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Thasta

Member Since 07 Jul 2010
Offline Last Active Yesterday, 05:35 PM
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#4403254 Four Years of Tears

Posted Zarthog on 21 March 2015 - 03:58 PM

Sup boys,

I’m Babbi and I fucking love this game. Well, at least I used to.

The main question is: WHAT HAS CHANGED? What events have turned WoW into the game as we know it today?

In order to solve a problem, one must first analyze it. I will do so in small steps, and ultimately draw a conclusion.

S8 will be used as indirect paragon as I have always felt like that’s where the game had a philosophy shift, and as a consequence  started becoming uni-dimensionally dull.

Without any further ado, let’s head into it.


1.  Offensive cooldowns and on use trinkets.

The gameplay has shifted from requiring clever positioning and control towards either having or not having the right CDs at the right moment. It’s like everybody is a goddamn BM hunter nowadays. The difference in damage between having CDs up or not is absurd.

2.  Defensive Cooldowns

With the introduction of offensive cooldowns there was the obvious need for defensives to survive the damage spikes.

This turned fragile and elegant classes which revolved around positioning and control like mage and rogue into fucking tanks.

For example, look at mages in WoD. Mages can just stand in the middle of the arena carelessly, the problem is not poly having no cd as many people suggest, the problem is that they are not punishable for standing in the middle of the fucking arena spamming cc. If you ever get close to killing him, blink + blazing speed or Ice Block guarantee safety.
Same if you are a druid with displacer up. It doesn't matter if you stay in the middle of the arena, you know you are safe and your bad positioning can’t easily be punished.

Heavy CC reliant classes and healers should think twice before going in the open, mistakes and bad positioning SHOULD ALWAYS be punished, and more importantly, punishable.

3.  Homogenization

They tried to balance the game by making every class the same, they gave every melee an interrupt, they gave every healer dispel, they gave stuns to everybody (asphyx, fist of justice and stormbolt are pretty much the same ability with a different name).
They took the uniqueness out of every class, shamans no longer had BL, warriors no longer had to stance dance, mages are not elegant glass cannons anymore but fucking steel bazookas.
This might make the game more balanced, but it also makes it incredibly boring.

4. DRs

Not quite sure why blizz decided to put fear and cyclone on the same DR and leave poly as it is, either do both or don't do it at all.
I feel like there should be different solutions and this was just a failed experiment.
One way to address the DR issue would be to remove cross DRs altogether (so CCs only DR with the exact same type of CC. e.g. Fear still DRs with Intimidating Shout), but reduce the duration of every CC to 5 or 6 seconds. This way, coordination of CCs is rewarded by allowing CC chains to be much more effective, and most class combos remain viable.

5. Endless mana pools

What do you guys think about this? Should everybody have infinite resources or mana management adds depth to the game?
It’s only going to get worse as the expansion continues, as healers get more and more Spirit, while mana costs stay the same.

6. Dampening

Wod meta needs it, but should the game need it?

Maybe rather than reducing healing it should improve mana cost of healing spells? Not quite sure how I feel about it, looking for some constructive answers here.


I feel like those were the most important failed experiments. Now, what were the steps taken in the right direction?



1.  50% healing reduce gone to 25%

Still unsure if I like or dislike the change. It was probably for the best; 50% felt overwhelming and 25/30% is where it should be.

2.  Legendaries/PvE tems in PvP

It took them around 8 years of tears to take some steps towards the right direction, it is definitely better today than it was in the past, but the problem is still not completely solved.

3. Removal of titles from 5v5

I have always seen it as an irrelevant bracket, people either cheated or played to get their friends titles. Not going to miss it, thanks blizz.

4.  Removal of Bloodlust from arena

To be discussed, was it healthy? Definitely removed depth from the game but it's probably gone for the best.

5.  Cosmetic rewards

This is more important for pvp representation than most people think.

If you were to be a reasonably new player at around 2/2.2k what incentives did you get, for example in Cata? You knew you were not getting glad so why bother trying to climb?

Different rewards and goals such as 2400 pvp enchant and 2600 tabard are VERY important, as they give many players a reason to enjoy the game and push their limits.

I will overlook the fact that the post-s8 tabards look like shit and take it as a serious step in the right direction.


Now, complaining about all this is fine and dandy, but that doesn’t get us anywhere, does it?
So, what CAN we do? In order to make the game more enjoyable, A LOT of rebalancing would have to happen. However, it boils down down to two simple steps in reality:

  • Hire top PvP players to balance the PvP section of the game. I’m sure there are plenty of players out there who would do it for free, but even if they were to get paid it would be worth it for the game’s health.

