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Fury Warrior Guide 3.3.5. Although warrior's dont get huge amounts from haste, this much is a solid DPS increase and because you can cap ArP fairly easy now.

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Giveing it some thought as to how each class will perform in PvE at the end game of WotLK is quite tricky, all we have to back up our claims in this post is really leaked information and none comfirmed information (you guys do know that WptLK isnt out yet, so nothing is set in stone just yet, they might change every thing) but looking at the verious talents and those skills there is released/leaked now this would be my guess, given that every class has a solid time span to perform the absolute best they can. Rogues and mages at the top, very equal warlocks and hunters also very equal druids, warriors closely followed by priests, shamans and paladins I have no idea where to put DK. I would say Paladins. Patrick O Brian Epub Download Mac.

Judging by their talents, the Paladin class has got all his PvE DPS issues addressed: Mana seems to be no longer a problem (see 'Judgement of the Wise' talent), they got a AoE spell (Divine Storm) besides Consecration, a reliable CC (Repentance), raid utility (+3% haste; +3% dmg as passive aura, 20% dmg done->raid healing/60% dmg done->mana) and a lot of '+crit chance/ dmg bonus' talents shuffled around the tree. Not to mention Avenging Wrath will permit 50% armor pen bypass and its CD is reduced. And there's 'The Art of War' talent. If Crusader Strike crits (it does quite often) and TAoW procs, it means the pally can output quad damage by pressing CS+Judgment!

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HoT HoTs: A Restoration Druid Guide 3.3.5a Hey my folks. How is it going?

I've been wanting to do this for some time, since Druid healing is my favourite. I know most of you won't check or read it, but meh, at least it'll be here when you need it.

=D Use Ctrl+F to get to the topic you want. 1.0 Why heal as a Druid?

(ch1) 2.0 The Spells (ch2) 3.0 The Build (ch3) 4.0 The Glyphs (ch4) 5.0 The Main Attributes (ch5) 6.0 PvP (ch6) ____________________________________________________::: Why heal as a Druid?::: (ch1) Druid healing is unique compared to the other healers in the game, as it focus on Heal over Time instead of Direct Heal. Of course, they have their direct heals and instant healing spells, but the main focus of Druids is having people in constant life replenishment. Another trait of Resto Druids is that they're the most Mana Efficient Healers in the game. Their most expensive spell is roughly 700 mana cost, compared to other classes that can exceed 1000 mana. If you're a fan of big numbers (like Paladins critting over 40k on Holy Light), then Druid healing is not for you, as it consists in small numbers that makes a big one. Also, healing as a gigantic Brocolis is just too awesome, it's one of the coolest things about Resto Druids.::: The Spells::: (ch2) Healing as a Druid is all about Anticipating Heals, so you'll probably overheal a lot, which's not a problem if your Mp5/c is over 500.

Basicly, the idea is pop HoTs on the targets you know will be damaged, like tanks (which's the reason tanks should have HoTs on them ALL the time). This is why knowing Boss Strategies is extremely important. The flaws on Druids is that they got no Healing Burst CDs to use, like Paladins with Avenging Wrath or Shamans with Tidal Force/Heroism.

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They, however, got some defensive CDs that can increase their survivability by a bunch. Druids possess a very versatile Spell Book for healing, each one having it's usefulness on different moments. Those are: Rejuvenation: The bread and butter of Druid healing, doing generally the most Heal per Second of all your spells.

Since it's cost is extremely low (the most cheap healing spell in the game aside Paladins' Flash of Light), make sure you have it on the tank all the time, in case he gets a burst damage and you need the use a Nourish or Swiftmend. It lasts for 15 secs, but this can be decreased with Glyph of Rapid Rejuvenation (which means hasten the ticks).

Regrowth: Combining the Direct Healing with Heal over Time, Regrowth is a very versatile spell, despite it's base cast being quite high (2 sec). The ideal time to use it is when your targets are under 70% health. The HoT effect is weaker than Rejuvenation, but lasts for longer (21 secs), so make sure your target always have BOTH Regrowth and Rejuvenation. Lifebloom: This one is a very unique healing spell, as it can stack with itself for up to three times, refreshing the duration and stacks each time it's recast. If dispelled or completes it's duration, half of the mana used will be refunded to the Druid. With the 3 stacks, the final tick (called bloom) is potentially powerful, which makes this spell perfect for tank healing. From WoWWiki: 'The HoT is enhanced by 6.53% of your spell power per stack per tick.

