Thursday, July 24, 2014

Hearthstone Adventures! Heroic Nax, Part two and three.

I'm just going to combine these 2 bosses as I did it out of order anyways.

Part 2: Anub'ReKhan
As for the first boss in Heroic, Anub'ReKhan, He was fairly easy as well. I dont even think I changed my deck and I beat him on the first try too. The only problem was managing his upgraded hero ability, which was taxing considering for 2 crystals he can have a 4/4. He also has more cards in Heroic Mode.

                                                   Normal                                      Heroic


Part 3: Maexxna
This gargantuan beastly spider god was 100 times harder than I expected as compared to the other two bosses in the Arachnid Quarter. His hero ability is stupid tough to manage at first sight, plus he starts out with 2 Haunted Creepers on the board.

Here's a look at the Hero ability comparison:

                                                  Normal                                       Heroic
Web Wrap(7834).pngWeb Wrap(7835).png

I found that the trick to this boss is to manage all of his minions because he will be putting out a lot of Haunted Creepers. There are various guides on the internet detailing how to do it and what the best class match up is, but since Priest is my favorite at the moment, thats all I used in the Normal and Heroic versions.

The deck I used was mostly spells. I deleted all of the decks I had made to try and beat him in the 4 hours of play time (It took so long because I was trying to adjust to the crowd control factor on his mobs), but here is a recreation of it:

I found that using low cost cards with some sort of healing or damage Battle cry was the most viable option for Minion Cards such as:

Maexxna is going to 99% of the time use his Hero Ability first thing and send 2 random cards back to your hand (and it doesn't matter if they are "Stealthed" cards or "Cannot be targeted by Hero Abilities" cards, he can still send them back, which was one thing I didn't realize the first hour and a half), so essentially you can use the 1 damage or 2 health for free every turn if you wanted to. 
Those coupled with 2 Wild Pyromancers made crowd control a cake walk, especially in combination with Holy Nova Made taking care of the Haunted Creepers and Emperor Cobras and Dire Wolf Alphas
Its good to let his side get full a bit while you use the Elven Archer and Voodoo Doctor to get the spiders and wolves down or at 1 hp during the first few turns, stack cards and then when your are ready to unleash the Wild Pyromancer and Holy Nova combo make sure his mobs are silenced so nothing respawns. Then you will use low level cards that spawn an extra mob, which will get sent back to you hand at random, 2 at a time. If you use Murloc Tidehunters the Murloc Scout he spawns costs 0, you can put those boys on the board all day long. He should end up using his whole hand and only have 1 card per turn plus his Hero Ability, once your're that far, you can demolish him.

There is no in-game reward for beating the wing on Heroic, but you atleast accomplished it and got all of the cards from Normal mode and the Class Challenge mode.

Thanks for reading, if you have any questions or comments, feel free to drop a line!


Wednesday, July 23, 2014

Hearthstone Adventures! Heroic Nax, Part one.

I ran through the first two parts of Nax today pretty quickly using only the priest class for the regular mode, then the druid and rogue class challenges, and then was like, "Hey, I should try the heroic mode, I could probably do it. It shouldn't be too different." WRONG. Faerlina had like 50 HP, and her worshipers gave her +3 attack instead of +1. It also states that it may take multiple attempts.

Never the less, I beat her on my first try with my favorite class, Priest.
 Be prepared when you go into heroic mode, I didn't realize alot of the changes from normal until my brother pointed them out to me such as the HP increase and card modifications.

Thanks for reading, if you have any questions or comments, feel free to drop a line!


Monday, April 7, 2014

Welcome 2014!

Well, for those of you that dont know, I just got out of prison. I got out on January 27 of this year. My last post was on 11/11/12 which was like 2 months before i got arrested. Obviously a lot has changed. The island came out and now the new expansion is on its way. But there's a little more to everything than there appears to be. The Elder Scrolls Online just came out, and it looks beautiful. We will have to see what happens with that. Also, being gone for over a year I've missed out on a lot of new things, and not just in WoW. I just found out what Vines was like a month ago. Hahaha.

 Anyways, I'm going to be getting things running so check back for updates or follow the tweets.

Sunday, November 11, 2012

Becoming uninterested... until interests are sparked.

Like I have said before, I have been playing WoW since the days when you could only get into Warsong Gulch by going to the actual instance instead of queing for it. Well, I have begun to lose interest already in playing this game. Repetition can only go so far until it is just that.

