"With the new 2.3.2 patch, many Rogues are left wondering which spec will be the replacement of AR/Prep. The spot light is on one of the abilities that has been deemed ‘worthless’ for almost 1 year, Shadowstep. This ability has been receiving the most attention and buffs in the last couple patches. Going from only usable in Stealth and giving no bonus aside from the teleport effect, to the current usable outside of Stealth, grants 20% damage to next special attack as well as giving a 3 seconds mini sprint per use. We all know the sacrifice you have to make in order to pick up Shadowstep… You basically limit yourself to 20 points for the Assassination tree and/or Combat tree. This leaves out very nice talents like Cold Blood, Mace Weapon Specialization, Improved Kick, etc… The question remaining, is the latest buffs to Shadowstep and to some extend, Cheat Death & Sinister Calling, enough to make up for the lost of talents in 21+ Combat or Assassination. Through testing and feedbacks from me and Neilyo, we have reached some interesting results. While AR/Prep allowed for very strong rush down styles to be available by providing 30 seconds of abnormal DPS and mobility, Shadowstep build calls for a much different playing style. With the ability to ‘zoom’ distance, you can now interrupt spells from up to 25 yards away on demand. This in particular combats Frost Mage extremely well. You will be able to kick all the Shatter combos and sheep attempts, as well as giving them no breather from Blinking. The usage of Shadowstep, however, isn’t limited to these. We should all thank the Blind change which made it a physical attack. Now just about every class is forced to use their Trinket for Blind in fear of the dreaded Blind > Sap combination that’ll put them out of the game for 20 seconds.
This opens up for amazing target switching strategy. Scenerio 1 – Running Rogue/Mage/Priest, you’re on the primary target with your Mage, while it’s harder to drop your target as Shadowstep comparing to AR/Prep, it isn’t hard to force their healer to trinket your Blind. Soon as the healer trinkets, have either your Mage or Priest CC the 3rd person and provide breather for the Mage to free cast briefly. Soon as everything is under control, you can Vanish > ShS to the healer that already blew trinket and proceed with CS > KS > Counterspell for 14 seconds of lockout.
wow gold It’s pretty much a sure kill as long as your Mage can land a Shatter combo during this time. Scenerio 2 – Same tactics as above, except instead of going for the healer, you interrupted the healer while your Mage unloads on the primary focus. Premed+CS > Gouge > KS > Gouge > Counterspell is already a 20+ seconds lockout with the possibility of another Garrote or CS towards the end. Meanwhile, your Mage and Priest can DPS the main target assuming LoS is available. " "Warrior/Holy Paladin vs.
wow gold Warrior/Restoration Druid A match-up perceived by the public to be an easy counter, this is certainly not the reality against well played teams… In effect, the Paladin team is supremely limited by time. You are given only a few chances to win, because a Paladin’s offensive abilities are on long cooldowns and killing a skillful Druid is a product of coordinated teamwork. The ability to manage your mana (a ticking clock in this situation more than others) is absolutely paramount.
wow This means getting drink ticks when the situation presents itself, such as when the enemy Warrior intercepts your Warrior to Hamstring and the Druid is not in danger. When a kill clearly isn’t in the cards, don’t waste mana on Holy Shock or Righteousness. This matchup is based upon your ability to kill a Druid, so it’s very important that you manage your cooldowns well.
A misfired Hammer of Justice or a poorly used Death Wish can set your team back minutes.
wow gold You must ensure that you never waste multiple cooldowns to counter a single druid skill. Communicate interrupts. Do not make amateur mistakes such as missing a Pummel, because you will be forced to use an alternative method of interruption like Hammer of Justice or Arcane Torrent (if you are Horde) to stop a Cyclone.
mp3 player One too many Cyclones can easily spell defeat. Do not approach this fight with the aim to outlast; you will not run any skilled Druid out of mana. The method of engagement is very important and will dictate how the match proceeds. The best case scenario is both members dismount and start out sitting on top of the Druid without having to use Intercept.
wow gold If you’re Human, then activating Perception before the gates open and charging is a strong idea. Unfortunately.
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