aiongold

Screen your patio doors

 

Patio doors open guild wars 2 gold for sale a room to the outdoors. They allow light in and let you see out. For many times you do not want others to look in, patio doors could be fitted with options that provide privacy. You can screen your guild wars 2 power leveling door. Many patio doors will be having sliding patio screens to keep out bugs. If your door has a screen but not providing any gw2 accounts privacy, then visit your local hardware shop and ask about privacy screen that can fit your frame. If your patio doors do not have a screen, you can add one. If you have a standard door, home development cheap guild wars 2 powerleveling stores may have a screen in stock that could be directly installed with no modifications.

Bamboo screens will guild wars 2 cd key roll up and down so as to protect your doors and windows. The bamboo screens are reasonably priced and are easy to install. They generally take three or four hooks installed over the door. The guild wars 2 game time card screen clips onto the hooks is rolled up or down as needed. Drapes or curtains could be installed on the wall inside the door buy guild wars 2 time card frame. Hanging rods and hardware are obtainable at hardware and department stores. Heavier drapes will be expensive and can be more challenging to install. Lightweight curtains take a simple rod and could be ff14 gil quickly pulled to one end and tied.

Holiday door covers are a final fantasy 14 gold fun and a fast way to provide privacy. These huge decorative vinyl decorations are meant to cover your front door. They are available for you at dollar stores and department stores. Use removal tape cheap ff14 gil to put a colorful or serene picture over the door. They are cheap and could be changed with the season. Temporary privacy could be a final fantasy xiv cd key family project. Use a butcher paper cut and taped to fit the door. Make it a family project to poster paint designs on the paper. You can use a felt pen or brush to paint the lines in a grid on the paper like panes on a ff14 time card window. This will make individual blocks for every person to do their design. When the paint dries thoroughly, then it can be put on the door final fantasy xiv account with removable tape. Though this is not a permanent solution it can provide a few days of family privacy and leisure.

Sun films could be installed on patio door glass. final fantasy xiv power leveling The shades come in light to dark film. You can look out but it is not simple to see in. Light adhesive will hold the film in cheap final fantasy xiv power leveling its place. Sun film must not be installed on thermo pane windows as it might affect the warranty.

 

Cambay Holidays Review

Relaxation being guild wars 2 gold an integral part of today’s hectic life, Entertainment & hospitality become increasingly more valuable while planning for the holidays with holidays review. There are various hotels in the capital city guild wars 2 powerleveling of India. One can make a choice depending upon the taste of the individual personality.

Cambay being a big guild wars 2 account name in five star hotels has properties in the cities namely Gandhinagar, Goa, Gurgaon, Kerala & Ahmedabad. Cambay Five Star Hotels & Resort has properties in Ahmedabad heading in Gandhinagar. gw2 time card Cambay Golf & Spa Resort Shining in the peaceful Gandhinagar city with huge golf course is Gujarat’s first largest Spa & Resort. gw2 cdkey

It makes you have the feeling of relaxation, recreation and relish the joyful experience.

Cambay Resort is a quintessence buy guild wars 2 game card of palatial luxury in the renowned city of lakes - Udaipur. The design takes inspiration from the city's unique architectural eminence. Set against a scenic backdrop of hills, this mesmerizing business ffxiv gold cum leisure destination boasts of unparalleled services and facilities including extravagant rooms and suites, Orient Spa, elegant buy ffxiv gil banquet halls, dining delights and a host of leisure options. When it comes to luxury, Cambay Sapphire is the name for royal treat & hospitality. This elegant 3 star business hotel is based at one of the emerging cheap ffxiv gold business hubs of India. The property boasts of exclusive conference rooms, ultra luxurious rooms, multi-cuisine restaurants and Gujarat's first ever Medical ff14 cd key Spa.

Cambay Beach Resort located in the beautiful city of Goa, in sandy beach of Bardez with 22 rooms charming resort is filled with luxurious suites final fantasy 14 time card overlooking the sea, the resort captures the state's true quintessence of 'sun, sand and splendor.' It is set in lush green surroundings ff14 account with the sun kissed Arabian Sea serving as the backdrop. Welcome to Kerala, God's own country! A paradise with golden sand clad serene beaches, calm stretches of emerald backwaters, thriving hill station, exotic ffxiv leveling wildlife and verdant carpet of nature all around.

The Cambay Boutique Apartment buy aion kinah in Gurgaon has full service facilities, located at the heart of Gurgaon is just 15 minutes drive from the Airport. Infrastructure & facilities matches today's business travelers' requirements. All rooms are Wi-Fi aion online account enabled.

Standing amidst the golden desert land of Rajasthan is the royal capital of the pink city of Jaipur. One of the cheap aion gold renowned cultural legacies of the country is today a modern metropolis and an influential leisure destination.


Skin Cancer

Aion Templar techniques, cheap guild wars 2 gold — Posted by aionkina @ 12:49

Skin cancer is a gw2 gold form of caner that affects the skin. There are several different types of skin cancer and some forms are more dangerous than others.

The two most common types of skin cancer are basal gw2 power leveling cell carcinoma and squamous cell carcinoma. Both of these types of skin cancer can be serious in terms of changing the appearance of the cheap guild wars 2 gold skin affected, but they are not likely to spread to any surrounding tissue in the body.

Another type of skin cancer that is considered more gw2 account serious is malignant melanoma. In terms of occurrence, this type of skin cancer is rarer than the others. However when it does occur early gw2 cd key treatment is mandatory to ensure the greatest chance of survival.

Skin cancer has become much more common in recent years. This is mainly due to the fact that medical research has indicated that gw2 game time card exposure to the damaging rays of the sun can increase a person’s chances of getting the disease, considerably.

Before the buy gw2 game time card advent of all of the sun screens that offer UV protection, many people would sit in the sun for hours. Sun bathing was very popular and people would sit exposed to the sun rays oblivious to the fact that they might be ffxiv gil setting themselves up for a case of skin cancer later in life.

Research now suggests that each final fantasy xiv gold time a person receives sunburn or even a dark suntan they are increasing their risk of developing skin cancer by 50%. This is troubling to people who cheap ffxiv gil enjoyed basking in the sun when they were young.

There are some things that a person can do to treat skin cancer ffxiv cd key early. One is to be aware of any and all markings on your body. This means regularly checking your skin, including your back, for any new growths final fantasy xiv game card or changes in moles. If you notice any ulcers on the skin that do not heal or any discoloration of the skin it’s wise to seek out a professional cheap ffxiv time card opinion.

In the case of basal cell carcinoma, the skin cancer will appear as a raised bump on the skin. Although not reddish in color, in some cases you will be ffxiv account able to see blood vessels within the growth. If you are suffering from squamous cell carcinoma than the growth will be reddish in color; it may ffxiv power leveling also be in the form of an ulcer which doesn’t heal.

The most serious form of skin cancer, malignant melanoma, has a brownish or black color to them. Quite often they appear and you might consider it to be a cheap ffxiv power leveling new mole. It’s important to realize that new moles do not grow on adults and if you notice a new growth that is dark in wow power level color it is most likely skin cancer.

Another indication that you have this most serious form of skin cancer is that an existing mole has changed. The shape of color of it may be aion kina different and in this case it’s important that you seek out medical treatment as soon as possible.


To Review Aion Kozen Guide

Aion Templar techniques, Aion Kozen Guide — Posted by aionkina @ 12:48

Are you familiar to the Aion game, wanna know more guide of Aion? Aion, is a relatively new game, there are not many leveling guides available compared to other mmorpgs. So for those of you who need help in leveling your character quickly, you do not have much of a selection to choose from. The Aion Kozen Guide is a recent release, but it is far being incomplete, in fact it is probably the most comprehensive leveling guide for Aion players today, for both Elyos and Asmodian players.

