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#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.

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  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
Spoiler
Tiger's Lust Macros
Spoiler
Hand of Protection Off Macro
Spoiler
Focus Paralysis
Spoiler
Focus Disarm
Spoiler
Focus Kick
Spoiler
Touch of Karma Macro
Spoiler
Kick Macro
Spoiler
Old Paralysis Macro
Spoiler
Useful Touch of Death Macro
Spoiler
Xuen Attack Macro
Spoiler
Cancel-Aura Macro
Spoiler
Psyfiend Macro
Spoiler
Party Dispel Macros
Spoiler
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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+rep


#4059137 5.4.7 Warrior guide, for new players

Posted zzo on 21 February 2014 - 05:21 AM

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A Nice simple guide to gearing, speccing and gemming you 5.4.7 Warrior, for PvP.

For a more indepth 2.2k+ Guide: http://www.arenajunk...rior-547-guide/

Basic rotation

See comments for debate over the rotation, and what's best, i will post a solid one when i can get into a wargame or PTR arena and set up someone to be a testing dummy ^^

Gemming, Reforging, and Gear

Currently it is:

Red: + 80 Strength + 160 Crit
Blue: +80 PvP Power + 160 Crit
Yellow: + 320 Crit
Meta: PvE Crit meta, or PvP Meta (Try buying both of these to swap out helmets vs. different comps)

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Belt Buckle for an Extra slot

Crit > Mastery

Why crit? You gain +10% Damage from Colossus Smash, and Mortal Strike crits. With nearly 100% uptime it's alot of damage.

3% is the hit cap.

Reforge Into Crit wherever you can.
Reforge into Mastery where you can not.
Reforge out of haste.

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Enchants

Shoulder: +200 Strength + 100 Crit
Back: + 180 Crit
Chest: +80 stats +200 Resi
Wrist: +180 Strength
Hands: +170 Strength
Legs: +265 Strength + 165 Crit
Feet: +140 Mastery
Weapon: Dancing Steel

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Proffesions

Blacksmithing for the Extra slots, combined with
Jewelcrafting for the +480 stats gems, are best in slot

Talents

http://i.imgur.com/yr9hsTK.png

15. Juggernaught or Double time

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More charges per game the better, Warbinger doesn't stun, making it nearly useless, as you can't charge casts. Personally i find Juggernaught allows me to get more worthwhile charges off per game.

Double time too, works very well, allowing you to charge more CC, and paired with blitz / shockwave can shut down entire teams.

30. Second Wind

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It out heals all the other talents by far.

45. Staggering Shout or Piercing Howl

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The Disrupting shout nerf has made it redundant, since it now shares a CD with pummel. Staggering shout roots the target, allowing you to root grips, root people in los, etc etc. It's the best talent in this dissapointing tier.

Piercing Howl works to AoE slow the other team, is instant, doesn't have a CD and doesn't cost rage, and can be very useful. However as it isn't off the GCD i can't see it being better than Hamstring / Staggering.

Edit: See comments for disscussion on this tier, for pro's and con's of using the other shouts, thanks to braindance for the input <3

60. Shockwave

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This 4 second AoE stun is brilliant. A Must have for Warriors in Arena.

75. Safegaurd

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The intervene nerf has forced us to play Safegaurd, so you can escape roots, or use it to peel damage etc. Escaping roots is vital for kills, eating traps and more.

90. Storm Bolt

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Currently the ranged utility of Storm bolt makes it the best talent in this tier.

Alt talent choice.

60. Bladestorm 90. Bloodbath

Paired together these can be used to do alot of damage.

Glyphs

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Glyph of Colossus Smash - You don't have to waste globals on sunder armour.
Glyph of Death from above - Huge utility boost as it removes 15 seconds of leaps CD.
Glyph of Bull rush - Adds 15 more rage on your charge allowing you to sit in Dstance more.

Glph of Blitz - Paired with the double time talent, it can be great at shutting down casters and CC. I Swapped Bull rush out for this.

Macros

#showtooltip safeguard
/cast [target=pop] safeguard

Intervene macro. Make 2 for each party member.

#showtooltip storm bolt
/cast [target=focus] Storm bolt

To storm bolt your focus target.

#showtooltip pummel
/cast pummel [target=focus]

To pummel you focus target.

#showtooltip recklessness
/cast recklessness
/use Grievous Gladiator's Badge of Victory
/cast skull banner
/use Grievous Gladiator's Plate Gauntlets

Classic Swifty macro.

/target [nomod] arena1
/focus [mod:ctrl] arena1

/target [nomod] arena2
/focus [mod:ctrl] arena2

/target [nomod] arena3
/focus [mod:ctrl] arena3

How to target in arena, and set arena focus on keybind

/cast battle stance
/cast defensive stance

Stance macro so you can swap stances on one keybind



#showtooltip shield wall
/cast Shield wall
/use healthstone

Adds healthstone to wall.

#showtooltip Mortal Strike
/focus arena 3
/cast Mortal Strike
/cast [@arenapet1] Taunt
/cast [@arenapet2] Taunt
/cast [@arenapet3] Taunt
/cast [@arenapet4] Taunt
/cast [@arenapet5] Taunt

Sets your focus on ever ms, incase you're fighting druids, priests, rogues etc.
Also taunt Arena pets.

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

Intervene macro for banners.

#showtooltip Intimidating Shout
/cast [target=focus] Intimidating Shout

To root a different target than the one you're currently targeting.

/showtooltip Shattering Throw
/cast [target=focus] Shattering Throw

Shattering throw your focus target.

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

Second banner macro.

/cleartarget
/targetenemy
/target Mindbender
/target Ebon Gargoyle
/target Shadowfiend
/target Psyfiend

Targeting macro for important things to kill in arena.

#showtooltip Vigilance
/cast [target=Tomhunt] vigilance

Vigi macro, incase you q unto RMD or TSG

/equip Grievous Gladiator's Greatsword
/equip Grievous Gladiator's Slicer
/equip Grievous Gladiator's Shield Wall

Swap out for sword and board, and back.

