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Thasta

Member Since 07 Jul 2010
Online Last Active Today, 04:17 PM
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#4239946 6.0.2: A Gladiator’s guide to Gladiator Stance

Posted Speedymart on 22 October 2014 - 06:26 PM

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As many are blind to the gloriousness that is gladiator stance, I decided to create a guide to save my fellow warriors from certain frustration. Here's to those who charge blamelessly into arena with their futile specializations that result in their imminent demise; may they soon respec at the graveyard.



Overview

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Gladiator stance is our new level 100 talent introduced in WoD. It allows us to play prot, but in a more DPS focused roll. By taking the talent, we give up the stamina bonus from prot as well as the ability to use defensive stance. Luckily, all our spells don’t have stance requirements. We retain the simple spell rotation that once resembled MoP arms, and gain even more defensive cool downs. The only downside is no MS, but MS has been irrelevent for a very long time now.

Fun fact: Blizzard made all tanks take 50% more damage in PvP, however, this doesn’t apply to protection when in gladiator stance.



Rotation and abilities

Fortunately our abilities are very straight forward. They all just do damage, with very little actual thinking involved.  Some abilities will reset the CD of others, but that's as deep as it goes.

Execute > Shield Charge > Shield Slam > Revenge > Devastate

If above 60 rage then roll some heroic strikes. Avoid being rage capped unless you are setting up a significant burst opportunity. Use heroic strike procs as they happen, and attempt to control your shield charges so you will at minimum get a shield bash and revenge off during its duration.

Fun Fact: Shield Charge has two charges, and they add to the duration instead of replacing it. There’s no need to be worried about overlapping this ability.



Talents

Ah, talents. So many choices, how shall I ever choose!?!

I wish. Warriors have some of the worse talent choices in the game at the moment, especially as arms and fury. Prot is nearly as bad, except our talent choices are actually useful sometimes.

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Tier One

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Juggernaut for consistent charges, or Double Time for those moments where you really need to chase down that Hunter or Druid. I personally have been running Double Time for a while now, and I much rather prefer it over Juggernaut. However, it is pure preference as to which talent you take.

With the removal of charge stun, it may seem smart to pick up Warbringer in order to bring back interrupting casts, among other things. Unfortunately, our mobility has been gutted so much that a 20 second charge isn’t really an option.

As such, the MoP style of preference will be the way to go until they inevitably give us charge stun back along with the warrior overhaul in 6.1



Tier Two

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With the nerf to second wind, the only option has become enraged regeneration. Luckily it no longer requires to be enraged for the full effect, and with battle fatigue gone it’s pretty damn reliable.

Fun fact: Enraged Regen and Last Stand scale directly with health. If you’re using battle shout, swap over to command before using these two abilities in order to maximize their effects.

Fun fact #2: Last stand is different from rallying cry in that unlike cry, you do not lose the health once the effect ends. It’s essentially a free 100k+/- heal.



Tier Three

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Heavy Repercussions. It’s a significant burst damage increase that US and SD can’t hope to compete with.



Tier Four

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One of the significant changes from MoP is now Storm Bolt and Shockwave are on the same tier. This choice will really be up to which comp you play. Storm Bolt may seem better as it’s a ranged, 30 sec stun, but the skill cap for it is much lower. Getting a triple Shockwave is huge in a game, and it will also reduce the CD to 20 seconds, which is obviously shorter then Storm Bolt.

If you’re playing with a Hunter and you need some help landing those ranged traps, then take bolt. However, if you’re playing double time you can charge someone, drop a shockwave, then charge back as well. This would leave you with shockwave in case a big opportunity presented itself for some big plays.

I prefer shockwave as it is has a much bigger play pool to pick from, giving it much more utility.



Tier Five

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With the nerf to Safeguard it is no longer our go-to talent. What you will take will be dependent on which comp you are up against.

MSR is great for those dirty wizards spamming CC, or that sense of mind that you can reflect that CC regardless of who the enemy is targeting. MSR now replaces spell reflect, and with the CD at 30 seconds you really need to understand when to use it.

Safeguard is good for those who like to train the blue all game. It’s a consistent 20% damage reduction every 30 seconds.

Vigilance is good when you’re up against something like ret/priest/hunt where their entire kill window comes in short windows every couple of minutes.



Tier Six

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Avatar or Bloodbath. Totally up to your preference and to what kind of comp you’re running. Bloodbath sync’s really well with the on use trinket. Avatar breaks roots on use, which actually means something now that our mobility is so weak.



Tier Seven

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Gladiator’s Resolve. That’s why we’re prot in the first place.



Glyphs

Must Haves:

Shield Slam: Offensive dispel as part of your main rotation? Brainless application? Hell yeah!


Choose one:

Death From Above: Reduces the CD of your leap by 15 seconds, but reduces its range to 25 yards.

Heroic Leap: The old 4pc bonus. When you leap, you gain a 70% sprint for three seconds.

With slippery Hunters and Druids I honestly cannot see the CD trade off being worth the
severely reduced range. If you don’t mind it, then go for it. I much prefer the sprint.


Options:

Blitz: For triple rooting action.

Rude Interruption: Since you'll be training casters often, this is a fun choice. How dare they try to cast.

Long Charge: More chasing potential for those slippery classes.

Hindering Strikes: Those shape shifting Druids won’t understand until it hits them.



Races

WoD did a significant number of racial tweaks this time around. I firmly believe the following can be applied to every class.  

All DPS - > Human; Rogues -> Gnome; If Druid - > Night Elf

All Healers - > Dwarf; if unable - > Night Elf.

Horde racials were nerfed into oblivion. The entire faction is unviable from a competitive standpoint. Here’s to hoping the NA community picks up on the EU way of life and everyone goes to the significantly superior Alliance.

If you become frustrated from sitting in roots all day, and you’re not playing with a Paladin, then just go Gnome. You’ll lose a significant damage bonus, but the 1minute escape artist is just so much fun.



Stat Priority

I’m still working out the actual best stats to go and I’m sure Veev will be around eventually to set everything straight when he does.

Strength > Crit > Haste/Mastery > Multistrike

Our mastery increases critical block chance (useless) and gives us a % attack power increase. Even small amounts is noticeable with the stat squish being so prominent with main stats. Haste now reduces the CD on many of our abilities, as well as reduces our GCD. I’m going to go with a healthy balance between the two. As reforging is gone, this is rather easy to do with the new gearing system. It’s really up to preference between these two stats.



Gems

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PvP gear does not have any gem sockets. I’m not happy about it either, but it is what it is.



Macros

Intervene healer/DPS. Have one of these for each of them.


#showtooltip intervene
/cast [@catflaps] intervene




Intervenes the first thing in front of you. Will not drop target, nor randomly bug out like most macros do. *No path available bug still exists, but it’s nothing that can be fixed on our end*

#showtooltip intervene
/targetfriend
/cast [noharm] intervene
/targetlasttarget [noraid, noparty, noharm, exists]



We no longer have recklessness or banner, so this is literally our ‘Swifty one shot macro’. It’s just your on-use (You are Human, Right?) and whichever talent you picked.

#showtooltip 13
/use 13
/cast bloodbath


Suck it arms/fury, we still have banner intervene. This macro will not drop your target, nor randomly bug out and target random people. It is –the- best banner macro you can have, bar none.

#showtooltip Mocking Banner
/targetexact Mocking Banner
/cast [noraid, noparty, noharm] Intervene
/targetlasttarget [noraid, noparty, noharm, exists]
/cast Mocking Banner



Space saving macro, will charge/pummel your focus depending on range. This works due to charge’s minimum range requirement.

#showtooltip
/cast [@focus] Charge
/cast [@focus] Pummel



Charge and intervene in one macro. It’s convenient when some random pet is following the enemy if you don’t have anything else over there to charge/intervene, and using the fast intervene macro would be unwise.

#showtooltip Charge
/cast [harm] Charge; [help] Intervene




Macroing taunt into your main abilities will piss a lot of pet classes off.  Really brainless but has led to plenty of pet kills in my time.


#showtooltip shield slam
/cast shield slam
/cast [@arenapet1] taunt
/cast [@arenapet2] taunt
/cast [@arenapet3] taunt



Wrap Up

Prot is insanely strong. Border-line overpowered. I’ve been toying around with in for the last five months on beta, and it will be the go-to spec once WoD launches. You do twice the damage, twice the utility, and die twice as slow.

You will run kitty cleave, WLD, TSG, ATC, or any other melee cleave and enjoy it. The enemy team will become truculent the second you connect. You are what Blizzard wanted; the result of turning our favorite spec into unplayability, and resigning to simply do what they wanted and become god incarnate while having fun.


