The Art of War(craft): A Resilient Argument Part I

Battles are now intended to last a little longer, Resilience greatly reducing the chances of frustrating (for the recipient, anyway) instagibs. Prior to Patch 2.0, the premiere PvP stats used to be Stamina and Spell & Attack Critical Strikes, which were abundant in PvP-obtained items. However, both item properties were often also useful in PvE, which made many PvP items desirable even outside of PvP. Conversely, the sheer strength of PvE raid items were dominant on the PvP front, in many cases overpowering Stamina. This changed with the introduction of Resilience, which drew a defining line between PvP and PvE gear. With the new mechanic, in order to PvP more effectively, one had to wade into the thick of battle and earn Honor or Arena points. All players will start off with no Resilience, and it takes a conscious effort to accumulate the gear for it. Before undertaking such an endeavor, let's take a look at other forms of damage mitigation that are more accessible in the beginning stages of acquiring Resilience gear.

Resilience takes up valuable item points which, in a PvE situation, might be better served for other stats such as raw Spell Damage or Attack Power. Where Resilience truly shines is in PvP, where damage mitigation is the name of the game. The current PvP environment has a slightly defensive mindset, where battles are designed to last longer. Each class has key talents and abilities that are designed to mitigate damage. When speccing for PvP, it might benefit some players to take those talents, particularly when only beginning to accumulate gear with Resilience. It might be good practice to be familiar with some forms of damage mitigation to start. Understanding how to soften your enemies' blows will ideally help you outlast your opponents or at least stay on your feet a tick or two longer.
Personally, I find that lasting longer during an encounter opens up more opportunities for creativity, forcing the use of more abilities and talents, item cooldowns, and consumables. That's when PvP becomes interesting and ultimately, for me, enjoyable. The legendary Japanese swordsman Miyamoto Musashi advocated the use of every available tool during an encounter, be it a chair or a bucket, and not just one's swords (or whatever weapon one might be wielding). So, how does one harden oneself for war?
Armor
Perhaps the most basic form of damage mitigation is armor. All classes have armor to varying degrees from their equipment, as well as some spells that increase it, such as a Priest's Inner Fire or a Warlock's Demon Armor. Some classes have talents that increase the armor bonus granted by items, such as Thick Hide for Druids and Toughness for Paladins and Shamans. There are also consumables and item enchantments that increase armor like Elixir of Superior Defense and the various lower-level armor kits crafted through Leatherworking. Armor only mitigates physical damage, granting no defense against spells or other magical effects.
Resistance
Resistance is the attribute that mitigates magical damage, divided into different schools. Used mainly for boss fights where certain schools of magic are dominant, such as Fire Resistance for Ragnaros, resistance isn't a particularly useful item property to stack in PvP, where opponents' attacks are from different schools. However, it used to be a strategy in Arenas where some players would swap into a specific set of Resistance gear upon finding out their matchup. The ability to swap gear during an Arena match has since been disabled, although many classes have abilities that mitigate spell damage, such as Mages' Dampen Magic or resistance auras such as a Hunter's Aspect of the Wild or a Paladin's Shadow Resistance Aura.
Absorption
One form of damage mitigation that can affect both physical and magical damage are absorb effects. Spells such as Priests' Power Word: Shield and a Warlock's Sacrifice absorb a set amount of damage from all sources while some school-specific spells or consumables such as various protection potions from Alchemy. Absorption, unlike most other forms of damage mitigation, is not a persistent effect in that it only works until a certain damage threshold is reached whereupon the effect must be recast or reapplied.
A talent for taking a hit
Of all the forms of damage mitigation mentioned above, none work quite the same way as Resilience. Certain classes have talents that mimic an aspect of Resilience, however, in that they provide a baseline reduction to damage taken from physical attacks or spells or reduces the chances of a critical strike. Druids have the Feral Talent Survival of the Fittest, which increases all attributes by 3% at max rank (3/3) and reduces the chance the Druid will be critically hit by melee attacks by 3%. Coupled with the Feral tree's high armor (Thick Hide 3/3 and specially Dire Bear Form), Druids are a damage soaking nightmare for melee classes.
