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#4305294 Tactic's Enhance PvP Guide

Posted TacticMq on 18 December 2014 - 09:58 AM

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If you have any questions or concerns, you can message me on my youtube (youtube.com/tactic1048), on my twitch (twitch.tv/tacticq), add my btag: tactic#1895 or reply here with your question. I'll try to reply ASAP. I've been trying to stream my games more lately since I just upgraded my internet.

If you liked this guide, please rate it and provide feedback. There is a lot of info you need to understand a class in PvP and I want this guide to have all the information needed.

Table of Contents:
1. Introduction
2. Playstyle
3. Spell Priorities
4. Talents and Glyphs
.....4a. Talent overview and why
.....4b. Glyphs and why
5. Stats and Enchants
.....5a. Stats
.....5b. Enchants
6. Macros and Keybinds
.....7a. Macros
.....7b. Keybinds
7. Tips/Tricks
8. Addons / UI
9. FAQ
10. Other Resources

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Hello! My name is Tactic. I've been playing enhance since BC, through the thick and thin, hardships, and good moments. You may have seen me from my youtube channel or my previous MoP guide. At the start of my WoW career, I was mainly a PVE'er, taking part of top 200 guilds through WOTLK and CATA, and it wasn't until CATA that I started to pvp seriously. Since then I have gotten at least 2200 in every season since then, with my last 3 seasons being the most successful, with my achievment of rank 1 duelist in Tyrannical, and Glad in S14 and S15. In S15 I got 2800+ in 3s, and was the highest enhance in 5s. Unlike alot of enhance, I am here to stay (no fotm reroller here).

In this guide, I am going to try to go over everything, and I will edit it as soon as I think I have missed something. Some of this info may be redundant and or new to you depending on how much you know of the class

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“Enhancement is known as the caster- melee spec, because we have an even distribution of physical damage and magic damage.” What I like the most about of enhance is how we basically have to go balls deep into combat to survive, we have to keep the pressure up or we lose control of the game. That is, you gain maelstrom weapon charges, and you heal or damage depending on the scenario. The main advantages of enhance at the moment is the huge support we offer to the team (grounding, purge), and our heals. Enhance is not a mongoloid spec, I am always looking at my party member's frames to see if they need a heal.

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As you would assume, there isn’t really a general PVE rotation you can use in pvp, but rather you push whatever is best in that moment. I like to follow a rough list for doing damage, and strictly damage only (think of that LSD last season that DC'd and never waited for you and you kill them).

-Purge!!!! Get in the habit of purging, it's our strongest utility. Now obviously this isn't a damage ability, but it mitigates alot of damage because clean targets get farmed. This is always the top of the list if the target has important buffs such as: any hand spell from a pally, any absorb shields, fear ward, NS/AS, Spiritwalker's grace.

- Keep searing totem up: The damage it provides is little, but its brainless damage you don’t have to think about. It's almost like a second auto-attack, like your off-off-hand.

-Cast Lightning bolt with 5 stack maelstrom. Unlike before, Lightning bolt actually hits as hard as elemental blast and even harder if you decide to use unleashed fury. You may be forced to use this at 3-4 stacks when your target is so low and you can't hit it.

-Cast Stormstrike. This is my spam dps ability, and most likely my favourite. It provides me the crit buff for LB and EB and is a good generator for maelstrom weapon due to the main-hand and off-hand attack

-Cast Lava Lash. Recently they made Lava Lash scale with our mastery, so it does offer some burst now. Depending on the situation and if you have an echo proc, this moves up in the list due to hit being the bustiest.

-Keep Flame shock up with unleashed flame buff, idealy with 2 stack Elemental fusion talent if spec'd that way. When you spread it, it will mimic your target's FS. Keep in mind the more flame shocks we have active, the better chance it resets (15%) our lava lash.

-Cast Fire Nova. They buffed fire nova's damage quite a bit in this expac making it pretty real. Assuming you are not going to break CC, and there is more than 3 active targets grouped up, you can harvest pretty hard.

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4a. Talents

In PvP you will never find a cookie cutter spec, you will need to change your talents and glyphs depending on the team you face.

Tier 1: Level 15
In this tier, I strongly recommend choosing Nature’s Guardian. It’s a free 115k heal that procs when you are low. The duration of astral shift is way too low, and you can’t use it while stunned. Stone bulwark totem use to be good, but now it scales with battle fatigue so the shield it provides is horrible now.

Tier 2: Level 30
All the talents are viable! But in most cases I recommend using windwalk totem, as most teams have a root or a snare to prevent you from reaching your target, also popping freedom totem can allow your healer your healer to run around a pillar and kite more effectively. Especially with the amount of melee running around, when your healer is CC'd and you have nothing else, you might just have to run with freedom. Earth grab totem is good for for double melee teams with no root breaks and you need to snare, like TSG. Same thing for frozen power, use this for comps that you might need to peel for. But for most cases, that freedom totem will help your healer more than ever, as it can allow him to pop his speed and get the fuck out of dodge.

Tier 3: Level 45
Ooooooooooh baby a triple! I would chose Totemic Projection for this tier for those meaty triple cap stuns. I absolutely love this talent, it's so fun. Need to ground something for your healer but not in line? Totemic Project. Your healer get's feared to africa, but you don't want to fall back to tremor him, TP it! Shaman pops spirit link, Priest life grips, behind a box? Get dat double/trip cap stun. Now the reason we swapped to this from call of the elements, is due to how fear is not nearly as strong as it once was, and you don't see it as often. I still reccommend using CotE for teams with an abundance of fears, or if you need double freedom to reach your target. But overall I would recommend TP as it is an extra CC for the healer, or a peel for your healer. I use glyph of cap totem often, if I am the only person on the team with a stun.

Tier 4: Level 60
Definitely think Echo of the elements is the choice to go here. What vanguards says in his guide is a perfect description of this talent, as it allows you to go almost "rotationless", assuming you are using purge and other abilities other than lava lash, and stormstrike. Echo procs often and allows some mini burst opportunities with lava lash, however if you need maelstrom, use your echo proc on stormstrike as it is a better maelstrom generator. Alternatively if you want faster globals for all dem purges you do, the passive haste from Ancestral Swiftness is decent.

Tier 5: Level 75
I would recommend Rushing Streams. With the nerf to Ancestral guidance from 40% to 20%, along with the nerf to our burst, the maximum healing output from AG went down alot. Don't get me wrong, it's still an okay talent to use, as it is on-demand healing for burst scenarios. However healing stream will help your healer a little bit more in the long run with his mana, that and like always rushing streams shines in rot cleaves.

Tier 6: Level 90
Oh man this talent tier, it blows. They all suck, and to be honest this tier, and the 100 tier blow. You could not even take a talent and not really notice the dps. Overall I would suggest using Unleashed Fury for the talent here. It's a minor dps increase for your lightning bolt and gives a 5% multistrike, only thing is that it doesn't really last long. This put aside, Primal Elementalist actually provides noticable damage difference, that and earth ele gives you so much defence. Only thing is the totem has like 25k hp and can be one shotted by a priests holy fire. You can risk it and take this talent, as it will pay off if the enemy team does not kill it. I've been using it alot lately against glads and R1s and it has lived the full duration. It's really a gamble. Overall, you can pick any talent here, as unleashed fury and elemental blast are basically the same dps, where your ele can make a difference but can be stomped easily.

Tier 7: Level 100
Another garbage tier. Blizzard really shit the bed with our level 100 talents. This tier is entirely comp based. In terms of damage, I really like liquid magma for the choice here, it does the most damage and does some burst if it is only hitting one target, HOWEVER, it breaks so much CC! This leads me to the other talent, elemental fusion. It's a pretty boring talent, but it's safe. Just more damage for your flame shocks and frost shocks. You can do some decent cleave with 2 stack EF, unleashed flame buff and lava lash spread. I often use EF when playing any comps (like beastcleave) that you can break CC.

Following the totem stomping train, is storm elemental. In terms of damage, the ele does none. I really dislike this talent as it is usually short lived because I find myself having to use grounding totem, cap totem, or freedom totem (it being an air totem) over it. If you feel inclined to take this talent, you have to use it with primal ele talent. Put the pet on passive to get the speed aura, and use his knock-up ability for a cast interrupt.

Play with the talents see what you like, this is only a suggestion based of the success I have had with the talents.

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Glyphs:
Recommended Prime Glyphs:
Glyph of Lightning shield: A constant 10% damage reduction, this is amazing. Always have this on.

Glyph of frostbrand: A use to be 4-set, now in glyph form! This talent is awesome for staying on your target (in particular druids that shift everything) as it auto applies a slow for 3 sec. Use this if you are going to have trouble staying on your target, or your team lacks an auto slow.

Glyph of purge: Really good for getting buffs off quick, especially when you want to purge a PoM or NS when the person is relatively clean. In the long run, if you press purge every 6 sec you are going to purge alot more and save globals for damage. However, this talent can bite you in the butt if you are the only dispeller, as if you are unlucky you will be a sitting duck for 6sec while that BoP you are trying to purge off is mocking you. I recommend using this when you have other dispels on your team (like priest beastcleave).

Glyph of Hex: Reduces your hex cooldown by 10 seconds, making it a 35sec CD. This a great talent against teams with no dispel or just one dispeller. CC wins games, this glyph works really well when teaming up with a hunter as their scatter and traps are on a 30sec, so you can cross CC really well. However, since Hex is casted now, you must take in factors like how easy it going to get off at the right time? How many things do you have to juke? I like to use this talent against vanguard's and ret/hunter sometimes for more CC, assuming they don't have a dispel.

Glyph of Capacitor: For those teams that keep sniping your cap totem, and you need to get it off. Especially since Totemic projection is a thing, this can allow you to stop aura mastery heals quickly without having to worry too much about someone sniping your totem. It does still get stomped often though.

