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Member Since 25 Nov 2009
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#3943858 Denied Gladiator

Posted Catalystics on 19 September 2013 - 04:42 PM

Sorry Daddy Birdski.

#3943621 Cut-offs

Posted Spinmove on 19 September 2013 - 04:40 AM

please nerds, this is not the forum for discussing this

#3943631 Cut-offs

Posted kannetixx on 19 September 2013 - 05:32 AM

View PostSpinmove, on 19 September 2013 - 04:40 AM, said:

please nerds, this is not the forum for discussing this

lol goes from a thread about going 0-20 to..

yo who is that chick taking a dick  as your avatar?

#3927950 Resto basics

Posted Bigmoran on 18 August 2013 - 06:46 PM


Here's the part where I shamelessly promote myself :duckers:





#3927947 Resto basics

Posted Bigmoran on 18 August 2013 - 06:42 PM


Resto Druid playstyle can be visualized by two extremes.

On one side, we have VERY agressive Resto Druid, who often sacrifice good positioning so that they can control the enemy team as much as possible. Though he doesn't play anymore, Drmayo was probably the icon of this playstyle. If you find old videos of him, you will see that he is almost always using his globals for crowd control spells over healing spells.

The advantage of this playstyle is that it CAN minimize the damage that your team takes and it can maximize the damage that your team is allowed to put out. If you as the druid are constantly using your CC on enemy melee DPS, your caster partners wont be getting interrupted as often.

The disadvantage to this playstyle is that you will often be in a position to take CC. Cyclone has a shorter range than most CC abilities. Because of this, when you are casting Cyclones, you will more than likely be in range to be Polymorphed, Feared, Hexed, etc. Also, because you are using more globals on CC, keeping uptime on HoTs can be more difficult. Because of this, if you do take a CC while playing offensive, there might not be enough HoTs on your partners to keep them up for the duration of the CC.

On the other side of the spectrum we have a very conservative playstyle. In this type of play, the Druid will often be at a pillar and at max range from his opponents, and will be using the majority of his globals to apply and refresh HoTs on his teammates. The bulk of CC this type of Druid will put out are in the form of an NS cyclone every 1 minute. This type of playstyle is really easy and generally works for high CC comps such as MLD and God Comp. The downside, which is just a personal opinion of mine and not an objective position, is that this playstyle is very boring. It reminds me of Holy Paladin gameplay in prior expanions.


Resto Druids are probably one of the best, if not the best healer at the moment and they are very versatile, meaning they can fit into many different comps. In ni particular order, here are the top 5 comps for resto druids this season:

1. Ele Shaman / Shadow Priest / Resto Druid
2. Frost Mage / Shadow Priest / Resto Druid
3. Frost Mage / UA Warlock / Resto Druid
4. Survival Hunter / UA Warlock / Resto Druid
5. UA Warlock / Ele Shaman / Resto Druid

#3927944 Resto basics

Posted Bigmoran on 18 August 2013 - 06:31 PM

Splitting up my post into two parts.


There are three Nature's Swiftness macros I use:

Nature's Swiftness + Healing Touch (for big burst healing)
/cast Nature's Swiftness
/cast Healing touch

Nature's Swiftness + Cyclone (to land guaranteed CC on an enemy)
/cast Nature's Swiftness
/cast Cyclone

Nature's Swiftness + Hibernate (good against other druids and shamans in ghost wolf who do not have DoTs on them)
#showtooltip Hibernate
/cast Nature's Swiftness
/cast Hibernate

Focus Macros:
Both of these macros are especially good for actively CC'ing 1 target. You can set a target on focus to CC to free up your target frame for healing.

/cast [target=focus] Cyclone

/cast [target=focus] Entangling Roots

Defensive Macros:
This is a one-botton WTF macro. It uses your health increasing abilities/items all at once

/cast Might of Ursoc
/use Tyrannical Gladiator's Emblem of Meditation
/use Healthstone

Innervate Macros:
I use two innervate macros. The first is to always innervate myself. After countless times accidentally innervating my melee DPS partners, I finally decided it would be best to have a means to always innervate myself. The second macro is just for the situation that I have to innervate someone else. When pressed, the second macro will innervate the player that your mouse is currently highlighting.

