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hekumzxMember Since 22 Dec 2010
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Posted Lightningx on 15 November 2014 - 10:29 PM
Ashran is by far the fastest way to get gear. Don't even bother with BGs or anything just instantly come here when you hit 100 if you want pvp gear.
Step 1: queue for ashran and get every single quest. Do all the random quests at the base while you wait to get into the battle.
Step 2: Once you get in the battle you will notice a large castle to your right, this is where the pvp gear can be bought
Step 3: The battle is fought in several stages. It begins in the middle, then moves on to the path leading to the tower, then the tower, then the enemy base. During these battles you will need to stand next to a large flag to capture it. The more people in the area the faster it will cap etc
Step 4: At the final stage you will have to defeat the enemy boss. He does 2 things. If you stand near him he will do a massive AOE for about 200k damage that will oneshot, so try to not melee him. He will also throw an axe in an aoe spot that will do a huge amount of aoe dmg. move away from it. Once this boss is defeated you will get 500 honor wherever you are in the zone at the time (625 honor if you attack him and are near to the base when he is killed)
Step 5: After the boss dies, the battle restarts and you move back to the middle. It restarts in around 3 mins
Step 6: Now you know the gist of the ashran battle, be aware that the only time you recieve honor is at the end when the boss dies. So theretically you can do absolutely nothing and just hit the boss once at the end and get 625 honor.
Step 7: Around the edge of the zone are a bunch of random named "areas" go to each of these areas and you will get a "bonus quest". There are also a couple of other quests you get from the base. Do these while you wait for your team to do the small battles as they give a chunk of honor and other stuff. Just make sure you get back to the final boss for the extra honor when he is killed
Step 8: Every so often some random "events" will happen. Just go to the specified place (it will be announced in the zone) and do the task and you get 200 honor when its complete)
Recap: Do quests around the zone waiting for your group to push to the final boss, rendezvous with the group at the final boss for extra honor, go back to the base to buy gear in the 3 min downtime between battles. GG
Hope this helps, pce
Posted Lolflay on 27 October 2014 - 08:10 PM
Oh. My. Fucking. God.
The moment a person actually starts to tolerate you and maybe think that you'll turn out alright in the end, you write shit like this. You're a lost fucking cause, aren't you ? Take it from someone who did more boosting than you've had chance to during your little Ele Shaman escapade - if you're doing it, at least don't be a dick about it. You can't honestly believe boosting is good for this game ?
Here's a personality trait I had before. I used to be extremely hostile towards some players ( who I guess you could call "new kids on the block" ) who got Gladiator/R1 in the past, mostly because I didn't deem them worthy enough ( If I'm > them, why did they get reward >= mine ? )
But even though I was bitter towards them, I've ACCEPTED them. And do you know why ? BECAUSE those players are what keeps ARENA alive.
We have two players, Bob and Murray.
Bob is a guy with 3000 arena games in this season, Bob is a solid Duelist, but he might have a shot at Gladiator in 1000ish more games.
Murray likes chasing tail more than playing arena, but Murray wants Gladiator. Murray decides to buy Gladiator.
Bob gets at the exact rating the cutoff is at. Murray's boost knocks Bob out. Murray walks around with the title, while Bob, a legitimate player who probably would've continued playing arena if not for scumbags, is left in dirt.
Sure, Bob can try next season, and he probably will, but he's been fucked out of a title he worked really hard for, while on another hand, Murray just got his Glad achievement, title and mount, and will probably never participate in arena again at all.
TL;DR - anyone who supports boosting in any way is fucking retarded. Timeline of events :
- R1/Gladiator means something, is a prestigious thing to acquire in this game.
- more people start playing arena
- Gladiator cutoffs lower themselves each season ( not proportional to skill )
- morons start sharing R1 titles ( while claiming they don't care about them, interestingly enough they care about them so much they're willing to scout 24/7 and play hard to land at share rating )
- at one point, old, better players start separating themselves from new players ( community divided )
- new players' entry into highrated PvP scene becomes very hard
- boosting starts being a regular thing
- cheating becomes a regular thing
- DDOSing becomes a regular thing
- PvP quality continously declines
- "who gives a shit about this game omfg, new players suck, boosting cheating etc"
You're all fucking hypocrites, and more importantly, morons. Saying you give a shit about a pixelated title doesn't make you less of a person, and taking MASSIVE shits on the thing you love playing for the sake of "reputation" is basically taking shits on yourself. "Yeah man, my hobby totally blows, I'd rather eat hot horse shit than do it, but I'm still doing it". Bunch of imbeciles.
Posted Rhee on 04 March 2014 - 06:17 PM
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 R1 playing numerous comps, and I was very privileged to play with many talented players to get to this level.
Some people have been saying Shamans are terrible in 6.02 but after playing some games I have to say shamans still feel fine!
You are susceptible to cleaves as always, and I have found the best comps to include a hybrid. Boomkins, Ferals, Ret Paladins are your best friends.
This is pretty much the “Cookie Cutter” talent build to be an effective shaman. With the exception of the level 30 45, and 60 talent choices.
I’ll provide a rule of thumb, where you can swap out the “Cookie Cutter” talent for the marked 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 / ShamanEx) Rogue / Warlock / Shaman
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.
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.
Echo of the Elements
I have been playing with this level 60 talent quite a bit, and I have to say it has its uses against certain warlock/boomkin comps. Whenever you use a spell, you have a chance to proc Echo, which grants you double dispell or riptide or unleash. This talent paired with Glyph of Cleansing Waters will do wonders against a UA Lock when you will be able to constantly keep your team clean of dots. I could see this being extremely potent something like LSD2, but I wouldn't use it against a team with capable burst since you do sacrifice NS. You should keep NS for most caster/melee comps, and only go to Echo against wizard cleaves you feel comfortable enough to heal without NS.
Storm Elemental Totem
I really dislike our 100 talent.. But what am I gonna do right? I've seen shamans spec this but I dont find much use for it because you are going to need to drop other important air totems like Grounding/Capacitor that are on short cooldowns, limiting this totem's potential uptime and efficiency. You should play around with it though.
Cloud Burst totem has some uses but it isn't that strong. You can use it before openers and any time your healing stream or healing tide is on cool down. Stacking this shit with Ascendance is actually decent healing.
They edited our 4-piece so that it doesn't give us aura mastery from Spiritwalker's Grace anymore, so you will need to pick up Glyph of SG all the time.
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 this glyph out. But you can against certain double caster teams if you feel comfortable enough to survive without it. Something like Warlock/Boomkin, or Shadow Priest Warlock, etc. Especially if you have a another source of freedom from your team you can swap this glyph out for something more useful.
