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Thasta

Member Since 07 Jul 2010
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#4372976 RBG Tournament: Battle of the Atlantic Worlds Reveal Show

Posted Korzul on 27 January 2015 - 02:34 AM

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#4336503 combat kidney shot now 6 secs!

Posted neoooooo on 07 January 2015 - 03:34 AM

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#4301868 Double Spelllock from GoSac has to go

Posted ysnakewoo on 16 December 2014 - 09:37 AM

This is getting ridiculous now, I am a Warlock playing at decent ratings and whenever you meet a Warlock it's always a war of who is going to lock first and sac the pet so that he has another CS available (not to mention what happens when you meet Combat RLD).

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.


#4271569 Leekzy's Frost Mage Guide for 6.0.3

Posted leek on 21 November 2014 - 11:07 AM

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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???+++

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(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.


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Talents

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.

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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**

Level 15:
I recommend: Posted Image

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.

Level 30
I recommend: Posted Image

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.

Level 45

I recommend: Posted Image

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!

Level 60
I recommend: Posted Image

Amazing talent, pretty self-explanatory.

Can be used if you are locked out on your Frost-tree to enable Ice Block anyway.

Level 75
I recommend: Posted Image

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).

Level 90
I recommend: Posted Image
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.


Level 100
I recommend:  Posted Image
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.

Glyphs

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!

Primary Glyphs:
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!

Enchants/Stat-priority

**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

Recommended Gems:

Multistrike.

Recommended Enchants:

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:

Warrior/Mage/Healer

Rogue/Mage/Healer

Feral/Mage/Healer


Moonkin/Mage/Healer

SP/Mage/Healer

Lock/Mage/Healer


DK/Mage/Healer
might make a truly solid appearance aswell, although I haven't gotten around to trying the comp out!

Macros:

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

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Gameplay!

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.

Mage Streams:

Venruki
Jahmilli
Hynnix
Xaryu
Daisyduke
Proffset
Leekzy
Nolifer
Friedkitteh
Watchmeblink

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,
Leek

<3


#4307748 Shit players who cry about Kidneyshot.

Posted HeyimJack on 19 December 2014 - 08:02 PM

Combat has now been removed from the game.

Don't worry guys I've got the real solution covered.


#4297554 lots of people are profiting from this

Posted Esiwdeer on 13 December 2014 - 06:15 PM

might as well give it to everyone so it's fair. this is only for alliance, no idea about horde

#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.

#2 Posted Image

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


#4285270 Bow down to the ret paladin gods

Posted Gebece on 04 December 2014 - 05:18 PM

Current state of ret could be acceptable in mop , but right now it outshines every other melee in almost every possible aspect. It is almost impossible for warriors and dps shamans to intervene/ground traps while rets can dispel it. It is harder for casters to land cc now , and rets can easily dispel it.Ret burst is also too strong for a 2 min cd. Rets needs to be nerfed without making them weak.

1)Set bonus needs lower the cc duration less
2)Double sac needs to go


#4284658 How are you guys dealing with disc priests?

Posted Berserkerx on 04 December 2014 - 01:08 AM

View PostClamnesia, on 03 December 2014 - 08:12 PM, said:

Youre complaining about not being able to kill a healer 1v1. lmao.. Thats how its supposed to be. Do you honestly think you should be able to 1v1 a pure healer? lmao. jesus, mop destroyed this game.

I used to kite people around wintergrasp 5v1 and come out on top. lmao.. This is nothing.

you used to kite 5 bads around wintergrasp because in wintergrasp days i remember erasing disc priests 1v1 fairly easy just saying LMAO << annoying word

Yo bro i can see your problem i am guessing you face Disc / DPS teams and your healer is expecting you to tunnel Disc solo and somehow by a miracle kill him which wont happen even if the priest is a bad player you will struggle to take him down alone.

You need your healer to assist you with DMG or offensive dispell interupts / stuns in order to take off all CD's from priest and actually and eventually take him down as a team effort and by no way 1v1

The only actual scenario i can see you killing 1v1 a healer is that he is really bad and you are really good hit all interupts time your CDs perfectly and hope that he is maybe lagging a bit
OR
Wait until healing reduction debuffs stack and be ARMS to use mortal strike which makes a huge impact and kill him.

So to sum it up your doing nothing wrong warriors at least don't have enough dmg to burst down solo a healer who knows how to play to a decent lvl with out help from your healer.


#4271926 Ice Nova

Posted Capstone on 21 November 2014 - 06:19 PM

hello,

i'd like to say a few things

first, lowering the amount of available haste, taking blanket off counterspell, and making deep break on damage were a few of the best changes the class has received in years. it is a lot more fun to play already than it ever was in mop

let's examine some new things about the mage class:

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ice nova. this ability doesn't make any sense. it replaces frost nova, which is a reduction of binds and a shift away from a core ability that requires you to position yourself somewhere to set something up. it does much, much more damage than any of your other abilities (you would have to stand still and cast ~5-6 frostbolts to do as much damage as you do with a single, instant, uncasted ice nova). it puts everyone it hits on POLYMORPH dr (actual wtf), and it does aoe damage. let me list the unintended problems with this:

1. this only increases anyone's incentive to train a single target, because after i use my ice novas, i'm not doing any damage, so i want to play defensive, but i can't swap off the target i was just on to do it, since that target is now on double polymorph DR.

2. everyone around that target is on polymorph DR too. if i'm fighting a cleave (and all i'm fighting is cleaves), i can't polymorph the other DPS because he's on full dr from using a completely necessary ability on the guy standing next to him the entire game. even if i polymorphed ahead of time, this move will BREAK polymorph on whoever for using it, and there really isn't any choice - ice nova is so powerful my options are 1.) use it or 2.) suck

3. this ability literally does not allow me to think for myself. if i have cc or my partner used cooldowns, i am obligated to press this button, everytime, unconditionally. i don't need a fingers of frost proc, i don't have to fake an interrupt, i just press this shit

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ok, so i haven't been a fan of fingers of frost since wrath. i still believe you should have to have a freeze effect on your target to ice lance or deep freeze it, but it's just out of control now

at some point some developer got the idea in their mind that it'd be really cool if fingers of frost made your ice lance do MORE damage, and so it was all of mop, but now this buff actually makes ice lance do 100% more damage. let's examine what this change does:

1. it does nothing for pve. you can't deep freeze or frost nova a boss, so literally all of your ice lance damage is fingers of frost damage, so the modifier ONLY affects pvp