The aptly-named Survival tree for Hunters possesses numerous talents for damage mitigation and defense (dodge, parry, etc.). For purposes of this article, we'll be going over persistent talents (e.g., Deflection) as opposed to activated abilities (e.g., Deterrence). The 5th tier Survival talent Survival Instincts reduces all damage taken by 4% at max rank (2/2) in addition to increasing the Hunter's Attack Power by the same percentage. Hunters also have Thick Hide in the Beast Mastery tree, which increases the armor bonus granted by items by 10% at max rank (3/3).Mages have excellent damage mitigation talents in the Arcane tree, such as Arcane Fortitude, which increases armor by 50% of the Mage's intellect. It's a negligible increase, but the D&D-reminiscent Prismatic Cloak complements Resilience by reducing all damage taken by 4%. The Frost talent Frost Warding increases the effectiveness of Frost and Ice Armor, while the higher tier talent Frozen Core further provides a thematic 6% damage reduction against Frost and Fire spells.
The hardy Paladin class has damage mitigation in all three trees, from the 7th tier Holy talent Blessed Life, which is an interesting complement to Resilience. Blessed Life grants a persistent 10% chance for all attacks to cause half damage, although proc-based abilities aren't as desirable as consistent damage reduction. In the Protection tree, there's Improved Righteous Fury, which reduces all damage taken by 6%. It's an activated ability, but Paladins who PvP should have it up most of the time, anyway, to provide a buffer against dispel abilities. The Protection tree isn't ideal for PvP, but the talents Blessing of Sanctuary and Ardent Defender, and even Spell Warding make Protection Paladins annoyingly difficult to take down. Finally, the Retribution tree offers Divine Purpose, which give further reduction against melee and ranged critical strikes.
Priests are the masters of damage absorption, with Discipline becoming highly desirable in Arena play because of Pain Suppression. The Discipline tree also improves on Power Word: Shield and Inner Fire, the former being a key spell to consistent damage mitigation in PvP. The Holy tree has the 2nd tier Spell Warding, which reduces all damage taken from spells by 10% at max rank (5/5). Shadow Priests have access to Shadow Resilience which -- like Resilience -- reduces the chance to be critically hit, albeit only by spells by 4%; and Shadowform, which grants an inherent 15% reduction to physical damage.
While not particularly inclined towards damage mitigation, Rogues are truly masters of, to put it uncreatively, cheating death. Sleight of Hand reduces the chance to be critically hit by melee or ranged attacks by 2%, which isn't much but only costs 2 talent points and is available low in the 2nd tier Subtlety tree. This coupled with the Assassination talent Deadened Nerves -- in addition to their defensive abilities -- make Rogues frighteningly enduring in melee. A particularly interesting Rogue talent is the apropos Cheat Death, which makes Subtlety Rogues virtually unkillable once every minute and, because of the 90% reduction to all damage taken, three seconds after. Because the baseline ability Cloak of Shadows also operates on a one-minute cooldown, opponents must basically kill a Subtlety Rogue between minutes.
Shamans have little by way of persistent damage mitigation, with only the thematic Elemental Warding providing a base 10% reduction to Fire, Frost, and Nature damage. The 41-point Restoration talent Earth Shield isn't technically damage reduction as damage will still go through before the healing effect procs. The enhancement tree has Toughness to increase armor, but otherwise, Shamans must rely on their plethora of totems for mitigation. Unfortunately, there are far more useful PvP totems in each element than those for mitigation. The little-used Windwall Totem, for example, shares the same element as the indispensable Grounding Totem; the Hemorrhage-stanching Stoneskin Totem is an Earth totem like Tremor and Earthbind. In this way, Shamans ironically have both versatility and limitation.
Demonology provides Warlocks with the dreaded 31-point talent Soul Link, an awesome spell that, coupled with high Resilience and, ahem, Demonic Resilience, makes Warlocks tremendously fearsome in PvP. Soul Link transfers 20% of all damage taken to the Warlock's pet while Demonic Resilience reduces all damage the demon takes by 15% in addition to a reduction in the chance the Warlock will be critically hit by melee attacks or spells. I can almost hear our resident Warlock and Arena expert Vims laughing maniacally at the whole concept.
