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#4241728 A Guide for the 1600 rogue

Posted Mallorea on Yesterday, 05:52 AM

This is a guide targeted at someone who is new to rogues and doesn't really know how or when to use their abilities. If you're 2k+, chances are you aren't going to learn much from this guide.
I won't be going over talent choices, gearing, or openers as these have been covered in other guides by rogues better than I.

What I will be covering this guide includes:





Doing less dumb stuff




Line of Sight


Energy Management

Doing more awesome stuff

The Opener



Nerve Strike + Prey On The Weak

Dealing with triple DPS mouth breathers

Cloak of Shadows







Dealing with annoying abilities other classes have

Iceblock/Dispersion/Divine Shield

Die By the Sword


Warlock healing and other cast bullshit they do when they're about to die








Getting Better

Getting rating without getting better

Having a good UI is an extremely important part of getting better at your rogue and at the game in general. Having a good UI means that your UI is set up such that it lets you perform your actions efficiently and provides you with a substantial amount of relevant information. In order to accomplish this, we use keybindings, macros, as well as addons. A lot of high level players don't use a ton of addons because they can't use addons in tournaments, chances are you
aren't going to Blizzcon, so don't kid yourself and go ahead and use addons.

I'm going to start with the addons first because some of the addons I recommend help with setting up keybinds and macros.

This addon lets you move bars around easily, and allows you to easily keybind abilities without having to use the Blizzard keybind interface. 10/10 highly recommend.

Gladius v3
This addon provides you with an arena frame that provides you with some important information. It tracks enemy trinkets timers, as well as diminishing returns. Let's say you used a cheap shot 15 seconds ago, it'll show you that the
diminishing returns ends in 5 seconds.

GladiatorlosSA is an addon that alerts you to when enemies use certain abilities, and when they get kicked. If a mage starts casting polymorph it will say polymorph, if a monk uses touch of karma it will say touch of karma. Note that
you need to have audio turned on for this addon to work.

Power Auras or WeakAuras
This one is a bit harder to use than the others, but is one that I find very useful. You can use it to track things such as trinket procs, buffs, and most anything you could want to track. I have it set to show me if my SnD has fallen off, as well as if my trinket has procced, and it also tracks my insight for combat.

I haven't tried WeakAuras myself, but I've been told that it's easier to use and offers certain things that PowerAuras lacks.

This thing tracks cooldowns. It's pretty cool. Drag and drop your abilities onto it, scale it to the size you want, and put it where you want.

Tidy Plates
Clean name plates, not neccessary, but useful for hunters and priests who drop target.

One of the less important addons, it tracks enemy CDs such as CC and kicks.


Macros are really important because they allow you to cut down on the time it takes you to do things. If you need to do multiple actions sequentially on a consistent basis, you're better off using a macro in order to cut down the time it
takes you to do these actions.

One of the  more important uses of macros is focus crowd control. Having a macro to blind your focus is the difference between stopping, changing target by clicking unit frames, blinding, then switching back and pressing one button to
focus blind, or two if you need to switch your focus.

The general template for a focus macro is:
#showtooltip abilitynamehere
/cast [@focus] abilitynamehere

Template for focus macros with modifiers:
#showtooltip abilitynamehere
/cast [@focus, mod:modifiernamehere] abilitynamehere

I use focus macros for kidney shot, cheap shot, kick, blind, sap, and garrote; though you could benefit from adding gouge in there too.

The list of macros that I use:


/cast [@focus] kidney shot

/cast [@focus] cheap shot

/cast [@focus] garrote

/cast [@focus] Blind

/cast [@focus] Sap

/cast [@focus] kick

Focus Shadowstep Kick, hella cool, you press it twice and it kicks your focus after shadowstepping them. It'll make 1600 paladins say "Did I just get shadowstep kicked by a 1600 rogue?"
/castsequence reset=2.5 [@focus] Shadowstep, Kick

To effectively use focus macros, you need an easy way to switch your focus target.
For arena you'll want macros to focus arena1, arena2, and arena3, you'll also want a macro to focus your target for BGs.

/focus [target=arena1]
/focus [target=arena2]
/focus [target=arena3]


Spammable stealth, you can mash this button and you won't break stealth
/cast [stance: 0] stealth

General Burst macro
Replace X by Shadow Dance, Vendetta, or Killing Spree/Adrenaline rush. The cancelaura vanish makes it so that Shadow Dance doesn't bug out if you use this right after hitting vanish.

#showtooltip X
/cancelaura vanish
/cast X
/cast Y Gladiator's Badge of Conquest

Macro to find people in stealth, spam it while looking for stealthies, it'll automatically sap someone when you see them.
/cast sap

Healer shadowstep, use included in the section on shadowstep
/cast [target=healernamehere] shadowstep


Alright, now that you have your macros and addons to keybind easily, you'll want to set up your keybinds. The thing about keybinds is that they have to be functional and they have to make sense.
Now what does this mean?

If you're likely to press buttons in rapid succession, you want to be able to do so without contorting your hands into an awkward position every time you need to do so.
If you need to use an ability on the move,you don't want to have to press it with the same finger you use to move. Makes sense, right?
If you use an ability often, you're going to want an easy to press keybind, rather than one that's hard to press. If you use an ability less often, then you can afford to have a bind that's harder to hit.
If you need to hit an abilty at key times, then you also want it to be easy to press. You don't want to have to hit ctrl-alt-shift-Y every time you need to kick someone.

When keybinding things, you're going to eventually come to the realisation that you can't put all your abilities on your bar without using modifiers.

This is where having binds that make sense comes back into play.

You want to have similar abilities on similar keybinds. Remember those focus macros we have? Why put kick on 5, and focus kick on something completely different like z? Putting kick on 5 and then focus kick on shift 5 makes it easy to switch
between kicking your target and you focus target. You'll find that doing this for all your CC is pretty effective. To save bar space, use focus macros with modifiers, the template is listed above.

Having a mouse with lots of buttons helps. I put my targeting macros on buttons that are close together and similar. Focus arena 123 are on my naga 10, 11, and 12.

I'll include a link to an imgur with my UI if you want to see how pretty my binds are.

Doing less dumb stuff

Alright, so you have your addons set up, and you have your keybinds set up. Time to learn about things that you can easily screw up.

