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Posted Rabidhobo on 12 December 2014 - 04:25 PM
Posted Horosho on 15 December 2014 - 09:38 PM
This guide will cover 2s bracket Death Knight/Resto Shaman and some very useful tips/tricks how to become a decent super-pro best shaman in the world. If you don’t play 2s, you might still learn a lot of new things here. I hope so.
Playing since TBC I am a fan of 2s bracket. In MOP I started to play 2s with my IRL friend DK. We faced lots of difficulties playing against certain comps, I have spent hours looking for some guides or videos, but I failed to find some. With 1500 games played we achieved rather high MMR. I suggest we were one of the highest rated Death Knight/Resto Shaman 2s team in Europe, as we were playing hundreds of games and rarely met a mirror.
Draenor has come and we continued playing. I decided to make this guide to share my humble experience, so that people who play any 2s comp with a shaman could find some use in it.
Structure of the guide:
- General information
- Shaman build
- Strategy and videos
- Tips and tricks
Death Knight / Restoration Shaman in 2s is a really strong and interesting comp with a huge skillcap. It might be a little bit more difficult to play in comparison with other 2s setups, but if played perfectly you can beat almost any comp.
The obvious and the biggest weakness of this setup is the lack of CC: 2 (3 if unholy) stuns with the same diminishing and hex, which is sometimes dispellable. This fact determines the playstyle of the comp: you should do constant damage to whatever is close to DK and play defensive when shaman is CCed. The strong side is titanic DK damage and its survivability, which in assistance with the aggressive play of a shaman can make any team play defensive.
Section 2. Shaman build
Shaman build is different from 3s and is adjustable against every comp (up to 3 glyphs).
Tier 1: Nature’s Guardian
Tip: Track the cooldown of the Nature’s Guardian. If you have 40% HP and get a full stun, but you know that Nature’s Guardian will proc, sometimes it could save you a trinket or a defensive cooldown.
Tier 2: Windwalk Totem/Earthgrab Totem
In 90% arenas I suggest taking windwalk totem, as your DK doesn’t have “sprint” and is often kited, especially at the time when it is ready to land a kill.
I suggest using Earthgrab Totem only against rogues if you like it.
Tier 3: Totemic Projection!/Call of Elements
Most of the Shamans got used to play with Call of Elements, as this talent was very strong in MOP – double tremor, which could break fear, strong healing stream totem, double grounding, capacitor and double freedom is a really good buff. But in Draenor you should take into consideration that Tremor and Healing stream are not that gamechanging now, double freedom is good, but it can be cast only every 3 minutes, that’s why I suggest you try the synergy of Totemic Projection/Capacitor as if is used properly, it can result in a kill/use of trinket/defensive cooldown every 45 seconds.
Tier 4: Ancestral Swiftness
Echo of elements can be used only against Affliction lock/Boomkin.
Tier 5: Rushing Streams
Tier 6: Unleashed Fury
Tier 7: Cloudburst Totem
As it was discussed on forums already the CB totem is extremely weak atm, but it has a 30 sec cooldown, that’s why I suggest using it exactly when healing stream is off just to get some extra healing. You should get used to it. Healing stream/Cloudburst/Healing stream/Cloudburst, develop an internal timer and it will increase you overall healing.
P.S. I’m 100% sure that it will be buffed in the next patch.
Section 3. Strategy:
Feral/Priest Difficulty: 8/10 (No hex, Feral’s uptime on a Shaman 100%, additional buffs to purge from priest)
Glyphs: Purge/Wolf/Spiritwalker's Aegis
This is one of the most difficult comps you can meet. Even if DK plays Feral, druid’s uptime on a shaman will be very high, that’s why DK should go priest and kill him before Shaman goes oom and dies. If DK fails to kill the priest and the shaman is dying he should peel for shaman and kill the druid. So: you can kill both targets here.
At the beginning of the game try to use water shield instead of earth shield to save your mana, at least when the Battle Fatigue (healing debuff) is low. Sometimes I feel that the damage is so huge, that I use earth shield almost all the time. You should know that DK will never kill the target if there is a priest who is spamming shields. You should assist him, that’s why you should try to play aggressive against every comp with priest. This means that you should be always near your DK. You should learn how to “prepurge”: when a priest casts a shield, there is debuff called “weakened soul” on the target”, there is a 90% probability that when the debuff expires, priest’s next GCD will be a shield, you should purge it immediately. This will put huge pressure on a priest. (a good feral will always use HOTs on a priest, that’s why it will be more difficult to dispel the shield. if you purged, but the shield is still up, DK will purge it).
When feral pops his cooldowns, use earth shield, drop healing stream and move around the pillar. Feral might not kill the totem and follow you (in high rated games all your healing streams will be very likely destroyed). Try to los the priest, so he can’t dispel you or give u silence. Until the feral has kick, he won’t stun you, that’s why you should either fake him and heal yourself or don’t fake at all.
Good ferals (and other classes of ‘course) with iron balls will be very difficult to fake. If you see that feral doesn’t buy into your fakes, I suggest begin casting when u are even at full health, get a kick and then try to heal yourself with casts. Feral will then use Typhoon when you’ll finish your next cast and stun at the end of the second, that’s why do it only when feral has not his cooldowns popped. (or at least drop a healing tide before doing it).
How to los feral:
- When you feel that feral’s pressure is too high, move to the corner of the pillar and wait until your DK will be ready to grip him, when he does, move round the corner, so feral can’t jump - you have a free cast. If you don’t want to cast, you can drop earth binding totem, use wolf and cast unleash (in wolf form), this will give you the speed and you can los feral for 5-6 seconds or even more. Doing it as many times as possible during the arena will save you a lot of health and mana.
- (if you play with totemic projection) Cast capacitor and run in wolf, if you move, feral might not kill the totem as there is no point of doing it. Cast totemic projection and drop the totem beneath - feral will get a full stun. (stun him behind the pillar so priest can’t dispel), you can cast wolf+unleash and try to run around the pillar again.
- Ask DK to slow the feral, cast earth binding, then windwalk totem, then wolf then unleash and run.
If you have your purge on cooldown, try to stay away from the priest, so he can’t dispel your riptides and shields, because he will certainly try to.
How to kill the priest or force him trinket: DK should start his combo with a kick in cast, count to four in your mind and stun him with asphyx. If you can land a capacitor after that, it will also help. After stuns priest will cast shield, which should be instapurged. Afterwards, if DK doesn’t have kick, you should kick priest’s next cast. Get used to saying aloud that you will kick the next cast, so you won’t lose 2 kicks at the same time, which may happen. If the priest is 15% hp, you don’t have stuns/kicks and and he begins to cast, you can turn master aura on and cast a hex to interrupt him. This is a good trick to use.
