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Member Since 26 Jan 2012
Offline Last Active Aug 29 2015 03:55 AM

#4455212 So, I am sitting here watching the Aussy/NZ tourny

Posted Nogahn on 18 July 2015 - 07:26 AM

View PostLolflay, on 18 July 2015 - 04:38 AM, said:

People are whining about RMx and wizcleaves, but watching Warr/DK/Mistweaver is literally ten times worse. Both are shitty to watch, but its such a cringe watching a melee cleave "DO A CLUTCH SWAP TO A HEALER WITH ASPHYXIATE!11o1eno1neo1eno1neo1n1o1!!!!111one1oneone"

still better than... the healer got deepfreezed and is getting polied, NO HE GOT INTERUPTED... but there's a ring of frost OH MY GOD HE GOT KNOCK-INTERUPTED... nvm full fear... into poly... into poly.... into sllence

#4454909 [6.2] Most hated comp to fight against

Posted Mattadoro on 17 July 2015 - 07:03 PM

2 votes for hunters in their sorry state... capstone must have 2 AJ accounts

#4452254 Remove mages from the game

Posted Imtaz on 13 July 2015 - 11:55 AM

View PostLolflay, on 13 July 2015 - 11:36 AM, said:

TL;DR - you can't talk about Mages as a Hunter. The only reason you're "bad" right now ( you're really not all that bad, but apparently "bad = ladder not infested with your class" ) is because your damage is lackluster outside of crows.

The only classes that can talk about Mages are Warlocks and other casters, to whom Mages are vastly superior.

There are only a few hunters who actually enjoy BM the rest of em are just waiting for MM & SV to get viable/playable.

And in this current state survival is close to being unplayable, you are just an annoying little monkey jumping around creating momentum for your teammates, your damage has no impact on the game whatsoever, you are padding the meters because of the sustained low damage yes.

But low sustained damage doesn't get you anywhere in the world of cooldowncraft and they removed every little burst oppurtunity survival had by nerfing explosive shot and the initial ticket of serpent sting on arcaneshot.

#4452149 Remove mages from the game

Posted Marshmellow on 13 July 2015 - 08:26 AM

View PostPouncedd, on 13 July 2015 - 06:50 AM, said:

Feeling is Mutual Man.

at least you agree that you're retarded

#4451690 Remove mages from the game

Posted jaimex on 12 July 2015 - 03:30 PM

View PostCapstone, on 12 July 2015 - 03:26 PM, said:

you spoiled moplords just don't remember how the game is supposed to operate, so you jump to the simplest, most shortsighted suggestion when it's actually everything else that's a problem with the mage class

if you didn't sit at your screen watching the clock timer on ice nova spin around twice for a minute, you wouldn't have to spam polymorph.  if frostbolt did reasonable amounts of damage, you couldn't spam polymorph, because you wouldn't do any damage.  if there weren't 5 million interrupts, you wouldn't have to go through 17 different stops before one goes off, and if the remainder of classes didn't have such ridiculous flavor abilities to avoid shit, you would only have to land one polymorph before you went and did other shit

but most of all, if the dispel system didn't get so fucked that you basically have to connect three polymorphs to land one, nobody would be spamming it in the first place

i can't blame hunters for not understanding anything other than a cooldown, though, since the only thing they know is running around and doing whatever they want from any position all the time

holy shit you actually dont see anything from anything other than a mage pov do you; every issue you listed is worse for every other caster.

#4451627 Remove mages from the game

Posted Rawrbertlol on 12 July 2015 - 11:58 AM

View PostJim_Jim, on 12 July 2015 - 10:51 AM, said:

Mages have never been a replacable, a bad or mediocre class for 11 years. They had been "Ok" in their worst state, but never experiment the funny time to be /w "No thanks, i want something else".
Despite all the change on their spells during years, sheep is still here. Blink too. (Funny to see mages complaining about DK's trinket when they have the best of all)
Maybe it's the reason?

And no, a 8s CD on polymorph (and fear) won't kill the class.

Imagine if Ele shaman's Hex, or Paladin's repentence have no CD, remove dots, on a different school (Frost? Because why not?).
Imagine all the rage that this change would create.

You're literally the best poster on this entire website by miles Jimjim.

#4451405 Remove mages from the game

Posted Jim_Jim on 11 July 2015 - 11:45 PM

I think you are all biaised. Mage are fine.

...Right Dizzeyo?

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#4447748 Should we take the middle road with the dispel system?

Posted Jim_Jim on 05 July 2015 - 01:01 PM


Bear with me here for a little, probably a wall of text inc - I know it's annoying, but it's hard to explain everything without explaining it completely. Mages and Warlocks were historically THE two caster classes that were a staple in arena and in PVE since the inception of the game, they're the two sides of the same coin, with Shadow/Ele/Balance representing spare change ( Warriors/Rogues being the other major coin, and all other melee being spare change ). Those two coins, the melee and caster one, represented classes that were ENABLERS ( enablers enabled other classes to work in arena, in a world where without them, they'd have not a single tier 1 comp ).

