3.1 is live


Posted by admin on Friday, 17 Apr 2009 10:17:50 PM UTC

It’s available for download now, though I’m hearing that most, if not all, servers are offline.

Official 3.1 Patch notes: http://www.worldofwarcraft.com/patchnotes/

We’ll be hitting Ulduar immediately when the servers are up and will start developing our guides in the next 24 hours, so keep checking this space for updates. If you’re not on the mailing list — get on it!

A quick word on the plan.

When Ulduar hit PTR, I noticed something. A bunch of sites out there were copying and pasting info about boss abilities off of Wowhead, maybe adding one or two lines of commentary, calling them “strats,” and advertising them with big flashy graphics.

Off the top of my head, I can only think of one site which consistently was writing at least one paragraph of original content about how to actually kill the boss. It sort of pissed me off, because I’d click these strats/guides, and there was basically no content there. I’m sure this generated lots of hits and advertising clicks for those sites, but where’s the value?

So I decided we weren’t going to do that on World of Strats. We are going to publish quality Ulduar guides based on experience inside the instance. If we don’t have value to add we are not going to publish bullshit. Granted we will document the abilities just like everyone else, but as always, the focus of our guides will be on making it clear what you actually have to do to complete the encounter on normal, on heroic, with hard modes, with achievements…

Stay tuned.

 


Comments 0

Combat logs in 3.1


Posted by admin on Thursday, 16 Apr 2009 10:13:01 AM UTC

Just a quick FYI that we’ve been tweaking the list of known bosses in our Raid Reports combat log analytics over the past 48 hours and I think we should auto-detect all of the new bosses in 3.1 now (e.g., all Ulduar bosses, and Emalon the Storm Watcher).

We will be monitoring the combat logs that come in — when we saw one where Emalon wasn’t being detected properly, we fixed that, so new logs of Emalon should be handled correctly.


Comments 0

New feature: analyze your combat logs!


Posted by admin on Friday, 10 Apr 2009 1:58:02 AM UTC

We’ve been tinkering with a new feature on World of Strats: combat log analysis.

You can now upload combat logs from your raiding nights to our servers, and we’ll generate detailed reports about those logs. If you want to know who did the most damage, see detailed statistics about your performance on a certain boss, or figure out why your raid kept wiping, this tool can help you do that.

Check it out. It’s free.

Right now as you’ll see our goal is basically to give you tons and tons of data. If you want to know exactly how many of your Mirror Image’s Fire Blasts against Grobbulus on the third attempt of the night missed… we can tell you that. Over time we plan on adding more “smart” features using the content in our boss guides, too.

Please be aware that this stuff is totally beta right now – there are still kinks we’re working out. You’ll see some bugs. However, we have some awesome ideas in the works that we think can take combat log analysis way beyond what’s out there on the web today.

We can use your help. Sign up, try it out, and don’t forget to stop by our Raid Reports beta forum and post your feedback or bug reports. We need feedback. Lots of it. The faster we can track down bugs — the sooner we can get on to even greater things.

In conclusion. Sweet links:


Comments 0

Complete Ulduar boss list


Posted by admin on Thursday, 12 Mar 2009 10:43:58 PM UTC

All Ulduar bosses have now been announced by Blizzard and/or tested on the PTR. Here’s the full list:

  • Flame Leviathan
  • Ignis
  • XT-002 Deconstructor
  • Hodir
  • General Vezax
  • Thorim
  • Mimiron
  • The Iron Council
  • Freya
  • Auriaya
  • Kologarn
  • Algalon the Observer
  • Yogg-Saron

  • Comments 0

    Ulduar is here


    Posted by admin on Friday, 27 Feb 2009 2:04:13 AM UTC

    Update 10:33pm PST: Information from the Feb. 26 Hodir test on PTR is in the Hodir Guide here.

    Update 5:16pm PST: Our Ulduar Overview guide has been started here.

