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ThastaMember Since 07 Jul 2010
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Posted Avengelyne on 13 April 2015 - 07:33 PM
I'm considering getting back into SF4 or trying smash, and will probably make SF5 my main game when it comes out. The cross-play feature they are promising between PC and PS4 has huge potential. Nobody has really pulled it off before.
It has a lot of reasons to actually get good at the game. There aren't many (if any at all) players making 6-7 figure salaries that literally just play 24/7. Arguably the most popular and well known player Daigo, up until Madcatz sponsored him 2014 had a job working at a nursing home 5 days a week.
There are of course sponsored players and those that do make a living, same as WoW streamers, but if you're a beginner in games like League you will probably never reach the top while maintaining an actual job or education. I get why SC2 got huge respect, the inputs per second were insane. I was an MLG coach throughout high-school for Gears, and anybody in any competitive scene ever knows fighters are the most technical, difficult and most respected competitive genre.
My entire rational between considering SF4 over today's Mobas is although Moba's are hugely popular, supported, highly accessible etc., the fundamentals aren't so different from WoW arena. If you have thousands of hours into learning the ins and outs of them that's really all it there is to the game. You aren't going to get recognized if you don't give it all up. What's the point of playing a competitive game without that recognition? Mine as well go play some RPGs or PvE.
Why be a gold, diamond, challenger or whatever the fuck you are when there is a squadron of teenage highschool dropouts getting paid to play it 24/7 that will always be better. The big shitstain part of the whole thing is that there's fucking 6 buttons (really only 4 combat buttons) and it's click to move. The major competitive aspect of Mobas is game knowledge and teamwork. When (and it's when, not if) the next big thing comes round those dropouts will be fucked, and time you put in is effectively wasted.
There was a tournament at my College last month for SF and MVC, 15 minutes from my house. There are local tournaments in Toronto like every other week. Capcom hosts huge tournaments like Blizzcon 4 times per year for different regions, and a world championship series. They also host online tournaments with serious prize pools. That's just capcom. There was a Redbull tournament in Paris with a serious prize pool last month, and there is Evo every year. Capcom supports all of it, and there are NO bots, NO cheating, NO ddosing, NO wintrading, NO pilots. Your success revolves around you getting better at the game and challenging others.
Skills you have there are transferable to other games which is a plus. The genre will never die and has always been around. There is no team synergy, you won't be fucked out of tournaments because you can't find partners, you don't get fucked if your class isn't good this season, etc.
off topic rant below..
It's kind of why I still arena, you can be a R1 player without quing each and every day. You can be a "top player" while it's your hobby. If I ever started another MMO it would be casually. Pouring your life into an MMO is a mistake because they are made to be time sinks, not to be played competitively.
It's a shame really. Blizzard (Activation, actually) has a great game that players clearly care about a lot and love, and the PvP scene could be huge but honestly negligence and empty promises has turned arena to shit. I can only imagine if GCDTV never took off there would literally never be queues (in US). The only way to actually play arena these days is to queue Friday and Saturday night when GCD teams are practicing. Otherwise, you can have some luck between 12pm est and 3am. Usually there are owls that wake up at like 9pm queing then. Hopefully you get lucky enough you don't get alts of alts sniping people with counters. GL, HF. Also, SHIT rewards! Not a single goddamn person liked the S15 mount.
TL;DR: Don't play MMO's competitively unless you want to PvE hardcore or play casually with friends
Play a game like CS or any shooter really besides CoD.
Play a fighter, Smash, SF4, MVC etc..
Don't bother with MOBA's if you want to go big, unless you want to give up everything or be a spec of sand in a desert. They are good for fun and with friends, but just as toxic as korean grindfest MMOs in terms of time sinks.
