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Thasta

Member Since 07 Jul 2010
Offline Last Active Today, 02:34 PM
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#4248250 Dillypoo's Hunter PvP Guide (6.0.2)

Posted Dillypoo on Today, 10:18 AM

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I will not read any private messages off of Arena Junkies, if you need to message me, do so by commenting on this guide and I will read and respond to it.

Note: After WoD releases I will update the section in blue that I am unable to update right now.

WoD) What's New; What's Gone?
0.0) Additional Help
1.0) Introduction
1.1) Streaming
1.2) Abilities
1.3) Races
1.4) Glyphs
1.5) Talents
1.6) Enchanting
1.7) Professions
1.8) Armories
1.9) Key bindings
2.0) Hunter Comps
2.1) Macros
2.2) Addons
2.3) Hunter Streams
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WoD) All the changes of 6.0.



In

· Wyvern Sting now has a 1.5 second cast time and is castable while moving.

· Dismiss pet now ignores line of sight (dismiss pet is not usable in arenas so this doesn’t change much there, however can be useful in World PvP, BGs, and Dungeons/Raids).

· Traps have been changed so they no longer have arming times and can also instantly trigger. However, traps shot by trap launcher will still have their travel times, yet they will activate instantly upon the travels completion.

· Traps can no longer be disarmed.

· 3 New Talents - Info on these can be found under the talents section.

· At level 100 all specs will be given Enhanced Camouflage which will heal 3% of your maximum health every 1 second while Camo is active.

· Marksmanship gains the leveling perk Enhanced Aimed Shot which will make your Aimed shot crits restore 20 focus.

· Marksman hunters will now have 20 extra focus from the improved focus leveling perk.

· Marksman hunters will be able to use Kill Shot at 35% HP or lower, instead of 20%, at level 100.

· Thrill of the Hunt now affects Aimed Shot.

· Survival hunters will have 50% reduced CD traps with their leveling perk, giving survival hunters ~12 second CD traps at 100.

· Careful Aim has been changed slightly. Its increased critical strike chance on its effected abilities not only applies to targets at 80% or higher health opponents, but now also while rapid fire is up.

· Chimera Shot has been renamed Chimaera Shot. It has also been changed to hit your primary target as well as a nearby target (be careful about breaking CC with this) dealing X amount of Frost or Nature damage to each target.

· Aspect of the Fox has now been brought back to the game, with a new design. It is now a 3 minute Cooldown, 6 second duration raid buff that allows all spells and abilities to be casted while moving. This also applies to the Sniper Training Mastery for Marksman hunters, as well as towards the Powershot and Barrage talents.

· Aimed Shot is now castable while moving and will no longer interrupt your auto attacks.

· Lock N Load has been reworked. It no longer procs from your Ice and Freezing traps. It will now only have black arrows periodic damage having a 20% proc it, whereas it could proc off of both in previous expansions.

· Black Arrows CD will be refreshed when it is dispelled.

· Explosive traps damage will no longer leave an area of effect on the ground, but instead it will now deal damage over time to all targets that were within its activation radius.

· The 2 set bonus of the Primal gear grants 50 focus when your freezing trap activates.

· The 4 set bonus of the Primal gear is different for each spec. For BM, you and your pet will share DR’s from crowd control effects (i.e. if your pet gets full feared, and you get feared at a separate time right after that, the fear on you will now be half duration.) For Marksman your successful Aimed Shot casts will reduce Rapid Fires Cooldown by 5 seconds. For Survival the 4pc bonus is: When Black arrow deals damage, it also will increase the fire damage that target will take by 2%.

· New glyphs info can be found under the Glyph section.

· A Murder of Crows now has been slightly changed. Its damage is the same however its Cooldown and duration have been cut in half to a 1 minute Cooldown, with a 15 second duration. A Murder of Crows will now also have its Cooldown reset if the target dies while the debuff is still active on that target. More info on talents can be read about in the talent section.

· Mend Pet and Rez Pet have been combined. You now only need one keybind for these, as Mend Pet will be casted while you have a pet out, and Rez Pet will be casted while yours is dead.


Out

· Scatter Shot has been removed.

· Snake Trap has been removed. (Unless you use a Major Glyph that replaces Ice Trap with Snake Trap)

· Hunters Mark has been removed.

· Silencing Shot has been removed, but all 3 specs will still have counter shot as an interrupt.

· Aspect of the Hawk has been removed from the game.

· Serpent Sting is now survival only and is applied from your arcane shots and multi-shots with the new bonus serpent spread.

· Cobra Shot no longer extends the duration of Serpent Sting.

· Lynx Rush removed (replaced by Stampede in talent tree, which is no longer given baseline).

· The glyphed Aspect of the Cheetah no longer puts your other aspects on Cooldown, but will still keep the cancelled effect on being hit.

· Aspect of the Cheetah and Pack now also have 10 second Cooldowns on them baseline and no longer appear on the stance bar.

· Rapid Fire is now MM only, Rapid Recuperation has been removed.

· Kill Shot has been removed from Survival.

· Arcane Shot has been removed from Marksman, making Aimed Shot your primary focus dump.

· The Master Marksman instant aimed shot has been removed from the Marksman spec.

· Piercing Shots has been removed.

· Concussive Barrage has been removed.

· The heal from Chimaera Shot has been removed. Glyph of Chimaera Shot will now give 2% health on a successful hit.

· The entrapment Root from Survival now shares DR with all other roots.

· Widow Venom has been removed. The mortal wounds debuff can be applied instead by Crocolisks, Scorpions, Riverbeasts, and Carrion Birds.

· The Marksman mastery: Wild Quiver, has now been replaced by Sniper Training.

· Bestial Wrath will no longer break you out of CC.

· Fervor has been removed.

· Steady Focus has also been removed from Marksman and is now a talent choice replacing Fervor. It no longer grants bonus haste, it now grants 50% focus regeneration when using Steady Shot twice in a row (applies to cobra shot and the new focusing shot as well).

· All Pet CCs have been removed, except for the Silithid and Spider who now instead reduce the targets movement speed by 50%, but those are effectively useless.

· Cower has been removed as a pet ability.

· Rabid has been removed as a pet ability.

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If there is something I forgot to include in the guide or something I explained poorly feel free to whisper me in game and I'll answer your question, if I don't I'm either in a game and didn't see or afk, if I don't and you have to go you can just send a mail or try when I'm out or not afk.

Server: Tichondrius
Character Name: Dillypoo (Alliance), Mophunter (Horde)
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Hey guys! My name is Dillon, but in game I am known as Dilly or Dillypoo. This is the first guide I have ever written, and I’d like to give a lot of credit towards Balance a.k.a Steve the Windalker in helping me write this guide. I learned from his formatting and used his guide how to walk with the wind as a tool for making mine, so I want to give him tons of credit. I’m making this guide to hopefully help introduce people into the Hunter class especially for Warlords of Draenor. This guide will for the most part be focused on Marksmanship hunters, but I will still go into mentioning a few things from the other specs, for the most part just what has changed for them overall as I also want to incorporate everything that has changed for hunters in WoD.  I will continue to update this guide as needed and as I am able to do so. I mainly started PvPing somewhat frequently towards the end of s8 and achieved 2200 for the first time that season. However I didn’t really PvP really seriously until the s10 of cata and I made my first push for gladiator. Unfortunately I didn’t end up making it and missed gladiator by 1 point both S10 and S11 on Kel’Thuzad. Then MoP came around and blizzard gave hunters Wyvern Sting, and I saw a lot more success on my Hunter.

S14 – Came back to wow this season after not playing s12 and s13. Achieved my first gladiator title and my first R1 title playing KFC with Revo.

