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Dills

Member Since 30 May 2010
Offline Last Active Yesterday, 02:08 PM
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#4251160 Blizzcon Meetup

Posted Capstone on 03 November 2014 - 03:19 AM

i was going, but a couple of TSA agents contacted me inquiring if i was the one who had written some of my posts about hunters

long story short i'm not getting on any flights to anaheim in the next few weeks


#4251427 Blizzcon Meetup

Posted Capstone on 03 November 2014 - 01:20 PM

View PostDillypoo, on 03 November 2014 - 04:11 AM, said:

I was looking forward to seeing you there, I wanted to hang out at the hunter table
uh mr. dillypoo if an incognito man is hosting a hunter gathering at blizzcon do NOT approach this table, though i'm sure he has good intentions and i encourage all other hunters to make use of his services


#4250833 Bugs we need to report together, if we want them fixed

Posted jezuz on 02 November 2014 - 07:24 PM

1. In sv if you use arcane shot and your target moves out of 40y range\los before it hits him - the poison isnt applied

2. Hunters pet loses glyphed camo buff as soon as you move 1 step after applying it

3. Sometimes posthase doesnt work (once happened to me 3 times in a row)

4. If you spam killshot button it only shoots one time, CD doesnt reset

5. Barrage stops doing damage as soon as your target moves out of los. Every other channeling spell in game is still working through pillars

6. If you put crows on a rogue and he uses vanish+cloak, crows stop doing damage to him and dont break his stealth

7. Some ablilities go through deterrence - such as pala's blind, explosive trap and roots from dk's pet

8. If your trap lies behind the pillar or more than 40y away - it often doesnt activate, just does the spiral animation

9. Sometimes trap and binding shot dont work on enemies with freedom up

10. Freezing trap doesnt work on rogues or ferals in stealth

Blizzard not only didnt fix the old bugs like no sting apply or crows not damaging a vanished rogue, they also broke many things, that worked fine till now. I think we should spam report all this problems, because they are really many and they affect our crucial abilities


#4249843 Dilly's Hunter PvP Guide (6.0.3)

Posted Attono on 01 November 2014 - 06:50 PM

Nice work Dilly


#4247308 Borngood's Holy Paladin PvP Guide WoD and (6.0.3)

Posted Borngood on 30 October 2014 - 07:04 PM

Borngood's Holy Paladin PvP Guide WoD and (6.0.3)

This is my first guide and contribution to this site, aimed towards new and returning players to the Holy Paladin class for Warlords of Draenor PvP. The format for this guide was emulated from Vanguardsz Retribution guide with a bit of a twist of my own, thank you for your work to the community.

All important new changes will be colored with NEW, for those returning to the game and with some experience to the class.

PvP Talents
Level 100 PvP Gear Set Bonuses
Glyphs
Stat Priorities
General Healing Comments
Level 100 Perks
Minor Changes
What race should I play?
Final Comments and Thoughts


Major Holy Paladin Changes in 6.0.3?

1) We have to cast Word of Glory and Eternal Flame.

2) At level 100 your only holy power generating abilities are Holy Shock, Crusader Strike, and Holy Radiance.

3) Divine Light has been removed and replaced with Holy Light.

4) All of our healing cooldowns have been combined into avenging wrath for one cooldown.

5) Last of all Turn Evil (fear) cannot be cast on players and has been replaced by Blinding Light in the talent tree.

PvP Talents

There are some mandatory talents which you will never change, but others you will change almost every arena/rbg match depending on the composition of you and your opponent.

Level 15: Mobility

Must have: Speed of Light

A quick burst of movement with a decent duration, can be used offensively and defensively. The main reasoning is that the other 2 talent choices Long Arm of the Law and Pursuit of Justice are unviable, and will probably never see use in PvP for Holy Paladin (until changes are made).

Level 30: Crowd Control

Every talent in this tier will be used, but mostly Fist of Justice and Repentance.

(Recommended) Fist of Justice: No change since MoP, but generally the default talent of choice for the most part(Also the easiest out of the 3 to use).

Repentance: Good ol' Rep, useful when playing comps such as kittycleave, kfc, tsg (cleaves) pretty much every composition that does not play with a Mage, Warlock, Spriest, and Ele (wizards). The added crowd control Repentance can bring to cleaves is one of the best advantages of bringing a Paladin to your team.