2. since blizzard added a gigantic fucking curved blue icon that surrounds your character whenever fingers of frost procs, it's extremely easy for everyone who logs on a mage with the desire to have instant success (hello mists of pandaria) to just press ice lance and do damage. it's considerably more difficult, as it always has been, to use your own personal novas for it (though frostbite no longer exists and with the addition of ice nova this literally only leaves ranged freeze). but because of the fingers of frost change, ice lance does the same damage frostbolt does to targets when you don't have fingers of frost up. ice lance probably SHOULD do the same damage as frostbolt, except that some developer decided frostbolt should hit for 5k and crit for 10k

3. this spell is GENERATED by ranged nova, and as i said earlier, with the removal of frost nova, frostbite, and deep freeze breaking on damage, ranged freeze is your only freeze. this means when you go to generate procs to do damage, you instantly have to break your own freeze by ice lancing with a buff that was designed to allow you to use damage for ice lance without a freeze effect. it has totally defeated the original purpose of fingers of frost, which was stupid in the first place

now i could finish this post by talking about how dumb frost bomb is as an alternative to ice nova, or how incanter's flow is the dumbest, most rng talent in the universe, or even how the level 100 talents are some of the worst thought out and least effective abilities ever created, but i have one significant gripe that i literally have to look away from everytime i notice to stop myself from getting upset

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this is some of the most fucked shit i've ever seen in this game

ok. the first one about frozen orb exploding like anyone stands in that shit for a full 10 seconds or 4000 damage is significant to anyone in the universe, that's just dumb, careless, lazy developing which is pretty consistent with blizzard's approach to frost mages. i don't really mind incompetence

the problem i have is that the second set bonus indicates, there is some developer somewhere who is trying to leave their mark on the mage class and change it in a meaningful way, and this person has never actually played mage for a significant amount of time. whoever was spearheading this idea should be fired immediately

you have to ice lance a frozen target to increase the damage of frostbolt.

first of all, it's basically impossible to ice lance a frozen target five consecutive times

second, who in the fuck wants to ice lance FIVE times, then CAST a spell to finish a target? casts are always going to happen at the start of a setup when you have cc on a target or they aren't desperately running around a pillar to line you

lastly, this developer doesn't know how much damage frostbolt does. let's say i decide i REALLY want to make the most of this stupid frostbolt bonus, and i ice lance a target five times and i get the frostbolt buff stacked up to 25%. i can now cast frostbolt for 5k damage (10k if it crits) and gain 1-2k damage on my frostbolt. this set bonus presumes that adding 1-2k damage to a single frostbolt cast is a legitimate reward for ice lancing the same target 5 times consecutively, which is impossible to do in the first place

so, yeah, ice nova is fucked, but my primary concern here is that there is some developer is actively trying to do things to the mage class, which will not end well, since every major gameplay change to the class that has ever been made has been a negative one. the best changes this xpac are ones that returns it to the state it was in BC (no blanket, no deep, less haste)


#4266007 The Current State Of Ele

Posted Snodz on 16 November 2014 - 12:54 PM

This is a repost from the wow forums, so yea, ignore some of it.. but regardless here it is:

'So i just farmed full 675 Pvp gear (best in slot for now) as i was hoping gear was the issue not class..... i was wrong.

Ele is not in a playable state, the class honestly feels like its in alpha / beta.

The mastery is horribly designed, random procs for 6 seconds after hitting a target with one of your abilities? Who on earth thought that would be a good idea? Its dull, boring and worst of all; Rng.

But that isn't the problem, the problem is the lack of damage. Multistrike is our best stat, but in pvp multi strike is capped at hitting once (causing lightning shield to take alot longer to stack up), not how it does in pve where it has a chance to hit twice, so our main stat is nerfed. Another thing that ruins our damage is the crit change to pvp, Abilities in pvp crit for 150% not 250% like they used to (Shamanism during mop caused us to crit for 250% damage, instead of 200%), so this is a 100% less crit damage, which nerfs our iconic damage source ; lava burst...

I don't understand how blizzard couldn't see these problems on beta, however its too late now, all we can do is pray they change something...

Your reasoning for why ele shamans have no way to get mana back was, 'ele shamans damage abilities cost near to no mana', what about purging? healing? or even getting any mana back!? Once we oom, we lose.... we have no mechanic to get mana back which is ridiculous.

My suggestions:

Make lightning shield stack up from being hit like it used to back in cata and early mop.

Buff lava burst damage by making it crit for 250% or just buffing the baseline damage

Increase the range on wind shear to 30 yards (it got nerfed from 30-25 in wod)

Cause rolling thunder to grand 2% mana like it used to in cata and mop, at least giving us some way to get mana back.

That's some ideas off of the top of my head, there are other issues like ele blast and our mastery but those  aren't quite as urgent but still need addressing.

Tell me what you think!'


#4263268 WOD Launch Night

Posted drugdealerx on 13 November 2014 - 06:35 PM

ayy lmao





#4250113 (6.0.3) Jaime's Advanced Elemental Guide

Posted jaimex on 02 November 2014 - 01:11 AM

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Hi, I'm Jaime, a 2x R1 Ele Shaman, and I've been playing ele for around 10 months nowm achieving a highest rating of 3126 in S15. I've written numerous guides for AJ in the past but with the new expansion coming around it's important to get some new and relevant information out in the form of a new guide. This guide is primarily aimed at newer, more inexperienced players, however more advanced players may take something from it also.

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Ele is one of the most changed classes in WoD - in terms of playstyle we lost our run and proc mechanic that some people loved and others hated, and in general requires a much more conservative playstyle than that of the typical ele that older players are more used to. The metagame resolves around currently playing nice and safe and letting your mastery/other partner do most of the damage between elemental blast cooldowns.

We also lost a lot of our defensive utility through;
  • The removal of Healing Tide Totem
  • The nerf to Tremor Totem
  • Ancestral Swiftness no longer affecting Hex
  • Rockbiter weapon being removed
Tremor totem is no longer usuable whilst feared. This is a massive nerf to resto, but for Elemental and Enhance our gameplay isn't altered that much from last patch, where the enemy team would have covered the fear. It's just important not to get a priest or lock getting a multi-target fear!

Lightning Bolt is also no longer usuable while moving, causing a major nerf to our overall mobility and usefulness in arena. Combined with the reduced haste levels, this really doesn't help when dealing with classes with high mobility such as Rogue, Mage, Druids, or Priests. Standing stationary casting a 1.5 second cast when most people can get to the pillar to LOS you in that time.