S15 - Achieved 3k+ rating on both of my hunters, with a peak rating of 3028 on my main, and 3005 on my alt. I achieved rank 1 on my main hunter once again, and gladiators on my alt as I had tanked my alt out of range helping my friends get their gladiator titles. I also had the most arena games played, having over 10,000 games played of 2s and 3s between both my hunters. Outside just ladder play though, I participated in two tournaments during this season. The first tournament was the second PvP live Armageddon tournament, where I played KFC with revolol and takenotezz, and my second tournament was the 2014 North American Regionals where I played Ret Hunter Holy Priest with shwayzee and avangelyne, in which the top 3 teams would qualify for Blizzcon.

Here you can click on my characters to be taken to their armories. My main is on Alliance and my alt is on Horde.
· Main Hunter - Click Here

· Alt Hunter - Click Here






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In MoP I have frequently streamed almost all of my 3v3 matches, as well as 2v2s and occasionally other forms of PvP. For the most part I try to answer any and all questions in my chat, especially those relating to Hunters in Arenas. You can follow me at twitch.tv/dillypoo69

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Damaging Abilities:
Steady Shot
Chimaera Shot
Kill Shot
Glaive Toss
Aimed Shot
A Murder of Crows

​These are your primary damage abilities on your Hunter. For the most part our rotation is fairly straightforward. Chimaera Shot and Glaive Toss off of CD, and use Steady Shot to regenerate your focus. Use Kill Shot when your target is in range (At level 100 our Marksman leveling perk will allow us to use it at targets 35% hp or lower, rather than the old 20%), it is definitely one of our strongest abilities right now with the damage buffs and HP range buffs. When you need to dump focus and your Chimaera Shot and Glaive Toss are on CD, then you’ll want to use Aimed Shot. Multi-Shot won’t be used too often, but because it’s instant without a CD, I mainly just use it to kill Shaman totems because Marksman has no other instant ability to kill them, other than that it’s really not too useful.  And lastly you’ll be using crows pretty much off CD. Use it in your openers almost always because you will have your trinket proc and it will do a lot more damage. If you’re human (which I’ll most likely be playing in the expansion) make sure to macro your on-use into your crows because they now both have a 1 minute CD. Getting in a situation where you can use your AMoC when you have your proc trinket up and also use your on-use will give you a heavy amount of damage and burst which will be your primary moment to force pressure. Make sure your entire team goes aggressive at this point, and they line up their damage and crowd control with this window as well, because this will be your kill opportunity.

Just remember, the priority will look like this: AMoC when up> Chimaera Shot > Kill Shot > Glaive Toss> Aimed Shot > Steady Shot

Control Abilities:

Although we have lost some of our control in WoD with the removal of scatter shot, silencing shots blanket, and pet controls. Still, with the instant trap trange we still bring a variety of utility to our team through our controls:

· Binding Shot – It’s part of the Tier 2 Talent tree, and also one of our controls. Basically it shoots an arrow onto the ground, and anyone within the radius of the arrows effect will get tethered. If you are tethered by the binding shot and move out of range, you will get stunned. This will also affect multiple targets so if the enemy team stacks up and you aim it to hit everyone, and then they run out of the radius they will all get stunned. The counter play is that if they get tethered they can simply stand still to avoid the stunning effect, however by using the Explosive Trap glyph it can guarantee the stunning effect due to it knocking tethered targets out of the arrows radius therefore stunning them.

· Wyvern Sting – Also part of the Tier 2 Talent Tree, it puts the target to sleep for 6 seconds (shares DR with freezing trap) after a 1.5 second cast. More info in the talent section.

· Concussive Shot – One of our best utilities in my opinion and it’s heavily under rated. It’s a 5 second Cooldown, 6 second duration snare which means it will have pretty much permanent uptime. Having a 40 yard range perma-snare is so insanely strong because almost every other snare in the game has a very short range to it, with the exception of a mage’s Frostbolt, but Frostbolt is a cast and also does damage so it’s not as reliable in the ways that Concussive Shot is. Being able to permanently slow any target on the other team is extremely valuable, and I would consider its utility just as high as Freezing Trap is in a PvP setting.

· Counter Shot – A 24 second CD 40 yard range, 3 second lock out interrupt. Previously BM and Survival Hunters had used this in MoP, while Marksman had silencing shot available, but with 6.0s release, Silencing Shot has been removed and now Marksman will use this spell as well. Since it has a 40 yard range, it’s useful if you’re playing with a melee and they are out of range to interrupt one of the casters on their team. Save it for either stopping a CC onto your healer, stopping a cast that will do a lot of damage, or for interrupting an important heal from their team’s healer. Careful use of Counter Shot is really important, so make sure you use it wisely.  If you are using it on just random casts just because you have it available, you could end up in a situation where their team either gets a lot of Cooldowns/trinkets or just costs you the game. For example if you’re fighting something like Rogue Mage Priest and you just instantly counter shot the first Frostbolt or Polymorph you see without them actually setting anything up, that just leaves them free to set up a situation where they could have their Rogue pop Shadow Dance, Cheap Shot your healer, then Shadowstep Cheap Shot back to your melee that has an interrupt available, letting their Mage freely cast a Polymorph on your healer. From that they can just pop a ton of damage into your melee while your healer is also CC’d and that can force your healers trinket, your melees trinket, or a kill, all because you were randomly throwing out Counter Shots. If you saved your Counter Shot you could have stopped the Mage from casting that Polymorph on your healer allowing your healer to be out of CC during the damage onto your melee letting him heal through it. I cannot stress enough how important it is that you save it for crucial moments. The best hunters will save it for when the time is right.

· Freezing TrapBefore I go on to writing more on this spell, I want to discuss the changes to traps, as this will apply to the next few abilities I list too (Ice and glyphed Explosive Trap). With 6.0’s release, all of our traps have been changed. They now no longer have an arming time on them; however they still will keep travel times for traps shot from trap launcher. Now though, any trap placed on your foot will instantly activate upon you pressing that key, so if someone is in melee range of you and you toggle off your trap launcher, and after place your trap they will get instantly affected by it before they can even notice you placing it down. Anyways, onto Freezing Trap. This is our longest lasting crowd control, and one of our most iconic ones. I would say this ability is the strongest control a hunter brings. The target affected by the trap will be frozen for 8 seconds (This is on the same DR as our Wyvern Sting, a Mage’s Polymorph, a Monk’s Incapacitate, a Rogue’s Sap, etc. so be careful with DRs). Finding out the most effective ways to land a Freezing Trap is what separates the best hunters from the rest. The best ones will land their Freezing Traps every single time they need it and having the CC at the most efficient time (i.e. when they and their team mates are ready to burst a target down. Landing a trap when on the other teams healer when you don’t have much damage and your team mate does not, is not going to be effective, nor will it generate pressure) by always planning what they will trap off of and how they will. You can use your traps to follow up after any type of control in the game (including Cyclones, fears, our Concussive Shot slow and hell, I’ve had plenty of times that I’ve missed a Freezing Trap, had the intended target get gripped out, had the target trinket out of the prior CC to avoid it, etc. but I’ve used the glyphed Explosive Trap to knock them back into the old trap. Being resourceful and creative with your traps is very important. ***I’ll try to provide some vods of me trapping off of those things, however because they will be from 5.4, the way I’m trapping in those vods will be slightly different even off of those same CC’s because before arming time was something that was needed to be accounted for, yet with 6.0 it is not. This means timings for doing those traps are now changed so I will try stream more gameplay from 6.0 and hopefully will get footage on doing those traps that will be added to the guide replacing the 5.4 footage ***) letting you have a CC chain that follows up from your team mates CC (the most common way will be trapping off of a stun) or your trap can initiate your teams CC chain.  The new trap change is a huge buff to Freezing Trap in my opinion, because if you can get up close to someone, it will be EXTREMELY difficult for them to avoid being trapped. Finding an opportunity for you to get into close range of a healer to get an instant Freezing Trap will be a large part of our gameplay now. Master trapping and you’ve nearly mastered the class.