Glyph of Healing Stream Totem: Even though they nerfed healing stream the 5% protection from certain schools of spells is still useful for fighting against frost mages or DKs. Healing Stream has decent up-time and is on a relatively short cool down so this glyph is still potent.
Glyph of Capacitor Totem: Great glyph to use to buy you time to recover since shamans are still really squishy in WOD. This glyph makes it so Capacitors are super easy to land.. I try to take advantage of teams stacking with this glyph as that triple stun will win you a game (seriously).
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: Great glyph to use against DoT cleaves such as Boomkin / Warlock / Healer, or Ele Shaman / Warlock / Healer. Even greater when used with the talent "Echo of the Elements" as you will have 2 dispells, increasing the effectiveness and efficiency of this glyph.
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.
I haven't really played around with stats since in WoD your stats are fixed in a sense that reforging doesn't exist. However you can still prioritize stats by buying certain off-pieces or dropping a 5th set-piece for a piece that gives better stats (since you only need 4 pieces of the set to get the bonus).
#1 Mastery: Mastery seems amazing in WoD. Mastery paired with crit enables you to top your partners off no problem when you do have to cast. This is because mastery allows your heals to be more potent when your partners are lower on HP. This paired with crit will make your casted heals amazing.
#2 Crit: Crit rating scales extremely well with shamans because our heals are amazing when they crit. Since we actually have to cast now (with the nerf to passive healing via totems) crit rating is a big factor.
#3 Versatility: Versatility seems to be our next best stat since it increases your healing done, and decreases your damage taken. Perfect for squishy blues!
You should get the 4-piece and buy the chest piece that isn't part of the 5-piece set. The chest piece that is part of the 5 set gives poor stats, meanwhile the off-set chest piece provides you with mastery & crit.
For enchants, go full mastery.
I've tested both PvP trinkets (one used to get out of CC), one which provides spirit and one which provides crit rating.
I have to say that I like the spirit one because it helps with mana management. Since we don't have mana-tide totem anymore, you have to be some what cautious of burning mana.
For our second trinket slot, I would go with the on-use trinket which passively gives mastery and gives versatility on-use. Battlemaster Trinkets have been nerfed where the HP gain is minimal, and the extra mastery really does help.
-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)
!There is something wrong with our Healing-Tide totem or Healing Stream, as both ticks for relatively the same amount in full pvp gear (around 6.17k per tick). As of right now Healing-Tide is your worst cool-down, so don't be afraid to just use it when you are behind on healing and your healing-stream is on cooldown. Hopefully we see a fix for this soon.
Spirit Link 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 decent healing, 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
Tremor/Avoiding Fear Tips
!!WoD has reworked Tremor Totem (I actually kind of like this change). You can't tremor DURING a fear. So now you have to "pre-tremor" Warrior fears, Warlock fears, and Priest fears. These classes will try to mind-game you but you should be able to sense when the fear is needed depending on the situation of the game. Obviously just drop tremor if your team is behind and you see the Warlock running at you.
1) Always remember that its better to waste a tremor (being faked to drop it) than trying to not be faked and being full feared. Dont risk it!
2) Against a warlock, its sometimes good to drop tremor offensively so the warlock can't peel his or her teammates. Be cautious though, only do this when you know the kill is secured.
3) Always watch positioning of fear classes, and react to them. Frost shock them, drop earthbind totem, tell your partners to make their lives hell in trying to reach you for a fear. This awareness and reactiveness will help you not waste a tremor, and actually use one effectively.
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.
1) !!:With WoD changes, there are more spells that you can Ground since categorizations have been simplified. One example is that you can ground Binding Shot.
2) !!: 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.
3) !!: 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.
4) The biggest tip I can give with grounding totem is that it is on a very short cooldown relative to its potency. Take the risk and drop grounding totem when you "feel" a spell incoming. Don't ever be scared to drop grounding totem.
If you play a shaman, you will get trained, and you will sometimes fall over. However you can prolong the game by surviving, which enables your team to have more of a chance to secure a kill.
MELEE CLEAVES (Warriors, Ferals, Combat Rogues, and other foul creatures)
1) Glyph of Ghost Wolf, Glyph of Spirit Walker's Grace ALWAYS.
- Glyph of Capacitor Totem is used most of the time, but I don't go this route IF my team already has a lot of stuns / double stuns.
- Glyph of Grounding Totem is used against Ferals or Ret Paladins, IF you have enough stuns. You can reflect Hammer of Justice, or Cyclones, giving you precious time to top yourself off.
- Glyph of Healing Stream Totem for DKs if you have enough stuns.
2) EVERY GLOBAL COUNTS
Trying to juke two melee is one of the most time consuming and risky maneuvers to do. This is because your instant healing will always be lower than the damage the two melee is putting out. This is why every global needs to be spent wisely.
- In between fake casts, refresh Earth Shield & Riptide.
- In between fake casts, don't be scared to unleash + Riptide. (Do it moderately high health)
- Whenever the two melee are caught in the tiniest CC, you need to EITHER create space or cast.
- Creating Space means dropping earthbind totem + freedom totem + unleashing (bonus speed) + ghost wolfing around the pillar or across the entire map if the CC on the melee is long enough. You do this if you are moderately high HP, and if the two are stuck in long CC with no outs.
- Cast when you are low as hell, and the two are caught in CC long enough for your healing surge to be casted. YOU NEED TO BE AWARE of the CC duration on the two melee so you dont waste precious time trying to make space (stepping forward), or unleashing (wasting a global second), then casting, at which point the melee will be out of CC and kick you.
3) Things to do when locked out
- Create space. Jumping off is actually good, it buys you a bit of time to take less damage.
- Prep your totems.
- Use versatility on-use trinket. (Take less damage)
- Use racial.
- Use Ascendance. This is so damn good to do if you need to use the cooldown. Ascendance wastes a global, and if you want to Ascendance + NS to get topped, this is a useful thing to do when locked out.
4) Cooldown Usage
- NS is your strongest cooldown against a melee cleave, this is because it is so damn difficult to cast with two of them sitting on you. I would say NS is bigger than link because most of the time the melee can kill SLTotem extremely fast (since they are right on you), and can damage through the cooldown as well.
- Spirit Walker's Grace is a potent cooldown as well, but you need to be extremely aware of what skills the two melee have used. You need to make sure stuns (shockwave, feral bash/stuns, kidney) are out of the way, as well as CC that can interrupt your SWC (Blind, Warrior Fear).
- The general idea is to counter their offensive cooldowns with your own. But you need to make sure not to overuse cooldowns as a melee cleave can kill you when both of their kicks are up.
