Jump to content
FORUMS
Damien

Caverns Below Aggro Rogue Quest Standard

Recommended Posts

  On 5/14/2017 at 4:17 PM, Paracel said:

First of all - Swashburglar. The card is completely out of place, and I strongly believe it is outdated at the moment and does not belong to Quest Rogue's composture. It gives you Burgled spells on the bounces! Yeah, but do you have any use for them unless you land a really good one? It's not drawing cards, and Burgled spells do not advance your gameplan of assembling the Crystal Core. You don' want to spend your mana on them either, because they are not pieces, and you don't win without completing the quest, period.

Expand  

Swashburglar is a good card to bounce. You don't always get double Fire Fly with Igneous Elemental, so another minion to bounce without losing card advantage that significantly. However, you are missing an important thing; "It gives you Burgled spells" - it also can give you minions. 

If you don't have any good/better plays, or if you have spare mana that could be spent by the card you get from the Swashburglar, you do play the card from the Swashburglar. Since this is a combo deck, you will find the situation to arise somewhat frequently.

Now for the stats of the card - HSReplay has this deck and since the amount of games is quite high, I think it is fair to use it as a reference. The card has 56% winrate if you play the card, which is more than acceptable.

  On 5/14/2017 at 4:17 PM, Paracel said:

Does Patches really bail you out of early game, when you're looking to develop your combo ahead and not to die?

Expand  

Sometimes a free 1/1 with charge is all you need to win the early game.

  On 5/14/2017 at 4:17 PM, Paracel said:

Bilefin Tidehunter is ok past Core, but is a pretty poor bounce target

Expand  

Reading the guide would answer that. It is not a bounce target, but rather a way to stabilise.

  On 5/14/2017 at 4:17 PM, Paracel said:

I don't have the time to give my analysis on the replays just now, maybe later today, but I think the more passive lines and reactive gameplay are acceptable and perhaps even preffered approaches to playing the deck, as well as casing Mimic Pod when behind on board.

Expand  

What use is having more cards or completing the quest earlier if you are basically dead by then? Sure, some decks, playing Mimic Pod when behind on board is fine, but certainly not against the majority of aggro decks and against a lot of midrange decks.

Share this post


Link to post
Share on other sites
  On 5/14/2017 at 7:10 PM, positiv2 said:

Swashburglar is a good card to bounce. You don't always get double Fire Fly with Igneous Elemental, so another minion to bounce without losing card advantage that significantly. However, you are missing an important thing; "It gives you Burgled spells" - it also can give you minions. 

If you don't have any good/better plays, or if you have spare mana that could be spent by the card you get from the Swashburglar, you do play the card from the Swashburglar. Since this is a combo deck, you will find the situation to arise somewhat frequently.

Now for the stats of the card - HSReplay has this deck and since the amount of games is quite high, I think it is fair to use it as a reference. The card has 56% winrate if you play the card, which is more than acceptable.

Expand  

My point still stands. There is hardly time and mana to be spent on these Burgled cards, and their consistency never satisfies. With this deck, if you don't spend mana towards your win condition, you're losing. Unless that mana is somehow spent towards not-losing - which Swashburglar can't guarantee - you're losing. It's really the win-more thing here, and from a deckbuilding perspective I'd rather walk the path of optimizing main strategy and improving the consistency of something I have control over - the contents of my deck, and thus what I am most likely going to draw.

Bilefin is OK, but I think it's just as win-more as Swashburglar. You generally don't lose after resolving Crystal Core, and Tidehunter helps you to fix the issues when you go off and still lose when you get really behind early, which in its turn could be dealt with by, well, not falling behind early. Latter is, perhaps, harder to achieve than the former, but it is much more useful in the long run.

Yeah and Doomsayer is just a good card to slam turn two so you don't die. It buys you time anyways, which is the most important resource for the deck, one way or another. I saw the tech somewhere on the internets, (XiXo, maybe?) and then it paid my bills on the ladder a couple of days ago.

