Jump to content

Nadagast

Member Since 15 Nov 2007
Offline Last Active Private
*****

#4258438 True Blizzcon Winner = Dampening

Posted Voksen on 09 November 2014 - 12:58 AM

View PostCreamo, on 08 November 2014 - 11:48 PM, said:

Let's get rid of dampening and go back to 45 minute MLS mirrors guys

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.


#4116452 2300+ demo lock arenas

Posted Eviaax on 09 May 2014 - 01:12 PM

Ok so this is my first youtube video with actual content. I know my video editing blows but here are some games as hls around 2300 mmr as demonology.



-Eviaax


#4111685 The Most Overpowered Ability in Game

Posted ROKMODE on 01 May 2014 - 05:45 AM

View PostNadagast, on 30 April 2014 - 11:19 PM, said:

Yo Different classes are different, and that's a good thing.  
This is the most universally applicable post on this entire forum
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).


#4104069 Cyclone and Fear now share DR in WoD

Posted Lolflay on 19 April 2014 - 05:09 PM

Correct actually, forgot that this means that Clone and Blind will share DRs yet again, that means even more comps where druids will be fucked.

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.


#4103634 Cyclone and Fear now share DR in WoD

Posted Capstone on 19 April 2014 - 02:41 AM

i like it

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


#4083070 glonglon Appreciation Thread

Posted Hackattack3 on 19 March 2014 - 01:39 PM

Thanks for taking the time to put these guides together.  They will serve as a great reference for new players, returning players, and casual players to keep up to date with the current pvp meta.  


Much thanks for all your contributions to the community.


#4081999 AAJCI: Week 1 - Discussion

Posted Capstone on 17 March 2014 - 07:15 PM

real questions that we would all love to see a blizzard representative respond to instead of random balance changes

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?


#4081708 AAJCI: Week 1 - Discussion

Posted Regent on 17 March 2014 - 09:07 AM

I guess my question would be about hiring a PvP community manager type person.

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?


#4081306 AAJCI: Week 1 - Discussion

Posted Regent on 16 March 2014 - 08:29 PM

EDIT: VOTING HAS BEGUN - http://www.arenajunk...g/#entry4083280

Hello, and welcome to the first trial run of "An Arena Junkies Cooperative Initiative" (also known as AAJCI) outlined here:

http://www.arenajunk...ive-initiative/

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.

Thanks.


#4079932 PvP Live Tourny Disucssion thread

Posted wodeta on 15 March 2014 - 02:08 AM

View PostRegent, on 15 March 2014 - 01:59 AM, said:

http://www.wowwiki.c...hamanistic_Rage

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.


#4077700 An Arena Junkies Cooperative Initiative

Posted Regent on 12 March 2014 - 07:50 PM

Life Story: Earlier today I was getting some lunch and overheard a group of people loudly complaining about Obamacare and how it was apparently ruining the country. After a few moments, one of the guys who had been quiet said something like, "You all sit here and complain about it, yet you offer no alternative, you complain instead of trying to offer solutions or start real discussions." This got me thinking, and while I ate my burrito, I realized that this could describe the WoW community pretty well (albeit not exactly.) I tried to think of ways we could improve and came up with this idea.

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!


#4071245 Rhee's Resto Shaman Guide!

Posted Rhee on 04 March 2014 - 06:17 PM

Rhee’s WoD Resto Shaman Guide (6.02)

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.


-Talents-
Posted Image

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 / Shaman

  Ex) Rogue / Warlock / Shaman

Posted Image

Why?
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.

Tips:
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.

Totemic Projection
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.

-Glyphs-

Posted Image

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.

Situational Glyphs

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.

-Stats-

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).

Crit: Crit rating scales extremely well with shamans because our heals tend to be only potent when they crit. Crit still seems to be the most potent stat in WoD.. I have no trouble keeping my team whatsoever, the problem still exists when we are trained though.

Versatility: Versatility seems to be our next best stat since it increases your healing done, and decreases your damage taken. Perfect for squishy blues!

For off-pieces I got pieces that will grant me crit rating. So for neck I have prowess, cruelty for back, prowess for bracers, prowess for belt, cruelty for boots.

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 versatility.

Battlemaster has been nerfed to the point where the HP increase is really minimal. Its probably not worth it to go this route, I personally just pick up the on use trinket that passively gives you intellect and gives you versatility when you use it. But then again, I'm also going to test double stam trinkets with Battlemaster since the stamina could help us to survive.


-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
PvP Trinket
Ascendance / Aura Mastery
NS or Ancestral Swiftness
Healing Tide

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


-Useful 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.

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!

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.

!!: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.

!!: Grounding Totem will only ground magical effects like Counterspell, Spell Lock, and Silence. Won't work for a rogue garrote. You can also spam Aura Mastery during your stun so that when the effect expires you can immune the silence effect.

!!: In certain situations, you can use grounding totem as a cover from magical interrupts to get a cast off. Do this when in a do-or-die situation (when you obviously don't have aura-mastery). Just drop grounding and cast, and hopefully you can ground windshear or a CS.

If your PvP trinket is on cooldown, and the enemy is obviously trying to kill you soon, and your teammates are out of utility, it doesn’t hurt to be “clutch” as it will most likely pay off.  Try to preemptively spirit link, healing tide, healing stream, tremor to increase your chance at survival because once that stun lands you are most likely dead anyway.

