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Posted ProdeGaming on 11 November 2014 - 09:00 PM
Every Arena VoD ends by either 20 min time limit(at 91% Dampening) or Win/Draw.(1 exception) Most cases there is little to no attempt made to kill the enemy or win, the intent is outhealing/surviving their dmg.
*Dampening affecting the classes differently is due to the bug of Dampening not reducing % heals. (the % results are according to Skada healing meters)
Destro Warlock (~1% of healing affected by Dampening*)
3v1 - Ret/Mage/Disc http://www.twitch.tv/holcel/c/5477530
2v1 - Ret/UH DK http://www.twitch.tv/holcel/c/5392590
2v1 - MM Hunter/Frost Mage http://www.twitch.tv/holcel/c/5392548
2v1 - Feral/Disc (from 03:00) http://www.twitch.tv...438185?t=0h3m0s
2v1 - Moonkin/Rogue http://www.twitch.tv/holcel/c/5438124
Ret Paladin (100% of healing affected by Dampening)
2v2's are because Ret healing is most effective/spectacular when healing others
2v2 - Fury/UH DK (teammate healing) http://www.twitch.tv/holcel/c/5438239
2v2 - Destro/RShaman (teammate healing) http://www.twitch.tv/holcel/c/5407387 (Note: Gladiator Stance Prot Warrior is not a tank in WoD)
2v2 - Fire/Disc (including standing in middle of arena in one place) http://www.twitch.tv/holcel/c/5438466
1v1 - Frost Mage (ranged outhealing) http://www.twitch.tv/holcel/c/5439561
1v1 - Fire Mage (ranged outhealing) http://www.twitch.tv/holcel/c/5439601
Some other 1v1 ranged Ret vs Mage
Frost - http://www.twitch.tv/holcel/c/5407579
Frost - http://www.twitch.tv/holcel/c/5439529
Fire - http://www.twitch.tv/holcel/c/5407661
Frost DK (~45% of healing affected by Dampening)
2v1 - Surv Hunter/MW Monk (91% Dampening) http://www.twitch.tv/holcel/c/5439395
2v1 - Rogue/Hpaladin http://www.twitch.tv/holcel/c/5439097
2v1 - SP/Disc (the only VoD I die in and it's 2v1 at 30% Dampening) http://www.twitch.tv/holcel/c/5439058
1v1 - Ret http://www.twitch.tv/holcel/c/5439016
1v1 - Ret (stand in one place) http://www.twitch.tv/holcel/c/5439938
1v1 - Hunter http://www.twitch.tv/holcel/c/5439839
Fury Warr (~30% of healing affected by Dampening)
2v1 - Fury/RDruid http://www.twitch.tv/holcel/c/5447456
1v1 - Fury (for 17min, 91% Dampening) http://www.twitch.tv/holcel/c/5439162
1v1 - FrostDK http://www.twitch.tv/holcel/c/5439233
*Dampening affecting the classes differently is due to Dampening not reducing % heals. (the % results are according to Skada healing meters)
The post been made in relative short time so feel free to tell link errors. I'm not using this twitch account anymore, its purpose was to record Beta balance issues.
Posted Slappajack on 31 October 2014 - 08:28 PM
Posted ProdeGaming on 29 October 2014 - 02:03 PM
The youtube link on the pic - https://www.youtube....h?v=Tf70SZ7etRc
Imgur better visibility.
For those concerned virus:
Posted Clamnesia on 23 October 2014 - 02:57 PM
Demon soul, Ret Wings, Barskin, PS.. all made untouchable in last 2 xpacs.
MOOOOOM, you gave timmy a toy and a hamburger, i deserve a toy ad a hamburger toooooooooo!!!!!!!!!!!!! WAAAAAAHHHHHHHHH
Does that help you to see how childish and annoying you sound?
People like you are the reason that in the last few expansions, every class received a self heal, an interrupt, 50 def CDs, etc. You make me want to vomit.
Posted Nmplol on 17 October 2014 - 12:36 PM
Posted Darksoldierr on 09 September 2014 - 05:31 AM
S3, S4 TBC, mmmmmm
Such a good times
Posted swagoverlord on 02 May 2014 - 01:34 PM
Good change though hunter's only have ROS and Deter as defensive cool downs we really needed something more compared to other classes.
