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Member Since 14 May 2009
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#3875119 Monks

Posted Snuggli on 14 April 2013 - 04:19 PM

you can literally outline any class like you just did and make them look retarded.

have you guys seen rogues? they are the most overpowered class in this game, like really, how did they even make it to live. I've never seen such a stupid thing in any mmo or anything, omg it's so retarded. It might be because most rogues are bad or something idk people always say they are weak but let me just point out how stupid they are:

- They can stay invisible, like, forever. Even if you hit them with an aoe spell (which costs mana!!!!) they stay in stealth for another 3 seconds how ridiculous is that

- They can go back into this invisible form using a spell called 'Vanish'. You have no idea where they are gone and they can just cast it whenever (even when you pop your offensive CDs????) broken as fuck honestly.

- They can make their ENTIRE team invisible. wooooooooooooow. good job trying to not get bum raped when you cant even see where your enemy is before they are all up in your grill

- They can 'sap' you when they are invisible (cc you while they are invisible? what really??? you cant even stop it, so stupid - its got such a long range too)

- They have a spell that makes them completely immune to magic. like, you cant even cc or do anything to them, it's so stupid. they are invincible during this time

- They can teleport. Like, all the time. They have a talent which means they can teleport every time they use an attack - you cant actually escape its so stupid and broken, it doesnt even have a cooldown

- They have a stun with no CD, and a silence with no CD. how does blizzard not see how stupid stuff like this is?????

- They can stun you for like 10 seconds, then silence, then disarm, then blind, then sap. honestly, rogues can control you for like ever.

- They can put down a stupid bomb that means you cant attack anyone in it, another spell that makes them invincible  so stupid and broken.  

- They have some of the best burst in the game. like really, as if this god class didnt need any more god in it.

- They have a permanent 30% damage reduction (good job trying to kill one with that up hahahaha).

Windwalker monks are good, but not nearly as good as you are making them out to be.

#3874339 Chanimal's 360p stream

Posted Deadsoil on 12 April 2013 - 01:22 PM

I watched it, not sure who's winning but i'm rooting for the blue team.

#3873482 Kettu 1

Posted Kettu on 10 April 2013 - 05:47 PM

Enjoy !

Kettu 1 - Showcase of skill

WCM link is up: http://warcraftmovie...w.php?id=230321

By suscribing to my brand new Youtube channel, you'll be able to see my advanced hunter pvp guides : )

#3873534 Razer Comms, the new possibly Skype solution?

Posted flannelsoff on 10 April 2013 - 07:42 PM

View Poststalebagel, on 10 April 2013 - 04:59 PM, said:

I don't understand how dolby axon got so popular when it STILL gave IPs away. Seriously, who fucked that one up?
it has a map

#3868205 Gorefiend's Grasp

Posted Guest on 28 March 2013 - 09:27 PM

View Postflannelsoff, on 28 March 2013 - 09:21 PM, said:

paladins can aura mastery while beamed, teams can spread out, people can cc moonkins and death knights when the obvious grip beam is going to happen

ive seen tons of shamans pre healing tide beams and what not

You're forgetting that all of this is instant cast and that the DK have AMS and boomkins have cloak of shadows or AMS. Stopping them from doing a combo that takes 2 seconds to pull off isn't exactly obvious or easy. There are plenty of maps where close encounters are required. Flagroom fights in WSG/TP. Mine Cart fights. EotS mid fight. You can't exactly spread out to avoid the combo in many situations. Additionally, it's not like you need to capture the whole team. Grabbing even just 2 healers and a couple casters is enough to turn a fight your way. Having to pre-healing tide beams and stop 2 players from doing an instant combo is not what RBGs is about.

#3868201 Gorefiend's Grasp

Posted Guest on 28 March 2013 - 09:19 PM

I feel RBGs have suffered because of the Ring of Frost, Gorefiend's Grasp Vortex Beam combo for as soon as it was recognized. With all the abiltiies added that knock your character around... battlegrounds have become a giant mess. Joining an RBG queue without multiple classes that control space or do high AoE damage is asking to lose. I don't feel like Gorefiend's Grasp is an issue, but I think the boomkin utility part of it is the problem. If you remove all of that druid utility from the equation the ability seems more or less useless outside of grouping everyone up in a ring, a nova, or for some heavy lock damage or possibly a bladestorm. The Slow + silence + dragback from the vortex beam is the biggest concern. Vortex is interesting on paper, but I'm not sure they realized how long it takes to navigate your character out of it. Simply removing the slow from vortex and giving it a cast time would fix the issue.

