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Kroyfel

Member Since 29 Sep 2009
Offline Last Active May 11 2014 10:29 PM
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#4104582 Cyclone and Fear now share DR in WoD

Posted Flavours on 20 April 2014 - 03:24 AM

Feral/Priest is going to struggle vs. Warrior/Rdruid if you play it badly, common sense, but don't act like you have 0 CC, no PvP trinkets, and stumps for hands.

@Dizeeyo,Posted Image Posted ImagePosted Imagejust why


#4090237 Uppdate on MMR/CR Hotfix

Posted abolishedtehe on 01 April 2014 - 12:15 AM

View PostHoodzx, on 31 March 2014 - 11:35 PM, said:

Also if they could fix RBGs MMR so 2.0/2.1 isn't the hero range,

Posted Image

the best way to fix RBG's is to remove RBG's.


#4076323 In-Depth Shadow Tier 3 Talents Guide

Posted Talbadar on 11 March 2014 - 12:27 AM

Hey everyone, it's been awhile since I've made a guide on this site, but I felt like making this one as it is the most common shadow priest question.

Our tier 3 talents are:

From Darkness, Comes Light (FDCL)
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Mindbender
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Solace and Insanity
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All three talents are very useful, but also have big downsides. Before I go into when to specifically use each, let's talk about the good and the bad for each talent.

FDCL

The Good
1. FDCL does the highest consistent damage of the three talents. As long as you are actively doing damage and getting VTs out, you will get so much out of this talent. Shadow Priests lack the ability to do heavy consistent damage without this talent. You can force cooldowns sometimes without even using Devouring Plague.
2. FDCL provides some excellent buff protection, which helps a lot against teams that want to get your important HoTs and shields off. Expect Shaman, Hunter, and Priest teams to be dispelling you.
3. When it comes to bursting, FDCL provides the highest damage while moving of the 3 talents. Mobility is more important than most recognize when it comes to doing burst damage. Unless a target is stunned in place you won't be able to stand there and channel Mind Flays. Being able to chase your target while using the free damage from Mind Spikes makes a noticable difference when going for a kill.
4. 1 FDCL Mind Spike is about the same damage as a Mind Blast which is actually some nice damage. Keep in mind, that using Mind Blast with less than 3 orbs takes priority over using Mind Spike.
5. The biggest advantage of the spec is that it is the hardest damage to predict. Nobody is going to track your procs and there is no travel time with your damage. I'll talk more about this later.


The Bad
1. It can be near useless to have this talent if you are getting locked down hard enough. If you can't get many Vampiric Touches out then the extra damage of this talent will definitely not pay off.
2. You will be spending a lot of your extra global cooldowns in Mind Spikes. It really feels like you are doing a lot of extra damage as this spec, but you have to realize the importance that could come from your other abilities. If someone has a Riptide and Earthshield it could be better to just dispel those instead of Mind Spiking. It's a very big picture idea, but think if you used Mind Spike 50 times one game, that could have been 50 different spells, like dispelling, using PoM more often, or using Feathers.
3. The burst potential of the spec is lacking. You have to be on your game with team coordination to actually get a kill with this, Solo'ing people is rare, but it can happen.


Mindbender


The Good
1. This ability is definitely not used often, but it lines up very well with Mage and Rogue cooldowns (Frozen Orb/Shadowdance) as well as your Silence.
2. Against all odds if you are getting destroyed against a certain team and you can't do much damage this is the talent to go for. Your mana will stay relevant and your burst damage will be somewhat existent.
3. Mindbender as well as Shadowfiend does a lot of damage, so your burst damage every minute will actually be scary and worthy of using cooldowns against.


The Bad
1. Mindbender is not a very good on the fly bursting ability. It can easily be stopped and you only have it once a minute. If your mage wants to Deep and all you can do is Devouring Plague with a few Mind Flays, odds are you won't help all that much.
2. Mindbender is totally ruined by any CC on it. Priests and warlocks will fear it, mages will nova it, druids will Nature's Grasp it. If it gets shut down it basically does nothing.


Solace and Insanity

The Good
1. Most people's favorite talent in this tier, though I personally enjoy FDCL more. It has the highest burst damage potential. It knocks the other two out of the water if you can channel your Insanity for the full duration of your Devouring Plague.
2. You can solo people. Without the help of your partners you can get someone very low by yourself with just Silence.
3. You will have a lot of extra global cooldowns to do important things like dispel enemy buffs and help your teammates while waiting for your Insanity kill setup.
4. Some matchups almost require you to have this talent in order to get a kill. Sometimes you just need that extra burst to get it done.


The Bad
1. This talent is heavily reliant on standing still and channeling an important spell. This makes it really obvious and screams interrupt me.
2. Your consistent damage with this talent is pretty low. Outside of 3 Orb DP you aren't going to be helping out on the offense much.
3. You won't be able to use many orbs on Psychic Horror while going for a kill, as you need those orbs for your Devouring Plague.




