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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.


#4110327 The Most Overpowered Ability in Game

Posted Bigmoran on 29 April 2014 - 04:03 AM

I know there has been countless discussion over what abilities are overpowered, but the locus of the conversations has been about long cooldown abilities like Symbiosis and Ascendence. While these discussions do have merit, and are admittedly not in vain, I think a discussion needs to be had over one ability in particular:

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I think Fear is the strongest CC in the game and even the strongest ability. Obviously there are a few things that set it apart from other forms of long duration crowd control. These unique properties have made it the center of a lot of complaints including, but not limited to:
  • Its positional displacement
  • Its high threshold to break on damage
  • Its strength in combination with Shadowfury
One change I would like to see in the upcoming expansion is a change to Fear. I think one of two things needs to happen:
  • Remove Howl of Terror from Warlocks and give Warlocks demonic breath baseline
  • Remove casted fear, leveling the playing field between Warlocks and Spriests



#4076323 In-Depth Shadow Tier 3 Talents Guide

Posted Talbadar on 11 March 2014 - 12:27 AM

Hey everyone, it's been awhile since I've made a guide on this site, but I felt like making this one as it is the most common shadow priest question.

Our tier 3 talents are:

From Darkness, Comes Light (FDCL)
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Mindbender
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Solace and Insanity
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All three talents are very useful, but also have big downsides. Before I go into when to specifically use each, let's talk about the good and the bad for each talent.

FDCL

The Good
1. FDCL does the highest consistent damage of the three talents. As long as you are actively doing damage and getting VTs out, you will get so much out of this talent. Shadow Priests lack the ability to do heavy consistent damage without this talent. You can force cooldowns sometimes without even using Devouring Plague.
2. FDCL provides some excellent buff protection, which helps a lot against teams that want to get your important HoTs and shields off. Expect Shaman, Hunter, and Priest teams to be dispelling you.
3. When it comes to bursting, FDCL provides the highest damage while moving of the 3 talents. Mobility is more important than most recognize when it comes to doing burst damage. Unless a target is stunned in place you won't be able to stand there and channel Mind Flays. Being able to chase your target while using the free damage from Mind Spikes makes a noticable difference when going for a kill.
4. 1 FDCL Mind Spike is about the same damage as a Mind Blast which is actually some nice damage. Keep in mind, that using Mind Blast with less than 3 orbs takes priority over using Mind Spike.
5. The biggest advantage of the spec is that it is the hardest damage to predict. Nobody is going to track your procs and there is no travel time with your damage. I'll talk more about this later.


The Bad
1. It can be near useless to have this talent if you are getting locked down hard enough. If you can't get many Vampiric Touches out then the extra damage of this talent will definitely not pay off.
2. You will be spending a lot of your extra global cooldowns in Mind Spikes. It really feels like you are doing a lot of extra damage as this spec, but you have to realize the importance that could come from your other abilities. If someone has a Riptide and Earthshield it could be better to just dispel those instead of Mind Spiking. It's a very big picture idea, but think if you used Mind Spike 50 times one game, that could have been 50 different spells, like dispelling, using PoM more often, or using Feathers.
3. The burst potential of the spec is lacking. You have to be on your game with team coordination to actually get a kill with this, Solo'ing people is rare, but it can happen.


Mindbender


The Good
1. This ability is definitely not used often, but it lines up very well with Mage and Rogue cooldowns (Frozen Orb/Shadowdance) as well as your Silence.
2. Against all odds if you are getting destroyed against a certain team and you can't do much damage this is the talent to go for. Your mana will stay relevant and your burst damage will be somewhat existent.
3. Mindbender as well as Shadowfiend does a lot of damage, so your burst damage every minute will actually be scary and worthy of using cooldowns against.


The Bad
1. Mindbender is not a very good on the fly bursting ability. It can easily be stopped and you only have it once a minute. If your mage wants to Deep and all you can do is Devouring Plague with a few Mind Flays, odds are you won't help all that much.
2. Mindbender is totally ruined by any CC on it. Priests and warlocks will fear it, mages will nova it, druids will Nature's Grasp it. If it gets shut down it basically does nothing.


Solace and Insanity

The Good
1. Most people's favorite talent in this tier, though I personally enjoy FDCL more. It has the highest burst damage potential. It knocks the other two out of the water if you can channel your Insanity for the full duration of your Devouring Plague.
2. You can solo people. Without the help of your partners you can get someone very low by yourself with just Silence.
3. You will have a lot of extra global cooldowns to do important things like dispel enemy buffs and help your teammates while waiting for your Insanity kill setup.
4. Some matchups almost require you to have this talent in order to get a kill. Sometimes you just need that extra burst to get it done.


The Bad
1. This talent is heavily reliant on standing still and channeling an important spell. This makes it really obvious and screams interrupt me.
2. Your consistent damage with this talent is pretty low. Outside of 3 Orb DP you aren't going to be helping out on the offense much.
3. You won't be able to use many orbs on Psychic Horror while going for a kill, as you need those orbs for your Devouring Plague.




The Unpredictability of FDCL vs. the Predictability of Insanity
I brought this up earlier, but this requires much more than a sentence or two to explain. Predictability is important in PvP, especially at a high level. If you can predict what your opponent is doing then you have react with the best option and stop them from doing what they want to do. Insanity is very predictable. It has a very distinct animation involved, 2 obvious debuffs to track, and a cast that is being spammed. This makes it really simple to react to and stop, requiring you to CC all of your opponents to land your kill most of the time.
  When it comes to FDCL the buff is not globally recognized as a threat to pay attention to. It's constantly proccing and it stacks  2 times so nobody will be paying attention. There is also no trackable debuff or animation involved. Mind Spike has a very subtle animation. Since it's very unpredictable, it's easier to make your opponents panic when using it. "Oh wow all of a sudden I'm at 20% and I don't know why! just going to use a cooldown" In comparison to Insanity they might say "Okay I'm at 20%, but the Devouring Plague is over and he can't do any more damage, I should be okay."  This situation happens more than you would think.


Bursting Priority List by Talent

FDCL
-make sure you have a reasonable duration Vampiric Touch and Shadow Word: Pain on the target before bursting
-Halo if you are using that
-Shadowfiend + Devouring Plague at the same time using the bugged Glyph of the Sha
-use Divine Insight procs, or cast a mind blast if you don’t think you will be interrupted
-if you have 2 Surge of Darkness procs: use at least 1 of them
-when you have 1 Surge of Darkness proc you can choose to either use the second one or freecast Mind Flays while your target is in line of sight and you are unafraid of being locked out. In general I simply use the second proc and continue moving toward my target
Once you have no procs your highest dps is to use Mind Flay.


Mindbender
-make sure you have a reasonable duration Vampiric Touch and Shadow Word: Pain on the target before bursting
-Halo if you are using that
-Mindbender + Devouring Plague at the same time using the bugged Glyph of the Sha
-your highest dps is to use Mind Flay.


Solace and Insanity
-make sure you have a reasonable duration Vampiric Touch and Shadow Word: Pain on the target before bursting
-Halo if you are using that
-Shadowfiend + Devouring Plague at the same time using the bugged Glyph of the Sha
-channel insanity for the rest of the duration of Devouring Plague
*Note: If the healer is not CC'd for the final ticks of the Devouring Plague it is better to cast Mind Blast for 1 orb and use Psychic Horror as a follow up CC. The healer will very likely do more healing than you will do damage.

-your highest dps is to use Mind Flay.


Playing as X comp:
*keep in mind these can all change depending on what you are fighting against*

2v2:
Healer/Spriest vs. Healer/DPS
You can play any of the 3. Preferably you should play Mindbender if the comp you are playing against is susceptable to being killed by Mindbender + DP + Mind Flay because you can set up kills with your healer once a minute. Sometimes Insanity is better where you need the extra burst to get a kill though I wouldn't recommend it. Mind Spikes are never a bad option. It could be hard to rot a team by yourself, though.

Healer/Spriest vs. DPS/DPS
Mind Spikes or Insanity. By using insanity you can get a kill very fast against classes that can live by themselves while running away from your Mind Spike procs, but Mind Spike procs will give you consistent damage for comps that can't live very long on their own. In general, I would say Insanity is stronger here.

Spriest/DPS vs. Healer/DPS
Really depends on what you're playing against here, but if you think a melee will be training you and you don't have a partner that can peel them much, go with Mindbender. It will give you the extra mana to heal yourself as well as give you some bursting help. Insanity or Spikes if you have peels or fighting a caster healer.

Spriest/DPS vs. DPS/DPS
Really doesn't matter much. Mindbender isn't that great because the game won't last long. Mind Spikes is probably best because you'll be doing a lot of running away as a Spriest in this fight.

3v3:
*In 3v3, Mindbender is less effective than the other two choices.*

Spriest Mage Druid/Shaman:
This is all up to what you prefer, really. If you are playing with a Fire or Arcane Mage that heavily relies on the one shot combo, then go with Insanity. With a Frost Mage who can easily set up burst I currently prefer FDCL as long as it's able to force cooldowns or land kills against what I'm fighting with Deep + Silence combo.

Spriest Warrior Shaman:
Spriest Warrior isn't seen much, but it is very strong right now (Season 15). Warriors do heavy consistent damage so it is definitely better to play FDCL with one. You are going to be the train target and while Warriors do have a lot of peels, there usually isn't enough of a window to spam Insanity into a target.

