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Offline Last Active Apr 06 2014 09:19 AM

#4084168 Glinks 1

Posted Ayrasaurus on 21 March 2014 - 07:33 AM

Now I'm not trying to be a cunt but, wow that's mop hunter at a rank 1 level?

Atleast i now know why everybody was crying while i ran about as KFC :3

#4072852 warrior in s15, r1 viable?

Posted Nekracy on 06 March 2014 - 09:57 PM

Is this a joke? lol

#4071880 Jaime's Advanced Warrior 5.4.7 Guide

Posted Okayenhance on 05 March 2014 - 02:39 PM

To the people flaming jaime for apparently interrupt hacking in the past.

One of the major things discussed in that thread that i'm sure MOST of you have read (dont be an asshole) is how we (apparently arenajunkies) needs more guides for the noobshits that lurk here.

This is one of those guides. If you don't like jaime then go the fuck away. Don't read his guide. As i'm writing this there are 19 guests reading this post, meaning clearly it's informative enough for them.

I don't care what you think of him, he actually provided something to bring more people to our dying community. Better than you in that regard.

If you can't say something nice then say nothing at all and fuck right off.

To Jaime: The guide needs a bit better formatting. Try using bullets, or possibly different fonts for your comments about the sections.

#4071245 Rhee's Resto Shaman Guide!

Posted Rhee on 04 March 2014 - 06:17 PM

Rhee’s Resto Shaman Guide (5.47)

Hi there! I’m Rhee the shaman, and while I’m pretty new to the PvP scene of WoW, I believe I have found success in the shaman perspective of arena combat, allowing me to have ethos for a guide!

My first ever arena season was Malevolent season, where I played a hunter to around 2200 rating. Watching popular shaman streams like Flubbah, Kollektiv, and Cdew inspired me to play one!

My first season as a shaman was Tyrannical, where I found some success – achieving 2400+ rating as shatterplay – but I had to AFK mid-season, which resulted in an absence of any titles. First full season was Grievous, where I achieved 2600 rating and R1 playing numerous comps, and I was very privileged to play with many talented players to get to this level.

Enough talking, lets get to business!


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This is pretty much the “Cookie Cutter” talent build to be an effective shaman. With the exception of the level 30 and 45 talent choices.

I’ll provide a rule of thumb, where you SHOULD swap out the “Cookie Cutter” talent for the circled ones above, and explain why.

Use Earthgrab Totem VS Rogues, or Warriors, or Monks, or DKs (Who are NOT paired with a Mage)

Ex) Monk / Spriest / Shaman

  Ex) Rogue / Warlock / Shaman

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When used effectively, Earthgrab totem can save your life when the enemy players attempt to make a swap on you.
It disrupts the melee from making contact with you, buying you precious time to react appropriately. And it also disrupts the enemy team’s offensive cool down coordination. While the caster can still hurt you with his cool downs, the melee will have to suffer delay on his cool downs.

Against rogue / warlock or shadow priest teams, you can drop this totem when the rogue attempts to make a swap to you with a vanish or a step + shadow dance combo. It pulses, so dropping it when you know that the rogue is running at you with vanish up will root him in stealth when he gets near you, hopefully wasting his dance or shadow blades uptime.
Against warrior or monks + caster teams, it’s a lot easier to make use of this totem as you can visually see the swaps. Simply drop it when the monk or warrior gets near you and ghost wolf away!

I NEVER swap out Windwalk Totem verse any mage compositions because the freedom aura is simply too good for defensive and offensive reasons. Even against Rogue + Mage, I suggest you use Windwalk even though Earthgrab is extremely potent against Rogues.

Totemic Projection
This level 45 talent is really up to you. I personally never spec into it because my logic stands that double healing stream, grounding, tremor, freedom, and earthbind are just too good to give up.
However, when used effectively it can help your team out tremendously as you have absolute control of your totems.
If your team can use more CC, “throwing” Capacitor Totems can help your team out in that aspect.
Most shamans do not go this route, but Burbery, who is an extremely successful shaman always specs this, and is really known for this play style, so don’t be scared to try it out and adopt it.


