- Viewing Profile: Reputation: Chromix
ChromixMember Since 19 Jan 2010
Offline Last Active Mar 06 2015 06:44 PM
- Group Junkies
- Active Posts 518
- Profile Views 15119
- Member Title Member
- Age 24 years old
- Birthday November 13, 1990
Posted Lolflay on 12 July 2014 - 12:01 PM
Anyway, TBC UA/sburn and WoTLK's Haunt/SL was the way Warlocks were meant to be, Cata and MoP Locks are not only boring, but are abominated husks of a previously really fun, engaging and skillful class.
Playing a Warlock in TBC and WoTLK took like ten times more skill than its Cata/MoP incarnations, let's not even talk about Warlocks back then being able to actually outplay and kill stuff just like a Mage can. No fun creating a 20 sec CC chain only for your target to still live because you do fuck all damage outside of consecutive Haunts paired with Demon Soul and procs.
Posted Batenx on 24 July 2013 - 03:43 PM
PYAH PYAH PYAH ur all randoms PYAH PYAH
There's a stereotypical rap song to be made of this. Just wait for it. I'll be back...
Posted mukuld50 on 24 July 2013 - 03:21 PM
Posted Thaya on 27 April 2013 - 06:01 AM
I remember when it first appeared on MLG, everyone was like "what is that random comp, enh lol" or "MLG inviting troll teams, well done". Did you know that they came up with the name "beastcleave" on that stream, because nobody even knew about its existence before? I even rooted for them - biased because I used to play enhancement shaman myself - and the games were exciting. Watching Venruki die from full health during a global cooldown (from Blink?) while surrounded by huge red corehounds, wolves, sprint animations, snake trap, windfury winds and sounds recorded in the pits of hell itself, was hilarious. The shoutcasters reaction to that was hilarious. Updating the AJ news thread and seeing like 40 posts that very second was hilarious (this was before stream chats); people trolling and making pictures about beastcleave throughout the whole thing was hilarious. Realizing that they can, actually, take the tournament and then seeing that happen was exciting - dark horse they call it, yes? I also recall MLD or MLS in the grand finals switching to a paladin healer in hopes that the bop and bubble uptime would save them, but nope.
It was something completely new, not even the best teams in the world at the time expected anybody to play all-in like that, and all ultimately lost, most teams without even winning a single match. I don't think TSG or melee cleaves in general are the same type of comp - sure, melee cleaves wet dream is to swifty you in a charge stun, but 90% of the time it's just two poor blokes popping defensive cooldowns in roots while their healer is on his 25th second of CC. Or melee vs melee: charge->clusterfuck, then someone dies from cleave offdamage. Rest of it was just variations of wizards, PHDK, RMP and RLS (on tournaments, live was a bit more diverse), which are all just standard pressure/push/tactic comps.
Sure it got old pretty fast after that MLG, when every shaman, hunter and paladin - main or alt - ran beastcleave in hopes to swifty people to glad while acting like clowns and pretending to be "doing it only for the lulz", but so did the comp itself, because people found ways to fight against it. And even then, I think tournament matches with them got MORE fun to watch when that happened, because you realized that regardless of tactics or match outcomes, they will do retarded damage and any healer who manages to pull that off for an entire match deserves respect, applause and a 10 minute smoke break after every game; you realized that even the smallest clutch plays could make or break the beastcleave, even a GCD out of hunters LoS or a DR'ed nova on shaman/pets could cost a game; you realized how pressured the teams were: one playing all-in and risking it all, just going "fuck it, yolo" in the first minute and then improvising, the other team going through an emotional panic attack test via health bars going 90-10-90-10, the loudest thing on voip is probably the sound of their healers keyboard, and nameplates spelling "fuck you" on their screens with all the pets and totems. I remember watching their games vs Hydra and vs that Korean RMP, and dear god those were some intense matches.
