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Member Since 29 Sep 2009
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#4305294 Tactic's Enhance PvP Guide

Posted TacticMq on 18 December 2014 - 09:58 AM

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If you have any questions or concerns, you can message me on my youtube (youtube.com/tactic1048), on my twitch (twitch.tv/tacticq), add my btag: tactic#1895 or reply here with your question. I'll try to reply ASAP. I've been trying to stream my games more lately since I just upgraded my internet.

If you liked this guide, please rate it and provide feedback. There is a lot of info you need to understand a class in PvP and I want this guide to have all the information needed.

Table of Contents:
1. Introduction
2. Playstyle
3. Spell Priorities
4. Talents and Glyphs
.....4a. Talent overview and why
.....4b. Glyphs and why
5. Stats and Enchants
.....5a. Stats
.....5b. Enchants
6. Macros and Keybinds
.....7a. Macros
.....7b. Keybinds
7. Tips/Tricks
8. Addons / UI
9. FAQ
10. Other Resources


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Hello! My name is Tactic. I've been playing enhance since BC, through the thick and thin, hardships, and good moments. You may have seen me from my youtube channel or my previous MoP guide. At the start of my WoW career, I was mainly a PVE'er, taking part of top 200 guilds through WOTLK and CATA, and it wasn't until CATA that I started to pvp seriously. Since then I have gotten at least 2200 in every season since then, with my last 3 seasons being the most successful, with my achievment of rank 1 duelist in Tyrannical, and Glad in S14 and S15. In S15 I got 2800+ in 3s, and was the highest enhance in 5s. Unlike alot of enhance, I am here to stay (no fotm reroller here).

In this guide, I am going to try to go over everything, and I will edit it as soon as I think I have missed something. Some of this info may be redundant and or new to you depending on how much you know of the class

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“Enhancement is known as the caster- melee spec, because we have an even distribution of physical damage and magic damage.” What I like the most about of enhance is how we basically have to go balls deep into combat to survive, we have to keep the pressure up or we lose control of the game. That is, you gain maelstrom weapon charges, and you heal or damage depending on the scenario. The main advantages of enhance at the moment is the huge support we offer to the team (grounding, purge), and our heals. Enhance is not a mongoloid spec, I am always looking at my party member's frames to see if they need a heal.

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As you would assume, there isn’t really a general PVE rotation you can use in pvp, but rather you push whatever is best in that moment. I like to follow a rough list for doing damage, and strictly damage only (think of that LSD last season that DC'd and never waited for you and you kill them).

-Purge!!!! Get in the habit of purging, it's our strongest utility. Now obviously this isn't a damage ability, but it mitigates alot of damage because clean targets get farmed. This is always the top of the list if the target has important buffs such as: any hand spell from a pally, any absorb shields, fear ward, NS/AS, Spiritwalker's grace.

- Keep searing totem up: The damage it provides is little, but its brainless damage you don’t have to think about. It's almost like a second auto-attack, like your off-off-hand.

-Cast Lightning bolt with 5 stack maelstrom. Unlike before, Lightning bolt actually hits as hard as elemental blast and even harder if you decide to use unleashed fury. You may be forced to use this at 3-4 stacks when your target is so low and you can't hit it.

-Cast Stormstrike. This is my spam dps ability, and most likely my favourite. It provides me the crit buff for LB and EB and is a good generator for maelstrom weapon due to the main-hand and off-hand attack. If you are using echo, don't let it every be at 2 stacks, you always want it to be recharing or you are losing dps.

-Cast Lava Lash. Recently they made Lava Lash scale with our mastery, so it does offer some burst now. Depending on the situation and if you have an echo proc, this moves up in the list due to hit being the bustiest. If you are using Echo, don't let it be at 2 stacks, you always want it to be recharging or you are losing dps.

-Keep Flame shock up with unleashed flame buff, idealy with 2 stack Elemental fusion talent if spec'd that way. When you spread it, it will mimic your target's FS. Keep in mind the more flame shocks we have active, the better chance it resets (15%) our lava lash.

-Cast Fire Nova. They buffed fire nova's damage quite a bit in this expac making it pretty real. Assuming you are not going to break CC, and there is more than 3 active targets grouped up, you can harvest pretty hard.

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4a. Talents

In PvP you will never find a cookie cutter spec, you will need to change your talents and glyphs depending on the team you face.

Tier 1: Level 15
In this tier, I strongly recommend choosing Nature’s Guardian. It’s a free 115k heal that procs when you are low. The duration of astral shift is way too low, and you can’t use it while stunned. Stone bulwark totem use to be good, but now it scales with battle fatigue so the shield it provides is horrible now.

Tier 2: Level 30
All the talents are viable! But in most cases I recommend using windwalk totem, as most teams have a root or a snare to prevent you from reaching your target, also popping freedom totem can allow your healer your healer to run around a pillar and kite more effectively. Especially with the amount of melee running around, when your healer is CC'd and you have nothing else, you might just have to run with freedom. Earth grab totem is good for for double melee teams with no root breaks and you need to snare, like TSG. Same thing for frozen power, use this for comps that you might need to peel for. But for most cases, that freedom totem will help your healer more than ever, as it can allow him to pop his speed and get the fuck out of dodge.