NEW Blinding Light: Turn Evil is gone from the tier, and now has been replaced by our old ability Blinding Light. It is now instant cast and on a 2 minute cooldown. Use when you do not have a short cooldown fear on your team.

Level 45: Healing

Must have: Sacred Shield

It happened, no more instant casting Word of Glory and Eternal Flame. The good news is that Sacred Shield got "buffed". I use quotations because the real change is that now Sacred Shield can crit absorb, which it could not before. Another perk is that while the absorb part can be dispeled, the ability that procs the absorb cannot. The math has been done by all the hardcore raiding Holy Paladins, the choice is Sacred Shield for now.

*A side note for rated battleground players, I have not been able to test Eternal Flame yet in a high level setting, but there will be scenarios where it will be useful against dot cleaves to have Eternal Flame rolling, just as before.

Level 60: Defense

My favorite tier of the talent tree, and most important for surviving.
All talents in this tier will be used, but mostly Unbreakable Spirit and Clemency.

Clemency: You gain two charges of Hand of Protection, Sacrifice, and Freedom. Use this talent when you suspect the enemy will be attacking your teammates, and not yourself.

Unbreakable Spirit: Use when you know you are going to get trained, or swapped to frequently. With Divine Protection and Divine Shield on a 50% cooldown reduction, you become more difficult to kill.

Hand of Purity: Only used against Affliction Warlock caster cleaves, nothing else. To be honest this talent is underwhelming with only a 6 second duration, so I recommend sticking with the other 2 talent choices.

NEW Level 75: Healing Cooldowns

Recommended: Sanctified Wrath

Avenging Wrath is now a beast of a cooldown, it increases healing by 100% as well as haste, critical strike chance, and damage by 20% for its duration of 20 seconds. Something I've noticed playing is that with Avenging Wrath up, you top your team instantly and is quite frankly too much healing (no complaint here). So increasing its duration to 30 seconds, is a massive amount of healing, and it feels like your team is invincible for the duration. Your Holy Shock cooldown is reduced by 50%, and critical strike chance of holy shock increased by 20% additionally. For those curious, we can get Holy Shock to be upwards of 160% chance to crit at level 100.

Holy Avenger/Divine Purpose: Sadly with our holy power finishers now requiring a cast time, these talents have become obsolete. Sanctified Wrath is too powerful to pass up.


Level 90: Burst Healing
Must have: Holy Prism

Our largest heal on a 20 second cooldown, use when you need to be on the move and cannot stop to cast. Also can be used on party members or yourself to hit Rogues, Druids, and Mages out of stealth within a 15 yard radius.

I will mention Execution Sentence got buffed with the largest tick of healing immediatly when cast, but Holy Prism still outclasses it.


NEW Level 100: The Boys Are Back

Holy Paladins are back with a vengeance after the season 14 and 15 fiasco, and these talents bring justice to our enemies.

Recommended: Saved by the Light
When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 sec.

You cannot shield the same person this way twice within 1 min.

You know that ability Shamans have called Nature's Guardian that makes them..., well you know, Paladins now have it but in absorb form! You read that right, we can give it to our teammates. So every player on your team is basically a Shaman, how can you lose. All joking aside this is probably the best talent of the tier and will be the most used.

Beacon of Faith:
Mark a second target as a Beacon, mimicking the effects of Beacon of Light.

This talent will be required when fighting against heavy dot cleaves, having 2 beacons out at the same time is amazing. Also can become very mana efficient (explained later).

Beacon of Insight:
Places a beacon of insight on an ally, increasing their healing received from your next direct single-target heal, or Holy Radiance, within 1 min by 30%. When consumed, or when the target reaches full health, it moves to the most injured ally within 40 yards. Limit 1. 15 second cooldown.

I'm not sure how I feel about this talent yet, I feel it is the weakest of the 3 choices in the tier at first glance, but there is a possibility to see some use somewhere.


NEW Level 100 PvP Gear Set Bonuses

Paladin WoD PvP Holy 2P Bonus: Denounce grants you 100% of the critical strike chance of the target for 8 sec.

Example- You have a base 15% chance to crit. You Denounce a rogue with 35% chance to crit. For the next 8 seconds you now have a 50% chance to crit. Holy Shock has double the normal critical strike chance. You now have a 100% chance to crit with Holy Shock with the buff active.

