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Posts with tag Arena

Registration for the 2013 Arena Pass now open

Arena Pass 2013 begins!
At long last, registration for the 2013 Arena Pass has opened. This pass, which you have to purchase for the princely sum of $20. Once you're in, you can create brand new level 90 characters with full sets of PvP, and usually some PvE gear, and join arena teams to duke it out with your friends and enemies. There are various rewards to be gleaned from getting good ladder positions, such as titles, but there's also a Murkimus pet that players can earn just for participation in 50 rated games.

The tournament is done in phases, starting off with a practice phase, then moving into the ranked phases. After the practice phase ends, after about 5 weeks, there is a rating penalty of 150 for team roster changes, so be sure to have your teams set by that point. Once the rated phase is over, Blizzard will leave the realms open for players to practice and try comps for the rest of the year. It's a great place to go to just have a play around with characters, classes and comps, and do some PvP!

Filed under: PvP

Holinka comments on PvE gear in PvP in patch 5.4

Patch 54 PvE gear in PvP
Blizzard's Senior PvP Designer Brian Holinka has taken to Twitter to make an announcement about just exactly how PvE gear is going to work in PvP come patch 5.4.
There's likely to be a new season with patch 5.4, given how the previous ones have played out, and the fact that we have new tiers of gear. So when that new season begins, the PvP gear, which is the Grievous Gladiator gear, will be item level 522. This will put it a fairly substantial 26 item levels above the downscaled PvE gear, which will sit at item level 496.

As Holinka has mentioned in the past, they want PvE gear to catch up to PvP gear slowly. And it makes sense, nobody is able to step into a season and be fully conquest geared in the first week. So, a player in PvP gear's average item level will probably increase in line with that of a PvE geared player, with the notable difference that, of course, PvP players will have PvP Power on their gear. It's also worth noting that this scaling occurs only in PvP instances, so arenas, battlegrounds and rated battlegrounds. Whether it will take PvPers 26 weeks to become fully geared remains to be seen, but it will feel good for PvP gear to be decently ahead of PvE gear for a while at least.

Filed under: PvP

Elite PvP gear requires rating again in patch 5.4

Elite PvP gear's rating requirement returns in patch 54
There were murmurings of this change on the official forums a few days back, and now Senior PvP Designer Brian Holinka has confirmed via Twitter that there is truth in the rumors.

So it seems that PvP's elite gear has almost come full circle. If you remember, back in the heady days of late Cataclysm, early Mists, Elite gear had a rating requirement of 2200. T2 gear, as it used to be called, also offered higher item level weapons, but was removed to smooth out the rating curve, as there was something of a hurdle at 2200, where all the players above you had T2 weapons, with higher item levels and stats, and you didn't. So the rating requirement was removed, and a conquest point earning requirement was added to be allowed to purchase the elite gear.

This didn't really give mid-rated players much to shoot for, once they were fully geared, which, particularly now in patch 5.3, isn't a difficult prospect at all. So, in patch 5.4, as part of an effort to add more incentives, rating-based elite gear will return. However, we've not quite gone back to where we started, as the elite gear will be purely cosmetic, with no higher item level and no improved stats. Holinka also confirms, via Twitter, that this will apply for weapons, too.

Filed under: PvP

Breakfast Topic: Do you want more patches?


Looking back on the days of vanilla WoW, we had a lot of patches -- and I don't mean that as a figure of speech. Original WoW went to patch 1.12 before Burning Crusade hit the scene. Since then, we've seen fewer patches between expansions -- 4 patches during BC, 3 patches during Wrath, 3 patches during Cataclysm, and, to date, 3 patches during Mists. But with the speed at which Blizzard is rolling out new content lately, I think it's safe to say that we can expect Mists to beat the average number of patches before we get another expansion... but is that too many patches?

