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#4211056 Apology to everyone
Posted Nmplol on 18 September 2014 - 05:25 AM
I'm not mad that ya'll cheated. Rather embarrassed for wizk\jah who came on these forums denying it so hard. When they both knew what really happened.
If you really need a plane ticket that bad let me know. I got Skymiles.
#4180984 Cya tremor
Posted mirox on 28 July 2014 - 01:06 PM
#4180633 Dannycarey 2850 Mistweaver pvp
Posted Hasuit2 on 27 July 2014 - 11:49 PM
Posted Eckbok on 26 July 2014 - 08:48 AM
(edit:) https://vimeo.com/102208281 = episode 2
Old thread:http://www.arenajunkies.com/topic/246239-scrub-lock-pushing-for-2k-in-3s-advice-about-lsd-warlocks-in-general/
shout outs to everyone in that AJ thread who showed me what's up.
Thanks to: your boy Pillarstream, your boi Greymoor, your boy Anthrakz, thanks to Chanimals for all of his streams n stuff, Maldiva, and everyone I've ever PVP'd with, ever
your boy Eck is licensed now holding it down in that 2Triple
#4156229 In-game NPCs named after PvPers
Posted Snuggli on 26 June 2014 - 08:33 PM
Hoodrych - http://wod.wowhead.com/npc=79900 "Captain Hoodrych"
Swifty - http://wod.wowhead.com/npc=79902 "Captain John Swifty"
Bajheera - http://wod.wowhead.com/npc=80484 "Captain Jackson Bajheera"
Azael - http://wod.wowhead.com/npc=80486 "Necrolord Azael"
Hotted - http://wod.wowhead.com/npc=80488 "Alune Windmane"
Nadagast - http://wod.wowhead.com/npc=80489 "Necrolord Nadagast"
Talbadar - http://wod.wowhead.com/npc=80490 "Mindbender Talbadar"
Novoz - http://wod.wowhead.com/npc=80491 "Elementalist Novo"
Vanguard - http://wod.wowhead.com/npc=80492 "Vanguard Samuelle"
Venruki - http://wod.wowhead.com/npc=80493 "Elliot Van Rook"
Tosan - http://wod.wowhead.com/npc=80494 "Tosan Galaxyfist"
Hildegard - http://wod.wowhead.com/npc=80495 "Hildie Hackerguard"
Yoske - http://wod.wowhead.com/npc=80496 "Rifthunter Yoske"
Mes - http://wod.wowhead.com/npc=80497 "Lord Mes"
Crazé - http://wod.wowhead.com/npc=80498 "Brock the Crazed"
Athlete - http://wod.wowhead.com/npc=80499 "Avenger Turley"
Cdew - http://wod.wowhead.com/npc=80500 "Taylor Dewland"
ReDeYe - http://wod.wowhead.com/npc=80501 "Red-Eye"
Unknown NPCs:
http://wod.wowhead.com/npc=80487 - Empty
Captain "Victorious" Chong
Captain Washburn
Ulna Thresher
Witch Lord Morkurk
Shani Freezewind
Thaelin Darkanvil
Karnor the Cruel
Kaz the Shrieker
Machinist B'randt
Makogg Emberblade
Marksman Aveua
Gatewatcher Moshnar
Battle-Mage Maraa
Edit: Some of these are for bloggers and PvErs etc.
Source: http://wod.wowhead.c...001:0:79899#0 1
Class Distribution
:druid: - Hotted
:hunter: - Yoske, Tosan
:mage: - Venruki
:paladin: - Vanguard, Athlete
:priest: - Talbadar, Crazé
:rogue: - Hildegard
:shaman: - Cdew, Novoz
:warlock: - Azael, Nadagast
:warrior: - Swifty, Bajheera, Hoodrych
:deathknight: - Mes
N/A - ReDeYe
Note: It is likely that Tosan is being represented as a Monk instead of Hunter. This leaves Druid, Hunter, Mage, Rogue, Death Knight and Monk with only 1 NPC.
Extra Info:
- The NPCs will be used in Ashran. When your team is behind they will come out and help you.
Source: https://twitter.com/...274314025054209
- The NPCs have a gameplay element and thus their race/faction/spec matters.
Source: https://twitter.com/...359900207460352
- Holinka teased that the Blizzcon winners might be getting their own NPCs (Sodah, Chanimal, Talbadar*) and he shut down Rzn and Snutz.
Source: https://twitter.com/...306949229199360
- Holinka confirmed there will be more EU NPCs.
Source: https://twitter.com/...276939239940096
Put the most likely candidates in bold and least likely in italics, mainly taking into consideration their spec and relations with Blizzard. This is purely my opinion and a guesstimate of the people Blizzard will most likely consider.
[US] - Snutz, Rzn, Reckful, Sodapoppin, Jahmilli, Dannycarey, Chanimal, Sodah, Abn, Pikaboo ...
[EU] - Minpojke, Zunniyaki, Nolifer, Boetar, Baten, Trillebartom, Doomsen, Akaishuichi, Nauree, Praii, Flubbah, Hydra, Mystic, Braindeadly, Waffle, Blukstack ...
Classes with only 1 representative so far and are thus most likely going to get more:
:druid: : Sodah, Sodapoppin, Minpojke, Baten, Doomsen
:hunter: : Braindeadly
:mage: : Jahmilli, Abn, Nolifer
:rogue: : Rzn, Reckful, Pikaboo, Akaishuichi, Praii
:deathknight: : --
:monk:: Dannycarey, Nauree
#4144064 WoD ret, the new 2 parts pvp set bonus is awesome !
Posted glonglon on 16 June 2014 - 07:38 AM
It seems that holinka saw this video and finally understood that ret was very vulnerable to CCs
I hope that we will be able to stack the wings 50% cc duration reduction buff with the new glyphed freedom 25% cc duration reduction buff :
According to my calculations with wings+glyphed freedom buffs up a 6 secs spammable cc like fear/poly/clone would only last 2.25s (6*0.5*0.75=2.25) which is very good.
With Hand of sacrifice CD being reduced by 30s thanks to the new perk passive we will also be able to remove magical CCs on our partners more often. Maybe there will be a niche for ret as an "anti-cc" support/burst spec.
The only thing I'm concerned about is ret CCs because they removed blinding light. It's impossible for a melee class to cast a 1.8s fear/repent so that basically leaves us with a 30s cd fist of justice as our only reliable CC.
To conclude, I hope ret will be a more popular spec in wod.
#4110327 The Most Overpowered Ability in Game
Posted Bigmoran on 29 April 2014 - 04:03 AM
I think Fear is the strongest CC in the game and even the strongest ability. Obviously there are a few things that set it apart from other forms of long duration crowd control. These unique properties have made it the center of a lot of complaints including, but not limited to:
- Its positional displacement
- Its high threshold to break on damage
- Its strength in combination with Shadowfury
- Remove Howl of Terror from Warlocks and give Warlocks demonic breath baseline
- Remove casted fear, leveling the playing field between Warlocks and Spriests
#4076323 In-Depth Shadow Tier 3 Talents Guide
Posted Talbadar on 11 March 2014 - 12:27 AM
Our tier 3 talents are:
From Darkness, Comes Light (FDCL)
Solace and Insanity
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.
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.
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
-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.
-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*
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.
*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.
#4063133 Cold Inferno - A Shendelz PVP Guide (6.2.0)
Posted Ownu on 24 February 2014 - 04:59 AM
Death Knight Guide (6.2)
- This guide is not only a starting place for players looking to learn the basics of the Death Knight class, but is also a great place for advanced players to sharpen their skills.
6.1.2 can be found here here.
6.0.3 can be found here.
5.4.7 is now in a Spoiler at the bottom, and will be kept around for retro-reference (is that a word?), and future arena servers, since whenever I go to play on an older arena server, I can never find any information to refresh myself on how the hell we used to play.
Big changes to Frost in 6.2:
- Anti-Magic Shell now absorbs 100% of all magical damage (up from 75%). Additionally, Glyph of Anti-Magic Shell now increases the duration of Anti-Magic Shell by three seconds (buff duration says seven seconds, however it counts second zero).
- Might of the Frozen Wastes now increases Frost Strike's damage by 100% (up from 50%) while dual-wielding.
- Necrosis now deals 8% less damage.
- Glyph of Icy Runes has been removed.
Howling Blast deals 25% more damage and deals full damage to other enemies within range. Frost Strike now deals 20% more damage. Obliterate now deals 20% more damage, but only 80% total damage against players (in total, a ~20% net decrease). Primal Combatant and Primal Gladiator trinkets have had their power increased, as well as their cooldown increased (2 minutes, up from 1 minute).As of 6.2, this change has been reverted.
Previously, Death Knights were pigeon holed into a very cookie cutter set of talents that did not really ever change. The new expansion has opened up many more options and talent combinations:
Tier 1
Now that Rolling Blood is caked in, Plaguebearer does a nice job of taking its place. Plaguebearer increases the duration of your Blood Plague and Frost Fever (and will add a stack to Necrotic Plague) every time you Death Coil or Frost Strike by Five (5) seconds. Seeing as Frost Death Knights do not have Festering Strike, and Unholy Death Knights don't want to be spamming Festering Strike, this is a great way to keep your diseases lasting until the golden years while spoon feeding your target damage. Does not work with Necrotic Plague.
Unholy Blight
Unholy Blight should only be taking in combination with Either Necrotic Plague, or Chillblains. When paired with Necrotic Plague, each tick will grant a stack on every target it hits. Additionally, each target effected by it will probably be in range of each other, causing the Necrotic Plague itself to jump between targets, causing it to stack extremely quickly.
When paired with Chillblains, it will constantly slow anything in it's range, unless the target has a buff like Hand of Freedom. Unholy Blight paired with Chillblains is highly effective against running Burst of Speed Rogues, and retreating Restoration Druids.
Plague Leech
Optimal with Necrotic Plague, Plague Leech removes your diseases from the target it is cast on, and restores two depleted runes as Death Runes. Ideal for Frost, and good for either spec, it will provide you with some extra runes to work with every 25 seconds. When not using Necrotic Plague, both diseases must be present for this talent to work.
Tier 2
Lichborne is the only viable talent in this talent tier, it will turn you undead, allowing you to break free of fears, charms, and sleeps. Additionally, while undead, you are immune to polymorph effects (Sheep, Hex) and incapacitates (Sap, Gouge), and may heal yourself by casting Death Coil on yourself (Unholy only). Polymorph and incapacitates will not break when you are already bound; however, like Cloak of Shadows and Anti-Magic Shell, you will be immune to these effects as long as you have the Lichborne buff. Sleep, Fear, and Charm effects will break when using Lichborne, even while you are already bound by them.
Tier 3
Asphyxiate is an improved version of Strangulate that stuns your opponent instead of silencing them. Additionally, it costs no rune, and has half of the cooldown.
Generally, Chillblains is taken because you--the player--desire to play with Strangulate over Asphyxiate for whatever reason (generally because the team composition you are currently playing has too many stuns already, and not enough other kinds of crowed control). Chillblains will cause your Chains of Ice to root your target, additionally, your Frost Fever and Necrotic Plague will cause the target to be slowed by 50% for 8 seconds. Typically more for Unholy (as you already have Gnaw and sometimes Remorseless Winter available to you as other stunning options), Chillblains combos well with Necrotic Plague, Unholy Blight, Defile, and Remorsless Winter. It is also the go-to option for Rated Battlegrounds, which are almost always done as frost. Howling Blast will cleave large amounts of players and give you a massive amount of control over the other team. Seeing as Necrotic Plague jumps from target to target, Frost spec will almost always take this talent along with Unholy Blight and Necrotic Plague in Rated Battlegrounds.
Tier 4
Blood Tap
All three talents in this tier are fairly close, however Blood Tap gives you the control over when runes are reset. It also gives you Death Runes, allowing you to have more control over the abilities you want to use.
Runic Corruption
This talent does not give you as much control as Blood Tap does, but is very efficient when playing with Breath of Sindragosa, or dual wield. Blood Tap does not provide you enough rune resets to maintain the spell for very long.
