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RohleMember Since 29 Oct 2012
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Posted Asol on Yesterday, 07:41 PM
Also cheers to yaspresent for a awesome tourney, loving being able to hear the skype 100% better than any caster.
Posted Aces on Yesterday, 06:26 PM
How so? Aids isn't very descriptive.. I think people hate on LSD because it's so boring to watch/play.
Posted Hiddenstalke on Yesterday, 04:28 AM
Dont forget that you we're magically 2800 in 3 hours into season 10 and all the other off stream wintrades.
Posted Rhee on 04 March 2014 - 06:17 PM
Hi there! I’m Rhee the shaman, and while I’m pretty new to the PvP scene of WoW, I believe I have found success in the shaman perspective of arena combat, allowing me to have ethos for a guide!
My first ever arena season was Malevolent season, where I played a hunter to around 2200 rating. Watching popular shaman streams like Flubbah, Kollektiv, and Cdew inspired me to play one!
My first season as a shaman was Tyrannical, where I found some success – achieving 2400+ rating as shatterplay – but I had to AFK mid-season, which resulted in an absence of any titles. First full season was Grievous, where I achieved 2600 rating and R1 playing numerous comps, and I was very privileged to play with many talented players to get to this level.
Enough talking, lets get to business!
This is pretty much the “Cookie Cutter” talent build to be an effective shaman. With the exception of the level 30 and 45 talent choices.
I’ll provide a rule of thumb, where you SHOULD swap out the “Cookie Cutter” talent for the circled ones above, and explain why.
Use Earthgrab Totem VS Rogues, or Warriors, or Monks, or DKs (Who are NOT paired with a Mage)
Ex) Monk / Spriest / ShamanEx) Rogue / Warlock / Shaman
When used effectively, Earthgrab totem can save your life when the enemy players attempt to make a swap on you.
It disrupts the melee from making contact with you, buying you precious time to react appropriately. And it also disrupts the enemy team’s offensive cool down coordination. While the caster can still hurt you with his cool downs, the melee will have to suffer delay on his cool downs.
Against rogue / warlock or shadow priest teams, you can drop this totem when the rogue attempts to make a swap to you with a vanish or a step + shadow dance combo. It pulses, so dropping it when you know that the rogue is running at you with vanish up will root him in stealth when he gets near you, hopefully wasting his dance or shadow blades uptime.
Against warrior or monks + caster teams, it’s a lot easier to make use of this totem as you can visually see the swaps. Simply drop it when the monk or warrior gets near you and ghost wolf away!
I NEVER swap out Windwalk Totem verse any mage compositions because the freedom aura is simply too good for defensive and offensive reasons. Even against Rogue + Mage, I suggest you use Windwalk even though Earthgrab is extremely potent against Rogues.
This level 45 talent is really up to you. I personally never spec into it because my logic stands that double healing stream, grounding, tremor, freedom, and earthbind are just too good to give up.
However, when used effectively it can help your team out tremendously as you have absolute control of your totems.
If your team can use more CC, “throwing” Capacitor Totems can help your team out in that aspect.
Most shamans do not go this route, but Burbery, who is an extremely successful shaman always specs this, and is really known for this play style, so don’t be scared to try it out and adopt it.
These are set as my “Default” glyphs, and I’ll briefly go over the reasoning beyond them and when I switch glyphs out for specific comps.
Glyph of Totemic Vigor: This glyph basically protects your totems from being easily destroyed, but keep in mind some melee like warriors can destroy it fairly easily. It complements Healing Stream Totem well since its your largest source of healing, and protects it from being one shot.
Glyph of Ghost Wolf: Basically allows you to kite well when enemies target you. Shamans get targeted a lot, and this glyph is a must have when it comes to kiting and surviving.
I will rarely switch these two out, as I believe they are needed for my own survival.
Situational Glyphs (That I swap Healing Stream Glyph for)
I will only swap out Healing Stream when there isn’t a mage, ele shaman, or death knight on the opposing team.
Glyph of Capacitor Totem: Great glyph to use against cleaves that will hit you mainly. Extremely potent against double melee teams as the stun is easy to land.
Tip: This glyph with Earthgrab Totem is a secret weapon of mine when it comes to dealing with melee + caster comps that will try constantly to make a deadly swap to you.
Ex) Against Rogue / Warlock, drop Earthgrab Totem first for the root when the rogue connects with you, step forward a bit, then drop Capacitor Totem so the rogue is not in range to kill it. Watch him get helplessly stunned and then smile since you lived!
Glyph of Cleansing Waters: Okay glyph to use against DoT cleaves such as Boomkin / Warlock / Healer, or Ele Shaman / Warlock / Healer. The small heal scales with vigor so try to keep riptides up on your whole team and this glyph can go a long way when you need to dispel Unstable Affliction.
Glyph of Hex: Okay glyph to use when the other team does not have a de-curse for your hex, or if your team is lacking CC. I don’t use this glyph that much because usually I will be occupied enough to have Hex back off cooldown when I really need it. But it can be extremely effective if your partner’s CC is roughly on the same cool down as Hex with this glyph.
People ask this all the time when I tune into fellow resto shaman streams. But the point is that it really does not matter, and you should test different stats out as I did to find your niche. I’ll go over some popular stat choices.
Pure Crit: Crit rating scales extremely well with shamans because our heals tend to be only potent when they crit. Also, a riptide provides us with a crit bonus for our next two healing surges, so crit rating scales well in that sense as well. We also get mana back when we crit heals!
Pure Intellect: The theory behind this stat choice is so that when you don’t crit, that your heals actually move your partner’s health bar. I rarely see shamans go this route anymore because the amount of crit rating you lose is not really worth it.
Mastery: Some shamans will pick up mastery as their main stat, not really common, but there are successful shamans who go this route. Our mastery basically makes us heal more when our partners are lower, which scales well in my opinion with your passive healing through totems.
My stats revolve around intellect, crit, and spirit. I found that as full crit I sometimes go OOM due to RNG. If I crit, I will top someone off, but if I don’t my healing surges won’t do anything, forcing me to spam surges that quickly burn my mana. So my theory in this build is to have some intellect and spirit to compensate when I don’t crit at all. I’m extremely comfortable with the amount of healing I do when I don’t crit, and I’m never OOM during my arena games, even when it goes to dampening. Also, I like intellect for passive healing via totems since they do not have a passive crit modifier like healing surge.
