Showing posts with label arena. Show all posts
Showing posts with label arena. Show all posts

Wednesday, 6 May 2009

For Great Justice: Arena healing as deep protection.

Healing as a paladin in Season 6 is proving interesting. As previously mentioned, I find that paladins seem to have a lot less utility than the other healing classes (lack of mobility, drain, cc and instant casts), and particularly vulnerable to lock-outs and mana drains.

Until recently I’ve healed only as deep holy: either 51/20/0 or 49/0/22 (S5 only, since the ret talents were changed in 3.1.0). Recently I’ve looked at other specs, mostly to address the aforementioned issues of utility and mana regen, and since deep Holy gives very little to 2v2 and 3v3 healing. Two alternative specs are popular: ret/holy and deep protection. Of the two

Retribution/Holy (e.g. 32/0/39): has Repentance for control, and infinite mana with Judgements of the Wise, plus trading the Art of War for the loss of Infusion of Light. Additionally it has stun removal, Pursuit of Justice and increased crit %, as well as improved damage output.

Deep Protection (e.g. 19/52/0): infinite mana via a refreshable and undispellable Divine Plea, increased survivability from various stamina bonuses, considerable increases to FoL and HL healing due to increased crit coefficient and a stamina to spellpower conversion (in my mediocre gear I now get 3.7k FoL’s, with 7k crits, and 21k HL crits), as well as a 20 second (!) Hammer of Justice cooldown, and the 3-second silence of Avenger’s Shield (including a daze, and affecting up to 3 targets).

I’m currently trying the deep Prot version, and have to say that it’s interesting and fun to play, a lot more so than deep Holy. The control offered by the 20 second Hammer of Justice cooldowns is impressive, as well as access to Avenger’s Shield. A 6-second stun every 20 seconds is highly entertaining. Against healer/dps we play very aggressively, and mana regeneration is excellent, and means swapping glyphed Seal of Wisdom for the 3-second RNG stun of Seal of Justice for more stunning entertainment (the controlled stun from HoJ is on a separate cooldown to the uncontrolled SoJ stun).

However without the combination of Holy Shock, Divine Favour, and Infusion of Light, double dps does tend to sh#t all over us once Divine Guardian runs out, plus silences/interrupts are even stronger against me without instant heals. Lack of Light’s Grace and Judgements of the Pure also means that healing through Mortal Strike becomes a pain (especially after the stupid damage from a Bladestorm), and the spec requires a dps partner with decent survivability (i.e. a plate-wearer). But overall it’s a lot more pleasant to play than the fairly dull reactivity of deep Holy.

Further thoughts will probably follow as I play the spec more, yet one thing does occur:

The Holy tree is in sad shape when delving deeper into Protection or Retribution can prove more beneficial for 2v2 arena healing.

Tuesday, 5 May 2009

Early Impressions of Season 6

There may be readers out there who are interested in the perspective of the enthusiastic but consistently mediocre player, the one who has trouble breaking 1500 rating in every bracket. The perspective of the player who plays with like-minded guildies who are also (for the most part) IRL friends, and bases teams around their characters, rather than the FotM comps. For those readers, this post is for you.


Season 6 is proving to be interesting, at our level (MMR of around 1300 in 2v2 and 3v3) both double dps and healer/dps are popular. I play a healer paladin, partnered with a destruction warlock and a frost death knight in 2v2 and 3v3, and messing around with two more death knights and a resto druid in 5v5 for the points.


I personally like the new system of matches based on MMR (matchmaking rating), even if a lot of people still don’t fully understand it, means we get a much better selection of matches and our win/loss ratio doesn’t look abysmal. Our 3v3 is currently sitting at 15-15 (5-5 during the first week, and 10-10 during the second) so our MMR is exactly where we should be.


Following patch 3.1.0 a few changes to arenas are apparent, even in our brackets:
Paladins appear to be the worst healers now, especially against priests (in Ring of Valor, my mana disappears at the same frightening rate as whatever pillar I happen to be hiding [cowering] behind). Priests live forever, PvE resto druids can tank DKs even when on basically 0 mana and shamans don’t seem to drop below 6k mana.

