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Blameshift

Member Since 26 Apr 2013
Offline Last Active Today, 06:45 AM
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#4063133 Shendelz Unholy Death Knight PVP Guide (5.4.7)

Posted Ownu on 24 February 2014 - 04:59 AM

Unholy Death Knight Guide (5.4.7)

This guide is not only a starting place for players looking to learn the basics of Unholy, but is also a great place for advanced players to sharpen their skills.

Changelog

There are no changes to Death Knights from 5.4 to 5.4.7, however there are large changes to PvP:
  • Base Resilience has increased to 77% up from 72%.
  • Battle Fatigue has increased to 60% up from 55%.
  • "Gladiator's Distinction", the set bonus for wearing two PvP trinkets now grants 5280 resilience up from 2600 resilience.
  • Item level on the new gear is 550, up from 522 on the old gear.
PvP Talents
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This is the default talent core that every Death Knight should start with. It is the go-to set of talents for the majority of matches you will play, and is well rounded. Talents and glyphs are like a tool box where you get to chose a few of the most effective tools to get the job done in the cleanest way possible: talents should be changed to benefit you the most. Always take into consideration what composition you are playing as, what you are playing against, and strategies that might be used by both teams during a match.

Tier 1: Rolling Blood

Rolling Blood casts pestilence on any target hit by Blood Boil, making it easier to spread diseases. Right now, Death Knights are all about damage; and this is one of the simplest ways to maximize it. This is the most effective talent to wear down your opponent.

Tier 2: Lichborne

Lichborne turns you undead, allowing you to break free of fears, charms, and sleeps. Additionally, while undead, you are immune to polymorph effects (Sheep, Hex) and incapacitates (Sap, Gouge), and may heal yourself by casting Death Coil on yourself.

Tier 3: Asphyxiate

Asphyxiate is an improved version of strangulate that stuns your opponent instead of silencing them. Additionally, it costs no rune. On occasion you may be playing a composition where your team mates have too many stuns already, and standard strangulate may be a better choice. In this case, Chillblains is your next best bet, as you will gain a three second duration root on Chains of Ice, as well as a built in slow.

Tier 4: Conversion

Conversion allows you to sacrifice runic power per second to gain health per second. Activating it while it is already active will double both the runic power sacrificed and the health gained at the cost of one global, for one global. While Death Pact is normally a viable option, currently Battle Fatigue causes the ability to suffer too much to put into practice.

Tier 5: Blood Tap

All three talents in this tier are fairly close, however Blood Tap gives you the control over when runes are reset. It also gives you Death Runes, allowing you to use Necrotic Strike more frequently.

Tier 6: Desecrated Ground

An extra trinket that will make you immune to all forms of CC other than silences, disarms, roots, and slows while you are standing in it. Remorseless Winter is useful against double melee teams where the chance of needing to trinket multiple things is low, and where and extra peel is required.


Glyphs

Three strongly PvP oriented glyphs make choosing glyphs for Death Knights easy, however there are times when glyphs can be swapped in or out.

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Prime Glyphs

Shifting Presences - Allows you to switch presences and retain 70% of the runic power you had before the switch. A must have, as presence swapping without this glyph will slow down your damage and may put you into risky positions (Swapping to Blood Presence when being switched to, and not having runic power to convert).

Icy Touch - Your Icy Touch will now dispel one beneficial magical effect from your opponent. Purge is a very powerful spell, and any class that has the option to take it should.

Dark Simulacrum - Reduces the cooldown of Dark Simulacrum by half, and increases the duration the debuff stays on the target by 4 seconds. Dark Simulacrum can be your strongest spell if used properly. Being able to use it twice as often increases the chances of having it ready when a juicy spell is about to be used. Can be used every Asphyxiate, allowing you to steal major defensive cooldowns from healers that can be cast while stunned.

Death's Embrace (Minor) - Restores runic power when healing a friendly undead minion. Save some runic power to heal your Ghoul or Gargoyle up.

Resilient Grip (Minor) - Resets your Death Grip if your target is immune to both the pull and the taunt (Iceblocks/Divine Shield/Cyclone) - For those unlucky situations.


Stats - Gemming / Enchanting / Reforging

Stat Priority

3% Hit >= 3% Expertise > Strength

Strength

At the passive ratio of 1.35 Strength per point of Strength (thanks to our good friend Unholy Might), Strength is your dearest friend. Additionally, our Runeforge enchant grants us half more the Strength that Unholy Might gives us (15%) as a proc that is up most of the arena, as long as you are hitting things. Gem and Enchant Strength wherever you can, while respecting Strength increasing socket bonuses. Here is an example. Grievous Gladiator's Dreadplate Legguards have one red, and one blue socket, with a 120 PvP Power socket bonus. In this case, the damage gained from having two Strength gems and ignoring the socket bonus is greater than respecting it. On the other hand,  Grievous Gladiator's  Dreadplate Gauntlets have a blue socket, and a 60 Strength socket bonus. In this case the damage increase from using a Strength/PvP Power gem yeilds more damage.

Haste

Your GCD is affected by various factors such as expertise, Time Warp, your connection speed ect. The best way to approach haste itemization is whether or not you personally experience GCD locks. If you have no trouble expending resources, haste remains highly favored. Haste becomes more valuable the more uptime you have on your target. Ideal for comps like PHD, where most teams will focus down your hunter and allow you to do as you please.

Crit

Crit makes abilities twice as hard, and stacking crit makes it happen more often. Crit is a big damage boost to your diseases, which are always ticking on everything all the time. It can make our gargoyle deadly, in a much more RNG way than mastery. Typically great for spread pressure, crit allows you to keep your damage up while you're not on your target. Great for big Soul Reapers.

Mastery

Mastery boosts your shadow damage and gargoyle's damage. A less RNG way to keep our damage up over multiple targets, and when we are not on our primary target, mastery will increase the damage of just about everything you do other than your Auto Attack, Necrotic Strike, and frost damage.

A quick word from our friends over at Elitist Jerks about secondary stats priority:
"Unholy secondary stat weights are all very close right, so close in-fact that there are obtainable gearsets for every possible stat priority. This means there is no one "right" way to gear, as it will vary from person to person"
-Mendenbarr,
Elitist Jerks Death Knight Guide Author


Granted that was wrote with PvE in mind, it applies to pvp as well. You are encouraged to play the stat priority that feels best for you, here is some background knowledge of the the secondary stat priorities when it comes to PvP. Keep in mind a secondary stat's usefulness increase and decrease based on what team composition you are playing, and to a lesser extent, what team composition you are playing against.