Edited by Paracel
  • Like 1

Share this post


Link to post
Share on other sites

@Paracel, giving your interesting take on this archetype I am curious as to what your version looks like and to know what your statistics are with it. 

Share this post


Link to post
Share on other sites
  On 5/15/2017 at 2:55 AM, KingMe said:

giving your interesting take on this archetype I am curious as to what your version looks like and to know what your statistics are with it. 

Expand  

Oh, don't get me wrong, but I netdecked that. I just see the changes made by the very best, understand their reasoning and try to convince everyone else that's just strictly better, like a pro player name is not trademarky enough. I don't play as much Hearthstone as I'd like to right now, a bit short on time. But the quad crab configuration steadily gave me stars (12-5 or something like that. I wasted these stars playing dailies, as usual). 

Share this post


Link to post
Share on other sites
  On 5/14/2017 at 9:48 PM, Paracel said:

My point still stands. There is hardly time and mana to be spent on these Burgled cards, and their consistency never satisfies. With this deck, if you don't spend mana towards your win condition, you're losing. Unless that mana is somehow spent towards not-losing - which Swashburglar can't guarantee - you're losing. It's really the win-more thing here, and from a deckbuilding perspective I'd rather walk the path of optimizing main strategy and improving the consistency of something I have control over - the contents of my deck, and thus what I am most likely going to draw.

Expand  

So does mine. It increases the bounce consistency, does not give you card disadvantage, is a body, summons Patches the Pirate. If you are going to play the card 4 times, you get 4 cards (obviously), and that means you get a good card in more games.

  On 5/14/2017 at 9:48 PM, Paracel said:

Bilefin is OK, but I think it's just as win-more as Swashburglar.

Expand  

I'm not really sure how a card that helps you stabilize and counts as two minions is a win-more card. It can protect you from minions that you didn't manage to clear, from charge minions, or from weapons. If you do not need protection anymore, it still counts as two bodies, giving you 10 damage.

  On 5/14/2017 at 9:48 PM, Paracel said:

Yeah and Doomsayer is just a good card to slam turn two so you don't die.

Expand  

I checked 5 quest rogue variations running Doomsayer with a total of cca 70k games, and the Played Winrate of the card is the lowest in the decks, making it arguably the weakest link. So, while it might have worked for some people, yourself included, it does not work for the majority of players. 

Also, I believe FanOfValeera made a good point about Doomsayer in the deck.

Share this post


Link to post
Share on other sites

FWIW, I tried this http://www.hearthstonetopdecks.com/decks/kolentos-anti-meta-rogue/ and went 14-18 rattling around rank 7. This "anti-meta" deck takes out the vanishes, swashburglars, and bilefins and replaces them with 2x hungry crab, 2x golakka crawler, 1x backstab, 1x eater of secrets.

As always I'm sure my play could be improved. I never drew Golakka Crawler at a time when it could make a difference against a Pirate Warrior, but I did have a couple games against paladins that were won singlehandedly by a Hungry Crab, and ended up going 5-2 against paladins, compared to 6-9 with the deck here on icy-veins. The Eater of Secrets managed to eat just one game-winning ice block, and also helped a couple times against paladins, but was usually a dead card. Overall though, I'm not sure the meta (at least at my level) is polarized enough to make the anti-meta techs worthwhile. It felt gimmicky, great when it connected but inferior overall. There were definitely spots where I missed the bilefins and vanishes. I might reserve judgment on the hungry crab, though; almost 1/3 of my games have been against paladins, at 1 mana it is a convenient bounce target, and the swings when it connected (especially as a quest bounce target) were huge.

I gave up and switched back to the deck here, but with backstabs swapped in for the mimic pods, and went on a 7-0 streak to finally hit rank 5 for the month. Obviously not a valid sample size, but I found the backstabs to be helpful in not losing the board early, and also useful for dealing with awkward enemy minions with 6-7 health when I don't want to use two minions or take face damage with a dagger. Plus it seems like way too many times I try mimic pod looking for a bounce target and draw mimic pod, vanish, or igneous elemental.

