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Posted Talbadar on 11 November 2014 - 06:21 AM
Class Variety: Class variety was at an all time high this expansion in all areas of PvP. At any given part of the 3 seasons we can say within reason that about 20 out of the 29 viable PvP specs could do well in arena when played by the right players. This is not to say they could get carried, but that the class had the potential to compete. This was certainly not the case in BC and Wrath. During Cata it became more apparent that Blizzard wanted more classes to be viable and they definitely followed through into MoP with this in mind.
Catch-up system: Not much has to be said here. The fact that you can show up a few weeks late with a character and still compete or better yet go from 0 gear to full gear on an alt at the end of a season is a world of difference from previous expansions. This improved the game so much for me and for many players who have alts that don't usually get geared before the end of a season.
Full PvP gear best in slot: After years and years of dealing with players using trinkets from raids that could increase their damage by 30% or proc extra attacks that hit for 20% of your health bar we finally got what we wanted. Blizzard introduced a system that made full PvP gear best in slot for almost any situation. As an arena enthusiast this made me quite happy.
Class balance: It's hard to say this without a lot of negative feedback about certain ones, but class balance as a whole was really good by the end of the first season and onwards. As I mentioned earlier many classes were viable, but most of the time they were still very competitive anyway.
Let's take a look at some of the classes we saw at regionals and blizzcon this year. I am familiar with only the US teams for regionals, but we had a Ret, a Holy Priest, multiple Marksmanship Hunters, a Shadow Priest, a couple Elemental Shamans, a Boomkin, multiple Frost Mages, multiple Resto Shamans, multiple Affliction Warlocks, a Mistweaver Monk, a Subtlety Rogue, and a couple Resto Druids. At Blizzcon we saw a couple Windwalker Monks, a Fire Mage, and an Arms Warrior. That alone covers a lot of classes and specs.
On the live ladders we saw a lot of different specs doing well and I can only count 8 specs that did not reach a rating of 3000 by the end of the final season which are: Disc Priest, Fury Warrior, Frost DK, Arcane Mage, BM Hunter, Demo Warlock, Combat Rogue, and Assassination Rogue. For all I know some of those could have made it.
Successful arena maps: Blizzard finally added new arena maps that didn't need major revamping to become a solid part of the arena map pool. They also revamped Blade's Edge and Dalaran for the better though I sometimes do miss the old Dalaran against melee. They still need to work on some of the map balance, but really you can't hate on what they did during MoP with arena maps. I would like to see them add Ring of Valor back to the map pool. The current one is actually a great map it's just disabled due to bugs.
Merger of battlegroups: The removal of set arena teams in combination with having a single player ladder and being able to queue with anyone you want has been HUGE for the game. You no longer have to sit on arena teams until the end of a season worrying about your rating. This has also decreased queue times and allows players to compare everyone at once which people definitely care about seeing.
Resilience, PvP Power, and Dampening scaling : While not everyone can say that they enjoyed having these stats around you have to commend Blizzard for getting the numbers right with every season. They had to manually adjust them with each season to make sure people weren't dying too fast, weren't healing too much, and ensure that games were actually coming to an end in a reasonable amount of time. They definitely could have done better with 2v2, though.
Streaming Influence: You may not like some of the streamers and you may have some that you love, but streaming has definitely made a positive impact on the game. A lot more players are better informed and many feel like they are part of something by being able to communicate with top players and other members of their arena community.
Holinka BOYS: This man has done wonders for our community and you should be more than happy if you know what he's been doing while working for Blizzard. He's been in contact with a lot of the top players and constantly looks for feedback to relay to help out. He's also attended the LAN events to talk to players and meet them which I'm certain was not required of him. I've spoken with him quite a few times and the guy's got a good head on his shoulders so we should be happy we have him instead of the whatever the hell came before him.
Reliance on gear: A common theme for this expansion and Cataclysm was a heavy reliance on gear to be competitive. While everyone thinks PvP gear should be the best in PvP, the reliance on having the best gear available to even come close to competing is frustrating. There have been times where I am missing 3 or 4 items and it feels completely hopeless to try knowing other people just do so much more with those few pieces.
Too much CC / Too many defensives: This topic has been heavily covered by so many people so I'll be brief to not bore you. The arms race went way too far this expansion. Instead of Warrior Charges Mage-->Mage Frost Novas it's now: Charge-->Blink-->Heroic Leap-->Nova-->Intervene-->Pet Nova-->Reflect-->etc,etc. Everyone just had way too many things to deal with each other and way too many simple reactions when taking damage or wanting to deal damage.
Dampening in arena: As both a tournament spectator and competitor I strongly believe that Dampening is a horrible concept for arena. This allowed for many things to happen. First of all teams could design their composition fully around winning because of Dampening and play around it. I don't think this was as relevant to ladders as it was at the actual tournaments. Both my team (ele, lock, druid) and the team that won this year (boomkin, lock, shaman) could easily attribute their success to its existence. It made for really boring starts to happen in a game where most of the action should be happening seconds into the match.
This also allowed Blizzard to balance the classes around dampening and not having to worry about if players could actually get a kill early on. Instead of fixing the issue they just took a shortcut around it by forcing games to end. I think having some type of ultimatum for games ending is fine, but the game should be balanced around players scoring kills before something like that is even necessary. On top of that it should be fair for both sides which sadly dampening is not. "The Crowd Chose You" is obviously not a good option either.