These are set as my “Default” glyphs, and I’ll briefly go over the reasoning beyond them and when I switch glyphs out for specific comps.

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Glyph of Totemic Vigor: This glyph basically protects your totems from being easily destroyed, but keep in mind some melee like warriors can destroy it fairly easily. It complements Healing Stream Totem well since its your largest source of healing, and protects it from being one shot.

Glyph of Ghost Wolf: Basically allows you to kite well when enemies target you. Shamans get targeted a lot, and this glyph is a must have when it comes to kiting and surviving.

I will rarely switch these two out, as I believe they are needed for my own survival.

Situational Glyphs (That I swap Healing Stream Glyph for)
I will only swap out Healing Stream when there isn’t a mage, ele shaman, or death knight on the opposing team.

Glyph of Capacitor Totem: Great glyph to use against cleaves that will hit you mainly. Extremely potent against double melee teams as the stun is easy to land.
Tip: This glyph with Earthgrab Totem is a secret weapon of mine when it comes to dealing with melee + caster comps that will try constantly to make a deadly swap to you.
Ex) Against Rogue / Warlock, drop Earthgrab Totem first for the root when the rogue connects with you, step forward a bit, then drop Capacitor Totem so the rogue is not in range to kill it. Watch him get helplessly stunned and then smile since you lived!

Glyph of Cleansing Waters: Okay glyph to use against DoT cleaves such as Boomkin / Warlock / Healer, or Ele Shaman / Warlock / Healer. The small heal scales with vigor so try to keep riptides up on your whole team and this glyph can go a long way when you need to dispel Unstable Affliction.

Glyph of Hex: Okay glyph to use when the other team does not have a de-curse for your hex, or if your team is lacking CC. I don’t use this glyph that much because usually I will be occupied enough to have Hex back off cooldown when I really need it. But it can be extremely effective if your partner’s CC is roughly on the same cool down as Hex with this glyph.


People ask this all the time when I tune into fellow resto shaman streams. But the point is that it really does not matter, and you should test different stats out as I did to find your niche. I’ll go over some popular stat choices.

Pure Crit: Crit rating scales extremely well with shamans because our heals tend to be only potent when they crit. Also, a riptide provides us with a crit bonus for our next two healing surges, so crit rating scales well in that sense as well. We also get mana back when we crit heals!

Pure Intellect: The theory behind this stat choice is so that when you don’t crit, that your heals actually move your partner’s health bar. I rarely see shamans go this route anymore because the amount of crit rating you lose is not really worth it.

Mastery: Some shamans will pick up mastery as their main stat, not really common, but there are successful shamans who go this route. Our mastery basically makes us heal more when our partners are lower, which scales well in my opinion with your passive healing through totems.

My stats revolve around intellect, crit, and spirit. I found that as full crit I sometimes go OOM due to RNG. If I crit, I will top someone off, but if I don’t my healing surges won’t do anything, forcing me to spam surges that quickly burn my mana. So my theory in this build is to have some intellect and spirit to compensate when I don’t crit at all. I’m extremely comfortable with the amount of healing I do when I don’t crit, and I’m never OOM during my arena games, even when it goes to dampening. Also, I like intellect for passive healing via totems since they do not have a passive crit modifier like healing surge.

But… do what you want! Test everything out and see what you like. I think I’ve tested every possible stat combination out there, and this is what I found to be most effective to my play style.

-How to be an effective Resto Shaman-

Shamans are great when it comes to keeping their team-mates up with potent healing and support. Our toolkit, mainly Wind Shear, Grounding Totem, Windwalk Totem, and Tremor Totem allow our partners to stay out of CC and sustain offensive pressure by disrupting the enemy team.

However, Shamans are weak when it comes to survival and you will always be the weakest link of your comp. Shamans are pretty much susceptible to death in any given moment to any given comp. Therefore, you will need to build the skillset of surviving on top of having effective grounding totems, shears, and the like.