  • Like 1

Share this post


Link to post
Share on other sites
  On 5/16/2017 at 12:45 AM, zifmia said:

FWIW, I tried this http://www.hearthstonetopdecks.com/decks/kolentos-anti-meta-rogue/ and went 14-18 rattling around rank 7. This "anti-meta" deck takes out the vanishes, swashburglars, and bilefins and replaces them with 2x hungry crab, 2x golakka crawler, 1x backstab, 1x eater of secrets.

As always I'm sure my play could be improved. I never drew Golakka Crawler at a time when it could make a difference against a Pirate Warrior, but I did have a couple games against paladins that were won singlehandedly by a Hungry Crab, and ended up going 5-2 against paladins, compared to 6-9 with the deck here on icy-veins. The Eater of Secrets managed to eat just one game-winning ice block, and also helped a couple times against paladins, but was usually a dead card. Overall though, I'm not sure the meta (at least at my level) is polarized enough to make the anti-meta techs worthwhile. It felt gimmicky, great when it connected but inferior overall. There were definitely spots where I missed the bilefins and vanishes. I might reserve judgment on the hungry crab, though; almost 1/3 of my games have been against paladins, at 1 mana it is a convenient bounce target, and the swings when it connected (especially as a quest bounce target) were huge.

I gave up and switched back to the deck here, but with backstabs swapped in for the mimic pods, and went on a 7-0 streak to finally hit rank 5 for the month. Obviously not a valid sample size, but I found the backstabs to be helpful in not losing the board early, and also useful for dealing with awkward enemy minions with 6-7 health when I don't want to use two minions or take face damage with a dagger. Plus it seems like way too many times I try mimic pod looking for a bounce target and draw mimic pod, vanish, or igneous elemental.

Expand  

Guys i'm noticing that every quest deck might be good. every week , Others change their decks looking on the internet , they want to rank up , so everyone play that specific deck.

so , Yesterday i've met 40 mages out of 50 games (rank15) , and they played everyone the same Alexstrasza deck , medivh and various secrets...

the previous week , midrange hunter was the spot.

we just need to play 5 or 6 decks with some "rotation" cards. there is no best quest rogue , there is just a "meta reading" , like now.

anyway i agree with Swashburglar question. The cards you get with him are like "rocks" in your hand , and 70% of times you can't play those cards due to "mana Math" of the quest rogue (i already said that)

today , Hallucination is just better. you can choose the card that fits more the situation.

 

 

Share this post


Link to post
Share on other sites
  On 5/16/2017 at 8:50 AM, OroNerVoSo said:

Guys i'm noticing that every quest deck might be good.

Expand  

Not really. Lakkari Sacrifice and The Last Kaleidosaur are outright trash with cards currently in the game - they get countered very easily and do not provide any significant advantage. 

Open the Waygate and Jungle Giants have considerably stronger rewards than the aforementioned quests, but get countered by fast meta, which has however been here since LoE, with each expansion speeding it up. To some extent, same goes for Awaken the Makers - you often get killed before completin the quest, and completing the quest doesn't help that much against control decks.

The Marsh Queen doesn't get countered that easily with commonly played cards, but the reward is not that strong. If drawing Carnassa's Broods was more consistent (like, "Put 15 Carnassa's Brood at the top of your deck" rather than randomly shuffling them), it would be a strong deck.

So, five (or six with Awaken the Makers, if it's to be considered a weak deck) quest decks are weak, which is over half of them, so I wouldn't say that "every quest deck might be good", sadly.

  On 5/16/2017 at 8:50 AM, OroNerVoSo said:

anyway i agree with Swashburglar question. The cards you get with him are like "rocks" in your hand , and 70% of times you can't play those cards due to "mana Math" of the quest rogue

Expand  

Sometimes, yeah, but I wouldn't say 70% of the time.

  • Like 1

Share this post


Link to post
Share on other sites

Lorewalker Cho , i'm using this inside the quest deck , it's like it gives me 1 turn or 2. they wait me to play quest , but i get 5 extra damage in the closing turn , because cho become 5/5 and i have also their spells , if they played.