/script UIErrorsFrame:Hide();

Hide's UI errors, 'Can't do this now'

Warrior comps

:warrior: :warlock: :shaman:  - WLS will be strong next season. The comp relys around the Warlock creating dot pressure, and the Warrior capitalizing off this by swapping to good targets, or swapping on UA dispels.

:warrior: :mage: :druid:  - WMD will have another strong season despite the Hotw nerf. All classes look very strong on the Ptr, The CC and damage this comp pumps out is insane. Having never played it i'm not aware of the strat.

:warrior: :hunter: :shaman:  - KFC will have another season moving from strength to strength, the comp is constant pressure, and can train 1 target into the ground. No healer can outheal the Damage, but the comp can lack for CC if traps are missed, and has easily counterable cooldowns.

:warrior: :shaman: :druid:  - Turbocleave will have another good season, not as strong as the previous 3 comps, one of the orignal cleaves does exaclt what it's name denotes.

:warrior: :shaman: :druid:  - Thundercleave could be good next season, potentialy. Ele shamans scale really well, and are looking really strong next season. It may be hard to find one not playing LSD, though.

:warrior: :deathknight: :paladin:  - TSG isn't looking it strongest ever, The damage is hard to manage but both classes can be cc'd and peel'd well by most casters, and major cooldowns disarmed. You'll have fun slaughtering Shamans, but other than training the blue i can see TSG having a hard time keeping it's DK alive.

:warrior: :druid: :paladin:  - Dependent on how strong Feral damage is next season Kittycleave could too, be viable. However it's so hard for ferals to put out next to any CC, and casting clones is a joke, you will be forced into the tsg niche of training healers from start to finish.



My video with explanations for each macro and how to write your own.

All criticism and tips are appreciated! <3


#4058807 Don't be an asshole

Posted Nadagast on 21 February 2014 - 12:09 AM

I'm sure everyone has seen how much trolling and general douchebaggery have infected AJ.  I'd like it to stop.

Trolling and assholery puts AJ on a downward spiral.  People troll/asshole-it-up, which leads to less people using this as a forum for serious/reasonable discussion, which leads to more trolling, etc.  AJ always was and continues to be the most popular place for new players to get into the PvP scene.  Any community relies on new members to sustain itself--by making this place a wasteland we are doing nothing but ensuring our own demise.

Before you post a reply or topic, ask yourself: am I being an asshole?  If you are, change your post to take a more educational tone.  If you're feeling heated about something, take some time to cool off before replying.  Don't immediately assume someone is trolling you, some people are just not very knowledgeable.  Worst case, if you reply in a calm educational manner, you've posted something informative for the hundreds or thousands of lurkers who will view your reply.  These are generally newer PvPers, and anything you do to help sustain them as arena players helps all of us.

On any set of forums, it's easy to forget that almost all of the people reading it are lurkers, who will never make any posts.  Lurkers cannot be trolls, they can't be assholes, they are just here to learn or read interesting things.  Post interesting, informative content.  Post drama if you want, but don't be an asshole.  Fuck the trolls, post for the lurkers.


#3901570 New Arena tournament hosted by Bleached Bones ~30 000$ prize pool

Posted Häxantutto on 18 June 2013 - 11:11 AM

When will the tournament be played / start?
Which patch? This one or in 5.4?
Which server / realm (live or arena pass maybe)?
If live servers, (all gear allowed)?


#3892908 Discipline Priest Basic Guide

Posted Nokilolz on 29 May 2013 - 07:57 PM

Saltyz Discipline Priest Guide

Introduction:

Hey guys my name is Phil and I've been playing wow since season 3 back in The Burning Crusade but more of a raider. I never took arena to serious til end of season 5 going into season 6 playing only rogue. I achieved gladiator season 6 on rogue playing RMP. I decided to switch mains to priest during wotlk as I enjoyed the playstyle. I got Gladiator on disc priest during season 10, as well as resto shaman season 10 and 11. ( I used Jonte's guide as a outline to write my own, so shout out to jonte!)

Talents :

Tier 1-

Psyfiend - Right now with tremor being such a short CD, have more fears more often is a really good thing, can also be used to eat traps vs hunters if timed right ( Hydra skill points).

-Alternatives- Dominate Mind – I choose this a lot in 2s more so than 3s. You can use dominate mind for long CC chains with your partners such as a hunter, feral, or mage. You can potentially use Dominate Mind to set up a 30+ sec long CC chain to set up a kill!

-Alternatives- Void Tendrils – Of all three this is the one I use less, It has it's situations where it could be potentially used such as vs melee cleaves when your playing a comp that doesn't have heavy snare peels such as something without a mage.

Tier 2

Body and Soul – This is the clear cut choice for this Tier now that Phantasm got the nerf where it doesn't make you untargetable anymore. The combination of Body and Soul is really good with the Tier 4 talent Spectral Guise to set up sneak fears and potentially avoid CC!

Tier 3 -

Mindbender – I use this talent majority of the time because of the short CD as a resource of getting more mana back, and also because you can also align it with your partners to burst damage. The cooldown of Mindbender being 1 minute compared to shadowfiend's 3 mins opens up the possibility for you play a little bit more offensive with your team being able to use more globals on offensive dispels, rather than playing Cataclysm style sit 40 yards and heal.

From Darkness, Comes Light – I've never really been a fan of RNG talents or spells that rely on luck or random events to occur so having a proc chance heal at only 15% doesn't really interest me enough to choose it over such a talent like Mindbender.

Solace / InsanityThis talent is really useless for discipline priests, and never bothered to even play with it.

Tier 4 -

Spectral GuiseThis is the only choice for this tier than I would ever choose, it's TOO good to not select otherwise. You can use Spectral Guise in so many situations that it's such a valuable talent. Spectral Guise gives you that brief invisibility to where you can use the combination of Spectral Guise & Body and Soul to sneak into the enemy teams for fears that could have been preventable otherwise. Not only can you use Spectral Guise offensively but you can do some creative things as well such as invising right before a hunter might scatter you so you can get your image to eat the trap for you, or use Spectral Guise to juke the enemy player to avoid a potential CC such as a priest running at you to fear you. I would never not take this talent over the other two in any situation.

