text:
So in other words you do not have a rotation and you go thru with instinct, therefor what you do is just;
1, Apply diseases
2, Do major damage's
3, Do w/e you have to do :0
If I'm wrong please be free to correct :3
My method doesn't usually leave the bi-phasic method (odd rune set, even rune set, repeat). Depending on the choices you make for the above items labeled "play style" elements, your rotation may not be so easy.
Forgive my language, I sometimes fall back on the term "rotation" when I'm speaking about the sequence of moves, but to be clear, I never advocate a set rotation for threat as a tank. I prefer a priority system as it encourages a mindset of real-time adaptation. Stock rotations as a tank can lead to a loss of performance if the player gets distracted by the need for a survival CD, reposition, etc.
The (Old) Book on Death Knight Tanking
The New Testament on Death Knight Tanking
So in other words you do not have a rotation and you go thru with instinct, therefor what you do is just;
1, Apply diseases
2, Do major damage's
3, Do w/e you have to do :0
If I'm wrong please be free to correct :3
That sounds generally right on, I need to dig up my priority write up.
Here we go:
Little dated, but still accurate.I don't use rotations, I use priorities and adapt on the fly. Rotations are for dps who don't have any extra hoops to jump through like positioning and survival CDs/abilities.
My usual mode of operation, though:
IT/PS to setup diseases
DS first to get the runes turning over and offset the initial damage I take
HS HS to start setting up threat
At this point depending on rune CDs I'll usually just let the next FU pair come up for a DS while making sure RS is firing, but if it's urgent I'll Blood Tap and HS again. Usually with the positioning I don't have a full GCD's worth of time before they're ready.
Once I get cruising I'll Pestilence when diseases have 5-6 sec remaining (though depending on what's happening that may wait until they have only 2-3, that's why I aim to do it earlier). And I always DS FU pairs into death runes, or DS if my health is low enough to get the full heal (frequent in Ulduar). Otherwise I spam HS like my life depends on it.
Small Group (3-5)
IT/PS on the way in while positioning, Pest to set diseases on all the targets.
DS to get runes changing
HS the main target
DS will be ready shortly and will hit the main target as well
BB once or twice to hit everyone, provided no one has died yet
HS spam with occasional target swapping to whoever has gotten hit least
Large Pulls (6+)
DnD preset a step or so before the pack, will lose a tick or two but buys the runes back sooner and gives me time to come in with
IT/PS and Pest for diseases
Usually this will be a more sizeable blackout so I'll hit Blood Tap and BB
DS DS to roll over diseases (here I like to throw in Saronite Bombs to pad my threat)
Once it's all death runes I'll pop ERW and spam 6 back to back BB's with raid buffs those do very nice damage (1k reg, 2.4kish crit and they crit about 15% in my gear with good raid buffs) and that will lock in general threat (only focused dps or tanks sometimes pull off me then).
Then I can focus on swapping to targets that I've hit the least and HS to keep up threat. Sometimes I'll use one or two of the last 6 runes on HS rather than BB, it depends on how it feels.
A lot of this gets adapted organically as I'm doing things. Positioning, overhead health bars (especially with aggro halos), and actually watching where mobs move are very important. If you're staring at your bars for CDs you will not be as sharp a tank. If you find yourself trying to eye when abilities are ready and you can't easily watch both, I'd highly recommend picking up Power Auras. It will let you make clear on-screen glow effects which will help you track that without taking your eyes away from the actual situation or cluttering your screen.
The (Old) Book on Death Knight Tanking
The New Testament on Death Knight Tanking
Satorri I noticed in your blood DK tanking build you glyphed DS, Vamp, and Disease. Did you choose pest disease refresh for ease of play over the +25% dmg to DS? Ever consider the DnD glyph for +20% dmg?
I often go into a small group of 3-4 with a DnD in front of me, run into it as I grip the first target into it with me, then hit them with IT-PS, and by the time the rest of the group runs into my DnD circle, I hit Pest to spread diseases then have 1 blood rune left for a HS on main +1. Then I'm staring at my GCD.
When I get back my 2x blood, and 4x death runs, I then do HS's, and maybe a BB if #3 or 4 isnt being hit by HS. This usually puts all mobs on me and as long as DPS sticks to my main target, we're cycling through #2-4 to kill. Doesn't using a pest refresher, then spamming BB eat up all your blood runes, and starve HS's? Or by then you're deep into death runs from your opening cycle?
Satorri, when is the frost tank version coming?
Tried glyph disease last night in, and it's a nice quality of play glyph. =D
Didn't want to work in naxx 10 though. If I can avoid opening with DnD it's an extra DS. Right now doing blood dps and blood tank spec, it's nice. Need to remember to use BB more.
Imo, for aoe threat i just go. Dnd > IT > PS > PEST - DS > DS > BB > BB (only if 3 + mobs)
Since HS hits main target and his closest friend if there are 2 mobs only, i just replace 'DS > DS > BB > BB' with HS instead of BB. Get what i mean?
Satorri, I'm curious about your choice to not take Will of the Necropolis, and I'm also curious about your explanation of the mechanics. Does it only work on the portion of the damage that actually takes you below 35%, or does it work on the entirety of the damage for that hit that takes you below 35%.
So for example, you have 45k hp. Your 35% breakpoint is 15,750. Is there confirmed testing that shows that only the damage that goes beyond that point is reduced by 15%? That seems to make no sense, seems like the reduction from it wouldn't be worth it if it divided the reduction out based on how much actually went past the breakpoint. Seems to me like if your breakpoint is 15,750, and you are at 30k HP(45k maximum) and you take a hit for 15k (taking you to 15k HP, below the breakpoint) - the entire 15k hit is reduced by 15%?
If I understand the mechanic from the tooltip properly, it should be reducing the overall damage by 15% (meaning the 15k hit in its entirety is reduced by 15%, making the hit only hits for 12,750 (a reduction of 2,250 damage), rather than what you're saying, which is that only the 750 is reduced by 15%, making the 15,000 hit only hit for 14,363 (a reduction of 112 damage).
If the mechanics are what you say, that talent is worthless, the only time it would have any worth would be for large amounts of damage taken below the breakpoint. Breakpoint is 15,750 HP, you take a hit when you are at 30k HP for 30,000, which would normally kill you. According to your mechanic explanation, 15,750 of that 30k hit would be reduced by 15% (making that 15,750 points of damage only 13,388) which, makes the total amount of damage reduced 1,612, which to me, seems like a pittance?
I prefer to believe that the 30,000 hit is reduced by 15%, resulting in the total amount of damage reduced being 4,500. That seems to make it a worthwhile talent to take.
So can we get some testing or confirmation on this? If it is truly the way you say this skill works, I will drop it in a heartbeat for a better one.
Azzi, I think you mean did I choose Disease over +10% crit to RS? I use glyph of disease because it makes my life wildly easier, I really enjoy the fundamental change it makes on skills I use. RS is my next favorite, but the 3 I have are preferred (personal choice of course). I don't like glyph of DnD for my Blood build because I just don't rely on DnD much for main-lining threat. I don't use it on CD for AoE threat, I only chain it for utility of pick-ups and keeping stray mobs off the ranged section. I much prefer the ones I'm using for their more frequent application.
Nejir, I won't be writing one for Frost tanking. This alone took a good 3 weeks worth of my spare time to develop, write, edit, and publish, and I know this stuff by heart doing it all the time. Frost is nice, but it won't get my most lofty form of loving attention. =)
Manito, the jury is currently out. The way it made sense before was as you described applying the 15% to the total hit, not just the danger zone, but I haven't been able to demonstrate one way or the other. You should note, Protadin's newly redesigned Ardent Defender DOES work as I described above, only with double the reduction (at 30%), which was straight from Blue input. I don't have the talent and I don't want to spend money to test it out, but the test that needs to be done is someone needs to take/catalog a few BIG hits from something and reproduce that with absorb amounts here.
The value of the talent is as a life saver. Even if it averts 15% of the whole hit, it's still not a giant value on overall damage reduction. The talent is a value of life-saving. You don't want to see it proc ever, but when it does, it could keep you from dying, or preserve you a moment for the healers to save you. I don't take it because in current content there are very few things that take me below the danger zone reliably, and I'd rather use those 3 points in an all-the-time value rather than an "oh sh*t" scenario. This is not a choice I would presume as the right choice for everyone, and it is a choice that every Blood tank should make for themselves, consciously.