Glyph of Purging: I love this glyph alot. I love purging, I love getting maelstrom. Win, win? I think so. We already purge alot, this just allows us to get more maelstrom for heals and lightning bolts. Use this glyph if your team lacks dispels.

Situational Prime Glyphs:

Glyph of Ghost Wolf: For when you want to run around a pillar.

Glyph of Feral Spirit: For games that you know that will be short, and you need dem extra heals. The heals are pretty real actually.

Glyph of shamanistic rage. For games where a paladin keeps stunning you, and/or games that a mage will deep freeze you without silencing you. Be careful when using this against UA locks and spriests as the gylph no longer ignores their dispel protection and you will be hit hard, silenced, and feared respectively. Personally I don't really like this talent as it puts in the mind set of using it as a CC break rather than a Def CD, plus alot of classes cover their dispellable stuns like lot of mages cover their deep on you with a CS, or use it on your healer to get a poly off. It's good for BGs but not so useful for arena IMO.

Glyph of spirit walk: 45sec spirit walk. Nice for kiting or getting kited.

For Aoe: Use Fire nova and lava spread glyph and go to town in them bgs.

Major Glyph:
Lava lash for when you don't want your LL spread to break CC in the future. Keep in mind you will lose most likely get less LL procs unless you spread your FS manually.

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For stat priority I like to follow this:
Agility > {(Haste → mastery) > Versatility} > Multistrike > Crit

Like past expansions, haste and mastery has proven to be our best dps stats. In addition we get 5% more haste from all sources, and haste also reduced the CDs of our stormstrike and lava lash. Haste = good. However I predict mastery being better than haste once the xpac gets further down the road due to gear, because of that burst potential, and haste getting close to a soft cap. Along with these stats we have versatility, an overall superman stat. It increases damage, reduced damage taken, and increases healing. You want to try to get pieces with versatility couped with mastery or haste. Because of this, you must farm ashran rep, as the ashran pieces all have versatility.

I came up with this gearset I made on wowhead: http://www.wowhead.c...6/enhance-pvp-2
I believe this is our best gearset, but the only confliction is our damn 4pc. We have 2 crap pieces in my opinion from our set pieces, shoulders and gloves. Though I haven't tested it, I believe the 2 extra windfury attacks does not merit the extra haste/mastery and versatility you gain from the ashran pieces. I will figure this out once the full gear set becomes available.

In terms of enchants, it is personal preference between haste and versatility (on neck, back, and rings). Personally I like haste at the moment, because it is still super early in the xpac and we need it. However I think when we get a nice base amount of haste, we should enchant everything with versatility.

Make sure you get the 10% movement speed and don't cheap out as the extra movement speed is huge. Also, since it's still early in the xpac, use the aspirant (ilvl 600) boots and enchant them with panderen's step to get an extra 10% movement speed (overall 120%) until you can get the epic boots.

For weapons, use double Mark of Warsong. With both of these proc'd you get near the soft haste cap and have a lot of burst potential (also fast globals). Once we get further in the xpac, one warsong enchant may reach you to the 50% haste soft cap, then we can use an offset of the mastery and haste enchant.

On a side note for races, I really like draenei over dwarf. I often find my healer getting silence way more than I do, to even make use of the stoneform. With draenei you get more passive agility, and heal that I can describe how many times it has saved my partners when below 5% hp.

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Do not feel like you need to change your playstyle at all when looking at my macros or keybinds, play what is comfortable to you.

7a. Macros:
Here are the macros I use and what I am use to:

Spoiler

I strongly recommend having arena 1, 2, 3 target and focus macros. It’s hard to get use to at the start, but you will get use to it, and you will love it.

7b. Keybinds:
I use a razer naga for my mouse, so a large amount of keybinds is on my mouse. Let’s start with the keyboard and work our way to the mouse.

1 - Lightning bolt
Al1 - Chain Lightning
2- Ele blast
3- Earth Shock
Sh3 - Magma Totem
4 - Frost Shock
Sh4 - Focus Frost Shock
Al4 - Arena Frost Shock
5 - Flame Shock
A - Ancestral Swiftness
D - Spiritwalker’s Grace
ShD - StormEle Knockup
AltD - Focus StormEle Knockup
ShE - Healing Stream Totem
R - Ancestral Guidance
ShR - StormEle - If I spec it
` - Spirit Walk
C - Cap Totem
ShC - Earth Ele stun
AlC - Eerth Ele focus stun
Sh2 - Healthstone
F - Fire Nova
ShF - Recall Totems
G - Trinket
X - Lightning Shield
ShX - Mouseover Focus
Z - Cleanse ShZ - Cleanse1 AltZ - Mouseover Cleanse
Now the mouse, here is a SS of the side of the mouse for reference: http://i.imgur.com/Onhecmu.jpg

No modifiers:
1 - Lava Lash
2 - Storm Strike
3 - Unleash Elements
4 - Searing Totem
5 - Healing Surge (Self)
6 - Grounding Totem
7 - Purge
8 - Shamanistic Rage
9 - Earthbind Totem / Freedom Totem
10 - Ascendance
11 - Bloodlust
12 - Hex

Shift Modifiers:
2 - CotE or TP
5 - Spirit Wolves
7 - Focus Purge
8 - Stoneform
9 - Tremor Totem
10 - Target arena 1
11 - Target arena 2
12 - Target arena 3

Alt Modifiers
1 - party 1 naruu heal
3 - party 2 naruu heal
5 - Gift of Naru heal
10 - Focus Arena 1
11 - Focus Arena 2
12 - Focus Arena 3

Other buttons on mouse:
Mouse Wheel Button: Wind Shear
B5 - Ghost Wolves
SB5 - Earth Ele
B4 - Focus Wind Shear
SB4 - Fire Ele

Yeah... my keybinds are weird.

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  • Stormstrike before ascendance, when you pop ascendance it resets the CD.
  • Make sure you unleash elements before you elemental blast for 40% more damage. Also make sure you have the stormstrike debuff on the target for the additional 25% crit chance
  • Alot of resto shaman will try to cover their casts in various ways to make sure you don’t interrupt them, but I say who cares! If they drop grounding totem, focus purge them and then wind shear, if you are quick you should eat the grounding totem and interrupt the cast. The same goes for Spiritwalker’s Grace, their aura mastery, focus purge them until you get it off, if you are lucky and they are moving it will interrupt them, however if they are standing still get ready to interrupt them. I Suggest an addon that will tell you what you purge, and a cast addon to show when you can or can not interrupt.
  • If you pop your earth elemental totem on a hunter’s stampede, it will briefly taunt them.
  • Try to pop your ascendance only when the healer is CC’d, preferably cross CC’d so it is a 3v1.
  • Try to purge alot, get in the habit of it. You want to get important buffs off instantly such as Spiritwalker's Grace, Presence of Mind, Nature’s Swiftness, Ancestral Swiftness, Temperal Shield (LOL Mage nerf <3), Ice Barrier, Icy Veins, Alter Time, basically any mage buffs, Hand of Sacrifice, Blessing of Protection, Divine Favor, Power word shield (if it’s not too much trouble), Freedoms. Try hitting a mage when he is clean compared to when he is not, if you connect to him with no buffs he is basically dead. The cleaner the target, the more damage you do. If you see a potential switch target in arena, start to clean him off before you go on him.
  • If you know a rogue is going to open on you, pre-pop capacitor totem, and shamanistic rage (garrote silence).
  • Always keep healing stream totem on cooldown.
  • When you hex, always see if you can cross CC
  • Look for easy ways to drop capacitor totem (when not running totemic projection), any CC that keeps the enemy still like scatter, warrior target fear, poly, etc... you can time capacitor to stun out of it.
  • When playing against a lock team, team (especially if they have a shaman and they always hex you) dispel their agony on CD. It stops alot of damage and is extremely annoying for them. Just dispel whoever gets a 10 stack agony. Very effective vs L.S.D and WLS
  • When a rsham links, drop a cap stun. This is a great way to land a stun on 2+ people, the success rate goes up depending how much pressure you have.
  • Keep an eye on priest healers, when they move away from their pillar, and pop a feather, they want to fear. Either slow them, or get ready to pre-tremor.
  • When you want to survive, freedom and spiritwalk yourself. Keep your distance and spam purging (with purging glyph) and keep healing. Know what classes you can go toe-toe with in terms of melee (not dks). Use a run-in-out method.
Grounding Totem - Predicting the spells
  • If a resto druid dispacer beast's TOWARDS YOUR TEAM he is most likely going to bash/disorient  cyclone some one. Prepare to pre-ground incase you are the target if not, then shear.
  • With the change to hunter traps, its been incredbily hard to ground traps, but not impossible. Look for signs of CC on your healer like HoJ, binding shot, really anything to keep them still and traps off CD. Though I have found most hunter's will juke our grounding totem due to how easy it is to trap now, so even look for concussive shot.
  • You can ground a warlock's blood fear.
  • With ice block glyph, mages have aura mastery out of it for a few seconds. Use grounding to get the poly.
  • When I pally rushes in with speed of light, he is most likely going to HoJ your healer, ground it.
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So here is my UI, take it or leave it, but I like it: http://i.imgur.com/SER1AOE.jpg
Try not to clutter your UI with useless stuff. Make sure everthing is clear, and you notice everything as soon as it pops.

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Ask me questions!