- I generally counter immense offensive cooldowns (Reck, Incarnation, Killing Spree, Wings) with an Ascendance + NS, then move on to use SWC effectively.
- Unless you have a ret paladin as your team mate, you have to trinket the stun where the melee cleave pops major offensive cool-downs, UNLESS your teammates assure peels.
- In between rotating your cooldowns effectively, you need to rotate the cooldowns your teammates offer you as well. This includes something like Hunter's Roar of Sacrifice, Ret's Sac or BoP, and etc.
- You CAN'T stack defensives needlessly, and the basic idea is to have some form of defensive from either you or your team for every enemy offensive cooldown.
You have to take advantage of the fact that the two melees are tunnel-visioning in killing you. PUT THEM IN A BAD SPOT.
- Drag them back behind a pillar, which will
A ) Force the enemy healer into a bad spot for easy control, or a potential kill target.
B ) Limit healing received to both melees, making them take more damage, and back-off.
- Keep rotating between pillars across the map so that they are consistently forced to be in a bad spot. When the melee has no trinket, and you manage to land a stun on it behind a pillar, it will die.
- Kite across the map with Ghost Wolf + Unleash+ Freedom Totem.
MELEE + CASTER Teams (Rogue/Warlock, Feral/Warlock, Rogue/Mage, etc.)
1) For your third glyph, use Cleansing Waters vs Warlocks, Healing Stream vs Mages
2) ANTICIPATE THE SWAP.
- As the game progresses, you will feel the enemy team trying to pull you out to the open as you are always a viable kill target. Swaps are often times very obvious with the enemy team physically pushing in and CCing your teammates. Swaps are oriented around offensive cooldowns so keep a mental timer on the melee's offensive cooldowns as most swaps are coordinated with them.
- Be ready to quickly swap Earthshield, and always keep a riptide on yourself as these two hots will help in keeping you alive.
- You need to practice preemptively (before being stunned) dropping Capacitor Totems, and Healing Stream/Tide as these totems will require the melee to swap off for a second to kill them, buying you time to not take damage in the stun.
3) Against Melee + Caster Teams you need to make sure to coordinate your team's defensives prioritizing your security.
- This means to not waste YOUR cooldowns on your teammates unless its really needed, or vice-versa.
- This bascially means to let your teammates use their defensives first before you use trinket or a major defensive like Spirit Link Totem to save your teammates.
4) KEEP YOUR TEAMMATES OUT OF CC
Before you get swapped to, you need to shear, drop grounding, or drop tremor totem so that your partners can help you.
- The enemy team will eventually get your teammates' trinkets, especially if they have spammable CC. You need to drop totems and keep your teammates out of CC before being stunned or silenced.
- If you failed to preemptively stop CC, use your pvp trinket and get them out. You will be surprised what your team mates can do for you. Prioritize dispelling the teammate with either more control or defensives for you.
DOUBLE CASTER TEAMS (Wizard Cleaves)
Probably the easiest comps to play against and survive against since our tool-kit is designed to annoy wizards.
With the change to tremor totem, most wizard cleaves won't even target you for a kill, but attempt to put you in a bad spot for control
Something like God Comp can take advantage of the new Tremor Totem since they can chain CC us when we are feared into a terrible spot.
1) AVOID FEAR.
Easier said than done, but fear is the start of infinite CC because it will often put you out of positioning.
Shamans weren't scared of fear before since we could tremor to break fear and just wind shear or ground the follow up CC.
- Against Shadow Priests, when you know fear is coming up, adjust your positioning, as well as your team's positioning so the priest doesnt get a "free" fear. If you see a priest darting at you, then guising, tell your team to pull back.
- Make the the Priest's life hell by creating space between, snaring the priest with Frost Shock and Earth Bind, as well as other snares/slows from your team.
- Always let your team know if you don't have tremor so they can play and position accordingly.
2) DONT SHEAR or GROUND RANDOM SHIT.
Unless you know you are going to secure a kill, don't Wind Shear random shit just because your mind/reaction wants you to.
- Shear CC; Try not to shear casted damage, or casted heals. (Unless its for the secured kill or you have grounding)
- Even if you have some offensive momentum going, shearing a heal opens up opportunities for the casters to CC. Even if you have Grounding Totem, it is super easy to get rid of because casters have numerous abilities, and Grounding Totem won't stop two CCs targeted at you.
3) ABUSE PILLAR.
Abusing a pillar means to hide behind a pillar so that the casters can't CC you, and only poking out to heal or purge.
- Abusing a pillar enables you to save wind shear/grounding since you can just side step to be out of Line of Sight.
- Abusing a pillar makes it harder for them to swap to you.
- Abusing a pillar sometimes forces the casters to push in to CC, putting them in a bad spot, dragging the enemy healer out for more control.
1) 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.
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”.
2) Totem Prepping
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.
Be aware that rogues WILL use Blind to stop your aura-mastery heals.
Drop your fire-elemental totem early vs. a rogue to keep you in combat, and thus protect you from saps.
4) Healing Stream Totem
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.
Hide your Healing Stream Totems behind pillars to stop them from being destroyed.
SHOCK!!! and I mean it. 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!!!! 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 NS or offensive buffs. But learn to be mana-efficient with it as well, purging is high mana-cost.
**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.
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.
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 Grounding Totem
/cast [@arena1] Flame Shock
/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
/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.
I hope you have enjoyed the guide, and if you have any questions don’t hesitate to message me in-game Rheey-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.
Posted Whizkidx on 26 February 2014 - 12:50 AM
All the racials are circumstantial and i dont think you can actively measure what would bring you most "profit", but certainly what you can measure is the consistency if you're using the abilities and the nature to how it increases your gameplay.
What I mean by that is, imagine that you are getting targeted by a spell to which you want to shadowmeld, if you mess up not only have you incurred a 2minute cooldown on Shadowmeld but you have been hit by the spell, comparative to Stoneform where you could almost guarantee a reduction of damage.
This is just a random example but im just talking about the probability of you as a player maximising your racial utilisation. If you feel like you can actively get the racials to be useful every single game with positive outcomes then pick the one that suits rather than FOTM.
side note: I play undead, troll, human and nelf shadowpriest.
Posted Frostwor on 05 October 2013 - 04:57 PM
Hello guys, lately I have noticed a lot of rogues have moved to assa or even combat, just because sub damage feels low, and people dont know actually what to do as a sub rogue to deal damage. So I decided to make this short guide that will explain some very basic things which I have the feeling a lot of the new rogues or " low skilled" kinda miss and cant enjoy sub because of that. Feel free to correct me if I have written something wrong and etc.
This guide is written for arenas, in rbgs and duels the playstyle and talent choice may differ.
