- Viewing Profile: Reputation: Fisker
FiskerMember Since 03 Jan 2008
Offline Last Active Aug 01 2011 02:50 AM
- Group Junkies
- Active Posts 7977
- Profile Views 30921
- Member Title Moderator
- Age 24 years old
- Birthday May 9, 1991
Posted bIlliAn on 11 March 2011 - 12:37 AM
Sup bros I'm Bilian, I create real art.
Posted Mutechno on 05 March 2011 - 06:09 PM
Posted lucyk on 02 March 2011 - 12:37 PM
Posted gagegg on 27 February 2011 - 06:03 AM
Posted Lysander on 29 January 2011 - 06:54 PM
So yeah, hunter buffs mean mages get hurt a bit. But it certainly isn't as bad as it's been in the past--anyone remember the days of push back? Just prevent aimed shots.. I'm sure you all realize how long a 3 second hard cast is. LOS at the end of the cast, blink to melee range, don't eat endless steady shots (nine 2-second casts in a short period), and if you DO, call to your healer that burst is inc. Remember master marksman puts up a stacking buff that you can track that can also fall off.
Posted Raystigz on 18 January 2011 - 07:05 AM
8.Abilities to have for focus
You have quite a few options here.
Blood elf- AoE silence that silences for 2 seconds and restores 6% of maximum mana.
Undead - Breaks fear, sleeps, and charm effects on use, when used puts PvP trinket on cooldown for 30 seconds. Cannibalize is also pretty good, but not used too much in arenas.
Goblins - Rocket jump and 1% passive haste, probably the best race in my opinion.
Troll - On use 20% more haste for 10 seconds with a 3 minute cooldown. 5% more damage on beasts at all times (could be useful) and reduces duration of movement impairing effects by 15%.
Alliance:Not as many options here as horde but still have very good racials.
Gnome - On use remove movement impairing effects with a 1.5 minute cooldown and 5% more maximum mana.
Night Elf - Vanish, can be used to avoid a lot of damage if used while the cast is mid air, also removes you from the targets focus. Reduces chance to be hit by melee and ranged attacks by 2%.
Human - Can wear 2 trinkets, since their racial is a PvP trinket. 3% increased spirit which is pretty useless for a mage.
Only use i've really found it good for is when a rogue or druid is getting out of a Polymorph and is about to restealth casting this without having to target them and cast an ice lance. Also causes spell pushback so if you drop it on top of a caster it will keep giving them spell pushback. Oh and it eats grounding totem so. (The Frostfire Orb with the talent is spectacular for phishing for fingers procs and brain freeze. Very useful in openers or when you are being trained and cannot get fingers or brain freeze off frostbolts.
One of the best spells in the game atm, causes a ring of frost (hence the name heh) for 10 yards to form around where you drop it, after 3 seconds it will become active and if anyone steps on (or jumps over) it they will become frozen for 10 seconds (shares Diminishing Returns with polymorph). However only the outer part of the ring will cause the target to become frozen, There is a safe zone in the middle. This counts the target as frozen and you will be able to shatter out of it, it will break after around 5k damage.
Basically blood lust, use it when the enemy is in a bad position or defensively to keep someone alive with peels and giving your healer quicker casts. NOT USABLE IN ARENA
Get spell pen capped (Minimum 195 from Resistance Aura which stacks with Mage Armor so the hard cap is 240) Hit capped is priority aswell (4%). Basically after you're hit capped / spell pen capped it's: Int > Mastery > Crit > Haste (for frost). For Fire the stat priority after getting spell pen cap and hit cap is Int > Crit > Mastery > Haste
I would suggest getting Tentacular Belt, Time Lord's Leggings or Firehawk Leggings if you cannot obtain the regular Time Lord's Leggings (Note: Firehawk 378 is better then the 384 LFR legs) (see Xandyn's Gear Thread for more elaboration on this). Ring of the Riven
is also amazing to have. Trinkets wise i'd say the BiS currently are Foul Gift of the Demon Lord and Cataclysmic Gladiator's Badge of Dominance.
