Blood Sport: Patch 3.3, part I

Instead of talking about minor changes, I'm going to try to only hit the major ones here, as this is a giant patch. If you think I skipped something important, please let me know via the comments below and I'll reply.
Today, we'll be covering pet resilience, the Will of the Forsaken nerf, death knight, and druid changes, and what they hold for arena combatants. Expect the other classes and item/glyph changes soon! You can find all about Patch 3.3 here.
Check out what the last major patch of WotLK has for gladiators and challengers alike after the break!
General
- Pet Resilience: All player pets now get 100% of their master's resilience.
This is huge! Pets jumping to 100% resilience will allow for pet classes (hunters and warlocks particularly) to not be afraid of their kitties or feldoggies dying in a single global cooldown. Pets will still be somewhat difficult to keep up, but this is a huge step forward.
Blizzard appears to have backed off of their stance that pets shouldn't possess full resilience because of the "send pet in like a missile and leave it alone" strategy. I'm glad the developers have finally agreed that pets are exceptionally squishy and losing them is a huge detriment to the master's arena team.
- Will of the Forsaken now shares a 45-second cooldown with similar effects, including the Medallion of the Horde, Titan-Forged runes, Insignia of the Horde, etc.
The current WotF is acceptable. It's a strong racial but probably not overpowered. With the nerf, it might be detrimental to own it as your racial (since your trinket will be down more often than normal if you decide to use WotF before popping your trinket).
The nice thing about WotF is it's a complete "get out of jail (fear) free card" that doesn't have any strings attached. When you are in a situation to use the racial post-3.3 with your trinket still up, you'll have to decide if sacrificing your trinket for 45 seconds is worth it. Because fear is often a weak crowd control effect (dispellable, tremorable, fear wardable, etc) the answer will most likely be no.
Burning your trinket on fears, charms, or sleeps leaves you open to getting out of the same crowd control 45 seconds later, but it leaves you open to stuns, polymorph, etc for those next 2 minutes. It will become the most complicated and skill-based racial there is by infinite percent. Teams without dispellers / tremors will have an easier decision to make, however. The way the nerf is poised to be, it's just better to choose another racial and not worry about your team comp all that much. (i.e. the less dispels/tremors you have, the better WotF gets with this new change)
On the bright side, if you rolled horde, you're not "forced" to race change to undead for PvP, as a lot of hardcore arena players were planning to do. At least it's convenient that race changes are coming out with this WotF change, so PvPers can choose to shift away from WotF. Wow. I can't say I ever thought I'd be typing that.
Death Knights
Unholy
- Night of the Dead: Now reduces the damage your pet takes from area-of-effect damage by 45/90%, but no longer applies to area-of-effect damage caused by other players.
This is a fantastic change. AoE should punish the foolish hunter or warlock that sends his pet to attack a bladestorming warrior. Mirror images / treants should be able to die via arcane explosion, if a mage opponent desires. AoE should be a potent tool for their class in PvP. Also, keep in mind pets that cannot be controlled (i.e. images and treants) are getting a boost in HP to prevent them from dying too quickly from AoE (in addition to the 100% resilience boost).
- Scourge Strike: Redesigned. The base ability now deals 50% weapon damage plus an additional amount as physical damage. However, for each disease the death knight has on the target, the target will take additional shadow damage equal to 25% of the physical damage done.
Druids
- Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.
Balance
- Force of Nature: Health on the treants has been increased.
Feral Combat
- Predatory Strikes: The Predatory Swiftness buff from this talent now has a 8-second duration.
Ghostcrawler went into depth about the change a few days ago:
We made the change to discourage a very specific form of gameplay. Specifically, this was:I guess 5 seconds was deemed too short for feral druids to shift out, cast their important spell, and shift back. With an eight second buff, seasoned PvPers will still be able to get large Cyclone-Ferocious Bite combos off, although they will be much more difficult to perform. Hopefully the spell will start to work as intended, with feral druids being able to jump out and throw a large heal, or Cyclone a target for Cyclone's sake.
1. Get the proc, but don't use it.
2. Build up 5 more cps on the target.
3. Now Cyclone before you do another finishing move.
4. Let your energy fill to full.
5. As soon as the Cyclone ends, unleash a huge Ferocious Bite with 5 cps and full energy.
Aside from the very high damage of an almost unpreventable Ferocious Bite, this way of using the proc worked counter to what we were trying to encourage. It's often easy for melee classes to get tunnel vision and just unleash every attack on the same target rather than switching targets or otherwise responding to what is going on in the fight. We'd rather see the proc get used to Cyclone say a healer or someone chasing your teammates.