Us losing some of our instant CC for more defensives is a good trade up.
Posted Lolflay on 30 April 2014 - 02:20 PM
And I'd be perfectly fine with Warlocks going back to their WoTLK selves. They'd actually heal themselves noticably compared to 3% from SL and 0.5% per corr tick, promoting the "I'm the debuffer who is hard to kill" playstyle, while having to play properly as well. Warlocks could actually KILL shit on their own back in WoTLK within a CC chain they themselves created, simply because their single target damage was on par with everyone elses - that came at the expense of having to manually cast spread DoTs, which was also completely fine - plus, they had a choice between doing a filler damage spell ( Drain Life ) or CCing ( Fear ). Soul Swap and Blizzard's "hey, this class should dmg everything at the same time, but remove some of its single target damage to compensate" bullshit was what killed some fun in Warlocks when Cata got launched.
Posted Nixonxx on 27 March 2014 - 05:51 PM
Posted zzo on 27 March 2014 - 05:21 PM
Posted Regent on 12 March 2014 - 07:50 PM
Problem: High rated WoW players are frustrated with imbalances in gameplay, but tend to complain aimlessly instead of working together to provide a strong argument. Blizzard doesn't have a good pipeline through which to communicate with the experienced arena community. While Holinka does have an active twitter, the platform is severely limited in length and can be confusing to use.
Proposal: Every week, starting on monday, a thread will be put up where players can go and post questions or points of discussion. On Wednesday, the top posts from that thread will be put into a new thread with a poll. The AJ community will then vote the top 5 questions/discussion points.
We approach holinka (some mods here know his personal contact info possibly?) and ask for him to commit to answering the 5 questions every week sometime between friday and sunday. Once he answers, the Q&A will be posted to the news feed on the front page of AJ. Then on monday the process starts over.
The Goal: To generate better discussion of the game, while limiting ourselves to the things we find most pressing. To better the relationship between players and developer(s). Reduce the general complaining seen on Arena Junkies (we are all guilty of this.) Five questions a week is not a large commitment, but would be very helpful in increasing the dialogue.
If anyone has suggestions on how to improve the idea, let me know!
Posted Lolflay on 04 March 2014 - 05:11 AM
Posted glonglon on 01 March 2014 - 01:59 AM
Demonology Warlock Guide (5.4.7)
This guide is written mainly for players new to playing demonology in arenas / PvP. I want to thanks Polygonzz cause he helped me a lot understanding this spec.
Demonology is different from both affliction & destro because it uses an alternative resource named « demonic fury » very similar to warrior’s rage. Demonology is a burst spec, basically you have to generate demonic fury in human form to be able to burst in metamorphosis form.
- Strong burst with Dark soul.
- You mostly use instant cast spells, no risks of being interrupted.
- You have a stun (Axe Toss) and a knockback (Carrion Swarm)
- Your damage in metamorphosis is physical, that means you can burst through Anti magic-shield, cloak of shadows, diffuse magic…
- You can be a flag carrier in RBG ! (However feral druids & monks will perform better due to their high mobility)
- Very low sustained damage outside of dark soul. This spec relies too much on dark soul to score kills.
- Your damage is physical in metamorphosis, a smart paladin will use Hand of Protection to counter your burst, a smart rogue will use glyph of cloak of shadows…
Level 15 : Dark Regeneration
You want to pick dark regeneration and macro it with your glyphed healthstone. This macro will be your « panic button » when you’re unable to teleport/gate to avoid incoming burst damage.
Level 30 : Mortal Coil
You want to pick mortal coil cause shadowfury DR with your wrathguard/felguard’s Axe Toss and demonic breath is useless.
Level 45 : Soul Link
When playing with a felguard/wrathguard as main pet you want to pick Soul link because this pet got a large HP pool, this talent also scales pretty well with the glyph of eternal resolve, resilience and nether plating.
If you play with an imp as main pet you're obliged to pick dark bargain instead of soul link, imp is our pet with the smallest hp pool (only 200k hp), if you play soul link with an imp he'll always die. You'll use dark bargain to counter major burst cooldowns of your opponents when you're unable to teleport/gate.
To know when to play with a Felguard/Wrathguard or an Imp as main pet see the pet choice section.
Sacrificial pact is useless due to the fact that it doesn't ignore battle fatigue.
