Jump to content


Member Since 18 Aug 2007
Offline Last Active Aug 15 2015 04:35 AM

#2996719 Warlock Patch 4.0.6 Notes

Posted Pyrilus on 19 January 2011 - 03:59 AM

Warlock Patch 4.0.6 Notes

Below you'll find an interpreted list of changes for warlocks. The biggest changes specific to warlocks are the removal of Drain Mana, a slight nerf to UA silence from 5 sec to 4 sec, and the nerf to CoEx (which was a bit too powerful, but I'm still sad to see it go). That said, these changes don't represent what will affect you in arenas. The biggest buffs to warlocks comes from the nerfs to other classes. The changes to Shamans' Tremor will make CCing them an actual option. Feral Druids will also no longer have fear immunity which is a huge deal. Another helpful change is Mage Armor being reduced to 35% magic duration reduction.

Curse of Exhaustion now reduces movement speed by 30%, down from 50%. Its range has been increased to 40 yards, up from 30.
It's a nerf, but it makes sense when you consider that it's a spammable ranged 50% slow where only CoC or crippling poisons can outdo it. But at least with the range change and CoEx minor glyph this should be back to 45 yard range, making it usable before people might have a chance to get to you.

Demon Armor and Fel Armor no longer cost mana and last until canceled.

Good change.

Drain Mana has been removed from the game.
I have mixed feelings about this change. On one hand, a very useful tool is taken away as a strategy or backup in case things aren't going your way. On the other hand, you don't have to worry about using it. Removal of this spell is another excuse to not play 2v2 as a warlock, at least as lock/healer.

Fear now has a PvP duration of 8 seconds.

All CCs have been reduced to 8 seconds max duration.

Fel Armor has been redesigned. It now surrounds the caster with fel energy, increasing spell power and causing the warlock to be healed for 3% of any single-target spell damage he or she deals.
It's a nerf, but at least you still get some spell healing. Obviously, you won't be able to do 80k+ damage every 5 seconds (which is what you'd need to match the previous effect), but at least you still get some self-healing to offset your lifetaps.

Seduction (Succubus) now has a PvP duration of 8 seconds.
Same as Fear.


Unstable Affliction's silence effect has been reduced to 4 seconds, down from 5.
Obviously a nerf. Hopefully this doesn't give more incentive to dispel UA since it hits for 8-10k max with the benefit of removing the rest of your dots.          
Demonic Aegis now increases the healing effect of Fel Armor by 50/100%.
This will improve the nerfed version of Fel Armor. Not sure how this

Demonic Rebirth now highlights summoning spells when active.
Cosmetic change.

Demon Soul: Imp redesigned. It now increases the critical strike chance of all non instant cast Destruction spells by 30%, rather than increasing critical strike damage. Duration reduced to 20 seconds.
This helps early on when you don't have enough crit. It's better for burst.

Felstorm (Felguard) damage has been reduced by 20%.

Makes sense.

Immolation Aura damage has been reduced by roughly 30%.

Also makes sense. Not too big a deal though.

Inferno no longer increases the radius of Hellfire, but instead increases the duration of Immolate by 6 seconds in addition to its existing effect.
This is a big change. As Demo you could pop rogues out of stealth for even thinking about sapping or opening on you. Now... you'll actually have to seek them out. Sap is at 10 yard range, same as the default for Hellfire.

Master Demonologist (Mastery) benefit from mastery increased by approximately 33%.
I don't see anything wrong with this ;)

Burning Embers damage has been reduced by 15%.

Probably a PvE change. Not a huge deal.

Fiery Apocalypse (Mastery) benefit from mastery increased by approximately 8%.
No complaints here :P

Improved Soul Fire now increases Fire and Shadow damage done by 4/8%, rather than 7/15% spell haste. In addition, this talent has been moved to tier-3 Destruction, switching places with Aftermath.

This change will simplify your choices as Demo. You'll still get this as Destruction.