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The internet is full of resources for you to get better at enhance:

My youtube channel: https://www.youtube....user/Tactic1048
My twitch: http://www.twitch.tv/tacticq
If you are ever in a bad mood, or on the verge of quiting enhance, look at my twitch highlights, they are all one shots for the most part, they make me happy :). Be sure to sub and follow! <33

There is also this:
http://www.twitch.tv/vanguardstv
http://www.twitch.tv/diablous

You can also take a look at vanguards guide on AJ: http://www.arenajunk...aman-guide-603/

Shaman 1: #draeneidream
Shaman 2: Horde sham
Shaman 3: 2nd Ally Sham
Shaman 4: 2nd Horde Sham


#4261177 My Thoughts on MoP PvP and the direction of WoD

Posted Talbadar on 11 November 2014 - 06:21 AM

Hey everyone. With MoP coming to a close soon I'd like to talk about how I feel the expansion has been for PvP as a whole. This means I'll be going over the negatives and positives of as many areas of the game as possible.

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Positives
Class Variety:
Class variety was at an all time high this expansion in all areas of PvP. At any given part of the 3 seasons we can say within reason that about 20 out of the 29 viable PvP specs could do well in arena when played by the right players. This is not to say they could get carried, but that the class had the potential to compete. This was certainly not the case in BC and Wrath. During Cata it became more apparent that Blizzard wanted more classes to be viable and they definitely followed through into MoP with this in mind.

Catch-up system: Not much has to be said here. The fact that you can show up a few weeks late with a character and still compete or better yet go from 0 gear to full gear on an alt at the end of a season is a world of difference from previous expansions. This improved the game so much for me and for many players who have alts that don't usually get geared before the end of a season.

Full PvP gear best in slot: After years and years of dealing with players using trinkets from raids that could increase their damage by 30% or proc extra attacks that hit for 20% of your health bar we finally got what we wanted. Blizzard introduced a system that made full PvP gear best in slot for almost any situation. As an arena enthusiast this made me quite happy.
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Class balance:
It's hard to say this without a lot of negative feedback about certain ones, but class balance as a whole was really good by the end of the first season and onwards. As I mentioned earlier many classes were viable, but most of the time they were still very competitive anyway.

Let's take a look at some of the classes we saw at regionals and blizzcon this year. I am familiar with only the US teams for regionals, but we had a Ret, a Holy Priest, multiple Marksmanship Hunters, a Shadow Priest, a couple Elemental Shamans, a Boomkin, multiple Frost Mages, multiple Resto Shamans, multiple Affliction Warlocks, a Mistweaver Monk, a Subtlety Rogue, and a couple Resto Druids. At Blizzcon we saw a couple Windwalker Monks, a Fire Mage, and an Arms Warrior. That alone covers a lot of classes and specs.

On the live ladders we saw a lot of different specs doing well and I can only count 8 specs that did not reach a rating of 3000 by the end of the final season which are: Disc Priest, Fury Warrior, Frost DK, Arcane Mage, BM Hunter, Demo Warlock, Combat Rogue, and Assassination Rogue. For all I know some of those could have made it.

Successful arena maps: Blizzard finally added new arena maps that didn't need major revamping to become a solid part of the arena map pool. They also revamped Blade's Edge and Dalaran for the better though I sometimes do miss the old Dalaran against melee. They still need to work on some of the map balance, but really you can't hate on what they did during MoP with arena maps. I would like to see them add Ring of Valor back to the map pool. The current one is actually a great map it's just disabled due to bugs.
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Merger of battlegroups:
The removal of set arena teams in combination with having a single player ladder and being able to queue with anyone you want has been HUGE for the game. You no longer have to sit on arena teams until the end of a season worrying about your rating. This has also decreased queue times and allows players to compare everyone at once which people definitely care about seeing.

Resilience, PvP Power, and Dampening scaling : While not everyone can say that they enjoyed having these stats around you have to commend Blizzard for getting the numbers right with every season. They had to manually adjust them with each season to make sure people weren't dying too fast, weren't healing too much, and ensure that games were actually coming to an end in a reasonable amount of time. They definitely could have done better with 2v2, though.

Streaming Influence: You may not like some of the streamers and you may have some that you love, but streaming has definitely made a positive impact on the game. A lot more players are better informed and many feel like they are part of something by being able to communicate with top players and other members of their arena community.
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Holinka BOYS:
This man has done wonders for our community and you should be more than happy if you know what he's been doing while working for Blizzard. He's been in contact with a lot of the top players and constantly looks for feedback to relay to help out. He's also attended the LAN events to talk to players and meet them which I'm certain was not required of him. I've spoken with him quite a few times and the guy's got a good head on his shoulders so we should be happy we have him instead of the whatever the hell came before him.
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Negatives
Reliance on gear:
A common theme for this expansion and Cataclysm was a heavy reliance on gear to be competitive. While everyone thinks PvP gear should be the best in PvP, the reliance on having the best gear available to even come close to competing is frustrating. There have been times where I am missing 3 or 4 items and it feels completely hopeless to try knowing other people just do so much more with those few pieces.

Too much CC / Too many defensives: This topic has been heavily covered by so many people so I'll be brief to not bore you. The arms race went way too far this expansion. Instead of Warrior Charges Mage-->Mage Frost Novas it's now: Charge-->Blink-->Heroic Leap-->Nova-->Intervene-->Pet Nova-->Reflect-->etc,etc. Everyone just had way too many things to deal with each other and way too many simple reactions when taking damage or wanting to deal damage.
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Dampening in arena:
As both a tournament spectator and competitor I strongly believe that Dampening is a horrible concept for arena. This allowed for many things to happen. First of all teams could design their composition fully around winning because of Dampening and play around it. I don't think this was as relevant to ladders as it was at the actual tournaments. Both my team (ele, lock, druid) and the team that won this year (boomkin, lock, shaman) could easily attribute their success to its existence. It made for really boring starts to happen in a game where most of the action should be happening seconds into the match.

This also allowed Blizzard to balance the classes around dampening and not having to worry about if players could actually get a kill early on. Instead of fixing the issue they just took a shortcut around it by forcing games to end. I think having some type of ultimatum for games ending is fine, but the game should be balanced around players scoring kills before something like that is even necessary. On top of that it should be fair for both sides which sadly dampening is not. "The Crowd Chose You" is obviously not a good option either.
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Caster dominance at higher levels:
This has happened at the end of a lot of expansions for WoW now and I think it would take a long discussion to figure out why this is the case, but as you all have seen the past 4 years have been more of a Wizzcon than anything else. Melee make things exciting and even against two casters it creates a much more dynamic matchup to both play and watch.
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Reluctance to make small changes:
I've heard Blizzard's thoughts on this time and time again, but I still feel as if we're getting robbed out of a better experience. They don't want to make a lot of small changes because they don't think it will make a big enough impact and will only deter players from participating if the classes keep getting changed. When I look at a game like LoL that makes constant slight balance changes weekly I can only frown knowing it would be great for WoW PvP to follow suit. Changes like this one below make the game drastically different and makes some classes stay dead for very long while others get to overpowered states for entire seasons without change.
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Lack of tournaments:
No regionals in 2013, a few tournaments hosted online (that were, as usual, attacked by DDoS), and just a few LANs? We didn't do much these past couple years. Tournaments create life in PvP. It gives events for people to look forward to and it gives drama for players to talk about. I heard something about MLG thinking about picking up WoW again for WoD, but rumors are rumors.

Healer Variety: Specifically in arena only 3 out of 6 specs (Mistweaver Monk, Resto Shaman, Resto Druid) were viable at the end of the expansion. I'd say we didn't do a good job of ensuring viability among them especially with Discipline being horrible for almost the entire expansion. One could argue that each spec was good at some point during the expansion, but that's simply not good enough especially after coming out of Shamanclysm.
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Moving forward into WoD
Ability Bloat:
There are so many things I am looking forward to in WoD and one of them is the removal of a ton of abilities and cooldowns that were just making the game worse. A lot of people won't agree initially, but let me explain why it's a good thing. There are tons of abilities for you to use to outplay your opponents and you want to be able to use them all and it makes the skill cap really high... sure that's great, but there are plenty of great games out there that use very few abilities to do things well. As long as there are mini games to play then there is plenty of room for player interactions to make a difference and for players to have fun. Mini games are things like: positioning battles, the interrupt game, forcing/saving trinkets and cooldowns, and battling for objectives. There's so much more to PvP than just having a bunch of crap to press.

Interrupt and CC changes: The number one change coming into WoD is one that's been needed for so god damn long. The removal of Improved Counterspell (the strongest CC in the game besides Fear) and Improved Spell Lock. There are other Silences and small CCs being removed, but this really does add to the fun for both the Mage/Locks and other players. You feel like you get more out of a spell when you use it well and previously all we see is blanket Counterspells and there's not much interaction required. The more interactions between players the more room there is to outplay. Don't forget the nerfs to Fear duration, CC cooldown, and the removal of PoM Sheep, NS Cyclone, and other forms of instant full CC.

Focus on PvP: From what I gather there's been a focus on making PvP fun for this expansion and with Holinka on board I'm having positive thoughts on PvP as a whole. I would love to see 2v2 make a comeback as a fun bracket that you can queue with your friends where games actually end quickly instead of the current stalemates that happen. With less abilities cluttering the game the mini games should become more and more relevant instead of the previous cooldown war. You have to expect that the expansion will start out with some bumps. Maybe damage overall will be too low, healing will be too high, or Mages will one shot people with Ice Nova, but we will get there guys!

Hope you enjoyed. Feel free to post your thoughts on both the positives and negatives of MoP as well as what you're expecting moving forward.


#4239946 6.0.3: A Gladiator’s guide to Gladiator Stance

Posted Speedymart on 22 October 2014 - 06:26 PM

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As many are blind to the gloriousness that is gladiator stance, I decided to create a guide to save my fellow warriors from certain frustration. Here's to those who charge blamelessly into arena with their futile specializations that result in their imminent demise; may they soon respec at the graveyard.