The Unpredictability of FDCL vs. the Predictability of Insanity
I brought this up earlier, but this requires much more than a sentence or two to explain. Predictability is important in PvP, especially at a high level. If you can predict what your opponent is doing then you have react with the best option and stop them from doing what they want to do. Insanity is very predictable. It has a very distinct animation involved, 2 obvious debuffs to track, and a cast that is being spammed. This makes it really simple to react to and stop, requiring you to CC all of your opponents to land your kill most of the time.
  When it comes to FDCL the buff is not globally recognized as a threat to pay attention to. It's constantly proccing and it stacks  2 times so nobody will be paying attention. There is also no trackable debuff or animation involved. Mind Spike has a very subtle animation. Since it's very unpredictable, it's easier to make your opponents panic when using it. "Oh wow all of a sudden I'm at 20% and I don't know why! just going to use a cooldown" In comparison to Insanity they might say "Okay I'm at 20%, but the Devouring Plague is over and he can't do any more damage, I should be okay."  This situation happens more than you would think.


Bursting Priority List by Talent

FDCL
-make sure you have a reasonable duration Vampiric Touch and Shadow Word: Pain on the target before bursting
-Halo if you are using that
-Shadowfiend + Devouring Plague at the same time using the bugged Glyph of the Sha
-use Divine Insight procs, or cast a mind blast if you don’t think you will be interrupted
-if you have 2 Surge of Darkness procs: use at least 1 of them
-when you have 1 Surge of Darkness proc you can choose to either use the second one or freecast Mind Flays while your target is in line of sight and you are unafraid of being locked out. In general I simply use the second proc and continue moving toward my target
Once you have no procs your highest dps is to use Mind Flay.


Mindbender
-make sure you have a reasonable duration Vampiric Touch and Shadow Word: Pain on the target before bursting
-Halo if you are using that
-Mindbender + Devouring Plague at the same time using the bugged Glyph of the Sha
-your highest dps is to use Mind Flay.


Solace and Insanity
-make sure you have a reasonable duration Vampiric Touch and Shadow Word: Pain on the target before bursting
-Halo if you are using that
-Shadowfiend + Devouring Plague at the same time using the bugged Glyph of the Sha
-channel insanity for the rest of the duration of Devouring Plague
*Note: If the healer is not CC'd for the final ticks of the Devouring Plague it is better to cast Mind Blast for 1 orb and use Psychic Horror as a follow up CC. The healer will very likely do more healing than you will do damage.

-your highest dps is to use Mind Flay.


Playing as X comp:
*keep in mind these can all change depending on what you are fighting against*

2v2:
Healer/Spriest vs. Healer/DPS
You can play any of the 3. Preferably you should play Mindbender if the comp you are playing against is susceptable to being killed by Mindbender + DP + Mind Flay because you can set up kills with your healer once a minute. Sometimes Insanity is better where you need the extra burst to get a kill though I wouldn't recommend it. Mind Spikes are never a bad option. It could be hard to rot a team by yourself, though.

Healer/Spriest vs. DPS/DPS
Mind Spikes or Insanity. By using insanity you can get a kill very fast against classes that can live by themselves while running away from your Mind Spike procs, but Mind Spike procs will give you consistent damage for comps that can't live very long on their own. In general, I would say Insanity is stronger here.

Spriest/DPS vs. Healer/DPS
Really depends on what you're playing against here, but if you think a melee will be training you and you don't have a partner that can peel them much, go with Mindbender. It will give you the extra mana to heal yourself as well as give you some bursting help. Insanity or Spikes if you have peels or fighting a caster healer.

Spriest/DPS vs. DPS/DPS
Really doesn't matter much. Mindbender isn't that great because the game won't last long. Mind Spikes is probably best because you'll be doing a lot of running away as a Spriest in this fight.

3v3:
*In 3v3, Mindbender is less effective than the other two choices.*

Spriest Mage Druid/Shaman:
This is all up to what you prefer, really. If you are playing with a Fire or Arcane Mage that heavily relies on the one shot combo, then go with Insanity. With a Frost Mage who can easily set up burst I currently prefer FDCL as long as it's able to force cooldowns or land kills against what I'm fighting with Deep + Silence combo.

Spriest Warrior Shaman:
Spriest Warrior isn't seen much, but it is very strong right now (Season 15). Warriors do heavy consistent damage so it is definitely better to play FDCL with one. You are going to be the train target and while Warriors do have a lot of peels, there usually isn't enough of a window to spam Insanity into a target.

Spriest Rogue Druid/Shaman:
While I havent seen it much in the past months, Spriest Rogue does have it's strengths and those two DPS are second only to Frost Mage Rogue when it comes to bursting a target down. When playing with a Rogue it's almost best to spec Insanity and hold orbs for the one shot. Triple CC is very important and you will want to fear one, cyclone/hex/cheap shot or kidney shot one, and kill the other when going for kills. FDCL can work, but it just doesn't fit the playstyle.

Special Cases:
-Hunter/Melee comp training you in 3v3 with low peels on your team. If you're playing with a Resto Shaman and a class that won't be helping you much like a Warlock or Ele, then you will want to play with Mindbender. It feels not so great, but you actually can't do anything with Insanity/FDCL anyway when you are getting trained all game. Mindbender gives you that extra little help while trying to survive.

-Rogue/Mage comps in 3v3 with low peels on your team. Again, this is really hard to do anything against if they are an aggressive team determined to shut you down. Mindbender is actually not very effective against this team because of novas, so your best bet against this is usually to fear rogue + CC healer then burst mage down with insanity.