· Ice Trap – Okay so you will pretty much never use this ability as Marksman, just because the gameplay revolves around landing Freezing Traps while you have damage and follow up control from your team available. However Survival Hunters will use this ability a lot more frequently, especially with them having 12 second cd on their traps due to their leveling perk. Survival Hunters will use this mainly to either kite the enemy team or just to limit their movement as 1) their playstyle revolves more so around consistent damage and is not as burst focused as marksman and by having the ice trap AoE down it will help them offensively and defensively because the enemy team will just take free damage while not really being able to retaliate and 2) Survival Hunters also have entrapment available to them which also gives Ice Trap a 4 second AoE root upon activation and 3) Because they have a 12 second trap cooldown, it’s fine for them to kite around with the Ice Trap down until they have a window they want to use Freezing Trap in. It’s not too hard for them to rotate traps when Freezing is on DR or for using Ice Trap when their team wants to spend more time kiting the enemy.

· Explosive Trap (glyphed) – In PvP I pretty much consider this glyph to be absolutely mandatory, and use it 100% of the time in arena, therefore I’m also putting it in the control section and will talk about it here. Having a knockback on your Explosive Trap is so incredibly useful as a Hunter I cannot stress it enough. It can be used offensively and defensively in so many different scenarios. It can be used to knock a melee off of yourself in order to help you survive (especially if have a knock trap prepared on your feet for when a Warrior either charges onto you knocking him away and giving you safety or if you have one prepared for when a Rogue pops Shadowdance onto you and Cheap Shots. Having the knock activate when the Rogue stuns you and forcing him off of you can save your life, or at the very least safe you from using a Cooldown), and in that same respect can also let you taking the pressure off by knocking the melee away to play more aggressively on their team. Especially on a map like Blade’s Edge, knockbacks are a form of heavy control. Knocking someone off of the bridge and forcing them onto the bottom can take them out of the game until they are able to get back up, which alleviates pressure on your team from the loss of damage if it’s a dps and can also prevent your team from being peeled allowing you to be more offensive. Aggressively you can use it to knock people out of line of sight of their healers, to spread their team apart (in situations when playing with a rogue it can give you an opportunity for a smoke bomb), using the knock to interrupt an enemy’s cast or like I had mentioned earlier you can use explosive trap to knock people into Freezing traps that were not activated due to you missing them or the intended target escaping from it. This ability has so much potential and is probably my favorite thing they have ever added to our class.

***Trapping Highlights***
As I mentioned above, I was going to post a few of my twitch highlights showing the types of creative traps you can get off. Just remember that right now these VoDs are from 5.4 so therefore are slightly outdated, due to traps having a rework. The traps listed are still 100% possible, in fact doing them off fears and slows is a lot easier in my opinion, just remember that with arming times being removed and only travel times remaining, the timing you’ll use to make sure the trap activates has changed, whether it’s faster or slower.
· Trapping off a Slow – When trapping off of slows the easiest method is going to be with you taking off Trap Launcher so that it’s 1) harder to notice the trap being placed and 2) it’ll activate faster making it harder to escape from. Since this was from 5.4 I had to be a lot more creative with getting this trap, but with the new changes to traps if I have someone slowed and I get in melee range of them, trapping them up close and personal while slowed will be incredibly easy. However getting a slow trap from range will be harder now, so if you’re playing 6.0 and trying to get a concussive trap from range, you’ll want to have the target slowed and try to aim the direction that they are going to be moving in. Try to lead them into it and predict their movements, if you’ve played League of Legends just try to think of it like landing a skill shot.
· Trap off a Fear – When you’re going to trap off a fear, you just need to understand the pathing your target is going to take during the fear. It’s also easier to predict the pathing by also keeping the target slowed. Once you know the direction their character is going to walk in, you can just shoot the trap right in that path and they will end up activating it.
· Trap off a Cyclone – Trapping off of cyclone in 5.4 will kind of have a different feel than it will in 6.0. In 5.4 you measured the time it would take your trap to activate from whatever distance you were at. The fastest traps placed at your feet could take about 1 second to activate which is the time you would look for when placing that trap, so that it activates the moment the clone ends. At max range you would shoot it at 3 seconds before it ends to account for the travel time and then the trap would activate right as their clone ends. With 6.0 timings on trap activation have changed (no more arm time so you’re only accounting for travel times) so I’ll go back into explaining the new timings later, and will also upload a 6.0 example of this.  
Utility Abilities:

· Rapid Fire – This is our primary offensive CD. It gives 40% haste while active and also will apply the effects of Careful Aim regardless of their HP. Our level 100 4pc PvP bonus will also make it so that all of our successfully casted Aimed Shots will reduce the Cooldown of Rapid Fire by 5 seconds. It’s best to use this in the opener most of the time, as this will be the window you will have 1) Full Focus 2) Your proc trinket will be up 3) Your team mates proc trinkets will be up 4) All your teams control will be available. Getting a strong opener with Rapid Fire is very crucial and can give your team a ton of momentum. Lots of haste=faster Steady Shots=higher focus regeneration and also faster Aimed Shot casts that are now also effected by Careful Aim. You’ll get plenty of Aimed Shots with Rapid Fire up, and that is where the main pressure will come from. In the words of Zomx, go ham niggie.

· Tranquilizing Shot – Tranq Shot gives hunters an offensive dispel. Because it costs focus, it is important to make sure that if you are fighting a team that requires you to offensively dispel an important buff (Shaman Nature’s Swiftness, Priest feathers, Hand of Freedom, Master’s Call from an enemy Hunter etc), that you will have the focus required. Not too much else to say other that it also dispels enrages so you can use it to remove a warriors Berserker Rage. The enrage portion of Tranq Shot isn’t what you’ll be using it for most of the time though, your main focus (haha get it) will be to dispel important magical buffs from the enemy that can turn the game around in your favor.

· Flare – This is the hunter class’s signature anti stealth ability. It’s AoE and will expose all hidden and invisible enemies within 10 yards of where you place it. It’s useful for getting Druids out in the opener, preventing Rogue restealths or finding them in stealth (this is your most important ability against Rogues and can be the difference between the rogue beating you or you beating them), getting a Mage out of invisibility, preventing a Priest from Guising/Flaring him out of Guise/putting it in the path that he needs to run in while guised in order to get a fear (i.e on Blade’s Edge if the priest tries to Guise in running straight through the bridge, use Flare to cover the middle of the bridge as he can’t walk around it and instead will just have to give up being in Guise in order to continue on allowing for him to be cc’d or just forcing him to run back and not push in), and it is also useful against other hunters to get the other out of Camo, whether it’s glyphed or not. If the hunter does not have Camo glyphed you’ll use the Flare to make it so that you can attack him by breaking the Camo effect, since targets in Camo even while moving are unable to be targeted by ranged attacks.  It has a 20 second Cooldown and duration so make sure you place it wisely.

· Feign Death – Some parts of this abilities utility can be somewhat hit and miss but the most reliable parts are the fact that it will interrupt a cast being casted onto you, and it will also make someone detarget you. That means that if you’re being focused by a caster you have an extra way to interrupt a cast towards yourself preventing you from being cc’d or from being bursted. This can also make an enemy trying to cast a spell on you lose target and if it’s an instant cast they can use it on the wrong target. I’ve been in situations in patch 5.4 when I was fighting hunters like Jellybeans or Esandies and when I would have a full trap land onto their healer, they would stack on top of their healer and Feign Death when I was spamming damage ability. Because I would lose them as my target, and my target would then change, it has caused me or my partner to accidentally re-target their healer and break my CC. Also just having a melee or an enemy Hunter detarget you for just a second can give you enough time to get topped off by your healer, and even in extremely rare circumstances I’ve seen people actually juked by feign death, in which they think that the hunter actually died due to them using feign at very low HP (1%) and them assuming their last ability had scored them the kill. Instead it resulted in either the game being turned around so that that Hunter won, or that he was able to live a lot longer, but obviously it’s not something that will always work on people, it more or less catches people off guard, but that’s the beauty of PvP. Humans will make mistakes, no matter how good they are, and effectively capitalizing on that is important.

