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Posted irubuwrongtime on 16 December 2013 - 09:10 PM
Posted Crawthz on 27 November 2013 - 11:18 AM
As we all know, Grievous Gladiator is top 0.1% and Gladiator is top 0.5% of the ladder.
EU 3v3 - #1132 - ~2261 rating
US 3v3 - #960 - ~2220 rating
EU 3v3 - #226 - ~2500 rating
US 3v3 - #192 - ~2414 rating
Q/A section, I will try to update this post with relevant questions/answers/posts/statements etc.
maybe i can send braindance a screenshot of my first glad title and my oxford acceptance letter and then i can be cool again
Do the math yourself, get lowest rank and divide it with 200 and you get last Gladiator rank per ladder. Divide that number again with 5 and you get last r1 rank.
For example EU 3v3 right now:
262042 / 200 = 1310,21 - which is 1310 spots for Gladiator
1310,21 / 5 = 262,042 - which is 262 spots for Grievous Gladiator
262042 / 1000 = 262,042 - which is 262 spots for Grievous Gladiator
does this take into account people who havent played the 60 games or w/e to be eligible for title?
Being eligible for title doesn't have to do anything with the amount of players in the ladder, which is where the cutouts are calculated from (both Blizzard and player side)
Right now, everyone who has a ranking in the ladder (check the API pages) are calculated towards the cutouts and it doesn't depend if they have enough games played or not.
When I created the topic, the ladder had 262042 players. Right now there's 262155 players. That's over 100 more in about 3 hours? That means that there is every 6th hour new Gladiator spot in the ladder, making 4 new Gladiator spots per day.
Since everyone who played now counts and can't drop off makes the number bigger aswell.
The system is the exact same as last except the fact that more people count towards the titles since they cna't "disband spot".
But yeah, overall the number increased like 4 times compared to last seasons.
400 teams divided to 16 battlegroups is 25 teams per battlegroup, which is pretty damn close to top BG's in EU (Misery had about 30 and Rampage had about 25). So it's pretty much the same as last season's numbers were, but now that the unified ladder is here and activity has gone down in 2k+ arena, it's pretty much onbvious that this is what is happening.
Posted irubuwrongtime on 19 November 2013 - 05:35 PM
Make it so that when you inspect other player, you can also view their season highest rating achieved along with their current rating(CR).
Basically right now, it gets really difficult to gain the rating once you go past 2400+.
You either keep facing the same team around your rating over and over again for death match(whether it's a hard counter or not) or you face teams that are like ~300 rating below you and gain like +5 points per win or -20 points per loss, etc. Current rating system forces us to play with someone along similar CR or else you suffer the penalty of losing more rating per each loss.
For the same reason, if anyone is above 2400+, they are most likely to sit the rating and just don't play anymore or play on their alt or something just to keep their CR.
I think my suggested change will promote many players to play arena more extensively without having to worry about losing their CR because at the end, only thing matters is your highest rating achieved in the season.
Ppl will just play more games to compete with their own highest rating instead of trying to beat someone else's rating.
+ rep if you agree to this. If there are a lot of other ppl who would agree to this change, we can be pretty confident about suggesting it to Blizzard as a possible solution to expand the arena pool further.
If you were to disagree, please share your thoughts on why you think it is a bad idea or it will not work along with logical explanation.
Thanks for reading.
ps: I just hate seeing this game/pvp/arena in general becomng more dead and stupid every season and any idea to help reviving the arena pool would be much appreciated.
Sad truth is that there are no other game to replace WOW atm and yet noone really cares...
Even this AJ community has been so dead and just full of trolls lately, it makes me sad. I haven't seen a single helpful post on Warrior forum for example for like almost a month period. It's all endless qq about certain class in general and that class defending its own class without any logical explanation.
Posted anad1o on 01 December 2013 - 05:08 AM
you can now see which rating (and rank) is required for a specific arena title. those values get automatically updated every 6 hours.
here's the link: http://www.arenamate...le_cutoffs.html
hope you like it
Posted Bigmoran on 10 September 2013 - 09:01 AM
Hey ladies and gentlemen, this type of thread hasn't surfaced on Arena Junkies in quite some time and seeing as this HOPEFULLY will be the last season for generally scum-baggery, I hope my post gets the attention it deserves. Most of my information from below comes from conversations about US ladders and focuses heavily on things I've heard through the grapevine. If you are a friend of mine and are on this list, no need to fret, this list is but a post in jest, and one that I hope will not ruin friendships (pls forgive me).
