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Posted Lolflay on 04 July 2015 - 01:52 PM
Druids were picked because they were the defensive healer. They were hard to counterspell ( didn't cast almost anything, hard to control as casters ), immune to polymorphs ( counters mages ), were mobile ( counter melee ), and had a healing mechanic that persisted through CC ( hots ). Their weaknesses were magic debuffs on themselves and their team ( no dispel ), hard swaps ( could keep blooms on one target ), lack of "OH SHIT" cooldowns ( besides one Nature Swiftness->Healing Touch on a 3 min cooldown ).
Shamans were picked because they were the offensive healer. They had by far the strongest control tools against enemy team, countered defensive debuffs ( Purge removing 2x buffs ), had Totem mechanic that countered a lot of popular things ( Tremor against fear, Grounding against spells, Cleansing against poison/diseases or w/e, had Bloodlust ( insane DPS and HPS increase for their team ), generally were hard to train down back then ( insane amounts of armor + Earth shield, they only really died versus really persistent melee cleaves that their partners failed to properly peel against ), and they also had insanely strong healing that was reliant mostly on mana - as long as they had mana, nothing died.
Paladins were picked because they were the max defensive healer - if you had a comp that had all the tools and pressure they need to land kills on their own, and just needed a healer that could keep them alive, stay at 40 yards, be hard to kill, keep them free of shit - Paladin was their man. They had super strong healing coupled with easy mechanics to dish those heals out, they were super hard to kill ( outside of a good RMP ), had Freedom/Sacrifice/BoP/Bubble/Aura/etc to counter enemy cooldowns ( same situation as today ), they offered the most defense they possibly could.
Priests were picked as a max offensive healer. Unlike other 3 healers, Priest games rarely lasted ultra long, and they always focused on just keeping the team as offensive as possible - Fearbombing 3 people, dispelling the kill target, announcing the switch to that target, DPSing together with their team and doing 1/3 or 1/2 of the DPS their partners are doing, being able to dispel both enemies and their team ( 2 (de)buffs per cast ), being able to Manaburn enemy healers/DPS to cause pressure, etc.
And today ?
Hmm, Paladins heal more than Shamans do atm. Oh well, time to play Paladin. Oh look, Paladin's "big heal spell" is same cast time as Shaman "big heal spell". Oh look, Paladin "instant cast heal" is same shit as Shaman "instant cast heal". Oh look, I'm doing better as Paladin than as Shaman simply because both healers are almost the same, so if one healer is more OP than the other, I'll do ten times better on the OP one even though I mained the weak one !
Posted Lolflay on 04 July 2015 - 01:54 PM
Fuck you Blizzard
Posted Voksen on 09 November 2014 - 12:58 AM
There are actual solutions that wouldn't take us back to that.
Take away casts, non obvious cc chains, mana burns, drains, dispels, mana/energy management being a thing, etc....and you're down to repeated, scripted cycles of burst+cc. The game got made dumb and one-dimensional after wotlk. Without any kind of real push/pull complexity and giving every class pretty much every kind of ability, of course you're going to have a metagame which shortcuts to comps that tend to win in the opener, comps that cheese 45 minute games, or comps that win based on rng procs, pathing, crits, etc.
Dampening was a bandaid for the 45 minute turtles, which themsleves were a byproduct of making the game more accessible to console players and shitty little add kids.
Posted Eviaax on 09 May 2014 - 01:12 PM
Posted ROKMODE on 01 May 2014 - 05:45 AM
Everyone, please read what professor nadagast has written here. I get really tired of people comparing their class tools like a bunch of whiny faggots(edgy language, please don't infract me diziet).
Posted Lolflay on 19 April 2014 - 05:09 PM
It's just fucking hilarious that all of the sudden they decided to nerf Druid synergy with most of the classes they want to play with, rofl.
Priests have always brought the offensive playstyle + dmg to the team
Shamans have always brought insanely strong healing and utility to the team, and were oftentimes #1 choice for the prolonged game playstyle as they're consistent during the whole match
Paladins have always brought insanely strong cooldowns during which nothing can die, and were always used for rushdown comps
Monks apparently bring really solid safety factor, as they're pointless to swap to, and insanely strong healing output, they rival a shaman with their consistency
Druids always brought CC and decent healing - with CC part gone, nobody in their right mind would want to play with a druid over a monk or a shaman.
What Nadagast said is completely true, there needs to exist a clear diversity and purpose amongst healers, this homogenization bullshit is getting way out of control.
