Monthly Archives: August 2014

Hearthstone: Warlock Deathrattle

Hello everybody, Geek Generation here.

I was playing Warlock zoo yesterday, and fared really badly. Then i switched to a big minion Warlock deck with Voidcaller and did equally bad. I’m guessing that a big minion Warlock without the legendary cards or good warlock cards to support is just a bad deck. It’s like playing Handlock without the giants.

Today, i scrapped half the cards from the deck and inserted the Deathrattle aggro package. I’m not sure whether it’s because i dropped to rank 12, or it’s the weekend, or the deck really improved, i had much better results today.


2 x Soulfire
2 x Mortal Coil
2 x Power Overwhelming
2 x Hellfire

2 x Undertaker
2 x Haunted Creeper
1 x Ironbeak Owl
2 x Loot Hoarder
2 x Nerubian Egg
2 x Harvest Golem
2 x Defender of Argus
1 x Spellbreaker
2 x Voidcaller
2 x Doomguard
2 x Sludge Belcher
2 x Dread Infernal

Undertaker is really an amazing card if you bring it out on turn 1. It snowballs if the opponent has no answer for it. Coupled with Nerubian Eggs, the opponent’s Silences tend to be diverted away from more important cards like Voidcaller and Sludge Belcher. 


In one game with a Priest, i had a perfect curve. Coin -> 2 x Undertaker -> Haunted Creeper -> Harvest Golem -> Voidcaller -> Sludge Belcher etc. He played turn 3 Deathlord and put back my beats by a turn as i didn’t want to risk losing any Undertakers.

Then on his turn 4, he played Shadow Madness grabbing my Undertaker. I’m not sure whether it was greed or inexperience, but he did not kill off any of the Undertakers. Which proved to be a drastic mistake. Also he attacked with his Deathlord into my minions bringing its health down to 5. 

On my turn, i killed off his Deathlord and it popped a Haunted Creeper. And to my surprise, Undertaker procs off the Haunted Creeper! Then on his turn, he killed my Voidcaller, i think it was with Shadow Word: Pain, and it popped the only demon i had in my hand, which was another Voidcaller. Once more to my surprise, Undertaker procs off that pop too!

Before that game, i never knew Undertaker procs off these “put into play” effects. This makes me wonder if Undertaker will proc off a Shaman’s Reincarnate.

Are all my decks going to turn into Deathrattle decks? Geek Generation out.


Regarding Support Tickets

Hello everybody, Geek Generation here.

A couple days ago, i was playing Path of Exile and was in a party to help clear Merveil. After killing the boss, i went back into town thinking of leaving the party. So i brought up the “Social” window and click the Leave button. What i didn’t realize was that i was on the wrong tab of the Social window.

Instead of leaving my party, i ended up leaving my own Guild (one man guild). At that time, i didn’t realize that my friend was also in the guild and as such i thought i had permanently lost my guild and with it, the guild stash which i had bought with real life money.

It reminded me of an incident in Guild Wars 2. A friend had bought, using in game currency, two ascended trinkets of the same name not realizing that they had a stat called “unique” which prevented them from being used on the same character. He submitted a ticket explaining the situation.

What surprised me was that Anet, Guild Wars 2’s company, refunded the extra trinket for my friend. So i decided to take a lesson from my friend’s incident; asking nicely might get what we want, even if the developers don’t really have to help.

After a couple of email exchanges with GGG, Path of Exile’s company, i was offered a guild stash for my new guild. By then, through the email exchanges, i realized that my friend was still in the old guild and that the guild stash was still existent in the game and recoverable by getting my friend to reinvite me into the guild.

So i declined the guild stash for the new guild, coz if i didn’t, that would be me cheating, in a way. 

As of now, i still remain in my new guild without a guild stash, because my friends have stopped playing so there was no real need for a guild stash; i had originally bought it so it was easier for us to transfer items to each other. 

All in all, i’m pretty satisfied with how GGG handled the issue, i think they did a pretty fine job. Props to GGG and Anet (for helping my friend back then).

Geek Generation out.

Path of Exile: Rampage League (Level 50)

Hello everybody, Geek Generation here.

I’ve managed to get Rainie Ying to level 50. I mentioned previously that i wanted the mana nodes north of Scion. But instead, i decided to go toward the mana nodes at Ranger’s start point. That would put me nearer to the mana reservation nodes, which offers a whopping 12% reduction.

