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Welcome    
Heart of Darkness in Fizzcrank

Hello and welcome to our website. I hope you all have a wonderful experience wondering on our websites, as well as playing in game. In our Guild I entrust you will find the helps you need to further your levels. Eventually I will enlist many options here to help you level and make game play more enjoyable. Please feel free all of you to invite your family and friends here. This Guild is a Social based guild that will be a fun place to play this game, with social interaction where you can feel free just to hang out and converse about WOW or anything else you feel like. Meet new people and make new friends that welcome you to Heart of Darkness. Nightrain and I will do our very best to provide all the stuff to aid you in your experience here. Thank You BeautyWithIin

Thank you for registering on our new guild site! Take some time to look around and familiarize yourself with the site. If you have any ideas add them to the suggestion section in the forums, or speak freely of them in guild chat.

Here is our beginning list of guidelines..

*******Guild Policies*******

1. First and foremost show respect towards each other. We may not all agree on everything but we all have a right to voice our opinions. Swearing, cutting down players or talking behind their backs will not be permitted

2. Be nice!!! We're all here to have fun...

3. This Guild although may do at some point are not big on setting up and doing instances or raids. This is left up to other members to lay claim to. If this is game play you seek there are other guilds available out there for such.

4. If you rise in the ranks to become an officer please understand and accept that it does require some amount of time and duty to maintain. Not a so much a job but a service to the improving of our guild....

5. If you have a problem with a guild mate, please do not openly discuss the issue in guild chat. send a private message to one of the Commanders the First Mate or the Guild Master. We will do our best to resolve the issue in the best way possible for all parties or the guild.

6. If you need help please ask in the guild chat. If no one responds to you, it means that they are otherwise detained in a quest of their own and are unable to assist. Be patient and help will eventually be available.

7. Please be mindful of your language. We do have minors in the guild. Vulgarity is not necessary for us to enjoy our game play.

8. Please do not take stuff out of the guild if you do not need it. It's not there to fund your personal bank. It takes advantage of the rest of the guild and will not be tolerated..

*NOTE* Money deposited into the GB is for the benefit of the Guild. It is not your personal safety deposit box.

9. Please once a member has been removed from the guild, do not add them again. they were removed with good reason. Those that chose to act of their own accord and re-invite those removed will be removed themselves. It is disrespectful to the leadership of the guild and will not be tolerated. It must be done for reason...

NOTE: If there are any ideas as far as rules go let us know in the Suggestions forum.

GUILD STRUCTURE / RANK is as Follows.

(Guild Master, Commander, Asst GM, Sergeant, Detective, Corporal, Constable, Private, and Probation.)

8.a. (Prob) Probationary Rank is a section for those to work their way back into the rank structure. Usually its utilized for those not active in the guild; But can also be utilized for those members that have had an issue in the guild and are placed there for 30-45 days depending on the offense.
8.b. And if no more problems arise then they will be moved to Private status for a period of 10 days before becoming a member of the guild again with full benefits!
7.c. (Pvt.) Private status will be given to members just joining the guild they will be in that status for no less than 2 weeks. If they meet guild standards and comply with guild policies they will be moved to member status!
7.d. Cst. Constable status; This is where rank begins! Members promoted to this rank will have been with the guild for at least 30 days and have proven themselves as being team players with the interests of helping members of the guild in mind.
6.e. (Cpl.) Corporal is the next rank in the chain of command and will have been granted by the Guild Master The Commander or the Asst GM.
5.f. (Sgt.) Sergeant is an entrusted position in the rank structure given to those that will be looked at to becoming an officer of the guild and will also help the officers in the training of the members here.
4.g. (Det.) Detective is a rank in which you will be responsible for maintaining the guild policies, monitoring the guild chat and behavior, reporting to the the Asst Gm or Commander and also helping to correct members behavior; as well as the support of the guild privates and training of its members for the guild to benefit as a whole.
3.h. (Asst Gm) is a position of responsibility and honor that will carry the load of the commander and Guild Master in lieu of absence. Entrusted in the position as the decision maker of guidance bringing about change to help the members of the guild and work for the guild to better it.
2.i. (Cmnd.) Commander is the same as the guild master and will be treated with respect and will act in such a way as to effect the same outcome of the responsibilities as the Guild Master in the guild masters absence.
1.j. The Guild Master - The almighty of mighty, the creator, the upholder of integrity.  He who granted the powers be rulers of his own guild as he runs it to see fit. A guild based on way of Trust, Honor, Command, Faith and fun.
The Guild Master and The Commander are the only two able to promote officers in the guild through the recommendations of their following and leading officers! Officer ranks will be prepared to provide support for their recommendations to the guild master in the form of why they want to make this promotion of a member to become an officer of the guild!
Thank You!! Beautywithin --Guild Master-- Nightrain --Commander--
Area's vs Char Level    
Kalimdor Levels Controlling
Group Favored