Posted Capstone on 19 April 2014 - 02:41 AM
i think the way cyclone has worked with fear in cases of wizards has been extremely powerful at almost no risk. in most cases where wizards grow extremely powerful defensively and still have offensive ability based on control (s8 MLD, early s12 god comp, LSD today) it's usually always based on the idea that whenever anyone isn't immune to either fear or cyclone, you can just throw it at them and it's good. cyclone is undispellable, which makes it extremely easy to cross with, doesn't remove dots or heal, so there's no downside for putting it on someone, and it blocks incoming healing, so even a low target can be cycloned while you wait to get something on someone else. the same is true for fear, except it's dispellable (kind of with UA) and the target takes damage with it on. it's worth restating that it doesn't matter if these comps (today, LSD) are good or not - it's about how the powerful the CC is relative to how hard it is to set up and how it affects the other team's ability to play the game, which are both major concerns with cyclone in its current implementation
wizards having cc chains that punish a team for an extremely long period of time for a single mistake have been an issue with the game since MLD became strong in wrath, and i believe that two spammable CCs that have little to no downside are a culprit. there are other ways to fix this, like making cyclone wipe dots or heal the target it hits, but this is a more intuitive, less intrusive way of doing it. cyclone was previously on DR with blind and was changed to accomodate the state of the game, and it was a change for the better given the strength of priest/rogue at the time.
this change also presumably nerfs the amount of instant, consecutive CC that RMP/RMD have on a single target. maybe encourages using blind or cyclone on dps instead of (sometimes) exclusively for the healer. there's a lot of stuff i don't like about WoD, but if we can reduce the amount of CC available to wizards, and add more strategy to the way it has to be used, i'm an advocate
Posted Hackattack3 on 19 March 2014 - 01:39 PM
Much thanks for all your contributions to the community.
Posted Capstone on 17 March 2014 - 07:15 PM
1. is the lack of competitive atmosphere in blizzcon, the only LAN event in WoW left, due to disinterest or incompetence? the last tournament was held without regionals and was held in a patch other than the one the teams qualified in, where the best NA team that came out a. didn't have to run the gauntlet of other NA teams in an invitational and b. won the lottery of the team that transferred over to the next patch so much so that they didn't drop a single map to any other team. the tournament before that was held with teams that did not qualify in the same expansion that they played in. this means that everyone was playing a game in its most primitive, poorly balanced state possible, and the competition was based on which classes were good in the madness that was 5.0, despite qualifying in another expansion
2. blizzard put new arenas in this expansion, which was good. stairs were added to blade's edge and dalaran. these are things that the pvp community has by and large requested for a long time. can we expect to see more new arenas? an arena veto system (which is already implemented for battlegrounds)? how much time, relative to creating an environment as massive as, say, ulduar (tuning all new bosses, vehicles, item stats, models of new items and bosses, etc) does it take to create an arena (room with 2-4 pillars)?
3. there are always balance whines about what's overpowered and what's not, which class is easy and which isn't, etc., and i usually hate them - previously, classes have had marginally different difficulties and pretty standard viability. this is not the case in mists of pandaria. many players who play the game for arena are picking up specific classes (i am looking at you, hunter and elemental shaman) specifically for use in arena and ease to learn and having immediate success comparable to or better than classes they have played for several years. these classes are undeniably simplistic relative to others and disproportionately effective at what they do for the amount of effort required to pick them up. i wrote a post here about my immediate transition to and success with hunter, in which i received 2400 rating on the first day of arena, and 2500 in under 100 games. i believe veev chronicled a similar success story in season 13 live on twitch.tv. my question is this: is this by design? are these classes designed like this so that anyone can have success in arena, or is it just a massive oversight that the amount of work required to be passable as one of these classes is so low relative to others (this is truly, in my mind, a problem that did not exist in previous expansions)?
4. it seems like the number of titles rewarded relative to the playerbase has increased based on the way that eligible players are calculated in the new ladder system. is this intentional? if not, is the criteria for rank 1 and gladiator titles going to change?
5. it's my understanding that MLG is open to possibly bringing WoW back into the circuit for a season. i know one of the biggest obstacles with SC2, a well established blizzard game with a lot of history that struggled to stay in MLG was obtaining blizzard's license (the tournament host cannot do many things without first obtaining a license to host the tournament from blizzard). at some point, MLG dropped SC2 temporarily and cited the license as one of the reasons. first, is WoW subject to the same licensing agreement? second, if we're talking about revitalizing the tournament scene, would blizzard be open to letting a large tournament structure like MLG host WoW without obstacles to give it at least one shot at revival?
6. is the idea of TotG totally scrapped? is there any hope of getting any in-game tournament system in WoD (warcraft 3 had one on battlenet 10 years ago)? if it is scrapped, what about the other titles and rewards that were going to come with TotG to create an incentive to play arena?
