Yeah much cooler to just quit the game and remain addicted to a dying WoW related website you fucking reject.
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Posted Jontex on 20 August 2013 - 03:23 PM
plus rep if helped!
Posted Zaephyr on 04 July 2013 - 02:45 AM
SHE'S NOT ACTUALY GOING TO KILL YOU IS SHE?!
GET A RESTRAINING ORDER
KILL HER FIRST
DO ANYTHING OF A MILLION THINGS YOU COULD DO INSTEAD OF POSTING HERE
Posted Amex on 02 May 2013 - 09:00 PM
Posted Vanguards on 21 April 2013 - 03:15 PM
Talbadar: Using fear to your advantage in arena
Hey all, I've been thinking about a certain topic the past couple days and I would like to share it with you guys here. First of all, this topic is not about fear as an ability or a crowd control, but as an emotion.
To start, let's talk about what is scary in arena. There are a couple things that are really scary in arena. One is losing control of your character at a time where you think someone might die. The other is taking a large amount of damage in a short period of time. Emotions play a big factor into how well one plays in arena. If you are frightened you are likely to use cooldowns before they are necessary. If you are angry, you are likely to be too busy being angry to remember to use a cooldown or help out a teammate. *Keep in mind something that is NOT scary is doing skilled fancy things. No one is scared of you trying to shadowmeld their scatter shot, but they are scared of high burst damage.*
I think fear is one of the most difficult emotions to deal with. It causes you to use stuff before necessary AND when you let your emotions in the way important parts of the game start to become less important to you. The first one to go is always your positioning. When I'm scared of dying I'm generally playing way back by my healer just kiting away from the enemy. Working towards a kill becomes less important than trying to survive the next burst or whatever might kill me. Next I feel a team's offensive pressure drops when fast kills happen to them. They start to think defensively and forget about going for the kill.
What makes things scary? I think surprise plays a big role in making something scary. Also, when something feels insurmountable and you feel helpless it becomes scary. Taking 2 back to back Eviscerate crits for 130k, 130k is something that comes to mind as scary. Dying in a single deep freeze when you still had cooldowns is scary.
Most of this is obvious, so let's talk about the more interesting part. How can you use fear to your advantage in arena? I think there are certain players whose success has been fueled by fear. I will use the Mage class as an example. There are many good mages I play against on the ladder and the top few of them all have a completely different playstyle. One of them (namely, Watchmeblink) has a playstyle that is feared by many players that fight him. He is absurdly aggressive and willing to sacrifice any defense as offense to get to you and kill you. I remember when I first fought his RMP in Cataclysm. My playstyle changed so much against RMP after a few matches - simply because they were killing us in the opener nearly every time. Because of how scary those games were, I started playing really defensive against them until their pressure went down and we could get pressure and get a kill. The game isn't in a state where I feel waiting for the enemy to run out of pressure in the opener matters anymore, so that strategy has died now.
Anyway, point being: Watchmeblink is a great example of someone who uses fear to his advantage in arena. I guarantee you any healer that fights him thinks real hard about trinketing the first Deep Freeze or first Polymorph that he lands in the opener where against most Mages it wouldn't even be a question to sit. As soon as someone dies in a scary manner they are going to change how they play next time to try to stop that from happening again. Generally this means they will be more defensive and use cooldowns much earlier than needed, and in some rare cases they will play recklessly aggressive because they have come up with no other solution.
*Here's a couple VoDs I found of Watchmeblink doing Watchmeoneshotpeople things if you don't know of him*
In my own games throughout the years I've detected this fear happening with teams that I've faced a bunch of times and beaten as well as after losing a bunch of times with my own teams. Sometimes I'll lose a few times and then lose harder the next 5 games because I'm too worried about defensive and not about getting a kill. I'm sure this has happened to other teams/players as well. I can't say I've really taken advantage of knowing my team is instilling fear in our opponents, but it is an interesting topic to consider.
This was quite a long-winded idea, but I thought it was worth sharing with you guys. What I'm looking for from you now is to tell me how you think fear plays a role in arena and how you think fear has affected your play over the course of the game.
Nodgey: Answer to "(Boomkin) RBG Help again!"
4. Jade Spirit or Glorious Tyranny?
5. For topping the damage charts, Should I DoT Spread as much as possible and instart-starsurge Kill targets? Or should I be hard casting non-stop on the kill targets instead?
6. When I pop all my CDs, Should I be DoTtabbing everything or should I hardcast? Which will allow me to do the most overall damage?
7. The other team we faced had two Monk Healers, would their AoE Cleanse also be a reason why I couldn't put out as much damage?
8. Troll or Tauren for RBG Boomying?
4. Jade Spirit
5. If you only care about damage then you should just DoT every possible target and not even use starsurge procs unless there's no more targets without DoTs on them. However, it's better to just multi DoT and use starsurge procs on kill targets for the group overall as it will help with kills more.
6. Dotting everything will give the most damage. It's generally only worth hardcasting if you're nuking a FC or have noone else to dot and no starsurge procs. In these cases it's best to cast starfires.
7. That would lower your damage a bit but not by a crazy amount as it has a long CD and they're probably not using it on CD either.
Askin: Answer to "List of Important PvP CDs per class"
It's been about 2 years since I last played, and I just got back into the game again, mainly for PVP.
My question is, in arena it's always important to know the other classes defensive and offensive CDs(ie, you'd want to know that a Mages frost orb means a lot of dmg is coming, or when a Hunter pops deterrence he'll be harder to kill, etc)
I know I can go through every class to see their big offensive and defensive cooldowns, but does anyone know a central list of these moves as they pertain to PVP, and what they do?
Since I've been gone for so long, a lot of moves have been added/changed, and I'd like to know to look out for certain animations/colors on the enemies to know that I either should think about using my defensive cooldowns because big damage is coming, or I know NOT to use my offensive ones because they have popped their defensive cooldowns and will be harder to kill.
Any help is appreciated.
I am pretty sure i forgot some important spells, i'll add them if necessary. A lot of spells are not spelled correct, because i am lazy. There is no specific order in this list, because i simply wrote them down as i thought of them or shamelessly copied them from wowhead.
(maybe i'll sort them later, if i have time for it)
might of ursoc
cloak of shadows
hand of protection
hand of freedom
hand of sacrifice
hand of purity
hammer of justice
speed of light
cloak of shadows
shroud of concealment
marked for death
healing tide totem
presence of mind
ring of frost
pillar of frost
might of ursoc
the beast within
grimoire of sacrifice
howl of terror
ring of peace
fists of fury
touch of karma
Ardnutt / Nemix: Psyfiend and Mind Control Discussion
just as the title says, what do you think of using Mind Control over Psyfiend for 3s? I've lately thought about this quite alot but i'm not 100% sure yet. I'll just list my personal view on it, the pros and the cons of both MC and Psyfiend.
I would be happy to get some more views on this since i might be missing out on something. Also, can the tier 1 talent choice be influenced by the comp you play? Currently running Punchmonk/Hunter/Disc, peaked at 2122 today.
EDIT: TL,DR version at the bottom! I understand that this is quite a bit of text.
@ instant cast
@ eats tons of hunter traps (the reason i'd always use this against hunter teams anyways, my question just points at playing vs. non-hunter teams)
@ works out of your own los
@ you don't have to move away from your pillar as much to potentially get fears, saves you from unnecessary cc or even damage
@ sometimes forces enemies to throw kicks / cc at it, which frees you up for more hardcasting
- - - Psyfiend
@ macro turn evil
@ sometimes won't do anything at all. This is really my main concern. At least 3 out of 4 times my psyfiend just sits there doing nothing. Since I might just miss out on something, are there any major "secret tricks" on how to place it so it will reliably fear stuff? i don't even care about it fearing the "wrong" target, but having it sit around doing nothing gets me frustrated.
+++ Mind Control
@ it's actually reliable as long as you can get the cast off.
@ doesn't DR with fear, can be used for ridiculously long cc chains
@ forces people to interrupt it, freeing you up for easy holy-school hardcasts since it's a shadow-school spell
@ when trained by a single person, in case you're getting locked out you can just MC them to avoid some damage instead of just tanking it
@ can be used to prevent healing on the target just like cyclone. gives you more time to further cc your MC'ed target's teammates and finish it off afterwards
@ can be used to place opponents in your own teammates' traps/ rings of frost or even in enemy traps/ rings of frost
- - - Mind Control
@ for its duration, you're ccing yourself along with your MC target. This is obviously the main problem because you can't make use of MC when you're already behind in a game and the enemy team has a lot of momentum. My main thought is, I feel like despite this problem it might still be useful more often than psyfiend because, as stated above, psyfiend does nothing a lot of the time. At least for me that is.
So, these are my views on the subject, i highlighted the main problems and thoughts i came up with. Any input is appreciated. Since this is quite a huge wall of text,
TL,DR: Is it (ever) worth it using Mind Control over Psyfiend in 3s? If so, why? If not so, why? For Disc that is.
As always, best greetings to you guys.
