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  • Your PvP Questions: Spell announcers, MMR and patch 5.3

    by 
    Olivia Grace
    Olivia Grace
    05.15.2013

    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.

  • Tie-breakers in the arena

    by 
    Olivia Grace
    Olivia Grace
    05.06.2013

    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.

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

    by 
    Elizabeth Harper
    Elizabeth Harper
    05.01.2013

    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?

  • Patch 5.3 PTR: PvP Power percentage nerfs

    by 
    Olivia Grace
    Olivia Grace
    04.28.2013

    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: PvP Power change intentional. Reduce gear gap. Reduce bursty damage/healing gameplay. Reduce power of sockets. - Holinka (@holinka) April 27, 2013 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.

  • Which battleground might get the axe?

    by 
    Olivia Grace
    Olivia Grace
    04.22.2013

    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. source 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?

  • Five ways to help a healer in random battlegrounds

    by 
    Olivia Grace
    Olivia Grace
    04.22.2013

    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.

  • Potential Patch 5.3 PvP changes from Twitter

    by 
    Olivia Grace
    Olivia Grace
    04.09.2013

    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.

  • How to find a rated battleground team

    by 
    Olivia Grace
    Olivia Grace
    04.02.2013

    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.

  • Level 90 PvP Gems and Enchants by primary stat

    by 
    Olivia Grace
    Olivia Grace
    03.27.2013

    Everyone knows where to get their PvP gear -- it's on the Serpent's Spine -- and with Blizzard's changes to the gear vendor panes, it's fairly straightforward to whittle it down to just exactly what you're after. However, one thing that's not so simple is the rest of the work you need to do. As we all know, gear needs gems, and it needs enchants, and we've struggled to find a place that pulls together all the PvP options for that, so we through we'd make one. Let's get started. Pure PvP Stats These, naturally, are items that provide increases in neat PvP stats, with no secondary stats. If you look back at my column which covered the changes to resilience, you can see how important these stats are. Depending on your style, class, and the season, these may be the best choice. There are no Jewelcrafting-only pure PvP stat gems. Gems: Stormy River's Heart: 320 PvP Power Mystic Sun's Radiance: 320 PvP Resilience Vivid Wild Jade: 160 PvP Power and 160 PvP Resilience Perfect Vivid Alexandrite: 160 PvP Power and 160 PvP Resilience Perfect Stormy Lapis Lazuli: 320 PvP Power Perfect Mystic Sunstone: 320 PvP Resilience

  • Analysis of Blizzard's post on patch 5.3 PvP gear

    by 
    Olivia Grace
    Olivia Grace
    03.26.2013

    The patch 5.3 PTR notes brought some big, scary changes to PvP, which WoW Insider explained for its readership yesterday, and now Blizzard's official blog has, as promised, arrived. It deals with a lot of the same concerns as we addressed yesterday, but also adds in several pieces of new information for players to digest. Let's start with that. Here are the changes in full: Daxxarri Base Resilience will be set to 65% for all characters level 85 and higher Resilience will be removed from nearly all PvP gear Players will still be able to use Resilience gems and enchants PvP power will remain exclusively on PvP gear PvP set bonuses that currently provide Resilience will now provide PvP Power Healers and hybrid-casters will benefit to a greater degree from PvP Power, and Battle Fatigue will increase to make PvP gear superior for healers. The Big Change: We will be adding an item level ceiling to all gear in unrated Battlegrounds, Rated Battlegrounds and Arenas All gear with item levels higher than 496 will be scaled down to 496 (Conquest gear item level). This includes even Conquest items that exceed the ilevel ceiling, such as weapons. In addition, some of the changes that we've discussed previously will also be implemented: In patches that don't include a new season (including patch 5.3), the seasonal currency requirement of 7,250 Conquest Points earned will be lifted from weapons. The seasonal currency requirement must always be met to purchase Elite items, though. Once the 27,000 Conquest Point seasonal currency requirement is reached, players will be able to purchase Tyrannical Gladiator's gear with Honor Points. The Conquest Point catch up cap will be introduced. You can read our PvP Gear in 5.2 and Beyond blog for more information on these changes. source

  • Patch 5.3 PvP Gear Changes: Don't Panic

    by 
    Olivia Grace
    Olivia Grace
    03.25.2013

    I can understand why you did panic. The patch 5.3 PTR notes had a little section of PvP gear notes -- five bullet points that pulled the rug out from under our feet. These changes are characteristic of the bold, sweeping alterations that Blizzard's new PvP Designer Brian Holinka has been spearheading since he joined the company in August of last year. And these are big changes. If you missed the notes, let me repeat them for you here. All characters now have a base Resilience of 65%. Resilience has been removed from most PvP gear. Season 13 Tyrannical gear had their item levels increased to ilevel 496, up from ilevel 493. Season 13 Tyrannical Elite gear had their item levels decreased to ilevel 496, down from ilevel 512. Battlegrounds, Rated Battlegrounds, and Arenas now have an ilevel cap. All gear will be scaled down to ilevel 496. What does this all mean? I've been relentlessly bothering Brian on Twitter for your benefit, so let's run down how he's addressing players' concerns. Do note that Blizzard will release an official blog on this some time next week.

