Friday, August 28, 2009

Getting into anime

I have been into Anime lately and must say it is a good way to burn up time when you need a break from the mmorpg life. Finding good sites for anime download and streaming anime is easy. Just visit etop20 s anime list. They have a ton of good sites to choose from

Sunday, December 23, 2007

Dont Get Scammed Selling your World Of Warcraft Account or Non-Tangible Items

Lets face it. Fraudulent Internet purchases is rampant, it is worse for non-tangible items and in total chaos for online game virtual item and account sales. To assume that there is not an abundance of scammers hacking paypal accounts and trolling the Internet looking for their prey would be a catastrophic error.
Sure, I have been victimized by these hungry villains in the past but to a much lesser extent today. I have learned much over the past 8+ years selling on ebay auctions and my web sites. My experiences have enabled me to construct a solid prevention plan. Its implementation has brought my wife and I outstanding results as sellers of Ultima Online gold and Resources, Eve Online ISK and World of Warcraft accounts and gold on ebay. We use that plan on our web sites as well. If you sell from a web site, auction site or just hit the trading boards you should find this information useful.

Establishing some kind of identity is our primary goal. If we can do that it will lay to rest many if not all of our concerns. Gather as much information as possible during the purchasing process. Informing the buyer what you may or may not do with this information will likely deter fraudsters from even completing the purchase. This will save you much time and grief down the road.

PayPals Seller Protection policy for Non-Tangible and virtual items is no good for us.
PayPal is awsome. We use PayPal exclusively as our payment gateway. They are safe, secure and cheaper to use than commercial bank accounts to accept credit cards. Sellers for the most part can feel safe because of Paypals Seller Protection policy. The problem for us as virtual / non-tangible item sellers is that we are NOT covered by this protection policy because we are not shipping an item and cannot provide proof of shipping. We are 100% responsible for our own Security and fraud prevention. There is not an online payment gateway which offers protection for non-tangible items. If there were then this would be a one line article with a link to that web site.

Have the buyer Provide confirmed shipping or credit card address
Although we are not actually shipping an item this address is very useful to us. It tells us that they know their credit card billing address. PayPal confirms a buyers address buy matching it to their credit card billing address.

Calling the buyer. Require a Non cellular land line if possible.
You should ALWAYS call a first time buyer no matter how small the purchase. This simple phone call is the single most important step in fraud prevention. It alone will erase more than 80% of potential fraud. Do this if you do nothing else.

Match the Buyer's Address to their telephone number.
You can do this by performing a reverse lookup on the buyers phone number at bigfoot.com. Keep in mind that bigfoot's data is not always accurate and the address may not match it should at least get you in the proximity. If not then you may want to take additional steps for the confirmation. The phone type is not always accurate either. If you feel uneasy about the transaction and wish to be sure of the phone type then I recommend using maxmind.com, this is a paid service but it is worth every penny. They will also provide you with more detail pointing out the anonymous phone number types such as pay phones and store Purchased pre-paid cell phones ect. Do not accept an anonymous type if you are having doubts.
If the phone type is a land line and that address also matches the paypal confirmed shipping address then we are looking good. Make the call to be sure the phones owner is really purchasing from you. Calling also helps insure that a child is not attempting the purchase, If a child answer then ask to speak with an adult. We have busted many children attempting to hijack their parents paypal account or Credit card.
Cell phones may be acceptable depending on the situation and other provided information. We simply are not able to get enough info on cell phones to concrete any deal.

GEO IP lookup for web site owners
Capture the buyers IP address and perform a geographical lookup. Again I recommend using maxmind.com to do this. I have tried many other IP lookup web sites and have found maxmind to be the most accurate. The lookup should resolve to the proximity of the buyers confirmed address and/or phone number.
AOL IP's will not resolve properly, they use a funky proxy system and almost alwys resolve in the vicinity of Virginia. Maxmind will see through most other proxy systems and resolve properly. Use extreme caution if you do not get a proper match. In any case you should decline the purchase if it resolves to a different country.

