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Posted Lolflay on 20 July 2014 - 02:07 AM
Posted Raak on 13 June 2014 - 11:42 PM
Posted Xunae on 13 June 2014 - 10:47 PM
Posted Capstone on 26 April 2014 - 08:32 PM
first thing i looked at
well if i can't trust unpublished data from perry f renshaw md phd who can i trust
Posted Kruschpak on 21 April 2014 - 07:55 PM
Posted Starcookie on 26 July 2013 - 12:29 PM
Prepare yourself and your team by getting a better understanding of where your team currently stands and where it needs to stand in order to qualify for rewards.
EU, US and RU is supported including 2v2 (for reference), 3v3 and 5v5. For the best results please submit 0-20 teams that have a rank visible in the armory.
Good luck to all those competing for titles.
Click here for FAQ's.
Posted Guest on 29 June 2013 - 04:52 PM
Posted zenga on 10 June 2013 - 07:59 PM
To provide some math behind your statement: what is the probability that 1 flame shock tick will cause a lava surge proc, what is the probability if 2 flame shocks are up that at least one will cause a lava surge proc, etc .... So you need to multiply the components (i.e. the chance that they won't occur). Each individual tick has a 20% individual chance to reset flame shock and obviously an 80% chance that nothing happens. For convenience lets assume that all ticks happen at the same time if multiple flame shocks are up:
1x flame shock up: = (1-(0.8)*100 = 20%
2x flame shock up: = (1-(0.8*0.8))*100 = 36%
3x flame shock up: = (1-(0.8*0.8*0.8))*100 = 48.8%
so if you have 3 flame shocks up and assuming all ticks happen at exactly the same time, then you have a 48.8% chance that lava surge will proc
and if you were to play 5s or do rbgs
4x flame shock up: = (1-(0.8*0.8*0.8*0.8))*100 = 59%
5x flame shock up: = (1-(0.8*0.8*0.8*0.8*0.8))*100 = 67.2%
6x flame shock up: = (1-(0.8*0.8*0.8*0.8*0.8*0.8))*100 = 73.8%
The reason why they changed lava burst in 5.3 (0.5s increased base cast time and 25% increased damage) was a pve one: with the legendary gem (30% haste proc that is up for roughly 50% of the time) and current haste values, elemental shamans found themselves casting their main damage spell below the gcd for a good amount of the time. Since elemental shamans have been near or at the bottom of the dps spectrum in pve since 4.0 (with the exception of 4.2), it seems highly unlikely to me that they will change/nerf lava burst damage (even more so because elemental is lagging behind particularly in single target situations, pve that is).
Currently there is a demand from elemental shamans in PVE to make crit rating more attractive, and there have been some tweets that indicate that they are looking into changing the way that lava surge will proc (e.g. rather than a flat 20% chance per tick they were considering that a flame shock crit would proc lava surge). But this seems to be a concern for the distant future, not so much a change they will make during a hotfix.
Provided they want to change ele in pvp, it makes most sense to me to make 2 versions of the spell. Keep the way it currently works in pve, and revert the 5.3 changes for pvp. So lava burst will do 25% less damage against player targets, but also has a 1.5s cast time instead of the 2s it currently has. Not sure if they have the tech to have 2 different base cast times for the same spell, but to me it only felt like ele was lacking defensive/passive dmg mitigation in pvp, not so much damage. Something they addressed with the glyph of lightning shield.
And on a final unrelated note a consideration: the fact that rogues or no longer omnipresent in arena makes elemental shamans kinda more dangerous/viable by default.
Posted Feliclandelo on 12 May 2013 - 12:59 PM
An alt friendly game, encourage people who are easily bored with their class, character or realm to keep playing, by rerolling to one of their other alts. I have faced the same problem a few times, and if an expansion is not on the horizon, I simply quit playing my character and spend time on something else, be it another game or spending time with friends (god forbid).
Right now when you reach 27.000 conquest points, you can buy all the other sets from honor (493-498 iLvl). This only applies to your character that has the achievement. Now, I don't have the time to play RBG or keep high ratings (not to mention, ensure being on a high pop realm and keeping 3 active 3v3 teams), meaning I am left with basicly 1 character that will be able to benefit from this. This means if I try to reroll, my alts will be severely undergeared, and they will be no fun to play and it will not be possible to migrate them in order to play with friends if you want to stay competitive.