Rogues have a lot of useful cooldowns that can be used both offensively and defensively, and if waste them you can end up without any buttons to press and as a result an easy target.

The defensive cooldowns that are easiest to screw up are your cloak, vanish/prep, and your trinket.


Cloak is a great ability because it can be used offensively and defensively, and knowing when to use it is important and is very situational. You can use cloak offensively to prevent or break CC allowing you to feely burst someone down, or you can use it to not eat a chaos bolt when you're at 20% HP or 2 fingers of frost ice lances followed by an instant frostfire bolt. Knowing when you can get away with using it offensively is something that comes with practise.
But as a general guideline you can get away with using offensively almost all the time against melee cleaves when a healer is CCing you, whether it be to peel or to kill someone. You can use it against caster comps if you feel you're
not likely to be swapped to and you think it will help you score a kill. The lower rating you are the less likely you are to be targeted so you can be really greedy with your cloak, but be careful.


A rogue without a vanish, prep, or cloak is a dead rogue. Chances are, your 1600 healer isn't very good. So having a vanish in your back pocket to use when that TSG swaps to you and gets you to 20% is really useful. With prep you have 2 vanishes, so you can afford to use one and you'll still have an extra one. It's also important to note that vanish will keep you in stealth for 3 seconds before moving you into stealth at which points dots will break stealth. You can cloak off most dots, with the exception of bleeds, this is mostly useful in 2v2 or in BGs where you may not have a healer to dispel dots and you need to stealth or you'll die.

Holy shitballs the trinket. The amount of 1600 players who  will trinket a sap is too damn high. Though the amount of 1800 healers who won't trinket your sap while you kill their warrior in the opener is also high, which is nice. When you use your trinket will depend on the comp you're playing against, but there are some times when you want to save it or you'll die.
Against other rogues. If you trinket a polymorph playing against RMD, and then die in a smokebomb because you didn't have a trinket, that's on you bro. The more you play the more you get a feel for when you want to or don't want to trinket. You get the most value out of your trinket when you trinket at critical moments. If you trinket a cyclone right when you're about to get a kill, and then you get that kill, that's a good use of your trinket. If everyone on your team is 90%+ HP, and everyone on their team is at 90+% HP and you trinket, what's the point in that? You accomplished nothing except you wasted your trinket. The most important times to trinket are when you are going to score a kill, or when they are going to score a trinket if you don't.

Line of Sight
Jesus Christ is line of sight so easy to screw up.
Here's an example of what not to do:
You're on Tiger's Peak and your healer is on one side of the far pillar from you. You go on the left side of the pillar closer to you. You have no trinket. Enemy rogue bombs on you.
You die. That's your fault.
If you have no outs, don't line of sight your healer. They can't heal you if they can't see you.
Here's another example of a warrior screwing up line of sight:
Nagrand arena. Druid healer is in stealth. Warrior runs to the other side ASAP. Goes around the pillar. Pops recklessness (old reck for arguement's sake). Dies to RMP opener.

Kicking people at low rating is pretty easy. They cast a spell, you press kick. They get kicked. The higher rating you go, the more healers actually know how to fake cast.
The exception to this is obviously the resto druid who doesn't have to cast anything (not serious).
Fake casting is when you start casting a spell. and then cancel it in an attempt to get someone to waste their interrupt allowing you to free cast. You can avoid being faked by
kicking ASAP, or really late. The later they are in the cast the less likely they are to cancel it because you're less likely to be able to interrupt it because of latency, and they think they
can get it off because they're greedy. Most DPS at 1600 won't know what fake casting is, so you are more likely to get a kick off on a 1700 mage than a 1700 paladin.

Stop spending your energy when you get it
You don't want to live paycheck to paycheck with your energy consumption. You want to have the energy required to do things when you need to. If you're pressing backstab every time you get the energy to do so, you aren't going to have the energy to keep up feint when you need to, or to focus cheapshot a healer at a critical moment. Energy management is a topic best covered by rogues who are actually good, but in short you want to pool your energy rather than spending it when you get it. Having a nearly full energy pool means you can burst
by depleting it all at once with shadowdance or by mashing backstab, it means it you can keep up feint and still have energy to do things. You can ignore this if you're playing assassination because venomous wounds and 150 energy pool. (semi serious)

Doing more awesome stuff

You have a lot of abilities that you can do cool stuff with. The more cool stuff you do the better the people you play with will think you are, and maybe you'll even win more. Here's some of the cool shit you can do.

The opener
This probably seems really obvious to some people, but at the start of the game you want to get a sap off.
Start in stealth, pop shroud after their rogue if they have one, sprint and sap their healer, cheap shot the non kill target DPS, and open on the kill target.

Shadowstep is one of the coolest abilities we have because of all the awesome shit you can do with it.
Shadowstep can be used to jump back to your healer. Hunter trap? Naw, shadowstep your healer and eat that trap. Do awesome shit that makes 1600 players say damn.
Shadowstep kick. Your 1600 healer is in the middle of the map because they don't know what a pillar is. Their druid starts casting a cyclone? Naw, shadowstep kick that shit. He'll be confused.
Getting trained on Blade's Edge by a mouth breathing TSG team? Naw. Jump off the edge and shadowstep one of them as they're jumping down. Now you're up top, they're down below, and your healer can top you off.
Hunter disengaged/mage blinked/druid used displace beast? Naw. Shadowstep.
Warrior is about to charge you? Naw. Shadowstep at the same time as charge and switch places with him.

Some of you may still want to run burst of speed. Cool. You can run at the same speed as the other rogue running burst of speed and watch him get a restealth.

Feint is cool. If you run elusiveness it's a defensive CD you can spam. If you're likely to get swapped to, glyph it before the match and keep it with 5 seconds up at times when you might get swapped to. This way you'll have it up for the
entire duration of whatever stun you're likely to get stunned with.

Nerve Strike + Prey on the Weak
I don't know how many of you have read these talents or how many just saw them recommended in a guide and took it, BUt shit's important. Nerve Strike reduces damage dealt by the
target by up to 50% and their healing by 10% for 6s after a kidney shot or cheap shot ends; that's huge. Imagine this, you're playing against TSG and the warrior and DK pop their swofty
macros and go ham on your healer. You cheap shot both of them because you're running subterfuge and now they're doing 50% less damage.
Prey on the Weak increases the damage take by people who are disabled by your kidney shot, cheap shot, gouge, sap or blind by 10% from ALL sources. That means your partner does more damage
when you stun or silence someone. That's tons of damage.

