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Synkz

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#4405774 Are a lot of people quiting?

Posted jam420 on 30 March 2015 - 10:36 PM

View PostStraiyEU, on 30 March 2015 - 08:08 PM, said:

its World of Combcraft... play a good comb and you have fun at the game... if your class dont have good comb or you dont have mates for that one comb its boring cuz looking for mates is the worst part of wow....

but anyways i'll never find a good ww monk and hpal...
so cya wow untill i can play something cool..

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is this 1 good enough?


#4405704 Are a lot of people quiting?

Posted Nicholaes92 on 30 March 2015 - 04:59 PM

View Postprana, on 30 March 2015 - 03:55 PM, said:



wat. that goes for every game lol.

Not really, a lot of people watch competitive games like league and csgo because the difference between pro plays and normal plays has a massive difference compared to mmos. So those streams will be popular because they are entertaining while at the same time very educational as far as bettering yourself in the game.  But mmos aren't meant to be watch and learn, at least as much as other games, it's more about just playing it yourself.  
When I use to play league I could sit and watch a stream for hours and learn a million different things while also being entertained but when I go to watch a wow stream it's just someone sitting waiting for a que for 90% of the time and the other 10% is just watching the same strats and play style of any streamer.  

Expanding on the play style subject if you told me to watch dilly stream and Glinkz and tell me to pick whose stream is whose just off the plays alone you couldnt.  But if you show me a bjergson stream and scarra stream I could tell you whose is whose in the first 5 mins because of how different you can play the game.

Sorry if what I said makes no sense I'm on my phone


#4405824 Four Years of Tears

Posted sarma on Yesterday, 09:20 AM

View PostVadren, on 29 March 2015 - 05:00 PM, said:

Every WoW expansion a lot of people repeat almost verbatim the sentiment you just expressed, which would lead us to believe the game has been getting worse every expansion. However when the next expansion is released you discover the last expansion was a lot of people's favorite.

Mop was rock bottom , and im sure that alot of players think the same


#4405532 Four Years of Tears

Posted Vadren on 29 March 2015 - 05:00 PM

View PostDizzeeyo, on 28 March 2015 - 10:51 PM, said:

speaking as someone who has played this game since vanilla, pvp has never been as bad as it is now

Speaking as someone who has played since open beta in mid 2004... Also I've been playing mmorpgs for almost 20 years and I've always played them with a focus on pvp.

Every WoW expansion a lot of people repeat almost verbatim the sentiment you just expressed, which would lead us to believe the game has been getting worse every expansion. However when the next expansion is released you discover the last expansion was a lot of people's favorite. I suspect many people can't separate the quality of PvP in an expansion from how much they enjoy the current state of their class or team composition. Maybe I have a more balanced outlook on the expansions because I've never played a top tier comp outside of a couple weeks playing WLS in the beginning of cata.

I remember having more fun in previous expansions, but the fun I have is always directly related to the number of people I have available to play with. I enjoyed PvP in BC the most, followed by Wrath and Cata. I mostly played MoP by myself, usually only having one other person to play 2s with. However I think I enjoyed MoP more overall when taking the whole game into account and not just focusing on arena.

I know I enjoyed the arena in other expansions more, but when I objectively think about the problems and frustrations in those expansions; I realize it isn't the game being 'worse' that made me enjoy the pvp less so much as a product of who I was playing with and how figured out the game has become. The better players are overall and the more figured out the game is, which would cause it to feel more scripted.

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melee spam thoughtless pve rotations into one target, having near 100% uptime if they play properly

This has always been the goal of melee. In the case of rogues they used to need to make more of a choice between cc or damage. I don't play a rogue so I'm not sure how true that is anymore. I suspect they basically get to do both now.

Probably melee does need to make more interesting decisions and trade offs between cc and damage, but how would you suggest changing melee so they need to make choices which change up their rotation?

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casters either do exactly the same as melee (ele shamans) or spam completely irrelevant casted damage and cc while they wait for cooldowns on their instant cast damage to come back up so they can do unpreventable burst at fixed intervals that the opposing team can do absolutely nothing to prevent (warlocks/mages)

I agree that burst being only tied to cooldowns, and also being unpreventable, is bad and not fun. For both melee and casters.

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cc rotations are boring and scripted, the 8 second dispel cooldown is a stupid way to try and replicate the way dispels worked in tbc/wotlk, but with absolutely none of the depth and outplay ability that existed then

The most scripted CC situation is stun from across the map into poly/trap.

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kiting/peeling does not exist anymore, damage through pve rotations is the only way to actually peel, and positioning (apart from healers) is completely irrelevant, which is why i find it amusing when people make suggestions like the above, reducing the range on stormbolt/fist of justice so people have to "sacrifice position" to use them, exDee :)

You're making defeatist exaggerations. Positioning matters and there have always been comps where melee is unpeelable. Especially with spam dispels. I agree some mobility needs to be toned down (rogues again, and also ferals), and maybe removing the dispel CD would be a way to account for melee having reduced mobility. But then casters would probably be left with too much mobility and defensive CC would be weaker (especially for comps with limited CC in the first place), which encourages focusing all CC on the healer. This was identified as a major issue in cata and I bet one could dig up many posts on AJ discussing how defensive CC isn't effective because of dispels. Then if we go back to only priests and paladins having magic dispel we cut the number of viable comps in half and likely holy paladins would be too strong by a large margin.