The bloom is enhanced by 38.57% of your spell power.' Also the ticks can crit, unlike Rejuvenation (which can only crit with 4t9). Healing Touch: I personally hate this spell. Ok, it's a massive heal, but it's base cost and cast are huge (3,5 sec). It can be potentially powerful, however, if used as a instant cast with the aid of Nature's Swiftness. Nourish: Every Healing Class has it's Flash Heal spell. And Druids got Nourish.

However, it's another unique spell, since heals for additional 20% if the target has any HoTs on him. In other words, NEVER, EVER use Nourish unless your target has any HoTs, otherwise it's a waste of mana, since alone it lacks a potential Healing Power. Swiftmend: Talent Spell, it's the massive insta cast heal that Druids can use. With a quite long CD (15 sec), it ONLY heal if the target has Rejuvenation or Regrowth effects. It'll consume the effects unless it's Glyphed.

Awesome for tank healing. Wild Growth: Another Talent Spell, it's the Druid's AoE heal spell. Very powerful packed with a 2t10. Cast it as soon it's CD (6 sec) is refreshed. Even if everyone is at full health.

It's a really cheap spell (like Chain Heal), and it counts for the 20% bonus healing of Nourish. So it's good after a huge AoE burst (like Toravon's Whiteout for example). Tranquility: The only channelling spell Druids have (aside Hurricane), it heals the whole party for 3050 every 2 secs for 8 secs. Very situational, due to it's high CD. Can be useful if used to with Barkskin, since it'll reduce the pushback. Rebirth: The famous Battle-Ress spell. Glyphing this will remove the use of reagents, making it a very powerful tool in case of a near wipe situation (tank suddenly get's cleaved or another healer die).

Faerie Fire: Only useful if there's NO other Druid on your party. Since it lasts for 5 minutes on NPCs, it can be very useful. Barkskin: A really cheap bubble.

Grants 20% damage reduction plus no pushback on ANY spell for 12 sec with only 1 minute CD. AND it can be used while stunned, frozen, incapacitated, feared or asleep. Useable in ALL forms. Nature's Grasp: Very useful on fights with adds, like LDW or DBS. Sadly, doesn't work with Rotface and PP's adds anymore.

Nature's Swiftness: Allows to make any Nature Spell a instant cast. Good to use with Healing Touch for a massive heal when needed.::: The Build::: (ch3) There are a few different builds for RDruids, most of them are based on your Glyphing and Gear. The most basic one, for Druids with low-mid gear level (but it works perfectly for high level gear as well), is. Once you achieve a high level gear and your mp5 is no longer a big issue, you may use this one, which differs from the previous by just a. Here's a brief explanation on the Talents: Balance Tree Genesis (5 graduations): Increases the damage and the healing done by your periodic damage and healing by 1% per graduation.

Pretty much self explanatory, this is essential for any spec and should be maxed always. Moonglow (3 graduations): Reduces the mana cost of your damage and healing spells (except Wild Growth, Swiftmend, Lifebloom and Insect Swarm) by 3% per graduation. Again, self explanatory, should be maxed always. Nature's Majesty (2 graduations): Increases the critical strike chance with spells (except Rejuvenation, Regrowth, Wild Growth, Swiftmend, Lifebloom and Insect Swarm) by 2% per graduation. Despite crit not being a very important stat for RDruids, this talent is required to get one of the best Talents for them, therefore should be maxed as well Nature's Grace (3 graduations): All non-periodic spell criticals have a 33/66/100% chance to grace you with a blessing of nature, increasing your spell casting speed by 20% for 3 sec. 3 secs of haste doesn't seem very attractive to RDruids, however, with Glyph of Rapid Rejuvenation, this makes a huge difference and improvement on your heals, specially if you're over 600 passive haste.

Nature's Splendor (1 graduation): Increases the duration of your Moonfire and Rejuvenation spells by 3 sec, your Regrowth spell by 6 sec, and your Insect Swarm and Lifebloom spells by 2 sec. This one is just too sexy, and a huge improvement on the heals, since higher duration equals to more ticks and consequently, more healing per sec. Restoration Tree Improved Mark of the Wild (2 graduations): Increases the effects of your Mark of the Wild and Gift of the Wild spells by 20% per graduation, and increases all of your total attributes by 2% per graduation. This one is really sexy. Maxed, this one gives 1050 armor and 76 to all resistances, from Mark/Gift of the Wild, and 52 to all stats (only applies to the Druid).