Tier 3: Level 45
Ooooooooooh baby a triple! I would chose Totemic Projection for this tier for those meaty triple cap stuns. I absolutely love this talent, it's so fun. Need to ground something for your healer but not in line? Totemic Project. Your healer get's feared to africa, but you don't want to fall back to tremor him, TP it! Shaman pops spirit link, Priest life grips, behind a box? Get dat double/trip cap stun. Now the reason we swapped to this from call of the elements, is due to how fear is not nearly as strong as it once was, and you don't see it as often. I still reccommend using CotE for teams with an abundance of fears, or if you need double freedom to reach your target, also its good against hunter/fear teams (priest thug/kfc). But overall I would recommend TP as it is an extra CC for the healer, or a peel for your healer. I use glyph of cap totem often, if I am the only person on the team with a stun.

Tier 4: Level 60
Definitely think Echo of the elements is the choice to go here (when you already have a good amount of haste). What vanguards says in his guide is a perfect description of this talent, as it allows you to go almost "rotationless", assuming you are using purge and other abilities other than lava lash, and stormstrike. Echo procs often and allows some mini burst opportunities with lava lash, however if you need maelstrom, use your echo proc on stormstrike as it is a better maelstrom generator. With 6.1 and the new echo change we can actually pool our burst, which is really good.

However, in early gear state, where you lack haste Ancestral Swiftness is really good to get a good amount of passive haste. You want to get at least 25-30% haste and obviously it is really hard to that when you have no gear, that's when you want to use this talent, that, and well faster globals in general for all dem purges are nice.

Tier 5: Level 75
I would recommend Ancestral Guidance. Even with the nerf to Ancestral guidance from 40% to 20%, it still is really good to counter some burst CDs from the enemy team, especially when your healer is sitting in CC. Against more rot teams (WLS/ShadowCleave/LockEnh) I would take rushing streams, unless of course you know the people you are playing against and you know they kill your totems alot, then AG is better

Tier 6: Level 90
Oh man this talent tier, it blows. They all suck, and to be honest this tier, and the 100 tier blow. You could not even take a talent and not really notice the dps. Right now I have been using Elemental Blast right now over Unleashed Elements. Why? Well Unleashed Fury does a little more damage, but its not noticable right now, and you are going to waste the UE buff alot due to healing, and sprint, so in reality its just giving you 5% Multistrike, which isnt that much. At least with Elemental Blast you can sometimes get the GG agi/haste/mastery 5% boost and do some decent burst. As for Primal Elementalist, it's overall the best dps talent, but the problem is that it gets killed in 3 hits, even if you port it to Africa it will eventually get killed. The only time I would advise going this talent is in 2s, against double dps for earth ele wall and fire ele burst cause you know its going to be a short game. As for 3s, you could use it on sewer map, and put it down at start, in the pipe, casters can still hit it but they really have to go out of their way to kill it.

Tier 7: Level 100
Another garbage tier. Blizzard really shit the bed with our level 100 talents. This tier is entirely comp based. In terms of damage, I really like liquid magma for the choice here, it does the most damage and does some burst if it is only hitting one target, HOWEVER, it breaks so much CC! This leads me to the other talent, elemental fusion. It's a pretty boring talent, but it's safe. Just more damage for your flame shocks and frost shocks. You can do some decent cleave with 2 stack EF, unleashed flame buff and lava lash spread. I often use EF when playing any comps (like beastcleave) that you can break CC. In the current meta, seeing as turbo and LSD varient is our best comps, EF is our best talent as it allows us to provide some rot damage, and combined with Flame Shock Glyph, the 2 stack EF can provide some decent sustained healing for ourselves, and most likely because of this we win most dampening games.

Following the totem stomping train, is storm elemental. In terms of damage, the ele does none. I really dislike this talent as it is usually short lived because I find myself having to use grounding totem, cap totem, or freedom totem (it being an air totem) over it. If you feel inclined to take this talent, you have to use it with primal ele talent. Put the pet on passive to get the speed aura, and use his knock-up ability for a cast interrupt.

Play with the talents see what you like, this is only a suggestion based of the success I have had with the talents.


Recommended Prime Glyphs:
Glyph of Lightning shield: A constant 10% damage reduction, this is amazing. Always have this on.

Glyph of frostbrand: A use to be 4-set, now in glyph form! This talent is awesome for staying on your target (in particular druids that shift everything) as it auto applies a slow for 3 sec. Use this if you are going to have trouble staying on your target, or your team lacks an auto slow.

Glyph of purge: Really good for getting buffs off quick, especially when you want to purge a PoM or NS when the person is relatively clean. In the long run, if you press purge every 6 sec you are going to purge alot more and save globals for damage. However, this talent can bite you in the butt if you are the only dispeller, as if you are unlucky you will be a sitting duck for 6sec while that BoP you are trying to purge off is mocking you. I recommend using this when you have other dispels on your team (like priest beastcleave).

