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Posts Tagged ‘pvp’

Azuba is no longer a frog!

August 26th, 2009

Nail-biting season end! We’ve been sitting on our 2s rating for a couple of weeks but we still needed to make some progress on our 3s team to get the title for our priest. Well, that, and Azuba wouldn’t be satisfied unless he could get glad as both resto and elem. And now he’s putting an enhance set together! But I digress.

After initially tanking the rating a bit, we had a couple of great nights of 3v3 games, despite there being two different enhance/warrior cleave variants taking turns trucking us down. Sallice’s team in particular is crazy strong, and though we forced them to a close 2v2 once, we never managed to beat them. I really think enhancement is one of the most underrated specs in the game right now. High skill cap, I guess?

As you’d expect there was a huge amount of RMP in the last week, and we’ve gotten much more solid against that comp recently. By the end we got into a great rhythm, when the dispel magic is flowing freely and Azuba is in the zone frost mages get absolutely nothing done against us. We decided to call it at 2668, which was around 25th at the time, and then there was nothing to do but sit back and refresh the armory every half hour until the servers went down. Well, and finish up zuba’s latest nerd point fascination.

Looks like we’re in good shape though: the 2s ended up 81st (cutoff: 97) and the 3s ended up 31st (cutoff: 36) and that’s without factoring inactive teams in. Truly/Tama on horde side have been sitting on their 2527-rated 2v2 team for half the season and we laughed when they ended up tied for 98th, but with 5 or 6 inactives in that bracket I think they’ll still sneak in.

(taken just as the servers went down, so not quite up-to-date)

Great season! There were highs, there were lows, there were occasional prot warriors (complete with aoe spell reflect, rofl). There was a lot of sitting around Dalaran Sewers waiting for the 5s queue to pop. Huge thanks to everyone in the Reckoning arena community and especially to my fantastic teammates for making it possible.

Bring the player, not the class! See you in s7.

I only just saw the Master Poisoner change, I’m guessing this is their idea for increasing assassination sustained damage slightly without affecting PvP burst. Seems like a reasonable change, although it does dumb down the spec a bit more for raiding since you no longer have to time your envenoms after a DP tick.

I wonder if it will make using offhand deadly a good choice as PvP HfB?

BONUS: 2v2 Comp breakdown for the Reckoning top 100 after the dust has settled.

chronic Arena , , , , ,

Holy Season Six, Batman!

May 13th, 2009

At the beginning of the season I was somewhat pessimistic about the direction they were going with holy arena. I won’t argue that the paladins of season 5 were balanced, but the aggressive style and CC options made for some very entertaining gameplay.

After having had a few weeks to play some live games, though, I’m pretty satisfied with what turned out to be very even-handed changes to paladin healing. Paladins haven’t disappeared from SK, they still have a number of viable comps to run. Blizzard didn’t outright kill any of the specs, quite the opposite – as far as I know this is the first season that paladins have had a viable healing spec in every tree.

The old repentance spec of S5 has become 32/0/39. Since you can’t feasibly get Infusion of Light with any of the nice ret stuff, you push even deeper into ret to pick up Art of War and Fanatacism, which means you get an instant FoL on your judgement crits (instead of HS crits) and your judgements crit at a reasonable rate. Some people take Seal of Command for the guaranteed crit versus stunned targets, but I haven’t found it that useful.

You still get the ret utility you know and love – most importantly Divine Purpose and Repentance; but Sanctified Retribution is also a lot stronger without the specific aura requirement. Judgements of the Wise has actually been buffed and now returns a huge amount of mana (25% of base) every judge. Pursuit of Justice and Vindication are both still amazing.

The deep holy alternative has become 49/22/0. The protection talents they’ve changed up in 3.1 are amazing, with Divinity and Improved Devotion Aura increasing your healing substantially and Stoicism + Improved Righteous Fury increasing your survivability noticeably. Having a second Sac in the form of Divine Sacrifice is absolutely amazing, and makes a lot of double DPS or CC-heavy compositions a ton easier.