Earthgrab Totem is your best friend verse melee caster comps (without a mage) that are constantly looking for a swap to you. Abuse this totem to disrupt enemy melee cool downs. Extremely potent vs. rogues, DKs, and monks.

Abuse your shocks and I mean it. Frost Shock slows enemy players, and Flame Shock can be used for reflects, and dark sims. This is probably the most distinguishing characteristic between a successful shaman and a decent one.

Purge will get rid of enemy shaman’s grounding totem or any other similar effects.

Wind shear will “eat” the reflect effect of warriors, but its better to flame shock so that your shear can be used for a cast instead.

If you shear a mage on a polymorph cast, just hex his ass (mage can’t use Counsterspell if you lock them out on poly) if your hex isn’t that crucial to your team’s CC. Often times, mages will just cast a ring of frost after the lockout and you can’t do anything about it. So hexing to stop a cast is extremely good.

Try to fake Counterspell from casters with a casted hex instead of heals. I found that in my experience casters tend to respond with CS for hex rather than a heal.

You can use Call of the Elements (“Totem Prep”) when you are silenced or kicked. Something you can do to save time during a lockout if you see that all your totems have been used.

Memorize the totem placement pattern.
Fire totems don’t matter, but be wary that your Earth Totems drop on your front-right, your Air Totems drop on your bottom-left, and that your Water Totems drop on your bottom-right.
Posted Image

Learn to hide your healing streams behind pillars as decent players will always look to kill them. So just position yourself so that the pillar is behind you to the right and drop a healing stream, which will hide it from enemy LoS. Healing streams work through walls and z-axis too.
- On a map like Blade's Edge with z-axis, you can drop your healing stream or healing tide underneath the bridge to protect it from being killed and it will heal your partners up top.

Since you know that your Tremor Totem (an Earth Totem), will drop on your front-right, make sure to position yourself to get your partners out of fears or wyvern stings since the range on Tremor is only 30 yards. I’ve seen many shamans “miss” their tremors because its not in range, and weren’t aware of the totem’s position.

Same with your healing stream, you can hide your Grounding Totem against hunter teams to protect yourself for 20 seconds from getting trapped. Same logic, hide it behind a pillar so that you are the only one getting protected from the grounding aura, while your partners are pushed up.

Last but not least. Now you know that your Spirit Link Totem will drop on your bottom left, you can “aim” Spirit Link to make sure your partners will get the health distribution.
Ex) Your partner is a bit far from you, and requires spirit link to survive. You run towards him, and you can jump, and rotate your camera around, and strafe in the air so that your left backside is facing your partner to guarantee the Spirit Link to “hit” your partner. This will allow you to link faster since you won’t have to run to him as much. I essentially call this “throwing your link”.

If you need to prep your totems for another tremor, make sure to just use and drop all your active totems like earthbind, freedom, grounding, healing stream, and even capacitor. Wasting any of the above is a big no-no. Sometimes I land random Capacitors with this strategy.

Against a rogue, never trinket the first stun unless you want to spirit link, or if you are at the stage of the game where your defensives are limited or you are likely to die. The idea is to trinket the DR stun and then use your aura-mastery to immune the garrote. Be wary though, rogues will triple DR stun you for a kill.

A rogue will always try to gouge your aura-mastery heals. Just pop it, and run the direction the rogue is facing, also spin your camera around like a maniac if you think he is going to sprint or step gouge.

Drop your fire-elemental totem early vs. a rogue to keep you in combat, and thus protect you from saps.

Don't waste healing-stream by just dropping it off-cooldown. Its best to try to drop it before the next CC lands on you so your partners have the stream to heal them while you are CCd. Same logic goes for Healing Tide. I always try to healing stream or tide (based on enemy offensives used) before I get stuck in a long CC chain, so against a hunter I will try to drop these before he even lands the scatter shot, which will be followed up by another stun or a freezing trap, into a silence.


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 Presence of Mind, or Alter Time. But learn to be mana-efficient with it as well, purging is high mana-cost.


-Macros-

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
/stopcasting
/stopcasting
/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

#showtooltip
/stopcasting
/cast [@arena1] Flame Shock


#showtooltip
/stopcasting
/cast Grounding Totem

#showtooltip
/stopcasting
/cast [@arena1] Flame Shock


#showtooltip riptide
/stopcasting
/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
/stopcasting
/stopcasting
/cast ancestral swiftness
/cast blood fury
/cast greater healing wave
/p NS!


/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
END
- The above script shows your water shield on default raid party frames.

UI

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.

Posted Image

Conclusion

I hope you have enjoyed the guide, and if you have any questions don’t hesitate to message me in-game Rhee-Tichondrius, I’m always willing to help out or message me on twitch at username Rhee1.

Resto shamans are a great class once you get used to its weak points, and is definitely one of the most constantly effective and potent healers in 3v3 arena.

I don’t stream unfortunately, but you should check out these streams for high level shaman content that you could learn a lot from. Practice and watching streams is how I progressed pretty fast too.

Cdew – twitch.tv/cdewx
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.


#4066730 [Guide] Moonkin Hints and Tricks - Season 15

Posted Siuox on 27 February 2014 - 06:45 PM

I'm writing this guide from a rather one-sided point of view, because I have more or less only played LSD2 (Lock+Moonkin+rShaman).

I'll try to update the guide frequently. Suggestions are greatly appreciated.



I. Talentbuilds

There are two talent setups.