Rule #1: Always pretend you are in trouble.
- As I’ve stated before, we are susceptible to death at literally any given moment because we have no defensives while stunned or silenced.
- Learning to be defensively aware should be your top priority.
- Get in the habit of keeping a mental timer on enemy stuns and silences.
- Get in the habit of constantly checking enemy positioning vs yours. As you get more experience you will able to tell easily when the enemy wants to push up for a swap if you position yourself adequately.

Rule #2: Learn to be preemptive
- Our major defensive cool downs require us having to trinket, so learning not to trinket by being preemptive will substantially increase your chances of survival.
- Practice swapping Earth Shield + Riptide before you get swapped to. It can be hard at first, but trust me even the smallest things like this can go a long way for your survival.
- Practice dropping totems preemptively before the enemy team swaps on you. A fresh healing stream will do wonders before a swap lands, and a healing tide will be even better too.

Rule #3: Don’t panic
- Once you get the hang of managing your defensives and get used to the overall damage of arena, the panic will go away when scary swaps come, but I feel like this is often so easily overlooked when I watch other aspiring shamans.
- If you don’t panic, and look at exactly the offensive cool downs of the other team, you won’t waste unnecessary defensives, and therefore increase your time of survival.
- Using your trinket inefficiently and in panic will most likely lead to a loss.

Rule #4: Have a strong presence
-  Opposed to other healers like Resto druids, Hpals, or even Monks, Resto Shamans lack CC as our Hex is on a fairly long cooldown.
-  Effective healers (druids, hpals, monks) abuse their ability to CC and definitely pronounce their presence in the arena.
-  Mediocre shamans have a defensive mindset because they think our class lack the tools to have a strong presence. Top tier shamans use everything to their advantage (shocks, shear, hex) to disrupt the enemy team and declare their presence.
-  Don't waste your hex. Try to look for certain situations so that your hex actually does something meaningful and affect the outcome of the game. An example is to look for hexes on the off-target when the enemy player able to decurse is stuck in a minor CC, even something like a DR stun. Its great to hex an enemy mage's partner especially if he is being heavly pressured because it uses the mage's global. You can also hex to stop important casts when your wind shear is on CD. Hexing a enemy healer when he is low is EXTREMELY potent and not used often. The damage threshold to break a Hex is actually pretty high.
- Look for situations to land a capacitor stun. I always look for a situation to land a triple capacitor if the enemy team is stacking up defensively.

Our Defensives (Listed with importance)

Spirit Link Totem
PvP Trinket
Healing Tide Totem
Healing Stream Totem
Ascendance / Aura Mastery
NS or Ancestral Swiftness

The idea here is to generally use certain defensives first before using the others as each provides higher percentage of survival. With the exception of healing stream of course as you should be using it almost off-cooldown. Its up there due to its potency as a passive healing source.

So, you should look to use NS frequently when the enemy team has ways to interrupt your cast or when your teammate is hovering around 30~50% for a quick heal. Always look to Unleash Elements into a NS Greater Healing Wave, as NS without Unleash won't heal for anything.

Tip: Against teams that are not spread pressure, but rather single target killers, you can use Ascendance before you NS for the extra heal to guarantee that they will most likely be topped off.

Tip: Against teams with obvious patterned CC like Hunter / Melee / X, you can Ascendance before you get put into a scatter shot, and the healing bonus will be applied to HoTs you have active on your partners. Sometimes against hunters I'll just pop ascendance before I know I will get Scatter Shot and throw an unleash riptide on my partner, and they will have a huge HoT when I'm CCd.

Tip: It is FINE to Unleash Elements + Riptide! Its extremely effective when you need a quick heal before you know you will be CCd because it can crit for around 50k, and provide that big HoT. Its super effective verse spread pressure teams, and I believe its one of the most underrated spell combos shamans can do.

Always try to preserve your PvP trinket by coordinating partner cool downs first as the absence of your trinket just makes you a juicy target for 2 whole minutes. I generally like to hold my PvP trinket until I have to Spirit Link, but of course it all depends on the situation.

