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Posted Dreoras on 09 March 2014 - 07:56 PM
Minpojke spending the prize money
Posted Farmboy on 09 March 2014 - 02:29 PM
I guess I don't understand why AJ's doesn't revamp their recruit page. From a business perspective it would be the perfect way to get more traffic to the site and make arena more popular. More people would use the forums and the community would grow. (Hopefully the mods can get their shit together)
The idea of an addon is good but without some kind of moderation on it I could see it being abused. I could be wrong.
Posted Farmboy on 08 March 2014 - 03:46 PM
When is the recruit section of this site going to get reworked? When are we going to be able to long into a program and just find people to play with? Websites exist for this, but they suck. (IMO)
I find it hard to believe that after all the battlegroups got connected that there hasn't been someone or some organization that jumped on the opportunity to create a player/team finding tool.
Maybe I just suck at using google, but does anyone have any idea's on this?
Posted Cakesz on 04 March 2014 - 12:09 AM
It started in WotLK when Blizzard gave every CD in the game to DKs and so they had to give other abilities to other classes to counter that, instead of just removing the retarded shit from DKs.
Posted glonglon on 01 March 2014 - 01:59 AM
Demonology Warlock Guide (5.4.7)
This guide is written mainly for players new to playing demonology in arenas / PvP. I want to thanks Polygonzz cause he helped me a lot understanding this spec.
Demonology is different from both affliction & destro because it uses an alternative resource named « demonic fury » very similar to warrior’s rage. Demonology is a burst spec, basically you have to generate demonic fury in human form to be able to burst in metamorphosis form.
- Strong burst with Dark soul.
- You mostly use instant cast spells, no risks of being interrupted.
- You have a stun (Axe Toss) and a knockback (Carrion Swarm)
- Your damage in metamorphosis is physical, that means you can burst through Anti magic-shield, cloak of shadows, diffuse magic…
- You can be a flag carrier in RBG ! (However feral druids & monks will perform better due to their high mobility)
- Very low sustained damage outside of dark soul. This spec relies too much on dark soul to score kills.
- Your damage is physical in metamorphosis, a smart paladin will use Hand of Protection to counter your burst, a smart rogue will use glyph of cloak of shadows…
Level 15 : Dark Regeneration
You want to pick dark regeneration and macro it with your glyphed healthstone. This macro will be your « panic button » when you’re unable to teleport/gate to avoid incoming burst damage.
Level 30 : Mortal Coil
You want to pick mortal coil cause shadowfury DR with your wrathguard/felguard’s Axe Toss and demonic breath is useless.
Level 45 : Soul Link
You want to pick Soul link cause it scales pretty well with the glyph of eternal resolve, resilience and nether plating. Also as demo you always play with a Felguard/Wrathguard, a pet with a large HP pool.
Level 60 : Blood Horror or Unbound Will
In arenas, you’ll use blood horror against meleecleaves and Unbound Will against castercleaves.
Notice that Blood Horror can be grounded or spell reflected so you’ll need a cancelaura macro for blood horror. (see macro section)
If you successfully horrify a melee with blood horror then you can fear him without any risks of being interrupted. This will allow your healer to breathe.
Be careful when using Unbound Will, It’ll trigger spells that have a dispell protection such as Unstable Affliction.
Burning rush is the best choice for flag carrying in RBG. If your role is to dps in RBG, it’ll be better to play with Unbound Will+double damage trinkets (even for non-humans).
Level 75 : Grimoire of Supremacy or Service
Pick grimoire of supremacy if you don't have mortal strike on your team in 3v3 (25% reduce healing debuff), otherwise pick grimoire of service to summon an additional Felguard during your dark soul burst. This additional Felguard cannot be controlled but when summoned, he’ll first stun your target with Axe Toss and then use Felstorm. Notice that you don’t want to stun mw monks or mages due to their abilities dematerialize and blink so It’ll be better to use GoServ to summon an additional felhunter that will instantly silence them or an imp that’ll add some extra burst damage. Notice that you always want to use GoServ during your burst cause your additional pet will benefit from the mastery boost of Dark Soul : Knowledge.
Level 90 : Archimonde's Darkness
You’ll be able to burst more often with this talent. Always try to sync dark soul with your surge of dominance proc otherwise your burst will be significantly weaker. I recommend you to use an addon like Weakauras or ExtraCD to track your Insignia of dominance Internal Cooldown.
