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Devizz added a topic in League of LegendsWill HotS succed - an in-depth look and a comparisonThe original post can be read over at: http://devizzlive.blogspot.com/
I would like to start off by saying that I have been playing League of Legends for over 4 years now. I started playing back in 2010 when season 1 was about to end (and managed to reach gold in one week just before rewards were distributed). Recently I haven't been playing the game as much but my peek division in ranked was Diamond 2 so you could say that I know a thing or two.
Before you say that comparing the two is pointless - no it's not. As of right now, League is the most played game in the world and it pretty much defined the moba genre thus comparing it to HotS is completely natural and pivotal in determining its success.
I managed to get my hands on the technical alpha of Heroes about a week ago or so and been playing pretty much non stop. While the game has its issues and still needs quite a bit of work, I feel like Blizzard is taking the right direction with it because most important of all, the game is VERY fun to play. With that being said, fun does not necessarily mean simplistic. I saw many people complain that HotS is a casual game, far easier than LoL or DotA 2, that takes no skill whatsoever. That is far from true, it is a typical 'easy to get into and hard to master' type of game (and such games are the most successful ones if done right). I will elaborate on the matter in detail shortly.
Will this game be an e-sport? I've heard that question asked so many times. Blizzard is open to the idea and will let the players decide. I personally believe that this game will most definitely be an e-sport and will become as huge as DotA 2 or perhaps with time, even as huge as LoL. Whether I am right or not remains to be seen. Look at Hearthstone though - Blizzard was unsure of how well it would do, they knew that it might hit off and become quite popular but the game has surpassed everybody's expectations. Why is that so?
One needs to define what a game needs in order to be considered an e-sport. Yes, the game has to be competitive and potentially quite complex at a higher level of play - but it also needs to be easy to get into. Lets face it, top tier diamond/master/challenger players that play the game from 6 to 16 hours per day make up only a small portion of playerbase in LoL. Same goes for Hearthstone Legends or any higher ranked/pro players in any game for that matter. These players are a mere 1% or even less than that. LoL's main revenue comes from casuals that play the game just to have fun because they are THE majority. That is why games that strive to become an e-sport need to cater to the masses. If a game is easy to play and hard to master, these casuals might enjoy watching pros compete which would not be the case if the game was highly complex and hard/frustrating to get into. Remember, there is a big difference between a game being purely casual/simplistic and acessible (with potential depth)
Now, lets get into the gameplay of HotS. As I have stated before, the game is extremely fun to play. It is also very innovative and in respect to LoL, very much different. I belive that this is a good thing, innovation is good and besides, lets face it - some people are getting tired of playing the same game with one 5v5 map for 4 years (me being one of them).The first thing that you will notice is that unlike in LoL, you start the game with 4 abilities (by default Q,W,E and D). This adds a lot of dynamic and opens up the possibility of team fighting at very early levels. Later on as you level up in-game, you can choose between 6 abilities every 3 levels. Upon reaching level 10, you can choose between two ultimate abilities (by default R) - given that the XP is shared between all players in the team, reaching level 10 first will give you an immense advantage and will most likely force a team fight. The game is centered around fightning for objectives all over the map, farming lanes is secondary (there is no such thing as last hitting thus pushing the waves of cs onto towers is not necessarily a good idea simply because your opponent can stand behind his tower/gate and soak the xp for free). On the other hand, freezing a lane is not always a best idea either because it allows your opponent to roam around the map or take mercenaries camp (jungle monsters of sort, the difference being that after defeating them they will fight for your team and push one of the lanes). Map awarness and predictive power are absolutely crucial, even more so than in LoL (knowing where your opponent is and being able to anticipate his moves is going to give you a HUGE advantage). I don't understand why some people bash this game claiming that it is too easy. In my personal opinion, at higher level of play, this game is going to require more coordination and teamplay than both LoL and DotA. In LoL, the amount of potential strategies is in reality very limited – when picking a team comp, you can either focus on mid game power spike or heavy late game/wombo combo team fighting. After the horrid laning phase (which FYI I was never a big fan of) ends, you can either