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#4238446 6.1 Arms Warrior Guide

Posted Zzx on 21 October 2014 - 07:41 AM

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A guide to Arm's Warriors in 6.1.

Introduction

Hi, my names Dom/Flavour, I've been playing warrior since Late S14. I'm 2700 Exp so far in season 17, If you have any more questions feel free to message me ingame or on ArenaJunkies.

Ability Prune/Changes

Shield Wall
Disarm
Deep Wounds
Overpower
Disrupting Shout/Piercing Howl talents
Slam Changed
Can't have both Shockwave and Stormbolt
Safegaurd doesn't remove roots
Charge now only roots, not stuns
Shattering Throw is a glyph

New Abilities

5 rage Rend - Wounds the target causing (x) bleed damage over 18 seconds and a final burst of damage when effect expires.
20 rage Shield Barrier - Improves your defenses adsorbing (x) amount of damage, and up to 40 rage more. (requires Dstance)

Playstyle Changes

Battle Shout / Beserker rage do not generate rage, and won't ever be used in your rotation. Shout's now have no cooldown except GCD and last for 1 hour.

Alot of abilities in WoD change your stance for you. So keep an eye on that stance bar. Colossus Smash requires you to be in battle stance, it will change your stance even if you don't. I imagine in WoD alot of people will keep their eyes out for warriors using Col smash during their rotations, and the new Battle/Defence stance buff that is applied to kill Warriors 100/0 in stuns.

Right now you can use Taunt, too take you back into defensive stance, it is off global, off the stance change global and can be done whilst bladestorming. You need a target.

However some abilities don't, I.e Shield Barrier, which require you to change the stance manually to use it. Why? Blizzard, that's why.

Finally, although it's not Warrior based it's good to know healthstone's don't reset their CD unless you leave combat, if you're playing wls don't forget to leave combat for second to restart the cooldown.

Basic rotation

The Arm's basic rotation will differ on what talents you pick. Assuming you don't spec slam the standard rotation will be to;

Generate enough rage > Colossus Smash > Mortal Strike > Whirlwind (Or Slam)
Whilst keeping Rend (The new bleed similar to Deep Wounds) up at all times.

When Rend falls off, it deals an extra 4500 damage along with it's normal 1774 tick. It also applies extra damage in the last 5 seconds, so try to re-apply then for the extra damage.

Execute takes priority over any ability if in range. It is basically touch of death right now.

Gemming and Gear

Gemming and reforging has been removed in 6.0.

The best warrior off piece right now is Legs, of which the Vers/Mastery legs are the best, these are the DK ones (icon below), The Vers/Mastery belt is best too, and is the paladin one (icon below), and It might be better if you're going full mastery to play double cruelty rings. Until full gear WIld Combatant cruelty and Wld Gladiators cruelty rings are bis rings.

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Enchants

neck: Gift of Mastery
Back: Gift of Mastery
Ring: Gift of Mastery
Weapon: Mark of Bleeding hollow

Proffesions

Since 6.0.2 proffesions have no stat bonus in Arena, and are not required.

Talents

Tier 1.

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All three of these first tier talents are good in their own right, and make for a competitive tier. Personally I will be playing Juggernaut, which reduces the cooldown of Charge to 12 seconds, I feel this will alow me to get the most charges of in a game, and generate the most rage.

Double Time allows for charge to have x2 uses, each on a 20 separate second cooldown, however if used in under 12 seconds of each other, they generate no rage. I feel this tier is not worth using, as you can waste alot of rage generation, and be left without a charge for a long time.

Warbringer gives charge a stun effect, rather than a root, at the cost of a 20 second cooldown. Warbringer with blitz has been very useful for me this season vs. RMD and godcomps, as any other way to stop a cast or land a stun is substantial.

S17 edit; I've been playing Warbringer lots more, because this season you rarely face something without a mage, and even with msr charge stun is super useful for stopping deep sheep.

Tier 2.

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Enraged Regeneration is the only competitive talent in the second tier. It is a base 10% HP heal, followed by a 5 second long HoT healing for 20% more of your base HP. It can also be used while stunned.

Tier 3.

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This tier allows us to pick from 2 stuns, as the utility is required over Dragon Roar.

Personally I've been playing with Shockwave, as I feel it's fairly easy to land triple shockwaves, even on just pets, reducing the 40 second cooldown to 20, warranting it better use than Stormbolt.

However Stormbolt, which has a 30 second cooldown, and can be used from range is also very good, allowing you to stop casts, stun from a distance, and is 100% reliable. It has a downside of being the easiest to Meld ability in the game, though, and regularly bugs (not stunning) on abilities like Mind Control. Stormbolt is also very strong in the current meta, since resto druids are so strong.

I right now recommend stormbolt vs Rdruids, and shockwave vs Melee cleaves.

Tier 4.

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The most hotly debated tier, this fourth tier will decide how warriors are played in 6.0.2.

Taste for Blood: Each time rend deals damage gain 3 Rage.

Sudden Death: Your auto attacks can proc a free execute. (10% chance)

Slam: Slam an opponent for 3,243 damage costing 10 rage, Each consecutive use increases damage dealt by 50%, and rage cost by 100%, stacks up to 2 times. (Slam is receiving a 40% damage buff in 6.1)

Slam and Whirlwind both got a 30% damage nerf in the most recent build. Slam already being a DPS loss basically became obsolete. Taste for blood is looking the best right now for the rage generation quality of life, and for the damage increase. Sudden deaths chance to proc an execute is so low, and auto attacks so few it's difficult to see it being viable until the gear levels rise.

Sudden death for arms and fury seems to be the best talent right now after the mastery buffs, with slam being buffed in 6.1 taste for blood is looking to be the worse of the tier. Tfb isn't bad, and has been played at 2800+ ratings, but requires you to get rends out which can sometimes be hard.