Level 60 : Blood Horror or Unbound Will
In arenas, you’ll use blood horror against meleecleaves and Unbound Will against castercleaves.
Notice that Blood Horror can be grounded or spell reflected so you’ll need a cancelaura macro for blood horror. (see macro section)
If you successfully horrify a melee with blood horror then you can fear him without any risks of being interrupted. This will allow your healer to breathe.
Be careful when using Unbound Will, It’ll trigger spells that have a dispell protection such as Unstable Affliction.
Burning rush is the best choice for flag carrying in RBG. If your role is to dps in RBG, it’ll be better to play with Unbound Will+double damage trinkets (even for non-humans).
Level 75 : Grimoire of Supremacy or Service
Pick grimoire of supremacy if you don't have mortal strike on your team in 3v3 (25% reduce healing debuff) you'll play with the wrathguard to bring this debuff to your team, otherwise pick grimoire of service to summon an additional Imp or Felguard during your dark soul burst.
Notice that you always want to use Grimoire of Service during your burst cause your additional pet will benefit from the mastery boost of Dark Soul : Knowledge.
You can use Service to summon an additional Imp that will add some very good extra damage (40-60k crits with the demon training glyph).
You can also use service to summon an extra Felguard that'll instantly stun your target with Axe Toss and then use Felstorm. The Felguard does less damage than the imp but the stun can come handy sometimes.
To know what
Level 90 : Archimonde's Darkness
You’ll be able to burst more often with this talent. Always try to sync dark soul with your surge of dominance proc otherwise your burst will be significantly weaker. I recommend you to use an addon like Weakauras or ExtraCD to track your Insignia of dominance Internal Cooldown.
Glyphs choice when playing with a Felguard/wrathguard as main pet and Grimoire of Supremacy :
Glyphs choice when playing with Grimoire of Service: Imp or an Imp as main pet :
- Glyph of Imp Swarm (Mandatory) : Their main purpose is to quickly generate a lot of fury. They will allow you to burst in the arena opener without having to worry about your demonic fury bar.
- Glyph of Demon training : Mandatory when playing with an Imp as main pet or when you play with grimoire of Service and want to summon an additional Imp for extra damage. Your Imp damage will be significantly weaker without this glyph.
- Glyph of Eternal Resolve (Highly recommended) : 10% damage reduction will make you more tanky and it scales very well with soul link, resilience and nether plating.
- Glyph of Healthstone (recommended) : Great synergy with dark Regeneration talent. Macro them together. However when you are playing with Grimoire of Service and want to summon an Imp for extra burst damage will be a better glyph.
About Glyph of Fear : This glyph becomes mandatory when you play with a hunter, it'll allow him to trap off fears.
About Glyph of demon hunting : Imho this glyph doesn’t fit the demo playstyle very well because when you come out of Dark Apotheosis form you lose all the demonic fury you generated. Also in RBG, If you carry the flag in dark apotheosis form, you’ll get the tank debuff.
Stats Priorities / Gearing / Enchants / Gemming / Reforge / professions / Best races
Stats priorities :
6% hit > Intellect > Mastery > Crit > Haste
Mastery is your most valuable stat after intellect, 600 mastery = +1% damage in metamorphosis.
Then it’s crit cause you want those 100k touch of chaos crits that can win you games.
Haste is pointless as demo.
You’ll pick all the Prideful Gladiator’s five set and the following offpieces with mastery :
Neck – Prideful Gladiator’s Pendant of Cruelty
Back – Prideful Gladiator's Drape of Prowess
Wrists – Prideful Gladiator’s Cuffs of Prowess
Waist – Prideful Gladiator’s Cord of Cruelty
Feet – Prideful Gladiator’s Treads of Cruelty
Head - None
Shoulders – 200 Int / 100 Crit
Back – Ligthweave Embroidery or 180 int
Chest – 80 to all Stats
Wrist – 180 Int
Hands – 170 Mastery
Waist– Living Steel Belt Buckle
Legs – 285 Int / 165 Crit
Feet – 140 Mastery / Run Speed
Main Hand Weapon – Jade Spirit or Spirit of Conquest
Offhand Weapon – 165 Int
Put 320 mastery gems everywhere, except in your gloves and belt where you’ll put green +160 mastery and 160 hit gems in the blue slot cause you want to get the socket bonuses with intellect. Pick the metagem with 216 int and 3% Increased critical effect.