7. why do rated battlegrounds offer a higher cap than arena? do people interested in rbgs inherently deserve more points every week? if the idea is to promote people playing both, why not balance the cap so that your total cap is based on both your combined arena AND rated battleground rating?
8. gladiator mounts used to reward the character with 310% riding skill, and they don't anymore. if i get gladiator on my alt, i can't even ride the mount unless i buy 280%, and even then i don't get bumped to 310%. is this intentional? if so, what made blizzard change their decision?
9. is the 8 second dispel mechanic staying?
Posted Regent on 17 March 2014 - 09:07 AM
While it is cool that Holinka (and formerly GC) did talk to people on twitter, I think the game could really benifit from someone who's sole job it would be to support the community. Patrol the WoW official PvP forums, have accounts on the popular fansites and gather information from them. Work on things like getting special ingame titles for tournament wins. Working to setup tournaments, and help the community setup ones. Being the liaison between the players and the devs.
If memory serves me right, they were actually looking for someone for this position at one point, but I guess it never went through. I really think it should be someone who has at least a decent past with Arena though and knows the community fansites/etc (Blizzard has a weird tendency to put people in positions they have no experience with eg. Jay Wilson)
Also, as a side note, I really think health pools shouldn't have been normalized. It kind of ruins the fantasy experience when heavy plate wearing warriors and cloth wearing mages have the same health and armor. I really want the game to go back to having melee be tanky but maybe less damage and ranged being really squishy but good damage. This is painfully evident in RBGs where many times the ranged people aren't worth attacking since they are tankier than the melee.
I also want less CC breaks, but more things to avoid it. Old tremor totem, deathing polys, saccing CC, etc. Any chance of that coming back?
Posted Regent on 16 March 2014 - 08:29 PM
Hello, and welcome to the first trial run of "An Arena Junkies Cooperative Initiative" (also known as AAJCI) outlined here:
This is a serious thread where we post concerns about the current state of the game, and suggestions for the future.
To participate, simply post your argument in this thread (hopefully backed by statistics or strong logic). You are allowed to offer additions or discuss ideas posted, but they must be well thought and more than one line.
This thread will be heavily moderated, and will be locked midweek in preparation for the voting thread. Feel free to go through the thread and rep any posts you agree with, as it will factor into them being chosen to be voted on.
This is a really good opportunity to get our concerns voiced, so lets try to keep it civil.
Posted wodeta on 15 March 2014 - 02:08 AM
Probably running this, but even so they were super questionable.
I don't need sham rage outside of orbs, so everytime they used orbs, i used it also because i needed mana. i was oom the entire match from the kitting and purge spam.
And i also don't see how that was the problem since my hunter was dying both games.
We lost because they had pressure the entire match, so we couldn't go in and get traps and from there it's an snow ball and we probably should've targeted lock more because blazzing speed+gate+blink.
Posted Regent on 12 March 2014 - 07:50 PM
Problem: High rated WoW players are frustrated with imbalances in gameplay, but tend to complain aimlessly instead of working together to provide a strong argument. Blizzard doesn't have a good pipeline through which to communicate with the experienced arena community. While Holinka does have an active twitter, the platform is severely limited in length and can be confusing to use.
Proposal: Every week, starting on monday, a thread will be put up where players can go and post questions or points of discussion. On Wednesday, the top posts from that thread will be put into a new thread with a poll. The AJ community will then vote the top 5 questions/discussion points.
We approach holinka (some mods here know his personal contact info possibly?) and ask for him to commit to answering the 5 questions every week sometime between friday and sunday. Once he answers, the Q&A will be posted to the news feed on the front page of AJ. Then on monday the process starts over.
The Goal: To generate better discussion of the game, while limiting ourselves to the things we find most pressing. To better the relationship between players and developer(s). Reduce the general complaining seen on Arena Junkies (we are all guilty of this.) Five questions a week is not a large commitment, but would be very helpful in increasing the dialogue.
If anyone has suggestions on how to improve the idea, let me know!
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 R1 playing numerous comps, and I was very privileged to play with many talented players to get to this level.
Some people have been saying Shamans are terrible in 6.02 but after playing some games I have to say shamans still feel fine!
You are susceptible to cleaves as always, and I have found the best comps to include a hybrid. Boomkins, Ferals, Ret Paladins are your best friends.
This is pretty much the “Cookie Cutter” talent build to be an effective shaman. With the exception of the level 30 45, and 60 talent choices.
I’ll provide a rule of thumb, where you can swap out the “Cookie Cutter” talent for the marked 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.