· Camouflage – This spell is pretty cool and it received a nice buff in WoD with the level 100 leveling perk. The perk heals you for 3% of your HP every 1 second that it’s active, so if you find yourself in a scenario that you don’t have any dots on you but you are very low HP with your healer CC’d, and you can Feign Death dropping your combat into you getting a Camo, you can save your life. Even without having yourself removed from combat by the use of Feign Death, Camo will last for 6 seconds if used in combat, so as long as the enemy doesn’t break it, you can give yourself a nice self-heal that has the potential of saving your life. Its main use though is the fact that the active effect makes you untargettable by ranged attacks (and also will prevent Rogues from being able to Sap you) until you are brought out, and when standing still it gives you stealth. The stealth portion of camo can also be provided while moving through the use of the Camoflauge glyph, which I’ll write more info on in the glyph section. Its other utility just comes into play as that it’s a second way for you to interrupt a spell being casted onto you, similar to Feign Death. Because ranged attacks can’t hit you while it’s active and you can use it in combat, if you use it at the very end of something being casted onto you, or you’re fighting another Hunter it can make them unable to hit you until it breaks. Even if it’s broken instantly when you use it in combat, just having it used for that one second can still potentially save your life from preventing that damage.

· Roar of Sacrifice – I love this ability. I’ll talk about this more in the talents section, but this ability is why I will pretty much never choose the Lone Wolf Talent for PvP. This ability requires you to spec your pet into Cunning, but you should not be PvPing as a Marksman Hunter without having your pet in this tree. This is actually our best defensive ability for ourselves, because we can actually use it while were stunned since our pet casts the ability and is also useful because it can be used on our team mates. Making you or your selected team mate immune to critical strikes can be completely game-changing. Especially against Mages, Rogues, and Warriors, you’ll want to make sure you use this spell wisely. Making sure to save your RoS for the target the Rogue Dances on, the target their Mage Frozen Orbs on (and remember both orb and Shadow Dance have 1 minute Cooldowns along with RoS, so making sure to save it for every single one is crucial), or the target the Warrior Recks on. Be careful of using it so quickly when those abilities are popped that they can just swap to another target, but also don’t use it when your RoS target is way too low on HP for it matter. Try to time it just right so that they will be forced to commit onto that target, but they will still not be able to crit them. As for other classes like enemy Hunters, you can use it every single time they pop AMoC as well now since it’s a 1 minute Cooldown matching RoS. Even Ret Paladins Execution Sentence has a one minute CD so it’s nice to match your RoS to that as well. No matter what their class is make sure that you are using it to negate their offensive Cooldown and are not just using it blindly. It is also important to make sure to not waste it if your healer isn’t even in CC and will not be in CC when they can freely keep you up from their team’s damage. A well timed RoS can win the game for you, and a poorly timed one can cost you the game.

· Master's Call – Another reason why I will almost never use Lone Wolf. Giving you or your team mates a freedom is awesome. If you’re new to hunter but not PvP and you have played with, as, or against a Paladin in arena, you’ll understand why I value this ability so highly. Hunters rely a lot on kiting so using it on yourself as well as rotating it with your other tools will help save your life. Similar to a lot of our abilities it has offensive and defensive purposes which are something I love about this game. You can use it offensively to get your melee out of any slows or snares to allow your melee to get out way more damage, to get yourself out of a snare to keep chasing your target down if they try to line of sight while you are slowed and therefore can’t chase, or if you’re playing with a Priest healer, you can freedom them out of a slow (especially against another Hunter’s Concussive Shot) to allow them to push up with feathers to get a fear. Defensively you can use it for you to kite or to help one of your team mates run away and los while not being slowed. Use it wisely.

· Aspect of the Fox – This was added in 6.0 and brings a lot of awesome uses. It gives you and your team mates the ability to cast while moving for 6 seconds on a 3 minute Cooldown. Note: As a marksman hunter, Aspect of the Fox will allow the sniper training mastery to keep its effect while you are moving. You can work well with your team in a lot of ways to help them get casts off that can win a game for you. If you’re playing with a Druid regardless of spec, this can allow them to cast a Cyclone on the move, which will be a lot easier than a standard clone to get off, and that clone can win the game. This ability can be useful for getting off important casts from any one of your team mates, so try to communicate this ability with your team mates. Telling them to call for it when they want it is one of the best ways to communicate it properly, so that they can get off their crucial casts that can either save you guys or score you a kill.

· Aspect of the Cheetah – gives you 30% movement speed. Stacks with the Posthaste talent, letting you move really fast. I’d recommend always using the glyph for this of course, to remove the daze effect on this. Because there are no other aspects to manage in WoD, except for when Aspect of the Fox is available, you’ll pretty much try to keep this up almost always. It’ll help with kiting especially when you have already gotten away as the extra movement speed will make it a lot harder for a melee to get back in range to close the gap on you. It will give us high mobility, try to use it wisely and the best times are when someone cannot hit you to break the effect. Some of the better times can be when you are chasing a target around a pillar, because if they’re running from you they will not be hitting you to break the daze, and since you’re running faster it will allow you to connect back onto that target and keep hunting them down.

· Growl – this spell will kill Shaman Grounding totem. Pretty much the only use for this ability in PvP, but that does not mean it is useless. Having it kill Groundings for you is really useful, especially now that the range on it is increased to 30 yards.

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Based off my personal opinions, I will create a spectrum of what race is best for each faction. But it without a doubt, humans are the best race for MM out of both factions.

Horde: Orc > Blood Elf > Undead = Troll = Goblin

Alliance: Human > Dwarf > Night Elf > Draenei


Humans: Human's racial is Every Man for Himself. This ability replaces the use of the commonly used Insignias purchased with Conquest. This allows a new trinket to take place of the Insignia. That means you could have a Badge instead. It probably isn't worth using PvE trinkets because when you use two PvP trinkets you gain a significant amount of Resilience. This means that you need to compare a 2nd PvP trinket to the other racials of the other races to determine what is better. The Human Spirit has been redesigned. It no longer increases spirit by 3% but instead increases two secondary stats by a varying amount. As of 10/21/2014 is has not been implemented.

Night Elf: You probably know this but if you don't it's important for you to know that if you use Shadowmeld the same time another ability hits you it acts as if that ability never hit. For example, if you Shadowmeld right as a mage finishes casting Polymorph it will act as if the mage never casted it on you. This is very good to prevent being Crowd Controlled (CC). However make sure to remember that with WoD’s new responsiveness, it is a lot harder to meld instant ccs, but it is still useful against casted ccs and abilities on you. Think of it like an extra Feign Death, which if timed perfectly will immune you to CC. There is also Quickness which can prove to be game breaking if you dodge something like a 6 second Kidney Shot while a teammate is very low, the odds are not in your favor but miracles do happen. It also slightly increases your movement speed by 2%. Your critical strike chance is increased by 1% during the day and your haste by 1% at night.

Orc: They have several racials that benefit the Hunter Class. The second racial is Blood Fury, which is a nice damage bonus. The third is Command which will slightly buff your pets DPS. And the last racial is Hardiness which reduces stuns by 10%. Hardiness can be very handy as Hunters are very susceptible during stuns due to them not having any abilities to get them out of stuns, and they are also unable to use any of their defensives while stunned, except for your pet’s Roar of Sacrifice. A full stun is most likely going to be the window you die as a hunter, and having the time reduced to let you have just enough time to get a really low health Deterrence off can potentially save you from death.