Leveling Through Questing

Kozen believes in questing to gain levels. This is the quickest way to level. Experienced rewarded from quests is far greater than finding a grinding spots, than killing that same mobs over and over again. The Kozen Guide maps out all the quests you should take from 1 to 50. You will find out where to go for quests, what order you should take the quests in, and how to complete them. So it really is a complete walk-tru of Aion documented in one concise guide.

Less Travelling Means More Experience

One of the problems players have found in questing, is that you would complete a quest in one area, then find another set of quests to do in the same area, from another quest giver. This means that you spend time traveling back and forth to the same area. By mapping out the quests in the correct order, the Kozen Guide saves up on traveling time. If you think about it, time spend travelling, means time taken away from doing experience gaining tasks like killing mobs or doing quests. The formula is as simple as that, and Kozen does a great job of implementing this strategy in the guide.

Kinah and Crafting Bonus

There are a couple of complementary sections in the guide that cover other aspects of Aion. These are acquiring Kinah, and crafting. These sections are basically tips for using the auction house effectively, places to go to farm Kinah should you need to, and how to craft items that sell well. This is not as comprehensive as some other guides on the market, but is more of an added bonus, rather than a complete guide in itself. Still is worthwhile reading, if you just need the main bullet points on acquiring Kinah wealth.

Into the Abyss

Another added bonus is coverage of the Abyss. This is where Aion PvP occurs. This a good section, that explains well the strategies used to attack and defend fortresses. How to acquire abyss points and the gain the PvP artifacts. This should be useful if you want a break from leveling, and take your stresses out on some poor noob, who did not have a guide handy to explain the mechanics of the Abyss.

Memberships and Free Updates

Being in ebook format, many guides now offer free updates as part of the purchase. The Kozen Guide is no exception, but also includes access to a membership area on it's website. As well as support forums, you will also find videos illustrating some of the the more complex quests. You will find these invaluble, and are not available on the internet elsewhere.

To Conclude

Questing is the fastest way to level in Aion, and The Aion Kozen Guide documents this well, in clear precise instructions, with videos to backup the more complex parts. The bonus materials, should be taken as just that, a bonus, so go elsewhere if you want a dedicated Kinah or PvP guide. But, for a pure fast leveling guide, the Kozen Guide is comes highly recommended.

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To Review Aion Kozen Guide

Aion Templar techniques, Aion Kozen Guide — Posted by aionkina @ 12:48

Hello, guys, today we will share the guide of Aion Cleric Macros, it will tell you how to use, the information about updates and healing and so on. So I believe this guide will do help to you. Now let's check out the guide below:

How To Use:

1. Unlike WoW macros, Aion ones only need to be pushed ONCE for the whole macro to execute. So don't mash the macro, it will automatically perform each line after one hit.

2. Most of these can be copy and pasted into your macro editor, however exceptions are:

Replace ALL inverted commas and their text with spell ranks/names/numbers. Fairly self explanatory.

3. The number in the command '/Delay "Number"' is there to take in to consideration factors such as spell cast times, computer lag or network lag. Therefore it can be different for everyone. As a general indicator, a delay of 0.5 for most macros works with my ping of 270ish.

Updates

07/10:
-Added a macro which buffs the whole group with a single buff after one click

04/10:
-Removed the group buffing macro since there isn't enough room to fit the whole macro in to the editor
-Added self-buff macro
-Added 'focus' macros and variations under Healing and Combat/PVP

28/09:
-New macro added under general: Wing animation cancelling macro

26/09:
-Changed Divine Spirit 'HoT' macro to use Light of Renewal rather than Light of Rejuvenation
-Changed name of 'Refresh Mind' to 'Penance'
-Updated entries with correct assist syntax (Thanks Eloora)

Index:

1. General

2. Healing

3. Levelling

4. Combat


1. General


a) Flight/Wings Animation Cancelling

 

/Skill Toggle Flight/Landing
/Delay 0.01
/Skill Toggle Combat

Use this macro to save yourself some time when you take flight. Really useful macro for shaving off time when you are chasing someone or escaping.

b) Buffing an entire group:

First up, you need to assign a variable (which will be the buff) to a variable slot. In this example we will assign it to Variable 0, you can check all your assigned variables in your macro window.

1. In your CHAT BOX type:
/Variable 0 Blessing of Rock I

2. Next we will write up the actual macro

/Select [%Group1]
/Skill [%Variable0]
/Delay 1
/Select [%Group2]
/Skill [%Variable0]
/Delay 1
/Select [%Group3]
/Skill [%Variable0]
/Delay 1
/Select [%Group4]
/Skill [%Variable0]
/Delay 1
/Select [%Group5]
/Skill [%Variable0]

The macro will buff your entire group with Variable 0. One limitation is that the character limit restricts it from buffing yourself, so you will need to do this manually (see the self buff macro under "Levelling".

Creating a second macro to buff Blessing of Life is pretty much the same as the one above.

1. In your chat box type:
/Variable 1 Blessing of Life I

2. Next we will write up the actual macro

/Select [%Group1]
/Skill [%Variable1]
/Delay 1
/Select [%Group2]
/Skill [%Variable1]
/Delay 1
/Select [%Group3]
/Skill [%Variable1]
/Delay 1
/Select [%Group4]
/Skill [%Variable1]
/Delay 1
/Select [%Group5]
/Skill [%Variable1]


2. Healing

a) Focus" Macro Inspired by Vohl from thread Focus CC Macro:

Macro 1:

/Variable 0 [%Target]

Macro 2:

/Select [%Variable0]
/Skill Healing Light "Rank"


Bind each macro to two different hotkeys.

There are two macros you need to push for this one. The first one assigns your selected target as your 'focus'.

Pushing the second macro selects your 'focus' assigned in macro 1 and heals it.

Changing the number in Variable"Number" assigns the target to a different variable slot. To see a list of all assigned variables go in to your macro panel and into the 'Variable' tab.

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Tweaking Your Frost DPS Talent Build

Aion Templar techniques, WoW frost DPS — Posted by aionkina @ 12:47

Hello, friends, welcome to World of Warcraft, to have a look at news, tips and strategy for the death knight class. Yeah, today's topic is about Tweaking your WoW frost DPS talent build. Let's check out below:

Last week, we took a look at WoW frost DPS. At that time, I posted a basic DPS build for beginning frost DPSers to provide a good balance of DPS and utility. As I mentioned back then, though, the basic WoW frost DPS build is pretty nice in that it does allow a bit of flexibility in your build; that is, there are a few places where you can swap around points a bit depending on your gear level and personal needs. We'll also take a quick look at optimizing sigil usage, which should come in handy for blood and unholy DPS as well. But first, let's take a look at those frost talents.

