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Eldacar's Guide to PVP Power & Resilience


This guide is written by Eldacar and was posted in the General Section of this forum. I think however that it's worth to put it on the frontpage again as many players did not see the updated version, yet. Thanks to Eldacar for an amazing guide.


Hello everyone, I have written this guide to provide the player base with an in-depth understanding of how the PVP Power and Resilience stats work for level 90 players in Mists Patch 5.2.

**IMPORTANT NOTES**
- This guide is written for level 90 players, the numbers are different at lower levels.
- Resilience scaling was changed in Mists patch 5.2 from increasing returns to linear. For a comparison of the old vs new scaling see Appendix C.
- The guide just underwent a major update and revision, if you notice a typo or error please let me know!


Summary:

-Resilience has linear returns, +100 Resilience rating increases your effective health by 1.42% relative to displayed health. (+70.425~ increases EH by 1%)
-PVP Power has linear returns, +265 PVP Power gives you +1% damage/healing in PVP)
-PVP Power does not "cancel out" a target's Resilience but it will still help you hit them harder.
-You can get a significant increase in Resilience through gemming.
-Resilience is better than Stamina for increasing survivability.
-Resilience is stronger than PVP Power point for point by a fair margin.
-I cannot tell you definitively if you should gem PVP Power, Resilience, or something else, it depends on your class, spec, and playstyle. Look at guides written by pros of your class for gemming advice.


Table of Contents:

Section 1 - Resilience


1A - The Exponential Returns of Damage Reduction
1B - The Diminishing Returns of Resilience Rating
1C - Baseline Damage Reduction
1D - Effective Health
1E - Resilience Graphs and Independent Scaling


Section 2 - PVP Power, Stat Interaction, and Combined Scaling



2A - The Absolute vs Relative Returns of PVP Power
2B - PVP Power's Interaction with Resilience
2C - PVP Power Vs Baseline Damage Reduction
2D - Combined Stat Scaling of PVP Power and Resilience


Section 3 - Gemming for PVP

Section 4 - Closing Thoughts and Remarks

Section 5 - Appendix



Appendix A - Valuation and Frame of Reference
Appendix B - Formulas

Appendix C - Resilience Change in 5.2


Section 1 - Resilience


Everyone reading this likely already has at least a general understanding of how Resilience works, it's fundamental purpose is to provide percentage based damage reduction against all damage done by players, the more Resilience you have the less damage you take. That is fairly straightforward and easy to understand, however understanding how the stat scales and all the factors at work is more complicated.

There are four main factors that go into how Resilience scales, first is the exponential returns of percentage based damage reduction, second is the diminishing returns of Resilience rating, third is the baseline 40% reduction that all players have in PVP, and fourth is it's interaction with PVP Power. Only the first three factors will be examined in this section, the fourth; interaction with PVP Power is looked at in Section 2.

Section 1A - The Exponential Returns of Damage Reduction


The effects of percentage based damage reduction scale exponentially, the more you have the more valuable additional damage reduction becomes. For example, let's say someone is hitting you for 100 damage, if you have 0% damage reduction and you add 1% that 100 damage is reduced to 99 damage, a 1% effective reduction. However if you already have 90% damage reduction and you add another 1% that 100 base damage which was already reduced to 10 is now further reduced to 9. That change in incoming damage from 10 to 9 is a 10% reduction in actual damage taken by adding just 1% of damage reduction.
Here is a graph that shows how the value of damage reduction increases as you gain more:

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As you can see at 50% damage reduction additional reduction is worth twice as much as normal, at 90% its worth ten times as much as normal. This kind of scaling isn't unique to Resilience, armor and any other percentage based damage reduction (even in other games) function the same way, games control the overall scaling of these mechanics by manipulating how fast you are awarded the damage reduction.

One additional note on this, in World of Warcraft different damage reduction mechanics have multiplicative relationships NOT additive, what that means is that the value scaling for any one of these mechanics is only accurate within that one mechanic. At 50% damage reduction from Resilience an extra 1% from Resilience is effectively worth 2%, however none of this has any bearing on the value of additional damage reduction from say armor, that scales totally independently but in a similar fashion. Because these defensive stats scale independently from each other and have a multiplicative relationship they can each be examined and valued independently.

Section 1B - The Diminishing Returns of Resilience Rating


For Resilience the main factor that counters the exponential scaling of percentage based damage reduction is the diminishing returns on Resilience rating. The more Resilience rating you have, the less damage reduction is awarded by each additional point of rating. This is how Blizzard controls the overall scaling of Resilience as a whole, and it is what they change when they want to alter the way Resilience scales.

Currently at lvl 90 the rate at which the returns from Resilience rating diminish exactly cancels out the rate at which the relative value of damage reduction increases, as a result the net effect of Resilience has linear returns. Adding 100 Resilience rating will always increase your effective health by 1.42% relative to your displayed health.

Section 1C - Baseline PVP Damage Reduction


Mists of Pandaria added two new factors to the way Resilience scales, one of them is the baseline 40% PVP damage reduction that all players have. What this has effectively done is significantly shrink the damage reduction gap between under geared players and fully geared players compared to Cataclysm. In Cataclysm the damage reduction range on gear before gems was roughly 0-45.5%. In Mists that range shrank to 40-59%, so while the gear is still providing a solid increase in survivability it provides fully geared players much less of an advantage compared to Cataclysm.

Section 1D - Effective Health


Before you can understand most of the graphs in this guide you need to understand what effective health is. Effective health is essentially how much pre-mitigated damage it takes to kill you. If you have 100k health and 0% damage reduction your effective health is just that same 100k. However if you have 100k health and 50% damage reduction your effective health is 200k, because someone would need to do the equivalent of 200k pre-mitigaged damage to kill you.

It is also important to note that more than just increasing the size of your effective health pool, that damage reduction also increases the relative effectiveness of heals on you. With 50% damage reduction a 1k heal actually restores 2k of effective health, this is one of the reasons why having a larger effective health through damage reduction is better than having a larger displayed health through stamina.

Because effective health is such a great indicator of survivability it is also a great metric to use for evaluating the overall effectiveness of Resilience, which is why I used it in these graphs. It is really the stat that best indicates the value you are getting from Resilience and the stat you need to be paying attention to in the graphs. Effective health is displayed on the graphs as a percentage relative to displayed health, an effective health (EH) value of 150% for a player with a 100k displayed health pool would mean that player has an effective health from just Resilience of 150k. (When you factor in other effects like armor and damage reduction from talents your EH is higher but we are just looking at Resilience by itself here)

Section 1E - Resilience Graphs and Independent Scaling


Now that we have gone through all of the critical factors at work it is time to get into the graphs. This first graph displays the scaling of damage reduction and effective health based on Resilience rating at level 90 in patch 5.2. Keep in mind these graphs show the scaling of Resilience before the effects of PVP Power are factored in, so it is effectively your damage reduction and effective health vs a player in full PVE gear.

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As you can see in this graph, as you gain more Resilience you get less and less damage reduction per Resilience rating, however your effective health continues in a linear fashion anyway. Make note of the fact that there is NO Resilience cap, you are only limited by the amount of Resilience you can actually manage to get on your gear.


Section 2 - PVP Power, Stat Interaction, and Combined Scaling


PVP Power is a new stat introduced to the game in Mists of Pandaria which acts as the offensive compliment to Resilience. The idea behind this new stat is to encourage players to use PVP gear in PVP by putting major PVP-only offensive gains onto PVP gear (or in the case of healers, healing gains). PVP Power increases all damage done to players (under all circumstances), and healing done (while outside PVE-instances), by a percentage that increases based on how much PVP Power rating you have. There has been a lot of confusion on the forums as to how PVP Power works and particularly how it interacts with Resilience, hopefully I can clear some of that up here.

Before we dive in thought I would like to note that this guide focuses primarily on the +damage aspect of PVP Power because the +healing aspect does not have an easily quantifiable relationship with the other aspects of the PVP stats. However I want to point out that you will only get a fraction of the damage bonus as a healing bonus depending on your class and spec.

Section 2A - The Absolute vs Relative Returns of PVP Power


Unlike Resilience, PVP Power's scaling is very straight forward. It has linear returns when looking at it in an absolute sense, adding 265 PVP Power will always give you another +1% damage/healing in PVP. So every additional point of PVP Power will increase your damage/healing by the same amount. However I have seen some players around the forums describing PVP Power as having diminishing returns, and they are correct to an extent.

If you evaluate the returns of PVP Power in a relative sense it does have diminishing returns, going from 0%-1% will give you the same absolute damage increase as going from 30-31%, but in the latter case that damage increase is smaller relative to the damage you are already doing. This is a valid way of evaluating the data mathematically, but it is not very useful in practice.

Virtually everything in the game operates the same way, think about primary stats for example; +300 strength would give a warrior a pretty nice bump in damage right now, but if Blizzard said "Hey we like you random warrior!" and bumped their strength up to 100,000 that +300 strength would suddenly be worth a lot less to them even though it would still increase their damage by the same amount.

The  reality is that in order for a stat to offer you consistent relative gains as you gear up the stat would need to have increasing absolute returns, in other words it would need to give you more and more damage the more of it you got.
(For more info on absolute vs relative valuation see Appendix A)

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PVP Power's returns are perfectly linear, you gain 1% damage/healing for every 265 PVP Power.


Section 2B - PVP Power's Interaction with Resilience


The most common misconception that most players seem to have about PVP Power is that it acts as a kind of "Resilience Penetration" which counteracts the target's Resilience 1 for 1, that is simply not true. PVP Power increases your damage by the percentage shown in your stat pane, it always increases it by that same amount regardless of how much Resilience the target has. The target's Resilience then mitigates that incoming damage based on how much damage reduction that target has.

Take for example a warrior who's swing always does 100 damage per swing in PVE. This warrior gets a +50% damage increase from PVP Power in PVP, so that 100 damage get's increased to 150 damage in PVP. This warrior has now decided to attack a paladin that looked at him the wrong way. The paladin has +50% damage reduction from his Resilience, so when the warrior's 150 damage hits him it is reduced to down to 75. That is how PVP Power and Resilience interact, the outgoing damage is boosted up by PVP Power, then the total incoming damage is mitigated down by Resilience.

Section 2C - PVP Power Vs Baseline Damage Reduction


This next graph shows the effective damage of various PVP Power amounts against a target that has nothing but the baseline PVP damage reduction of 40%.

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What is immediately apparent here is that you need an enormous amount of PVP Power (pretty much the max possible) in order to cancel out just the BASELINE damage reduction all players have.

Section 2D - Combined Stat Scaling of PVP Power and Resilience


This final graph is a bit more complicated than the previous graphs, it shows the combined scaling of PVP Power and Resilience. The metrics represent the effective damage and effective health of two players with roughly equivalent gear fighting each other across the entire gear scale. At the left end it shows a player with no PVP Power vs a player with baseline Resilience. At the right end it shows a player with the typical max PVP Power vs a player with max Resilience.

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This graph indicates that as players gear up Resilience is boosting up player effective health faster than PVP Power is boosting up player damage. Which also means that Resilience is still a stronger stat than PVP Power by a fair margin, even when comparing just 10K Resilience to 18K PVP Power Resilience is still stronger, meaning point for point it isn't even a competition.


Section 3 - Gemming for PVP


One of the most popular questions I get is "What should I gem for?" Unfortunately I cannot provide a clear cut answer to that question. The answer is dependent your gear level, class, spec, playstyle and more. My recommendation is to check how the pros of your class/spec are gemming, and then experiment to see what works best for your personal playstyle. The only thing that I can definitively state is that Resilience is SIGNIFICANTLY better for increasing your survivability than Stamina. So if boosting your survivability is the goal, gem Resilience.


Section 4 - Closing Thoughts and Remarks


I hope that this guide has been illuminating for everyone that has taken the time to read it, I have tried to provide as much accurate and detailed information as possible about the way these stats work. If you have questions about these stats or about anything written here feel free to ask and I will do my best to get you an answer.

I error checked this guide many times however I am still human, so if you believe you see an error please let know and I will look into it. I also want to make it clear that although I am a member of Blizzard's Forum MVP program I am NOT a Blizzard employee and nothing in this guide is based on any kind of inside information. All the data in this guide was all generated based on direct in-game observation and calculations based on that observed data.


Section 5 - Appendices


This is some additional information about some of the ideas, concepts, and data discussed in this guide. Additional appendices may be added over time as needed.

Appendix A - Valuation and Frame of Reference


Absolute valuation compares numbers based on addition and subtraction, IE going from 30% damage reduction to 60% damage reduction is an absolute gain of 30%. Relative valuation compares numbers using ratios, IE going from 30% damage reduction to 60% damage reduction is a relative gain of 100%. Why is this important? Because taking the example a step further, going from 60% to 90% is an absolute gain of 30%, exactly the same as before, but it is a relative gain of 50%, half as much as before. So if this trend were to continue, it would signify linear absolute returns but diminishing relative returns. This guide primarily uses absolute valuation because it is much easier to understand and work with when comparing a large number of data points to a common baseline.

