Imp hamstring seems really useful for saving my healer from a dps thats attacking them. Lets them get away. And it guarantees theyll be right there for yo uto smash for a few seconds.
That is, if you have -10% crit from resilience, enrage has a 10% chance to proc off hits. Thus, besides the deathwish nerf, increasing resilience does not diminish the value of enrage. Is this still true? The last couple pages made it seem like it is not. Enrage is quite a nice PVP talent especially if you take a non-focus crit like a frost nova, multi-shot, or other crit damage will trying to burst down a character.
Enrage/blood craze/other such talents still do this, yes - as far as I know though, enrage/blood craze can't proc off dots even with resilience, which would be a nice mechanic change if Blizz decides to nerf locks a tad more, even though it doesn't really make much sense - the procs of these people have reported from fires in IF don't make a ton of sense either :P
I think the main issue with enrage raised here is that even with frost nova, hamstring, wingclip, etc, if you aren't being focused you're not really being hit often enough to count on it being up very often, and for short, dps heavy matches you have deathwish...
Originally Posted by Grymm
Second, I see a lot more people considering imp hamstring. I never found it to be particularly useful back in the day. It was nice when it procced on a mage who just nova'ed you and has blink on CD. It doesn't do much on druids who are shifting out of hamstring already. Paladins and most resto shaman don't run too much. Most classes have to deal with you once you get a hamstring on them. I guess it helps if you're also speccing imp-slam and want to try that.
I'm going to try imp hamstring again this weekend, mostly cause I think going 41 in arms for rage gen is in many ways more flexible than trying to get flurry, and imp MS hasn't impressed me so far, so I have some points to distribute... depends on the bracket as to how useful it is of course, but as other people have stated, rooting someone that's being kited by your teammate is nice, and keeping an opposing healer from moving to be able to heal or to avoid a mana burn is nice... so is rooting a priest that's kiting you with a hunter frost trap (especially in 2v2).
Just in general though, in arena where a lot depends on execution and coordination, random chances to mess with the opposition's timing are usually pretty nice, as it can disrupt them even if they get out of it immediately - a sudden, unexpected proc causing you to not be able to move in arena is going to at least annoy them... even druids, especially if you just rooted them in bear form and they now have to waste mana and risk being hit in caster form to get out or accept not being able to move.
Originally Posted by Grymm
I wind up with a couple extra points to play with after 33/21/3 that I'm thinking about putting in imp-slam and imp execute or maybe imp hamstring to see if I can get any benefit from it. I could do Blood Frenzy, but it seems to matter more if you run 2-3 physical dps in a team. You can add more damage to a non-shield or plate wearing target with 2 sunders than blood frenzy.
If you're already past 20 in fury, I'd consider getting weapon mastery, -2% dodge is going to be nice for MS actually landing, as overpower crits are nice but don't really help much if your target gets healed to full - the occasional rogue or warr that disarms you only making you useless for half the normal duration is just a bonus. Blood frenzy is 4% more dps a good % of the time, which is nothing to sneeze at, especially since it won't cost 30 rage like your 2 sunders will. Got a lot of useful talents that you have to trade off here though, which is why specs keep popping up that don't have tac mastery, as it may not be worth as much as 3 points elsewhere *shrug*
I could do Blood Frenzy, but it seems to matter more if you run 2-3 physical dps in a team. You can add more damage to a non-shield or plate wearing target with 2 sunders than blood frenzy.
I don't really understand this argument. Sure, you can add more damage with sunders, but sunder and blood frenzy aren't mutually exclusive. Deep wounds is up a LOT. More damage is good.
I don't really understand this argument. Sure, you can add more damage with sunders, but sunder and blood frenzy aren't mutually exclusive. Deep wounds is up a LOT. More damage is good.
Not only that, but rend is pretty trivial to apply as well
After playing with imp hamstring for a decent part of season 2 I will probably always put 3 points in it. I can't even count the amount of times its saved the druid or pali healer in my 2's or 3's.
Has PVP hit cap been changed? I have 82 hit rating, and I constantly miss vs classes that don't have -hit talents or +defense gear. :l
Hasn't changed that I know of... hmm... just double checking, you're saying you're seeing "Miss," not just that attacks are still dodged/parried when you're at the hit cap?