The (Old) Book on Death Knight Tanking
The New Testament on Death Knight Tanking
Satorri, after doing more research (doing a general search in Google for "Will of the Necropolis damage reduction did fine), the consensus is that the damage is NOT split for WotN, but it is for paladin AD. Paladin AD only reduces damage that is done below the breakpoint, and it reduces it 30% like you said, with no internal cooldown.
Ideally, if you are generating enough health for yourself, and your healers are doing their job, this can be a huge damage reduction talent when you take a BIG hit, as it will reduce that high hit by 15%, even if you take the hit from 100% health, provided it hits the 35% breakpoint. Now, the big question is, as you said, where is the application? Is there anything that can hit like a mack truck like that, that would definitely make this talent worthwhile to have?
Earlier in this thread. Satorri has pointed out a need to use a larger (realistic) hit size to confirm, but I think the jury is favoring 15% of damage all damage, if the hit crosses 35% 'line'. Damage is reduced fully, whether the hit would put you at 34% or 1%, based on this limited test. It appears possible to have a hit that would cross the 35% mark, but the damage reduction would actually leave you above 35%.
Finding a reproducible & controlled hit is hard, and I'm open to suggestions to do additional testing. Ideally, it's a environmental hit for 8-10k, with full control to 'exit' the damage being within player control. I don't want to use mobs, as that introduces all the mitigation/avoidance/crit issues... but I don't know of a gigantic firey pot of lava either, atm. I do have an idea regarding a specific mob (spellcaster), which may be adequate.
Last edited by Esch; 08-31-2009 at 11:36 AM. Reason: Clarification
To be clear, on the (awful) mathy way of looking at it:
If you are taking perfectly timed 30k hits every 15 sec to get the biggest proc possible, that's 4500 knocked off with each proc. 4500 every 15 sec is 300 dps averted. That puts it roughly in line with the heals from, say, perfectly used Imp Rune Tap. That said, nothing is hitting you for 30k per shot, and if things are going well, you won't get multiple hits that size, let alone every 15 sec. The CD also makes it so it won't save you to two/three/four shots in a row (the usual cause of death on the tank). It will proc once, and maybe save you another swing timer.
Like I said, you take it to save your life, not for it's average actual damage reduction.
The (Old) Book on Death Knight Tanking
The New Testament on Death Knight Tanking
I'm confused by your math here. An increase to DS damage from glyph is nice, yes, but there is no way it is a bigger threat boost over glyphing RS. Glyphing RS is a 10% critical strike chance boost, for a tanking class that is notoriously low on crit already. The multiplicative effect of a crit with the base threat enhancement of RS+Frost Presense makes glyphed RS a much higher threat generating talent than a glyphed DS, for one ultimate reason: RS is not limited by runes - you will cast far more RS than DS on any given fight if you have any good margin of avoidance. The fact that you also have the tier bonus that gives you 10% more damage which makes those critical strike RS's even more valuable.A particular choice that tanks seem to pick up on and question for me, is glyphed DS over glyphing RS. The choice is that way originally because I had glyphed it to buff the damage and healing. Since the healing became disconnected from the damage, I kept the glyph since my math pointed that it was offering roughly the same value as RS. When I finally got the 2-piece t8 tanking set bonus (+10% RS damage), I went back to gauge the relative values, only to be stunned to see that the DS glyph still gives me more improvement!! Here's the math pulled from my actual numbers:
Total RS damage = 20%
Total DS damage = 18%
Total RS threat = 27%
Total DS threat = 16%
Based on that, a 10% increase in RS damage (15% increase in threat) is only a 2.7% increase in overall threat, while a 25% increase in DS threat is a 4% increase overall. The major reason I think this breaks down this way is two-fold. First, I always maintain over 20 RP to make sure I always have enough for RS, but I usually keep it above 25 to be sure I never lose this buff. I only dump DC's above 65% as a result. The other side is that I use DS frequently to buff up healing, more often than is required to keep spamming HS. The result is that I may use DS more than other Blood tanks. All in all, I was surprised in the breakdown, but pleased with the outcome. RS is my one big glyph I'd love to include but I enjoy the other 3 I use slightly more.
I kind of laughed when you said you save your Empower Rune Weapon for when the DPS pops cooldowns/bloodlust/heroism for quick threat generation to keep ahead of them. Do you really have problems staying ahead? On any given fight, within moments I am 50-60k threat ahead of any DPS, and by the time any cooldown pops happen, I am hundreds of thousands of threat ahead - they don't even come close to overtaking me under heavy DPS phases. Probably because I'm glyphed for RS, and every time it goes off, my threat jumps astronomically (considering with the crit buff, it is every 1 in 4 or less is about an 8.5k critical strike).
Something that also confuses me is that you state that you save runic power for RS, and never DC unless you're at 65+ RP. Yet you have no passive RP generation (thru Scent or Butchery) and I don't know about you, but with 2/3 in Scent, I have a hard enough time keeping up my RP with all the Rune Strikes I cast. I don't know how you can possibly even be keeping up your RP enough to take full benefit of the DS glyph.
Personally, I glyph DS, RS, and Vamp. Blood. If you're talented enough, you don't need the Glyph of Disease to keep up your diseases for more than one target, just switch and pest between two targets and you refresh them all. Glyphing RS instead of Disease would greatly enhance your threat generation, at the cost of having to refresh your diseases relatively infrequently (since you have Epidemic 2/2). Not manually refreshing IT/PS on a single target has to be leaving you very short on RP generation at the benefit of using 1 Blood/Death rune, versus a Frost and Unholy (or Death).
You champion taking Subversion for the crit for heart strike, but fail to see the value in glyphing RS for more crit than subversion gives, for a threat generating ability that gives more threat than heart strike, and goes off far more often with no rune cost.
I can see some of your logic (like not taking WotN), but ultimately I feel like your spec and prioritization is leaving you far short of better potential. I'd like to hear your thoughts on what I've brought up
Here is a spec I think removes some of the weaker talents (like Subversion - a talent that benefits BS, HS, and OB in a build that only uses HS/DS) while still holding some of the more valuable versatility talents (like Mark of Blood, Hysteria). Let me know what you think
Talent Calculator - World of Warcraft
PS - you will note that I took Spell Deflection - if you aren't a fan of that talent, you would probably move the points to either Subversion for HS crits, or Sudden Doom for additional threat.
Last edited by Manito; 08-31-2009 at 01:20 PM.
So, confusions and misconceptions. We can address them one by one, but consider your tone when you want to critique my choices. I took the time to write this all out, you may want to start from the stance that if I didn't explain it well, I still may understand what I'm talking about. If you think I made an error in my math somewhere, that's fair, but illustrate that instead of just assuming I'm wrong and asking me to explain.
So, let's get to it.
1.) Disease juggling is fine, so long as you have more than one target, though it will always leave something without diseases unless you Pest twice (thus removing the value you thought you were getting by disease juggling).
2.) Glyph of Disease allows you to use the same simple method on groups or single bosses, it can also be used to maintain diseases on off-targets (small niche use, but a fun gimmick, Pest the sheep and everything else gets refreshed without breaking the sheep or spreading diseases to it).
3.) The gain, if you think of things in terms of a blind stock rotation, only gains you 1 rune every 2 rune sets with Epidemic, so, what's the big win there right? If you (can) disease juggle you lose the threat on one target but accomplish the same thing. Alternately if you IT/PS you generate only slightly less threat than that extra HS combined with the Pest. That said, with the play style of DRM having 6 runes regularly available for Blood rune spending, Glyph of Disease is an ease factor. I don't take it for threat or survival, I take it for consistency and comfort. This is not min/maxing, this is ergonomics. Through ergonomics my threat improves, as does my survival, as I'm spending less time paying attention to the rest.
If I glyphed RS instead, I would increase my threat, most likely. Greatly? Well no, I'd increase it marginally, but all these changes are marginal, and marginal is good.
