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heaviMember Since 24 Jul 2010
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Posted hoodrych on 11 April 2013 - 07:10 AM
spell reflect and shield block that actually reduced melee damage are my two biggest gripes. warriors are so weak against casters inherently and a lot of that is spell reflect. no one ever complained about 10s spell reflect in arena, when the nerf happened people were scratching their heads. it's a well designed ability, you actually lose all your damage, have to manually switch 1h/shield and either get the spell you wanted or it could get eaten by a moonfire, but at least you had the option every 10s, and there was a penalty. now if spell reflect is used you pray to have leap or prepare to get blasted for 25 seconds.
i've hated colossus smash since the beginning, it adds so much more clunkiness to our rotation and makes bursting a joke. a lot of our play style is clunky now too, which just makes it not very fun to play (been that way for a while). won't even comment on shield wall since you covered that nicely. dying to physical damage faster then cloth is old, thats my second biggest gripe, armor pen or melee abilities that ignore armor just crush through warriors like nothing. it's a sad state when I die faster to a cleave then my warlock does, so much for armor.
ive played this shit forever and it's really awful to just not even want to play, i logged in to cap today and just got bored and didn't even bother, it's just not even fun because of zero utility and being forced to play a 3min slam machine, literally chaning a couple 90k slams every 3 minutes is our only saving grace.
lastly, i've never really played an alt seriously but ww monk is amazing. i know they aren't super well represented and our weak vs some stuff but so much more enjoyable then warriors. so similar to warriors in a lot of ways.. playing a class that has actual modernized cooldowns has really opened my eyes to how ancient warrior abilities are. perma mini colossus smash, baseline imp hamstring, more mobility, more useful defenses. idk...
Posted Veev on 11 April 2013 - 10:31 AM
One of the main reasons why Shield Wall is so bad is because of Seasoned Soldier. Change it to work with a shield and it'd be a start (still huge damage reduction from weapon damage).
It's been said many times before, but how reliant warriors are on Avatar burst isn't good for the class. We also lack some serious utility compared to rogues now. Make avatar baseline, nerf it to 15% dmg for 20 sec on 2m cooldown, and allow us to use Storm Bolt with it may be worth considering.
And I feel like warriors need some other strictly utility spell for peeling for their teammates. Maybe make mocking banner pulse a physical/magical intervene on nearby teammates every 5 seconds? The intervene would go to the warrior, so could steal a kidney shot or death coil meant for your healer if used properly (while still hurting the warrior, but allowing them to peel besides just relying on counter-pressure).
Posted Braindance on 11 April 2013 - 05:29 AM
The golden age
It pains me to say that, but no one can refuse that WotLK was by far the best era for warriors. 10 second spell reflect, charge and intercept, amazing damage, bladestorm, strong sword and board play. In retrospect it was a paradise - you had every tool you needed in your disposal. There were lots and lots of things separating a good from a bad warrior, mainly because of our skill set variety.
The current age
Through cata and MoP, we have been stripped of everything:
- Our defensive play relies on a passive skill and a ridiculous stance, without much action required from our part
- Niche abilities have been removed from our arsenal - intercept, shield block, baseline bladestorm
- The new rage system, while ideal for pve, is a total failure in pvp
- Many of our abilities are frozen in time since WotLK or even BC
Long story short, even though we are still viable, the playstyle plainly Sucks (with a capital s). All you do is damage. Getting trained? Go defensive stance and still do damage. Partner dying? Use a shockwave, throw a charge, do damage and hope for the best.
We are heavily dependent on long cooldowns.Sure, throwing heavy crits every 3 mins is fun, but it becomes quite boring after a while.