Tier 5.

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Mass Spell reflection, replaces Spell Reflection Reflects all spells on you and party members within 20 yards for 5 seconds. Play vs. Casters. (and rmd) required v shatterplay

Safeguard. vs Melee cleaves. Safegaurd feels even stronger this season (S17) now damage is more important, burst is insane and the 20% damage reduction is required to live openers and swaps.

Vigilance could be good in some situations, I.e if you're rooted often and can't Safegaurd your teamate, but right now I've only seen it used when I played tsg into things like wls.

Tier 6.

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Another competitive tier.

Avatar increases all damage dealt by 20% for 24 seconds. (in 6.1 Avatar will last 20 seconds, and have a reduced cool down of 1.5 mins, making it much better)

Bladestorm makes you un CC able and spin around dealing damage to anyone close to you.

If playing with Slam I prefer Avatar for that 3 minute burst window, If not, I recommend Bladestorm, it removes roots and allows for a burst window every minute.

As of 6.2 Bladestorm and Avatar both seem like very strong viable talents, with Bladestorm just teetering ontop due to it's use in stopping cc on yourself.

Tier 7.

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The new WoD tier is very dissapointing.

Ravager is an AoE, and will not be viable in PvP.

Siegebreaker is an interesting stun, but replaces Fear, I've used it as Fury vs some comps, and I've seen it work in some comps, however I still believe AM is better.

The only talent I can see being used is Anger management which reduces the cooldown of our major cooldowns by 1 second every 30 rage used. You can reduce the cooldown of bladestorm to 45 seconds this way.

Glyphs

Glyph of Shattering Throw - Vs. Mages and Paladins.

Glyph of Mortal Strike - Whilst Mortal strike is active receive 10% more healing. (almost required vs every comp this season)

Glyph of Rude Interruption - Kicking a cast increases your damage by 6%. (very strong right now due to mages being so common in the meta)

Glyph of Heroic Leap - After leaping gain 70% speed increase for 3 seconds.

Glyph of Bull Rush - Increases rage generated from charge by 15 (good when playing juggernaut)

Glyph of Long Charge - Increases charge distance by 5 yards.

Glyph of Blitz - Your charge now roots an additional 2 targets (If played with blitz stuns over roots)

Glyph of Wind and Thunder - Increases the radius of whirlwind and thunderclap by 4 yards. (really good vs. druids)

A lot of Glyphs are now not useable with each other. Glyph of Death from Above has been nerfed so Leap only reaches 25 yards.

Macros

Reck -

#showtooltip Recklessness
/cast Avatar
/use 13
/cast Recklessness
/cast Bloodbath
/startattack

Stance -


#showtooltip
/cast Defensive Stance
/cast Battle Stance

Intervene/Vigi/Safegaurd -


#showtooltip intervene
/cast [@name] Intervene

#showtooltip intervene
/cast [@other name] Intervene

/cast [@dps name] Vigilance

/cast [@healers name] Vigilance


(one for healer one for DPS)

Storm Bolt -


#showtooltip
/cast [@focus] Storm Bolt

(Can make Arena 1-3 Macros)

like so;

#showtooltip storm bolt
/cast [@arena1] storm bolt

Charge -

/cast charge
/cast hamstring
/cancelaura bladestorm


/cast [@focus] Charge

(Good to use to kick healers, or to stun with Warbringer)

#showtooltip
/cast [@focus] Charge
/cast [@focus] Pummel
/cancelaura Bladestorm

to charge and kick in one macro

Shield Barrier -


#showtooltip Shield Barrier
/cast Defensive Stance
/cast Shield Barrier

Taunt -

#showtooltip Taunt
/cast [@arena1] Taunt
/cast [@arena2] Taunt
/cast [@arena3] Taunt

Rally -


#showtooltip
/cancelaura Bladestorm
/cast Rallying Cry

Fear -


/cast [@focus] Intimidating Shout

Pummel -

/cast [@focus] Pummel

Revo's cancel bladestorm macro -

#showtooltip
/cancelaura Bladestorm
/cast Pummel
--/s Kick Used

Errors / Red bars Scripts -


#showtooltip Every man for himself
/script UIErrorsFrame:Hide()
/run MainMenuBarLeftEndCap:Hide();MainMenuBarRightEndCap:Hide()

/run local f=CreateFrame("Frame") f:RegisterEvent("LOSS_OF_CONTROL_ADDED") f:RegisterEvent("LOSS_OF_CONTROL_UPDATE") f:SetScript("OnEvent",function() for b in pairs(ActionBarActionEventsFrame.frames) do b.cooldown:SetLossOfControlCooldown(0,0) end end)


Warrior comps

Thundercleave - Warrior Ele Druid/Priest/Mwmonk - Relying on good swaps during stuns from the Warrior/ele has exceptional Utility in tremor, Hex, Fear, clone. Good CC, DPS dispels/purge. Thundercleave is very weak in s17.

WLS - Warrior Lock Shaman - A spread pressure comp, with the strength of Warlocks and melee caster healer I can only see this comp going from strength to strength. Right now WLS is very strong, rend and dot pressure forces most comps defensive, and the only weakness is the Rsham. WLP with a paladin is also good.

KFC  - Warrior Hunter Shaman - Looking alot weaker than in S14/15/16 KFC will still be a good warrior comp, but both dps and healer can easily die with one bad sac. Good offensive purge and brilliant CC in trap, Wyvern, hex, fear. KFC has been good as fury in Season 16, and with arms, as both BM and SV, however more commonly played with a rdruid.

WMD - Warrior Mage Druid - Predicting this to be the best warrior comp with just how good mages are, warriors will be lucky to get a spot replacing a rogue however. Amazing constant and burst pressure with a plethora of non DRing CC. Super strong in s17, however only as fury.

