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Jamiepaladin

Member Since 07 Jul 2011
Offline Last Active Oct 16 2013 09:17 PM
*****

#3917731 SWIFTY BASIC TRAINING

Posted Chromix on 24 July 2013 - 03:24 PM

View PostNmplol, on 24 July 2013 - 02:45 PM, said:

Well Sodapoppin and I make more $$$ than swifty. His stream gets about 1k viewers, I get about 3k, Soda gets about 13k. And our youtube gets more viewers per month so yeah actually suck on that. Then again I'm not a 2.2k Scrub :D

PYAH PYAH PYAH ur all randoms PYAH PYAH

This is honestly so fucking impressive that I don't even know what to say anymore.


#3917746 SWIFTY BASIC TRAINING

Posted Batenx on 24 July 2013 - 03:43 PM

View PostNmplol, on 24 July 2013 - 02:45 PM, said:

Well Sodapoppin and I make more $$$ than swifty. His stream gets about 1k viewers, I get about 3k, Soda gets about 13k. And our youtube gets more viewers per month so yeah actually suck on that. Then again I'm not a 2.2k Scrub :D

PYAH PYAH PYAH ur all randoms PYAH PYAH

There's a stereotypical rap song to be made of this. Just wait for it. I'll be back...


#3891413 Hunter pets Die way to easily.

Posted Vlada on 24 May 2013 - 09:57 PM

so close to become gods...


#3887515 Båten's Mistweaver Monk Guide

Posted Batenx on 15 May 2013 - 02:06 AM

Båten’s Mistweaver Monk Guide (Updated for Patch 5.4)

1 Introduction

1.1 About me
My name is Douglas, also known as Båten, and I’m a 22 year old dude 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 when playing arena. 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. Works as a trash debuff for your Enveloping Mist. Whenever it gets dispelled you get 1 Mana Tea.

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: A solid AoE heal that costs 2 Chi. Should be used in BGs and RBGs. In arena, 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 and CC effects 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.

2.3 Cooldowns
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.

Provoke: A taunt on a 8 sec. cooldown. It should be on your actionbars as it is the easiest way to eat Grounding Totem.

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.

3 Talents
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 and other CC effects, so use it carefully!

Third tier: As of 5.4, Chi Brew got 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 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. Can be used while stunned since patch 5.2. 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.

4 Glyphs
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 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: 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.

5 Gemming/Reforging/Enchants/Professions

5.1 Gemming
Gemming as Mistweaver isn't difficult. Critical Strike gems is the way to go right now. I have tried Intellect gems aswell but I found that it's not as strong. The reason is simple.

That extra Intellect won’t make a difference when it comes to keeping your partners alive – atleast not in a 3v3 situation. The extra Critical Strike, on the other hand, will make a huge difference. As you know, Mistweaver Monks are very susceptible to CC and if they get a few crits with any of their abilities inbetween these long CC chains it can change the outcome of a game. You also get Mana Tea stacks faster.

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, Destructive Primal Diamond or Tyrannical Primal Diamond. It all comes down what you're playing and what you're facing. I got 3 helms with different meta gems.

Blue: 160 Spirit and 160 Critical Strike

Yellow: 320 Critical Strike

Red: 80 Intellect and 160 Critical Strike

5.2 Reforging
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 Critical Strike. Spirit isn't a high priority right now because Mistweaver Monks rarely go oom, but in high rated games you still want to have a solid amount of Spirit, so don't reforge it all away. I suggest you download the AddOn ’ReforgeLite’ to ensure your reforge is as indefectible as possible.


5.3 Enchants
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

5.4 Professions
The best professions you can have as Mistweaver Monk is BS and JC. These are the only professions that can give you additional Critical Strike rating.

6 Macros
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.

/stopcasting
/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 "safe" cast after using Shadowmeld. I also added /stopcasting to these macros so I don’t have to manually interrupt the channel.

/stopcasting
/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.

/stopcasting
/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.

/stopcasting
/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.

/stopcasting
/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 the highest priority, but as I mentioned above it could be tricky to find time to use it. 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
The best comps for a Mistweaver Monk are Warrior/Mage/Mistweaver Monk, Warrior/Elemental Shaman/Mistweaver Monk, Affliction Lock/Elemental Shaman/Mistweaver Monk, Warrior/Enhancement Shaman/Mistweaver Monk, Death Knight/Hunter/Mistweaver Monk in no particular order.