Undead: Will of the Forsaken is the reason why many people go Undead. But since fear isn't as powerful as it was in Mists of Pandaria, Undead don't rate that high on the "best race totem pole". They also have Shadow Resistance which is decent against classes like Warlocks, Death Knights, Priests, and Rogues (with Shadow Blades up). They also have Touch of the Grave for extra damage and healing throughout the game, which is minimal but it's something. And of course Cannibalize our favorite ability to disgrace your opponent after slaying them.

Blood Elf: Blood Elf’s racial is Arcane Torrent and an increased critical strike chance of 1%. Although this is all they provide, Arcane Torrent is a handy ability. Now even though it’s still melee range, it can be used defensively if you have casters casting in your face, or offensively if you’re being aggressive to the point that you are pushed up on top of their team’s healer (Or maybe you can just swag in with Posthaste combined with freedom and interrupt an important cast/heal with the silence). You could use it to follow up after a trap or to lead into one, potentially giving you just enough time to get a kill off. Not only does it provide a 2s silence it gives you a free focus which can sometimes allow you to get another damage ability or even a Tranq Shot off. With the removal of our Silencing Shot and many other blanket silences in the game, Blood Elf is now a very strong horde race for Hunters if you can successfully use Arcane Torrent in an effective manner.

Dwarf: Stoneform allows you the remove all diseases, poisons, and now magic effects as well as giving you a 10% damage reduction bonus. So, if you are able to use this RIGHT before you get stunned and take a lot of damage it could save you. Also it’s important to remember that the two things that hunters are weakest against is DoT damage and stuns, and since stoneform can remove pretty much all DoT effects on you, it can save your life. Stoneform->Deterrence at low HP will give you a real immunity as DoT’s will otherwise keep ticking through Deter. Dwarf’s critical strike damage has also been increased by 2%

Goblin: Rocket jump owns. It has great synergy with disengage, and can be used as an extra escape, and extra way to get into battle, or you can use it to cover greater distances with your disengages. It's a really nifty racial and has tons of potential. Also Goblins have passive 1% Haste Which is solid.
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Glyphs in 6.0 are generally the same with very few expectations. Your go-to glyphs are italicized and the ones that can be useful are normal. Also, there is no way I can tell you what to pick against everything because this post would be massive so you need to take into account what you are playing and who you are facing to decide which glyphs to take.

Glyph of Explosive Trap: This is a glyph that I believe needs to be taken against every comp you face and play with. Having a knockback as a Hunter is incredibly useful. I wrote more detail on the uses of this glyph in the abilities section, but like I said I believe this is mandatory and I would never give it up.

Glyph of Animal Bond: This glyph is pretty cookie cutter and standard. It makes us receive 10% increased healing from all sources which is useful since we are so squishy.

Glyph of Solace: This glyph allows you to safely Freezing Trap a target without DoT effects breaking it. Depending on what comp you're playing you may or not need this.

Glyph of Camouflage: This glyph allows your Camouflage to grant you stealth while moving. I don’t use this glyph too often in arenas, however I will use it pretty much 100% when playing with a Feral Druid, and sometimes when playing with a Rogue, but for the most part I will use it with a feral. The reasoning for me using it with the Feral is because the opener is very crucial as Hunter Feral Healer, and opening from stealth makes it a lot more powerful. On top of that when using it with a Feral I also use it to give up the Glyph of Solace. My reasoning behind that is that if the Feral on your team gets full bleeds on your kill target, and your kill target somehow eats a Freezing Trap, then they will no longer be in danger as 1) you didn’t land a Freezing Trap and therefore lost your cc and 2) Now you just wiped all of the Feral’s bleeds. Occasionally you can use it against Mage Rogue teams to prevent them from getting an opener on you. Other than that though this glyph is situational in arenas, but can come in handier in world PvP, BGs, and duels, but this guide isn’t focused much on that.

Glyph of Disengage: This glyph can be really useful for kiting on certain maps, mainly for melee teams that will be focusing you. More specifically those maps would be Tiger’s Peak and Dalaran Sewers, which would be the maps I would choose them on the most. The reasoning for the choice of this glyph on those maps is because on Dalaran sewers it will allow your disengage to jump you from the bottom level to the upper, and for Tiger’s Peak it will allow your disengage to jump you up onto either one of the two platforms on the sides of the map. I’ll try to add in a video example of what I mean for the future, in order to clarify how to do it, and what it achieves. Just remember this glyph is only really useful when you’re fighting teams with melee that are trying very hard to train you, as it will make it a lot harder for them to catch up with you abusing a Z axis jump. You’ll get on the top level, make them follow you, then jump to the lower and have them follow, and then you’ll use disengage to get back up wasting their time and giving you breathing room. I’d give up Animal Bond for this glyph honestly, against the teams that you’ll want to be doing this you’ll want to keep explosive trap glyph for extra kiting, and most likely solace too if you need to also use the freezing trap defensively.



Minor Glyphs:

Glyph of Aspect of the Cheetah: Of all the minor glyphs, this one is the most useful. I actually enjoy this glyph a ton as it takes a way the risk of using Aspect of the Cheetah in PvP.
Glyph of Revive Pet: Takes away the pushback from casting Rez Pet. This glyph will make it easier for you to rez your pet in an arena, so I’d take this one as well in arenas.
Glyph of Fireworks: This video explains it all. Click


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Tier 1 – Disengage
Posthaste: In 6.0 I prefer this talent over any of the others in the tree. It grants high mobility by giving you 60% movement speed for 8 seconds when you land on the ground. It will also remove you from roots and snares, but it won’t give you a true freedom. It combines very nicely with Master’s Call, and also with traps instantly activating when placed without trap launcher at the targets feet, I feel this talent will allow you to swag in, and swag out in order to get a trap really quickly. To explain this further, you can just disengage towards their teams healer, run in with your Posthaste speed buff, get into melee range of them and then place the non-Trap Launcher Freezing Trap on the healers feet, giving you instant control. Afterwards you can just run back out of their range. Knowing when the right time to do this will be important in WoD, so you may honestly get yourself killed when first learning when it’s appropriate to go for something like that. Also the speed boost stacks with aspect of the cheetah so you can actually run at 90% speed with both buffs activated.

Narrow Escape: While this was preferred in 5.4 for the use of Scatter>Narrow Escape>trapping or silence>Narrow Escape>trapping that would keep their healer effectively stunned granting you a guaranteed trap, the removal of both Scatter and Silencing Shot as well as the trap changes makes this talent unnecessary. It was used as a more offensive talent because it allowed easier CC, but in 6.0 I’d say Posthaste is better both offensively and defensively.

Crouching Tiger, Hidden Chimera: This ability can be potentially useful vs some wizard compositions, potentially against Ret Paladins, and against other Hunter teams. The benefits of this talent aren’t really in the 10 second Disengage Cooldown, which is only really useful against Ret Paladins, but mainly the 2 minute Cooldown Deterrence. The reasoning for the strength of the 2 minute Deter is that vs wizards you’re super squishy as a Hunter so having more deters can save your life. Also 2 minute CD Deterrence is useful against Ret Paladins due to their wings having a 2 minute Cooldown as well, meaning you can match every single wings with a deterrence, and against other Hunters you can match their rapid fire with a deterrence. This talent is situational, but don’t underestimate how game changing it can be.

Tier 2 - Control
Binding Shot: This is going to be the go to talent in this tier in WoD, as not only did Wyvern Sting receive nerfs, but our playstyle received many changes. Binding Shot will be very useful for trapping, and also in certain comps like PHDk, or Ret Hunter Healer as it will allow you to have a stun that is used on both dps to help your melee connect, while the Ret or DK will use their 30 second CD stun that you will mostly trap off of. It’s a nifty ability, with synergies with glyphed Explosive Trap. More detail in the abilities section.

Intimidation: NEVER USE.

