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Posted Apsco60 on 30 April 2013 - 03:42 AM
Posted Vanguards on 21 April 2013 - 03:15 PM
Talbadar: Using fear to your advantage in arena
Hey all, I've been thinking about a certain topic the past couple days and I would like to share it with you guys here. First of all, this topic is not about fear as an ability or a crowd control, but as an emotion.
To start, let's talk about what is scary in arena. There are a couple things that are really scary in arena. One is losing control of your character at a time where you think someone might die. The other is taking a large amount of damage in a short period of time. Emotions play a big factor into how well one plays in arena. If you are frightened you are likely to use cooldowns before they are necessary. If you are angry, you are likely to be too busy being angry to remember to use a cooldown or help out a teammate. *Keep in mind something that is NOT scary is doing skilled fancy things. No one is scared of you trying to shadowmeld their scatter shot, but they are scared of high burst damage.*
I think fear is one of the most difficult emotions to deal with. It causes you to use stuff before necessary AND when you let your emotions in the way important parts of the game start to become less important to you. The first one to go is always your positioning. When I'm scared of dying I'm generally playing way back by my healer just kiting away from the enemy. Working towards a kill becomes less important than trying to survive the next burst or whatever might kill me. Next I feel a team's offensive pressure drops when fast kills happen to them. They start to think defensively and forget about going for the kill.
What makes things scary? I think surprise plays a big role in making something scary. Also, when something feels insurmountable and you feel helpless it becomes scary. Taking 2 back to back Eviscerate crits for 130k, 130k is something that comes to mind as scary. Dying in a single deep freeze when you still had cooldowns is scary.
Most of this is obvious, so let's talk about the more interesting part. How can you use fear to your advantage in arena? I think there are certain players whose success has been fueled by fear. I will use the Mage class as an example. There are many good mages I play against on the ladder and the top few of them all have a completely different playstyle. One of them (namely, Watchmeblink) has a playstyle that is feared by many players that fight him. He is absurdly aggressive and willing to sacrifice any defense as offense to get to you and kill you. I remember when I first fought his RMP in Cataclysm. My playstyle changed so much against RMP after a few matches - simply because they were killing us in the opener nearly every time. Because of how scary those games were, I started playing really defensive against them until their pressure went down and we could get pressure and get a kill. The game isn't in a state where I feel waiting for the enemy to run out of pressure in the opener matters anymore, so that strategy has died now.
Anyway, point being: Watchmeblink is a great example of someone who uses fear to his advantage in arena. I guarantee you any healer that fights him thinks real hard about trinketing the first Deep Freeze or first Polymorph that he lands in the opener where against most Mages it wouldn't even be a question to sit. As soon as someone dies in a scary manner they are going to change how they play next time to try to stop that from happening again. Generally this means they will be more defensive and use cooldowns much earlier than needed, and in some rare cases they will play recklessly aggressive because they have come up with no other solution.
*Here's a couple VoDs I found of Watchmeblink doing Watchmeoneshotpeople things if you don't know of him*
In my own games throughout the years I've detected this fear happening with teams that I've faced a bunch of times and beaten as well as after losing a bunch of times with my own teams. Sometimes I'll lose a few times and then lose harder the next 5 games because I'm too worried about defensive and not about getting a kill. I'm sure this has happened to other teams/players as well. I can't say I've really taken advantage of knowing my team is instilling fear in our opponents, but it is an interesting topic to consider.
This was quite a long-winded idea, but I thought it was worth sharing with you guys. What I'm looking for from you now is to tell me how you think fear plays a role in arena and how you think fear has affected your play over the course of the game.
Nodgey: Answer to "(Boomkin) RBG Help again!"
4. Jade Spirit or Glorious Tyranny?
5. For topping the damage charts, Should I DoT Spread as much as possible and instart-starsurge Kill targets? Or should I be hard casting non-stop on the kill targets instead?