Your rating will in many respects depend on your ability to kick. When you learn how to kick at the end of the cast and not be faked (both you and DK), you will feel how your pressure increases. Sometimes you should kick at the beginning of the cast in case if the healer gets used to your kicks at the end of the cast. Change you style, try to improvise.
Dispel fairy fire from yourself; this will give you 780 versatility. Drop groundings at the end of the cast of the cyclone instead of wasting your wind shears, which should be used on priest (feral will most likely try to cyclone your DK when he pops his cooldowns and goes for the priest. Try to save the kick for priest’s casts).
Always alert the DK that you will ground the cyclone, so he can save his AMS. Try to pretremor when you kill the priest, sometimes you will stay close to purge and might get a fear.
If feral goes for DK, it is an easy game. Stun feral with asphyx and hex the priest, this will give u 5 seconds. Continue with a stun on a priest with your capacitor. Don’t forget to fake your casts if feral is far away from you, keep in mind that he will most likely jump and kick you.
Video with comments how to play against Feral/Priest (2500 MMR): Link.
Retribution Paladin/Priest: Difficulty 8/10 (lot’s of saves, paladin’s healing assist, “Allahu Akbar Wrath”)
Glyphs: Hex/Purge/Wolf or Capacitor or Shocks
There will be lots of retribution paladin/priest teams in 2s, that’s why you should learn how to play against this comp. You can kill either paladin or priest. They will try to go aggressively for a shaman with priest dispelling you.
As your enemies have sprints and freedom it will be difficult to run away from the paladin, especially with the seal of justice, which you should dispel. The idea of the DK grip when you stay at the corner works here too. If paladin uses “Allahu Akbar Wrath”, I use freedom and try to get my ass away from him with the help of wolf/unleashing sprint combo.
If paladin goes for DK and priest dispels all your shields and riptides, drop a capacitor, use totemic projection to stun the priest and hex him. Do it every 35 seconds either with the help of capacitor or asphyx. After the hex the next priest’s cast will be a shield (99%), you should be ready to purge it. The next cast will be penance (98%), which should be interrupted immediately at the first tick. Be ready to click the button and be in range. You can stun/hex paladin too if you want and go for the priest. You should analyze the situation, look who has defensive cooldowns and try to kill the target which has no trinket.
The very important thing is to ground (use grounding totem) fist of justices. You should foster your intuition skills and carefully watch the paladin. When he has his hammer off cooldown, stay at 40 range from you DK to land heals, don’t come close. When you need to purge, run closer to paladin from behind (or left/right) and watch his character model, the range of fist of justice is 20 yards, while purge’s range is 30 yards, you should stay at max purge range and be ready, if paladin turns to you and makes 1-2 steps, you can either cast grounding or ran away from him. If paladin is on you, cast grounding when the stun is off cooldown and try to run away.
You should always cast frost shocks, slowing the priest. You need to control the range, so you always have time to pretremor. Frost shock’s mana cost in Draenor is very low, you should get into a habit using it more frequently.
Always drink if you have time for that even if you have 90% mana.
Hunter/Priest (MM:7/10;Survival:8/10)(too much CC bro)
Glyphs: Hex, Purge, Capacitor
This might be very difficult if they play well. You should pay attention to your position. It is the most important thing here. DK should go for a Hunter. You should stay behind the pillar, drop streams, go out for a riptide and shields, which will be most likely instadispelled by the priest. I’m not purging a lot at the beginning of the arena, since I know that we won’t be able to land a kill until fatigue debuff will be around 50%. I am trying to keep my DK alive since I’ll be chain controlled very hard here.
You don’t need to do a lot of constant damage at the beginning. You need to survive to kill them in the late game.
If it is MM hunter (lucky yo):
Hunter will come to you for a trap. You should run around the pillar to make it as hard as possible for him to trap you. Try to ground the trap. If the hunter catches you on a move with binding shot he will easily trap you after the stun, so you won’t be able to ground it. If DK has asphyx and he is low hp, he should stun the hunter so the hunter won’t be able to trap.
After the trap you will get a full fear from the priest. After the fear you will get the silence. After the silence you should fake the hunter’s countershot and only then you will be able to heal. When you are CCed DK should run around the pillars and do whatever he can do to survive. MM should cast aimed shots to do big damage, that’s why it’s easy to avoid being killed if DK is running around the pillars.
After the chain of CC ends if my DK is about 40-50% HP I’ll try to land a hex instead of healing him. It can be done with the help of asphyx if the priest runs away. You still have the capacitor if DK has no stun. At this time DK can put a lot of pressure on hunter popping his cooldowns.
You should begin making pressure too, otherwise your game will be like “Chain CC- Healing DK up to 100%” and then you will be CCed again.
Enemy team will definitely use some defensives after DK’s burst damage.
If the priest casts invisibility, use tremor, so the priest will have to destroy it and your DK could try to steal the fear from the priest as the fear won’t be cast out of “stealth”.
If the hunter goes hard for DK you can trinket the trap. Next time you when u don’t have trinket you can stoneform (dwarf ability) the silence, next time you can pretremor, if you don’t have any of these, try to cast healing tide before the trap. If you get the full chain DK can heal himself up too. Don’t use your trinket if DK can survive without your heals.
First 10 minutes you should play passively avoiding damage and doing short burst with hex, waiting until the healing debuff becomes stronger. DK’s burst is much stronger and conversion’s heal is not affected by the debuff.
As time goes up, it will be more difficult for a priest to heal the hunter, u can easily switch for a priest with freedom. It depends on who has the trinket off cooldown at that time.
If it is survival hunter (gg bro):
If you play against survival hunter the chain control will be even more long, as the cooldown on the trap is 12 second instead of 30. They will try to do like this: Trap, Fear, Trap, Silence, Binding shot + explosive trap, and finally Freezing Trap for 2 seconds if the DK is very low. You will also have to fake hunter’s countershot after that. This chain is crazy, if you didn’t ground the first trap, you can do anything to avoid the others, and don’t even have the window to cast heals or drop totems.
Against Survival it is very important to watch out your position. If you need to heal your DK, drop grounding as far as possible, so the grounding buff doesn’t apply to the DK. Hunter will have to waste more time to kill grounding and trap you(or just do it with his pet). Survival is also more difficult to run away from, so DK will take more damage.
The main idea how to win is the same.
Warrior/Priest Difficulty 6/10
Glyphs: Purge/ Wolf/ Spiritwalker's Aegis
The ways of playing:
- If the warrior goes for the shaman, the DK goes for the priest, if the warrior switches for the DK, the DK goes of the warrior. The idea is the same as with the retribution paladin + priest.
- DK trains the warrior 100% of the time. Why? As DK doesn’t have sprint, if priest is low hp, warrior can save him charging, slowing and stunning the DK.