- Glyph of Imp Swarm (Mandatory) : Their main purpose is to quickly generate a lot of fury. They will allow you to burst in the arena opener without having to worry about your demonic fury bar.
- Glyph of Eternal Resolve (Highly recommended) : 10% damage reduction will make you more tanky and it scales very well with soul link, resilience and nether plating.
- Glyph of Healthstone (recommended) : Great synergy with dark Regeneration talent. Macro them together.
About the glyph of demon hunting : Imho this glyph doesn’t fit the demo playstyle very well because when you come out of Dark Apotheosis form you lose all the demonic fury you generated. Also in RBG, If you carry the flag in dark apotheosis form, you’ll get the tank debuff.
Stats Priorities / Gearing / Enchants / Gemming / Reforge / professions / Best races
Stats priorities :
6% hit > Intellect > Mastery > Crit > Haste
Mastery is your most valuable stat after intellect, 600 mastery = +1% damage in metamorphosis.
Then it’s crit cause you want those 100k touch of chaos crits that can win you games.
Haste is pointless as demo.
You’ll pick all the Prideful Gladiator’s five set and the following offpieces with mastery :
Neck – Prideful Gladiator’s Pendant of Cruelty
Back – Prideful Gladiator's Drape of Prowess
Wrists – Prideful Gladiator’s Cuffs of Prowess
Waist – Prideful Gladiator’s Cord of Cruelty
Feet – Prideful Gladiator’s Treads of Cruelty
Head - None
Shoulders – 200 Int / 100 Crit
Back – Ligthweave Embroidery or 180 int
Chest – 80 to all Stats
Wrist – 180 Int
Hands – 170 Mastery
Waist– Living Steel Belt Buckle
Legs – 285 Int / 165 Crit
Feet – 140 Mastery / Run Speed
Main Hand Weapon – Jade Spirit or Spirit of Conquest
Offhand Weapon – 165 Int
Put 320 mastery gems everywhere, except in your gloves and belt where you’ll put green +160 mastery and 160 hit gems in the blue slot cause you want to get the socket bonuses with intellect. Pick the metagem with 216 int and 3% Increased critical effect.
Reforge for 6% hit then mastery. If you struggle with reforging, you can install the addon reforgelite and use it with the stats priorities I’ve gave you above.
Best Professions :
Human : tailoring for ligthweave embroidery (2k int proc) + any prof that gives a passive intellect bonus, alchemy is the cheapest one to level since it only requires you to level it to 300 to get the 320 int flask.
Non-human : engineering for synapse springs (2k int on-use) + tailoring
Best races :
Alliance : Human is the best, their burst is stronger with double damage trinkets. Also they got an expertise bonus for playing with 1h swords that allow them to reforge a bit more hit into mastery.
Horde : Orc is the best for the blood fury racial that you can add in your burst macro (see macro section) for more burst. Also the 15% stun duration reduction from hardiness is nice and with the Command racial you get a flat +2% dmg dealt by your pets.
How to generate demonic fury in human form ?
Hand of gul’dan is your highest priority (don’t let it sit at 2 charges) then keep corruption / doom up. As a filler you basically just fel flame or soul fire if you get a molten core proc. If 3+ targets are around you Hellfire becomes your main filler, this AOE will quickly generate a big amount of fury if it hits multiple targets.
About curses, use enfeeblement if you aren’t going for a kill and elements just before your dark soul burst.
Notice that you’ll never use shadow bolt cause its cast time is too long and you don’t want to be locked on your shadow school.
How to burst as demo with Dark soul ?
You need to use your abilities in that order for an optimal burst :
See the macro section for the burst macro.
During metamorphosis burst you’ll only use two damage abilities :
Touch of Chaos : Your metamorphosis version of shadowbolt, it’s your most cost efficient damage ability (only 40 fury), and it has a 1 sec GCD so you can spam it like a niggah with an AK-47.
Doom : Your metamorphosis version of corruption, a slow-ticking, big hitting DoT. Apply this once you’ve dealt your burst with Touch of Chaos to ensure you maintain pressure after your metamorphosis ends.
You should never use chaos wave, immolation aura and auras of elements/enfeeblement unless you have 700+ demonic fury and your opponents are clustered together. These abilities are not cost efficient at all !
PS : Void Ray is useless.
