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Sweatyfingrs

Member Since 16 Feb 2012
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#4302006 RLD/Combat Rogues/Locks

Posted stalebagel on 16 December 2014 - 10:48 AM

my favorite is "red buff killing spree, taking my hands off the keyboard"


#4301454 RLD/Combat Rogues/Locks

Posted roastyzxo on 16 December 2014 - 04:32 AM

you actually can't tell the difference between any combat rogue


#4298738 multristrike pvp and pve

Posted Greymindz on 14 December 2014 - 05:28 PM

not sure if someone mentioned it yet but for those who are interested here is an explenation how multistrike works in pvp. it is NOT bad or worse in pvp.



+rep if it helped, thanks mates


http://wow.gamepedia.com/Multistrike

In PvE, your spells and abilities have two chances to deal an additional 30% damage. Each hit can offer up to 100% + 30% + 30% = 160% total damage.

In PvP, your spells and abilities have one chance to deal an additional 30% damage, but the proc chance is doubled. Each hit can offer up to 100% + 30% = 130% total damage. Multistrike is less bursty in PvP, but compensates with consistent damage. Sustained performance is identical. [1]



#4297008 Bailamos back to twitch video

Posted Regent on 13 December 2014 - 10:03 AM

You and bailamos are the two cringiest fucks to ever disgrace our game.

If cheating in WoW was a crime, you and bailamos could share a cell for your life sentences.


#4294212 PvP Hotfixes 12/11/2014

Posted ysnakewoo on 11 December 2014 - 05:56 PM

Blizzard fails to understand one crucial point. Players LOVE outplaying their opponents, that provides a bigger sense of satisfaction and victory than just swiftying your way on their healer.

However, to outplay your opponents, the game needs to offer counterplay through various mechanics and abilities. The most blatant example of near impossible counterplay is Priest's Guise > Feathers > Fear. Unless you are a Warlock with Shadowfury and can skillshot the Priest while he's in stealth, or a Rogue that can Vanish>Sap him, there is little room for counterplay, it is almost a 100% guarantee chance that the Fear will land.

These types of mechanics are gimmicky and need to be removed or more proper counterplay mechanics introduced, with emphasis on removing the passive mechanics such as Ret 2set bonus. Rets would be perfectly fine if this entire mechanic was removed and replaced with Rude Interruption 2set bonus, that is promoting good play and counterplay. In this case, the Freedom glyph would be perfectly fine since the enemy team is probably just trying to peel the Ret off.

Overall, these are some good changes and should bring some balance to the overall arena community. They are on the right path, but they need to work on the aforementioned mechanics.


#4281693 The Hand of Z is back

Posted Zhand1 on 01 December 2014 - 09:32 PM

Long time no see old friends! I've been away for close to a year and figured I'd come back and play with some friends. Nice to be back!


#4266007 The Current State Of Ele

Posted Snodz on 16 November 2014 - 12:54 PM

This is a repost from the wow forums, so yea, ignore some of it.. but regardless here it is:

'So i just farmed full 675 Pvp gear (best in slot for now) as i was hoping gear was the issue not class..... i was wrong.

Ele is not in a playable state, the class honestly feels like its in alpha / beta.

The mastery is horribly designed, random procs for 6 seconds after hitting a target with one of your abilities? Who on earth thought that would be a good idea? Its dull, boring and worst of all; Rng.

But that isn't the problem, the problem is the lack of damage. Multistrike is our best stat, but in pvp multi strike is capped at hitting once (causing lightning shield to take alot longer to stack up), not how it does in pve where it has a chance to hit twice, so our main stat is nerfed. Another thing that ruins our damage is the crit change to pvp, Abilities in pvp crit for 150% not 250% like they used to (Shamanism during mop caused us to crit for 250% damage, instead of 200%), so this is a 100% less crit damage, which nerfs our iconic damage source ; lava burst...

I don't understand how blizzard couldn't see these problems on beta, however its too late now, all we can do is pray they change something...

Your reasoning for why ele shamans have no way to get mana back was, 'ele shamans damage abilities cost near to no mana', what about purging? healing? or even getting any mana back!? Once we oom, we lose.... we have no mechanic to get mana back which is ridiculous.

My suggestions:

Make lightning shield stack up from being hit like it used to back in cata and early mop.

Buff lava burst damage by making it crit for 250% or just buffing the baseline damage

Increase the range on wind shear to 30 yards (it got nerfed from 30-25 in wod)

Cause rolling thunder to grand 2% mana like it used to in cata and mop, at least giving us some way to get mana back.