Mastery is generally the stat most Death Knights pick today. Not only is it the most reliable way to keep damage up when kited, but it also directly effects your biggest burst: Summon Gargoyle. For heavy spread pressure, play mastery > crit. For fast damage, play mastery > haste. Using this information, you are encouraged to find the secondary stat priority  that is best for you.

Enchants

Enchanting is fairly straight forward as there are not a lot of options.
Head - None
Shoulders - 200 Strength / 100 Crit
Back - 180 Crit
Chest - 200 REsilience or 80 to all Stats
Wrist - 180 Strength
Hands - 170 Strength
Legs - 285 Strength / 165 Crit
Feet - 140 Mastery / Run Speed Increase
Weapon - Runeforge: Rune of the Fallen Crusader (15% Strength Multiplier)


Macros

Conversion
#Showtooltip
/cast !Conversion
Allows you to recast Conversion while Conversion is already active.

Heal Ghoul
#showtooltip
/cast [target=pet] Death Coil
Casts Death Coil at your Ghoul, healing it.

Self Heal
#showtooltip
/cast !Lichborne
/cast [target=player] Death Coil
Casts Lichborne and then Death Coil at yourself, healing yourself.

Focus Death Grip
#showtooltip
/cast [target=focus] Death Grip
/cast [target=focus] Chains of Ice
Casts Death Grip at your focus target, and then slows them. The Chains of Ice line is optional.

Focus Strangulate
#showtooltip
/cast [target=focus] Strangulate
Strangulates or Asphyxiates your focus target.

Focus Leap
#showtooltip
/stopcasting
/cast [target=focus] Leap
/cast [target=mouseover, exists][exists] Leap
/petattack
Because of Leap's Buggy nature, this was the best way to get Leap to work properly. Its possible that the technical issues of Leap have been fixed, though the macro continues to do its job for me, and so I still use it. It will make your ghoul Leap at mouseover targets as well as your focus target.

Lich/AMZ
#showtooltip
/cancelaura Lichborne
/cast Lichborne
/cast !Anti-Magic Zone
/run SetMacroSpell("Lich/AMZ",GetSpellInfo("Lichborne") or "Anti-Magic Zone")
Tap once to activate Lichborne, tap again to cancel it. Handy for avoiding Shackle or Paladin Fear. This macro will combine Lichborne and Anti-Magic Zone into one keybind. The Macro name must be the same as the the part listed in the last line /run SetMacroSpell("Lich/AMZ"), or the Tooltip will not update (and the cooldown wont show).

Focus Mind Freeze
#showtooltip
/cast [target=focus] Mind Freeze
Interrupts your focus target.

Raise Dead/Dark Transformation
#showtooltip
/cast [@mouseover,dead] Corpse Explosion
/cast [nopet] Raise Dead
/stopmacro [nopet]
/cast [target=pet,exists]Dark Transformation
Push to summon your Ghoul. While Timmy is active, push again to activate Dark Transformation (assuming Timmy has five Shadow Infusions). Also will cast Corpse Explosion at a moused over corpse (just for fun).

Dark Simulacrum
#showtooltip dark simulacrum
/cancelaura Ice Block
/cast [nomod] Dark Simulacrum; [mod:alt, @focus] Dark Simulacrum
/click MultiBarBottomLeftButton12
Back when traditional focus macros didn't work because of how Dark Simulacrum is composed (entire spell name changes to the name of copied spell, making it impossible to use the copied spell on your focus target with a traditional macro), this was how I made it work. No idea if a regular /cast@focus macro works with copied spells; either way this gets the job done. Replace "12" in "MultiBarBottomLeftButton12" with the corresponding action bar slot you place this macro into.

Save Trap
#showtooltip
/cast [@arenax] Death Grip
/cast [@arenay] Death Grip
Only used when playing with a hunter against comps with multiple trap eaters (KFC), set x and y to arena 123 numbers corresponding to the dps on the team. Use when your hunter's trap is just about to activate. EG: arena  1: Warrior, arena 2: Hunter, arena 3: Shaman macro is as follows:

/cast [@arena1] Death Grip
/cast [@arena2] Death Grip

T6
#showtooltip
/cast Remorseless Winter
/cast Desecrated Ground
/run SetMacroSpell("T6",GetSpellInfo("Remorseless Winter") or "Desecrated Ground")
Combines Desecrated Ground and Remorsless Winter into one macro. Requires the name of the macro to be the same as "T6" in the last line of the macro, or the tooltip will not display.

Summon Gargoyle
#showtooltip
/cast [@player] Unholy Frenzy
/use Grievous Gladiator's Badge of Victory
/use 10
/cast Summon Gargoyle
/focus pettarget
/petfollow
/petattack
/petattack [@focus]
Because of the Gargoyle's strange behavior, this is the only way to ensure that your gargoyle switches targets when you want it to. Repressing this macro while he is already out will force him to switch targets. This macro will consistently mess with your focus target, so it is advised to run a set focus target macro. An example is provided below.

Necrotic Strike*
#showtooltip Necrotic Strike
/startattack
/cast Blood Tap
/cast Necrotic Strike
/focus arenax
As stated in the Gargoyle macro which resets your focus target to your kill target, it is advised to run a macro to reset your focus back to the target you want it by macroing it into a frequently used keybind. I chose Necrotic Strike. Replace the "x" in /focus arenax with the corresponding arena123 target that you want to be your focus target. Additionally, Blood Tap is macroed here, so that blood tap charges are primarily used for Necrotic Strike.
*Keep in mind that macroing Blood Tap is purely a suggestion; I find when playing manual blood tap, I lose out on charges more often which is essencially wasted damage. Others have suggested macroing it into Death Coil (more of a PvE thing), however that means you lose the control that you're trying to gain by taking Blood Tap in the first place. I macro it into Necrotic Strike, because generally I only really use Necrotic Strike when bursting/looking to get defensives and trinkets, and thus maintain control over when I want the damage.


Dealing Damage

Most often I'm asked how I do damage. Unholy isn't quite as straight forward as Frost is, and is generally foreign in concept to players looking to pick up the class.