Nature's Focus (3 graduations): Reduces the pushback suffered from damaging attacks while casting Healing Touch, Wrath, Entangling Roots, Cyclone, Nourish, Regrowth and Tranquility by 23/46/70%. Cast Pushback can be the difference between life and death during ICC. RDruids don't have much casting spells, but the few they use make a huge difference, which's basicly Regrowth and Nourish. Luckily, Rebirth is the only Restoration spell not affected by cast pushback. Subtetly (3 graduations): Reduces the threat generated by your restoration spells by 10% per graduation and reduces the chance your helpful spells, Moonfire and Insect Swarm will be dispelled by 10% per graduation. I don't find this one very useful, since RDruids don't generate too much threat with healing like Shamans and Paladins, but it's required to move to the other tiers.

Natural Shapeshifter (3 graduations): Reduces the mana cost of all shapeshifting by 10% per graduation. Again, it's not that useful, but you NEED it to get to higher tiers.

Intensity (3 graduations): Allows 17/33/50% of your Mana regeneration to continue while casting and causes your Enrage ability to instantly generate 4/7/10 rage. I love this one. It's one of that talents that makes the RDruids' mana near infinite. Omen of Clarity (1 graduation): Each of the Druid's damage, healing spells and auto attacks has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana, Rage or Energy cost of your next damage, healing spell or offensive ability by 100%.

Awesome, for ANY spec, specially if you need to land a Nature's Swiftness + Healing Touch. Master Shapeshifter (2 graduations): Grants an effect which lasts while the Druid is within the respective shapeshift form. Bear Form - Increases physical damage by 2/4%. Cat Form - Increases critical strike chance by 2/4% Moonkin Form - Increases spell damage by 2/4%. Tree of Life/Caster Form - Increases healing by 2/4%. Again, another talent that's for all specs. It's simply awesome for RDruids as it increases ALL healing, both given or recieved, and stacks with other talents.

Tranquil Spirit (5 graduations): Reduces the mana cost of your Healing Touch, Nourish and Tranquility spells by 2% per graduation. I don't really like this one, since it only affects Nourish (since I rarely use Healing Touch or Tranquility), but can be useful while you still lack the good gear or get out of mana too fast.

Improved Rejuvenation (3 graduations): Increase the effect of your Rejuvenation spell by 5% per graduation. Most of the time, Rejuvenation will be your top heal in the recount chart, be sure of it, so max this talent. Nature's Swiftness (1 graduation - Spell - 3 min CD): When activated, your next Nature spell with a base casting time less than 10 sec becomes an instant cast spell. At first sight this spell don't look that useful, since most of your healing will come from Rejuvenation. However, packed with the most useless Healing Spell in the game, Healing Touch (given to the really absurd cost and 3,5 sec base cast time), you can heal a lot in case you need a huge insta cast and Swiftmend's on CD. Gift of Nature (5 graduations): Increase the effect of all healing spells by 2% per graduation.

Self explanatory, stacks with other Talents.' Empowered Touch (2 graduations): Your Healing Touch spell gains additional 20% per graduation and your Nourish spell gains additional 10% per graduation of your bonus healing effects. [i]Pretty much awesome, will give your Nourish a total of 40% bonus healing. Nature's Bounty (5 graduations): Increase the critical effect chance of your Regrowth and Nourish spells by 5% per graduation. Considering you'll have +25% crit chance in the end, it's pretty sexy. Living Spirit (3 graduations): Increase your total Spirit by 5% per graduation. Druids, just like Priests, benefits from Spirit, and it affects their mp5 directly.

Swiftmend (1 graduation - Spell - 15 sec CD): Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal them an amount equal to 12 sec of Rejuvenation or 18 sec of Regrowth. Ahhh the Druid's insta heal spell. With the Glyph of Swiftmend the consuming effect can be removed, making it a very powerful spell for massive healing. Empowered Rejuvenation (5 graduations): The bonus healing effects of your healing over time spells is increased by 4% per graduation.

With a total of 20% of bonus healing, this is another tool that scales absurdly with the other talents. From WoWWiki 'The talent differs from other similar talents in that it does not cause your HoTs to gain a flat 20% of your spell power, but rather increases the coefficient by 20% of itself.