"Historically" is one of the worst possible argument to use in a debate. Because, historically, paladin use to be a wall against melee classes, they used to be the first offensive healer at the end of BC, beginning of Wotlk, despite the "Nope, priest is the offensive healer". Sorry Priests, but it's false. HISTORICALLY, the shockadin during BC and the hybrid during S5/6 (With dps abilities, and good cc - repent/hoj - and even the protopaladin during S6. As it was the dominent healing spec as paladin, you must considerer them as healer, despite the dumbness of the spec.

And it's extremly arrogant to consider some class as "enablers". So they must always be on the top, so the poor dumb classes can't play arena without being a whore to thoses classes? Are you serious? You imagine the behavior of the players who play the "chosen" class that will create? (And already created?) Of course warlock and mage are like that, because they always had a spamable cc. This unique reason make them a always "I need one" class. You can't replace them, and that's the fact i hate about mages, they can't be replaced, at any season in any expansion, they will always be here, they didn't know how hard it was to find a team with a "meh" class (Like priest now, or hpal before 6.1). And historically, they have the most despicable players of all - behavior i mean - because of that privilege)

Imagine we change that. Imagine a ele shaman having a spamable hex on another magic, and mage have a 15s sheep on frost school. The world will be destroyed by all the forums posts of hate. Because the community of mages is more important than others community.
Look how popular the post about Living Bomb got popular. If a good dk (Like Volkovitch) wrote a post like that about the absolute necessity of having the old Wotlk Desecration instead of the level 100 trinket talent to make Unholy attractive. I'm 100% sure they will have tons of hate just because "It's a dk.". And because they don't deserve to be a good class after season 5. Exact situation with a hunter, they "historically" have been a medium/good class, depending of the season, and the first time they stole the throne of the "enablers" by being as them : dumb and pick in 80% of the team, it was the end of the world.

By the way, you don't need to link some ridiculous achievement, or guy with "92148674276 rating in Cata" to prove something. Rating does not make your argument more valid than another one, at least, i'm not a guy who transform himself into a Stasi officer when i want to debate with another guy.

And to finish, i find the "We need to force melee/caster/healer" argument really hypocrite when in another post, you saw "I don't like when Blizzard force me to do something i don't like.". And i don't think seeing RMD (melee/caster/healer) this season, WWLS last season, or RLS during Cataclysm (for example.) all the time is something i would like.

About Hpal, i already wrote my opinion about a reasonable nerf the paladin forum. Instead of "Remove everything they HISTORICALLY have".

Oh, and Dizeeyo, i love Thor Steinar clothes too.

#4444799 Rogue 6.2 Guide

Posted Lloix on 29 June 2015 - 02:52 PM

I wanted to take some time to post a very basic guide designed for new players that others can contribute to with more in-depth details. The talent/glyph template was ripped directly from Jack's guide (too lazy to copypaste the pics in, if you want I can remove). Keep in mind that all suggestions/inferences made about specs, talents, and general play is in a 3v3 arena environment.

Basic Spec Rundown:

Good spread pressure through rupture+venomous wounds. Good burst opportunities every minute with a stun ->MfD+DfA+Vanish/Envenom (this is not 100% the burst rotation, varies by talents and situation obviously).

Good burst/utility. Worst sustained damage out of all three specs. Your time spent outside of shadow dance is maintaining buffs/debuffs, disrupting the enemy healer, and peeling for your partners.

Good sustained damage with Killing Spree still being one of it not the best rogue CD at the moment. Received damage buffs with last patch. With 6.2 you can be peeled while KS is up (some talents like fear are not interrupting KS, will update later once it's decided if KS is bugged or not). Arguably the top spec for rogues still in 6.2. There is a higher 'skill cap' involved now as cross-cc will be necessary to land kills with KS, or you'll have to use a defensive CD such as Cloak of Shadows to not be stopped.


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Nightstalker - This talent went from bad in 6.1 to situational with the buffs to Assassination. The increased damage is very noticeable, however you give up a LOT in order to see higher numbers. I can see this as an ideal talent choice for certain 'all-in' comps such as DK/Rogue/Healer, however I am not confident in saying that the damage is worth giving up that much utility/defensives for.

Subterfuge - I feel as though subterfuge is the ideal talent choice in almost all cases. With it you allow yourself easy cross-cc on your opener (cheapshot on multiple targets to allow easy follow up cc on a DPS/healer) and vanishes. Also allows for better openers against certain classes like frost mages, where if you take Nightstalker you'll be pet nova'd on your opener every time. There is a lot of counterplay available in that you're able to do things like sap a trinket off of blind while still being able to cheap/garrote your main target. Without subterfuge you really lack options to peel, which I feel is one thing that rogue can excel at, and is one thing that differentiates a good rogue from a bad one.