Shield wall is by far the most outdated, pathetic cooldown in the game. 40% damage reduction every 5 minutes - requires a shield. Let's take a look at the more fancy melee cooldowns of 2013:
- Icebound fortitude: 20% damage reduction, stun immunity for 12 seconds, 3 minute cooldown
- Combat readiness: 10% mitigation that stacks up to 5 every time you are hit by a melee or ranged attack, 20 second duration, 2 minute cooldown
- Cloak of shadows: no comment
- Anti-magic shell: no comment
- Shamanistic rage: 30% damage reduction, usable while stunned, 1 minute cooldown
- Survival instincts: 50% damage reduction, 3 minute cooldown
- Divine protection: 40% magic damage reduction, 1 minute cooldown
- Barkskin: 20% damage reduction, 1 minute cooldown
- They all have relatively small cooldowns
- They provides bonuses with minimal trade offs, allowing the user to stay offensive
Of course I am not implying that some of the classes with the above cds are better than warriors right now - they are not, but their weaknesses lie in various sectors and not in their defensive cds department.
A more involved playstyle
Changes have to happen, to make our playstyle more interesting, involved and, at the same time, less frustrating to our opponents:
- It is an affront to any intelligent player, having to play with second wind and a moronic, bloated, passive -% damage reduction. it is reminiscent of s5 dk playstyle in a weaker form. Make defensive stance a mere 10% damage reduction - bring back sword and board. 10 second reflect back - being "op" in rbgs was a joke in the first place
- The rage system has to change. Whilst the active component of rage gains is OK, the passive one blows. We used to be angry all the time with a glowing red bad underneath our healthbars when trained - now I can have a mage and an sp blowing their loads all over my screen and my character is calm like a lamb
- Introduce training protection - warriors ALWAYS had training protection either in the form of rage or enrage. I am not asking for a 25% enrage to come back, but rage MUST come back
- To keep pressure up outside of cds we have to use almost every global to do damage. We don't have the luxury of casting sheeps, or blinking all over the map to gain momentum. Therefore it is unfair to have hamstring fill 20% of our globals. Almost every melee has its slow integrated in a main attack - why is this not the case for us? Either that, or force all other melees to manually apply their slow every 6 seconds like we do. And 7 rage for a hamstring when your auto attack every ~3 seconds generates 12 rage IF in battle stance is a no-no
- Why are some of our most interesting abilities in the same talent tier? Why is safeguard in the same tier as mass spell reflect? Why is piercing howl not baseline?
- Berserk stance in pvp is almost entirely worthless. It is good for pve but it has 0 pvp usage - I've tried it countless times and it's so situational it's not worth wasting the 3 sec cds on stances
- Why do stances have 3 sec cooldown...?
Tell me what you think.
Posted Vanguards on 04 April 2013 - 12:52 PM
I've been asked quite a few times to make an Enhance guide on stream so hopefully this can help out! This guide is written mainly for players new to playing enhance in arena / PvP.
What changed about Enhance in 5.3 for PvP?
There were a few major changes to Enhance in PvP.
1.) Our damage has been buffed. Stormblast and Stormstrike deals 450% weapon damage up from 375%. Lava Lash deals 300% weapon damage up from 250%.
2.) We have more spellpower. Mental quickness converts 65% of our AP to SP instead of 55%.
3.) Our wolves are immune to root effects.
Many people ask me if Enhance are viable this patch. Viable is more or less an opinion, I'll let you decide after trying it! Enhance is not the most popular spec in the world, but it definitely has a few strong comps.
Talents in PvP are not always set in stone. Blizzard has implemented a system to let you know what you are fighting before arena starts. This lets you optimize your talents and glyphs to fight the opposing team. In the picture above I checked the most commonly used talents in bright yellow. The white checked talents are for specific situations.
Highly Recommended: Nature's Guardian
Nature's Guardian provides the best defensive boost for Enhance. Astral shift isn't bad, but the cooldown is too long for how long it lasts. Stone Bulwark is also a long CD and totem can be killed.
Recommended: Windwalk Totem
Any 3 of these talents are viable. What is best will depend on many factors such as your play-style, the composition you're running, and what you're fighting against. Windwalk Totem is my general recommendation because Enhance suffers from mobility. Nearly any team you see in arena will slow or snare you in someway. Windwalk Totem is really nice for this situation. Windwalk Totem also helps a Beastmaster Hunter's stampede.
Earthgrab is nice when you fight compositions that really need you to snare. An example is a death knight team without a freedom.