Echo of the Elements
I have been playing with this level 60 talent quite a bit, and I have to say it has its uses against certain warlock/boomkin comps. Whenever you use a spell, you have a chance to proc Echo, which grants you double dispell or riptide or unleash. This talent paired with Glyph of Cleansing Waters will do wonders against a UA Lock when you will be able to constantly keep your team clean of dots. I could see this being extremely potent something like LSD2, but I wouldn't use it against a team with capable burst since you do sacrifice NS. You should keep NS for most caster/melee comps, and only go to Echo against wizard cleaves you feel comfortable enough to heal without NS.
Storm Elemental Totem
I really dislike our 100 talent.. But what am I gonna do right? I've seen shamans spec this but I dont find much use for it because you are going to need to drop other important air totems like Grounding/Capacitor that are on short cooldowns, limiting this totem's potential uptime and efficiency. You should play around with it though.
Cloud Burst totem has some uses but it isn't that strong. You can use it before openers and any time your healing stream or healing tide is on cool down. Stacking this shit with Ascendance is actually decent healing.
They edited our 4-piece so that it doesn't give us aura mastery from Spiritwalker's Grace anymore, so you will need to pick up Glyph of SG all the time.
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 this glyph out. But you can against certain double caster teams if you feel comfortable enough to survive without it. Something like Warlock/Boomkin, or Shadow Priest Warlock, etc. Especially if you have a another source of freedom from your team you can swap this glyph out for something more useful.
Glyph of Healing Stream Totem: Even though they nerfed healing stream the 5% protection from certain schools of spells is still useful for fighting against frost mages or DKs. Healing Stream has decent up-time and is on a relatively short cool down so this glyph is still potent.
Glyph of Capacitor Totem: Great glyph to use to buy you time to recover since shamans are still really squishy in WOD. This glyph makes it so Capacitors are super easy to land.. I try to take advantage of teams stacking with this glyph as that triple stun will win you a game (seriously).
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: Great glyph to use against DoT cleaves such as Boomkin / Warlock / Healer, or Ele Shaman / Warlock / Healer. Even greater when used with the talent "Echo of the Elements" as you will have 2 dispells, increasing the effectiveness and efficiency of this glyph.
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.
I haven't really played around with stats since in WoD your stats are fixed in a sense that reforging doesn't exist. However you can still prioritize stats by buying certain off-pieces or dropping a 5th set-piece for a piece that gives better stats (since you only need 4 pieces of the set to get the bonus).
#1 Mastery: Mastery seems amazing in WoD. Mastery paired with crit enables you to top your partners off no problem when you do have to cast. This is because mastery allows your heals to be more potent when your partners are lower on HP. This paired with crit will make your casted heals amazing.
#2 Crit: Crit rating scales extremely well with shamans because our heals are amazing when they crit. Since we actually have to cast now (with the nerf to passive healing via totems) crit rating is a big factor.
#3 Versatility: Versatility seems to be our next best stat since it increases your healing done, and decreases your damage taken. Perfect for squishy blues!
You should get the 4-piece and buy the chest piece that isn't part of the 5-piece set. The chest piece that is part of the 5 set gives poor stats, meanwhile the off-set chest piece provides you with mastery & crit.
For enchants, go full mastery.
I've tested both PvP trinkets (one used to get out of CC), one which provides spirit and one which provides crit rating.
I have to say that I like the spirit one because it helps with mana management. Since we don't have mana-tide totem anymore, you have to be some what cautious of burning mana.
For our second trinket slot, I would go with the on-use trinket which passively gives mastery and gives versatility on-use. Battlemaster Trinkets have been nerfed where the HP gain is minimal, and the extra mastery really does help.
-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.
Rule #4: Have a strong presence
- Opposed to other healers like Resto druids, Hpals, or even Monks, Resto Shamans lack CC as our Hex is on a fairly long cooldown.
- Effective healers (druids, hpals, monks) abuse their ability to CC and definitely pronounce their presence in the arena.
- Mediocre shamans have a defensive mindset because they think our class lack the tools to have a strong presence. Top tier shamans use everything to their advantage (shocks, shear, hex) to disrupt the enemy team and declare their presence.
- Don't waste your hex. Try to look for certain situations so that your hex actually does something meaningful and affect the outcome of the game. An example is to look for hexes on the off-target when the enemy player able to decurse is stuck in a minor CC, even something like a DR stun. Its great to hex an enemy mage's partner especially if he is being heavly pressured because it uses the mage's global. You can also hex to stop important casts when your wind shear is on CD. Hexing a enemy healer when he is low is EXTREMELY potent and not used often. The damage threshold to break a Hex is actually pretty high.
- Look for situations to land a capacitor stun. I always look for a situation to land a triple capacitor if the enemy team is stacking up defensively.
