Jump to content

  • Curse Sites
Help

Vanguards

Member Since 16 Jan 2010
Offline Last Active Today, 05:43 AM
****-

#4063133 Shendelz Unholy Death Knight PVP Guide (5.4.7)

Posted Ownu on 24 February 2014 - 04:59 AM

Unholy Death Knight Guide (5.4.7)

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

Changelog

There are no changes to Death Knights from 5.4 to 5.4.7, however there are large changes to PvP:
  • Base Resilience has increased to 77% up from 72%.
  • Battle Fatigue has increased to 60% up from 55%.
  • "Gladiator's Distinction", the set bonus for wearing two PvP trinkets now grants 5280 resilience up from 2600 resilience.
  • Item level on the new gear is 550, up from 522 on the old gear.
PvP Talents
Posted Image

This is the default talent core that every Death Knight should start with. It is the go-to set of talents for the majority of matches you will play, and is well rounded. Talents and glyphs are like a tool box where you get to chose a few of the most effective tools to get the job done in the cleanest way possible: talents should be changed to benefit you the most. Always take into consideration what composition you are playing as, what you are playing against, and strategies that might be used by both teams during a match.

Tier 1: Rolling Blood

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

Tier 2: Lichborne

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

Tier 3: Asphyxiate

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

Tier 4: Conversion

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

Tier 5: Blood Tap

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

Tier 6: Desecrated Ground

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


Glyphs

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

Posted Image


Prime Glyphs

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

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

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

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

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


Stats - Gemming / Enchanting / Reforging

Stat Priority

3% Hit >= 3% Expertise > Strength

Strength

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

Haste

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

Crit

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

Mastery

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

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


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

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

Enchants

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


Macros

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Dealing Damage

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

The Basics

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

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

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


Strategies

PHD

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

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

Shadowcleave

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

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


#4062419 Frost/Unholy 5.4.7 guide

Posted sarma on 23 February 2014 - 01:45 PM

DK frost/unholy guide (5.4.7)

PvP Talents

Unholy :
Posted Image

Frost :
Posted Image

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

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

Unholy : Rolling blood for unholy for more aoe dmg .

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

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

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

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

Level 60

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

Frost :

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

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

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

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

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

Glyphs

Prime Glyphs:

Frost :

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

Unholy :

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

Minor glyph :

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

Gems / Enchants / Stats
General Priorities for Stats :

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

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

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

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

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


Recommended Gems:

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

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


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

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

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

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

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


KM proc obliterate > necrotic strike > frost strike > obliterate

Addons:

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

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

change values to move it where you want

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



What macros does Dks have for PvP?

This is list of all my macros :

1) focus simulacrum macro

#showtooltip
/cast [target=focus] Dark Simulacrum

2) arena frames simulacrum macros :

#showtooltip
/cast [@arena1] dark simulacrum

#showtooltip
/cast [@arena2] dark simulacrum

#showtooltip
/cast [@arena3] dark simulacrum

3) frost strike + blood tap macro :

#showtooltip
/cast frost strike
/cast blood tap

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

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

5) Death pact macro

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


6) arena frames grip macros

#showtooltip
/cast [@arena1] death grip

#showtooltip
/cast [@arena2] death grip

#showtooltip
/cast [@arena3] death grip

7) HB macro

#showtooltip
/startattack
/cast howling blast

8) pop/cancel lichborne macro

#showtooltip
/cancelaura Lichborne
/cast Lichborne

9) Deahcoil selfheal macro + hs

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

10) Mindfreeze macro for focus and target

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

11)necrotic + blood tap

#showtooltip
/cast necrotic strike
/cast blood tap

12) remorseless macro
/cast strangulate
/cast remorseless winter

13) frenzy+pvp trinket

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

14) arena frames macros for coi

#showtooltip
/cast [@arena1] chains of ice

#showtooltip
/cast [@arena2] chains of ice

#showtooltip
/cast [@arena3] chains of ice

15) cancelauras

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

16) pet macro

/petautocastoff claw
/petfollow
/petmoveto

17) stancedance macros

#showtooltip
/cast frost presence
/cast Blood presence

#showtooltip
/cast unholy presence
/cast blood presence

18) swifty macro


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


19) leapgnaw macro

#showtooltip
/cast leap
/cast gnaw

20) conversion macro

#showtooltip
/cast !conversion

21) focus it macro

#showtooltip
/cast [target=focus] icy touch

22) focus grip macro

#showtooltip
/cast [target=focus] death grip

23) mouseover petattack macro

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

24) leapgnaw focus:

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

25) arena purge macros

#showtooltip
/cast [@arena1] icy touch

#showtooltip
/cast [@arena2] icy touch

#showtooltip
/cast [@arena3] icy touch


26) pet macro

/petfollow
/petattack
/petautocaston claw

27) pet heal macro

#showtooltip
/cast [target=pet] death coil

28) leap gnaw for arena 123

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

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

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

29) Swifty for frost

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

30) focus strangulate macro

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

31) arena strangulate/aspxyxiate macros

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


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

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


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

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


#4053032 BE A BETTER GAMER PT:1.

Posted Clickerz on 13 February 2014 - 06:19 AM

More vods in chat belowVVVVV

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

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

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

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

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

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

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

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

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

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

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


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


#4060538 Vanguards Retribution Paladin PvP Guide (5.4.7)

Posted Kajis on 22 February 2014 - 12:32 AM

Sup Retris,

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

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

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

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

-------

  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.

<====================================================>

  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.

-------

  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

-------

  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

<====================================================>

  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 (6.0.0)

Posted BalanceRexxar on 21 June 2013 - 01:29 AM

Posted Image


Note: After WoD releases I will update the sections in blue that I am unable to update right now.

WoD) What's New What's Gone?
0.0) Additional Help UPDATED
1.0) Introduction UPDATED
1.1) Streaming UPDATED
1.2) Abilities UPDATED
1.3) Races UPDATED
1.4) Glyphs UPDATED
1.5) Talents UPDATED

1.6) Gemming & Enchanting
1.7) Void
1.8) Professions UPDATED
1.9) Armories UPDATED
2.0) Keybindings UPDATED

2.1) Class Synergy
2.2) Monk Comps
2.3) Macros UPDATED
2.4) Addons UPDATED
2.5) Monk Streams UPDATED

2.6) Rated Battlegrounds
____________________________________________________________________________________________________________

Out with the old. In with the new.




In

  • Transcendence & Transcendence Transfer are now instant cast.
  • Touch of Karma is off the global cooldowns.
  • Touch of Karma only absorbs up to 50% of your maximum HP.
  • 3 New Talents - Info on these can be found under the talents section.
  • At level 100 we now have a capacity of 5 Chi.
  • While Energizing Brew is active our Multistrike chance is increased by 15%.
  • You now roll 25% faster.
  • Our two castable buffs are combined into one now.
  • We passively grant our party 10% movement speed increase and 5% multistrike.
  • Storm, Earth, and Fire has no energy cost and is off the GCD.
  • Chi Brew now has a 1 minute cooldown up from 45 seconds.
  • The 2 set bonus of the Primal reduces the energy cost of Jab by 35 for 3 seconds.
  • The 4 set bonus of the Primal gear increases the duration of Tigereye Brew by 7 seconds.
  • Surging Mist has replaced Healing Spheres, it costs 30 energy and has a 1.5 second cast time.
  • New Glyphs info can be found under the Glyph section.
  • Dampen Harm is now a viable PvP talent which can be read about in the talent section.
  • Ascension is a runner up with Chi Brew and can be read about in the talent section.

Out

  • Grapple Weapon has been removed.
  • Spinning Fire Blossom has been removed.
  • Zen Meditation no longer redirect spells cast on party members to you. Disable is now refreshed when you attack a target with it instead of being refreshed if within vicinity.
  • The glove bonus that removes snares when you Roll or Flying Serpent Kick isn't on the level 100 gear.
  • Fists of Fury is not increased by 5 yards on the level 100 gear.
  • Fists of Fury only has a chance to stun a target on their first tick received, if it is parried or dodged there isn't another chance for it to stun them.
  • Healing Spheres are gone.
  • Sparring is gone.
  • Spear Hand Strike no longer silences the target for 2 seconds if facing their front.
  • Jab now costs 45 energy up from 40.
  • Touch of Death no longer requires a set bonus to be used on players.
  • Rushing Jade Wind is no longer the dominant level 90 talent and can be read about in the talent section.
  • Swift Reflexes has been removed.

