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SKODIAC’S FLS Guide WOD SEASON 3 Abstract: There are is a lot of information in this guide, and to ensure I do not repeat/bloat information, it might be common to see paragraphs becoming shorter as some situations might apply to previous examples. Predominantly in the Comp set up section. Furthermore experiment with the information I have to offer, however do not take it as the only strategy available. Some techniques/approaches will work better against some teams, while you’ll have to figure out what to do against others. It is also vital to switch up your game plan in higher rated combat as players diversify their angle of attack. Another point of advice, even if you have high experience 2600+ within the last few seasons (15, 16, 17, 18) although not a lot of practice with a certain comp, you most likely will notice a relatively large drop in your MMR when learning to play a new comp effectively. Do not expect that just that a player is X rating, they can shift their skill into various other comps unless they have practice with that particular comp. It takes time dedication and practice to learn a comp, unless its turbo.

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Page 1: FLS Guide Rev1 (uncomplete).pdf

SKODIAC’S FLS Guide WOD SEASON 3 Abstract: There are is a lot of information in this guide, and to ensure I do not repeat/bloat information, it might be common to see paragraphs becoming shorter as some situations might apply to previous examples. Predominantly in the Comp set up section. Furthermore experiment with the information I have to offer, however do not take it as the only strategy available. Some techniques/approaches will work better against some teams, while you’ll have to figure out what to do against others. It is also vital to switch up your game plan in higher rated combat as players diversify their angle of attack. Another point of advice, even if you have high experience 2600+ within the last few seasons (15, 16, 17, 18) although not a lot of practice with a certain comp, you most likely will notice a relatively large drop in your MMR when learning to play a new comp effectively. Do not expect that just that a player is X rating, they can shift their skill into various other comps unless they have practice with that particular comp. It takes time dedication and practice to learn a comp, unless its turbo.

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SKODIAC’S FLS Guide WOD SEASON 3 FLS guide: In this guide I will provide in-depth explanation of each classes, rotation, positioning, macros, talents, glyphs and other various gameplay features. For details on comp specifications view the glossary: However before I go into the details I want to mention this: Play to have fun, the only way to push rating is to practice, and learn with an open mindset. Critique your team-mates but also compliment them. Improve your game every match and learn your foes well. If you understand your team-mates abilities, and strategy this comp can be played to rank one without using voice communication. Mechanical Capability: Mechanical capability is the ability of the player to remember all the keybinds they have, without ever having to look at their action bars, unless they’re tracking a big cooldown. Before you even start trying to push rating, I highly recommend you learn all your abilities off by heart, Know what resource they use, what passives they provide (check the back of the spell book). What they do exactly with certain talents ect. Learn your keybinds off by heart. Also ensure that they’re all placed in comfortable and quick reach binds for you to have a fast reaction. I would go as far as saying don’t even attempt to push rating until you know exactly where each keybind is without having to look. Not only that but learning your rotation so you can maintain focus on other aspects such as cooldown and positioning of foes and friendlies. Furthermore, mechanical capability is also about reaction times and your ability and speed of processing what is going on in a game. Play such games as OSU, CSGO/source, and humanbenchmark.com to see reactions. Positioning: Positioning is key no matter what comp you play or your role in a team. It is one of the most fundamental features in this game. It can be said that positioning is your strongest defensive in this game. Also, with correct positioning you can force the enemy team into situations that will only benefit you. Make sure you communicate what your strategy is and know when your healer has trinkets and what defensives he has left (or track them yourself). Awareness: Awareness is a general skill players learn over time, it is you knowledge of the game as a whole. A good way to increase your awareness is to play multiple classes and learn what abilities they have whether it be offensive, defensive or utility. You can also:

1) Watch streamers, or friends that know their class

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SKODIAC’S FLS Guide WOD SEASON 3 2) Duel multiple players. (duel not to win but to learn) 3) Create your own characters and learn all the abilities yourself. 4) Play each class on the PTR (if you don’t want to level new toons)