In short, the intent was to give cats more team utility, not to give them a delivery mechanism for guaranteed full Ferocious Bites. With this change it will be risky or impossible to sit on the proc for long.
Restoration
- Gift of the Earthmother: Redesigned. This talent now increases spell haste and reduces the base global cooldown by 2/4/6/8/10% instead of its previous effect.
EDIT: Because my wording was confusing, I'll explain the change a little more in depth here. Gift of the Earthmother enabled druids to teeter very close to the maximum amount of global cooldown reduction on instant casts (1.0 second). This change is not speeding up a druid's heal over time spells to tick faster (the Glyph of Rapid Rejuvenation, however, will have that effect to Rejuvenation). If the developers keep the new talent as is, it will also decrease the cast times of all other spells as well (Healing Touch, Regrowth, Entangling Roots, etc) by 10%!
Alright, that's going to have to do it for now. Expect the next article in a very short time, and until then, don't freak out or rejoice over any of the changes too soon, it is only on the PTR after all. Cheers!
Filed under: Undead, Battlegrounds, Blood Sport (Arena PvP), Wrath of the Lich King, Death Knight, Classes, PvP, News items, Analysis / Opinion, Patches, Druid, Arena






Reader Comments (Page 1 of 2)
zainwolf Oct 30th 2009 8:18PM
inb4 klawz again
Jordan Oct 30th 2009 8:26PM
Grats! Make sure to put that at the top of your resumé.
Stephen Oct 30th 2009 8:29PM
I remember choosing undead for my priest specifically for their racial abilities 4 years ago. Now they all suck. It'll be strange having my four year old main change into a blood elf. I'd rather they just got rid of racials altogether.
paul Oct 30th 2009 8:37PM
I didnt really read the article.... looks way too long for someone this tired :P
But just gotta say, Im with Zach when it comes to pvp music, forget all the hardcore metal, listening to Mika is the way to go!
livvie Oct 30th 2009 9:18PM
i always listen to either very mellow stuff for pvp--old scott walker and sometimes antonio carlos jobim really does the trick--or old school rap/hip hop like public enemy and tribe called quest. but you can't go wrong with radiohead. my vote would be on kid a and amnesiac (aka kid b) though.
LXj Oct 30th 2009 9:29PM
It's not talent, it's new glyph of rapid rejuvenation, which will make rejuvenation (and only rejuvenation) tick faster (scaling with haste). Of course, this glyph will also allow rejuv to scale better with redesigned GotEM. Other hots will not benefit from haste (except it will lower GCD), but that might change in Cataclysm
C.Christian.Moore Oct 30th 2009 11:25PM
Actually, the talent I was referencing IS a talent. While the glyph of rejuvenation does "speed up" the duration of the HoT, the additional spell haste will do everything I mentioned. The talent does, as you mentioned, stack very nicely with the glyph now.
radiation Oct 31st 2009 2:17AM
No, LXj is correct, the author is wrong...
They have stated that they are only allowing rejuv to have its ticks rate increase and that is through the glyph he mentioned. They are NOT allowing the others to do so because it is a test. Additionally Lifebloom and WG already tick once per second so they functionally cannot tick faster w/o them ticking faster than the GCD which would greatly OP the spells.
If you read the text for the Glyph of Rapid Rejuvenation (NOT the Glyph of Rejuvenation which is a totally different glyph) you'll see: Glyph of Rapid Rejuvenation - Your haste now reduces the time between the periodic healing ticks of your Rejuvenation spell.
If the talent did what you stated it to be, there would be no reason for the glyph. And if haste effected Lifebloom and Wild Growth, they would need glyphs for this as well since it already isn't a given for Rejuvenation by the existence of the glyph.
' I do know, however, that this talent now allows rejuvenation, lifebloom, and wild growth spells to scale with spell haste.'
So no, this talent does not now allow these to be effected by haste. We could already go for 1 second GCDs prior to this talent and that is why that part of the spell was nerfed. They wanted to make it harder for us to reach that because of the rejuvenation blanketing that our class has done since the Lifebloom nerf of 3.1. This talent was basically just a big +haste for those 3 spells that are primarily effected by the GCD. This is northing new.
The talent mentioned is a nerf to the GCD that those instant casts enjoyed previously but the real difference is that the spell now applies to regrowth, nourish, etc. Thus this helps our heals that have a casting time.
