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Member Since 16 Jan 2010
Offline Last Active Jun 20 2018 06:34 AM

#4622626 Legion PvP Season 1 - Rewards Clarification

Posted by Vanguards on 29 December 2016 - 07:42 PM

Updated tweet link from Holinka.


Personal thoughts:

Titles being more strict can be argued both ways, my only concern is I don't believe there was a single post or announcement regarding a change. Seems irresponsible to ninja change a system that has people putting in hundreds of hours towards as their goal. This seems especially harsh for PvPers trying to get their first R1 or Glad, I can see many of those people would probably just quit the game after this.


This is assuming something new or hidden was used to calculate titles, the wording on that tweet is a bit confusing.


edit: new tweet from holinka says stricter metric is unintentional

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#4620862 PvP Hotfixes: December 13

Posted by Vanguards on 14 December 2016 - 10:16 AM

PvP Hotfixes: December 13


Official Blizzard Quote:

Player versus Player

Players can now reach Prestige level 8.



(Assasination) Agility increased by 5%.

(Outlaw) Agility increased by 5%.



(Affliction) Intellect decreased by 5%.


Death Knight

(Frost) Stamina reduced by 10%.



(Windwalker) Strike of the Windlord now deals 60% damage in PvP.

(Windwalker) Fists of Fury now deals 85% damage in PvP.



Atonement effect increased by 10% in PvP.



(Restoration) Fortified Bark (Honor Talent) now increases the damage reduction of Ironbark by 15% (was 30%).

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#4616749 Upcoming Hotfixes - 11/15/2016

Posted by Vanguards on 15 November 2016 - 01:35 AM

Yea WoW will always have something "OP", but these fast changes should be appreciated imo.

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#4616743 Upcoming Hotfixes - 11/15/2016

Posted by Vanguards on 15 November 2016 - 01:27 AM

Upcoming Hotfixes - 11/15/2016


Official Blizzard Quote:

Withthis week’s maintenance period, we plan to apply several hotfixes to classes (particularly in regards to PvP balance) and item rewards. We’d like to share with you a preview of those changes, along with some insight from the development team.


Shadow: Voidform’s Insanity drain now begins at 8 Insanity per second (down from 9), but will increase at a 10% faster rate
Developers’ Notes: We want to reduce the maximum amount of time that Surrender to Madness can be maintained, without significantly impacting Shadow otherwise. Our intent in this hotfix is that it’s still effective to use Surrender similarly to how it is currently used, but that its maximum potential in ideal situations is slightly less extreme.

All Legion Legendary items have had their item level increased by 15. This change will be applied retroactively.
All items from the Trial of Valor have had their base item level increased by 5. This change will be applied retroactively.

(Note: The changes listed in this section only apply in PvP situations)

Death Knight
Frost: Strength reduced by 10%
Blood: Blood Boil no longer has its damage reduced in PvP (was previously reduced by 70%)
Developers’ Notes: Frost Death Knight damage continues to be higher than we’d like following the changes in Patch 7.1. For Blood, we no longer feel the damage reduction on Blood Boil is necessary. We plan to make a broader set of changes for them (and other tanks) in Patch 7.1.5.

Feral: Rake damage reduced by 20% in PvP
Developers’ Notes: We like that Feral Druids can apply a lot of spread pressure through their bleeds, but Rake’s damage feels out of line.

Fire: Intellect increased by 10%
Developers’ Notes: Fire Mages have simply fallen behind in terms of damage output, and we felt they needed an increase.

Holy: Mana regeneration rate has been reduced by 23% while in a PvP instance
Holy: Avenging Crusader (Honor Talent) now costs 110,000 mana (previously had no mana cost)
Developers’ Notes: Holy Paladins are too mana efficient in current PvP gameplay. We’re reducing their overall regeneration, as well as adding a mana cost to Avenging Crusader, since it was essentially mana-free healing.

Feint now reduces damage taken from player-cast area-of-effect spells by 30% (down from 50%)
Stamina for all Rogue specializations has been increased by 5%
Developers’ Notes: Feint’s AoE damage reduction is intended to protect Rogues during dungeon and raid encounters, but many class abilities that feel like single target spells in PvP are treated as AoE effects (e.g. Lunar Strike, Ice Nova). This makes Rogues unintentionally resistant to those abilities. We’re reducing Feint’s AoE damage reduction in PvP, but increasing Stamina to compensate.