Overview

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Gladiator stance is our new level 100 talent introduced in WoD. It allows us to play prot, but in a more DPS focused roll. By taking the talent, we give up the stamina bonus from prot as well as the ability to use defensive stance. Luckily, all our spells don’t have stance requirements. We retain the simple spell rotation that once resembled MoP arms, and gain even more defensive cool downs. The only downside is no MS, but MS has been irrelevent for a very long time now.

Fun fact: Blizzard made all tanks take 50% (25% in RBG) more damage in PvP, however, this doesn’t apply to protection when in gladiator stance.



Rotation and abilities

Fortunately our abilities are very straight forward. They all just do damage, with very little actual thinking involved.  Some abilities will reset the CD of others, but that's as deep as it goes.

Execute > Shield Charge > Shield Slam > Revenge > Devastate

If above 60 rage then roll some heroic strikes. Avoid being rage capped unless you are setting up a significant burst opportunity. Use heroic strike procs as they happen, and attempt to control your shield charges so you will at minimum get a shield bash and revenge off during its duration.

Fun Fact: Shield Charge has two charges, and they add to the duration instead of replacing it. There’s no need to be worried about overlapping this ability.



Talents

Ah, talents. So many choices, how shall I ever choose!?!

I wish. Warriors have some of the worse talent choices in the game at the moment, especially as arms and fury. Prot is nearly as bad, except our talent choices are actually useful sometimes.

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Tier One

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Our mobility is absolutely horrendous at the moment, and after playing a bunch of games I've come to a couple of conclusions.

#1 - Use double time against mages (along with rude interruption glyph)
#2 - Use Warbringer against everything else (along with blitz glyph)

With so many classes having freedom, we simply cannot use anything else then blitz stun. Sure, it hurts our mobility but the utility that the stun brings is just so important at the moment.

Against mages I recomend going double time, as you need it to deal with both blazing speed and blink; along with any random novas you'll find yourself in. It can be used again ferals as well, but honestly the charge stun is still very important against them. Don't even think about using double time against ret teams. Ever.



Tier Two

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With the nerf to second wind, the only option has become enraged regeneration. Luckily it no longer requires to be enraged for the full effect, and with battle fatigue gone it’s pretty damn reliable.

Fun fact: Enraged Regen and Last Stand scale directly with health. If you’re using battle shout, swap over to command before using these two abilities in order to maximize their effects.

Fun fact #2: Last stand is different from rallying cry in that unlike cry, you do not lose the health once the effect ends. It’s essentially a free 100k+/- heal.



Tier Three

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Heavy Repercussions. It’s a significant burst damage increase that US and SD can’t hope to compete with.



Tier Four

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One of the significant changes from MoP is now Storm Bolt and Shockwave are on the same tier. This choice will really be up to which comp you play. Storm Bolt may seem better as it’s a ranged, 30 sec stun, but the skill cap for it is much lower. Getting a triple Shockwave is huge in a game, and it will also reduce the CD to 20 seconds, which is obviously shorter then Storm Bolt.

If you’re playing with a Hunter and you need some help landing those ranged traps, then take bolt. However, if you’re playing double time you can charge someone, drop a shockwave, then charge back as well. This would leave you with shockwave in case a big opportunity presented itself for some big plays.

I prefer shockwave as it is has a much bigger play pool to pick from, giving it much more utility.



Tier Five

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With the nerf to Safeguard it is no longer our go-to talent. What you will take will be dependent on which comp you are up against.

MSR is great for those dirty wizards spamming CC, or that sense of mind that you can reflect that CC regardless of who the enemy is targeting. MSR now replaces spell reflect, and with the CD at 30 seconds you really need to understand when to use it.

Safeguard is good for those who like to train the blue all game. It’s a consistent 20% damage reduction every 30 seconds.

Vigilance is good when you’re up against something like ret/priest/hunt where their entire kill window comes in short windows every couple of minutes.



Tier Six

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Avatar or Bloodbath. Totally up to your preference and to what kind of comp you’re running. Bloodbath sync’s really well with the on use trinket. Avatar breaks roots on use, which actually means something now that our mobility is so weak.



Tier Seven

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Gladiator’s Resolve. That’s why we’re prot in the first place.



Glyphs

Must Haves:

Shield Slam: Offensive dispel as part of your main rotation? Brainless application? Hell yeah!



Choose one:

Death From Above: Reduces the CD of your leap by 15 seconds, but reduces its range to 25 yards.

Heroic Leap: The old 4pc bonus. When you leap, you gain a 70% sprint for three seconds.

With slippery Hunters and Druids I honestly cannot see the CD trade off being worth the
severely reduced range. If you don’t mind it, then go for it. I much prefer the sprint.


Options:

Blitz: For triple stun/root action.

Rude Interruption: Since you'll be training casters often, this is a fun choice. How dare they try to cast.

Long Charge: More chasing potential for those slippery classes.

Hindering Strikes: Those shape shifting Druids won’t understand until it hits them.



Races

WoD did a significant number of racial tweaks this time around. I firmly believe the following can be applied to every class.  

All DPS - > Human; Rogues -> Gnome; If Druid - > Night Elf

All Healers - > Dwarf; if unable - > Night Elf.

Horde racials were nerfed into oblivion. The entire faction is unviable from a competitive standpoint. Here’s to hoping the NA community picks up on the EU way of life and everyone goes to the significantly superior Alliance.

If you become frustrated from sitting in roots all day, and you’re not playing with a Paladin, then just go Gnome. You’ll lose a significant damage bonus, but the 1minute escape artist is just so much fun.

BiS Gear List and Upgrade Patch

Honor
Conquest

Bonus armor items first. Then trinkets. Then follow the biggest score difference. Legs, then waist, etc. Use the vers/mastery legs as your off-piece mainset as it gives the biggest stat allocation.

Use the 680 legendary bonus armor ring as your second ring. Attempt to pick up scabbard of kyanos if at all possible, as it is very strong.

If you are in a mythic raiding group, any 690+ gear with an RNG gem socket is instantly better then the corresponding PvP slot.

Ironicly, all the set bonus pieces give the absolute lowest stat values except for the shoulders. This mean that late into the season, you'll want to have two sets of gear. One with the 4pc set for when you're being trained and get the free rage, and one running only 2pc for the extra stats in games where you're not trained.



Stat Priority

Bonus Armor = STR > Vers > Mastery > Crit > Haste > Multi

1 STR =  1 Bonus Armor. They both give 1 AP per point, except bonus armor gives % physical damage reduction which makes it a little better in a PvP setting. However, we do have a 5% str bonus passive, which means that it's a toss up if you want the very slight extra damage, or the much bigger physical damage reduction.

There's a couple pieces of offset that have bonus armor, so be sure to grab those as it's essentially bonus strength. Flat Str/AP increases are very noticable post stat squish.


These stat weights are based off the 50% nerf to crit & multistrike in PvP. It also reduces haste as there are significant periods of time where we're simply being kited.

Bonus armor - 4.39
Vers - 1.5
Mastery - 1.44
Crit - .98
Haste - .96
Multi - .85



Gems

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PvP gear does not have any gem sockets. I’m not happy about it either, but it is what it is.



Macros

Intervene healer/DPS. Have one of these for each of them.


#showtooltip intervene
/cast [@catflaps] intervene




Intervenes the first thing in front of you. Will not drop target, nor randomly bug out like most macros do. *No path available bug still exists, but it’s nothing that can be fixed on our end*

#showtooltip intervene
/targetfriend
/cast [noharm] intervene
/targetlasttarget [noraid, noparty, noharm, exists]



We no longer have recklessness or banner, so this is literally our ‘Swifty one shot macro’. It’s just your on-use (You are Human, Right?) and whichever talent you picked.

#showtooltip 13
/use 13
/cast bloodbath


Suck it arms/fury, we still have banner intervene. This macro will not drop your target, nor randomly bug out and target random people. It is –the- best banner macro you can have, bar none.

#showtooltip Mocking Banner
/targetexact Mocking Banner
/cast [noraid, noparty, noharm] Intervene
/targetlasttarget [noraid, noparty, noharm, exists]
/cast Mocking Banner



Space saving macro, will charge/pummel your focus depending on range. This works due to charge’s minimum range requirement.

#showtooltip
/cast [@focus] Charge
/cast [@focus] Pummel



Charge and intervene in one macro. It’s convenient when some random pet is following the enemy if you don’t have anything else over there to charge/intervene, and using the fast intervene macro would be unwise.

#showtooltip Charge
/cast [harm] Charge; [help] Intervene




Macroing taunt into your main abilities will piss a lot of pet classes off.  Really brainless but has led to plenty of pet kills in my time.


#showtooltip shield slam
/cast shield slam
/cast [@arenapet1] taunt
/cast [@arenapet2] taunt
/cast [@arenapet3] taunt



Wrap Up

Prot is insanely strong ok. Border-line overpowered good. I’ve been toying around with in for the last five months on beta, and it is the go-to an alright spec. You do twice the damage, twice the utility, and die twice as slow.

You will run kitty cleave, WLD, TSG, ATC, or any other melee cleave and enjoy it. The enemy team will become truculent the second you connect. You are what Blizzard wanted; the result of turning our favorite spec into unplayability, and resigning to simply do what they wanted and become god incarnate while having fun.