Posted Capstone on 08 April 2015 - 08:52 PM
i've been playing world of warcraft for around ten years. i've never been a huge fan of attacking lower level players. it's a boring, useless interaction and i'd appreciate the courtesy of being allowed to suffer the horrifying leveling experience of world of warcraft in peace myself
at some point during mists of pandaria, i leveled a hunter to 90 in three days and began playing arena immediately. undergeared and with no experience, i was able to climb to the top of the ladder on my battlegroup almost immediately. i would routinely queue into other hunter teams, with ostensibly competitive hunters (at least a couple rank 1 titles) and perform well enough to win consistently, even in mirrors, 2v2 scenarios, etc. probably worst of all, i was playing with friends, the same two people i was playing with on my mage (both comps were good comps), and we immediately started doing better with the hunter i had practiced for a few days than the mage i had played for 8+ years as soon as i discovered that my pet's Bite needed to be on autocast. i was not alone in this. at the same time, veev was making a hunter and rising to the top of the bg9 ladder almost immediately
it was at this time i realized the only true way for any player in this game to beat a hunter is to stop them from advancing at an early age. when i see hunters in the wild now while waiting for a queue, i kill them. i stay there, on my flying mount, repeatedly killing them until they log off
think about it. when you see xlegolasx leveling in terokkar forest, he's no threat to you. if you leave him unmolested, though, it will only be a matter of time until you see him in arena, at 2900 or 3000 rating, and regardless of how focused either of you are, which buttons he presses, whether or not he is awake, or in fact, is just a chimpanzee, your chances of winning are decent at best
if our species is to be protected and our community is to be preserved, we must take steps to prevent hunters from advancing - before they are unstoppable. remember, inhibiting a hunter's leveling process in any way is an invaluable service to the community
Posted Forumz on 08 April 2015 - 01:21 PM
Conversion (not that anyone uses it but it's still retarded when it's good)
Glyphed Warlock Shield Wall (why do they need that shit on top of Soul Link?)
shapeshift 5% heal
also make blood presence/defensive stance more costly or weaker.
Posted Metaclassx on 05 April 2015 - 09:44 PM
- Glyph of Regenerative Magic: If Anti-Magic Shell expires after its full duration, the cooldown is reduced by up to 25%, based on the amount of damage absorption remaining
- Icebound Fortitude: The Death Knight freezes his blood to become immune to Stun effects and reduce all damage taken by 20% for 8 sec. This ability is no longer usable while stunned
- Unholy, Frost Presence: Now increases movement speed by 25% and 15% respectively. Up from 15% and 0%.
- Scourge Strike: Now does 10% more damage in PvP Combat.
- Obliterate now does 7% less damage in PvP Combat
- Killing Machine: Frost Presence now grants your autoattacks a chance to make your next Obliterate or Frost Strike automatically critical strike.
- Ysera's Gift: Heals for you 2% of your maximum health every 5 sec. If you are at full health, a random nearby injured ally will be healed instead.
- All Shapeshifting now costs 12.5% of your base mana.
- Glyph Of The Shapemender: Each time you activate a shapeshift form, you receive 30% more spirit for 10 seconds, this effect can only occur every 45 seconds.
- Glyph of Master Shapeshifter has been removed
- Cyclone now has a 12 second cooldown.
- Regrowth now costs 15% less mana in PvP Combat.
- Ferocious Bite: Now does 25% less damage in PvP Combat
- Rake: now deals 15% more damage in PvP Combat.
- Rip now does 25% more damage in PvP combat
- Mastery: Razor Claws is now 10% more effective.
- New Glyph Of the Storm: Your Cyclone spell now belongs to the incapacitate Diminishing Returns School, instead of the Fear DR School.
- Barrage now deals 5% less damage in PvP
- Exotic Munitions is now an active ability off of the GCD and now costs 2.5 focus per second to use, but the effect of each ammo is increased by 20%. Frozen Ammo has been removed from the game.
- Tranquilizing Shot now costs 30 focus, down from 50
- PvP 4 Piece Setbonus for the Beast Mastery spec no longer shares diminishing return with your pet, it now makes arcane shot deal 15% more damage.
- Bestial Wrath no longer affects the cost of Tranquilizing Shot
- Focus Fire now has 25% reduced effect in PvP Combat.
- Murder of Crows no longer benefits from "Mastery: Mastery of Beasts" while in PvP Combat
- Aimed Shot now deals 10% more damage in PvP Combat.
- Frostjaw: Now belongs to the Arcane School.
- Ring of Frost: Now belongs to the Arcane School
- Blazing Speed is now in the level 30 talent tier
- Alter Time is now in the level 15 talent tier
- Combustion now deals 25% additional damage in PvP.
- Scorch now deals 20% additional damage in PvP.
- Pyroblast now deals 20% additional damage in PvP.
I don't know what exactly to change about this class, I don't know enough about individual abilities, I think Windwalker is in a pretty balanced state right now, but Mistweaver needs more output on its healing and better mana regen, then a severe nerf to the cooldown of Cocoon.
- Exorcism now applies a Mortal Strike debuff, which reduces healing received by 25%.
- Execution Sentence now has a 1.5 minute cooldown
- Clemency [Holy] has been redesigned, it now decreases the duration of your Hand spells by 50%, but makes them unable to be purged.
- Renew now heals for 10% more in PvP combat, purging renew now grants the target healing equal to the remaining amount of time left on the Renew.