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either next season or next expansion, they will put polymorph on the same dr as cyclone and fear, making exactly the same mistake they made when they put fear on the same dr as cyclone, and that will pretty much be the final nail in the coffin for how much worse they can make pvp. hopefully then when they actually reach rock bottom, they can start climbing back up to somewhere more half decent again, like they did with pve raids post the joke that was dragon soul

as with the fear nerf, as with the soon to be upcomming polymorph nerf, when you introduce a gigantic problem, it would be far more productive to campaign for that actual problem to be fixed, rather then introducing even more new variables which you hope might make the problem less noticeable

Why would this be such a huge mistake? RMD and god comp would both still be capable of setting up very long CC chains even without cyclone. What makes CC's not sharing DR fun for you? I can assure you it isn't fun for the people being CC'd.

You talk about how melee mobility, dispel CD, and recastable CC's being on the same DR is bad for the game, but you don't give specific examples of how it is bad. Dispel not having a CD punishes comps with CC's on CD, or limited CC in general, more than comps with excessive CC I.e. removing dispel CD punishes comps with limited CC a lot more than comps with excessive CC because they can cross CC.

All of these changes had goals of solving a major issues with the game at the time. Reverting them doesn't solve the current issues with the game and introduces old problems.

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melee, and rogues specifically right now are in pretty much exactly the same state that resto shamans were at the start of cata when they were handed dispel without any of their existing toolkit which was designed to compensate them for not having a dispel being removed in exchange. it took them two expansions of experimentation with completely random ideas to make shamans not be the automatic best healer in arena after that, and even then, it was only by making disc priest (briefly) and then resto druids even more retarded them shamans

I don't think it's melee in general. It's specifically rogues and to a lesser extent ferals. Hunters are a weird case because they are essentially unpeelable melee also. The thing is I don't see melee tearing up the top of the ladder and winning every tournament.

I will agree that the state of melee is an issue, but mainly in the 1500-2200 bracket where teams are prone to make mistakes. When a melee cleave runs in and presses every button doing max damage right out of the gate it's very difficult for an inexperienced healer to deal with, and it's also very easy for the melee team to set up. It turns people away from arena and the game in general.

From reading the rest of this thread I get the general vibe that a summary of people's negative feelings for this expansion is:

1) Outside of cooldowns the game is very slow. Instant healing/hots, self healing, short/no CD defensive abilities from dps and reduced CC make it very hard for anything exciting to happen.
2) Offensive CD's are so strong, and in many cases unstoppable, that they must be countered with a comparable defensive CD making the game feel scripted.
3) Maintaining the status quo (pve rotation from healers and dps) and countering CD's repeats until one team makes a mistake, gets lucky or the stronger dampening composition wins in the end.

Is this essentially correct?


#4405438 Four Years of Tears

Posted Dizzeeyo on 28 March 2015 - 10:51 PM

View PostVadren, on 28 March 2015 - 06:56 PM, said:

chasing nostalgia of when the game was actually worse than it is now, in many ways, isn't helping anyone
speaking as someone who has played this game since vanilla, pvp has never been as bad as it is now

melee spam thoughtless pve rotations into one target, having near 100% uptime if they play properly

casters either do exactly the same as melee (ele shamans) or spam completely irrelevant casted damage and cc while they wait for cooldowns on their instant cast damage to come back up so they can do unpreventable burst at fixed intervals that the opposing team can do absolutely nothing to prevent (warlocks/mages)

cc rotations are boring and scripted, the 8 second dispel cooldown is a stupid way to try and replicate the way dispels worked in tbc/wotlk, but with absolutely none of the depth and outplay ability that existed then

kiting/peeling does not exist anymore, damage through pve rotations is the only way to actually peel, and positioning (apart from healers) is completely irrelevant, which is why i find it amusing when people make suggestions like the above, reducing the range on stormbolt/fist of justice so people have to "sacrifice position" to use them, exDee :)

either next season or next expansion, they will put polymorph on the same dr as cyclone and fear, making exactly the same mistake they made when they put fear on the same dr as cyclone, and that will pretty much be the final nail in the coffin for how much worse they can make pvp. hopefully then when they actually reach rock bottom, they can start climbing back up to somewhere more half decent again, like they did with pve raids post the joke that was dragon soul

View PostVadren, on 28 March 2015 - 06:56 PM, said:

Rogues training me (as a healer) 100% of the game. Not fun. High mobility combined with an excessive number of lockouts (kick, garrote silence, cheap and kidney, gouge, etc...) and the very difficult to stop burst makes the situation feel bad. Maybe making subterfuge only usable for ambush and making burst of speed reduce energy recovery for a limited duration, OR making it so burst of speed prevents re stealth for some duration?
as with the fear nerf, as with the soon to be upcomming polymorph nerf, when you introduce a gigantic problem, it would be far more productive to campaign for that actual problem to be fixed, rather then introducing even more new variables which you hope might make the problem less noticeable

melee, and rogues specifically right now are in pretty much exactly the same state that resto shamans were at the start of cata when they were handed dispel without any of their existing toolkit which was designed to compensate them for not having a dispel being removed in exchange. it took them two expansions of experimentation with completely random ideas to make shamans not be the automatic best healer in arena after that, and even then, it was only by making disc priest (briefly) and then resto druids even more retarded them shamans


#4405478 GCDTV's 3v3 Arena Tournament 10 - $1,000 Prize Pool

Posted Knaittiz on 29 March 2015 - 06:30 AM

View PostDmachine, on 29 March 2015 - 05:33 AM, said:

SOOOON
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#4405468 GCDTV's 3v3 Arena Tournament 10 - $1,000 Prize Pool

Posted Dmachine on 29 March 2015 - 03:57 AM

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Tournament #10




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  • DOUBLE Elimination
  • Best of 3 Rounds - Semi Finals will be Best of 5 Rounds and Finals are Best of 7.
  • Tournament Gear is REQUIRED to compete.
  • Only one Tank / Healer Spec is allowed per team composition.
  • Current Rating of 2400+ of all players
  • The first map will always be Nagrand Arena. The loser of each round chooses the next map. Maps cannot be replayed until five out of six maps have been played.
  • Each Team is allowed up to 4 players and 6 Classes.


We want to host a Tournament every week so if you're interested in watching 3v3 Arena with Live Commentary with a real prize pool at stake please share our Channel (Twitch.tv/GCDTV) and consider donating to increase our prize pools!

Follow the Channel to be Notified when we go Live

When

Tournament Starts Friday 4/3 and 4/4 @ 9:00 P.M. Eastern time 6:00 pm PST

Losers Bracket and Finals will start Friday 4/10 and 4/11 @ 9:00 P.M. Eastern time 6:00 pm PST




Click here for the full list of Rules


Prizes

1st Place - 900 USD

2nd Place - 100 USD


All vods will be uploaded to Youtube.com/Dmachine52

Special thanks to @VadrakAL (Harald Böhm) for creating Arena Live 3 - the spectating addon we will be using.

All games will be live streamed at http://www.Twitch.tv/GCDtv with live commentary from Supatease, Dmachine, Breaker, and potentially Venruki!

The fastest way to have a question answered would be to Tweet us @GCDTV_


To Sign up Please Click Here

NOTE: All Team Names after sign up are final. If you compete again with the same players your team name will be the same.

Sign up's end Thursday 4/2 - Max of 16 Teams. Teams with the highest rating and that have participated in past Tournaments will be prioritized.


You can also contact us at:

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GlobalCDTV @gmail.com


Teams and Brackets will be announced on Wed Thur at the latest Via Twitter.






#4405400 Four Years of Tears

Posted Vadren on 28 March 2015 - 06:56 PM

I'm getting tired of hearing phantom arguments referencing 'homogenization' and naive exclamations such as 'the game is easy to fix, if Blizzard only did x, y and z.'

Suggesting that making certain specs bad by removing key abilities and chasing nostalgia of when the game was actually worse than it is now, in many ways, isn't helping anyone -- especially Blizzard.

I.e. removing interrupts from ret has one of three possible outcomes:

1) Rets become nonviable and bad.
2) Rets get some new mystery mechanic to deal with casting that would probably cause more issues than letting them have an interrupt would.
3) Rets get more damage to account for not having an interrupt. In what world does anyone want that?

Are any of these outcomes positive for the game? I'd argue they aren't.

What makes the most sense is identifying specific situations where the game is and isn't fun, then suggesting changes that would move more of those situations toward the 'fun' side.

For example:

Rogues training me (as a healer) 100% of the game. Not fun. High mobility combined with an excessive number of lockouts (kick, garrote silence, cheap and kidney, gouge, etc...) and the very difficult to stop burst makes the situation feel bad. Maybe making subterfuge only usable for ambush and making burst of speed reduce energy recovery for a limited duration, OR making it so burst of speed prevents re stealth for some duration?

However, killing spree relying on red buff, which makes it easy to see coming and possible to CC off (at yellow buff or red buff if lucky) is interesting, unlike fury warrior burst which is basically getting a sudden death proc + trinket proc followed by pressing burst cool downs. It's random and it happens in very few globals. Not fun. Arms feels better to manage in all situations, which still having high damage.

WLS mirrors to me are fun. High pressure, combined with a good mix of preventable CC, but still allowing for the possibility of long cc chains with good setup and some risk. It makes me feel like long CC chains should be harder to pull off for more comps, or at least have risk involved (disc priest pushing in for fear is a good example of risk).