Our Defensives (Listed with importance)
!There is something wrong with our Healing-Tide totem or Healing Stream, as both ticks for relatively the same amount in full pvp gear (around 6.17k per tick). As of right now Healing-Tide is your worst cool-down, so don't be afraid to just use it when you are behind on healing and your healing-stream is on cooldown. Hopefully we see a fix for this soon.
Spirit Link 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 decent healing, 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
Tremor/Avoiding Fear Tips
!!WoD has reworked Tremor Totem (I actually kind of like this change). You can't tremor DURING a fear. So now you have to "pre-tremor" Warrior fears, Warlock fears, and Priest fears. These classes will try to mind-game you but you should be able to sense when the fear is needed depending on the situation of the game. Obviously just drop tremor if your team is behind and you see the Warlock running at you.
1) Always remember that its better to waste a tremor (being faked to drop it) than trying to not be faked and being full feared. Dont risk it!
2) Against a warlock, its sometimes good to drop tremor offensively so the warlock can't peel his or her teammates. Be cautious though, only do this when you know the kill is secured.
3) Always watch positioning of fear classes, and react to them. Frost shock them, drop earthbind totem, tell your partners to make their lives hell in trying to reach you for a fear. This awareness and reactiveness will help you not waste a tremor, and actually use one effectively.
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.
1) !!:With WoD changes, there are more spells that you can Ground since categorizations have been simplified. One example is that you can ground Binding Shot.
2) !!: 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.
3) !!: 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.
4) The biggest tip I can give with grounding totem is that it is on a very short cooldown relative to its potency. Take the risk and drop grounding totem when you "feel" a spell incoming. Don't ever be scared to drop grounding totem.
If you play a shaman, you will get trained, and you will sometimes fall over. However you can prolong the game by surviving, which enables your team to have more of a chance to secure a kill.
MELEE CLEAVES (Warriors, Ferals, Combat Rogues, and other foul creatures)
1) Glyph of Ghost Wolf, Glyph of Spirit Walker's Grace ALWAYS.
- Glyph of Capacitor Totem is used most of the time, but I don't go this route IF my team already has a lot of stuns / double stuns.
- Glyph of Grounding Totem is used against Ferals or Ret Paladins, IF you have enough stuns. You can reflect Hammer of Justice, or Cyclones, giving you precious time to top yourself off.
- Glyph of Healing Stream Totem for DKs if you have enough stuns.
2) EVERY GLOBAL COUNTS
Trying to juke two melee is one of the most time consuming and risky maneuvers to do. This is because your instant healing will always be lower than the damage the two melee is putting out. This is why every global needs to be spent wisely.
- In between fake casts, refresh Earth Shield & Riptide.
- In between fake casts, don't be scared to unleash + Riptide. (Do it moderately high health)
- Whenever the two melee are caught in the tiniest CC, you need to EITHER create space or cast.
- Creating Space means dropping earthbind totem + freedom totem + unleashing (bonus speed) + ghost wolfing around the pillar or across the entire map if the CC on the melee is long enough. You do this if you are moderately high HP, and if the two are stuck in long CC with no outs.
- Cast when you are low as hell, and the two are caught in CC long enough for your healing surge to be casted. YOU NEED TO BE AWARE of the CC duration on the two melee so you dont waste precious time trying to make space (stepping forward), or unleashing (wasting a global second), then casting, at which point the melee will be out of CC and kick you.
3) Things to do when locked out
- Create space. Jumping off is actually good, it buys you a bit of time to take less damage.
- Prep your totems.
- Use versatility on-use trinket. (Take less damage)
- Use racial.
- Use Ascendance. This is so damn good to do if you need to use the cooldown. Ascendance wastes a global, and if you want to Ascendance + NS to get topped, this is a useful thing to do when locked out.
4) Cooldown Usage
- NS is your strongest cooldown against a melee cleave, this is because it is so damn difficult to cast with two of them sitting on you. I would say NS is bigger than link because most of the time the melee can kill SLTotem extremely fast (since they are right on you), and can damage through the cooldown as well.
- Spirit Walker's Grace is a potent cooldown as well, but you need to be extremely aware of what skills the two melee have used. You need to make sure stuns (shockwave, feral bash/stuns, kidney) are out of the way, as well as CC that can interrupt your SWC (Blind, Warrior Fear).
- The general idea is to counter their offensive cooldowns with your own. But you need to make sure not to overuse cooldowns as a melee cleave can kill you when both of their kicks are up.
- I generally counter immense offensive cooldowns (Reck, Incarnation, Killing Spree, Wings) with an Ascendance + NS, then move on to use SWC effectively.
- Unless you have a ret paladin as your team mate, you have to trinket the stun where the melee cleave pops major offensive cool-downs, UNLESS your teammates assure peels.
- In between rotating your cooldowns effectively, you need to rotate the cooldowns your teammates offer you as well. This includes something like Hunter's Roar of Sacrifice, Ret's Sac or BoP, and etc.
