Archive for March, 2008
Spellsurge or +81 Healing
by Gamer at March 27th, 2008 in Druid, General, Paladin, Priest, Shaman | No Comments »
Spellsurge (Permanently enchant a Melee Weapon to have a 3% chance on spellcast to restore 100 mana to all party members over 10 seconds.) was the rage in Season 2 for a lot of healers. It seemed as if the mana back was significant enough to warrant losing +81 healing. However, by the end of Season 2 a lot of healers were switching over from Spellsurge to +81 healing, because burst combos began to become really popular in all brackets. That extra 81 healing would make a significant difference whereas you’d rarely lose due to mana issues. And, of course if played right, you can grab a drink of Stars Tears now and again. Now in Season 3 most healers will choose to enchant their weapon with 81 healing as opposed to Spellsurge. However, if you want the best of both worlds, you can enchant one weapon with Spellsurge and one weapon with +81 healing and use a mod such as a CasterWeaponSwap to change your weapon over to 81 healing after Spellsurge procs.
Judgement of Justice Macro
by Gamer at March 27th, 2008 in Paladin | No Comments »
A Judgement of Justice macro is required for any Paladin playing 2v2, 3v3 or 5v5 in arena. Mostly used on Druids trying to escape your teammate’s grasp, a quick Judgement of Justice will keep them slowed to normal run speed for 20 seconds allowing your warrior (or whoever) to keep dps on the Druid. With the following macro, with only one button yo can cast Seal of Justice and quickly Judge the target with the same button. It only requires you to select the target and hit the button twice. Because a Paladin’s Judgements are on a different global cooldown that seals, you can mash your keybinding twice to instantly put Justice on the Druid you’re chasing.
/castsequence reset=30 Seal of Justice, Judgement
Melee Enchants
by Gamer at March 24th, 2008 in General | No Comments »
Nearly every slot can be enchanted besides the Helm (note: Cenarion Expedition), Shoulders (note: Scryer or Aldor rep), and Legs (note: Leatherworking). Those enchants for melee are typically as follows: Back (+12 Agility), Chest (+15 Resilience), Wrists (+12 Strength for Warriors; for Rogues; for Hunters), Gloves (+12 Strength for Warriors; for Rogues; for Hunters), Boots (Surefooted for Warriors; for Rogues; for Hunters), and Rings (+2 Weapon Damage if you’re an enchanter). There’s really no exception to those enchants for melee classes.
Healer Enchants
by Gamer at March 23rd, 2008 in Druid, General, Paladin, Priest, Shaman | No Comments »
Nearly every socket of gear can be enchanted: Back, Chest, Wrist, Gloves, Boots, and Rings (if you’re an Enchanter). There’s also your Helm (note: Thrallmar rep), Shoulders (note: Scryer or Aldor rep), and Legs (note: Leatherworking), but those aren’t exactly enchants. We’ll stick to the actual enchants in this post. I use: Back (+15 Shadow Resist), Chest (+6mp5), Wrist (+30 healing), Gloves (+30 healing), Boots (Boar’s Speed), and Rings (+20 healing to each ring). Alternatively, if you are short on mp5, you can get 6mp5 to Wrist instead of +30 healing. I wouldn’t recommend +15 resilience to chest, though, unless you’re a Priest and normally get focused: with full Vengeful gear and all the honor pieces, you should be good on resilience.
Speccing for Rogue-Priest-Mage
by Gamer at March 19th, 2008 in Rogue | No Comments »
Rogue-priest-mage is one of the most viable and successful 3v3 matrix’ in the game as of now. Unfortunately when 2.3.2 came rogues were once again set back to square one with the nerf of our golden spec – Ar/Prep. As of late I have been playing RPM as shadow step and my team has been quite successful sitting at 2180 which is fairly high in Cyclone. When you are looking into specs you must first look at how viable each is. Currently you can choose between 41/20/0 combat mutilate which offers you a fair amount of burst but sadly enough isn’t as effective with the mass increase in resilience levels, poison application, and positioning requirements. You could also try a combat mace spec which offers you the goodies of the combat tree such as imp kick / sprint DW spec, +5% hit, adrenaline rush, and blade flurry but with this spec you are CD starved and once you pop your CDs once, which isn’t that hard to force, your fairly useless and open. Lastly you have shadow step which was just buffed in 2.3.2. This spec gives you high attack power, high crit, the ability to use all of your cds twice and, ofcourse, shadow step. This spec offers high survivability through double vanish, double evasion and if it comes to it cheat death and also gives you extreme sustained damage because of your high crit, attack power, and ability to stay on a target for almost an entire match. Shadow step is the most viable spec as of now, it lets you support and keep targets CCd, and keep them controlled so that your mage can nuke at will on a target that is stationary. Although some may prefer the mutilate road and are very successful with it, which many are, from my experiences shadow step out does it and is the best choice right now while playing a rogue priest mage setup.
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What Trinkets?
by Gamer at March 29th, 2008 in Mage | No Comments »
Probably a more appropriate title for this question would be What trinket? Because out of the two precious slots you have to put trinkets in, as a mage one MUSt be Medallion of the Horde/Alliance. however the other trinket can be controversial to different setups and combos.
In 3v3 the second slot should be Battlemaster’s Audacity hands down. this trinket helps a mage survive in 3v3 because generally teams focus the mage because they feel mages are the “squishiest”. however because this trinket grants 1750 hp for 15 secs. in a heated battle when your healer may be CC’d, that extra 1750 health could be the difference between you living and dieing.
In 5v5 however, using the Battlemaster’s Audacity may not be the greatest choice due to your setup. for example, if you are in a burst team, it may be better to use a damage trinket such as Icon of the Silver crescent, because it gives you much needed +spell damage to burst your opponent. on the other hand, if you are on a team where the mage usually get’s blown up, it would be a great help if you used the Battlemaster’s Audacity, once again possibly giving you just enough life to get fully healed.
So basically if you are on a team where the mage tends to die first, Battlemaster’s Audacity is probably the best trinket to keep you alive long enough for heals etc. hoever if you are on a Burst team or a team where the mage does not die first, i would recommend Icon of the Silver Crescent, or the BT trinket if you can get your hands on it.