#4239985 Wat is ur speed level

Posted Kettu on 22 October 2014 - 07:06 PM

It seems that certain classes will be able to reach up to 200% passive run speeds in WoD arena & RBGs.

Wat is ur speed level, duelists?




#4239181 warlock beta feedback & more

Posted brosearch on 21 October 2014 - 10:01 PM

I been playing the beta and it definitely needs some help. I made a post on their beta forums. If you all don't mind posting there, maybe we could get some dumb things changed before WOD comes out.

Remember: Live has nothing to do with beta. Do not come in here and talk about what happens to you on live because its night and day different on beta.

http://us.battle.net...pic/14927363364

The expac is looking fun so far. It actually hast me interested in the game which hasn't happened since cata. People don't get globalled and afflic locks cast a lot again :)

Thx.


#4238419 (6.0.0) Windwalker Monk Guide/WoD WW Changes

Posted Marshmellow on 21 October 2014 - 06:40 AM

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A guide on the Warlords of Draenor Windwalker Changes and general ability overview

1.0 - Introduction
1.1 - Warlords of Draenor Ability Prune and big class changes
1.2 - General Abilities/Spells
1.3 - Warlords of Draenor Empowered Abilities
1.4 - Glyphs
1.5 - Talents
1.6 - Stat Priority
1.7 - Enchants
1.8 - Comps
1.9 - Addons
2.0 - Macros
2.1 - Monk Streamers


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My name is Marshmellowz a.k.a Tornadotom, I have been playing Windwalker since the beginning of MoP 5.0, I have never taken arena too seriously as I just play mostly for something to kill time, I got my first ever 2200 playing ww in s12 (at the time there was only a handful of monks above 2200 (was a pve hero from early bc until the middle of Cataclysm), but since this class has come out I've made sure to know everything about it as I can as it is the class I play 90% of the time that I play wow.



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To get started let's go over what abilities and spells we have lost post-MoP.
1.Spinning Fire Blossom
2.Sparring
3.Grapple Weapon
4.Swift Reflexes
5.The biggest change to the class coming into WoD was the removal of Healing Spheres, for Windwalker, Healing Spheres were replaced with Surging Mist which is a casted heal with a 30 Energy cost.



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We have kept most of our general spells

Chi Builders:
  • Jab - Main chi builder - Generates 2 chi, no cooldown. The Energy cost of Jab was increased from 40 to 45 going into WoD
  • Expel Harm - Secondary chi builder/heal - Generates 2 chi and heals for a small amount with a 15 second cooldown. Energy cost still 40
Chi Spenders:
  • Blackout Kick- One of our main chi dumps, used to deal damage when Rising Sun Kick and Fists of Fury are on cooldown. Costs 2 chi to use. This ability pretty much stayed the same coming into WoD.
  • Rising Sun Kick- Our second main chi dump, but more important than Blackout Kick, Rising Sun Kick not only hits harder than Blackout Kick but it also applies a debuff to the target that reduces healing taken by 25% and applies a secondary debuff to the target and enemies within 8 yards of the target that increases the damage of all your abilities on the affected targets by 20% for 15 seconds. Costs 2 chi to use and should be used on cooldown whenever possible. This ability pretty much stayed the same coming into WoD although it doesn't hit for ridiculous amounts like in MoP.
  • Tiger Palm- This ability spends 1 chi to allow all of your attacks to ignore 30% of the target's armor for 20 seconds, this buff should be maintained as much as possible.
  • Fists of Fury- This ability received a few changes coming into WoD, The damage of FoF was increased by 100% and now the damage does not split between targets that it hits, and it also no longer re-stuns the target. FoF is one of our highest damaging abilities and can be used to either do significant damage to multiple targets or as just an AoE stun to peel. Costs 3 chi.
Non chi related abilities:
  • Flying Serpent Kick- This ability is pretty much the same as it was in MoP, it shoots you very far in the aimed direction and can be prematurely stopped by pressing the ability again to deal damage and slow all targets within 8 yards by  70%. 25 Second cooldown. This spell received no changes coming into WoD.
  • Energizing Brew- Our energy replenishing ability, when used it gives us 10 energy every second for 6 seconds. Use this whenever you are low on energy and think you won't be cc'd for at least 6 seconds. 1 Minute cooldown. this ability got a little something extra added to it that I will go over in another section.
  • Touch of Karma- Our main defensive ability, When used it makes all of the damage you take transfer to the target as nature damage. Coming into WoD the damage threshold changed from 100% of our maximum health to 50% which was a substantial reduction. It is also off the global cooldown now which is a nice quality of life change. 1.5 Minute cooldown.
  • Touch of Death- When used, this ability finishes off any player target below 10% health instantly killing them. In WoD this ability no longer requires the 4 piece bonus from our pvp gear to be used on players. Costs 3 chi without the glyph and has a 3 minute cooldown.
  • Fortifying Brew- One of our few defensive cooldowns, It increases our maximum health by 20% on top of giving us a 20% damage reduction for 15 Seconds. 3 Minute Cooldown. Good to use when Touch of Karma and other defensives are on cooldown. This spell received no changes coming into WoD.
  • 9. Transcendence - Our "Port" ability, when used in conjunction with Transcendence: Transfer it teleports you to wherever you placed your spirit with "Transcendence." The spirit portion of the spell has a 10 Second cooldown while the Transfer portion has a 25 Second cooldown. There was a change to this spell in WoD that will be covered in another section.
  • Detox- This ability dispels all poison and disease effects from the target when used. 8 Second cooldown. 20 Energy cost. This is a great ability that can be used to dispel Devouring Plague, Wyvern Sting, Death Knight diseases and Rogue Poisons. This spell received no changes coming into WoD.
  • Zen Meditation- This ability reduces all damage taken by 90% for the time channeled (8 Seconds) but breaks on any melee hit. This ability took a huge hit coming into WoD and no longer works as a "Grounding" Effect. It is purely a self defensive ability now.
  • Legacy of the White Tiger- Our "Buff" ability, one really nice quality of life change was the merging of our 2 buffs into one buff. Lotwt now increases the targets and Party's/Raid's critical strike chance by 5% and Agility, Strength, and Intellect by 5% for 1 hour. 20 Energy Cost.
  • Tigereye Brew- This ability stayed the same going into WoD, still increases our damage and healing by 6% per stack consumed (up to 10 stacks max for 60% damage+healing buff), every 4 chi spent builds a stack of Tigereye Brew. This is our main ability that is used when we deal burst damage or it can be used defensively to heal teammates for large amounts.
  • Storm Earth and Fire- This ability received some damage tweaks coming into WoD to make sure that we can't kill an entire 3s team by ourselves anymore, it was also taken off of the Global Cooldown and had its energy cost removed.
  • Crackling Jade Lighting- A channeled ability that deals a small amount of damage and knocks back melee attackers a short distance. This ability no longer generates Chi going into WoD. 15 Energy per second channeled.
  • Tiger Strikes- This is a passive ability but it did receive a pretty large change. Instead of granting haste and bonus auto attacks on procs it now increases your multistrike chance by 25% for 8 seconds on procs.
Crowd Control Related Abilities:
  • Paralysis- One of our primary CC abilities, Incapacitates the target for 4 seconds, breaks on any damage. Costs 20 Energy. 15 second cooldown. This ability was changed coming into WoD and no longer gives a bonus 2 seconds added to the duration for being used behind the target, it is always a 4 second cc now, unless used on a target that is on Diminishing Return. Alot of the Diminishing Return Categories changed going into WoD to lower the amount of cc in the game, Paralysis now shares DR with -
  • Druid- Incapacitating Roar
  • Hunter- Freezing Trap and Wyvern Sting
  • Mage- Dragon's Breath, Polymorph and Ring of Frost
  • Monk- Ring of Peace
  • Paladin- Repentance
  • Priest- Dominate Mind, Holy Word: Chastise and Psychic Horror
  • Rogue- Gouge and Sap
  • Shaman- Hex
  • Warlock- Banish, Blood Horror and Mortal Coil
  • And also the Pandaren racial Quaking Palm.
  • Disable- This ability was changed in a small way, it still applies a slow for 50% and a 3 second root when used on snared targets, but instead of auto refreshing on targets within 8 yards it auto refreshes on auto attacks. Costs 15 Energy. The root portion shares DR with every other root in the game except Warrior's Charge Root.

  • Spear Hand Strike- Our "Kick" ability, when used to interrupt a spell it prevents the target from casting from the locked out school for 4 seconds. 15 Second cooldown. This ability lost its "Blanket Silence" going into WoD.