The general rule of thumb is that when you use your PvP trinket, use a defensive following right after it.
Some examples are:
Trinket -> Spirit Link Totem
Trinket -> Healing Tide
Trinket -> Aura Mastery w/ Ascendance

-Useful tips-

Grounding Totem is your best friend when it comes to survival. Spam grounding totem when you are stuck in a stun like deep freeze in an attempt to ground the silence effect that is always followed up.

!!: Grounding Totem will only ground magical effects like Counterspell, Spell Lock, and Silence. Won't work for a rogue garrote. You can also spam Aura Mastery during your stun so that when the effect expires you can immune the silence effect.

!!: In certain situations, you can use grounding totem as a cover from magical interrupts to get a cast off. Do this when in a do-or-die situation (when you obviously don't have aura-mastery). Just drop grounding and cast, and hopefully you can ground windshear or a CS.

If your PvP trinket is on cooldown, and the enemy is obviously trying to kill you soon, and your teammates are out of utility, it doesn’t hurt to be “clutch” as it will most likely pay off.  Try to preemptively spirit link, healing tide, healing stream, tremor to increase your chance at survival because once that stun lands you are most likely dead anyway.

Earthgrab Totem is your best friend verse melee caster comps (without a mage) that are constantly looking for a swap to you. Abuse this totem to disrupt enemy melee cool downs. Extremely potent vs. rogues, DKs, and monks.

Abuse your shocks and I mean it. Earth Shock decreases physical damage done by 10%, Frost Shock slows enemy players, and Flame Shock can be used for reflects, and dark sims. This is probably the most distinguishing characteristic between a successful shaman and a decent one.

Purge will get rid of enemy shaman’s grounding totem or any other similar effects.

Wind shear will “eat” the reflect effect of warriors, but its better to flame shock so that your shear can be used for a cast instead.

If you shear a mage on a polymorph cast, just hex his ass (mage can’t use Counsterspell if you lock them out on poly) if your hex isn’t that crucial to your team’s CC. Often times, mages will just cast a ring of frost after the lockout and you can’t do anything about it. So hexing to stop a cast is extremely good.

Try to fake Counterspell from casters with a casted hex instead of heals. I found that in my experience casters tend to respond with CS for hex rather than a heal.

You can use Call of the Elements (“Totem Prep”) when you are silenced or kicked. Something you can do to save time during a lockout if you see that all your totems have been used.

Memorize the totem placement pattern.
Fire totems don’t matter, but be wary that your Earth Totems drop on your front-right, your Air Totems drop on your bottom-left, and that your Water Totems drop on your bottom-right.
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Learn to hide your healing streams behind pillars as decent players will always look to kill them. So just position yourself so that the pillar is behind you to the right and drop a healing stream, which will hide it from enemy LoS. Healing streams work through walls and z-axis too.
- On a map like Blade's Edge with z-axis, you can drop your healing stream or healing tide underneath the bridge to protect it from being killed and it will heal your partners up top.

Since you know that your Tremor Totem (an Earth Totem), will drop on your front-right, make sure to position yourself to get your partners out of fears or wyvern stings since the range on Tremor is only 30 yards. I’ve seen many shamans “miss” their tremors because its not in range, and weren’t aware of the totem’s position.

Same with your healing stream, you can hide your Grounding Totem against hunter teams to protect yourself for 20 seconds from getting trapped. Same logic, hide it behind a pillar so that you are the only one getting protected from the grounding aura, while your partners are pushed up.

Last but not least. Now you know that your Spirit Link Totem will drop on your bottom left, you can “aim” Spirit Link to make sure your partners will get the health distribution.
Ex) Your partner is a bit far from you, and requires spirit link to survive. You run towards him, and you can jump, and rotate your camera around, and strafe in the air so that your left backside is facing your partner to guarantee the Spirit Link to “hit” your partner. This will allow you to link faster since you won’t have to run to him as much. I essentially call this “throwing your link”.

If you are like me and play with around 200 ms never try to shear fast clone or an Unstable Affliction cast unless it’s preemptive.

Against resto druids, study their movement and try to save your grounding. They usually jump or strafe around when hotting because lolinstant, and will usually stop in place when attempting to go for a soul of the forest cyclone or heal. I usually ground quite a few SotF clones vs druids.