Spriest Rogue Druid/Shaman:
While I havent seen it much in the past months, Spriest Rogue does have it's strengths and those two DPS are second only to Frost Mage Rogue when it comes to bursting a target down. When playing with a Rogue it's almost best to spec Insanity and hold orbs for the one shot. Triple CC is very important and you will want to fear one, cyclone/hex/cheap shot or kidney shot one, and kill the other when going for kills. FDCL can work, but it just doesn't fit the playstyle.

Special Cases:
-Hunter/Melee comp training you in 3v3 with low peels on your team. If you're playing with a Resto Shaman and a class that won't be helping you much like a Warlock or Ele, then you will want to play with Mindbender. It feels not so great, but you actually can't do anything with Insanity/FDCL anyway when you are getting trained all game. Mindbender gives you that extra little help while trying to survive.

-Rogue/Mage comps in 3v3 with low peels on your team. Again, this is really hard to do anything against if they are an aggressive team determined to shut you down. Mindbender is actually not very effective against this team because of novas, so your best bet against this is usually to fear rogue + CC healer then burst mage down with insanity.



That's all I got for you guys, hopefully you got something out of it.


#4063133 Shendelz Unholy Death Knight PVP Guide (5.4.7)

Posted Ownu on 24 February 2014 - 04:59 AM

Unholy Death Knight Guide (5.4.7)

This guide is not only a starting place for players looking to learn the basics of Unholy, but is also a great place for advanced players to sharpen their skills.

Changelog

There are no changes to Death Knights from 5.4 to 5.4.7, however there are large changes to PvP:
  • Base Resilience has increased to 77% up from 72%.
  • Battle Fatigue has increased to 60% up from 55%.
  • "Gladiator's Distinction", the set bonus for wearing two PvP trinkets now grants 5280 resilience up from 2600 resilience.
  • Item level on the new gear is 550, up from 522 on the old gear.
PvP Talents
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This is the default talent core that every Death Knight should start with. It is the go-to set of talents for the majority of matches you will play, and is well rounded. Talents and glyphs are like a tool box where you get to chose a few of the most effective tools to get the job done in the cleanest way possible: talents should be changed to benefit you the most. Always take into consideration what composition you are playing as, what you are playing against, and strategies that might be used by both teams during a match.

Tier 1: Rolling Blood

Rolling Blood casts pestilence on any target hit by Blood Boil, making it easier to spread diseases. Right now, Death Knights are all about damage; and this is one of the simplest ways to maximize it. This is the most effective talent to wear down your opponent.

Tier 2: Lichborne

Lichborne turns you undead, allowing you to break free of fears, charms, and sleeps. Additionally, while undead, you are immune to polymorph effects (Sheep, Hex) and incapacitates (Sap, Gouge), and may heal yourself by casting Death Coil on yourself.

Tier 3: Asphyxiate

Asphyxiate is an improved version of strangulate that stuns your opponent instead of silencing them. Additionally, it costs no rune. On occasion you may be playing a composition where your team mates have too many stuns already, and standard strangulate may be a better choice. In this case, Chillblains is your next best bet, as you will gain a three second duration root on Chains of Ice, as well as a built in slow.

Tier 4: Conversion

Conversion allows you to sacrifice runic power per second to gain health per second. Activating it while it is already active will double both the runic power sacrificed and the health gained at the cost of one global, for one global. While Death Pact is normally a viable option, currently Battle Fatigue causes the ability to suffer too much to put into practice.

Tier 5: Blood Tap

All three talents in this tier are fairly close, however Blood Tap gives you the control over when runes are reset. It also gives you Death Runes, allowing you to use Necrotic Strike more frequently.

Tier 6: Desecrated Ground

An extra trinket that will make you immune to all forms of CC other than silences, disarms, roots, and slows while you are standing in it. Remorseless Winter is useful against double melee teams where the chance of needing to trinket multiple things is low, and where and extra peel is required.


Glyphs

Three strongly PvP oriented glyphs make choosing glyphs for Death Knights easy, however there are times when glyphs can be swapped in or out.

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Prime Glyphs

Shifting Presences - Allows you to switch presences and retain 70% of the runic power you had before the switch. A must have, as presence swapping without this glyph will slow down your damage and may put you into risky positions (Swapping to Blood Presence when being switched to, and not having runic power to convert).

Icy Touch - Your Icy Touch will now dispel one beneficial magical effect from your opponent. Purge is a very powerful spell, and any class that has the option to take it should.

Dark Simulacrum - Reduces the cooldown of Dark Simulacrum by half, and increases the duration the debuff stays on the target by 4 seconds. Dark Simulacrum can be your strongest spell if used properly. Being able to use it twice as often increases the chances of having it ready when a juicy spell is about to be used. Can be used every Asphyxiate, allowing you to steal major defensive cooldowns from healers that can be cast while stunned.

Death's Embrace (Minor) - Restores runic power when healing a friendly undead minion. Save some runic power to heal your Ghoul or Gargoyle up.

Resilient Grip (Minor) - Resets your Death Grip if your target is immune to both the pull and the taunt (Iceblocks/Divine Shield/Cyclone) - For those unlucky situations.


Stats - Gemming / Enchanting / Reforging

Stat Priority

3% Hit >= 3% Expertise > Strength

Strength

At the passive ratio of 1.35 Strength per point of Strength (thanks to our good friend Unholy Might), Strength is your dearest friend. Additionally, our Runeforge enchant grants us half more the Strength that Unholy Might gives us (15%) as a proc that is up most of the arena, as long as you are hitting things. Gem and Enchant Strength wherever you can, while respecting Strength increasing socket bonuses. Here is an example. Grievous Gladiator's Dreadplate Legguards have one red, and one blue socket, with a 120 PvP Power socket bonus. In this case, the damage gained from having two Strength gems and ignoring the socket bonus is greater than respecting it. On the other hand,  Grievous Gladiator's  Dreadplate Gauntlets have a blue socket, and a 60 Strength socket bonus. In this case the damage increase from using a Strength/PvP Power gem yeilds more damage.

Haste

Your GCD is affected by various factors such as expertise, Time Warp, your connection speed ect. The best way to approach haste itemization is whether or not you personally experience GCD locks. If you have no trouble expending resources, haste remains highly favored. Haste becomes more valuable the more uptime you have on your target. Ideal for comps like PHD, where most teams will focus down your hunter and allow you to do as you please.

Crit

Crit makes abilities twice as hard, and stacking crit makes it happen more often. Crit is a big damage boost to your diseases, which are always ticking on everything all the time. It can make our gargoyle deadly, in a much more RNG way than mastery. Typically great for spread pressure, crit allows you to keep your damage up while you're not on your target. Great for big Soul Reapers.

Mastery

Mastery boosts your shadow damage and gargoyle's damage. A less RNG way to keep our damage up over multiple targets, and when we are not on our primary target, mastery will increase the damage of just about everything you do other than your Auto Attack, Necrotic Strike, and frost damage.

A quick word from our friends over at Elitist Jerks about secondary stats priority:
"Unholy secondary stat weights are all very close right, so close in-fact that there are obtainable gearsets for every possible stat priority. This means there is no one "right" way to gear, as it will vary from person to person"
-Mendenbarr,
Elitist Jerks Death Knight Guide Author


Granted that was wrote with PvE in mind, it applies to pvp as well. You are encouraged to play the stat priority that feels best for you, here is some background knowledge of the the secondary stat priorities when it comes to PvP. Keep in mind a secondary stat's usefulness increase and decrease based on what team composition you are playing, and to a lesser extent, what team composition you are playing against.

Mastery is generally the stat most Death Knights pick today. Not only is it the most reliable way to keep damage up when kited, but it also directly effects your biggest burst: Summon Gargoyle. For heavy spread pressure, play mastery > crit. For fast damage, play mastery > haste. Using this information, you are encouraged to find the secondary stat priority  that is best for you.

Enchants

Enchanting is fairly straight forward as there are not a lot of options.
Head - None
Shoulders - 200 Strength / 100 Crit
Back - 180 Crit
Chest - 200 REsilience or 80 to all Stats
Wrist - 180 Strength
Hands - 170 Strength
Legs - 285 Strength / 165 Crit
Feet - 140 Mastery / Run Speed Increase
Weapon - Runeforge: Rune of the Fallen Crusader (15% Strength Multiplier)


Macros

Conversion
#Showtooltip
/cast !Conversion
Allows you to recast Conversion while Conversion is already active.

Heal Ghoul
#showtooltip
/cast [target=pet] Death Coil
Casts Death Coil at your Ghoul, healing it.

Self Heal
#showtooltip
/cast !Lichborne
/cast [target=player] Death Coil
Casts Lichborne and then Death Coil at yourself, healing yourself.

Focus Death Grip
#showtooltip
/cast [target=focus] Death Grip
/cast [target=focus] Chains of Ice
Casts Death Grip at your focus target, and then slows them. The Chains of Ice line is optional.

Focus Strangulate
#showtooltip
/cast [target=focus] Strangulate
Strangulates or Asphyxiates your focus target.

Focus Leap
#showtooltip
/stopcasting
/cast [target=focus] Leap
/cast [target=mouseover, exists][exists] Leap
/petattack
Because of Leap's Buggy nature, this was the best way to get Leap to work properly. Its possible that the technical issues of Leap have been fixed, though the macro continues to do its job for me, and so I still use it. It will make your ghoul Leap at mouseover targets as well as your focus target.