Elemental: Stormkeeper now increases damage of Lightning Bolt, Chain Lightning, and Lava Beam by 100% against players (down from 200%)
Elemental: Intellect increased by 5%
Developers' Notes: Stormkeeper is at the center of a combination of cooldowns and procs that can cause extraordinarily high damage in a very short time. We're reducing its impact but increasing Elemental's damage overall to compensate.

Affliction: The damage caused by dispelling Unstable Affliction has been increased by 100%
Destruction: Chaos Bolt damage bonus against players increased to 35% (was previously increased by 20%)
Developers’ Notes: Patch 7.1 changed the design of Unstable Affliction, and our initial tuning on the dispel damage was simply too low. For Destruction, we want spending Soul Shards on Chaos Bolt to feel rewarding when weighed against the alternatives.

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#4615426 Blizzcon World of Warcraft Arena Championship

Posted by Vanguards on 05 November 2016 - 07:34 PM

Most exciting WoW esports has ever been for viewers in my opinion. I was rooting for Method NA deeply but Spylce played amazing, I hope WoW esports continues to be this exciting to watch. GGS

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#4614892 Blizzcon World of Warcraft Arena Championship

Posted by Vanguards on 04 November 2016 - 01:58 AM

Blizzcon World of Warcraft Arena Championship


Watch at https://www.twitch.tv/warcraft!




Group A Elimination - November 4th 9AM-11AM PDT

Group B Elimination - November 4th 12PM-4PM PDT

Finals - November 5th 10AM-11AM PDT



Group A



Group B



Top 4






Brackets: https://blizzcon.com/en-us/esports/wow


Official Blizzard Quote:

Opening week has concluded, and the top World of Warcraft 3v3 Arena teams in the world are headed to Anaheim for the final rounds of the 2016 World Championship at BlizzCon X on November 4 and 5. We’ll be broadcasting the opening ceremony and this year's esports tournaments—including the World of Warcraft Arena World Championship—on BlizzCon.com for free. You won’t want to miss a minute of this year’s action!

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#4614049 Upcoming PvP Balance Changes

Posted by Vanguards on 01 November 2016 - 01:40 AM

Upcoming PvP Balance Changes


Official Blizzard Quote:

Now that Patch 7.1 has been available for a little while, we’ve been able to identify several changes to PvP tuning we’d like to make. We’d like to share those changes with you in advance, along with some developer insight. All of the following changes will only apply in PvP, and while some of them are still being tested, our goal is for all of them to go live with scheduled weekly maintenance. 

Death Knight
(Frost) Strength in PvP has been reduced by 10%.
(Unholy) Apocalypse damage is no longer reduced in PvP (was reduced by 75%).
Developer Notes: Frost Death Knights have recently received a number of bug fixes and class tuning adjustments that have pushed their damage out of line in PvP. For Unholy, Apocalypse’s damage was reduced during beta due to its burst potential, but due to other changes, we no longer feel that reduction is necessary.

Demon Hunter
(Havoc) Agility increased by 5%.
(Havoc) Stamina increased by 10%.
Developer Notes: As players have become more accustomed to Demon Hunters and how to counter them, we feel their damage and general survivability has ended up a little low, so we’re giving them a little tuning to help them compete.

(Survival) Stamina has been increased by 15%.

Developer Notes: As a melee DPS, Survival Hunters have been a bit too squishy in PvP, so we’re increasing their Stamina.

(Frost) Intellect has been reduced by 10%
Developer Notes: Frost Mages recently received some damage increases that we feel need to be counter-tuned in PvP.

(Windwalker) Agility has been reduced by 10%.
(Windwalker) Serenity now increases damage by 25% with the Spiritual Focus artifact trait (was +30%).
Developer Notes: Windwalkers are able to maintain an extremely high uptime against their targets in PvP, and their raw damage capability was just too high for a spec that’s so difficult to get away from.

Lava Burst now deals full damage in PvP (was reduced by 80%).
(Elemental) Control of Lava increases Lava Burst damage by 100% (was 150%).
Developer Notes: We’ve received a lot of feedback that Elemental Shaman feel good in PvP once they have access to the Honor Talent Control of Lava, but felt too weak without it. We’ve decided to remove the PvP reduction on the base Lava Burst spell and reduce the benefit from Control of Lava to compensate. This results in effectively the same damage for players who still wish to use Control of Lava, but an increase to Lava Burst without it.