Hunter CC + ret, war or dk is not fun CC to deal with. Asphyx/hoj/stormbolt into guaranteed trap is very hard to prevent and it relies on the hunter+melee making a mistake to stop it. Maybe reduce range on stormbolt/asphyx and hoj, which would make it so the melee has to go out of position for the guaranteed trap. This forces the melee to take a larger risk and also makes the trap more preventable because their positioning telegraphs the incoming CC.

I don't claim that these are guaranteed fixes, but I believe they change the dynamic of the game towards more fun. Removing the ability of a ret to interrupt isn't fun for the ret, whereas forcing them to give up safe positioning to get a stun could at least be interesting or introduce risk to the ability.


#4405282 Four Years of Tears

Posted Nadagast on 27 March 2015 - 06:36 PM

View PostAvengelyne, on 27 March 2015 - 03:41 PM, said:

last edit: Blizzard should ask themselves: What would make arena better? Answer: More comps, and toning down out-liner comps, one small hotfix at a time.

I actually think this is the exact wrong answer.  Balance is not the main problem with arena.  There are balance issues, sure, but the problem is that the changes over the years have led to gameplay which is far too scripted to be fun.

More viable comps, more balance, these are red herrings which we as a community have tried to chase for way too long.  Arena was great even when only a handful of comps were viable, because the comps really played dramatically differently.  Making everyone the exact same and then proclaiming that every comp is viable is a pyrrhic victory.


#4405006 Suomensnutz 3?!?

Posted Knaittiz on 26 March 2015 - 05:22 PM

I might be going full Diablous here but whatever -- here are some clips from last 3 rld sessions put together with some mainstream edm you lil whippersnappers dig:

http://www.warcraftm...w.php?id=244155

:warlock:


#4404936 Four Years of Tears

Posted Lolflay on 26 March 2015 - 11:52 AM

View PostDjBenx, on 24 March 2015 - 09:55 AM, said:

Tbh most of the "wotlk was the best" just seems like nostalgia.

I disagree.

However, I'll be the first one to admit that I'm having more fun in WoD than I had in Cataclysm/MoP.

Cataclysm made me quit within 3 months of its release, MoP didn't hold me longer either. This time around I do raid so there's that.


Dnno, this current game would be perfect if Ferals, Ret Paladins, Hunters, Windwalkers lost their respective interrupt effects, and replace them with different thing entirely. Ferals could potentially further increase mana cost on spells, Ret Paladin interrupt could be something like "if you successfully hit this spell on someone casting, you have free flash of light crit that multistrikes - it wouldn't fuck people over and stall the game but you'd be able to heal up the damage that you would've otherwise interrupted, Hunter interrupt should be turned into something else, dunno what - etc.

Also, dampening getting removed, in arena mana regen for healers being fucked up on purpose per individual basis and thus forced either into lasting 2-3 minutes when under full pressure from enemy team or last infinitely if you let them drink.


#4305294 Tactic's Enhance PvP Guide

Posted TacticMq on 18 December 2014 - 09:58 AM

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If you have any questions or concerns, you can message me on my youtube (youtube.com/tactic1048), on my twitch (twitch.tv/tacticq), add my btag: tactic#1895 or reply here with your question. I'll try to reply ASAP. I've been trying to stream my games more lately since I just upgraded my internet.

If you liked this guide, please rate it and provide feedback. There is a lot of info you need to understand a class in PvP and I want this guide to have all the information needed.

Table of Contents:
1. Introduction
2. Playstyle
3. Spell Priorities
4. Talents and Glyphs
.....4a. Talent overview and why
.....4b. Glyphs and why
5. Stats and Enchants
.....5a. Stats
.....5b. Enchants
6. Macros and Keybinds
.....7a. Macros
.....7b. Keybinds
7. Tips/Tricks
8. Addons / UI
9. FAQ
10. Other Resources

-----------------------------------------------------------------------------------------------------------------------

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Hello! My name is Tactic. I've been playing enhance since BC, through the thick and thin, hardships, and good moments. You may have seen me from my youtube channel or my previous MoP guide. At the start of my WoW career, I was mainly a PVE'er, taking part of top 200 guilds through WOTLK and CATA, and it wasn't until CATA that I started to pvp seriously. Since then I have gotten at least 2200 in every season since then, with my last 3 seasons being the most successful, with my achievment of rank 1 duelist in Tyrannical, and Glad in S14 and S15. In S15 I got 2800+ in 3s, and was the highest enhance in 5s. Unlike alot of enhance, I am here to stay (no fotm reroller here).

In this guide, I am going to try to go over everything, and I will edit it as soon as I think I have missed something. Some of this info may be redundant and or new to you depending on how much you know of the class

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“Enhancement is known as the caster- melee spec, because we have an even distribution of physical damage and magic damage.” What I like the most about of enhance is how we basically have to go balls deep into combat to survive, we have to keep the pressure up or we lose control of the game. That is, you gain maelstrom weapon charges, and you heal or damage depending on the scenario. The main advantages of enhance at the moment is the huge support we offer to the team (grounding, purge), and our heals. Enhance is not a mongoloid spec, I am always looking at my party member's frames to see if they need a heal.