More frequent patches could mean we're hard-pressed to keep up with all the new shiny toys presented to us... or they could mean plenty of content to keep us busy and interested. But what do you think? Are patches coming too quickly these days? Or are they just frequent enough to keep you interested? Or are patches still arriving too slowly for your tastes?
Patch release speed is...
Too fast! I can't keep up.1372 (30.9%)
Just right! There's just enough content to keep playing for.2056 (46.3%)
Too slow! I'm already bored of 5.3, where's 5.4?1008 (22.7%)

Filed under: Analysis / Opinion, Breakfast Topics

PvP Vendors available again

PvP Vendors available again
WoW Insider posted last week about the deactivation of the PvP vendors, specifically those selling conquest gear for honor, thanks to the issues experienced with the Tyrannical Conquest achievement.

As the title suggests, the vendors are available again. Senior PvP Developer Brian Holinka took to twitter to announce this:
This troublesome achievement, though, is still causing issues for some players. It seems, from what I can gather, that in order to set the achievement off, you need to earn conquest points. Even just earning a single one will make the game re-count your season total, and award you the achievement. This is still the case even if you have earned well over the required 25,000 points in the season. Just win an arena, or a rated battleground, or do the PvP dailies, and you'll be set.

Filed under: PvP

Deepwind Gorge: Simple strategy guide

Deepwind Gorge Simple strategy guide
Deepwing Gorge is the newest battleground in the game, added in patch 5.3. At this precise point in time, it is not in the Rated Battleground rotation, thanks to some bugs, but it will return fairly soon. Nonetheless, this guide is intended for random groups, not for rated teams, who, with additional organization, will be able to execute more complex and precise strategies.

What are we supposed to be doing?

Good question. There are three mines, the Goblin mine, the Center mine, and the Pandaren mine. I wrote about this in more detail back when this was still on the PTR, but suffice it to say, for now, that the Horde has a slight advantage in getting to the Goblin mine, while the Alliance has a slight advantage in getting to the Pandaren mine. As a result of that, a strategy that seems to work well enough for random groups is to split your team, sending around half to the Center mine, and half to either the Goblin or Pandaren mine, depending on which faction you're playing. You will also need to take a few players, depending on your healer numbers, to get the opposite faction's cart. I've been having success with a warrior and a couple of healers as a cart team, but you will need heals at the Center mine, where most of the fighting will take place.

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Filed under: PvP

Patch 5.3 PvP changes

Patch 53 PvP change roundup
From a PvP perspective, patch 5.3 is one of the biggest patches in a really long time. A really, really long time! WoW Insider has been covering the changes from a PvP angle to a pretty reasonable extent, from the first moment the resilience changes were announced, through the new arena and the new battleground, right up to the more recent alterations to tank damage and the like. All our coverage is collected in one easy place, so do check it out if you're searching for more information.

So we've struck upon a few changes already, but let's dig into the patch notes and provide some additional clarity. I've pulled out the PvP-specific items from the patch notes, but if you want to see them in full, that's absolutely fine too.

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Filed under: PvP

Your PvP Questions: Spell announcers, MMR and patch 5.3

Your PvP Questions
It's been a little while since I last did a PvP mailbag, and the emails have been piling up! So, if you have PvP questions, do drop me a line, I will do my best to respond to them, possibly in columns such as this one, or if I can fire off a quick email I will. Do note that I'm far from a PvP specialist in all the classes in WoW, and PvP questions which are class-specific would probably be better directed to the relevant class columnist.

Janrana wrote:

Hi Olivia, since reading about it a while back in one of your columns I've been a big fan of SpellAlerter, but it doesn't seem to have had any updates in a long while and is a bit broken for me. It doesn't seem to have all the spells any more and it also causes some errors to appear when it's on. Do you know of any alternative?

As it happens, I do! First and foremost SpellAlerter is alive and well... ish. It was updated for patch 5.1, but hasn't had any further updates since then. It still works at least fairly well, but I wouldn't rely on it completely. At least, it still allows you to set up custom alerts, so if there are spells it's missing you can add them in.

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Filed under: PvP, Blood Sport (Arena PvP)

Tie-breakers in the arena

Arena tiebreak systems
An interesting discussion began on Twitter a few days ago, between ArenaJunkies moderator QTPawzz and Blizzard's Senior PvP Developer, Brian Holinka. The two were discussing arena draws. If you're not familiar with the current system, if in 2v2, team A kills one member of team B, but cannot kill the other, meaning that at the point where the match times out there are two of team A but only one of team B remaining, there is a draw. QTPawzz was complaining specifically about his experience as an affliction warlock, trying to take down a discipline priest 1v1, his own partner presumably having died.

