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Posts with tag pvp

Breakfast Topic: What's the most overpowered class in the game?

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As a PvP player, I'm very aware of the constant complaints that one class or another is overpowered, or OP as the popular jargon calls it. One moment it's feral druids, the next it's rogues, then mages, then you throw a legendary staff into the mix and all of a sudden, out of nowhere it's balance druids and shadow priests!

But then, once you start to play one of those apparently OP classes, you suddenly realise what they're up against to achieve their OP state, and you might begin to realise how to counter their moves, and suddenly you're back on what feels like a far more level playing field with that class, but a whole bunch of other ones are OP.

And the notion of an overpowered class can translate into PvE as well, just as nicely. Some healers have it easier than others, some DPS might too, some tanks have more in their toolkits or different abilities that cater better to some situations than others.

So, that being said, what is the most overpowered class in the game? Are there genuine imbalances at this late stage of the expansion? Or are things just ticking along nicely? My nomination would probably be either mages or rogues from a PvP standpoint. Both have high burst DPS and a good amount of crowd control, which can be a pretty nasty combination to come up against. In battlegrounds, I might change my response to paladins, particularly healers. They have so, so many get-out-of-jail-free cards! And in PvE, hmm, much more tricky. I would say that Blood DKs are in a really good place right now. And perhaps arcane mages -- it feels like their relatively simple rotation ought not to yield such high DPS!

What about you? What do you think? And tell me, how many of you think that the class you play as a main or second character is completely overpowered. Is the grass truly always greener?


Filed under: Breakfast Topics

Mists of Pandaria Beta: Certain PvP maps may be blacklistable

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In the latest Mists of Pandaria beta patch, Wowhead has uncovered some quite interesting new client strings that might herald a change in the way you choose which Arena or Battleground to fight in.
  • ERR_PVP_BLACKLIST_CAP = "You have already blacklisted the maximum number of maps."
  • ERR_PVP_MAP_NOT_FOUND = "Blacklisted map not set."
To me, this seems like an excellent idea for Arena players. There's always lots of controversy about the random damage and LoS components found on some maps (hello, Ring of Valor); this would let you avoid that entirely. Of course, that means you can no longer use it as an excuse, either -- so you may not want to reach for the blacklist too quickly. While I don't do much in Arenas, I certainly wouldn't mind a way to ensure not getting WSG three times in a row.

One concern, though, is if Blizzard allows too much blacklisting, that could make matchmaking much more difficult. A smooth matchmaking process has been one of the highlights of WoW compared to other online games, so any algorithm tweaks have to be made carefully.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: News items, PvP

5 awesome ways World of Warcraft has improved since day one

I've been known to wax poetic about the good old days of vanilla World of Warcraft from time to time. I have lots of crazy good memories about the early days of the game -- exploring the world, playing through quests that are now long gone, raiding old content when it was current, that sort of thing. And I've followed the story of Warcraft along the way, delighting the various ways its changed and shifted over the years. It's no secret that I loved the early days of WoW -- heck, I've been playing this game for seven years now. Something's kept me sticking around, right?

Every now and again, I'll have a conversation with a friend that starts with said friend asking, "Hey, Anne! You like vanilla WoW. If they ever released a server that was just vanilla WoW with nothing else on it, would you play it?" And then there's a moment where I think about that. I think about the first day I was presented with the character selection screen, going over my choices with wide-eyed delight. I think about the night elf druid I made, and the months spent exploring this shiny new world. I think of my Forsaken priest and the hours of fun I had raiding with 39 other people.

And then I say to my friend, "No. Oh, no no no. Heck no."

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Filed under: Analysis / Opinion

Vengeful Gladiator Screenshot Competition under way

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So the Arena Pass is upon us! And here in the EU (well, it's "here" for me, OK?), another gladiatorial competition has kicked off.

Nakatoir announced on the EU PvP forums a few days ago that a Vengeful Gladiator Screenshot Competition had begun. What's that? Well, Blizzard is asking European PvPers to take some snaps of their characters duelling, doing Arenas or Battlegrounds, waiting for the aforementioned, or simply looking fierce. Captions, speech bubbles and the like in English are welcome, as is any editing of screenshots that you see fit to undertake.

Once you've taken and edited your screenshots, submit them to fanart-contest-eu@blizzard.com with the subject header "[Arena] Character Name, Arena Team Name, Guild name." Put any caption in the message, and attach your screenshot. You don't have to put in the information in the subject header, but you need to if you want credit for the image. Blizzard's unlikely to recognize your character from the photo. No offense.

