Blood Sport: Patch 3.2.2, the times they are a-changin, Part II and a half

I don't care for a lot of music that was made in the last decade. The Killers are something of a breather for me. They're one of those bands I'm glad exist. When I'm forced to listen to a terrible radio station, and hear change your mind sandwiched in between auto-tuned, unoriginal dross -- I'm satisfied there is still music being made that can intrigue. (Brandon Flowers has some epic bard tier 10 shoulders there too)
This is part two of part two of a three part article. Confusing? Join the fun! Surprising Patch 3.3 timing, i.e. wrenches in cogs, is a blast!
In our first installment, we covered pillars changing shape in great detail, and also mentioned a few other tweaks. Our second article dealt with five classes -- paladin, priest, rogue, shaman, and warrior. Warlocks were left out of the 3.2.2 patch notes. This article is going to talk about the other four classes - death knight, druid, hunter, and mage.
Being "TheArenaGuy" here at WoW.com lends to forcing myself to a very balanced perspective on classes. It makes me feel guilty if I understand armor penetration less than spell penetration. Well, actually, it doesn't because ArP is confusing. The main thing I'm trying to say here is that I don't want to write anything that is opinionated without being grounded in something. I don't want to make any mistakes when it comes to reporting to our viewers what changes will impact arena games (and how).
I'm satisfied to critique changes instead of having the responsibility to make them. The developers have very difficult decisions to make with regard to arena balance and we should applaud them for making decisions in the name of equity, even if some of them might be unpopular.
With that, let's get into the juicy, juicy 3.2.2 patch notes.
Death Knight
Be sure to check out what our very own Daniel Whitcomb says about 3.2.2 death knights in this article.
- Pets - Gnaw: This death knight ghoul ability now has a 1-minute cooldown.
Blood
- Subversion: Now also increases the critical strike chance of Scourge Strike by 3/6/9%.
This should increase the burst capacity of unholy death knights considerably, particularly in 3v3 with double-melee teams. This is very reasonable considering their status in arenas right now isn't too hot. Will we be seeing a lot of DKs going 3/17/51 because of this change?
- Vampiric Blood: Cooldown reduced to 1 minute and duration reduced to 10 seconds.
While I'm sure death knights who spec blood are very happy about this change in PvP (wait, there are blood DKs in arena?), I'm not entirely sure how I feel about it. The class already has a large amount of short cooldowns (2 minutes or less) with powerful effects. They aren't targeted often because of the ability to sustain both physical and magical damage (primarily due to cooldowns). A one minute cooldown on this ability makes the death knight stronger against both. A good death knight will more frequently penalize Execute, Kill Shot, Drain Soul, and any instagib attempts with the shorter cooldown.
All these points, of course, assume blood is actually utilized in arena, which is not the case right now. So, in that light, it might be good that Blizzard is buffing deep blood.
Frost
- Frost Presence: The damage reduction granted by this ability has been increased from 5% to 8%.
Unholy
- Bone Shield: This ability now has 3 charges instead of 4. Cooldown reduced to 1 minute.
- Dirge: This talent no longer grants additional runic power from using Obliterate.
Druid
Balance
- Moonkin Form: This form now also reduces the damage the druid takes while stunned by 15%.
- Typhoon: The daze duration has been increased from 3 seconds to 6 seconds.
Feral Combat
- Infected Wounds: The debuff generated by this talent no longer stacks and instead causes the full effect with a single application.
- Predatory Strikes: This talent now also causes the druid's finishing moves to provide a 7/13/20% chance per combo point to make the next Nature spell with a cast time below 10 seconds instant cast.
Wrath? Entangling Roots? Cyclone? Hibernate? Healing Touch? Nourish? Let's be glad Tranquility and Revive aren't possibilities. *shudder*
Hunter
Beast Mastery
- The Beast Within: The duration of this talent has been reduced to 10 seconds. In addition, hunters with this talent will do 10% additional damage at all times.
- Bestial Wrath: The duration of this talent has been reduced to 10 seconds.

Many hunters are screaming chicken little; the sky is falling over this one. I'm not buying this as an arena death knell to beast mastery at all. Getting big and red is now a second PvP trinket, arguably the strongest ability in arena -- so this could be viewed as a buff. I know the eight second loss of beat-your-face-off goodness is a tragedy, but 10% additional damage is a ballin' consolation prize.
Mage
Arcane
- Arcane Blast: The buff from using this ability now stacks up to 4 times instead of 3, and each application increases mana cost by 175% instead of 200%. In addition, the duration of the buff has been reduced to 6 seconds.
- Arcane Missiles: Casting this spell while both Missile Barrage and Clearcasting are active will cause only Missile Barrage to be consumed.
- Missile Barrage: The effect from triggering this talent now removes the mana cost of Arcane Missiles. In addition, the chance for Arcane Blast to trigger this talent is now 8/16/24/32/40%. All other listed spells continue to have a 4/8/12/16/20% chance to trigger it. This talent no longer has a chance to be triggered when spells miss.
Fire
- Combustion: This talent now also increases the critical strike damage bonus of Fire spells by 50% while it is active. In addition, Living Bomb periodic ticks will no longer interact with the count or the charges on the talent.
And that brings us to a small diatribe. Do you wish we could experience more diversity in arena with specs? For example, instead of the vast priest majority specializing discipline, perhaps holy or shadow could become equally viable options. There's a lot of rainbows involved in getting every spec active in arena.
Blizzard's philosophy is, and has been, worry now about getting the class to decent representation numbers, worry about specs later (or not at all). Do you think that Blizzard should worry more about getting specs equal, or do you prescribe to a "don't fix it if it ain't broke" mentality? You might be able to see what side of the fence I'm on from my writing above, but I'd like to hear your opinion on the matter, it might change my mind.
Patch 3.3 is the last major patch of Wrath of the Lich King. With the new Icecrown Citadel 5-man dungeons and 10/25-man raid arriving soon, patch 3.3 will deal the final blow to the Arthas. WoW.com's Guide to Patch 3.3 will keep you updated with all the latest patch news. If that's not enough to wet your PvP whistle, check out WoW.com's articles on arena, successful arena PvPers, PvP, and our arena column, Blood Sport.Filed under: Druid, Hunter, Mage, Analysis / Opinion, News items, PvP, Death Knight, Wrath of the Lich King, Blood Sport (Arena PvP), Arena
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Reader Comments (Page 2 of 2)
Mulgarath Oct 10th 2009 5:03PM
Had the pleasure to watch The Killers live and you're right, an immense fresh air on music these days music and a great live performance also. ;)
artjunkie808 Oct 10th 2009 5:31PM
It's alllll about Beyonce this decade!!!
ALL THE SINGLE LADIES!
krizzlybear Oct 10th 2009 9:05PM
I heard from someone somewhere that she had the best video of all time.
Redielin Oct 10th 2009 8:21PM
You aren't looking at the change to gnaw in the right light.
Don't compare it to all *pet* abilities. Compare it to *all* abilities. The fact that it is on the pet is not insubstantial, but a stun is a stun is a stun.
You need to compare it to hammer of justice. In that light, Deathknights have more powerful snares and gap closers, while a ret has what nearly amounts to the old macestun. Used well, hammer of justice can really interrupt a team's momentum. Deathknights can no longer do that.
Perhaps a good change, but DKs do need some help in arenas at the moment. Taking away frost burst was good, but there needs to be more penalties for not attacking (or worrying about) the DK, especially against teams with a cleanse.