6. When I pop all my CDs, Should I be DoTtabbing everything or should I hardcast? Which will allow me to do the most overall damage?
7. The other team we faced had two Monk Healers, would their AoE Cleanse also be a reason why I couldn't put out as much damage?
8. Troll or Tauren for RBG Boomying?
4. Jade Spirit
5. If you only care about damage then you should just DoT every possible target and not even use starsurge procs unless there's no more targets without DoTs on them. However, it's better to just multi DoT and use starsurge procs on kill targets for the group overall as it will help with kills more.
6. Dotting everything will give the most damage. It's generally only worth hardcasting if you're nuking a FC or have noone else to dot and no starsurge procs. In these cases it's best to cast starfires.
7. That would lower your damage a bit but not by a crazy amount as it has a long CD and they're probably not using it on CD either.
Askin: Answer to "List of Important PvP CDs per class"
It's been about 2 years since I last played, and I just got back into the game again, mainly for PVP.
My question is, in arena it's always important to know the other classes defensive and offensive CDs(ie, you'd want to know that a Mages frost orb means a lot of dmg is coming, or when a Hunter pops deterrence he'll be harder to kill, etc)
I know I can go through every class to see their big offensive and defensive cooldowns, but does anyone know a central list of these moves as they pertain to PVP, and what they do?
Since I've been gone for so long, a lot of moves have been added/changed, and I'd like to know to look out for certain animations/colors on the enemies to know that I either should think about using my defensive cooldowns because big damage is coming, or I know NOT to use my offensive ones because they have popped their defensive cooldowns and will be harder to kill.
Any help is appreciated.
I am pretty sure i forgot some important spells, i'll add them if necessary. A lot of spells are not spelled correct, because i am lazy. There is no specific order in this list, because i simply wrote them down as i thought of them or shamelessly copied them from wowhead.
(maybe i'll sort them later, if i have time for it)
might of ursoc
cloak of shadows
hand of protection
hand of freedom
hand of sacrifice
hand of purity
hammer of justice
speed of light
cloak of shadows
shroud of concealment
marked for death
healing tide totem
presence of mind
ring of frost
pillar of frost
might of ursoc
the beast within
grimoire of sacrifice
howl of terror
ring of peace
fists of fury
touch of karma
Ardnutt / Nemix: Psyfiend and Mind Control Discussion
just as the title says, what do you think of using Mind Control over Psyfiend for 3s? I've lately thought about this quite alot but i'm not 100% sure yet. I'll just list my personal view on it, the pros and the cons of both MC and Psyfiend.
I would be happy to get some more views on this since i might be missing out on something. Also, can the tier 1 talent choice be influenced by the comp you play? Currently running Punchmonk/Hunter/Disc, peaked at 2122 today.
EDIT: TL,DR version at the bottom! I understand that this is quite a bit of text.
@ instant cast
@ eats tons of hunter traps (the reason i'd always use this against hunter teams anyways, my question just points at playing vs. non-hunter teams)
@ works out of your own los
@ you don't have to move away from your pillar as much to potentially get fears, saves you from unnecessary cc or even damage
@ sometimes forces enemies to throw kicks / cc at it, which frees you up for more hardcasting
- - - Psyfiend
@ macro turn evil
@ sometimes won't do anything at all. This is really my main concern. At least 3 out of 4 times my psyfiend just sits there doing nothing. Since I might just miss out on something, are there any major "secret tricks" on how to place it so it will reliably fear stuff? i don't even care about it fearing the "wrong" target, but having it sit around doing nothing gets me frustrated.
+++ Mind Control
@ it's actually reliable as long as you can get the cast off.