That's all I got for you guys, hopefully you got something out of it.


#4086148 PoM not affected by PvP Power

Posted Evilcow on 24 March 2014 - 07:17 PM

Holinka@holinka  24m
Hotfix in the works for Prayer of Mending ignoring PvP Power.


#4073125 Rhee's Resto Shaman Guide!

Posted Rhee on 07 March 2014 - 02:50 AM

View PostAccelerator, on 06 March 2014 - 06:59 PM, said:

Hello Rhee the shaman

Thanks for the guide!

I'm having issues against kittycleave and tsg that will train me (rshaman) all game as KFC or Spellcleaves.  Can you please tell me which target my team should kill and the other to control, so that I dont have to use every cd in the opener or just get stomped in 18 stuns?

View PostPsychic1, on 06 March 2014 - 08:06 PM, said:

Curious, whats the addon that shows what you ground in party chat? Is it ShamanFriend? It's Veevs spell announcer.

Hello!

Those two melee comps are the worst possible combinations for a resto shaman to survive against, especially if you get trained from start to finish.

So against the kitty cleave, it will be worth it to glyph capacitor totem if you are running KFC or a spellcleave, but against the TSG you have to decide for yourself if you want healing stream for the DK damage or capcitor. Against the TSG I would say go capacitor if you are running KFC because KFC doesn't have as much peels as something like MLS, which has 2 spammable CCs with poly and fear.

KFC is a really good comp (don't get me wrong), but it is one of the shaman comps that can be weak when it comes to protecting you against certain cleaves. The reason why KFC is weak against something like kitty cleave or TSG is that they will most likely be paired with a paladin or a MW monk, rendering your pressure and CC useless for a WHILE because they have so much healing output and ways to get out of them. The only peels KFC can do for you are shockwaves, intervene (10% damage reduction), demo banner (10% damage reduction), and charge stun from the warrior, and pet sac from the hunter. All these are on a cooldown and not spammable.

As a KFC, your best bet is to CC the healer with trap, then save warrior CCs like stormbolt or shockwave for peels. Try to live as long as you can.. totem prep or call of the elements is so crucial to do efficiently against cleaves.

!!:
Against cleaves you CANNOT waste any totems (capacitor,healing stream, freedom, earthbind mainly) so make sure all is used before you prep.

!!:
Against cleaves you need to be efficient when trying to juke their interrupts. So if you do decide to stop your cast, refresh your riptide, drop a stream, drop a earthbind, or even refresh your Earth Shield if none of the above is available. Don't just jump around trying to fake-cast forever.. eventually you will fall behind and sometimes not even get their interrupts, leading to death.

Also your priority for defensives change against cleaves. NS paired with Ascendance is probably your biggest cooldown as it can top you to full when it crits, so DO NOT WASTE YOUR NS. Save aura-mastery for when they have interrupts available and when you failed to juke their kicks.

Healing Tide if you feel like if you are getting behind, and try to drop it before a stun lands. You should try to trinket Reck / Incarnation Stuns, or to trinket last second for a spirit link.

!!:
Against cleaves using your capacitor totems well save your life. Drop your Capacitor so its right up against the wall (face your left-ass to the pillar & drop it) and stand on your cap totem right after it drops. Doing this will prevent your cap getting cleaved even by warrior / feral as the cast time is only 3 seconds for the stun to go off.

As MLS or any other caster cleave, the peels are much better for your survival especially if you have a mage or a warlock on your team. Have your team spam fear or poly when you are stunned on the DPS, and use gateaway paired with a CC on both so you can get away and heal. Ring of frost does wonders so be aware of that and ask for it too.



View PostEmmawatsonz, on 06 March 2014 - 08:42 PM, said:

Good guide.
I'd like to point out that the range on Tremor Totem is infact 30yds. Also, I am curious as to why you use Blood Fury with NS as opposed to using it with Ascendance?

I have blood fury in both my ascendance and NS macros. I like having BF in my NS because I want to guarantee a big heal when I use it, and I like to use Ascendance + NS combo anyway. The reason why I don't just save BF for ascendance because you will rarely free cast with this CD up, so it is pretty weak in that sense.

Thank you for the tremor range, its fixed!

imgur.com/XTe8XtH.jpg


Thanks everyone for the great feedback! <3

Rhee


#4071245 Rhee's Resto Shaman Guide!

Posted Rhee on 04 March 2014 - 06:17 PM

Rhee’s Resto Shaman Guide (5.47)

Hi there! I’m Rhee the shaman, and while I’m pretty new to the PvP scene of WoW, I believe I have found success in the shaman perspective of arena combat, allowing me to have ethos for a guide!

My first ever arena season was Malevolent season, where I played a hunter to around 2200 rating. Watching popular shaman streams like Flubbah, Kollektiv, and Cdew inspired me to play one!

My first season as a shaman was Tyrannical, where I found some success – achieving 2400+ rating as shatterplay – but I had to AFK mid-season, which resulted in an absence of any titles. First full season was Grievous, where I achieved 2600 rating and R1 playing numerous comps, and I was very privileged to play with many talented players to get to this level.