- Prayer of Mending is once against instant, and heals for 10% more.
- Glyph of Fade no longer reduces damage taken by 10% for 6 seconds, but instead reduces all damage taken passively by 10%
- Void Entropy no longer has a cast time, and in PvP combat now causes subsequent Devouring Plagues to deal an additional 20% damage.
- Chakra: Serenity now increases the healing of Flash Heal by 20%
- Renew has returned to Discipline
- Archangel is no longer purge-able
- While In PvP Combat, Divine Aegis now only converts 50% of critical strikes and their multistrikes into a shield, down from 100%
- Gouge has been removed.
- Deadly Throw no longer interrupts cast's in PvP Combat
- Elusiveness no longer decreases all damage taken by 30%, it now decreases damage taken by 10%.
- Killing Spree is no longer immune to Crowd Control effects. In return, it will break any crowd control the rogue is currently in effect of.
- Deep Insight only increases damage by 40% in PvP Combat.
- Backstab now does 15% more damage in PvP Combat.
- Vendetta is no longer placed on the target, it is now placed on the rogue himself as a buff, allowing all stealthed targets to become visible and increasing the damage your abilities and melee attacks deal to the target by 30%. Last 20 sec.
- Lightning bolt is once again castable while moving.
- Glyph of Capacitor Totem now causes Capacitor Totem to become unkillable, but is now interrupt-able, in addition to it's original effect.
- Totemic Vigor is now twice as effective.
- When Flame Shock is dispelled, your next two fire spells deal an additional 25% damage, and your shock spell's CDs are reset.
- Thunderstorm now returns 10% mana
- Lava Lash and Stormstrike now deal 15% additional damage in PvP Combat
- Windblast is now affected by mastery
- Dark Bargain is now a 2 minute CD, that absorbs 50% of all damage taken over 8s, this damage is then returned to the warlock as healing.
- Glyph of Eternal Resolve has been removed
- Soulburn: Haunt has been redesigned: It now gives haunt a 15 second CD when soulburned, but causes haunt's initial damage to deal an additional 5% damage per stack of agony on the target when soulburned. The affected target will suffer from 20% increased damage from DoT's for the next 30 seconds. This effect is undispellable, the regular haunt effect however is.
- Curse of Exhaustion has been returned, with a 12 sec CD
- When hit by a melee attack, you get a buff called "backlash" that makes your next incinerate instant. This effect can only occur every 15 seconds
- Rain of Fire once again generates the normal amount of embers, and has been buffed by 15%
- Hamstring now has a minor glyph that makes it off GCD, but gives it a 3 second CD
- Slam's buff now lasts 5 seconds instead of 2 seconds, after the 2nd stack, the buff will not continue to refresh.
- Execute now does 25% less damage in PvP
- Sudden Death Executes now do 15% less damage in PvP
Posted Zarthog on 21 March 2015 - 03:58 PM
I’m Babbi and I fucking love this game. Well, at least I used to.
The main question is: WHAT HAS CHANGED? What events have turned WoW into the game as we know it today?
In order to solve a problem, one must first analyze it. I will do so in small steps, and ultimately draw a conclusion.
S8 will be used as indirect paragon as I have always felt like that’s where the game had a philosophy shift, and as a consequence started becoming uni-dimensionally dull.
Without any further ado, let’s head into it.
1. Offensive cooldowns and on use trinkets.
The gameplay has shifted from requiring clever positioning and control towards either having or not having the right CDs at the right moment. It’s like everybody is a goddamn BM hunter nowadays. The difference in damage between having CDs up or not is absurd.
2. Defensive Cooldowns
With the introduction of offensive cooldowns there was the obvious need for defensives to survive the damage spikes.
This turned fragile and elegant classes which revolved around positioning and control like mage and rogue into fucking tanks.
For example, look at mages in WoD. Mages can just stand in the middle of the arena carelessly, the problem is not poly having no cd as many people suggest, the problem is that they are not punishable for standing in the middle of the fucking arena spamming cc. If you ever get close to killing him, blink + blazing speed or Ice Block guarantee safety.
Same if you are a druid with displacer up. It doesn't matter if you stay in the middle of the arena, you know you are safe and your bad positioning can’t easily be punished.
Heavy CC reliant classes and healers should think twice before going in the open, mistakes and bad positioning SHOULD ALWAYS be punished, and more importantly, punishable.
They tried to balance the game by making every class the same, they gave every melee an interrupt, they gave every healer dispel, they gave stuns to everybody (asphyx, fist of justice and stormbolt are pretty much the same ability with a different name).