However, while flying around Pandaria today, I decided to investigate something that has piqued my attention since the expansion came out. I'm talking, of course, of the island off the norther coast of Shan'ze Dao in Townlong Steppes. I decided to try and go for it, wondering what mysteries -if any - would be there. I took off in that direction, leaving the shores of Shan'ze and watched as my Fatigue Bar slowly depleted. A mist or fog or shroud of some sort surrounded me. I was on auto-fly and the mini map showed nothing - couldn't even see the island anymore! - so i looked at my world map. Lo and behold I had hit an invisible wall. I flew back to build my fatigue up again and went back hoping for a hole I could infiltrate the island through, but alas, to my disappointment, there was none.

I did a bit of researching online and found a few interesting posts. [Zandalar].

"It is believed that the island is the "Zandalari Isle" shown on a map draft released at the BlizzCon 2011 announcement of the expansion. Though that island may also be the Isle of Reckoning.
As of build 15739, a new speculation has arisen that this island may be actually a remnant of Zandalar, which has been reportedly decimated by Cataclysm. Early explorations through Eagle Eye have revealed several mogu structures, as well as one big building with the instance portal at the entrance. Now the island is blocked off from any means of accessing by the invisible wall, but may be opened later in a content patch.
One strong indication in this direction is if one flys into the mist and to the invisible wall, they will discover the South Seas, which is where Zandalar was supposed to be as mentioned in the RPG." -Wowpedia

I'll also link this forum post.
Keep in mind that all of this is uncomfirmed as of the date of this posting. <3


Wednesday, October 31, 2012

Rare Mobs and more Rare Mobs

Update for you! Yay!

In the small amount of time I have had this week I've been working on dailies and rare mobs.

Achievement Progress: [Glorious!]

The Yowler (Townlong Steppes 67, 73) - This is guy is fairly simple, especially at 90. He will throw a [Bananarang] . Be sure to dodge it on the 2 times it comes around (outbound throw and it coming back to the caster). He will also go crazy, [Going Bananas] . Just be sure to heal up if you failed to dodge the attack and he hits you. Other than that he is tank and spank all the way.

Kah'tir (Townlong Steppes 62,34) - This Mogu Warrior has the same abilities as all other rare Mogus. I had to fly over him and drop in the path behind him, and kill a patrol on it to be able to pull him with out adds. He will summon Quillen during the fight; all that is needed here is to aoe them down if you can so you can till continue to dps Kah'tir. 

He has an ability called [Devistating Arc] which will look like a half 180 degree half-circle while he is casting. Make sure you run straight through him (easiest move for me being melee class) to get to the unaffected side. He shouldn't turn towards you or anything. As long as you keep these things in mind he should be no problem at all.

Sunday, October 28, 2012

A little catch-up, not ketchup.

Ok, so it's been about a week since my last post - give or take. I've been leveling my Herbalism and Alchemy on my Druid so that when I get into Pandaria I can skill up both professions and use them with Fallzen's Mining and Jewelcrafting. Can anyone say [Living Steel] cooldown?

So I have done that and am in Pandaria now with Darmani, my Druid. I plan to work on some misc. guides for everyone as soon as i get a bit more time. My week this week is real cluttered with crap i have to do, so, see ya then!

Friday, October 19, 2012

Ding! You have reached Level 90! / Yul Wildpaw


So, I ended up with about 3+ bars left 'til level 90 earlier this morning after running a few random dungeons. I found a really nice spot on the Serpent's Spine that has almost instant spawn level 90 mobs. It took probably about 10-20 minutes to finish off those bars by farming the mantids there.
Now I'm max level and it is time to start getting daily quest hubs ready and start building a raiding/pvp set.

Achievement Progress: [Glorious!]

Yul Wildpaw (31, 61 Townlong Steppes) - This guy was kind of tough for me since i'm a melee class and have to be next to the target - most of the time. After a few wipes and figuring out his rotation, i found that the best way to down him, as far as Ret pallys go anyways, is to run when he begins casting his Spining Crane Kick and running back to him as quickly as possible. he shouldnt be that far from you anyways. The BIG part is interupting his Healing Mists spell. the cooldown is not too short. If my
R\ebuke or Arcane Torrent was not up when he was casting this, i would use Blinding Light or Hammer of Justice to interupt him.