- You CAN'T stack defensives needlessly, and the basic idea is to have some form of defensive from either you or your team for every enemy offensive cooldown.
You have to take advantage of the fact that the two melees are tunnel-visioning in killing you. PUT THEM IN A BAD SPOT.
- Drag them back behind a pillar, which will
A ) Force the enemy healer into a bad spot for easy control, or a potential kill target.
B ) Limit healing received to both melees, making them take more damage, and back-off.
- Keep rotating between pillars across the map so that they are consistently forced to be in a bad spot. When the melee has no trinket, and you manage to land a stun on it behind a pillar, it will die.
- Kite across the map with Ghost Wolf + Unleash+ Freedom Totem.
MELEE + CASTER Teams (Rogue/Warlock, Feral/Warlock, Rogue/Mage, etc.)
1) For your third glyph, use Cleansing Waters vs Warlocks, Healing Stream vs Mages
2) ANTICIPATE THE SWAP.
- As the game progresses, you will feel the enemy team trying to pull you out to the open as you are always a viable kill target. Swaps are often times very obvious with the enemy team physically pushing in and CCing your teammates. Swaps are oriented around offensive cooldowns so keep a mental timer on the melee's offensive cooldowns as most swaps are coordinated with them.
- Be ready to quickly swap Earthshield, and always keep a riptide on yourself as these two hots will help in keeping you alive.
- You need to practice preemptively (before being stunned) dropping Capacitor Totems, and Healing Stream/Tide as these totems will require the melee to swap off for a second to kill them, buying you time to not take damage in the stun.
3) Against Melee + Caster Teams you need to make sure to coordinate your team's defensives prioritizing your security.
- This means to not waste YOUR cooldowns on your teammates unless its really needed, or vice-versa.
- This bascially means to let your teammates use their defensives first before you use trinket or a major defensive like Spirit Link Totem to save your teammates.
4) KEEP YOUR TEAMMATES OUT OF CC
Before you get swapped to, you need to shear, drop grounding, or drop tremor totem so that your partners can help you.
- The enemy team will eventually get your teammates' trinkets, especially if they have spammable CC. You need to drop totems and keep your teammates out of CC before being stunned or silenced.
- If you failed to preemptively stop CC, use your pvp trinket and get them out. You will be surprised what your team mates can do for you. Prioritize dispelling the teammate with either more control or defensives for you.
DOUBLE CASTER TEAMS (Wizard Cleaves)
Probably the easiest comps to play against and survive against since our tool-kit is designed to annoy wizards.
With the change to tremor totem, most wizard cleaves won't even target you for a kill, but attempt to put you in a bad spot for control
Something like God Comp can take advantage of the new Tremor Totem since they can chain CC us when we are feared into a terrible spot.
1) AVOID FEAR.
Easier said than done, but fear is the start of infinite CC because it will often put you out of positioning.
Shamans weren't scared of fear before since we could tremor to break fear and just wind shear or ground the follow up CC.
- Against Shadow Priests, when you know fear is coming up, adjust your positioning, as well as your team's positioning so the priest doesnt get a "free" fear. If you see a priest darting at you, then guising, tell your team to pull back.
- Make the the Priest's life hell by creating space between, snaring the priest with Frost Shock and Earth Bind, as well as other snares/slows from your team.
- Always let your team know if you don't have tremor so they can play and position accordingly.
2) DONT SHEAR or GROUND RANDOM SHIT.
Unless you know you are going to secure a kill, don't Wind Shear random shit just because your mind/reaction wants you to.
- Shear CC; Try not to shear casted damage, or casted heals. (Unless its for the secured kill or you have grounding)
- Even if you have some offensive momentum going, shearing a heal opens up opportunities for the casters to CC. Even if you have Grounding Totem, it is super easy to get rid of because casters have numerous abilities, and Grounding Totem won't stop two CCs targeted at you.
3) ABUSE PILLAR.
Abusing a pillar means to hide behind a pillar so that the casters can't CC you, and only poking out to heal or purge.
- Abusing a pillar enables you to save wind shear/grounding since you can just side step to be out of Line of Sight.
- Abusing a pillar makes it harder for them to swap to you.
- Abusing a pillar sometimes forces the casters to push in to CC, putting them in a bad spot, dragging the enemy healer out for more control.
1) 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”.
2) Totem Prepping
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.
Be aware that rogues WILL use Blind to stop your aura-mastery heals.
Drop your fire-elemental totem early vs. a rogue to keep you in combat, and thus protect you from saps.
4) Healing Stream Totem
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.
Hide your Healing Stream Totems behind pillars to stop them from being destroyed.