    As of only an hour ago, both the 10 and 25-man versions have been made available (in part) on the PTR. Only 1-2 bosses will be available at a time for testing. Daelo has posted the schedule thus far:

    The following is the tentative schedule for this weekend:

    On the North American test realms:
    Hodir – Thursday night, February 26, starting at 7pm EST/4pm PST.
    Iron Council – Friday night, February 27, starting at 7pm EST/4pm PST

    On the European test realms
    Thorim – Friday night, February 27, starting at 7pm CET.
    Freya – Friday night, February 28, starting at 7pm CET.

    This schedule could change at a moment’s notice due to server, bug, or patch status. I’ll try to keep everyone informed as much as possible. Ulduar and the bosses to be tested will remain also open a variable length of time. How long they stay open depends upon a host of factors including designer availability, bug status, etc.

    We also hope to have the zone open on Sunday for each respective realm for a longer period of time.

    Source: Official WoW forums

    We’ll be updating this post daily as we get new information, so check back.


    Comments 0

    Ulduar is coming soon!


    Posted by admin on Tuesday, 17 Feb 2009 11:19:33 PM UTC

    Recap: There’s so much info here I’ve summarized some of the key points.

    • There will be 14 bosses in Ulduar, about the same as Naxxramas. With that said, 11 of them will have ‘hard modes’ like Sarth + 3D so expect it to be much more immersive than Naxx!
    • The final boss is an “Old God of death” — probably Yogg-Saron!
    • The first encounter will be a massive siege weapon battle culminating in a fight with a Flame Leviathan tank. It sounds a lot like Sartharion to me (four towers, the more of them you pre-kill, the easier the Flame Leviathan is). Guess we will need a Leviathan + 4T guide!
    • The known bosses so far are: Iron Army & Flame Leviathan, Freya, Thorim, Hodir, the Iron Council, and (probably) Yogg-Saron.
    • The PTR will be up soon, but only a few bosses will be available to test at a time, and you’ll need to bring your own gear (Naxxramas gear recommended).
    • Mentioned in a later post by Daelo — the siege weapons in Ulduar will scale with your gear!

     

    Breaking news just within the past few hours: Blizzard has published an Under Development preview of Ulduar. Here’s the text — I’ve added highlights to emphasize some interesting new tidbits.

    Ulduar

    For countless millennia, Ulduar has remained undisturbed by mortals, far away from their concerns and their struggles. But since its recent discovery, many have wondered what the structure’s original purpose may have been. Some thought it a city, built to herald the glory of its makers; some thought it a vault containing innumerable treasures, perhaps even relics of the mighty Titans themselves. They were wrong. Beyond its gates lies no city, no treasure vault, no final answer to the Titan’s mysteries. All that awaits those who dare set foot in Ulduar is a horror even the Titans could not, would not destroy, an evil they merely… contained.

    Beneath ancient Ulduar, the Old God of death lies, whispering…. Tread carefully, or his prison will become your tomb.

    As the next step in tiered raid progression in Wrath of the Lich King, Ulduar is set to blow players away with gorgeous setpieces, sprawling battlefields, and innovative boss encounters. Ulduar’s design aims to provide a fun, unique, and innovative raid experience, but it also includes additional challenges – and rewards – for seasoned raiders. In this sneak-peek at World of Warcraft’s newest raid dungeon, we’ll take a look at some of the new content that makes Ulduar rise above the crop of amazing dungeons already available in World of Warcraft.

    Welcome to Ulduar

    Many players have already gotten their Wrath of the Lich King raiding feet wet in Naxxramas and the Sartharion raid, but Ulduar is the first example of the expansion’s much larger, truly epic scope of raiding, as will be evident from the second you set foot in the instance. The most obvious difference between Ulduar and its predecessors is that the dungeon actually comprises two separate raid areas. The first section is an epic battle against a vast army standing between you and the entrance of the dungeon proper; in the second area, you will dive into the heart of the dungeon itself and finally discover the secrets of Ulduar.

