On Gothik, I like to put the circle on the opposite side of which I am assigned. That way, if the other side is getting beaten I can just switch over to help them out.
Most entertaining use I've come up with is in Arathi Basin. You know that ramp leading from Mine to Stable? I go about half way up it and drop my circle. When melee comes at me I jump off and when they follow me I teleport back up. By the time they get to the bottom of the ramp they're so loaded up with dots that they're already mostly dead.
Also, in WSG I've also had a lot of success recently with being the flag carrier when both teams are holding the flag. A couple of days ago I set my portal up on the roof and then told everyone to go rush our flag. If someone comes hunting you, jump off, wait for them to follow you down, teleport back up, rinse and repeat. By the time they get back around to you the cool down has expired
Last edited by Shayo : 02/03/09 at 6:05 PM.
Reason: another bg use
I've been snared far away from my circle in arenas before without other escapes and ended up dropping a circle where i was snared and porting right on top of myself to get out of it. works like a charm but not the right way to use it really.
I've been snared far away from my circle in arenas before without other escapes and ended up dropping a circle where i was snared and porting right on top of myself to get out of it. works like a charm but not the right way to use it really.
It's not the best way no, but it is a damn fine escape if needed.
The character linked in your profile appears to be below level 10. This may account for your poor Patchwerk DPS.
I can't say I've really used Demonic Circle to it's full potential, but reading this thread has got my brain ticking. Thanks.
I don't know how the rest of you play but for me DC is, and will remain, my escape move.
In Sarth, I will use it to get me to the safe spot rather than get me back to DPS position. I got a cripple debuff off something in there once which caused me to get caught in Flame Wave before I noticed. I never get caught anymore. Just have to refresh if it gets a little long. The time loss is minimal and you really only need to do it once.
Heigan is the other spot. Using it to get off the stage is better than getting on. You cop hit from his disease if you don't get off the stage fast enough making you another thing to heal. The range change to Heigan's Spell Distruption Aura means you'll be up the back of the stage (or at least far from the edge). Be nice to your healers.
Usage at VoA is debatable. I used to drop one but have sinced stopped. The ease afforded by the DC to get me out of clouds is trivial. If you trigger it accidently during a stalagtite (sp) attack, you'd take it with you giving some poor ranged loitering around your DC a nasty surprise. Only thing I can think of is that he runs around a bit. You could be chased to one end and he disappears to the other side of the chamber, out of range. In this case, dropping it in the middle of the room would have some use.
Beyond that, I'll impart some of the DC kiting potential to fellow guildies and see how it goes.
I know a very nice trick you can do while doing strand of the ancients BG. First this only works if your horde because horde always defend first and attack second, what you want to do is put down your demonic circle behind one of the very first gates and then make sure every one rushes that gate, most people will listen some will not. now once round 1 ends and round 2 begins you still have demonic cricle up so just run to the gate where you put your demonic circle and it will teleport you through the wall and you'll be able to take the GY once the gate you told every one to rush is down.( you cannot take the GY before the gate has been destroyed) this makes it so you have 2 extra tanks to tear through the next gate! I have never lost a SOTA when doing this although you do not gain as much honor as every one else aleast your team gets the win.
I either use what everyone here has mentioned or a simple variance of them. What I have not seen though is any fun World PvP uses!
In the Basin:
When I get tired of being ganked by Alliance and feel it is time for some revenge, I fly to the Oracle Quartermaster. Above him in the tree's is a great branch that I use to drop my portal on. Then I will fly to either the ground or will sit on top of the stone next to the QM and start nuking everyone I see. By the time someone has left, healed up and returned to the stone, I will be above him in the branch and the nuking continues.