But… do what you want! Test everything out and see what you like. I think I’ve tested every possible stat combination out there, and this is what I found to be most effective to my play style.
-How to be an effective Resto Shaman-
Shamans are great when it comes to keeping their team-mates up with potent healing and support. Our toolkit, mainly Wind Shear, Grounding Totem, Windwalk Totem, and Tremor Totem allow our partners to stay out of CC and sustain offensive pressure by disrupting the enemy team.
However, Shamans are weak when it comes to survival and you will always be the weakest link of your comp. Shamans are pretty much susceptible to death in any given moment to any given comp. Therefore, you will need to build the skillset of surviving on top of having effective grounding totems, shears, and the like.
Rule #1: Always pretend you are in trouble.
- As I’ve stated before, we are susceptible to death at literally any given moment because we have no defensives while stunned or silenced.
- Learning to be defensively aware should be your top priority.
- Get in the habit of keeping a mental timer on enemy stuns and silences.
- Get in the habit of constantly checking enemy positioning vs yours. As you get more experience you will able to tell easily when the enemy wants to push up for a swap if you position yourself adequately.
Rule #2: Learn to be preemptive
- Our major defensive cool downs require us having to trinket, so learning not to trinket by being preemptive will substantially increase your chances of survival.
- Practice swapping Earth Shield + Riptide before you get swapped to. It can be hard at first, but trust me even the smallest things like this can go a long way for your survival.
- Practice dropping totems preemptively before the enemy team swaps on you. A fresh healing stream will do wonders before a swap lands, and a healing tide will be even better too.
Rule #3: Don’t panic
- Once you get the hang of managing your defensives and get used to the overall damage of arena, the panic will go away when scary swaps come, but I feel like this is often so easily overlooked when I watch other aspiring shamans.
- If you don’t panic, and look at exactly the offensive cool downs of the other team, you won’t waste unnecessary defensives, and therefore increase your time of survival.
- Using your trinket inefficiently and in panic will most likely lead to a loss.
Our Defensives (Listed with priority)
Spirit Link Totem
Healing Tide Totem
Healing Stream Totem
Ascendance / Aura Mastery
NS or Ancestral Swiftness
The idea here is to generally use certain defensives first before using the others as each provides higher percentage of survival. With the exception of healing stream of course as you should be using it almost off-cooldown. Its up there due to its potency as a passive healing source.
So, you should look to use NS frequently when the enemy team has ways to interrupt your cast or when your teammate is hovering around 30~50% for a quick heal. Always look to Unleash Elements into a NS Greater Healing Wave, as NS without Unleash won't heal for anything.
Tip: Against teams that are not spread pressure, but rather single target killers, you can use Ascendance before you NS for the extra heal to guarantee that they will most likely be topped off.
Tip: Against teams with obvious patterned CC like Hunter / Melee / X, you can Ascendance before you get put into a scatter shot, and the healing bonus will be applied to HoTs you have active on your partners. Sometimes against hunters I'll just pop ascendance before I know I will get Scatter Shot and throw an unleash riptide on my partner, and they will have a huge HoT when I'm CCd.
Tip: It is FINE to Unleash Elements + Riptide! Its extremely effective when you need a quick heal before you know you will be CCd because it can crit for around 50k, and provide that big HoT. Its super effective verse spread pressure teams, and I believe its one of the most underrated spell combos shamans can do.
Always try to preserve your PvP trinket by coordinating partner cool downs first as the absence of your trinket just makes you a juicy target for 2 whole minutes. I generally like to hold my PvP trinket until I have to Spirit Link, but of course it all depends on the situation.
The general rule of thumb is that when you use your PvP trinket, use a defensive following right after it.
Some examples are:
Trinket -> Spirit Link Totem
Trinket -> Healing Tide
Trinket -> Aura Mastery w/ Ascendance
Grounding Totem is your best friend when it comes to survival. Spam grounding totem when you are stuck in a stun like deep freeze in an attempt to ground the silence effect that is always followed up.
!!: Grounding Totem will only ground magical effects like Counterspell, Spell Lock, and Silence. Won't work for a rogue garrote. You can also spam Aura Mastery during your stun so that when the effect expires you can immune the silence effect.
!!: In certain situations, you can use grounding totem as a cover from magical interrupts to get a cast off. Do this when in a do-or-die situation (when you obviously don't have aura-mastery). Just drop grounding and cast, and hopefully you can ground windshear or a CS.
If your PvP trinket is on cooldown, and the enemy is obviously trying to kill you soon, and your teammates are out of utility, it doesn’t hurt to be “clutch” as it will most likely pay off. Try to preemptively spirit link, healing tide, healing stream, tremor to increase your chance at survival because once that stun lands you are most likely dead anyway.
Earthgrab Totem is your best friend verse melee caster comps (without a mage) that are constantly looking for a swap to you. Abuse this totem to disrupt enemy melee cool downs. Extremely potent vs. rogues, DKs, and monks.
Abuse your shocks and I mean it. Earth Shock decreases physical damage done by 10%, Frost Shock slows enemy players, and Flame Shock can be used for reflects, and dark sims. This is probably the most distinguishing characteristic between a successful shaman and a decent one.
Purge will get rid of enemy shaman’s grounding totem or any other similar effects.
Wind shear will “eat” the reflect effect of warriors, but its better to flame shock so that your shear can be used for a cast instead.
If you shear a mage on a polymorph cast, just hex his ass (mage can’t use Counsterspell if you lock them out on poly) if your hex isn’t that crucial to your team’s CC. Often times, mages will just cast a ring of frost after the lockout and you can’t do anything about it. So hexing to stop a cast is extremely good.
Try to fake Counterspell from casters with a casted hex instead of heals. I found that in my experience casters tend to respond with CS for hex rather than a heal.
You can use Call of the Elements (“Totem Prep”) when you are silenced or kicked. Something you can do to save time during a lockout if you see that all your totems have been used.
Memorize the totem placement pattern.
Fire totems don’t matter, but be wary that your Earth Totems drop on your front-right, your Air Totems drop on your bottom-left, and that your Water Totems drop on your bottom-right.