Dealing with triple DPS mouth breathers
At low ratings you'll find a lot of mouth breathers running triple DPS. This is one of the few times that I would recommend Cloak and Dagger. With Cloak and Dagger you can apply
nerve strike to all of the DPS stopping their idiot damage train right in its tracks. With focus macros this looks something like setting your focus on one, cheapshotting your target
and focus, then swapping focus and cheapshotting focus again.

Cloak of Shadows
I've previously mentioned some of the stuff that can go wrong with cloak, but here I'm going to mention some of the cool stuff you can do.
Pre-emptively cloaking CC.

If you're 1600, chances are your healer isn't going to dispel a blood horror, so you may find yourself needing to pre-emptively cloak blood horror  if you think it will help land or prevent a kill when you aren't likely to get swapped to.

If you see a priest run into melee, chances are he's going to fear and you can cloak it.

If a warlock sees 2 or 3 people around him, he'll probably howl of terror and you can cloak it before it goes off.

If you're running GladiatorlosSA, you'll have better awareness of when people are casting CC. If you see someone hard casting cyclone/poly/fear/hex on you, and you can't kick it you can cloak it.

Against frost mages, cloak basically lets you go ham on their ass without any CC. The logical equivalent of freecasting but for melee.

Remember, don't cloak if you're likely to get swapped to. Cloaking CC is best done when it'll help you score a kill or prevent one.

Gouge is great. You get Prey on the Weak, and you get to just stall. This ability is great for peeling. You just press it, and they stand there for 4 seconds while your healer fixes stuff.

"What does this ability even do? Do I even need it on my bar?" You might be asking yourself. It applies a better version of crippling at a 70% slow, and dispels an enrage effect.
It is what it is. Keybind it, use it when you need a better slow that won't get dispeled or you need to remove an enrage against a warrior.

BUT THROW DOES NO DAMAGE (rip shuriken toss)
Correct. But it keeps those pesky rogues and feral druids, as well as those drinking healers, in combat. Throw knives at people, keep them in combat.

Sap is great, but its targets can't be in combat. Luckily for you a lot of CC lasts 8 seconds, and it takes 6 seconds to get out of combat. So if you blind someone, you can vanish or shadowdance and get a resap.

This thing is pretty straightforward. Chances are if you need to spam feint, you need to have this up. It gives you health. Because you die when your health gets to 0, this can help prevent your death.

Smokebomb is one of those CDs than can be used offensively and defensively, though usually you'll be using it offensively. Smokebomb has a 3 minute cooldown, that's a really long
time so chances are you won't be seeing 2 of these in your average match, so make it count. You ideally want to bomb on someone when you can kill them. Sometimes this means when
you have all your burst CDs, sometimes it's when you and your partner can connect on them and they have burst. You want to make sure that you can keep them in the smokebomb.
This means that you want to make sure their trinket is down in most cases. With mages, you want to make sure that they can't blink. They can't blink if they are silence, have just blinked, or are arcane locked. As far as defensive use goes. You can't cast into an enemy smokebomb. So you can drop it on a team mate who is getting trained by ranged.

Dealing with annoying abilities other classes have

Iceblock/Dispersion/Divine Shield
Generally when these happen you won't be doing any damage to the target. But what's important to note about these abilities is that you can't cast them if you are locked in that school of magic.
If you kick a holy paladin who is at 40%, which is realistic at 1600, and you can kill them in the next 5 seconds, they're likely going to die because they can't bubble.
Mages can get out of this lock by using Cold Snap, but likely a lot of 1600 mages don't know this and won't do it, or won't be able to if it's their second block.

Die By the Sword
DBTS makes warriors parry everthing and take 20% less damage. However you can't parry from behind, or while stunned. So if you can get behind them, maybe via shadowstep, you can stun them and they can't parry.
Alternatively if you're playing with a or mage, they can shadowfury or deep them, at which point you can follow that up with a DRed stun. If you're playing with a pretty good shaman
they can cap totem and then totemic projection it, but that's asking a lot at lower ratings.

Fucking monks, how do they work? Beats me. But what I do know is that you can use cloak on touch of karma. If you're doing 2s with a bad DPS, they won't notice that a monk put karma on you, and they'll continue to  train the monk.
This is where cloak comes in handy. Touch of karma is a debuff on you that then applies a dot which hurts like hell. You can cloak off the dot, but you can't cloak off karma.
So after you pump out damage you can cloak off the karma dot.

Warlock healing bullshit/Other caster bullshit they cast when they're about to die
Silencing the kill target is usually a great idea. Thankfully you have a silencee called Garrote. Garrote the kill target and they can use less healing bullshit.

Death Knights have a lot of abilities classified as spells, so silencing them can be pretty devastating. Most anything that does spell damage can be silenced, you can also silence
AMS and Death Grip. It's basically like silencing a caster.

Hunters bullshit
Feign death. Tidy plates. Do it up.
Disengage, do I have to tell you? Shadowstep.
Traps. You can eat them for your healer using shadowstep or cloak if they're not likely to dispel you or you can get away with cloaking it.

Mages can blink and stuff. Blink breaks stuns. You can't blink when you're silenced. Garrote into a cheap shot means you can actually stun mages.
Roots. vanish breaks roots, and cloak let's you do the melee equivalent of free casting. In duels mages will often save block for dance and or cloak.

If they're holy just tell your mage/priest to dispel hand of sac before you CC them.
If they're ret see this: www(dot)youtube(dot)com/watch?v=FMxtLLY8cRo&list=UUiITnfxXjZzYrBupmMIdnoA (not sure if I can post links yet)
But real talk though. Ret healing is going to be a pain in WoD.

Silence them and kill them? They heal and stuff so silence is important.
Shadowstep the displacer beast.
Cloak faerie fire if your 1600 healer won't dispel you.

Train the blue.
Kill totems. Pre-emptively cloak cap totem if you need to. Train the blue?