It's incredibly stupid to point at one comp that's based on swiftying - which actually surprised everybody by bringing something like THAT to the table in the first place and changing ladders globally - when the only reason it was so popular is because it was the first and the only comp in WotLK that properly swifty'ed people. Those of you who support variety and praise different comps/specs being viable should be viewing beastcleave as a GOOD thing in WotLK - I sure do; but all is good in moderation, and that's exactly what was great about beastcleave - it was the ONLY, ONE comp that played like that, it was beatable and really not even top tier (unless you're Toez, Twix and Flex). It was perfect design, and the whole beastcleave story is an example of how good WotLK was, not how bad it was.
Real problems in WotLK were LSD mirrors which were tests of patience for those sadomasochist nerds who enjoyed doing the exact same thing for 45 minutes straight and hoping to win the series by damage done, "triple healer" being triple healer not just because they're sp/ele/rdruid offhealing each other instead of doing damage, but because they used the ICC healing trinket (bauble - a huge, for an offhealer, TARGET heal on-use that is usable while silenced on a short CD), double healer comps being viable not only with PvE geared Warrior where it makes logical sense, but also with DK, Feral, and even fucking Warlock, and of course, protection warriors who equipped full PvE gear with 100% armor penetration, remained unkillable due to being tank specced, and could AoE deepfreeze you and your best friends while doing as much damage as a mage shattering into it, stacking -armor on you as an extra bonus for their hunter and pet to finish you off once you leave the safe sanctuary of the nagrand pillar you've been face hugging all this time because you paniced when your health suddenly dropped to 5%, while the warrior is still 90% because you're not a raid boss that he is designed to fight. Also, he will interrupt every single thing that involves a cast bar, and if he's in a funny mood he might let you reflect a spell.
And even then, I think I am just biased because I was on the receiving end of all of the above (I played DK at the time). I'm sure many people had genuine fun playing some of those comps, and that variety is an example of how good WotLK actually was. You know, Fabyo took rank 1 on one of the less active EU/GER BGs - and I mean "less active", not "inactive ghost town xrealm queue for top4 glad cutoff" - by playing double healer warlock. That's not even a serious comp, it's just that they played better than everybody else which let them get that spot (I've played vs them and saw them get that rank 1, it's legit). Here, I just remembered another solid example of what I was talking about earlier: you could achieve the highest level success (at least as far as online play goes) even with shit comps, because skill played a bigger role and contributed more to victory, so much more that it could overshadow the effects of gear or comp (probably not both, but that's still much better than Cata and MoP). Do note, again, that I'm not in any way saying that the skill ceiling reduced, or that the game became easier, or any of that stereotype AJ complaining - I am saying that the impact the PLAYERS have on the game is now LESS than it used to be, with comp and gear - predefined constants - contributing MORE than they used to.
I'd also like to point out that I named quite a few weird/unpopular comps in this text, which brings me to this idea: how about we collect ALL the playable comps of WotLK - and by playable I mean being able to reach a certain threshold of success with (for example, Glad) - and compare it with how many comps you can succeed with in MoP? I haven't done it, and I'm too lazy to go through with it (at least, right now), but I'm willing to bet that WotLK will win in diversity as well.
Posted Jontex on 16 April 2013 - 09:48 PM
My name is Jonathan but most people know me ingame as Jonte, I’ve been playing elemental shaman since s10 as my mainspec. Ive played almost every composition a shaman can play at a glad (2480+) level since S11. I get questions almost daily about the class, what glyphs do you use, why do you reforge like you do, what’s the best talents to use and a bunch of other things. I choose to write this guide to give something back to the community. I’m sorry for flaws in grammar that may occur, english is not my main language, enjoy!
After the recent buff to Nature’s Guardian in 5.2 this is the talent you will want to be using vs almost everything, it’s a lifesaver in most situations.
This is very situational, I use Earthgrab Totem a lot vs setups such as Thugcleave, Kfc and PHDisc, rooting a melee of yourself or your teammates can be fatal.
Windwalk totem is an amazing ability and it works wonders when you play with healers without a freedom, I use this vs teams such as Godcomp, RMP, MLS and ANY balance druid team, getting a freedom totem up when your healer is in a vortex beam is huge.
It’s very rare that I catch myself using Frozen Power, however I can imagine it being really good when you play with a balance druid for getting those extra 5 sec instant root beams!
