So I just played 2’s with my druid buddy…

•November 25, 2007 • Leave a Comment

First game, we play Shadow Priest / Warlock. Ferus got chain silenced / feared (Me pummeling it every time it was up) and I died because Ferus couldn’t even react if he wanted to.

Second game, we played Paladin / AR/prep mace Rogue. The Rogue hid and the Paladin ran around with Crusader Aura till the Paladin got the visual buff to see stealth players. When he got it, he brought ferus out of stealth, and the Rogue burned AR / Evasion / Sprint / Vanish twice on him, timing his stuns with hammer of justice, Killing Ferus without giving him the option to react, being stunned a solid ~25 seconds straight, NOT including improved kick…

But it’s okay, Cyclone is overpowered, right?

3v3 team makeups… are they REALLY OP?

•November 20, 2007 • 1 Comment

This is pretty much a rant:

Recently, I’ve noticed more and more people complaining about certain setups in the 3v3 arena bracket, constantly calling them “easy mode” or Overpowered”. I am going to go over why, I myself, think they need to get their heads out of their ass and realize there are counters to these teams, and they need to shut the fuck up and stop sucking if they have trouble with it while playing one of these said setups. (Disclaimer: This is all biased from my point of view on things, obviously. So if you disagree, I really don’t care.)

First off, I play my Undead Warrior with a SL/SL lock / Resto Druid. We got to ~2210 and my account went inactive for a month and the team turned into a point farm for my alt hunter, so it dropped quite a bit. But anyway, back to the point. I get tells CONSTANTLY about my team being “easy mode” and how “little skill” it takes to win. These people have ZERO idea what they are talking about, and will continue to do so until they play this setup in a decently rated bracket. In the 2150-2200 bracket, there is all sorts of competition that put up a good fight that often times comes down to a 2v2 or a 1v2, etc as we win or lose, but one team in particular that when played correctly, leaves our team with a ~70% LOSE ratio or worse. That is Disc Priest, Frost Mage, and AR/Prep Mace Rogue…

It’s a retard strong setup against what we play, and people who think otherwise need to learn to play the damn game. When our Druid Ferus (who is like the best damn healer I know) is OOM from mana burn and stunlocked from double AR / double evasion / double Imp. sprint with Imp. kick thrown in, wile I (the Warrior) am CC’d 90% of the time with Frost / pet Nova and Polymorph, there is such a small amount we can do it’s ridiculous. The lock tries to CC his heart out, and THAT was hard before, when every priest didn’t have fear ward, and now they DO.. To us, a well played Rogue/priest/mage team is “easy mode” or “overpowered”. Of course there are some exceptions to this, when the druid/lock/war team is in 5/5 season 2 and everything else including weaponry is T6… then they just whack people over the head with their gear. Catacylsm’s Edge, HOOOooooo! (but still lose anyway because it’s so highly stacked in mage/rog/priests favor)

Now with that being said, the Priest/rogue/mage team. When we go up against them as Warrior/SL-SL lock/resto druid, I normally end up bringing in my Undead Rogue for the next game who I have spec’d Mutilate for the time being. When we make that change the team we consider to be “easy mode” or “OP” becomes a lot easier because my rogue has a lot more utility to bring to the table than my warrior does in the sense that he has several different ways to avoid being CC’d as well as the ridiculous new Blind. Our win / lose ratio goes from ~70-30 to about the opposite, 65-35ish. Still a hard matchup for us, but a LOT smoother.

Another team that we find to have a big win ratio against us is the Ret. Paladin / Warrior / Shaman makeup… I feel bad for saying this, but this makeup just beats the shit out of us. Even with clutch CC from ferus, we can not for the life of us save Dynamo (the lock) from certain death. With the burst a ret paladin (with Stormherald) brings to the table that includes Windfury, AS WELL as the MS mace warrior, his pet insta dies, and he gets stunlocked from that point on and Ferus just can’t out heal the burst he gets from a full set of sunders with 2 Stormheralds procing Windfury all over him. We played the match up a good 5-6 times with a 100% lose ratio. Yet another team my so called “easy mode” team has a large amount of trouble with… And apparently a few others do as well…