Lastly, we have Warriors, who are loaded with defensive abilities and inherent damage mitigation, but little talent to show for it. I mean that literally, as the only persistent damage mitigation talent warriors have is Improved Defensive Stance, which conditionally reduces all spell damage taken by 6%... in Defensive Stance. Naturally, most of a Warrior's damage mitigation is available in Defensive Stance, such as Shield Wall. The irony lies in the fact that the Protection tree (and sometimes Defensive Stance) isn't always optimal for PvP. Fortunately, Warriors have inherently high Stamina and Armor, which can be complemented with a wide array of Resilience gear.
Onward to resilience
With a passing familiarity with most of the forms of damage mitigation, we can now turn our attention to gear. As mentioned above, there are no talents or spells that grant Resilience. It is a purely item property and all classes and races begin with 0 Resilience. In addition to equipment, there are gems and a few consumables and enchantments that grant Resilience. Next week, we'll go over the effects of Resilience and how much damage mitigation it provides, as well as the required Resilience rating to fully optimize on PvP gear. We'll also look at the sources of Resilience gear -- as you might have guessed, Blizzard's insistence on mixing PvP and PvE have led to some curious gear dropping from the most unlikely places. Until then, I highly recommend visiting the Battlegrounds. I hear the weather's lovely these days.
Zach Yonzon writes the weekly PvP column The Art of War(craft) between getting CC'd by his ??-elite two and a half-month old daughter Zoe Fable and doing daily quests to reach Exalted reputation with his beautiful wife Berenice Aila.
Filed under: Analysis / Opinion, PvP, Guides, The Art of War(craft) (PvP)
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Reader Comments (Page 2 of 3)
Malachi154 Jan 22nd 2008 2:24PM
Well said... Thank you.
Good_Idea Jan 21st 2008 6:04PM
Resilience is a good change imo. It levels the playing field so that everyone can have fun in BGs and arena, not just raiders.
It also ensures that more tactics are used in pvp matches, that matches last longer than 10 seconds. (althought sometimes they do).
Don't complain that you need resilience to compete in arena, it's available. You see, people can't make up their minds, some people say it's too easy to get pvp gear and some people say it's too hard to get. It's somewhere in between. If you're not doing arena and taking some losses, you're not going to get better and you're not going to get better gear, so it's better to start early, suck up the losses, and make a new team after.
Even at the 1500 level, everyone has some S3, some S2, maybe S1 gear, so expect it. People are generally skilled, even at that level, a lot more than you'd think.
Although "easier", if you do pvp, you should get gear that makes you better at pvp. If you raid, you should get gear that makes you better at raiding. Sorry raiders, you can't pwn everyone anymore just based on gear.
Gamerdad Jan 21st 2008 7:09PM
This was a very good and informative read for me. I retired my warrior halfway through getting my nax gear over a year ago and I recently came back to wow only to be puzzled by the critical strike/defense rating and this thing called resilience. As a former hard core raider, I can remember plowing through the BG's with my Ashkandi and dps epics from naxx and black wing lair. I totally understand why blizz made this change and now that I only have time to PVP and not raid it totally works out in my favor. :D
Shiro Jan 21st 2008 7:10PM
Say What?
Can't PvP in raiding gear?
Come on people. That's BS and you know it. I do BGs all the time on my characters, I do decently well, and I don't have any PvP gear at all. Heck, I don't even have raiding gear.
All you need to do is practice at it. BGs and Arenas aren't just filled with lower leveled, lower geared players. They're just players like you are. Some of them are good, some are bad. Some are geared well, some aren't.
Even if you're horrible at it, you'll still win BGs because some other people on your team *don't* suck, and you'll get points.
Just keep grinding away at it and eventually you'll have a full set of resilience gear. It's only a matter of putting your time/energy in and it's yours.
Yeah, it's a second time sink aside from Raiding. So...?
If you really want to do it, and you're not liking raiding, then just stop doing it for a while. Most raiding guilds have a policy to stop burn-out where you can take a break for a while and try something different.
If you like raiding and just want to PvP casually, then *do it*. It would be like me saying I want great PvE gear, but I don't really want to raid to get it. I think that my casual 2 hours a week of doing PvE content makes me entitled to have a set of T6 gear so I can dominate PvE.
