Blood Sport: Alliance racials
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: Sting with some of my favorite folk, "The Snow, It Melts the Soonest." Although this version isn't my favorite, it's one of the only videos with decent quality I could find -- and it's by Sting, gotta love Sting.
Last Week: We talked about season eight compositions and trends, particularly in 3v3. Not much has changed since then. Check it out if you have the time, it's still very relevant.
This Week: We'll be discussing the wonderful imbalances we call "racials" for arena. The alliance have historically had worse PvP racials than their horde counterparts, but this might have changed in WotLK.
Remember back to a time when race changes didn't exist. In vanilla WoW and The Burning Crusade, players had to reroll or deal with the racials that they originally chose, even if those racials got nerfed or buffed. These racials were also far more imbalanced than they are today, which added insult to injury for certain race / class combinations.
Dwarf
Stoneform: Activate to remove poison, disease, and bleed effects; +10% Armor; Lasts 8 seconds. 2 minute cooldown.
This racial is a shadow of what it once was. Pre-WotLK, this racial would give a 8 second immunity to poison, disease, and bleed effects. The difference is enormous -- removing a 50% healing debuff in Wound Poison for an 8 second window allowed the dwarf to receive some massive heals. The racial was also on a three minute cooldown, but most PvPers will tell you that the shortened cooldown does not make up for the 8 second immunity. Dwarf priests and hunters had a much easier time surviving against rogues in The Burning Crusade, which is probably the reason the racial was nerfed for WotLK.
Gun Specialization: increases chance to critically hit with Guns by 1%.
I detest weapon specialization racials. My hunter, like many others, has a ranged weapon specialization. While this might seem cool at first, one soon realizes the weapon specialization actually pins you down to always choosing a specific weapon-type. If the best weapon in game is a (PvE) bow and you are a dwarf, part of your racial itemization has gone to waste. PvP weapons always have a variety that players can choose from, but a dwarf hunter running around with a PvP bow will probably be /facepalmed by high rated PvPers. Gun specialization is (obviously) useful for hunters, but there are sacrifices that accompany it.
Mace Specialization : Increases expertise with maces and two-handed maces by 5.
If human didn't have a monopoly on warriors and rogues, this would be nice. Mace specialization is actually much worse than gun specialization in the sense that it is very limiting. Warriors who decide sword is a better spec would do much better with a different race, as this racial would give them no benefit.
Frost Resistance: Reduces the chance you will be hit by Frost spells by 2%.
I suppose this could be a minor selling point to choose dwarf -- many mages don't go to 6% spell hit for PvP, so this racial will actually cause a lot of misses with Frost Novas and other annoying spells. Let me emphasize minor selling point.
My super cool PvP ratings for the race, based on each class -- scale is on 1-10 with one being garbage and 10 being a midnight show of Chewbacca on Ice:
Priest: 7.
Rogue: 3.
Hunter: 9.
Warrior: 3.
Death knight: 4.
Paladin: 4.
Gnome
Escape Artist: Escape the effects of any immobilization or movement speed reduction effect. Instant cast.
Getting out of snares or roots is particularly great for melee classes - it helps to keep them on their kill target. Escaping a shatter combo can be game breaking as well. For most alliance melee classes, the choice becomes Escape Artist vs. a second PvE trinket (cough cough, human racial), and sadly the second PvE trinket usually wins out.
Escape Artist is such a fun, unique ability -- it would do much better to have a shorter cooldown. Giving gnomes slightly more appeal would help to reduce the overpopulation of humans. You might say that gnomes could use a boost.
Expansive Mind: Increase Intellect by 5%.
If gnomes could be healers (yay for gnome healers in Cataclysm), this would be something to really take note of. As is, only two classes can make use of this racial -- mages and warlocks. While it will help you get in two or three more spells before going oom, I don't know if anyone has chosen Gnome for their spellcaster because of the increase to intellect.
I guarantee this racial will be changed before Cataclysm, as a 5% buff to damage (or greater) is just straight up overpowered.
Arcane Resistance: Reduces the chance you will be hit by Arcane spells by 2%.
You'll resist some damage spells here and there, as well as the occasional Polymorph which might win you a game or two. Not a huge selling point, but something to keep in mind.
Warlock: 6.
Mage: 6.
Rogue: 8.
