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Male, 35 years old, lives in Mesa, United States

Reinhart wrote


Legion Beta PvP: Unstable Affliction BURST?!
Check out my philosophy channel: become my friend: …

Skyforge Necromancer PvP is super fun!

Skyforge Necromancer PvP is Super FUN! Vod
I had a blast playing necromancer in PvP 3 arena. It was awesome, complex and super fun. Here are some VOD …

Unholy DK #<3MATH you favorite nerd is back with some UH Necro Plague numbers

6.2 UH DK: Necrotic Plague vs Scourge Strike Damage Cost Analysis
Call out to Thastor for letting me use his awesome music in my videos. Here is the Track - its awesome :D …

I am coming back coming back!

  • Oct 16, 2014, 7:10:24 PM

welcome back welcome back

  • Oct 16, 2014, 7:44:55 PM

Welcome back!

WoW Lost Subs. Horizontal vs Vertical progression games. Some Ideas


So first of all lets talk about different types of games particularly close to MOBA / MMOs and we will draw some technical comparison. This is going to be a long post (I think...) so grab a tea, coffee, or if you want to think I am a genius and make this "otherworldly" post and if its legal for you - smoke some pot??? Just kidding but lets get started!

Vertical progression games:
World of Warcraft is a prime example on this one. What is a vertical progression game? Its when the producers provide content for the gamers to consume. Imagine a ladder and you are climbing it once you reach the top there is nothing to climb until you are provided with more steps to climb at the end of the ladder.

Think off World of Warcraft - each new patch and each new expansion we have new cool ways of killing a bunch of monsters or players with different gear and skills - this is vertical progression. Once you done it, there is nothing to do; the game becomes somewhat bland and boring until the developers give you more content to consume. That's why world of warcraft is coming with more and more different patches, raids, and gear every patch so we.... well can consume.

The benefits of this types of games - gives you a feel of individuality, it also tracks your progress via ratings, achievements, mounts and so on and so forth.

Negative side of vertical progression games - easy its once you consume the content the game becomes boring. In addition, the game also feels grindy and its more of the heavy time investment games out there.

This is the main reason why WoW lost 1.3 million subs last quarter - people raided, consumed the content, got used to new PvP done it all and got bored. Everyone waiting on a new patch, new nerfs, new buffs, refreshing gameplay, new monsters to smite wif your mighty SWOAAAARDDDDD, and FIREEEE BALLLLS of steel or some shit.

My Biggest beef, pork and chicken with those types of games is that they feel very grindy and more focused on character development rather than having fun. In addition, these types of games also require you to have online friends to play with and while it looks good on a paper we all know that our REAL LIFE, girlfriends, boyfriends, your mom, gyms, work - will take a huge toll on our gaming and we can find our hours of gaming either diminish or we might have to change hours that we play, leaving us unable to play with current friends and forced to find others. The biggest negative side of this is relying on other people to have fun.

Horizontal Progression Games:

These are very tricky games, and while they do offer some grinding, the main focus of these games is gameplay. They are usually focused around players casually logging in and having fun with out feeling of being left behind due to not having up to date gear and other crap. Good example of vertical progression MMO games is Guild Wars 2:

Gear is free, no leveling when it comes to PvP. PvE gear has a cap and PvE evolves around killing monsters for achievements and fun rather than a shiny new purple. THE PURPLE my friends they are amazing like a brand new car totally worth our time!!!! (sarcasm detected!) WoW challenge dungeons - is a horizontal progression component. Some might argue that arenas or RBGays is the same thing - but I tend to disagree as you need your gear maxed before you can get into good groups thus creating invisible entry barrier and making it very hard for undergeared players to get their ratings.

MOBA why did I mention them? Well they are the prime example of horizontal progression games where people log in to have fun rather than grind. One of the most successful MOBA games is League of Legends (yes some might argue DOTA 2 is best, Smite, Heroes of Newerth, My MOM raids my basement or other mobas). I do not want to argue which MOBA is the best, I just want to go off the MOBA that I have the most fun in - League of LAGANDs and disconnects which is bad, especially when your team relys on that specific lagger that curses you in french and calls you dumb american (true story).