The (Old) Book on Death Knight Tanking
The New Testament on Death Knight Tanking
You keep interchanging 10% crit with 10% damage. I'm not sure how that really calculates out - doesn't make much sense to me.The math is simple, as is understanding the value of crit for increasing damage. With 200% crit damage (everything but HS and DS if you have MoM), 1% crit = 1% increase in average damage from that strike. How much crit you have before or after is inconsequential in that regard, so saying "10% crit on RS when you're a tank and have low crit chance," is a faulty statement. However, you are right that RS is a move worth buffing. RS gets a 150% threat modifier that none of the other strikes have, so for all intents and purposes you can say a 10% increase in damage is a 15% increase in threat on RS (note: a 10% increase in damage is a 10% increase in threat otherwise, as the modifier from Frost Pres applies the same to every other move). So, the question for me, as I am quite fond of Disease, is do I want DS or RS glyphed. In order to compare, you only have to look at the actual applied buff. DS gives +25% damage = +25% threat to DS, and RS gives +10% crit = +15% threat to RS. In other words, in order for glyph of RS to be better than DS for me, if my DS threat is ~18% of my total damage threat, RS would have to be 30% of my total threat in order for them to break even. Usually it's closer to 25-27%, so DS wins out. I've done tests to support my math, and the math holds true. There are many factors as to why this is, and I make a point of saying, this may not be true for everyone. It is true for me (to my surprise despite the 2 pc bonus benefiting RS) because I DS a lot, not everyone will DS is much as I do.
A higher chance to crit, on an ability that has a 150% threat modifier, that also has no cooldown, and does not use runes so it is not as limited as a standard rune-using strike like Death Strike, is going to be far better than a 25% damage boost to an ability with less chance to crit, that is dependent on rune cooldowns to be used (so it is used LESS times per fight, meaning that even if the direct threat to threat comparison is the same (which it isn't), you're getting less value in the long run because you're using a "same" threat generating ability (Death Strike) fewer times). I'm willing to bet that if you look at any fight recap where you are main tanking, you will see more Rune Strikes cast than Death Strikes. Considerably more. Why would you give a second thought to not enhancing the threat of your most used ability?
Napkin math here - an unbuffed Rune Strike normally hits for about 2500(3750 threat per strike). A critical strike (200%) makes this 5000. 5000 damage * 150% inherent threat = 7500 threat per critical strike. With Glyph, a typical tank will have about a 25% UNBUFFED chance to crit with Rune Strike, meaning an average of 1 in every 4 will be a crit. Make the assumption that your 15 Rune Strikes per minute is accurate (though it isn't because of parry-hasting), let's call it 16 for the sake of easy calculation - 16 Strikes, 4 of which are critical strikes = 30000 threat from criticals + 45000 threat from regular strikes, for a total of 75000 threat generated in ~1 minute.
An unbuffed Heart Strike normally hits for about 1500ish with two diseases on. A critical strike with MoM (245%) makes this 3675. 3675 damage = 3675 threat per critical strike. With Subversion, a typical tank will have about a 24% UNBUFFED chance to crit with Heart Strike, giving it a similar crit average at the sacrifice of another talent (instead of a glyph). Make the assumption that your 21 Heart Strikes per minute is accurate (give or take), let's call it 20 for the sake of easy calculation - 20 Strikes, 5 of which are critical strikes = 18375 threat from criticals + 22500 threat from regular strikes, for a total of 40875 threat generated in ~1 minute.
I'm sorry, but Rune Strike definitely wins out, hands down, and in far fewer strikes, that are off the GCD, and cost no runes. You "snipped" out my "epeen stroking" - but it is illustrated right here - the more critical strikes you have with Rune Strike, clearly the better your threat. You have to remember, that even though Rune Strike is only 200% critical, you have a 150% boost to the threat from that critical damage, making even a non-critical Rune Strike better threat than a critical Heart Strike.
I know that your choice to take Disease glyph is for ease, and as a DRM user I understand you taking it. I still think that you would generate far more threat with another glyph, but that's a personal choice.
Perhaps you need to brush up on your parry-haste mechanics? Every time YOU parry, the speed of your current attack is increased, meaning the more you parry, the more often you will strike. Meaning more than 20 swings per minute. I was not a DRM user before (because I was using WotN) so without that mechanic as well, you'd definitely be looking at fewer HS than RS with my previous spec, especially on a faster hitting encounter, or an encounter where you are tanking multiple enemies. With every single skill having Rune Strike macro'd into it, I have always put out more Rune Strikes in the long run. That might change now that I have DRM, I'll keep an eye on it.Here's where you have gotten carried away with yourself. You buy into your own assumptions. Again, if you read above, RS is my 4th favorite glyph, and I made tough decisions leaving it off. I don't regret it. You value RS but fail to see the value of Subversion. Subversion increases the crit chance of HS and that's all it needs to do. Remember how I said 1% crit is 1% average damage/threat with 200% crit strike? Well with MoM HS gets a 245% crit strike. That means that each point or 3% to crit, is a 4.35% increase in HS damage/threat. Here's where results may vary. For me, HS does slightly more threat than RS, and so, increasing that by 4.35% (per pt!!) is a no brainer the way you consider RS glyphing to be a no-brainer. Also, as a side note, check your combat log parses, if RS is firing more often than HS, you're doing something weird. Just off the top of my head, with a typical 2h speed, after raid buffs, you'll get about 20 swings per minute. If you turned 3/4's of them into RS, you'd get 15 RS per minute. In a minute you will go through 6 rune sets. I average about 3.5 HS's per rune set, which is 21 HS's. But who knows, maybe you have a different combination of things that let's you fire it off faster?
Just so you know, my "laughing" wasn't meant to be insulting in any way - I just was a little shocked that you had threat concerns, since I rarely have them. I just know that I giggle a little when I look at Omen and see something like this:
Manito --------------------------------------------------------------------100%
Blood is hands down the heaviest single target threat, and I guess I don't see how you would have any problems keeping far, far ahead, especially with DRM and Disease glyph - but as I showed above, Heart Strike threat isn't all that it is cracked up to be when put next to Rune Strike. Losing a couple of extra Heart Strikes because you don't have Disease Glyph and have to use Frost/Unholy/Death runes to refresh on a single target is a small price to pay for the critical strike increase to Rune Strike (which can't be raised with talents).
Last edited by Manito; 08-31-2009 at 03:38 PM.
Funny thing is I do more threat with Frost, or I did before this patch, I haven't tanked with it since. I do love my Blood threat though.
I'll reproduce the math I used above, but spell it out a little more so you understand why 1% crit = 1% dmg normally.
Let's take our fictional Rawr Strike. It hits for 2k non-crit, and has an X% crit chance (you'll see why X doesn't matter).
If the crit modifier is a double dmg strike, i.e. 200%, a crit would hit for 4k. And, with X% crit chance, you have a 100%-X% chance to not crit, right?
So, if we had Y swings (again, Y doesn't matter):
(1-X)*Y = number of swings that don't crit
X*Y = number of swings that do crit
So, each strike that doesn't crit does 2k damage, and each strike that does will do 4k. So over those Y swings:
(1-X)*Y*2000 + X*Y*4000 = total damage done
Average damage per strike over ALL strikes = total damage done / Y
So, Y cancels out to:
Average dmg per strike = (1-X)*2000 + X*4000 = 2000 - 2000X + 4000x
Average dmg per strike = 2000 +2000X
So, if X = 0% crit chance, average dmg per strike is 2k. Makes sense, right?
If you had X = 1% crit chance, the average dmg would be 2020, or a 1% increase.
If you had X = 20% crit, the average dmg is now 2400.
If you had X = 21% crit, the average dmg is now 2420, still only a 1% increase in average dmg with 1% increase in crit chance.
MoM changes that for HS and DS. Now, the crit modifier is 2.45 with three points invested so the above equation works down to:
Average dmg per strike = 2000 +2900X
So each 1% crit increases the average dmg per swing by 1.45%.
The only reason damage increases are slightly better for RS is because it has the extra 150% (1.5) threat modifier. So, a 1% increase in dmg = 1.5% increase in threat. Since RS never gets the crit dmg bonus increase, it will always be +1% crit = +1% dmg = +1.5% threat.
Does that make more sense?
