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There are some major changes coming in Mists of Pandaria.  They have discussed some new information about PvP that will be released with Mist of Pandaria:

PvP
New Battlegrounds (Not final yet)
  • Stranglethorn Diamond Mines - Payload style gameplay.
  • Valley of Power - Murderball
  • Azshara Crater - DOTA
  • New Arena - Tol'vir Proving Grounds

STV Diamond Mine
  • Goblin Mine below northern STV
  • Payload style gameplay
  • Escort mine cars to depot
  • Multiple tracks, you will get a lot of options and you will be able to decide which way you want the cart to go.
  • First to x resources wins

Valley of Power
  • Located in the Vale of Eternal Blossoms
  • Murderball style gameplay
  • Holding the object earns points
  • Multiple point zones, depending on where you're hiding you will earn more/less points
  • Object deals damage to holder
  • Damage increases over time.

Tol'vir Proving Grounds - Arena
  • Located in Uldum
  • Simple layout based on Nagrand arena
  • Sense of place in the world
  • Just a simple square with 4 pillars/statues, etc ...

Below we have the videos they have released from Mists of Pandaria as well as a Diablo III cut scene. We also recommend you guys check out the incredible coverage over at MMO-Champion for all the changes they are discussing here!

World of Warcraft Mists of Pandaria Trailer



Diablo III - The Black Soulstone - Cut scene from D3 with some spoiler content edited out


We're also talking to a lot of the Arena pros here and getting some video interviews with folks like our very own Diziet! We'll keep you guys updated and hope you're enjoying the live tournament stream! Back to Top

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Once again, we're stoked to be able to be at Blizzcon this year and hear the news and watch the tournament live! We'll be bringing you all of the updates to you live and have all the hardcore arena discussion and banter. The upcoming World of Wacraft 3v3 Arena Tournament at Blizzcon is bound to be highly completive, with so many great teams attending. The setups for the teams coming into this tournament are varied: they consist of melee/caster/healer, double caster/healer, and double melee/healer combinations. These are the best players in the world and they’ve proven themselves in this year’s individual regional Battle.net Invitational tournaments, where they came out on top of the best teams from each region that competed for the Blizzcon qualification spots. All the teams coming into this event have trained long and grueling hours for a chance at the $75,000 first prize!

The tournament format is going to be a round robin style. This means that every team will get a chance to play everyone else at some point. Clearly, this is really exciting, fans of every team will be able to see how their favorites will do against all the other teams.

Live Stream
The opening ceremony and the WoW and Starcraft tournaments will be streamed for free on the Blizzcon streams page. Below is the schedule for the WoW Arena Tournament (All times are in Pacific Standard Time).

  • Day 1: Friday October 21 Results
    • 11:00am - 12:00pm Opening Ceremony
    • 12:00pm - 1:00pm Arena Round 1
    • 1:15pm -2:15pm Arena Round 2
    • 2:30pm - 3:30pm Arena Round 3
    • 3:45pm - 4:45pm Arena Round 4
    • 5:00pm - 6:00pm Arena Round 5
    • 6:15pm - 7:15pm Arena Round 6
    • 7:30pm - 8:30pm Arena Round 7
  • Day 2: Saturday October 22
    • 10:00am - 11:00am Arena Round 8
    • 11:15am - 12:15pm Arena Round 9
    • 12:30pm - 1:30pm Arena Semifinals 1
    • 1:45pm - 2:45pm Arena Semifinals 2
    • 3:00pm - 4:00pm Arena Semifinals 3
    • 4:15pm - 5:30pm Arena Grand Finals

Brackets and Standings
Check out the official Blizzard page for the round robin standings and later today, the single elimination bracket: http://us.battle.net...ts/matches/wow/

Teams:

Below we have prepared a comprehensive preview for the teams as well as the team compositions you are likely to see in the tournament. Be sure to read up on the teams and the compositions to be ready for the action this weekend!