#4239856 6.0 Dancing in the Shadows

Posted HeyimJack on 22 October 2014 - 05:02 PM

Warlords of Draenor Subtlety Rogue Guide (6.0.3)

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1.0 - Introduction
1.1 - Why Subtlety?
1.2 - Ability Prune / What's Changed
1.3 - Talents
1.4 - Glyphs
1.5 - Basic openers
1.6 - What's my job outside of burst
1.7 - How to maximize damage outside of Dance
1.8 - Stat priorities
1.9 - Enchants
2.0 - Macros
2.1 - Addons
2.2 - What off pieces should I buy? (To come in PVP season)
2.3 - Rogue Streams
2.4 - Pandemic Effect for Rogue buffs (Not ready yet)
2.5 - Missed anything / Stuff you want to see

Introduction
Hey I'm Jack, I'm a 2.8+ Rogue who's been playing since the end of Wotlk. I only started PVP'ing last season mainly because of a poor computer which caused me to fps lag inside arena. I'm basically a MoP hero achieving my first Gladiator titles on 2 of my rogues both in 3s and 5s. I usually camp in Elwynn a lot and often get asked questions by other Rogues so now I'll have somewhere to direct them where they can hopefully clear up any queries they have.

My Rogue Armories
http://eu.battle.net...w/Jack/advanced (Main Rogue)
http://eu.battle.net.../Verix/advanced (Alt Rogue)
http://eu.battle.net...Dweebx/advanced (Horde Rogue)

Why Subtlety?
Subtlety
Sub is the one spec for Rogues which has on demand damage which isn't gimmicky with a long cd, we're able to pump out big damage every minute and put constant pressure out in any other stun locks.

Combat
Combat is a good spec but it's far too reliant on gimpng people with random Deep insight Killing Spree one shots.

Assassination
Assassination's currently an extremely strong spec simply because of the damage output it may or may not be better than Sub at the moment so lets not go any further into that.

Ability Prune / What's Changed

Ability Prune
Shadow Blades
Shadow Walk
Disarm Trap
Dismantle
Redirect

What's Changed
Burst of Speed now costs 30 Energy (up from 15 Energy)
Nerve Strike now reduces the targets damage dealt by 50% (up from 25%)
Tricks of the trade no longer gives a damage bonus to the target
Energetic Recovery has been built into our Slice and Dice
Find Weakness has been built into the abilities it benefited before
Combo Points are now on ourselves rather than the enemy
Rogues can now backstab people from the sides
Rogues can now ambush people from the front
Expose Armor has been removed
Honor Among Thieves can now trigger from the rogues auto attacks
Subterfuge no longer makes the rogue stealthed for the duration of the effect

Talents

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Nightstalker - Not worth using, the only reason Nightstalker is good is for the vanish evis but it's far too gimmicky as at times you can vanish and auto attack out of stealth before you can get your evis off and with vanish being one of our best offensive &amp; defensive cooldowns it isn't worth the risk.

Subterfuge - Subterfuge is currently my talent of choice I feel it's still insanely good even with the stealth nerf. There are times a rogue needs to open with Garrote > Cheapshot and it's not always wise to waste your dance right off the bat when you can force cds without it.

Shadow Focus - After Subterfuge SF is probably your best bet enabling you to get off your opening cheap/garrote pretty much free of cost which then allows you to do a lot more damage with the energy you have left. I feel in WoD this will be the talent of choice to those who run without the Energy glyph.

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Deadly Throw - I feel Dleadly Throw has always been viable however it requires quite the skillcap and combo point planning, I personally wouldn't choose it over the other 2 choices in the tree because of how strong they are.

Nerve Strike - Nerve Strike is a really strong talent for rogues as it makes our stuns even more effective for peeling reducing other enemy players damage by 25% for 6 seconds this can also help towards stopping the enemy team from getting counter pressure. (6.0 The Nerve Strike tooltip is currently wrong it reduces enemy npc's damage by 50% but only 25% on enemy players)

Combat Readiness - Combat Readiness is an insanely good defensive if used correctly, When fully stacked with feint you can take up to 80% reduced damage which is huge. If you're able to predict swaps vs most teams e.g. a rogue team this can often stop the need of your trinket and even a healer cd if used at the appropriate time.

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Cheat Death - Currently in 6.0 Cheat Death is very viable because of how easy it is to get dropped in a stunlock in a matter of seconds but in terms of overall use it still comes in 2nd place to Elusiveness.

Leeching Poison - Not worth using.

Elusiveness - This has probably been the best choice of talent in the tree for entirety of MoP because its on demand damage reduction and it will probably be the best choice of talent in WoD too if it doesn't get changed. If used properly feint can become such a strong defensive tool for rogues if you're able to predict swaps or damage and pre feint it. (If you're not the best at using feint you can check out the feint glyph which adds 2 seconds onto the duration)

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Cloak and Dagger - This talent may as well not be in the game as it's only ever been too good or not good enough Blizzard have never been able to find a balanced compromise for it. Overall in the current state of the game this is probably the worst choice of talent in the this tier.

Shadowstep - Currently in 6.0 I feel Step is the best choice of talent as it brings so much utility to a rogue when used properly. Step's an ability that's able to be used defensivly &amp; offensivly e.g. stepping  partners to get restealths or los damage. With the removal of a lot of slows, roots in 6.0 Step is a lot more viable than previously as it can be used as a chase tool rather than a gap closer.

Burst of Speed - I feel BoS is still viable in 6.0 with the nerf to the energy cost however it can't be used the same way as before, you're not able to spam it every few seconds while chasing your target without becoming energy starved resulting in less damage output, however BoS is still an incredible tool for getting restealths and overall defensive play. (It will most likely still be a strong talent for something like 5s)

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Prey on the Weak - Prey is currently the best choice of talent in 6,0 as most of rogues pressure comes from stunlocks having that extra 10% damage from you and your team is pretty huge.

Internal Bleeding -This is a really strong talent and be really scary when you're just piling damage into people although I still find it's 2nd best to Prey.

Dirty Tricks - Not worth using.

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Shuriken Toss - Not worth using.

Marked for Death - MFD is the strongest choice of talent in this tier and it has been for a few seasons, it gives rogues a lot of ondemand damage which is usually paired with Shadow Dance to bring out some big Eviscerates which is where majority of your burst comes from.

Anticipation - This talent comes 2nd place to MFD however it's still a good talent it just requires a slightly different playstyle and more awareness to your Anticipation stacks if used properly it can be similar to having MFD but instead of being instant it's something you need to stack up. (This can be easily tracked, see addon section below)

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Venom Rush - To me VR currently feels the strongest out of the 3 just because of the passive energy and 5% energy regen, even without focusing on keeping people poisoned it feels really smooth though every now and then throwing out a FoK to slow/peel/increase energy regen it can also make swaps feel a lot better just because of the extra energy regen if you swap to an unpoisoned target.

Shadow Reflection - This is probably my least favorite talent out of the 3 I find it to be more of a PVE/MongoPVP talent because of how it works, when you activate it for the first 8 seconds your clone will copy anything you do which includes stuns so during this time you need to take into account that it can completely fuck your stun drs up but if you're just spamming damage it puts out a lot of pressure which is one of the reasons a lot of Assassination rogues use it.

Death from Above - DFA can be a really strong choice of talent if used correctly it can be used for more than just damage because of how it works it shoots your character towards an enemy therefor making it a pretty good gapcloser but it can be bugged by various things like a priest going stealth etc.DFA can pull out some nasty crits if used with procs but overall it feels slightly clunky because of the high energy cost and finding a good time to use it where it will actually be useful with the travel time

These are just my opinions on the 100 talents for now and as time goes on I'll get further insight and information on them.

Glyphs

These are just the main glyphs you should be using but you might find there are rare occasions where other glyphs that might be better good for what you're doing.

Primary Glyphs

Cheap Shot - A strong glyph to use vs melee cleaves and in general teams where you find you won't be using garrote much or where you feel you'll need longer stun locks to kill/put out pressure.

Garrote - You should find yourself using this whenever you feel cheap shot glyph isn't as valuable, e.g. vs wizard teams, rets, shamans.

Blind - This glyph is pretty much mandetory however if you play with Hemo glyph and you feel you're not ever going to be dotting a specific target i.e. the healer you can replace this with either Cheap/Garrote glyph you'll just need to watch out for dots on the target or anything that could break the blind.

Hemo Vein - This glyph makes your Sanguinary Veins trigger from your Hemorrhage dot which means you're able to keep it up much easier but this also changes your playstyle &amp; opener as you don't need to focus on applying rupture or even putting it up.

Glyph of Energy - This is another glyph I feel is mandetory since losing our previous set bonus which gave us 30+ energy allowing us to open more efficiently than without it due to energy starving.

Basic Openers

Rogue openers are different depending on your glyphs aswell as what you're facing.

Basic opener (No hemo glyph)
Premeditation > Slice and Dice > Cheapshot > Rupture > Dance > Ambush > Ambush > Kidney Shot > Marked for Death > Eviscerate > Damage/Garrote/Cheapshot varies on the situation

Basic opener (hemo glyph)
Premeditation > Slice and Dice > Cheapshot > Hemo > Dance > Ambush > Eviscerate > Marked for Death > Kidney Shot > Spam damage > Damage/Garrote/Cheapshot varies on the situation

Why don't you 5cp Rupture in the opener?
I recieved an ingame mail with someone telling me they feel it would be better to 5cp rupture in the opener so something like this:

Premeditation > Slice and Dice > Cheapshot > Ambush > Rupture > Dance > Ambush > Ambush > Kidney Shot > Marked for Death > Eviscerate > Damage/Garrote/Cheapshot varies on the situation

There are a few problems with this, For starters the first ambush isn't going to be effected by SV so it'll be 35% weaker i.e. a wasted ambush for 60 energy unless you dance before which is a waste as you need to use globals to rupture inside of dance, also if you're to try this opener on a basic target dummy you'll find that you can't get the kidney off before youe cheapshot ends with the amount of globals you have, this causes a huuuge problem as you don't want your enemy to have any sort of time where they can peel or use defensives. This is tested on a dummy with full energy, chances are in an actual arena game you won't be starting with full energy because of applying slice or sapping a target.