Glyph of Hex: Reduces your hex cooldown by 10 seconds, making it a 35sec CD. This a great talent against teams with no dispel or just one dispeller. CC wins games, this glyph works really well when teaming up with a hunter as their scatter and traps are on a 30sec, so you can cross CC really well. However, since Hex is casted now, you must take in factors like how easy it going to get off at the right time? How many things do you have to juke? I like to use this talent against vanguard's and ret/hunter sometimes for more CC, assuming they don't have a dispel.

Glyph of Capacitor: For those teams that keep sniping your cap totem, and you need to get it off. Especially since Totemic projection is a thing, this can allow you to stop aura mastery heals quickly without having to worry too much about someone sniping your totem. It does still get stomped often though.

Glyph of Purging: I love this glyph alot. I love purging, I love getting maelstrom. Win, win? I think so. We already purge alot, this just allows us to get more maelstrom for heals and lightning bolts. Use this glyph if your team lacks dispels.

Glyph of Flame Shock: Heals for 45% of the damage done by flame shock. In the current meta, when we spread our meaty EF flame shocks, it gives us a basically a personal healing stream the whole game. Right now this is one of the best glyphs if you are playing turbo or enh/lock, as it allows you win dampen games. Also this glyph is sooo dirty in RBGs when you have FS spread to 8+ targets, in some yolos I even outheal some healers.

Situational Prime Glyphs:

Glyph of Ghost Wolf: For when you want to run around a pillar.

Glyph of Feral Spirit: For games that you know that will be short, and you need dem extra heals. The heals are pretty real actually.

Glyph of shamanistic rage. For games where a paladin keeps stunning you, and/or games that a mage will deep freeze you without silencing you. Be careful when using this against UA locks and spriests as the gylph no longer ignores their dispel protection and you will be hit hard, silenced, and feared respectively. Personally I don't really like this talent as it puts in the mind set of using it as a CC break rather than a Def CD, plus alot of classes cover their dispellable stuns like lot of mages cover their deep on you with a CS, or use it on your healer to get a poly off. It's good for BGs but not so useful for arena IMO. I would take this glyph to help with rot damage, especially during dark soul dots, and if you are playing with a priest because we all know priests can't heal locks RIP.

Glyph of spirit walk: 45sec spirit walk. Nice for kiting or getting kited.

For Aoe: Use Fire nova and lava spread glyph and go to town in them bgs.

Major Glyph:
Lava lash for when you don't want your LL spread to break CC in the future. Keep in mind you will lose most likely get less LL procs unless you spread your FS manually.

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For stat priority I like to follow this:
Agility > {(Haste → mastery) > Versatility} > Multistrike > Crit

Like past expansions, haste and mastery has proven to be our best dps stats. In addition we get 5% more haste from all sources, and haste also reduced the CDs of our stormstrike and lava lash. Haste = good. However I predict mastery being better than haste once the xpac gets further down the road due to gear, because of that burst potential, and haste getting close to a soft cap. Along with these stats we have versatility, an overall superman stat. It increases damage, reduced damage taken, and increases healing. You want to try to get pieces with versatility couped with mastery or haste. Because of this, you must farm ashran rep, as the ashran pieces all have versatility. The later the expansion goes on, the better vers gets, keep this in mind.

I believe our best gear set is dropping our 4pc and getting every vers mastery, ver haste piece, while keeping head and chest, as they both have haste on them. This way we get alot of vers, while not losing too much haste. Our 4pc does no damage, and the only good it does is provide additional haste, I just don't think the extra maelstrom out weighs all the vers you could get now. I created this list: http://www.wowhead.c...05/wod-season-2 this is just personal preference, if you like 4pc more go for it!

In terms of enchants, it is personal preference between haste and versatility (on neck, back, and rings). Personally I like haste at the moment, because it is still super early in the xpac and we need it. However I think when we get a nice base amount of haste, we should enchant everything with versatility.

Make sure you get the 10% movement speed and don't cheap out as the extra movement speed is huge. Also, since it's still early in the xpac, use the aspirant (ilvl 600) boots and enchant them with panderen's step to get an extra 10% movement speed (overall 120%) until you can get the epic boots.

For weapons, use double Mark of Warsong. With both of these proc'd you get near the soft haste cap and have a lot of burst potential (also fast globals). Once we get further in the xpac, one warsong enchant may reach you to the 50% haste soft cap, then we can use an offset of the mastery and haste enchant.

On a side note for races, I really like draenei over dwarf. I often find my healer getting silence way more than I do, to even make use of the stoneform. With draenei you get more passive agility, and heal that I can describe how many times it has saved my partners when below 5% hp.

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Do not feel like you need to change your playstyle at all when looking at my macros or keybinds, play what is comfortable to you.

7a. Macros:
Here are the macros I use and what I am use to:


I strongly recommend having arena 1, 2, 3 target and focus macros. It’s hard to get use to at the start, but you will get use to it, and you will love it.

7b. Keybinds:
I use a razer naga for my mouse, so a large amount of keybinds is on my mouse. Let’s start with the keyboard and work our way to the mouse.