    Ulduar’s new master has rallied his own massive Iron Army to guard the entrance to Ulduar and to prevent any unwanted guests – including you, especially you – from reaching the inner sanctum. Thankfully, you’ll be able to face the Iron Army on even footing: although the main Horde and Alliance forces are focused on the forces beyond the Wrathgate and on each other, some who are better able to appreciate the true magnitude of Ulduar’s threat have managed to scrap together a small fleet of siege vehicles to aid you in the assault.

    You and your friends will have to use these vehicles wisely to break through Ulduar’s defenses. A mix of motorcycles, demolishers, and siege engines will be at your disposal, each granting unique abilities to the pilot and the passenger. Motorcycle drivers, for example, can create pools of liquid tar that snare opponents and can be set on fire by area effect attacks, while demolisher passengers can load themselves into the vehicle’s catapult so that the pilot can launch them into the distance. If used judiciously, these and other abilities will help decimate the Iron Army and any other threats lying in wait between you and Ulduar.

    One such threat is the Flame Leviathan. After you’ve plowed through the innumerable ranks of the Iron Army, you will be confronted by an enormous tank. Mimiron built the Flame Leviathan as part of the V0-L7R-0N weapons platform, which means that it packs quite a punch. Normal spells and abilities won’t be enough to take down this juggernaut, so you will have to rely on your siege vehicles to outmaneuver and defeat the boss. After wearing the massive war machine down, you will have to launch players onto the tank’s back to destroy its defense turrets and sabotage the Leviathan before you can move on. Of course, if you’d like an additional challenge beyond this naturally frantic (but extremely fun) fight, you can try your hand at one of the Flame Leviathan’s different Hard Modes (see sidebar).

    Of course, the vehicle gauntlet, the Iron Army, and the battle against the Flame Leviathan are only the start of World of Warcraft’s most ambitious raid to date. Patch 3.1 will hit the Public Test Realms very soon, so you will be able to see for yourself what other challenges await beyond the gates of ancient Ulduar.

    Hard Boiled

    Ulduar brilliantly illustrates the new design challenges and innovations that come with the bigger scope of the expansion’s raids. In order to make raid content more accessible, it has to offer a lot of variety, but it also needs to include a very granular means for players to adjust a raid’s difficulty. This concept was first realized in the Burning Crusade with the introduction of Heroic mode, and Wrath of the Lich King is developing the idea even further with new Hard Modes.

    Boss fights that have a Hard Mode are affected by certain variables which players can control and which change the encounter’s difficulty. For example, spread throughout Ulduar’s vehicle section are four defense towers you can destroy. The more towers you leave intact, the harder the encounter with the Flame Leviathan will be, but the loot will also be better.

    Ulduar isn’t the first dungeon to include Hard Mode, but it certainly makes the most use of it. Out of 14 bosses, 11 will have a Hard Mode that offers additional challenges and rewards. Ulduar will appeal to a wide range of play styles, but the dungeon also has great longevity and a high replay value.

    Source: Official WoW Europe site

     

    And shortly after the WoW Europe announcement, Daelo made this post to the US official WoW forums:

     

    Ok, we’re getting close to the point where we will need testing of Ulduar boss encounters on PTR, so let’s talk about Ulduar testing!

    We’re going to be performing testing differently than in the past. We’re looking for much more targeted feedback, and we don’t want to just have the zone freely open and allow extended, unsupervised testing to take place. So, when the PTR servers come up with 3.1.0, by default Ulduar will be turned completely off. We’ll instead enable Ulduar and specific bosses during times where the encounter team can observe testing.

    Shortly after 3.1.0 PTR is up and running, I’ll post a schedule that will indicate when we will open specific bosses to testing. We’ll have testing opportunities for both EU and NA region PTRs in their respective prime time playing hours. There might also be a boss or two we do leave up for extended testing, and some bosses will only be tested in either the EU or NA. Some encounters won’t be up on the PTR at all! There’s 14 boss encounters in Ulduar, there will be lots to test. The schedule will be quite flexible, check in the Dungeons & Raids forum and on the PTR forum for updates.