/cast [@player] Innervate

/cast [@mouseover] Innervate

Pounce Macro:
I use this macro to free up 1 space on my cat form bar. When not in stealthed, it uses Prowl. When in stealth, it uses Pounce.

/cast [nostealth] Prowl
/cast [stealth] Pounce

Symbiosis Macro:
This macro can be risky. It will use Symbiosis on first press and will cancel Ice Block on second press. Be careful spamming this one. It might be a better idea to make another macro to bind /cancelaura Ice Block into a different spell, such as Rejuvenation.
/cast Symbiosis
/cancelaura Ice Block


The major addons I use are:

Gladius - Arena Unit Frames that track CC's and DR's on enemy players. http://www.curse.com...ons/wow/gladius
LoseControl - Shows major CC auras in more visible places of your screen. http://www.curse.com...wow/losecontrol
VialCooldowns - Shows the cooldown of opponents on their nameplates. http://www.curse.com...w/vialcooldowns
Interruptbar - Shows the cooldowns of interrupts on a moveable bar. http://www.curse.com...ow/interruptbar
OmniCC - Shows the cooldown in customizable time formats on top of your abilities. http://www.curse.com...ons/wow/omni-cc
MikScrollingBattleText - Combat Text replacement for WoW that you can customize with event notifications. http://www.curse.com...ing-battle-text

#3938353 Disqualified for no reason.

Posted Raphner on 12 September 2013 - 04:10 PM

Posted Image

#3905757 What Do rshammys need to be Competitive.

Posted Bigmoran on 29 June 2013 - 04:17 AM

I'm very skeptical about the talk of shamans being bad. I should disclaim however that I am a rDruid and my opinion will be biased as such. Nonetheless, I would like someone to point to the bad that is afflicting rShamans.

As mentioned in this thread, people claim that shamans are too easily trained by ferals and eventually get torn apart. My only retort is that feral druids also happen to be quite strong versus resto druids, and I don't find that a reason to believe that resto druids are bad.

Just because a class/spec has some natural counters doesn't mean the class is rendered useless in EVERY situation.

I think we should remember that rShamans have one of the BEST defensive mechanics in the game. (one that they don't even have to activate)

Nature's Guardian

Is it their healing throughput that makes shamans bad?
Is it their lack of CC's?

If someone could give me exact reasons as to why resto shamans are BAD, I would be humbled by your discussions.

#3830013 Showtooltip for more than 1 Spell

Posted hertzuk on 01 January 2013 - 09:31 PM

View PostCaredude, on 28 December 2012 - 10:46 AM, said:

#showtooltip [nomod]Prayer of Mending; [modifier:shift/ctrl] Fear ward;

/cast [nomod] Prayer of Mending; [mod: shift,target=player] fear ward; [mod:ctrl,target=shadowfiend] fear ward;

this is a kind of a type i like a lot when i have binded multiple spells to 1 binding, i think u can do it with more mods aswell :)

what the fuck.

#3895832 Help salvage s13: We need Hunters fixed!

Posted brosearch on 06 June 2013 - 06:09 PM

Please guys post on official forums too. I would love to que again, but Hunters alone ruin arena.

I want to start by clarifying that I have no personal animosity against Hunters. I am not the typical wow pvper who wants to see xxx class nerfed into oblivion because I have a long lasting hatred toward said class. Having said that, arena is totally unplayable currently because of Hunters. Yes it is unplayable; this is not an exaggeration. There is absolutely no chance of enjoying arena while hunters exist in their current state.

I am not making this post to whine about WOW or MOP. I prefer not to do such things. I am not going to make a long post about all the changes this game needs in order to have amazing pvp. I can deal with many absurd things happening in this game. I can deal with elemental shamans getting proc after proc and doing a ton of damage without casting. I can deal with mages not casting and doing crazy damage in a deep freeze. I can deal with feral druids hitting really really hard. I can deal with death knights having more trinkets than the pvp vendor. I can deal with a destro locks chaos bolt during their cds. I can deal with shamans having a 36 sec tremor totem. I can deal with psyfiend being extremely annoying. Clearly, there are many things in this game which present unique challenges. However all of the things listed above are avoidable and/or defendable. One of the key attributes among good players is their ability to counter imbalances such as these through the use of CDs, positioning, and coordination with their team.