The best screenshots selected by Blizzard will be proudly displayed on the Blizzard Facebook Page for everyone to enjoy. So get your Print Screen key warmed up and your creative minds buzzing, and send in some great screenshots. Fame and glory await you!

And if you're wondering why the competition's called Vengeful Gladiator rather than Cataclysmic Gladiator, that's for Blizzard to know ... and you to speculate about.

Filed under: News items

Officers' Quarters: A clash over Battlegrounds

Silvershard Mine
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available from No Starch Press.

It's not often that I get questions from PvP guilds. Your questions are usually quite different from those of raiding guilds, so I'm intrigued whenever I hear from you. This week's issue, however, may be all too familiar to those who raid.

Hi Scott -

I'm really struggling right now with a Guild member who wants to be included as a member of our Rated Battleground group, but seems to be unwilling to put in the necessary time and effort to become a good PvP'er.

Some background...two in-game friends and I run a small, casual PvP Guild on a medium population server. The Guild consists mainly of working adults who PvP for fun. We're a friendly group, not elitists, and are happy to accept people into the Guild who are new PvP'ers, or who choose not to PvP at all.

A few months ago a long-term WoW player with almost no PvP experience joined the Guild and decided to start gearing up for PvP. She thought the idea of Rated BG's sounded fun, so we were happy to explain the concepts of acquiring Honor and Conquest Points to her... As soon as she acquired the Resilience minimum, we added her to our twice-weekly RBG sign-up roster. Also, a few of our members took her under her their wings and began helping her do Arenas for points.

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Filed under: Officers' Quarters (Guild Leadership)

A response to the "Do you like PvP?" Breakfast Topic

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WoW Insider covers the world of player vs. player action in Blood Sport for fans of Battleground, world PvP and Arena play. Steering you to victory is Olivia Grace, who spends most of her time in Azeroth making with the stabby and turning people into frogs.

A little while ago, I wrote a Breakfast Topic asking if you like PvP. I was really pleased to see lots of people commenting, and we got some really interesting responses telling us why some folks don't like PvP. A lot of it was predictable, things I had anticipated as someone who's gone from really disliking PvP to absolutely loving it, making it the main thing I do in WoW, and eventually writing about it for WoW Insider. I know you may not believe me, but my early PvP experiences were basically just going into Battlegrounds and having no comprehension of what was going on, and declining duels.

Now, I'm not trying to persuade you to become a PvP nut like me. I just want those who don't like PvP to take a moment to read this and maybe see if I can persuade you to try a little PvP, armed with some more knowledge. That is, after all, my main aim.

A good number of complaints relate to PvP gear, how you have to grind for it, and how you need it in order to be successful. There are a few simple steps to deal with this, though!
  • Buy the crafted set from the Auction House, or have it crafted, or craft it yourself. There is a set for everyone, and a jewelcrafter can make you jewelery to go with it. The mats aren't hard to find or expensive to buy, and anyone who's leveling the profession that makes the gear will be making it. Ask in trade; you may get it for the mats. This will net you a cool 3,250 resilience.
  • If you're a dedicated raider or PvE player, you're going to have spare valor or justice points lying around by now. Justice points convert to honor at a rate of 375:250 and valor to conquest at 250:250.

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Filed under: Blood Sport (Arena PvP)

2012 World of Warcraft Arena Pass coming soon

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The 2012 Arena Pass season is soon upon us, with sign-ups starting on April 10 for all the PvP action you can shake a stick at. With the Arena Pass, you get access to the private PvP, level 85 premade realm that gives you everything you'd need to outfit PvP characters in the best stuff around, as well as a world that acts as a dedicated Arena match facilitator.

For those of you on the fence about whether to try out the Arena Pass, Blizzard is once again offering up Murkimus the Gladiator to any player who play and participate in some fights. The best of the best are awarded with the Vanquisher title, and players who sign up now will get access to a level 90 PvP realm for Mists of Pandaria PvP events coming when the expansion goes live.

Check out more information on the official World of Warcraft community site.

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Filed under: Blizzard, PvP

Daxxarri clarifies PvP and PvE gear changes in Mists of Pandaria

Daxxarri took to the forums to clarify for players that the world will not end when the relative items levels of PvE and PvP gear change in the next expansion. Players have been confused as to what Blizzard meant when it indicated that PvP gear in Mists of Pandaria will be a lower item level than its PvE counterpart but more effective in PvP because of the addition of a free stat to the item's budget that boosts its effectiveness against other players.