Caster dominance at higher levels: This has happened at the end of a lot of expansions for WoW now and I think it would take a long discussion to figure out why this is the case, but as you all have seen the past 4 years have been more of a Wizzcon than anything else. Melee make things exciting and even against two casters it creates a much more dynamic matchup to both play and watch.
Reluctance to make small changes: I've heard Blizzard's thoughts on this time and time again, but I still feel as if we're getting robbed out of a better experience. They don't want to make a lot of small changes because they don't think it will make a big enough impact and will only deter players from participating if the classes keep getting changed. When I look at a game like LoL that makes constant slight balance changes weekly I can only frown knowing it would be great for WoW PvP to follow suit. Changes like this one below make the game drastically different and makes some classes stay dead for very long while others get to overpowered states for entire seasons without change.
Lack of tournaments: No regionals in 2013, a few tournaments hosted online (that were, as usual, attacked by DDoS), and just a few LANs? We didn't do much these past couple years. Tournaments create life in PvP. It gives events for people to look forward to and it gives drama for players to talk about. I heard something about MLG thinking about picking up WoW again for WoD, but rumors are rumors.
Healer Variety: Specifically in arena only 3 out of 6 specs (Mistweaver Monk, Resto Shaman, Resto Druid) were viable at the end of the expansion. I'd say we didn't do a good job of ensuring viability among them especially with Discipline being horrible for almost the entire expansion. One could argue that each spec was good at some point during the expansion, but that's simply not good enough especially after coming out of Shamanclysm.
Moving forward into WoD
Ability Bloat: There are so many things I am looking forward to in WoD and one of them is the removal of a ton of abilities and cooldowns that were just making the game worse. A lot of people won't agree initially, but let me explain why it's a good thing. There are tons of abilities for you to use to outplay your opponents and you want to be able to use them all and it makes the skill cap really high... sure that's great, but there are plenty of great games out there that use very few abilities to do things well. As long as there are mini games to play then there is plenty of room for player interactions to make a difference and for players to have fun. Mini games are things like: positioning battles, the interrupt game, forcing/saving trinkets and cooldowns, and battling for objectives. There's so much more to PvP than just having a bunch of crap to press.
Interrupt and CC changes: The number one change coming into WoD is one that's been needed for so god damn long. The removal of Improved Counterspell (the strongest CC in the game besides Fear) and Improved Spell Lock. There are other Silences and small CCs being removed, but this really does add to the fun for both the Mage/Locks and other players. You feel like you get more out of a spell when you use it well and previously all we see is blanket Counterspells and there's not much interaction required. The more interactions between players the more room there is to outplay. Don't forget the nerfs to Fear duration, CC cooldown, and the removal of PoM Sheep, NS Cyclone, and other forms of instant full CC.
Focus on PvP: From what I gather there's been a focus on making PvP fun for this expansion and with Holinka on board I'm having positive thoughts on PvP as a whole. I would love to see 2v2 make a comeback as a fun bracket that you can queue with your friends where games actually end quickly instead of the current stalemates that happen. With less abilities cluttering the game the mini games should become more and more relevant instead of the previous cooldown war. You have to expect that the expansion will start out with some bumps. Maybe damage overall will be too low, healing will be too high, or Mages will one shot people with Ice Nova, but we will get there guys!
Hope you enjoyed. Feel free to post your thoughts on both the positives and negatives of MoP as well as what you're expecting moving forward.
Posted Speedymart on 22 October 2014 - 06:26 PM
As many are blind to the gloriousness that is gladiator stance, I decided to create a guide to save my fellow warriors from certain frustration. Here's to those who charge blamelessly into arena with their futile specializations that result in their imminent demise; may they soon respec at the graveyard.
Gladiator stance is our new level 100 talent introduced in WoD. It allows us to play prot, but in a more DPS focused roll. By taking the talent, we give up the stamina bonus from prot as well as the ability to use defensive stance. Luckily, all our spells don’t have stance requirements. We retain the simple spell rotation that once resembled MoP arms, and gain even more defensive cool downs. The only downside is no MS, but MS has been irrelevent for a very long time now.
Fun fact: Blizzard made all tanks take 50% more damage in PvP, however, this doesn’t apply to protection when in gladiator stance.
Rotation and abilities
Fortunately our abilities are very straight forward. They all just do damage, with very little actual thinking involved. Some abilities will reset the CD of others, but that's as deep as it goes.
Execute > Shield Charge > Shield Slam > Revenge > Devastate
If above 60 rage then roll some heroic strikes. Avoid being rage capped unless you are setting up a significant burst opportunity. Use heroic strike procs as they happen, and attempt to control your shield charges so you will at minimum get a shield bash and revenge off during its duration.
Fun Fact: Shield Charge has two charges, and they add to the duration instead of replacing it. There’s no need to be worried about overlapping this ability.
Ah, talents. So many choices, how shall I ever choose!?!
I wish. Warriors have some of the worse talent choices in the game at the moment, especially as arms and fury. Prot is nearly as bad, except our talent choices are actually useful sometimes.
Juggernaut for consistent charges, or Double Time for those moments where you really need to chase down that Hunter or Druid. I personally have been running Double Time for a while now, and I much rather prefer it over Juggernaut. However, it is pure preference as to which talent you take.