For the direct healing part of Regrowth, that means it goes from 53,90% to 64,68% while Rejuvenation goes from 188,0% to 225,6%.' Living Seed (3 graduations): When you critically heal a target with Swiftmend, Regrowth, Nourish or Healing Touch spell you have a 100% chance to plant a Living Seed on the target for 30% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts 15 sec. On ICC this is specially wonderful, since most of the bosses have 2 or more AoE attacks, and Living Seed will bloom on those. Revitalize (3 graduations): Your Rejuvenation and Wild Growth spells have a 5% per graduation chance to restore 8 energy, 4 rage, 1% or 16 runic power per tick.

If you want Nature's Grace 3/3 and Wild Growth, you generally won't have this maxed, which's my case, but it's a good talent, nevertheless. Tree of Life (1 graduation - Shapeshift Spell): Reduces the mana cost of your healing over time spells by 20% and grants the ability to shapeshift into the Tree of Life. While in this form you increase healing received by 6% for all party and raid members within 100 yards, and you can only cast Restoration spells in addition to Innervate, Barkskin, Nature's Grasp and Thorns spells.

The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects. Ah the Tree of Life, the giant brocolis that makes Druids so feared on PvP, as well an easy target. It's what makes RDruids so special, and so powerful, since the Tree of Life Aura stacks with all your other healing bonus talents. The act of re-shifting, or power shifting, breaks the poly and movements effects, being specially useful on some boss fights like Sindragosa and Valthiria Dreamwalker. Improved Tree of Life (3 graduations): Increases your armor contribution from items while in Tree of Life Form by 67/133/200%, and increases your healing spell power by 5% per graduation of your spirit while in Tree of Life Form.

Running Start Program At Ccri. The bonus armor, packed with the bonus healing from Spirit, can make the RDruid more resilient than RShamans and extremelly effective, since they can do 80% of their healing while moving. Gift of the Earthmother (5 graduations): Increase your total spell haste by 2% per graduation and reduces the base cooldown of your Lifebloom spell by 2% per graduation. Simply magnificent, as most high Tier Talents.

Sadly it's not possible to get both Gift of the Earthmother and Celestial Focus talents, otherwise it would be possible to have a bonus of 13% haste. Wild Growth (1 graduation - Spell - 6 sec CD): Heals up to 5 friendly party or raid members within 15 yards of the target for 686 over 7 sec. Prioritizes healing most injured party members. The amount healed is applied quickly at first, and slows down as the Wild Growth reaches its full duration. Pretty much like the Shaman's Chain Heal, Wild Growth is a Smart AoE Heal, with each tick getting the 13,81% bonus (counting Empowered Rejuvenation). With a 2t10 (The healing granted by your Wild Growth spell reduces 30% less over time), this can be one of the most efficient AoE heals in the game.::: The Glyphs::: (ch4) What makes Druids healing so comfortable is that Glyphing is pretty much free. It all depends on your playstyle.

Here's some of the most usefuls: Glyph of Nourish: Your Nourish heals an additional 6% for each of your heal over time effects present on the target. That's right. Additional 6% for EACH HoT. Which means Nourish, Talented and Glyphed, will heal for 64% more, assuming you have all possible HoTs on the target (Lifebloom, Regrowth, Rejuvenation and Wild Growth). During a real battle you most likely won't have all that on all your targets, unless it's tank, which makes this Glyph very powerful for Tank Healing. Glyph of Rejuvenation: While your rejuvenation targets are below 50% health, you will heal them for an additional 50% health. Very useful while you're undergeared, where your Rejuvenation is still weak.

It can be useful if you're not stacking Haste, but. The next Glyph is more attractive than this one.

Glyph of Rapid Rejuvenation: Your haste now reduces the time between the periodic healing ticks of your Rejuvenation spell. That's what makes Haste stack on Druids very, VERY good. Following the logic, it'll reduce the total duration of your Rejuvenation, but it will tick faster. However, it's not worth using until you have over 600 haste. If you're under 600, keep Glyph of Rejuvenation.

Glyph of Regrowth: Increases the healing of your Regrowth spell by 20% if your Regrowth effect is still active on the target. Interesting, basicly, it increases the total effect (HoTs included), of your Regrowth if you refresh it on your target before it fades. I preffer Glyph of Nourish, but this one is quite good. Glyph of Wild Growth: Wild Growth can affect 1 additional target. I don't dig on this one, but it's quite good. However, there are better Glyphs. Glyph of Switmend: Your Swiftmend ability no longer consumes a Rejuvenation or Regrowth effect from the target.