- Arms warriors are really good again (and Bladestorm does a stupid amount of damage). In combat charge also negates the advantage of 40 yard Judgements.

- Rogues can do scary amounts of burst, as can mages. And with even more control tools between them, they make a similarly formidable combination as in previous seasons; RMP is once again very impressive if coordinated well. The double rogues we’ve seen so far do seem to have a bit of trouble with DoTs and a paladin healer.

- Feral druids make good dps partners with a healer, since in Bear form they can turtle for ages, at least against a DK, and have good control to boot. Oh and somehow we always lose to Moonkin. Like the memorable 3v3 against double Moonkin and a paladin (the AoE damage was too much to heal through, and double Typhoon sucks when you're trying to Holy Light someone).

- Season 6 is shaping up to look a lot like Season 3 and 4, except that hunters, ret paladins and warlocks can do ridiculous damage in very small amounts of time, as can resto shamans and priests. I predict that druids will once again become the dominant healers, giving them a 5th season of being at the top, maybe I should level Beathooven…


My personal experience after healing 50 2v2 and 30 3v3 games so far is that I’m not a big fan of paladin healing, especially compared to playing a resto druid in S3/S4. Lack of mobility and instant heals leaves me feeling very vulnerable to cc/burst on partner vs. double dps, and mana draining against healer/dps.

- Mana can disappear quite quickly when I need to resort to using Holy Light (which is so easy to interrupt/cc), and with BoW and Divine Plea both being dispellable regaining mana is a real pain (especially due to the vulnerability when needing to stop drinking to bring partner back up). Holy Shock crits into instant FoL are still really nice, and the 60 second improved Sacred Shield in the 49/22/0 build is also helpful.

- While my survival against melee is better than either priests’ or shamans’ (and thus I spend a lot less time having to kite than as my BC druid and my DK partner in Frost Presence can absorb a tonne of damage), I can’t exhibit anywhere near as much control or kill-burst as any of the other healing classes.

- Warlock/healadin seems to have serious issues with Arms warriors, death knight/healerdin has issues against drain, druids (resto and feral) and resto shamans. Rogue/mage, properly played, facerolls us regardless of composition.

- The DK and I have played one game that lasted the full 47 minutes (we didn't even know there was a time limit) against a Frost mage and an unkillable T7.5 resto druid (who was outhealing our dps in treeform even when on 200 mana), but was one of the most intense and fun games we've played. We also played against a Resto shaman/Feral druid which we managed to RNG kill during the very last minute. Both of those happened at around 2am, which was mildly irritating, and we could possibly have won both (sooner) if we'd been more awake. Thankfully 3v3 matches don't take long, since healer mana doesn't last nearly as long (more dps to heal through, and less drinking), and we decimated the single double healer (+ Arms warrior) pretty quickly.

- One thing that does annoy me is my inability to decide which stats to stack for PvP healing, since resilience, spellpower, stamina, MP5, crit, int, and haste all seem to be situationally great. Guess I need to do some theorycrafting. Although that probably depends on which spec I’m using (more of this in another post).


My hopes for the next few weeks:

Reach our MMR in 2v2 and 3v3, giving access to some nice rating rewards (relics, Deadly legs and maybe Furious wrists) – our first rating rewards ever, since the one time we hit ~1570 in S4 we didn’t have enough points for anything. Hopefully the DK can pick up an Ironsoul from Ulduar (not being in a 25-man guild does have a serious impact on our chances of doing well).

Wednesday, 7 January 2009

Season 5 Honor and Arena Rewards

Ok, it's downtime. Patch 3.0.8 may or may not be in the process of currently being installed and all our mail may be missing and hunters are most definitely being nerfed. Anyway, you need something to do. While sleep and the spouse beckon, you nevertheless find yourself... here? Reading this post? o.O
Well, I'd better get on with it then.

This is a list of PvP-oriented items available for purchase through honor and/or arena points (where applicable, PvE sources will also be mentioned).

It's meant to be a comprehensive list of both the set gear (three tiers of 5-piece sets) and miscellaneous items, listing both costs and rating requirements. If, like me, you were overwhelmed by the multitude of items (three different tiers of gear at once) or the variety of different ways of obtaining gear (there are three ways of just getting the blue set), then I hope this post will help you.