Learn to hide your healing streams behind pillars as decent players will always look to kill them. So just position yourself so that the pillar is behind you to the right and drop a healing stream, which will hide it from enemy LoS. Healing streams work through walls and z-axis too.
- On a map like Blade's Edge with z-axis, you can drop your healing stream or healing tide underneath the bridge to protect it from being killed and it will heal your partners up top.
Since you know that your Tremor Totem (an Earth Totem), will drop on your front-right, make sure to position yourself to get your partners out of fears or wyvern stings since the range on Tremor is only 30 yards. I’ve seen many shamans “miss” their tremors because its not in range, and weren’t aware of the totem’s position.
Same with your healing stream, you can hide your Grounding Totem against hunter teams to protect yourself for 20 seconds from getting trapped. Same logic, hide it behind a pillar so that you are the only one getting protected from the grounding aura, while your partners are pushed up.
Last but not least. Now you know that your Spirit Link Totem will drop on your bottom left, you can “aim” Spirit Link to make sure your partners will get the health distribution.
Ex) Your partner is a bit far from you, and requires spirit link to survive. You run towards him, and you can jump, and rotate your camera around, and strafe in the air so that your left backside is facing your partner to guarantee the Spirit Link to “hit” your partner. This will allow you to link faster since you won’t have to run to him as much. I essentially call this “throwing your link”.
If you are like me and play with around 200 ms never try to shear fast clone or an Unstable Affliction cast unless it’s preemptive.
Against resto druids, study their movement and try to save your grounding. They usually jump or strafe around when hotting because lolinstant, and will usually stop in place when attempting to go for a soul of the forest cyclone or heal. I usually ground quite a few SotF clones vs druids.
If you need to prep your totems for another tremor, make sure to just use and drop all your active totems like earthbind, freedom, grounding, healing stream, and even capacitor. Wasting any of the above is a big no-no. Sometimes I land random Capacitors with this strategy.
Against a rogue, never trinket the first stun unless you want to spirit link, or if you are at the stage of the game where your defensives are limited or you are likely to die. The idea is to trinket the DR stun and then use your aura-mastery to immune the garrote. Be wary though, rogues will triple DR stun you for a kill.
A rogue will always try to gouge your aura-mastery heals. Just pop it, and run the direction the rogue is facing, also spin your camera around like a maniac if you think he is going to sprint or step gouge.
Drop your fire-elemental totem early vs. a rogue to keep you in combat, and thus protect you from saps.
Don't waste healing-stream by just dropping it off-cooldown. Its best to try to drop it before the next CC lands on you so your partners have the stream to heal them while you are CCd. Same logic goes for Healing Tide. I always try to healing stream or tide (based on enemy offensives used) before I get stuck in a long CC chain, so against a hunter I will try to drop these before he even lands the scatter shot, which will be followed up by another stun or a freezing trap, into a silence.
Learn to have a habit of constantly purging. It will improve you tremendously as a resto shaman. Keeping a mage “clean” of buffs will allow you to sometimes instantly purge Presence of Mind, or Alter Time. But learn to be mana-efficient with it as well, purging is high mana-cost.
Use Mana Tide early, and not when you are at 10% mana. 50% to even 70% is a good threshold to pop it when your healing stream is on cool down.
Look for early drinks constantly if your team has the upper-hand in terms of pressure and defensives. Once you leave combat, drop a healing stream, a mana tide, or even a healing tide before spamming your water button. The totem will drop and you will be allowed to drink.
Some macros that I believe are essential as a resto shaman.
Replace the 1 with 2 and 3 for arena 1~3 macros that will aid you.
#showtooltip wind shear
/cast [nomod, target=arena1] wind shear
/cast [mod:ctrl,target=arena1] hex
/cast [mod:alt,target=arena1] frost shock
- Doesn’t have to be this format exactly, but just have your wind shear, hex, and shock for arena 1~3 bound.
#showtooltip Cobo Cola
/click TotemFrameTotem2 RightButton
/use Cobo Cola
- Destroys your fire elemental totem to go for drinks
/cast [@arena1] Flame Shock
/cast [@arena1] Earth Shock
/cast Grounding Totem
/cast [@arena1] Flame Shock
/cast [nomod] riptide
/cast [mod:ctrl, @player] riptide
- I have self riptide bound so that I don’t have to waste time swapping targets to pre-hot myself before a potential swap.
#showtooltip Water Shield
/cast [nomod] Earth Shield
/cast [mod:shift] Water Shield
/cast [mod:ctrl, @player] Earth Shield
- Same concept as above for earth shield.
#showtooltip Ancestral Swiftness
/cast ancestral swiftness
/cast blood fury
/cast greater healing wave
/script function CompactUnitFrame_UtilShouldDisplayBuff(a,b,c)local _,_,_,_,_,d,_,e,_,f,_,g=UnitBuff(a,b,c)if UnitAffectingCombat("player") then return (e=="player" or e=="pet") and not f and d > 0 and g; else return g end end
- The above script shows your water shield on default raid party frames.
I feel like many beginners tend to clutter their user interface with a lot of information because they are not comfortable with their level of awareness yet. However I strongly recommend keeping it as simple as possible. Using addons is fine to start off, but don't go overboard with it and start with one at a time to get used to them.
Try to keep your field of vision clear so that you can start to be aware of enemy positioning as well as yours and your teammates'.
This is my UI, inspired from Kollektiv's that grants me good field of vision, focus buffs / debuffs, targets buffs / debuffs, my totem frames, and arena 1~3 cast bars.
I hope you have enjoyed the guide, and if you have any questions don’t hesitate to message me in-game Rhee-Tichondrius, I’m always willing to help out or message me on twitch at username Rhee1.
Resto shamans are a great class once you get used to its weak points, and is definitely one of the most constantly effective and potent healers in 3v3 arena.
I don’t stream unfortunately, but you should check out these streams for high level shaman content that you could learn a lot from. Practice and watching streams is how I progressed pretty fast too.
Cdew – twitch.tv/cdewx
Takenotezz – twitch.tv/jakenotezz
Eeluminati – twitch.tv/eeluminati
Kaska – twitch.tv/kaskatv
Flubbah – twitch.tv/flubbah
These guys seriously rock, and studying their globals, and trying to adopt them into your play style or imitating them will seriously improve your level of play in no time.