Tier 5
Conversion allows you to sacrifice runic power per second to gain health per second. Generally only works with Glyph of Runic Power.
Death Pact
Generally should only be taken when you are playing against a team that only tries to kill you in a very high burst swap.
Death Siphon
Always take this as Unholy and Dual Wield, unless you lose to a team that switches to you and kills you extremely quickly. It will take some getting used to, but you will learn to use Death Siphon effectively, just like you learned to use Plague Leech and Blood Tap. Pairs well with Plague Leech and Blood Tap.
Tier 6
Desecrated Ground
An extra trinket that will make you immune to all forms of CC other than silences while you are standing in it. Generally taken by non human Death Knights in exchange for double DPS trinkets, or when facing a rogue team. Having a second trinket is never a bad thing.
Remorseless Winter
A stacking slow that causes a stun on any target that hits 5 stacks, for 5 seconds. Dispellable, so make sure its either used on a healer, or make sure the healer cant dispel it by using some other CC. Try to only take this talent when using Death and Decay Glyph or Chillblains, as targets get away too easily during the early stacks. Works great with Breath of Sindragrosa or Defile (Arthas Combo). Very situational.
Tier 7
Defile benefits from the Death and Decay Glyph, which should always be considered when using it. Both of these things combo well with Remorseless Winter (Arthas Combo), and is my personal recommendation for Frost. This talent has reasonable burst with a reasonable cooldown. Generally not taken after the damage reduction removal.
Necrotic Plague
Granted 20% additional damage and regaining the ability to crit, Necrotic Plague is back in the game as a real talent. When taking this talent, always take Unholy Blight, as it will stack it much quicker, and your Plague will sit at max stacks for much longer, causing you to do overall more damage. Stacking this ability is important, and you should be throwing out Blood Boils, Icy Touches, Festerings, and Plague Strikes in order to help it stack as quickly as possible. Only recommended for Unholy in arenas, and only recommended for Frost in Rated Battlegrounds. This is the least bursty talent, but will give you heave AoE presence.
Breath of Sindragrosa
Pool runic power and some a few runes before using this ability. Line it up with things like Remorseless Winter, Pillar of Frost, Gargoyle, Dark Transformation, and trinkets. Use Empower Rune Weapon to feed it. The point of this ability is to do damage while doing damage, so don't spend your Runic Power on things like Frost Strike, or Death Coil. Ideally, you want to keep this running as long as you can, because its biggest drawback is the long cooldown it has. Definitely the Highest burst in the talent tier, at the cost of uptime and ramp up.
Common Builds
The current standard Unholy Rot build. Use blight when the opposing team is grouped up. Take Plague Leech when playing against anything that doesn't really group up often enough to get a big Blight off. Swap Chillblains for Asphyxiate as needed.
This is an alternative Unholy/Frost build, and built around Breath of Sindragosa. Take this when against hunter/hybrid that heals a lot, and will diminish the power of your spread pressure. You may also take the Icy Runes Glyph, allowing you to keep Breath up for longer. Frost may chose to switch Death Siphon out for Death Pact. Note that Blood Tap is technically better in this situation, however it is awkward to manage. Runic Corruption is idiot proof; use Blood Tap if you're comfortable with it.
Three strongly PvP oriented glyphs make choosing glyphs for Death Knights easy, however there are times when glyphs can be swapped in or out.
Shifting Presences - Allows you to switch presences and retain 70% of the runic power you had before the switch.
Icy Touch - Your Icy Touch will now dispel one beneficial magical effect from your opponent. Purge is a very powerful spell, and any class that has the option to take it should.
Dark Simulacrum - Reduces the cooldown of Dark Simulacrum by half, and increases the duration the debuff stays on the target by 4 seconds. Dark Simulacrum can be your strongest spell if used properly. Being able to use it twice as often increases the chances of having it ready when a juicy spell is about to be used. Can be used every Asphyxiate, allowing you to steal major defensive cooldowns from healers that can be cast while stunned. This is the glyph that you should swap in and out with other glyphs if you want to use something else.
Death and Decay - Slows any target that takes damage from your Death and Decay ability, for as long as they remain inside of the effected area. Works with Defile. This glyph works great with Arthas Combo (Defile+Remorseless Winter).
Strangulate - When used a to interrupt the target--and is successful--Strangulate gets two additional seconds added to its duration, for a whopping seven second silence. Most effective against Mistweavers, just watch out for the aura mastery!
Regenerative Magic - Use when you're almost never targeted, or against magic-melee-healer comps (stuff like RMD, where you know your shell wont "pop"). It will shorten the remaining duration on Anti-Magic Shell if the shield takes little or no damage.
Absorb Magic - Very situational, but game changing. This glyph will make Anti-Magic Shell actuallly useful against Chaos Bolt caster cleaves.
Runic Power - Our old set bonus; gain runic power when slowed. Works great with Conversion/Necrotic Plague/Breath of Sindragosa.
Anti-Magic Shell - Increases the duration of Anti-Magic Shell by three seconds.
Icy Runes- Grants 10 additional Runic Power when you use Chains of Ice. Use with Breath of Sindragosa, and say "I'm still breathing on him guys!".
Death's Embrace (Minor) - Restores runic power when healing a friendly undead minion. Save some runic power to heal your Ghoul or Gargoyle up. Only relevant if you are Unholy, or if you are running some weird shit, like Double [Unholy] Death Knight.
Resilient Grip (Minor) - Resets your Death Grip if your target is immune to both the pull and the taunt (Iceblocks/Divine Shield/Cyclone) - For those unlucky situations.
Path of Frost (Minor) - Causes you to take less fall damage while the aura is active. Good for Rated Battlegrounds, like Arathi Basin.
Stats - Gemming / Enchanting
Stat Priority
A big thanks to Flakkar for working hard to provide us with these stat priorities. Half of us would probably be a little lost without him.
Unholy/Dual Wield Frost
Strength > Mastery > Versatility > Haste > Multistrike > Crit
You can find more in-depth conversation about stat priority in his unholy thread.
2-handed Frost
Strength > Versatility > Haste > Mastery > Multistrike > Crit
You can find more in-depth conversation about stat priority in his frost thread.
At the passive ratio of 1.10 Strength per point of Strength (thanks to our good friend Unholy Might), or 1.25 1/3rd of the minute (thanks to Pillar of Frost): Strength is your dearest friend. Additionally, our Runeforge enchant grants 20% [Unholy] /25% [Frost] more strength as a proc that is up most of the arena, as long as you are hitting things (melee). Gem and Enchant Strength wherever you can, while respecting Strength increasing socket bonuses (when socket bonuses exist).
Your GCD is affected by various factors such as hit chance, your connection speed, uptime, ect. The best way to approach haste itemization is whether or not you personally experience GCD locks, and how often you find yourself kited with the team comp that you play. If you have no trouble expending resources, yet find yourself with empty globals during your uptime; haste remains highly favored. Haste becomes more valuable the more uptime that you have on your target. Ideal for comps like PHD, where most teams will focus down your hunter and allow you to do as you please.
Crit makes abilities hit 50% harder, and stacking crit makes it happen more often. Crit is a big damage boost to your diseases, which are always ticking on everything all the time. Typically great for spread pressure, crit allows you to keep your damage up while you're not on your target. Great for big Soul Reapers. This stat has diminished in 6.0+, as critical strikes hit half as hard as they used to. Crit is not effective as frost, since it overlaps with Killing Machine.
Mastery boosts your shadow damage and Gargoyle's damage for Unholy, and Boost your frost damage for Frost (namely Frost Strike, Howling Blast, and Frost Fever). Generally something to avoid as 2-Handed Frost, yet something to stack as Dual Wield Frost, and Unholy.
Versatility increases the damage you do, and decreases the damage you take. A solid stat that has a benefit to it no matter what spec you might be, and is currently seeing favor against the other stats.
Multistrike is very similar to critical strike. Their values are both halved in PvP compared to their PvE stat weight values, causing them to require double the amount to equal 1% damage compared to that of the other stat weights. In PvP, Multistrike has a percentage chance to strike the target again as a separate strikeat 30% power. Multistrikes can crit. Due to Necrosis, Unholy Death Knights will gain 5% more Multistrike from all sources that grant it, making Multistrike more valuable to the Unholy Death Knight than it is to Frost. However, the stat remains overall poor.
This may or may not be relevant, depending on the patch:
A quick word from our friends over at Elitist Jerks about secondary stats priority:
"Unholy secondary stat weights are all very close right, so close in-fact that there are obtainable gearsets for every possible stat priority. This means there is no one 'right' way to gear, as it will vary from person to person"
Elitist Jerks Death Knight Guide Author
Granted that was wrote with PvE in mind, it applies to PvP as well. You are encouraged to play the stat priority that feels best for you, here is some background knowledge of the the secondary stat priorities when it comes to PvP. Keep in mind a secondary stat's usefulness increase and decrease based on what team composition you are playing, and to a lesser extent, what team composition you are playing against.
Heal Ghoul
#showtooltip /cast [target=pet] Death Coil
Casts Death Coil at your Ghoul, healing it.
Self Heal
#showtooltip /cast !Lichborne /cast [target=player] Death Coil
Activates Lichborne, then casts Death Coil at yourself, healing yourself. Note this only works with Unholy now, as Death Coil is now replaced by Frost Strike, for Frost Death Knights.
Focus Death Grip
#showtooltip /cast [target=focus] Death Grip
Casts Death Grip at your focus target,
Arena 1/2/3 Death Grip
#showtooltip /cast [@arenax] Death Grip
Casts Death Grip at an arena target frame. The target is decided by "x". Replace "x" with "1", "2", or "3". The best way to use this macro is to have three separate key bindings, and three separate macros, both of which usually right next to one another. Example: Grip arena1 bound to F1, Grip arena 2 bound to F2, Grip arena 3 bound to F3.
Arena 1/2/3 Chains of Ice
#showtooltip /cast [@arenax] Chains of Ice
Casts Chains of Ice at an arena target frame. The target is decided by "x". Replace "x" with "1", "2", or "3". The best way to use this macro is to have three separate key bindings, and three separate macros, both of which usually right next to one another. Example: Chains arena1 bound to F1, Chains arena 2 bound to F2, Chains arena 3 bound to F3.
Focus Strangulate
#showtooltip Strangulate /cast Blood Tap /cast [target=focus] Strangulate
Strangulates or Asphyxiates your focus target. Will cast Blood Tap when using the talent, in order to guarantee a rune is available to cast Strangulate when you use it. Blood Tap requires five charges to activate.
Focus Leap
#showtooltip /stopcasting /cast [target=focus] Leap /cast [target=mouseover, exists][exists] Leap /petattack
Because of Leap's Buggy nature, this was the best way to get Leap to work properly. Its possible that the technical issues of Leap have been fixed, though the macro continues to do its job for me, and so I still use it. It will make your ghoul Leap at mouseover targets as well as your focus target. Mouseover has priority, so make sure your mouse isn't accidentally hovering over a player when trying to interrupt your focus target.
#showtooltip /cancelaura Lichborne /cast Lichborne /cast !Anti-Magic Zone /run SetMacroSpell("Lich/AMZ",GetSpellInfo("Lichborne") or "Anti-Magic Zone")
Tap once to activate Lichborne, tap again to cancel it. Handy for avoiding Shackle or Paladin Fear. This macro will combine Lichborne and Anti-Magic Zone into one keybind. The Macro name must be the same as the the part listed in the last line /run SetMacroSpell("Lich/AMZ"), or the Tooltip will not update (and the cooldown won't show).
Focus Mind Freeze
#showtooltip /cast [target=focus] Mind Freeze
Interrupts your focus target.
Dark Transformation
#showtooltip /cast [@mouseover,dead] Corpse Explosion /cast [nopet] Raise Dead /stopmacro [nopet] /cast [target=pet,exists]Dark Transformation
Push to summon your Ghoul. While Timmy is active, push again to activate Dark Transformation (assuming Timmy has five Shadow Infusions). Also will cast Corpse Explosion at a moused over corpse (just for fun).