Oh, one other thing, RS has one of the lowest chances to crit of my melee abilities. Base crit is 5%, plus I have a little on top of that because I like Agi so say about 12% raid buffed. That's the base, plus 5% from Dark Conviction, so melee swings and RS's will have a 17% chance to crit. DS also has Imp DS so it will have a 23% chance to crit, and has the 2.45 crit multiplier thanks to MoM. HS gets the most love with Subversion, sitting at a whopping 26% before crit buffs. =) Add in LotP/Rampage and Master Poisoner/Heart of the Crusader/Totem of Wrath, and those values are now: 25% melee/RS, 31% DS, 34% HS.
But as I demonstrated above, crit chance has no bearing on where you start adding it, 1% more crit is always 1% more damage on average so long as you have a 200% crit multiplier.
And the final note, ha, keep re-adding. If you are SOOOOO far ahead of your dps, why bother adding yet another massive threat glyph? Glyph of RS will be close to glyph of DS no matter what your style unless you somehow rarely use DS, but that's only for threat. On damage the DS glyph will get you more damage improvement. So if your concern is increasing tank dps for things like hard modes, then DS will suit you better. If you want an easier life to have more leeway to ply your other tricks, like I do, then instead of overloading threat where you don't need it, you play the somewhat smaller threat buff that also makes the style easier to play with Glyph of Disease.
Last edited by Satorri; 08-31-2009 at 04:26 PM.
The (Old) Book on Death Knight Tanking
The New Testament on Death Knight Tanking
Uh, are my threat numbers wrong? Based on what you said, and what I calculated - the threat per minute is still far more for rune strike, provided you have the glyph.
You even stated that your crit is low for Rune Strike (I have about 15% crit unbuffed on tooltip - so add Dark Vengance (5%) and Glyph (10%) to double that, 30% unbuffed. Why wouldn't you take Glyph of Rune Strike over Disease?
1% crit =/= 1% threat with Rune Strike OR Heart Strike(provided you have MoM).
1% crit = 1.5% threat with Rune Strike, and 1.45% with MoM enhanced Heart Strike.
However - base damage on Rune Strike = 165% weapon damage (plus Tier bonus) + X, and cannot be dodged/parried/blocked.
Base damage on Heart Strike = 72-73% weapon damage + X * 20% (assuming diseases are up), and can be blocked/dodged/parried.
Which will generate more threat per strike, critical or not?
Rune Strike.
Which strike will benefit more from a higher crit chance?
Rune Strike.
Which strike can't be improved any other way except through Glyph?
Rune Strike.
I have both Glyphs of Rune Strike and Death Strike, by the way :P I thought I stated that earlier. My majors are Rune Strike, Death Strike, Vampiric Blood.
However, I find Disease to be a detriment because of less RP generation, minimal threat enhancement (especially compared to Rune Strike glyph), and highly situational utility as a trade off to (in my book) be lazy :P
My DPS on a typical raid run is in the 2.5k-3k range.
Last edited by Manito; 08-31-2009 at 05:19 PM.
If you really want to maximize ERW, you use it on the opening of the fight, while under Hysteria, after applying fresh diseases, with at least 1 Death Strike converting death runes.
Death Strike - Icy Touch/Plague Strike- HYSTERIA YOURSELF - Heart Strike - Heart Strike - Heart Strike - Heart Strike - Death Strike - ERW - Heart Strike - Heart Strike - Icy Touch/Plague Strike - Heart Strike - Heart Strike.
I'm running a "similar" build to Satorri and wanted to put this meter out to the community to check for glaring errors (does this look relatively standard?). I'm admittedly not very adept at reading/extracting info from these so an tips (especially links) would be appreciated. I also run RS glyph over disease glyph.
Rourne - lethon (US)


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Guess who started her fall projects this week!
I LOVE fall, and I've been dying to start fallin' up my home!
I started with a wreath:
This wreath cost me next to nothing... aside from my two badly burnt fingers.
[Which is why The Concerto Project is canceled again this week...
I'm sure the story will unfold as we go along...
But here's the how to:
Materials Needed:
A plain wreath
Hot Glue
I got this wreath at a dollar store my sophomore year of college...
I took grey and tan felt and cut it into strips, like so:
I took two strips at a time, and rolled them REALLY tightly:
And then secured it with hot glue:
Make about a billion of these in varying sizes,
WARNGING: If you are stupid enough to do this project on the carpet, and then hold a hot glued flower upside down over carpet so as to allow a huge puddle of hot glue to drip into your [rented] carpet, DO NOT quickly sop the hot glue up with your bare hands... doing so may result in screaming, cursing [of course, i never...], and really sore fingers.
I'm linking to these parties.

subset: commoncrawl


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Rock the Tour and collect more bling when you finish two or more Rock 'n' Roll Marathon Series events in a single calendar year (Jan-Dec 2014). Earn multiple HEAVY MEDALS in one year by completing additional events!
Want an extra challenge? Complete specific events and earn SPECIAL MEDALS. What are you waiting for? HIT THE ROAD. THE REWARDS ARE HEAVY.
Complete two or more 2014 Rock 'n' Roll North American Tour Stops to start earning Heavy Medals. Only North American Tour Stops are counted toward your goal.
Only half marathon or marathon completions qualify. Relay, 10k, 5K, Bike Tour and other ancillary events are not counted towards your goal.
Registration is required. You must register as an official Heavy Medalist to receive your medal in the mail 8-10 weeks after your qualifying event. Once you reach Rock Star status (5+), you'll receive an e-mail invitation the week of the event to pick up your award at the finish line.
New for 2014 – Enroll today to start your 2014 Heavy Medal journey! Register as an official Heavy Medalist. Sign up using a RaceIt.com account to make Rock 'n' Roll event registration easy. Heavy Medals will only be awarded to participants registered as an official Heavy Medalist.
Register using the same first and last name, and date of birth for all events.
Register with an address where you can receive mail. Medals will be mailed to the address listed on your Heavy Medals registration. Medals sent to an incorrect or outdated address will not be re-sent. Think yours is old? Send an address update request. Then, be sure to update your RaceIt.com profile for the future.
Still have a question? It may already be answered – check out the Heavy Medals FAQ.
Limited Edition Medals are earned by completing a specific combination of qualifying Rock 'n' Roll Marathon Series events.
Qualification requirements are specified individually for each medal — click images to view. Limited Edition Medals will be awarded to all participants who meet these requirements. You do not need to be enrolled as an official Heavy Medalist to qualify.
The lineup of Limited Edition Medals is subject to change each year. These medals are not guaranteed to be produced year after year. Earn them while you can!
Remix Challenge Medals are earned by completing one event on Saturday and one event on Sunday during a Rock 'n' Roll Running Festival.
Any combination of distances qualifies for the Remix Challenge Medal. Participants must complete one event on Saturday and one event on Sunday during the same festival weekend. You do not need to be enrolled as an official Heavy Medalist to qualify.
Remix Challenge Medals will be presented at the Rock 'n' Roll Series tent located at the finish line celebration upon completion of the second day of the Rock 'n' Roll Running Festival Remix Challenge. The lineup of Remix Challenge Medals is subject to change each year depending on the schedule of Rock 'n' Roll Running Festivals.
|Philadelphia, PA
|New Orleans, LA
|Washington DC
|Mexico City, Mexico
|Dallas, TX
|Carlsbad, CA
|San Francisco, CA
|Raleigh, NC
|Nashville, TN
|Portland, OR
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|St. Louis, MO
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|Los Angeles, CA
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In order to receive Heavy Medals, you must register as an official Heavy Medalist. Enroll today. Make sure your address and information is current; medals will be sent to the address used on your Heavy Medals registration.
When you register for Rock 'n' Roll Marathon Series events, you have the option to create an account through the RaceIt.com registration system. We strongly recommend you use an account during registration to ensure your information is consistent between registrations.
Yes - as long as you are a registered Heavy Medalist. Make sure to use the same name and date of birth for each registration. Be mindful of hyphens, abbreviations and spelling. If you have two registrations with different information, we will not be able to match your race completions and things will get confusing quickly.