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In the first tier of talents, Tier 15, Nature's Guardian reigns supreme. Stone Bulwark is alright after the removal of Battle Fatigue also, as it shields for a considerable amount. However considering how easily eles flop in stuns NG is definitely the strongest choice due to the short ICD, and large HP boost. It is also important to mention that NG is passive, not requiring you to do anything for it to activate.

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Earthgrab Totem and Windwalk Totem are both viable picks for Elemental in WoD. Against classes with low amounts of root breaks, like warriors or rogues, Earthgrab is for sure much more powerful than a freedom that can be killed. It is also useful against pathetic playstyles like running behind a pillar as it disables the enemy from doing so. Windwalk is good for when there is either a lot of freedoms/root breaks, like a Windwalker + Holy Paladin team, or a Kitty Cleave. Windwalk is also much better vs spellcleaves, allowing you to get out of roots to line casts or kite better. Both are perfectly good and viable choices though. Frozen power is practically worthless for ele.

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Simply enough, Call is mandatory with any team that can fear before the next tremor is up. Priests and warlocks, in other words It is also needed versus some hunter cleaves who use wyvern to get double tremor for the wyvern and fears. Totemic Projection is only really good when paired with Totemic Vigor and for keeping rogues in combat or hitting stuns. Not really recommended as pretty much every comp an ele plays drs stun already and keeping rogues in combat is impossible if they are good, however this doesn’t mean it is worthless. It is also important to remember Prep gives you double healing stream, or double grounding (powerful vs triple dps teams when paired with grounding glyph for example.)

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In Warlords of Draenor Blizzard decided to nerf instant cc across the board resulting in a lot of classes losing their ability to CC without casting it, such as the removal of NS Clone and PoM Polymorph. NS Hex is no exception, and considering haste is no longer the best stat for Elemental, NS (Ancestral Swiftness) is no longer the best talent. Right now the choice is tied between Echo and Elemental Mastery - Elemental Mastery is extremely powerful vs teams with difficulty purging or with no purges, and Echo vs those teams with double or triple purge or when you run with a class with little trash buffs. For example, Elemental Mastery would be perfect vs a Pally Arms Kitty when running with a disc priest, however Echo would be much more useful when running LSD into beastcleave.

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Rushing Streams is the best talent in the level 75 tier as it not only provides better healing over the course of a game via healing stream, but it also gives your team the Healing Stream buff from the Healing Stream glyph – 10% reduced magical damage. This is major versus most teams aswell as the healing being superior to both AG (which has very limited use thanks to eles low burst damage) and Conductivity (which is never useful in pvp ever).


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Lava burst hits like a truck this season at around 35-50k depending on procs. Unleashed just makes this happen and is needed especially considering how little haste we have making elemental blast incredibly difficult to get off.

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Elemental Fusion is currently the best talent we have in pvp due to liquid magma breaking cc for most comps, however in LSD I will be trying out liquid magma for the spread AOE damage that could really help. Storm elemental is too long a cooldown to be useful in arena, especially considering it can be killed and easily countered.

Mandatory Glyphs

Lightning Shield is the only real mandatory glyph here, the constant 10% damage reduction is a lifesaver, especially vs teams that kill you in stuns. Without it, you are just too squishy in the current meta.

Optional Glyphs

Healing Stream glyph, while in the optional section, is mandatory versus any mage, boomkin, or ele team. The 10% will top your team off as most people don’t kill Ele healing streams, and if they do, learn to hide them.

Totemic Vigor becomes useful if they are tunnelling your totems vs a team you need it, i.e healing stream vs LSD. This is also good when you play totemic projection and prevents your cap totem from being killed off instantly.

Hex is a must have vs teams where you can get easy, undispellable hexes – such as vs Ret Hunter. It becomes less strong if you play with a class that DRs hex like a mage or monk.

Shamanistic Resolve will become very strong versus teams with infrequent / long cooldown teams. For example, versus PHP, a full 60% shield wall would be invaluable on the wings. This glyph would be less powerful versus RMX though as their cooldowns are only one minute.

Ghost Wolf nice if you can’t use anything else, great increase on mobility when you need it. It’s really necessary for chasing and killing healers or totems, or even a turtling team like RMX.

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Gemming and Reforging are gone from PVP in WOD! Woo! This means gearing and enchanting your character has become much easier. Currently the best setup for an Elemental Shaman in my opinion is;

Multistrike>Crit>Mastery>Haste

This is due to the crit change causing our crit to give the effect of being able to proc extra multistrikes.

The best gearing setup is as follows also;

Head
Neck - Gift of Multistrike
Shoulders
Back - Gift of Multistrike
Chest
Bracers
Hands
Belt
Leggings
Feet
Ring 1 - Gift of Multistrike
Ring 2 - Gift of Multistrike
Trinket 1
Trinket 2
Main Hand - Mark of the Warsong
Shield

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Learning how to ground is ridiculously important, if you fail at grounding your entire team will suffer. Anyone who has ever played priest or druid at decent ratings will fall into grounding easily, but someone who has little to no experience with pre-emptively stopping cc can find this aspect of the class extremely difficult. Thanks to server latency changes in WoD grounding is incredibly reliable now, when you press it grounds the spell! As a warning though, it will only ground one spell whereas in the past it used to ground multiple spells if cast in a similar timeframe. Calling you can ground X is not always guaranteed, SOTF clones are pretty much impossible to ground over 80+ MS for example. Therefore it is important to make sure your team is aware of this, instead of saying “I will ground this next clone”, say “I should be able to ground this clone, but incase I can’t be ready to skin/ward/port etc.”

Another thing I recommend to do is investing the time in downloading and modifying Interrupt Bar to show the cooldowns of when the instant ccs are back up, for example, FOJ, Scatter, Frozen Trap, Deep Freeze etc. Once you then see, for example, a paladin sprinting towards your healer with hoj off cd, you can ground and you have a good chance to get the hoj.
Making and getting good keybinds for windshear arena 1-3 macros are also vital to playing shaman at high ratings. Myself, my wind shear 1, 2, and 3 macros are simply keybinded to 1, 2, and 3 respectively as they are easy to hit and easy to remember. Shear is incredibly overpowered and one of the best interrupts in the game. Learn to use it.

It is not a bad idea to make a healer alt or spend some time playing as resto as Elemental, as the positioning of an Elemental Shaman can often win (or lose) games. It is incredibly difficult to CC a healer when there is a good ele shaman between them and and the CCer, even more so considering most instant cc is gone from the game. Stay near your healer and abuse the pillar, you are a shaman.