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As you would assume, there isn’t really a general PVE rotation you can use in pvp, but rather you push whatever is best in that moment. I like to follow a rough list for doing damage, and strictly damage only (think of that LSD last season that DC'd and never waited for you and you kill them).

-Purge!!!! Get in the habit of purging, it's our strongest utility. Now obviously this isn't a damage ability, but it mitigates alot of damage because clean targets get farmed. This is always the top of the list if the target has important buffs such as: any hand spell from a pally, any absorb shields, fear ward, NS/AS, Spiritwalker's grace.

- Keep searing totem up: The damage it provides is little, but its brainless damage you don’t have to think about. It's almost like a second auto-attack, like your off-off-hand.

-Cast Lightning bolt with 5 stack maelstrom. Unlike before, Lightning bolt actually hits as hard as elemental blast and even harder if you decide to use unleashed fury. You may be forced to use this at 3-4 stacks when your target is so low and you can't hit it.

-Cast Stormstrike. This is my spam dps ability, and most likely my favourite. It provides me the crit buff for LB and EB and is a good generator for maelstrom weapon due to the main-hand and off-hand attack

-Cast Lava Lash. Recently they made Lava Lash scale with our mastery, so it does offer some burst now. Depending on the situation and if you have an echo proc, this moves up in the list due to hit being the bustiest.

-Keep Flame shock up with unleashed flame buff, idealy with 2 stack Elemental fusion talent if spec'd that way. When you spread it, it will mimic your target's FS. Keep in mind the more flame shocks we have active, the better chance it resets (15%) our lava lash.

-Cast Fire Nova. They buffed fire nova's damage quite a bit in this expac making it pretty real. Assuming you are not going to break CC, and there is more than 3 active targets grouped up, you can harvest pretty hard.

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4a. Talents

In PvP you will never find a cookie cutter spec, you will need to change your talents and glyphs depending on the team you face.

Tier 1: Level 15
In this tier, I strongly recommend choosing Nature’s Guardian. It’s a free 115k heal that procs when you are low. The duration of astral shift is way too low, and you can’t use it while stunned. Stone bulwark totem use to be good, but now it scales with battle fatigue so the shield it provides is horrible now.

Tier 2: Level 30
All the talents are viable! But in most cases I recommend using windwalk totem, as most teams have a root or a snare to prevent you from reaching your target, also popping freedom totem can allow your healer your healer to run around a pillar and kite more effectively. Especially with the amount of melee running around, when your healer is CC'd and you have nothing else, you might just have to run with freedom. Earth grab totem is good for for double melee teams with no root breaks and you need to snare, like TSG. Same thing for frozen power, use this for comps that you might need to peel for. But for most cases, that freedom totem will help your healer more than ever, as it can allow him to pop his speed and get the fuck out of dodge.

Tier 3: Level 45
Ooooooooooh baby a triple! I would chose Totemic Projection for this tier for those meaty triple cap stuns. I absolutely love this talent, it's so fun. Need to ground something for your healer but not in line? Totemic Project. Your healer get's feared to africa, but you don't want to fall back to tremor him, TP it! Shaman pops spirit link, Priest life grips, behind a box? Get dat double/trip cap stun. Now the reason we swapped to this from call of the elements, is due to how fear is not nearly as strong as it once was, and you don't see it as often. I still reccommend using CotE for teams with an abundance of fears, or if you need double freedom to reach your target. But overall I would recommend TP as it is an extra CC for the healer, or a peel for your healer. I use glyph of cap totem often, if I am the only person on the team with a stun.

Tier 4: Level 60
Definitely think Echo of the elements is the choice to go here (when you already have a good amount of haste). What vanguards says in his guide is a perfect description of this talent, as it allows you to go almost "rotationless", assuming you are using purge and other abilities other than lava lash, and stormstrike. Echo procs often and allows some mini burst opportunities with lava lash, however if you need maelstrom, use your echo proc on stormstrike as it is a better maelstrom generator. With 6.1 and the new echo change we can actually pool our burst, which is really good.

However, in early gear state, where you lack haste Ancestral Swiftness is really good to get a good amount of passive haste. You want to get at least 25-30% haste and obviously it is really hard to that when you have no gear, that's when you want to use this talent, that, and well faster globals in general for all dem purges are nice.

Tier 5: Level 75
I would recommend Rushing Streams. With the nerf to Ancestral guidance from 40% to 20%, along with the nerf to our burst, the maximum healing output from AG went down alot. Don't get me wrong, it's still an okay talent to use, as it is on-demand healing for burst scenarios. However healing stream will help your healer a little bit more in the long run with his mana, that and like always rushing streams shines in rot cleaves.