I won't cover the level 187 crafted blues (equipable at 78) since I already did that briefly and they're not very interesting.


Savage Gladiator: 200-level blues. NB: The Honor/Arena Point vendor is in the Dalaran Sewers
This gear includes a 5-piece armor set (with the same set bonuses as the epic gear).
It requires no arena rating to purchase.
It can be bought through three ways:
- Honor, and lots of it
- Emblems of Heroism
- A combination of Honor and Arena Points (small amounts of each)
E.g. the Hunter pants can be bought for: 60k Honor OR 45 Emblems of Heroism OR 12k Honour and 350 Arena Points

Head: 60k Honor OR 12k Honor and 350 Arena Points OR 45 Emblems of Heroism
Shoulder: 50k Honor OR 9.6l Honor and 275 Arena Points OR 30 Emblems of Heroism
Chest: 60k Honor OR 12k Honor and 350 Arena Points OR 45 Emblems of Heroism
Hands: 50k Honor OR 7.2k Honor and 200 Arena Points OR 30 Emblems of Heroism
Legs: 60k Honor OR 12k Honor and 350 Arena Points OR 45 Emblems of Heroism


Oh and don't let Wowhead fool you: there are no Savage Gladiator weapons, relics or offhands on the live servers (only the 5-piece set items made it past beta).



Hateful Gladiator: 200-level epics
To me this is the most interesting set. It can be obtained through different ways:
- Pure Honor for the non-set items
- Honor and Arena Points for the set items (require 1600-1800 rating)
- Emblems of Valor for the set items (no rating needed)
- Chest/Hands/Legs drop from normal (10) Vault of Archavon (no rating needed)
Again, don't let Wowhead fool you: there are no Hateful Gladiator weapons, relics or offhands on the live servers
E.g. the Hunter pants can be bought for 45 Emblems of Valor, 12k Honor and 700 Arena Points (requires 1645 rating) or received as a 10-man VOA drop; and the Hunter belt can be purchased for 49.6k Honor

Head: 12k Honor and 700 Arena Points (requires 1735 rating) OR 45 Emblems of Valor
Neck: 38k Honor
Shoulder: 9.6k Honor and 550 Arena Points (requires 1775 rating) OR 30 Emblems of Valor
Back: 38k Honor
Chest: 12k Honor and 700 Arena Points (requires 1675 rating) OR 45 Emblems of Valor OR Drops from Normal Archavon
Wrist: 31.6k Honor
Hands: 7.2k Honor and 400 Arena Points (requires 1615 rating) OR 30 Emblems of Valor OR Drops from Normal Archavon
Waist: 49.6k Honor
Legs: 12k Honor and 700 Arena Points (requires 1645 rating) OR 45 Emblems of Valor OR Drops from Normal Archavon
Feet: 49.6k Honor
Ring: 38k Honor
Trinket: 49.6k Honor



Deadly Gladiator: 213-level Epic
Head: 2250 Arena Points (requires 2090 rating)
Neck: 47.4k Honor (requires 1600 rating)
Shoulder: 1800 Arena Points (requires 2150 rating)
Back: 47.4k Honor (requires 1750 rating)
Chest: 2250 Arena Points (requires 1970 rating) OR Drops from Heroic Archavon
Wrist: 39.4k Honor (requires 1660 rating)
Hands: 1800 Arena Points (requires 1850 rating) OR Drops from Heroic Archavon
Waist: 60.2k Honor (requires 1630 rating)
Legs: 2250 Arena Points (requires 1910 rating) OR Drops from Heroic Archavon
Feet: 60.2k Honor (requires 1720 rating)
Ring: 47.4k Honor (requires 1690 rating)
Trinket (Battlemaster's): 60.2k Honor (requires 1800 rating)
Main-Hand/Slow One-Hand/Caster: 3150 Arena Points (requires 2030 rating)
Two-Hand/Ranged: 4500 Arena Points (requires 2030 rating)
Off-Hand/Fast One-Hand: 1350 Arena Points (requires 2030 rating)
Shield: 2250 Arena Points (requires 2030 rating)
Relic: 1200 Arena Points (requires 2030 rating)


Also Wintergrasp epics have recently been announced for patch 3.0.8 on MMO champion. These are the Titan-Forged pieces: 200-level epics:
Head: 40 Wintergrasp Marks of Honor
Feet: 15 Wintergrasp Marks of Honor
Trinket: 25 Wintergrasp Marks of Honor

The trinkets in particular look pretty awesome. Like really, totally awesome (caster one gives 86 crit with a proc for 590 spellpower, or something like that, which is stupidly good).