The character, as it is, is pretty weak. Big burst damage kills Rainie rather quickly. I’m guessing it’s because of the armor she’s wearing, since it’s Eva/ES armor; the effective armor is around half that of a normal armor character. So i’m thinking of grabbing the increase armor nodes near Iron Grip.

Rainie’s dps is also rather weak and has problems two problems with killing stuff. Mobs with life regen that deals chaos damage  or has huge bursts are a problem. The other problem is Rainie simply cannot win against Vagan’s timed missions. Or Vorici’s timed missions. These missions are a serious check on dps and tankiness to dish out dps. 

So i’m down to the last 15 levels to fix Rainie Ying, i hope i don’t screw it up. See Rainie’s level 50 passive tree here.

Anyway, i thought i show a screenshot of the currency in my stash.


I do have quite abit of Chromatic Orbs for the amount of time i spent playing Path of Exile. The reason for this is that i’ve been checking every NPC vendor for triple color linked equips to resell (you get a chromatic orb for selling an equip that has all 3 color sockets linked together) after leveling every time.

This checking of every NPC vendor is most certainly immersion breaking as i waypoint through the towns of every act, but you get to start hoarding Chromatic Orbs early. That also means i need to stock up on Transmutation Orbs (selling blue equips without identifying) as NPC vendors sometimes sell their wares for Transmutation Orbs.

I’ve also been stashing quality equips to sell them for Blacksmith’s Whetstone and Armorer’s Scrap. What can i say.. i’m a pack rat.

Alchemy Orbs are rather low because i’ve been using them to buy quality gems from the masters. Even if you don’t use the gems, you should buy them anyway to resell them for Gemcutter’s Prism once you’ve hit 40% quality. It’s a form of trading up for your currency.

Geek Generation out.

Hearthstone: Druid Team Naxxramas

Hello everybody, Geek Generation here.

I mentioned in an earlier post that i wanted to make a deck that had all the legendaries from Curse of Naxxramas. I was playing with the deck in that post and was faring rather badly on rank 13 and decided to go with the Curse of Naxxramas idea and after a couple of consecutive wins, shot up to rank 10. 

So i though i’ll quit while i’m ahead and come in here to blog about it 😀

I was thinking of including other legendaries like The Black Knight, but decided against it and kept the list of legendaries as only Curse of Naxxramas’s champions.

2 x Innervate
2 x Mark of the Wild
2 x Wrath
2 x Swipe

2 x Undertaker
2 x Zombie Chow
2 x Haunted Creeper
2 x Loot Hoarder
2 x Harvest Golem
1 x Baron Rivendare
2 x Defender of Argus
2 x Keeper of the Grove
1 x Feugen
1 x Loatheb
2 x Sludge Belcher
1 x Stalagg
1 x Maexxna
1 x Kel’Thuzad

I never did like playing Haunted Creeper without Power of the Wild. But apparently i’m underestimating the value of Haunted Creeper because in one game (against Warlock Zoo), my opponent actually Silenced my Haunted Creeper with an Ironbeak Owl. 


The elite legendaries of the deck would be Kel’Thuzad, Feugen and Stalagg where you’d drop them onto the board whenever the opportunity arises. Turn 6 (via Innervate) Kel’Thuzad isn’t too shabby, even if the board does not have minions to support the abuse of it’s ability. Think of it as a beefier Boulderfist Ogre.

Speaking of Kel’Thuzad, one opponent didn’t read Kel’Thuzad’s text carefully enough and started killing of my other minions on his turn. Even when there was sufficient damage to kill Kel’Thuzad!


Loatheb is always good in beat down decks like these. Maexxna though is a rather weak inclusion. There’s almost never an appropriate time to cast Maexxna. There’s always better cards to play. But if you hit Deathlord and it pops Maexxna, that’s like the best possible pop for you. Other than Kel’Thuzad that is. 


The weakest link though, is Baron Rivendare. Surprise, surprise. Because for most of your minions, you’d rather have them alive on the board as countermeasure against opponent’s board sweepers rather than voluntarily smashing your own minions to the death. Unlike Maexxna, it can’t even kill stuff on it’s own. If you’re playing this deck, you should definitely swap Baron Rivendare out for something better.

While this deck has the potential for crazy plays like turn 1 Stalagg, the best and more reliable openings are actually turn 1 Undertaker. So the general mulligan strategy is to send back all cards that costs more than 2 mana.