____________________________________________________________________________________________________________
Posted Image

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
Character Name: Balance
____________________________________________________________________________________________________________
Posted Image

Hello there! My name is Steve, in game I am known as Balance, Steve, or Steven. I made this guide for Windwalker monks in 5.3 and 5.4, 5.4.7, and now 6.0! I will continue to update this guide as needed and as I am able to do so. My PvP history dates back to BC where I was a clicking feral druid at the age of 11. I clicked up to Cataclysm where I re-rolled Resto shaman and keybound things which lead to my greatest success of the expansion at a peak rating of 2000! Then MoP came around and I am now considered a "MoP Hero" so to speak.
S12 - Arenas with friends ranging from 2-2.2k MMR,

S13 - Ranked 10th in the Vengeance battlegroup playing WW, Ele, Disc and achieving the prestigious title of R1 Duelist.

S14 - Achieved my first gladiator title and my first R1 title playing WW, Shadow, Resto.

S15 - Achieved R1 on 3 different monks with a peak rating of 3041 mainly playing WW, Destro, Resto combined with some WW, Affl, Resto.

Here you can click on my characters to be taken to their armories. two are on Alliance and my main on Horde. Feel free to compliment me on their transmogs.

Posted Image
Posted Image
Posted Image



____________________________________________________________________________________________________________
Posted Image

I sometimes stream World PvP, RBGs, BGs, 2v2, 3v3, 5v5, and anything in between. You can follow me at twitch.tv/balancerexxar

____________________________________________________________________________________________________________
Posted Image

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 with stacks of Tigereye Brew up. For an example of how to do the basic rotation, please refer to this quality video created by Blizzard themselves.



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 4s incapacitate that can lock down classes during critical points in the game. It breaks on damage and only removes DoT effects with the glyph so be careful when using it.
  • Spear Hand Strike, Spear Hand Strike isn't just an interrupt but a tool to out think your enemy. If you can successfully predict what the other play will do or won't do, it can turn the game. For example, if you are training a healer and they begin to cast, don't just throw your kick out there because they will most likely try to juke you which will lead to them getting a heal. If you can wait until the second, third, or fourth fake cast and be able to immediately kick them, you've effectively locked them out for 4 seconds in attention to all the time they wasted attempting to juke. Another thing to note about kicking is focus kicking, if you see a healer nearby, try to Tiger's Lust and run over and kick them if they are standing still, when a healer stands still they are either about to cast or are mid-cast, this will give a great chance to successfully lock them out or pre-kick them. Not only is that effective but it makes you look very cool. :duckers:
  • 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. When you melee a target with disable already on them, the duration is refreshed.
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. It can also be used to break yourself out of CC, similar to how a priest "deaths" traps, wyvern, or polymorphs, you can provoke a pet to break these CC's as well, but it can be difficult. 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 your clone that extra 15% damage only applies to that clone and doesn't help your own damage.
  • Zen Meditation, This is a interesting ability. The mechanic that allowed spells from your team to be applied to you was removed so now it is purely a defensive ability. It can be used to prevent large hits such as Chaos Bolts, Starsurges, or other various hard hitting abilities. It can be used as a last resort if you have no other defensives, and it can be used to prevent you having to use a better cooldown that you would rather save for later.
  • Transcendence, this ability is pretty standard. Put it down behind a pillar at the start of a game. Sometimes you can reverse port back to get to a target if they are near 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.
____________________________________________________________________________________________________________
Posted Image


Based off my personal opinions, I will create a spectrum of what race is best for each faction. But it without a doubt, humans are the best race for WW out of both factions.

Horde: Blood Elf > Orc > Undead > Tauren > Troll

Alliance: Human > Dwarf > Night Elf > Gnome > Draenei


Humans: Human's racial is Every Man for Himself. This ability replaces the use of the commonly used Insignias purchased with conquest. This allows a new trinket to take place of the Insignia. That means you could have 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. The Human Spirit has been redesigned. It no longer increases spirit by 3% but instead increases two secondary stats by a varying amount. As of 10/21/2014 is has not been implemented.