Shadow Focus - I don't think there is too much to say about this talent, the free-cost opener could be nice, but this talent is lacking compared to the other two in this tier.

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Deadly Throw - Deadly throw went from broken in 6.1 to pretty useless in 6.2. One situation where it might be more useful would be against melee cleaves, but even then I wouldn't say it's better than having nerve strike for peels, or CR for a strong defensive ability.

Nerve Strike - Nerve strike is a very strong talent that synergizes well with subterfuge as you're able to peel entire teams and debuff their damage for nearly 10 seconds (stun+NS debuff). This is the go-to for an caster cleaves, and should be taken against any teams where you know, for a fact, that you would not get swapped to. However in most situations, and with the way classes have scaled in 6.2, I would argue that anything melee on the other team would warrant a pass on this talent. Not having CR and getting swapped to by a warrior will usually mean death, and good players will be able to pick up on that and know to focus you.

Combat Readiness - Combat Readiness is another great talent and one of the things that make rogues so difficult to kill. In most situations getting off CR right before you are swapped to can mean the difference between life and death. This applies for feral/rogue/warrior etc. burst. If you're caught in a smokebomb without trinket, the only thing that may keep you alive will be whether or not you were able to feint+CR before you're stunned. You should not be using this unless the enemy is using offensive CD's to kill you and your healer has no options to keep you up.

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Cheat Death - Could be considered a decent talent in that it allows for a few extra seconds to live, but falls short compared to elusiveness.

Leeching Poison - Not worth using.

Elusiveness - This has been the number one talent for a long time now, and it's proper usage is important in staying alive. 30% damage reduction is nothing to pass over. With subtlety, your 4 piece set bonus will also give you a good amount of versatility, meaning your feint will double as a short offensive and defensive buff. Being able to feint before you take damage in a stun makes a huge impact in how vulnerable your healer needs to make himself in order to keep you alive. A good habit will be to keep feint up at all times when you are being targeted, and know to use it preemptively when you are being swapped to (if a warrior charges, or you see someone target you, use feint).

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Cloak and Dagger - Not a very good talent choice at the moment, having to rely on stealth for gap-closers doesn't fit well.

Shadowstep - I feel step is the best choice as it was last season as well. Instant swaps, and the ability to step to teammates (such as a healer right as a godcomp bursts you) is a huge difference maker. You're also given a more reliable means of kicking healers with this than you would with Burst of speed. Good players will see you BoS to them and know you are either going to kick/swap and can react accordingly. Having the ability to do that instantly is a huge plus.

Burst of Speed - BoS is still a very viable talent and can outperform ShS in some comps where you're going want to have closer to 100% uptime on a target. Any classes with spammable slows will punish this talent, however, as it gets countered hard by any on-demand slow. Although slow effects are removed when you active BoS, it does not make you immune for the duration. For example, if you're playing against a rogue using this talent, simply shiving him when he uses BoS will cause him to waste a global and 30 energy for nothing. It still remains the talent of choice for RBG's.

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Prey on the Weak - Prey is currently the best choice of talent for Assassination and Subtlety. The damage bonus applies not only for you but your teammates as well. With the way damage has scaled in patch 6.2, this talent seems even further ahead for these specs than it was before.

Internal Bleeding -This is a really strong talent and I still think the go-to choice for combat rogues as it's damage scales with your Deep Insight buff.

Dirty Tricks - Not worth using.

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Shuriken Toss - Not worth using. Helps in duels against mages/hunters.

Marked for Death - MFD is the strongest choice of talent in this tier again, both because of the fact that none of these talents underwent any changes and the fact that the on demand damage is so important. For Assassination rogues this talent lines up perfectly with your 1 minute vanish so that you're able to get two finisher off in a short period of time. The same concept applies with Sub and Combat, as having an extra evis can mean the difference when trying to land a kill.

Anticipation - This talent falls behind MfD but in theory could allow for more sustained damage. You're able to pool combo points more and have extra finishers after you stun, but the fact that this isn't on demand and promotes a more passive playstyle (in that you need to wait for 10 cp's before you can stun as opposed to five) gives it a pass in my book.

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Venom Rush - Despite looking plain on paper, this talent is actually very good. The additional energy and regen help out more than one might think for things like swaps etc. It gives you a bit more freedom in using things like feint, and isn't that difficult to maintain. For sub rogues I feel this talent is the go-to choice as the spec relies on quick swaps so heavily, so making sure you have the energy to do so is important. Your entire Shadow Dance can be ruined because you had to garrote or gouge someone else right before a swap and left you with too little energy to execute your dance properly. I also feel this is an great choice for Assassination as 155 energy is a LOT to dump into someone during a stun.