P.S. I hope my english didn't make this brick wall of text and facts a torture to read.
As you said the major drawback is you CC yourself...but if your team is topped off and their team is at 50% HP, you can CC the healer and if the damage is equal from both sides, their team will be at 10% hp and yours will be at 60% by the time it has finished. So smart usage of MC in theory sounds great.
Posted Jontex on 16 April 2013 - 09:48 PM
My name is Jonathan but most people know me ingame as Jonte, I’ve been playing elemental shaman since s10 as my mainspec. Ive played almost every composition a shaman can play at a glad (2480+) level since S11. I get questions almost daily about the class, what glyphs do you use, why do you reforge like you do, what’s the best talents to use and a bunch of other things. I choose to write this guide to give something back to the community. I’m sorry for flaws in grammar that may occur, english is not my main language, enjoy!
After the recent buff to Nature’s Guardian in 5.2 this is the talent you will want to be using vs almost everything, it’s a lifesaver in most situations.
This is very situational, I use Earthgrab Totem a lot vs setups such as Thugcleave, Kfc and PHDisc, rooting a melee of yourself or your teammates can be fatal.
Windwalk totem is an amazing ability and it works wonders when you play with healers without a freedom, I use this vs teams such as Godcomp, RMP, MLS and ANY balance druid team, getting a freedom totem up when your healer is in a vortex beam is huge.
It’s very rare that I catch myself using Frozen Power, however I can imagine it being really good when you play with a balance druid for getting those extra 5 sec instant root beams!
This is situational aswell, I often decide between Totemic Restoration and Totemic Projection, however I dont think I have used Call of the Elements once this season.
A good example of when to use Totemic Restoration is when you face a melee team with a disc healer, you will most likely be trained most parts of the game and their priest will play offensive and push in for fears, keeping your healer out of cc is your #1 priority as an elemental shaman.
Totemic Projection is the talent I use the most, it changes the way you use your Capacitor Totem, and moving your tremor totems, healing tides and windwalk totems to help your teammates who are far away from you is very good. Totemic Projection is exceptional vs most druid teams, using your Capacitor Totem as a cc for healers or stunning a feral off you with a hex on their healers.
Ancestral Swiftness, this is the talent I use almost every game in 3v3, getting hexes or elemental blast casts off can be very hard when you get tunneled, using this for instant hexes on a dps or a healer is very important. Here’s an example: you face a Thugcleave and they make a heavy swap to your healer, you use your capacitor totem on the rogue to stop him from locking down your healer, he trinkets it with 4 sec of shadow dance left, you use ancestral swiftness to instantly hex him, if you cast a hex in normal speed he has time to react and use cloak of shadows to immune the cast. Don’t forget this ability also gives you a 5% haste buff that stacks with Elemental Oath.
Elemental Mastery, I personally don’t like this ability too much but I know other shamans who play with this and do very well, I would say it’s on par with Ancestral Swiftness, it all comes down to your playstyle and what you are most comfortable with.
Echo of the Elements, I wouldn’t recommend this to anyone, it has about a 6% chance to proc if I remember correct and I just don’t want to play a game and rely too much on RNG to win.
Healing Tide Totem, this is the obvious choice for any setup vs any setup, its a good reliable defensive cd and I don’t recommend anything else!
Elemental Blast, this is also an obvious choice, will get more on how to use this to its full potential later.
The set of glyphs you use as elemental changes a lot depending on what comp you play and what you face. However these are the three ones I use by default before I enter arena.
Glyph of Ghost Wolf, I like this because it gives us better mobility, some shamans use the Glyph of Unleashed Lightning instead, it always comes down to personal preference.
Glyph of Capacitor Totem, this is pretty much a no-brainer, you should always have this as a major glyph!
Glyph of Shamanistic Rage, this is one of our only defensive spells, you should always glyph this vs teams that can stun you with magic spells, Deep Freeze, Fist of Justice. This glyph does not work to break fears, polymorphs etc. If you face a team with only physical stuns and abilities I recommend using Glyph of Hex or Glyph of Totemic Vigor.
Most minor glyphs are unimportant for arena, however Glyph of Totemic Encirclement is good for confusing your enemies when they try to kill your Healing Stream Totems etc.
Red: 80 int / 160 resilience
Yellow: 320 resilience
Blue: 160 pvp power / 160 pvp resilience
Meta: 216 int / 3% increased critical effect
BS Socket: 320 pvp resilience
Basically there are two “main” ways on what kind of stats you go for as elemental, one mastery build and two haste builds. The priorities look something like this.
Haste 1: 6% Hit - Haste - Mastery - Crit.
Haste 2: 6% Hit - Haste - Crit - Mastery.
I prefer the Haste - Crit build myself, to me it feels more important to get crits on my heals or with Elemental Blast into Fulmination combos, mastery feels too RNG for me and I just don’t enjoy the playstyle, but as in many other cases it comes down to personal preference.
Mastery: 6% Hit - Mastery - Haste - Crit
This build is all about damage, It has to be played using the Elemental Mastery talent to be used to its full potential. I would recommend this build in comps such as, LSD, Ele/Fire/Healer and Ele / Healer / Rogue.
Instead of listing all the enchants and their benefits I will link you to my armory:
What Comps to play as Elemental and how to play them
LSD: This comp has a lot of spread pressure, okay burst and a lot of cc and control. As the elemental of this comp your main priority is keeping you druid out of cc and alive. Try to save tremor for your healer, stop incoming cc on to the druid with grounding totems and wind shears. This comp is all about constant pressure, when your druid is not ccd you can play offensive and push in for cc and damage on their healers. Most of your kills will be in Capacitor Totem stuns and cross cc, don’t forget that your druid can give you symbiosis and give you a beam that works wonders together with Earthgrab Totem!
Thundercleave: Purge, purge and purge. Your warrior is the source of constant damage in this comp, keep his targets clean of buffs and apply big burst damage together with your warrior when you get cc on healers, for this comp using capacitor stun totem as a cc on healers is very important rather than using it on the dps you are killing.
Ele/Mage/Healer: This is my favourite comp and it’s also probably the best comp for elemental, you have incredible burst, good peels and a lot of cc. Almost all of your kills will be with a Deep Freeze on the target you are killing and blanket cs / poly / fear / hex on the healer. When you go for kills on healers make sure to have cc on the dps so that your burst does not get stopped, triple fearing the team and deeping the healer is a really good strat which works vs most teams. When you play this comp every Deep Freeze has to count, also make sure that you do not overlap the cc you and your mage have since Hex and Polymorph is on the same DR.
Ele/Disc/Rogue: Personally I have barely played this comp much but it’s main strengths are huge burst from the elemental shaman and great control from the rogue. The rogue in your team will be setting up most of the kills and you are basically there to keep your priest out of cc to give your rogue uptime aswell as doing big bursts in kidney shots, smoke bombs etc. I would recommend playing Elemental Mastery in this setup.
Macros & Keybindings
Keybindings are all about personal preference, however I strongly recommend to bind your spells that you use often or spells that needs to be used “fast” to keys that are easy for you to “reach”, here’s some of my keybindings as an example.
Tremor Totem: Bound to “§” just left of “1”.
Elemental Blast: Bound to “Q”.
Earthshock: Bound to “E”.
Ghostwolf: Bound to “R”.
Macros: I have a lot of “small” macros so I’m just gonna list those I find most essential.
/use Malevolent Gladiator's Badge of Dominance
/cast Elemental Mastery
Wind Shear Arena 1-2-3:
/cast [target=arena1] Wind Shear
(Replace [target=arena(1)] with 2 and 3 for different macros)
Wind Shear Focus:
/cast [target=focus] Wind Shear
/cast [target=focus] Purge
/cast Tremor Totem
/cast Grounding Totem
Tips & Tricks
Before you go for a big swap with ascendance, let them lock your fire school, when you use ascendance the lock will go away and they have wasted their interrupt.
You can ground the Frost Bomb explosion damage on on anyone in your team, just put grounding up right before it explodes.
The perfect burst is executed like this:
FS on target, cast LvB for Clearcasting, wait for Lava Surge proc, put stormlash totem down, use Unleash Elements and cast Elemental blast, blow the LvB procc and use 7 stack Fulmination Earth Shock. FS-LvB-EB-LvB-Es ( with stormlash totem and on-use trinket ).
If possible, use Elemental Blast before you go ascendance for the chance of extra mastery / haste on your Lava Burst spam.
Here's a link to my stream aswell, I don't stream as much as I would like to but I have vods of pretty much all the comps listed above etc, check it out if you feel like it:
Posted Tosan on 11 April 2013 - 05:11 PM
Hey guys, here's my latest Hunter Arena video, hope you enjoy!
felxprod - interstellar journey
bassfly - house idea (draft)
dotEXE - 38 degrees
Sirensceol - roundabout
urbanstep - breaking illusion
urbanstep - unreachable
nyctophobia - lost man's compass
If you enjoyed it and want to see more stuffs, follow me at these things:
Thanks for watching
Posted Udderly on 08 April 2013 - 12:53 PM
Glyphs in MoP offer some really nice opportunity for making changes to suit your playstyle/comp, similar to how the talent trees are now setup. There is really only one mandatory glyph, no matter what comp you play, and the others will vary based on comp/opponent/playstyle quite a bit. Here is my list:
Moonbeast – Absolutely a must when it comes to glyphs (and probably the only one). Being able to heal in form saves the global of going back into form after healing and allows you to keep the 15% damage reduction and 5% party haste from form while you are healing. This could add up to some substantial extra globals over the course of a game.