Some basic arenas tips :
The first thing you should be doing in the opener is to get your surge of dominance proc then use your dark soul burst on the kill target with an initial CC chain on the enemy healer. Then, wait for your insignia of dominance ICD to come back and try to score a kill with your second charge of dark soul and another CC chain on the healer.
There is a common misconception that demo locks cannot burst in the opener cause they need to generate demonic fury. Actually, you can burst right at the start of the arena thanks to your imp swarm, these little bastards will give you enough demonic fury for a good dark soul burst with a lot of ToC spamming. So don't worry about your demonic fury bar in the opener.
However, If your Imp swarm is not available for your next dark soul burst then you need around 400 demonic fury to 100-0% someone. If your target is not at 100% hp when you start bursting you’ll obviously need less demonic fury to kill it.
Between two dark souls you should use your peels for your teamates mainly by spamming fears and applying aura of enfeeblement on the dps. Remember that demo sustained damage is low so you must use your peels to avoid counter-pressure from the enemy team.
When specced into GoServ don’t forget that you can stun your kill target with your service felgard’s Axe Toss and cross-cc another target with your regular felguard's Axe toss.
Also about CCs, In Z-axis Maps (blade’s edge, dalaran sewers) your Carrion swarm (knockback) is useful to bump people in a bad spot. For example, you can bump an healer out of the line of sight of his teamates.
You should communicate a lot with your dps teamate to synchronize your burst.
For example, if you are playing with a shadowpriest you should synchronize your dark soul burst with a 3 orbs devouring plague or a 2 orbs+mind blast into devouring plague.
Viable setups :
Frostmage / demo lock (petskill ran it to 2.3k)
Boomy / demo lock
Rsham / demo lock
Shadowplay : demo lock / shadow priest / restoration shaman (Dreamexicray ran it to 2.5k)
LSD : demo lock /elemental shaman / restoration druid
Hld : Hunter/demo/rdruid (Eviaax ran it to 2.4k)
Demo /enhance /Rdruid (Sosseri ran it to 2.3k)
Comps strategies :
If you are experienced with a demo lock comp, you are free to share your strategies :)
demo/enhance/rdruid by Sosseri :
Well, as demo/enhance/rdruid we always go for any target except if there's a warlock in any team, But works good to if he's out of range of his portal or gateway. We like to go ham when we've got our first cc from our druid or the shaman if there's no curse dispeller in a team, most of the time we force block/bubble etc.. probably 80% of the games, this will mostly lead to a trinket from the opponent healer, And i'll have a dark soul left to finish the target with no defensive cooldowns left.
But it's not like the this always happens, there's always counters to our opener. Rmd/p for an example, what we like to do against rmd/p is i always move my pet near to my shaman so i can stun the rogue insta into fear/coil and try cc mage meanwhile.
teams with Warriors always like to charge in and try to stop the gateway, so it's always a juicy target to go for if he tries to stop it meanwhile our druid goes for a cc on the enemy healer, pop cds>axe toss>coil. Under the 4second of axe toss warrior should have trinketed before coil lands, this has lead us to many wins a lot of times.
We like to go for the resto shammys too, but we don't like to make it obvious. Instead we sit on a dps target and try to pull em to our side so the shaman has to go out ,then axe toss with solar beam leads to a trinket mostly into coil. This also works on enhance/ele shamans with axe toss and solar beam at the same time so they can't use shamanstic rage.
Against hunters we try to force a deterrence and trinket with 1 dark soul. Then go ham with cds, axe toss and coil, so does it go for mages/monk but with Hypo effect and no karma though.
I wish i could explain this in a better way, and I could go on for long, but the most important thing to understand about this comp is to decide to go for 1 target and force defensive cds til it has none left and deadek
Hunter/Demo/Rdruid (HLD) by Eviaax :
hunter/demo lock/ rdruid (hld) :
Eviaax ran it to 2.4k in s14. He thinks this is one of the top tier comp for demo. The hunter can play MM or Survivial but he prefers survival for its better sustained damage which will help maintaining pressure when dark soul. The healer can be replaced by a rsham, mw monk, hpally.
Strengths of HLD :
- Powerful CC chains
- Strong Burst
Weaknesses of HLD :
- Hard to keep pressure if CC’s are not executed
- Must play offensively which can put you in bad positioning and vulnerable to swaps.
- Hunter is squishy
Recommended Glyphs for this comp :
- Imp swarm (mandatory) : No explanation needed.
