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Shunai

Member Since 11 Nov 2011
Offline Last Active Yesterday, 10:01 PM
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#4277362 Spell Firing Order, Finger Movement, and Cast Sequence Macro's

Posted Darkrizen on 27 November 2014 - 06:47 AM

I used that technique on my rogue a while back because I wanted to use my scroll wheel to literally scroll through arena frames.   I didn't want to assign "scroll up" to arena1,  I wanted "scroll up" to move to arena3 if I was in action page 1.

Implementation for "true scroll UP through arena frames"
/focus [actionbar:1] arena2
/changeactionbar [actionbar:1] 2
/focus [actionbar:2] arena3
/changeactionbar [actionbar:2] 3
/focus [actionbar:3] arena1
/changeactionbar [actionbar:3] 1

And now for the Scroll DOWN "true scroll" focus frame
/focus [actionbar:3] arena2
/changeactionbar [actionbar:3] 2
/focus [actionbar:2] arena1
/changeactionbar [actionbar:2] 1
/focus [actionbar:1] arena3
/changeactionbar [actionbar:1] 3

There ya go boyz.


^ (hey look its something new)


#4273876 Which Spec?

Posted Dills on 24 November 2014 - 03:34 AM

View Postbertdavis69, on 24 November 2014 - 02:36 AM, said:

The mastery thing sucks as MM, I do agree with Glinkz. However, if you go for the crit gear, you only have about 7% mastery, so it's really not THAT big of a deal. Also, aspect of the fox basically becomes a dps cooldown for marks, since you're not going to typically have your ST buff. I'm not seeing the mastery thing being that big of a deal for MM, tbh.

I've played a little ATC as MM with EM, and it's faceroll AF. Anything that tries to go hunter just gets melted in the open. I've tried a little BM, and I've never felt like the other team really had to adjust or worry about my damage outside of cooldowns every minute. MM feels like you can actually punish kids for playing in the open. Toth proc -> trap -> aimed  -> chim -> aimed -> glaives  with RF up is usually enough to get something to KS range by myself. Not too shabby in this meta.

If you are worried about not having instants to kill totems, you still have multi. Just get used to casting a lot again and you'll be fine with MM.

For the most part this is accurate. Too many people look at sniper training as something mandatory vs something that's honestly just a nice little bonus when you can keep it up. You can keep it up during your burst windows pretty easily anyways. You can even just sit still for 3 seconds, and then move instantly with rapid fire up. You'll have sniper training for 6 seconds. When 3 seconds is left on sniper traning fall of, just activate aspect of the Fox. Then as soon as your 6 seconds falls off it'll consider you standing still for 3 seconds for your buff, without putting your timer on. Then when it falls of you have 6 seconds. It adds up to you having 15 seconds of your Sniper Training buff up, so the burst potential will be high.

Honestly though even without sniper training buff up though, you have more than enough damage as Marksman if you line up your CC and damage properly. People need to just look at marksman as more of a caster now, and look at it from you playing from a melee caster healer. When you play with a melee, your melee will bring constant damage as well as stuns (warrior, rogue, feral, dk etc) to help you set up off of, whether it's a stun on the healer so you can trap off of or one on the kill target so you can trap/wyvern the healer and trap/wyvern a dps giving a 3v1 scenario (which will mostly be done in thug cleave and jungle). Marksman allows you to set up your burst and pool your damage for those windows and giving you high enough damage to finish off a target quickly especially when you have crows up. Marksman brings high burst and the ability to finish off low targets extremely well with 35% kill shot.


#4266250 The Current State Of Ele

Posted Vess on 16 November 2014 - 06:32 PM

This will filter out the fotm elemental shamans from the real ones who will make it work anyways, not the first time boys. Every spec has bad seasons, you can make it work.


#4265560 Simplified Ashran Guide

Posted Marshmellow on 16 November 2014 - 01:34 AM

joined ashran

saw a bunch of ppl fighting in mid

decide to get in the mix

get in the pile of people and go ham with some aoe n shit

Necrolord Azael pops in

cant interrupt chaos bolt

dead


#4262818 WOD Launch Night

Posted deac00r on 12 November 2014 - 10:52 PM

so we're back to this..
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#4261177 My Thoughts on MoP PvP and the direction of WoD

Posted Talbadar on 11 November 2014 - 06:21 AM

Hey everyone. With MoP coming to a close soon I'd like to talk about how I feel the expansion has been for PvP as a whole. This means I'll be going over the negatives and positives of as many areas of the game as possible.

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Positives
Class Variety:
Class variety was at an all time high this expansion in all areas of PvP. At any given part of the 3 seasons we can say within reason that about 20 out of the 29 viable PvP specs could do well in arena when played by the right players. This is not to say they could get carried, but that the class had the potential to compete. This was certainly not the case in BC and Wrath. During Cata it became more apparent that Blizzard wanted more classes to be viable and they definitely followed through into MoP with this in mind.

Catch-up system: Not much has to be said here. The fact that you can show up a few weeks late with a character and still compete or better yet go from 0 gear to full gear on an alt at the end of a season is a world of difference from previous expansions. This improved the game so much for me and for many players who have alts that don't usually get geared before the end of a season.

Full PvP gear best in slot: After years and years of dealing with players using trinkets from raids that could increase their damage by 30% or proc extra attacks that hit for 20% of your health bar we finally got what we wanted. Blizzard introduced a system that made full PvP gear best in slot for almost any situation. As an arena enthusiast this made me quite happy.
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Class balance:
It's hard to say this without a lot of negative feedback about certain ones, but class balance as a whole was really good by the end of the first season and onwards. As I mentioned earlier many classes were viable, but most of the time they were still very competitive anyway.

Let's take a look at some of the classes we saw at regionals and blizzcon this year. I am familiar with only the US teams for regionals, but we had a Ret, a Holy Priest, multiple Marksmanship Hunters, a Shadow Priest, a couple Elemental Shamans, a Boomkin, multiple Frost Mages, multiple Resto Shamans, multiple Affliction Warlocks, a Mistweaver Monk, a Subtlety Rogue, and a couple Resto Druids. At Blizzcon we saw a couple Windwalker Monks, a Fire Mage, and an Arms Warrior. That alone covers a lot of classes and specs.

On the live ladders we saw a lot of different specs doing well and I can only count 8 specs that did not reach a rating of 3000 by the end of the final season which are: Disc Priest, Fury Warrior, Frost DK, Arcane Mage, BM Hunter, Demo Warlock, Combat Rogue, and Assassination Rogue. For all I know some of those could have made it.

Successful arena maps: Blizzard finally added new arena maps that didn't need major revamping to become a solid part of the arena map pool. They also revamped Blade's Edge and Dalaran for the better though I sometimes do miss the old Dalaran against melee. They still need to work on some of the map balance, but really you can't hate on what they did during MoP with arena maps. I would like to see them add Ring of Valor back to the map pool. The current one is actually a great map it's just disabled due to bugs.
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Merger of battlegroups:
The removal of set arena teams in combination with having a single player ladder and being able to queue with anyone you want has been HUGE for the game. You no longer have to sit on arena teams until the end of a season worrying about your rating. This has also decreased queue times and allows players to compare everyone at once which people definitely care about seeing.

Resilience, PvP Power, and Dampening scaling : While not everyone can say that they enjoyed having these stats around you have to commend Blizzard for getting the numbers right with every season. They had to manually adjust them with each season to make sure people weren't dying too fast, weren't healing too much, and ensure that games were actually coming to an end in a reasonable amount of time. They definitely could have done better with 2v2, though.