    The first set of boss encounters to get testing will include:

    Freya
    Thorim
    Hodir
    The Iron Council

    Both 10 player and 25 player versions of the encounters will be open to testing, and we expect players to have nearly full Naxxramas gear. While Jillian McWeaksauce might make appearances on the PTR to provide testing consumables, please try to bring your own.

    I hope to see raid groups of many different skill levels on the 3.1.0 PTR servers when they become available!

    Source: US Official WoW Forums

     

    In short it looks like this will be a massive instance that utilizes all of WoW’s newest features. In particular Blizzard is banking on ‘hard mode’ mechanics to give the instance replayability and make it accessible to everybody yet challenging to even the most elite raiders.

    What do you think about Ulduar? Is the ‘hard mode’ design strategy a good one? Has your guild even attempted Sartharion + 3D yet? Post your opinions in the comments section!


    Comments 0

    2009 Arena Tournament Announced


    Posted by admin on Sunday, 15 Feb 2009 8:05:25 PM UTC

    Time to create your ideal arena character and team to see if you have what it takes to champion the WoW PvP world!

    According to Blizzard Poster, Aratil, on the WoW Community Website:

     

    Starting next week (February 17, 2009), players will be able to sign up to compete in this year’s exciting competition. The tournament will feature an online qualifier played on our special tournament realms. Top teams will proceed to their respective regional finals and compete for a chance to reach the global world championship – with cash prizes totaling over $200,000. 

    These realms have been outfitted with level 80 character templates and the latest epic gear from Wrath of the Lich King. As an added bonus, we have included exclusive rewards that players can earn by participating in the tournament, including an Armored Murloc in-game pet. Top teams will also contend for a chance to achieve the “Vanquisher” title for their live characters.

    Source: WoW General Forum

     

    2008 Champions, Nihilum Plasma. The team to beat?

     


    Comments 0

    Dual Spec Q&A With Ghostcrawler


    Posted by admin on Friday, 13 Feb 2009 12:39:46 PM UTC

    Finally, information about the much anticipated Dual Spec feature. This should excite a lot of tanks and healers!

    What purposes do you have in mind for dual speccing?

     

    Talent Dual Spec Q&A with Ghostcrawler

    With the next content patch, we will be introducing a number of additions and changes to the game. One new feature in the works is the ability to set up two separate sets of talents, or “dual spec”. While the complete feature may not be immediately available in the Public Test Realms (PTR) and specifics are still liable to change, we wanted to go over some questions with Senior Game Designer Greg “Ghostcrawler” Street to find out more.

    Nethaera: What is dual speccing?
    Ghostcrawler: Dual speccing is the ability to save two separate talent specs, glyphs, and action bars.

    Nethaera: Why are we allowing players to dual spec after all this time?
    Ghostcrawler: We really felt like this was a great way to increase the flexibility available to players and encourage them to take part in more aspects of the game. To use just one example, some players like to participate in both raids and Arenas, which is awesome behavior that we want to promote. But, there are some talents which are more useful in one part of the game than another. Currently, players have to pay respec costs and go through the process of setting up the desired talent spec and action bars whenever they switch.

    The new system makes this a much more logical process, saving on time and cost and allowing players to easily move from one aspect of the game to another.

    Nethaera: Who will be able to use it?
    Ghostcrawler: Players who have reached the maximum level will be able to set up dual specs.

    ….

    Source for Full Interview: Official WoW Community Website

     


    Comments 0

    Blizzard – Upcoming Class Changes, Part II


    Posted by admin on Monday, 09 Feb 2009 12:28:06 AM UTC

    Blizzard has released 3.1 class change previews for the rest of the classes (Mage, Paladin, Hunter, Death Knight).

