Three Irish Girls - Springvale DK at Eat.Sleep.Knit
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Three Irish Girls Springvale DK - Suggested substitutes
Springvale DK - The Fiber Universe
A list of potential substitutes, if you can't get hold of Three Irish Girls Springvale DK, with detailed advice and warnings about any differences. Yarn > Springvale DK Attribute: Dorian Gray - $27.50 Fern Frond - $27.50 Five OClock - $27.50 Lucerne - $27.50 Lucky Penny - $27.50 Manic Panic (Out of Stock) Matterhorn - $27.50 Mr Heat Miser - $27.50 Mr Snow - $27.50 Shake Your Tail - $27.50 Skinny Jeans - $27.50 Summer Magic - $27.50 Toes inthe Sand - $27.50 Up and Away - $27.50 Winter Birch ... Soft, smooth, and very versatile. Lovely fiber memory and loft. High quality, fine merino wool. Colors appear very vibrant. 100% Merino Wool; 270 yds; 5-6 sts/in US 4-6; Wt 3.5oz Sweet Georgia: Tough Love Sock, Bulletproof Sock, Superwash DK. Three Irish Girls: Springvale Worsted, Springvale DK, Springvale Sock, Adorne Luxe. Wool and the Gang: Tina Tape, Billy Jean, Feeling Good. West Yorkshire Spinners: Bo Peep DK Springvale DK. Springvale DK from Three Irish Girls is the perfect washable wool yarn - squishy soft, with tons of bounce and loft. One touch is all you'll need to fall in love with this 100% superwash DK weight yarn. Springvale DK is an ideal choice for sweaters, accessories, and really just about anything. We are proud to present the Jagger Spun Collection of fine quality yarns. Jagger Spun offers you a unique collection of 100% worsted spun wool and wool-silk yarns that have been developed and manufactured in Maine. Soft, smooth, and very versatile. Three Irish Girls Springvale DK is a soft and squishy, 100% Superwash Merino yarn. Springvale DK has the perfect amount of stretch and bounce creating an ideal yarn for knitting just about anything from hats and cowls to sweaters and blankets. Springvale DK from Three Irish Girls is the perfect washable wool yarn - squishy soft, with tons of bounce and loft. One touch is all you'll need to fall in love with this 100% superwash DK weight yarn. Springvale DK is an ideal choice for sweaters, accessories, and really just about anything. Home > Products > Springvale DK - YARN BASE INFORMATION ONLY (to order, follow link below) Springvale DK - YARN BASE INFORMATION ONLY (to order, follow link below) $0.00. Quantity. Sold Out. This page ... Three Irish Girls Springvale Worsted is a soft and squishy, 100% Superwash Merino yarn. Springvale Worsted has the perfect amount of stretch and bounce creating an ideal yarn for knitting just about anything from hats and cowls to sweaters and blankets. It is made in the USA from high quality merino that has been carefully dyed in vibrant colors.
A few small things to make your heroic group more successful - Tanking Version
2011.02.23 06:29 darigazzA few small things to make your heroic group more successful - Tanking Version
First of all, the disclaimer. *This is by no means a comprehensive list, nor was it meant to be. *This is intended to be dedicated for tanks. *This isn't meant to teach you HOW to tank, it's made with the assumption that you have basic understanding of your tanking class, but some small tricks you may or may not be using. *This is mostly assuming you are doing this with a PUG group, and you can not/should not reilably assume the PUG dps will be doing their job, as some of these can easily be designated as DPS tasks. *This is not trying to each you how to gear, how to gem, how to enchant. *A lot of the examples will come from HoO, Grim Batol, Deadmines, and Stonecore, SFK, which are commonly regarded as some of the "harder" heroics. *General Things: * -Understand the mechanics of the boss fights. There's a few layers to this. -The mechanics that will KILL you if you don't move out of it. Examples would be the rock throw/burrow from stonecore, Ground Slam/Shatter from Stonecore. -The obvious mechanics, usually involving running out of void zones after they are cast. Examples would be Anraphat's Alpha Beam from HoO. -The obviously mechanics that involves you moving pre emptively, otherwise you take a bunch of damage. Slabhide's lava and crystal storm comes to mind. This may not kill you, but it could run your healer out of mana a lot more quickly than needed. -The oh crap burst damage coming better use a cool down mechanics. Throngus's dual blades, Enrage effects on the first boss in Grim Batol, Add spawns during Commander Springvale, etc. -Know your interrupt! This wasn't as reliable for a prot pally before 4.0.6, but with Rebuke now available, don't expect the DPS to do it, do it your self! (Yes I know most tanks don't get hit cap anymore, but how do you know if your pug DPS will be hit capped?) One of the most annoying trash packs to heal are the first few packs in Stonecore, if you don't have the CC, once you drop your initial threat on Milhouse (Shield/HoTR), switch your target mob to the Earthshaper, and interrupt it's transformation! -Know your racials! A lot of people tend to think racials are purely for PvP, and while that is true, they can be very helpful in PvE situations also. BE racial can mitigate a ton of damage against a group of caster mobs. Warstomp can mitigate a ton of damage period. Human racial can break you out of snares on certain fights (static in Vortex, comes to mind). -Do NOT be shy about using your cooldowns! I can't emphasize this enough for all tanking classes. Your CDs are usually 2-3 min and you usually have a few, that means if you pop them to start the pull on a big pack, use another one the next pack, and the first one will be up again. Also, there