DK: Vigarista. Although not known by many, this Brazilian backpeddling superstar has made an appearance on a few BGs this season (namely Rampage, Retal, and Ruin). He seems to follow with the other Brazilian gods, playing PHD with the likes of Rynd and Beilgatta. For whatever reason, his Retal team decided to que LSD at the same time Rositajones was queing shatterplay. This led to a devastrating tank. Vigarista, who was previously on the roster, backpeddled away into darkness to never be seen again.
DRUID: Once whipped by popular streamer Bamfxo, Lickerz, has been a realiable asset to the 5v5 bracket. Often playing with Kaska, Lickerz is present on five different BGs, all in the pursuit of the Tyrannical gladiator title.
Honorable mention go to Coolbears, the 15 year old Jewish Jungle-cleaver who literally combined rosters with himself after getting farmed on Ruin.
(http://us.battle.net...ns One African/) I don't actually know how many BG's he is on but I would venture to say it's more than the amount of hair he has on his armpits.
HUNTER: A prolific poster on this website, the winner of our try hard hunter goes to Reedz. Playing on at least three BGs, Reedz quickly became master of the 5v4 and 5v3 brackets. Unfortunately for Reedz, his razer naga dream team took some devastating losses on the Sunday night before season end, leaving only a trail of tears, a discarded box of Hot Pockets, and a 19 Button Expert Gaming Mouse that can be yours for the low price of $68.99. Merc out.
MAGE: Also known as SJ, probably short for his Sloppy Job at playing fire, the try hard mage of this season is Spicychopz! This kermit the frog voiced washed up bong is playing on five different BG's with little to no competition.
Sharing this award is Jahmilli, the highest rated player in World of Warcraft. Jahmilli was able to take time out of his role in the upcoming movie Insidious: Chapter 2 to get some titles. He climbed to the top of the ladder on a few BGs, patching together a Frankenstein lineup of Goonies to 2800+.
Honorable mention goes to Rositajones. This flamboyant Living Bomb god has somehow convinced Jahmilli that he is worth carrying. He is playing on 2-3 different BG's going for R1. Though a tip of the hat to his team for achieving the highest 3v3 rating in the world.
MONK: There really is no try hard monk that I can think of. Dannycarrey is undoubetly the best monk that currently plays but I think by default this award should go to Jordons, the previous ring leader of the Cataclysm wintrading cartel (Jordons, Perry, Nevz). This season he will be adding another red helmet to his collection on Arena Junkies. It is sad that he has retired his days of controlling every BG, though I think his understudies (namely Kaska) have done a fair job of carrying on his legacy.
PALADIN: Gsgsgsgsgs. This emotionally troubled helpless romantic has found himself chasing as many rank 1's as he does girls. He is currently on the Rank 1 3v3 on two BGs, and the rank 1 5v5 on three BG's. His strategy is undoubtedly "Get rank 1, get laid."
PRIEST: The priest category has multiple winners. The reason for this is that priests seem to be essential for success in the 5v5 bracket. It is also the class in which we see the highest ratio of scum. It is said that 5% of the world population is related to Ghenghis Khan. By similar logic, I'm inducing that 5% of the priest population is related to Jordons. Carrying on his legacy of tryhardedness and wintrading genetics is Seestraighz, the sleepless superstar of the 5v5 bracket who is playing on five different BGs; Aetarius, the hopeful Aussie whose dreams have been repetedly crushed by resets (he's now going for R1 on two BGs); Exumbra, the autistic bottomfeeder turned slightly better than bottomfeeder who literally transferred an entire team (http://us.battle.net...5/mort de rire/) just out of spite of Seestraightz (http://us.battle.net...s_for_u_steven/); and Anapolis, the priest healing the aforementioned Coolbears.
Honorable mention to Save, but with a hair style that marvelous, he deserves exclusion from the main list.
ROGUE: Try hard rogue goes to my friend Fhos, who is playing on at least two BGs in hopes of the prestigious Tyrannical Gladiator.
SHAMAN: Currently receiving his PHD in Computer Science while finishing up his internship at Cisco systems, Kaska has somehow managed to infiltrate almost every single BG. Though the print on his Alt and TAB keys is surely reduced to cheeto dust and sweat by now, he still manages to be one of the most feared shadowrealmers in this community.
Honorable mention to Adversa - this newcomer to the Rank 1 scene is a strong candidate for S13 Most Improved Player. His teams never fail to get wins in the clutch; the force of his heals often causing a player of the opposing team to inexplicably log off.
WARLOCK: The obvious choice for warlock would be Rawkus, but I will spare him the humiliation and assign the title to Dotaphd, who hopefully is getting an actual PHD seeing as the debt on his mom's credit card from WoW related expanses is probably more than the average cost of grad school.