Awareness will give you the ability to anticipate set ups, allowing you to minimise the amount of defensives, or reduce the size of the defensive you have to use in order to become victorious. This game is all about cooldown management, and if you force more cooldowns then they do to you, you usually end up winning a game. Strategy: Strategy is about knowing what to do as a team, and how you manage cooldowns, what to do at a certain time frame in a game, what your objective is in a game. Too many players, play fls as a purely no brain rot comp, and lose on potential rating due to a bad mind set. (Although it is a more forgiving comp, compared to RMD/MLS) If the feral and the warlock sync damage you can overwhelm the enemy healer and single target burst an enemy player. Both classes have more than enough counter measures and single target burst to absolutely surprise teams. You can actually play this comp as a single target dps comp. Although it is rare. (There are some comps, which I’ll mention throughout this guide which actually require some single target damage to win). Strategy goes together with Awareness hand in hand, most strategies will or will not work due to the player understanding what a certain comp can or cannot do, and what cooldowns they have left. Timing is crucial in this game, and leaving your burst either too late or too early means the team could either have a cooldown available again or you push in and give them the advantage.

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SKODIAC’S FLS Guide WOD SEASON 3 Feral: Talents: Below I’ve listed the predominant talent choices you will be picking in ‘most games’ although they can change depending on which comp you will face. I categorize teams into two types: High overall (HO) damage and high burst (HB) damage. [View Glossary]

Talent choices: Tier 1 Wild charge will probably be your only choice in this tier, in some circumstances you can use Displacer Beast, particularly against something like frozen chicken when you want to blink towards your healer and hide from line of sight against the enemy team while they have their burst active. Tier 2 Ysera’s gift will normally be the choice in this tier due to its high passive healing, the fact you don’t have to do anything and just get healed makes it an easy choice. I always take this talent against HO teams. Cenarion Ward is a great talent if you can anticipate

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SKODIAC’S FLS Guide WOD SEASON 3 burst from HB teams. Macro’ing this together with bear form or even Heart of the Wild (HotW) will be a life saver against extremely high burst teams such as assassination rogue thug and assassination RMD/RMP.

Tier 3 I often alternate between Faerie Swarm and Typhoon. Fearie swam is good against melee teams slow them down and keep rogues from re-stealth, although if you keep shred slow/ shaman’s earthbind up it shouldn’t be a problem. Typhoon is great if you just need that extra interrupt on an important spell. Also a preferable talent if you have maps with a Z-axis (multiple levels: e.g. Blade’s Edge Arena, Dalaran Sewers) Tier 4 Incarnation. (Pretty much explains it self, I tried the other two talents and I do not feel they provide anywhere the capability to what incarnation has). Tier 5 Incapacitating Roar, can be used if you stack an enemy team and want to provide some great peels. Otherwise Mighty bash is you other option. Tier 6 This tier is really divided due to the cooldown and uptime. Heart of the wild makes you extremely tanky, however a 6minute cooldown is slightly too high for a comp that usually tries to drain the enemy team over a ‘longer’ period. Furthermore the healing done by natures vigil is rather incredible if you have bleeds on all team members Tier 7 Claw’s of Shirvallah, is pretty much the only option in this tier as it gives 5% versatility and promotes more utility, such as casting cyclone without having to shift forms and compromise yourself.

Glyphs: As with talents there are two glyphs that you want to keep constant. The 3rd glyph can be alternated however it’s less comp dependent and more so play style.

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SKODIAC’S FLS Guide WOD SEASON 3