MOBA types of games are known! For their horizontal progression. League of Legends has the most stream viewers, one of the biggest following / community. This game is roughly what 3-4 years old? (no idea honestly its my ball park estimation.) It is certainly "younger" than world of warcraft. It has a bigger following, way bigger and yet there are only roughly 4 maps to play on. Regular classic 5v5, 3v3, dominion, AREM.

So when it comes to amount of content that was developed - World of Warcraft will smoke the crap out of League of Legends. Then why doesn't WoW have as big of a following if not bigger? The simple answer - While LoL does not seem to have as much content as WoW - their content is current! There is no such thing as outdated "useless content" as for example WoW has (BC raiding for XMOGs? Get a life you nuuuurrrddd!) While WoW has more game content most of it is outdated and most of the time irrelevant compared to the current season / raiding. At the same time LoL has same 4 maps that have been played and they are all the time relevent regardless of a patch / season.

Once you got your level, your runes or some shit LoL focuses on having fun, on just logging, getting that que and focus on playing the game rather than "pimping" out your character. Yes WoW has battlegrounds but those are more of a festival of who having the most gear wins type of scenarios. Undergeared random battlegrounds suck ass while in LoL runes do matter but not to the point of blue geared WoW character vs full purple character.

That's horizontal progression games - they focus on gameplay rather than character progression with different PURPLES!!!

The question arises then - why GW2 kinda well you know failed... It had one of the most amazing starts possible when it comes to MMOs. And their philosophy is probably one of the better ones compared to other MMOs. Free gear, free 80 if you want to PvP. Focus on gameplay rather than grind - all this sounds amazing. The problem with GW2 was probably very simple - not enough of a time investment / balancing.

While League of Legends has it flaws when it comes to balance - it is certainly built around rock paper scissors where one champion counters another one. Early vs late game champions, over 100 different ones. And believe me I thought some of the champions are just a complete and uter trash when it comes to high end PvP gameplay and I was suprised by some of the top LoL streamers playing those champions and making them work.

Guild Wars 2 on the other hand felt like Rock, Paper, Scissors, Darth Vader, Atomic Bomb and Ultralisk. While it does have professions and they do have options there are just quite frankly not viable professions, not viable options and lots and lots of cookie cutter builds. I played for 2 weeks GW2 recently 3-8 hours a day and qued against some high ranked premades (30-60 ranked) and my experience was miserable to say the least. I just think there was really no good amount of time investment in the game balancing by itself. While league has 4 maps there are lots of things you can do - support, jungler, ADC, bruiser, AP carry and something in between 2. In GW2 there is only 1 mechanic - node capping, and while it does have some sort of a layer - bunker build, 1 shot 2 shot mechanic, condition builds, roamer. I just do not think it was enough to make the same Battle Grounds enjoyable over and over as LoL. Also Moba games usually take longer time than just 1 warfront.

In my opinion GW 2 Developers need to come out of their mom's basement, roll up their sleeves and be open about their vision of the game, balance, class roles. Develop more interesting profession / weapon choices. In LoL deveopers say this champion is a support, this one ADC, this one is Jungler, this one is bruiser. You know your class role and what it can fulfill while GW2 devs are silent. It is frustrating to play warrior sword and shield while you see other professions surpass you at evertying you do. You do not have a nitch on some professions, and some are straight more effient that you are. What is the point of offering variety of builds if there is a limit to what you can do profession wise (yes taking about warriors - 100blades or go home, Necro - conditionmancer or go home type of scenarios at high ranked play (usually!)). Give the life to builds make Necro axe spec have a specific role, or sword and board warrior, or a melee ranger have the roles that they can fulfill.

I would honestly make a shrine to GW2 if they can come up with more interesting gameplay / professions items in the future. 8 professions cannot simply satisfy our nerd craving theory crafting hunger. Come on with some weapons that transform your professions if creating a new profession feels like a huge time investement. Example: corrupted sword - will transform a Warrior into a Death Knight, Arcane Shield will transform elementalist into arcane melee warrior, dual dagger set will transform thief into assassin. and so forth.

Basically I think the plateform of gaming (no grind easy access) in GW2 is far superior of WoW model that has endless grind attached to it, but where GW2 failed is communication with their fans, balancing issues, and simply not enough content.