Frame of reference is another critical concept for evaluating data, particularly when most of the data is in percentages. There are two basic methods that can be used to evaluate a string of data points; constant frame of reference, or progressive frame of reference. Constant frame of reference uses one common baseline value as a reference point, every data point is compared to that baseline. In contrast a progressive frame of reference compares each data point to the data point before it. Take for example this set of data points: 1, 2, 3, 4, 5. On a graph using a constant frame of reference they would be displayed as 1, 2, 3, 4, 5 (all data points were compared to a baseline of 0). However on a graph using a progressive frame of reference they would be displayed as 1, 1, 1, 1, 1 (each data point was 1 larger than the number before it).

Using a constant frame of reference makes it much easier to evaluate the actual changes in the progression of a data set, where as using a relative frame of reference allows you to better evaluate changes in the rate of change over the progression of a data set. Since we are more interested in the actual changes than the rate of change when viewing the scaling of stats I chose to use a constant frame of reference for the graphs in this guide.

Appendix B - Formulas


The formula to calculate damage reduction from resilience in patch 5.2 is:
Reduction %  = ((11724*0.4)+x)/(11727+x)
x represents resilience rating, credit for this formula goes to Erdluf (Echo Isles US)

The formula to calculate damage increase from PVP is:
Damage increase %  =  x/265
x represents PVP Power rating

Appendix C - Resilience Change in 5.2


The formula for Resilience was changed in patch 5.2, changing its net scaling from increasing to linear.
Effective health returns from Resilience in 5.2 are now perfectly linear. Anyone with less than 10k Resilience should have seen a slight bump in effective health from the patch, anyone with more should see a slight loss. Going forward Resilience will still be a great, lucrative stat, it will just scale more evenly instead of getting more and more valuable at the high end.

Here is an interactive graph illustrating the difference in resilience scaling between 5.1 and 5.2:
http://battlemasters...resilvis52.html

Here is another focusing in on just the changes in damage reduction:
http://battlemasters...es/drvis52.html Back to Top

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Patch 5.2 Class Reviews

Official Blizzard Quote:

In addition to significant PvP changes, a new Raid, a new quest hub, and a mysterious island full of dinosaurs, numerous class changes are coming in patch 5.2: Throne of Thunder. Stay up to date on all the incoming class changes by reviewing the 5.2 patch notes and reading the other parts of the series (also, you can skip straight to class changes if you’ve already read this introduction):

We don’t alter classes lightly, and every change comes only after a great deal of player feedback, developer thought, and careful analysis. We also know that while class changes can help keep things fresh, they can also mean that there’s a need to re-learn things about your character that you thought you already knew. We want to make this process clearer, more understandable, and easier to adapt to as we move into patch 5.2, so I’ll be working with World of Warcraft Lead Systems Designer Greg “Ghostcrawler” Street to write a short blog series that will provide an overview of the important changes coming to each class.

Many of the 5.2 patch notes fall into two main categories: balance tuning and talent adjustments. Unless we called out a specific reason otherwise, you can assume that the various +10% or -10% adjustments you’ll see in the patch notes were made to keep all of the specs where we want them in 5.2. In some cases these are changes to reflect the different environment in 5.2 with new gear and set bonuses. In other cases, we are correcting issues we found in patch 5.1.

In terms of talent adjustments, while we’re still happy overall with the Mists of Pandaria talent overhaul, we do recognize that there were some talents that weren’t tuned as well as they could be or just weren’t attractive. That’s not to say that all talents should be all things to all players all the time; some talents are situationally quite attractive, and we’re happy with those. On the other hand, others just never see much use and we would rather provide players real options for each talent tier.

Note: The purpose of these blogs is mostly to provide an overview of the design intentions behind our 5.2 changes, rather than to detail the thought process behind every individual note. You can refer to the patch notes for specific changes and numbers.

Part 1 - Death Knight, Druid, and Hunter

Official Blizzard Quote:


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We had three main goals:
  • Make some less attractive talents more compelling.
  • Improve quality of life for Unholy Death Knights.
  • Give a small PvP buff.
We didn’t feel like Death Knights needed many changes overall, and we try not to change classes for change’s sake, especially midway through an expansion, so you’ll see fewer changes here than for some other classes.

To address some issues with less attractive talents, you’ll see buffs to Death Siphon (more damage dealt) and Conversion (less Runic Power over time).

Unholy’s quality of life changes were mostly to solve the problem of “orphaned” runes. A Death Knight would, for example, Blood Boil twice and then Scourge Strike, leaving two Frost Runes, which weren’t sufficient to use Festering Strike. Now Icy Touch activates Reaping, which will allow those Frost Runes to convert to Death Runes. We also made Plague Strike apply Frost Fever to reduce the need to use Icy Touches. We also made Summon Gargoyle no longer cost Runic Power and changed the damage done to both Shadow and Nature to synergize better with Unholy’s Mastery, Dreadblade.

While we think Death Knights are in a good place in PvP overall, we did agree with the feedback that Strangulate has a very long cooldown for what it does, so we lowered its cooldown and also lowered Asphyxiate to match. Finally, it is worth pointing out that the tier 14 2-piece ended up being overbudget to the extent that we were concerned DKs would keep using it in the 5.2 raid. We nerfed the set bonus and buffed Death Knights to compensate. Blood is in a good place overall, but we did buff Blood Parasite dramatically, because it was just undertuned.

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We wanted to:
  • Make some unattractive talents more compelling.
  • Slightly reduce Feral’s effectiveness in PvP.
  • Improve Restoration slightly in PvP and PvE.
  • Give a bump to non-Restoration Druid healing in PvP.
We had a problem where some Druid talents were only attractive to certain specs. Changes such as the buff to Cenarion Ward and Force of Nature were to help with this problem, while other talents, such as Mass Entanglement were just undertuned for all specs.

We addressed Feral in PvP by adding a cooldown to Cyclone. Now Feral won’t gain such frequent use of free Cyclones through Predatory Swiftness, but can still benefit from the proc for heals. We initially tried a few different mechanics to prevent Cat Form from stacking speed benefits to a ridiculous level, but that left Druids feeling like they were being penalized for taking the Feline Swiftness talent (which many of them didn’t take, even in PvP). We ended up with Feline Swiftness not stacking with the PvP set bonus. We’re keeping a close eye on Feral’s damage output in PvP, but we didn’t make any changes for 5.2.

Restoration’s buffs include an across-the-board buff to healing, as well as mana savings on Rejuvenation. We think that some of Restoration’s performance issues were actually caused by Discipline Priests being so dominant (since absorb shields are better at “sniping” heals than even Heal over Time effects), but we still wanted to make sure that Druids were competitive healers, so we increased their healing by 10% through the Naturalist Passive. Rejuvenation is an iconic Restoration spell. While we don’t want druids to do nothing but spam Rejuv, we don’t feel like it was getting enough use overall. We redesigned Wild Mushroom to benefit from the overhealing that can occur with Heal over Time spells. Now, the new mushrooms allow a Druid to “bank” overhealing, and then unleash it when the Mushrooms bloom.

Balance and Feral should also see a boost to PvP healing effectiveness because we’re allowing 25% of PvP Power’s benefit to increase their healing output (versus 50% for Restoration druids).

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Hunters overall are in a good place in PvE and PvP. We wanted to:
  • Make unattractive talents more compelling. (Notice a theme?)
  • Improve Marksmanship’s viability.
Like Death Knights, Hunters were also in a good place overall and we didn’t think they needed many changes. These notes are relatively short as a result.

In terms of talents, we felt like Silencing Shot was too powerful so we increased its cooldown slightly, while removing the Focus costs of the competing talents: Binding Shot and Wyvern Sting. We also recognized the community’s frustrations with using Powershot so we rebuilt it so it would reliably hit even moving targets.

We reduced the cast time of Aimed Shot partially as a quality of life change for Marksmanship, and partially to buff the spec’s damage output. We also increased Chimera Shot’s self-healing to give Marksmanship Hunters a small distinct niche compared to Survival and Beast Mastery.
Nearly every Hunter felt like they had to take the Glyph of Marked for Death, so we made the glyph’s effects baseline, removed the glyph, and replaced it with the new Glyph of Liberation that provides a moderate heal when Disengage is used.

Part 2 - Mage, Paladin, and Priest

Official Blizzard Quote:


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We set out to accomplish a few goals with Mages:
  • Despite various adjustments along the way, Frost Mages are still too powerful in PvP and not quite competitive in PvE.
  • Our changes to Arcane in patch 5.1 overshot the mark and also needed some changes.
  • While we wanted to make some less attractive talents more attractive, we also weren’t satisfied with the Mage talent tree.
There are a few changes to Frost in PvP. First, the PvP set bonus only lowers the cooldown of Counterspell when it is successfully used as an interrupt, not as a silence. As we’ve said before, we think silences are too dominant in PvP, but we don’t think patch 5.2 is the right time to remove them all because we can’t also remove all of the instant heals in PvP. We like the Counterspell change because it rewards skilled play. We also made a change to the way Ring of Frost works with Presence of Mind. Rather than making the Ring of Frost instantly apply, the PoM only makes the cast time instant—the Ring still needs to arm for two seconds before freezing the unfortunates standing on it. Most significantly, we redesigned the Glyph of Fireblast to no longer allow it to detonate Frost Bomb on demand; instead it will require some timing on the part of the player. We’re boosting Frost’s PvE performance via Frostbolt, which requires a spell cast (which means the Mage must stand still and risks Frost lock), and also has a stacking debuff to really maximize damage.

We had two problems we wanted to solve with Arcane. The first was that Scorch was never intended to be rotational for Arcane to avoid having to dump stacks of Arcane Charges. Arcane is intended to build up charges but then dump them when the mana drain gets too high, but Scorch allowed Arcane Mages to avoid that cycle, which inflated their damage as a consequence. However, we also wanted to tweak a previous change where we increased Arcane Charges up to a max stack of 6. Dumping a stack of 6 is painful because it takes a long time to build it back up again, so in 5.2 we are lowering the stack size to 4.

Scorch was a big design problem for us for other reasons. It feels really good to have something to cast while moving, even if it’s a DPS loss overall. Many mages were taking Scorch for reasons beyond the Arcane Charge stacking issue above. At the same time, the talent tree also suffered a problem where Blazing Speed couldn’t compete with Temporal Shield or Ice Barrier. We had hoped to position Blazing Speed as a defensive ability, but really it’s a mobility talent, and we think it makes more sense alongside Presence of Mind and Ice Floes, which also offer mobility in one way or another. Instead of replacing Blazing Speed with Scorch, we just gave Scorch to Fire mages, which also helps differentiate the specs a bit more. Instead, now Mages have a new talent, Flameglow, which is a passive defensive option that absorbs some damage from each hit, and fits in thematically alongside Temporal Shield and Ice Barrier.

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Paladins are pretty solid overall. Still, we had a few issues to address:
  • We wanted to make less attractive talents more attractive.
  • Holy was too dominant in PvP.
  • Retribution wasn’t performing as well in PvP.
We focused a lot on addressing the performance of Holy Paladins in PvP for Mists of Pandaria, and it worked . . . a little too well. They have some offensive utility now and a variety of strong heals. To bring them back into line, we’re making two changes: Blinding Light will now have a cast time, but only for Holy. We also changed a PvP gear bonus to affect Flash of Light instead of Word of Glory. Shifting more PvP healing to a cast-time spell opens up the risk of interrupts and also requires the Paladin to stand still on occasion. Addressing representation through balance adjustments is always tricky – healers are always in demand for 3v3 Arena teams, so it’s unlikely that we’ll see Retribution Paladins become as common as Holy Paladins. However, we did want to give Retribution a little more oomph. The main change here is to lower the cooldown on Avenging Wrath to two minutes for Retribution only. Since this is an ability raiding Paladins have today through a set bonus, we just made it a core change. We also made Retribution’s Flash of Light stronger and allow them to benefit more from PvP Power’s conversion to healing. It makes sense that even DPS Paladins have good healing potential, so long as Retribution continues to primarily fill the role of a damage-dealer and can’t fully step into the role of a dedicated healer in PvP. Smaller Retribution buffs include letting them benefit from Glyph of Blessed Life and Templar’s Verdict to a greater extent, and adding a snare to Hammer of Light.

Protection received few changes; we like how they are doing overall. One small change was to make Grand Crusader benefit from dodges and parries as well, so that Paladins would benefit more from stats that were going to appear on their tanking gear anyway.

