Dexev
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All tonight whenever I deathcoil someone the direction I see them moving does not match the direction they ARE moving. As soon as coil ends its like they teleport somewhere else. This is really fucking me up, not getting casts cause they end up behind me or melees ending right on top of me etc etc.. Just wondered if this is happening for anyone else?
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Warlock trinket doesn't remove stuns. I think your memory of vanilla is pretty far gone to say the least lol. LAP = http://db.vanillagaming.org/?item=20008 The average gear level is much higher than original retail for obvious reasons. Any decently geared non awful rogue is going to 100-0 you without you being able to act unless you take preparations (such as the lap example) in advance. It's the most one sided match up I've ever experienced. Pray for enough lag to get coil in after cheap shot without their kidney shot landing is the only hope.
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Still dying before kidney shot ends at 4.4k hp. Feels bad man
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RP distribution is FUCKED UP HARD !
Dexev replied to Duron's topic in General Discussion & Suggestions
So you were about standing 325? That's normally just below 8000 rank points earnt. At about 90% of the way through rank 9 like you said in the other thread you should decay around 7900 rank points Looks right to me.. I did 300k weeks to get r10. -
You realise horde have premades as well, right? Besides - AV weekend is the one time seeing a premade on the other side is actually good.
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So you are picking it because you use the spec for PvE as well? That's fair enough. My question was why, for PvP only, you would put a point into a talent doing nothing for you assuming 3% pvp hit cap is correct and Suppression does nothing against spell resistance. I take 2/5 for cap..the op that has 3% hit from gear should take 0 surely. A garbage option is still better than something that does nothing afterall. Do you have any source for this? As ive said before I always believed suppression does nothing against spell resistance. My point with gear is that I don't see that difference existing with what is available currently. Also as lifealert said that video is not 1.12 gameplay.
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Pretty much what the above poster said. Dot spreading really depends on the situation - in most big fights it's not very good as they will just get dispelled or healed through. You need to help burst targets down. In smaller group fights it depends on the makeups - obviously if you're against a priest its not great but outside of that it can be strong. You need to consider who you are with as well - you don't want to dot everything if there's a mage or two with you. It can also still be good to tongue even with a decurser. If you are slowing a healer from otherwise spam healing it can lead to a kill. Everytime they remove tongues they are not damaging or healing as well. Its a gcd trade you just have to make the judgement if its beneficial for you or not at the time. Also in pugs especially- most mages won't decurse and druids are a rare class anyway. Never really saw a use for weakness outside of pets. The other thing I try to do is drop an instant on warriors before they can charge and where possible siphon on rogues to prevent stealth. The only guide I've ever really found is this http://pastebin.com/v0f83deX. He has videos as well. Dusch as well.
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I kept with Dark Pact spec for quite awhile after I hit 60 and I was very reluctant to spec out of it because I found Dark Pact very good. To be able to constantly fight and regen mana without killing yourself is pretty strong. It was also a massive troll in some cases like against hunter viper sting. People talk about warlocks not having to worry about mana but I find most the times I'm dying in BGs its because ive had to lifetap really low to keep fighting. This was not really an issue with Dark Pact build. The problem with this analysis is that it goes out the window when you have healers. As a fresh 60 with low hp and base mana it also allowed me to keep the stamina talent and a 4k hp pool - and with virtually no +dmg and no crit from gear all the points spent to get down to ruin just didn't seem worth it in comparison. However the more geared you get and the more organised you play ruin just gets better and better. A locks role in groups essentially comes down to throwing CoT on casters, utilising spell lock and devour intelligently, the odd fear and then helping burst down targets. Dots aren't really killing people with healers and dispellers in the scenario but 200% crit shadowbolts and shadowburns do. @ Magrim - I don't really understand your points there. Suppresion only affects +hit doesn't it? Aren't binary resists related to spell resistance which suppression doesn't affect? With the hit cap only being 3% in PvP you should never need more than two points. Ideally I think you want the hit from gear anyway. I've got no hit from gear and coil resists are infuriating - it normally means death in small scale fights and I've lost battlegrounds due to it at times. I've still no idea if hit effects Spell Lock but same kinda thing there if it does. Any other destro resists are also annoying. As for gearing shadow damage over crit is there really much difference? Aren't most the best pieces just as they are. I suppose there's things like using Robe of Volatile Power over other robes but this seems excessive. You must be talking quite significant damage differences.. I mean the average shadowbolt doing 150% of a crit geared lock is an insane + damage difference and I dont see where this is coming from. In my gear level I only really have one choice and that's ab belt for the crit or say felheart boe for better stats. That's juat negligible overall. @ Lifealert - why 3/5 suppression? I'm genuinely curious if I'm missing anything regards to + hit etc
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Ally groups are STILL dodging. Please can you double the length of the next lot of bans?
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Same people I noticed queuing in small groups and just standing AFK if horde even remotely put up a fight - totally shitting on all the other ally players in the game. Ban well deserved, play the damn game or gtfo
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It increases the damage + yes, it works fine.
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5 man ally ranker groups literally go afk the minute a horde pug puts up a fight - it's quite lame
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I've always been under the impression these type of talents only affect +hit chance, NOT spell resistance. Quick google- http://vanilla-wow.wikia.com/wiki/Spell_penetration - seems to back that up as well. If it does affect resistances then it's obviously the best option but I can find no evidence this is the case?
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From everything I can find you have 96% chance to hit a target of the same level - but in vanilla/TBC hit chance caps at 99%. That means +3% hit chance needed for PvP hit cap. So why 3/5 Suppression for a PvP build?
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This is interesting because there's a few ways of making an SM/Ruin build and I'm not sure what's best, would be nice to see some opinions. I find myself using Searing Pain quite a lot so I'd use the two spare destro points for 4% crit there. In affli I max Improved CoEx and just run with 4/5 SM. I find it one of the most useful spells. very powerful in WSG especially. 99% of PUG mages don't decurse anyone but themselves. I'm gnome though so CoEx kiting is probably more of a thing. Most builds I've seen linked take 3/4. I think I'm right in saying you only need 3% hit for PvP cap so if you have it from gear you shouldn't need any points in Suppression at all. Side question here - does hit from gear improve your pets hit chance as well or was this added later? I hate spelllock resists. It's pretty standard to take Improved Life Tap in any variation as well. It's still a good talent for PvP - you lifetap a lot. I have fel concentration maxed but I don't really end up drain tanking very often at all so I am wondering if it's even worth it. It's very rare I let a Warrior charge me and then I just EA or coil the intercept. Improved CoA is pretty crap but at least it'd get regular use. All these points seem pretty filler really.