QTPawzz' suggestion was a shorter time limit, as well as a mechanic whereby the team that did the highest damage would win. It's an interesting idea, and something Holinka didn't seem averse to, given his responses. It's certainly a question that is likely to be both divisive and highly subjective, depending on the class or role that a player has adopted in PvP. For example, as someone who principally plays healing classes, with a side of DPS, the idea that the team with the highest damage should win in the event of a draw is immediately offputting.

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Filed under: Blood Sport (Arena PvP)

Breakfast Topic: What was your first day in WoW like?

Over on Reddit, there's a thread where users are reminiscing about their first experiences in World of Warcraft which has me feeling nostalgic for the good old days when I'd just started playing and everything seemed so much simpler. Azeroth was a huge new world, entirely unexplored. I didn't know about gear or raiding or even what awaited me around the next corner. Every word of quest text was new and fresh (though, admittedly, some were pretty tedious to finish).

And, best of all, I discovered gnomes. The first character I stuck with was a gnome warlock who was both tiny and deadly (and pink-haired to boot). I still haven't decided just what was so appealing about gnomes. Was it because they were tiny and adorable? Because of their bright pink hair color options? Perhaps because they jump just as high as any other race, which means each jump for them is basically leaping their entire height? It's probably a combination (newbie me was very fond of jumping everywhere). And even today, my Alliance characters tend to gravitate back to the gnome race. Perhaps they imprinted on me somehow in those first gameplay sessions, I'll never know for sure.

But enough about gnomes: tell us about your start in WoW. Was it a true newbie experience? Did you fall in love with a certain race or class? Even if you just made stupid mistakes, trust us: we've all been there! (As my gnome story proves.) So tell us everything: what was your first WoW login like?

Filed under: Analysis / Opinion, Breakfast Topics

Patch 5.3 PTR: PvP Power percentage nerfs

Patch 53 PTR PvP Power percentage nerfs
The latest PTR build has brought with it a change to PvP Power, as MMO-Champion reported earlier today. The change was to the amount of points of PvP Power that it takes to push your percentage up by 1%. The number of points for a 1% increase in PvP Power went from 265 to 400. Currently, if you have, say, 12,000 PvP Power, on live servers you would get around +45% damage from PvP Power, and 22.6% additional healing from PvP Power.

On the PTR, however, 12,000 PvP Power will only give you an extra 30% damage from PvP Power, and, at current numbers, which are still fairly fluid, around 30% extra healing. Of course, don't forget with those healing numbers that Battle Fatigue has been increased to a proportionate level.

This change was a little surprising, so I did what I always do now, tweeted Senior PvP Designer Brian Holinka to get his input on the change. He tweeted the following shortly thereafter:

Holinka makes some excellent points. This is a great way to reduce the power of sockets, and to bring down the burst which has caused such problems this season, as well as taking healing down in proportion. So what's all the fuss about? Well, players are worried that, with the resilience changes, this will make PvE gear a more equal or even superior choice for PvE come patch 5.3. And it's a reasonable concern. While it's great that PvE gear will be viable for PvP, PvP gear should still be the out-and-out best.

I discussed the comparisons between various levels of PvE gear and PvP gear in an earlier article, but this change may well alter these numbers. Both Cynwise and Eldacar, PvP maths masters, are looking at the numbers, so we'll have to wait and see the result. Preliminary reports from ArenaJunkies look good, still asserting that PvP Power is strong enough to beat PvE gear. Also, I can't help thinking that Holinka and his team have considered this issue. To repeat my earlier message, don't panic!

Do you want to capture flags, invade cities, attack towers, and dominate the enemy for your faction? Do you dream of riding your War Bear with pride? We'll steer you to victory with secrets of Battlegrounds and Arena, prepping you with proven addons and keybindings that win! Send questions or comments to olivia@wowinsider.com.

Filed under: PvP, Mists of Pandaria

Which battleground might get the axe?