#showtooltip Blizzard /cast !BlizzardCauses you to be able to hit blizzard 2 times without losing the circle to place it.
#showtooltip Ring of Frost /cast !Ring of FrostSame concept as the one above, except with Ring of Frost
/cast [target=mouseover,help,exists] [target=target,exists] [target=player] Remove CurseMouseover remove curse macro if you aren't moused over someone it will dispel yourself, otherwise it will dispel your mouseover target. If you're not into partytarget macros then this is perfect for you, this macro saves you a lot of time when you're casting say a frostbolt on someone and you just have to mouseover your teammates portrait and hit remove curse rather than having to target the guy to dispel him then going back to your target.
#showtooltip Summon Water Elemental /cast [nopet] Summon Water Elemental /cast !FreezeOne button summon water elemental and cast ranged freeze (mashable!)
#showtooltip Ice block /stopcasting /cast !Ice block
This makes it so you can mash your ice block button without having to worry about canceling it instantly, if you use this macro you'll have to have a separate key bind and macro for this next one.
#showtooltip Ice Lance /cancelaura Ice block /cast Ice lanceCancels your ice block buff if you're using the macro above. Replace your current ice lance with this one so it saves an extra bind to cancel the ice block.
#showtooltip Counterspell /stopcasting /cast [mod:shift, target=focus] Counterspell; CounterspellStops casting if you're in the middle of a cast to cast a Counterspell, if you hold down shift and hit it, it will cast focus counterspell.
Cookie Cutter Frost spec with impact
New meta fire spec:
Glyph of Frostbolt- Increases crit chance of Frostbolt by 5%
Glyph of Ice lance - Increases damage done by Ice Lance by 5%.
Glyph of Frostfire - Increases damage done by Frostfire bolt by 15%, and does 3% additional damage over 12 seconds. However it makes it so your frostfire bolt doesn't slow the target anymore.
Glyph of Frost Armor - Makes it so your Frost armor regenerates 2% of your maximum mana every 5 seconds. (Mage armor mana regen is still superior by 1%)
Glyph of Polymorph - Causes your Polymorph to remove all damage over time effects on your target.
Glyph of Ice barrier - Ice barrier absorbs more
Glyph of Slow fall - Causes your slow fall to not require a reagent.
Glyph of Armors - Increases the duration of your armor spells by 30 minutes.
Glyph of Conjuring - Reduces the mana cost of conjure mana gem and conjure food by 50%.
8.Abilities to have for focus:
-Ice lance (if you have say a shaman on focus and he casts a grounding totem so you can focus ice lance it, or a warrior puts up spell reflect)
-Before an arena starts you can cast Ice barrier and mana shield, they will not be removed when the gates open.
-At the beginning of every arena match right out the gates I always start out with casting slow fall on every teammate just so it's another thing for the other team to dispel.
-When casting a polymorph or having your teammate blind, spam pet passive if you have your mirrors out that way they don't break it.
-When a warrior puts up spell reflect the most effective way to remove it is to cast ice lance into it, but if you have fingers of frost cast fireblast so you don't 1 hit yourself.
-If you see a Death Knight cast a Dark Simulacrum on you, cast slow fall it will give them that buff.
-Counterspelling a Demo lock on Hand of Gul'dan will lock him out of his shadow and fire trees. Same concept for Starsurge for moonkins, Mind Spike for shadow priests, and Frostfire Bolt for mages.
-Counterspell silence on DKs causes them to not be able to cast any abilities, also if you cast it on a hunter they can't cast a trap.
-A good way to be able to tell if you were juked on cs or not is to check your buffs (only applies to 9/0/32 spec) and see if you have invocation up.
-When you see a Paladin cast Hand of Sacrifice you can spellsteal it and if you're getting trained it will redirect 30% of the damage to the paladin on the other team, otherwise if you're not being trained you can just take off the buff.
-If you're playing with a priest when he uses Hymn of Hope it will increase your maximum mana by 20% and his, so if you have to evocation you will get more mana back during this time.
-Deep freezing a druid out of form and casting a polymorph is the only way you can polymorph a druid currently if they're good.