Azuremyst Isle 1-10 Alliance Draenai Home
Bloodmyst Isle 10-20 Alliance Draenai Favored
Durotar 1-10 Horde Orc/ Troll Home
Mulgore 1-10 Horde Tauren Home
Teldrassil 1-10 Alliance Night Elf Home
Darkshore 10-20 Alliance Night Elf Favored
Barrens 10-25 Horde
Stonetalon Mountains 15-27 Contested Horde Favored
Ashenvale Forest 18-30 Contested Alliance Favored
Thousand Needles 25-35 Contested
Desolace 30-40 Contested
Dustwallow Marsh 35-45
Feralas 40-50
Azshara 45-55
Felwood 48-55
Un’Goro Crater 48-55
Silithus 55-60
Wintersprings 53-60
Eastern Kingdoms Levels Controlling Group Favored

Elwynn Forest 1-10 Alliance Human home
Eversong Forest 1-10 Horde Blood Elf home
Dan Morogh 1-10 Alliance Dwarf home
Tirisfal Glade 1-10 Horde Undead Home
Ghostlands 10-20 Horde Blood Elf Favored
Loch Moden 10-20 Alliance Dwarf Favored
Silverpine Forest 10-20 Horde Undead Favored
Westfall 10-20 Alliance Human Favored
Redridge Mountains 15-25 Contested Alliance Favored
Duskwood 18-30 Contested Alliance Favored
Hillsbrad Foothills 20-30 Contested
Wetlands 20-30 Contested Alliance Favored
Alterac Mountains 30-40 Contested
Arathi Highlands 30-40 Contested
Stranglethorn Vale 30-40 Contested
Badlands 35-45 Contested
Swamp of Sorrows 35-45 Contested Horde Favored
Hinterlands 45-50 Contested
Searing Gorge 43-50 Contested
Blasted Lands 45-55
Burning Steppes 50-58
Western Plaguelands 51-54
Eastern Plaguelands 53-60
Deadwind Pass 55-60

Death knight PvE guide

Death knight PvE abilites and raid utility

Death knights have 6 runes: 2 blood, 2 frost, and 2 unholy. Each has its own 10-second cooldown.
Death knights provide three buffs or debuffs to a raid but depending on their spec one of these will change. If the death knight is specced into Blood ,they provide a buff called Abomination's Might which is a 10% increase in Attack Power. If they are specced into Frost, they provide a buff called Icy Talons which is a 20% increase in Melee Haste. If they are specced into Unholy, they provide a debuff called Ebon Plaguebringer which is a 13% increase in magic damage and disease taken.

Death knight PvE guide

All death knight trees are viable for PvP DPS, PvE DPS, and tanking.
Some talents, however, are better for tanking than others. Each tree has solid early tanking talents, such as Blade Barrier, Anticipation, and Toughness. Depending on what tree you specialize in, pick up Vampiric Blood, Bone Shield, or Unbreakable Armor.

Death knights are able to dual wield and use two-handed weapons.

Tanking, especially for frost speced tanks, relies on Frost Fever being on an entire group. Try not to let it wear off on the group for a long time period, a healer will not be prepared for an unanticipated increase of 15-20% extra damage from a melee group in the middle of a fight, this could lead to them wasting a cooldown or even letting you die if happening at a bad moment.

As an extension of this you are most vulnerable during your initial pull when no opponents have Frost Fever up, especially with a druid healer who won't have all hits HoT's active on you yet. For a difficult fight this is generally the best time to use defensive abilities like Vampiric Blood, Bone Shield, or Unbreakable Armor.

If you're going to tank as a death knight it is okay to dual wield while doing it, though unadvised, as the mob or boss has a higher chance to parry therefore increasing its attack speed for the next swing. This will therefore increase the mob's damage to you. Furthermore, dual-wielding isn't advised as a lot of abilities are Instant attacks that deal a percentage of weapon damage + x.