Shadow Reflection - This is another strong talent, however I feel it works out best for combat and falls behind for the other two specs. The reflection does not receive any buffs you have up (such as deep insight, trinkets, and Vendetta) and only copies special abilities that you use, not auto attacks. It is a good damage increase when used properly with a full energy bar to dump, and possibly including an extra evis/envenom with MfD, but the biggest bonus you get with this is the additional stun. Be mindful that there would be a delay, so if your intent is to chain kidney one target that you wait ~3 seconds so that the stuns do not have a gap between them.

Death from Above - DFA is a very strong talent, and arguably the top choice for Assassination rogues in 6.2. With all CD's up, this talent hits VERY hard and is something that most team will have to react to in order to live. Note that there is a long animation associated with this, which does allow teams some time to react, which could potentially negate all of the damage. This includes things like spectral guise, Cloak of Shadows, Smokebomb, etc. Also note that the initial 'hit' is an AoE, so be mindful when using this ability when you're close to someone who's in CC that could be broken.

I'd expect to see a majority of assassination rogues to be running this ability, at least for the start of 6.2. The fact is that dealing 170k+ damage to someone with one ability is no joke, however there are downsides to using it. There is a decent energy cost, and the long cast time gives your opponent some time to try and react to it in some way. I also don't find this ability ideal for any other spec, as with sub you lose a lot of time during your dance with this, and it's hard to fit in between stuns.

Assassination- Subterfuge (NS with a DK pairing), CR, Elusiveness, ShS, Prey on the Weak, Marked for Death, Venom Rush/DFA

Combat- Subterfuge, CR, Elusiveness, ShS, Internal Bleeding, Marked for Death, Shadow Reflection

Sub- Subterfuge, CR, Elusiveness, ShS, Prey on the Weak, Marked for Death, Venom Rush


These are just the main glyphs you should be using but you might find there are rare occasions where other glyphs that might be better good for what you're doing.

Primary Glyphs

Cheap Shot - Strong vs. melee teams and situations where you won't be using garrote much. For sub in helps to have for Shadow Dance feel more smooth.

Garrote - Should be used vs. most caster teams, next to mandatory against teams with mages.

Blind - This glyph is pretty much mandatory however you could see yourself passing on it in certain comps where you don't see yourself making swaps and AoE dots would not be an issue. These would be very specific situations however, and as a rule of thumb I'd generally take it.

Hemo Vein - This glyph has been seen much less use since MoP as it doesn't fit in well with the specs current rotations. That being said the other glyphs pretty much outshine this small bonus (hemo does next to no damage at this point and should only be used to generate combo points in a pinch) in most situations.

Glyph of Energy - This is another glyph I feel is mandatory since losing our previous set bonus which gave us 30+ energy allowing us to open more efficiently than without it due to energy starving. -Jack

Glyph of Disappearance - This glyph is very strong with Assassination and Combat. It lines up perfectly with MfD and on-use trinket enabling your Kidney>MfD+DfA>Vanish>Envenom combo that will allow you to burst further into the game. With Combat it allows you to have a garrote/CS window for the off dps+healer, and awards you the 5 combo points+Guaranteed crit on your next Eviscerate.

The only other notable glyph could be the Glyph of Recovery. The additional 20% healing is nice for games where you would be trained, but from my perspective I feel like the benefits you'd gain from the other glyphs is superior.

Glyph of Energy flows is also situational, but I can't see too many situations where even having the additional energy during evasion is going to help noticeably more than the other glyphs.

Assassination- Blind, Energy, Disappearance (all 3 pretty mandatory in most comps)
Combat- Blind, Energy, Cheapshot, Garrote (All situational) Disappearance (mostly mandatory)
Sub- Energy (Mandatory) Cheapshot, Garrote, Blind, Feint (Situational)

Gearing is still pretty straightforward as it was last season. Mastery is the top stat for all 3 specs. Versatility is also very nice and should be picked up on the helm/boot off-pieces (I think the boots from last season are still better than the blue boots available now which lack the versatility/mastery combo). Vers. only has those two options for slots, so get it there, I'm not considering it in my stat weights. Crit and multistrike remain nerfed in PvP, but for the general idea that burst damage>sustained I place crit higher than haste, though you could argue it might be better in some situations as Assassination or Combat.

Assassination- Mastery>Crit>Haste>Multistrike
Combat- Mastery>Crit>Haste>Multistrike
Sub- Mastery>Crit>Haste>Multistrike

Yes, they're pretty much the same across each spec. Mastery scales further for Assassination than any of the other specs, and with weapon procs can get very high. For trinkets you want to have the agility+on-use versatility, and the agility proc trinket. Enchant everything with Mastery including both weapons.

