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#4374176 Is Holinka the worst thing that happenned to WoW PvP ?

Posted Voksen on 27 January 2015 - 10:40 PM

Urgh, inc tldr, general retort to parts of this discussion:

-- The argument:  "You dont need modelling/simulation to design a modern AAA title" is true just like you technically don't need a finished product to ship.  Broken mechanics and imba design still equal a "releasable" product.  But AI-supported balance mining definitely helps ship better quality.  I would say that since 2008, AI has helped game designers explore balance implementations.  I would guess Blizz is behind here, which they shouldn't be for all their revenue of over 10 years of paid development team hours.

-- The argument:  "But this is the best first-season xpack launch ever" also doesn't hold weight...at all.   Same reasons as above.  After 10 years of process improvement you shouldn't expect anything less.  Someone is trolling someone here.  Its 2015 and pay2play is niche and dying.  Outdated models asside, under pay2play your shit better be refined as fuck and there should literally be service-level agreements.  This means owning up to professional development standards like in other industries.  Right now servers are laggy as shit, most people couldn't log on during launch week (i never got those days credited), and WoD pvp balance/design has failed to capitalize on over 10 years of lessons learned.  e.g. near-unclickable/targetable conquest npc, horrible gearing choices (lol no mainstats for priests), 5-6 stat categories 90% of which are based on RNG proc-based gimmicks, homogenized talents and comps, removal of working brackets, etc.  More metagaming the ladder and way less subgame play.  Way too many steps back for the few steps forward despite outcry from the tbc/wotlk community throughout cata and mop.

-- The argument:  "WoW is sucks/boring cause its old" also doesn't hold up.  Look at CS, QL, AT, other classics, etc.  All very active with mechanics that have hardly never changed.  Obviously games have a golden age which rises, peaks, and decays.  WoW community just gets more toxic with each round of unsatisfactory pvp changes.  The lines of "you cant please everyone", "quit if you dont like it", and "w/e" are weak.  The goals of discussion should be about keeping WoW-variants somewhat relevant (which probably means ditching retail for some kind of corecraft).

-- The thinking:  "Class representation is my balance bible." is ignorant.  Please stop posting representation numbers and using them to infer what balance changes need to be done.  You're probably not qualified to perform data analytics.  Feedback from overall ladder dynamics is biased, noisy/corrupt, and weakly correlated.   The ladder is a bag of broken cell phone parts, with cheaters, pilots/sells, bots, and other illegitimacy.  Blizzard doesn't enforce it enough, and because of a horrible metagame its far too mutable/immitateable.   Having trouble but wanna stay "legit"?  Scramble a random counter comp and snipe (just take three randos of already high mmr, have them respec/glyph/talent and queue their rock into the scissors).  Its also too easy to dodge (same three dildos lose more then 1-2 games, bitch and whine, relog on alts and/or respec/retalent/reglyph and swap in someone else).  If you want basic valid/relevant analytics you need the old armory that plotted a team/charter over time essentially showing a small recount of the match.  Blizzard probably aggregates these stats internally (its not hard to encode all actions and xyz coordinates of a match into a string that gets mined later).

So we're not sure if they're trying to bring the player, class, comp, bracket, or what?  Definitely not bringing fun, competition, or polish/finesse for something 10 years in.  Class skillcaps floored, single bracket (3v3) dampening and world zone centered ideas for balance, and an unchecked metagame.  This is a horrible xpack for pvp, a season so awful most people who've seen the game in other states don't even log on or barely queue.  Its literally a season to separate the autistic/addicted/nolifers from the real self-respecting pvp/esports gamers, who have been filtered off the ladder by Blizzards troll mentality (mostly the behaviour of its devs).


It has also come to my attention that Blizzard artificially handicaps accounts server side.  So if they want some artificial hero to bring in twitch viewers and increase the number of aspirants on the ladder, they up his %-ages and prioritize his accnt w.r.t. server ticks, etc.  The reverse is probably also true, so Blizz will artificially gimp people they feel shouldn't be playing anymore, have too much to lose IRL by playing, or have had too many seasons of spotlight.  This has been done in random BGs (adaptive handicaps, dynamic game balance, etc. -- all old concepts in game design to keep things appear balanced).  So if you queue a random BG and it seems like some hunter is raping your face with procs and dmg, its probably cause he's experience some passive +5% or w/e server side.