1) [Ninth Life], is a must 10% damage reduction, passive. 2) [Glyph of Savage Roar] is a great glyph, if you know how to use it effectively to minimise the amount of combo points you spend on savage roar. 3) [Cyclone]: adds 5 yards onto your cyclone. (This glyph surprises the enemy team very much as they are not used to a feral being able to cyclone them from a certain range. Having an Arena-123 cyclone macro will really push your team to new limits). 4) [Master Shapeshifter]: reduces the mana cost of all shapeshifts by 100%. (Great if you have to power-shift many roots or if you need to switch to bear-form a lot to avoid damage [Remember that sometimes [Shirvallah’s form] is better for damage reduction as you have the 10% damage reduction in cat form and 5% versatility from the [Shirvallah’s form]) 5) Skull Bash: increases the duration of skull bash interrupt by 2 seconds, but increases the cooldown by 5 seconds. (Only time you would use this glyph is if the enemy team has the only caster being its healer, and if that healer is either a Holy Paladin or Mistweaver, furthermore I suggest you would learn how to kick before choosing this glyph). Rotation: Rotation 1: This rotation was from one of my good feral friends, I’ve never talked to him on VOIP, however he knows his class and his meta extremely well. I have never seen a feral who has done as much damage as he has. IMPORTANT NOTE: this rotation will only work if your whole team completely understands the meta. For this, you will need each member of your team to push and chase the enemy healer. Doing this will drag all enemy players towards one location on the Arena floor which decreases the distance the feral has to move to maintain uptime on his bleeds. If your healer decides to run away from the dps that are attacking him, and ignore the strategy this rotation will fail ultimately and you will end up doing less damage than a normal 2 player bleed strat. Usocrazy-Illidan: “The more Globals you use per game, the more damage you can potentially

deal”

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SKODIAC’S FLS Guide WOD SEASON 3

1) Keep rake up on all targets 2) Keep savage roar active, although don’t spend a 5 combo pointer, as you want to

save these for big rips. (it takes a while to build 5 combo points, hence you want to use all the 5 combo points on rips, The only difference between different combo point savage roars it the duration, it’s easy to just use a single or a double combo point to refresh).

3) Keep 5 combo point rips active on as many targets as possible. 4) Tiger’s Fury when Energy is low and you’re not about to be CC’d, you can reapply a

rip here as it will have increased damage and is one of the only abilities in the game that still uses snap-shotting.

5) Trash if there are 3 targets in close proximity. 6) If all targets are full of bleeds you have permission to use ferocious bite. 7) If target is >25% hp and has rip active, you can ferocious bite to renew the bleed. 8) Shred to slow enemy/build combo points if rake isn’t going to fall off soon. 9) Ensure you are always between 0-99 energy, If you’re about to sit cc, trash the

target ect. (do not tigers fury right before you sit CC) Awareness will help in this regard.

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SKODIAC’S FLS Guide WOD SEASON 3

Rotation 2:

1) Keep [Rake] up on all targets 2) Keep [Savage Roar] active, although don’t spend a 5 combo pointer, as you want

to save these for big rips. 3) Keep 5 combo point rip on main target, and 3 combo point rip on off targets 4) [Tiger’s Fury] when Energy is low and you’re not about to be CC’d, you can

reapply a rip here as it will have increased damage and is one of the only abilities in the game that still uses snap-shotting.

5) Use [Shred] as a filler. 6) Once energy is low and no tiger’s fury Cyclone a target which is low hp, unless

you are bursting on that target. 7) Use Ferocious bite if main target has rip active. 8) If target is >25% hp and has rip active, you can ferocious bite to renew the

bleed.

Positioning: Positioning with respect to rotation 1, is relatively simple but at the same time more difficult to pull off, as it involves everyone in your team to move in sync as a ball (Protoss death ball [if you get the reference]) although against some ‘cleave comps’ such as turbo it is vital that there is enough distance between you that you will not take the spread pressure from them (keep about 12 yards from one another). As feral you are the

You can see how low Shred and Ferocious bite damage

is. And this was a ‘quick game’.

Yeah, that’s sustained damage. 43k. and 36k. Both perfect DPS.