Pre-emptively cloak things if you need to? Give up on killing things when pain supp comes out. Swap during life swap if you think you can score a kill, don't if you think you can benefit more from the pressure of getting another DPS low while the priest tops themselves off.
Tidy plates helps for when they drop target with spectral guise. Effective focus macros help you reapply focus when they drop it.

How to actually get better

Play the game.
You get better at 3v3 arena by doing more 3v3 arena.
When you lose a game, try and realise what you screwed up and what you could've done better. Why do you think there's a section on stuff you can screw up? Because I've screwed stuff up.
You can benefit from dueling a lot. Dueling helps you learn what other classes do and how to beat them.
2v2 arena past 1800 when you're queuing into Healer/DPS can help you learn how to set up kills.
Get a microphone. Communicating with your team helps a lot. Tell your 1600 healer when you're rooted and need a dispel, call out CC chains. You don't need a 120$ mic, just go get a 20$ mic from your local electronics store.

How to get rating without actually getting better.

Play combat and go balls deep in the opener with RMD or play some stupid cleave. You can beat a lot of bad teams by just doing tons of damage and CCing healers who trinket dumb stuff.

This section will be updated once I'm sure that I can post links.
i(dot)imgur(dot)com/u6NArLg(dot)jpg  - UI

#4240102 Path of Shadow - a Shadow Priest guide, 6.0.0 and beyond

Posted Lolflay on 22 October 2014 - 09:29 PM

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Unless something major happens, at this point of time Shadow Priests will stay as they are, which means that it's a prime time to have a 6.0 guide. I have no idea if Jaime feels like updating his guide, but he's free to use parts of this guide to update his own if he intends on keeping it up to date.


[Table of content]

[0] Introduction


[1] Main section

1.1) Changes between 5.4.7 and 6.0.0 patches

1.2) Talents

1.3) Glyphs

1.4) Abilities

1.5) Races

1.6) Other changes that concern us

1.7) Arena compositions


[2] Extras

2.1) Streams

2.2) Macros

2.3) Keybindings


[3] Conclusion


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Hello. For those of you who don't know me, I'm a 9x titled, 2900 experienced Shadow Priest who quit in Cataclysm and returned in S15 for casual play in preparation for WoD, where I intend to play full time again. I also have 3x Glad titles as a Warlock, and I used to be a really bad Rogue ( :) ). Most of my time I've spent on Stormscale ( old EU-Cyclone ) and Frostwhisper ( old EU-Rampage ), and after S7 I've resided on Kor'gall ( EU-Cruelty ), which turned into a massive battlegroup due to massive transfers in S8/S9 to a guild I was the GM of. I've been playing a Shadow Priest on both live and beta extensively these past few weeks, and I'm excited for what WoD is bringing to the table, both Shadow Priest wise and in general.


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- Inner Fire and Inner Will are no more. RIP

- Renew and Binding Heal have been removed from the spec, RIP

- Prayer of Mending has a cast time

- Psychic Scream is now a talent, replacing MoP's Psyfiend ( good riddance ). Also now has a 6 second duration and a 45 second cooldown, belongs to DISORIENT DR category and DRs with plenty of other CCs ( more on that later )

- Dispersion, Shadow Fiend and Vampiric Touch NO LONGER RESTORE MANA. Shadow had its passive mana regen upped, and can now completely ignore the mana bar ( unless Flash Healing often )

- Holy Nova can no longer be glyphed, and is a Disc/Holy exclusive spell now. ( not that it matters, as it wasn't used much at all, if at all, but still )

- Mastery has been replaced - Mastery now flat out increases damage done by Mind Blast, Mind Spike and Mind Flay

- Psychic Horror no longer Disarms, and now belongs to INCAPACITATE DR category

- Devouring Plague now consumes 3 Shadow Orbs, you don't have the ability to use with less Orbs as you could before

- Vampiric Embrace has been lowered down to 10% ( 20% with the Glyph )

- we have lost the Dispersion set bonus, and instead need to glyph into Dispersion movement speed again

- Angelic Feather speed has been lowered to 60%

- LVL 100 ( 90+ ) changes that have yet to happen :

- we will now have the maximum of 5 Orbs instead of 3, with no ability or spell consuming more than 3 orbs at time. Leveling perk.

- Shadow Word: Death will ALWAYS generate a Shadow Orb, regardless of any circumstance ( this mainly goes towards its reset when it fails to kill a target ) - leveling perk

- Mind Flay recived an additional tick, and in return deals damage 33% faster - leveling perk

- Power Word : Shield will have its Weakened Soul debuff reduced by 5 seconds - leveling perk

- 2 set Shadow bonus : 1950 Versatility for 10 seconds after Dispersion ends

- 4 set Shadow bonus : Psychic Horror will refund Shadow Orbs spent on the ability, at the rate of 1 Shadow Orb / 3 sec

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Talents have been rearranged, and 3 new talents have been added for level 100.

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Tier 1 used to be the CC tier, now it's the defensive tier. The options are clear, a 22% instant cast heal on a 2 minute cooldown, a in-combat Stealth on 30 second cooldown, or a Priest variation of Cheat Death that yields a shield.

The choice falls down on you, the player, but in most situations, Spectral Guise is a clear winner. Not only does it allow you to do things you couldn't do otherwise ( sometimes avoid Rogue/Mage/x openers, have a unpredictable opener yourself, etc ), but Shielding yourself and Spectral Guising will usually net your healer more time to pick you up, resulting in a bigger effective defensive ability than both of the other talents combined. However, they do have a situational use and I'm sure some players won and will win games thanks to them, but those are rare and situational at best.

Verdict : take Spectral Guise

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The mobility tier. You have a choice between a talent that increases your speed when you shield yourself, a talent which lets you drop Feathers on the ground for use by both you and your team mates, or Phantasm, a root+snare remover and mini-freedom.

Body and Soul immediately goes out of the picture, when there's a superior talent present ( Angelic Feather ). The choice boils down between Feather and Phantasm. Angelic Feather got nerfed to 60% in 6.0.0 - before the patch, you could Angelic Feather yourself while slowed with Crippling Poison/Hamstring/etc, and Angelic Feather and whatever snare effect you had on yourself would cancel out, meaning that you'd move at your usual movement speed ( 100% ) - however that's not the case anymore with Feather's nerf to 60%, meaning that Phantasm will once again play a role as a viable talent.