Pretty straightforward, you'll want to hard-open with your DfA+Vanish envenom combo, with the use of trinket/Vendetta if you're opening on something that has no reliable out (rogues/ferals/warriors). After that you will ideally keep rupture up on as many targets as feasible (this includes pets) and pool energy to full when you can kidney your target. Always try to save DfA, MfD, vanish, and your on-use trinket for the same usage. Against certain comps, namely godcomp, you will have to consider 'wasting' a defensive in vanish in order to put out pressure fast.

Opener with Nighstalker: Garrote>Mutilate>Kidney>Vendetta+On-Use Trinket>MfD>DfA>Vanish>Envenom

Subterfuge opener is largely the same, except you can garrote+garrote/CS the other dps/healer. You also have the option to cheapshot/garrote the kill target after your vanish+envenom, or cheapshot/garrote the other dps/healer if they are close enough to step to.

Sub remains the one rogue spec that can be played differently and very effectively. I still find that the sustained damage outside of dance is pretty poor, so just training one target, in most cases, will not be the ideal way to play. As I said before, outside of your damage CD's, you should be maintaining 5cp SnD, Rupture (I keep this up on the main target as well as the target you would possibly swap to), and recup. If you have the energy to do so, always feint prior to your shadow dance/smaller burst windows.

Standard Opener: Premed+SnD>CS (garrote into cs if mage, stand in front of him so you aren't rooted just out of melee range)>Rupture>Shadow Dance>2x Ambush>Kidney Shot>MfD+Evis>Ambush>CS>Evis>CS>Ambush

Provided you've put enough CC on the healer, this rotation will keep the kill target locked down and force some of their CD's putting you at an advantage right out of the gate. To maintain your lead you have to be doing one of two things: Locking down the DPS so they cannot put damage out, or locking down the healer so that they cannot easily top the target you opened on.

Your play outside of dance depends on what comp you're playing, what you're up against, and what the other team is doing. As a general rule, you need to be peeling if the other team is using offensive CD's. Gouge>Kidney is very good CC. In general, using kidney is a great CC tool as it is reliable, won't risk your healer overextending to land their cc, and is a good setup. Just be mindful of DR's if you're planning to swap.

On a healer, even if you're not on the kill target (remember your damage isn't that great, and you should be partnered with someone who can do good consistent pressure such as a hunter, lock, etc.) gouge>kidney>vanish+garrote>ShS cheap+premed evis kill target is a very good amount of pressure going out.

I don't think you're making the most use out of your vanishes as a sub rogue if you're ONLY saving it for a defensive. In fact, the only times I'd use it as a defensive is as a last resort, which in most cases means using prep early for a second vanish.

Mid-late game, once your Dance comes off of CD, my ideal play for landing a kill is to kidney the healer for further CC setup, then go onto the kill target (who needs to have a rupture up on them prior to this)

Shadow Dance>Premed>CS>Evis>MfD>Evis>CS>Ambush>Evis>CS>Ambush. If the target's trinket is down, now would be a good time to use a smokebomb. Also note that in most cases it will be more worthwhile to use a sap on the healer/dps during dance when you can get it off, as your partner should still have damage to land a kill. Don't forget that Blind drops the targets combat, so if you're quick enough you can Sap them right after they trinket.

Combat is a pretty straightforward spec to play. Essentially, your whole game revolves around doing constant damage to whatever target you can sit on reliably to try and force CD's, and wait out chances to ShS>Kideny and use Killing Spree during red Deep Insight proc. You want to maintain SnD, recup, and revealing strike at all times. Try to time out your killing spree during some form of CC, as you should be forcing defensive CD's out of the enemy team every time you use it. Also keep in mind that you can generate combo points with Revealing Strike, and should use this method when trying to delay your red buff from activating. Communicate with your team once you get yellow and let them know when you'll have your full damage up.

You do not have to always hold off on using killing spree during red. Using it during yellow is still great, and in late-game situations being able to force CD's during your yellow Killing spree and still have things like shadow reflection and Adrenaline rush during your red buff is a great form of sustained pressure.

I am not as well versed in combat as the other specs, but I feel a solid opener would go like this:

MfD>Kidney>AR>Revealing Strike>SS until you reach 5 combo points>SnD>SS until 5 cp>Recup>SS/Revealing strike so that your redbuff will proc just AFTER the stun DR fades>Kidney>Killing Spree.

Of course if you force a trinket from the healer on the initial kidney, you can look to swap to them on your second kidney shot with red buff up. I've seen players also use Killing Spree in their opener as well and use AR immediately afterwards, the playstyle I feel depends on your comp and what you're up against.