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This is the MANDATORY Glyph for ANY RDruid. Spell Power >Haste >Spirit Spell Power will be always your main attribute, since it'll effect all your healing spells. Haste is useful to get faster ticks from Rejuvenation and 1 sec GCD, as well near 1 sec Regrowth casts.

You'll need around 856 haste to achieve this (thanks to Physician for calculating this), counting the 10% haste from Gift of the Earthmother. And finally Spirit to add extra Spell Power (from Improved Tree of Life) and a lot of Mana Regen, which should be gemmed in order to meet Meta Requirements and/or Socket Bonus (altought those can be ignored). Don't even bother gemming for Critical Chance or Intellect, it's not usefull AT all. Since we've been doing a lot of ICCs and there's always some leftovers for RDruids (considering I'm the only really active RDruid), the aspirant Trees can easily get some gear. My suggestion of Emblem Priority is: Tier 9 Chest and Shoulders, while saving emblems to get the Tier 10 Head and eventually Shoulders.

Those are the set bonuses: Tier 9: Malfurion's Garb 2 pieces: Increases the critical strike chance of your Nourish spell by 5%. 4 pieces: Your Rejuvenation ability now has a chance for its healing to be critical strikes. Tier 10: Lasherweave Garb 2 pieces: The healing granted by your Wild Growth spell reduces 30% less over time. 4 pieces: Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration. As for trinkets, get something that gives you Mp5. The best possible trink, for ANY healing class, is this one: Solace of the Defeated: Equip: Increases spell power by 150. Equip: Each time you cast a helpful spell, you gain 16 mana per 5 sec.

Stacks up to 8 times. Drops from Trial of the Crusader 25 man, Lord Jaraxxus. Of course, since it's a hard trink to get, you can always go for this ones: Spark of Hope: 100 Spirit.

Equip: Reduces the mana cost of your spells by 42. Drops from Ulduar 10 man, Kologarn.

Can be bought for 56 Vote Points on Molten Vote Shop. Show of Faith: Equip: Increases spell power by 140 Equip: Each time you cast a spell, there is a chance you will gain up to 193 mana per 5 for 15 sec. Drops from Ulduar 25 man, Yogg-Saron. Can be bought for 59 Vote Points on Molten Vote Shop. Purified Lunar Dust: Equip: Increases spell power by 179 Equip: Each time you cast a spell, there is a chance you will gain up to 304 mana per 5 for 15 sec.

60 Emblem of Frost from the Emblem of Frost Quartermaster in Dalaran or Icecrown Citadel. Ephemeral Snowflake: Equip: You gain 11 mana each time you heal a target with one of your spells. Use: Grants 464 haste rating for 20 sec. Stacks up to 8 times. Drops from Halls of Reflection Heroic, Marwyn.

CURRENTLY BUGGED (only procs on Direct Healing). With full t10 and at least 600 mp5/c, Solace of the Defeated pretty much holds your mana without the aid of any other trinkets.

Purified Lunar Dust/Show of Faith would be the best trinks to use with that. My Druid has around +800 mp5/c in ICC10, with all the stacks of Solace on, and my mana now rarely goes below 85%, even if I'm solo healing.::: PvP::: (ch6) PvPing as a Resto Druid is very, VERY fun. I'd say they're the most effective healers in BGs, specially if everyone in the raid have at least 700 resilience. They're awesome on Flag Capping (due to the use of Travel Form, that doesn't drop the flags), protecting spots with other classes (as they can just Shadowmeld or Prowl in Cat Form to hide), and escaping from CCs with powershifting. Their only flaw is that. They're big Brocolis, so you can spot a Resto Druid in a BG from miles away. Plus, while on this form they're considered Elementals, so.

They can be Banished by Warlocks. An overgeared and experienced Resto Druid shouldn't worry about that, though. The specs can be very different, depeding on your focus and playstyle.

This is my personal one: Some talents, like Brambles and Nature's Reach, are optional and depends on your playstyle. Natural Perfection and Improved Barkskin are a must, however.