They took the uniqueness out of every class, shamans no longer had BL, warriors no longer had to stance dance, mages are not elegant glass cannons anymore but fucking steel bazookas.
This might make the game more balanced, but it also makes it incredibly boring.
Not quite sure why blizz decided to put fear and cyclone on the same DR and leave poly as it is, either do both or don't do it at all.
I feel like there should be different solutions and this was just a failed experiment.
One way to address the DR issue would be to remove cross DRs altogether (so CCs only DR with the exact same type of CC. e.g. Fear still DRs with Intimidating Shout), but reduce the duration of every CC to 5 or 6 seconds. This way, coordination of CCs is rewarded by allowing CC chains to be much more effective, and most class combos remain viable.
5. Endless mana pools
What do you guys think about this? Should everybody have infinite resources or mana management adds depth to the game?
It’s only going to get worse as the expansion continues, as healers get more and more Spirit, while mana costs stay the same.
Wod meta needs it, but should the game need it?
Maybe rather than reducing healing it should improve mana cost of healing spells? Not quite sure how I feel about it, looking for some constructive answers here.
I feel like those were the most important failed experiments. Now, what were the steps taken in the right direction?
1. 50% healing reduce gone to 25%
Still unsure if I like or dislike the change. It was probably for the best; 50% felt overwhelming and 25/30% is where it should be.
2. Legendaries/PvE tems in PvP
It took them around 8 years of tears to take some steps towards the right direction, it is definitely better today than it was in the past, but the problem is still not completely solved.
3. Removal of titles from 5v5
I have always seen it as an irrelevant bracket, people either cheated or played to get their friends titles. Not going to miss it, thanks blizz.
4. Removal of Bloodlust from arena
To be discussed, was it healthy? Definitely removed depth from the game but it's probably gone for the best.
5. Cosmetic rewards
This is more important for pvp representation than most people think.
If you were to be a reasonably new player at around 2/2.2k what incentives did you get, for example in Cata? You knew you were not getting glad so why bother trying to climb?
Different rewards and goals such as 2400 pvp enchant and 2600 tabard are VERY important, as they give many players a reason to enjoy the game and push their limits.
I will overlook the fact that the post-s8 tabards look like shit and take it as a serious step in the right direction.
Now, complaining about all this is fine and dandy, but that doesn’t get us anywhere, does it?
So, what CAN we do? In order to make the game more enjoyable, A LOT of rebalancing would have to happen. However, it boils down down to two simple steps in reality:
Hire top PvP players to balance the PvP section of the game. I’m sure there are plenty of players out there who would do it for free, but even if they were to get paid it would be worth it for the game’s health.
We know some players consult Blizzard when it comes to PvP, but the problem is just that - they merely consult. The idea is that a group of top level players should be in charge of the PvP section, even if it’s just for Arena. If Blizzard wants to go their own way still, and implement more Ashran-like abominations, by all means let them, as long as top players get to dictate or at the very least cooperate with Arena balance.
Separate PvE and PvP abilities. Blizzard has tried for 10 years to ignore this, but they have slowly started to realize it can’t be ignored. Once this point is accepted, we can finally start talking balance in a serious matter. Execute is too good? Only make it usable on 10% hp players. Rogues deal too much damage? Make red buff only 30% against players. (Note how these might or might not be necessary right now, they are just examples.)
I hear some of you ask: why do you still play the game, and why don’t you play on AT if you think S8 was so much better?
Despite its flaws, S8 PvP was as close as WoW PvP has ever gotten to perfect. No, it most certainly wasn’t perfectly balanced, but it’s hard to deny S8 gameplay was FUN. High pace gameplay alongside easy-to-learn-hard-to-master classes made it the most enjoyable season we have seen so far.
However, it is healthy for WoW to move on. The ever-changing gameplay is one of WoW’s most important aspects. I believe that, with effort from both the community’s side and from Blizzard, we can turn this game’s PvP into a healthy and enjoyable state again.
A little bit about me:
I played on and off almost every season and got my Glad title in S10. Even though I like to think my opinion is worth something, I am fully aware some of you have achieved much more in this game. I look forward to hearing your constructive criticism, should you have any.
I am always eager to discuss. Feel free to private message me or hit me up in game. Hell, you can even watch me suck and complain at http://www.twitch.tv/babbidibubbi on an extremely casual schedule.
Thank you for reading.
Posted Vadren on 19 March 2015 - 04:25 PM
TLDR: Blizzard doesn't always think enough about what they're doing and sometimes it shows. The 10% damage nerf can increase match duration by a lot, while still not fixing the burst issue of some classes.