SHOCK!!! and I mean it. 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!!!! 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 NS or offensive buffs. But learn to be mana-efficient with it as well, purging is high mana-cost.
**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.
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.
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 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 Rheey-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
Flubbah – twitch.tv/flubbah
Takenotezz – twitch.tv/jakenotezz
Eeluminati – twitch.tv/eeluminati
Kaska – twitch.tv/kaskatv
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 Siuox on 27 February 2014 - 06:45 PM
I'll try to update the guide frequently. Suggestions are greatly appreciated.
There are two talent setups.
I always use this one:
Most of the other Moonkins use this one:
I guess "the other moonkins" chose the first only against Castercleaves. Melby for example doesn't use Incarnation at all. You have to test the talents by yourself and chose what talents fit your playstyle the most.
(see RBG talent build at the end of the guide)
II. In detail
Note: I only gonna explain my thoughts about the talents below.
Check out Lazerchickes guide if you like to have a another (different) POV, too.
- Displacer Beast is the best choice. It grants you great mobility.
- Wild Charge can be good against meeles on e.g. blade's edge. You can place a mushroom on top of the bridge, jump down and jump up again if the meeles are following you:
- Makro for this:
/target Wild Mushroom
/cast Wild Charge
- Cenarion Ward is the best choice, because you can use this talent not only for yourself, but also to help your teammates. You can also use Cenarion Ward when you are (blanket) silenced.
- Ysera's Gift's Heal is too random and not very noticeable. It only heals you for 2% due to battle fatigue, but used together with Nature's Vigil + Rejuvenation the "healing package output" is quite high.
- The t4 talent choice will impact your t3 talent choice, that's why I've put it first:
During the game you might also often have only 1 charge of the treants (maybe I just waste them idk) so you have to save it for root/beam situations and can't use it for peel anyway.
The root breaks quite fast, because you + your warlock normally have dots up on everyone.
If you want to use the treantroot to peel off meeles from yourself (?), you waste damage again and it has 20 seconds cooldown (the glyphed Nature's Grasp only got 15 seconds cooldown).
That are the reasons why I prefer Incarnation over Force of Nature. As always, test the two spells by yourself and decide what you prefer most :)
- If you chose Incarnation, you need Mass Entanglement to beam/root people. If you like cata gameplay you can also hardcast Entangling Roots + Solar Beam :) and chose Typhoon or Faerie Swarm.
- If you chose Incarnation, you can chose between Faerie Swarm and Typhoon. Mass Entanglement is not recommanded, because it has the same DR as the Treant's Root.
- Faerie Swarm is nice for kiting people. I don't like to use so many cooldowns for it.
- Typhoon is nice to interrupt casts or knocking meeles away when they are chasing you or your healer. I would chose typhoon if I were playing with treants
- 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. If you chose Bash, make sure you have a Diminishing Return tracker (e.g. activate the gladius dr tracker)
- 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
- A problem is that your targets have dots up for most of the time, so it will only last ~1 second
- Vortex can be used to kill healers particularly shamans. Might be good if your teammate is a warrior who can stun/slow people
- I always use Nature's Vigil.
- I guess most of the other moonkins use Heart of the Wild against any comps with a meele and Nature's Vigil against Castercleaves.
- 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 constantly if they focus me. Don't use this glyph if you use Force of Nature.
- If I fight two casters + healer I'm using Glyph of Omens, because I don't need the shorter cooldown on Nature's Grace.
- Useful Glyph for RBGs (Stealth Incs etc.)
- 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
Order to buy gear: 1. Shoulders 2. ProccTrinket 3. Weaopon 4. Offhand 5. Head 6. Chest 7. 8. Free for all
V. Reforging, Geming, Enchanting
- I'm using askmrrobot.com to get the best performance out of my gear
- 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“ manually to 6637
Haste Cap Discussion
- 6% Hit > 10289 Haste > Crit > Mastery > (Haste above the cap)
- 6% Hit > 5273 Haste > Crit > Mastery > (Haste above the cap)
- 6% Hit > 6637 Haste > Crit > Mastery > (Haste above the cap)
Take a look at http://www.arenajunk...-moonkin-stats/ for further discussion.
Shoulders: 200 Intellect and 100 Critical Strike
Cloak: 180 Intellect
Chest: 200 Resilience / 200 Spirit / 80 Stats
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
Blue = 160 Crit + 80 PvP Power / 160 Haste + 80 PvP Power / 320 Crit
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
Use ask Mr Robot for geming/enchanting :P
The best professions for moonkin are tailoring and engineering.
You can do random 120k starsurge crits if e.g. trinket procc and tailoring procc is up.
Heavy burst at the beginning of a game 200k Starsurge possible.