You can see the enemy team would struggle versing this

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SKODIAC’S FLS Guide WOD SEASON 3 only melee player on the team, and if you push in too far you will become a target against better players. Positioning with respect to rotation 2, is about being in line of sight of both your healer and warlock, although you do not have to move together as a team, Try keeping bleeds up on most targets and move around so that you can give the appropriate player a [predatory swiftness]: Healing Touch or a Entangling roots on enemy player which is on either your shaman or warlock. It is important to track stuns such as HoJ/bash/Kidney shot so that you don’t become an easy target behind a pillar. (More positioning will be explained in the Comp setup section) Comp setup: General tips: For all comps: When you cyclone a target, try and ensure your warlock is not about to haunt that target If an enemy healer dispels your warlocks UA, it’s a good time to swap to them, as they are going to sit a 4 second silence, out of that (check the DR first) Bash them. This can normally (if all targets are dotted/bleeding) force him to use another defensive earlier than expected. EBOLA CLEAVE: Depending on their enemy healer, ensure you keep him at bay with cyclone. You can burst either of the feral or DK depending on what cooldowns they’ve used. You should be extremely quick to cyclone the enemy druid as soon as he pops incarnation. Alternate cyclones during their burst, Also make sure that the enemy DK does NOT dark simulacrum your cyclones. If you have the dark simulacrum debuff, use [soothe] (I prefer to incarnation at the exact same time as the enemy feral, then rake the feral and DK then cyclone the feral, sometimes you can force the feral to trinket the first stun, to kick you, then rake stun him again. During their burst, You can burst as well, pop incarnation and Natures vigil, stun their whole team, rake arena 123, then re-rake them until each of them are completely stun DR’d. During this time it is a good idea for your warlock to pop dark soul. Although it completely depends on his buffs. Ebola cleave is usually played with a holy paladin healer, and they will be using avenging wrath (wings) at the same time. If you can hold incarnation for after the wings, you WILL force bubble. As a feral druid versing this comp, it would be advised to sit on their Holy paladin for as much as possible, but always be in peel range of your team. Their paladin WILL be using Fist of Justice (FoJ/HoJ) on you so ensure you can be dispelled. I normally do not like to escape trinket the fists, or using escape trinket to be offensive in general.

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SKODIAC’S FLS Guide WOD SEASON 3 Your shaman should play in line of sight with you, furthermore make it accessible for your warlock to dot all targets with ease. The more your warlock is on the move, the less damage he is capable of outputting.

Start on DK, stun him out of stealth, I prefer not to rake stun druid as He might incarnation after and I can only then ½ stun DR him with a following rake, if he incarnations early (which he probably will since they’re playing Ebola, against an R-sham team). This will normally force DK to use a certain escape trinket, could be desecrate ground/icebound ect. If he doesn’t desecrate try to cyclone him, ensuring your warlock is in range of dotting either the healer, or if the feral is already out of stealth (there’s no point cycloning him in the opener otherwise) Remember not cyclone randomly, your warlock is dotting targets, if you can communicate that an agony is about to fall off prior to a cyclone it would help a lot). It is also good to communicate if you’re going to cyclone a target so your healer can free cast. Riptide-> Unleash life-> Healing surge is huge against a melee cleave if they’re training your shaman (it will save spirit link/ascendance). Next full bleed the Hpal. If he bops here, cyclone him. Normally my kill target is DK in this comp. Switch between all three targets. And use your predatory swiftness: entangling roots on DK where ever possible if he is not in-line of sight of his healer. (Preferably use Healing touch on the Predatory swiftness proc, if your healer is low). Communicate as soon as DK doesn’t have Icebound/AMS, and switch to him regardless of stance. Also try forcing the DK into blood whenever you can, they flop* harder than you think. Furthermore Hold your Skull Bash against the Hpal. I like to kick relatively late against them, A few games I played against them, and forced bubble by holding my kick as they thought they couldn’t juke. Remember to also stay relatively close to your healer during the enemy team’s burst phase, as he will be needing to spirit link, and him and the warlock inside are not enough, They will NEED you to be there for the shared health pool. When versing a Hpal team against a melee cleave such as Ebola, it is extremely important for you and your warlock to be able to interrupt the paladin, If you’re missing too many kicks, hold your kicks. There’s no point trying to kick at 30-40% if that’s his juking range. Remember Paladins have very little in terms of instant heals outside their cooldowns. Holy shock and sacred shield are it… they will cast. Moreover, a free-casting denouncing Hpal is never a good sign. Particularly when your comp has the most interrupts in the game. If you’re given an ability use it.

