• Guild News

    • Mannoroth

      12 down, one to go. Fun fight to progress on from start to finish, just making small adjustments and getting comfortable with the timings throughout. Now for fun times with the big guy.

      We're probably all set as far as recruitment goes at this late stage of the tier, but exceptional candidates are always welcome to apply.

    • Floor 2 (+Recruitment update)

      After Gorefiend, there wasn't really an specific single boss that felt like it merited a front-page update, but at this point, collectively the entire second floor of the Citadel seems like it does. Onwards to the roof, and Mannoroth. Time for the real challenge.

      With the arrival of fall and changing work/class schedules, we're looking to replace a mage and add one more ranged DPS to our lineup to give us some flexibility as we close out the tier. More information here: http://forums.elitistjerks.com/topic/22898-hordemalganis-elitist-jerks-recruitment/





      Edited by Praetorian
      Rob73 likes this
    • Gorefiend

      As usual, definitely felt like this should've been dead sooner, but I'll take it. Good to have the first major roadblock behind us, and now on to floor 2...



    • Hellfire Citadel

      Getting the ball rolling on Mythic - aka learning how to actually do the fights and their mechanics.



      MysticalOS likes this
    • Cutting Edge?

      Came in under the wire. This one was a bitch - felt like we should've had a kill ages ago on some level, but at the same time it was steady progress and refinement from our first pull a month ago through our kill tonight.


      If WarcraftLogs is to be believed, world first no-Disc-one-moonkin-one-hunter-one-warlock Mythic Blackhand? Fun times.




      Speaking of which, recruiting for 6.2! We could use a dedicated Disc priest in particular, and then one or two miscellaneous DPS of nearly any spec. If you have experience with serious progression raiding and are looking for a somewhat more relaxed pace with a bunch of jaded veterans, check out our app here: http://forums.elitistjerks.com/topic/22898-hordemalganis-elitist-jerks-recruitment/