Stampede – Being able to cast stampeding roar in moonkin form will give you and your party a nice dash and breaks their roots/snares. Again, saves a global when using it. Not a must, but a nice bonus.
Omens – This change has been brutal. Everyone knows that vortex/beam was very gimmicky, but without the glyph of Solar Beam the radius of the beam is so tiny. Omens is a decent choice if you get trained a lot, since you can spam Faerie Fire to get into eclipse, but it's so little energy that I find it underwhelming. Personally, I don't run this glyph anymore since the 5.3 change.
Prowl– If you are playing a triple stealth team (let’s say Rogue/Moonkin/Rsham) having the ability to move faster for the opener can be huge. This one is quite situational though, as it will really only be important for the opener.
Nature’s Grasp – Since they’ve changed the spell to have only one charge this expansion, it’s not as powerful as it once was, but still a really good talent. Being able to use it twice as often is pretty darn powerful vs. melee cleaves. A really good choice.
Barkskin – An old staple. Great defensive glyph, so if you are playing a comp where you are the one who gets trained a lot, I would call this glyph a must, personally.
Cyclone– 5 yards may seem like a small distance, but if you ask anyone who played Moonkin prior to MOP you will hear how much that 4 yards can make a difference in a game.
Entangling Roots – Another one that sounds miniscule, but can be a game changer. Being able to get off a second root on a healer who has been root-beamed, can mean the difference between an 8 second cc and a 12 second cc from one Solar Beam. If you’re talented into vortex, this glyph becomes far less effective (no root/beams), though can still help with managing melee.
Fae Silence – This one has some really cool implications, especially in comps where you are playing more of a utility role, rather than the primary damage dealer. Being able to pop into bear and follow a deep freeze or HoJ up with a 3 second silence when training a healer can be gamebreaking. The only disadvantage (besides losing a global going into bear form) is the 15 second cd that’s triggered on FF when used in bear form. But with dispels having a long cd now, this shouldn’t make it super difficult to keep FF on that annoying rogue or feral.
Most of the other glyphs can have some significance, but IMO are not nearly as gamebreaking as any of these when you’re playing a lazer chicken. I’ll probably start out with Moonbeast, Solar Beam, and Barkskin for the extra cc and survivability, but I expect I’ll be swapping around with Cyclone, Nature’s Grasp, and Stampede depending on the comps I’m running and what our survivability finally settles down like once the devs are no longer tweaking things.
For minor glyphs, it’s mostly fun stuff, but there are a couple key ones:
Grace - Being able to jump down to Mine in AB without switching to catform to prevent damage can be huge. Hop down, cast a rejuv on yourself in mid-air and get to the lazer duty!
Stag: - This allows you to be mounted (ummm…) while in travel form. While we don’t know how this will finally play out in Arena’s with being in combat vs. not, this could certainly have huge implications depending on how they let us do it. Keep watching and I’ll update as we know more.
Tier 1 - Mobility
With the nerf to displacer beast (no longer stealths you or drops target/focus), wild charge has become an excellent choice as well. Whether it's kiting in travel form, jumping backwards just after Typhoon for some big distance to the incoming melee, or going caster form and leaping to your planted mushrooms (even on another level, like the bridge in Blade's Edge), this talent brings a load of utility. It can also be a really great tool for eating traps (drop form, leap to healer, trap). I do still enjoy playing with the new displacer, and find that I change between that and wild charge quite often, depending on the opponent and our comp. I did play with having the 15% all the time increase and since it stacks with other increases, it can be a quite nice way to just stay very mobile, especially for beginners getting used to Druids.
Tier 2 - Healing
As much as I'd like to say there is a choice, this one is a no brainer. 1 minute Nature's Swiftness with a 50% increase on any heal it's used on is humungous. With 5.2 bringing back 25% of pvp power affecting heals coming from dps specs, we should see some really nice healing from Moonkin again. Quite a bump from our really mediocre cata healing. It's also great for that instant clone when someone pops all their cds on you and you can't cast. Cenarion Ward received a substantial healing buff and has its uses (especially vs. LSD 2.0 that just tries to wear your team down) but will be very situational. The other talent isn’t even an option, unfortunately.
Tier 2 - Anti-melee
This tier gives you a bunch of ways to keep that pesky rogue or warrior from smashing your face in. Despite the nerf to a 30 sec cd (was 20) Typhoon is still the best for z-axis maps, such as Blade's Edge or Dalaran (man that Ret is gonna be pissed!). Knocking back a rogue can give you the room to get that clone off on him without getting interrupted. It's also great for an interrupt in a pinch. Faerie Swarm has been buffed to an unlimited number of targets (huge change). Being able to keep a 50% slow on the opposing dps while your shaman goes ghost wolf can be pretty awesome. I would call it situational, now that we can tell who our opponents are before starting a match. Mass Entanglement is great against the hunter zoo, with the cd reduced to 30 seconds. You can use it from range, hit multiple targets, and the cooldown is solid to prevent DR issues. All three talents will have uses in different circumstances.
Tier 4 - DPS
This is the first tier that gives you a change to your DPS. Force of Nature is similar to our old trees, except they now cast wrath, hit a lot harder, instantly root your target on cast, and now have 3 separate charges on 20 second cds. This is a nice replacement for vortex beam, especially since trees are off the global, but giving up Incarnation damage is a pretty big sacrifice. The AI is still super wonky, keeping it mostly inferior to Incarnation. Soul of the Forest is a pick it and forget it talent. It helps you get to your eclipse faster but you don't have any control over it. A good pick for someone learning Moonkin, but the other two give you much more potential. Incarnation is pretty beast. 25% increased eclipse damage for thirty seconds is a lot of damage for a long time. Line this up with an on use trinket, Nature's Vigil (from Tier 6), and your partners cd's and you could be doing a disgusting amount of burst. Not to mention the sweet armor it puts on your character during the cd.
Tier 5 - CC
This is a really fun tier. Bash is the same as our old ability except you can use it in ANY FORM! Pretty great if you don't play with a stun class. Disorienting Roar is basically a slightly longer cd Dragon's Breath that doesn't have a directional requirement. If you are getting trained a lot, this can be a great peel, as well as a way to setup clone/roots chains. Keep in mind that unlike Dragon's Breath, this does break on dot damage. Ursol's Vortex is probably the most fun, especially combined with Solar Beam, and is easily the most potent cc in the game (since you can't trinket vortex or beam). Note* - the nerf to Glyph of Solar Beam made this combo much less potent, but it still has it's uses. I find using vortex just for peeling melee is still great, and if you play an uninformed healer, they will still panic in beam, sprint out, and get sucked back in by vortex.
Tier 6 - Hybrid
This is where we remember that we aren't just a pure lazer turret class. Nature's Vigil gives you the ability to do some healing while putting out more pressure. This could be a great cd to turn the tides when you're team is getting behind. All of a sudden the other team is taking monster damage and your team is getting healed back up. Ideally, you'll be stacking Vigil with your Incarnation/Trees/on-use for extra damage. Dream of Cenarius is going to have the least use, as it is pretty passive throughout. Unless you're facing LSD 2.0 and need to keep up rejuvs on your team non-stop, the other two talents will outshine this one. Heart of the Wild is insanely good for helping your team survive during the other team's burst. The healing is stupidly powerful, and when used right, it can be gamebreaking. Against DoT teams, just having HoTW rejuvs ticking on your entire team over the duration of demon soul/incarnation/etc. can really shut down the pressure of your opponent. The passive int is nice, too, if you want another click and forget talent.
Really good point made by HackAttack3 about the viability of Moonkin in 2's (finally!), mostly due to HoTW. Playing comps such as Lazer + Rogue/Ele/Dk/etc. can be a lot more fun, since you can reset the match with a few well timed heals. Playing with a healer is still pretty painful, but at least 2 dps is a pretty good time and makes for relatively easy point capping.
Mage: This is a really great class to pair up with, no matter which spec they are. Fire Mage/Moonkin creates a very powerful dot comp referred to as "Spicy Chicken Cleave". Frost Mage/Moonkin is probably one of the best comps you can play right now, as a Moonkin.
- CC Diminishing Returns: Roots and Novas, Deep and Bash, Dragon's Breath (fire) and Disorienting Roar(talent), Polymorph and Ring of Frost (talent). Otherwise, you have a ton of CC that doesn't share DR, which is awesome. It may seem like a lot of DR share, but there is so much cc in this comp to begin with that it isn't a concern.