  • Breakfast Topic: What really feels like an achievement?

    by 
    Elizabeth Harper
    Elizabeth Harper
    03.18.2013

    Achievements are everywhere in WoW these days. There are achievements for collecting mounts, achievements for doing quests, achievements for exploring zones, achievements for completing dungeons... and that's only scratching the surface. How many of you remember the good (or not so good) old days before achievements popped on to our screens to let us know we'd done something noteworthy? Back then it was up to us to decide what was considered a noteworthy achievement and instead of doing them for rewards, we did them just to prove we could. Though it's a lot of fun to work towards achievements, I've got to wonder if we're missing out on deciding for ourselves what's important in the game -- what really constitutes an achievement. Accidentally stumbling into an achievement for exploring a zone, for example, doesn't really feel like I've accomplished anything important. But still, I've got the achievement, just like I'd get if I killed the baddest beast in the land. And sometimes when I do things that I think are really epic, like soloing a dungeon or keeping a raid alive when I'm the only healer left, there's no achievement to mark my accomplishment. So I put the question to you, dear readers: what World of Warcraft achievements really feel like achievements? And what non-achievements really ought to be achievements?

  • PvP in Patch 5.2: Gear changes, resilience changes, class changes

    by 
    Olivia Grace
    Olivia Grace
    03.11.2013

    Thanks, most likely, in no small part to the relatively recent arrival of Brian Holinka, a Blizzard recruit whose sole job it is to rework PvP, patch 5.2 is bringing in some seriously chunky PvP changes. We've spoken in the past of Blood Sport about the changes coming to PvP gear, and those begin in earnest when the PvP season starts on Tuesday. If you don't want to re-read the old article, the summary is as follows: There will be four tiers of gear Dreadful -- item level 458 crafted gear; Malevolent -- ilvl 476, purchased with honor. Tyrannical -- ilvl 493, purchased with conquest, and with honor in patch 5.3, once the player has earned 27,000 conquest in the season. Weapons are exempt from the points requirement come patch 5.3; Elite Tyrannical -- ilvl 515, purchased with conquest only after earning 27,000 conquest points in the season. There will no longer be any rating requirement to purchase any gear Players with higher ratings will still have a higher conquest cap A dramatically increased catch-up cap will be implemented with patch 5.3 And that's just the start. There are a lot of class changes, which bring out some clear winners and losers, as well as perhaps shifting the strengths and weaknesses of certain classes in the arena, and big changes to how resilience scales.

  • Cynwise dissects patch 5.2's battleground scaling

    by 
    Olivia Grace
    Olivia Grace
    03.07.2013

    Well-known Warlock PvP blogger Cynwise has posted a typically excellent article dealing with the problems brought about by one of the patch 5.2 changes designed to improve low level battlegrounds. Patch 5.2 added battleground bracket scaling, to all brackets with the exception of the max level one, which caused an uproar among the PvP twinking community. And it seems from Cynwise's post that their fears were not unjustified. The addition of level scaling, where a low level character's health and base stats are scaled up to match that of the top level in the bracket, was meant to help even out the discrepancies that caused leveling battlegrounds to be anything other than fun. They were meant to even the playing field, but from Cynwise's research, it appears that they do exactly the opposite. He reports on his level 85 warlock, Cynwise, which is a PvP-focused twink, and the problem's he's faced thanks to the scaling. To cut a long story short, and you should definitely read the long story, among the higher level brackets which span expansions, there are huge problems in place thanks to the availability of gear.

  • Updated: No more /follow in battlegrounds

    by 
    Olivia Grace
    Olivia Grace
    03.06.2013

    Unannounced features are often par for the course with big patches, and this one is no exception. Blizzard Customer Support EU tweeted the following this morning: #Patchday fact number 1: /follow no longer works in Battlegrounds. #WoW - Blizzard CS EU (@BlizzardCSEU_EN) March 6, 2013 The reasoning behind this is, of course, not completely understood. It is possible that this is the latest strategy in Blizzard's unending battle against bots, which might occasionally, though definitely not always, use following as a way to help avoid being afk booted. However, it is more likely a decisive step to making it far more difficult for multiboxers to dominate in battlegrounds. While not against the terms of service, multiboxing in random battlegrounds is a big problem for many players, when five DKs or five elemental shaman are running around causing havoc, it's hard to enjoy yourself. We've all been there, and it is definitely annoying, although they can sometimes be taken out with a group effort. Based on the latter reasoning, it's probably a good thing for the overall enjoyment of casual PvPers, who vastly outnumber the people who want to five-box their way through battlegrounds. Anything that makes random battlegrounds more enjoyable is just fine by me, but should Blizzard have given multiboxers more warning? Or is this more part of the anti-bot measures, in your opinion? Updated: Hit the break for Blizzard Senior Community Manager Bashiok's input.