1 - Lightning bolt
Al1 - Chain Lightning
2- Ele blast
3- Earth Shock
Sh3 - Magma Totem
4 - Frost Shock
Sh4 - Focus Frost Shock
Al4 - Arena Frost Shock
5 - Flame Shock
A - Ancestral Swiftness
D - Spiritwalker’s Grace
ShD - StormEle Knockup
AltD - Focus StormEle Knockup
ShE - Healing Stream Totem
R - Ancestral Guidance
ShR - StormEle - If I spec it
` - Spirit Walk
C - Cap Totem
ShC - Earth Ele stun
AlC - Eerth Ele focus stun
Sh2 - Healthstone
F - Fire Nova
ShF - Recall Totems
G - Trinket
X - Lightning Shield
ShX - Mouseover Focus
Z - Cleanse ShZ - Cleanse1 AltZ - Mouseover Cleanse
Now the mouse, here is a SS of the side of the mouse for reference: http://i.imgur.com/Onhecmu.jpg

No modifiers:
1 - Lava Lash
2 - Storm Strike
3 - Unleash Elements
4 - Searing Totem
5 - Healing Surge (Self)
6 - Grounding Totem
7 - Purge
8 - Shamanistic Rage
9 - Earthbind Totem / Freedom Totem
10 - Ascendance
11 - Bloodlust
12 - Hex

Shift Modifiers:
2 - CotE or TP
5 - Spirit Wolves
7 - Focus Purge
8 - Stoneform
9 - Tremor Totem
10 - Target arena 1
11 - Target arena 2
12 - Target arena 3

Alt Modifiers
1 - party 1 naruu heal
3 - party 2 naruu heal
5 - Gift of Naru heal
10 - Focus Arena 1
11 - Focus Arena 2
12 - Focus Arena 3

Other buttons on mouse:
Mouse Wheel Button: Wind Shear
B5 - Ghost Wolves
SB5 - Earth Ele
B4 - Focus Wind Shear
SB4 - Fire Ele

Yeah... my keybinds are weird.

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  • Stormstrike before ascendance, when you pop ascendance it resets the CD.
  • Make sure you unleash elements before you elemental blast for 40% more damage. Also make sure you have the stormstrike debuff on the target for the additional 25% crit chance
  • Alot of resto shaman will try to cover their casts in various ways to make sure you don’t interrupt them, but I say who cares! If they drop grounding totem, focus purge them and then wind shear, if you are quick you should eat the grounding totem and interrupt the cast. The same goes for Spiritwalker’s Grace, their aura mastery, focus purge them until you get it off, if you are lucky and they are moving it will interrupt them, however if they are standing still get ready to interrupt them. I Suggest an addon that will tell you what you purge, and a cast addon to show when you can or can not interrupt.
  • If you pop your earth elemental totem on a hunter’s stampede, it will briefly taunt them.
  • Try to pop your ascendance only when the healer is CC’d, preferably cross CC’d so it is a 3v1.
  • Try to purge alot, get in the habit of it. You want to get important buffs off instantly such as Spiritwalker's Grace, Presence of Mind, Nature’s Swiftness, Ancestral Swiftness, Temperal Shield (LOL Mage nerf <3), Ice Barrier, Icy Veins, Alter Time, basically any mage buffs, Hand of Sacrifice, Blessing of Protection, Divine Favor, Power word shield (if it’s not too much trouble), Freedoms. Try hitting a mage when he is clean compared to when he is not, if you connect to him with no buffs he is basically dead. The cleaner the target, the more damage you do. If you see a potential switch target in arena, start to clean him off before you go on him.
  • If you know a rogue is going to open on you, pre-pop capacitor totem, and shamanistic rage (garrote silence).
  • Always keep healing stream totem on cooldown.
  • When you hex, always see if you can cross CC
  • Look for easy ways to drop capacitor totem (when not running totemic projection), any CC that keeps the enemy still like scatter, warrior target fear, poly, etc... you can time capacitor to stun out of it.
  • When playing against a lock team, team (especially if they have a shaman and they always hex you) dispel their agony on CD. It stops alot of damage and is extremely annoying for them. Just dispel whoever gets a 10 stack agony. Very effective vs L.S.D and WLS
  • When a rsham links, drop a cap stun. This is a great way to land a stun on 2+ people, the success rate goes up depending how much pressure you have.
  • Keep an eye on priest healers, when they move away from their pillar, and pop a feather, they want to fear. Either slow them, or get ready to pre-tremor.
  • When you want to survive, freedom and spiritwalk yourself. Keep your distance and spam purging (with purging glyph) and keep healing. Know what classes you can go toe-toe with in terms of melee (not dks). Use a run-in-out method.
  • Playing against a warrior, most of them will use mass spell reflect. In addition to juking, you must juke the mass reflect too. Considering how scumy people, alot of warriors use reflect bots, so using a stop casting on hex will juke reflect, and allow you to hex or if you are playing beast, it lets your hunter get a easy trap.
  • I know priests have it hard enough but, if you see mindminder, kill it ASAP, you are a dampen class, and allowing them to get no mana regen will let you win faster.
Grounding Totem - Predicting the spells
  • If a resto druid dispacer beast's TOWARDS YOUR TEAM he is most likely going to bash/disorient  cyclone some one. Prepare to pre-ground incase you are the target if not, then shear.
  • With the change to hunter traps, its been incredbily hard to ground traps, but not impossible. Look for signs of CC on your healer like HoJ, binding shot, really anything to keep them still and traps off CD. Though I have found most hunter's will juke our grounding totem due to how easy it is to trap now, so even look for concussive shot.
  • You can ground a warlock's blood fear.
  • With ice block glyph, mages have aura mastery out of it for a few seconds. Use grounding to get the poly.
  • When I pally rushes in with speed of light, he is most likely going to HoJ your healer, ground it.
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So here is my UI, take it or leave it, but I like it: http://i.imgur.com/uELin83.jpg
Try not to clutter your UI with useless stuff. Make sure everthing is clear, and you notice everything as soon as it pops.