The Basics

Simply putting diseases on your targets should be your first priority when not looking for a kill. It is important that your diseases are on as many targets as you can get them on (players, hunter pets, warlock pets, ect). At the end of the day, Blood Plague is going to be your top damage in every arena game. When diseases are not up and you are not looking for a kill, your priorities should be:
Acquiring Death Runes - Death Runes are how you are going to put the hurt on your opponents, as they will allow you to use Necrotic strike, making the damage you do hard to heal though.
Stacking Shadow Infusions - Casting Death Coil will give Timmy one stack of Shadow Infusion, granting him 10% increased damage. Get five, and turn him into a Monstrosity, granting him 100% increased damage, and new abilities. While the damage increase is nice, the abilities are more valuable when going for a kill. Just because you have five Shadow Infusions does not mean you have to Dark Transform Timmy. You're more than welcome to wait until you set up crowd control and go for a kill to force defensives.
Stacking Blood Tap charges - Blood Tap is an ability that stacks to 12. Every five charges allows you to reset one of your fully depleted runes, and change it into a Death rune. Ideally, you want around 10+ Blood Tap charges when going for a kill, as this will allow you two Necrotic Strikes in addition to the Death Runes you already have.

Dealing damage as a Death Knight isn't as consistent as it used to be in previous expansions. Most of our damage is easily healed though unless backed up by Necrotic Strike, in which case it becomes much more difficult to heal though. However, as of Mists of Pandaria, Necrotic Strike now requires a Death Rune instead of an Unholy Rune, making the ability much less used overall in comparison to Cataclysm, where it was highly spammable. The most effective way to get necrotics off in sequence is to start by converting all of your Blood and Frost Runes into Death runes. You can do this via Festering Strike, or using Icy Touch and Blood Boil. How you do it is up to you. Additionally, you should have 10+ charges of Blood Tap, for the two extra Necrotic Strikes.

When I describe how I deal damage to new Death Knights, I often call it a build and dump "rotation". You build up your Death Runes, Blood Tap charges, and Shadow Infusions, and then dump them all at the same time, causing unhealable burst. When done properly, you either have to be peeled off, or you get defensive cooldowns/trinkets, or they die.


Strategies

PHD

When playing PHD ([healer]/Hunter/Death Knight), you will pretty much be free to walk around and do as you please, unless facing a spell cleave. Haste is highly valuable , as most teams will ignore you and tunnel your squishy Hunter. PHD is all about damage. Sure hunters have good crowd control, but Dks do not. Pair any other DPS with a hunter, and there will be more crowd control between the two of them than there will between you and a Hunter. This means its more than important to get the little crowd control that you have off early, to gain momentum, than it is to wait for an ideal opportunity.

Treat Asphyxiate as your Hunter's cooldown. You should consistently let eachother know when your Asphyxiate and traps will be ready, for early coordination. You should be going for Asphyxiate-Traps as soon as possible. Its not uncommon for Asphyxiate to be your second global, especially against other Hunter cleave teams. If the team you are playing against has multiple ways to get to their healer to eat traps, be prepared to grip them off. If a warrior is on the other team, he should be able to Intervene-Reflect every single trap if he is not sitting in crowd control. Be prepared to Icy Touch his reflect off, and then grip him immediately afterward. Often, hunters will sit on their healers to eat traps, since standing next to a Death Knight as a healer isn't all that threatening compared to a Warrior (Shockwave, Intimidating shout, Disrupting Shout). In this case you'll either have to Gnaw the Hunter, or Death Grip him off as well. However while traps are important, it is not the end of the world if you miss them. Asphyxiate-Wyrven Sting-Scatter Shot-Silence Shot combinations or variations are more than enough to force trinkets or defensive cooldowns, especially if Gargoyle is out.

Shadowcleave

Typically a healer killer, Shadowcleave capitalizes on heavy consistent spread damage with the goal of either running a healer out of mana very quickly, or having a healer fall behind to where they can't pick their team back up, making multiple swap opportunities. Generally speaking, a healer will be able to heal though your team's damage fairly easily if you (the Death Knight) are not on the healer. You don't have to start on the healer, or tunnel them for the whole game, but you should switch to them every Asphyxiate. For the first two Asphyxiates, your Warlock will have Dark Soul dots up.

Sometimes you will play against comps (specifically double melee) that will either tunnel your Warlock, or tunnel your healer (depending on the healer you play with) into the ground. Many Death Knights see their healer panic, or ask for help, and as silly as it sounds, that is NOT your job as a Death Knight. If you know how to do damage properly, your best peel is often soloing their healer, though its fair to throw the occasional Chains of Ice or Death Grip. Simply ask for a Spell Lock, or a Mortal Coil if possible, but know that it is not required. More than often you will see your opponents DPS come running to get you off their healer, and rightfully so. Sometimes either their healer will not ask for help, or the DPS will play with the mind set that "Its just one Death Knight...", and their healer will simply die. If he doesn't die, hes using all of his defensive cooldowns to live, and his partners are rotting away to your Warlock. Now you are in a great position, as their entire team is probably low health, causing their team to play defensive and allowing your Warlock to stop peeling for a while and do real damage. Finish up the game on your next Asphyxiate.


#4240105 Path of Mists (6.0 MW Guide/Updates)

Posted Lethargicx on 22 October 2014 - 09:31 PM

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A guide on the Warlords of Draenor Mistweaver Changes & Playstyle

1.0 - Introduction
1.1 - Warlords of Draenor Ability Prune and big class changes
1.2 - General Abilities/Spells
1.3 - Warlords of Draenor Empowered Abilities
1.4 - Glyphs
1.5 - Talents
1.6 - Stat Priority
1.7 - Enchants
1.8 - Macros
1.9 - Tips




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Hey I'm mendi, a 3k MW most infamously known for running beastcleave and Fturbo. I've healed in PvP since the end of cata, but never finished a season as normally I had college. Just your average MoP hero that enjoys healing cleaves of any sort.










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What we lost

-Healing Sphere
-Dematerialize
-Grapple Weapon
-Positional 6s Para
-Spear Hand Strike no longer silences the target
-Ring of Peace is now a mass-3s Sap. Yes, this is a loss >.>


What we gained

@100
-55s Life Coccon
-Instant Transcendence & Transcendence: Transfer
-Transcendence becomes a 10s CD whilst Transfer is a 20s CD
-Enveloping Mist acts as an Ironbark/barkskin with our 2-set PvP bonus (20% reduced chance to be hit by crits)
-Note the above as this can explain why MW feels so weak pre-patch.



Notable Changes
-We now have an offensive stance, a "Stance of the Spirited Crane" - In which we can use Rising Sun Kick aswell as Crackling Jade Lightning ticking significantly faster.

Only comment about this is to Totem-Stop as a MW you waste a lot of globals.
Using CJL will oom you in 4-5 uses.