#4354131 How I dodge 50-60% of hunter traps.

Posted Pitiless on 13 January 2015 - 03:22 AM

I've been dodging traps with treants since day 1 of wod tbh.  How can they even CC you when they don't know which one is you???

Posted Image

#4360953 Freezing trap NERFED 21 sec CD

Posted Kettu on 15 January 2015 - 06:26 PM

Kitchen Units Wickes. Thirty Ex Display Kitchens To Clear.
w w w . e x d i s p l a y k i t c h e n 1 5 1 . c o . u k   £ 595 Each with appliances.

#4344935 Are most healers rerolling Rdruids? o_O

Posted KIA Skill on 10 January 2015 - 04:42 AM

Just watched some shitter 2600 rdruid names "pinkrangerz" stream for 8 arena games for science, here is some data I gathered.

7/8 games had resto druid on both teams.

He casted a total of 4 spells throughout 8 games 2 of them got interrupted (this isn't an exaggeration).

He pressed his bash key twice.

Good season.

#4320597 Party1, Party2. How to set as default?

Posted Volb on 27 December 2014 - 04:04 PM

go to interface > raid profiles > uncheck "Keep groups together" and have it "Sort By: Group". Then this addon will work for you.

if you want I can put it on curse, I think... I've never "published" my own addon; this was a script by someone on AJ that I simply made into an addon.

I haven't been using it as of late so I can't remember if it puts you on the bottom of the frames or the top, but regardless it fixes your party1/party2 targetting so that party1 and party2 never change or appear "backwards".
I.e on your frames it will appear as:


edit: or if you want to make your own macro/do it yourself, here is the script:
LoadAddOn("Blizzard_CompactRaidFrames") CRFSort_Group=function(t1, t2) if UnitIsUnit(t1,"player") then return false elseif UnitIsUnit(t2,"player") then return true else return t1 < t2 end end CompactRaidFrameContainer.flowSortFunc=CRFSort_Group

#4335576 season 16

Posted drugdealerx on 06 January 2015 - 05:38 PM

#4322079 12/27 NA 3v3 Ladder Representation Stats

Posted DerpiousMaximus on 28 December 2014 - 04:41 PM

Oke i will try to make this a bit more organized. Because posting a list with numbers is just confusing.

2200 representation percentages:

Healing classes:
RestoDruid: 9.46
Priest: 7.25 (DiscPriest: 6.99 +HolyPriest: 0.26)
RestoSham: 6.73
HolyPal: 5.63
MWMonk: 3.92

DPS classes (Specs combined):
Hunter: 9.89 (SVHunter: 4.86 + BMHunter: 4.43 + MMHunter: 0.6)
Warrior: 9.04 (ArmsWarr: 6.05 + FuryWarr: 2.73 + ProtWarr: 0.26)
Paladin: 8.1 (RetPal: 8.1 + ProtPal: 0)
Rogue: 8.1 (CombatRogue: 7.25 + SubRogue: 0.85 + AssRogue: 0)
Lock: 7.59 (AffLock: 7.33 + DestroLock: 0.26 + DemoLock: 0)
DK: 7.5 (FrostDK: 6.31 + UHDK: 1.19 BloodDK: 0)
Mage: 5.12 (FrostMage: 4.86 + FireMage: 0.17 + ArcaneMage: 0.09)
Druid: 5.11 ( FeralDruid: 4.09 + BalanceDruid: 1.02 + GuardianDruid: 0)
ShadowPriest: 3.67
Shaman: 2.22 (EnhSham: 1.62 + EleSham: 0.6)
Monk: 0.68 (WWMonk: 0.51 + BMMonk: 0.17)

2400 representation percentages:

Healing Classes:

RestoDruid: 13.06
RestoSham: 9.7
HolyPal: 5.97
MWMonk: 4.48
Priest: 2.61 (DiscPriest: 2.24 + HolyPriest: 0.37)