That is the key point where Hunters step into a realm of God status. A Hunters arsenal is such that other players are entirely subject to the will of the Hunter. If a Hunter wants, he gets. If I beat a hunter team, it’s because he failed to beat me because of his mistakes. I didn’t beat him; he beat himself. I am being 100% serious here. With all that a Hunter can do, a loss on his part is his fault. Moreover, he could have done something different and there would be no way in which I could have beaten him. That is unacceptable. This is precisely why arena currently can’t be played seriously, and more importantly it can’t be enjoyed.

I won’t list all Hunter abilities. Rather, ill list the abilities or reasons why a Hunter is so governing.

1. The damage a Hunter does is far beyond high. This is the biggest problem with Hunters. The damage output they are capable of doing is not acceptable. It’s not healable in any way. You can’t stop it, and you can’t LOS it. Hilariously, the Hunter isn’t even the one doing most of the damage. His pets are the ones doing a majority of the damage, and those pets move like superman so you aren’t getting away. I am not sure why Hunter damage went up in 5.3, but it’s out of control right now in a big way.

2. Their control is instant, there is a lot of it, it’s ranged and it’s unavoidable. You can’t stop /cast [@focus] scatter trap, or /cast [@focus] pet stun thing, or /cast [@focus] silencing shot, and they can full trap off scatter or the pet stun OR the disengage 8 sec AOE physical root. Any hunter can land a full trap if he uses his disengage root, pet stuns a healer’s partner so they can’t eat the trap, or simply coordinates with his team. However he doesn’t even need a full trap for kills BECAUSE his damage is so damn high/instant/unavoidable. To make matters worse, they can Readiness and have access to scatter, trap and silencing shot yet again lol. In past expansions, if you ate traps, you could survive hunter cleaves. It’s truly sad but this is no longer the case. This just might be from a warlock perspective, but if I try to stand on my healer for the 3 secs scatter is on him, I’ll die before the trap even activates. Literally I have to gateway the instant they connect on me or I am dead. I can’t tell you how many times I have used my pet sac, unending resolve, fel regen and healthstone all right away, only to die through all of it as if I pulled a raid boss who one shot me.

3. The hunter isn’t controllable in any reliable way for the first few mins of a game. BM provides a trinket effect, they obviously have the regular pvp trinket, and they can readiness BM too. These are 3 ways in which the Hunter is able to free himself of any CC which enables him to assert his control and damage as he sees fit. If he wanted, he has other ways to avoid additional control attempts too, but I’ll just leave those out for now. Back to the point, you can’t stun a Hunters opener, or fear or blind it. He is going to be free period. This is a massive problem because he also has the other 2 arrows in his quiver as I mentioned above (his unreal damage and his puppet master like control). If the hunter wasn’t able to do insane damage to people, then he being free would be far less of a concern. If a hunter wasn’t able to control a healer so easily, reliably, and in a way that can’t be avoided, then him being free would also not be such an issue. However he does have all this damage and all this control, so giving him the ability to remain free to assert these things makes matters infinitely direr.

These 3 main issues combined are what make Hunters the problem they are now. 5.3 brought some changes that enable me to play my warlock in a way that is somewhat enjoyable now (I can actually do some meaningful damage). I would love to que 3v3 again, but every time I do there is an onslaught of Hunter teams who basically win by default. About 80% of all 3v3 teams have a hunter, so there is no escaping them. Additionally, it’s not just warlocks who get absolutely destroyed by these Hunter teams. When you are a God among mortals, you take everyone to pound town. NO class can really enjoy arena as long as Hunters stay like they are. I sincerely hope even Hunters themselves realize it can’t be fun like this. Lebron James wouldn’t go play basketball at the local gym because it’s not fun to play versus those who stand no chance at winning.

I challenge anyone to go watch some streams of 3v3. You will see how prevalent and utterly dominant Hunters are. Even vs. top players, they impose their will with little to no effort. I know blizzard isn’t a fan of pvp only fixes but I don’t see any other way in this situation.