That ability we have denounce, it now has a 40 yard range, and steals crit in addition to canceling the targets crit. From play testing on beta, all I will say is get ready to have some fun.

Paladin WoD PvP Holy 4P Bonus: Reduces the cooldown of Hand of Sacrifice by 10 sec.
Pretty underwhelming compared to the 2P bonus, I believe 10 seconds is too little and some tuning may have to be done.



NEW Glyphs

I have some good news, glyphs got a bit complicated for Holy Paladins. There are so many great glyphs to choose from, but there will be default glyphs to use as a starting point.

Default Major Glyphs
Spot 1: Glyph of Beacon of Light
Spot 2: Glyph of Denounce
Spot 3: Glyph of Merciful Wrath

Glyph of Beacon of Light: Removes the global cooldown on Beacon of Light. Same as before but the ability Beacon of Light now has a new design.

Beacon of Light: Your heals, including multistrikes, on other party or raid members will also heal the Beacon of Light target for up to 50% of the amount healed. Your Flash of Light and Holy Light on the Beacon of Light target will also refund 40% of their Mana cost. Your single-target heals heal your Beacon of Light target for 10% more.  Also applies to Beacon of Faith.

Tl;dr- Beacon does not generate holy power anymore, you now have 10% increased healing on beacon and save mana when casting on beacon targets. So it is important to use this glyph to be mana efficient.

Glyph of Denounce: Your Holy Shocks reduce the cast time of your next Denounce by 0.5 sec. This effect stacks up to 3 times.

We spam Denounce, the target cannot crit, we gain their crit, everybody wins.


Glyph of Merciful Wrath: Reduces the cooldown and effect of Avenging Wrath by 50%.

I have done a ton of beta play testing, and this glyph is really better than it seems at first. With this glyph activated combined with the talent Sanctified Wrath, Avenging Wrath becomes this:

Healing done increased by 50%.
Haste, critical chance, and Damage done increased by 10%.
Duration 30 seconds.
Cooldown 90 seconds.

From play tests I found 50% healing increase was usually enough to get you out of tight spots, but keep in mind this is just the default. If you are expecting a shorter game, replace this glyph first.

Situational Glyphs (You will use all of these.)

Glyph of Divine Protection: Reduces the magical damage reduction of your Divine Protection by 20% but adds 20% physical damage reduction.

Does the other team have melee? check, apply glyph.
*An exception to this rule, is against Rogue/Mage. I've found 40% reduction on the Mage damage is better than the 20/20 split for obvious reasons.

Glyph of Cleanse: Cleanse now has a maximum of 2 charges, but its cooldown is increased by 4 sec.

All healers have this, it is useful against Mages and Warlocks who still have spammable crowd control.

Glyph of Hand of Freedom: Hand of Freedom immediately reduces the remaining duration of all effects which cause loss of control of a character by 25%.  Any additional loss of control effects applied within 4 sec have 25% reduced duration.

Are you about to die to a Mage/Rogue opener? Cast freedom while stunned, and /dance with all the time you'll have not stunned.

Glyph of the Liberator: Hand of Freedom's cooldown is reduced by 5 sec when not cast on self.

Melee will love you, a lot.

Glyphs of Devotion Aura: Devotion Aura no longer affects party or raid members, but the cooldown is reduced by 60 sec. (From 3 min to 2 min.)

This glyph will be useful against double wizard teams such as mage/spriest and mage/lock where casting out of cc becomes tougher.

Honorable Mentions:Flash of Light, and Harsh Words.
These glyphs have a use somewhere, just not sure yet.

Final Glyph Thoughts: There will be endless argument over which glyphs replace which, but my personal PREFERENCE in keeping glyphs goes as follows-
Beacon of Light>Denounce>Merciful Wrath. Which means replace Merciful Wrath first if you need to.








NEW Stat Priorities

Int > Crit > Haste > Versatility > Mastery > Spirit > Multistrike  

I have redone the stat priorities due to mainly two things. We are going to get trained into the ground, it's coming as seen on Reckful's stream playing rmp vs Karvinen, it was hard for him to top himself without crits. Second, we will need holy shock crits, and more of them, because the answer to paladin will be to train the pink. This is where crit overtakes haste, because what good is haste if good teams will never let you cast. That's where we will need crit, as rng and nerfed as it is. Haste shines in situations where you are being cc'd heavily and constantly, but I see more games coming down to can we survive the train. I urge people to try out both crit and haste, and feel what they think is right, because at this point it's very hard to call. I would love to hear from everybody.