- Symbiosis: Decent target, but you'll most likely give it to your healer in this situation.
- CC Diminishing Returns: Bash and Rogue stuns, Roots and Paralytic Poison (talent, when shiv'd). So basically if you don't spec Bash, the DR issues are almost non existant and you have a ton of cc.
- Symbiosis: Great choice. You both earn a huge defensive cd, making your team an even harder kill.
- CC Diminishing Returns: Nothing! The cc pairing is awesome, adding fear, more silence (shadow), disarm (shadow) and whatever talents they pick up to your arsenal.
- Symbiosis: The best swap. Disc gets clone and you get Mass Dispel. Shadow only gets a weak version of Tranquility, but you still get Mass Dispel which is huge.
- CC Diminishing Returns: Stormbolt (talent) and Bash and Shockwave (talent), possible Spell Reflected CC, Staggering Shout (talent) and Roots. Even with the DR's here, I still think it's a solid amount of CC all around.
- Symbiosis: You give the warrior a root break and he gives you intervene, allowing the two of you to ping pong around the map. Sounds like super interesting gameplay to me.
- CC Diminishing Returns: Chains of Ice root (chiblains talent) and Roots, pet Gnaw and Bash. Not a ton of CC from the DK, but he does bring grip and necrotic which are such unique (and kinda OP sometimes) abilities.
- Symbiosis: Getting AMS is nice, and the mushrooms are fairly good for Unholy. You would probably use it on your healer in this case.
- CC Diminishing Returns: HoJ and Bash. Paladins don't have a ton of cc, but what they have is pretty good stuff.
- Symbiosis: Ret is decent, since you gain an additional HoJ, but they get Wrath from you, which is something that will almost never get used. Holy gets Rebirth, which isn't usable in arena, so it's pretty much a waste.
- CC Diminishing Returns: Shadowfury and Bash and pet Axe Toss. Nothing worth worrying about, so overall the team has a ton of cc choices.
- Symbiosis: An excellent pairing. Lock gains rejuv, meaning you can have hots rolling from both dps on your team and you gain a really solid defensive cd that keeps you from being silenced/interrupted for 8 seconds.
- CC Diminishing Returns: crab Pin and spider Web and Roots, Bash and Intimidation (BM), Freezing Trap and Wyvern Sting and Disorienting Roar. Overall, not much DR and tons of choices based on what pet is used and what talents you each pick.
- Symbiosis: Unfortunately, hunter is the worst pairing here, as you gain a useless talent from him. You'll be giving it to your healer in this pairing.
- CC Diminishing Returns: Earthbind (talent) and Roots and Frozen Power (talent), Capacitor Totem and Bash. Very few DR issues here.
- Symbiosis: Ele or Enh gain SOLARBEAM!! This is gamebreaking, now having 2 beams for your team every minute. Gaining purge in exchange is huge as well. Resto getting prowl can be big for the opener, as anyone who played with a resto druid knows.
- CC Diminishing Returns: Bash and Fists of Fury and Leg Sweep, Roots and Hamstring
- Symbiosis: You gain a 1 minute disarm (awesome!) and your healer will gain entangling roots or the melee will gain Bear Hug (a mediocre stun that does damage on a 1-min cd). Pairing with either can be great for you, and double bonus if the pairing is with a MW!
How to Moonkin or Which Laser Should I Press??
Moonkin is one of the coolest specs in the game. With the ability to nuke an opponent, heal your teammates, or just apply aoe pressure, the class with the best crowd control in the game offers us the chance to bring a lot of utility, while still bringing the damage. Let's start with the basics:
As a new moonkin, you'll want to know what some of the basics to the spec are. Here are some of the most important spells and abilities:
Starsurge: This is our bread and butter nuke spell. Hardcasting this anytime it's off cool down is pretty much always a good idea and we have a chance at getting instant, no mana cost procs from dot damage to cast it again. Lining up a nice SS hard cast into a SS proc can be some really nice burst.
Moonkin Form: Shifting into form reduces your damage taken by 15%, increase your damage by 10%, and give 5% haste to you and everyone around you - pretty awesome. Try and stay in moonkin as much as possible, especially with the new glyph that allows you to heal in form. Leaving form to heal is only a good idea if you're going to die otherwise or you can line of sight incoming damage (losing the 15% damage reduction is huge)
Eclipse: This is the most important mechanic for being a lazer chicken and ensuring max damage. When you first enter arena, your eclipse bar is in "neutral", or right in the center. If you cast a wrath, it will move towards lunar first. If you cast a starfire it will move towards solar first. Generally speaking, wrath and starfire work opposite of each other. SS will always move you towards whichever direction you're currently going EXCEPT when you first start an arena in neutral - in this instance, if you cast it BEFORE you cast a wrath or starfire it will always move towards solar.
What if I can't cast you ask??? How will I ever see this amazing eclipse you speak of?? Never fear, I have alternatives for you. First off, our PvP 2 piece set bonus (bonus for having at least 4 of the 5 main set pieces) is setup so that when you get hit with a critical strike, you have a chance to gain 20 energy heading towards the direction you are currently going - it has an internal cool down, but you can get to eclipse pretty fast if you're being trained. We also have a great new ability called Astral Communion that allows you to gain energy towards you eclipse while channeling. But how can I channel while running around for my life you ask? Fear not, because our new 4 piece allows us to channel it while moving! You can also use Glyph of Omens if you need more ways of gaining energy, as this will allow you to spam Faerie Fire on your target for energy. Lots of great tools for getting that big damage.
So why does someone want to get into eclipse? Solar and lunar eclipse each add damage to some of your spells. Take a look below for specifics:
Solar Eclipse: Increases damage to SS, Wrath, Sunfire, Wild Mushrooms, Hurricane
Lunar Eclipse: Increases damage to SS, Starfire, Moonfire, Starfall, Astral Storm (same function as Hurricane)
So anytime you hit an eclipse, you want to ensure that you have your dot ticking (Moonfire or Sunfire), cast SS on cd, pop Starfall if you're in Lunar, and ideally cast Starfires (lunar) into your target (assuming you aren't tanking two melee's with a lot of interrupts available. There is much more to the nuances, but we'll get to that shortly - this is just the basics of your "rotation". It’s important to note that Wrath does garbage damage, so it’s almost never worth casting and risking the lockout – there is almost always something more important you can do with utility.
Solarbeam: This spell is what makes us super annoying to the other team. By casting roots and immediately following it up with a Solarbeam on a healer, they are effectively stuck in the beam silenced for 8 seconds till the root ends. Having the ability to follow it up with a second roots is key - and if you are playing with a mage, being able to drop this on top of frozen targets is amazing for catching multiple casters at once. Sometimes, even without roots it's really great to drop on a healer behind boxes, forcing him to step into the open to heal and opening him up to giant CC chains. Being on just a one minute cd makes this a really sick spell. The ultimate pairing is with Vortex, and in RBG’s is actually the most OP cc combo in the game right now IMHO.
What makes this spell really special, is the ability to use it defensively that many people don't fully appreciate. A frost DK standing in it does almost no damage, a Ret can't CC you or do many of his damaging abilities and well placed beam around boxes (like Dalaran Arena) can allow you to really mess up burst from casters as well. Don't be afraid to drop it on a melee thats on you and stand in it if you need to relieve some pressure.
Owlkin Frenzy: This passive is really nice for when you're getting focused to allow you to do more damage. A straight 10% damage increase is nothing to laugh at, and the immunity to pushback is huge if the other team doesn't have an interrupt available - you can nuke away!
Lunar Shower: This talent really gives us the ability to keep doing damage while moving or getting trained and not go OOM. By spamming moonfire or sunfire on a target, you build up three stacks to do more damage and the spell costs very little. It's not the best damage you can do, but helps a lot when you are forced to kite or tank melee.
Wild Mushroom: Detonate: This allows you to blow up the mushrooms you place doing AOE damage. But what is more important is the 50% slow that is put on the ground for 20 secs. for 8 yards around each mushroom. Great for kiting, slowing an escaping enemy or peeling for your team.
1. Focus Macros:
GOOOOOOTTA have those focus macros. So important to be able to keep nuking your kill target while continually spamming clone/roots/hibernate etc. on your focus target. Typical macro for me looks like this:
/cast [nomod] Cyclone
/cast [mod:shift, target=focus] Cyclone
You can change 'shift' to whatever mod you prefer (for me, shift is the most used by far) and there you go! You can now easily just hold shift and hit that same button without switching targets. Make macros like this for the following spells: Solarbeam, Entangling Roots, Faerie Fire (rogues!!), Cyclone, Bash (if specced), Wild Charge (if specced - great to go bear and charge interrupt someone/stun) and Hibernate
I like to setup macros to make it easy to keep rejuv on my teammates. This can done pretty easily in a similar fashion as above, but requires some maintenance if you want good control. I'll show too methods:
/cast [nomod, target=billythemage] Rejuvenation
/cast [mod:shift, target=sammytheshaman] Rejuvenation
/cast [mod:ctrl] Rejuvenation
This will always cast rejuv on Billy when you have no mod, always on sammy when you hold shift, and on either your target if friendly or yourself if enemy targeted (and you have the option turned on in your settings to heal yourself when targeting an enemy). The positive side is you always know who you are healing. The negative is the upkeep if you switch partners a lot.