Tier 5

Power Infusion – Just like Tier 4, this is the only choice I would ever take out of this tier. Power infusion does so much for a disc priest offensively, and defensively that it's impossible to not take. Using power infusion offensively can be used for faster offensively dispels, or even faster defensively dispel on your team mate to continue pressure. Defensively this talent is just as good, because getting off faster heals is just as important, even though disc priest casted heals are weak and we rely more on Shields, Prayer of mending, renew, and Spirit Shell for most of our healing in the current state.

Tier 6 -

Divine Star – This choice is rather obviously now too because of the mana cost alone. Anything that costs 20k+ mana in arena is going be very hard to want to choose to use frequently. Divine Star does heal in a forward direction in front of you so you can use it to heal more than one target at a time which is very useful vs dots and spread pressure teams. It's the only viable choice from the last and final tier.

Glyphs:

Major Glyphs:
  • Glyph of Penance – This is a new glyph that came out with MOP which gave penance a cool utility of being able to be channeled while moving. You can use this to juke interrupts easier, and also heal behind line of sight starting the casting in the open and then walk behind the pillar.
  • Glyph of Mass Dispel – This glyph is a priority vs teams that have shield immunities such as Mages and Paladins, with the recent nerf in 5.3 in order to remove their shields with mass dispel you need this glyph to do so.
  • Glyph of Shadow Word: Death – This glyph is as one of the ways priests can get out of CC based on using Shadow Word Death at the correct time to where the dmg from death breaks the CC on you just as it lands.
  • (Alternative Glyph) Glyph of Prayer of Mending – If your not fighting a team where shadow word death actually can come to use of breaking CC, I would swap that glyph out for this one. It really does increase your heals from Prayer of Mending to a noticeable amount, such as trying to live vs a team like enhance feral if their swapping to you.

Minor Glyphs :
Honestly there isn't any minor glyphs that change any gameplay for pvp, all of the minor glyphs are more RP based and visual changers, so choose whichever you enjoy! :)

Gemming / Reforge / Enchants

Gemming:
Red Gems: +160 Intellect
Yellow Gems: If your trying to match for bonus + 80 int + 160 Mastery, if not and your going for best in slot stat use +160 Intellect
Blue Gems: +80 Intellect + 160 Spirit
Meta Gem: Use the Burning Primal Diamond ( +216 Intellect + 3% Critical Effect) meta until you can get the Tyrannical Primal Diamond ( +665 pvp power + 775 pvp resilience)

Reforging:
As a discipline priest your most valuable stat priority is spirit, majority if not all the pieces of gear that you will get has spirit on them so reforging is very limited after that. I like to reforge pieces that has second stats along with spirit to mastery to maximize the use of your shields, so your reforge priories should go a little like this;
Sprit > Mastery > Haste > Critical Strike

Enchants:
The enchants that you choose are the generic healing enchants that pretty much all Resto / Holy / Disc talents choose. Enchants like:
-Greater Crane Wing Inscription
-Enchant Chest – Glorious Stats
-Enchant Wrists – Super Intellect
Greater Pearlescent Spellthread
Enchant boots – Pandaren's Step
Enchant weapon – Jade Spirit
Enchant Gloves – Superior Mastery

Common Comps to play as Disc Priest as of 5.3

Priest Hunter Death Knight- The goal of the priest in most of these comps are relatively the same, in the beginning build up your spirit shells on your partners so they can create the most pressure possible without having to worry about falling behind early and playing defensive. Try to build pressure early with your team with offensive dispels and fears ASAP.
Priest Hunter Ret -
Priest Hunter Feral -
Priest Ele shaman mage – I think this is going to be a popular comp coming out soon, i've seen people like Jahmilli and Porkz play this comp very succesfully, and will become more seen.

Workable Comps -
Priest Mage Rogue – I feel like this comp if played right is relatively always viable and fun to play. It is by far my favorite to play when it's very strong for sure!
Priest Mage Feral – Just like RMP this comp is viable majority of the time, and can be played as a tier 2 comp.

Key-binds -
I would never recommend anyone to copy anyone’s key-binds. The key-binds that you create should be comfortable for you and you alone. Having key-binds that you can comfortably press without having to think about all the time is what makes you react faster in every situation!

Conclusion
I know I’m not a well known player or a top tier player along the likes of Sodah, Hydra, Fuzionn, Zunniyaki, or Mackenziee but I tried to release a guide that's easy to read for any beginning disc priest that's interested in getting into the class like I was when I was watching hydra and those players back in the day. I hope to use my previous gladiator knowledge and constant gladiator rankings to try and supply some knowledge in the community through the guides and forums!

If you have any interest please check out my stream at www.twitch.tv/saltyz

Thanks!


#3888523 Ret sustained dmg comparison live/ptr

Posted Askin on 18 May 2013 - 12:32 PM

I did a small test on a target dummy, mainly for myself, here is what I got. Thought I could share it, maybe someone is interested.

Gear was full tyrannical 493 on live and full tyrannical 496 on ptr, no procc trinkets/enchants on a belf. These numbers are without on-use trinket/wings/guardian/avenger. Inquisition was used. The sample size was big enough for me to draw a conclusion.