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Q. What are the best comps for Enhance?

Tier 1
Turbo w/ Druid Heals
Enhance Lock Druid (LSD Varient)

Tier 2
Turbo with any other healer
Enhance lock with any other healer
Beastcleave with druid healer (MM or BM, most success with MM)

Tier 3
Beastcleave w/ any other healer (priest/pala being the next best after druid)
Enhance/Feral w/ priest or pala
Enh/Fire Mage Healer
Enh/DK healer
Enh/Everything else

Put enhance with any dps class and you could prob get glad with it, it's just our hybrid nature, just be prepared to be really hard countered. It is important to not melt your braincells by playing turbo or LSD varient, try enh fire mage, enh feral, or priest beast, I've never had more fun playing those comps, and it's nice to take a break from the meta. Remember, playing with your friends is always the most fun (even though winning is nice), I could do a 3hr que session as enh/fire mage and not even think about the losses because its so fun.

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The internet is full of resources for you to get better at enhance:

My youtube channel: https://www.youtube....user/Tactic1048
My twitch: http://www.twitch.tv/tacticq
If you are ever in a bad mood, or on the verge of quiting enhance, look at my twitch highlights, they are all one shots for the most part, they make me happy :). Be sure to sub and follow! <33

There is also this:

You can also take a look at vanguards guide on AJ: http://www.arenajunk...aman-guide-603/

Shaman 1: #draeneidream
Shaman 2: Horde sham
Shaman 3: 2nd Ally Sham
Shaman 4: 2nd Horde Sham

#4465913 Yet another priest thread.

Posted latturalol on 04 August 2015 - 04:04 AM

View Postjaimex, on 04 August 2015 - 04:02 AM, said:

press purge =)

If i had the global to be able to press my purge button sure

#4458413 Ingame macro to allow cheating (warlock)

Posted Wallirik on 23 July 2015 - 05:28 PM

So I was linked this nice official wow forum thread

Thread is about a macro, that you can spam, and it will not use spell lock unless your target is casting (you can actually fake this, but yeah same deal as interrupthack basically).

I recorded me trying it out, in hopes of it being fixed before the day is over.

Tweet holinka etc, get this shit fixed asap.

video description:
macro was posted on official wow forums, and ownedcore (common exploit forum). It's a recording of a recording because I dc'd, as you can see.
I am not a cheater, and I do not condone cheating - I made this video because I don't want disgusting people to use it against me. Needs to be fixed asap. #TweetHolinka

go to 00:30 where i spam the first macro.
The first macro, you spam it and it won't use spell lock until a cast starts on your target.
I don't really know anything at all about addons/macros/scripts etc, I'm sure you could change this 1st macro to also spell lock focus etc.

go to 00:57 where i activate the second macro script.
The second macro is some script that was found on ownedcore. You run the script and it will automatically spell lock your focus target whenever they start casting - on cooldown (also tries to spell lock hearthstone and other things immune to interrupt).

From what others have told me - this happens because certain elements like "CastSpellByID" is locked for player spells, but not for pet spells. So I guess that's what needs fixing.

#4452710 Idea for versa offpieces

Posted Cretch on 14 July 2015 - 04:29 AM

Withholding gear from lower rated players is a terrible idea. Akin to the 2200 weapons. Makes it that much harder for a less skilled player to climb rating if the people higher than them have better gear.

#4456181 2s players

Posted Qhrillex on 20 July 2015 - 08:14 AM

I completely agree that current 2v2 meta is pretty painful, and seeing how I myself play feral / hpaladin further contributing to the issue. It's pretty common to get abused in whisper after many of the games because it is sometimes impossible for certain comps to score kills because of playing smart / defensive whatever you wanna call it. (I understand the rage and frustration but becoming abusive especially after getting outplayed disgustingly hard is uncalled for. Sometimes we have the upper hand, still doesn´t mean that I should allow you to free dps me when you get a good cc chain off.)

I do however not feel that it isn't completely broken, I mean let´s be honest there are equally horrible comps to play against in 2v2 and just check 3v3.. You have frozen chicken cleave, shatter and wls atm? What is the difference...