/cast [nomod, target=party1] Rejuvenation
/cast [mod:shift, target=party2] Rejuvenation
/cast [mod:ctrl] Rejuvenation
This version will always cast on party1 with no mod and party2 with shift held down. The downside of this method is that each time you enter arena party1 and party2 can be switched around. Far less upkeep though, totally up to you.
3. Form macros
Another important set of macros are power shift macros.
#showtooltip Moonkin Form
/cast !Moonkin Form(Shape shift)
Sub in any form there and you now have a macro that when you hit it takes you back into the same form without hitting caster form. This will help you break roots without leaving you vulnerable without your feathers/fur/etc. Make one for bear form, cat form, travel form, and even swim form if you like.
/cast [nostance] !Moonkin Form; [stance:1] !Bear Form; [stance:4] !Travel form; [stance:3] !Cat Form; [stance:5] !Moonkin Form; [stance:6] !Moonkin Form;
This gives you the one button power shift macro, where you can have a single button that power shifts, and other keys for each form. Either way can work, depending on your preference.
4. Trinket macros
This may sound silly, but how many times have you gotten an upgrade, forgot to put it on your bar, went to break out of cc/activate your burst trinket and nothing happened? You can avoid that by having a macro that always uses whatever's in that slot, rather than the specific trinket on your bars.
14 is your bottom slot and 13 is the top. Easy to make one for each.
I'm a big fan of having a single button to press for that burst opportunity - it saves keystrokes which could be valuable when you only have a small window to burst.
#showtooltip Berserking (if you're a troll druid)
In this macro, it casts berserking if you are a troll, uses your pvp burst trinket if it's in the top slot, casts lifeblood if you are an herbalist, and uses your engi glove if you're an engineer. Adjust to fit your race/profs. Since trinket triggers the internal cd on the engineering gloves, you can use this once for all of your big cds, and then hit it again later to just trigger the gloves.
6. Focus Set
This macro lets you mouseover a player and set them as focus. Great for bgs, rbgs, wpvp, or if you don't have gladius in arena
7. Wild Mushroom Leap
#showtooltip Wild Charge
/target Wild Mushroom
/stopmacro [noexists, harm]
/cast Wild Charge
This will allow you to leap up on a z-axis to a mushroom you've placed, if you are running Wild Charge as a talent. Very clutch when you're getting trained.
Those would be my core Moonkin macros. I'm glad to add more if people have good ones - feel free to email me/hit me on twitter! Until then, keep those lazers hot and spicy!
Comp Playstyles #1 – LSD 2.0
This is the first, in what I hope to be a lengthy series of posts on Moonkin playstyle in different 3v3 comps. I thought we’d kick it off with one of the more straight forward (and super fun) comps that is available to us: LSD 2.0
Teammates: Resto Shaman, Affliction Warlock
Ideal Talents: Displacer, NS, varies, Incarn or SOTF, Vortex, Vigil
Symbiosis: Lock will be ideal (he gets rejuv, you get a defensive CD that makes you take less damage and become immune to interrupts for a short time. Shaman is also viable (he gets prowl, you get purge) but less important, since the lock can’t stealth so it won’t be a triple stealth opener.
CC Diminishing Returns: Shadowfury & Bash & Capacitor Totem, Earthbind & Entangling Roots
Playstyle: This comp is your traditional dot cleave. The goal is fairly simple: dot EVERYTHING. I literally mean everything, including pets. The real strength of LSD 2.0 resides in getting everything low gradually, so that the healer just cannot keep up. It’s not uncommon to be playing this comp and to see the entire team die within 10-15 seconds of each other, rather than just killing one player while the others are close to topped off as can usually be the case. Popping Celestial Alignment and trinket early can start to really accelerate the pressure, especially if you toss a vortex/beam onto the healer just before popping it so that the dots can really tick away before they are able to start healing. Ideally your Lock will use Dark Soul at the same time, and you’ll find the pressure to be overwhelming. Incarnation and Nature’s Vigil can be stacked and used almost anytime you’re free to put out more pressure, since you’ll still just be dotting, surging, and casting starfall most of the time.
It’s pretty unnecessary to ever cast in this comp, outside of a rare cyclone or using Starsurge (if for some reason it comes off cooldown without proccing), so it’s pretty new player friendly with very little fear of a lockout. I recommend avoiding cloning unless necessary, as it slows your damage down – obviously you need to evaluate the situation and use it when appropriate (CC’ing a warrior with all his CDs popped should take priority over dotting him). Very little DR on CC here, as well, and almost none of it breaks on damage if you avoid taking Disorienting Roar.
- Avoid the “finish him he’s low!” mentality when playing LSD 2.0. It’s really easy to get caught up with a player that is sub 10% and wanting to finish him off. That’s really not the goal of this comp – if you just keep on dotting and switching, something will eventually die (the damage is literally unhealable). Spamming an instant into somebody to get a kill should be used sparingly, and you should rather turn to other targets to make sure they remain dotted during that time so that everything is still ticking down.
- Shaman can actually do some decent DPS. When targets are getting low, if your healer can cast without fear of a lockout, and assuming your team isn’t super low, make sure they are tossing out a flame shock/lava burst combo every now and again. Lava burst always crits. They should also be using their fire elemental and storm last totem for that little bit of extra damage for the team.
- Use your pillars. It’s pretty easy to step out, dot something, and step back in this comp. Don’t be afraid to kite around pillars, dot and hide, and really play defensively when necessary. Your dots will still be doing damage, even if you are LOS.
Com Playstyles #2 – Dancing With the Stars
This is probably my favorite Moonkin comp to play, and should be VERY powerful this season (s13).
Teammates: Sub Rogue, Disc Priest (although other healers can work)
Ideal Talents: Wild Charge, NS, varies, Force of Nature or Incarn, Roar (defensive) or Vortex (offensive), HOTW (defensive) or Vigil (offensive)
Symbiosis: Both are excellent choices. Rogue gives you Cloak of Shadows if you’re playing against a caster cleave and he gets a damage reduction CD in Growl (his version is different than the Druid version). Priest will be the go to against melee cleaves, as he gets CYCLONE!! and you get Mass Dispel (on a 1 min cooldown). Both are very gamebreaking – if they train the rogue, you have MD to get your healer out of cc; if they train you, your healer can clone without fear of diminishing returns; if they train the healer, you can get the healer out of a clutch HoJ or Strangulate or get the Rogue out of cc so he can peel the healer.
CC Diminishing Returns: Disorienting Roar & Blind & Fear, Pounce & Cheap Shot, Kidney and Bash
Playstyle: This comp is fantastic because it can burst every minute, with the lineup of Solarbeam and Shadowdance (and Force of Nature if you spec it). In the offensive version of the comp (meaning you’re not playing against something that has very front loaded burst like TSG, triple DPS, or KFC) you’ll be picking up Nature’s Vigil and Ursol’s Vortex as well. Every one of these has a one minute cooldown, allowing you to swap onto any low target with stupid burst every single minute. The defensive version of the comp (for when you need to turtle out some huge front-loaded burst) will want to pick up HOTW for some major off-healing and Disorienting Roar or Vortex for another awesome peel cc during the enemy team’s cooldowns.
The opener for this comp will always come out of group stealth from the rogue. Ideally he’ll get a sap on one of the dps, while you open with a root>solarbeam (or Vortex>solarbeam if you’re specced for it) on the enemy healer. This gives you the opportunity for your first Shadowdance (and all 1 minute cds – Starfall, Force of Nature and Nature’s Vigil) on one DPS, while the enemy healer starts falling way behind. Coming out of the sap/solarbeam combo, if you can get a cyclone/blind off on the same too people who were already cc’d, you have a very good chance of scoring a kill.
If you don’t score a kill – DONT PANIC!! This comp is not at all about scoring an early kill. If the enemy is able to stop your kill attempt, then start spreading dots/starfall. This is a good opportunity to pop Celestial Alignment and dot everything (including pets). Your rogue can then swap to whatever target makes the most sense for him (based on positioning, relative health, stun DR) and work on setting up the kill for the next Shadowdance/Solarbeam combo. Make sure you are in Eclipse before your Rogue uses Shadowdance, and you should be scoring kills in no time!
- Supposedly Starfall doesn’t hit cc’d targets in 5.2 – until we see that this is true 100% of the time, the biggest thing to watch out for in this comp is Starfall breaking Sap and Blind. Make sure you are using it wisely (and communicating it well) and that your Rogue is watching for Starfall when he goes for a Blind or Sap (it’s something he’ll become used to as you play the comp more.
