Arcane Brilliance: Get your PvP on
I bring this up to make a point. PvP has changed dramatically in two years, and each aspect requires a different set of skills. In the battlegrounds I was a ninja mage who spent so much times camping Iceblood Graveyard my Alterac Valley ram and I could have built a winter cottage there. I stood in the trees or on ledges and nuked anyone who might happen by. I see much that is similar in dueling and arena combat. Lock down your opponents by any means possible, and once you have the adds controlled, nuke 'em into next Tuesday.
The PvP of today is a vast new world that sometimes scares me, and in the words of Illidan much of me is not prepared. But I can save you the trouble by giving you a glimpse into the stats required for mage PvP.
There are three stats in addition to the normal Mage Trinity that PvP mages need to look at. How you combine these into the ultimate formula really is up to you, but each needs to be considered.
Stamina: The stamina attribute is essential for survivability in PvP. Each point of stamina adds ten health points onto your bar, and in an arena fight this can mean the difference between victory and death. Stamina was one of those stats that seemed relegated to the sidelines until TBC, but since the expansion's release Blizzard has been stacking on more and more +stamina attributes to gear in all flavors. Once you get enough stamina gear you may be asked to do some mage tanking in PvE, but when thinking PvP keep this stat in mind as you collect your armor pieces.
Spell Penetration: Like Spell hit rating, penetration first made its debue in WoW with the release of The Burning Crusade. Largely a PvP stat, penetration tears away at an enemies resistances, and only their resistances. If a target has no resistances spell penetration will not affect them. For this reason it is a good idea to blend spell hit rating and spell penetration bonuses on your gear when possible. If you are looking to add spell penetration to your gear, there are items that have such stats already on them, as well as gems. Adding Arcane Subtlety to your spec will also increase this attribute. You want to shoot for around 70 points of spell penetration to really be effective on the PvP battlefield.
Resilience: Often times those that talk about PvP stats will pair penetration and resilience in the same sentence. Resilience is a stat that decreases the amount of damage you take from critical strikes, and also lessens the damage you take from damage-over-time spells. Being a defensive attribute (and I suspect this has a certain amount to do with how the critical strike mechanics function) you will need a large amount of resilience rating in order to see a difference. It's recommended that you build your resilience to around 200 at level 70, which will give you somewhere around 4% resilience. Definitely stock up on Elixir of Ironskinwhen you get the chance, and look into the chest enchant, which will increase your resilience rating by 15.
When you look at the stats you'll see that there is much in the current combat system to add to a mage's survivability, but the strategy in building up your stats is a fine art. You will need to make some decisions, and possibly some sacrifices as you create your pvp armor set, since you will have to decide on survivability or nukage. Once you get the right balance of these three attributes added to your spell hit/spell damage/spell crit stats, you, my young mage, will be godly.
Filed under: Mage, PvP, (Mage) Arcane Brilliance







Reader Comments (Page 1 of 1)
Greg Sep 29th 2007 7:59PM
Certainly not a bit deal, but there were a good number of items in pre-TBC WoW with spell penetration on them. I personally wore Robes of the Battleguard, a Sartura drop with 20 spell penetration, for most of Naxxramas.
Zack Sep 29th 2007 9:17PM
Didn't Spell Penetration used to do what Spell Hit does now? Except Blizzard arbitrarily decided they wanted to separate pvp and pve in patch 2.0.
Tigraine Sep 29th 2007 9:48PM
Are you fully insane? Talking about Elixir of Ironskin and PvP in one sentence?
Imo that Elixir is just fully useless. Most battles you will fight in end with either you dead or somebody else. In a good premade those battles will take longer and be more intense, but you will die.
And damn, that's only BGs where you go to farm honor, in Arenas that elixir doesn't work at all.
So why in the hell should you drink that Elixir in the first place? 30 Resilience won't change a damn thing, except for wasted money.
Jason Sep 30th 2007 11:06AM
Personal experience says get +damage. You don't have to live as long if you can drop the others fast.
Shalkis Sep 30th 2007 1:36AM
Spell Penetration and Spell hit are completely different stats, and both existed before TBC. Spell Penetration was introduced with Ahn'Qiraj and Spell Hit was largely introduced with Zul'Gurub.
oshin Sep 30th 2007 9:28AM
I view spell penetration as pretty worthless myself, it only works against resistances, which in the days of t1 and t2 were an issue, as it was possible to build up a reasonable amount of resistance for pvp. Now neither pve gear or pvp gear contains resistances, so the only real use is against mark of the wild, the puny amount given by racials, and the odd joker who puts on all his frost/fire/arcane gear for a dual.
My ideal pvp stats would be
1. Stamina
2. Spell damage
3. Resilience
4. Around 4% spell hit
5. Spell crit
Spell crit is still quite nice, but obviously as you advance up the arena brackets it becomes less valuable.
Aldrel Sep 30th 2007 3:04PM
You experience sucks then. +Dam is good, but Stam is vastly more important. Look up good PVPers and see what they stack.
Some Spell Pen is good, but not a lot. 40 or so should be about enough for most caster classes. That isn't hard to get either.
gxavier Oct 1st 2007 10:53AM
@6.. Dropping a person fast in the Arena may work in the sub 1600 bracket, but you'll rarely see it happen above that. The 1700+ teams all have a great healer and silencer/cc/dispeller that don't really give a crap about your burst damage. It's all about survivability and endurance at those levels.
Zarther Oct 5th 2007 2:28PM
Stamina it the way to go in Battle Grounds. With my level 29 gnome warlock I have 2081 hp (un-buffed). With buffs I'm somewhere north of 2440 hp. Probably not the best for my class but respectible. :)
Rohnaj Oct 8th 2007 1:28AM
Fact check: penetration and hit on caster gear have been in LONG before the expansion. Anyway those are pve stats, and penetration a secondary one, at that. The only stats you should care about for pvp are stamina and resilience. The gear that has those will also have spell damage in copious amounts. Author is a bad mage, imo
Beefmonger Oct 9th 2007 7:04AM
30 Spell Penetration should be the target for PvP.
Why? It annoys druids. That alone makes it worth it.
Not only that, but it's so easy to get 30 of it.
PvP ring + cloak enchant = done. Now, go get 300 resilience :p