#3873096 What to do as a Rogue in RBGs- a quick guide

Posted Sykeasaurus on 09 April 2013 - 09:31 PM

I'm going to pin this thread.  If the rogue community feels like it should be unpinned, please let me know in overwhelming majority.  A few nay sayers won't be enough for me to unpin it.  But if the entire community as a whole thinks it isn't helpful, then I will reconsider pinning it.  For the time being though, thank you for your content and I/AJ appreciate your contribution! :)

#3869902 Mass Dispel no longer removes undispellable effects.

Posted Deeklol on 02 April 2013 - 05:17 AM

did anyone tell you that your sig is really creepy

#3870692 US Retaliation-3v3 (S13)

Posted Synkz on 03 April 2013 - 09:53 PM

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son of a bitch

#3872574 ArenaJunkies podcast with Vanguards, Sykeasaurus and Thaya

Posted AcerMVP on 08 April 2013 - 08:55 PM

Can I get modded?


Can I facelift AJ? As a web developer that has been in the professional industry for over six years and has a client list that includes NFL Teams and Google, this site works and looks like shit :D

#3871862 Blizzard should reset rating to 2200 for everyone when 5.3 hit

Posted snugglebunny on 07 April 2013 - 01:40 AM

View PostRhetorical1, on 06 April 2013 - 11:00 PM, said:

aj should make you get 2200 every season before people can post in the forums so your dumbass cant make idiot threads
you got him, really productive post

#3871118 Shadow Priest PvP Guide (5.2)

Posted Ilidio on 05 April 2013 - 01:43 AM

when i saw the title i thought this was a trol thread.
good work tho

#3869814 Dat 5s Drama

Posted Adversa on 02 April 2013 - 02:37 AM

brb getting a microscope to read those screenshots

#3869747 Atmosphere's Holy Paladin Guide (5.2)

Posted Nightmonkey on 02 April 2013 - 12:41 AM

Holy Paladin Guide (5.4)

The guides that are currently stickied to the top of this Forum are more of a history lesson than anything else.  I thought it would be a good idea to post an up to date one. If this guide looks familiar, it's because I used the same format that Vanguards used for his Ret guide.  I found Vanguards' guide very helpful and well laid out, so hopefully he doesn't mind.

What changed about Holy in 5.4 for PvP?

Holy got a few buffs in 5.4.  Overall none of it is drastically game changing.

Divine Plea no longer reduces your healing by 50%.  Bout time.
Illuminated Healing (mastery) no longer procs from hots.  Minor nerf to Eternal Flame.
Guardian of Ancient Kings has a lower cooldown and copies your healing onto your target.
Holy Insight now increases Eternal Flame and Word of Glory by 50% (up from 25%)
Holy Shock's mana cost reduced by 50%
Judgment mana cost up to 12% from 5% of base mana

PvP Talents

Posted Image

The highlighted talents are the most commonly used talents for Holy Paladins.  This is not a definitive selection of talents as they all have their different uses.

Level 15:

Speed of Light: the best choice in my opinion.  This talent provides a burst of speed that is not on the GCD and can be used while silenced.  This means that you can always use it exactly when you need it.

As Holy you won't always have the GCDs to spare to get a sprint through Long Arm of the Law when you really need it.  Pursuit of Justice is nice as well but in my experience it won't save your life or help you get into range to land HoJ like Speed of Light will.

Level 30:

Fist of Justice, Repentance, Evil is a Point of View

I've lumped all of these into one category because they are all viable.  The biggest thing you need to consider when you choose one of these is what CC's your team currently has, and which of them share a DR with your talent choice.

Ideally you want to choose a talent that does not share a DR with your team's main sources of CC.  For example, if you are playing with a Warlock you probably shouldn't use EPV.  Repentance is questionable too because it breaks on damage, and Warlocks like to dot things up.  In this case Fist of Justice would probably be best.

This is the train of thought that you should go through each time you play a different comp.

Level 45:

Eternal Flame: This is the one to get.

Sacred Shield: Even with the changes to Sacred Shield in 5.4, I typically do not use it.  This is a complete flip flop from what I used to have in this guide.  I used to think it was great until I started using Eternal Flame more often, now I never want to use anything but Eternal Flame.  I can't really think of a situation where Sacred Shield would be preferable to Eternal Flame.