  • Subversion Subversion is a cornerstone of many a DPS build, thanks to the threat reduction. While threat reduction seems a bit laughable in the era of quick-and-frantic AoE DPS runs where it seems like most tanks can keep aggro by spamming a few buttons, it can come in handy, especially at later gear levels where DPS attack power starts to drastically outpace a tank's ability to keep aggro. That said, Subversion is not great for frost DPS. We generally get enough crit power from Killing Machine and gear. If you don't need the threat reduction, you should take the points out of it.
  • Blood-Caked Blade While this is the easiest place to remove points if you want to bolster Black Ice or Subversion, it's also the best place to put points back into if you want more DPS. Frost DPS does a whole lot of damage via weapon strikes, and a chance to do more damage on each strike is nothing to sneeze at. If you have no threat issues, just take those points out of Subversion and put them here. It's going to be the best place to spend them if you want more DPS.
  • Killing Machine Killing Machine itself is awesome. A free crit every so often is extra DPS in the bank. That said, there is too much of a good thing. If you don't use the Killing Machine buff, that's wasted talent points. If you have so much critical strike rating that many of your hits are critical strikes anyway, you may be wasting talent points. As a general rule of thumb, it's probably safe to take one point out of Killing Machine some time after you reach 30-40% critical strike chance, but your mileage may vary. When you remove that point, it can easily go into either Black Ice or Subversion.
  • Chill of the Grave This talent provides extra runic power, which is key for maximizing your DPS. Frost Strike is a very significant part of frost DPS, and you need the runic power to churn out as many of them as possible once your runes are on cooldown and when you have a KM proc to spend. Again, though, you can have too much of a good thing. If your runic power is consistently sitting at high levels instead of being spent on Frost Strikes, you're essentially wasting your Chill of the Grave talent points. This can happen if you're consistently getting healed by a restoration druid or discipline priest, or if you're consistently getting lots of runic power from using Anti-Magic Shell. Keep an eye on your rotation, and if you find you're flush with runic power, you can consider taking a point or two from this talent and apply it to one of the others on this list.
  • Black Ice Black Ice is a pretty easy skill to leave half-full if you'd rather max Subversion or Blood-Caked Blade, but it's still relatively valuable. You will be doing a pretty decent amount of frost and shadow damage, especially if you're AoEing. If you don't need the extra points from Killing Machine or Chill of the Grave anywhere else, put them in Black Ice.

In other words, let's say you're looking at your spec. You do a few dungeon runs. It feels like you have a decent amount of critical strike, so you take that one point out of Killing Machine and stick it into Black Ice. You also notice that you pretty never pull aggro off of just about any tank you run with, so you pull those three points out of Subversion and throw them over to Blood-Caked Blade. That gives you a talent build that looks something like this. You'll have to watch your threat a bit more, but you'll definitely do better DPS.

Sigil choice

We didn't go into sigil choice too in depth last time, but there were a few questions people had, so it's probably a good idea to explain it somewhat more in depth. While in the past Sigil of Awareness and Sigil of the Vengeful Heart provided enough of a base damage boost to certain weapon strikes to make them worthwhile in the past, testing for Patch 3.3.3 thus far has indicated you're best off now sticking with the straight strength boosts, that is, either Sigil of the Hanged Man or Sigil of Virulence.

Sigil of the Hanged Man is the clear winner in the straight-up buff race, all things being equal, providing 219 strength when fully stacked. If you have a solid rotation that allows you to keep hitting Obliterate consistently and don't have to move around much, this sigil is the one you want to have.

That said, it's not common that a boss is just going to let you sit around and spank it, especially at raid level content. That's where it may become worth it to stick with the Sigil of Virulence. Since the sigil only requires one hit to reach full power and keeps the buff up for 20 seconds, it's much more forgiving than the Sigil of the Hanged Man. You can move around a bit more or flub your rotation a bit without having the buff fall, and if it does fall, you 'll get back to full strength almost instantly. Another advantage is that the Sigil of Virulence will only set you back a few Emblems of Triumph, whereas the Sigil of the Hanged Man will cost you Emblems of Frost. Therefore, you may find it worthwhile to keep using the Sigil of Virulence while you spend your frost emblems on tier 10 armor instead.

In short, feel free to stick with the Sigil of Virulence for cheapness and ease of use. Once you've got a few extra Emblems of Frost to spend, however, you can squeeze out a bit more DPS by buying a Sigil of the Hanged Man for use in more stationary battles.

That's all i wanna share with you, I believe you must have a knowledge of WoW frost DPS, right? If you wanna experience the exciting in WoW, you can buy wow game card to have a try, we also can offer you wow cataclysm power level to level your character. Wanna level right now? Grab them quickly.


WoW Class homogenization and the cat

Aion Templar techniques — Posted by aionkina @ 12:46

Hello, guys, welcome to here, World of Warcraft, we will talk about WoW Class Homogenization and the Cat in today's article. If you are interested in WoW, i think maybe you can know more details from this article.

Before the class announcements hit, I had drafted an article on what I would have loved to see Blizzard do for bears, cats and trees in Cataclysm. You've already seen the expanded bear portion, which was published a few days before the druid announcement was made (no one's ever accused me of great timing), but the cat and tree bits have been (as we say) overtaken by events.

We've already looked at the feral information released, so I don't think it's necessary to recap that. However, I'd like to take a closer look at the cat this week, in much the same way that we turned a critical eye to the Tree of Life's impending disappearance. As much as I generally counsel against reading my own work without access to a prescription stimulant or at least hard liquor, you may find the first portion of the Tree article helpful in giving some background on Cataclysm's class goals.

As a TL:DR on our previous feral analysis, seen through the lens of the tree article's conclusion on Blizzard's design intentions:

  1. Cat damage is in a good place, druids are happy that it's not a "faceroll" spec, and I think Blizzard is happy with that as well. PvE-wise, I don't think we have a lot to worry about.
  2. Many of the changes I saw have more interesting implications for PvP. This is the third expansion in a row where cats are getting more versions of rogue skills, in implicit recognition (I would argue) of the spec's uninspiring arena performance relative to its parent class.

Which leaves us with this week's question: When a spec is literally designed as a copy of a pure class, is a certain amount of class homogenization a good thing? Beware, readers -- arm-waving ahead!

As a general rule, players aren't fond of what's termed "class homogenization," or the duplication of one class' abilities for the benefit of others. Many feel, and not without reason, that this defeats the purpose of having 10 classes in the first place. It's boring to level a class that feels exactly the same as another you've already leveled. In the end game, if Class A can do most of what Class B can do more easily, there's not much reason to bring Class B to a raid, and so on and so forth.

However, the anti-homogenization impulse tends to conflict with players' demands for abilities that are felt to confer a disproportionate advantage to certain classes and specs. Mortal Strike is probably the best example of this. For many years it was the signature ability of the arms warrior -- a consistently successful spec in PvP -- but it was eventually farmed out to hunters during Burning Crusade in an effort to shore up the latter's abysmal performance in arena. For a while, developers even considered giving the ability to shamans -- another class with middling-to-dreadful arena performance -- but eventually nixed the idea. Fortunately, this didn't happen before players were allowed their own, often funny, input on the process ("Is there some sort of Mortal Strike nonproliferation treaty that stops me from having Mortal Strike on my priest?").

In the transition to WoW Wrath, a lot of other signature raid buffs or abilities like Thunder Clap and Replenishment were handed around to different classes, and we're seeing the few holdouts like Sunder Armor scaled back as the game moves on to Cataclysm. While players grumble, I think most have recognized that having to build a group or raid around class- or spec-exclusive buffs is not only a pain in the ass, but it also gives certain classes an uncomfortable amount of influence over the outcome of encounters. In BC, if your hunter was sick, encounters like Void Reaver and Gurtogg Bloodboil were considerably more painful. If your shamans were out for the night, you could forget about pretty much all of Sunwell. Even today, if your warrior doesn't show up, you have no Sunder, and your raid's physical DPS takes a nosedive.

When it comes to "class homogenization," there's a fine line between diluting what makes each class different, fun and exciting, and recognizing that sometimes players need similar tools to deal with PvE and PvP content without being at an unfair disadvantage. What made me want to take a closer look at this as it relates to the cat was an offhand observation in the Tree of Life article concerning RMP teams. Fighting classes who were designed to be the best at what they did is a lot harder than fighting hybrid DPS who can approximate their damage, but not their ability to control a fight. Where PvE's concerned, I think we've reached the point where a good player of any spec or class has a chance to get a raid slot -- and this is certainly true of a gifted cat player -- but I'm not sure that PvP is in the same ballpark, let alone the same universe.

