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Member Since 12 Feb 2012
Offline Last Active Mar 22 2015 11:06 AM

Posts I've Made

In Topic: Aff post 6.1

20 March 2015 - 05:42 PM

they are doing 50% of their potential burst in the video. it was before 10% dmg nerf was reverted. the glyph is bugged which was the point here.

Does anyone have a way to reproduce the eternal resolve glyph bug? I tested it and it seems fine.

Hard to tell from the video, but it looks like the hunter also had focus fire and weapon proc buff. The rogue used adrenaline rush and vanish (free 5pt combo evisc crit) during kidney, so he probably had red buff for the last 2 seconds of the stun as well. I wouldn't expect anyone to live against a team that pops every offensive cooldown without their team using a defensive cooldown of their own, regardless of whether eternal resolve is bugged

This was what I was attempting to point out. I'm fairly confident that no bug with the glyph here or not this situation would be the same. You can not live and should not live all of those ability's from two dps in the dead center of the map and getting no healing outside of long duration short cool down/gcd hots from a druid and no peels, kiting, porting, lining, fearing, trinketing, etc just raid dummy mode for all of it.

(It's worth nothing the hunter also had his 2 minute on use cool down stacked with his weapon proc and focus fire, while the rogue had yellow buff, proc trinket, AR, vanish, kidney and weapon proc active.)

In Topic: Aff post 6.1

19 March 2015 - 03:51 PM

Lmfao what are you even talking about..

I am saying that the cool downs of the rogue and hunter active during the time in which this warlock dies combined are a total of 360 seconds worth of cool downs. I'm not sure why some one would expect to live that amount of cool downs with out even using one single cool down. If you expect warlocks to simply tank like 6 minutes worth of CDs currently active from two dps into him with absoutley zero cool downs used on his or his teamates end, and if he does not then it is a bug... then...

In Topic: Aff post 6.1

19 March 2015 - 09:39 AM

Here's an example of random squishiness. Rogue only had yellow buff, hunter didnt even barrage which we all know is the ability that hurts like hell.


explain this pls

You did take a lot of damage.. but just saying that I do not find the idea of not being able to survive TWO dps classes hitting you with the combined modifiers and cool downs active between the two:

Rogue yellow buff
Rogue AR(2+ min cd?)
Rogue proc trinket
Rogue kidney shot (20 sec CD)
(possibly spree? Cant see video clearly)
On use trinket (2 mins)
BM (1 min)


Warlock: No cool downs, with a few hots on you from a resto druid which cost pretty much zero mana to apply and have no cool down, short gcds and last a long duration..

Simply put, would it really be fair for some one to stack 360+ seconds of cool downs combined between the two DPS and both freely doing DPS into you dead center map with 0 incoming help, and have you tank all that damage and live with out using one single cool down to counter 360 seconds of their cool downs from anyone in your team, with only a few no mana hots that take 3 short gcds to apply?

I personally think no. While the damage you took even for 360 seconds of cool downs stacked combined might be a bit to high still for my liking, I really think it is silly to expect to survive that just by standing there doing nothing and using nothing because you're a warlock..

Had you had ported been aware of their cool downs and what could happen to you there, you simply could have avoided the situation to begin with, or planned ahead to have a safe port, or druid or rogue assistance during their 360 sec cd stack. You likely could have countered 360 secs worth of cds with simply one port (30 sec CD?) or a iron bark NS (1:30 of cds? forget iron bark cd, either way).

The game would be so bad if you could pop so 360 secs worth of cds and people could simply use 0 cds and stand there taking it and not die.. how would you ever kill anything?

In Topic: (Poll) How long do you like arena games to last?

08 March 2015 - 03:08 AM

I really don't to think that any certain time should be forced of a game match to last. In wrath when I started late season 7, I was happy with 6 minute games and 1 minute games. I typically felt if I performed well and outplayed the other team I could end the game in my favor, and winning a game like that in 1 minute or 6 minutes of battling the other team also playing well both felt fun to me.

In Topic: Flameglow needs a nerf.

24 February 2015 - 07:19 AM

P.S when I said feint should maybe be something like a 30 second CD instead of able to be spammed, I also meant that it would be usable during stuns. This way rogues don't just either die 100-0 in stuns or almost never die at all otherwise, a very boring style. You have the chance to force long games with high pressure on him and his team and making him use it outside of stuns or CD's, or if he uses it poorly, you can swap to him and have 20 seconds of full dmg taken assuming no wall etc. I would not mind it personally on my rogue.

I'd like to see flame glow just replaced with temp shield again with decently strong healing numbers and maybe 5% dmg reduction base or something.