C.Christian.Moore Oct 31st 2009 6:25AM
With all due respect, radiation, I don't believe you read my post or reply correctly. However, because that section of the post is confusing, I will edit it accordingly. If two people read me wrong, it's probably my fault. Let me know if you find the edited version more sufficient.
radiation Oct 31st 2009 8:40AM
I fail to see how you can state "I do know, however, that this talent now allows Rejuvenation, Lifebloom, and Wild Growth spells to scale with spell haste" in any case.
Most probably read it as that things will tick faster, but you say that isn't what you meant. Ok, let's look at the other case...
It could mean that you can start using haste to reduce the GCD on those spells, which already was the case. In its current form we have Gift of the Earthmother -- Reduces the base global cooldown of your Rejuvenation, Lifebloom and Wild Growth spells by 20%.
So somehow going from 20% off the GCD to 10% somehow 'now allows' druids to benefit from haste and it didn't before? We were able to get near the 1 second GCD for instants pretty easily with T7-T9 gear and they are changing the spell give us a reason to go for more haste and to stop the rejuv blanketing. They're still tinkering with the math but they want to make it harder for us to reach the 1 second GCD because too many restos are mindlessly blanketing rejuvs all over raids instead of healing intelligently.
If you look at the numbers on EJ, this now means we'll have to stack ~500 more haste to reach the same point where we were.
It's the 'now allows' that makes what you said wrong, and not something we've misread so don't try to put it on your readers. Since you worded it as something new, it made sense for us to first guess that you misunderstood the new rejuv glyph and not that you thought haste wasn't benefiting us at all. Haste benefiting restos isn't something new. Yes trees will be able to get more benefit from higher levels of haste than they were now (since they're effectively raising the soft-cap), but without knowing how things will be itemized come 3.3, it is looking a bit rough for druids because it could be pretty hard for us to reach the 1 second GCD.
I'm glad you edited your post, but feel it disingenuous for you to say that we misread what was wrong or misworded in any context.
Druidski Oct 30th 2009 9:43PM
Rainbows is a FANTASTIC Radiohead album!
That is all.
victorhirst Oct 30th 2009 10:47PM
So tell me again... WHAT IS THE BENEFIT TO BEING UNDEAD NOW? Being able to stay underwater longer?
UndercityPride Oct 30th 2009 10:56PM
Why mess with WotF? if they are gonna do it for a PvP balancing purpose than take away arcane torrent, or Everyman for himself (yeah a 3 trinket spot=fair) not to mention they get perception. blizzard needs to stop making everyone rolling Blood elves. even now you open the game up and it talks about a race change. a forsaken to a blood elf. cause i rather be a blood elf. truth be told i think i rather be a blood elf now. at least they don't get penalized for having a good racial. surely this has to be a joke on blizzards account
MazokuRanma Oct 31st 2009 2:18AM
You must have missed it, but they changed Perception long ago to be completely useless. It was occasionally helpful back when it was an activated ability that dramatically increased stealth detection, but now it's a passive +5. It has probably saved me from a rogue ganking once since they changed it.
Also, I don't think people should get so worked up about the racials. First, this is a PTR change. It's not official yet. If it's too detrimental it won't stick. Second, all racials are being revamped for Cataclysm, so who knows what we'll all have by then.
LXj Oct 31st 2009 6:26AM
Race Change. Because I don't like WotF anymore.
Entropy Oct 30th 2009 11:02PM
* Will of the Forsaken now shares a 45-second cooldown with similar effects, including the Medallion of the Horde, Titan-Forged runes, Insignia of the Horde, etc.
This is good news for non-undead PvP Priests. Undead characters could get out of 2 psychic screams in a row, on top of whatever anti-fear abilities their class had. Priests and Warlocks will get a little bit of breathing room now.
UndercityPride Oct 30th 2009 11:05PM
you know locks have other forms of cc such as the succie. then shadowfury and tele to pull people off them, priest have that one move (forget the name of it) that puts u in terror and makes u drop ur weapons if ur shadow. plus ur arena partner should also be helping you get breathing room.
MazokuRanma Oct 31st 2009 2:19AM
Priest Ability: Psychic Horror
KronosIII Oct 30th 2009 11:50PM
I see no reason at all for WoTF nerf.
Why in gods name are they nerfing undead before humans?
Humans have maybe the most OP racial abilities for pvp and pve.
I really do not like Ghost Crawler lately at all.
He has jillions of typos and doesn't even seem to care about proof reading. Plus he is giving a really sour attitude on the forums now.
WOTF does not need a nerf...
This is just garbage
blizzardsprules Oct 31st 2009 5:50AM
Tbh, if you were GC, and you had to deal with tards always complaining about everything in the game almost everyday, wouldn't you get a bit tired and give a sour attitude after a while?