 

The druid's always been in an odd place when it comes to this issue, because one of its defining features is being built around class homogenization:
 

  • The bear is a copy of the warrior, with most bear abilities having a direct counterpart in the warrior skill set.
  • The cat is a copy of the rogue, with most cat abilities having a direct counterpart in the rogue skill set.
  • The moonkin is a somewhat odd hybrid of the mage and warlock ... that used to be able to, uh, melee for mana ... with bear ... armor, that ... okay, moonkin are weird, and they are not necessarily the better for it in arena.
  • Restoration is probably the most unique of the four specs in that it was deliberately built around HoT-style healing, a niche that really hasn't been challenged even to this day.

People have occasionally expressed surprise (or pique) at the extent to which "new" druid skills are direct clones or modifications of abilities already given to their pure class counterparts, but it's not really surprising.

If it makes the warrior work, it will probably help the bear
. Of course, the opposite is also true (they said, nervously awaiting the results of rage normalization).

If it makes the rogue more effective, it will probably help the cat
. Both are melee classes who are fairly fragile in PvP without access to a set of abilities that allows them to control a fight (the rogue) or outlast an opponent (the cat). To a certain extent, I think "hand-me-down" skills from the warrior and rogue are all but inevitable as a result.

PvP is an area in the game where the feral spec has consistently failed to perform well. While you will see fantastically talented feral PvPers out there (and I am still in awe of what players like Azgaz managed to pull off before Wrath), the spec has yet to enjoy the wider success that has embraced our pure-class counterparts, and even the underperforming classes we mentioned earlier (amusingly, the hunter and enhancement shaman seem to have solved a few of each others' arena issues by teaming up to create the dreaded "beast cleave").

The problem with the cat is that it's a copy of a rogue utilizing rogue mechanics without the skills and talents that have allowed the latter to survive situations that aren't favorable to them. The cat inherited the rogue's armor class, combo point system, resource and basic gameplay, but it didn't inherit things like Kick, Preparation, Cloak of Shadows, Blind, Sap, Shadowstep, Dismantle, Vanish or Deadly Throw. For survivability, it's generally assumed that the cat will simply jump into bear form, and to a certain extent that's fine; the feral spec is meant to be played as an amalgam of two animals, each with its own strengths and weaknesses. The cat may lack options, but the justification is that the class as a whole doesn't.

But the bear is the solution to problems the rogue would have answered with an ability that allows him/her to exercise control over an opponent -- and the bear doesn't allow you to do this. While the rogue will blow a cooldown in the effort to reset a fight, a cat will shapeshift into a warrior without the warrior's stuns, Mortal Strike or interrupts. Essentially, we are kept busy shifting from a form that lacks the rogue's control over a fight into a form that lacks the warrior's pressure on an opponent. While the addition of Infected Wounds, Feral Charge in cat form, and especially Predator's Swiftness during Wrath has gone a long way toward improving the feral PvP experience, something still feels vaguely off about the cat, as if it's designed to make use of skills that aren't there.

Rogues are now confirmed to be facing the loss of the stun lock in return for more innate survivability in Cataclysm. The ultimate irony of WoW class homogenization may be, not that we need to become more like rogues, but that rogues are becoming more like us.

Do you get something you wanna know? Wanna know more WoW news, pay more attention here. Wanna join WoW game earlier, I think you should buy cheap wow key first, besides, you should buy cheap wow gold to enter the game, gold is equil to the currently money, so it is necessary, but if you wanna level your character,  world of warcraft power leveling is also needed. Come and grab them.


WoW Class homogenization and the cat

Aion Templar techniques, WoW class homogenization — Posted by aionkina @ 12:46

Hello, guys, welcome to here, World of Warcraft, we will talk about WoW Class Homogenization and the Cat in today's article. If you are interested in WoW, i think maybe you can know more details from this article.

Before the class announcements hit, I had drafted an article on what I would have loved to see Blizzard do for bears, cats and trees in Cataclysm. You've already seen the expanded bear portion, which was published a few days before the druid announcement was made (no one's ever accused me of great timing), but the cat and tree bits have been (as we say) overtaken by events.

We've already looked at the feral information released, so I don't think it's necessary to recap that. However, I'd like to take a closer look at the cat this week, in much the same way that we turned a critical eye to the Tree of Life's impending disappearance. As much as I generally counsel against reading my own work without access to a prescription stimulant or at least hard liquor, you may find the first portion of the Tree article helpful in giving some background on Cataclysm's class goals.

As a TL:DR on our previous feral analysis, seen through the lens of the tree article's conclusion on Blizzard's design intentions:

  1. Cat damage is in a good place, druids are happy that it's not a "faceroll" spec, and I think Blizzard is happy with that as well. PvE-wise, I don't think we have a lot to worry about.
  2. Many of the changes I saw have more interesting implications for PvP. This is the third expansion in a row where cats are getting more versions of rogue skills, in implicit recognition (I would argue) of the spec's uninspiring arena performance relative to its parent class.

Which leaves us with this week's question: When a spec is literally designed as a copy of a pure class, is a certain amount of class homogenization a good thing? Beware, readers -- arm-waving ahead!

As a general rule, players aren't fond of what's termed "class homogenization," or the duplication of one class' abilities for the benefit of others. Many feel, and not without reason, that this defeats the purpose of having 10 classes in the first place. It's boring to level a class that feels exactly the same as another you've already leveled. In the end game, if Class A can do most of what Class B can do more easily, there's not much reason to bring Class B to a raid, and so on and so forth.

However, the anti-homogenization impulse tends to conflict with players' demands for abilities that are felt to confer a disproportionate advantage to certain classes and specs. Mortal Strike is probably the best example of this. For many years it was the signature ability of the arms warrior -- a consistently successful spec in PvP -- but it was eventually farmed out to hunters during Burning Crusade in an effort to shore up the latter's abysmal performance in arena. For a while, developers even considered giving the ability to shamans -- another class with middling-to-dreadful arena performance -- but eventually nixed the idea. Fortunately, this didn't happen before players were allowed their own, often funny, input on the process ("Is there some sort of Mortal Strike nonproliferation treaty that stops me from having Mortal Strike on my priest?").

In the transition to WoW Wrath, a lot of other signature raid buffs or abilities like Thunder Clap and Replenishment were handed around to different classes, and we're seeing the few holdouts like Sunder Armor scaled back as the game moves on to Cataclysm. While players grumble, I think most have recognized that having to build a group or raid around class- or spec-exclusive buffs is not only a pain in the ass, but it also gives certain classes an uncomfortable amount of influence over the outcome of encounters. In BC, if your hunter was sick, encounters like Void Reaver and Gurtogg Bloodboil were considerably more painful. If your shamans were out for the night, you could forget about pretty much all of Sunwell. Even today, if your warrior doesn't show up, you have no Sunder, and your raid's physical DPS takes a nosedive.

When it comes to "class homogenization," there's a fine line between diluting what makes each class different, fun and exciting, and recognizing that sometimes players need similar tools to deal with PvE and PvP content without being at an unfair disadvantage. What made me want to take a closer look at this as it relates to the cat was an offhand observation in the Tree of Life article concerning RMP teams. Fighting classes who were designed to be the best at what they did is a lot harder than fighting hybrid DPS who can approximate their damage, but not their ability to control a fight. Where PvE's concerned, I think we've reached the point where a good player of any spec or class has a chance to get a raid slot -- and this is certainly true of a gifted cat player -- but I'm not sure that PvP is in the same ballpark, let alone the same universe.

 

The druid's always been in an odd place when it comes to this issue, because one of its defining features is being built around class homogenization:
 

  • The bear is a copy of the warrior, with most bear abilities having a direct counterpart in the warrior skill set.
  • The cat is a copy of the rogue, with most cat abilities having a direct counterpart in the rogue skill set.
  • The moonkin is a somewhat odd hybrid of the mage and warlock ... that used to be able to, uh, melee for mana ... with bear ... armor, that ... okay, moonkin are weird, and they are not necessarily the better for it in arena.
  • Restoration is probably the most unique of the four specs in that it was deliberately built around HoT-style healing, a niche that really hasn't been challenged even to this day.

