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Member Since 15 Apr 2009
Offline Last Active Oct 14 2014 11:35 AM

#3277379 New MMO will be amazing?

Posted Shrouds on 02 June 2011 - 08:05 PM

The best thing about pre-bc and even BC was the mystery and suspense. You didn't know a lot about the game cause they didn't make stuff obvious.

#3235900 HELP!! TSG VS WIZCLEAVE!?!?!

Posted Akuma on 12 May 2011 - 08:21 AM

View Postironguard, on 11 May 2011 - 06:55 PM, said:

siting on healer doesnt work with fear charm poly hex cyclone
How exactly is the healer getting off those clones?

- Dk uses AMS/Lichborne or whatever he needs to, so he can stay on the healer
- You blow and early bladestorm / get freedom from your pally

You also mentioned that your DK is playing as frost, use the hungering cold to CC the DPS so you can actually stay on the healer...

And the most important thing: ZERG HARDER!

#3236017 Wintrading on cyclone

Posted Akuma on 12 May 2011 - 10:17 AM

View PostNycto, on 10 May 2011 - 05:17 PM, said:

Are you retarded? We met them at different points over the day we queued and and they had constantly gained rating, man that was hard to work out xDddDDd
So you are saying that they were gaining rating.. to perhaps boost up the other team later? That is if they are actually wintrading..

#3240935 TSG Help

Posted Akuma on 15 May 2011 - 03:01 PM

View PostGhoruz, on 15 May 2011 - 02:02 PM, said:

4: If priest by some miracle doesn't die and manages to get away, swap to rogue and lolgib him.
The priest shouldn't survive and most importantly: You dont swap away.

View PostGhoruz, on 15 May 2011 - 02:02 PM, said:

Should work to 2400 rating or so.
Works all the way to 2.7k+ easily.

#3242154 MMR in upcoming season

Posted Akuma on 16 May 2011 - 09:09 AM

MMR stays the same. Only team/personal ratings will be reset.

#3242275 tsg v pmr

Posted Akuma on 16 May 2011 - 11:26 AM

Zerg the priest. Whoever gets opened on, waits on mount for freedom so he can get on the priest. Use everything at the start to prevent from getting peeled (Bladestorm, AMS, Lichborne, trinkets, etc.) and the game shouldnt last for more than 15 seconds.

#2987238 Tier 1 comp?

Posted Zez on 16 January 2011 - 02:09 AM

Some thoughts about 4.0.6

Shadow priests:

Shadow won't be good because lust is gone. Shadow damage is low without lust and they aren't getting enought compensation. SP:s will have problems getting cast off when melee is training them without lust and dispel protection is still weak because of S&P dr:ing with itself, fear and horror. Cleansing waters will stay the same vs sp:s as it currently is. New tremor totem design will make getting fears to resto shamans maybe even harder.


Locks will became much stronger with 4.0.6. New tremor design allows locks to cc dps when other team has shaman healer or cc healer easier when they have enha shaman. Cleansing waters will not be as strong against affli as in current patch. Warriors might even became kiteable because portal is on 21s cd and charge  is 20s(?). This means that if you can force warrior to charge to catch you can port and there is no chance he will catch you if your teammate can snare him. Feral nerfs will for sure make locks stronger especially berserk change, being able to fear feral when he is using cd:s will be huge.

SP vs Lock

In 4.0.6 I don't see any reason to take SP to combo over lock. Without lust SP single target dispel won't be nearly as good as it is. Defensive dispel will be only asset SP would bring but with tremor totem changed lock can prevent a lot of damage by CCing other teams dps and spell locking. Lock have infinite mana, better mobility, damage in long games, CC and spell lock on pet that's on shorter cd. Trinketable silences will also hurt Sp:s more than locks. Warlocks don't rely on lust to do damage.


RLS might become a lot stronger since many RLS's are struggling with melee cleaves especially feral/dk/war/enha + healer. With ferals and wars nerfed and tremor totem redesigned RLS should become stronger against those combos. Lust is nice but you can score kills without it easily. Smoke bomb nerf won't be huge because most enemies die or get out from it in 5s anyway.