When dual wielding, these abilities don't count both weapons for the "Weapon damage" variable, they only count your main hand weapon. The reason for dual-wielding would be higher avoidance granted by using two tanking weapons.

Frost Presence should ONLY be used if you are the tank, as it increases your threat generation significantly. Even if you are specced in Frost tree, use Blood Presence or Unholy Presence when you are DPS.

If you're tanking, Death Grip is great for pulling casters. Use it to pull the caster into your AoE and out from areas where he may agro a patrol, but be sure to use Line of Sight to pull the rest of the casters, too.
Strangulate is another great means of pulling casters when up
Death Grip is not always the best pulling method, especially against melee opponents. By using it you ensure a melee foe will be striking you immediately (without having to run to you) without the damage mitigation of Frost Fever while your trying to position the pull. In harder instances this added damage can force a healer to heal sooner then they would like, possible before you have had a chance to build much agro against the rest of the group that were still running towards you. In addition if the healer (or others) do get agro you will have one of your taunts already on cooldown. Icy Touch is a convenient ranged alternative.

Do not Death Grip or Death and Decay in an instance while DPSing unless you know what you are doing. Generally if you're in Blood Presence and the tank has sufficient aoe aggro it should be safe to use Death and Decay, but be cautious because it causes extra threat. Death Grip taunts enemies, which isn't usually a good idea unless the alternative is a clothie taking the hits.

Placing talent points in talents which create Death runes are advised to increase both Threat and DPS. The following talents can create Death runes: Death Rune Mastery from the Blood tree, Blood of the North from the Frost tree and Reaping from the Unholy tree.

Our skills scale off Attack Power, not Spell Power.

A death knight's hit cap is 8%, this with two-handed weapons at level 80 is 262.[1] For our spells Death coil, Icy Touch and Howling Blast you will need a 17% hit or 445.91 hit rating. This can be decreased with Virulence a 2nd tier Unholy talent by 3% or 78.69 hit rating and again by Misery a Shadow Priest debuff by an additional 3%. Death knights choosing to dual wield have an additional penalty of 19% (16% with talent) to hit with both weapons but this does only affect auto-attack damage. Special attacks such as blood strike have the normal 9% cap. Raising hit over 9% is expensive thus ignoring the 19% miss and investing in other stats may be the correct strategy.

Block is useless to us as we don't use shields.

Strength is our priority stat as it increases our attack power and parry rating, 4 STR = 1 parry rating.

Rune based attacks generate Runic power. Attacks which require one rune generates 10 Runic power, 2 runes for 15 and 3 runes for 20.

Defense cap at level 80 is 540.

Expertise cap at level 80 for Death knights is 60 or 15% for tanks and 26 or 6.5% for DPS.

Expertise Conversion
At lv60: 2.5 Expertise Rating = 1 Expertise
At lv70: 3.92 Expertise Rating = 1 Expertise
At lv80: 8.195 Expertise Rating = 1 Expertise
1 Expertise = 0.25% chance that your attack will not be dodged/parried.

General tips Death knight

Mage
Mages are squishy like all cloth wearers. You can help them out the most by keeping the mobs away from them, by using Death Grip, Chains of Ice, or even by taking agro off the mage using Dark Command if necessary.

Rogue
Rogues are the premier melee damage dealers and they excel in forms of crowd control. Unlike you, however, he only has leather armor to protect him from damage. Because of this, you should take the aggro and allow him to go all out on his damage. Allow him to sap/blind/gouge to take care of any unwanted extra attention from mobs.

Hunter
As a death knight, you have several abilities that can compliment a hunter's ranged attacks well. Using Death Grip will keep runners away from the hunter and allow them to DPS more consistently, as well as Chains of Ice as a way to slow mobs. As a plate wearer, you can easily be a strong tank and thus be ideal for keeping pace with a Hunter's purely ranged attacks.

When specced Unholy, the Master of Ghouls capabilities allows you to have a constant pet just like a hunter, making a formidable combination. While specced frost, you can take advantage of the Hunter's freezing trap to freeze targets, empowering your spells like Howling Blast. Overall, a death knight is an excellent partner to a Hunter.

Paladin
Both of you are very durable classes with plate armor, great burst and sustained damage abilities, and you have some abilities to heal yourself, whereas the paladin's healing abilities greatly surpass yours. Be sure to get Blessing of Might from him at all times, as it will increase your melee damage.

Overall, you are both very similar; heavily armored melee attackers with lots of utility. The single largest difference is that the paladin has no ranged attacks unless he is speced deep Protection or Holy.

