Blood Sport: Resource mechanics in arena, Part I
Want to crush your enemies, see them driven before you, and hear the lamentation of their women? Blood Sport investigates the entirety of all-things arena for gladiators and challengers alike. C. Christian Moore, multiple rank 1 gladiator, examines the latest arena strategy, trends, compositions and more in WoW.com's arena column.
Listening Music: Roger Waters and the classic combination of Pink Floyd's "The Happiest Days of Our Lives + Another Brick In The Wall, part II." I hate when the radio only plays half of this piece. Even though Floyd split the piece into two on the album, I find it hard pressed to do the latter half justice by dropping the epic "intro." The helicopters and interlude scream is the best part, be honest with yourselves.
Last Week: We addressed the issue of protection warriors in arena. We talked a bit about a few of Ghostcrawler's posts dealing with the most annoying specialization to face. After that, we discussed some of the problems with both perception and design.
This Week: Before getting back to the beginner's guide to arenas, we'll be discussing energy, focus, and rage. Each have individual benefits and detriments in an arena setting, often very different from one another. More after the break!
Disclaimer: This column is about arena PvP. Even though the author has extensive raiding, soloing, and battleground experience, this article has the perspective of a gladiator. The benefits and detriments described therein prescribe to these conditions, as they would be quite different in other scenarios. In short, if you're going to write an angry comment about how a spell or resource is good/bad in a different area of the game, you're not doing (reading) it right.
While different resource mechanics within an MMO isn't revolutionary, the simplicity and accessibility of our beloved WoW resources is just one of the reasons the game is so successful.
Energy / Combo Points
I'm lumping these two together. Why? There are only two energy users in game (rogue / feral druid) and they both use combo points. Combo points can also (easily) be put on other mechanics, but they aren't. Combo points are also the largest difference between focus and energy.
Energy is one of the best resource mechanics in arena PvP. I won't spend that much time on it because it's a pretty basic, yet elegant, mechanic.
While white attacks (auto attacks) account for a very large portion of rogue and kitty dps, builders and finishers (stuff that uses the yellow bar) is the bread and butter of the energy resource mechanic. Let's compare this resource system to mana to see how it's balanced:
- Casters have cooldowns on important abilities (think Chaos Bolt) to limit damage.
- Energy-users have energy costs (think Shred) to limit damage.
- Casters can 'backload' abilites to create burst. (Curse of the Elements -> Immolate -> Chaos Bolt -> Searing Pain -> Conflagrate)
- Energy-users have combo points to create burst. (Ferocious Bite)
Pros: Burst capabilities with both energy dumping and combo points. Infinite (no 'going oom'). Replenishes while crowd controlled!
Cons: After an energy dump, lulls can occur. Combo points take a while to build up. Combo points drop if you decide to switch targets.
Focus
Talk about getting your hopes up. At BlizzCon '09, developers stated that in Cataclysm, hunters are scheduled to move from mana to focus, a long awaited change which is surely to improve their arena representation.
- Also receiving a massive overall are hunters. The hunter's need to rely upon mana is completely gone, and instead they will use focus. This means hunters will no longer care at all about Intellect, mana regen or Aspect of the Viper. Focus will regenerate continually, similar to how rogues or feral druids regenerate energy. For comparison, rogues regenerate approximately 10 energy per second, whereas hunters will regenerate 6 focus per second. However, Steady Shot can also be used to improve focus regen, and bring the rate at which hunters regenerate focus to 12 per second. The hunter will have a maximum of 100 focus, and shots might cost 30 or 60 focus, with fewer cooldowns on abilities.
So... playing a hunter, somehow, might have gotten easier. While I can hear lol huntard echoing loudly, it's not our intention to poke fun. The general consensus of the arena community is that hunters have a relatively high skill cap (believe it or not). Hunters are easy to pick up, but hard to master. Changing their resource mechanics for the better will help to eliminate that high skill cap. Depending on what your philosophy is on arena, this can be a very good or very bad thing.
Personally, I'll be jumping for joy when I don't have to cast Aspect of the Diaper for mana regen.
This is just an educated guess, but we'll probably be seeing hunters get both a powerful focus-generating cooldown (think Adrenaline Rush), as well as a passive way to gain focus (perhaps on critical strikes). Go for the Throat is an exceptional focus-generating ability, and one that might change to benefit the hunter as well (although probably not as powerful, 50 focus is a ton).
Pros: All the perks of energy.