Wyvern Sting: As a MoP hunter this ability brought me into this world. This ability was absurdly broken in 5.4. However because our playstyle has been changed and it now has a cast time it will not be used as often, especially in a Wyvern>half trap scenario. However it is still a good choice for when you want to cross CC, which I think is a better design for this ability. If you’re playing with a Rogue, Warrior (Prot mainly, since Arms uses whirlwind as their main filler which will potentially break it), or a Feral Druid, you’ll use this ability to get controls on multiple targets. With the rogue you’ll use the Wyvern as cross CC when he has Cheap>Kidney available for the kill target. Cast your Wyvern on the off target, and run up to their healer and land a trap, or if they are too far away you can try to cast the Wyvern on them and trap the other dps. With a Prot Warrior, you should try to cross CC if he gets a shockwave on both dps. Just like with the Rogue you should try to cast the Wyvern on the dps and then get a trap on their healer when the Wyvern finishes casting, or you can go for a Wyvern on their healer and trap their dps. When playing Hunter Feral Priest (aka junglecleave) I’d say that cross CCing has always been a very high priority of this comp, so getting clones/Wyverns on one target and fears/traps on another since fear and clone now share the same DR category will be your main focus as this comp. I’ll write more on our available comps in the Hunter Comps section.

Tier 3 - Defensives
Exhiliration: NEVER USE.

Iron Hawk: Passive 10% damage reduction. Take this talent almost always when you are with a healer, as many comps will have high amounts of burst and as a hunter you are very squishy.

Spirit Bond: This talent is good because it gives you passive healing, and that is something hunters lack. It is good when you are in a situation without a healer (duels, world pvp, and double dps 2v2), and also if you are fighting a 3v3 team that has more DoT damage than burst, like a team with an Affliction Warlock or a team with a Survival Hunter. However both of those classes can still deal high burst to you, especially with their partners so spirit bond will not always be useful in that situation, and iron hawk can potentially save you more.  It’s situational in 3v3, but it can change games if you pick it at the right time.

Tier 4 - Focus
Thrill of the Hunt: In 5.4 hunters would choose between thrill for more consistent damage or Fervor for higher burst potential, and better synergy for Tranq Shot spam. However since Fervor has been removed and is now replaced with Steady Focus, I think all the other talent choices besides this one are garbage. Pick Thrill, cheap Aimed Shots are cool, and if those cheap Aimed Shots crit, you’ll lose almost no focus due to the Marksman leveling perk.

Tier 5 – Animal Companion damage
A murder of Crows: Drop crows on ‘em. This is one of our main and best burst abilities, so I’d take this ability pretty much all the time. It has a 1 minute CD in 6.0 and if you’re playing human that also means you can use it with your on-use trinket every time it’s up. Any target that dies with AMoC’s effect on them will reset the cooldown, so I guess that’s kind of useful if you use crows on a Water Ele or another Hunter’s pet, but I wouldn’t really do that often. Also it puts crows on people that eat their skull or something like wtf that’s op.

Blink Strikes: This talent was more useful in 5.4 for killing Shaman totems quickly, but even then I took Crows for the extra burst damage. Now the usefulness of this is even more limited so I wouldn’t take it.

Stampede: Well Stampede is a talent now and because you’d have to give up Crows for it I wouldn’t consider the tradeoff worthwhile. In 5.4 it was baseline to all Hunter specs so it was a lot more useful, but even then it didn’t do that much damage. The real utility of the spell came from the fact that Psychic Scream and Howl of Terror could only AoE fear 5 targets, so you could use this ability to prevent fears. It was also the same reasoning for using Snake Trap in PvP (glyph isn’t worth it as marks) since the trap would summon multiple snakes that could eat the fear for you or your team mates. However with Psychic Scream now having a 45 second CD, and Howl of Terror being on the same tree as Shadowfury and Mortal Coil, you won’t really be needing to use Snakes or Stampede to stop those fears, especially because the pace of the game has changed so that each of those fears aren’t as important as they had been in 5.4. Seriously though, giving up Crows sucks, so don’t take this talent. Crows owns. CAW CAW



Tier 6 - Damage
Glaive Toss: Short CD, instant cast, 15 focus, has an AoE slow and also does decent damage. It also will give you a quick way to proc ToTH. Make sure not to break CC with it as it is going to hit any targets in the way of its travel. I’d consider it cookie cutter because it’s the most reliable in the tree and gives you an instant cast that does solid damage, which is something MM could use now more than ever with the removal of Arcane Shot and now having Aimed Shot as our focus dump.

Power Shot: Does a little bit more damage than aimed shot. Also has a knockback attached to it, but I don’t consider it too useful since we already have glyphed Explosive Trap which is more reliable and stronger. It requires you to stand still while moving (of course aspect of the fox will let you cast it on the move). It also has a 45 second CD, so I honestly don’t consider this ability very good in arenas. It can be fun to mess around with, but I wouldn’t use it in any serious form of PvP.

Barrage: This talent provides pretty good damage I guess, but I just still don’t think it’s that great in arenas. Honestly I think it’s flat out terrible in 3v3 arenas. It’s channeled with a really high focus cost, so I just don’t see it as something you could use off Cooldown like you would in maybe a PvE environment. Those 3 seconds of you not really doing anything are not really too worth it to give up, plus it’ll break CC way easier than the other talents. I just don’t think it’s a reliable choice, and I think Glaive Toss is a better option overall for PvP. You’ll use glaive toss more and it’ll fit your rotation better.

Tier 7 – Level 100
Focusing Shot: NEVER USE.

Lone Wolf: I feel like this talent is a noob trap because I actually see a decent amount of hunters that PvP get excited for this ability. Giving up Roar of Sacrifice and Master’s Call is pretty terrible in an arena setting, especially in 3v3. The only time I’d choose this is very very very rarely when you are playing with a Rogue and trying to gib someone in the opener. If you don’t kill that target in the opener I feel the loss of RoS and freedom is detrimental and the amount of damage gained doesn’t make up for it.

Exotic Munitions: Overall, I don’t rate the level 100 talents that highly for Marksman. However Exotic Munitions can actually be really useful with the frozen ammo. Since your auto shots will apply a slow on the target you are hitting, you can now effectively permanently slow two targets as a hunter. The frost ammo will slow one target, and the other will be slowed by your concussive shot. This will be most useful when running with a Ret Paladin, as it provides an easier form for them to hit their target, and also for anyone else on your team that either has a weak slowing effect or a melee that will get controlled a lot. Frost ammo is also pretty solid in duels as it will allow you no to even use a GCD on Conc Shot when dueling a melee, and also 2v2s when your partner does not provide a slow. Other than that, poison ammo is what I would use if my melee (best example is a Rogue) is going to always have our kill target slowed. Incendiary ammo is useless, just use Frost or Poison.
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UNAVAILABLE ATM
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Professions are now unusable in Arenas and RBGs, but if you like World PvP, I’d go with Engineering. Its perks are fun and useful, especially nitro boots.
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I know a lot of people want to know what the absolute best way to gear, reforge, gem, talent, glyph, professions, etc. without having to go through a huge guide like this so I made this category dedicated to Hunters who I believe to be educated on the class and know how to personalize their Hunter to make it as deadly as possible. Here they are...
(Note: Some may be out of date and I cannot account for accuracy their setup)

· Yoske @ Tichondrius

· Huraka @ Sargeras

· Jellybeans @ Darkspear

· Dhorothy @ Tichondrius

· Souken @ Aegwynn

· Luddex @ Outland

· and mine Dillypo @ Tichondrius & Mophunter @ Tichondrius

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For the most part keybindings are fairly personal and are up to the individual to decide them. However I still will provide mine hoping that it can help people get an idea of what your bindings should look like.

Make sure to remember however that the way you set up your keybinds makes it so that using your damage or control abilities doesn’t impair your characters movement. Having fluid movement is extremely important on a hunter especially for kiting. I consider my bindings to be very good at allowing me to do those things. My spells are organized around my keyboard with my most important abilities being the easiest for me to hit. For fun here's what my hands look like while playing, taken from the 2014 NA Regional Blizzcon Qualifier.