Tier 6: Level 90
Oh man this talent tier, it blows. They all suck, and to be honest this tier, and the 100 tier blow. You could not even take a talent and not really notice the dps. Overall I would suggest using Unleashed Fury for the talent here. It's a minor dps increase for your lightning bolt and gives a 5% multistrike, only thing is that it doesn't really last long. This put aside, Primal Elementalist actually provides noticable damage difference, that and earth ele gives you so much defence. Only thing is the totem has like 25k hp and can be one shotted by a priests holy fire. You can risk it and take this talent, as it will pay off if the enemy team does not kill it. I've been using it alot lately against glads and R1s and it has lived the full duration. It's really a gamble. Overall, you can pick any talent here, as unleashed fury and elemental blast are basically the same dps, where your ele can make a difference but can be stomped easily.

Tier 7: Level 100
Another garbage tier. Blizzard really shit the bed with our level 100 talents. This tier is entirely comp based. In terms of damage, I really like liquid magma for the choice here, it does the most damage and does some burst if it is only hitting one target, HOWEVER, it breaks so much CC! This leads me to the other talent, elemental fusion. It's a pretty boring talent, but it's safe. Just more damage for your flame shocks and frost shocks. You can do some decent cleave with 2 stack EF, unleashed flame buff and lava lash spread. I often use EF when playing any comps (like beastcleave) that you can break CC.

Following the totem stomping train, is storm elemental. In terms of damage, the ele does none. I really dislike this talent as it is usually short lived because I find myself having to use grounding totem, cap totem, or freedom totem (it being an air totem) over it. If you feel inclined to take this talent, you have to use it with primal ele talent. Put the pet on passive to get the speed aura, and use his knock-up ability for a cast interrupt.

Play with the talents see what you like, this is only a suggestion based of the success I have had with the talents.

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Glyphs:
Recommended Prime Glyphs:
Glyph of Lightning shield: A constant 10% damage reduction, this is amazing. Always have this on.

Glyph of frostbrand: A use to be 4-set, now in glyph form! This talent is awesome for staying on your target (in particular druids that shift everything) as it auto applies a slow for 3 sec. Use this if you are going to have trouble staying on your target, or your team lacks an auto slow.

Glyph of purge: Really good for getting buffs off quick, especially when you want to purge a PoM or NS when the person is relatively clean. In the long run, if you press purge every 6 sec you are going to purge alot more and save globals for damage. However, this talent can bite you in the butt if you are the only dispeller, as if you are unlucky you will be a sitting duck for 6sec while that BoP you are trying to purge off is mocking you. I recommend using this when you have other dispels on your team (like priest beastcleave).

Glyph of Hex: Reduces your hex cooldown by 10 seconds, making it a 35sec CD. This a great talent against teams with no dispel or just one dispeller. CC wins games, this glyph works really well when teaming up with a hunter as their scatter and traps are on a 30sec, so you can cross CC really well. However, since Hex is casted now, you must take in factors like how easy it going to get off at the right time? How many things do you have to juke? I like to use this talent against vanguard's and ret/hunter sometimes for more CC, assuming they don't have a dispel.

Glyph of Capacitor: For those teams that keep sniping your cap totem, and you need to get it off. Especially since Totemic projection is a thing, this can allow you to stop aura mastery heals quickly without having to worry too much about someone sniping your totem. It does still get stomped often though.

Glyph of Purging: I love this glyph alot. I love purging, I love getting maelstrom. Win, win? I think so. We already purge alot, this just allows us to get more maelstrom for heals and lightning bolts. Use this glyph if your team lacks dispels.

Situational Prime Glyphs:

Glyph of Ghost Wolf: For when you want to run around a pillar.

Glyph of Feral Spirit: For games that you know that will be short, and you need dem extra heals. The heals are pretty real actually.

Glyph of shamanistic rage. For games where a paladin keeps stunning you, and/or games that a mage will deep freeze you without silencing you. Be careful when using this against UA locks and spriests as the gylph no longer ignores their dispel protection and you will be hit hard, silenced, and feared respectively. Personally I don't really like this talent as it puts in the mind set of using it as a CC break rather than a Def CD, plus alot of classes cover their dispellable stuns like lot of mages cover their deep on you with a CS, or use it on your healer to get a poly off. It's good for BGs but not so useful for arena IMO.

Glyph of spirit walk: 45sec spirit walk. Nice for kiting or getting kited.

For Aoe: Use Fire nova and lava spread glyph and go to town in them bgs.

Major Glyph:
Lava lash for when you don't want your LL spread to break CC in the future. Keep in mind you will lose most likely get less LL procs unless you spread your FS manually.

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For stat priority I like to follow this:
Agility > {(Haste → mastery) > Versatility} > Multistrike > Crit

Like past expansions, haste and mastery has proven to be our best dps stats. In addition we get 5% more haste from all sources, and haste also reduced the CDs of our stormstrike and lava lash. Haste = good. However I predict mastery being better than haste once the xpac gets further down the road due to gear, because of that burst potential, and haste getting close to a soft cap. Along with these stats we have versatility, an overall superman stat. It increases damage, reduced damage taken, and increases healing. You want to try to get pieces with versatility couped with mastery or haste. Because of this, you must farm ashran rep, as the ashran pieces all have versatility.