I do not recommend Selfless Healer to Holy Paladins.  This is because of all of the spread damage going around, the increase to Judgment's mana cost, and the fact that you need to spend 3 GCD's before this talent really kicks in.  Any good Warrior will use Thunderclap to spread Deep Wounds, and that damage alone will eventually put you behind in healing without Eternal Flame.

Level 60:

Clemency: the preferred choice most all of the time for me.  This talent allows you to give freedom to your team mates, yet still have 1 charge available to you in case you get switched to.  It also allows you two get out of jail free cards against CC that breaks on damage through Hand of Sacrifice.  Also with 2 charges on Hand of Protection you should almost never find yourself coming up short on immunities for yourself or your team mates.

Unbreakable Spirit:  The change to this ability puts it on par with Clemency.  This is the talent to use if you are having trouble with wizards, or you are simply getting trained a lot.  This is something you will benefit from changing on a game by game basis depending on what will help the most.

Hand of Purity: also a viable choice, though not one I typically recommend.  It is a highly specialized talent that is only really useful against teams with more than one DoT class.  The 10% damage reduction that they added to it in 5.2 doesn't even begin to make up for all the utility you lose from not using Clemency.  This is a talent you will only use against certain teams, but in those specific situations it can really shine.

Level 75:

Divine Purpose: a really strong and random talent.  Sometimes it will proc exactly when you need it, sometimes it won't.  It can completely turn games around if it procs back to back when somebody is low, which seems to happen frequently because of its high proc chance.

Holy Avenger: also a very strong talent, but it is not random.  This talent is for somebody who does not like RNG and would prefer on demand burst healing with a cooldown.  I typically choose this talent for RBG's and sometimes for 5v5.  This talent gives you another button to press when things really start getting wild.

I have experimented with Sanctified Wrath in the past, but I do not feel like it is as strong as the other two.  I think Holy Avenger provides better controlled burst healing, and Divine Purpose will probably do more for you over the course of a match.

Level 90:

Holy Prism: the only real choice for PvP.  The cooldown on the other two talents is far too long for them to really be viable.  Be careful not to use it on a friendly target if they are standing near an enemy player that is CC'd by something that breaks on damage (Freezing Trap, Polymorph, etc) because the Prism will break them out of it.  Try and make an effort to use this on an enemy player whenever you can because it actually does a ton of spread healing.  This is especially important/useful in RBG's.

Light's Hammer might be useful since 5.2 added a snare to it, so it works like a 14 second AOE snare.  If you feel like you don't need the superior healing from Holy Prism you might find this useful as a kiting tool.  Execution Sentence used to be a cool talent until they changed PvP Power to not benefit healer damage.  The new dispel protection on it makes it more attractive, but I still would not recommend it.


Prime Glpyhs:
Beacon of Light (highly recommended) - I always use this glyph.  It is amazing.
Flash of Light (highly recommended) - Gives a nice little boost to your next heal after flash.
Divine Protection - Use this as your third against any double physical damage team.
Glyph of Devotion Aura - If you are not playing with wizards, this is a strong choice

Gems / Enchants / Stats

Priorities for Stats:
This is an area of a lot of discussion and debate for Holy Paladins.  I would actually like some input here, but I will try to present several options as best I can.

Intellect and Spirit are your two main stats.  You want both of these stats on most of your gear.  Paladins don't really have mana troubles these days.  They do have troubles with getting chain CC'd though, so you want whatever few heals you can get out in between CC's to be strong.

Mastery and Crit are the two secondary stats that tend to attract the most controversy.  After experimenting with a Mastery setup and a Crit setup, I think Crit is probably superior.  The sheer number of procs you get from Holy Shock really starts to feel mandatory in today's arena environment.

I feel like Haste deserves a mention as well because Paladins have a fair amount of abilities that benefit from it.  Sacred Shield, Repentance, Blinding Light, and every casted heal all benefit from Haste.

At the end of the day, whatever feels best to you is what you should do.  After personally trying full mastery, full haste, and full crit, my personal opinion is that crit seems to be the best.

PvP Power and Resilience:

Blizzard turned PvP Power and Resil on it's head.  The gems have been severely nerfed and your base PvP Power and Resil will mostly come from your PvP gear.  Your weapon and trinkets are your most important pieces for these stats, use the PvP pieces in these slots.