Maexxna: on 25Naxx we have two warlocks set circle, one near each of the two locations that raid members get web'd to the wall. When this occurs, whichever warlock has the circle close to the trapped raider teleports there, blasts them out of the cocoon then returns to dps. This is especially beneficial when someone vital gets cocooned so instead of the raid having to switch gears, the warlocks calmly say "relax, he's already out man, he's already out..." One of our warlocks in 25 man raids runs with shadowfury and shadowburn and gets it done in one second. If you are quick on the draw you'll be there before the cocoon even forms (there is a delay before it forms and you can target it), so since the warlock is standing right there, the second the cocoon can be targeted it's down in one second flat. I just use two incinerates due to running around 500 haste in 25 mans and that's fast enough even if not as impressive as our warlock who went truly deep destro. I know there is faster ways but I don't bother spending a soulshard on shadowburn and two incincerates is a simple and lazy way to just get it done before anyone even has a chance to sweat about it.
A main part behind why we even bother to do this: it keeps us grouped up, easier to heal (especially with any aoe healing) and paladin consecrate or other aoe threat generation picks up the pesky adds which don't do squat for damage but can interrupt casting and are annoying. That's in case anyone asks the good question "why not just stay close to the wall locations in the first place", since you can do so and still reach the boss.
This is going to vary depending on your raid make-ups obviously and I would venture to say my tip here is more applicable to destro, although it would work fine for afflication (I've never seen the fight "decided" on the factor of freeing them insanely fast) or demonologist might send in their trusty felguard which can hussle pretty fast anyway. Then again, I'm giving a tip on a boss that most raids consider a free emblem and loot. But hey, it's a fun trick to use and it's always gratifying to hear that healer say "dang, you got me out of that before I even had a chance to yelp for help..."
Any of the heroic bosses where they have AoE abilities that have LoS restrictions (Mage boss in Occulus, Ingvar in UK). Just drop down a circle and away you go. Saves you from running.
Possibly stupid question, but does the circle save you from fall damage? If so, could be fun in Dalaran to jump off the Purple Parlor.
Edit: And, I haven't tested it, but perhaps porting through the guards in the opposite faction's side of Dalaran? I'll test these when the servers come back up.
If you know where you are going to fall and place the circle there, then teleport whilst you are still in the air, then yes, it does save you. Tried jumping off Dalaran a few times to test it (and I use it on Anub'rekhan after impale so I can start DPS again early + to avoid fall damage).
Drop the circle OUTSIDE of the enemy base as close as you can to the flagroom on the GY side. Have your main-runner hang out there while you run to their top floor. After an enemy spawn (have your runner watch them from your circle spot) drop down, grab the flag and port out of the building. Give it to the runner, then you can either run back in to try and distract or just offer CC as he returns the flag.
I just love watching the very confused horde players. Easy way to get out of the gauntlet and buy some extra run-time. Need to have a well coordinated team though, or else they can get just as confused as the enemies....
About Dalaran Sewers, I know people mention its not a big deal being able to port into the pipe. WRONG. It can be game breaking, if you're 54/17/0 with a healer 2v2, you rely heavily on your pet soul link for mitigation. Some teams best chance against you is to kill your pet, then you, then healer. And kill it twice if you get an instant summon off. I've seen real pro mages counterspell the 0.5 second summon then spellsteal the buff... but that's off topic. When your pet is killed, port into the pipe and get an uninterruptible 6 second summon off. Totally gamebreaking to certain comps. Also if you're trying to run double affliction lock dps you could dot up and port up to there. And I have to salute you on trying to play that comp if you are haha.
Arathi Basin, inside the house at Farm, inside the Blacksmith at the Blacksmith are obvious. Lumber Mill you can place it on the farm side stump to retreat or stables side if you can climb the cut tree (I've spent hours learning how haha) you can port up to it to give melee a hard time. Alternately you can place it on the 'blind side' of the saw blade depending on which side has incoming so you can port back and go for the buff. For Gold Mine the roof was already mentioned, inside the tunnel is possible. I prefer the bush that is flag side of the cart, the circle is hard to spot inside of it and the enemy usually cant find you for a second or two, plus it has better range than the roof. Stables, under the bridge, down the cliff in the water, behind the building in the graveyard, in the tiny hut. Lots of options.