There's a pretty popular spec, which I personally dislike, called 'Restokin', which's basicly a Resto Druid with Celestial Focus, Insect Swarm and Lunar Guidance. However, in order to get this spec you end up sacrificing Wild Growth and other talents that increases your healing potential and survivability. This spec can be useful on Arenas, depending on your partner (works good if you're packed with a Prot Warrior, Sub/Muti Rogue or Shadow Priest). Here's the most common Restokin spec: A quick explanation on some talents: Balance Tree Brambles (3 graduations): Damage from your Thorns and Entangling Roots increased by 25% per graduation and damage done by your Treants increased by 5% per graduation. In addition, damage from your Treants and attacks done to you while you have Barkskin active have a 5% per graduation chance to daze the target for 3 sec. This doesn't sound very good for a Resto Druid as it gives more bonuses to Balance, however, in cases you're on your own or ganked by a Rogue, this can pretty much save your life.

I killed lots of Rogues with Thorns before, it's a lot of fun. Nature's Reach (2 graduations): Increases the range of your Balance spells and Faerie Fire (Feral) ability by 10% per graduation, and reduces the threat generated by your Balance spells by 15% per graduation. This one is great on 2v2, it roughly increases the range of your Balance Spells by 6 yards. Sounds lame, but it's a LOT, trust me, specially to use Cyclone, which's is the most annoying CC in the game, and doesn't share DR with ANY other skill of any other class. A full chain Cyclone can immobilize your opponent for almost 10 seconds, which's time enough for your partner to kill everything. Celestial Focus (3 graduations): Reduces the pushback suffered from damaging attacks while casting Starfire, Hibernate and Hurricane by 23/4670% and increases your total spell haste by 1% per graduation. [i]Only useful on the Restokin spec.

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It's pretty blah, since it's 3% haste compared to the 10% of Gift of the Earthmother. Plus, Resto Druids don't need haste on PvP. Lunar Guidance (3 graduations): Increases your spell power by 4% per graduation of your total Intellect. [i]This is what makes Restokins so popular, as you can benefit from both Intellect AND Spirit (from the Tree of Life) for a Spell Power boost. Works good on 3v3 if your partners are a Mage and a Priest. Insect Swarm (1 graduation - Spell): The enemy target is swarmed by insects, decreasing their chance to hit with melee and ranged attacks by 3% and causing 1280 Nature damage over 12 sec. Another talent that makes Restokins quite annoying.

-3% on chance to hit can means a huge DPS decrease for your attackers, as for PvP most players gear hit only get in the softcap (4%, for PvP). Restoration Tree Natural Perfection (3 graduations): Your critical strike chance with all spells is increased by 1% per graduation and critical strikes against you give you the Natural Perfection effect reducing all damage taken by 2/3/4%. Stacks up to 3 times. That's one of the talents that makes Resto Druids almost invincible against Rogues.

With 3 stacks you get 12% damage reduction. This, packed with Barkskin + Improved Barkskin gives you roughly 42% damage reduction. And the best part, on Molten this procs on hit, not only crits.

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Improved Barkskin (2 graduations): Grants 80% per graduation additional armor while in Travel Form or while not shapeshifted, increases the damage reduction granted by your Barkskin spell by 5% per graduation and reduces the chance your Barkskin is dispelled by 35% per graduation. Perfect for PvP. The additional armor allows you to mitigate more damage while fleeing on Travel Form or when being damage during a Cyclone cast. The bonus reduction of Barkskin stacks with Natural Perfection, and if Glyphed, makes possible for a Druid to take a whole Bladestorm and survive. And here's the best Glyphs for PvP: Glyph of Barkskin: Reduces the chance you'll be critically hit by melee attacks by 25% while Barkskin is active. [i]Simply awesome. With all the damage reductions from the other talents, this is pratically a Bubble.

Glyph of Innervate: Innervate now grants the caster 45% of base mana pool over 10 sec in addition to the normal effects of Innervate. Not really necessary, but can be really nice in 2v2, in case you're being chased by an annoying Disc Priest Mana Burning you. The other Glyphs can be Glyph of Nourish and of course Glyph of Swiftmend. Glyph of Dash: Reduces the cooldown of your Dash ability by 20%. This will reduce the base CD of Dash (3 min), to 2 min and 24 sec. One sexy glyph for WSG, just Dash as soon you reach the door, cap the Flag and then get the Speed Buff.

Glyph of Thorns: Increases the duration of your Thorns ability by 50 min when cast on yourself. [i[Good for long BGs or Arena Matches, in case you're too focused on healing and forget to rebuff.[/i] Gemming is pretty much optional too. You can just stack SP and be happy. For PvP it's actually good to follow to socket matching, for one or other bonus. I personally like to stack in this order.

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