Even we, the elite of the arcane, masters of fire, have our dirty little secrets.
And where better to admit them then here?
We only drop Refreshment Tables in battlegrounds because we're too lazy to summon our own food and water.
Then, we click them as fast as possible, to empty the table in seconds. Then, we delete all the manna biscuits, besides the ~100 we need, and then blame the hunter next to us for draining the table.
At this point, we tell everyone else that its on cooldown, sorry they missed the biscuits.
The only reason we spec frost to level is because frostbolt makes a really cool noise when you shoot it.
We cast Blizzard on the melee in the Shade of Aran fight, and see how many panic and run out.
We go an entire raid casting only Scorch, because we're playing on a laptop and watching a Zombie movie with our friends.
We always spellsteal a Paladin's "Wings" because, quite frankly, they look better on a mage.
We all secretly wish we had rolled gnome mages.
We all have an inexplicable loathing of retribution Paladins.
If anyone gets mind controlled in a raid, we will do our utmost to kill that person as fast as possible.
If we see a warrior pop Spell Reflect, we cast Polymorph to get a free heal.
We ninja killing blows in battlegrounds with Fireblast.
We will gladly cast Pyroblast on level 1 critters to pad our WWS damage reports.
We all secretly lust for female dranei.
We all have warlock alts.
We love to ride at about 110-120% threat to make the tanks sweat.
We secretly love to be turned into Little Red Riding Hood.
When blizzard stopped letting us summon Portals to Capital Cities in battlegrounds, we mages wept.
Dropping somebody to 1% in a battleground, then casting slow on them and melee'ing them turns us on.
Wehn we meet hunters in a battleground, we take pleasure in killing the pet then running away. Ice blocking, jumping off a cliff, whatever, so the hunter cannot kill us. Then we do it again a few minutes later.
We heal the other side in battlegrounds.
We break our own sheeps and blame someone else. After all, what kind of mage breaks their own sheep? Right?
Restoration druids make us cry.
We use Ice Block at 1% just to be a prick.
We keep polymorph right next to the Arcane Power + Trinket + Presence of Mind + Frostbolt + Icy Veins macro, so people will know how awesome I am... by accident.
We spec to get Imp. Flame Ward, and then run around FRAPSing ourselves reflecting Fire spells.
We all break out into a cold sweat when we're low on Teleportation Runes.
We love to sheep sheep.
Friday, January 18, 2008
Confessions of a Magi
Posted by
Euripedes
at
7:28 PM
2
comments
Labels: Random
Thursday, January 17, 2008
I'm Tired
I'm tired. I'm sick. I cannot take another minute of this madness.
I am talking about Subtlety rogues, obviously.
Am I sick if losing to them? No, that is not the case. As class versus class, the dynamics haven't really changed.
What I'm sick of, what I'm tired of, is these subtlety rogues taking themselves seriously. I am sick of these rogues who run around battlegrounds pretending they have a real spec. I am sick of them using these... gimmicks.
I won't say I'm sorry for these somewhat harsh words, because I'm not.
These.... rogues... these so called Subtlety rogues, are annoying me to death.
In all honesty, the subtlety tree doesn't make sense. It seems to be an incoherent mishmash of stuff, that is better off as a collection of engineering trinkets.
Criticize me if you want, but it doesn't feel like I'm playing against an actual spec... it doesn't feel like an actual talent tree to me. Most talent trees in the game have a built in synergy to them.
Like the mages fire tree for example. Crit enhancing talents, and then talents that feed of crits.
Or, say, the arcane tree. Increases the mana cost and damage of abilities, and has an ability that does more damage the more mana you spend. It also has talents that increase intellect, and then a talent that increases spell damage based on intellect.
Y'see how this works?
And then we have the subtlety tree, which is like... people taped abilities to a dart, blindfolded themselves, spun around, then hurled the dart in a random direction.
I guess thats a little too harsh. After all, the talents do kinda make sense... I mean, it is a PvP tree for the rogues. I mean, it has to be. Look at all those survivability talents in there.
But, see, it's supposed to develop into something. Something awesome, something powerful and sexy. But the subtlety tree never actually... gets there.
Fire Mage: Check me out. I got, like, all this awesome crit stuff. And check it, whenever I crit, I do even more damage!
Rogue: Oh yeah, well, I can get more combo points after resisting your spell!
Fire Mage: Uh... huh... yeah, well, listen, whenever I crit, I also get mana back! And check this out... an active spell that vastly improves my crit rate! Isn't that awesome?
Rogue: HA! When I'm almost dead, I'm not dead, 'cause I can cheat death, you see, see? And then I take, like, no damage ever and I keep living for like an eternity and awesome, and you'll crit me for, like, 4!!
Fire Mage: Uhhh... what... what are you even talking about? Was that even a sentence?
Rogue: I CAN TELEPORT!!
Fire Mage: K, I'm gonna go talk to this warrior over here...
Rogue: GHOSTLY STRIKE!!
Fire Mage: What the... did you... did you just... what the hell?
Rogue: Can't touch this I am dodgy! I am teh MASTAH of Decepshun!
Exaggerated? Not by much.
Seriously, these subtlety rogues are getting on my nerves.
They are.... annoying. Really, really annoying.
Cheat Death is a really cool idea, but as far as I can tell, it just makes me angry.
Look, you're already dead. Seriously, stop trying. Stop fucking around, just lay down, and die. You think an extra three seconds is going to do anything? C'mon, man, you're just wasting my time, and yours.
And why, oh why did these rogues steal my precious Blink? I mean, c'mon, I'm a bloody MASTER of the Arcane! I can shoot fire from my hands! I set a damn dragon on fire with MY MIND, and now some petty thief has the same skill I do? What. The hell.
Was it really necessary to let rogues teleport? Was this really needed?
Yeah, rogues have mobility issues, but seriously... just handing them an exclusive mage spell seems kinda... unimaginative.
It's not like I hate them. It's not like I get ganked by them.
But they piss me off. It's one of those senseless things that gets you riled up for no apparent reason.
Its similar to waking up, and realizing somebody moved your slippers, and you get entirely pissed off.
"WHO THE %$^@ MOVED MY GODDAMN SLIPPERS?!"
There's no real reason...
But BLOODY HELL man these rogues piss me off.
Posted by
Euripedes
at
11:03 PM
3
comments
Labels: PvP (General), Rogue
Tuesday, January 15, 2008
A History of Me
So I started off, a wee little troll mage running around, having played only one online RPG (it was a Neverwinter server, up to 20 people online at a time!), and never having played a spell casting character... properly, that is.
At Vox's suggestion, I attempted to level as arcane. Leveled to about 16 putting points into Arcane before I realized I always used fireball as my spell of choice, almost never touched Arcane Missiles.
So I respecced over to fire, and found it much more awesome. Impact was, like, the COOLEST THING EVAR.
At level 18, I wandered into one of those Warsong peoples on the vacation weekend. I thought to myself "What's PvP? I wonder if it's any good". So I tried it out. I was very sad.
My best ever attempt was dropping a rogue to 93% life before getting killed. I mostly got killed by everybody, couldn't get a spell cast off ever, and then got killed again. Ganked in seconds.