Lich/AMZ
#showtooltip
/cancelaura Lichborne
/cast Lichborne
/cast !Anti-Magic Zone
/run SetMacroSpell("Lich/AMZ",GetSpellInfo("Lichborne") or "Anti-Magic Zone")
Tap once to activate Lichborne, tap again to cancel it. Handy for avoiding Shackle or Paladin Fear. This macro will combine Lichborne and Anti-Magic Zone into one keybind. The Macro name must be the same as the the part listed in the last line /run SetMacroSpell("Lich/AMZ"), or the Tooltip will not update (and the cooldown wont show).

Focus Mind Freeze
#showtooltip
/cast [target=focus] Mind Freeze
Interrupts your focus target.

Raise Dead/Dark Transformation
#showtooltip
/cast [@mouseover,dead] Corpse Explosion
/cast [nopet] Raise Dead
/stopmacro [nopet]
/cast [target=pet,exists]Dark Transformation
Push to summon your Ghoul. While Timmy is active, push again to activate Dark Transformation (assuming Timmy has five Shadow Infusions). Also will cast Corpse Explosion at a moused over corpse (just for fun).

Dark Simulacrum
#showtooltip dark simulacrum
/cancelaura Ice Block
/cast [nomod] Dark Simulacrum; [mod:alt, @focus] Dark Simulacrum
/click MultiBarBottomLeftButton12
Back when traditional focus macros didn't work because of how Dark Simulacrum is composed (entire spell name changes to the name of copied spell, making it impossible to use the copied spell on your focus target with a traditional macro), this was how I made it work. No idea if a regular /cast@focus macro works with copied spells; either way this gets the job done. Replace "12" in "MultiBarBottomLeftButton12" with the corresponding action bar slot you place this macro into.

Save Trap
#showtooltip
/cast [@arenax] Death Grip
/cast [@arenay] Death Grip
Only used when playing with a hunter against comps with multiple trap eaters (KFC), set x and y to arena 123 numbers corresponding to the dps on the team. Use when your hunter's trap is just about to activate. EG: arena  1: Warrior, arena 2: Hunter, arena 3: Shaman macro is as follows:

/cast [@arena1] Death Grip
/cast [@arena2] Death Grip

T6
#showtooltip
/cast Remorseless Winter
/cast Desecrated Ground
/run SetMacroSpell("T6",GetSpellInfo("Remorseless Winter") or "Desecrated Ground")
Combines Desecrated Ground and Remorsless Winter into one macro. Requires the name of the macro to be the same as "T6" in the last line of the macro, or the tooltip will not display.

Summon Gargoyle
#showtooltip
/cast [@player] Unholy Frenzy
/use Grievous Gladiator's Badge of Victory
/use 10
/cast Summon Gargoyle
/focus pettarget
/petfollow
/petattack
/petattack [@focus]
Because of the Gargoyle's strange behavior, this is the only way to ensure that your gargoyle switches targets when you want it to. Repressing this macro while he is already out will force him to switch targets. This macro will consistently mess with your focus target, so it is advised to run a set focus target macro. An example is provided below.

Necrotic Strike*
#showtooltip Necrotic Strike
/startattack
/cast Blood Tap
/cast Necrotic Strike
/focus arenax
As stated in the Gargoyle macro which resets your focus target to your kill target, it is advised to run a macro to reset your focus back to the target you want it by macroing it into a frequently used keybind. I chose Necrotic Strike. Replace the "x" in /focus arenax with the corresponding arena123 target that you want to be your focus target. Additionally, Blood Tap is macroed here, so that blood tap charges are primarily used for Necrotic Strike.
*Keep in mind that macroing Blood Tap is purely a suggestion; I find when playing manual blood tap, I lose out on charges more often which is essencially wasted damage. Others have suggested macroing it into Death Coil (more of a PvE thing), however that means you lose the control that you're trying to gain by taking Blood Tap in the first place. I macro it into Necrotic Strike, because generally I only really use Necrotic Strike when bursting/looking to get defensives and trinkets, and thus maintain control over when I want the damage.


Dealing Damage

Most often I'm asked how I do damage. Unholy isn't quite as straight forward as Frost is, and is generally foreign in concept to players looking to pick up the class.

The Basics

Simply putting diseases on your targets should be your first priority when not looking for a kill. It is important that your diseases are on as many targets as you can get them on (players, hunter pets, warlock pets, ect). At the end of the day, Blood Plague is going to be your top damage in every arena game. When diseases are not up and you are not looking for a kill, your priorities should be:
Acquiring Death Runes - Death Runes are how you are going to put the hurt on your opponents, as they will allow you to use Necrotic strike, making the damage you do hard to heal though.
Stacking Shadow Infusions - Casting Death Coil will give Timmy one stack of Shadow Infusion, granting him 10% increased damage. Get five, and turn him into a Monstrosity, granting him 100% increased damage, and new abilities. While the damage increase is nice, the abilities are more valuable when going for a kill. Just because you have five Shadow Infusions does not mean you have to Dark Transform Timmy. You're more than welcome to wait until you set up crowd control and go for a kill to force defensives.
Stacking Blood Tap charges - Blood Tap is an ability that stacks to 12. Every five charges allows you to reset one of your fully depleted runes, and change it into a Death rune. Ideally, you want around 10+ Blood Tap charges when going for a kill, as this will allow you two Necrotic Strikes in addition to the Death Runes you already have.

Dealing damage as a Death Knight isn't as consistent as it used to be in previous expansions. Most of our damage is easily healed though unless backed up by Necrotic Strike, in which case it becomes much more difficult to heal though. However, as of Mists of Pandaria, Necrotic Strike now requires a Death Rune instead of an Unholy Rune, making the ability much less used overall in comparison to Cataclysm, where it was highly spammable. The most effective way to get necrotics off in sequence is to start by converting all of your Blood and Frost Runes into Death runes. You can do this via Festering Strike, or using Icy Touch and Blood Boil. How you do it is up to you. Additionally, you should have 10+ charges of Blood Tap, for the two extra Necrotic Strikes.

When I describe how I deal damage to new Death Knights, I often call it a build and dump "rotation". You build up your Death Runes, Blood Tap charges, and Shadow Infusions, and then dump them all at the same time, causing unhealable burst. When done properly, you either have to be peeled off, or you get defensive cooldowns/trinkets, or they die.


Strategies

PHD

When playing PHD ([healer]/Hunter/Death Knight), you will pretty much be free to walk around and do as you please, unless facing a spell cleave. Haste is highly valuable , as most teams will ignore you and tunnel your squishy Hunter. PHD is all about damage. Sure hunters have good crowd control, but Dks do not. Pair any other DPS with a hunter, and there will be more crowd control between the two of them than there will between you and a Hunter. This means its more than important to get the little crowd control that you have off early, to gain momentum, than it is to wait for an ideal opportunity.

Treat Asphyxiate as your Hunter's cooldown. You should consistently let eachother know when your Asphyxiate and traps will be ready, for early coordination. You should be going for Asphyxiate-Traps as soon as possible. Its not uncommon for Asphyxiate to be your second global, especially against other Hunter cleave teams. If the team you are playing against has multiple ways to get to their healer to eat traps, be prepared to grip them off. If a warrior is on the other team, he should be able to Intervene-Reflect every single trap if he is not sitting in crowd control. Be prepared to Icy Touch his reflect off, and then grip him immediately afterward. Often, hunters will sit on their healers to eat traps, since standing next to a Death Knight as a healer isn't all that threatening compared to a Warrior (Shockwave, Intimidating shout, Disrupting Shout). In this case you'll either have to Gnaw the Hunter, or Death Grip him off as well. However while traps are important, it is not the end of the world if you miss them. Asphyxiate-Wyrven Sting-Scatter Shot-Silence Shot combinations or variations are more than enough to force trinkets or defensive cooldowns, especially if Gargoyle is out.

Shadowcleave

Typically a healer killer, Shadowcleave capitalizes on heavy consistent spread damage with the goal of either running a healer out of mana very quickly, or having a healer fall behind to where they can't pick their team back up, making multiple swap opportunities. Generally speaking, a healer will be able to heal though your team's damage fairly easily if you (the Death Knight) are not on the healer. You don't have to start on the healer, or tunnel them for the whole game, but you should switch to them every Asphyxiate. For the first two Asphyxiates, your Warlock will have Dark Soul dots up.

Sometimes you will play against comps (specifically double melee) that will either tunnel your Warlock, or tunnel your healer (depending on the healer you play with) into the ground. Many Death Knights see their healer panic, or ask for help, and as silly as it sounds, that is NOT your job as a Death Knight. If you know how to do damage properly, your best peel is often soloing their healer, though its fair to throw the occasional Chains of Ice or Death Grip. Simply ask for a Spell Lock, or a Mortal Coil if possible, but know that it is not required. More than often you will see your opponents DPS come running to get you off their healer, and rightfully so. Sometimes either their healer will not ask for help, or the DPS will play with the mind set that "Its just one Death Knight...", and their healer will simply die. If he doesn't die, hes using all of his defensive cooldowns to live, and his partners are rotting away to your Warlock. Now you are in a great position, as their entire team is probably low health, causing their team to play defensive and allowing your Warlock to stop peeling for a while and do real damage. Finish up the game on your next Asphyxiate.


#4062419 Frost/Unholy 5.4.7 guide

Posted sarma on 23 February 2014 - 01:45 PM

DK frost/unholy guide (5.4.7)

PvP Talents

Unholy :
Posted Image

Frost :
Posted Image

Those are talents that I use as default in arena. Talents and Glyphs should be changed every arena match depending on what composition you're playing, what you're up against, and what strategy you and your opponent might execute.