That's some ideas off of the top of my head, there are other issues like ele blast and our mastery but those  aren't quite as urgent but still need addressing.

Tell me what you think!'


#4264345 Is this Game Master hitting on me..?

Posted Envenom. on 14 November 2014 - 09:05 PM

Posted Image


#4262296 My Thoughts on MoP PvP and the direction of WoD

Posted Regent on 12 November 2014 - 09:11 AM

View PostDjBenx, on 12 November 2014 - 08:49 AM, said:

Blizzard see x healer can heal yz classes but w healer is way better with yz classes but it doesn't matter because x healer can still be successful with yz classes. Their goal was to make everything viable which it basically was, apart from holy paladins.

Maybe at lower rating, anything above 2600 was "play meta or get destroyed"


#4256425 official push push fan thread

Posted Bawn on 07 November 2014 - 11:32 PM

View Postirubuwrongtime, on 07 November 2014 - 11:29 PM, said:

I hate to throw down a cold water on what seems to be the hot topic for the current WOW championship but it's very ironic how none of their own countryman cheer for their own national team.  
They are infamous in Korean WOW community as dirty abusers + carry site owner for the longest time, especially Coding.  There is a whole article about how this team got qualified for Blizzcon and everyone in Korean WOW community crying over it. LOL

Here is the link if you can actually read and understand Korean.  This site is like Arena Junkies for Koreans.
http://m.inven.co.kr...&p=3&idx=116994

http://mirror.enha.k... 한국대표 선발전#s-3.1

They are definitely one of the best players in the world and they sure deserve to win their title based on how much they commit to this game but yeah... not sure about becoming a fanboy for them w/o knowing who they are...

For those of you wanting to see some awesome Korean warrior play, this guy "Daemat" is one of the top 3 Korean warrior player (multi r1 on Korean server) and he has some VODs on his youtube site.  Here is the link.
https://www.youtube....2wGsiUHg/videos

Talk about Korean racial :P  Only thing that bothed me about this guy's play was that he doesn't use arena123 or focus123 but instead he clicks on Gladius or on Screen to do all that but it's super fast and it's actually amazing.

Check it out~

ill cheer for hitler if he played against kaska team


#4256182 official push push fan thread

Posted Mattadoro on 07 November 2014 - 09:48 PM

anyone who has played against them knows how amazing they are


just such gods


#4251808 Blizzcon Meetup

Posted Mattadoro on 03 November 2014 - 09:40 PM

Posted Image
Even lazylarry's excited


#4251160 Blizzcon Meetup

Posted Capstone on 03 November 2014 - 03:19 AM

i was going, but a couple of TSA agents contacted me inquiring if i was the one who had written some of my posts about hunters

long story short i'm not getting on any flights to anaheim in the next few weeks


#4247308 Borngood's Holy Paladin PvP Guide WoD and (6.0.3)

Posted Borngood on 30 October 2014 - 07:04 PM

Borngood's Holy Paladin PvP Guide WoD and (6.0.3)

This is my first guide and contribution to this site, aimed towards new and returning players to the Holy Paladin class for Warlords of Draenor PvP. The format for this guide was emulated from Vanguardsz Retribution guide with a bit of a twist of my own, thank you for your work to the community.

All important new changes will be colored with NEW, for those returning to the game and with some experience to the class.

PvP Talents
Level 100 PvP Gear Set Bonuses
Glyphs
Stat Priorities
General Healing Comments
Level 100 Perks
Minor Changes
What race should I play?
Common Team Compositions
Macros
Which pieces of gear do I buy first?
Final Comments and Thoughts


Major Holy Paladin Changes in 6.0.3?

1) We have to cast Word of Glory and Eternal Flame.

2) At level 100 your only holy power generating abilities are Holy Shock, Crusader Strike, and Holy Radiance.

3) Divine Light has been removed and replaced with Holy Light.

4) All of our healing cooldowns have been combined into avenging wrath for one cooldown.

5) Last of all Turn Evil (fear) cannot be cast on players and has been replaced by Blinding Light in the talent tree.

PvP Talents

There are some mandatory talents which you will never change, but others you will change almost every arena/rbg match depending on the composition of you and your opponent.

Level 15: Mobility

Must have: Speed of Light

A quick burst of movement with a decent duration, can be used offensively and defensively. The main reasoning is that Long Arm of the Law is nonviable, and will probably never see use in PvP for Holy Paladin (until changes are made).

Pursuit of Justice: May see some use, credit to Jimjim.

Level 30: Crowd Control

Every talent in this tier will be used, but mostly Fist of Justice and Repentance.

(Recommended) Fist of Justice: No change since MoP, but generally the default talent of choice for the most part(Also the easiest out of the 3 to use).