Anyways, I’ll have my keybinds uploaded to this pastebin


But in the end do what is most comfortable and you'll have the most success.

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Hunter Melee X will most likely be strongest in WoD, but I cannot speak until 6.0. For now I’ll just list certain potential comps, and will list more detail on them with WoDs release

· Junglecleave – Hunter, Feral, Healer (mainly Priest)
· African Turtle Cleave – Hunter, Prot Warrior, Healer
· KFC aka Kung Fu Cleave – Hunter Arms, Warrior, Healer
· PHD – Hunter, Death Knight, Holy Paladin (Other healers can work too)
· Thugcleave – Hunter, Rogue,  Healer
· Cupid Cleave – Ret, Hunter, Healer (mainly Priest)
· KFCHi – Hunter, Windwalker Monk, Healer
· Beastcleave – Hunter, Enhance Shaman, Healer

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Note: A lot of macros will have 2x stopcastings in order to stop your steady/aimed shot casts immediately in order for you to use an instant cast.

Glaive Toss Macro

#showtooltip Glaive Toss
/stopcasting
/stopcasting
/cast Glaive Toss

Chimaera Shot Macro

#showtooltip Chimaera Shot
/stopcasting
/stopcasting
/cast Chimaera Shot

Kill Shot Macro

#showtooltip Kill Shot
/cancelaura Hand of Protection
/cancelaura Deterrence
/stopcasting
/stopcasting
/cast [nomod] Kill Shot
/cast [mod] Concussive Shot

· This Macro cancels Hand of Protection and deterrence, so I’ll press this macro even without kill shot being available in order to cancel my HoP or Deter so that I can attack. The modifier makes it so I can target concussive shot. The reasoning is that my kill shot is bound to 2, and I like having my Conc Shot bound to shift 2, so the modifier helps save bar space.

A Murder of Crows Macro

#showtooltip A Murder of Crows
/stopcasting
/stopcasting
/use 13 (If Human- make sure that’s your on-use pvp trinket) or /use Blood Fury if you are an orc.
/cast A Murder of Crows

Rapid Fire Macro

#showtooltip Rapid Fire
/stopcasting
/stopcasting
/cancelaura Hand of Protection
/cancelaura Deterrence
/use Blood Fury
/use 13 (Human on-use PvP trinket)
/cast Rapid Fire

Freezing Trap Macro

#showtooltip Freezing Trap
/stopcasting
/stopcasting
/cast Freezing Trap

Ice Trap Macro

#showtooltip
/stopcasting
/stopcasting
/cast Ice Trap

Explosive Trap Macro

#showtooltip
/stopcasting
/stopcasting
/cast Explosive Trap

Camouflage Macro

#showtooltip
/stopcasting
/stopcasting
/cast Camouflage

Aspect of the Cheetah Macro (spammable)

#showtooltip Aspect of the Cheetah
/cast !Aspect of the Cheetah


Concussive Shot Arena 1-3 Macro

#showtooltip Concussive Shot
/stopcasting
/stopcasting
/cancelaura Deterrence
/cast [@arena1] Concussive Shot

  · Replace arena 1 with arena 2 and 3. You’ll need 3 separate macros and keybinds for this. This will apply to the next few macros listed.

Counter Shot Arena 1-3 Macro

#showtooltip Counter Shot
/stopcasting
/stopcasting
/cancelaura Deterrence
/cast [@arena1] Counter Shot

Wyvern Sting Arena 1-3 Macro

#showtooltip Wyvern Sting
/cancelaura Deterrence
/cast [@arena1] Wyvern Sting

Focus Conc Shot Macro

#showtooltip Concussive Shot
/stopcasting
/stopcasting
/cast [@focus] Concussive Shot

Master’s Call Macros

#showtooltip
/stopcasting
/stopcasting
/cast [target=player] Master's Call

#showtooltip
/stopcasting
/stopcasting
/cast [target=DPS NAME HERE] Master's Call

#showtooltip
/stopcasting
/stopcasting
/cast [target=HEALER NAME HERE] Master's Call

· These are my macros for master’s call. The one that targets player will freedom yourself, and the other two are separate macros where I just put in the target as my partners for those roles. This will apply to the Roar of Sacrifice Macros listed next, so I won’t make the same note on them ^^


Roar of Sacrifice Macros

#showtooltip
/cast [target=player] Roar of Sacrifice

#showtooltip
/cast [target=DPS NAME HERE] Roar of Sacrifice

#showtooltip
/cast [target=HEALER NAME HERE] Roar of Sacrifice

#showtooltip
/cast [target=mouseover] Roar of Sacrifice






· The mouseover will RoS the target that you hover your mouse over, for those that are new to mouseover macros. I would not use this as the primary way for using RoS as it is a lot slower, but it  can come handy in BG’s where you are unable to put people in your macro.

Tranq Shot

#showtooltip Tranquilizing Shot
/stopcasting
/stopcasting
/cast [nomodifier] Tranquilizing Shot; [modifier:shift, target=focus] Tranquilizing Shot






· Tranq Shots your target without pressing a shift, and when you press shift it will Tranq Shot your focus instead.

Counter Shot   

#showtooltip Counter Shot
/stopcasting
/stopcasting
/cast [nomodifier] Counter Shot; [modifier:shift, target=focus] Counter Shot






· Works the same as the Tranq Shot macro above.


Deterrence Macro   

#showtooltip
/stopcasting
/stopcasting
/cast Deterrence

Trinket+Deterrence Macro

#showtooltip Deterrence
/stopcasting
/stopcasting
/use (PVP TRINKET NAME HERE)
/use Every Man for Himself
/use Deterrence

   · This macro will allow you to quickly get your deterrence off when you are in a full CC. I.e. if you’re fighting a rogue you’ll instantly use trinket and deter at the same time. Macros like this are extremely useful in preventing situations where you immediately get CCd on your trinket and get killed as a result.

Flare Macro

#showtooltip
/stopcasting
/stopcasting
/cast !Flare






· The exclamation prevents you from losing the targeting circle when spamming the key.


Feign Death Macro   

#showtooltip
/stopcasting
/stopcasting
/cast Feign Death

Binding Shot Macro  

#showtooltip Binding Shot
/cancelaura Deterrence
/cancelaura Hand of Protection
/stopcasting
/stopcasting
/cast Binding Shot

Wyvern Sting Macro  

#showtooltip Wyvern Sting
/cancelaura Deterrence
/cancelaura Hand of Protection
/cast [@focus, nomod] Wyvern Sting; [modifier:shift] Wyvern Sting

Disengage Macro

/#showtooltip
/stopcasting
/stopcasting
/use Disengage

Trap Launcher   

#showtooltip
/stopcasting
/stopcasting
/cast Trap Launcher






· Trap launcher is important to have keybound as there are many situations where you will want to place a trap on your foot with trap launcher deactivated or when you will want it to be active to shoot your trap at range.


.Focus Pet Attack+ Focus Pet Growl

#showtooltip
/cast [@Focus] Growl
/petattack [@focus]
/cast Dash

· This macro will make your pet growl your focus target which is good for killing shaman totems that are placed only in range of the shaman, but not in range of his team mates, making the shaman the only target that grounding can affect. Because of this you must use the growl on the shaman to kill the totem because using it on his team mates will not work. Also this macro is useful for keeping rogues in combat. Keep your pet attacking them all match long, and they will hate their life.





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With the implementation of OmniCC into the standard game as well as LoseControl, it is hard to really even say what Addons I’d say are extremely necessary, as every other addon is mainly something not required but just part of personal preference.

The only one I recommend that everyone use if they are getting into Arena at this point is Gladius. This addon is really useful as it displays arena frames 1-5 with trinket trackers on each person included, as well as a DR tracker which is very useful. It’s also pretty customizable so I’d heavily recommend using this addon when getting into serious arenas for the first time. The alternative to Gladius is sArena which just has a trinket tracket added into your default arena frames (however you can customize those frames and move them around with the addon).