Ironically WoW had one of the most fun horizontally progression Battle ground maps - Alterac Valley where people would fight all the time, get the resources, summon avatars, assault bases and have some really long 40 minutes epic battles. People enjoyed it! But for some odd who knows whatever reason Blizzard let it die out with future expansions.

So what is the point of all this that I am typing -

In a hopes that WoW at some point also recognizes that they should tone down vertical progression in their game, its boring! Am I the only one annoyed by a constant gear grind even in PvP? Point capping?

WoW needs some structure again where people log in to have fun rather than progress their character. I have some ideas that I will post in the future blogs and twitt to their developers. Its funny but I did get a few responses from WoW Devs especially when I made a survey compared to GW2 where all I heard are crickets.

WoW needs to amp up their horizontal progression they need to make the game be fun instead of huge grind fest. And if people will seen entertainment in WoW over grind and WoW can provide it with horizontal progression then what we will see is a lot less people unsubbing in between patches and subscriber fluctuations.

Thank you for reading my long ass blog post about vertical vs horizontal progression games. And I will post some ideas in the future. Later!

  • May 17, 2013, 5:05:56 PM

Good read and I agree with it 100% when it come to World of Warcraft and Guild Wars 2. I quit playing WoW a year ago because I was tried of the grind. I work full time and have a girlfriend. When I come home from work, I would just do BGs so I can gear up to do arenas and RBG. and spend weeks grinding conquest to get better gear so I can finally start raising my rating and BOOM new patch time to start over.

  • May 17, 2013, 7:17:59 PM

^ Exactly!! It's hard keeping up with you don't have a whole lot of time.

  • Jan 16, 2014, 6:02:22 AM

That's the reason why WoW should create PvP realms, strictly for PvP insta max lv, max gear free or easy to obtain.

They would kill a few private servers at the same time as the easy to obtain gear is what appeals to a lot of people.

That's why I went back to 3.3.5 realm to do some PvP and I can't get enough of it :P

Reinhart wrote

Affliction Warlock RBG Pressure Master Guide. Think outside the Box!

  • May 1, 2013, 10:34:27 PM

amazing guide as always


Duel vs Hansol

WoW Patch 5.2: Death Knight vs Fire Mage Duel. Ft Hansol!
Check your Hansol's Channel. He is a really good fire mage!
Reinhart wrote

RBG Target Calling guide

Mists Of Pandaria 5.2-5.3 RBG Target Calling Guide
Interested in personal lessons email me at: Scedules; Video Schedule: …
MMO AIDS are cool! DOT Classes Mechanics Blog!

Yo guise tis Reinhart... Your favorite Russian talking. And today we will be talking about Aids.. I mean dots. (not meaning to offend anyone but for some reason I always called DOTs - Aids)
This is going to be a blog about DOT classes and I love them so much, what are the advantages and disadvantages of DOT classes.

First I am going to say why I love DOT classes - Indirect damage - meaning the damage that is there but is simply unseen by your opponent. Dots have been notoriously known for being a very sneaky mechanics that grinds down the players and usually by the time they realize what is killing them it is already too late.

Personally I love the freedom that DOT classes provide. The freedom to do damage and focus on everything else out there.

Lets take a closer look at what DOT classes are good and bad at:


1) Higher awareness, freedom. Now I know a lot of people would argue here but personally I think I have a lot more awareness as Affi lock than as a demo or destro simply due to the ability of the DOT class to focus on control and positioning while the dots are ticking.

DOTs are sort of fire and forget mechanic not that a BIG fire and forget mechanic because DOTs have limited timer but once they are there on a target what else is there to do than to control, set up a kill, position yourself at your advantage?

2) Multi Target Pressure. Another reason why I love dots because in most MMOs DOTs have a very fast application and decent spread (talking about WoW Rift and SWTOR). Due to the possibility of multi DOTing DOT classes usually strive in the environment with limited healing due to their spread pressure

3) Dispell Protection - a lot of DOT classes in MMOs have dispell protection - due to the fact that DOT classes do not have any upfront burst it is essential for them to let their damage sink in. Thats why classes like Affi Lock, SPRiest, (Warlock RIFT) have really good dispell protection that combined with their own CCs or CCs from the other classes further secures your own team's dominance.