Live / PTR:

Damage

Melee:

smallest hit:19699 / 21697
largest hit: 26099 / 29386
average hit: 22667 / 25842 (+14.00%)

smallest crit: 41000 / 45467
largest crit: 53807 / 61049
average crit: 47461 / 54404 (+14.62%)


Templar's Verdict:

smallest hit: 55101 / 62005
largest hit: 71316 / 81169
average hit: 62407 / 70957 (+13.70%)

smallest crit: 112980 / 139341
largest crit: 147988 / 167540
average crit: 132987 / 155361 (+16.82%)


Crusader Strike:

smallest hit: 24798 / 28065
largest hit: 32492 / 37275
average hit: 28684 / 33046 (+15.20%)

smallest crit: 51317 / 61437
largest crit: 66512 / 76380
average crit: 60710 / 67056 (+10.45%)


Hand of Light:

smallest hit: 8296 / 7864
largest hit: 58579 / 61025
average hit:19582 / 20959 (+7.03%)


Judgement:

smallest hit: 24613 / 21886
largest hit: 24614 / 28453
average hit: 24614 / 28066 (+14.02%)

smallest crit: 39003 / 45085
largest crit: 50705 / 58612
average crit: 50089 / 57710 (+15.21%)


Censure (DoT):

smallest hit: 4037 / 4124
largest hit: 8653 / 8937
average hit: 8748 / 8813 (+0.74%)

smallest crit: 13862 / 18409
largest crit: 18021 / 18410
average crit: 17932 / 18410 (+2.66%)


Seal of Truth:

smallest hit: 3092 / 3151
largest hit: 4744 / 5392
average hit: 4154 / 4700 (+13.14%)

smallest crit: 6573 / 7268
largest crit: 9681 / 11101
average crit: 8471 / 9893 (+16.78%)


Exorcism:

smallest hit: 24947 / 25191
largest hit: 32732 / 33252
average hit: 31766 / 32214 (+1.41%)

smallest crit: 65488 / 66716
largest crit: 67404 / 68513
average crit: 66569 / 67596 (+1.54%)


Holy Prism:

smallest hit: 43762 / 44430
largest hit: 47307 / 47628
average hit: 45721 / 46081 (+0.78%)

smallest crit: 91889 / 93338
largest crit: 94216 / 95615
average crit: 93062 / 94505 (+1.55%)


Healing (without battle fatigue)

Flash of Light:

smallest hit: 60819 / 69188
largest hit: 62249 / 70689
average hit: 63717 / 72231 (+13.36%)

smallest crit: 125074 / 140230
largest crit: 127297 / 148990
average crit: 129493 / 144129 (+11.30%)


Word of Glory (3 HP):

smallest hit: 51834 / 54420
largest hit: 54420 / 61760
average hit: 53144 / 60384 (+13.62%)

smallest crit: 108584 / 120001
largest crit: 109587 / 125989
average crit: 109177 / 123233 (+12.87%)


Holy Prism (AoE):

smallest hit: 25512 / 28713
largest hit: 27936 / 31321
average hit: 26834 / 30075 (+12.07%)

smallest crit: 53314 / 59503
largest crit: 56572 / 64678
average crit: 55035 / 61531 (+11.80%)


As a side note:
  • ​Players seem to have less resilience than in 5.2 (assuming you have full gear and gem for resilience) *needs additional testing to know how much would be possible -> Tyrannical Primal Diamond may fix it

  • Players will have a smaller % dmg increase through PvP Power than in 5.2 (which eventually negates the sword of light buff)

  • Battle Fatigue causes Rets to heal less than in 5.2 in a PvP environment (even with healing buffs)



#3884486 Weekly Helpful Posts 3

Posted Pritchard on 06 May 2013 - 01:25 AM

ardnutt going 2 weeks strong with the same helpful post.


#3874666 Using fear to your advantage in arena

Posted Guest on 13 April 2013 - 04:26 AM

Hey all, I've been thinking about a certain topic the past couple days and I would like to share it with you guys here. First of all, this topic is not about fear as an ability or a crowd control, but as an emotion.

To start, let's talk about what is scary in arena. There are a couple things that are really scary in arena. One is losing control of your character at a time where you think someone might die. The other is taking a large amount of damage in a short period of time. Emotions play a big factor into how well one plays in arena. If you are frightened you are likely to use cooldowns before they are necessary. If you are angry, you are likely to be too busy being angry to remember to use a cooldown or help out a teammate. *Keep in mind something that is NOT scary is doing skilled fancy things. No one is scared of you trying to shadowmeld their scatter shot, but they are scared of high burst damage.*

I think fear is one of the most difficult emotions to deal with. It causes you to use stuff before necessary AND when you let your emotions in the way important parts of the game start to become less important to you. The first one to go is always your positioning. When I'm scared of dying I'm generally playing way back by my healer just kiting away from the enemy. Working towards a kill becomes less important than trying to survive the next burst or whatever might kill me. Next I feel a team's offensive pressure drops when fast kills happen to them. They start to think defensively and forget about going for the kill.

What makes things scary? I think surprise plays a big role in making something scary. Also, when something feels insurmountable and you feel helpless it becomes scary. Taking 2 back to back Eviscerate crits for 130k, 130k is something that comes to mind as scary. Dying in a single deep freeze when you still had cooldowns is scary.

Most of this is obvious, so let's talk about the more interesting part. How can you use fear to your advantage in arena? I think there are certain players whose success has been fueled by fear. I will use the Mage class as an example. There are many good mages I play against on the ladder and the top few of them all have a completely different playstyle. One of them (namely, Watchmeblink) has a playstyle that is feared by many players that fight him. He is absurdly aggressive and willing to sacrifice any defense as offense to get to you and kill you. I remember when I first fought his RMP in Cataclysm. My playstyle changed so much against RMP after a few matches - simply because they were killing us in the opener nearly every time. Because of how scary those games were, I started playing really defensive against them until their pressure went down and we could get pressure and get a kill. The game isn't in a state where I feel waiting for the enemy to run out of pressure in the opener matters anymore, so that strategy has died now.

Anyway, point being: Watchmeblink is a great example of someone who uses fear to his advantage in arena. I guarantee you any healer that fights him thinks real hard about trinketing the first Deep Freeze or first Polymorph that he lands in the opener where against most Mages it wouldn't even be a question to sit. As soon as someone dies in a scary manner they are going to change how they play next time to try to stop that from happening again. Generally this means they will be more defensive and use cooldowns much earlier than needed, and in some rare cases they will play recklessly aggressive because they have come up with no other solution.
*Here's a couple VoDs I found of Watchmeblink doing Watchmeoneshotpeople things if you don't know of him*
http://www.twitch.tv/reckful/c/2129793
http://www.twitch.tv/reckful/c/2129730

In my own games throughout the years I've detected this fear happening with teams that I've faced a bunch of times and beaten as well as after losing a bunch of times with my own teams. Sometimes I'll lose a few times and then lose harder the next 5 games because I'm too worried about defensive and not about getting a kill. I'm sure this has happened to other teams/players as well. I can't say I've really taken advantage of knowing my team is instilling fear in our opponents, but it is an interesting topic to consider.