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, but don't sacrifice too much to avoid a CC – try keeping that in mind! Don't rely on your partners to get you out of CC, even if they can.

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.

9 Armory Links
http://eu.battle.net.../Båten/advanced

Also, I have a stream that you can check out if you want to see some top rated play from a Resto Druid's and Mistweaver Monk's PoV.

www.twitch.tv/batenx

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.

Båten


#3881083 Kettu 2

Posted Kettu on 27 April 2013 - 04:41 PM

http://warcraftmovie...w.php?id=231041

Content:

- Highest rated BM + BM + Rdruid 3v3 in the world
- Guide: How to stay offensive under heavy pressure
- Guide: How to play survival in 3v3
- BM + Ret + Enha 3dps - Beastcleave of MoP

Enjoy : )




#3876291 Jontes Elemental Shaman Guide (5.2)

Posted Jontex on 16 April 2013 - 09:48 PM

Jontes Elemental Shaman Guide (5.2)

Introduction
My name is Jonathan but most people know me ingame as Jonte, I’ve been playing elemental shaman since s10 as my mainspec. Ive played almost every composition a shaman can play at a glad (2480+) level since S11. I get questions almost daily about the class, what glyphs do you use, why do you reforge like you do, what’s the best talents to use and a bunch of other things. I choose to write this guide to give something back to the community. I’m sorry for flaws in grammar that may occur, english is not my main language, enjoy!

Talents

Tier 1:

After the recent buff to Nature’s Guardian in 5.2 this is the talent you will want to be using vs almost everything, it’s a lifesaver in most situations.  

Tier 2:

This is very situational, I use Earthgrab Totem a lot vs setups such as Thugcleave, Kfc and PHDisc, rooting a melee of yourself or your teammates can be fatal.  

Windwalk totem is an amazing ability and it works wonders when you play with healers without a freedom, I use this vs teams such as Godcomp, RMP, MLS and ANY balance druid team, getting a freedom totem up when your healer is in a vortex beam is huge.

It’s very rare that I catch myself using Frozen Power, however I can imagine it being really good when you play with a balance druid for getting those extra 5 sec instant root beams!

Tier 3:

This is situational aswell, I often decide between Totemic Restoration and Totemic Projection, however I dont think I have used Call of the Elements once this season.

A good example of when to use Totemic Restoration is when you face a melee team with a disc healer, you will most likely be trained most parts of the game and their priest will play offensive and push in for fears, keeping your healer out of cc is your #1 priority as an elemental shaman.

Totemic Projection is the talent I use the most, it changes the way you use your Capacitor Totem, and moving your tremor totems, healing tides and windwalk totems to help your teammates who are far away from you is very good. Totemic Projection is exceptional vs most druid teams, using your Capacitor Totem as a cc for healers or stunning a feral off you with a hex on their healers.

Tier 4:

Ancestral Swiftness, this is the talent I use almost every game in 3v3, getting hexes or elemental blast casts off can be very hard when you get tunneled, using this for instant hexes on a dps or a healer is very important. Here’s an example: you face a Thugcleave and they make a heavy swap to your healer, you use your capacitor totem on the rogue to stop him from locking down your healer, he trinkets it with 4 sec of shadow dance left, you use ancestral swiftness to instantly hex him, if you cast a hex in normal speed he has time to react and use cloak of shadows to immune the cast. Don’t forget this ability also gives you a 5% haste buff that stacks with Elemental Oath.

Elemental Mastery, I personally don’t like this ability too much but I know other shamans who play with this and do very well, I would say it’s on par with Ancestral Swiftness, it all comes down to your playstyle and what you are most comfortable with.

Echo of the Elements, I wouldn’t recommend this to anyone, it has about a 6% chance to proc if I remember correct and I just don’t want to play a game and rely too much on RNG to win.

Tier 5:

Healing Tide Totem, this is the obvious choice for any setup vs any setup, its a good reliable defensive cd and I don’t recommend anything else!

Tier 6:

Elemental Blast, this is also an obvious choice, will get more on how to use this to its full potential later.

Glyphs

Major Glyphs:
The set of glyphs you use as elemental changes a lot depending on what comp you play and what you face. However these are the three ones I use by default before I enter arena.

  • Glyph of Ghost Wolf, I like this because it gives us better mobility, some shamans use the Glyph of Unleashed Lightning instead, it always comes down to personal preference.


  • Glyph of Capacitor Totem, this is pretty much a no-brainer, you should always have this as a major glyph!