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If any of you are like me, I learn the best from watching the best. I try to learn things from watching the best players, studying their play, copying it, and adding it into my own gameplay. I will update this list as more and more hunters appear in WoD. I’d also suggest that if you are going to be watching any of these streams, to try to watch every single one on a frequent basis because even in MoP when hunters were ridiculous I’d say all of these hunters had different playstyles and mained different comps, giving a wider range of gameplay to learn from. It’s important to note that any of the notes on these specific streams are only from MoP analysis, and are all possibly subject to change in WoD.


Twitch.tv/jellybeansxo – Attended regionals, multi r1 3k hunter as well, and one of my personal favorites on this list. However he often does not stream his hunter gameplay, and for the most part will just stream him screwing around and having fun with his friends whether it is on his alts, or he’s just playing on the Cata AT server. Regardless, I’d say his stream is worth a follow, and you can always try to check him out to see if he’s streaming his gameplay.

Twitch.tv/tonystyle – Another R1 Hunter as well, and at least for MoP I’d say Tony and I streamed their arena matches way more frequently than the other high rated Hunters who streamed. I’d recommend checking his stream out or mine the most (assuming that both of us are playing a lot, it’s not something you can be completely sure of when a new expansion comes out) as we have probably the biggest sample pools of gameplay for you to watch. Great chat interaction on his stream as well.

Twitch.tv/dhorothy – Multi Glad/R1 Hunter, will be attending blizzcon event as HLS. He doesn’t really stream his arenas too frequently, and for the most part he’ll just stream him doing 2s with trade chat pugs, but there are still things to learn from his stream. He interacts with his stream fairly often when questions are asked from what I have seen, just take note that he will not stream too often, but maybe there will be a change in that in WoD.

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#4239946 6.0.3: A Gladiator’s guide to Gladiator Stance

Posted Speedymart on 22 October 2014 - 06:26 PM

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


Overview

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

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



Rotation and abilities

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

Execute > Shield Charge > Shield Slam > Revenge > Devastate

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

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



Talents

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

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

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Tier One

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

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

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



Tier Two

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

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

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



Tier Three

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



Tier Four

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

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

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



Tier Five

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

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

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

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



Tier Six

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



Tier Seven

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



Glyphs

Must Haves:

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


Choose one:

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

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

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


Options:

Blitz: For triple rooting action.

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

Long Charge: More chasing potential for those slippery classes.

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



Races

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

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

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

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

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



Stat Priority

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

Strength > Crit > Haste/Mastery > Multistrike

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



Gems

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



Macros

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


#showtooltip intervene
/cast [@catflaps] intervene




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

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



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

#showtooltip 13
/use 13
/cast bloodbath


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

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



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

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



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

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




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


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



Wrap Up

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

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


#4239985 Wat is ur speed level

Posted Kettu on 22 October 2014 - 07:06 PM

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

Wat is ur speed level, duelists?




#4239181 warlock beta feedback & more

Posted brosearch on 21 October 2014 - 10:01 PM

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

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

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

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

Thx.


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

Posted Marshmellow on 21 October 2014 - 06:40 AM

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

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


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



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



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We have kept most of our general spells

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

Level 100 Tier - New Abilities

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

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

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

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



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

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




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

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




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




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



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

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

Twitch.tv/marshmellowzx- follow the stream

______________________________________________________________________________________

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


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


#4236133 MoP Arena-tournament

Posted Marshmellow on 18 October 2014 - 09:37 PM

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


#4222072 The Official AJ Vote

Posted BalanceRexxar on 01 October 2014 - 09:57 PM

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


#4221454 Don't queue US

Posted Regent on 01 October 2014 - 05:42 AM

Transfer Aborted: instance not found


#4191385 i miss the old days

Posted stalebagel on 14 August 2014 - 02:08 PM

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


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

Posted Primius on 27 March 2014 - 02:23 PM

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

http://imgur.com/pUdpOta

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

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

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

Yeah that is really balanced.

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

Stuff like this just shouldn't be allowed.

/flame on


#4036063 Fuck the state of the game

Posted Dreoras on 18 January 2014 - 11:06 PM




#4018729 super edgy thread of radical opinions

Posted Bigmoran on 25 December 2013 - 07:45 AM

idk what category to put this under

merry christmas to all u swines

anyway...here's some opinions i hold about the game/community

post ur responses/ur own radical opinions pls

1. no hunter is good at this game. they have the best defensive buff in game, most potential for cross cc. one of highest damage instant cast bursts. insaneparty buffs. but they all complain and claim that other classes are their overlords. l2p

2. dk's do too much damage. ur all big babies and liars when u claim u dont have sufficient defensive cds. blood presence is better than prenerf d stance. do damage u big idiots

3. min maxing stats doesnt actually make u better at the game and wont improve ur ratings

4. treeform is still good. u all went sotf cause starship did. it was as good last patch

5. most of u suck at using sotf

6. warriors are actually pretty balanced

7. they should bring back RoV. its infinitely better than blades edge

8. you should all stop qing 5s and play 3s again

9. wow is fun

10. if u play as healer dps in 2s and u pillar/play defensive, u should be banned

11. on a similar note, as healer melee vs healer melee in 2s, the optimal strat is for both dps to train each other's healers...abide by this rule pls

12. monks are actually gods but no1 plays them

13. most rshamans suck at using CDs effectively

14. do more damage and u will win more games

15. abolished should be banned from aj for being a bad troll

16. braindance is actually a swell dude...u should get to know him personally

17. braindeadly pretends to not care about this game yet makes endless videos/tweets bashing it.  what a loser

18. rep pls

.


#4014754 replacing legendary meta

Posted Korzul on 18 December 2013 - 12:36 AM

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

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

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


#4002031 Votlol Resto Shaman Guide (5.4)

Posted Votlol on 29 November 2013 - 11:11 AM

Votlol Resto Shaman Guide (5.4)

Introduction

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

Talents

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

Tier 1 (level 15):

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

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

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

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

Tier 2 (level 30):

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

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

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

Tier 3 (level 45):

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

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

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

Tier 4 (level 60):

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

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

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

Tier 5 (level 75):

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

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

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

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

Tier 6 (level 90):

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

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

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

Glyphs

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

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

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

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

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

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

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

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

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

Gemming / Stat Priority

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

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

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

Why is crit so strong?

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

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

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

Professions

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

Important Macros

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

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

Target Party 1

/target party1

Target Party 2

/target party2

Target Self

/target player

Target arena 1

/target arena1

Target arena 2

/target arena2

Target arena 3

/target arena3

Shear arena 1

/stopcasting
/cast [target=arena1] wind shear

Shear arena 2

/stopcasting
/cast [target=arena2] wind shear

Shear arena 3

/cast [target=arena3] wind shear
/stopcasting

Focus wind Shear macro

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

Focus Purge Macro

#showtooltip
/cast [target=focus] Purge

Focus Hex

#showtooltip
/cast [target=focus] Hex

Focus Frost Shock

#showtooltip
/cast [target=focus] Frost Shock


wind shear

#showtooltip
/stopcasting
/cast Wind Shear

purge

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

Addons

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

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

Comps

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

Tips

Rshamans VS Casters

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

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

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

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

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

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

Rshamans vs Melee Cleaves (tsg / kitty cleave)


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

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

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

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

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

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

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

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

NG

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

Rsham vs Rogue / Mage

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

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

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

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

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

"Countering" a mage

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

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

Cool spell effects xD

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

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

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

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

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

Juking

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

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

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

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

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

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

Funny jump juke

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

Unleash Elements

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

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

Positioning

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

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

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

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

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

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

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

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


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

Posted Bigmoran on 17 September 2013 - 09:26 PM



Bigmoran 4.20




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