This is situational aswell, I often decide between Totemic Restoration and Totemic Projection, however I dont think I have used Call of the Elements once this season.
A good example of when to use Totemic Restoration is when you face a melee team with a disc healer, you will most likely be trained most parts of the game and their priest will play offensive and push in for fears, keeping your healer out of cc is your #1 priority as an elemental shaman.
Totemic Projection is the talent I use the most, it changes the way you use your Capacitor Totem, and moving your tremor totems, healing tides and windwalk totems to help your teammates who are far away from you is very good. Totemic Projection is exceptional vs most druid teams, using your Capacitor Totem as a cc for healers or stunning a feral off you with a hex on their healers.
Ancestral Swiftness, this is the talent I use almost every game in 3v3, getting hexes or elemental blast casts off can be very hard when you get tunneled, using this for instant hexes on a dps or a healer is very important. Here’s an example: you face a Thugcleave and they make a heavy swap to your healer, you use your capacitor totem on the rogue to stop him from locking down your healer, he trinkets it with 4 sec of shadow dance left, you use ancestral swiftness to instantly hex him, if you cast a hex in normal speed he has time to react and use cloak of shadows to immune the cast. Don’t forget this ability also gives you a 5% haste buff that stacks with Elemental Oath.
Elemental Mastery, I personally don’t like this ability too much but I know other shamans who play with this and do very well, I would say it’s on par with Ancestral Swiftness, it all comes down to your playstyle and what you are most comfortable with.
Echo of the Elements, I wouldn’t recommend this to anyone, it has about a 6% chance to proc if I remember correct and I just don’t want to play a game and rely too much on RNG to win.
Healing Tide Totem, this is the obvious choice for any setup vs any setup, its a good reliable defensive cd and I don’t recommend anything else!
Elemental Blast, this is also an obvious choice, will get more on how to use this to its full potential later.
The set of glyphs you use as elemental changes a lot depending on what comp you play and what you face. However these are the three ones I use by default before I enter arena.
Glyph of Ghost Wolf, I like this because it gives us better mobility, some shamans use the Glyph of Unleashed Lightning instead, it always comes down to personal preference.
Glyph of Capacitor Totem, this is pretty much a no-brainer, you should always have this as a major glyph!
Glyph of Shamanistic Rage, this is one of our only defensive spells, you should always glyph this vs teams that can stun you with magic spells, Deep Freeze, Fist of Justice. This glyph does not work to break fears, polymorphs etc. If you face a team with only physical stuns and abilities I recommend using Glyph of Hex or Glyph of Totemic Vigor.
Most minor glyphs are unimportant for arena, however Glyph of Totemic Encirclement is good for confusing your enemies when they try to kill your Healing Stream Totems etc.
Red: 80 int / 160 resilience
Yellow: 320 resilience
Blue: 160 pvp power / 160 pvp resilience
Meta: 216 int / 3% increased critical effect
BS Socket: 320 pvp resilience
Basically there are two “main” ways on what kind of stats you go for as elemental, one mastery build and two haste builds. The priorities look something like this.
Haste 1: 6% Hit - Haste - Mastery - Crit.
Haste 2: 6% Hit - Haste - Crit - Mastery.
I prefer the Haste - Crit build myself, to me it feels more important to get crits on my heals or with Elemental Blast into Fulmination combos, mastery feels too RNG for me and I just don’t enjoy the playstyle, but as in many other cases it comes down to personal preference.
Mastery: 6% Hit - Mastery - Haste - Crit
This build is all about damage, It has to be played using the Elemental Mastery talent to be used to its full potential. I would recommend this build in comps such as, LSD, Ele/Fire/Healer and Ele / Healer / Rogue.
Instead of listing all the enchants and their benefits I will link you to my armory:
What Comps to play as Elemental and how to play them
LSD: This comp has a lot of spread pressure, okay burst and a lot of cc and control. As the elemental of this comp your main priority is keeping you druid out of cc and alive. Try to save tremor for your healer, stop incoming cc on to the druid with grounding totems and wind shears. This comp is all about constant pressure, when your druid is not ccd you can play offensive and push in for cc and damage on their healers. Most of your kills will be in Capacitor Totem stuns and cross cc, don’t forget that your druid can give you symbiosis and give you a beam that works wonders together with Earthgrab Totem!