I've put inside also Barnes , even if rogue got the strongest quest atm , i never met such harder meta then now for Rogue...

the other classes just play that 1/2 1/1 1/1 1/1 all day long no matter what we got in my just play that 1 mana , so the meta it's just playing 1 mana cards it seems , except for paladin. Paladin got Tirjon GGyordring.

*rage end*

i think it's good also this : Tinkmaster Overspark do you think it's viable?

i'm looking for good prequest cards that aren't 1/1 or 2/1 , i think the deck needs somethin playable if quest goes wrong.

Edited by OroNerVoSo

Share this post


Link to post
Share on other sites
  On 5/18/2017 at 2:41 PM, OroNerVoSo said:

Lorewalker Cho , i'm using this inside the quest deck , it's like it gives me 1 turn or 2. they wait me to play quest , but i get 5 extra damage in the closing turn , because cho become 5/5 and i have also their spells , if they played.

I've put inside also Barnes , even if rogue got the strongest quest atm , i never met such harder meta then now for Rogue...

the other classes just play that 1/2 1/1 1/1 1/1 all day long no matter what we got in my just play that 1 mana , so the meta it's just playing 1 mana cards it seems , except for paladin. Paladin got Tirjon GGyordring.

*rage end*

i think it's good also this : Tinkmaster Overspark do you think it's viable?

Expand  

Lorewalker Cho is bad for this deck, yes you are getting spells from your opponent but you are also giving them spells and if you are playing a mirror match with another Quest Rogue then you are just giving them more fuel for their fire. Barnes could be good once the quest is active but before that he is just a dead card because you don't want to run the risk of possibly pulling a potential activator for your quest so I would say he is also a bad choice for this deck. As far as Tinkmaster Overspark, I personally don't think it is viable at the moment. It was only really viable in the Whisper's Meta when there was a ton of N'Zoth, the Corruptor decks running around and giving them a 5/5 was still better than them having something like Sylvanas Windrunner returning after having already dealt with her once but even then the card was not that reliable.

  On 5/18/2017 at 2:41 PM, OroNerVoSo said:

i'm looking for good prequest cards that aren't 1/1 or 2/1 , i think the deck needs somethin playable if quest goes wrong.

Expand  

 The Caverns Below needs four cards with the same name to active so you want all the small minions you can get to help pull that off as soon as possible and consistently but when you start taking them out to replace them with higher cost minions then you start killing off that speed and consistency that you need. Certain cards need to be in this deck to make it work but those same cards would cause a midrange or control deck to fail and this is the very reason why, right now at least, The Caverns Below can not succeed in anything but an aggro deck. Honestly if something goes wrong and you know you are not going to be able pull off your quest in time to turn the game around then it is best to just concede and move on. 

  • Like 1

Share this post


Link to post
Share on other sites

i specify from your opponent mages....cho.. i need that ice block...

for tinkmaster we get benefits even if he give a 5/5  to the enemy , we can "remove" after this because we have all 5/5 down , or get a 1 mana 5/5 after 

Barnes give a creature that you can probably shadow step , and you have a body 4 down , and a 5/5 after quest  i don't know what to do , every deck i play i just get countered. if i play quest i get hunters and mages , if i took piarate warriors and permafrost stuff.

and finally i can't even pass 15 with the "top" decks , just mad at it. sorry

 

Share this post


Link to post
Share on other sites
  On 5/18/2017 at 4:15 PM, OroNerVoSo said:

i specify from your opponent mages....cho.. i need that ice block...

for tinkmaster we get benefits even if he give a 5/5  to the enemy , we can "remove" after this because we have all 5/5 down , or get a 1 mana 5/5 after 

Barnes give a creature that you can probably shadow step , and you have a body 4 down , and a 5/5 after quest  i don't know what to do , every deck i play i just get countered. if i play quest i get hunters and mages , if i took piarate warriors and permafrost stuff.

and finally i can't even pass 15 with the "top" decks , just mad at it. sorry

 

Expand  

This deck can only be teched so much before it loses itself. With that being said, if your meta is primarily counters to what you are running then it's time to switch decks until you find yourself in a meta that your deck can thrive in. 