I always use this one:
Posted Image

Most of the other Moonkins use this one:
Posted Image

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.
http://www.arenajunk...-lazer-chicken/

Posted Image
  • 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:

#showtooltip

/cancelform
/target Wild Mushroom
/cast Wild Charge
/lasttarget


Posted Image
  • 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.
Posted Image
  • The t4 talent choice will impact your t3 talent choice, that's why I've put it first:
Okay this might need further explaination of my thoughts: I don't like the treants, because their damage is not noticable. Their peel doesn't matter. If you have to peel your teammates, you need to cast cyclone anyway. There are so many abilities to get out of roots that make them "useless" most of the times. If you use them to peel, damage is "wasted".
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 :)

Posted Image
  • 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
Posted Image
  • 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
Posted Image
  • 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.
III. Glyphs

Posted Image
  • 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.
Posted Image
  • If I fight two casters + healer I'm using Glyph of Omens, because I don't need the shorter cooldown on Nature's Grace.
Posted Image
  • Useful Glyph for RBGs (Stealth Incs etc.)
Posted Image
  • 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
IV. How to gear

http://www.wowhead.com/item=102634
http://www.wowhead.com/item=102773
http://www.wowhead.com/item=102700
http://www.wowhead.com/item=102669
http://www.wowhead.com/item=102614
http://www.wowhead.com/item=102691
http://www.wowhead.com/item=102696
http://www.wowhead.com/item=102694
http://www.wowhead.com/item=103391
http://www.wowhead.com/item=102758
http://www.wowhead.com/item=103370
http://www.wowhead.com/item=103531
http://www.wowhead.com/item=103506
http://www.wowhead.com/item=102590
http://www.wowhead.com/item=102786

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
Posted Image



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)
I decided to go for the 10289 haste cap. Gameplay feels way smoother.
Take a look at http://www.arenajunk...-moonkin-stats/ for further discussion.

Enchants

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

Professions
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.


VI. Symbiosis

Posted Image

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
VII. Viable Comps
  • Moonkin + Rogue + Healer
  • Moonkin + Warlock + rShaman
  • Moonkin + Deathknight + rShaman
  • Moonkin + Warrior + rShaman
  • Moonkin + Mage + Priest
  • Moonkin + WW Monk + rShaman
Shaman is the most powerful healer, because of tremor totem and the passive, unpurgable mastery and spellpower buff. It's hard to land a kill on anyone without tremor totem. In the crucial moments you''ll need tremor. Other healers like priests are not able to heal very long games. You might also feel pretty dead all the time because their healingoutput can't be compared to the shaman ones.


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.

Posted Image
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.

Posted Image
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.
Posted Image
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“.

Posted Image
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

Download http://www.curse.com.../gladiatorlossa
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


General Things
  • 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
against Mages:
  • 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
against Warlocks:
  • 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
against Hunters:
  • 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
against Warriors:
  • Not the best targets to kill
  • Im using Nature's Grasp (+ Glyph) as often as possible to avoid at least some damage
against Deathknights:
  • 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
against Rogues:
  • 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
against Shamans:
  • 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
against Druids:
  • 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
against Paladins:
  • 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
against Monks:
  • 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
against Priests:
  • 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
X. Macros

1. Focus Starsurge





#showtooltip
/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

(Focus) Beam"treant"root





#showtooltip Solar Beam
/stopcasting
/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




#showtooltip
/cast [@focus] Cyclone



4. Dispels for your Team




#showtooltip
/cast [@“YourDPSMate“] Remove Corruption


#showtooltip
/cast [@“YourHealerMate“] Remove Corruption



5. Mark of the Wild Rebuff Macro




#showtooltip
/cast [@Player] Mark of the Wild



You are always able to rebuff. No problems with someone being LOS or anything similar


6. Instant Heal





#showtooltip
/cast Nature's Swiftness
/cast Healing Touch



7. Innervate for your healer




#showtooltip
/cast [target=“YourHealerMate“] Innervate



8. Roar Cancelaura Macro




#showtooltip
/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 Berserking
/cast Celestial Alignment
/cast Moonfire


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)





#showtooltip

/cast Incarnation: Chosen of Elune
/cast Nature's Vigil



11. Queue Leave Macro to drop 2s Rating




/click ConquestJoinButton
/click PVPReadyDialogLeaveQueueButton
/click LFDRoleCheckPopupAcceptButton


XI. RBGs
This is the talent setup I use for RBGs
Posted Image
  • 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.

XII. Streams
I love to watch other players playing the game. Look at the positioning and what they are doing being under pressure etc.
Try to remember what those guys were doing when you are in the same situation, maybe it will help you to survive / kill something.

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 :)
http://www.arenajunk...-lazer-chicken/



#3902833 How to Walk with the Wind (6.0.3)

Posted BalanceRexxar on 21 June 2013 - 01:29 AM

Posted Image


I will not read any private messages off of Arenajunkies, if you need to message me, do so by commenting on this guide and I will read and respond to it.


Note: After WoD releases I will update the sections in blue that I am unable to update right now.