Recommended Gems:
Meta - 432 Spirit / +3% Critical Effect or your personal preference
Red - 160 Intellect
Yellow - 80 Intellect / 160 Crit (or Mastery)
Blue - 80 Intellect / 160 Spirit

Recommended Enchants:
Shoulders - 200 Intellect / 100 Crit
Back - 180 Intellect
Chest - 200 Resilience
Wrist - 180 Intellect
Hands - 170 Mastery
Legs - 285 Intellect / 165 Spirit
Feet - 140 Mastery / Run Speed
Weapon - Jade Spirit
Off Hand - 165 Intellect

Recommended Reforging:
This is where the personal preference and a lot of debate comes in.  I used to prefer to reforge out of Haste/Crit into Mastery.  Now I do the opposite and reforge into crit.  I reforge into Spirit wherever I can, though I think it's just one ring and your weapon where this is possible.  It's hard to go wrong really.

Viable Holy Comps
Once again I think Holy Paladins are kind of in a rough spot this season.  I don't think they're the worst but they're definitely not the best either.

To be honest I haven't played very much this patch, but it looks like your best option will be to make friends with a good Warrior if you haven't by now.  Once you have that taken care of, add in just about anything else and you have something that has potential to get to high ratings.

Some of the most notable Paladin comps in no particular order:


General Arena Tips for Holy Paladins
Make sure to keep rebuffing Might/Kings as long as your team is above 85%.  In 5.3 the mana cost came down on these buffs significantly, so this is even easier to do now.

Prioritize dispels on your most supportive classes. When your team is going offensive make sure to dispel CC that is "full" to maximize uptime for your mongoloid team mate.

Also just be really vocal with team mates when you don't have trinket or bubble, letting them know the other team is about to swap onto you before they do could really change the outcome of their swap.

I don't use a ton of macros, but I find the ones I use to be absolutely essential.  I'll put a couple here, maybe someone will find them useful.

Mouseover Cleanse & Self Cleanse
#showtooltip Cleanse
/cast [target=mouseover, exists] [help] [target=player] Cleanse

#showtooltip Cleanse
/cast [target=Player] Cleanse

My personal Preference is to use a Mouseover macro for cleansing.  You hover over somebody's raid frame, name plate, or character and then use this macro.  I didn't like how it behaved when I tried to self cast it, so I made another macro and bound it to ALT + my cleanse binding.  You can replace Cleanse with any other ability in this macro if you like how it works.

Psyfiend Turn Evil
#showtooltip Turn Evil
/targetexact [noharm] Psyfiend
/use [harm]Turn Evil

If you're too lazy to manually target the Psyfiend.  I don't actually use this one, but some may find it useful.

Stopcasting Macros
#showtooltip Devotion Aura
/cast Devotion Aura

#showtooltip Hand of Sacrifice
/cast Hand of Sacrifice

The purpose of these macros is to stop whatever your character is currently doing and cast a more important spell.  This is usually only used for very important spells that are time sensitive such as Bubble, Devotion Aura, Hand of Sacrifice, etc.  It makes sure that the important spell goes off when you press the button, no matter what else your character may be doing.

Adding Party1,2,3 targeting support to your macros
Personally I do not usually use this style of macro, but they are very useful and considered by most to be the proper way to use macros.  The idea is that for some (or all) of your abilities there are 2 to 3 different binds that cast the same spell, but on a different person.

Here is an example:
Let's say that R is bound to Cleanse.  Pressing R will cleanse your target if you have one, or will cleanse yourself if you have no target.  Now let's say you want to change things up and use a Party1,2,3 macro for cleanse, so you bind R to this macro:

/cast [target=Party1] Cleanse

When you activate this macro you will always cleanse the first person in your party, no matter who you are targeting.  So at the minimum for 3v3 also need a macro/binding to cleanse your other partner and yourself.

Now that you know how the Party1,2,3 macros actually work, here is how you apply them.  Arena1,2,3 macros work exactly the same way to target your opponents, so just replace "Party" with "Arena."

/cast [target=Party1] Any Spell Here

I felt like Holy Paladins deserved an up to date thread covering some of the basics.  The purpose of this guide is to help new and returning players that may not know what a lot of the new stuff does.

I welcome any constructive criticism or additions.  This is not intended to be a flawless and complete guide, just the basics.  I'm not claiming that my word is gospel or that I am the best Paladin, this is only intended to be a basic helpful guide - so please don't flame.

If you liked what I had to say, you can follow me on Twitch, but I don't stream that often:


#3869310 Any good battlegroup with a lot variety of comps ?

Posted Lobstermania on 31 March 2013 - 11:11 PM

View Postchangee, on 30 March 2013 - 05:48 PM, said:

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turned into the darkside :duckers:  90 in 5 days
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