Fast talent choice and why to pick them.
This is a mini dance and allows more damage, control, survivability and also allows you to land your opener much more easy vs teams that have high AoE or very good positioning at the start of the arena.
2) Nerve Strike or Combat Readiness
This is a personal choice to how you play. In general NS is against caster based teams, and CR vs physical based teams. However you can still go with NS vs physical based teams it's a matter of choice.
3) Cheat Death or Elusiveness
Personally Elusiveness is in every way better than CD atm for me. I have seen some rogues pick CD but ± 95% of the rogue elite goes with Elusiveness. CD however is sometimes good and can be changed vs teams that can 1 shot you, like the Elemental shaman teams which can gain 1 proc and global you.
4) Shadow Step
SS gives a lot of utility. It can be used both aggressively or defensively by stepping to your healer, even eating traps some times with it. Another great bonus is that you go behind the target. This means that after it you can use and ability and it will land 100%. E.G. Warrior uses Die by the Sword. SS>Disarm or Kidney will make sure you don't take damage while he uses it and your ability wont get parried. The other choices in this tree are also very good for certain situations but SS is the top one atm.
5) Pray on the Weak
This tallent is the way to go for a sub rogue, the 10% bonus is not only for you but also for your partners. I have seen some rogues using Para poison but just because it is much more efficient when you train a target (which is not what sub does), the root is also helpful but it DRs other roots so its not that good with most rogue comps since your partners already have roots too.
6) Marked for Death
It has 1minute cd which has amazing synergy with Shadow Dance, using 5 combo points for evi or kidney while dancing is insane.
Glyph of Hemorrhaging Veins give you the bonus damage from Sanguinary Veins (25%). This glyph saves you time, combo points, and energy. It is very nice and helps out switching to other targets a lot. In other words keep Hemmo dot 24/7.
I will not discuss other glyphs as they don't give you any damage and I want to keep this guide simple. I will just list the useful in pvp.
Blind - (a must have one), Cheap Shot, Garrot, Feint, Cloak of Shadows, Recovery,
Recuperate, Smoke Bomb, Redirect.
There are 3 general ways in which you can open a target depending on how much pressure you want to make. The general formula and the type of CC or DMG ability depends on what CDS the enemy uses and what class he is:
Trick you partner > Premed > Slice n Dice > Opener type > Crowd Control > Damage > Crowd Control > Damage.
Shadow Blades with Subterfuge. This opener uses Subterfuge as a mini Shadow Dance and along with Blades makes insane damage at the start and it is followed later (after DR resets) by the real SD. The tactic is to force a lot of defensive CDs from your enemy and then utilise SD as a lockdown//damage imput and land a kill.
Pure SD opener. Pretty much applying pressure at start again forcing defensive cds, and waiting for the next dance or reset.
Blades and Dance. This is usually used vs targets that dont have safe net abilities like Iceblock and can be killed in the opener if they get too greedy in using defensive CDs or dont get help from their partners.
Slice n Dice.
This may look a stupid topic but a lot of the new rogues dont understand the way energy gain works since this expansion (Cata also ) is not what the game style with energy was before and it feels less punishing but it adds up a lot.
So the reason of keeping slice n dice is not only because it's amazing for the auto atack % we get but because of the energy gain, as a rogue you should try keep SnD as much as possible up but also monitor it closely. Try not spamming combo points in useless refresh of SnD (E.G. you have 20 seconds more and you refresh it to max) because in this way you lose a Evi, Recupe or a KS timing.
The Energy Pulse of SnD
Now here it gets really important and this is the reason I have put SnD as a section in this guide. Rogue's energy regen is base line and adds up a bit from haste but with the current state of the game it doesn't really matter if you have some haste more or less. However, SnD gives you 8 energy every 2 seconds due to Energetic Recovery. The trick is exactly in this. When you start open or try to burst down an enemy and you have 100% of your energy you have to aim in timing exactly the 1st ability you wand on your target with that energy regen tick.
For example: I'm playing 2s as a Rogue dPriest vs Death Knight rDruid. My mass stealth is about to expire and I decide to open on the Dk since i cant find the druid. I sap the dk so that my priest can get a good position and clean the dk from buffs. I do SnD wait for my energy to go max and time my cheap shot or garrot right before the energy tick comes so while my Global cool down is up I will get 8+ energy more, so I have actually reduced the cost of my 1st ability with 8 energy which is a lot.
There are few addOns which can help you in getting used to this energy tick regen but practice makes it the best and in time it will become like an inner heart beat to when the tick procs.
Setting up the kill.
It is incredible how many times I have seen people playing around 2k rating even higher blow cool downs into stupid things and when having a bad position. Most classes have very high stable damage and rely on it to land a kill, so its less punishing. However Sub rogue is not one of them. Sub has very low damage outside of cooldows and needs very good timing and coordination with your team so you can apply pressure and even land a kill. So this is how you do it. (This is the general situation as in arenas a lot of things can change and its not ideal.)
When you see your SD is coming back ask if your partner has any damage cds up, if he doesn't you can choose between waiting for him to get them or just using dance to apply pressure. You can also try set a kill with SD only and your partner helping you dps.
During the time of the burst you must 1st cc the other 2 people from the enemy team so they cant Peel or Heal. Try to do this CC when you see the enemy has no or little defensive abilities and has no shields or hots on him. You can use Evasion or Cloak aggressively so that the enemy cant Peel you but make sure you dont blow such important defensive cds if you have nothing else (vanish etc.) because if you dont land a kill you will be in big trouble.
Pool your energy up to 100% or around it have SnD up and a garrot or hemmo dot on your target to trigger the bonus from Sang Veins. Make sure you have 5cp and TotT your parter.
Land a full KS and Dance with Mark (and Blades if you have)*. What actually happens at the moment is that you'r giving 25% bonus damage to your partner because of TotT and Pray on the Weak this is = to him having a berserker buff in a BG the damage should sky rocket. This is one of the scenarios when the target has nothing to evade this stun. There is no certain formula and you just need to practice it sometimes you will need to CS first to force a CD like blink then kidney and garrot, sometimes you will have to garrot first and so on. Play arenas:)
*Sometimes you can use vanish if your dance is on cd to force a subterfuge mini dance if the timing is good.
The meta game here is that if unpeeled Dance on a naked target with no shields or hots should be able to get him to at least 30% only from your damage and if you are not lucky with your crits.
Dat Damage Outside of Dance.
So far we have seen that Sub dance is very good and the main tool for doing damage unfortunately it lasts only a few seconds, so how do you do damage outside of SD?!
Training a target is brainless because after 3-4 backstabs you drop around 20% of your energy and stick around it meaning you can land 1 stab every few seconds after...