@ doesn't DR with fear, can be used for ridiculously long cc chains
@ forces people to interrupt it, freeing you up for easy holy-school hardcasts since it's a shadow-school spell
@ when trained by a single person, in case you're getting locked out you can just MC them to avoid some damage instead of just tanking it
@ can be used to prevent healing on the target just like cyclone. gives you more time to further cc your MC'ed target's teammates and finish it off afterwards
@ can be used to place opponents in your own teammates' traps/ rings of frost or even in enemy traps/ rings of frost
- - - Mind Control
@ for its duration, you're ccing yourself along with your MC target. This is obviously the main problem because you can't make use of MC when you're already behind in a game and the enemy team has a lot of momentum. My main thought is, I feel like despite this problem it might still be useful more often than psyfiend because, as stated above, psyfiend does nothing a lot of the time. At least for me that is.
So, these are my views on the subject, i highlighted the main problems and thoughts i came up with. Any input is appreciated. Since this is quite a huge wall of text,
TL,DR: Is it (ever) worth it using Mind Control over Psyfiend in 3s? If so, why? If not so, why? For Disc that is.
As always, best greetings to you guys.
P.S. I hope my english didn't make this brick wall of text and facts a torture to read.
As you said the major drawback is you CC yourself...but if your team is topped off and their team is at 50% HP, you can CC the healer and if the damage is equal from both sides, their team will be at 10% hp and yours will be at 60% by the time it has finished. So smart usage of MC in theory sounds great.
Posted Iwn on 05 April 2013 - 01:22 AM
Note: I am no multi gladiator, rank one or even considered to be one of the top shadow priests but I can give you an idea of how the class works and how I play it.
I took Vanguard's enhance guide as an example and used his formula for my guide. I saw a post on the forum here the other day about helping the community out, so I wanted to make this guide for new SPs and old ones returning. This might not be the best guide and you might not even agree with some of the things I say but I tried my best.
For shadow priests there are really no set of talents that gives you the best possible choice. It all depends on who you're facing and who you're playing with. I like to experiment a lot when it comes to talents but I will try go give you a simple guide on how to choose yours.
This is the standard cookie cutter level 15 talent. The talent itself is poorly designed and can in some cases be extremely useful, and in other cases extremely wasted. I like to take it vs. most comps unless we face some melee cleaves like TSG and Kitty Cleave.
Recommended: Void Tendrils
This is recommended to take vs a lot of melee cleaves. It's a good and reliable ability to have vs. melee cleaves training your team. (Note that it DRs with other roots)
In 5.1 this was a must have talent. But since the nerf in 5.2 priests have a more open choice when it comes to the level 30 talent. I personally go with Phantasm because the 5 seconds freedom can help land fears and etc.
Recommended: Angelic Feather
This is a useful talent when playing with a holy paladin. When he gives you freedom and you use this ability you gain a 60% speed increase for the duration. Extremely useful in some cases.
Recommended: Solace and Insanity
Commonly referred to as "Insanity" this new priest talent have proven itself to be extremely powerful vs. many teams. The raw damage output, often combined with Power Infusion, is enough to sometimes solo a healer in a blanket silence. Note that taking this requires you to be able to free cast for the duration. Maybe not the best choice vs. melee teams.
Recommended: From Darkness, Comes Light
You can't go wrong with this. Basically it gives you 40k+ Mind Spikes if you're lucky enough to have your Vampiric Touch providing you with a proc. Stacking up two procs, 3 orbs with dots on healer in a Deep Freeze or Silence is enough damage to force defensives from most healers if you're able to set it up right.
Can be useful vs some comps like melee teams training you. Provides you with sufficient mana regeneration, and gives a nice burst when getting trained. I like to use this vs. KFC training me because I don't have much time free casting and using Mindbender when going for the kill is a good option.
Highly recommended: Spectral Guise
Spectral Guise makes you invisible for 6 seconds or until you're mirror image is hit three times. Can be extremely useful vs. casters and for landing fears on healers. (Note that putting a shield on yourself before using this can help you stay stealthed longer when having dots on you)
Recommended: Angelic Bulwark
Getting trained by melee cleaves is always tough. Maybe extra tough for SPs as they don't have an ability like blink or teleport. Angelic Bulwark is useful vs. melee cleaves in my opinion. Being trained hard makes Spectral Guise almost useless and they hit your mirror image so fast you instantly get out of stealth. Angelic Bulwark may help you survive in some cases.
