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09/12/08, 2:16 PM
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#476
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Von Kaiser
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Bencze, I think you need to organize your thoughts a little bit more or it is going to be difficult for anyone to help you. Are you coordinating interrupts with your partners? How much do you communicate during a match? If you don't have any idea at all what your warlock is doing during a match that's something you should talk about before/after matches. If you think he's doing something wrong discuss it with him, or post your concerns/ask warlocks with more experience (such as in this forum, or arenajunkies.com) if what he's doing is optimal for arena play.
I think one of the biggest things that has helped me has been communicating with my partner before, during, and after arena matches. We even talk for several minutes after successful matches to really understand what worked so well, and what still needs improvement.
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09/12/08, 5:19 PM
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#477
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Glass Joe
Undead Rogue
Karazhan (EU)
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Yeah well, it's probably just practice, or the lack of. It's too early to say anything I guess.
I think what I'm asking is what can we do to get started, maybe sit down with the guys and at least clarify what important abilities other classes have (the lock started around bc and played mostly alone so he has no idea it seems, just found out from a sentence like "some mage came and did that frost thing so we couldn't move"). That is indeed a problem, other than that I'm not sure what is he doing, usually I'm busy with 1-2 on me so can't see a whole lot if he's doing the most he can.
As far as communication goes there's not a lot of pre-decided tactics altho I try to stress on it, and I just try to convince them to decide quickly on what they gonna do (who they gonna attack), I don't want to chose for them since they are the dps I just watch and usually die first
Mm, yea, a bit of theory might clear up confusions at first, will try that. It's only a feeling that while we're all newbs the druid and me have some sort of near average gameplay mostly doing stuff just 'feeling it' you know, and the lock lacks that too. It's his first char and we have a few 70s already, playing well from pre-bc (mostly pve, a bit of bg or outdoors pvp). And we all lack practice. Grouping up for BGs when we can, too, but that just doesn't cut it, it's too much brute force and less thinking.
Or just do some sparing or go to the bottom of the food chain and with 100 matches we'll start to get a clue just naturally 
Thanks for the reply and sorry for the confusing post.
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09/13/08, 1:44 PM
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#478
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Von Kaiser
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One thing that I think will help him is dueling. It will really help him familiarize himself with what other classes can do and how often they can do it.
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09/16/08, 6:10 PM
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#479
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Just a little bit off
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What would be a better combination if I couldnt get a good warrior. A rogue or a warlock? Im currently starting a 2v2 with my warlock friend. Hes destro 7/7/44.
I wasnt sure if this could be better or worse than UA or SL/SL beacuse he gets a big benefit from my bloodlust and he does really good damage.
Our only problem right now is 2 dps burst really kill us, especially anything with a Ret pally or moonkin, as they just seem to burst him down incredibly fast even with earth shield on him.
Also had a problem with priests, as they seem to be able to outlast me and as much as i can interrupt their heals we cant seem to get the other player low enough to kill.
My rogue friend is Shs with decent gear. Would i see a better turnout with the rogue or the warlock?
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09/16/08, 7:47 PM
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#480
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Great Tiger
Troll Death Knight
Mal'Ganis
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Ive played both of these comps and I prefer playing with a rogue. You will own anything with a cloth caster, and lose to pally/warrior a lot.
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09/16/08, 7:52 PM
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#481
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Von Kaiser
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Originally Posted by Gadoh
What would be a better combination if I couldnt get a good warrior. A rogue or a warlock? Im currently starting a 2v2 with my warlock friend. Hes destro 7/7/44.
I wasnt sure if this could be better or worse than UA or SL/SL beacuse he gets a big benefit from my bloodlust and he does really good damage.
Our only problem right now is 2 dps burst really kill us, especially anything with a Ret pally or moonkin, as they just seem to burst him down incredibly fast even with earth shield on him.
Also had a problem with priests, as they seem to be able to outlast me and as much as i can interrupt their heals we cant seem to get the other player low enough to kill.
My rogue friend is Shs with decent gear. Would i see a better turnout with the rogue or the warlock?
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I haven't done much 2s w/ a rogue, but I know it can work well. The success will depend a lot on your rogue's ability to manage CCs and pick targets and coordinate interrupts, etc.. so if you don't have a lot of confidence in the rogue then I'd stick with the warlock.
I've done quite a bit of running with a lock; mostly SL/SL although he switched to UA for a bit. I think you'll have the most luck with SL/SL. Soul link will give you a chance to heal him against burst teams (although you have to keep a close eye on the pet) and he'll still get a lot out of your heroism w/ searing pain spam. You'll have a good shot against most teams, but the main counter-comp against the team is disc priest/rogue. We seem to have a hard time w/ warrior/shaman as well.
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09/17/08, 9:19 AM
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#482
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Just a little bit off
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I was thinking that SL/SL would be better. It gives him more mobility. But as far as the pet is concerned, I know its very important to keep alive as an SL/SL build, but if a warrior goes for it in war/druid or war/shaman I have a hard time keeping it up.
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09/17/08, 2:37 PM
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#483
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Von Kaiser
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Against warrior teams it's probably best to summon voidwalker for the physical damage reduction (if you see a warrior coming out the gate then the lock can start summoning right away and try to save fel domination).
On the other hand (and this may only work against lower ranked teams) I've actually had success in a few matches by putting earth shield on the felhunter and spam casting (regular) healing wave on it. It seemed to throw the opposing team off their game plan and gave my lock partner a lot of time to do his thing without fear of interruption.
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09/18/08, 10:05 AM
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#484
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Just a little bit off
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With the addition of the most recent nerfs to resto shaman PvP. I figure ill add them here.