The right way is to pool energy as much as possible while trying to sit on a target with auto attack (you do this mainly to prevent a caster from casting not due to the dmg input). Once you have pulled some energy and you have 5cp TotT your partner and kidney shot this is the best thing you can do (+25% more damage to your partner) if you cannot get a reset and ur getting trained or chasing a healer.
If the enemy is trying to CC you or simply dont focus you and go for your partners try get as many as resets you can. Every time you do so you get a mini dance due to subterfuge and you automatically pool energy while waiting to reset. Dont forget you also gain 5% more damage from master of subtlety every time you go in stealth and not just only that but also find weakness which is one of the main reasons why you reset.
In arena doing the right thing at the right time is the most important thing try pumping your energy into damage when you see the target has no defensive buffs. Trying to hit a warrior while he has a 100k shield from a disc priest with renew will just waste your energy. Try damaging when his shield is down or right after it expires.
Some targets may seem very nice to continue smashing on but that is just a mistake. Pumping damage into a warrior at 40% hp with shield wall up while his healer is free casting heals on him is useless, he wont die. Instead better pool energy while the shield wall is up so you can use it after and apply more pressure.
Another very important part of the game no matter what dps you are. Switching between targets is very important. Many times people run in bad positions and are a good target to atack, sometimes they simply have no shields or hots on them and so on. This is a part of the game that is way too complex to explain in a guide and it takes practice to see when you can make a good switch. But by doing so you will probably not only do some more damage but force a defensive cd which is yet another advantage.
I hope you have enjoyed this guide and will force new players to choose rogue and see the fun aspects in it. This is a very small % of what rogue does in arena since it covers only some very basic tricks and improving your damage. Yet the real thing about rogue is controling your opponent. It would be lovely if some of the top dogs from the rogue community reply in this thread and give some ideas to edit this content.
P.S. Still need to edit typos and add some comas etc. etc. will do it later on.
Posted Shawir on 25 February 2014 - 10:23 AM
Posted Raak on 25 February 2014 - 10:26 AM
Posted Bailamosx on 23 February 2014 - 09:56 PM
I've learned not to take forum posts too seriously over the years. People can claim anything and preach anything depending on who is in the choir. Anyone active in the Twittisphere may notice Nadagast and co. as they fellate Holinka. Meanwhile, Blizzard has offered us Stevie Wonder and Helen Keller to balance and promote PvP over the years. As Regentlord pointed out in a thread about shit ferals, "They have people who go to work 9 hours a day, 5 days a week who are supposed to work on PvP and all they come up with in 4 months is changing warrior charge talent?"
Frankly, we need people designing PvP who aren't shit at PvP. I haven't seen one game designer with a gladiator helmet. Stopping assholes is an interesting adventure, but our moral imperative is to fix PvP as soon as possible. Educate, don't evangelize. Moderate, don't minister.
Posted BalanceRexxar on 21 June 2013 - 01:29 AM
I will not read any private messages off of Arenajunkies, 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 sections in blue that I am unable to update right now.
WoD) What's New What's Gone?
0.0) Additional Help UPDATED
1.0) Introduction UPDATED
1.1) Streaming UPDATED
1.2) Abilities UPDATED
1.3) Races UPDATED
1.4) Glyphs UPDATED
1.5) Talents UPDATED
1.6) Gemming & Enchanting
1.8) Professions UPDATED
1.9) Armories UPDATED
2.0) Keybindings UPDATED
2.1) Class Synergy
2.2) Monk Comps
2.3) Macros UPDATED
2.4) Addons UPDATED
2.5) Monk Streams UPDATED
2.6) Rated Battlegrounds
Out with the old. In with the new.
- Transcendence & Transcendence Transfer are now instant cast.
- Touch of Karma is off the global cooldowns.
- Touch of Karma only absorbs up to 50% of your maximum HP.
- 3 New Talents - Info on these can be found under the talents section.
- At level 100 we now have a capacity of 5 Chi.
- While Energizing Brew is active our Multistrike chance is increased by 15%.
- You now roll 25% faster.
- Our two castable buffs are combined into one now.
- We passively grant our party 10% movement speed increase and 5% multistrike.
- Storm, Earth, and Fire has no energy cost and is off the GCD.
- Chi Brew now has a 1 minute cooldown up from 45 seconds.
- The 2 set bonus of the Primal reduces the energy cost of Jab by 35 for 3 seconds.
- The 4 set bonus of the Primal gear increases the duration of Tigereye Brew by 7 seconds.
- Surging Mist has replaced Healing Spheres, it costs 30 energy and has a 1.5 second cast time.
- New Glyphs info can be found under the Glyph section.
- Dampen Harm is now a viable PvP talent which can be read about in the talent section.
- Ascension is a runner up with Chi Brew and can be read about in the talent section.
- Grapple Weapon has been removed.
- Spinning Fire Blossom has been removed.
- Zen Meditation no longer redirect spells cast on party members to you. Disable is now refreshed when you attack a target with it instead of being refreshed if within vicinity.
- The glove bonus that removes snares when you Roll or Flying Serpent Kick isn't on the level 100 gear.
- Fists of Fury is not increased by 5 yards on the level 100 gear.
- Fists of Fury only has a chance to stun a target on their first tick received, if it is parried or dodged there isn't another chance for it to stun them.
- Healing Spheres are gone.
- Sparring is gone.
- Spear Hand Strike no longer silences the target for 2 seconds if facing their front.
- Jab now costs 45 energy up from 40.
- Touch of Death no longer requires a set bonus to be used on players.
- Rushing Jade Wind is no longer the dominant level 90 talent and can be read about in the talent section.
- Swift Reflexes has been removed.
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: Thorium Brotherhood
Character Name: Balance
Hello there! My name is Steve, in game I am known as Balance, Steve, or Steven. I made this guide for Windwalker monks in 5.3 and 5.4, 5.4.7, and now 6.0! I will continue to update this guide as needed and as I am able to do so. My PvP history dates back to BC where I was a clicking feral druid at the age of 11. I clicked up to Cataclysm where I re-rolled Resto shaman and keybound things which lead to my greatest success of the expansion at a peak rating of 2000! Then MoP came around and I am now considered a "MoP Hero" so to speak.
S12 - Arenas with friends ranging from 2-2.2k MMR,
S13 - Ranked 10th in the Vengeance battlegroup playing WW, Ele, Disc and achieving the prestigious title of R1 Duelist.
S14 - Achieved my first gladiator title and my first R1 title playing WW, Shadow, Resto.
S15 - Achieved R1 on 3 different monks with a peak rating of 3041 mainly playing WW, Destro, Resto combined with some WW, Affl, Resto.