Yes, but make sure to use the same name and date of birth. Be mindful of hyphens, abbreviations and spelling. If you have two registrations with different information, our awards system probably won't send you anything shiny.
Yes, you may register for Heavy Medals at anytime during the year. We will begin to send you medals after your next qualifying event. If you would like to request a previous medal, please contact us.
Please allow at least 8-10 weeks to receive your award. Medals are typically shipped 6 weeks after your qualifying event, and typical delivery time after shipment is 2-4 weeks. All awards are shipped via USPS 3rd Class. Around holidays and other busy periods, medal delivery may be delayed. If you have not received your medal after this time frame, please contact us.
Common Reasons Medals are NOT Received:
- You are not registered as an official Heavy Medalist
- The mailing address listed on your Heavy Medals registration is incorrect or out-of-date
- Your name or date of birth differed between registrations
- You didn't complete the half or full marathon distance
- The finishing time for one of your races wasn't recorded properly
Not sure the problem? Contact us and we'll help you figure it out.
We always send medal awards to the address indicated on your Heavy Medals registration. If this address was incorrect or out-of-date, we will not send you a replacement medal. To avoid this issue, please ensure that your address is current. If not, contact us prior to the event and we'll assist you in updating it.
Heavy Medals may be requested up to 6 months after the qualifying event, but are only offered as supplies last. Medal designs and inventory change on a yearly basis, so we don't typically carry Heavy Medals from previous years.
If you did not pick up your medal award after the qualifying race, please contact us. Heavy Medals may be requested up to 6 months after the qualifying event, but are only offered as supplies last.
The Rock 'n' Roll Heavy Medals Hall of Fame recognizes the outstanding achievement of Heavy Medalists for the calendar year. Official Heavy Medalists will be inducted into the Rock 'n' Roll Heavy Medals Hall of Fame once they have completed 15 qualifying distances on the 2014 North American Tour Stop schedule.
Heavy Medals Hall of Famers will receive a vanity bib to mark their achievement for the 15th event and each event thereafter. They will also receive an induction package that includes a Rock 'n' Roll Marathon Series windbreaker, backpack and merchandise gift card. The name and photo (with permission) of each 2014 Rock 'n' Roll Marathon Series Hall of Famer will be displayed on our website and at each expo in 2015.
The Heavy Medals Hall of Famer(s) that completes the highest number of qualifying events in the calendar year will receive a one-of-a-kind plaque to commemorate their rockin' year!
The Rock 'n' Roll Heavy Medals Hall of Fame can only be earned by completing qualifying North American events (same guidelines of earning Heavy Medals). We hope to integrate international events more in future years. Stay tuned!
Only half marathon or marathon events are counted toward Heavy Medal qualification. The Rock 'n' Roll Brooklyn 10k is also counted as a qualifying event. Relay, Bike Tour, 10k, 5K, and other ancillary events do not count toward Heavy Medal awards.
Once you have registered to become an official Heavy Medalist, you will receive a Heavy Medal for completing two or more qualifying Rock 'n' Roll Marathon Series events. As you complete additional events you will qualify for additional medals – see Enroll Today for more information.
Competitor Group, Inc. reserves the right to change the qualifications, terms, award designs, and artwork presented here at any time.


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Free Shipping to Contiguous United States - We do not ship to Alaska, Hawaii or the Caribbean Islands at this time.
Oversized items - Orders that ship freight may take up to 2 weeks from shipment date to be delivered. You will be contacted by the trucking company to schedule a delivery appointment.
Shipping to Canada - Orders shipping to Canada will be subject to a 15% shipping surcharge fee. The shipping surcharge does not cover duties, customs, taxes or brokerage fees which may be charged to you by the shipping courier at time of delivery. At this time we are not shipping to Yukon and the Northwest Territories in Canada.
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Safavieh Persian Legend PL510A Light Green Rug
Item #: 101PL510A-P Add to Wishlist
Description: Inspired by the legendary designs of Persia's most prestigious rug-weaving capitals, these extraordinary reproductions recreate some of the most prized antiques in Safavieh's archival collection. Intricate Tabriz, Lavar Kerman and Isfahan hand-knotted motifs are remarkably adapted to these hand-tufted rugs of incomparable quality. The finest New Zealand wool is chosen to achieve the intricate weave of these carpets. With utmost attention to every detail, Safavieh creates its Persian Legends Collection in India to provide consumers an exquisite yet affordable artisan-crafted look.
- Collection: Persian Legend
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Price: $95 - $2,020
We bought this rug a few years ago and it covers a hardwood floor in our front entry way. Considering it is a high traffic area along with having a toddler and dog, it has held up extremely well. The muted, yet rich, variety of colors and pattern within the rug compliments our warm and mixed decor very nicely. And, the descriptive image on the website accurately captures the appearance of the rug; there were no surprises when it arrived. We would definitely purchase this brand of rug again and highly recommend this particular product.RECOMMENDED: Yes, I would recommend this to a friend.
Material was fine - I had viewed this rug for over a year - I ordered the small one to get the color for my decor before ordering the 9x12 - well, it was much tooooo dark - had to return it.
Safavieh's award-winning original collections range from the finest antique reproductions to the most fashion forward, contemporary rugs. Safavieh offers a wide variety of transitional area and accent rugs of both Oriental and contemporary designs. Safavieh also produces a variety of rug designs from American Country styles and 19th and early 20th Century European Art.
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Most Recent from YES! Magazine
Karen Charman: A Sewer Becomes a Water Park
by Karen Charmanposted Dec 31, 2003
- A floating ecological living machine--a gorgeous botanical garden--is restoring open sewage canals in Fuzhou, China
The Meaning of Cancun
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The Battle For Water
by Tony Clarke, Maude Barlowposted Dec 31, 2003
- Waste, pollution, population growth, global trade rules, and now privatization are threatening billions of people with water scarcity. How can we reclaim water for all life?
YES! But How? :: E-Voting, Shaving, Scorpions, Paper v. Plastic
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- household hints and helps, Register to vote on-line, Environmentally friendly shaving, Scorpion control, Grocery bags, Safe juice & water bottles
Celebrating Resistance
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- Your lawn and garden can be both beautiful and water efficient. Xeriscaping is the creative use of native plants that are beautiful, drought-tolerant, and sustainable.
Bringing Back Desert Springs
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- The Hopi people of the Black Mesa region know how to farm and thrive in the desert Southwest. But a giant coal company is draining the aquifer that feeds their sacred springs and makes their livelihood possible.
Tapwater Takeover
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- Pit a global conglomerate with revenues of over $52 billion a year, intent on swallowing up utility companies on every continent, against a California community of 4,900 people. Who would you bet on?
When Youth Lead
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by Rik Langendoen, Darcy O'Brienposted Mar 31, 2003
- environmental health, resources
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Star Wars: Episode IV A New Hope
Characters //
Darth Vader
Once a heroic Jedi Knight, Darth Vader was seduced by the dark side of the Force, became a Sith Lord, and led the Empire's eradication of the Jedi Order. He remained in service of the Emperor -- the evil Darth Sidious -- for decades, enforcing his Master's will and seeking to crush the fledgling Rebel Alliance. But there was still good in him…
Obi-Wan Kenobi
A legendary Jedi Master, Obi-Wan Kenobi was a noble man and gifted in the ways of the Force. He trained Anakin Skywalker, served as a general in the Republic Army during the Clone Wars, and guided Luke Skywalker as a mentor.
Luke Skywalker
Luke Skywalker was a Tatooine farmboy who rose from humble beginnings to become one of the greatest Jedi the galaxy has ever known. Along with his friends Princess Leia and Han Solo, Luke battled the evil Empire, discovered the truth of his parentage, and ended the tyranny of the Sith.
Han Solo
Smuggler. Scoundrel. Hero. Han Solo, captain of the Millennium Falcon, was one of the great leaders of the Rebel Alliance. He and his co-pilot Chewbacca came to believe in the cause of galactic freedom, joining Luke Skywalker and Princess Leia Organa in the fight against the Empire.
A legendary Wookiee warrior and Han Solo's co-pilot aboard the Millennium Falcon, Chewbacca was part of a core group of Rebels who restored freedom to the galaxy. Known for his short temper and accuracy with a bowcaster, Chewie also has a big heart -- and is unwavering in his loyalty to his friends.