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Priests received several changes to address a few problems:
  • We wanted to make less attractive talents more attractive.
  • Discipline performed too well in PvE, but under-performed in PvP.
  • Shadow was too good in PvP, but solid in PvE, so we didn’t want the nerfs to spill over much.
We nerfed Phantasm and Psyfiend, both talents that all Shadow Priests took (and to be fair, many other priests as well) and reduced their healing (though remember we also offset that nerf somewhat with the change to PvP Power to benefit their healing somewhat). We didn’t want to hurt Mass Dispel or other utility that Shadow provides, especially in PvE. We also reduced Shadow burst a little through the Glyph of Mind Spike.

Discipline required more work. In raiding particularly, Discipline priests were using an effective but boring “rotation” of casting almost nothing but Prayer of Healing (with a guaranteed Divine Aegis) while using Spirit Shell on cooldown. Doing so allowed them to prevent more damage than anyone else was capable of healing. Our first change was to make Spirit Shell no longer benefit from mastery. When Spirit Shell absorbs for 50% more than it would have healed for, it just becomes a button to use on cooldown, while we’d rather it was used as a situational ability that’s triggered when absorbs make the most sense. We also wanted to see Discipline using spells other than Prayer of Healing.

As with Restoration Druids, we don’t want Disc to be casting nothing but Power Word: Shield, but we do want Power Word: Shield to be a major button in their arsenal, which wasn’t the case in 5.1. To accomplish this, we reduced the cost of Power Word: Shield and now allow it to crit, but we also redesigned Divine Aegis so that Prayer of Heal spamming would no longer be the right answer for every situation. Divine Aegis now requires a critical on Prayer of Healing to activate, but when it procs it applies a bubble instead of doubling the heal (essentially Discipline’s crits are 100% heal and 100% bubble instead of a 200% heal). We also changed their mastery to affect both heals and absorption so that their mastery wasn’t only beneficial after a crit. In addition, we buffed Penance, which is an iconic spell for Discipline and a fun one to use. To address Discipline’s PvP issues, in addition to these changes (of which the Power Word: Shield and Penance buffs will have the greatest effect), we redesigned their set bonus to make Flash Heal cheaper, and made a few spells un-dispellable. That’s normally a last resort for us, but we felt it was appropriate in this case.

Holy Priests received few modifications, though they will benefit from some of the talent changes. We think Holy is in a good place in PvE relative to other healers but was just so overshadowed by Discipline that they weren’t as common. That may change as the specs fill different niches.

Part 3 - Rogue, Shaman, and Warlock

Official Blizzard Quote:


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We had a lot of work to do on the Rogue talent tree, probably the most of any class.
  • Rogues, historically a PvP mainstay, felt underpowered and weren’t well-represented in high-end PvP. We wanted to change that.
  • In PvE, we wanted to tone down the cleave capabilities of Combat so it didn’t feel like a mandatory spec for some fights.
  • We wanted to give Rogues a little more PvE utility instead of feeling quite so selfish.
While we tweaked several talents to make them more attractive, there were large-scale changes to two tiers. In an attempt to balance a perennial problem we’d had balancing Rogues in PvP, we initially asked them to choose between Preparation and Shadowstep. Forcing Rogues to choose between the two worked . . . so well that Rogues felt ineffective in PvP. While we tried to make it a trade-off between the defensive capabilities of Prep and the movement capabilities of Burst of Speed or Shadowstep, as with the Mage tree, we eventually came to the conclusion that only movement could compete with movement. We gave Prep to all Rogues, buffed Burst of Speed, and created a new talent, Cloak and Dagger to be part of the movement tier. Cloak and Dagger causes a Rogue to teleport to their target whenever they use an opener. Combined with dropping out of combat to re-stealth, Shadow Dance, and the Subterfuge talent, we expect that it can be used to accomplish some pretty interesting things.

Similarly, while Anticipation proved very popular in the level 90 tier, Versatility did not, and in fact, Anticipation felt like it provided the benefits of Versatility, only better. We retired Versatility and added a new talent, Marked for Death, which will mark a target and instantly generate 5 combo points on that target. When the target dies, the cooldown will reset.
In addition to giving Rogues Preparation baseline, we also wanted to increase Rogue burst in PvP. That may sound backwards given that we are often trying to reduce the burst of classes in PvP, but we think Rogues had the opposite problem, where their large component of passive damage from white attacks and poisons coupled with the low damage per hit of using a pair of small weapons meant that Rogues had significant issues closing the deal and taking an enemy down during a burst window. Our solution here was to allow Rogues to store up more energy in PvP through a new set bonus. This means a Rogue will have to work for their burst, but it will be there if they plan for it.

Blade Flurry has been an iconic spell for Combat for some time, and while we initially discussed just giving it to all Rogues, we thought Combat lost too much under that design. Ultimately, we like that Combat is good at cleaving. The problem was it was so good that it felt mandatory for many Rogues to switch to Combat for some fights. Ideally, a Rogue who prefers Assassination or Subtlety should be able to stick with that spec, knowing they might fall a little behind on cleave situations, but can make up for it in other situations. We changed the way that Blade Flurry works, so that it will strike more targets for less damage. Combat will still be the best choice for AoE fights, but not so much so that it will be at an overwhelming advantage. We’ll be increasing Combat single-target damage via an increase to Vitality to compensate. Overall, we hope that most players will feel comfortable sticking with the spec they are most comfortable playing without feeling compelled to swap between fights. Subtlety will see increased single-target damage via an increase to the effects of Sanguinary Vein.

PvE utility is very subjective. Some players equate it with a raid-wide damage reduction cooldown, while for others, the utility has to be something unique that nobody else can provide. We add that caveat just because we don’t think the community will ever agree on who brings “enough” or “the best” utility. The change we made for Rogues was simple: Smoke Bomb now provides damage reduction, so in a similar fashion to abilities like Rallying Cry, a Rogue can help survive against, oh say, just for example, the damage a huge freakin’ dinosaur can dish out.

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We had a few goals with Shaman:
  • As with the other classes, we wanted to make unattractive talents more appealing. Shaman had a similar problem to Druids, where certain choices were perceived as good for e.g. Elemental but not Restoration.
  • We wanted to buff Elemental dispel vulnerability and overall survivability in PvP.
  • We wanted to give Enhancement a very slight boost for PvP.
  • We also wanted to improve Elemental’s target switching and multi-target damage in PvE.
  • We adjusted some Glyphs, some because they were too good, others because they felt mandatory.
We made several adjustments to talents to broaden their appeal. For example, Ancestral Swiftness now provides 10% melee haste in order for Enhancement Shaman to take it more seriously as an option, while staying at 5% spell haste since Restoration Shaman already liked the talent.

For PvP, we gave Shamanistic Rage to Elementals to provide a defensive cooldown they could use when focused. We also changed the interaction between Flame Shock and Lava Burst. Lava Burst still does more damage when Flame Shock is present, but it will now do more damage than it did previously, even when Flame Shock isn’t on the target. Therefore, if Flame Shock is dispelled, Elemental does less damage but doesn’t feel completely crippled.

This same change helped with Elemental’s target switching in PvE, since they didn’t have to wait for Flame Shock to come off cooldown every time they wanted to do something like burst down a new add. We also felt that Elemental never had a great chance to shine in 5.0 raiding. Their damage was on target for most fights, but other specs with whom they were tied would do great in some situations, such as multi-dot fights. We decided that “chains” are one of a Shaman’s core mechanics, so we wanted to make sure Chain Lightning delivered when the player was in a situation where they could use it. Chain Lightning damage no longer decreases when hitting subsequent targets, and actually increases when converted to Lava Beam.

We wanted to buff Enhancement for PvP in two ways. First, we increased the mana generation of Mental Quickness, since Enhancement suffered from mana problems when they didn’t have high uptime on the target, a common occurrence in PvP. We also lowered the cooldown on Spirit Walk to further increase their up time as well as giving them more frequent escape tools.
Finally, on the Glyph front, Purge is an extremely powerful tool in PvP, especially when Glyphed, so we added a 6 second cooldown on the ability if the Glyph is applied. It’s still powerful and useful, but less spammable. On the other hand, the Glyph of Flame Shock felt mandatory, so its effects have been made baseline.

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Our main goals for Warlocks:
  • As with all classes, we wanted to tweak talents to make underused talents more appealing.
  • Fix Blood Fear.
  • Put the pet back in Warlock.
  • Roll mandatory-feeling Glyphs into the relevant specs.
We feel Warlocks are, generally speaking, in a pretty good place right now. Obviously they received many changes in 5.0 and we’re still iterating on a few of those new mechanics to get them to feel quite right. Warlock talents weren’t in a bad place overall. We made a few tweaks such as Burning Rush also offering snare “resistance”, and Kil’jaeden’s Cunning no longer having an active / passive mechanic.

In PvP we saw that Blood Fear, intended to be used defensively, was increasingly seeing use as an offensive ability. We also felt that it was a bit too effective. To adjust it some, as well as return it to its more defensive roots, the old talent has been removed, and its new replacement, Blood Horror, applies a buff to the Warlock that will fear enemies that strike her in melee.

Warlocks are meant to be a pet class, but a lot of locks were choosing Grimoire of Sacrifice. We understand that players have a tendency toward the most powerful and efficient play style, and that managing a pet takes a little effort. Pets are a big part of what it means to be a Warlock though, so while we don’t mind offering GoSac so that there’s some play style diversity, we wanted to de-emphasize petless play. Now sacrificing your fel friend, while still an option, won’t be quite as much of a damage bump as it was in the past. In addition, too many locks felt like they had to use the imp in PvE, especially in smaller groups, in order to benefit from Blood Pact. We just added the Stamina bonus to Dark Intent to let the player choose whether an imp or another demon made more sense depending on their preference and the situation.

Both Glyph of Embers and Glyph of Soul Shards really felt like they should be baseline, and had become essential to their respective specs. We made the original Glyph effects baseline, and added new Glyph effects that should be helpful, without feeling like they’re absolutely required. We also changed the Glyph of Unstable Affliction so players didn’t feel like they had to choose between the silence and the damage backlash.

Part 4 - Warrior and Monk

Official Blizzard Quote:


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There were a few main goals to accomplish with Warriors:
  • As with all the classes, we wanted to make the less popular talents more attractive.
  • Despite a few nerfs, we felt that Arms was still too dominant in PvP and needed additional changes.
  • Because we changed Taste for Blood for Arms, this meant we also had to tweak that spec’s PvE rotation a little. We took the opportunity to improve the values of Haste and Mastery for Arms.
  • We wanted to remove Deadly Calm, because it was just adding to action bar bloat without adding much to gameplay.
Warrior talent diversity wasn’t too bad overall. It’s true that some talents have proven to be quite situational, but we still see them being used in those situations. We made some small buffs to Bladestorm, including preventing it from being countered by relatively short-cooldown disarms. We also buffed Storm Bolt outright and made Enraged Regeneration a little cheaper. Second Wind has garnered a lot of attention from the community, and it gets a lot of the blame for Warriors being so hard to kill in PvP. We’re still not entirely sure if Second Wind or Defensive Stance was more of the culprit there (more on this below). We tried some initial nerfs to Second Wind, but we were ultimately happier keeping the talent intact. It’s very popular in both PvE and PvP and if it continues to overshadow the other two talents, we’ll figure out what the best move is then.

Coming out of Cataclysm, we felt like we had reduced Warrior mobility too much in the name of balance, and in the process had removed what was always an iconic feature of the Warrior class. While we felt it necessary to adjust Warrior burst, survivability and control, we didn’t want to totally crush their mobility. To address burst, we re-designed Taste for Blood. Initially, we didn’t think that Taste for Blood would have significant PvP implications because it was so hard and unpredictable to build up stacks. Nevertheless, when it did happen, it felt like it couldn’t be countered. It was also so random that it wasn't the most compelling mechanic in the Arms PvE arsenal, so it didn’t feel like it was worth preserving. Instead, we redesigned Taste for Blood to no longer buff Heroic Strike. That alone was a useful burst damage adjustment, since Heroic Strike is off the global cooldown which allowed it to be stacked with other attacks, such as Overpower. We also removed Glyph of Death from Above damage buff to Heroic Leap, because it felt gratuitous; it’s still a good Glyph.

The second main PvP adjustment was to Warrior stun talents: Shockwave and Warbringer. The Warbringer stun now shares diminishing returns with non-proc stuns, but we attempted to compensate by giving it a snare as well. Meanwhile, Shockwave has a longer base cooldown, but will have a shorter cooldown if it hits multiple targets. We feel this rewards tactical and positional gameplay while still preserving an on-demand stun if it’s needed.
The third PvP nerf was to make it less attractive to sit in Defensive Stance all the time in PvP. Defensive Stance should be there when you’re getting trained, but its overly generous 25% damage reduction coupled with Arms not requiring Rage for so many attacks made Battle Stance un-competitive. We reduced the damage reduction for non-tanks and now ask Arms to use more Rage in their rotation to give Battle Stance a clearer role.

The change to Taste for Blood does have some PvE ramifications, but it also helps make the rotation less random overall. (Warriors who love unpredictable procs can try out Fury, which is intended to be more random.) We changed Sudden Death to activate from Mastery procs as well as auto attacks, and we improved the value of Haste for all warriors (though admittedly, this does not contribute to Protection’s active mitigation).