WoD) What's New What's Gone?
0.0) Additional Help UPDATED
1.0) Introduction UPDATED
1.1) Streaming UPDATED
1.2) Abilities UPDATED
1.3) Races UPDATED
1.4) Glyphs UPDATED
1.5) Talents UPDATED

1.6) Gemming & Enchanting
1.7) Void
1.8) Professions UPDATED
1.9) Armories UPDATED
2.0) Keybindings UPDATED

2.1) Class Synergy
2.2) Monk Comps
2.3) Macros UPDATED
2.4) Addons UPDATED
2.5) Monk Streams UPDATED

2.6) Rated Battlegrounds
____________________________________________________________________________________________________________

Out with the old. In with the new.




In

  • Transcendence & Transcendence Transfer are now instant cast.
  • Touch of Karma is off the global cooldowns.
  • Touch of Karma only absorbs up to 50% of your maximum HP.
  • 3 New Talents - Info on these can be found under the talents section.
  • At level 100 we now have a capacity of 5 Chi.
  • While Energizing Brew is active our Multistrike chance is increased by 15%.
  • You now roll 25% faster.
  • Our two castable buffs are combined into one now.
  • We passively grant our party 10% movement speed increase and 5% multistrike.
  • Storm, Earth, and Fire has no energy cost and is off the GCD.
  • Chi Brew now has a 1 minute cooldown up from 45 seconds.
  • The 2 set bonus of the Primal reduces the energy cost of Jab by 35 for 3 seconds.
  • The 4 set bonus of the Primal gear increases the duration of Tigereye Brew by 7 seconds.
  • Surging Mist has replaced Healing Spheres, it costs 30 energy and has a 1.5 second cast time.
  • New Glyphs info can be found under the Glyph section.
  • Dampen Harm is now a viable PvP talent which can be read about in the talent section.
  • Ascension is a runner up with Chi Brew and can be read about in the talent section.

Out

  • Grapple Weapon has been removed.
  • Spinning Fire Blossom has been removed.
  • Zen Meditation no longer redirect spells cast on party members to you. Disable is now refreshed when you attack a target with it instead of being refreshed if within vicinity.
  • The glove bonus that removes snares when you Roll or Flying Serpent Kick isn't on the level 100 gear.
  • Fists of Fury is not increased by 5 yards on the level 100 gear.
  • Fists of Fury only has a chance to stun a target on their first tick received, if it is parried or dodged there isn't another chance for it to stun them.
  • Healing Spheres are gone.
  • Sparring is gone.
  • Spear Hand Strike no longer silences the target for 2 seconds if facing their front.
  • Jab now costs 45 energy up from 40.
  • Touch of Death no longer requires a set bonus to be used on players.
  • Rushing Jade Wind is no longer the dominant level 90 talent and can be read about in the talent section.
  • Swift Reflexes has been removed.

____________________________________________________________________________________________________________
Posted Image

If there is something I forgot to include in the guide or something I explained poorly feel free to whisper me in game and I'll answer your question, if I don't I'm either in a game and didn't see or afk, if I don't and you have to go you can just send a mail or try when I'm out or not afk.

Server: Thorium Brotherhood
Character Name: Balance
____________________________________________________________________________________________________________
Posted Image

Hello there! My name is Steve, in game I am known as Balance, Steve, or Steven. I made this guide for Windwalker monks in 5.3 and 5.4, 5.4.7, and now 6.0! I will continue to update this guide as needed and as I am able to do so. My PvP history dates back to BC where I was a clicking feral druid at the age of 11. I clicked up to Cataclysm where I re-rolled Resto shaman and keybound things which lead to my greatest success of the expansion at a peak rating of 2000! Then MoP came around and I am now considered a "MoP Hero" so to speak.
S12 - Arenas with friends ranging from 2-2.2k MMR,

S13 - Ranked 10th in the Vengeance battlegroup playing WW, Ele, Disc and achieving the prestigious title of R1 Duelist.

S14 - Achieved my first gladiator title and my first R1 title playing WW, Shadow, Resto.

S15 - Achieved R1 on 3 different monks with a peak rating of 3041 mainly playing WW, Destro, Resto combined with some WW, Affl, Resto.

Here you can click on my character to be taken to it's armory.

Posted Image




____________________________________________________________________________________________________________
Posted Image

I sometimes stream World PvP, RBGs, BGs, 2v2, 3v3, 5v5, and anything in between. You can follow me at twitch.tv/balancerexxar

____________________________________________________________________________________________________________
Posted Image

Damaging Abilities:
Jab
Tiger Palm
Blackout Kick
Rising Sun Kick
​Fists of Fury
Expel Harm

​These are your primary damaging abilities. You use jab and expel harm to build Chi to use your other abilities. You use expel harm when you aren't at 100% HP or can't jab anything. You also need to keep Tiger Strikes buff up at all times. You need to use Rising Sun Kick off cooldown. Fists of Fury is situational, You may use it to peel or control. I often use it after a Leg Sweep or Ox Wave for damage and control. It can do a lot of damage when channeling with stacks of Tigereye Brew up. For an example of how to do the basic rotation, please refer to this quality video created by Blizzard themselves.