Warrior
A plate-wearing class much like yourself, warriors are dps/tanking hybrids. If they are Protection spec, allow them to take aggro as you both break down your foes. If he is speced Arms or Fury, you may be the better tank, depending on your talents. Let whoever has a more tanking-oriented spec take the damage.

Warlock
Warlocks are much like Mages, in that they have the least armor available of all classes, being cloth only wearers. To make up for this however, they come with awesome damage and their own pocket pet to either contribute to their damage, assist in crowd control, or to be their personal tank. Regardless, you should never allow a mob to directly hit the warlock, you or his pet should have aggro at all times.

Priest
Priests are also squashies, and as such you should keep mobs off them as much as possible. Priests come in 2 varieties: healing oriented (a Holy build) or dps/pvp build (Discipline or Shadow). Shadow priests deal damage much like yourself, and Discipline has talents more focused on pvp utility and survivability. Hold aggro as much as possible and have the priest heal you when necessary.

Druid
Druids have a large range of squishiness, depending on their shape shift form. For simplicity, you should probably consider everything except Bear Form somewhat squishy. You'll want to keep mobs away from caster druids, and allow melee druids (cat and bear) to stay on the mob. In party and raid settings, if a healer dies and there is a (still living) druid in the party, hold of on using Raise Dead on the player; a druid can combat rez the healer, allowing them to continue healing. For raising dps classes, this really doesn't matter as much as they'll be doing dps either way.

Shaman
The shaman will be wondering which totems he should drop. If you have Icy Talons, make sure to tell him not to bother with Windfury. If you're tanking and the shaman is healing, he probably has Earth Shield which is a reactive healing shield that he can put on you. Remember to speak to the Shaman about not placing Strength of Earth Totem as you will be using Horn of Winter as both of these provide the same buff and can not stack. It is better they place a different Earth totem such as Stoneskin or Earthbind.

Hope this helps all future DK'S!

If you have any questions please let me know! Thank You Tempestrhian

Herbs & Locations    
Herbs and Locations

Peacebloom 1 open
Silverleaf 1 near trees
Earthroot 15 cliffs
Mageroyal 50 open
Briarthorn 70 near trees
Swifthistle* - -
Stranglekelp 85 in water
Bruiseweed 100 near buildings or cliffs
Wild Steelbloom 115 cliffs
Grave Moss 120 graveyards
Kingsblood 125 open
Liferoot 150 edge of water/streams
Fadeleaf 160 near trees
Goldthorn 170 cliffs
Khadgar's Whisker 185 near trees
Wintersbite 195 open
Firebloom 205 open
Purple Lotus 210 near ruins
Wildvine** - -
Arthas' Tears 220 open
Sungrass 230 open
Blindweed 235 near water
Ghost Mushroom 245 caves
Gromsblood 250 open
Golden Sansam 260 open
Dreamfoil 270 open
Mountain Silversage 280 cliffs
Plaguebloom 285 open
Icecap 290 cliffs
Black Lotus 300 open
Fel Lotus*** - -
Felweed 300 open
Dreaming Glory 315 cliffs
Terocone 325 near trees
Ragveil 325 open
Flame Cap 335 open
Ancient Lichen 340 dungeon
Netherbloom 350 open
Nightmare Vine 365 open
Mana Thistle 375 open

Peacebloom Darkshore, Dun Morogh, Durotar, Elwynn Forest, Loch Modan, Mulgore, Silverpine Forest, Teldrassil, The Barrens, Tirisfal Glades, Westfall

Silverleaf Darkshore, Dun Morogh, Durotar, Elwynn Forest, Loch Modan, Mulgore, Silverpine Forest, Teldrassil, The Barrens, Thunder Bluff, Tirisfal Glades, Westfall

Earthroot Darkshore, Dun Morogh, Durotar, Elwynn Forest, Loch Modan, Mulgore, Redridge Mountains, Silverpine Forest, Teldrassil, The Barrens, Tirisfal Glades, Westfall

Mageroyal Ashenvale, Darkshore, Durotar, Duskwood, Hillsbrad Foothills, Loch Modan, Redridge Mountains, Silverpine Forest, Stonetalon Mountains, Teldrassil, The Barrens, Westfall, Wetlands

Briarthorn Ashenvale, Darkshore, Duskwood, Hillsbrad Foothills, Loch Modan, Redridge Mountains, Silverpine Forest, The Barrens, Westfall, Wetlands