Finally, we concluded that Deadly Calm wasn’t providing compelling gameplay. Deadly Calm was an interesting button in Cataclysm, particularly when paired with set bonuses, but it didn’t mesh well with more active Rage management in Mists of Pandaria. Warriors already have a lot of damage cooldowns, and Deadly Calm was often macroed—even by skilled Warriors. Speaking of cooldowns, we also reduced both the effect and cooldown of Recklessness to give Warriors more frequent access to a damage cooldown while further reducing PvP burst.

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It was time for Monks to get their first post-expansion revision. These were the goals:
  • As with all the classes, we made adjustments to make under-used talents more compelling.
  • Correct PvP under-tuning, particularly with Windwalkers.
  • Bring Windwalkers up to par in both PvE and PvP.
  • Offer Mistweavers a unique healer play style.
We saved the Monk changes for last. While a lot will be different for Monks in 5.2, this kind of evolution is to be expected after an entirely new class is introduced and put through its paces in a live environment. Still, while there are a lot of tweaks, there’s not much in the way of major overhauls and you won’t have to re-learn how to play your Monk.
We altered the way the whole level 30 set of talents works. Rather than being limited by resources, they’ll now fit into rotations on a cooldown basis. Previously, Chi Wave, Zen Sphere, and Chi Burst were too situational or simply used as fillers when no other abilities were available. Now that they are free but limited by cooldown, Monks can use them frequently as part of their core rotations without having to worry about other attacks dropping from the rotation.

We felt like Windwalkers didn’t have a signature ability to differentiate them from the other Monk specs, nor did they have a good tool to use when a cleave would be optimal, so we gave them Storm, Earth, and Fire (based on the Pandaren ability from Warcraft III).  We also changed the Windwalker Mastery from Combo Breaker to Bottled Fury, which increases the damage bonus provided by Tigereye Brew. This accomplishes the dual purpose of freeing up some global cooldowns (allowing Windwalkers to be more resource limited, and less GCD limited) and to provide some on-demand burst. The old Mastery, Combo Breaker, has become a passive ability granted early on in the leveling process. While we were concerned with burst damage at the beginning of the last season, we don’t want Windwalkers to have completely anemic burst either.
We didn’t want to recreate the balance problem we had when we introduced Death Knights during Wrath of the Lich King, but we ended up being too conservative. The result is that Monks haven’t been as well represented in PvP as we’d like. While we toned down the control of several other classes, we felt like we needed to give Monks some substantial buffs to make them more viable in PvP. To increase survivability, we added a new level 30 ability to Brewmasters and Windwalkers: Nimble Brew. Nimble Brew clears roots, stuns, and fear effects, reduces the duration of future such effects for a few seconds, and can be activated while stunned. We also created the powerful new Ring of Peace talent, and baked the old Deadly Reach talent it replaces directly into Paralysis.

Early on, we said that Mistweavers would have the option to be melee healers, dealing damage and healing their allies at the same time. We haven’t quite delivered on that, but in patch 5.2 we’re making an effort to allow “fist-weaving” to be a more viable play style. The actual healing provided by Fistweaving was okay, but Fistweaving damage was so low that it wasn’t worth it for Mistweavers to move to melee to try it out. With the 5.2 buffs, it should be. These changes prompted a few others to make sure that casting heals like a traditional healer and causing melee damage to heal were separate rotations, without allowing Monks to cherry pick the best moves from each, which caused balance problems in testing. The goal is for Fistweaving to be similar to Atonement healing for Discipline Priests. The Monk will sacrifice some DPS and healing compared to a dedicated healer or damage dealer, but it will be possible to contribute a good amount of each, which is sometimes quite valuable.
Brewmasters are seeing the fewest changes, and they’ve proven to be very capable tanks, though they do require a fair amount of skill to play. The level 30 talent changes will help spice up their rotation.
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This weekend

This weekend two interesting things are happening for World of Warcraft PvP enthusiasts. A player hosted online arena tournament is taking place in Europe. WoW tournaments need community support and while this is a test for a bigger tournament later this year we all benefit if it goes well. So tune in, tell your friends and show your support.

Also rogue guide author Hildegard hosts a rogue podcast on livestream with Rzn, Khuna and Akaishuichi. Talks will be about patch 5.2 and rogue gameplay, talent and glyph choices comps and tournaments. Akaishuichi will participate at the WoW tournament this weekend, too.



The WoW tournament in Europe

Friday: 5pm – 11:30pm CET
Saturday: 3pm – 9pm CET
Sunday: 5pm – 10pm CET


Stream Link

GROUP A  ////  GROUP B


The rogue podcast with Rzn, Khuna and Akaishuichi

Time: Saturday: 10pm CET

Teaser // Stream Link



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Group A


"We will get Titlez" (EU Steamwheedle Cartel)
Paiz (Mage), Chromex (Warlock), Konradxo (Druid)

"Revenge of the Rogue" (EU Blackrock)
Sharkou (Rogue), Weoh (Warlock), Tethis (Shaman)

"Eat Trap got MD" (EU Aegwynn)
Caroxqt (Death Knight), Milkywayz (Priest),Dalyzialol (shaman)

"Blazing PHD" (EU Xavius)
Zionsfall (Hunter), Ryan (Death Knight), Vicky (Shaman)

Do you even Click” (EU-Blackrock)
Texainyesyo (Warrior), Gaalonxyz (Death Knight), Halifaxyo (Paladin)



Group B

Reskos Bizeps” (EU-Aegwynn)
Darkwingduck (Warlock), Reskolol (Shaman), summi (Druid)

FotmSentunSetup” (EU-Blackrock)
Ghettoboyy (Hunter),  Nauree (Druid), Alisea (Paladin)

"laptop gg we lose" (EU Drak'thul)
Healthswapjk (Priest). Shakemilk (Mage), Bánanasplit (Paladin)

Plastikcleave” (EU-Blackrock)
Akaishuichi (Rogue), Mitsukosan (Warlock), Caradura (Shaman)

The Time is Gone” (EU-Blackrock)
Deliczz (Mage), Tuppy (Priest), Doomsen (Druid)


Website with more information

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Today we've got a PvP focused interview with Greg 'Ghostcrawler' Street and Brian Holinka, a new Senior Game Designer at Blizzard Entertainment. Sam 'Vanguards' Kwok had the chance to sit down with them and talk about a lot of awesome things PvP related. Brian is a PvP specific Game Designer and we were both excited to hear his thoughts on a lot of topics, including Arena Map Banning, Class Balance, thoughts behind 5.2 changes, the Arena Tournament realm and e-sports. Make sure to read the whole interview!

Diziet: everyone knows who Greg Street is, he is one of the two lead designers at blizzard and has been around as a public figure for a long time. But Brian, you're new -- why don't you tell us just a little bit about yourself?

Brian Holinka: Hi, I joined Blizzard around August of 2012 and I was brought on to focus on PvP. My goal is to find out all the things that the PvP community wants, to try to reinvigorate the PvP as much as possible, keep it exciting, keep it fresh and so far it's been really exciting.

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Brian Holinka


Diziet's note: Brian focuses exclusively on the World of Warcraft PvP experience. Brian Holinka worked on the multiplayer components of Transformers: Fall of Cybertron, Homefront, and Frontlines: Fuel of War. Holinka got his start in the game industry moonlighting on the “Desert Combat” mod for Battlefield 1942 while serving as a Captain in the United States Air Force.

Vanguards: 5.2 is being released soon. This patch features a lot of class balance changes for PvP. What were some of the main goals in terms of class balancing for this patch? Monks, for example, were very weak in PvP and there are a lot of changes for them.

Greg Street: Just a few off top of my head: The big 3 we were trying to hit were lowering the overall power and maybe representation of say, Frost Mage, Arms Warrior for sure, Shadow Priest and Hunter a little bit -- and on the low end we felt like Disc Priest had vanished from high end PvP which was a real shame from where they'd been before. We also had the new class the monk that just wasn't represented very well as either damage dealer or a healer. So those were the main goals. And then we had a lot of systems level stuff where we increased the healing of the damage dealers that also had a healing spec and tried to look at some of the things that we always try to look at : diminishing returns, and we also focused a lot on silences.

Brian Holinka: And you also saw changes to Rogues, which had pretty good representation in PvP in the past. I think they were kind of a victim of the talent reconfiguration, and so we've gone back and given them a lot of buffs for 5.2 as well.

Vanguards: PvP has always been a fine balancing act from the day PvP came out. Some say WoW PvP can never truly be balanced. What do you guys think about that?

Greg Street: You know, to be honest -- thats probably pretty fair. We just have such a diverse community -- super high end players who have a very different experience in PvP than a lot of our more casual or even intermediate players. There's everything from RBGs to random battlegrounds, 2s, 3s, 5s -- to even World PvP and dueling. Players understandably will have a very high expectation that things will be fair for them. We try our hardest to address concerns when things come up and try to keep everything feeling fun.

Diziet: If there was an ideal balance point WoW PvP can reach, where do you think that would be?

Greg Street: That's a great question. One of the things we struggle a lot is with is that there is a community, probably more of the high end guys... so there is a community of players who would be perfectly happy if there were 6-7 specs that they had to worry about. And those were really well balanced and had a lot of synergy going on -- and they wouldn't have to worry a lot about all the others. And then there are these other players, who say: "I've been a Ret Paladin all my life. That's who I want to be in PvP, I don't want to be a healer, I don't want to want to switch to rogue. Or I'm a Balance Druid, or a Mistweaver Monk." So on the one hand we can have very tight focus and probably deliver very balanced game of relatively few specs. On the other hands, we can get all 34 in there, and everyone can have some representation, but it would be a lot harder to deliver on really cool class synergy and be able to predict on what everyone is going to do.

Brian Holinka: This also is just depends on what you consider as viability. There are many different opinions on what viable means in the PvP community. Whether viable means at the very high end, competing in tournaments, vs it means on where we feel that a highly skilled player can take almost any spec and do very well with it, especially if they find a comp that works very well for them. And quite honestly, Sam, you're a good case of that. People felt that enh shamans and ret paladins were not exactly competitive, and you continue to compete on them. So I think there is certainly like Greg said times where some classes are stronger than others, but we try to make sure that everyone can compete at some level. It's going to always be challenging, because there's always change -- different players and classes want different things in PvE and in PvP and RBGs and all the different formats, it's definitely a very big challenge.

Vanguards: RBGs are currently still filled with exploiters. Is there a chance to have this fixed before the Hero of the Alliance / Hero of the Horde RBG titles are given out?



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Brian Holinka: Well, you know -- there's a week between when the season ends and when the rewards are given, and we spend a lot of time in that week looking at all the Gladiators/Hero of the Alliance/Horde and determining exactly if everything they did is fair. And it's a lot easier for us to do that with Arena. It's a smaller pool of people. So they will be under the Eye of Sauron, as I'd like to say - because there is going to be a lot of attention put on those guys. We are spending a lot of time looking at all the things that exploiters do in RBGs and Arenas. I think this season we found two very big exploits with MMR that people were abusing. We saw it mid season when we recapped it to 2200, and with RBGs we had some closer to the end of the season. There was a lot more noise in the RBG data about who was exploiting and who wasn't, and it became more difficult. But as far as handing out Hero of the Alliance/Horde and Gladiator, we always heavily scrutinize those and will continue to do so.

Vanguards: There has been talk of the “legendary PvP gem.” How will PvPers go about to attaining that?

Brian Holinka: I think there was some confusion about it when it came out. It was released, and it was made a legendary at first. But in terms of PvP metagem, specifically, it wasn't a legendary PvP Gem. Basically, we were coming out with all these metagems in PvE and we were concerned. The PvP community has been loud and clear that the best things for PvP should come from PvP. So what we wanted to make sure that we introduced a meta gem that was competitive statistically with those metagems, but in the same time we also  adjusted both the PvE meta-gems and the very powerful trinkets this tier to be not as effective against players. So they might have a much lower proc rate for a lot of the on-proc effects against players. So we've taken steps to ensure that if you want the best PvP items you can achieve them from PvP. Also, looking at the delta of what is competitive and what is not competitive, I feel confident that you can get stuff all from PvP that will allow you to compete at the highest level. Maybe for some certain class/specs with certain class compositions there might be a trinket or a metagem that really benefits them, but I don't feel like that will be the norm across the game. And that's what's important to us.

Diziet: This is one of the few points in the game where the mechanics in PvE and PvP work different -- we've had warriors with Colossus Smash before, and we have damage and healing reduction in PvP. What's your long term goal in keeping the game systems separated or similar between the PvP and PvE rule-sets.