Control Abilities:

  • Fists of Fury, ​Fists of Fury is also a high damage ability will stun any target on their first tick received, if dodged or parried it will not try to stun them again..
  • Leg Sweep, Charging Ox Wave, and Ring of Peace Leg Sweep and Charging Ox Wave are just stuns which is a control, Ring of Peace is a AoE incapacitate.
  • Paralysis, Paralysis is one of the best peeling abilities in the game, a ranged 4s incapacitate that can lock down classes during critical points in the game. It breaks on damage and only removes DoT effects with the glyph so be careful when using it.
  • Spear Hand Strike, Spear Hand Strike isn't just an interrupt but a tool to out think your enemy. If you can successfully predict what the other play will do or won't do, it can turn the game. For example, if you are training a healer and they begin to cast, don't just throw your kick out there because they will most likely try to juke you which will lead to them getting a heal. If you can wait until the second, third, or fourth fake cast and be able to immediately kick them, you've effectively locked them out for 4 seconds in attention to all the time they wasted attempting to juke. Another thing to note about kicking is focus kicking, if you see a healer nearby, try to Tiger's Lust and run over and kick them if they are standing still, when a healer stands still they are either about to cast or are mid-cast, this will give a great chance to successfully lock them out or pre-kick them. Not only is that effective but it makes you look super cool. :duckers:
  • Flying Serpent Kick, Flying Serpent Kick is an AoE 4 second 70% slow. It can be used to slow players. It is one of our high mobility cooldowns so use it wisely.
  • Disable, Disable is a spammable slow & root, it is similar to how Improved Hamstring used to work, if they are slowed already when you re-apply it it will root them, you can spam this slowing a lot of people for a long amount of time. When you melee a target with disable already on them, the duration is refreshed.
Misc. Abilities:
  • Fortifying Brew, this ability can be very useful, if you're facing a team with an execute you can use it to avoid that or just use it before taking large amounts of damage to reduce it, it's basically an Ironbark + a self Rallying Cry on a 3 minute cooldown. This ability combined with healthstone and expel harm can prevent you from having to use Karma or Diffuse magic a lot of the time.
  • Detox, I use this ability just about off CD against Death Knight teams to remove their diseases. I also use to to remove rogue poisons like Crippling Poison and Paralytic Poison before stacks are high enough to stun you. The best use of it it to remove Devouring Plague against priests who play Insanity effectively stopping a major part of their burst, another game changing use is to get Wyvern Sting off your teammates so they don't have to trinket.
  • Crackling Jade Lightning, this ability is mostly used for fun or to keep people from leaving combat to avoid re-stealths, drinks, etc. It also can get spell reflects from warriors.
  • Nimble Brew, It is crucial that if you play a Windwalker monk you have an "out" which is a way to get out of CC to be able to use Touch of Karma or Diffuse Magic. Rotating cooldowns between your trinket and Nimble brew should allow you to always have a way to karma.
  • Provoke, This is one of my favorite abilities. Most people see the taunt and think, "Oh it's just PvE." They couldn't be more wrong. Whenever I see a grounding totem down, I taunt. It is off the GCD, has no cost, and destroys it. It also keeps rogues in combat going for stealths or healers going for drinks. It also gets spell reflects and my favorite use for it is to taunt pets. Those pesky hunter pets see me taunt them and chase after me behind a pillar where I then fists of fury it to death. It can also be used to break yourself out of CC, similar to how a priest "deaths" traps, wyvern, or polymorphs, you can provoke a pet to break these CC's as well, but it can be difficult. I bolded this because it is the most underused ability by monks.
  • Storm, Earth, and Fire, this is another great ability. It has few purposes outside of PvE but it is in fact useful. The primary use to to stop drinks and re-stealths from healers and rogues. By the time a rogue or healer gets it off them it's been a good long while and the re-stealth probably never got off because we stopped them ourselves. Another use it for RBG's just throw them on random targets and start using Spinning Crane Kick or Rushing Jade Wind for decent AoE damage and fantastic flag spinning. Something to note is that if you get your Rising Sun Kick debuff on another target from your clone that extra 15% damage only applies to that clone and doesn't help your own damage.
  • Zen Meditation, This is a interesting ability. The mechanic that allowed spells from your team to be applied to you was removed so now it is purely a defensive ability. It can be used to prevent large hits such as Chaos Bolts, Starsurges, or other various hard hitting abilities. It can be used as a last resort if you have no other defensives, and it can be used to prevent you having to use a better cooldown that you would rather save for later.
  • Transcendence, this ability is pretty standard. Put it down behind a pillar at the start of a game. Sometimes you can reverse port back to get to a target if they are near it. Be sure if you're on Blade's Edge or Dalaran Sewers Arena to have this up before chasing after someone who jumps. Make sure to keep track and have this at whatever pillar the fight is taking place mid-game.
____________________________________________________________________________________________________________
Posted Image


Based off my personal opinions, I will create a spectrum of what race is best for each faction. But it without a doubt, humans are the best race for WW out of both factions.

Horde: Blood Elf > Orc > Undead > Tauren > Troll

Alliance: Human > Dwarf > Night Elf > Gnome > Draenei


Humans: Human's racial is Every Man for Himself. This ability replaces the use of the commonly used Insignias purchased with conquest. This allows a new trinket to take place of the Insignia. That means you could have a Badge instead. It probably isn't worth using PvE trinkets because when you use two PvP trinkets you gain a significant amount of resilience. This means that you need to compare a 2nd PvP trinket to the other racials of the other races to determine what is better. The Human Spirit has been redesigned. It no longer increases spirit by 3% but instead increases two secondary stats by a varying amount. As of 10/21/2014 is has not been implemented.

