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Posts with tag s4

The Colosseum: Reflex, Vengeful Gladiator


The Colosseum takes us inside the world of the Gladiator (Brutal, Vengeful, Merciless and otherwise), to interview some of the top Arena fighters in the battlegroups. Our goal is to bring a better understanding of the strategy, makeup, and work that goes into duelling it out for fame, fortune, and Netherdrakes.

At the time of this article's posting, Passive Enemies is the #1 team in the 2v2 ladder on the Reckoning Battlegroup. SK Gaming's arena ranking tool reveals that they have third highest rating in the USA region. So, Passive Enemies is indisputably a strong team, with a powerful showing in the 2-person Arena. And this isn't their first season doing so -- Reflex carries the coveted "Vengeful Gladiator" title.

WoW Insider was able to catch up with Reflex while he was rocking out in Warsong Gulch, and he was willing to take the time to answer some questions for The Colosseum. Take a look after the jump to see what he had to say.

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Filed under: PvP, Interviews, Arena, The Colosseum

Blood Sport: Gear decisions for S4

We're now a few weeks into Season 4. And, we've known even before it started that Season 4 gear would carry some rating requirements. And while we're all hopefully enjoying the new challenges of the new season, there are some folks who are starting Season 4 relatively fresh.

They don't have much Vengeful gear, or even Merciless Gladiator's gear -- they might be starting out in some quest greens and blues, with only a smattering of PvP gear across the character. Heck, some players might be in all Vengeful and Vindicator's gear already, and still facing the same question. Where should you start with the Season 4 gear?

Rating requirements and high point costs can make the gear curve seem like an insurmountable obstacle. Don't worry -- WoW Insider is here to help.

Let's chart a basic path of gear accrual -- via PvP only -- that will help every fledgeling PvPer grow into an Arena powerhouse. We're going to follow two paths, actually. One will assume that you do have the ratings required for each piece of gear. The other will assume that you do not have the ratings. In either case, our goal here is going to be to be sure you have a plan to pick up the available gear as you gain the available points.

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Filed under: Items, Analysis / Opinion, PvP, Guides, Blood Sport (Arena PvP), Arena

The inevitable loss

Around every 4th of July I reread Michael Shaara's The Killer Angels, which is a book about the battle of Gettysburg during the American Civil War. There's an early passage about the Southern general James Longstreet's unease over the Confederate push north to Pennsylvania: He had never believed in this invasion...He did not believe in offensive warfare when the enemy outnumbered you and outgunned you and would come looking for you anyway if you waited somewhere on your own ground. Longstreet, one of the finest military minds of the age, spends much of the subsequent bloody fight knowing that Union forces had a terrain advantage impossible to overcome.

There's been a lot written about battleground strategy (particularly Alterac Valley) but I think all of us have known the sinking feeling you get when you realize that your side isn't going to win. Some causes of failure are relatively easy to pinpoint; starting a battleground with a heavy numbers or healing disadvantage often seals the fate of a match. And of course the collective quality of a team's gear will always play a role; people in Season 4 are unlikely to lose to those in Season 1.

All other things being equal, what I find most fascinating are the matches -- PuG versus PuG, or premade versus premade -- where the battle can swing either way depending entirely on each team's degree of foresight and strategy. Rarely, single players can sometimes decide the outcome; I once saw a protection paladin in a 2-cap versus 2-cap Eye of the Storm prevent the opposing side from taking any flags by parking himself in the middle and simply taking forever to die, and one of my own favorite techniques is to suicide/harass heavily-defended nodes in Arathi Basin and EOTS while Horde quietly caps elsewhere (you'd be amazed at the number of players who prefer an easy kill over responding to "Inc!" calls elsewhere). But failure and success are usually collective and hard to pin down. How do you convince people to do the less-glamorous jobs -- defense, distraction, crowd-control -- more likely to result in a victory? How do you know when the battleground is lost for sure?

Filed under: Analysis / Opinion, PvP, Battlegrounds

End of Season 3 reward requirements

Season 4 starts next week. As a result, this coming weekend is going to be a gladiatorial weekend for many folks, fighting to get their Arena rating high enough to score end of season rewards. Blizzard has posted (on both US and EU forums) a reiteration of the criteria to be considered for those rewards -- they look pretty much the same as they have before.

The requirements for a team to be considered for end of season rewards are:

  • The team must have played at least 20 games during the season.
  • The team must have at least one player that has played in 20% or more of the total games for that team.

Players on a team that qualifies for consideration, must do the below to be counted:

  • The player must have played in 20% or more of the total games for that team
  • The player must have a Personal Rating that is not more than 100 points lower than the Team Rating (your Personal Rating may be higher, however).

So, there it is. If you want to be considered for one of the coveted Arena titles, you must meet the above criteria. Good luck!

Filed under: News items, Forums, Arena

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