Enough talking, lets get to business!


-Talents-

Posted Image

This is pretty much the “Cookie Cutter” talent build to be an effective shaman. With the exception of the level 30 and 45 talent choices.

I’ll provide a rule of thumb, where you SHOULD swap out the “Cookie Cutter” talent for the circled ones above, and explain why.

Use Earthgrab Totem VS Rogues, or Warriors, or Monks, or DKs (Who are NOT paired with a Mage)

Ex) Monk / Spriest / Shaman

  Ex) Rogue / Warlock / Shaman

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Why?
When used effectively, Earthgrab totem can save your life when the enemy players attempt to make a swap on you.
It disrupts the melee from making contact with you, buying you precious time to react appropriately. And it also disrupts the enemy team’s offensive cool down coordination. While the caster can still hurt you with his cool downs, the melee will have to suffer delay on his cool downs.

Tips:
Against rogue / warlock or shadow priest teams, you can drop this totem when the rogue attempts to make a swap to you with a vanish or a step + shadow dance combo. It pulses, so dropping it when you know that the rogue is running at you with vanish up will root him in stealth when he gets near you, hopefully wasting his dance or shadow blades uptime.
Against warrior or monks + caster teams, it’s a lot easier to make use of this totem as you can visually see the swaps. Simply drop it when the monk or warrior gets near you and ghost wolf away!

!!
I NEVER swap out Windwalk Totem verse any mage compositions because the freedom aura is simply too good for defensive and offensive reasons. Even against Rogue + Mage, I suggest you use Windwalk even though Earthgrab is extremely potent against Rogues.

Totemic Projection
This level 45 talent is really up to you. I personally never spec into it because my logic stands that double healing stream, grounding, tremor, freedom, and earthbind are just too good to give up.
However, when used effectively it can help your team out tremendously as you have absolute control of your totems.
If your team can use more CC, “throwing” Capacitor Totems can help your team out in that aspect.
Most shamans do not go this route, but Burbery, who is an extremely successful shaman always specs this, and is really known for this play style, so don’t be scared to try it out and adopt it.

-Glyphs-

These are set as my “Default” glyphs, and I’ll briefly go over the reasoning beyond them and when I switch glyphs out for specific comps.

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Glyph of Totemic Vigor: This glyph basically protects your totems from being easily destroyed, but keep in mind some melee like warriors can destroy it fairly easily. It complements Healing Stream Totem well since its your largest source of healing, and protects it from being one shot.

Glyph of Ghost Wolf: Basically allows you to kite well when enemies target you. Shamans get targeted a lot, and this glyph is a must have when it comes to kiting and surviving.

I will rarely switch these two out, as I believe they are needed for my own survival.

Situational Glyphs (That I swap Healing Stream Glyph for)
I will only swap out Healing Stream when there isn’t a mage, ele shaman, or death knight on the opposing team.

Glyph of Capacitor Totem: Great glyph to use against cleaves that will hit you mainly. Extremely potent against double melee teams as the stun is easy to land.
Tip: This glyph with Earthgrab Totem is a secret weapon of mine when it comes to dealing with melee + caster comps that will try constantly to make a deadly swap to you.
Ex) Against Rogue / Warlock, drop Earthgrab Totem first for the root when the rogue connects with you, step forward a bit, then drop Capacitor Totem so the rogue is not in range to kill it. Watch him get helplessly stunned and then smile since you lived!

Glyph of Cleansing Waters: Okay glyph to use against DoT cleaves such as Boomkin / Warlock / Healer, or Ele Shaman / Warlock / Healer. The small heal scales with vigor so try to keep riptides up on your whole team and this glyph can go a long way when you need to dispel Unstable Affliction.

Glyph of Hex: Okay glyph to use when the other team does not have a de-curse for your hex, or if your team is lacking CC. I don’t use this glyph that much because usually I will be occupied enough to have Hex back off cooldown when I really need it. But it can be extremely effective if your partner’s CC is roughly on the same cool down as Hex with this glyph.

-Stats-

People ask this all the time when I tune into fellow resto shaman streams. But the point is that it really does not matter, and you should test different stats out as I did to find your niche. I’ll go over some popular stat choices.

Pure Crit: Crit rating scales extremely well with shamans because our heals tend to be only potent when they crit. Also, a riptide provides us with a crit bonus for our next two healing surges, so crit rating scales well in that sense as well. We also get mana back when we crit heals!

Pure Intellect: The theory behind this stat choice is so that when you don’t crit, that your heals actually move your partner’s health bar. I rarely see shamans go this route anymore because the amount of crit rating you lose is not really worth it.

Mastery: Some shamans will pick up mastery as their main stat, not really common, but there are successful shamans who go this route. Our mastery basically makes us heal more when our partners are lower, which scales well in my opinion with your passive healing through totems.

My stats revolve around intellect, crit, and spirit. I found that as full crit I sometimes go OOM due to RNG. If I crit, I will top someone off, but if I don’t my healing surges won’t do anything, forcing me to spam surges that quickly burn my mana. So my theory in this build is to have some intellect and spirit to compensate when I don’t crit at all. I’m extremely comfortable with the amount of healing I do when I don’t crit, and I’m never OOM during my arena games, even when it goes to dampening. Also, I like intellect for passive healing via totems since they do not have a passive crit modifier like healing surge.

