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Member Since 01 May 2009
Offline Last Active Jul 08 2015 04:31 AM

Posts I've Made

In Topic: [Warrior] Arms/Fury Reflect+Intervene/Positioning Help.

08 July 2015 - 04:34 AM

There's a solid difference between healers who position for MRs and those who don't, so it is partially on him, but you also don't wanna dive behind pillars or something. Sometimes you'll notice (if you're tracking trap cd with omnibar or something) that the hunter will try to kite you out into the open, then they'll usually disengage towards your healer to root you while trapping. Just either don't take the bait if your healer can't come out (so swap to the melee that is presumably playing with the hunter, to stay slightly out of disengage root range) or communicate that he's setting up and you want to continue pressuring the hunter, so your healer should move into reflect range.

I've done it with paladins so it's not the class. Also he may want to be kind of rotating around you to get to the enemy healer for hojs anyways, this means you can stormbolt the hunter immediately once rooted to interrupt his setup and maybe give yourself a chance to grab a dispel or freedom before he tries for trap.

Similar concept with mages, they'll drag you out in order to nova -> sprint -> maybe blink to your healer. I've found sometimes it's best to just have the healer not pillar unless they're trying to kill him, if he pillars the mage will just use it to line you when you're trying to stop the poly out of deep.

You just need to make sure to maintain pressure or have cc interrupts / defensives available when doing this. Occasionally if the games are going on for a bit you may have to do some cheesy shit like leap and pillar hump the dps while your healer is in CC, hopefully not though.

In Topic: i miss the high skillcap wotlk gameplay

09 September 2014 - 10:35 PM

View Posttopgay, on 09 September 2014 - 10:17 PM, said:

^writes all that useless halftruth crap
plays the most stale and  boring comp in  the game
zzz duelist wls hero

? I'm playing a few comps at current time. Sp / War / Sham, a little KFC, Boomkin / War / Sham, Mage / War / Priest. I wish I could play some more WLS but I don't know many locks. I'm pretty casual lately, which is why I pointed out my lack of experience with MoP in the previous post.

Saying "halftruth crap" is not an argument, it explains nothing. I'd write a more descriptive novel for you, if I thought you were the kind of person to be subject to historical precedent. Go be an angry virgin somewhere else.

In Topic: i miss the high skillcap wotlk gameplay

09 September 2014 - 10:02 PM

Alright here's the breakdown for all you gladiator scum, and note that you will probably need to ignore the balance of the first season or earliest patches where balance was getting ironed out in many cases:

TBC - Probably best balance (assuming you don't expect every single spec to be viable). It was the only time until the healing debuff stuff that we have now where 2v2 was actually playable and relatively balanced. Classes were easy to learn with room to grow, game was accessible, majority of the "skillcap" relied on your ability to strategize and synergize with your team, communication, execution etc.

WRATH - Obviously highest skill CAP (keyword cap) of all the expansions, mid to late S6 was fine but S7 was certainly the best, early S8 before half the players had PvE advantages was pretty solid as well. By this point for many classes entry to arena was frustrating because of the fast pace compared to BC.

Whether TBC or WOTLK was better for the health of arena is a subjective preference. If you think population and accessibility are key to health then TBC would be the answer, Wrath if you're stressing the most complex high end play.

CATACLYSM - WORST FUCKING EXPANSION EVER. MMR exploiting ruined the first two seasons in many ways, the weapon gating (preventing skilled players from rushing weapons) was a pretty stupid addition that incentivized PvE > PvP in arena. The removal of rated gear tiering which gave learning players a good reason to play every week was also a poor decision. Eventually it just came down to cosmetic 2200 sets with the better weapons. Really shoddy rewards system. Terrible balance in many ways, reduction of skill cap, arena was fun for certain comps but overall there was a lot of Rogue facerolling going on, and a few real caster cleave problems. Warrior burst in early S9 obviously was out of control, Blizzard stripped the utility and increased the damage, then stripped the damage leaving us with nothing. Not cool.

MoP - Can't comment much on the majority of it, I ran WLS to 2450 or something early on, balance seems to have swung over the place but there are some definite positives. Being able to see your opponents classes / change specs & glyphs before the gates open (this is a form of allowing the players to adjust game balance themselves, a very good thing) / queue cross server / removal of arena teams and the addition of PvP power were all huge steps forward, even if the skill cap is quite low and even if there's a ton of spammy little CCs and a few dumb offensive cooldowns. Why they decided to make resilience and PvP power useless after the first season or so I will never understand, that's taking control away from the players yet again. When BM was retarded in the first season my WLS decided to gem full resilience to reduce any chance of rng gibs, because we knew we could outplay in the long run.

Anyways, just wanted to clarify some of the real positives and negatives that some people seem to be misconceiving.