This was quite a long-winded idea, but I thought it was worth sharing with you guys. What I'm looking for from you now is to tell me how you think fear plays a role in arena and how you think fear has affected your play over the course of the game.


#3873970 Tosan 7 - Hunter Arenas

Posted Tosan on 11 April 2013 - 05:11 PM

http://www.warcraftm...w.php?id=230349





Hey guys, here's my latest Hunter Arena video, hope you enjoy!

Music:
felxprod - interstellar journey
bassfly - house idea (draft)
dotEXE - 38 degrees
Sirensceol - roundabout
urbanstep - breaking illusion
urbanstep - unreachable
nyctophobia - lost man's compass

If you enjoyed it and want to see more stuffs, follow me at these things:


http://www.youtube.com/tosantribe
http://www.twitch.tv/tosantribe



Thanks for watching :)


#3842648 Hildegard's video thread

Posted WildeHilde on 30 January 2013 - 11:48 PM

Always looking to improve. Feedback and critique are welcome.





#3758088 5.4 PVP Power and Resilience Guide

Posted Eldacar on 03 September 2012 - 01:00 AM

***With the release of Patch 6.0 leading up to Warlords, this guide is fully out-of-date, a full re-write is in progress***



Eldacar's Guide to PVP Power & Resilience


Hello PVP'ers! For those of you that don't know me I go by Eldacar and I am a long time PVP'er and PVP Theorycrafter, as well as a member of Blizzard's forum MVP program. I write PVP focused guides and do everything I can to help the PVP community grow and prosper, which is why I wrote this PVP Stats Guide. You can find me on twitter as @EldacarJS and on the US Official Forums as Eldacar@Boulderfist. This guide goes into a lot of detail and gets into some complex stuff in a few places, if you have questions leave them in the comments and I will answer them as best I can.

** PATCH 5.4 CHANGES**
- The base damage reduction of Resilience was increased to 72%.
- The Resilience rating to damage reduction conversion formula was altered.

Summary & Key Points:
-Resilience has linear returns, +100 Resilience rating increases your effective health by 1.235% relative to displayed health.
-PVP Power has linear returns, +400 PVP Power gives you +1% damage or healing in PVP (before spec modifiers).
-The latest season's PVP gear is generally the best gear for instanced PVP, however in world PVP players with heroic raiding gear will have an advantage.
-PVP Power does not cancel out a target's Resilience but it will still help you hit them or heal them harder.
-It is generally ineffective to gem for PVP Power, gemming for primary stats is more effective in most cases.
-The PVP trinket set bonus offers roughly 8.25% effective damage reduction and will always increase your effective health by 32.11% of your displayed health.

Table of Contents:

Section 1 - Resilience
1A - The Exponential Returns of Damage Reduction
1B - The Diminishing Returns of Resilience Rating
1C - Baseline Damage Reduction
1D - Effective Health
1E - The Full Scale of Resilience
1F – Resilience on Items

Section 2 - PVP Power
2A - The Absolute vs Relative Returns of PVP Power
2B - PVP Power's Interaction with Resilience

Section 3 - Gemming for PVP

Section 4 - Closing Thoughts and Remarks

Section 5 - Appendix
Appendix A - Valuation and Frame of Reference
Appendix B - Formulas


Section 1 - Resilience



Everyone reading this likely already has at least a general understanding of how Resilience works; its fundamental purpose is to provide percentage based damage reduction against all damage done by players, the more Resilience you have the less damage you take. That is fairly straightforward and easy to understand; however understanding how the stat scales and all the factors at work is more complicated. There are three main factors that go into how Resilience scales, first is the exponential returns of percentage based damage reduction, second is the diminishing returns of Resilience rating, and third is the baseline 72% reduction that all players have in PVP.

Section 1A - The Exponential Returns of Damage Reduction



The effects of percentage based damage reduction scale exponentially, the more you have the more valuable additional damage reduction becomes. For example, let's say someone is hitting you for 100 damage, if you have 0% damage reduction and you add 1% that 100 damage is reduced to 99 damage, a 1% effective reduction. However if you already have 90% damage reduction and you add another 1% that 100 base damage which was already reduced to 10 is now further reduced to 9. That change in incoming damage from 10 to 9 is a 10% reduction in actual damage taken by adding just 1% of damage reduction.

Here is a graph that shows how the value of damage reduction increases as you gain more:

Posted Image


As you can see at 50% damage reduction additional reduction is worth twice as much as normal, at 90% its worth ten times as much as normal. This kind of scaling isn't unique to Resilience, armor and any other percentage based damage reduction (even in other games) function the same way. Games control the overall scaling of these mechanics by manipulating how fast you are awarded the damage reduction.

One additional note on this, in World of Warcraft different damage reduction mechanics have multiplicative relationships NOT additive, what that means is that the value scaling for any one of these mechanics is only accurate within that one mechanic. At 50% damage reduction from Resilience an extra 1% from Resilience is effectively worth 2%, however none of this has any bearing on the value of additional damage reduction from say armor, that scales totally independently but in a similar fashion. Because these defensive stats scale independently from each other and have a multiplicative relationship they can each be examined and valued independently.

Section 1B - The Diminishing Returns of Resilience Rating



For Resilience the main factor that counters the exponential scaling of percentage based damage reduction is the diminishing returns on Resilience rating. The more Resilience rating you have the less damage reduction is awarded by each additional point of rating, as shown in the graph below. This is how Blizzard controls the overall scaling of Resilience as a whole, and it is what they change when they want to alter the way Resilience scales.