Lastly, monitor your mana bar, in WoD mana regen on thunderstorm has been removed therefore currently Ele has NO way of getting mana back. Purging or Healing are incredibly important but you have to be careful when you do them as once you go oom, it’s go and drink time.

Macros

Tremor Totem
#showtooltip
/stopcasting
/cast tremor totem

Thunderstorm
#showtooltip
/stopcasting
/cast thunderstorm

Healing Surge Healer
#showtooltip
/cast [@Mííxz] Healing Surge

Healing Surge DPS
#showtooltip
/cast [@Saggyvagx] Healing Surge

Cleanse Healer
#showtooltip
/cast [@Mííxz] Cleanse Spirit

Cleanse DPS
#showtooltip
/cast [@Saggyvagx] Cleanse Spirit

Grounding
#showtooltip
/stopcasting
/cast Grounding Totem

Focus/Arena Hex
#showtooltip
/cast [@focus] Hex (replace focus with arena1-3).

Lava Burst
#showtooltip
/cancelqueuedspell
/cast lava burst
/run MainMenuBarLeftEndCap:Hide();MainMenuBarRightEndCap:Hide()

Wind Shear Target
#showtooltip
/stopcasting
/cast wind shear

Wind Shear Focus/Arena1-3
#showtooltip
/stopcasting
/cast [@focus] Wind Shear (replace @focus with arena1-3)

Purge
#showtooltip
/cast [@focus] Purge

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LSD LSD LSD.
It's another season of LSD being our strongest comp, which I am personally fine with =) however there are some other alternatives.

Feral Ele Disc works and relies on training druids and shamans to win games, can be very triple healer-ish though.

Rogue Ele Disc (Combat right now) is our second strongest comp. It really only works because combat is broken though.

Armory Links;

Zeepeye
Me
Novoz
Kisz

Streams;

Zeepeye's Stream
My Stream
Novoz' Stream
Kisz' Stream

Final Notes: I will complete this once WoD releases fully.

Thanks for reading ^^


#4261546 WoD Beta Issues & What's to be released - OP Healing/Bursts

Posted ProdeGaming on 11 November 2014 - 03:22 PM

The video's purpose is to let you be aware of issues to foster concentrated testing.




#4261177 My Thoughts on MoP PvP and the direction of WoD

Posted Talbadar on 11 November 2014 - 06:21 AM

Hey everyone. With MoP coming to a close soon I'd like to talk about how I feel the expansion has been for PvP as a whole. This means I'll be going over the negatives and positives of as many areas of the game as possible.

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Positives
Class Variety:
Class variety was at an all time high this expansion in all areas of PvP. At any given part of the 3 seasons we can say within reason that about 20 out of the 29 viable PvP specs could do well in arena when played by the right players. This is not to say they could get carried, but that the class had the potential to compete. This was certainly not the case in BC and Wrath. During Cata it became more apparent that Blizzard wanted more classes to be viable and they definitely followed through into MoP with this in mind.

Catch-up system: Not much has to be said here. The fact that you can show up a few weeks late with a character and still compete or better yet go from 0 gear to full gear on an alt at the end of a season is a world of difference from previous expansions. This improved the game so much for me and for many players who have alts that don't usually get geared before the end of a season.

Full PvP gear best in slot: After years and years of dealing with players using trinkets from raids that could increase their damage by 30% or proc extra attacks that hit for 20% of your health bar we finally got what we wanted. Blizzard introduced a system that made full PvP gear best in slot for almost any situation. As an arena enthusiast this made me quite happy.
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Class balance:
It's hard to say this without a lot of negative feedback about certain ones, but class balance as a whole was really good by the end of the first season and onwards. As I mentioned earlier many classes were viable, but most of the time they were still very competitive anyway.

Let's take a look at some of the classes we saw at regionals and blizzcon this year. I am familiar with only the US teams for regionals, but we had a Ret, a Holy Priest, multiple Marksmanship Hunters, a Shadow Priest, a couple Elemental Shamans, a Boomkin, multiple Frost Mages, multiple Resto Shamans, multiple Affliction Warlocks, a Mistweaver Monk, a Subtlety Rogue, and a couple Resto Druids. At Blizzcon we saw a couple Windwalker Monks, a Fire Mage, and an Arms Warrior. That alone covers a lot of classes and specs.

On the live ladders we saw a lot of different specs doing well and I can only count 8 specs that did not reach a rating of 3000 by the end of the final season which are: Disc Priest, Fury Warrior, Frost DK, Arcane Mage, BM Hunter, Demo Warlock, Combat Rogue, and Assassination Rogue. For all I know some of those could have made it.

Successful arena maps: Blizzard finally added new arena maps that didn't need major revamping to become a solid part of the arena map pool. They also revamped Blade's Edge and Dalaran for the better though I sometimes do miss the old Dalaran against melee. They still need to work on some of the map balance, but really you can't hate on what they did during MoP with arena maps. I would like to see them add Ring of Valor back to the map pool. The current one is actually a great map it's just disabled due to bugs.
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Merger of battlegroups:
The removal of set arena teams in combination with having a single player ladder and being able to queue with anyone you want has been HUGE for the game. You no longer have to sit on arena teams until the end of a season worrying about your rating. This has also decreased queue times and allows players to compare everyone at once which people definitely care about seeing.

Resilience, PvP Power, and Dampening scaling : While not everyone can say that they enjoyed having these stats around you have to commend Blizzard for getting the numbers right with every season. They had to manually adjust them with each season to make sure people weren't dying too fast, weren't healing too much, and ensure that games were actually coming to an end in a reasonable amount of time. They definitely could have done better with 2v2, though.

Streaming Influence: You may not like some of the streamers and you may have some that you love, but streaming has definitely made a positive impact on the game. A lot more players are better informed and many feel like they are part of something by being able to communicate with top players and other members of their arena community.
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Holinka BOYS:
This man has done wonders for our community and you should be more than happy if you know what he's been doing while working for Blizzard. He's been in contact with a lot of the top players and constantly looks for feedback to relay to help out. He's also attended the LAN events to talk to players and meet them which I'm certain was not required of him. I've spoken with him quite a few times and the guy's got a good head on his shoulders so we should be happy we have him instead of the whatever the hell came before him.
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Negatives
Reliance on gear:
A common theme for this expansion and Cataclysm was a heavy reliance on gear to be competitive. While everyone thinks PvP gear should be the best in PvP, the reliance on having the best gear available to even come close to competing is frustrating. There have been times where I am missing 3 or 4 items and it feels completely hopeless to try knowing other people just do so much more with those few pieces.

