Blood Sport: 2.4, Arena patch
V'Ming - who thinks that gnome warlocks are travesties of nature and need to be KOSed - shares thoughts and ideas on becoming deadlier at the Arenas. He also dabbles in the dark arts in Blood Pact.
This progressive patch is turning out to be quite an event in itself. We are seeing some pretty important changes in every PTR build and the community is watching every change with bated breath. One thing's for certain though: many of the changes are Arena-driven, as Blizzard tries to get the PvP aspect of the game in gear for the 3v3 tournament.
Let's look at the numbers from last week's games first:

And the most popular comps for high-ranking US teams:
5v5
Warrior-Paladin-Priest-Shaman-Mage 10.7% (+1.9% from my last sampling)
Warrior-Paladin-Priest-Shaman-Warlock 9.1% (-3.4%)
Rogue-Priest-Druid-Mage-Warlock 5.9% (not in top three last sampling)
3v3
Rogue-Priest-Mage 11.9% (-1.5%)
Warrior-Druid-Rogue 11.4% (+2.5%)
Warrior-Druid-Warlock 5% (-1.1%)
The Rogue-Priest-Mage team still sits as the most popular comp in this bracket, but the Warrior-Druid-Rogue is nipping at its heels. This bracket will certainly be important to watch as we approach the tournament.
2v2
Warrior-Druid 23.5% (+2.4%)
Warlock-Druid 12.1% (-1.9%)
Rogue-Priest 11.1% (-4.9%)
With the patch still very much in flux, I will take stock of some of the most important changes so far and try to figure out what they mean for the average Arena gladiator. Note that some of these changes could very well not be included, or be modified from their current form, in the final build.
Shaman
It looks like Blizzard is finally delivering on its promise to buff shamans - enhancement shamans specifically in this case. In a nutshell, shamans are potentially getting:
- A "Mortal Strike" effect on their Flametongue Weapon and Totem
- Faster totems and ghost wolf (instant with talent)
- Undispellable, but shorter Shamanistic Rage
- Toughness gives resistance to movement impairing effects as well
- Tremor Totem pulses more frequently
A key strength of the Shaman class is the "multiplier" effect of their totems. These temporary buffs scale dramatically with the number of toons teamed with the Shaman - explaining the stronger presence of the Shaman in 5v5s. The new flametongue totem basically gives everyone (except feral druids in animal form) in the party a healing debuff to use on opponents. Yes, even casters get the option to swing to land a 50% healing reduction on their opponents.
Just as Hunter buffs in 2.3 increased the representation of hunters somewhat in the Arenas, these changes are clearly aimed at addressing the dearth of shamans, particularly enhancement, in 3v3 Arena.
Druid
Unlike shamans, druids are well-represented in the 3v3 bracket. In fact, resto druids are considered the best healers in Arena currently. If Patch 2.4 is meant to balance the classes and their builds based on their Arena performance, we might expect to see some buffs for ferals and nerfs for resto druids:
- Healing coefficient for Lifebloom reduced
- Empowered Rejuvenation properly affects the final heal from Lifebloom
- Nurturing Instinct increases healing spells by up to 50/100% of Agility, and increases healing effects by 10/20% while in Cat form
- Lacerate deals additional damage based on attack power
We may consider the recent proliferation of MS effects (first Hunter, now Shaman) as an indirect nerf of Druid healing in the Arenas. Unfortunately, other less versatile healing classes are naturally hit as well. Is the MS effect Blizzard's "super-nerf" to healing in general, in an effort to tweak the balance between dps and heals? Perhaps they are trying to limit overly defensive tactics in the upcoming tournament - come on, nobody wants to watch a 10-hour match.
Mage
Mages are generally in need of more survivability in small-bracket Arenas, and this is what they are potentially getting this patch:
- Arcane Fortitude increase armor by 100% of Intellect, instead of 50%
- Improved Blink gives a 25% chance of avoiding attacks after blinking
- Mana Shield absorbs more damage, depending on spell damage bonus
- New talent Molten Shields replaces Improved Fire Ward and has the additional effect of giving Molten Armor a chance to deal reactive fire damage against ranged and spell attacks
- Damage cap of Arcane Explosion increased by 50%
- Blink, Slow and Spellsteal cost less mana
Trainable Ice Block in patch 2.3.2 have done little to improve fire and arcane mages in the Arenas since January. In fact the buffs to Frost in that patch have further solidified the Frost Mage as the build of choice for Arenas. Let's hope that Blizzard is not done with changes for the Mage class here; as it stands, frost is still king, with various synergistic immobilizing effects.
Warlock
Ah, the class that everybody loves to hate. Soul Link warlocks who stack tons of Stamina have always been almost inordinately durable in the Arenas, compared to other cloth classes. Coupled with an efficient Life Tap, they can last indefinitely through a match, doing nasty Warlock stuff.
Blizzard definitely doesn't want SL locks to ruin the party and has made Life Tap take a percentage of health instead of an absolute amount. As it stands:
- Life Tap now has three ranks. Each now costs a fixed percentage of maximum health to cast, and grants the same fixed percentage of maximum mana: Rank 1 is 5%, Rank 2 is 12%, and Rank 3 is 20%.
Water
Who would think that something as innocuous as water would be nerfed? To make mana an even more precious commodity in the Arenas, the mana regen properties of water will only kick in after five seconds of drinking in the Arenas. Will this make mana draining an even more deadly strategy in the Arenas? Is this another "super-nerf" for healers?
