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Hey folks, as you know the season is soon going to wrap up and many people are asking questions about what are the exact requirements for the highly coveted Gladiator Title and the end of the season mount reward are. We've taken the time to fully explain the requirements!

Requirements for the Gladiator Title:
  • Your team needs to be within the top .5% of your Battlegroup's active teams (Check out the Gladiator Title Calculator to see the cutoff)
  • Your character needs to be within 100 personal rating of the team rating (If your rating is higher than the team rating this does not apply, and you will still get your title).
  • Your character needs to have played 20% of the total games played by the team for this season.
  • Your character needs to be level 85.
  • Your team needs to be in either the 3v3 or 5v5 bracket.
*The 2v2 bracket does not give any title rewards.

Common Misconceptions:
There are a lot of misconceptions about what the exact requirements are. Here's some of them:
  • My team will be "inactive" if I don't play during the last few weeks.
  • There needs to be two people in the team that meet the requirements.
  • Your account needs to be active when titles/rewards are handed out.
A Team Is Considered Inactive If:
  • The team has no players in it.
  • The team has nobody in it that meets the Personal Rating requirements (within 100 PR of the Team Rating).
  • The team does not have more then 20 games played for the season.
  • The team has no members who have played 20% of the total games played during the season.
*Inactive teams do not count towards the total number of teams when calculating the cutoff for Gladiator.
*Your in game team ranking is your actual ranking. It does not include inactive teams that are higher rated then you.


Now, if you haven't qualified for the Gladiator Title, it does not mean that you're are not going to receive any reward at all. The Duelist, Rival and Challenger Titles are up for grabs as well. The requirements for these titles are exactly the same as for the Gladiator title with the exception of one thing: Instead of being in the top .5%, they have less stringent requirements about where your team's standing needs to be at the end of the season.

Title Standing Percentiles:
  • Gladiator - 0.5%
  • Duelist - 0.5% - 3.0%
  • Rival - 3% - 10%
  • Challenger - 10% - 35%

And the last but not least, the title that we must talk about is the Ruthless Gladiator Title. This is the most prestigious title given to a single team in each ladder, 3v3 and 5v5, in each Battlegroup. If you're one of the lucky few who has fought hard throughout the season to secure the Ruthless Gladiator Title, congratulations!

Also, here's a nifty macro to check your ranking in game: (thanks to Schnorki)
/script for i=1,3 do t,s,r,_,_,tp,_,_,pp,ra,p=GetArenaTeam(i) pl=(floor((pp/tp*100*10^2)+0.5))/10^2 ChatFrame1:AddMessage(""..s.."v"..s..": Team <"..t.."> is rank "..ra.." with "..r.." rating. ("..p.." personal, "..pl.."% played)") end

We'd like to give a big thanks to Maarkoo for originally posting much of this information in this thread. Back to Top

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The Arena Season is scheduled to end as early as Nov 29. It's time to finish your end of the season grind and hopefully get the titles you've been working on! Check out the Arena Title Calculator and if you know a team lower than above, make sure to submit the URL to the Battle.net armory page. If you're not sure about the exact requirements for getting the Gladiator Title here's is a handy guide listing every requirement.

Official Blizzard Quote:

Arena and Rated Battleground Season 10 is scheduled to end November 29. 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 Ruthless Gladiator’s Twilight Drake to refrain from transferring their characters to another realm or faction until after Season 10 ends. During the break between seasons, all Rated Battleground and Arena matches will be unavailable.

At the end of the season, Conquest Points will be converted to Honor Points, possibly exceeding the 4,000 point Honor cap. All Season 10 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.

Please be aware that higher ilvl PvP items will be introduced and available for Honor points with patch 4.3.

The next Arena and Rated Battleground season will begin for level-85 players approximately one week after the end of Season 10 and will coincide with the awarding of Season 10 titles and mounts. At that time, any Honor accrued above the 4,000-point cap will be converted into gold at a rate of 35 silver per point. In addition, Season 11 rewards will be made available for purchase with Conquest Points awarded during the new season. Matchmaking Ratings will carry over when Season 11 begins, but all Team and Personal Ratings will be wiped.

Edited by Bashiok on 11/10/11 12:51 PM (PST)
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Blizzard is going to hold another live class Q&A section on Wednesday, Nov 9th at 10:45AM. You will be able to participate and watch the Q&A right here on AJ - just scroll down to the CoverItLive section of this post!

If you aren't familiar with the discussion that happened during Blizzcon, check out some of the coverage on MMO-Champion. There's the previous Q&A on Classes, one for the new talent system. Also make sure to check out the official Blizzard post on the new talent system. Read up and ask some good PvP related questions!

It's hosted by CMs Bashiok and Zarhym and features Class Designers Celestalon, Ghostcrawler, Koraa, Watcher, Wradyx, and Xel.

Official Blizzard Quote:

To follow up on our first World of Warcraft: Mists of Pandaria developer Q&A on the CoverItLive platform, we’re gathering the entire class design team to field your questions on the past, present, and future of World of Warcraft classes. Anyone is welcome to join in the live Q&A this Wednesday, November 9, beginning at approximately 10:45 a.m. and concluding around noon PST.

You can read along via the CoverItLive client embedded in the blog linked below while the Q&A is live. To participate, you just use your Facebook, Twitter, Myspace, or OpenID credentials, or simply sign in as a guest. If you’re on the go while the event’s underway on Wednesday, be sure to check out the free mobile apps available on the Android Market and iTunes Store.

