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 3 of 4)
Thorie Feb 22nd 2010 9:40PM
If Blood Elf Hunters don't get a 1 on the horde side racials. I'm going to cry
flasper Feb 22nd 2010 10:03PM
Shadowmeld is useful in arena for getting a pet off you while your pet has the attentino of the other players and then you can drink. theres been quite a few games where I was losing the mana and a shadowmeld/drink turned the game around.
Also WoTF may have been nerfed, but it is still very good. I run priest/lock and undead teams are really hard to kill. every 45 sec they get a trinket. We can usually only land 1 full length fear in those 45 sec with diminishing returns.
While im on the topic of fear, why is there such a hate on fear as a cc. Shamans can put down a totem to stop fear and it has no CD and it doesnt use very much mana, warriors can zerker rage, and an entire race (undead) are made to say "screw you fear". I know fear is the only spammable cc that doesnt break on damage, but it is also the only cc where the person will LoS while cc'ed, and please dont say anything about i need to position my self so fear runs them away from LoS b/c you cant control fear and i have seen people turn run behind a pillar and pole hump it while feared.
Vivianus Feb 22nd 2010 10:08PM
Shadowmeld is great for when people send pets after you. You wait until the pets are about to hit you then you pop shadowmeld and the the pets run back to their owner. Very limited use true, but if I can shave 10 seconds of off druids trees I am happy.
Maxpowr Feb 23rd 2010 1:45AM
Shadowmeld, when in the right hands, is a very powerful racial. It has saved my butt many times in arena.
Especially as a priest, I know other priests love sticking their shadowfiends on me when they get OOM. Instead of wasting my fear, I will kite the pet away and just shadowmeld; forcing the pet to return to its owner and at that point it will be dead before it returns to me.
It works really well on hunter pets also.
oddshrub Feb 22nd 2010 10:18PM
Shadowmeld can be extremely useful when you use it correctly, the thing is though, it's not a vanish. It doesn't reset abilities like vanish so if someone is casting a spell at you, and you shadowmeld, you'll still get hit by the spell and turn visible again without the opponent ever losing target. If you use Shadowmeld between abilities, however, it will work as a second vanish or at least a target reset.
PvE wise there are a lot of extra problems with it for hunters, possibly because of the threat relationship you have with your pet. Some of these carry over to PvP when you fight pet classes. At least I've been unable to drop pet aggro several times on my hunter and that's something I've never had happen on my druid.
PvP wise shadowmeld is best served for defensive BG play though. You'll be able to solo guard flags without rogues sneaking up on you, in fact you might even get the jump on a few lone rogues. Well as long as you keep in mind which areas the rogue will search for shadowmelded NE's.
Quinto Feb 22nd 2010 10:33PM
On Shadowmeld - its most owerful use in pvp is as a ranged spell interupt. You have a mage over there about to unleash on you? Simply shadowmeld, and his current cast is stopped, and he must risk moving into melee range in order to retarket you.
It is also awesome for escaping a fight you can't win. Run around a corner and meld, and usually the enemy will ride past you thinking you've pulled ahead.
Not to mention the ability to ambush people as any class. And beig able to safely go afk for a moment in a battleground or out in the world without the risk of dieing. I love this raicial.
Myf Feb 22nd 2010 10:48PM
"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."
As a Rogue who race changed from Human to Gnome, I can honestly say, I dont miss Every Man for Himself at all in PVP.
Human gets snared: Waste PVP trinket cooldown or take the damage
Human gets stunned: PVP trinket
Gnome gets snared: Use Escape Artist
Gnome gets stunned: PVP trinket
Rob Feb 22nd 2010 11:26PM
I really wish C Moore would have taken the time and had somebody who has actually played alliance races proofread the article before it was published to help improve the article. It would have been informative to explain briefly how racial buffs were so imbalanced that "geared" T2 Dwarf Priests used to go for hundreds if not a couple of thousand of real US$'s on Ebay because they were the only class who could cast Fear Protection on their tanking buddies. Shadowmeld USED to subjugate other players in PVP. That good old scenario of you're exploring somewhere new, and suddenly you're sheeped by some bored ultrageared mage. That combo of sheep, freeze your target in place, and then finish him off with a 3 second frostfire bolt.. (easily broken by a well placed shadowmeld) Mage would lose target with just 1/5th of a second left, spell would be broken, and since you were kicked out of combat, you started to eat some food, and logged out in 20 seconds, (and this did NOT cause SHADOWMELD to break.) What was even worse is when you were on the opposite side, More than a few times, doing 2v2 or 3v3 arenas, your remaining druid opponent would be down to 3% health and 200 mana, all the druid had to do was pop into cat form (or worse, use rocket boots), and Whammo, your opponent is suddenly doing a WOW Version of a reverse Wolverine/Kitty Pryde fastball special...druid is critically injured, Wolvie druid gets to phase out, and in 30 seconds, is back to full health, cutting up your backside, and stunlocking you until you submit to the ultraowned. Horde players came up with the only defense they could, they whined to anyone who would listen, and threatened to quit because their ego was bruised. (if only submissive people whined that much about getting stunlocked by rogues!!)