So I thought "this is stupid. Never doing this again", and went on my merry way, leveling up.
It was about here that I did my very first instance. Wailing Caverns, with a PuG group. We failed on the 6th pull in, wiping catastrophically. So I didn't do that again for a very long time.
Things changed at 29. Oh, how they changed. Namely, I got Burning Soul. Pushback resistance. Things changed a lot at 29. Those rogues who used to gank me? HAH! Eat fire, bitchez! And so it went. I was doing quite well at 29. I was never the best, but I was pretty good. Usually about 5-6 on the damage meters, about there.
I spent a good couple of weeks at 29, doing nothing but Arathi Basin over and over again. Vox was harassing the hell out of me. "Level up! Level up! Fuck, LEVEL UP!"
So I did. I leveled up. And at 36, gave PvP a try again. I discovered I was even BETTER now! All these new fire abilities was turning me into a god of damage. It took one and a half months to level from 36-40, because I spent so much time doing PvP.
Again with Vox harassing the shit out of me, I leveled up into the next bracket.
I have frost a try at level 44, and Blizzard promptly nerfed the tree into oblivion the next day. Went back to fire, and it has always been my favorite tree.
Lo and behold, 49 was the best bracket yet. At this point, I was glued to the whole idea of a glass cannon. I barely had over 1k hitpoints at this point, but had enough spell damage to consistently drop 6 or 7 enemies before I was killed, assuming nobody healed me ever, and I was always in the top 3 for damage dealt, and had a ton of killing blows (and as such as always gifted with heals every now and then). Almost 3 months were spent happily killing stuff at 49. Hell, the release of the Burning Crusade came and went in this time period, and I didn't even notice until I encountered a Dranei Shaman for the first time.
See, at 49, I had never, not even once fought against a dranei shaman. I had no idea what to do about them at first. It was like, this thing is running at me, holy crap Earth Shock, what the hell is that? Holy crap! What was that? Stormstrike? I got one-shotted! Holy crap! HOLY CRAP! They can heal themselves too? Fucking overpowered!
For about a week I got raped by shamans before I figured out how to kill them. After that, everything settled down back to normal. One of my PvP buddies turned into a blood elf, but other than that things went smoothly. I ganked, got ganked, and so on.
So, yeah, almost three months at 49 doing nothing but PvP. I had this little tight knit group of people I always PvP'd with. People like Nismofreak, Olintharg, and a bunch of others. PvP is what we did. It's just what we did. And we were hard core.
We even reached a point where we would all spec around each other, to get to the best possible fighting unit we could get.
As such, I found myself in the dreaded PoM Pyro spec. Well, it was at 49, so I was basically a one trick pony. Well, except for the fact that I had a ton of spell damage (for my level) and as such I could easily three shot most people.
Oh, yeah, and I did Uldaman a few times around here. Oddly enough, I was quite good at it, and I don't know why. I had done... like, Wailing Caverns once before, but for some reason I was good at instances. My sheeps were good, my DPS was good, and aggro was never pulled. Sorry, guys, I was never an instance noob.
I could go on and on here, I mean, me and these people played together for nearly three months. I kinda have a lot to say on the matter, given the chance. But this post isn't about 49 PvP, its about me.
So. I go on a band trip for a week and a half, get back, and discover all my friends had moved on. Every one of them was between level 53-58.
Was I disappointed? Yep, yep I was. I was very sad.
PvP just wasn't the same without them.
So, off I went, back to the whole leveling thing.
Meandered around WPL, and ended up at 51. Then I tried out the fabled Alterac Valley.
One month later... I had gained 2 levels from doing nothing but AV. So, yeah, level 53, and I thought "Ehh, better go back and do some real stuff".
Vox had hit 70, like, 3 months ago, I think.
Anyways, so, gradually leveled from 53-58. Took bloody forever. Then hit up Outlands, and leveled from 58-59 in the same amount of time it took to get to the Outlands from STV. No, seriously. That bloody fast.
So I picked up all these Outland greens and quest rewards, leveled as close to 60 as I dared, and went back to PvP.
Oh, it was glorious. I discovered the use of stamina for the first time. I was still very much a cannon, except I had fitted myself as an iron cannon. I was still able to 2-3 shot most people, and consistently was in the top 1-3 for health in the entire battlegrounds. This included Alterac Valley.
I mean, I had 4 items that were 59 greens "of stamina", so I was far ahead of the competition.
Ridiculously high stamina + ridiculously high damage output = WARLOCK MODE ON.
Averaged 1 death per BG versus ~50 kills. It was damn good times.
Oddly enough, I never actually did some serious PvE until halfway through my 60's. Before running Underbog with my guild at the time, I had almost never run actual instances. Zul'Furak (?) once, Wailing Caverns, and Uldaman a few times. That was the extent of that.
And then all of a sudden, all this Outland stuff. Instances up the wazoo.
Good times, really. Wiping in Underbog, wiping in Sethekk Halls, wiping in Mechanar, wiping on Murmur for 3 hours straight, yeah. It was fun.
Needless to say, thats why I am extremely jaded towards PuGs, even though not ALL of my experiences were terribad.
Well, whatever. Played plenty of battlegrounds on my way up from 60-69, and as was usual for me, dominated them all. What can I say? I was designed for slaughtering the innocent. It's just what I did.
At 64, I respecced for frost, fully expecting my beloved fire spec to be next to ruined by resilience, until my gear came up to par, and even then...
Needless to say, I was proven right. Fire is sad, and is largely self-defeated by resilience. A loss of ~12% (I forget what the exact cap is) ruins a lot of the damage fire depends on to be competitive. And entering 70 arenas with barely 7k hitpoints, and not even 100 resilience, its ruinous unless you max out your spec to try and cover it.
Regardless, spent a good month at 69 as well, so there. I had fun. Killed stuff, and had actually gotten 4 pieces of my 70 honor gear before getting that last level.
And at 70, promptly hopped onto some arena teams, and we generally had our asses kicked all over the place. But oh well, thats kinda where this blog started off, at the tail end of arena ass kicking. After that, my teams dried up, and some major changes occurred.
For one, I joined an excellent raiding guild (Hydross went down tonight, Grats to us!), and as such, a raiding spec was needed. I have used all 3 major specs now, and am happiest with fire. Go figure, huh?
Anyways, took my arena'ing to PTRs, and here I am. Raiding and PvP.
And doing a blog, because I'm that lame.
Posted by
Euripedes
at
11:11 PM
4
comments
Labels: Back Story
Sunday, January 13, 2008
Why Polymorph Is So Damn Good
1) Able to be used on both Beasts and Humanoids, it is an extremely effective crowd control spell, used everywhere from Wailing Caverns to Serpentshrine Cavern to Sunken Temple to Black Temple. So many mobs are susceptible to Polymorph, it is almost a universally good crowd control device.
2) It is spammable. Some crowd control abilities, like a hunter's freezing trap, come with cooldowns attached. Polymorph does not have a cooldown.