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  • Soothing Mist - Use this to get instant Surging Mists and Enveloping Mists
  • Surging Mist - Primary Chi generator. A decent "instant" healing spell
  • Enveloping Mist - Costs 3 chi, 6s HoT. Primary Chi spender. @100 Reduced change to be hit by critical strikes by 20%.
  • Renewing Mist - Secondary Chi generator/Small HoT. Spreads to the 3 lowest players within 20 yard.
  • Expel Harm - Self-Only heal and generates 1 chi. 15s CD
Abilities not related to chi-building/spending
  • Fortifying brew - Reduces damage by 20% and increases health by 20%, lasting 20 seconds. The monk wall, usable whilst silenced. Usually, if a swap is made onto you with just a silence and it is strong enough, this should be used early to save other major CDs
  • Life Cocoon - Shells your partner in a Coccon absorbing X amount of damage. Periodic healing whilst Life Cocoon up is increased by 50%
  • Revival - A MW monk reset button/Mass dispel. Heals everyone a large amount and dispells everything. Careful using this VS affliction warlocks, you might end up suiciding :ph34r:
  • Summon Jade Statue - Summons a Jade Statue. Previously in patch 5.4, JSS was almost worthless to throw up. The extra healing from soothing mist was pitiful, not even worth your time. Now, it is much stronger and does a significant amount of healing! You need to move this where the fight goes now since it is higher priority, luckily it is now only a 10s CD!
  • Detox- This ability dispels all poison and disease effects from the target when used. 8 Second cooldown. Dispels Devouring Plague, Wyvern Sting, Death Knight diseases and Rogue Poisons.
  • Provoke- This may be the most underrated monk ability. Clichè statement, but still true. MW or WW, can be used to taunt pets to break CC and eat grounding off GCD. (Especially now that wyvern is casted, pet taunting them should be made extremely easy. I'll have to test pet reaction time with conc->trap since the travel time is slower.
  • Nimble Brew- When used it removes all Root, Stun, Fear and Horror effects and reduces the duration of such effects by 50% for 6 seconds. 2 Minute cooldown.
  • Paralysis - 4s Incap.
  • Thunder Focus Tea - Doubles the healing of your next surging mist. We no longer have a 4-piece bonus to provide aura mastery, it is now made into a glyph.
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Mandatory
  • Glyph of Life Cocoon - Life Cocoon can be cast while stunned
  • Glyph of Zen Focus - Aura Mastery effect applied to Thunder Focus Tea (Doubles next Healing Surge, 45s CD) *Note if you are very confident with your jukes, this can be optional. Thought I'd add it here tho for the masses.
Optional
  • Glyph of Paralysis - Removed DoT effects
  • Glyph of Soothing Mists - When you stop channeling Soothing Mist, you get a 60% speed increase for every second spent channeling.
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Level 15 Tier - Movement Buffs
1. Celerity - Only take this is you are nearly 100% sure they will train you. Paired with Chi Torpedo, this does a lot of healing
2. Tiger's Lust - 70% Sprint+Snare break, all around good choice
3. Momentum - lol



Level 30 Tier - Hybrid Spells
1. Chi Wave - Pmuch the only one worth using at the moment
2. Zen Sphere
3. Chi Burst


Level 45 Tier - Resource Enhancement
1. Power Strikes - I only put this here because I've seen a good few monks run it. I still prefer chi brew
2. Ascension - Could be good one day. That day isn't today.
3. Chi Brew - Especially with the upcomming importance of EM, yes yes yes.



Level 60 Tier - Control
1. Ring of Peace
2. Charging Ox Wave
3. Leg Sweep

Leg Sweep and Charging ox wave are our best choices now and the use of them is left to personal preference.

Level 75 Tier - Survival Abilities
1. Healing Elixir - Heal is insignificant in the current meta, probably will be good later on.
2. Dampen Harm - This ability is worth taking, but I'd prefer the other 2 over it. Reason being the long CD with the weak effect. If the tweak it a bit, it could be a lot better.
3. Diffuse Magic - Generally, use against any caster. Amazing defensive!



Level 90 Tier - Ability Enhancements
1. Rushing Jade Wind - Mana cost is too high, but otherwise it's actually good. AoE 3.5k ticking heal.
2. Invoke Xuen the White Tigger - Too little damage to use
3. Chi Torpedo - What I prefer. Heal crits for 7.5-8.5k, which is really nice!









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I don't know for sure yet, but ATM I'm going with Haste>Crit>Ect. ect. ect.>Mastery (Our mastery accounts for 1-2% of total healing over a 2-3 mintue match -.-)










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Probably Haste>Int>crit enchants in that priority. Again, this is for current meta, Lvl100 priorities could change.








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/stopcasting
/cast [@arenapet1] Provoke

/stopcasting
/cast Diffuse Magic

/stopcasting
/cast [@arena1] Paralysis

(In every defensive I have /stopcasting infront of it. MW's really don't need many macros)









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For current meta, here's a few:
  • Stutter-Step. Soothing mist is a .5 Global, you should be able to Soothing mist->Instantly EM/SM without being kicked. This really helps dodge kicks easier.
  • Abuse your port. I see so many monks just never use this.
Blizzard pls gibbie Disable :<

Overall I think MW is OK at best, we have a training issue, but with the decreased LC & Ports hopefully all will even out.

I will update the guide later and add a lot more stuff, I just wanted to use this hour to get a shell of it out. AKA ignore how rough it is at the moment.

Thanks, hope you got something out of it, and again, this is a rough version. If you have any ideas for improvements/Need me to elaborate on something, feel free to ask!



#4239856 6.0 Dancing in the Shadows

Posted HeyimJack on 22 October 2014 - 05:02 PM

Warlords of Draenor Subtlety Rogue Guide (6.0)

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(Guide will be heavily updated in WoD)

1.0 - Introduction
1.1 - Why Subtlety?
1.2 - Ability Prune / What's Changed
1.3 - Talents
1.4 - Glyphs
1.5 - Basic openers
1.6 - What's my job outside of burst
1.7 - How to maximize damage outside of Dance
1.8 - Stat priorities
1.9 - Enchants
2.0 - How to Gem
2.1 - Macros
2.2 - Addons
2.3 - What off pieces should I buy? (To come in WoD)
2.4 - Rogue Streams
2.6 - Reserved
2.7 - Reserved
2.8 - Reserved
2.9 - Reserved
3.0 - Missed anything / Stuff you want to see

Introduction
Hey I'm Jack, I'm a 2.8+ Rogue who's been playing since the end of Wotlk. I only started PVP'ing last season mainly because of a poor computer which caused me to fps lag inside arena. I'm basically a MoP hero achieving my first Gladiator titles on 2 of my rogues both in 3s and 5s. I usually camp in Elwynn a lot and often get asked questions by other Rogues so now I'll have somewhere to direct them where they can hopefully clear up any queries they have.