Here you can click on my character to be taken to it's armory.
I sometimes stream World PvP, RBGs, BGs, 2v2, 3v3, 5v5, and anything in between. You can follow me at twitch.tv/balancerexxar
Rising Sun Kick
Fists of Fury
These are your primary damaging abilities. You use jab and expel harm to build Chi to use your other abilities. You use expel harm when you aren't at 100% HP or can't jab anything. You also need to keep Tiger Strikes buff up at all times. You need to use Rising Sun Kick off cooldown. Fists of Fury is situational, You may use it to peel or control. I often use it after a Leg Sweep or Ox Wave for damage and control. It can do a lot of damage when channeling with stacks of Tigereye Brew up. For an example of how to do the basic rotation, please refer to this quality video created by Blizzard themselves.
- Fists of Fury, Fists of Fury is also a high damage ability will stun any target on their first tick received, if dodged or parried it will not try to stun them again..
- Leg Sweep, Charging Ox Wave, and Ring of Peace Leg Sweep and Charging Ox Wave are just stuns which is a control, Ring of Peace is a AoE incapacitate.
- Paralysis, Paralysis is one of the best peeling abilities in the game, a ranged 4s incapacitate that can lock down classes during critical points in the game. It breaks on damage and only removes DoT effects with the glyph so be careful when using it.
- Spear Hand Strike, Spear Hand Strike isn't just an interrupt but a tool to out think your enemy. If you can successfully predict what the other play will do or won't do, it can turn the game. For example, if you are training a healer and they begin to cast, don't just throw your kick out there because they will most likely try to juke you which will lead to them getting a heal. If you can wait until the second, third, or fourth fake cast and be able to immediately kick them, you've effectively locked them out for 4 seconds in attention to all the time they wasted attempting to juke. Another thing to note about kicking is focus kicking, if you see a healer nearby, try to Tiger's Lust and run over and kick them if they are standing still, when a healer stands still they are either about to cast or are mid-cast, this will give a great chance to successfully lock them out or pre-kick them. Not only is that effective but it makes you look super cool. :duckers:
- Flying Serpent Kick, Flying Serpent Kick is an AoE 4 second 70% slow. It can be used to slow players. It is one of our high mobility cooldowns so use it wisely.
- Disable, Disable is a spammable slow & root, it is similar to how Improved Hamstring used to work, if they are slowed already when you re-apply it it will root them, you can spam this slowing a lot of people for a long amount of time. When you melee a target with disable already on them, the duration is refreshed.
- Fortifying Brew, this ability can be very useful, if you're facing a team with an execute you can use it to avoid that or just use it before taking large amounts of damage to reduce it, it's basically an Ironbark + a self Rallying Cry on a 3 minute cooldown. This ability combined with healthstone and expel harm can prevent you from having to use Karma or Diffuse magic a lot of the time.
- Detox, I use this ability just about off CD against Death Knight teams to remove their diseases. I also use to to remove rogue poisons like Crippling Poison and Paralytic Poison before stacks are high enough to stun you. The best use of it it to remove Devouring Plague against priests who play Insanity effectively stopping a major part of their burst, another game changing use is to get Wyvern Sting off your teammates so they don't have to trinket.
- Crackling Jade Lightning, this ability is mostly used for fun or to keep people from leaving combat to avoid re-stealths, drinks, etc. It also can get spell reflects from warriors.
- Nimble Brew, It is crucial that if you play a Windwalker monk you have an "out" which is a way to get out of CC to be able to use Touch of Karma or Diffuse Magic. Rotating cooldowns between your trinket and Nimble brew should allow you to always have a way to karma.
- Provoke, This is one of my favorite abilities. Most people see the taunt and think, "Oh it's just PvE." They couldn't be more wrong. Whenever I see a grounding totem down, I taunt. It is off the GCD, has no cost, and destroys it. It also keeps rogues in combat going for stealths or healers going for drinks. It also gets spell reflects and my favorite use for it is to taunt pets. Those pesky hunter pets see me taunt them and chase after me behind a pillar where I then fists of fury it to death. It can also be used to break yourself out of CC, similar to how a priest "deaths" traps, wyvern, or polymorphs, you can provoke a pet to break these CC's as well, but it can be difficult. I bolded this because it is the most underused ability by monks.
- Storm, Earth, and Fire, this is another great ability. It has few purposes outside of PvE but it is in fact useful. The primary use to to stop drinks and re-stealths from healers and rogues. By the time a rogue or healer gets it off them it's been a good long while and the re-stealth probably never got off because we stopped them ourselves. Another use it for RBG's just throw them on random targets and start using Spinning Crane Kick or Rushing Jade Wind for decent AoE damage and fantastic flag spinning. Something to note is that if you get your Rising Sun Kick debuff on another target from your clone that extra 15% damage only applies to that clone and doesn't help your own damage.
- Zen Meditation, This is a interesting ability. The mechanic that allowed spells from your team to be applied to you was removed so now it is purely a defensive ability. It can be used to prevent large hits such as Chaos Bolts, Starsurges, or other various hard hitting abilities. It can be used as a last resort if you have no other defensives, and it can be used to prevent you having to use a better cooldown that you would rather save for later.
- Transcendence, this ability is pretty standard. Put it down behind a pillar at the start of a game. Sometimes you can reverse port back to get to a target if they are near it. Be sure if you're on Blade's Edge or Dalaran Sewers Arena to have this up before chasing after someone who jumps. Make sure to keep track and have this at whatever pillar the fight is taking place mid-game.
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 WW out of both factions.
Horde: Blood Elf > Orc > Undead > Tauren > Troll
Alliance: Human > Dwarf > Night Elf > Gnome > 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 Elves: 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). 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 monk class. The second racial is Blood Fury, which is a nice damage bonus. The third is Command which is unknown if it affects Xuen or your clones via Storm, Earth, and Fire but if it does then it is a minor overall damage bonus but a bonus nonetheless. And the last racial is Hardiness which reduces stuns by 10%.
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 Elves racial is Arcane Torrent and an increased critical strike chance of 1%. Although this is all they provide, Arcane Torrent is a handy ability. Not only does it provide a 2s silence it gives you a free chi which can sometimes allow you to get another RSK, Blackout Kick, or Fists of Fury without having to Jab right before. With the removal of our silence on our kick and many other blanket silences in the game, Blood Elf ranks the #1 best horde race for WW monks 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. Dwarves critical strike bonus has been increased by 2%
Gnome: So with WoD, gnomes are now a viable race for WW because they are able to get out of roots every minute and have a passive haste bonus of 1%. Although they aren't better than humans, they aren't the worst either.