But… do what you want! Test everything out and see what you like. I think I’ve tested every possible stat combination out there, and this is what I found to be most effective to my play style.



-How to be an effective Resto Shaman-

Shamans are great when it comes to keeping their team-mates up with potent healing and support. Our toolkit, mainly Wind Shear, Grounding Totem, Windwalk Totem, and Tremor Totem allow our partners to stay out of CC and sustain offensive pressure by disrupting the enemy team.

However, Shamans are weak when it comes to survival and you will always be the weakest link of your comp. Shamans are pretty much susceptible to death in any given moment to any given comp. Therefore, you will need to build the skillset of surviving on top of having effective grounding totems, shears, and the like.

Rule #1: Always pretend you are in trouble.
- As I’ve stated before, we are susceptible to death at literally any given moment because we have no defensives while stunned or silenced.
- Learning to be defensively aware should be your top priority.
- Get in the habit of keeping a mental timer on enemy stuns and silences.
- Get in the habit of constantly checking enemy positioning vs yours. As you get more experience you will able to tell easily when the enemy wants to push up for a swap if you position yourself adequately.


Rule #2: Learn to be preemptive
- Our major defensive cool downs require us having to trinket, so learning not to trinket by being preemptive will substantially increase your chances of survival.
- Practice swapping Earth Shield + Riptide before you get swapped to. It can be hard at first, but trust me even the smallest things like this can go a long way for your survival.
- Practice dropping totems preemptively before the enemy team swaps on you. A fresh healing stream will do wonders before a swap lands, and a healing tide will be even better too.

Rule #3: Don’t panic
- Once you get the hang of managing your defensives and get used to the overall damage of arena, the panic will go away when scary swaps come, but I feel like this is often so easily overlooked when I watch other aspiring shamans.
- If you don’t panic, and look at exactly the offensive cool downs of the other team, you won’t waste unnecessary defensives, and therefore increase your time of survival.
- Using your trinket inefficiently and in panic will most likely lead to a loss.

Rule #4: Have a strong presence
-  Opposed to other healers like Resto druids, Hpals, or even Monks, Resto Shamans lack CC as our Hex is on a fairly long cooldown.
-  Effective healers (druids, hpals, monks) abuse their ability to CC and definitely pronounce their presence in the arena.
-  Mediocre shamans have a defensive mindset because they think our class lack the tools to have a strong presence. Top tier shamans use everything to their advantage (shocks, shear, hex) to disrupt the enemy team and declare their presence.
-  Don't waste your hex. Try to look for certain situations so that your hex actually does something meaningful and affect the outcome of the game. An example is to look for hexes on the off-target when the enemy player able to decurse is stuck in a minor CC, even something like a DR stun. Its great to hex an enemy mage's partner especially if he is being heavly pressured because it uses the mage's global. You can also hex to stop important casts when your wind shear is on CD. Hexing a enemy healer when he is low is EXTREMELY potent and not used often. The damage threshold to break a Hex is actually pretty high.
- Look for situations to land a capacitor stun. I always look for a situation to land a triple capacitor if the enemy team is stacking up defensively.


Our Defensives (Listed with importance)

Spirit Link Totem
PvP Trinket
Healing Tide Totem
Healing Stream Totem
Ascendance / Aura Mastery
NS or Ancestral Swiftness

The idea here is to generally use certain defensives first before using the others as each provides higher percentage of survival. With the exception of healing stream of course as you should be using it almost off-cooldown. Its up there due to its potency as a passive healing source.

So, you should look to use NS frequently when the enemy team has ways to interrupt your cast or when your teammate is hovering around 30~50% for a quick heal. Always look to Unleash Elements into a NS Greater Healing Wave, as NS without Unleash won't heal for anything.

Tip: Against teams that are not spread pressure, but rather single target killers, you can use Ascendance before you NS for the extra heal to guarantee that they will most likely be topped off.

Tip: Against teams with obvious patterned CC like Hunter / Melee / X, you can Ascendance before you get put into a scatter shot, and the healing bonus will be applied to HoTs you have active on your partners. Sometimes against hunters I'll just pop ascendance before I know I will get Scatter Shot and throw an unleash riptide on my partner, and they will have a huge HoT when I'm CCd.

Tip: It is FINE to Unleash Elements + Riptide! Its extremely effective when you need a quick heal before you know you will be CCd because it can crit for around 50k, and provide that big HoT. Its super effective verse spread pressure teams, and I believe its one of the most underrated spell combos shamans can do.

Always try to preserve your PvP trinket by coordinating partner cool downs first as the absence of your trinket just makes you a juicy target for 2 whole minutes. I generally like to hold my PvP trinket until I have to Spirit Link, but of course it all depends on the situation.

The general rule of thumb is that when you use your PvP trinket, use a defensive following right after it.
Some examples are:
Trinket -> Spirit Link Totem
Trinket -> Healing Tide
Trinket -> Aura Mastery w/ Ascendance


-Useful tips-

Grounding Totem is your best friend when it comes to survival. Spam grounding totem when you are stuck in a stun like deep freeze in an attempt to ground the silence effect that is always followed up.