DPS classes (Specs combined):
Rogue: 9.33 (CombatRogue: 8.21 + SubRogue: 1.12 + AssRogue: 0)
Warrior: 9.33 (ArmsWarr: 7.46 + FuryWarr: 1.87+ ProtWarr: 0)
Hunter: 8.96 (SVHunter: 4.48+ BMHunter: 3.73 + MMHunter: 0.75)
Lock: 8.21 (AffLock: 8.21 + DemoLock: 0 + DestroLock: 0)
DK: 6.34 (FrostDK: 4.85 + UHDK: 1.49 + BloodDK: 0)
Paladin: 5.97 (RetPal: 5.97 + ProtPal: 0)
Druid: 5.59 (FeralDruid: 5.22 + BalanceDruid: 0.37 + GuardianDruid: 0)
Mage: 4.48 (FrostMage: 4.48 + ArcaneMage: 0 + FireMage: 0)
ShadowPriest: 4.48
Monk: 0.75 (WWMonk: 0.75 + BMMonk: 0)
Sham: 0.75 (EnhSham:0.75 + EleSham: 0)

#4325487 LOOOL

Posted Charred on 30 December 2014 - 11:28 PM

View PostBraindance, on 30 December 2014 - 05:10 PM, said:

Fuck them

The thing is, people only talk about 12 sec SV traps, while the issue is far bigger than that imo.

Hunters nowadays cast uninteruptable spells while moving, have instant cc, knockback, stun, a melee-like interupt, insane damage & plenty of survivability tools (deterence, disengage, passive selfhealing).

What happened to having to stand still to cast an aimed shot that was still avoidable in their deadzone & silencing shot as a 31PT MM talent being the only form of an interupt (outside of intimidation stun for BM, which couldtn be gotten together with Silencing Shot) they had.

EDIT: Best part is that even if hunters had deadzone nowadays, it'd probably be irrelevant since it's so easy for them to create distance compared to how it used to be.

#4319163 Frost DK Research and Stat Facts

Posted Flakkar on 26 December 2014 - 10:05 PM

Hi everyone,

I've been trying to figure out the optimal way to gear my 2h Frost DK (I tried DW and it seems worse), but I've found so much misinformation online that I decided to do some in-depth research and testing. I will outline what I found here, and the conclusions I am drawing. Check it out and let me know if I missed something, or tested something incorrectly. I will keep this updated with corrections as much as I can. Thanks for reading!

TLDR: See my stat priority and gear suggestion at the bottom.

Change History:
Jan 13, 2015 - Haste rating effect buffed by 11.1%, Icy Talons buffed to 20% haste, up from 5%. Note that tooltips in the game are not updated yet (possibly requires a client patch), but I can confirm the changes are live due to seeing them on my stat sheet. See edits in green throughout the post.

Special Notes:
(*) means I assume it's correct if not bugged but I didn't test it. I'll put this next to things I take for granted.
(**) means I actually tested this to prove that it is indeed this way. For brevity, I didn't outline how, but I can if requested.
(?) means I'm not sure, but if someone could test this somehow, it would be great

Let's start with seconday stat ratings and how much damage they contribute.

Rating points required for 1% increase (** tested this myself):
Haste 100 90
Crit 110
Multistrike(MS) 66
Mastery(MA) 55
Versatility(Vers) 130

Let's take a realistic but nice looking number of how much of each stat you could stack, say 1000 rating points.

For 1000 rating points you would get:
10.0% 11.1% Haste
9.09% Crit
15.15% MS
18.18% MA
7.69% Vers
In addition, stats scale linearly. So adding 11.1% Haste when you have 40% has the same impact as adding it when you have 0%, assuming you don't hit a cap.

NOTE: Crit and MS are nerfed in PvP! This may be obvious to some, but a lot of people don't take this into account when calculating stat priorities! Each Crit does 150% damage instead of 200%, and there is only one chance at a 30% MS instead of two chances. This also applies to heals!

Taking the nerfs into account, let's do an average damage increase you would get from each stat if you stacked 1000 rating worth. I will not account for burstiness here, because getting a string of lucky crits of multistrikes can always happen, but it will even out in the end, and you don't want to rely on pure luck to win arena matches.

Haste (10.91% 13.86% (given infinite uptime) DPS increase per 1000 rating points):
Haste is really good, and was recently buffed. Here's why.
EDIT: Since Icy Talons(10% and 20%) and Unholy Aura(5%) apply multiplicatively, all haste you equip is getting multiplied by 1.1*1.20*1.05 = 1.386.

