10v10 WSG Wargames - 1/30/15

Aoj has a Druid n rogue he syncs both at same on horde side while alliance has 5 + 29s and his fire Mage on alliance while he knows where your FC is at and your entire teams comp. lol

Or grabs flag and drops it to throw horde games.


you may also recognize him when my Gdruid is Tbagging him in the middle of the field. All in good fun of course. :)
 
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I interpreted the no stealthy rule to mean no rule limiting the number of stealth capable classes and/or ppl stealthing.

Longer answer: The ppl running the 19 twink cup made these rules. They were trying to make rules that could be enforced and decided they needed to be done WITHOUT everyone having to dl/install add-ons. Add-ons are required to enforce a hard stealth rule. So I think they just decided not to limit stealthing.

I could be completely wrong, just my interpretation.
 
Aoj has a Druid n rogue he syncs both at same on horde side while alliance has 5 + 29s and his fire Mage on alliance while he knows where your FC is at and your entire teams comp. lol

Wow...sad to see that type of exploiting. They can't win with 5 29's so need to put fake players on Horde side?
 
Don't you know Horde are the new hipsters in this bracket and at end game now. Lol

i play a class that got nerfed by 50% I like seeing less gdruids now so I ain't complaining.
 
There will be no "rules" set for this signup. If this was a premade vs premade kind of event then yeah each team would have to abide by rules. But when making teams i do everything possible to create balance that would normally follow rules, but not as strictly sometimes. Like a team can have a gdruid , boomy and rdruid and it isnt that big of a problem. If one team has a rog i would like the other one to have one as well, ferals are a complete and udder last resort, 3 healers, 1 bm. Personally speaking i am not a fan of the stealthy rule in competitive play. If a team is not coordinated and controlled enough to see the enemy team missing 2-3 players ad react accordingly then it should be punished.
 
There will be no "rules" set for this signup. If this was a premade vs premade kind of event then yeah each team would have to abide by rules. But when making teams i do everything possible to create balance that would normally follow rules, but not as strictly sometimes. Like a team can have a gdruid , boomy and rdruid and it isnt that big of a problem. If one team has a rogue i would like the other one to have one as well, ferals are a complete and utter last resort, 3 healers, 1 bm. Personally speaking i am not a fan of the stealthy rule in competitive play. If a team is not coordinated and controlled enough to see the enemy team missing 2-3 players ad react accordingly then it should be punished.

It doesn't have to be a premade to apply a set of rules. It's about the quality of games we are attempting to get during time we are all agreeing to set aside. I think it was already clarified that the "No stealthy rules" meant that you don't put a cap on the limit of stealth classes (prohibitively difficult to enforce). I think the rules skeezin posted are fine.
*Maximum of 2 per class (including Druid)
*Maximum of 4 healers
*No stealthy rule
*No Brewmaster Monk allowed
*Only 1 Arms Warrior/Shadow Priest allowed
 
There will be BMs if ppl signup as them, 1 per each team max. one team will not have a bm while the other will. Either both have 1 or neither. BMs allow for too many strategies and playstyles. 1 arms and 1 shadow priest are obvious rules, but if we have 10 ppl and 2 of them are playing spriest so we can do a 10v10, then thats what will be done to get the games. If that person can switch to a better class for balance then that takes priority. As i just said, i take a lot into consideration which when making the teams, its not first come first serve. The rules are there, but they are no set in stone because doing that may prohibit games from happening.
 
Lol, what are the many unique strategies and playstyles that BM brings to the table? Being The Juggernaut with Guard; spammable AOE ranged physical slow; 3k ranged aoe KS of death?

Get bent.

Tapatalked from my PACMAN 4.4.4 Note II
 
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dizzying haze, provides for the best passive defense to an enemy team push and also the best passive offense for pushing. A good bm knows where to place his barrels and how long before renewing them before a push. All these things made BM monk essential for any team back in mop when their dmg was minimal. Clash made them even more deadly in a team setting and because they were not stacking agi or bonus armor for dps since it barely mattered they were more tanky they they are now with guard up. The dmg can be overwhleming, but it is very predictable and as long as ur team positions themselves correctly, wont be deadly. Of course the other team will be doing the same thing, so its whoever places the better keg smash, cc, and dizzying haze has the huge advantage. Games are fast paced now, stacks build up twice as quick and they start earlier as well, they stack up to 15 and wsg is a 15 min limit. Gotta get used to that
 
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Wrong on all counts. How is passive anything compelling gameplay? Guard is stronger than bubble. Overwhelming, damage.

Why bring BMs when there are over 20 other specs to be played?

Tapatalked from my PACMAN 4.4.4 Note II
 
This thread saddens me. I wish AlbinoCow had been around for our MoP wargames, maybe these would end up going someplace enjoyable for the people who do them.
 
I dont think u understand what i mean by passive, i mean that the opposing team will be slowed 99% of the time, no frost nova for 8 secs. Whether BM does dmg or not it still is an essential part of competitive play at this lv and brings some very important aspects that no other class can match. I'd be fine with BMs not even using kegsmash and still take it. Landing kills is important, but not if u cant push properly off it. U can land more kills or have more pressure and still lose games, and aspects like mass slows or other ccs bring about that fact.
 
Hunter warrior mage rogue druid and shadowmage of the top of my head also bring slows and/or roots, the difference is they can't spam the entire bg with them for 0 resources. A Bm monk makes all but the huntards slow obsolete.

AoE 3k attack
Bubble for MORE than their hp
Spamable ranged aoe slow

Your average monk will end a bg with around 100k healing 150k damage done

I figured out how completely stupid they were when I got mine to level 10 after watching a movie while one shoting mobs from 1-10 I went into a bg and went 35-0

BMs are BS and only those with the tiniest of pieces actually enjoy playing them. No one enjoys playing against them.

So why the hell would you bring them to a ten man pick up group?
 
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Maybe my ability to recognize skill has diminished, but watching BM monks play, I'm not sure there is much barrel placement strategy. Spammable instantcast 40 yard range 50% slow with a duration of half the wsg is literally retarded, and I'm reasonably sure a trained monkey could play it to great effect. You aren't adding anything to the game quality by adding a class that in your own words:

brings some very important aspects that no other class can match

They bring Guard, which as dont pointed out is stronger than bubble, and buffs incoming heals, by 30%, with 0 downtime unless you break it.

All these things made BM monk essential for any team back in mop when their dmg was minimal.

So what you appear to be saying is that they were basically required, and now they also deal a great amount of damage? Your whole post is a justification to just not playing with bm monks and everyone having a great time.

I disagree with Nastay, you aren't incorrect at all. You just can't see that everything you've been saying is an excellent justification to have the 2 players go from an indispensable class that is head and shoulders above anyone else you can bring (thus making the skill disparity between BMs a focal point of the game), to another class.
 

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