Jump to content

  • Curse Sites
Help

Vanguards

Member Since 16 Jan 2010
Offline Last Active Today, 06:25 AM
****-

#4076323 In-Depth Shadow Tier 3 Talents Guide

Posted Talbadar on 11 March 2014 - 12:27 AM

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

Our tier 3 talents are:

From Darkness, Comes Light (FDCL)
Posted Image


Mindbender
Posted Image


Solace and Insanity
Posted Image

All three talents are very useful, but also have big downsides. Before I go into when to specifically use each, let's talk about the good and the bad for each talent.

FDCL

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


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


Mindbender


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


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


Solace and Insanity

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


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




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


Bursting Priority List by Talent

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


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


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

-your highest dps is to use Mind Flay.


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

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

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

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

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

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

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

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

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

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

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



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


#4063133 This Darkened Heart - A Shendelz PVP Guide (6.0.3)

Posted Ownu on 24 February 2014 - 04:59 AM

Posted Image

Unholy Death Knight Guide (6.0.3)

  • This guide is not only a starting place for players looking to learn the basics of the Death Knight class, but is also a great place for advanced players to sharpen their skills. Now with more Frost!



The 5.4.7 Guide... has been put into a Spoiler at the bottom, and will be kept around for retro-reference (is that a word?), and future arena servers, since whenever I go to play on an older arena server, I can never find any information to refresh myself on how the hell we played back in the stone age good days.


A number of changes were made for Death knights, however Frost and Unholy's rotations remain the same overall.
  • Frost Strike replaces Death Coil for Frost Death Knights.
  • Obliterate replaces Blood Strike for Frost Death Knights.
  • Necrotic Strike has been removed (RIP).
  • Raise Dead (and by proxy, master of ghouls) is now only available to Unholy Death Knights.
  • Rune of Cinderglacier has been removed.
  • Unholy Frenzy has been removed.
  • Horn of winter no longer generates runic power, and has no cooldown.
  • Pestilence has been removed and its effects have been caked into Blood Boil (Rolling Blood talent is now baseline).
  • Army of the dead now sucks deals 75% less damage.
  • Death Coil now costs 30 Runic Power and has a 40 yard range for both allies and enemies.
  • Icebound Fortitude now lasts 8 seconds, down from 12.
  • Rolling Blood has been removed and replaced with Plaguebearer, a new Level 56 talent. Plaguebearer causes Death Coil and Frost Strike to extend the duration of Frost Fever and Blood Plague, or add a stack of Necrotic Plague.
  • Blood Boil now deals 50% more damage, but no longer deals additional damage per disease on the target.
  • Pillar of Frost now increases Strength by 15%, down from 20%.
  • Obliterate now deals 25% more damage [on both main and offhand], but no longer deals additional damage per disease on the target.
  • Rune of the Fallen Crusader now increases Strength by 20%, up from 15%.
  • Scourge Strike no longer deals additional damage per disease on the target. It now deals 100% physical weapon damage, and 50% shadow weapon damage. The shadow portion can once again independently crit.
  • Frost Strike's damage has been increased by 100%, but its Runic Power cost has been increased to 25 (40 in non Frost Presence).
  • Icy Talons now increases attack speed by 20% (down from 45%), and haste by 5% (up from 0%).
  • Might of the Frozen Wastes now increases Obliterate damage by 50% (up from 40%), and melee damage by 35% (up from 30%) while wielding a two handed weapon, and increases the damage of Frost Strike by 50% (up from 35%) while dual wielding.
  • Razorice now deals 4% additional weapon damage (up from 2%), and increases Frost damage by 2% per stack, down from 3%.
  • Obliterate's damage has been increased by 30%.
  • Necrosis: Necrosis is a new passive ability for Unholy Death Knights. It causes Multistrikes from Festering Strike, Pestilence, Plague Strike, Scourge Strike, and Soul Reaper to also deal a burst of Shadow damage. The amount of burst damage is based on Attack Power, not the damage from the triggering Multistrike.
  • Unholy Might now increases Strength by 10%, down from 35%.
  • Death Pact no longer sacrifices your Ghoul or a portion of it's health. It now heals the Death Knight for 50% of their maximum health, and places Necrotic Strike a healing absorption shield on the user for 50% of the health granted.
  • Anti-Magic Shell will now restore 2 Runic Power per 1% of max health absorbed.
  • Desecrated Ground now also makes the Death Knight immune to Roots, Snares and Silences.
  • Conversion no longer has an initial tick, and now costs 10 Runic Power/second for Frost, and 20 Runic Power/second for Unholy.
  • Level 60 and 75 talent rows have swapped places.
  • Blood Tap now generates one charge for every 15 Runic Power spent; Runic Empowerment and Runic Corruption now have a 1.5% chance to trigger per Runic Power spent.
PvP Talents

