- Viewing Profile: Reputation: Xxlegolasxxz
XxlegolasxxzMember Since 07 Mar 2010
Offline Last Active Yesterday, 11:22 AM
- Group Junkies
- Active Posts 1502
- Profile Views 11792
- Member Title Member
- Age 31 years old
- Birthday April 3, 1982
Posted Xxlegolasxxz on 14 November 2013 - 05:18 PM
You don't know how many times you've played against a mage with meta and steal the buff? I'd have to assume that happens almost never, i've actually never even seen another mage other than myself have/use the meta in arena in 1200+ games this season( Granted past 2200 on US, you only fight the same 5 mages ), and through full hots/MOTW/int/incanters/whatever other buffs I could potentially have ( Ice Ward/Alter/Temp for example )....
I mean, the chance of you noticing it, noticing it in time before I actually make decent use of it ( all I need to do is cast one .8s poly for it to be useful, even if you steal it as im casting, I still get the benefits ), then attempting to steal it, then actually getting it first try through 4-5+ buffs, like its so unrealistic to say that you'll get it with any certainty, you'll probably tap OOM before you even get it and you just dropped several precious globals to attempt to get my meta proc, you can't afford that many globals in the first place considering most Mage team matchups are rogue mage/warrior mage mirrors at high level, along with the fact that you should probably not even have enough mana to worry about meta when you have to deal with the RNG of stealing alter/temp/hots to keep yourself alive.
On top of that, it doesn't have an ICD, it can proc back to back and from my experience over a 3 min game it procs 2-3 times a match. Its pretty wild to say that its outright not worth it, the amount of pressure I put out when it procs is insane and if two high level teams are playing you can make sure you protect your proc if you think its going to be worth it.
I like the meta, its really good and it has certainly turned games around for me on at least a handful of occasions, I almost never experience it getting dispelled before I get to use it somewhat, and it procs a lot considering its a bloodlust, on top of that, it procs on opener quite frequently.
Posted Xxlegolasxxz on 24 September 2013 - 10:14 PM
1) If you're playing with a class that can stun for you, always be looking for RoF opportunities. A common strat for me as WMD back in the day was get a double shockwave on the melee training me, RoF them, swap the healer hard with a charge>Deep+Orb, rinse repeat and keep forcing cooldowns
2) If you aren't playing with a class that will allow you to utilize RoF effectively, play Ice Ward. Seriously, it helps a ton. Its a seperate DR entirely from your novas, it becomes very simple to abuse dispel CD mechanics if a healer dispels a poly, a warrior breaks a ice ward root, then has to sit a full 8 second root, you can do a ton in 8 seconds.
Side note: When gates open, you can apply Ice Ward then invis, it lasts 30 seconds with a 20 second CD.
3) As Mage/Priest/X vs X/Feral/Healer, it is incredibly important to realize that your healer will most likely never be able to get effective fears on an intelligent healer, so the best way to relieve pressure and get counter pressure going is to fear the Feral on CD and covering it with a blanket/deep/poly on their healer.
4) Speaking of counter pressure, it is literally the only effective peel you have against some cleaves ( Mostly ones that can't be peeled anyway, like TSG or PHD ), make sure you aren't bursting into defensive cooldowns, its a no brainer, but its super important to take advantage of, cleaves tend to mongo their defensive CDs to stay offensive.
Everything you use to stay defensive is almost a setback, try to use your cooldowns as offensively and efficiently as possible, only alter time defensively if you have to, and if you have to, make sure you're getting the most out of it ( PoM+Alter, Poly healer, alter back, RoF both DPS for an offensive setup ). On that note, if you're going offensive, make sure you healer uses a CD to keep you up instead of you just blocking midway through your damage CDs.
5) Positioning is really key, keep pulling the cleave behind pillars, make their healer come out and be vulnerable, best way to make a cleave second guess themselves and capitalize.
6) If its a cleave where you HAVE to use everything defensively, have a set plan of how to space out your defensives i.e. Temp shield opener, block, alter time, temp shield, - healer CD -, block, etc. Thats not how you should do it every time, but think about whats going to work in your favor.
