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Posted leek on 21 November 2014 - 11:07 AM
Hi there, I am Leekzy - a swedish guy with a (very) swedish accent who has played Mage since season 2, achieving Rank 1 and Gladiator multiple times with my highest rating ever being 3114 in Season 15. This is the first guide I've written for AJ, and it's aimed at a bit more inexperienced and newer players - although you may find that you can take something from this as an advanced player aswell!
Shoutout to Vanguards, whos Retribution guide served as an excellent template!
So what is actually different in Warlords of Draenor as a Frost Mage?
1.) Tons of abilities have been removed from the game (R.I.P. Evocation, Fire Blast and Mana Gem) and a lot of the mechanics of the spells/talents/specializations which weren't removed has changed. I recommend reading this summary if you haven't checked it out already for a lot of solid info.
2.) M-M-M-MULTISTRIKE. New stats have been added to the game which change the way we gear drastically due to the changes to some of our core mechanics (i.e. Brain Freeze).
3.) Removal of Improved Counterspell and other "blanket" silences! This is a change which affects us immensely - and although it might seem bad at first this is actually (imho) a buff to mages - more on that later!
4.) Der..Deep* Freeze now breaks on damage.
Oh well! This might seem bad at first glance (and it's definitely a nerf), but it plays out pretty well in the actual gameplay. Let's delve into the world of Crowd Control (CC) and getting creative with Deep Freeze later on in the guide!
5.) Diminishing Returns (DR)! A lot of changes have been made to DR's in WoD, most of which you can read here.
This changes the way a lot of Mage comps play and it's something that should be kept in mind going into WoD as a Frost Mage!
Important to note is that if you play with Ice Nova it also DR's Polymorph.
6.) WHERE THE F**K IS MY FROST NOVA???+++
(If you're spec'd into Ice Nova, which yes, you probably are, join in)
Why... should you play a Mage in WoD?
First of all - the class is actually really fun to play in arenas at the moment! A lot of changes in WoD makes it an overall smoother and much more enjoyable experience to play a Mage in the arena. I feel like we still have a really high skill-cap and can play with every class that's in the game currently.
Below is my default arena spec - but this is something that can and will change depending on what composition (comp) that you play and play versus.
Remember that nothing is set in stone guys, experiment, have fun - if you see something and think "hey this might make me kick that huntards ass" then by all means go for it.
What's following is my personal approach - I feel like these are really stable choices with the most arguable one being the level 45 and 100 tier.
This talent is amazing to have as a Mage - it really opens up for a lot of "plays" to be made both defensively and offensively and is just solid mobility in general. Practically a baby Rocket Boots. With 25 sec cooldown (CD). Go figure.
I feel like this just is the most solid choice here, sure a lot of classes have some form of purging ability which can get rid of Ice Barrier but use it with good timing and it's still a really solid defensive out and CD. Alter Time was changed and no longer resets your buffs (only HP and position), from my testing it's highly situational in its current state.
Ayay, everything is viable???
RoF is just a solid choice which enables us to get CC rolling easier, something that is useful vs every comp you can face.
All of these talents have really good specific uses, however since Ice Ward now DR's with our other novas and RoF is a better CC to peel with Ice Ward will mostly see use versus comps that sit on the Mage from start to finish.
Frostjaw can actually be AMAZING as a peel/setup vs certain spellcleaves since it's actually a Silence - be aware Dwarfs' can remove this with Stoneform though!
Amazing talent, pretty self-explanatory.
Can be used if you are locked out on your Frost-tree to enable Ice Block anyway.
Although Frost Bomb does alright damage the utility and on demand burst that Ice Nova offers is in my opinion too good to pass up.
There are so many uses for this outside of just doing damage as it acts as a mini-stun (interrupts casts momentarily for example) that hits Area-of-Effect (AoE).
Incanter's Flow is a rather awkward talent to understand at first but once you get the hang of it it's pretty simple: you deal more damage, and if you time it well you deal A LOT more damage.
