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PvPCraft: Season 8 (Week 10) Top Compositions

Posted on: Apr 20, 2010 | Author: Toogarg

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Is This Real Life

 

Today we will explore the grand and new Season 8 Compositions, for 3v3 of course. The topic on compositions in arenas has always been a controversial one. Some players believe that best compositions are based on skill and others believe that they are solely based on what classes are over-powered during the particular arena season. What do you believe best compositions are based upon? What is your ideal composition? With that stated lets get to the core of this post.

 

According to Arena Junkies, as of April 13th, 2010, the top (active) arena team for 3v3 has the following composition; Burnjob {Paladin} [Protection (Main)/Retribution], Lichard {Priest} [Discipline (Main)/Holy], Gynx {Shaman} [Restoration (Main)/Elemental]. <Is This Real Life> is an arena team originated from the Server Earthen Ring on the Battlegroup of Vindication. In my opinion this has to be one of the best AND unusual compositions I have seen lately.

 

If you really think about this composition it might come across as a bit odd though, Tankadin + Double Healer composition. How does that work you might ask? Quite easily actually, Burnjob (7/57/7) has more survivability through the tanking talents + resilience than any other class would through just regular resilience. Aswell with Burnjob gearing in his Tier 10 PvE retribution gear along with some Retribution PvP and a PvP Tanking shield he becomes what players on Malfurion consider a Mack Truck.

 

Really, as a tankadin, the mitigation talents take care of a decent amount of what resi would (except this is flat damage reduction, which includes crits). It does this without nerfing your other stats. This is what makes tanks much more dangerous these days, because with 12% overall/18% spell reductions, as well as the crit avoidance you’ll get from being at -5.6% (the chance an enemy will crit you will be reduced by this amount), you’ve really got a good chance of outlasting your opponent, as well as being able to put out some hefty burst when needed.

 

Example:

That 10K arcane barrage crit is suddenly reduced by 1.8K, and that’s before any resistance kicks in. At 35% or less HP, that 10K crit is reduced by a further 3000. That 10k Arcane Barrage now hit you for 5200. That’s almost half. Of course, you’re not far off dead, but neither do they if it’s been a fair match (i.e. you both started at full). At that point, it’s best to finish off with Avenger’s Shield if it’s not on CD and you have the mana, or a HotR+ShoR combo. If that’s not enough to finish it, add in a judgement and hope for the best. If they’re at 50HP, add in Hand of Reckoning and lol at them as they just died to a taunt =P. If you’re really desperate to survive and have a few 1000 hp left, Divine Protection (pala shield wall if you prefer) and roll with what i said above.

“Cited from Synthaxx from mmo-champion”

 

 

If you notice in the first citied paragraph a tankadin can reduce the amount of damage they take by about 10-15% more so than any other classes. Also, with Burnjob using mostly retribution gear he can bring roughly 80% of the burst a retadin can bring.  With Burnjob being a protection paladin he will absorb most of the damage allowing the healers to take turns healing as the other can damage if health permits.

 

 Gynx <0/15/56> can bring the steady healing with chain heal and lesser heal as well as throw an earth shield on the opponents burst target of choice.  During down time he can use healing wave to top off any team member.  As well as being a great healer he brings the use of Totems for the extra Spell Power as well as a Mana-Tide totem (Which would benefit all three members). Restoration shaman do not only bring great heals, but they can supply crowd-control (Hex) to lower the amount of burst damage the group takes.  If all the teams health permits then Gynx can supply a great deal of burst damage with a Flame Shock + Lava Burst Combo followed by a Chain Lightning and a quick Lightning Bolt.

 

Lichard <60/11/0> brings anything and everything available.  As a Discipline Priest he decreases the amount of damage taken through the use of Power Word’s aswell as PvP. Lichard has the ability to use a minion to regenerate 5% of his mana each hit the shadowfiend deals. Also, if the opposing teams kills the shadowfiend through damage the priest gains 5% of his health through a glyph.  As well as having virtually an infinite amount of mana Lichard can deal an AoE fear effect to add to the enormously amount of crowd control  this team possesses.  While throwing out heals when needed, which is less often because of the talent abilities in the Discipline tree, Lichard has the ability to spam Mana Burn on any opposing player that, well, uses mana.

 

 As you can see this composition is more viable than most would think. You rarely see this composition and if you play a Paladin, Priest, or Shaman I would insist that you attempt it.  This composition has Cons as all do, but this one has a greater deal of Pros than Cons. One of the most major Cons would probably be the simple fact that this group does not have the same amount of burst as some comps do.  If this group can survive the burst of other teams then there is a 90% chance that they will win. Please keep in mind though, if you are decent at what you do you can make almost any composition work.

 

 If you liked this post please rate and leave any comments that concern you related to this composition or leave a comment stating the composition you would like me to write about, perhaps next time I will dissect deeper into a requested composition. Thank You for reading this article.


Gemming for PVE rogues – patch 3.3.3

Posted on: Apr 17, 2010 | Author: Skorne

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Gemming for PVE rogues

 

There has been a lot of debate on how to gem your rogue to maximize your dps for endgame content. Players have many views on this issue and from reading forums and other blogs the majority base their claims on personal experience and trial and error. I think the most important thing to note before gemming or regemming your gear is to consult a spreadsheet, such as this one which is freely available on Elitist Jerks. elitistjerks.com

 

These dps spreadsheets are put together by theory crafters that are very likely to know much more about rogue mechanics than you, as they spend a heap of time analyzing player data to create them. So even if you think that you are the most experienced rogue out there, the chances of you being correct and the spreadsheet being wrong about theoretical dps is very low. I definitely recommend grabbing the one from the link above before spending hundreds of gold on gems and enchants and see if it can help you maximize your dps. It is very easy to use and pretty much only requires you to type your character name, realm and zone. It then imports your character information from the armoury and spits out a bunch of results for you to work with.

 

Another good reason why you should always use a spreadsheet first is because it takes into account things like Crit cap and ArPen cap which are not very obvious to the average player. Also implementing major build changes such as going from a rupture cycle to eviscerate only cycle isn’t obvious if you don’t use a spreadsheet.

 

Please remember that a spreadsheet will NOT make you a better player or tell you how to play. It will help you hit your theoretical highest sustained dps, and you will only hit this theoretical dps if you know how to play your character. So if you are having problems with things such as keeping your S&D up then it probably won’t help you too much and you first need to learn your character better and your character’s rotation.

 

Spreadsheets aside the general understanding about stacking a stat is mainly to do with the gear that you are currently wearing and also your build to some degree.

 

Firstly and foremost get to the yellow hit cap if you aren’t already there. You are in bad shape if you are missing special attacks. Now with the poison changes in 3.3 some believe that AP surpasses agility gems. The reasoning is that AP gems will push the poison damage by more than the Crit we would gain with AGI gems. A lot of rogues are gemming 40 AP gems for this reason. Furthermore with the high end ICC gear it has been determined that we are actually capping on Crit and coupled with the fact that the Crit from agility doesn’t increase poisons Crit rate (only pure Crit rating does), straight AP seems to be best when it’s a choice between AP and agility currently.

 

Now ArPen has been thrown in the mix (just to make things even more confusing). Gemming ArPen is very dependant on your gear and a lot of ICC geared rogues are gemming ArPen. One thing to note is that ArPen is really only a viable option if you can get close to the cap. So if you have over 500 passive ArPen (ICC gear is stacked with ArPen) and a trinket that procs ArPen like Mjolnir Runestone it may be worth regemming.

 

Being an ICC geared rogue myself I am currently gemming 40 ap for red and blue sockets, and 20 ap 10 haste for yellow.