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breuerx

Member Since 13 Jul 2011
Offline Last Active Nov 03 2014 06:55 AM
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#4071245 Rhee's Resto Shaman Guide!

Posted Rhee on 04 March 2014 - 06:17 PM

Rhee’s Resto Shaman Guide (5.47)

Hi there! I’m Rhee the shaman, and while I’m pretty new to the PvP scene of WoW, I believe I have found success in the shaman perspective of arena combat, allowing me to have ethos for a guide!

My first ever arena season was Malevolent season, where I played a hunter to around 2200 rating. Watching popular shaman streams like Flubbah, Kollektiv, and Cdew inspired me to play one!

My first season as a shaman was Tyrannical, where I found some success – achieving 2400+ rating as shatterplay – but I had to AFK mid-season, which resulted in an absence of any titles. First full season was Grievous, where I achieved 2600 rating and R1 playing numerous comps, and I was very privileged to play with many talented players to get to this level.

Enough talking, lets get to business!


-Talents-

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This is pretty much the “Cookie Cutter” talent build to be an effective shaman. With the exception of the level 30 and 45 talent choices.

I’ll provide a rule of thumb, where you SHOULD swap out the “Cookie Cutter” talent for the circled ones above, and explain why.

Use Earthgrab Totem VS Rogues, or Warriors, or Monks, or DKs (Who are NOT paired with a Mage)

Ex) Monk / Spriest / Shaman

  Ex) Rogue / Warlock / Shaman

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Why?
When used effectively, Earthgrab totem can save your life when the enemy players attempt to make a swap on you.
It disrupts the melee from making contact with you, buying you precious time to react appropriately. And it also disrupts the enemy team’s offensive cool down coordination. While the caster can still hurt you with his cool downs, the melee will have to suffer delay on his cool downs.

Tips:
Against rogue / warlock or shadow priest teams, you can drop this totem when the rogue attempts to make a swap to you with a vanish or a step + shadow dance combo. It pulses, so dropping it when you know that the rogue is running at you with vanish up will root him in stealth when he gets near you, hopefully wasting his dance or shadow blades uptime.
Against warrior or monks + caster teams, it’s a lot easier to make use of this totem as you can visually see the swaps. Simply drop it when the monk or warrior gets near you and ghost wolf away!

!!
I NEVER swap out Windwalk Totem verse any mage compositions because the freedom aura is simply too good for defensive and offensive reasons. Even against Rogue + Mage, I suggest you use Windwalk even though Earthgrab is extremely potent against Rogues.

Totemic Projection
This level 45 talent is really up to you. I personally never spec into it because my logic stands that double healing stream, grounding, tremor, freedom, and earthbind are just too good to give up.
However, when used effectively it can help your team out tremendously as you have absolute control of your totems.
If your team can use more CC, “throwing” Capacitor Totems can help your team out in that aspect.
Most shamans do not go this route, but Burbery, who is an extremely successful shaman always specs this, and is really known for this play style, so don’t be scared to try it out and adopt it.

-Glyphs-

These are set as my “Default” glyphs, and I’ll briefly go over the reasoning beyond them and when I switch glyphs out for specific comps.

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Glyph of Totemic Vigor: This glyph basically protects your totems from being easily destroyed, but keep in mind some melee like warriors can destroy it fairly easily. It complements Healing Stream Totem well since its your largest source of healing, and protects it from being one shot.

Glyph of Ghost Wolf: Basically allows you to kite well when enemies target you. Shamans get targeted a lot, and this glyph is a must have when it comes to kiting and surviving.

I will rarely switch these two out, as I believe they are needed for my own survival.

Situational Glyphs (That I swap Healing Stream Glyph for)
I will only swap out Healing Stream when there isn’t a mage, ele shaman, or death knight on the opposing team.

Glyph of Capacitor Totem: Great glyph to use against cleaves that will hit you mainly. Extremely potent against double melee teams as the stun is easy to land.
Tip: This glyph with Earthgrab Totem is a secret weapon of mine when it comes to dealing with melee + caster comps that will try constantly to make a deadly swap to you.
Ex) Against Rogue / Warlock, drop Earthgrab Totem first for the root when the rogue connects with you, step forward a bit, then drop Capacitor Totem so the rogue is not in range to kill it. Watch him get helplessly stunned and then smile since you lived!

Glyph of Cleansing Waters: Okay glyph to use against DoT cleaves such as Boomkin / Warlock / Healer, or Ele Shaman / Warlock / Healer. The small heal scales with vigor so try to keep riptides up on your whole team and this glyph can go a long way when you need to dispel Unstable Affliction.

Glyph of Hex: Okay glyph to use when the other team does not have a de-curse for your hex, or if your team is lacking CC. I don’t use this glyph that much because usually I will be occupied enough to have Hex back off cooldown when I really need it. But it can be extremely effective if your partner’s CC is roughly on the same cool down as Hex with this glyph.

-Stats-

People ask this all the time when I tune into fellow resto shaman streams. But the point is that it really does not matter, and you should test different stats out as I did to find your niche. I’ll go over some popular stat choices.

Pure Crit: Crit rating scales extremely well with shamans because our heals tend to be only potent when they crit. Also, a riptide provides us with a crit bonus for our next two healing surges, so crit rating scales well in that sense as well. We also get mana back when we crit heals!

Pure Intellect: The theory behind this stat choice is so that when you don’t crit, that your heals actually move your partner’s health bar. I rarely see shamans go this route anymore because the amount of crit rating you lose is not really worth it.

Mastery: Some shamans will pick up mastery as their main stat, not really common, but there are successful shamans who go this route. Our mastery basically makes us heal more when our partners are lower, which scales well in my opinion with your passive healing through totems.

My stats revolve around intellect, crit, and spirit. I found that as full crit I sometimes go OOM due to RNG. If I crit, I will top someone off, but if I don’t my healing surges won’t do anything, forcing me to spam surges that quickly burn my mana. So my theory in this build is to have some intellect and spirit to compensate when I don’t crit at all. I’m extremely comfortable with the amount of healing I do when I don’t crit, and I’m never OOM during my arena games, even when it goes to dampening. Also, I like intellect for passive healing via totems since they do not have a passive crit modifier like healing surge.

But… do what you want! Test everything out and see what you like. I think I’ve tested every possible stat combination out there, and this is what I found to be most effective to my play style.



-How to be an effective Resto Shaman-

Shamans are great when it comes to keeping their team-mates up with potent healing and support. Our toolkit, mainly Wind Shear, Grounding Totem, Windwalk Totem, and Tremor Totem allow our partners to stay out of CC and sustain offensive pressure by disrupting the enemy team.

However, Shamans are weak when it comes to survival and you will always be the weakest link of your comp. Shamans are pretty much susceptible to death in any given moment to any given comp. Therefore, you will need to build the skillset of surviving on top of having effective grounding totems, shears, and the like.

Rule #1: Always pretend you are in trouble.
- As I’ve stated before, we are susceptible to death at literally any given moment because we have no defensives while stunned or silenced.
- Learning to be defensively aware should be your top priority.
- Get in the habit of keeping a mental timer on enemy stuns and silences.
- Get in the habit of constantly checking enemy positioning vs yours. As you get more experience you will able to tell easily when the enemy wants to push up for a swap if you position yourself adequately.


Rule #2: Learn to be preemptive
- Our major defensive cool downs require us having to trinket, so learning not to trinket by being preemptive will substantially increase your chances of survival.
- Practice swapping Earth Shield + Riptide before you get swapped to. It can be hard at first, but trust me even the smallest things like this can go a long way for your survival.
- Practice dropping totems preemptively before the enemy team swaps on you. A fresh healing stream will do wonders before a swap lands, and a healing tide will be even better too.

Rule #3: Don’t panic
- Once you get the hang of managing your defensives and get used to the overall damage of arena, the panic will go away when scary swaps come, but I feel like this is often so easily overlooked when I watch other aspiring shamans.
- If you don’t panic, and look at exactly the offensive cool downs of the other team, you won’t waste unnecessary defensives, and therefore increase your time of survival.
- Using your trinket inefficiently and in panic will most likely lead to a loss.

Rule #4: Have a strong presence
-  Opposed to other healers like Resto druids, Hpals, or even Monks, Resto Shamans lack CC as our Hex is on a fairly long cooldown.
-  Effective healers (druids, hpals, monks) abuse their ability to CC and definitely pronounce their presence in the arena.
-  Mediocre shamans have a defensive mindset because they think our class lack the tools to have a strong presence. Top tier shamans use everything to their advantage (shocks, shear, hex) to disrupt the enemy team and declare their presence.
-  Don't waste your hex. Try to look for certain situations so that your hex actually does something meaningful and affect the outcome of the game. An example is to look for hexes on the off-target when the enemy player able to decurse is stuck in a minor CC, even something like a DR stun. Its great to hex an enemy mage's partner especially if he is being heavly pressured because it uses the mage's global. You can also hex to stop important casts when your wind shear is on CD. Hexing a enemy healer when he is low is EXTREMELY potent and not used often. The damage threshold to break a Hex is actually pretty high.
- Look for situations to land a capacitor stun. I always look for a situation to land a triple capacitor if the enemy team is stacking up defensively.


Our Defensives (Listed with importance)

Spirit Link Totem
PvP Trinket
Healing Tide Totem
Healing Stream Totem
Ascendance / Aura Mastery
NS or Ancestral Swiftness

The idea here is to generally use certain defensives first before using the others as each provides higher percentage of survival. With the exception of healing stream of course as you should be using it almost off-cooldown. Its up there due to its potency as a passive healing source.

So, you should look to use NS frequently when the enemy team has ways to interrupt your cast or when your teammate is hovering around 30~50% for a quick heal. Always look to Unleash Elements into a NS Greater Healing Wave, as NS without Unleash won't heal for anything.

Tip: Against teams that are not spread pressure, but rather single target killers, you can use Ascendance before you NS for the extra heal to guarantee that they will most likely be topped off.

Tip: Against teams with obvious patterned CC like Hunter / Melee / X, you can Ascendance before you get put into a scatter shot, and the healing bonus will be applied to HoTs you have active on your partners. Sometimes against hunters I'll just pop ascendance before I know I will get Scatter Shot and throw an unleash riptide on my partner, and they will have a huge HoT when I'm CCd.

Tip: It is FINE to Unleash Elements + Riptide! Its extremely effective when you need a quick heal before you know you will be CCd because it can crit for around 50k, and provide that big HoT. Its super effective verse spread pressure teams, and I believe its one of the most underrated spell combos shamans can do.

Always try to preserve your PvP trinket by coordinating partner cool downs first as the absence of your trinket just makes you a juicy target for 2 whole minutes. I generally like to hold my PvP trinket until I have to Spirit Link, but of course it all depends on the situation.

The general rule of thumb is that when you use your PvP trinket, use a defensive following right after it.
Some examples are:
Trinket -> Spirit Link Totem
Trinket -> Healing Tide
Trinket -> Aura Mastery w/ Ascendance


-Useful tips-

Grounding Totem is your best friend when it comes to survival. Spam grounding totem when you are stuck in a stun like deep freeze in an attempt to ground the silence effect that is always followed up.

!!: Grounding Totem will only ground magical effects like Counterspell, Spell Lock, and Silence. Won't work for a rogue garrote. You can also spam Aura Mastery during your stun so that when the effect expires you can immune the silence effect.

!!: In certain situations, you can use grounding totem as a cover from magical interrupts to get a cast off. Do this when in a do-or-die situation (when you obviously don't have aura-mastery). Just drop grounding and cast, and hopefully you can ground windshear or a CS.

If your PvP trinket is on cooldown, and the enemy is obviously trying to kill you soon, and your teammates are out of utility, it doesn’t hurt to be “clutch” as it will most likely pay off.  Try to preemptively spirit link, healing tide, healing stream, tremor to increase your chance at survival because once that stun lands you are most likely dead anyway.