Mirror Images does a lot of damage aswell and can definitely be the way to go vs some comps, I predict that it mostly will see use in 1v1 and 2v2.
This talent is awkward to use, awkward to understand and it covers the screen in lazer beams. Fear not though - once you lose your Crystal virginity I doubt that you will want to go back to Comet Storm!
Although the CD of Prismatic Crystal is rather long (1,5 minutes) its definitely worth it over the underwhelming damage that Comet Storm offers in my opinion, and with some solid placement and CD usage (Lance with Icicles, 2x Frost Novas with Frozen Orb ticking is insane damage) you can actually close to slay an entire team with this talent!
Comet Storm also went down in "value" for me after they changed it so that you can't use it while being locked out on your Frost-tree.
A lot of choices here.
I change around my glyphs a lot depending on what I am playing vs. Most of these are pure preference!
Glyph of Polymorph - Highly recommended if you play with any class that might put a DoT on anything.
Glyph of Icy Veins - Now gives you 45% Multistrike instead of spell haste. Click, clack boom. Loss of the utility the haste gives though, I swap around this glyph from time to time.
Glyph of Ice Block - Makes you immune to all spells for 3 seconds after using Ice Block and unleashes a Frost Nova around you. This glyph can both save lives and act as an offensive tool, however it lost some of its value offensively for me due to the blanket silence change.
Glyph of Spellsteal - Spellsteal also heals you for 4% of your maximum health when you use it.
Really good glyph for surviving in 2v2/3v3, watch your mana however as it's very mana intensive to spam!
Glyph of Splitting Ice - Your Ice Lance and Icicles hit an additional target for 50% damage. This glyph feels really good with Prismatic Crystal, test it out for yourself.
Glyph of Deep Freeze - takes Deep Freeze of the Global Cooldown (GCD). Doesn't feel as mandatory anymore due to Deep changes.
Glyph of Regenerative Ice - You heal 4% of your maximum HP every second while in Ice Block. Really situational for 3v3, has uses in 2v2 though!
My opinion on stats comes from discussing gear with other top level Mages and testing different gear pieces out - if you got any input please reply to the thread and I'll consider editing the post!
Int > Multistrike > Haste >= Crit > Versatility = Mastery
Neck: Multistrike, 50-75
Cloak: 100 Multistrike and 10% Movement Speed
Rings: 30-50 Multistrike
Weapon: Mark of the Frostwolf (Multistrike), currently it costs a round 10-15k on most servers though so Mark of the Shattered Hand works just fine.
Which comps can I play in WoD as a Frost Mage?
So far it feels like you can play with pretty much every class!
If I were to predict our strongest comps based on my current experience in wargames and skirmishes I would say that these comps all will be viable:
DK/Mage/Healer might make a truly solid appearance aswell, although I haven't gotten around to trying the comp out!
These are the macros I personally use, I recommend checking out previous Mage guides on AJ for more input since not a lot has changed macro-wise!
CLICK HERE FOR MACROS
Gearing your Mage for Arenas
Gear according to stat priorities and get 4 piece for the set bonus (serves as dispel protection mainly!) with the legs for maximum multistrike.
MY ARMORY LINK
Great, you got your Mage setup and ready to play!
... and now what?
Whether you come from TBC, WotLK, Cata or MoP into WoD one thing is certain - Mage now plays differently from any other expansion.
While I am sure the removal of Deep-Blanket for kills confuses and annoys a lot of Mages (how am I even able to kill something on my own anymore?) it's important to remember that adapting to the metagame is the single most important going into a new expansion. There is light at the end of the tunnel guys, it's just a different tunnel we're in!
Mages now rely on getting solid CC rolling on the enemy team and ramping up your damage to be able to unleash at the moment you want to burst - for examples stacking up a few icicles so that you know that when that CC lands on the enemy healer you are ready to do massive damage.
A lot comes down to managing your Ice Novas, if you are able to stack up 2 or even just 1 with some solid Fingers of Frost (FoF) or Brain Freeze (BF) procs you can do insane amounts of burst damage! Mashing the abilities right as they pop up on cooldown might make you do overall more damage but gimp your potential burst, something which is important to understand to be able to land kills.