  • Glyph of Shamanistic Rage, this is one of our only defensive spells, you should always glyph this vs teams that can stun you with magic spells, Deep Freeze, Fist of Justice. This glyph does not work to break fears, polymorphs etc. If you face a team with only physical stuns and abilities I recommend using Glyph of Hex or Glyph of Totemic Vigor.
Minor Glyphs:
Most minor glyphs are unimportant for arena, however Glyph of Totemic Encirclement is good for confusing your enemies when they try to kill your Healing Stream Totems etc.

Gems/Reforging/Enchants

Gemming:

Red: 80 int / 160 resilience
Yellow: 320 resilience
Blue: 160 pvp power / 160 pvp resilience
Meta: 216 int / 3% increased critical effect
BS Socket:  320 pvp resilience

Reforging:
Basically there are two “main” ways on what kind of stats you go for as elemental, one mastery build and two haste builds. The priorities look something like this.

Haste 1: 6% Hit - Haste - Mastery - Crit.
Haste 2: 6% Hit - Haste - Crit - Mastery.

I prefer the Haste - Crit build myself, to me it feels more important to get crits on my heals or with Elemental Blast into Fulmination combos, mastery feels too RNG for me and I just don’t enjoy the playstyle, but as in many other cases it comes down to personal preference.

Mastery: 6% Hit - Mastery - Haste - Crit

This build is all about damage, It has to be played using the Elemental Mastery talent to be used to its full potential. I would recommend this build in comps such as, LSD, Ele/Fire/Healer and Ele / Healer / Rogue.

Enchants:
Instead of listing all the enchants and their benefits I will link you to my armory:
http://eu.battle.net/wow/en/character/outland/Jontetms/advanced


What Comps to play as Elemental and how to play them


LSD: This comp has a lot of spread pressure, okay burst and a lot of cc and control. As the elemental of this comp your main priority is keeping you druid out of cc and alive. Try to save tremor for your healer, stop incoming cc on to the druid with grounding totems and wind shears. This comp is all about constant pressure, when your druid is not ccd you can play offensive and push in for cc and damage on their healers. Most of your kills will be in Capacitor Totem stuns and cross cc, don’t forget that your druid can give you symbiosis and give you a beam that works wonders together with Earthgrab Totem!

Thundercleave: Purge, purge and purge. Your warrior is the source of constant damage in this comp, keep his targets clean of buffs and apply big burst damage together with your warrior when you get cc on healers, for this comp using capacitor stun totem as a cc on healers is very important rather than using it on the dps you are killing.

Ele/Mage/Healer: This is my favourite comp and it’s also probably the best comp for elemental, you have incredible burst, good peels and a lot of cc. Almost all of your kills will be with a Deep Freeze on the target you are killing and blanket cs / poly / fear / hex on the healer. When you go for kills on healers make sure to have cc on the dps so that your burst does not get stopped, triple fearing the team and deeping the healer is a really good strat which works vs most teams. When you play this comp every Deep Freeze has to count, also make sure that you do not overlap the cc you and your mage have since Hex and Polymorph is on the same DR.

Ele/Disc/Rogue:   Personally I have barely played this comp much but it’s main strengths are huge burst from the elemental shaman and great control from the rogue. The rogue in your team will be setting up most of the kills and you are basically there to keep your priest out of cc to give your rogue uptime aswell as doing big bursts in kidney shots, smoke bombs etc. I would recommend playing Elemental Mastery in this setup.

Macros & Keybindings

Keybindings:
Keybindings are all about personal preference, however I strongly recommend to bind your spells that you use often or spells that needs to be used “fast” to keys that are easy for you to “reach”, here’s some of my keybindings as an example.

Tremor Totem: Bound to “§” just left of “1”.
Elemental Blast: Bound to “Q”.
Earthshock: Bound to “E”.
Ghostwolf: Bound to “R”.

Macros: I have a lot of “small” macros so I’m just gonna list those I find most essential.

Burst macro:
/use Malevolent Gladiator's Badge of Dominance
/cast Elemental Mastery

Wind Shear Arena 1-2-3:
/stopcasting
/cast [target=arena1] Wind Shear

(Replace [target=arena(1)] with 2 and 3 for different macros)

Wind Shear:
/stopcasting
/cast Windshear

Wind Shear Focus:
/stopcasting
/cast [target=focus] Wind Shear

Purge Focus:
/cast [target=focus] Purge

Tremor Totem:
/stopcasting
/cast Tremor Totem


Grounding Totem:
/stopcasting
/cast Grounding Totem


Tips & Tricks
Before you go for a big swap with ascendance, let them lock your fire school, when you use ascendance the lock will go away and they have wasted their interrupt.