With that being said, I have a few good buddies I talk with daily, that play pretty much this exact same setup, only a Holy Paladin instead of a Ret. Paladin (which you should go Ret Robocop, you’re the mother fucking Robocop, go beat some ass!). They get called “the cheese setup” and “easy mode” all day, but I sit in vent with them from time to time wile they do 3v3 games and I quickly found out they also have a counter when played correctly… can you guess what it is? Yeah, Disc. Priest / AR/Prep Mace rogue / Frost mage…. they have an enormous amount of trouble against this team, and they are upwards of 2280 in 3v3… I sit there and listen to their play by plays and all the apposing team has to do is CC someone, LOS their target (shaman in most cases) from their healer, and it dies. A consistent form of CC screws their setup up so bad it’s almost comical.

So if these setups are considered to be so “easy mode” and “Overpowered” why do they have such a high lose ratio against other certain, COMMON teams? I think the people who call any setup easy mode, need to just stop playing, or make a team that counters it, if that’s what it takes to make them stop whining.

Happy Holidays you whiny bastards.

Alterac Valley

•November 20, 2007 • 1 Comment

Kill Fest 2007…

 Start capping Snowfall and outplay the alliance. It’s just a killfest now

Hemo Rogues

•November 20, 2007 • 1 Comment

Overused now?

What do you think?

The ultimate spec now for rogues in pvp? Such as warrior MS.. Looks like blizz is trying to make specific specs to just… own in pvp.

Jarth still stays mutilate spec i hear.

This is a test of the emergency broadcast system!

•November 20, 2007 • 3 Comments

Hunters are NOT overpowered, warriors need to stop crying and learn to play, ret paladins rape hunters, nerf Ghost Wolf.

Patch 2.3 Paladin Notes

•November 20, 2007 • 1 Comment

Im still not going ret 

  •  Blessing of Light: Lower ranks of Flash of Light and Holy Light are now properly penalized when used with this Blessing.
  • Cleanse and Purify range increased to 40 yards.
  • Crusader Strike (Retribution) cooldown reduced from 10 to 6 seconds.
  • Divine Favor: When this ability is cast immediately after a critical heal, it will no longer be removed incorrectly.
  • Exorcism mana cost reduced.
  • Fanaticism (Retribution) now also reduces threat caused by all actions by 6/12/18/24/30%.
  • Hammer of Wrath mana cost reduced.
  • Holy Wrath mana cost reduced.
  • Improved Seal of the Crusader (Retribution) benefits folded into the base spell. This talent now gives the benefits of the Sanctified Crusader talent instead.
  • Judgement of Light: The combat log will now show the health gained from rank 5 of this ability as Judgement of Light instead of Seal of Light.
  • Judgement of Wisdom: It is no longer possible for the mana energize effect to trigger off of reapplication of the Judgement of Wisdom.
  • Paladin seals no longer have a low chance to be dispelled if you have 3 points in Sanctified Seals.
  • Precision (Protection) now increases spell hit chance as well.
  • Pursuit of Justice (Retribution) is now 3 ranks and increases movement speed by 5/10/15% and also reduces the chance you’ll be hit by spells by 1/2/3%.
  • Righteous Defense: The chance for this ability to land successfully on its targets is now increased by hit rating.
  • Sanctified Crusader (Retribution) renamed Sanctified Seals, which now increases your chance to critically hit with all spells and melee attacks by 1/2/3% and reduces the chance your Seals will be dispelled by 33/66/100%.
  • Seal of Vengeance: The bonus damage this ability dealt when the debuff is fully stacked on the target was incorrectly too low. It is now increased.
  • Spiritual Attunement: This ability will now gain mana properly from Vampiric Embrace heals.
  • Vengeance (Retribution) duration increased from 15 to 30 seconds.
  • Vindication (Retribution) frequency and duration increased and now reduces all attributes by 5/10/15%, not just Strength and Agility.
  • Weapon Expertise (Protection) renamed Combat Expertise, now increases expertise by 1/2/3/4/5 and total Stamina by 2/4/6/8/10%.

Rogues

•November 20, 2007 • 1 Comment

First!

•October 24, 2007 • 1 Comment

First!