Shadow and Flame can now proc from Incinerate in addition to Shadow Bolt.

Good change. You might even consider dropping Glyph of Corruption if you use it as Demo.

#2999335 Conquest Points [GUIDE]

Posted Watlok on 20 January 2011 - 12:01 AM

How do conquest points work?

-Your conquest point cap is set based on the highest personal rating you achieved during the previous week.

-Weeks begin on the server reset day.  Tuesday for US, Wednesday for EU.

-You gain points as you win games until you hit your cap.


How many games do I have to play per week to not get the minimum point cap next week?

A minimum of one game must be played, win or lose, using the team you want to base your point cap on.  For arenas, you must also have 30% of the games played for the week on that team.

What if I server transfer/faction change?

Your highest rating achieved in a played game that week will count under some circumstances.  Faction changing allows you to keep it for sure. Disbanding the team will not lower your cap.  Server changes can reset your cap.  

Example: If you play one game on a 3k rated team, delete the team, and move to the opposite faction on the same server you will get a point cap like you were 3k rated.

How many conquest points am I going to get?

ArenaJunkies Conquest Point Calculator

An image showing conquest point gain in RBG and Arena by rating By Felbent.

Do rated BGs, 5v5, 3v3, or 2v2 reward a higher conquest point cap?
RBGs and Arenas give different caps depending on rating.  See the graph linked above for more information.

All arena brackets raise your conquest point cap equally.  If you are 2k in 2v2 you get the same point cap as a 2k player in 5v5.  

I heard there is a bug that resets my cap to the minimum.

If you login and change zones between the time conquests reset and the time when servers restart your cap may be reset.   I have never experienced this so I can not explain the exact details, but you may want to proceed with caution on maintenance days if you value your conquest point cap.

Is it based on team rating or personal rating?

Your conquest point cap is based solely on personal rating (pr) no matter how close you are to the team.  If your pr is above the team's rating you will gain more points than the team rating.

How many games per week do I have to play to hit my weekly point cap?

It depends on your cap.  Arenas reward 180 points per win and rated battlegrounds reward 400.  

Can doing a random battleground give me extra points?

No. Random battlegrounds do not give extra points.  It's outdated and confusing that they give any conquest points at all to uncapped players.  The amount is far too low to cap off of.  

What is the conquest point cap?

The weekly cap is 2700 for arenas and 3300 for RBGs.

Blizzard has stated the maximum number of conquest points you can have is effectively uncapped.  

How can I check my highest rating for the week?

Log in to the Armory and view the pvp tab of your character.  You can see "Highest Personal Rating This Week" there.  This is the rating that will be used to determine your point cap.  If you transfer or faction change this statistic won't be accurate.  

Do you have to play 30% of an arena team's games for the week to get points?



If anything is wrong or could be expanded on feel free to post.

#1867842 Need advise challengerl to Duelist

Posted Roswend on 21 February 2010 - 05:06 PM

Well, everybody starts somewhere.

If you're looking to improve:

  • Spend time doing actual Arenas/Duels, BGs don't help as much.
  • Get good gear so good players will play with you. Play with who you can though.
  • Try to find good/nice partners that will teach you what they know.
  • Get in touch with some good players, personally I have a few players that shadow me. Most players are easy to approach I think, but if you hit a bad apple don't stop searching.
  • Be nice to people, don't make a bad name for yourself. You'll make more friends and learn faster that way.
  • Read Arena-Junkies and maybe Skill-Capped, not sure how good Skill-Capped will be since it's not released yet.
  • Don't give up!

#1821259 PVE Gear.

Posted Loincloth on 08 February 2010 - 06:45 PM

Levidian said:

I passed on snowserpent helm because I had T10 set gloves.

I'm probably going to run 4wrath + one off. Did I fuck up? Is snow helm > wrath helm more so than T10 gloves > wrath gloves?

It's probably pretty close regardless... In other news the ICC pug I was in 1-25d wodins because they said I wouldn't equip it...........................................................