Posted Paulweezy on 28 February 2014 - 05:06 AM
Posted Siuox on 27 February 2014 - 06:45 PM
If you have any suggestions, let me know. I will try to update this guide frequently e.g. adding suggestions :)
I always use this talent setup:
- Displacer Beast is the best choice. It grants you great mobility. If you are russian you might like Wild Charge, too.
- Cenarion Ward is the best choice, because you can use this talent not only for yourself, but also to help your teammates.
- Ysera's Gift's Heal is too random and not very noticeable. It only heals you for 2% due to battle fatigue.
- Note: You can also use Cenarion Ward when you are (blanket) silenced #inlined
- The t4 talent choice will impact your t3 talent choice.
- I prefer to play with Incarnation, because I try to hit people pretty hard.
- I don't like the treants for this reasons:
4) I don't like their „low“ burst damage
- Note: Force of Nature benefits from your spellhaste. If you place them when Nature's Grace is up, they will cast their wrath faster.
- I'm using Mass Entanglement, because I use this root together with Solar Beam to CC the enemies’ healer or the enemies’ damage dealer.
- If you prefer to play with the treants, you might not need Mass Entanglement, because you can use the treant's root together with Solar Beam. The problem is that you'll DR the root if you press the button too fast and got two charges of the treants.
- Might be strong against meeles. I don't want to use so many globals to slow the enemy.
- Typhoon is nice to interrupt casts or knocking meeles away when they are chasing you or your healer
- I used to specc Mighty Bash, but Warlocks are able to specc Shadow Fury since last season which is the more powerful stun imo, because you can stun all enemies every 30 seconds.
- Disorienting Roar does not share DR with any of your Ccs in LSD2. You can interrupt casts or use it to cyclone off it. e.g Roar Warrior → Cast Cyclone
- Ursol's Vortex can be used to kill healers particularly shamans. Might be good if your teammate is a warrior who can stun/slow people.
- I'm always using Nature's Vigil for the healing support. Especially huge offheals during your Cooldowns: Incarnation + CA + (Trinkets)
- If you don't have the extra warlock cooldown from symbiosis, you might also go for Heart of the Wild. It is a huge defensive cooldown, if you use it together with Cenarion Ward or NS Healing Touch.
You always want to use Glyph of Barkskin and Cyclone. The third one can be rotated:
- Using Nature's Grasp glyph against teams that contain at least one meele to root him.
- Minor Glyphs just have visual effects
- If I fight two casters + healer I'm using Glyph of Omens, because I don't need the shorter cooldown on Nature's Grasp
- If you prefer Force of Nature you might have enough roots and don't need a shorter cooldown on Nature's Grasp, because people will have DR anyway. So you want to take Omens the most of the times.
- For RBGs if you have to carry the flag and stealth across the map:
- "I think the main reason for this glyph (for me atleast) is to use stampeding roar without cancelling starfall while bursting when you are trying to chase someone down who's running away from you. So without the glyph it will cancel your starfall if it's active " - Sanative
V. Reforges & Geming & Enchanting
- I'm using askmrrobot.com to get the best performance out of my gear
- I enter the simcrafted statvalues (Note: Haven't simed them for 550ilvl yet!!!)
- First: Edit your Weights. Second: press „Optimized“ and do what the robot suggests :)
- If you don't have full gear yet change the „HASTE SOFT CAP“ to 5273.
For people that are smarter than a computer:
6% Hit > 10289 Haste > Crit > Mastery
Shoulders: 200 Intellect and 100 Critical Strike
Cloak: 180 Intellect
Chest: 200 Resilience
Bracers: 180 Intellect
Gloves: 170 Haste / 170 Mastery
Legs: 285 Intellect and 165 Crit
Boots: 140 Mastery & Minor Speed Increase
Weapon: Jade Spirit
Off-hand: 165 Intellect
Way to Gem 1:
Blue = 160 Crit + 80 PvP Power (You'll have more than enough spirit)
Yellow = 320 Crit
Red/Orange = 80 Int + 160 Crit
Belt Bucket = 320 Crit
Way to Gem 2:
If you prefer Heart of the Wild over Nature's Vigil you might also gem Intellect. You trade ~ 3% Crit for ~ 1200 spellpower. I prefer to have 3% more crit.
Blue = 80 Int + 80 PvP Power
Red = 160 Int
Yellow = 80 Int + 160 Crit
Belt Bucket = 160 Int
Usage of Symbiosis' cooldowns:
- Unending Resolve: Just use it as a normal defensive cooldown. Sometimes I'm using it to be able to hardcast starfire during my cooldowns, but this might be really risky if your enemies haven't used any cooldowns yet.
- Cloak of Shadows: You can use it to avoid being countered or as a defensive cooldowns e.g. to cleanse dots / avoid magic damage.
- Anti-Magic-Shell: I used it to avoid being CCed during my cooldowns and to eat traps or avoid magic damage of course.
- Moonkin + Rogue + Healer
- Moonkin + Warlock + rShaman
- Moonkin + Deathknight + rShaman
- Moonkin + Warrior + rShaman
- Moonkin + Mage + Priest
- Shaman is the most powerful healer, because of tremor totem and the passive, unpurgable mastery and spellpower buff.
- It's hard to land a kill on anyone without tremor totem. In the crucial moments you'll need tremor to land a kill.
- Other healers like priests are not able to heal very long games. You might also feel pretty dead all the time because their healingoutput can't be compared to the shaman ones.
It's hard to give any tips by just writing. I recommend to watch moonkin streams and to look exactly what they are doing, when they are doing something and how their positioning is.
- This is our main nuke spell. Try to use them on your focus target, too. Most likely in situations where pressure is spread across at least one opponent. It will burn a lot of the healer's mana, because he has to „burstheal“ two targets. It’s also important to use focus starsurges during your cooldowns to spread damage on the whole team.
- In this season you are gonna be more often able to cast one of these spells. Try to cast them as often as possible.
- Be aware that you cast Wrath during your „Sloar Eclipse“ (brown) and Starfire during your „Lunar Eclipse“ (blue).