Glyphs in 5.4.7 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 Touch of Death: This is a glyph that needs to be taken against every comp you face and play with. Being able to touch of death without using Chi is very important. A lot of times a target isn't under 10% for 1-2 globals so you really have one chance to get it off and if you have to jab or expel harm 1-2 times to get the chi they are probably dead or above 10% already. I recommend this glyph all of the time.
Glyph of Touch of Karma: Since Touch of Karma is our best defensive cooldown this glyph gives it a 20 yard range. This is extremely valuable seeing how without it you'd have to be in melee range to get it off and most of the time you need to get it off there is a slow on you and you can't get to the target. Even if there is double melee training you I recommend this glyph all of the time because of how essential it is to get it off exactly when you need it.
Glyph of Paralysis: This glyph allows you to safely paralysis a target without DoT effects breaking it. Depending on what comp you're playing you may or not need this.
Glyph of Flying Fists: This glyph allows your fists of fury to have a 5 yard range. Since it is no longer part of our PvP set bonus and FoF has become a more important part of our burst, it is crucial that we are able to land this on our target and this glyph makes that easier. It has the lowest priority of all the major glyphs because of how valuable the others are.
Glyph of Freedom Roll: This glyph is very good and I will use this quite often because when we acquire full Primal gear at level 100, our glove bonus will no longer provide this same effect that the glyph provides. Therefore, our personal way to get out of slows is once every 25 seconds with Tiger's Lust. Since we do not have a way to slow our targets from afar, it is crucial that we are able to reach our target after we roll or FSK and if we are slowed coming out of those it very well may be the case where we just continue to get kited. I would highly recommend using this against teams that have many slows and can kite easily.
Zen Flight: I've died a lot from falling so this is my savior. I have it bound to "U" just because it's somewhere I can get it but not super needed.
Tier 1 - Mobility
Celerity: This talent could potentially be used if desired. The only time it would be okay to use is if the other team has ZERO rooting abilities. This ability combined with Chi Torpedo could be very beneficial.
Tiger's Lust: This talent is used just about every game because it is rare to find a team that doesn't have a root. And even if they don't, it wouldn't be a bad thing because it can be used to allow teammates to kite or for you to catch up to a target that isn't moving in a linear path.
Tier 2 - Healing
Chi Wave: This talent is my personal preference over the other two because I find that instant casts are always better in PvP situations. Although it does less damage than Chi Burst, it is half the cooldown and if you were to double the damage of it as if you had used it off cooldown twice, it would roughly be about the same as Chi Burst. I would recommend this all of the time but Chi Burst is NOT a bad choice at all unless you are trying to kill a very mobile target or are being trained.
Chi Burst: This talent is good in situations where you target isn't moving and you are not being attacked. It provides roughly two times more damage than Chi Wave but has twice the cooldown and has a cast time. The negatives is that if you try to use it on a moving target they can escape and if you try to use it you can be interrupted or suffer pushback increasing its cast time. You may use it at your own risk although I would not advise it.
Tier 3 - Chi
Ascension: This talent is good because it allows faster energy regeneration and a free chi slot doesn't hurt. The problem with this is that at a start of a game where everyone has cooldowns up, your oppoents will be ready to go offensive a lot sooner than you can, but as a game progresses Ascension will become for valuable than Chi Brew.
Chi Brew: This talent is good because at the start of the game you are immediately ready to go offensive if you consume both stacks of Chi Brew. It also provides Chi which you can use when bursting if you already have 10 stacks and do not need any more before going offensive.
Tier 4 - Control
Charging Ox Wave: This talent is decent if you plan on using it for CC. Since you already have FoF, the diminishing returns of this small stun in unison with FoF make it less valuable. But it can prove quite useful if use as a ranged CC for targets you do not plan on stunning with FoF.
For an example of how to effectively use and land Charging Ox Wave, view this video.
Note: To land it you do NOT have to lead your shot.
Leg Sweep: This talent is the one you should use just about all the time because of how effective long stuns are. There isn't much to be said about this other than that you can FoF out of this for a combined stunlock of 7 seconds which can prove very lethal.
Tier 5 - Survival
Healing Elixirs: This talent is useful when you are not facing opponents with the majority of their damage being magical. A good example of when to use this is against a composition similar to Ferals and Warriors.
Dampen Harm: This talent is useful when facing teammates with overpowered burst. Although I am not aware of any classes than possess the ability where Dampen Harm would be more beneficial over the other two options, it can be an option if the time for precaution ever presents itself.
Diffuse Magic: This talent is extremely useful and I find myself using this the most. I prefer this over Healing Elixirs a lot of the time because the thing about Healing Elixirs is that it doesn't always go off when you need it to, in other words, it isn't reliable. Diffuse Magic is, you can use it before you get stunned, when you are low, or any time you need it. I use this talent against just about any magical caster, an example would be Frost Mage, even if they are paired with a physical DPS I still use it. And it is an absolute against double magical DPS.
This tier requires you to decide what is best in your current situation and you need to judge what to take yourself. Good luck!
Tier 6 - Damage
Rushing Jade Wind: This talent is good for RBG's because of its high damage in combination with Storm, Earth, and Fire. But at level 100, our energy regeneration is not quite high enough for it to be viable, therefore I would not recommend using this until late in the expansion when our haste (energy regeneration) percentage goes with as gear scales.
Invoke Xuen, the White Tiger: This talent is can be good and bad. The tiger can do a good amount of damage and help you land a kill or break CC and end up losing you the game. Take at your own risk.
Chi Torpedo: This talent is quite useful not only for its increased distance in Roll but for the damage and healing as well. The only thing to watch our for is not to break CC when rolling.
Tier 7 - Damage
Hurricane Strike: This talent can be used for very high single target burst over 2 seconds. Generally I only use this in 2v2 where I know pets or the other opponent won't interfere with its damage by standing nearby. I use this the same time I Leg Sweep to let the cooldowns line up. I wouldn't recommend this for 3v3 because of how easily the damage can be reduced on your kill target simply by having any nearby enemy take a large portion of that damage.
Chi Serenity: This talent can be used for a vast amount of damage over a longer period of time. I would highly recommend trying this in 3v3 because Hurricane Strike can easily be ruined by pets or other players being near your kill target. A downside to Serenity is that if you are CC'd during its duration you won't be able to use it again for another minute and a half. Another use for it is if you have no stacks and need to generate them very quickly you can use it and generate 6-10 stacks depending on how lucky you get with mastery procs. I would recommend this just about all the time.
There are no gem sockets on PvP Gear so you won't need to worry about that as far as enchants go here they are, also you stats priority should look something like this.