Enchant Weapon - Mark of the Thunderlord will be for crit healing output.
Enchant Weapon - Mark of Warsong will be for haste output.
Enchant Weapon - Mark of Shadowmoon will be for mana regen.

NEW General Healing Comments

Things to keep in mind is Flash of Light, Holy Light, and Word of Glory, all do near the same amount of healing. The differences between these abilities are as follows-

Flash of Light: Normal cast time, costs most mana.
Holy Light: Long cast time (reduced to really fast by Infusion of Light), costs roughly half of Flash of Light.
Word of Glory: Normal cast time, no mana cost.

NEW Level 100 Perks

As you level from 90 to 100 you gain perks specific to your class and spec.

Empowered Beacon of Light: Your single-target heals heal your Beacon of Light target for 10% more.  Also applies to Beacon of Faith.

Enhanced Holy Shock: Your Holy Light and Flash of Light have a 10% chance to cause your next Holy Shock to not trigger a cooldown.

Improved Forbearance: Reduces the duration of Forbearance by 30 sec. (60 seconds to 30 seconds.)

Improved Daybreak: Increases the healing from Daybreak by 100%. (Useless)

NEW Minor Changes

Hand of Sacrifice is no longer on the global cooldown.
Divine Plea was removed, and mana regen was buffed.

What race should I play?

Alliance: Dwarf. Stoneform will literally be winning you games. (Removes bleeds and blanket silences I believe.)
Horde: Blood Elf. The Blood Elf silence has become very valuable with most blanket silences removed from the game.







Common Team Compositions

Holy paladins can play with most classes/specs again, have fun.

Final Comments and Thoughts

Things are looking hopeful for Holy Paladins in season 16, but I just want to remind people we are coming off of the worst 2 seasons in arena history for Holy Paladins. So I implore the arena community to make some new Paladin friends, give them a chance because they deserve it. For those who stuck it out through season 15 as a Holy Paladin, you will find season 16 one of the most rewarding seasons ever.

You can message me on btag@ Borngood#1295 if you ever have any questions.
www.twitch.tv/Borngood  I will be streaming once WoD comes out, to showcase some Holy Paladin gameplay to anybody interested.

Follow up guides include, Rated Battlegrounds and Positioning.

I hope somebody out there learned something useful, and thank you for reading!


#4245844 MoP Arena-tournament

Posted Marshmellow on 29 October 2014 - 02:16 AM

View PostGlink, on 29 October 2014 - 01:59 AM, said:

where do I sign up?

at your local mental hospital


#4245676 Titles not going out today, ban wave still approaches

Posted Pikaboo on 28 October 2014 - 10:32 PM

i neeeeeeed it........................


#4245589 How do I write a guide?

Posted Megatf on 28 October 2014 - 08:59 PM

When I wrote guides it was pretty much like this:

Mods - You don't really use them so I doubt this section would be something you'd elaborate on.

Macros - Don't have to go too indepth on them depending on your audience (Hunter forums or Arenajunkies, if Hunter forums you'll probably have to explain a little more).  But simply listing all the ones you use with a basic instruction of what they do will be huge for most aspriing arena hunters.  I'd like to get a copy of your macros sometime.

Gear Min/Maxing - Why you pick a specific gem/reforge setup for max DPS.

Spec - This is probably the most important, as Hunters copy specs but don't know why they are copying them.  They just go "R1 hunter is doing it I'll do that too".  For example a lot of hunters used to get Blink Strikes and ToTH while you were rocking Fervor and Birds.  How you pop fervor to setup a burst, or why Crows are so much better than Blink Strikes.  Also the importance of when to swap Iron Hawk for Spirit Bond depending on the comp you're fighting.  Back when I was playing Hunter drain spec 7/31/11 in S3 or some shit with the pet increased run speed to keep the healers in combat while I viper stinged their team to death.  Or how I swapped back to a higher DPS setup when in S4 I discovered that Freeze Traps lasted 13 seconds if you specc'd into it and we could CC chain a healer for an infinite amount of time between cyclone bash scatter and freeze.

Glyphs - Which are your primary glyphs and why, and which glyphs do you swap too against specific teams/classes.