Thundercleave: Purge, purge and purge. Your warrior is the source of constant damage in this comp, keep his targets clean of buffs and apply big burst damage together with your warrior when you get cc on healers, for this comp using capacitor stun totem as a cc on healers is very important rather than using it on the dps you are killing.
Ele/Mage/Healer: This is my favourite comp and it’s also probably the best comp for elemental, you have incredible burst, good peels and a lot of cc. Almost all of your kills will be with a Deep Freeze on the target you are killing and blanket cs / poly / fear / hex on the healer. When you go for kills on healers make sure to have cc on the dps so that your burst does not get stopped, triple fearing the team and deeping the healer is a really good strat which works vs most teams. When you play this comp every Deep Freeze has to count, also make sure that you do not overlap the cc you and your mage have since Hex and Polymorph is on the same DR.
Ele/Disc/Rogue: Personally I have barely played this comp much but it’s main strengths are huge burst from the elemental shaman and great control from the rogue. The rogue in your team will be setting up most of the kills and you are basically there to keep your priest out of cc to give your rogue uptime aswell as doing big bursts in kidney shots, smoke bombs etc. I would recommend playing Elemental Mastery in this setup.
Macros & Keybindings
Keybindings are all about personal preference, however I strongly recommend to bind your spells that you use often or spells that needs to be used “fast” to keys that are easy for you to “reach”, here’s some of my keybindings as an example.
Tremor Totem: Bound to “§” just left of “1”.
Elemental Blast: Bound to “Q”.
Earthshock: Bound to “E”.
Ghostwolf: Bound to “R”.
Macros: I have a lot of “small” macros so I’m just gonna list those I find most essential.
/use Malevolent Gladiator's Badge of Dominance
/cast Elemental Mastery
Wind Shear Arena 1-2-3:
/cast [target=arena1] Wind Shear
(Replace [target=arena(1)] with 2 and 3 for different macros)
Wind Shear Focus:
/cast [target=focus] Wind Shear
/cast [target=focus] Purge
/cast Tremor Totem
/cast Grounding Totem
Tips & Tricks
Before you go for a big swap with ascendance, let them lock your fire school, when you use ascendance the lock will go away and they have wasted their interrupt.
You can ground the Frost Bomb explosion damage on on anyone in your team, just put grounding up right before it explodes.
The perfect burst is executed like this:
FS on target, cast LvB for Clearcasting, wait for Lava Surge proc, put stormlash totem down, use Unleash Elements and cast Elemental blast, blow the LvB procc and use 7 stack Fulmination Earth Shock. FS-LvB-EB-LvB-Es ( with stormlash totem and on-use trinket ).
If possible, use Elemental Blast before you go ascendance for the chance of extra mastery / haste on your Lava Burst spam.
Here's a link to my stream aswell, I don't stream as much as I would like to but I have vods of pretty much all the comps listed above etc, check it out if you feel like it:
Posted noliferqtxd on 15 April 2013 - 10:18 AM
Hello, I have been getting huge amount of ingame whispers to make a guide, I do not see myself as a top player I just want to give something back to the community. This might only be helpful for a few people but I remember when I just started doing pvp and being hungry for info/guides etc. and how thankful I was for decent-top players writing informative guides so here goes.
For the first tier I play PoM against every comp, even after the nerf in 5.2 to PoM + RoF it is still really useful, and in my opinion better than Blazing Speed against most setups. I still play it with RoF because of Alter time, for the PoM + Alter time - Polymorph on the healer - Alter time back - and RoF dps, Stampede or w/e. Even against Thugcleaves, PHD's, and other melee cleaves that train me I play PoM because you can get some momentum by yourself by getting the instant cc on the healer and RoF'ing yourself.
