Dexev
Player-
Content count
22 -
Joined
-
Last visited
Everything posted by Dexev
-
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?
-
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.
-
Still dying before kidney shot ends at 4.4k hp. Feels bad man
-
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.
-
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.
-
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.
-
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
-
Ally groups are STILL dodging. Please can you double the length of the next lot of bans?
-
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
-
It increases the damage + yes, it works fine.
-
5 man ally ranker groups literally go afk the minute a horde pug puts up a fight - it's quite lame
-
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?
-
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?
-
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.
-
I spam CoEx like crazy and haven't noticed a problem. Amplify definitely works - there is a very noticeable difference. Where's this coming from? I've always been specced full imp CoEx so I suppose it could not be working as I would have nothing to compare to, but it certainly seems like my targets are slowed more than 10% to me.
-
Assuming general playing with felhunter here, 1v1 - Hunter, Shaman, Druid can't be undead + Warrior doesn't need WotF. That's half the classes straight away it makes no difference. Mage+Warlock both have multiple ways to break or prevent fear anyway to the extent that you are effectively ccing yourself more than them by trying it, and if you fail fakecast gg. A rogue opening that has cds to use is not letting you get them in a 2nd fear, and all rogues can break the first with trinket. I suppose WotF has some bearing here if they don't have cd's or trinket up - but then so does Escape Artist. That just leaves Priests where it makes a consistent difference. 1/8 of classes. Or even less really, cause Dwarves have Fear Ward. In large group fights fear is removable regardless of faction so WotF doesn't make too much of a difference. In smaller group fights it can matter but this is where Paladins come in to the argument. If you are playing as a horde warlock you are much more likely to be facing a dispelling healer in small group situation - that can remove your fears AND your dots. Or worse, 2 healers with dispel making keeping either of them in fear basically impossible. As alliance you gotta deal with WotF, and tremor totems. Something to play around. Cleanse can be spammed all day and you can't do anything about it and it removes more than just fear. Also did I mention yet that Escape Artist is amazing. CoEx + EA allows you to escape pretty consistently when targeted by Rogues or Warrs in bgs. What is the horde warlock doing now? Getting beat to a pulp. At the end of the day it's all situational but the point I am trying to make is there's much more to consider than WotF. If you wanna be like drakedog and destroy poor players with a Succu then probably best to play horde yes. Otherwise playing an alliance Warlock is fine, playing a Gnome warlock is even better. WotF is not the big game breaker everyone makes out. Concern yourself more with a whole extra class that can dispel.
-
To clarify I was referring to Paladins. If you play a horde warlock you are facing two healing classes that can dispel your dots / cc. I think that's worse than dealing with WotF. As for rogues sure, if they get the opener + use cooldowns the average lock is plain dead. I don't think WotF even matters. Horde lock will die just the same. If they want to kill you they will. However - they really aren't that much of a problem for your general gameplay. I get the opener on rogues far more often than they do on me in the world / battlegrounds thanks to Paranoia. Or they just aren't stealthed when you run into them in the first place. In battlegrounds they often have no cooldowns or won't waste them chasing down a single warlock. If you choose human you will also get Perception for this. Basically what I'm trying to say is the WotF + Rogue problems really aren't as bad as people make out because they just doesn't come up that often in general play. There are situations when these will destroy you, but it's not constantly. Being with Paladins not against them and escape artist if you choose gnome are much more consistent factors.
-
My experience playing an alliance warlock is that I hate priests. Facing an extra class with magic dispel sounds awful. That dispel can remove much more of your arsenal than just fear. I think I'd rather stick with dealing with WotF. The only time I think WotF really hurts is 1vX situations in the world. Assuming the X are bad, the fear could be lifesaving. I honestly don't think it's that much of a big deal in groups or even 1v1. If you wanna play the succubus solo pvp style then probably best to stick to horde (Orc). For everything else the WotF problem is exaggerated, just give it a go. You should really reconsider Gnome though, Escape Artist is amazing :P
-
It's because of the short cast time. The mage toolkit in pvp is a lot of instant cast abilities and Scorch can fill a missing global nicely. Frostbolt can often mean delaying your next instant which could be worse overall. This is assuming you have the extra second to stand still in the first place, which often you shouldn't. Mage pvp is a lot of mobility. You are kiting melee, dead zoning hunters, avoiding what you can from casters, staying in range of targets to use your small radius instants, moving away from or towards targets you have or need to cc.. If you're specced into some fire even better. Impact is often more beneficial than another freeze, especially vs casters. Then there's the case that it's risk free damage. Getting interrupted on frost is BAD. Fire not so much. Mage pvp is fast paced, often you don't wanna worry about fake casting frostbolts. Scorch and if they interrupt it can be good for you - set up a proper shatter without worrying or polymorph away. If they don't interrupt it's easy extra damage. It's just faster game play and pretty win-win for the mage. TLDR - it's faster. One second is an eternity in mage pvp.
-
I just started farming Mara (using your guide Xashe thanks!) and worked out that the average gold per run based on the % drop rates was ~8.5g. It takes like 13 mins per run + you have to relog and run back.. so average 4 runs an hour leaves us at like 34g avg per hour. I've got awful gear mind, so probably faster for geared locks. Then фекал can still happen - aggroing a pack (possible to survive and kill them but takes time, or just ss), die to Rotgrip, get attacked by players running back etc. Also when bags are full the run back for alliance at least is pretty фекал especially without epic mount. Realistically this is closer to the 30g per hour side, not 50.