  • Team EG
    • :warlock: Isaac "Azael" Cummings-Bentley
    • :shaman: Charles "Cdew" Dewland
    • :priest: Rodney "Talbadar" Pare
  • Skill Capped
    • :mage: Mark "Pookz" Rendon
    • :warlock: Kelvin "Snutz" Nguyen
    • :shaman: Michael "Toez" Edwards

  • Yaspresents
    • :deathknight: Sebastijan "Another" Valent
    • :shaman: Haukur "Glyptic" Hafsteinsson
    • :warlock: Fabio "Fabs" Nardelli

  • DNAW Trio
    • :mage: Frank-Olivier "Rodriguez" Marmier
    • :warlock: Philip "Dakkroth" Svedenius
    • :shaman: Jehanzeb "Drudenhaus" Anwer

  • Kimchi Man
    • :rogue: Seungteak "Eryuk" Yun
    • :warlock: Changkyu "Adouken" Park
    • :shaman: Jongmun "Shocky" Shin

  • OMG
    • :paladin: Jungmin "Goochi" Oh
    • :hunter: Jihwan "Jungyup" Jung
    • :deathknight: Jinyoung "Sleeping" Jung

  • Team Roccat
    • :rogue: Chun-Ru "stolenkiss" Lu
    • :deathknight: Chi-shing "GUCCI" Cheung
    • :paladin: Wei-Yi "Prankcat" Chen

  • Anarchy-Roc
    • :warrior: Chien-Cheng "Wanfu" Kuo
    • :warlock: Yu-Hsien "Cky" Huang
    • :shaman: Po-Chun "AlienJack" Lai