Highly recommended: Divine Insight
You get a chance whenever your Shadow Word: Pain deals damage to get a free, instant Mind Blast. In for example 3v3 where you put up three Shadow Word: Pain the procs won't be rare.
Recommended: Power Infusion
Provides an extreme burst combined with Insanity. Requires you to be able to free cast and is not recommended to take without the Insanity talent.
Recommended: Divine Star
Provides a nice heal but don't take it in your DPS rotation, you're better off dispelling something.
Can be extremely good in many cases. Setting up burst on a healer or healing a team mate inside a Smoke Bomb this ability can either save a life or take one. Standing at the max range (30 yards) with Trinket and CDs up it can heal for 200k and hit for 100k. Also good for killing Psyfiends etc.
As with the talents it all depends on what you're meeting.
Dark Binding - Extremely useful and saves you a lot of global CDs.
Fade - Nice vs. teams training you.
Inner Fire - Good vs. melee teams training you.
Mass Dispel - Really good for getting your healer out of CC and removing bubble and Ice Blocks. (Note this is changing is 5.3)
Prayer of Mending - Gives your PoM a nice buff.
Shadow Word: Death - Nice vs. mages to avoid getting Polymorphed.
Dispersion - Can be useful.
The choice is yours!
Gems - Enchants - Stats
Priorities for Stats:
6% Hit>Resil>PvP Power>Intellect>Haste>Crit>Mastery>Other
The big question, Mastery vs. Crit?
This ultimately goes down to if you want to top the leaderboards on damage or actually kill your target. Top SPs go for crit. Some might still go for mastery but crit can help you kill targets. I am going to quote Talbadar (arguably the best SP) on this one:
"Crit provides more burst damage when going for kills than Mastery does. I heard Mastery doesn't give extra proc benefits and possibly no mana (still unsure about this). All I care about is the kill, not just extra damage."
I agree with Talbadar on this one, but after some testing on dummy I found out that the extra dot ticks gives you extra mana. But in the end mana isn't how you win a game.
Meta - 216 Intellect and +3% Crit Damage
Red - 80 Intellect and 160 PvP Resilience
Yellow - 320 PvP Resilience
Blue - 160 PvP Power and 160 PvP resilience
Get 6% Hit for the cap (note spirit gives hit)
Reforge for off-stat. I personally recommend Haste>Crit>Mastery
Shoulders - 200 Intellect and 100 Crit
Back - 180 Intellect
Chest - 200 Resilience
Bracer - 180 Intellect
Gloves - 170 Haste
Legs - 285 Intellect and either 165 Crit or Spirit depending if you need hit or not.
Feet - Movement Speed and 140 Mastery
Main Hand - Jade Spirit
Off-hand - 165 Intellect
Main Hand / Off-hand vs. staff:
Staff gives you more crit/spirit but Main Hand / Off-hand provides more Intellect so I recommend getting that.
Blacksmithing is currently the best PvP profession, and teamed up with either Jewelcrafting or Enchanting they provide some nice buffs to your stats.
What is your PvP rotation?
I personally get my dots up rolling first. Then I try to get of Mind Blasts as soon as they're ready for these good Shadow Orbs and if I have nothing to do I spam dispel kill target and healer.
When I'm going for the kill I usually have 3 orbs before I dot up the target, (Halo), Mind Blast, three orb Devouring Plague and if I have Insanity I Mind Flay.
Macros and Keybindings
These are personal macros and keybindings as you may copy and use if you want to. Note you do not need these macros or keybindings to perform well, althought I can't play without them! I recommend having your own keybindings.
For party macros I hate using Party1 and Party2 and they always seem to change.