With the removal of charge stun, it may seem smart to pick up Warbringer in order to bring back interrupting casts, among other things. Unfortunately, our mobility has been gutted so much that a 20 second charge isn’t really an option.
As such, the MoP style of preference will be the way to go until they inevitably give us charge stun back along with the warrior overhaul in 6.1
With the nerf to second wind, the only option has become enraged regeneration. Luckily it no longer requires to be enraged for the full effect, and with battle fatigue gone it’s pretty damn reliable.
Fun fact: Enraged Regen and Last Stand scale directly with health. If you’re using battle shout, swap over to command before using these two abilities in order to maximize their effects.
Fun fact #2: Last stand is different from rallying cry in that unlike cry, you do not lose the health once the effect ends. It’s essentially a free 100k+/- heal.
Heavy Repercussions. It’s a significant burst damage increase that US and SD can’t hope to compete with.
One of the significant changes from MoP is now Storm Bolt and Shockwave are on the same tier. This choice will really be up to which comp you play. Storm Bolt may seem better as it’s a ranged, 30 sec stun, but the skill cap for it is much lower. Getting a triple Shockwave is huge in a game, and it will also reduce the CD to 20 seconds, which is obviously shorter then Storm Bolt.
If you’re playing with a Hunter and you need some help landing those ranged traps, then take bolt. However, if you’re playing double time you can charge someone, drop a shockwave, then charge back as well. This would leave you with shockwave in case a big opportunity presented itself for some big plays.
I prefer shockwave as it is has a much bigger play pool to pick from, giving it much more utility.
With the nerf to Safeguard it is no longer our go-to talent. What you will take will be dependent on which comp you are up against.
MSR is great for those dirty wizards spamming CC, or that sense of mind that you can reflect that CC regardless of who the enemy is targeting. MSR now replaces spell reflect, and with the CD at 30 seconds you really need to understand when to use it.
Safeguard is good for those who like to train the blue all game. It’s a consistent 20% damage reduction every 30 seconds.
Vigilance is good when you’re up against something like ret/priest/hunt where their entire kill window comes in short windows every couple of minutes.
Avatar or Bloodbath. Totally up to your preference and to what kind of comp you’re running. Bloodbath sync’s really well with the on use trinket. Avatar breaks roots on use, which actually means something now that our mobility is so weak.
Gladiator’s Resolve. That’s why we’re prot in the first place.
Shield Slam: Offensive dispel as part of your main rotation? Brainless application? Hell yeah!
Death From Above: Reduces the CD of your leap by 15 seconds, but reduces its range to 25 yards.
Heroic Leap: The old 4pc bonus. When you leap, you gain a 70% sprint for three seconds.
With slippery Hunters and Druids I honestly cannot see the CD trade off being worth the
severely reduced range. If you don’t mind it, then go for it. I much prefer the sprint.
Blitz: For triple rooting action.
Rude Interruption: Since you'll be training casters often, this is a fun choice. How dare they try to cast.
Long Charge: More chasing potential for those slippery classes.
Hindering Strikes: Those shape shifting Druids won’t understand until it hits them.
WoD did a significant number of racial tweaks this time around. I firmly believe the following can be applied to every class.
All DPS - > Human; Rogues -> Gnome; If Druid - > Night Elf
All Healers - > Dwarf; if unable - > Night Elf.
Horde racials were nerfed into oblivion. The entire faction is unviable from a competitive standpoint. Here’s to hoping the NA community picks up on the EU way of life and everyone goes to the significantly superior Alliance.
If you become frustrated from sitting in roots all day, and you’re not playing with a Paladin, then just go Gnome. You’ll lose a significant damage bonus, but the 1minute escape artist is just so much fun.
Bonus Armor > STR > 330 Haste Breakpoint > Crit > Multi > Mastery > Vers > Haste
1 STR = 1 Bonus Armor. They both give 1 AP per point, except bonus armor gives % physical damage reduction which makes it a little better in a PvP setting.
The 330 haste is used to assure us of an extra GCD inside the 7 second shield charge. As enchants are very simple now, and we easily get 330 haste from our gear, simply enchanct full crit.
There's a couple pieces of offset that have bonus armor, so be sure to grab those as it's essentially bonus strength. Flat Str/AP increases are very noticable post stat squish.
Complete stat weights:
STR = 1.0
Bonus Armor = .99
330 Haste = .90
Crit = .61
Mastery = .41
Versatility = .38
Haste = .30
For further detail on the weights and more PvE focused information: http://gladiatorsresolve.blogspot.com/
PvP gear does not have any gem sockets. I’m not happy about it either, but it is what it is.
Intervene healer/DPS. Have one of these for each of them.
#showtooltip intervene /cast [@catflaps] intervene
Intervenes the first thing in front of you. Will not drop target, nor randomly bug out like most macros do. *No path available bug still exists, but it’s nothing that can be fixed on our end*
#showtooltip intervene /targetfriend /cast [noharm] intervene /targetlasttarget [noraid, noparty, noharm, exists]
We no longer have recklessness or banner, so this is literally our ‘Swifty one shot macro’. It’s just your on-use (You are Human, Right?) and whichever talent you picked.
#showtooltip 13 /use 13 /cast bloodbath
Suck it arms/fury, we still have banner intervene. This macro will not drop your target, nor randomly bug out and target random people. It is –the- best banner macro you can have, bar none.