Therefor, in order to try and give an extra incentitive (not only to earn a bit extra) but also to keep your playerbase (atleast within the pvp community) I would strongly suggest making this achievement account wide, meaning that all your other characters can farm the gear from honor, once you did it with 1 character.
Now, I can't really see the consequenses of this change, but perhaps some fellow AJ members could tell me why this might be a bad idea?
Posted mukuld50 on 30 April 2013 - 06:09 AM
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 Vexo on 15 April 2013 - 08:14 PM
Posted Thaya on 28 March 2013 - 05:23 PM
Posted Thaya on 14 February 2013 - 04:33 PM
Ever since WotLK ended, I've had the opinion that the problem of WoW PvP is not balance, but the systems. In fact, the things I'm going to talk about have always been in place, I just didn't notice them because I enjoyed random battlegrounds, skirmishes and 2v2 up until Cataclysm. I don't want to make this a nostalgia thread or a rant on bringing back skirmishes, but a few words have to be said about skirmish: reintroducing skirmish arenas, with the way the game has evolved since they were last active, would be a stupid decision. Back in WotLK individual skill was a much bigger factor than it is today - this is both due to developer decisions and players getting much better in these 4 years - arena is all about team synergy now, individual skill doesn't even fascinate anybody anymore. A single player just won't be able to make enough of a difference on his own to make it fun in the slightest, perhaps with the exception of one or two specs, and I'm not even going to talk about the obvious problem of team compositions and how predictable it will be. If they are reintroduced in the original implementation, people will play them for a short while, and then it will just be another dead area of the game.
Let's forget about the other PvP modes for now and focus only on arenas - it is a little game of its own, there's nothing that feels or plays quite like it, and it has a community of its own.
A huge problem with the arena system is that there is only one, ranked, mode. I believe it applies to everybody, or at least the vast majority, that you're not always in the mood to play serious, to play to win. And I believe every arena player has been in a situation where you wanted to try playing with some other people or your friends - just for fun - but couldn't due to being locked to their "serious" team. The real reason people want skirmishes back is because arena players simply don't have anything to do when they're not in the mood to play serious, or when their team mates are offline, or whatever other reasons not to play ranked. Ever noticed how many people buy Arena Pass just to be able to mess around without putting their live ratings in danger? it's always a very short sparkle of interest, because AP isn't really that good of a solution, but it's a good example of what people want.
And so, why not do the obvious thing, the thing that exists in several other super popular games?
Give it a a matchmaking system to match equal teams, but no ladder and no statistic tracking at all. No need for teams too, just let any party of 3 queue for it, even cross realm parties. Characters will still have MMR attached to them, and the average of that MMR will be used for the party - imagine it as if a temporary arena team is created. It just won't matter, it won't give rewards, it won't be displayed on the UI, the matchmaking system will extend its search range a lot quicker (aim for 2-3 min queues tops, even at the cost of equal matchups), and there will be no competition based around it. An organized skirmish, that's exactly what it should feel like.
Firstly, this will be a less serious environment to play in for the veterans, a polygon to run new teams or just play for fun, something you can queue any time of the day carelessly, something you don't have to commit to. And secondly, this would be a wonderful thing for new PvP players. It's just like the real thing, but without the pain of losing; I know people who tried arena, sucked due to being new, and never touched it again because they just kept losing. WoW arena has a very steep learning curve at least due to the amount of information you need to memorize and get used to before you really feel like you understand what's going on, being put straight into a competitive environment makes it that much harder; on top of that, gear is a much bigger factor than it's ever been, but let's discuss this another time.