Earthgrab Totem is your best friend verse melee caster comps (without a mage) that are constantly looking for a swap to you. Abuse this totem to disrupt enemy melee cool downs. Extremely potent vs. rogues, DKs, and monks.

Abuse your shocks and I mean it. Earth Shock decreases physical damage done by 10%, Frost Shock slows enemy players, and Flame Shock can be used for reflects, and dark sims. This is probably the most distinguishing characteristic between a successful shaman and a decent one.

Purge will get rid of enemy shaman’s grounding totem or any other similar effects.

Wind shear will “eat” the reflect effect of warriors, but its better to flame shock so that your shear can be used for a cast instead.

If you shear a mage on a polymorph cast, just hex his ass (mage can’t use Counsterspell if you lock them out on poly) if your hex isn’t that crucial to your team’s CC. Often times, mages will just cast a ring of frost after the lockout and you can’t do anything about it. So hexing to stop a cast is extremely good.

Try to fake Counterspell from casters with a casted hex instead of heals. I found that in my experience casters tend to respond with CS for hex rather than a heal.

You can use Call of the Elements (“Totem Prep”) when you are silenced or kicked. Something you can do to save time during a lockout if you see that all your totems have been used.

Memorize the totem placement pattern.
Fire totems don’t matter, but be wary that your Earth Totems drop on your front-right, your Air Totems drop on your bottom-left, and that your Water Totems drop on your bottom-right.
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Learn to hide your healing streams behind pillars as decent players will always look to kill them. So just position yourself so that the pillar is behind you to the right and drop a healing stream, which will hide it from enemy LoS. Healing streams work through walls and z-axis too.
- On a map like Blade's Edge with z-axis, you can drop your healing stream or healing tide underneath the bridge to protect it from being killed and it will heal your partners up top.

Since you know that your Tremor Totem (an Earth Totem), will drop on your front-right, make sure to position yourself to get your partners out of fears or wyvern stings since the range on Tremor is only 30 yards. I’ve seen many shamans “miss” their tremors because its not in range, and weren’t aware of the totem’s position.

Same with your healing stream, you can hide your Grounding Totem against hunter teams to protect yourself for 20 seconds from getting trapped. Same logic, hide it behind a pillar so that you are the only one getting protected from the grounding aura, while your partners are pushed up.

Last but not least. Now you know that your Spirit Link Totem will drop on your bottom left, you can “aim” Spirit Link to make sure your partners will get the health distribution.
Ex) Your partner is a bit far from you, and requires spirit link to survive. You run towards him, and you can jump, and rotate your camera around, and strafe in the air so that your left backside is facing your partner to guarantee the Spirit Link to “hit” your partner. This will allow you to link faster since you won’t have to run to him as much. I essentially call this “throwing your link”.

If you are like me and play with around 200 ms never try to shear fast clone or an Unstable Affliction cast unless it’s preemptive.

Against resto druids, study their movement and try to save your grounding. They usually jump or strafe around when hotting because lolinstant, and will usually stop in place when attempting to go for a soul of the forest cyclone or heal. I usually ground quite a few SotF clones vs druids.

If you need to prep your totems for another tremor, make sure to just use and drop all your active totems like earthbind, freedom, grounding, healing stream, and even capacitor. Wasting any of the above is a big no-no. Sometimes I land random Capacitors with this strategy.

Against a rogue, never trinket the first stun unless you want to spirit link, or if you are at the stage of the game where your defensives are limited or you are likely to die. The idea is to trinket the DR stun and then use your aura-mastery to immune the garrote. Be wary though, rogues will triple DR stun you for a kill.

A rogue will always try to gouge your aura-mastery heals. Just pop it, and run the direction the rogue is facing, also spin your camera around like a maniac if you think he is going to sprint or step gouge.

Drop your fire-elemental totem early vs. a rogue to keep you in combat, and thus protect you from saps.

Don't waste healing-stream by just dropping it off-cooldown. Its best to try to drop it before the next CC lands on you so your partners have the stream to heal them while you are CCd. Same logic goes for Healing Tide. I always try to healing stream or tide (based on enemy offensives used) before I get stuck in a long CC chain, so against a hunter I will try to drop these before he even lands the scatter shot, which will be followed up by another stun or a freezing trap, into a silence.


Learn to have a habit of constantly purging. It will improve you tremendously as a resto shaman. Keeping a mage “clean” of buffs will allow you to sometimes instantly purge Presence of Mind, or Alter Time. But learn to be mana-efficient with it as well, purging is high mana-cost.

Use Mana Tide early, and not when you are at 10% mana. 50% to even 70% is a good threshold to pop it when your healing stream is on cool down.
Look for early drinks constantly if your team has the upper-hand in terms of pressure and defensives. Once you leave combat, drop a healing stream, a mana tide, or even a healing tide before spamming your water button. The totem will drop and you will be allowed to drink.

-Macros-

Some macros that I believe are essential as a resto shaman.
Replace the 1 with 2 and 3 for arena 1~3 macros that will aid you.

#showtooltip wind shear
/stopcasting
/stopcasting
/cast [nomod, target=arena1] wind shear
/cast [mod:ctrl,target=arena1] hex
/cast [mod:alt,target=arena1] frost shock
- Doesn’t have to be this format exactly, but just have your wind shear, hex, and shock for arena 1~3 bound.


#showtooltip Cobo Cola
/click TotemFrameTotem2 RightButton
/use Cobo Cola
- Destroys your fire elemental totem to go for drinks

#showtooltip
/stopcasting
/cast [@arena1] Flame Shock

#showtooltip
/stopcasting
/cast [@arena1] Earth Shock

#showtooltip
/stopcasting
/cast Grounding Totem

#showtooltip
/stopcasting
/cast [@arena1] Flame Shock


#showtooltip riptide
/stopcasting
/cast [nomod] riptide
/cast [mod:ctrl, @player] riptide
- I have self riptide bound so that I don’t have to waste time swapping targets to pre-hot myself before a potential swap.

#showtooltip Water Shield
/cast [nomod] Earth Shield
/cast [mod:shift] Water Shield
/cast [mod:ctrl, @player] Earth Shield
- Same concept as above for earth shield.

#showtooltip Ancestral Swiftness
/stopcasting
/stopcasting
/cast ancestral swiftness
/cast blood fury
/cast greater healing wave
/p NS!


/script function CompactUnitFrame_UtilShouldDisplayBuff(a,b,c)local _,_,_,_,_,d,_,e,_,f,_,g=UnitBuff(a,b,c)if UnitAffectingCombat("player") then return (e=="player" or e=="pet") and not f and d > 0 and g; else return g end end
END
- The above script shows your water shield on default raid party frames.

UI

I feel like many beginners tend to clutter their user interface with a lot of information because they are not comfortable with their level of awareness yet. However I strongly recommend keeping it as simple as possible. Using addons is fine to start off, but don't go overboard with it and start with one at a time to get used to them.

Try to keep your field of vision clear so that you can start to be aware of enemy positioning as well as yours and your teammates'.

This is my UI, inspired from Kollektiv's that grants me good field of vision, focus buffs / debuffs, targets buffs / debuffs, my totem frames, and arena 1~3 cast bars.

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Conclusion

I hope you have enjoyed the guide, and if you have any questions don’t hesitate to message me in-game Rhee-Tichondrius, I’m always willing to help out or message me on twitch at username Rhee1.

Resto shamans are a great class once you get used to its weak points, and is definitely one of the most constantly effective and potent healers in 3v3 arena.

I don’t stream unfortunately, but you should check out these streams for high level shaman content that you could learn a lot from. Practice and watching streams is how I progressed pretty fast too.

Cdew – twitch.tv/cdewx
Flubbah – twitch.tv/flubbah
Takenotezz – twitch.tv/jakenotezz
Eeluminati – twitch.tv/eeluminati
Kaska – twitch.tv/kaskatv

These guys seriously rock, and studying their globals, and trying to adopt them into your play style or imitating them will seriously improve your level of play in no time.


#4063133 This Darkened Heart - A Shendelz PVP Guide (6.0.3)

Posted Ownu on 24 February 2014 - 04:59 AM

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Unholy Death Knight Guide (6.0.3)

  • This guide is not only a starting place for players looking to learn the basics of the Death Knight class, but is also a great place for advanced players to sharpen their skills. Now with more Frost!



The 5.4.7 Guide... has been put into a Spoiler at the bottom, and will be kept around for retro-reference (is that a word?), and future arena servers, since whenever I go to play on an older arena server, I can never find any information to refresh myself on how the hell we played back in the stone age good days.


A number of changes were made for Death knights, however Frost and Unholy's rotations remain the same overall.
  • Frost Strike replaces Death Coil for Frost Death Knights.
  • Obliterate replaces Blood Strike for Frost Death Knights.
  • Necrotic Strike has been removed (RIP).
  • Raise Dead (and by proxy, master of ghouls) is now only available to Unholy Death Knights.
  • Rune of Cinderglacier has been removed.
  • Unholy Frenzy has been removed.
  • Horn of winter no longer generates runic power, and has no cooldown.
  • Pestilence has been removed and its effects have been caked into Blood Boil (Rolling Blood talent is now baseline).
  • Army of the dead now sucks deals 75% less damage.
  • Death Coil now costs 30 Runic Power and has a 40 yard range for both allies and enemies.
  • Icebound Fortitude now lasts 8 seconds, down from 12.
  • Rolling Blood has been removed and replaced with Plaguebearer, a new Level 56 talent. Plaguebearer causes Death Coil and Frost Strike to extend the duration of Frost Fever and Blood Plague, or add a stack of Necrotic Plague.
  • Blood Boil now deals 50% more damage, but no longer deals additional damage per disease on the target.
  • Pillar of Frost now increases Strength by 15%, down from 20%.
  • Obliterate now deals 25% more damage [on both main and offhand], but no longer deals additional damage per disease on the target.
  • Rune of the Fallen Crusader now increases Strength by 20%, up from 15%.
  • Scourge Strike no longer deals additional damage per disease on the target. It now deals 100% physical weapon damage, and 50% shadow weapon damage. The shadow portion can once again independently crit.
  • Frost Strike's damage has been increased by 100%, but its Runic Power cost has been increased to 25 (40 in non Frost Presence).
  • Icy Talons now increases attack speed by 20% (down from 45%), and haste by 5% (up from 0%).
  • Might of the Frozen Wastes now increases Obliterate damage by 50% (up from 40%), and melee damage by 35% (up from 30%) while wielding a two handed weapon, and increases the damage of Frost Strike by 50% (up from 35%) while dual wielding.
  • Razorice now deals 4% additional weapon damage (up from 2%), and increases Frost damage by 2% per stack, down from 3%.
  • Obliterate's damage has been increased by 30%.
  • Necrosis: Necrosis is a new passive ability for Unholy Death Knights. It causes Multistrikes from Festering Strike, Pestilence, Plague Strike, Scourge Strike, and Soul Reaper to also deal a burst of Shadow damage. The amount of burst damage is based on Attack Power, not the damage from the triggering Multistrike.
  • Unholy Might now increases Strength by 10%, down from 35%.
  • Death Pact no longer sacrifices your Ghoul or a portion of it's health. It now heals the Death Knight for 50% of their maximum health, and places Necrotic Strike a healing absorption shield on the user for 50% of the health granted.
  • Anti-Magic Shell will now restore 2 Runic Power per 1% of max health absorbed.
  • Desecrated Ground now also makes the Death Knight immune to Roots, Snares and Silences.
  • Conversion no longer has an initial tick, and now costs 10 Runic Power/second for Frost, and 20 Runic Power/second for Unholy.
  • Level 60 and 75 talent rows have swapped places.
  • Blood Tap now generates one charge for every 15 Runic Power spent; Runic Empowerment and Runic Corruption now have a 1.5% chance to trigger per Runic Power spent.
PvP Talents

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Previously, Death Knights were pigeon holed into a very cookie cutter set of talents that did not really ever change. The new expansion has opened up many more options and talent combinations:


Tier 1

Plaguebearer
Now that Rolling Blood is caked in, Plaguebearer does a nice job of taking its place. Plaguebearer increases the duration of your Blood Plague and Frost Fever (and will add a stack to Necrotic Plague) every time you Death Coil or Frost Strike by Five (5) seconds. Seeing as Frost Death Knights do not have Festering Strike, and Unholy Death Knights don't want to be spamming Festering Strike, this is a great way to keep your diseases lasting until the golden years while spoon feeding your target damage. Currently, it seems the diseases wont extend past 40 seconds. If the Plaguebearer will cause the duration to exceed 40 seconds, then the diseases in question will be set to 40 seconds instead. Additionally, Festering Strike will allow diseases to exceed 40 seconds. However; if the duration has exceeded 40 seconds via Festering Strike, the next Death Coil will reset the disease(s) in question to 40 seconds. Yes this is a bug, though it is irrelevant as disease snapshotting no longer exists.