#showtooltip Mocking Banner /targetexact Mocking Banner /cast [noraid, noparty, noharm] Intervene /targetlasttarget [noraid, noparty, noharm, exists] /cast Mocking Banner
Space saving macro, will charge/pummel your focus depending on range. This works due to charge’s minimum range requirement.
#showtooltip /cast [@focus] Charge /cast [@focus] Pummel
Charge and intervene in one macro. It’s convenient when some random pet is following the enemy if you don’t have anything else over there to charge/intervene, and using the fast intervene macro would be unwise.
#showtooltip Charge /cast [harm] Charge; [help] Intervene
Macroing taunt into your main abilities will piss a lot of pet classes off. Really brainless but has led to plenty of pet kills in my time.
#showtooltip shield slam /cast shield slam /cast [@arenapet1] taunt /cast [@arenapet2] taunt /cast [@arenapet3] taunt
Prot is insanely strong. Border-line overpowered. I’ve been toying around with in for the last five months on beta, and it will be the go-to spec once WoD launches. You do twice the damage, twice the utility, and die twice as slow.
You will run kitty cleave, WLD, TSG, ATC, or any other melee cleave and enjoy it. The enemy team will become truculent the second you connect. You are what Blizzard wanted; the result of turning our favorite spec into unplayability, and resigning to simply do what they wanted and become god incarnate while having fun.
Posted HeyimJack on 22 October 2014 - 05:02 PM
(Guide will be heavily updated in WoD)
1.0 - Introduction
1.1 - Why Subtlety?
1.2 - Ability Prune / What's Changed
1.3 - Talents
1.4 - Glyphs
1.5 - Basic openers
1.6 - What's my job outside of burst
1.7 - How to maximize damage outside of Dance
1.8 - Stat priorities
1.9 - Enchants
2.0 - How to Gem
2.1 - Macros
2.2 - Addons
2.3 - What off pieces should I buy? (To come in WoD)
2.4 - Rogue Streams
2.6 - Pandemic Effect for Rogue buffs (To come in WoD)
2.7 - Reserved
2.8 - Reserved
2.9 - Reserved
3.0 - Missed anything / Stuff you want to see
Hey I'm Jack, I'm a 2.8+ Rogue who's been playing since the end of Wotlk. I only started PVP'ing last season mainly because of a poor computer which caused me to fps lag inside arena. I'm basically a MoP hero achieving my first Gladiator titles on 2 of my rogues both in 3s and 5s. I usually camp in Elwynn a lot and often get asked questions by other Rogues so now I'll have somewhere to direct them where they can hopefully clear up any queries they have.
Sub is the one spec for Rogues which has on demand damage which isn't gimmicky with a long cd, we're able to pump out big damage every minute and put constant pressure out in any other stun locks.
Combat is a good spec but it's far too reliant on gimpng people with random Deep insight Killing Spree one shots.
Assassination is also good in terms of damage but it's too much of a training damage spec, it's unable to get a proper opener with maximum damage as you need to get both slice & rupture up out of stealth (Will change when Assass get the WoD slice perk) meaning if you were to open with cheap there would be time between the kidney where they're not stunned it's also not a viable spec for hard swaps because of all the ramp up damage.
Ability Prune / What's Changed
Burst of Speed now costs 30 Energy (up from 15 Energy)
Nerve Strike now reduces the targets damage dealt by 50% (up from 25%) (The tooltip might be wrong in terms of 25/50%)
Tricks of the trade no longer gives a damage bonus to the target
Energetic Recovery has been built into our Slice and Dice
Find Weakness has been built into the abilities it benefited before
Combo Points are now on ourselves rather than the enemy
Rogues can now backstab people from the sides
Rogues can now ambush people from the front
Expose Armor has been removed
Honor Among Thieves can now trigger from the rogues auto attacks
Subterfuge no longer makes the rogue stealthed for the duration of the effect
Nightstalker - Not worth using, the only reason Nightstalker is good is for the vanish evis but it's far too gimmicky as at times you can vanish and auto attack out of stealth before you can get your evis off and with vanish being one of our best offensive & defensive cooldowns it isn't worth the risk.
Subterfuge - Subterfuge is currently my talent of choice I feel it's still insanely good even with the stealth nerf. There are times a rogue needs to open with Garrote > Cheapshot and it's not always wise to waste your dance right off the bat when you can force cds without it.
Shadow Focus - After Subterfuge SF is probably your best bet enabling you to get off your opening cheap/garrote pretty much free of cost which then allows you to do a lot more damage with the energy you have left. I feel in WoD this will be the talent of choice to those who run without the Energy glyph.
Deadly Throw - I feel Dleadly Throw has always been viable however it requires quite the skillcap and combo point planning, I personally wouldn't choose it over the other 2 choices in the tree because of how strong they are.
Nerve Strike - Nerve Strike is a really strong talent for rogues as it makes our stuns even more effective for peeling reducing other enemy players damage by 25% for 6 seconds this can also help towards stopping the enemy team from getting counter pressure. (6.0 The Nerve Strike tooltip is currently wrong it reduces enemy npc's damage by 50% but only 25% on enemy players)
Combat Readiness - Combat Readiness is an insanely good defensive if used correctly, When fully stacked with feint you can take up to 80% reduced damage which is huge. If you're able to predict swaps vs most teams e.g. a rogue team this can often stop the need of your trinket and even a healer cd if used at the appropriate time.