Streaming Influence: You may not like some of the streamers and you may have some that you love, but streaming has definitely made a positive impact on the game. A lot more players are better informed and many feel like they are part of something by being able to communicate with top players and other members of their arena community.
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Holinka BOYS:
This man has done wonders for our community and you should be more than happy if you know what he's been doing while working for Blizzard. He's been in contact with a lot of the top players and constantly looks for feedback to relay to help out. He's also attended the LAN events to talk to players and meet them which I'm certain was not required of him. I've spoken with him quite a few times and the guy's got a good head on his shoulders so we should be happy we have him instead of the whatever the hell came before him.
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Negatives
Reliance on gear:
A common theme for this expansion and Cataclysm was a heavy reliance on gear to be competitive. While everyone thinks PvP gear should be the best in PvP, the reliance on having the best gear available to even come close to competing is frustrating. There have been times where I am missing 3 or 4 items and it feels completely hopeless to try knowing other people just do so much more with those few pieces.

Too much CC / Too many defensives: This topic has been heavily covered by so many people so I'll be brief to not bore you. The arms race went way too far this expansion. Instead of Warrior Charges Mage-->Mage Frost Novas it's now: Charge-->Blink-->Heroic Leap-->Nova-->Intervene-->Pet Nova-->Reflect-->etc,etc. Everyone just had way too many things to deal with each other and way too many simple reactions when taking damage or wanting to deal damage.
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Dampening in arena:
As both a tournament spectator and competitor I strongly believe that Dampening is a horrible concept for arena. This allowed for many things to happen. First of all teams could design their composition fully around winning because of Dampening and play around it. I don't think this was as relevant to ladders as it was at the actual tournaments. Both my team (ele, lock, druid) and the team that won this year (boomkin, lock, shaman) could easily attribute their success to its existence. It made for really boring starts to happen in a game where most of the action should be happening seconds into the match.

This also allowed Blizzard to balance the classes around dampening and not having to worry about if players could actually get a kill early on. Instead of fixing the issue they just took a shortcut around it by forcing games to end. I think having some type of ultimatum for games ending is fine, but the game should be balanced around players scoring kills before something like that is even necessary. On top of that it should be fair for both sides which sadly dampening is not. "The Crowd Chose You" is obviously not a good option either.
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Caster dominance at higher levels:
This has happened at the end of a lot of expansions for WoW now and I think it would take a long discussion to figure out why this is the case, but as you all have seen the past 4 years have been more of a Wizzcon than anything else. Melee make things exciting and even against two casters it creates a much more dynamic matchup to both play and watch.
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Reluctance to make small changes:
I've heard Blizzard's thoughts on this time and time again, but I still feel as if we're getting robbed out of a better experience. They don't want to make a lot of small changes because they don't think it will make a big enough impact and will only deter players from participating if the classes keep getting changed. When I look at a game like LoL that makes constant slight balance changes weekly I can only frown knowing it would be great for WoW PvP to follow suit. Changes like this one below make the game drastically different and makes some classes stay dead for very long while others get to overpowered states for entire seasons without change.
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Lack of tournaments:
No regionals in 2013, a few tournaments hosted online (that were, as usual, attacked by DDoS), and just a few LANs? We didn't do much these past couple years. Tournaments create life in PvP. It gives events for people to look forward to and it gives drama for players to talk about. I heard something about MLG thinking about picking up WoW again for WoD, but rumors are rumors.

Healer Variety: Specifically in arena only 3 out of 6 specs (Mistweaver Monk, Resto Shaman, Resto Druid) were viable at the end of the expansion. I'd say we didn't do a good job of ensuring viability among them especially with Discipline being horrible for almost the entire expansion. One could argue that each spec was good at some point during the expansion, but that's simply not good enough especially after coming out of Shamanclysm.
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Moving forward into WoD
Ability Bloat:
There are so many things I am looking forward to in WoD and one of them is the removal of a ton of abilities and cooldowns that were just making the game worse. A lot of people won't agree initially, but let me explain why it's a good thing. There are tons of abilities for you to use to outplay your opponents and you want to be able to use them all and it makes the skill cap really high... sure that's great, but there are plenty of great games out there that use very few abilities to do things well. As long as there are mini games to play then there is plenty of room for player interactions to make a difference and for players to have fun. Mini games are things like: positioning battles, the interrupt game, forcing/saving trinkets and cooldowns, and battling for objectives. There's so much more to PvP than just having a bunch of crap to press.

Interrupt and CC changes: The number one change coming into WoD is one that's been needed for so god damn long. The removal of Improved Counterspell (the strongest CC in the game besides Fear) and Improved Spell Lock. There are other Silences and small CCs being removed, but this really does add to the fun for both the Mage/Locks and other players. You feel like you get more out of a spell when you use it well and previously all we see is blanket Counterspells and there's not much interaction required. The more interactions between players the more room there is to outplay. Don't forget the nerfs to Fear duration, CC cooldown, and the removal of PoM Sheep, NS Cyclone, and other forms of instant full CC.

Focus on PvP: From what I gather there's been a focus on making PvP fun for this expansion and with Holinka on board I'm having positive thoughts on PvP as a whole. I would love to see 2v2 make a comeback as a fun bracket that you can queue with your friends where games actually end quickly instead of the current stalemates that happen. With less abilities cluttering the game the mini games should become more and more relevant instead of the previous cooldown war. You have to expect that the expansion will start out with some bumps. Maybe damage overall will be too low, healing will be too high, or Mages will one shot people with Ice Nova, but we will get there guys!

Hope you enjoyed. Feel free to post your thoughts on both the positives and negatives of MoP as well as what you're expecting moving forward.


#4251514 well deserved title Kappa

Posted Jim_Jim on 03 November 2014 - 03:22 PM

Quote

blazingboost is a blizzard daughter-company and thus yet another way for them to make money

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#4246213 Titles not going out today, ban wave still approaches

Posted Savoh on 29 October 2014 - 02:03 PM

View Postsunby, on 29 October 2014 - 02:01 PM, said:

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literally no one can read that


#4244281 Question on ratings

Posted BluBlu on 27 October 2014 - 09:13 AM

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#4240105 Path of Mists (6.0 MW Guide/Updates)

Posted Mendicant on 22 October 2014 - 09:31 PM

11/25/14 - Sorry for not updating the guide for level 100 yet, dec 2nd is finals week. Still only level 90.

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A guide on the Warlords of Draenor Mistweaver Changes & Playstyle

1.0 - Introduction
1.1 - Warlords of Draenor Ability Prune and big class changes
1.2 - General Abilities/Spells
1.3 - Warlords of Draenor Empowered Abilities
1.4 - Glyphs
1.5 - Talents
1.6 - Stat Priority
1.7 - Enchants
1.8 - Macros
1.9 - Tips




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Hey I'm mendi, a 3k MW most infamously known for running beastcleave and Fturbo. I've healed in PvP since the end of cata, but never finished a season as normally I had college. Just your average MoP hero that enjoys healing cleaves of any sort.










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What we lost

-Healing Sphere
-Dematerialize
-Grapple Weapon
-Positional 6s Para
-Spear Hand Strike no longer silences the target
-Ring of Peace is now a mass-3s Sap. Yes, this is a loss >.>


What we gained

@100
-55s Life Coccon
-Instant Transcendence & Transcendence: Transfer
-Transcendence becomes a 10s CD whilst Transfer is a 20s CD
-Enveloping Mist acts as an Ironbark/barkskin with our 2-set PvP bonus (20% reduced chance to be hit by crits)
-Note the above as this can explain why MW feels so weak pre-patch.



Notable Changes
-We now have an offensive stance, a "Stance of the Spirited Crane" - In which we can use Rising Sun Kick aswell as Crackling Jade Lightning ticking significantly faster.

Only comment about this is to Totem-Stop as a MW you waste a lot of globals.
Using CJL will oom you in 4-5 uses.















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  • Soothing Mist - Use this to get instant Surging Mists and Enveloping Mists
            
  • Surging Mist - Primary Chi generator. A decent "instant" healing spell
            
  • Enveloping Mist - Costs 3 chi, 6s HoT. Primary Chi spender. @100 Reduced change to be hit by critical strikes by 20%.
            