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Topics

  • Posts

    • EsPn@%>Wild vs Canucks Live Game Online Today pc Tv
      EsPn@%>Wild vs Canucks Live Game Online Today pc TvEsPn@%>Wild vs Canucks Live Game Online Today pc TvEsPn@%>Wild vs Canucks Live Game Online Today pc TvWatch Canucks vs Wild Live, Canucks vs Wild Live, Canucks vs Wild Live Stream, Canucks vs Wild Live Online, Canucks vs Wild Live HD TV, Canucks vs Wild Live Video, Canucks vs Wild Live TV, Canucks vs Wild Live Coverage, Canucks vs Wild Live free, Canucks vs Wild Live Stream Online, Canucks vs Wild Live Streaming, Canucks vs Wild Live video coverage, Canucks vs Wild Live telecast, Canucks vs Wild Live Sop cast, Canucks vs Wild Live Webcast, Canucks vs Wild Live hd video,enjoy Canucks vs Wild Live hd video, don’t miss Canucks vs Wild Live, Canucks vs Wild Live online hd, Online Canucks vs Wild Live.  
    • NEWS: Heroes of the Storm: Cho'gall Build Guide
      265196Heroes of the StormeSportsClasses Overview Cho'gall is a unique Hero that requires two players to control him at all times. Unlike Abathur that can symbiote on a Hero temporarily, Cho'gall permanently requires two. Cho is the legs of the operation and players who choose him will move the partnership around the map. Cho is also focused on melee attacks and initiation whilst Gall utilizes just skills. What makes Cho'gall particularly interesting is the fact that both Heroes play very differently and require true coordination to maximize both sets of skills. Unsurprisingly, Cho'gall has the highest health of any Hero in the game (over 3300) meaning he can not only withstand a huge amount of punishment but his total set of 8 skills makes him a dangerous presence. Be aware that Cho'gall can only be obtained by playing with a friend who owns him - he cannot be bought with gold or money. Guide Updated: 24 November August  Pros Cons A very "tanky" warrior that provides a great deal of prescence in a team fight Requires exceptional communication as a pair  His skills synergise exceptionally well Horrendous to play outside of using voice communication Played properly, he's incredibly powerful and can really cause problems for most teams  Team fights are, inevitably, 4 versus 5  With access to two elite skills, he can be so strong in small team fights If Cho'gall dies, it counts as two kills Amazing when solo laning Can only be obtained if you win two matches with a player who has him  Abilities Cho'gall has a total of 10 abilities (including 4 elite skills to chose from) and most of them synergise with each other. Both Cho and Gall need to choose talents that compliment each others intended build and both need to be fully aware of when certain skills are being used as some require direct interaction from one or the other.  Cho  A trait without any additional benefits, Two-Headed simply provides you permanently with Gall.  Cho's primary attack and a means of both engaging in and escaping from combat, Surging Fist is vital to your play. It takes a second to wind up and you have to use the skill again to physically charge fowards. Consuming Blaze allows Cho to regain some health after striking nearby enemies. It's a useful heal over time. In addition, it applies a DOT to all foes struck by it. Be sure to use it amongst the enemy after Surging Fist.  Rune Bomb is Cho'gall's dual attack that requires interaction from both Heroes. Cho will roll the Rune Bomb forwards, dealing damage to enemies in its path. Whilst it's rolling, Gall can detonate it for additional damage.  Hammer of Twilight is my prefered elite out of both available to Cho because it provides a 25% damage bonus to his basic attacks but he can also trigger the skill to deal damage, knock enemies back and stun them briefly. It's fantastic. Upheaval comes with a hefty cooldown but is an enormously powerful elite. Its range is huge and pulls enemies struck towards Cho'gall, slowing them by 25% for 3 seconds. In a small environment or when your foes are fleeing, it's very useful at preventing that.  Gall A little different to Cho's Two-Headed, Gall is immune to stuns and silence effects meaning that even if his partner is incapacitated, he can still fire all his skills.  Runic Blast is the detonate of Rune Bomb. I'd always recommend that you use it amongst as many enemies as possible for maximum damage. If Cho throws a Rune Bomb, don't forget to detonate it.  Dread Orb is a long distance, slow moving bomb that bounces three times dealing high damage to those caught by it. It's pretty predictable but it's great at knocking on enemy towers or dropping it early so it bounces to an objective. Shadowflame offers a high damage beam attack that fires in a straight line. Its 3 second cooldown mean it can be used constantly and if you can, try to hit as many people as possible.  Shadow Bolt Volley is probably one of my favorite elite skills in the game and in the right hands, it can be absolutely devastating. Firing a huge amount of projectiles in front of Cho'gall, it deals very high damage to the first target struck. The downside is that it has a slow turning circle when you want to reaim it. Used in a corridor or small area, it can destroy players so easily.  His second elite skill and with a longer cooldown, Twisting Nether allows you to detonate an AOE slow, dealing huge damage to those affected. It's fantastic after a using Surging Fist once you're in amongst the enemy.  