- Try to put dots on at least your „focus“ target (the one you are dpsing) and the enemies’ healer.
- In most cases you'll try to put dots on everyone, especially during Celestial Alignment
- Use your first starfall before you are using Celestial Alignment, because the cooldown will be resetted.
- Try to use it in situations where everyone has your dots up.
I don't care if some people laugh when they know that you are using this addon: http://www.curse.com.../gladiatorlossa because I assume that I react way faster than other players.
If she :) tells me someone used deepfreeze/shadowdance/what ever I'm gonna CC him instantly.
People need to get annoyed :P like http://www.twitch.tv...nk1/b/506014289 (sorry for using you as an example) ~ 5h 56 min
… in general:
- Sometimes people will CC you instantly when they see the big owl was popped. Use Incarnation, wait until their CC spam is over and then activate Celestial Alignment.
- Don't try to heal all the time. More healsupport is needed if your healer is low on mana.
- Try to CC enemies who have their 3 minute cooldowns up
- Try to pressure the enemies’ healer as often as possible (switch on him / use focus starsurges)
- Try to get as many Starfires/Wraths off as possible
- Always rebuff Mark of the Wild!!!
- Don't let healer go for a drink!! Use your mushrooms to stop them.
- Try to use innervate on your healer as often as possible
- Try to interrupt their goes on your healer. I'm always trying to instant clone or beamroot the mage when he deepfreezes/uses orb on someone.
- Do the same if he uses alter time.
- That said try to always use your beam defensively.
- Put dots on their elemental.
- No easy kill targets. You can maybe land a kill if dampening is up.
- Kill his pet if he has one
- CC them during their Dark Soul → Clone / Solar Beam
- Good kill targets
- Put dots on their pet
- Put a Faerie Fire on them so they can't use Camouflage
- Most annoying opponents besides rogues
- You unlikely land a kill on them ever. Your dots are just too weak to dps through second wind
- Using Nature's Grasp (+ Glyph) as often as possible to avoid at least some damage
- You have to support your healer asap if you are playing with a shaman and the dk uses asphyxiate. Cyclone / Beamroot the DK and heal your healer until he tells you that he's safe again.
- Good killtargets in 2v2, maybe not the best ones in 3v3.
- If they use their first grip on you, try to get away by using travel form. In most cases they will use their second grip. Now use Displacer Beast to get away again.
- Kill the Gargoyle
- Root them as often as possible (Nature's Grasp+Glyph) to avoid damage
- Always put a Faerie Fire on them
- Try to stop them from restealthing → use your mushrooms
- Instant CC them during Shadow Dance
- Use Disorienting Roar when they use Cloak of Shadows
- Not a good kill target, because Cloak of Shadow will be ready most of the time and their feint-ability is really powerful.
- ALWAYS kill their Healing Stream Totems and Mana/Healingtide Totems!!
- Elemental and Enhancement Shamans are good kill targets
- Kill their Mushroom by meele hitting it
- Try to interrupt Tranquility
- Ferals are „okayish“ targets. Moonkins are nice ones. Restodruids take a lot of damage when you switch on them from time to time.
- Retribution: Instantly CC them during their Wings. I'm NS Clone them → they will trinket in most cases → recyclone them. Time for your mate to cc him.
- Holypaladins won't die if you don't oneshot them. That said most switches on a holypaladin are a waste of time.
- Kill their Xuen (the „white tiger“)
- Root them as often as possible (Nature's Grasp+Glyph) to avoid damage
- Holy+Shadow: Faerie Fire them so they can't use Spectral Guise; good kill targets
- Holy: Go oom pretty fast; if you are not able to land a kill you should destroy the new Lightwell
- Use focus starsurges on them (you might be able to oneshot them during your cooldowns, at least force cooldowns)
- Monks and Paladins will never go oom. Try to CC them and land a kill on one DPS.
- You are unlikely to kill a paladin ever
- Focus Starsurge
/cast [target=focus] Starsurge
Important to nuke healers, allows you to dps two targets more easily
- Focus Beamroot
/cast [target=focus] Mass Entanglement
/cast [target=focus] Solar Beam
Important for fast CC on the enemies’ healer
- Focus Root + Cenarion Ward one button
/cast [@mouseover, help] Cenarion Ward; [@focus] Entangling Roots
If your mouse is over a friendly target you'll be able to use Cenarion Ward on it. If not you'll cast Roots onto your focus target.
- Focus Cyclone
/cast [@focus] Cyclone
/cast Mass Entanglement
/cast Solar Beam
- Dispel 1 for your DD
/cast [@“YourDPSMate“] Remove Corruption
- Dispel 2 for your Healer
/cast [@“YourHealerMate“] Remove Corruption
- Mark of the Wild
/cast [@Player] Mark of the Wild
You are always able to rebuff. No problems with someone being LOS or anything similar
- NS Healing Touch
/cast Nature's Swiftness
/cast Healing Touch
- Innervate for your healer
/cast [target=“YourHealer“] Innervate
For smoother gameplay. You don't have to switch targets.
- Roar Cancelaura Macro
/cancelaura Displacer Beast
/cast Stampeding Roar
/cancelaura Bear Form
- Celestial Alignment
/cast Celestial Alignment
You'll instantly apply a moonfire to the target, because CA is not on the global cooldown. Smoother gameplay.
- Incarnation + Nature's Vigil
/cast Incarnation: Chosen of Elune
/cast Nature's Vigil
Saves one button that Nature's Vigil would require.
- Queue Leave Macro to drop rating fast
- Treant Root + Solar Beam
/castsequence [@focus] reset=2 Force of Nature, Solarbeam
/cast [@focus] Solar Beam; Solar Beam
thx to Neoh
gonna test and add the macros later today
XI. Streams / VODs
lsd2, 2: http://www.twitch.tv...syo/b/503313707
- I love to watch other players playing the game. Look at the positioning and what they are doing when they are under pressure etc.
- Try to remember what those guys were doing when you are in the same situation, maybe it will help you to survive / kill something.