WARRIOR: There really were no try hard warriors this season. I almost gave this title to Casval, seeing as he was on the most BGs of any warrior this season, but instead I give the title to previous Rank 1 KFC hero, Halcyons. This guy's team spam q'd the last week of the season, falling short of Rank 1 by nearly 150 points.
Most pathetic: Though I am somewhat biased in handing this one out, Exumbra is surely the most pathetic person of this season. As I mentioned he had partaken in transferring an entire team to two different BGs to try and screw over Seestraightz (costing time and money in the name of revenge). Not only that but his 5v5 team on Ruin literally had a scouting schedule. It was confirmed by multiple people that he assigned members of his team different time slots to scout our server to see when we would que. Aside from that he claimed to have "eyes" on our server. When confronted about it he said that has a few people on Real ID from Bleeding Hallow horde who notify him and his team when any one of us log on.
<<< [2:40:10 PM] Aric (Exum): i have 6 teams with 2.3k mmr looking to snipe u
Best rating camper: Sodez and Mackenzie. Though Mackenzie has since tanked from his days at Rank 1 Bloodlust, Sodez has topped the charts on BG9 for months now. He sits on his slot from the $40 throne of Honey Bunches of Oats encrusted Target Brand chair at the gaming house. Luckily some Mastermind and his prodigy rogue were able to climb the ladder to an impressive 2840 rating.
Honorable mention goes to Cyprix, Elfxhunter, and Wizkhalifax who have literally been sitting their rating since a month into the season.
Boldest wintrader: Navajitas - Hailing for the land of Tacos y Burros, this sloth looking Feral Droid has made numerous attempts to climb to Rank 1 on Vindication. He was recently stripped of all his rating and gear but luckily had an honorable buddy by his side to get back his cherished Tyrannical gear (GG Tyranical Conquest Achievement). Since he has been reset he has disbanded his second climb team, claiming to do so because the win ratio looked bad.
Biggest virgin award goes to me. This is probably the most pathetic thing I've ever invested so much time into. I need to keep my rep/post ratio above a 4.0; this is the only way I know how.
Oh, and a special shoutout to Khi, Plat, Krystof/Dhale FFXIV God, Keklyz, Vexthizzface, Toph, Smulch, Vinny, Ayra, Hildegard Sprigglespruxx, Not Reliuna, Gabe, Ruin/Retal, youtube.com/bobrosslol, Poppy, Thelfx, Deprive, Splatted-o, Bubbez, Rambojohnny.
Posted Reedztv on 06 September 2013 - 12:53 PM
" The awarding of PvP Season 13 titles and mounts will occur approximately TWO weeks after the season ends. ". The german version confirms that aswell.
so do we face 2 weeks break instead of one, since the determination of end-of-season reward eligibilitys usually only takes one week?
if i remember correctly, the blog didnt say anything about a 2 weeks break until recently.
That has been the case once in some season in wotlk, so that might really happen.
Posted Hansol on 08 August 2013 - 01:41 AM
- Hansol the Pyromaniac
Posted hyponikz on 10 July 2013 - 05:56 AM
Never in my life have I seen a ele blast hit for harder than 150k in arenas.
Also, clearly enhance is out of line and needs to be nerfed into the ground.
Personally I wish Blizzard would massively buff my dps outside of cooldowns and not all on 1 button retardation that lets idiots like Shamroidz make the spec look like a noobshow.
This was in arena, I promise to god...you can ask my partners, wolf posted above^^
Posted Dizzeeyo on 17 June 2013 - 09:41 PM
Yes, haste would be the best if it was 100% chance to proc from LB or NT ticks, but with 25%, RNG can really fuck you up badly. Then it matter really heavily how much mastery you have.
full mastery = less procs, but each proc does more damage
full haste = less damaging procs but more of them, plus everything that comes with faster casts
12.5% haste gives you more procs then 11.5% haste, and 13.5% haste gives you more procs then 12.5% haste
Posted Batenx on 15 May 2013 - 02:06 AM
1.1 About me
My name is Douglas, also known as Båten, and I’m a 21 year old boy from Sweden. I’m currently a full time law student, but on my free time (read: when my head isn’t buried in books) I work out and play this addictive game called World of Warcraft. I just finished one of my last seminars this semester, so I figured I’d celebrate by writing a Mistweaver Monk guide. I hope you find it useful!
1.2 My Experience
First of all, I’ve been playing this game on and off since vanilla. As arena was introduced in TBC I was still playing my Mage, which was my first character. Ever since season 1 I always ended top 3 on the ladder, but somewhere at the end of season 3 I started playing a Resto Druid and managed to obtain the prestigious Gladiator title in full greens/blues. In the beginning of MoP I made a monk and the rest is history…
As of now I’ve achieved multiple rank 1 titles as a bunch of different classes, including Monk, but I’m focusing on my Resto Druid and Mistweaver Monk.