contest for objectives such as blue/red buffs or dragon (and later on – baron). If your team is behind, you may try to split push and outrotate your opponent – that is pretty much it. The worst thing about League is that if you lose the said lanining phase and/or fall behind in mid game team fights, you can very often determine the victor. It is very hard to come back with gold defict of 5k+, even if you outplay the enemy team (depending on the stage of the game that is). What I love about HotS is that you can make a come back very easily if you outplay your opponent. Because of lack of items in the game, you can't get ahead so much and have to constantly stay focused on the objectives and keep on playing equally good throughout the entire match. This opens up the possibility of miraculous turn arounds that are going to be very entertaining to watch. Also, from what little I played, I can see countless more potential strategies to win. In other MOBAs you can carry your teammates to victory by farming on your own and winning your lane - in HotS, such a thing will be impossible. Without constant, proper coordination with your team, you are bound to lose. The next big difference are maps – unlike in LoL, there are FIVE different 5v5 maps (and more are continuously added and I assume that we are bound to see at least one more map before the game is released). The maps feel same in a way but each require a different approach and strategy. In League, I never understood the point of introducing game modes such as dominion or the howling abyss (or even twisted treeline). I suppose that it is fun to play these different game modes from time to time but if you compare the amount of games played on summoner's rift to the other two, the latter is insubstantial. Wouldn't it be better for Riot to focus on classic 5v5 game mode and introduce one or two different variations of summoners rift? I understand that balancing is an issue here but one that can be overcome if resources were not wasted on all the other game modes. I really dig the idea of 5 different game modes and love Blizzard's approach.
While I very much enjoyed playing LoL for all these years, the time has come to turn over a new leaf and try something fresh. I gave League a go yesterday and after spending some time in HotS, I must say that the latter is so much more fun to play that I doubt that I am going to play another LoL game any time soon. I saw every Season 4 World Championship match and I admit that watching LoL at highest level of play is still a very fun experience – that is why I can't contain my excitment when I think of all that is ahead of us with Heroes of the Storm.
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Devizz added a topic in Diablo 3: Reaper of Souls[GUIDE/ANALYSIS] Critical hit chance Vs Critical hit damageA rather simple guide or rather sort of analysis, maybe some people will find this helpful. Taken from: http://devizzlive.blogspot.com
Some people asked me, when does crit damage become more valuable than crit chance and vice versa. Well, both stats are affected by each other and their actual value might differ depending on your personal stats.
By default, every class has base critical hit chance of 5% and critical hit damage of 50%.
Now, assuming that you increase them both proportionally, their value will remain the same. So, to make them most effective, you stats should progress in the following way:
10% Chc and 100% Chd
20% Chc and 200% Chd
30% Chc and 300% Chd
40% Chc and 400% Chd
50% Chc and 500% Chd
and so on...
Now lets take a look at the following example:
Lets assume that your current crit chance is at 10% and Chd at 100%.
Increasing your Chd by 200% will give you the same net gain in DPS as increasing your Chc by 20%
On the other hand, if you will increase your Chd by 100% and your Chc by 10%, you DPS will increase by TWICE as much.
And thus we are arrive at a simple conclusion: By balancing your crit damage and crit chance, you will gain more DPS than by simply stacking one of the two stats.
The above conclusion might of course vary from class to class, depending on what buffs your class has. Remember to take them into account when deciding whether to go for Chd or Chc.
Also, when you are deciding whether to roll Chd or Chc on an item, be sure to know what max rolls you can get on the said item. For this purpose, I advise you to make yourself familiar with the following website: http://www.d3maxstats.com/ (it does the job quite nicely and is relatively easy to use, with clean and simple user interface).
For example, you might want to increase your EHP by getting more vitality. If you have 50% Chd or 6% Chc on your ring, you should probably not replace any of these stats with vitality. Instead, you're better of getting rid of your weapon with 30-35% Chd. If you are using a weapon with the following stats: a socket, 650-750 primary stat and 30-35% Chd, you probably have no vitality on it. If your other weapon with potential vitality has same weapon DMG, you will gain more DPS by equipping that weapon and replacing your 30-35% ChD with 650-750 vitality. This is just an example to show you how important it is to know highest possible rolls in Diablo on all types of items.