I came up with this gearset I made on wowhead: http://www.wowhead.c...6/enhance-pvp-2
I believe this is our best gearset, but the only confliction is our damn 4pc. We have 2 crap pieces in my opinion from our set pieces, shoulders and gloves. Though I haven't tested it, I believe the 2 extra windfury attacks does not merit the extra haste/mastery and versatility you gain from the ashran pieces. I will figure this out once the full gear set becomes available.

In terms of enchants, it is personal preference between haste and versatility (on neck, back, and rings). Personally I like haste at the moment, because it is still super early in the xpac and we need it. However I think when we get a nice base amount of haste, we should enchant everything with versatility.

Make sure you get the 10% movement speed and don't cheap out as the extra movement speed is huge. Also, since it's still early in the xpac, use the aspirant (ilvl 600) boots and enchant them with panderen's step to get an extra 10% movement speed (overall 120%) until you can get the epic boots.

For weapons, use double Mark of Warsong. With both of these proc'd you get near the soft haste cap and have a lot of burst potential (also fast globals). Once we get further in the xpac, one warsong enchant may reach you to the 50% haste soft cap, then we can use an offset of the mastery and haste enchant.

On a side note for races, I really like draenei over dwarf. I often find my healer getting silence way more than I do, to even make use of the stoneform. With draenei you get more passive agility, and heal that I can describe how many times it has saved my partners when below 5% hp.

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Do not feel like you need to change your playstyle at all when looking at my macros or keybinds, play what is comfortable to you.

7a. Macros:
Here are the macros I use and what I am use to:

Spoiler

I strongly recommend having arena 1, 2, 3 target and focus macros. It’s hard to get use to at the start, but you will get use to it, and you will love it.

7b. Keybinds:
I use a razer naga for my mouse, so a large amount of keybinds is on my mouse. Let’s start with the keyboard and work our way to the mouse.

1 - Lightning bolt
Al1 - Chain Lightning
2- Ele blast
3- Earth Shock
Sh3 - Magma Totem
4 - Frost Shock
Sh4 - Focus Frost Shock
Al4 - Arena Frost Shock
5 - Flame Shock
A - Ancestral Swiftness
D - Spiritwalker’s Grace
ShD - StormEle Knockup
AltD - Focus StormEle Knockup
ShE - Healing Stream Totem
R - Ancestral Guidance
ShR - StormEle - If I spec it
` - Spirit Walk
C - Cap Totem
ShC - Earth Ele stun
AlC - Eerth Ele focus stun
Sh2 - Healthstone
F - Fire Nova
ShF - Recall Totems
G - Trinket
X - Lightning Shield
ShX - Mouseover Focus
Z - Cleanse ShZ - Cleanse1 AltZ - Mouseover Cleanse
Now the mouse, here is a SS of the side of the mouse for reference: http://i.imgur.com/Onhecmu.jpg

No modifiers:
1 - Lava Lash
2 - Storm Strike
3 - Unleash Elements
4 - Searing Totem
5 - Healing Surge (Self)
6 - Grounding Totem
7 - Purge
8 - Shamanistic Rage
9 - Earthbind Totem / Freedom Totem
10 - Ascendance
11 - Bloodlust
12 - Hex

Shift Modifiers:
2 - CotE or TP
5 - Spirit Wolves
7 - Focus Purge
8 - Stoneform
9 - Tremor Totem
10 - Target arena 1
11 - Target arena 2
12 - Target arena 3

Alt Modifiers
1 - party 1 naruu heal
3 - party 2 naruu heal
5 - Gift of Naru heal
10 - Focus Arena 1
11 - Focus Arena 2
12 - Focus Arena 3

Other buttons on mouse:
Mouse Wheel Button: Wind Shear
B5 - Ghost Wolves
SB5 - Earth Ele
B4 - Focus Wind Shear
SB4 - Fire Ele

Yeah... my keybinds are weird.

