The Art of War(craft): How Patch 3.0.8 changes PvP

CLASS BALANCE
Mages
Despite all the calls for nerfs for many classes, for some reason Mages have tiptoed past the madding crowd and continued to Pyroblast unsuspecting enemies for 10k damage without anyone batting an eyelash. Maybe it's their Invisibility, I don't know, but Mages are incredibly powerful opponents in PvP but don't elicit calls for nerfs. Christian was right in saying that Frost is no longer the spec for PvP. It now shares the spotlight with Arcane, with the highest ranked Mage in the world sporting a 60/ 0/ 11 build (although a Frost-specced 20/ 0/ 51 gnome isn't far behind).
So you think Mages are strong in PvP? Well, they've just been buffed. Evocation's cooldown was reduced to four minutes, and with Arcane Mages having access to the improved Arcane Flows, they can Evocate every 2 minutes. It was never a viable tactic to try and drain a Mage, but even with the spark of hope given by the change to mana drain mechanics, Mages will never run out of mana. The extremely RNG behavior of Mirror Images Polymorphing the most unlikely targets has been curtailed somewhat with the range of the copy's Polymorph down to a mere 8 yards. This is pretty good.Compared to other cloth classes, Mages have a considerably high survivability rate, with Ice Block, Blink, and Invisibility at their disposal. In an environment where burst damage is king (except in higher level Arenas, where healing is once again proving to be dominant), a Mage's high burst (Arcane Barrage, anyone?) and unaltered survivability keeps Mages in a good place.

I wrote about how Paladins must feel like kings right now, and Patch 3.0.8 makes them even better. Paladins are just about the best class for PvP right now -- almost overpowered, I'm ashamed to admit. Simply that in the current environment where so many abilities can remove HoTs, direct heals are pure win. With haste and talents that reduce healing cast time, a 6-second Holy Shock, and incredible survivability, Holy Paladins are simply the best healers in Arenas right now.
Patch 3.0.8 revised a few things, the biggest buff being the removal of Forbearance from Avenging Wrath. This should see the spell see more use in Arena play. Holy Paladins' offensive capabilities were also buffed, with Judgements of the Pure increasing damage done by seals and judgements. Not only can Paladins throw out 18k Holy Lights in about 1.5 seconds, they can poke you with judgements and stuff, too.
Divine Shield was reworked to apply a 50% damage penalty instead of an attack speed penalty, making it more balanced. It won't be as frightening to see a Retribution Paladin rush in all bubbled and swinging her mace around. But the best buff to Paladins isn't actually a buff to the class but a change in dispel resistance mechanics. This means the abominable Cleanse just got a little better. It might actually work now instead of being a waste of the GCD.
Glyph of Turn Evil was nerfed to add an 8 second cooldown to the spell. A freely spammable crowd control was just too powerful against Unholy Death Knights and Demonology Warlocks. It was possible to shut down a ghoul or gargoyle entirely and waste Metamorphosis. Diminishing returns and the new cooldown should see this ability toned down in Arena play. Glyph of Hammer of Justice is now a range increase, instead of an additional second of stun. Not a terrible nerf, and will prove to be useful in allowing Retribution Paladins catch up to opponents, their kitability being their biggest weakness right now.
Hopefully we'll see class representation balance out a bit more as the seasons progress. Otherwise, if Paladins continue to dominate, I'm afraid we might see nerfs to impair Paladin healing, which wouldn't be good for the class at all. It will be Season 1 all over again, where nerfs to the class because of Arena representation had repercussions in PvE gameplay.
Filed under: Mage, Paladin, Analysis / Opinion, PvP, The Art of War(craft) (PvP)