Verdict : completely up to you, as long as you ignore Body and Soul. Feathers will be the superior choice if you play with classes that can provide you with the Blessing of Freedom effect ( immunity to slows and roots ), while Phantasm will find its use in comps which do not provide you with said effect. Pick depending what comp you are running and what comp you're facing.

p.s. Angelic Feather into Spectral Guise is still a thing, happy fearing people

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Single target damage tier. All three talents feel viable unlike in previous expansion, and your choice will boil down to what comp you're playing, what comp you're facing and your own personal preference.

Surge of Darkness now has a chance to proc off both Vampiric Touch and Devouring Plague, and can now accumulate up to 3 charges ( up from 2 ), which is a pretty decent buff. Mindbender provides your Shadowfiend with the ability to restore mana ( ordinary Shadowfiend does not do that anymore ), and a bit of extra damage on a lower cooldown. Insanity now procs from any Shadow Orbs consuming mechanic, and uses the 2 sec/shadow orb consumed formula to determine the buff duration, during which your Mind Flay deals extra 100% damage.

There's no clear winner here. All three are viable, and you can't go wrong. However, due to the nature of the game come WoD, where instant casts are highly favoured ( due to the melee nature of the game ), Surge of Darkness and Mindbender feel a little bit better than Insanity, as I haven't found myself in too many situations where I've been able to sit and freecast.

Entirely up to you.

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The CC tier. Recieved the most overhaul with removal of Psyfiend ( and subsequent addition of Psychic Scream, /sigh @ Blizzard )

Void Tendrils still root the target until they're killed, but now have the added effect of breaking on target damage too. Psychic Scream has been nerfed to 45 second cooldown, and now lasts 6 seconds instead of 8 ( now lines up perfectly with your Silence though, meaning landed Fears will actually be more scarier for the enemy team as you'll always be able to Fear into Silence ). Dominate Mind is unchanged.

You'll pick Psychic Scream in 90% of situations. You are pidgeonholed into playing with Psychic Scream as long as you're playing with partners that don't have access to mesmerize CC category themselves. The other 10% of time, you'll be playing with someone the likes of a Warlock, meaning that, depending on Warlocks own choices, you'll be able to play with Void Tendrils instead.

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Second damage tier.

Twist of Fate is pretty bad in arena ( very decent in rated bgs though ), whereas Power Infusion and Shadowy Insight are in a collision here, arena wise.

Power Infusion is very very powerful paired with the new Insanity talent. However, as I've already said, chances of you being allowed to freecast whenever you want versus anyone decent are slim to none, whereas Shadowy Insight got buffed and now has a chance to proc off Mind Spike as well, having a clear synergy with Surge of Darkness from tier 3.

Choice is between Power Infusion and Shadowy Insight. It's entirely up to you, again. I prefer Shadowy Insight, although I've grown to not care about it due to Clarity of Power ( level 100 talent, explained a few tiers below ), so I've been meddling with Power Infusion lately. I like both, feels more like a flavour choice than anything. Your call.

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Aoe damage tier.

The biggest change in this tier has been the removal of healing on all of the spells.

Cascade is still a pretty bad choice, pitting you between Divine Star and Halo. Both talents still break CC ( or at least did few days ago when I've tested ), with Halo doing more damage but being less controllable, to Divine Star doing less damage but being more controllable ( also breaks enemy stealth/invis, unlike Halo ).

Up to you. Can't go wrong with both, but as much as I like Halo, I still pick Divine Star more often.

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Level 100 talents tier.

Your choice here will lie between Clarity of Power and Auspicious Spirits. Void Entropy has been an absolute garbage of a DoT so far, both in PvE testing and PvP gameplay.

Auspicious Spirits will potentially work in a combo such as Shadowplay, where you want to spread your damage and simply PvE. It synergizes extremely well with Power Infusion+Insanity talent combo.

However, clear winner of this tier is Clarity of Power. It basically defines Shadow Priests on level 100 in PvP, and makes them into a great spec they feel like on beta right now. Insant Mind Blast on a 3 second lower cooldown is HUGE, and 40% extra damage on swaps is also huge. Storing Spike Charges and making a quick swap proved very deadly on beta, especially with Horror Orb regeneration effect from 4set PvP bonus.

You'll want to take CoP in almost every instance possible, clear winner.

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NEW glyphs :

- Glyph of Delayed Coalescence - I've found a lot of uses for this Glyph, as it pretty much allowed me to survive situations where I would've otherwise died ( shield - 9 seconds dispersion when shield gets broken - weakened soul expires 1 second after Dispersion ends with this glyph; shield again , only to mention a possible use; your healer will love this glyph because with the removal of all the CC from the game, people won't randomly toss around CC and just go ultra aggressive whenever they feel like it, they'll start CC chains more properly and it'll be harder to avoid some than before - this glyph is designed for such situations, where you can't count on your healer for 10+ seconds )

- Glyph of Free Action - old Shadow PvP set bonus, nerfed from 60% to 30%. Might find uses, but seeing you can simply Angelic Feather into Dispersion in most situations, this is a flavour choice

- Glyph of Mind Harvest - currently really good on live 2s, however I don't see much use outside of it. On 100, Clarity of Power takes care of orb generation, and as such, having 6 second extra cooldown on Mind Blast during the entire arena game for a better opener really isn't worth it ( outside of very quick 3s games, I've found it useful versus triple melee teams )

- Glyph of Restored Faith - the best thing added in the expansion. This allows you many plays otherwise impossible, and allows you to have an upper hand on melee teams ( that will be quite prevalent in WoD ). Must have.

- Glyph of Silence - Before I mention what I found about this Glyph, keep in mind that Psychic Scream is now a 45 second cooldown ( gg Blizzard ... ), the EXACT same cooldown as unglyphed Silence. This allows you to line up EVERY Psychic Scream together with a Silence, I don't even need to tell you how powerful that is. However, this Glyph can still be good. A 3 second duration Silence on a 20 second cooldown ? This will be VERY good if you're playing a comp with CONSISTENT pressure, and it'll make enemies sweat if you have kill opportunity windows that DO NOT rely on you landing Psychic Screams - in such situation, this Glyph is amazing.