  • Nimble Brew- This is our class "Trinket" ability, when used it removes all Root, Stun, Fear and Horror effects and reduces the duration of such effects by 50% for 6 seconds. 2 Minute cooldown. This spell received no changes coming into WoD.

  • Provoke- This may be the most underrated monk ability, there are many uses for it, my favorite is the fact that you can use it to break cc on yourself, with the help of a hunter per, a water elemental, a druid treant or a warlock pet you can use a Provoke macro (in the macro link below) to taunt the pets right before you get cc'd almost like Shadow Word: Death, Ideally the taunted pet should run towards you (because provoke provides the target with a 50% sprint) and break whatever (breakable) cc you are put into I.E Polymorph, Wyvern Sting, Freezing Trap...

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Some of the monk spells receive enhancements at certain levels from 90-100 all of these are permanent and passive buffs.
  • Empowered Transcendence- Both portions of this ability become instant cast, have shorter cooldowns and had their energy cost removed.
  • Empowered Chi- Grants +1 Chi at all times
  • Empowered Spinning Crane Kick- Spinning Crane Kick deals damage twice as fast but its duration is reduced by 50% (Does not affect Rushing Jade Wind)
  • Empowered Energizing Brew- Energizing Brew grants 15% increased multistrike chance while active.
  • Empowered Roll- Your roll ability now travels the same distance but 25% faster.
  • Battle Trance- You gain 5% more of the multistrike stat from all sources.
  • Windflurry- Grants all nearby party and raid members 5% multistrike chance.
  • Stance of the Fierce Tiger- now grants all nearby party and raid members 10% increased movement speed.

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We still have 2 pretty much mandatory glyphs in WoD
  • Glyph of Touch of Karma- Extends the range of Touch of Karma by 20 yards.
  • Glyph of Touch of Death- Touch of Death no longer requires chi to cast but the cooldown is increased.
We still have some old glyphs as well as some new ones.
  • Glyph of Paralysis- Paralysis removes all damage over time effects from the target. This glyph is good to use when playing with heavy dot classes such as Boomkins or Affliction Warlocks to ensure 4 seconds of cc on the target.
  • Glyph of Nimble Brew- This glyph makes Nimble Brew heal us for 7% (Down from 10%) of our maximum health when used. A good glyph to use now that Windwalker lacks in the self heal department.
  • Glyph of Detox- This glyph makes your Detox ability heal the target for 4% of their maximum health when it dispels a harmful effect. Good to use against Death Knights and Shadow Priests to provide extra healing when dispelling diseases and Devouring Plague.
  • Glyph of Freedom Roll- This is a new glyph which removes all snare and slow effects when Roll and Flying Serpent Kick are used, this glyph's effect used to be a bonus from our pvp gloves.
  • Glyph of Flying Fists- This is another new glyph that increases the range of Fists of Fury by 5 Yards, this glyph's effect used to be our pvp gear 2 piece bonus.

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Level 15 Tier - Movement Buffs
1. Celerity
2. Tiger's Lust
3. Momentum

To be very brief Tiger's Lust will be your best choice a majority of the time. It can be used to remove a snare/root effect on either yourself or a party member and provides a 70% sprint effect for 6 seconds. good to use when a mage frost novas you or if you get rooted by a druid/warrior. Can be used as a nice peel for team mates with combos like Windwalk Totem + Tiger's Lust.

I have never really seen a situation where Celerity is better than Tiger's Lust, unless maybe you use Chi Torpedo, but even then, you can travel the distance of 2 rolls with the duration of Tiger's Lust.

Momentum can be used for things like flag carrying in bgs, but that's about it.


None of the talents in this tier were changed in WoD.

Level 30 Tier - Hybrid Spells
1. Chi Wave
2. Zen Sphere
3. Chi Burst

I haven't played around much with Chi Burst and Zen Sphere but from the brief time I spent playing with them it was very clear that Chi Wave is still the best choice in this tier. Since Chi Burst still has a cast time and is heavily punished by cast knockback.
None of the talents in this tier were changed in WoD. Apart from some damage/healing tweaks.

Level 45 Tier - Resource Enhancement
1. Power Stikes
2. Ascension
3. Chi Brew

The only ability that was changed in this tier was Chi Brew which got a 15 second increase to its cooldown per charge. Both Ascension and Chi Brew are good choices, Ascension got some value back because of the large reduction of CC in WoD, you no longer have to worry about being at full energy just sitting in CC for 90% of arena matches anymore, which gives you more uptime to spend energy, Chi Brew is still a great choice because it allows you to build Tigereye stacks early in arena matches.
Power Strikes still remains completely useless.

Level 60 Tier - Control
1. Ring of Peace
2. Charging Ox Wave
3. Leg Sweep

The only ability here that was changed was Ring of Peace, which instead of Silencing and Disarming all targets in the circle it Paralyzes them for 3 seconds making it very unappealing since it DRs our main cc ability.

Leg Sweep and Charging ox wave are our best choices now and the use of them is left to personal preference.

Level 75 Tier - Survival Abilities
1. Healing Elixirs
2. Dampen Harm
3. Diffuse Magic

None of the abilities in this tier were changed going into Wod, but with some playing around I found that Dampen Harm has gained some value against certain classes in WoD, classes that tend to deal gigantic hits such as destro warlocks and arms warriors, Dampen Harm can save you against Shadowburn and Execute procs that deal very large amounts of damage.

Level 90 Tier - Ability Enhancements and a tiger that likes to jump around and break every cc in the game
1. Rushing Jade Wind
2. Invoke Xuen the cc breaking Tiger
3. Chi Torpedo

None of these talents received any large changes aside from damage tweaks, Rushing Jade Wind does nowhere near as much damage as it did in MoP, which unfortunately, leaves Xuen as one of the better choices. Still left to personal preferences, RJW is still a viable choice you just have to be conservative with it now.

With some playing around I have come to like Chi Torpedo, it not only goes further than Roll it deals damage to targets it hits and provides a decent amount of healing to allies that you travel through. It is nice against mages because it travels about the same distance as Blink.

Level 100 Tier - New Abilities

1. Hurricane Strike- An ability similar to Combat Rogue's Killing Spree, it deals a large amount of damage split between all enemies within 12 yards and leaves the monk immune to cc effects for the 2 second duration.

2. Chi Explosion- This ability replaces Blackout kick with enhanced effects per chi spent (up to 4).
  • 1+ Chi: Deals Nature damage to an enemy
  • 2+ Chi: Deals an additional 50% damage over 6 sec.
  • 3+ Chi: Also generates a charge of Tigereye Brew.
  • 4 +Chi: The damage also hits all enemies within 8 yards of the target.
When used with any amount of chi above 1 it gains the previous effect on the list, for example when used with 4 chi it gives a stack of Tigereye Brew and applies a dot for 6 seconds. it also does more damage per chi spent.

3. Serenity- This is a nice ability that when used refills any chi spent for the next 10 seconds. Basically when you use this ability you spam Blackout Kick and Rising Sun Kick to your heart's desire.

In my time playing at level 100 I have found great situations to use all of these abilities, although I like Chi Explosion the most just because of the fact that it has a 30 yard range and is very consistent. Serenity is great to use against comps where you will most likely have 10 seconds of unhindered uptime on your kill target such as a healer or a very immobile DPS class. Hurricane Strike is a nice burst ability that is best used when you will only be hitting one target.



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I haven't really been able to test all of the stat weights at level 100 yet, but from what I've tested It looks like

          Agility>Multistrike>Versatility>Haste=Crit>Mastery is the best stat priority.




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Currently on the Beta there are only Enchants for Cloak, Neck, Rings, and Weapons for all of the enchants Versatility seems like the best one to use since there is only a small amount of the stat that you can receive from gear, and for Weapon slots 1 Mark of the Frostwolf and 1 Mark of the Thunderlord. Weapon Chains are no longer in the game because of the removal of all Disarm abilities.

*I will update this section when all of the enchants/gems/item enhancements are released.*




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I use a handful of addons just to make my UI look less boring, all of which are very easy to setup and use
  • Simple Chi - A customizable chi bar
  • Bartender- Action bar addon
  • Xperl - Unitframes Addon
  • Plate Buffs- Displays buffs and debuffs above nameplates
  • TellMeWhen- shows procs and cooldowns
This is a link to a screenshot of my UI so you can see what the addons look like.
http://i.imgur.com/VV0Mabp.jpg




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This is a list of macros that I made a while ago and recently updated for WoD, alot of the macros in this list can be edited for your personal preference.
http://www.arenajunk...er-monk-macros/



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Twitch.tv/balancerexxar - Balance the monk (3k r1 ww monk)
Twitch.tv/venruki - Venfuki (r1 monk)
Twitch.tv/ssjwindgodx - Ssj (glad/r1 monk)
Twitch.tv/naureez
- Nauree (r1 monk)
Twitch.tv/Lightningww - Lightning ( r1 monk)

Twitch.tv/Tosantribe - Galaxyfist (r1 monk)
Twitch.tv/mendithemw - Mendi the mistweaver (doesn't orb bot)
twitch.tv/fedxlol

Twitch.tv/marshmellowzx- follow the stream

______________________________________________________________________________________

Will clean up the guide with more info when WoD is released, this should cover enough info to get everyone started in the pre-patch/leveling to 100 ect..


