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GGs boiz =)

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That repick chain was awesome!!
 
On the second game, the horde could have done something more, i was talking with [MENTION=22847]PLEYA[/MENTION] about this.

And it was in their advantage, because they had a rogue, now i know this would mean, your team getting pushed back, but at the same time, you could have the EFC.

On the second game, i asked one of our hunters, to come with me when i tell him to, and it fairly worked. I was going to Ereo, and stood there, without charging.

This gave the hunter time to come and have a kill on efc. And at the same time, our FC didn't die. Because we were pushed back, and Horde was trying to push further more.

Seeing Dancing's stream, i saw the created confusion. The break off you guys did from your team/trying to push was a little bit late.

I think, that if the rogue would stay in base, it would create some opportunities to kill EFC asap. It would work the same way it worked with Ereo. That is because rogue could sap efc , up to 3 times, and give his hunter time to come and have a kill on efc.

Also, i'm not sure(i haven't tested yet, or it might have chanced since 6.0), you CANNOT wild charge a pet/totem anymore. =/

As for the first game, it was kind of unbalanced, i guess. So yeah, GG!
 
On the second game, the horde could have done something more, i was talking with [MENTION=22847]PLEYA[/MENTION] about this.

And it was in their advantage, because they had a rogue, now i know this would mean, your team getting pushed back, but at the same time, you could have the EFC.

On the second game, i asked one of our hunters, to come with me when i tell him to, and it fairly worked. I was going to Ereo, and stood there, without charging.

This gave the hunter time to come and have a kill on efc. And at the same time, our FC didn't die. Because we were pushed back, and Horde was trying to push further more.

Seeing Dancing's stream, i saw the created confusion. The break off you guys did from your team/trying to push was a little bit late.

I think, that if the rogue would stay in base, it would create some opportunities to kill EFC asap. It would work the same way it worked with Ereo. That is because rogue could sap efc , up to 3 times, and give his hunter time to come and have a kill on efc.

Also, i'm not sure(i haven't tested yet, or it might have chanced since 6.0), you CANNOT wild charge a pet/totem anymore. =/

As for the first game, it was kind of unbalanced, i guess. So yeah, GG!

The moral is: DANCING!!! Stop streaming cuz our opponents will know what we are going to do (tho we neither had any idea of what to do :p)

Jokes, no excuses. I have to admit that alliance played magnificent while were like a bunch of murlocs that screw up
/salute
 
Nice to see friendly replies between the two combatant teams without idiotic "omg you suck we rekt u".

Cheers!
 
On the second game, the horde could have done something more, i was talking with [MENTION=22847]PLEYA[/MENTION] about this.

And it was in their advantage, because they had a rogue, now i know this would mean, your team getting pushed back, but at the same time, you could have the EFC.

On the second game, i asked one of our hunters, to come with me when i tell him to, and it fairly worked. I was going to Ereo, and stood there, without charging.

This gave the hunter time to come and have a kill on efc. And at the same time, our FC didn't die. Because we were pushed back, and Horde was trying to push further more.

Seeing Dancing's stream, i saw the created confusion. The break off you guys did from your team/trying to push was a little bit late.

I think, that if the rogue would stay in base, it would create some opportunities to kill EFC asap. It would work the same way it worked with Ereo. That is because rogue could sap efc , up to 3 times, and give his hunter time to come and have a kill on efc.

Also, i'm not sure(i haven't tested yet, or it might have chanced since 6.0), you CANNOT wild charge a pet/totem anymore. =/

As for the first game, it was kind of unbalanced, i guess. So yeah, GG!

Albino was asking for a pet to be moved up above graveyard so he could wild charge it but none obliged.
 
Albino was asking for a pet to be moved up above graveyard so he could wild charge it but none obliged.

Yes, i saw the stream, its sad tho. People must know that aiding FC is the MAIN thing to be considered along with Defeating EFC (wich at the moment was dead).