Reader Comments (Page 1 of 3)
Amaxe Jan 22nd 2009 11:07PM
How Patch 3.0.8 changes pvp...
...you mean besides making it impossible?
[ducks]
Zach Jan 22nd 2009 11:08PM
Ding ding ding!
Touché!
Psy Jan 22nd 2009 11:32PM
This is why I should've stuck with the Mage when I first played the game, instead of making so many alts lmao.
mitch Jan 22nd 2009 11:38PM
quoted for truth.
Patch still hasn't made me any keener to step foot in a BG let alone arena.
It's all died in the ass as far as I'm concerned.
shopshopshop Jan 22nd 2009 11:29PM
but even with the spark of hope given by the change to mana drain mechanics, The extremely RNG behavior of Mirror Images Polymorphing the most unlikely targets has been curtailed somewhat with the range of the copy's Polymorph down to a mere 8 yards. This is pretty good.
You missed a sentence in there, I think.
Zach Jan 22nd 2009 11:29PM
I did! Fixed. Thanks.
Thunderbum Jan 22nd 2009 11:22PM
Lame, you missed out on huntards. Or perhaps I'm just going blind. :P
Zach Jan 22nd 2009 11:37PM
http://www.wowinsider.com/2009/01/20/the-art-of-war-craft-how-patch-3-0-8-will-change-pvp-part-iv/
Clbull Jan 23rd 2009 9:36AM
Personally, I think Hunters are still quite weak in PvP. We've been hit by the nerfbat in 3.0.8 by having pet damage and Steady Shot weakened, as well as Volley. Although Explosive Shot now does big amounts of damage (which is a great improvement), we are still very weak defense wise in a pvp situation.
Deterrence, whilst improved is still flawed because it requires us to deflect damage from the front, and it only lasts 5 seconds and makes us unable to attack during the duration. I think Deterrence needs a buff to be honest.
Thunderbum Jan 22nd 2009 11:41PM
Thanks Zach! :)
icekhold Jan 22nd 2009 11:50PM
Arcane mages can only Evo every two minutes, not one. Also we only really have any survivability as Frost thanks to cold snap and ice barrier.
Arcane mages are super squishy as Ice Block is only usable once every five minutes. Frost is the class that has the survivability.
Vas Jan 23rd 2009 12:19AM
WHY ARE ROGUES NOT GETTING NERFED?
Ashuntrah Jan 23rd 2009 2:09AM
I like how you implied the new patch implied that two out of three shaman specs aren't completely gimped in PvP.
I'd say more, but I can't do that while stunned. Or feared. Or silenced.
Zach Jan 23rd 2009 2:10AM
Sorry about that, but there were no major changes to the other trees, in which case PvP representation will be the same. The only change we'll see is to Elemental performance.
Ashuntrah Jan 23rd 2009 2:41AM
No, not so much that, but this article was about balance. I'm just QQing because PvP balance WRT shamans hasn't changed at all -- we're still terribly not-viable save for resto.
Zach Jan 23rd 2009 2:43AM
If by viable you mean Arena representation, then yes, I agree. Unfortunately, we'll have to see how the season plays out. Neither Enhancement nor Elemental can provide the burst needed for the pace of Arenas right now, although the buffs to Elemental MIGHT change that.
W01ph Jan 23rd 2009 2:43AM
so, in order to better balance for pvp, mages pve aspects had to be nerfed as well. CC may have lost much of it's importance in wotlk, but my groups still use it from time to time... 8 yd range on poly... wtg face rolling pvp f*** monkies
Zach Jan 23rd 2009 2:44AM
Range for Polymorph was not changed. It's the range for a Mirror Image's version of the spell.
Plastic Rat Jan 23rd 2009 2:56AM
I see hunters actually suck so badly in PvP now they're not even mentioned in articles as a class when it comes to PvP.
Whaaat? You were thinking it!
Nerfed Jan 23rd 2009 4:45AM
If you say mages have tiptoed around recent nerfs what about rogues? Mages do good considering the state some of the other cloth classes are in. But where Pyroblasts is more of a theoretical PvP damage Rogues really do insane insta damage as openers. And since resilience falls short it pretty much feels like you are running around with only 50% of your health in a lot of PvP situations. This is because that is about when you get control of your character after a rogue has carved you up. I remember when Blizzard nerfed Paladin CC since they said that it wouldn't be much fun to have no way of controlling your character while someone was beating you silly. So; is it more fun when a rogue does it? Huh? Blizzard?