If you ever have any questions you can add my bnet Marshmelolz#1619 or message me in game if I am online. I will usually either be on Tornadotom (alliance The Forgotten Coast) or Hurricanehal (Horde The Forgotten Coast)
Enjoy :D


#4236133 MoP Arena-tournament

Posted Marshmellow on 18 October 2014 - 09:37 PM

who the fuck would ever want to play mop again????


#4222072 The Official AJ Vote

Posted BalanceRexxar on 01 October 2014 - 09:57 PM

mage druid because when you play and face lock shaman everyone gets to play their character but when you face mage druid its 1v3 a lot of the time


#4221454 Don't queue US

Posted Regent on 01 October 2014 - 05:42 AM

Transfer Aborted: instance not found


#4191385 i miss the old days

Posted stalebagel on 14 August 2014 - 02:08 PM

for those who don't understand the context of OP's post, the goat is considered sacred in indian culture. it was seen as a great dishonor to the goat image and the indian culture as a whole when blizzard decided to nerf goats to a inferior state than say the wolf or deer or whatever the hell hunters use now. it is no surprise that wows subscriptions are rapidly decreasing post goat nerf as indians do not forgive as easily as say a canadian might. blizzard may realize their mistake eventually, but at what cost? the goat icon is tarnished and the indian community is in shambles. the white mans greed has driven its stake right into a heart of curry.


#4087573 Windwalkers need some serious nerfs to damage...

Posted Primius on 27 March 2014 - 02:23 PM

Here is a gem tonight from a 3s game..

http://imgur.com/pUdpOta

Look at where the FoF starts. I got Legsweep to get demat right before... So the FoF was DRed and I was able to get a Healing Elixir proc from Chi-Brew before I died.

I took 351,519 damage from the FoF alone. Now look at all the other damage I took during a stun you can't get out of?? 3 of the 4 hits crit, and if they all had crit and if chi-wave had been going I could have taken 500k damage during a cc you can't trinket out of from only the WW. Remember this isn't even full geared yet. That means those FoF will be critting for 115-120k by season end.

Yes WW damage is ridiculous OP. 3 FoF crits for over 100k.

Yeah that is really balanced.

As I said in the other thread.  Mistweavers need some serious damage reduction or some classes need serious damage nerfs.

Stuff like this just shouldn't be allowed.

/flame on


#4036063 Fuck the state of the game

Posted Dreoras on 18 January 2014 - 11:06 PM




#4018729 super edgy thread of radical opinions

Posted Bigmoran on 25 December 2013 - 07:45 AM

idk what category to put this under

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

.


#4014754 replacing legendary meta

Posted Korzul on 18 December 2013 - 12:36 AM

The pvp power is roughly equal to the primary stats given by the pve metas. It's 3:1 ratios for most dps specs so 665 pvp ~= 216 int/agil etc though it varies slightly from spec to spec.

The 775 resil is a 2.4% damage reduction (given 200 resil chest enchant), which makes healing 2.4% stronger etc. You lose 6% damage on a crit strikes (3% bonus crit strike damage gets doubled) so if you're rocking 30% crit you're losing 1.8% damage, 20% crit and you lose 1.2% damage etc.

Warriors can basically get away with the pve metas because of def stance, mages and rogues also probably want damage (unless it's mages vs kfc). Rest of the specs benefit greatly from not dying to the before mentioned as quickly.


#4002031 Votlol Resto Shaman Guide (5.4)

Posted Votlol on 29 November 2013 - 11:11 AM

Votlol Resto Shaman Guide (5.4)

Introduction

I've been playing resto shaman since season 11, giving me plenty of time to explore almost every composition imaginable for a resto shaman. Over this chunk of time, I have managed to progress through the ladders and gain a lot of experience and knowledge along the way. I was really bored, so I decided to try and put together something like a guide for resto shamans out there of hopefully a wide variety of playing levels. I have a lot of fun discussing mechanics and strategies that have to do with the game, and it's cool to help some people out with advice or some other kind of helpful information. I'm going to make an effort to answer a lot of the common questions I've received in regards to playing resto shaman pretty thoroughly, and I hope to spark somewhat of a discussion about resto shaman where new questions may arise and receive attention.

Talents

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This is the typical talent tree for a resto shaman, and while you can probably take this set up and use it with and against almost any composition, I am going to take the time to discuss the pros and cons of all the options.

Tier 1 (level 15):

Nature's Guardian is one of the strongest abilities to a resto shaman. One of the biggest weaknesses a shaman has is the lack of options when caught in a stun or silence, and that's where Nature's Guardian comes in. It has a 30 second cool down, and it essentially heals you for 25% of your maximum health (this counts all buffs). While NG is up, it increases your maximum health by 25%, and heals you for this same amount. Once the buff falls off, you lose the extra maximum health, but you do not lose the amount that it healed you. Knowing when NG is going to proc can save you other cool downs, mana, or allow you to use other abilities to prevent NG from procing before you get stunned or silenced, which would be when you need it to proc.

Remember that maximum health includes things like rally, stam buff, and ancestral vigor. If it is optimal, you could get a rally before NG procs, so that it will heal for an extra amount as well as increase your health pool even more.

Stone Bulwark Totem is nice for those situations where you will take a lot of consistent damage, especially if there is going to be a lack of stuns and other CC to keep you from having up-time while an enemy team is attacking you. It has a pretty long cool down, the absorb is dispellable, and obviously the totem is killable. It costs you an earth totem slot, which could mean your earthbind/grab or tremor, and if you come into a situation where you need one of those totems down immediately, it could cause you to have to replace your stone bulwark for them.

Astral Shift can be used while silenced, which is probably the strongest quality of this talent. It is nice if you are going to take most of the damage in a small interval, but its cool down is the longest in this tier.

Tier 2 (level 30):

Frozen Power becomes extremely effective when coordinated with a mage teammate, especially a fire mage (due to their lack of frost nova abilities and reliance on them). It can be more effective than earth grab for gaining distance from enemies, as you can use it much more often, but it is plenty mana inefficient, so be careful in situations where mana is an issue when using this talent. Bear in mind that using earth bind can aid in making this a talent for endless kiting in some situations.

Earth Grab Totem is one of my personal favorite talents. I find it effective for the obvious, helping to get a melee cleave off of you,  but also in allowing for more globals and helping to manipulate enemies into cap totems (hex -> earth grab + cap totem). Remember that after the root, earth grab slows the enemy as much as earth bind would, so it is far from useless after its root effect.

Windwalk Totem is the most common choice in this tier. It is essentially an area of effect freedom. It's really nice vs mage comps, for obvious offensive reasoning, but also defensively by negating nova effects which mages often rely heavily on in order to burst. One effective strategy is to try and windwalk before a water elemental's frost nova, as it will immune the nova, but also keep the mage from getting any fingers of frost procs(another essential tool in the frost mage's burst damage kit) from the spell.

Tier 3 (level 45):

Call of the Elements is the only talent in the third third tier that really buffs your healing. On top of that, it also provides a good chunk of utility. Using CoTE to summon healing stream can help out a lot when your team is under a lot of pressure, or it can be used to summon any of the other short cool down totem spells, including windwalk, earth grab, tremor, grounding, earth bind, and capacitor. An important detail to remember is that if you get full locked out by an interrupt spell, you will still be able to cast CoTE, and after doing so, you are able to summon the affected totems, including healing stream, even though the rest of your nature school spells will still be locked out.

Totemic Persistence can be effective when combined with talents such as earth grab, windwalk, and stone bulwark; but most of the effectiveness of this talent is in the ability to use tremor without needing to replace your other earth totem, and to use grounding in the same manner. You can use it to healing tide and healing stream simultaneously, rendering a ton of burst healing from your totems alone, but it doesn't usually outweigh the strength of Call of the Elements as healing tide is generally enough totem healing when you need the extra amount, and you can't always guarantee healing stream totem is off cool down when you healing tide.