This also gives you the throughput talents in deep holy, such as Judgements of the Pure, Holy Guidance, Infusion, and Light’s Grace. Enlightened Judgements (increasing range to 40 yards) is also pretty useful now that Judgement is your only real way to keep people in combat or snipe totems. This spec feels a lot like the TBC paladin – you do have to drink, but it’s usually possible to set up opportunities to do so. 40 second HoJ is nice but doesn’t give you nearly as much CC potential as repentance does.

Which brings us to the dark horse of the collection, 20/51/0 deep protection. It sounds crazy until you actually look at the control possibilities and raw healing power of the available at the bottom of the tree. You get a 20 second HoJ (!) along with a 3 second silence and a daze on your Avenger’s Shield (30 second cooldown), which also increases your damage contribution. You get undispellable Divine Plea that refreshes on melee hits. You get a bunch of free stamina from talents like Sacred Duty (and some passive defenses like Ardent Defender) and then you convert that stamina into spellpower via Touched by the Light. You end up with a huge amount of spellpower, and although your crit is lower than the ret subspec when you do crit you’re looking at 8.5k flashes (10k+ on a warlock or mutilate rogue!).

The huge downside to the prot spec is, of course, the complete lack of any sort of instant healing. The new Aura Mastery helps here, and part of it is just adapting to the playstyle, but it’s a limitation and it makes the spec a lot weaker when you’re tanking a melee who can interrupt. Which, in a way, is also a lot like TBC!

I hear actual ret and prot paladins aren’t doing too badly, either.

chronic Arena, Paladin , , , , , ,

Rogue PvP Trinket Selection

May 6th, 2009

Rogue gearing has less choice involved than most other classes. To some extent you’ll choose how defensive you want to be, though generally you will use whatever PvE gear you have available. Within your offensive gemming, you can choose whether to focus on agility, attack power, or armor penetration. Basically, though, you’ll either be wearing the rogue PvP set, the highest ilvl rogue PvE pieces you can get your hands on, enough hit rating to get to the specials cap and then damage, damage, damage.

That’s fine, though to some extent I’m envious of caster classes that get to worry about things like haste plateaus and actually get to consider the comp they’re playing when they decide how to gear. Nevertheless, there’s one area where rogues do have some options, and where playstyle and comp can affect your decisions significantly: your trinkets.

Let’s take a look at what I consider the different options for rogues in season 6. I’ll try to be relatively comp-agnostic, though my rogue+healer 2s bias will probably shine through.

PvP Trinkets – Medallion / Titan-forged Runes

If you’re a human, your active racial means you don’t need to equip a PvP trinket. For everyone else, a trinket from this category is absolutely essential. Thankfully now you have a number of options available to you for the passive part of this trinket. The default one available from honor provides passive resilience, but most rogues are going to prefer the offensive-oriented wintergrasp versions which can bestow attack power, crit, or hit.

Buff Proc Trinkets – Mirror / Anvil / Infuser / Blood / DMC: Greatness / Grim Toll / Mjolnir

These trinkets provide passive damage stats with a proc on a 45 second internal cooldown that provides some sort of short-duration offensive benefit. You get a better deal in terms of sustained dps compared to the activatable trinkets, but the downside is you can’t control the timing and procs can end up partially (or completely) wasted.

In terms of the procs, the huge amount of ArP Mjolnir and Grim Toll provide are the strongest, especially if you have other armor penetration on your gear. They synergize well, which humans can take advantage of.

Grim Toll, Infuser and Blood of the Old Good all have hit passives, which are typically wasted, though that will depend on the rest of your gear. The anvil has a resil passive, which is also not that desirable. For that reason Mjolnir pulls ahead of the pack, with DMC:G a very viable alternative.

DMC:G has another advantage in that the agility it provides confers a non-trivial defensive benefit.

Damage Proc Trinkets – Bandit’s / DMC: Death

These trinkets both have a chance on your attacks to deal direct magical damage, with a similar 45 second ICD. The proc rate is high enough that they’re extremely likely to occur in your initial opener, which makes them very strong for overkill burst openers.