  • Renewing Mist - Secondary Chi generator/Small HoT. Spreads to the 3 lowest players within 20 yard.
            
  • Expel Harm - Self-Only heal and generates 1 chi. 15s CD
Abilities not related to chi-building/spending
  • Fortifying brew - Reduces damage by 20% and increases health by 20%, lasting 20 seconds. The monk wall, usable whilst silenced. Usually, if a swap is made onto you with just a silence and it is strong enough, this should be used early to save other major CDs
            
  • Life Cocoon - Shells your partner in a Coccon absorbing X amount of damage. Periodic healing whilst Life Cocoon up is increased by 50%
            
  • Revival - A MW monk reset button/Mass dispel. Heals everyone a large amount and dispells everything. Careful using this VS affliction warlocks, you might end up suiciding :ph34r:
    
  • Summon Jade Statue - Summons a Jade Statue. Previously in patch 5.4, JSS was almost worthless to throw up. The extra healing from soothing mist was pitiful, not even worth your time. Now, it is much stronger and does a significant amount of healing! You need to move this where the fight goes now since it is higher priority, luckily it is now only a 10s CD!
  • Detox- This ability dispels all poison and disease effects from the target when used. 8 Second cooldown. Dispels Devouring Plague, Wyvern Sting, Death Knight diseases and Rogue Poisons.                                                                                                                    
  • Provoke- This may be the most underrated monk ability. Clichè statement, but still true. MW or WW, can be used to taunt pets to break CC and eat grounding off GCD. (Especially now that wyvern is casted, pet taunting them should be made extremely easy. I'll have to test pet reaction time with conc->trap since the travel time is slower.
  • Nimble Brew- When used it removes all Root, Stun, Fear and Horror effects and reduces the duration of such effects by 50% for 6 seconds. 2 Minute cooldown.
  • Paralysis - 4s Incap.
  • Thunder Focus Tea - Doubles the healing of your next surging mist. We no longer have a 4-piece bonus to provide aura mastery, it is now made into a glyph.
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Mandatory
  • Glyph of Life Cocoon - Life Cocoon can be cast while stunned
  • Glyph of Zen Focus - Aura Mastery effect applied to Thunder Focus Tea (Doubles next Healing Surge, 45s CD) *Note if you are very confident with your jukes, this can be optional. Thought I'd add it here tho for the masses.
Optional
  • Glyph of Paralysis - Removed DoT effects
  • Glyph of Soothing Mists - When you stop channeling Soothing Mist, you get a 60% speed increase for every second spent channeling.
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Level 15 Tier - Movement Buffs
1. Celerity - Only take this is you are nearly 100% sure they will train you. Paired with Chi Torpedo, this does a lot of healing
2. Tiger's Lust - 70% Sprint+Snare break, all around good choice
3. Momentum - lol



Level 30 Tier - Hybrid Spells
1. Chi Wave - Pmuch the only one worth using at the moment
2. Zen Sphere
3. Chi Burst


Level 45 Tier - Resource Enhancement
1. Power Strikes - I only put this here because I've seen a good few monks run it. I still prefer chi brew
2. Ascension - Could be good one day. That day isn't today.
3. Chi Brew - Especially with the upcomming importance of EM, yes yes yes.



Level 60 Tier - Control
1. Ring of Peace
2. Charging Ox Wave
3. Leg Sweep

Leg Sweep and Charging ox wave are our best choices now and the use of them is left to personal preference.

Level 75 Tier - Survival Abilities
1. Healing Elixir - Heal is insignificant in the current meta, probably will be good later on.
2. Dampen Harm - This ability is worth taking, but I'd prefer the other 2 over it. Reason being the long CD with the weak effect. If the tweak it a bit, it could be a lot better.
3. Diffuse Magic - Generally, use against any caster. Amazing defensive!



Level 90 Tier - Ability Enhancements
1. Rushing Jade Wind - Mana cost is too high, but otherwise it's actually good. AoE 3.5k ticking heal.
2. Invoke Xuen the White Tigger - Too little damage to use
3. Chi Torpedo - What I prefer. Heal crits for 7.5-8.5k, which is really nice!









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I don't know for sure yet, but ATM I'm going with Haste>Crit>Ect. ect. ect.>Mastery (Our mastery accounts for 1-2% of total healing over a 2-3 mintue match -.-)










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Probably Haste>Int>crit enchants in that priority. Again, this is for current meta, Lvl100 priorities could change.








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/stopcasting
/cast [@arenapet1] Provoke

/stopcasting
/cast Diffuse Magic

/stopcasting
/cast [@arena1] Paralysis

(In every defensive I have /stopcasting infront of it. MW's really don't need many macros)









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For current meta, here's a few:
  • Stutter-Step. Soothing mist is a .5 Global, you should be able to Soothing mist->Instantly EM/SM without being kicked. This really helps dodge kicks easier.
  • Abuse your port. I see so many monks just never use this.
Blizzard pls gibbie Disable :<

Overall I think MW is OK at best, we have a training issue, but with the decreased LC & Ports hopefully all will even out.

I will update the guide later and add a lot more stuff, I just wanted to use this hour to get a shell of it out. AKA ignore how rough it is at the moment.

Thanks, hope you got something out of it, and again, this is a rough version. If you have any ideas for improvements/Need me to elaborate on something, feel free to ask!



#4240765 Isn't it lovely

Posted jaimex on 23 October 2014 - 09:58 AM

Your realise there is a working version right?


#3902833 How to Walk with the Wind (6.0.3)

Posted BalanceRexxar on 21 June 2013 - 01:29 AM

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I will not read any private messages off of Arenajunkies, if you need to message me, do so by commenting on this guide and I will read and respond to it.


Note: After WoD releases I will update the sections in blue that I am unable to update right now.

WoD) What's New What's Gone?
0.0) Additional Help UPDATED
1.0) Introduction UPDATED
1.1) Streaming UPDATED
1.2) Abilities UPDATED
1.3) Races UPDATED
1.4) Glyphs UPDATED
1.5) Talents UPDATED

1.6) Gemming & Enchanting
1.7) Void
1.8) Professions UPDATED
1.9) Armories UPDATED
2.0) Keybindings UPDATED

2.1) Class Synergy
2.2) Monk Comps
2.3) Macros UPDATED
2.4) Addons UPDATED
2.5) Monk Streams UPDATED

2.6) Rated Battlegrounds
____________________________________________________________________________________________________________

Out with the old. In with the new.




In

  • Transcendence & Transcendence Transfer are now instant cast.
  • Touch of Karma is off the global cooldowns.
  • Touch of Karma only absorbs up to 50% of your maximum HP.
  • 3 New Talents - Info on these can be found under the talents section.
  • At level 100 we now have a capacity of 5 Chi.
  • While Energizing Brew is active our Multistrike chance is increased by 15%.
  • You now roll 25% faster.
  • Our two castable buffs are combined into one now.
  • We passively grant our party 10% movement speed increase and 5% multistrike.
  • Storm, Earth, and Fire has no energy cost and is off the GCD.
  • Chi Brew now has a 1 minute cooldown up from 45 seconds.
  • The 2 set bonus of the Primal reduces the energy cost of Jab by 35 for 3 seconds.
  • The 4 set bonus of the Primal gear increases the duration of Tigereye Brew by 7 seconds.
  • Surging Mist has replaced Healing Spheres, it costs 30 energy and has a 1.5 second cast time.
  • New Glyphs info can be found under the Glyph section.
  • Dampen Harm is now a viable PvP talent which can be read about in the talent section.
  • Ascension is a runner up with Chi Brew and can be read about in the talent section.