The removal of blanket silences has really helped us land CC - fake casting is now better than ever and this change lets you do something you rarely could do since the end of WotLK - actually Deep Freeze someone, fake a Counterspell (CS) or interrupt and then actually get a Polymorph or Ring of Frost cast off straight afterwards!
A neat little trick you can use is to simply Deep Freeze the enemy healer, start casting RoF and tank the interrupt while spamming your Polymorph binding - this guarantees that you will land either the RoF or the Poly on the healer. This was not a possibility before simply due to the fact that you got blanket silenced even though you managed to fake the CS.
Another tip is to track the Dispel Cooldown of enemy healers - this was incredibly important in MoP and it still is, maybe even more so in WoD! This truly allows us to start abusing the beauty of Polymorph and our other CC's. I personally use Gladius to track it, I'm sure there are other addons which does this aswell.
Last but not least I want to share a simple yet very effective trick that I wish I knew of when I started playing mage for getting cross-CC (Crowd-Controlling multiple opponents in the arena) rolling.
Say you're looking to CC a healer, but you need to prevent a Shadow Priest from Mass Dispelling him out of your Polymorph and you do not have your CS off cooldown. What you can do is that you Polymorph the SP, while spamming your focus Deep Freeze macro on the enemy healer - these two spells should land at the same time, basically starting the double-CC. You can then cast a RoF on top of the Deep Freeze and voila, you just controlled two players by yourself without having to mess with dispels and whatnot.
Thanks a lot for reading, hopefully this gave you some form of help going into Warlords of Draenor as a Frost Mage - if you got any questions feel free to PM me on AJ or Twitch.TV - I'll try my best to reply to everyone.
In frost we trust,
Posted Niezeremake on 11 December 2014 - 05:36 PM
Posted Wallirik on 03 December 2014 - 05:52 PM
- 2 pieces Balance: When Entangling Roots is dispelled or broken by damage, you gain 1 charge of Starsurge.
- 4 pieces Balance: When you cast Starsurge, you become immune to Silence and Interrupt effects for 4 sec.
This garbage has got to be some of the dumbest shit I have EVER seen in this game rofl
Are you fucking joking? the retarded set bonuses don't even have a cd, you literally have 100% uptime on starfall, throw out starsurges constantly and is permenently immune to silence/interrupt.
and if you choose to hit a moonkin they become enraged and do even more dmg
what a disgusting abomination
Posted Filthpig on 03 December 2014 - 06:37 AM
Posted Mattadoro on 29 November 2014 - 06:30 PM
im fucking addicted to the most random bullshit now
if my garrison told me to walk my dog i would
Posted Tsx on 24 November 2014 - 08:34 AM
I stun a target and before half of stun duration expired he died.At first i thought he left arena so i was like , '' ok that guy can't be dead'' , so i que 1 more.
Next game i faced a resto druid prot war, i cheapshoted warrior and he died the same way as the last guy,and i'm like ''??????????????????????????????????''
I asked the guy wtf is he doing to these poor players and he said i shot them with crystal and ice nova.
Anybody else agrees that it's the most retarded playstyle so far in this game for mages?Do dmg to a crystal to win,...
At first i had hopes for WoD,but with the current state of mages i feel like either quitting or rerolling.
I don't care if mages can win games in 5 seconds, if they suck or if they are op as hell, it's just this kind of playstyle doesn't fit me and i guess many others.
What do you people think?Is the crystal going to get nerfed until it's unplayable?