You can also try to use capacitor, run away from it, and move it near you at the end of its cast and hex the warrior after the stun.
If the warrior casts bladestorm it doesn’t mean he can’t kick you. Good warriors have /cancelaura bladestorm macro combined with the pummel (kick). Always fake the cast. Your DK can also grip the warrior while he is bladestorming.
The idea how to kill them is the same as versus all priest-healer teams.
Rogue/Priest Difficulty 5/10 if Subtlety or 8/10 if Combat.
Glyphs: Purge/Wolf/ Spiritwalker's Aegis +2 stamina trinkets.
This difficulty of this comp depends on the spec of rogue.
Arena starts with the sap of DK and open of rogue. Cast healing rain, have you shield and riptide up on yourself and try to land a healing stream or capacitor after the sap. You shouldn’t trinket the first open even if it is a combat rogue with the 8s kindey.
DK should play rogue until priest trinkets. Priest won’t have additional dispellable buffs from rogue, that’s why shields are very easy to purge. All asphyxiates should be given to rogue. When rogue is stunned, cast capacitor and stun the priest, following with hex. This will force him to trinket, because DK will do constant big damage to rogue. After priest trinkets, DK can do a full burst with a stun to a priest and begin pressuring him or you can continue hexing priest and kill the rogue.
The rogue/priest’s pressure is tremendous; you need to play perfectly to heal yourself up. At the beginning of the arena, rogue will have all his cooldowns. If it’s combat, don’t trinket the first stun even if you are very low. After the first 8s kidney with adrenaline rush you have 2 choice: either to spirit link or to click your aura mastery in order not to get garrote. If the rogue used his garrote before the kidney shot finished, so you don’t have the window to cast a spell and you are extremely low, use trinket-link. You must have a macro for this.
Don’t use several defensives at the same time thinking that the pressure will sooner or later finish. Cast the healing tide before the next kidney shot. (There is some bug with the healing tide atm, as it heals for extremely low amount, I hope that it will be fixed in future). Try to either fake rogue if you’re good at it or just simply not fake at all. If you cast your aura mastery, run away from rogue, because he will try to gouge you. Purge the shields when you have spare GCD.
You MUST hex the priest. If you don’t – you lose. If you force priest to use trinket, it’s a half win. Next time rogue can simply die from DK if DK decides to continue pushing the yellow guy.
If the rogue is subtlety, it’s much easier for you. DK should stun him every time he uses shadow dance.
DK/Priest Difficulty: 7/10
Glyphs: Purge/Wolf/ Spiritwalker's Aegis
It is very likely that enemy DK will go for your DK and will switch for you with the bursts. It is difficult to survive from the double purge from the Priest and DK as a Shaman, but it’s easy to run away from the DK.
Arena usually starts with 2 DKs going for each other in the beginning. The next healer who is going to come out from the pillar will very likely get grip+stun combo and the full burst. I suggest placing a grounding behind, so the DK can’t simply grip you, sometimes I can even force the enemy DK pop his cooldowns and go for my DK as I play very passive, hiding behind the pillar and coming out only to riptide and earthshield. Ask your DK to stay in the range of the healing stream.
When your DK is going to burst the enemy priest, you should assist him with purges after the stun. Immediately announce who is going to kick the next cast: you or DK. Try to land a capacitor after the stun. Ask the DK announce when he needs freedom. Keep pushing the priest. Enemy DK might switch to your DK to save his healer. Try to hex him. Fake the hex, because the DK will use AMS. I suggest faking hex 2 times in order to also fake the dark simulacrum at high rating. (After hexing DK 2-3 times I simply don’t fake, because DK might think that I am going to fake and he doesn’t use AMS and gets full a hex, master your intuition!)
Keep in mind that you can use grounding at DK’s mind freeze. Sometimes I just put grounding and begin the cast. Don’t do it too often, this trick can be used 1-2 times during the arena.
Always drink if you have time, because if enemy DK will have 100% uptime focusing your DK, you can lose the mana fight, since it will be difficult to heal your DK as both enemies have purge.
If DK goes for you really hard, you can run away from him:
- If your DK has a grip: cast windwalk totem, run away. Enemy DK will grip you. Ask your DK to grip enemy DK. Without the grip it will be difficult for him to closer the distance.
- If your DK doesn’t have grip. Cast windwalk totem, run 5-7 yards away and cast grounding. Enemy DK will most likely grip you, so grounding his grip will give you opportunity to run away.
WW Monk/Priest Difficulty: 7/10
Purge/Wolf/ Spiritwalker's Aegis
This comp is easy to beat if DK plays without mistakes and peels for you. There are several things which must be done without mistakes:
- DK should grip monk every time he uses Fists of Fury as both spells have 25 seconds cd. You should avoid being both stunned by fists.
- You should hex the priest every time you have hex off cooldown. If you can land a capacitor and stun the priest, it would force him use trinket or defensive. DK does a lot of damage, while monk has only one defensive cooldown – karma of touch with 1.5 min cooldown. Karma was nerfed and now it absorbs only 50% of the HP, that’s why if for example priest is in a full hex, monk is 10% hp and uses karma, DK can continue killing him, as you can dispel the karma debuff from yourself after DK hits for 75k, thus you will receive only half of the damage. You can also use spirit link if needed.
- Watch when monk uses the stacks of “Tigereye brew” and use your defensives.
I guess I’ve covered all teams with Priest which are playable now. Now I’ll try to cover the most important points how to play against other healers, but I won’t provide detailed description of every setup, as it’s very time-consuming:
Druids: Druids are much more vulnerable than priests and they are good targets. Their strong side is that it’s not that easy to hex them. I often ask my DK to stun a druid without travel form, so I can land a hex.
Enemy partner will try to prevent you from doing it when DK uses asphyx, that’s why it’s important to choose such angle behind the pillar so you can cast the hex while the enemy can’t hinder you.
There are not as many comps with druids as with priest, so I’ll cover the most important one:
Druid/Survival Hunter Difficulty: 10/10
Glyphs: Hex/Purge/Capacitor (if with projection) or Grounding or Spiritwalker's Aegis
I think that it is one of the hardest comps for you if they play well. Some days ago we played against such comp with 2800 MMR in 2s, and I felt like we are helpless, but it is still possible to win if you do the following:
First of all: DK should play with Necrotic Plague (this will give him RP to heal himself with Conversion) instead of the Sindragosa.
The problem of this comp is that the shaman gets insanely CCed by the enemy team. The chain is as follows (order can be different): Bash 5s, Trap 8s, Cyclone 6s, Cyclone 3s, Trap 4s, Binding shot + you should fake the countershot. After they CC you, they will cyclone the DK, so you can’t heal him and repeat CC on you again. The problem is that it’s difficult for DK to stop them from CCing you. They can start the combo from the trap, bash, cylone or binding shot, they don’t care. They don’t even give you a window to drop the grounding.