People have occasionally expressed surprise (or pique) at the extent to which "new" druid skills are direct clones or modifications of abilities already given to their pure class counterparts, but it's not really surprising.

If it makes the warrior work, it will probably help the bear
. Of course, the opposite is also true (they said, nervously awaiting the results of rage normalization).

If it makes the rogue more effective, it will probably help the cat
. Both are melee classes who are fairly fragile in PvP without access to a set of abilities that allows them to control a fight (the rogue) or outlast an opponent (the cat). To a certain extent, I think "hand-me-down" skills from the warrior and rogue are all but inevitable as a result.

PvP is an area in the game where the feral spec has consistently failed to perform well. While you will see fantastically talented feral PvPers out there (and I am still in awe of what players like Azgaz managed to pull off before Wrath), the spec has yet to enjoy the wider success that has embraced our pure-class counterparts, and even the underperforming classes we mentioned earlier (amusingly, the hunter and enhancement shaman seem to have solved a few of each others' arena issues by teaming up to create the dreaded "beast cleave").

The problem with the cat is that it's a copy of a rogue utilizing rogue mechanics without the skills and talents that have allowed the latter to survive situations that aren't favorable to them. The cat inherited the rogue's armor class, combo point system, resource and basic gameplay, but it didn't inherit things like Kick, Preparation, Cloak of Shadows, Blind, Sap, Shadowstep, Dismantle, Vanish or Deadly Throw. For survivability, it's generally assumed that the cat will simply jump into bear form, and to a certain extent that's fine; the feral spec is meant to be played as an amalgam of two animals, each with its own strengths and weaknesses. The cat may lack options, but the justification is that the class as a whole doesn't.

But the bear is the solution to problems the rogue would have answered with an ability that allows him/her to exercise control over an opponent -- and the bear doesn't allow you to do this. While the rogue will blow a cooldown in the effort to reset a fight, a cat will shapeshift into a warrior without the warrior's stuns, Mortal Strike or interrupts. Essentially, we are kept busy shifting from a form that lacks the rogue's control over a fight into a form that lacks the warrior's pressure on an opponent. While the addition of Infected Wounds, Feral Charge in cat form, and especially Predator's Swiftness during Wrath has gone a long way toward improving the feral PvP experience, something still feels vaguely off about the cat, as if it's designed to make use of skills that aren't there.

Rogues are now confirmed to be facing the loss of the stun lock in return for more innate survivability in Cataclysm. The ultimate irony of WoW class homogenization may be, not that we need to become more like rogues, but that rogues are becoming more like us.

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Runes of Magic Diamond Trade Gets Destroyed

News here, the Runes of Magic Diamond Trade has been destroyed, wanna to know more? Details below:

There's an understandable problem with selling game currency in subscription games, where it's generally considered verboten for good reason. While some subscription games will sell you things in addition to the monthly fee, there's a general sense that you should earn your advantages. But in free-to-play games that have a cash shop allowing players to purchase items directly... well, the very idea of gold selling seems kind of silly. But it can happen, and Runes of Magic has experienced a bit of a problem of late with the trade of Diamonds (their cash shop currency) for gold.

The game has traditionally treated the currencies as interchangeable insofar as players with lots of Diamonds and not enough gold could sell their excess to other players. Unfortunately, the current spate of RMT activities have called for draconian measures: they've taken away the ability to trade Diamonds for gold. They've also temporarily removed the ability to send gold through the mail. The official announcement stresses that this is a temporary measure to combat unacceptable behavior. While less gold spam is a good thing, fewer features are a negative, so this new is a mixed bag for Runes of Magic players.

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Everquest II Passport Unveils Now

Aion Templar techniques, Everquest II Passport — Posted by aionkina @ 12:45

Pay attention here, a new payment model-Everquest II Passport, announced today on the official site, looks to offer an alternative method for gamers with budget issues, gaming infidelity, or multiboxing tendencies to get their Norrath fix.

The EQ2 Passport option costs a measly five dollars, and nets you three full days of gameplay per 30-day period. As the announcement makes clear, the option is ideally suited to those with an occasional interest in the game. Maybe you want to make sure you get to all the seasonal events, play with your friends one weekend a month, or bring up an alt account to help you out on a raid. With the new Passport that's all doable, and affordable.

As a bonus, you can make use of the Passport to log in for special 'claim' items without having an active account. The only caveat is that the Passport is only available to existing inactive or closed accounts.

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Guild Wars 2 Concept Art Video Part Four

Hello guys, the Guild Wars 2 Concept Art Video part four we will bring you today, which clocks in at over five minutes and features even more gorgeous eyecandy.

Part four of the concept art reel used by Guild Wars 2 Art Director Daniel Dociu during his presentation at this year's Game Developers Conference.

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Protection WoW Glyphs, Enchants and Gems

Today this topic is about WoW Warriors, those lovable, squeezable, strokable bundles of pure joy who seethe with a burning inner fire, a rage that can only be quenched in blood. Matthew Rossi tries quenching it in delicious caffeinated beverages. You'd be surprised how often that works. Here you will know about Protection WoW Glyphs, Enchants and Gems.

Amazingly, this week I'm not going to talk about Cataclysm. Back during the 101 guides, I promised to go over glyphs, gems and enchants for the various specs. While a lot is in flux, we're still playing Wrath of the Lich King and not Cataclysm right now, so it's fair that I should finally get off of my duff and talk about these things. This week, we'll loot at gemming, enchanting and glyphing for the protection warrior.

One thing to keep in mind is that a lot of these options come down to your own personal gear level and what you're actually doing in game. Tanking heroic Saurfang-25 takes entirely different skills, gear and glyphs than tanking Halls of Reflection, which takes a different setup than tanking Nexus as a fresh early 70s warrior. We'll cover a variety of glyphs of use to a warrior seeking max survivability, AoE threat, or even special case uses and discuss gems and enchants, as well.

WoW Glyphs


Major glyphs that are most useful as part of a threat glyph set include the Glyph of Blocking, Glyph of Cleaving, Glyph of Devastate, Glyph of Sunder Armor and Glyph of Vigilance. Frankly, the Glyph of Blocking is really only good if your gear is fairly low on block value when using it as a threat glyph, since the changes to block value and Shield Slam. Blocking works as a decent threat glyph when your block value is 1,500 or lower, but above that I wouldn't use it for threat. (It's still useful for mitigation, but in the end, there are probably better choices for you there, too.) Cleaving and Sunder Armor are pure "multi-mob threat" glyphs, and both are fairly solid for that, especially if combined with the Glyph of Devastate so that not only will your Devastate stack two sunders on a target at once, it will also apply sunder to a second target. It does not appear to stack two sunders on two targets, however. As a result, you might prefer Cleaving/Devastate/Vigilance for your threat glyphs.

Glyphed Devastate is a really solid threat generator right now, with Devastate having had its damage output increased recently.

Now, if you end up low on rage for whatever reason while tanking, and only if this is the case, then the Glyph of Revenge and Glyph of Heroic Strike are useful. Frankly, I'm not tanking on a warrior in a situation where I feel like I need the rage, but when I first started tanking and my gear was a lot worse, then this combination of glyphs had absolutely beautiful synergy. Revenge will give you a free HS, and then HS can end up actually giving you rage instead of costing it. But once you're tanking any raid content, these two glyphs will be definitively outperformed by Vigilance/Devastate. Likewise, if your hit is very low (like mine was when TotC/GC was the highest level raid in the game), then the Glyph of Taunt is very useful for fights where taunt-switching is essential. As tanking gear escalates in hit rating (I actually have to work to be below 263 hit rating, for instance), this glyph goes from essential to completely worthless. At 263 hit rating or above, I'd never use it.