TSG - Warrior DK Paladin/mw - TSG is looking it's strongest in a long time. The new WoD meta of less CC, no disarms has birthed a brilliant environment for massive damage small CC comps like TSG to run rampant. Paladins being finally on par with it's rival healers means this comp could flop many unsuspecting teams with unhealable damage.


Kittycleave - Warrior Feral Paladin/Priest - Kittycleave is also looking very strong. Ferals have some of the best burst in the game. It is an exceptional comp for killing resto shamans and other healers, ferals have a defensive dispel for hex's.

Turbo - Warrior Enhance shaman / Rdruid Mwmonk - Very strong in 6.2 with the power of offensive dispel, Turbo with a hpala has topped the ladders, since the meta revolves around dispels and shatter, and what can beat them.

Warrior Streams


http://www.twitch.tv/trillebartom - 3k multi rank 1 warrior
http://www.twitch.tv/revocutie - 3k r1 warrior
http://www.twitch.tv/easycharge - r1 eu war this season
http://www.twitch.tv/joefernandes123 - r1 warrior
http://www.twitch.tv/smexxin - r1 us war
http://www.twitch.tv/deadheater - deathrund r1 warrior


Other Guides

http://www.arenajunk...or-new-players/ - Keybinding

(other macros, like changing whirlwind into slam animation via tmorph)

.spell 1680 1464


#4224877 US WoW Arena Tournament Stream Discussion Thread

Posted Metaclassx on 05 October 2014 - 08:30 PM

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#4225939 The 8 Teams for Blizzcon

Posted Pinka on 07 October 2014 - 12:41 AM

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#4212238 2014 NA Regional Drama Wrap-Up

Posted Regent on 18 September 2014 - 11:54 PM

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Since there has been a lot of drama recently, I figured I would make a TL;DR thread for those of you that have successful real lives and can't sit on ArenaJunkies 24/7.

The North American Regional Qualifiers:
  • Hosted by ESL (the same company that organized the holocaust)
  • 2800 players qualify but only 50 Teams signed up
  • No seeding and random placement meant some popular teams eliminated each other right of the bat
  • Zero interaction with Blizzard, even after the ESL website wasn't working
  • People suspect Blizzard will be asking for some of the money they paid ESL back, since ESL apparently completely forgot that they were supposed to hold this tournament
Vanguards team gets knocked out because of a "no-show":
  • Timestamp does show that Vanguards team was almost 30 minutes late to their match
  • They claim they had no idea the time they were supposed to play
  • Poor organization and almost no help from ESL admin, many people think they didn't deserve the loss
  • Vanguards, being the least confrontational person in existence, made a nice forum post saying how he is slightly angry that he missed out on a chance for $40,000 USD
Jah's team gets knocked out and tries to get back in on a technicality, twice:
  • Claims his first loss was not actually the "real" game and only practice
  • Screenshots show his team agreeing it was the real game
  • Some people claim that after his second loss he tried to contact tournament admin and get it changed
  • Talbadar is "disappointed" in jah
  • Jah, unsurprisingly, calls everyone "retards" and hasn't been seen since
Wizk's team cheats and has other players, not on their roster, play:
  • By far the biggest drama generating event of the tournament
  • Wizk, Jakenotezz, and Random rogue decided to play RPS in tournament
  • Upon tournament brackets coming out, they realize they will have to fight comps that are strong against them
  • Wizk realizes that it would be too obvious to ddos his opponents, he determines he will have to come up with another way to cheat
  • Wizk replaces his rogue and rsham with an rdruid and mage who are not on his team roster and then wins multiple games (it is assumed that the mage was played by, "Piecez," and the druid by, "Rynd")
  • People (obviously) realize what is happening and he gets disqualified for cheating
  • Wizk then cries, makes a 40 minute video about why he didn't cheat, no one believes him
  • Jakenotezz, then makes a post on AJ admitting that they cheated, apologizing, and says he only did it to bang his 18 y/o e-girlfriend when he goes to New York
  • Wizk then claims he is too good for this community
  • Wizk locks in his spot next to Xandyn in the "top 5 scummiest wow players of all time"
  • Randomroguex is mad that no one knows who he is, doesn't understand the concept of why cheating is bad, and is apparently a part of some "elite cheaters club"
Multiple teams Disqualified after the tournament ends based on their geographical location:
  • Apparently it was easier to allow these people to play in the tournament and then disqualify them after they won
  • Raises multiple questions about the outcome of the tournament, since the teams who got DQ'ed knocked people out of the tournament
  • The dominant team of Jeff, Barry, and Twochainz is rumored to be one of the teams DQ'ed
Avangelyne proves he is really weird:
  • Made multiple weird posts about having a girlfriend
  • Multiple awkward tweets involving, but not limited to: old memes, obscure Norwegian cover bands, and History channel TV shows
  • All of this is okay though, because according to him, he "has a lot of friends"
Former 3rd place Blizzcon team, "PvP Live" replaces healer the night before qualifiers:
  • but apparently forget to tell him he is off the team
  • Famous monk, "Dannycarey" is replace by other famous monk, "Verdantstorm"
  • Novoz and Thugonomicz imply that Dannycarey is part of something (Illuminati?)
  • Dannycarrey still hasn't run out of mana
Glinks:
  • Surprisingly, Glinks didn't cheat or try to ddos anyone
  • Nice work, Glinks
World of Warcraft PvP Designer, "Holinka" no where to be found:
  • A week has gone by since his last sighting
  • Police have decided to end the search
  • His family stays hopeful
Arena Junkies:
  • Datacus tries really hard to get some free rep, fails miserably
  • For the first time in over a year, people are capped out on giving rep
  • If you point out any scummy things that friends of the moderators have done, you will be getting an infraction
  • Flavour is still making stupid posts
  • Dillypoo's insults have been getting noticeably better over time, possibly hitting puberty soon?
  • Bigmoran tries to dispel ddos rumors by threatening to ddos anyone who talks about it
  • Thugonomicz believes that Arenajunkies.com is actually "Horse cocks"
  • Bailamos dropped in to insult Jakenotezz for having an e-girlfriend, the irony is palpable
  • More wintrading in EU, no one is surprised
  • The "scummy dozen" continue to rep each-other in an attempt to make it seem like they have some community support
  • Ayra is still black, and still european