2 A Mistweaver’s Abilities
If you’re reading this guide you probably have a fair perception of how Mistweaver Monks work and what their abilities do, but for the sake of it I’ll explain what they do, how they work and how to use them. I’m intentionally leaving out a couple of abilities that will be covered under section 3.
2.1 Healing Abilities
Soothing Mist: Their main way of getting Chi. You want to use it as often as you’re allowed to. It’s channeled and has a 30% chance to generate 1 Chi with each tick. Low mana cost.
Surging Mist: A fast, strong, but expensive heal. Similar to Healing Surge for Shamans. It generates 1 Chi and becomes instant when channeling Soothing Mist. Try avoid using it unless you have Thunder Focus Tea activated.
Enveloping Mist: The only heal you are supposed spend your Chi on. It’s a strong short HoT ability that costs 3 Chi. Similar to Surging Mist, this one becomes instant when channeling Soothing Mist. Basically, as soon as you have 3 Chi and someone is taking damage, this is what you want to use.
Renewing Mist: Hybrid between Rejuvenation and Prayer of Mending; on the first tick it spreads to a second player, and continues to spread until it has healed a total of 3 players. Despite its high mana cost it should still be used almost on cooldown as it generates 1 Chi. Only 8 sec. cooldown. Also works as a trash debuff for your Enveloping Mist.
Chi Wave: Talent in the second tier that bounces between friendly targets and enemy targets. The healing portion of Chi Wave is a smart heal, in the sense that it prefers healing low health players. It has a 15 second cooldown and should be used on cooldown, though it can be used preemtively as described above under section 2.
Uplift: Not very strong AoE heal that costs 2 Chi. Should never be used in a PvP enviroment, not even in RBGs. You should not spend your Chi on Uplift, as Enveloping Mist is a way more effective heal at the cost of 3 Chi.
Expel Harm: 15 sec. cooldown. Probably one of the most underrated abilities for Mistweaver Monks. It heals you for a rather significant amount and has a short cooldown. It also generates 1 Chi, which is huge! Even if you are full hp, you should use this talent on cooldown for the Chi, as it has a low mana cost. In order for you to play as mana efficient as possible, this ability is important. It also deals a low amount of damage to a nearby enemy, but have no fear – it no longer breaks CC!
Healing Sphere: Does a ridiculous amount of healing, but should not be abused as it does not generate any Chi. If you prioritize this one over Enveloping Mist, you’ll end up going OOM. That being said, you should always look for a way to use Enveloping Mist, which sometimes can be tricky considering the amount of interrupts in this game. These spheres are especially useful when your party member is stunned as they could be hard to place under a moving target. They also work when the target are in Smoke Bomb, which makes Smoke Bomb next to useless against Mistweaver Monks unless they're in CC.
2.2 DPS Abilities
Jab: A basic attack and generates 1 Chi. Also grants you the buff Muscle Memory, causing your next Blackout Kick and Tiger’s Palm to deal 150% increased damage and restore 4% mana. Basically when dealing damage you want to do every other Jab (Jab -> Tiger’s Palm/Blackout Kick -> Jab -> Tiger’s Palm/Blackout Kick and so on).
Tiger’s Palm: Stacks up the Vital Mists buff, which reduces the cast time and cost of your next Surging mist by 100%. Stacks up to 5 times. Also grants you Tiger Power, which causes your attacks to ignore 30% armor. Tiger’s Palm is the ability that should be used when dealing melee damage as it only costs 1 Chi, whereas Blackout Kick costs 2 Chi. You want to save Chi for Enveloping.
Spinning Crane Kick: Does AoE damage to enemies and AoE healing to friends within 8 yards. Generates 1 Chi if it heals 3 targets. Should only be used to try get enemies out of stealth.
Crackling Jade Lightning: The DPS version of Soothing Mist. A good way of getting Chi if nobody is taking any damage. Does a fair bit of damage and should be used more often than Jab -> Tiger’s Palm in a 3v3 situation as it has a long range and won’t cause you to overextend. Eats Grounding Totem and Spell Reflect.
Transcendance: Similar to the warlock’s Demonic Portal, except you have to replace your portal after you use it. The transfer has a 30 sec. cooldown whereas the portal itself has a 45 sec. cooldown. Should be used to avoid CC. Remember to use 3 Healing Spheres on your portal in the beginning of the game!
On Nagrand Arena you should place the portal behind a pillar. On Blade’s Edge you should always have it behind one of the pillars by the ramp. On Ruins of Lordaeron you should place it in your starting area. However, if your team wants to take middle and you think it’s likely that you will manage to push the enemy team back to their starting area, you should place it by the tomb. On Tol’Viron Arena you should place it by one of the pillars closest to your starting area. You might end up switching it to the other pillar, but you never want to have your portal in the middle of the enemy team. Mistweaver Monks are all about positioning as they have very few ways of avoiding CC.