4) Synergy! DOT classes have an amazing synergy with either really high burst Damage Dealer like mages, or High sustain damage dealer like DKs, or semi hybrid SPriests. What essentially DOTs do is give an opportunity for your teammate to solo a healer or other DPS with just your plain DOT applications.

1) Lack Dispell protection - DOT classes that lack dispell protection usually find themselves running very limited comps and usually those are heavily combined with the classes that do provide dispell protection. EX Boomkins, Ele

2) Worse in Duels... DOTs are lower Damage. Notoriously known for DOT classes lacking the burst. So therefore if DOT class is fighting a burst class that a burst class has a straight up advantage in 1v1 fight. For example: Affi Lock vs Mages, or basically anything right now. DOT classes that have their primary focus on just DOTs usually ended up being weaker in 1v1 situations. This came from experience of multiple MMOs for me.

3) Healer outhealing?! Another biggest problem for DOTs is that they could be completely useless and they are havily dependent on enemy's healing capability. For example: if the burst in the game is too high than the burst healing should be really high as well. This in fact penalizes DOT classes due to the severe lack of burst and the heaving healing output from healers. In other words DOTs strive in the environment with limited healing or low coefficient healing and usually DOT classes are weak in the environment of high burst healing.

4) Lack of focus in PvP. DOT classes rely on DOTS........ No seriously! If the single target DPS is asking for a DOT class to focus his damage on his target - while it could potentiall bring a bit more pressure single target damage wise, DOT class will measly utilize like 20-30% of his class's potential. Nothing frustrates me more as SPRIEST, or AFFI Lock in RBGs is to call out targets because DOT Classes have to be spinning, corrupting, and basically spreading their aids across the entire enemy team.

DOT classes are amazing, they are very fun to play just simply because there is always a lot to do, having higher awareness and not being completely dependent on their globals to do damage is a great blessing in the PvP environment. Unfortunately lack of burst and the levels of enemy healing could prove that playing DOT class can be extremely frustrating.

Use them on your own risk :)

Da Russian is out!

Reinhart wrote



Hey guys I would like to help this website by creating a NOOK that will help people get started in the industry. It will include constant blogs, guides, videos and so on where people who already been in the industry for a couple of years going to help people who are either interested in getting started or just started.


I am looking for a team (about 2-4 more people). If somebody is interested in getting on board send me an email:

  • Mar 22, 2013, 7:04:03 PM


  • Mar 22, 2013, 9:39:30 PM

Cactus is awesome

  • Mar 22, 2013, 10:54:42 PM

btw reinhart, sent u an email

Zee Desk Night comps and their viability for 5.2

Ok so lets get right into it. I have roughly about 20 minutes to make a blog about Death Knight comps and sort of rank them on their strength and then top glad count viability.

Soooooo lets get started:

Lets talk about our beloved mongo no skill required comps:

Dk R Healer
Death Knight Rogue Healer (preferably disc) Due the the amount of CCs possible on the healer, DK's burst I think this comp will easily make a major come back like season 9. Why disc priest? because they have a good amount of CCs, offensive dispell and yeah they do not die unless its UH DK whaling on them for a good amount of time with out peels.
Forst Better


I get the feeling that windwalkers could be a potentially great replacement for warriors due to basically having everything that warriors had in 5.1 plus gag order. Monks do not have I 1 shot mechanics not that I know off. I know mastery stacking monks can do wonders but I would still rank their burst lower than shadow dance or a Swifty's recklessnessNESS. So basically I think that this comp can do really well especially vs high burst teams that this upcoming season will be filled with. Anybody else like getting openered! RMP says "HI!". But this comp surprisingly will do very well vs RPS/RPD RMP Whatever Rrrrrr. Due to having AMZ + Ring of peace. Basically I think they both monk and DK can good care of each other and thats why I am having a good thoughts about this cleave (hpally pref.) Can work with both UH or Frost as this is more of a sustain damage dealing comp.


Hunters duuu DAMUUGE with their cute pets, MM hunters do not tickle anymore, they can actually molest now (they literally got license to molest by blizzard). So yeah hunter DK healer will work very well. Rogues might be a problem but with good hunter cycling his pets and sacs this should be fine. can work both UH or Frost.