Let's take an example:
I have 15.50% base haste with nothing equipped. Icy Talons gives 10% flat, plus an additional 10% modifier on every other haste effect except Unholy Aura for some reason. Unholy Aura gives 5% flat, plus an additional 5% modifier on every other haste effect. This gives 10 (icy talons) + 5 (unholy aura) + 10*0.05 (unholy aura bonus to icy talons base 10%) = 15.50. I am an NE so I get 1% Haste at night, but I did this test during the day where I did not have that 1% buff to Haste. I also did the test at night and the numbers I see are consistent.

Icy Talons (recently buffed) also adds 20% more of the equipped haste stat.

When you add Unholy presence on top, it adds yet another factor, multiplying (not adding to) every source of haste by another 10 or 20% (depending on spec), as well as adding its own 10 or 20% base amount.

1000 Haste rating / 100 pts per % rating * 1.21275% extra for Frost DKs = 12.1275% Haste
1000 Haste rating / 90 pts per % rating * 1.386% extra for Frost DKs = 15.4% Haste, but let's use 15% for the sake of example since it's a nicer number.
  • 15% haste means 15% faster attack speed, which means 15% more auto-attack damage (**).
  • 15% haste also means 15% more Killing Machine (KM) procs (**) due to increased attack speed.
  • 15% haste also means 15% faster rune regeneration (**), meaning that (for ex) over 100 seconds, a rune would fully cycle 11.5 times instead of 10 if you depleted it instantly every time it came back.
  • Haste does NOT affect the GCD because it's already capped at 1 second (**).
  • Haste does NOT affect any of our diseases (**).
  • Haste does NOT affect Conversion, or Breath of Sindragosa (BoS), or any skill that says it ticks "every X seconds".
It's tempting to think that haste offers a 12.1275% 15.4% DPS increase, but there's a couple things to note.
  • Haste does not fully kick in immediately once you start attacking. At first you will get faster auto-attacks, so about 2.6-3 seconds after you attack, you will get a second auto-attack that will be sooner with more haste. But after that, it will take around 7 seconds for runes to start coming back due to higher haste. This is improved by Runic Corruption, which seems to have a nice smoothing effect on rune availability at high haste. In my tests I find that I wait 1-2 seconds less for an Oblit to become available after unloading RP when using 14% haste. Blood Tap will have an even stronger bursting effect due to on-demand Death Runes, but Runic Corruption can proc repeatedly and tends to give smoother rune availability with less waiting in general. This is great if you run Breath of Sindragosa.
  • Haste does not affect diseases. From my tests, diseases seem to compose at most 10% of my DPS. (?) Needs more testing.
  • Haste does not affect the GCD.
  • Haste does not affect Breath of Sindragosa while it's up, so it will not make it burst faster. However, it will make your runes come back faster, which might allow BoS to stay up longer (?) due to the extra runic power you will have.
  • Haste can at most affect the recharge of 3 runes simultaneously. If you don't have one rune of each type depleted, then Haste's contribution is being reduced. If you have 2 runes recharging, then you're getting 66.7% of Haste's effect. One rune is 33.3% etc.
  • Haste is uptime dependent. (EDIT: See the blue text below for uptime explanation) This means that if you can't keep one of each rune type constantly on cooldown, then you won't get all of its DPS increase. Haste also has a bit of defensive utility because it gives you more runes to Death Strike when in trouble. I personally find that I have very good uptime running PHD and in RBGs, so maybe some comps benefit more from it as well. If you find yourself sitting on two unused runes of the same type, then haste is not the best for you. You should go with Versatility instead (see below) Due to the recent Haste buff, it's even harder to not get more out of Haste than Versatility. You now need to be sitting on 2 pairs of unused runes in order for Vers to be better.
  • Haste also adds some utility because you will be able to use Icy Touch more often for purges, plus more uses of Chains of Ice, and you will have more RP for interrupts, Conversion, and Dark Simulacrum.
  • I also see a lot of people saying that if you have a crappy connection, Haste is worse. This may be real if you lose some time after runes come off cooldown. Try switching to Unholy presence and feel the effects of 10% more haste. Imagine that effect in Frost presence where you don't lose the RP gen, and see if it would be better for you.
  • There is concern that there's such thing as too much haste because past a certain point network lag and uptime start really hurting. I am currently sitting at 35% Haste (15% from gear) and I feel like I could use even more. You can't get much past 19% from gear with the current gear available, so I don't think it will become an issue this season. For those wondering, I did some calculations, and you would need to stack 2240 Haste as Frost in order to hit the cap. By my count, the most you can reach right now with the current gear is 1396, so we are far from the cap. I was previously wrong in thinking that Unholy Presence will make you hit the cap. It doesn't. I'm at 51% in unholy presence right now. I think only the base haste is capped at 50%.
So to conclude: 1000 points of haste gives roughly 10.91% 13.86% DPS increase (1.54% lost due to not affecting diseases) if you have infinite uptime. In reality, this isn't going to happen, but it's extremely unlikely that you will not have at least a few runes on cooldown, which is enough to get lots of benefit from Haste.