#4211041 ESL/BLIZZARD SCANDAL

Posted Talbadar on 18 September 2014 - 05:17 AM

Just caught this thread tonight. First, while I'm not surprised based on all of his past posts I find it rude that you, Iskaral, still bash all of the "popular" players just because you can. I remember that whole Snutz deal with Pookz and Toez and they definitely did get hacked and it seemed like they got their accounts back awfully fast, but they still made it to regionals fair and square after (it was never confirmed if anything shady happened with restoration anyway). The ONLY game they played 2v3 was against my team as we were the main team trying to stop them from making it. Cdew had a legitimate disconnect against them in some of the final moments of the TR when his internet had been shitty all week.

I'm glad to see Snutz made a video to give some insight into this whole thing because without playing in the actual tournament it's hard to know what happened. I'd like to throw out there that Cdew/Snutz/Venruki are outstanding members of the community that play the game fairly. They have NEVER cheated in any tournament or qualification to my knowledge and that says something when playing with and against them for 5 years. They have even waited for my team during disconnects multiple times in finals worth thousands of dollars.

Not enough has been said about Vanguard's team. I would've liked to see his team be given the same second chance that the 9-12 teams had and I know if there was a tournament realm instead of this wacky tournament they would've made it without trouble. Esp. after coming really close to making it straight to Blizzcon last year it's annoying to see him get completely shafted.

As for the disqualification: with all of the complaints going into this and with how poorly the tournament went I would've been baffled if they didn't check into things this time around. Still disappointed by the lack of supervision from Blizzard over the tournament. Feel like Holinka was on vacation or something during the tournament because as soon as Vanguard's tweeted that the tournament had no admins there should have been some response. Just from watching a couple VoDs I was pretty certain who was playing the mage and druid on Wizk's team.

Also disappointed in Jahmilli for causing a lot of trouble on his own not only for this tournament but the whole season. I haven't played too much of it as a lot of people know, but his nonstop and nonsensical hatred for certain players like Vanguards, Venruki, and Cdew is just unacceptable. I disliked Vanguards myself at one point because "god he's just a ret with shadowmourne trying to kill me", but jeez that was so silly and so long ago. I know he can be a better community member if he tried, but I'm not sure he'll ever change his ways.  Just my two cents.


#4211056 Apology to everyone

Posted Nmplol on 18 September 2014 - 05:25 AM

It was for the girl!

I'm not mad that ya'll cheated. Rather embarrassed for wizk\jah who came on these forums denying it so hard. When they both knew what really happened.

If you really need a plane ticket that bad let me know. I got Skymiles. :)


#4180984 Cya tremor

Posted mirox on 28 July 2014 - 01:06 PM

While at it, it would be really nice if they would fix shadowfury > fear >fear >fear > arena 2 fear>fear>fear >arena 3 >fear>fear>fear, as well.


#4180633 Dannycarey 2850 Mistweaver pvp

Posted Hasuit2 on 27 July 2014 - 11:49 PM

Hey, seems like there's a big lack of mistweaver pvp videos/streams.  I know most people use bot as mistweaver, and it does make it much easier, but it's still possible to play at a high level legitimately.  I'll try to record and upload more of my games vs the best players with no cheats, just skill.

https://www.youtube....h?v=X9bTph0mgnE


#4179148 I DID IT GUYS I DID IT I DID IT

Posted Eckbok on 26 July 2014 - 08:48 AM

https://vimeo.com/101659488 = episode 1

(edit:) https://vimeo.com/102208281 = episode 2

Old thread:http://www.arenajunkies.com/topic/246239-scrub-lock-pushing-for-2k-in-3s-advice-about-lsd-warlocks-in-general/

shout outs to everyone in that AJ thread who showed me what's up.
Thanks to: your boy Pillarstream, your boi Greymoor, your boy Anthrakz, thanks to Chanimals for all of his streams n stuff, Maldiva, and everyone I've ever PVP'd with, ever


your boy Eck is licensed now holding it down in that 2Triple

#thatboyeck


#4156229 In-game NPCs named after PvPers

Posted Snuggli on 26 June 2014 - 08:33 PM

Looks like some pvpers got some in game npcs.. you can see the model if you click view in 3d.

Hoodrych - http://wod.wowhead.com/npc=79900 "Captain Hoodrych"
Swifty - http://wod.wowhead.com/npc=79902 "Captain John Swifty"
Bajheera - http://wod.wowhead.com/npc=80484 "Captain Jackson Bajheera"
Azael - http://wod.wowhead.com/npc=80486 "Necrolord Azael"
Hotted - http://wod.wowhead.com/npc=80488 "Alune Windmane"
Nadagast - http://wod.wowhead.com/npc=80489 "Necrolord Nadagast"
Talbadar - http://wod.wowhead.com/npc=80490 "Mindbender Talbadar"
Novoz - http://wod.wowhead.com/npc=80491 "Elementalist Novo"
Vanguard - http://wod.wowhead.com/npc=80492 "Vanguard Samuelle"
Venruki - http://wod.wowhead.com/npc=80493 "Elliot Van Rook"
Tosan - http://wod.wowhead.com/npc=80494 "Tosan Galaxyfist"
Hildegard - http://wod.wowhead.com/npc=80495 "Hildie Hackerguard"
Yoske - http://wod.wowhead.com/npc=80496 "Rifthunter Yoske"
Mes - http://wod.wowhead.com/npc=80497 "Lord Mes"
Crazé - http://wod.wowhead.com/npc=80498 "Brock the Crazed"
Athlete - http://wod.wowhead.com/npc=80499 "Avenger Turley"
Cdew - http://wod.wowhead.com/npc=80500 "Taylor Dewland"
ReDeYe - http://wod.wowhead.com/npc=80501 "Red-Eye"