Too much CC / Too many defensives: This topic has been heavily covered by so many people so I'll be brief to not bore you. The arms race went way too far this expansion. Instead of Warrior Charges Mage-->Mage Frost Novas it's now: Charge-->Blink-->Heroic Leap-->Nova-->Intervene-->Pet Nova-->Reflect-->etc,etc. Everyone just had way too many things to deal with each other and way too many simple reactions when taking damage or wanting to deal damage.
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Dampening in arena:
As both a tournament spectator and competitor I strongly believe that Dampening is a horrible concept for arena. This allowed for many things to happen. First of all teams could design their composition fully around winning because of Dampening and play around it. I don't think this was as relevant to ladders as it was at the actual tournaments. Both my team (ele, lock, druid) and the team that won this year (boomkin, lock, shaman) could easily attribute their success to its existence. It made for really boring starts to happen in a game where most of the action should be happening seconds into the match.

This also allowed Blizzard to balance the classes around dampening and not having to worry about if players could actually get a kill early on. Instead of fixing the issue they just took a shortcut around it by forcing games to end. I think having some type of ultimatum for games ending is fine, but the game should be balanced around players scoring kills before something like that is even necessary. On top of that it should be fair for both sides which sadly dampening is not. "The Crowd Chose You" is obviously not a good option either.
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Caster dominance at higher levels:
This has happened at the end of a lot of expansions for WoW now and I think it would take a long discussion to figure out why this is the case, but as you all have seen the past 4 years have been more of a Wizzcon than anything else. Melee make things exciting and even against two casters it creates a much more dynamic matchup to both play and watch.
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Reluctance to make small changes:
I've heard Blizzard's thoughts on this time and time again, but I still feel as if we're getting robbed out of a better experience. They don't want to make a lot of small changes because they don't think it will make a big enough impact and will only deter players from participating if the classes keep getting changed. When I look at a game like LoL that makes constant slight balance changes weekly I can only frown knowing it would be great for WoW PvP to follow suit. Changes like this one below make the game drastically different and makes some classes stay dead for very long while others get to overpowered states for entire seasons without change.
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Lack of tournaments:
No regionals in 2013, a few tournaments hosted online (that were, as usual, attacked by DDoS), and just a few LANs? We didn't do much these past couple years. Tournaments create life in PvP. It gives events for people to look forward to and it gives drama for players to talk about. I heard something about MLG thinking about picking up WoW again for WoD, but rumors are rumors.

Healer Variety: Specifically in arena only 3 out of 6 specs (Mistweaver Monk, Resto Shaman, Resto Druid) were viable at the end of the expansion. I'd say we didn't do a good job of ensuring viability among them especially with Discipline being horrible for almost the entire expansion. One could argue that each spec was good at some point during the expansion, but that's simply not good enough especially after coming out of Shamanclysm.
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Moving forward into WoD
Ability Bloat:
There are so many things I am looking forward to in WoD and one of them is the removal of a ton of abilities and cooldowns that were just making the game worse. A lot of people won't agree initially, but let me explain why it's a good thing. There are tons of abilities for you to use to outplay your opponents and you want to be able to use them all and it makes the skill cap really high... sure that's great, but there are plenty of great games out there that use very few abilities to do things well. As long as there are mini games to play then there is plenty of room for player interactions to make a difference and for players to have fun. Mini games are things like: positioning battles, the interrupt game, forcing/saving trinkets and cooldowns, and battling for objectives. There's so much more to PvP than just having a bunch of crap to press.

Interrupt and CC changes: The number one change coming into WoD is one that's been needed for so god damn long. The removal of Improved Counterspell (the strongest CC in the game besides Fear) and Improved Spell Lock. There are other Silences and small CCs being removed, but this really does add to the fun for both the Mage/Locks and other players. You feel like you get more out of a spell when you use it well and previously all we see is blanket Counterspells and there's not much interaction required. The more interactions between players the more room there is to outplay. Don't forget the nerfs to Fear duration, CC cooldown, and the removal of PoM Sheep, NS Cyclone, and other forms of instant full CC.

Focus on PvP: From what I gather there's been a focus on making PvP fun for this expansion and with Holinka on board I'm having positive thoughts on PvP as a whole. I would love to see 2v2 make a comeback as a fun bracket that you can queue with your friends where games actually end quickly instead of the current stalemates that happen. With less abilities cluttering the game the mini games should become more and more relevant instead of the previous cooldown war. You have to expect that the expansion will start out with some bumps. Maybe damage overall will be too low, healing will be too high, or Mages will one shot people with Ice Nova, but we will get there guys!

Hope you enjoyed. Feel free to post your thoughts on both the positives and negatives of MoP as well as what you're expecting moving forward.


#4063133 This Darkened Heart - A Shendelz PVP Guide (6.0.3)

Posted Ownu on 24 February 2014 - 04:59 AM

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Unholy Death Knight Guide (6.0.3)

  • This guide is not only a starting place for players looking to learn the basics of the Death Knight class, but is also a great place for advanced players to sharpen their skills. Now with more Frost!
The 5.4.7 Guide... has been put into a Spoiler at the bottom, and will be kept around for retro-reference (is that a word?), and future arena servers, since whenever I go to play on an older arena server, I can never find any information to refresh myself on how the hell we played back in the stone age good days.