Greg Street: That's something we struggle with all the time and I wish I could say that we've had a vision for it: a way it should always work -- but we go back and forth on it a lot. I know a lot of players think that this is the big fix, that once we have a PvP version and PvE version of every spell that balance will be perfect. We don't really buy that. I think you'll see the same number of requests for "buff this, nerf this" now that they knew that we could just tweak the data whenever we wanted to. It is confusing, definitely- with the new talent system there is already a lot that players have to track of in PvP, you can't assume that everyone has this type of CC anymore, they could have any one of the three different talents. Imagine on top of that every one of those three talents works in two different ways between PvE and PvP. So I think for the immediate future we're going to keep on with this model: We'll make them work as similarly as long as we can, but if we hit a point like with things like Colossus Smash where one set of numbers won't work, then we'll go ahead and fork it rather than spend weeks and weeks of our time trying to come up with a perfect solution that keeps things in balance in both systems.

Vanguards: Do you think there is any chance on making the “cross realm” queue system work faster for arenas? Currently from my experience you can’t really get cross realm queues without one side being past the 5 to 6 minute waiting mark, and 5 to 6 minute is a pretty long period and for players at higher tier ratings and that waiting can get pretty boring.

Brian: We're really looking at that problem now. The BG system when it was made for WoW, WoW was in a different place. There were a lot of technical reasons. We're really looking at that -- we know Greg tweeted about this recently, we're really looking at finding ways to get all the players competing and getting those queue times down. I think if you're on BG9 and you're going to be facing a lot of the Tich guys, and a lot of the other big BGS it's okay, but if you're on a smaller BG it becomes an big problem that your queues are very long. It's something we're definitely conscious of and I think pooling people together is the right idea. All I can say is that we're really looking at it, and I think you guys will be pleased with what we come up with.

Diziet: I want to get back to class balance for just a bit. Going back through the history of PvP in WoW, I'd say Warlocks were one of those classes that were strong and balanced throughout the game's history. If you had to choose one class that you feel is well balanced in the game right now, in Mists, which one would it be and what do you think made it balanced?

Brian Holinka: hmm..

Greg Street: Is there a balanced class? [laughter].

Brian Holinka: I think a lot of times when we look at class balance -- for instance, I know you guys just posted an article about arena representation at Gladiator on AJ, and a lot of people look at that and they determine, "Oh, who's got the biggest bar -- they are the most overpowered, who's got the smallest one, they're the least overpowered and who is in the middle.." On that graph you might see DK or Warlock in the middle, and I don't think DKs and Warlocks are like "Yeah, we're perfectly balanced!". I think it's a matter of across all the ratings, is there a way for you to find people that you can compete with in Arena and not fall flat -- that's the biggest thing for us. And we try to keep an eye on outliers where certain classes are just outperforming everybody pretty clearly. If you look at warriors in 5.0 and 5.1 and you look at all the changes we'd made to them in 5.2 we're taking a very clear approach at trying to make sure that those outliers come down. Same thing with what we talked about earlier, Monks and Rogues -- finding those classes that aren't competing and buffing. Finding those classes that are very powerful and bringing them down. If there's a class that's in the middle in the pack, it's not so much that we can say "they need to be 2% better...", no they're competing. I think that's good. I don't know if it's a good idea for us to say this class is perfectly balanced. [laughter]

Greg Street: Well.. I know we'll probably get flaked for this, but if you look at something like the DK, they're kind of in the middle where they didn't get a whole ton of changes in 5.2. A lot of other classes had buffs or nerfs, and except for some of the things like Strangulate/Asphyxiate stuff they didn't change that much. That's probably a pretty good indication of what we're going for. But again, as Brian said, representation is so dependent on your synergy with other classes which is so dependent on the way their DRs work and things like that that I don't know if every one's representation being even means that now we're suddenly at perfect balance.

Brian Holinka: Also just because representation of the classes that players choose isn't uniform either. So, you know, there's a lot of talk on AJ and other sites, like Hildegarde's site, about "Oh, hey, if you compare gladiator to global percentages or if we look at Arena graphs and you see the global numbers compared to the numbers above 2200 and the percentages..." We look at those numbers, we look at our own numbers and we definitely try to balance accordingly. But representation is kind of a self-serving and self predicting prophecy. If everyone sees Warrior is doing really well everyone is going to say "I'm going to roll Warrior" and now you have a lot of good players playing Warrior and it kind of balloons a little bit bigger than it really is.

Diziet: It's good to hear that you guys are balancing at looking at the outliers, etc. From a more theoretical perspective, too, in terms of a class being balanced and fun to play, there are two ways of doing it -- you can tweak the coefficients on their main spells and abilities, and all of a sudden they do a lot more damage, or you can introduce different mechanics, kind of how we've seen with the talent system. What do you think the trade off between one kind of turning is?

Greg Street: It's not only more difficult for us, its also more difficult for players where now all of a sudden someone who doesn't scrutinize the patch notes, jumps into arena and people are like "Wait, what's this ability that just hit me... I didn't know they could do that now!", or "I just dispelled this this that I always dispelled and some backlash hit me that I didn't know about". It causes a lot of relearning from players too. The high end guys are so in touch with what we're doing that it won't surprise them, but they are still a minority of people even participating in PvP. On the other hand if we tweak damage numbers too much we can get to be the same thing if we buffed say, Shadow DoTs to where they would just be going around dotting everyone and never had to cast mind blast or mind flay, then it'd have a similar effect where people would be like: "Why don't these Shadow Priests ever stop moving, they're just running around tossing dots everywhere". There could be re-learning involved no matter what we do.

Vanguards: How do you feel about the balance of PvP in terms of map choices? How do you feel about the balance of PvP in terms of map choices? Some maps greatly help certain compositions such as Warlocks on Blade’s Edge -- they can jump down, port up, and with a Druid on the team they can both do that and knock people off.

Brian Holinka: I think Blade's edge and Dalaran Arena were made in a time when knock-offs didn't exist. So, all I can say is that we're aware of that and changes are forthcoming this season.

Diziet: Interesting...

Vanguards: Will there be a chance of featuring map bans for Arenas similar to RBGs?

Brian Holinka: Yes, we've certainly talked about that. Kind of like when you go into Arena, down voting an arena. I know Tom Chilton in an interview with you guys even mentioned that. It's on the list of things that we're looking at! Not announcing it's coming, but we certainly think it's a good idea.

Vanguards: Is there any chance for a permanent tournament realm in WoW? A lot of players always say, I'd like to try this class out, try this spec out, but a lot of players are locked to their own class because of leveling, and a lot of players want to PvP.

Brian Holinka: I feel like it's tough, because this an RPG and one of the things that makes people's attachment to WoW so critical is that you have a character and you've invested time into that character, you earned gear for him, you've picked his look and his name and all those things. It's one of our really strong and valuable things. I know a lot of PvPers feel "oh, if we could just switch classes the way DOTA or MOBA players switch champions.." but that's really not what is the core strength of WoW. We have the Arena Realm, it's coming... I think the next one is coming soon, in Blizzard speak. For the people who like to participate in that it's there and they'll be able to play it. But that idea is so foreign to what is core and critical to WoW that, so I don't know if it would be the best thing for the game.

Diziet: I get your point of attachment to characters -- I started playing this game when it came out, went through all the stages of Raiding. I sometimes look at my bank and go through the items that I've had, and still see level 60 items, helms with 24 stamina that were good back then... There's definitely a lot of nostalgia there.

Brian Holinka: And transmog really helps with that, not only is it that I've got a lot of cool things I can transmog to but it also helps players customize their character in a way that you never really had an option to beforehand, to customize the look of it. I think it's made that attachment stronger, the reason players are passionate about asking for buffs or nerfs for their class is because you really have a strong attachment to that class and character. You just want to be able to compete and we understand that and appreciate that.

Vanguards: What about adding more incentives for arena as a whole, such as a tier to tier progression (1600, 1800, 2000). An example is that I'm not a big PvE'er and even I got a group together to do the gold challenge mode set just to get the better visual effects. I feel that if there was more of this in PvP, it would increase activity as well as rewarding players.

Brian Holinka: That was certainly something we took to heart when we made the transition from the old 2200 rating requirement on elite gear, to the new conquest earned requirement. We wanted to break down the 2200 rating requirement and allow everybody access if they were committed and skilled. We do understand that rating is the biggest factor when it comes to rated PvP, but we are definitely looking at much more ways to leverage this further down the line. We have certain things in place, but we want to get more. We agree it would increase participation, but also to have players strive to become better.

Diziet: What kind of plans do you have for improving PvP participation and ensuring that players are queuing for Arena or RBG? There is the rating inflation, but is there anything else? Something that stands out is that in previous seasons teams have go to that rank 1 spot in the first week and then it has taken the entire season for some other team to even get close just because of how much further ahead they were of everybody else, to the point that in some seasons the teams that got rank 1 in the first week actually ended up walking away with rank 1 titles. Could you talk about the rating inflation and your thoughts behind it?

Brian Holinka: Yea, one of the things that players often do is cry out en-mess when they want something and this has been one of the common things that has been asked for. A lot of times you see players asking for punishment, "fix this bad behavior that I don't like and punish it!!". Rating decay was one thing that came up time and time again, but it's Blizzard design tenant to make everything a bonus as much as possible, as we spoke to the SC2 guys, D3 guys and quite a lot of high rated players and we thought it would feel better to everyone if your rating accurately represented your skill set. Playing during the first week you're going to have one set of gear, however during the final week you're going to have a completely different set of gear and the play style could be completely different. This is where the Arena rating inflation comes in, not only at the high end that we know a lot of AJ are interested in, but also at the low end where they're going to see their rating increase over time and we believe this will help to increase participation by not saying "you are a 1600 player, you will always be at 1600".

Diziet: What other plans do you have on improving PvP?

Brian Holinka: Yea, I think Greg recently brought up what role teams actually play in arena. They can sometimes act as a barrier to prevent people from playing, rather than encouraging and this was never the design intent. There's a good thing about it because you have your team mates, your 'core guys' and you are altogether and pushing for a group goal (rating), so we don't want to lose the idea of the 3 of us are in it together and we're going to push ourselves to aim for a rating or title. On the other hand, it's kind of dumb that if you have 2 guys on-line and you want to play with a 3rd guy that you can't play. So we're looking at what would be the right way to do this, to allow you to participate more in the right way. Then it comes back to rewards, what can we do to really entice people to play RBG and Arena's.


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World of Warcraft at the BWC


Vanguards: So what about WoW as an eSport? A lot of us can remember to 2/3 years ago when WoW was big on the scene with MLG, NAO, AJ Tournament, ESL and Blizzard run tournaments. Do you feel WoW PvP has potential for a better esports scene than it does now?

Brian Holinka: I think the biggest problem with PvP in WoW at the moment is the complexity of the classes and specs. Having 34 specs with 34 different spells, that's over 1,100 different spells that the spectator may need to know about. I think the ArenaLive add-on really opened our eyes to where we were going wrong and the areas that we can improve, so props to the guys that put that together. The spell queue is really valuable and has really educated us. It's one of these things that we are constantly evaluating, SC2 is one of the biggest esports in the world, it's just a decision as to whether we want to commit to this and spend a lot of resources on.


Big thanks to Brian & Greg for talking to us about this! Back to Top

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5.2 Thunder King Now Live

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Below are the PvP changes for 5.2. Check out Blizzard's post for more 5.2 information!