Level 15:
Rolling blood for unholy Plague leech / Unholy blight for frost

Unholy : Rolling blood for unholy for more aoe dmg .

Frost : Plague leech if you play with aspxyxiate or death advance, Unholy blight if you play with chillblains

Level 30
Lichborne for both specs is only viable option as it provides fear break ,polymorph/sleep immunity as well as good self heals because you can use deathcoils to heal yourself while lichborne is active

purgeatory tend to bug in pvp like guardian spirit did in 5.0-5.4 so this is not viable option and anti-magic zone is reduced to 3 seconds duration for 40% spell reduction so lichborne is always better

Level 45
Aspxyxiate is recommended for most cases for both specs. If you play with rogue or warrior or any comp in which you got plenty of short cd stuns provided by your teammates you can go for chillblains or death advance

Level 60

Unholy :
Conversion - Usable while silenced conversion provides 3-6% heal per second (its possible to spam conversion without calceling conversion aura doubling the effect for double the cost check macros below ) and its far superior to death pact and death siphon..Dk 4 piece bonus also interacts here giving you 3 runic power every second for 5 seconds while you are slowed which is usually all the time making conversion costing 2rp per sec!
However against comps that have low sustained dmg but high burst I recomend Death pact over conversion

Frost :

Death pact - conversion is not an option if you play frost because runic power has much greater value then it does for unholy dk. Spamming your conversion while you are trained will totally shut down your offense resulting in much less dmg output.

Level 75
Blood tap - why blood tap, answer is simple no rng. Other 2 talents are rng and sometimes you can do 5-6 deathcoils or frost strikes and they wont proc

Level 90
Desecrated ground - Extra pvp trinket and best option in this tier

Gorefiend has usage in 5v5 and rbgs but for 2v2 and 3v3 its just not good enough as you can already grip 2 targets in ring of frost without using it.

Remorseless winter is a pve ability and it has no use in arena games but
you can sometimes pick chillblains + remorseless winter as 5.4 strangulate is no longer on global cooldown so using strangulate+remorseless at same time on a shaman , priest or paladin healer will guarantee that rw stun will go off as they cant dispell/freedom stacks while they are silenced. Yet again if those healers are paired with enhancemet shaman , hunter , ww monk , or ret they can freedom their healers every time you silence+rw them making your RW useless.

Glyphs

Prime Glyphs:

Frost :

Shifting presences - mandatory
Dark simulacrum - mandatory unless you meet mw/war/hunter for example
Icy touch - Frost dks can purge alot this glyph is mandatory
Regenerative magic - i swap it sometimes with ds glyph against kfc

Unholy :

Dark simulacrum - mandatory unless you meet mw/war/hunter for example
Shifting presences - optional
Icy touch - optional , unholy dks can not purge much but sometimes you can get that bop off in 1-2 purges
Pestilence - Paired with chillblains its easier to slow opponets down and its easier to keep your dots up on multiple targets
Enduring infection - against double disease dispel teams such as priest/monk/x

Minor glyph :

-Glyph of death embrace - refunds 20 runic if you succesfully heal your pet

Gems / Enchants / Stats
General Priorities for Stats :

Unholy :
3% Hit>3% Expertise>Crit>mastery>haste

Most of dks go for pure crit gemming and reforging. Why is this so? In 5.4 they changed Unholy Presence to grant a flat 20% Haste to all things, up from Haste for melee (attack speed and Rune regeneration) only.Gemming haste or reforging it is total overkill if you dance your presences

If you plan to sit in blood presence and never go out of it anytime haste reforging and full str gems work just fine

Frost :
3%hit/3% expertise > Haste > mastery > crit

Frost dks gem haste because with full 550 gear you can make your rune regen under 8 seconds. Why is this so important?
This means that you can actually sit in blood presence while trained and still do descent dmg output on single target.


Recommended Gems:

Unholy :
Meta - 216 Strength / +3% Crit Damage or Tyrannical Meta Gem (Have both Helms ready, Strength meta still does more damage / burst while Tyrannical Meta Gem is better for surviving)
Red -  80 str / 160 crit
Yellow -  320 crit
Blue - 160 crit /  80 PvP Power

Frost :
Meta - 216 Strength / +3% Crit Damage or Tyrannical Meta Gem (Have both Helms ready, Strength meta still does more damage / burst while Tyrannical Meta Gem is better for surviving)
Red -  80str / 160 haste
Yellow -  320 haste
Blue - 160 haste/80 pvp power


Viable DK Comps
Dks are in pretty bad shape in mop but you can still reach high ratings.
I recomed dk/ele/druid , tsg or phd for unholy and dk/rogue/healer for frost.

Professions
Doesn't really matter. Use any professions that give strength or attack power gains. Blacksmithing is really good since it can give you crit/haste if you choose to do so. Jewelcrafting also can give you crit/haste, these professions give you choices on what you want to do.

What rotation do you use in PvP?
There is no "specific" rotation in PvP.

Playing unholy dk you want to get some attack power procs first such as Unholy strenght, pvp proc trinket or on use trinket or all 3 at same time then spread powerfull diseases on as much targets possible and pop your gargoyle.
If you want to do a hard swap you should have dotted that target first have saved atleast 10 blood charges and 3-4 death runes then grip + aspxyxiate and do 5-6 necrotics in a row on him.
If your partner is free to dps at this point you are already forcing major defensives or pvp trinket

Frost is easy to understand if you are in blood presence keep 2 dots up on a target fish a km proc then obliterate. If you are free to be in frost presence don't fish anything just put 2 dots on and pve the guy with this prio:


KM proc obliterate > necrotic strike > frost strike > obliterate

Addons:

I recomend getting magic runes but you can use this script if you dislike addons

/script RuneFrame:SetScale(2.0)
/run RuneFrame:SetPoint("top", 0, -325)

change values to move it where you want

-gladius or s arena or move anything to move your arena frames



What macros does Dks have for PvP?

This is list of all my macros :

1) focus simulacrum macro

#showtooltip
/cast [target=focus] Dark Simulacrum

2) arena frames simulacrum macros :

#showtooltip
/cast [@arena1] dark simulacrum

#showtooltip
/cast [@arena2] dark simulacrum

#showtooltip
/cast [@arena3] dark simulacrum

3) frost strike + blood tap macro :

#showtooltip
/cast frost strike
/cast blood tap

4) horn + da macro also removes annoying red error text

/cast death's advance
/cast horn of winter
/script UIErrorsFrame:Hide()

5) Death pact macro

#showtooltip
/cast [nopet] raise dead
/cast !death pact


6) arena frames grip macros

#showtooltip
/cast [@arena1] death grip

#showtooltip
/cast [@arena2] death grip

#showtooltip
/cast [@arena3] death grip

7) HB macro

#showtooltip
/startattack
/cast howling blast

8) pop/cancel lichborne macro

#showtooltip
/cancelaura Lichborne
/cast Lichborne

9) Deahcoil selfheal macro + hs

#showtooltip lichborne
/use Grievous Gladiator's Badge of Victory
/cast !lichborne;
/cast [target=player] Death Coil
/use fel healthstone

10) Mindfreeze macro for focus and target

/cast [modifier:shift, target=focus] Mind Freeze
/cast [nomodifier] Mind Freeze

11)necrotic + blood tap

#showtooltip
/cast necrotic strike
/cast blood tap

12) remorseless macro
/cast strangulate
/cast remorseless winter

13) frenzy+pvp trinket

#showtooltip unholy frenzy
/use Grievous Gladiator's Badge of Victory
/cast unholy frenzy

14) arena frames macros for coi

#showtooltip
/cast [@arena1] chains of ice

#showtooltip
/cast [@arena2] chains of ice

#showtooltip
/cast [@arena3] chains of ice

15) cancelauras

/cancelaura hand of protection
/cancelaura hand of freedom
/cancelaura divine shield
/cancelaura ice block
/cancelaura conversion

16) pet macro

/petautocastoff claw
/petfollow
/petmoveto

17) stancedance macros

#showtooltip
/cast frost presence
/cast Blood presence

#showtooltip
/cast unholy presence
/cast blood presence

18) swifty macro


#showtooltip summon gargoyle
/use 10
/use blood fury
/use berserking
/cast Unholy Frenzy
/cast summon gargoyle
/use Grievous Gladiator's Badge of Victory
/petfollow
/petattack


19) leapgnaw macro

#showtooltip
/cast leap
/cast gnaw

20) conversion macro

#showtooltip
/cast !conversion

21) focus it macro

#showtooltip
/cast [target=focus] icy touch

22) focus grip macro

#showtooltip
/cast [target=focus] death grip

23) mouseover petattack macro

/cast [target=mouseover, exists] [harm] icy touch
/petattack mouseover

24) leapgnaw focus:

#showtooltip
/cast [@focus] leap
/cast [@focus] gnaw

25) arena purge macros

#showtooltip
/cast [@arena1] icy touch

#showtooltip
/cast [@arena2] icy touch

#showtooltip
/cast [@arena3] icy touch


26) pet macro

/petfollow
/petattack
/petautocaston claw

27) pet heal macro

#showtooltip
/cast [target=pet] death coil

28) leap gnaw for arena 123

#showtooltip
/cast [@arena1] leap
/cast [@arena1] gnaw

#showtooltip
/cast [@arena2] leap
/cast [@arena2] gnaw

#showtooltip
/cast [@arena3] leap
/cast [@arena3] gnaw

29) Swifty for frost

/cast pillar of frost
/use 10
/use blood fury
/use berserking
/use Grievous Gladiator's Badge of Victory

30) focus strangulate macro

#showtooltip strangulate
/cast blood tap
/cast [target=focus] strangulate

31) arena strangulate/aspxyxiate macros

#showtooltip strangulate
/cast blood tap
/cast [@arena1] strangulate


#showtooltip strangulate
/cast blood tap
/cast [@arena2] strangulate

#showtooltip strangulate
/cast blood tap
/cast [@arena3] strangulate


32) soul reaper/ scourge macro
#showtooltip
/cast [mod:shift] soul reaper
/cast scourge strike

33) raise dead + transform macro
/cast [nopet] raise dead
/cast !dark transformation


#4053032 BE A BETTER GAMER PT:1.