And If I'm going to be completely honest from a personal PoV, I don´t feel like the ones who will really cause you nightmares aren´t exactly pub stomping the lower mmr brackets for a long time. You can´t seriously be shitting me that you queue some random dubble dps shadow priest comp on 2500 mmr + and expect to have a good time with it? Not buying that Lolflay.

There are always folks tryharding on 1800, with the most disgusting comps around because they are trying to become better at the game, that is just how it is. There are 3 different types of players in 2v2. You either cap,  play for rating or the combination of both. If you want to play to compete you actually pick something that is somewhat viable right? In TBC and Wotlk dubble dps was more competitive because of the nature of the game and you still have some comps that remain who do really well. Wanna know why it worked alot better in many of the cases? Newflash, people are alot better in general and you can´t just roflstomp them anymore like we did back in the days. Many of us were so far ahead of the curve that we could pull of completely undergeared on top levels. I remember eDogs with Flyn, Stgoerge and cant remember the rogue (Raelli smth) in s6. They were on 2600 +  without gear on their priest. You can´t blindly credit that gear didn't matter. Dubble glaive rogue hello?

I'm playing Feral / Disc together with my sister on my alt feral both are behind in gear. The struggle is so real on 2k-2k2 mmr which we fluctuate between. It´s really frustrating when you are in many ways outplaying the opponents brutally just to end up getting rekt. Trust me I know the feeling of frustration. Just move on and get right back at it. Only thing that makes me really mad is people beeing yet again abusive in whisper and emotes because we are trying to win. The most common whisper that I´ve gotten by I believe more then 5-7 different players (this season alone) is that "You are the worst feral I have ever seen". This toxic behaviour IS NOT OK. If I´d happen to be new at the game and younger this might actually have hurt me? Honestly who gives you the right to write stuff like this to another player. I was playing feral when some of these players were getting their dipers changed, just go and cry on forums or somewhere else :DDD

Also inbefore bashing my 69% winratio in 2´s this season, was pretty tired of grinding CR vs the top teams / players in europe. I know Im the scumlord for intentionally dropping abit in mmr by playing with lower mmr players, in the start of the season. Not that it mattered cuz 17-0 the other day -.-

#4455842 2s players

Posted Vengeful95 on 19 July 2015 - 03:41 PM

Soz for playing a healer and healer only for quick cap, who the fuck wants to go dps mainly just for 2s? I'd rather get trained for 20 min than instagibbing/getting instagibbed...

#4455056 [6.2] Most hated comp to fight against

Posted Absolutely on 18 July 2015 - 01:48 AM

I think a good nerf to Mage/HPally without hurting the classes too much would be to increase the CD of Fist of Justice to 45 seconds.. and maybe buff divine purpose (instant wog?) so some pallys will take more consistent healing instead of burst healing from sanctified wrath.

#4449572 I love Ashran

Posted Forumz on 08 July 2015 - 03:27 PM

Posted Image

Really good item ty

#4445510 [Bug] Psychic horror does not break on damage

Posted Lolflay on 30 June 2015 - 09:26 PM

Honestly I don't give a shit about people who cry about horror in this thread, and I hope as fuck Blizzard doesn't give a shit about you as well. Psychic Horror not breaking on damage isn't a bug.

Mortal Coil/Psychic Horror were horror effects, those never broke on damage and could always be chained off or into stuns ( Kidney Shot->Death/Mortal Coil was a viable strat for years for example ). They were put into "incapacitate" category in an effort to preserve such strats, which is honestly one of rare good Blizzard design moments.

It's the Spriest equivalent of a double melee team having multiple interrupts/stuns/etc to lock you down; until I can stand and free cast damage into your face that actually makes your HP move when you're not under CC together with your healer, double stun via horror+something else should be kept a viable strat, period.

#4443113 6.2 script help: Dispellable Debuff Border Glow

Posted Stako on 26 June 2015 - 01:17 AM

Any buff with 'Magic' dispel type is given yellow spellsteal border:

/run hooksecurefunc("TargetFrame_UpdateAuras", function(s) for i=1,MAX_TARGET_BUFFS do if select(5,UnitAura(s.unit,i)) == 'Magic' then _G[s:GetName().."Buff"..(i).."Stealable"]:Show() end end end)

Only on enemies:
/run hooksecurefunc("TargetFrame_UpdateAuras", function(s) for i=1,MAX_TARGET_BUFFS do if select(5,UnitAura(s.unit,i)) == 'Magic' and UnitIsEnemy('player',s.unit) then _G[s:GetName().."Buff"..(i).."Stealable"]:Show() end end end)

Tested on my druid today.

#4403234 Warriors broken? this game is dogshit

Posted HeyimJack on 21 March 2015 - 03:29 PM

View PostZzx, on 21 March 2015 - 02:59 PM, said:

It's not bugged it just never got nerfed when arms SD got nerfed. They reverted it. Now the warrior has Erage, both trinket procs, avatar, recklessness. shaman extra mastery, AT power from hunter, double mastery proc and then subsequently hit the sudden death jackpot.

The mage doesn't block, and you're surprised that he's dead?