Cheat Death - Currently in 6.0 Cheat Death is very viable because of how easy it is to get dropped in a stunlock in a matter of seconds but in terms of overall use it still comes in 2nd place to Elusiveness.
Leeching Poison - Not worth using.
Elusiveness - This has probably been the best choice of talent in the tree for entirety of MoP because its on demand damage reduction and it will probably be the best choice of talent in WoD too if it doesn't get changed. If used properly feint can become such a strong defensive tool for rogues if you're able to predict swaps or damage and pre feint it. (If you're not the best at using feint you can check out the feint glyph which adds 2 seconds onto the duration)
Cloak and Dagger - This talent may as well not be in the game as it's only ever been too good or not good enough Blizzard have never been able to find a balanced compromise for it. Overall in the current state of the game this is probably the worst choice of talent in the this tier.
Shadowstep - Currently in 6.0 I feel Step is the best choice of talent as it brings so much utility to a rogue when used properly. Step's an ability that's able to be used defensivly & offensivly e.g. stepping partners to get restealths or los damage. With the removal of a lot of slows, roots in 6.0 Step is a lot more viable than previously as it can be used as a chase tool rather than a gap closer.
Burst of Speed - I feel BoS is still viable in 6.0 with the nerf to the energy cost however it can't be used the same way as before, you're not able to spam it every few seconds while chasing your target without becoming energy starved resulting in less damage output, however BoS is still an incredible tool for getting restealths and overall defensive play. (It will most likely still be a strong talent for something like 5s)
Prey on the Weak - Prey is currently the best choice of talent in 6,0 as most of rogues pressure comes from stunlocks having that extra 10% damage from you and your team is pretty huge.
Internal Bleeding - I've not yet tried this talent in 6.0 it's something I'll look more into in WoD however I don't feel it will be as strong of a talent as Prey.
Dirty Tricks - Not worth using.
Shuriken Toss - Not worth using.
Marked for Death - MFD is the strongest choice of talent in this tier and it has been for a few seasons, it gives rogues a lot of ondemand damage which is usually paired with Shadow Dance to bring out some big Eviscerates which is where majority of your burst comes from.
Anticipation - This talent comes 2nd place to MFD however it's still a good talent it just requires a slightly different playstyle and more awareness to your Anticipation stacks if used properly it can be similar to having MFD but instead of being instant it's something you need to stack up. (This can be easily tracked, see addon section below)
Venom Rush - To come in WoD (I feel I'll most likely be using this talent)
Shadow Reflection - To come in WoD
Death from Above - To come in WoD
Glyphs mainly depend on your playstyle e.g. if you play with Hemo glyph you'll find yourself constantly changing between 4 different glyphs where as if you play without hemo glyph you'll very rarely be changing glyphs.
Cheap Shot - A strong glyph to use vs melee cleaves and in general teams where you find you won't be using garrote much or where you feel you'll need longer stun locks to kill/put out pressure.
Garrote - You should find yourself using this whenever you feel cheap shot glyph isn't as valuable, e.g. vs wizard teams, rets, shamans.
Blind - This glyph is pretty much mandetory however if you play with Hemo glyph and you feel you're not ever going to be dotting a specific target i.e. the healer you can replace this with either Cheap/Garrote glyph you'll just need to watch out for dots on the target or anything that could break the blind.
Hemo Vein - This glyph makes your Sanguinary Veins trigger from your Hemorrhage dot which means you're able to keep it up much easier but this also changes your playstyle & opener as you don't need to focus on applying rupture or even putting it up.
Glyph of Energy - This is a glyph available in WoD, I feel this will be mandetory I've stopped using Hemo glyph since the prepatch just to make room for this guy.
Rogue openers are different depending on your glyphs aswell as what you're facing.
Basic opener (No hemo glyph)
Premeditation > Slice and Dice > Cheapshot > Rupture > Dance > Ambush > Ambush > Kidney Shot > Marked for Death > Eviscerate > Damage/Garrote/Cheapshot varies on the situation
Basic opener (hemo glyph)
Premeditation > Slice and Dice > Cheapshot > Hemo > Dance > Ambush > Eviscerate > Marked for Death > Kidney Shot > Spam damage > Damage/Garrote/Cheapshot varies on the situation
Why don't you 5cp Rupture in the opener?
I recieved an ingame mail with someone telling me they feel it would be better to 5cp rupture in the opener so something like this:
Premeditation > Slice and Dice > Cheapshot > Ambush > Rupture > Dance > Ambush > Ambush > Kidney Shot > Marked for Death > Eviscerate > Damage/Garrote/Cheapshot varies on the situation
There are a few problems with this, For starters the first ambush isn't going to be effected by SV so it'll be 35% weaker i.e. a wasted ambush for 60 energy unless you dance before which is a waste as you need to use globals to rupture inside of dance, also if you're to try this opener on a basic target dummy you'll find that you can't get the kidney off before youe cheapshot ends with the amount of globals you have, this causes a huuuge problem as you don't want your enemy to have any sort of time where they can peel or use defensives. This is tested on a dummy with full energy, chances are in an actual arena game you won't be starting with full energy because of applying slice or sapping a target.
Here are some videos which will further go into how to open on casters etc, they're from before 6.0 but they should still be valid.
What's my job outside of burst
What you need to be doing depends on the tide of the game you're playing.
If you're in a situation where you nor your partners are in trouble then your best bet is to either spam damage and get ready for your next burst oppertunity.