!!: Grounding Totem will only ground magical effects like Counterspell, Spell Lock, and Silence. Won't work for a rogue garrote. You can also spam Aura Mastery during your stun so that when the effect expires you can immune the silence effect.

!!: In certain situations, you can use grounding totem as a cover from magical interrupts to get a cast off. Do this when in a do-or-die situation (when you obviously don't have aura-mastery). Just drop grounding and cast, and hopefully you can ground windshear or a CS.

If your PvP trinket is on cooldown, and the enemy is obviously trying to kill you soon, and your teammates are out of utility, it doesn’t hurt to be “clutch” as it will most likely pay off.  Try to preemptively spirit link, healing tide, healing stream, tremor to increase your chance at survival because once that stun lands you are most likely dead anyway.

Earthgrab Totem is your best friend verse melee caster comps (without a mage) that are constantly looking for a swap to you. Abuse this totem to disrupt enemy melee cool downs. Extremely potent vs. rogues, DKs, and monks.

Abuse your shocks and I mean it. Earth Shock decreases physical damage done by 10%, Frost Shock slows enemy players, and Flame Shock can be used for reflects, and dark sims. This is probably the most distinguishing characteristic between a successful shaman and a decent one.

Purge will get rid of enemy shaman’s grounding totem or any other similar effects.

Wind shear will “eat” the reflect effect of warriors, but its better to flame shock so that your shear can be used for a cast instead.

If you shear a mage on a polymorph cast, just hex his ass (mage can’t use Counsterspell if you lock them out on poly) if your hex isn’t that crucial to your team’s CC. Often times, mages will just cast a ring of frost after the lockout and you can’t do anything about it. So hexing to stop a cast is extremely good.

Try to fake Counterspell from casters with a casted hex instead of heals. I found that in my experience casters tend to respond with CS for hex rather than a heal.

You can use Call of the Elements (“Totem Prep”) when you are silenced or kicked. Something you can do to save time during a lockout if you see that all your totems have been used.

Memorize the totem placement pattern.
Fire totems don’t matter, but be wary that your Earth Totems drop on your front-right, your Air Totems drop on your bottom-left, and that your Water Totems drop on your bottom-right.
Posted Image

Learn to hide your healing streams behind pillars as decent players will always look to kill them. So just position yourself so that the pillar is behind you to the right and drop a healing stream, which will hide it from enemy LoS. Healing streams work through walls and z-axis too.
- On a map like Blade's Edge with z-axis, you can drop your healing stream or healing tide underneath the bridge to protect it from being killed and it will heal your partners up top.

Since you know that your Tremor Totem (an Earth Totem), will drop on your front-right, make sure to position yourself to get your partners out of fears or wyvern stings since the range on Tremor is only 30 yards. I’ve seen many shamans “miss” their tremors because its not in range, and weren’t aware of the totem’s position.

Same with your healing stream, you can hide your Grounding Totem against hunter teams to protect yourself for 20 seconds from getting trapped. Same logic, hide it behind a pillar so that you are the only one getting protected from the grounding aura, while your partners are pushed up.

Last but not least. Now you know that your Spirit Link Totem will drop on your bottom left, you can “aim” Spirit Link to make sure your partners will get the health distribution.
Ex) Your partner is a bit far from you, and requires spirit link to survive. You run towards him, and you can jump, and rotate your camera around, and strafe in the air so that your left backside is facing your partner to guarantee the Spirit Link to “hit” your partner. This will allow you to link faster since you won’t have to run to him as much. I essentially call this “throwing your link”.

If you are like me and play with around 200 ms never try to shear fast clone or an Unstable Affliction cast unless it’s preemptive.

Against resto druids, study their movement and try to save your grounding. They usually jump or strafe around when hotting because lolinstant, and will usually stop in place when attempting to go for a soul of the forest cyclone or heal. I usually ground quite a few SotF clones vs druids.

If you need to prep your totems for another tremor, make sure to just use and drop all your active totems like earthbind, freedom, grounding, healing stream, and even capacitor. Wasting any of the above is a big no-no. Sometimes I land random Capacitors with this strategy.

Against a rogue, never trinket the first stun unless you want to spirit link, or if you are at the stage of the game where your defensives are limited or you are likely to die. The idea is to trinket the DR stun and then use your aura-mastery to immune the garrote. Be wary though, rogues will triple DR stun you for a kill.

A rogue will always try to gouge your aura-mastery heals. Just pop it, and run the direction the rogue is facing, also spin your camera around like a maniac if you think he is going to sprint or step gouge.

Drop your fire-elemental totem early vs. a rogue to keep you in combat, and thus protect you from saps.

Don't waste healing-stream by just dropping it off-cooldown. Its best to try to drop it before the next CC lands on you so your partners have the stream to heal them while you are CCd. Same logic goes for Healing Tide. I always try to healing stream or tide (based on enemy offensives used) before I get stuck in a long CC chain, so against a hunter I will try to drop these before he even lands the scatter shot, which will be followed up by another stun or a freezing trap, into a silence.


Learn to have a habit of constantly purging. It will improve you tremendously as a resto shaman. Keeping a mage “clean” of buffs will allow you to sometimes instantly purge Presence of Mind, or Alter Time. But learn to be mana-efficient with it as well, purging is high mana-cost.