  • Like 1

Share this post


Link to post
Share on other sites
Guest
  On 5/18/2017 at 3:54 PM, KingMe said:

Barnes could be good once the quest is active but before that he is just a dead card because you don't want to run the risk of possibly pulling a potential activator for your quest so I would say he is also a bad choice for this deck.

Expand  

He just summons a copy, doesn't he? -> No negative impact on the deck possible.

Share this post


Link to post
Share on other sites
  On 5/18/2017 at 4:15 PM, OroNerVoSo said:

Barnes give a creature that you can probably shadow step

Expand  

By turn 4, you will usually have decided on the minion to play 4 times, so Barnes will rarely pull something useful. This deck doesn't have that many minions that would make Barnes a value card either. He is not bounceable due to his mana cost, which makes him a poor choice for this deck.

  On 5/18/2017 at 4:15 PM, OroNerVoSo said:

and a 5/5 after quest

Expand  

The same goes for Murloc Tidehunter, but for 2 mana less and it has a higher bounce value.

Share this post


Link to post
Share on other sites
  On 5/18/2017 at 9:23 PM, positiv2 said:

By turn 4, you will usually have decided on the minion to play 4 times, so Barnes will rarely pull something useful.

Expand  

i disagree only with this.

he can potentially summon a charge

Edited by OroNerVoSo

Share this post


Link to post
Share on other sites
  On 5/19/2017 at 7:54 AM, OroNerVoSo said:

i disagree only with this.

he can potentially summon a charge

Expand  

That's why I didn't say never, but rarely. There are so many minions in the deck that the probability of pulling a charge is quite low, especially when Patches the Pirate will be pulled by a pirate minion most of the time. 

Also, if charge is the best it can pull, you can include Bluegill Warrior for half the cost and with 100% charge rate.

Share this post


Link to post
Share on other sites
  On 5/19/2017 at 12:18 PM, positiv2 said:

That's why I didn't say never, but rarely. There are so many minions in the deck that the probability of pulling a charge is quite low, especially when Patches the Pirate will be pulled by a pirate minion most of the time. 

Also, if charge is the best it can pull, you can include Bluegill Warrior for half the cost and with 100% charge rate.

Expand  

i'm wondering in a game where you start questing later. so you can shadow step that minion , and start with it , i will try this out :P

including in the deck also 1 copy of Deadly Poison and Perdition's Blade . i can get some early board control till turn 4 also with Backstab.

There should be for sure a more solid way to build it then the standard quest type.

Share this post


Link to post
Share on other sites

The strength of this deck is that you can often complete your quest and dominate the board by turn 6. How is waiting to start the quest until turn 5 ever going to be better?

I don't think a couple weapon cards out of 30 are enough to reliably fight for board control unless you have really good luck with your mulligan and your opponent. That said, I often find myself forced to contest the board early against aggro decks with nothing but backstabs, a dagger, and some tiny charge minions, so maybe there is need for a bit of extra early board control tools, but I'm not sure what to take out. I've already taken out the mimic pods for backstabs.

 

  • Like 1

Share this post


Link to post
Share on other sites
  On 5/19/2017 at 1:18 PM, zifmia said:

The strength of this deck is that you can often complete your quest and dominate the board by turn 6. How is waiting to start the quest until turn 5 ever going to be better?

I don't think a couple weapon cards out of 30 are enough to reliably fight for board control unless you have really good luck with your mulligan and your opponent. That said, I often find myself forced to contest the board early against aggro decks with nothing but backstabs, a dagger, and some tiny charge minions, so maybe there is need for a bit of extra early board control tools, but I'm not sure what to take out. I've already taken out the mimic pods for backstabs.