Here are some videos which will further go into how to open on casters etc, they're from before 6.0 but they should still be valid.

http://www.twitch.tv...zylol/c/3363735
http://www.twitch.tv/tierzx/c/4437539

What's my job outside of burst

What you need to be doing depends on the tide of the game you're playing.

If you're in a situation where you nor your partners are in trouble then your best bet is to either spam damage and get ready for your next burst oppertunity.
If you're in a position where one of your partners are being heavily trained and are in need of peels you need to step up with the removal of dismantle rogue have to be on their toes with peeling, we still have a lot of utility we can use to peel such as vanishing to throw out stuns (preferably not on the main target you need to keep him off dr for when you're ready to go) it's often a good idea to call your offstuns so people can follow up cc off them i.e.polymorph knowing he can't be kicked by a stunned target.
With the removal of Mind Numbing and dismantle rogues now heavily need to depend on shiv slows for peels vs melee cleaves, even using shiv on a feral can help forcing them to use a global on shifting instead of spamming damage into you or your partner.
Overall your job outside of burst windows is making sure you survive to see the next burst window, stopping damage &amp; cc on your partners while pumping out your own consistant damage, if you're not doing any of these things you should be going for a restealth with a plan in mind.

How to maximize damage outside of Dance

This is a common question I get asked "How do I damage outside of cds/dance?" etc

Rogues have priorities and if you follow these priorities you'll be fine.

Disclaimer rogue damage outside of cds is bad by default (Well before prepatch at least)

#1 Slice and Dice  - S&amp;D needs to be kept up at all times as it generates 8 energy every 2 seconds it also increases your auto attack damage which is where majority of our damage comes from.

#2 Sanguinary Veins - SV Increases our overall damage to the target affected by 20% after slice this is your biggest priority, however keeping SV up is different depending on if you play with Hemo glyph or not as Hemo veins glyph makes your hemo dot apply SV without the need of rupture/garrote.

#3 Backstab over Hemo - If you can't hit your targets back/sides and you're not energy capped it's often a good idea to just keep trying to get to his back/sides and then spam out all your energy with backstabs the only time you should hemo over backstab is if the target isn't letting you get where you need to be or if you need to apply your hemo dot for SV. But if you're going to energy cap (hit full energy) you should just spam out hemo so you don't waste energy.

#4 Pooling energy before stuns - In most situations it's a good idea to pool some energy before going for a full kidney or any other stun, e,g, if you're playing with Prey and you full kidney without any damage that 5-6 seconds of 10% extra damage is going to waste where as if you stun with 60+ energy you're going to be able to spam backstab for the entire duration of the kidney making your overall damage a lot better.

Should I rupture with Hemo glyph?

Rupture is an incredibly strong ability for rogues and its damage is increased by 10% by default because of Sanguinary Veins. Even when specced into Hemo veins glyph you should focus on keeping rupture up if you're training a target but only if you have the combo points to spare and you feel putting out that extra evis won't get you any sort of defensive/healing cd from the enemy team, also having that extra damage ticking when you burst can be fairly noticable and even the difference between someone living and dying.

Stat priorities

Mastery > Multistrike > Crit > Versatility > Haste

I think Multistrike is better than crit atm but I'm not 100% sure.
Also as gear progresses versatility will probably become a lot better.

Enchants

Cloak - Gift of Mastery / Breath of Mastery
Neck - Gift of Mastery / Breath of Mastery
Rings - Gift of Mastery / Breath of Mastery
Mainhand - Mark of Bleeding Hollow / Mark of the Shattered Hand
Offhand - Mark of Bleeding Hollow / Mark of the Shattered Hand


Macros

Not going to list all my macros here such as focus ones etc but these are just a few that might come in handy for some people.

#showtooltip
/cast !Stealth
/stopattack

#showtooltip Preparation
/castsequence reset=10 !Sprint,null
/stopcasting
/cast Preparation

#showtooltip
/cast [target=Namehere] Shadowstep
/cast [target=Namehere] Shadowstep

#showtooltip Shadowstep
/cast [@focus] Shadowstep
/cast [@focus, nostealth] Kick

#showtooltip
/stopattack
/cleartarget
/targetenemyplayer
/cast sap

#showtooltip Vanish
/cancelaura Subterfuge
/stopattack
/Cast Vanish

Addons

Here are a few addons I use that might help other people.

Arena Plates - This is an extremely good addon which places a green border around an enemy players nameplate when they're out of combat which can help you get mid game &amp; opener saps.

Interrupt Bar - I feel people really underestimate how useful an addon Interrupt Bar can be. I use my IB to show the cooldowns of abilities that I feel It's important to keep track of as a rogue I'll post an image below.
(If anyone wants my Interrupt Bar settings send me a pm)
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Anticipation - The default combo points have a 30ms animation time which doesn't seem like a lot but it feels like a lot to me so I use this addon to speed up the animation down to around 15ms making my combo point animations slicker and smoother so I no longer have to wait for Honor Among Thieves to catchup with all the animations for each combo point.

Rogue Streams
http://www.twitch.tv...abooirl/profile
http://www.twitch.tv/nomanz/profile
http://www.twitch.tv/spb_89/profile

There are plenty other good rogues who stream but these are just a few who are more consistant with how often they stream.

Missed anything / Stuff you want to see

This has been my first guide and I thank you for reading this far, if you want to see anything else I've maybe not included or perhaps something you want me to elaborate on feel free to ask.
In terms of stuff you'd want to see I can maybe add stuff like how to team fight as a rogue in RBGs etc.
Also feel free to pm me or contact me in game.

Thanks for reading


#4238446 6.0 Arms Warrior Guide

Posted Zzx on 21 October 2014 - 07:41 AM

A guide to Arm's Warriors in 6.0.2.

Introduction

Hi, my names Dom/Flavoúr/Zzo, I've been playing warrior since Late S14. I'm 2800 Exp of season 15, If you have any more questions feel free to message me ingame or on ArenaJunkies.

Ability Prune/Changes

Shield Wall
Disarm
Deep Wounds
Overpower
Disrupting Shout/Piercing Howl talents
Slam Changed
Can't have both Shockwave and Stormbolt
Safegaurd doesn't remove roots
Charge now only roots, not stuns
Shattering Throw is a glyph

New Abilities

5 rage Rend - Wounds the target causing (x) bleed damage over 18 seconds and a final burst of damage when effect expires.
20 rage Shield Barrier - Improves your defenses adsorbing (x) amount of damage, and up to 40 rage more. (requires Dstance)

Playstyle Changes

Battle Shout / Beserker rage do not generate rage, and won't ever be used in your rotation. Shout's now have no cooldown except GCD and last for 1 hour.

Alot of abilities in WoD change your stance for you. So keep an eye on that stance bar. Colossus Smash requires you to be in battle stance, it will change your stance even if you don't. I imagine in WoD alot of people will keep their eyes out for warriors using Col smash during their rotations, and the new Battle/Defence stance buff that is applied to kill Warriors 100/0 in stuns.

However some abilities don't, I.e Shield Barrier, which require you to change the stance manually to use it. Why? Blizzard, that's why.

Finally, although it's not Warrior based it's good to know healthstone's don't reset their CD unless you leave combat, if you're playing wls don't forget to leave combat for second to restart the cooldown.

Basic rotation

The Arm's basic rotation will differ on what talents you pick. Assuming you don't spec slam the standard rotation will be to;

Generate enough rage > Colossus Smash > Mortal Strike > Whirlwind (Or Slam)
Whilst keeping Rend (The new bleed similar to Deep Wounds) up at all times.

When Rend falls off, it deals an extra 4500 damage along with it's normal 1774 tick.

Execute takes priority over any ability if in range. It is basically touch of death right now.

Gemming and Gear

Gemming and reforging has been removed in 6.0.


Enchants

neck: crit
Back: Crit
Ring: Crit
Weapon: Mark of the Shattered hand

Proffesions

Since 6.0.2 proffesions have no stat bonus in Arena, and are not required.

Talents

Tier 1.

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All three of these first tier talents are good in their own right, and make for a competitive tier. Personally I will be playing Juggernaut, which reduces the cooldown of Charge to 12 seconds, I feel this will alow me to get the most charges of in a game, and generate the most rage.

Double Time allows for charge to have x2 uses, each on a 20 separate second cooldown, however if used in under 12 seconds of each other, they generate no rage. I feel this tier is not worth using, as you can waste alot of rage generation, and be left without a charge for a long time.

Warbringer gives charge a stun effect, rather than a root, at the cost of a 20 second cooldown. I can not see Warbringer being used alot in arena, as It really harms your mobility coupled with the Heroic Leap nerfs.

Tier 2.

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Enraged Regeneration is the only competitive talent in the second tier. It is a base 10% HP heal, followed by a 5 second long HoT healing for 20% more of your base HP.

Tier 3.

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This tier allows us to pick from 2 stuns, as the utility is required over Dragon Roar.

Personally I've been playing with Shockwave, as I feel it's fairly easy to land triple shockwaves, even on just pets, reducing the 40 second cooldown to 20, warranting it better use than Stormbolt.

However Stormbolt, which has a 30 second cooldown, and can be used from range is also very good, allowing you to stop casts, stun from a distance, and is 100% reliable. It has a downside of being the easiest to Meld ability in the game, though, and regularly bugs (not stunning) on abilities like Mind Control.

Tier 4.

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The most hotly debated tier, this fourth tier will decide how warriors are played in 6.0.2.

Taste for Blood: Each time rend deals damage gain 3 Rage.
Sudden Death: Your auto attacks can proc a free execute. (10% chance)
Slam: Slam an opponent for 3,243 damage costing 10 rage, Each consecutive use increases damage dealt by 50%, and rage cost by 100%, stacks up to 2 times.