No one in their right mind would think that was fair. Same goes for PvP. If you're just going to devote a couple of hours a week, and you don't want to deal with the deaths (hmm, like wiping on the same boss for a month), then you don't really deserve to have the rewards for it.
Yes, your one 'main' can be a god in both of them, but she's got to suck it up and put in equal amounts of time in each in order to reap the rewards of each. Slack off in either and you'll feel the pain.
isobelle Jan 21st 2008 7:15PM
resilience made dagger rogues completely pointless.
Shiro Jan 21st 2008 7:22PM
Say What?
Can't PvP in raiding gear?
Come on people. That's BS and you know it. I do BGs all the time on my characters, I do decently well, and I don't have any PvP gear at all. Heck, I don't even have raiding gear.
All you need to do is practice at it. BGs and Arenas aren't just filled with lower leveled, lower geared players. They're just players like you are. Some of them are good, some are bad. Some are geared well, some aren't.
Even if you're horrible at it, you'll still win BGs because some other people on your team *don't* suck, and you'll get points.
Just keep grinding away at it and eventually you'll have a full set of resilience gear. It's only a matter of putting your time/energy in and it's yours.
Yeah, it's a second time sink aside from Raiding. So...?
If you really want to do it, and you're not liking raiding, then just stop doing it for a while. Most raiding guilds have a policy to stop burn-out where you can take a break for a while and try something different.
If you like raiding and just want to PvP casually, then *do it*. It would be like me saying I want great PvE gear, but I don't really want to raid to get it. I think that my casual 2 hours a week of doing PvE content makes me entitled to have a set of T6 gear so I can dominate PvE.
No one in their right mind would think that was fair. Same goes for PvP. If you're just going to devote a couple of hours a week, and you don't want to deal with the deaths (hmm, like wiping on the same boss for a month), then you don't really deserve to have the rewards for it.
Yes, your one 'main' can be a god in both of them, but she's got to suck it up and put in equal amounts of time in each in order to reap the rewards of each. Slack off in either and you'll feel the pain.
theRaptor Jan 21st 2008 7:32PM
And Blizzard succeeded so well in adding longevity to PVP. Arena matches go for whole tens of seconds now.
/massive sarcasm.
All resilience did was screw classes/builds that relied on crits.
Gurei Jan 21st 2008 7:50PM
I hate resil.
Didnt Ruin the game,the game is still good,but made it worse.
Put it these way,WoW was better w/o Resil.Atleast it was more Fun and Fun is good right?
BTW i hate that PVE gear is nigh useles on PVP
i hate that PVP gear is nigh useles on PVE.
And i hate that stacking 1 stat makes up for every other stat in the game,gone are the days of stat balancing when there 1 that does it just way better.
Now it feels so slow pased with people feeling like they just take the fireballs and the shots and never die.
Ever played WSG? its not fun trying to kill FC now.
Plus Resil also brings the big problem of balancing it with every style,Dots Bypased it first,and now its healers that are OP .
Many classes and specs sufered from RESIL,why have 3 specs when 2 of them suck?.
alrdye Jan 21st 2008 7:55PM
I think resilience was the right choice by Blizzard. If you have the time to commit to raiding 4-5 nights of the week for 3-4 hours at a time, congrats to you. But the majority of wow players don't. I'd love to be a full time raider but my family is simply more important. But I do have time to jump in the BG's and recently some areana, on a regular basis. If I get interrupted, np, I can come back later and I'm not hurting 24 other people for my absence. And I'm rewarded for my continued efforts.
One thing that some people don't get is gear is only a fraction of the equation. The best geared noob can still be taken down without too much trouble. And the most skilled player in greens will give a well geared individual a run for his money. People think that since you have epics and I'm in blues, you'll run right over me without any effort but this isn't necessarily the case. Practice is your best tool in winning pvp. Someone who can think fast, and use all the tools at his disposal will always have a sharp advantage over the person who finds 3 buttons that work some of the time and just mashes them like there is no tomorrow.