Spirit link now breaks on targets afflicted with a CC that breaks on damange (i.e. Polymorph)
Toughness now only 30% snare reduction.
Im not sure how to spec when the patch comes out. Thundering Strikes gives 5% spellcrit now though, in addition to its old effect.
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09/18/08, 11:37 AM
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#485
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Great Tiger
Troll Death Knight
Mal'Ganis
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Haha what a crock of shit. Shaman will be so unbelievably bad compared to the other healers when the patch hits. Thank god I pretty much quit arena for this season and have my rogue and druid pretty much leveled up for the xpac.
The CC protection of Spirit Link was going to be the only thing I saw saving shaman since we are still entirely cast time based for our healing. Paladins now have an instant heal on a very short cooldown, so they don't fall into the same category with us anymore.
I dont know what blizz needs to do, but the core mechanics of shaman needed to get changed in a big way and they did nothing. Hopefully when this patch hits and shaman are found to be the worst healer by a large margin in arenas there will be some action taken.
But I doubt it.
Edit* I looked over the new changes, and the one talent that was actually going to screw druids over (infectious poisons) was removed. Surprise surprise.
Last edited by thevidon : 09/18/08 at 11:59 AM.
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09/18/08, 7:40 PM
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#486
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Von Kaiser
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Spirit link is being replaced with riptide.
Riptide (Level 80 rank) - Heals a friendly target for 795-826 and another 150 over 15 sec. Your next Chain Heal cast on that primary target within 15 sec will consume the healing over time effect and increase the amount of the Chain Heal by 25%. 18% base mana. 6 second cooldown. (0.402 coefficient for those who know math).
Clarified to: It heals 159 every 3 sec for 15 sec. The entire HoT duration healing is 795, which scales.
Not awful, but really a huge reduction in power from what spirit link was.
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09/19/08, 8:39 AM
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#487
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Von Kaiser
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Originally Posted by Malakitoo
Spirit link is being replaced with riptide.
Riptide (Level 80 rank) - Heals a friendly target for 795-826 and another 150 over 15 sec. Your next Chain Heal cast on that primary target within 15 sec will consume the healing over time effect and increase the amount of the Chain Heal by 25%. 18% base mana. 6 second cooldown. (0.402 coefficient for those who know math).
Clarified to: It heals 159 every 3 sec for 15 sec. The entire HoT duration healing is 795, which scales.
Not awful, but really a huge reduction in power from what spirit link was.
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Yet Riptide is a 51 point talent that is marginally better than Rejuv. I don't know but somehow I feel cheated. And what about the Chain Heal aspect. Ok, it sounds not too shabby in PvE, but in PvP it's more or less useless, at least in 2on2 and 3on3. So they took away a very strong (maybe even a bit OP) PvP talent and gave us a so so PvE talent instead. Actually it seems as if Blizztard just did some copy & paste from druid code and -bamm- there goes our new spell. This smells quite a lot like a rush imho.
Looking at the big picture I fail to see how LK will fix our issues as a healer? Still crappy mana regeneration, even more worse mobility (they nerfed Toughness), still casted heals (except Riptide which has a CD), still no way to break CC except trinket. Add to this that rogues will be able to sap us in Ghost Wolf with 3.0 (hurray) we will be easy work for every competent rogue. Cool, let's increase the druid population a bit more, shall we?
Sorry guys, but I am really sick of Blizzard's latest doings ...
Last edited by woeye : 09/19/08 at 8:45 AM.
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09/19/08, 9:39 AM
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#488
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Just a little bit off
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Im worried that the nerf to toughness will make it not worth taking. Also having an instant cast spell isn't a bad thing for PvP. I realize that the mana cost is going to be high at 783, but depending on how much mana we have it could save our butts.
Does anyone know whats the normal amount of spellpower at 80, and what this will heal for?
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09/23/08, 2:10 PM
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#489
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Glass Joe
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Originally Posted by Gadoh
Does anyone know whats the normal amount of spellpower at 80, and what this will heal for?
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As of the push 2 nights ago in beta, a premade 80 shaman with a resto spec and earthliving weapon has ~1800 spellpower. My riptides were hitting initially for ~1700-1800 with ticks at around 450 every 3 seconds. It could proc earthliving, however, which was ticking for another ~500 every 3 seconds.
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09/23/08, 5:19 PM
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#490
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Just a little bit off
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While it still seems a bit low for an instant/HoT, the fact that it proc's Tidal Waves is a huge PvP buff in my opinion.
RT -> HW -> LHW or HW could give us a bigger advantage when trying to keep people alive. That plus Wrath of Air totem makes HW close to 1.5sec which is really nice, albeit will run us OOM pretty quick.
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09/23/08, 8:11 PM
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#491
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Don Flamenco
Draenei Shaman
Kil'Jaeden
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Originally Posted by Gadoh
That plus Wrath of Air totem makes HW close to 1.5sec which is really nice, albeit will run us OOM pretty quick.
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Um, WoA is 5% spell haste, not 50% haste. Unless I'm missing something you won't be getting HW anywhere near to 1.5 seconds unless you've cast a Chain Heal during Bloodlust.
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09/24/08, 11:41 AM
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#492
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Just a little bit off
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Riptide procs Tidal Waves now, which brings the cast down quite a bit if im not mistaken. And wrath of air's 5% haste doesnt hurt, making it even quicker.
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09/25/08, 2:54 AM
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#493
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Don Flamenco
Draenei Shaman
Kil'Jaeden
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Oh, I see that note now. That's pretty awesome, especially with Tidal Waves going to 2 charges.
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