Unknown NPCs:

http://wod.wowhead.com/npc=80487 - Empty

Spoiler


Class Distribution

:druid: - Hotted
:hunter: - Yoske, Tosan
:mage: - Venruki
:paladin: - Vanguard, Athlete
:priest: - Talbadar, Crazé
:rogue: - Hildegard
:shaman: - Cdew, Novoz
:warlock: - Azael, Nadagast
:warrior: - Swifty, Bajheera, Hoodrych
:deathknight: - Mes
N/A - ReDeYe

Note: It is likely that Tosan is being represented as a Monk instead of Hunter. This leaves Druid, Hunter, Mage, Rogue, Death Knight and Monk with only 1 NPC.


Extra Info: Potential Candidates:

Put the most likely candidates in bold and least likely in italics, mainly taking into consideration their spec and relations with Blizzard. This is purely my opinion and a guesstimate of the people Blizzard will most likely consider.

[US] - Snutz, Rzn, Reckful, Sodapoppin, Jahmilli, Dannycarey, Chanimal, Sodah, Abn, Pikaboo ...

[EU] - Minpojke, Zunniyaki, Nolifer, Boetar, Baten, Trillebartom, Doomsen, Akaishuichi, Nauree, Praii, Flubbah, Hydra, Mystic, Braindeadly, Waffle, Blukstack ...


Classes with only 1 representative so far and are thus most likely going to get more:

:druid: : Sodah, Sodapoppin, Minpojke, Baten, Doomsen
:hunter: : Braindeadly
:mage: : Jahmilli, Abn, Nolifer
:rogue: : Rzn, Reckful, Pikaboo, Akaishuichi, Praii
:deathknight: : --
:monk:: Dannycarey, Nauree


#4144064 WoD ret, the new 2 parts pvp set bonus is awesome !

Posted glonglon on 16 June 2014 - 07:38 AM

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It seems that holinka saw this video and finally understood that ret was very vulnerable to CCs ^_^

I hope that we will be able to stack the wings 50% cc duration reduction buff with the new glyphed freedom 25% cc duration reduction buff :

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According to my calculations with wings+glyphed freedom buffs up a 6 secs spammable cc like fear/poly/clone would only last 2.25s (6*0.5*0.75=2.25) which is very good.

With Hand of sacrifice CD being reduced by 30s thanks to the new perk passive we will also be able to remove magical CCs on our partners more often. Maybe there will be a niche for ret as an "anti-cc" support/burst spec.

The only thing I'm concerned about is ret CCs because they removed blinding light. It's impossible for a melee class to cast a 1.8s fear/repent so that basically leaves us with a 30s cd fist of justice as our only reliable CC.

To conclude, I hope ret will be a more popular spec in wod.

Regards.


#4110327 The Most Overpowered Ability in Game

Posted Bigmoran on 29 April 2014 - 04:03 AM

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

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



#4076323 In-Depth Shadow Tier 3 Talents Guide

Posted Talbadar on 11 March 2014 - 12:27 AM

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

Our tier 3 talents are:

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

FDCL

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


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


Mindbender


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


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


Solace and Insanity

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


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




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


Bursting Priority List by Talent

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


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


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

-your highest dps is to use Mind Flay.


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

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

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

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

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

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

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

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

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

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

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



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


#4063133 Cold Inferno - A Shendelz PVP Guide (6.2.0)

Posted Ownu on 24 February 2014 - 04:59 AM

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Death Knight Guide (6.2)

  • 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.
Older Versions

6.1.2 can be found here here.
6.0.3 can be found here.
5.4.7 is now in 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 used to play.

Changelog


Big changes to Frost in 6.2:
  • Anti-Magic Shell now absorbs 100% of all magical damage (up from 75%). Additionally, Glyph of Anti-Magic Shell now increases the duration of Anti-Magic Shell by three seconds (buff duration says seven seconds, however it counts second zero).
  • Might of the Frozen Wastes now increases Frost Strike's damage by 100% (up from 50%) while dual-wielding.
  • Necrosis now deals 8% less damage.
  • Glyph of Icy Runes has been removed.
  • Howling Blast deals 25% more damage and deals full damage to other enemies within range.
  • Frost Strike now deals 20% more damage.
  • Obliterate now deals 20% more damage, but only 80% total damage against players (in total, a ~20% net decrease).
  • Primal Combatant and Primal Gladiator trinkets have had their power increased, as well as their cooldown increased (2 minutes, up from 1 minute). As of 6.2, this change has been reverted.
PvP Talents

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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. Does not work with Necrotic Plague.

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.

Plague Leech
Optimal with Necrotic Plague, Plague Leech removes your diseases from the target it is cast on, and restores two depleted runes as Death Runes. Ideal for Frost, and good for either spec, it will provide you with some extra runes to work with every 25 seconds. When not using Necrotic Plague, both diseases must be present for this talent to work.


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 have more control over the abilities you want to use.

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, or dual wield. 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. Generally only works with Glyph of Runic Power.

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.

Death Siphon
Always take this as Unholy and Dual Wield, unless you lose to a team that switches to you and kills you extremely quickly. It will take some getting used to, but you will learn to use Death Siphon effectively, just like you learned to use Plague Leech and Blood Tap. Pairs well with Plague Leech and Blood Tap.

Tier 6

Desecrated Ground
An extra trinket that will make you immune to all forms of CC other than silences 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). Very situational.


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. Generally not taken after the damage reduction removal.