3) Polymorph is a crowd control spell that is brought to the mob in question. Again comparing to a hunter's freezing trap, polymorph has a 30 yard range, and as such can be casted at a mob that is still yards away. Freezing trap requires the mob to come to the trap, which requires a lot more precision and skill to use properly. Any dumbass can use Polymorph correctly.
4) The mob barely moves once controlled. A warlock's fear "controls" the mob, but it is still running about like an idiot. There is serious danger that other mobs will be pulled. A sheep doesn't leave the same 4 yard zone, and most importantly, if other mobs path over it, they do not aggro. Apparently, there is nothing suspicious about a cute piggy named "Incredibly Powerful Naga".
5) It lasts a very long time. Max ranked Polymorph lasts a hefty 50 seconds, which means in your average instance, you can sheep it, and then forget about it for almost a minute.
Posted by
Euripedes
at
10:27 PM
3
comments
Labels: PvE (General)
Raiding as a Mage
The leap from solo WoW to group WoW can be a tough one. As you probably know by now, group play demands that you excel at what your class is good at, and completely ignore everything else.
When you, mage, go off to kill some mobs, you are providing the pulling, the tanking, the DPS, and the heals, all by yourself. Pull a second mob by mistake, and now you're doing the crowd control as well. You have to fill all of the classic group roles with you and only you.
This all changes when you group up with other people. Grouped up, you no longer have to tank, heal, pull. That stuff is not your responsibility, and you can safely ignore them and leave those tasks to the classes who excel at them.
You will never tank an instance. There are a couple bosses where you tank, but that is far out from the norm.
You will never heal an instance. It just won't happen. K?
For we mages are here for two things: dealing damage to the bad guys, and turning the bad guys into cute farm animals. Thats what we do.
You don't need to kite a mob, because someone else will be tanking it for you. You don't need to worry about people's health bars, someone else is taking care of that.
So what do you, the grouping/instancing/raiding mage need to know?
Synopsis of the 3 main specs in a raid.
Arcane, essentially, specs the mage into a balls-to-the-wall Burst DPS spec, mana be damned. Going full bore Arcane Blast with cooldowns blown will put the mage OOM in a matter of seconds, but his DPS will be insane. Utterly insane. Until his mana bar goes limp.
Think of it like the spec designed to kill the trash in raids as fast as possible.
Picture it like a Drag Racer, designed to reach speeds of excess of 240 mph, but can only maintain this for a half mile.
Fire is the opposite. It specs the mage as far away from burst DPS as possible from mage, and essentially specializes the mage for boss fights. Thats why it's so popular, "the" raid spec if you will. Any fight thats under 10 seconds is a waste of a fire mages time. This spec is designed for the long haul.
Think of it like the spec designed to fight the boss mobs in raids efficiently.
Picture it like a massive trucking... truck... designed to reach speeds of no more than 80, 90 mph, but can maintain it for almost a thousand miles.
Frost is the middle ground here. It does not have the same amount of burst damage arcane is capable of, and it does not have the long haul power that fire does. It has better burst damage than fire, and has far greater longevity than arcane.
Think of it like the spec that tries to find a comfortable middle ground between boss fights and trash killing.
Think of it like a wee little Toyota sports car that can go 140 mph, and keep it up for a couple hundred miles.
Raiding as Arcane
Raiding as Fire
Raiding as Frost
Dealing Damage
This will be your primary role in a grouping scenario. You're a mage, you're a purist DPS (damage per second) class.
Depending on your spec, you will have what is called a "spell rotation", a series of spell casts you use to do as much damage as possible. What spells you use depends entirely on what spec you use.
The goal of DPS is to continue casting, to continue dealing as much damage as possible for as long as possible.
Step 1: The Mana Pool
In order to cast spells, you must have mana to cast said spell. You should start each confrontation at full mana, so you will be able to continue casting for quite some time before going OOM (out of mana). During most "trash" (i.e. non-boss fights) your default mana bar will be enough to last you the entire fight.
However, during boss fights, this will almost never be the case. Your mana bar will run out, and it is your responsibility to keep your mana bar replenished, to keep you casting spells as long as possible.
You have the following options avaliable to restore mana: Mana Gems, Mana Potions, and Evocation.
What limits you fro having an eternal mana bar is the fact that these mana restoratives have cooldowns attached to them. Both mana gems and pots have 2 minute cooldowns, and Evocation can only be used every 8 minutes.
You have to be a little smart about when to use your mana restoratives, or you will find yourself with an empty mana bar rather frequently, especially if you are specced arcane. As a general rule, never, ever wait until your low on mana to use a consumable.
Let's say you have 3 mana potions, and no gems for some reason, and 9000 mp.
Now, these mana potions restore 2.5k mana per potion.
As the fight goes on, you want to use the first mana potion right when your mana bar hits the line where it will be almost completely filled.
In this example, you are going to want to drink the first mana potion at 6500 mp. Don't drink it any sooner, or you will have wasted mana. If you drink it at 8000 mp, you just wasted 1500 mana points. Don't do that.
Let's compare a mage who drinks intelligently, and one who drinks only when his mana is almost gone. (These numbers were picked arbitrarily).
Let's say each of these mages use 3k mana every minute. They each have 9000 mana to go through. Without using consumables, they will each be able to cast for 3 minutes before going OOM. Now, these mages are using Super Mana Potions, which for some odd reason, always restore the maximum 3000 mana.
The first mage will use his mana potions intelligently, using it whenever he can make use of it.
The second mage will only use it when he's OOM.
So. Here we go.
Minute One - Each mage has used 3k mana. Mage 1 uses his mana potion at this mark, restoring him to full mana. Mage 1 = 9000 mana. Mage 2 = 6000 mana.
Minute Two - Each mage has now used 6k mana total. Mage 1 has 1 minute left on his potion cooldown. Mage 1 = 6000 mana. Mage 2 = 3000 mana.
Minute Three - Each mage has now used 9k mana total. Mage 1 drinks another potion, the second the cooldown is up. Mage 2, being OOM, now uses his first potion. Mage 1 = 6000 mana. Mage 2 = 3000 mana.
Minute Four - Each mage has now used 12k mana total. Both mages have 1 minute left on their potion cooldown. Mage 2 is now OOM, and spends the next minute scuffing his shoes. Mage 1 = 3000 mana. Mage 2 = 0.
So you see the difference using the mana restoratives does. Use 'em smart.
Step 2: Threat
When you hurt a mob by setting it on fire or whatever, this causes the mob to start to get angry at you, and eventually, hate you so much it wants to rape your children then force-feed their corpses to you.
Now, in a group, there a multiple targets for the mob to choose from, and ideally the mob will choose the tank (the tank here defined as "Not You"). So, once the tank has "aggro" on the mob, meaning the mob is hitting the tank and not anyone else, you can feel free to open up on the mob in question.
How to Not Pull Aggro
And that's all there is to it! Keep your mana bar up, keep your threat bar low, and your DPS will soar.
Crowd Control
We're going to talk about the Almighty Polymorph here. While some disagree, polymorph is the best crowd control effect in the game. There. I said it. End of story. Able to be used on humanoids and beasts, the mobs it can crowd control far outnumber those it cannot. Why is polymorph so good?