PvP Resilience changes in patch 52
We talked briefly about the most recent Ask The Devs on PvP in the patch 5.3 PTR, but one thing that came up which merited further discussion was the following quote:
Blizzard
Question - (Olivnia, Stormscale):
A new battleground and arena are planned for patch 5.3. This is really cool, do we have any more plans for battlegrounds and arenas and what can you share about these?

Answer - (Systems Design Team):
There is nothing new in the pipeline at this time. We may spend some time fixing older ones. We have a lot of data now about which Battlegrounds players are voting out of participating in, so that gives us some direction on which Battlegrounds we could potentially fix . . . or even cut.

The notable part here is the last bit. Cut a battleground? That's new. Not really what anyone expected. So the question is, which battleground might be cut and why?

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Filed under: PvP

Five ways to help a healer in random battlegrounds

Five ways to help a healer in random battlegrounds
Do you wish there were more healers in random battlegrounds? Do you hang your head on the many occasions when your faction ends up with just one healer and the other side has four or five? Isn't your faction just the worst at PvP? Your faction, hey? What scrubs. So, what can you do to improve these healer numbers? What can you do to ensure there are more healers backing you up when you charge a boomkin, priest and elemental shaman at Lumber Mill all by yourself with your trinket on cooldown? Help your healers, that's what.

Here's some insight for you from an experienced PvP healer: healing random battlegrounds is really not that much fun. There are various reasons why, and I'll get to them, but what we're really here to talk about is how you can make your healers' experience a better one. Why should you care? They'll keep you alive if you do. And being alive is considerably more fun than being dead!


1. Identification

In order to help out your healers and keep them happy in battlegrounds, you'll need to know who they are. Now, when I'm healing, the first thing I'll do on zoning into a battleground is right-click my character portrait, go through the drop-down to set my role, and choose healer. My hope is that, by taking these simple steps, I can point out to those around me that I'm healing. I'm going to be keeping them alive, or trying to.

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Filed under: PvP

Potential Patch 5.3 PvP changes from Twitter

Potential PvP changes from Twitter
If you're even remotely interested in WoW PvP, and aren't yet following Brian Holinka on Twitter, you really should be. We've been talking about him quite a bit lately here at WoW Insider, as he's the main agent behind the huge PvP changes coming in in patch 5.3. He's also incredibly responsive, open and helpful on Twitter, and seems to set aside a huge amount of his free time to respond to players' concerns, and hold open and constructive discussions, while not being afraid to fire out some sarcasm crits on the trolls that often haunt those in his position.

He's previously tweeted about the return of the skirmish system, and has been very responsive indeed about the 5.3 changes, and lately he's also been discussing some more confirmed and potential changes in patch 5.3 and beyond.

Now, please do take these changes with a pinch of salt, these aren't even PTR patch notes, but potential changes, some of which are being tested and appearing on patch notes, and some of which are just in the pipeline for the future.


Potential Battleground Changes

One thing that caught our eye here at WoW Insider was a very recent tweet regarding some changes in the the larger battlegrounds such as Isle of Conquest and Alterac Valley.

Read more →

Filed under: PvP

How to find a rated battleground team

How to find a Rated Battleground team
Since Blizzard "fixed" the expansion-long "bug" that allowed players to max out their conquest points through arenas or random battlegrounds, rated battlegrounds, which for the purpose of this column will be referred to as RBGs, have become necessary content for players to max out their cap every week. And maxing out your conquest cap every week is, until patch 5.3 at least, something you would do well to be getting on with.

The trouble is that finding a rated battleground team is not exactly straightforward, especially if you're a player who's a little new to the PvP side of the game, so WoW Insider thought we'd run down some of our top tips for finding an RBG team. Of course, there's no cast-iron guarantees here -- we can't be absolutely certain that, even if you follow this to the letter, you categorically will find an RBG team to play with every week. That's up to you. But we can arm you with knowledge for your team-finding attempts!


Get Geared

This is pretty important, as it's essentially the first hurdle you're going to have for getting into rated battlegrounds. In order to gain entry to a team, whether you're a good PvPer or not, you need to convince people to bring you. Apart from having very high ratings and the like, which isn't usually viable for the newer PvPers this guide is mostly aimed at, one thing people are definitely going to be looking for is gear.

Read more →

Filed under: PvP, Blood Sport (Arena PvP)

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