Posted Image


As you can see in the graph, the amount of additional damage reduction provided by additional Resilience gradually declines as Resilience rating increases.

Section 1C - Baseline PVP Damage Reduction



Mists of Pandaria added a new factor to the way Resilience scales, the baseline PVP damage reduction that all players have which was increased from 65% to 72% in patch 5.4. What this has effectively done is significantly shrink the damage reduction gap between under geared players and fully geared players. This combined with the limited availability of Resilience on gear and through gems has significantly lessened the impact of resilience as a stat at level 90. The difference in damage reduction between a fresh level 90 and someone in the best possible pvp gear is now relatively small.

Section 1D - Effective Health



Effective Health (or EH) is perhaps the most critical metric for measuring survivability. Effective health is essentially how much pre-mitigated damage it takes to kill you. If you have 100k health and 0% damage reduction your effective health is just that same 100k. However if you have 100k health and 50% damage reduction your effective health is 200k, because someone would need to do the equivalent of 200k pre-mitigaged damage to kill you.

It is also important to note that more than just increasing the size of your effective health pool, damage reduction also increases the relative effectiveness of heals on you. With 50% damage reduction a 1k heal actually restores 2k of effective health. This is one of the reasons why increasing your effective health through damage reduction is better than increasing your effective health an equivalent amount through raw stamina.

Effective health is really the stat that best indicates the value you are getting from Resilience and it is the stat you need to be paying attention to when evaluating the survivability of your character. Effective health is displayed on the graphs below as a percentage relative to displayed health, an effective health (EH) value of 150% for a player with a 100k displayed health pool would mean that player has an effective health from just Resilience of 150k. When you factor in other effects like armor and damage reduction from talents your EH is higher but we are just looking at Resilience by itself here.

Looking at effective health over the full scale of resilience as shown below illustrates how the exponential returns of damage reduction and the diminishing returns of Resilience rating combine to cancel each other out and generate perfectly linear returns.

Posted Image


As you can see the effective health returns of resilience are perfectly linear, adding 100 Resilience rating will always increase your effective health by 1.235% relative to your displayed health.

Section 1E - The Full Scale of Resilience



This next graph brings it all together displaying both the scaling of damage reduction and effective health based on Resilience rating at level 90 in patch 5.4.

Posted Image


This graph should drive home once again that although the damage reduction you get from additional Resilience diminishes the more you get your effective health continues in a linear fashion anyway thanks to the increasing relative value of that damage reduction.

Section 1F - Resilience on Items



At this point you may be thinking "I want to get as much resilience as possible and become totally unkillable!" which sounds great, but unfortunately it is a bit impractical. Although there is no Resilience cap you are extremely limited in the amount of resilience you can get in game on current season items. Most fully geared players will have around 3375, which is what you get from the PVP trinket set bonus and the PVP meta gem. The lack of resilience on gear is not a big issue because currently a player with nothing but the baseline 72% reduction already has 357% effective health, which is more than most fully geared players had at the end of Cataclysm.

For those of you contemplating using a PVE trinket or two here are some facts to help you make your decision. The 2600 Resilience offered by the PVP trinket set bonus provides roughly 2.31% additional damage reduction from baseline, which is about 8.25% effective damage reduction after factoring in the value scaling. Furthermore the set bonus will always increase your effective health by 32.11% relative to displayed health, so if you are currently at baseline you would go from 357% EH to 389% EH.

Section 2 - PVP Power



PVP Power is a relatively new stat introduced to the game in Mists of Pandaria which acts as the offensive compliment to Resilience. The idea behind this new stat is to encourage players to use PVP gear in PVP by putting major PVP-only offensive gains onto PVP gear (or in the case of healers, healing gains). PVP Power increases all damage done to players (under all circumstances), and healing done (while outside PVE-instances), by a percentage that increases based on how much PVP Power rating you have. The amount of each bonus you get is also dependent on your class and spec.

-Healing specs receive 100% of the healing bonus but 0% of the damage bonus
-All other specs receive 100% of the damage bonus and a partial healing bonus depending on class.
-Damage specs for Druids, Monks, Paladins, Priests, and Shamans receive a 70% healing bonus.
-All other specializations and classes (including tanking) receive a 40% bonus to healing from PvP Power.

PVP Power is currently the primary differentiator between PVP gear and PVE gear. It is a "free" stat on PVP gear, meaning it is not factored into the item's stat budget. As a result when comparing PVP items to PVE items of the same item level all the general-purpose stats should be equivalent but the PVP gear will have PVP Power on it as well making it a better choice for PVP. This fact is particularly important due to the presence of item level limits in all instanced PVP. The item level limits change with each season, but their purpose is to limit the item level of PVE gear to be equal to or lower than the item level of the current season's PVP gear. These two factors together generally ensure that the current season's PVP gear is always the best gear for instanced PVP. However the item level limits do not function in the open world, so in world PVP a player in the latest heroic raiding gear will likely (and unfortunately) have a large gear advantage.

Section 2A - The Absolute vs Relative Returns of PVP Power



PVP Power's scaling is very straight forward; it has linear returns when looking at it in an absolute sense, adding 400 PVP Power will always give you another +1% damage or healing in PVP depending on your spec. So every additional point of PVP Power will increase your damage/healing by the same amount. However I have seen some players around the forums describing PVP Power as having diminishing returns, and they are correct to an extent.

If you evaluate the returns of PVP Power in a relative sense it does have diminishing returns, going from 0%-1% will give you the same absolute damage increase as going from 30-31%, but in the latter case that damage increase is smaller relative to the damage you are already doing. Virtually everything in the game operates the same way. Think about primary stats for example; +3000 strength would give a warrior a pretty nice bump in damage right now. However if Blizzard said "Hey we like you random warrior!" and bumped their strength up to 100,000 then that +3000 strength would suddenly be worth a lot less to them even though it would still increase their damage by the same amount. The reality is that in order for a stat to offer you consistent relative gains as you gear up the stat would need to have increasing absolute returns, in other words it would need to give you more and more damage or healing the more of it you got. (For more info on absolute vs relative valuation see Appendix A)

Now it is time to look at the actual scaling of PVP power, which is shown in the graph below.