Dark Simularcum
#showtooltip dark simulacrum /cancelaura Ice Block /cancelaura Divine Shield /cast [nomod] Dark Simulacrum; [mod:alt, @focus] Dark Simulacrum
Press to casts Dark Simulacrum on your target. Hold alt and press to cast on your focus. Replace "alt" with "shift" to use with shift instead of alt. Pressing this macro while Ice Block or Divine Shield will cancel the effect of either.
Summon Gargoyle
#showtooltip /use 13 /cast Summon Gargoyle /petfollow /petattack [@target]
Make sure your on use damage trinket is in slot 13.
Pillar of Frost
#showtooltip /use 13 /cast Pillar of Frost /cast Death's Advance
Make sure your on use damage trinket is in slot 13. Auto-casts Death's Advance when using the talent.
Breath of Sindragosa
#showtooltip Breath of Sindragosa /cast Dark Transformation /cast !Breath of Sindragosa
Breath of Sindragosa is toggle-able, so this macro prevents you from accidentally canceling it (if you like to spam your binds). It will also cast Dark Transformation if you have five Shadow Infusions and are not mid global cooldown.
Dealing Damage
Unholy is now straight forward. Stacking Shadow Infusions an bursting during Dark Transformation is key. This is when gargoyle should be active (note you can use it well before you're ready to burst, as it lasts 40 seconds now), runic power should be saved up (when using Breath of Sindragosa). Scourge Strike is now the primary strike, and it will consume the majority of your runes. As Unholy, Soul Reaper now ticks at 45% health, and thus should be use more often at higher health pools. Remember, our level 100 set bonus grants us 20% increased shadow damage while Dark Transformation is active, so you should have Necrotic at or near 15 stacks, or Breath Ready to pair with it.
When using Breath of Sindragosa, a perfect setup includes the following: Rune of the Fallen Crusader active, Proc trinket active, On use trinket available, Asphyxiate and/or Gnaw available, Gargoyle available, 5 stacks of Shadow Infusion ready and waiting, Breath of Sindragosa available, 10+ stacks of Blood Tap ready, a full rune bar ready, and Empower Rune Weapon available. In most cases you will not have all of these up at the same time. If you do--and you execute their usage properly--whatever you're hitting will die without massive cooldowns to counter yours, or extensive peeling from their team (a good reason to have Desecrated Ground available).
When using Necrotic Plague, less setting up is required, but more maintenance is needed; Everything above should be available, however it is less necessary to have Empower Rune Weapon available. Time your burst when your target is at or nearing 15 stacks of Necrotic Plague. If it is about to fall off, refresh it via Festering Strike. Ideally, the best time to burst when using Necrotic Plague is when the enemy team is grouped up, you have said cooldowns and procs at your disposal. In this situation, use Unholy Blight to quickly accumulate stacks on all enemies, while going through your single target burst on your kill target.
2-handed Frost
2-handed Frost is largely the same as it has always been. Keeping your diseases up, avoid using Killing Machine procs on Frost Strike. Soul Reaper at low health. Use saved up Blood Tap Charges for Killing Machine procs that you don't have the available runes to Obliterate with. When playing with Breath, pool runic power and have a few available runes prepared to regenerate the lost runic power spent on Breath. You should also try to save Empower Rune Weapon for this specifically. When using Plague Leech, use it for an extra Obliterate to get a Killing Machine you otherwise would have had to spend on Frost Strike.
Dual Wield Frost
Dual Wield Frost is now back, and plays vastly similar to how 2-handed Frost played in Cataclysm. Cast Howling Blast at things, and use your Killing Machine procs on Frost Strike. Only Obliterate if you have two unholy runes available, if you are between 25 and 35 runic power and Killing Machine is not active, or if you are under 25 runic power (regardless of Killing Machine). As with 2-handed Frost, not every Killing Machine will go to the spell you want it to go to, but you should not sit one any one Killing Machine for too long, as another can proc over it, and the previous one will be lost. Purge selectively, as Icy Touch is a big damage loss over Howling Blast considering they cost the same resource. Being trained is your biggest weakness, as your damage is reliant on Frost Strike, which costs significantly more when not in Frost presence. Communication is key to playing this spec, and it needs to be clear to your healer that you can't swap to Blood Presence every single time that you're looked at. Never use Breath of Sindragosa, as your burst damage comes from Frost Strike, not Obliterate. Spending Runic Power on Frost Strike while Breath is Active is counterproductive, and using the 2-handed rotation during Breath is not effective. Stacking mastery means your Necrotic Plague actually does decent damage. Pair with Plague Leech.
Strategies and Team Compositions
[Work in Progress]
TSG [Warrior/Dk/healer] works with either of the three specs. There are multiple ways to play it as well. With an Arms Warrior, you'll have more spread pressure, and will have an easier time switching around targets on the go. With a Fury Warrior, you'll be playing a more single-target oriented game--often training down a single target all game with heavy constant damage. However, you can play any spec you like, as long as the synergy between you and your warrior is cohesive. TSG is a very tanky comp, and often brings games into dampening. While it's important to be doing damage and creating pressure, understand when you, and your healer are out of cooldowns, and turtle up when you need to stop damage until defensive cooldowns are ready.
Stop the opener against teams like RMD and Thug Cleave, Train the healer against Shaman healer teams like RLS and WLS, and split to slow the game down against double caster teams like MLS and Shatterplay.
This comp often wins in dampening, and is generally only weak to double caster teams. Resto Druids and Mistweavers are generally considered the ideal TSG healers.
Sometimes referred to as "Punchcleave" or "Walking Dead" (Depending on the spec of the Dk), Windwalker Dk can be played as either Unholy or Frost, and is only reliable played with a Paladin healer, as their damage is crucial to the comp.
When Frost, it is ideal to be 2h, as your Windwalker will be playing with one handers and Hurricane Strike, for maximum burst damage. Set up on healers with Paralyze, and swap hard with Leg Sweep, Fist of Justice, and Fists of Fury onto healers with a Strangulate ready for a trinket. Always play Breath of Sindragosa, almost always play Strangulate.
When Unholy, the comp is much more versatile. Healers can still be killed in the same way as Frost you have more options as Unholy. Asphyxiate is generally taken as Unholy, and Breath is taken in most situations, with the exception of double caster. Against double caster, Plague Leech and Necrotic Plague with Chillblains are ideal to stop casters from pushing in too easily, making crowd control on your healer easier to deal with.
Its possible to "solo" healers with Asphyxiate, Breath of Sindragosa, and a Windwalker image. This allows the Monk to peel for your healer at times, while you you and his image maintain sufficient damage on the healer. He can reconnect at anytime your healer is feeling healthy, he and your healer can even kill the DPS on their own behind pillars! When splitting, your Monk should use Fist of Fury on their DPS in conjuction with an image, and your Asphyxiate on the healer. Fists of Fury does a lot of damage, and the images will cast it, however the image's Fists of Fury won't stun, so Its important that the enemy healer does not walk away from it. Keep them in place, and burst them on your own with Asphyxiate.
Interface and Addons
Unless you're practicing for a no-addon tournament, there is no reason not to customize your interface to your liking. Moving things to easier places for you to see can assist you greatly and help you to not overlap. There are few and far in-between addons that I would describe as mandatory, as Blizzard has certainly made the baseline interface more acceptable over the years.
Disclaimer: Yes, people have told me my interface is cluttered. I'm not advising you to have a cluttered interface, I'm giving you the basics. I've grown used to how my UI is, and have tried changing it before.
A. Its important to know where players are, even if they are not your target. Nameplates are helpful, be it Blizzard's own, or an Addon. Some Addons will show you specific debuffs that you ask it to show you on name plates, others will show cast times within the name plates. The Addon I am using here is called Tidy Plates: Threat Plates.
B. No player should go without party frames. Personally, I find the base ones, and the standard one that comes with my normal unit frames clunky. I've taken a great liking to Blizzard's "boxes", the standard raid frames that the game comes with. They show debuffs and mana, and can be class colored.
C. If you're Unholy, it is your responsibility to know where and what your Ghoul is doing, specifically to monitor his health pools. At the beginning of expansions, healer mana is always tight. Give them a helping hand and keep an eye on Timmy.
D. Lots of players are wondering what is the best Rune Bar Addon to use. Its true, Blizzard's could use an update, even with move anything, its still largely basic and has no options to customize it. I have used the same Rune Bar Addon since Wrath of the Lich King, so I can't say I know what else is out there these days. Even so, Magic Runes gets the job done. With high customization, you can move, re-size , rearrange, and monitor both your Rune times, and DoT's. The alpha will fade when out of combat if you tell it to do so, making this my personal pick.
E. Lose Control, the Addon that inspired Blizzard's Loss of Control interface option, is able to show crowed control cast on enemy players as well. You can move it and put it where you want to, it becomes very hard to miss a CC cast on an enemy player. Additionally, it works with Sarena (an Arena Unit Frame Addon), and OmniCC (a cooldown counter Addon). This works well with DiminishingReturns.
5.4.7 Guide (for retro-reference or future arena servers)
Unholy Death Knight Guide (5.4.7)
This guide is not only a starting place for players looking to learn the basics of Unholy, but is also a great place for advanced players to sharpen their skills.
There are no changes to Death Knights from 5.4 to 5.4.7, however there are large changes to PvP:
- Base Resilience has increased to 77% up from 72%.
- Battle Fatigue has increased to 60% up from 55%.
- "Gladiator's Distinction", the set bonus for wearing two PvP trinkets now grants 5280 resilience up from 2600 resilience.
- Item level on the new gear is 550, up from 522 on the old gear.
This is the default talent core that every Death Knight should start with. It is the go-to set of talents for the majority of matches you will play, and is well rounded. Talents and glyphs are like a tool box, where you get to chose a few of the most effective tools to get the job done in the cleanest way possible: talents should be changed to benefit you the most. Always take into consideration what composition you are playing as, what you are playing against, and strategies that might be used by both teams during a match.
Tier 1: Rolling Blood
Rolling Blood casts pestilence on any target hit by Blood Boil, making it easier to spread diseases. Right now, Death Knights are all about damage; and this is one of the simplest ways to maximize it. This is the most effective talent to wear down your opponent.
Tier 2: Lichborne
Lichborne turns you undead, allowing you to break free of fears, charms, and sleeps. Additionally, while undead, you are immune to polymorph effects (Sheep, Hex) and incapacitates (Sap, Gouge), and may heal yourself by casting Death Coil on yourself.
Tier 3: Asphyxiate
Asphyxiate is an improved version of strangulate that stuns your opponent instead of silencing them. Additionally, it costs no rune. On occasion you may be playing a composition where your team mates have too many stuns already, and standard strangulate may be a better choice. In this case, Chillblains is your next best bet, as you will gain a three second duration root on Chains of Ice, as well as a built in slow.
Tier 4: Conversion
Conversion allows you to sacrifice runic power per second to gain health per second. Activating it while it is already active will double both the runic power sacrificed and the health gained at the cost of one global, for one global. While Death Pact is normally a viable option, currently Battle Fatigue causes the ability to suffer too much to put into practice.
Tier 5: Blood Tap
All three talents in this tier are fairly close, however Blood Tap gives you the control over when runes are reset. It also gives you Death Runes, allowing you to use Necrotic Strike more frequently.
Tier 6: Desecrated Ground
An extra trinket that will make you immune to all forms of CC other than silences, disarms, roots, and slows while you are standing in it. Remorseless Winter is useful against double melee teams where the chance of needing to trinket multiple things is low, and where and extra peel is required.
Three strongly PvP oriented glyphs make choosing glyphs for Death Knights easy, however there are times when glyphs can be swapped in or out.
Prime Glyphs
Shifting Presences - Allows you to switch presences and retain 70% of the runic power you had before the switch. A must have, as presence swapping without this glyph will slow down your damage and may put you into risky positions (Swapping to Blood Presence when being switched to, and not having runic power to convert).
Icy Touch - Your Icy Touch will now dispel one beneficial magical effect from your opponent. Purge is a very powerful spell, and any class that has the option to take it should.