Team Compositions
  • :warlock::priest::shaman: Shadowplay – (Warlock, Shadow Priest, Shaman)
    This team has a giant advantage in longer games because of their ability to put out an incredible amount of DoT pressure. The team can also coordinate massive burst with the Warlock’s Demon Soul and Shadow Priest’s Archangel cooldowns. A Shadow Priest can heal his teammates when in trouble, but healing does cost a lot of mana and can put a team behind. The main weakness of this comp is the fact that the Warlock and Shadow Priest have limited peels for their Shaman when he is getting tunneled, as their fears quickly go on diminishing returns. Also, if the warlock and priest aren’t able to dot multiple targets, like in a situation where the enemy healer is playing very defensively and is staying far back, this team can have a difficulty landing a kill unless their fear pathing is lucky.
  • :warlock::mage::shaman: MLS – (Warlock, Mage, Shaman)
    MLS is an excellent all around team setup, with strong defensive and offensive potential. When all three classes on the team use their interrupts and crowd control abilities effectively, it can easily shut down any pressure and gain control over a fight. When the Warlock is left alone he is able to Unstable Affliction the mages Frost Novas, making melee teams suffer as they stay rooted for extended amounts of time. The power of Curse of Tongues also gives the warlock the ability to hinder enemy casters. When the Mage is left alone he is able to do massive amounts of damage, and he can set up crowd control chains with his polymorph and deep freeze abilities. The synergy MLS has is amazing; if the Mage is in trouble the Warlock can fear enemies off of him, and if the Warlock is in trouble the Mage can Polymorph, Frost Nova / Deep Freeze to save the Warlock. Be on the lookout for offensive plays from this setup as well, as a well-timed Deep Freeze into a Death Coil can leave a lot of enemies helpless and dying.  A big weakness to this team is that any type of setup that can be immune magic and score a kill while doing so (Death Knights and Rogues)
  • :deathknight::warlock::shaman: Shadowcleave – (Death Knight, Warlock, Shaman)
    Shadowcleave is a versatile DoT based comp with lots of control and an ability to deal very high damage that healers have a lot of trouble healing through. The team’s main goal in a match is to allow the warlock to DoT everyone as fast as possible and at some point set up a grip on the enemy team’s healer for a hard swap. DK’s can be a great threat to many caster teams as a DK has many escape options when it comes to avoiding magic damage and shutting down casting (Anti-Magic Shell, Anti-Magic Zone, Necrotic Strike). Most Death Knights will generally play Unholy as it’s better than Frost when you want to spread out damage in conjunction with an Affliction Warlock. The healer on the Shadowcleave team is generally very safe, as the enemy players must spend a lot of time controlling the Death Knight, because top Death Knights are almost capable of soloing healers if they’re left alone for enough time.
  • :rogue::warlock::shaman: RLS – (Rogue, Warlock, Shaman)
    RLS is one of the best pressure comps out there. When the Rogue has the ability to Shadow Dance and the Warlock has full dots rolling, it becomes near impossible to survive a well oriented Swap with a Smoke Bomb. A key to a good RLS is that they will try to force trinkets and set up a good swap with a Smoke Bomb to score a kill. Whenever anyone in the team gets in trouble, the Rogue can peel with Gouge, stuns, silences, and just his presence in general, and the Warlock is easily capable of controlling enemies with his Fears and Howls. RLS also relies on the Shaman to land very important Hexes, often times timing a Hex and a swap on the Healer to guarantee damage.
  • :deathknight::hunter::paladin: PHD – (Death Knight, Hunter, Paladin)
    PHD can destroy cloth teams when a Death Knight and Hunter are training someone. The enemy healers are vulnerable to all the instant CC the Hunter can provide, and the fight for the enemy team quickly becomes a real struggle trying to survive. Trying to get offensive against a PHD is difficult because of the DK’s desecration and Hunter’s traps are across the whole map, slowing down the movement speed of enemies. A common way to play PHD is to have the Death Knight in up front, hunter in the middle trying to control the enemy healer, and the Paladin healing in the back.
  • :warrior::warlock::shaman: WLS – (Warrior, Warlock, Shaman)
    WLS is a powerful Melee Caster Healer comp. The Warrior can bring lots of stability to the team by shutting down kill attempts from opposing teams. When the Warrior is in the front, it’s easy to give breathing room to the Shaman and Warlock, making it easy to get offensive against all teams by allowing the Warlock to have full DoTs on everyone. The Warrior is typically the primary target for enemy teams, so whenever the team needs to get defensive, the Warrior can leap across the map and turtle up with his allies until they have stabilized. A well timed Throwdown into a Death Coil is how this team looks to get kills.
  • :rogue::deathknight::paladin: Rogue, DK, Paladin
    Rogue, DK, Paladin is an aggressive comp reliant on control and high damage. The game has to be over in a couple minutes or they will run out of cooldowns to survive. The DK and Rogue can do a lot of burst damage in only a couple seconds while locking down the target and controlling a healer with instant CC such as Blind and Strangulate. The Paladin can also land a clutch HoJ on the enemy healer for an extra few seconds of control. The Rogue can unleash a Smoke Bomb to ensure a kill. A problem with this comp is that the Paladin is going to eventually run out of healing abilities to keep his team alive, but while he has his big cooldowns up he is a very powerful defensive support healer, providing extra mobility and unstoppable healing.

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Coupon Code: CursePromo

Good luck to all the teams competing! We're extremely excited to see how this all plays out. Of course, we'll be posting all your arena Blizzcon updates live from the show floor and have discussion about the matches right here on AJ! A huge thanks to Diziet and Blackrat for helping compile this preview and Frst for the killer arena banner! Back to Top

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What is this article and who is it for?
This is the first article in a series we're calling LFG Arena to be released here on Arena Junkies. This series will be covering the basics of running and managing an arena team and how to improve together with your team. We'll be covering things from troubles running your arena team, avoiding drama, improving together, to good (and bad) attitude.

This series is designed for the player who is either just now getting with arena and wants to be fully prepared or a player that feels stuck at a lower rating and is trying to find ways to break through.

This first installment of LFG Arena will cover basics of forming a team and preliminary communication as well as attitude!

