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#4307748 Shit players who cry about Kidneyshot.

Posted HeyimJack on Yesterday, 08:02 PM

Combat has now been removed from the game.

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

#4297554 lots of people are profiting from this

Posted Esiwdeer on 13 December 2014 - 06:15 PM

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

#1 if you can't get into Ashran you can use your Stopwatch: make sure you're not queued, run into Ashran and start the Stopwatch as soon as the red word "Ashran" pops up to let you know your zone has changed.

Accept the queue right before your stopwatch gets to 22 seconds, it'll let you stay like you got in despite not waiting in the queue

this takes a few tries maybe, only good if you actually can't get into ashran. i did it on my first try but then couldn't do it for 5 tries and then did it again.

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if you turn in ONLY A FEW FRAGMENTS AT A TIME(the first option "turn in a few fragments" the lowest amount possible) to this druid ONLY WHEN HE HAS THE BLUE QUESTION MARK, NOT WHEN HE DOESN'T he gives you 125 rep per 5 fragments, essentially letting you get revered in like 45 minutes if you farm rare spawns or something

#3 if you convert your currency to brazilian reals or whatever on the battle.net store you can buy race changes or any other character service for like 40-60% off. i think race changes are 10 and faction changes are 12 something(USD)

certainly these 3 things will not stay in the game, but many people are doing it so i think everyone should be able to skip the rep grind the same

can't explain it better, sorry if you can't find it useful

regards to everyone else

#4285270 Bow down to the ret paladin gods

Posted Gebece on 04 December 2014 - 05:18 PM

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

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

#4284658 How are you guys dealing with disc priests?

Posted Berserkerx on 04 December 2014 - 01:08 AM

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

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

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

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

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

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

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

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

#4271926 Ice Nova

Posted Capstone on 21 November 2014 - 06:19 PM


i'd like to say a few things

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

#4266007 The Current State Of Ele

Posted Snodz on 16 November 2014 - 12:54 PM

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

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

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

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

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

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

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

My suggestions:

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

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

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

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

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

Tell me what you think!'

#4263268 WOD Launch Night

Posted drugdealerx on 13 November 2014 - 06:35 PM

ayy lmao

#4250113 (6.0.3) Jaime's Advanced Elemental Guide

Posted jaimex on 02 November 2014 - 01:11 AM

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

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

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

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

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

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

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

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In Warlords of Draenor Blizzard decided to nerf instant cc across the board resulting in a lot of classes losing their ability to CC without casting it, such as the removal of NS Clone and PoM Polymorph. NS Hex is no exception, and considering haste is no longer the best stat for Elemental, NS (Ancestral Swiftness) is no longer the best talent. Elemental Mastery is currently the best talent in 6.0.3 as it allows you to get as many casts out as you can in that short 3-6 second window of a partner stun. Echo is stronger later expansion when Ele will get better with more gear and Lava burst begins to matter a little bit more. Right now though, a large portion of our damage is from our mastery so Elemental Mastery is by far the best because it can also be used to heal or get some burst out quickly in that small window. I will discuss why lightning bolt is currently more important than Lava Burst in a moment at the 90 Tier Talents.

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

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UF is currently coming out on top over EB thanks to the recent buff to Lightning Bolt. In this buff they also incresed the damage of EB however the 20% increase on EB was not enough to make it hit harder than LB. LB right now is hitting far harder than both Lava Burst (LvB) and EB. The only spell combo that hits harder than LB is a unleashed LvB (with the unleash flame bonus). After that it is better to spam LB whenever possible.

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I don’t know for sure what is best at 100 just yet, we’ll have to wait and see but for now I think liquid magma has the best viability in PVP due to the lack of a cooldown and passivity. Storm Elemental seems pretty meh, considering it can be killed and Elemental Fusion just doesn’t sync with LB spam.

Mandatory Glyphs

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

Optional Glyphs

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

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

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

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

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

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Gemming and Reforging are gone from PVP in WOD! Woo! Only a few enchants are left, none of which I can find on WoWhead so I’ll update this section once WoD comes out and the exact pieces of gear which are needed and the best enchants become known.
For Pre-Patch, my ele, linked at the bottom of this guide, is geared optimally. At 100, the Stat Priority is as follows;

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

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

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

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


Tremor Totem
/cast tremor totem

/cast thunderstorm

Healing Surge Healer
/cast [@Mííxz] Healing Surge

Healing Surge DPS
/cast [@Saggyvagx] Healing Surge

Cleanse Healer
/cast [@Mííxz] Cleanse Spirit

Cleanse DPS
/cast [@Saggyvagx] Cleanse Spirit

/cast Grounding Totem

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

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

Wind Shear Target
/cast wind shear

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

/cast [@focus] Purge

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I’ll update this section whenever WoD is released and the metagame becomes a little more clear. Right now I predict Warrior / Elemental / Resto Druid or Disc Priest (Thundercleave) or Rogue / Elemental / Resto Druid or Disc Priest will be amongst the strongest comps for Elemental.