If you need to prep your totems for another tremor, make sure to just use and drop all your active totems like earthbind, freedom, grounding, healing stream, and even capacitor. Wasting any of the above is a big no-no. Sometimes I land random Capacitors with this strategy.

Against a rogue, never trinket the first stun unless you want to spirit link, or if you are at the stage of the game where your defensives are limited or you are likely to die. The idea is to trinket the DR stun and then use your aura-mastery to immune the garrote. Be wary though, rogues will triple DR stun you for a kill.

A rogue will always try to gouge your aura-mastery heals. Just pop it, and run the direction the rogue is facing, also spin your camera around like a maniac if you think he is going to sprint or step gouge.

Drop your fire-elemental totem early vs. a rogue to keep you in combat, and thus protect you from saps.

Don't waste healing-stream by just dropping it off-cooldown. Its best to try to drop it before the next CC lands on you so your partners have the stream to heal them while you are CCd. Same logic goes for Healing Tide. I always try to healing stream or tide (based on enemy offensives used) before I get stuck in a long CC chain, so against a hunter I will try to drop these before he even lands the scatter shot, which will be followed up by another stun or a freezing trap, into a silence.

Learn to have a habit of constantly purging. It will improve you tremendously as a resto shaman. Keeping a mage “clean” of buffs will allow you to sometimes instantly purge Presence of Mind, or Alter Time. But learn to be mana-efficient with it as well, purging is high mana-cost.

Use Mana Tide early, and not when you are at 10% mana. 50% to even 70% is a good threshold to pop it when your healing stream is on cool down.
Look for early drinks constantly if your team has the upper-hand in terms of pressure and defensives. Once you leave combat, drop a healing stream, a mana tide, or even a healing tide before spamming your water button. The totem will drop and you will be allowed to drink.


Some macros that I believe are essential as a resto shaman.
Replace the 1 with 2 and 3 for arena 1~3 macros that will aid you.

#showtooltip wind shear
/cast [nomod, target=arena1] wind shear
/cast [mod:ctrl,target=arena1] hex
/cast [mod:alt,target=arena1] frost shock
- Doesn’t have to be this format exactly, but just have your wind shear, hex, and shock for arena 1~3 bound.

#showtooltip Cobo Cola
/click TotemFrameTotem2 RightButton
/use Cobo Cola
- Destroys your fire elemental totem to go for drinks

/cast [@arena1] Flame Shock

/cast [@arena1] Earth Shock

/cast Grounding Totem

/cast [@arena1] Flame Shock

#showtooltip riptide
/cast [nomod] riptide
/cast [mod:ctrl, @player] riptide
- I have self riptide bound so that I don’t have to waste time swapping targets to pre-hot myself before a potential swap.

#showtooltip Water Shield
/cast [nomod] Earth Shield
/cast [mod:shift] Water Shield
/cast [mod:ctrl, @player] Earth Shield
- Same concept as above for earth shield.

#showtooltip Ancestral Swiftness
/cast ancestral swiftness
/cast blood fury
/cast greater healing wave
/p NS!

/script function CompactUnitFrame_UtilShouldDisplayBuff(a,b,c)local _,_,_,_,_,d,_,e,_,f,_,g=UnitBuff(a,b,c)if UnitAffectingCombat("player") then return (e=="player" or e=="pet") and not f and d > 0 and g; else return g end end
- The above script shows your water shield on default raid party frames.


I feel like many beginners tend to clutter their user interface with a lot of information because they are not comfortable with their level of awareness yet. However I strongly recommend keeping it as simple as possible. Using addons is fine to start off, but don't go overboard with it and start with one at a time to get used to them.

Try to keep your field of vision clear so that you can start to be aware of enemy positioning as well as yours and your teammates'.

This is my UI, inspired from Kollektiv's that grants me good field of vision, focus buffs / debuffs, targets buffs / debuffs, my totem frames, and arena 1~3 cast bars.

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I hope you have enjoyed the guide, and if you have any questions don’t hesitate to message me in-game Rhee-Tichondrius, I’m always willing to help out or message me on twitch at username Rhee1.