Last but not least, i don’t really know if Zombie Chow is any good. It’s the only Deathrattle 1 drop in the deck and it’s purpose is to buff up Undertaker as quickly as possible while hopefully hitting the opponent enough times to cover its Deathrattle cost. It’s certainly a dead card late game, but generally the card still does ok as long as it does not share the same board with Kel’Thuzad.

Geek Generation out.

Path of Exile: Finding Alira’s Camp

Hello everybody, Geek Generation here.

Looking for Alira’s camp can be rather troublesome if you’re new to the game and don’t know what to look for. Sometimes, it could take exploring the entire area just to find Alira and her band of bandits. Fortunately there’s a road marker for us to find Alira’s Camp.


Along the path, there’ll be a burning torch on one side of the path. To look for Alira’s Camp, travel along the path until you come to the torch, then head off into the wilderness on the side of the path marked by the burning torch. The road marker’s spot can also be seen on the map overlay.

Geek Generation out.

Hearthstone: Big Druid Deck

Hello everybody, G33k Generation here.

I hadn’t been playing constructed for some of the classes ever since Curse of Naxxramas finale, mainly because i hadn’t got around to putting the decks back together. I kept changing the stuff and kind of lost track of what i had in the deck. I ended up with a Druid deck that didn’t have Claw or Druid or the Claw in it.

2 x Innervate
2 x Mark of the Wild
2 x Wrath
2 x Poison Seeds
2 x Swipe
2 x Starfire

2 x Earthen Ring Farseer
2 x Harvest Golem
2 x Chillwind Yeti
2 x Keeper of the Grove
2 x Azure Drake
2 x Sludge Belcher
1 x Stampeding Kodo
1 x Black Knight
1 x Ancient of Lore
2 x Ancient of War
1 x Kel’Thuzad

I also didn’t put Defender of Argus in because i thought the deck had no problem with creating Taunt minions. Without Claw or the flexibility of Charging with Druid of the Claw, the deck becomes much slower. However, this is balanced out by the double Innervate in the deck, which helps out alot.

Innervate in the deck is not so much for dropping a Chillwind Yeti on turn 2 or turn 1 via the Coin. Innervate is more useful at mid game and late game, when you need to push for board presence with one of your fatty minion. Maybe you needed to Posion Seeds and drop Chillwind Yeti on turn 6. Even late game, Innervate is never useless. Sometimes, you really need 12 mana to get the job done.


After playing with the deck for abit, i realized that i really liked Sludge Belcher alot. In some ways, Sludge Belcher is actually more irritating for the opponent than Druid of the Claw. The Taunting Deathrattle Slime provides a degree of protection from cards like Assassinate and Deadly Shot. 

Kel’Thuzad is a budget player’s late game minion. Sure it pales in comparison with cards like Ragnaros the Firelord, Ysera, Malygos, Cairne Bloodhoof, Sylvanas Windrunner etc etc. But when you don’t have those cards, Kel’Thuzad is pretty fine too. It hits for 6, and lets you suicide your injured minions for a full heal, something the lot of the other legendaries can’t do.

Come to think of it, maybe i should try slotting all the legendaries from Curse of Naxxramas into a single deck, just for the fun of it.

Geek Generation out.

Path of Exile: Rampage League (Level 40)

Hello everybody, G33k Generation here.


I’ve managed to get Rainie Ying to level 40. This is Ranie’s passive tree at level 40.

Along the way to Unwavering Stance, i decided to grab a couple notables near Iron Reflexes. I still haven’t gotten Iron Grip though, which would give a pretty nice damage boost. The next 10 levels will probably be dedicated to grabbing the critical strike nodes (more burning), King of the Hill, near Iron Reflexes and the mana nodes and life/ES (Energy Shield) nodes that are along the path to Eldritch Battery from Scion.

I’ll be staying from nodes that increase evasion, namely because one of the pieces of armor is going to be Armor/ES, because i would want red sockets for Cast on Damage Taken – Enduring Cry package. 

Currently skill sets are as follows:
Rain of Arrows – Added Fire Damage – Chance to Ignite
Burning Arrow – Vaal Burning Arrow – Added Fire Damage
Arctic Armour
Decoy Totem

I’m thinking of ditching Chance to Ignite once i have decent critical strike chance.