A number of changes were made for Death knights, however Frost and Unholy's rotations remain the same overall.
  • Frost Strike replaces Death Coil for Frost Death Knights.
  • Obliterate replaces Blood Strike for Frost Death Knights.
  • Necrotic Strike has been removed (RIP).
  • Raise Dead (and by proxy, master of ghouls) is now only available to Unholy Death Knights.
  • Rune of Cinderglacier has been removed.
  • Unholy Frenzy has been removed.
  • Horn of winter no longer generates runic power, and has no cooldown.
  • Pestilence has been removed and its effects have been caked into Blood Boil (Rolling Blood talent is now baseline).
  • Army of the dead now sucks deals 75% less damage.
  • Death Coil now costs 30 Runic Power and has a 40 yard range for both allies and enemies.
  • Icebound Fortitude now lasts 8 seconds, down from 12.
  • Rolling Blood has been removed and replaced with Plaguebearer, a new Level 56 talent. Plaguebearer causes Death Coil and Frost Strike to extend the duration of Frost Fever and Blood Plague, or add a stack of Necrotic Plague.
  • Blood Boil now deals 50% more damage, but no longer deals additional damage per disease on the target.
  • Pillar of Frost now increases Strength by 15%, down from 20%.
  • Obliterate now deals 25% more damage [on both main and offhand], but no longer deals additional damage per disease on the target.
  • Rune of the Fallen Crusader now increases Strength by 20%, up from 15%.
  • Scourge Strike no longer deals additional damage per disease on the target. It now deals 100% physical weapon damage, and 50% shadow weapon damage. The shadow portion can once again independently crit.
  • Frost Strike's damage has been increased by 100%, but its Runic Power cost has been increased to 25 (40 in non Frost Presence).
  • Icy Talons now increases attack speed by 20% (down from 45%), and haste by 5% (up from 0%).
  • Might of the Frozen Wastes now increases Obliterate damage by 50% (up from 40%), and melee damage by 35% (up from 30%) while wielding a two handed weapon, and increases the damage of Frost Strike by 50% (up from 35%) while dual wielding.
  • Razorice now deals 4% additional weapon damage (up from 2%), and increases Frost damage by 2% per stack, down from 3%.
  • Obliterate's damage has been increased by 30%.
  • Necrosis: Necrosis is a new passive ability for Unholy Death Knights. It causes Multistrikes from Festering Strike, Pestilence, Plague Strike, Scourge Strike, and Soul Reaper to also deal a burst of Shadow damage. The amount of burst damage is based on Attack Power, not the damage from the triggering Multistrike.
  • Unholy Might now increases Strength by 10%, down from 35%.
  • Death Pact no longer sacrifices your Ghoul or a portion of it's health. It now heals the Death Knight for 50% of their maximum health, and places Necrotic Strike a healing absorption shield on the user for 50% of the health granted.
  • Anti-Magic Shell will now restore 2 Runic Power per 1% of max health absorbed.
  • Desecrated Ground now also makes the Death Knight immune to Roots, Snares and Silences.
  • Conversion no longer has an initial tick, and now costs 10 Runic Power/second for Frost, and 20 Runic Power/second for Unholy.
  • Level 60 and 75 talent rows have swapped places.
  • Blood Tap now generates one charge for every 15 Runic Power spent; Runic Empowerment and Runic Corruption now have a 1.5% chance to trigger per Runic Power spent.
PvP Talents

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Previously, Death Knights were pigeon holed into a very cookie cutter set of talents that did not really ever change. The new expansion has opened up many more options and talent combinations:


Tier 1

Plaguebearer
Now that Rolling Blood is caked in, Plaguebearer does a nice job of taking its place. Plaguebearer increases the duration of your Blood Plague and Frost Fever (and will add a stack to Necrotic Plague) every time you Death Coil or Frost Strike by Five (5) seconds. Seeing as Frost Death Knights do not have Festering Strike, and Unholy Death Knights don't want to be spamming Festering Strike, this is a great way to keep your diseases lasting until the golden years while spoon feeding your target damage. Currently, it seems the diseases wont extend past 40 seconds. If the Plaguebearer will cause the duration to exceed 40 seconds, then the diseases in question will be set to 40 seconds instead. Additionally, Festering Strike will allow diseases to exceed 40 seconds. However; if the duration has exceeded 40 seconds via Festering Strike, the next Death Coil will reset the disease(s) in question to 40 seconds. Yes this is a bug, though it is irrelevant as disease snapshotting no longer exists.

Unholy Blight
Unholy Blight should only be taking in combination with Either Necrotic Plague, or Chillblains. When paired with Necrotic Plague, each tick will grant a stack on every target it hits. Additionally, each target effected by it will probably be in range of each other, causing the Necrotic Plague itself to jump between targets, causing it to stack extremely quickly.
When paired with Chillblains, it will constantly slow anything in it's range, unless the target has a buff like Hand of Freedom. Unholy Blight paired with Chillblains is highly effective against running Burst of Speed Rogues, and retreating Restoration Druids.


Tier 2

Lichborne
Lichborne is the only viable talent in this talent tier, it will turn you undead, allowing you to break free of fears, charms, and sleeps. Additionally, while undead, you are immune to polymorph effects (Sheep, Hex) and incapacitates (Sap, Gouge), and may heal yourself by casting Death Coil on yourself (Unholy only). Polymorph and incapacitates will not break when you are already bound; however, like Cloak of Shadows and Anti-Magic Shell, you will be immune to these effects as long as you have the Lichborne buff. Sleep, Fear, and Charm effects will break when using Lichborne, even while you are already bound by them.


Tier 3

Asphyxiate
Asphyxiate is an improved version of Strangulate that stuns your opponent instead of silencing them. Additionally, it costs no rune, and has half of the cooldown.


Chillblains
Generally, Chillblains is taken because you--the player--desire to play with Strangulate over Asphyxiate for whatever reason (generally because the team composition you are currently playing has too many stuns already, and not enough other kinds of crowed control). Chillblains will cause your Chains of Ice to root your target, additionally, your Frost Fever and Necrotic Plague will cause the target to be slowed by 50% for 8 seconds. Typically more for Unholy (as you already have Gnaw and sometimes Remorseless Winter available to you as other stunning options), Chillblains combos well with Necrotic Plague, Unholy Blight, Defile, and Remorsless Winter. It is also the go-to option for Rated Battlegrounds, which are almost always done as frost. Howling Blast will cleave large amounts of players and give you a massive amount of control over the other team. Seeing as Necrotic Plague jumps from target to target, Frost spec will almost always take this talent along with Unholy Blight and Necrotic Plague in Rated Battlegrounds.


Tier 4

Blood Tap
All three talents in this tier are fairly close, however Blood Tap gives you the control over when runes are reset. It also gives you Death Runes, allowing you to use Necrotic Strike more frequently Obliterate when you have Killing Machine procs.

Runic Corruption
This talent does not give you as much control as Blood Tap does, but is very efficient when playing with Breath of Sindragosa, as Blood Tap does not provide you enough rune resets to maintain the spell for very long.


Tier 5

Conversion
Conversion allows you to sacrifice runic power per second to gain health per second. Activating it while it is already active will double both the runic power sacrificed and the health gained at the cost of one global, for one global.

Death Pact
Generally should only be taken when you are playing against a team that only tries to kill you in a very high burst swap.


Tier 6

Desecrated Ground
An extra trinket that will make you immune to all forms of CC other than silences, disarms, roots, and slows while you are standing in it. Generally taken by non human Death Knights in exchange for double DPS trinkets, or when facing a rogue team. Having a second trinket is never a bad thing.