Totemic Projection is really strong in combination with earth grab and/or capacitor totem. It allows you to get that extra cc off without over extending. Projection is also pretty good for manipulating the range of your totems. For example, you can place a grounding totem down at an inopportune moment, extremely far away from your enemy team, and then launch it forward when you need it's effect, and using this method you can have another grounding totem ready 10-15 seconds afterwards. It is also nice to launch healing tide / stream away from enemies, or across the map to allies when ranging the enemy CCs or swaps, or when separated due to a lock's gateway.

Tier 4 (level 60):

Elemental Mastery is pretty bad for arena resto shamans. It is a long cool down for what it provides, it is dispellable, its healing throughput calls for you to spend more mana by casting more spells in a shorter time frame, and it is weak because it relies on a situation where shamans need to chain cast quite a few spells, and due to the riptide/tidal waves mechanic, chain casting is not something resto shamans do when casting efficiently or effectively.

Astral Swiftness is the preferred talent in this tier because it allows you to cast CC instantly, or get instant, powerful heals. It has a short cool down, and it also provides you and your team a passive haste buff.

Echo of the Elements can greatly improve your sustained healing output, however it is very RNG based and just not even close to as strong as being able to instantly cast a heal or CC in the most dire moments.

Tier 5 (level 75):

Rushing Streams is the most used talent in the 5th tier.for resto shamans because healing stream is one of the most efficient and effective healing spells available to shamans. This talent makes it heal two targets at once (essentially doubling its healing assuming no overheal) and increases the effectiveness of those heals by 15%, meaning that even if you only have one target that requires healing, this talent is still pretty strong, but obviously it helps a ton for any situation where two targets are not full health. This can be so nice vs mage comps that make a ton of swaps, especially to the shaman; for example, if the shaman and one team mate are both full hp, and the third is 95% hp, healing stream will tick to heal the 95% hp team member, and overheal one of the others, providing them the damage reduction from the glyph, which with some luck will be the target that the mage team makes a swap to.

This glyph / talent combination is amazing for relieving spread pressure put out by a frost mage's frozen orb  as well.

Ancestral Guidance is a talent that I personally think is undervalued and underused. It is essentially a weakened version of ascendance,  on a pretty good cool down. It's obviously strong for spread healing, but it can outweigh the rushing streams talents especially in situations where healing stream is killed almost instantly every time. The biggest weakness of this talent is probably the uptime that it requires in order to take full advantage of the spell, but even without chain casting, I think this talent is still a lot stronger than its presence suggests.

Conductivity is extremely weak because it requires a ton of hard casting, it limits mobility of your team, healing rain's healing isn't really overpowered enough to make this talent worthwhile in arena, and conductivity doesn't really even compare with the other two choices in the tier.

Tier 6 (level 90):

Unleashed Fury is an amazing talent. For healing, it increases the effectiveness of earthliving's unleashed elements effect, which can be used to increase sustained healing (by UE'ing a riptide [yes it effects the heal over time effect]) or burst healing (when used with a healing surge or greater healing wave). It can also be used with rockbiter's unleash to provide a 40% damage reduction from a single enemy for a few seconds. Finally, if used with frostbrand, unleashed fury causes your UE to give you a 50% sprint for 4 seconds on top of slowing the enemy (remember that frostbrand's effect and unleashed effect are both undispellable, and only removed via freedom spells or similar effects).

Primal Elementalist is nice for earth elemental's shield wall and stun, controlling a pet so that you can use it to possibly eat hunter traps, and for the healing increase and damage taken reduction buffs that they can provide. The pets just do not have strong enough effects or last long enough / have short enough cool downs in order to outweigh the strength of the unleashed fury talent.

Elemental Blast is just all around pretty terrible for resto shaman. Even for damage, it is not as effective as other choices in that talent tier.

Glyphs

I do not plan to be as thorough with glyphs as I was with talents as there are obviously a lot more of them that are not useful almost at all to resto shamans.

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These are the most commonly used glyphs for resto shamans in arena. These are applicable for most situations, but there are a couple of alternate options available as well, effective in more specific situations.

Glyph of Ghost Wolf is needed in most situations, otherwise slows are extremely effective, even while in ghost wolf. Some slows are effected by this glyph more than others, but if you are getting slowed and trying to run away in ghost wolf without this glyph, especially while getting trained, you are going to have a lot of trouble surviving or developing any distance between you and your attackers.

Glyph of Totemic Vigor is pretty strong because of how essential totems are to resto shamans. This can deter people from killing your totems, or cause totems to become much more difficult to destroy for certain classes (like affliction warlocks). Most shamans use this glyph in every match up, and it is especially strong for capacitor totem and stone bulwark totem due to the huge health pools it gives them. This glyph also buffs healing stream a ton because if it prevents healing stream from getting 1 shot, healing stream will heal itself (obviously even more effective when combined with the rushing streams talent). Personally, I think this talent as required as it is common, because careful placement vs ranged classes will allow you to prevent the important totems from being killed, usually, and melee targets that instantly go for your totems likely won't be stopped because of a small buff to the totem's health.

Note that the glyph is maximum health, so all health buffs will effect it (rally, NG, ancestral vigor, battle master [if you otherwise will have no use for battle master, you can use it while you healing tide for example, or maybe cap totem, to try and help it live a bit longer for an extra second to tick or explode).

Glyph of Hex is self explanatory, and obviously even better when other glyphs are not useful or when there is only one player able to decurse on the enemy team (or none of course).

Glyph of Healing Stream Totem is extremely good, especially when combined with the rushing streams talent (as explained above) however it is only useful against nature damage, frost damage, and fire damage: so mostly mages, shamans, balance druids, and destro locks (some other classes have damaging spells that deal nature damage (serpent sting) or frost damage (death knight's frost fever / icy touch) but it may not be worthwhile to choose this glyph for those match ups).

Glyph of Totemic Encirclement (minor glyph)is nice because it can confuse and disorient your enemy team, it can allow for an intervene target for a warrior team mate to use for escaping a root effect, but it can also be used for charging, so be careful allowing enemies to use it to close gaps. Note that the fake totems dropped by this glyph do not show up with name plates to enemies, and remember that they can be killed if needed.

Glyph of Rain of Frogs is useful just to try and trick enemies into using their interrupt spell on something that does not actually lock out the nature (healing) school.

Gemming / Stat Priority

There are a few effective options when it comes to gemming and stat priority for resto shaman. In full gear currently, the most common and possibly strongest priority is Int>Crit>Spirit>Mastery>Haste.. Other common set ups put spirit ahead of crit, and sometimes mastery above crit. The effectiveness of the stat priority is really difficult to measure accurately on paper, and it pretty much rolls out to personal preference. The best way to know if a stat priority works out as a healer, is test how it feels, because stat priority isn't as simple for healers as it is for dps, as it is rare that straight throughput outweighs burst healing, and you also have to worry more about defenses and obviously mana.

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Most people just pick up the 4 piece resto with the elemental gloves, as this set up provides the most crit and spirit available with pvp gear, with the meditation (spirit) off pieces, and the crit or spirit battlemaster (because shamans are very susceptible to dying) and insignia/medallion trinket.

Most shamans are gemming straight crit chance now. Other viable options are int>crit>spirit; or resil. Meta gem can range between the Stam + stun reduction meta (especially effective for orcs as it stacks with their passive stun reduction racial); the int + silence reduction (still nice for reducing cc, and it provides throughput via int (which also provides some crit)); and the pvp meta which is not as strong as the int metas in throughput, but still nice defensively due to the resil.

Why is crit so strong?

Crit provides shamans quite a bit of mana return due to resurgence (even almost as much mp5 as spirit when spamming the spells healing wave and greater healing wave). Also, crit heals are 100% stronger than non-crit heals, and crit provides 30% more throughput to shamans due to ancestral awakening. With crit trinkets, crit gems, and reforging with crit priority, shamans reach something around 33% crit unbuffed, which is nice in general for heals over time and normal healing spells (healing stream is affected by your crit chance too), but because of tidal waves, healing surge has an extra 30% crit chance, giving it a 63% crit chance with the set up mentioned above.

Crit is great for mana, not only because of resurgence, but also because a crit can mean the difference between having to cast another heal or not, where as other stats do not come close to having the throughput to compete without critting. In other words, if you crit a healing surge or two in a row, you are probably going to top your teammate. If you do not crit, gemming full int or even mastery you will likely have to cast 4-6 surges to top that same teammate.

Note that just because you prioritize gemming crit, does not mean it outweighs int. When you gem crit, you gain 320 of the stat, when you gem int, you gain 160. So if you gem full crit, you are prioritizing 2 crit > 1 int. Jewlcrafter's profession only gems are a tough choice when considering this idea, because a JC crit gem provides 480 crit,
while the JC int gem provides 320 int. The JC gems provide 1.5 x the normal crit gem, and 2 x the normal int gem, so in order to choose which JC gems you choose, you have to decide whether you believe that 3 crit outweighs 2 int or not, because that is the proportion of crit to int via the JC special gems. Of course, it is all preference, but understanding the difference helps to form the preference and makes for an interesting consideration.