Repentance: Good ol' Rep, useful when playing comps such as kittycleave, kfc, tsg (cleaves) pretty much every composition that does not play with a Mage, Warlock, Spriest, and Ele (wizards). The added crowd control Repentance can bring to cleaves is one of the best advantages of bringing a Paladin to your team.

NEW Blinding Light: Turn Evil is gone from the tier, and now has been replaced by our old ability Blinding Light. It is now instant cast and on a 2 minute cooldown. Use when you do not have a short cooldown fear on your team.

Level 45: Healing

Must have: Sacred Shield

It happened, no more instant casting Word of Glory and Eternal Flame. The good news is that Sacred Shield got "buffed". I use quotations because the real change is that now Sacred Shield can crit absorb, which it could not before. Another perk is that while the absorb part can be dispeled, the ability that procs the absorb cannot. The math has been done by all the hardcore raiding Holy Paladins, the choice is Sacred Shield for now.

Level 60: Defense

My favorite tier of the talent tree, and most important for surviving.
All talents in this tier will be used, but mostly Unbreakable Spirit and Clemency.

Clemency: You gain two charges of Hand of Protection, Sacrifice, and Freedom. Use this talent when you suspect the enemy will be attacking your teammates, and not yourself.

Unbreakable Spirit: Use when you know you are going to get trained, or swapped to frequently. With Divine Protection and Divine Shield on a 50% cooldown reduction, you become more difficult to kill.

Hand of Purity: Only used against Affliction Warlock caster cleaves, nothing else. To be honest this talent is underwhelming with only a 6 second duration, so I recommend sticking with the other 2 talent choices.

NEW Level 75: Healing Cooldowns

Recommended: Sanctified Wrath

Avenging Wrath is now a beast of a cooldown, it increases healing by 100% as well as haste, critical strike chance, and damage by 20% for its duration of 20 seconds. Something I've noticed playing is that with Avenging Wrath up, you top your team instantly and is quite frankly too much healing (no complaint here). So increasing its duration to 30 seconds, is a massive amount of healing, and it feels like your team is invincible for the duration. Your Holy Shock cooldown is reduced by 50%, and critical strike chance of holy shock increased by 20% additionally. For those curious, we can get Holy Shock to be upwards of 160% chance to crit at level 100.

Holy Avenger/Divine Purpose: Sadly with our holy power finishers now requiring a cast time, these talents have become obsolete. Sanctified Wrath is too powerful to pass up.


Level 90: Burst Healing
Must have: Holy Prism

Our largest heal on a 20 second cooldown, use when you need to be on the move and cannot stop to cast. Also can be used on party members or yourself to hit Rogues, Druids, and Mages out of stealth within a 15 yard radius.

I will mention Execution Sentence got buffed with the largest tick of healing immediatly when cast, but Holy Prism still outclasses it.


NEW Level 100: The Boys Are Back

Holy Paladins are back with a vengeance after the season 14 and 15 fiasco, and these talents bring justice to our enemies.

Recommended: Saved by the Light
When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 sec.

You cannot shield the same person this way twice within 1 min.

You know that ability Shamans have called Nature's Guardian that makes them..., well you know, Paladins now have it but in absorb form! You read that right, we can give it to our teammates. So every player on your team is basically a Shaman, how can you lose. All joking aside this is probably the best talent of the tier and will be the most used.

Beacon of Faith:
Mark a second target as a Beacon, mimicking the effects of Beacon of Light.

This talent will be required when fighting against heavy dot cleaves, having 2 beacons out at the same time is amazing. Also can become very mana efficient (explained later). *Very good talent for RBGs against boomkins.*

Beacon of Insight:
Places a beacon of insight on an ally, increasing their healing received from your next direct single-target heal, or Holy Radiance, within 1 min by 30%. When consumed, or when the target reaches full health, it moves to the most injured ally within 40 yards. Limit 1. 15 second cooldown.

I'm not sure how I feel about this talent yet, I feel it is the weakest of the 3 choices in the tier at first glance, but there is a possibility to see some use somewhere.


NEW Level 100 PvP Gear Set Bonuses

Paladin WoD PvP Holy 2P Bonus: Denounce grants you 100% of the critical strike chance of the target for 8 sec.

Example- You have a base 15% chance to crit. You Denounce a rogue with 35% chance to crit. For the next 8 seconds you now have a 50% chance to crit. Holy Shock has double the normal critical strike chance. You now have a 100% chance to crit with Holy Shock with the buff active.

That ability we have denounce, it now has a 40 yard range, and steals crit in addition to canceling the targets crit. From play testing on beta, all I will say is get ready to have some fun.