Remorseless Winter
A stacking slow that causes a stun on any target that hits 5 stacks, for 5 seconds. Dispellable, so make sure its either used on a healer, or make sure the healer cant dispel it by using some other CC. Try to only take this talent when using Death and Decay Glyph or Chillblains, as targets get away too easily during the early stacks. Works great with Breath of Sindragrosa or Defile (Arthas Combo).


Tier 7

Defile
Defile benefits from the Death and Decay Glyph, which should always be considered when using it. Both of these things combo well with Remorseless Winter (Arthas Combo), and is my personal recommendation for Frost. This talent has reasonable burst with a reasonable cooldown.

Necrotic Plague
Granted 20% additional damage and regaining the ability to crit, Necrotic Plague is back in the game as a real talent. When taking this talent, always take Unholy Blight, as it will stack it much quicker, and your Plague will sit at max stacks for much longer, causing you to do overall more damage. Stacking this ability is important, and you should be throwing out Blood Boils, Icy Touches, Festerings, and Plague Strikes in order to help it stack as quickly as possible. Only recommended for Unholy in arenas, and only recommended for Frost in Rated Battlegrounds. This is the least bursty talent, but will give you heave AoE presence.

Breath of Sindragrosa
Only recommended for Frost while using Runic Corruption, pool runic power and some a few runes before using this ability. Line it up with things like Remorseless Winter, Pillar of Frost, and use Empower Rune Weapon to feed it. The point of this ability is to do damage while doing damage, so don't spend your Runic Power on things like Frost Strike. Ideally, you want to keep this running as long as you can, because its biggest drawback is the long cooldown it has. Definitely the Highest burst in the talent tier, at the cost of cooldown and ramp up.

Glyphs


Three strongly PvP oriented glyphs make choosing glyphs for Death Knights easy, however there are times when glyphs can be swapped in or out.

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Shifting Presences - Allows you to switch presences and retain 70% of the runic power you had before the switch. A must have, as presence swapping without this glyph will slow down your damage and may put you into risky positions (Swapping to Blood Presence when being switched to, and not having runic power to convert if you are using Conversion).

Icy Touch - Your Icy Touch will now dispel one beneficial magical effect from your opponent. Purge is a very powerful spell, and any class that has the option to take it should.

Dark Simulacrum - Reduces the cooldown of Dark Simulacrum by half, and increases the duration the debuff stays on the target by 4 seconds. Dark Simulacrum can be your strongest spell if used properly. Being able to use it twice as often increases the chances of having it ready when a juicy spell is about to be used. Can be used every Asphyxiate, allowing you to steal major defensive cooldowns from healers that can be cast while stunned. This is the glyph that you should swap in and out with other glyphs if you want to use something else.

Death and Decay - Slows any target that takes damage from your Death and Decay ability, for as long as they remain inside of the effected area. Works with Defile. This glyph works great with Arthas Combo (Defile+Remorseless Winter).

Strangulate - When used a to interrupt the target--and is successful--Strangulate gets two additional seconds added to its duration, for a whopping 7 second silence.

Anti-Magic Shell - Use when you're almost never targeted, or not running conversion. It will shorten the remaining duration on Anti-Magic Shell if the shield takes little or no damage.

Runic Power - Our old set bonus; gain runic power when slowed. Works great with Conversion/Necrotic Plague/Breath of Sindragosa.

Death's Embrace (Minor) - Restores runic power when healing a friendly undead minion. Save some runic power to heal your Ghoul or Gargoyle up. Only relevant if you are Unholy, or if you are running some weird shit, like Double [Unholy] Death Knight.

Resilient Grip (Minor) - Resets your Death Grip if your target is immune to both the pull and the taunt (Iceblocks/Divine Shield/Cyclone) - For those unlucky situations.

Path of Frost (Minor) - Causes you to take less fall damage while the aura is active. Good for Rated Battlegrounds, like Arathi Basin.


Stats - Gemming / Enchanting / Reforging


Stat Priority

Unholy

These stat priorities are currently a "beta version" there is still a lot of discussion in the community about what will be best for what spec, what comp, and what uptime. Even if these stats are right, they will evolve and reorganize themselves as our item level gets higher.

3% Hit >= 3% Expertise > Strength > Mastery > Multistrike > Haste


Frost

Frost on the other hand is seems to be preforming best with the basics.

3% Hit >= 3% Expertise > Strength > Haste [uptime dependent] >= Versatility


Strength

At the passive ratio of 1.35 1.10 Strength per point of Strength (thanks to our good friend Unholy Might), Strength is your dearest friend. Additionally, our Runeforge enchant grants us half more the Strength that Unholy Might gives us (15%, 20%) as a proc that is up most of the arena, as long as you are hitting things. Gem and Enchant Strength wherever you can, while respecting Strength increasing socket bonuses.


Haste

Your GCD is affected by various factors such as expertise, Time Warp, your connection speed ect. The best way to approach haste itemization is whether or not you personally experience GCD locks. If you have no trouble expending resources, haste remains highly favored. Haste becomes more valuable the more uptime that you have on your target. Ideal for comps like PHD, where most teams will focus down your hunter and allow you to do as you please.


Crit

Crit makes abilities hit twice 50% harder, and stacking crit makes it happen more often. Crit is a big damage boost to your diseases, which are always ticking on everything all the time. It can make our gargoyle deadly, in a much more RNG way than mastery. Typically great for spread pressure, crit allows you to keep your damage up while you're not on your target. Great for big Soul Reapers. This stat has diminished in 6.0+, as critical strikes hit half as hard as they used to.


Mastery

Mastery boosts your shadow damage and Gargoyle's damage for Unholy, and Boost your frost damage for Frost, namely Frost Strike and Howling Blast. Generally something to avoid as Frost, unless future patch notes say that Frost Strike will become the large burst.


This may or may not be relevant, depending on the patch:

Spoiler


Mastery is generally the stat most Death Knights pick today. Not only is it the most reliable way to keep damage up when kited, but it also directly effects your biggest burst: Summon Gargoyle. For heavy spread pressure, play mastery > crit. For fast damage, play mastery > haste. Using this information, you are encouraged to find the secondary stat priority  that is best for you.

Versatiliy

Versatility increases the damage you do, and decreases the damage you take. A solid stat that has a benefit to it no matter what spec you might be, and is currently seeing favor against the other stats.


Multistrike

Multistrike is very similar to critical strike. Their values are both halved in PvP compared to their PvE stat weight values, causing them to require double the amount to equal 1% damage compared to that of the other stat weights. In PvP, Multistrike has a percentage chance to strike the target against at 30%(?) power. Due to Necrosis, Unholy Death Knights will gain 5% more Multistrike from all sources that grant it, making Multistrike more valuable to the Unholy Death Knight than it is to Frost.