PVE decked individuals are still a threat in PVP but they can no longer steam roll those of us who can't raid but are able to pvp regularly. Resilience is probably the strongest factor for that.
jr Jan 22nd 2008 11:40AM
No it wasn't, people choose cloth DPS classes because they wanted huge damage and they knew the trade off for that was that they would be very easily killed. Resilience basically screwed cloth dps closses out of thier ability to do damage while adding nothing to their survivability.
In other words a dps clothy before resilience had to kill his oppenent quick or die. That hasn't changed, only now you can't kill your opponent quick so you almost always die. Resilience gimped dps clothies particulary mages, we have always been somewhat weak in pvp, but with resilience, removal detect magic and all the buffs to other classes allowing our stuff to be dispelled we have an even tougher time in pvp.
Pre resilience people only had to worry about premades so you'd do av to avoid them. Now most people have resilience, so if your starting out you will be killed by virtually everyone. I play to have fun, pvp isn't fun without resilience because you cannot win, some may think it fun to grind points for the gear by getting killed in bgs all the time I don't, so since BC I do not pvp anymore. i used to enjoy it earning all the way up to Rank 10 before blizz changed it, pvp sucks now unless you spend your whole life in it to get the gear was not like that before.
Fletch Jan 21st 2008 8:38PM
Blizzard really didn't think things through very well when they added resilience. It's a very powerful stat that disproportionately hurts crit based specs.
I understand that they wanted to stop instant kills, but they could've done that just as easily by adding more stamina, armor, and resistances to PvP gear. Voila! Same effect, with an easier and more balanced solution. This game already had plenty of defensive stats, Blizzard didn't need to add another that makes certain talent trees less useful.
Harakiri Jan 22nd 2008 4:05AM
Resilence is good.
Did it never occur to you who whines about it that the classes that relies on crits also are the ones that kills opponents the quickest ?
Now you know how it is to pvp as a 100% healerspecced class :-)
theRaptor Jan 22nd 2008 8:35AM
Yes the people that rely on crits kill opponents the quickest, because they don't have plate, can't bubble, and can't heal. Gee, amazing that there would be trade off's like that in class design.
And no, crit based classes have no idea what it is like to be completely unaffected by resilience like healers are in PVP.
PVP much? Im thinking not.
vildand Jan 22nd 2008 4:44AM
Resilience is the most overrated skill in the game and it's getting the blame for a ton of things it didn't break. It doesn't take a rocket scientist to tell you that resilience is bad for skills like ambush/backstab, but having been a rogue since the release I can't seem to think of a time where ambush/backstab weren't inferior in high end pvp.
This makes me wonder why on earth resilience is being blamed for breaking them. And the list goes on.
Personally I think anything that is making PvP last a little longer is a marvelous thing in World of Warcraft because God knows even a monkey would get bored in a game of nothing but insta kills.
theRaptor Jan 22nd 2008 8:44AM
Resilience doesn't affect CC. So arena is decided mostly by whose CC hits first, which allows one team to 3 on 1 the enemy. Such an improvement over insta-kills *roll eyes*
solaris Jan 22nd 2008 2:56PM
To me, who prefers PVP over PVE, now find PVP to be nothing more than a poorly developed game aspect of WoW when I think about how much PVP depends on "stats" like resilience and stamina rather than how the player(s) play. Turning PVP into another dull timesink in a already stagnant and decaying MMO.
Misanthrope Jan 22nd 2008 7:41AM
Poor DPS classes ='( they used to kill a priest in 1-5 seconds, now they might take 10 seconds to kill them.
C'mon, resilience is good, i think it evened out the fun for everyone. If we didn't got the resilience the game would be separated by the imba instagib PvPers, and the squishy cannon fodder casual players.
theRaptor Jan 22nd 2008 8:40AM
Uh resilience made no difference in what you are whining about. Only the "imba instagib PvPers" have enough resilience to make a difference, so if you are a "casual" without full S1+ quality gear you are dead meat. Btw Discipline priests are one of the hardest PVP classes to kill, and that is generally the theme for healers in PVP. It is the "DPS" (cloth) classes that are easy kills.
The thing that shuts healers down is lolstrike and CC.
wowdouble Jan 22nd 2008 8:23AM
Nice read.
theRaptor Jan 22nd 2008 8:47AM
Gold spam