The Glyph of Shockwave is very useful if you know you'll be doing a great deal of AoE tanking, possibly alongside Resonating Power and the minor Glyph of Thunder Clap. I personally like either Shockwave/Cleaving/Sunder or Cleaving/Sunder/Devastate for my threat setup, but I don't end up tanking a lot of heroics (and even if I do, I'm not at the gear level those instances were designed for).

For tanking cooldowns (very useful for raid tanking), I find Last Stand and Shield Wall to be very hard to do without if I expect to be taking serious amounts of damage. Tanking heroic Saurfang, for instance, I was very very glad to have a cooldown available every minute. (This is possible since Last Stand glyphed is two minutes, and Shield Wall with Improved Disciplines glyphed is two minutes, so you can use LS and SW once a minute interchangably. Combined with trinkets, you can effectively have Super Last Stand and Super Shield Wall by timing a trinket to use at the same time.)

Minor glyphs that you want to consider as a prot warrior including Thunder Clap (mentioned above), Bloodrage, Charge and Command. I'm personally running Charge, Thunder Clap and Command right now. (Four-piece tier 10 bonus makes the Bloodrage glyph useless, since it not only duplicates the effect but also gives you another tanking cooldown. But if you don't have that yet, Bloodrage is a very useful glyph.) Frankly, with fury warriors in the raid, Battle and Command feel like a little of a waste -- but I'm not really using Mocking Blow enough to want that glyph, either. For someone primarily tanking fives (where you might well be the only warrior), either shout glyph could be a fine choice.

WoW Gems

Gems are actually fairly simple. You gem stamina, with dodge, parry and defense gems used only if you need them to reach targets or to hit set bonuses if you particularly like the bonus on a piece. For instance, if you have a piece of armor with a red socket and a blue socket and a 9 stamina bonus for matching, you can pop in a dodge/stamina gem and only lose 6 stamina compared to using two +30 stamina Solid Majestic Zircons. If you are a JC, you will obviously have access to gems with higher stats, but non-JCs will be confined to the universal epic gems.

Likewise, hit and expertise gems will mostly be used only if you're very low on those stats. You want to at least be fairly sure a taunt will always land, and you want to at least push dodges off of the attack table. If you're at 263 hit rating and 26 expertise, you don't need to gem for either and should either gem for pure stamina or avoidance/mitigation stats if you very much want to hit a set bonus. Frankly, if there were an armor/stamina gem (and yes, technically agi/stam does that), I'd recommend gemming that. I personally prefer agi/stam over dodge or parry/stam, but that's very much a personal choice and at this point, I don't really even do that very often, as my set bonuses are usually not worth it.

So I'd recommend looking at your gear. What are you deficient in? Are you able to be critically hit in the heroics or raids you're running? Gem for defense. Are you woefully low on hit or expertise? Gem for those. Otherwise, stamina is probably your safest bet.

For a meta gem, I almost always use the Austere Earthsiege Diamond, as armor is just that attractive as a stat now. If you're hurting on defense, the Eternal Earthsiege Diamond is a possibility. (It's also useful in gimmick unhittable sets, but so far, thankfully, ICC hasn't really had a fight that relied on one of those.)

WoW Enchants

Enchants aren't just enchants, technically speaking. Leatherworking makes leg armor kits that work as an enchant, and there are shoulder and head enchants sold by various factions. Inscriptionists have access to superior enchants, and if you are a scribe you should be looking at those for your tank. You can only use them on the character with the profession, but they're worth it if you have it. Otherwise, the Sons of Hodir sell the primary tanking shoulder enchant. However, if you feel like you'd rather have stamina over dodge and defense, this level 70 shoulder enchant is still quite good. The Greater Inscription of the Gladiator is a PvP enchant, but 30 stamina is basically a free epic stamina gem at level 80, so if you feel like you would rather have the health than the dodge and defense, it's one to keep in mind.

The standard head enchant, the Arcanum of the Stalwart Protector, actually adds more health than the various PvP enchants, so it's generally superior even without taking the defense on it into account. (Since defense reduces chance to be crit and hit and adds to all forms of avoidance/mitigation, it's almost universally considered superior to resilience for PvE tanking). The Frosthide Leg Armor adds pure stamina and agility (armor and dodge) for a tank's leg slot.

Since most prot warriors take Deep Wounds for threat, Blood Draining is actually a fairly attractive weapon enchant for a tanking warrior. Other options (if you happen to be specced so that your bleed damage is minimal) include Superior Potency and Accuracy. I generally find Blood Draining more useful overall, as it is basically a free smart health potion that can go off more than once during a fight. Even if you spec out of Deep Wounds, Blood Draining is still useful; while it can stack from bleeds, it also stacks from your melee attacks striking an enemy.

For a boot enchant, you can either go with the solid workhorse of pure stamina or get stamina and movement speed, which in today's Aaah ahhagh OMFG the floor is spewing forth death and there's a giant monster about to charge into me which will make him grow 100 times larger and instantly kill half the raid game is pretty attractive. The loss of 7 stamina in return for the ability to move faster when needed is a pretty solid trade for a tank. Meanwhile, for a glove enchant I recommend Armsman, because while attack power or expertise enchants provide static benefits, Armsman scales as your gear and threat improves. For a cape enchant, there's nothing tremendously compelling: you'll go with either 22 agility or Titanweave.

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WoW Cataclysm Mount Changes

Hello, friends, welcome to the World of Warcraft, today we are going to talk about the topic of WoW Cataclysm Mount Changes. Here you will know obout something by their question and answer.

During the Twitter Dev Chat, we learned that in Cataclysm, 310% speed flying mounts will be handled differently.

BlizzChat Developer Chat on Twitter 4/16


Q: Do you intend to have all 280% flying mounts scale to 310% when a 310% mount is earned, or will only purchased mounts do so?
A: Our current plan, is that in Cataclysm, you can learn a new rank of flying that lets all flying mounts move at 310% (even current 280% mounts). That will probably be as fast as mounts will ever get. We don't like it that when you get a 310% mount that you stop using your old ones.


Q: If 310% speed is becoming trainable, does that mean we'll be able to fly in Azeroth from the get-go?
A: We have considered the concept of "Old Weather Flying." Just kidding. More than likely, you'll just be able to fly from the beginning.
 

No word yet on if players with current 310% speed mounts will still have to learn this new rank of flying skill or not. Previously, 310% speed mounts were seen as status symbols and prizes to be gained via achievements, PvP, rare drops or so on. Personally, I'm hoping people with 310% speed mounts are at least grandfathered in as it would be annoying otherwise to not even be able to ride your mount once the change went live.

On the up side, at least we'll be able to fly in Azeroth right away instead of having to train yet another rank of flying.

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The Leveling Guide for Aion Elyos 1-10

Are you still bear the feel of pain, cause you don't know how to play Aion Elysian 1-10 and level it, right? But i believe from today it will not be a promble,yeah, today's topic is Aion Elyos 1-10 Leveling Guide. May be this guide still exist some shortages, but it can do help overall, now let's check out the guide below:

Elysian 1-10 Quick Start Guide:
Welcome to a quick start guide for the Elyos faction. In this guide we will briefly cover what you need to do in order to hit level 10, with as little confusion as possible.

Below is a reference map for determining positions and locations mentioned in the guide.

With the guide, I will identify points on the map with (Point 1-13) to mark its location.



 

 


1.0 - Starting Out

You will enter the world at the southern end of the Akarios Plains (denoted by a 1 on the map,) take a second to familiarize yourself with the skills you have. Next I recommend customizing the UI, press "O" to open the game options menu. The first two buttons should represent "Quit Game" and "Logout" respectively, click the third button which should be "Options." The option tabs are UI, Video, Sound, and Key Bindings resectively. I recommend familiarizing yourself with the UI options and what they do in order to spend the early game adjusting it to best fit your style of play. I also recommend avoiding changes to the key bindings or the video settings unless you begin having issues related to them.