Posted Clickerz on 13 February 2014 - 06:19 AM

More vods in chat belowVVVVV

Hey guys, Yipz here. I decided to do some analysis on some of my gameplay on twitch tv infront of viewers and got EXTREMELY positive feedback and results so Id like to share the vods and maybe help some people out on some of the awareness that you should be looking to achieve in your wow careers.

This one is one vs RMD where I show how to peel effectively in openers and live throughout the game

http://www.twitch.tv/yipztv/c/3714127

This is one vs RLS where I show how keeping your shaman alive is the most important aspect of the game(there is a part where I miss my disperse its not important but I do go back and notice it...

http://www.twitch.tv/yipztv/c/3714271

This one is vs woundman and I show how important it is to rotate cds correctly and work together as a team to survive

http://www.twitch.tv/yipztv/c/3714148

This is a game vs an LSD where I show you that running when healer is cc'ed and using cds effectively can lead to pressure and winning

http://www.twitch.tv/yipztv/c/3714101

FInally this is one vs ret/priest/hunter where I show the value of feral kiting and positioning and LoS

http://www.twitch.tv/yipztv/c/3714117
People really found this helpful I will upload these to youtube... there were more commentaries but these are the best.


VODS ARE NOW ON YOUTUB
www.youtube.com/yipzarena


#4060538 Vanguards Retribution Paladin PvP Guide (5.4.7)

Posted Kajis on 22 February 2014 - 12:32 AM

Sup Retris,

  I just want to add and share my theory-test crafting of damage/burst, which I have done on PTR for 5.4 mostly and for 5.4.7, but they are more or less the same and what you want to do with my info is your business.

-------
  To begin with, 5.4.2 -> 5.4.7 didn't bring and new changes to spells so far, but new gear with ilvl 550 is a bit different for Retri. (This will be from Horde side or non-human, since Humans don't have CC trinket, which gives secondary stats like Crit or other stats with Reforge)

  This is my pre-made PTR Char, with Ench/JC professions. Everything is reforged to Haste and then Crit and nothing else. (Purple gems are a bit diff, cuz I couldn't make another. It's STR + Stam, instead of PvP Power)

Stats:
46670 AP (STR Meta)
27%~ Haste
22%~ Crit (+10% Inquisition)
24.5%~ mastery (+9% BOM)
55.55%~ PvP Power (Should be more a bit, cuz wrong gems)

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  Now you may ask: "Why do we care about stats at all?" Well, they give more damage overall and more chance to crit. But the main thing is "Haste". Not many Retri know or care about it, but for Retri Paladin 20% haste is a break-point for Hammer of Wrath and Judgment (@ 4.74 sec CD) and CS (@3.55 sec) [When you have 27% Haste].
With 20%+ Haste you can actually hit 5 HOW, instead of 4, which can give you extra 100-200k damage! This is some burst boost, but at the moment with 80% resil and S14 gear you won't do much damage and only in full S15 you will have the most fun with it.

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  In the second part of my post, I want to share my testing (mostly in 5.4) of my Retri build. It requires some specific things to work, tho in full S15 it's not that demanding anymore compared to S13/S14. My build is not the best or perfect, it has some flaws, but it's just something fun for me to go with.

  A bit of back-story :q I have a lot of Warrior friends and you know how frustrating is to go against them, esp. since 5.4 hit with 25% def. stance buff and all the armor makes Templar Verdict a laugh. So I was looking for a max burst output, after long testing of different gems and reforging, I made a custom build for Max Burst Damage.

Max Burst Damage steps I made:

Avenging Wrath + Holy Avenger + Guardian of Kings + Wep/STR Trinket Proc + Lifeblood (Herbalism) + STR Use Gloves (Engineering)

1. Lifeblood (Herbalism) [7% Haste on use]. In S14 you couldn't have 20%+ Haste, unless you stack it or use Herba (7% haste). With only 15% Haste (17%-19% on normal build) I could pass 20% and have 5x HOW hits, instead of 4.

2. STR Use Gloves (Engineering) [2k STR on use]. Since I play Blood Elf (non-human race), like most of people I use STR Proc Trinket instead "on-use" one. With Engi you can come closer to be like human with "on-use" trinket and also get that extra stats from "CC trinket"

3. Final step was the reforging and gems. I reforged mainly to Mastery, then Haste. Gems: Red - 160 STR (You still want that STR/AP), Yellow - 320 Mastery, Green - PvP Power + Mastery.

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  Now you may say this is stupid in a way and it is:

  I had 6% less crit than any other Ret (It wasn't a big deal for me, cuz I've tested 25% crit vs 35% crit build on Ret and it's simply RNG),
  I had 4% less haste too, but I had Herbalism 7% "on-use" instead.
  But... I had 20% more mastery than anyone else, it scales more with gems and reforging than other stats. In full S14 I had 50% Mastery with BOM.

  Pros of Mastery (Hand of Light):
- Ignores armor
- Does 50% as holy damage of HOW/TV/CS (70%~ actual damage, if Inqusition is up) [100k HOW + 70k Mastery]

  Cons of Mastery (Hand of Light):
- There are spells which absorb magic damage
- Doesn't proc from Judgment, Exorcism

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  This is my Paladin from Live servers, with ilvl 550 gear, my way of reforging/geming and Engi/Herbalism professions. (You can compare stats to normal build, which are posted above) [My AP is 3k lower, but with Engi I get 4k+ AP more on burst]

Stats:
43626 AP (STR Meta)
19%~ Haste (+7% Herbalism)
16%~ Crit (+10% Inqusition)
50.5%~ mastery (+9% BOM)
56.14%~ PvP Power

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  My final thoughts, this build is fun to burst people down, with proper setup you can kill almost any class in one HOJ from 60-80% (depends how lucky you get with Crit procs). In 5.4 on any class in full gear (depends on type tho) with full procs I could hit 120-150k TV and and 150-170k HOW (mastery included). So far in 5.4.7 in full S15, I managed to hit 200k~ HOW . Stats scaling has changed now with new i550 gear, so I can't tell how accurate numbers are now with Normal Build vs Burst Build. If I have made any mistake in calculating or you have any questions/suggestions, you are free to discuss. I hope post wasn't too boring and  long to read and you've found something new.


#3902833 How to Walk with the Wind (5.4.7)

Posted BalanceRexxar on 21 June 2013 - 01:29 AM

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0.0) Additional Help
1.0) Introduction
1.1) Streaming
1.2) Abilities
1.3) Races
1.4) Glyphs
1.5) Talents   
1.6) Gemming & Enchanting
1.7) Reforging
1.8) Professions
1.9) Armories
2.0) Keybindings
2.1) Class Synergy
2.2) Monk Comps
2.3) Macros
2.4) Addons
2.5) Monk Streams
2.6) Rated Battlegrounds
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If there is something I forgot to include in the guide or something I explained poorly feel free to whisper me in game and I'll answer your question, if I don't I'm either in a game and didn't see or afk, if I don't and you have to go you can just send a mail or try when I'm out or not afk.

Server: Rexxar
Toon Name: Balance
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Hello there! My name is Steve, in game I am known as Balance. I made this guide for Windwalker monks in 5.3 and 5.4 and am updating it for 5.4.7. I updated it early just because I know not much is changing and am able to foresee what will change and how it will impact what Windwalkers do. Things you should know about me is I got Rank 1 (Duelist) in Season 13 and Rank 1 Gladiator in Season 14. I love to answer questions and appreciate any feedback you give me.
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I sometimes stream World PvP, RBGs, BGs, 2v2, 3v3, 5v5, and anything in between. You can follow me at twitch.tv/balancerexxar

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Damaging Abilities:

Jab

Tiger Palm

Blackout Kick

Rising Sun Kick

​Fists of Fury

Expel Harm


​These are your primary damaging abilities. You use jab and expel harm to build Chi to use your other abilities. You use expel harm when you aren't at 100% HP or can't jab anything. You also need to keep Tiger Strikes buff up at all times. You need to use Rising Sun Kick off cooldown. Fists of Fury is situational, you may use it to peel or control. I often use it after a Leg Sweep or Ox Wave for damage and control. It can do a lot of damage when channeling on a single target with stacks of Tigereye Brew up.