To be honest its too close to call and it really boils down to your resilience goals as well as your access to wodin's, AV ring.

My reasoning is that I am going to be under the assumption that most hunters will have these -

Wodin's/Ony neck
AV Revered/Exalted Ring
A weapon chain

They are best in slot, relatively easy to obtain, and pretty much mandatory. The rest of your hit will be made up with any one of these pieces -

Snowserpent helm
Relentless Ring
Badge Belt
Tier Gloves
Carapace of Forgotten w/e (chest)
Crafted boots/Boots from putricide

If you decide to use tier gloves, chestpiece, or snowserpent helm you are now comfortably hit capped and should look to go max resil or introduce PvE pieces with armor pen in your off pieces.

Now assuming that you use the badge belt or either of the boots with hit, which does not affect your mainset setup, your next decision will be how much resilience are you willing to sacrifice for Agi/ArP. If you want to go for around 900 resil, go for leggings of northern lights. If you want to go for 930 ish resil, go for log splitters.

I have access to all the gear I just mentioned, so Ive thought this through in my head a couple times, but that is basically how it boils down. The good thing is after messing around with the stuff I have the only PvE piece I use that requires actual raiding is the northern lights. Sorry if I was confusing but I figured my analysis might help to answer some of the gearing questions hunters will inevitably have here in the next couple weeks as the badges start piling up and pugs start downing the first 4 bosses with ease.

#1870056 Why does this happen to my Mage?

Posted Dontcareokman12 on 22 February 2010 - 06:47 AM

Posted Image

#1743615 The Complete R1 List

Posted Akaforty on 20 January 2010 - 09:25 AM

Battlegroup, 3v3(Top Rating) / 5v5(Top Rating)


Blackout , 1(2744) / 2(2675) = 12 Relentless Gladiators
Blutdurst , 3(2860) / 2(2736) = 17 Relentless Gladiators
Cataclysme/Cataclysm, 2(2823) / 1(2651) = 10 Relentless Gladiators
Cruelty/Crueldad, 3(2723) / 1(2644) = 12 Relentless Gladiators
Cyclone/Wirbelsturm, 2(2816) / 2(2701) = 15 Relentless Gladiators
Embuscade/Hinterhalt, 3(2805) / 1(2513) = 14 Relentless Gladiators
Glutstorm/Emberstorm, 1(2874) / 3(2579) = 15 Relentless Gladiators
Misery, 1(2792) / 2(2651) = 13 Relentless Gladiators
Rampage/Saccage, 1(2787) / 1(2709) =7 Relentless Gladiators
Raserei/Frenzy, 1(2809) / 3(2620) = 18 Relentless Gladiators
Reckoning/Abrechnung, 1(2772) / 2(2605) = 12 Relentless Gladiators
Sturmangriff/Charge, 2(2773) / 1(2396) = 11 Relentless Gladiators
Vengeance/Rache, 6(2767) / 1(2611) = 17 Relentless Gladiators
Vindication, 2(2776) / 1(2499) = 11 Relentless Gladiators
Вихрь, 1(2572) / 1(2721) = 8 Relentless Gladiators
Шквал, 1 (2719)/ 1(2925) = 6 Relentless Gladiators


Bloodlust, 1(3011) / 2(2792) = 13 Relentless Gladiators
Cyclone, 4(2776) / 1(2697) = 16 Relentless Gladiators
Emberstorm, 1(2852) / 1(2669) = 10 Relentless Gladiators
Nightfall, 3(2816) / 2(2716) = 15 Relentless Gladiators
Rampage, 2(2791) / 1(2749) = 11 Relentless Gladiators
Reckoning, 1(2780) / 1(2704) = 5 Relentless Gladiators
Retaliation, 1(2773) / 1(2601) =8 Relentless Gladiators
Ruin, 1(2832) / 1(2729) = 8 Relentless Gladiators
Shadowburn, 1(2862) / 2(2770) = 10 Relentless Gladiators
Stormstrike, 2(2824) / 1(2817) = 8 Relentless Gladiators
Vengeance, 2(2810) / 2(2666) = 13 Relentless Gladiators
Vindication, 1(2816) / 1(2683) = 8 Relentless Gladiators
Whirlwind, 1(2878) / 1(2702) = 7 Relentless Gladiators

EU =  196 Relentless Gladiators
US =  132 Relentless Gladiators

Scanned and counted the eligible players in each team.