There we have it, the most important changes so far in this progressive patch. Nothing is set in stone at this moment, and many shamans doubt that the healing debuff will stay in its current form, particularly for the Flametongue Totem. PvE warlocks are hoping for the Life Tap nerf to properly address PvP performance without changing the way they play and gear. Mages are hoping for, well, more buffs.
With the tournament tentatively scheduled for April, I can't help but feel that Blizzard is really cutting it close here - timing-wise - to be introducing some of these changes. Many of the changes are PvP-driven, with significant (negative) implications for PvE.
Is Blizzard merely tweaking the game for the tournament? Or setting the stage for Death Knights? Are these "retrofitting" changes meant to position WoW to effectively compete with the upcoming PvP-oriented Warhammer Online? Stay tuned as we bring latest news of patch 2.4 - the Arena patch.
Filed under: Druid, Mage, Shaman, Warlock, Patches, Analysis / Opinion, Classes, Blood Sport (Arena PvP), Arena






Reader Comments (Page 1 of 1)
ace danger Feb 29th 2008 9:40PM
they're doing it to break my warlock!
ace danger Feb 29th 2008 9:40PM
kidding...
Pingping Feb 29th 2008 10:36PM
Blizzard needs to leave class balance ALONE during the middle of a season.
Elaus Feb 29th 2008 10:55PM
I find it amusing when people complain about 50% reduced healing. What exactly are these people going to do when Death Knights come around, and can completely lock out heals and shields on a person?
Afflictor Mar 1st 2008 2:43AM
Please stop talking about how the current iteration of lifetap will change how warlocks gear for pve. True pve warlocks know that lifetap will become MORE efficient per GCD which is all that matters. We get overhealed a ton in raids as it is. Now some other that healing will do some good.
I know this is a pvp column, and that you happen to be a pvp warlock (or just not at all knowledgeable about the class itself, or the nature of raiding), but please do not post falsehoods about pve warlocks.
Also, Oblivion Raiment, or whatever the set is called, is not warlock only. That is in reference to a previous post of yours, where you clearly show that you not only are not knowledgeable about the game, but are in no way an authority about the subjects you may post about. When the first round of 70's hit, Oblivion Raiment was very high quality gear for getting ready for karazhan, and nearly every mage at 70 at that time had at least a few pieces.
Please do some research if you are going to post things as facts, and at the very least, if you wont do so, please link to those who will
Outofmana.blogspot.com - Where I get all my warlock and pvp info. Ming, please work harder to be informed.
Vims Mar 1st 2008 4:23AM
I'm curious to know how the new lifetap is more efficient per GCD, pls explain.
Afflictor Mar 1st 2008 4:39AM
More mana per tap is far more efficient in pve, where the only standard is the ability to maintain a steady stream of dps. Less taps is more time dpsing. Yes, it uses more health per, but I have yet to see a single piece of information to even suggest that a raiding warlock will ever receive less than 25% overheals.
It will not tax healers, and it will increase dps. That seems like a dps buff too me.
Yes, it scales poorly with gear, but it doesn't scale negatively unless going from t4->5->6 lowers your int.
Pingping Mar 1st 2008 12:45PM
I wonder do you even have a warlock?
The fact is it DOES scale negatively with gear. All warlock gear since oh I don't know WOW was released is stamina heavy. Stamina is in our talent trees, on our pet buffs, stamina was and still is one of our only pvp defenses in the game.
I agree that this won't be as big a PVE nerf as people are crying over. Warlocks will still tap, and healers will still heal us, our "unlimited" mana pool will continue. The FACT of the matter is the better our gear gets the worse our lifetap becomes. Our CORE warlock mechanic has been drastically nerfed. The should have just reverted our Lifetap to back before it scaled with spellpower.
Anyway come back here and post when your warlock is over level 25.
Genoce Mar 1st 2008 8:06AM
"While Lifebloom potentially heals less than before, it is somewhat balanced out by the Empowered Rejuvenation fix."
I quess you have never seen a druid healing? Both in PvE and PvP most of the druids try to keep 3 lifebloom stacks over the whole fight (DO NOT LET IT END). It saves mana and raises the healing per second... The Empowered Rejuvenation fix means nothing really.
Only situation where it helps is when there is someone spamming dispels and ur keeping ur self up with lifebloom... (the end healing thingy also comes when dispelled)
Afflictor Mar 1st 2008 2:12PM
Actually, no, it does NOT scale inversely with gear. The more stam you get, then the larger a health pool you will have as a remainder AFTER each lifetap. Yes, you spend more health, but more stam means that more health spent is less of a problem.
So, while you do spend more life/mana you end up with a larger pool to continue to tap from, or take aoe, or tank with. I don't mind you saying I don't know what I'm talking about, its just that I clearly do, and the way you went about providing information was stupid, You offered nothing other than "you're wrong". If you are going to prove someone wrong, then prove it, actually post some sort of information other than just saying that it scale inversely with gear.
More stam is never a bad thing on warlock gear. Anyone who thinks so is fine to click off their buffs, then get wrecked by aoe because they cannot blink out of it or ice block. More stam will make your lifetaps take more stam, but not in the same ratio that stam gives you hitpoints, so stam will still be helpful, just not nearly as powerful as it may have been.