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WOW POWER LEVELING- Four Points

Voodoo leaves before Lava Occurrence is punt up. Going back to fighting games this weekend (against someone GOOD) reminded me of what game play is like when it is a chess match that goes faster a keypress approximately every 1.5 seconds. But just because it is not as fast does not mean it is simple by any means. In Soul Calibur you can go 15 seconds with you and your partner constantly ducking, dodging, parrying each others attacks and it feels like an eternity. In WOW POWER LEVELING, 4.5 seconds means the difference between life and death.
After I began performing WoW in closed chenopodiaceous all the way indorses in 2004 my condition in other genres of games slow decreased to the muzzle where I all but untended anything not WOW POWER LEVELING concomitant. I find it fascinating that when we play other games it makes you that much better at the chosen game you have decided to devote the majority of your time to. It makes sense. In the old days, before the fragfest that makes up WoW PvP today, battlegrounds were fun because a well organized group ran in such a way that is not too much unlike a chess game. I am not being nostalgic. Sentiment for something in a game that none of us will be playing 15 years from now is not really my style. That is just the way it is about WOW POWER LEVELING.
Start with a 4 cap attempt at the beginning. 1 person takes farm. Send 7 to Smith, 4 to LM, 3 to Mine. Adjust accordingly depending on where they send their people. Got your 4 cap? Cool. You did not? 3 on D at each node you have at all times. Set up a swing team of 2-3 people at a strategic point so that they can respond quickly to incoming Alliance. Have druids/rogues ninja a 3rd or 4th. Once you have Blacksmith, Farm, and Lumber Mill. Set swing team on the path where all 3 roads intersect. Wait. Or have your druids/rogues take another node. This is when battlegrounds were fun. Eating babies for 12+ hours a day for 11 weeks to get a pointless title in game was almost worth it.


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