The following are the glyphs you'll find yourself using in arena :

- Glyph of Fade - it's still very useful in WoD, however, unlike in MoP, there are other viable contenders for its spot

- Glyph of Mass Dispel - very good against Paladin ( Divine Shield/Blessing of Protection ) and Warlock ( Dark Bargain ) teams, and decent versus Mage ( Ice Block ) teams

- Glyph of Mind Blast - your hidden trump card. We'll have a pretty decent amount of crit in WoD, and a 4 second root on Mind Blast crit ( extra synergy with Shadowy Insight+Clarity of Power ) is something that will be very very good against melee teams

- Glyph of Psychic Horror - allows you to use your Psychic Horror spell more often. Considering Psychic Horror now refunds your Shadow Orbs used on the spell itself, this became a very viable and decent option. Might see people stacking this Glyph with Glyph of Silence, because our only CC has been nerfed from 23 sec cooldown to 45 second cooldown.

- Glyph of Delayed Coalescence - no explanation needed here, if a certain team has a tendency to create a huge lockdown on your healer, this proved very useful

- Glyph of Restored Faith - in my opinion, a must have - it's a Priest version of Warlock and Monk portal; Mage Blink, etc.

- Glyph of Silence - situational at best, but in a world where all 3 of your CC spells are 45 second cooldown, might prove very good in comps that have high pressure and have kill opportunity window open often

- Glyph of Vampiric Embrace - the worst out of all listed viable glyphs, but it can find its use.

- Glyph of Weakened Soul - seeing it stacks with the leveling perk, you'll get 8 second cooldown shields. PWS isn't all that amazing, but it's still a very useful spell, especially with the removal of Renew - this allows you to be of extra help to your team mates when they need it

There's no clear verdict on the Glyph situation, however it seems that Glyph of Restored Faith will be a FOTM choice, whereas other Glyphs will be used by personal preference. I myself rolled with Restored Faith/Mind Blast/Glyph of Weakened Soul, and swapped Weakened Soul with Mass Dispel when versus teams with immunities; I've seen other Shadows roll with different setups, all seemed to work. Only constant was : Glyph of Restored Faith.

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( I've excluded the 6 abilites ( Vampiric Touch, Shadow Word : Pain, Mind Blast, Mind Flay, Devouring Plague, Shadow Word : Death ) found in "Core Abilities" section of your Shadow Priests spell book - they're sufficiently explained there - the only thing I'll mention is that Devouring Plague is recommended to be used "on CD" ( aka, every 3 Orbs built ) - however that's not the case in PvP. You need have a "feeling" when it's fine to use Devouring Plague and when you should simply save the Orbs, either for DP or for Horror - this comes naturally as you play the spec more )

- Dispel Magic - Removes 1 magic effect from enemies. One of best abilities we have, use it to strip down Resto Druid HoTs, Priest shields, beneficial buffs, etc - it has a limited use compared to how it used to be before, but it's still one of best spells in Shadow Priest's arsenal

- Dispersion - your "oh crap" button. Use when absolutely necessary, you want to delay using this ability as much as possible, because if you manage to save it when enemy team blew their cooldowns, it creates huge pressure on them. No longer restores mana, therefore only used when you need to mitigate damage.

- Fade - useless, unless you're using Fade glyph.

- Fear Ward - target this is placed on negates one Fear effect on them. Seeing this is Dispellable ( and more importantly, Spellstealable ), try to not pre-buff it, and instead cast it when you need it.

- Flash Heal - your healing spell. Not exactly super effective, but great when you need to help out on healing.

- Leap of Faith - this spell has two uses, depending on what glyphs you use. If you use no Glyphs, it pulls your partner to you. If you use Glyph of Restored Faith, it pulls yourself to your party/raid target. Both instances have great uses.

- Mass Dispel - very useful, even without Glyph. It dispels negative effects on your partners, allowing you to dispel a sheep/trap/etc every 15 seconds.

- Mind Sear - not used in arena for most part, except for keeping people behind a pillar in combat, or trying to stop a stealthed opener/trying to keep a stealther from stealthing.

- Mind Spike - used when you're locked on your Shadow school, or when Surge of Darkness procs

- Power Word : Fortitude - self explanatory.

- Power Word : Shield - spammed on cooldown in tight situations

- Prayer of Mending - used to be great, not so much with added casting time. Not useful unless facing a Death Knight or a Warlock team, where it'll bounce a lot.

- Psychic Horror - extremely useful spell - you'll be spamming this on cooldown if the opportunities present themselves, especially because it refunds 3 Shadow Orbs in 9 seconds after its usage

- Psychic Scream - I realise that this is a talent, but you'll be using it in 90% of cases, as it's your pidgeonholed talent choice ( extremely poor decision by Blizzard to put a core spell as a talent, and then to nerf it to the extreme as well ). You'll be using it on cooldown to create CC chains, both with your partners and on your own ( Psychic Horror and Silence )

- Shackle Undead - warrants a bind because of Death Knights. Shackle empowered Death Knight pets ( abominations ), and shackle gargoyles, it's more than worth the global.

- Shadowfiend - now a DPS cooldown. Pop it when you need extra damage during kill attempts.

- Silence - prevents enemy from casting for 5 seconds. Extremely versatile uses, and not only on healers - if you have a healer in CC and you're going for a kill on the DPS, you can use Silence to prevent Touch of Karma*/Diffuse Magic from Monks, or prevent Anti Magic Shell from Death Knights, the list goes on. You'll be using this in conjecture with your other CC spells to create CC chains that, in return, create kills ( or draw loads of cooldowns from enemy team ). Your most useful spell.

( * apparently Silence doesn't prevent Touch of Karma anymore, just tried it on beta, and it's true )

- Vampiric Embrace - pop when your team needs healing, but you're free to damage. This, combined with PW:S on cooldown, creates decent healing utility. Don't expect it to keep someone alive through hard damage, but it helps your healer out a bit when needed.

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Alliance Priest races :

- Human

Humans remain the best choice when it comes to damage. You're still able to equip two PvP damage trinkets while keeping the PvP trinket ability ( Human racial ), providing you with the most damage in PvP out of every other Priest race in the game. However, it depends on quality of available trinkets, and is not worth being a Human if trinkets are not really good.