Now, since I've touched the subject of new players... Let's go back to the real world where PvP isn't just arenas. The general consensus on AJ is "who cares about random BGs", but it is so much more important for the game overall than people think. Random BGs is the first place people unfamiliar with PvP go to, not only because of gear, but because it's the only type of PvP you can queue solo for. This is where they get their opinions about the PvP side of the game, and do you honestly think it's a good one if every second active poster here is botting, and some of you even actively support it? If I continue this subject I'll have to repeat myself a lot from an earlier thread about honor and battlegrounds, but key points were: the honor grind must be shortened A LOT, it's totally wrong that getting starter PvP gear takes so long; winning/losing shouldn't be as important as it is (random is random); and botting should be at least risky and more complex to use than it is today.
Another problem with the systems is how weird the matchmaking system is. Why do you sometimes not get a high rated team from your realm that you KNOW is queueing, and instead get 10 min queues into a team 700 rating below you? Why do you sometimes experience the opposite and get the same team 3-5 times in a row when you KNOW there's other teams queueing, and you even have to sit and wait for them to finish their game when they bump into somebody else? Why do battlegroups still exist even though it's been many years since it's possible for cross battlegroup matchups? all battlegroups do now is slow down queues for everybody and give out free rank 1 titles from 5v5 shares. Why does it take years to fix an exploit in the RBG MMR system, an exploit that people made thousands of euro on, and even humiliated Blizzard by making 5000 rated level 1 characters for the purpose of advertising? Why do RBGs have a much, much better effort:reward ratio in a game that's based entirely around character/gear progression? RBG is easier for the individual player and gives everything that arena does plus more (higher cap), that's wrong on so many levels. Imagine how all of this mess looks like to new players.
It is the oldest and ugliest system in the game by far, it's had so many things built on top of it and patched that it's just an archaic abomination.
There's so many great ideas out there. It doesn't even have to be unranked mode - that's just my take on it and an idea I haven't seen discussed before. Think about weekly challenges/tournaments with rewards - regular 100k gold tournaments would be intense. Introduce observing, at least in ghost mode like on a certain private server, but preferably more like the 5.2 Brawl (can keep it tournament-only). Introduce a best-of-3 mode for it, and allow it to be used in wargames.
Think about getting rid of end of season rewards completely. End of season rewards only promote cheating and boosting by now, and their value as an achievement of skill diminished to the point they're almost irrelevant. You could replace them with the aforementioned tournaments, or do other things like temporary per-season achievements that turn into FoS (f.ex. a new Arena Master per season, Flawless Victor, 2.2/2.4/2.7 per season). You know how fun it is for new players to get a RBG achievement every 100 rating they advance? Imagine if Arena had something similar, and you got Gladiator at say 2.5k, Duelist at 2.2, etc. And the seasons are really short so it doesn't get stale - you don't NEED TO introduce a new title and set of gear every single season.
Think about reintroducing 2v2 in some shape or form (f.ex. with a healing debuff, because right now healer/dps vs healer/dps is impossible), with rewards or achievements to it, especially something for the newer and less experienced players - 2v2 is actually one of the greatest and easiest ways to learn other classes as well as a great way to pass time when bored, it solves nearly every problem I mentioned here.
The way PvP works right now doesn't allow new players to enjoy the game. This is my entire point with this post. The biggest and most important reason that arena activity is dying is that old players are quitting, but no new players are picking up WoW PvP because it sucks to play with randoms and tank down to 1k rating on your first session. There is no "entry level" in WoW PvP, you're thrown straight into ranked 3v3 where you get crushed by people fully geared and most likely with years of experience because WoW PvP hasn't really attracted players for years. THIS is what needs fixing, and it's much more important than balance.
I'm not saying that balance is irrelevant, but no matter how good and balanced the game will be, it will never attract new players if the systems stay the way it is. There's a couple of very good changes in the patch - they fixed gear progression, which was the reason S12 had half the active teams compared to S11 (despite being a fresh expansion), and they also listened to our complaints about rating decay - we haven't even fully acknowledged how huge that change will be. Ultimately I'm making this thread in hopes to motivate them to work the PvP systems more, I imagine it's an easier task than balancing and is more useful at the same time.
Most of these won't even require too much developer work hours, and they won't affect PvE or other parts of the game. You can stick with temporary title rewards or gold and it'll be just fine for us, don't waste your precious developer time on tabards/mounts/pets. We just need a bit of your programmers work hours. Please make PvP fun again.