You can ground the Frost Bomb explosion damage on on anyone in your team, just put grounding up right before it explodes.

The perfect burst is executed like this:
FS on target, cast LvB for Clearcasting, wait for Lava Surge proc, put stormlash totem down, use Unleash Elements and cast Elemental blast, blow the LvB procc and use 7 stack Fulmination Earth Shock. FS-LvB-EB-LvB-Es ( with stormlash totem and on-use trinket ).

If possible, use Elemental Blast before you go ascendance for the chance of extra mastery / haste on your Lava Burst spam.

Armory
http://eu.battle.net...ntetms/advanced
http://eu.battle.net...ntebby/advanced

Here's a link to my stream aswell, I don't stream as much as I would like to but I have vods of pretty much all the comps listed above etc, check it out if you feel like it:
http://www.twitch.tv/jontexz


#3875650 Nóliferqts MoP Frost Mage Guide for 5.2.

Posted Batenx on 15 April 2013 - 03:23 PM

If he wouldn't be good I wouldn't be saying it.
Druid MoP guide? Listen to yourself :D


#3875645 Nóliferqts MoP Frost Mage Guide for 5.2.

Posted duskfallx on 15 April 2013 - 03:17 PM

View PostDizzeeyo, on 15 April 2013 - 03:14 PM, said:

maybe less copy paste compliments for your friend and more working on resto druid/warlock mop guides? :)
If he wouldn't be good I wouldn't be saying it.
Warlock MoP guide? Listen to yourself :D


#3875543 Nóliferqts MoP Frost Mage Guide for 5.2.

Posted noliferqtxd on 15 April 2013 - 10:18 AM

Nóliferqt. Frost Mage Guide for 5.2 MoP

Hello, I have been getting huge amount of ingame whispers to make a guide, I do not see myself as a top player I just want to give something back to the community. This might only be helpful for a few people but I remember when I just started doing pvp and being hungry for info/guides etc. and how thankful I was for decent-top players writing informative guides so here goes.



Talents

For the first tier I play PoM against every comp, even after the nerf in 5.2 to PoM + RoF it is still really useful, and in my opinion better than Blazing Speed against most setups. I still play it with RoF because of Alter time, for the PoM + Alter time - Polymorph on the healer - Alter time back - and RoF dps, Stampede or w/e. Even against Thugcleaves, PHD's, and other melee cleaves that train me I play PoM because you can get some momentum by yourself by getting the instant cc on the healer and RoF'ing yourself.


Second tier: Flameglow. I use it against almost every team, it makes you almost unkillable against UA Warlocks and Boomkins and it's way better than Ice Barrier just because alot of classes can dispell it and people do it so it most of the time just gets wasted. If you play with a Resto Druid or a Disc Priest Ice Barrier is definetly an option because of all the HoTs/Grace stacks it makes it rather hard to dispel it.


Third tier: Ring of Frost, still an amazing ability together with PoM even after the nerf. Frostjaw is pretty good too, though I have not played with it I have faced Mages who did and done well with it.


Fourth tier: Cold Snap is an obvious choice here, heals you for 30 % of your hp can be used in any cc, stun and even inside your current block. And resets CD of CoC, Frost Nova, and Ice Block.


Fifth tier: Most important and most controversial tier, Nether Tempest or Frost bomb? I take Nether tempest for most comps I believe it's a must-have in comps like MLS and Boomkin Mage Disc where you try to do as much dmg as possible, I play it every game as RMP/Shatreeplay except against PHD's/ KFC's/other heavy melee comps that train my Priest  I play Frost Bomb just because if you're left alone with Frost Bomb you can easily 100-0 a target with a blanket CS on the healer. The general way you wanna do it with Frost Bomb is to Polymorph a target to force a dispel and then Frost Bomb your kill target and go for burst without them having a dispel and allowing you to time a Frostbolt + Ice Lance shatter as the Frost Bomb explodes.


