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 Post subject: Improving my game.
PostPosted: Fri May 21, 2010 10:27 am 

Joined: Mon Jan 04, 2010 9:12 am
Posts: 12
Currently what seems to be holding us back as a team is my playstyle - I'm more concerned with 1v1 or doing everything by myself.

G pointed out to me yesterday that I "Don't fear enough" - that having a warrior on him for more than 20 seconds was too much for him to heal though - I believe him, though it's difficult to fear a warrior with beserker rage - or if they're being healed / dispelled by others.

Either way - it plays into awareness more than just pressing 1 on my keyboard (Yes, 1 is fear). How long the fear lasts - whether or not I have to fear twice or three times. - lots of factors.

It's something I have to work on - and I guess until I have that down to an art - moving upwards in rank isn't going to be very easy.

I can't point out anyone else's faults until I know my game is clean - my doing more damage than CC forces the others to change their playstyle to accomodate - which in the long run isn't the proper way to 'play' - once I know I'm doing everything right - the errors everyone else makes will be more evident.

I'd appreciate any input anyone might have - maybe tell me more of what I'm missing or linke me some examples of things.


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 Post subject: Re: Improving my game.
PostPosted: Fri May 21, 2010 10:57 pm 
Site Admin

Joined: Mon Nov 02, 2009 9:47 pm
Posts: 31
I went through different stages in the cc game. Nothing teaches you more about cc than to be a healer, mainly because you tend to tunnel vision less and need to be aware of the dynamics of the game anyway, in order to predict heals. The ideal situation for a healer is when he's fully focused on debilitating the opposing team, rather than healing his own. The idea is to cause them to fall behind in doing their jobs while still doing your own.

Philosophy
The longer the game, the more likely we are to win. We do more damage and our healer doesn't oom. In order to win long games, keep up continual pressure, and force cds and trinkets. Play like Karpov - constrict them to death and leave no openings.

Priorities
1. Survive. I am useless dead.
2. Keep team mates alive and out of cc. They are useless when useless.
3. Denial of enemy aim. Hinder ccers from ccing, dps from dpsing and healers from healing - in that order.
4. Throughput. Maximum damage per time spent on it.
5. Positional pressure. Use fears to relocate people to where they can be switched to.

WLD Basic (Warlock)
1. Pick one target that doesn't get to play (usually a dps)
2. Fear it.
3. DPS.
4. If Fear has expired and is not on 3xDR, go to 2
5. DPS
6. If cyclone has expired and cyclone is not on 3XDR go to 5.
7. If Fear is not on 3xDR, go to 2
8. DPS, go to 7.

WLD Intermediate (Warlock)
1. Fear one of the dps.
2. Dots on the other (which should be getting drilled by warrior)
3. Dots on original dps unless healer is in clear, in which case dot the healer.
4. Fear the non-dotted target if it is not cycloned.
5. Dot the non-feared target or dps dps.
6. Dot up the next target to switch to.
7. Go to 4

WLD Advanced (Warlock)

1. Fear the non-targetted dps.
2. Am I in trouble? Yell for help
3. Is somebody under too much pressure? Peel
4. Is somebody getting cced? Devour, fear the ccer near end of cc duration.
5. Is spell lock off cooldown and a cc/big burst getting cast? Spell-lock
6. Am I out of LOS/range of my team mates? Reposition
7. Are we going for a kill? Lock up healer and peels.
8. Is somebody in a bad position? Call for a switch and dps dps
9. Is nobody currently feared? Fear somebody, preferably a dps.
10. Are dots down? Lay out dots.
11. DPS
12. Go to 2

WLD ( Warrior )
1. Charge, dps one of the dps.
2. Always look out for next target.
3. Peels using hamstring, disarm, intervene or pure damage.
4. Interrupts on healer/caster.
5. Keep MS up on low targets.
6. Switch off when enemy uses cds or when hots stack up.

WLD (Druid)
1. Watch for their switches. Interrupt it with roots and pre-hots.
2. Cyclone offensively, especially on focused targets when our dps gets cced.
3. Cyclone dps target when paladin healer bubbles. (So warrior can shatter, and warlock can fear)
4. Bear bashing is often silly, but is sometimes clutch.
5. Innervate early, at 1/3 mana.
6. Jockey for the superior position
7. Knock down totems
8. DPS only on pressure moments.


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 Post subject: Re: Improving my game.
PostPosted: Wed Jul 07, 2010 7:16 am 
Site Admin

Joined: Mon Nov 02, 2009 9:47 pm
Posts: 31
After a few weeks of this, perhaps a more simplified approach is appropriate:

Druid: I want this game to last forever. My mana is limitless!

Warlock: I am an escape artist! And when I get away, there will be DOTs everywhere!

Warrior: I bounce around smashing things to see what gives first!


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