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
Pool runic power and some a few runes before using this ability. Line it up with things like Remorseless Winter, Pillar of Frost, Gargoyle, Dark Transformation, and trinkets. 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, or Death Coil. 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 uptime and ramp up.


Common Builds

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The current standard Unholy Rot  build. Use blight when the opposing team is grouped up. Take Plague Leech when playing against anything that doesn't really group up often enough to get a big Blight off. Swap Chillblains for Asphyxiate as needed.

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This is an alternative Unholy/Frost build, and built around Breath of Sindragosa. Take this when against hunter/hybrid that heals a lot, and will diminish the power of your spread pressure. You may also take the Icy Runes Glyph, allowing you to keep Breath up for longer. Frost may chose to switch Death Siphon out for Death Pact. Note that Blood Tap is technically better in this situation, however it is awkward to manage. Runic Corruption is idiot proof; use Blood Tap if you're comfortable with it.


Glyphs


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

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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 seven second silence. Most effective against Mistweavers, just watch out for the aura mastery!

Regenerative Magic - Use when you're almost never targeted, or against magic-melee-healer comps (stuff like RMD, where you know your shell wont "pop"). It will shorten the remaining duration on Anti-Magic Shell if the shield takes little or no damage.

Absorb Magic - Very situational, but game changing. This glyph will make Anti-Magic Shell actuallly useful against Chaos Bolt caster cleaves.

Runic Power - Our old set bonus; gain runic power when slowed. Works great with Conversion/Necrotic Plague/Breath of Sindragosa.

Anti-Magic Shell - Increases the duration of Anti-Magic Shell by three seconds.

Icy Runes- Grants 10 additional Runic Power when you use Chains of Ice. Use with Breath of Sindragosa, and say "I'm still breathing on him guys!".

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


Stat Priority

A big thanks to Flakkar for working hard to provide us with these stat priorities. Half of us would probably be a little lost without him.

Unholy/Dual Wield Frost

Strength > Mastery > Versatility > Haste > Multistrike > Crit

You can find more in-depth conversation about stat priority in his unholy thread.

2-handed Frost

Strength > Versatility > Haste > Mastery > Multistrike > Crit

You can find more in-depth conversation about stat priority in his frost thread.

Strength

At the passive ratio of 1.10 Strength per point of Strength (thanks to our good friend Unholy Might), or 1.25 1/3rd of the minute (thanks to Pillar of Frost): Strength is your dearest friend. Additionally, our Runeforge enchant grants 20% [Unholy] /25% [Frost]  more strength as a proc that is up most of the arena, as long as you are hitting things (melee). Gem and Enchant Strength wherever you can, while respecting Strength increasing socket bonuses (when socket bonuses exist).


Haste

Your GCD is affected by various factors such as hit chance, your connection speed, uptime, ect. The best way to approach haste itemization is whether or not you personally experience GCD locks, and how often you find yourself kited with the team comp that you play. If you have no trouble expending resources, yet find yourself with empty globals during your uptime; 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 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. 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. Crit is not effective as frost, since it overlaps with Killing Machine.


Mastery

Mastery boosts your shadow damage and Gargoyle's damage for Unholy, and Boost your frost damage for Frost (namely Frost Strike, Howling Blast, and Frost Fever). Generally something to avoid as 2-Handed Frost, yet something to stack as Dual Wield Frost, and Unholy.


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 again as a separate strikeat 30% power. Multistrikes can crit. 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. However, the stat remains overall poor.


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

Spoiler


Macros


Heal Ghoul

#showtooltip
/cast [target=pet] Death Coil

Casts Death Coil at your Ghoul, healing it.


Self Heal

#showtooltip
/cast !Lichborne
/cast [target=player] Death Coil

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.


Focus Death Grip

#showtooltip
/cast [target=focus] Death Grip

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


Arena 1/2/3 Death Grip

#showtooltip
/cast [@arenax] Death Grip

Casts Death Grip at an arena target frame. The target is decided by "x". Replace "x" with "1", "2", or "3". 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.


Arena 1/2/3 Chains of Ice

#showtooltip
/cast [@arenax] Chains of Ice

Casts Chains of Ice at an arena target frame. The target is decided by "x". Replace "x" with "1", "2", or "3". 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.


Focus Strangulate

#showtooltip Strangulate
/cast Blood Tap
/cast [target=focus] Strangulate

Strangulates or Asphyxiates your focus target. Will cast Blood Tap when using the talent, in order to guarantee a rune is available to cast Strangulate when you use it. Blood Tap requires five charges to activate.


Focus Leap

#showtooltip
/stopcasting
/cast [target=focus] Leap
/cast [target=mouseover, exists][exists] Leap
/petattack

Because of Leap's Buggy nature, this was the best way to get Leap to work properly. Its possible that the technical issues of Leap have been fixed, though the macro continues to do its job for me, and so I still use it. It will make your ghoul Leap at mouseover targets as well as your focus target. Mouseover has priority, so make sure your mouse isn't accidentally hovering over a player when trying to interrupt your focus target.


Lich/AMZ

#showtooltip
/cancelaura Lichborne
/cast Lichborne
/cast !Anti-Magic Zone
/run SetMacroSpell("Lich/AMZ",GetSpellInfo("Lichborne") or "Anti-Magic Zone")

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


Focus Mind Freeze

#showtooltip
/cast [target=focus] Mind Freeze

Interrupts your focus target.


Dark Transformation

#showtooltip
/cast [@mouseover,dead] Corpse Explosion
/cast [nopet] Raise Dead
/stopmacro [nopet]
/cast [target=pet,exists]Dark Transformation

Push to summon your Ghoul. While Timmy is active, push again to activate Dark Transformation (assuming Timmy has five Shadow Infusions). Also will cast Corpse Explosion at a moused over corpse (just for fun).