Posted Ryuboss on 22 November 2014 - 10:04 AM
Posted Capstone on 21 November 2014 - 06:19 PM
i'd like to say a few things
first, lowering the amount of available haste, taking blanket off counterspell, and making deep break on damage were a few of the best changes the class has received in years. it is a lot more fun to play already than it ever was in mop
let's examine some new things about the mage class:
ice nova. this ability doesn't make any sense. it replaces frost nova, which is a reduction of binds and a shift away from a core ability that requires you to position yourself somewhere to set something up. it does much, much more damage than any of your other abilities (you would have to stand still and cast ~5-6 frostbolts to do as much damage as you do with a single, instant, uncasted ice nova). it puts everyone it hits on POLYMORPH dr (actual wtf), and it does aoe damage. let me list the unintended problems with this:
1. this only increases anyone's incentive to train a single target, because after i use my ice novas, i'm not doing any damage, so i want to play defensive, but i can't swap off the target i was just on to do it, since that target is now on double polymorph DR.
2. everyone around that target is on polymorph DR too. if i'm fighting a cleave (and all i'm fighting is cleaves), i can't polymorph the other DPS because he's on full dr from using a completely necessary ability on the guy standing next to him the entire game. even if i polymorphed ahead of time, this move will BREAK polymorph on whoever for using it, and there really isn't any choice - ice nova is so powerful my options are 1.) use it or 2.) suck
3. this ability literally does not allow me to think for myself. if i have cc or my partner used cooldowns, i am obligated to press this button, everytime, unconditionally. i don't need a fingers of frost proc, i don't have to fake an interrupt, i just press this shit
ok, so i haven't been a fan of fingers of frost since wrath. i still believe you should have to have a freeze effect on your target to ice lance or deep freeze it, but it's just out of control now
at some point some developer got the idea in their mind that it'd be really cool if fingers of frost made your ice lance do MORE damage, and so it was all of mop, but now this buff actually makes ice lance do 100% more damage. let's examine what this change does:
1. it does nothing for pve. you can't deep freeze or frost nova a boss, so literally all of your ice lance damage is fingers of frost damage, so the modifier ONLY affects pvp
2. since blizzard added a gigantic fucking curved blue icon that surrounds your character whenever fingers of frost procs, it's extremely easy for everyone who logs on a mage with the desire to have instant success (hello mists of pandaria) to just press ice lance and do damage. it's considerably more difficult, as it always has been, to use your own personal novas for it (though frostbite no longer exists and with the addition of ice nova this literally only leaves ranged freeze). but because of the fingers of frost change, ice lance does the same damage frostbolt does to targets when you don't have fingers of frost up. ice lance probably SHOULD do the same damage as frostbolt, except that some developer decided frostbolt should hit for 5k and crit for 10k
3. this spell is GENERATED by ranged nova, and as i said earlier, with the removal of frost nova, frostbite, and deep freeze breaking on damage, ranged freeze is your only freeze. this means when you go to generate procs to do damage, you instantly have to break your own freeze by ice lancing with a buff that was designed to allow you to use damage for ice lance without a freeze effect. it has totally defeated the original purpose of fingers of frost, which was stupid in the first place
now i could finish this post by talking about how dumb frost bomb is as an alternative to ice nova, or how incanter's flow is the dumbest, most rng talent in the universe, or even how the level 100 talents are some of the worst thought out and least effective abilities ever created, but i have one significant gripe that i literally have to look away from everytime i notice to stop myself from getting upset
this is some of the most fucked shit i've ever seen in this game
ok. the first one about frozen orb exploding like anyone stands in that shit for a full 10 seconds or 4000 damage is significant to anyone in the universe, that's just dumb, careless, lazy developing which is pretty consistent with blizzard's approach to frost mages. i don't really mind incompetence
the problem i have is that the second set bonus indicates, there is some developer somewhere who is trying to leave their mark on the mage class and change it in a meaningful way, and this person has never actually played mage for a significant amount of time. whoever was spearheading this idea should be fired immediately
you have to ice lance a frozen target to increase the damage of frostbolt.