Warrior: 9.
Death knight: 9.
Night Elf
Shadowmeld: Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving. Any threat is restored versus enemies still in combat upon cancellation of this effect, 2 minute cooldown.
Shadowmeld is kind of underwhelming. It seems like it would be this amazing ability for PvP, almost like a second vanish. It's not. I've seen it do some pretty cool stuff, but those times are few and far in between. I could be wrong here, if there are any Night Elves out there that swear by Shadowmeld, please leave a comment below and I'll update it. As is, I'm pretty unimpressed with the ability.
Quickness: Reduces the chance that melee and ranged attackers will hit you by 2%.
Quickness, however, is awesome. Melee and hunters almost never go the extra 2% hit, after all -- only one race has any reduced chance to hit for physical attacks. I've heard of hit capped warriors and rogues missing three straight abilities on night elves, just because of Quickness. It's a particularly awesome ability if you're a rogue, as you're a common target for physical damage. Hunters and priests also gain a lot of benefit from Quickness. Out of all the "reduces the chance you will be hit..." racial abilities, Quickness is by far the best.
Elusiveness: Reduces the chance enemies have to detect you while Shadowmelded or Stealthed.
Another awesome ability for a rogue. Reduced chance to be detected is fantastic, even if it's not a large stealth level increase, it's definitely noticeable.
Nature Resistance: Reduces the chance you will be hit by Nature spells by 2%.
Nature Resistance is kind of cool. Most druids don't pick up the extra spell hit. You'll occasionally resist Cyclones. You also have Quickness, so it's kind of like a double whammy for survivability.
Priest: 6.
Rogue: 9 and a half, human rogues have a very slight edge in the author's opinion.
Druid: 42?
Hunter: 10.
Warrior: 5.
Death knight: 5.
Draenei
Gift of the Naaru: Heals the target of X damage over 15sec. The amount healed is increased based on the caster's Spell Power or Attack Power, whichever is higher. 3 minute cooldown.
While it's not the strongest heal in the game, it is free and instant. Some interesting facts about the spell:
- It will knock you out of Shadowform.
- Because it doesn't use mana, it doesn't reset the five-second rule.
Heroic Presence: Increases chance to hit with all spells and attacks by 1% for you and all party members within 30 yards.
Definitely useful, allows you and your team to budget smarter. I wouldn't say this is a huge selling point, but I know people who have rolled Draenei for this racial.
Shadow Resistance: Reduces the chance you will be hit by Shadow spells by 2%.
Because Shadow Resistance is found on three races (I'm including Blood Elves here), warlocks, priests, and death knights are pretty keen about getting 6% spell hit in PvP. Because of this, oddly enough, Shadow Resistance is probably the most ineffective resistance racial.
Priest: 6.
Mage: 5.
Hunter: 5.
Shaman: 81 and seven elevenths, with approximately 0.5 margin of error.
Warrior: 5.
Death knight: 5.
Paladin: 7.
Human
Every Man for Himself: Removes all movement impairing effects and all effects which cause loss of control of your character. This effect shares a cooldown with other similar effects, 2 minute cooldown.
Best alliance racial, period. Actually, who am I kidding? Best PvP racial in the entire game. If you're a hardcore raider with access to some insane trinkets, this racial gets even better for you, as that 2nd trinket slot normally reserved for a PvP trinket doesn't apply to humans. Every Man for Himself effectively allows a player to trade mediocre racial X (take, for instance, Shadowmeld) and a static secondary stat (such as 153 resilience) for a trinket of their choosing. The trinket will almost always win out over the static stat + mediocre racial.
Perception: Increases your Stealth detection, passive.
Talk about a slap in the face to every other race. Okay, so not only do humans get unarguably the best PvP racial in the game, they have an easier time getting druids and rogues out of stealth? Where do I sign up?
Mace Specialization: Increases expertise with maces and two-handed maces by 3.
Sword Specialization: Increases expertise with swords and two-handed swords by 3.
The Human Spirit: Increase spirit by 3%.
Is this overkill yet? There's something for everyone here. If you're a melee class, you get increased expertise with
The only class/specs that don't benefit from mace+sword weapon specialization or increased spirit are holy paladin and assassination rogue.
Warlock: 10.
Mage: 10.
Priest: 10.
Rogue: 10.