Dark Simularcum

#showtooltip dark simulacrum
/cancelaura Ice Block
/cancelaura Divine Shield
/cast [nomod] Dark Simulacrum; [mod:alt, @focus] Dark Simulacrum

Press to casts Dark Simulacrum on your target. Hold alt and press to cast on your focus. Replace "alt" with "shift" to use with shift instead of alt. Pressing this macro while Ice Block or Divine Shield will cancel the effect of either.

Summon Gargoyle

#showtooltip
/use 13
/cast Summon Gargoyle
/petfollow
/petattack [@target]

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


Pillar of Frost

#showtooltip
/use 13
/cast Pillar of Frost
/cast Death's Advance

Make sure your on use damage trinket is in slot 13. Auto-casts Death's Advance when using the talent.

Breath of Sindragosa

#showtooltip Breath of Sindragosa
/cast Dark Transformation
/cast !Breath of Sindragosa

Breath of Sindragosa is toggle-able, so this macro prevents you from accidentally canceling it (if you like to spam your binds). It will also cast Dark Transformation if you have five Shadow Infusions and are not mid global cooldown.

Dealing Damage


Unholy

Unholy is now straight forward. Stacking Shadow Infusions an bursting during Dark Transformation is key. This is when gargoyle should be active (note you can use it well before you're ready to burst, as it lasts 40 seconds now), runic power should be saved up (when using Breath of Sindragosa). Scourge Strike is now the primary strike, and it will consume the majority of your runes. As Unholy, Soul Reaper now ticks at 45% health, and thus should be use more often at higher health pools. Remember, our level 100 set bonus grants us 20% increased shadow damage while Dark Transformation is active, so you should have Necrotic at or near 15 stacks, or Breath Ready to pair with it.

When using Breath of Sindragosa, a perfect setup includes the following: Rune of the Fallen Crusader active, Proc trinket active, On use trinket available, Asphyxiate and/or Gnaw available,  Gargoyle available, 5 stacks of Shadow Infusion ready and waiting, Breath of Sindragosa available, 10+ stacks of Blood Tap ready, a full rune bar ready, and Empower Rune Weapon available. In most cases you will not have all of these up at the same time. If you do--and you execute their usage properly--whatever you're hitting will die without massive cooldowns to counter yours, or extensive peeling from their team (a good reason to have Desecrated Ground available).

When using Necrotic Plague, less setting up is required, but more maintenance is needed; Everything above should be available, however it is less necessary to have Empower Rune Weapon available. Time your burst when your target is at or nearing 15 stacks of Necrotic Plague. If it is about to fall off, refresh it via Festering Strike. Ideally, the best time to burst when using Necrotic Plague is when the enemy team is grouped up, you have said cooldowns and procs at your disposal. In this situation, use Unholy Blight to quickly accumulate stacks on all enemies, while going through your single target burst on your kill target.


2-handed Frost

2-handed 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't have the available runes to Obliterate with. When playing with Breath, pool runic power and have a few available runes prepared to regenerate the lost runic power spent on Breath. You should also try to save Empower Rune Weapon for this specifically. When using Plague Leech, use it for an extra Obliterate to get a Killing Machine you otherwise would have had to spend on Frost Strike.

Dual Wield Frost

Dual Wield Frost is now back, and plays vastly similar to how 2-handed Frost played in Cataclysm. Cast Howling Blast at things, and use your Killing Machine procs on Frost Strike. Only Obliterate if you have two unholy runes available, if you are between 25 and 35 runic power and Killing Machine is not active, or if you are under 25 runic power (regardless of Killing Machine). As with 2-handed Frost, not every Killing Machine will go to the spell you want it to go to, but you should not sit one any one Killing Machine for too long, as another can proc over it, and the previous one will be lost. Purge selectively, as Icy Touch is a big damage loss over Howling Blast considering they cost the same resource. Being trained is your biggest weakness, as your damage is reliant on Frost Strike, which costs significantly more when not in Frost presence. Communication is key to playing this spec, and it needs to be clear to your healer that you can't swap to Blood Presence every single time that you're looked at. Never use Breath of Sindragosa, as your burst damage comes from Frost Strike, not Obliterate. Spending Runic Power on Frost Strike while Breath is Active is counterproductive, and using the 2-handed rotation during Breath is not effective. Stacking mastery means your Necrotic Plague actually does decent damage. Pair with Plague Leech.


Strategies and Team Compositions
[Work in Progress]


TSG

TSG [Warrior/Dk/healer] works with either of the three specs. There are multiple ways to play it as well. With an Arms Warrior, you'll have more spread pressure, and will have an easier time switching around targets on the go. With a Fury Warrior, you'll be playing a more single-target oriented game--often training down a single target all game with heavy constant damage. However, you can play any spec you like, as long as the synergy between you and your warrior is cohesive. TSG is a very tanky comp, and often brings games into dampening. While it's important to be doing damage and creating pressure, understand when you, and your healer are out of cooldowns, and turtle up when you need to stop damage until defensive cooldowns are ready.
Stop the opener against teams like RMD and Thug Cleave, Train the healer against Shaman healer teams like RLS and WLS, and split to slow the game down against double caster teams like MLS and Shatterplay.
This comp often wins in dampening, and is generally only weak to double caster teams. Resto Druids and Mistweavers are generally considered the ideal TSG healers.

