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.
These are the really big, key changes. What does it all mean? Well, your PvE gear is now essentially slightly underpowered PvP gear. It'll be downscaled inside instances, so its item level is on a par with that of PvP gear. However, PvP gear has a key advantage, and that advantage is PvP Power. While we won't be seeing the same increased damage levels of up to 60% as we're used to seeing on live servers, PvP Power will still be generating a huge chunk of extra damage over PvE gear, which is downscaled, as I mentioned.
Looking at the healing side of things, PvP power now contributes an extra 100% to healing. This is a lot higher than the patch 5.2 numbers, and Battle Fatigue, the debuff that lessens player healing on other players in PvP has been increased accordingly. The devs have aimed to maintain the same or similar levels of healing as we're used to on live servers, but a notable change is that hybrid classes will now have a boost from PvP power to their self-heals, and heals they can put on other players. It's important to note that this does also include tanking classes.
Taking this section of the patch notes in tandem with that above, you'll note that resilience is gone from PvP gear, after its long stay with us in WoW. This is because everyone now has 65% base resilience, as we mentioned earlier. Don't panic. It's also worth noting that this change does not carry on down through lower levels, so you'll likely still find your resilience gear there, along with the standard base resilience of 40%. It is worth noting that players do have the option to rework their resilience a little with gems and enchants, if they wish, but these have also been nerfed quite considerably. Consider what are traditionally PvE gems for PvP, and do keep an eye on the various theorycrafters for analysis of the new gems and enchants. Things may well change, and it's going to take PvPers a little while to shake off the old habits of years of resilience and PvP-specific gemming or enchanting.
As promised, conquest weapons no longer have a points-earned requirement for their purchase, and what's more the Catch-Up Cap for conquest is in place, meaning that players can earn up to 12,000, if they have earned no other conquest this season, from the first time they log in after the patch until they are caught up. For the high-end PvPers, there's both enchants and tabards to show the world that high rating! Item upgrades are also available for PvP gear, but only for season 12 gear. Players who have earned over the 25,000 conquest cap in the season will be able to purchase conquest gear for honor.
It is very important to note, as Brian Holinka clarified in an interview yesterday, that the role check is not likely to affect queue times, and therefore will not result in players queueing as heals when they intend to DPS. The way the system works is that, when there are enough players queued to create a battleground match, the system assesses how many healers are available, and allocates the same number to each team, with a tolerance of one. So, if there are seven healers in the queueing pool, one side will get three and the other will get four. If there are only two, then each side will get one healer. This system does not work like raid finder, where groups need pre-defined numbers of healers, tanks and DPS to start.
We've already discussed the scaling, as well as covering the tanking nerfs in a previous article, so if you're looking for more information on these or any other aspect of the patch notes, do check out WoW Insider's Patch 5.3 PvP coverage.
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