Warrior: 10.
Death Knight: 10.
Paladin: 10.
Yep, human is the best possible Alliance race for every single class it has access to. Luckily, horde racials (what we'll be going over next week) are much more balanced. What did you think of my ratings? Am I pretty close, or a bigot? Leave a comment below!
Also, disclaimers are fun!
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.
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: Analysis / Opinion, PvP, Blood Sport (Arena PvP)
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Reader Comments (Page 2 of 4)
Rowan Feb 22nd 2010 8:35PM
It's no doubt that some of these will be re-tuned or done away with entirely for Cataclysm. If you look at both the Goblin and and Worgen racials, none of them are hugely favored, or favored at all really, for one class or another. The combat racials are very generalized and all classes can benefit. Then you're just left with the flavor racials which again, every class can benefit from.
That being said, I'm thinking a lot of the weapon specs will be gone, and maybe some of the resistance racials. Few, (if any) of the current races have "fun" racials. They're nice but, compared to Goblin and Worgen racials, they either suck depending on your class or are just too specific (one in the same?).
Noctune Feb 23rd 2010 5:48AM
They are not? look at them
Goblins :
Best Deals Anywhere -- Saves ALOT of money as you always be getting Exhalted discount.
Pack Hobgoblin -- Bank access everywhere 30m CD don't know if it square off against the Tournament Squire but then again whats the chances are your new Goblin get it?
Better Living Through Chemistry - +15 Alchemy
Rocket Barrage -- Rocked DPS skill 2min CD , free range dps ......
Rocket Jump -- Jump forward like Blink 2min CD , Frost nova , Blink, this then good luck catching the mage ......
Time is Money -- +1% Attack / Cast speed thats awsome
Worgen :
Viciousness - +1% Dammage YES thats awsome
Dark Flight - +70% run speed for 10s thats sprint.
Abberation - 15% reduction of Curse and disease timers on them
Flayer - 15 more in skinning
Two Forms - shapeshifting for RP purpoeses i guess
are you saying they are not OP ?
common.....
all knows that when new races / classes comes Blizzard buffs them just to make more ppl play them.
Imnick Feb 23rd 2010 7:29AM
He didn't say they weren't overpowered, he said they were balanced to be useful with all classes, with some fun ones added in, which they are.
Alanid Feb 23rd 2010 11:57AM
Noctune - yes they look overpowered atm but all the racials are getting changed in cataclysm so they will be at an equal level, you point of them being OP is invalid
Rowan Feb 23rd 2010 12:19PM
@ Imnick: Thank you for clarifying (though I don't think it needed to be) my post for Noctune.
@ Alanid: Thank's as well for furthering my point for Noctune. Blizzard has said old racials will be re-tuned to put them in line with Goblin/Worgen racials.
@ Noctune: Please refer to the other two comments posted by Imnick and Alanid. Otherwise, your point about Blizzard overpowering racials for new classes so people play them is ignorant and downright not true. Have you ever taken a took at a single report on race/class balance? If you have you would know that humans are still the most popular race, with Blood Elves and Night Elves coming in second and third, respectively. Now, Blood Elves are so popular arguably only because they can be Paladins, with just under 50% of Blood Elves playing the class. So, it becomes a little grey to claim they are *the* second most popular race, given they are also only ahead of Night Elves by a small margin (17% - 15%). Not to mention Draenei are tied with Undead for the 4th most played race, with Tauren falling only 1% behind them. If Blizzard was attempting to overpower racials for new races, they failed miserably (or...you know, they aren't doing that in the first place). Finally, looking at both Draenei and Blood Elf racials, they are not OP in the slightest, tuned a little better, yes, but not OP.
In short, next time you make brash claims about what Blizzard does, back it up with something so you don't look like a fool.
Coldbear Feb 22nd 2010 8:39PM
Shadowmeld is a ghetto vanish for ferals - a ghetto vanish that requires ~3 GCDs to use correctly, and not having any DoTs on you at all - which is a rarity with the advent of diseases that last 15+ seconds (I swear it seems like it's 30 seconds sometimes).
Useful enough for feral world pvp'ers that it might overcome the gay-vs-cool factor of deciding between Night Elf and Worgen in six months, or however long.