Professions

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All of the profession choices are pretty balanced (aside from mining / herb) but JC and Blacksmithing are the most commonly used and arguably the strongest as they give you the option to gain the secondary stats Crit or resill, which have been two of the most common set gem priority set ups as of late.

Important Macros

The most important and imperative macros are targeting macros (for both enemies and teammates), arena 1 2 3 / focus wind shear, and focus purge. These macros allow you to act more quickly healing, dispelling, interrupting, CCing, and the focus purge allows you to heal your teammates while watching specific enemies for crucial buffs you may need to clean off immediately. Having a /stopcasting command is really nice for wind shear or grounding totem so that you are sure to stop casting and immediately cast those spells the second you need to.

Other optional macros are those such as focus hex, focus frost shock, frost shock 1 2 3, purge target of target, and NS, all of which are not imperative but can make everything more fluid and concise, which is important.

Target Party 1

/target party1

Target Party 2

/target party2

Target Self

/target player

Target arena 1

/target arena1

Target arena 2

/target arena2

Target arena 3

/target arena3

Shear arena 1

/stopcasting
/cast [target=arena1] wind shear

Shear arena 2

/stopcasting
/cast [target=arena2] wind shear

Shear arena 3

/cast [target=arena3] wind shear
/stopcasting

Focus wind Shear macro

#showtooltip
/stopcasting
/cast [target=focus] Wind Shear

Focus Purge Macro

#showtooltip
/cast [target=focus] Purge

Focus Hex

#showtooltip
/cast [target=focus] Hex

Focus Frost Shock

#showtooltip
/cast [target=focus] Frost Shock


wind shear

#showtooltip
/stopcasting
/cast Wind Shear

purge

#showtooltip
/cast [harm] [target=targettarget] Purge

Addons

The only addon I think is really important to success as an rsham, or at least extremely helpful, is interrupt bar. There are too many classes with interrupts available to manage all of them or allow each of them to rotate full lock outs on you without resulting in your death.

I do use bindpad though, I find that it is nice for saving all of the macro's and binds I have even though there isn't much room in my macro book or on my action bars.

Comps

Most comps work with a resto shaman healing, to some degree, usually so long as you do not class stack (but even then things can sort of work to some extent). The strongest comps for resto shamans right now are probably MLS (tons of CC [peels for the shaman xP]), WLS, RMS, and WMS. Although they aren't the strongest, KFC, Kitty Cleave, RPS, Shatterplay, RLS, Shadowcleave, and more can still work quite well.

Tips

Rshamans VS Casters

Shamans have a lot of tools to compete against casters in their kit, however this does not mean they simply "counter" casters in general. If a good shaman is left unchecked, he or she can manipulate the outcome of a match against caster tremendously, however, like in most situations, resto shamans are very susceptible to death in a stun or silence, or simply after being trained. Positioning is the strongest defense shamans have against death, as it prevents swaps, prevents CC, and causes the control the shaman has to be even more effective as good positioning will render enemy players stuck in the open during shear lock outs and hexes, or stuck out of line when shear and grounding are not available.

Try to use LoS in between your control on off targets. Between hex, shear, and grounding, it is extremely difficult to land hard casted CC's onto a shaman (and on top of that you have tremor for when you finally do get feared :P ).

It is important to prioritize which spells you shear and ground. Grounding and shear shouldn't be used just simply on cool down, but properly in order to put the enemy team behind. Typically it is a good idea to use stops on crowd control spells, but careful not to waste the shear on the third DR polly and then have no answer for the cyclone cast incoming. Other than CCs, there are specific spells to try and negate for each specific class. Some great examples are deep freeze and counter spell for mage; lava burst and ele blast for shamans; chaos bolts and haunts for warlocks (they both cost shards so it's extra good to ground these spells as it wastes the resource); devouring plague or silence for spriests; etc. Something I like to keep in mind is that it isn't always important to slow the caster down, as in shear the lightning bolts, frost bolts, or incinerates. Sometimes it is more important to save the shear for the CC, or the bigger spells. It is nice to wind shear lock out those spells like lightning bolt or poly and follow up with a hex since they are shortly locked on their schools they need available in order to interrupt your hex; so this essentially gives you a "free" hex in their face.

As stated above, it is important, almost essential, to properly time shear and especially grounding, as it can change a game completely sometimes, so make a true effort to avoid simply mindlessly dropping grounding on cool down.

Remember when trying to lock down a high crowd control caster (like a mage) to incorporate your dispell cool down within your grounding and shear cool downs. For example, say the mage casts a poly on a friendly rogue, dispell can be used on the first polly, grounding on the next polly (if you shock the 2nd dr polly sometimes it isn't as good as grounding because the two second lock out tends to deter enemies from relentlessly casting poly on everyone unlike grounding for some reason, lol), wind shear following the third polly cast, and a hex during the lock out... and dispell is ready again. Obviously it is not always cut and dry, but some type of fluid idea similar to this is always good to aim for when attempting to help your teammates maintain uptime and lock down the enemy in order to keep them behind and build pressure.

Some specific tips to remember versus casters are to try and alert your teammates when  a follow up fear that you can't stop is coming, or polly, or whatever. Try to avoid wasting tremors when they would actually be wasted (if you have full demonsoul dots and the enemy team isn't even on you, and you just got full feared, why tremor if your teammate isn't in much trouble yet; you could sit 1 or two seconds and the fear is likely to break). Watch for frozen orb, often you can position yourself in route of it when it is going to be used on your teammates and this way you can cause the frozen orb to break the polly on yourself early, careful not to overextend or get swapped to too hard, though. Finally, watch for dots like living bomb, vamperic touch, immolate, etc. when playing against casters to try and get a head start on their swaps. Having earth shield and riptide (as well as ancestral vigor building up) before a swap is always nice. Beware of DR's on yourself for enemy CC's as well, if you just ate full polly and fear dr's all together, and deep is ready, they are probably going to attempt to use it on you since chain CC'ing may not be an option in that situation.

Rshamans vs Melee Cleaves (tsg / kitty cleave)


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Most shamans have problems living vs cleaves. Tsg is a hell of a lot easier to live against as an rsham than a kitty cleave, though. TSG lets you actually use roots on both enemies, but you have to still play pretty well in every way in order to barely survive, but it's possible to do so consistently. Don't think of it as kiting though, you are not trying to avoid damage, you should be trying to avoid interrupts. When you earth grab the two full (no dispell or intervene) do not try to run across the map, just move far enough away to where they can't interrupt you (be mindful of disrupting shout's range, the length of the root [do not go so far where they can charge you or just take 1 step forward and kick you]), maybe run a little bit if you are sure that you can get into a position to top yourself, if you're low HP then that means enough time to cast 2-4 healing surges, usually via LOS behind a pillar or wall in order to avoid charge or grip.

CD usage vs the cleaves pretty much should be played by ear. Spend time juking, (don't juke too much play the kick/fake mind game well, it can get you free casts and if you're very smart you can force them to waste interrupts together quite often, like barely out ranging them or barely out of LOS and you know they can get to you before the cast goes of but you're sort of fine, juke as soon as they in range, etc) and get casts off during cc your team provides (roots, shockwave, fear, deep, etc) Try to healing tide large burst during cc, or maybe link the cc (healing tide ticking or link ticking during a shockwave or asphyxiate for example). Remember that you can not live forever no matter what, and so sometimes you need to play offensively (hexing / purging / shearing a healer) to help land the kill, but be careful with your decision making here, obviously. The best defense is often a great offense.

For cap totem I like to use it at times where the player has to either kill it and lose crucial uptime, or eat a stun... Like if a warrior is about to charge (it's barely off cd, maybe i just got a freedom away, idk) i will maybe drop a cap and time it so that they can either hit the cap then charge me, maybe giving me time to get a heal off, hex, or LOS, or they can charge me and get capped followed by spam heals on myself or a full hex out of the cap.

It is often that you have to blow all your cd's really fast vs cleaves, healing tide asendance ns auramastery even all at once. You shouldn't really have to blow all that + trinket or link though, and if you use gate properly it will be enough to top yourself once every time you take it (cc the team with earthgrab or other cc's while you gate + have good positioning of it).

Just remember that one of the weaknesses of a shaman is that you don't make the plays, really, you just react to everything. All you can do to help your team to win is make the best of every situation, and by that I mean if the enemy team plays great while training you there isn't much you can do.