Warsong Gulch, most have been mentioned but i put it outside the base above the tunnel, just outside of the higher door is usually best. Communicate to your team you're going ramp then jump down, pick up flag, run down the tunnel to the boots and when you go around the corner to the alcove they're in and pick them up you are 'usually' LoS to the defenders chasing you so they wont see you port and it will take a bit longer for them to realize you have. Then run out the ramp while the defenders rush in the other end of tunnel and look through the base for you.
When defending your own flag, put it right on the edge of the second floor balcony. Anyone that attacks you, melee especially, can be tricked by you porting out of harms way to a position with a wide firing gallery. CoEx, deathcoil and fear can be used to stop them simply running away with the flag, and a full complement of dots ensures they don't run far anyway.
Eye of the Storm, I always go to Draenei Ruins. I spent a while learning how to jump onto the pillars there. The trick is to jump up the corners. If you can get on top put your circle up there and port up to it when in trouble. Any sudden height gain is hugely disorienting to most players as people in general do not tend to check upwards as often as they should. This is important everywhere with circle. Porting through the Reaver at FR as well as into the Mage and Blood Elf towers are other good options. No one has mentioned the low ground next to the flag, its very low so anyone who even notices you port down risks fall damage and falling off by following you, it also removes you from LoS.
In general, good places for your circle when pvp oriented are: involving a height difference, behind a wall, out of LoS and when possible, behind your enemy. This requires good knowledge of what/when/where you're fighting though. If you place a circle in front of you and facing you, you can turn the tables on a warrior that just charged you because now you're 30+ yards behind him. For a rogue place it behind you facing you and when he jumps you from behind you can be 30+ yards behind him. Against frost mages you can LoS their MI and elemental, trinket the first deep freeze, felhunter silence the second.
Demonic Circle is the best survival tool we have and one of the most fun spells in the game. It is Serious Business ^_^
Last i played i did port up to the starting position in the dalaran arena, however I was up there for alot more than 6 seconds. I did not stay up until I got shot out again so I do not know the time on it, but it might be broken.
The Dalaran Sewer pipes do shoot you out but the timing is either random or long enough to get a summon off. I've done it and I've seen it done. The surge is to stop you camping it i think.
Maexxna: on 25Naxx we have two warlocks set circle, one near each of the two locations that raid members get web'd to the wall. When this occurs, whichever warlock has the circle close to the trapped raider teleports there, blasts them out of the cocoon then returns to dps. This is especially beneficial when someone vital gets cocooned so instead of the raid having to switch gears, the warlocks calmly say "relax, he's already out man, he's already out..." One of our warlocks in 25 man raids runs with shadowfury and shadowburn and gets it done in one second. If you are quick on the draw you'll be there before the cocoon even forms (there is a delay before it forms and you can target it), so since the warlock is standing right there, the second the cocoon can be targeted it's down in one second flat. I just use two incinerates due to running around 500 haste in 25 mans and that's fast enough even if not as impressive as our warlock who went truly deep destro. I know there is faster ways but I don't bother spending a soulshard on shadowburn and two incincerates is a simple and lazy way to just get it done before anyone even has a chance to sweat about it.
A main part behind why we even bother to do this: it keeps us grouped up, easier to heal (especially with any aoe healing) and paladin consecrate or other aoe threat generation picks up the pesky adds which don't do squat for damage but can interrupt casting and are annoying. That's in case anyone asks the good question "why not just stay close to the wall locations in the first place", since you can do so and still reach the boss.
This is going to vary depending on your raid make-ups obviously and I would venture to say my tip here is more applicable to destro, although it would work fine for afflication (I've never seen the fight "decided" on the factor of freeing them insanely fast) or demonologist might send in their trusty felguard which can hussle pretty fast anyway. Then again, I'm giving a tip on a boss that most raids consider a free emblem and loot. But hey, it's a fun trick to use and it's always gratifying to hear that healer say "dang, you got me out of that before I even had a chance to yelp for help..."