DK should steal cyclones with dark simulacrum and stun the hunter in-between the control so he can’t land a trap. You should try to hex the druid. Either with capacitor stun or with DK’s stun. If you do, give freedom to DK and pop u cooldowns. You need to force the druid to trinket. It will be difficult since the hunter has deterrence, but it’s still possible. If druid trinkets, you can try to burst him with your cooldowns later. Hex the hunter (you can even use your trinket as an offensive move to break the trap and go for a hex), stun the druid and assist DK after stun with purges. If there is fatigue debuff, you can easily kill a druid.
There is also one tactic which is really difficult to implement. But I’ll try to explain to you guys, because it’s the Shaman Diary and I have to tell you all the super-duper confidential secrets and tricks. It’s a very good tactic because it saves a lot of time and when you do it you feel really happy because you don’t die. I call it “god tactic”, because at the beginning of the arena you should type “/turnongodmode”, the message like there is no such command will show up, don’t pay attention to it, because now they can’t kill you. Then you have to make a special macro, which I call “Spit macro”, the text is as follows:
When arena starts, use your best mount like Mechanostrider to get closer to the enemy team, DK should use the “spit macro” targeting the hunter, while the shaman should use it at the druid. Now you should click “leave arena” and type “/dance”.
DK should just kill the druid. It’s an easy target if you assist your teammate with purges. Use the tips from the upper “priest + _____” section. They are also applicable here. Druid doesn’t have purge, it’s amazing and easy peasy lemon squeezy.
Against monk healers it is very important to purge enveloping mist. When I say that it’s very important I mean that you must do it even if the enemy DD is going to demolish you. Life cacoon has 100 sec cooldown now and is a very strong defensive. DK should switch the target even if it’s very low when cacoon is up.
Always watch your position and run away from, so you don’t have to fake both of the enemies.
As soon as the monk doesn’t have purge, it is also easy breazy.
Glyphs: Purge or Capacitor/Wolf/ Spiritwalker's Aegis or Capacitor
DK can kill both of them. You can also win the mana fight.
As there is no purge from monk, I suggest that DK goes for monk. You can survive from the warrior without peels, kiting him away from the monk and freezing with your frost shock (use frozen powers talent). You don’t have to fake both of them and you also won’t get double 5 sec stun from monk. When DK is going to burst, come and help him. Purge, freeze, kick the monk.
It’s also possible to kill the warrior. Hex/stun then monk. Purge warrior, kick the surging mist.
This is my favorite section, as in shaman mirror games you can check your shaman skill, because it’s very obvious which shaman plays better: you have the same spells; you just need to predict the other shaman’s actions and win.
If you want to hex the shaman, you can do it with the DK’s stun or you should fake him 2 times: first time he will use shear, second time he will drop grounding. Destroy grounding with the frost shock as it costs less than purge and hex him. Good shaman will los you around the pillar when his shear/grounding will be on cooldown, that’s why it’s better to hex with the help of stun or slow from the frost shock.
I prefer not to purge the first several minutes of the game, because shaman’s purge is very mana-consuming in Draenor (5k+ mana), you need to win the mana fight if the battle takes long.
If shaman has no trinket, it’s a very easy target. DK should cast asphyx and pop his cooldowns. This will force the shaman use spirit link or other defensives. Continue your aggression by purging shields/riptides, help your DK by killing totems (if there is no totemic vigor).
Some double DD comps:
Rogue/Mage: Difficulty 3/10
Glyphs: Healing stream/ Spiritwalker's Aegis /Wolf
Call of elements instead of totemic projection.
Double DD comps were always very easy for DK/Shaman because both classes have very strong defensive cooldowns.
In the beginning of the arena stay close to the pillar. DK should stay near the pillar but at the other edge. (about 3-4 yards away).
Keep earthshield, riptide on yourself and riptide on your dk. Cast healing rain. When they sap the DK, cast healing stream totem. The opener will be very strong, but you shouldn’t trinket. (if you trinket, they can vanish, and kite you until they have the second opener and kill you while CCing DK without desecrated ground) DK should cast desecrated ground, stun the rogue and pop his cooldowns to make rogue go def. Try to hex the mage. After the opener they will try to reset, heal themselves and open again, while you don't have your cooldowns. Don't let the rogue run away. Use frost shock, use windwalk totem, dispel your DK and kick/hex Mage, because he will try to spam sheeps and slows. If the rogue ran away, purge Mage and do damage to him. Since you still have your trinket you will be able to survive if the rogue opens one more time. You have 2 minutes to kill them. DK should leave the trinket for a blind.
Section 4. Tips and tricks:
- If you are low hp and you stunned the melee, don’t heal yourself immediately. Move 2-3 yards away so if the he trinkets to kick you, you’ll have time to react.
- Unbind "S" button. You don't need the button to move back as the speed of such move is very slow. You should use your camera and strafe keys "a", "d" to run.
- Creat a stop casting macro. Just type /stopcasting in its text. This will help you to fake when you're immobilized or using spirit walker's grace.
- Hide all your totems behind the pillars when you use them.
- Use only Healing Surge with the ancestral spirit. Many shamans are using the healing wave, but when you do so, you lose the buff from the tidy waves, as it decreases the cast time while your spell will be instant. Healing surge will most likely crit and heal more.
- Make target=arena1,2,3 macroses to be able to shear any player from the enemy team.
/cast [target=arena1] wind shear
Tip: If the mage is in invisibility and he is arena3, click arena3 wind shear macro like a maniac, there is a chance you’ll kick his open with sheep or ring of frost.
-Use every second of your time as useful as possible. Try to think what you can do now to improve the situation for your team. Sometimes even the move from one pillar to another is very important. I noticed one more phenomena: when player1 CCed an enemy and player2 wants to continue CC with a (for instance) hex, there are a lot of players2 who just run around the target doing nothing and at the end of the CC they begin to cast hex. If it's a 6 second stun, such players lose 4 GCD.
- If you know that you will need to cast something important (like CC for example) in a short period of time (your DK says that he will stun the target soon and you need to cast the hex afterwards). Try to force enemies kick you. You have to just simply cast hex and juke, some of them might waste the kick, and when you need to cast it in 5 seconds you don't need to fake.
- If the enemy goes for you without popping cooldowns, if you know that you can heal yourself up, use water shield to save your mana while the fatigue debuff is low.
- always cast your ghost wolf form to move from the one place to another and if have spare GCD, never just simply run.
I will update this section as soon as I have more thoughts
I would be really happy if you were able to read the whole guide without skipping anything. I really don’t know if such guide is relevant, because it contains a lot of text. As for me, I would like to read such guides, because most of the guides contain only basic notions of how to play the class.