TURBO: Against Turbo cleave: go the Restoration druid, although track his bash, so that you do not chase him and end up sitting and cyclone spams you when your warlock cannot interrupt it. If you become bashed, and have trinket, sit the full bash and let him clone, instantly trinket the clone, this way you have sat a cyclone DR even though you only sat the duration of the bash CC (make sure to also get ready to skull bash the healer, because he is probably mid cyclone trying to cyclone your trinket). Go druid whenever you can. If you notice your warlock is about to kill one of the targets or is making progress on the enhance/warrior use a stun such as maim or bash on the healer and Cyclone him, then run over and help him, furthermore, if you notice you won’t be able to kill the target also cyclone the kill target. As soon as the druid runs to Heal that player he

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SKODIAC’S FLS Guide WOD SEASON 3 might accidentally use [Nature’s Swiftness] on the cyclone, which immunes the heal. If you’re playing the cyclone glyph, cast cyclone on healer again, He will usually not expect it, particularly if you are not facing him/ > distance than the normal cyclone without glyph range. Furthermore, I try to cyclone as MUCH as I can, without influencing my damage, this is helpful for a few reasons. When the healer pushes in to heal, it’s a great opportunity to call to swap him, if your warlock can get a [Soul Swap] [Haunt] into him while draining and you with full bleeds and a ferocious bite (remembering you cyclone the either the warrior/enhance) you could end the game there.

1) Healing over time spells against a druid team fall off inside the cyclone making the druid have to completely reapply them all once they get out.

2) Cyclone target at low health, if enemy healer has a method of getting them back to a safe range (track enemy healer cds). Cyclone target, to force druid in and cyclone druid.

3) Cyclone healer when you can if he has used cds, e.g. Mistweaver monk cocoon, Priest Pain Suppression, Paladin BOP, (if your shaman or warlock cannot purge it off).

4) Cyclone DPS targets for peels against your warlock/shaman 5) Cyclone enemy dps if they are using offensive/defensive cooldowns.

You do not have to worry about just trying to cyclone a target in order for the enemy team to use cooldowns such as interrupts, groundings/reflects. As this should come naturally when you are trying to cyclone as in the steps above. One thing I learned over a period of time, was to JUKE cyclone. From an affliction warlock’s perspective, it seems fine for a feral to hard cast a cyclone, because it should always be kicked, is it doesn’t matter if he gets it or not. [THIS IS WRONG] Make sure you juke cyclone, don’t waste too much time on it. You will learn the appropriate timing, and how much time to spend on casting it. (This is also situational due to who you are versing and how aggressive they are with their kicks). Also pay attention to your energy bar during this phase, if you’re sitting at max energy just juking cyclone all day you’re not helping anyone. Furthermore: If you notice the enemy team is instantly interrupting (botting): Cast cyclone whenever they have a kick up. Gg, no more kicks go to your team-mates, and you have a free casting affliction warlock.

Using [Soothe] on a resto druid in bear form can purge his Frenzied Regeneration (heal over time effect). (Not enough ferals do this!!!!) I prefer hitting warrior in turbo, if you feel you cannot kill the druid, for a number of reasons.

a) Enhance shaman’s defensives are fairly powerful against FLS, due to their short cooldown and self-heals.

b) It is more difficult for the shaman to heal/notice his warrior is lower hp, hence he will require to use his maelstrom proc heals on the warrior. *It’s much easier to use healing surge on yourself [as enhance], unless he has a macro for his team-mates*

c) You will force warrior in defensive stance d) You might be able to kill warrior without him remembering to stance switch.

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SKODIAC’S FLS Guide WOD SEASON 3 e) You can drag him behind the boxes, sure you can do the same with an enhancement Shaman, however warriors do not have freedom. Such as [Ghost wolf] or [freedom totem]. Yes freedom totem can be used on team-mates, however a lot of players are relatively single minded with their cooldowns, and use CDs such as freedom when they’re slowed.

It’s also a good idea to keep faerie swarm/fire on the druid so he cannot shadow-meld (if he is a night elf [nelf])- actually good to do this on all targets so that your warlock can effectively kite when required.

