Blood Sport: The PvP perspective on 4.0.6, part 4

Smoke Bomb now lasts for 5 seconds, down from 10 seconds. When I first read this, I thought to myself, "Wow, this nerf is pretty huge; that cuts the duration in half." Then I thought about it and realized it's not really much of a nerf at all. People usually don't stay in the Smoke Bomb for more than 5 seconds anyway. Five seconds is still much more balanced on this ability, however.
Elusiveness now reduces the cooldown of Cloak of Shadows by 10/20 seconds, down from 15/30 seconds. This was needed. Cloak of Shadows on a very short cooldown gives rogues just a little too much slipperiness. Even with the extra 10 second window, it's a very powerful talent.
Preparation no longer resets the cooldown of Evasion. Same philosophy as above -- this nerf is far more harsh, however. I'm all for giving rogues more passive survivability and nerfing their active cooldowns to make them feel more like an actual class rather than a gimmick machine, but this patch doesn't seem to give them much passive survivability in exchange for the Evasion nerf.
Shaman
Purge now dispels a single effect instead of two. Shaman didn't use Purge a ton in the first place anyway, and it seems offensive dispels are being phased out to be less powerful anyway. This might be overkill.
Tremor Totem has been redesigned. The totem is now usable under Fear, Charm, or Sleep effectsand pulses much more rapidly but lasts 6 seconds and has a 1-minute cooldown. Talk about overkill. While Tremor Totem definitely needed a nerf, this is downright nasty. 10% uptime if the opponent doesn't kill it is just miserable. Moreover, it doesn't even make you immune to Fear, Charm, or Sleeps -- it just pulses more rapidly. It also has the same health as before, so a single Fel Flame or Ice Lance will take it out.
Earthquake damage has been increased by approximately 10%.
Lava Burst's damage has been increased by roughly 10%.
Elemental needs more help in the survivability department than its damage. This is probably a PvE change.
Cleansing Waters no longer fires its heal effect twice when a shaman removes a Magic and a Curse debuff with a single cast. In addition to the Tremor Totem nerf, warlocks should be very happy about this change. This is not a huge nerf (shaman can still remove a magic and curse debuff with a single cast), but removing a bit of healing is a nice change.
Earth Shield can no longer be dispelled. Necessary. Survivability buffs should be very difficult or impossible to remove.
Mana Tide Totem has been redesigned. The totem no longer multiplies the spirit of those affected by it. It instead gives a flat amount of spirit equal to 400% of the casting shaman's spirit, exclusive of short-term spirit buffs affecting the shaman when the totem is dropped. In addition, its effects are now raid-wide. From what I've been hearing, this is a giant nerf. Instead of using other people's spirit and making mana bars go sky high, shaman will now have to sacrifice the gains from this ability or stack spirit, sacrificing itemization in other areas. I guess that makes sense; occasionally we've played a restoration shaman that just can't go OOM, largely because of Mana Tide Totem.
Warlocks
Curse of Exhaustion now reduces movement speed by 30%, down from 50%. Its range has been increased to 40 yards, up from 30. A full 50% was just too good, particularly in rated battlegrounds. Increasing the range helps a good deal -- with the glyph a warlock should be able to exhaust an opponent from 45 yards away.
Drain Mana has been removed from the game. I talk about this at length in last week's Blood Sport. I'm less than thrilled at Drain Mana's departure.
Fel Armor has been redesigned. It now surrounds the caster with fel energy, increasing spell power and causing the warlock to be healed for 3% of any single-target spell damage he or she deals. Self-healing around the board for all classes requires some hefty nerfs. Changing Fel Armor seems to be not very well thought out, however. Warlocks who are being attacked in PvP often put up Demon Armor (which increases their healing taken by 20-30%) while rolling Corruptions for Siphon Life. Drain Life also heals for a very large amount at the moment (and you can Soulburn it).
Fel Armor is a quality of life spell that allows the warlock to not eat when out of combat more than anything. I'd rather see Siphon Life or Demon Armor get nerfed than Fel Armor.