Paladin WoD PvP Holy 4P Bonus: Reduces the cooldown of Hand of Sacrifice by 10 sec.
Pretty underwhelming compared to the 2P bonus, I believe 10 seconds is too little and some tuning may have to be done.



NEW Glyphs

I have some good news, glyphs got a bit complicated for Holy Paladins. There are so many great glyphs to choose from, but there will be default glyphs to use as a starting point.

Default Major Glyphs
Spot 1: Glyph of Beacon of Light
Spot 2: Glyph of Hand of Freedom
Spot 3: Glyph of Merciful Wrath

Glyph of Beacon of Light: Removes the global cooldown on Beacon of Light. Same as before but the ability Beacon of Light now has a new design.

Beacon of Light: Your heals, including multistrikes, on other party or raid members will also heal the Beacon of Light target for up to 50% of the amount healed. Your Flash of Light and Holy Light on the Beacon of Light target will also refund 40% of their Mana cost. Your single-target heals heal your Beacon of Light target for 10% more.  Also applies to Beacon of Faith.

Tl;dr- Beacon does not generate holy power anymore, you now have 10% increased healing on beacon and save mana when casting on beacon targets. So it is important to use this glyph to be mana efficient.

Glyph of Hand of Freedom: Hand of Freedom immediately reduces the remaining duration of all effects which cause loss of control of a character by 25%.  Any additional loss of control effects applied within 4 sec have 25% reduced duration.

Are you about to die to a Mage/Rogue opener? Cast freedom while stunned, and /dance with all the time you'll have not stunned. Also you can freedom while trapped, to reduce the trap duration.

Glyph of Merciful Wrath: Reduces the cooldown and effect of Avenging Wrath by 50%.

I have done a ton of beta play testing, and this glyph is really better than it seems at first. With this glyph activated combined with the talent Sanctified Wrath, Avenging Wrath becomes this:

Healing done increased by 50%.
Haste, critical chance, and Damage done increased by 10%.
Duration 30 seconds.
Cooldown 90 seconds.

From play tests I found 50% healing increase was usually enough to get you out of tight spots, but keep in mind this is just the default. If you are expecting a shorter game, replace this glyph first.

Situational Glyphs (You will use all of these.)

Glyph of Divine Protection: Reduces the magical damage reduction of your Divine Protection by 20% but adds 20% physical damage reduction.

Does the other team have melee? check, apply glyph.
*An exception to this rule, is against Rogue/Mage. I've found 40% reduction on the Mage damage is better than the 20/20 split for obvious reasons.

Glyph of Cleanse: Cleanse now has a maximum of 2 charges, but its cooldown is increased by 4 sec.

All healers have this, it is useful against Mages and Warlocks who still have spammable crowd control.

Glyph of Denounce: Your Holy Shocks reduce the cast time of your next Denounce by 0.5 sec. This effect stacks up to 3 times.

We spam Denounce, the target cannot crit, we gain their crit, everybody wins.

Glyph of the Liberator: Hand of Freedom's cooldown is reduced by 5 sec when not cast on self.

Melee will love you, a lot.

Glyphs of Devotion Aura: Devotion Aura no longer affects party or raid members, but the cooldown is reduced by 60 sec. (From 3 min to 2 min.)

This glyph will be useful against double wizard teams such as mage/spriest and mage/lock where casting out of cc becomes tougher.

Honorable Mentions:Flash of Light, and Harsh Words.
These glyphs have a use somewhere, just not sure yet.

Final Glyph Thoughts: There will be endless argument over which glyphs replace which, but my personal PREFERENCE in keeping glyphs goes as follows-
Beacon of Light>Hand of Freedom>Merciful Wrath. Which means replace Merciful Wrath first if you need to.



NEW Stat Priorities

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

Stats for full gear. As originally theorycrafted in beta, versatility into haste.


If you start to have mana problems, use 1 spirit trinket.

Enchant Weapon - Mark of the Thunderlord will be for crit healing output.
Enchant Weapon - Mark of Warsong will be for haste output.
Enchant Weapon - Mark of Shadowmoon will be for mana regen.

NEW General Healing Comments

Things to keep in mind is Flash of Light, Holy Light, and Word of Glory, all do near the same amount of healing. The differences between these abilities are as follows-

Flash of Light: Normal cast time, costs most mana.
Holy Light: Long cast time (reduced to really fast by Infusion of Light), costs roughly half of Flash of Light.
Word of Glory: Normal cast time, no mana cost.

NEW Level 100 Perks

As you level from 90 to 100 you gain perks specific to your class and spec.