Why Polymorph Is So Damn Good.
When you are assigned a mob to crowd control, it is your responsibility, and your responsibility alone, to make sure that mob stays sheeped and never, ever gets lose. Because of its incredible ease of use, usually you will be assigned to control a mob that is difficult for other forms of crowd control to handle. For example, that ranged caster than can wipe your entire party in 6 seconds if it was lose. Yeah, you gonna sheep that 'un.
Sheep your mob as soon as possible. Be on the safe side for the first few pulls to get a feel for the timing of how this particular group does their pulls. Sometimes the tank will pull with a ranged shot, sometimes a hunter will do the pulling, sometimes the tank will simply run into the mobs and face pull them. Get a feel for the timing, and get Polymorph to land no less than a second after the mobs get aggrod onto the tank.
For example, if your tank pulls with a crossbow, as soon as you see the shoot animation start, begin casting polymorph. If your tank is a Paladin, and pulls, start casting Polymorph as soon as the Avenger's Shield cast bar pops up. It will land shortly after the Shield hits.
Next, you need some way to keep track of your polymorphed target while doing other stuff.
Start of by setting up a focus. World of Warcraft let's you "save" a target, which is kept in a separate frame. When you type /focus, whatever you had targeted will show up in the focus frame and stay there no matter what you do with regular targeting.
If you are using UI replacement addons like pitbull, make sure you have a focus frame enabled.
Second, get a macro set up here. At the minimum, you need a macro that sets your focus, and one that targets your focus.
To set focus:
/focus target
That's all you need. It will put whatever your target is into the focus frame
To re-target focus:
/target focus
This will switch your current target to your focus.
Of course, you can make these macros as complicated as you like.
For example:
/target focus
/cast Polymorph
Or do something like this macro:
/clearfocus [modifier:shift]
/focus [target=focus,noexists]; [target=focus,dead]
/clearfocus [target=focus,help]
/stopcasting
/cast [target=focus,exists,harm] Polymorph; Polymorph
When you press this one, assuming you haven't polymorphed something already, your current target will be thrown into the focus frame, and you will polymorph it. Any time you press it again after that, it will simply recast polymorph on your focus. Once the polymorph mob is dead, simply press the same button when targeting something else to focus and sheep it.
If you need to sheep a new target, and your old sheeping target is still alive, target the new mob, and clock the macro while holding down the shift button. That will clear your focus, reset it, and then cast Polymorph.
Snazzy, huh?
Third, you need a timer of some sort that will keep a little counter bar somewhere on your screen that keeps track of exactly how much longer you have on sheep. Whether you get something like Cryolisis2 or natur enemy castbar, it doesn't matter. So long as it keeps track of the time on your sheeps. Personally, I use natur enemy castbar, but what you use is strictly up to you.
The addon you get needs to have the following:
- Countdown in seconds until the sheep breaks
- Visual bar, that flashes when the countdown is almost up
- An audial warning, such as Cryolisis2's "Bah Ram Ewe" thing
Etiquette
Before going into any instance or raid, make sure you know the rules of the loot. Fights over loot is a very common problem, that can almost always be simply cleared up by letting everyone know what the loot rules are.
If you're going to have an argument over loot, make sure you have it before there is any loot to argue about.
If you want to call "dibs" on a specific drop, do so at the start of the run.
During a raid, make sure you know how the guild's DKP system works.
Know if the Karazhan runs go with DKP or simply rolling on whatever drops.
And for the love of everything purple, DON'T LOOT IN COMBAT. Wait for everyone to be up on their feet, recovering, drinking, whatever, before looting anything.
Every single time you loot in combat, a GM kills a cat in the blood elf starting area.
Generally, most standard instance runs have everybody roll "Greed" on the Bind on Equip items, and boss loot is either "Need" or "Pass", if someone can use it.
Like, if a caster robe drops that will be an upgrade to both the warlock and mage, they both roll Need on it, and the rest of the party simply passes. This is usually how boss loots are dealt with.
If you win the roll, do the standard "woot!" or whatever in party chat, and toss on your new duds and /dance.
If you lose the roll, do a /cheer on the 'lock or whatever, tell them "grats" and ask them to /dance for you.
If they win the roll and you complain or otherwise act like a prick, just stop, And never, ever run an instance again with anybody ever. They rightfully won the drop, so you can just shut it and move on, you selfish bastard.
Going with this same example, let's say on the second boss some caster gloves drop that, again, both you and the warlock can definitely use.
You just won the robe, didja? Well, guess what. Your passing on these gloves, the 'lock gets to have them. Why, you ask? Because your a nice person right? This warlock is putting in just as much time as you are here. You already got an upgrade, time to let the warlock snag something too. You're not a loot whore, right? Right?
Mistakes can be made with looting, however, just like anything else.
Don't worry if you make a mistake in looting, every one slips up now and then. Don't shrug it off, though, either. Apologize if you are responsible, say it won't ever happen again, and then make sure it never does happen again. Then move on. Don't do something stupid like apologizing over and over again for the next ten minutes. Once is enough. We get it. You're sorry, you'll never do it again. End of story.
Same thing applies to other mistakes, like pulling the boss early or breaking a sheep. Apologize and move on with it. Find out what you did wrong, and strive to never make the same mistake again.
If someone else had a little screw-up, if the tank accidentally rolled need on a caster wand, or the hunter forgot to dismiss their pet before jumping off that retarded ramp (y'all know the one I'm talking about), DO NOT immediately assume that person is a jerk/moron/idiot/huntard.
Again, everyone makes mistakes from time to time. Don't ignore the mistake, obviously, just point out what happened rationally. That is, of course, assuming the person who made the mistake doesn't acknowledge it themselves.
If a warlock accidentally puts a Curse of Agony on your sheep, and they apologize on the spot, accept it and move on. No need to QQ over cursed sheep.
If they don't, point it out like so:
/p Hey, [Warlock]
Something like that. Toss in some smiley face emotes or winky face emotes as they fit your personality.
Usually this is all it takes, and the problem never arises again.
Of course, if they blow you off, say something like "shut up i didnt break it" or something like that, whatever you do, DON'T blow up at them. Consider:
Druid: huh? what r u talking about? i didnt break it
We have two reactions we can go with here.
Mage: Ok, fair enough, but somebody had a DoT on the mob I was supposed to sheep. You break it, you tank it, fair? Leave ma lambchops alone!
Good job! Now you've not only informed, pointed out the mistake, but also made a joke and showed the rest of the party you're a perfectly mature and reasonable person. Not an easy feat.
Mage: Oh for fucks sake! What is wrong with you@! I clrealy saw that damn moonfire there! Are you retarded or something? God, what a noob
Guess who looks like a jerk now. Thats right, you do. Don't be this mage. I've been there, it isn't pretty. Play the game with hostility, you will only ever generate more hostility. Play the game with friendliness, and you will generate more friendliness.
Homework
Before going into any instance / raid, do your homework. Find out what the instance / raid will demand from your class. Find out about any threat resets, any special tricks the bosses have. Spend at least a little time reading up on strategies so you aren't a clueless moron walking in through the entrance.