KITTYCLEAVE: Understanding who to try and kill in kittycleave very much comes down to the healing class on their team. If a Hpal/r-sham/mw, go healer (although don’t waste too much time if you do not have mobility cooldowns chasing a MW monk), if disc, play the game in close proximity to their healer, so you’re ready to interrupt whatever ability they cast. Do not worry about trying to kick every heal, save some kicks for the feral’s cyclone if you notice that they are casting often. Disc rely on shields, they basically pre-heal a target, so kicking them is less effective unless they’re already low. For the most part it’s a pretty good idea to hit the warrior, again same situation as turbo. Cyclone his DBS (depending on situation)- if lock is going to kill with a drain haunt or if the warrior is extremely low make a judgement call. It’s relatively, important to juke two things here, Skull bash (as the two set resets the feral’s tigers fury which increases his damage) and a spell reflect (SR) or Mass Spell Reflect (MSR) – Unless you are dr’d to a psychic scream and they’re about to switch you.

Similar to Ebola, Start the warrior, do not rake stun first global on the feral for the same reason as ebola, (unless you caught him out of stealth)- if that is the case cyclone the feral. Keep 5 combo point rips on the target you think your team believes is a viable kill target (I cannot emphasize this enough, arguing with your team who you want to kill then splitting DPS focus dps barely works against high burst and sustained melee damage comps: training your r-sham). Unless your lock and you are maintaining 40k+ DPS and competent interrupters then try and focus one target. (I personally suggest the warrior). It is a great time to burst warriors if you can communicate with your shaman to peal the warrior out of line of sight of their healer, when they do not have heroic leap available, and either incarnation triple stun or bash/coil him, when your warlock has full dot/drain on the target.

AFRICAN TURTLE/ ZOO/ JUNGLE/PHD/CUPID CLEAVE: These comps have been listed together because they are relatively similar in their set up. Melee-hunter-healer. Although it is important to note all the utility the melee player has in these comps and how they cooperate with the hunter to line up relatively large cc chains. Furthermore, it is vital to watch out for their burst damage which is sync’d together with the Hunter’s [A Murder of Crows] (AmoC). For FLS the strategy for beating these comps is relatively similar. While each of these comps might either go your

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SKODIAC’S FLS Guide WOD SEASON 3 warlock or your shaman it is very important to CC target with the lowest DR cyclone category possible. For each of the hunters cc-set ups:

a) Wyvern -Trap b) Binding shot –Trap c) HoJ- Trap d) Cyclone –Trap e) Root –Trap f) Bash –Trap g) Physic Scream- Trap h) Others (you get the picture) Awareness is key, Cyclone the hunter if you notice there is potential CC inbound onto one of your friendlies. (Again, make a judgement call as to if the hunter is kill target and about to die). A good way of knowing when CC is about to hit your team-mate is by noticing the initial cc chain on the target (listed above), followed either with a [Post-haste] Disengage. If you can cyclone the hunter mid disengage, you can provide enough time for your healer to react to the cooldowns used in the situations to either ground the trap if he has grounding up or pop down a tide/healing stream ect. Against all retribution teams, [Cyclone] the [Avenging Wrath] (Wings for short), It is a good idea to immediately start casting cyclone, most of the time you will be able to cyclone his trinket immediately. From my experience, the only real time PHD or any Ret team has kill potential is during wings. Therefore controlling them through their short burst window is vital. Same deal with incarnation in Jungle/Zoo cleave. Cycloning feral is important. Although remember to keep pressure up and not casting cyclone all day. In each of these comps, keep a 5 combo-point rip on the hunter, at all times, In most cases the game will end where your warlock will dot and drain him to death while you are being a pest to their healer. Your bleeds go through deterrence, so as a hunter besides Sac, they have nothing to stop your damage. GOD COMP (SHATTERPLAY) This comp had to be mentioned as it, if played correctly is can be a strong counter to FLS. And it is imperative that the feral druid knows the set ups and can anticipate incoming bursts. High rated god comp will usually have a setup such as the following: Deep freeze Resto-Shaman, simultaneous Psychic Horror on feral druid & Silence on the warlock to prevent fear spam/ or Spell lock if pet is sacrificed. Following the Deep Freeze, a Full Sheep into the r-sham, followed by a possible re-sheep/frost-jaw/sheep and psychic scream, While out of the Psychic horror on the feral a HoJ (if the shatter is played with a hpal) or Bash (if resto druid). Good teams will ensure there are no globals between the stuns to ensure the feral druid cannot Survival Instincts through their burst. The feral druid will always be the target of choice. If you can pre-