Unholy Blight
Unholy Blight should only be taking in combination with Either Necrotic Plague, or Chillblains. When paired with Necrotic Plague, each tick will grant a stack on every target it hits. Additionally, each target effected by it will probably be in range of each other, causing the Necrotic Plague itself to jump between targets, causing it to stack extremely quickly.
When paired with Chillblains, it will constantly slow anything in it's range, unless the target has a buff like Hand of Freedom. Unholy Blight paired with Chillblains is highly effective against running Burst of Speed Rogues, and retreating Restoration Druids.


Tier 2

Lichborne
Lichborne is the only viable talent in this talent tier, it will turn you undead, allowing you to break free of fears, charms, and sleeps. Additionally, while undead, you are immune to polymorph effects (Sheep, Hex) and incapacitates (Sap, Gouge), and may heal yourself by casting Death Coil on yourself (Unholy only). Polymorph and incapacitates will not break when you are already bound; however, like Cloak of Shadows and Anti-Magic Shell, you will be immune to these effects as long as you have the Lichborne buff. Sleep, Fear, and Charm effects will break when using Lichborne, even while you are already bound by them.


Tier 3

Asphyxiate
Asphyxiate is an improved version of Strangulate that stuns your opponent instead of silencing them. Additionally, it costs no rune, and has half of the cooldown.


Chillblains
Generally, Chillblains is taken because you--the player--desire to play with Strangulate over Asphyxiate for whatever reason (generally because the team composition you are currently playing has too many stuns already, and not enough other kinds of crowed control). Chillblains will cause your Chains of Ice to root your target, additionally, your Frost Fever and Necrotic Plague will cause the target to be slowed by 50% for 8 seconds. Typically more for Unholy (as you already have Gnaw and sometimes Remorseless Winter available to you as other stunning options), Chillblains combos well with Necrotic Plague, Unholy Blight, Defile, and Remorsless Winter. It is also the go-to option for Rated Battlegrounds, which are almost always done as frost. Howling Blast will cleave large amounts of players and give you a massive amount of control over the other team. Seeing as Necrotic Plague jumps from target to target, Frost spec will almost always take this talent along with Unholy Blight and Necrotic Plague in Rated Battlegrounds.


Tier 4

Blood Tap
All three talents in this tier are fairly close, however Blood Tap gives you the control over when runes are reset. It also gives you Death Runes, allowing you to use Necrotic Strike more frequently Obliterate when you have Killing Machine procs.

Runic Corruption
This talent does not give you as much control as Blood Tap does, but is very efficient when playing with Breath of Sindragosa, as Blood Tap does not provide you enough rune resets to maintain the spell for very long.


Tier 5

Conversion
Conversion allows you to sacrifice runic power per second to gain health per second. Activating it while it is already active will double both the runic power sacrificed and the health gained at the cost of one global, for one global.

Death Pact
Generally should only be taken when you are playing against a team that only tries to kill you in a very high burst swap.


Tier 6

Desecrated Ground
An extra trinket that will make you immune to all forms of CC other than silences, disarms, roots, and slows while you are standing in it. Generally taken by non human Death Knights in exchange for double DPS trinkets, or when facing a rogue team. Having a second trinket is never a bad thing.

Remorseless Winter
A stacking slow that causes a stun on any target that hits 5 stacks, for 5 seconds. Dispellable, so make sure its either used on a healer, or make sure the healer cant dispel it by using some other CC. Try to only take this talent when using Death and Decay Glyph or Chillblains, as targets get away too easily during the early stacks. Works great with Breath of Sindragrosa or Defile (Arthas Combo).


Tier 7

Defile
Defile benefits from the Death and Decay Glyph, which should always be considered when using it. Both of these things combo well with Remorseless Winter (Arthas Combo), and is my personal recommendation for Frost. This talent has reasonable burst with a reasonable cooldown.

Necrotic Plague
Granted 20% additional damage and regaining the ability to crit, Necrotic Plague is back in the game as a real talent. When taking this talent, always take Unholy Blight, as it will stack it much quicker, and your Plague will sit at max stacks for much longer, causing you to do overall more damage. Stacking this ability is important, and you should be throwing out Blood Boils, Icy Touches, Festerings, and Plague Strikes in order to help it stack as quickly as possible. Only recommended for Unholy in arenas, and only recommended for Frost in Rated Battlegrounds. This is the least bursty talent, but will give you heave AoE presence.

Breath of Sindragrosa
Only recommended for Frost while using Runic Corruption, pool runic power and some a few runes before using this ability. Line it up with things like Remorseless Winter, Pillar of Frost, and use Empower Rune Weapon to feed it. The point of this ability is to do damage while doing damage, so don't spend your Runic Power on things like Frost Strike. Ideally, you want to keep this running as long as you can, because its biggest drawback is the long cooldown it has. Definitely the Highest burst in the talent tier, at the cost of cooldown and ramp up.

Glyphs


Three strongly PvP oriented glyphs make choosing glyphs for Death Knights easy, however there are times when glyphs can be swapped in or out.

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Shifting Presences - Allows you to switch presences and retain 70% of the runic power you had before the switch. A must have, as presence swapping without this glyph will slow down your damage and may put you into risky positions (Swapping to Blood Presence when being switched to, and not having runic power to convert if you are using Conversion).

Icy Touch - Your Icy Touch will now dispel one beneficial magical effect from your opponent. Purge is a very powerful spell, and any class that has the option to take it should.

Dark Simulacrum - Reduces the cooldown of Dark Simulacrum by half, and increases the duration the debuff stays on the target by 4 seconds. Dark Simulacrum can be your strongest spell if used properly. Being able to use it twice as often increases the chances of having it ready when a juicy spell is about to be used. Can be used every Asphyxiate, allowing you to steal major defensive cooldowns from healers that can be cast while stunned. This is the glyph that you should swap in and out with other glyphs if you want to use something else.

Death and Decay - Slows any target that takes damage from your Death and Decay ability, for as long as they remain inside of the effected area. Works with Defile. This glyph works great with Arthas Combo (Defile+Remorseless Winter).

Strangulate - When used a to interrupt the target--and is successful--Strangulate gets two additional seconds added to its duration, for a whopping 7 second silence.

Death's Embrace (Minor) - Restores runic power when healing a friendly undead minion. Save some runic power to heal your Ghoul or Gargoyle up. Only relevant if you are Unholy, or if you are running some weird shit, like Double [Unholy] Death Knight.

Resilient Grip (Minor) - Resets your Death Grip if your target is immune to both the pull and the taunt (Iceblocks/Divine Shield/Cyclone) - For those unlucky situations.

Path of Frost (Minor) - Causes you to take less fall damage while the aura is active. Good for Rated Battlegrounds, like Arathi Basin.


Stats - Gemming / Enchanting / Reforging


Stat Priority

Unholy

These stat priorities are currently a "beta version" there is still a lot of discussion in the community about what will be best for what spec, what comp, and what uptime. Even if these stats are right, they will evolve and reorganize themselves as our item level gets higher.

3% Hit >= 3% Expertise > Strength > Mastery> Multistrike>= Versatility


Frost

Frost on the other hand is seems to be preforming best with the basics.

3% Hit >= 3% Expertise > Strength > Versatility > Haste [uptime dependent] >Multistrike


Strength

At the passive ratio of 1.35 1.10 Strength per point of Strength (thanks to our good friend Unholy Might), Strength is your dearest friend. Additionally, our Runeforge enchant grants us half more the Strength that Unholy Might gives us (15%, 20%) as a proc that is up most of the arena, as long as you are hitting things. Gem and Enchant Strength wherever you can, while respecting Strength increasing socket bonuses.


Haste

Your GCD is affected by various factors such as expertise, Time Warp, your connection speed ect. The best way to approach haste itemization is whether or not you personally experience GCD locks. If you have no trouble expending resources, haste remains highly favored. Haste becomes more valuable the more uptime that you have on your target. Ideal for comps like PHD, where most teams will focus down your hunter and allow you to do as you please.


Crit

Crit makes abilities hit twice 50% harder, and stacking crit makes it happen more often. Crit is a big damage boost to your diseases, which are always ticking on everything all the time. It can make our gargoyle deadly, in a much more RNG way than mastery. Typically great for spread pressure, crit allows you to keep your damage up while you're not on your target. Great for big Soul Reapers. This stat has diminished in 6.0+, as critical strikes hit half as hard as they used to.


Mastery

Mastery boosts your shadow damage and Gargoyle's damage for Unholy, and Boost your frost damage for Frost, namely Frost Strike and Howling Blast. Generally something to avoid as Frost, unless future patch notes say that Frost Strike will become the large burst.


This may or may not be relevant, depending on the patch:

Spoiler


Mastery is generally the stat most Death Knights pick today. Not only is it the most reliable way to keep damage up when kited, but it also directly effects your biggest burst: Summon Gargoyle. For heavy spread pressure, play mastery > crit. For fast damage, play mastery > haste. Using this information, you are encouraged to find the secondary stat priority  that is best for you.

Versatiliy

Versatility increases the damage you do, and decreases the damage you take. A solid stat that has a benefit to it no matter what spec you might be, and is currently seeing favor against the other stats.


Multistrike

Multistrike is very similar to critical strike. Their values are both halved in PvP compared to their PvE stat weight values, causing them to require double the amount to equal 1% damage compared to that of the other stat weights. In PvP, Multistrike has a percentage chance to strike the target against at 30%(?) power. Due to Necrosis, Unholy Death Knights will gain 5% more Multistrike from all sources that grant it, making Multistrike more valuable to the Unholy Death Knight than it is to Frost.


Macros


<span style="font-size: 18px;">Heal Ghoul</span>

#showtooltip

/cast [target=pet] Death Coil

Casts Death Coil at your Ghoul, healing it.


<span style="font-size: 18px;">Self Heal</span>

#showtooltip

/cast !Lichborne

/cast [target=player] Death Coil

Activates Lichborne, then casts Death Coil at yourself, healing yourself. Note this only works with Unholy now, as Death Coil is now replaced by Frost Strike, for Frost Death Knights.


<span style="font-size: 18px;">Focus Death Grip</span>

#showtooltip

/cast [target=focus] Death Grip

Casts Death Grip at your focus target,<strike> and then slows them. The Chains of Ice line is optional</strike>. A perk while leveling will slow targets that are Death Gripped.


<span style="font-size: 18px;">Arena 1/2/3 Death Grip </span>

#showtooltip

/cast [@arenax] Death Grip

Casts Death Grip an arena target frame. The target is decided by &quot;x&quot;. Replace &quot;x&quot; with &quot;1&quot;, &quot;2&quot;, or &quot;3&quot;. The best way to use this macro is to have three separate key bindings, and three separate macros, both of which usually right next to one another. Example: Grip arena1 bound to F1, Grip arena 2 bound to F2, Grip arena 3 bound to F3.


<span style="font-size: 18px;">Arena 1/2/3 Chains of Ice </span>

#showtooltip

/cast [@arenax] Chains of Ice

Casts Death Grip an arena target frame. The target is decided by &quot;x&quot;. Replace &quot;x&quot; with &quot;1&quot;, &quot;2&quot;, or &quot;3&quot;. The best way to use this macro is to have three separate key bindings, and three separate macros, both of which usually right next to one another. Example: Chains arena1 bound to F1, Chains arena 2 bound to F2, Chains arena 3 bound to F3.