Out

  • Grapple Weapon has been removed.
  • Spinning Fire Blossom has been removed.
  • Zen Meditation no longer redirect spells cast on party members to you. Disable is now refreshed when you attack a target with it instead of being refreshed if within vicinity.
  • The glove bonus that removes snares when you Roll or Flying Serpent Kick isn't on the level 100 gear.
  • Fists of Fury is not increased by 5 yards on the level 100 gear.
  • Fists of Fury only has a chance to stun a target on their first tick received, if it is parried or dodged there isn't another chance for it to stun them.
  • Healing Spheres are gone.
  • Sparring is gone.
  • Spear Hand Strike no longer silences the target for 2 seconds if facing their front.
  • Jab now costs 45 energy up from 40.
  • Touch of Death no longer requires a set bonus to be used on players.
  • Rushing Jade Wind is no longer the dominant level 90 talent and can be read about in the talent section.
  • Swift Reflexes has been removed.

____________________________________________________________________________________________________________
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If there is something I forgot to include in the guide or something I explained poorly feel free to whisper me in game and I'll answer your question, if I don't I'm either in a game and didn't see or afk, if I don't and you have to go you can just send a mail or try when I'm out or not afk.

Server: Rexxar
Character Name: Balance
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Hello there! My name is Steve, in game I am known as Balance, Steve, or Steven. I made this guide for Windwalker monks in 5.3 and 5.4, 5.4.7, and now 6.0! I will continue to update this guide as needed and as I am able to do so. My PvP history dates back to BC where I was a clicking feral druid at the age of 11. I clicked up to Cataclysm where I re-rolled Resto shaman and keybound things which lead to my greatest success of the expansion at a peak rating of 2000! Then MoP came around and I am now considered a "MoP Hero" so to speak.
S12 - Arenas with friends ranging from 2-2.2k MMR,

S13 - Ranked 10th in the Vengeance battlegroup playing WW, Ele, Disc and achieving the prestigious title of R1 Duelist.

S14 - Achieved my first gladiator title and my first R1 title playing WW, Shadow, Resto.

S15 - Achieved R1 on 3 different monks with a peak rating of 3041 mainly playing WW, Destro, Resto combined with some WW, Affl, Resto.

Here you can click on my characters to be taken to their armories. two are on Alliance and my main on Horde. Feel free to compliment me on their transmogs.

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I sometimes stream World PvP, RBGs, BGs, 2v2, 3v3, 5v5, and anything in between. You can follow me at twitch.tv/balancerexxar

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Damaging Abilities:
Jab
Tiger Palm
Blackout Kick
Rising Sun Kick
​Fists of Fury
Expel Harm

​These are your primary damaging abilities. You use jab and expel harm to build Chi to use your other abilities. You use expel harm when you aren't at 100% HP or can't jab anything. You also need to keep Tiger Strikes buff up at all times. You need to use Rising Sun Kick off cooldown. Fists of Fury is situational, You may use it to peel or control. I often use it after a Leg Sweep or Ox Wave for damage and control. It can do a lot of damage when channeling with stacks of Tigereye Brew up. For an example of how to do the basic rotation, please refer to this quality video created by Blizzard themselves.



Control Abilities:

  • Fists of Fury, ​Fists of Fury is also a high damage ability will stun any target on their first tick received, if dodged or parried it will not try to stun them again..
  • Leg Sweep, Charging Ox Wave, and Ring of Peace Leg Sweep and Charging Ox Wave are just stuns which is a control, Ring of Peace is a AoE incapacitate.
  • Paralysis, Paralysis is one of the best peeling abilities in the game, a ranged 4s incapacitate that can lock down classes during critical points in the game. It breaks on damage and only removes DoT effects with the glyph so be careful when using it.
  • Spear Hand Strike, Spear Hand Strike isn't just an interrupt but a tool to out think your enemy. If you can successfully predict what the other play will do or won't do, it can turn the game. For example, if you are training a healer and they begin to cast, don't just throw your kick out there because they will most likely try to juke you which will lead to them getting a heal. If you can wait until the second, third, or fourth fake cast and be able to immediately kick them, you've effectively locked them out for 4 seconds in attention to all the time they wasted attempting to juke. Another thing to note about kicking is focus kicking, if you see a healer nearby, try to Tiger's Lust and run over and kick them if they are standing still, when a healer stands still they are either about to cast or are mid-cast, this will give a great chance to successfully lock them out or pre-kick them. Not only is that effective but it makes you look super cool. :duckers:
  • Flying Serpent Kick, Flying Serpent Kick is an AoE 4 second 70% slow. It can be used to slow players. It is one of our high mobility cooldowns so use it wisely.
  • Disable, Disable is a spammable slow & root, it is similar to how Improved Hamstring used to work, if they are slowed already when you re-apply it it will root them, you can spam this slowing a lot of people for a long amount of time. When you melee a target with disable already on them, the duration is refreshed.
Misc. Abilities:
  • Fortifying Brew, this ability can be very useful, if you're facing a team with an execute you can use it to avoid that or just use it before taking large amounts of damage to reduce it, it's basically an Ironbark + a self Rallying Cry on a 3 minute cooldown. This ability combined with healthstone and expel harm can prevent you from having to use Karma or Diffuse magic a lot of the time.
  • Detox, I use this ability just about off CD against Death Knight teams to remove their diseases. I also use to to remove rogue poisons like Crippling Poison and Paralytic Poison before stacks are high enough to stun you. The best use of it it to remove Devouring Plague against priests who play Insanity effectively stopping a major part of their burst, another game changing use is to get Wyvern Sting off your teammates so they don't have to trinket.
  • Crackling Jade Lightning, this ability is mostly used for fun or to keep people from leaving combat to avoid re-stealths, drinks, etc. It also can get spell reflects from warriors.
  • Nimble Brew, It is crucial that if you play a Windwalker monk you have an "out" which is a way to get out of CC to be able to use Touch of Karma or Diffuse Magic. Rotating cooldowns between your trinket and Nimble brew should allow you to always have a way to karma.
  • Provoke, This is one of my favorite abilities. Most people see the taunt and think, "Oh it's just PvE." They couldn't be more wrong. Whenever I see a grounding totem down, I taunt. It is off the GCD, has no cost, and destroys it. It also keeps rogues in combat going for stealths or healers going for drinks. It also gets spell reflects and my favorite use for it is to taunt pets. Those pesky hunter pets see me taunt them and chase after me behind a pillar where I then fists of fury it to death. It can also be used to break yourself out of CC, similar to how a priest "deaths" traps, wyvern, or polymorphs, you can provoke a pet to break these CC's as well, but it can be difficult. I bolded this because it is the most underused ability by monks.
  • Storm, Earth, and Fire, this is another great ability. It has few purposes outside of PvE but it is in fact useful. The primary use to to stop drinks and re-stealths from healers and rogues. By the time a rogue or healer gets it off them it's been a good long while and the re-stealth probably never got off because we stopped them ourselves. Another use it for RBG's just throw them on random targets and start using Spinning Crane Kick or Rushing Jade Wind for decent AoE damage and fantastic flag spinning. Something to note is that if you get your Rising Sun Kick debuff on another target from your clone that extra 15% damage only applies to that clone and doesn't help your own damage.
  • Zen Meditation, This is a interesting ability. The mechanic that allowed spells from your team to be applied to you was removed so now it is purely a defensive ability. It can be used to prevent large hits such as Chaos Bolts, Starsurges, or other various hard hitting abilities. It can be used as a last resort if you have no other defensives, and it can be used to prevent you having to use a better cooldown that you would rather save for later.
  • Transcendence, this ability is pretty standard. Put it down behind a pillar at the start of a game. Sometimes you can reverse port back to get to a target if they are near it. Be sure if you're on Blade's Edge or Dalaran Sewers Arena to have this up before chasing after someone who jumps. Make sure to keep track and have this at whatever pillar the fight is taking place mid-game.
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Based off my personal opinions, I will create a spectrum of what race is best for each faction. But it without a doubt, humans are the best race for WW out of both factions.