- Glyph of fear (mandatory) : This will allow your Hunter to trap off your fears instead of stunning with axe toss into trap. This way you’ll be able to use stun on the kill target.
- Demon Training (mandatory) : Mandatory when you use GoServ to summon an imp.
About Talents :
Eviaax prefers the dark bargain playstyle instead of soul link+eternal resolve glyph playstyle because he thinks his pet dies too easily.
The main goal of this comp is to cc heals and go on a DPS target. We NEVER go heals. It’s crucial while running this comp that we get cc out on heals as soon as possible so that we can use our offensive cool downs immediately to get defensive cool downs from them off the bat. Also were going need those offensive cool downs back up ASAP if we don’t get a kill. So the quicker their back up the better shot we have at winning the game. Gate is obviously a must due to the aggressive play style of this comp. You have to know when to play defensively when you there are no kill opportunities.
The hunter or I will set up cc chain on healer depending on who has a better opportunity. I prefer that I start off cc with a howl into a fear so that the healer can get trapped off of my fear (Glyph of Fear). If we can do that, then most likely we won the game. The possibilities are endless for cc on healer now just because of that opener. On first cc is when I pop my entire cool downs. This includes imp swarm, trinket, dark soul, and Grim of Service (imp). I dot kill target with corruption, hand of gul x2 and doom. That gives me time so that I can keep very strong pressure on target while going back to cc healer if needed. If my cc is not needed I will go into Meta and use touch of chaos for optimal pressure. Like I said we have so many ways to control the healer that sometimes I can apply all my burst on target. We have : Howl of terror, Fear, Wyvern Sting, Silence, Trap, Scatter, Clone, Coil, Bash, Axe Toss and Carrion Swarm interrupts/ Knock off.
This is more than enough cc to have control on the healer for the whole game. So even after burst is done you are able to still apply pressure to your target. Usually if I see the chance to kill the enemy target after my burst I will immediately pop my second dark soul and spam touch of chaos. This is assuming that the cc chain is still going on healer. If not then we wait to get another cc setup on healer so I could pop my second dark soul. If my cc is not needed I will use mortal coil on kill target to get a trinket from him at around 50% then immediately stun him which usually equals a kill. This is the main reason I don’t like to use my stun into a trap. However if I see that it is difficult to cc healer because of LOS I will use stun so I can get that fear off. Usually against shaman healers I won’t bother fearing him but I will let hunter get a sleep off so hopefully that forces a tremor so that we can get a full fear on him afterword.
The burst we have is unpredictable and can change a game completely. We can be completely losing the match and look as if 100% no chance at coming back, but as soon as that chain cc goes out n burst is up its game.
As for kill targets, really anything is a viable option except healers. Really any target you know you can kill immediately or get the most defensive cool downs out of in the shortest amount of time. Usually the healer will be sitting cc at this point and makes for an easy kill.
If the opposing team has a lock then the hunter has to do anything in its power to stop their gate. If that happens it creates an opportunity to go lock if it’s the best target. This would be usually against and LSD team. Even teams such as RMP which will be hard for us to get cc out on healer because of stealth is not bad. If priest opens with fear I immediately un bound will howl and pop cds on mage. This is to counter their opener so they have to play defensively on their cool downs. After we pop cool downs then we set up cc chain on priest. The hunter or I will first get off ward (possibly already off from initial howl) and then feared. I stun rogue and unending resolve silence so it’s a guarantee cc. The priest usually then trinkets that fear due to the pressure that we have and by then I’m already casting my next fear which then leads into our never ending cc. Even when mage blocks the priest will still be cc’d by the time he’s out.
Melee cleaves are pretty easy as they basically have to play very offensive which creates terrible positioning for whatever the target you choose may be. Also don’t be afraid to choose rogues as a main kill target. There’s not much they can do defensively and can literally get killed in one stun.
LSD and LSD2- These are very hard counters because of the peels and utilities they have. Against LSD with ele the best target to go is lock. For LSD2 the best target to go is boomy.
If there is a hunter on the opposing team that will ALWAYS be your main kill target and go to guy. Hunter s get dominitated by this comp.
WLS –Warrior is main target
Being a flag carrier in RBG :
How to quickly bring a flag back to your base ? :
Use Burning rush and healthstone if necessary.
Use your demonic leap on cooldown every 10 secs.