Disclaimer: This is napkin math without any real data. It does nothing more than illustrate the kinds of problems umbrella changes in %damage can cause and doesn't prove that the hotfix did cause these sorts of issues (although anecdotal evidence would suggest that it did).
The following is a time to live (TTL) graph and it shows how long it takes a player to die given a specific amount of health, dps and healing. The basic formula is:
TTL = health/(damage per second - healing per second)
The following is a graph with Dps along the x axis and TTL on the y axis in seconds. I've chosen some arbitrary values for health (300k) and hps (10k).
It's clear from the graph that below 10kdps TTL is infinity, which should be obvious because if you do less damage than healing then you aren't killing anything. The major take away from this is when dps is very close to hps, then very small changes in the dps cause a very large change in TTL.
The following graph shows the same TTL curve with the 10% damage nerf (in green):
Lets compare some values from the two curves.
TTL(prenerf) = 60s
TTL(nerf) = 85.7s
% increase in TTL = 42.8%
That's a huge difference in the time it takes to kill someone in arena. Of course the values I've chosen are arbitrary and arena is more dynamic, so lets look at some more examples.
If we consider a simplified situation using the most popular ideal match duration (from a poll in another post) of 4min and calculate how the 10% damage nerf affected this ideal.
Here I'm calculating how much more dps than hps to get a 4minute match.
(dps - hps) = 300000/240
(dps - hps) = 1250
Since we don't arena in a vacuum where healers are afk and people die to auto attacks over 4min we need a value for hps before applying the nerf. I'm going to choose the same an arbitrary hps value as before of 10khps. The amount of healing does affect the result.
dps = 10k + 1250
dps = 11.25kdps
TTL(nerf) = 300k/(11.25k*0.9 - 10k)
TTL(nerf) = 2400s, or 40minutes(!)
% increase in TTL = 1000%
Again, this is a very simplified situation using values I've invented instead of real data, but I think it illustrates the point. When dps is close to the hps then very small increases, or decreases, in dps cause huge changes in the feel of the game. However dampening would also prevent this from happening, but dampening shouldn't be relied upon to make the game playable.
In real arena matches dps isn't constant; it fluctuates. The above shows how much the nerf affected a low constant dps (i.e. without cooldowns or procs). We know some comps are scoring kills in 6s or less (god comp, jungle, combat rogues, etc...) Lets see how much the nerf affected these situations.
TTL(prenerf) = 6s
(dps - hps) = 300000/6
(dps - hps) = 50k
And choosing an arbitrary hps value of 10khps...
TTL(nerf) = 300000/(60k*0.9 - 10k)
TTL(nerf) = 6.82s
% increase in TTL = 13.6%
In this specific invented situation the 10% damage nerf only gave a fraction of a second of extra time to try and survive, which is less than a global.
The takeaway from this is that the nerf greatly affected situations that were already fine (constant damage pressure), and barely affected the situations that were out of control (burst during cooldowns for specific classes).
The safest way to blanket nerf burst is to increase health. Lets look at a 15% health increase (tldr it's going to increase the time for both situations by 15%)
TTL(burst) = 6s
TTL(burst, with extra hp) = (300k * 1.15) / (50k)
TTL(burst, with extra hp) = 6.9s
% increase in TTL = 15%
TTL(constant dps) = 240s
TTL(constant, with extra hp) = (300k * 1.15) / (1250)
TTL(constant, with extra hp) = 276s
% increase in TTL = 15%
However this causes an issue where % based heals are improved.
So what's the solution? Now that the 10% nerf has been reverted the game isn't really better, but a different kind of bad.
I have some suggestions:
1) Reduce the amount of guaranteed healing (instant heals, dps self healing, and abhorrent talents like ysera's gift and spirit bond)
2) Remove or change % health healing (warlock heals, conversion, and aforementioend ysera's gift and spirit bond)
These changes lower the amount of guaranteed healing making adjustments to overall dps less chaotic; giving more room for error when making balance changes. In cases where a class needs self healing as a survival tool then it should be counterable (casts), dispellable, or have a major dps tradeoff.
3) Adjust the burst of problem classes individually by nerfing burst cooldowns instead of making umbrella changes that affect every class and spec. Increase damage elsewhere to make the adjusted classes stay viable in PvE (this actually assures that a class still puts out decent pressure in pvp)
4) Finally some consideration should be given to changing dampening to some other mechanic that prevents matches from lasting too long. Much in the way that %dmg nerfs affect classes and comps different, so do %healing reduction during dampening. Also long drawn out matches that go into deep dampening aren't exciting.