Why Subtlety?
Sub is the one spec for Rogues which has on demand damage which isn't gimmicky with a long cd, we're able to pump out big damage every minute and put constant pressure out in any other stun locks.

Combat is a good spec but it's far too reliant on gimpng people with random Deep insight Killing Spree one shots.

Assassination is also good in terms of damage but it's too much of a training damage spec, it's unable to get a proper opener with maximum damage as you need to get both slice & rupture up out of stealth (Will change when Assass get the WoD slice perk) meaning if you were to open with cheap there would be time between the kidney where they're not stunned it's also not a viable spec for hard swaps because of all the ramp up damage.

Ability Prune / What's Changed

Ability Prune
Shadow Blades
Shadow Walk
Disarm Trap
Dismantle
Redirect

What's Changed
Burst of Speed now costs 30 Energy (up from 15 Energy)
Nerve Strike now reduces the targets damage dealt by 50% (up from 25%) (This is wrong it's only 50% vs enemy npc's and 25% vs enemy players)
Tricks of the trade no longer gives a damage bonus to the target
Energetic Recovery has been built into our Slice and Dice
Find Weakness has been built into the abilities it benefited before
Combo Points are now on ourselves rather than the enemy
Rogues can now backstab people from the sides
Rogues can now ambush people from the front
Honor Among Thieves can now trigger from the rogues auto attacks
Subterfuge no longer makes the rogue stealthed for the duration of the effect

Talents

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Nightstalker - Not worth using, the only reason Nightstalker is good is for the vanish evis but it's far too gimmicky as at times you can vanish and auto attack out of stealth before you can get your evis off and with vanish being one of our best offensive & defensive cooldowns it isn't worth the risk.

Subterfuge - Subterfuge is currently my talent of choice I feel it's still insanely good even with the stealth nerf. There are times a rogue needs to open with Garrote > Cheapshot and it's not always wise to waste your dance right off the bat when you can force cds without it.

Shadow Focus - After Subterfuge SF is probably your best bet enabling you to get off your opening cheap/garrote pretty much free of cost which then allows you to do a lot more damage with the energy you have left. I feel in WoD this will be the talent of choice to those who run without the Energy glyph.

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Deadly Throw - I feel Dleadly Throw has always been viable however it requires quite the skillcap and combo point planning, I personally wouldn't choose it over the other 2 choices in the tree because of how strong they are.

Nerve Strike - Nerve Strike is a really strong talent for rogues as it makes our stuns even more effective for peeling reducing other enemy players damage by 25% for 6 seconds this can also help towards stopping the enemy team from getting counter pressure. (6.0 The Nerve Strike tooltip is currently wrong it reduces enemy npc's damage by 50% but only 25% on enemy players)

Combat Readiness - Combat Readiness is an insanely good defensive if used correctly, When fully stacked with feint you can take up to 80% reduced damage which is huge. If you're able to predict swaps vs most teams e.g. a rogue team this can often stop the need of your trinket and even a healer cd if used at the appropriate time.

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Cheat Death - Currently in 6.0 Cheat Death is very viable because of how easy it is to get dropped in a stunlock in a matter of seconds but in terms of overall use it still comes in 2nd place to Elusiveness.

Leeching Poison - Not worth using.

Elusiveness - This has probably been the best choice of talent in the tree for entirety of MoP because its on demand damage reduction and it will probably be the best choice of talent in WoD too if it doesn't get changed. If used properly feint can become such a strong defensive tool for rogues if you're able to predict swaps or damage and pre feint it. (If you're not the best at using feint you can check out the feint glyph which adds 2 seconds onto the duration)

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Cloak and Dagger - This talent may as well not be in the game as it's only ever been too good or not good enough Blizzard have never been able to find a balanced compromise for it. Overall in the current state of the game this is probably the worst choice of talent in the this tier.

Shadowstep - Currently in 6.0 I feel Step is the best choice of talent as it brings so much utility to a rogue when used properly. Step's an ability that's able to be used defensivly & offensivly e.g. stepping  partners to get restealths or los damage. With the removal of a lot of slows, roots in 6.0 Step is a lot more viable than previously as it can be used as a chase tool rather than a gap closer.

Burst of Speed - I feel BoS is still viable in 6.0 with the nerf to the energy cost however it can't be used the same way as before, you're not able to spam it every few seconds while chasing your target without becoming energy starved resulting in less damage output, however BoS is still an incredible tool for getting restealths and overall defensive play. (It will most likely still be a strong talent for something like 5s)

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Prey on the Weak - Prey is currently the best choice of talent in 6,0 as most of rogues pressure comes from stunlocks having that extra 10% damage from you and your team is pretty huge.

Internal Bleeding - I've not yet tried this talent in 6.0 it's something I'll look more into in WoD however I don't feel it will be as strong of a talent as Prey.

Dirty Tricks - Not worth using.

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Shuriken Toss - Not worth using.

Marked for Death - MFD is the strongest choice of talent in this tier and it has been for a few seasons, it gives rogues a lot of ondemand damage which is usually paired with Shadow Dance to bring out some big Eviscerates which is where majority of your burst comes from.

Anticipation - This talent comes 2nd place to MFD however it's still a good talent it just requires a slightly different playstyle and more awareness to your Anticipation stacks if used properly it can be similar to having MFD but instead of being instant it's something you need to stack up. (This can be easily tracked, see addon section below)

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Venom Rush - To come in WoD (I feel I'll most likely be using this talent)

Shadow Reflection - To come in WoD

Death from Above - To come in WoD

Glyphs

Glyphs mainly depend on your playstyle e.g. if you play with Hemo glyph you'll find yourself constantly changing between 4 different glyphs where as if you play without hemo glyph you'll very rarely be changing glyphs.

Primary Glyphs

Cheap Shot - A strong glyph to use vs melee cleaves and in general teams where you find you won't be using garrote much or where you feel you'll need longer stun locks to kill/put out pressure.

Garrote - You should find yourself using this whenever you feel cheap shot glyph isn't as valuable, e.g. vs wizard teams, rets, shamans.

Blind - This glyph is pretty much mandetory however if you play with Hemo glyph and you feel you're not ever going to be dotting a specific target i.e. the healer you can replace this with either Cheap/Garrote glyph you'll just need to watch out for dots on the target or anything that could break the blind.

Hemo Vein - This glyph makes your Sanguinary Veins trigger from your Hemorrhage dot which means you're able to keep it up much easier but this also changes your playstyle & opener as you don't need to focus on applying rupture or even putting it up.