Posted Image


As shown in this graph PVP Power's returns are perfectly linear. You gain either +1% damage or healing for every 400 PVP Power you have, this is also the “baseline” upon which the reduced healing bonuses for non-healing spec are based. The red line shows the healing bonus for hybrids (70% of baseline), and the yellow line shows the healing bonus for everyone else (40% of baseline).

Section 2B - PVP Power's Interaction with Resilience



The most common misconception that most players seem to have about PVP Power is that it acts as a kind of "Resilience Penetration" which counteracts the target's damage reduction 1 for 1, that is simply not true. PVP Power increases your damage by the percentage shown in your stat panel, it always increases it by that same amount regardless of how much damage reduction the target has. Your outgoing damage is calculated first, then the target's damage reduction mitigates that damage according to their stats.

Take for example a warrior who's swing always does 100 damage in PVE. This warrior gets a +50% damage increase from PVP Power in PVP, so that 100 damage get's increased to 150 damage in PVP. This warrior has now decided to attack a paladin that looked at him the wrong way. Lets say the paladin has +50% damage reduction; so when the warrior's 150 damage hits him it is reduced to down to 75. That is how PVP Power and Resilience interact, the outgoing damage is boosted up by PVP Power, then the total incoming damage is mitigated down by Resilience.

Section 3 - Gemming for PVP



One of the most popular questions I get is "What should I gem for?" Unfortunately I cannot provide a clear cut answer to that question. The answer is dependent on your gear level, class, spec, play style and more. My recommendation is to check how the pros of your class/spec are gemming, and then experiment to see what works best for your personal play style. However I will say that it is typically ineffective to gem PVP Power at level 90, gemming primary stats is generally more effective for damage or healing.

Choosing the best gem for survivability is significantly more complicated. Stamina gems will almost always provide you with more effective health, but Resilience gems don't lag too far behind in the effective health they add. Additionally Resilience gems scale up in value proportional to the amount of healing you receive because they increase the amount of effective health restored by that healing. For now I recommend gemming for resilience if you are looking to increase your survivability, but I will look at this topic in more depth in a future guide.

Section 4 - Closing Thoughts and Remarks



I hope that this guide has been illuminating for everyone that has taken the time to read it, I have tried to provide as much accurate and detailed information as possible about the way these stats work. If you have questions about these stats or about anything written here feel free to ask and I will do my best to get you an answer.

I error checked this guide many times however I am still human, so if you believe you see an error please let know and I will look into it. I also want to make it clear that although I am a member of Blizzard's Forum MVP program I am NOT a Blizzard employee and nothing in this guide is based on any kind of inside information. All the data in this guide was all generated based on direct in-game observation and calculations based on that observed data.

General Notes
-This guide is written for level 90 players, the numbers are different at lower levels
-This guide just underwent a major update and revision, if you notice a typo please let me know!
-Some of the graph types from previous versions of the guide have been removed to reduce the complexity of the guide, but may return in the future.


Section 5 - Appendices



This is some additional information about some of the ideas, concepts, and data discussed in this guide. Additional appendices may be added over time as needed.

Appendix A - Valuation and Frame of Reference



Absolute valuation compares numbers based on addition and subtraction, IE going from 30% damage reduction to 60% damage reduction is an absolute gain of 30%. Relative valuation compares numbers using ratios, IE going from 30% damage reduction to 60% damage reduction is a relative gain of 100%. Why is this important? Because taking the example a step further, going from 60% to 90% is an absolute gain of 30%, exactly the same as before, but it is a relative gain of 50%, half as much as before. So if this trend were to continue, it would signify linear absolute returns but diminishing relative returns. This guide primarily uses absolute valuation because it is much easier to understand and work with when comparing a large number of data points to a common baseline.

Frame of reference is another critical concept for evaluating data, particularly when most of the data is in percentages. There are two basic methods that can be used to evaluate a string of data points; constant frame of reference, or progressive frame of reference. Constant frame of reference uses one common baseline value as a reference point, every data point is compared to that baseline. In contrast a progressive frame of reference compares each data point to the data point before it. Take for example this set of data points: 1, 2, 3, 4, 5. On a graph using a constant frame of reference they would be displayed as 1, 2, 3, 4, 5 (all data points were compared to a baseline of 0). However on a graph using a progressive frame of reference they would be displayed as 1, 1, 1, 1, 1 (each data point was 1 larger than the number before it).

Using a constant frame of reference makes it much easier to evaluate the actual changes in the progression of a data set, where as using a relative frame of reference allows you to better evaluate changes in the rate of change over the progression of a data set. Since we are more interested in the actual changes than the rate of change when viewing the scaling of stats I chose to use a constant frame of reference for the graphs in this guide.

Appendix B - Formulas



The formula I use to calculate damage reduction from resilience in patch 5.4 is:
Reduction %  = ((28900*0.72)+x)/(28900+x)
x represents resilience rating.

The formula I use to calculate damage increase from PVP is:
Damage increase %  =  x/400
x represents PVP Power rating


#3757349 Looking for 3 Scripts! - 1 Found, 2 Left!