Any knowledge you can get going into an instance / raid will serve you very well.
Listen
This right here is the most important thing to do while raiding. The raid leaders themselves have done a lot of work putting this raid together. They've gone online, they've done research. They know the fights, they know the strategies. They know the timings, they KNOW THEIR SHIT.
LISTEN to what they say. When the raid leader speaks, you shut your fucking mouth and listen to what he/she is saying. If the raid leader says "ranged DPS move to the left of the pole at the 2 minute mark", your little DPS heinie is moving to the left of that pole at the 2 minute mark.
If the raid leader says "Ok, stop DPS now" you begin to do nothing. Stand there until you get the go ahead to keep DPS'ing.
The raid leader's job is to know the fight. So they go off and learn the fight. Then they pass on the pertinent information to you. They're focus is raid wide, and they need the raid to follow their directions in order for anything to be successful.
Stuff like what your spec is, what spells you use, your threat levels, thats all you.
Where the raid is at the 4 minute mark, the positioning of the melee DPS group, that is what the raid leader is for.
Do what they say, when they say it, and your raids will be successful.
Posted by
Euripedes
at
9:15 PM
6
comments
Labels: Guide
Saturday, January 12, 2008
"Meowmix"
That was the name of my 2v2 team on the PTR.
So. Me. A 17/0/44 frost mage (by the name of Spatula), and a 41/5/15 beastmaster hunter (by the name of Inda (pet's name was hizzouse)).
(Just mentally remove Ice Block from the talent tree, put Cold Snap there, and put Icy Veins where Cold Snap is)
We did quite well, I think, for the rather unorthodox matchup of Hunter/Mage, for a 2v2 anyways.
To be quite honest, this type of arena was practically a 3v2 effort. A beastmaster's pet is quite a deadly force, especially when sent after a squishy. We had some rather devastating combos as a team here, and our kiting power was unmatched.
Thought process behind my talents:
Maxxed out Imp. Arcane Missiles, for use as un-LoSable nukes whenever clearcast procced. Did that sentence make sense to non mages?
Anyways, Arcane Missiles is a spell that, once started, can only be stopped when its target is massively out of range. We're talking 50 yards away. Even if you run behind a pole, or something like that, you cannot stop them. They keep right on channeling away, pounding into you like the LoS whore you are.
Essentially, I would pop this any time clearcast procced on a spell, and would use it generally whenever someone, like a healer, tried to run away and prevent me from hurting them. In this way, I can keep right on nuking while they're trying to hide. Needless to say, very effective.
Clearcast is obvious, free spell casts ftw. And besides, what else am I going to take while trying to get to Improved Counterspell?
Magic Attunement was taken because I put Dampen Magic on the both of us before every fight. We don't have a healer, so we don't lose out heals because of it. So, effectively, we get a couple hundred damage shaved off each spell cast against us, which of course, is just plain sexy.
Now. Improved Counterspell. If you're serious about PvP, you will want this spell. It is devastating. It is horrible. Healers will cry in their sleep because of this.
Go on. Ask a healer you know. Ask them how they feel about a 4 second silence in rapid-speed PvP. See what kind of response you get.
The frost tree is easy. Maximizing my frostbolts, and other roots and cooldowns. Cone of Cold was never used as a damaging spell, merely as a snare (and thanks to frostbite, quite often a full out root as well.
Putting only 3 points into Winter's Chill was deemed alright by me. Disagree if you want, but here's my explanation.
The whole point behind Winter's Chill is to put pressure on the other teams' dispellers. When you sheep something, most likely their dispeller is going to try and get rid of that. Be it a Paladin, whatever, they don't want their buddy being useless meat. The point of Winter's Chill is to provide an additional "debuff", to make it harder for the dispeller to get rid of the Polymorph.
(PS, for arenas, use rank 1 Polymorphs. Zero point using higher ranks, they cost more mana for no reason)
You can max out Winter's Chill to get the full debuff, but as a team, we didn't feel it was necessary to do so. Being a hunter mage combo, we already had substantial annoying things at our disposal. Things like Concussive Shot, Freezing Traps, Polymorph, Counterspell; then factor in the pet's stun ability, Cone of Cold, and my very frequent roots. Already so much powerful crowd control going on, we didn't feel it was necessary to spend the points to add to what was basically a dispell fodder talent. That, and I really like Arctic Reach >.>
So, the hunter's talents seem simple enough to me. Maxing out the health talents, getting all the usual pet dominatrix abilities, etc. Beastial Discipline was gotten (is that a word? Getted, maybe?) because my hunter buddy didn't have Go for the Throat, and so would need the extra focus.
(Inda uses a kitty cat, therefore he can spam Claw as long as the focus is there. For further questions, go ask BigRedKitty, because this isn't a hunter blog, no matter how much my hunter alt craves attention)
Inda felt that getting Imp. Revive Pet was a good way to spend two talent points. See, he figured that in some battles people would go for his pet, in an effort to de-rail his build. So, he picked up the talent in order to recover really fast if that ever occured.
It never actually did, but whatever.
(Note: arenas are flagged as outdoors, thus Bestial Swiftness does work.)
So. Our combos. The most obvious one that springs to mind is the classic Warrior/Paladin thing.
First thing, the pet rushes after the Paladin, Bestial Wrath going full bore. Oddly enough, this caused the Paladin most times to blow his bubble right away? Was the Paladin new or not? Either way, it made for a guaranteed win for me and Inda, as we would simply kite the warrior for 10 seconds, then annihilate the Paladin very quickly. Turns out, Paladins don't last very long while Silenced and stunned, with no bubble to escape from their early demise.
Intimidation followed by a silence immediately after is a horrifying experience, I'm sure.
Meanwhile, Warrior rushes at me. He gets rooted. I walk away. He intercepts. I blink, then he gets hit with Concussive Shot. I whip out the water elemental, root him again, Shatter combo. Turn WE on Paladin as soon as bubble falls, toss a frostbolt/fireball on the Paladin, giggle as he tries to cast a heal and counterspell him. Paladin goes down, then the warrior meets his fate. Never touched either one of us after that intercept.
The arenas against Ret Paladins were incredibly sad. I'm sorry, but if I find out you're a retribution Paladin, I'm going to mentally picture the sight of two blood elf Paladins riding straight at me, dismounting, and bubbling the second their feet hit the ground.
Pure idiocy, that made for some ridiculously easy kills.
Even worse, these Ret Paladins would... well, never heal. When they did, which was very rare, I'd just counterspell them and be done with it. Never once saw a Flash of Light of these guys, just Holy Light.
One interesting team we came across was a pair of Marksman hunters. How do I know they were Marksman? Easy, I got chained with Silencing Shot. Our strategy was simple when it became obvious they wanted me dead. I simply ran away, abused LoS, and let my hunter buddy kill them off. Mostly I just harassed them, rooted them, then ran around a corner and first aided. It was all good fun.