 

Expand  

so i'm happy for you. The enemies i met got stronger decks and often i can't survive turn 5 while i quest.

so , better for you my friend...

[edit --> sorry i totally misunderstood your reply]

Edited by OroNerVoSo

Share this post


Link to post
Share on other sites
  On 5/19/2017 at 4:00 AM, grellth said:
Expand  

First replay - I'm probably missing something here, but I don't get why you traded like that on turn 5.

Second replay - since you ended up playing Swashburglar anyway, it would have been better to play him as the first card in case you got Freezing Potion.
Some of the trades felt off, but sadly I can't really put my finger on it. I think that you were focusing too much on keeping the board clear rather than developing one yourself, and you weren't trying to complete the quest, which I feel like is the reason you lost, but I could be completely wrong here.

Third replay - Can't really say much here. Quick win, no obvious misplays, well done!

So, it seems like the trading is a bit off (but I am not exactly great at guessing trades when playing aggro, so I could be wrong, ofc), but it should be good enough to get you to rank 5 at least.

  • Like 1

Share this post


Link to post
Share on other sites

FWIW, I have played a lot of matches that look like your second replay against the secret mage. This deck will quickly run over quest rogue (at least with me piloting the rogue) unless you get really lucky draws. I am 2-8 against mages at rank 3, and they are (almost?) all variations of this deck. I probably make the same trade into the Kabal Crystal Runner, but I probably also lose this match. I guess you could consider bouncing the Fire Fly and replaying it with the Flame Elemental, but I think you will get usually get run over before you can complete the quest, especially here since we know he drew the second Runner next turn.

  • Like 1

Share this post


Link to post
Share on other sites

There needs to be some offensive spell(eviscerate and backstab). Any taunt minion will completely derail rogue in first 4-5 turns without spells. 

Share this post


Link to post
Share on other sites
  On 5/23/2017 at 10:32 AM, Zock said:

There needs to be some offensive spell(eviscerate and backstab). Any taunt minion will completely derail rogue in first 4-5 turns without spells. 