Resto shamans are a great class once you get used to its weak points, and is definitely one of the most constantly effective and potent healers in 3v3 arena.

I don’t stream unfortunately, but you should check out these streams for high level shaman content that you could learn a lot from. Practice and watching streams is how I progressed pretty fast too.

Cdew – twitch.tv/cdewx
Flubbah – twitch.tv/flubbah
Takenotezz – twitch.tv/jakenotezz
Eeluminati – twitch.tv/eeluminati
Kaska – twitch.tv/kaskatv

These guys seriously rock, and studying their globals, and trying to adopt them into your play style or imitating them will seriously improve your level of play in no time.

#4069394 So referring to the recent CRISIS

Posted Saikx on 02 March 2014 - 01:39 AM

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#4066016 Feelings from Day 1 Season 15 (TSG PoV)

Posted Slaggy on 26 February 2014 - 09:39 PM

Things felt good cleaving last night. Yes it may only be day 1 and alot of shit is going to change with time and more importantly, with gear, but lets have a "how are DK's right now" talk shall we?

What were you playing last night? What was your impression or how did you fair? Anyone notice anything that shines a glimmer of hope on Dk's, or did anyone discover the nail in the coffin.

Discuss as I list some of my findings below.

Played TSG with usual partners last night (MW Monk Healer). MMR finished last season @ approx. 2100, we started last night at 1938 so MMR seemed a bit lower, dunno if this is a thing or not (doesnt tech. matter I guess).  We finsihed @ 2150 mmr with a  21-10 record. (peaked at 2220 mmr) We got queues of everything from low 1900's to high 2300's (including a 2350+ mirror tsg). Seems like there was alot of warlocks (atleast 10 of the of 30 or so games we played were lock cleaves.) and shadowcleave seemed the most prevelant. Not so many hunters as last season, but warriors and mages were still there. Shamans the more prevelant healer we saw (luckily for our comp). Very few rogues, maybe only 2-3 teams. They were all RMD/RMP.

As far as opponents went, shadowcleave damage was crazy. My monk helaer was (as usual) getting his ass CC'd off and there isnt much we could do to stop it short of training the lock to stop fears but the spread from the shdowcleave was scary but still healable. The rogue/mage/X teams we queued into (all 3 of tham lawl) seemd to lack a bit of pressure that we remembered from last season. Still uber strong openers but all in all we felt mage damage overall was not out of hand and survivable (the burst is still there though.) If we made it through the opener, as we did all 3 times, we were able to pressure the helaer into bad positioning, swap him and usually finish the game. We ignored the rogue most of the time due to hit rotting to spread damage and everytime we would swap (even just one of us to scare him off) they would run and hide. We also got a couple KFC and a fairly low (1950 or so) kitty cleave but they all had shamans so thats how that ended. Queued into 1 beastcleave above 2200 mmr and they did massive damage during cds. The shaman seemed weak outside of cd's, we ignored him most of the match and rode the hunter making asphyx swaps to the holy preist every 30-45 sec, eventually he died. The TSG mirror was just a monk/dk swap fest for about 9 minutes till eventually they got the upper hand and I (the DK) died. We had plenty of kill chances on their dk, and 1 on thier monk, just couldn't finish/ Of all the teams we queued into, the TSG mirror was probably the 2nd toughest fight. The damage was higher than anything we saw all night except one particular shadowcleave that we split games with.

All in all the opponents damage seemed lower than last season. Yes this prob. mostly has to do with the resil change vs gear (casters especially) but our dmg, and the TSG, and my damage as the DK overall, didn't feel weak(er) at all to us.  The spread damage we did vs melee clevaes and MCH teams with deep wounds and trinketd diseases was very strong. Most teams had all 3 members rotting at or below 50% at some stage in the fight. I felt with conversion, blood pres, and pac man orbs that I was able to keep myself alive when I had to easier than previous season.