Control Abilities:
  • Fists of Fury, ​Fists of Fury is also a high damage ability but you can stun and entire team with it and they can't trinket it most of the time because you will just re-apply the stun when they do.
  • Leg Sweep, Charging Ox Wave, and Ring of Peace Leg Sweep and Charging Ox Wave are just stuns which is a control, Ring of Peace is a AoE disarm and silence.
  • Paralysis, Paralysis is one of the best peeling abilities in the game, a ranged 4-6s incapacitate can lock down mages and other classes on their deep freezes, demon soul, shadow dance, and other high damage cooldowns and such instantly.
  • Spear Hand Strike, Spear Hand Strike is our kick. I don't recommend using it for the 2 second silence but if you're on a mage who is spamming ice lances into a deep freeze you might as well. It has also proven useful when killing Priests because of their bubble, if they are bubbled at 11% and coming out of a stun I like to use it to try to get them 1% or however much needed lower so I can Touch of Death. I also use this ability on warriors when they are close to 10% coming out of a stun to prevent them from using Rallying Cry so I can touch of death before they get it off. Warning: This ability has a slight delay for when the silence is applied to use it around 0.25-0.5s before you want the actual silence to go on.
  • Spinning Fire Blossom, Spinning Fire Blossom without the glyph is a 50 yard range 2 second root if you can land it. It can prove difficult but possible. It is very underused and can help you get back on your target and save a roll or two.
  • Flying Serpent Kick, Flying Serpent Kick is an AoE 4 second 70% slow, it can be used to slow players. It is one of our high mobility cooldowns so use it wisely.
  • Disable, Disable is a spammable slow & root, it is similar to how Improved Hamstring used to work, if they are slowed already when you re-apply it it will root them, you can spam this slowing a lot of people for a long amount of time.
  • Grapple Weapon, Grapple Weapon can be used to disarm your opponent, on certain classes it will shut them down. It is a ranged ability making it one of the best disarms in the game.
Misc. Abilities:
  • Fortifying Brew, this ability can be very useful, if you're facing a team with an execute you can use it to avoid that or just use it before taking large amounts of damage to reduce it, it's basically an Ironbark + a self Rallying Cry on a 3 minute cooldown. This ability combined with healthstone and expel harm can prevent you from having to use Karma or Diffuse magic a lot of the time.
  • Detox, I use this ability just about off CD against Death Knight teams to remove their diseases. I also use to to remove rogue poisons like Crippling Poison and Paralytic Poison before stacks are high enough to stun you. The best use of it it to remove Devouring Plague against priests who play Insanity effectively stopping a major part of their burst, another game changing use is to get Wyvern Sting off your teammates so they don't have to trinket.
  • Crackling Jade Lightning, this ability is mostly used for fun or to keep people from leaving combat to avoid re-stealths, drinks, etc. It also can get spell reflects from warriors.
  • Nimble Brew, It is crucial that if you play a Windwalker monk you have an "out" which is a way to get out of CC to be able to use Touch of Karma or Diffuse Magic. Rotating cooldowns between your trinket and Nimble brew should allow you to always have a way to karma.
  • Provoke, This is one of my favorite abilities. Most people see the taunt and think, "Oh it's just PvE." They couldn't be more wrong. Whenever I see a grounding totem down, I taunt. It is off the GCD, has no cost, and destroys it. It also keeps rogues in combat going for stealths or healers going for drinks. It also gets spell reflects and my favorite use for it is to taunt pets. Those pesky hunter pets see me taunt them and chase after me behind a pillar where I then fists of fury it to death. I bolded this because it is the most underused ability by monks.
  • Storm, Earth, and Fire, this is another great ability. It has few purposes outside of PvE but it is in fact useful. The primary use to to stop drinks and re-stealths from healers and rogues. By the time a rogue or healer gets it off them it's been a good long while and the re-stealth probably never got off because we stopped them ourselves. Another use it for RBG's just throw them on random targets and start using Spinning Crane Kick or Rushing Jade Wind for decent AoE damage and fantastic flag spinning. Something to note is that if you get your Rising Sun Kick debuff on another target from you clone that extra 15% damage only applies to that clone and doesn't help your damage.
  • Zen Meditation, also very useful for it's grounding totem like effect. I most often use it right before a healer gets trapped to put it on to me. It is also very useful to eat Chaos Bolts, Deep Freezes, Cyclones, Fears, Polymorphs, Repentance, and all sorts of nasty things you don't want on a low teammate or healer.
  • Transcendence, this ability is pretty standard. Put it down behind a pillar at the start of a game, put 3 healing spheres on it port out when you're in trouble, sometimes reverse port back to get to a target if they are near it, not to much to it. Be sure if you're on Blade's Edge or Dalaran Sewers Arena to have this up before chasing after someone who jumps. Make sure to keep track and have this at whatever pillar the fight is taking place mid-game.
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I am only going to discuss a few races because some races are just horrible to be as a monk such as Tauren.

Humans: Human's racial is Every Man for Himself. This ability replaces the use of the commonly used Insignias purchased for conquest. This allows a new trinket to take place of the Insignia. That means you could have a Battlemaster's trinket or a Badge instead. It probably isn't worth using PvE trinkets because when you use two PvP trinkets you gain a significant amount of resilience. This means that you need to compare a 2nd PvP trinket to the other racials of the other races to determine what is better. Another benefit of being human is the Sword Specialization that allows you to get increased expertise from using swords.

Night Elves: This is the best race you can be if you are a Mistweaver on Alliance because you have Shadowmeld. You probably know this but if you don't it's important for you to know that if you use this ability the same time another ability hits you it acts as if that ability never hit. For example, if you Shadowmeld right as a mage finishes casting Polymorph it will act as if the mage never casted it on you. This is very good to prevent being Crowd Controlled (CC). There is also Quickness which can prove to be game breaking if you dodge something like a 6 second Kidney Shot while a teammate is very low, the odds are not in your favor but miracles do happen.

Orc: They have several racials that benefit the monk class. The first one is Axe Specialization, which has the same benefits as the humans allowing them to get extra expertise. The second racial is Blood Fury, which is a nice damage bonus. The third is Command which is unknown if it affects Xuen or your clones via Storm, Earth, and Fire but if it does then it is a minor overall damage bonus but a bonus nonetheless. And the last racial is Hardiness which can be combined to be Powerful Primal Diamond to have all stuns reduced by 25%. This is the main reason I went Orc on my own monk. Having 25% stun reduction allows monks to be able to get a Paralysis or Fortifying brew off in between Cheap Shot and Kidney Shot openers by rogues which can save Nimble Brew and Trinket which is huge versus RMD, RPS, RLS, etc. I think Orc is the best horde race.

Undead: This is best healing race in the game because of Will of the Forsaken. They also have Shadow Resistance which is decent against classes like Warlocks, Death Knights, Priests, and Rogues (with Shadow Blades up). They also have Touch of the Grave for extra damage and healing throughout the game, which is minimal but it's something. And of course Cannibalize our favorite ability to disgrace your opponent after slaying them. This could be the best race or the worst race. For example, if all you face all during your queue session is Rogues and Death Knights you will never have to use your Will of the Forsaken where you could be Orc instead. But overall with how many priests and warlocks are in the game As for Windwalker, orc is better overall because WotF puts your Insignia on cooldown which is very important because of how important trinkets are for monks, you die very easily in CC and I found myself not using Will of the Forsaken a lot just to save me from putting trinket on cooldown.

Blood Elf: Blood Elves racial is Arcane Torrent. Although this is all they provide, it is a handy ability if you do a lot of world PvP, 2v2, and even in 3v3 occasionally. Not only does it provide a 2s silence it gives you a free chi which can sometimes allow you to get another RSK, Blackout Kick, or Fists of Fury without having to Jab right before. If you're horde your going to be better off as Undead or Orc though.


Dwarf: Probably one of the worst races you can go but I have my alt one as dwarf because I love the little guys! It isn't completely useless though, Stoneform allows you the remove all diseases, poisons, and gives you a 10% damage reduction. So, if you are able to use this RIGHT before you get stunned and take a lot of damage it could save you. The main reason I ever use it though is to get out of Wyvern Stings from hunters, since it is a poison only a few healers can dispel it and it is a significant CC, therefore if you use your racial to get out it can save you from having to trinket which is huge. Dwarves also take 1% less frost damage so that is good because mages are everywhere, not to mention they also have a Mace Specialization which allows you to get extra expertise.
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Glyphs in 5.4.7 are generally the same with very few expectations. Your go-to glyphs are italicized and the ones that can be useful are normal. Also, there is no way I can tell you what to pick against everything because this post would be massive so you need to take into account what you are playing and who you are facing to decide which glyphs to take.

Glyph of Touch of Death: This is a glyph that needs to be taken against every comp you face and play with. Being able to touch of death without using Chi is very important. A lot of times a target isn't under 10% for 1-2 globals so you really have one chance to get it off and if you have to jab or expel harm 1-2 times to get the chi they are probably dead or above 10% already. I recommend this glyph all of the time.

Glyph of Touch of Karma: Since Touch of Karma is our best defensive cooldown complained about so much I'm surprised it hasn't been nerfed. This glyph gives it a 20 yard range. This is extremely valuable seeing how without it you'd have to be in melee range to get it off and most of the time you need to get it off there is a slow on you and you can't get to the target. Even if there is double melee training you I recommend this glyph all of the time because of how essential it is to get it off exactly when you need it.

Glyph of Paralysis: This glyph allows you to safely paralysis a target without DoT effects breaking it. Depending on what comp you're playing you may or not need this, although we monks ourselves had a DoT from Blackout Kick, it rarely breaks out paralysis and we really only need this if your teammate has DoTs.