Quick Tips: (WIP will add as others contribute)
Envenom is not considered physical damage. Meaning things like CloS or DK spell immunity will cancel it's damage. It still goes through BoP.

You can open on hunter by knocking them out of their stealth with fan of knives BEFORE you are unstealthed from the actual flare, as long as your FoK damages them first you will activate subterfuge.

Mentioned before but for emphasis: Blind drops combat on the target, so if they trinket you have the chance to sap immediately, or also use distract if they trinket to run into a smokebomb and you cannot sap (if you're with a mage)

There is a ~1-2s window of immunity when you land from DfA. Be aware of this when trying to peel a rogue immediately after DfA lands.

When opening on mages, always start by being positioned in front of them, not behind. When you garrote, their initial reaction will be to pet nova you and move away. You cannot Garrote>Cheapshot them (with subterfuge) if you get nova'd out of melee range.

Please feel free to add/correct anything as you see fit. I'm sure I missed a couple points here and there.

#4414362 Stormbolt....

Posted Pinka on 24 April 2015 - 04:14 PM

It may look like a simple hammer.
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But when you look inside you will see an advanced guidance system.
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#4404370 (BM) Dire Beast > TOTH

Posted Vorteckz on 24 March 2015 - 03:24 PM

I have bin playing both Dire Beast and TOTH spec lately trying to figure out which is better. A really interesting thing about dire beast is the pet is controlled by /petattack aswell as it scales on AP. So a dire beast w/o proc is going to tickle for around 2.5k a hit but when u have trinkets/focus fire im getting almost 6k hits from the dire beast. With how low arcane shot hits has BM I think its easy to say Dire Beast is a lot better in the meta.

Facts : 1.Dire Beast provides more burst in a 20 seconds window.
2. TOTH will provide more damage in a 30 second window.
3. W/ barrage being in the meta you losing a lot of TOTH procs you were getting w/ glaive

Conclusion : I could see TOTH being 100% better is HLS where instead of setting up burst every 30 seconds you are more going for long term steady damage. Aswell as TOTH is amazing for killing totems against resto shaman teams.

Feel free to share your opinions on the ability's!


#4319532 So Reckful hey?

Posted Bigmoran on 27 December 2014 - 01:48 AM

View PostGlink, on 27 December 2014 - 12:12 AM, said:

You either die a hero or you live long enough to see yourself become the villan.

If Reckful didnt come back to WoW after he quit in Cata he would have left a legacy as the best arena player of all time. In recent years his shenangins and amtics on wow amd stream kind of tarnished the reputation of being a top player. However, his past accomplishments and videos will always be respected and impressive.

Hes an entertainer more than the pro gamer he was known as at this point, which isnt necessarily bad, but its just a shift in his image.

Although, can you blame the guy? Sure he sold out, but who wouldn't want all the donations and money he gets just for playing games and having fun?

Although imo he fucks around with way too many other woman and Jenna probably deserves better. Maybe shes in it for the fame/money though who knows.

inb4 dillypoo MW beastcleave comment

#4319472 So Reckful hey?

Posted Miixzy on 27 December 2014 - 01:05 AM

View PostGlink, on 27 December 2014 - 12:12 AM, said:

Although imo he fucks around with way too many other woman and Jenna probably deserves better. Maybe shes in it for the fame/money though who knows.

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#4319469 So Reckful hey?

Posted Marshmellow on 27 December 2014 - 01:02 AM

View PostGlink, on 27 December 2014 - 12:12 AM, said:

You either die a hero or you live long enough to see yourself become the villan.

If Reckful didnt come back to WoW after he quit in Cata he would have left a legacy as the best arena player of all time. In recent years his shenangins and amtics on wow amd stream kind of tarnished the reputation of being a top player. However, his past accomplishments and videos will always be respected and impressive.

Hes an entertainer more than the pro gamer he was known as at this point, which isnt necessarily bad, but its just a shift in his image.

Although, can you blame the guy? Sure he sold out, but who wouldn't want all the donations and money he gets just for playing games and having fun?

Although imo he fucks around with way too many other woman and Jenna probably deserves better. Maybe shes in it for the fame/money though who knows.

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#4271569 Leekzy's Frost Mage Guide for 6.0.3

Posted leek on 21 November 2014 - 11:07 AM

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Hi there, I am Leekzy - a swedish guy with a (very) swedish accent who has played Mage since season 2, achieving Rank 1 and Gladiator multiple times with my highest rating ever being 3114 in Season 15. This is the first guide I've written for AJ, and it's aimed at a bit more inexperienced and newer players - although you may find that you can take something from this as an advanced player aswell!

Shoutout to Vanguards, whos Retribution guide served as an excellent template!

So what is actually different in Warlords of Draenor as a Frost Mage?