Comment guys, I need your feedback! If you think that the work I’ve done is useful, I will make more videos and write more descriptive tips.
Posted Vanguards on 04 April 2013 - 12:52 PM
I've been asked quite a few times to make an Enhance guide on stream so hopefully this can help out! This guide is written mainly for players new to playing enhance in arena / PvP.
What changed about Enhance in 6.0.3 for PvP?
Enhance has changed so much in WoD. Some major points:
1.) We lost our burst. Ascendance does not really "burst" that much anymore.
2.) Our overall damage is much lower.
3.) Elemental Blast hits lower than lightning bolt unless you Unleash it.
4.) We lost Spiritwalker's Grace.
5.) Our mana pool for healing and purging is overall increased.
6.) You can no longer Tremor while you are feared.
7.) Echo of the Elements works on Lava Lash and Stormstrike.
There are tons of other changes too, but the biggest thing is our gameplay. In Mists we were a burst oriented spec, now we are brought into arenas mainly for our utility and purges.
Above are the general talents I use in arena. Some of them should be swapped depending on what comp you are playing, and what you are playing against.
Highly Recommended: Nature's Guardian
Nature's Guardian provides the best defensive boost for Enhance. Astral shift isn't bad, but the cooldown is too long for how long it lasts. Stone Bulwark is also a long CD and totem can be killed.
Recommended: Windwalk Totem
Any 3 of these talents are viable. What is best will depend on many factors such as your play-style, the composition you're running, and what you're fighting against. Windwalk Totem is my general recommendation because Enhance suffers from mobility. Nearly any team you see in arena will slow or snare you in someway. Windwalk Totem is really nice for this situation. Windwalk Totem also helps a Beastmaster Hunter's stampede.Earthgrab is nice when you fight compositions that really need you to snare. An example is a death knight team without a freedom.Frozen Power has a similar logic to Earthgrab. It's also really good when you play with a druid to Frozen Power someone into a Solar Beam.
Recommended: Totemic Projection or Call of the Elements
Call of the Elements is nice because it allows you to use double tremor and double freedom. I highly recommend Call of the Elements against any Priest or Warlock teams, and even Hunter + Warrior (Wyvern Sting + Warrior Fear). Totemic Projection is amazing to make your Capacitor Totem truly useful.
Recommended: Echo of the Elements
Echo of the Elements lets you go almost "rotationless." You can pretty much hit Stormstrike / Lava Lash as much as you want when you account for the fact that you will be purging a ton in arena. Echo of the Elements procs extremely often especially when you get hit (it works on lightning shield.) Since NS no longer works with Hex this is by far the best talent imo.
Elemental Mastery is good for compositions that really rely on burst to win. However, it's purgable, and in the current WoD meta you do not want to use this against a ton of teams.
Recommended: Ancestral Guidance
Ancestral Guidance helps a ton with healing burst. Healing Stream talent isn't bad either if you're against a Warlock or Moonkin.
Recommended: Unleashed Fury
This entire tier is bad honestly, there really isn't a good talent here. This seems to give us the most on-demand damage, but it's closely followed by Elemental Blast. You can honestly pick any talent in this tree and you will hardly noticie the difference except for Primal. Primal would be the best talent if your opponents don't kill your totem that has ~26K HP (1-2 hits).
Recommended: Elemental Fusion or Liquid Magma
Another relatively useless tier. Elemental Fusion is the best if you can't use Liquid Magma (it breaks CCs). Otherwise, Liquid Magma provides the most damage. Storm Elemental is really only good versus teams that has no knowledge of the fact they can just kill your totem in one to two hits.
Similar to talents Glyphs should be adjusted to what you play and what you play against. In general I keep Lightning Shield Glyph and Frostbrand Glyph as mandatory. The last one I swap out a lot.
Lightning Shield - 10% damage reduction most of the time, incredibly useful for a squishy class like Enhance.
Frostbrand Glyph - Applies a slow for you automatically, incredibly useful for a melee.
Purge - Useful for really saving some of your globals, but if you get unlucky you can be stopping yourself from purging useful buffs. Use when you are not the only purge / dispeller on your team.
Purging - Extremely useful for any teams you plan to purge spam. It allows you to heal a ton or use lightning bolts much more often.
Capacitor - Useful for teams where you can keep Totemic Projection and you are afraid they may snipe your 5 second charge time totem.
Hex - Reduces your hex cooldown by 10 seconds. Extremely effective against teams with no curse dispel or only one curse dispeller.
Spirit Walk - Reduces your Spirit Walk CD by 25%. Nice for teams where you need to keep kiting or if you get heavily kited.
Ghost Wolf - Makes you run at 100% even when you are slowed when using Ghost Wolf. Similar logic to Spirit Walk glyph but in a more consistent manner.
Lava lash for teams where your Flame Shock dot can break CCs.
Gems / Enchants / Stats
Priorities for Stats:
Multistrike and Crit are terrible since they scale less in PvP. The best thing to do for gearing is try to avoid these 2 stats as much as possible.
Versatility on everything. Haste enchant on weapons.
What rotation do you use in PvP?
There is no "specific" rotation in PvP. For Enhance Shamans it is exceptionally strange due to how important purging is and Echo proccing all the time.
Generally when you're not purging you want to use your 4-5 Maelstrom procs ASAP. Outside of that you want to use Stormstrike and Lava Lash. Keep Flame Shock up, keep Searing Totem or Fire Pet totem up. Unleash is a button you hit when you get kited or you have nothing else to do.
Macros / Keybindings?
Macros are largely personal preference. I prefer using @party1 and @arena1 kind of macros. Some players do it differently. Do what works for you!
Macros I use, and the keybinding I use with it:
For my shaman:
` = Start Attack with Unleash Elements
/startattack /cast Unleash Elements
6 = Cancel BOP
/cancelaura Hand of Protection
Ctrl + D = Burst Macro
/cast Blood Fury
/cast Elemental Mastery
/use Malevolent Gladiator's Badge of Conquest
Shift + F = Solar Beam
R / T / Y = same as my Ret, /focus @arena1 / @arena2 / @arena3
F = Wind Shear Arena 1
/cast [target=arena1] Wind Shear
G = Wind Shear Arena 2
/cast [target=arena2] Wind Shear
H = Wind Shear Arena 3
/cast [target=arena3] Wind Shear
Alt E = Frost Shock Arena 1
/cast [target=arena1] Frost Shock
Alt R = Frost Shock Arena 2
/cast [target=arena2] Frost Shock
Alt T = Frost Shock Arena 3
/cast [target=arena3] Frost Shock
Alt F = Cleanse Spirit Party 1
/cast [target=party1] Cleanse Spirit
Alt G = Cleanse Spirit Party 2
/cast [target=party2] Cleanse Spirit
Alt S = Healing Surge Party 1 Macro
/cast [target=party1] Healing Surge
Alt D = Healing Surge Party 2 Macro
/cast [target=party2] Healing Surge
Ctrl + Z = Rockbiter Macro
/castsequence [@none] Frostbrand Weapon,Rockbiter Weapon
Ctrl + X = Focus Frost Shock
/cast [target=focus] Frost Shock
Ctrl + A = Focus Windshear
/cast [target=focus] Wind Shear
Ctrl + S = Focus Purge
/cast [target=focus] Purge
Alt + X = Focus Hex
/cast [target=focus] Hex
As said with almost everything, Macros have a lot to do with personal preference. You can also use modifiers for different skills in your macros. Use these only as a general guideline and form your own macros!