Email verification. Ask the buyer to provide their Internet service provider email address
Do not rely solely on this. I do this only if I am still feeling uneasy after successfully performing all the above. Simply email the buyer and ask them to reply.
Free email providers such as hotmail, gmail, yahoo etc email addresses serve no purpose in regards to security. Don't bother doing this if it is all the buyer can provide you with.

Online ID Verification services
If all else fails then you are down to 2 choices. Reject the order or ask the buyer to register with an online ID verification service. For gamers I recommend using TrustWho.com otherwise try Verisign.com

To date we have not had a single report of fraud on my website RPGBids.com
Fraud on my wife's web site RPGloft.com is less than 0.05%.

I cannot say that these tips will guarantee anyone the same results but I can assure anyone who applies them that they will have very good results.

Gene Souza - 8+ years Specializing in acquiring and selling World of Warcraft accounts & gold at auctions and assisting his wife with Ultima Online Gold and Artifacts and Eve Online ISK, Fraud prevention has become a way of life.

Monday, October 15, 2007

Ultima Online Gold General Tips
Character Creation
It helps to plan ahead when assigning skills to a new character. One sample strategy is to start a character with Animal Taming, Tailoring, and Archery. When trouble strikes, send in your pets to attack and launch a ranged weapon attack from a safe distance. If the battle becomes too heated, you have a better chance of escaping with your life.
Character Advancement
Good skills to practice to raise your Strength are Swordsmanship, Mace Fighting, Wrestling, and Lumberjacking. Good skills to practice to raise your Dexterity are Archery, Fencing, and Musicianship. Good skills to practice to raise your Intelligence are Musicianship and Item Identification. To find someone to teach you skills, stick close to the towns. Save money and work on the simpler skills that you can learn without a teacher. After you’ve earned some cash, work on your basic combat skills. Training dummies are free.
If you’re practicing Wrestling on a training dummy, take off any gloves or gauntlets you’re wearing. You don’t need them to practice and practicing will only wear them down. You don’t need to be in War mode to practice, or to train at an archery butt. After you practice at the archery butt for a while, you can collect your arrows by walking up to the butt and double-clicking on it.
Carrying Capacity is equal to Strength times four, plus thirty stone. If you go more than a stone or two over you maximum, you start losing Stamina every time you move. At this time almost all containers, from a bag to a chest, to your bank box, have a maximum capacity of 400 stone and 125 distinct items.
Buying
If at all possible, try to purchase items from other players rather than from NPC shops. Players often have lower prices than a shop and they are often willing to compromise or trade for something you don’t need. In particular, banks are a great place to trade and buy things. There are always plenty of folks gathered around. They will often sell armor and weapons at a cut rate.
You can use Arms Lore and Item Identification skills on the items displayed in the inventory scrolls of NPC shopkeepers, player characters, and vendors.
Combat Your Stamina goes down much faster when you’re severely wounded. Therefore, if you suspect you may have to run away from a creature or opponent, it’s better to start running at one-half Hit Points than at one-third. When a creature or character is hit in combat, he, she, or it staggers a bit. This actually lengthens the time before it can attack again. This is a minimal factor in one-on-one combat, but if you’re fighting two-on-one or better, this stagger time can become very significant. This is why it’s always a good idea to have a friend along when you’re hunting.
Monsters will usually concentrate on one enemy at a time. This means that if a monster is attacking somebody else, you can attack it with relative impunity. If you’re attacking a tough monster in a group and you win, it’s good manners to give part of the treasure to the guy who took all of the damage, even if the rest of you actually killed the thing.
A useful tactic is to hide behind a large object, such as a tree or corner of a building, then use a bow or crossbow. The person you’re attacking has trouble getting at you to return the attack, especially without a ranged weapon and the skill to use it.
Plate armor reduces your effective Dexterity when worn. You should never wear a plate helm if you care about your Dexterity. Be careful about wearing armor when you’re just barely strong enough for it. If your Strength is reduced for any reason, your armor will fall to the ground.
It is sometimes necessary to slay someone intent on killing you. While player-killing is not advocated, there are steps you can take to cover your tracks if you fear revenge from the deceased, his friends, or guildmates: don’t give your character an easy-to-remember name and change your clothing after slaying someone. Conversely, pass on the names of troublesome players to other players.
You regain one lost hit point every five to fifteen seconds. The better fed you are, the faster your hit points are restored. Silver weapons do double damage against undead.
Adventuring Don’t leave hides, meat, packs, and the other miscellaneous detritus of wilderness hunting just lying around on the ground. The spawn rate for an area is directly affected by the total number of different objects in a given location. Also, all kinds of stuff can be piled into the corpses of animals and monsters and, when the corpse deteriorates, the stuff goes away.
Alternatively, a newbie can make a pretty good living around the more active hunting grounds gathering what other adventurers leave behind. This is mainly meat, the odd random reagent or lesser potion, Orc boots, or wool. Newbie scavengers can gain experience by joining in combats where others are main targets. You can run away from all monsters and some nasty PCs if the situation gets out of hand.
Never travel between cities alone. If you form traveling parties, make sure all members have offensive and defensive skills and armaments that complement each other. You should always include at least one member who is armed and skilled with a bow or crossbow.
If you’re a Grandmaster Animal Tamer who wants to try the ultimate challenge of dragon taming, take a good Bard along when you make the attempt. The Bard’s job is to distract the beast by either Provoking it to attack other nearby monsters, or simply Peacemaking it to keep it calm while you make your attempt.
Ships
Although a boat costs a fair amount of gold, it is well worth the investment. If you’re interested, but short of money, try assembling a small band of people-around three to six-to pool money for the ship deed. Once you’ve bought the boat, go to the nearest shore, double-left-click on the ship deed in your backpack and place the boat on the water.
Before you start building a boat make sure that you’ll be able to navigate the finished boat out of its construction location! If you build upstream of a bridge or other structure, you might be unable to sail out of port.
Warriors Tanking Guide December 2, 2007 •