Ok then. I actually find thinking about this stuff fun...
Posted Thazable on 17 March 2015 - 04:58 PM
/way 59 31.9 Stump
/way 61 39.4 Pack
/way 48.2 56.6 Pack
/way 60.1 43.6 Basket
/way 44.5 34.8 Stump
/way 59.5 19 Iron
/way 38.7 42.3 Satchel
/way 29.6 28.4 Pack
/way 48.3 31.8 Satchel
/way 52.2 59.3 Stump
/way 56.9 53.9 Stump
/way 61.7 68.5 Pack
/way 39.6 61.9 Pack
/way 58.9 56.7 Skull
/way 39.3 58.9 Satchel
/way 58.5 70.2 Satchel
/way 46.9 55.4 Stump
/way 47 46.5 Satchel
Those will set marks for all the lootable containers in ashran on your map, you should easily be able to run around and loot those, even in full greens, since most people won't give a damn about a single player running around. Those containers will also provide you with some scrolls or wands and whatsoever blablabla, which are usable items that will make 1v1 encounters with way higher geared players or big mobs or a group of smaller mobs easily winnable.
Keep in mind that you can only gather up to 1k artifact fragments at a time and that dying will drop half your fragments while doing this, consider to go to your base and turn them in often.
Getting full honor gear and earning exalted reputation with the ashran faction is easily done within a day, or just a few hours, depending on how lucky you are with loots.
Capping conquest points is obviously annoying, considering you will be in full blues and the people you face will most likely be full epic, even on 1,5k or whatever, I just got some friends to play their alts with me in 3s for cap, since I imagine it being easier to cap on low rating in 3s than in 2s, also it is usually more fun.
Hope this helps in any way, if not: Well, I tried.
Posted Kettu on 27 February 2015 - 02:49 PM
It doesn't require a genious to figure what will happen when you buff BM's hardest hitting ability by 21% and biggest dps CD by 60%.
Posted Korzul on 27 January 2015 - 02:34 AM
Posted ysnakewoo on 16 December 2014 - 09:37 AM
It is a gimmicky mechanic that needs to be removed as it can be completely gamebreaking.
Maybe this is just my bias opinion as I am a sore winner, I hate winning with cheap mechanics and/or abusing bugs, it just doesn't feel rewarding.
Posted leek on 21 November 2014 - 11:07 AM
Hi there, I am Leekzy - a swedish guy with a (very) swedish accent who has played Mage since season 2, achieving Rank 1 and Gladiator multiple times with my highest rating ever being 3114 in Season 15. This is the first guide I've written for AJ, and it's aimed at a bit more inexperienced and newer players - although you may find that you can take something from this as an advanced player aswell!
Shoutout to Vanguards, whos Retribution guide served as an excellent template!
So what is actually different in Warlords of Draenor as a Frost Mage?
1.) Tons of abilities have been removed from the game (R.I.P. Evocation, Fire Blast and Mana Gem) and a lot of the mechanics of the spells/talents/specializations which weren't removed has changed. I recommend reading this summary if you haven't checked it out already for a lot of solid info.
2.) M-M-M-MULTISTRIKE. New stats have been added to the game which change the way we gear drastically due to the changes to some of our core mechanics (i.e. Brain Freeze).
3.) Removal of Improved Counterspell and other "blanket" silences! This is a change which affects us immensely - and although it might seem bad at first this is actually (imho) a buff to mages - more on that later!
4.) Der..Deep* Freeze now breaks on damage.
Oh well! This might seem bad at first glance (and it's definitely a nerf), but it plays out pretty well in the actual gameplay. Let's delve into the world of Crowd Control (CC) and getting creative with Deep Freeze later on in the guide!
5.) Diminishing Returns (DR)! A lot of changes have been made to DR's in WoD, most of which you can read here.
This changes the way a lot of Mage comps play and it's something that should be kept in mind going into WoD as a Frost Mage!
Important to note is that if you play with Ice Nova it also DR's Polymorph.
6.) WHERE THE F**K IS MY FROST NOVA???+++
(If you're spec'd into Ice Nova, which yes, you probably are, join in)
Why... should you play a Mage in WoD?
First of all - the class is actually really fun to play in arenas at the moment! A lot of changes in WoD makes it an overall smoother and much more enjoyable experience to play a Mage in the arena. I feel like we still have a really high skill-cap and can play with every class that's in the game currently.
Below is my default arena spec - but this is something that can and will change depending on what composition (comp) that you play and play versus.
Remember that nothing is set in stone guys, experiment, have fun - if you see something and think "hey this might make me kick that huntards ass" then by all means go for it.