Posted Image

Previously, Death Knights were pigeon holed into a very cookie cutter set of talents that did not really ever change. The new expansion has opened up many more options and talent combinations:


Tier 1

Plaguebearer
Now that Rolling Blood is caked in, Plaguebearer does a nice job of taking its place. Plaguebearer increases the duration of your Blood Plague and Frost Fever (and will add a stack to Necrotic Plague) every time you Death Coil or Frost Strike by Five (5) seconds. Seeing as Frost Death Knights do not have Festering Strike, and Unholy Death Knights don't want to be spamming Festering Strike, this is a great way to keep your diseases lasting until the golden years while spoon feeding your target damage. Currently, it seems the diseases wont extend past 40 seconds. If the Plaguebearer will cause the duration to exceed 40 seconds, then the diseases in question will be set to 40 seconds instead. Additionally, Festering Strike will allow diseases to exceed 40 seconds. However; if the duration has exceeded 40 seconds via Festering Strike, the next Death Coil will reset the disease(s) in question to 40 seconds. Yes this is a bug, though it is irrelevant as disease snapshotting no longer exists.

Unholy Blight
Unholy Blight should only be taking in combination with Either Necrotic Plague, or Chillblains. When paired with Necrotic Plague, each tick will grant a stack on every target it hits. Additionally, each target effected by it will probably be in range of each other, causing the Necrotic Plague itself to jump between targets, causing it to stack extremely quickly.
When paired with Chillblains, it will constantly slow anything in it's range, unless the target has a buff like Hand of Freedom. Unholy Blight paired with Chillblains is highly effective against running Burst of Speed Rogues, and retreating Restoration Druids.


Tier 2

Lichborne
Lichborne is the only viable talent in this talent tier, it will turn 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 (Unholy only). Polymorph and incapacitates will not break when you are already bound; however, like Cloak of Shadows and Anti-Magic Shell, you will be immune to these effects as long as you have the Lichborne buff. Sleep, Fear, and Charm effects will break when using Lichborne, even while you are already bound by them.


Tier 3

Asphyxiate
Asphyxiate is an improved version of Strangulate that stuns your opponent instead of silencing them. Additionally, it costs no rune, and has half of the cooldown.


Chillblains
Generally, Chillblains is taken because you--the player--desire to play with Strangulate over Asphyxiate for whatever reason (generally because the team composition you are currently playing has too many stuns already, and not enough other kinds of crowed control). Chillblains will cause your Chains of Ice to root your target, additionally, your Frost Fever and Necrotic Plague will cause the target to be slowed by 50% for 8 seconds. Typically more for Unholy (as you already have Gnaw and sometimes Remorseless Winter available to you as other stunning options), Chillblains combos well with Necrotic Plague, Unholy Blight, Defile, and Remorsless Winter. It is also the go-to option for Rated Battlegrounds, which are almost always done as frost. Howling Blast will cleave large amounts of players and give you a massive amount of control over the other team. Seeing as Necrotic Plague jumps from target to target, Frost spec will almost always take this talent along with Unholy Blight and Necrotic Plague in Rated Battlegrounds.


Tier 4

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 Obliterate when you have Killing Machine procs.

Runic Corruption
This talent does not give you as much control as Blood Tap does, but is very efficient when playing with Breath of Sindragosa, as Blood Tap does not provide you enough rune resets to maintain the spell for very long.


Tier 5

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.

Death Pact
Generally should only be taken when you are playing against a team that only tries to kill you in a very high burst swap.