first of all, it's basically impossible to ice lance a frozen target five consecutive times
second, who in the fuck wants to ice lance FIVE times, then CAST a spell to finish a target? casts are always going to happen at the start of a setup when you have cc on a target or they aren't desperately running around a pillar to line you
lastly, this developer doesn't know how much damage frostbolt does. let's say i decide i REALLY want to make the most of this stupid frostbolt bonus, and i ice lance a target five times and i get the frostbolt buff stacked up to 25%. i can now cast frostbolt for 5k damage (10k if it crits) and gain 1-2k damage on my frostbolt. this set bonus presumes that adding 1-2k damage to a single frostbolt cast is a legitimate reward for ice lancing the same target 5 times consecutively, which is impossible to do in the first place
so, yeah, ice nova is fucked, but my primary concern here is that there is some developer is actively trying to do things to the mage class, which will not end well, since every major gameplay change to the class that has ever been made has been a negative one. the best changes this xpac are ones that returns it to the state it was in BC (no blanket, no deep, less haste)
Posted Nadagast on 21 November 2014 - 09:52 AM
As I understand it, Ice Nova:
1. Hardest hitting Frost Mage spell
2. Instant cast
4. Stuns (or disorients?)
5. On Polymorph DR
6. Short cooldown
7. Two charges
8. In PvP, very overpowered, forcing Mages to lose iconic Frost Nova spell
Ice Nova is one of the best examples of PvP blindness in WoD. As I said on twitter, my best guess is that the numbers must be this way is to make it PvE DPS-competitive with the other talents on this tier.
Does a single person disagree with me that Ice Nova is a bad ability for WoW? Can anyone make an argument that it's a good ability? (if you don't have posting access here, tweet or PM me)
I'm legitimately interested, if you have an argument. I have to admit that I'm a bit baffled as to why/how it's made it this far.
Edit: I realize I never specifically asked for Blizzard to nerf Ice Nova. Blizzard please nerf Ice Nova--it's an absurd ability.
Posted ROKMODE on 17 November 2014 - 12:43 AM
Posted Talbadar on 11 November 2014 - 06:21 AM
Class Variety: Class variety was at an all time high this expansion in all areas of PvP. At any given part of the 3 seasons we can say within reason that about 20 out of the 29 viable PvP specs could do well in arena when played by the right players. This is not to say they could get carried, but that the class had the potential to compete. This was certainly not the case in BC and Wrath. During Cata it became more apparent that Blizzard wanted more classes to be viable and they definitely followed through into MoP with this in mind.
Catch-up system: Not much has to be said here. The fact that you can show up a few weeks late with a character and still compete or better yet go from 0 gear to full gear on an alt at the end of a season is a world of difference from previous expansions. This improved the game so much for me and for many players who have alts that don't usually get geared before the end of a season.
Full PvP gear best in slot: After years and years of dealing with players using trinkets from raids that could increase their damage by 30% or proc extra attacks that hit for 20% of your health bar we finally got what we wanted. Blizzard introduced a system that made full PvP gear best in slot for almost any situation. As an arena enthusiast this made me quite happy.
Class balance: It's hard to say this without a lot of negative feedback about certain ones, but class balance as a whole was really good by the end of the first season and onwards. As I mentioned earlier many classes were viable, but most of the time they were still very competitive anyway.
Let's take a look at some of the classes we saw at regionals and blizzcon this year. I am familiar with only the US teams for regionals, but we had a Ret, a Holy Priest, multiple Marksmanship Hunters, a Shadow Priest, a couple Elemental Shamans, a Boomkin, multiple Frost Mages, multiple Resto Shamans, multiple Affliction Warlocks, a Mistweaver Monk, a Subtlety Rogue, and a couple Resto Druids. At Blizzcon we saw a couple Windwalker Monks, a Fire Mage, and an Arms Warrior. That alone covers a lot of classes and specs.
On the live ladders we saw a lot of different specs doing well and I can only count 8 specs that did not reach a rating of 3000 by the end of the final season which are: Disc Priest, Fury Warrior, Frost DK, Arcane Mage, BM Hunter, Demo Warlock, Combat Rogue, and Assassination Rogue. For all I know some of those could have made it.
Successful arena maps: Blizzard finally added new arena maps that didn't need major revamping to become a solid part of the arena map pool. They also revamped Blade's Edge and Dalaran for the better though I sometimes do miss the old Dalaran against melee. They still need to work on some of the map balance, but really you can't hate on what they did during MoP with arena maps. I would like to see them add Ring of Valor back to the map pool. The current one is actually a great map it's just disabled due to bugs.
