, it seemed like 2 or 3 bars.

I’ve already been forced into a heroic Halls of Stone by my guild, and found myself doing about 1600 dps, which I figured wasn’t bad for someone in questing blues and greens. As you can see, we had a very sensible group:

Typical guild instance group: A dancing bear, a jumping Furbolg, an Iron Dwarf and a Saturday Night Fever Human...

Typical guild instance group: A dancing bear, a jumping Furbolg, an Iron Dwarf and a Saturday Night Fever Human...

Finally, off-topic for a second, for anybody interested in opera – or more accurately, the history of it – I’m going to shamelessly advertise the launch of the website of several of my associates, Each monthly edition of the magazine contains several stories to do with operatic history, as well as audio versions, and various other things. Personally, I’m not a fan of opera, but I’ve seen the material and if you’re interested, it looks pretty darn good.

Concluding not only this post, but NaBloPoMo too,


PvPing as Destruction

My Destruction PvP spec

Anyone who reads this blog will know that I’m a Demonology Warlock through and through. Despite this, there are still times when even I need a different spec, and when dual-specs were added into the game, I decided to make my secondary spec an exclusive PvP one, based around Destruction. Let’s take a look at it in detail, and the accompanying glyphs and rotations.

Affliction Talents

This spec doesn’t actually have any Affliction talents because it’s really a deep Destruction build. The talents in this tree which would be good for PvP are really too far down the tree to get without going for a hybrid spec, so I haven’t taken any.

Demonology Talents

Rank 1

Improved Healthstone – Two points here ensure that when I use my Healthstone, I get the most out of it. Since we don’t have any proper healing abilities (other than Drain Life, etc), it’s pretty important that we can restore as much health as possible.

Demonic Embrace – 10% more Stamina is a win-win talent. More health means we survive longer, have more chance of being able to sneak in a Life Tap, and so on.

Fel Synergy – Even with the changes to pets and how they scale compared to the character’s stats, most demons will still die very fast. Because my main PvP pet with this spec is the Felhunter, providing constant heals to the pet is definitely necessary.

Rank 2

Fel Vitality – As well as increasing your health (and mana) even more, this also increases the survivability of your pet(s). A mandatory talent for PvP.

Rank 3

Soul Link – A talent which I would attempt to include in almost any Warlock build, whether PvP or PvE, its importance cannot be understated. By transferring a large amount (a whole 20% without a glyph) of the damage you take to your pet, this is a brilliant and staple Warlock talent. It keeps you alive, mitigates the damage you take, and ought to be mostly cancelled out by the Fel Synergy talent.

Fel Domination – In PvP, if your pet dies it’s imperative you summon another as soon as possible, or you’re probably going to die pretty fast. Fel Domination cuts the time of your next by a huge 5.5 seconds.

Demonic Aegis – By increasing the effectiveness of Demon Armor and Fel Armor, you’re giving a 30% buff to one of your most valuable buffs. Now, I’m a bad person sometimes, and I’ll use Fel Armor in PvP, but the recommendation is definitely to use Demon Armor – it will keep you alive, increase the healing you get, and generally make you less squishy.

Rank 4

Master Summoner – As mentioned, talents which decrease the time taken to summon a demon are great. Two points here will slash your summoning times across the board, Fel Domination active or no Fel Domination active.

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Guild Halls


The idea of having somewhere in the game for your guild to hang out, hold meetings and show off achievements is one which appeals to me a lot. Coming from a RuneScape background, I was around to see their implementation of player housing, and I really enjoyed it. Now I don’t think that would necessarily work in WoW – the game is just too different, and the RS version was based around a new skill (read: profession) to do with creating furniture but I find it unlikely that Blizzard would bother with it. Giving each player the opportunity to have their own, instanced house would only lead to the decimation of the populations of major cities, and might well ruin the social atmosphere of the game completely. Besides, there really wouldn’t be much to do in there, at all. Having a shared area for your guild though, that’s a different matter entirely.


My idea of a guild hall is essentially a headquarters for the guild. In my mind, it would be a large room, with multiple levels and various pieces of furniture. It would be an area for the guild to collectively display their achievements, as well as provide an area for guilds who want to hold meetings in person – my guild does this when the officers have meetings, and I’m sure RP guilds might benefit even if nobody else did. Additionally, the room would have to be functional, or let’s face it – it would never realistically be used.

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Blizzcon review: Part six

Ah, Blizzcon. Yes, Blizzcon.

Ah, Blizzcon. Yes, Blizzcon.

Plenty of itty-bitty things left over from Blizzcon to chew on today, but they’re by no means all bone and gristle – in fact, we have plenty of tender, juicy gossip, fresh and ready to nourish ourselves with.

One announced change which surprised me a little bit was the proposed simplification of the character stats – we’re going to lose all of these:

  • No more Attack Power on gear. It will come from Strength or Agility instead, depending on your class.
  • Stamina is going to be more equal no matter what sort of armor you have, so clothies won’t be left behind in terms of health.
  • Armour Penetration is gone, which is good, because I never understood it anyway.
  • Defense is gone – tanks will get defense-capped from talents, like Feral Druids are already. This is good, but now tanks have no real Hit Rating equivalent, which I like the idea of.
  • Block Value is disappearing too, but blocks will apparently now mitigate a percentage of damage instead.
  • No more Spell Power – it now comes from Intellect.
  • MP5 is gone. Spirit is now the only stat which will regenerate mana, so MP5 is out of the window.
  • Haste will increase your regeneration speed for things like energy or rage. I’m not sure if this applies to mana, but I don’t think so.

Overall though, streamlining the stats is definitely a good thing, I have no doubt. It was getting complicated – us Warlocks especially have to balance and factor in hit rating, spell power, crit, haste, intellect, spirit and, to a lesser extent, stamina. That’s a lot for someone who stands there and casts spells!

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Blizzcon review: Part five

Having covered the more major points of the Cataclysm expansion – at least, those which have been announced so far – in my previous posts, I’m going to cover two things today and then finish up tomorrow with the smaller features. Also, I’m not going to discuss the lore of the expansion at all right now, because I’ve talked about parts of it already and quite frankly everyone and their brother has heard what’ll be happening. I might take a bit of a look at the areas which will be changed significantly in the future, but not at this time. Anyway, onwards.

It made me very happy when Blizzard announced their plans for cross-server instances. By opening up the LFG to your entire battlegroup, it ought to significantly reduce wait times for PuG instances – in my experience it tends to be the tanks you end up waiting for most, but whatever it is you need, you now have a much greater pool of players to choose from. Just don’t try to recruit players from other servers by accident!

The new system will not support raids. I’m not sure why not – people do PuG raids, and there is always the chance that they’ll be struggling for players, but maybe the hardware won’t support it or something. Admittedly it’s not much of an issue; the heroic instances put much more of a strain on the server.

As a very welcome side effect of this change, the ubiquitous problem of “Additional instances cannot be launched” will actually finally be fixed too! I forget whether it’s because of the hardware overhaul or the fact that all the players on your realm won’t be crammed into the same server space or what, but regardless it’s going away, which is fantastic. I honestly detest that message.

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