<span style="font-size: 18px;">Focus Strangulate</span>

#showtooltip

/cast [target=focus] Strangulate

Strangulates or Asphyxiates your focus target.


<span style="font-size: 18px;">Focus Leap</span>

#showtooltip

/stopcasting

/cast [target=focus] Leap

/cast [target=mouseover, exists][exists] Leap

/petattack

Because of Leap&#39;s Buggy nature, this was the best way to get Leap to work properly. Its possible that the technical issues of Leap have been fixed, though the macro continues to do its job for me, and so I still use it. It will make your ghoul Leap at mouseover targets as well as your focus target. Mouseover has priority.


<span style="font-size: 18px;">Lich/AMZ</span>

#showtooltip

/cancelaura Lichborne

/cast Lichborne

/cast !Anti-Magic Zone

/run SetMacroSpell(&quot;Lich/AMZ&quot;,GetSpellInfo(&quot;Lichborne&quot;) or &quot;Anti-Magic Zone&quot;)

Tap once to activate Lichborne, tap again to cancel it. Handy for avoiding Shackle or Paladin Fear. This macro will combine Lichborne and Anti-Magic Zone into one keybind. The Macro name must be the same as the the part listed in the last line /run SetMacroSpell(&quot;Lich/AMZ&quot;), or the Tooltip will not update (and the cooldown won&#39;t show).


<span style="font-size: 18px;">Focus Mind Freez</span><span style="font-size: 18px;">e</span>

#showtooltip

/cast [target=focus] Mind Freeze

Interrupts your focus target.


<span style="font-size: 18px;">Raise Dead/Dark Transformation</span>

#showtooltip

/cast [@mouseover,dead] Corpse Explosion

/cast [nopet] Raise Dead

/stopmacro [nopet]

/cast [target=pet,exists]Dark Transformation

Push to summon your Ghoul. While Timmy is active, push again to activate Dark Transformation (assuming Timmy has five Shadow Infusions). Also will cast Corpse Explosion at a moused over corpse (just for fun).


<span style="font-size: 18px;">Dark Simulacrum</span>


#showtooltip dark simulacrum

/cancelaura Ice Block

/cast [nomod] Dark Simulacrum; [mod:alt, @focus] Dark Simulacrum




<span style="font-size: 18px;">Summon Gargoyle</span>

#showtooltip

/use 13

/cast Summon Gargoyle

/petfollow

/petattack [@target]

Make sure your on use damage trinket is in slot 13.


<span style="font-size: 18px;">Pillar of Frost</span>

#showtooltip

/use 13

/cast Pillar of Frost

/cast Death&#39;s Advance

Make sure your on use damage trinket is in slot 13.


<span style="font-size: 24px;">Dealing Damage</span>


<em><strong>Unholy</strong></em>


Unholy is now straight forward. Stacking Shadow Infusions an bursting during Dark Transformation is key. This is when gargoyle should be used, and Death Runes no longer get any special treatment. Use them as you see fit. Scourge Strike is now the primary strike, and it will consume the majority of your runes. Remember, our level 100 set bonus grants us 20% increased shadow damage while Dark Transformation is active.


<strong><em>Frost</em></strong>


Frost is largely the same as it has always been. Keeping your diseases up, avoid using Killing Machine procs on Frost Strike. Soul Reaper at low health. Use saved up Blood Tap Charges for Killing Machine procs that you don&#39;t have the available runes to Obliterate with. When playing with Sindy, pool runic power and have a few available runes prepared to regenerate the lost runic power spent on Sindy. You should also try to save Empower Rune Weapon for this specifically.


<span style="font-size: 24px;">Interface and Addons</span>


Unless you&#39;re practicing for a no-addon tournament, there is no reason not to customize your interface to your liking. Moving things to easier places for you to see can assist you greatly and help you to not overlap. There are few and far in-between addons that I would describe as mandatory, as Blizzard has certainly made the baseline interface more acceptable over the years.


Disclaimer: Yes, people have told me my interface is cluttered. I&#39;m not advising you to have a cluttered interface, I&#39;m giving you the basics. I&#39;ve grown used to how my UI is, and have tried changing it before.


<span rel="lightbox"><img alt="Posted Image" class="bbc_img" src="http://i.imgur.com/wwvPUG6.jpg" /></span>


A. Its important to know where players are, even if they are not your target. Nameplates are helpful, be it Blizzard&#39;s own, or an Addon. Some Addons will show you specific debuffs that you ask it to show you on name plates, others will show cast times within the name plates. The Addon I am using here is called Tidy Plates: Threat Plates.


B. No player should go without party frames. Personally, I find the base ones, and the standard one that comes with my normal unitframes clunky. I&#39;ve taken a great liking to Blizzard&#39;s &quot;boxes&quot;, the standard raid frames that the game comes with. They show debuffs and mana, and can be class colored.


C. If you&#39;re Unholy, it is your responsibility to know where and what your Ghoul is doing, specifically to monitor his health pools. At the beginning of expansions, healer mana is always tight. Give them a helping hand and keep an eye on Timmy.


D. Lots of players are wondering what is the best Rune Bar Addon to use. Its true, Blizzard&#39;s could use an update, even with move anything, its still largely basic and has no options to customize it. I have used the same Rune Bar Addon since Wrath of the Lich King, so I can&#39;t say I know what else is out there these days. Even so, Magic Runes gets the job done. With high customization, you can move, re-size , rearrange, and monitor both your Rune times, and DoT&#39;s. The alpha will fade when out of combat if you tell it to do so, making this my personal pick.


E. Lose Control, the Addon that inspired Blizzard&#39;s Loss of Control interface option, is able to show crowed control cast on enemy players as well. You can move it and put it where you want to, it becomes very hard to miss a CC cast on an enemy player. Additionally, it works with Sarena (an Arena Unit Frame Addon), and OmniCC (a cooldown counter Addon).


<strong><span style="font-size: 24px;">5.4.7 Guide (for retro-reference or future arena servers)</span></strong>


<span style="color: #474747"><span style="font-family: Helvetica, Arial, 'Helvetica Neue', sans-serif"><span style="background-color: rgb(236, 242, 247)">
Spoiler
</span></span></span></p>


#4046294 Lost R1 due to BLATANT win-trading, nothing done. Any advice?

Posted improveyup on 02 February 2014 - 02:56 AM

This "wizk" is a serious danger to the pvp community and i recommend that blizzard action him immediately


#4002031 Votlol Resto Shaman Guide (5.4)

Posted Votlol on 29 November 2013 - 11:11 AM

Votlol Resto Shaman Guide (5.4)

Introduction

I've been playing resto shaman since season 11, giving me plenty of time to explore almost every composition imaginable for a resto shaman. Over this chunk of time, I have managed to progress through the ladders and gain a lot of experience and knowledge along the way. I was really bored, so I decided to try and put together something like a guide for resto shamans out there of hopefully a wide variety of playing levels. I have a lot of fun discussing mechanics and strategies that have to do with the game, and it's cool to help some people out with advice or some other kind of helpful information. I'm going to make an effort to answer a lot of the common questions I've received in regards to playing resto shaman pretty thoroughly, and I hope to spark somewhat of a discussion about resto shaman where new questions may arise and receive attention.

Talents

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This is the typical talent tree for a resto shaman, and while you can probably take this set up and use it with and against almost any composition, I am going to take the time to discuss the pros and cons of all the options.

Tier 1 (level 15):

Nature's Guardian is one of the strongest abilities to a resto shaman. One of the biggest weaknesses a shaman has is the lack of options when caught in a stun or silence, and that's where Nature's Guardian comes in. It has a 30 second cool down, and it essentially heals you for 25% of your maximum health (this counts all buffs). While NG is up, it increases your maximum health by 25%, and heals you for this same amount. Once the buff falls off, you lose the extra maximum health, but you do not lose the amount that it healed you. Knowing when NG is going to proc can save you other cool downs, mana, or allow you to use other abilities to prevent NG from procing before you get stunned or silenced, which would be when you need it to proc.

Remember that maximum health includes things like rally, stam buff, and ancestral vigor. If it is optimal, you could get a rally before NG procs, so that it will heal for an extra amount as well as increase your health pool even more.

Stone Bulwark Totem is nice for those situations where you will take a lot of consistent damage, especially if there is going to be a lack of stuns and other CC to keep you from having up-time while an enemy team is attacking you. It has a pretty long cool down, the absorb is dispellable, and obviously the totem is killable. It costs you an earth totem slot, which could mean your earthbind/grab or tremor, and if you come into a situation where you need one of those totems down immediately, it could cause you to have to replace your stone bulwark for them.

Astral Shift can be used while silenced, which is probably the strongest quality of this talent. It is nice if you are going to take most of the damage in a small interval, but its cool down is the longest in this tier.

Tier 2 (level 30):

Frozen Power becomes extremely effective when coordinated with a mage teammate, especially a fire mage (due to their lack of frost nova abilities and reliance on them). It can be more effective than earth grab for gaining distance from enemies, as you can use it much more often, but it is plenty mana inefficient, so be careful in situations where mana is an issue when using this talent. Bear in mind that using earth bind can aid in making this a talent for endless kiting in some situations.

Earth Grab Totem is one of my personal favorite talents. I find it effective for the obvious, helping to get a melee cleave off of you,  but also in allowing for more globals and helping to manipulate enemies into cap totems (hex -> earth grab + cap totem). Remember that after the root, earth grab slows the enemy as much as earth bind would, so it is far from useless after its root effect.

Windwalk Totem is the most common choice in this tier. It is essentially an area of effect freedom. It's really nice vs mage comps, for obvious offensive reasoning, but also defensively by negating nova effects which mages often rely heavily on in order to burst. One effective strategy is to try and windwalk before a water elemental's frost nova, as it will immune the nova, but also keep the mage from getting any fingers of frost procs(another essential tool in the frost mage's burst damage kit) from the spell.

Tier 3 (level 45):

Call of the Elements is the only talent in the third third tier that really buffs your healing. On top of that, it also provides a good chunk of utility. Using CoTE to summon healing stream can help out a lot when your team is under a lot of pressure, or it can be used to summon any of the other short cool down totem spells, including windwalk, earth grab, tremor, grounding, earth bind, and capacitor. An important detail to remember is that if you get full locked out by an interrupt spell, you will still be able to cast CoTE, and after doing so, you are able to summon the affected totems, including healing stream, even though the rest of your nature school spells will still be locked out.

Totemic Persistence can be effective when combined with talents such as earth grab, windwalk, and stone bulwark; but most of the effectiveness of this talent is in the ability to use tremor without needing to replace your other earth totem, and to use grounding in the same manner. You can use it to healing tide and healing stream simultaneously, rendering a ton of burst healing from your totems alone, but it doesn't usually outweigh the strength of Call of the Elements as healing tide is generally enough totem healing when you need the extra amount, and you can't always guarantee healing stream totem is off cool down when you healing tide.

Totemic Projection is really strong in combination with earth grab and/or capacitor totem. It allows you to get that extra cc off without over extending. Projection is also pretty good for manipulating the range of your totems. For example, you can place a grounding totem down at an inopportune moment, extremely far away from your enemy team, and then launch it forward when you need it's effect, and using this method you can have another grounding totem ready 10-15 seconds afterwards. It is also nice to launch healing tide / stream away from enemies, or across the map to allies when ranging the enemy CCs or swaps, or when separated due to a lock's gateway.

Tier 4 (level 60):

Elemental Mastery is pretty bad for arena resto shamans. It is a long cool down for what it provides, it is dispellable, its healing throughput calls for you to spend more mana by casting more spells in a shorter time frame, and it is weak because it relies on a situation where shamans need to chain cast quite a few spells, and due to the riptide/tidal waves mechanic, chain casting is not something resto shamans do when casting efficiently or effectively.