Class breakdowns: http://www.arenajunk...d.php?p=1809222

I made this by myself, if it helped, +rep is welcome ^^

#1732612 Bryntroll vs new 2200 weapon

Posted Xjum on 18 January 2010 - 04:22 PM

Well thank god the 2200 Arena weapon will be slightly better than the weapon off the first boss on puggable normal.

#1748509 Am I missing something obvious?

Posted Xonkk on 21 January 2010 - 07:15 AM

it's a spells version of parry, because hammer is spell damage, it can't be resisted but it can be deflected.

basically a way of balancing its damage in pve

#1739915 Get your rank, quick and easy.

Posted Schnorki on 19 January 2010 - 07:41 PM

Despite the armory being broken as hell, for those interested, you can view your team's current rank despite not seeing anything in the pvp tab.

Specifically, this gives you the in-game ranking (updated as of this maintenance) for the given teams, meaning this is NOT counting out inactive teams yet. (Not all of them anyways...maintenance update catches some, but not all of them. So usually your 'real' rank for purpose of cutoff determination will be a tad bit lower than the one shown here)

Also, it shows you your personal rating and % of total games played, just in case you forgot and aren't sure if you even qualify anymore. ;)

The actual macro:
/script for i=1,3 do t,s,r,_,_,tp,_,_,pp,ra,p=GetArenaTeam(i) pl=(floor((pp/tp*100*10^2)+0.5))/10^2 ChatFrame1:AddMessage(""..s.."v"..s..": Team <"..t.."> is rank "..ra.." with "..r.." rating. ("..p.." personal, "..pl.."% played)") end

changed it a bit
(thx to Cyaxeres for the idea to just check all 3 teams at a time.. =p)

#1736123 Ghetto Ladder Updates Part 2

Posted Sym on 19 January 2010 - 04:15 AM

I wanted to make a new thread because the other one was unorganized, outdated, and the old script I used had sloppy output. This is much cleaner, and factors in inactive teams, as well as shows team rankings. It will also show the last time a team's match history was updated (which is where the information I use comes from).

To save space I'm only going to show the 75 top active teams from each battlegroup (ties for 75th place aren't accounted for, so keep that in mind). Even though all the teams that were scanned were not shown, the script is still factoring in the ratings of the 200 top teams on the current armory. I'm going to run this one for both 3v3 and 5v5, so stay tuned.

I'm going to update the following posts as the script runs. If you notice anything that looks buggy, let me know.

Bloodlust 3v3
Cyclone 3v3
Emberstorm 3v3
Nightfall 3v3
Rampage 3v3

#1735960 Feldom Bug

Posted jmcqueen3 on 19 January 2010 - 03:40 AM

Banzailol said:

You do not always get Lordaeron and even in there, the LoS is pretty good.



Y is you. H is healer. P is portal. Those are 3 corners of the tomb. You TP, you healer heals and you avoid bladestorm, intercept and DG.

Jesus Christ, I'm pretty sure Filovirus knows how to play his class. He's merely explaining a particular incident that happened. The stars don't align every game, you know?

#1728870 Ele/mage/priest viable?

Posted Ishank on 17 January 2010 - 08:46 PM

2 casters, check
healer, check
viable comp, check

#1601471 so I just played TSG

Posted makoplux on 13 December 2009 - 12:50 PM

yeah i think as long as you can grasp super complicated CC rotations such as that you'll be fine