Versatility > Crit + Multistrike > Haste > Mastery
Weapons: Mark of the Frostwolf
Professions are now unusable in Arenas and RBGs, therefore I would recommend Engineering because of how good it is in world PvP and for your other available profession, take whatever you like, I personally am going with Enchanting because of how much money it makes.
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 monks who I believe to be educated on the class and know how to personalize their monk 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)
- Venfuki @ Tichondrius
- Tornadotom @ The Forgotten Coast
- Trilltko @ Moonrunner
- Smexual @ Tichondrius
- Voltariux @ Archimonde
- Nauree @ Blackrock
- and mine Balance @ Thorium Brotherhood
I know that everybody has their own personal keybindings and I understand that it isn't likely that anyone will change based on what I have to say here but I feel like it needs to be said.
My keybinds are bound in an effective way. I have each ability bound to a great bind that allows me to do a lot of things, get places, and pop cooldowns. I'll explain after you look at this picture.
This picture shows how all my damaging abilities are bound to my naga. This allows me to use my QWE keybinds to move and I use my right thumb to deal all my damage. The purpose of this allows me to hit all of my damaging keybinds while being able to keep up with my target by using my strafes and move forward binds. I feel like if I had those abilities on other keybinds I would have conflict with doing damage and moving.
I also have my mobility keybinds such as roll, tiger's lust, and flying serpent kick to keybinds close to my movement binds.This allows me to keep moving accurately towards my target while using mobility keybinds so I don't end up rolling off to the side of them.
If you're new to monk try changing your keybinds to get to your mobility binds as quick as possible and have your damaging abilities not collide with being able to move.
But in the end do what is most comfortable and you'll have the most success.
Zen Meditation Macro
/cast !Zen Meditation
- I use this macro so if I spam my keybind for Zen Med it won't cancel the channel by mistake, that is what the "!" does.
#showtooltip Fortifying Brew
/cast Fortifying Brew
- Although it is safe to macro healthstone into your fortifying brew, you should still have JUST the healthstone somewhere keybound by itself.
/cast [target=party1] Tiger's Lust
/cast [target=party2] Tiger's Lust
/cancelaura Stampeding Roar
/cancelaura Body and Soul
/canelaura angelic feather
/cast [target=Balance] Tiger's Lust
- These are my party sprints and my self sprint, I also have just the spell bound to shift-Y for bg's and stuff but for arena this is what you should use. Also you can't Tiger's Lust yourself when Stampeding Roar or Body and Soul is on you so if you're rooted you need to cancel them to escape.
/cancelaura Hand of Protection
- Every melee class needs one of these.
/cast [target=focus] Paralysis
- Just focus paralysis.
/cancelaura Spinning Crane Kick
/cast [target=focus] Spear Hand Strike
- Your basic focus kick with a cancel aura Spinning Crane Kick because in case let's say a priest Spectral Guises and you need to hit him out so you use SCK and he's out and starts to cast but you need to kick but you can't because of SCK, that's why the cancel aura is there.
/cancelaura Spinning Crane Kick
/cancelaura Hand of Protection
/cast Touch of Karma
- I died more often than I like to admit because I was spinning before I could karma (mostly on big mob pulls outside of arena) but it doesn't hurt to have it in arena. I also have cancel aura BoP on there because sometimes if you are facing a melee and caster and a paladin BoPs you, you are unable to karma and die to the caster.
/cancelaura Spinning Crane Kick
/cast Spear Hand Strike
- Same thing as the focus one.
- I've been playing monk since they came out, I'm not 100% sure if you can still auto-attack after a paralysis but it used to happen, better safe than sorry.
#showtooltip Storm, Earth, and Fire
/cancelaura Storm, Earth, and Fire
/cancelaura Rushing Jade Wind
/cancelaura Spinning Crane Kick
- I'd rather have a separate macro to get rid of clones than waiting for global on actual ability. Also since RJW and Xuen are on the same tree you can either cancel RJW to not break CC or move Xuen so he doesn't break CC, perfectly fine to have both in one macro.
/cast [target=party1] Detox
/cast [target=party2] Detox
- This is pretty important to avoid your team being owned by DK dots, Devouring Plague, Paralytic Poison, and Wyvern Sting.
/cast [target=focus] Storm, Earth, and Fire
- This macro allows you to throw a clone on your focus instead of having to target them just to throw a clone up.
Here are some extremely useful addons for WW monks.
ChiBar: This addon lets you have a chi bar that you can freely move around, make it bigger or smaller, vertical or horizontal, and many other options.
Nameplates Modifier: This basically adds a percentage to the default blizzard name plates. This is the most important macro WW monks can have because of how crucial it is to get Touch of Death off at the precise moment.
Everybody wants to see some WW monk PvP. Since that is hard to come by I'll link you to a couple of channels that may show some WW monk PvP, I can't guarantee that they will but here is where you might find some. I also put mine in there in case I ever stream.
Posted Nadagast on 21 February 2014 - 12:09 AM
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.
Posted Gsgsgsgsgs on 18 February 2014 - 05:57 PM
follow me on IG: gabesalamii
Posted CreepStatus on 25 January 2014 - 11:24 AM
Posted Bulldozer on 11 January 2014 - 12:15 PM
1. People who take RBG's seriously or even semi-seriously
2. People who take raiding seriously or semi-seriously
3. People who say they want to "push" a certain rating
4. People who aren't fully gemmed/enchanted
5. A great majority of Twitch streamers. These guys think their shit doesn't stink, and they never make mistakes in arena either.
6. People who rage or whine
7. People who take 5v5 seriously
8. People who update their broadcast status more than once every 20 minutes
9. Anyone who tells you Cata was a decent expansion. It was garbage.
10. People with rank 1 titles. Absolute clowns who most likely abused a flaw in the game for their title, or got it from a joke bracket (5v5). Just ignore these guys altogether.
11. People who think a title from 2008 is somehow relevant to 2014, or some arbitrary personal rating achieved with legendaries or while their class was broken. Also people pay for Gladiator all the time.
Posted Mattadoro on 03 January 2014 - 07:08 PM
"if you watch this vod Twitch/jahmilli go to 1:04:06 and put it in slow motion you will see the skillful things we do. Also listen to our skype call to hear benji ask me "hey man do you have stormbolt" thats the kinda set up thats needed to succeed, I'll have you know that in season 12 i was the highest triple warrior 3v3 team in the world i was also playing a 3s game once while pooks whispered me so theres that. I'm not gonna post here any more or respond to this thread cus no one here gets me. Also if you go to the food network and watch your dvr of last nights vod you'll see THE chef Bobby Flay directly say my name "I Rub these steaks together" thats no coincidence. I played with reckful once. I beat xaryu."