Blood Sport: Resource mechanics in arena, Part 2
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: Fiona Apple's "Paper Bag." The video and song are both unique, brilliant, and enthralling. I'm a huge fan of brevity, but I want this song to last longer. I wouldn't mind if Fiona just sang the same thing twice. I absolutely adore her style. If you don't feel the same way, it's not a big deal -- Paper Bag is an acquired taste. You might appreciate other songs by the same artist, although be warned -- Apple sticks to what she does best.
Last Week: Resource mechanics in arena, part I. Last week, we considered rage, energy, and its green-headed stepchild focus. Our discussion revealed rage to be a mixed bag in most situations, while energy/combo points had many more benefits than detriments. Focus, basically, is slower energy without combo points.
This Week: We'll be talking about the death knight resource system (runes/runic power), and mana for dps casters. Why not healers? Read on after the break to find out!
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 a comment about how an ability or resource is different in another area of the game, you're not doing (reading) it right.
WoW's death knight rune system borrows heavily from rage, energy, and combo points. When we understand this, we can more easily comprehend the benefits and detriments of runes and runic power.
Runes
A rune bar isn't unique, it's just a complex energy system. Runes replenish over time, just like our well-known yellow bar -- so we get most of the benefits of energy: infinite, replenishes while crowd controlled, etc. We can save our runes by not using global cooldowns to create burst with a rune dump as well.
Runes, however, are far more complex than energy. Runes come in three different flavors. There are two of each kind of rune. Certain spells cost only one rune of a certain type. Other abilities cost two or three different runes. On top of this, death knights get certain talents that turn runes into death runes, which can be used as any type. Confusing? Compared to the other resources, definitely.
Runic Power
Runic power is something in-between rage and combo points and is much more unique. A class could actually be built using nothing but runic power, even though it would be boring.
Runic power starts at zero, just like rage. It also slowly deteriorates over time. However, unlike rage, runic power does not scale based on how much damage the death knight generates or absorbs.
We have two different kinds of abilities -- ones that generate runic power (builders), and abilities which use the runic power that has been generated (finishers). This is starting to seem a lot like combo points.
In essence, the death knight is running around with a complex energy bar (runes) and a really whacked out rage bar / combo point system (runic power). This combo-point-rage-bar, however, is pretty awesome because it allows the death knight to use it gradually. Combo points have to be used all at once, and drop completely if you begin to use builders on something else. Also, if you want, you can use it like a damage dump and store it all to burn through when your runes are regenerating.
It's pretty much the best of all worlds.
There is a downside. Compared to the other resource mechanics, the rune system requires a lot of diligence and attention. There's a lot going on with that resource system. Six runes of three different types which can occasionally turn into runes of any type -- on top of a blue bar that works completely differently. Wow.
A benefit of PvPing as a death knight is that your opponents don't know what runes you have available. Our very own Zach Yonzon talks about the finer points to defeating opposing death knights in this week's edition of The Art of War(craft). Check it out if you'd like to read more.
Pros: All the great parts of energy, rage, and combo points. Opponents don't know what runes you have available.
Cons: Exceptionally needy for attention.
Mana
Mana is the only resource mechanic available to healers. We won't be talking about healers in this article (they all use the same resource system, and it's probably the best one for balance concerns). Healers need to go oom. Mana Burn needs to be an effective spell and strategy -- if healers never went oom, many or most of our games might go to the 45 minute mark.
Other games have had healers use other mechanics, so the possibility to see an energy-based healer exists if WoW decides to go that path for a future hero class. We won't be discussing those implications today -- perhaps another time. Keep in mind that we'll be talking about dps in arena that uses mana.
Compared to energy (2), rage (2), rune system (1), and focus (0 -- 1/2 if you count hunter pets), lots of dps classes in arena use mana (7). In no short order:
- Priests
- Warlocks
- Mages
- Druids (balance)
- Hunters
- Shamans
- Paladins
Hunters have to sacrifice damage with Aspect of the Viper. 50% reduced damage? Seriously? When's the last time you saw a death knight cut his damage in half to get back some runes?
Mages have to sacrifice time and damage with Evocation. The spell is also on a long cooldown, has a long cast time, and can be interrupted. Rogues don't sit back and channel Adrenaline Rush. While Mana Gems have helped mages considerably, the casters still suffer in long games.