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Devizz added a topic in Diablo 3: Reaper of Souls[Crusader Hardcore Guide] The Divine Warrior-How to become an unstoppable force of destruction
2. SKILLS - RECOMMENDED
3. PASSIVES - RECOMMENDED
4. SKILLS -VIABLE (other abilities that you might want to pick up, depending on your personal preferences)
5. PASSIVES - VIABLE
6. BALANCING YOUR STATISTICS & GEARING (potential BiS items that are worth looking at)
7. PARAGON LEVEL DISTRIBUTION
8. SOLO PLAY AND CO-OP PLAY (differences between both, what follower to pick for use etc.)
9. USEFUL LINKS (as an example:
10. FAQ (Frequently Asked Questions)
1. How to become an unstoppable force of destruction on Torment difficulty - INTRODUCTION
I wrote countless guides throughout all the years of my gaming career and received immensely positive feedback. I came back to Diablo 3 very recently, used to play a barbarian on hardcore before the infamous inferno nerf. Some of you might know me for my barbarian guide which became the most popular diablo guide on the web with over 250,000 views.
Right now I am playing a crusader on hardcore, my aim being nothing less than world first clear of torment VI. I have no softcore experience whatsover thus this guide might not apply to some of you that do not play hardcore (with that being said, you might still find a lot of useful information here)
Now, onto the guide itself.
While on softcore you should aim for having as much damage as possible with a bare minimum of EHP value, that is not the case for hardcore.
2. SKILLS - RECOMMENDED
Punish /w Fury Rune
15% additional block chance on top of 15% crit chance makes this skill exceptionally good. Be sure to use your Shield Bash ability and not Punish upon Hardened Senses block proc in order to maximize your damage output.
Shield Bash /w Pound Rune
The weapon damage scaling on Pound is just too good to pass up, all the other runes pale in comparison to this one, plus the reduced range is not really a penalty for us cause we are playing a melee style build anyway.
Piro Marella makes this skill insanely good though even if you do not have the shield, it is still one of the best choices for this specific build. Be sure to have at least 28% block chance on your shield to make this skill as effective as possible.
Bombardment /w Impactful Bombardment Rune
The amount of damage you can do with this thing is utterly insane (both aoe and single target) probably one the best damage abilities in Crusader's arsenal, really helps out with clearing elite packs. Be sure to combo it with your Laws of Valor, IF you are using them.
Steed Charge /w Endurance Rune
Really good for getting out of shitty situations, also makes you immune to cc (remember though, this is by no means a CC breaker!). And of course 3 second long immortality being the most important aspect of this ability. If you don't feel like you need this, you could replace this with an offensive ability.
As for the rune choice, feel free to use whatever you prefer the most, there is no such thing as a 'best' choice when it comes to this ability. If you feel like you want to get some extra damage, you could go for one of the damage runes.
If you have a lot of HP, for example one million, the life regen rune might be a better choice.
Laws of Justice /w Immovable Object Rune
This is really, really good for survival, if your gear is not that great this ability is even better. As you acquire better gear, you might want to replace this for Laws of Valor with 100% crit damage boost (that affects your entire party!). As for the rune choices, Protect the Innocent might be better for party play but if you want to go for personal survival boost, Immovable Object basically provides you with 50% additional damage reduction.
Akarat's Champion /w Prophet Rune
This ability is something that you just have to take. And not only because of the insane damage bonus that it provides you with (and 20 second long immortality, assuming you pick up the recommended armor rune). If you happen to die on hardcore, this skill will actually bring you back to life (you will be restored to FULL HP!). Now, this is where it gets tricky. It will restore you back to life only if it is active so if you happen to die while Akarat's Champion is not active, you will not benefit from its additional effect. You should use this ability as often as possible but what if you encounter an elite pack that poses a huge threat to you (and Akarat's Champion is on cooldown?). You have to figure this out on your own.
Armor of Akkhan's set bonuses make this skill utterly insane.
3. PASSIVES - RECOMMENDED
Simply OP, depends what weapons you've managed to find but overall, you should use this. 2 handed weapons tend to have more DPS, strength and vitality and 15% movement speed reduction can easily be negated with paragon levels.
Hold Your Ground
Assuming you do not stack dexterity, your dodge chance should be somewhere around 0.X% (meaning less than 1%). Swapping that for 15% block chance is insane.
If your shield's block chance is high, this will grant you an extremely high amount of armor (with Hardened Senses active, I am block capped for example, and gain about 5 million toughness just from this single passive).