Frozen Power has a similar logic to Earthgrab. It's also really good when you play with a druid to Frozen Power someone into a Solar Beam.
Recommended: Totemic Projection or Totemic Restoration
Totemic Restoration can reduce your Grounding cooldown and also your Tremor cooldown. Your Tremor can be on a 34 second cooldown when you destroy your Tremor early enough.
Totemic Projection is amazing to make your Capacitor Totem truly useful.
Call of the Elements does not see a common use in arena unless it's going to be a short game. It's nice for 2s or other short games when you really want to bust out that double Tremor or double Freedom. Call of the Elements is also nice for RBGs in some situations.
Recommended: Any Talents
This is a talent tree where literally all 3 talents are quite useful.
Elemental Mastery is good for compositions that really rely on burst to win.
Nature's Swiftness provides nearly the same DPS as Elemental Mastery but in a non-burst way. The difference is you can get early pressure from using Nature's Swiftness on a hex for a team without waiting for your procs. It can also be useful with Elemental Blast.
Echo of the Elements provides an okay DPS boost through your lightning bolt. The biggest reason for this talent however is for the chance of giving out huge heals.
Recommended: Healing Tide
Conductivity is generally not going to be useful in PvP. Casting healing rain as Enhance is a really clunky mechanic. Healing Tide is not exactly the best healing in the world, but it provides the best Healing Per Second when you are not using Ascendance with Ancestral Guidance. I find it too weird to have to "Burst" to heal my teammates. Healing Tide is a totem that can be killed but to be honest with how little healing almost any of these talents to if an opponent takes the time to kill the healing tide it's almost worth it in its own way. Ancestral Guidance can also be nullified when you are CC'd. If you pop Ascendance with it you are almost asking to be CC'd.
Recommended: Any Talents
Elemental Blast could also be useful in very specific situations. It does provide the LARGEST burst when used with Ascendance. If you are going for some kind of one shot (example, 2s with a healer) it's quite useful. However for the most part I recommend one of the two other talents particularly in 3s. Unleashed Fury provides the consistent damage and also utility. It gives you a mini sprint when used with Frostbrand and also damage from Windfury through static shock.
Primal Elementalist is really nice against certain compositions such as Thug Cleave. It lets your Earth Elemental channel a 20% damage reduction + 10% more healing taken for you. Earth Elemental can also do a stun. The Fire Elemental also does insane damage through this talent. In a game with high up-time my Fire Elemental does roughly 800,000 damage before the effect ends. DO NOT USE this talent if you fight a team that can snipe your Elemental totems easily. Thug Cleave is a comp highly reliant on openers which is why it's rare to see them actually kill your totem especially if you try to hide it.
Similar to talents Glyphs should be adjusted to what you play and what you play against. In general I keep Healing Storm, Shamanistic Rage and Purge Glyph as my defaults in 3v3.
Healing Storm - Increases your healing by 20% per stack of Maelstorm. It can easily turn games around even in short games.
Lightning Shield - 10% damage reduction most of the time, incredibly useful for a squishy class like Enhance.
Shamanistic Rage - Use this against Mage and Affliction Warlock teams. Use this against Paladin teams that keep stunning you. Can also be useful against any other magic damage dealing teams like Shadow Priests.
Purge - Useful for really saving some of your globals, but if you get unlucky you can be stopping yourself from purging useful buffs. Use when you are not the only purge / dispeller on your team.
Capacitor - Useful for teams where you can keep Totemic Projection and you are afraid they may snipe your 5 second charge time totem.
Hex - Reduces your hex cooldown by 10 seconds. Extremely effective against teams with no curse dispel or only one curse dispeller.
Spirit Walk - Reduces your Spirit Walk CD by 25%. Nice for teams where you need to keep kiting or if you get heavily kited.
Ghost Wolf - Makes you run at 100% even when you are slowed when using Ghost Wolf. Similar logic to Spirit Walk glyph but in a more consistent manner.
Feral Spirit - Makes your wolves heal you for more. Good for short duration games where you need those extra heals.
Lava lash for teams where your Flame Shock dot can break CCs.