Dark Simulacrum - Reduces the cooldown of Dark Simulacrum by half, and increases the duration the debuff stays on the target by 4 seconds. Dark Simulacrum can be your strongest spell if used properly. Being able to use it twice as often increases the chances of having it ready when a juicy spell is about to be used. Can be used every Asphyxiate, allowing you to steal major defensive cooldowns from healers that can be cast while stunned.
Death's Embrace (Minor) - Restores runic power when healing a friendly undead minion. Save some runic power to heal your Ghoul or Gargoyle up.
Resilient Grip (Minor) - Resets your Death Grip if your target is immune to both the pull and the taunt (Iceblocks/Divine Shield/Cyclone) - For those unlucky situations.
Stats - Gemming / Enchanting / Reforging
Stat Priority
3% Hit >= 3% Expertise > Strength
At the passive ratio of 1.35 Strength per point of Strength (thanks to our good friend Unholy Might), Strength is your dearest friend. Additionally, our Runeforge enchant grants us half more the Strength that Unholy Might gives us (15%) as a proc that is up most of the arena, as long as you are hitting things. Gem and Enchant Strength wherever you can, while respecting Strength increasing socket bonuses. Here is an example. Grievous Gladiator's Dreadplate Legguards have one red, and one blue socket, with a 120 PvP Power socket bonus. In this case, the damage gained from having two Strength gems and ignoring the socket bonus is greater than respecting it. On the other hand, Grievous Gladiator's Dreadplate Gauntlets have a blue socket, and a 60 Strength socket bonus. In this case the damage increase from using a Strength/PvP Power gem yields more damage.
Your GCD is affected by various factors such as expertise, Time Warp, your connection speed etc. The best way to approach haste itemization is whether or not you personally experience GCD locks. If you have no trouble expending resources, haste remains highly favored. Haste becomes more valuable the more uptime you have on your target. Ideal for comps like PHD, where most teams will focus down your hunter and allow you to do as you please.
Crit makes abilities twice as hard, and stacking crit makes it happen more often. Crit is a big damage boost to your diseases, which are always ticking on everything all the time. It can make our gargoyle deadly, in a much more RNG way than mastery. Typically great for spread pressure, crit allows you to keep your damage up while you're not on your target. Great for big Soul Reapers.
Mastery boosts your shadow damage and gargoyle's damage. A less RNG way to keep our damage up over multiple targets, and when we are not on our primary target, mastery will increase the damage of just about everything you do other than your Auto Attack, Necrotic Strike, and frost damage.
A quick word from our friends over at Elitist Jerks about secondary stats priority:
"Unholy secondary stat weights are all very close right, so close in-fact that there are obtainable gearsets for every possible stat priority. This means there is no one "right" way to gear, as it will vary from person to person"
Elitist Jerks Death Knight Guide Author
Granted that was wrote with PvE in mind, it applies to PvP as well. You are encouraged to play the stat priority that feels best for you, here is some background knowledge of the the secondary stat priorities when it comes to PvP. Keep in mind a secondary stat's usefulness increase and decrease based on what team composition you are playing, and to a lesser extent, what team composition you are playing against.
Mastery is generally the stat most Death Knights pick today. Not only is it the most reliable way to keep damage up when kited, but it also directly effects your biggest burst: Summon Gargoyle. For heavy spread pressure, play mastery > crit. For fast damage, play mastery > haste. Using this information, you are encouraged to find the secondary stat priority that is best for you.
Enchanting is fairly straight forward as there are not a lot of options.
Head - None
Shoulders - 200 Strength / 100 Crit
Back - 180 Crit
Chest - 200 REsilience or 80 to all Stats
Wrist - 180 Strength
Hands - 170 Strength
Legs - 285 Strength / 165 Crit
Feet - 140 Mastery / Run Speed Increase
Weapon - Runeforge: Rune of the Fallen Crusader (15% Strength Multiplier)
#Showtooltip /cast !Conversion
Allows you to recast Conversion while Conversion is already active.
Heal Ghoul
#showtooltip /cast [target=pet] Death Coil
Casts Death Coil at your Ghoul, healing it.
Self Heal
#showtooltip /cast !Lichborne /cast [target=player] Death Coil
Casts Lichborne and then Death Coil at yourself, healing yourself.
Focus Death Grip
#showtooltip /cast [target=focus] Death Grip /cast [target=focus] Chains of Ice
Casts Death Grip at your focus target, and then slows them. The Chains of Ice line is optional.
Focus Strangulate
#showtooltip /cast [target=focus] Strangulate
Strangulates or Asphyxiates your focus target.
Focus Leap
#showtooltip /stopcasting /cast [target=focus] Leap /cast [target=mouseover, exists][exists] Leap /petattack
Because of Leap's Buggy nature, this was the best way to get Leap to work properly. Its possible that the technical issues of Leap have been fixed, though the macro continues to do its job for me, and so I still use it. It will make your ghoul Leap at mouseover targets as well as your focus target. Mouseover has priority.
#showtooltip /cancelaura Lichborne /cast Lichborne /cast !Anti-Magic Zone /run SetMacroSpell("Lich/AMZ",GetSpellInfo("Lichborne") or "Anti-Magic Zone")
Tap once to activate Lichborne, tap again to cancel it. Handy for avoiding Shackle or Paladin Fear. This macro will combine Lichborne and Anti-Magic Zone into one keybind. The Macro name must be the same as the the part listed in the last line /run SetMacroSpell("Lich/AMZ"), or the Tooltip will not update (and the cooldown wont show).
Focus Mind Freeze
#showtooltip /cast [target=focus] Mind Freeze
Interrupts your focus target.
Raise Dead/Dark Transformation
#showtooltip /cast [@mouseover,dead] Corpse Explosion /cast [nopet] Raise Dead /stopmacro [nopet] /cast [target=pet,exists]Dark Transformation
Push to summon your Ghoul. While Timmy is active, push again to activate Dark Transformation (assuming Timmy has five Shadow Infusions). Also will cast Corpse Explosion at a moused over corpse (just for fun).
Dark Simulacrum
#showtooltip dark simulacrum /cancelaura Ice Block /cast [nomod] Dark Simulacrum; [mod:alt, @focus] Dark Simulacrum /click MultiBarBottomLeftButton12
Back when traditional focus macros didn't work because of how Dark Simulacrum is composed (entire spell name changes to the name of copied spell, making it impossible to use the copied spell on your focus target with a traditional macro), this was how I made it work. No idea if a regular /cast@focus macro works with copied spells; either way this gets the job done. Replace "12" in "MultiBarBottomLeftButton12" with the corresponding action bar slot you place this macro into.
Save Trap
#showtooltip /cast [@arenax] Death Grip /cast [@arenay] Death Grip
Only used when playing with a hunter against comps with multiple trap eaters (KFC), set x and y to arena 123 numbers corresponding to the dps on the team. Use when your hunter's trap is just about to activate. EG: arena 1: Warrior, arena 2: Hunter, arena 3: Shaman macro is as follows:
/cast [@arena1] Death Grip /cast [@arena2] Death Grip
#showtooltip /cast Remorseless Winter /cast Desecrated Ground /run SetMacroSpell("T6",GetSpellInfo("Remorseless Winter") or "Desecrated Ground")
Combines Desecrated Ground and Remorseless Winter into one macro. Requires the name of the macro to be the same as "T6" in the last line of the macro, or the tooltip will not display.
Summon Gargoyle
#showtooltip /cast [@player] Unholy Frenzy /use Grievous Gladiator's Badge of Victory /use 10 /cast Summon Gargoyle /focus pettarget /petfollow /petattack /petattack [@focus]
Because of the Gargoyle's strange behavior, this is the only way to ensure that your gargoyle switches targets when you want it to. Repressing this macro while he is already out will force him to switch targets. This macro will consistently mess with your focus target, so it is advised to run a set focus target macro. An example is provided below.
Necrotic Strike*
#showtooltip Necrotic Strike /startattack /cast Blood Tap /cast Necrotic Strike /focus arenax
As stated in the Gargoyle macro which resets your focus target to your kill target, it is advised to run a macro to reset your focus back to the target you want it by macroing it into a frequently used keybind. I chose Necrotic Strike. Replace the "x" in /focus arenax with the corresponding arena123 target that you want to be your focus target. Additionally, Blood Tap is macroed here, so that blood tap charges are primarily used for Necrotic Strike.
*Keep in mind that macroing Blood Tap is purely a suggestion; I find when playing manual blood tap, I lose out on charges more often which is essentially wasted damage. Others have suggested macroing it into Death Coil (more of a PvE thing), however that means you lose the control that you're trying to gain by taking Blood Tap in the first place. I macro it into Necrotic Strike, because generally I only really use Necrotic Strike when bursting/looking to get defensives and trinkets, and thus maintain control over when I want the damage.
Dealing Damage
Most often I'm asked how I do damage. Unholy isn't quite as straight forward as Frost is, and is generally foreign in concept to players looking to pick up the class.
The Basics
Simply putting diseases on your targets should be your first priority when not looking for a kill. It is important that your diseases are on as many targets as you can get them on (players, hunter pets, warlock pets, ect). At the end of the day, Blood Plague is going to be your top damage in every arena game. When diseases are not up and you are not looking for a kill, your priorities should be:
Acquiring Death Runes - Death Runes are how you are going to put the hurt on your opponents, as they will allow you to use Necrotic strike, making the damage you do hard to heal though.
Stacking Shadow Infusions - Casting Death Coil will give Timmy one stack of Shadow Infusion, granting him 10% increased damage. Get five, and turn him into a Monstrosity, granting him 100% increased damage, and new abilities. While the damage increase is nice, the abilities are more valuable when going for a kill. Just because you have five Shadow Infusions does not mean you have to Dark Transform Timmy. You're more than welcome to wait until you set up crowd control and go for a kill to force defensives.
Stacking Blood Tap charges - Blood Tap is an ability that stacks to 12. Every five charges allows you to reset one of your fully depleted runes, and change it into a Death rune. Ideally, you want around 10+ Blood Tap charges when going for a kill, as this will allow you two Necrotic Strikes in addition to the Death Runes you already have.
Dealing damage as a Death Knight isn't as consistent as it used to be in previous expansions. Most of our damage is easily healed though unless backed up by Necrotic Strike, in which case it becomes much more difficult to heal though. However, as of Mists of Pandaria, Necrotic Strike now requires a Death Rune instead of an Unholy Rune, making the ability much less used overall in comparison to Cataclysm, where it was highly spammable. The most effective way to get necrotics off in sequence is to start by converting all of your Blood and Frost Runes into Death runes. You can do this via Festering Strike, or using Icy Touch and Blood Boil. How you do it is up to you. Additionally, you should have 10+ charges of Blood Tap, for the two extra Necrotic Strikes.
When I describe how I deal damage to new Death Knights, I often call it a build and dump "rotation". You build up your Death Runes, Blood Tap charges, and Shadow Infusions, and then dump them all at the same time, causing unhealable burst. When done properly, you either have to be peeled off, or you get defensive cooldowns/trinkets, or they die.
When playing PHD ([healer]/Hunter/Death Knight), you will pretty much be free to walk around and do as you please, unless facing a spell cleave. Haste is highly valuable , as most teams will ignore you and tunnel your squishy Hunter. PHD is all about damage. Sure hunters have good crowd control, but Dks do not. Pair any other DPS with a hunter, and there will be more crowd control between the two of them than there will between you and a Hunter. This means its more than important to get the little crowd control that you have off early, to gain momentum, than it is to wait for an ideal opportunity.
