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02/27/08, 10:22 PM
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#1291
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Piston Honda
Draenei Shaman
Windrunner
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Originally Posted by Trazhenko
I should have clarified: If you happened to target a stealthed druid, you would just get an invalid target error for the sap (because the druid isn't a humanoid), and the macro would terminate.
I'm pretty sure you can't put 2 cast commands into the macro and have them run like that. I tried to make a riposte/hemo macro like that before with just:
/cast Riposte
/cast Hemorrhage
The result was just "that ability is not ready yet".
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I sapped a druid stealthed in cat form in the arena the other day. Was that just a bug that allowed me to do that?
Last edited by Macblade : 02/27/08 at 10:36 PM.
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02/28/08, 10:03 AM
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#1292
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Just an excitable boy
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Originally Posted by Macblade
I sapped a druid stealthed in cat form in the arena the other day. Was that just a bug that allowed me to do that?
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Non humanoid = not sappable currently. They didn't hotfix the 2.4 sap change in as far as I know. The only scenario I can think of is sapping a druid in caster form at the exact second he siwtched to cat, and due to server latency it made the transformation but still sapped him, like those times you catch the warrior in battle stance and sap him at the moment he charges.
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02/28/08, 11:22 AM
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#1293
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King Hippo
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These shaman enhancement buffs make me really sad. Do they really have to cater more to the synergy between shaman and warrior? Sure, this helps shamans have a 2v2 spec, but I'm worried it's going to make 3v3 out of control. I thought healing debuffs were going to always be a integral part of Warrior and Rogue classes, now they just give MS to shaman making wound that much worse in comparison?
I sure hope there's poison changes around the corner, or a hefty nerf to abolish or BOTH.
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02/28/08, 11:39 AM
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#1294
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Von Kaiser
Human Death Knight
Turalyon
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Originally Posted by Surpico
Most matches directly depend on a shaman's ability to interrupt spells and effectively use grounding/tremor totem. Some fights the shaman needs to be hiding as much as possible. Other fights he must to fight to stay in LoS or a mixture of the two. But with any class combinations, if you have good strategies and better communication you can certainly reach modest success in 2v2 which most people are looking for.
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The problem comes mostly when I end up getting locked down with snares. Even as ShS, there comes a time where I'm without an escape for at least 30s. With a warrior spamstringing me and forcing me to engage, my shaman can only interrupt 1 heal every 5sec, and even with wounding poison I find it nigh impossible to dps through the heals (especially druid heals) if the team has a clue.
It might be easier if I could CC people from the start with a good sap/blind combo, but half the time I can never catch my target before he engages my shammy (and I'll never be able to sap a druid), and it seems like the other half just gets trinketed before I can do anything useful. That's kinda trivial compared to the times where I can't catch the healer because the warrior just keeps me snared after all my cooldowns are used, and my shammy has to focus on me or the warrior tears me apart. Maybe I'm just using cooldowns at the wrong times? I dunno. I don't see myself as a terrible player, but I have a lot to learn. BG's aren't a good practice for arena, and it's hard to get actual arena practice with queue times of 8+ minutes after about 10am.
Also, I'm curious as to the general opinion here. I'm in S1 arena gear save for my legs (S3) and weapons (S2), and I currently have 4100 stocked arena points. I'm on the fence as to whether it'd be better to stock to 5k points and buy 3 pieces of S4 when it comes out, or if I should just suck it up and buy what I can of S3 right now- namely head and chest for the moment (keep in mind that my 2s team is where I generally get my points from, about 400/week). Of course, if I hit 5k and 2.4 isn't just around the corner, I'd buy something so I didn't waste points. I'm just unsure exactly how big of a boost S1 -> S3 is. I also figure S2 weapons will be "okay" until I can rebuild points for S3 at cheaper prices or manage an 1850 in S4. Advice?
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Originally Posted by XI-
In summary, TBC raiding is easy. 9/10 encounters can be summarized with 1 phrase. Stay out of the fucking fire.
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02/28/08, 1:22 PM
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#1295
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Von Kaiser
Night Elf Rogue
Skullcrusher
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Originally Posted by Tower
These shaman enhancement buffs make me really sad. Do they really have to cater more to the synergy between shaman and warrior? Sure, this helps shamans have a 2v2 spec, but I'm worried it's going to make 3v3 out of control. I thought healing debuffs were going to always be a integral part of Warrior and Rogue classes, now they just give MS to shaman making wound that much worse in comparison?
I sure hope there's poison changes around the corner, or a hefty nerf to abolish or BOTH.