Use Mana Tide early, and not when you are at 10% mana. 50% to even 70% is a good threshold to pop it when your healing stream is on cool down.
Look for early drinks constantly if your team has the upper-hand in terms of pressure and defensives. Once you leave combat, drop a healing stream, a mana tide, or even a healing tide before spamming your water button. The totem will drop and you will be allowed to drink.

-Macros-

Some macros that I believe are essential as a resto shaman.
Replace the 1 with 2 and 3 for arena 1~3 macros that will aid you.

#showtooltip wind shear
/stopcasting
/stopcasting
/cast [nomod, target=arena1] wind shear
/cast [mod:ctrl,target=arena1] hex
/cast [mod:alt,target=arena1] frost shock
- Doesn’t have to be this format exactly, but just have your wind shear, hex, and shock for arena 1~3 bound.


#showtooltip Cobo Cola
/click TotemFrameTotem2 RightButton
/use Cobo Cola
- Destroys your fire elemental totem to go for drinks

#showtooltip
/stopcasting
/cast [@arena1] Flame Shock

#showtooltip
/stopcasting
/cast [@arena1] Earth Shock

#showtooltip
/stopcasting
/cast Grounding Totem

#showtooltip
/stopcasting
/cast [@arena1] Flame Shock


#showtooltip riptide
/stopcasting
/cast [nomod] riptide
/cast [mod:ctrl, @player] riptide
- I have self riptide bound so that I don’t have to waste time swapping targets to pre-hot myself before a potential swap.

#showtooltip Water Shield
/cast [nomod] Earth Shield
/cast [mod:shift] Water Shield
/cast [mod:ctrl, @player] Earth Shield
- Same concept as above for earth shield.

#showtooltip Ancestral Swiftness
/stopcasting
/stopcasting
/cast ancestral swiftness
/cast blood fury
/cast greater healing wave
/p NS!


/script function CompactUnitFrame_UtilShouldDisplayBuff(a,b,c)local _,_,_,_,_,d,_,e,_,f,_,g=UnitBuff(a,b,c)if UnitAffectingCombat("player") then return (e=="player" or e=="pet") and not f and d > 0 and g; else return g end end
END
- The above script shows your water shield on default raid party frames.

UI

I feel like many beginners tend to clutter their user interface with a lot of information because they are not comfortable with their level of awareness yet. However I strongly recommend keeping it as simple as possible. Using addons is fine to start off, but don't go overboard with it and start with one at a time to get used to them.

Try to keep your field of vision clear so that you can start to be aware of enemy positioning as well as yours and your teammates'.

This is my UI, inspired from Kollektiv's that grants me good field of vision, focus buffs / debuffs, targets buffs / debuffs, my totem frames, and arena 1~3 cast bars.

Posted Image

Conclusion

I hope you have enjoyed the guide, and if you have any questions don’t hesitate to message me in-game Rhee-Tichondrius, I’m always willing to help out or message me on twitch at username Rhee1.

Resto shamans are a great class once you get used to its weak points, and is definitely one of the most constantly effective and potent healers in 3v3 arena.

I don’t stream unfortunately, but you should check out these streams for high level shaman content that you could learn a lot from. Practice and watching streams is how I progressed pretty fast too.

Cdew – twitch.tv/cdewx
Flubbah – twitch.tv/flubbah
Takenotezz – twitch.tv/jakenotezz
Eeluminati – twitch.tv/eeluminati
Kaska – twitch.tv/kaskatv

These guys seriously rock, and studying their globals, and trying to adopt them into your play style or imitating them will seriously improve your level of play in no time.


#4080103 WoD: Gladiator mounts usable as ground mount

Posted Icekingx on 15 March 2014 - 09:27 AM

Can they add wheels to mims head?


#4077700 An Arena Junkies Cooperative Initiative

Posted Regent on 12 March 2014 - 07:50 PM

Life Story: Earlier today I was getting some lunch and overheard a group of people loudly complaining about Obamacare and how it was apparently ruining the country. After a few moments, one of the guys who had been quiet said something like, "You all sit here and complain about it, yet you offer no alternative, you complain instead of trying to offer solutions or start real discussions." This got me thinking, and while I ate my burrito, I realized that this could describe the WoW community pretty well (albeit not exactly.) I tried to think of ways we could improve and came up with this idea.

Problem: High rated WoW players are frustrated with imbalances in gameplay, but tend to complain aimlessly instead of working together to provide a strong argument. Blizzard doesn't have a good pipeline through which to communicate with the experienced arena community. While Holinka does have an active twitter, the platform is severely limited in length and can be confusing to use.

Proposal: Every week, starting on monday, a thread will be put up where players can go and post questions or points of discussion. On Wednesday, the top posts from that thread will be put into a new thread with a poll. The AJ community will then vote the top 5 questions/discussion points.

We approach holinka (some mods here know his personal contact info possibly?) and ask for him to commit to answering the 5 questions every week sometime between friday and sunday. Once he answers, the Q&A will be posted to the news feed on the front page of AJ. Then on monday the process starts over.