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. Generally taken by non human Death Knights in exchange for double DPS trinkets, or when facing a rogue team. Having a second trinket is never a bad thing.

Remorseless Winter
A stacking slow that causes a stun on any target that hits 5 stacks, for 5 seconds. Dispellable, so make sure its either used on a healer, or make sure the healer cant dispel it by using some other CC. Try to only take this talent when using Death and Decay Glyph or Chillblains, as targets get away too easily during the early stacks. Works great with Breath of Sindragrosa or Defile (Arthas Combo).


Tier 7

Defile
Defile benefits from the Death and Decay Glyph, which should always be considered when using it. Both of these things combo well with Remorseless Winter (Arthas Combo), and is my personal recommendation for Frost. This talent has reasonable burst with a reasonable cooldown.

Necrotic Plague
Granted 20% additional damage and regaining the ability to crit, Necrotic Plague is back in the game as a real talent. When taking this talent, always take Unholy Blight, as it will stack it much quicker, and your Plague will sit at max stacks for much longer, causing you to do overall more damage. Stacking this ability is important, and you should be throwing out Blood Boils, Icy Touches, Festerings, and Plague Strikes in order to help it stack as quickly as possible. Only recommended for Unholy in arenas, and only recommended for Frost in Rated Battlegrounds. This is the least bursty talent, but will give you heave AoE presence.

Breath of Sindragrosa
Only recommended for Frost while using Runic Corruption, pool runic power and some a few runes before using this ability. Line it up with things like Remorseless Winter, Pillar of Frost, and use Empower Rune Weapon to feed it. The point of this ability is to do damage while doing damage, so don't spend your Runic Power on things like Frost Strike. Ideally, you want to keep this running as long as you can, because its biggest drawback is the long cooldown it has. Definitely the Highest burst in the talent tier, at the cost of cooldown and ramp up.

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


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 if you are using Conversion).

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. This is the glyph that you should swap in and out with other glyphs if you want to use something else.

Death and Decay - Slows any target that takes damage from your Death and Decay ability, for as long as they remain inside of the effected area. Works with Defile. This glyph works great with Arthas Combo (Defile+Remorseless Winter).

Strangulate - When used a to interrupt the target--and is successful--Strangulate gets two additional seconds added to its duration, for a whopping 7 second silence.

Death's Embrace (Minor) - Restores runic power when healing a friendly undead minion. Save some runic power to heal your Ghoul or Gargoyle up. Only relevant if you are Unholy, or if you are running some weird shit, like Double [Unholy] Death Knight.

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.

Path of Frost (Minor) - Causes you to take less fall damage while the aura is active. Good for Rated Battlegrounds, like Arathi Basin.


Stats - Gemming / Enchanting / Reforging


Stat Priority

Unholy

These stat priorities are currently a "beta version" there is still a lot of discussion in the community about what will be best for what spec, what comp, and what uptime. Even if these stats are right, they will evolve and reorganize themselves as our item level gets higher.

3% Hit >= 3% Expertise > Strength > Mastery> Multistrike>= Versatility


Frost

Frost on the other hand is seems to be preforming best with the basics.

3% Hit >= 3% Expertise > Strength > Versatility > Haste [uptime dependent] >Multistrike


Strength

At the passive ratio of 1.35 1.10 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%, 20%) 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.


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 that 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 hit twice 50% harder, 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. This stat has diminished in 6.0+, as critical strikes hit half as hard as they used to.


Mastery

Mastery boosts your shadow damage and Gargoyle's damage for Unholy, and Boost your frost damage for Frost, namely Frost Strike and Howling Blast. Generally something to avoid as Frost, unless future patch notes say that Frost Strike will become the large burst.


This may or may not be relevant, depending on the patch:

Spoiler


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.

Versatiliy

Versatility increases the damage you do, and decreases the damage you take. A solid stat that has a benefit to it no matter what spec you might be, and is currently seeing favor against the other stats.