Reforge for 6% hit then mastery. If you struggle with reforging, you can install the addon reforgelite and use it with the stats priorities I’ve gave you above.
Best Professions :
Human : tailoring for ligthweave embroidery (2k int proc) + any prof that gives a passive intellect bonus, alchemy is the cheapest one to level since it only requires you to level it to 300 to get the 320 int flask.
Non-human : engineering for synapse springs (2k int on-use) + tailoring
Best races :
Alliance : Human is the best, their burst is stronger with double damage trinkets. Also they got an expertise bonus for playing with 1h swords that allow them to reforge a bit more hit into mastery.
Horde : Orc is the best for the blood fury racial that you can add in your burst macro (see macro section) for more burst. Also the 15% stun duration reduction from hardiness is nice and with the Command racial you get a flat +2% dmg dealt by your pets.
How to generate demonic fury in human form ?
Hand of gul’dan is your highest priority (don’t let it sit at 2 charges) then keep corruption / doom up. As a filler you basically just fel flame or soul fire if you get a molten core proc. If 3+ targets are around you Hellfire becomes your main filler, this AOE will quickly generate a big amount of fury if it hits multiple targets.
About curses, use enfeeblement if you aren’t going for a kill and elements just before your dark soul burst.
Notice that you’ll never use shadow bolt cause its cast time is too long and you don’t want to be locked on your shadow school.
How to burst as demo with Dark soul ?
You need to use your abilities in that order for an optimal burst :
See the macro section for the burst macro.
During metamorphosis burst you’ll only use two damage abilities :
Touch of Chaos : Your metamorphosis version of shadowbolt, it’s your most cost efficient damage ability (only 40 fury), and it has a 1 sec GCD so you can spam it like a niggah with an AK-47.
Doom : Your metamorphosis version of corruption, a slow-ticking, big hitting DoT. Apply this once you’ve dealt your burst with Touch of Chaos to ensure you maintain pressure after your metamorphosis ends.
You should never use chaos wave, immolation aura and auras of elements/enfeeblement unless you have 700+ demonic fury and your opponents are clustered together. These abilities are not cost efficient at all !
PS : Void Ray is useless.
Pet Choice :
In BG/RBG : Use Imp as a main pet with grimoire of service: Imp.
For dueling : Use Felguard as a main pet with grimoire of service: Imp for extra damage. Double felguard can be nice against melee.
For 2s arenas :Use Felguard as a main pet with grimoire of service: Imp, however if your team lack burst but can still maintain CC (e.g demo/frostmage) use Imp as a main pet with grimoire of service: Imp.
For 3s arenas : If your team needs Mortal strike pick Wrathguard as a main pet with grimoire of supremacy . Otherwise use Felguard with Grimoire of service : Imp. You can even play with an Imp as a main pet with grimoire of service: Imp if your comp can still maintain CC but lacks burst.
Some basic arenas tips :
The first thing you should be doing in the opener is to get your surge of dominance proc then use your dark soul burst on the kill target with an initial CC chain on the enemy healer. Then, wait for your insignia of dominance ICD to come back and try to score a kill with your second charge of dark soul and another CC chain on the healer.
There is a common misconception that demo locks cannot burst in the opener cause they need to generate demonic fury. Actually, you can burst right at the start of the arena thanks to your imp swarm, these little bastards will give you enough demonic fury for a good dark soul burst with a lot of ToC spamming. So don't worry about your demonic fury bar in the opener.
However, If your Imp swarm is not available for your next dark soul burst then you need around 400 demonic fury to 100-0% someone. If your target is not at 100% hp when you start bursting you’ll obviously need less demonic fury to kill it.
Between two dark souls you should use your peels for your teamates mainly by spamming fears and applying aura of enfeeblement on the dps. Remember that demo sustained damage is low so you must use your peels to avoid counter-pressure from the enemy team.
When specced into GoServ don’t forget that you can stun your kill target with your service felgard’s Axe Toss and cross-cc another target with your regular felguard's Axe toss.
Also about CCs, In Z-axis Maps (blade’s edge, dalaran sewers) your Carrion swarm (knockback) is useful to bump people in a bad spot. For example, you can bump an healer out of the line of sight of his teamates.