Their damage needs to go way down, the BM trinket effect removed altogether, and their control must be reduced (maybe make a target immune to scatter if he has been silencing shot and vice versa). No class should have it all. If nothing is done about Hunters, this season is completely lost. There is no debating that fact.

Thanks for your support and consideration.

#3881985 PSA : Turn VoDs off if you're going to cheat!

Posted Wbushlol on 29 April 2013 - 05:48 PM

Just in case he deletes the VoD:

#3873926 Boomkin in 5.2

Posted Hackattack3 on 11 April 2013 - 02:55 PM

View PostNadagast, on 09 April 2013 - 10:21 PM, said:

Well the post I was replying to got deleted...

Anyone else have any input on Boomkin?  From what I've heard (and experienced in arena) your 3 minute oneshot is pretty strong, but depends too much on procs to be fun?  And outside of your 3 minute CDs, how's the damage?  Too low?

I have to admit, the way Heart of the Wild works currently really appeals to me.  Being able to throw gigantic heals for 45 seconds seems really cool.

It's not nearly as bad as people are making it out to be.  You have great flexibilty with symbiosis, feels like a different class sometimes with how game breaking the symbiosis buffs can be.  Notably cloak of shadows, purge, and 1 min disarm (from monk).  Switching symbiosis can have a huge balancing effect with matchups vs melee and spell cleaves and its probably my favorite part of playing boomer this season.

There are a lot of great things about boomer, mainly the aoe damage/pressure from dots + starfall and mobility.  With the new displacer beast speed bonus you can zip around maps with ease.  Off healing is amazing, especially with heart of wild which is quite broken.  You can even get more than 45 sec out of the heal by refreshing rejuvs at 45 sec.  I get 50-55k crit heals with rejuv and I've seen a 571k crit heal with HT+NS+HotW.  You can off heal with little to no drop in pressure damage by just throwing out HOTs, occasional HT + NS, or hard casting HT while dots are rolling.  

The damage is VERY good, inside of Cds it's insane and even outside of CDs the damage is really rolling when you are in eclipse.  I don't know what other classes the boomers play that mentioned burst earlier but its really not THAT hot and cold.  Obviously classes with %crit increase modifiers and buffs will feel like their burst is more consistent and less RNG (i.e. mages).  Once in a blue moon you will rip of 3xstarsurges, 1 or 2 will crit and something will fall over but that's not exactly balanced.  

The only negatives I see with boomer are only one "out" from cc/stuns (trinket), no execute ability, and no passive snare.  You basically have to save CDs for when you have trinket up b/c its too easy to focus stun or control a boomer when he's big chicken angry mode.  Maybe because my other class is a BM hunter and I always have BW up for stuns but the class feels easy to control.  No execute ability makes it difficult to finish a target without help or a huge crit.  It takes a few spams of moonfire before its actually doing damage.  The lack of a passive snare (dks, mages, wars, etc) to hold shit still while you nuke can be annoying but easily countered when you run with a control class (rogue + boomer is lovely).  

Currently I feel boomers excel in 2s and larger scale pvp (5s, rbgs) due to solar beam abuse.  I feel like 3s are the worst bracket because its easy to either train or focus the boomer with cc to control damage when you pop Cds and the crazy off healing with HotW doesn't make as much of a difference as it does in 2s vs other 2xdps or a dps/healer that you can basically heal through (spriest/healer, mage/healer, ret/healer, rogue/healer).  If you mainly do 3s I would recommend trying out some 2s and rbgs to really see your boomer shine.

Happy hunting.

#3871759 Spell animation video guide?

Posted WildeHilde on 06 April 2013 - 08:08 PM

Looking for feedback. Do you like how this one is done? Want to get some opinions before continuing to the other classes.

#3871962 Spell animation video guide?

Posted WildeHilde on 07 April 2013 - 09:17 AM

Second part of the animation guide series. This time it's about warriors and shows the cooldowns like Synkz suggested. Monk is up next.

#3804954 Arena exploit fixed, mass ban inc/gear removed

Posted Zaephyr on 14 November 2012 - 04:46 PM

View PostMahmoudlolz, on 14 November 2012 - 04:39 PM, said:

u mirin guys xd?

You think you're trolling

but you really really do care about this game too much

you're only trolling yourself

just end it mate