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I don't see how this stops anyone from gibbing the enhancement shaman first. He can 1h shield to slowdown the pain train but as a melee class they have no outs. Rogues have vanish, Paladins bubble, warriors can spell reflect and get stronger when taking damage. Shaman just take the pain fall over and die.
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02/28/08, 1:52 PM
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#1296
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King Hippo
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How about 15s of 30% damage reduction in shamanistic rage? 50% duration on snares goes a LONG way. I'd trade that for Fleet Footed without a second thought.
A shaman playing defensively can still shock incoming casts, just like a warrior can spell reflect, grounding totem too.
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02/28/08, 4:49 PM
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#1297
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Glass Joe
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Possible strat against war/druid as shaman/(human)rogue
Originally Posted by Fenwick
The problem comes mostly when I end up getting locked down with snares. Even as ShS, there comes a time where I'm without an escape for at least 30s. With a warrior spamstringing me and forcing me to engage, my shaman can only interrupt 1 heal every 5sec, and even with wounding poison I find it nigh impossible to dps through the heals (especially druid heals) if the team has a clue.
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No question warrior/druid is a tough matchup for rogue/shaman. Ideally you want to kill the druid but like you said if you are unable to do so and run out of cooldowns you have to switch to the warrior. I think we all know who wins in a rogue vs. warrior fight when you are snared and have zero cooldowns left. With that in mind I have a possible tactic specifically for human rogues (feel free to critique it). The general idea is approach the battle as a two dps team zerging the druid as quickly as possible before your cooldowns run out. All or nothing baby!
At the start it's vital the shaman remain mounted and avoid any confrontation with the warrior while you use perception to find the druid as quickly as possible. The shaman should use enemy name plates to keep out of LoS using anything and everything on the map to buy time. Unfortunately, there are really no places hide in Ruins of Lordaeron so he might want to fall back inside the gate. Most teams will not attack inside their enemy's gate at the start as it pulls the druid out of position and it's generally viewed as dangerous. Once you find the druid have your shaman partner collapse as you start dpsing the druid. If your shaman was charged/snared at the start it will take a little while before he can contribute dps, however 95% of the time the warrior will retreat to help his druid and that will give your shaman an opportunity to snare the warrior. At this point some of the more experienced posters could theorize what combos are best to burn a druid as rouge. You could try to stun it as much as possible to prevent the druid going bear and charging away as your partner rains CL/LBs. Might also want to consider incorporating SnS into your cycle as its multiplicative with BL/heroism. Hopefully with the two of you all out dpsing you can kill the druid before you run of out cooldowns or die yourself.
Obviously there are alot things that can go wrong. A successful disarm, bash, mace stun proc, intercept, stun resist, feral charge, or fear will mess things up and prolong any plan. Personally I would devote your trinket for intercept stuns, bash or for an emergency snarebreaker. If your team gets feared, it falls onto your shaman to trinket and drop tremor quickly. If the druid manages to switch to bear use evasion even if the warrior isn't hitting you try prevent the bash. Feral charge is very difficult to prevent as druids are always moving and your shaman has to be stationary to cast bolts or healing spells. The shaman might be better off moving with the druid while using his instants, shocking whenever it's up, dropping earthbind and purging selectively. If you guys manage to get a stun off or able to get the druid low the shaman can stop and try for CL+NS/LB combo or safely start spam some bolts.
As I'm sure some of you are aware, you cannot use Nature's Swiftness to instantly cast a spell while moving. You have to be standing still or the macro requires two button presses to work. For example, if a druid wants to NS/Healing Touch while fleeing he has to hit his macro twice which takes .5-1 seconds. If you can apply enough pressure to provoke them into using NS while they are moving (as druids usually are) you can purge it or apply a stun before the second spell gets off . This doesn't happen often but if you are successful it's absolutely devastating.
Obviously this entire strategy doesn't work as well if you don't have perception or are unable to find the druid. At which time you would probably have dps the warrior to force the druid out of stealth and then switch. Only benefit of this is alot of druids open with cyclone/roots which you can null with a preemptive grounding totem.
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02/28/08, 6:17 PM
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#1298
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Don Flamenco
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These shaman enhancement buffs make me really sad. Do they really have to cater more to the synergy between shaman and warrior?
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How is giving shaman a debuff that warriors already have catering to the synergy between shaman and warrior? If anything, it's not much of a buff at all to them.
This strikes me as a change in the right direction that allows for more 2v2 combinations to be competitive. (Keep in mind, it's not just enhancement shaman - it adds some utility to resto and elemental as well.) Maybe it's too powerful and the percentages or application method needs to be scaled back, but I think the basic idea (giving shamans some core PvP utility) is good.