How to defend the flag in Warsong gulch ? :
Put your demonic circle on the roof of the flag room and stay there, the walls provide great protection to break line of sight and you can use your carrion swarm (knockback) to bump your opponents to the ground of the flag room. If the roof is getting too hot just jump down, this will force your opponents to follow you, then port back up.
Tip : If you jump from the roof you can leap to the balcony during your fall.
How to defend the flag in Twin Peaks ? :
Put your demonic circle on the balcony of the flag room and stay there. You'll try to bump your opponents to the ground of the flag room, you can also howl/fear them pretty easily since the balcony is very small. If the balcony is getting too hot just jump down to the flag room, this will force your opponents to follow you, then port back up.
About Deepwind gorge :
Demo lock is the best cart carrier for Deepwind Gorge, when players carries a cart they are limited to 100% of their run speed so monks & feral druids are useless. However, demo locks can still use demonic leap every 10 secs so they'll bring back the cart to their base faster than any other class (except maybe warriors).
Hope you'll enjoy reading this guide, constructive feedback is appreciated.
Posted Snuggli on 27 February 2014 - 03:49 AM
Posted kannetixx on 27 February 2014 - 01:33 AM
Posted Feliclandelo on 24 February 2014 - 07:29 PM
That's 25 boosts to Gladiator, thats not only a fuckload of players buying, you're also hiding tax and suddenly getting a huge boost on your bank account which isn't reported, smells like future trouble! And I doubt there are a lot of boosters actually pulling home 25 Gladiator boosts, imagine if 10 people did it, it would mean 250 players of the ones getting Glad are boosters (now I do believe the number is way higher, but its spread out more evenly on a lot more boosters).
Dno man. I don't see it being more profitable than just having a regular job where you also get experience within a field and a network.
Posted Abidalzim on 24 February 2014 - 03:42 PM
2. Rank one players playing boosts are functionally equivalent to rank 1 players on alts.
To make it more precise - in this case x doesn't serve the same purpose as y and it doesn't exhibit the same behavior as y.
Posted Rhee on 24 February 2014 - 02:06 PM
How are boosts good for the game, and are not destructive to the arena ladder?
Think about the players below you, q-ing at around 2~2.2k MMR trying to push for 2400 or Gladiator for the first time. When people decide to do carrys and que into these players, they are not fighting players they are supposed to be matched against because the rank 1 players are playing against players 200~300 rating below them.
Obviously the players are going to be at a huge disadvantage and probably lose, losing rating that they probably shouldn't have, lowering their morale, and pushing them away from their goal. If carriers had not qued, who knows what kind of success they would've had else-wise.
1) Boosts are against the ToS. (I'm not hardass about the ToS but it is a solid reason)
2) The ladder is represented inaccurately, with players sitting at rating that shouldn't be theirs.
3) Demoralizes aspiring players trying to succeed as they are matched against players that they shouldn't be fighting at all, which can possibly lead to less participation in arena... ("Whats the point of trying to get "xx" rating if rank 1s are just qing at our MMR?")
4) False representation of skill. (Yeah, titles don't matter anymore nowadays.. but it would be cool if it did once again. Obviously with the new ladder change its going to be a while that happens..)
5) It's annoying to fight against a carry team on your main team. Yeah you can argue that you should beat them with skill, but often times top teams trade games with each other, and when you trade games with a carry team, obviously one team suffers more than the other.
It's going to be hard to get rid of boosts because its hard to regulate and provides monetary benefits for the boosting party for almost no risk.
I know friends that do boosts and I dont lecture them about it, but I still think they are not good for the game.
Posted Pouncedd on 24 February 2014 - 04:44 AM
All these boost spots are false spots and are just duplicates of a multi glad / r1 person doing a carry it totally destroys the ladder.
For example r1 and gladiator would have been significantly lower last season and there are many people who should have gotten rank 1 who are now not due to carries.
For example without name dropping I know of 4 seprate hunters who were carried/Boosted to r1
Posted BalanceRexxar on 24 February 2014 - 03:55 AM
Can you elaborate why you don't see them as destructive? For every person that buys a gladiator boost someone who legitimately got their rating does not get gladiator. That is pretty straightforward destructiveness. Same thing applies for R1.
Posted Cakesz on 23 February 2014 - 07:29 PM
You're not very bright. But considering the amount of trolling you do, I'll give you the benefit of the doubt and assume that's what you're doing and you're not actually this stupid to not understand.
Posted Cakesz on 23 February 2014 - 03:11 AM
This was already explained in my last post. If you failed to understand it I'd take an hour read it and think about it, see if it clicks eventually.