Armory Links;



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

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

Thanks for reading ^^

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

Posted ProdeGaming on 11 November 2014 - 03:22 PM

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

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

Posted Talbadar on 11 November 2014 - 06:21 AM

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Posted Ownu on 24 February 2014 - 04:59 AM

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Unholy Death Knight Guide (6.0.3)

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

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

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

Tier 1

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

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

Tier 2

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

Tier 3

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

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

Tier 4

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

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

Tier 5

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

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

Tier 6

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

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

Tier 7

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

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

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


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

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

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

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

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

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

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

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

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

Stats - Gemming / Enchanting / Reforging

Stat Priority


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

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


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

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


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


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


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


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

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


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


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


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


Heal Ghoul

/cast [target=pet] Death Coil

Casts Death Coil at your Ghoul, healing it.

Self Heal

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

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

Focus Death Grip

/cast [target=focus] Death Grip

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

Arena 1/2/3 Death Grip

/cast [@arenax] Death Grip

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

Arena 1/2/3 Chains of Ice

/cast [@arenax] Chains of Ice

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

Focus Strangulate

/cast [target=focus] Strangulate

Strangulates or Asphyxiates your focus target.

Focus Leap

/cast [target=focus] Leap
/cast [target=mouseover, exists][exists] Leap

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


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

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

Focus Mind Freeze

/cast [target=focus] Mind Freeze

Interrupts your focus target.

Dark Transformation

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

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

Dark Simularcum

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

Summon Gargoyle

/use 13
/cast Summon Gargoyle
/petattack [@target]

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

Pillar of Frost

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

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

Dealing Damage


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


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

Interface and Addons

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

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

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

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

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

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

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

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


#4253746 Most OP shizzle in WoD

Posted ysnakewoo on 05 November 2014 - 03:04 PM

View PostLolflay, on 05 November 2014 - 02:34 PM, said:


Compared to Pandas, Cataclysm was a masterpiece.

#4248250 Dilly's Hunter PvP Guide (6.0.3)

Posted Dills on 31 October 2014 - 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

WoD) All the changes of 6.0.


· 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.


· 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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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
/cast Glaive Toss

Chimaera Shot Macro

#showtooltip Chimaera Shot
/cast Chimaera Shot

Kill Shot Macro

#showtooltip Kill Shot
/cancelaura Hand of Protection
/cancelaura Deterrence
/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
/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
/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
/cast Freezing Trap

Ice Trap Macro

/cast Ice Trap

Explosive Trap Macro

/cast Explosive Trap

Camouflage Macro

/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
/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
/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
/cast [@focus] Concussive Shot

Master’s Call Macros

/cast [target=player] Master's Call

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

/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

/cast [target=player] Roar of Sacrifice

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

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

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

· Works the same as the Tranq Shot macro above.

Deterrence Macro   

/cast Deterrence

Trinket+Deterrence Macro

#showtooltip Deterrence
/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

/cast !Flare

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

Feign Death Macro   

/cast Feign Death

Binding Shot Macro  

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

/use Disengage

Trap Launcher   

/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

/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.


#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.


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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% (25% in RBG) 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.


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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Our mobility is absolutely horrendous at the moment, and after playing a bunch of games I've come to a couple of conclusions.

#1 - Use double time against mages (along with rude interruption glyph)
#2 - Use Warbringer against everything else (along with blitz glyph)

With so many classes having freedom, we simply cannot use anything else then blitz stun. Sure, it hurts our mobility but the utility that the stun brings is just so important at the moment.

Against mages I recomend going double time, as you need it to deal with both blazing speed and blink; along with any random novas you'll find yourself in. It can be used again ferals as well, but honestly the charge stun is still very important against them. Don't even think about using double time against ret teams. Ever.

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.


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.


Blitz: For triple stun/root 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.


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.

BiS Gear List and Upgrade Patch


Bonus armor items first. Then trinkets. Then follow the biggest score difference. Legs, then waist, etc. Use the vers/mastery legs as your off-piece mainset as it gives the biggest stat allocation.

Use the 680 legendary bonus armor ring as your second ring. Attempt to pick up scabbard of kyanos if at all possible, as it is very strong.

If you are in a mythic raiding group, any 690+ gear with an RNG gem socket is instantly better then the corresponding PvP slot.

Ironicly, all the set bonus pieces give the absolute lowest stat values except for the shoulders. This mean that late into the season, you'll want to have two sets of gear. One with the 4pc set for when you're being trained and get the free rage, and one running only 2pc for the extra stats in games where you're not trained.

Stat Priority

Bonus Armor = STR > Vers > Mastery > Crit > Haste > Multi

1 STR =  1 Bonus Armor. They both give 1 AP per point, except bonus armor gives % physical damage reduction which makes it a little better in a PvP setting. However, we do have a 5% str bonus passive, which means that it's a toss up if you want the very slight extra damage, or the much bigger physical damage reduction.

There's a couple pieces of offset that have bonus armor, so be sure to grab those as it's essentially bonus strength. Flat Str/AP increases are very noticable post stat squish.

These stat weights are based off the 50% nerf to crit & multistrike in PvP. It also reduces haste as there are significant periods of time where we're simply being kited.

Bonus armor - 4.39
Vers - 1.5
Mastery - 1.44
Crit - .98
Haste - .96
Multi - .85


Posted Image

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


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
/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.

/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 ok. Border-line overpowered good. I’ve been toying around with in for the last five months on beta, and it is the go-to an alright spec. 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?