Astral Swiftness is the preferred talent in this tier because it allows you to cast CC instantly, or get instant, powerful heals. It has a short cool down, and it also provides you and your team a passive haste buff.

Echo of the Elements can greatly improve your sustained healing output, however it is very RNG based and just not even close to as strong as being able to instantly cast a heal or CC in the most dire moments.

Tier 5 (level 75):

Rushing Streams is the most used talent in the 5th tier.for resto shamans because healing stream is one of the most efficient and effective healing spells available to shamans. This talent makes it heal two targets at once (essentially doubling its healing assuming no overheal) and increases the effectiveness of those heals by 15%, meaning that even if you only have one target that requires healing, this talent is still pretty strong, but obviously it helps a ton for any situation where two targets are not full health. This can be so nice vs mage comps that make a ton of swaps, especially to the shaman; for example, if the shaman and one team mate are both full hp, and the third is 95% hp, healing stream will tick to heal the 95% hp team member, and overheal one of the others, providing them the damage reduction from the glyph, which with some luck will be the target that the mage team makes a swap to.

This glyph / talent combination is amazing for relieving spread pressure put out by a frost mage's frozen orb  as well.

Ancestral Guidance is a talent that I personally think is undervalued and underused. It is essentially a weakened version of ascendance,  on a pretty good cool down. It's obviously strong for spread healing, but it can outweigh the rushing streams talents especially in situations where healing stream is killed almost instantly every time. The biggest weakness of this talent is probably the uptime that it requires in order to take full advantage of the spell, but even without chain casting, I think this talent is still a lot stronger than its presence suggests.

Conductivity is extremely weak because it requires a ton of hard casting, it limits mobility of your team, healing rain's healing isn't really overpowered enough to make this talent worthwhile in arena, and conductivity doesn't really even compare with the other two choices in the tier.

Tier 6 (level 90):

Unleashed Fury is an amazing talent. For healing, it increases the effectiveness of earthliving's unleashed elements effect, which can be used to increase sustained healing (by UE'ing a riptide [yes it effects the heal over time effect]) or burst healing (when used with a healing surge or greater healing wave). It can also be used with rockbiter's unleash to provide a 40% damage reduction from a single enemy for a few seconds. Finally, if used with frostbrand, unleashed fury causes your UE to give you a 50% sprint for 4 seconds on top of slowing the enemy (remember that frostbrand's effect and unleashed effect are both undispellable, and only removed via freedom spells or similar effects).

Primal Elementalist is nice for earth elemental's shield wall and stun, controlling a pet so that you can use it to possibly eat hunter traps, and for the healing increase and damage taken reduction buffs that they can provide. The pets just do not have strong enough effects or last long enough / have short enough cool downs in order to outweigh the strength of the unleashed fury talent.

Elemental Blast is just all around pretty terrible for resto shaman. Even for damage, it is not as effective as other choices in that talent tier.

Glyphs

I do not plan to be as thorough with glyphs as I was with talents as there are obviously a lot more of them that are not useful almost at all to resto shamans.

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These are the most commonly used glyphs for resto shamans in arena. These are applicable for most situations, but there are a couple of alternate options available as well, effective in more specific situations.

Glyph of Ghost Wolf is needed in most situations, otherwise slows are extremely effective, even while in ghost wolf. Some slows are effected by this glyph more than others, but if you are getting slowed and trying to run away in ghost wolf without this glyph, especially while getting trained, you are going to have a lot of trouble surviving or developing any distance between you and your attackers.

Glyph of Totemic Vigor is pretty strong because of how essential totems are to resto shamans. This can deter people from killing your totems, or cause totems to become much more difficult to destroy for certain classes (like affliction warlocks). Most shamans use this glyph in every match up, and it is especially strong for capacitor totem and stone bulwark totem due to the huge health pools it gives them. This glyph also buffs healing stream a ton because if it prevents healing stream from getting 1 shot, healing stream will heal itself (obviously even more effective when combined with the rushing streams talent). Personally, I think this talent as required as it is common, because careful placement vs ranged classes will allow you to prevent the important totems from being killed, usually, and melee targets that instantly go for your totems likely won't be stopped because of a small buff to the totem's health.

Note that the glyph is maximum health, so all health buffs will effect it (rally, NG, ancestral vigor, battle master [if you otherwise will have no use for battle master, you can use it while you healing tide for example, or maybe cap totem, to try and help it live a bit longer for an extra second to tick or explode).

Glyph of Hex is self explanatory, and obviously even better when other glyphs are not useful or when there is only one player able to decurse on the enemy team (or none of course).

Glyph of Healing Stream Totem is extremely good, especially when combined with the rushing streams talent (as explained above) however it is only useful against nature damage, frost damage, and fire damage: so mostly mages, shamans, balance druids, and destro locks (some other classes have damaging spells that deal nature damage (serpent sting) or frost damage (death knight's frost fever / icy touch) but it may not be worthwhile to choose this glyph for those match ups).

Glyph of Totemic Encirclement (minor glyph)is nice because it can confuse and disorient your enemy team, it can allow for an intervene target for a warrior team mate to use for escaping a root effect, but it can also be used for charging, so be careful allowing enemies to use it to close gaps. Note that the fake totems dropped by this glyph do not show up with name plates to enemies, and remember that they can be killed if needed.

Glyph of Rain of Frogs is useful just to try and trick enemies into using their interrupt spell on something that does not actually lock out the nature (healing) school.

Gemming / Stat Priority

There are a few effective options when it comes to gemming and stat priority for resto shaman. In full gear currently, the most common and possibly strongest priority is Int>Crit>Spirit>Mastery>Haste.. Other common set ups put spirit ahead of crit, and sometimes mastery above crit. The effectiveness of the stat priority is really difficult to measure accurately on paper, and it pretty much rolls out to personal preference. The best way to know if a stat priority works out as a healer, is test how it feels, because stat priority isn't as simple for healers as it is for dps, as it is rare that straight throughput outweighs burst healing, and you also have to worry more about defenses and obviously mana.

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Most people just pick up the 4 piece resto with the elemental gloves, as this set up provides the most crit and spirit available with pvp gear, with the meditation (spirit) off pieces, and the crit or spirit battlemaster (because shamans are very susceptible to dying) and insignia/medallion trinket.

Most shamans are gemming straight crit chance now. Other viable options are int>crit>spirit; or resil. Meta gem can range between the Stam + stun reduction meta (especially effective for orcs as it stacks with their passive stun reduction racial); the int + silence reduction (still nice for reducing cc, and it provides throughput via int (which also provides some crit)); and the pvp meta which is not as strong as the int metas in throughput, but still nice defensively due to the resil.

Why is crit so strong?

Crit provides shamans quite a bit of mana return due to resurgence (even almost as much mp5 as spirit when spamming the spells healing wave and greater healing wave). Also, crit heals are 100% stronger than non-crit heals, and crit provides 30% more throughput to shamans due to ancestral awakening. With crit trinkets, crit gems, and reforging with crit priority, shamans reach something around 33% crit unbuffed, which is nice in general for heals over time and normal healing spells (healing stream is affected by your crit chance too), but because of tidal waves, healing surge has an extra 30% crit chance, giving it a 63% crit chance with the set up mentioned above.

Crit is great for mana, not only because of resurgence, but also because a crit can mean the difference between having to cast another heal or not, where as other stats do not come close to having the throughput to compete without critting. In other words, if you crit a healing surge or two in a row, you are probably going to top your teammate. If you do not crit, gemming full int or even mastery you will likely have to cast 4-6 surges to top that same teammate.

Note that just because you prioritize gemming crit, does not mean it outweighs int. When you gem crit, you gain 320 of the stat, when you gem int, you gain 160. So if you gem full crit, you are prioritizing 2 crit > 1 int. Jewlcrafter's profession only gems are a tough choice when considering this idea, because a JC crit gem provides 480 crit,
while the JC int gem provides 320 int. The JC gems provide 1.5 x the normal crit gem, and 2 x the normal int gem, so in order to choose which JC gems you choose, you have to decide whether you believe that 3 crit outweighs 2 int or not, because that is the proportion of crit to int via the JC special gems. Of course, it is all preference, but understanding the difference helps to form the preference and makes for an interesting consideration.

Professions

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All of the profession choices are pretty balanced (aside from mining / herb) but JC and Blacksmithing are the most commonly used and arguably the strongest as they give you the option to gain the secondary stats Crit or resill, which have been two of the most common set gem priority set ups as of late.

Important Macros

The most important and imperative macros are targeting macros (for both enemies and teammates), arena 1 2 3 / focus wind shear, and focus purge. These macros allow you to act more quickly healing, dispelling, interrupting, CCing, and the focus purge allows you to heal your teammates while watching specific enemies for crucial buffs you may need to clean off immediately. Having a /stopcasting command is really nice for wind shear or grounding totem so that you are sure to stop casting and immediately cast those spells the second you need to.

Other optional macros are those such as focus hex, focus frost shock, frost shock 1 2 3, purge target of target, and NS, all of which are not imperative but can make everything more fluid and concise, which is important.

Target Party 1

/target party1

Target Party 2

/target party2

Target Self

/target player

Target arena 1

/target arena1

Target arena 2

/target arena2

Target arena 3

/target arena3

Shear arena 1

/stopcasting
/cast [target=arena1] wind shear

Shear arena 2

/stopcasting
/cast [target=arena2] wind shear

Shear arena 3

/cast [target=arena3] wind shear
/stopcasting

Focus wind Shear macro

#showtooltip
/stopcasting
/cast [target=focus] Wind Shear

Focus Purge Macro

#showtooltip
/cast [target=focus] Purge

Focus Hex

#showtooltip
/cast [target=focus] Hex

Focus Frost Shock

#showtooltip
/cast [target=focus] Frost Shock


wind shear

#showtooltip
/stopcasting
/cast Wind Shear

purge

#showtooltip
/cast [harm] [target=targettarget] Purge

Addons

The only addon I think is really important to success as an rsham, or at least extremely helpful, is interrupt bar. There are too many classes with interrupts available to manage all of them or allow each of them to rotate full lock outs on you without resulting in your death.

I do use bindpad though, I find that it is nice for saving all of the macro's and binds I have even though there isn't much room in my macro book or on my action bars.

Comps

Most comps work with a resto shaman healing, to some degree, usually so long as you do not class stack (but even then things can sort of work to some extent). The strongest comps for resto shamans right now are probably MLS (tons of CC [peels for the shaman xP]), WLS, RMS, and WMS. Although they aren't the strongest, KFC, Kitty Cleave, RPS, Shatterplay, RLS, Shadowcleave, and more can still work quite well.

Tips

Rshamans VS Casters

Shamans have a lot of tools to compete against casters in their kit, however this does not mean they simply "counter" casters in general. If a good shaman is left unchecked, he or she can manipulate the outcome of a match against caster tremendously, however, like in most situations, resto shamans are very susceptible to death in a stun or silence, or simply after being trained. Positioning is the strongest defense shamans have against death, as it prevents swaps, prevents CC, and causes the control the shaman has to be even more effective as good positioning will render enemy players stuck in the open during shear lock outs and hexes, or stuck out of line when shear and grounding are not available.

Try to use LoS in between your control on off targets. Between hex, shear, and grounding, it is extremely difficult to land hard casted CC's onto a shaman (and on top of that you have tremor for when you finally do get feared :P ).

It is important to prioritize which spells you shear and ground. Grounding and shear shouldn't be used just simply on cool down, but properly in order to put the enemy team behind. Typically it is a good idea to use stops on crowd control spells, but careful not to waste the shear on the third DR polly and then have no answer for the cyclone cast incoming. Other than CCs, there are specific spells to try and negate for each specific class. Some great examples are deep freeze and counter spell for mage; lava burst and ele blast for shamans; chaos bolts and haunts for warlocks (they both cost shards so it's extra good to ground these spells as it wastes the resource); devouring plague or silence for spriests; etc. Something I like to keep in mind is that it isn't always important to slow the caster down, as in shear the lightning bolts, frost bolts, or incinerates. Sometimes it is more important to save the shear for the CC, or the bigger spells. It is nice to wind shear lock out those spells like lightning bolt or poly and follow up with a hex since they are shortly locked on their schools they need available in order to interrupt your hex; so this essentially gives you a "free" hex in their face.