- Healer kills are VERY viable for this comp. If you are good about dotting everything during the time between Shadowdance/Solar beam cds, there is a good chance the healer will be sitting at 60-70% when you swap to him. A well timed Garrote>Kidney>Solarbeam/Vortex>Paralytic Stun is horrific for a healer to deal with. If your Rogue isn’t peeled properly through this, the healer could be in for over 20 seconds straight of CC (which he will never survive)!!
- Priest having cyclone can be amazing – but watch out for DR. If you are getting trained all game, this is a great time for your Symbiosis to be on the Priest so he can keep cloning while you are unable to. Just make sure you are communicating your clones, the same way a Lock/Spriest have to do with fears when playing Shadowplay.
- Don’t forget your offheals. Even just tossing out occasional Rejuv’s (especially when you can’t cast because you’re being trained) can be huge for your healer.
Comp Playstyles #3 – Spicy Chicken Cleave
A very fun comp that can do some insane burst when played correctly.
Teammates: Fire Mage, Resto Shaman/Disc Priest
Ideal Talents: WC or Displacer, NS or Cenarion Ward, varies, Incarnation, Vortex, Vigil
Symbiosis: Your healer will be your ideal partner in this comp. The shaman will gain Prowl, allowing a triple stealth opener, while you gain purge (ensuring that everyone on the team can dispel enemy buffs). The priest will gain Cyclone (which is fantastic for ensuring targets are getting cc’d when you are getting trained and can’t cast) and you will gain Mass Dispel on a one-minute cooldown (which can literally be the difference between winning and losing a game when you can get your healer out of cc).
CC Diminishing Returns: Dragon’s Breath & Disorienting Roar; Deep Freeze & Bash & Capacitor Totem & Ring of Frost; Frost Nova & Entangling Roots & Mass Entanglement & Earthgrasp Totem & Frozen Power;
Playstyle: This comp is a hybrid between the previous two (Dancing With the Stars and LSD 2.0), in that you will be dotting everything for maximum spread damage again, but you have that nice burst window every time Deep Freeze is available for your mage. The opener against this team can be pretty nasty if the opposing team stacks up, as you have a large number of AoE cc’s available.
Typical opener for this comp will be to start dotting the entire team, while letting the mage control melee with novas and DB (DB doesn’t break on dot damage!). Since you will be avoiding speccing Disorienting Roar for this comp, the mage should be able to DB on cd without having to worry about diminishing returns. Use Celestial Alignment when you know you’ll have some free time to get dots on everything rolling (including pets) to increase pressure on the opposing team.
Kill attempts will revolve around your Mage. When going for a kill, let the mage deep the target (with the proper mage setup for procs), while you drop a vortex/beam on the healer (if attacking a dps). Fire Mages do nasty damage in a deep if setup right (sometimes 4 instant Pyroblast in a row!), so a properly timed vortex/beam, especially if you can typhoon them back inside, will easily amount to plenty of defensive cooldowns being popped by your enemy – or likely a kill!
- Play defensive – you’re entire team is pretty easy to kill for a decent melee cleave if you get overly aggressive for your kills. Don’t get baited into bad spots just to get a kill, knowing that your mage will have Deep available again in just a few seconds.
- Any target is viable – going on a healer is pretty nasty if you can keep the dps from crushing you while you’re doing it (deep, blanket counterspell, vortex/beam/ring of frost), because of the insane amount of time you can keep the healer from casting while you blow them up. DPS are also good, though, as you can shut down a healer pretty well during your kill attempts with your massive amount of cc.
- Utilize Mass Dispel – despite being on a one minute cooldown (and costing a load of mana), this can be game changing. When the KFC gets a trap off on your priest and are trying to go mongo on your mage, using MD to free your healer will ensure they have their trinket available later on.
- Keep dots rolling – although this comp has awesome burst potential during Deep Freeze, a lot of what makes it so good is the wear and tear that Moonkin dots combined with Living Bomb and Combustion from the Mage can do to the opposing healer who is trying to keep up. Avoid overwriting stronger dots when you can, but just make sure everything is dotted constantly (including pets!).
- Fight pressure with pressure – a lot of time there is the tendency to try and offheal through enemy burst, when really you should be countering them by popping your own cooldowns to push them back. Don’t be afraid to utilize massive cc and pure damage when the enemy goes mongo.
Change Log: Updated for 5.3, 6/7/13
Contributors: Udderly, Snuggli, HackAttack3
Posted Vanguards on 04 April 2013 - 12:52 PM
I've been asked quite a few times to make an Enhance guide on stream so hopefully this can help out! This guide is written mainly for players new to playing enhance in arena / PvP.
What changed about Enhance in 5.4.7 for PvP?
Nothing really changed for Enhance this season. The major changes are mostly for PvP entirely such as Resilience changes and gear upgrades.
Talents in PvP are not always set in stone. Blizzard has implemented a system to let you know what you are fighting before arena starts. This lets you optimize your talents and glyphs to fight the opposing team. The above picture shows what I usually use in arena.
Highly Recommended: Nature's Guardian
Nature's Guardian provides the best defensive boost for Enhance. Astral shift isn't bad, but the cooldown is too long for how long it lasts. Stone Bulwark is also a long CD and totem can be killed.
Recommended: Windwalk Totem
Any 3 of these talents are viable. What is best will depend on many factors such as your play-style, the composition you're running, and what you're fighting against. Windwalk Totem is my general recommendation because Enhance suffers from mobility. Nearly any team you see in arena will slow or snare you in someway. Windwalk Totem is really nice for this situation. Windwalk Totem also helps a Beastmaster Hunter's stampede.Earthgrab is nice when you fight compositions that really need you to snare. An example is a death knight team without a freedom.Frozen Power has a similar logic to Earthgrab. It's also really good when you play with a druid to Frozen Power someone into a Solar Beam.
Recommended: Totemic Projection or Call of the Elements
Call of the Elements is nice because it allows you to use double tremor and double freedom. I highly recommend Call of the Elements against any Priest or Warlock teams, and even Hunter + Warrior (Wyvern Sting + Warrior Fear).Totemic Projection is amazing to make your Capacitor Totem truly useful.
Recommended: Any Talents (I use Nature's Swiftness)
This is a talent tree where literally all 3 talents are quite useful.
Elemental Mastery is good for compositions that really rely on burst to win.
Nature's Swiftness provides nearly the same DPS as Elemental Mastery but in a non-burst way. The difference is you can get early pressure from using Nature's Swiftness on a hex for a team without waiting for your procs. It can also be useful with Elemental Blast.
Echo of the Elements provides an okay DPS boost through your lightning bolt. The biggest reason for this talent however is for the chance of giving out huge heals.
Recommended: Ancestral Guidance
Ancestral Guidance heals for the most out of any of these 3 talents even when not lined with Ascendance. However, lining this talent up with Ascendance is highly recommended.
Recommended: Elemental Blast
Elemental Blast buff for 5.4 has made this talent usually the best. It allows insane burst, and it hits harder than our old Stormblast due to how often it crits.Unleashed Fury is also an incredibly useful particularly when you get trained. I love using this talent versus comps like Rogue Mage Druid.
Primal Elementalist is really nice against certain compositions such as Thug Cleave. It lets your Earth Elemental channel a 20% damage reduction + 10% more healing taken for you. Earth Elemental can also do a stun. The Fire Elemental also does insane damage through this talent. In a game with high up-time my Fire Elemental does roughly 800,000 damage before the effect ends. DO NOT USE this talent if you fight a team that can snipe your Elemental totems easily. Thug Cleave is a comp highly reliant on openers which is why it's rare to see them actually kill your totem especially if you try to hide it.
Similar to talents Glyphs should be adjusted to what you play and what you play against. In general I keep Healing Storm, Shamanistic Rage and Purge Glyph as my defaults in 3v3.
Healing Storm - Increases your healing by 20% per stack of Maelstorm. It can easily turn games around even in short games.
Lightning Shield - 10% damage reduction most of the time, incredibly useful for a squishy class like Enhance.
Shamanistic Rage - Use this against Mage and Affliction Warlock teams. Use this against Paladin teams that keep stunning you. Can also be useful against any other magic damage dealing teams like Shadow Priests.
Purge - Useful for really saving some of your globals, but if you get unlucky you can be stopping yourself from purging useful buffs. Use when you are not the only purge / dispeller on your team.
Capacitor - Useful for teams where you can keep Totemic Projection and you are afraid they may snipe your 5 second charge time totem.
Hex - Reduces your hex cooldown by 10 seconds. Extremely effective against teams with no curse dispel or only one curse dispeller.
Spirit Walk - Reduces your Spirit Walk CD by 25%. Nice for teams where you need to keep kiting or if you get heavily kited.
Ghost Wolf - Makes you run at 100% even when you are slowed when using Ghost Wolf. Similar logic to Spirit Walk glyph but in a more consistent manner.
Feral Spirit - Makes your wolves heal you for more. Good for short duration games where you need those extra heals.
Lava lash for teams where your Flame Shock dot can break CCs.