Blizzard is making this change for many reasons, one of which is to stop player abuse of PvP gear's item level to inflate their scores to enter dungeons via the Dungeon and Raid Finders earlier than they should. Resilience is being changed to a PvP-centric stat that does not cost anything in an item's budget and enhances the item's effectiveness in PvP. The item's effectiveness in PvE, however, would be that of similarly leveled PvE gear.

This turns the best PvP gear into relatively decent PvE gear with a lower item level. The highest tier of PvP gear will still be the best gear for fighting other players because of the new stat that the highest tier of PvE gear is lacking, regardless of item level. If you PvP, wear PvP gear. If you PvE, wear PvE gear. Now, however, going between the two won't be as severe as it is right now.

Hit the jump for Daxxarri's posts and explanations in full regarding PvP and PvE gear.

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Filed under: PvP, Mists of Pandaria

3 things Battlegrounds should borrow from SW:TOR's Warzones

We talked the other day about three things I learned to love about Battlegrounds by playing Star Wars: The Old Republic's Warzones. Honestly, I stopped at three on purpose. There's so much to complain about in Warzones that it could keep a retribution paladin (which I am) busy for weeks. But I didn't want to give the wrong impression; I really do enjoy SW:TOR Warzones.

Warzones offer a different game, different playstyle, and significant change of pace for a grizzled PvP veteran. While I could just go all mushy about my assault cannon, I'm more interested in the design aspects that really work well in Warzones. With that in mind, here are three things I think WoW should borrow from Warzones.

(And no, I'm not talking about Huttball here. Huttball is fun and all, but it's just a specific game. That'd be like saying "SW:TOR isn't good because of Alterac Valley." That's not particularly helpful, even if I do love scoring a goal through a sweet ball-passing chain. I'm talking about overall game dynamics.)

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Filed under: PvP

World of Warcraft War College: Getting Geared

Daxxarri has hit the official World of Warcraft blog with a new feature called the World of Warcraft War College, a new initiative to open up the PvP scene to more players with information, forum topics, and discussion about breaking into player-versus-player action. Discussions between players, mixed with official Blizzard topic suggestion and input, are hoped to fuel a new avenue of information for players looking to get into the scene.

This week's discussion is all about getting geared up for PvP. Gear is important in PvP because of the resilience rating, which increases your effectiveness and defenses specifically against other players. Daxxarri asks players to discuss their best techniques and tricks to gear up quickly to be competitive in Battlegrounds and Arenas. Do you have something to share? Hit up the official thread on the WoW community forums.

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Filed under: PvP

Retribution bug hotfixed, Vengeance temporarily returns to PvP

Zarhym has given us an update on the bug with Seal of Truth from yesterday, and it opens a fascinating window into the complexities of the code that ultimately is the World of Warcraft.

Zarhym - Update on Retribution Paladin Bug
The bug where paladin Seals could sometimes cause excessive damage has been fixed. This bug came as a result of a hotfix we put in to fix an issue where some attacks, such as Scatter Shot, were still causing Vengeance in PvP situations. While these things may seem totally unrelated, it has to do with our proc system, which is an extremely complicated mechanic under the hood. We reverted that hotfix, meaning you may sometimes see Vengeance in PvP. But we don't think that will present a major balance concern at this time.

To be clear, we have no current plans to take action against players who experienced this bug last night unless we come across any extreme cases. The error was ours and we haven't seen any evidence -- so far -- of players excessively exploiting the bug. We reserve the right to take action if we do find evidence of players crossing the line to repeatedly exploit this bug for major in-game advantages.


I won't lie, I find this fascinating. The idea that the issue lies in a system that on the surface would seem totally unrelated gives me the shivers just imagining what it must be like to maintain and advance the design for code that's been around for years and years. I have to agree that letting Vengeance sometimes pop up in PvP is probably the better option. It's only going to happen in an extremely limited set of circumstances, anyway.

I'm also glad only extreme edge cases will be seeing bans, as I had no idea the bug even existed while leveling my ret paladin last night and only figured it out afterwards.

World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.

Filed under: Paladin, Analysis / Opinion, Bugs, Blizzard, Cataclysm

How to win at Warsong Gulch

In our continuing efforts to help players new to PvP get out there and blow up other players, we're focusing this week on Warsong Gulch. We'll talk briefly about the rules of the game and then look at common strategies.

