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  1. #71

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    Ive seen alot of videos of ele shamans in duels VS equaly geared players/same level. And Ive toyed around on the beta the whole day, and ele shamans survivability is just amazing. Stone Bulwark totem is pretty sick, shield keeps refreshing. Windwalk totem is just epic VS all melees.

    BUT the most epic spell of em all is the Ancestral Guidance talent. The spell does sooo much healing its retarded, my shaman has only 123 k health, and I kept pulling 4-8 mobs (lvl 85-86 mobs), spamming CL and popping this totem, it kept me topped of the entire fight. I can imagine Ascendence, trinkets + aura mastery, Ancestral Guidance and Chain Lightning being a killer combo in arenas and BGs. With my current gear which is 367 ilvl the spell ticks up to 12-15 k health, and heals like a druid in treeform.


    My tip for everyone wanting to do serious 5v5 with their shaman team:
    Grind your way to lvl 90 as fast as possible, then jump straight into 5v5 and farm that rating. People have 0 resilience the first few weeks, and if shamans stay in the state they are now, 2000++ rating shouldnt be a problem.

    I foresee a bright future for ele shaman multiboxers, no doubt about it.

  2. #72
    Rated Arena Member Kruschpakx4's Avatar
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    Quote Originally Posted by Nikita View Post
    People have minimum 30% resilience(pvp defense) the first few weeks,
    fixed that

  3. #73
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    The 30% is baseline without pvp gear.

    After the first week, and more so as the expansion goes on...
    That number will raise significantly.
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  4. #74

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    I think those numbers will be tweaked thou, I doubt that Blizz intentions were that players would have 70-80 % resilience mid season. Also saw a vid about different specs and burst, ret pala on top with 5 sec, enhancement at the bottom with 18 sec, ele shaman were around 7 sec (without ascendence)

  5. #75
    Rated Arena Member Kruschpakx4's Avatar
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    I dont think pvp gear will change much, there is pvp defense and pvp power, defense reduces the damage taken and power reduces the enemys resilience rating, thats actually very good because it knocks pve gear out of arenas (...except legendarys), afaik both pvp power and pvp defense is present on every pvp item and the numbers are somewhere equal so lets assume you have 30% base defense and 30% additional pvp defense from gear and then you got there also 30% pvp power on the gear that means a player in full pvp gear will have a 60% damage reduction from a pve geared player but only 30% defense against a pvp geared player

    IF thats the case and IF there are pvp power on use trinkets then multiboxers are going to have a great time in mop

    if you want to know more about this I would suggest you to read this thread http://hydramist.tv/arena/mists-of-p...-fix-it-maybe/

    Quote Originally Posted by Alemi View Post
    One kick/CS/pummel/shear/skull bash/spell lock (did I miss any?) and you have 2/3rds of your damage spells locked out (Flame Shock, Lava Burst, and Chain Lightning/Lava Beam) since they're all fire
    after all it isnt that bad, just think of everything else we get, there is a aoe stun totem and a new nature spell with 1/3 more base damage than lava burst got, so in 5s I'm going to tank the enemy team a bit (if possible as long as it takes to get 9 lightning orbs on each toon) then drop stormlash totem then capacitator totem, gorunding totem, flame shock someone in melee range and just while those capacitator totems go off cast lava burst+instant EB, with the current numbers I dont see anything surviving 4 lava burst crits and 4 elemental blasts noncrit with that extra damage from stormlash totem and if one shaman got lockout @fire and the target survives with ~15% hp you have your earth shock + fulmination, the damage of that combo is absolutely ridiculous and harder than any other oneshot combo elemental shamans had before and the best thing is you can repeat it every minute so the second time there wont be any defensive cooldowns left if the target survived before, except the team is very patient and kites you around the pillar -- oh wait frozen power + windwalk totems

    after all, I'm going for NS instead of EM and ascendence is only going to be used if enemys team is dispelling flame shock all the way, then I'm dropping capacitator totems together with instant hexes on their healers and switch to ascendence+aura mastery with 90% hase = good game

    the hardest part of all this is going to get rid of all the cc you're getting spammed with, so as always track cooldowns and play patient results in victory

    by the way lava beam is nothing but a chainlight jumping on 5 targets and mana cost reduced by ~75% of the initial cost, same damage and same damage reduction so a 15k hit causes 3600 damage to the last target, but still nice because it can trigger overload and rolling thunder
    Last edited by Kruschpakx4 : 04-17-2012 at 03:48 PM

  6. #76

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    Now all that is needed is rating decay and pvp will be as balanced as I think it will ever get.