Windwalker/Dk

Sometimes referred to as "Punchcleave" or "Walking Dead" (Depending on the spec of the Dk), Windwalker Dk can be played as either Unholy or Frost, and is only reliable played with a Paladin healer, as their damage is crucial to the comp.
When Frost, it is ideal to be 2h, as your Windwalker will be playing with one handers and Hurricane Strike, for maximum burst damage. Set up on healers with Paralyze, and swap hard with Leg Sweep, Fist of Justice, and Fists of Fury onto healers with a Strangulate ready for a trinket. Always play Breath of Sindragosa, almost always play Strangulate.
When Unholy, the comp is much more versatile. Healers can still be killed in the same way as Frost you have more options as Unholy. Asphyxiate is generally taken as Unholy, and Breath is taken in most situations, with the exception of double caster. Against double caster, Plague Leech and Necrotic Plague with Chillblains are ideal to stop casters from pushing in too easily, making crowd control on your healer easier to deal with.
Its possible to "solo" healers with Asphyxiate, Breath of Sindragosa, and a Windwalker image. This allows the Monk to peel for your healer at times, while you you and his image maintain sufficient damage on the healer. He can reconnect at anytime your healer is feeling healthy, he and your healer can even kill the DPS on their own behind pillars! When splitting, your Monk should use Fist of Fury on their DPS in conjuction with an image, and your Asphyxiate on the healer. Fists of Fury does a lot of damage, and the images will cast it, however the image's Fists of Fury won't stun, so Its important that the enemy healer does not walk away from it. Keep them in place, and burst them on your own with Asphyxiate.


Interface and Addons


Unless you'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'm not advising you to have a cluttered interface, I'm giving you the basics. I've grown used to how my UI is, and have tried changing it before.


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A. Its important to know where players are, even if they are not your target. Nameplates are helpful, be it Blizzard'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 unit frames clunky. I've taken a great liking to Blizzard's "boxes", the standard raid frames that the game comes with. They show debuffs and mana, and can be class colored.


C. If you'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'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'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'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'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). This works well with DiminishingReturns.


5.4.7 Guide (for retro-reference or future arena servers)


Spoiler



#4062419 Frost/Unholy 5.4.7 guide

Posted sarma on 23 February 2014 - 01:45 PM

DK frost guide (6.2) Dual wield

PvP Talents

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Those are talents that I use as default in arena.

Level 15:
Plague leech is mandatory for frost. Refreshes 2 runes on demand shortens waiting time for swaps.

Level 30
Lichborne for both specs is most viable option as it provides fear break ,polymorph/sleep immunity. Amz is 3 sec duration with 20% reduction for quite some time making this talent totally useless in pvp ,
purgeatory on the other hand is something you can pick in case you end up meeting team that doesnt have warlock,warrior,shaman,mage,hunter or priest

Level 45
Aspxyxiate is mandatory talent , even it comps like tsg or smokecleave.

Level 60

Blood tap (no rng)

Level 75

death siphon is best option , provides best hps. Vs burstdown teams such as thug you can consider using pact instead


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

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.Also if mentioned healer is dwarf (most of them are nowdays) this combo doesnt work at all

Level 100
Necrotic plague - sindragosa is single target dps loss as from 6.2 froststike value for dw is much greater then it was before also it provides a bit more sustained dps output

You can pick defile if you are worried about your plague randomly breaking cc when you are playing smoke or any other comp with breakable cc



Glyphs

Prime Glyphs:

Frost :

Shifting presences - mandatory rp has great value for dw
Dark simulacrum - mandatory unless you meet mw/war/hunter for example
Runic power - mandatory since it provides enormous dps increasment
Icy touch - Good , but if you already have purge in your team consider using something else instead (dps loss)



Minor glyph :

-Glyph of resilient grip - mandatory

Enchants / Stats
General Priorities for Stats :


Frost :
Mastery > versatility > haste > ms > crit


Viable DK Comps
Dks are in pretty bad shape in mop and even worse in wod but you can still reach high ratings.
I recomed  tsg , smokecleave or shadowcleave



What rotation do you use in PvP?
There is no "specific" rotation in PvP. Have your rp on high levels while having atleast 4+ runes ready when you are bursting down kill target.

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


Matchups comps and strats :

Tsg -



Defensive play : most important thing is to not overlap defensive cds with your healer or use them for nothing.Also make sure that you do not overextend too much and make your healer life impossible by doing so.

Have in mind that dmg from other team (even with strongest of strongest of cooldowns up means nothing if your healer is free to do his thing) Blood presence should keep you safe in those moments , and if your healer gets cc/locked you should consider using a cd on 70% + hp preferably

Offensive play - everytime you do grip>aspyx on enemy healer you need to force something big out of other team

Have high rp + atleast 4+ runes ready wait for km proc ,make sure your arms warrior is ready to burst (charge>cs ready) grip aspyx into dr stun (this should force big cds from other team all the time or you are doing something really really wrong)
Your monk should always incap target that can peel or offheal at this time


Rinse and repeat untill you win

Have in mind that dmg from your team (even with strongest of strongest of cooldowns up means nothing if enemy healer is free to do his thing) Kills should always happen during lockouts or if someone overextends with his pvp trinket on cd he can get hardswaped and die in 1 stun

Smokecleave :

Defensive play : most important thing is to not overlap defensive cds with your healer or use them for nothing.Also make sure that you do not overextend too much and make your healer life impossible by doing so.

Have in mind that dmg from other team (even with strongest of strongest of cooldowns up means nothing if your healer is free to do his thing) Blood presence should keep you safe in those moments , and if your healer gets cc/locked you should consider using a cd on 70% + hp preferably

Unlike tsg you can use your grip defensivly in smokecleave stopping that crucial deep>poly or else.



Offensive play :
- openers usually happen on healer and if you are doing your thing correctly you should force quite alot from enemy team from just opening
- Cross cc 1 target while you are bursting down so your rogue is free to do his thing , always follow up saps with your stuns > blind
- Before kidneys make sure you are on high rp and have atleast 4 runes ready , having km proc is a bonus.

Have in mind that dmg from your team (even with strongest of strongest of cooldowns up means nothing if enemy healer is free to do his thing) Kills should always happen during lockouts or in smokebomb if dps is without a trinket and no defensives he can use in stuns


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




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