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
- Moonkin + WW Monk + rShaman
VIII. Damage Spells
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.
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.
RBGS: I'm only spreading the eclipsed dot among the enemy team, but make sure to have one of the non eclipsed dot up. You dot like this in PVE. Have only tested it in 2 RBGs yet. But you'll have more time to nuke targets if you dont waste too many globals in spaming 4k damaging dots.
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“.
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.
IX. Tricks and Hints
People will get annoyed if you cc them instantly during their cooldowns or when they try to setup sth. e.g. http://www.twitch.tv...nk1/b/506014289 (sorry for using you as an example) ~ 5h 56 min
- 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
- Try to eat their traps
- Not the best targets to kill
- Im 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
- 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; if they open on your mates
- ALWAYS kill their Healing Stream Totems and Mana/Healingtide Totems
- Elemental and Enhancement Shamans are good kill targets
- Try to destroy their Healing Stream Totem before using Beam/Root
- 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 NS Clone them → they will trinket in most cases → recyclone them / Bash them.
You just have to survive their cooldowns, otherwise they are not a great danger; good kill targets
- Holypaladins won't die if you don't oneshot them. That said most switches on a holypaladin are a waste of time. Just put them into a long CC chain
- Dot their Xuen (the „white tiger“)
- Put Healmonks into a long CC chain. Really hard to kill. Maybe you can oneshot them during cooldowns via focus starsurge spam :P
- 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, but in most cases I don't try to kill it with LSD2. It has too much hp.
Use focus starsurges on them (you might be able to oneshot them during your cooldowns, at least force cooldowns
1. Focus Starsurge
/cast [@focus] Starsurge
Important to nuke healers, allows you to dps two targets more easily
2. (Focus) Beamroot
#showtooltip Solar Beam
/cast [@focus] Mass Entanglement
/cast [@focus] Solar Beam
Important for fast CC on the enemies’ healer. Buggy like Warrior Charge used to be
#showtooltip Solar Beam
/castsequence [@focus] reset=2 Force of Nature, Solarbeam
/cast [@focus] Solar Beam; Solar Beam
thx to Neoh (also check out his vid in the comments below)
3. Focus Cyclone
/cast [@focus] Cyclone
4. Dispels for your Team
/cast [@“YourDPSMate“] Remove Corruption
/cast [@“YourHealerMate“] Remove Corruption
5. Mark of the Wild Rebuff Macro
/cast [@Player] Mark of the Wild
You are always able to rebuff. No problems with someone being LOS or anything similar
6. Instant Heal
/cast Nature's Swiftness
/cast Healing Touch
7. Innervate for your healer
/cast [target=“YourHealerMate“] Innervate
8. Roar Cancelaura Macro
/cancelaura Displacer Beast
/cast Stampeding Roar
/cancelaura Bear Form
Useful if you don't have the Stampede (?) Glyph "equiped".
9. Celestial Allignment + "Instant" Moonfire
/use Grievous Gladiator's Wyrmhide Gloves
/cast Celestial Alignment
You'll instantly apply a moonfire to the target, because CA is not on the global cooldown
10. Incarnation + Nature's Vigil (saves one button)
/cast Incarnation: Chosen of Elune
/cast Nature's Vigil
11. Queue Leave Macro to drop 2s Rating
This is the talent setup I use for RBGs
- Heart of the Wild to support the healers if one of them died
- Vortex for Root/Beam/Vortex
- Force of Nature to defend bases.
- Typhoon to knock ppl from edges / into ring of frosts / interrupt casts / stop tapping
- Use Glyph of Prowl to be able to attack enemy bases faster than normal
How to defend a base:
First of all I don't have that much RBG experience, but this strategy worked out quite fine for me:
- Place Mushrooms around the flag
- Stay on "maximum" range
- if someone starts tapping your base. Use two treants and then press moonfire.
- (Save your mushrooms for smokebomb!)
- Why two treants? A rogue might be able to idk stun you and blind one treant, but if you use 2 you should be 100% fine.
- I use my symbiosis on a Deathknight / Rogue to be able to avoid being CCed.
- If two people attack your base, I instantly use my cloak / AMS after trinketing. And then cast moonfire / treants on both.
If you don't have to defend a base and are allowed to zerg:
- I'm only spreading the eclipsed dot. But make sure to have 1 non-eclipsed dot up
- ALWAYS Cyclone the healer that is not your focus target. You might not be able to to that much damage, but it helps your team a lot more if you keep CCing the other healers.
Try to remember what those guys were doing when you are in the same situation, maybe it will help you to survive / kill something.
You should check out Lazerchicken's (aka Ayrese) Guide, too. Won't hurt to read things written from a different POV and maybe a more experienced POV :)