Stormstrike before you Ascendance in general. The Stormstrike in Ascendance does not share CD with it.
Make sure to Unleash before Elemental Blast or Lightning Bolt if you're using Unleashed Fury or Elemental Blast.
Keep in mind in WoD now we do not exactly do the most damage in the world. Pressure from Enhance is a stacking effect from purging, and somewhat decent consistent damage and a constant low CD ranged interrupt + other utilities. Don't be too discouraged when the damage on the scoreboard shows you're lower than everyone else! We also have probably one of the best constant heals in the game, so make sure you're using those procs.
Enhance PvP Stream
http://Twitch.TV/VanguardsTV - My (Vanguards) Twitch.TV Stream! Be sure to follow!
Enhance PvP Videos
Check out these channels. I make Enhance PvP videos from time to time.
Thanks for reading, I hope this helped you out. Post any other questions you have! If you have specific questions for me, try posting them on my facebook page or tweet them to my twitter.
By Vanguards / Sam
http://Twitch.TV/VanguardsTV- Stream (Follow to know when I'm live!)
http://twitter.com/VanguardsTV - Twitter
http://facebook.com/Samk920 - Facebook
http://youtube.com/SamK920 - YouTube Videos
Posted Gamegon on 25 December 2013 - 04:49 PM
Let me begin with telling you the flaws of PHD. Firstly after cataclysm, dks haven't got much things to actually control the game than just pumping damage which isn't necessarily needed for a hunter comp. Believe me, I've met hunter comps as PHD and the only thing I can do is sit on their hunter while my hunter and my healer are trying to cordinate their cds together hoping to survive. I don't really have anything than just asphyxiate (which isn't even enough) to support my team with, Rets, warriors and enhancement shamans got way more things to support their team additional to damage. The only way damage will be something worthy is when you meet spellcleaves but that can also depend on how good your opponents are.
Let's compare it with Shadowcleave alright? So basically let's say we meet a hunter comp and you're meeting KFC or Thugcleave, what it ONLY require for you to survive them is whenever they try to approach your resto shaman (which may be your weakest point, but if your resto shaman is smart he should survive easily) he can, if not stupid actually use demonic gateway whenever you tell him to. Why should it come from the dk? Because the dk can use death grip or asphyxiate if the warrior decides to heroic leap to get back on our resto shaman or the rogue vanishing and cloak of shadow (subterfuge needs nerf kkthxbb). Additional to the beginning where it's all about going defensive, after that you can go on whoever you want except for the healer as shadowcleave against hunter comps. Later you'll see how they die like flies. Why you may ask? Cause you can damage them hard (cause of dots obviously) at the same time as you peel off your teammates. And against spellcleaves it's all depending on how good your team is.
And then dk/boomkin/healer which isn't directly effective as shadowcleave but it is handy, however the skillcap is high and your boomkin teammate is required not to be a LSD 2.0 hero (<----Very important). It's all about turtling, since the boomkin's offheals and CCs are compensations to the demonic gateway.
So a quick summary of Shadowcleave and dk/boomkin/healer:
- Your teammates are required not to be dumb
- Your teammates needs to understand common sense
- Your warlock at some circumstances needs to be able to dmg even if he is getting focused. Pretty much a l2p issue, I've had loads of warlock partners who pretty much do nothing if they get focused.
- Boomkin requires to be smart and actually know how to use his defensives properly.
Same goes for boomkin/dk/healer but except that if they go on your rshaman or boomkin, you're screwed.
I only see shadowcleave or dk/boomkin/healer as the optional comps for high ratings. I'm not saying PHD is bad but you'll have to be really lucky with who you're meeting.
Posted Bigmoran on 25 December 2013 - 07:45 AM
merry christmas to all u swines
anyway...here's some opinions i hold about the game/community
post ur responses/ur own radical opinions pls
1. no hunter is good at this game. they have the best defensive buff in game, most potential for cross cc. one of highest damage instant cast bursts. insaneparty buffs. but they all complain and claim that other classes are their overlords. l2p
2. dk's do too much damage. ur all big babies and liars when u claim u dont have sufficient defensive cds. blood presence is better than prenerf d stance. do damage u big idiots
3. min maxing stats doesnt actually make u better at the game and wont improve ur ratings
4. treeform is still good. u all went sotf cause starship did. it was as good last patch
5. most of u suck at using sotf
6. warriors are actually pretty balanced
7. they should bring back RoV. its infinitely better than blades edge
8. you should all stop qing 5s and play 3s again
9. wow is fun
10. if u play as healer dps in 2s and u pillar/play defensive, u should be banned
11. on a similar note, as healer melee vs healer melee in 2s, the optimal strat is for both dps to train each other's healers...abide by this rule pls
12. monks are actually gods but no1 plays them
13. most rshamans suck at using CDs effectively
14. do more damage and u will win more games
15. abolished should be banned from aj for being a bad troll
16. braindance is actually a swell dude...u should get to know him personally
17. braindeadly pretends to not care about this game yet makes endless videos/tweets bashing it. what a loser
18. rep pls
Posted Crawthz on 20 December 2013 - 06:34 AM
Armors against any team with a melee for 16% dmg reduction.
Ice Block against teams that can magically burst you down like elecomps, destrocomps or magecomps.
Decurse is bad atm so not worth using.
Splitting Ice when playing castercleave
Evocation when you can't think of better one.
I personally never use Deep glyph at all, because I like the extra 1sec CC it provides
Posted Nokilolz on 29 May 2013 - 07:57 PM
Hey guys my name is Phil and I've been playing wow since season 3 back in The Burning Crusade but more of a raider. I never took arena to serious til end of season 5 going into season 6 playing only rogue. I achieved gladiator season 6 on rogue playing RMP. I decided to switch mains to priest during wotlk as I enjoyed the playstyle. I got Gladiator on disc priest during season 10, as well as resto shaman season 10 and 11. ( I used Jonte's guide as a outline to write my own, so shout out to jonte!)
