• 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/

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    • DBM 6.2.15 Released
      There is one for the orb spread mechanic. if ground phase and is a ranged, range 8 shows in phase 1. melee doesn't show one because melee are not valid targets for unstable orbs. if ranged are standing with melee then fight is being done wrong. as for the barrage, you can't range frame that. it's a cone that comes from the boss. there is no way to detect boss facing or location with mods. however it's also pretty obvious which way the boss is facing by looking at the giant robot so that should be enough to move.
    • DBM 6.2.15 Released
      apologies that I don't know where suggestions go...so blah, here.   How about a window / range finder / anything visual that shows the barrage AOE on Iron Reaver in HFC.  I cannot believe how many people die to this over and over again.  In Mythics no less.  Phase 1.  Why are they raiding?  I don't know, but something needs to be done. lol   Thank you and PLEASE.  <3
    • Hunters: Soloing old instances for fun and profit
      Hans'gar and Franzok   https://www.youtube.com/watch?v=D1KWzQtoy8A
    • NEWS: Gnome Hunters Incoming
      269612World of WarcraftMMO At BlizzCon 2015 we learned that developers were considering opening up more class choices to various races, but little more was said on the subject. Now, in an announcement earlier today, Blizzard has revealed the first of these additions; Gnome Hunters. This change was deemed needed by the High Tinker himself, with the threat of the Legion looming over Azeroth. Gnome Hunters will come equipped with a unique pet, particular to their own queer brand of engineering. This unique pet will open up a whole new Hunter pet family: Mechanical. While Gnomes and Goblins will be able to control these "animals" from the start, other races will have to do some special training via a special device to be made by Engineers. Of course, don't think that just because you know how to tame these pets that they will be easy to tame.  If for one am ready to embrace the Gnome Hunter. It is about time this tiny race got some love. Let's hope that the next new race/class combo is just as exciting. Check out more details on these new big game hunters via Blizzard's blog post: Big News, Everyone! Gnome Hunters Are Coming. View the full article
    • 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]