Night Elves: You probably know this but if you don't it's important for you to know that if you use Shadowmeld the same time another ability hits you it acts as if that ability never hit. For example, if you Shadowmeld right as a mage finishes casting Polymorph it will act as if the mage never casted it on you. This is very good to prevent being Crowd Controlled (CC). There is also Quickness which can prove to be game breaking if you dodge something like a 6 second Kidney Shot while a teammate is very low, the odds are not in your favor but miracles do happen. It also slightly increases your movement speed by 2%. Your critical strike chance is increased by 1% during the day and your haste by 1% at night.

Orc: They have several racials that benefit the monk class. The second racial is Blood Fury, which is a nice damage bonus. The third is Command which is unknown if it affects Xuen or your clones via Storm, Earth, and Fire but if it does then it is a minor overall damage bonus but a bonus nonetheless. And the last racial is Hardiness which reduces stuns by 10%.

Undead: Will of the Forsaken is the reason why many people go Undead. But since fear isn't as powerful as it was in Mists of Pandaria, Undead don't rate that high on the "best race totem pole". They also have Shadow Resistance which is decent against classes like Warlocks, Death Knights, Priests, and Rogues (with Shadow Blades up). They also have Touch of the Grave for extra damage and healing throughout the game, which is minimal but it's something. And of course Cannibalize our favorite ability to disgrace your opponent after slaying them.

Blood Elf: Blood Elves racial is Arcane Torrent and an increased critical strike chance of 1%. Although this is all they provide, Arcane Torrent is a handy ability. Not only does it provide a 2s silence it gives you a free chi which can sometimes allow you to get another RSK, Blackout Kick, or Fists of Fury without having to Jab right before. With the removal of our silence on our kick and many other blanket silences in the game, Blood Elf ranks the #1 best horde race for WW monks if you can successfully use Arcane Torrent in an effective manner.


Dwarf: Stoneform allows you the remove all diseases, poisons, and now magic effects as well as giving you a 10% damage reduction bonus. So, if you are able to use this RIGHT before you get stunned and take a lot of damage it could save you. Dwarves critical strike bonus has been increased by 2%

Gnome: So with WoD, gnomes are now a viable race for WW because they are able to get out of roots every minute and have a passive haste bonus of 1%. Although they aren't better than humans, they aren't the worst either.
____________________________________________________________________________________________________________
Posted Image

Glyphs in 5.4.7 are generally the same with very few expectations. Your go-to glyphs are italicized and the ones that can be useful are normal. Also, there is no way I can tell you what to pick against everything because this post would be massive so you need to take into account what you are playing and who you are facing to decide which glyphs to take.

Glyph of Touch of Death: This is a glyph that needs to be taken against every comp you face and play with. Being able to touch of death without using Chi is very important. A lot of times a target isn't under 10% for 1-2 globals so you really have one chance to get it off and if you have to jab or expel harm 1-2 times to get the chi they are probably dead or above 10% already. I recommend this glyph all of the time.

Glyph of Touch of Karma: Since Touch of Karma is our best defensive cooldown this glyph gives it a 20 yard range. This is extremely valuable seeing how without it you'd have to be in melee range to get it off and most of the time you need to get it off there is a slow on you and you can't get to the target. Even if there is double melee training you I recommend this glyph all of the time because of how essential it is to get it off exactly when you need it.

Glyph of Paralysis: This glyph allows you to safely paralysis a target without DoT effects breaking it. Depending on what comp you're playing you may or not need this.


Glyph of Flying Fists: This glyph allows your fists of fury to have a 5 yard range. Since it is no longer part of our PvP set bonus and FoF has become a more important part of our burst, it is crucial that we are able to land this on our target and this glyph makes that easier. It has the lowest priority of all the major glyphs because of how valuable the others are.

Glyph of Freedom Roll: This glyph is very good and I will use this quite often because when we acquire full Primal gear at level 100, our glove bonus will no longer provide this same effect that the glyph provides. Therefore, our personal way to get out of slows is once every 25 seconds with Tiger's Lust. Since we do not have a way to slow our targets from afar, it is crucial that we are able to reach our target after we roll or FSK and if we are slowed coming out of those it very well may be the case where we just continue to get kited. I would highly recommend using this against teams that have many slows and can kite easily.



Minor Glyphs:
Zen Flight: I've died a lot from falling so this is my savior. I have it bound to "U" just because it's somewhere I can get it but not super needed.


____________________________________________________________________________________________________________
Posted Image

Posted Image

Tier 1 - Mobility
Celerity: This talent could potentially be used if desired. The only time it would be okay to use is if the other team has ZERO rooting abilities. This ability combined with Chi Torpedo could be very beneficial.

Tiger's Lust: This talent is used just about every game because it is rare to find a team that doesn't have a root. And even if they don't, it wouldn't be a bad thing because it can be used to allow teammates to kite or for you to catch up to a target that isn't moving in a linear path.

Momentum: NEVER USE.

Tier 2 - Healing
Chi Wave: This talent is my personal preference over the other two because I find that instant casts are always better in PvP situations. Although it does less damage than Chi Burst, it is half the cooldown and if you were to double the damage of it as if you had used it off cooldown twice, it would roughly be about the same as Chi Burst. I would recommend this all of the time but Chi Burst is NOT a bad choice at all unless you are trying to kill a very mobile target or are being trained.


Zen Sphere: NEVER USE.

Chi Burst: This talent is good in situations where you target isn't moving and you are not being attacked. It provides roughly two times more damage than Chi Wave but has twice the cooldown and has a cast time. The negatives is that if you try to use it on a moving target they can escape and if you try to use it you can be interrupted or suffer pushback increasing its cast time. You may use it at your own risk although I would not advise it.