Swifthistle* -

Stranglekelp Alterac Mountains, Arathi Highlands, Ashenvale, Azshara, Darkshore, Desolace, Dustwallow Marsh, Feralas, Hillsbrad Foothills, Silverpine Forest, Stranglethorn Vale, Swamp of Sorrows, Tanaris, The Barrens, The Hinterlands, Westfall, Wetlands

Bruiseweed Alterac Mountains, Arathi Highlands, Ashenvale, Darkshore, Desolace, Hillsbrad Foothills, Loch Modan, Redridge Mountains, Silverpine Forest, Stonetalon Mountains, The Barrens, Thousand Needles, Westfall, Wetlands

Wild Steelbloom Alterac Mountains, Arathi Highlands, Ashenvale, Badlands, Desolace, Duskwood, Hillsbrad Foothills, Stonetalon Mountains, Stranglethorn Vale, The Barrens, Thousand Needles, Wetlands

Grave Moss Alterac Mountains, Arathi Highlands, Desolace, Duskwood, The Barrens, Wetlands

Kingsblood Alterac Mountains, Arathi Highlands, Ashenvale, Badlands, Desolace, Duskwood, Dustwallow Marsh, Hillsbrad Foothills, Stonetalon Mountains, Stranglethorn Vale, Swamp of Sorrows, The Barrens, Thousand Needles, Wetlands

Liferoot Alterac Mountains, Arathi Highlands, Ashenvale, Desolace, Dustwallow Marsh, Feralas, Hillsbrad Foothills, Silverpine Forest, Stranglethorn Vale, The Hinterlands, Wetlands

Fadeleaf Alterac Mountains, Arathi Highlands, Badlands, Dustwallow Marsh, Stranglethorn Vale, Swamp of Sorrows, The Hinterlands

Goldthorn Alterac Mountains, Arathi Highlands, Azshara, Badlands, Blasted Lands, Dustwallow Marsh, Feralas, Stranglethorn Vale, Swamp of Sorrows, The Hinterlands

Khadgar's Whisker Alterac Mountains, Arathi Highlands, Azshara, Badlands, Dustwallow Marsh, Feralas, Hillsbrad Foothills, Stranglethorn Vale, Swamp of Sorrows, The Hinterlands

Wintersbite Alterac Mountains

Firebloom Badlands, Blasted Lands, Searing Gorge, Tanaris

Purple Lotus Ashenvale, Azshara, Badlands, Feralas, Stranglethorn Vale, Tanaris, The Hinterlands

Wildvine** -

Arthas' Tears Eastern Plaguelands, Felwood, Western Plaguelands

Sungrass Azshara, Blasted Lands, Burning Steppes, Eastern Plaguelands, Felwood, Feralas, Silithus, The Hinterlands, Un'Goro Crater, Western Plaguelands

Blindweed Swamp of Sorrows, Un'Goro Crater

Ghost Mushroom The Hinterlands

Gromsblood Ashenvale, Blasted Lands, Desolace, Felwood

Golden Sansam Azshara, Burning Steppes, Eastern Plaguelands, Felwood, Feralas, Silithus, The Hinterlands, Un'Goro Crater

Dreamfoil Azshara, Burning Steppes, Eastern Plaguelands, Felwood, Silithus, Un'Goro Crater, Western Plaguelands

Mountain Silversage Azshara, Burning Steppes, Eastern Plaguelands, Felwood, Silithus, Un'Goro Crater, Western Plaguelands, Winterspring

Plaguebloom Eastern Plaguelands, Felwood, Western Plaguelands

Icecap Winterspring

Black Lotus Burning Steppes, Eastern Plaguelands, Silithus, Winterspring

Felweed Hellfire Peninsula, Zangarmarsh, Nagrand, Blade's Edge Mountains, Terokkar Forest, Shadowmoon Valley, Netherstorm

Dreaming Glory Hellfire Peninsula, Zangarmarsh, Nagrand, Blade's Edge Mountains, Terokkar Forest, Shadowmoon Valley, Netherstorm

Terocone Terokkar Forest, Shadowmoon Valley

Ragveil Zangarmarsh

Flame Cap Zangarmarsh

Ancient Lichen Dungeons Only

Netherbloom Netherstorm

Nightmare Vine Shadowmoon Valley

Mana Thistle Nagrand, Blade's Edge Mountains, Terokkar Forest, Shadowmoon Valley, Netherstorm
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