Gems / Enchants / Stats
Priorities for Stats:
3% Hit>3% Expertise>Agility=>Mastery>Haste=Crit>PvP Power>Resil>More Expertise>More Hit>Other
Resilience is usually not worth to gem unless it is for very specific situations.
I recommend most people to gem Agility, but resilience is still very useful when you get trained (which isn't uncommon as Enhance).
"There's a common misconception that PvP Power negates Resilience. This actually isn't true because Resilience is factored in after PvP Power in a sense. Lets say a Frostbomb hits for 100,000. With 50% PvP Power it hits for 150,000. However, if a person has 50% Resilience, it would hit for 75,000 in the end.Now lets pretend the Mage gemmed more PvP Power and the target gemmed more resilience. The PvP Power became roughly 60%. The Resilience became 55%.Frost Bomb not hits for 160,000, but with 55% Resilience it hits for 72,000. This is not the exact PvP Power to Resilience scale; but that should give you the picture that Resilience = generally more damage reduction than PvP Power's increased damage point to point with full PvP Gear.edit: In the end you can't just go one way or the other for everyone. If you play a class like Enhance Shamans, gemming Resilience is probably smart since they get trained over half the time. If you play a class like Warriors, it's probably good to use PvP Power against non-Casters and Rogues."
If you have enough conquest points it's probably best to have 2 sets ready. Wear the set depending on if the team is going to hit you or not. However with the upgrading gear factored in this season it's going to be a lot harder to do this."You should always reforge for Hit and Expertise cap rather than gemming for it. This way you can get more mastery, and other useful stats.
I go with Mastery>Crit>Haste on my Enhance. There are other Enhance Shamans that go Mastery>Haste>Crit. Haste provides more DPS than Crit for Enhance in a PvE setting. It also provides you with more maelstrom procs for increased utility. However I prefer Crit due to the increased burst which is obviously very important for Enhance Shamans. Also at the same time, uptime in PvP is not as high as PvE. We don't get to make use of our haste as often imo. Mastery is almost 100% for sure the best, but the second stat is more playstyle based. With enough up time Haste is better.
Meta - 216 Agility / +3% Crit Damage or Tyrannical Meta Gem (Having 2 sets of gear ready is recommended), Agility gem still provides more damage than the PvP Power from the Tyrannical one.
Red - 160 Agility
Yellow - 80 Agility / 160 Mastery
Blue - 80 Agility / 160 PvP Power
Get 3% Hit Cap.
Get 3% Expertise.
Get the off-stat off your choice. I recommend Mastery>Haste=Crit.
Head - None
Shoulders - 200Agility / 100 Crit
Back - 180Hit or 180Crit
Chest - 200 Resilience
Wrist - 180 Agility
Hands - 170 Mastery
Legs - 285Agility / 165 Crit
Feet - 140Agility / Run Speed
Weapon - Dancing Steel on main hand. Tyrannical Weapon Enchant on off-hand, 400PvP Power / 200 Resilience / Disarm Reduction.
For main-hand use Windfury.
For off-hand use Flametongue.
Rockbiter is also a possible choice for compositions that train you a lot, but the above 2 would be the default imbues.
Blacksmithing and Jewelcrafting can give you choices on what stats to use. Engineering and Tailoring gives you tons of burst.
What rotation do you use in PvP?
There is no "specific" rotation in PvP.
Below is just a general rough idea for dealing damage.
Use Elemental Blast on CD. In PvP you want to use this with the Stormstrike debuff up and Unleash Elements buff up.
Keeping Searing Totem up.
Lightning bolt with 5 stacks of maelstrom is the most optimal DPS after Elemental Blast; but it's not great to always use this. In PvP you sometimes want to save your stacks for Elemental Blast or Hex or Healing.
Use Flameshock. Reapply it while your other damage CDs are down.
Use Lava Lash.
Use Earth Shock.
Use Lightning Bolt with Maelstrom stacks only when you really want to get a kill.
2-Hand Enhance Shaman?
2-Hand Enhance Shaman actually provides the most insane Stormstrikes and Stormblast. However, you can't Lava Lash with a 2-hander. You could potentially swap to 2-handers when you use ascendance for the largest possible burst. However, with how gearing scales now I no longer recommend doing this.
Macros / Keybindings?
Macros are largely personal preference. I prefer using @party1 and @arena1 kind of macros. Some players do it differently. Do what works for you!
Macros I use, and the keybinding I use with it:
For my shaman:
` = Start Attack with Unleash Elements
/startattack /cast Unleash Elements
6 = Cancel BOP
/cancelaura Hand of Protection
Ctrl + D = Burst Macro
/cast Blood Fury
/cast Elemental Mastery
/use Malevolent Gladiator's Badge of Conquest
Shift + F = Solar Beam
R / T / Y = same as my Ret, /focus @arena1 / @arena2 / @arena3
F = Wind Shear Arena 1
/cast [target=arena1] Wind Shear
G = Wind Shear Arena 2
/cast [target=arena2] Wind Shear
H = Wind Shear Arena 3
/cast [target=arena3] Wind Shear
Alt E = Frost Shock Arena 1
/cast [target=arena1] Frost Shock
Alt R = Frost Shock Arena 2
/cast [target=arena2] Frost Shock
Alt T = Frost Shock Arena 3
/cast [target=arena3] Frost Shock
Alt F = Cleanse Spirit Party 1
/cast [target=party1] Cleanse Spirit
Alt G = Cleanse Spirit Party 2
/cast [target=party2] Cleanse Spirit
Alt S = Healing Surge Party 1 Macro
/cast [target=party1] Healing Surge
Alt D = Healing Surge Party 2 Macro
/cast [target=party2] Healing Surge
Ctrl + Z = Rockbiter Macro
/castsequence [@none] Frostbrand Weapon,Rockbiter Weapon
Ctrl + X = Focus Frost Shock
/cast [target=focus] Frost Shock
Ctrl + A = Focus Windshear
/cast [target=focus] Wind Shear
Ctrl + S = Focus Purge
/cast [target=focus] Purge
Alt + X = Focus Hex
/cast [target=focus] Hex
As said with almost everything, Macros have a lot to do with personal preference. You can also use modifiers for different skills in your macros. Use these only as a general guideline and form your own macros!
Gearing for PvP
You can basically use all the PvP Gear and you'll do great. PvE gear has been nerfed in PvP quite a dramatically this patch.
Generally of course you would use the trinket that removes all impairing effects.For your second trinket, I recommend the proc trinket or on-use trinket. Why proc trinket over on-use possibly? On-use is good for set-up based. You get the burst when you want it. However, proc provides MUCH more damage. It gives roughly ~1000 more agility and it's on a lower cooldown.
Stormstrike before you Ascendance in general. Stormblast is not on cooldown after you stormstrike. This can give you some extremely scary burst.
Make sure to Unleash before Elemental Blast. With Flametongue it makes Elemental Blast hit 30% harder.
Enhance PvP Stream
http://Twitch.TV/VanguardsTV - My (Vanguards) Twitch.TV Stream! Be sure to follow!
Enhance PvP Videos
Check out these channels. I make Enhance PvP videos from time to time.
Thanks for reading, I hope this helped you out. Post any other questions you have! If you have specific questions for me, try posting them on my facebook page or tweet them to my twitter.
By Vanguards / Sam
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Posted Nightmonkey on 02 April 2013 - 12:41 AM
The guides that are currently stickied to the top of this Forum are more of a history lesson than anything else. I thought it would be a good idea to post an up to date one. If this guide looks familiar, it's because I used the same format that Vanguards used for his Ret guide. I found Vanguards' guide very helpful and well laid out, so hopefully he doesn't mind.
What changed about Holy in 5.4 for PvP?
Holy got a few buffs in 5.4. Overall none of it is drastically game changing.
Divine Plea no longer reduces your healing by 50%. Bout time.
Illuminated Healing (mastery) no longer procs from hots. Minor nerf to Eternal Flame.
Guardian of Ancient Kings has a lower cooldown and copies your healing onto your target.
Holy Insight now increases Eternal Flame and Word of Glory by 50% (up from 25%)
Holy Shock's mana cost reduced by 50%
Judgment mana cost up to 12% from 5% of base mana
The highlighted talents are the most commonly used talents for Holy Paladins. This is not a definitive selection of talents as they all have their different uses.
Speed of Light: the best choice in my opinion. This talent provides a burst of speed that is not on the GCD and can be used while silenced. This means that you can always use it exactly when you need it.
As Holy you won't always have the GCDs to spare to get a sprint through Long Arm of the Law when you really need it. Pursuit of Justice is nice as well but in my experience it won't save your life or help you get into range to land HoJ like Speed of Light will.
Fist of Justice, Repentance, Evil is a Point of View
I've lumped all of these into one category because they are all viable. The biggest thing you need to consider when you choose one of these is what CC's your team currently has, and which of them share a DR with your talent choice.
Ideally you want to choose a talent that does not share a DR with your team's main sources of CC. For example, if you are playing with a Warlock you probably shouldn't use EPV. Repentance is questionable too because it breaks on damage, and Warlocks like to dot things up. In this case Fist of Justice would probably be best.