For example tsg can just dispel your aura mastery, interrupt you nonstop between their 3 kicks +1 if they have a shaman, and all of their stuns + charge and grip, they can kil all your totems (earth grab, cap, healing stream, windwalk), they can dispel your ghostwolf, out damage your heals if you could free cast, have 100% uptime between gap closers, ams, intervene, charge, lichborne, etc. So don't get too discouraged if / when you lose to that stuff, it's just the state of the game.

Btw, kittycleave is even harder, especially if you aren't dwarf; the way I like to play it is try to juke the feral all the time (juke the maims, typhoon, skull bash, etc [remember if you have a little distance on the feral they are a lot more easily juked because they get an opportunity to use the skull bash as a kick and gap closer and try to take it) and i try to use earthgrab or windwalk, gateway, and stuns and what not to let me get casts off while avoiding the warrior's uptime on me. I like to have my lock fear maybe during stuns and stuff, or cd's (on the feral mostly, of course), but try and save it for opportune moments where the warrior is stuck away and the feral has interrupts ready, so i can get free casts. Try and coordinate with cross CCs (even something like half fears) on the warrior and what not to get casts off the best you can, and try to get juicy cap totems off as well, especially if your team doesn't have stuns (often you can cap totem, and call of the elements cap again and they won't kill it SHHH xp). Stop the hardcasted clones too, since it's about all you are good for, lol, with your grounding / shear of course.

For those pesky teams that spam kill totems, try dropping searing totem once in a while maybe while you cap totem / healing stream, sometimes it actually helps to confuse them and let you get free casts off once in a while.

NG

Always watch your NG, being able to save it for a good time is pretty nice, don't let your ng proc then get stunned afterwards, because that will either force a trinket + more cd's or hurt very badly. Remember that 90% of the time if you're getting hit, trinket isn't enough. You need to use trinket to do something else usually, like healing tide or link, so beware of that (it's a lot different than it used to be).

Rsham vs Rogue / Mage

Versus rogue mage you are a shaman, so control the mage while you can, and have a good offense; mess up their opener, and punish it quick. Purges, shears, good hex's with cross cc if there are two decurses. Sometimes hex just to stop casts etc, try to hex on a deep maybe, it's all situational.

Rogue mage isn't as reliant on deep as other comps, generally the cheap shotted or kidney'd person is the one who dies and the deep is for cross cc, so keep that in mind.

Obviously use healing stream totem, try to drop it in good places where it won't be killed, stand in good positions so that your team can help you or you can gate / los properly. Try to drop a cap at a nice time as well (healing stream / cap totems right before you get stunned or opened on can be very effective).

Earthgrab vs windwalk is pretty meh vs rmx because the freedom is so nice vs mage offensively (like i said you need to pressure fast because it can force them defensive the entire game, swap healer quickly and let your shaman control the mage while he tries to peel with maybe a fear on rogue) and windwalk can negate pet novas as well as let you escape from the rogue more effectively than a warrior due to no berserker rage for your lock's cc, and the fact that a rogue can't just chase you all day without the risk of ever dieing like a warrior can these days.

I still like earthgrab sometimes though, vs rmx, because it can help avoid fears vs a holy priest (keep eg between you and the priest so the chastise -> spectral -> fear can get negated by rooting them mid route) and because it can be great cc for the mage and rogue both, and allow you to cast without the rogue on you.
If the rogue just trains you mindnumbing + not getting juked can pretty much force all your cds / kill you eventually so punish well.

"Countering" a mage

When a shaman plays against a mage, especially if it is the only dps caster on the enemy team and the shaman is left free reign most of the game, the mage can feel completely countered or dominated by the shaman. Obviously well timed shears, groundings, LoS, and hex's can really mess with the mage, but there is even more. One of the best things you can do against a lot of mage comps (mage / warrior, mage / feral, mage / spriest, mage / lock) is ground the deep freeze. A lot of it comes with experience, but if you manage to ground that deep you or your teammate are free to run around, stop casts, LoS, or even just dispel a lot of incoming damage. Watch for fingers of frost procs, use trinket, look at icicles built up on the mage, and when orb comes out be looking to time a well placed grounding totem in attempt to get that deep. Especially since with glyph of deep freeze, deep is off of the global, it is extremely difficult and unreliable to just ground the deep, but it is a great and simple thing to aim for. Grounding a deep can cause the mage's team to fall behind for 30 seconds to a minute, or even snowball into an easy win against the mage.

Another easy tip against a mage is for when they attack the shaman. Out of a deep freeze, there will generally be a blanket counter spell, so make sure to try and spam spiritwalker's grace (aura mastery) and immune the counter spell that follows the deep.

Cool spell effects xD

Asendance is an extremely good cooldown for resto shamans. Obviously, the extra healing is really nice single target, and for spread healing. Something that is often overlooked, is that asendance's effects are applied to riptide and its heal over time. This includes previously applied riptides. For example, if a shaman has a riptide on all three team members, and a pet even, if he or she uses ascendance and just stands there, or better yet eats a polymorph; all 4 riptide HoTs will have their effects doubled and spread between the allied targets. This makes ascendance so strong, even while CC'd, or without hard casting very much; full hots out and an ascendance healing surge or two is often plenty enough to negate a huge chunk of burst or CD's coming out of the enemy team.

Spiritwalker's grace is originally used to move while casting, and with the 4 piece resto gear it applies an aura mastery effect. The spell can still be casted mid cast, though, obviously off the global. This means that you can often trick enemies into using their interrupts late into your cast because you use the spiritwalker's grace mid way through. Careful to wait too late, though, as this can cause you to use the cool down and gain the buff, but still get locked out. Remember to move around a lot while you are using your aura mastery effect versus players trying to purge you and interrupt you; it only takes one purge to remove the buffs, but if you are moving around and it gets purged, you will stop casting before you locked out because you can't cast while moving without the buff.

Frostbrand weapon imbue causes your melee attacks to slow the target, and UE with this buff puts a slow on them which is undispellable (aside freedom effects); and with unleashed fury the shaman gains a 50% movement speed for 4 seconds that stacks with ghost wolf, which can make for a great get-away, especially in combination with a root on the enemy or a windwalk totem.

Healing stream Totem is extremely strong: it's mana efficient, heals through walls, heals for a ton (especially when it crits), and with the glyph it reduces damage taken by certain spells. One of the keys to healing stream is placement and timing. It can be pretty effectively used simply on cooldown, however timing it is even better. Using healing stream while you have to move anyway, or while out of LoS of the enemy and about to go in LoS (in order to keep the totem from being killed). Try to use healing stream before you eat CC, including polly and fear, or even kidneys and swaps.

Whenever you hex, offensively, do not aim to just use the spell because you have a little bit of extra time. Especially when the healer is the only one who can decurse on the enemy team, it is important to land good, well timed hex's that line up with your team's burst damage or DR's on other CC's in order to chain them. Sometimes, depending on comp, again, it can be worth it to hex just to stop casts or negate cool downs (situations like where there are two or three who can decurse). Careful not to waste the DR on poly or trap if your team relies on those CCs, because an inopportunely placed hex can end up putting you too far behind to recover sometimes.

Juking

Shamans are extremely reliant on hard casting spells, and they are often trained by the enemy team, so it is pretty imperative to become comfortable with managing how you interact with interrupt spells. I find personally that casters are a lot easier to handle than melee. One reason is that a lot of casters blanket rather than try to land the interrupt full (ie a mage blankets you into a pom polly while a deep/orb is happening on your warrior). Casters also have much longer CD's on their interrupt spells, of course, which can be a relief as well. It seems that casters are often easier to trick using specific spells, though.There are those times where you just ate a deep, 3 pollys and overlapped fears, and now a counterspell attempt is most likely coming, as your teammate is hovering around 30%, so you can pretty safely juke early in the cast in that situation, but let's say its a much more safe situation where there isn't much CC on you yet, and not much damage out. If you just begin to go for a hex the mage is most likely going to first instinct try to stop you, especially if that mage is the only decurse on the team, because you won't have hex for a good 40 seconds, but you will cast a bunch of heals regardless of the CS, so that one hex sticks out in the mind more, especially since it effects the player much more obviously by stopping them from doing anything for a few seconds.

If you get a good feel for a caster, and manage to juke them a lot, you can stop casting and drop a grounding and have them counter spell into the grounding totem pretty often. There is also the basic strategy to start casting, drop a grounding, then re start casting quickly and often they will use their interrupt into the totem. Careful, if something like a mage notices your trick, often they will icelance and maybe try to counter you as soon as grounding dies since it is off the global and has no travel time (for mages at least, note that lock cs's have travel time so it's a lot easier to manage). This is another situation where certain spells make it easier to fake them, because if that spell you're casting while they kill grounding is hex, for some reason the mage is more likely to try and cs that cast immediately as grounding falls, because I guess healers must fake with CC ability casts much less often than healing spells. It's pretty tough to explain why / how casting a hex makes such a big difference with how jumpy the player usually is to CS, but based off of past experiences, it is an extremely common occurrence.