Sixth tier: Incanter's Ward is the obvious choice for PvP. I see alot of Mages completely waste this talent and just pop it randomly as if it was just an absorb.  But I don't think people fully utilize this ability, it's a 30 % dmg buff that you can get very easily every time you want to swap. It's a MASSIVE damage buff and the passive of this ability is ridiculous aswell 6 % passive dmg increase + 65 % mana regen increase when it's not on cooldown + when it gets broken you get 18 % of your mana. I usually pop this before I do a hard as RMP or any comp really. I use it if there is alot of people bunched up and I can Frozen Orb them all. Remember, MoP playstyle is all about doing the most dmg, the more dmg you can pump out as a Mage the more succesful you are going to be, I can guarentee you that. So utilizing your spells the best you can, will increase your dmg and you will do way better in arena.



Glyphs

I play with Glyph of Ice Lance. Glyph of Polymorph. Glyph of Armors.
I play without Glyph of Ice Lance as RMP I usually play Glyph of Evocation instead. I would like to point out Glyph of Remove Curse, I don't see alot of Mage's using this glyph. It's absolutely insane against Warlock teams, it gives you a 10 % dmg buff for 10 seconds every time you dispell a curse, so basicly against a Warlock team you could in theory have 100 % uptime on this buff since your Decurse is only on a 8 sec CD and the Buff lasts for 10 secs.



My Macros

Counterspell Arena 1-2-3

I think CS 1-3 is a must-have as a Mage, you can CS Mage openers with it out of Invis. You can CS Night Elf healers out of Shadowmeld when they are in high pressure situations and just need to get a Shadowmeld heal off and this can easily win you games. + Counterspelling crucial CC's or high burst casts without having to waste time swapping your Focus or Target.

/cast [target=arena1] Counterspell
/cast [target=arena2] Counterspell
/cast [target=arena3] Counterspell

Decurse macros

Just like you expect your healer to dispel your CC quickly when you are going for kills, the same goes for your healer/partner when they are in a high pressure situation or going for kills and they get hexed it can easily lose you games if you are too slow with decursing your partners. And spam decursing yourself from Curse of Agony's and Doom's when you've got spare globals helps your healer out a ton!

/cast [target=nóliferqt] remove curse

Target and Focus Arena 1-2-3

Target and Focus Arena 1-2-3 is a must-have especially as a Mage as you'll be having to swap focus/target alot when you're going for double CC and depending on if you're going  offensive or defensive you'll be swapping focus between healer and the dps for spam Polymorphs or Counterspelling the healer.

/target arena1
/target arena2
/target arena3   

/focus arena1
/focus arena2
/focus arena3

Frostbolt macro with pet attack

/petattack
/cast frostbolt


Focus Polymorph macro with petpassive

/petpassive
/cast [target=focus] Polymorph
Stopcasting Focus CS Macro.
/stopcasting
/cast [target=focus] Counterspell


Stopcasting Counterspell

/stopcasting
/cast Counterspell


Focus Deep Freeze

/cast [target=focus] Deep Freeze


Pet Nova macro

#showtooltip Freeze
/cast [pet] !Freeze
/cast [nopet] summon Water Elemental


Focus spellsteal and /cancelaura Pyroblast

/cast [target=focus] Spellsteal
/cancelaura Pyroblast!


Spellsteal with cancelaura Pyroblast

/Cast Spellsteal
/cancelaura Pyroblast!




Comps that you can play as a Mage and how I think they should be played

UA Lock, Frost Mage, Resto Shaman, as MLS I like to go full intellect and just spam damage, with instant CC on healers and coordinating Deep Freeze> into Fears with my Warlock. I rarely ever go for Polymorphs I just spam dmg, deep into fear and a Counterspell out of it.


Boomkin Mage Disc, this comp is a healer killer generally you want to PvE and just wait for Solar Beam and Frozen Orb and cyclone one dps fear the other and deep beam the healer with a RoF around and Frozen orb and just pump out as much dmg as you can. This comp struggles against Resto Druid teams though, but I found that you can easily kill resto druids with this comp if you make a good deep beam swap with no hots they can easily die through Barkskin.


Shatreeplay/Spriest Mage Resto Druid/Resto Shaman, this comp is the best Mage comp at the moment. You can pretty much win every team as Shatreeplay you generally want to wait for your priest to have 3 orbs and a silence and you Deep Freeze Frozen Orb a target with 3x orbs and silence the healer with a Cyclone or a fear on the third. Against most Resto Shaman teams you want to make swaps to the Shaman the same way, even if they have got trinket and cooldowns they can die anyway. Deeping with 3 orbs and a Frozen Orb they'll have to trinket, you can silence of that into a dr'ed counterspell and kill them in it.