Treat Asphyxiate as your Hunter's cooldown. You should consistently let each other know when your Asphyxiate and traps will be ready, for early coordination. You should be going for Asphyxiate-Traps as soon as possible. Its not uncommon for Asphyxiate to be your second global, especially against other Hunter cleave teams. If the team you are playing against has multiple ways to get to their healer to eat traps, be prepared to grip them off. If a warrior is on the other team, he should be able to Intervene-Reflect every single trap if he is not sitting in crowd control. Be prepared to Icy Touch his reflect off, and then grip him immediately afterward. Often, hunters will sit on their healers to eat traps, since standing next to a Death Knight as a healer isn't all that threatening compared to a Warrior (Shockwave, Intimidating shout, Disrupting Shout). In this case you'll either have to Gnaw the Hunter, or Death Grip him off as well. However while traps are important, it is not the end of the world if you miss them. Asphyxiate-Wyrven Sting-Scatter Shot-Silence Shot combinations or variations are more than enough to force trinkets or defensive cooldowns, especially if Gargoyle is out.
Typically a healer killer, Shadowcleave capitalizes on heavy consistent spread damage with the goal of either running a healer out of mana very quickly, or having a healer fall behind to where they can't pick their team back up, making multiple swap opportunities. Generally speaking, a healer will be able to heal though your team's damage fairly easily if you (the Death Knight) are not on the healer. You don't have to start on the healer, or tunnel them for the whole game, but you should switch to them every Asphyxiate. For the first two Asphyxiates, your Warlock will have Dark Soul dots up.
Sometimes you will play against comps (specifically double melee) that will either tunnel your Warlock, or tunnel your healer (depending on the healer you play with) into the ground. Many Death Knights see their healer panic, or ask for help, and as silly as it sounds, that is NOT your job as a Death Knight. If you know how to do damage properly, your best peel is often soloing their healer, though its fair to throw the occasional Chains of Ice or Death Grip. Simply ask for a Spell Lock, or a Mortal Coil if possible, but know that it is not required. More than often you will see your opponents DPS come running to get you off their healer, and rightfully so. Sometimes either their healer will not ask for help, or the DPS will play with the mind set that "Its just one Death Knight...", and their healer will simply die. If he doesn't die, hes using all of his defensive cooldowns to live, and his partners are rotting away to your Warlock. Now you are in a great position, as their entire team is probably low health, causing their team to play defensive and allowing your Warlock to stop peeling for a while and do real damage. Finish up the game on your next Asphyxiate.
#4062419 Frost/Unholy 5.4.7 guide
Posted sarma on 23 February 2014 - 01:45 PM
PvP Talents
Those are talents that I use as default in arena.
Level 15:
Plague leech is mandatory for frost. Refreshes 2 runes on demand shortens waiting time for swaps.
Level 30
Lichborne for both specs is most viable option as it provides fear break ,polymorph/sleep immunity. Amz is 3 sec duration with 20% reduction for quite some time making this talent totally useless in pvp ,
purgeatory on the other hand is something you can pick in case you end up meeting team that doesnt have warlock,warrior,shaman,mage,hunter or priest
Level 45
Aspxyxiate is mandatory talent , even it comps like tsg or smokecleave.
Level 60
Blood tap (no rng)
Level 75
death siphon is best option , provides best hps. Vs burstdown teams such as thug you can consider using pact instead
Level 90
Desecrated ground - Extra pvp trinket and best option in this tier
Gorefiend has usage in 5v5 and rbgs but for 2v2 and 3v3 its just not good enough
Remorseless winter is a pve ability and it has no use in arena games but
you can sometimes pick chillblains + remorseless winter as 5.4 strangulate is no longer on global cooldown so using strangulate+remorseless at same time on a shaman , priest or paladin healer will guarantee that rw stun will go off as they cant dispell/freedom stacks while they are silenced. Yet again if those healers are paired with enhancemet shaman , hunter , ww monk , or ret they can freedom their healers every time you silence+rw them making your RW useless.Also if mentioned healer is dwarf (most of them are nowdays) this combo doesnt work at all
Level 100
Necrotic plague - sindragosa is single target dps loss as from 6.2 froststike value for dw is much greater then it was before also it provides a bit more sustained dps output
You can pick defile if you are worried about your plague randomly breaking cc when you are playing smoke or any other comp with breakable cc
Prime Glyphs:
Frost :
Shifting presences - mandatory rp has great value for dw
Dark simulacrum - mandatory unless you meet mw/war/hunter for example
Runic power - mandatory since it provides enormous dps increasment
Icy touch - Good , but if you already have purge in your team consider using something else instead (dps loss)
Minor glyph :
-Glyph of resilient grip - mandatory
Enchants / Stats
General Priorities for Stats :
Frost :
Mastery > versatility > haste > ms > crit
Viable DK Comps
Dks are in pretty bad shape in mop and even worse in wod but you can still reach high ratings.
I recomed tsg , smokecleave or shadowcleave
What rotation do you use in PvP?
There is no "specific" rotation in PvP. Have your rp on high levels while having atleast 4+ runes ready when you are bursting down kill target.
I recomend getting magic runes but you can use this script if you dislike addons
/script RuneFrame:SetScale(2.0)
/run RuneFrame:SetPoint("top", 0, -325)
change values to move it where you want
-gladius or s arena or move anything to move your arena frames
Matchups comps and strats :
Tsg -
Defensive play : most important thing is to not overlap defensive cds with your healer or use them for nothing.Also make sure that you do not overextend too much and make your healer life impossible by doing so.
Have in mind that dmg from other team (even with strongest of strongest of cooldowns up means nothing if your healer is free to do his thing) Blood presence should keep you safe in those moments , and if your healer gets cc/locked you should consider using a cd on 70% + hp preferably
Offensive play - everytime you do grip>aspyx on enemy healer you need to force something big out of other team
Have high rp + atleast 4+ runes ready wait for km proc ,make sure your arms warrior is ready to burst (charge>cs ready) grip aspyx into dr stun (this should force big cds from other team all the time or you are doing something really really wrong)
Your monk should always incap target that can peel or offheal at this time
Rinse and repeat untill you win
Have in mind that dmg from your team (even with strongest of strongest of cooldowns up means nothing if enemy healer is free to do his thing) Kills should always happen during lockouts or if someone overextends with his pvp trinket on cd he can get hardswaped and die in 1 stun
Smokecleave :
Defensive play : most important thing is to not overlap defensive cds with your healer or use them for nothing.Also make sure that you do not overextend too much and make your healer life impossible by doing so.
Have in mind that dmg from other team (even with strongest of strongest of cooldowns up means nothing if your healer is free to do his thing) Blood presence should keep you safe in those moments , and if your healer gets cc/locked you should consider using a cd on 70% + hp preferably
Unlike tsg you can use your grip defensivly in smokecleave stopping that crucial deep>poly or else.
Offensive play :
- openers usually happen on healer and if you are doing your thing correctly you should force quite alot from enemy team from just opening
- Cross cc 1 target while you are bursting down so your rogue is free to do his thing , always follow up saps with your stuns > blind
- Before kidneys make sure you are on high rp and have atleast 4 runes ready , having km proc is a bonus.
Have in mind that dmg from your team (even with strongest of strongest of cooldowns up means nothing if enemy healer is free to do his thing) Kills should always happen during lockouts or in smokebomb if dps is without a trinket and no defensives he can use in stuns
What macros does Dks have for PvP?
This is list of all my macros :
1) focus simulacrum macro
/cast [target=focus] Dark Simulacrum
2) arena frames simulacrum macros :
/cast [@arena1] dark simulacrum
/cast [@arena2] dark simulacrum
/cast [@arena3] dark simulacrum
3) frost strike + blood tap macro :
/cast frost strike
/cast blood tap
4) horn + da macro also removes annoying red error text
/cast death's advance
/cast horn of winter
/script UIErrorsFrame:Hide()
5) Death pact macro
/cast [nopet] raise dead
/cast !death pact
6) arena frames grip macros
/cast [@arena1] death grip
/cast [@arena2] death grip
/cast [@arena3] death grip
7) HB macro
/cast howling blast
8) pop/cancel lichborne macro
/cancelaura Lichborne
/cast Lichborne
9) Deahcoil selfheal macro + hs
#showtooltip lichborne
/use Grievous Gladiator's Badge of Victory
/cast !lichborne;
/cast [target=player] Death Coil
/use fel healthstone
10) Mindfreeze macro for focus and target
/cast [modifier:shift, target=focus] Mind Freeze
/cast [nomodifier] Mind Freeze
11)necrotic + blood tap
/cast necrotic strike
/cast blood tap
12) remorseless macro
/cast strangulate
/cast remorseless winter
13) frenzy+pvp trinket
#showtooltip unholy frenzy
/use Grievous Gladiator's Badge of Victory
/cast unholy frenzy
14) arena frames macros for coi
/cast [@arena1] chains of ice
/cast [@arena2] chains of ice
/cast [@arena3] chains of ice
15) cancelauras
/cancelaura hand of protection
/cancelaura hand of freedom
/cancelaura divine shield
/cancelaura ice block
/cancelaura conversion
16) pet macro
/petautocastoff claw
17) stancedance macros
/cast frost presence
/cast Blood presence
/cast unholy presence
/cast blood presence
18) swifty macro
#showtooltip summon gargoyle
/use 10
/use blood fury
/use berserking
/cast Unholy Frenzy
/cast summon gargoyle
/use Grievous Gladiator's Badge of Victory
19) leapgnaw macro
/cast leap
/cast gnaw
20) conversion macro
/cast !conversion
21) focus it macro
/cast [target=focus] icy touch
22) focus grip macro
/cast [target=focus] death grip
23) mouseover petattack macro
/cast [target=mouseover, exists] [harm] icy touch
/petattack mouseover
24) leapgnaw focus:
/cast [@focus] leap
/cast [@focus] gnaw
25) arena purge macros
/cast [@arena1] icy touch
/cast [@arena2] icy touch
/cast [@arena3] icy touch
26) pet macro
/petautocaston claw
27) pet heal macro
/cast [target=pet] death coil
28) leap gnaw for arena 123
/cast [@arena1] leap
/cast [@arena1] gnaw
/cast [@arena2] leap
/cast [@arena2] gnaw
/cast [@arena3] leap
/cast [@arena3] gnaw
29) Swifty for frost
/cast pillar of frost
/use 10
/use blood fury
/use berserking
/use Grievous Gladiator's Badge of Victory
30) focus strangulate macro
#showtooltip strangulate
/cast blood tap
/cast [target=focus] strangulate
31) arena strangulate/aspxyxiate macros
#showtooltip strangulate
/cast blood tap
/cast [@arena1] strangulate
#showtooltip strangulate
/cast blood tap
/cast [@arena2] strangulate
#showtooltip strangulate
/cast blood tap
/cast [@arena3] strangulate
32) soul reaper/ scourge macro
/cast [mod:shift] soul reaper
/cast scourge strike
33) raise dead + transform macro
/cast [nopet] raise dead
/cast !dark transformation
Posted Clickerz on 13 February 2014 - 06:19 AM
Hey guys, Yipz here. I decided to do some analysis on some of my gameplay on twitch tv infront of viewers and got EXTREMELY positive feedback and results so Id like to share the vods and maybe help some people out on some of the awareness that you should be looking to achieve in your wow careers.
This one is one vs RMD where I show how to peel effectively in openers and live throughout the game
This is one vs RLS where I show how keeping your shaman alive is the most important aspect of the game(there is a part where I miss my disperse its not important but I do go back and notice it...
This one is vs woundman and I show how important it is to rotate cds correctly and work together as a team to survive
This is a game vs an LSD where I show you that running when healer is cc'ed and using cds effectively can lead to pressure and winning
FInally this is one vs ret/priest/hunter where I show the value of feral kiting and positioning and LoS
People really found this helpful I will upload these to youtube... there were more commentaries but these are the best.
#4060538 Vanguards Retribution Paladin PvP Guide (6.2)
Posted Kajis on 22 February 2014 - 12:32 AM
I just want to add and share my theory-test crafting of damage/burst, which I have done on PTR for 5.4 mostly and for 5.4.7, but they are more or less the same and what you want to do with my info is your business.