An ambitious, ruthless proponent of military power, Tarkin became a favorite of Supreme Chancellor Palpatine and rose rapidly through the Imperial ranks. Shortly after the Empire's creation, he was put in charge of the construction of the Death Star. Tarkin saw the Death Star as a way to crush all dissent to the Empire's rule -- fear of the station's planet-killing superlaser would keep the galaxy's star systems in line. He demonstrated the station's power by destroying Alderaan, but died soon afterwards when the Death Star itself was destroyed.
Video //
Star Wars: Episode IV A New Hope - Opening Crawl
In the original May 1977 release of Star Wars, the opening crawl did not feature an Episode number or the subtitle "A New Hope." Those would be added with the film's April 10, 1981, theatrical re-release.
Episode IV Teaser Trailer
Somewhere out in space this is all happening. The very first teaser trailer that introduced the world to Star Wars.
Creature Cantina
Though Luke claims to be "ready for anything," the bizarre interior of the Mos Eisley Cantina proves almost too much.
Use the Force, Luke
As the Death Star closes in on the Rebel base, Luke Skywalker trusts his feelings and uses the Force to fire the shot heard 'round the galaxy.
Gallery //
Locations //
A harsh desert world orbiting twin suns along the Outer Rim of the galaxy, Tatooine is a lawless world ruled by the immoral Hutts. Most settlers operate moisture farms in the desert, but cities such as Mos Espa and Mos Eisley attract a wide range of criminals and rogues. Tatooine's many dangers include sudden sandstorms, bands of roving Tusken Raiders, and carnivorous krayt dragons. Tatooine is also known for dangerous Podraces, rampant gambling, and legalized slavery.
Mos Eisley Cantina
The Mos Eisley cantina is a dimly-lit tavern known for its strong drinks, hot tunes, and occasional outbreaks of shocking violence. Most star pilots visiting Tatooine spend their downtime in the cantina, making it an ideal spot to hire a starship's crew.
Yavin 4
One of planet Yavin's moons, Yavin 4 is covered in jungle and forest. It was the location of the first Rebel Base in the Galactic Civil War, and the site from which the Rebellion launched the attack that destroyed the first Death Star -- now known as the Battle of Yavin.
Technology //
Millennium Falcon
A legendary starship despite its humble origins and deceptively shabby exterior, the Millennium Falcon has played a role in some of the Rebel Alliance's greatest victories over the Empire. On the surface, the Falcon looks like a worn down junker. Beneath its hull, however, she packs many powerful secrets. Its owners have made "special modifications" on the freighter throughout the years, boosting its speed, shielding and performance to impressive -- and downright illegal -- levels. The Falcon pays a heavy price for these tricks and add-ons. It can be unpredictable, and its reconditioned hyperdrive often fails. Its current captain, Han Solo, has even been seen to restart a failed start-up with a hard knock on a bulkhead with his fist.
Death Star
The Death Star was the Empire's ultimate weapon: a moon-sized space station with the ability to destroy an entire planet. But the Emperor and Imperial officers like Grand Moff Tarkin underestimated the tenacity of the Rebel Alliance, who refused to bow to this technological terror…
X-wing Starfighter
The X-wing is a versatile Rebel Alliance starfighter that balances speed with firepower. Armed with four laser cannons and two proton torpedo launchers, the X-wing can take on anything the Empire throws at it. Nimble engines give the X-wing an edge during dogfights, and it can make long-range jumps with its hyperdrive and its astromech droid co-pilot. Luke Skywalker is famous for destroying the Death Star behind the controls of an X-wing.


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Mitchell: Closing low-performing school programs is long overdue
BY MARY MITCHELL firstname.lastname@example.com March 21, 2013 6:24PM
Karen Lewis, center; President, Chicago Teachers Union along with parents, students, clergy, and community leaders, reads a statement during a press conference outside of the Mahaila Jackson Elementary School. Lewis reads a statement on CPS plan to close schools. Thursday March 21, 2013 I Scott Stewart~Sun-Times
Updated: April 23, 2013 2:28PM
There is no easy way to close a school, even one with a floor full of empty desks.
But Chicago Public Schools Chief Barbara Byrd-Bennett appears to have given it her best shot. She appointed a commission that was guided by Frank Clark, the former CEO of ComEd. Clark not only stands shoulder-to-shoulder with top executives across this country, he has a long track record of trying to improve the quality of life for African Americans in this city.
That Byrd-Bennett put this explosive issue in his hands should have been enough to convince naysayers that the matter would be handled delicately.
And it was.
After countless meetings and testimonials that generated a 2,000-page report, Byrd-Bennett decided to close 54 elementary school programs.
The number is actually a fraction of the public schools that are being underutilized because so many black families have moved out of neighborhoods on the South and West sides.
The closures do not include high schools, a particularly vulnerable population because we have allowed certain neighborhoods to be overrun by gang factions.
But to hear opponents tell it, closing schools is just another conspiracy to deny African-American children the right to be educated in their own neighborhoods.
Where were these people when children sat in stagnant classrooms and fell years behind their grade levels?
Where were they when these children were trying to learn in deteriorating buildings while new schools were being built elsewhere?
Where were they when neighborhoods became so dangerous, a lot of these students had to hook up with gang-members just so they could get back and forth to school?
Education is the only thing that can save these children from a broken life. But instead of fighting to provide children in public schools a quality education, too many of us are fighting to preserve a tired status quo.
Well, the blame game isn't working anymore.
Gone are the days when you could kiss your kids goodbye and send them off to a decent school down the block.
When it comes to education, parents are demanding choices.
Indeed, some of them get up at dark-thirty and put their kids on a school bus because they are desperate to give them a better educational experience.
If CPS has found a way to send students to schools that are performing at a higher level than the ones they are leaving, then we are making progress.
Frankly, I would rather see the plan blow up in Byrd-Bennett's face than see the school system continue to educate the few at the expense of the masses.
Obviously, no one is going to be able to fix all that ails this school system in one fell swoop. But dragging the process out won't work either. There are too many self-serving adults involved, and public schools have been used by some of these adults as a power base.
That doesn't just happen in so-called underperforming schools, but in most Chicago Public Schools.
That is why the groups that have squealed the loudest have been able to keep a school open even when it was clear that no amount of tinkering would change the abysmal outcomes.
Some of these same groups fought "turnaround" schools tooth and nail even when it was just as clear the new administrators were meeting educational goals.
According to Byrd-Bennett, every child affected by the school closings will go to another school in close proximity. More importantly, every child will go to a higher-performing school.
Parents have every right to raise heck if CPS does not live up to this promise.
But now that the closings have been announced, the receiving schools should put out a welcome mat and work hard at being a part of the solution.
Unfortunately, some of us would rather see kids stuck in underperforming schools than invite them to share in the blessings of a good school.
During this process, Byrd-Bennett, who grew up in New York City, saw up close that our city is not only divided by race — but by class.
To close 54 schools at one time will put her in the cross hairs of an undeclared war.
That can't be helped.
This war is long overdue.


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Editor's note: Adrian Grenier is an actor, director and producer best known for his role in the Emmy-nominated HBO series, "Entourage." He produced a documentary film "How To Make Money Selling Drugs," available on cable's On Demand and iTunes. It opens in select theaters on June 26. Sunday night at 10 ET, watch the CNN Original series "Inside Man," hosted and produced by documentary filmmaker Morgan Spurlock, which profiles the medical marijuana industry.
(CNN) -- What comes to mind when you think of someone who sells drugs? Maybe it's the shady character luring customers on a corner in a 1980s "Just Say No" ad. Or perhaps you think of the guy from your college with scales in his dorm room, measuring out marijuana to sell to his buddies.
If you're the type who thinks the difference between "legal" and "illegal" drugs is arbitrary, you might even think of your local bartender or pharmacist as a dealer.
Whatever it is, chances are the image will be shaped by some degree of moral judgment and fear stoked by our country's more than four decades of waging a failed drug war.
My motivation for producing the documentary "How to Make Money Selling Drugs" was to examine the hypocrisy of the war on drugs. Billions of dollars are wasted targeting, arresting and imprisoning mostly poor people and minority groups, when rates of drug use are about the same across racial lines.