Warlocks might have it worst of all. Not only do they have to sacrifice time and damage (lots of globals), but health too (Life Tap)! Warlocks actually help their healers go oom. Warriors would be furious if they dropped in health every time they generated rage. (Yes, I know about Bloodrage -- the ability is there to serve in times of rage lull, not a default way for a warrior to generate their resource like Life Tap).
Innervate can be dispelled (and costs a global). Mana Spring Totem can be killed. Water Shield replaces a more effective alternative and the shaman still goes oom frequently. Shadowfiends can be kited or killed. Dispersion makes it so the priest can't attack or cast spells. Oh, and each of those abilities take time to cast and most of them are on fairly long cooldowns. You can fill in the other stuff I haven't mentioned, there's plenty to go around.
Dps classes that use mana are completely useless once they go oom. A mage without mana and no way to regain it is as good as dead. "Drain teams" in The Burning Crusade would often drain the mana of opposing spell dps, correctly realizing that once their mana is gone, your match has devolved into a 5v4.
So, with that said, let's talk about the single exception to the rule.
Retribution paladins have a ridiculously easy time getting mana back and don't sacrifice anything. A normal rotation allows them to have ample mana to do lots of damage (as well as other utility). Thank you, Judgements of the Wise. If they absolutely need to, they can sacrifice something for a short period of time by casting Divine Plea, switching to Judgement of Wisdom, or even Seal of Wisdom -- but such a case is rare.
The retribution model is fantastic, it'd be nice to see something like it on the other dps specs on mana classes in Cataclysm.
Pros: Least attention-based...until you get low.
Cons: All your best abilities have long cooldowns. You're also constantly on global cooldown. The possibility exists of becoming completely useless (oom). All mana users except retribution paladins need to sacrifice something to get mana back. Opposing teams have abilities to decrease your resource mechanic (Viper Sting, Drain Mana, Mana Burn).
Next Week
We'll probably be getting back to our arena guide for beginners! We got a tip through our tipline that Blood Sport should define some terms (great suggestion). I'll probably be preparing a glossary for us to look at. Take care until then, and enjoy the new arena season.
Filed under: PvP, Blood Sport (Arena PvP)






Reader Comments (Page 1 of 1)
Royal Jan 25th 2010 6:39PM
Love Fiona but never considered listening to her songs while pvping...
Although Criminal with the lines "I've been a bad bad girl. I've been careless with a delicate man" might be more evil.
Royal Jan 25th 2010 6:42PM
And its a sad sad world
When a girl will break a boy
Just because she can
Oh god... I need to get on you tube that song is stuck now.
So what would an angel say
The devil wants to know
jcap1355 Jan 25th 2010 6:47PM
I've always loved that song, but I'd never seen the video. Brilliant.
By the way, I've always thought that the best songs leave you wanting more of them... ;)
Dodger Jan 25th 2010 7:13PM
I never actually thought about it until you mentioned it, but yeah ret paladins are really the only exception to that rule. I mean I've gone oom before as ret but never like actually, straight-up 0.
Not enough to cast a consecration or HL maybe, but even that only happened when I wasn't paying attention or was the healer gnat (sometimes, when my 5v5 team goes up against big health opponents, I'll just go force the other team's healer to make a mistake. don't know if that's a typical strategy but it helps us win).
Something to chew on, definitely.
Astrumsenior Jan 25th 2010 8:49PM
Hello, I do agree that retribution pallys do have it easier than other casters in getting mana back in pve/BG's/arenas.
However, there are a few key issues I feel that must be brought up.
1. We get no mana back from JOTW if our judgement's dmg is absorbed.
2. Arenas are full of Sacred Shield/Power Word; Shield Pallys/Disc Priests.
While i' am probably overstating number 2 here, number 1 can make Ret useless and experience players do take advantage of this.
I will agree that this fits into the model where mana using classes sacrifice something to get their mana up (Divine Plea kills healing and Seal of Wisdom kills dmg).
Byrun Jan 25th 2010 9:34PM
You actually made a mistake there. Enhancement shamans can also regenerate mana at no penalty, not only that but they will also take 30% less damage (and deal 15% more with 2pc T10) while regenerating mana from each of their sucessful melee hits with Shamanistic Rage.