Tier 3 - Chi
Power Strikes: NEVER USE.


Ascension: This talent is good because it allows faster energy regeneration and a free chi slot doesn't hurt. The problem with this is that at a start of a game where everyone has cooldowns up, your oppoents will be ready to go offensive a lot sooner than you can, but as a game progresses Ascension will become for valuable than Chi Brew.

Chi Brew: This talent is good because at the start of the game you are immediately ready to go offensive if you consume both stacks of Chi Brew. It also provides Chi which you can use when bursting if you already have 10 stacks and do not need any more before going offensive.

Tier 4 - Control
Charging Ox Wave: This talent is decent if you plan on using it for CC. Since you already have FoF, the diminishing returns of this small stun in unison with FoF make it less valuable. But it can prove quite useful if use as a ranged CC for targets you do not plan on stunning with FoF.

For an example of how to effectively use and land Charging Ox Wave, view this video.
Note: To land it you do NOT have to lead your shot.



Ring of Peace: NEVER USE.

Leg Sweep: This talent is the one you should use just about all the time because of how effective long stuns are. There isn't much to be said about this other than that you can FoF out of this for a combined stunlock of 7 seconds which can prove very lethal.

Tier 5 - Survival
Healing Elixirs:
This talent is useful when you are not facing opponents with the majority of their damage being magical. A good example of when to use this is against a composition similar to Ferals and Warriors.

Dampen Harm: This talent is useful when facing teammates with overpowered burst. Although I am not aware of any classes than possess the ability where Dampen Harm would be more beneficial over the other two options, it can be an option if the time for precaution ever presents itself.

Diffuse Magic: This talent is extremely useful and I find myself using this the most. I prefer this over Healing Elixirs a lot of the time because the thing about Healing Elixirs is that it doesn't always go off when you need it to, in other words, it isn't reliable. Diffuse Magic is, you can use it before you get stunned, when you are low, or any time you need it. I use this talent against just about any magical caster, an example would be Frost Mage, even if they are paired with a physical DPS I still use it. And it is an absolute against double magical DPS.

This tier requires you to decide what is best in your current situation and you need to judge what to take yourself. Good luck!


Tier 6 - Damage
Rushing Jade Wind:
This talent is good for RBG's because of its high damage in combination with Storm, Earth, and Fire. But at level 100, our energy regeneration is not quite high enough for it to be viable, therefore I would not recommend using this until late in the expansion when our haste (energy regeneration) percentage goes with as gear scales.

Invoke Xuen, the White Tiger: This talent is can be good and bad. The tiger can do a good amount of damage and help you land a kill or break CC and end up losing you the game. Take at your own risk.

Chi Torpedo: This talent is quite useful not only for its increased distance in Roll but for the damage and healing as well. The only thing to watch our for is not to break CC when rolling.

Tier 7 - Damage
Hurricane Strike: This talent can be used for very high single target burst over 2 seconds. Generally I only use this in 2v2 where I know pets or the other opponent won't interfere with its damage by standing nearby. I use this the same time I Leg Sweep to let the cooldowns line up. I wouldn't recommend this for 3v3 because of how easily the damage can be reduced on your kill target simply by having any nearby enemy take a large portion of that damage.

Chi Explosion: NEVER USE.

Chi Serenity: This talent can be used for a vast amount of damage over a longer period of time. I would highly recommend trying this in 3v3 because Hurricane Strike can easily be ruined by pets or other players being near your kill target. A downside to Serenity is that if you are CC'd during its duration you won't be able to use it again for another minute and a half. Another use for it is if you have no stacks and need to generate them very quickly you can use it and generate 6-10 stacks depending on how lucky you get with mastery procs. I would recommend this just about all the time.
____________________________________________________________________________________________________________
Posted Image

There are no gem sockets on PvP Gear so you won't need to worry about that as far as enchants go here they are, also you stats priority should look something like this.

Versatility > Crit + Multistrike > Haste > Mastery


Neck: Multistrike


Cloak: Multistrike


Rings: Multistrike


Weapons: Mark of the Frostwolf


____________________________________________________________________________________________________________
Posted Image

Professions are now unusable in Arenas and RBGs, therefore I would recommend Engineering because of how good it is in world PvP and for your other available profession, take whatever you like, I personally am going with Enchanting because of how much money it makes.

____________________________________________________________________________________________________________
Posted Image

I know a lot of people want to know what the absolute best way to gear, reforge, gem, talent, glyph, professions, etc. without having to go through a huge guide like this so I made this category dedicated to monks who I believe to be educated on the class and know how to personalize their monk to make it as deadly as possible. Here they are...
(Note: Some may be out of date and I cannot account for accuracy their setup)

  • Venfuki @ Tichondrius
  • Tornadotom @ The Forgotten Coast
  • Trilltko @ Moonrunner
  • Smexual @ Tichondrius
  • Voltariux @ Archimonde
  • Nauree @ Blackrock
  • and mine Balance @ Thorium Brotherhood
____________________________________________________________________________________________________________
Posted Image

I know that everybody has their own personal keybindings and I understand that it isn't likely that anyone will change based on what I have to say here but I feel like it needs to be said.

My keybinds are bound in an effective way. I have each ability bound to a great bind that allows me to do a lot of things, get places, and pop cooldowns. I'll explain after you look at this picture.