With this done you should find an NPC with a blue arrow over his head standing just in front of you, speak with him to obtain your first quest! Your first quest is as simple as it gets, head just down the road to the North and speak to another NPC which now has a blue arrow over his head. Speak with him to complete your first quest and receive your second.

Your new quest will involve killing a few of the Kerubs that are found through out the area. Kill them and return to the NPC again to complete the quest and receive your next one. The new quest will be to collect sacks of grain from the nearby camps and can be done easily without killing anything as nothing aggros in this area. Return to the NPC with the grain once you have collected the necessary amount and he will send you further down the road to the north.

*Reminder: When on your way to the next location, to collect Angelica. It will build your skill level and will assist in later quests. To collect it, simply find the pink colored plant and right-click it. continue harvesting Angelica until your skill is level 10 and then harvest Angelica or Apples until you skill reaches 15. A later quest will ask you to harvest Ore which has a requirement of 15.

Heading down the road to North you will find another NPC with a blue arrow over his head (denoted by a 2 on the map,) speak to him and you will receive another quest. The quest will have you killing Grain Snufflers in the surrounding fields and collect their tails as proof, bring back the requested number of tails and the NPC will send you into town to make a delivery. If you are not level 3 yet continue collecting Angelica until you reach level 3, it should only take a couple successful gathers by this point. Once you are level 3 continue down the road to the North-East and into Akarios Village.

 
1.1 - Akarios Village & Cliona Lake


Immediately upon arriving are Akarios Village your quest menu will appear declaring that you have received your first mission quest. Mission quests are quests that follow the storyline of the game and completion of them is required to access most of the instance content in the game. NPCs related to mission quests will have a yellow arrow over their heads instead of the blue arrow we have seen so far. Continue exploring the village being sure to speak with anyone that has an arrow over their head picking up all the quests they have to give.

The following is a checklist of things to make sure you get done before proceeding North out of the village.

  • Find the bind stone and Soul Healer first, they should be just left of where you entered the village. Speak with the Soul Healer to learn a little more about it and then bind to the stone next to her allowing you to easily return back to this location in the future.
     
  • Make sure to find your class trainer, the class they can offer training for will be designated under their name. Purchase all the skillbooks you can that do not appear red, find them in your inventory and right-click them to learn your new skills. You can then pull up your skill menu using K and drag the skills to your quick bars.
     
  • Find the Weapons and Armor dealers and check for upgrades that can be purchased, scrolling over items for sale will bring up the item you currently have equipped and color code the stats of your current armor showing red for lower and green for higher stats. You probably can not afford anything new yet but you will know at what levels it is available and where to find it. You can also click the "Sell Misc" button to get rid of useless items in your inventory giving you extra Kinah and freeing up inventory space.
     

    *Quest Tip: If you hit the letter J on your keyboard and select the quest your currently in progress of doing, you will notice there are NPC and MOB names highlighted in blue.

    This simply means youre able to find more information out about this MOB or NPC. If you open the quest, and select the MOB needed to complete the objective, in most cases you can click the Locate button and it will mark an area on the map where the mob tends to patrol. Some mobs will not be locatable, but most can be found with a little searching.

    At this point I am going to stop explaining quests in detail and will just list them in each area as to make sure you do not miss any. There are a couple that are more difficult or confusing that I will go a little further into detail about but for the most part you will be on your own with quests from here on out.

    Heading out of the village to the North you will want to visit 2 more NPCs to pick up quests, the first one is immediately outside town (designtated by a 3 on the map) and the other one farther North along the edge of the lake (designated by a 4 on the map.) The following is the list of quests that you will find in this area before proceeding on (in no specific order):
     

    1. Collecting Angelica - Collect Angelica in the area.
       
    2. The Kerub Threat - A 2 part Mission quest dealing with Karub in the area.
       
    3. Abandoned Goods - Collect wine , it can be found around the farms North-West of Cliona Lake.
       
    4. Unos Ingredients - Collect Airon Meat from the birds at the lake.
       
    5. To Fish In Peace - Kill Brax and Slink around the lake.
       

    With these quests completed you should have reached level 5 so stop and get you new skills, perhaps a new weapon or some armor as well before heading on to Daminu Forest. Now head down the road North-East of town picking up a couple quests along the way and you should have the following quests when you reach the narrow point occupied by a couple Everglade Sylphen.
     

    1. The Woodcutters Lost Axe - This quest starts by an item that drops from the Brax, usually on the Southern end of the Cliona Lake.
       
    2. A Book For Namus - Received from the guard at the North gate of town.
       
    3. Light Up The Night - Received from the NPC along the road North-East of town.
       
    4. Pernos Robe - Acquired from the Armor seller in town.
       

    After verifying you have all these quests you can proceed down the narrow path until you emerge into the Daminu Forest.

     

    1.2 - Daminu Forest & Deforested Area


    Just after emerging into Daminu Forest you will find 3 NPCs along the road, all of them will have quests. Turn in the quests you can and pick up the new ones. I recommend killing the Sparky necessary for the quest "Light Up The Night" and then heading back to the fisherman along Cliona Lake to turn in one of your newly received quests as well as "Light Up The Night" before getting to involved in the forest itself. With that the following are quests you should find in this area with additional information where necessary.

    *Warning:As you near the Eastern border between the Damninu Forest and the Deforested Area keep a look out for mobs that are aggresive towards you. Up to this point you likely have not encountered mobs that attack you, from the Deforested Area on aggressive mobs become much more common and can be viewed as red dots on your radar.
     

    1. .
       
    2. The Elims Mysterious Message - Returns you to the fisherman near Cliona Lake and then to Akarios Village.
       
    3. The Request Of The Elim - A multi-part mission quest dealing with Dukaki in the area.
       
    4. The Nymphs Feathered Gown - Received from an item that drops off of Abex in the forest.
       
    5. The Mushroom Thief - Kill Mepigus in the Area.
       

    NOTE: In prior betas and early versions of the client the gown from "The Nymphs Featherd Gown" is not lootable and the quest impossible to complete due to the book not triggering the quest properly.

    When you reach level 6 several more quests become available that you may not find until much later if you are not aware they exist. Some are back at Akarios Village while some are at the Outpost in the Deforested Area (designated with a 6 on the map.) Be sure to pick these up these when you reach level 6 keeping in mind while you travel that you are now entering areas where aggresive mobs are much more common. You may find quests other then these listed, go ahead and pick them up but do not worry about them until we are finished with this area.

    *Reminder: There is a flight point available between Akarios Village and the Outpost, proper use of the travel system and your ability to return to your binding location can save a lot of travel time.
     

    1. Mopping Up Zaifs - Received at the Outpost and requires you to kill Zaif in the area.
       
    2. A Taste Of Namus Medicine - Received at the Western end of Daminu Forest and sends you to the Outpost.
       
    3. Polinias Ointment - Received from Polinia at Akarios Village and send you to the Outpost.
       
    Having finished the quests listed up to this point you should be level 7 meaning its time to return to Akarios Village for skills, armor, and quest(s) before continuing. While you are in Akarios Village make sure to visit the armor seller and upgrade any gear you can as well as getting the second half of the Pernos Robe quest line. When finished fly to the Outpost.

    1.3 - Kabarah Strip Mine

    At the outpost make sure to turn in any old quests and pick up any new ones before you continue. Its a good idea to start here by completing the Delivering Pernos Robe quest as its the last on that will to do in the Daminu Forest & Deforested Area. If you want the fang for turn in you can find the cave by following the creak South-East from the Outpost.

    Having acquired any 1 of the items required to deliver with the robe you can head North down the road from the Outpost to find Pernos (designated by a 7 on the map.) Turn in the quest making sure to choose the option related to the item you acquired and then pick up any other quests he may offer. in the Kabarah Strip Mine located East of Pernos and North-East of the Outpost.
     