You should communicate a lot with your dps teamate to synchronize your burst.
For example, if you are playing with a shadowpriest you should synchronize your dark soul burst with a 3 orbs devouring plague or a 2 orbs+mind blast into devouring plague.
Viable setups :
Frostmage / demo lock (petskill ran it to 2.3k)
Boomy / demo lock
Rsham / demo lock
Shadowplay : demo lock / shadow priest / restoration shaman (Dreamexicray ran it to 2.5k)
LSD : demo lock /elemental shaman / restoration druid
Hld : Hunter/demo/rdruid (Eviaax ran it to 2.4k)
Demo /enhance /Rdruid (Sosseri ran it to 2.3k)
Comps strategies :
If you are experienced with a demo lock comp, you are free to share your strategies :)
demo/enhance/rdruid by Sosseri :
Well, as demo/enhance/rdruid we always go for any target except if there's a warlock in any team, But works good to if he's out of range of his portal or gateway. We like to go ham when we've got our first cc from our druid or the shaman if there's no curse dispeller in a team, most of the time we force block/bubble etc.. probably 80% of the games, this will mostly lead to a trinket from the opponent healer, And i'll have a dark soul left to finish the target with no defensive cooldowns left.
But it's not like the this always happens, there's always counters to our opener. Rmd/p for an example, what we like to do against rmd/p is i always move my pet near to my shaman so i can stun the rogue insta into fear/coil and try cc mage meanwhile.
teams with Warriors always like to charge in and try to stop the gateway, so it's always a juicy target to go for if he tries to stop it meanwhile our druid goes for a cc on the enemy healer, pop cds>axe toss>coil. Under the 4second of axe toss warrior should have trinketed before coil lands, this has lead us to many wins a lot of times.
We like to go for the resto shammys too, but we don't like to make it obvious. Instead we sit on a dps target and try to pull em to our side so the shaman has to go out ,then axe toss with solar beam leads to a trinket mostly into coil. This also works on enhance/ele shamans with axe toss and solar beam at the same time so they can't use shamanstic rage.
Against hunters we try to force a deterrence and trinket with 1 dark soul. Then go ham with cds, axe toss and coil, so does it go for mages/monk but with Hypo effect and no karma though.
I wish i could explain this in a better way, and I could go on for long, but the most important thing to understand about this comp is to decide to go for 1 target and force defensive cds til it has none left and deadek
Hunter/Demo/Rdruid (HLD) by Eviaax :
hunter/demo lock/ rdruid (hld) :
Eviaax ran it to 2.4k in s14. He thinks this is one of the top tier comp for demo. The hunter can play MM or Survivial but he prefers survival for its better sustained damage which will help maintaining pressure when dark soul. The healer can be replaced by a rsham, mw monk, hpally.
Strengths of HLD :
- Powerful CC chains
- Strong Burst
Weaknesses of HLD :
- Hard to keep pressure if CC’s are not executed
- Must play offensively which can put you in bad positioning and vulnerable to swaps.
- Hunter is squishy
Recommended Glyphs for this comp :
- Imp swarm (mandatory) : No explanation needed.
- Glyph of fear (mandatory) : This will allow your Hunter to trap off your fears instead of stunning with axe toss into trap. This way you’ll be able to use stun on the kill target.
- Demon Training (mandatory) : Mandatory when you use GoServ to summon an imp.
About Talents :
Eviaax prefers the dark bargain playstyle instead of soul link+eternal resolve glyph playstyle because he thinks his pet dies too easily.
The main goal of this comp is to cc heals and go on a DPS target. We NEVER go heals. It’s crucial while running this comp that we get cc out on heals as soon as possible so that we can use our offensive cool downs immediately to get defensive cool downs from them off the bat. Also were going need those offensive cool downs back up ASAP if we don’t get a kill. So the quicker their back up the better shot we have at winning the game. Gate is obviously a must due to the aggressive play style of this comp. You have to know when to play defensively when you there are no kill opportunities.
