Iild
big pwner never small pwn
tips for mages
Tip #1-500 - ignore every tip unless it's written by lild
501 - don't waste time and money on consumables
502 - don't waste time watching your casts use this time to look around you or on your map to see what to do next
503 - look at enemy and allies to see if it's worth fighting mid at start
504 - spend 99% of the game clicking enemy rogue frames on BGE
505 - if a paladin is running at you, their first spell is ALWAYS hoj, put them on focus to see if they're targeting you, hold blink/gcd and face 180 when they're in range.
506 - learn exactly how much damage ur missiles will do, when ur ele force and satyr will proc until their ppm becomes second nature and u know exactly how many missiles you need to kill someone so u don't waste another channel and u can start pumping a new target.
507 - build arcane charges on levellers, missiles will kill faster but it's a waste to not build charges on an easy kill so you have a huge barrage for a real fight and/or a real fc who will range your missiles.
508 - don't poly in team fights, some idiot will just break it instantly
509 - learn when and where to blink, blinking into team fights isn't worth it if you're just gonna get switched to and have nothing to blink out of range for.
510 - if you're about to kill efc and have nobody in range to return flag but they have people to repick closer, you could blink return it however if stacks are high it's more worth to allow them to keep repicking and wipe them up.
511 - it's possible and very easy with practice to jump off obstacles, turn 180 press blink then instantly press w and make it back onto the obstacle, easy to get melee to jump off roof for no reason.
tips for rougey pwners
512 - your only job in wsg is to kill efcs, no exceptions.
513 - download AutoHotKey and find a script online that replicates a key-press and release every 0.1secs of holding said key down so you don't break your keyboard spamming sap, and you'll never lose the sap to an enemy rogue.
514 - learn when to pool/save energy, no point dumping all your energy on the efc if he's just going to dash and you can't pistol shot him instantly
515 - always be in a position where the efc is going, not where he currently is, he's faster than you so you need to be where he's running to get maximum uptime even if it's +0.3 secs uptime
516 - you need to instantly recognise which way efc will be crossing, park yourself outside your tunnel and know if he's going tunnel, ramp or gy before he's even left your flag room, this is achieved by looking at your teams positioning and his teams positioning, if everyone is on the other side of map this means that 99% of the time he'll sit on top of tunnel until he sees a chance to dash to his team or will jump off fence of ramp and do a yolo dash, knowing the skill level of the efc is key to this.
517 - recognise when the efc can get combat off your team or his own team and you won't be able to sap, position yourself accordingly.
518 - you're about to open on efc in travel form and he has a priest riding him, put priest on focus and focus sap him, and open efc, correct me if im wrong but I'm 99.99% sure the priest can't trinket until he dismounts which he has to manually do himself unless the Druid cancels form in stun.
519 - many spells don't give combat or delayed combat start, examples are most if not all cc spells, polymorph fear etc, which means you can sap them if that's all they've casted, another example of delayed combat is channeled spells like penance and arcane missiles which is possible to sap before the first tick deals damage, penance being the slower one making it easier.
520 - restealthing is your friend, if the efc isn't keeping you in combat and your attacks are the only thing doing it, it's viable to just stop hitting him and get a restealth into a fresh 0 DR sap if you know you'll have the range for it by the time, chances are he won't have trinket for your CS this time, will only work vs idiots though but they're in abundance.
521 - efc is doing some dumbass jumps? if you're out of stealth pistol shot him before every jump and he'll fail every time, if you're in stealth sap him when he's in air and he'll fall, if he's in combat do the same but with CS.
tips for resto druid pwners
522 - decide whether mid needs you at the start or not, you don't need to pick flag asap, reasons to go mid at start are dependent on team comps, if your team looks weak but not considerably weaker than opposing team, win mid with them, if it's clearly one sided just go pick, or win mid with team of you know opposing rogues are sitting D.