Talents Cho Level 1: Surging Dash As your primary means of engagement, improving Surging Fist by taking Surging Dash is incredibly important. Having extra speed and distance allows you to engage earlier or escape much easier. Level 4: Rollback My Cho'gall partner and I find the Rollback talent extremely useful as it allows you to use Rune Bomb and let it run its full distance, before it turns back on itself. It allows for extra damage and in a team fight, that's never a bad thing.  Variable: Seared Flesh is a great alternative as it allows you to deal 25% higher basic attack damage against enemies affected by your Consuming Blaze. Level 7: Power Surge Further strengthening Surging Fist, you now have a shorter wind-up time and it's 100% wider thanks to Power Surge. Excellent for gaurenteeing that you hit enemy players.  Level 10: Hammer of Twilight Without doubt the better of the two options for consistent damage output and generally being a nuisance, Hammer of Twilight allows for a regular knockback and stun that you can often use multiple times in the course of a fight. It's super annoying.  Variable: If you've a Butcher on your team, take Twisting Nether. The double detonate is amazing (if he takes Furnace Blast). Level 13: Molten Block Perhaps a weird one but I really love Molten Block. It gives much needed mitigation during "Oh shit!" moments but also deals damage. It buys you time for cooldowns and for your allies to catch up with you. Considering you'll be focused a lot, it's a good way of avoiding damage.  Level 16: Twilight Veil One of two exceptional talents in this line, I choose Twilight Veil over Surge of Stamina because its stacking mitigation is particularly powerful when used on a group. Gaining a 50% damage reduction for 2 seconds based on each Hero hit is pretty awesome.  Level 20: C'thuns Gift Maybe a little controversial, but I love the fact Cho'gall because ranged with this talent. It allows for a little bit of poke, keeps you out of danger and allows Gall to really cause trouble without putting you or him at risk. The slow from C'thuns Gift is also awesome.  Gall Level 1: Shadowflare Improving Shadowflame is never a bad thing as it's your primary attack as Gall. Increasing its width by 50% thanks to Shadowflare allows you to hit targets much easier.  Level 4: Bomb's Away Being able to cast Cho's Rune Bomb from a 20% longer range is great for an early fight and also allows you to really capitalize on the fact the Rune Bomb will roll back on itself at maximum range. Bomb's Away is great for lane push as well. Level 7: Double Trouble Pairing with Cho even further, Double Trouble allows Shadowflame to deal 40% extra damage to enemies affected by Consuming Blaze. It's a huge damage bump and considering the cooldown on Shadowflame and its new width, allows you to really pile on the pressure.  Level 10: Shadow Bolt Volley A long range, incredbile elite that does enormous damage to anyone it hits. Used in a confined space, Shadow Bolt Volley is gaurenteed to melt at least one player. Later on you can upgrade it so it pierces enemies - it's just awesome.  Level 13: Dread Shield Providing Cho'gall with much needed sustain, Dread Shield allows Dread Orb to provide you with a shield based on the enemy hit. It's a great little boost during a team fight that allows you to stick around much longer.  Level 16: Twilight Nova Building further on Dread Orb, Twilight Nova allows Cho'gall to gain additional Dread Orb's after the first bounce. It's particularly useful as they spawn at the sides, reducing the ability of players to avoid them (and helping you gain your shielding).  Variable: Shove is particularly useful because it can allow Cho'gall to quickly move in a direction. With the right timing, it can help you avoid AOE that might kill you or to just get behind your keep when you might have otherwise died.  Level 20: Shadowfury Allowing Shadow Bolt Volley to hit all enemies in its path, Cho'gall becomes an absolute monster with Shadowfury. Any team caught by this will take huge damage and it's particularly effective when playing on maps that require interaction with an object.  Matchups Cho'gall's matchup table below is going to differ very heavily to most as in 1 on 1 situations, he's near impossible to kill. He has so much damage, health and utility that it's near suicide for anyone to try. Despite that, the table below will cover Heroes that will cause you the most difficulty in a team fight.  Hero Threat  The Butcher: Lamb to the Slaughter combined with Butcher's Brand will cause real problems for you as you've no means of escaping when chained.  9/10 Kael'Thas: Gravity Well is particularly nasty for Cho'gall as it means you'll eat a lot of damage during a team fight. Try your very best to avoid it (this is where Shove is useful).  7/10 Jaina: Similarly to Artanis' threads, Jaina is a huge threat because of her ability to slow you. With no "outs" this leaves Cho'gall struggling to escape encounters and as a result, you'll be focused down by the enemy. Again, Shove can be so useful here.   9/10 Thrall: His root, self healing and chain lightning can be a headache. Alone he's no threat, but if he successfully roots you the enemy team will capitalize on it massively.  