Blood Sport: An overview of WotLK arena systems
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. Also, apparently, arena history is discussed as well, as evidenced by these last three articles. Mmm arena history -- the tastiest kind.
Listening Music: Sufjan Stevens with Chicago. Someone recommend me an awesome band for next week in the comments plz, kkthnx.
Last Week: We talked about personal ratings at the tail-end of The Burning Crusade.
This Week: We've spent the last two weeks looking at arena with a rating system that was originally designed for chess matches. Let's talk a little about Wrath of the Lich King and some very significant matchmaking changes.
MMR: The new frontier.
MMR (matchmaking rating) was designed to prevent high-rated teams from stomping low-rated teams game after game. Arenas are generally more competitive if teams are evenly matched -- therefore, competition is greatest if teams are evenly matched all the time.
In case you haven't set foot in arena for the past three or four seasons, matchmaking rating is often called the most important rating in arena. Why, you ask? Arena points, titles, and mounts are based on your TR (Team Rating). PR (Personal Rating), if you recall correctly, is a qualifier that says you do or do not deserve the benefits of your team rating.
Matchmaking rating, however, is what makes your TR and PR go up or down. The higher your MMR is, the more points you will win from teams if your TR is vastly lower than your MMR. Likewise, if your MMR is very low, it will be harder for you to get to those gladiator ratings.
Interesting, right?
Filed under: PvP, Blood Sport (Arena PvP)