523 - it's not always best to just be running to their base, grabbing flag and running back to yours, if they have a boomy and a rogue it's better to stay with flag in mid with your team 99.9% of the time, wipe their mid and when boomy rogue gets greedy and dies trying to kill you, take bodies and go back to base, if your team dies to their fc go sit at your gy waiting respawns and repeat.
524 - if a leveller picks flag and there's no time to argue for 3 mins about whether he should drop flag, sit on top of him in travel form until he shows his stupidity and mounts you, pick up the flag.
525 - if enemy has a rogue, look for paths with flag where you can keep combat.
526 - if enemy has a rogue, know where he is/ will most likely be and switch to bear when you know he'll open
527 - if there's only casters on you and you know you have range on them, drop flag so you're not taking unnecessary damage from stacks
528 - keep boomkins on focus or target, watch their astral bars, there's a delay in the damage from starsurge being cast to when it hits, if their bar goes down, press bear to mitigate a lot of the damage happening, save a gcd for it
529 - as mentioned earlier, leveller paladins' first spell is always hoj so if you're being chased go towards them and let their bot-like nature get the dude off you
530 - jump on the last millisecond of dash/boots to get extra distance
531 - travel forms' outdoor only requirement is very buggy in that the server doesn't update it until certain criteria happens, one of these being a directional change, meaning it's possible to get up to 5 seconds of travel form indoors if you hold W for 3 seconds before entering tunnel and holding it after, same with exiting buildings, if you don't immediately change direction you won't be able to enter travel form, predicting when the server updates positioning and instantly changing to cat form after your travel form drops is key to being as fast as you can.
532 - switch to bear form before picking flag from stealth, if a rogue is spamming sap on the pick, picking in cat form then going bear will result in you being sapped in cat with flag as opposed to bear without, there's conditions where cat with flag is necessary but as a general rule no.
533 - drop bear form at the last millisecond of an incoming big heal so you're able to carry on kiting in travel form for longer, no use getting a big heal if 30% of it will be lost when switching form, obviously you need a good read of incoming damage to see if it's worth it.
ur welcome
Tip #1-500 - ignore every tip unless it's written by lild
501 - don't waste time and money on consumables
502 - don't waste time watching your casts use this time to look around you or on your map to see what to do next
503 - look at enemy and allies to see if it's worth fighting mid at start
504 - spend 99% of the game clicking enemy rogue frames on BGE
505 - if a paladin is running at you, their first spell is ALWAYS hoj, put them on focus to see if they're targeting you, hold blink/gcd and face 180 when they're in range.
506 - learn exactly how much damage ur missiles will do, when ur ele force and satyr will proc until their ppm becomes second nature and u know exactly how many missiles you need to kill someone so u don't waste another channel and u can start pumping a new target.
507 - build arcane charges on levellers, missiles will kill faster but it's a waste to not build charges on an easy kill so you have a huge barrage for a real fight and/or a real fc who will range your missiles.
508 - don't poly in team fights, some idiot will just break it instantly
509 - learn when and where to blink, blinking into team fights isn't worth it if you're just gonna get switched to and have nothing to blink out of range for.
510 - if you're about to kill efc and have nobody in range to return flag but they have people to repick closer, you could blink return it however if stacks are high it's more worth to allow them to keep repicking and wipe them up.
511 - it's possible and very easy with practice to jump off obstacles, turn 180 press blink then instantly press w and make it back onto the obstacle, easy to get melee to jump off roof for no reason.
tips for rougey pwners
512 - your only job in wsg is to kill efcs, no exceptions.
513 - download AutoHotKey and find a script online that replicates a key-press and release every 0.1secs of holding said key down so you don't break your keyboard spamming sap, and you'll never lose the sap to an enemy rogue.