Posted dominera on 01 March 2014 - 05:19 PM
I have noticed there arent really that many guides for frost mages, or mages in general, thats directed to PvP that are updated at the moment. With the break between S14-15 I was pretty bored since you couldnt do any rated PvP, and therefore I thought I could spend some time doing a guide directed to the community. Im not the best mage thats WoW have seen but being gladiator and 2.4k+ I feel like I have atleast some understanding of the class and therefore I think I can help atleast new mages with some directives on how to spec, gem, glyph etc. This guide is mostly aimed towards people thats new to the mage class but my hope is that everyone might learn something new. Without further delay:
3. Stats, gems and enchants
5. General gameplay and tips
Level 15: Against most comps you will be running with PoM. PoM + Alter combo is really powerful and a well timed poly on the healer - alter back - RoF on the dps can put up alot of pressure on the enemy team. PoM have a big range of usage, you can use it to get a clutch PoM poly on the healer or you could use it to tripple RoF the whole enemy team.Sometimes I play Blazing Speed against heavy melee comps that will train you all game or certain melee/caster setups. Normally I go with PoM against melee teams as well cause of the simple reason that it can give your team alot of momentum. Its abit harder to use PoM correctly so if you are feeling you just getting roflstomped I would suggest to try using Blazing cause of the good opportunity to create distance.
Level 30: Temporal Shield is an obvious choice in 3s. Its not only a damage reduction but it will also heal back a certain amount when it expires. Its able to use it while you are stunned, slept, feared, frozen and incapacitated and this combined with the fact that its NOT on GCD makes it a really powerful tool. However, cause of its short duration and how it works its alot harder to use it than Ice Barrier. It requires some practice to get really good with it, a perfectly timed Temporal Shield could save your team from a block, link, guardian or w/e - so its definitely a talent worth using! The only time I go with Ice Barrier is when I duel, doing bgs or queing 2s (in other words where I dont have a healer).
Level 45: Ring of Frost is the best choice here and its what I use as my standard spec against most comps. Its a very powerful spell especially combined with PoM and I would recommend it in most situations. Ice Ward is also a good talent and even if I go with RoF most of the times there are some situations where Ice Ward comes to use. If you are facing a melee team that will cleave you down for example it could be wise to use Ice Ward if you feel it will create some distance. Normally I just use it in duels or 2s.
Level 60: Cold Snap is the obvious winner. Heals you for 30% of your HP and resets the CD of your block. It can be used in any CC as well as in your current block. It will also reset the lockout on frost for Ice Block. Now, if you happen to get into this situation you have done something terrible wrong, getting kicked on frost on low HP and die before you can block is really !@#$ing bad. However, if you do for some reason get into this situation you should know that Cold Snap will "reset" the lockout. So if you have block but get kicked on frost while your healer is in some CC or whatnot and you judge you are going to die before the lockout expires you could, as a final solution, use Cold Snap to reset block and use it. But as I said, this is a situation you shouldnt get into, if you play correctly, keeping track of enemy CDs and atleast have some small knowledge about your enemy you could easily anticipate things like this. But if you get into a worst case scenario you should know there is a way out.
Level 75: Best choice for arena is Living Bomb. It doesnt brake CC as easy as NT and it will deal good damage. Remember to use frost nova before you apply Living Bomb since LB will benefit from it even when nova expires/breaks. And when you are going ham you should always use nova, icy veins + on use (ideally with procs), THEN Living Bomb. The only time I go Nether Tempest is when Im doing rbgs.
Level 90: Incanter's Ward is the best. It gives you not only passive damage increase but after the shield is broken it gives you up to 15% damage increase. This is obviously one of your biggest offensive CDs you have. I see alot of mages that uses this quite randomly and/or mages that will alter before they have Incanter's Ward up. I used to do this myself but when I learned how to use it correctly I gained alot, so simply by learning how to use Incanter's Ward properly you can increase your gameplay alot. Since the CD is only 25 sec its really good to use it when you are doing swaps combined with Deep/Silence combo. So make sure you are utilizing it to the fullest!
Glyph of Armors, Glyph of Polymorph and Glyph of Deep Freeze are normally what most mages use as the standard spec in 3s. Glyph of Armors is a must in all matchups as well as Glyph of Polymorph (most of the time atleast). The only glyph spot that you really can choose from and experiment with is the Glyph of Deep Freeze. Running with this glyph gives you the most damage compared to if you would not have the glyph, its not that huge of a difference but it gives you a slightly higher burst. Its also really good to get quick deeps off, especially against druids since they will have time to shift the novas if you have a GCD on it.
Glyph of Deep Freeze: Even if its the best overall to go with Glyph of Deep Freeze there are situations and comps where it could be more beneficial to go with some other glyph. If you play a comp that relies on the mages damage to land kills or a comp where you just wanna pump out as much damage as possibly, then you should play with Glyph of Deep Freeze since with the GCD removed you will be able to do slightly more damage. If you play a comp that requires you to coordinate damage with your teammate in order to score kills then it could be wise to go with another glyph, cause even if you will do slightly worse damage the 5 sec Deep Freeze stun will buy your teammate 1 more sec to do damage, which obviously is really good - especially if you swap to the healer. A good example of this would be Godcomp, the comp still works if you play with the glyph but I find that you will have more success in scoring kills without the glyph since 1 additional sec will be very beneficial to your shadowpriest.
Its also a very good idea to not have the Glyph of Deep Freeze if you play a comp where you will use deep mostly as a CC. If you play RMP or RMD you mostly kill someone in a kidney/cheap shot anyway, and since Prey on the Weak will be beneficial to you as well its very common to use Deep as a CC on the healer, which of course will be best without the glyph since the longer the stun is the better it will be as a CC. Its also based alot on personal preference, I have played with and without the glyph alot and there are pros and cons with both ways, if you play a comp where you can choose its mostly what you like playing with.
Glyph of Ice Block: Except for the above mentioned glyphs you could also choose between Glyph of Evocation and Glyph of Ice Block. The rest of the glyphs doesnt really have any place in the arenas, maybe Glyph of Ice Lance could be used in rbgs but I would 99% of the time use any of the 5 mentioned glyphs above. Glyph of Ice Block is obviously really good if you face a spellcleave sicne the 3 sec immunity will allow you to freecast whatever you want, set up some damage or just buy your healer some time to top you up without you having to worry about getting killed or interrupted. You can use this glyph in many ways, the immunity will also be more forgiving to offensive blocks. If you have all your procs up while you are in the block you could alter with the immunity buff up while you are unleashing your damage, and then altering back with all the procs again + immunity buff. Doing this will practically make you an unstoppable killing machine for 6 sec. You could also alter with the immunity buff up if your healer is in a CC without trinket and you judge you will die before he gets out. Obviously its best to use alter when you are going ham with all procs up but it could be used defensively as well, and this is one way of doing it.