I target my healer with CTRL-Mousewheeldown and DPS with CTRL-Mousewheelup
S - Power Word: Shield team mates
/cast [nomod, target=teammate1] Power Word: Shield
/cast [mod:shift, target=teammate2] Power Word: Shield
Shift-V and Ctrl-V - Lifegrip team mates
/cast [target=teammate1 or 2] Leap of Faith
I target arena1,2,3 with scroll up, middlemouse and scroll down.
/cast [target=focus] Silence
Focus Psychic Horror
/cast [target=focus] Psychic Horror
Spam-able Mass Dispel
/cast !Mass Dispel
Spam-able Shadow Form
Spam-able Mind Flay
/cast [nochanneling] Mind Flay
Power Infusion Burst Macro
/cast Power Infusion
/use 13 (or 14 depending on where you got your dps trinket)
/cast [target=focus] Dispel Magic
What PvP Gear Should I Get?
You can of course perform well with any gear but I recommend following a top SP and see how he gears up his character.
Some armories of Top SPs.
And for reference, mine: http://eu.battle.net...eyzlol/advanced
Shadow PvP Streams
There aren't many Top SPs streaming. Some do, but only occasionally.
http://twitch.tv/talbadar - Overlord Talbadar's stream.
http://twitch.tv/chromix - Chromix's stream.
http://twitch.tv/khryl - Khryl's stream.
Thanks for reading through the post. I hope this helped you out if you needed help. If you have any other questions feel free to post in the comments and I will try to give a good answer. I'm sure other SPs will also contribute to providing answers.
If you feel I have failed miserably on this guide please give me a constructive reply and how I can change it to make it better.
By Neyzlol - Sylvanas
Posted Pritchard on 04 April 2013 - 09:06 PM
You may need to pre select what youa re q'ing for in the conq tab before you use the macro, but it should work
Posted Soku on 28 March 2013 - 11:15 AM
Should be for Gladiators only. People will Q.Q because they were either so close on getting glad..(too bad son) or they just want to participate in conversations on AJ.. well imo AJ should be for good players not for everyone aka like the official forums.
Posted Guest on 24 March 2013 - 02:38 PM
Posted Hyuru on 24 March 2013 - 11:18 AM
Posted Rhetorical1 on 19 March 2013 - 07:41 AM
Posted Nadagast on 14 March 2013 - 03:12 AM
A single cleaving Nether Tempest hits for about 85% of the damage of a full stack of Warlock DoTs.
NT Avg Hit: 3469 http://i.imgur.com/C72nwAF.png
NT Avg Cleave Hit: 1819 http://i.imgur.com/u8TgZ0P.png
Corruption: 3431 http://i.imgur.com/85x1Tgd.png
Agony: 4119 http://i.imgur.com/r2dpHpS.png
UA: 5439 http://i.imgur.com/1PymEr7.png
Average total NT DPS: 3469+1819 = 5288
Average Warlock DoT DPS: (3431+4119+5439)/2 = 6494
Add in ~5% more crit for the Mage, and we're at 5552 Nether Tempest DPS vs 6494 Warlock DoT DPS.
That's 85% of a full DoT stack on a single spell which always only takes one global to apply, procs ~70k instant nukes, and is not even really a Mage's main form of attacking. I would say the situation is pretty ridiculous right now... Note that these numbers are from an RBG where I was able to spend more than my regular armount of shards under a spellpower increasing effect, which means in an arena the numbers would be even more favorable to Nether Tempest.
Posted Icekingx on 14 March 2013 - 06:12 PM
Posted hotcowz on 13 March 2013 - 01:33 AM
[GetSpellInfo(56638)] = L["Arms"]. -- Taste For Blood
Restart the game and it should be working.
Posted Zunniyaki on 04 February 2013 - 10:55 AM
With the rise of rogues and the amount of burst they can do in a stun/silence, shamans and especially Paladins will most likely just explode, whereas a priest can mitigate a lot of dmg passively.
Posted Zerlog on 11 March 2013 - 03:17 AM