At one point, we came across a Resto druid paired with a Soul Link warlock. That was a very odd fight, and we almost lost it, too. We only won because the druid had the exceptional bad luck to run straight into a freezing trap at a critical moment during the fight. Critical meaning that the warlock took enough damage to be unhealable once the Trap broke. Oh, the druid tried. Damn right he tried. Got off one Lifebloom, which the hunter promptly dispelled with Arcane Shot. Pure luck there, in my opinion. Anyways, warlock died because the next autoshot critted, and then we turned to the resto druid. At this point, we have a full health resto druid, me at 25%, and my hunter buddy at just under 50%. And one pet who's Intimidation cooldown will finish in 4 seconds.
Getting that druid down took a bloody long time. We were at it for a good 9 minutes before he dropped. Longest 9 minutes in my life.
And that rogue/warlock team... Gah, it was ruthless. They didn't focus on killing me, they focused on crowd controlling me. What I looked at was Deathcoil, then feared right after that. Trinketed out of that. Got spell locked right then, and I hit Ice Block. Sorry, couldn't restrain myself. It just had to. Immediately broke it, in an effort to save Inda who had just gotten hit hard. The rogue didn't even touch the freezing trap. (No flare, I berated Inda for that one.)
As soon as Ice Block broke, the rogue hit sprint and CloS, and rushed right at me. I got blinded, then he rushed right back to the hunter and kept ganking.
It was relentless. It really was. Inda was getting stunlocked to hell and back, dotted to hell, randomly feared, and the warlock had somehow managed to switch to a Succubus in the middle of this and was Seduce-nuking at the same time.
Splat goes Inda, and then the rogue immediately pops Vanish.
Well, I'm fucked.
And it went like this the two other times we fought them. Ruthlessly destroyed by this team. Dunno why, but thats what happened. Maybe I need to learn to play.
But the fact is, I could not escape from so many Crowd Controls so fast. Hell, the last fight I got sapped near the beginning.
How do you counter Deathcoil, fear, spell lock, blind, kidney shot, sap, and mace stun effects? It gets even worse when you see "Seduce" on your screen when you were just spell locked a couple seconds ago. Harsh times...
So that's some of my stories for my 2v2 arena on this last past PTR. Good stuff, we did pretty darn well, in my oh so humble opinion.
Posted by
Euripedes
at
12:00 AM
3
comments
Labels: Arena
Thursday, January 10, 2008
Oh, Yeah, Patch 2.3.2
So as you may have noticed by now, patch 2.3.2 went live.
Let's go over the good stuff, shall we?
First off, there has been some major changes in the frost tree. Major, as in, 3 talents have been seriously moved around.
1) Trainable Ice Block.
Anyone who's spent some time reading this blog knows my thoughts about Ice Block. Bluntly, it is an incredibly useful skill that can be used to incredibly good effect in both PvE and PvP. In arenas, it is a necessary talent that literally any mage will need to be widely successful. Without it, the mage is at a very serious disadvantage survivability wise. Versus warlocks, for example, you gonna eat thems DoTs without an Ice Block. Ice Block is a cooldown that allows you to survive other people cooldowns. Spot a PoM Pyro headed your way? Ice Block. Spot a giant red raptor coming your way? Ice Block. And so forth.
PvE wise, it can be a major life-saver in an incredibly high amount of PvE encounters. Magtheridon? When the entire raid takes 6k damage at 30%? Ice Block. No damage for you!
Hydross got yeh Watery Tombed? Ice Block. No damage for you, or anyone standing near you.
Have three Cave'ins dropped on you at the same time in Gruul's? Ice Block. It'll save you for a bit.
Pull aggro on Illidan? Haha, you're fucked. No, seriously, Ice Block it onto the ungrateful warlock next to you. That'll show that snooty demon master a thing or two about Soul Link.
In conclusion, a very welcome addition, one that mages have and are going to continue rejoicing about for days to come. And to the following classes: Warriors, Rogues, Hunters, Warlocks, and Priests, the QQ was delicious, let's do it again some time. Maybe over lunch? I'll bring biscuits.
Cold Snap has moved to Ice Block's old position. Ok, cool, seems fine to me. Because....
ICY VEINS!! This new spell is bitching. Reeeeeal bitching. Need I go into detail? Well, too bad, 'cause Girl Meets WoW did it for me.
However, I would like to touch on this fact...
If you're raiding fire, you now essentially have two choices here. 10/47/3 (+1), the old spec; 2/47/11 (+1), the new spec.
Basically, you keep all the same fire raid talents, and just mix up where the other points are going. Frost? Or Arcane? Minimum of 11 points frost for Icy Veins, or 10 points Arcane. Do with the last point as you wish. Don't matter too much.
I heartily recommend everyone keeps putting the 2 points into Arcane Subtlety, by simple fact of the 40% arcane threat reduction. Will help with AoE fights, if they're called for.
The frost tree is practically garbage raid fire wise, you're only really there for 4 talent points. 3 in Elemental Precision, and 1 in Icy Veins. The rest, we could really care less. I put 2 in imp. Frostbolt, because the other option sucks so hard it makes Bill Clinto raise his eyebrows.
Tier 2, 2 points went into Improved Frost Nova, and the other 3 into the 15% chance to root. Imp. As I do a lot of random PvP in my spare time, stuff like rank 1 frostbolt does get used frequently, so the 15% root there is noice to have. 1 second snare, or a 1.3 second snare that has a 15% chance to root? I went with the latter.
Now, as to Icy Veins itself. To put it bluntly, you DO NOT want to spec to get this right as you start you're raiding career. Why? Because you're mana pool won't survive.
Putting 10 points into Arcane nabs you Clearcast, which essentially gives you a 10% mana efficiency boost. Icy Veins gives you a DPS boost, but at the cost that you are, essentially, using 20% more mana for those 20 seconds. If you're mana pool is a little on the low side, Icy Veins will see you going OOM disturbingly often.
Stick with Clearcast until you have at least 8500 mana with Arcane Intellect up. Shouldn't be hard, but there ya go. Once you have about that much mana, snag Icy Veins, have a sexy 3 minute cooldown, and make sure you're using your brand new mana gems often =D
Speaking of those brand new mana gems, they are some might fine stuff.
See, the top level gems now come with "charges". A single mana gem can be used 3 times, meaning that over longer fights, you don't have to downrank your gems, simply use the same best one over and over again.
Oh! And the amount of mana it restores has been buffed, too, so it restores the same amount of mana as Super Mana Pots.
The mage community has been complaining about mana efficiency for quite some time. To put it bluntly, we run through mana much faster than any other mana-based class, with the notable exception of Shadow Priests. Each mana using class has a way to restore mana, and up until these last couple of patches, the mages was the worst. We had an 8 minute cooldown spell that restored ~30% of our mana, and some rather crappy mana gems that could hardly rival the old school 60 raids style mana potions.
This has largely been fixed, thankfully. Evocation has been buffed right the hell out (shut yer trap, leveling mages, suck it up. What the 70's want, they get).
With the mana gem "fix", our mana pools are far more padded out then they were a short time ago.