Horde: Blood Elf > Orc > Undead > Tauren > Troll

Alliance: Human > Dwarf > Night Elf > Gnome > Draenei


Humans: Human's racial is Every Man for Himself. This ability replaces the use of the commonly used Insignias purchased with conquest. This allows a new trinket to take place of the Insignia. That means you could have a Badge instead. It probably isn't worth using PvE trinkets because when you use two PvP trinkets you gain a significant amount of resilience. This means that you need to compare a 2nd PvP trinket to the other racials of the other races to determine what is better. The Human Spirit has been redesigned. It no longer increases spirit by 3% but instead increases two secondary stats by a varying amount. As of 10/21/2014 is has not been implemented.

Night Elves: You probably know this but if you don't it's important for you to know that if you use Shadowmeld the same time another ability hits you it acts as if that ability never hit. For example, if you Shadowmeld right as a mage finishes casting Polymorph it will act as if the mage never casted it on you. This is very good to prevent being Crowd Controlled (CC). There is also Quickness which can prove to be game breaking if you dodge something like a 6 second Kidney Shot while a teammate is very low, the odds are not in your favor but miracles do happen. It also slightly increases your movement speed by 2%. Your critical strike chance is increased by 1% during the day and your haste by 1% at night.

Orc: They have several racials that benefit the monk class. The second racial is Blood Fury, which is a nice damage bonus. The third is Command which is unknown if it affects Xuen or your clones via Storm, Earth, and Fire but if it does then it is a minor overall damage bonus but a bonus nonetheless. And the last racial is Hardiness which reduces stuns by 10%.

Undead: Will of the Forsaken is the reason why many people go Undead. But since fear isn't as powerful as it was in Mists of Pandaria, Undead don't rate that high on the "best race totem pole". They also have Shadow Resistance which is decent against classes like Warlocks, Death Knights, Priests, and Rogues (with Shadow Blades up). They also have Touch of the Grave for extra damage and healing throughout the game, which is minimal but it's something. And of course Cannibalize our favorite ability to disgrace your opponent after slaying them.

Blood Elf: Blood Elves racial is Arcane Torrent and an increased critical strike chance of 1%. Although this is all they provide, Arcane Torrent is a handy ability. Not only does it provide a 2s silence it gives you a free chi which can sometimes allow you to get another RSK, Blackout Kick, or Fists of Fury without having to Jab right before. With the removal of our silence on our kick and many other blanket silences in the game, Blood Elf ranks the #1 best horde race for WW monks if you can successfully use Arcane Torrent in an effective manner.


Dwarf: Stoneform allows you the remove all diseases, poisons, and now magic effects as well as giving you a 10% damage reduction bonus. So, if you are able to use this RIGHT before you get stunned and take a lot of damage it could save you. Dwarves critical strike bonus has been increased by 2%

Gnome: So with WoD, gnomes are now a viable race for WW because they are able to get out of roots every minute and have a passive haste bonus of 1%. Although they aren't better than humans, they aren't the worst either.
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Glyphs in 5.4.7 are generally the same with very few expectations. Your go-to glyphs are italicized and the ones that can be useful are normal. Also, there is no way I can tell you what to pick against everything because this post would be massive so you need to take into account what you are playing and who you are facing to decide which glyphs to take.

Glyph of Touch of Death: This is a glyph that needs to be taken against every comp you face and play with. Being able to touch of death without using Chi is very important. A lot of times a target isn't under 10% for 1-2 globals so you really have one chance to get it off and if you have to jab or expel harm 1-2 times to get the chi they are probably dead or above 10% already. I recommend this glyph all of the time.

Glyph of Touch of Karma: Since Touch of Karma is our best defensive cooldown this glyph gives it a 20 yard range. This is extremely valuable seeing how without it you'd have to be in melee range to get it off and most of the time you need to get it off there is a slow on you and you can't get to the target. Even if there is double melee training you I recommend this glyph all of the time because of how essential it is to get it off exactly when you need it.

Glyph of Paralysis: This glyph allows you to safely paralysis a target without DoT effects breaking it. Depending on what comp you're playing you may or not need this.


Glyph of Flying Fists: This glyph allows your fists of fury to have a 5 yard range. Since it is no longer part of our PvP set bonus and FoF has become a more important part of our burst, it is crucial that we are able to land this on our target and this glyph makes that easier. It has the lowest priority of all the major glyphs because of how valuable the others are.

Glyph of Freedom Roll: This glyph is very good and I will use this quite often because when we acquire full Primal gear at level 100, our glove bonus will no longer provide this same effect that the glyph provides. Therefore, our personal way to get out of slows is once every 25 seconds with Tiger's Lust. Since we do not have a way to slow our targets from afar, it is crucial that we are able to reach our target after we roll or FSK and if we are slowed coming out of those it very well may be the case where we just continue to get kited. I would highly recommend using this against teams that have many slows and can kite easily.



Minor Glyphs:
Zen Flight: I've died a lot from falling so this is my savior. I have it bound to "U" just because it's somewhere I can get it but not super needed.


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Tier 1 - Mobility
Celerity: This talent could potentially be used if desired. The only time it would be okay to use is if the other team has ZERO rooting abilities. This ability combined with Chi Torpedo could be very beneficial.

Tiger's Lust: This talent is used just about every game because it is rare to find a team that doesn't have a root. And even if they don't, it wouldn't be a bad thing because it can be used to allow teammates to kite or for you to catch up to a target that isn't moving in a linear path.

Momentum: NEVER USE.

Tier 2 - Healing
Chi Wave: This talent is my personal preference over the other two because I find that instant casts are always better in PvP situations. Although it does less damage than Chi Burst, it is half the cooldown and if you were to double the damage of it as if you had used it off cooldown twice, it would roughly be about the same as Chi Burst. I would recommend this all of the time but Chi Burst is NOT a bad choice at all unless you are trying to kill a very mobile target or are being trained.


Zen Sphere: NEVER USE.

Chi Burst: This talent is good in situations where you target isn't moving and you are not being attacked. It provides roughly two times more damage than Chi Wave but has twice the cooldown and has a cast time. The negatives is that if you try to use it on a moving target they can escape and if you try to use it you can be interrupted or suffer pushback increasing its cast time. You may use it at your own risk although I would not advise it.

Tier 3 - Chi
Power Strikes: NEVER USE.


Ascension: This talent is good because it allows faster energy regeneration and a free chi slot doesn't hurt. The problem with this is that at a start of a game where everyone has cooldowns up, your oppoents will be ready to go offensive a lot sooner than you can, but as a game progresses Ascension will become for valuable than Chi Brew.

Chi Brew: This talent is good because at the start of the game you are immediately ready to go offensive if you consume both stacks of Chi Brew. It also provides Chi which you can use when bursting if you already have 10 stacks and do not need any more before going offensive.

Tier 4 - Control
Charging Ox Wave: This talent is decent if you plan on using it for CC. Since you already have FoF, the diminishing returns of this small stun in unison with FoF make it less valuable. But it can prove quite useful if use as a ranged CC for targets you do not plan on stunning with FoF.

For an example of how to effectively use and land Charging Ox Wave, view this video.
Note: To land it you do NOT have to lead your shot.



Ring of Peace: NEVER USE.

Leg Sweep: This talent is the one you should use just about all the time because of how effective long stuns are. There isn't much to be said about this other than that you can FoF out of this for a combined stunlock of 7 seconds which can prove very lethal.

Tier 5 - Survival
Healing Elixirs:
This talent is useful when you are not facing opponents with the majority of their damage being magical. A good example of when to use this is against a composition similar to Ferals and Warriors.

Dampen Harm: This talent is useful when facing teammates with overpowered burst. Although I am not aware of any classes than possess the ability where Dampen Harm would be more beneficial over the other two options, it can be an option if the time for precaution ever presents itself.