Crit (3.64% DPS increase per 1000 rating points):
Yes, Crit is really bad, and probably the worst stat for Frost. Here's why.
1000 rating / 110 rating per % = 9.09 Crit chance for 1000 rating.
So we are adding a 9.09% chance to do 50% additional damage, meaning on every attack that can crit we are adding 4.545% damage.
  • Diseases can Crit! Actually all damage a DK does can Crit! (*)
  • But there's a catch: Killing Machine. KM guaranteed Crits means the your Crit is useless when KM procs! Based on my tests, about half of my obliterates or more are used when KM is up. If you are really good at managing your runes, it might be more than half, but let's assume half for now. On my tests, my obliterates do between 40-50% of my overall damage no matter if I'm bursting, or just normally DPSing. So that means that if half my oblierates don't use KM, then my Crit is not being used half the time on my Oblits, so the real Crit contribution is more around 4.545% * 80% = 3.64%.
Multistrike (4.545% DPS increase per 1000 rating points):
As Blizzard themselves have said, Crit and MS are equal, even in PvP.
1000 rating / 66 rating per % = 15.15% MS chance for 1000 rating.
So we are adding an 15.15% chance to do 30% additional damage, so by simple math: 15.15% * 30% = 4.545% damage increase.
  • Every attack can MS, including diseases. I am not sure if Death Strike healing can MS (?), but I am pretty sure that Conversion cannot (?).
  • Multistrikes can crit! And KM procs (if they proc MS), will automatically Crit on the MS proc.
  • I see some sites saying MS is the best stat, but I just don't see it in the math; far from it in fact. Maybe they are forgetting it only procs once in PvP? Maybe I missed something?
Mastery (~6% DPS increase per 1000 rating points):
This one is a bit fuzzy because it highly depends on how much Frost is contributing.
1000 rating / 55 rating per % = 18.18% Mastery for 1000 rating.
  • This means 18% increased Frost and Shadowfrost damage (**). But how much of our damage is actually Frost or Shadowfrost?
  • According to my tests, I get between 25-40% Frost damage (when doing regular dps), averaging around 33%. Strangely enough, this applies even when doing crazy burst with BoS, because you are not using Frost Strike.
  • So therefore 18.18% * 33% = ~6% damage increase per 1000 Mastery. This beats Crit and MS assuming at least 25% of your damage is Frost or Shadowfrost, which is a pretty safe assumption.
  • I'd like to see more discussion on Mastery because I'm not sure where it will sit in the priorities.
Versatility (7.69% DPS increase per 1000 rating points):
This is the easiest one to calculate. This is a great stat because it offers healing and defense bonuses.
1000 rating / 130 rating per % = 7.69% Versatility for 1000 rating.
  • 7.69% Versatility means 7.69% more damage across the board on all damage DKs do (*).
  • 7.69% Versatility means 7.69% more healing on Deathstrike, and other heals that are not %life based. Versatility does not increase Conversion healing!(**) Death Pact (?)
  • 7.69% Versatility also means 3.85% less damage taken from all sources (*).
Some ugly facts I found while testing:
  • The 4pc Frost DK PvP set bonus does not work on Shadowfrost damage. BoS and Necrotic Plague do the same damage regardless of you activating the 4pc bonus (I didn't test reaper since target dummy can't go below 35% hp). This is probably a bug, and I have reported it. I was doing 2v2 with a Frost Mage and was running it, but I'm not sure if the Frost Mage is getting any benefit (?).
  • The PvP target dummy at the Glad Sanctum takes double damage from crits instead of 50% more - probably a bug. Multistrikes are also causing 2 strikes instead of 1.
I didn't test anything for Strength, but it almost never overlaps with secondary stats, so not much to discuss here. Even if it does, Str gets so many insane %-based bonuses from DK passives and procs that it easily outdoes the other stats (*).