And we have the druids to thank for it, I'm sure. Those crazy peeps have an unnerving ability to come to a forum, take all the gripes and QQ of an entire class forum, and condense it into a short, well-worded, intellectual, and excellently formatted post.
WTF, druids? WHAT THE FOOF?
Oh, and that means the PTRs are down...
Le sigh. Arenas then!
I was on a 2v2 for a while, paired with a BM hunter (Tauren, therefore "pre-made"). He was pretty good, we played 28 games, won 25 of them. To be fair, at least half of those involved a ret pally, so no surprise there. The 3 we lost were all the exact same team. Rogue and Warlock. Never encountered that kind of arena team before. Oh, well, we kept getting owned by those guys. Made me a sad panda.
Also went onto a 3v3 team with an Arms warrior and a Disc Priest. Very odd makeup, don't you think? Priest/Warrior/Mage... well, it was odd. Ended up with 1698 rating there, so no love lost, I guess. The Warrior was insane... only spoke Spanish. Made for some very interesting times.
Let me take the time to say this... Whoever that priest was, I love you. All of our wins were because of you, and your incredible skill. I am honored to have PvP'd with you. AoE fear bombs at precisely the right moments, heals that seemed to land the exact moment they were needed most... it felt like you were omnipresent.
Ehh, might do some more arena posting later. I might have to, considering that this might be the last arenas I do for a while. I have purchased the Orange Box, you see, and TF2 has consumed my mind.
Posted by
Euripedes
at
12:25 AM
3
comments
Wednesday, January 9, 2008
A Disturbing Trend
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Posted by
Euripedes
at
1:05 AM
7
comments
Labels: Hunter, PvP (General)
Tuesday, January 8, 2008
Powered by Wowhead!
I USED to have proper pop-ups working here.
Then they stopped for whatever reason.
Let's try this again.
Malistar's Defender
A Dull and Flat Elven Blade
Elven Gems
Edit:
Invisible elf gems!
Posted by
Euripedes
at
11:58 PM
0
comments
Labels: Random
Primordeal Essence

A PRIMORDIAL ESSENCE?!?!?
YESSSSSSSSSSSSSSSSS!!!!!!!!!!
HELLLLLZ YESSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!
Finally, after all this time, I can go gouge my eyes out in peace.
Posted by
Euripedes
at
3:13 AM
4
comments
Labels: Random
Sunday, January 6, 2008
Theory of PvP? Mobile Fighting!
A deep mind for deep thoughts.
This whole thought process was sparked by a comment I left on Galoheart's website.
To reiterate here, World of Warcraft can actually be divided into two separate games. One of which is the PvE, and one of which is the PvP.
These two worlds do not interact with each other, much as players and developers alike would love to say they do. They don't.
One version is the technical detail, the precision, that goes into player versus environment. This is pitting live, human players versus artificial intelligence, and in WoW's case, its almost always not intelligent, just scripted. Not a criticism, just a statement of fact, is all.
Then we have PvP, where it is a player versus another player. Nothing is scripted, little is preset. It's simply players killing each other in a competitive environment with the tools they have.
PvE does not mesh with PvP. PvP does not mesh with PvE. You can have one or the other. A player character does not react to "aggro". A prot warrior cannot use taunt to save his healer. A hunter cannot use disengage to drop aggro. In PvP, a PoM Pyro would be a great opener, dropping a huge amount of damage right at the start. In PvE, this is called "suicide".
But I need not go into depth here.
Quite bluntly, PvE and PvP each require completely different talent specs and gear sets to be successful in each.
If you're a heavy disc priest sporting 400 resilience, you are going to be a very poor raid healer.
If you show up to an arena with your epic Tier 5 healing gear, able to keep a tank up solo for an entire boss encounter, you're going to be annihilated by a rogue named Zephirotth.
You can find hybrid specs, you can put points into both PvE and PvP talents... but in most cases, this will leave you sorely lacking in both spots.
Take mages, for example. In order to be successful arena wise, you must put hefty numbers of points into frost to be widely successful. You won't go anywhere in a competitive arena as a raid fire mage, except for a quick and speedy dirt nap.
Likewise, if you try and raid as PvP frost, you will find yourself being out DPS'd by the main tank.
So. Now that we've got that out of the way.
The developers at Blizzard have made substantial efforts to attempt to make every class viable in both PvP and PvE. Not at the exact same time, but the tools are there. The tools to be successful in PvP are present, so there is no reason you should suck, as long as you know how to use these tools.
Let's generalize.
There are two "classes" of classes in PvP. There are the melee attackers, and the ranged attackers. That's all there is to it.
Some classes attack/heal from range, other classes attack from point blank.
Each of these generalized classes need to have certain tools to be successful.
Still speaking generally, the melee attackers are restricted by the fact that they must be, well, in melee range to be able to do anything. This means, to be successful, the melee class needs to have these 2 key tools:
1) A way to very quickly close with a target;
2) A way to keep that target close.
Warriors, for example, can charge to a target, thus getting to point blank range swiftly, and can use hamstring to keep the target close.
The ranged attacking/healing classes require pretty much the opposite tools. They need to have:
1) A way to very quickly leave melee range;
2) A way to keep their target away from them.
Druids, for example, can swap to a movement form and quickly run away, and can also flat out root their target, preventing him from moving.
These abilities can be further generalized as ways to "control" the encounter. This is the essence of player versus player combat in any and all games. CONTROL.
If you do not have control, you get killed. If you have control, you are the one doing the killing.
Think about it. If you're a warrior rooted to the ground, while your target stands about forty feet away shooting burning arrows into you, who's in control here?
If you're a rogue, plunging your daggers into some poor priest's behind while he sits there, writhing in pain, due to the sword you shoved into his kidney, who's in control?
And if that same priest suddenly unleashes a Psychic Scream, and melts your brain while your running about, guess who regained control of the situation?
This is the greatest principle behind PvP in WoW: keeping control of both your movement and your opponents.
You want your opponent's movement to be as hindered as possible. Have them moving slower, in the wrong direction, or not at all is very much desired.
Keeping yourself moving as fast as possible, always in the correct direction, and at a standstill as close to never as you can manage, this is what you must strive for.
Turning to mages now. We are one of those ranged attacking classes, depending on our ability to flee our melee attackers to win in a fight.
In my rather humble opinion, mages are an extremely well equipped class in the war of mobility, and every spec adds at least one more tool. Let's go over them, shall we?
- Frost Nova. This is an AoE that roots all targets around the caster. Natch, an 8 second root is an incredibly potent ability, and rightfully so. This leaves our opponent motionless, leaving them helpless while we can safely get to range.
- Blink. A spell that simply fires the mage 20 yards forward. It breaks any and all roots, as well as stun effects. It is an incredibly potent spell. Breaking movement impairment affects on yourself, as well as instantly gaining twenty yards on your opponent... it's probably the best tool you have on the mobility front.
- Frostbolt. Simple. Damaging spell that also slows the target down to 60% of his base movement speed. This spell is most effective if the mage is specced into the frost tree. Namely, it will do more damage, take less time to cast, can root the target outright, and can reduce the movement speed down to 50%.