Nimble Brew: 2 min. cooldown. Clears you of all root, stun, fear and horror effects and reduces the duration of future such effects for 6 sec. Should be used if it can be used instead of your normal PvP trinket.
Thunder Focus Tea: Mistweaver Monks aura mastery on a 45 sec. cooldown. Doubles the healing of your next Surging Mist. Do not feel bad for using a Surging Mist with Thunder Focus Tea activated; it’s the only time you’re supposed to use Surging Mist unless you’re facing a team where mana absolutely won’t be a problem.
Life Cocoon: 2 min. cooldown. Your big ”oh fuck”-button. Encases the target in a cocoon, absorbing around 250k damage in arena and increases all periodic healing taken by 50%. Can be used preemtively; if you know you’re going to eat a CC or blanket silence from the enemy casters with Thunder Focus Tea on cooldown, this can be used to ruin the enemy team’s entire swap.
Revival: Huge instant AoE heal and dispel on a 3 min. cooldown. Used almost like Nature’s Swiftness and can be used on targets out of your line of sight. Also works when a target is in Smoke Bomb. As of 5.4, Revival got nerfed by 30% and will only roughly 110k in arena, which opens up the possibility to use it as a dispel for your partners when they're going offensive.
Fortifying Brew: Increases your health by 20% and reduces damage taken by 20%. Has a 3 min. cooldown, so be careful with what you use it on. I tend to use it when big cooldowns are being used by the enemy team. Try use it before you take damage; the last stand effect is just a bonus unless you’re being locked out.
Zen Meditation: 3 min. cooldown and 8 sec. channel. Interrupted by melee hits. Reduces all damage taken by 90% and redirects to you up to 5 harmful spells cast against your party members. As Mistweaver Monk it’s difficult to use this ability as Counterspell and Spell Lock can be redirected to you when you’re standing behind a pillar and end up with you being locked out on cast. If you’re playing with a Warlock, you can use Zen Meditation as the gates open to ensure a mage can’t stop your Warlock from getting a Demonic Gateway.
2.4 Other Abilities
Summon Jade Serpent Statue: 30 sec. cooldown. The statue will heal the lowest health nearby party member within 20 yards for 25% of the your damage done and when you cast Soothing Mist, the statue will also cast Soothing Mist on an injured ally within 40 yards. Since patch 5.2 it no longer costs any mana, so there is no excuse not to use it! Remember to switch locations if needed. Usually you only have to change position of the statue on Tol'Viron Arena.
Disable: A spamable 50% slow. Similar to the Warriors' Hamstring. If you re-apply it when the enemy is slowed already, it will root them.
Paralysis: A physical, 20 yard range, 4 sec. incapacitate. Double duration if used from behind. Used for CC or to avoid getting CC’d.
Spear Hand Strike: A melee range interrupt on a 15 sec. cooldown. Also silences for 2 sec. if the enemy is facing you when cast. Keep in mind that this the blanket silence is slightly delayed, so use this ability 0.5 seconds before you want the blanket to hit.
Grapple Weapon: The Monk's disarm. Use when enemy melee uses some sort of offensive cooldown, i.e. Summon Gargoyle for Death Knights, Recklessness for Warriors and Berserk for Feral Druids (Feral Druids do 50% less damage while under a disarm effect). It can also be used to stop Hunters from trapping you. Hunters can not use Trap Launcher when they are disarmed, so if you time it well you can get the disarm when they use Scatter Shot and therefore they will be unable to trap you from range.
Tip: Use Disable twice on the target first to immobilize him; it’s much easier to hit an ability with a positional ’requirement’ if the target is standing still.
First tier: Tiger’s Lust is the obvious choice. It clears the target of all immobilizing and movement impairing effects and increases their movement speed. In other words, this basically works as an inferior version of dispel as you don’t have to ’waste’ dispel on roots. It can also be used as a sprint, which is very useful when your Priest or Warlock wants to go for a fear on the enemy team’s healer. Only downside with the talent is the short range (20 yards), but if used correctly it can win you games.
Second tier: Chi Wave is the best, even after the nerf in 5.2. It still does a great amount of healing and can/should be used preemtively, i.e. when you know you’re going to get CC’d and you can’t avoid it. Observe that it breaks traps, so use it carefully!
Third tier: As of 5.4, Chi Brew has been buffed. It now has a 45 sec. cooldown and instantly restores 2 Chi aswell as generates 2 stacks of Mana Tea. Has 2 charges. This means you can get two quick Enveloping Mists out whilst regenerating Mana Tea. This is the talent of choice.