Warsong Gulch is one of the simpler Battlegrounds in terms of raw strategy. It's essentially Capture the Flag. Each team has a base, and a flag that sits in that base. Your team's goal is to grab the enemy's flag and return it to your base without losing your own flag. Do that, and you score. Score three times and you win.

When you pick up the flag, you can't mount or use certain effects without dropping the flag. Notably, druids and shaman can engage their travel forms while carrying the flag, making them speedy options for what's known as the flag carrier. (Speedy does not imply superior; we'll get into that later.) The longer the FC holds the flag, the more damage the FC will take from player attacks. When you kill an FC, the flag will temporarily sit on the ground, waiting for someone to pick it up. If the friendly team does so, the flag returns to base. If the enemy team does so, they now have a new FC.

There you go. Those are the basics.

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Filed under: WoW Rookie

Is choosing a server becoming obsolete?

Let's hop in the wayback machine for a minute, because I enjoy doing that. Once upon a time in the days of vanilla WoW, players who had just purchased the game were faced with a choice upon logging in for the first time: What server would they call home? There were three different server types, each with their own flavor: PvP, for those that wanted to log in and have the opportunity to whale on the opposing faction at any given opportunity; PvE for those who would rather avoid fighting with other players and simply enjoy the content; and RP, for those who wanted to create character stories and roleplay with other characters. Later, the RP-PvP realm was introduced for roleplayers who really wanted to whale on the opposing faction as well as roleplay.

But the choice went beyond a simple matter of what type of game you wanted to play. Each server had its own cast of characters, and as the years went by, these players turned into friends and foes alike. Servers weren't just about how you wanted to play; they were a collection of people you interacted with on a daily basis. Guilds were composed of people with the same ideas in mind, but those guilds weren't the be all and end- all of your interaction with people in the game. Every server had that one guy who was always cracking jokes in trade chat. Every server always had a ninja or two. And of course, there was always the guy who didn't seem to get what social interaction was all about.

These days, we have cross-realm grouping via Real ID, the Raid Finder for those who don't want to bother with joining a raid guild, and now we've got the up-and-coming feature that will allow us to group with players cross-realm for raiding old content as well as the new stuff. So the big question is this: Do servers even have a purpose anymore?

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Filed under: Analysis / Opinion

Breakfast Topic: Do you PvP to win or to make the enemy lose?

I'm not sure why I do this, but every so often I spec protection, get on my best PvP gear, and go out of my way to prevent other players (opposing faction players, usually) from achieving their objectives -- not, to be clear, to prevent them from killing me or anyone else. No, I don't care if they kill me. The goal is to prevent them from achieving whatever the victory condition is.

Is it to capture a flag? Assault an enemy warmaster? Take over a base? It really does not matter. I seriously don't even care if we win sometimes, just so long as they don't. This is not always possible, mind you. But one of my best moments was in managing to charge into Drek's room on my tauren, hit every survival cooldown, and fear, then Shockwave the Alliance's healers, keeping them occupied just long enough for Drek to kill their tank. Did I survive it? Heck, no. Neither did they. And it was glorious -- even though we still lost.

Something about PvP just makes me like this. I don't care if I win, as long as you lose, forcing you to try and recap a tower or run back to Mage Tower, or even keeping you in mid-field while your flag runs back to the Dragonmaw base.

Have you ever felt this way? Have you even PvPed purely out of spite?

World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.

Gold Capped: This is the wrong way to do epic gems

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Every week, WoW Insider brings you Gold Capped, in which Basil "Euripides" Berntsen and Fox Van Allen aim to show you how to make money on the Auction House. Email Basil with your questions, comments, or hate mail!

Epic gems are here, and they're designed differently than we're used to. To be specific, they're designed without fairness baked in, which is somewhat of a new feeling for people who weren't around buying epic gems in The Burning Crusade.

Fairness is actually the wrong word for this. Life isn't fair, and neither is WoW. Instead, I'll talk about balance. Blizzard has gone to great lengths to ensure that the game remains fun for as many people as possible by trying to avoid changes that suddenly disadvantage an arbitrary subset of players or shift the desirability of choices made a long time ago.

Balanced changes don't force competitive PvP and raiding group to play the gold-making game to be on a level footing with the competition. They also don't provide a tangible itemization difference between the profession perks of different crafting professions.

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Filed under: Economy, Gold Capped

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