Glyph of Energy - This is a glyph available in WoD, I feel this will be mandetory I've stopped using Hemo glyph since the prepatch just to make room for this guy.

Basic Openers

Rogue openers are different depending on your glyphs aswell as what you're facing.

Basic opener (No hemo glyph)
Premeditation > Slice and Dice > Cheapshot > Rupture > Dance > Ambush > Ambush > Kidney Shot > Marked for Death > Eviscerate > Damage/Garrote/Cheapshot varies on the situation

Basic opener (hemo glyph)
Premeditation > Slice and Dice > Cheapshot > Hemo > Dance > Ambush > Eviscerate > Marked for Death > Kidney Shot > Spam damage > Damage/Garrote/Cheapshot varies on the situation

Here are some videos which will further go into how to open on casters etc, they're from before 6.0 but they should still be valid.

http://www.twitch.tv...zylol/c/3363735
http://www.twitch.tv/tierzx/c/4437539

What's my job outside of burst

What you need to be doing depends on the tide of the game you're playing.

If you're in a situation where you nor your partners are in trouble then your best bet is to either spam damage and get ready for your next burst oppertunity.
If you're in a position where one of your partners are being heavily trained and are in need of peels you need to step up with the removal of dismantle rogue have to be on their toes with peeling, we still have a lot of utility we can use to peel such as vanishing to throw out stuns (preferably not on the main target you need to keep him off dr for when you're ready to go) it's often a good idea to call your offstuns so people can follow up cc off them i.e.polymorph knowing he can't be kicked by a stunned target.
With the removal of Mind Numbing and dismantle rogues now heavily need to depend on shiv slows for peels vs melee cleaves, even using shiv on a feral can help forcing them to use a global on shifting instead of spamming damage into you or your partner.
Overall your job outside of burst windows is making sure you survive to see the next burst window, stopping damage & cc on your partners while pumping out your own consistant damage, if you're not doing any of these things you should be going for a restealth with a plan in mind.

How to maximize damage outside of Dance

This is a common question I get asked "How do I damage outside of cds/dance?" etc

Rogues have priorities and if you follow these priorities you'll be fine.

Disclaimer rogue damage outside of cds is bad by default (Well before prepatch at least)

#1 Slice and Dice  - S&D needs to be kept up at all times as it generates 8 energy every 2 seconds it also increases your auto attack damage which is where majority of our damage comes from.

#2 Sanguinary Veins - SV Increases our overall damage to the target affected by 20% after slice this is your biggest priority, however keeping SV up is different depending on if you play with Hemo glyph or not as Hemo veins glyph makes your hemo dot apply SV without the need of rupture/garrote.

#3 Backstab over Hemo - If you can't hit your targets back/sides and you're not energy capped it's often a good idea to just keep trying to get to his back/sides and then spam out all your energy with backstabs the only time you should hemo over backstab is if the target isn't letting you get where you need to be or if you need to apply your hemo dot for SV. But if you're going to energy cap (hit full energy) you should just spam out hemo so you don't waste energy.

#4 Pooling energy before stuns - In most situations it's a good idea to pool some energy before going for a full kidney or any other stun, e,g, if you're playing with Prey and you full kidney without any damage that 5-6 seconds of 10% extra damage is going to waste where as if you stun with 60+ energy you're going to be able to spam backstab for the entire duration of the kidney making your overall damage a lot better.

Should I rupture with Hemo glyph?

Rupture is an incredibly strong ability for rogues and its damage is increased by 10% by default because of Sanguinary Veins. Even when specced into Hemo veins glyph you should focus on keeping rupture up if you're training a target but only if you have the combo points to spare and you feel putting out that extra evis won't get you any sort of defensive/healing cd from the enemy team, also having that extra damage ticking when you burst can be fairly noticable and even the difference between someone living and dying.

Stat priorities

Mastery > Crit > Haste

To be updated in WoD

Enchants

Shoulders - Greater Tiger Claw Inscription (Agility version)
Cloak - Superior Critical Strike
Chest - Glorious Stats
Wrist - Greater Agility
Gloves - Superior Mastery
Waist - Living Steel Belt Buckle
Legs - Shadowleather Leg Armor
Boots - Blurred Speed
Mainhand - Dancing Steel
Offhand - Dancing Steel

How to Gem

This might not be accurate with the recent stat squish as agility no longer gives crit etc but I'll update it in WoD for sure.

Meta Socket - Agile Primal Diamond
Red Sockets - Delicate Primordial Ruby
Yellow Sockets - Adept Vermilion Onyx / Smooth Sun's Radiance
Blue Sockets - Assassin's Imperial Amethyst / Rigid River's Heart

Macros

Not going to list all my macros here such as focus ones etc but these are just a few that might come in handy for some people.

#showtooltip
/cast !Stealth
/stopattack

#showtooltip Preparation
/castsequence reset=10 !Sprint,null
/stopcasting
/cast Preparation

#showtooltip
/cast [target=Namehere] Shadowstep
/cast [target=Namehere] Shadowstep

#showtooltip Shadowstep
/cast [@focus] Shadowstep
/cast [@focus, nostealth] Kick

#showtooltip
/stopattack
/cleartarget
/targetenemyplayer
/cast sap

#showtooltip Vanish
/cancelaura Subterfuge
/stopattack
/Cast Vanish

Addons

Here are a few addons I use that might help other people.

Arena Plates - This is an extremely good addon which places a green border around an enemy players nameplate when they're out of combat which can help you get mid game & opener saps.

Interrupt Bar - I feel people really underestimate how useful an addon Interrupt Bar can be. I use my IB to show the cooldowns of abilities that I feel It's important to keep track of as a rogue I'll post an image below.
(If anyone wants my Interrupt Bar settings send me a pm)
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Anticipation - The default combo points have a 30ms animation time which doesn't seem like a lot but it feels like a lot to me so I use this addon to speed up the animation down to around 15ms making my combo point animations slicker and smoother so I no longer have to wait for Honor Among Thieves to catchup with all the animations for each combo point.

Rogue Streams
http://www.twitch.tv...abooirl/profile
http://www.twitch.tv/nomanz/profile
http://www.twitch.tv/spb_89/profile

There are plenty other good rogues who stream but these are just a few who are more consistant with how often they stream.

Missed anything / Stuff you want to see

This has been my first guide and I thank you for reading this far, if you want to see anything else I've maybe not included or perhaps something you want me to elaborate on feel free to ask.
In terms of stuff you'd want to see I can maybe add stuff like how to team fight as a rogue in RBGs etc.
Also feel free to pm me or contact me in game.