Fourth tier: You swap between all talents in this tier depending on what you play and what you're facing. Ring of Peace silences and disarms all enemies within the ring for 4 seconds. Ring of Peace was generally the talent of choice in 5.2, but since 5.3 Ring of Peace shares diminishing returns with other silence and disarm effects, so keep that in mind if you choose this talent. Now in 5.4 it got slightly buffed and it a good choice.
Leg Sweep stuns all enemies within a 5-yard radius of you for 5 seconds. In some cases, this talent can be amazing. This is especially true in 2s when facing DPS/healer comps and you need as much CC as possible to score a kill. Depending on what comp you play and what comp you face, you may find use of this talent in 3s aswell. For the sake of it, I’ll explain how Leg Sweep can be used in the following scenario. You’re playing a comp with very few stuns so you don’t have to worry about putting your partners’ stuns on diminishing returns and you’re facing a Shadow Priest/Mage/healer comp, which is fairly common these days. The enemy Priest will most likely push in on you to get fears as often as you let him. On some maps, such as Ruins of Lordaeron and Blade’s Edge Arena it is difficult to avoid every fear by running away from him as it might completely ruin your positioning. A Paralysis followed up with a Leg Sweep could be just what you need to avoid the fear and still maintain a decent positioning. It is also an excellent follow-up stun on the kill target.
And last, but certainly not least, there's Charging Ox Wave. This talent stuns all enemies stuns all enemies in front of you within 30 yards for 3 seconds and has a 30 second cooldown. The use of this talent is endless; you can stop Priests when they're going for fear without worrying about putting yourself in an awkward position and you can stop Scatter into trap combos as Charging Ox Wave has a travel time. If you use it well, you should be able to stun 2-3 enemies every time.
This tier is very interesting because you seem to change it all the time depending on what comp you're playing and what you're facing.
Fifth tier: This is the tier you change depending on what comp you’re up against. Diffuse Magic reduces all spell damage taken by 90% and clears all magical effects on you, reversing them back to their caster. Observe that this talent does not reduce damage taken from UA dispel, so using this one and following it up with a Revival is not the best idea. Been there, done that…
With Diffuse Magic you can reflect a full row of dots back on the enemy caster (Warlock or Shadow priest) and make a hard swap to him. It can be risky, so be careful!
Dampen Harm reduces the 3 next attacks that deal damage equal to 20% or more of your total health in half. Now in 5.2 it can be used while stunned, which makes it a solid choice. This talent can be taken when facing a team where atleast one enemy can deal more than 80k damage in one hit. Against Death Knights this talent is worthless. But against warriors, rogues, hunters and Fire mages this talent is useful. Dampen Harm is off GCD, unlike Diffuse Magic, so in some cases Dampen Harm could be more valuable.
Healing Elixirs is a passive talent that causes your next Brew of Tea (in this case Mana Tea, Thunder Focus Tea and even Fortifying Brew) to heal you for 15% of your total health. It’s particularly useful against melee cleaves where no enemy can deal more than 80k damage in a single hit. As of 5.4, Healing Elixirs will no longer activate if the Monk is already at full health, and activate automatically when the Monk has less than 35% if their maximum health. This is a huge buff to the talent, and you should really look into using it whenever you feel Diffuse Magic or Dampen Harm won't be a good choice.
Sixth tier: The general choice is Chi Torpedo as it actually does quite a bit of healing on you and the ones you hit when you roll. It no longer breaks your own CC, thank God for that! It also does a tiny amount of damage to enemies and even totems. Though, if you’re up against a Rogue and you don’t want to sit a full Blind followed up by a Sap, you can use Invoke Xuen, the White Tiger preemtively. Yes, it does keep you in combat. I prefer Chi Torpedo. As of 5.4, it now has a pet bar so your pet tiger won't go rambo and break CC anymore. You can also move your tiger manually so can be used to pick up traps against Hunters.
Your glyphs depend on which comp you’re playing and which comp you’re facing, however there are a few specific glyphs we’re going to look into.
4.1 Major Glyphs
Glyph of Life Cocoon: The first obvious choice. Being able to use Life Cocoon while stunned is not only a lifesafer for you, but also for your partners. If you get stunned and you know you’re going to eat an unavoidable follow-up CC, you can use Life Cocoon at the end of the stun and potentially save your partner(s). With this glyph you’re also able to use Life Cocoon when you’re trapped and feared by a Warrior provided he targetted you when he feared.