Multistrike

Multistrike is very similar to critical strike. Their values are both halved in PvP compared to their PvE stat weight values, causing them to require double the amount to equal 1% damage compared to that of the other stat weights. In PvP, Multistrike has a percentage chance to strike the target against at 30%(?) power. Due to Necrosis, Unholy Death Knights will gain 5% more Multistrike from all sources that grant it, making Multistrike more valuable to the Unholy Death Knight than it is to Frost.


Macros


<span style="font-size: 18px;">Heal Ghoul</span>

#showtooltip

/cast [target=pet] Death Coil

Casts Death Coil at your Ghoul, healing it.


<span style="font-size: 18px;">Self Heal</span>

#showtooltip

/cast !Lichborne

/cast [target=player] Death Coil

Activates Lichborne, then casts Death Coil at yourself, healing yourself. Note this only works with Unholy now, as Death Coil is now replaced by Frost Strike, for Frost Death Knights.


<span style="font-size: 18px;">Focus Death Grip</span>

#showtooltip

/cast [target=focus] Death Grip

Casts Death Grip at your focus target,<strike> and then slows them. The Chains of Ice line is optional</strike>. A perk while leveling will slow targets that are Death Gripped.


<span style="font-size: 18px;">Arena 1/2/3 Death Grip </span>

#showtooltip

/cast [@arenax] Death Grip

Casts Death Grip an arena target frame. The target is decided by &quot;x&quot;. Replace &quot;x&quot; with &quot;1&quot;, &quot;2&quot;, or &quot;3&quot;. The best way to use this macro is to have three separate key bindings, and three separate macros, both of which usually right next to one another. Example: Grip arena1 bound to F1, Grip arena 2 bound to F2, Grip arena 3 bound to F3.


<span style="font-size: 18px;">Arena 1/2/3 Chains of Ice </span>

#showtooltip

/cast [@arenax] Chains of Ice

Casts Death Grip an arena target frame. The target is decided by &quot;x&quot;. Replace &quot;x&quot; with &quot;1&quot;, &quot;2&quot;, or &quot;3&quot;. The best way to use this macro is to have three separate key bindings, and three separate macros, both of which usually right next to one another. Example: Chains arena1 bound to F1, Chains arena 2 bound to F2, Chains arena 3 bound to F3.


<span style="font-size: 18px;">Focus Strangulate</span>

#showtooltip

/cast [target=focus] Strangulate

Strangulates or Asphyxiates your focus target.


<span style="font-size: 18px;">Focus Leap</span>

#showtooltip

/stopcasting

/cast [target=focus] Leap

/cast [target=mouseover, exists][exists] Leap

/petattack

Because of Leap&#39;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. Mouseover has priority.


<span style="font-size: 18px;">Lich/AMZ</span>

#showtooltip

/cancelaura Lichborne

/cast Lichborne

/cast !Anti-Magic Zone

/run SetMacroSpell(&quot;Lich/AMZ&quot;,GetSpellInfo(&quot;Lichborne&quot;) or &quot;Anti-Magic Zone&quot;)

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(&quot;Lich/AMZ&quot;), or the Tooltip will not update (and the cooldown won&#39;t show).


<span style="font-size: 18px;">Focus Mind Freez</span><span style="font-size: 18px;">e</span>

#showtooltip

/cast [target=focus] Mind Freeze

Interrupts your focus target.


<span style="font-size: 18px;">Raise Dead/Dark Transformation</span>

#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).


<span style="font-size: 18px;">Dark Simulacrum</span>


#showtooltip dark simulacrum

/cancelaura Ice Block

/cast [nomod] Dark Simulacrum; [mod:alt, @focus] Dark Simulacrum




<span style="font-size: 18px;">Summon Gargoyle</span>

#showtooltip

/use 13

/cast Summon Gargoyle

/petfollow

/petattack [@target]

Make sure your on use damage trinket is in slot 13.


<span style="font-size: 18px;">Pillar of Frost</span>

#showtooltip

/use 13

/cast Pillar of Frost

/cast Death&#39;s Advance

Make sure your on use damage trinket is in slot 13.