Psyfiend - Right now with tremor being such a short CD, have more fears more often is a really good thing, can also be used to eat traps vs hunters if timed right ( Hydra skill points).
-Alternatives- Dominate Mind – I choose this a lot in 2s more so than 3s. You can use dominate mind for long CC chains with your partners such as a hunter, feral, or mage. You can potentially use Dominate Mind to set up a 30+ sec long CC chain to set up a kill!
-Alternatives- Void Tendrils – Of all three this is the one I use less, It has it's situations where it could be potentially used such as vs melee cleaves when your playing a comp that doesn't have heavy snare peels such as something without a mage.
Tier 2 –
Body and Soul – This is the clear cut choice for this Tier now that Phantasm got the nerf where it doesn't make you untargetable anymore. The combination of Body and Soul is really good with the Tier 4 talent Spectral Guise to set up sneak fears and potentially avoid CC!
Tier 3 -
Mindbender – I use this talent majority of the time because of the short CD as a resource of getting more mana back, and also because you can also align it with your partners to burst damage. The cooldown of Mindbender being 1 minute compared to shadowfiend's 3 mins opens up the possibility for you play a little bit more offensive with your team being able to use more globals on offensive dispels, rather than playing Cataclysm style sit 40 yards and heal.
From Darkness, Comes Light – I've never really been a fan of RNG talents or spells that rely on luck or random events to occur so having a proc chance heal at only 15% doesn't really interest me enough to choose it over such a talent like Mindbender.
Solace / Insanity– This talent is really useless for discipline priests, and never bothered to even play with it.
Tier 4 -
Spectral Guise – This is the only choice for this tier than I would ever choose, it's TOO good to not select otherwise. You can use Spectral Guise in so many situations that it's such a valuable talent. Spectral Guise gives you that brief invisibility to where you can use the combination of Spectral Guise & Body and Soul to sneak into the enemy teams for fears that could have been preventable otherwise. Not only can you use Spectral Guise offensively but you can do some creative things as well such as invising right before a hunter might scatter you so you can get your image to eat the trap for you, or use Spectral Guise to juke the enemy player to avoid a potential CC such as a priest running at you to fear you. I would never not take this talent over the other two in any situation.
Tier 5 –
Power Infusion – Just like Tier 4, this is the only choice I would ever take out of this tier. Power infusion does so much for a disc priest offensively, and defensively that it's impossible to not take. Using power infusion offensively can be used for faster offensively dispels, or even faster defensively dispel on your team mate to continue pressure. Defensively this talent is just as good, because getting off faster heals is just as important, even though disc priest casted heals are weak and we rely more on Shields, Prayer of mending, renew, and Spirit Shell for most of our healing in the current state.
Tier 6 -
Divine Star – This choice is rather obviously now too because of the mana cost alone. Anything that costs 20k+ mana in arena is going be very hard to want to choose to use frequently. Divine Star does heal in a forward direction in front of you so you can use it to heal more than one target at a time which is very useful vs dots and spread pressure teams. It's the only viable choice from the last and final tier.
- Glyph of Penance – This is a new glyph that came out with MOP which gave penance a cool utility of being able to be channeled while moving. You can use this to juke interrupts easier, and also heal behind line of sight starting the casting in the open and then walk behind the pillar.
- Glyph of Mass Dispel – This glyph is a priority vs teams that have shield immunities such as Mages and Paladins, with the recent nerf in 5.3 in order to remove their shields with mass dispel you need this glyph to do so.
- Glyph of Shadow Word: Death – This glyph is as one of the ways priests can get out of CC based on using Shadow Word Death at the correct time to where the dmg from death breaks the CC on you just as it lands.
- (Alternative Glyph) Glyph of Prayer of Mending – If your not fighting a team where shadow word death actually can come to use of breaking CC, I would swap that glyph out for this one. It really does increase your heals from Prayer of Mending to a noticeable amount, such as trying to live vs a team like enhance feral if their swapping to you.
Minor Glyphs :
Honestly there isn't any minor glyphs that change any gameplay for pvp, all of the minor glyphs are more RP based and visual changers, so choose whichever you enjoy! :)
Gemming / Reforge / Enchants
Red Gems: +160 Intellect
Yellow Gems: If your trying to match for bonus + 80 int + 160 Mastery, if not and your going for best in slot stat use +160 Intellect
Blue Gems: +80 Intellect + 160 Spirit
Meta Gem: Use the Burning Primal Diamond ( +216 Intellect + 3% Critical Effect) meta until you can get the Tyrannical Primal Diamond ( +665 pvp power + 775 pvp resilience)
As a discipline priest your most valuable stat priority is spirit, majority if not all the pieces of gear that you will get has spirit on them so reforging is very limited after that. I like to reforge pieces that has second stats along with spirit to mastery to maximize the use of your shields, so your reforge priories should go a little like this;
Sprit > Mastery > Haste > Critical Strike
The enchants that you choose are the generic healing enchants that pretty much all Resto / Holy / Disc talents choose. Enchants like:
-Greater Crane Wing Inscription
-Enchant Chest – Glorious Stats
-Enchant Wrists – Super Intellect
Greater Pearlescent Spellthread
Enchant boots – Pandaren's Step
Enchant weapon – Jade Spirit
Enchant Gloves – Superior Mastery
Common Comps to play as Disc Priest as of 5.3
Priest Hunter Death Knight- The goal of the priest in most of these comps are relatively the same, in the beginning build up your spirit shells on your partners so they can create the most pressure possible without having to worry about falling behind early and playing defensive. Try to build pressure early with your team with offensive dispels and fears ASAP.
Priest Hunter Ret -
Priest Hunter Feral -
Priest Ele shaman mage – I think this is going to be a popular comp coming out soon, i've seen people like Jahmilli and Porkz play this comp very succesfully, and will become more seen.
Workable Comps -
Priest Mage Rogue – I feel like this comp if played right is relatively always viable and fun to play. It is by far my favorite to play when it's very strong for sure!
Priest Mage Feral – Just like RMP this comp is viable majority of the time, and can be played as a tier 2 comp.
I would never recommend anyone to copy anyone’s key-binds. The key-binds that you create should be comfortable for you and you alone. Having key-binds that you can comfortably press without having to think about all the time is what makes you react faster in every situation!
I know I’m not a well known player or a top tier player along the likes of Sodah, Hydra, Fuzionn, Zunniyaki, or Mackenziee but I tried to release a guide that's easy to read for any beginning disc priest that's interested in getting into the class like I was when I was watching hydra and those players back in the day. I hope to use my previous gladiator knowledge and constant gladiator rankings to try and supply some knowledge in the community through the guides and forums!
If you have any interest please check out my stream at www.twitch.tv/saltyz
Posted Kettu on 23 June 2013 - 03:02 PM
Decides to totaly change the game just before the endgame.