Posted Image

This picture shows how all my damaging abilities are bound to my naga. This allows me to use my QWE keybinds to move and I use my right thumb to deal all my damage. The purpose of this allows me to hit all of my damaging keybinds while being able to keep up with my target by using my strafes and move forward binds. I feel like if I had those abilities on other keybinds I would have conflict with doing damage and moving.

I also have my mobility keybinds such as roll, tiger's lust, and flying serpent kick to keybinds close to my movement binds.
This allows me to keep moving accurately towards my target while using mobility keybinds so I don't end up rolling off to the side of them.

If you're new to monk try changing your keybinds to get to your mobility binds as quick as possible and have your damaging abilities not collide with being able to move.


But in the end do what is most comfortable and you'll have the most success.

____________________________________________________________________________________________________________
Posted Image

UNAVAILABLE ATM


____________________________________________________________________________________________________________
Posted Image


UNAVAILABLE ATM

____________________________________________________________________________________________________________
Posted Image

Zen Meditation Macro

#showtooltip
/cast !Zen Meditation
  • I use this macro so if I spam my keybind for Zen Med it won't cancel the channel by mistake, that is what the "!" does.
Fortifying Brew + Healthstone Macro

#showtooltip Fortifying Brew
/cast Fortifying Brew
/use Healthstone
  • Although it is safe to macro healthstone into your fortifying brew, you should still have JUST the healthstone somewhere keybound by itself.
Tiger's Lust Macros  

#showtooltip
/cast [target=party1] Tiger's Lust

#showtooltip
/cast [target=party2] Tiger's Lust

#showtooltip
/cancelaura Stampeding Roar
/cancelaura Body and Soul
/canelaura angelic feather
/cast [target=Balance] Tiger's Lust
  • These are my party sprints and my self sprint, I also have just the spell bound to shift-Y for bg's and stuff but for arena this is what you should use. Also you can't Tiger's Lust yourself when Stampeding Roar or Body and Soul is on you so if you're rooted you need to cancel them to escape.
Hand of Protection Off Macro

/cancelaura Hand of Protection
  • Every melee class needs one of these.
Focus Paralysis

#showtooltip
/cast [target=focus] Paralysis
  • Just focus paralysis.
Focus Kick   

#showtooltip
/cancelaura Spinning Crane Kick
/cast [target=focus] Spear Hand Strike
  • Your basic focus kick with a cancel aura Spinning Crane Kick because in case let's say a priest Spectral Guises and you need to hit him out so you use SCK and he's out and starts to cast but you need to kick but you can't because of SCK, that's why the cancel aura is there.
Touch of Karma Macro   

#showtooltip
/stopcasting
/cancelaura Spinning Crane Kick
/cancelaura Hand of Protection
/cast Touch of Karma
  • I died more often than I like to admit because I was spinning before I could karma (mostly on big mob pulls outside of arena) but it doesn't hurt to have it in arena. I also have cancel aura BoP on there because sometimes if you are facing a melee and caster and a paladin BoPs you, you are unable to karma and die to the caster.
Kick Macro  

#showtooltip
/cancelaura Spinning Crane Kick
/cast Spear Hand Strike
  • Same thing as the focus one.
Old Paralysis Macro   

#showtooltip
/stopattack
/stopattack
/cast paralysis
/stopattack
/stopattack
  • I've been playing monk since they came out, I'm not 100% sure if you can still auto-attack after a paralysis but it used to happen, better safe than sorry.

Cancel-Aura Macro  

#showtooltip Storm, Earth, and Fire
/cancelaura Storm, Earth, and Fire
/cancelaura Rushing Jade Wind
/cancelaura Spinning Crane Kick

/petmoveto
  • I'd rather have a separate macro to get rid of clones than waiting for global on actual ability. Also since RJW and Xuen are on the same tree you can either cancel RJW to not break CC or move Xuen so he doesn't break CC, perfectly fine to have both in one macro.
Party Dispel Macros

/cast [target=party1] Detox
/cast [target=party2] Detox
  • This is pretty important to avoid your team being owned by DK dots, Devouring Plague, Paralytic Poison, and Wyvern Sting.
Focus Storm, Earth, and Fire  

/cast [target=focus] Storm, Earth, and Fire
  • This macro allows you to throw a clone on your focus instead of having to target them just to throw a clone up.
_______________________________________________________________________________________________________
Posted Image

Here are some extremely useful addons for WW monks.


ChiBar: This addon lets you have a chi bar that you can freely move around, make it bigger or smaller, vertical or horizontal, and many other options.


Nameplates Modifier: This basically adds a percentage to the default blizzard name plates. This is the most important macro WW monks can have because of how crucial it is to get Touch of Death off at the precise moment.

____________________________________________________________________________________________________________
Posted Image

Everybody wants to see some WW monk PvP. Since that is hard to come by I'll link you to a couple of channels that may show some WW monk PvP, I can't guarantee that they will but here is where you might find some. I also put mine in there in case I ever stream.

www.twitch.tv/venruki

www.twitch.tv/TosanTribe
www.twitch.tv/naureez
www.twitch.tv/ssjwindgodx
www.twitch.tv/lightningww
www.twitch.tv/balancerexxar

____________________________________________________________________________
______________________________________________________________________________________________


#4061897 @Nadagast, Moderation in Past Few Days

Posted Reetry on 23 February 2014 - 01:23 AM

Posted Image




<