Second tier: Flameglow. I use it against almost every team, it makes you almost unkillable against UA Warlocks and Boomkins and it's way better than Ice Barrier just because alot of classes can dispell it and people do it so it most of the time just gets wasted. If you play with a Resto Druid or a Disc Priest Ice Barrier is definetly an option because of all the HoTs/Grace stacks it makes it rather hard to dispel it.
Third tier: Ring of Frost, still an amazing ability together with PoM even after the nerf. Frostjaw is pretty good too, though I have not played with it I have faced Mages who did and done well with it.
Fourth tier: Cold Snap is an obvious choice here, heals you for 30 % of your hp can be used in any cc, stun and even inside your current block. And resets CD of CoC, Frost Nova, and Ice Block.
Fifth tier: Most important and most controversial tier, Nether Tempest or Frost bomb? I take Nether tempest for most comps I believe it's a must-have in comps like MLS and Boomkin Mage Disc where you try to do as much dmg as possible, I play it every game as RMP/Shatreeplay except against PHD's/ KFC's/other heavy melee comps that train my Priest I play Frost Bomb just because if you're left alone with Frost Bomb you can easily 100-0 a target with a blanket CS on the healer. The general way you wanna do it with Frost Bomb is to Polymorph a target to force a dispel and then Frost Bomb your kill target and go for burst without them having a dispel and allowing you to time a Frostbolt + Ice Lance shatter as the Frost Bomb explodes.
Sixth tier: Incanter's Ward is the obvious choice for PvP. I see alot of Mages completely waste this talent and just pop it randomly as if it was just an absorb. But I don't think people fully utilize this ability, it's a 30 % dmg buff that you can get very easily every time you want to swap. It's a MASSIVE damage buff and the passive of this ability is ridiculous aswell 6 % passive dmg increase + 65 % mana regen increase when it's not on cooldown + when it gets broken you get 18 % of your mana. I usually pop this before I do a hard as RMP or any comp really. I use it if there is alot of people bunched up and I can Frozen Orb them all. Remember, MoP playstyle is all about doing the most dmg, the more dmg you can pump out as a Mage the more succesful you are going to be, I can guarentee you that. So utilizing your spells the best you can, will increase your dmg and you will do way better in arena.
I play with Glyph of Ice Lance. Glyph of Polymorph. Glyph of Armors.
I play without Glyph of Ice Lance as RMP I usually play Glyph of Evocation instead. I would like to point out Glyph of Remove Curse, I don't see alot of Mage's using this glyph. It's absolutely insane against Warlock teams, it gives you a 10 % dmg buff for 10 seconds every time you dispell a curse, so basicly against a Warlock team you could in theory have 100 % uptime on this buff since your Decurse is only on a 8 sec CD and the Buff lasts for 10 secs.
Counterspell Arena 1-2-3
I think CS 1-3 is a must-have as a Mage, you can CS Mage openers with it out of Invis. You can CS Night Elf healers out of Shadowmeld when they are in high pressure situations and just need to get a Shadowmeld heal off and this can easily win you games. + Counterspelling crucial CC's or high burst casts without having to waste time swapping your Focus or Target.
/cast [target=arena1] Counterspell
/cast [target=arena2] Counterspell
/cast [target=arena3] Counterspell
Just like you expect your healer to dispel your CC quickly when you are going for kills, the same goes for your healer/partner when they are in a high pressure situation or going for kills and they get hexed it can easily lose you games if you are too slow with decursing your partners. And spam decursing yourself from Curse of Agony's and Doom's when you've got spare globals helps your healer out a ton!
/cast [target=nóliferqt] remove curse
Target and Focus Arena 1-2-3
Target and Focus Arena 1-2-3 is a must-have especially as a Mage as you'll be having to swap focus/target alot when you're going for double CC and depending on if you're going offensive or defensive you'll be swapping focus between healer and the dps for spam Polymorphs or Counterspelling the healer.
Frostbolt macro with pet attack
Focus Polymorph macro with petpassive
/cast [target=focus] Polymorph
Stopcasting Focus CS Macro.