Do I have to post a video every time a combat rogue gets redbuff all cd's all procs and kills someone? Oh and can't be peeled?

maybe it's better if the rogue doesn't literally sit watching the game in stealth whilst the warrrior pops every single one of his cc's on the mage, just maybe, if you cheapshot him, he might, just maybe, not kill your mage

game 2: mage stands in open as a BM hunter and fury warrior get 10+ seconds of uptime, doesn't have bock, and is surprised when he dies to a warrior with every single cd up and a bm hunter

:c:c combat rogue mage not stronk enough! maybe oh i don't know, blinding the warrior before your mage dies might have been worth even though he has trinket, or i mean even just blinding the hunter

like how does a fury warrior get that much uptime, he isn't on stun dr why aren't you running over to kidney him on all his burst? instead you're doing dps to hunter, effective meaningful damage, could crippling poison him?? nope too busy getting that 8k single target dps on hunter

warrior is full bis fury gear: http://eu.battle.net...reanni/advanced
The fact that you're even trying to defend that damage is absurd at least I can admit to combat rogue being stupidly broken as fuck

#4402422 Why the 10% damage changes make such a huge difference in gameplay.

Posted Lolflay on 19 March 2015 - 05:44 PM

I like the point you've made regarding self healing affecting actual DPS, it's not exactly rocket science or unknown around here, but the amount of people who still don't understand ( WoW devs including ) which instant heals are bad are astounding.

The only healing abilities on DPS classes that can ( and must ) remain in the game are :
- Spriest flash heal
- Elemental Shaman healing surge ( enhancement shamans should just lose the ability to heal and gain a different niche )
- Boomkins should prolly have Regrowth and Rejuvenation, remove Healing Touch and any other passive/fire and forget healing they have
- Ferals keep Healing Touch, but remove everything else.
- Windwalkers can keep Surging Mist, remove healing on expel harm, chi wave and other crap ( it's not that they heal much at all or that windwalkers are a problem, but stuff like that really has no place in the game ) - a really easy fix that they can do is for example make chi wave friendly hits give a small temporary boost to speed, like move 10% faster when hit by friendly chi wave, there's numerous creative fixes to such spells
- Ret Paladins should keep the offhealing via Flash of Light tbh, they're such potent targets to train and kill that it doesn't matter if they can offheal, for now.

Everything else needs to be gone. Any Warrior self healing ? Gone. Hunters ? Gone. DKs ? Pet sac can stay, conversion = gone.

The only self healing as a DPS class ( outside of the list above ) I'd allow in arena would be arena food and bandages. Remaining 1v1 as Rogue vs Disc Priest used to be a game of bandaging and cannibalizing discs dead partner and constantly reopening and running on very low HP, for example. Both parties could win. Now ? Lolrecuperate, lolhealers doing shit damage.

Instant cast heals are fine ( Prayer of Mending, Renewing/Enveloping Mist, Renew, etc ) as long as they don't heal more than 1/3 of casted heals, also instant cast heals only became a problem once DPS classes got their ridiculous self healing, in MoP it took you 30+ seconds to kill a DPS class while the DPS class was keeping itself with numerous oh shit cooldowns and buttons, and then when healer would exit CC, he'd instantly bomb the target to full HP within 2 seconds, rofl.

#4402392 Why the 10% damage changes make such a huge difference in gameplay.

Posted Vadren on 19 March 2015 - 04:25 PM

So after damage being nerfed by 10%, and then with it reverted, I feel like a lot of people are confused about why it makes such a huge difference in match duration and overall feel of arena... Maybe even Blizzard. Some people may expect that 10% less damage means it takes 10% longer to kill an opponent in arena, but this isn't the case.

TLDR: Blizzard doesn't always think enough about what they're doing and sometimes it shows. The 10% damage nerf can increase match duration by a lot, while still not fixing the burst issue of some classes.

Disclaimer: This is napkin math without any real data. It does nothing more than illustrate the kinds of problems umbrella changes in %damage can cause and doesn't prove that the hotfix did cause these sorts of issues (although anecdotal evidence would suggest that it did).

The following is a time to live (TTL) graph and it shows how long it takes a player to die given a specific amount of health, dps and healing. The basic formula is:

TTL = health/(damage per second - healing per second)

The following is a graph with Dps along the x axis and TTL on the y axis in seconds. I've chosen some arbitrary values for health (300k) and hps (10k).

Posted Image

It's clear from the graph that below 10kdps TTL is infinity, which should be obvious because if you do less damage than healing then you aren't killing anything. The major take away from this is when dps is very close to hps, then very small changes in the dps cause a very large change in TTL.

The following graph shows the same TTL curve with the 10% damage nerf (in green):

Posted Image

Lets compare some values from the two curves.


TTL(prenerf) = 60s
TTL(nerf) = 85.7s

% increase in TTL = 42.8%

That's a huge difference in the time it takes to kill someone in arena. Of course the values I've chosen are arbitrary and arena is more dynamic, so lets look at some more examples.