6/10   Stitches: As a huge brute, Cho'gall is an easy target for stitches to hook and if he is brought back into the enemy team, they can easily burst him down regardless of whether he winds up Surging Fist or not.  8/10 Tips This list of tips and tricks are just a handful of things we think will help your Cho'gall play. We'll continue to add to the list as required and if you have any tips you'd like to share, let us know in the comments below and we'll place them here.  1. As Cho'gall, you have to communicate with each other. Without good communication, you'll find you miss-time skills and fail to capitalize on attacking the enemy properly. Work together! 2. Remember that Gall has the offensive, constantly. It's his job to deal out the damage and be your extra pair of eyes.  3. A lot of pressure is placed on Cho as he's in charge of movement - try to play him as you would Muradin or Johanna. You can take some punishment, but that doesn't mean you should overextend.  4. Being two Heroes in one means you can often bully lanes. Use this to your advantage as you arriving on solo lane can make it a 3 versus 1 fight.  5. Having two elite skills is amazing for dealing an enormous amount of damage in a very short space of time. Make use of this as often as possible on squishy targets.  6. If you die the enemy team will secure two kills - try your best to retreat when neccesary.  7. Surging Fist is a valuable engage but also your best means of escape. Quickly double tap the skill to zip away. 8. You've more health than any other Warrior - use this to your advantage in a team fight, especially if you have a healer. You can withstand a lot of punishment with a pocket rocket by your side. [url={url}]View the full article[/url]
    • DBM 6.2.15 Released
      Key: Blue: Noteworthy, Purple: Major New Features Core: DBM will now fire taskbar flash/dock bounce for many events that require attention if user is tabbed out such as ready checks, pull timers, bosses being engaged, entering combat/taking damage while tabbed out, etc. Added new Hud slash command to show simple party "dot" for inputted target. Accessible via "/dbm hud" like rest of options. Hellfire Citadel: Added GTFO warning for pillar aoe on mannoroth. Added personal stack announce for doomfire stacks for archimonde. To avoid spam, the stack announce is on a 2 second delay that will reset delay every time a new stack is gained, so you'll see your total stack count after a full 2 seconds of you not grabbing any stacks have passed. Added optional (off by default) yell to countdown when doomfire is about to expire on archimonde. Bug Fixes Core: Fixed rare lua error when one of the targets don't exist when checking distance between two targets (likely a person leaving group during the distance check) Fixed regression where combat detection against old bosses that lack IEEU or ES events could fail completely or activate slowly. Fixed bug where CM best clear timers would fail to start for subsequent dungeon runs after the first. Hellfire Citadel: Fine tuned Mannoroth start timers on mythic further to reduce occurrences where abilities came 1 second before timers expired during phase changes. More code changes to try and further reduce xhulhorac taunt code from failing to do as expected. Fixed a lua error on Zakuun for voice pack users. Fixed a rare bug where Mark of the legion hud on mythic archimonde may display green circles for all of the marks instead of the raid icon colors associated with them. Fixed a bug where the shadow attack done by death caller had a CD bar that was too slow on archimonde. Fixed explosive rune timers on Kormrok which seemed to have changed sometime recently. Fixed a bug where the smart timer extend code on archimonde could inappropriately extend allure or desecrate timers after an allure or desecrate. It seems these two abilities have a very special rule where they specifically can't trigger an ICD on the other, while still triggering ICDs on all other abilities. These interactions didn't occur that often and one might have noticed the bug once every few pulls, but it's now fixed :) Fixed missing voice pack alert for desecrate Garrison Bosses: Fixed lua error on Goggnathog. Fixed a bug where Annihilon would give false MC warnings when MC ended. Changes
      Core: The Hud will now strip server names from player names on Hud labels to reduce namespace clutter for cross realm raids. This feature will honor the same settings for regular warnings. if server filter is disabled for alerts it's disabled for hud too. Hellfire Citadel: The Mannoroth add timers will now more intelligently cancel themselves if they won't expire during the 10 second phase transitions (ie they won't spawn because new adds timers begin on phase change). Timers for adds that WILL spawn during transition will not cancel. Force reset mark of legion icon setting to on by default for archimonde since the icon option for it is pretty much universally required so it should be on by default. SAY for wrath of guldan on mannoroth will now also include icon position. Wrought Chaos hud lines on archimonde will now use the extended option by default Wrought chaos alternate line option on archimonde has been disabled since it didn't work very well. Changed voice pack alert from "run" to "watch step" for allure of flames since it more closely describes the action one should take, especially on mythic   For more DBM news, visit: http://www.deadlybossmods.com