Really the key notes are to have your teammates CC for small windows to allow you breathing room to actually do stuff, stay offensive as you can, and abuse the fact that since they're training you, you ultimately control the positioning and flow of the entire game.
Posted Xxlegolasxxz on 10 August 2013 - 09:15 PM
First, if you care enough, use Glyph of Ice Block/Evo/Deep or random 3rd of your choice. Also make sure you're Frostjaw/Temp Shield/Incanters Ward/Living Bomb.
The general idea is you want to rush down the other mage and give them as little breathing room as possible. This means making sure you have the best possible opener, and also zerging your cooldowns in the most efficient manner. I'll just list off some general tips since the overall matchup is pretty complex and requires a lot of split second decision making.
Opener: Always open with PoM Poly, typically the openers amongst high level mages are mirrored so you end up PoM polying each other, followed by CSing each other out of Poly. Typical response here can be to just sit it ( I don't recommend this, you typically end up having to trade a block due to getting a nova+LB+orb'd if the other mage decides to trinket and eating procs to the face ), or you can trinket the poly and pre-emptively CS their trinket, or you can trinket the silence and do what I said before, Nova+LB, Orb, and Frostjaw+Deep their blink or Deep+Frostjaw it. If you manage to steal their T-shield or Alter, you'll probably force a block at this point if you got some lucky FFB procs or popped images.
Small tips: You can mirror image as the duel starts to drop target and try to get the upper hand to steal poly. Also have a cancelaura Brain Freeze/other stealable buffs macro in case you get CC'd on a proc so the other mage cant steal. Also utilize a petmoveto macro to make sure your pet is never next to you, so you don't feed the other mage a double fingers proc
Mid-duel: If the other mage blocked first you can do a couple things. If they sit the block, run away and invis. If they blocked and orb and their pet is on it, its often worth it to just kill the pet off if you can finish it quickly. If you're sitting on a full load of procs, you can typically just end the duel right here if they try to do something like CS you out of block. If they do something like this, wait for their Ice Block glyph to fall ( t-shield or Evo whatever they do in this 3 seconds, or you can sit the block until their buff is over, but then you risk them running away and resetting ). When you come out of block, something that is really scary is Ice blocking, canceling it for the nova, alter timing your Block glyph buff, then chucking 6 procs at them while being immune to spells for 5-6 seconds+hitting them with a nova+LB, this is especially scary because the typical game breaker response to this is steal Alter time but obviously you're immune to it.
At this point a mage will probably get desperate and start trying to blink randomly or misuse CS/deep. Just keep a close eye for that and basically you're just going to want to orb them to get a blink and then deep>cs>frostjaw or some combination. Really important to get nova+LBs off and make sure you're not giving the other mage a chance to take your t-shield/alters/procs.
Late duel: Usually it just ends at mid duel but if it does get this far, its typically a war of attrition where you've both kited each other to the point of no blocks and evo. Obviously its all situation but you kind of just have to max-range kite and keep LBs up and make sure when you both have a CS up that you get yours off first, and don't throw away your blinks mindlessly because thats game over. If you managed to save Mirror Image so far, it should be game over as you can kite the mage much more easily with LB+image slow spam.
Thats all i've really learned in my 1 or 2 days of dueling top level mages but yeah, hope it helps.
Posted Xxlegolasxxz on 20 May 2013 - 12:53 PM
Healers having to sit 40 yards back just so they can have a chance at playing the game really does promote turtling and its a shame.
Posted Xxlegolasxxz on 13 May 2013 - 11:50 PM
Not that it matters, i'll just run Invocation, afaik its not dispellable at all and lasts an entire minute and actually makes spellsteal spam inbetween burst windows viable. Not to mention good teams will not randomly dot a mage, thats probably the most frustrating thing about Incanters Ward, I can't control when its going to be up if a team is smart.
Doesn't particularly change Mages ability to one shot people either.
Posted Xxlegolasxxz on 21 October 2012 - 09:48 AM
For real though, balance isn't even the key to how viable a game is as an e-Sport and obviously its not the key to the longevity of a game, because according to every PVPer, Blizzard is the worst at balancing and yet here you all are, 12 seasons in, years later, still playing. Wanna know why?