Other than the class talents that reduce hit chance (frost mages come to mind) that you've already ruled out, the only thing I can think of would be debuffs on you... could you have had scorpid sting on you at the time? Drawing a blank as to any other PvP debuffs that affect hit chance, and I can't think of any PvP buffs your target could have that would increase your miss chance...
I´ve seen that too. I had around 85 hit rating and actually saw misses... Quite annoying. However I cant remember what I tried to hit, so it might very well been a frostmage and/or I could have been debuffed...
Don't forget about insect swarm, it is -2% to hit. Most druids didn't have it in season2, but with the healing->damage change I've seen more druids picking it up in their resto builds lately.
I see a lot of mentions of "staying in battle stance" when fighting rogues or feral druids. I find the implication that most warriors seem to do most of their pvp in berserker stance a bit strange. Giving all your opponents 10% increased damage against you for a 3% crit gain seems like a marginal payoff at best. Speaking as a very poorly geared warrior with roughly 8.5k hp unbuffed (an alt I play bgs with, no arena), maybe the 10% makes a bigger difference to me than those with better gear?
I see a lot of mentions of "staying in battle stance" when fighting rogues or feral druids. I find the implication that most warriors seem to do most of their pvp in berserker stance a bit strange. Giving all your opponents 10% increased damage against you for a 3% crit gain seems like a marginal payoff at best. Speaking as a very poorly geared warrior with roughly 8.5k hp unbuffed (an alt I play bgs with, no arena), maybe the 10% makes a bigger difference to me than those with better gear?
The main argument for berserker stance isn't just 3% crit, but Pummel/Intercept/Whirlwind.
If a good warrior get's focused to hard he will switch to def stance and intervene away and/or use spell reflect, anyway.
I've got a question for you Warriors that 2v2 with a Druid. I'm playing an alt Druid with a Warrior friend, and one matchup we normally do well against was causing us issues. They were SL Lock and Resto Druid.
Normally we just kill the pet x2 and then kill the lock. This team was well played and after killing the Felhunter the first time he summons a VW instead, as to not let me drink and it being harder to kill. We simply can't kill the VW with hots on it and the Warrior being cycloned. At least I can't get spell locked at that time, but from there on out it turns into a mana war with me not being able to drink and the lock trying to spam drain mana whenever he can and the other druid able to drink a few times.
We tried our Warrior going after the Druid from there on out, which he got very close to killing a few times, but not before I was oom and the dots simply outlasted us. So I've read it's useful to try to sunderx5 the lock + fairy fire and put some dps on the lock with the pet taking 30% of the damage, which also makes the druid have to heal. The bad part is I still can't drink b/c of the VW, while the other druid might be able to get off a few sips.
So I'm wondering if going our Warrior should stay on the Lock after the first pet kill, and hope to kill the second pet if it gets low, or if it's ever a good idea for him to go after the Druid. In any scenario where our Warrior has to attack anything that doesn't die easy (the druid or the VW), the Lock is left alone to have his way with me, which I can survive but is mana intensive. Please let me know what the consensus strategy seems to be in this matchup, if any. Thanks.
I'd say if the Warlock pulls out a VW, your Warrior should switch to the Druid. You should be able to live with only a few hots a minute, while the other Druid will be taking substantial damage. If you're ever in trouble, natures grasp on the VW + cyclone on the Warlock should give you plenty of time to drink up a couple thousand mana.
I'm playing 2v2 with Paladin, and we're getting quite literally stomped into the ground by Warlock/Icemage, Warlock/Shadowpriest and Icemage/Icemage.
These teams can kill me 100>0 in a maximum 15 seconds when the paladin gets CCed, def Stance and Shieldblock included, and have double counterspell available.
The Paladin can heal me for 10 seconds by using bubble, after that they can CS or CC him at will, blessings are dispelled or stolen some seconds after being applied.
So basically i have aproximately 20 seconds to kill a warlock, shadowpriest or icemage, and other than a extremely lucky string of crits, i can see no way of doing this against 300+ resilience enemys.