Empowered Beacon of Light: Your single-target heals heal your Beacon of Light target for 10% more.  Also applies to Beacon of Faith.

Enhanced Holy Shock: Your Holy Light and Flash of Light have a 10% chance to cause your next Holy Shock to not trigger a cooldown.

Improved Forbearance: Reduces the duration of Forbearance by 30 sec. (60 seconds to 30 seconds.)

Improved Daybreak: Increases the healing from Daybreak by 100%. (Useless)

NEW Minor Changes

Hand of Sacrifice is no longer on the global cooldown.
Divine Plea was removed, and mana regen was buffed.

What race should I play?

Alliance: Dwarf. Stoneform will literally be winning you games. (Removes bleeds and blanket silences I believe.)
Horde: Blood Elf. The Blood Elf silence has become very valuable with most blanket silences removed from the game.



Common Team Compositions- This is where I look at team compositions and place them into their respective tiers, tier 1 for example being the best. (Subject to massive changes, could use input from the community as well to help me out.)

Tier Free Rating:
BM hunter
Aff warlock


Tier 1:
TSG (fury warrior/dk/healer)
RLP (rogue/warlock/paladin)
Shadowcleave (dk/warlock/healer)
HLP (hunter/warlock/paladin)
Junglecleave (feral/hunter/healer)

Tier 2:
Shatterplay (mage/spriest/healer)
PHD (paladin/hunter/dk)
Ebola (feral/dk/healer)
RMP (rogue/mage/paladin)
KFC (fury warrior/hunter/healer)
Smokebomb cleave (combat rogue/dk/healer)

Tier 3:
Kittycleave (feral/warrior/healer)
MLP (mage/warlock/paladin)
(mage/boomkin/paladin)
(dk/boomkin/paladin)
dk/ww/paladin (to be named)
WLP (warrior/warlock/healer)
LPD (warlock/healer/boomkin)

Tier Do Not Play:
WMP (warrior/mage/healer)
Any spriest comp that is not mage/spriest.

Not sure:


Macros

Sacrifice (prevent double sacrifice)

#showtooltip
/castsequence reset=10.0 hand of sacrifice, word of glory

Denounce (crit buff while healing current target)

#showtooltip denounce
/targetenemy [noharm]
/cast denounce
/targetlasttarget

Avenging Wrath (healing cooldowns)

#showtooltip
/cast avenging wrath
/use Primal Combatant's Badge of Dominance  

Which pieces of gear do I buy first?

Which pieces you buy depend on whether you got lucky in RBGs, ashran, or coliseum. You just have to make sure you buy the main hand weapon the first week you achieve 7250 conquest earned for the season.
This guide is made assuming you have bought 0 pieces, and have earned 0 pieces from outside sources.
After you have the main hand weapon, just buy the gear pieces that give the biggest upgrades to crit and haste stats. Buying cloak early is for the 10% run speed enchant.
(All set bonus pieces) I will update later with non set bonus pieces.

This order is assuming you are buying main hand AND shield.
In short, buy cloak>chest>weapons.
Long version:
cloak=1250
chest=2250
weapons=2250+1250 (main hand and shield)
You need 7250 points gained to access the weapons.
1250+2250+2250+1250=7k
You can buy all 4 pcs with 250 points left over, if you do not have a high enough cap to buy weapons on December 23, make sure you calculate your points accordingly, so you have at least 2250 points to buy the main hand.

If you are not buying the shield.
In short, buy cloak>shoulders>gloves>main hand
Long version:
cloak=1250
shoulders=1750
gloves=1750
main hand=2250
1250+1750+1750+2250=7k

I hope this makes some sort of sense, sorry that I did not give the gearing order sooner, as I honestly did not know myself.



Final Comments and Thoughts

Things are looking hopeful for Holy Paladins in season 16, but I just want to remind people we are coming off of the worst 2 seasons in arena history for Holy Paladins. So I implore the arena community to make some new Paladin friends, give them a chance because they deserve it. For those who stuck it out through season 15 as a Holy Paladin, you will find season 16 one of the most rewarding seasons ever.

You can message me on btag@ Borngood#1295 if you ever have any questions.
www.twitch.tv/Borngood  I will be streaming once WoD comes out, to showcase some Holy Paladin gameplay to anybody interested.

Follow up guides include, Rated Battlegrounds and Positioning.

I hope somebody out there learned something useful, and thank you for reading!


#4245685 Titles not going out today, ban wave still approaches

Posted stalebagel on 28 October 2014 - 10:43 PM

watch kaska get dq'd on ladder but still win blizzcon




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