#2128833 [Guide] Feral/Arms/Holy

Posted Whoppa on 27 April 2010 - 12:01 AM

Alright, I am writing this guide mainly because of our recent success and people asking me to do so. Mewnfare should be the one writing this but hopefully he will come in and correct some of it. We are at about 2500 mmr currently and are on a hot streak. we are at around 80% win to loss at this mmr and will be rising higher, sadly we do not play that much due to rl issues with our pal.

Feral/Arms/Holy is a very viable comp but also very hard to play and you will most likely end up getting extremely frustrated and just quit the comp all together, but once you have built synergy it is extremely fun and has all the tools that a successful team needs to do well.

This is Feral PoV and does not go into full details about each class on every comp. Remember that you will most likely have to SW / Surv instincts every game, these aren't built into the strats because you should use them situationally. On rogue teams it is best to use cds such as bop and shield wall at separate times and it can be wise to SW early to stop the pressure so too many CDS aren't simultaneously used in order to keep someone alive.

RMP Difficulty 5/10

RMP can go either way depending on how you play it. RMP is  a comp that Feral/Arms/Holys have different strats that work for them which mostly involve gibbing the priest. However, this would never work for us on good rmps that knew how to peel. What we do is go on the Mage, your pal should try to avoid sap but on maps like Blades Edge it can be difficult, if he cannot avoid sap you generally just play a little bit more defensive in the beginning. The rogue will almost always start on the warrior, the feral should open on the rogue and immediately cyclone him (this ruins their opener,) if we do not get an instant cyclone we often bop our warrior out of the opener (completely situational.) Your goal is to watch for blink from here on out rotating cyclones on the rogue and the priest. Once a blink happens you should immediately cc the rogue with hoj or clone and storm the mage. Once he iceblocks you should be able to bait a second iceblock with a 5 combo fero and just pressure from the war/feral. Once the second iceblock has ran out your feral should call out for a freedom after blink and should berserk... this will almost always kill the mage but if not he should die soon due to lack of cds.

We go on the mage for two reasons, he is squishy and by going on him we stop unavoidable cc / dmg which allows us to control the game which is necessary to beat rmp.

WLD Difficulty 2/10

You should not really be losing to WLD but depending on how well they can peel it can be very frustrating. Your feral should zerk before leaving stealth and open on the lock. You should be cloning the druid immediately (he probably won't trinket) and then war charge the next clone / heal and fear him. He should trinket here. Once he is out of the fear cyclone him again (remember to keep the warrior rooted whenever you have instants that aren't being used on the druid. Once the lock ports you should storm him but make sure the war is cloned or rooted so he cannot disarm it. Full bleeds should be on the lock with some sort of cc on the war. Your druid should let his bleeds to assist damage and since the lock is so low the feral should just be charging / bashing / cloning the druids heals. The longer the game lasts the less your chance of winning is.

RLS Difficulty 10/10

RLS is extremely hard and should be played very similarly to WLD/RMP. it's hard because you can get gibbed incredibly easily at any time. Zerk before leaving stealth. Pounce lock, zerg him. Pally gets grounding cyclone sham. HoJ Rogue storm lock, war gets next heal... fear. Pal gets grounding and clone sham. Lock out the shaman with bear charges and bashes when nothing else is available. Lock out shaman and kill lock. Don't bother los'ing lust.

Your druid should be getting hex / curse of tongues immediately... It's top priority.

TSG Difficulty 2/10

Good TSGS can be annoying and gib you so you want a fast win. Open on DK and cyclone pally. He will most likely trinket if not other cds will be forced because of the amount of damage. Once DK has bleeds and is about 50-60% hardswitch to war. If done correctly he will get a bop or SW. The pal will most likely bubble soon. Shatter it and clone him. Then go back on DK. Get him to 50-60% and hardswitch for a kill on the war. This is when zerk should be used. Freedom the feral when he zerks. You should be focus charging the pallys heals from here on out.

Double Healer Warrior Difficulty 5/10

We almost never lose to double healer. Whether it be with a Pally or a Druid you must start war cyclone him to a switch on the priest. There isn't much of a strat here other than cc pal the entire game and coordinate burst for cds. You will pretty much tunnel the priest with switches to the war / pal depending on their positioning.

Beastcleave Difficulty 1/10

Beastcleave is retardedly easy for us. They will most likely be on your Feral and you should just run with your paladin. Your war will be on the shaman. If they are on your war your feral is free to peel like crazy. Once lust is down pop all cds and nuke the shaman. He should die. If he's bopped then shatter it and kill him.