Diffuse Magic: This talent is extremely useful and I find myself using this the most. I prefer this over Healing Elixirs a lot of the time because the thing about Healing Elixirs is that it doesn't always go off when you need it to, in other words, it isn't reliable. Diffuse Magic is, you can use it before you get stunned, when you are low, or any time you need it. I use this talent against just about any magical caster, an example would be Frost Mage, even if they are paired with a physical DPS I still use it. And it is an absolute against double magical DPS.

This tier requires you to decide what is best in your current situation and you need to judge what to take yourself. Good luck!


Tier 6 - Damage
Rushing Jade Wind:
This talent is good for RBG's because of its high damage in combination with Storm, Earth, and Fire. But at level 100, our energy regeneration is not quite high enough for it to be viable, therefore I would not recommend using this until late in the expansion when our haste (energy regeneration) percentage goes with as gear scales.

Invoke Xuen, the White Tiger: This talent is can be good and bad. The tiger can do a good amount of damage and help you land a kill or break CC and end up losing you the game. Take at your own risk.

Chi Torpedo: This talent is quite useful not only for its increased distance in Roll but for the damage and healing as well. The only thing to watch our for is not to break CC when rolling.

Tier 7 - Damage
Hurricane Strike: NEVER USE.

Chi Explosion: This talent is very beneficial not only because it is a ranged ability but because when used with 3+ Chi you gain an additional stack of Tigereye Brew which can cause very quick stack generation. Some of the negatives is that it replaces Blackout Kick which means it is magical therefore you cannot use it into Cloak of Shadows, Anti-Magic Shell, Spell Reflect, and is can be absorbed by magical shields. A benefit is that it goes through Hand of Protection. But with this comes a lot less damage. I wouldn't really recommend this but it is very fun to use. It also kills your energy since every time you use it, it will consume all of your chi.

Chi Serenity: This talent can be used for incredible burst. I would highly recommend trying this in fast paced matches and when you are going to kill a healer. A downside of this is that if you are CC'd during its duration you won't be able to use it again for another minute and a half. Another use for it is if you have no stacks and need to generate them very quickly you can use it and generate 6-10 stacks depending on how lucky you get with mastery procs. I would recommend this just about all the time.
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UNAVAILABLE ATM
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Professions are now unusable in Arenas and RBGs, therefore I would recommend Engineering because of how good it is in world PvP and for your other available profession, take whatever you like, I personally am going with Enchanting because of how much money it makes.

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I know a lot of people want to know what the absolute best way to gear, reforge, gem, talent, glyph, professions, etc. without having to go through a huge guide like this so I made this category dedicated to monks who I believe to be educated on the class and know how to personalize their monk to make it as deadly as possible. Here they are...
(Note: Some may be out of date and I cannot account for accuracy their setup) ____________________________________________________________________________________________________________
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I know that everybody has their own personal keybindings and I understand that it isn't likely that anyone will change based on what I have to say here but I feel like it needs to be said.

My keybinds are bound in an effective way. I have each ability bound to a great bind that allows me to do a lot of things, get places, and pop cooldowns. I'll explain after you look at this picture.

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This picture shows how all my damaging abilities are bound to my naga. This allows me to use my QWE keybinds to move and I use my right thumb to deal all my damage. The purpose of this allows me to hit all of my damaging keybinds while being able to keep up with my target by using my strafes and move forward binds. I feel like if I had those abilities on other keybinds I would have conflict with doing damage and moving.

I also have my mobility keybinds such as roll, tiger's lust, and flying serpent kick to keybinds close to my movement binds.
This allows me to keep moving accurately towards my target while using mobility keybinds so I don't end up rolling off to the side of them.

If you're new to monk try changing your keybinds to get to your mobility binds as quick as possible and have your damaging abilities not collide with being able to move.


But in the end do what is most comfortable and you'll have the most success.

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UNAVAILABLE ATM


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UNAVAILABLE ATM

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Zen Meditation Macro

#showtooltip
/cast !Zen Meditation
  • I use this macro so if I spam my keybind for Zen Med it won't cancel the channel by mistake, that is what the "!" does.
Fortifying Brew + Healthstone Macro

#showtooltip Fortifying Brew
/cast Fortifying Brew
/use Healthstone
  • Although it is safe to macro healthstone into your fortifying brew, you should still have JUST the healthstone somewhere keybound by itself.
Tiger's Lust Macros  

#showtooltip
/cast [target=party1] Tiger's Lust

#showtooltip
/cast [target=party2] Tiger's Lust

#showtooltip
/cancelaura Stampeding Roar
/cancelaura Body and Soul
/canelaura angelic feather
/cast [target=Balance] Tiger's Lust
  • These are my party sprints and my self sprint, I also have just the spell bound to shift-Y for bg's and stuff but for arena this is what you should use. Also you can't Tiger's Lust yourself when Stampeding Roar or Body and Soul is on you so if you're rooted you need to cancel them to escape.
Hand of Protection Off Macro

/cancelaura Hand of Protection
  • Every melee class needs one of these.
Focus Paralysis

#showtooltip
/cast [target=focus] Paralysis
  • Just focus paralysis.
Focus Kick   

#showtooltip
/cancelaura Spinning Crane Kick
/cast [target=focus] Spear Hand Strike
  • Your basic focus kick with a cancel aura Spinning Crane Kick because in case let's say a priest Spectral Guises and you need to hit him out so you use SCK and he's out and starts to cast but you need to kick but you can't because of SCK, that's why the cancel aura is there.
Touch of Karma Macro   

#showtooltip
/stopcasting
/cancelaura Spinning Crane Kick
/cancelaura Hand of Protection
/cast Touch of Karma
  • I died more often than I like to admit because I was spinning before I could karma (mostly on big mob pulls outside of arena) but it doesn't hurt to have it in arena. I also have cancel aura BoP on there because sometimes if you are facing a melee and caster and a paladin BoPs you, you are unable to karma and die to the caster.
Kick Macro  

#showtooltip
/cancelaura Spinning Crane Kick
/cast Spear Hand Strike
  • Same thing as the focus one.
Old Paralysis Macro   

#showtooltip
/stopattack
/stopattack
/cast paralysis
/stopattack
/stopattack
  • I've been playing monk since they came out, I'm not 100% sure if you can still auto-attack after a paralysis but it used to happen, better safe than sorry.
Useful Touch of Death Macro  

#showtooltip touch of death
/targetlasttarget
/targetlasttarget
/cancelaura spining crane kick
/cast touch of death
  • This is a pretty important macro, I've heard that when you target last target it registers the 10% faster so your ToD will go off but I can't confirm it, it doesn't effect it in a bad way so might as well have it. And the crane kick just because if you're spinning and miss your chance to touch of death it could cost you the game.
Cancel-Aura Macro  

#showtooltip Storm, Earth, and Fire
/cancelaura Storm, Earth, and Fire
/cancelaura Rushing Jade Wind
/cancelaura Spinning Crane Kick
  • I'd rather have a separate macro to get rid of clones than waiting for global on actual ability.
Party Dispel Macros

/cast [target=party1] Detox
/cast [target=party2] Detox
  • This is pretty important to avoid your team being owned by DK dots, Devouring Plague, Paralytic Poison, and Wyvern Sting.
Focus Storm, Earth, and Fire  

/cast [target=focus] Storm, Earth, and Fire
  • This macro allows you to throw a clone on your focus instead of having to target them just to throw a clone up.
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Here are some extremely useful addons for WW monks.


ChiBar: This addon lets you have a chi bar that you can freely move around, make it bigger or smaller, vertical or horizontal, and many other options.


Nameplates Modifier: This basically adds a percentage to the default blizzard name plates. This is the most important macro WW monks can have because of how crucial it is to get Touch of Death off at the precise moment.