Bandit’s Insignia is significantly better because of it’s very strong attack power passive, but because it drops off heroic Sapphiron it is also quite a bit harder to obtain.

Note that the ICDs for these two trinkets are completely independant, so if you’re a human you can use them both and they will often proc together. This is probably going to get nerfed, but right now it’s very strong!

On-use AP Trinkets – Loatheb’s / Platinum Disks / Wrathstone

These trinkets provide an attack power buff on a two-minute cooldown. The strength of them lies in the fact you can choose exactly when to activate them, so you can time them with enchant procs, with other trinkets, or for moments when you have momentum in the fight (successful kidney shot that your opponent won’t trinket, for example).

The flipside of this is that some people find another keybind challenging to manage; and the fact you’re waiting for a perfect opportunity means some time will be wasted. Activating these trinkets does not trigger a global so you could theoretically macro them to one of your other abilities.

The disks have a resil passive, but they’re very easy to get compared to the other two.

On-use Damage Trinkets – GLG

This trinket has been tweaked since its somewhat overpowered inception as a high damage cast-time nuke in season 5. It’s now instant cast and off the GCD completely, but it shares the 10 second “burst damage” cooldown category with activated buff trinkets and the pyro-rocket glove enchant. Compared to Bandit’s/Death, it has a slightly longer cooldown (60 seconds instead of 45) and can’t be timed with the rockets, but it has the advantages that it’s completely controllable and usable from range.

The crit rating is a decent passive, but the fact that this trinket still backfires means it’s not nearly as desirable as some of the alternatives. Not terrible, but not amazing, which I guess is to be expected from a profession blue.

Defensive Trinkets – Battlemaster’s / DMC: Berserker!

The Battlemaster trinket provides a short-term health boost which can be very helpful if you’re able to get it off (can’t do that while stunned). It’s purchased with honor, and much like the wintergrasp trinkets, you have your choice of passives: hit, crit, haste, ap. The attack power one is by far the strongest in terms of raw damage.

DMC:B is something of an odd customer. It procs off both incoming and outgoing damage, and has quite a high proc rate, so it’s going to be up pretty much all of the time you’re in combat. Essentially it’s a passive 105 resil and 105 crit rating. It’s not bad, but perhaps not as exciting as some of the alternatives.

On-use Tentacles – Vanquished Clutches

Tentacles. Need I say more?

chronic Arena, Rogue , , ,

Won’t Somebody PLEASE think of the honor grind

May 4th, 2009

This screenshot pretty much sums up my Children’s Week battleground experience:

Whoever thought it was a good idea to encourage carebear retards into battlegrounds in the name of nerd points needs to be thrown in shark-infested water and shot repeatedly. If the sharks happen to have swine flu, I won’t complain.

EDIT: The WowInsider Commentary is pretty spot on, IMO.

EDIT2: And Scott Jennings says it even more eloquently.

chronic World of Warcraft , , ,

Turn Evil into Whine

May 1st, 2009
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Dresorull has posted patch notes for the upcoming changes in 3.1.2, there’s some minor rebalancing of priests and destruction warlocks.

Penance cooldown is going back up, maim is an actual stun (maybe?) and innervate is getting a pretty decent PvP buff. Most importantly from a rogue POV, they’re removing spammable blood boil!

I mentioned in my last post about paladin glyphs that using Glyph of Turn Evil was basically a metagame choice. Since then, I’ve seen maybe two death knights in arena, and not many more warlocks, so I think it’s time to retire it in favor of something more exciting.

So, as usual, it may be educational to see what everyone else is doing…

(Reckoning 2v2, top 200 teams)

Today I’m defining “holy paladins” as paladins who have holy shock and at least one point in unyielding faith which should hopefully narrow it down to PvP healing specs only. I’m not going to worry about deep prot healing specs, at least… not yet.

Here’s the same chart run against the infamous Bloodlust battlegroup:

Note that the top 200 teams actually goes right down to about 2k rating at the moment, so a lot of these people are probably not superstars.

chronic Data Mining, Paladin , , , , , ,