Before you even form a team...
A mistake the vast majority of players make when creating a new team is not discussing their expectations and ambitions for the team thoroughly enough. This often leads to disbands and drama when one players feel that they are putting more effort into the team than the others or that their teammates are putting too much pressure on them. Sitting down before playing and talking about each other's motivation will result in a clear and common goal and be rewarded by a good atmosphere and thereby (hopefully) better end results.

Some topics you should cover when setting team expectations:
  • How much time are people willing to put into the team? When will we play? How long will we play? How often will we play?
  • Be sure to discuss arena preparation expectations. Do we read up on tactics, or go by trial and error? How much effort should people put into farming (honor gear, pve gear  etc.)? How well enchanted/gemmed do we expect people to be?
  • Goals! I can't emphasize this one enough. Not discussing your goals upfront is opening the door for intra-team drama. How high do we plan to get? How fast do we plan to get there? What is the minimumm we plan on getting? how slow can we accept going there?

Scheduling woes
Playing arenas and getting the rank you want is going to take time and patience. It's also going to require that your entire team is together ready to play at certain times. Not being prepared for that, often leads to frustrations. It is likely that you will all have different times of day you prefer to play and on top of that some of you might want to put all your playtime into the team, where others might be splitting time between raiding, alts or other teams.

All of these factors make it incredibly difficult for everyone to just happen to be online and ready to play at the same time. Take some of your arena time and use it to schedule a suitable date and time for your next arena session. You will also want to discuss how long you plan to play. This will prevent the frustration that comes from waiting for one another, and, in the end, save the time that you would otherwise use trying to get in touch with a tardy team mate. Just make sure you show up at the scheduled time!

A second job?
All of this might seem like a whole lot of work for just doing arena and to some extent it is. But with the proper preparation and scheduling you will save the time you would otherwise use looking for new partners or waiting for partners to come online. This way you can come online 5 minutes before playing and head right into the arena instead of wasting hours. You will also have clear expectations for how long you will be playing.

Attitude
You will run into a lot of negative people. World of Warcraft, like the real world, is full of angry and negative people. To avoid them you need to be aware of them so you can steer clear! We gathered a list of the top 3 BAD ATITUDES that you will encounter when trying to find your new arena partners:

Silent Warrior – This type of player might not speak a lot but you can hear in his voice that he is getting more and more frustrated. Often results in sudden and unexpected rage quits.

The Blamer - He will blame everyone else and never does anything wrong. Any constructive criticism given to him, will result in either him ignoring it or flaming as he feels the need to go defensive and protect his "ego'.

The Over Humble – This player will take the blame every time you lose a game. Instantly saying, "I did this or that wrong where I should have done that and we would have won." And then most teams just leave it at that without thoroughly discussing what happened and what they could potentially have done differently.

Be positive or fake it.
Regardless of what happens and the mistakes you personally made, it will (most of the time) be a series of mistakes made by the entire team. Instead of  just blaming the biggest mistake on one person, force a team discussion. This way you will find out what else went wrong or could have been done differently besides just finding out who made the biggest mistake.

Stay positive at all times, make sure that everyone in your team knows that you are not blaming them but only trying to help the team improve. If you sound negative, people will take everything you say as offensive and if you then go on to question their game play...you are in for some drama!

Also, try to remember that most of the times a mistake does not trigger the loss until much later in the game. A good example would be bad positioning: one of your partners may become too aggressive and takes too much damage before going defensive which results in you wasting a cooldown early that could have saved you later and won you the game. We will be covering positioning in an article of it's own!

Remember that if you are frustrated, the best thing you can do is just fake being positive at all times and force yourself to remain constructive. If you are unable to do so, ask for a break as playing on will most likely end in disaster.

What's next?
Next week we will put the attitudes into context and talk about why proper communication is vital and give you a few pointers on how to get critical match information out to your team...in time.

Have a question you would like to have addressed in one of these articles? Send me a PM or reply to this thread!

Also be sure to follow ArenaJunkies on Facebook and Twitter to keep up to date! Back to Top
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