Usefulness of this passive is affected by your overall block chance - if the said block is somewhere around 40%, this is really worth picking up.
4. SKILLS -VIABLE (other abilities that you might want to pick up, depending on your personal preferences)
Laws of Valor /w Critical Rune
Despite what the actual rune effect states (that it boosts YOUR critical chance by 100%) it actually affects the entire party making this ability really good for farming with a group of other players. I suggest picking this up if you feel like you have too much toughness but not high enough damage output.
Heaven's Fury /w Ascendancy Rune
If you feel like you are missing some damage, you could go for Heaven's Fury ability that will speed up your farming process quite significantly. No actual wrath cost and relatively short cooldown makes this skill even better.
You could swap out either Bombardment or Steed Charge for this, the latter being really good for escaping shitty situations / dodging CC but other than that being of no particular use.
Fate of the Fell makes this ability A MUST choice (if you are using Fate of the Fell, you will probably want to get rid of your bombardment and replace it with triple Heaven's Fury which is quite OP).
5. PASSIVES - VIABLE
Renewal and Hold Your Ground are the two passives that you could potentially swap for something else. Renewal, if you feel like you don't need its healing and Hold Your Ground if you are actually getting more than 75% block while using punish.
Also, if you actually managed to drop a really good 1 handed weapon and decided to go for it instead of a 2 handed one, you should get rid of Heavenly Strength (though my opinion on the matter still stands - you should really go for a 2 hander as most crusader skills scale with weapon dmg rendering weapon attack speed close to useless).
This passive is quite nice if your gear has lots of sockets. I used to have 7 sockets which equals to 7 x 70 = 490 strength. That is indeed quite nice.
This is good for builds with high armor value but we are indeed ruining a heavy armor based build thus this passive is a viable choice. Assuming you drop to 30% hp and have somewhere around 30k armor, you will get 70/3 = 23.33...% more armor. 30,000/100 = 300 (1% of your armor). 300 x 23.33 = 6990 more armor. This ability also scales with skills such as Laws of Justice and Akarat's Champion which makes it even better.
The healing is nice but be sure to pick it up ONLY if your weapon dmg is HOLY.
The only downside of our build is slow wrath generation and huge wrath cost of shield bash. If you are struggling with generating wrath, this might be a viable choice that will boost your overall DPS (as for burst damage - not so much).
If you are using both Steed Charge and Bombardment, this is quite a nice passive that might be worth picking up.
6. BALANCING YOUR STATS & GEARING
Remember that your stats are affected by each other, your crit damage will not be as effective if your crit chance is low and vice versa. Same rules applies to defensive stats like HP, % Life and All Resistances.
I would like to talk a bit now about All Resistances stat in Reaper of Souls.
First of all, think about flawless square gems (imperial-like gems from before the expansion). They granted 34 all res AND 34 of a primary stat. As of now, while primary gem values jump to insane amounts like 220+, +All Res gems do not scale that well (you get almost triple times more strength than you do of all resistances). Just think about it, 1 str = 1 armor, so 220 str = 220 armor which is equal to like 22 all res. So in reality all res gems give you even less in comparison to primary stats ones. In my opinion, you should avoid getting all res gems even if you are lacking toughness and try to get more vitality/resistances on your actual gear (that way, you will end up having better DPS/EHP values).
Second of all, If you do not get +All res as a primary stat on an item, you can get one of all 6 resistances as a SECONDARY stat. Now, this is something to think about as well. In my opinion, one should avoid getting all res on an item and instead focus on other stats like crit chance/crit damage or w/e (assuming you have resistances as a secondary stat on your items). You NEED to have either +All res or +One type of res on an item, latter being better assuming it is arcane/fire > poison/lightning (the first 2 being the most deadly types of elemental damage).
So if you can't get one type of res on an item (which is often the case for LEGENDARY items, because you will often end up re-rolling a PRIMARY stat like life on hit/regen life to a better one thus not being able to roll a secondary stat) +All res jumps up in value to the One type of Res position.
On your head slot you should aim for: Strength > Vitality > Crit Chance > Socket > One type of Res > Life % > Armor > All Res (the reason behind armor being before all res is that you can have armor AND one type of res on the same item but you cannot have armor AND all resistances - same rule applies to all other pieces of gear).