As stated above, it is important, almost essential, to properly time shear and especially grounding, as it can change a game completely sometimes, so make a true effort to avoid simply mindlessly dropping grounding on cool down.

Remember when trying to lock down a high crowd control caster (like a mage) to incorporate your dispell cool down within your grounding and shear cool downs. For example, say the mage casts a poly on a friendly rogue, dispell can be used on the first polly, grounding on the next polly (if you shock the 2nd dr polly sometimes it isn't as good as grounding because the two second lock out tends to deter enemies from relentlessly casting poly on everyone unlike grounding for some reason, lol), wind shear following the third polly cast, and a hex during the lock out... and dispell is ready again. Obviously it is not always cut and dry, but some type of fluid idea similar to this is always good to aim for when attempting to help your teammates maintain uptime and lock down the enemy in order to keep them behind and build pressure.

Some specific tips to remember versus casters are to try and alert your teammates when  a follow up fear that you can't stop is coming, or polly, or whatever. Try to avoid wasting tremors when they would actually be wasted (if you have full demonsoul dots and the enemy team isn't even on you, and you just got full feared, why tremor if your teammate isn't in much trouble yet; you could sit 1 or two seconds and the fear is likely to break). Watch for frozen orb, often you can position yourself in route of it when it is going to be used on your teammates and this way you can cause the frozen orb to break the polly on yourself early, careful not to overextend or get swapped to too hard, though. Finally, watch for dots like living bomb, vamperic touch, immolate, etc. when playing against casters to try and get a head start on their swaps. Having earth shield and riptide (as well as ancestral vigor building up) before a swap is always nice. Beware of DR's on yourself for enemy CC's as well, if you just ate full polly and fear dr's all together, and deep is ready, they are probably going to attempt to use it on you since chain CC'ing may not be an option in that situation.

Rshamans vs Melee Cleaves (tsg / kitty cleave)


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Most shamans have problems living vs cleaves. Tsg is a hell of a lot easier to live against as an rsham than a kitty cleave, though. TSG lets you actually use roots on both enemies, but you have to still play pretty well in every way in order to barely survive, but it's possible to do so consistently. Don't think of it as kiting though, you are not trying to avoid damage, you should be trying to avoid interrupts. When you earth grab the two full (no dispell or intervene) do not try to run across the map, just move far enough away to where they can't interrupt you (be mindful of disrupting shout's range, the length of the root [do not go so far where they can charge you or just take 1 step forward and kick you]), maybe run a little bit if you are sure that you can get into a position to top yourself, if you're low HP then that means enough time to cast 2-4 healing surges, usually via LOS behind a pillar or wall in order to avoid charge or grip.

CD usage vs the cleaves pretty much should be played by ear. Spend time juking, (don't juke too much play the kick/fake mind game well, it can get you free casts and if you're very smart you can force them to waste interrupts together quite often, like barely out ranging them or barely out of LOS and you know they can get to you before the cast goes of but you're sort of fine, juke as soon as they in range, etc) and get casts off during cc your team provides (roots, shockwave, fear, deep, etc) Try to healing tide large burst during cc, or maybe link the cc (healing tide ticking or link ticking during a shockwave or asphyxiate for example). Remember that you can not live forever no matter what, and so sometimes you need to play offensively (hexing / purging / shearing a healer) to help land the kill, but be careful with your decision making here, obviously. The best defense is often a great offense.

For cap totem I like to use it at times where the player has to either kill it and lose crucial uptime, or eat a stun... Like if a warrior is about to charge (it's barely off cd, maybe i just got a freedom away, idk) i will maybe drop a cap and time it so that they can either hit the cap then charge me, maybe giving me time to get a heal off, hex, or LOS, or they can charge me and get capped followed by spam heals on myself or a full hex out of the cap.

It is often that you have to blow all your cd's really fast vs cleaves, healing tide asendance ns auramastery even all at once. You shouldn't really have to blow all that + trinket or link though, and if you use gate properly it will be enough to top yourself once every time you take it (cc the team with earthgrab or other cc's while you gate + have good positioning of it).

Just remember that one of the weaknesses of a shaman is that you don't make the plays, really, you just react to everything. All you can do to help your team to win is make the best of every situation, and by that I mean if the enemy team plays great while training you there isn't much you can do.

For example tsg can just dispel your aura mastery, interrupt you nonstop between their 3 kicks +1 if they have a shaman, and all of their stuns + charge and grip, they can kil all your totems (earth grab, cap, healing stream, windwalk), they can dispel your ghostwolf, out damage your heals if you could free cast, have 100% uptime between gap closers, ams, intervene, charge, lichborne, etc. So don't get too discouraged if / when you lose to that stuff, it's just the state of the game.

Btw, kittycleave is even harder, especially if you aren't dwarf; the way I like to play it is try to juke the feral all the time (juke the maims, typhoon, skull bash, etc [remember if you have a little distance on the feral they are a lot more easily juked because they get an opportunity to use the skull bash as a kick and gap closer and try to take it) and i try to use earthgrab or windwalk, gateway, and stuns and what not to let me get casts off while avoiding the warrior's uptime on me. I like to have my lock fear maybe during stuns and stuff, or cd's (on the feral mostly, of course), but try and save it for opportune moments where the warrior is stuck away and the feral has interrupts ready, so i can get free casts. Try and coordinate with cross CCs (even something like half fears) on the warrior and what not to get casts off the best you can, and try to get juicy cap totems off as well, especially if your team doesn't have stuns (often you can cap totem, and call of the elements cap again and they won't kill it SHHH xp). Stop the hardcasted clones too, since it's about all you are good for, lol, with your grounding / shear of course.

For those pesky teams that spam kill totems, try dropping searing totem once in a while maybe while you cap totem / healing stream, sometimes it actually helps to confuse them and let you get free casts off once in a while.

NG

Always watch your NG, being able to save it for a good time is pretty nice, don't let your ng proc then get stunned afterwards, because that will either force a trinket + more cd's or hurt very badly. Remember that 90% of the time if you're getting hit, trinket isn't enough. You need to use trinket to do something else usually, like healing tide or link, so beware of that (it's a lot different than it used to be).

Rsham vs Rogue / Mage

Versus rogue mage you are a shaman, so control the mage while you can, and have a good offense; mess up their opener, and punish it quick. Purges, shears, good hex's with cross cc if there are two decurses. Sometimes hex just to stop casts etc, try to hex on a deep maybe, it's all situational.

Rogue mage isn't as reliant on deep as other comps, generally the cheap shotted or kidney'd person is the one who dies and the deep is for cross cc, so keep that in mind.

Obviously use healing stream totem, try to drop it in good places where it won't be killed, stand in good positions so that your team can help you or you can gate / los properly. Try to drop a cap at a nice time as well (healing stream / cap totems right before you get stunned or opened on can be very effective).

Earthgrab vs windwalk is pretty meh vs rmx because the freedom is so nice vs mage offensively (like i said you need to pressure fast because it can force them defensive the entire game, swap healer quickly and let your shaman control the mage while he tries to peel with maybe a fear on rogue) and windwalk can negate pet novas as well as let you escape from the rogue more effectively than a warrior due to no berserker rage for your lock's cc, and the fact that a rogue can't just chase you all day without the risk of ever dieing like a warrior can these days.

I still like earthgrab sometimes though, vs rmx, because it can help avoid fears vs a holy priest (keep eg between you and the priest so the chastise -> spectral -> fear can get negated by rooting them mid route) and because it can be great cc for the mage and rogue both, and allow you to cast without the rogue on you.
If the rogue just trains you mindnumbing + not getting juked can pretty much force all your cds / kill you eventually so punish well.

"Countering" a mage

When a shaman plays against a mage, especially if it is the only dps caster on the enemy team and the shaman is left free reign most of the game, the mage can feel completely countered or dominated by the shaman. Obviously well timed shears, groundings, LoS, and hex's can really mess with the mage, but there is even more. One of the best things you can do against a lot of mage comps (mage / warrior, mage / feral, mage / spriest, mage / lock) is ground the deep freeze. A lot of it comes with experience, but if you manage to ground that deep you or your teammate are free to run around, stop casts, LoS, or even just dispel a lot of incoming damage. Watch for fingers of frost procs, use trinket, look at icicles built up on the mage, and when orb comes out be looking to time a well placed grounding totem in attempt to get that deep. Especially since with glyph of deep freeze, deep is off of the global, it is extremely difficult and unreliable to just ground the deep, but it is a great and simple thing to aim for. Grounding a deep can cause the mage's team to fall behind for 30 seconds to a minute, or even snowball into an easy win against the mage.

Another easy tip against a mage is for when they attack the shaman. Out of a deep freeze, there will generally be a blanket counter spell, so make sure to try and spam spiritwalker's grace (aura mastery) and immune the counter spell that follows the deep.

Cool spell effects xD

Asendance is an extremely good cooldown for resto shamans. Obviously, the extra healing is really nice single target, and for spread healing. Something that is often overlooked, is that asendance's effects are applied to riptide and its heal over time. This includes previously applied riptides. For example, if a shaman has a riptide on all three team members, and a pet even, if he or she uses ascendance and just stands there, or better yet eats a polymorph; all 4 riptide HoTs will have their effects doubled and spread between the allied targets. This makes ascendance so strong, even while CC'd, or without hard casting very much; full hots out and an ascendance healing surge or two is often plenty enough to negate a huge chunk of burst or CD's coming out of the enemy team.

Spiritwalker's grace is originally used to move while casting, and with the 4 piece resto gear it applies an aura mastery effect. The spell can still be casted mid cast, though, obviously off the global. This means that you can often trick enemies into using their interrupts late into your cast because you use the spiritwalker's grace mid way through. Careful to wait too late, though, as this can cause you to use the cool down and gain the buff, but still get locked out. Remember to move around a lot while you are using your aura mastery effect versus players trying to purge you and interrupt you; it only takes one purge to remove the buffs, but if you are moving around and it gets purged, you will stop casting before you locked out because you can't cast while moving without the buff.

Frostbrand weapon imbue causes your melee attacks to slow the target, and UE with this buff puts a slow on them which is undispellable (aside freedom effects); and with unleashed fury the shaman gains a 50% movement speed for 4 seconds that stacks with ghost wolf, which can make for a great get-away, especially in combination with a root on the enemy or a windwalk totem.

Healing stream Totem is extremely strong: it's mana efficient, heals through walls, heals for a ton (especially when it crits), and with the glyph it reduces damage taken by certain spells. One of the keys to healing stream is placement and timing. It can be pretty effectively used simply on cooldown, however timing it is even better. Using healing stream while you have to move anyway, or while out of LoS of the enemy and about to go in LoS (in order to keep the totem from being killed). Try to use healing stream before you eat CC, including polly and fear, or even kidneys and swaps.

Whenever you hex, offensively, do not aim to just use the spell because you have a little bit of extra time. Especially when the healer is the only one who can decurse on the enemy team, it is important to land good, well timed hex's that line up with your team's burst damage or DR's on other CC's in order to chain them. Sometimes, depending on comp, again, it can be worth it to hex just to stop casts or negate cool downs (situations like where there are two or three who can decurse). Careful not to waste the DR on poly or trap if your team relies on those CCs, because an inopportunely placed hex can end up putting you too far behind to recover sometimes.