<span style="font-size: 24px;">Dealing Damage</span>


<em><strong>Unholy</strong></em>


Unholy is now straight forward. Stacking Shadow Infusions an bursting during Dark Transformation is key. This is when gargoyle should be used, and Death Runes no longer get any special treatment. Use them as you see fit. Scourge Strike is now the primary strike, and it will consume the majority of your runes. Remember, our level 100 set bonus grants us 20% increased shadow damage while Dark Transformation is active.


<strong><em>Frost</em></strong>


Frost is largely the same as it has always been. Keeping your diseases up, avoid using Killing Machine procs on Frost Strike. Soul Reaper at low health. Use saved up Blood Tap Charges for Killing Machine procs that you don&#39;t have the available runes to Obliterate with. When playing with Sindy, pool runic power and have a few available runes prepared to regenerate the lost runic power spent on Sindy. You should also try to save Empower Rune Weapon for this specifically.


<span style="font-size: 24px;">Interface and Addons</span>


Unless you&#39;re practicing for a no-addon tournament, there is no reason not to customize your interface to your liking. Moving things to easier places for you to see can assist you greatly and help you to not overlap. There are few and far in-between addons that I would describe as mandatory, as Blizzard has certainly made the baseline interface more acceptable over the years.


Disclaimer: Yes, people have told me my interface is cluttered. I&#39;m not advising you to have a cluttered interface, I&#39;m giving you the basics. I&#39;ve grown used to how my UI is, and have tried changing it before.


<span rel="lightbox"><img alt="Posted Image" class="bbc_img" src="http://i.imgur.com/wwvPUG6.jpg" /></span>


A. Its important to know where players are, even if they are not your target. Nameplates are helpful, be it Blizzard&#39;s own, or an Addon. Some Addons will show you specific debuffs that you ask it to show you on name plates, others will show cast times within the name plates. The Addon I am using here is called Tidy Plates: Threat Plates.


B. No player should go without party frames. Personally, I find the base ones, and the standard one that comes with my normal unitframes clunky. I&#39;ve taken a great liking to Blizzard&#39;s &quot;boxes&quot;, the standard raid frames that the game comes with. They show debuffs and mana, and can be class colored.


C. If you&#39;re Unholy, it is your responsibility to know where and what your Ghoul is doing, specifically to monitor his health pools. At the beginning of expansions, healer mana is always tight. Give them a helping hand and keep an eye on Timmy.


D. Lots of players are wondering what is the best Rune Bar Addon to use. Its true, Blizzard&#39;s could use an update, even with move anything, its still largely basic and has no options to customize it. I have used the same Rune Bar Addon since Wrath of the Lich King, so I can&#39;t say I know what else is out there these days. Even so, Magic Runes gets the job done. With high customization, you can move, re-size , rearrange, and monitor both your Rune times, and DoT&#39;s. The alpha will fade when out of combat if you tell it to do so, making this my personal pick.


E. Lose Control, the Addon that inspired Blizzard&#39;s Loss of Control interface option, is able to show crowed control cast on enemy players as well. You can move it and put it where you want to, it becomes very hard to miss a CC cast on an enemy player. Additionally, it works with Sarena (an Arena Unit Frame Addon), and OmniCC (a cooldown counter Addon).


<strong><span style="font-size: 24px;">5.4.7 Guide (for retro-reference or future arena servers)</span></strong>


<span style="color: #474747"><span style="font-family: Helvetica, Arial, 'Helvetica Neue', sans-serif"><span style="background-color: rgb(236, 242, 247)">
Spoiler
</span></span></span></p>


#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 (6.0.3)

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 (6.0.3)

Posted BalanceRexxar on 21 June 2013 - 01:29 AM

Posted Image


I will not read any private messages off of Arenajunkies, if you need to message me, do so by commenting on this guide and I will read and respond to it.


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 will stun any target on their first tick received, if dodged or parried it will not try to stun them again..
  • 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 incapacitate.
  • 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 super 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. But with this comes a lot less damage. I wouldn't really recommend this but it is very fun to use. It also kills your energy since every time you use it, it will consume all of your chi.

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. Another use for it is if you have no stacks and need to generate them very quickly you can use it and generate 6-10 stacks depending on how lucky you get with mastery procs. I would recommend this just about all the time.
____________________________________________________________________________________________________________
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.







<