World Of Warcraft Tanking Warriors Guide
Gear
Use whatever gear you like best for your questing and soloing but when tanking I would suggest using the following criteria for your gear:
1. High Stamina2. High Defence3. Resists as needed
Stamina and defence are the two most important with stamina being slightly more important then defence. Each point in stamina gives you 10 more hit points where defence increases the amount of damage reduction. However, after a certain point the returns in percent damage reduced for an additional point in defence is greatly reduced where as an additional stamina always gives you 10 hit points. Finally you may want to have some gear to switch out for special scenarios where you want to increase your resistances. Maybe add some fire resist if you are going to be tanking a fire elemental or a fire-breathing dragon. Also, use a shield. This reduces the damage you take significantly and allows you to use shield bash.
Talents
There are basically three ways you can set up your talent tree.
1. Offensive (Arms and fury talents)2. Defensive (Protection talents)3. Hybrid (a mix of Protection with Arms and Fury)
To be quite honest for the first 50 to 55 levels it doesn’t really make a huge difference how you place your talents, you will still be able to tank. So if you want to play an offensive warrior, go for it and sink your points in to the Arms tree for Mortal strike or in the Fury tree for Blood thirst. If you are going to put some points in the defensive tree, and I suggest you do, I would suggest getting 5 points in Defiance for additional threat generation, 2 points in improved taunt and 3 points in improved revenge. You can place points in all 3 talents and still reach the top skill in another talent tree of your choice. Personally I have almost all of my talents in the defensive tree at the moment, but this certainly isn’t required to be a good tank until you get to the level 60 instances at the end of the game, and even then good gear and playing your class well will put you a step above most warriors on your server regardless of your talents.
Tanking Strategy:
This section will describe how I have had success tanking instances from Rage fire chasm up to Black Rock Spire.First off I’ll go over general strategies you can get your party to do in order to help make your job be easier as well as list the skills you will use to hold aggro, then I will go over some of the types of pulls you will encounter in instances and how to deal with them.
How your party can help you
Part of being a good tank is having a good party, and here are some things that will help your party be better.
First and foremost have the damage dealers in your party focus their attacks on one mob until it dies, and then move on to the next. This will help because it makes it less likely that a mob will run away with low hit points and aggro more mobs and it will also make your job tanking much easier. If everyone focuses on one mob, you can focus your threat generating skills on that mob and hold the aggro of the other mobs with little to no rage spent.Second whenever possible have your party let you pull. That way the mobs start attacking you first which helps you generate rage as rage is generated whenever you cause or receive damage. The exception to this would be if your rogue is using sap, or your mage is pulling with polymorph.Finally have your party members avoid using high threat abilities unnecessarily. Examples of this would be a mage using arcane explosion on a group of elite mobs or a priest waiting until you are low on health and using a huge healing spell rather then keeping you alive with renew early in the fight. There are times when these spells are necessary but there are other times when they will cause you headaches trying to keep mobs of your casters.
Skills to use
Here are the skills that I use while tanking which I separate into three categories bead and butter skills, emergency skills and my rage burning skills. It should be noted that I do all my tanking in defensive stance. I use defensive stance because it both reduces damage and increases my threat generation. The only exception is that I sometimes use battle stance for charge to start a fight. I however only do this to build rage and immediately switch to defensive stance. This stance switching only works with the tactical mastery talent.
Bread and Butter:
These are the skills I use in almost every fight and which I have found to be very effective at holding aggro.
Taunt: Instantly cast, no rage cost and grabs the attention of one mob for a few seconds. It is good to get the attention of one mob at the start of the fight, but is most useful for when a mob is chasing your mage or your priest and you need to get that mob back right now. The large disadvantage of taunt is that unless you use other threat generating skills on the mob after taunting it, you will lose the mob’s aggro when someone else attacks it. Taunt also has a cool down or 8 to 10 seconds depending on your talents, so its important that you don’t waste your taunt, it should be saved for when you need it. That being said I tend to use taunt multiple times per battle.
Sunder Armour: By far the skill I use the most in an instance. It lowers the mobs defence, can be stacked 5 times on a mob and generates a lot of threat. This is the skill I use to keep a mob on me. Stacking 2 or 3 sunder armours should be enough to hold he attention of a mob until it dies. It is also useful if you have the rage to grab something that is chasing your priest if the cool down on your taunt is not back up.
Revenge: Does a small amount of damage but is instant cast, has a chance to stun with the right talent build and generates a fair amount of threat for its very cheap cost of 5 rage. Personally I cast revenge every time that it becomes available. The one disadvantage is that it can only be used after you block, parry or dodge an attack.
Demoralizing shout: An area of effect de-buff that generates a small amount of area effect threat. It is useful to grab the attention of a group of mobs, but it wont hold the aggro if other people attack the mobs. I use this skill as the pull comes in to make sure all the mobs are attacking me, and it also reduces their damage making me live longer.
Shield bash: A skill that does minimal damage but serves as your spell interrupt in defensive stance. It can also silence with the right talent build. I also find it useful to generate threat, especially if I have been disarmed because revenge and sunder armour won’t work without a weapon equipped.
Emergency skills:
These would be skills that I save until things really get out of hand and are classified as being very powerful skills with long cool downs. I save these for situations where someone will die unless I burn one or more of these skills.
Challenging shout: Grabs all the mobs within the skill’s radius for 6 seconds. Works well if there are too many mobs fighting too many targets for you to deal with, but it has a long cool down of 10 minutes so use it wisely. Also know that once all those mobs attack you, it’s going to hurt and know that after 6 seconds you will start to lose those mobs attention. So try and stack some sunder armours on as many of the mobs as possible in those 6 seconds.
Last stand: Increases your hit points for a short period of time and has a 10 second cool down, requires a talent to learn. A good skill to use if your healer is not going to be able to heal you in time.
Shield wall: Greatly reduces damage taken. Use it in the same situations as last stand, when last stand alone won’t be enough to save you, or if the cool down on last stand is not yet up.
Rage Burning Skills:
These would be a skill that I wouldn’t use unless I had rage to spare, which usually happens for the last mob of a large pull or during a boss fight.
Shield block: Pretty much guarantees a shield block, which is nice for reducing damage taken and for triggering the revenge skill.
Shield discipline: Improves your shield block and shield bash for a short period of time, requires a talent to learn.
Disarm: Reduces damage output of melee mobs.
Damage skills: These would be skills like rend, mortal strike and heroic strike. These would be the last skills I spend rage on once I’m sure that I’ll be holding the aggro of the mob and I have rage to burn.
Types of Pulls:
In all the instances I have tanked so far in wow I have basically come across 4 types of pulls. I will briefly explain how to deal with each type of pull.