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SKODIAC’S FLS Guide WOD SEASON 3 survival instincts their burst you will completely avoid having to use any big cooldowns such as trinket. However, if you are not able to. In most cases, unless: a) Warlock CC’s enemy pressure b) Resto Shaman Pre-tides burst c) Resto shaman is not in CC d) Pre-survival instinct You will need to trinket their burst set up. It is extremely important that you and your shaman NEVER trinket simultaneously, as each of you need to save them for set ups for the next burst. It is also recommended that the warlock does the same (saves trinket for when he is CC’d using their defensive on your behalf (It’s actually for the team’s behalf). Escape trinkets should be used as a defensive measure, using escape trinket for offensive pressure is rarely rewarding. Moreover, depending on the circumstance, it is more appropriate for you to use your trinket prior to your healers. As you are the kill target for the enemy team, you have the biggest impact with regards to positioning. You determine where the game is played as their team will most likely follow you into locations that are less suitable for their team. Against god comp, force them to play pillars, and keep your shaman close by. If your healer is aggressive enough, and affluent with his Windshears/groundings/purges you should try to play rotation 1 against godcomp. RMD: … FLS/WLS/LSD1/2/3/4 … WWDK (Walking Dead) … -Feral Game play and how to maintain high pressure on healers… -Positioning to optimize damage for your warlock. -Finsih drawing arena top view -rsham guide -afflic guide

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SKODIAC’S FLS Guide WOD SEASON 3

Macros: …. Resto Shaman Communication: If believe your team doesn’t have that great awareness it is good to call each CC or potential CC you’re going to sit. (If you aren’t sure just mention it for good measure). If you are together in voice communication, it is good practice to repeat yourself 3 times. Project yourself when you talk, there is no need to be shy. If someone was talking over you the first time you mentioned something, nobody in the call might notice you’re about to sit a full kidney, killing-spree without a trinket. They might be in the midst of killing another target. Advanced Healing tactics: As FLS you are a damping comp, and your team can deal extraordinary damage left alone. There is a mental tactic that can provide your team with the highest uptime, however it is relatively difficult to pull off. Against certain comps: (specific comps): You can, if you are the target not entirely top your health pool and sit between 25-40%, this will sometimes trigger the enemy team to want to train you, and try and blow every GCD to kill you, ignoring about what the feral and the warlock in your team are doing. If you can track and understand what each of their CD’s are capable of you can sit in this health range for a period, then try and top yourself off prior to their CC. It should be noted that you should track all the Stun/silence DR’s on-yourself prior to trying this tactic out. It’s relatively advanced and only really works effectively against teams that don’t know when to peel back. This tactic helps a lot when your warlock is using dark-soul. As most of the time in high ladder play, players will try to hide during the warlock’s dark soul, hence this method is a good way of pulling them out. (Tip: never do this against WWDK) …