One study by Duke University found that young black people are arrested for drug crimes 10 times as often young whites, even though they use illegal drugs less often.
Equally baffling is that most of us have taken some sort of substance to alter our mood -- be it coffee, nicotine, Ritalin, a cocktail or a joint -- yet we are conditioned to think that people who use and sell certain drugs are not like us.
The war on drugs fuels corruption and violence. With roughly half a million people behind bars in the U.S. for nonviolent drug offenses, drugs are as plentiful and widely used as ever. Yet, people who want treatment can often expect to endure an obstacle course just to get help.
Through the process of working on this film, realized I could relate to the subject in many ways. I have loved ones who are users and some who are sellers. From growing up on the Upper West Side of Manhattan in the 1980s, to going to Hollywood, to the brownstone neighborhood where I live in Brooklyn, I've always been in some proximity to drugs and the drug trade. Drugs are all around and nearly impossible to avoid.
There is a devastating toll that comes with losing control of drug use. People I care for deeply suffered serious harm, whether with legal products like alcohol or with illegal drugs that carry the threat of incarceration along with addiction.
The close family members who were in the business of selling drugs, far from being violent or malicious, were selling drugs in imperfect circumstances and out of economic necessity. They are not the kind of criminals our policies make them out to be. They are humane, peaceful and caring members of my community, who have been a positive influence on me and have guided me to find success. Without them, who knows where I would be, if I would have been as lucky.
Read: A father's plea to end the war on drugs
The reality is complicated. This is what makes the story of drugs in our society so compelling. Our political leaders and law enforcement have built up a paradigm of war and fear. Meanwhile, the target of the war is something that is close to, and even arguably part of, every one of us.
As an adult, I moved to a Brooklyn neighborhood where the contractor who worked on my house was afraid to park his car. He asked if I wanted to put bars on my window. Even I found myself looking at the guys on the corner, probably selling drugs, with a certain amount of suspicion.
But the weird thing is I got to know a few of them and they are human beings with interesting personalities, feelings, and loved ones. In the grand scheme, these low-level sellers are small fries and don't belong in prison.
"How to Make Money Selling Drugs" reveals that the real big bucks are made in the law enforcement, drug testing and prison industries. Each year, the U.S. spends more than $51 billion on the local, state and federal level to fund the drug war. This money would be well spent if it effectively protected public safety and health --- but instead it has dismantled families and communities, while reinforcing violence, overdose and illness.
Fortunately, the public is growing more aware. A majority of Americans believe the drug war has failed and support reforms such as decriminalization of marijuana, according to the Pew Research Center.
There is also a growing number of prominent leaders from across the political spectrum, including the presidents of Colombia, Guatemala and Uruguay and former Mexican president, and organizations like the Drug Policy Alliance, promoting alternative approaches rooted in human rights and science.
I want to make clear that I am not looking to glamorize the drug trade. But it is important to understand that little is to be gained from stigma and demonization. It may sound unconventional -- but if we are to truly tackle the question of how to live with drugs -- be they marijuana, alcohol, cocaine, heroin or anything else -- and have the healthiest possible society, we have to look at all sides of the issue.
Our task is to think critically and explore sensible alternatives to drug war policies, which have essentially resulted in a war on regular people who are far from mythical bogeymen.
Watch: The human toll of Mexico's drug war
Follow us on Twitter @CNNOpinion.
Join us on Facebook/CNNOpinion.
The opinions expressed in this commentary are solely those of Adrian Grenier.


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I am highly impressed and deeply moved with the way a customer's concern gets prioritised and gets attended to. I felt com - pletely engaged due to the ownership taken from customer support team.
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Note Did you want a Help topic instead? For bare-bones steps on inserting pictures, see Insert a picture or clip art.
Put photos into PowerPoint and make them look their best. Explore the ways to insert photos; use picture tools to crop and resize them; and use picture styles to give them frames or other border effects. You'll also see how to keep photos from inflating your presentation's file size.
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What does SEC mean in Sports?
This page is about the meanings of the acronym/abbreviation/shorthand SEC in the Community field in general and in the Sports terminology in particular.
Find a translation for SEC in other languages:
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- second, sec, s(noun)
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"SEC." Abbreviations.com. STANDS4 LLC, 2014. Web. 27 Dec. 2014. <http://www.abbreviations.com/term/97478>.
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Sometimes finding that perfect garment to wear at work can be incredibly different. We at Workwear Express provide an extensive range to ensure that no matter what you require you will find the ideal clothing addition for you offering a comfortable fit and fashionable appearance, while also maintaining that stylish image that you would want to portray.
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Dave Spaulding is back with another Tactical Tips Series, this time focusing on pocket pistols. With the growing interest in small handguns across the country for personal protection, Dave and Ruger® felt it was important to educate the public on the skills needed to properly carry and shoot these firearms. So follow along as the 2010 Trainer of the Year breaks down the basics of the pocket pistol! In this episode Dave give some basic instruction on how to separate yourself from an attacker so that you may draw your firearm and finish the fight.
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The Associated Press
LAUSANNE, Switzerland (AP) -- For wrestling, this may have been the ultimate body slam: getting tossed out of the Olympic rings.
The vote Tuesday by the IOC's executive board stunned the world's wrestlers, who see their sport as popular in many countries and steeped in history as old as the Olympics themselves. While wrestling will be included at the 2016 Olympics in Rio de Janeiro, it was cut from the games in 2020, which have yet to be awarded to a host city.
The executive board of the International Olympic Committee reviewed the 26 sports on its summer program in order to remove one of them so it could add one later this year. It decided to cut wrestling and keep modern pentathlon -- a sport that combines fencing, horse riding, swimming, running and shooting -- and was considered to be the most likely to be dropped.
NEW YORK (AP) -- Banana Joe didn't monkey around this time. The little affenpinscher with the bouncy step and shiny black coat walked off as America's top dog, winning best in show at the Westminster Kennel Club.
Affectionately called a monkey dog because he looks just like one, Banana Joe made up for near misses the last two years at Madison Square Garden. The 5-year-old wagged his tail a mile a minute and stuck out his pink tongue after earning his 86th best in show title overall. An old English sheepdog only 20 months old was picked as the runner-up on the green carpet of the Garden. Swagger the sheepdog drew the most cheers, but judge Michael Dougherty picked Banana Joe.
GAINESVILLE, Fla. (AP) -- Kentucky's Nerlens Noel rushed back on defense, blocked Mike Rosario's layup from behind and then awkwardly landed on his left leg.
He crashed into the basket support, dropped to the ground and started screaming as he clutched his left knee. It may have been his final play of the season. Noel, the nation's top shot-blocker, injured his knee with about 8 minutes to play in the 25th-ranked Wildcats' 69-52 loss to No. 7 Florida.
Noel was pushed through the hallways of the O'Connell Center in a wheelchair, with his left leg extended and in a brace. He was transported to Shands Hospital on Florida's campus for tests, but was expected to return with the team to Lexington, Ky.
DEERFIELD, Ill. (AP) -- Chicago Bulls star Derrick Rose still has no target date for his return from a torn anterior cruciate ligament in his left knee, and he even indicated he might sit out the season.
In an interview with USA Today, the three-time All-Star point guard said he's "far away" from being ready to play. Rose has been practicing and traveling with the team, but he has no specific timetable for a return from an injury he suffered in the playoffs last season. Rose tore the anterior cruciate ligament in his left knee during a playoff-opening win over Philadelphia, and the top-seeded Bulls wound up losing to the 76ers in the first round.
BOSTON (AP) -- Boston Celtics guard Leandro Barbosa has a torn ACL in his left knee and will miss the rest of the season.
Barbosa injured the knee in Monday night's game against the Charlotte Bobcats. An MRI revealed the injury. Surgery had not yet been scheduled. Barbosa has averaged 5.2 points and just over one rebound and one assist in 41 games for the Celtics.
PEORIA, Ariz. (AP) -- Felix Hernandez and Seattle reached agreement on a contract that is expected to make the Mariners ace the highest-paid pitcher in baseball.