Cause arena is fun, theres nothing quite like it, no matter how terrible the balance is, the mere core concepts of teamwork and fundamentals of arena will consistently make it addicting and enjoyable. In fact, thats how its always been, and its not even a concept that applies to arena or WoW exclusively, it applies to many competitive games at the highest echelon.
Typically I would say that should be good enough, arena is fun and thats why you all are still playing. Unfortunately, the way this game has evolved ( Not necessarily the balance, I suppose i'm lending this statement moreso towards how arena is played due to the overflux/influx of instant CC in the game ), the disdain for the gameplay is starting to outweigh the overall enjoyment of arena. I wouldn't say thats a balance issue necessarily though.
I have no idea where I was going with this. TLDR - You could get every PVPer to quit and Blizzard would still suck at balancing gg no re mi
Posted Xxlegolasxxz on 10 April 2012 - 11:09 PM
Posted Xxlegolasxxz on 04 August 2011 - 06:07 PM
Posted Xxlegolasxxz on 28 July 2011 - 07:26 PM
You're quite silly to think the metagame is so stagnant like your post implies. Its not hard to look at a comp, and see ballpark how strong it is. But anyway, I suppose you could be correct, back when KFC rose to ridiculous popularity, I started playing FMP and I quickly rose to 2900+/Rank 1 on a pretty competitive BG simply because of the fact that FMP DESTROYS almost any form of KFC within 20 seconds. It wasn't just down to comp either, it was that I was wearing nearly 4100 resil at the time too ( when most mages wore 3k/3300~ at the time ), which made going on me an unviable target, as well as an unviable target for the ever more popular RLSs that plagued my BG. In the end KFC became less popular, Lock+shaman teams became more popular, and the viability of FMP dropped as quickly as it rose.
But, its not like I took some ridiculously new combination of classes and stormed over teams. I took mage+priest synergy, tossed it with priest+feral synergy, not to mention mage+druid synergy and I tossed it into a mix of a melee+caster+healer comp with more control and damage than you could dream of ( this being the case against the popular comps the metagame brought )
Anyway, we know what classes are bad, we know what classes are good, we know what kind of team composition works and which ones dont. We know what classes have synergy together and it has been largely unchanged for the past 3 or 4 years.
A problem with your theory is that, 1) Top end PVPers don't have access to many of the underdog classes on their server, and its not as easy as just getting your friend to roll over the Zerg or Terran button to try one out. TR changes this, but you quickly got to see that from TR, Shadowplay easily dominated other comps. Underdog classes typically dont have players that are tournament caliber. 2) The metagame changes rapidly unless a comp is overwhelmingly strong, but eventually people find a workaround. Hunters might have some based god comp that destroys popular comps currently, but guess what? There ARENT that many good hunters, probably just a handful for every region of the world, its been like that since season 1. That, and the fact that if hunters ever start dominating for whatever reason, its only going to take a few weeks for someone to figure out how to countercomp it if it becomes popular enough. People will follow suit.
Posted Xxlegolasxxz on 25 July 2011 - 01:16 PM
Posted Xxlegolasxxz on 22 July 2011 - 11:37 AM
Posted Xxlegolasxxz on 18 July 2011 - 06:51 AM
Posted Xxlegolasxxz on 06 July 2011 - 02:19 AM
Posted Xxlegolasxxz on 14 June 2011 - 06:12 PM
Don't take my word as law though, how you gear is ultimately going to depend on your comp, but more importantly on the metagame of your BG and how your partners play. For example I stacked resilience until 4100~ or so when I played it on Rampage to 2900 simply because there were tons of KFCs and RLS's that liked to tunnel mages at the time, and my feral was quite good at setting up damage and landing kills on his own. Playing the same comp on another BG there were far less teams that tunneled me so I changed into an offensive intellect setup with a few playstyle changes to suit my new teammates and BG.
If you're getting heavily focused a lot ( lets say RMPs, because it doesn't matter how good you play or your partners play, trying to survive RMP zergs with 3k~ resil is going to involve popping snap in the first 30 seconds for your second block, doing it with 4k resil means you probably wont even have to block at all in a 10~ minute+ match ) I highly reccomend going resil if this is the case. But if its your warrior and priest getting zerged I most definitely suggest going int/crit to help support the aggressive playstyle WMP requires.