Night Elves: You probably know this but if you don't it's important for you to know that if you use Shadowmeld 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. It also slightly increases your movement speed by 2%. Your critical strike chance is increased by 1% during the day and your haste by 1% at night.

Orc: They have several racials that benefit the monk class. 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 reduces stuns by 10%.

Undead: Will of the Forsaken is the reason why many people go Undead. But since fear isn't as powerful as it was in Mists of Pandaria, Undead don't rate that high on the "best race totem pole". 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.

Blood Elf: Blood Elves racial is Arcane Torrent and an increased critical strike chance of 1%. Although this is all they provide, Arcane Torrent is a handy ability. 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. With the removal of our silence on our kick and many other blanket silences in the game, Blood Elf ranks the #1 best horde race for WW monks if you can successfully use Arcane Torrent in an effective manner.


Dwarf: Stoneform allows you the remove all diseases, poisons, and now magic effects as well as giving you a 10% damage reduction bonus. So, if you are able to use this RIGHT before you get stunned and take a lot of damage it could save you. Dwarves critical strike bonus has been increased by 2%

Gnome: So with WoD, gnomes are now a viable race for WW because they are able to get out of roots every minute and have a passive haste bonus of 1%. Although they aren't better than humans, they aren't the worst either.
____________________________________________________________________________________________________________
Posted Image

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 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.


Glyph of Flying Fists: This glyph allows your fists of fury to have a 5 yard range. Since it is no longer part of our PvP set bonus and FoF has become a more important part of our burst, it is crucial that we are able to land this on our target and this glyph makes that easier. It has the lowest priority of all the major glyphs because of how valuable the others are.

Glyph of Freedom Roll: This glyph is very good and I will use this quite often because when we acquire full Primal gear at level 100, our glove bonus will no longer provide this same effect that the glyph provides. Therefore, our personal way to get out of slows is once every 25 seconds with Tiger's Lust. Since we do not have a way to slow our targets from afar, it is crucial that we are able to reach our target after we roll or FSK and if we are slowed coming out of those it very well may be the case where we just continue to get kited. I would highly recommend using this against teams that have many slows and can kite easily.



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.


____________________________________________________________________________________________________________
Posted Image

Posted Image

Tier 1 - Mobility
Celerity: This talent could potentially be used if desired. The only time it would be okay to use is if the other team has ZERO rooting abilities. This ability combined with Chi Torpedo could be very beneficial.

Tiger's Lust: This talent is used just about every game because it is rare to find a team that doesn't have a root. And even if they don't, it wouldn't be a bad thing because it can be used to allow teammates to kite or for you to catch up to a target that isn't moving in a linear path.

Momentum: NEVER USE.

Tier 2 - Healing
Chi Wave: This talent is my personal preference over the other two because I find that instant casts are always better in PvP situations. Although it does less damage than Chi Burst, it is half the cooldown and if you were to double the damage of it as if you had used it off cooldown twice, it would roughly be about the same as Chi Burst. I would recommend this all of the time but Chi Burst is NOT a bad choice at all unless you are trying to kill a very mobile target or are being trained.


Zen Sphere: NEVER USE.

Chi Burst: This talent is good in situations where you target isn't moving and you are not being attacked. It provides roughly two times more damage than Chi Wave but has twice the cooldown and has a cast time. The negatives is that if you try to use it on a moving target they can escape and if you try to use it you can be interrupted or suffer pushback increasing its cast time. You may use it at your own risk although I would not advise it.

Tier 3 - Chi
Power Strikes: NEVER USE.


Ascension: This talent is good because it allows faster energy regeneration and a free chi slot doesn't hurt. The problem with this is that at a start of a game where everyone has cooldowns up, your oppoents will be ready to go offensive a lot sooner than you can, but as a game progresses Ascension will become for valuable than Chi Brew.

Chi Brew: This talent is good because at the start of the game you are immediately ready to go offensive if you consume both stacks of Chi Brew. It also provides Chi which you can use when bursting if you already have 10 stacks and do not need any more before going offensive.