Neck: Strength > Crit Chance > Crit Damage > One type of Res > Vitality > Holy skills deal X% more damage > % Attack Speed > Life % > All Res
Shoulders: Strength > Vitality > One type of Res > Life % > Increased Damage of abilities such as Heaven's Fury, Punish and Shield Bash > Armor > All Res
Chest: Strength > 3 sockets > Vitality > One type of Res > Life % > Increased Damage of abilities such as Heaven's Fury, Punish and Shield Bash > All Res
Gloves: Strength > Crit Chance > Vitality > Crit Damage > One type of Res > % Attack Speed > Armor > All Res
Belt: Strength > Vitality > One type of Res > Increased Damage of abilities such as Heaven's Fury, Punish and Shield Bash > Life % > Armor > All Res
Bracers: Strength > Crit Chance > Vitality > Holy skills deal X% more damage > One type of Res > Armor > All Res
Rings: Strength > Crit Chance > Crit Damage > One type of Res > Vitality > Life % > % Attack Speed > All Res
Legs: Strength > 2 sockets > Vitality > Increased Damage of abilities such as Heaven's Fury, Punish and Shield Bash > All Res > One type of Res
Boots: Strength > % Movement Speed (if you lack paragon levels) > Vitality > One type of Res > Increased Damage of abilities such as Heaven's Fury, Punish and Shield Bash > Armor> All Res
Weapon: Socket > Weapon DMG > Strength > Vitality > % AS > % DMG
Shield: % Block Chance > Strength > Crit Chance > Vitality > All Res > Life %
The stats listed above are the ones that you should aim for on rare items, as for the BiS legendary list, here are some items worth looking at:
Justice Lantern with its % block chance is really good for crusaders and makes achieving % block chance cap rather simple.
Helm of the Rule is a really good item for us, mainly because of the default block chance that is always rolled on it. If you can craft it, it might be worth getting a few and who knows - you might get lucky.
Eberli Charo's effect is insane (45-50% cooldown reduction of Heaven's Fury!) If you are using Fate of the Fell, this is an absolute BiS.
Piro Marella reduces the wrath cost of shield bash by 45-50%! INSANE!
Akarat's Awakening has a chance to reduce your cooldowns by 1% each time you successfully block an attack (20-25%chance upon each block as far as I can recall).
Baleful Remnant causes your killed enemies to spawn Phalanx Avatars for 10 seconds (you need to have your Akarat's Champion active though). In combination with our class set, this weapon is really strong.
Fate of the Fell summons two additional rays of Heaven's Fury which is AMAZING!
Armor of Akkhan is probably the most sought after set of items for a crusader. Its set bonuses are exceptionally good, especially for hardcore. Reduced cooldown of Akkarat's Champion by 50%?! I mean REALLY?
7. PARAGON LEVEL STAT DISTRIBUTION
Core: % Movement Speed till 115% MS (or trill 125% if you are not using a two handed weapon) > Strength
Offense: Critical Hit Damage > Critical Hit Chance
Defense: All Res > Armor % > Life %
Utility: Area Damage (Life on Hit for 1h weapons is also decent, it is the only paragon stat that scales with level) > Resource cost reduction (be sure to spend all 50 points into it, or none).
A YouTube version of the guide:
Guide is going to get updated soon so stay tuned!