Merger of battlegroups: The removal of set arena teams in combination with having a single player ladder and being able to queue with anyone you want has been HUGE for the game. You no longer have to sit on arena teams until the end of a season worrying about your rating. This has also decreased queue times and allows players to compare everyone at once which people definitely care about seeing.
Resilience, PvP Power, and Dampening scaling : While not everyone can say that they enjoyed having these stats around you have to commend Blizzard for getting the numbers right with every season. They had to manually adjust them with each season to make sure people weren't dying too fast, weren't healing too much, and ensure that games were actually coming to an end in a reasonable amount of time. They definitely could have done better with 2v2, though.
Streaming Influence: You may not like some of the streamers and you may have some that you love, but streaming has definitely made a positive impact on the game. A lot more players are better informed and many feel like they are part of something by being able to communicate with top players and other members of their arena community.
Holinka BOYS: This man has done wonders for our community and you should be more than happy if you know what he's been doing while working for Blizzard. He's been in contact with a lot of the top players and constantly looks for feedback to relay to help out. He's also attended the LAN events to talk to players and meet them which I'm certain was not required of him. I've spoken with him quite a few times and the guy's got a good head on his shoulders so we should be happy we have him instead of the whatever the hell came before him.
Reliance on gear: A common theme for this expansion and Cataclysm was a heavy reliance on gear to be competitive. While everyone thinks PvP gear should be the best in PvP, the reliance on having the best gear available to even come close to competing is frustrating. There have been times where I am missing 3 or 4 items and it feels completely hopeless to try knowing other people just do so much more with those few pieces.
Too much CC / Too many defensives: This topic has been heavily covered by so many people so I'll be brief to not bore you. The arms race went way too far this expansion. Instead of Warrior Charges Mage-->Mage Frost Novas it's now: Charge-->Blink-->Heroic Leap-->Nova-->Intervene-->Pet Nova-->Reflect-->etc,etc. Everyone just had way too many things to deal with each other and way too many simple reactions when taking damage or wanting to deal damage.
Dampening in arena: As both a tournament spectator and competitor I strongly believe that Dampening is a horrible concept for arena. This allowed for many things to happen. First of all teams could design their composition fully around winning because of Dampening and play around it. I don't think this was as relevant to ladders as it was at the actual tournaments. Both my team (ele, lock, druid) and the team that won this year (boomkin, lock, shaman) could easily attribute their success to its existence. It made for really boring starts to happen in a game where most of the action should be happening seconds into the match.
This also allowed Blizzard to balance the classes around dampening and not having to worry about if players could actually get a kill early on. Instead of fixing the issue they just took a shortcut around it by forcing games to end. I think having some type of ultimatum for games ending is fine, but the game should be balanced around players scoring kills before something like that is even necessary. On top of that it should be fair for both sides which sadly dampening is not. "The Crowd Chose You" is obviously not a good option either.
Caster dominance at higher levels: This has happened at the end of a lot of expansions for WoW now and I think it would take a long discussion to figure out why this is the case, but as you all have seen the past 4 years have been more of a Wizzcon than anything else. Melee make things exciting and even against two casters it creates a much more dynamic matchup to both play and watch.
Reluctance to make small changes: I've heard Blizzard's thoughts on this time and time again, but I still feel as if we're getting robbed out of a better experience. They don't want to make a lot of small changes because they don't think it will make a big enough impact and will only deter players from participating if the classes keep getting changed. When I look at a game like LoL that makes constant slight balance changes weekly I can only frown knowing it would be great for WoW PvP to follow suit. Changes like this one below make the game drastically different and makes some classes stay dead for very long while others get to overpowered states for entire seasons without change.
Lack of tournaments: No regionals in 2013, a few tournaments hosted online (that were, as usual, attacked by DDoS), and just a few LANs? We didn't do much these past couple years. Tournaments create life in PvP. It gives events for people to look forward to and it gives drama for players to talk about. I heard something about MLG thinking about picking up WoW again for WoD, but rumors are rumors.
