I was so excited when I realized I could access WoD Beta. I explored through the new areas and it really feels like each one of them has their own kind of special atmosphere.
I found many new places on Draenor that look so appealing I could just look at them and take dozens of screenshots. Beautiful graphics, new character models (especially tauren females are sooo cute!) and all seem generally very well done. Anyhow, my expectations of Ashran were very high but it turned out be sort of a disappointment.
I used to think of Ashran as this huge PvP area where you would always have a chance to meet an enemy player, or even two at a time. An area full of exciting fights, ganking and fun. But I didn't realize it was just a big battleground in which people fight in groups and use AoE like professional dungeon farmers.
Worst of all is that there are guards and elite mobs to ruin all the fun. Of course there are also quests, vendors and other unrelated things. I could live with them but not with the guards and mobs. It seems ridiculous to have them there.
I'm not completely against guards though. It's fine for me if there are a few guards in each faction's base. It's good to have even one safe place. As long as the bases are small and the guards are not all around the zone.
More negative words about WoD? The class balance seems very bad at the moment but will most likely get fixed (hopefully) when the expansion is out. Classes also seem more simple and easier to play. I didn't like it that much because the way you play a class (so-called rotation) seems so simple now plus having more abilities just gave all classes more flexibility. It also forced players to think more about, for example, how to play against mages and how against rogues.
Since half of this post already consists of whining, (there must be something positive in the end of a good post I've heard) I must mention a few awesome things in WoD because it doesn't seem to be completely bullshit at all. Skirmish arena is back, the new models are totally amazing, not to mention the new login screen!
25/08/2014
22/08/2014
G: Defending as a Rogue
2. Rogue - Subtlety
As a Rogue, you have many weak points such as your survival and lack of ranged abilities, not even to mention lack of an immunity-bubble-like ability.
Although
you have many strengths as well, these are Stealth, Evasion, Vanish, Smoke Bomb
and CC such as Kidney Shot and Blind.
If you find
yourself defending on your Rogue then make sure to position yourself wisely in
stealth since the chances that another Rogue from the enemy team will come
looking for you is big, - and if you get found you suddenly aren’t feeling the
vibe anymore.
If all hell
breaks loose and you’re standing there alone against 2-10 enemies and you’re
losing your base then don’t go tanking them like a Death Knight or Guardian
Druid, use your Rogue skills to prevent them from capping instead. At this
point you should have both Vanishes left and Cloak as well as trinket. You
should be able to hold off a group of five enemies for at least 30 seconds with
that. First up you should pop your evasion and spam Fan of Knives to prevent
them from capping, but if you find taking yourself too much damage even with
Evasion on then you may want to Vanish and wait a few seconds before returning.
However, no more than six seconds after last Fan of Knives! From there you
should keep vanishing and running around them like a real Rogue. Good luck!
13/08/2014
G: Defending as a Druid
1. Druid - Feral
When defending as a Druid your main strength is your Prowl. Consider Prowl a secondary trinket. You should make sure you're specced into Treants as a Guardian Druid and that you have Symbiosis on a Paladin as Feral for Divine Shield. If there's no Paladin in your team it's recommended to go Guardian instead.
After capping your base you should go into Prowl and position yourself 30 yards away from flag. The exact distance doesn't matter but make sure you stand on as a random place as possible to decrease the chance of a Rogue finding you. You should keep this distance from the flag because if the Rogue does find you, he will spend those 7 seconds of his Sap on running to the flag. In case you do get sapped this far away from the flag you should NOT use your trinket. It's truly a heart-in-your-throat moment but keep your blood cold and take it easy, the math does add up in your favor. What you do is that you simply run in range of Moonfire after the Sap and pop a Treant on him. Make sure to Faerie Fire him as-well so he cannot restealth. As long as you have a cute Treant on the Rogue he cannot cap, even if he blinded you.
Many Guardians and other stealthers panic when a Rogue uses Smoke Bomb. They think the rogue will cap before the Smoke Bomb is gone and they decide to run right into it in order to stop the Rogue. Don't EVER do that. Have patience and take it easy, - a Rogue's smoke bomb last for 6 seconds and capping the flag takes a solid 7 seconds which means you can simply stand 20 yards away and spam your beloved Moonfire.
11/08/2014
G: Defending in RBGs
Defending in RBGs? Easy job right? So you would think! There are a lot of things to keep in mind and look out for as a defender of a base. In fact there are many tricks that can be of assistance in various battlegrounds, where mostly they are things that seem so simple, almost too simple to matter, but will give you a big advantage when adapted into your play style.
First up you have to consider which class you put to defend a base. There are some classes which just don't do well as defenders, these are: Shamans, Monks, Priests, Warriors
Now keep in mind that these classes can of course defend if played correctly, but you should avoid having them defend, simply because they lack long range CC and abilities to remove loss of control of your character.
Here's a scoreboard for the best base defenders: (Patch 5.4)
In the next posts we'll take a look at the recommended talent specializations and what to remember when playing them as a defender. Have a nice day!
These posts have been written by my boyfriend and I.
First up you have to consider which class you put to defend a base. There are some classes which just don't do well as defenders, these are: Shamans, Monks, Priests, Warriors
Now keep in mind that these classes can of course defend if played correctly, but you should avoid having them defend, simply because they lack long range CC and abilities to remove loss of control of your character.
Here's a scoreboard for the best base defenders: (Patch 5.4)
- Feral and/or Guardian Druid (Good survivability, Divine Shield as a Feral Druid and Force of Nature as a talent.)
- Rogue (Hides in the shadows and has 2x Vanish)
- Hunter (Has a pet and 2x Deterrence)
- Warlock (Has a pet and Dark Bargain as well as a extra PvP trinket)
- Death Knight (Has a pet and good survival)
- Mage (Has a pet and Ice block)
- Paladin (Has bubble(s))
- Priest (Can spawn a pet)
- Shaman (Can spawn a pet as well)
- Balance Druid (Good for escaping and has Force of Nature as a talent)
- Monk (Can spawn a pet and has Touch of Karma)
- Warrior (Sap and Fear immunity as well as good survival)
In the next posts we'll take a look at the recommended talent specializations and what to remember when playing them as a defender. Have a nice day!
These posts have been written by my boyfriend and I.
10/08/2014
Back in the game, are we?
Oops. That was such a long break from blogging. However, we are now back in business and ready to start writing stuff and posting pretty pictures again!
Currently WoW seems very boring to me as it probably seems to many others, too. Everyone is just waiting for WoD (enjoying summer) and as there's no new content coming people will eventually get tired of doing the same things over and over. This phase sucks.
Currently WoW seems very boring to me as it probably seems to many others, too. Everyone is just waiting for WoD (enjoying summer) and as there's no new content coming people will eventually get tired of doing the same things over and over. This phase sucks.
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