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Devizz added a topic in Death KnightsDeath Knight Guide - Proving Yourself: Endless Damage (Wave 30+)Contents: 1. Introduction 2. Talent Build & Glyphs 3. Stat Priority 4. Best in Slot (Gems & Enchants included) 5. Reforging 6. Play Style
First and foremost, this is not a DPS guide meant for inexperienced death knight players who lack the most basic knowledge about their class. This guide assumes, that you possess some kind of theoretical knowledge about death knight class and that you simply struggle with completion of the proving grounds scenario. If that is not the case, then I advise you to make yourself familiar with Mendenbarr's guide over at Elitist Jerks and only after doing so, come back here. With that behind us, I would like to note that this guide can also help you with the preparation process for challenge modes (though only stat wise, as for the specific encounter tactics themselves, you will have to check another, more appropriate guides). 2. TALENT BUILD & GLYPHS
2.1 As for the specialization itself, you could either go Frost or Unholy (duh) but dual wield spec is not viable for proving grounds (I suppose that you could get a decent score with it but 2h is much better performance wise*). This guide will assume that you went for Frost specialization but BiS list will mostly not change if you decide to go for Unholy instead (you can also be rather successful while playing in an unholy spec, especially after the recent January hotfix - one of the best world scores on proving grounds belongs to Raegwyn, who achieved his remarkable result with the unholy spec). * - not necessarily for challenge modes where AoE is much more important than burst damage. 2.2 Moving onto specific talents, below you can see the most useful choices for proving grounds:
56 Plague Leech 57 Irrelevant 58 Death's Advance 60 Irrelevant 75 Blood Tap 90 Desecrated Ground
For the first tier of talents, Plague Leech is undeniably superior to Unholy Blight. Second tier is Irrelvant and neither of three talents helps us in any way. Third tier comes down to personal preference. I find Death's Advance to be the most useful talent here but some people might end up choosing Chilblains because of its slow that is really good for banana throwers or Asphyxiate because stuns can come in handy in proving grounds. Fourth tier is irrelevant., same as the second one For the fifth tier, you could either go for Runic Empowerment or for Blood Tap which is superior. The thing is, the latter must be managed while the Runic Empowerment procs on its own and thus requires no usage whatsoever. Why is blood tap superior? - you might ask. Well, first of all it allows you to use your Obliterate at the exact time that you should use it (can't stress how important that is because of the Killing Machine procs). Second of all, you can get 12 stacks of blood tap and save them for the next, more challenging wave that is more problematic for death knights. This helps A LOT. Now, for the last tier, Gorefiend's Grasp and Remorseless Winter could both prove useful in certain situations but Desecrated Ground renders them far less superior because of its immunity against Amber Weaver's Amber Globule. 2.3 As far as glyph choices are concerned, you'll want to pick up the following: http://ptr.wowhead.com/spell=146645 and http://ptr.wowhead.com/spell=146648. These two are undeniably best - soul reaper is an amazing skill that you should use A LOT in proving grounds, and 30% bonus movement speed is great. For the latter glyph, you won't be taking any damage in proving grounds thus this is basically an equivalent of a cooldown reduction; AMS prevents Amber Globule's stun so yeah, kind of an obvious choice. As for the third glyph, there are two possible variants. You could either go for Glyph of Icebound Fortitude or for Glyph of the Loud Horn, the latter being nothing more than a dps increase. Glyph of Icebound Fortitude allows you to break Amber Globule's effect more often (but if you are good at avoiding it, ignore it).
Minor glyphs have no use whatsoever, Glyph of Resilient Grip being the only exception*.
* - for challenge modes, you should pick Glyph of Resilient Grip along with Glyph of Path of Frost and Glyph of Tranquil Grip. The last two might have some uses in challenge modes.
3. Stat Priority
For most optimal results, you should check the stat priority yourself with the use of simcraft;
In order to sim your character, use the Import button and paste your armory link into simcraft's built-in browser. After doing so, go to Options > Scaling and make sure that all your stats of interest are chosen. Now go to Simulate, press the "Simulate!" button in the bottom right corner and simply await your results.
Simcraft allows you to scale your gear down to a challenge mode/proving grounds level (any item level you wear on your character will get scaled down to 463). You can do that by going to Options > Globals and enabling "Challenge Mode" option.