-In a duel, start out against most classes by polymorphing and spellstealing all their buffs, then open up with a frostfire bolt, frostbolt. The reason to open up with a frostfire bolt is so you don't waste your early frost haste buff when you don't really need the haste yet.
-When you have an early frost proc and you're casting a frostbolt you're most likely going to be csd on it, currently if you stop casting when you are mid frostbolt cast with early frost it uses the early frost proc. So most people will think you wont waste your proc, this is a really good time to stop casting if they have cs up.
-If you nova a priest naturally he's going to dispel himself, start casting polymorph immediately, if you see him dispel you know he can't Shadow Word: Death your polymorph because he's mid global.
-Remember that frost nova is an 8 second CC! Warlocks, warriors, ele shamans, enahance shamans, mages (that don't have blink up), hunters, and rogues all cannot get out of frost novas without blowing a major cool down.
-If you're playing with a rogue and he drops a smoke bomb you can go into the smoke bomb and freecast to avoid being counterspelled, if you see someone coming into the smoke bomb you know they're going to interrupt you so stop casting as soon as they get the buff.
-Blanket csing a healer and novaing into a ring is the best way to get a guarenteed 8 seconds of cc out if you cannot cast a polymorph.
-Keep good positioning and think clearly when doing arena. Situational awareness is key in arenas.
-Silencing a Hunter while he's about to scatter trap will prevent him from shooting his trap.
Cloak- 50 intellect
Chest- 40 Resilience
Bracers- 50 Intellect
Gloves- 65 mastery
Pants- 95 Intellect 80 Stamina
Boots- 25 Mastery and Minor Speed Increase
Weapon- Power Torrent
Offhand- 40 Intellect
Gladius - Arena Enemy Unit Frames
Quartz - Casting bars
Afflicted - Tracks Enemy Cooldowns - To get an updated version of this go to http://www.mediafire...a2u3tqvy7o3a3aa (Originally posted by Xandyn)
Interruptbar - Shows enemy Cooldowns on their interrupts.
OmniCC - Shows a timer on your abilities that says how many minutes / seconds there are left on that cooldown.
A great way to learn how to play a certain class to it's maximum capabilities is by watching top PvP videos. I personally had to do this since my server is extremely low populated with barely any good pvpers. Watch how their playstyles differ from yours. You can learn from videos even if they're not in your current expansion, taking some concepts and turning using it in a different way. (Ex: I learned from watching Vurtne's videos to do a scorch then resheep for the +crit debuff, then later turned it into Frostbolt then resheeping for the Torment the Weak buff from when someone is slowed back when it did 13% more damage with everything.)
List of Videos:
Vurtne videos - Perhaps the greatest frost mage of all time. All of his videos (except for levels 60-66) are in vanilla wow.
Noone 3 - Another great frost mage with a lot of world PvP, this however takes place in The burning Crusade expansion, in season 3.
Gameking - Chinese mage, Gameking 10 takes place in the end of The Burning Crusade, but it has Wrath of the Lich King talents. This is all world PvP. Gameking 11 however takes place in Wrath of the Lich King (season 7) and has mostly arena clips.
Pookz - Pookz, not quite as entertaining as the other ones due to lack of editing but the gameplay is very skillful if you pay attention. This video is all arenas, and also is taken place in Wrath of the Lich King(Season 8)
Vilden - Frost mage from Spirestone, half of his videos are during The Burning Crusade, and the other half are from Wrath of the Lich King.
Vidra - 2 Movies, one of RMP very early season 7 and one of half Priest Mage 2v2 and RMP 3v3.