Tier 4 - Control
Charging Ox Wave: This talent is decent if you plan on using it for CC. Since you already have FoF, the diminishing returns of this small stun in unison with FoF make it less valuable. But it can prove quite useful if use as a ranged CC for targets you do not plan on stunning with FoF.

For an example of how to effectively use and land Charging Ox Wave, view this video.
Note: To land it you do NOT have to lead your shot.



Ring of Peace: NEVER USE.

Leg Sweep: This talent is the one you should use just about all the time because of how effective long stuns are. There isn't much to be said about this other than that you can FoF out of this for a combined stunlock of 7 seconds which can prove very lethal.

Tier 5 - Survival
Healing Elixirs:
This talent is useful when you are not facing opponents with the majority of their damage being magical. A good example of when to use this is against a composition similar to Ferals and Warriors.

Dampen Harm: This talent is useful when facing teammates with overpowered burst. Although I am not aware of any classes than possess the ability where Dampen Harm would be more beneficial over the other two options, it can be an option if the time for precaution ever presents itself.

Diffuse Magic: This talent is extremely useful and I find myself using this the most. I prefer this over Healing Elixirs a lot of the time because the thing about Healing Elixirs is that it doesn't always go off when you need it to, in other words, it isn't reliable. Diffuse Magic is, you can use it before you get stunned, when you are low, or any time you need it. I use this talent against just about any magical caster, an example would be Frost Mage, even if they are paired with a physical DPS I still use it. And it is an absolute against double magical DPS.

This tier requires you to decide what is best in your current situation and you need to judge what to take yourself. Good luck!


Tier 6 - Damage
Rushing Jade Wind:
This talent is good for RBG's because of its high damage in combination with Storm, Earth, and Fire. But at level 100, our energy regeneration is not quite high enough for it to be viable, therefore I would not recommend using this until late in the expansion when our haste (energy regeneration) percentage goes with as gear scales.

Invoke Xuen, the White Tiger: This talent is can be good and bad. The tiger can do a good amount of damage and help you land a kill or break CC and end up losing you the game. Take at your own risk.

Chi Torpedo: This talent is quite useful not only for its increased distance in Roll but for the damage and healing as well. The only thing to watch our for is not to break CC when rolling.

Tier 7 - Damage
Hurricane Strike: NEVER USE.

Chi Explosion: This talent is very beneficial not only because it is a ranged ability but because when used with 3+ Chi you gain an additional stack of Tigereye Brew which can cause very quick stack generation. Some of the negatives is that it replaces Blackout Kick which means it is magical therefore you cannot use it into Cloak of Shadows, Anti-Magic Shell, Spell Reflect, and is can be absorbed by magical shields. A benefit is that it goes through Hand of Protection. I would recommend this most of the time.

Chi Serenity: This talent can be used for incredible burst. I would highly recommend trying this in fast paced matches and when you are going to kill a healer. A downside of this is that if you are CC'd during its duration you won't be able to use it again for another minute and a half. It can prove to be very effective or a complete and utter waste. Use at own risk.
____________________________________________________________________________________________________________
Posted Image

UNAVAILABLE ATM
____________________________________________________________________________________________________________
Posted Image

Professions are now unusable in Arenas and RBGs, therefore I would recommend Engineering because of how good it is in world PvP and for your other available profession, take whatever you like, I personally am going with Enchanting because of how much money it makes.

____________________________________________________________________________________________________________
Posted Image

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...
(Note: Some may be out of date and I cannot account for accuracy their setup) ____________________________________________________________________________________________________________
Posted Image

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.

Posted Image

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 while 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.


But in the end do what is most comfortable and you'll have the most success.