/cast [target=focus] Counterspell
Focus Deep Freeze
/cast [target=focus] Deep Freeze
Pet Nova macro
/cast [pet] !Freeze
/cast [nopet] summon Water Elemental
Focus spellsteal and /cancelaura Pyroblast
/cast [target=focus] Spellsteal
Spellsteal with cancelaura Pyroblast
Comps that you can play as a Mage and how I think they should be played
UA Lock, Frost Mage, Resto Shaman, as MLS I like to go full intellect and just spam damage, with instant CC on healers and coordinating Deep Freeze> into Fears with my Warlock. I rarely ever go for Polymorphs I just spam dmg, deep into fear and a Counterspell out of it.
Boomkin Mage Disc, this comp is a healer killer generally you want to PvE and just wait for Solar Beam and Frozen Orb and cyclone one dps fear the other and deep beam the healer with a RoF around and Frozen orb and just pump out as much dmg as you can. This comp struggles against Resto Druid teams though, but I found that you can easily kill resto druids with this comp if you make a good deep beam swap with no hots they can easily die through Barkskin.
Shatreeplay/Spriest Mage Resto Druid/Resto Shaman, this comp is the best Mage comp at the moment. You can pretty much win every team as Shatreeplay you generally want to wait for your priest to have 3 orbs and a silence and you Deep Freeze Frozen Orb a target with 3x orbs and silence the healer with a Cyclone or a fear on the third. Against most Resto Shaman teams you want to make swaps to the Shaman the same way, even if they have got trinket and cooldowns they can die anyway. Deeping with 3 orbs and a Frozen Orb they'll have to trinket, you can silence of that into a dr'ed counterspell and kill them in it.
Elemental Shaman Mage Disc, one of my favourite comps this expansion the amount of burst this comp has got is absolutely insane. You can pretty much 100-0 a target in a single Deep Freeze with a blanket or NS hex on the healer, if you clean the target beforehand. If you can sync up damage with your Elemental Shaman this comp can win anything. Even though your Elemental Shaman doesnt have that many defensives and is very trainable it leaves you (the Mage) alone to do whatever you want, you can setup double CC by yourself and allowing your Elemental Shaman to cast a bit can easily get you kills in Deep Freezes.
For gemming and gearing, here is a link to my armory:
I would have explained how I use every ability but I simply don't have the time at the moment. If I do make another guide later on, I will include that for sure. But if you would like to know, you should head over to Xandyn's Cataclysm guide it's outdated for most spells but I think it's an amazing guide even though it's from Cataclysm, you can learn a bunch about how to use your spells the correct way. As I said I don't see myself as a top Mage and I'm just doing this to give something back and help some people that aren't sure which way to go as far as talents, glyphs and general playstyles as some comps.
Posted Iwn on 05 April 2013 - 01:22 AM
Note: I am no multi gladiator, rank one or even considered to be one of the top shadow priests but I can give you an idea of how the class works and how I play it.
I took Vanguard's enhance guide as an example and used his formula for my guide. I saw a post on the forum here the other day about helping the community out, so I wanted to make this guide for new SPs and old ones returning. This might not be the best guide and you might not even agree with some of the things I say but I tried my best.
For shadow priests there are really no set of talents that gives you the best possible choice. It all depends on who you're facing and who you're playing with. I like to experiment a lot when it comes to talents but I will try go give you a simple guide on how to choose yours.
This is the standard cookie cutter level 15 talent. The talent itself is poorly designed and can in some cases be extremely useful, and in other cases extremely wasted. I like to take it vs. most comps unless we face some melee cleaves like TSG and Kitty Cleave.
Recommended: Void Tendrils
This is recommended to take vs a lot of melee cleaves. It's a good and reliable ability to have vs. melee cleaves training your team. (Note that it DRs with other roots)
In 5.1 this was a must have talent. But since the nerf in 5.2 priests have a more open choice when it comes to the level 30 talent. I personally go with Phantasm because the 5 seconds freedom can help land fears and etc.
Recommended: Angelic Feather
This is a useful talent when playing with a holy paladin. When he gives you freedom and you use this ability you gain a 60% speed increase for the duration. Extremely useful in some cases.