Gems / Enchants / Stats
Priorities for Stats:
3% Hit>3% Expertise>Agility=Resil>Mastery=Haste>Crit>PvP Power>More Expertise>More Hit>Other
Resilience has been changed in PvP in 5.3 in terms of gemming. I recommend most people to gem Agility, but resilience is still very useful when you get trained (which isn't uncommon as Enhance).
"There's a common misconception that PvP Power negates Resilience. This actually isn't true because Resilience is factored in after PvP Power in a sense. Lets say a Frostbomb hits for 100,000. With 50% PvP Power it hits for 150,000. However, if a person has 50% Resilience, it would hit for 75,000 in the end.
Now lets pretend the Mage gemmed more PvP Power and the target gemmed more resilience. The PvP Power became roughly 60%. The Resilience became 55%.
Frost Bomb not hits for 160,000, but with 55% Resilience it hits for 72,000. This is not the exact PvP Power to Resilience scale; but that should give you the picture that Resilience = generally more damage reduction than PvP Power's increased damage point to point with full PvP Gear.
edit: In the end you can't just go one way or the other for everyone. If you play a class like Enhance Shamans, gemming Resilience is probably smart since they get trained over half the time. If you play a class like Warriors, it's probably good to use PvP Power against non-Casters and Rogues."
If you have enough conquest points it's probably best to have 2 sets ready. Wear the set depending on if the team is going to hit you or not. However with the upgrading gear factored in this season it's going to be a lot harder to do this."
You should always reforge for Hit and Expertise cap rather than gemming for it. This way you can get more mastery, and other useful stats.
I go with Mastery>Haste>Crit on my Enhance. There are other Enhance Shamans that go Haste>Mastery>Crit. Haste provides the most raw DPS boost when you have good up time. It also provides you with more maelstrom procs for increased utility. However I prefer Mastery due to the increased burst in Ascendance and also I believe Enhance Shamans have one of the lowest up time as a melee in arena.
Meta - 216 Agility / +3% Crit Damage or Tyrannical Meta Gem (Having 2 sets of gear ready is recommended), Agility gem still provides more damage than the PvP Power from the Tyrannical one.
Red - 160 Agility
Yellow - 80 Agility / 160 Mastery
Blue - 80 Agility / 160 PvP Power
Get 3% Hit Cap
Get 3% Expertise
Get the off-stat off your choice. I recommend Mastery>Haste>Crit.
Head - None
Shoulders - 200Agility / 100 Crit
Back - 180Hit or 180Crit
Chest - 200 Resilience
Wrist - 180 Agility
Hands - 170 Mastery
Legs - 285Agility / 165 Crit
Feet - 140Agility / Run Speed
Weapon - Dancing Steel on main hand. Tyrannical Weapon Enchant on off-hand, 400PvP Power / 200 Resilience / Disarm Reduction.
For main-hand use Windfury.
For off-hand use Frostbrand. Flametongue and Rockbiter are also possible choices.
Why Windfury? It provides the most DPS. You should always have 1 weapon imbued with Windfury.
Why Frostbrand? Your 4 piece PvP set makes your lava-lash hit 40% harder with Frostbrand (a similar effect on flame tongue.) Frostbrand also allows you to slow your enemy and possibly sprint. Flametongue still however does more damage than Frostbrand in general. Rockbiter provides damage reduction.
Blacksmithing is really good since it can give you Resilience. Jewelcrafting also can give you Resilience. These profession gives you choices on what to use.
What rotation do you use in PvP?
There is no "specific" rotation in PvP.
The best I can give you is this in terms of a PvE Damage Rotation:
Unleash Elements on CD if you are using Unleashed Fury.
Keep Searing Totem or Fire Elemental Totem up.
Cast lightning bolt when you have 5 stacks of Maelstrom (unless you want to save it for a Hex or to Heal).
Stormstrike>Refresh Flame Shock>Lava Lash (Save for 5 stacks if you want to burst)>Earth Shock (or Frost Shock for slow)>Lightning Bolt when you have less stacks or getting kited.
Everything is situational.
2-Hand Enhance Shaman?