Elemental Shaman Mage Disc, one of my favourite comps this expansion the amount of burst this comp has got is absolutely insane. You can pretty much 100-0 a target in a single Deep Freeze with a blanket or NS hex on the healer, if you clean the target beforehand. If you can sync up damage with your Elemental Shaman this comp can win anything. Even though your Elemental Shaman doesnt have that many defensives and is very trainable it leaves you (the Mage) alone to do whatever you want, you can setup double CC by yourself and allowing your Elemental Shaman to cast a bit can easily get you kills in Deep Freezes.


For gemming and gearing, here is a link to my armory:
http://eu.battle.net...iferqt/advanced

I would have explained how I use every ability but I simply don't have the time at the moment. If I do make another guide later on, I will include that for sure. But if you would like to know, you should head over to Xandyn's Cataclysm guide it's outdated for most spells but I think it's an amazing guide even though it's from Cataclysm, you can learn a bunch about how to use your spells the correct way. As I said I don't see myself as a top Mage and I'm just doing this to give something back and help some people that aren't sure which way to go as far as talents, glyphs and general playstyles as some comps.


#3873461 Shado-Pan trinket to have a 6900 agi proc

Posted Another on 10 April 2013 - 04:47 PM

don't think 1900 is enough, should be at least 4400 or something


#3873650 5.2 Composition Tier List

Posted Another on 10 April 2013 - 11:47 PM

you should've said if this includes pve trinkets or not

edit: phd is t2 with pve trinkets , t3 without imo , and no comp is t1 except godcomp, thugcleave and rps


#3873574 Kettu 1

Posted Kettu on 10 April 2013 - 09:01 PM

Hello, heard you guys like drama:


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Long story:

1. I decided to make a thread on MMO-champion forums, that there will be a quality hunter pvp guide channel available for the new players from this day onwards. As I didn't have an account there, I asked my good friend to post for me.

2. Some tryhard-duelist moderator <Snuggli> locked the thread before a single reply, because apparently MMO-Champion doesn't appreciate new players getting help from more experienced players.

3. As I am not much into tryhard duelist moderators, I wasn't very delighted with this sudden move of idiocy. I made an account on this forum, ruled by tryhard duelists, to clean up my, and my friend's reputation. I made a post regarding my brand new Youtube channel in the politest possible way, making it as simple as possible for the tryhard moderator to do the right thing - to simply let the thread be there, unlocked, so the hundreds of hunters who've been asking me to write guides for 3 years would finally know that there are guides availabe for them.

4. For some reason this tryhard moderator <Snuggli> attacked me instead, calling me a liar and making weird accusations. I politely wanted to keep all my posts (if I may add, this was my first post on MMO-Champion ??? ) in one single thread.

5. My thread got locked within 2minutes.

6. The tryhard moderator <Snuggli> banned me.

7. I PM'd this tryhard duelist moderator on AJ. He didn't bother replying. Please note that I hadn't said one rude word even by this point to him. I had written to him in the politest possible way, as you can see from the screenshots : )

8. I told him that his reputation might suffer and he might lose his moderator status - his job - on MMO-tryhard-Champion forums. No reply.

9. The tryhard duelist moderator <Snuggli> suffers.

TL;DR

Tryhard duelist moderator <Snuggli> of MMO-Champion made me lose 8k euros worth of turkish sponsor revenues, which I would've donated to the kids of Africa. 8k euros = 80000 meals for African kids. African kids will starve because of a _Tryhard duelist moderator of MMO-Champion_ who has the face of Justin Bieber as his avatar.


#3873482 Kettu 1

Posted Kettu on 10 April 2013 - 05:47 PM

Enjoy !

Kettu 1 - Showcase of skill

WCM link is up: http://warcraftmovie...w.php?id=230321



By suscribing to my brand new Youtube channel, you'll be able to see my advanced hunter pvp guides : )


#3872966 New PTR Build: Demonic Gateway attackable and more

Posted duskfallx on 09 April 2013 - 06:29 PM

HAHAHA another nerf to warlocks XDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD


#3871385 5.3 PTR Update. PvP Power / Battle Fatigue change.

Posted Enaina on 05 April 2013 - 07:12 PM

It depends on your healing power, how much of a nerf it is. But generally it's a 11-14% nerf to healing output. I made a spreadsheet so you guys can try with your own PvP power. Just copy it and paste it in your own spreadsheet in order to edit

https://docs.google....JnT196dXc#gid=0

Also, it's quite a nerf to those classes that don't have their healing power increased: specifically DKs and warriors




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