If you're in a position where one of your partners are being heavily trained and are in need of peels you need to step up with the removal of dismantle rogue have to be on their toes with peeling, we still have a lot of utility we can use to peel such as vanishing to throw out stuns (preferably not on the main target you need to keep him off dr for when you're ready to go) it's often a good idea to call your offstuns so people can follow up cc off them i.e.polymorph knowing he can't be kicked by a stunned target.
With the removal of Mind Numbing and dismantle rogues now heavily need to depend on shiv slows for peels vs melee cleaves, even using shiv on a feral can help forcing them to use a global on shifting instead of spamming damage into you or your partner.
Overall your job outside of burst windows is making sure you survive to see the next burst window, stopping damage & cc on your partners while pumping out your own consistant damage, if you're not doing any of these things you should be going for a restealth with a plan in mind.
How to maximize damage outside of Dance
This is a common question I get asked "How do I damage outside of cds/dance?" etc
Rogues have priorities and if you follow these priorities you'll be fine.
Disclaimer rogue damage outside of cds is bad by default (Well before prepatch at least)
#1 Slice and Dice - S&D needs to be kept up at all times as it generates 8 energy every 2 seconds it also increases your auto attack damage which is where majority of our damage comes from.
#2 Sanguinary Veins - SV Increases our overall damage to the target affected by 20% after slice this is your biggest priority, however keeping SV up is different depending on if you play with Hemo glyph or not as Hemo veins glyph makes your hemo dot apply SV without the need of rupture/garrote.
#3 Backstab over Hemo - If you can't hit your targets back/sides and you're not energy capped it's often a good idea to just keep trying to get to his back/sides and then spam out all your energy with backstabs the only time you should hemo over backstab is if the target isn't letting you get where you need to be or if you need to apply your hemo dot for SV. But if you're going to energy cap (hit full energy) you should just spam out hemo so you don't waste energy.
#4 Pooling energy before stuns - In most situations it's a good idea to pool some energy before going for a full kidney or any other stun, e,g, if you're playing with Prey and you full kidney without any damage that 5-6 seconds of 10% extra damage is going to waste where as if you stun with 60+ energy you're going to be able to spam backstab for the entire duration of the kidney making your overall damage a lot better.
Should I rupture with Hemo glyph?
Rupture is an incredibly strong ability for rogues and its damage is increased by 10% by default because of Sanguinary Veins. Even when specced into Hemo veins glyph you should focus on keeping rupture up if you're training a target but only if you have the combo points to spare and you feel putting out that extra evis won't get you any sort of defensive/healing cd from the enemy team, also having that extra damage ticking when you burst can be fairly noticable and even the difference between someone living and dying.
Mastery > Crit > Haste
To be updated in WoD
Shoulders - Greater Tiger Claw Inscription (Agility version)
Cloak - Superior Critical Strike
Chest - Glorious Stats
Wrist - Greater Agility
Gloves - Superior Mastery
Waist - Living Steel Belt Buckle
Legs - Shadowleather Leg Armor
Boots - Blurred Speed
Mainhand - Dancing Steel
Offhand - Dancing Steel
How to Gem
This might not be accurate with the recent stat squish as agility no longer gives crit etc but I'll update it in WoD for sure.
Meta Socket - Agile Primal Diamond
Red Sockets - Delicate Primordial Ruby
Yellow Sockets - Adept Vermilion Onyx / Smooth Sun's Radiance
Blue Sockets - Assassin's Imperial Amethyst / Rigid River's Heart
Not going to list all my macros here such as focus ones etc but these are just a few that might come in handy for some people.
/castsequence reset=10 !Sprint,null
/cast [target=Namehere] Shadowstep
/cast [target=Namehere] Shadowstep
/cast [@focus] Shadowstep
/cast [@focus, nostealth] Kick
Here are a few addons I use that might help other people.
Arena Plates - This is an extremely good addon which places a green border around an enemy players nameplate when they're out of combat which can help you get mid game & opener saps.
Interrupt Bar - I feel people really underestimate how useful an addon Interrupt Bar can be. I use my IB to show the cooldowns of abilities that I feel It's important to keep track of as a rogue I'll post an image below.
(If anyone wants my Interrupt Bar settings send me a pm)
Anticipation - The default combo points have a 30ms animation time which doesn't seem like a lot but it feels like a lot to me so I use this addon to speed up the animation down to around 15ms making my combo point animations slicker and smoother so I no longer have to wait for Honor Among Thieves to catchup with all the animations for each combo point.
There are plenty other good rogues who stream but these are just a few who are more consistant with how often they stream.
Missed anything / Stuff you want to see
This has been my first guide and I thank you for reading this far, if you want to see anything else I've maybe not included or perhaps something you want me to elaborate on feel free to ask.
In terms of stuff you'd want to see I can maybe add stuff like how to team fight as a rogue in RBGs etc.
Also feel free to pm me or contact me in game.
Thanks for reading
Posted Zzx on 21 October 2014 - 07:41 AM
Hi, my names Dom/Flavoúr/Zzo, I've been playing warrior since Late S14. I'm 2800 Exp of season 15, If you have any more questions feel free to message me ingame or on ArenaJunkies.