2-Hand Enhance Shaman actually provides the most insane Stormstrikes and Stormblast. However, you can't Lava Lash with a 2-hander. You could potentially swap to 2-handers when you use ascendance for the largest possible burst. However, with how gearing scales now I no longer recommend doing this.
Macros / Keybindings?
Macros are largely personal preference. I prefer using @party1 and @arena1 kind of macros. Some players do it differently. Do what works for you!
Macros I use, and the keybinding I use with it:
` = Start Attack with Unleash Elements
/startattack /cast Unleash Elements
Mouse 4 = Cancel BOP
/cancelaura Hand of Protection
Ctrl + D = Burst Macro
/cast Blood Fury
/cast Elemental Mastery
/use Tyrannical Gladiator's Badge of Conquest
Shift + F = Solar Beam
R / T / Y = same as my Ret, /focus @arena1 / @arena2 / @arena3
F = Wind Shear Arena 1
/cast [target=arena1] Wind Shear
G = Wind Shear Arena 2
/cast [target=arena2] Wind Shear
H = Wind Shear Arena 3
/cast [target=arena3] Wind Shear
Alt E = Frost Shock Arena 1
/cast [target=arena1] Frost Shock
Alt R = Frost Shock Arena 2
/cast [target=arena2] Frost Shock
Alt T = Frost Shock Arena 3
/cast [target=arena3] Frost Shock
Alt F = Cleanse Spirit Party 1
/cast [target=party1] Cleanse Spirit
Alt G = Cleanse Spirit Party 2
/cast [target=party2] Cleanse Spirit
Alt S = Healing Surge Party 1 Macro
/cast [target=party1] Healing Surge
Alt D = Healing Surge Party 2 Macro
/cast [target=party2] Healing Surge
Ctrl + Z = Rockbiter Macro
/castsequence [@none] Frostbrand Weapon,Rockbiter Weapon
Ctrl + X = Focus Frost Shock
/cast [target=focus] Frost Shock
Ctrl + A = Focus Windshear
/cast [target=focus] Wind Shear
Ctrl + S = Focus Purge
/cast [target=focus] Purge
Alt + X = Focus Hex
/cast [target=focus] Hex
Shift + Q (When using Totemic Restoration = Tremor + Destroy Tremor)
/click TotemFrameTotem1 RightButton
/cast Tremor Totem
As said with almost everything, Macros have a lot to do with personal preference. You can also use modifiers for different skills in your macros. Use these only as a general guideline and form your own macros!
Gearing for PvP
You can basically use all the PvP Gear and you'll do great. Some PvE gear is quite nice, such as gear with 3 sockets or PvE trinkets.
Generally of course you would use the trinket that removes all impairing effects.
For your second trinket, I recommend the proc trinket or on-use trinket. Why proc trinket over on-use possibly? On-use is good for set-up based. You get the burst when you want it. However, proc provides MUCH more damage. It gives roughly ~1000 more agility and it's on a lower cooldown.
Stormstrike before you Ascendance in general. Stormblast is not on cooldown after you stormstrike. This can give you some extremely scary burst.
Totemic Restoration is insane against teams with a consistent fear such as Priest or Warlocks. Use it with the Tremor macro I provided.
Unleash Elements kills grounding totem.
As with many hybrids you have to pay attention to your healers more so than most DPS classes!
Enhance PvP Stream
http://Twitch.TV/VanguardsTV - My (Vanguards) Twitch.TV Stream! Be sure to follow!
Enhance PvP Videos
Check out these channels. I make Enhance PvP videos from time to time.
Thanks for reading, I hope this helped you out. Post any other questions you have! If you have specific questions for me, try posting them on my facebook page or tweet them to my twitter.
By Vanguards / Sam
http://Twitch.TV/VanguardsTV- Stream (Follow to know when I'm live!)
http://twitter.com/VanguardsTV - Twitter
http://facebook.com/Samk920 - Facebook
http://youtube.com/SamK920 - YouTube Videos
Posted Hazzah on 25 February 2013 - 09:30 PM
Apparently there were copyright-issues on youtube, so for now this link should suffice.
Don't shoot the messenger.