NB: with any list this long, errors are sure to creep in. Please report them either through email, or by leaving a comment. Also if you have any further suggestions/requests/criticisms/feedback the same holds true.

Tuesday, 14 October 2008

[Arena]: A Lesson in Humility

Patch 3.0.2 comes out tomorrow, no surprise.
And arena Season 4 ends at the same time (before the patch turns everything on it's head).

We figured 1600 rating would cut it for a Challenger title, based on Arena Junkies' arena title calculator. Going into this week, our 2v2 was at 1543, and our 3v3 at 1503, so we should've had a decent chance. The key word being should.

We ended up getting facerolled by teams on much lower rating.
We fought a lot of people with S4 gear, especially helms (which require 1700 rating).

Stupidcow and I ended on 1472, after a lot of very hard matches against teams a lot better geared.

Damah, Stupidcow and I ended on 1398 after an hour of pain and suffering. We got to 1546 after a few easy games then plummeted insanely quickly, losing 17-19 points a match. We played almost every pvp-viable class and spec tonight, at a variety of ratings and still got owned (no warriors or boomkin, oddly enough). These were seriously good teams, with extremely well-coordinated cc and very good gear.

Stupid reroll teams getting friends titles.

Highlights of Season 4:
- 2v2 with Damah (elemental shaman) on my resto druid, teams would run around looking for the rogue (can't they see thorns and MotW?)
- any arena with Damah, people seem to assume he's resto
- actually killing things as a Beast Mastery hunter
- after a day of losing to teams in half S4, fighting an Arms warrior wielding Terrok's Quill
- reaching 1560 rating (max peak of our 2v2) while wearing more blues than PvP items
- kiting hunters and frost mages around pillars as a resto druid
- fighting prot paladins ("dude, he just threw his shield at me") and warriors with shields (fought a long game once, where I was hit by my own Entangling Roots three times, gogo Spell Reflection)

Lowlights of Season 4:
- fighting all the rerolled teams messing with our 1500-ish bracket (seriously, S4 helms, wtf?)
- ret paladins with windfury totem
- watching your elemental shaman 2v2 partner run out of mana - you can keep them alive for ages, but you can't kill anything
- rogues
- being kited while playing a hunter
- having pet killed by enhancement shamans
- playing a hunter in general
- watching your warlock partner trying to kill a scorpid so you can drink
- playing warlock/druid against resto shamans and anything else - they have so much mana regen
- binding Abolish Poison to the F4 button


GG and bring on Season 5!

Tuesday, 7 October 2008

Udder-Madness on arena

If you haven't read WoW Insider's take on PvP (now and in Wrath), go do it now (thanks Toresh for the link, I don't have the time anymore to keep up with all the WoW Insider stuff).
While you're at it, take a look at what Kalgan writes about Blizzard's philosophy of PvP (also linked to from the WoW Insider article).

So I thought I’d write my own thoughts on PvP the way it is at the moment, and the changes Wrath will make to the arena setting.

First, those changes the way I understand them:
-There will be a set of PvP blues that will be obtainable through crafting.
-There will be a set of Arena epics (requiring no rating) that will be obtainable for arena points: the Savage gear (I suppose similar to Season 3 gear available in Season 4, barring Shoulders and Weapons)
-There will be a full set of gear that requires rating from between 1665 and 1850 rating (I think): Hateful gear
-There will be honor-obtainable gear for Bracers, Belt and Boots, Necklace and Rings, set a bit higher than the craftable blues
-There will be a plague of locusts o’er the land (brought by those silly Death Kniggets)