The hunter or I will set up cc chain on healer depending on who has a better opportunity. I prefer that I start off cc with a howl into a fear so that the healer can get trapped off of my fear (Glyph of Fear). If we can do that, then most likely we won the game. The possibilities are endless for cc on healer now just because of that opener. On first cc is when I pop my entire cool downs. This includes imp swarm, trinket, dark soul, and Grim of Service (imp). I dot kill target with corruption, hand of gul x2 and doom. That gives me time so that I can keep very strong pressure on target while going back to cc healer if needed. If my cc is not needed I will go into Meta and use touch of chaos for optimal pressure. Like I said we have so many ways to control the healer that sometimes I can apply all my burst on target. We have : Howl of terror, Fear, Wyvern Sting, Silence, Trap, Scatter, Clone, Coil, Bash, Axe Toss and Carrion Swarm interrupts/ Knock off.
This is more than enough cc to have control on the healer for the whole game. So even after burst is done you are able to still apply pressure to your target. Usually if I see the chance to kill the enemy target after my burst I will immediately pop my second dark soul and spam touch of chaos. This is assuming that the cc chain is still going on healer. If not then we wait to get another cc setup on healer so I could pop my second dark soul. If my cc is not needed I will use mortal coil on kill target to get a trinket from him at around 50% then immediately stun him which usually equals a kill. This is the main reason I don’t like to use my stun into a trap. However if I see that it is difficult to cc healer because of LOS I will use stun so I can get that fear off. Usually against shaman healers I won’t bother fearing him but I will let hunter get a sleep off so hopefully that forces a tremor so that we can get a full fear on him afterword.
The burst we have is unpredictable and can change a game completely. We can be completely losing the match and look as if 100% no chance at coming back, but as soon as that chain cc goes out n burst is up its game.
As for kill targets, really anything is a viable option except healers. Really any target you know you can kill immediately or get the most defensive cool downs out of in the shortest amount of time. Usually the healer will be sitting cc at this point and makes for an easy kill.
If the opposing team has a lock then the hunter has to do anything in its power to stop their gate. If that happens it creates an opportunity to go lock if it’s the best target. This would be usually against and LSD team. Even teams such as RMP which will be hard for us to get cc out on healer because of stealth is not bad. If priest opens with fear I immediately un bound will howl and pop cds on mage. This is to counter their opener so they have to play defensively on their cool downs. After we pop cool downs then we set up cc chain on priest. The hunter or I will first get off ward (possibly already off from initial howl) and then feared. I stun rogue and unending resolve silence so it’s a guarantee cc. The priest usually then trinkets that fear due to the pressure that we have and by then I’m already casting my next fear which then leads into our never ending cc. Even when mage blocks the priest will still be cc’d by the time he’s out.
Melee cleaves are pretty easy as they basically have to play very offensive which creates terrible positioning for whatever the target you choose may be. Also don’t be afraid to choose rogues as a main kill target. There’s not much they can do defensively and can literally get killed in one stun.
LSD and LSD2- These are very hard counters because of the peels and utilities they have. Against LSD with ele the best target to go is lock. For LSD2 the best target to go is boomy.
If there is a hunter on the opposing team that will ALWAYS be your main kill target and go to guy. Hunter s get dominitated by this comp.
WLS –Warrior is main target
Being a flag carrier in RBG :
How to quickly bring a flag back to your base ? :
Use Burning rush and healthstone if necessary.
Use your demonic leap on cooldown every 10 secs.
How to defend the flag in Warsong gulch ? :
Put your demonic circle on the roof of the flag room and stay there, the walls provide great protection to break line of sight and you can use your carrion swarm (knockback) to bump your opponents to the ground of the flag room. If the roof is getting too hot just jump down, this will force your opponents to follow you, then port back up.
Tip : If you jump from the roof you can leap to the balcony during your fall.
How to defend the flag in Twin Peaks ? :
Put your demonic circle on the balcony of the flag room and stay there. You'll try to bump your opponents to the ground of the flag room, you can also howl/fear them pretty easily since the balcony is very small. If the balcony is getting too hot just jump down to the flag room, this will force your opponents to follow you, then port back up.
About Deepwind gorge :
Demo lock is the best cart carrier for Deepwind Gorge, when players carries a cart they are limited to 100% of their run speed so monks & feral druids are useless. However, demo locks can still use demonic leap every 10 secs so they'll bring back the cart to their base faster than any other class (except maybe warriors).
Hope you'll enjoy reading this guide, constructive feedback is appreciated.
Posted varellz on 28 February 2014 - 05:05 PM
Posted rizzy on 28 February 2014 - 04:59 PM