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Everybody wants to see some WW monk PvP. Since that is hard to come by I'll link you to a couple of channels that may show some WW monk PvP, I can't guarantee that they will but here is where you might find some. I also put mine in there in case I ever stream.

www.twitch.tv/venruki
www.twitch.tv/TosanTribe

www.twitch.tv/naureez
www.twitch.tv/ssjwindgodx
www.twitch.tv/lightningww
www.twitch.tv/balancerexxar

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#4239856 6.0 Dancing in the Shadows

Posted HeyimJack on 22 October 2014 - 05:02 PM

Warlords of Draenor Subtlety Rogue Guide (6.0)

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(Guide will be heavily updated in WoD)

1.0 - Introduction
1.1 - Why Subtlety?
1.2 - Ability Prune / What's Changed
1.3 - Talents
1.4 - Glyphs
1.5 - Basic openers
1.6 - What's my job outside of burst
1.7 - How to maximize damage outside of Dance
1.8 - Stat priorities
1.9 - Enchants
2.0 - How to Gem
2.1 - Macros
2.2 - Addons
2.3 - What off pieces should I buy? (To come in WoD)
2.4 - Rogue Streams
2.6 - Pandemic Effect for Rogue buffs (To come in WoD)
2.7 - Reserved
2.8 - Reserved
2.9 - Reserved
3.0 - Missed anything / Stuff you want to see

Introduction
Hey I'm Jack, I'm a 2.8+ Rogue who's been playing since the end of Wotlk. I only started PVP'ing last season mainly because of a poor computer which caused me to fps lag inside arena. I'm basically a MoP hero achieving my first Gladiator titles on 2 of my rogues both in 3s and 5s. I usually camp in Elwynn a lot and often get asked questions by other Rogues so now I'll have somewhere to direct them where they can hopefully clear up any queries they have.

Why Subtlety?
Subtlety
Sub is the one spec for Rogues which has on demand damage which isn't gimmicky with a long cd, we're able to pump out big damage every minute and put constant pressure out in any other stun locks.

Combat
Combat is a good spec but it's far too reliant on gimpng people with random Deep insight Killing Spree one shots.

Assassination
Assassination is also good in terms of damage but it's too much of a training damage spec, it's unable to get a proper opener with maximum damage as you need to get both slice & rupture up out of stealth (Will change when Assass get the WoD slice perk) meaning if you were to open with cheap there would be time between the kidney where they're not stunned it's also not a viable spec for hard swaps because of all the ramp up damage.

Ability Prune / What's Changed

Ability Prune
Shadow Blades
Shadow Walk
Disarm Trap
Dismantle
Redirect

What's Changed
Burst of Speed now costs 30 Energy (up from 15 Energy)
Nerve Strike now reduces the targets damage dealt by 50% (up from 25%) (The tooltip might be wrong in terms of 25/50%)
Tricks of the trade no longer gives a damage bonus to the target
Energetic Recovery has been built into our Slice and Dice
Find Weakness has been built into the abilities it benefited before
Combo Points are now on ourselves rather than the enemy
Rogues can now backstab people from the sides
Rogues can now ambush people from the front
Expose Armor has been removed
Honor Among Thieves can now trigger from the rogues auto attacks
Subterfuge no longer makes the rogue stealthed for the duration of the effect

Talents

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Nightstalker - Not worth using, the only reason Nightstalker is good is for the vanish evis but it's far too gimmicky as at times you can vanish and auto attack out of stealth before you can get your evis off and with vanish being one of our best offensive & defensive cooldowns it isn't worth the risk.

Subterfuge - Subterfuge is currently my talent of choice I feel it's still insanely good even with the stealth nerf. There are times a rogue needs to open with Garrote > Cheapshot and it's not always wise to waste your dance right off the bat when you can force cds without it.

Shadow Focus - After Subterfuge SF is probably your best bet enabling you to get off your opening cheap/garrote pretty much free of cost which then allows you to do a lot more damage with the energy you have left. I feel in WoD this will be the talent of choice to those who run without the Energy glyph.

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Deadly Throw - I feel Dleadly Throw has always been viable however it requires quite the skillcap and combo point planning, I personally wouldn't choose it over the other 2 choices in the tree because of how strong they are.

Nerve Strike - Nerve Strike is a really strong talent for rogues as it makes our stuns even more effective for peeling reducing other enemy players damage by 25% for 6 seconds this can also help towards stopping the enemy team from getting counter pressure. (6.0 The Nerve Strike tooltip is currently wrong it reduces enemy npc's damage by 50% but only 25% on enemy players)

Combat Readiness - Combat Readiness is an insanely good defensive if used correctly, When fully stacked with feint you can take up to 80% reduced damage which is huge. If you're able to predict swaps vs most teams e.g. a rogue team this can often stop the need of your trinket and even a healer cd if used at the appropriate time.

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Cheat Death - Currently in 6.0 Cheat Death is very viable because of how easy it is to get dropped in a stunlock in a matter of seconds but in terms of overall use it still comes in 2nd place to Elusiveness.

Leeching Poison - Not worth using.

Elusiveness - This has probably been the best choice of talent in the tree for entirety of MoP because its on demand damage reduction and it will probably be the best choice of talent in WoD too if it doesn't get changed. If used properly feint can become such a strong defensive tool for rogues if you're able to predict swaps or damage and pre feint it. (If you're not the best at using feint you can check out the feint glyph which adds 2 seconds onto the duration)

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Cloak and Dagger - This talent may as well not be in the game as it's only ever been too good or not good enough Blizzard have never been able to find a balanced compromise for it. Overall in the current state of the game this is probably the worst choice of talent in the this tier.

Shadowstep - Currently in 6.0 I feel Step is the best choice of talent as it brings so much utility to a rogue when used properly. Step's an ability that's able to be used defensivly & offensivly e.g. stepping  partners to get restealths or los damage. With the removal of a lot of slows, roots in 6.0 Step is a lot more viable than previously as it can be used as a chase tool rather than a gap closer.

Burst of Speed - I feel BoS is still viable in 6.0 with the nerf to the energy cost however it can't be used the same way as before, you're not able to spam it every few seconds while chasing your target without becoming energy starved resulting in less damage output, however BoS is still an incredible tool for getting restealths and overall defensive play. (It will most likely still be a strong talent for something like 5s)

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Prey on the Weak - Prey is currently the best choice of talent in 6,0 as most of rogues pressure comes from stunlocks having that extra 10% damage from you and your team is pretty huge.

Internal Bleeding - I've not yet tried this talent in 6.0 it's something I'll look more into in WoD however I don't feel it will be as strong of a talent as Prey.

Dirty Tricks - Not worth using.

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Shuriken Toss - Not worth using.

Marked for Death - MFD is the strongest choice of talent in this tier and it has been for a few seasons, it gives rogues a lot of ondemand damage which is usually paired with Shadow Dance to bring out some big Eviscerates which is where majority of your burst comes from.

Anticipation - This talent comes 2nd place to MFD however it's still a good talent it just requires a slightly different playstyle and more awareness to your Anticipation stacks if used properly it can be similar to having MFD but instead of being instant it's something you need to stack up. (This can be easily tracked, see addon section below)

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Venom Rush - To come in WoD (I feel I'll most likely be using this talent)

Shadow Reflection - To come in WoD

Death from Above - To come in WoD

Glyphs

Glyphs mainly depend on your playstyle e.g. if you play with Hemo glyph you'll find yourself constantly changing between 4 different glyphs where as if you play without hemo glyph you'll very rarely be changing glyphs.

Primary Glyphs

Cheap Shot - A strong glyph to use vs melee cleaves and in general teams where you find you won't be using garrote much or where you feel you'll need longer stun locks to kill/put out pressure.

Garrote - You should find yourself using this whenever you feel cheap shot glyph isn't as valuable, e.g. vs wizard teams, rets, shamans.

Blind - This glyph is pretty much mandetory however if you play with Hemo glyph and you feel you're not ever going to be dotting a specific target i.e. the healer you can replace this with either Cheap/Garrote glyph you'll just need to watch out for dots on the target or anything that could break the blind.