This is the train of thought that you should go through each time you play a different comp.
Eternal Flame: This is the one to get.
Sacred Shield: Even with the changes to Sacred Shield in 5.4, I typically do not use it. This is a complete flip flop from what I used to have in this guide. I used to think it was great until I started using Eternal Flame more often, now I never want to use anything but Eternal Flame. I can't really think of a situation where Sacred Shield would be preferable to Eternal Flame.
I do not recommend Selfless Healer to Holy Paladins. This is because of all of the spread damage going around, the increase to Judgment's mana cost, and the fact that you need to spend 3 GCD's before this talent really kicks in. Any good Warrior will use Thunderclap to spread Deep Wounds, and that damage alone will eventually put you behind in healing without Eternal Flame.
Clemency: the preferred choice most all of the time for me. This talent allows you to give freedom to your team mates, yet still have 1 charge available to you in case you get switched to. It also allows you two get out of jail free cards against CC that breaks on damage through Hand of Sacrifice. Also with 2 charges on Hand of Protection you should almost never find yourself coming up short on immunities for yourself or your team mates.
Unbreakable Spirit: The change to this ability puts it on par with Clemency. This is the talent to use if you are having trouble with wizards, or you are simply getting trained a lot. This is something you will benefit from changing on a game by game basis depending on what will help the most.
Hand of Purity: also a viable choice, though not one I typically recommend. It is a highly specialized talent that is only really useful against teams with more than one DoT class. The 10% damage reduction that they added to it in 5.2 doesn't even begin to make up for all the utility you lose from not using Clemency. This is a talent you will only use against certain teams, but in those specific situations it can really shine.
Divine Purpose: a really strong and random talent. Sometimes it will proc exactly when you need it, sometimes it won't. It can completely turn games around if it procs back to back when somebody is low, which seems to happen frequently because of its high proc chance.
Holy Avenger: also a very strong talent, but it is not random. This talent is for somebody who does not like RNG and would prefer on demand burst healing with a cooldown. I typically choose this talent for RBG's and sometimes for 5v5. This talent gives you another button to press when things really start getting wild.
I have experimented with Sanctified Wrath in the past, but I do not feel like it is as strong as the other two. I think Holy Avenger provides better controlled burst healing, and Divine Purpose will probably do more for you over the course of a match.
Holy Prism: the only real choice for PvP. The cooldown on the other two talents is far too long for them to really be viable. Be careful not to use it on a friendly target if they are standing near an enemy player that is CC'd by something that breaks on damage (Freezing Trap, Polymorph, etc) because the Prism will break them out of it. Try and make an effort to use this on an enemy player whenever you can because it actually does a ton of spread healing. This is especially important/useful in RBG's.
Light's Hammer might be useful since 5.2 added a snare to it, so it works like a 14 second AOE snare. If you feel like you don't need the superior healing from Holy Prism you might find this useful as a kiting tool. Execution Sentence used to be a cool talent until they changed PvP Power to not benefit healer damage. The new dispel protection on it makes it more attractive, but I still would not recommend it.
Beacon of Light (highly recommended) - I always use this glyph. It is amazing.
Flash of Light (highly recommended) - Gives a nice little boost to your next heal after flash.
Divine Protection - Use this as your third against any double physical damage team.
Glyph of Devotion Aura - If you are not playing with wizards, this is a strong choice
Gems / Enchants / Stats
Priorities for Stats:
This is an area of a lot of discussion and debate for Holy Paladins. I would actually like some input here, but I will try to present several options as best I can.
Intellect and Spirit are your two main stats. You want both of these stats on most of your gear. Paladins don't really have mana troubles these days. They do have troubles with getting chain CC'd though, so you want whatever few heals you can get out in between CC's to be strong.
Mastery and Crit are the two secondary stats that tend to attract the most controversy. After experimenting with a Mastery setup and a Crit setup, I think Crit is probably superior. The sheer number of procs you get from Holy Shock really starts to feel mandatory in today's arena environment.
I feel like Haste deserves a mention as well because Paladins have a fair amount of abilities that benefit from it. Sacred Shield, Repentance, Blinding Light, and every casted heal all benefit from Haste.
At the end of the day, whatever feels best to you is what you should do. After personally trying full mastery, full haste, and full crit, my personal opinion is that crit seems to be the best.
PvP Power and Resilience:
Blizzard turned PvP Power and Resil on it's head. The gems have been severely nerfed and your base PvP Power and Resil will mostly come from your PvP gear. Your weapon and trinkets are your most important pieces for these stats, use the PvP pieces in these slots.
Meta - 432 Spirit / +3% Critical Effect or your personal preference
Red - 160 Intellect
Yellow - 80 Intellect / 160 Crit (or Mastery)
Blue - 80 Intellect / 160 Spirit
Shoulders - 200 Intellect / 100 Crit
Back - 180 Intellect
Chest - 200 Resilience
Wrist - 180 Intellect
Hands - 170 Mastery
Legs - 285 Intellect / 165 Spirit
Feet - 140 Mastery / Run Speed
Weapon - Jade Spirit
Off Hand - 165 Intellect
This is where the personal preference and a lot of debate comes in. I used to prefer to reforge out of Haste/Crit into Mastery. Now I do the opposite and reforge into crit. I reforge into Spirit wherever I can, though I think it's just one ring and your weapon where this is possible. It's hard to go wrong really.
Viable Holy Comps
Once again I think Holy Paladins are kind of in a rough spot this season. I don't think they're the worst but they're definitely not the best either.
To be honest I haven't played very much this patch, but it looks like your best option will be to make friends with a good Warrior if you haven't by now. Once you have that taken care of, add in just about anything else and you have something that has potential to get to high ratings.
Some of the most notable Paladin comps in no particular order:
General Arena Tips for Holy Paladins
Make sure to keep rebuffing Might/Kings as long as your team is above 85%. In 5.3 the mana cost came down on these buffs significantly, so this is even easier to do now.
Prioritize dispels on your most supportive classes. When your team is going offensive make sure to dispel CC that is "full" to maximize uptime for your mongoloid team mate.
Also just be really vocal with team mates when you don't have trinket or bubble, letting them know the other team is about to swap onto you before they do could really change the outcome of their swap.
I don't use a ton of macros, but I find the ones I use to be absolutely essential. I'll put a couple here, maybe someone will find them useful.
Mouseover Cleanse & Self Cleanse
/cast [target=mouseover, exists] [help] [target=player] Cleanse
/cast [target=Player] Cleanse
My personal Preference is to use a Mouseover macro for cleansing. You hover over somebody's raid frame, name plate, or character and then use this macro. I didn't like how it behaved when I tried to self cast it, so I made another macro and bound it to ALT + my cleanse binding. You can replace Cleanse with any other ability in this macro if you like how it works.
Psyfiend Turn Evil
#showtooltip Turn Evil
/targetexact [noharm] Psyfiend
/use [harm]Turn Evil
If you're too lazy to manually target the Psyfiend. I don't actually use this one, but some may find it useful.
#showtooltip Devotion Aura
/cast Devotion Aura
#showtooltip Hand of Sacrifice
/cast Hand of Sacrifice
The purpose of these macros is to stop whatever your character is currently doing and cast a more important spell. This is usually only used for very important spells that are time sensitive such as Bubble, Devotion Aura, Hand of Sacrifice, etc. It makes sure that the important spell goes off when you press the button, no matter what else your character may be doing.
Adding Party1,2,3 targeting support to your macros
Personally I do not usually use this style of macro, but they are very useful and considered by most to be the proper way to use macros. The idea is that for some (or all) of your abilities there are 2 to 3 different binds that cast the same spell, but on a different person.
Here is an example:
Let's say that R is bound to Cleanse. Pressing R will cleanse your target if you have one, or will cleanse yourself if you have no target. Now let's say you want to change things up and use a Party1,2,3 macro for cleanse, so you bind R to this macro:
/cast [target=Party1] Cleanse
When you activate this macro you will always cleanse the first person in your party, no matter who you are targeting. So at the minimum for 3v3 also need a macro/binding to cleanse your other partner and yourself.
Now that you know how the Party1,2,3 macros actually work, here is how you apply them. Arena1,2,3 macros work exactly the same way to target your opponents, so just replace "Party" with "Arena."
/cast [target=Party1] Any Spell Here
I felt like Holy Paladins deserved an up to date thread covering some of the basics. The purpose of this guide is to help new and returning players that may not know what a lot of the new stuff does.
I welcome any constructive criticism or additions. This is not intended to be a flawless and complete guide, just the basics. I'm not claiming that my word is gospel or that I am the best Paladin, this is only intended to be a basic helpful guide - so please don't flame.
If you liked what I had to say, you can follow me on Twitch, but I don't stream that often:
Posted Conradical on 05 March 2013 - 02:21 AM
I have nothing against you, I was only offended by what you said about my teammates and I.
Anyways this thread is getting pointless and best of luck on your push.
damn i love when this happens