The thing about Arctic Armour at low level is that there’s simply not enough mana and mana regen to sustain mobility. So most of the time play would be something like; run to mobs, activate Arctic Armour, shoot mobs, deactivate Arctic Armour and move on. It’s not very fluid combat, but it will have to be like that until there’s more enough mana for the reservation of Discipline and Clarity (with Reduced Mana support). 

The thing about Discipline is that unless you’re at very high level of play, the mana received from Discipline would usually be less than the amount reserved. But it would still be a good aura to have because of the way mana regen is calculated. The more max mana you have, the higher the mana regen. Discipline becomes an Arctic Armour mobility enabler for Eldritch Battery builds.

Geek Generation out.

Path of Exile: Rampage League (First Character)

Hello everybody, Geek Generation here.

Path of Exile released its new 3 month challenge league quite recently and i decided to return to the game to try it out. In Rampage league, characters get additional damage effects when they accumulate kill streak. So far, new stuff on the challenge leagues have been added to the standard league when the challenge league ends, which makes me wonder if the kill streak effect is going to be added to standard league too. Or maybe it’ll be added as a keystone in the passive tree.

I’m playing a Scion name Rainie_Ying, which is supposed to sound somewhat like raining. So the build is to use Rain of Arrows, it’s raining men arrows! I also liked the idea of setting mobs on fire, so the idea is to use fire damage. Gems would go something like:
 – Anger
 – Rain of Arrows – Added Fire Damage – Life Leech – Chance to Ignite / Increased Burning Damage
 – Burning Arrow – Added Fire Damage – Fire Penetration
 – Arctic Armour (nice, it’s spelled with a u)

I don’t plan beyond 4 links since those equips are so hard to find/make.

Ranie_Ying’s passive tree currently looks like this at the moment. 

IronReflexes EldritchBattery

The character is at around level 28 at the moment. The first thing i did was to make a beeline for Iron Reflexes, side stepping into the +10 Str and +10 Dex node first, since i wanted to use a shortbow asap. The node’s going to be refunded after the initial Dex boost. After that was to head up to Eldritch Battery, which doesn’t do much for Rainie at the moment since all the armor are still evasion armor.

The thing i like about Scion is its relative ease of heading to keystones. The only problem is the keystones on Murauder’s side, like Avatar of Fire. The path to it is extremely convoluted. At first, i thought of getting Avatar of Fire too, then i could do 100% fire damage with a good rolled Blackgleam, but i gave up the idea as that would mean i would be spending alot of levels travelling on the passive tree.

Things are still looking good, but i’m kind of over leveled since i kept doing low level areas to look for the new masters. I guess the next step would be to travel down to 3 more keystones Vaal Pact, Iron Grip, Unwavering Stance, grabbing +Str nodes along the way to boost life.

So much for now, Geek Generation out.

Hearthstone: Kel’Thuzad (Heroic)

Hello everybody, Geek Generation here to wrap up on the finale of Curse of Naxxramas. It’s pretty late over here right now and i had been spending the last couple hours going at heroic Kel’Thuzad so i’m kind of tired. I’ll try to keep it brief.


Kel’Thuzad begins the game with 45 health and 20 armor. The amount of damage that needs to be done is close to that of normal Loatheb; and there aren’t any Spores to help out. Phase 1’s hero power was increased to 3 damage per activation and Phase 2’s Guardian of Icecrown are buffed to 5/5s. The biggest change in Phase 2 is not the Icecrown Guardians but Kel’Thuzad’s hero ability, Chains, which was changed to gaining control of a random minion of yours, permanently.

I tried with Mage, Priest, Druid, Hunter, Paladin for a couple hours making loads of mistakes along the way. At one point, my Paladin had Truesilver Champion in the deck. I had to actually spend 4 mana to equip the weapon to realize that my hero was permanently frozen.

I kept getting trashed by Kel’Thuzad until i finally changed to Shaman and lo and behold, the game actually became easier.

2 x Ancestral Healing
2 x Forked Lightning
2 x Lightning Bolt
2 x Reincarnate
2 x Hex
2 x Lightning Storm
2 x Bloodlust

1 x Bloodmage Thalnos
2 x Flametongue Totem
2 x Haunted Creeper
2 x Nerubian Egg
2 x Earthen Ring Farseer
2 x Feral Spirit
2 x Mana Tide Totem
1 x Baron Rivendare
2 x Earth Elemental

Shaman had all the tools for fighting Kel’Thuzad. The lightning package for board control, Spell Power from totems, Mana Tide Totem for card draw, Ancestral Healing on Earth Elemental for good stuff, and totems and more totems for phase 2. Earth Elemental was pretty hard for Kel’Thuzad to kill.