Honestly, so much has changed for shaman on the PTR at the moment that I think it will take a while to really assess what this all ends up meaning for the PvP balance of various classes.
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02/29/08, 1:26 AM
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#1299
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Piston Honda
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Originally Posted by Branar
How is giving shaman a debuff that warriors already have catering to the synergy between shaman and warrior? If anything, it's not much of a buff at all to them.
This strikes me as a change in the right direction that allows for more 2v2 combinations to be competitive. (Keep in mind, it's not just enhancement shaman - it adds some utility to resto and elemental as well.) Maybe it's too powerful and the percentages or application method needs to be scaled back, but I think the basic idea (giving shamans some core PvP utility) is good.
Honestly, so much has changed for shaman on the PTR at the moment that I think it will take a while to really assess what this all ends up meaning for the PvP balance of various classes.
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I agree that we won't know what these changes truly mean for some time yet.
But to answer your question: giving the shaman an MS effect reduces the effect any kind of counter-strategy relying on controlling the warrior, which is really the best strategy for reducing the effect of a double melee team tearing apart your clothies. With warrior/shaman, no matter which target you control, you're stuck with a healing debuff.
My real fear: imagine a ret pally, enhance shaman, and warrior training your clothie. They'll be dead in seconds.
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02/29/08, 5:03 AM
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#1300
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Von Kaiser
Blood Elf Rogue
Shattered Hand
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My real fear: imagine a ret pally, enhance shaman, and warrior training your clothie. They'll be dead in seconds.
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Ret-Pal/Enh-Sham/Feral-Druid :O
Lots of stacking auras and buffs there, incredible melee damage, good survivability, and all 3 can heal a little bit.
Yikes.
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02/29/08, 7:31 AM
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#1301
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Von Kaiser
Undead Priest
Darksorrow (EU)
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Hm did a search but didn't find anything. How do you counter Mage+Rogue setups as Muti rogue+Disc priest? Usually even if I get the opener on rogue I get chain sheeped/blinded and my priest is down in 10 sec. We basically need a way to survive the burst. Sapping the rogue is out of option since I'm 41/20 and I'll get sapped first most of the times. The priest can't dispel all sheeps, since he's stunlocked.
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02/29/08, 10:30 AM
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#1302
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King Hippo
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Run in, engage the mage asap, use gouge and kidney whenever they're up on BOTH the mage and rogue and pillar hump.
If you deny them the sap and engage the mage before he is able to position with his rogue, it's an easy win.
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02/29/08, 10:34 AM
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#1303
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King Hippo
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Originally Posted by Jakani
But to answer your question: giving the shaman an MS effect reduces the effect any kind of counter-strategy relying on controlling the warrior, which is really the best strategy for reducing the effect of a double melee team tearing apart your clothies.
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This. Mages and druids offer CC that need only last 4-6s to let MS drop, healing through MS is the most powerful mana burn there is.
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02/29/08, 10:45 AM
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#1304
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Piston Honda
Night Elf Rogue
Doomhammer
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As a rogue who runs Rogue/Shammy, we're torn about the Shammy "buffs". In reality they just serve to: (a) make wound poison look even more awful--seriously, it's the only -healing debuff that has significant ramp-up time, can be passively removed via abolish poison, and directly removed by 3/4 healing classes in the game-- and (b) completely ignore the actual shammy cc issues while pretending to give them a buff. The only 2 advantages I see to this is that I can now put a dps poison on my mainhand (if the enemy is double dps leave it, if not click it off and have flametounge for a few seconds while I find a second do put on wounding) and that my resto partner can now apply a healing debuff to a second target for me to ShS to. In the first case, the 5 second duration of the flametounge debuff makes it inferior to wound poison in situations where wound poison is possible. In the second situation, there is very little surprise-second-target-burst from rogues and little secondary damage from shammies. Furthermore, both of these "advantages" really just highlight the issues poisons have in the first place. From the pov of rogue/shammy, the issue is that neither of these are really useful upgrades. What we'd love to see is weapon totems and poisons stack, or ghostwolf remove snares, or frostshock have a chance to freeze the target (30% ish), or something else actually useful to our play-style.
Heaven forbid they give us a buff that gives us a whisper of a prayer against Warrior/Druid, or in general Warrior/Healer.
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02/29/08, 11:06 AM
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#1305
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Glass Joe
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I tried doing a search but with no luck, but what gems are ideal for Rogues and PvP? Roguecraft 101 focuses on PvE gemming, is there a guide for PvP gemming and the various builds like Mutilate/Combat?
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