Macros


Heal Ghoul

#showtooltip
/cast [target=pet] Death Coil

Casts Death Coil at your Ghoul, healing it.


Self Heal

#showtooltip
/cast !Lichborne
/cast [target=player] Death Coil

Activates Lichborne, then casts Death Coil at yourself, healing yourself. Note this only works with Unholy now, as Death Coil is now replaced by Frost Strike, for Frost Death Knights.


Focus Death Grip

#showtooltip
/cast [target=focus] Death Grip

Casts Death Grip at your focus target, and then slows them. The Chains of Ice line is optional. A perk while leveling will slow targets that are Death Gripped.


Arena 1/2/3 Death Grip

#showtooltip
/cast [@arenax] Death Grip

Casts Death Grip at an arena target frame. The target is decided by "x". Replace "x" with "1", "2", or "3". The best way to use this macro is to have three separate key bindings, and three separate macros, both of which usually right next to one another. Example: Grip arena1 bound to F1, Grip arena 2 bound to F2, Grip arena 3 bound to F3.


Arena 1/2/3 Chains of Ice

#showtooltip
/cast [@arenax] Chains of Ice

Casts Chains of Ice at an arena target frame. The target is decided by "x". Replace "x" with "1", "2", or "3". The best way to use this macro is to have three separate key bindings, and three separate macros, both of which usually right next to one another. Example: Chains arena1 bound to F1, Chains arena 2 bound to F2, Chains arena 3 bound to F3.


Focus Strangulate

#showtooltip
/cast [target=focus] Strangulate

Strangulates or Asphyxiates your focus target.


Focus Leap

#showtooltip
/stopcasting
/cast [target=focus] Leap
/cast [target=mouseover, exists][exists] Leap
/petattack

Because of Leap's Buggy nature, this was the best way to get Leap to work properly. Its possible that the technical issues of Leap have been fixed, though the macro continues to do its job for me, and so I still use it. It will make your ghoul Leap at mouseover targets as well as your focus target. Mouseover has priority.


Lich/AMZ

#showtooltip
/cancelaura Lichborne
/cast Lichborne
/cast !Anti-Magic Zone
/run SetMacroSpell("Lich/AMZ",GetSpellInfo("Lichborne") or "Anti-Magic Zone")

Tap once to activate Lichborne, tap again to cancel it. Handy for avoiding Shackle or Paladin Fear. This macro will combine Lichborne and Anti-Magic Zone into one keybind. The Macro name must be the same as the the part listed in the last line /run SetMacroSpell("Lich/AMZ"), or the Tooltip will not update (and the cooldown won't show).


Focus Mind Freeze

#showtooltip
/cast [target=focus] Mind Freeze

Interrupts your focus target.


Dark Transformation

#showtooltip
/cast [@mouseover,dead] Corpse Explosion
/cast [nopet] Raise Dead
/stopmacro [nopet]
/cast [target=pet,exists]Dark Transformation

Push to summon your Ghoul. While Timmy is active, push again to activate Dark Transformation (assuming Timmy has five Shadow Infusions). Also will cast Corpse Explosion at a moused over corpse (just for fun).


Dark Simularcum

#showtooltip dark simulacrum
/cancelaura Ice Block
/cast [nomod] Dark Simulacrum; [mod:alt, @focus] Dark Simulacrum



Summon Gargoyle

#showtooltip
/use 13
/cast Summon Gargoyle
/petfollow
/petattack [@target]

Make sure your on use damage trinket is in slot 13.


Pillar of Frost

#showtooltip
/use 13
/cast Pillar of Frost
/cast Death's Advance

Make sure your on use damage trinket is in slot 13.


Dealing Damage


Unholy

Unholy is now straight forward. Stacking Shadow Infusions an bursting during Dark Transformation is key. This is when gargoyle should be used, and Death Runes no longer get any special treatment. Use them as you see fit. Scourge Strike is now the primary strike, and it will consume the majority of your runes. Remember, our level 100 set bonus grants us 20% increased shadow damage while Dark Transformation is active.


Frost


Frost is largely the same as it has always been. Keeping your diseases up, avoid using Killing Machine procs on Frost Strike. Soul Reaper at low health. Use saved up Blood Tap Charges for Killing Machine procs that you don't have the available runes to Obliterate with. When playing with Sindy, pool runic power and have a few available runes prepared to regenerate the lost runic power spent on Sindy. You should also try to save Empower Rune Weapon for this specifically.


Interface and Addons


Unless you're practicing for a no-addon tournament, there is no reason not to customize your interface to your liking. Moving things to easier places for you to see can assist you greatly and help you to not overlap. There are few and far in-between addons that I would describe as mandatory, as Blizzard has certainly made the baseline interface more acceptable over the years.


Disclaimer: Yes, people have told me my interface is cluttered. I'm not advising you to have a cluttered interface, I'm giving you the basics. I've grown used to how my UI is, and have tried changing it before.


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A. Its important to know where players are, even if they are not your target. Nameplates are helpful, be it Blizzard's own, or an Addon. Some Addons will show you specific debuffs that you ask it to show you on name plates, others will show cast times within the name plates. The Addon I am using here is called Tidy Plates: Threat Plates.


B. No player should go without party frames. Personally, I find the base ones, and the standard one that comes with my normal unit frames clunky. I've taken a great liking to Blizzard's "boxes", the standard raid frames that the game comes with. They show debuffs and mana, and can be class colored.


C. If you're Unholy, it is your responsibility to know where and what your Ghoul is doing, specifically to monitor his health pools. At the beginning of expansions, healer mana is always tight. Give them a helping hand and keep an eye on Timmy.


D. Lots of players are wondering what is the best Rune Bar Addon to use. Its true, Blizzard's could use an update, even with move anything, its still largely basic and has no options to customize it. I have used the same Rune Bar Addon since Wrath of the Lich King, so I can't say I know what else is out there these days. Even so, Magic Runes gets the job done. With high customization, you can move, re-size , rearrange, and monitor both your Rune times, and DoT's. The alpha will fade when out of combat if you tell it to do so, making this my personal pick.


E. Lose Control, the Addon that inspired Blizzard's Loss of Control interface option, is able to show crowed control cast on enemy players as well. You can move it and put it where you want to, it becomes very hard to miss a CC cast on an enemy player. Additionally, it works with Sarena (an Arena Unit Frame Addon), and OmniCC (a cooldown counter Addon).


5.4.7 Guide (for retro-reference or future arena servers)


Spoiler





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