  7. #77

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    Quote Originally Posted by Fat Tire View Post
    Now all that is needed is rating decay and pvp will be as balanced as I think it will ever get.
    Yeah that won't happen. This isn't LoL... lol.
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  8. #78
    Member valkry's Avatar
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    Quote Originally Posted by Kruschpakx4 View Post
    I dont think pvp gear will change much, there is pvp defense and pvp power, defense reduces the damage taken and power reduces the enemys resilience rating, thats actually very good because it knocks pve gear out of arenas (...except legendarys), afaik both pvp power and pvp defense is present on every pvp item and the numbers are somewhere equal so lets assume you have 30% base defense and 30% additional pvp defense from gear and then you got there also 30% pvp power on the gear that means a player in full pvp gear will have a 60% damage reduction from a pve geared player but only 30% defense against a pvp geared player

    IF thats the case and IF there are pvp power on use trinkets then multiboxers are going to have a great time in mop

    if you want to know more about this I would suggest you to read this thread http://hydramist.tv/arena/mists-of-p...-fix-it-maybe/



    after all it isnt that bad, just think of everything else we get, there is a aoe stun totem and a new nature spell with 1/3 more base damage than lava burst got, so in 5s I'm going to tank the enemy team a bit (if possible as long as it takes to get 9 lightning orbs on each toon) then drop stormlash totem then capacitator totem, gorunding totem, flame shock someone in melee range and just while those capacitator totems go off cast lava burst+instant EB, with the current numbers I dont see anything surviving 4 lava burst crits and 4 elemental blasts noncrit with that extra damage from stormlash totem and if one shaman got lockout @fire and the target survives with ~15% hp you have your earth shock + fulmination, the damage of that combo is absolutely ridiculous and harder than any other oneshot combo elemental shamans had before and the best thing is you can repeat it every minute so the second time there wont be any defensive cooldowns left if the target survived before, except the team is very patient and kites you around the pillar -- oh wait frozen power + windwalk totems

    after all, I'm going for NS instead of EM and ascendence is only going to be used if enemys team is dispelling flame shock all the way, then I'm dropping capacitator totems together with instant hexes on their healers and switch to ascendence+aura mastery with 90% hase = good game

    the hardest part of all this is going to get rid of all the cc you're getting spammed with, so as always track cooldowns and play patient results in victory

    by the way lava beam is nothing but a chainlight jumping on 5 targets and mana cost reduced by ~75% of the initial cost, same damage and same damage reduction so a 15k hit causes 3600 damage to the last target, but still nice because it can trigger overload and rolling thunder
    Shammies are definitely looking better in arena, with these good changes, and hopefully other classes don't get "wtf pwnage" as well, I might actually try arenas.
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  9. #79

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    Quote Originally Posted by Shodokan View Post
    Yeah that won't happen. This isn't LoL... lol.
    Actually, I could see a slow decay. Just by adding team rating decay at a slow pace, it would stop the people who get high rating in the first week and sit. It would also cure the selling of glad and the boosting that is plaguing the ladders.You could make it so the decay doesnt apply if just 1 game was played for the week or decay doesnt start applying until 2-3 weeks of inactivity or something along those lines. Hell I would be ok with 30-60 days of inactivity until decay starts, just something needs to be done. I think it will happen sooner or later.
    Last edited by Fat Tire : 04-18-2012 at 10:02 AM

  10. #80

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    So im just about to ding 87 on my elemental shaman. Anything you guys want me to test?

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