Juking

Shamans are extremely reliant on hard casting spells, and they are often trained by the enemy team, so it is pretty imperative to become comfortable with managing how you interact with interrupt spells. I find personally that casters are a lot easier to handle than melee. One reason is that a lot of casters blanket rather than try to land the interrupt full (ie a mage blankets you into a pom polly while a deep/orb is happening on your warrior). Casters also have much longer CD's on their interrupt spells, of course, which can be a relief as well. It seems that casters are often easier to trick using specific spells, though.There are those times where you just ate a deep, 3 pollys and overlapped fears, and now a counterspell attempt is most likely coming, as your teammate is hovering around 30%, so you can pretty safely juke early in the cast in that situation, but let's say its a much more safe situation where there isn't much CC on you yet, and not much damage out. If you just begin to go for a hex the mage is most likely going to first instinct try to stop you, especially if that mage is the only decurse on the team, because you won't have hex for a good 40 seconds, but you will cast a bunch of heals regardless of the CS, so that one hex sticks out in the mind more, especially since it effects the player much more obviously by stopping them from doing anything for a few seconds.

If you get a good feel for a caster, and manage to juke them a lot, you can stop casting and drop a grounding and have them counter spell into the grounding totem pretty often. There is also the basic strategy to start casting, drop a grounding, then re start casting quickly and often they will use their interrupt into the totem. Careful, if something like a mage notices your trick, often they will icelance and maybe try to counter you as soon as grounding dies since it is off the global and has no travel time (for mages at least, note that lock cs's have travel time so it's a lot easier to manage). This is another situation where certain spells make it easier to fake them, because if that spell you're casting while they kill grounding is hex, for some reason the mage is more likely to try and cs that cast immediately as grounding falls, because I guess healers must fake with CC ability casts much less often than healing spells. It's pretty tough to explain why / how casting a hex makes such a big difference with how jumpy the player usually is to CS, but based off of past experiences, it is an extremely common occurrence.

Versus melee interrupts, try and get a good feel for how they kick, if you have time. I like to often just go for it, because if you play with the mindset that you just can't no matter what get kicked (even though it's often true, if you get kicked you will probably lose, lol) you can just lose because they wait until the last second to kick or they just decide to hold their kick completely with their brains off. Each player is different, with latency, strategy, how hard they try, etc. so keep that in mind. Remember if you get kicked while you're full HP it's not so bad but if you wait and juke until you're low and they land a kick it is a lot more scary.

Keep in mind that melee often look for sort of two for one opportunities and / or "pro" plays. Warriors will try to off kick you with disrupting shout a lot, and rogues maybe shadow step + kick, most melee with off kicks if they are running by, or just near by; so pay attention and try to juke those things when they are obviously going to go for them. Usually players don't expect you to fake the cast for these situations, because I guess that they are too preoccupied with trying to do something somewhat fancy or impressive, so they are not concerned or considerate of you trying to out play their attempt to outplay. Haha. Another good example of this is after you drop a cap totem, and start casting a surge, they may turn and hit the cap totem to kill it and then turn back to you, thinking you won't fake because you are too slow and nonreactive to them killing the totem so "quickly" so they are less likely to wait for you to juke.

One of the most common examples of what i'm talking about when I say two for one opportunities is like when feral druids are a good distance away from you, and you are casting, they try to close the gap and take a shot at kicking you (+ apply a pesky mana debuff) so they are pretty clumsy with kicks in that situation as well.

It's better to cross CC and get casts off than to just fake yourself to death or waste too much time faking. With two melee, especially two with a lot of interrupts individually, it's sometimes good to fake one (like the feral) then CC the other (warrior) and get casts off. Sometimes look for chances to cast preemptively (knowing they won't kick until at least like 75% through the cast) so you can take advantage of really short 1-3 second CC's on the enemy team by getting the last portion of the cast off during that short CC effect.

Funny jump juke

Often those pesky melee cleaves will tunnel so hard that you can juke them off the edge on maps like blade's edge. It can help a lot by letting you have breathing room to cast. All you do is try and notice that neither you nor the enemy team is slowed, ghost wolf, run at the edge, stop on the edge, and jump in place once. It's pretty funny / beautiful when it happens, and it's nice to get even further away or top yourself before they reconnect. It doesn't usually work more than once or twice in a match though, so be careful not to waste too much time doing it. You can jump off with spiritwalker's grace when it's a good time to aura mastery, so maybe they will subconsciously expect you to jump the next time you run at the edge in the same manner, but don't pop aura mastery just to jump off the edge :P

Unleash Elements

Unleash elements (with earthliving), especially with the unleash fury talent, is a huge part of helping a team or a shaman his or her self survive. There are a ton of shamans that just use unleash elements on CD, which performs minimally but sadly, acceptably. UE can save tons of CD's and negate swaps, if used well enough. So sometimes when consistent damage is high, and offensive dispells are low, unleashing for a riptide can be alright. It's pretty good for preemptive heals as well, because the buff applies to the HoT effect from the riptide, as well as the instant heal effect it produces. The buff to the HoT, however, isn't the full percentage  that UE normally applies to heals, so keep that in mind. This doesn't negate how strong UE riptides can be, especially when the shaman is in a situation where he or she has to run across the map, or if like an RMP is about to open.

A well timed UE can be the difference between topping someone or not. Reading situations well enough to figure out when a shaman can get a cast off helps to take full advantage of the strength of UE. For example, if a TSG is chasing, and earth grab is dropped, then making it behind the pillar (warrior has no leap) is a sure-fire thing, casting UE on the way and following up with a big healing surge can top the shaman if it crits. In the moments of free casting, unleash elements can be really huge. It's just huge to avoid simply UE on cooldown, and to really make sure to take advantage of the buff. Never unleash and let it fall off before casting a heal, and avoid getting CC'd on it before at the very least a riptide is used with the buff.

Positioning

Positioning well can mean the difference between life or death, building pressure or not, getting CC'd or not, etc. The easiest concept of positioning to grasp is to not stand in the open, and to pillar, however it's not always that simple. Behind the pillar is where you can avoid things like CC casts, damage, or swaps, but simply standing behind the pillar won't make you immune to all those things. If you stay behind the pillar, sometimes that mage warrior team is just going to blink and leap + charge to you and BAM! Your pillar isn't of much use. It's important to know when to pillar and when to not.

When you're behind a pillar with enemies on you, sometimes your teammates can not get to you or help. The enemy dps are often out of line from them, just as you, so fears, pollys, scatters, CS's, w/e utility your team carries is pretty much void (including leap of faith, off heals) if you are out of line.

On the opposite side of the spectrum, standing in the open the entire game is obviously a very weak strategy as you can be tunneled with damage, CC, and swaps and although your team will be able to help you out, once they are out of help due to diminishing returns or cooldowns, the damage will still be coming because of your positioning, and you'll likely die (or at least have to pop unnecessary cooldowns).

Pillars are fantastic, but it's important to know when to abuse them. When matched against due caster teams, for example, it's nice to be a bit of distance away from the pillar so you can take advantage of wind shear, grounding, or maybe purges, but so long as you aren't too far you can run to the pillar to LOS CC / damage when your tools to avoid them are on cooldown. Sometimes it isn't worth it to run out to wind shear that frostbolt, like when the mage is super far back and to run in and shear would put you in a position to easily be CCd or swapped to, and that frostbolt is often pretty low on the interrupt priority list nowadays.

So for a swap, pillars are amazing for letting you get away. What that means is being near the pillar, so that when the enemy team swaps you can just run away and LOS the follow up pressure (after a step cheap you just make your way out of LOS, or after a deep swap, etc). What this does is keep you in line of your team mates, yet allow you to not only LOS CC consistently, but also prevent the enemy team from tunneling you so much. Some comps can handle just tunneling you anyway, lol, but abusing the pillar properly can help a ton.

When you are tunneled, say by something like a KFC with a melee and a ranged, it takes a lot of practice and experience to know where to stand, from you and your team mates. Sometimes, it's important to come off the pillar a bit so that your team can help with peels and off heals, and sometimes it's important to just LOS that ranged even with the melee tunneling. It's pretty much about when you are going to get stunned or silenced, when you can free cast because you juked interrupts or have aura mastery / earth grab, w/e, and how much damage you are randomly taking. If you know a stormbolt is coming up, and you're hovering around 70%, you might need help during the stun so pulling out into the open a bit for your team is probably a good idea so that they can land fears or pollys during the stun. If you're 100% hp and you think the warrior is about to stun, it might be okay to sit around the pillar throughout the stun without any help. It's tough to read the situations, and tough to say that "you should LOS when this happens" and be specific but it's just important to remember that you can die easier if you're in the open even with teammate's help, but running around the pillar all game might help avoid damage, but sometimes it makes it impossible for your team to help you, which you need at some point.

Remember that taking a melee out of LOS can open him or her up for a swap; warriors don't seem to care usually but rogues or DKs or maybe monks, something a bit squishier can die because they overextend behind the pillar for too long.

It's not always best to play positioned so defensively, though. Sometimes it's important to play at the pillar close to the enemies, and sometimes you are forced to play in the open. Usually you don't want to do this vs comps that are really likely to swap to you and kill you easily, but for example if you are playing KFC vs another KFC, you want to play sort of pushed in, close for your teammates to be able to eat traps when traps come nearly off cd, and sometimes close enough to help CC by shocking the healer or hexxing (maybe your hunter missed a trap or got it eaten). You want to be close sometimes to tremor or dispell stuff when your team needs to play extremely offensive, as certain comps. Positioning aggressively like this  can help snowball into a victory as well, like when your play against an MLD, if you got the block really early, and your team still has every CD (maybe you negated the deep orb swap somehow), it can really help to push in and shear some key casts and keep your team as offensive as possible with purges, shears, and dispells, so that you can snowball and force the enemy team so defensive it's nearly impossible for them to recover.


#3942346 Apologies to Kpul, Exumbra from Rank 1Duelist Bigmoran

Posted Bigmoran on 17 September 2013 - 09:26 PM



Bigmoran 4.20


#3937261 WTF did they do to warriors??

Posted irubuwrongtime on 10 September 2013 - 10:59 PM

Get this moron out of the warrior forum...  sigh...


#3930437 #worldfirst

Posted KILLATON on 23 August 2013 - 09:46 AM

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FINALLY ACHIEVES TABARD AND CLOAK!





PTR


#3894426 New Debuff: Bitch Sickness

Posted Colard on 03 June 2013 - 07:55 AM

Retard sickness : when you're playing 3v3 Arena and spam icelance like a retard the whole game, you contract Retard Sickness. After thirty seconds you get kicked from the game unless you stop playing like a retard.


#3891969 Resto Shaman Gemming 5.3

Posted Votlol on 26 May 2013 - 01:03 PM

TL:DR: I think gemming crit may be very viable or the best way to gem in arena for resto shamans right now. While it is an RNG stat, the more you have to cast (which is more often in 5.3) the better the stat is, it can more than make up for the buffed version of battle fatigue, it is great for mana, it can be the difference between 1 healing surge topping someone or 3 healing surge topping someone, and since tidal waves gives healing surge a 30% crit chance, a 20% crit "breakpoint" sounds and feels very effective.



I took some time just messing around looking at loose and bad numbers casually trying to figure out an optimal way to gem as a healer in arena, and more specifically a restoration shaman since resilience was prioritized so heavily in 5.2, prior to all of the changes. I decided I would ramble a little about what I discovered and thought in order to gather opinions and/or help anyone else with their decisions regarding gems (and also because I was bored and couldn't sleep D: ). Most of what I post here is meant for shamans, but some of it can be applied to other healing classes.

RESILIENCE:

Prior to 5.3, resilience, for restoration shamans especially, was top stat priority in arena because shaman healing output and mana were both potent enough without gems, and shamans are so often trained while of course being locked down. Since the patch, everyone has a base of 65% resilience, up from something like a 40% base; resilience gems have half the stats that they did prior to the patch; and gear no longer provides resilience as a base stat.

In 5.2, my shaman was at about 69% resilience, using 320 Resil gems in every socket (including blacksmithing sockets) save for two red sockets where I used the "JC ONLY" willful gems (160 int and 320 resil). Without changing anything, logging in after 5.3's release, I found myself at something like 68.7% resilience.