Official Blizzard Quote:

PvP
  • Season 13 has begun! With the start of the new season, Tyranical and Tyranical Elite gear are now available for purchase.
  • Tyrannical Primal Diamond is now available for purchase with Conquest Points. This new PvP-oriented metagem offers PvP Power and Resilience.
  • Characters who have earned over 27,000 Conquest points during Season 13 will gain access to new vendors that sell Conquest PvP gear for Honor. These vendors can be found near existing Pandaria PvP vendors.
  • Mists of Pandaria Season 12 Malevolent Gladiator’s PvP gear can now be purchased with Honor Points instead of Conquest Points, including weapons.
  • All newly purchased Season 12 Malevolent Gladiator’s armor, off-hands and shields will have an item level of 476 (was 483). Existing Malevolent items are unaffected.
  • Balance, Feral, Windwalker, Retribution, Shadow, Enhancement and Elemental now gain 25% of the bonus healing provided by PvP Power (was 0). Dedicated healers will continue to gain 50% of the bonus healing, and no bonus damage, from PvP Power.
  • PvP trinkets that clear loss-of-control effects will now also clear these effects from the player's pet as well.
  • For casters and healers, PvP Power is now split evenly between main-hand and off-hand in a manner similar to a dual-wield melee class. This change is retroactive, affecting Season 12 Malevolent and Malevolent Elite items. There should be no net change for any character already using a main-hand/off-hand combination.
  • Season 13 caster weapons now cost 2250 Conquest Points (was 2500 in Season 12) and shields/off-hands cost 1250 (was 1000), to reflect the increased value of the off-hand slot for classes that use it in this manner. This change is not retroactive and applies only to Season 13 items.
  • Characters that have attained requisite title levels (Centurion, Knight-Captain, Grand Marshal, High Warlord, etc.) through the Rated Battleground system will be able to purchase old PvP items requiring those titles.
General
  • Area Damage Cap: The area damage cap is now 20 targets (was 10). This means area of effect damage spells now reach their maximum damage when striking 20 targets. If more than 20 targets are struck, then the total damage done is spread evenly over the actual number of targets present.
Death Knight
  • Death Siphon now heals for 150% of the damage dealt (was 100%).
  • Conversion now costs 5 Runic Power plus 5 per second thereafter, down from 10 Runic Power plus 10 per second.
  • Death Knights now maintain the same health percentage when switching into and out of Blood Presence.
  • Blood Plague now deals 15% more damage.
  • Frost Fever now deals 15% more damage.
  • Strangulate's cooldown has been reduced to 60 seconds (was 2 minutes).
  • Asphyxiate's cooldown has been reduced to 30 seconds (was 1 minute).
  • Blood Parasite now summons Bloodworms with 15% of the Death Knight's health (was 18%) and Blood Burst now heals for 25% per stack of Blood Gorged (was 30% per stack).
  • Frost
    • Howling Blast now deals 8% more damage to the primary target. Damage to other enemies in the area-of-effect remains unchanged.
    • Icy Talons now increases attack speed by 25% (was 20%).
    • Might of the Frozen Wastes now increases melee damage by 15% (was 10%).
  • Unholy
    • Reaping now also applies to Icy Touch.
    • Summon Gargoyle no longer costs Runic Power.
    • Gargoyle Strike now also deals Shadow damage, in addition to Nature damage.
    • Ebon Plaguebringer now causes Plague Strike to inflict Frost Fever, in addition to its other effects.
    • Scourge Strike now deals 3.8% more damage.
  • Frost and Unholy Tier-14 2-piece set bonus has been reduced to 4% (was 10%) increased damage on Frost Strike, Obliterate, and Scourge Strike.
Druid
  • Cyclone now has a 20-second cooldown for Feral Druids.
  • Symbiosis
    • Dispersion now has a 3-minute cooldown for Druids (was 2 minutes).
    • Shattering Blow now has a 1.5-second cast time to align correctly with the Warrior version of this ability.
  • Displacer Beast has been redesigned. It now triggers Cat Form and grants 50% increased movement speed for 4 seconds after teleporting, and no longer activates Prowl.
  • The healing granted by Cenarion Ward when a target takes damage has been increased by 100%.
  • Frenzied Regeneration now scales 10% more efficiently with attack power.
  • Maim had its damage increased by 100%.
  • Tooth and Claw now scales 10% more efficiently.
  • Mastery: Nature's Guardian now provides 20% more armor per Mastery rating.
  • Rejuvenation now costs approximately 9% less mana.
  • Revive and Mark of the Wild now cost 55% less mana.
  • Faerie Swarm can now snare more than one target at a time.
  • Mass Entanglement now has a 30-second cooldown (was 2 minutes).
  • Typhoon now has a 30-second cooldown (was 20 seconds).
  • The Treants summoned by Force of Nature now deal more damage and healing, and the Force of Nature tooltip will report the capabilities of these summoned pets.
  • Soul of the Forest
    • Balance: Now generates 40 Lunar or Solar energy upon leaving Eclipse.
    • Feral: Unchanged.
    • Guardian: Generates 3 additional Rage per Mangle.
    • Restoration: Now grants 75% Haste on the next spell cast after the Druid casts Swiftmend.
  • Nature's Vigil now has a 90-second cooldown (was 3 minutes), and now increases damage and healing done by 10% (was 20%).
  • Glyph of Cyclone now increases the range of Cyclone by 5 yards (was 4 yards).
  • Wrath damage has been increased by 9%.
  • Balance
    • Starfire damage has been increased by 9%.
    • Starsurge damage has been increased by 9%.
    • Starfall will no longer strike targets that are affected by crowd control effects.
  • Guardian
    • Thick Hide now reduces critical strike chance from all types of attacks made against the Guardian Druid, instead of just melee.
  • Restoration
    • Naturalist: This new passive learned at level 10 by Restoration Druids increases all healing done by the Druid by 10%.
    • Wild Mushrooms will now each gain 25% of the overhealing performed by the Druid’s Rejuvenation effects, up to a maximum of 33% of the Druid’s health in bonus healing, and growing larger as they do so. When Wild Mushroom: Bloom is cast, this bonus healing will be divided evenly amongst targets in the area-of-effect.
  • Feral Druid PvP Gloves now also increases the duration of Bear Hug by 1 second.
  • Feral Druid PvP 2-piece increase to movement speed by 15% while outdoors for Druids in Bear Form, Cat Form, or Travel Form no longer stacks with the Druid talent Feline Swiftness.
  • Feral Druid PvP 4-piece bonus also causes successful interrupts with Skull Bash to reset the cooldown of Enrage.
Hunter
  • Targeting for Glaive Toss and Powershot has been improved. These abilities will now always hit the primary target and are much more responsive about which secondary targets they hit.
  • Aimed Shot cast time has been reduced to 2.5 seconds (was 2.9 seconds).
  • Bestial Wrath may now be activated when there is no line of sight to the Hunter's pet.
  • Dismiss pet now has a cast time of 3 seconds (was 2 seconds).
  • Powershot now cancels Camouflage when the cast begins.
  • Silencing Shot now has a 24-second cooldown (was 20 seconds).
  • Stampede now has a range of 40 yards (was 30 yards).
  • Steady Shot now deals 20% more damage.
  • Binding Shot no longer has a Focus cost.
  • Wyvern Sting no longer has a Focus cost, and its cooldown is now 45 seconds (was 60 seconds).
  • Glyph of Marked for Death has been removed and its effects are now baseline.
  • The Fetch ability from Glyph of Fetch no longer requires a target. When activated, the pet will automatically choose a nearby corpse to loot.
  • New Glyph: Glyph of Liberation. This glyph now causes Disengage to heal the Hunter for 5% of maximum health when used.
  • Beast Mastery
    • Beast Cleave now causes the pet to strike all other nearby targets for 50% damage (was 30%).
  • Marksmanship
    • Aimed Show now deals 10% more damage and cast time has been reduced to 2.5 seconds (was 2.9 seconds).
    • Chimera Shot now deals 25% more damage and heals the Hunter for 5% (was 3%) of their total health.
  • Survival
    • Black Arrow now deals 10% more damage.
    • Explosive Shot now deals 10% more damage.
Mage
  • Invocation now removes Evocation's cooldown, and reduces its channeling time and duration by 50%. A completed Evocation now grants 15% increased damage for 1 minute after an Evocation is completed,instead of 25% increased damage for 40 seconds. Passive mana regeneration is reduced by 50% only while Invoker's Energy is active.
  • Glyph of Evocation now causes the Invocation talent to restore 10% (was 20%) health after completing an Evocation.
  • Greater invisibility now has a 90-second cooldown (was 2.5 minutes).
  • Frostbolt cast by Mirror Images now deals 50% more damage.
  • Glyph of Fire Blast has been replaced with Glyph of Inferno Blast. Glyph of Inferno Blast causes damage-over-time effects spread by Inferno Blast to spread to 1 additional target.
  • Blazing Speed is now a level-15 talent, replacing Scorch.
  • Flameglow, a new talent is available at level 30 and replaces Blazing Speed. The passive ability encases the Mage in fiery energy, absorbing damage from each attack made against the Mage equal to 20% of their spellpower, up to a maximum of 30% of the attack.
  • Ice Floes now has a 45-second cooldown (was 1 minute) and its duration has been increased to 15 seconds (was 10 seconds).
  • Incanter's Ward can now be removed by magic dispels.
  • Ring of Frost cast instantly through Presence of Mind now has a 2-second arming period before the Freeze effect is activated against targets in the area of effect. The 2-second arming period can be reduced by Haste.
  • Temporal Ripples from Temporal Shield can no longer be dispelled.
  • Deep Freeze now stuns the target for 5 seconds (was 4 seconds).
  • Rune of Power increases the Mage's mana regeneration by 75% (was 100%) while standing inside the rune.
  • Glyph of Deep Freeze now removes it from global cooldown but also reduces its duration by 1 second.
  • Mage PvP 2-piece bonus now requires Counterspell to successfully interrupt a spell before applying the 4 second cooldown reduction to Counterspell.
  • Arcane
    • For Arcane Mages, Evocation now restores 40% (was 60%) of total mana over 6 seconds, and consumes all Arcane Charges. For each Arcane Charge consumed, the total amount of mana regenerated is increased by 10%, up to a maximum of 80% over 6 seconds. Evocation remains the same for Fire and Frost.
    • Arcane Blast's damage has been reduced by 22.9% and mana cost has been increased to 1.66667% of base mana (was 1.5%).
    • Arcane Missile's damage has been reduced by 22.1%.
    • Arcane Barrage's damage has been reduced by 16.1%.
    • Arcane Charges now stacks up to 4 times (was 6), increases damage by 50% (was 25%), and increases mana cost by 150% (was 75%).
  • Fire
    • Pyroblast has its direct damage reduced by 10%.
    • Scorch is no longer a talent and is now available to all Fire Mages.
  • Frost
    • Fingers of Frost now has a 15% (was 12%) chance to activate from Frostbolt, Frostfire Bolt and Frozen Orb, and a 5% (was 4%) chance to activate from Blizzard.
    • Glyph of Ice Lance now causes Ice Lance to deal 50% damage to 1 additional target, up from 40%.
    • Frostbolt now deals 32% more damage.
    • Water Elemental
      • Freeze no longer does damage and only provides Fingers of Frost on a successful freeze.
Monk
  • New Level-60 Talent: Ring of Peace
    • Ring of Peace forms an 8 yard sanctuary around a friendly target for 8 seconds, disabling enemy player auto-attacks in PvP, and causing all enemies (both players and NPCs) in the area of effect to be disarmed for the duration. In addition, enemies that cast a damaging spell while within the area of effect will be silenced for 3 seconds. The ability has a 45-second cooldown.
  • New Windwalker and Brewmaster ability added at level 30: Nimble Brew
    • Nimble Brew removes all stun, fear, and root effects, and reduces the duration of those effects if they are reapplied by 60% for 6 seconds. It has a 2-minute cooldown.
  • Chi Wave now does 100% more damage and 14% less healing, and no longer costs Chi, and has a 15-second cooldown.
  • Zen Sphere now has a limit of 2 (was 1), detonates when either the recipient reaches 35% health or the Zen Sphere is dispelled, no longer costs Chi, and has a 10-second cooldown. Its periodic damage has been increased by 22%, periodic healing has been reduced by 61%, and its detonation healing has been reduced by 62%.
  • Chi Burst now does 380% more damage, 69% more healing, no longer costs Chi, and has a 30-second cooldown.
  • Deadly Reach has been removed.
  • Path of Blossoms has been removed.
  • Glyph of Path of Blossoms is now Glyph of Paralysis. This glyph causes the Monk's Paralysis ability to remove all damage-over-time effects on the target.
  • Paralysis is now a physical, non-magical effect, can no longer be dispelled, grounded or reflected, and its base range has been increased to 20 yards. The paralysis effect lasts 40 seconds (was 30 seconds) for non-player targets, 4 seconds when used against other players, and lasts 50% (was 200%) longer when used from behind a target.
  • Spear Hand Strike, used on a target that's facing the Monk silences them for 2 seconds (was 4 seconds).
  • Tiger's Lust and Touch of Karma no longer have a Chi cost.
  • Tiger's Lust can no longer be used on targets that have other temporary speed increases active.
  • Charging Ox Wave now has a 30-second cooldown (was 60 seconds).
  • Dampen Harm can now be used while stunned, and its cooldown will now begin when used, not when the effect ends.
  • Healing Elixirs now heals the Monk for 15% of maximum health (was 10%).
  • Chi Torpedo now deals 15% more damage.
  • Healing Spheres now have a duration of 1 minute. Healing Spheres generated by Mastery: Gift of the Serpent have a duration of 30 seconds.
  • Xuen will now fixate on the Monk’s original target for Brewmasters.
  • Mistweaver
    • Jab now costs 8% (was 4%) of base mana to use.
    • The Glyphed version of Uplift now costs 16% of base mana (was 6.6%) to cast.
    • Life Cocoon can no longer be dispelled.
    • Zen Focus, the 4-piece Mistweaver set bonus, is now more responsive.
    • It is no longer possible to use Thunder Focus Tea while silenced.
    • Renewing Mist had its mana cost reduced by 10%.
    • Soothing Mists now generates chi more consistently and average generation rate is slightly higher.
    • Summon Jade Serpent Statue no longer costs mana.
    • Healing Spheres will now heal for 50% of their original value if they expire without being picked up. This healing will factor in relevant Mastery.
    • Eminence now heals for 25% of the damage done (was 50%).
    • Serpent's Zeal no longer stacks and heals for 25% of the damage that had been dealt.
    • Teachings of the Monastery now provides additional benefits.
      • Tiger Palm damage increased by 100%.
      • Crackling Jade Lightning damage increased by 100%.
      • Blackout Kick now hits 4 additional nearby targets for 50% damage.
    • Muscle Memory is a new passive ability for Mistweaver Monks. Successful Jabs and Spinning Crane Kicks which damages at least 3 enemies cause Muscle Memory. Muscle Memory causes the Monk's next Tiger Palm or Blackout Kick to deal 150% more damage and restore 4% mana.
  • Windwalker
    • New Level-75 Ability: Storm, Earth and Fire
      • The Windwalker can summon up to 2 elemental duplicates that mirror damaging abilities that the Monk uses while they are active. For each spirit summoned, the Monk's damage is reduced: 1 spirit causes the Monk and the spirit to deal 60% of the Monk's normal damage, while 2 spirits will cause the Monk and both active spirits to deal 45% of the Monk's normal damage. Each spirit lasts until the ability is canceled, that spirit's target dies or otherwise becomes unavailable, or they're killed (they can be targeted and have 10% of the Monk's health).
        • When using Fist of Fury, the stun effect will only apply from the Monk (not the spirits).
    • Spinning Fire Blossoms’ damage has been adjusted to scale from weapon damage rather than attack power.
    • Combo Breaker is now a passive ability granted at level 15 that grants a 12% chance to make the Monk's next Blackout Kick or Tiger Palm cost no Chi.
    • New Mastery: Bottled Fury
      • Bottled Fury increases the damage bonus provided by Tigereye Brew by .2% per Mastery per stack.
    • Brewing: Tigereye Brew now gains 1 charge after spending 3 Chi (was 4 Chi), increases damage by 1% per stack (was 2%), can stack to 20 but only 10 charges can be consumed per activation, and a user interface alert displays upon reaching 10 charges. Stacks of Tigereye Brew are cleared at the start of a raid encounter. This ability is improved by Bottled Fury.