Thanks for reading


#4240246 Kuilox Renamed

Posted Dillypoo on 23 October 2014 - 12:17 AM

It's kind of ridiculous that this guy is still trying to do these kind of things. I think one of the most hilarious things this guy has done, was him and different sending Arena Junkies messages to a decent amount of high rated players. Upon opening the message, there would be an IP Grabber Image, that you did not even have to click to open the link in order for them to get your IP. All you have to do for them to get your IP was for you to just open the message itself, and then you were harvested. I guess it was a fairly clever way of getting my IP as on my stream I will tell people to privately message me on arena junkies as an extra way to get in contact with me. Since I check those messages, it was pretty easy for him to fuck me over.

If they really do get to keep their rank 1 title, I honestly do not know what to say, but I guess I'll say that I'm impressed. Impressed that blizzard did not punish them after making it so blatant even in game as to what they are doing, and on top of that I'll be impressed at the lengths that they have gone just for a title. I really never thought someone would try that hard to cheat in a video game for their title, however I guess maybe I'm a huge tryhard as well for just playing the game a fuckton and having fun.

TL;DR Different and Kuilox are siblings, and their parents were related before their conception.


#4239946 6.0.2: A Gladiator’s guide to Gladiator Stance

Posted Speedymart on 22 October 2014 - 06:26 PM

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As many are blind to the gloriousness that is gladiator stance, I decided to create a guide to save my fellow warriors from certain frustration. Here's to those who charge blamelessly into arena with their futile specializations that result in their imminent demise; may they soon respec at the graveyard.



Overview

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Gladiator stance is our new level 100 talent introduced in WoD. It allows us to play prot, but in a more DPS focused roll. By taking the talent, we give up the stamina bonus from prot as well as the ability to use defensive stance. Luckily, all our spells don’t have stance requirements. We retain the simple spell rotation that once resembled MoP arms, and gain even more defensive cool downs. The only downside is no MS, but MS has been irrelevent for a very long time now.

Fun fact: Blizzard made all tanks take 50% more damage in PvP, however, this doesn’t apply to protection when in gladiator stance.



Rotation and abilities

Fortunately our abilities are very straight forward. They all just do damage, with very little actual thinking involved.  Some abilities will reset the CD of others, but that's as deep as it goes.

Execute > Shield Charge > Shield Slam > Revenge > Devastate

If above 60 rage then roll some heroic strikes. Avoid being rage capped unless you are setting up a significant burst opportunity. Use heroic strike procs as they happen, and attempt to control your shield charges so you will at minimum get a shield bash and revenge off during its duration.

Fun Fact: Shield Charge has two charges, and they add to the duration instead of replacing it. There’s no need to be worried about overlapping this ability.



Talents

Ah, talents. So many choices, how shall I ever choose!?!

I wish. Warriors have some of the worse talent choices in the game at the moment, especially as arms and fury. Prot is nearly as bad, except our talent choices are actually useful sometimes.

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Tier One

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Juggernaut for consistent charges, or Double Time for those moments where you really need to chase down that Hunter or Druid. I personally have been running Double Time for a while now, and I much rather prefer it over Juggernaut. However, it is pure preference as to which talent you take.

With the removal of charge stun, it may seem smart to pick up Warbringer in order to bring back interrupting casts, among other things. Unfortunately, our mobility has been gutted so much that a 20 second charge isn’t really an option.

As such, the MoP style of preference will be the way to go until they inevitably give us charge stun back along with the warrior overhaul in 6.1



Tier Two

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With the nerf to second wind, the only option has become enraged regeneration. Luckily it no longer requires to be enraged for the full effect, and with battle fatigue gone it’s pretty damn reliable.

Fun fact: Enraged Regen and Last Stand scale directly with health. If you’re using battle shout, swap over to command before using these two abilities in order to maximize their effects.

Fun fact #2: Last stand is different from rallying cry in that unlike cry, you do not lose the health once the effect ends. It’s essentially a free 100k+/- heal.



Tier Three

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Heavy Repercussions. It’s a significant burst damage increase that US and SD can’t hope to compete with.



Tier Four

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One of the significant changes from MoP is now Storm Bolt and Shockwave are on the same tier. This choice will really be up to which comp you play. Storm Bolt may seem better as it’s a ranged, 30 sec stun, but the skill cap for it is much lower. Getting a triple Shockwave is huge in a game, and it will also reduce the CD to 20 seconds, which is obviously shorter then Storm Bolt.

If you’re playing with a Hunter and you need some help landing those ranged traps, then take bolt. However, if you’re playing double time you can charge someone, drop a shockwave, then charge back as well. This would leave you with shockwave in case a big opportunity presented itself for some big plays.

I prefer shockwave as it is has a much bigger play pool to pick from, giving it much more utility.



Tier Five

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With the nerf to Safeguard it is no longer our go-to talent. What you will take will be dependent on which comp you are up against.

MSR is great for those dirty wizards spamming CC, or that sense of mind that you can reflect that CC regardless of who the enemy is targeting. MSR now replaces spell reflect, and with the CD at 30 seconds you really need to understand when to use it.

Safeguard is good for those who like to train the blue all game. It’s a consistent 20% damage reduction every 30 seconds.

Vigilance is good when you’re up against something like ret/priest/hunt where their entire kill window comes in short windows every couple of minutes.



Tier Six

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Avatar or Bloodbath. Totally up to your preference and to what kind of comp you’re running. Bloodbath sync’s really well with the on use trinket. Avatar breaks roots on use, which actually means something now that our mobility is so weak.



Tier Seven

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Gladiator’s Resolve. That’s why we’re prot in the first place.



Glyphs

Must Haves:

Shield Slam: Offensive dispel as part of your main rotation? Brainless application? Hell yeah!


Choose one:

Death From Above: Reduces the CD of your leap by 15 seconds, but reduces its range to 25 yards.

Heroic Leap: The old 4pc bonus. When you leap, you gain a 70% sprint for three seconds.

With slippery Hunters and Druids I honestly cannot see the CD trade off being worth the
severely reduced range. If you don’t mind it, then go for it. I much prefer the sprint.


Options:

Blitz: For triple rooting action.

Rude Interruption: Since you'll be training casters often, this is a fun choice. How dare they try to cast.

Long Charge: More chasing potential for those slippery classes.

Hindering Strikes: Those shape shifting Druids won’t understand until it hits them.



Races

WoD did a significant number of racial tweaks this time around. I firmly believe the following can be applied to every class.  

All DPS - > Human; Rogues -> Gnome; If Druid - > Night Elf

All Healers - > Dwarf; if unable - > Night Elf.