Tricks and Trades of the Hunter class - Disengage Root into a Freeze Trap.  Wyvern into Freeze Trap.  Stun into Freeze Trap.  Knockback off ledge.  When to switch trap launcher on and off.  Why it's important to target healing stream totem instead of just mashing DPS.  How you make sure your pet growl always gets grounding totem.  Your DPS rotation and the proper use of big dmg abilities like Crows and using fervor.  Essentially all the little things you do that seperate you from other hunters.  Anyone can hop on the hunter class and mash damage abilities and get a trap, it's how you do them, and the really minor things you do.  "I just explosive trapped that shaman into my freeze trap I missed earlier, I'm a god".  Those kinds of things.

Then explain the role of Hunter in the comps you play, the strongest it seems being KFC and Junglecleave.  How you coordinate with your teammate, what you do against wizards, who you're prime targets are, and how you communicate with your teammates.  Writing basic strategies for comps or classes you fight frequently.

Thats the stuff most players want to read.  If you play a hunter, you know what your abilities do, it's when and how to use them effectively in ways they haven't thought of is probably the most important.

I learned a lot of new things when I posted my first 2200+ 2v2 hunter/priest guide just by the nice replies asking why I didn't do certain things that they had learned or figured out that I never even thought of.  The guides I wrote helped me out as much as I was trying to help other hunters.

(One last thing, following up your guides with twitch highlights is pretty helpful as well, people love videos with a transcript of what you're doing)


#4240186 How do I write a guide?

Posted jaimex on 22 October 2014 - 11:17 PM

- About yourself
- Recent Changes
- Talents
- Gemming / Gearing
- Macros
- Playstyle Tips
- Streams


That's the way I do mine at least :)


#4240192 How do I write a guide?

Posted Silentlol on 22 October 2014 - 11:20 PM

Have yet to see an update 6.0 Hunter guide so I think you are probably one of the only hunters qualified to write one. Any who to begin you might want to start with :

1- Introduction: Explain what changed in 6.0 (What has been added and removed)
2 - Introduce the main abilities for hunters: Things like Chimera (use on cool down/Aimed shot for focus dump); things like tranq shot and just generally our common abilities. Later you can introduce small tips for these abilities (toggling trap launcher and other little tips)
3 - Races: Explain what races are the best and why.
4 - Talents: Pretty self explanatory; described each talent and its place in the game. What talents are mandatory, situational, and useless (you can also add small tips on how to use the talents)
5 - Glyphs: (What to use, when to use them, which ones are mandatory)
6 - (Optional) Key bindings for those who are looking for some advice.
7 - Lastly, you can introduce simple macros, their purpose etc..

Sorry.. I was bored.


#4233586 Protip if you happen to look retarded with new models.

Posted Wallirik on 15 October 2014 - 09:43 PM

View PostDillypoo, on 15 October 2014 - 09:13 PM, said:

You can also go into system>advanced>disable new models.
why would you remove this?

Posted Image


#4228549 The 8 Teams for Blizzcon

Posted Attono on 11 October 2014 - 07:19 AM

View PostHackattack3, on 11 October 2014 - 07:03 AM, said:

Which is fine.  Melee is for pve/kids b/c they are easier to play.  I always go back to my mario kart or F-zero (for older players) example.

For Mario Kart, Koopa Troopa and Yoshi were great for intermediate play b/c very forgiving, great turning + acceleration.  However, you were going to lose to a well played Bowser/DK that didn't make mistakes b/c higher top speed (SKILL CAP).

That's why most of you play melee.  Brainless easy train town.  If that was viable at top end tournament play the game would be in serious trouble.

I played rogue for 2 years, I got 2900. I played lock for THREE DAYS and got 2920. Your statement is invalid. Casters are SOOO much easier than melee. You get to play, you have more than one trinket, you have spam-able cc and you have a ranged kick. Go away


#4227448 every healer after every win in 3's

Posted Mattadoro on 10 October 2014 - 05:21 AM

Posted Image

poor healers never get the credit


#4224604 Shwayzee & Dilly Tie the Knot at Regionals, Azael Casts the Wedding

Posted Archlight on 05 October 2014 - 03:50 PM

Brings a tear to my eye.
Posted Image


#4225927 US WoW Arena Tournament Stream Discussion Thread

Posted flannelsoff on 07 October 2014 - 12:10 AM

when is glinks gonna shut up is what i wanna know




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