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SKODIAC’S FLS Guide WOD SEASON 3 Glossary: Melee Comps: Ebola Cleave :: Feral - Unholy – Healer HO TurboCleave :: EnSham - Dk / Warr – Rdruid HO KittyCleave :: Feral - Warr – Hpal HO African Turtle Cleave :: Protwarr - Hunter – Rdruid HO Zoo / Jungle Cleave :: Feral - Hunter – Healer HO TSG :: Dk - Warr – Hpal HO PHD :: Dk - Hunter – Hpal BD-HO TreeSG :: Dk - Warr – Rdruid HO TreeHD :: Dk - Hunter – Rdruid HO Vanguards Cleave :: Dk - Ret – Healer HO Smokebomb Cleave :: Dk - Rogue – Healer HO KFC :: Warr - Hunter – Healer HO Lumberjack Cleave :: Warr - Warr – Pal HO Man Cleave :: Arms - Prot – Pal HO Thug Cleave :: Rogue - Hunter – Healer BD Kanye Cleave :: Rogue - Rogue/Dk – Shaman HO Scooby Doo Cleave :: Ret - Rogue Rdruid/Sham HO Batman Cleave :: Rogue - Warr – Healer HO PHP :: Ret - Hunter – Priest BD-HO Cupid :: Ret - Hunter - Healer (Non-Priest) BD-HO Freedom Cleave :: Ret - Dk – Hpal HO Beast Cleave :: Hunter - EnhSham – Healer HO --------- Cleave :: Dk(Unholy) - Dk(Unholy) – Healer HO Stalin Cleave :: Dk(Frost) - Dk(Frost) – Healer HO Unholy Meditation :: WW - DK – Hpriest HO Cheeky Narwahl Cleave :: EnhSham - Rogue – Rdruid HO Caster Comps: MLP / Hogwarts Cleave :: Lock - Mage – Priest BD Harry Potter Cleave :: Mage - Mage – Healer BD Frozen Chicken Cleave :: Mage(Frost) - Moonkin – Healer BD Spicy Chicken Cleave :: Mage(Fire) - Moonkin – Healer BD-HO El Diablo Cleave :: Mage(Fire) - Lock – Rsham BD-HO Shattreeplay / God Comp:: Mage - Spriest – Rdruid BD Shatterplay :: Mage(Frost) - Spriest – Sham BD Fireplay :: Mage(Fire) - Spriest – Sham BD-HO MLD :: Mage - Lock – Druid BD MLS :: Mage - Lock – Sham BD L.SD :: Rdruid - Lock(Des) – EleSham BD L.SD2:: Rdruid - Lock(Aff) – EleSham HO L.SD2 Variant :: Moonkin - Lock – Rsham HO Owlplay :: Moonkin - Spriest – Sham BD-HO Shadowplay :: Spriest - Lock – Healer HO Volcano Cleave :: Ele - Mage – Healer BD God Cleave :: Moonkin - EleSham – Healer BD

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SKODIAC’S FLS Guide WOD SEASON 3 Hybrid Comps Liberty Cleave :: Mage - Dk - Priest RMS :: Rogue - Mage - Sham RMD :: Rogue - Mage - Druid RMP :: Rogue - Priest - Mage FMP :: Mage - Feral - Disc FPS :: Feral - Spriest - Rsham WLD :: Warr - Lock - Druid Unholyplay :: Druid - Spriest - Dk Mongolian Earthworm Cleave :: EnSham - Moonkin - Priest Mongolian Armadillo Cleave :: WW - Moonkin - Priest Dancing with the Stars :: Rogue - Moonkin - Healer Angel Cleave :: Ret - Spriest - Healer (Orig Dpriest) RPD :: Druid - Spriest - Rogue RPS :: Rogue - Spriest - Rsham Zombie Chicken Cleave :: Dk - Moonkin - Healer RLS :: Rogue - Lock - Sham RLD :: Rogue - Lock - Druid Shadowcleave :: Healer - Dk - Lock WMD :: Warr - Mage - Druid WMP :: Warr - Mage - Priest WMPal :: Warr - Mage - Pal WMChi / Lama Cleave :: Warr - Mage - MW WLS :: Warr - Lock - Sham RMD2 :: Rogue - Moonkin - Mage Cleaving with the Stars :: Warr - Moonkin - Rsham Scatterplay :: Hunter - Spriest - Rsham Dispel Cleave :: Warr - Disc - Resto FLS :: Lock - Feral - Sham Thundercat Cleave :: Feral - EnSham - Healer Thunderfist Cleave :: WW - EleSham - Healer Harvest Cleave :: WW - Lock - Healer Thunder Cleave :: Arms Warrior - Ele Shaman - Resto Druid Terms: Flop DR Hpal Rdruid Rsham CDs DBS

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SKODIAC’S FLS Guide WOD SEASON 3 AMOC

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SKODIAC’S FLS Guide WOD SEASON 3

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SKODIAC’S FLS Guide WOD SEASON 3