____________________________________________________________________________________________________________
Posted Image

UNAVAILABLE ATM


____________________________________________________________________________________________________________
Posted Image


UNAVAILABLE ATM

____________________________________________________________________________________________________________
Posted Image

Zen Meditation Macro

#showtooltip
/cast !Zen Meditation
  • I use this macro so if I spam my keybind for Zen Med it won't cancel the channel by mistake, that is what the "!" does.
Fortifying Brew + Healthstone Macro

#showtooltip Fortifying Brew
/cast Fortifying Brew
/use Healthstone
  • Although it is safe to macro healthstone into your fortifying brew, you should still have JUST the healthstone somewhere keybound by itself.
Tiger's Lust Macros  

#showtooltip
/cast [target=party1] Tiger's Lust

#showtooltip
/cast [target=party2] Tiger's Lust

#showtooltip
/cancelaura Stampeding Roar
/cancelaura Body and Soul
/canelaura angelic feather
/cast [target=Balance] Tiger's Lust
  • These are my party sprints and my self sprint, I also have just the spell bound to shift-Y for bg's and stuff but for arena this is what you should use. Also you can't Tiger's Lust yourself when Stampeding Roar or Body and Soul is on you so if you're rooted you need to cancel them to escape.
Hand of Protection Off Macro

/cancelaura Hand of Protection
  • Every melee class needs one of these.
Focus Paralysis

#showtooltip
/cast [target=focus] Paralysis
  • Just focus paralysis.
Focus Kick   

#showtooltip
/cancelaura Spinning Crane Kick
/cast [target=focus] Spear Hand Strike
  • Your basic focus kick with a cancel aura Spinning Crane Kick because in case let's say a priest Spectral Guises and you need to hit him out so you use SCK and he's out and starts to cast but you need to kick but you can't because of SCK, that's why the cancel aura is there.
Touch of Karma Macro   

#showtooltip
/stopcasting
/cancelaura Spinning Crane Kick
/cancelaura Hand of Protection
/cast Touch of Karma
  • I died more often than I like to admit because I was spinning before I could karma (mostly on big mob pulls outside of arena) but it doesn't hurt to have it in arena. I also have cancel aura BoP on there because sometimes if you are facing a melee and caster and a paladin BoPs you, you are unable to karma and die to the caster.
Kick Macro  

#showtooltip
/cancelaura Spinning Crane Kick
/cast Spear Hand Strike
  • Same thing as the focus one.
Old Paralysis Macro   

#showtooltip
/stopattack
/stopattack
/cast paralysis
/stopattack
/stopattack
  • I've been playing monk since they came out, I'm not 100% sure if you can still auto-attack after a paralysis but it used to happen, better safe than sorry.
Useful Touch of Death Macro  

#showtooltip touch of death
/targetlasttarget
/targetlasttarget
/cancelaura spining crane kick
/cast touch of death
  • This is a pretty important macro, I've heard that when you target last target it registers the 10% faster so your ToD will go off but I can't confirm it, it doesn't effect it in a bad way so might as well have it. And the crane kick just because if you're spinning and miss your chance to touch of death it could cost you the game.
Cancel-Aura Macro  

#showtooltip Storm, Earth, and Fire
/cancelaura Storm, Earth, and Fire
/cancelaura Rushing Jade Wind
/cancelaura Spinning Crane Kick
  • I'd rather have a separate macro to get rid of clones than waiting for global on actual ability.
Party Dispel Macros

/cast [target=party1] Detox
/cast [target=party2] Detox
  • This is pretty important to avoid your team being owned by DK dots, Devouring Plague, Paralytic Poison, and Wyvern Sting.
Focus Storm, Earth, and Fire  

/cast [target=focus] Storm, Earth, and Fire
  • This macro allows you to throw a clone on your focus instead of having to target them just to throw a clone up.
_______________________________________________________________________________________________________
Posted Image

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.

____________________________________________________________________________________________________________
Posted Image

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/TosanTribe

www.twitch.tv/naureez
www.twitch.tv/ssjwindgodx
www.twitch.tv/lightningww
www.twitch.tv/balancerexxar

____________________________________________________________________________
______________________________________________________________________________________________


#4059137 5.4.7 Warrior guide, for new players

Posted zzo on 21 February 2014 - 05:21 AM

Posted Image

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)

Posted Image

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.

Posted Image

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

Posted Image

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

Posted Image

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

Posted Image

It out heals all the other talents by far.

45. Staggering Shout or Piercing Howl

Posted Image

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

Posted Image

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

75. Safegaurd

Posted Image

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

Posted Image

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

Posted Image

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




<