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  • Stormstrike before ascendance, when you pop ascendance it resets the CD.
  • Make sure you unleash elements before you elemental blast for 40% more damage. Also make sure you have the stormstrike debuff on the target for the additional 25% crit chance
  • Alot of resto shaman will try to cover their casts in various ways to make sure you don’t interrupt them, but I say who cares! If they drop grounding totem, focus purge them and then wind shear, if you are quick you should eat the grounding totem and interrupt the cast. The same goes for Spiritwalker’s Grace, their aura mastery, focus purge them until you get it off, if you are lucky and they are moving it will interrupt them, however if they are standing still get ready to interrupt them. I Suggest an addon that will tell you what you purge, and a cast addon to show when you can or can not interrupt.
  • If you pop your earth elemental totem on a hunter’s stampede, it will briefly taunt them.
  • Try to pop your ascendance only when the healer is CC’d, preferably cross CC’d so it is a 3v1.
  • Try to purge alot, get in the habit of it. You want to get important buffs off instantly such as Spiritwalker's Grace, Presence of Mind, Nature’s Swiftness, Ancestral Swiftness, Temperal Shield (LOL Mage nerf <3), Ice Barrier, Icy Veins, Alter Time, basically any mage buffs, Hand of Sacrifice, Blessing of Protection, Divine Favor, Power word shield (if it’s not too much trouble), Freedoms. Try hitting a mage when he is clean compared to when he is not, if you connect to him with no buffs he is basically dead. The cleaner the target, the more damage you do. If you see a potential switch target in arena, start to clean him off before you go on him.
  • If you know a rogue is going to open on you, pre-pop capacitor totem, and shamanistic rage (garrote silence).
  • Always keep healing stream totem on cooldown.
  • When you hex, always see if you can cross CC
  • Look for easy ways to drop capacitor totem (when not running totemic projection), any CC that keeps the enemy still like scatter, warrior target fear, poly, etc... you can time capacitor to stun out of it.
  • When playing against a lock team, team (especially if they have a shaman and they always hex you) dispel their agony on CD. It stops alot of damage and is extremely annoying for them. Just dispel whoever gets a 10 stack agony. Very effective vs L.S.D and WLS
  • When a rsham links, drop a cap stun. This is a great way to land a stun on 2+ people, the success rate goes up depending how much pressure you have.
  • Keep an eye on priest healers, when they move away from their pillar, and pop a feather, they want to fear. Either slow them, or get ready to pre-tremor.
  • When you want to survive, freedom and spiritwalk yourself. Keep your distance and spam purging (with purging glyph) and keep healing. Know what classes you can go toe-toe with in terms of melee (not dks). Use a run-in-out method.
  • Playing against a warrior, most of them will use mass spell reflect. In addition to juking, you must juke the mass reflect too. Considering how scumy people, alot of warriors use reflect bots, so using a stop casting on hex will juke reflect, and allow you to hex or if you are playing beast, it lets your hunter get a easy trap.
Grounding Totem - Predicting the spells
  • If a resto druid dispacer beast's TOWARDS YOUR TEAM he is most likely going to bash/disorient  cyclone some one. Prepare to pre-ground incase you are the target if not, then shear.
  • With the change to hunter traps, its been incredbily hard to ground traps, but not impossible. Look for signs of CC on your healer like HoJ, binding shot, really anything to keep them still and traps off CD. Though I have found most hunter's will juke our grounding totem due to how easy it is to trap now, so even look for concussive shot.
  • You can ground a warlock's blood fear.
  • With ice block glyph, mages have aura mastery out of it for a few seconds. Use grounding to get the poly.
  • When I pally rushes in with speed of light, he is most likely going to HoJ your healer, ground it.
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So here is my UI, take it or leave it, but I like it: http://i.imgur.com/SER1AOE.jpg
Try not to clutter your UI with useless stuff. Make sure everthing is clear, and you notice everything as soon as it pops.

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Ask me questions!

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The internet is full of resources for you to get better at enhance:

My youtube channel: https://www.youtube....user/Tactic1048
My twitch: http://www.twitch.tv/tacticq
If you are ever in a bad mood, or on the verge of quiting enhance, look at my twitch highlights, they are all one shots for the most part, they make me happy :). Be sure to sub and follow! <33

There is also this:
http://www.twitch.tv/vanguardstv
http://www.twitch.tv/diablous

You can also take a look at vanguards guide on AJ: http://www.arenajunk...aman-guide-603/

Shaman 1: #draeneidream
Shaman 2: Horde sham
Shaman 3: 2nd Ally Sham
Shaman 4: 2nd Horde Sham


#4403974 I just found out about Yung Lean

Posted Thaya on 23 March 2015 - 01:08 PM

the whole "genre" is pretty interesting though, look up vaporwave (and all related shit like seapunk, witchhouse, etc)

there are some REALLY great musicians around like clams casino



greaf


he's one of the beatmakers for teamsesh which glonglon mentioned. speaking of which, make sure you check Bones & co, they're great


and yeah the last 2 vids are linked off of my channel, where i posted a lot of stuff like

you won't find them anywhere else anyway, not in the english segment of the internet anyway =)


#4404710 I just found out about Yung Lean

Posted Ayrasaurus on 25 March 2015 - 04:31 PM

Spooky and Thaiboy






Some other decent stuff






<|fillingyourdaywithsadboyshitandnotlisteningto4minutesnewminialbumㅋㅋㅋ

heh




#4404472 Four Years of Tears

Posted Dizzeeyo on 24 March 2015 - 08:45 PM

View PostAvengelyne, on 24 March 2015 - 08:32 PM, said:

giving each melee MS ... isn't going to homogenize anything
yup, just like giving every melee a kick didn't and giving every melee a stun didn't

;)

giving everyone X results in homogenization of X, which results in X becoming massively undervalued compared to Y and Z which have not been shared out amongst everyone - when Y and Z are burst damage and sustained damage, which will never be shared out equally amongst everyone because pve game exDee, the bring the player not the class model falls flat on it's face




<