Posted Prozaak on 02 September 2012 - 05:00 AM

FrameList = {"Player", "Target", "Focus"}
	 function UpdateHealthValues(...)
for i = 1, select("#", unpack(FrameList)) do
local FrameName = (select(i, unpack(FrameList)))
	 if UnitHealth(FrameName) < 1000 then
local Health = UnitHealth(FrameName)
local HealthMax = UnitHealthMax(FrameName)
	 else
local Health = (UnitHealth(FrameName))/1000
local HealthMax = (UnitHealthMax(FrameName))/1000
local HealthPercent = (UnitHealth(FrameName)/UnitHealthMax(FrameName))*100
	
	 if UnitHealth(FrameName) < 1000 then
_G[FrameName.."FrameHealthBar"].TextString:SetText(Health.." / "..HealthMax.." ("..format("%.0f",HealthPercent).."%)")
	 else
_G[FrameName.."FrameHealthBar"].TextString:SetText(format("%.0f",Health).."k / "..format("%.0f",HealthMax).."k ("..format("%.0f",HealthPercent).."%)")
	
end
	 end
			 end
	 end
	 hooksecurefunc("TextStatusBar_UpdateTextStringWithValues", UpdateHealthValues)

This works as a addon, i dont have any idea how to use this on /run, hope it helps


I did a buff watcher for me, i dont know if is what u want, but u can test:
BuffFrame:ClearAllPoints();BuffFrame:SetPoint("TOP", 650, -15);
ConsolidatedBuffs:SetAlpha(0); ConsolidatedBuffs:EnableMouse(false)
ConsolidatedBuffsTooltip:Show()
ConsolidatedBuffsTooltip:SetScale(1.5)
local b = _G.ConsolidatedBuffsTooltip
b:DisableDrawLayer("BACKGROUND")
b:DisableDrawLayer("BORDER")
ConsolidatedBuffsTooltip:EnableMouse(false);ConsolidatedBuffsTooltipBuff1:EnableMouse(false);ConsolidatedBuffsTooltipBuff2:EnableMouse(false);ConsolidatedBuffsTooltipBuff3:EnableMouse(false);ConsolidatedBuffsTooltipBuff4:EnableMouse(false);ConsolidatedBuffsTooltipBuff5:EnableMouse(false);ConsolidatedBuffsTooltipBuff6:EnableMouse(false);ConsolidatedBuffsTooltipBuff7:EnableMouse(false);ConsolidatedBuffsTooltipBuff8:EnableMouse(false);
ConsolidatedBuffsTooltipBuff1Label:Hide();ConsolidatedBuffsTooltipBuff2Label:Hide();ConsolidatedBuffsTooltipBuff3Label:Hide();ConsolidatedBuffsTooltipBuff4Label:Hide();ConsolidatedBuffsTooltipBuff5Label:Hide();ConsolidatedBuffsTooltipBuff6Label:Hide();ConsolidatedBuffsTooltipBuff7Label:Hide();ConsolidatedBuffsTooltipBuff8Label:Hide();
ConsolidatedBuffsTooltipBuff1:ClearAllPoints();ConsolidatedBuffsTooltipBuff1:SetPoint("TOP", UIParent, "TOP", 506, -10)
ConsolidatedBuffsTooltipBuff2:ClearAllPoints();ConsolidatedBuffsTooltipBuff2:SetPoint("TOP", UIParent, "TOP", 506, -30)
ConsolidatedBuffsTooltipBuff3:ClearAllPoints();ConsolidatedBuffsTooltipBuff3:SetPoint("TOP", UIParent, "TOP", 506, -50)
ConsolidatedBuffsTooltipBuff4:ClearAllPoints();ConsolidatedBuffsTooltipBuff4:SetPoint("TOP", UIParent, "TOP", 506, -70)
ConsolidatedBuffsTooltipBuff5:ClearAllPoints();ConsolidatedBuffsTooltipBuff5:SetPoint("TOP", UIParent, "TOP", 527, -10)
ConsolidatedBuffsTooltipBuff6:ClearAllPoints();ConsolidatedBuffsTooltipBuff6:SetPoint("TOP", UIParent, "TOP", 527, -30)
ConsolidatedBuffsTooltipBuff7:ClearAllPoints();ConsolidatedBuffsTooltipBuff7:SetPoint("TOP", UIParent, "TOP", 527, -50)
ConsolidatedBuffsTooltipBuff8:ClearAllPoints();ConsolidatedBuffsTooltipBuff8:SetPoint("TOP", UIParent, "TOP", 527, -70)

It uses the new consolidate frame to watch my buffs.


#3742373 Free stream overlays and "currently playing" guide

Posted Chromix on 11 August 2012 - 02:24 PM

Some people may have seen these currently playing overlays that specifically Dakkroth and Minpojke are using (I'm obviously using it aswell but who the hell cares).

Anyhow, so I've been getting some questions about it, if I can send people the files because they want to use it aswell, so I decided to create a new couple of overlays that are easier for the user to implement and that also looks pretty cool (imo).

Download link to the overlays (zippyshare)

My overlays are optimized for players who use a UI scale of 1.0 and a XSplit resolution with a ratio of 16:9 (1920x1080, 1600x900 i.e).
However, you can obviously scale the overlays to fit your UI scale. If you do, please inform me of what measurements were used so I can inform other people.
I will provide you with a fitted "middle" overlay for 16:10 users later, possibly one for 4:3 users aswell but you deserve some punishment for still not using widescreen monitors.

Here's an example of what your stream can look like and will also act as your go-to if you want to know how to set it up.
Posted Image

All you have to do is drag the Media files of your choice in to your XSplit scene and make sure that the element in XSplit fills up the entire scene.
Make sure layer 2 is located "above" layer 1, and whatever content you wish to have inside between them both.

If you wish to use the side overlays I'll recommend that you use MoveAnything or similar functioning scripts to remove the blizzard artwork.

Here's an example of how to implement the side overlays, this will also give you a greater idea of how to set it up, if this wasnt easy enough.

Posted Image

You're by all means welcome to edit all these overlays as you wish.

All you need to do if you have a UI scale of 1.0 is to fill out your entire XSplit with the files of your choice and they should be fitted perfectly.


How to fetch what song you're currently listening to with spotify:
I use a program called "Song Parser" to fetch whatever song I'm listening to in spotify, which was made by a guy who call himself Bananashell.

You can go to the programs download site by clicking here

Bananashell already made a detailed guide on how to use it which you can find here.



If you have any questions such as "lol y r u such a nerd" or if you're just having troubles implementing these, ask and I'll respond as soon as I can.


#3713064 Vanguards 7 - That Wings 3000+ Ret PvP Arena

Posted Sherpdawerp on 12 June 2012 - 01:25 AM

Was very nice, liked the no over the top editing and full interesting games




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