Mages damage seemed survivable and most importantly it felt controlable. Affliction locks were high damage, other Dks were high damage but warriors, much like mages, didnt feel as threatening this time around. Only saw one enhance and maybe 3 rogues so I didnt get a big enough sample size to judge on those classes. Hunters damage wasn't as high as it felt last season but the control was still there (and annoying for a monk healer).

Enemy healers.
Paladins felt strong when they were "safe". Meaning when they had BoP or bubble they were brave enough to run around the middle. But we did find that if we train their squishy until you force a CC bubble, swap pally out of it and they die. Plain and simple they die.
Priests and druids still felt like free wins if we rode them, though if we were force onto their dps instead druid did suprisingly well (priests not so much).
Shamans were really on the clock. Than again TSG is a blue killer and we stick to that mantra as strictly as possible. The shaman shadowcleave that gave us trouble @ 2200 mmr was extremely good at keeping me (the Dk) off the shaman at all costs. The time we lost we couldnt both connect cleanly once. The time we won was teh exact opposite (obviously)
Only saw 2 mistys, one mirror tsg, and one mage lock monk. We rode the lock into the dirt and there wasnt much the misty could do once we got bargin and cocoon within 90 seconds of each other.

Note: all this shit is prolly going to drastically change in about 5 weeks, when most people (mages/rogues/warrior in particular) have 50% or more preideful gear. I'm not looking forward to dying to RMX openers so i'm enjoying this while I can (lol.)

What do you guys have to add about your experiance playing last night. Let us hear it.

#4041299 trap out of stun ft shaman

Posted Zaephyr on 26 January 2014 - 02:00 PM

bet kettux never has this problem

#4063997 So when does season 15 start?

Posted Holypalaswe on 24 February 2014 - 08:49 PM

View PostAces, on 24 February 2014 - 06:22 PM, said:

Can anyone explain why it's Tuesday US, and Wednesday EU?
To try and make the pve race more interesting. :rolleyes:

#4060706 @Nadagast, Moderation in Past Few Days

Posted Vanguards on 22 February 2014 - 03:43 AM

"I think at the time of his ban he had 3000+ posts over a few years."

Post number does not make you less likely to receive an infraction point. Braindance was banned due to 7 different incidents over these few years. Almost all of them are insults that were only worth 1 point, but it added up. I think his combative nature has eventually led to this.

Insulting a user is meant to receive an infraction point. It's a very plain and simple rule. You can question what they're posting, but don't attack them personally. I think it's a very simple rule and easy to follow.

"For every member you ban, another will pop up who will do something equally volatile."

Not banning anyone at all is not an answer. Rules can control a certain degree / amount of toxicity and without rules nothing can be progressed.

We appreciate everyone who is concerned about the site. But please work with us rather than AGAINST us. The mods aren't out here to make the site crap. Granted we are humans and humans can make mistakes. If someone is openly homosexual and you call them "gay", yes you probably shouldn't receive an infraction point for that. Every infraction point a mod gives can be seen by the other mods. If you feel a certain ban / infraction wasn't right feel free to contact us. Do not post about it, frankly posts made questioning mods should receive an infraction itself including this one. We're letting this one past this time because we realize AJ is in an awkward spot in regards to what it was built upon.

We will continue to try to make the best choices but we need the users to help us with it.

-Braindance won't be perma-banned but rather suspended. In regards to what he received a point for he can contact me if he wants the details. However keep in mind that is how the system works. With enough minor incidents you can be banned or suspended. Just please try to post without attacking anyone!

#4058897 Don't be an asshole

Posted Artofmage on 21 February 2014 - 12:52 AM

When a guy that wants to improve as a player asks tips on how to play rogue/ mage /x , and then the multi glad Regentlord responds with like ''just spam lance and faceroll into them'', am i not supposed to say fuck off at the least?Or make fun of him by the posts he did in the past?
Oh c'mon we all remember that day in s12 where he said:It doesn't matter if stampede got nerfed, i can still glad get without it (jk never 2.4 again).
So no offense, but ppl who respond like that deserve to be trolled or not taken seriously.