To begin with, 5.4.2 -> 5.4.7 didn't bring and new changes to spells so far, but new gear with ilvl 550 is a bit different for Retri. (This will be from Horde side or non-human, since Humans don't have CC trinket, which gives secondary stats like Crit or other stats with Reforge)
This is my pre-made PTR Char, with Ench/JC professions. Everything is reforged to Haste and then Crit and nothing else. (Purple gems are a bit diff, cuz I couldn't make another. It's STR + Stam, instead of PvP Power)
46670 AP (STR Meta)
27%~ Haste
22%~ Crit (+10% Inquisition)
24.5%~ mastery (+9% BOM)
55.55%~ PvP Power (Should be more a bit, cuz wrong gems)
Now you may ask: "Why do we care about stats at all?" Well, they give more damage overall and more chance to crit. But the main thing is "Haste". Not many Retri know or care about it, but for Retri Paladin 20% haste is a break-point for Hammer of Wrath and Judgment (@ 4.74 sec CD) and CS (@3.55 sec) [When you have 27% Haste].
With 20%+ Haste you can actually hit 5 HOW, instead of 4, which can give you extra 100-200k damage! This is some burst boost, but at the moment with 80% resil and S14 gear you won't do much damage and only in full S15 you will have the most fun with it.
In the second part of my post, I want to share my testing (mostly in 5.4) of my Retri build. It requires some specific things to work, tho in full S15 it's not that demanding anymore compared to S13/S14. My build is not the best or perfect, it has some flaws, but it's just something fun for me to go with.
A bit of back-story :q I have a lot of Warrior friends and you know how frustrating is to go against them, esp. since 5.4 hit with 25% def. stance buff and all the armor makes Templar Verdict a laugh. So I was looking for a max burst output, after long testing of different gems and reforging, I made a custom build for Max Burst Damage.
Max Burst Damage steps I made:
Avenging Wrath + Holy Avenger + Guardian of Kings + Wep/STR Trinket Proc + Lifeblood (Herbalism) + STR Use Gloves (Engineering)
1. Lifeblood (Herbalism) [7% Haste on use]. In S14 you couldn't have 20%+ Haste, unless you stack it or use Herba (7% haste). With only 15% Haste (17%-19% on normal build) I could pass 20% and have 5x HOW hits, instead of 4.
2. STR Use Gloves (Engineering) [2k STR on use]. Since I play Blood Elf (non-human race), like most of people I use STR Proc Trinket instead "on-use" one. With Engi you can come closer to be like human with "on-use" trinket and also get that extra stats from "CC trinket"
3. Final step was the reforging and gems. I reforged mainly to Mastery, then Haste. Gems: Red - 160 STR (You still want that STR/AP), Yellow - 320 Mastery, Green - PvP Power + Mastery.
Now you may say this is stupid in a way and it is:
I had 6% less crit than any other Ret (It wasn't a big deal for me, cuz I've tested 25% crit vs 35% crit build on Ret and it's simply RNG),
I had 4% less haste too, but I had Herbalism 7% "on-use" instead.
But... I had 20% more mastery than anyone else, it scales more with gems and reforging than other stats. In full S14 I had 50% Mastery with BOM.
Pros of Mastery (Hand of Light):
- Ignores armor
- Does 50% as holy damage of HOW/TV/CS (70%~ actual damage, if Inqusition is up) [100k HOW + 70k Mastery]
Cons of Mastery (Hand of Light):
- There are spells which absorb magic damage
- Doesn't proc from Judgment, Exorcism
This is my Paladin from Live servers, with ilvl 550 gear, my way of reforging/geming and Engi/Herbalism professions. (You can compare stats to normal build, which are posted above) [My AP is 3k lower, but with Engi I get 4k+ AP more on burst]
43626 AP (STR Meta)
19%~ Haste (+7% Herbalism)
16%~ Crit (+10% Inqusition)
50.5%~ mastery (+9% BOM)
56.14%~ PvP Power
My final thoughts, this build is fun to burst people down, with proper setup you can kill almost any class in one HOJ from 60-80% (depends how lucky you get with Crit procs). In 5.4 on any class in full gear (depends on type tho) with full procs I could hit 120-150k TV and and 150-170k HOW (mastery included). So far in 5.4.7 in full S15, I managed to hit 200k~ HOW . Stats scaling has changed now with new i550 gear, so I can't tell how accurate numbers are now with Normal Build vs Burst Build. If I have made any mistake in calculating or you have any questions/suggestions, you are free to discuss. I hope post wasn't too boring and long to read and you've found something new.
#3902833 How to Walk with the Wind (6.1)
Posted BalanceRexxar on 21 June 2013 - 01:29 AM
I will not read any private messages off of Arenajunkies, if you need to message me, do so by commenting on this guide and I will read and respond to it.
Note: After WoD releases I will update the sections in blue that I am unable to update right now.
WoD) What's New What's Gone?
0.0) Additional Help UPDATED
1.0) Introduction UPDATED
1.1) Streaming UPDATED
1.2) Abilities UPDATED
1.3) Races UPDATED
1.4) Glyphs UPDATED
1.5) Talents UPDATED
1.6) Gemming & Enchanting UPDATED
1.7) Void
1.8) Professions UPDATED
1.9) Armories UPDATED
2.0) Keybindings UPDATED
2.1) Class Synergy
2.2) Monk Comps UPDATED
2.3) Macros UPDATED
2.4) Addons UPDATED
2.5) Monk Streams UPDATED
2.6) Rated Battlegrounds
If there is something I forgot to include in the guide or something I explained poorly feel free to whisper me in game and I'll answer your question, if I don't I'm either in a game and didn't see or afk, if I don't and you have to go you can just send a mail or try when I'm out or not afk.
Server: Thorium Brotherhood
Character Name: Balance
Hello there! My name is Steve, in game I am known as Balance, Steve, or Steven. I made this guide for Windwalker monks in 5.3 and 5.4, 5.4.7, and now 6.0! I will continue to update this guide as needed and as I am able to do so. My PvP history dates back to BC where I was a clicking feral druid at the age of 11. I clicked up to Cataclysm where I re-rolled Resto shaman and keybound things which lead to my greatest success of the expansion at a peak rating of 2000! Then MoP came around and I am now considered a "MoP Hero" so to speak.
S12 - Arenas with friends ranging from 2-2.2k MMR,
S13 - Ranked 10th in the Vengeance battlegroup playing WW, Ele, Disc and achieving the prestigious title of R1 Duelist.
S14 - Achieved my first gladiator title and my first R1 title playing WW, Shadow, Resto.
S15 - Achieved R1 on 3 different monks with a peak rating of 3041 mainly playing WW, Destro, Resto combined with some WW, Affl, Resto.
Here you can click on my character to be taken to it's armory.
I sometimes stream World PvP, RBGs, BGs, 2v2, 3v3, 5v5, and anything in between. You can follow me at twitch.tv/balancerexxar
Damaging Abilities:
Tiger Palm
Blackout Kick
Rising Sun Kick
Fists of Fury
Expel Harm
These are your primary damaging abilities. You use jab and expel harm to build Chi to use your other abilities. You use expel harm when you aren't at 100% HP or can't jab anything. You also need to keep Tiger Strikes buff up at all times. You need to use Rising Sun Kick off cooldown. Fists of Fury is situational, You may use it to peel or control. I often use it after a Leg Sweep or Ox Wave for damage and control. It can do a lot of damage when channeling with stacks of Tigereye Brew up. For an example of how to do the basic rotation, please refer to this quality video created by Blizzard themselves.
Control Abilities:
- Fists of Fury, Fists of Fury is also a high damage ability will stun any target on their first tick received, if dodged or parried it will not try to stun them again..
- Leg Sweep, Charging Ox Wave, and Ring of Peace Leg Sweep and Charging Ox Wave are just stuns which is a control, Ring of Peace is a AoE incapacitate.
- Paralysis, Paralysis is one of the best peeling abilities in the game, a ranged 4s incapacitate that can lock down classes during critical points in the game. It breaks on damage and only removes DoT effects with the glyph so be careful when using it.
- Spear Hand Strike, Spear Hand Strike isn't just an interrupt but a tool to out think your enemy. If you can successfully predict what the other play will do or won't do, it can turn the game. For example, if you are training a healer and they begin to cast, don't just throw your kick out there because they will most likely try to juke you which will lead to them getting a heal. If you can wait until the second, third, or fourth fake cast and be able to immediately kick them, you've effectively locked them out for 4 seconds in attention to all the time they wasted attempting to juke. Another thing to note about kicking is focus kicking, if you see a healer nearby, try to Tiger's Lust and run over and kick them if they are standing still, when a healer stands still they are either about to cast or are mid-cast, this will give a great chance to successfully lock them out or pre-kick them. Not only is that effective but it makes you look super cool. :duckers:
- Flying Serpent Kick, Flying Serpent Kick is an AoE 4 second 70% slow. It can be used to slow players. It is one of our high mobility cooldowns so use it wisely.
- Disable, Disable is a spammable slow & root, it is similar to how Improved Hamstring used to work, if they are slowed already when you re-apply it it will root them, you can spam this slowing a lot of people for a long amount of time. When you melee a target with disable already on them, the duration is refreshed.
- Fortifying Brew, this ability can be very useful, if you're facing a team with an execute you can use it to avoid that or just use it before taking large amounts of damage to reduce it, it's basically an Ironbark + a self Rallying Cry on a 3 minute cooldown. This ability combined with healthstone and expel harm can prevent you from having to use Karma or Diffuse magic a lot of the time.
- Detox, I use this ability just about off CD against Death Knight teams to remove their diseases. I also use to to remove rogue poisons like Crippling Poison and Paralytic Poison before stacks are high enough to stun you. The best use of it it to remove Devouring Plague against priests who play Insanity effectively stopping a major part of their burst, another game changing use is to get Wyvern Sting off your teammates so they don't have to trinket.
- Crackling Jade Lightning, this ability is mostly used for fun or to keep people from leaving combat to avoid re-stealths, drinks, etc. It also can get spell reflects from warriors.
- Nimble Brew, It is crucial that if you play a Windwalker monk you have an "out" which is a way to get out of CC to be able to use Touch of Karma or Diffuse Magic. Rotating cooldowns between your trinket and Nimble brew should allow you to always have a way to karma.
- Provoke, This is one of my favorite abilities. Most people see the taunt and think, "Oh it's just PvE." They couldn't be more wrong. Whenever I see a grounding totem down, I taunt. It is off the GCD, has no cost, and destroys it. It also keeps rogues in combat going for stealths or healers going for drinks. It also gets spell reflects and my favorite use for it is to taunt pets. Those pesky hunter pets see me taunt them and chase after me behind a pillar where I then fists of fury it to death. It can also be used to break yourself out of CC, similar to how a priest "deaths" traps, wyvern, or polymorphs, you can provoke a pet to break these CC's as well, but it can be difficult. I bolded this because it is the most underused ability by monks.
- Storm, Earth, and Fire, this is another great ability. It has few purposes outside of PvE but it is in fact useful. The primary use to to stop drinks and re-stealths from healers and rogues. By the time a rogue or healer gets it off them it's been a good long while and the re-stealth probably never got off because we stopped them ourselves. Another use it for RBG's just throw them on random targets and start using Spinning Crane Kick or Rushing Jade Wind for decent AoE damage and fantastic flag spinning. Something to note is that if you get your Rising Sun Kick debuff on another target from your clone that extra 15% damage only applies to that clone and doesn't help your own damage.
- Zen Meditation, This is a interesting ability. The mechanic that allowed spells from your team to be applied to you was removed so now it is purely a defensive ability. It can be used to prevent large hits such as Chaos Bolts, Starsurges, or other various hard hitting abilities. It can be used as a last resort if you have no other defensives, and it can be used to prevent you having to use a better cooldown that you would rather save for later.
- Transcendence, this ability is pretty standard. Put it down behind a pillar at the start of a game. Sometimes you can reverse port back to get to a target if they are near it. Be sure if you're on Blade's Edge or Dalaran Sewers Arena to have this up before chasing after someone who jumps. Make sure to keep track and have this at whatever pillar the fight is taking place mid-game.
Based off my personal opinions, I will create a spectrum of what race is best for each faction. But it without a doubt, humans are the best race for WW out of both factions.