Posted ameego on 06 January 2011 - 02:46 PM
Posted Xessi on 08 January 2011 - 08:55 AM
Summon Water Elemental + Pet Nova
#showtooltip Summon Water Elemental
/cast [nopet] Summon Water Elemental
Mouseover the target you want to decurse
/cast [target=mouseover] Remove Curse
Decurse yourself without losing your current target
/cast [target=player] Remove Curse
Normal frostbolt + petattack, but also cancels your Invis and Ice Block
/cancelaura Ice Block
Prevents your Water Elemental from attacking your Poly
Sets your target as a Focus target
Following spells will be cast on your focus target using these macro's
/cast [target=Focus] Polymorph
/cast [target=Focus] Counterspell
/cast [target=Focus] Deep Freeze
Arena 1-3 Macro's
/cast [target=arena1] Counterspell
/cast [target=arena2] Counterspell
/cast [target=arena3] Counterspell
/cast [target=arena1] Deep Freeze
/cast [target=arena2] Deep Freeze
/cast [target=arena3] Deep Freeze
/cast [target=arena1] Polymorph
/cast [target=arena2] Polymorph
/cast [target=arena3] Polymorph
Posted nim on 07 January 2011 - 05:29 PM
I was bored. Feel free to mention anything I overlooked and I'll tack it on somewhere.
3. New Spells
TLDR: Spellpen (until ~200) > +hit (until 4%) > Int/Crit > Mastery/Haste.
What is the Spellpen cap?
The upper cap is 240 (195 from Paladin/Shaman/Preist + 45 from Mage Armor). Anything above 200 will probably do you, but there's no harm in having the extra 40.
What is the +hit cap?
4% and you can get it from gems, reforging or items, it's pretty easy.
What's better Haste, Crit or Mastery?
Short answer? Cirt.
Long answer? Each stat has different things it can offer you;
Crit: The general consensus right now is that Crit is king, second only to Int (maybe) for most desired PvP damage stat. The changes to Shatter and Resil (no more -crit chance) have changed Crit from an almost worthless dump stat into our premier choice. You'll want at least 20% crit in PvP and stacking it doesn't really start to lose it's appeal until you reach 25-28%.
Haste: It's still really good, almost good as it was in Wrath. Faster casts and quicker GCDs have always been a huge boon to Mages. Sadly with the rise of crit it's unlikely we'll ever get back to the days of passive Hero/Lust. A few Mages are still stacking it, but for most it's been relegated to a second pick. Something to think about grabbing once you have enough Crit.
Mastery: Kind of a dump stat at the moment, nobody is really going out of their way to get it. It's not bad, in fact it's probably one of the better Mastery stats in the game since most things we attack or burst on are going to be frozen. Alas good as it may be it just can't compete with Crit or even Haste. Take what you get on your PvP gear, but don't go out of your way to get more.
How much Resilience do I want?
A lot, Resilience is better than it's ever been before. Of course no matter how good it might be you get zero benefit when no one is attacking you, but there arn't many comps a Mage can run these days where he'll be anything other than the favored target.
Most of us are running between 2.8 and 3.4k. I wouldn't go out of your way to gem it at the moment, just take what gear gives you then swap on a trinket or two if you think you need a bit more.
What Meta should I get?
Chaotic Shadowspirit Diamond or Destructive Shadowspirit Diamond depending on how much you want to monkey around with Gems, but note that if you take Reflect Meta you won't have it long. The next client patch is adding a +Int/+Crit Damage Meta and all the +crit damage Meta Gems will only require 3 Red so it'll be between Chaotic and the new Meta at that point.
What should I gem?
As a general rule of thumb Int in Red, Int/Crit in Yellow and a mix of Int/Crit/Hit/Pen in Blue depending on your needs. Keep in mind that with the current socket spread on our gear you'll have to use Blue in you Belt Buckle if you're using the Chaotic Meta.
What cloak enchant should I get?
Skip +70 Spellpen, it's budgeted poorly and one Spellpen item plus one Gem will get you to cap.
Between +50 Int and +65 Crit it's a tossup. They're both good, I'd go with +int for now just because it's a ton cheaper.
What should I spec?
Here's the 0/0/27 skeleton for PvP Frost, after this you have a few options. In the frost tree most Mages are bouncing between Frostfire Orb and Early Frost. EF gives you the quick snare, but it's a ton less burst DPS than FFO (proc spam ho!). That's assuming FFO works and doesn't bug out and fuck you over (It'll do this a lot). For the last point you can pick between 1/3 Enduring Winter or 1/2 Piecing Chill. Once you've got 31 in frost there's a few cookie cutters to choose from;
9/0/32: More mobility and Burst from Imp Blink and Invocation.