Unstable Affliction's silence effect has been reduced to 4 seconds, down from 5. Four seconds is the perfect amount of time for Unstable Affliction's silence effect. Five is too much, 3 is too little. I was actually asked about this change from a few people in the WoW Insider war room before they reverted the 3-second change to 4. I replied that I thought 4 was perfect for it -- lo and behold, it's 4 seconds.
Warriors
Charge now shares diminishing returns with stun effects. Whoa, whoa, whoa. This makes classes that depend on stuns much worse with warriors. Rogues already didn't want to bring warriors to the party, can you imagine how much less valuable they are now?
Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges. I, for one, welcome our new fury warrior overlords. No, just kidding -- but honestly, 12 seconds is pretty crazy.
Juggernaut no longer increases the cooldown on Charge, but instead increases the duration of the Charge stun by 2 seconds. In addition, Charge is usable in all stances, however, the talent now causes Charge and Intercept to share a cooldown. Yet another reason many warriors are talking about going fury for PvP when the patch rolls around.
Quick summary of PvP winners in patch 4.0.6
- death knights
- hunters
- discipline priests
- mages (by virtue of little to nothing being done about them)
- fury warriors
- arms warriors
- shaman, particularly restoration shaman
- warlocks
- rogues
- feral druids
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Reader Comments (Page 1 of 3)
Dizzle Jan 21st 2011 3:08PM
omfg do want/emoheart
Dizzle Jan 21st 2011 3:15PM
i meant to say that this song was awesome and thereby so is the creator of today's column for choosing it... however it seems that my comment was cleanly sheered in half.
Jeremy Jan 21st 2011 3:10PM
OK, I skipped straight to the comments without reading the rest of the article after I saw this gem:
"I'm pretty sure if someone was standing on me in real life, I could shoot them in the face with a bow and arrow."
Really? You think if someone was standing right next to you, hitting you with a sword or ripping at you with claws, moving around trying to kill you, you could pull the arrow back in a bow, aim it and get the shot of and actually hit anything? This is beyond game mechanics right now, that's just a stupid thing to say, especially to try to get a change in a video game. In terms of game mechanics vs. real life, in real life I'm pretty sure there's a minimum range for bows. You have to hold your arm straight out in front of you and be able to point it at someone; if they're within arm range (i.e. - a few feet), you're not going to be able to shoot them. Pretty simple.
JT Jan 21st 2011 3:13PM
This is a fantasy game. I remember Legolas running around shooting people point-blank (or at least the cave troll.) And honestly, isn't he the reason we all rolled hunter?
Jeremy Jan 21st 2011 3:28PM
I know it's a fantasy game. I was just taking exception to his bringing real life into the picture. I even said in my comment it's stupid to bring up real life when talking about game mechanics, but it's even more stupid when your argument makes no sense anyway. And sure, Legolas shot people point blank, but point blank is different from standing so close you're bumping shoulders. If you remember, when people (/orcs/whatever) were that close he stabbed them with his arrows or used his knives. With the cave troll, he was standing literally on top of him. OK, fine: I admit hunters should be able to shoot the ground if they want to.
MaienM Jan 21st 2011 3:36PM
I agree for bows. Guns, however, are something you'd still be able to use.
epicboyz Jan 21st 2011 3:45PM
thats y real hunters use guns ;)
and if u think guns need a min range, i must tell u about a movie called "Equilibrium".
Narath Jan 21st 2011 4:19PM
Okay, as someone that has actually bashed people in the head (and been bashed) in real life with sticks in a rather wide range of martial arts tournaments, I can say that operating any weapon with someone right next to you is pretty darn tough. This actually goes for melee weaps too.
quickshiv Jan 21st 2011 5:17PM
This is a silly argument but I cant resist. I have experience with bows, rifles, swords, and fists. The order of usefulness within 5 feet is as follows dagger > fists > rifle > bow. If someone is standing within grappling distance they are going to grab your weapon with one hand and beat your face in with the other unless they have a dagger then its going to get real stabby real quick. The only chance a guy with a bow has against somone that doesn't have anything is to throw the bow at him.