Slam and Whirlwind both got a 30% damage nerf in the most recent build. Slam already being a DPS loss basically became obsolete. Taste for blood is looking the best right now for the rage generation quality of life, and for the damage increase. Sudden deaths chance to proc an execute is so low, and auto attacks so few it's difficult to see it being viable until the gear levels rise.

Taste for blood is currently the best talent.

Tier 5.

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Mass Spell reflection, replaces Spell Reflection Reflects all spells on you and party members within 20 yards for 5 seconds. Play vs. Casters.

Safeguard. vs Melee cleaves.

Vigilance could be good in some situations, I.e if you're rooted often and can't Safegaurd your teamate, We will see how the metagame pans out, this is a very close call tier for alot of games.

Tier 6.

Posted Image

Another competetive tier.

Avatar increases all damage dealt by 20% for 24 seconds.
Bladestorm makes you un CC able and spin around dealing damage to anyone close to you.

If playing with Slam I prefer Avatar for that 3 minute burst window, If not, I recommend Bladestorm, it removes roots and allows for a burst window every minute.

As of 6.0.2 100 Bladestorm dwarfs the other two talents,

Tier 7.

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The new WoD tier is very dissapointing.

Ravager is an AoE, Siegebreaker is an interesting stun, but replaces Fear and will not be viable in PvP.

The only talent i can see being used is Anger management which reduces the cooldown of our major cooldowns by 1 second every 30 rage used. You can reduce the cooldown of bladestorm to 45 seconds this way.

Glyphs

Glyph of Shattering Throw - Vs. Mages and Paladins.
Glyph of Mortal Strike - Whilst Ms is active recieve 10% more healing.
Glyph of Rude Interruption - Kicking a cast increases your damage by 6%.
Glyph of Heroic Leap - After leaping gain 70% speed increase for 3 seconds.
Glyph of Bull Rush - Increases rage generated from charge by 15
Glyph of Long Charge - Increases charge distance by 5 yards.

Alot of Glyphs are now not useable with eacother. Glyph of Death from Above has been nerfed so Leap only reaches 25 yards. It's not worth the shorter cooldown.

Macros

Reck -

#showtooltip Recklessness
/cast Avatar
/use Prideful Gladiator's Badge of Victory
/cast Recklessness
/cast Bloodbath
/startattack

Stance -


#showtooltip
/cast Defensive Stance
/cast Battle Stance

Intervene/Vigi/Safegaurd -


#showtooltip intervene
/cast [@name] Intervene

#showtooltip intervene
/cast [@other name] Intervene

/cast [@dps name] Vigilance

/cast [@healers name] Vigilance


(one for healer one for DPS)

Storm Bolt -


#showtooltip
/cast [@focus] Storm Bolt

(Can make Arena 1-3 Macros)

Charge -


/cast charge
/cast hamstring
/cancelaura bladestorm


/cast [@focus] Charge

(Focus charge may be obsolete w/o Warbringer)

Fear -


/cast [@focus] Intimidating Shout

Pummel -

/cast [@focus] Pummel

Errors / Red bars Scripts -


#showtooltip Every man for himself
/script UIErrorsFrame:Hide()
/run MainMenuBarLeftEndCap:Hide();MainMenuBarRightEndCap:Hide()

/run local f=CreateFrame("Frame") f:RegisterEvent("LOSS_OF_CONTROL_ADDED") f:RegisterEvent("LOSS_OF_CONTROL_UPDATE") f:SetScript("OnEvent",function() for b in pairs(ActionBarActionEventsFrame.frames) do b.cooldown:SetLossOfControlCooldown(0,0) end end)

Veevs Mortal Strike Macro -


#showtooltip Mortal Strike
/cast Mortal Strike
/cast [@arenapet1] Taunt
/cast [@arenapet2] Taunt
/cast [@arenapet3] Taunt
/cast [@arenapet4] Taunt
/cast [@arenapet5] Taunt

Warrior comps

Thundercleave - Warrior Ele Druid/Priest/Mwmonk - Relying on good swaps during stuns from the Warrior/ele has exceptional Utility in tremor, Hex, Fear, clone. Good CC, DPS dispels/purge. (Ele however is very weak on 6.0.2)

WLS - Warrior Lock Shaman - A spread pressure comp, with the strength of Warlocks and melee caster healer I can only see this comp going from strength to strength. Not to mention it may be viable with a Destro or Demo lock, adding some flavour to the usual affliction variant.

KFC  - Warrior Hunter Shaman - Looking alot weaker than in S14/15 KFC will still be a good warrior comp, but both dps and healer can easily die with one bad sac. Good offensive purge and brilliant CC in trap, Wyvern, hex, fear.

WMD - Warrior Mage Druid - Predicting this to be the best warrior comp with just how good mages are, warriors will be lucky to get a spot replacing a rogue however. Amazing constant and burst pressure with a plethora of non DRing CC.

TSG - Warrior DK Paladin/mw - TSG is looking it's strongest in a long time. The new WoD meta of less CC, no disarms has birthed a brilliant environment for massive damage small CC comps like TSG to run rampant. Paladins being finally on par with it's rival healers means this comp could flop many unsuspecting teams with unhealable damage.


Kittycleave - Warrior Feral Paladin/Priest - Kittycleave is also looking very strong. Ferals have some of the best burst in the game, coupled with brilliant Hotw heals meaning Kitty could be very good going into S16. It is an exceptional comp for killing resto shamans and other healers, ferals have a defensive dispel for hex's.

Warrior Streams

http://www.twitch.tv/bloodxeu - Best warrior in the game right now
http://www.twitch.tv/cptcatface - 3.1 warrior
http://www.twitch.tv/trillebartom - 3k multi rank 1 warrior
http://www.twitch.tv/revocutie - 3k r1 warrior

Gameplay

I will be recording and uploading some 3v3 skirms as a variety of comps for people to watch for gameplay tips / general how to play. Cannot confirm they will be good opponents unless I can organize a wargame with some good teams.

Other Guides

http://www.arenajunk...or-new-players/ - Keybinding

http://i.imgur.com/ve31InW.jpg


#4224877 US WoW Arena Tournament Stream Discussion Thread

Posted Metaclassx on 05 October 2014 - 08:30 PM

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#4225939 The 8 Teams for Blizzcon

Posted Pinka on 07 October 2014 - 12:41 AM

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#4212238 2014 NA Regional Drama Wrap-Up

Posted Regent on 18 September 2014 - 11:54 PM

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Since there has been a lot of drama recently, I figured I would make a TL;DR thread for those of you that have successful real lives and can't sit on ArenaJunkies 24/7.

The North American Regional Qualifiers:
  • Hosted by ESL (the same company that organized the holocaust)
  • 2800 players qualify but only 50 Teams signed up
  • No seeding and random placement meant some popular teams eliminated each other right of the bat
  • Zero interaction with Blizzard, even after the ESL website wasn't working
  • People suspect Blizzard will be asking for some of the money they paid ESL back, since ESL apparently completely forgot that they were supposed to hold this tournament
Vanguards team gets knocked out because of a "no-show":
  • Timestamp does show that Vanguards team was almost 30 minutes late to their match
  • They claim they had no idea the time they were supposed to play
  • Poor organization and almost no help from ESL admin, many people think they didn't deserve the loss
  • Vanguards, being the least confrontational person in existence, made a nice forum post saying how he is slightly angry that he missed out on a chance for $40,000 USD
Jah's team gets knocked out and tries to get back in on a technicality, twice:
  • Claims his first loss was not actually the "real" game and only practice
  • Screenshots show his team agreeing it was the real game
  • Some people claim that after his second loss he tried to contact tournament admin and get it changed
  • Talbadar is "disappointed" in jah
  • Jah, unsurprisingly, calls everyone "retards" and hasn't been seen since
Wizk's team cheats and has other players, not on their roster, play:
  • By far the biggest drama generating event of the tournament
  • Wizk, Jakenotezz, and Random rogue decided to play RPS in tournament
  • Upon tournament brackets coming out, they realize they will have to fight comps that are strong against them
  • Wizk realizes that it would be too obvious to ddos his opponents, he determines he will have to come up with another way to cheat
  • Wizk replaces his rogue and rsham with an rdruid and mage who are not on his team roster and then wins multiple games (it is assumed that the mage was played by, "Piecez," and the druid by, "Rynd")
  • People (obviously) realize what is happening and he gets disqualified for cheating
  • Wizk then cries, makes a 40 minute video about why he didn't cheat, no one believes him
  • Jakenotezz, then makes a post on AJ admitting that they cheated, apologizing, and says he only did it to bang his 18 y/o e-girlfriend when he goes to New York
  • Wizk then claims he is too good for this community
  • Wizk locks in his spot next to Xandyn in the "top 5 scummiest wow players of all time"
  • Randomroguex is mad that no one knows who he is, doesn't understand the concept of why cheating is bad, and is apparently a part of some "elite cheaters club"
Multiple teams Disqualified after the tournament ends based on their geographical location:
  • Apparently it was easier to allow these people to play in the tournament and then disqualify them after they won
  • Raises multiple questions about the outcome of the tournament, since the teams who got DQ'ed knocked people out of the tournament
  • The dominant team of Jeff, Barry, and Twochainz is rumored to be one of the teams DQ'ed
Avangelyne proves he is really weird:
  • Made multiple weird posts about having a girlfriend
  • Multiple awkward tweets involving, but not limited to: old memes, obscure Norwegian cover bands, and History channel TV shows
  • All of this is okay though, because according to him, he "has a lot of friends"
Former 3rd place Blizzcon team, "PvP Live" replaces healer the night before qualifiers:
  • but apparently forget to tell him he is off the team
  • Famous monk, "Dannycarey" is replace by other famous monk, "Verdantstorm"
  • Novoz and Thugonomicz imply that Dannycarey is part of something (Illuminati?)
  • Dannycarrey still hasn't run out of mana
Glinks:
  • Surprisingly, Glinks didn't cheat or try to ddos anyone
  • Nice work, Glinks
World of Warcraft PvP Designer, "Holinka" no where to be found:
  • A week has gone by since his last sighting
  • Police have decided to end the search
  • His family stays hopeful
Arena Junkies:
  • Datacus tries really hard to get some free rep, fails miserably
  • For the first time in over a year, people are capped out on giving rep
  • If you point out any scummy things that friends of the moderators have done, you will be getting an infraction
  • Flavour is still making stupid posts
  • Dillypoo's insults have been getting noticeably better over time, possibly hitting puberty soon?
  • Bigmoran tries to dispel ddos rumors by threatening to ddos anyone who talks about it
  • Thugonomicz believes that Arenajunkies.com is actually "Horse cocks"
  • Bailamos dropped in to insult Jakenotezz for having an e-girlfriend, the irony is palpable
  • More wintrading in EU, no one is surprised
  • The "scummy dozen" continue to rep each-other in an attempt to make it seem like they have some community support
  • Ayra is still black, and still european