Putting it all together:
  • All the numbers are for 1000 rating in isolation. Some may wonder if it changes when you throw all the stats together and in different amounts. I would say that in most cases it does not because stats do not interact in any way that provides a faster or slower damage increase than each stat would on its own.
  • Strengh is most likely the best stat in all cases, unless someone can prove otherwise.
  • Haste and Versatility are both really good. Haste is better in terms of pure math, but Vers benefits your early burst more (i.e. the first 7-8 seconds of DPS after starting with full runes). We are looking at 13.86% more DPS (but not in the first few seconds of damage) vs 7.69% more DPS (active at all times). Haste's benefits will only fully start showing up after runes start coming off cooldown. During the initial burst, you will only gain the increased auto-attacks and KM procs. Versatility does have the healing and damage reduction benefits, though they are less important for DKs compared to the damage benefit, and Haste has some built-in survivability too due to the rune regen for Death Strike, and extra RP for Conversion. This could make a great discussion to see which is better, Haste or Vers. Looking at the DK gear though, it looks like you can usually get them both together. If your connection sucks, or you think that Haste feels worse when you play, go for Vers since it is by far the best other choice.
  • EDIT: I have been studying the uptime requirements of Haste and here's what I see: you are getting 100% of Haste's effect if you constantly have at least one rune of each type on cooldown. That is, you must have at least 1 death rune, 1 frost rune, and 1 unholy rune on cooldown. Haste also increases autoattack speed, but most of the benefit is in the runes, not the autoattack. It's probably common knowledge that only one rune of each type can be recharging at a time (if not, see Haste section above). Haste is only worse than Versatility if you are sitting on two runes of the same type two rune pairs for a significant period of time. I have been checking my runes for a few weeks now, and I am almost never sitting on two rune pairs while in combat (except at the beginning when all runes are up, but it takes only 1 GCD to put enough runes on cooldown). Even if you're kited, you are still using icy touch for purges (thanks Scoot), chains of ice, howling blast, etc and using up those runes.
  • Crit is flat out the worst from the numbers.
  • MS and Mastery are an interesting discussion. Mastery seems to be better if you can have more than 25% of your damage as Frost or Shadowfrost, but MS can be more bursty. I tend toward MS because I like seeing numbers, and because Mastery seems really boring, but gearing into Mastery might serve you well if you also play Unholy.
Stat Priority:
So the stat prio in my opinion is ('>>' means much better):
Str >> Haste > Vers > MA >= MS >> Crit

Gear Selection:
Here is my best attempt at putting together a gearset that satisfies the above. I would take the 2pc set bonus (since you gain very little by dropping it, and it's actually pretty good), but not the 4pc. I will adjust this based on any new data though.

NOTE: Some Vers pieces require Revered with the Ashran faction. This might seem annoying, but it's actually extremely easy. Go to Ashran, but don't group into a raid. Run solo, and loot as many enemy corpses as possible. Occasionally you will get a blue item that you can hand in at your home base for 2750 rep. I got to revered in 1 hour doing this.

Helm: MS/Vers
Chest: MA/Vers
Shoulders: MS/MA Set piece shoulders. The MS/Haste shoulders are better, but need the 2pc bonus.
Gloves: Vers/Haste
Legs: MA/Haste Set piece pants.

Boots: Vers/Haste
Belt: MS/Haste
Bracer: MA/Haste
Neck: MS/Haste
Cloak: MA/Haste
Ring1: MS/Haste
Ring2: Legendary precursor 690 ring is best. Otherwise, MA/Crit (or take MS/Crit if you like MS more. Very minor difference.)
Trinket1: Vers with proc Str
Trinket2: Str with on use Vers
Enchants: Haste or Vers (This is the biggest decision when gearing, but can be changed easily. Take Haste if you can ensure 2 runes of different types always on cooldown, and if you want a bit more utility and faster rune cycles. Take Vers instead if you have uptime issues or a bad connection, or want to be more bursty in the first 7-8 seconds of DPS when you have full runes (best for using Breath of Sindragosa and Empower Rune Weapon).