What's following is my personal approach - I feel like these are really stable choices with the most arguable one being the level 45 and 100 tier.
**CHECK MY POST ON PAGE 3**
This talent is amazing to have as a Mage - it really opens up for a lot of "plays" to be made both defensively and offensively and is just solid mobility in general. Practically a baby Rocket Boots. With 25 sec cooldown (CD). Go figure.
I feel like this just is the most solid choice here, sure a lot of classes have some form of purging ability which can get rid of Ice Barrier but use it with good timing and it's still a really solid defensive out and CD. Alter Time was changed and no longer resets your buffs (only HP and position), from my testing it's highly situational in its current state.
Ayay, everything is viable???
RoF is just a solid choice which enables us to get CC rolling easier, something that is useful vs every comp you can face.
All of these talents have really good specific uses, however since Ice Ward now DR's with our other novas and RoF is a better CC to peel with Ice Ward will mostly see use versus comps that sit on the Mage from start to finish.
Frostjaw can actually be AMAZING as a peel/setup vs certain spellcleaves since it's actually a Silence - be aware Dwarfs' can remove this with Stoneform though!
Amazing talent, pretty self-explanatory.
Can be used if you are locked out on your Frost-tree to enable Ice Block anyway.
Although Frost Bomb does alright damage the utility and on demand burst that Ice Nova offers is in my opinion too good to pass up.
There are so many uses for this outside of just doing damage as it acts as a mini-stun (interrupts casts momentarily for example) that hits Area-of-Effect (AoE).
Incanter's Flow is a rather awkward talent to understand at first but once you get the hang of it it's pretty simple: you deal more damage, and if you time it well you deal A LOT more damage.
Mirror Images does a lot of damage aswell and can definitely be the way to go vs some comps, I predict that it mostly will see use in 1v1 and 2v2.
This talent is awkward to use, awkward to understand and it covers the screen in lazer beams. Fear not though - once you lose your Crystal virginity I doubt that you will want to go back to Comet Storm!
Although the CD of Prismatic Crystal is rather long (1,5 minutes) its definitely worth it over the underwhelming damage that Comet Storm offers in my opinion, and with some solid placement and CD usage (Lance with Icicles, 2x Frost Novas with Frozen Orb ticking is insane damage) you can actually close to slay an entire team with this talent!
Comet Storm also went down in "value" for me after they changed it so that you can't use it while being locked out on your Frost-tree.
A lot of choices here.
I change around my glyphs a lot depending on what I am playing vs. Most of these are pure preference!
Glyph of Polymorph - Highly recommended if you play with any class that might put a DoT on anything.
Glyph of Icy Veins - Now gives you 45% Multistrike instead of spell haste. Click, clack boom. Loss of the utility the haste gives though, I swap around this glyph from time to time.
Glyph of Ice Block - Makes you immune to all spells for 3 seconds after using Ice Block and unleashes a Frost Nova around you. This glyph can both save lives and act as an offensive tool, however it lost some of its value offensively for me due to the blanket silence change.
Glyph of Spellsteal - Spellsteal also heals you for 4% of your maximum health when you use it.
Really good glyph for surviving in 2v2/3v3, watch your mana however as it's very mana intensive to spam!
Glyph of Splitting Ice - Your Ice Lance and Icicles hit an additional target for 50% damage. This glyph feels really good with Prismatic Crystal, test it out for yourself.
Glyph of Deep Freeze - takes Deep Freeze of the Global Cooldown (GCD). Doesn't feel as mandatory anymore due to Deep changes.
Glyph of Regenerative Ice - You heal 4% of your maximum HP every second while in Ice Block. Really situational for 3v3, has uses in 2v2 though!
**CHECK MY POST ON PAGE 3** - the info below no longer holds true!
My opinion on stats comes from discussing gear with other top level Mages and testing different gear pieces out - if you got any input please reply to the thread and I'll consider editing the post!
Int > Multistrike > Haste >= Crit > Versatility = Mastery
Neck: Multistrike, 50-75
Cloak: 100 Multistrike and 10% Movement Speed
Rings: 30-50 Multistrike
Weapon: Mark of the Frostwolf (Multistrike), currently it costs a round 10-15k on most servers though so Mark of the Shattered Hand works just fine.
Which comps can I play in WoD as a Frost Mage?
So far it feels like you can play with pretty much every class!
If I were to predict our strongest comps based on my current experience in wargames and skirmishes I would say that these comps all will be viable:
DK/Mage/Healer might make a truly solid appearance aswell, although I haven't gotten around to trying the comp out!