    1. Illegal Logging - The next mission quest dealing with Dukaki in the Strip Mine.
       
    2. Wheres Tutty - Find Pernos lost pig, he is roasting at the first camp on the left if you enter the mine from Pernos side.
       
    3. Avenging Tutty - Kill Dukaki responsible for raosting Tutty.
       
    4. Ozs Prayer Beads - Kill Sparky in the area.
       
    5. Ancient Cube - Find the cube at a small camp located just East of where Tutty is roasting along the Northern edge of the Strip Mine.
       
    6. Melponehs Mushroom Research - Kill Fungi in the area.
       
    7. Neutralization - Another mission quest involving a cauldron within the Strip Mine.
       
    8. Tulas Music Box - Collect Iron Ore in the area, gathering level 15 requried. This quest eventually sends you down the Agaric Spore Road to the Timolia Mine.
       
    *Reminder: At this point you likely have received at least 1 title, hit "P" to bring up your character menu and choose the 4th tab to show your titles. Select the most useful one for your class and make sure to always keep an eye out for new titles.

    *Reminder: If you reach level 9 at any point from here on you will want to skip to the end of the guide and complete the Ascension Quest before continuing through the Poeta quests. Having achieved level 9 you cannot gain level 10 until completing the Ascension Quest which in itself give the full level of experience. So if this happens complete the Ascension Quest all the way through and then return to finish the quests in Poeta.

    Having finished this set of quests, many of which chain into more quests there is only one area left to discover. Starting at Pernos on the map and lead on by the Tulas Music Box quest head North-West to the next NPC (designated by a 8 on the map.)

    1.4 - Agaric Spore Road & Timolia Mine

    When you reach the NPC at the Western end of the Agoric Spore Road be sure to turn in the Tulas Music Box quest and obtain the new quests he offers. These quests will send you furhter West into the Timolia Mine itself, leaving the NPC headed that way you should have the following quests;
     
    1. Suspicious Ore - Collect Ore from crates within the Timolia Mine.
       
    2. Scouting the Timolia Mine - Collect Engine Parts from the inhabitants of the Timolia Mine.
       
    3. No Entry - The last of the mission quests in this area requiring you do deactivate the gate inside the Timolia Mine.
       

    With these quests complete you should have done everything there is to do within Poeta except Ascension!


     

    1.5 - The Ascension Quest

    The Ascension Quest begins and ends at Pernos (designated by a 7 on the map.) The quest will require you to visit Cliona Lake and the large tree centrally located within Daminu Forest. Ive designated both these location on the map using the red number 9 and 10 respectively. The easiest way to complete this stage of the quest is to speak with Pernos to obtain it, then use your return to go back to Akarios Village and then walk all the way back to Pernos stopping at the quest objectives along the way.

    When you eventually return to Pernos he is going to send you into the abyss where you will undergo a brief but simple fight. Following the fight is the best cut scene up to this point in the game, enjoy it and choose your class wisely afterwards. Pernos then ports you back to Poeta and will offer to send you to Sanctum, accept his offer and complete the quest upon your arrival. If you havent finished all the quests in Poeta you will want to return and make sure you have at least completed the mission quests or you may find yourself returning in the future just to do so when it much less beneficial.

    CONGRADULATIONS!!!

    You have now reached level 10, ascended, and can begin flying your way through the remainder of Atreia.

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  • Aion v1.9 Interview #2

    Aion Templar techniques, Aion 1.9 patch — Posted by aionkina @ 10:26

    Welcome, below are the contents that we had a brief interview with Aion Producer Chris “Kinslon” Hager about Two-Handed Armsfusion and the Mist Item Rental system coming to Aion in May with the Aion 1.9 update. Let us check out:

    Aquilanius: How does this system differ to the Daily Quest reward rental system?

     Kinslon: The items you receive from the daily quest reward system are rarer and have a wider variety of time limitations (3, 7 and 14 days). For the longer time lengths, it will take a lot more daily quest completions to be able to get these.  The Mist Rental weapons are all 14 day weapons and are available every 5 levels so players can use them at a wide range of levels. Also, they are great for players who want to rent a good weapon to power through a weekend or instance instead of completing several daily quests to get the higher stat weapons or paying potentially a lot more for a weapon they would shortly outgrow.

    Aquilanius: What are the limitations of the items?

    Kinslon: Items from the Mist rental shop can’t be stored, sold or traded, and will disappear once theirtime has expired.  They also can’t been hanced in any way (enchants, godstone or manastones can’t be added).

    Aquilanius: What are the stats and quality of the items? Can you give us a few examples?

    Kinslon: The stats and quality of the items range depending on level, but all are of Heroic (blue) level.  The specific stats will vary from level to level, but below is a couple of examples of the Mist items.  It’s important to note that all armor/weaponitems within the same level and type are the same price.  For example, you’ll pay the same amount for alevel 35 Mist cloth Tunic as you would for a level 35 Mist Breastplate.  The same is true for weapons.  (Please note these prices will vary as the influence ratio for each world changes – similar to current item prices on the live servers.)

    Item

    Stats

    Price

    Level 35

    ‘Fleeting Breastplate’

    404,499 Kinah

    Level 40 

    ‘SpiritualDirk’

    687,467 Kinah

    Level 40

    ‘Spiritual Tome’

    687,467 Kinah

    Level 50

    ‘Ebbing Shield’

    566,134 Kinah

    Aquilanius: How does the Armsfusion and Armsbreaking system work? Which stats are kept after two weapons are fused together?

    Kinslon: Before a player performs an Armsfusion, there are a couple of pre-reqs.  The weapons must be the same type (IE 2polearms, 2 two-handed swords, etc). Additionally the ‘main’ two-handed weapon level must be higher or equal to the secondary weapon items level. With all this in mind, once the fusion takes place, the following changes will occur:

    ·        20% of the secondary weapon’s basic attack power andmagic boost are added to the main weapon (stats lower on secondary weaponaren’t changed)

    ·        The secondary weapon’s options are added to the main weapon (in the event that both weapons have the same stats like attack speed,casting speed, etc only the higher value is applied)

    ·        All manastone slots from the secondary weapon are added to the primary weapon (as are any manastones currently equipped on the secondary weapon)

    Aquilanius: What happens to the existing manastones and godstones on the weapon after the transformation?

    Kinslon: Manastones are kept for both weapons.  In the case of the secondary weapon, if manastones are equipped they are transferred over to the main weapon.  Also, when you add manastones or god stones to a weapon that has already been fused, you can pick which weapon you want to socket the stones to (primary or secondary). Godstoneswill always be added to the primary weapon. Once the weapon is broken apart, it will still be attached to the mainweapon.  Enchant stones will function thesame way as godstones do, where they will be added to the primary weapon only,and will remain on the primary weapon after the weapon has been broken down.

    Aquilanius: Can I revert the process? If so, what happens if I want to use the base weapon again but with a different weapon, what happens to the initial 2nd weapon?

    Kinslon: The secondary weapon is destroyed in the armsfusion process. You can undo the fusion and return the main weapon back to the way it was before, but you will lose the secondary weapon in the process.  Undoing the process will allow you to redo the process with another secondary weapon of the same type if you choose.

    Aquilanius: Are there any limitations to the weapons that can utilize the Armsfusion system?

    Kinslon: Thereare some weapons that, although they fit into the 2 handed category, will notbe combinable with other weapons.  Theseweapons include Mist items, timed daily quest reward items, and skin changeitems.  Aside from that as long as thegoverning rules for the two weapons being fused are met, combine at will!

     Aquilanius: Thanks Kinslon! We’re allout of time, but next week we can discuss Energy of Salvation and the new stats being added. Cheerio for now!

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