Final projected bonuses:
+10.3% MS (11.8% if you took the MS ring over MA)
+18.5% MA (16.7% if you took the MS ring over MA)
+5.8% Vers (7.9% if you took all Vers enchants instead of Haste)
+2.8% Crit
+21.5% Haste (17.3% if you took all Vers enchants instead of Haste)

#4319472 So Reckful hey?

Posted Miixzy on 27 December 2014 - 01:05 AM

View PostGlink, on 27 December 2014 - 12:12 AM, said:

Although imo he fucks around with way too many other woman and Jenna probably deserves better. Maybe shes in it for the fame/money though who knows.

Posted Image

#4319583 So Reckful hey?

Posted Wallirik on 27 December 2014 - 03:18 AM

Maybe don't acc share all day long while camping main in top50?
How do you find that fun to watch?
What an idol lol

#4317924 Delete Combat & BoS from the game

Posted Seu on 25 December 2014 - 08:57 PM

View Postbt4, on 25 December 2014 - 08:41 PM, said:

Why bother when the helmet-verified also shitpost?

nah man we are gladiator verified

View Postbt4, on 25 December 2014 - 08:41 PM, said:

Rather delete arenas then bos

you qualify as "helmet-verified" because judging by your posts your mom prob doesnt let you leave the house without wearing one

#4314321 Korean Ladder: TreeSG

Posted irubuwrongtime on 23 December 2014 - 06:23 PM

I'll share what I know about Korean ladder.  Those guys that play TreeSG are multi r1 who has been playing the same comp even when TreeSG weren't as good as now.

I once linked their (Warrior "Daemat" POV, has many alts) videos on youtube for some of the ppl that were curious about top Korean warrior play.
https://www.youtube....siUHg/playlists (15시즌 전죽드, 79 videos) is their TreeSG play.

This guy really is amazing except for the part that he doesn't use arena123/focus123 key binding.  Other than that, his play is almost perfect.  His mouse click to swap target and focus are godly... I don't know how he does it :P

Anyways, these guys were playing this comp at a whole new level even before this season so with the buff to frost dk and fury war, they should be even doing better.

Another reason would be now that the caster comps are at their all time weakest point and since mages can't keep these melee cleaves in check from running wild on their healer or even survive by himself.

Lastly, Korean ladder pool is really really really small compared to EU or US ladder pool.  So it is really the league of their own for the few chosen players and everyone at high rating know each other and their habbits and so on.  Team composition is very limited and they don't even bother to try something new or fun unlike here in US.

They have some exceptional players who are very skilled but because of this, they come to US ladder to practice for big tourneys and stuff since they lack experience vs variety of comps.

#4310103 Anyone feel bored with the season already?

Posted Häxantutto on 21 December 2014 - 11:40 AM

Probably most boring "arena" season out of all 16 so far, everything feels slow paced, nobody dies, absorb absorb 99% hp more absorb, 6k crits with whirlwind breaking all cc aswell. Doesnt matter how good you play sometimes you'll still lose, to superior setups/classes, doesnt matter if they are 3k players or 1500 its the same thing, especially in 2s at least.

Every class now has sprint + freedom? Can never connect, warriors need a stack of 10 charges but even then you'll not even be able to autoattack because everyone has freedom & sprint yet again ... its not fun to have long dampening games where nobody dies, rather have every game end after 2mins, I dont care how much damage / cc people have as long as the pressure dmg wise is even across both teams , kinda sucks when you're opponents are 99% hp for 5min straight.

And also nobody wants to play & im guessing because the game is straight up boring as fuck right now, I enjoy raiding for the first time more than arenas.

Got a good first impressions of WoD but really bored & tired of current state of arenas.

#4307253 Cya hunters

Posted Knaittiz on 19 December 2014 - 01:23 PM

cya priests

Clarity of Will's (Discipline) protective ward on a critical effect should now be correctly reduced by Battle Fatigue in PvP combat.