Perhaps a moderator should grant this guy a one way ticket to grinding bananas in the jungle.
Posted Braindance on 22 June 2013 - 06:13 AM
Remove MMR and statistics/achievements - revert to BC system
MMR lived its purpose during WotLK were the ladders were much more active; achievements don't show much anymore, since they were accumulated since 2008.
Both present an enormous barrier to the newer, ambitious generation of players that have a really hard time breaking into the established glad cartels. I have seen plenty a player that quit the game/stopped pvping because they reached their rating ceiling and couldn’t get further (but not their true skill limit).
I. Removing MMR
a. Shorter queues – high rated players meet lower rated players and vice versa, with the same net effect on the speed with which team rating is gained (for the more experience players)
b. Much harder to abuse. There have been countless examples of how MMR has been exploited in the past. I don’t remember such stories from BC, apart from the traditional win-trading
c. Discourages team hopping. This might seem bad to streamers/high rated players, but it also makes lower rated players take care of their team, strive harder to maintain w/l and increases overall activity since you have to work harder for your rating. Also increases glad spots due to less disbanded/inactive teams
d. Much harder to snipe due to (1)
e. Effectively kills boosting, since it requires much more effort and time. This safeguards players from unemployed leeches that sell pixelated titles, and actually forces them to play the game themselves
II. Removing achievements/statistics
a. Removes the huge barrier between new/returning players and current players
b. Allows everyone to start with a clean slate every season
c. Gives new players the chance to get to know other people instead of isolating themselves in cliques. Playing test games or facing someone in the arena then playing with him would become a thing again
d. Makes player reputation on the server a better metric for ability/skill
e. Becoming better becomes the carrot on the stick and not the achievement
f. Forces higher rated player to take games more seriously, since rating is much more ephemeral than it is nowShare your thoughts and please make this thread open to members since they are the bulk of the pvp community
Posted hoodrych on 12 June 2013 - 05:43 PM
If they can't experience their game themselves, they should at least watch people playing it at a high level.
They do? Do you really think the Senior PvP designer doesn't watch "high rated" streams?
The game isn't all about balance at a 2400+ level. The majority of the WoW arena population isn't even close to 2k. The majority are playing 2v2 and are in the 1400-1600 bracket. The game has to be fun and easy to understand (not changing abilities every week) for new players to learn and grow.
Not to mention there is an entire other aspect of the game (PvE) that has a huge player base of it's own who all have different opinions on what are good changes and what aren't. They matter too.
The bottom line is we've seen constant changing to PvP this expansion more than any other. There is effort and they are listening. The game has so many abilities and other factors to consider that the devs are just limited in the amount of changes they can push through.
Posted Dizzeeyo on 12 June 2013 - 04:24 PM
Absolutely not. I will not test a game patch of a million dollar company that releases their product without testing themselves.
I think at this point it is naive to think that they run any pvp tests at all. If they did, they would catch stuff like Hunter stampede, warriors and mages doing too much damage on 5.0/5.1 or 5.3 enhancement one shots.
I am not talking about in depth tests that they should do, that require some variables values alligning to generateall outcomes, like a buff from partner + dmg proc + trinket proc + tailoring proc etc. I am talking about testing the damage of a guy, pressing a single macro in arena, without setting anything up.That is 5.0 hunter stampede, warrior and mage dmg or 5.3 enhancement one shot. And you can be certain that those have been reported. It just shows that, not only they don't test impacts of stuff like cc , mobility or damage resulting from proc chaining, they don't do elementary tests and they sure ignore the feedback of community when it comes to the most trivial things that they missed due to no testing.
I will use PTR to play classes I don't have and play with friends that are on different factions/realms.
actually some of the most retarded thing ive seen in a very long time, well done
you do realize its called a PUBLIC TEST REALM, and not a hi come derp around with your friends and then bitch afterwards that aspects of the game that you couldn't be bothered to help test when you had the opportunity to realm? lets say they have maybe 200 internal testers? (i have no idea how many ) how likely do you think they are to find every single bug/problem, and how much high end pvp experience do you think they even have?
now compare that to 10,000 2.2k+ pvpers bothering to log on and spam arena games for a week on the ptr, and feeding back through forums on their experiences. how massively more useful do u think the data they get from that will be?
arrogant idiots like both of you, who dont use the ptr for its actual purpose are one of the main reasons that some completely retarded things go live in this game
Be it free levels for alts, mounts, titles, pets or transmog on the tournament realm but we need some encouragement to get the PvP community to test.
2.) We should test anyways
from the amount of bitching that goes on through this site daily, i don't really think that the "pvp community" (lold) should need additional incentives to go spam games on the ptr, do you?
Posted Mitoo on 18 June 2013 - 07:23 PM
There are 2 more specs, not just affliction.
Yes locks didn't move and cast before, but game was different before also. They had much much better survivability and could just stand there and take a beating while doing dmg, which is not the case now.
KJC is op when you look at just the ability, but when I look at the whole 3v3 arena game, i don't see how the locks will be good as they are now in 5.3. Even affliction is almost great at the moment, and you can play all 3 specs and all 3 are very much viable.
Locks, for me look like a most balanced class in 5.3, when you look at the big picture, even if they do the channel and hide behind pillar shit that annoys me as a rogue
I'm afraid in 5.4 they will go back to "blah", I hope I am totally wrong
Posted Chanimal on 18 June 2013 - 04:20 PM
More annoyed about the fact that it'll make killing totems so much more annoying and harder.
Posted AcerMVP on 11 June 2013 - 01:45 PM
A: Synergy: Try playing a few games with out skype. See how far you can go without using skype. I've hit 2400 with out using skype and when we started to use skype, the synergy felt like it was there, because of how well we knew each others play style. We eventually hit 2783 back in s7. Remember synergy requires you to be focused as well. Play with out addons telling you what to do every second. Watch the game, see when the person uses their trinket. Watch your team mate and peel for them when it's needed. This way you learn how to play with a partner you haven't even talked to yet.
B: Communication: Now that you guys know you have a nice a synergy going, learn to communicate. Do a few bgs before you join an arena. Talk to each other, find out a little more about your partner. See how well he communicates with you and try to adjust to each others voice and learn to listen/speak.
This is something that I still love about this game. The social aspect of it. I've met some really cool people in the past that I still keep up with till this day. My very first partner from S1, I still talk to him till this day and we still play together from time to time. We're actually great friends now.
C: Don't care about winning. The more you care about winning, the less fun it is. If you win great! Be happy, rejoice, but never let that be the motivation to playing a video game. The motivation should always be to have fun. When you have fun with the game, it brings positive thoughts. Positive thoughts mean positive results.
And that's how I find partners.