Hemo Vein - This glyph makes your Sanguinary Veins trigger from your Hemorrhage dot which means you're able to keep it up much easier but this also changes your playstyle & opener as you don't need to focus on applying rupture or even putting it up.

Glyph of Energy - This is a glyph available in WoD, I feel this will be mandetory I've stopped using Hemo glyph since the prepatch just to make room for this guy.

Basic Openers

Rogue openers are different depending on your glyphs aswell as what you're facing.

Basic opener (No hemo glyph)
Premeditation > Slice and Dice > Cheapshot > Rupture > Dance > Ambush > Ambush > Kidney Shot > Marked for Death > Eviscerate > Damage/Garrote/Cheapshot varies on the situation

Basic opener (hemo glyph)
Premeditation > Slice and Dice > Cheapshot > Hemo > Dance > Ambush > Eviscerate > Marked for Death > Kidney Shot > Spam damage > Damage/Garrote/Cheapshot varies on the situation

Why don't you 5cp Rupture in the opener?
I recieved an ingame mail with someone telling me they feel it would be better to 5cp rupture in the opener so something like this:

Premeditation > Slice and Dice > Cheapshot > Ambush > Rupture > Dance > Ambush > Ambush > Kidney Shot > Marked for Death > Eviscerate > Damage/Garrote/Cheapshot varies on the situation

There are a few problems with this, For starters the first ambush isn't going to be effected by SV so it'll be 35% weaker i.e. a wasted ambush for 60 energy unless you dance before which is a waste as you need to use globals to rupture inside of dance, also if you're to try this opener on a basic target dummy you'll find that you can't get the kidney off before youe cheapshot ends with the amount of globals you have, this causes a huuuge problem as you don't want your enemy to have any sort of time where they can peel or use defensives. This is tested on a dummy with full energy, chances are in an actual arena game you won't be starting with full energy because of applying slice or sapping a target.

Here are some videos which will further go into how to open on casters etc, they're from before 6.0 but they should still be valid.

http://www.twitch.tv...zylol/c/3363735
http://www.twitch.tv/tierzx/c/4437539

What's my job outside of burst

What you need to be doing depends on the tide of the game you're playing.

If you're in a situation where you nor your partners are in trouble then your best bet is to either spam damage and get ready for your next burst oppertunity.
If you're in a position where one of your partners are being heavily trained and are in need of peels you need to step up with the removal of dismantle rogue have to be on their toes with peeling, we still have a lot of utility we can use to peel such as vanishing to throw out stuns (preferably not on the main target you need to keep him off dr for when you're ready to go) it's often a good idea to call your offstuns so people can follow up cc off them i.e.polymorph knowing he can't be kicked by a stunned target.
With the removal of Mind Numbing and dismantle rogues now heavily need to depend on shiv slows for peels vs melee cleaves, even using shiv on a feral can help forcing them to use a global on shifting instead of spamming damage into you or your partner.
Overall your job outside of burst windows is making sure you survive to see the next burst window, stopping damage & cc on your partners while pumping out your own consistant damage, if you're not doing any of these things you should be going for a restealth with a plan in mind.

How to maximize damage outside of Dance

This is a common question I get asked "How do I damage outside of cds/dance?" etc

Rogues have priorities and if you follow these priorities you'll be fine.

Disclaimer rogue damage outside of cds is bad by default (Well before prepatch at least)

#1 Slice and Dice  - S&D needs to be kept up at all times as it generates 8 energy every 2 seconds it also increases your auto attack damage which is where majority of our damage comes from.

#2 Sanguinary Veins - SV Increases our overall damage to the target affected by 20% after slice this is your biggest priority, however keeping SV up is different depending on if you play with Hemo glyph or not as Hemo veins glyph makes your hemo dot apply SV without the need of rupture/garrote.

#3 Backstab over Hemo - If you can't hit your targets back/sides and you're not energy capped it's often a good idea to just keep trying to get to his back/sides and then spam out all your energy with backstabs the only time you should hemo over backstab is if the target isn't letting you get where you need to be or if you need to apply your hemo dot for SV. But if you're going to energy cap (hit full energy) you should just spam out hemo so you don't waste energy.

#4 Pooling energy before stuns - In most situations it's a good idea to pool some energy before going for a full kidney or any other stun, e,g, if you're playing with Prey and you full kidney without any damage that 5-6 seconds of 10% extra damage is going to waste where as if you stun with 60+ energy you're going to be able to spam backstab for the entire duration of the kidney making your overall damage a lot better.

Should I rupture with Hemo glyph?

Rupture is an incredibly strong ability for rogues and its damage is increased by 10% by default because of Sanguinary Veins. Even when specced into Hemo veins glyph you should focus on keeping rupture up if you're training a target but only if you have the combo points to spare and you feel putting out that extra evis won't get you any sort of defensive/healing cd from the enemy team, also having that extra damage ticking when you burst can be fairly noticable and even the difference between someone living and dying.

Stat priorities

Mastery > Crit > Haste

To be updated in WoD

Enchants

Shoulders - Greater Tiger Claw Inscription (Agility version)
Cloak - Superior Critical Strike
Chest - Glorious Stats
Wrist - Greater Agility
Gloves - Superior Mastery
Waist - Living Steel Belt Buckle
Legs - Shadowleather Leg Armor
Boots - Blurred Speed
Mainhand - Dancing Steel
Offhand - Dancing Steel

How to Gem

This might not be accurate with the recent stat squish as agility no longer gives crit etc but I'll update it in WoD for sure.

Meta Socket - Agile Primal Diamond
Red Sockets - Delicate Primordial Ruby
Yellow Sockets - Adept Vermilion Onyx / Smooth Sun's Radiance
Blue Sockets - Assassin's Imperial Amethyst / Rigid River's Heart

Macros

Not going to list all my macros here such as focus ones etc but these are just a few that might come in handy for some people.

#showtooltip
/cast !Stealth
/stopattack

#showtooltip Preparation
/castsequence reset=10 !Sprint,null
/stopcasting
/cast Preparation

#showtooltip
/cast [target=Namehere] Shadowstep
/cast [target=Namehere] Shadowstep

#showtooltip Shadowstep
/cast [@focus] Shadowstep
/cast [@focus, nostealth] Kick

#showtooltip
/stopattack
/cleartarget
/targetenemyplayer
/cast sap

#showtooltip Vanish
/cancelaura Subterfuge
/stopattack
/Cast Vanish

Addons

Here are a few addons I use that might help other people.

Arena Plates - This is an extremely good addon which places a green border around an enemy players nameplate when they're out of combat which can help you get mid game & opener saps.

Interrupt Bar - I feel people really underestimate how useful an addon Interrupt Bar can be. I use my IB to show the cooldowns of abilities that I feel It's important to keep track of as a rogue I'll post an image below.
(If anyone wants my Interrupt Bar settings send me a pm)
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Anticipation - The default combo points have a 30ms animation time which doesn't seem like a lot but it feels like a lot to me so I use this addon to speed up the animation down to around 15ms making my combo point animations slicker and smoother so I no longer have to wait for Honor Among Thieves to catchup with all the animations for each combo point.

Rogue Streams
http://www.twitch.tv...abooirl/profile
http://www.twitch.tv/nomanz/profile
http://www.twitch.tv/spb_89/profile

There are plenty other good rogues who stream but these are just a few who are more consistant with how often they stream.

Missed anything / Stuff you want to see

This has been my first guide and I thank you for reading this far, if you want to see anything else I've maybe not included or perhaps something you want me to elaborate on feel free to ask.
In terms of stuff you'd want to see I can maybe add stuff like how to team fight as a rogue in RBGs etc.
Also feel free to pm me or contact me in game.

Thanks for reading


#4098504 X-Mog!!! Let's See'em Boysc

Posted Thazable on 11 April 2014 - 11:24 PM

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Season 8 set + offparts, relentless tabard, best head in game and some weapon I found in lfr, not fitting entirely but I like the style. :D


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