#4211041 ESL/BLIZZARD SCANDAL

Posted Talbadar on 18 September 2014 - 05:17 AM

Just caught this thread tonight. First, while I'm not surprised based on all of his past posts I find it rude that you, Iskaral, still bash all of the "popular" players just because you can. I remember that whole Snutz deal with Pookz and Toez and they definitely did get hacked and it seemed like they got their accounts back awfully fast, but they still made it to regionals fair and square after (it was never confirmed if anything shady happened with restoration anyway). The ONLY game they played 2v3 was against my team as we were the main team trying to stop them from making it. Cdew had a legitimate disconnect against them in some of the final moments of the TR when his internet had been shitty all week.

I'm glad to see Snutz made a video to give some insight into this whole thing because without playing in the actual tournament it's hard to know what happened. I'd like to throw out there that Cdew/Snutz/Venruki are outstanding members of the community that play the game fairly. They have NEVER cheated in any tournament or qualification to my knowledge and that says something when playing with and against them for 5 years. They have even waited for my team during disconnects multiple times in finals worth thousands of dollars.

Not enough has been said about Vanguard's team. I would've liked to see his team be given the same second chance that the 9-12 teams had and I know if there was a tournament realm instead of this wacky tournament they would've made it without trouble. Esp. after coming really close to making it straight to Blizzcon last year it's annoying to see him get completely shafted.

As for the disqualification: with all of the complaints going into this and with how poorly the tournament went I would've been baffled if they didn't check into things this time around. Still disappointed by the lack of supervision from Blizzard over the tournament. Feel like Holinka was on vacation or something during the tournament because as soon as Vanguard's tweeted that the tournament had no admins there should have been some response. Just from watching a couple VoDs I was pretty certain who was playing the mage and druid on Wizk's team.

Also disappointed in Jahmilli for causing a lot of trouble on his own not only for this tournament but the whole season. I haven't played too much of it as a lot of people know, but his nonstop and nonsensical hatred for certain players like Vanguards, Venruki, and Cdew is just unacceptable. I disliked Vanguards myself at one point because "god he's just a ret with shadowmourne trying to kill me", but jeez that was so silly and so long ago. I know he can be a better community member if he tried, but I'm not sure he'll ever change his ways.  Just my two cents.


#4211056 Apology to everyone

Posted Nmplol on 18 September 2014 - 05:25 AM

It was for the girl!

I'm not mad that ya'll cheated. Rather embarrassed for wizk\jah who came on these forums denying it so hard. When they both knew what really happened.

If you really need a plane ticket that bad let me know. I got Skymiles. :)


#4180984 Cya tremor

Posted mirox on 28 July 2014 - 01:06 PM

While at it, it would be really nice if they would fix shadowfury > fear >fear >fear > arena 2 fear>fear>fear >arena 3 >fear>fear>fear, as well.


#4180633 Dannycarey 2850 Mistweaver pvp

Posted Hasuit2 on 27 July 2014 - 11:49 PM

Hey, seems like there's a big lack of mistweaver pvp videos/streams.  I know most people use bot as mistweaver, and it does make it much easier, but it's still possible to play at a high level legitimately.  I'll try to record and upload more of my games vs the best players with no cheats, just skill.

https://www.youtube....h?v=X9bTph0mgnE


#4179148 I DID IT GUYS I DID IT I DID IT

Posted Eckbok on 26 July 2014 - 08:48 AM

https://vimeo.com/101659488 = episode 1

(edit:) https://vimeo.com/102208281 = episode 2

Old thread:http://www.arenajunkies.com/topic/246239-scrub-lock-pushing-for-2k-in-3s-advice-about-lsd-warlocks-in-general/

shout outs to everyone in that AJ thread who showed me what's up.
Thanks to: your boy Pillarstream, your boi Greymoor, your boy Anthrakz, thanks to Chanimals for all of his streams n stuff, Maldiva, and everyone I've ever PVP'd with, ever


your boy Eck is licensed now holding it down in that 2Triple

#thatboyeck


#4156229 In-game NPCs named after PvPers

Posted Snuggli on 26 June 2014 - 08:33 PM

Looks like some pvpers got some in game npcs.. you can see the model if you click view in 3d.

Hoodrych - http://wod.wowhead.com/npc=79900 "Captain Hoodrych"
Swifty - http://wod.wowhead.com/npc=79902 "Captain John Swifty"
Bajheera - http://wod.wowhead.com/npc=80484 "Captain Jackson Bajheera"
Azael - http://wod.wowhead.com/npc=80486 "Necrolord Azael"
Hotted - http://wod.wowhead.com/npc=80488 "Alune Windmane"
Nadagast - http://wod.wowhead.com/npc=80489 "Necrolord Nadagast"
Talbadar - http://wod.wowhead.com/npc=80490 "Mindbender Talbadar"
Novoz - http://wod.wowhead.com/npc=80491 "Elementalist Novo"
Vanguard - http://wod.wowhead.com/npc=80492 "Vanguard Samuelle"
Venruki - http://wod.wowhead.com/npc=80493 "Elliot Van Rook"
Tosan - http://wod.wowhead.com/npc=80494 "Tosan Galaxyfist"
Hildegard - http://wod.wowhead.com/npc=80495 "Hildie Hackerguard"
Yoske - http://wod.wowhead.com/npc=80496 "Rifthunter Yoske"
Mes - http://wod.wowhead.com/npc=80497 "Lord Mes"
Crazé - http://wod.wowhead.com/npc=80498 "Brock the Crazed"
Athlete - http://wod.wowhead.com/npc=80499 "Avenger Turley"
Cdew - http://wod.wowhead.com/npc=80500 "Taylor Dewland"
ReDeYe - http://wod.wowhead.com/npc=80501 "Red-Eye"


Unknown NPCs:

http://wod.wowhead.com/npc=80487 - Empty

Spoiler


Class Distribution

:druid: - Hotted
:hunter: - Yoske, Tosan
:mage: - Venruki
:paladin: - Vanguard, Athlete
:priest: - Talbadar, Crazé
:rogue: - Hildegard
:shaman: - Cdew, Novoz
:warlock: - Azael, Nadagast
:warrior: - Swifty, Bajheera, Hoodrych
:deathknight: - Mes
N/A - ReDeYe

Note: It is likely that Tosan is being represented as a Monk instead of Hunter. This leaves Druid, Hunter, Mage, Rogue, Death Knight and Monk with only 1 NPC.


Extra Info: Potential Candidates:

Put the most likely candidates in bold and least likely in italics, mainly taking into consideration their spec and relations with Blizzard. This is purely my opinion and a guesstimate of the people Blizzard will most likely consider.

[US] - Snutz, Rzn, Reckful, Sodapoppin, Jahmilli, Dannycarey, Chanimal, Sodah, Abn, Pikaboo ...

[EU] - Minpojke, Zunniyaki, Nolifer, Boetar, Baten, Trillebartom, Doomsen, Akaishuichi, Nauree, Praii, Flubbah, Hydra, Mystic, Braindeadly, Waffle, Blukstack ...


Classes with only 1 representative so far and are thus most likely going to get more:

:druid: : Sodah, Sodapoppin, Minpojke, Baten, Doomsen
:hunter: : Braindeadly
:mage: : Jahmilli, Abn, Nolifer
:rogue: : Rzn, Reckful, Pikaboo, Akaishuichi, Praii
:deathknight: : --
:monk:: Dannycarey, Nauree


#4144064 WoD ret, the new 2 parts pvp set bonus is awesome !

Posted glonglon on 16 June 2014 - 07:38 AM

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It seems that holinka saw this video and finally understood that ret was very vulnerable to CCs ^_^

I hope that we will be able to stack the wings 50% cc duration reduction buff with the new glyphed freedom 25% cc duration reduction buff :

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According to my calculations with wings+glyphed freedom buffs up a 6 secs spammable cc like fear/poly/clone would only last 2.25s (6*0.5*0.75=2.25) which is very good.

With Hand of sacrifice CD being reduced by 30s thanks to the new perk passive we will also be able to remove magical CCs on our partners more often. Maybe there will be a niche for ret as an "anti-cc" support/burst spec.

The only thing I'm concerned about is ret CCs because they removed blinding light. It's impossible for a melee class to cast a 1.8s fear/repent so that basically leaves us with a 30s cd fist of justice as our only reliable CC.

To conclude, I hope ret will be a more popular spec in wod.

Regards.




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