    • Rising Sun Kick now causes the Monk's abilities to inflict an additional 10% damage (was 15%) on the target.
  • Brewmaster
    • Black Ox Statue
      • The damage requirement to activate Sanctuary of the Ox has been increased by 100%.  The spell tooltip has been updated to reflect the change.
    • Elusive Brew now has a 6-second cooldown (was 9 seconds).
    • Mastery: Elusive Brawler now provides 25% more Stagger per Mastery rating.
  • Windwalker Monk PvP 2-piece bonus now also increases the range of Keg Smash.
Paladin
  • Avenging Wrath now has a cooldown of 2 minutes for Retribution Paladins (was 3 minutes). The cooldown remains unchanged for Holy and Protection Paladins.
  • Light's Hammer now also applies a 50% snare for 2 seconds to targets that take damage from the area of effect.
  • Hand of Purity now reduces all incoming damage by 10% in addition to its other effects.
  • Eternal Flame's periodic heal now provides 100% more healing when self-cast.
  • Judgment now costs 5% of base mana.
  • Repentance now has a cast time of 1.7 seconds (was 1.5 seconds).
  • Sacred Shield’s periodic effect can no longer be dispelled. Each individual absorb effect can be dispelled instead.
  • Seal of Righteousness now causes melee attacks to deal 9% damage (was 6%) to targets in the area-of-effect.
  • Selfless Healer now boosts Flash of Light by 20/40/60% (was 33/66/100%).
  • Glyph of Blessed Life no longer requires Seal of Insight to be active.
  • Glyph of Templar's Verdict can also activate from Exorcism.
  • Holy
    • Blinding Light now has a 1.8-second cast time for Holy Paladins. It remains instant cast for Retribution and Protection.
    • Holy 4-piece PvP set bonus now grants Holy Power when casting Flash of Light, instead of Word of Glory.
  • Protection
    • The base damage of Consecration has been increased by 789%, and it now scales less efficiently with attack power by approximately 11%.
    • Grand Crusader now has a chance to activate when the Paladin doges or parries a melee attack in addition to having a 12% chance (was 20%) to activate from Crusader Strike or Hammer of the Righteous.
  • Retribution
    • Seal of Justice now causes melee attacks to deal an additional 20% (was 16%) as Holy damage.
    • Sword of Light now increases Flash of Light by 100% (was 30%) and increases the Paladin's damage with two-handed melee weapons by 15% (was 10%).
    • Absolve is a new passive ability for Retribution Paladins. Absolve removes all harmful magic effects when Hard of Sacrifice is cast on a party member.
    • Retribution 2-piece PvP set bonus now grants 1000 PvP power (was 800).
    • Tier-14 Retribution 4-piece set bonus has been changed to increase damage on all Seals and Judgment by 10%.
Priest
  • The amount of healing done by Flash Heal, Binding Heal, Renew, and Prayer of Mending have been reduced by 20%.
  • Spiritual Healing is a new passive ability obtained by Discipline and Holy Priests at level 10. This ability increases the amount of healing done by Flash Heal, Binding Heal, Renew, and Prayer of Mending by 25%. For Holy and Discipline Priests, there is no decrease to the amount of healing done by those four spells.
  • Evangelism's stacking effect now also increases the healing of Penance.
  • Halo will no longer hit enemies that are in stealth.
  • Angelic Bulwark can no longer be dispelled.
  • Dominate Mind now has a 1.8-second cast time (was 2.5 seconds).
  • Angelic Feather now has a 6 second duration (was 4 seconds).
  • Focused Will is now a passive for Holy Priests, as well as Discipline Priests.
  • Power Word: Solace has been replaced with a new talent: Solace & Insanity
    • For Holy and Discipline, Power Word: Solace replaces Holy Fire. It deals the same damage, and interacts with other spells and abilities in the same manner but does not trigger Atonement, is instant, costs no mana, and restores 1% of maximum mana on each cast. Damage dealt by Power Word: Solace will heal a nearby friendly player within 40 yards of the target for 100% of the damage dealt (50% when healing the Priest).
    • For Shadow, this ability causes Mind Flay to gain the Insanity effect on a target affected by Devouring Plague. Insanity increases the damage of Mind Flay by 33% per Shadow Orb consumed.
  • Glyph of Mind Spike only works from Mind Spikes that aren't instant casts from Surge of Darkness.
  • Glyph of Desperation has been replaced with Glyph of Binding Heal. Pain Suppression and Guardian Spirit can now always be cast while stunned.
  • New Glyph: Glyph of Binding Heal applies Binding Heal a third nearby friendly target, but costs 35% more mana.
  • Glyph of Inner Focus has been replaced with Glyph of Weakened Soul. Casting Inner Focus now always grants 5 seconds of immunity to silences, interrupts, and dispels.
  • New Glyph: Glyph of Weakened Soul reduces the duration of Weakened Soul by 2 seconds.
  • Holy Fire is now an instant cast ability.
  • Glyph of Holy Fire has been redesigned. It now increases the range of Holy Fire, Smite, and Power Word: Solace by 10 yards.
  • Power Infusion now increases the Priest's damage by 5% in addition to current effects.
  • Phantasm no longer makes the Priest untargetable by ranged attacks, and the movement impairing immunity effect is now 5 seconds (was 3 seconds).
  • Psyfiend belonging to an individual Priest will no longer cast Psychic Horror on the same target twice.
  • Discipline
    • Mastery: Shield Discipline now also increases all healing done by a lesser amount, but the bonus provided by Mastery has been reduced by 36%.
    • Penance damage and healing has been increased by 20%, now a cooldown of 9 seconds (was 10 seconds), and has a range of 40 yards for both friendly and hostile targets (was 40 yards for friendly and 30 yards for hostile targets).
    • Focused Will now reduce damage taken by 15% per stack, with a limit of 2 stacks.
    • Spirit Shell can no longer be dispelled and now provides an absorb shield equal to the average healing and absorb of the triggering spell, including criticals and Divine Aegis.
    • Rapture now reduces the cost of Power Word: Shield by 25% and provides mana equal to 150% (was 200%) of the Priest's Spirit, but no longer benefits from Spirit provided by short-duration bonuses.
    • Divine Aegis now causes critical heals to apply an absorb shield on the target for 100% of the amount healed instead of healing for twice as much. In addition, it grants Power Word: Shield a chance equal to the Priest's critical chance for the shield to absorb twice as much damage.
  • Shadow
    • Dispersion now belongs to the Shadow spell school.
    • Shadowform now increases the Priest's Shadow damage by 25% (was 20%).
  • The 2-piece Holy/Discipline PvP set bonus has been replaced by the now the previous 4-piece set bonus.
  • The 4-piece Holy/Discipline PvP set bonus has been redesigned. It now reduces the cooldown of Chakra by 25 seconds. When Spirit Shell is active, the mana cost of Flash Heal is reduced by 50%.
  • Tier-14 Holy/Discipline 4-piece set bonus now reduces the cooldown of Penance by 3 seconds (was 4 seconds).
Rogue
  • Preparation is now a baseline ability learned at level 68 and no longer resets the cooldown on Cloak of Shadows.
  • Versatility has been removed.
  • New Level 90 Talent: Marked for Death
    • Marks a target and instantly generates 5 combo points. When that target dies, Marked for Death's cooldown is reset. This talent has a 1-minute cooldown.
  • New Level 60 Talent: Cloak and Dagger
    • Ambush, Garrote, and Cheap Shot now have a 30-yard range, and will cause the Rogue to teleport behind the target.
  • Burst of Speed now costs 30 Energy (was 50 Energy), can be used in Stealth, and always grants increased movement speed in addition to breaking snare effects, but no longer breaks root effects.
  • Shuriken Toss now causes the Rogue to throw ranged shurikens coated in Lethal Poison and auto-attack at 75% damage (was 80%) for up to 10 seconds if the enemy is farther than 10 yards away.
  • Deadly Throw can now interrupt spellcasting when used at 3, 4 and 5 combo points, and upon interrupt prevents any spell in that school from being cast for 4, 5 and 6 seconds respectively, instead of 5 combo points and 6 seconds.
  • Blind now has a cooldown of 2 minutes (was 1.5 minutes).
  • Cloak of Shadows now has a cooldown of 1 minute (was 2 minutes).
  • Smoke Bomb now reduces damage taken by allies in the area of effect by 20%, in addition to current effects.
  • Nerve Strike now reduces the effectiveness of healing provided by the target by 10% (was from 25%).
  • Shadow Focus now reduces ability energy costs by 75% while stealthed (was 100%).
  • PvP set bonuses have been changed:
    • Vigor is now the 4-piece set bonus and increases maximum energy by 30 (was 10).
    • Deadly Brew is now the 2-piece set bonus and its effects remain unchanged.
  • Assassination
    • Dispatch now deals 15% more damage.
    • Envenom now deals 20% more damage.
  • Combat
    • Vitality now increases attack power by 30% (was 25%).
    • Blade Flurry has been changed. It now strikes up to 4 additional nearby targets for 40% of normal damage.
  • Subtlety
    • Sanguinary Vein now increases the damage the target takes by 20% (was 16%).
Shaman
  • Chain Lightning will now deal the same damage to subsequent targets as it does to the first.
  • Lava Beam's damage now increases with jumps. Each jump increases the damage by 10%.
  • Elemental Mastery now has a 90-second cooldown (was 2 minutes).
  • Shamanistic Rage is now available to Elemental Shaman as well as Enhancement Shaman.
  • Conductivity no longer requires that the target be within the area of effect of Healing Rain.
  • Healing Rain had its mana cost reduced by 15%.
  • Ancestral Swiftness now increases spell haste by 5% and melee haste by 10%, instead of 5% each.
  • Glyph of Purge now adds a 6-second cooldown to Purge.
  • Stone Bulwark Totem now absorbs 25% more damage.
  • Primal Earth Elemental and Primal Fire Elemental now deal 20% more damage.
  • Elemental Blast now has a chance to increase the caster's Agility for Enhancement Shaman.
  • Glyph of Flame has been redesigned. This glyph now causes the Shaman to heal for 30% of the damage dealt by Flame Shock.
  • Unleashed Fury Flametongue now increases Lightning Bolt damage by 20% (was 30%), and Lava Burst damage by 10%.
  • Flame Shock's duration has been increased by 25%.
  • Lava Burst base damage has been reduced by 33% but now always deals a critical strike. When cast on targets affected by Flame Shock, it now deals 50% more damage.
  • Totemic Restoration no longer allows the Shaman to instantly destroy a totem to obtain a full 50% refund on cooldown. Any totems that have been destroyed or replaced behave as if the totem had been active for at least 1 second.
  • When summoned, the Stone Bulwark Totem has health equal to 10% of the casting Shaman's health.
  • The talent Nature's Guardian now preserves the player's health percentage when its maximum health boosting effect expires.
  • Ancestral Guidance now copies 60% (was 40%) of the amount healed.
  • Conductivity now shares 30% (was 20%) of the healing received from Healing Wave, Greater Healing Wave, or Healing Surge.
  • Elemental
    • Elemental Focus now increases the Shaman's spell damage by 15% (was 10%).
    • Shamanism now increases the damage of Lightning Bolt by 70% (was 50%).
  • Enhancement
    • Mental Quickness now lowers the cost of shocks by 90% (still lowers the cost of other "beneficial, instant, damaging and totem spells” by 75%).
    • Spirit walk now has a 1-minute cooldown (was 2 minutes).
Warlock
  • Fel Armor now reduces damage taken by 10%, instead of increasing the Warlock’s armor.
  • Blood Fear has been replaced by Blood Horror. Blood Horror costs 5% health, has 1 charge, and lasts 60 seconds with a 30-second cooldown. While Blood Horror is active, melee attacks that strike the Warlock will cause the attacker to be horrified for 4 seconds.
  • Burning Rush now also prevents movement-impairing effects from reducing the Warlock’s movement speed below 100% of normal, in addition to its other effects.
  • The Imp ability Blood Pact has been removed.
  • Dark Intent now increases Stamina in addition to Spell Power.
  • Immolate now deals 15% more damage.
  • Shadow Bolt now deals 15% more damage.
  • Soul Leech now provides an absorption shield instead of healing.
  • Sacrificial Pact now requires the pet to sacrifice 25% of its health to activate (was 50%).
  • Kil'jaeden's Cunning is now a passive talent, and its activated ability has been removed.
  • The passive damage from Archimonde's Vengeance no longer has a visual effect.
  • Grimoire of Sacrifice now increases the damage of abilities by 15% (was 25%) for Destruction Warlocks and 25% (was 50%) for Affliction Warlocks. In addition, it now provides the spell Whiplash instead of Seduction when a Succubus is sacrificed.
  • Glyph of Burning Embers has been removed and its effects are now baseline for Destruction Warlocks.
  • Glyph of Soul Shards has been removed and its effects are now baseline for Affliction Warlocks.
  • New Glyph: Glyph of Ember Tap. This glyph increases the healing gained from Ember Tap by 33%, but the health is restored over 10 seconds.
  • New Glyph: Glyph of Drain Life. This glyph increases the healing gained from Drain Life by 30%.
  • Glyph of Unstable Affliction has been redesigned. This glyph now reduces the cast time of Unstable Affliction by 25%.
  • Affliction
    • Haunt now causes the target to receive an additional 30% damage (was 25%) from Warlock's spells.
    • Unstable Affliction’s backlash effect is now always a critical hit and deals approximately 15% more damage.
  • Demonology
    • Chaos Wave now has a new visual.
    • Hand of Gul'dan now deals 15% more damage.
    • Shadowflame now deals 15% more damage.
    • Soul Fire now deals 22% more damage.
    • Touch of Chaos now deals 15% more damage.
    • Wild Imp's Firebolt now deals 15% more damage.
  • Destruction
    • Conflagrate now deals 15% more damage.
    • Fire and Brimstone now has a radius of 10 yards (was 15 yards).
    • Incinerate now deals 10% more damage.
Warrior
  • The benefit of Haste from items and consumables has been increased by 50% for all Warriors.
  • Bladestorm now provides immunity to disarm while active.
  • Defensive Stance now reduces damage by 15% (was 25%).
  • Execute now deals 15% less damage.
  • Shockwave now has a 40-second cooldown (was 20 seconds), and striking 3 or more targets will reduce its cooldown by 20 seconds.
  • Second Wind now generates 15 rage (was 20 rage) over 10 seconds.
  • Warbringer now reduces the target's movement by 50% for 15 seconds (8 seconds in PvP), in addition to its other effects. The 3-second stun/knockdown is now in the diminishing returns category for stuns (same as Shockwave and Storm Bolt), and not the proc stun diminishing returns category.
  • Shield Barrier now scales approximately 10% less efficiently with attack power.
  • Storm Bolt now deals 125% weapon damage (was 100%).
  • Enraged Regeneration now costs 30 Rage (was 60 Rage).
  • Deadly Calm has been removed from the game.
  • Glyph of Incite no longer activates from Deadly Calm, and now activates from Demoralizing Shout instead.
  • Glyph of Overpower is now Glyph of Die by the Sword. It increases the duration of Die by the Sword whenever Overpower or Wild Strike are used.
  • Glyph of Death from Above no longer increases the damage dealt by Heroic Leap.
  • Impending Victory will now heal the Warrior for 15% of maximum health when they have not slain an enemy (was 10%).
  • Arms
    • Taste for Blood has been redesigned. It now causes the Warrior to gain 2 stacks of Overpower (maximum of 5 stacks) when Mortal Strike deals damage, 1 stack when the target dodges, and no longer interacts with Heroic Strike. It now requires level 20 (used to require level 50).
    • Slam now deals 220% weapon damage (was 190%) and now costs 20 rage (was 30 rage).
    • Deep Wounds damage has been increased by 100% for Arms Warriors.
    • Whirlwind now costs 20 rage (was 30) for Arms Warriors. The cost is unchanged for Fury Warriors.
    • Overpower now costs 10 rage and reduces Mortal Strike's remaining cooldown by 0.5 seconds.
    • Sudden Death now has a 10% (was 20%) chance to activate from auto attacks or Opportunity Strike. In addition, using Execute makes Overpower free for 10 seconds.
  • Fury
    • Bloodsurge now reduces the Rage cost of Wild Strike by 30 (was 20), and its duration has been increased to 15 seconds (was 10 seconds).
  • Protection
    • The base damage of Shield Slam and Revenge has been increased by 150%, but these abilities now scale approximately 10% less efficiently with attack power.
    • Unwavering Sentinel now improves the damage reduction of Defensive Stance by 10% for Protection Warriors.
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5.2 Developer Interviews