Disrupting Shout/Piercing Howl talents
Can't have both Shockwave and Stormbolt
Safegaurd doesn't remove roots
Charge now only roots, not stuns
Shattering Throw is a glyph
5 rage Rend - Wounds the target causing (x) bleed damage over 18 seconds and a final burst of damage when effect expires.
20 rage Shield Barrier - Improves your defenses adsorbing (x) amount of damage, and up to 40 rage more. (requires Dstance)
Battle Shout / Beserker rage do not generate rage, and won't ever be used in your rotation. Shout's now have no cooldown except GCD and last for 1 hour.
Alot of abilities in WoD change your stance for you. So keep an eye on that stance bar. Colossus Smash requires you to be in battle stance, it will change your stance even if you don't. I imagine in WoD alot of people will keep their eyes out for warriors using Col smash during their rotations, and the new Battle/Defence stance buff that is applied to kill Warriors 100/0 in stuns.
However some abilities don't, I.e Shield Barrier, which require you to change the stance manually to use it. Why? Blizzard, that's why.
Finally, although it's not Warrior based it's good to know healthstone's don't reset their CD unless you leave combat, if you're playing wls don't forget to leave combat for second to restart the cooldown.
The Arm's basic rotation will differ on what talents you pick. Assuming you don't spec slam the standard rotation will be to;
Generate enough rage > Colossus Smash > Mortal Strike > Whirlwind (Or Slam)
Whilst keeping Rend (The new bleed similar to Deep Wounds) up at all times.
When Rend falls off, it deals an extra 4500 damage along with it's normal 1774 tick.
Execute takes priority over any ability if in range. It is basically touch of death right now.
Gemming and Gear
Gemming and reforging has been removed in 6.0.
Shoulder: (WoD name to be added)
Back: (WoD name to be added)
Chest: (WoD name to be added)
Wrist: (WoD name to be added)
Hands: (WoD name to be added)
Legs: (WoD name to be added)
Feet: (WoD name to be added)
Weapon: Dancing Steel (WoD equivalent)
Since 6.0.2 proffesions have no stat bonus in Arena, and are not required.
All three of these first tier talents are good in their own right, and make for a competitive tier. Personally I will be playing Juggernaut, which reduces the cooldown of Charge to 12 seconds, I feel this will alow me to get the most charges of in a game, and generate the most rage.
Double Time allows for charge to have x2 uses, each on a 20 separate second cooldown, however if used in under 12 seconds of each other, they generate no rage. I feel this tier is not worth using, as you can waste alot of rage generation, and be left without a charge for a long time.
Warbringer gives charge a stun effect, rather than a root, at the cost of a 20 second cooldown. I can not see Warbringer being used alot in arena, as It really harms your mobility coupled with the Heroic Leap nerfs.
Enraged Regeneration is the only competitive talent in the second tier. It is a base 10% HP heal, followed by a 5 second long HoT healing for 20% more of your base HP.
This tier allows us to pick from 2 stuns, as the utility is required over Dragon Roar.
Personally I've been playing with Shockwave, as I feel it's fairly easy to land triple shockwaves, even on just pets, reducing the 40 second cooldown to 20, warranting it better use than Stormbolt.
However Stormbolt, which has a 30 second cooldown, and can be used from range is also very good, allowing you to stop casts, stun from a distance, and is 100% reliable. It has a downside of being the easiest to Meld ability in the game, though, and regularly bugs (not stunning) on abilities like Mind Control.
The most hotly debated tier, this fourth tier will decide how warriors are played in 6.0.2.
Taste for Blood: Each time rend deals damage gain 3 Rage.
Sudden Death: Your auto attacks can proc a free execute. (10% chance)
Slam: Slam an opponent for 3,243 damage costing 10 rage, Each consecutive use increases damage dealt by 50%, and rage cost by 100%, stacks up to 2 times.
Slam and Whirlwind both got a 30% damage nerf in the most recent build. Slam already being a DPS loss basically became obsolete. Taste for blood is looking the best right now for the rage generation quality of life, and for the damage increase. Sudden deaths chance to proc an execute is so low, and auto attacks so few it's difficult to see it being viable until the gear levels rise.
Mass Spell reflection, replaces Spell Reflection Reflects all spells on you and party members within 20 yards for 5 seconds. Play vs. Casters.
Safeguard. vs Melee cleaves.
Vigilance could be good in some situations, I.e if you're rooted often and can't Safegaurd your teamate, We will see how the metagame pans out, this is a very close call tier for alot of games.
Another competetive tier.
Avatar increases all damage dealt by 20% for 24 seconds.
Bladestorm makes you un CC able and spin around dealing damage to anyone close to you.
If playing with Slam I prefer Avatar for that 3 minute burst window, If not, i recommend Bladestorm, it removes roots and allows for a burst window every minute.
The new WoD tier is very dissapointing.
Ravager is an AoE, Siegebreaker is an interesting stun, but replaces Fear and will not be viable in PvP.
The only talent i can see being used is Anger management which reduces the cooldown of our major cooldowns by 1 second every 30 rage used. You can reduce the cooldown of bladestorm to 45 seconds this way.
Glyph of Shattering Throw - Vs. Mages and Paladins.
Glyph of Mortal Strike - Whilst Ms is active recieve 10% more healing.
Glyph of Rude Interruption - Kicking a cast increases your damage by 6%.
Glyph of Heroic Leap - After leaping gain 70% speed increase for 3 seconds.
Glyph of Bull Rush - Increases rage generated from charge by 15
Glyph of Long Charge - Increases charge distance by 5 yards.