You'll want to balance your crit and haste, either might end up being superior to the other, depending on your gear. For challenge modes, haste and mastery are going to be the best stats, crit being last (even for 2h, actually dw might be better for CM rendering mastery superior to both haste and crit thus alternating the below BiS list a bit). 4. Best in Slot (Gems & Enchants included) Obviously any LFR item is as good as its heroic warforged/thunderforged counterpart. Slot Item Gemming Enchant Head Helm of the Night Watchman 1 x Reverberating Primal Diamond, 1 x Bold Primordial Ruby None Neck Amulet of the Primal Turtle 1 x Etched Imperial Amethyst None Shoulders Tusks of Mannoroth 3 x Bold Primordial Ruby Greater Tiger Fang Inscription Back Yellow Dawn Lightningcloak
Gong-Lu, Strength of Xuen 1 x Inscribed Vermilion Onyx
or for the legendary back:
1 x Bold Primordial Ruby Enchant Cloak - Superior Critical Strike Chest Carapace of the Core
Chestplate of Congealed Corrosion
3 x Bold Primordial Ruby
1 x Bold Primordial Ruby, 1 x Inscribed Vermilion Onyx,
1 x Etched Imperial Amethyst Enchant Chest - Glorious Stats Wrists Caustic Spike Bracers ...Random enchantment 5 (18.7% chance)
+712 Critical Strike 1 x Inscribed Vermilion Onyx Enchant Bracer - Exceptional Strength Hands Tar-Coated Gauntlets 1 x Bold Primordial Ruby, 1 x Inscribed Vermilion Onyx Enchant Gloves - Super Strength Waist Avenger's Trillium Waistplate 3 x Bold Primordial Ruby Living Steel Belt Buckle Legs Legplates of the Lightning Throne 1 x Bold Primordial Ruby, 2 x Inscribed Vermilion Onyx Angerhide Leg Armor Feet Haunted Steel Treads
Haunted Steel Warboots 2 x Bold Primordial Ruby Enchant Boots - Pandaren's Step Ring Seal of the Forgotten Kings 1 x Bold Primordial Ruby None Ring Band of the Scaled Tyrant
Asgorathian Blood Seal 1 x Bold Primordial Ruby None Trinket Relic of Xuen None None Trinket Skullrender Medallion/
Helmbreaker Medallion None None Main Hand Hellscream's Decapitator 2 x Bold Primordial Ruby Rune of the Fallen Crusader Some of the items might prove hard to get hence the following list, with other viable items: Shoulders (these might be especially hard to obtain given that shoulders from the above BiS list are an extremely rare, 0.01% drop from normal/heroic-only Garrosh): Rossi's Rosin-Soaked Shoulderplates, Spaulders of the Fallen Warchief, Darkfallen Shoulderplates, Pauldrons of Cyclopean Dread (dobule red socket makes this set piece really desirable for proving groudns). Back: Hydra-Scale Bloodcloak Chest: Breastplate of Cyclopean Dread Hands: Rein-Binder's Fists, Pathogenic Gauntlets Legs: Legplates of Unthinking Strife Feet: Sabatons of the Superior Being Trinket: Brutal Talisman of the Shado-Pan Assault, Primordius' Talisman of Rage, Spark of Zandalar, Lei Shen's Final Orders Proc trinkets with shorter cooldown are better than ones with better proc but longer cooldown. Keep in mind that Relic of Xuen has no parallel, every other trinket pales in comparison to it. As for the second trinket slot, what makes the dominance offensive reputation so good is its on use effect - it is better to be in control of your procs rather then to rely on them. Weapon (if for some reason you were unlucky with your garrosh heirloom drops, here are some alternatives though heirloom 2h is a beast because of its insane socket bonus of +120 strength): Uroe, Harbinger of Terror comes 2nd only to the heirloom weapon and you should totally go for it if you possess Eye of the Black Prince. Yes, it does indeed work for both challenge modes and proving grounds. More weapon alternatives: Greatsword of Frozen Hells, Greatsword of Pride's Fall Most of the time, you'll want to enchant your items the following way: Red socket: Bold Primordial Ruby Yellow socket: Inscribed Vermilion Onyx or Fierce Vermilion Onyx (depends what is your current crit rating and haste, you will have to find out with the use of simcraft, what is the best stat for your gear, crit or haste). Blue socket: Etched Imperial Amethyst Sometimes it might be worth it to simply go for the red gems and ignore the socket bonus (depends what the socket bonus is and how many sockets the item has). 5. REFORGING For most optimal results use an addon such as reforgelite - you are not a machine and min maxing reforging can get rather complex and overwhelming. Reforging can sometimes bug out so be sure to check your respective hit and expertise ratings upon entering proving grounds.
6. PLAY STYLE
- In proving grounds, none of the mobs deal damage so all your survival abilities are utterly useless (AMS and Icebound Fortitude can still come in very handy because of their additional effects).
- Remember that in proving grounds all mobs can parry and dodge your attacks, positioning is essential.
- All buffs are provided for, but you should still bring your own food and flasks as they both work in proving grounds (1300 strength is A LOT).