      For information on known issues, visit:
      http://forums.elitis...st-known-issues For more information on DBM features, visit: http://forums.elitis...adly-boss-mods/
    • NEWS: Heroes of the Storm: Artanis Build Guide
      265196Heroes of the StormeSportsClasses Overview Artanis is a flexible Warrior that's capable of pursuing a variety of builds. He's more utility than acting as a damage sponge though unlike Johanna or Muradin, he has no direct access to a stun. Most of his strength lies in the fact he can quickly dart in and out of combat but that he has an innate shield from his trait that allows him to go toe to toe with many enemy Heroes. I will add that Artanis is particularly challenging to play well as he's somewhat squishy and relies heavily on positioning to be truly effective.  Guide Updated: 24 November August  Pros Cons Is capable of dealing good burst damage through Twin Blades   Rather squishy for a Warrior as he has no self sustain besides his shielding  His shielding provides him with good survivability against most enemy Heroes  Requires exceptional positioning  Phase Prism is invaluable at picking out an enemy you want to kill Blade Dash doesn't act as an evade, so he can be disabled during it Both of his elite skills are global Outside of Twin Blades, his damage is very poor   Offers no hard crowd control Abilities Most of Artanis' abilities revolve around movement or the ability to quickly deliver a burst of damage. It's imperative you do not utilise Blade Dash into a heavy pack of enemies as you're more than likely to be focused and die. In addition, try to save Phase Prism for enemies that are squishy to trap them.   Shield Overload is Artamis' trait and allows him to gain an amount of shielding when he takes damage below 50% health. During the active shielding, if he uses basic attacks he'll reduce its cooldown by a maximum of 4 seconds. 1 on 1 it's an incredibly strong talent and allows you to survive against most Heroes (besides The Butcher or Kerrigan). Just be conscious of your health pool and if you are engaging when low, try to do so when you know your shield will trigger.  Blade Dash is a difficult skill to use effectively because its dash forward can actually leave you incredibly vulnerable. If you get caught by Kael or a stun from Muradin, you're going to take a huge amount of damage with no ability to get back to your allies. When talented it can deal a lot of damage and if possible, try to use it so you'll hit multiple targets instead of just one. Twin Blades is Artamis' burst skill and allows him to attack twice instantly with Basic Attacks. It's a good way of adding some high damage output in a short window, allowing you to really focus on a player after using Blade Dash.  Phase Prism is one of my favorite skills in the game and despite its short range, it's incredibly powerful. Effectively a "swap" you switch places with any Hero caught by it. If you can tag a healer or squishy target such as Jaina, it's incredibly easy to trap and burst them down (especially in small fighting spaces).  One of two elite skills, Purifier Beam casts a slow moving beam of light down onto a single enemy target. It will continue to chase that target for 8 seconds. In some ways it's a strange elite because it can be avoided incredibly easy however, it's primary purpose is to remove a player from the fight. Unless they retreat or move, they'll take huge damage.  Perhaps a little underrated, but Suppression Pulse is surprisingly useful. Timed correctly, it provides a nice little burst of AOE but also blinds enemies. It's great for mitigating a burst before enemies attack you.  Talents Level 1: Reactive Parry Probably the best of a bad bunch and providing Artanis with some much needed mitigation, using Twin Blades now allows you to block two basic attacks thanks to Reactive Parry. Considering the short cooldown on Twin Blades, it's incredibly useful.  Level 4: Lethal Alacrity I take Lathal Alacrity talent partially because it allows you to engage earlier but also because on the way back, you'll be further away from the enemy so can survive longer after your oppener. In addition, it's particularly useful when chasing an enemy down. Variable: Chrono Surge is the best alternative here as it provides you with greater burst potential, especially when you utilise Twin Blades after the 4 second attack speed increase. Level 7: Solarite Reaper The highest damage upgrade on this talent line, Solarite Reaper boosts your Blade Dash damage by 150% for the first dash. Against multiple enemies, it's a significant boost to your damage output.  