Secondly I want to state where I’m coming from. My hunter (Darksentinel) started arena maybe around 10 weeks in to Season 3, with a resto druid partner (Meellow) and both of us in mostly non-heroic instance blues, needless to say we got steamrolled. But we had a lot of fun, and after dipping as low as 1280 we climbed back up to the mid-1300s and I earned my Waraxe []. We’d pretty much found our niche, hanging with a bunch of other misfits like us (and the occasional Season 3 geared team that really sucked), but not near the bottom. During this period we also started Drunken Hobbits, a 3v3 team with Stupidcow, Damah and Arkanon (3 other guildies with PvP inclinations), but didn’t play regularly due to timetable issues.
Season 4 came out and we upgraded our gear to the reputation blues (so sad), and then hung around just under the 1400 mark. Now Darksentinel is in a mix of Season 1 – Season 3 gear (probably S2 on average) and we’re somewhere between 1400 and 1450.
Towards the end of Season 3 I started levelling my Druid (Beathooven) more seriously, with the aim of seeing how broken restoration actually is at 70 (quite broken, actually), and I hit 70 in the first week of September (well into Season 4). That same week I started Multiboxing, a 2v2 team with Damah (elemental shaman), to start earning points. A few weeks later, Stupidcow (SL/SL Warlock) joined Multiboxing and we’re currently pushing for a title (any title) that we can bear into Northrend with pride – hopefully we’ll make 1600, although for the last 2 weeks we’ve been pretty stable just over 1500. But just having broken the 1500 mark felt like an awesome achievement, since most of the teams had far more experience and significantly better gear (for reference, my druid currently has: Engineering epic goggles, Scryer SSO necklace, S2 shoulders, reputation chestpiece, Karazhan cloth bracers, S2 Mace, questing blue offhand, S3 gloves, S4 belt, reputation legs, Heavy Clefthoof Boots, S2 ring, blue quest ring, PvP blue trinket, Goblin Rocket Launcher – i.e. really crap gear), and I’m kind of being carried by Stupidcow (who is one of the best gamers I’ve had the honour of knowing).

Thirdly: a lot of work seems to be based on balancing PvP against PvE. I’d hesitate to say it can’t be done, but Blizzard keeps trying, and players keep QQing about their perceived discrepancies. While the arguments range both ways from “good PvE gear just involves joining an experienced raid group and taking stuff no one wants” to “damn PvP welfare epics”. My druid has been in both situations: a week after turning 70, I healed a part of lower Kara and Maiden dropped her mace, which should have been a significant upgrade over anything else I would normally have had at that point, except I already had the S2 mace.

The actual point I want to make here is rather simple: I want to gauge myself against other players within the system that Blizzard has set up. I like working hard to earn rewards (which I haven’t yet, and probably won’t), and the rating requirements mean that I have something to strive to. I like the challenge, the intense competition and the satisfaction of slowly increasing my rating through playing well. I find that the gear takes slightly too long to earn (15300 honor takes me about 10 hours to farm all up through AV, more if it requires marks from a battleground Horde don’t win very often (e.g. AB, which often takes 20-30 minutes for a single mark).

Some of my other views on Kalgan's post: the craftable gear idea is awesome. Easily obtainable Savage gear is also nice. And I don’t have a problem with the way Hateful gear is obtained: I like arena. A few people complain that Blizzard are pushing arena too hard, and that they feel forced to do arena in order to get the good gear. This may be the case, but personally, I don’t like raiding and if I so much as want to experience the end-game content in MH, BT and SWP (and being a deep fan of WoW lore I kinda do want to) I first have to spend a lot of time in T4 and T5 instances, working with a guild and forcing my cramped timetable to fit their raiding schedule – it’s the price you have to pay, at least if you want to, you can experience arena at any time.

