Dec 14th 2009 7:00PM My sincerest compliments on these beginner arena articles. I've really enjoyed them, and I'm impressed not only by your ability to present the (all too often) intimidating world of arena in a very approachable manner. However, my favorite part has been your continued emphasis on what I also feel is the most important and most frequently overlooked part of Arena: having fun!
The very first arena team I was in I chose a "popular" team setup with someone I didn't know particularly well. It was alright, but my personality didn't mesh particularly well with my arena partner. We did pretty well, but I just didn't enjoy it, and after the season was over I vowed I would never run an arena team with someone I didn't like personally or think I'd have fun with.
It has been absolutely, 100% percent worth it. My next 2v2 team was with a good friend of mine. When we first started out and were getting our bearings, we jokingly played a strategy we called "mammoth tanking," where he (a ret pally) would start out mounted on his mammoth and I (a priest) would hide under it. We also came up with a battle cry that we macroed and would shout at random times during the match. In my next team, we said prayers to made-up deities in the prep area before each arena game just for fun.
I've never made gladiator. Heck, I've never even made it past 1750. But by keeping the emphasis on fun, I feel I've gotten as much out of Arena as anyone.
Dec 1st 2009 3:50AM Loved the article. It said so many things I've wanted to say to friends about arena and more. Changing the way you play is a genuinely difficult thing, and I feel a lot of players move to the "we lost to RNG" answer because it's an easier answer. It doesn't require you to ask any questions of yourself or seek to better your play in any way. Yes, rogue/mage/priest has proven to be a great comp, but there are tons of RMP teams who can't break 1500 because they carry the mentality that RNG is what is killing them.
Plus, figuring out how to win and how to get better (and then hopefully seeing it work) is one of the most fun aspects of Arena. I still remember one night back in season 4 where my partner and I were queuing in the wee hours of the morning, and thus running into the same teams over and over. There was one particular team from our own server that we ran into 5 or 6 times in a row.
The first match against them, we got destroyed, so we decided to play more aggressively the next time. The next game we barely won, but the third time around they had altered their strategy to beat us again. We went back and forth this way, and it was incredibly fun realizing just how in control of games and outcomes we could be.
It's easy to say that we pvp (or raid, or whatever) for the challenge and not just for phat epix, but it's a bit more difficult to mean it than we realize sometimes. If you take the easy street with the RNG excuse, you're missing the point, and the fun, of arenas!
Nov 10th 2009 9:14AM A whole post directed at the few players who have this hammer that basically advises them to just do the same things they've been doing.
Jul 23rd 2009 6:10AM Did we really need a whole article on how Disc priests can interfere with each other via Weakened Soul if they don't communicate?
I'm thinking Matt has another real job and simply chooses topics that he can do absolutely no research on. Write an article about what could have been said in a sentence on a point of information everyone is aware of, and you keep your job.
Jul 21st 2009 9:45AM Just to check and make sure I understand it correctly: The raid ID can be extended not just to two weeks, but indefinitely for as long as the raid wants?
That would be a huge boost to a guild who is dead set on nailing a specific boss deep in Ulduar, like Mimiron or Freya or anything beyond. More and more guilds are moving to raiding only 2 to 3 nights a week for just a few hours, and this will help out a great deal.
As someone mentioned earlier, more options is better.