1.) Tons of abilities have been removed from the game (R.I.P. Evocation, Fire Blast and Mana Gem) and a lot of the mechanics of the spells/talents/specializations which weren't removed has changed. I recommend reading this summary if you haven't checked it out already for a lot of solid info.

2.) M-M-M-MULTISTRIKE. New stats have been added to the game which change the way we gear drastically due to the changes to some of our core mechanics (i.e. Brain Freeze).

3.) Removal of Improved Counterspell and other "blanket" silences! This is a change which affects us immensely - and although it might seem bad at first this is actually (imho) a buff to mages - more on that later!

4.) Der..Deep* Freeze now breaks on damage.


Oh well! This might seem bad at first glance (and it's definitely a nerf), but it plays out pretty well in the actual gameplay. Let's delve into the world of Crowd Control (CC) and getting creative with Deep Freeze later on in the guide!

5.) Diminishing Returns (DR)! A lot of  changes have been made to DR's in WoD, most of which you can read here.
This changes the way a lot of Mage comps play and it's something that should be kept in mind going into WoD as a Frost Mage!

Important to note is that if you play with Ice Nova it also DR's Polymorph.


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(If you're spec'd into Ice Nova, which yes, you probably are, join in)

Why... should you play a Mage in WoD?

First of all - the class is actually really fun to play in arenas at the moment! A lot of changes in WoD makes it an overall smoother and much more enjoyable experience to play a Mage in the arena. I feel like we still have a really high skill-cap and can play with every class that's in the game currently.

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Below is my default arena spec - but this is something that can and will change depending on what composition (comp) that you play and play versus.

Remember that nothing is set in stone guys, experiment, have fun - if you see something and think "hey this might make me kick that huntards ass" then by all means go for it.

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What's following is my personal approach - I feel like these are really stable choices with the most arguable one being the level 45 and 100 tier.


Level 15:
I recommend: Posted Image

This talent is amazing to have as a Mage - it really opens up for a lot of "plays" to be made both defensively and offensively and is just solid mobility in general. Practically a baby Rocket Boots. With 25 sec cooldown (CD). Go figure.

Level 30
I recommend: Posted Image

I feel like this just is the most solid choice here, sure a lot of classes have some form of purging ability which can get rid of Ice Barrier but use it with good timing and it's still a really solid defensive out and CD. Alter Time was changed and no longer resets your buffs (only HP and position), from my testing it's highly situational in its current state.

Level 45

I recommend: Posted Image

Ayay, everything is viable???

RoF is just a solid choice which enables us to get  CC rolling easier, something that is useful vs every comp you can face.

All of these talents have really good specific uses, however since Ice Ward now DR's with our other novas and RoF is a better CC to peel with Ice Ward will mostly see use versus comps that sit on the Mage from start to finish.

Frostjaw can actually be AMAZING as a peel/setup vs certain spellcleaves since it's actually a Silence - be aware Dwarfs' can remove this with Stoneform though!

Level 60
I recommend: Posted Image

Amazing talent, pretty self-explanatory.

Can be used if you are locked out on your Frost-tree to enable Ice Block anyway.

Level 75
I recommend: Posted Image

Although Frost Bomb does alright damage the utility and on demand burst that Ice Nova offers is in my opinion too good to pass up.

There are so many uses for this outside of just doing damage as it acts as a mini-stun (interrupts casts momentarily for example) that hits Area-of-Effect (AoE).

Level 90
I recommend: Posted Image
Incanter's Flow is a rather awkward talent to understand at first but once you get the hang of it it's pretty simple: you deal more damage, and if you time it well you deal A LOT more damage.
Mirror Images does a lot of damage aswell and can definitely be the way to go vs some comps, I predict that it mostly will see use in 1v1 and 2v2.

Level 100
I recommend:  Posted Image
This talent is awkward to use, awkward to understand and it covers the screen in lazer beams. Fear not though - once you lose your Crystal virginity I doubt that you will want to go back to Comet Storm!

Although the CD of Prismatic Crystal is rather long (1,5 minutes) its definitely worth it over the underwhelming damage that Comet Storm offers in my opinion, and with some solid placement and CD usage (Lance with Icicles, 2x Frost Novas with Frozen Orb ticking is insane damage) you can actually close to slay an entire team with this talent!
Comet Storm also went down in "value" for me after they changed it so that you can't use it while being locked out on your Frost-tree.


A lot of choices here.
I change around my glyphs a lot depending on what I am playing vs. Most of these are pure preference!

Primary Glyphs:
Glyph of Polymorph - Highly recommended if you play with any class that might put a DoT on anything.

Glyph of Icy Veins - Now gives you 45% Multistrike instead of spell haste. Click, clack boom. Loss of the utility the haste gives though, I swap around this glyph from time to time.