Horde: Blood Elf > Orc > Undead > Tauren > Troll
Alliance: Human > Dwarf > Night Elf > Gnome > Draenei
Humans: Human's racial is Every Man for Himself. This ability replaces the use of the commonly used Insignias purchased with conquest. This allows a new trinket to take place of the Insignia. That means you could have a Badge instead. It probably isn't worth using PvE trinkets because when you use two PvP trinkets you gain a significant amount of resilience. This means that you need to compare a 2nd PvP trinket to the other racials of the other races to determine what is better. The Human Spirit has been redesigned. It no longer increases spirit by 3% but instead increases two secondary stats by a varying amount. As of 10/21/2014 is has not been implemented.
Night Elves: You probably know this but if you don't it's important for you to know that if you use Shadowmeld the same time another ability hits you it acts as if that ability never hit. For example, if you Shadowmeld right as a mage finishes casting Polymorph it will act as if the mage never casted it on you. This is very good to prevent being Crowd Controlled (CC). There is also Quickness which can prove to be game breaking if you dodge something like a 6 second Kidney Shot while a teammate is very low, the odds are not in your favor but miracles do happen. It also slightly increases your movement speed by 2%. Your critical strike chance is increased by 1% during the day and your haste by 1% at night.
Orc: They have several racials that benefit the monk class. The second racial is Blood Fury, which is a nice damage bonus. The third is Command which is unknown if it affects Xuen or your clones via Storm, Earth, and Fire but if it does then it is a minor overall damage bonus but a bonus nonetheless. And the last racial is Hardiness which reduces stuns by 10%.
Undead: Will of the Forsaken is the reason why many people go Undead. But since fear isn't as powerful as it was in Mists of Pandaria, Undead don't rate that high on the "best race totem pole". They also have Shadow Resistance which is decent against classes like Warlocks, Death Knights, Priests, and Rogues (with Shadow Blades up). They also have Touch of the Grave for extra damage and healing throughout the game, which is minimal but it's something. And of course Cannibalize our favorite ability to disgrace your opponent after slaying them.
Blood Elf: Blood Elves racial is Arcane Torrent and an increased critical strike chance of 1%. Although this is all they provide, Arcane Torrent is a handy ability. Not only does it provide a 2s silence it gives you a free chi which can sometimes allow you to get another RSK, Blackout Kick, or Fists of Fury without having to Jab right before. With the removal of our silence on our kick and many other blanket silences in the game, Blood Elf ranks the #1 best horde race for WW monks if you can successfully use Arcane Torrent in an effective manner.
Dwarf: Stoneform allows you the remove all diseases, poisons, and now magic effects as well as giving you a 10% damage reduction bonus. So, if you are able to use this RIGHT before you get stunned and take a lot of damage it could save you. Dwarves critical strike bonus has been increased by 2%
Gnome: So with WoD, gnomes are now a viable race for WW because they are able to get out of roots every minute and have a passive haste bonus of 1%. Although they aren't better than humans, they aren't the worst either.
Glyphs in 5.4.7 are generally the same with very few expectations. Your go-to glyphs are italicized and the ones that can be useful are normal. Also, there is no way I can tell you what to pick against everything because this post would be massive so you need to take into account what you are playing and who you are facing to decide which glyphs to take.
Glyph of Touch of Death: This is a glyph that needs to be taken against every comp you face and play with. Being able to touch of death without using Chi is very important. A lot of times a target isn't under 10% for 1-2 globals so you really have one chance to get it off and if you have to jab or expel harm 1-2 times to get the chi they are probably dead or above 10% already. I recommend this glyph all of the time.
Glyph of Touch of Karma: Since Touch of Karma is our best defensive cooldown this glyph gives it a 20 yard range. This is extremely valuable seeing how without it you'd have to be in melee range to get it off and most of the time you need to get it off there is a slow on you and you can't get to the target. Even if there is double melee training you I recommend this glyph all of the time because of how essential it is to get it off exactly when you need it.
Glyph of Paralysis: This glyph allows you to safely paralysis a target without DoT effects breaking it. Depending on what comp you're playing you may or not need this.
Glyph of Flying Fists: This glyph allows your fists of fury to have a 5 yard range. Since it is no longer part of our PvP set bonus and FoF has become a more important part of our burst, it is crucial that we are able to land this on our target and this glyph makes that easier. It has the lowest priority of all the major glyphs because of how valuable the others are.
Glyph of Freedom Roll: This glyph is very good and I will use this quite often because when we acquire full Primal gear at level 100, our glove bonus will no longer provide this same effect that the glyph provides. Therefore, our personal way to get out of slows is once every 25 seconds with Tiger's Lust. Since we do not have a way to slow our targets from afar, it is crucial that we are able to reach our target after we roll or FSK and if we are slowed coming out of those it very well may be the case where we just continue to get kited. I would highly recommend using this against teams that have many slows and can kite easily.
Minor Glyphs:
Zen Flight: I've died a lot from falling so this is my savior. I have it bound to "U" just because it's somewhere I can get it but not super needed.
Glyph of Blackout Kick: You should use this one just because it will be a damage increase, 20% of your blackout kick damage will also be applied as a dot. Definitely worth taking.
Tier 1 - Mobility
Celerity: This talent could potentially be used if desired. The only time it would be okay to use is if the other team has few rooting abilities. This ability combined with Chi Torpedo could be very beneficial.
Tiger's Lust: This talent is used just about every game because it is rare to find a team that doesn't have a root. And even if they don't, it wouldn't be a bad thing because it can be used to allow teammates to kite or for you to catch up to a target that isn't moving in a linear path.
Tier 2 - Healing
Chi Wave: This talent is my personal preference over the other two because I find that instant casts are always better in PvP situations. Although it does less damage than Chi Burst, it is half the cooldown and if you were to double the damage of it as if you had used it off cooldown twice, it would roughly be about the same as Chi Burst. I would recommend this all of the time but Chi Burst is NOT a bad choice at all unless you are trying to kill a very mobile target or are being trained.
Chi Burst: This talent is good in situations where you target isn't moving and you are not being attacked. It provides roughly two times more damage than Chi Wave but has twice the cooldown and has a cast time. The negatives is that if you try to use it on a moving target they can escape and if you try to use it you can be interrupted or suffer pushback increasing its cast time. Combined with 10 stacks it can hit very hard but from what I've experienced I don't one shot in this game anymore so the consistency of Chi Wave suits me better.
Tier 3 - Chi
Ascension: This talent is good because it allows faster energy regeneration and a free chi slot doesn't hurt. The problem with this is that at a start of a game where everyone has cooldowns up, your oppoents will be ready to go offensive a lot sooner than you can, but as a game progresses Ascension will become for valuable than Chi Brew.
Chi Brew: This talent is good because at the start of the game you are immediately ready to go offensive if you consume both stacks of Chi Brew. It also provides Chi which you can use when bursting if you already have 10 stacks and do not need any more before going offensive.
Tier 4 - Control
Charging Ox Wave: This talent is decent if you plan on using it for CC. Since you already have FoF, the diminishing returns of this small stun in unison with FoF make it less valuable. But it can prove quite useful if use as a ranged CC for targets you do not plan on stunning with FoF.
Leg Sweep: This talent is the one you should use just about all the time because of how effective long stuns are. There isn't much to be said about this other than that you can FoF out of this for a combined stunlock of 7 seconds which can prove very lethal.
Tier 5 - Survival
Healing Elixirs: This talent is useful when you are not facing opponents with the majority of their damage being magical. A good example of when to use this is against a composition similar to Ferals and Warriors.
Dampen Harm: This talent is useful when facing teammates with overpowered burst. Although I am not aware of any classes than possess the ability where Dampen Harm would be more beneficial over the other two options, it can be an option if the time for precaution ever presents itself.
Diffuse Magic: This talent is extremely useful and I find myself using this the most. I prefer this over Healing Elixirs a lot of the time because the thing about Healing Elixirs is that it doesn't always go off when you need it to, in other words, it isn't reliable. Diffuse Magic is, you can use it before you get stunned, when you are low, or any time you need it. I use this talent against just about any magical caster, an example would be Frost Mage, even if they are paired with a physical DPS I still use it. And it is an absolute against double magical DPS.
This tier requires you to decide what is best in your current situation and you need to judge what to take yourself. Good luck!
Tier 6 - Damage
Rushing Jade Wind: This talent is good for RBG's because of its high damage in combination with Storm, Earth, and Fire. But at level 100, our energy regeneration is not quite high enough for it to be viable, therefore I would not recommend using this until late in the expansion when our haste (energy regeneration) percentage goes with as gear scales.
Invoke Xuen, the White Tiger: This talent is can be good and bad. The tiger can do a good amount of damage and help you land a kill or break CC and end up losing you the game. Take at your own risk.
Chi Torpedo: This talent is quite useful not only for its increased distance in Roll but for the damage and healing as well. The only thing to watch our for is not to break CC when rolling.
Tier 7 - Damage
Hurricane Strike: This is the talent I run for most games, either the tooltip is bugged or the actual ability because it doesn't split damage, it just applies 100% of it to the nearest target, so as long as you are closer to your kill target than anything else the damage will go on them. Since the CD lines up with leg sweep and it does high amounts of damage I find it very good.
Chi Explosion: This talent can be used for good consistent damage and against targets with high mobility. I often take it against Resto druids in 2s but not in 3s because I find Hurricane Strike too valuable. This also allows you to have quicker stack regeneration which leads to less damage taken because of our 4 set bonus.
Serenity: This talent can be used for a large amounts of damage over 10 seconds. The reason I tend to use Hurricane Strike over Serenity is because with Serenity they can avoid all or parts of the 10 second duration where as Hurricane Strike is a quick 2 seconds and is a little harder to avoid. Serenity is also twice the cooldown so in fast games you may only get to use it once or twice compared to 3-4 Hurricane Strikes. But sometimes I take it versus comps I know I will have a lot of uptime against like Disc Priests or Shamans where they cannot easily out range it.
There are no gem sockets on PvP Gear so you won't need to worry about that as far as enchants go here they are, also you stats priority should look something like this.
Versatility > Crit + Multistrike > Haste > Mastery
If Chi Explosion then...
Versatility > Haste + Crit > Multistrike > Mastery
Neck: Versatility
Cloak: Versatility
Rings: Versatility
Weapons: Mark of the Frostwolf or Mark of Warsong (Chi Explosion)
Professions are now unusable in Arenas and RBGs, therefore I would recommend Engineering because of how good it is in world PvP and for your other available profession, take whatever you like, I personally am going with Enchanting because of how much money it makes.
I know a lot of people want to know what the absolute best way to gear, reforge, gem, talent, glyph, professions, etc. without having to go through a huge guide like this so I made this category dedicated to monks who I believe to be educated on the class and know how to personalize their monk to make it as deadly as possible. Here they are...
(Note: Some may be out of date and I cannot account for accuracy their setup)
- Venfuki @ Tichondrius
- Tornadotom @ The Forgotten Coast
- Trilltko @ Moonrunner
- Smexual @ Tichondrius
- Voltariux @ Naxxramas
- Nauree @ Blackrock
- and mine Balance @ Thorium Brotherhood
I know that everybody has their own personal keybindings and I understand that it isn't likely that anyone will change based on what I have to say here but I feel like it needs to be said.
My keybinds are bound in an effective way. I have each ability bound to a great bind that allows me to do a lot of things, get places, and pop cooldowns. I'll explain after you look at this picture.
This picture shows how all my damaging abilities are bound to my naga. This allows me to use my QWE keybinds to move and I use my right thumb to deal all my damage. The purpose of this allows me to hit all of my damaging keybinds while being able to keep up with my target by using my strafes and move forward binds. I feel like if I had those abilities on other keybinds I would have conflict with doing damage and moving.
I also have my mobility keybinds such as roll, tiger's lust, and flying serpent kick to keybinds close to my movement binds.
- Q: Strafe Left
- W: Move Forward
- E: Strafe Right
- S: Roll
- Shift-S: Tiger's Lust
- 2: Flying Serpent Kick
This allows me to keep moving accurately towards my target while using mobility keybinds so I don't end up rolling off to the side of them.