But either way, i don't think you can wild charge a pet anymore.

EDIT : Tested today with [MENTION=18418]playdoe[/MENTION], and it didn't work.
 
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On the second game, the horde could have done something more, i was talking with [MENTION=22847]PLEYA[/MENTION] about this.

And it was in their advantage, because they had a rogue, now i know this would mean, your team getting pushed back, but at the same time, you could have the EFC.

On the second game, i asked one of our hunters, to come with me when i tell him to, and it fairly worked. I was going to Ereo, and stood there, without charging.

This gave the hunter time to come and have a kill on efc. And at the same time, our FC didn't die. Because we were pushed back, and Horde was trying to push further more.

Seeing Dancing's stream, i saw the created confusion. The break off you guys did from your team/trying to push was a little bit late.

I think, that if the rogue would stay in base, it would create some opportunities to kill EFC asap. It would work the same way it worked with Ereo. That is because rogue could sap efc , up to 3 times, and give his hunter time to come and have a kill on efc.

Also, i'm not sure(i haven't tested yet, or it might have chanced since 6.0), you CANNOT wild charge a pet/totem anymore. =/

As for the first game, it was kind of unbalanced, i guess. So yeah, GG!

Well as you can see Horde got way too cocky after the first mid clash in game 2 - took quite some time to get us back2earth :)
And I myself screwed like 3-4 shears @~1hr cause of latency so I take all the blame.

From healer perspective these games were straining.
2 Alliance-Discs keeping targets up in 2GCDs with 2 CC-classes backing them up all the time + lots and lots of Slows pressured our healers to the extreme.
You can see Dasha constantly running low cause of the huge input we got, I had to use way more GCD for Heal & Fakecasting and spamming Dispel on CD than Purge and Shear.
With that in mind I felt like being in disadvantage the whole game, with [MENTION=22847]PLEYA[/MENTION] on our asses always lurking for CS..^^

Still lots of fun and a good way to get a hang on everybody playstyle. And yes the repick-chain looked rly cool :)
 
funny watching stream, u guys complaining about discs being OP and bm monk :p

got new nick name for alphasky, The Italian Stalion :)

Double Disc, BM is pretty OP, anyways i fucked up moving my pet up the gy - so blame me that sucked hard and costet us the cap. On the other hand we failed to kill the efc with 14 stacks, he basically just crossed mid with no interference from our team.

GGs next time with less chaos maybe^^
 
Could we have some more comments/discussion about team-balancing in order to establish some more rules for future premades?


Two Priests are too much. They are topping the scoreboard and that's without counting the damage absorbed with shields.

Should range-DPS classes and Monks be limited to one per team? The teams were fairly balanced these games with nothing more but two Hunters being the same range-DPS class, but they both did really good damage while staying relatively safe and un-CC'able from so far away. The other ranged-DPS classes and Monks all have their own reasons to be limited to one per team and having more classes in the BG will make for more interesting games.
 
Could we have some more comments/discussion about team-balancing in order to establish some more rules for future premades?


Two Priests are too much. They are topping the scoreboard and that's without counting the damage absorbed with shields.

Not in general. 2 Priests were too much because alliance had also 2 CC-classes to give them room. 2 Discs are not the best option although the output is enormous. But since PW:S doesnt stack (and ontop cant dispel) they had to cast a lot. Our problem was that we just had 1 Warlock while Alliance had WL/Mage. So both Priests knew that most CC would go to RShaman cause he was able to dispel leaving them freecasting with close to 100% uptime.
Hordehealer on the other hand always knew that CC-rotation was imminent so we constantly had to dispel early. Like I said in other post we were pressured into defensive playstyle from the start.

If Replayh wouldve switched to Affliction this match wouldve been over way sooner imo ;)

So in conclusion:
- 3 Healers per side is ok and needed
- 2 CC-Classes per side yes but just 1 CC-Class allowed when 2 Healer are Discpriests
 

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