514 - learn when to pool/save energy, no point dumping all your energy on the efc if he's just going to dash and you can't pistol shot him instantly
515 - always be in a position where the efc is going, not where he currently is, he's faster than you so you need to be where he's running to get maximum uptime even if it's +0.3 secs uptime
516 - you need to instantly recognise which way efc will be crossing, park yourself outside your tunnel and know if he's going tunnel, ramp or gy before he's even left your flag room, this is achieved by looking at your teams positioning and his teams positioning, if everyone is on the other side of map this means that 99% of the time he'll sit on top of tunnel until he sees a chance to dash to his team or will jump off fence of ramp and do a yolo dash, knowing the skill level of the efc is key to this.
517 - recognise when the efc can get combat off your team or his own team and you won't be able to sap, position yourself accordingly.
518 - you're about to open on efc in travel form and he has a priest riding him, put priest on focus and focus sap him, and open efc, correct me if im wrong but I'm 99.99% sure the priest can't trinket until he dismounts which he has to manually do himself unless the Druid cancels form in stun.
519 - many spells don't give combat or delayed combat start, examples are most if not all cc spells, polymorph fear etc, which means you can sap them if that's all they've casted, another example of delayed combat is channeled spells like penance and arcane missiles which is possible to sap before the first tick deals damage, penance being the slower one making it easier.
520 - restealthing is your friend, if the efc isn't keeping you in combat and your attacks are the only thing doing it, it's viable to just stop hitting him and get a restealth into a fresh 0 DR sap if you know you'll have the range for it by the time, chances are he won't have trinket for your CS this time, will only work vs idiots though but they're in abundance.
521 - efc is doing some dumbass jumps? if you're out of stealth pistol shot him before every jump and he'll fail every time, if you're in stealth sap him when he's in air and he'll fall, if he's in combat do the same but with CS.
tips for resto druid pwners
522 - decide whether mid needs you at the start or not, you don't need to pick flag asap, reasons to go mid at start are dependent on team comps, if your team looks weak but not considerably weaker than opposing team, win mid with them, if it's clearly one sided just go pick, or win mid with team of you know opposing rogues are sitting D.
523 - it's not always best to just be running to their base, grabbing flag and running back to yours, if they have a boomy and a rogue it's better to stay with flag in mid with your team 99.9% of the time, wipe their mid and when boomy rogue gets greedy and dies trying to kill you, take bodies and go back to base, if your team dies to their fc go sit at your gy waiting respawns and repeat.
524 - if a leveller picks flag and there's no time to argue for 3 mins about whether he should drop flag, sit on top of him in travel form until he shows his stupidity and mounts you, pick up the flag.
525 - if enemy has a rogue, look for paths with flag where you can keep combat.
526 - if enemy has a rogue, know where he is/ will most likely be and switch to bear when you know he'll open
527 - if there's only casters on you and you know you have range on them, drop flag so you're not taking unnecessary damage from stacks
528 - keep boomkins on focus or target, watch their astral bars, there's a delay in the damage from starsurge being cast to when it hits, if their bar goes down, press bear to mitigate a lot of the damage happening, save a gcd for it
529 - as mentioned earlier, leveller paladins' first spell is always hoj so if you're being chased go towards them and let their bot-like nature get the dude off you
530 - jump on the last millisecond of dash/boots to get extra distance
531 - travel forms' outdoor only requirement is very buggy in that the server doesn't update it until certain criteria happens, one of these being a directional change, meaning it's possible to get up to 5 seconds of travel form indoors if you hold W for 3 seconds before entering tunnel and holding it after, same with exiting buildings, if you don't immediately change direction you won't be able to enter travel form, predicting when the server updates positioning and instantly changing to cat form after your travel form drops is key to being as fast as you can.
532 - switch to bear form before picking flag from stealth, if a rogue is spamming sap on the pick, picking in cat form then going bear will result in you being sapped in cat with flag as opposed to bear without, there's conditions where cat with flag is necessary but as a general rule no.
533 - drop bear form at the last millisecond of an incoming big heal so you're able to carry on kiting in travel form for longer, no use getting a big heal if 30% of it will be lost when switching form, obviously you need a good read of incoming damage to see if it's worth it.
ur welcome