is no reason to save your cooldowns for when you're about to die (Ardent Defender and LoH excluded here). It's actually most likely more helpful if you pop your Guardian/DP as you're pulling the pack, because by the time it wears off, guess what, a mob will most likely be dead! It's always better to die with your CDs used, die with out using them, and hey, if you didn't NEED them on that specific pack, you saved your healer some mana! -You're not that special! Just because you're the tank and you get instant queues, doesn't make you superior. If there's a healing rain or holy word sanctuary 1 feet away, walk over and stand in it! Click the light well, use the health stone! As a Prot Paladin: -Know your stuns, know what you CAN stun, and use it. Holy Wrath stuns dragon kins, elementals, and undead, using them on big pulls (for example the ghoul pulls in SFK, the 4-5 packs in Grim Batol) can help you immensely. Hammer of Justice can stun some hard hitting mobs, especially during things like whirlwind, which not only saves you some damage, but probably the melee, and saves the healers a lot of mana. -Holy Radiance IS your friend, especially on fights with AoE damage mechanics! Popping a Holy Radiance during the AoE phase of Baron Ashbury, or during Rajh's fire phase helps the healer immensely. -You're not trying to win the DPS meters! This I can't stress enough, and obviously it's situational, but depending on the healer and pug make up, once threat is established, I often find my self using word of glory as a finisher. It's typically a 20k non crit (3 point heal), which to put into perspective, is roughly a non crit big expensive heal (Greater HW, Greater Heal, etc). Also, if threat is established, switch to seal of insight! -If your healer dies, it's not automatically a wipe! I've seen so many tanks just give up when a healer dies, but against most bosses, even a medicorely geared tank can survive for 30 seconds, even a minute. Switch to Seal of Insight, save your LOH for when you're low, use 3 point word of glories. Throw in a flash of light for when a boss is casting something, or doing some mechanic. I've salvaged tons of wipes nearly soloing a boss until the healers run back, or until enough DPS kills the boss (Corborus comes to mind here). -You have a dispel too, purify, removes poison and diseases. Some healers can't remove poison and diseases, some fights and trash have annoying poisons and diseases, it helps your healer a lot if you can remove them. The water elementals in ToT before the last boss comes to mind here, as they have an annoying stackind debuff. As a DK -Know your cool downs! This is an extra point in addition to the general section, as DKs have arguably the best tanking cooldowns for heroics, because they are all on such short timers. With the proper specs, you have bone shield and vampiric blood on 1 minute cooldown, rune tap on 30 second. Lichborne + Death coil is on a 2 minute cooldown assuming you have RP, and when you do it's nearly a lay on hand effect over a few GCDs. Raise Dead > Death Pact on a 2 minute cooldown (best if used in conjunction with vampiric blood). And obviously, Icebound and AoTD. These CDs are extremely helpful on a BIG TRASH PACK more so than bosses, especially if you are lacking in CCs. -It's not a wipe if your healer dies! See the prot paladin section and the cooldown section, chaining your CDs on a boss if a healer dies combined with the self heals mentioned above, along with death strike, can keep you alive for a long time! Use AoTD early if your healer dies to something stupid, as I've see too many DK tanks use them when they are at 10%, which no effect. -Control casters/ranged mobs! DKs again have both Death Grip, along with a ranged silence to control ranged mobs, which sometimes tend to stay in the back and shoot healers. DG is often used, Strangulate is much more rarely used. They are both very very useful. -Know when your AMS can help you! This one is actually pretty huge, as most bosses have 1 or 2 spell damage abilities that can be neglected with AMS, and knowing when to use it makes it an effective cooldown. -Raise Alley. Why not? This could easily be the difference of a 5% wipe and a close kill. No reason not to use it when someone dies, especially if you don't have a druid in the group. These next two classes I havn't personally tanked with at 85, but i have at 80, and I've been grouped with both good and bad tanks of these classes as a healer and dps. As a Druid -Hey, you have CCs too! Sleep and root are great CCs, just because you're a tank, does not mean you can't CC also. Remember to root melee mobs, as rooting casters/archer type mobs have little effect. -There's no shame in pre hotting your self before going into a boss fight, even if it has very little effect. -Certain boss fight allow you to battle rezz. If someone gets hit by Corborus's burrow effect, shift out and battle rezz them before he becomes unburrowed. As a Warrior -Know what you can disarm! This is huge on certain fights, and can act as an additional CD. -Use your stuns wisely, as shockwave is not only a great AoE threat ability, but a great damage mitigation ability. -Refresh your debuffs! This is huge, and I see a lot of warriors, more than other classes not doing it. Demo shout reduces 10% physical damage, and thunder clap reduces attack speed, having both of those up on a pack of mobs or a boss Hopefully we can get some additional inputs from other tanks, and other small things that make your runs easier. And if you've read this, hopefully your next heroic is just a tiny bit smoother.
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