Alot of Glyphs are now not useable with eacother. Glyph of Death from Above has been nerfed so Leap only reaches 25 yards. It's not worth the shorter cooldown.
/use Prideful Gladiator's Badge of Victory
/cast Defensive Stance
/cast Battle Stance
/cast [@name] Intervene
/cast [@other name] Intervene
/cast [@dps name] Vigilance
/cast [@healers name] Vigilance
(one for healer one for DPS)
Storm Bolt -
/cast [@focus] Storm Bolt
(Can make Arena 1-3 Macros)
/cast [@focus] Charge
(Focus charge may be obsolete w/o Warbringer)
/cast [@focus] Intimidating Shout
/cast [@focus] Pummel
Errors / Red bars Scripts -
#showtooltip Every man for himself
/run local f=CreateFrame("Frame") f:RegisterEvent("LOSS_OF_CONTROL_ADDED") f:RegisterEvent("LOSS_OF_CONTROL_UPDATE") f:SetScript("OnEvent",function() for b in pairs(ActionBarActionEventsFrame.frames) do b.cooldown:SetLossOfControlCooldown(0,0) end end)
Veevs Mortal Strike Macro -
#showtooltip Mortal Strike
/cast Mortal Strike
/cast [@arenapet1] Taunt
/cast [@arenapet2] Taunt
/cast [@arenapet3] Taunt
/cast [@arenapet4] Taunt
/cast [@arenapet5] Taunt
Thundercleave - Warrior Ele Druid/Priest/Mwmonk - Relying on good swaps during stuns from the Warrior/ele has exceptional Utility in tremor, Hex, Fear, clone. Good CC, DPS dispels/purge. (Ele however is very weak on 6.0.2)
WLS - Warrior Lock Shaman - A spread pressure comp, with the strength of Warlocks and melee caster healer I can only see this comp going from strength to strength. Not to mention it may be viable with a Destro or Demo lock, adding some flavour to the usual affliction variant.
KFC - Warrior Hunter Shaman - Looking alot weaker than in S14/15 KFC will still be a good warrior comp, but both dps and healer can easily die with one bad sac. Good offensive purge and brilliant CC in trap, Wyvern, hex, fear.
WMD - Warrior Mage Druid - Predicting this to be the best warrior comp with just how good mages are, warriors will be lucky to get a spot replacing a rogue however. Amazing constant and burst pressure with a plethora of non DRing CC.
TSG - Warrior DK Paladin/mw - TSG is looking it's strongest in a long time. The new WoD meta of less CC, no disarms has birthed a brilliant environment for massive damage small CC comps like TSG to run rampant. Paladins being finally on par with it's rival healers means this comp could flop many unsuspecting teams with unhealable damage.
Kittycleave - Warrior Feral Paladin/Priest - Kittycleave is also looking very strong. Ferals have some of the best burst in the game, coupled with brilliant Hotw heals meaning Kitty could be very good going into S16. It is an exceptional comp for killing resto shamans and other healers, ferals have a defensive dispel for hex's.
http://www.twitch.tv/bloodxeu - Best warrior in the game right now
http://www.twitch.tv/cptcatface - 3.1 warrior
http://www.twitch.tv/trillebartom - 3k multi rank 1 warrior
http://www.twitch.tv/revocutie - 3k r1 warrior
I will be recording and uploading some 3v3 skirms as a variety of comps for people to watch for gameplay tips / general how to play. Cannot confirm they will be good opponents unless I can organize a wargame with some good teams.
http://www.arenajunk...or-new-players/ - Keybinding
Posted Regent on 18 September 2014 - 11:54 PM
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
- 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
- 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
- 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"
- 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
- 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"
- 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
- Surprisingly, Glinks didn't cheat or try to ddos anyone
- Nice work, Glinks
- A week has gone by since his last sighting
- Police have decided to end the search
- His family stays hopeful
- 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
Posted Talbadar on 18 September 2014 - 05:17 AM
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.
Posted Nmplol on 18 September 2014 - 05:25 AM
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.
Posted mirox on 28 July 2014 - 01:06 PM
Posted Hasuit2 on 27 July 2014 - 11:49 PM
Posted Eckbok on 26 July 2014 - 08:48 AM
(edit:) https://vimeo.com/102208281 = episode 2
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
Posted Snuggli on 26 June 2014 - 08:33 PM
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"
http://wod.wowhead.com/npc=80487 - Empty
Captain "Victorious" Chong
Witch Lord Morkurk
Karnor the Cruel
Kaz the Shrieker
Edit: Some of these are for bloggers and PvErs etc.
Source: http://wod.wowhead.c...001:0:79899#0 1
: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.
- The NPCs will be used in Ashran. When your team is behind they will come out and help you.
- The NPCs have a gameplay element and thus their race/faction/spec matters.
- Holinka teased that the Blizzcon winners might be getting their own NPCs (Sodah, Chanimal, Talbadar*) and he shut down Rzn and Snutz.
- Holinka confirmed there will be more EU NPCs.
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
Posted glonglon on 16 June 2014 - 07:38 AM
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 :
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.
Posted Bigmoran on 29 April 2014 - 04:03 AM
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
- Remove Howl of Terror from Warlocks and give Warlocks demonic breath baseline
- Remove casted fear, leveling the playing field between Warlocks and Spriests