Recommended: Solace and Insanity
Commonly referred to as "Insanity" this new priest talent have proven itself to be extremely powerful vs. many teams. The raw damage output, often combined with Power Infusion, is enough to sometimes solo a healer in a blanket silence. Note that taking this requires you to be able to free cast for the duration. Maybe not the best choice vs. melee teams.
Recommended: From Darkness, Comes Light
You can't go wrong with this. Basically it gives you 40k+ Mind Spikes if you're lucky enough to have your Vampiric Touch providing you with a proc. Stacking up two procs, 3 orbs with dots on healer in a Deep Freeze or Silence is enough damage to force defensives from most healers if you're able to set it up right.
Can be useful vs some comps like melee teams training you. Provides you with sufficient mana regeneration, and gives a nice burst when getting trained. I like to use this vs. KFC training me because I don't have much time free casting and using Mindbender when going for the kill is a good option.
Highly recommended: Spectral Guise
Spectral Guise makes you invisible for 6 seconds or until you're mirror image is hit three times. Can be extremely useful vs. casters and for landing fears on healers. (Note that putting a shield on yourself before using this can help you stay stealthed longer when having dots on you)
Recommended: Angelic Bulwark
Getting trained by melee cleaves is always tough. Maybe extra tough for SPs as they don't have an ability like blink or teleport. Angelic Bulwark is useful vs. melee cleaves in my opinion. Being trained hard makes Spectral Guise almost useless and they hit your mirror image so fast you instantly get out of stealth. Angelic Bulwark may help you survive in some cases.
Highly recommended: Divine Insight
You get a chance whenever your Shadow Word: Pain deals damage to get a free, instant Mind Blast. In for example 3v3 where you put up three Shadow Word: Pain the procs won't be rare.
Recommended: Power Infusion
Provides an extreme burst combined with Insanity. Requires you to be able to free cast and is not recommended to take without the Insanity talent.
Recommended: Divine Star
Provides a nice heal but don't take it in your DPS rotation, you're better off dispelling something.
Can be extremely good in many cases. Setting up burst on a healer or healing a team mate inside a Smoke Bomb this ability can either save a life or take one. Standing at the max range (30 yards) with Trinket and CDs up it can heal for 200k and hit for 100k. Also good for killing Psyfiends etc.
As with the talents it all depends on what you're meeting.
Dark Binding - Extremely useful and saves you a lot of global CDs.
Fade - Nice vs. teams training you.
Inner Fire - Good vs. melee teams training you.
Mass Dispel - Really good for getting your healer out of CC and removing bubble and Ice Blocks. (Note this is changing is 5.3)
Prayer of Mending - Gives your PoM a nice buff.
Shadow Word: Death - Nice vs. mages to avoid getting Polymorphed.
Dispersion - Can be useful.
The choice is yours!
Gems - Enchants - Stats
Priorities for Stats:
6% Hit>Resil>PvP Power>Intellect>Haste>Crit>Mastery>Other
The big question, Mastery vs. Crit?
This ultimately goes down to if you want to top the leaderboards on damage or actually kill your target. Top SPs go for crit. Some might still go for mastery but crit can help you kill targets. I am going to quote Talbadar (arguably the best SP) on this one:
"Crit provides more burst damage when going for kills than Mastery does. I heard Mastery doesn't give extra proc benefits and possibly no mana (still unsure about this). All I care about is the kill, not just extra damage."
I agree with Talbadar on this one, but after some testing on dummy I found out that the extra dot ticks gives you extra mana. But in the end mana isn't how you win a game.
Meta - 216 Intellect and +3% Crit Damage
Red - 80 Intellect and 160 PvP Resilience
Yellow - 320 PvP Resilience
Blue - 160 PvP Power and 160 PvP resilience
Get 6% Hit for the cap (note spirit gives hit)
Reforge for off-stat. I personally recommend Haste>Crit>Mastery
Shoulders - 200 Intellect and 100 Crit
Back - 180 Intellect
Chest - 200 Resilience
Bracer - 180 Intellect
Gloves - 170 Haste
Legs - 285 Intellect and either 165 Crit or Spirit depending if you need hit or not.