The Goal: To generate better discussion of the game, while limiting ourselves to the things we find most pressing. To better the relationship between players and developer(s). Reduce the general complaining seen on Arena Junkies (we are all guilty of this.) Five questions a week is not a large commitment, but would be very helpful in increasing the dialogue.

If anyone has suggestions on how to improve the idea, let me know!


#4080469 Day 2: PvP Live Tourny Disucssion thread

Posted Elorxo on 15 March 2014 - 08:04 PM

View PostNeosaurfang, on 15 March 2014 - 08:00 PM, said:

Faggot deserves the DC, now he should have his identity stolen and have a chink log his account.

shut up


#4070726 Too many defensive abilities

Posted Cakesz on 04 March 2014 - 12:09 AM

View PostDoctor M, on 03 March 2014 - 11:21 PM, said:

Yeah I know, my bad. I do agree that there are way to many defensive abilites in this game, but there's also a reason for that, because of the ammount of cc and damage cooldowns i the game. It's a vicious cycle that started in Cata

It started in WotLK when Blizzard gave every CD in the game to DKs and so they had to give other abilities to other classes to counter that, instead of just removing the retarded shit from DKs.


#4068383 Shadow Blades Removed in WoD + More!

Posted Kelberot on 28 February 2014 - 10:33 PM

You realize they balance the class around such abilities, right? So if they remove shadow blades, they have to make up for it somewhere else, unless if they think that rogue damage is too high as it is.

It'll be alright, the game will be healthier. I'm excited for everything that was announced so far, and concerning your stun DRs question, some stuns are in a different DR (paralytic poison, earthquake, etc), so I'll just take a guess and assume everything that's inside the short stun DR right now will be removed from the game or changed so it doesn't stun anymore.


#4067531 Don't be an asshole

Posted Lolflay on 28 February 2014 - 07:16 AM

I edited my previous post but I decided I'll actually chime in.

Boosts are destructive to the game because they do not allow fresh players into the scene, as they'll get into a loser/paranoid mentality ( I won't improve because everyone else is just buying rating ; man that team we just lost to is buying rating ( can't be the case that they were just better than us, so I will quit improving ->>> this kind of thinking leads to arena population declining ) ; that guy is boosted, I won't play with him ).

Also, boosts directly take Gladiator spots that other players deserved more. Yes, they might be worse than the people who boosted a account to that Glad spot, but that does not mean they don't DESERVE it. A running argument throughout this thread is that it's exactly the same that the boost job occupying one slot on the ladder is same as the booster holding that spot with his alt. What alt ? "Umm, yeah, I haven't done any boosting this season, I'll just poof an alt out of thin air and hold this spot I would've held with the boost otherwise." Retarded really, I've seen many promising players quit just because they failed to get Gladiator by a few spots.


And just to counter any possible rebuttal directed in my way - at least I'm not hypocritical about it, even if I'm guilty. This thread basically boils down to a bunch of people thinking the community is shit, then taking a shit themselves in front of everybody to watch. While maintaining eye contact. A gaze even.


#4068245 WoD CC changes

Posted Shridevi on 28 February 2014 - 08:31 PM

Why are people opposed to the racial changes?  Nearly every priest and monk are undead.  Draenei suck and no one plays them.  The only dwarves are shamans because draenei suck, and orcs are still better than both.  Hardly anyone plays ally in the US, and those that do roll human if their class allows it -- the minority of daring people (aside from druids) pick NE to possibly meld a spell every 2 mins.  Tauren and BE look better as well.

As it stands everyone is, or would be if they could, orc or undead.  Will of Forsaken shouldn't even be in the game, 3 minutes is very fair.  The new stoneform doesn't remove CC, at most it gives 8 second immunity which can be used wisely.

The concept of juking an interrupt and then getting silenced is stupid.  They are removing a bunch of skill-less abilities.  How does it not make sense that if you want to clone, have the mage start with root, rogue start with cheapshot, and so forth?  You don't just press a button and have it automatically happen.


#4067438 WoD CC changes

Posted Gaffney on 28 February 2014 - 04:40 AM

everything about this is amazing


#4067306 WoD CC changes

Posted Snuggli on 28 February 2014 - 02:37 AM


Holinka@holinka 1m

.@ChritznL @Venaliter Subterfuge no longer leaves the rogue in stealth but provides the rogue access to stealth abilities.

Holinka@holinka 1m

.@ChritznL @Venaliter Subterfuge no longer leaves the rogue in stealth but provides the rogue access to stealth abilities.

Holinka@holinka 1m

.@ChritznL @Venaliter Subterfuge no longer leaves the rogue in stealth but provides the rogue access to stealth abilities.

Holinka@holinka 1m

.@ChritznL @Venaliter Subterfuge no longer leaves the rogue in stealth but provides the rogue access to stealth abilities.

Holinka@holinka 1m

.@ChritznL @Venaliter Subterfuge no longer leaves the rogue in stealth but provides the rogue access to stealth abilities.

Holinka@holinka 1m

.@ChritznL @Venaliter Subterfuge no longer leaves the rogue in stealth but provides the rogue access to stealth abilities.

Holinka@holinka 1m

.@ChritznL @Venaliter Subterfuge no longer leaves the rogue in stealth but provides the rogue access to stealth abilities.





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