Posted Regent on 23 February 2014 - 02:46 AM
a ) too bad to do boosts themselves,
b ) people who can't afford boosts,
c ) delusional duelists who happen to think the only reason they didn't achieve gladiator was because some player, who happens to be more skilled than him played another character to glad range, which would somehow lead to a smaller amount of gladiator spots for the delusional duelists, which obviously makes zero sense.
Usually, the people who have the loudest opinion against boosts tend be a combination of a + b + c.
Like, just look at this guy. He claims that people who do sells are DIRECTLY causing harm to the WoW PvP community, but like, he doesn't give any reasoning how it is directly causing harm.
Like really, if random Arab X buys a boost for $300, because he can afford it, how does this hurt your gaming experience? Logically thinking, it has zero effect. I've yet to hear a single logical explanation from anyone on the site how it'd hurt your gaming experience.
The average explanation people come up with (group C, the delusional duelists) is that boosters somehow reduce the amount of gladiator / r1 titles available to "normal players". This is total nonsense. Imagine a situation where BåtenX, that mage guy, and that gear exploiter warrior each leveled up 70x of their main classes (70 druids, 70 mages, 70 warriors) and played all of them to gladiator range, which would propably not even take much of any effort from them. How would the situation be any different than them doing 70x gladiator boosts, regarding the amount of available gladiator / r1 spots?
The second average explanation (group C again, the delusional duelists) is that somehow boosters ruin the experience of average players since they shouldn't be able to meet in arena at lower ratings. This is also total nonsense. Using the previous example (70 druids, 70 mages, 70 warriors) the situation is exactly the same. What difference does it make for the average player if they meet said alt team grinding their way from 1900 to 2500, compared to meeting the same players on their "boost characters" grinding their way from 1900 to 2500? Again, boosting causes zero effect on the gameplay of the average player.
The only logical explanation for the phenomenon is that these said duelists simply aren't skilled enough to compete with the most skilled players. They can't admit their defeat, which leads to them having to rely on other ways of getting up the ladder. It's widely known that the easiest way to go up is by getting the competition ahead of you banned, one way or another. This is why they do everything they can to get said boosters (=most skilled players) banned. Now, this obviously doesn't sound like fair play. Frankly, the most skilled players have to deal with these delusional duelists (quoted poster as a prime example) every day.
Every single day.
You attack me personally instead of the topic which I discuss. You display a perfect example of the attitude which I point out to be troublesome.
I have sold many boosts/pilots in the past, but I did so out of boredom more than a need of money. I stopped the moment it became obvious it was having a negative impact on the community.
I have enough money to buy whatever rating I would like, if I had the need to do so.
I can get whatever rating I wish whenever I choose. I have multiple friends who are getting rank 1 titles on tuesday who would be happy to play with me if I still played.
Your defense of boosting is completely non-sensical. You claim that selling carries does not affect the ladder in any way because a "good player" would be still be able to get the same rating regardless of tampering with the ladder. There is a reason why some teams are rank 1. They are better than the teams who are getting glad or are playing a stronger team composition. Why you think it is fair for a gladiator team to compete with a rank 1 team for the same title is totally beyond logic.
For example, lets use sports. A D1 college team is no-doubt very good at what they do, better than most. They are nothing compared to a NFL team though. If the D1 college team made it to their finals, and instead found out the other team payed an NFL team to replace them, it would no doubt be considered corrupt/poor sportsmanship/illegal. This is what happens on the WoW ladders. The NFL teams get payed to stomp college teams.
You say that it is okay for people to sell boosts because they could just as easily take the same amount of spots by powerleveling alts. You fail to realize that both of these are equal in lack of good sportsmanship. This is like saying it is okay for some one to sell drugs to kids, because he could just as easily kidnap them and force them into slave labor. Both options are awful, and just because he is doing one but not the other does not make him a rightfully morally sound person.
And very last, its against the rules. If you cheat at something in life, you better be damn sure no one knows about it. People blantatly cheat in WoW and then the minority of the population becomes the loudest shutting down anyone who speaks against it. People hate others who cheat, and those that cheat openly are the worst. Can you imagine if people blatantly cheated on the LoL ladder? Reddit would be blown up with it, players would get pissed, Riot would respond and fix it.
People that hold the same misguided beliefs that you do are either the scum doing it, or equally as scummy by enabling it.