Versus melee interrupts, try and get a good feel for how they kick, if you have time. I like to often just go for it, because if you play with the mindset that you just can't no matter what get kicked (even though it's often true, if you get kicked you will probably lose, lol) you can just lose because they wait until the last second to kick or they just decide to hold their kick completely with their brains off. Each player is different, with latency, strategy, how hard they try, etc. so keep that in mind. Remember if you get kicked while you're full HP it's not so bad but if you wait and juke until you're low and they land a kick it is a lot more scary.

Keep in mind that melee often look for sort of two for one opportunities and / or "pro" plays. Warriors will try to off kick you with disrupting shout a lot, and rogues maybe shadow step + kick, most melee with off kicks if they are running by, or just near by; so pay attention and try to juke those things when they are obviously going to go for them. Usually players don't expect you to fake the cast for these situations, because I guess that they are too preoccupied with trying to do something somewhat fancy or impressive, so they are not concerned or considerate of you trying to out play their attempt to outplay. Haha. Another good example of this is after you drop a cap totem, and start casting a surge, they may turn and hit the cap totem to kill it and then turn back to you, thinking you won't fake because you are too slow and nonreactive to them killing the totem so "quickly" so they are less likely to wait for you to juke.

One of the most common examples of what i'm talking about when I say two for one opportunities is like when feral druids are a good distance away from you, and you are casting, they try to close the gap and take a shot at kicking you (+ apply a pesky mana debuff) so they are pretty clumsy with kicks in that situation as well.

It's better to cross CC and get casts off than to just fake yourself to death or waste too much time faking. With two melee, especially two with a lot of interrupts individually, it's sometimes good to fake one (like the feral) then CC the other (warrior) and get casts off. Sometimes look for chances to cast preemptively (knowing they won't kick until at least like 75% through the cast) so you can take advantage of really short 1-3 second CC's on the enemy team by getting the last portion of the cast off during that short CC effect.

Funny jump juke

Often those pesky melee cleaves will tunnel so hard that you can juke them off the edge on maps like blade's edge. It can help a lot by letting you have breathing room to cast. All you do is try and notice that neither you nor the enemy team is slowed, ghost wolf, run at the edge, stop on the edge, and jump in place once. It's pretty funny / beautiful when it happens, and it's nice to get even further away or top yourself before they reconnect. It doesn't usually work more than once or twice in a match though, so be careful not to waste too much time doing it. You can jump off with spiritwalker's grace when it's a good time to aura mastery, so maybe they will subconsciously expect you to jump the next time you run at the edge in the same manner, but don't pop aura mastery just to jump off the edge :P

Unleash Elements

Unleash elements (with earthliving), especially with the unleash fury talent, is a huge part of helping a team or a shaman his or her self survive. There are a ton of shamans that just use unleash elements on CD, which performs minimally but sadly, acceptably. UE can save tons of CD's and negate swaps, if used well enough. So sometimes when consistent damage is high, and offensive dispells are low, unleashing for a riptide can be alright. It's pretty good for preemptive heals as well, because the buff applies to the HoT effect from the riptide, as well as the instant heal effect it produces. The buff to the HoT, however, isn't the full percentage  that UE normally applies to heals, so keep that in mind. This doesn't negate how strong UE riptides can be, especially when the shaman is in a situation where he or she has to run across the map, or if like an RMP is about to open.

A well timed UE can be the difference between topping someone or not. Reading situations well enough to figure out when a shaman can get a cast off helps to take full advantage of the strength of UE. For example, if a TSG is chasing, and earth grab is dropped, then making it behind the pillar (warrior has no leap) is a sure-fire thing, casting UE on the way and following up with a big healing surge can top the shaman if it crits. In the moments of free casting, unleash elements can be really huge. It's just huge to avoid simply UE on cooldown, and to really make sure to take advantage of the buff. Never unleash and let it fall off before casting a heal, and avoid getting CC'd on it before at the very least a riptide is used with the buff.

Positioning

Positioning well can mean the difference between life or death, building pressure or not, getting CC'd or not, etc. The easiest concept of positioning to grasp is to not stand in the open, and to pillar, however it's not always that simple. Behind the pillar is where you can avoid things like CC casts, damage, or swaps, but simply standing behind the pillar won't make you immune to all those things. If you stay behind the pillar, sometimes that mage warrior team is just going to blink and leap + charge to you and BAM! Your pillar isn't of much use. It's important to know when to pillar and when to not.

When you're behind a pillar with enemies on you, sometimes your teammates can not get to you or help. The enemy dps are often out of line from them, just as you, so fears, pollys, scatters, CS's, w/e utility your team carries is pretty much void (including leap of faith, off heals) if you are out of line.

On the opposite side of the spectrum, standing in the open the entire game is obviously a very weak strategy as you can be tunneled with damage, CC, and swaps and although your team will be able to help you out, once they are out of help due to diminishing returns or cooldowns, the damage will still be coming because of your positioning, and you'll likely die (or at least have to pop unnecessary cooldowns).

Pillars are fantastic, but it's important to know when to abuse them. When matched against due caster teams, for example, it's nice to be a bit of distance away from the pillar so you can take advantage of wind shear, grounding, or maybe purges, but so long as you aren't too far you can run to the pillar to LOS CC / damage when your tools to avoid them are on cooldown. Sometimes it isn't worth it to run out to wind shear that frostbolt, like when the mage is super far back and to run in and shear would put you in a position to easily be CCd or swapped to, and that frostbolt is often pretty low on the interrupt priority list nowadays.

So for a swap, pillars are amazing for letting you get away. What that means is being near the pillar, so that when the enemy team swaps you can just run away and LOS the follow up pressure (after a step cheap you just make your way out of LOS, or after a deep swap, etc). What this does is keep you in line of your team mates, yet allow you to not only LOS CC consistently, but also prevent the enemy team from tunneling you so much. Some comps can handle just tunneling you anyway, lol, but abusing the pillar properly can help a ton.

When you are tunneled, say by something like a KFC with a melee and a ranged, it takes a lot of practice and experience to know where to stand, from you and your team mates. Sometimes, it's important to come off the pillar a bit so that your team can help with peels and off heals, and sometimes it's important to just LOS that ranged even with the melee tunneling. It's pretty much about when you are going to get stunned or silenced, when you can free cast because you juked interrupts or have aura mastery / earth grab, w/e, and how much damage you are randomly taking. If you know a stormbolt is coming up, and you're hovering around 70%, you might need help during the stun so pulling out into the open a bit for your team is probably a good idea so that they can land fears or pollys during the stun. If you're 100% hp and you think the warrior is about to stun, it might be okay to sit around the pillar throughout the stun without any help. It's tough to read the situations, and tough to say that "you should LOS when this happens" and be specific but it's just important to remember that you can die easier if you're in the open even with teammate's help, but running around the pillar all game might help avoid damage, but sometimes it makes it impossible for your team to help you, which you need at some point.

Remember that taking a melee out of LOS can open him or her up for a swap; warriors don't seem to care usually but rogues or DKs or maybe monks, something a bit squishier can die because they overextend behind the pillar for too long.

It's not always best to play positioned so defensively, though. Sometimes it's important to play at the pillar close to the enemies, and sometimes you are forced to play in the open. Usually you don't want to do this vs comps that are really likely to swap to you and kill you easily, but for example if you are playing KFC vs another KFC, you want to play sort of pushed in, close for your teammates to be able to eat traps when traps come nearly off cd, and sometimes close enough to help CC by shocking the healer or hexxing (maybe your hunter missed a trap or got it eaten). You want to be close sometimes to tremor or dispell stuff when your team needs to play extremely offensive, as certain comps. Positioning aggressively like this  can help snowball into a victory as well, like when your play against an MLD, if you got the block really early, and your team still has every CD (maybe you negated the deep orb swap somehow), it can really help to push in and shear some key casts and keep your team as offensive as possible with purges, shears, and dispells, so that you can snowball and force the enemy team so defensive it's nearly impossible for them to recover.


#3942346 Apologies to Kpul, Exumbra from Rank 1Duelist Bigmoran

Posted Bigmoran on 17 September 2013 - 09:26 PM



Bigmoran 4.20


#3933130 what music do u guys listen 2

Posted Gsgsgsgsgs on 30 August 2013 - 06:09 PM





: > love me some eminence.




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