    Of special interest to all raiders: Mages will get a talent that grants Replenishment and Paladins are getting Blessing of Kings as a base ability. These buffs should become much more accessible now, further reducing the need for specific class/spec compositions in your raid.

    Here’s the full list:

    MAGE

      Improved Water Elemental – this talent has been removed and replaced with a new talent that grants Replenishment (similar to Shadow priests).
    • We are also working on a way to give frost mages Ice Lance “Shatter combos” in PvE.
    • We are also working on more survivability for Fire spec in PvP.
    • We are also working on making Spirit a more useful and interesting stat for all mages.
    • PALADIN

    • Blessing of Kings – this spell is now a base ability trainable by all paladins.
    • Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.
    • Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.
    • Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.
    • Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.
    • Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.

    HUNTER

    • Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.
    • A new tier of hunter pet talents have been added. In particular, this allows Beastmaster hunters to improve their damage per second (DPS) with their 51 point talent.
    • Hunting Party – this talent has been reduced to 3 ranks and also grants a passive bonus to the hunter.
    • Piercing Shots – this talent has been changed. Your Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of damage dealt for 8 sec.
    • Sniper Training – this talent has been changed. After standing still for 6 sec, you gain a 2/4/6% damage bonus to Steady, Aimed and Explosive Shot.
    • We are also looking to add additional trap functionality to Survival.

    DEATH KNIGHT

    • Gargoyle and Unholy Blight have swapped talent positions. Gargoyle’s damage has increased and runic power cost per time has decreased.
    • Pestilence – this spell no longer causes damage but just spreads diseases. Blood Boil is intended to be the general area attack, and has been changed to be castable on targets with no diseases on them, but does extra damage if diseases are present.
    • Unbreakable Armor now absorbs a flat amount of damage that increases as your armor increases. It no longer boosts armor.
    • The Frost tree has been shuffled. Among other things, PvP talents such as Endless Winter are closer to the top of the tree where Blood and Unholy death knights can access them.
    • Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans’ Lightning Overload.
    • Magic Suppression and Blood of the North have been reduced to 3 ranks for the same benefit.
    • Blood Gorged now grants armor penetration instead of expertise.

    Source: Official WoW forums

     


    Comments 0

    Blizzard – Upcoming Class Changes


    Posted by admin on Thursday, 05 Feb 2009 11:02:22 PM UTC

    Blizzard has released a preview of their development direction for several classes.

    Original posts on the official WoW-Europe forums:

    PriestRogueShaman, WarlockDruid, Warrior

     

    Priest

  • Divine Spirit – this spell is now a core ability available to all priests.
  • Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).
  • Several area of effect (AOE) heal spells have been improved:
    • Prayer of Healing can be cast on any groups in your raid party.
    • Holy Nova’s mana cost has been reduced.
    • Circle of Healing now heals for more.
  • Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares.
  • Penance – this spell can now be targeted on the priest.
  • Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.
  • We are also working to give Holy additional PvP utility.
  • Warrior

  • Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.
  • You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.
  • Blood Frenzy now causes 2/4% physical damage done.
  • Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.
  • We are also adding increased damage to Arms, possibly through Overpower or Slam.
  • We are also looking at granting rage when the warrior blocks, dodges or parries.
  • Druid

  • Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.
  • Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.
  • Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details.
  • Thorns and Nature’s Grasp can be cast in Tree of Life form.
  • Survival Instincts now works in Moonkin form.
  • Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.
  • We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.
  • Warlock

  • Improved Shadow Bolt – this talent now provides a 5% spell critical strike buff (similar to Improved Scorch)
  • Improved Soul Leech – this talent now provides Replenishment (similar to shadow priests)
  • Drain Soul now has a chance to produce Soul Shards even if the target doesn’t die.
  • Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.
  • Curse of Recklessness and Curse of Weakness have been combined into one spell
  • Consume Shadows – this Voidwalker ability is no longer channeled but has a cooldown.
  • Several other warlock talents have had their ranks reduced, their effects changed or removed. This list includes but is not limited to Demonic Empathy, Shadow Embrace, Eradication, Suppression, and Pandemic.
  • Additional new talents have been added.
  • Shaman

  • Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.
  • Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.
  • Spirit Weapons – now reduces all threat, not just melee threat.
  • Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.
  • Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.
  • We are also working on giving Enhancement and Elemental more PvP utility.
  • Rogue

  • Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.
  • Adrenaline Rush – the cooldown on this ability has been lowered.
  • Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.
  • Killing Spree – while this ability is active, the rogue does 20% additional damage.
  • Savage Combat – now causes 2/4% physical damage done.
  • Mace Specialization – this talent now grants haste in addition to armor penetration.
  •  

    Tell us what you think!


    Comments 0

    Guide updates – 1st week of February


    Posted by admin on Thursday, 05 Feb 2009 10:48:45 PM UTC

    We have a number of additional goodies for you guys this week.

    All of these guides have information on both the regular and Heroic versions of the encounters. We now have guides for all of the endgame content in WotLK.

    We’ve also begun adding diagrams to many guides which didn’t have them, starting with Sartharion.


    Comments 0

    New guides!


    Posted by admin on Sunday, 25 Jan 2009 7:15:28 AM UTC

    We’ve posted a few new goodies. These strategies round out our collection of guides to the four main wings of Naxxramas:

    Gluth
    Thaddius
    The Four Horsemen

    Only the END-end-game remains now… the Frostwyrm Lair and the Eye of Eternity. We’re hard at work at guides for WoW’s last 3 bosses, so keep an eye out; they’ll be up soon.

    By the way — there was a lot of text to write for Naxx, so in some cases we haven’t gotten around to doing anything visual for some of our Naxx guides yet (like a diagram or video). We’ll probably be going back and adding diagrams or videos to those guides — it’ll depend on how soon Ulduar hits the PTR.


    Comments 0

    Thanks for your help!


    Posted by admin on Tuesday, 22 Apr 2008 5:55:27 AM UTC

    World of Strats sometimes needs your help writing guides. As of 1/21/2009, guides for all Wrath of the Lich King endgame content are either published or commissioned, so we are no longer seeking specific submissions. However, if there’s a topic you feel absolutely needs to be published, send us email at info@worldofstrats.com and let us know what’s on your mind.

    Thanks for your help! Make sure to sign up for our mailing list so you’ll be notified when we publish new content.

    Submitting a Guide

    If you’d like to write for us, send an email to:

    info@worldofstrats.com

    With the subject “Guide Writing Inquiry”

    In your email, please answer the following questions:

    1. Which guide(s) would you like to write?
    2. How have you experienced the encounters you would like to write about? Can you provide information about the encounter on Normal (10-man) difficulty, Heroic (25-man) difficulty, or both?
    3. Do you have the skills with Photoshop or another photo editing package to produce positioning diagrams for the encounter? Most encounters require at least one positioning diagram, but if you don’t have experience with any image editing programs, we can sometimes create the diagrams with your assistance.
    4. Feel free to quote the price that you think is fair to charge for the guide, or we will respond with a price that we think is fair and reasonable based on the work being done.

    Additionally, if you would like to just write a guide and send it to us, feel free! If we are interested in publishing the guide, we’ll reply with feedback and a price quote.

    In your email, feel free to ask any questions you have about the guide writing process!

    We’ll respond to your email within 24 hours. Upon approval of the project, we’ll provide you with the World of Strats Guide Template, which can help you save time and ensure that the guide is consistent with the writing style of the site.

    Please note that we accept original guides only which have not been published by other sites. You must possess full ownership and copyright privileges for the material you submit. Upon payment, World of Strats will assume ownership and copyright privileges for the guide.

    Thanks!

    Arphir
    info@worldofstrats.com


    Comments 0
    Copyright © 2008 World of Strats Terms Of Use | Privacy Statement