2/8/31: Pushback resistance and extra control from Burning Soul and Impact. 1/2 in Blazing Speed since there's no better place to put it (Note: BS kinda sucks now, doesn't remove snares)
7/3/31: Balanced, has mobility and pushback tank. Least offensive pressure, but less worry about getting spells off and moving into position.
What are some good Arcane or Fire specs?
There are none. Sorry folks, but Frost is just too far ahead of the game at the moment. Between bust or sustained Damage, control, survivability, mobility and endurance Frost Mages come first in at least half the categories and is very competitive in everything else. Spec whatever you want for a larf, but Frost is the only option right now if being optimal is your goal.
3. New Spells
What do our New Spells do?
Flame(Frostfire) Orb: As the tooltip notes it fires forward from where the Mage is facing. It will float forward about 30 yards before dissipating unless it finds a target. When something comes in range of it's laser beams (bout 7 yards) it will stop and attack. Once that target is dead or moves out of range the Orb will move on, or it'll stay and float in place, or it'll get stuck on a crack in the floor, or it'll just vanish. Yes Orb is kinda buggy.
Ring of Frost: The mechanics of this spell are a fair bit more complex than what the tooltip covers.
- The 12s duration begins when you cast the spell, not when the 3s "activation" triggers.
- The effect of the spell is a ring, nothing will be frozen unless it crosses over or is caught standing in the visible spell animation. Standing in the middle will not result in getting frozen until you touch the edge of the circle.
- The spell has a built in cooldown on re-freezing targets. Once a target escapes from the first freeze they cannot be frozen again for about 3s, this immunity appears to apply to multiple Rings.
- The spell is on the same DR as Polymorph, any spell or effect that falls under the Disorient category of diminishing returns is affected by and will affect Ring of Frost.
Time Warp: It's Bloodlust/Heroism, obeys all the same rules, restrictions and cooldowns. Only difference is it's a Mage casting it... Oh and it has different Icon.
What should I be doing in rated BGs?
Having lots of fun. Aside from healing there is nothing Mages arn't good at in a Battleground setting. Stupid CC and area denial, strong against assist training, good ranged damage, crazy mobility and endless endurance. Mages make great trouble shooters, attacking nodes, defending nodes, running interference for Flag Carriers or slowing an attack wave. If someone isn't giving you direction look for a place something isn't being done and do it.
What 3s Comps are Good for us Now?
3v3 for Mages is wide open at the moment. This is due in large part to Mage Armor giving us enough endurance to hang with long game teams like Warlocks have always been able to. Other stuff like Warlocks losing defensive dispel and better instant damage helps too.
WMP works, RMP works (and will work better when Priests get buffed), MLD, MLS, Shatterplay, MLP, it all works at the moment. Enjoy the flexibility that comes with never having to worry about your mana supply.
Posted narffius on 05 January 2011 - 06:59 PM
~25k ice lance
Posted affix on 08 December 2010 - 12:06 AM
They fought back against stat inflation very aggressively, such that if you gear for, reforge for, and gem for full crit, you'll have roughly 22-24% crit in full Savage gear. That's still fairly low for Shatter, so that's really our only option. This means you'll have 3-5% haste, mostly from talents, and near-zero Mastery.
If you DF a target without IV or Time Warp up at 85, you'll have time to lance it 3 times for 45k damage, assuming they all crit. On average (meaning, factoring in your crit rate), they'll do about 38k damage.
If you pop IV or TW, you can get 4 lances in for a maximum of about 60k damage, averaging about 51k.
So no, you won't be killing people in a DF at 85, at most you'll do a little more than 1/3rd of their health without cooldowns popped, 2/5ths with cooldowns popped.
Posted Keis on 27 August 2010 - 06:06 PM
To begin, we've heard a lot of feedback from our global community about standardized hotkey options. We're happy to announce that in patch 1.1 we are going to make the Standard (US) and Standard for Lefties (US) hotkey options available in all regions.
We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.
We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.
We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.
There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.
Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.
Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.
Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.
We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features.
We'll see you online!
Posted Screenzqt on 15 August 2010 - 11:50 PM