Variable: If needing to play more defensively, pick up Psionic Synergy. Against a full enemy team, if you manage to hit multiple foes you'll reduce your trait cooldown significantly (4 seconds per target). It allows you to stay in a fight much longer.  Level 10: Purifier Beam In team fights the value of Purifier Beam is in keeping an enemy busy by them trying to avoid it. If you can, always cast it on the highest DPS opponent or their healer to keep them busy. Level 13: Triple Strike Similarly to Solarite Reaper, Triple Strike allows Artanis to deal even more damage with Twin Blades hitting 3 times instead of 2.  Variable: If you're needing more defensive options, take Phase Bulwark because when combined with Psionic Synergy, he can use his trait even more often. Level 16: Psionic Wound A no-brainer, really. Psionic Wound causes vulnerability on an enemy you strike with Twin Blades, allowing you and your team to deal 25% extra damage against them for 2 seconds. It really helps in team fights when you've pulled an opponent with Phase Prism.  Level 20: Nexus Blades Dealing 20% extra damage on basic attacks, whilst a single second slow is never a bad thing. It's a good bump in damage for Artanis.  Matchups These Hero Threat Levels (1 being lowest threat and 10 being highest threat) are to help you determine which enemy Heroes can give you a headache. For the Heroes listed here, take extra care as they're particularly dangerous for Artanis.  Hero Threat  The Butcher: Lamb to the Slaughter combined with Butcher's Brand will absolutely destroy you. You've no means of getting away from him and his self healing is far superior to your shielding.  10/10 Kael'Thas: Gravity Well can really ruin your play as Artanis. It'll stop Blade Dash instantly and leave you incredibly vulnerable - escaping afterwards really isn't an option.  7/10 Jaina: She's a huge threat because of her ability to slow you. With no "outs" this leaves Artamis struggling to escape encounters and as a result, you'll be focused.   9/10 Kerrigan: Considering you both have self shielding, Kerrigan usually comes out on top because of her elite but also her ability to interrupt you. You can also struggle to escape because of her pull.  7/10   Leoric: Purely because of his self healing and ability to slow you, Leoric is a real nuisance that you'll never really be able to kill. 8/10 Tips This list of tips and tricks are just a handful of things we think will help your Artamis play. We'll continue to add to the list as required and if you have any tips you'd like to share, let us know in the comments below and we'll place them here.  1. Even though you're classed as a Warrior, you're fairly squishy. Don't just run into a fight first - you'll die.  2. Utilise Twin Blades as often as humanly possible. It'll allow you to block basic attacks and it boosts your damage significantly.  3. Remember your trait only triggers at 50% health. Before then, you'll quickly lose any health when focused unless you're being healed.  4. Blade Dash is a high damage skill but it also leaves you vulnerable. Only use it if you know you can't be disrupted or rooted.  5. Phase Prism has a very short range so be sure to use it when near an enemy.  6. Phase Prism can travel through walls and barriers, allowing you to switch with an enemy who thought they were safe.  7. Always try to use Phase Prism on a squishy target and once you've swapped places, immediately turn around to block them whilst using Blade Dash and Twin Blades. It's a wicked burst of damage. 8. Because Artamis has no reliable "out", be sure to skirt around the edges of a fight when it first starts to pick your target effectively.  [url={url}]View the full article[/url]
    • NEWS: Legion Alpha Live and Playable
      268848World of WarcraftMMO Finally, it has arrived. Based on numerous sources across the web, World of Warcraft: Legion has officially entered its alpha testing stage. While this is a small change from the beta we were promised by Blizzard developers at BlizzCon, it does mean that we are one step closer to Legion and getting out of the Warlords of Draenor rut.  Haven't gotten your alpha invite? Be patient. Alpha tests usually only allow a very small number of players in. As the Alpha (and eventually Beta) progress, more invites will go out. Also keep in mind, the Alpha stages of testing take place very early in the development process, what you would see in game currently will likely not resemble the final product at all. While testing Alpha and Betas is fun, sometimes waiting for the finished product is well worth it. With that being said, these testing phases are very important to  creating an amazing game, if you do get an invite be sure to use your time providing feedback to help developers make Legion the best it can possibly be.  View the full article