Cons: Focus seems cool until you realize that Blizzard just changed the color of the energy bar to green and made it move slower. Reliance on Steady Shot to boost resource regen isn't going to be fun, either (movement problems).
Rage
Rage is a very interesting mechanic. The resource can be absolutely amazing at times, and terrible at others. Every warrior has lost games due to rage starvation -- it just sucks standing there with your 3.60 speed weapon saying "I really wish I could do something." On the other hand, you'll occasionally get games where it seems like your red bar doesn't drop, even when you're spamming abilities.
After about two weeks of playing WoW, I thought rage was the bee's knees. I advised a friend to play a warrior because rage was the only resource mechanic that scaled. I don't know how I knew about scaling, and I probably didn't know fully what I was talking about -- but there is some truth in the matter. Rage does scale with your damage (and how much damage is being put out against you, although this point isn't very persuasive if at all).
Interesting dichotomy: In arena PvP, when damaged, rage is plentiful but hard to use because of the warrior's shift to playing defensively. When not focused, rage is comparatively harder to generate. Sometimes it feels like a cruel joke.
However, rage excels in it's infinity. One of the reasons warrior/druid was a successful combo in The Burning Crusade was the ability to win long games. Druids had extremely good mana longevity thanks to Lifebloom, as well as mana-returning resources (Innervate and Travel Form into drink). Warriors were able to create a large amount of pressure thanks to Mortal Strike coupled with a resource mechanic that is very effective in long games. Long games actually favor rage (over all other mechanics) due to the ability to provide more burst capabilities with amazing RNG.
Pros: Scales. Infinite. Able to be dumped for lots of burst with ability chains or Execute. Multiple ways to create it. Best long-game resource.
Cons: Inconsistent. Starts at zero. Often rage-starved. Cruel dichotomy. Missing auto attacks really sucks, too.
Next Week
Part II will deal with the death knight rune / runic power system and mana. The week after that, we'll probably get back to our beginner's guide to arena. I hope everyone got gladiator! Good luck in season eight!
Want to ascend the arena ladders faster than a fireman playing Donkey Kong? Check out WoW.com's articles on arena, successful arena PvPers, PvP, and our arena column, Blood Sport.Filed under: PvP, Blood Sport (Arena PvP), Arena






Reader Comments (Page 1 of 1)
Ramco Jan 20th 2010 4:17PM
Even though I'm not big on arena, I just have to say: PINK FLOYD = AWESOME.
jellyphish Jan 20th 2010 4:38PM
Your taste in music is outstanding.
Oh, and your arena articles are good too..
Glaras Jan 20th 2010 4:43PM
@CCM: You're funny. You made a comment in last week's column about nerfing warrior abilities in ways that would make it "better" for your arena play while making life a lot tougher for us warrior tanks in PVE, which is what set off the storm. And now, you're saying that if we respond like that again, *we* are doing it wrong? No, I think the wrong is in your attempt to make what you did right, when it wasn't.
And you can continue to expect us to respond, passionately if not angrily, to future suggestions you make for nerfs that would affect us raiders negatively, all in the name of arena play.
Until today, I didn't know Blizz was amenable to making a PVP-only mechanic change, but apparently they are. So maybe we can just assume the next time you call for nerfs, you mean "in the arena only".
noyoo Jan 20th 2010 4:52PM
Personally, I'll be jumping for joy when I don't have to cast Aspect of the Diaper for mana regen.
lol aspect of the diaper
Warmmilk Jan 20th 2010 5:22PM
I'm sorry, big Floyd fan for the last 30 years...and I think this version is like a color-by-numbers print of the way it's been done by the rest of Pink Floyd for ages now.
Roger Waters may have been a big part of the creativity and sound of Floyd, but he wasn't the best part of the band. I think that was made clear in the 80's and 90's.
Still, love the song in it's entirety. I am sooooo with you on the radio edits....
Vasco Jan 20th 2010 6:17PM
I'm with Warmilk here - great version of the classic, but PF did it much better. Oh and great article too :)
Randomize Jan 20th 2010 8:07PM
It would be nice to get rid of it, especially since its ridiculous that hunters have to have a huge decrease in damage to keep gaining mana. However, if it stays after hunters go to focus, it may actually be worth picking up and using, considering how high the costs are projected at for abilities and the slow regen rates. Hopefully then it wouldn't need a stupid damage decrease, and it would no longer be used constantly only by fools.
Warmmilk Jan 20th 2010 5:23PM
Btw, what was the article about again?
lol
tim Jan 20th 2010 6:05PM
"I didn't read this article."