Glyph of Paralysis: This is my second choice. it could be gamebreaking if you manage to land a full Paralysis without it breaking from dots. However, if I play a comp where we rely on having tons of split pressure but still I need to use Paralysis on cooldown to avoid CC, I might swap it out for Glyph of Renewing Mist. Generally I tend to just keep the glyph and use Paralysis more carefully.
Glyph of Enduring Healing Sphere: My third choice. Basically increases the duration of your spheres, including the mastery ones, by 3 minutes. This is probably the way to go as you'll have spheres all over the place for you and your partners to pick up.
Glyph of Nimble Brew: This glyph could be useful against a team that you know will tunnel you. If you're not certain they will go for you, it will most likely be a waste.
Glyph of Detox: Could be used in rare situations. For example if you're playing a comp that relies heavily on DoTs and you're facing another DoT team, i.e. when you don't want to remove your partners DoTs because you'll lose a ton of pressure and if you want get that extra heal as you dispel Unstable Afflicted or Vampiric Touch.
Glyph of Mana Tea: I It removes the channeling behavior and causes Mana Tea to simply use two stacks (8% mana) instantly, with a 10 second cooldown. Just make sure you use it on cooldown; you don’t want to sit on 20 stacks at the end of a game. As of 5.4, Mana Tea without glyph got buffed and the glyph is no longer mandatory in PvP.
4.2 Minor Glyphs
Minor Glyphs are only for cosmetic purposes, so these glyphs are unimportant. Though, if you must know, I use Glyph of Fighting Pose and Glyph of Crackling Tiger Lightning to look like a badass. I gotta look good when I beat my enemies, right?
Gemming as Mistweaver isn't difficult. There are basically only two ways you can gem your character. You can go either go for Intellect or Spirit. I have tried both of them out and I found that Spirit was most beneficial for me. The reason is simple.
Mistweaver Monks have an insane healing output so gemming Intellect isn’t really necessary; it could be sweet with some extra healing, but if you use your Chi correctly and most importantly if you land your Healing Spheres, your partners won't die. That extra Intellect won’t make a difference when it comes to keeping your partners alive – atleast not in a 3v3 situation. But as most of you know, Healing Spheres does not generate any Chi and eventually you'll start feeling a bit dry on mana. That is why I'm going for Spirit gems. Healing Spheres are simply too powerful.
Please bear in mind that this is merely from my own experience, but I'm sure any top rated Mistweaver Monk would agree.
Meta: The meta gem of choice is either Ember Primal Diamond or Tyrannical Primal Diamond. It all comes down what you're playing and what you're facing.
Blue: 320 Spirit
Yellow: 160 Spirit and 160 Critical Strike
Red: 80 Intellect and 160 Spirit
Reforging as Mistweaver is fairly straightforward; you go for soft Haste cap (2348 Haste in Stance of the Fierce Tiger) for an extra tick of Enveloping Mist. After that you max out your Crit and then Mastery. I suggest you download the AddOn ’ReforgeLite’ to ensure your reforge is as indefectible as possible.
Enchanting your gear has always been very simple, so I won't go into deeper detail than just listing the enchants.
Shoulders: 200 Intellect and 100 Critical Strike
Cloak: 180 Intellect
Chest: 80 All Stats
Bracers: 180 Intellect
Gloves: 170 Haste
Legs: 285 Intellect and 165 Spirit
Boots: 140 Mastery & Minor Speed Increase
Weapon: Jade Spirit
Off-hand: 165 Intellect
It doesn’t matter which professions you decide to go for as long as it’s ’crafting’ professions. I always go for BS and JC, because those are the only professions that offer extra PvP Resilience. This saves me time, as I don't have to change professions whenever PvP Resilience is the best stat.
To make this guide as Monk specific as possible, I’ll only mention macros designed for my Monk.
Paralysis: You’re unable to use Paralysis if you’re channeling Soothing Mist unless you interrupt the channel first. To make it all easier for me I added /stopcasting to my Paralysis macro.
/cast [modifier: shift, target=focus] Paralysis; Paralysis
Paralysis Arena 1/2/3: These macros are mandatory for Monks as you can stop the enemy team’s entire opener by stopping the stealther’s first cast. You can also interrupt Night Elves when they try to get a free cast after using Shadowmeld. I also added /stopcasting to these macros so I don’t have to manually interrupt the channel.
/cast [target=arena1] Paralysis
/cast [target=arena1] Paralysis
/cast [target=arena1] Paralysis
Spear Hand Strike: Similar to Paralysis, Spear Hand Strike is unusable when channeling Soothing Mist, so adding /stopcasting to this ability is helpful. I also added /cancelaura Spinning Crane Kick so I can kick people even if I'm spinning around like a ballerina.