Single elite mob: This is your basic pull where you have to tank one elite mob. An example would be a group of 3 elite mobs where a rogue saps one, a mage polymorphs a second and you tank the third.Before the pull use blood rage to build up some rage, wait for the mob to come to where ever you are pulling to and grab its attention with taunt. Then stack up sunder armour and revenge on the mob as rage becomes available to hold its attention. As a rule I use revenge whenever it becomes activated and stack 2 sunder armours on most mobs. Two sunders and one revenge should be enough to hold the aggro of a mob. If the mob leaves, use taunt to get it back and then use more sunder armours on it. The mob will leave if someone is doing a lot of damage to it, such as a mage spamming and area of effect skill, a rogue landing a big critical attack or a shaman using wind fury or a shock spell. The mob may also leave if the healer throws a big heal. Of these, the heal should be easy to predict because chances are you are the one who needs healing. So as you see the healer casting heal on you, know that you may need to use your taunt skill. Because of this, don’t use taunt unless the mob is attacking someone else. Taunt is for getting aggro, not keeping it.
Multiple elite mob pull: Imagine now that there is a group of 4 elite mobs to pull and your group has no rogue to sap one of the mobs. Your group will probably still have the mage polymorph one mob making this pull a 3 elite mob pull.As the mage is casting polymorph, use blood rage same as before. The 3 remaining mobs should now be coming towards the mage. As they do make sure you move ahead of the mage so that they run past you towards the mage; as they come past you, use demoralizing shout. This will cause all the mobs to leave the mage and attack you. At this point it is important that your damage dealers are focusing their attacks on one mob. They can do this by picking the order in which things will be killed before the fight or they can chose one party member to assist during the fight. To assist a party member, select their portrait and press the assist key (default is the ‘f’ key) to target the same mob that party member is targeting. You should tank the mob your party is focussing the same as you tanked a single mob pull, using taunt, sunder armour and revenge. The other mobs that you grabbed with demoralizing shout won’t leave you unless someone gives them a reason to leave. Since no one else should be attacking them, the only reason to leave should be that the healer is healing you. See the heal coming and make sure that you have taunt ready to get those mobs back. A single taunt or a taunt plus a sunder armour or revenge should be enough to get a mob back. If two mobs go after the healer, use taunt on one and spam sunder armour and revenge on the second until you get it back. As mobs die, move on to the next one that your group is targeting and treat that mob like a single mob pull. Repeat until all mobs are dead
Multiple non-elite mob pull: This could also be called and area of effect pull. These pulls consist of a lot of low HP non-elite mobs. Usually these pull will involve the casters using area of effect spells while the healers heal the casters. Your role in these pulls as a warrior is fairly limited. Pull the mobs so they attack you first, use demoralizing shout so that the mobs deal less damage and do your best to taunt one or two of the mobs off of the mage or warlock. The idea for these pulls is mostly that the mage kills everything very fast and gets healed by the priest. As I said, the fight is usually quick, and your role is limited.
Mixed pull: This would be a pull with a mix of elite and non-elite mobs. If your group has an arcane mage or a warlock and a good healer they will probably want to AoE the non-elites. Your job is to keep the elite mobs in the pull fighting you, while the casters deal with the non-elites. This is done similar to a multi elite mob pull, but is much harder because the mobs are all going to want to go after the mage casting AoE. You are going to need to cycle through your targets spamming sunder armour, taunt and revenge. This is easier if the mage lets the mobs hit you for a second or two before casting the AoE spells, letting you build a little rage. Remember to open the fight with demoralizing shout and don’t feel bad if you can only keep one or two mobs on you. In a pull like this if I can keep 2 elite mobs on me while a mage spams arcane explosion, I consider that a success. And even if I only keep one, it’s still not a failure. Once the non-elites are dead, grab the remaining elite mobs with taunt and treat it like a multiple elite mob pull.

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