Well, I actually read your comment and I have to tell you that it was petty and, frankly, made you look petty as well. Also, don't presume to speak for all of us - it's more insulting than however deeply you were "INSULTED" last week.
Miir Jan 20th 2010 6:54PM
I disagree with you about how focus will lower the skill-cap on hunters or that it is entirely necessary to lower the skill-cap at all. Focus, at least in the implementation we were told, means that hunters are going to have to steady shot more, which means hunters become like casters where they cast in place alot. Assuming that minimum range isn't removed that would probably raise the skill-cap of hunters to unarguably the highest skill-cap class in the game and probably the most difficult to play effectively in arena. I think that in all likelihood the minimum range will be removed because it is a silly limitation currently and it would make hunters extremely difficult to balance.
The only real changes to the class that would result from energy is that Aspect of the Viper is changed to something (drain health ~10% of damage done pls) else or removed hopefully viper sting goes back up to a respectable drain that isn't outdone by passive mana regen, steady shot will likely have no cost associated, and there will be a real DPS cooldown that isn't fire ~4 more auto shots in 15s (rapid fire).
C.Christian.Moore Jan 20th 2010 7:02PM
Hi Miir, thanks for the comment.
My thinking on the subject is that AotV is a very unfavorable ability for hunters to have. They regen mana with it, sure (it's better than nothing), but there is an exceptional amount of sacrifice involved to do it.
Changing this bad resource (mana) into a good resource (green energy) will allow hunters to sacrifice less at specific times throughout the match, lowering the skill cap.
I don't think I understand how you believe that changing to focus will actually increase it. Also, if you didn't notice up top (you very well might have), I explained that it's a pretty well-accepted fact that hunters are considered one of the harder classes to play perfectly, or master.
I don't think I said that this necessitates the skill cap being reduced (nor do I believe that is the intention of the change from mana to focus).
Miir Jan 20th 2010 7:19PM
I believe that focus would raise the skill cap IF they leave the minimum range requirement with all of our attacks as with the current projected regeneration rates (6 fps normal, 12 while casting steady shot) and assuming that the energy costs play out like rogues (~60 focus for main attacks like chimera shot) it would be 10 seconds between main attacks, but if you were playing in a way that you were able to cast steady shot you can lower that time down to potentially 5 seconds. Proper kiting would mean more casting steady shot, which means you do more damage (literally) if you play skillfully.
I agree that the focus change is a good thing overall for hunters and it stops AoTV from hogging most of our damage, however i don't think it lowers the skill cap, I would say that it lowers the learning curve which I think would be good, but it keeps the skill-cap in tact or perhaps pushes it higher depending on how the change works out which is good for the game. If more classes had a skill-cap like a hunter and damage and healing is slowed in cata than arenas have the potential to be the best they have ever been. Even better than arena on Bg9 Blackrock - Horde.
I think you probably misworded your intentions, you probably meant to say that focus will lower the learning curve which I completely agree with, but I don't think it will lower the skill cap as in amount of stuff required to master to master the class.
C.Christian.Moore Jan 20th 2010 7:23PM
That's fair. I think we can agree to disagree.
I believe that changing from mana to focus will accomplish both (lowering the learning curve as well as the ability to master), although as you mentioned the former might be more affected.
Henry Jan 20th 2010 10:43PM
I've always loved Energy and Rage. Since mana pools last a very long time, and often longer than any single fight, mana users need to spam. If they don't, they're wasting DPS time. However, with Rage and Energy as long as your bar isn't full, you can wait to use your abilities.
To put it another way, a mana user's DPS is tied to how fast they can push the proper button. However, the DPS of a Rage or Energy user is tied to their resource regeneration, and if they aren't at full resource, they aren't wasting DPS time. So if you anticipate your opponent is going to use an ability that you need to respond to or your just waiting for the right moment to execute a move, you aren't wasting precious DPS time.
God I hope that made sense.
Wyred Jan 21st 2010 6:09AM
You seem to be talking about pve, as mana-users in arena should definitely manage their resources better than spamming. In pve, some classes and specs should 'spam' regardless of having rage, runic power etc. If an arms warrior doesn't use a gcd, he's losing dps. There could be a situation where if you use an ability like slam you won't be able to use mortal strike when it comes off cd, but generally you should work to avoid those situations and keep using every gcd you can to dps. So yes, what you are saying does make sense, but doesn't apply to all non-mana users.