Gamebreaker recently got a chance to interview the developers. Below is the PvP summary.
  • Item upgrades returning hasn't been decided upon yet, but it is unlikely that it will come back for PvP gear. It felt good for players to be able to upgrade their blue gear and have a high enough item level to do heroic dungeons or LFR, but it didn't feel good trying to figure out how to spend your Valor Points. Partial refunds or transferring upgrades from one item to another are potential solutions. Item upgrades were helpful in allowing guilds to continue progressing by slowly making the players stronger.
  • Reverting the silence and crowd control changes from early in the PTR was done to prevent healers from becoming too strong with the various instant heals they have. This kind of a change might be made in the next expansion.
  • There aren't enough rewards for PvP that are not gear.
  • The Conquest catch up system wasn't ready for this patch, but it will hopefully be in Patch 5.3.
  • Skirmishes are still on the todo list.
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The German guild I take Pills for Skillz is organizing a WoW arena tournament during the 8th and 10th of March 2013.  We want to entertain you with some of the best European arena teams facing each other. The whole tournament is planned as a showcase for a second tournament later this year.

We want tournaments to happen more often and we hope you will tune in.

Date:   08.03.2013 – 10.03.2013
Friday: 5:30pm – midnight CET
Saturday: 3pm – 9pm CET
Sunday: 5pm – 10pm CET

Stream: http://en.twitch.tv/itpfs/

Website: http://www.hildegard...ent-8-10-march/



Group A

"We will get Titleezz" (EU Steamwheedle Cartel)
Paiz (Mage), Chromex (Warlock), Konradxo (Druid)

"Rise of the Rogue" (EU Blackrock)
Sharkou (Rogue), Weoh (Warlock), Tethis (Shaman)

"teamARROW" (EU Drak'thul)
Ruxxy (Shadow Priest), Felleric (Mage), Doomed (Paladin)

"Blazing KFC" (EU Xavius)
Zionsfall (Hunter), Haxxan (Warrior), Vicky (Shaman)

Endlich vereint” (EU-Blackrock)
Texainyesyo (Warrior), Gaalonxyz (Death Knight), Halifaxyo (Paladin)


Group B

Reskos Bizeps” (EU-Aegwynn)
Souken (Hunter), Resko (Warri), Summi (Paladin)

FotmSentunSetup” (EU-Blackrock)
Ghettoboyy (Hunter), Fewen (Druid), Alisea (Paladin)

"brathering" (EU Aegwynn)
Daze (Warrior), Gotnotalent (Mage), Xyrah (Druid)

Plastikcleave” (EU-Blackrock)
Akaishuichi (Rogue), Mitsukosan (Warlock), Caradura (Shaman)

The Time is Gone” (EU-Blackrock)
Deliczz (Mage), Tuppy (Priest), Doomsen (Druid)



Rules:
  • All games are played on live realms.
  • Only PvP gear may be used at any time during the tournament. Players using PvE gear despite the rules receive one warning and are disqualified the second time along with their team.
  • Any setup with one healer is allowed.
  • No class stacking.
  • A maximum of three players per team is allowed
  • Each player can play up to two classes
  • Teams can change their setup and spec in between each game.
  • The losing team of each match will be able to choose a map that has not already been played. Nagrand Arena will always be played first. In a best of 7 series a map cannot be played twice until all others have been chosen.
  • Group phase is played as best of 3
  • Elimination phase is played as best of 5
  • Finals are played as best of 7
  • 45 second disconnect rule: If a player disconnects after 45 second mark the game will not be replayed.
  • All voice communication will be made over Dolby Axon.
  • IP adresses need to be changed, which will be checked by the organizers. DDOS protection is the responsibilty of each player and multiple DDOS attacks on a player may lead for his team to be disqualified.
  • Read the DDOS protection guide and make sure your IP address is changed.
  • Thanks to Mugemz for all the work with his previous DDOS prevention guide.
  • Thanks to Yaspresents for the inspiration
Price pool

For this tournament only 90€ are in the prize pool as of now. The organizers accept donations to increase the prize pool. Back to Top

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Official Patch 5.2 Trailer: The Thunder King


Cho's Poem:

Pandaria, her hills of gold
In dark and mournful times of old
Did once a hopeless horror hold

When from her sacred veil did spring
With storm and flash, a monstrous thing
His name Lei-Shen, the Thunder King

His thunder boomed across the land
And none who dared and fought could stand
Against the iron tyrant’s hand

A palace grand, a walled domain
Such mighty works born of his reign
Built by slaves, their hearts in chains

But seasons change and tyrants die
His fury spent in times gone by
The thunder slept beneath Kun Lai

By Zandalari hands he has been taken
By Zandalari voice he has awakened

Gather heroes, sound the drums
The Thunder King comes
The Thunder King comes Back to Top

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Fistao created a comprehensive research on the class representation for expected gladiator titles on the EU and US realms. We tried to get the Excel file implemented on AJ but we can't add tables or implement google docs or Skydrive, so I decided to add the post on my blog and you can browse the complete file there, while you can at least see the images here.

Click on the image below to see the external thread with the whole information.


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Link to full post with the spreadsheet.

View PostFistao, on 26 February 2013 - 02:57 PM, said:

Just to make things clear about the file and datas :

Tools :

- http://www.arenajunk...tle-calculator/ by Starcookies.
- WoW Armory. Only in 3s.
- Gladiator Title requirements

To be sure of the eligibility at the Gladiator Rank, every single team and players had to be checked : not an inactive team, personal rating not under 100 points of the team rating, 20% of the total game played.

I didn't take into account specialisations (not necessary relevant because the armory is not an efficient tool for this) and races aspects.

Conclusions :

- Classes representations : No comments.. that's pretty clear I think !

- Realms and BG : You should have a good visibility of which realms are the most attracitve ones, in PvP, and populated.

- Factions representation : Pretty equal between US and EU. Alliance is dominating a bit in both.

- The average rating to be Gladiator is a bit higher in EU (2554) than in US (2478). This can be explained by the fact that you have more eligible players in EU (440 vs 406 in US).

Keep in mind that ladders are still evolving. This is a state at D-2. But you shouldn't see any big evolution until the season ends.




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Official Blizzard Quote:

Arena and Rated Battleground Season 12 is scheduled to end on Tuesday, March 5. At that point, we will determine who is eligible for the end-of-season rewards, a process that should take approximately one week. It's very important for players who feel that they may be eligible for Arena titles and/or the Malevolent Gladiator's Cloud Serpent to refrain from transferring their characters to another realm or faction until after Season 12 ends. The awarding of Season 12 titles and mounts will occur approximately 2 weeks after the season ends.

At the end of the season, Conquest Points will be converted to Honor Points and any honor above 4000 will be converted to gold at a rate of 35 silver per point. The honor cap will remain at 4000.

All Season 12 items will cost Honor Points (equivalent to their previous Conquest Point cost) when the season ends, with the exception of any items with rating requirements attached. These items will no longer be available for purchase.

The next Arena and Rated Battleground season will begin approximately one week after the current season ends. During the break between seasons, all Rated Battleground and Arena matches will be unavailable. Team and Personal Ratings will be reset when Season 13 begins.
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Rankings

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