If you're new to monk try changing your keybinds to get to your mobility binds as quick as possible and have your damaging abilities not collide with being able to move.
But in the end do what is most comfortable and you'll have the most success.
Obviously some comps will do better depending on what comp you face but overall these are the comps of just queuing ladder that I think will have the most success.
Windwalker / Frost DK
Windwalker / Unholy DK
Windwalker / Shadow Priest
Windwalker / Affliction Warlock
Windwalker / Frost Mage
Windwalker / Hunter (BM slightly better)
Windwalker / Arms Warrior
Windwalker / Balance Druid
Zen Meditation Macro
/cast !Zen Meditation
- I use this macro so if I spam my keybind for Zen Med it won't cancel the channel by mistake, that is what the "!" does.
/cast [target=party1] Tiger's Lust
/cast [target=party2] Tiger's Lust
/cancelaura Stampeding Roar
/cancelaura Body and Soul
/canelaura angelic feather
/cast [target=Balance] Tiger's Lust
- These are my party sprints and my self sprint, I also have just the spell bound to shift-Y for bg's and stuff but for arena this is what you should use. Also you can't Tiger's Lust yourself when Stampeding Roar or Body and Soul is on you so if you're rooted you need to cancel them to escape.
/cancelaura Hand of Protection
- Every melee class needs one of these.
/cast [target=focus] Paralysis
- Just focus paralysis.
/cancelaura Spinning Crane Kick
/cast [target=focus] Spear Hand Strike
- Your basic focus kick with a cancel aura Spinning Crane Kick because in case let's say a priest Spectral Guises and you need to hit him out so you use SCK and he's out and starts to cast but you need to kick but you can't because of SCK, that's why the cancel aura is there.
/cancelaura Spinning Crane Kick
/cancelaura Hand of Protection
/cast Touch of Karma
- I died more often than I like to admit because I was spinning before I could karma (mostly on big mob pulls outside of arena) but it doesn't hurt to have it in arena. I also have cancel aura BoP on there because sometimes if you are facing a melee and caster and a paladin BoPs you, you are unable to karma and die to the caster.
/cancelaura Spinning Crane Kick
/cast Spear Hand Strike
- Same thing as the focus one.
/cast paralysis
- I've been playing monk since they came out, I'm not 100% sure if you can still auto-attack after a paralysis but it used to happen, better safe than sorry.
#showtooltip Storm, Earth, and Fire
/cancelaura Storm, Earth, and Fire
/cancelaura Rushing Jade Wind
/cancelaura Spinning Crane Kick
- I'd rather have a separate macro to get rid of clones than waiting for global on actual ability. Also since RJW and Xuen are on the same tree you can either cancel RJW to not break CC or move Xuen so he doesn't break CC, perfectly fine to have both in one macro.
/cast [target=party1] Detox
/cast [target=party2] Detox
- This is pretty important to avoid your team being owned by DK dots, Devouring Plague, Paralytic Poison, and Wyvern Sting.
/cast [target=focus] Storm, Earth, and Fire
- This macro allows you to throw a clone on your focus instead of having to target them just to throw a clone up.
Here are some extremely useful addons for WW monks.
ChiBar: This addon lets you have a chi bar that you can freely move around, make it bigger or smaller, vertical or horizontal, and many other options.
Nameplates Modifier: This basically adds a percentage to the default blizzard name plates. This is the most important macro WW monks can have because of how crucial it is to get Touch of Death off at the precise moment.
Everybody wants to see some WW monk PvP. Since that is hard to come by I'll link you to a couple of channels that may show some, I can't guarantee that they will but here is where you might find some. I also put mine in there in case I ever stream.
#4059137 5.4.7 Warrior guide, for new players
Posted Flavours on 21 February 2014 - 05:21 AM
A Nice simple guide to gearing, speccing and gemming you 5.4.7 Warrior, for PvP.
For a more indepth 2.2k+ Guide: http://www.arenajunk...rior-547-guide/
Basic rotation
See comments for debate over the rotation, and what's best, i will post a solid one when i can get into a wargame or PTR arena and set up someone to be a testing dummy ^^
Gemming, Reforging, and Gear
Currently it is:
Red: + 80 Strength + 160 Crit
Blue: +80 PvP Power + 160 Crit
Yellow: + 320 Crit
Meta: PvE Crit meta, or PvP Meta (Try buying both of these to swap out helmets vs. different comps)
Belt Buckle for an Extra slot
Crit > Mastery
Why crit? You gain +10% Damage from Colossus Smash, and Mortal Strike crits. With nearly 100% uptime it's alot of damage.
3% is the hit cap.
Reforge Into Crit wherever you can.
Reforge into Mastery where you can not.
Reforge out of haste.
Shoulder: +200 Strength + 100 Crit
Back: + 180 Crit
Chest: +80 stats +200 Resi
Wrist: +180 Strength
Hands: +170 Strength
Legs: +265 Strength + 165 Crit
Feet: +140 Mastery
Weapon: Dancing Steel
Blacksmithing for the Extra slots, combined with
Jewelcrafting for the +480 stats gems, are best in slot
15. Juggernaught or Double time
More charges per game the better, Warbinger doesn't stun, making it nearly useless, as you can't charge casts. Personally i find Juggernaught allows me to get more worthwhile charges off per game.
Double time too, works very well, allowing you to charge more CC, and paired with blitz / shockwave can shut down entire teams.
30. Second Wind
It out heals all the other talents by far.
45. Staggering Shout or Piercing Howl
The Disrupting shout nerf has made it redundant, since it now shares a CD with pummel. Staggering shout roots the target, allowing you to root grips, root people in los, etc etc. It's the best talent in this dissapointing tier.
Piercing Howl works to AoE slow the other team, is instant, doesn't have a CD and doesn't cost rage, and can be very useful. However as it isn't off the GCD i can't see it being better than Hamstring / Staggering.
Edit: See comments for disscussion on this tier, for pro's and con's of using the other shouts, thanks to braindance for the input <3
60. Shockwave
This 4 second AoE stun is brilliant. A Must have for Warriors in Arena.
75. Safegaurd
The intervene nerf has forced us to play Safegaurd, so you can escape roots, or use it to peel damage etc. Escaping roots is vital for kills, eating traps and more.
90. Storm Bolt
Currently the ranged utility of Storm bolt makes it the best talent in this tier.
Alt talent choice.
60. Bladestorm 90. Bloodbath
Paired together these can be used to do alot of damage.
Glyph of Colossus Smash - You don't have to waste globals on sunder armour.
Glyph of Death from above - Huge utility boost as it removes 15 seconds of leaps CD.
Glyph of Bull rush - Adds 15 more rage on your charge allowing you to sit in Dstance more.
Glph of Blitz - Paired with the double time talent, it can be great at shutting down casters and CC. I Swapped Bull rush out for this.
#showtooltip safeguard
/cast [target=pop] safeguard
Intervene macro. Make 2 for each party member.
#showtooltip storm bolt
/cast [target=focus] Storm bolt
To storm bolt your focus target.
#showtooltip pummel
/cast pummel [target=focus]
To pummel you focus target.
#showtooltip recklessness
/cast recklessness
/use Grievous Gladiator's Badge of Victory
/cast skull banner
/use Grievous Gladiator's Plate Gauntlets
Classic Swifty macro.
/target [nomod] arena1
/focus [mod:ctrl] arena1
/target [nomod] arena2
/focus [mod:ctrl] arena2
/target [nomod] arena3
/focus [mod:ctrl] arena3
How to target in arena, and set arena focus on keybind
/cast battle stance
/cast defensive stance
Stance macro so you can swap stances on one keybind
#showtooltip shield wall
/cast Shield wall
/use healthstone
Adds healthstone to wall.
#showtooltip Mortal Strike
/focus arena 3
/cast Mortal Strike
/cast [@arenapet1] Taunt
/cast [@arenapet2] Taunt
/cast [@arenapet3] Taunt
/cast [@arenapet4] Taunt
/cast [@arenapet5] Taunt
Sets your focus on ever ms, incase you're fighting druids, priests, rogues etc.
Also taunt Arena pets.
#showtooltip Demoralizing Banner
/targetexact Demoralizing Banner
/cast [noraid, noparty] Intervene
/targetlasttarget [noraid, noparty, noharm, exists]
/cast Demoralizing Banner
Intervene macro for banners.
#showtooltip Intimidating Shout
/cast [target=focus] Intimidating Shout
To root a different target than the one you're currently targeting.
/showtooltip Shattering Throw
/cast [target=focus] Shattering Throw
Shattering throw your focus target.
#showtooltip Mocking Banner
/targetexact Mocking Banner
/cast [noraid, noparty] Intervene
/targetlasttarget [noraid, noparty, noharm, exists]
/cast Mocking banner
Second banner macro.
/target Mindbender
/target Ebon Gargoyle
/target Shadowfiend
/target Psyfiend
Targeting macro for important things to kill in arena.
#showtooltip Vigilance
/cast [target=Tomhunt] vigilance
Vigi macro, incase you q unto RMD or TSG
/equip Grievous Gladiator's Greatsword
/equip Grievous Gladiator's Slicer
/equip Grievous Gladiator's Shield Wall
Swap out for sword and board, and back.
/script UIErrorsFrame:Hide();
Hide's UI errors, 'Can't do this now'
Warrior comps
:warrior: :warlock: :shaman: - WLS will be strong next season. The comp relys around the Warlock creating dot pressure, and the Warrior capitalizing off this by swapping to good targets, or swapping on UA dispels.
:warrior: :mage: :druid: - WMD will have another strong season despite the Hotw nerf. All classes look very strong on the Ptr, The CC and damage this comp pumps out is insane. Having never played it i'm not aware of the strat.
:warrior: :hunter: :shaman: - KFC will have another season moving from strength to strength, the comp is constant pressure, and can train 1 target into the ground. No healer can outheal the Damage, but the comp can lack for CC if traps are missed, and has easily counterable cooldowns.
:warrior: :shaman: :druid: - Turbocleave will have another good season, not as strong as the previous 3 comps, one of the orignal cleaves does exaclt what it's name denotes.
:warrior: :shaman: :druid: - Thundercleave could be good next season, potentialy. Ele shamans scale really well, and are looking really strong next season. It may be hard to find one not playing LSD, though.
:warrior: :deathknight: :paladin: - TSG isn't looking it strongest ever, The damage is hard to manage but both classes can be cc'd and peel'd well by most casters, and major cooldowns disarmed. You'll have fun slaughtering Shamans, but other than training the blue i can see TSG having a hard time keeping it's DK alive.
:warrior: :druid: :paladin: - Dependent on how strong Feral damage is next season Kittycleave could too, be viable. However it's so hard for ferals to put out next to any CC, and casting clones is a joke, you will be forced into the tsg niche of training healers from start to finish.
My video with explanations for each macro and how to write your own.
All criticism and tips are appreciated! <3
#4058807 Don't be an asshole
Posted Nadagast on 21 February 2014 - 12:09 AM
Trolling and assholery puts AJ on a downward spiral. People troll/asshole-it-up, which leads to less people using this as a forum for serious/reasonable discussion, which leads to more trolling, etc. AJ always was and continues to be the most popular place for new players to get into the PvP scene. Any community relies on new members to sustain itself--by making this place a wasteland we are doing nothing but ensuring our own demise.
Before you post a reply or topic, ask yourself: am I being an asshole? If you are, change your post to take a more educational tone. If you're feeling heated about something, take some time to cool off before replying. Don't immediately assume someone is trolling you, some people are just not very knowledgeable. Worst case, if you reply in a calm educational manner, you've posted something informative for the hundreds or thousands of lurkers who will view your reply. These are generally newer PvPers, and anything you do to help sustain them as arena players helps all of us.
On any set of forums, it's easy to forget that almost all of the people reading it are lurkers, who will never make any posts. Lurkers cannot be trolls, they can't be assholes, they are just here to learn or read interesting things. Post interesting, informative content. Post drama if you want, but don't be an asshole. Fuck the trolls, post for the lurkers.
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