Hernandez's deal is expected to be for $175 million over seven years. Terms of the contract were not released by the team. Hernandez and general manager Jack Zduriencik will hold a news conference in Seattle on Wednesday afternoon, when Hernandez is expected to sign the contract.
VIERA, Fla. (AP) -- Gio Gonzalez arrived at spring training with the Washington Nationals and maintained he has not used performance-enhancing drugs.
The Miami New Times reported last month that Gonzalez was among a half-dozen major league players listed as receiving PEDs in purported records of Biogenesis of America LLC, a now-closed anti-aging clinic in Coral Gables, Fla. Gonzalez hopes to be exonerated.
Gonzalez, a 21-game winner last year, denied the allegations on Twitter on the day they were reported.
TAMPA, Fla. (AP) -- Alex Rodriguez will not report to spring training with the Yankees' position players and will work on his rehabilitation from hip surgery in New York.


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Tong Zhang
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iPhone Game Review: Westbang
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iPhone Game Review: Westbang
Reviewed by LordGek
In the old west people often had to wear multiple hats, as it were. I mean, heck, you somehow ended up as the sheriff and banker in this town. You sit behind the counter watching the townsfolk come in to deposit their money (strangely, none of the legitimate bank customers bother to withdraw money) and, well sadly, more often than not bad men come in to try and withdraw ALL of the money over your dead body. This is not good.
This game would appear to be a typical tap shooter like many you may have seen before. There are three doors in front of you that will fly open at random intervals with good townsfolk or nasty bad guys, you know the drill?or do you? This game packs a powerful gameplay twist that, while simple to explain, will make the spazzy action stars out there squirm in their fancy cowboy boots. The gameplay twist I speak of? The simple fact that in the ol? west it was considered bad form to shoot a guy who hadn?t even pulled a gun on you. So there you are watching the doors when suddenly the skuzziest deadbeat this side of the Mississippi is standing in front of you. Is he here to open up a checking account? Not likely. You know he?s come here for no good but if you just blast him right as he walks in it would be considered in poor taste (and you?d lose a shiny badge), at the same time if you just sit there staring blankly at him he will eventually pull a gun out and blast at you (which also would result in the loss of a badge). Lose all of your badges and the game is over. So really the only thing you can do is WAIT for him to begin to draw on you and only then would your shooting of the punk is justified. If you just had the one door to manage this task might be manageable enough but you?ll need to keep your eyes peeled on 3-4 doors flipping open and closed with all likes of bandits and normal townsfolk. If this weren?t enough to keep track of, in all but the easiest difficulties you?ll need to keep an eye on your ammo as you?ll need to reload every six shots (or maybe sooner if you have a few moments to spare in between gun fights). Lastly you?ll occasionally see a crate outside one of your doors that you can try to shoot open for a random prize (or nasty trap). Every few levels you can play sort of a bonus game where you have a showdown with some of the town?s nasty bad folk. These feature a new twist in that: instead of drawing, some opponents will raise a white hanky in surrender (shooting a surrendering opponent, of course, will result in the loss of a badge).
So now that you understand the basics which of the game?s four modes interests you? There is the Good (nice starting difficulty that will even let you endlessly retry your last level with one last badge), the Bad (standard difficulty), the Ugly (starts you right off in the game?s hardest level), or Time (a tough mode in which the bandits can draw on you at ever increasingly ridiculous speeds)? Each game mode tracks its own local and global scores (although to see the global scores you?ll need to jump out of the game and onto your web browser).
While the still images of the townsfolk and bandits are decent enough in their 2D splendor, don?t expect any amazing animation as most of the bandits seem to only have three different states (standing there unarmed, weapons drawn, or quickly falling to the ground in a clump).
The game?s sounds are pretty great. A good western soundtrack (although only for the Main Menu it seems) and all sorts of appropriate sound effects (gun shots, doors opening/closing, bad guys groaning in pain, etc.) in the game itself. It definitely supports playing your own iPod music if you so desire in the game.
-A great pickup and play tap shooter with an intriguing (even if frustrating) twist.
-Saves your game state on exit.
-Local and global high score boards for each game mode (even if you need to go out of the game to see the online scores).
-Four game modes/difficulties to fit just the right level of challenge you?re looking for at the moment.
-A wide variety of baddies (21), each with their own personalities, quirks, and timing.
-If not sure you?re ready to take the plunge on the full version, just try out the free demo (link provided at the end of the review).
-Waiting for the baddies to draw on you takes a while to get used to and can be extremely frustrating (I often find myself still just shooting instinctively as the door opens to a baddy and am docked a badge accordingly). While it?s hard to call this basic element that makes this tap shooter unique a con, it could frustrate some.
-The game has online scoring (yeah) but expects you to leave the game if you want to see it (boo).
This game hooked me a lot harder than I would have thought. That simple tweak of having to wait for the baddy to draw on you makes this game so intriguing and at times frustrating as it means you not only have to quickly sum up friend or foe as the door first opens, but still keep an eye on bad guys already standing in the doorway as you still need to be ready for what may show up at any of the other doors simultaneously. If even slightly a fan of clever tap shooters at least give the lite version a spin and see if you then NEED the full game for more.
Ratings (scale of 1 to 5):
Graphics: -3.5-
Cartoony 2D sprites with minimal animation.
Sound: -4-
The game?s music, while decent, is only for the Main Menu, but the in game sound effects are pretty dead-on and compelling.
Controls: -5-
The controls couldn?t be simpler, simply tap on one of the doors to fire at whomever is standing there.
Gameplay: -5-
The gameplay is so simple and complex simultaneously. You can never get lazy nor get too gun happy but instead must be ever vigilant and fire at just the right moment. I also loved how they not only keep adding new elements as you continued in any of the game modes but that, with the four game modes to choose from, you are bound to find just the right fit to the level of challenge you are looking for (a long easy game with endless continues or a brutally quick and dirty game).
Playing Hints and Tips:
-Read the tips before each level! As each successive level add new elements and opponents those quick blurbs before the level not only introduce your new opponents but give you a bit of a clue as to what kind of behavior you can expect from them (slow to draw, need to be shot twice, etc.).
-Get those bonus points! If you work it so you shoot multiple legitimate targets in rapid succession, fire on an opponent within milliseconds of drawing, or make it though a level without any mistakes, you can earn yourself some bonus points.
-Careful with those crates! While the crates can give you a big cash bonus or even a life, you?ll need to avoid the bomb and, as the crate takes 5 shots to open, it can act as a bullet sink so you?re left empty when a bad guy suddenly draws on you.
Game Facts:
Rake in the Grass
Release Date: May 22nd 2009
Version: 1.2 (OS 3.0 Tested)
Genre: Tap Shooter
File Size: 8.5 MB
Price: $0.99
Lite Version:
iTunes App Store
Full Version:
iTunes App Store
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Trend Alert at Home: Stripes
We asked popular bloggers and designers to share how they're using our March issue Trend in their homes and wardrobes. Plus, see our editors' favorite striped pieces
By Hannah Martin
Jesse Carrier and Mara Miller of Carrier and Company
We love the depth and texture created by layering patterns. In our entry, weve combined the soft stripes of a vintage wool shag area rug with the crisp lines of our David Hicks end tables. Even the stack of books and woven basket provide additional layers of stripes.


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Bottle Bank Arcade-What Happens When We Make Choices Fun?
In this video, the fun theory is tested using a glass bottle recycling bank. The question posed: "Can we get more people to use the bottle bank by making it fun to do?"
The video shows that a traditional bottle bank converted into an arcade game was used 100 times, while a conventional bottle bank was used two times during the same period.
Other examples include a piano staircase, an invention that makes it more appealing to take the stairs instead of the escalator, and the world's deepest garbage bin, an effort to reduce litter.
The videos are part of a marketing initiative created by Volkswagen Sweden and ad agency DDB Stockholm. The campaign extends to a Fun Theory award competition, in which entrants presented the idea or invention that best demonstrates the theory. Videos of the winner and runner-up inventions are posted on the The Fun Theory site.
The campaign asks, "What Happens When We Make Choices Fun?" and answers itself: "Fun can obviously change behavior for the better."
These videos are part of a viral video campaign created by Volkswagen Sweden and advertising agency DDB Stockholm.
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