- Polymorph. Turns the target into a cute farm animal. This is a pure form of crowd control. The target cannot move, and cannot use any abilities.
- Frost/Ice Armor. Only bother with this pre-Molten Armor. When you get hit with a melee ability, the target is almost always slowed, and if specced frost, can be rooted some of the time as well. Use this for PvP up until Molten Armor becomes avaliable.
- Slow. This is a spell that is at the end of the Arcane tree, and is the only snare/root the Arcane tree has. Many do not like this spell, seeing as how it is rather lacklustre for an end tree talent. Nevertheless, it's here, an excellent kiting tool right up until it gets dispelled. Excellent to use against other ranged attackers/healers, as it vastly increases the amount of time they spend casting. It also increases the time between a hunter's ranged attacks, so there ya go.
- Impact. An extremely handy talent, it adds a 10% stun chance on any and every damage-dealing fire spell. Stuns are extremely effective in PvP, and these are no different.
- Blazing Speed. Essentially, it makes you run real fast, as well as dispelling movement impairing effects. A very nice ability, it is limited by the fact that it is random. Maybe it will proc and allow you to escape from hamstring, maybe it won't. If it does, it is a golden ability that will have your enemy in fits of rage.
- Permafrost. Increases the effect of the mages slowing effects. With this, spells like Frostbolt become more powerful.
- Frostbite. 15% chance that a frost slowing effect will instantly freeze the target. Basically a frost nova that procs at random.
- Water Elemental. A handy little minion who deals extra damage for you, and also comes with his own rooting ability wired in.
See why mages go frost for PvP? The spec is designed for it.
So when should we use these abillities?
With all these tools at our fingertips, knowing when to use these abilities requires a cool head, and knowledge of the class you are fighting to avoid doing something incredibly stupid.
If a warrior charges you, and you frost nova and blink away, that same warrior is simply going to intercept and start beating on you again. This is not smart.
Blinking away from a rogue, and then watching them sprint + cloak of shadows and run straight at you again is also not smart.
The first step is to familiarize yourself with the classes you are fighting. Learn what other classes have to control mobility. Go check out an ability list on wow wiki if you must.
Learn that warriors have Charge. Know they cannot use it while in combat. Realize that they can Intercept in combat. Learn what its cooldown is.
This can be the hardest part about playing a mage in PvP combat, is knowing what abilities your opponent is going to use, and how to counter them. So let's quickly run through them, shall we?
WARRIOR
Remember, only EVER use blink AFTER the warrior has intercepted. NEVER BEFORE. EVER. If you blink and he has the spell avaliable, he WILL use it and you WILL be anally raped. That's just how it works.
When going into combat, try your best to prevent them from charging. Open with ice lance to get them in combat before they can charge.
When the warrior first closes to melee range, either by charging or simply walking up to you, use frost nova then and simply walk away from them. Get off a frostbolt and/or Shatter to do some damage and get them snared.
Don't forget about Cone of Cold. If things get intense, use it. It is a better snare than Hamstring.
Use the water elemental liberally. Its root effect can be targeted, meaning you can root a warrior thats so far away it isn't even a threat yet.
And Blink right after Intercept. It'll blow there MIND.
DRUID
Notorious escape artists. Spam them with snares/roots as much as possible, laying it on thick with instants. The goal is to wear down their mana, so as to render them unable to shapeshift.
Treat Feral Charge the same way as a warrior's intercept. Wait for them to use it before you blink.
Mobility wise, they will most likely break anything and everything you throw at them very rapidly. Hit them with something new every time they shapeshift. If they shift out of frost nova, nail them with cone of cold right away. Pop a water elemental freeze on them ASAP. Pray for a frostbite proc.
An excellent strategy is to silence them, then Shatter combo the druid. That will force them into caster form to get heals off, which is your cue to unload with everything you have. A druid is vulnerable while in "normal" form, and really cannot take very much damage at all.
ROGUE
Your biggest enemies here will be cloak of shadows and sprint.
CloS removes all magical effects, and gives them a 90% immunity to all spells while it is active. You have little choice but to simply flee when they use this. Hit them with at least one ice lance during this time to prevent them from leaving combat. Once CloS fades, get them re-snared/rooted ASAP.
Sprint, by itself, is not a huge threat. Once they use it, hit them with a snare/root of any kind to defeat the running boost.
The true threat here comes from when CloS and sprint are used simultaneously. At this point, you CANNOT run, because they will catch you. This, is when you Ice Block. Tag them with ice lance first to give you the full 6 seconds to out of combat. You must break ice block early, or the rogue will stealth. Alternatively, have the elemental out to keep them in combat, letting you remain ice block for the full 10 seconds if you wish. Get them resnared/rooted right as you come out of ice block. CloS will be gone at this point. Also, you can use blink upon emerging from ice block, and land a snare from there. With CloS/sprint burned, the rogue will have almost no means with which to get at you.
Dealy Throw is not very deadly. A simple snare, simply ignore it. It is not a threat. If your spells get interrupted, oh well. No big deal. Deal with it like you would a counterspell or shield bash (?) or whatever reason.
Shadowstep is an interesting development, and would be the bane of you but for one, slight problem on the rogues side. It does not break snares or roots.
Obviously, if they CloS then shadowstep, you have a problem. Well, one that can quickly be solved by Ice Blocking, but whatevs. Usually, the rogue should end up behind you, rooted to the ground. If they aren't, root them ASAP, or use blink then root them. Blinking from a rogue is usually their cue to hit sprint or something, so try and refrain from using it until after CloS, at the least, has been burned.
SHAMAN
Shaman are embarassingly easy in the whole mobility department. They have only two ways to keep you close. Frost Shock, which is a "meh" snare, and Earthbind totem, which is another snare, with the added difficulty that they already have to be in melee range for it to be useful.
As a class, shamans are going to have a lot of trouble fighting you as a mage. They will never have an opportunity to use earthbind on you, since they should rarely actually close to melee, if ever. If they do, blink, and their totem is officially useless.
Frost shock will be a hard use for them. If they use it, they'll have a standard snare on you, and will be unable to earth shock your casts.
Mobility wise, spam them with roots, stay out of the earthbind.
PALADIN
Paladins really only have the one way to affect your mobility. Hammer of Justice, we all know it. The uber paladin stun. You can blink out of it; do so. They will have nothing left at that point.
Also, beware of them Blessing of Freedom..ing... themselves, rendering them immune to roots and snares. It is highly worth a spellsteal attempt or two to snag it. Otherwise, wait it out and immediately root them again once it has expired. The cooldown will be ruinous to them once they have used it.
Please note that I have only covered stuff that has to do with Mobility here. Stuff like counterspell has been ignored, as that has nothing to do with mobility.
Questions? Comments? That's nice, I don't care.
I'M KIDDING!! Jeeeezzz.....
Edit: can someone tell me why the line spacing is all buggered up after the list in there? I can't seem to find anything HTML wise, the only stuff in there is the <> tag at the start, <> and < /li> throughout, and the < /ul > tag at the end.
Posted by
Euripedes
at
10:19 PM
5
comments
Labels: PvP (General)