PHD Difficulty 8/10

We don't lose to PHD but it can be incredibly healing intensive. Start DK and pulling a shitton of switches between hunt / dk / pal. Cyclone the hunt / pally the entire game. You should get a kill on the dk eventually. If they are dragging you from your paladin or into the open you should pullback since they are more cooldown reliant than you are (defensively.)

Wizardcleave Difficulty 20/10

Wizardcleave of any  caliber is the most retarded shit you'll ever face. You have to los lust like fucking bosses or you lose. We lost to every wiz cleave up until a couple nights ago when we started winning nearly every game. You have to turtle. If you are more than 10 yds from LOS you should run the fuck back. Wizcleaves with mages are nice because you can easily rape mages and bait iceblocks when they blink.

But because wizcleave is so stupid I'll go into more detail.

Let them get shadow sight, it doesn't matter. Your opener doesn't mean shit. You can't run in for anything... they have to come to you. Your warrior can't let a lock aoe fear you all. He should charge it, this is when you pump some damage into someone. Both casters should never be casting at the same time... EVER. Shamans should always be focused and you should focus moonfire him and cyclone a dps. Games are won at length to wiz cleaves. The more CDS you bait and the longer you turtle the more likely they will make mistakes. You'll most likely have to pop cds to avoid being gibbed at some point during the game. Wizcleave is hard to explain though. Since there is so much you must do. One mistake can cost you the game. Sometimes you will play a wizcleave perfectly and still lose due to the balance that is burst. Ele shamans on Dal sewers will make you angry. On blades edge it isnt that bad because you should be near your starting side of the bridge at all times so knockback is annoying as fuck but does not entirely lose you the game on Blades Edge.

If you are interested I can make a video (mainly on showing how to beat wizcleaves.)

If you think I shouldn't write this because we are only 2400 kudos to you. our mmr is only 2500 but we have been beating 2700 teams recently with these strats. We will continue to rise in rating as we keep finding strats to beat teams that give us trouble currently.

#1879977 Diseases now undispellable with Unholy Blight vol.2

Posted Keatstwo on 25 February 2010 - 12:11 AM

Alright, on the face of it this doesn't look TOO bad, i mean, playing a DK atm is pretty miserable atm with having to constantly reapply diseases and all...

But picture this; you're dropping low, the hunter mindlessly tunneling damage into you from 30 yards away wipes an accumulated mass of drool from the side of his mouth as he shifts his attention to the left side of his apple mac keyboard (painted RED for quick reference) wherein lie the 24 keys bound to KILL SHOT. You scream for dispels and miraculously chains of ice drops for an instant. You long to fall to your knees and say a brief prayer to whatever higher power you believe in but you know this isn't the time. Clearing the edge of the desecration (by which i mean the point approximately ten yards from the PERCIEVED edge of desecration where it ACTUALLY ends) you hobble towards the nearest line of site to take cover. The hunter has stopped attempting to CC and ceased to auto or steady shot and pounds furiously on his numerous KILL SHOT keybinds like a demented ape playing a xylophone (albiet badly) but to no avail as you hover just outside kill shot range. You yell at your priest to heal you BUT HE'S STRANGULATED. In a last desperate attempt to save you he throws an abolish disease just as you LoS him round the pillar like the idiot you are. You sigh with relief, it's fine, there's nothing to worry about. The hunter is caught in a logic loop still mashing kill shot and the DK can't see you anymore BUT THE DISEASES AREN'T BEING REMOVED. YOU DROP INTO KILL SHOT RANGE. The hunter lets loose a scream of primal, animal rage as he hears his tasteful mortal kombat arena mod yell FINISH HIM!!!! "FATALITY!!!!" he screams, triumphantly pounding his red kill shot keys as he kill shots you through the LoS you just passed around for 12k, simultaneously ejaculating and soiling himself in a fit of simian pleasure. The confused look returns to his features and his eyes grow dull. The nurse comes to return him to his straight jacket.


You realise that if they hadn't made diseases undispellable none of this would have ever happened. Two days later you are found hanged in your bedroom cupboard.

So you see, this buff is a bad idea.