#4058867 Don't be an asshole

Posted Mattadoro on 21 February 2014 - 12:40 AM

38 user(s) are reading this topic

9 members, 27 guests, 2 anonymous users

you have peaked the lurkers attention

well done

#4058807 Don't be an asshole

Posted Nadagast on 21 February 2014 - 12:09 AM

I'm sure everyone has seen how much trolling and general douchebaggery have infected AJ.  I'd like it to stop.

Trolling and assholery puts AJ on a downward spiral.  People troll/asshole-it-up, which leads to less people using this as a forum for serious/reasonable discussion, which leads to more trolling, etc.  AJ always was and continues to be the most popular place for new players to get into the PvP scene.  Any community relies on new members to sustain itself--by making this place a wasteland we are doing nothing but ensuring our own demise.

Before you post a reply or topic, ask yourself: am I being an asshole?  If you are, change your post to take a more educational tone.  If you're feeling heated about something, take some time to cool off before replying.  Don't immediately assume someone is trolling you, some people are just not very knowledgeable.  Worst case, if you reply in a calm educational manner, you've posted something informative for the hundreds or thousands of lurkers who will view your reply.  These are generally newer PvPers, and anything you do to help sustain them as arena players helps all of us.

On any set of forums, it's easy to forget that almost all of the people reading it are lurkers, who will never make any posts.  Lurkers cannot be trolls, they can't be assholes, they are just here to learn or read interesting things.  Post interesting, informative content.  Post drama if you want, but don't be an asshole.  Fuck the trolls, post for the lurkers.

#4058789 Shit... I mean feral..

Posted Pawik on 20 February 2014 - 11:39 PM

Here u have a link - u can choose bosses and specs.


Be aware though - ignore short logs (<1min) -they are bugged. Antoher thing - never say that 1 spec sucks and second is good for 1 dps class - for example destro and demo. Most fights have a lot of aoe - so destro has potential of 20-30% higher dps, so no normal lock will go destro. That gives u 10.000 reports of destro locks and 100 of demo - maybe they were boosted or so bad they didn't know. But u cannot judge destro/demo results from this boss - just all good are playing max dps spec for certain boss.

And about another fights - most of them really have a lot of aoe, some classes are good at something so they got special duty tasks, so they are not dpsing correctly. Most important factor is boss tactic - do u play safe or pull all 3 mini bosses together, do aoe cleave and spam defensive cds same time.
Maybe another boss, Thok - there is single target for 70%, 20% 1 add dpsing and like 30secs of heavy aoe on 10 +targets.

General - destro locks are kings in single/single+aoe (in most fights u got 4+targets for an infinite resources rain of fire).

Aoe - every class got solid ones, with destro, ele shamans and RET's (~!) having highest aoe potential.

Sadly,a bit broken and super OP ret PVE 4set bonus from t16set breaks class - it gives crazy aoe substained dmg (with procs u can cast 5-10 divine storms in a row with no holy power). Its padding meters beacuse 13/14 fights got a lot of aoe, so ret doesn't look that bad. Sadly it destroys pvp a bit - u dont have pve tier, this is also reason why rets didn't got buff with DK, hunts and ele. They are totally getting carried by pve set spaming aoe button in every fight like a monkeys, so overall dmg looks ok.  

Feral, enh  followed by rogue trump rest in a most of single (with enh bursting 1.5-2mln dps on pull while rest classes about 800k-1.2mln).

Please excuse any typos.

P.S. Sorry for my a bit paladin-wise rant in a feral thread, hope it won't derail it too much

#4058159 Tryhards of Season 14 Awards

Posted dreschnuu99 on 20 February 2014 - 10:27 AM

holy shit can u stop writing these essays u faggot

#4058138 Tryhards of Season 14 Awards

Posted Capstone on 20 February 2014 - 10:05 AM

View PostZ4muZ, on 19 February 2014 - 09:36 PM, said:

It's fine if you dislike him and I don't intend to advocate him, but you make it appear as if his lyrics and flow resemble das efx and that can't be further from the truth. His flow is unorthodox (which you're again free to dislike), but there's nothing incoherent about his lyrics and sound.

actually you are thinking of mr fantastik (rza)