If we consider a simplified situation using the most popular ideal match duration (from a poll in another post) of 4min and calculate how the 10% damage nerf affected this ideal.

Here I'm calculating how much more dps than hps to get a 4minute match.

(dps - hps) = 300000/240
(dps - hps) = 1250

Since we don't arena in a vacuum where healers are afk and people die to auto attacks over 4min we need a value for hps before applying the nerf. I'm going to choose the same an arbitrary hps value as before of 10khps. The amount of healing does affect the result.

dps = 10k + 1250
dps = 11.25kdps

TTL(nerf) = 300k/(11.25k*0.9 - 10k)
TTL(nerf) = 2400s, or 40minutes(!)

% increase in TTL = 1000%

Again, this is a very simplified situation using values I've invented instead of real data, but I think it illustrates the point. When dps is close to the hps then very small increases, or decreases, in dps cause huge changes in the feel of the game. However dampening would also prevent this from happening, but dampening shouldn't be relied upon to make the game playable.

In real arena matches dps isn't constant; it fluctuates. The above shows how much the nerf affected a low constant dps (i.e. without cooldowns or procs). We know some comps are scoring kills in 6s or less (god comp, jungle, combat rogues, etc...) Lets see how much the nerf affected these situations.

TTL(prenerf) = 6s
(dps - hps) = 300000/6
(dps - hps) = 50k

And choosing an arbitrary hps value of 10khps...

TTL(nerf) = 300000/(60k*0.9 - 10k)
TTL(nerf) = 6.82s
% increase in TTL = 13.6%

In this specific invented situation the 10% damage nerf only gave a fraction of a second of extra time to try and survive, which is less than a global.

The takeaway from this is that the nerf greatly affected situations that were already fine (constant damage pressure), and barely affected the situations that were out of control (burst during cooldowns for specific classes).

The safest way to blanket nerf burst is to increase health. Lets look at a 15% health increase (tldr it's going to increase the time for both situations by 15%)

TTL(burst) = 6s
TTL(burst, with extra hp) = (300k * 1.15) / (50k)
TTL(burst, with extra hp) = 6.9s

% increase in TTL = 15%

TTL(constant dps) = 240s
TTL(constant, with extra hp) = (300k * 1.15) / (1250)
TTL(constant, with extra hp) = 276s

% increase in TTL = 15%

However this causes an issue where % based heals are improved.

So what's the solution? Now that the 10% nerf has been reverted the game isn't really better, but a different kind of bad.

I have some suggestions:

1) Reduce the amount of guaranteed healing (instant heals, dps self healing, and abhorrent talents like ysera's gift and spirit bond)

2) Remove or change % health healing (warlock heals, conversion, and aforementioend ysera's gift and spirit bond)

These changes lower the amount of guaranteed healing making adjustments to overall dps less chaotic; giving more room for error when making balance changes. In cases where a class needs self healing as a survival tool then it should be counterable (casts), dispellable, or have a major dps tradeoff.

3) Adjust the burst of problem classes individually by nerfing burst cooldowns instead of making umbrella changes that affect every class and spec. Increase damage elsewhere to make the adjusted classes stay viable in PvE (this actually assures that a class still puts out decent pressure in pvp)

4) Finally some consideration should be given to changing dampening to some other mechanic that prevents matches from lasting too long. Much in the way that %dmg nerfs affect classes and comps different, so do %healing reduction during dampening. Also long drawn out matches that go into deep dampening aren't exciting.

Ok then. I actually find thinking about this stuff fun...

#4402112 10% dmg nerf reverted

Posted Nahj on 18 March 2015 - 11:09 PM

sub dream's back

#4399236 Tranq Shot Nerf

Posted Dills on 12 March 2015 - 02:13 AM

View PostPlath, on 12 March 2015 - 01:52 AM, said:

How so, Dilly?

Other specs cant use tranq at all now, and because BM has the most free focus it will still be able to utilize purge better than the other specs. The thing is tranq right now will sacrifice a lot of your damage as Marksman, and a good bit as survival. It's a choice for those specs because you'll lose a lot of damage and pressure. However that's not the case for BM, it has tons of excess focus because outside of crows and barrage, arcane and kill command aren't going to actually cause real damage, which lets you just spam purges without actually losing your pressure. And on top of that, bw cutting focus costs by 50% lets you spam even more during that time, which is why druids can get slaughtered by crows and just spam tranq since they cant even heal through 20k ticks of crows.The nerf will still lett you tranq a decent amount during bestial wrath anyways, since the focus cost will be 25. Imo the right change should have been maybe 30 focus tranq shot for BM only and making BW not effect tranq shots focus cost, along with nerfing crows scaling off of BMs mastery in PvP and focus fires attack power increase in pvp, as well as a barrage pvp only nerf.

Those changes would have fixed BM, plus made it so that you can play the other specs (survival and Marks are technically in okay spots, but because BM hunters outshine them so much, and BM hunters are fotm, you can't actually beat BM hunters if you don't play BM as well. This change just makes it even worse for the other specs, because currently BM has the best and easiest damage to set up over all the other specs. I like that they are making changes, just think that more intelligent changes could have been made.