We know some players consult Blizzard when it comes to PvP, but the problem is just that - they merely consult. The idea is that a group of top level players should be in charge of the PvP section, even if it’s just for Arena. If Blizzard wants to go their own way still, and implement more Ashran-like abominations, by all means let them, as long as top players get to dictate or at the very least cooperate with  Arena balance.


  • Separate PvE and PvP abilities. Blizzard has tried for 10 years to ignore this, but they have slowly started to realize it can’t be ignored. Once this point is accepted, we can finally start talking balance in a serious matter. Execute is too good? Only make it usable on 10% hp players. Rogues deal too much damage? Make red buff only 30% against players. (Note how these might or might not be necessary right now, they are just examples.)

I hear some of you ask: why do you still play the game, and why don’t you play on AT if you think S8 was so much better?

Despite its flaws, S8 PvP was as close as WoW PvP has ever gotten to perfect. No, it most certainly wasn’t perfectly balanced, but it’s hard to deny S8 gameplay was FUN. High pace gameplay alongside easy-to-learn-hard-to-master classes made it the most enjoyable season we have seen so far.

However, it is healthy for WoW to move on. The ever-changing gameplay is one of WoW’s most important aspects. I believe that, with effort from both the community’s side and from Blizzard, we can turn this game’s PvP into a healthy and enjoyable state again.


A little bit about me:

I played on and off almost every season and got my Glad title in S10. Even though I like to think my opinion is worth something, I am fully aware some of you have achieved much more in this game. I look forward to hearing your constructive criticism, should you have any.

I am always eager to discuss. Feel free to private message me or hit me up in game. Hell, you can even watch me suck and complain at http://www.twitch.tv/babbidibubbi on an extremely casual schedule.

Thank you for reading.



#4402392 Why the 10% damage changes make such a huge difference in gameplay.

Posted Vadren on 19 March 2015 - 04:25 PM

So after damage being nerfed by 10%, and then with it reverted, I feel like a lot of people are confused about why it makes such a huge difference in match duration and overall feel of arena... Maybe even Blizzard. Some people may expect that 10% less damage means it takes 10% longer to kill an opponent in arena, but this isn't the case.

TLDR: Blizzard doesn't always think enough about what they're doing and sometimes it shows. The 10% damage nerf can increase match duration by a lot, while still not fixing the burst issue of some classes.

Disclaimer: This is napkin math without any real data. It does nothing more than illustrate the kinds of problems umbrella changes in %damage can cause and doesn't prove that the hotfix did cause these sorts of issues (although anecdotal evidence would suggest that it did).

The following is a time to live (TTL) graph and it shows how long it takes a player to die given a specific amount of health, dps and healing. The basic formula is:

TTL = health/(damage per second - healing per second)

The following is a graph with Dps along the x axis and TTL on the y axis in seconds. I've chosen some arbitrary values for health (300k) and hps (10k).

Posted Image

It's clear from the graph that below 10kdps TTL is infinity, which should be obvious because if you do less damage than healing then you aren't killing anything. The major take away from this is when dps is very close to hps, then very small changes in the dps cause a very large change in TTL.

The following graph shows the same TTL curve with the 10% damage nerf (in green):

Posted Image

Lets compare some values from the two curves.

@15kdps

TTL(prenerf) = 60s
TTL(nerf) = 85.7s

% increase in TTL = 42.8%

That's a huge difference in the time it takes to kill someone in arena. Of course the values I've chosen are arbitrary and arena is more dynamic, so lets look at some more examples.

If we consider a simplified situation using the most popular ideal match duration (from a poll in another post) of 4min and calculate how the 10% damage nerf affected this ideal.

Here I'm calculating how much more dps than hps to get a 4minute match.

(dps - hps) = 300000/240
(dps - hps) = 1250

Since we don't arena in a vacuum where healers are afk and people die to auto attacks over 4min we need a value for hps before applying the nerf. I'm going to choose the same an arbitrary hps value as before of 10khps. The amount of healing does affect the result.

dps = 10k + 1250
dps = 11.25kdps

TTL(nerf) = 300k/(11.25k*0.9 - 10k)
TTL(nerf) = 2400s, or 40minutes(!)

% increase in TTL = 1000%

Again, this is a very simplified situation using values I've invented instead of real data, but I think it illustrates the point. When dps is close to the hps then very small increases, or decreases, in dps cause huge changes in the feel of the game. However dampening would also prevent this from happening, but dampening shouldn't be relied upon to make the game playable.

In real arena matches dps isn't constant; it fluctuates. The above shows how much the nerf affected a low constant dps (i.e. without cooldowns or procs). We know some comps are scoring kills in 6s or less (god comp, jungle, combat rogues, etc...) Lets see how much the nerf affected these situations.

TTL(prenerf) = 6s
(dps - hps) = 300000/6
(dps - hps) = 50k

And choosing an arbitrary hps value of 10khps...