Byrun Jan 25th 2010 9:37PM
Which is on a 1 minute cooldown btw, so if you can CC the shaman while he's OOM and casts this, you can essentially take him out of the picture for the remaining 45 seconds.
Dan Jan 25th 2010 11:07PM
Perhaps this is just me but I always considered Death knights to have a somewhat combo system but not as you put it. I always considered their desieses to be a combo point mechanic. Unlike the rogues though they do damage and can be spread to all nearby targets with pestilance. The trade of being that they can be dispelled.
Zuljo Jan 26th 2010 5:06AM
Diseases*
And yeah, I sorta agree with you on that one.
Lemons Jan 26th 2010 12:04AM
Warriors can glyph Bloodrage with a MINOR GLYPH in order to make it consume exactly zero health. Not that it ever took as much health as Life Tap to begin with. If a warrior was to try to compare the two spells I think I'd slap him in the face.
And I don't think "The retribution model" should be applied to all the classes. Mana should be an issue for mana users. If they don't have to manage their mana then why even have it in the first place?
The reason rets are allowed to regen their mana so quickly is because they don't have a lot of it. A few Holy Lights and they're OOM. But if you apply the same idea to a class with a lot more mana it would essentially be the same as taking away their resource mechanic altogether...they wouldn't have to think about it at all.
I have to manage my energy...warriors have to manage rage...DKs manage their runes and runic power. Why then do mana users get to essentially ignore their resource until it's almost gone? Then they just pop a mana stone or an innervate...yea...real hard. I don't think anything needs to be done with mana, and, in fact, it needs to be easier to go oom, I hate watching 3v3s that turn into 10 minute mana wars when the melee die.
Oblades Jan 26th 2010 12:55AM
Yes, you have to manage your energy, while mana users get to essentially ignore their resource until it's almost gone. However, mana users only ignore their resource until it's almost gone if they're REALLY REALLY BAD.
You manage your energy, and 5 minutes in your'e still pushing the same dps as you were from the start, albeit waiting for cooldowns. Mana users? Even if they manage their mana perfectly, eventually they are going to end up with no mana, no mana restoration cooldowns, and lose. The question of winning is whoever this happens to first.
So yes, mana users COULD just ignore their resource and spam heals on their team. But they would lose. Managing mana is infinitely harder then managing energy or rage.
Miir Jan 26th 2010 1:41AM
I think that healers should be throttled by their mana, but DPS shouldn't. The cooldowns placed on their abilities act as the energy or rage "cooldown" and its just overall easier to manage. How is it fair that a mage, who can only deal damage, can be rendered unable to do any damage until his mana cooldowns come up where a rogue/warrior/DK can keep trucking along the whole entire time?
zweitblom Jan 26th 2010 12:59AM
"This video is not available in your country." Oh well.
Chiroptera Jan 26th 2010 6:24AM
Same "This video contains content from Vevo, who has decided to block it in your country."
Have no idea what Vevo is even :)
Miir Jan 26th 2010 1:43AM
If only viper sting's drain actually drained more than most classes passive regen then the drain business might be back in action!
Jake Jan 26th 2010 11:38AM
I was hoping you could talk about positioning in your next article. I feel like that is something I don't completely understand, but it can be extremely important in a match.
viva Jan 27th 2010 4:23PM
She's brilliant and the producer on this record, Jon Brion is even more brilliant. Check out his original stuff if you haven't. YouTube is your friend.
Thanks for backing up your arena knowledge with such killing music.
Nik Jan 29th 2010 1:40AM
I love the music choice, have been in love with Fiona since I first heard her. In regards to your mana discussion I believe you're doing it wrong. Ret paladins actually have to sacrifice their snare (and yes I know Judgement of justice only slows to 100%) to keep their mana up. The issue between resource comparison is not one of mana vs. rage/runes/energy but ranged vs. melee. Enhancement shamans have a much easier time keeping their resources full compared to their Elemental brethren simply for gameplay reasons. An enhancement shaman has to be in melee range to use their abilities giving them a much smaller window to act then Elemental shaman. For example if the elemental and enhancement shaman both start 40 yards away from the enemy the enhancement shaman has to travel an extra 25 yards to attack the target. If Ranged mana users had the same ability to keep up their mana we would have a huge balance issue.
So TLDR; Ret's do sacrifice for unlimited resources and RANGED mana users have a limited mana pool due to their ability to use it AT RANGE.