These are the macros I personally use, I recommend checking out previous Mage guides on AJ for more input since not a lot has changed macro-wise!
CLICK HERE FOR MACROS
Gearing your Mage for Arenas
Gear according to stat priorities and get 4 piece for the set bonus (serves as dispel protection mainly!) with the legs for maximum multistrike.
MY ARMORY LINK
Great, you got your Mage setup and ready to play!
... and now what?
Whether you come from TBC, WotLK, Cata or MoP into WoD one thing is certain - Mage now plays differently from any other expansion.
While I am sure the removal of Deep-Blanket for kills confuses and annoys a lot of Mages (how am I even able to kill something on my own anymore?) it's important to remember that adapting to the metagame is the single most important going into a new expansion. There is light at the end of the tunnel guys, it's just a different tunnel we're in!
Mages now rely on getting solid CC rolling on the enemy team and ramping up your damage to be able to unleash at the moment you want to burst - for examples stacking up a few icicles so that you know that when that CC lands on the enemy healer you are ready to do massive damage.
A lot comes down to managing your Ice Novas, if you are able to stack up 2 or even just 1 with some solid Fingers of Frost (FoF) or Brain Freeze (BF) procs you can do insane amounts of burst damage! Mashing the abilities right as they pop up on cooldown might make you do overall more damage but gimp your potential burst, something which is important to understand to be able to land kills.
The removal of blanket silences has really helped us land CC - fake casting is now better than ever and this change lets you do something you rarely could do since the end of WotLK - actually Deep Freeze someone, fake a Counterspell (CS) or interrupt and then actually get a Polymorph or Ring of Frost cast off straight afterwards!
A neat little trick you can use is to simply Deep Freeze the enemy healer, start casting RoF and tank the interrupt while spamming your Polymorph binding - this guarantees that you will land either the RoF or the Poly on the healer. This was not a possibility before simply due to the fact that you got blanket silenced even though you managed to fake the CS.
Another tip is to track the Dispel Cooldown of enemy healers - this was incredibly important in MoP and it still is, maybe even more so in WoD! This truly allows us to start abusing the beauty of Polymorph and our other CC's. I personally use Gladius to track it, I'm sure there are other addons which does this aswell.
Last but not least I want to share a simple yet very effective trick that I wish I knew of when I started playing mage for getting cross-CC (Crowd-Controlling multiple opponents in the arena) rolling.
Say you're looking to CC a healer, but you need to prevent a Shadow Priest from Mass Dispelling him out of your Polymorph and you do not have your CS off cooldown. What you can do is that you Polymorph the SP, while spamming your focus Deep Freeze macro on the enemy healer - these two spells should land at the same time, basically starting the double-CC. You can then cast a RoF on top of the Deep Freeze and voila, you just controlled two players by yourself without having to mess with dispels and whatnot.
Thanks a lot for reading, hopefully this gave you some form of help going into Warlords of Draenor as a Frost Mage - if you got any questions feel free to PM me on AJ or Twitch.TV - I'll try my best to reply to everyone.
In frost we trust,
Posted HeyimJack on 19 December 2014 - 08:02 PM
Don't worry guys I've got the real solution covered.
Posted Esiwdeer on 13 December 2014 - 06:15 PM
#1 if you can't get into Ashran you can use your Stopwatch: make sure you're not queued, run into Ashran and start the Stopwatch as soon as the red word "Ashran" pops up to let you know your zone has changed.
Accept the queue right before your stopwatch gets to 22 seconds, it'll let you stay like you got in despite not waiting in the queue
this takes a few tries maybe, only good if you actually can't get into ashran. i did it on my first try but then couldn't do it for 5 tries and then did it again.
if you turn in ONLY A FEW FRAGMENTS AT A TIME(the first option "turn in a few fragments" the lowest amount possible) to this druid ONLY WHEN HE HAS THE BLUE QUESTION MARK, NOT WHEN HE DOESN'T he gives you 125 rep per 5 fragments, essentially letting you get revered in like 45 minutes if you farm rare spawns or something
#3 if you convert your currency to brazilian reals or whatever on the battle.net store you can buy race changes or any other character service for like 40-60% off. i think race changes are 10 and faction changes are 12 something(USD)
certainly these 3 things will not stay in the game, but many people are doing it so i think everyone should be able to skip the rep grind the same
can't explain it better, sorry if you can't find it useful
regards to everyone else
Posted Gebece on 04 December 2014 - 05:18 PM
1)Set bonus needs lower the cc duration less
2)Double sac needs to go