Hamstring damage has been increased considerably, and now lasts for 12 seconds in PvP.
(Arms) Strength and Stamina increased by 10%.
(Fury) Strength and Stamina increased by 10%.
Developer Notes: Patch 7.1 put Hamstring back on the global cooldown, and while we still feel that that’s the correct choice for that ability, we understand that this change had a major impact on PvP Warriors’ damage rotation, as well as Hamstring’s overall uptime. To compensate, we’ve increased Hamstring’s duration so that it needs to be applied less frequently, and massively increased its damage to help make it feel worthwhile to use. Additionally, we felt that Warriors weren't feeling quite tough enough in PvP, so we’ve increased Strength and Stamina for Arms and Fury.

(Destruction) Entrenched in Flame duration reduced to 3 seconds (was 4 seconds).
(Destruction) Focused Chaos now increases Chaos Bolt damage by an additional 100% (was 150%).
(Destruction) Shadowburn now deals 20% less damage in PvP.
Developer Notes: 7.1 introduced some new talents to Destruction Warlocks to increase their control and incentivize the use of cast time spells like Chaos Bolt. These talents were overtuned initially, but we want to keep Chaos Bolt as the best damage value for a Soul Shard.

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#4613242 Opening Week is Live! Meet The WoW Arena Competitors

Posted by Vanguards on 28 October 2016 - 08:28 PM


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#4612228 Vanguards Retribution Paladin PvP Guide (7.3)

Posted by Vanguards on 26 October 2016 - 04:13 AM

Updated for 7.1! Blade of Wrath is still the go to talent for PvP from my testings so far.


Thanks @Hollowinside for that info.

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#4610746 Hotfixes: October 13

Posted by Vanguards on 14 October 2016 - 08:20 AM

Hotfixes: October 13


Official Blizzard Quote:



  • Ironfur no longer incorrectly multiplies Bonus Armor effects from temporary buffs.
  • (Balance) New Moon, Half Moon, and Full Moon are now in the Arcane spell school.



  • Spirit Cauldrons no longer have collision.


Player versus Player

Reminder: These changes are only active while in PvP combat situations and do not affect PvE. Many more Honor Talent changes are coming with Patch 7.1, including changes to Destruction Warlocks, Windwalker Monks, Death Knights, Balance Druids, and Restoration Druids.




  • Ice Form now has a 60 second cooldown (was 45 seconds).
  • Ice Form can no longer be cast while stunned.
  • Ice Form will now cause the Mage to be immune to only stuns, instead of other unintended crowd-control effects, such as Paralysis.
  • Frostbolt no longer deals increased damage in PvP (was a multiplier of +10%).
    • Developers’ Notes: Frost Mages are intended to create burst windows with Shatter and Glacial Spike, but have been reaching unintended levels of damage. By reducing Frostbolt damage, we’re reducing the potential size of Icicles and Glacial Spike burst. The Ice Form fixes should reduce its uptime, which was too high.



Beast Mastery

  • Beast Mastery Agility reduced by 10% in PvP.
    • Developers’ Notes: We’ve found Beast Mastery damage to be too high, but we don’t feel that it’s due to any specific ability or mechanic, so we’re reducing the overall PvP template.




  • Mistwalk can no longer be cast while silenced.
  • Soothing Mist healing reduced by 10% in PvP. (Soothing Mist version of Ancient Mistweaver Arts is unaffected.)
  • Soothing Mist healing cast by Summon Jade Serpent Statue reduced by 10% in PvP.
    • Developers’ Notes: Mistweavers been one of our strongest healers. We feel Soothing Mist is doing too much healing per second on its own, making it so that the Mistweaver doesn’t have to use cast-time healing spells as much as other healers, even when their target is taking high amounts of damage. We’re reducing Soothing Mist slightly to address this. Mistwalk was never intended to be used while the Mistweaver was silenced or locked out of Nature, so we’ve fixed that as a bug.



  • Pure of Heart no longer causes Cleanse to incur a cooldown when it removes poisons and diseases.
  • Pure of Heart no longer triggers when healed by a periodic heal effect, but will trigger when a spell such as Rejuvenation is initially cast.
    • Developers’ Notes: Retribution Paladins are designed to be a formidable damage dealer and also have a protective, counter-control kit for their allies. Pure of Heart is intended to “soft-counter” poisons and diseases, but we feel it’s too strong currently when the Paladin is paired with a healing-over-time healer. Pure of Heart will now only trigger when a healing spell is applied, but not periodically during the spell.


  • Blessing of Sanctuary now has a 30 second cooldown, up from 25 seconds.
    • Developers’ Notes: Blessing of Sanctuary has proven to be a strong, signature Honor Talent, but we feel its cooldown is too short.