So, is there something i forgot thinking about, or could i just as well leave the arena as soon as i see these teams, and hope for a better matchup next game?
I'm playing 2v2 with Paladin, and we're getting quite literally stomped into the ground by Warlock/Icemage, Warlock/Shadowpriest and Icemage/Icemage.
These teams can kill me 100>0 in a maximum 15 seconds when the paladin gets CCed, def Stance and Shieldblock included, and have double counterspell available.
The Paladin can heal me for 10 seconds by using bubble, after that they can CS or CC him at will, blessings are dispelled or stolen some seconds after being applied.
So basically i have aproximately 20 seconds to kill a warlock, shadowpriest or icemage, and other than a extremely lucky string of crits, i can see no way of doing this against 300+ resilience enemys.
So, is there something i forgot thinking about, or could i just as well leave the arena as soon as i see these teams, and hope for a better matchup next game?
This may sound ridiculous but you could assume you're gonna run into a Warlock every match and just have your Paladin in SR, and yourself in normal gear.
However it kind of requires your Paladin to not suck, and be above average for those games you're not against a Warlock, and this is a tall order for most Paladins out there, as most of them only know how to sit in a corner and heal.
I'm playing 2v2 with Paladin, and we're getting quite literally stomped into the ground by Warlock/Icemage, Warlock/Shadowpriest and Icemage/Icemage.
These teams can kill me 100>0 in a maximum 15 seconds when the paladin gets CCed, def Stance and Shieldblock included, and have double counterspell available.
The Paladin can heal me for 10 seconds by using bubble, after that they can CS or CC him at will, blessings are dispelled or stolen some seconds after being applied.
So basically i have aproximately 20 seconds to kill a warlock, shadowpriest or icemage, and other than a extremely lucky string of crits, i can see no way of doing this against 300+ resilience enemys.
So, is there something i forgot thinking about, or could i just as well leave the arena as soon as i see these teams, and hope for a better matchup next game?
There are things you can do, like protect bosac with other magic buffs (ribbon of sacrifice), try to use stuns/fear to stop the CC. The teams that will give you the most trouble are mage teams, because between nova locking down the warrior and sheep/CS on the paladin, plus amazing burst, you're pretty much fucked. Any other double DPS is doable with good play by your paladin, but mage teams are nearly impossible barring incredible luck.
If you somehow manage to not play any mage teams for a week, once you get past 2k they're almost nonexistant, as any halfassed healer/warlock will completely destroy mage teams. I'd rather play vs spriest/lock, spriest/rogue, or lock/rogue than anything with a mage in it.
Alright, so I'm the MS warrior on my 3v3/5v5 team, and with the implementation of so much resilience I'm (as an Orc) considering going sword spec, and stacking for AP instead of critical strike chance. I'm just wondering if anyone has had a chance to try this out and see if it is better.
I have been doing 2s with a Resto-Shaman to find out the hard way exactly how easy
it is for double DPS teams to shut us down and hand us a quick loss.
I am thinking about swapping out my Bloodlust Brooch for either the Talisman of the Horde
or Battlemaster's Determination to improve my TTL and hopefully take some of the pressure
off my healer.
I am wondering if anyone else is seriously trying Resto-Shaman/Warrior this season in 2s
and what they think about those trinkets in terms of improving the overall situation.
I have been doing 2s with a Resto-Shaman and have been finding out the hard way exactly how easy
it is for double DPS teams to shut us down and hand us a quick loss.
I am thinking about swapping out my Bloodlust Brooch for either the Talisman of the Horde
or Battlemaster's Determination to improve my TTL and hopefully take some of the pressure
off my healer.
I am wondering if anyone else is seriously trying Resto-Shaman/Warrior this season in 2s
and what they think about those trinkets in terms of improving the overall situation.
I tried war/shm last season. It was horrible. Having no way to remove detrimental effects means you lose any game with a warlock in it. Which is alot. We could beat War/Pal pretty consistently, due to superior DPS, but that's about all we really shined at.
But isn't War/Dru suffering the same problem? And noone would claim thats a weak combo...
Different question though, skimming over the thread I found people sometimes mentioning sundering their target. I´m curious... Under which circumstances would you sunder down a target instead of using the rage do deal damage?