Healer Variety: Specifically in arena only 3 out of 6 specs (Mistweaver Monk, Resto Shaman, Resto Druid) were viable at the end of the expansion. I'd say we didn't do a good job of ensuring viability among them especially with Discipline being horrible for almost the entire expansion. One could argue that each spec was good at some point during the expansion, but that's simply not good enough especially after coming out of Shamanclysm.
Moving forward into WoD
Ability Bloat: There are so many things I am looking forward to in WoD and one of them is the removal of a ton of abilities and cooldowns that were just making the game worse. A lot of people won't agree initially, but let me explain why it's a good thing. There are tons of abilities for you to use to outplay your opponents and you want to be able to use them all and it makes the skill cap really high... sure that's great, but there are plenty of great games out there that use very few abilities to do things well. As long as there are mini games to play then there is plenty of room for player interactions to make a difference and for players to have fun. Mini games are things like: positioning battles, the interrupt game, forcing/saving trinkets and cooldowns, and battling for objectives. There's so much more to PvP than just having a bunch of crap to press.
Interrupt and CC changes: The number one change coming into WoD is one that's been needed for so god damn long. The removal of Improved Counterspell (the strongest CC in the game besides Fear) and Improved Spell Lock. There are other Silences and small CCs being removed, but this really does add to the fun for both the Mage/Locks and other players. You feel like you get more out of a spell when you use it well and previously all we see is blanket Counterspells and there's not much interaction required. The more interactions between players the more room there is to outplay. Don't forget the nerfs to Fear duration, CC cooldown, and the removal of PoM Sheep, NS Cyclone, and other forms of instant full CC.
Focus on PvP: From what I gather there's been a focus on making PvP fun for this expansion and with Holinka on board I'm having positive thoughts on PvP as a whole. I would love to see 2v2 make a comeback as a fun bracket that you can queue with your friends where games actually end quickly instead of the current stalemates that happen. With less abilities cluttering the game the mini games should become more and more relevant instead of the previous cooldown war. You have to expect that the expansion will start out with some bumps. Maybe damage overall will be too low, healing will be too high, or Mages will one shot people with Ice Nova, but we will get there guys!
Hope you enjoyed. Feel free to post your thoughts on both the positives and negatives of MoP as well as what you're expecting moving forward.
Posted Elorxo on 09 November 2014 - 01:34 PM
Also I wish I had taken screenshots of when your gf broke up with you, it was like a conseulling session every time you logged on. I'm glad you haven't went through with killing yourself though.
you're being a complete asshole holy shit i hope you wouldn't say this sort of thing to people in real life you'd get your head kicked in every day of your life
just presuming here but some guy told you in confidence he was depressed when he split up with his gf (understandable everyone's been through it, although apparently not you) and then you post on some fkin wow forums about it trying to show him up when you are being a dickhead for no apparent reason and de railing a thread like always
oh and this guys post really pissed me off showing he has such little understanding of the game whilst calling everyone mop heroes
Posted Voksen on 09 November 2014 - 12:58 AM
There are actual solutions that wouldn't take us back to that.
Take away casts, non obvious cc chains, mana burns, drains, dispels, mana/energy management being a thing, etc....and you're down to repeated, scripted cycles of burst+cc. The game got made dumb and one-dimensional after wotlk. Without any kind of real push/pull complexity and giving every class pretty much every kind of ability, of course you're going to have a metagame which shortcuts to comps that tend to win in the opener, comps that cheese 45 minute games, or comps that win based on rng procs, pathing, crits, etc.
Dampening was a bandaid for the 45 minute turtles, which themsleves were a byproduct of making the game more accessible to console players and shitty little add kids.
Posted BalanceRexxar on 09 November 2014 - 12:23 AM
Posted Dills on 06 November 2014 - 09:04 AM
edit: oh i see a warlock and a shaman posting in this thread. now that explains it