Glyph of Evocation: I normally just use Glyph of Evocation in duels and 2s but it has its place in 3s as well, provided you dont run with the Glyph of Deep Freeze or Glyph of Ice Block. There isnt really much to say about it, its nice to have as an extra backup if you feel you need it. But I think Glyph of Ice Block is best in most cases if you want a defensive glyph, going up against melee/caster it will do some good and even against double melee sometimes cause of the free frost nova. If its a ret or DK it could also save you from some small amount of damage. I guess this choice is also based on personal preference to some point.
3. Stats, gems and enchants
Stat priority goes 6% hit > Int > haste > mastery > crit.Mastery used to be really good but after the change its not really that great anymore. Icicles is decent but faster polys, rings etc is more valuable which is the reason to why you wanna go with haste. Also, the more haste you have the faster frostbolts which will make it able to stack icicles faster which will give more damage. A little farfetched but you get the point.
For gems you wanna use:
Yellow: +80 Int and + 160 Haste
Red: + 160 Int
Blue: +80 Int and +80 PvP Power
Meta: +216 Int and +3% Crit
As far as enchants go you want:
Shoulder: +200 Int and +100 Crit
Cloak: +180 Int
Chest: +80 All stats
Bracer: +180 Int
Gloves: + 170 Haste
Legs: +285 Int and +165 Crit
Boots: +140 mastery and speed boost
Wep: Jade Spirit
OH: +165 Int
Arena target and focus macros:
Target and Focus arena 1-2-3 is essential for a mage. Its really important for all classes but its especially vital for a mage because you will be swapping target and focus alot in arenas when you are double CC and spellstealing stuff etc.
/target arena1 /target arena2 /target arena3 /focus arena1 /focus arena2 /focus arena3
Polymorph + Counterspell Arena 1-2-3:
This is something extremely important. Its really good not only for the simple reason to poly someone without having them as target/focus, but also because it allows you to peel effectively. Macros like these allows you to spam poly on the whole enemy team, and playing a mage you will abuse poly alot. Its also vital to have CS bound to arena 1-2-3 so you could instantly interrupt a mages opener for example.When the game starts you wont be able to have time to focus him first and then cast CS, its easier to just spam CS 2 or CS 3 (depending on which spot he is on) and when he comes out of invis trying to poly your healer or something you could just instantly interrupt his cast.
This is good for all kinds of fast reactions, if a priest spectral guise in order to fear you could spam CS 1 and as soon as he comes out he will be silenced. The same goes for every thing that requires fast interrupts, if you are having a hunter as target and the healer on focus and you see the third player is about to CC your healer you could just press CS 3 instead of first focusing him and then CS him. This macro is not only good for being fast but also for the reason that you sometimes dont wanna change focus cause you are keeping track of debuffs/buffs so by having Arena 1-2-3 macros you could increase your awareness since you wont have to change focus all the time for a CC.
#showtooltip /cast [@arena1] polymorph #showtooltip /cast [@arena2] polymorph #showtooltip /cast [@arena3] polymorph #showtooltip /stopcasting /cast [@arena1] counterspell #showtooltip /stopcasting /cast [@arena2] counterspell #showtooltip /stopcasting /cast [@arena3] counterspell
CS and Focus CS, just as the above:
#showtooltip /stopcasting /cast counterspell #showtooltip /stopcasting /cast [@focus] counterspell
Focus deep and focus poly:
#showtooltip /cast [@focus] deep freeze #showtooltip /cast [@focus] polymorph
Spellsteal macro with cancelaura. If you are facing a fire mage and spellsteals pyro proc you wanna dispel it so he doesnt steal it back from you, and you also want cancelaura for sac since even if you take it away from your target it will still have the same effect on you, so if you steal it from a hunter and they deal damage to you the pala will come out of poly even though the hunter doesnt have sac:
#showtooltip /cast Spellsteal /cancelaura Hand of Sacrifice /cancelaura Pyroblast! #showtooltip /cast [@focus] Spellsteal /cancelaura Hand of Sacrifice /cancelaura Pyroblast!
Living bomb macro:
LB macro for target and focus, good for taking down groundings etc:
#showtooltip /cast [modifier:alt, @focus] living bomb; living bomb
#showtooltip /cast presence of mind /cast ring of frost
Orb with on use macroed into it:
#showtooltip frozen orb /use 13 /cast frozen orb
Pet Freeze + Summon Water Elemental:
This macro will allow you to cast pet nova if its alive, but if your pet is dead it will cast Summon Water Elemental:
#showtooltip freeze /cast [nopet][@pet,dead]Summon Water Elemental;Freeze
Ice Block macro + cancelaura:
Allows you to spam block without being able to cancel it:
#showtooltip /stopcasting /cast !ice block
Since you have a spammable block you need to put cancelaura for it in some other spell, myself I use it on ice lance:
#showtooltip /cast ice lance /cancelaura ice block /dismount
I recommend macro marking in your buffs. When you use mirror image you will lose your mark, therefore its good to be able to reapply it:
#showtooltip /cast dalaran brilliance /script SetRaidTarget("Foxztar",6) /script SetRaidTarget("HEALER",5) /script SetRaidTarget("DPS",7)
Decurse macro for healer + DPS. Definitely a must:
#showtooltip /cast [@DPS] remove curse #showtooltip /cast [@HEALER] remove curse
Alter Time macro + cancelaura:
Allows you to spam Alter Time without cancel its effect. You could set "reset" to 10 if you want which makes it completely spammable, but then you need another bind for activating it. My macro will allow you to spam it but also using it for activating Alter. You wanna put /use 1 in order to stop flamestrike AoE circle:
#showtooltip /castsequence reset=1 alter time, flamestrike /use 1
Cancelaura for Alter Time. If you get topped off or if you will get into a really bad spot it might be a good idea to cancel it:
#showtooltip /cancelaura alter time
Pet dismiss + control macros:
You can use this to unsummon your pet. Its nothing you really have to use, but I think its nice to have. Long ago you could resummon your pet to reset the CD of freeze. You are obviously not able to do that now but its a handy macro in case your pet gets stuck in a bad spot:
Last but not least, the pet control macros. This is something very useful to have. I see alot of mages that macros /petattack into frostbolt etc, and while this might be a convenient solution its best to have separate binds for that. You will have better DPS by controlling your pet alongside with your own spells, also pet move to is crucial to have as a mage. If you are low on HP and are kiting around a pillar you could control your pet to the other side and nova your follower and evo/getting topped off. You could also use it the other way around, if your enemy with low HP is kiting you just send pet the other way around and nova him so you can come around and finnish him off:
"Pet move to" /click PetActionButton3LeftButton "Petattack" /petattack" Petpassive" /petpassive /petfollow
5. General gameplay and tips
Mirror Image is more of an utility spell rather than a burst CD. While it does increase your damage its not by that much for you to start playing around it, especially with the long CD. Its better to use it as an utility spell to get snares on the enemy team, keep people in combat, drop target and focus or just to dodge CC.