We’ll see you on Wednesday morning!

http://us.battle.net/wow/en/blog/3914934/CoverItLive_QA_Class_Design__Balance_--_119-11_7_2011



In case you'd missed it, here are the PvP related Highlights:

Question


What are your intentions for Rogue poison design in Mists? The talent preview showed new poisons that could be taken, but without changes those will be limited to PvP use because it's too big a DPS loss to break the Instant/Deadly combo.

Official Blizzard Quote:


Our current intent is to allow players to use one damaging poison and one utility poison at a time in Mists. Currently, rogue damage is so dependent on dual-damage poisons that, as you note, running a utility poison entails a drawback that is often too large to justify the benefits. Allowing damage poisons to compete against each other, and utility poisons to do likewise, should result in more interesting choices. The logic is similar to what led to splitting up warlock Banes and Curses.

The poisons will effectively be on both weapons at once, and running Deadly should essentially duplicate the current functionality of dual Instant+Deadly, allowing you to focus on which secondary poison best suits your current situation.



Question


You talked about making resilience a base stat that would increase with level. Are you going to make a way for people who spend their time obtaining PVE or PVP gear do the PVP / PVE content in the gear they are in and be able to stand a chance. It seems right now that PVP gear can enter PVE content with ease but you can't obtain PVE gear and stand a chance in PVP.

Official Blizzard Quote:


The goal of providing resilience as a base stat is to make players who primarily do PvE content able to enter the PvP space with their PvE gear and remain competitive. We feel resilience is doing the job we intended of slowing down PvP combat, but has become a must have to play. This change will let you play PvP content in PvE gear without feeling like you die much too easily.



Question


What is your plan for dealing with all the interrupts currently in PvP. There is a greater risk/reward for a healer trying to juke an interrupt than their is for a DPS trying to interrupt it. What I mean is, if a healer gets interrupted, they can't heal for 4 secs which is a long time in PvP. But, if a DPS gets juked, the only punishment the face is the have to wait 10 secs to try again.

Official Blizzard Quote:


We want mana to be a finite resource in PvP that you want to spend intelligently. So if you have two healers on either side, the one who spends his/her mana more effectively has an advantage. Because of lot of factors (self healing, too much mana regen, class mechanics) that is diminished a bit. So you shouldn't be killing healers just because you burst them down and keep them interrupted, but because you cause them to have to use mana inefficiently. We aren't there yet, but that's the goal.



Question


There hasn't been any questions answered about Resto Druids yet. Can you talk about our extremely weak state in PvP and the fact that we're the only healer not only not seeing a buff but seeing a nerf in 4.3?

Official Blizzard Quote:


We will definitely be addressing some of the PvP weakness of Resto Druids in 5.0. For one, the ability to recreate the Restokin builds of earlier expansions was introduced in the talent trees. Carefully selecting talents like Typhoon and Wild Charge together will give Restoration Druids a lot more opportunity to control. One of the new abilities Resto Druids will get baseline is a replacement for Barkskin that can be cast on others with the same effect and cooldown. Finally, we have a new level 87 ability ability in mind for all Druids called Symbiosis that will blow your mind and potentially add a lot of flexibility and utility, including survivability options.



Question


A big concern for me and a large part of the Rogue PvP Community has been that Preparation and Shadow Step were put into the same Tier of Talents, along with Burst of Speed. While Burst of Speed and Shadowstep are a great two talents to choose between, Preparation is a very powerful cooldown, and instead of feeling like it's making a hard choice between abilities, it feels like we're getting nerfed, because we already have Preparation and Shadowstep currently. Are there any updates to this situation and what was the reasoning behind grouping these abilities together?

Official Blizzard Quote:


We definitely understand why it's a source of concern, but ultimately the Subtlety tree offering the combination of Prep and Shadowstep is the core reason why it has become the de-facto (and perceived mandatory) PvP spec. If we moved Preparation to a different tier, then the community is clearly saying they'd all take it, and that runs counter to our aims with the new talent system. And if we add a baseline class-wide ability that resets multiple cooldowns, then we may as well just adjust the underlying cooldown lengths directly and save people a keybind.

In defense of that rogue tier as it currently stands, if we know that rogues with Prep are sacrificing a high-uptime movement ability, then we have the flexibility to balance (i.e. buff) the class as a whole around that restriction. If rogues can (and thus will) take both abilities, then the class as a whole gets balanced around the survivability and mobility of having both.



Question


Aspect of the cheetah/pack have seemed a little outdated with the daze on hit mechanic and can't really use them effectively in raids or pvp. Are there any plans to change these aspects to more a cooldown spell like stampeding roar or a self run speed for aspect of the cheetah?

Official Blizzard Quote:


Yes, we plan on it not dazing you but turn off the speed bonus for a short while when you get hit in those aspects (or at least Cheetah).



Question


What topic would you like to see for a Q&A next?

Official Blizzard Quote:


Dungeon/Raid
( 33% )
PvP
( 34% )
Lore
( 15% )
Mists of Pandaria (again)
( 5% )
Classes (again)
( 12% )


<iframe src="http://www.coveritlive.com/index2.php/option=com_altcaster/task=viewaltcast/altcast_code=b133ccdf56/height=750/width=570" scrolling="no" height="750px" width="570px" frameBorder ="0" allowTransparency="true" >World of Warcraft Class Design & Balance</iframe>

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