Wyred Feb 23rd 2010 4:59AM
You've got to be kidding me. I've been further even more decided to use even go need to do look more as anyone can. Can you really be far even as decided half as much to use go wish for that? My guess is that when one really been far even as decided once to use even go want, it is then that he has really been far even as decided to use even go want to do look more like. It's just common sense.
Redielin Feb 23rd 2010 10:19AM
Everyman just isn't as good as everyone makes it out to be.
Vonmises Feb 23rd 2010 3:33AM
Swearing by Shadowmeld
It all depends on when and where. By that I mean, in Arena is much more limited however in World PvP and BG's it is a lot stronger.
Why? Enter When. Using shadowmeld in combat is a little tough since it takes a second or so to kick in as opposed to Feign Death, plus lag (variable) makes it much more difficult to use it "escape" spells, ranged attacks etc.
However, where I have found shadowmeld very effective is if I know someone is coming, or someone is going to come at some point e.g Flag room WSG, towers/Gy's in AV, dailys PvE requirements etc.
As a hunter, I either dismiss my pet or set it to stealth if a cat, then I shadowmeld and wait.
If I have < 30 seconds, I can also put down a trap.
Can be used for incredible surprise out of nowhere burst.
Noctune Feb 23rd 2010 5:48AM
Shadowmeld : Druids love that spell in World PvP in arena its limiting
in world PvP you can macro it with swift flight form to allow escape
(you enter Flightform in combat) i know alot of hord druids soaking for this combo ;-)
but for my NE priest back when i did Arena in S2-S3 i usualy started in Shadowmelded that way my opponent didn't know what they where facing untill i droped a Fear bomb on a close by player and started to dot them all......
Basicly its a stealth that "can" be used to hide your self initaly from the opposing team.
its not game breaking.
onetrueping Feb 23rd 2010 6:22AM
Another post in defense of Shadowmeld. For a Rogue it can, almost, act like a second Vanish, if you macro Stealth immediately after it. Shadowmeld pops you out of combat, and if Stealth is off cooldown, it immediately becomes usable. It's still not as good as Vanish (no increased speed or stealth level), but is very handy if Vanish is on cooldown. And for a Subtlety-spec Rogue, the combination of essentially a THIRD Vanish, even more increased stealth ability, and improved damage avoidance makes them much tougher than their human counterparts.
Mors Feb 23rd 2010 6:49AM
Maybe you should note that the Escape Artist CD is 1.75 mins.
Also note that a Dwarf rogue can use the stoneform to get rid
of the poison, disease, and bleed effects and then vanish away.
No other rogue can clear those things so quickly.
rzlq Feb 23rd 2010 7:56AM
shadowmeld is also used by ferals to restealth cat form (macro shadowmeld > cat form > prowl), which can be very nasty (if not deadly) in a fight.
should be noted though, that the ooc mechanics of SM (enabling you re-prowl in the middle of a fight) has been flawed and changed in various ways lately. also, you need to be rid of dots to pull this one off.
- evading a long cast
- defending objectives
- escaping via flight form
the uses may be quite limited, but the fun factor is quite solid imo ;)
John Clarke Mar 4th 2010 8:04AM
I have a level 75 Draenei paladin, and Gift of the Naaru doesn't activate a global cooldown. It it one of my favorite abilities and one of the most useful for what I use it for. Just giving a heads up, I love your articals. I can't wait for 80 so I can start doing arenas.
Redielin Feb 23rd 2010 10:24AM
I'm still trying to figure out how the weapon specializations help human clothies.
My priest has 3 more expertise when using maces. Hmm, mace skill 389 - thank you, random right clicks on bosses!
Redielin Feb 23rd 2010 10:29AM
I'd argue that Dwarf is still a much better Priest race for Alliance. The weakness of Priest is the lack of escapes and an inability to remove Poisons. When such abilities would be clutch, say, when running from a rogue, stoneform delivers. 3% Spirit isn't going to help you there, nor is that extra PVE trinket going to remove Wound Poison.
Verit Feb 23rd 2010 11:16AM
Shadowmeld is kinda a fun racial for leveling. You run through a whole series of mobs up to the quest item, shadowmeld (they all run away) come out of it - kill the one mob next to the quest item and move on.
Also it does remove agro in dungeons - which is kinda cool. You can't do in combat rezzes anymore with it though...
Caine Feb 23rd 2010 6:22PM
You forgot Human Diplomacy?