As I mentioned above you always wanna apply your Living Bomb while your target is frozen. You could achieve this through pet nova, frost nova or RoF. Even after the frost nova breaks your LB will benefit from the damage increase.
Playing as a mage you have a really high burst, but you are very dependent on your CDs to achieve anything. As most already know you wont do that much damage if you dont have any CDs or procs, but having orb, deep and full procs you will deal a !@#$ ton of damage. Thats why its very important not only to use your CDs wisely, but learn how to play around them.
I guess you could say that you have two big phases or conditions as a mage in arena. The first one is the damage phase where you will pump out as much damage as you can using orb, deep, blanket, and procs etc. Most of your damage will come every 1 minute when you have orb + deep up but you could also deal good damage every 30 sec with deep/pet nova/incanter's.
The second phase is when you dont have any damage going, when you dont have any procs and your pet nova, deep etc is on CD. This is where alot of mages dont do that much of use. Its really easy to deal damage as a mage with all your CDs, but playing good and keeping pressure and momentum without any procs/CDs is abit harder. You could probably say that the second phase is more of an controlling phase where you wanna aim to control your enemy team with CC and setting up for your next burst. One way to do this is spellstealing, using this spell is really important as a mage. Inbetween your burst windows its really good utilizing this spell in order to make it easier to score a kill next time you have your burst. Its also vital to spellsteal things like fear ward, sac and big buffs. When you are going ham you obviosuly dont want to spend your precious time spellstealing stuff, but you need to learn how and when to use it. You must judge if the globals and time spent on spellstealing is worth it.
Using polymorph is really important, not only as a CC on the healer. As a mage you should literally spam poly on the whole enemy team, especially when you are inbetween your bursts. You should always try to have one target in sheep at all times, and if you play with a druid you could cycle your poly/clones on the healer and DPS so that you try to cross CC the enemy team as much as possible, 1 target in clone and the other in sheep, and when dr strikes you just shift it etc... Spamming poly is also good when you wanna peel for your team since dispel is on a CD, and in some cases you could force trinkets when abusing poly. You could also use poly solely for the reason to force a dispel.
While fakecasting is important you shouldnt get obsessed by it. As a mage you have plenty of tools to deal instant CC/damage but since our change to mastery we need to stack icicles, which comes from FFB and casting FB. Its good to fakecast, but due to it being like 2k interrupts in the game along with all the instant CC its not worth spending a huge amount of time trying to fake cast something thats always gonna have a back up interrupt. Fakecast maybe once or twice and if he doesnt kick you just go for it, dont try and juke for an eternity - it just takes time and you lose momentum. And if you do get kicked you can always cast from the other school. If you juke poly and he doesnt kick you and you decide to go for it and get kicked you can just cast frostbolt or a ring, provided you have juked atleast 1 of his interrupts. Getting kicked on frost will allow you to cast poly or spellsteal.
While Frost Armor will give you most damage you rarely use it in arenas. Sometimes you could switch to it but overall you will go with the following armors:
Double melee: Molten Armor
Melee/Caster: Molten Armor
Double Caster: Mage Armor
Those are probably the best mages atm that streams pretty often, if you wanna improve you could learn alot from them.
I think this sums up the guide, I might add more later but I think this cover the basics pretty well. If you have any questions or so feel free to ask.
Posted Bigmoran on 25 February 2014 - 07:54 PM
Posted Bigmoran on 25 February 2014 - 04:19 PM
I really hope I can earn the respect of all whiteknights. Apologies to Dibzz, Irub, and Benjiown.
Posted Feliclandelo on 26 February 2014 - 10:41 PM
It really baffles me you want him to post in the other thread, which is nothing more than a whinefest from a DK who lost a game or two.
Posted Nadagast on 21 February 2014 - 12:09 AM
Trolling and assholery puts AJ on a downward spiral. People troll/asshole-it-up, which leads to less people using this as a forum for serious/reasonable discussion, which leads to more trolling, etc. AJ always was and continues to be the most popular place for new players to get into the PvP scene. Any community relies on new members to sustain itself--by making this place a wasteland we are doing nothing but ensuring our own demise.
Before you post a reply or topic, ask yourself: am I being an asshole? If you are, change your post to take a more educational tone. If you're feeling heated about something, take some time to cool off before replying. Don't immediately assume someone is trolling you, some people are just not very knowledgeable. Worst case, if you reply in a calm educational manner, you've posted something informative for the hundreds or thousands of lurkers who will view your reply. These are generally newer PvPers, and anything you do to help sustain them as arena players helps all of us.
On any set of forums, it's easy to forget that almost all of the people reading it are lurkers, who will never make any posts. Lurkers cannot be trolls, they can't be assholes, they are just here to learn or read interesting things. Post interesting, informative content. Post drama if you want, but don't be an asshole. Fuck the trolls, post for the lurkers.
Posted Bigmoran on 18 February 2014 - 08:03 PM
Posted Tupaclol on 18 February 2014 - 05:50 PM
but moran has not let us down once again, funniest guy on aj