Patch 4.0.6: Bloodlust's arena nerf

Official patch 4.0.6 patch notesBloodlust, Heroism, Time Warp and Ancient Hysteria can no longer be cast while in Arenas.
To some players (mainly my fellow shaman), this change has been viewed as a huge nerf. Bloodlust has long been one of the main assets a shaman brings to an arena team. Ever since Season 1, shaman have been able to cite Bloodlust / Heroism as one of the main reasons they were allowed to PvP at a competitive level.
However, Bloodlust has been both a blessing and a curse for shaman. In nearly every season of Wrath of the Lich King, one of the most frequently cited complaints by enhancement shaman in arena was that Bloodlust was the only reason they were on the team. Beast cleave and enh/arms/holy paladin were both comps that relied on the shaman to Bloodlust so that their arena partners could dish out the major damage. Elemental and restoration shaman fared better towards the tail end of the expansion, but there still was an overall feeling that the strongest contribution to the team a shaman could offer was its Heroism cooldown.
Cataclysm isn't Wrath of the Lich King, and some of the class issues that existed last expansion aren't as prevalent this expansion. For the first time ever, we're seeing enhancement emerge as a strong spec in its own right. Restoration is one of the two strongest PvP healers in the game, running counter to holy paladins for that title. Elemental is lagging behind the majority of specs in the game, unfortunately, but hopefully with the nerf to Bloodlust, we will see them buffed to compensate. Overall, being brought as specs because the specs themselves are strong will serve shaman better than being brought as Bloodlust bots.
Ancient Hysteria and Time Warp were also problematic spells, greatly increasing your chances of running into a 30% haste buff team. Frost mages have historically been a strong arena spec, and Time Warp just was another slather of icing on the seven-layer cake of playing one. Removing Ancient Hysteria as a required pet buff also opens up beast mastery hunters to other pet choices in arena.
The Cataclysm arena design is supposed to be different. Blizzard wants arena matches to be won through outplaying the other team, not because one team had Bloodlust and was able to tunnel unhealable damage until it turned into a 2v3 match. Ultimately, this should be what the players want as well: an arena system in which burst cooldowns play a positive role, but also in which the overriding goal of the match is to actually outplay your opponents, not to outburst them.
For more on Cataclysm arena design and predictions, check out C. Christian Moore's Blood Sport column.
Filed under: Shaman, News items, PvP
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Reader Comments (Page 3 of 3)
DoubleCrit Jan 7th 2011 11:24AM
Clearly they were over powered.
Jon The Red Jan 7th 2011 11:44PM
I hope everyone remembers this is a PTR patch notes, not actual patch notes yet. They still can change anything they want so, as a shaman, I'm just going to continue playing as I play now and adjust my style after an actual change. If I can't be elemental anymore I will go enhance, I already play resto anyways.
Also, this is in line with the mortal strike nerf in my view, they are trying to make comps not say "We need _______ because of this __________" and allow players to be what they want to be, at least to a larger extent then before.
I still think a shaman has enough utility to make it a valuable part of most teams in arena, maybe not all Gladiator level comps but hey, most people won't get there anyways. Maybe we'll need to learn to throw some other abilities around to compensate but I think shamans will be fine in the long run.
stickynotefounder Jan 11th 2011 12:11PM
I understand this for enhancement but elemental is lacking hardcore and it makes me sad :( already hard enough to cast with people going behind you now no haste. Yeah, at least give us a pet like everyone else gets, locks, hunters, etc...
Good_Idea Jan 18th 2011 6:07PM
Although it sounds weird, the nerf to Bloodlust will probably help my 2v2 and 3v3 teams. Due to the amount of control that mages and rogues have, it's still very possible to be gibbed at this point in time.