Glyph of Detox: This glyph is useful in the 2v2 bracket when playing Healer, WW monk because the only DoT monks have is blackout kick which doesn't last long and unless you're trying to paralysis the target you just blackout kicked it shouldn't break from damage. This means we can take this glyph over glyph of paralysis to keep some pressure off of us against one of the more popular comps, Healer, DK. It can also be used against Rogue teams to heal yourself a minor bit by removing Paralytic Poison or whatever poison they happen to be using.

Glyph of Nimble Brew: This glyph can also useful because of the heal it provides, if you use Nimble Brew to prevent dying it can help but if you are using it offensively it probably won't help much.

Glyph of Sparring: This glyph can be used when the team you're on has no DoT effects and preferably when you are facing a team with a wizard on it, it really depends on what you're playing and who you're facing so you need to decide what's best yourself.

Minor Glyphs:
Zen Flight: I've died a lot from falling so this is my savior. I have it bound to "U" just because it's somewhere I can get it but not super needed.

Blackout Kick: I use this glyph just because of the little extra damage it provides, the healing it provides is minuscule. Also since I use glyph of paralysis a lot the dot doesn't affect it.

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Tier 1 - Mobility
Celerity, Tiger's Lust, Momentum. These are your options. Out of my thousands arena games as a monk so far I have never used anything but Tiger's Lust. The other options just don't compare to it. With Tiger's Lust you can; get yourself out of roots, sprint teammates to escape, sprint teammates to better positioning, to help your teammates get out of roots and slows, or just use it on an FC so make them go faster. In my experience, I mostly have played with several shamans and something important to know about Tiger's Lust is that it stacks with things like ghost wolf so shamans can easily escape melee by getting Tiger's Lust and activating ghost wolf adding up to a total of 110% movement speed.

Tier 2 - Healing
Chi Wave, Zen Sphere, Chi Burst: These are your options. Again, nearly all of my arena games have been using Chi Wave other than experimenting with the others. Zen Sphere's damage and healing doesn't compare overall and often breaks CC. Chi Wave does a significant amount of healing and damage, it has a low cooldown, it does magic (nature) damage so it isn't greatly affected by armor, and it is single target so it shouldn't break CC but sometimes it hops to someone in CC but it is still worth it to take. Chi Burst may be viable from what I hear. It is twice the cooldown of Chi Wave but does a significant more amount of damage. I'd still probably stick to Chi Wave because of it's short cooldown and the fact that it is instant and doesn't have a cast time like Chi Burst. If you plan on playing with a hunter I'd recommend using Chi Burst.

Tier 3 - Chi
Power Strikes, Ascension, Chi Brew: For all of 5.3 Ascension dominated this tier, power strikes still doesn't compare to Ascension and Chi Brew but Chi Brew became the new best talent because of this change...

Chi Brew now restores 2 Chi, has a 45-second cooldown (down from 1.5 minutes), and generates 2 or 3 stacks of Tigereye Brew. Maximum of two charges.

Now what this means is that you have around a good chance to get 6 stacks out of the gates if you use both off the bat which is incredibly good. And if you cast Fists of Fury before the gates open it will only take 1 chi to get 1-2 more stacks, so after you use 1 chi you have the potential to have 8 stacks. This is why I use this over the others. Since the mastery change we have reforged into haste which increases our energy regeneration, and with all the CC in the game we rarely have enough up time to be out of energy.

Tier 4 - Control
Ring of Peace, Charging Ox Wave, Leg Sweep. Your most common pick is probably going to be leg sweep. There is a lot of controversy on which is the best but it really comes down to what you face, how you use them, and what you prefer personally. I'll compare them here...

Charging Ox Wave: Charging Ox Wave is a ranged stun that has a travel time, for example if you paralysis someone then depending on how far you are away from who you shot the Ox at it will vary on how long it takes to be affected by the stun. You may be hesitant to using it because it only lasts 3 seconds but the way I look at it you can use it whenever you want because of its short cooldown and the fact that it is ranged. If you wanted to leg sweep the healer you'd have to get to them to use it, but with Ox wave you can maintain your uptime on them and still get the stun off and that 2 second difference is probably equal to or more than how long it would take to get to the healer and leg sweep them then get back to you target. It also is very easy to use, many people try to lead their shots but that isn't how it works. To land a stun on someone you need to use it for where they are at there current location. I have an example of how it is deceiving in this video. Excuse my lag, again I can't stream or make videos because of my terrible computer.



Leg Sweep: This is the more commonly used talent in this tier because it lasts longer and can be used for going for kills. I personally think that it really depends on you like and play. If you play a composition of something like Shadow Priest, Monk, Healer then I would recommend using this because of being able to use Devouring Plague into this stun followed out by silence. Use this one if you want to be able to lock someone down for the kill.


Conclusion: Leg sweep is usually the one to take just because of how good it is and how it lines up with Fists of Fury. It can be unreliable a lot because of lag, dodge, and parry but if you are able to get it off it is much better than ring of peace or charing ox wave.

Tier 5 - Survival
Healing Elixirs, Dampen Harm, Diffuse Magic.
After a long season I have a lot of thoughts on Healing Elixirs and Diffuse Magic. I'm not even going to talk about Dampen Harm because it is absolutely worthless.

Healing Elixirs: So for healing elixirs I have come to the conclusion it is truly based on what you face. If you are facing KFC healing elixirs will prove immensely more beneficial than Diffuse Magic for the hunter damage, it allows you to run around and self heal when you have to. I wouldn't recommend using this against dot cleaves either, just because it helps out with healing I find that a lot of the time it is off CD and just sitting there not healing you when you need it to. So I would say take this against teams that are mostly physical damage or have small magical burst damage.

Diffuse Magic: After a season of wizards and cleaves I had to swap specs a lot. For many teams I took Diffuse Magic because of how much magical damage they do. Even though you might think Healing Elixirs is better for things like LSD (Ele, Aff, Resto Druid) you're wrong. Being able to basically grant yourself immunity on a minute and a half CD for 6 seconds is incredible, although it will be a little tougher on your healer it could prevent you from having to use Touch of Karma, this means you'll have twice the major defensive cooldowns you would that if you were healing elixirs. Not to mention Healing Elixirs is often random and procs at worthless times a lot of the time. I also use this against teams like RMD (Rogue, Mage, Resto Druid) because of the high burst mages have, rogues have weak damage outside of their burst so healing elixirs will only help you when you are being bursted on which it then heals you for 15%, but if you were to use Diffuse Magic you could stop around 50 to even 60% of your entire health by taking 90% less magical damage from a mage blasting ice lances at you.

Again this tier requires you to decide what is best and you need to judge what to take yourself.


Tier 6 - Damage
Rushing Jade Wind, Invoke Xuen, the White Tiger, Chi Torpedo. A
lways Rushing Jade Wind. Xuen gets kited, long CD, breaks CC, Chi Torpedo sucks, RJW does more damage. Use it when you're bursting but don't use it so much you don't have energy.
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First of all, to gem correctly you must know what stats you want. There are dozens of way to gem a monk based off of each and every slot and which gear you have. I'll repost the monk armories if you just want to copy one of theirs instead of experimenting to find the perfect setup on your own. Anyways, what most monks are doing now stat wise is...

Crit > Haste > Mastery. The reason of this is that when we get a critical strike we can do insane amounts of damage. Therefore, Crit is the best stat, haste is the second because our Mastery is not very good. Our mastery has a chance for us to get an extra stack of Tigereye Brew, if you were to stack mastery it would only give you a small % of getting an extra stack which isn't as good as being able to jab more if you have more haste.



Meta: Tyrannical Primal Diamond or Agile Primal Diamond

Red: Delicate Primordial Ruby

Yellow: Deadly Vermillion Onyx

Blue: Glinting Imperial Amethyst or Perfect Assassin's Roguestone



Shoulders: Greater Tiger Claw Inscription

Cloak: Swordguard Embroidery (Tailoring Only) or Enchant Cloak - Superior Critical Strike Rating

Chest: Enchant Chest - Glorious Stats

Bracers: Enchant Bracer - Greater Agility

Gloves: Enchant Gloves - Greater Haste

Legs: Shadowleather Leg Armor

Boots: Enchant Boots - Blurred Speed

Weapons: Dancing Steel and Glorius Tyranny. If you can't get 2200 for the Glorius Tyranny enchant then buy a Living Steel Weapon Chain. You should also have 3 weapons. Two with dancing steel and one with either Living Steel or Glorious Tyranny. The reason behind this is because if you face a team without disarms then the effect of those other two enchants isn't as good as the one from dancing steel.

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Similar to gemming and enchanting, every monk has slightly different stats. But almost all of them are within a few %'s of each other. Most monks range between...






These number will change by the end of the season so try to scale it up with the new gear we get.


Hit: As close to 3% as possible.

Expertise: 6%

Critical Strike: close to 50%

Haste: 15% or higher

Mastery: 40% or less


After experimenting with 3% expertise I found that on very rare occasions healers like Paladins and Shamans can "block" a leg sweep or Spear Hand Strike which can throw off a game. So it's better to be safe than sorry so 6% expertise will make it so that doesn't happen.


Again, 3% Hit > 6% Expertise > Crit > Haste > Mastery

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Professions can vary depending on what race you are. For example, if you are human you will be using a On-Use PvP trinket as well as an Insignia. And since you have the On-Use trinket the Synapse Springs you get from engineering wouldn't be as good because they share 10s cooldowns with each other, I'm not saying it's bad but I feel like there are other professions for human that is better than engineering. So here it is.