TTL(nerf) = 300000/(60k*0.9 - 10k)
TTL(nerf) = 6.82s
% increase in TTL = 13.6%

In this specific invented situation the 10% damage nerf only gave a fraction of a second of extra time to try and survive, which is less than a global.

The takeaway from this is that the nerf greatly affected situations that were already fine (constant damage pressure), and barely affected the situations that were out of control (burst during cooldowns for specific classes).

The safest way to blanket nerf burst is to increase health. Lets look at a 15% health increase (tldr it's going to increase the time for both situations by 15%)

TTL(burst) = 6s
TTL(burst, with extra hp) = (300k * 1.15) / (50k)
TTL(burst, with extra hp) = 6.9s

% increase in TTL = 15%

TTL(constant dps) = 240s
TTL(constant, with extra hp) = (300k * 1.15) / (1250)
TTL(constant, with extra hp) = 276s

% increase in TTL = 15%

However this causes an issue where % based heals are improved.

So what's the solution? Now that the 10% nerf has been reverted the game isn't really better, but a different kind of bad.

I have some suggestions:

1) Reduce the amount of guaranteed healing (instant heals, dps self healing, and abhorrent talents like ysera's gift and spirit bond)

2) Remove or change % health healing (warlock heals, conversion, and aforementioend ysera's gift and spirit bond)

These changes lower the amount of guaranteed healing making adjustments to overall dps less chaotic; giving more room for error when making balance changes. In cases where a class needs self healing as a survival tool then it should be counterable (casts), dispellable, or have a major dps tradeoff.

3) Adjust the burst of problem classes individually by nerfing burst cooldowns instead of making umbrella changes that affect every class and spec. Increase damage elsewhere to make the adjusted classes stay viable in PvE (this actually assures that a class still puts out decent pressure in pvp)

4) Finally some consideration should be given to changing dampening to some other mechanic that prevents matches from lasting too long. Much in the way that %dmg nerfs affect classes and comps different, so do %healing reduction during dampening. Also long drawn out matches that go into deep dampening aren't exciting.

Ok then. I actually find thinking about this stuff fun...


#4401580 How do you gear up now?

Posted Thazable on 17 March 2015 - 04:58 PM

Farming honor in ashran is pretty much the easiest thing, most people just don't seem to know how, besides killing some portal npc's or rare mobs you can gather a lot of artifact fragments by simply "running around looting stuff". There are some bags, tree stumps, baskets and some more things that can simply be looted, usually without having to fight any mob, which will most likely contain something around 50-100 artifact fragments each. Get TomTom from curse to set waypoints on your map and use these 2 macros:

/way 59 31.9 Stump
/way 61 39.4 Pack
/way 48.2 56.6 Pack
/way 60.1 43.6 Basket
/way 44.5 34.8 Stump
/way 59.5 19 Iron
/way 38.7 42.3 Satchel
/way 29.6 28.4 Pack
/way 48.3 31.8 Satchel
/way 52.2 59.3 Stump
/way 56.9 53.9 Stump
/way 61.7 68.5 Pack
/cway

/way 39.6 61.9 Pack
/way 58.9 56.7 Skull
/way 39.3 58.9 Satchel
/way 58.5 70.2 Satchel
/way 46.9 55.4 Stump
/way 47 46.5 Satchel
/cway

Those will set marks for all the lootable containers in ashran on your map, you should easily be able to run around and loot those, even in full greens, since most people won't give a damn about a single player running around. Those containers will also provide you with some scrolls or wands and whatsoever blablabla, which are usable items that will make 1v1 encounters with way higher geared players or big mobs or a group of smaller mobs easily winnable.

Keep in mind that you can only gather up to 1k artifact fragments at a time and that dying will drop half your fragments while doing this, consider to go to your base and turn them in often.

Getting full honor gear and earning exalted reputation with the ashran faction is easily done within a day, or just a few hours, depending on how lucky you are with loots.

Capping conquest points is obviously annoying, considering you will be in full blues and the people you face will most likely be full epic, even on 1,5k or whatever, I just got some friends to play their alts with me in 3s for cap, since I imagine it being easier to cap on low rating in 3s than in 2s, also it is usually more fun.


Hope this helps in any way, if not: Well, I tried. :D

Cheers


#4393964 Dear Blizzard

Posted Kettu on 27 February 2015 - 02:49 PM

Posted Image


Like, really?

It doesn't require a genious to figure what will happen when you buff BM's hardest hitting ability by 21% and biggest dps CD by 60%.




#4372976 RBG Tournament: Battle of the Atlantic Worlds Reveal Show

Posted Korzul on 27 January 2015 - 02:34 AM

Posted Image


#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

Posted Image
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???+++

Posted Image

(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.


Posted Image
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.

Posted Image

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



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







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