Glyph of Ice Block - Makes you immune to all spells for 3 seconds after using Ice Block and unleashes a Frost Nova around you. This glyph can both save lives and act as an offensive tool, however it lost some of its value offensively for me due to the blanket silence change.

Glyph of Spellsteal - Spellsteal also heals you for 4% of your maximum health when you use it.
Really good glyph for surviving in 2v2/3v3, watch your mana however as it's very mana intensive to spam!

Glyph of Splitting Ice - Your Ice Lance and Icicles hit an additional target for 50% damage. This glyph feels really good with Prismatic Crystal, test it out for yourself.

Glyph of Deep Freeze - takes Deep Freeze of the Global Cooldown (GCD). Doesn't feel as mandatory anymore due to Deep changes.

Glyph of Regenerative Ice - You heal 4% of your maximum HP every second while in Ice Block. Really situational for 3v3, has uses in 2v2 though!


**CHECK MY POST ON PAGE 3** - the info below no longer holds true!

My opinion on stats comes from discussing gear with other top level Mages and testing different gear pieces out - if you got any input please reply to the thread and I'll consider editing the post!

Int > Multistrike > Haste >= Crit > Versatility = Mastery

Recommended Gems:


Recommended Enchants:

Neck: Multistrike, 50-75
Cloak: 100 Multistrike and 10% Movement Speed
Rings: 30-50 Multistrike
Weapon: Mark of the Frostwolf (Multistrike), currently it costs a round 10-15k on most servers though so Mark of the Shattered Hand works just fine.

Which comps can I play in WoD as a Frost Mage?

So far it feels like you can play with pretty much every class!

If I were to predict our strongest comps based on my current experience in wargames and skirmishes I would say that these comps all will be viable:







might make a truly solid appearance aswell, although I haven't gotten around to trying the comp out!


These are the macros I personally use, I recommend checking out previous Mage guides on AJ for more input since not a lot has changed macro-wise!

Gearing your Mage for Arenas
Gear according to stat priorities and get 4 piece for the set bonus (serves as dispel protection mainly!) with the legs for maximum multistrike.


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Great, you got your Mage setup and ready to play!
... and now what?

Whether you come from TBC, WotLK, Cata or MoP into WoD one thing is certain - Mage now plays differently from any other expansion.

While I am sure the removal of Deep-Blanket for kills confuses and annoys a lot of Mages (how am I even able to kill something on my own anymore?) it's important to remember that adapting to the metagame is the single most important going into a new expansion. There is light at the end of the tunnel guys, it's just a different tunnel we're in!

Mages now rely on getting solid CC rolling on the enemy team and ramping up your damage to be able to unleash at the moment you want to burst - for examples stacking up a few icicles so that you know that when that CC lands on the enemy healer you are ready to do massive damage.

A lot comes down to managing your Ice Novas, if you are able to stack up 2 or even just 1 with some solid Fingers of Frost (FoF) or Brain Freeze (BF) procs you can do insane amounts of burst damage! Mashing the abilities right as they pop up on cooldown might make you do overall more damage but gimp your potential burst, something which is important to understand to be able to land kills.

The removal of blanket silences has really helped us land CC - fake casting is now better than ever and this change lets you do something you rarely could do since the end of WotLK - actually Deep Freeze someone, fake a Counterspell (CS) or interrupt and then actually get a Polymorph or Ring of Frost cast off straight afterwards!

A neat little trick you can use is to simply Deep Freeze the enemy healer, start casting RoF and tank the interrupt while spamming your Polymorph binding - this guarantees that you will land either the RoF or the Poly on the healer. This was not a possibility before simply due to the fact that you got blanket silenced even though you managed to fake the CS.

Another tip is to track the Dispel Cooldown of enemy healers - this was incredibly important in MoP and it still is, maybe even more so in WoD! This truly allows us to start abusing the beauty of Polymorph and our other CC's. I personally use Gladius to track it, I'm sure there are other addons which does this aswell.

Last but not least I want to share a simple yet very effective trick that I wish I knew of when I started playing mage for getting cross-CC (Crowd-Controlling multiple opponents in the arena) rolling.

Say you're looking to CC a healer, but you need to prevent a Shadow Priest from Mass Dispelling him out of your Polymorph and you do not have your CS off cooldown. What you can do is that you Polymorph the SP, while spamming your focus Deep Freeze macro on the enemy healer - these two spells should land at the same time, basically starting the double-CC. You can then cast a RoF on top of the Deep Freeze and voila, you just controlled two players by yourself without having to mess with dispels and whatnot.

Mage Streams:


Thanks a lot for reading, hopefully this gave you some form of help going into Warlords of Draenor as a Frost Mage - if you got any questions feel free to PM me on AJ or Twitch.TV - I'll try my best to reply to everyone.

In frost we trust,