Humans: Tailoring + (Alchemy, Blacksmithing, Enchanting, Inscription, Jewelcrafting. [All of these give +320 Agility in some way.)

Everything Else: Engineering + (Tailoring, Alchemy, Blacksmithing, Enchanting, Inscription, Jewelcrafting. [All of these give +320 Agility in some way.)

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I know a lot of people want to know what the absolute best way to gear, reforge, gem, talent, glyph, professions, etc. without having to go through a huge guide like this so I made this category dedicated to monks who I believe to be educated on the class and know how to personalize their monk to make it as deadly as possible. Here they are... ____________________________________________________________________________________________________________
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I know that everybody has their own personal keybindings and I understand that it isn't likely that anyone will change based on what I have to say here but I feel like it needs to be said.

My keybinds are bound in an effective way. I have each ability bound to a great bind that allows me to do a lot of things, get places, and pop cooldowns. I'll explain after you look at this picture.


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This picture shows how all my damaging abilities are bound to my naga. This allows me to use my QWE keybinds to move and I use my right thumb to deal all my damage. The purpose of this allows me to hit all of my damaging keybinds with being able to keep up with my target by using my strafes and move forward binds. I feel like if I had those abilities on other keybinds I would have conflict with doing damage and moving.

I also have my mobility keybinds such as roll, tiger's lust, and flying serpent kick to keybinds close to my movement binds.
This allows me to keep moving accurately towards my target while using mobility keybinds so I don't end up rolling off to the side of them.

If you're new to monk try changing your keybinds to get to your mobility binds as quick as possible and have your damaging abilities not collide with being able to move.

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In this portion of the guide I state my personal opinions which has been altered by personal experience and the thoughts of others. If you disagree with any of my opinions in this category please post a comment on your experience with the comp on why it works and why is doesn't. Thank you.

Important Information: I believe that anything played by good enough players has the potential to get good rating. Don't be discouraged by my opinions on a comp and decide not to play it, try it out and prove me wrong if I think it isn't good. Anything is possible.

Mage: This class is one of the worst you can put with a monk on paper. Every single CC you and the mage has DRs. But surprisingly, it works quite nice, it may be because mages are so good right now or maybe the comp just works. It plays similar to warrior mage, even though warriors lack CC and their stuns DR with mages deep freeze the high damage of the two classes makes the comp work nicely. Therefore I think this comp is pretty good because monks also have high damage, you just have to be careful on who is casting polymorph and who is paralyzing what.

Diminishing Returns:
Stuns: Deep Freeze with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Polymorphs / Incapacitates: Polymorph and Paralysis
Silences: Counterspell Silence with Spear Hand Strike blanket silence.
Roots: Frost Nova and Pet Freeze with Disable Root.

Rogue: This class isn't good with monks because both have lots of stuns. Rogues damage isn't very consistent if they are subtlety which most are. Their burst revolves around Shadowdance letting them stun and silence things all over. The problem they share with monks is the DR on stuns. Although, just like everything it does have potential to get rating but would be much harder than if a monk played with a better class.

Diminishing Returns:
Stuns: Cheap Shot and Kidney Shot with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Silences: Garrote with Spear Hand Strike blanket silence.
Incapacitates: Sap and Gouge with Paralysis.

Priest: This is a really fun comp to play. Although it isn't a common monk comp it has great potential. Some downsides is that your priest has to be very good for it to succeed. But if you and your priest are able to connect on a target at the same time other enemies are CC'd the damage is unreal and you almost always get a cooldown.

Diminishing Returns:
Disarms: Psychic Horror with Grapple Weapon.
Silence: Silence with Spear Hand Strike blanket silence.

Warrior: Warrior monk would be a low tiered monk comp because of the things each class brings to the table. Although both classes have high amounts of damage they both lack CC. Monks work better with a cast that can provide peels and offensive CC.

Diminishing Returns:
Stuns: Shockwave, Warbringer, and Stormbolt with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Disarms: Disarm and Grapple Weapon

Death Knight: Death Knights are similar to warriors in the fact that they have little CC but are very good at training. Just like warrior monk, death knight monk would have a problem of little CC allowing a healer to heal through damage that otherwise could get cooldowns, certain healers would be a lot better for thing comp than others, E.G. Priest is probably better than Shaman, it has some good potential to do insane unhealable damage though so CC may not matter.

Diminishing Returns:
Stuns: Remorseless Winter, Asphyxiate with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Roots: Chains of Ice w/ Chillblains with Disable Root.

Paladin: This class just like every class is viable to a certain extent. I have yet to try this recently but I did give it a go in 5.3, although 5.3 was very bursty I am not going to let that affect my opinion on this comp. I believe this comp could work decently. The only problem this comp could have is the CC. If the paladin took Turn Evil (fear) and cast it on the healer it may prove to be the thing that DK monk or War Monk doesn't have, the extra CC. I encourage people to try this comp and let me know how it works.

Diminishing Returns:
Stuns: Hammer / Fist of Justice with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Incapacitate: Repentance with Paralysis.

Warlock (Affliction): Warlocks are the best class a monk can run with this patch. The amount of CC warlocks have is so great combined with their damage it allows monks to go on whoever they want and just do as much damage as possible. A monk on a healer while a warlock is fear spamming the other 2 members with dark soul up it is very hard to heal through.

Warlock (Destro): The other viable warlock spec that Windwalkers can play with is Destruction. The comp doesn't take too much to play generally, a lot of the time the warlock is tanking damage and the monk sets up the kills, then outside of that you have double coil chaos bolt and that speaks for itself, all in all, it's a very powerful comp.

Diminishing Returns:
Stuns: Shadowfury with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Warlock Pets: share DR with Spear Hand Strike blanket silence and Grapple Weapon.

Hunters: Hunters are a very good class to go with Windwalers, after playing it myself I believe survival is much better for the comp than markmanship. If the monk uses incap instead of trapping and the hunter throws down Frost trap to get Lock n Load procs you can do some incredible damage.

Diminishing Returns:
Stuns: Intimidation, Binding Shot, Pet CC, with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Silences: Silencing Shot with Spear Hand Strike blanket silence
Incapacitate: Freezing Trap with Paralysis
Disarms: Snatch with Grapple Weapon

Shaman (Enh): I really haven't personally tested this comp out or seen it at high ratings so I can't vouch for its success or failure but based on what I know about enhancement shamans I would say it is a decent comp. With the right healer it could have just enough CC and sustained damage to have a chance against other high pressure comps. A full CC on a healer with ascendence up with the monk popping stacks of Tigereye brew could prove quite deadly.
Shaman (Ele): This comp is one of the higher tier WW comps because it's a shaman. Shamans are pretty hard to kill so they don't require much peels, also they have high damage output which in combination with Windwalker monks make it very deadly.

Diminishing Returns:
Stuns: Capacitor Totem with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Polymorph / Incapacitate: Paralysis and Hex

Druid (Balance): Balance druids work alright with monks, it is nearly as good as some of the other comps monks can play but it isn't the worst by far, since monks mostly die in stuns, druid are able to do certain things to help them live for just a few seconds to be able to get out such as, disoriet, NS clone, and typhoon. They also provide good offheals and overall its a solid comp, if you get a starsurge crit and rsk crit at the same time something could easily die.
Druid (Feral): I have yet to play this comp but I could see it being decent, it would be similar to kitty cleave in the fact that you just run something down, have little CC, and just overall is just easily beaten by certain things.

Diminishing Returns:
Stuns: Bash, and Maim with Leg Sweep, Charging Ox Wave, and Fists of Fury.
Roots: Entangling Roots with Disable Root.

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This will category shows which comps I think are most successful.

















God Tier


Windwalker + Warlock



Tier 1


Windwalker / Hunter (All Specs)



Windwalker / Priest (Shadow)


Windwalker / Shaman (Elemental)


Windwalker / Druid (Balance)



Tier 2


Windwalker / Mage (Frost)


Windwalker / Druid (Feral)


Windwalker / Death Knight (Unholy)




Tier 3


Windwalker / Mage (Fire)


Windwalker / Mage (Arcane)


Windwalker / Rogue (All Specs)


Windwalker / Warrior (All Specs)


Windwalker / Paladin (Retribution)






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Zen Meditation Macro
Spoiler
Fortifying Brew + Healthstone Macro
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Tiger's Lust Macros
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Hand of Protection Off Macro
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Focus Paralysis
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Focus Disarm
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Focus Kick
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Touch of Karma Macro
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Kick Macro
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Old Paralysis Macro
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Useful Touch of Death Macro
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Xuen Attack Macro
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Cancel-Aura Macro
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Psyfiend Macro
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Party Dispel Macros
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Focus Storm, Earth, and Fire
Spoiler
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Here are some extremely useful addons for WW monks.

ChiBar: This addon lets you have a chi bar that you can freely move around, make it bigger or smaller, vertical or horizontal, and many other options.

Nameplates Modifier: This basically adds a percentage to the default blizzard name plates. This is the most important macro WW monks can have because of how crucial it is to get Touch of Death off at the precise moment.
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Everybody wants to see some WW monk PvP. Since that is hard to come by I'll link you to a couple of channels that may show some WW monk PvP, I can't guarantee that they will but here is where you might find some. I also put mine in there in case I ever stream.

www.twitch.tv/venruki
www.twitch.tv/marshmellowzx
www.twitch.tv/hoodrychx
www.twitch.tv/finalreq
www.twitch.tv/TosanTribe

www.twitch.tv/balancerexxar

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