  • System Shock now properly requires an Envenom cast with 5 or more combo points.
  • System Shock’s damage has been reduced by 20%.
  • Assassination’s Agility has been reduced by 5% in PvP.
    • Developers’ Notes: The Assassination Rogue is intended to be a strong, persistent damage dealer that pressures targets but lacks the utility that Outlaw excels in or the mobility that Subtlety provides. We’ve been monitoring their damage and feel its higher than intended, and we’ve found some bugs with System Shock contributed to this. We’ve also altered their PvP template to effectively reduce their damage.


  • Control is King will no longer stack Adrenaline Rush above a 3 second duration.
    • Developers’ Notes: Control is King is intended to be an attractive choice for the Outlaw Rogue when within a control oriented team composition. This has worked out a bit too well. Now, subsequent procs of Control of King will no longer add to the duration, and instead will just refresh itself.




  • Stormstrike’s damage is reduced by 15% in PvP.
  • Heroism and Bloodlust now have a 60 second cooldown when modified by Shamanism (was 45 seconds).
    • Developers’ Notes: The Enhancement Shaman is intended to be a formidable damage dealer who also provides offensive group utility through totems and buffs. Shamanism has been a popular choice for the Enhancement Shaman, allowing them to use Bloodlust/Heroism frequently and also in Arena combat. We like the utility this gives the Shaman, but feel its uptime is too high. Further, we feel the Enhancement Shaman’s burst damage with Stormstrike has been reaching unintended levels.

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#4609279 Vanguards Retribution Paladin PvP Guide (7.3)

Posted by Vanguards on 05 October 2016 - 07:38 PM

If you're only going to do RBGs I would rush Divine Tempest after Ashes to Ashes.


As for spec I would use Greater Judgment, Eye for an Eye if it isn't a full caster team, Lawbringer, and would swap between Divine Purpose / Holy wrath depending on what the strategy is.

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#4609078 Vanguards Retribution Paladin PvP Guide (7.3)

Posted by Vanguards on 04 October 2016 - 05:59 PM

Rets are actually pretty good in RBGs especially once we get the Divine Tempest trait.

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#4603483 Legion 3.3 Million Copies Sold

Posted by Vanguards on 08 September 2016 - 01:30 PM

Legion 3.3 Million Copies Sold

Blizzard announced their sales number today for Legion at 3.3 million. This matches their previous all-time records in Cataclysm and Warlords of Draenor.

Official Blizzard Quote:

With' class='bbc_url' title='External link' rel='nofollow external'>http://blizzard.gamespress.com/']With Azeroth on the brink of destruction, heroes from around the world were summoned to drive back the Burning Legion’s armies last week with the launch of World of Warcraft®: Legion™, the sixth expansion to Blizzard Entertainment’s acclaimed massively multiplayer online role-playing game.

Today, Blizzard announced that players have forged a truly formidable defensive front—as of the expansion’s first full day of launch on August 30, more than 3.3 million copies of Legion had sold through, matching the all-time record achieved by previous expansions and making it one of the fastest-selling PC games ever.† In addition, World of Warcraft’s launch-week player concurrency climbed to its highest point since the 2010 launch of the Cataclysm ® expansion, as champions from around the world united to strike a mighty first blow against the fel invaders. But the battle has only just begun.

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#4601968 Leveling via PvP

Posted by Vanguards on 31 August 2016 - 04:45 PM

Figured I shared my experience, both skirmishes and BGs seem to be really good for leveling from 100-110.

BGs: 25% EXP per win, ~40% from AV win. You also get a box that if you save til level 110 you will get 110 gear from.

Skirmishes: 26k exp per win, ~13k per loss. I averaged a level every 45minutes or so playing Ret double dps 2s

If you hate questing as much as I do IMO the best way is to get all 5 factions to friendly (for World quests), and then PvP the rest. BGs is probably the best with a premade since you get gear too.
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#4592668 Vanguards Retribution Paladin PvP Guide (7.3)

Posted by Vanguards on 22 July 2016 - 02:21 PM

Great guide Vanguards. I'm not quite sure how Justicar's Vengeance works but i still think the other two options are really good in certain situations as you mentioned.

Justicar's Vengeance takes 5HP to deal damage and also heal you for 100% of the damage dealt. It does double against stunned targets - useful for some extra healing on yourself while doing damage especially when you can use a divine purpose proc + using it on a stunned target.
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