WOTLK Arena:
So, what class will I play in Season 5 arena? Not sure. Here follow my personal opinions on the different options:
Death Knights: unknown how strong they will be, but definitely an option. Since I haven’t played beta or PTR I don’t really understand their relative power and mechanics enough to comment, but I suspect they’ll be good, if somewhat overplayed.
Druids: given the Lifebloom nerf (and other efficiency decreases), restoration won’t be the powerhouse it was in TBC, even with armoured Treeform, but will still be an incredibly versatile healer with a lot of cc potential. Feral I’ve never been entirely comfortable with from a PvP viewpoint (not enough cc, no drain, not enough burst). Balance is a viable option, but will need to see how it works out, since gear can be a bit finicky.
Hunters: although Wrath has given hunters an almost-ridiculous amount of love, I’m not sure whether I’ll try to push arena seriously with Darksentinel (even though I consider them to be the best drain class with a scorpid pet, especially with new instant cast Aimed Shot). There are 2 main reasons for this: hunters are still incredibly weak at melee range (Disengage notwithstanding) and Crippling Poison+Shadowstep/Hamstring+Intercept combined with my New Zealand lag make some classes a nightmare to play against, and additionally hunters are really easy to LoS. And while I think I play a decent druid, I don’t play a hunter nearly as well as I could.
Mages: I’m not really a fan of mages in arena, although that’s probably because as a resto druid with a warlock partner they don’t offer a lot of challenge (shift out of Shatter combo, LoS+heal and wait for DoTs to finish the job), and don’t really see the appeal. Although, given the decreased mana costs in Wrath they may become more attractive.
Paladins: Stupidcow and I are seriously considering Retribution paladins. They seem to have massive burst, decent survivability and efficiency. We may even run Ret/Ret. From what I’ve heard though, Holy paladins need some serious work before they become viable for anything at all.
Priests: not sure. Discipline/Holy will probably still be nuts, and hopefully Shadow will be both more mana efficient and have more burst.
Rogues: ah the infamous OP class. Seems like they’re even more OP. I might decide to roll a rogue, but doesn’t really seem to suit my playstyle.
Shamans: I love Shamans, all 3 specs. And while resto and elemental may seem more suited to 5s, they should be pretty viable for smaller brackets too, especially with the buffs Enhancement is getting in the patch.
Warlocks: I’ve always found warlocks scary in PvP (at least since hitting 70, before then my BM hunter would eat them with gusto), although more so as a non-BM hunter than as a resto druid, and I suspect that Demonology-heavy locks will be quite nuts in Wrath even if I haven’t heard the verdict on Demonform.
Warriors: yawn. They may be good, but they don’t appeal to me. They’re just too boring in the way they play.

Anyway, I has assignments to do, and rating points to earn. There’ll probably be more PvP commentary from me next week.

EDIT: hopefully fixed some formatting issues.

Tuesday, 30 September 2008

OMG We Did It!

One small step for my personal PvP experience, nothing at all of interest to the WoW world (except for the people we beat).
That's right. 1500 rating achieved.



It took some work. What's crazy is, this is on my druid.
At the time we achieved this my druid was really abyssmally geared. 1250 heals, 260 resilience and about 8.5k health (wearing 2 PvP epics, and 4 PvP blues).

Thanks Damah and Stupidcow for taking it this far, let's try to hit 2200! (yeah right).

Monday, 15 September 2008

Emo Gladiator's Carrot of Devastation [+12]

So I was reading a post on WoWInsider regarding season 5 gear.

And really, who thinks up the names?
Tiered Gear (5-piece)
Season 1: Gladiator - ok, nice.
Season 2: Merciless - yep still good.
Season 3: Vengeful - sounds like you're grasping for names here.
Season 4: Brutal - wtf? Degenerated a bit
Season 5: Hateful - thassabit strong, no?
Quality of their names seems to be getting a) really negative, b) lacking originality somewhat. I mean, how about Emo Gladiator's Razorblade? Or Moderately Angry Gladiator's Pocketknife? Or even Accounting Gladiator's Ledger of Doom... yeah, so Blizzard aren't the only ones lacking in originality, but then, I'm not making the game.
Also, the non-set gear will also be Hateful:
Season 1: General/Marshal's
Season 2: Veteran's
Season 3: Vindicator's
Season 4: Guardian's
Season 5: Hateful Gladiator's - huhwhut?
Personally I think these names are pretty cool, although I'm not sure what a Vindicator actually is (one of those Aldor guys, but what do they do?), but I've always been a fan of the 'Guardian' title. So I don't like this particular change (should it persist).

Anyways,
QQ moar.