/cancelaura Spinning Crane Kick
/cast [modifier: shift, target=focus] Spear Hand Strike; Spear Hand Strike
Grapple Weapon (Disarm): Only reason I made this a macro is because Grapple Weapon can’t be used if you’re channeling Soothing Mist unless you cancel the channel first, so I smply added /stopcasting to make my disarm more effective. When you have the buff Hand of Protection you are unable to disarm enemies, so /cancelaura Hand of Protection is amazing too. As it has a short travel time it’s important to use it as soon as possible.
/cancelaura Hand of Protection
/cast Grapple Weapon
I also have a focus macro for this one as I swap my focus in arena very often.
/cancelaura Hand of Protection
/cast [target=focus] Grapple Weapon
Tiger’s Lust: If you are under the effect of Stampeding Roar or Body and Soul, you can’t use Tiger’s Lust on yourself to break a root. You must first cancel the first movement speed increase effect. No need to add /stopcasting as Tiger's Lust already cancels the channeling of Soothing Mist.
/cancelaura Stampeding Roar
/cancelaura Body and Soul
/cast Tiger’s Lust
7 How To Heal
Healing as Mistweaver is rather simple once you understand how all the abilities work. Enveloping Mist always has highest priority as it could be difficult to get it off in consideration of all the interrupts in this game. Soothing Mist should be used whenever you need Chi and should be used prioritized over the other Chi generating abilities. You still want to use Chi Wave, Expel Harm, Rewewing Mist and Mana Tea on cooldown. Avoid using Surging Mist when Thunder Focus Tea is not activated. Healing Spheres should be used when enemy team has many ways of interrupt you and you can’t risk getting caught on cast. Healing Spheres are also very effective when targets are stunned, as mentioned above under section 6.1. Try save your Revival for when the enemy team uses major cooldowns. It’s a really good way of catching up on healing if you’re having a hard time keeping up with the healing. It should also be used when enemy team has CC for you and you can’t risk going in range to heal your partner because of them having no cooldowns or you having no PvP trinket available.
8 Best Comps For Mistweaver Monks
This is currently not 100% updated for Patch 5.4 as we have to wait and see which comps will be best for Mistweaver Monk, but I imagine Death Knight/Affliction Warlock/Mistweaver Monk will be strong.
As sad as it is, there is always a healer better suited for the comp than a Mistweaver Monk, but there are a few comps that work well with a Mistweaver too. I’m not going into how the following comps should be played as it all comes down to what comp you’re facing and which map you get. The general playstyle from your point of view is very defensive, similar to Holy Paladins in previous expansions. Don’t overextend, play it safe, make sure you manage your cooldowns. You want to make it as hard as possible for the enemy team to CC you – try keep that in mind! Don't rely on your partners to get you out of CC, even if they can.
Elemental Shaman/Destruction Warlock/Mistweaver Monk: This was the best comp for Mistweaver Monks in 5.3. Elemental Shamans does not only bring ridiculous RNG damage, but also Tremor Totem and Grounding Totem. Destruction Warlock is actually better than Affliction Warlock for this particular comp, because aforementioned has slightly better survival with Ember Tap. You also have Demonic Gateway, which is incredibly good if you use it well with your partners.
Shadow Priest/Mage/Mistweaver Monk: A very strong comp for a Mistweaver Monk as the synergy from a Shadow Priest/Mage is amazing. Shadow Priests bring so much utility to the team and that is very good for Mistweaver Monks as they’re vulnerable to CC. This comp gets somewhat countered by other Shadow Priest/Mage/healers though, especially the ones with Resto Shaman or Resto Druid.
Elemental Shaman/Mage/Mistweaver Monk: Elemental Shaman/Mage synergy is very good aswell; they can kill anything in a Deep Freeze with a blanket Counterspell on the healer.
Death Knight/Hunter/Mistweaver Monk: A very strong comp. Death Knights and Hunters together have extremely high damage output. Even though they don’t bring much utility, the comp can still be played to top ratings.
I have played a countless amount of comps to 2.6k+, but the comps mentioned above are in my opinion the best ones you can play as Mistweaver Monk. Elemental Shaman/Destro Warlock/Mistweaver Monk is the most solid one.
9 Armory Links
Also, I have a stream that you can check out if you want to see some top rated play from a Resto Druids and Mistweaver Monks PoV.
Well, that wraps up the guide! If there’s anything specifc you’d like me to add or discuss, or perhaps something I got completely wrong, don’t hesitate to let me know! I will probably update this guide a little bit the following days whenever I have time.
Sidenote: English isn't my native language, so try not to be too harsh on my grammar.
Posted Starcookie on 20 January 2013 - 12:31 AM
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Posted flannelsoff on 01 January 2013 - 07:46 AM
Rep if helped
Posted Hamzaa on 29 April 2012 - 08:36 PM