Element of Luck package requires that Kel’Thuzzad does not Chains Earth Elemental more than once, best if it doesn’t Chains Earth Elemental at all. No turn 1 Zombie Chow helps too. Not drawing Twisting Nether would be best. Blizzard is still not too bad as some of the stuff can still survive. And sometimes, Blizzard helps to pop Nerubian Eggs into unfrozen Nerubians.

In my last game, i didn’t calculate my damage and attacked into Kel’Thuzad’s minions when i had lethal via Bloodlust and Lightning Bolt. In the end, Kel’Thuzad was left with 1 health and i was left with a 7/2 Earth Elemental and 3 totems (Spell Power totem, 1/1 totem and Taunt totem) with no more Bloodlust or Flametongued Totem in the library. I began to wonder if i should play Ancestral healing on my 7/2 Earth Elemental as i was afraid of seeing a 7/8 Taunt on Kel’Thuzad’s side.

I didn’t play Ancestral Healing and fortunately for me, Kel’Thuzad didn’t activate Chains to grab my Earth Elemental. Instead, it played some burn on my Earth Elemental and had nothing else relevant to add to the board. I think it played a Shade of Naxxramas, which wasn’t a Taunt. 

So yeah, i finished off heroic Kel’Thuzad with my one and only damage on the board, a measly Searing Totem. Kind of epic.


Ok that’s all for Curse of Naxxramas. Some games were frustrating, but overall, i had fun and kind of liked it. Until next time, good luck and have fun. Geek Generation out.

Hearthstone: Sapphiron (Heroic)

Geek Generation here.

Heroic Sapphiron took me by surprise when i went into the match only to realize that Frozen Champion is missing in the heroic mode. So this time, the deck really needs to have only spells, Deathrattle minions and Charge minions. Heroic Sapphiron has 45 health.


The most important thing to take note in the match against Sapphiron is Pure Cold. If Sapphiron draws both its Pure Cold, the game is likely lost. When playing against Sapphiron, always avoid damage as much as allowed by the deck’s strategy such that you can take atleast one Pure Cold and still live.

2 x Arcane Shot
2 x Explosive Trap
2 x Misdirection
2 x Snipe
1 x Eaglehorn Bow
2 x Deadly Shot
2 x Kill Command
2 x Unleash the Hounds

2 x Timber Wolf
2 x Haunted Creeper
1 x Ironbeak Owl
2 x Mad Scientist
2 x Nerubian Egg
2 x Starving Buzzard
2 x Wolfrider
1 x Baron Rivendare
1 x Explosive Shot

The first thing to note about this deck is that it has only one Eaglehorn Bow and only one Ironbeak Owl to protect it from Skeletal Smiths. The match which i won, i didn’t really draw the Nerubian Eggs, Baron Rivendare package. The Nerubian Eggs, Baron Rivendare combo requires way too many cards and too much mana to pull off and is easily disrupted by a single Blizzard. It would’ve been better to trade them out for more Silence and Charge mechanics.

I didn’t include Feugen and Stalagg in the deck for the same reason why i don’t like Nerubian Eggs and Baron Rivendare in the deck. It requires too many cards and too much mana for a chance of hitting with an 11/11 which is also easily disrupted by Blizzard.

It took me quite a while to learn to play my own deck. Mulligan strategy is to shuffle away all late game cards like Kill Command, Timber Wolf, Starving Buzzard, Unleash the Hounds. The best starting hand is to have the secrets, Mad Scientists, and maybe Wolfriders or Arcane Shot. 

Turns 2 and 3 should be spent playing Steady Shot because playing Mad Scientist on turn 2 is bad. The reason is that if Explosive Trap is pulled from the deck, it would be a wasted as it would likely hit only a single enemy minion. Even puling Snipe on turn 2 is bad as Sapphiron usually spend the first few turns playing small minions which you would prefer to hope to clear with Explosive Trap. As far as possible, Steady Shot should be played every turn. 

Of course, to win the match, there’s the requirement of element of luck. For example, Deadly Shot should always manage to hit Necroknights. When you play Starving Buzzard into Timber Wolves, you should always draw Unleash the Hounds. Sapphiron should always fail to draw the second Pure Cold. All of which would be impossible without the element of luck on your side.

Geek Generation out.