Hey, nice post, but I did wanna let you know something that you prolly already have assumed.
Hunters can stand in the middle and still hit all cocoons with VERY little movement. And their burst damage ensures that it gets done quickly. I always make sure the hunters have that job so the locks don't hafta port everywhere and lose out on some dps.
If you know where you are going to fall and place the circle there, then teleport whilst you are still in the air, then yes, it does save you. Tried jumping off Dalaran a few times to test it (and I use it on Anub'rekhan after impale so I can start DPS again early + to avoid fall damage).
For Abub'rekhan: does you have to port on the way down, or can you port on the way up and avoid midair wait-time as well as fall damage?
For Abub'rekhan: does you have to port on the way down, or can you port on the way up and avoid midair wait-time as well as fall damage?
On the 10 man version I've found that I can usually teleport fast enough to get back before going 40 yards up. If GCD align and I'm lucky I barely take 0.5 seconds for it all to happen.
For Abub'rekhan: does you have to port on the way down, or can you port on the way up and avoid midair wait-time as well as fall damage?
I'm not sure I fully understand your question, but you can port as fast as you can hit your teleport button. Anub'rekhan only interrupts casts in progress, so as soon as the gcd allows you can teleport if you're in range. The teleport doesn't care what direction you were going before the teleport, it repositions you in 3D space as if you were always standing there.
I just dinged 80 so my gear sucks, and the only 2v2 partner I could find for this week was a death knight (worse gear then me, but higher DPS and survivability). So, I found droping a circle behind an object, usually out of LoS, (except org of course)run out, and DoT everything I can before I get low or need to escape works great. Once I do port, the opponents cannot do anything except run after me (no LoS means no CC or quick recovery). This gives me enough time to use a bandage, and sometimes I can start pillar humping while my partner goes after the healer or other DPS.
The great thing is, if/when they switch to my partner, I can start to fear one while re-applying my DoTs. This may seem like a bad strat, but it is an effective game of attrition - buying time for DoTs to do damage and for my CD's to reset.
In world and BG's, dropping the circle someplace that provides cover or LoS is very effective. You can basically "disappear" if you port behind a pole or wall or tree, etc. Keep in mind that after you port, you can usually get a fear in if used right away. So make sure that when you port, you are in range to get a fear off.
Also, the port is perfect to use as an escape. I usually try and use the following abilities to give me breathing room in PvP. And the order I list them is the same order I try and use them if available. HoT, DC, Fear, demonic circle. While this has so far proven very effective, I am not convinced it is the best. Anyone else use a similar rule? Keep in mind that I do change the order on occasion depending on the situation.
I have not tested, but have noticed, that when a mage frost novas me to the ground and I port, I am still frozen (not deep freeze, but stuck and unable to run). Anyone else notice this?
I have used DC to 'reset' the debuff of Nexus' last boss. Though it does cut down on DPS a bit, I find it usefull to for thoes times when I have forgotten to move right before I get Frost Nova'd into place. Just be careful not to place DC just out of range of your spells, since it does not remove the snare effect(although I thought that it was suppost to).
I'm not sure if anyone has mentioned this one but for VoA you can use it to move around when he sharts shooting his spikes at you or when he jumps on top of you/near you so you can get out of the "cloud" faster.
Originally Posted by Mayorsayer
In Naxx before entering the pipe to enter Gluth... put your portal on the pipe, "accidentally fall down". Do /dance and then wait for your raid to laugh at you for being a "noob" and falling. do a /laugh and port back up.
There are mobs down there that I have thought about aggroing. Anyone know what would happen? Would they come all the way around and attack? Raid leader wont let me try to find out
I tried this and i aggroed the mobs in the air and quickly teleported back, they started running but before they even left that little room they reset. So no harm, no foul as long as you don't jump on top of them and die like a noob