- Dwarf

Dwarves became a viable choice with the Stoneform buff. It removes all poison, disease, curse, magic and bleed effects, and reduces physical damage taken by 10% for 8 seconds, all of that on a two minute cooldown. They're, as it stands, the best defensive race in the game that Shadow Priests have. This talent is great versus the likes of Rogue/Mage/x and various other comps that like to train the Shadowpriest. Synergizes well with Fade glyph, for 20% damage reduction on demand.

- Night Elf

Night Elves are the best when it comes to openers/defensive stealthing. Spectral Guising into a Shadowmeld provides both a decent offensive and defensive option. I've had trouble Shadowmelding stuff on beta, but it's still there, too, allowing a skilled Shadow Priest to avoid a CC altogether.

- Gnome

Gnomes and their Escape Artist are a decent option, however nothing overly interesting.

- Draenei

They have a HoT that heals for 20% health over 5 seconds, on a 3 minute cooldown. Situational at best.

- Worgen

Not really worth mentioning, as their racial is something you most likely already have as a talent ( Angelic Feathers ). It is however, very decent if you're using Phantasm.

Horde Priest races :

- Undead

A classic choice, but one of the worst choices as it stands on beta. With Will of the Forsaken nerfed to 3 minute cooldown, and with Fear effects not being as prevalent in WoD, it gets easily outshadowed by other choices. Still, a decent choice, and a minor bonus being that Touch of Grave can proc off Multistrike procs.

- Troll

Really good choice, especially if you're rolling with a Insanity oriented build ( Insanity-Power Infusion ), popping Power Infusion with Troll Berserk gives you a insane burst potential.

- Blood Elf

Best choice out of Horde races at the moment. Not only do you recieve passive 1% crit extra, but you also get Arcane Torrent, a AOE silence, which by the way, is one of four Silence effects still in the game - Silence, Garrote, Strangulate, and Arcane Torrent

- Tauren

Warstomp is decent, but nothing special. Not worth mentioning.

- Goblin

Second best Horde option, tied together with Trolls. Rocket Jump is insanely useful, especially in the melee oriented game that is WoD.

Neutral :

- Pandaren

They have a CC that DRs with almost everything in the game now. Not a viable choice.

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- Tremor totem got changed. Shamans can no longer drop it while Feared, and are now required to drop it before you Fear. This will create ( boring or interesting, we'll see ) mind games, but the end result is clear - if you land a Fear, you've landed it.

- Mages can no longer Deep Freeze you and deal damage to you while you're stunned. They can however Frostjaw or Ice Nova you instead, providing a similar effect. They also do not have a silence component on Counterspell, allowing you to immediately start casting Mind Spike after being interrupted by Counterspell.

- Warriors have lost Stun component on their Charge, allowing them to Charge-Pummel us ( which can sometimes be worse than being simply stunned, as it disallows use of Dispersion )

- Prayer of Mending now has charges, and acts as a dispel protection on the target you're trying to dispel

- Monks don't blanket silence you anymore when they interrupt you

- Death Knights are no longer Undead when they Lichborne, which means that you can't Shackle them anymore. Mixed feelings about this.

- pulling yourself to a target via Glyph of Renewed Faith apparently breaks stealth openers from Ferals and Rogues. Managed to replicate it a few times, seems quite useful

- as I've already mentioned, Shadow lost its mana regeneration tools ( unless you're playing with a Mindbender ), and in return had its passive mana regen boosted so much that you don't really need to worry about mana at all anymore in most situations. However, be VERY careful if you drop form and start spamming Flash Heal, this CAN make you OOM very fast, and now you have no way to recover outside of waiting for mana regen to kick in, or drinking. Spamming Power Word: Shield and Dispel Magic can also make a dent in your mana bar, but nothing too significant.

- Psychic Scream now belongs to DISORIENT DR category, which means it now DRs with a lot of other CC it didn't previously DR with; notably with Cyclone, killing ( or crippling ) Shadow Priest/Resto Druid synergy

- Psychic Horror now belongs to INCAPACITATE DR category, which means that it now DRs with : Sheep,  Trap, Sap&Gouge, Disorienting Roar, Hex, Mortal Coil, Shackle Undead, Repentance, Hibernate, Ring of Frost

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It's way too early to tell how the metagame will evolve, and this section at this current moment should be taken as-is until season 16 rolls around, however I've noticed two very solid combos on beta. Shadow Priest/Rogue/Holy Paladin seemed to counter melee cleaves, and did very well versus already traditional compositions such as RMP and others. I was pleasently surprised with Shadow Priest/Death Knight as well, however I couldn't tell the difference between the healers as the talent pool was very limited and they did very basic mistakes.

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On level 100, enchants and gems are a scarce resource. In WoD you'll be able to enchant necks, rings and weapons. I haven't come across of a way to enchant other pieces of equipment, but I haven't explored beta outside of arena. However from what I've heard - that's all there is to it. All the lower level enchants have been prohibited from being used on higher level equipment.

As for gemming, you have zero gem slots.

Professions also play no role whatsoever, because none of them have any combat-related perks anymore ( only exception being Engineering, but none of the Engineering toys work inside arena ).


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http://www.twitch.tv/talbadar - r1 spriest
http://www.twitch.tv/khyrl - r1 spriest
http://www.twitch.tv/snutzy - r1 warlock that occasionally streams his shadow priest alt
http://www.twitch.tv/jahmillionaire - r1 spriest
http://www.twitch.tv/wizkx - r1 spriest

Will add more when I see any others.

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/cast [target=focus] Silence

- casts Silence on your focus target


#showtooltip Shadowfiend
/cast Shadowfiend
/cast Shadowcrawl

- all in one Shadowfiend macro. What this does is directs your Shadowfiend's attacks to the target you're attacking, and casts Shadowcrawl in case he acts stupid and doesn't use it himself ( :) ).


/cast [target=party1] Power Word: Shield

- Casts PW: S on your first party member. Replace party1 with party2 and etc to cast it on other targets


/cast [target=NAME] Fear Ward

- Replace NAME with whatever name of the person you want Fear Warded.


/cancelaura Dispersion

- I use this when I need to cancel Dispersion. Especially now, when it no longer restores mana, you shouldn't sit in it full duration unless you have to. Use it when it's important, cancel it when the trouble expired.