For now, I still consider gemming full resilience an option as an optimal choice. I have a lack of 3's experience since the patch (I've only been playing two different comps and not enough games), so I am not sure how often shamans are just getting trained, gibbed, and whether or not resilience "feels" effective, after all that is what is most important.

It would make sense for the value of resilience gemming to have greatly declined since, like stated above, the gems give less stats, the new base resilience, and even because 1 point of resilience seems to provide less damage reduction than before (probably due to diminishing returns or some other random mumbojumbo). The biggest reason resilience may not be so good anymore is because, obviously, healing was nerfed quite a bit, and gemming full resilience may render shamans unable to top their team, or even themselves after surviving a stunlock or deep -> blanket. I think you gain something like 9ish % actual damage reduction from gemming full resilience with blacksmithing and JC with full gear (assuming you don't use old resil trinkets or something) and so if that number does not make or break you surviving a deep or not, and if you gain more than that 9ish % in healing output gemming otherwise, it may be much better to do so.

INTELLECT / PVP POWER:


Intellect definitely seems a lot stronger than PvP power for restoration shamans. With some round numbers and a little bit of testing, after 5.3 PvP power seems to provide a little less than a third of the healing power bonus of intellect for shamans (that doesn't even include mail specialization). If one of the two was optimal, it seems that it would definitely be intellect.

I played with not the most accurate numbers but just some "in the ball park" testing in a bg without having battle fatigue, and while healing myself:

(averages)
4,734 Riptide Hit, No Gear

5,129 Riptide Hit, +847 Intellect

4,778 Riptide Hit, +346 Pvp Power


847 intellect = +359 Healing (7.58% Increase)
346 Pvp Power = +44 Healing  (.92% Increase) (listed as .87% increase)

847 / 346 = 2.4   2.4 x 44 = 105.6

PvP Power gems have 160 stats on them, the same as intellect so they need to be considered on a 1 to 1 ratio.

847 intellect gives around 359 extra healing, while 847 PvP Power gives around 106 healing, under a third of its competitor (and that's without mail specialization or considering the critical chance gain).

I tested to make sure there is not any type of increasing returns for PvP power, and I did not find any (by equipping items individually then equipping them all together, finding I was only receiving the proper sum of the PVP power on the individual items.


Gemming full intellect, however, doesn't seem to make up for the reduced healing we now do. From gemming full resilience to gemming full intellect, my riptides seemed to gain an additional 3k healing on their initial hits, on average, inside of arena. Not only are these numbers just weak, but it also "feels" like little-to-no change at all in an actual match. So far I really don't think gemming full intellect is one of the stronger choices for restoration shamans right now.

I used some old VODS of my shaman healing prior to 5.3 in order to compare some things. I was originally wondering if it would be possible to increase spell power enough to make up for the extra 15% reduced healing we now do due to battle fatigue. I mostly was looking at riptide initial hits in order to compare this:

22,050 was what I was hitting on riptides in 3s during 5.2. Without the 30% reduction, I found this riptide hit should be around 31.5k instead, and with a 45% reduction from that (the new battle fatigue) riptides would be hitting for 17,325 (with no gear change at all).

17,325 (45% Battle Fatigue)
22,050 (30% Battle Fatigue)

4,725 decrease in healing from riptide initial hits due to battle fatigue buff.

So at 31,500ish riptides, I would receive 22,050 before the patch. My goal / hopes were to be able to reach a 15% healing gain from gemming full int, allowing me to reach 22,050 average riptide initial hits after the 15% fatigue buff, meaning that I would need to now gain 40,090 riptide initial hits, outside of arena, in order to make up for the difference.


40,090=x
31,500=old x

GOAL= +8590 HEALING

I converted the healing into an amount of intellect I would need, roughly using a ratio I found in earlier tests between +intellect and +healing to riptide initial ticks.


847 intellect = +359 Healing (7.58% Increase)

847 / 359 = x / 8590

8590(847) = 359x

20,267 Intellect Goal (- 5% for mail specialization)

I found that I had jade spirit procced during the VOD I was basing everything off of.


20,267 Intellect (- 5%)

-1,650 For Power torrent

18,667 (-5% [mail spec])

Needed to incorporate the increase from PvP Power Change

11,260 PvP Power
264.94 PvP Power = 1%

5.2
50% = 5,630
+21.25% Healing vs. 30% Battle Fatigue
Net Healing = -8.75%

5.3
100% = 11,260
+42.5% Healing vs. 45% Battle Fatigue
Net Healing = -2.5%

6.25% increase in healing since 5.2 after fatigues

18,667 (-5%) (-6.25% increase)

I determined that I was attempting to gain a 21.4% increase in riptide's initial hit in order to get to the 40,090 riptide, or 8,590 extra healing. Then I found, that the a 6.25% gain in healing (like the pvp power buff seemed to provide) converted to something around 2509 intellect.

But after taking out the PvP power gain, power torrent, what gemming intellect in every socket would provide, re enchanting the chest to int, and even mail specialization I would be far from making up for the new extra 15% healing reduction provided by battle fatigue.



MASTERY:

I have not fiddled with going full mastery very much at all thus far. It has always had its diminishing values in healing output (compared to other secondary stat values) at anywhere from 45-55%, which is easily obtainable in PvP gear, but I want to say that it feels essential to keep teammates hovering at higher percentages now, since it is much more difficult to top them due to the battle fatigue buff. This obviously diminishes the value of mastery for shamans even more.

The diminishing value of mastery in throughput has been a confusing subject in the resto shaman world. There is no magical drop in what mastery gives you at anything around 50% mastery. The diminishing returns of mastery begin at 1%, but the ~50% "cap" for mastery comes from the comparison of the value of mastery to the value of crit. Since mastery for shamans is based off health percentages, and crit's value is based off of overhealing and spell choice, it's difficult to give a definite answer of where these two cross, aside from specific cases. According to Elitist Jerks, at 50% mastery, 100 mastery is stronger than 100 crit in healing throughput when the target is at or below 46.7% hp. This is based off the formula: % Healing Increase = (-1 x Max Deep Healing % x HP of target) + (Max Deep healing %). At 1 hp, the target receives full mastery benefit, at 70% the target receives 30% of the max mastery benefit, at 30% the target receives 70% of the mastery benefit.

healing % Increase = (-1 x 50 x 46.7%) + (50)

26.65%

This is where crit is weighed slightly less valuable than mastery.

Right now I am running at a 56.03% mastery.

healing % Increase = (-1 x 56.03 x 46.7%) + (56.03)


29.83%

With 6% mastery gain there was about a 3.2% healing increase.

Grace of air 15% (3000 Mastery)

15% = 3000

320 mastery x 12 gem sockets + 2 160 point gain (jc) = 320 x 13 = 4160

3000 / 15 = 4160 / x

3000x = 15(4160)

20.8 = x

76.83% mastery gemmed full mastery without diminishing returns or reforging.

healing % increase = (-1 x 76.83 x 46.7%) + (76.83)

40.93% healing @ 46.7% hp with 76.83% mastery, an 11.1% healing gain from gems.

If gaining 100 crit is worse than mastery when mastery provides a 26.65% healing increase...

26.65% healing increase = (-1 x 76.83 x H ) + (76.83) ; where H is hp %

26.65 - 76.83 = -76.83H

50.18 = 76.83H

65.3% HP = H

Healing % increase = (-1 x 76.83 x 65.3%) + (76.83)

around 26.65% increase

at 76.83% Mastery, 100 mastery slightly outvalues 100 crit at around 65% HP.

In a healing throughput standpoint, gemming full mastery provides a little more than an 11% healing increase to a resto shaman with no previous mastery gems, and reforged stats primarily spent into critical chance. Simply compared to intellect in healing throughput, gemming mastery is weaker than the 17ish % healing increase full int gems can potentially provide.


HASTE:

Haste seems very weak for restoration shamans in arena right now, as it has for a while. It's only taken advantage of when there is a lot of casting going on, and when breakpoints for HoTs and totems are reached. I am pretty sure that there aren't any haste breakpoints easy enough to get or worth it in PvP gear, and since mana seems to be a slight issue since 5.3, a stat that will increase how much mana you spend (by increasing the number of spells you cast) doesn't seem optimal.

Looking at some of the haste breakpoints, the only ones I believe you could reliably reach in PVP gear are the extra ticks for healing rain, earthliving, and healingtide/healing stream. The strongest of these seems to be healing tide and stream, however not only are these breakpoints affected by latency factors, but they also diminish in value because not every single tick the totem makes is actual healing in arena. Often, there is much of it regarded as overhealing, especially healing tide.

SPIRIT:

Since 5.3, mana does seem to be a slight issue for shamans in arena since we have to cast a lot more (whereas last patch shamans seemed to never suffer mana-wise at all); so obviously a mana return stat is pretty potent. From playing resilience in 3v3 a while this patch, there were a lot of situations that felt strenuous on my mana. I never seemed to just completely oom, but I was not able to freely purge or keep things like mages as clean as I normally would prior to 5.3. I did not give it a try, but I think that gemming with a mix of spirit or maybe even full spirit could be very strong. This would mean a lot more casting compared to last patch, which is really kind of unavoidable right now even with healing output-increasing stats, but the mana regeneration could possibly make up for the extra casting, and allow us to continue freely purging down targets without having to drink.

CRIT:

After the few games and comps I did get to test things in, I found crit to be my favorite stat thus far. First off, crit provides shamans quite a bit of mana return due to resurgence (even almost as much mp5 as spirit when spamming the spells healing wave and greater healing wave). Also, crit heals are 100% stronger than non-crit heals, and crit provides 30% more throughput to shamans due to ancestral awakening. With crit gems and some reforging, it is possible to get to and even pass 20% crit chance. The reason this number is so nice for shamans is because tidal waves provides a 30% crit chance to healing surge, meaning that with tidal waves and 20% base crit, healing surge has a 50% chance to crit.

Crit is great  for mana, not only because of resurgence, but also because a crit can mean the difference between casting 1 healing surge or three in 5.3; whereas intellect and other stats do not seem to have the capability to do (casting less also means more time to cc, adjust positioning, purge, etc).

I think crit could be the strongest stat to gem for shamans now because of a weakness resilience seems to have, and because of a potency shaman heals seem to lack. Even for heals outside of healing surges, a crit will more than make up for the battle fatigue increase, where as intellect, pvp power, and mastery gems do not seem to.

Currently I am playing around with the set up, but I amgemmed almost full crit, reforged into it enough to reach 20.03% crit chance, and I am also reforged a bit into mastery. I have not tried going all out crit everywhere, and I am not sure whether or not I would like going over the 20% "crit breakpoint" for healing surge. It may even be more optimal to reforge fully into crit and allow for a few int, spirit, or resil gems after the 20% crit; but anyway, with the crit I have picked up things look and feel very bright thus far.


edit: added tl;dr and a few "loose" numbers I was playing with in regards to some of the stat values.


#3891382 Hunter pets Die way to easily.

Posted Ayrasaurus on 24 May 2013 - 09:01 PM

View PostPouncedd, on 24 May 2013 - 08:41 PM, said:

Blizzard really needs to fix the damage our pets take or buff pet rez some how. Teams are currently exploiting the shit of how weak hunter pets are and just killing them constantly. The game shouldn't be played like this at all when you face a BM hunter.

http://us.battle.net...ic/8892049337#1 Please support this thread because something needs to change as far as our pets survival.

Why is Gateway a shorter cast than pet rez?

I think you meant hunters pets kill way too easily a simple mistake it's np.


#3888754 Believe

Posted insanepimpmobile on 19 May 2013 - 12:43 AM

there is alot of little hydras in hotted    

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#3887409 DK Changes - May 14th

Posted Dakkrothy on 14 May 2013 - 08:22 PM

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#3882767 Cdew Twerking on Stream rofl

Posted Dakkrothy on 01 May 2013 - 10:35 AM

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#3882755 Cdew Twerking on Stream rofl

Posted Sam412 on 01 May 2013 - 10:04 AM




#3869818 Dat 5s Drama

Posted elbzou on 02 April 2013 - 02:39 AM

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