- You need to utilize Amber Globules spawned by the Amber-Weavers. Upon hitting the target, Amber Globule instantly stuns it and increases its damage taken by 50%! Be sure to make best possible use of this insane damage increase.
- Multi-dotting is extremely powerful (especially during the varmint wave). HOWLING BLA...RGH!
- Utilize your Death Grip ability against targets such as Banshees or Illusionary Banana-Tossers.
- You should place your Death and Decay about 5 second before the actual wave starts for a small damage increase (and free runic power for that matter). Same goes for Horn of Winter though you should use it the very same second that mobs spawn because it requires no runes whatsoever.
- Remember to use your AMS if Amber Globule is about to hit you. If you get hit by it, use your Icebound Fortitude to get out of it ASAP (Amber Globule is a stun, so yeah, IF also renders you immune to it, same as AMS).
- Don't be afraid to use your pillar of frost at the very start of the wave - each wave last about a minute which is the equivalent of PoF's cooldown.
- Be sure to refresh your flask and food if it is about to expire (best time for doing this is shorly after killing sha, during the 10th, 20th, 30th+ wave).
You should have no problem whatsoever with waves 1, 3, 6 (hence 11, 13, 16 and so on).
Waves that might be more challenging: 2, 4, 7, 9.
The most difficult waves: 5, 8, 10.
Wave 1, 11, 21, 31 and so on: Extremely easy, just kite the amber globules and you should be fine. Use death and decay along with howling blast on the small adds in the middle, switch to 3 Amber-Weavers and after killing them finish off the remaining adds. Feel free to use your howling blast on the adds when running to next Amber-Weaver.
Wave 2: Use your Pillar of Frost ability at the very start, as for the kill order: Mystic > Guardians > Amber Weaver (remember about the banshee spawn at 00:30).
Wave 3: Easiest of all the waves, use dnd and focus one of the two banana tossers, using howling blast so that it hits as many mobs as possible. Kill the tosser and grip the other one. Use HB again so that it hits all the mobs, kill him and then finish off any remaining mobs.
Wave 4: Use your Pillar of Frost, ghoul might come in handy if you want to save the berserk buff. Kite the amber globules into guardians, Amber Weaver should be your last target (remember about the banshee spawn at 00:30).
Wave 5: You might want to use your berserk here but it is better to save it and use the empower rune weapon ability instead (if you want to use the berserk buff, do not use it immediately but when the wave timer hits 00:30 so you get most of it). Kill the banana tosser first, if you are not quick enough, use your Strangulate ability on the mystic to interrupt his heal. After both the mystic and the banana tosser are down, switch to sha. Use your cooldowns after sha's damage reduction bubble expires.
Wave 6: Another AoE wave, easy-peasy. Use your howling blast along with dnd on the small adds and switch to one of the mystics. Interrupt his heal and don't even bother about second one, he will try to heal one of the small adds which is totally irrelevant. After killing the first mystic, use your howling blast on the adds while running to the second one, kill the second mystic and then finish off any remaining adds. Don't even think of using berserk buff during this wave, it would be such a MASSIVE waste.
Wave 7: Go for one of the guardians first, kill him quickly, go for another one and after getting close to him use your death grip on the banana tosser so that it gets hit by the Amber Globule. Alternatively you can focus down the banana tosser first and then go for the guardians, the choice is yours. Obviously, two Amber Weavers are your least priority targets.
Wave 8: One of the more challenging waves because of the 3 banshee spawns (00:25, 00:30 and 00:45), have some runes/blood tap stacks ready for 'em. When the wave starts, go for the mystic in the middle.
Wave 9: Kill the banana tosser first, then go for the slayers. If guardian is struck by the globule, switch to him. Amber Weaver should be your last target.
Wave 10: Start dpsing the illusionary sha, use your army of the dead when the wave timer hits 00:40. When the wave timer hits 00:30, get the berserk buff from wave 4 or 6. Have 12 stacks of blood tap and all runes ready for the moment when the damage reduction shield goes down. http://www.wowhead.com/spell=47568 is really helpful during these last few seconds.
6.3 Useful macros;
Here are some very basic macros that you might find useful (just replace them with your appropriate abilities):
If you have any questions concerning this guide, feel free to ask them in the comments below.
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