Expand  

You can add those in place of Bilefin Tidehunters or Vanishes, if you want.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Hearthstone is taking a bold step into the StarCraft universe with "Heroes of StarCraft: The Great Dark Beyond," a 49-card mini-set launching in January 2025.
      Featuring iconic factions like Zerg, Protoss, and Terran, complete with legendary leaders Sarah Kerrigan, Artanis, Jim Raynor, this set blends StarCraft nostalgia with Hearthstone's gameplay.
      Additionally, Arena Mode is getting a massive overhaul, introducing shorter Normal Arena runs and a high-stakes Underground Arena with a game matching "re-draft on loss" mechanic, giving you the option to re-draft cards, edit your deck, and keep your run alive, after you lose.
      The year ahead promises 3 expansions, including the Emerald Dream's battle between Old Gods and Druids, a return to Un'Goro Crater, and a Chromie-led journey through alternate realities.
      (Source)
      Hearthstone: Heroes of StarCraft – The Great Dark Beyond Mini-Set  
      Early next year, Hearthstone is going beyond Warcraft and into... Heroes of StarCraft! This special Mini-Set will have a whopping 49 new cards across three themed factions, which show what the StarCraft universe would look like in the Hearthstone Tavern. Each faction is made up of cards that can be used across multiple classes, including an iconic Hero card. 
       Zerg 
      Death Knight, Demon Hunter, Hunter, and Warlock have joined the Zerg! Led by the formidable  Sarah Kerrigan, they will have aggressive cards that win the game by swarming the board. 
       Protoss 
      Druid, Mage, Priest, and Rogue fight for the Protoss Empire. Led by the High Templar Artanis, they will have powerful, high-cost cards that are made cheaper throughout the game. 
       Terran 
      Paladin, Shaman, and Warrior make up the Terran forces, led by the one and only Jim Raynor. They will command Battlecruisers—a special take on the Starship mechanic from The Great Dark Beyond. 
      The Mini-Set will feature a slew of StarCraft units which are sure to invoke nostalgia, as well as the Terran-armored Murloc, Grunty, and new, thematic music. You can chart a course for the Heroes of StarCraft Mini-Set, launching in January 2025! More announcements, details, and card reveals are coming closer to launch. 
       Major Arena Updates 
      Then, for the first time in 10 years, Arena Mode is getting a major overhaul. With that update, there will be two kinds of Arena to choose from. Normal Arena will be shorter form, allowing you to complete your runs more quickly. Competitive Arena players will be able to play in the higher-stakes Underground Arena, with longer runs and a new feature: Re-Draft on Loss. Re-Draft on Loss means that, after you lose, you’ll have the option to re-draft cards, edit your deck, and keep your run alive. 
      Ratings will also be added to both Normal and Underground Arena. Normal, skill-based matchmaking will be used for Normal Arena. Underground Arena throws caution to the wind and lets you face off against opponents of all skill levels. 
      This major Arena revamp is coming in the first half of next year. Look out for more details about this update closer to when it goes live. 
      A Preview of the Year Ahead: The Year of the Raptor!
      On top of those updates, Hearthstone has an exciting year of expansions ahead, with much-requested themes, locations, and familiar faces across Azeroth. 
      In the first expansion of the year, enter the Emerald Dream and join the battle between the Old Gods and the Druids of the Emerald Dream for the fate of the World Tree. Things will heat up even more when the Druids of the Flame light up the Mini-Set (releasing earlier than normal this year, during the 32.2 Patch). 
      The second expansion of the year will be Hearthstone’s first-ever sequel: the return to Un’Goro Crater! Join Elise on a hunt for a mythical, lost Tortollan city. When you find it, join the Tortollans in a festival to celebrate the mighty dinosaurs of the crater in the 33.4 Mini-Set. 
      In the third expansion of the year, travel with Chromie through alternate realities to recruit Legendary Warcraft heroes like you’ve never seen them before. Leading to the 34.4 Mini-Set: an epic showdown against Murozond at the end of time! 
    • By Whitedagger
      Im playing rogue assa in cata classic and after read some guide I don't understand some things about stats. 
      I know as a rogue assa I have to priories hit rating until the spell hit cap of 17% (1332 if I remember) but i dont understand how to manage other stats like mastery and haste/crit or expertise. 
      Did I have to put full mastery ? and reforge all the crit chance, expertise and reforge haste at least ? Or did I have to balance mastery and haste ?
      Can someone help me to understand in wich ordre and priority I have to manage stats as Assa Rogue in wow cata classic ?
    • By Madshot789
      Children - Zul'jin - Horde - 3 nights/week (9 hours) - Hardcore
      Vault of the Incarnates - M 8/8 (Cutting Edge)
      Sepulcher of the First Ones - M 11/11 (Cutting Edge)
      Apply here!

      Raid Schedule:
      Tuesday - 8:00 PM EST - 11:00 PM EST
      Wednesday - 8:00 PM EST - 11:00 PM EST
      Thursday - 8:00 PM EST - 11:00 PM EST
      We add a Monday raid to the first week of each raid tier.
      Holidays will be rescheduled.
      Current Recruitment Needs:
      High Priority:
      • Enhancement Shaman
      • DPS Death Knight
      Medium Priority:
      • Rogue
      Low Priority:
      • Healers
      All classes will be considered even if not listed in this post.
      Server Information:
      Zul'jin
      Chicago Datacenter
      Eastern Realm Time
      Contacts:
      Battle.net: Madness (Madness#12309) / Discord: Madness (Madness#5716)
      About Us:
      Children is a guild founded at the start of Shadowlands, we accomplished CE in all three raid tiers during the expansion, also obtaining CE in Vault. We are looking to continue this pattern for the rest of Dragonflight, and are looking to pick up new members to join us. We look forward to hearing from you.
    • By positiv2
      This thread is for comments about our Outlaw Rogue Leveling Guide.
    • By positiv2
      This thread is for comments about our Shadow Priest Leveling Guide.
×
×
  • Create New...