Feet - Movement Speed and 140 Mastery
Main Hand - Jade Spirit
Off-hand - 165 Intellect
Main Hand / Off-hand vs. staff:
Staff gives you more crit/spirit but Main Hand / Off-hand provides more Intellect so I recommend getting that.
Blacksmithing is currently the best PvP profession, and teamed up with either Jewelcrafting or Enchanting they provide some nice buffs to your stats.
What is your PvP rotation?
I personally get my dots up rolling first. Then I try to get of Mind Blasts as soon as they're ready for these good Shadow Orbs and if I have nothing to do I spam dispel kill target and healer.
When I'm going for the kill I usually have 3 orbs before I dot up the target, (Halo), Mind Blast, three orb Devouring Plague and if I have Insanity I Mind Flay.
Macros and Keybindings
These are personal macros and keybindings as you may copy and use if you want to. Note you do not need these macros or keybindings to perform well, althought I can't play without them! I recommend having your own keybindings.
For party macros I hate using Party1 and Party2 and they always seem to change.
I target my healer with CTRL-Mousewheeldown and DPS with CTRL-Mousewheelup
S - Power Word: Shield team mates
/cast [nomod, target=teammate1] Power Word: Shield
/cast [mod:shift, target=teammate2] Power Word: Shield
Shift-V and Ctrl-V - Lifegrip team mates
/cast [target=teammate1 or 2] Leap of Faith
I target arena1,2,3 with scroll up, middlemouse and scroll down.
/cast [target=focus] Silence
Focus Psychic Horror
/cast [target=focus] Psychic Horror
Spam-able Mass Dispel
/cast !Mass Dispel
Spam-able Shadow Form
Spam-able Mind Flay
/cast [nochanneling] Mind Flay
Power Infusion Burst Macro
/cast Power Infusion
/use 13 (or 14 depending on where you got your dps trinket)
/cast [target=focus] Dispel Magic
What PvP Gear Should I Get?
You can of course perform well with any gear but I recommend following a top SP and see how he gears up his character.
Some armories of Top SPs.
And for reference, mine: http://eu.battle.net...eyzlol/advanced
Shadow PvP Streams
There aren't many Top SPs streaming. Some do, but only occasionally.
http://twitch.tv/talbadar - Overlord Talbadar's stream.
http://twitch.tv/chromix - Chromix's stream.
http://twitch.tv/khryl - Khryl's stream.
Thanks for reading through the post. I hope this helped you out if you needed help. If you have any other questions feel free to post in the comments and I will try to give a good answer. I'm sure other SPs will also contribute to providing answers.
If you feel I have failed miserably on this guide please give me a constructive reply and how I can change it to make it better.
By Neyzlol - Sylvanas
Posted flannelsoff on 17 March 2013 - 07:38 PM
Posted Evleh on 07 March 2013 - 12:46 AM
Posted Kurum on 29 January 2013 - 04:58 PM
Posted zephah on 17 December 2012 - 07:41 AM
Posted Thaya on 29 November 2012 - 02:06 AM
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)
- download and install this addon: http://www.mediafire...rstnhs03hiabt2g - it just runs the script above;
- or put the script above in an addon you always run in its main .lua file;
- or create your own addon to run the script above - a simple guide is in my signature;
- or simply /run the script above in-game every time you log in.
Update 1: added a downloadable addon.
Update 2: updated both the script and the download with a more efficient version - it'll run only when you actually do get controlled instead of on every action bar update/event. Save yourself some CPU cycles.
hooksecurefunc('ActionButton_OnUpdate', function(self) self.cooldown:SetLossOfControlCooldown(0, 0) end)
Update 3: a version that hooks into Bartender as well: http://www.wowinterf...rolRemover.html
Posted Veev on 13 November 2012 - 06:17 PM
#1 team never exploited themselves, but obviously farmed the (now banned/deleted) exploiters. Other teams have all been affected as well, even if not as blatantly obvious. A complete ladder reset is the only real answer.
Posted Tosan on 03 November 2012 - 01:34 AM