Pyromelter Jan 21st 2011 5:34PM
In "real life," if you were standing "shoulder to shoulder" with someone, you would not be effective as using the following:
Swords
Axes
Maces
Staves
Polearms
Crossbows
Throwing weapons
Bow and Arrow
Rifle or longer barreled firearms
I can think of 3 weapons in Wow that would be usable in a grappling situation:
Pistol (ie gun)
Dagger
Fist Weapon
Most of the time, if you are using a weapon to fight, you keep a small range between you and your opponent. Yes, you generally want to get in on your opponent, but you don't go nose-to-nose unless you decide you want a grappling type fight.
Since this is world of warcraft, and not WWE or a jiu jitsu, judo, or greco-roman wrestling game, it would be reasonable to suspect that you can fire a bow from 2-5 yards away, which is a fair estimate of the range that people fight with weapons.
Also, firing a ranged weapon requires that you face a target (like a spellcaster). A good melee would be able to run circles around hunters like they do against casters. Basically, it evens the playing field of melee v. ranged where hunters have a disadvantage.
And if melee are getting annoyed at this change, they shouldn't. This would really effect mages, priests, and warlocks the most IMO, since the strategy for as long as I've played a caster is to root, snare, stun, and freeze and basically cripple the hunter as you stand in melee ranged laughing at him as you melt his face off. Allowing hunters to shoot in melee would even the playing field against the clothies more than anything. I think they would probably have to nerf some hunter CC if they did this however, because hunters are designed with the idea that they have the tools to stay out of melee range at all cost.
JT Jan 21st 2011 3:10PM
Suggestion: anything by Arcade Fire from Funeral.
Deathkin Jan 21st 2011 3:18PM
Wow, wish I could tell what you thought about mages.
Suggybear Jan 21st 2011 3:42PM
Are you trying to say that you sensed a sort of undertone to the fact that he is not pleased with mages? Could it be because he plays a loc? It definitely did not take a genius to read between he lines on that one. I for one think the frozen dmg change is a nerf.
In PvP you always have time to just stand and spam cast frostbolt. Therefore this will not affect mages at all…….Yeah that sounds right…..
RedMosquito Jan 21st 2011 4:08PM
Agreed. I'm not usually one to call upon this type of thing, because I think everyone is entitled to have an opinion... but this article was a bit too biased agains mages for my liking. It honestly read more like "I don't like mages" than a more genuine "I think mages are too strong and deserve their nerfs".
Pyromelter Jan 21st 2011 5:37PM
Don't worry guys. Just drink his tears as you dance on his dead body in rated battlegrounds. It makes them taste all the more sweeter. :)
Defoe Jan 23rd 2011 7:02AM
Agreed, the mage hate was palpable.
No discussion at all about the changes to the fire tree as well which was disappointing.
Also, hunters being able to shoot in melee range would absolutely ruin clothies of any spec or type. At the moment the only way to win the dps race is to try and stay in melee range - taking away that tactic leaves no other tactic at all, except die being unable to cast any spells while you are uninterruptably auto-damaged to death.
Soulestream Jan 21st 2011 3:22PM
Quick summary of PvP winners in patch 4.0.6
1. death knights
So what did they get?
When I read the article, I was like "oh I missed the DK section".
............
Jeremy Jan 21st 2011 3:36PM
They didn't get nerfed. That counts as a win.
Twill Jan 21st 2011 4:15PM
The earlier article covered them.
Also -- Permanent hand of freedom. Biggest buff EVER
shawn Jan 21st 2011 3:23PM
How about giving Rogues the ability to Throw while moving? _Every_ attack in a Hunter's arsenal can be used during movement. We have FoKs for ranged while on the run. It is kind of ridiculous.
Throw, even with the poison mechanics, isn't an over-powered ability. Allowing us to continue moving while throwing would benefit PvE and PvP alike in we could easily tag mobs/players on an initial pull (like every other class).
Throw while moving seems like an obvious, simple mechanic; last time I checked, I could throw a knife, a spoon, a Frisbee...pretty much anything while running. Shooting a bow while running, not as easy.