Artificial Feb 22nd 2010 8:57PM
Never understood why it's impossible to shadowmeld while shapeshifted. If anything, it should be *easier* to shadowmeld as a cat! Granted, just disappearing into the scenery as a tree of life might be a stretch in some places (deserts, Ironforge, etc...)
Michael Feb 22nd 2010 8:45PM
I use Shadowmeld on my resto druid all the time to get an errant add to stop attacking me and start attacking someone else. I know it doesn't completely wipe aggro, but it is very useful to prevent me from taking too much damage early in a pull.
jbodar Feb 23rd 2010 5:34AM
Pssst, this article is about PvP...
CDave Feb 22nd 2010 8:50PM
Remember when the game first came out, and Stoneform actually slowed you too? Those were the good old days.
Grubba Feb 22nd 2010 9:18PM
Heh. I was thinking of that, too. It was hilarious to pop Stoneform and then waddle around for a few seconds.
Funeral Feb 22nd 2010 9:00PM
What I hate is that they basically screwed Forsaken with WoTF, yet turned around and gave Humans EMFH.
Thanks Blizz... I always wanted to race change to a Blood Elf so I had a useful racial in PvP.
Silvan Feb 22nd 2010 8:59PM
I have a feral druid, and Shadowmeld is priceless for me in world PvP (in Northrend at least). If I'm fighting someone and things aren't going my way, I shadowmeld and shift into Flight form. I haven't been killed in Northrend in months now (although a DK with a well timed Deathgrip came close), and there are some pretty pissed off horde in my realm who *almost* got me.
Galf Feb 22nd 2010 9:01PM
I think Stoneform got the nerf bat because a death knight's main damage enhancement was *diseases*. Getting 8 sec immunity from the 'new' class is a little much, in Blizz's eyes.
BattleCOW8000 Feb 23rd 2010 9:09PM
Galf is indeed correct. dwarves enjoyed immunity from Rogue poisons and Warrior/Druid bleeds for quite some time with apparently no problems in the eyes of the developers. stoneform was nerfed when it was deemed "too effective" against death knights in pvp. granted, locking a DK out of his diseases for 8 seconds was pretty tough to counter, but the nerf was still pretty harsh. i wish they would have reduced the immunity duration instead of removing it entirely; even 2 or 3 seconds would have still been very useful without eating into l337 DK facerolling more than Blizz will apparently allow.
Vepa Feb 22nd 2010 9:13PM
You forgot Diplomacy. Makes it easier for humans to get exalted with different factions for better stuff, quicker. Ashen Verdict ring is pretty balls for PvP.
fromnowear Feb 22nd 2010 9:13PM
Just a quick fix:
I just tested Gift of the Naaru. As I thought, it does -not- trigger the GCD like it did when it debuted in WotLK. Not usable while stunned though, so my draenei still dies. /cry
I'm personally hoping the racials get rebalanced entirely in Cataclysm, and I'm definitely looking forward to Worgen ones. You just know they're going to be full of flavor. :-)
Gubbi Feb 23rd 2010 12:16AM
Indeed, Gift of the Naaru is off the GCD.
It's not an amazing HoT but it all helps to be fair and it does scale with AP/SP. On my warrior I've added it to my Bloodrage+Enraged Regen macro for a little more oomph and I can imagine it being handy for a mage, for example, by adding it to an Iceblock macro so that it ticks while you're immune. There's quite a few other possibilities with the remaining Draenei class combinations.
Heroic presence also gives you a tad more leeway in gearing for the PvP (soft) hit cap.
Adj Feb 22nd 2010 9:20PM
I wonder what would happen if they made it so every racial was in the form of a trinket? How many people would trade a damage trinket for a Warstomp, Arcane Torrent, or an EA trinket? They would also have resil on them just like EMfH trinket.
Conrose Feb 22nd 2010 11:05PM
Shadowmeld is helluva lot of fun in BGs and World PvP, but in Arenas, because DoTs WILL be applied, you could at best use it to interrupt an offensive spell aimed your way. Warriors can use it to get out of combat for a charge and Druids can use it as a ghetto vanish while Rogues get it as a second vanish.
In BGs, especially as a twink, I enjoy its use to provide an extra surprise while on Defense, and it's especially ganking one twink who went for the flag, then shadowmelding at a different spot than last time and watch them waste an explosives cooldown on the spot I had shadowmelded at before.