Horde racials were nerfed into oblivion. The entire faction is unviable from a competitive standpoint. Here’s to hoping the NA community picks up on the EU way of life and everyone goes to the significantly superior Alliance.

If you become frustrated from sitting in roots all day, and you’re not playing with a Paladin, then just go Gnome. You’ll lose a significant damage bonus, but the 1minute escape artist is just so much fun.



Stat Priority

I’m still working out the actual best stats to go and I’m sure Veev will be around eventually to set everything straight when he does.

Strength > Crit > Haste/Mastery > Multistrike

Our mastery increases critical block chance (useless) and gives us a % attack power increase. Even small amounts is noticeable with the stat squish being so prominent with main stats. Haste now reduces the CD on many of our abilities, as well as reduces our GCD. I’m going to go with a healthy balance between the two. As reforging is gone, this is rather easy to do with the new gearing system. It’s really up to preference between these two stats.



Gems

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PvP gear does not have any gem sockets. I’m not happy about it either, but it is what it is.



Macros

Intervene healer/DPS. Have one of these for each of them.


#showtooltip intervene
/cast [@catflaps] intervene




Intervenes the first thing in front of you. Will not drop target, nor randomly bug out like most macros do. *No path available bug still exists, but it’s nothing that can be fixed on our end*

#showtooltip intervene
/targetfriend
/cast [noharm] intervene
/targetlasttarget [noraid, noparty, noharm, exists]



We no longer have recklessness or banner, so this is literally our ‘Swifty one shot macro’. It’s just your on-use (You are Human, Right?) and whichever talent you picked.

#showtooltip 13
/use 13
/cast bloodbath


Suck it arms/fury, we still have banner intervene. This macro will not drop your target, nor randomly bug out and target random people. It is –the- best banner macro you can have, bar none.

#showtooltip Mocking Banner
/targetexact Mocking Banner
/cast [noraid, noparty, noharm] Intervene
/targetlasttarget [noraid, noparty, noharm, exists]
/cast Mocking Banner



Space saving macro, will charge/pummel your focus depending on range. This works due to charge’s minimum range requirement.

#showtooltip
/cast [@focus] Charge
/cast [@focus] Pummel



Charge and intervene in one macro. It’s convenient when some random pet is following the enemy if you don’t have anything else over there to charge/intervene, and using the fast intervene macro would be unwise.

#showtooltip Charge
/cast [harm] Charge; [help] Intervene




Macroing taunt into your main abilities will piss a lot of pet classes off.  Really brainless but has led to plenty of pet kills in my time.


#showtooltip shield slam
/cast shield slam
/cast [@arenapet1] taunt
/cast [@arenapet2] taunt
/cast [@arenapet3] taunt



Wrap Up

Prot is insanely strong. Border-line overpowered. I’ve been toying around with in for the last five months on beta, and it will be the go-to spec once WoD launches. You do twice the damage, twice the utility, and die twice as slow.

You will run kitty cleave, WLD, TSG, ATC, or any other melee cleave and enjoy it. The enemy team will become truculent the second you connect. You are what Blizzard wanted; the result of turning our favorite spec into unplayability, and resigning to simply do what they wanted and become god incarnate while having fun.


#4236118 MoP Arena-tournament

Posted catastrophiq1 on 18 October 2014 - 09:29 PM

I will be once they fix the bugs, alot of reports are being made give it like 2-3 weeks and it will be pretty cool... the wotlk server is still good havent played much cata recently


#4233811 rogue mage druid

Posted Dillypoo on 16 October 2014 - 01:00 AM

You complain about mage druid being strong for 4 seasons but what about the 7 of lock shaman? Anyways I'd rather watch Rogue Mage Druid rape then LSD where you drag your nuts on the keyboard and lavaburst whoever.


#4233547 rogue mage druid

Posted Avaricex on 15 October 2014 - 09:28 PM

nice dude

e: aren't you an LSD running joke?


#4224808 US WoW Arena Tournament Stream Discussion Thread

Posted Bigmoran on 05 October 2014 - 07:11 PM

View PostKettu, on 05 October 2014 - 06:43 PM, said:

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credit to hirona


#4221457 Don't queue US

Posted Glink on 01 October 2014 - 05:52 AM

This just in: Kuliox and Different have decided if they are going down they are taking the servers with them.




#4215190 How will you remember MoP?

Posted Precissle on 22 September 2014 - 11:29 PM

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#4215175 How will you remember MoP?

Posted Hippopotamus on 22 September 2014 - 11:08 PM

View PostGlink, on 22 September 2014 - 11:06 PM, said:

Ddos
Orb bot
Shear bot
Trap bot
Lock scripts
Ddos
Idiots getting rating
Lock/shaman/anything
God comp
Rdruid under the radar most retarded healer to ever exist (ns clone every 13 sec, every heal instant, ironbark/ward while silenced, mobility, etc.)
if nobody else finds this funny i don't know


#4186192 Arena 5v5 titles will be removed

Posted Bigmoran on 05 August 2014 - 08:36 AM

thats dumb.

it was dumb of them to remove titles from 2s aswell. every bracket is competitive. the only reason to shove people into the small box of 3v3 is to streamline the game to become more of an esport.

the only reason 5s has a bad image is because of the cheating minority (myself included). there are fewer teams and more cheating teams, so naturally its the bracket everyone points to when they think of generally scummery. if you ignore the cheaters and focus on the actual competitive aspect of 5s, its definitely a bracket that should be respected. overall there are less balance issues in 5s (although R M SP RSHAM x is 100% the best comp), and many different comps can be successful.


#4186021 Arena 5v5 titles will be removed

Posted brofistx on 05 August 2014 - 12:01 AM

rip bigmoran

it was a good run :'^(


#4110327 The Most Overpowered Ability in Game

Posted Bigmoran on 29 April 2014 - 04:03 AM

I know there has been countless discussion over what abilities are overpowered, but the locus of the conversations has been about long cooldown abilities like Symbiosis and Ascendence. While these discussions do have merit, and are admittedly not in vain, I think a discussion needs to be had over one ability in particular:

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I think Fear is the strongest CC in the game and even the strongest ability. Obviously there are a few things that set it apart from other forms of long duration crowd control. These unique properties have made it the center of a lot of complaints including, but not limited to:
  • Its positional displacement
  • Its high threshold to break on damage
  • Its strength in combination with Shadowfury
One change I would like to see in the upcoming expansion is a change to Fear. I think one of two things needs to happen:
  • Remove Howl of Terror from Warlocks and give Warlocks demonic breath baseline
  • Remove casted fear, leveling the playing field between Warlocks and Spriests





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