Now here is the thing. With BM hunter this comp is a joke. I ran it, won vs multi rank 1 players KFC. This comp is literally easy as hell.

With MM hunter due to LOS possibility and DK having to enable hunter to do damage and more of a positioning complexity PHDk with MM is not that mongoloidy.


Wull. I mean warriors carried us in 5.1 now isn't it time to take care of them back?! Screw that they took our JOBS! On a serious note though I think that TSG should be fine it will have same burst but over all more sustain and warrior will be more squishy Among all Mongoloid cleaves I would rank this one the lowest to be honest. DK can be both Frost or UH

Now there are other comps possible like ebola and other crap but I just get the feeling those would be represented below these comps and I really do not feel like typing over .8% represented comps or some shit.

Now lets talk about comps that take SHkills to play:

For these comps I think UH DKs are going to be stronger mainly due to multi dot synergy and also execute.

UH Play Healer

SPriest UH DK + Healer prolly could be potentially strongest and the funny thing it will work really well with the Resto Druid this upcoming season. I think this comp is better a bit that UH DK Lock because SPriest's utility box still surpassing UA Lock's but never the less Lock can go Demoor do more damage so not 100% Sure.

Shadow Cleave
Will be a lot stronger due to the fact that it is getting 30 seconds stun and trust me thats a lot from DKs perpsective. Soul Reaper into Asphixiate anyone?! Can't wait. Locks losing some of their control but gaining some surviviability vc cleaves due to passive 10% damage reduction (we lost 3% armor mitigation I Know) and lock's blood horror which is actually really nice. So I would rank this is 2nd best comp

Zombie Chicken Cleave - with boomkin's getting some major awesome buffs (crickets........) Yes 2 extra seconds on Clone, Cenarion Ward a bit of a damage boost, you better believe they will do very well. I ran it with my friend to 2200 this season on KT with KFC infested battle group and my friend finally got his 2.2k achievement. Was awesome, fun comp lots of aids, surprisingly very easy to run. I think this comp can prove to be really strong.

Liberty Cleave - how is it named liberty cleave I have no idea, but I this is going to be the last one on my list I think that this comp overall will be relatively strong but DKs and Mages do not mix all that well together so I think this comp could be glad viable, definately 2.2k viable but it will be at disadvantage.

Ok so those were listed by the easiness to get 2200 and I sperated them between cleaves and actual cool ass comps. Now for glad viability will see I am not sure yet. I would take top 2-3 of each list and tell that those are definately glad viable comps.

  • Mar 13, 2013, 7:45:20 AM

Im thinking actually vanguard cleave could be very viable this season with the ret and disc buffs, and maybe even hitler cleave (That would be hillarious). Always a joy reading your posts, keep it up.

  • Mar 27, 2013, 6:35:19 PM

I run unholy/Spreist/mw monk and we are sitting at about 1950ish ATM. I can tell you right now that it is soon easy to kill healers. When my Spreist gets 3 orbs we stack together with their 2 dps then I grip in healer followed by an asphyxiate. Right after my grip the preist fear bombs their dps followed by a 3 orb DP and a follow up silence on heals, then my pet stun with all of my burst with soul reaper and necros usually lands a kill. Or gets everyone's trinket and a few defensive s as well. Just our way of playing this comp. Plus we have amazing peels with psyfiend + ring of bullshit +grip + 2 disarms for melee cleaves. :)

  • Mar 27, 2013, 7:40:25 PM

Way to easy*. Stupid ipad...


Rogue's Logic about Shuriken Toss:

  • Mar 11, 2013, 7:16:41 AM

Rogues being ninjas. Wow.

  • Mar 11, 2013, 7:37:24 AM

Haha but I do agree the shuriken toss INSANE atm... :P

  • Mar 11, 2013, 7:50:52 AM

the rogue in my team is even complaining himself that it is way too strong right now....


5.2 DK and You

Five Point Two, UH DK and YOU! (Mists of Pandaria Death Knight 5.2)
My Shirt Business well sort of: Follow me on Twitch: …
  • Mar 9, 2013, 6:51:15 PM

Whats with your mage, i thought u play 2.4 rating with him