/cast [target=focus] Psychic Horror

- Horrors focus target

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I'm of opinion that keybindings do not really matter, as every person should make up their own comfortable ones. However, too many people get lost when they're trying to set up an optimal setup when learning a new class, so I'm going to post my keybindings below for such usage. I'm in no way saying this is the optimal way to play a Shadow Priest, as I've already previously stated - keybindings don't matter, but this is what works for me, and some of you might find it useful.

DPS abilities

1 - Shadow Word: Pain
2 - Mind Flay
3 - Mind Blast
4 - Shadow Word: Death
E - Devouring Plague
F - Vampiric Touch
¸(tilda) - Mind Sear
T - Halo/Divine Star
Q - Mind Spike
Shift+F - Shadowfiend/Mindbender


V - Angelic Feather
Mouse wheel down - Dispel Magic
Shift+V - Dispersion
Ctrl+F - Fade
H - Fear Ward
Mouse button 5 - Flash Heal
CTRL+Q - Leap of Faith
F1 - Levitate
X - Mass Dispel
Shift+Y - Mind Vision
F5 - Power Word: Fortitude
Mouse button 4 - Power Word: Shield
CTRL+ Mouse button 4 - Prayer of Mending
Shift+E - Psychic Horror
Shift+ Mouse button 4 - Psychic Scream
F7 - Resurrection
F3 - Shackle Undead
, - Shadowform
R - Silence
Shift+R - Spectral Guise
Shift+Q - Vampiric Embrace

F2 - Cannibalize
F4 - Mount
Shift+F4 - Flying mount
Mouse wheel up - Racial ability
Shift+Mouse wheel up - PvP trinket
Shift+Mouse button 5 - on-use damage ( trinkets, racials, abilities such as Power Infusion, etc )
Shift+S - water/water+food


Alt+E - Focus Horror
Alt+R - Focus Silence
Ctrl+1 - Shield Party1
Ctrl+2 - Shield Party2
Shift+1 - Focus arena1
Shift+2 - Focus arena2
Shift+3 - Focus arena3
B - Cancel Dispersion
5 - Fear Ward on myself
Y - Fear Ward on healer

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This is very much so work in the progress, and I'll keep updating it whenever something new pops up. As for Shadow in WoD, I feel we're in a very decent spot. We're both fun to play, and very useful in arena - my only annoyance is Blizzard's shameless placement of Psychic Scream into Talents, thus pidgeonholing Priests into speccing Psychic Scream ( and not only that, it's been nerfed heavily as well ). Outside of that, I feel like they've done a very good job with the spec. Clarity of Power introduced a fun gameplay element that allows us to alleviate all the pressure melee classes had over us in the past, and unlike in MoP, we have steady Shadow Orb generation even while trained, and our mana isn't an issue anymore.

If you have any questions, don't be afraid to ask, both via PM or here.




#4239985 Wat is ur speed level

Posted Kettu on 22 October 2014 - 07:06 PM

It seems that certain classes will be able to reach up to 200% passive run speeds in WoD arena & RBGs.

Wat is ur speed level, duelists?

#4236169 MoP Arena-tournament

Posted Dahjy on 18 October 2014 - 10:09 PM

Rather play floppy bird than mop arena

#4233757 Protip if you happen to look retarded with new models.

Posted Unseenz on 16 October 2014 - 12:13 AM

View PostSosseri, on 15 October 2014 - 10:55 PM, said:

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#4232542 Shadow

Posted Voksen on 15 October 2014 - 02:47 AM

wtf happened to all our options/second.  
Half our binds are gone and we're basically reduced to 3-4 choices per gcd.
Shadow is 'combinatorially starved' --> likely equates to lower overall skillcap?

We cant even choose whether to 1 or 2 orb dp -- its 3 orbs or nothing cause...fuck options right?  
That would scare away the MOBA kiddies.

Shadow is missing something.  Our options/utility/contributions/second is way down.  I feel like we need a filler ability to keep the APM alive and make us more able to handle ourselves (i.e. survive or small scale fights /solo).

#4231390 Exumbra/Swull/Lxxi wintrading/ddosing to rank 1

Posted Bigmoran on 14 October 2014 - 08:25 AM

tryhards of s15 will be dropped tomorrow

fuck u capstone

#4231387 Exumbra/Swull/Lxxi wintrading/ddosing to rank 1

Posted Lolflay on 14 October 2014 - 08:24 AM

When people go into defensive overdrive, it's 99% certain that they did something they shouldn't have done.

Just a tip, retards :)

#4228657 Shadow

Posted Lolflay on 11 October 2014 - 01:18 PM

View PostBarriery, on 11 October 2014 - 12:45 PM, said:

lol good

Whenever I read something as dumb as this, I imagine a hunter, warrior or something equally as dumb ( enh shaman ? ) behind it. Or Jaime.

#4227985 WoW Arena North American Regionals Recap

Posted Mattadoro on 10 October 2014 - 09:31 PM

considering the tournament was in the basement where parents banish their extra chromosoned kids to, I'll assume the top picture is from hearthstone or just a stock image/placeholder?

#4226452 The 8 Teams for Blizzcon

Posted Mattadoro on 08 October 2014 - 07:15 AM

this thread is now about body building, billian is now the moderator


#4225225 6x glad 1x R1 dk came back to wow streaming almost 24/7 even for living with...

Posted XtraT on 06 October 2014 - 01:58 AM

what the fuck

#4226281 US WoW Arena Tournament Stream Discussion Thread

Posted Dillypoo on 07 October 2014 - 07:22 PM

View PostNinedruid, on 07 October 2014 - 07:17 PM, said:

What about the gay-hug from shway? Can you explain that please?

I'm a little boy and shwayzee is a priest

#4226119 #RoadToBlizzcon EU and US regionals catch up

Posted Clamnesia on 07 October 2014 - 12:08 PM

lol who are you to come on here counting people's "mistakes" that are in a tournament anyway? I dont see you anywhere NEAR tournament level.. lol. So why are you pointing out the flaws of people who are better than youll ever be at this game anyway? Get a life kid.

#4225000 US WoW Arena Tournament Stream Discussion Thread

Posted Kettu on 05 October 2014 - 10:49 PM

Meanwhile at Mordor

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