  • PvP Season 12 ends March 5

    by 
    Anne Stickney
    Anne Stickney
    02.20.2013

    Attention Arena and Rated Battleground enthusiasts! Blizzard has announced the end of Season 12 for both Arena PvP and Rated Battlegrounds. The season will officially end on Tuesday, March 5, at which point the process of determining which players are eligible for end-of-season rewards will begin. Until rewards are handed out, those that feel they are eligible for titles or mounts should avoid transferring their characters until after the season ends, just to avoid any problems with handing out the goodies. While players will be able to keep their Valor in patch 5.2, Conquest points will still be converted to Honor points. Keep in mind however that all Season 12 gear will be able to be purchased with Honor points at that time -- while 5.0 and 5.1 Valor gear will still cost Valor. Also note that any items with a rating requirement attached will no longer be available for purchase after the Season's end, so be sure to pick up any gear you're missing before March 5. Blizzard Entertainment Arena and Rated Battleground Season 12 is scheduled to end on Tuesday, March 5. At that point, we will determine who is eligible for the end-of-season rewards, a process that should take approximately one week. It's very important for players who feel that they may be eligible for Arena titles and/or the Malevolent Gladiator's Cloud Serpent to refrain from transferring their characters to another realm or faction until after Season 12 ends. The awarding of Season 12 titles and mounts will occur approximately 2 weeks after the season ends. At the end of the season, Conquest Points will be converted to Honor Points and any honor above 4000 will be converted to gold at a rate of 35 silver per point. The honor cap will remain at 4000. All Season 12 items will cost Honor Points (equivalent to their previous Conquest Point cost) when the season ends, with the exception of any items with rating requirements attached. These items will no longer be available for purchase. The next Arena and Rated Battleground season will begin approximately one week after the current season ends. During the break between seasons, all Rated Battleground and Arena matches will be unavailable. Team and Personal Ratings will be reset when Season 13 begins. source Does this mean we'll see patch 5.2 hit the live servers on March 5? Possibly -- but as always, dates are subject to change, and we'll just have to wait and see. Until then, if you're a PvP enthusiast, consider this your heads up to decide what to do with any remaining Conquest or Honor points you may have kicking around.

  • Is it time to kill Arena teams?

    by 
    Olivia Grace
    Olivia Grace
    02.15.2013

    I had a very brief twitter conversation with Blizzard Lead Systems Designer Greg "Ghostcrawler" Street a few days ago. It went something like this: @oliviadgrace We would in fact consider it. Also debating if teams are cool or a hindrance. - Greg Street (@Ghostcrawler) February 13, 2013 His response was certainly interesting, and rather unexpected. Let's break it down into the two main parts. Cross-Realm Arenas First and foremost, what was I thinking tweeting that question? A friend of mine had recently returned to WoW after a hiatus, and leveled his feral druid to 90. He had previously been a friend with whom I did casual arenas on characters I wasn't too fussed about, we had a laugh, we won some, we lost some.

  • Three reasons to be cheerful about PvP

    by 
    Olivia Grace
    Olivia Grace
    02.01.2013

    Firstly, an important note: PvP gear is now available on the PTR for pre-mades. Get in there and get PvPing. The future depends on you! I've been rather critical of Blizzard in recent columns discussing the state of PvP. I've spoken before about the problems PvP has faced in recent times, and while the current season's rating is in tatters and crumbling around us as yet another win-trading bug is exposed, yet more suspensions roll out, and yet more players are stripped of rating, we can at least do what the devs appear to be doing and look forward to patch 5.2, and a fresh start. While it's yet another black mark against season 12 that another win trading bug has been doing the rounds, win trading is hardly new, and it's good to see that Blizzard are taking steps to fix it, if rather slowly. Win trading has been around for a very long time indeed, and there are whisperings that this bug has existed for some time, although that remains unconfirmed. Quicker action from Blizzard would be welcomed, but there may be things preventing this, that we're not aware of, behind the scenes. 1. Gearing changes are a good thing These have been quite the hot topic of late, with the recently announced changes to PvP gear which purport to flatten out the gear curve and aid the late starter to the season. While many players on the forums seem to be the polar opposite of cheerful about these changes, asserting amongst other things that they're the worst thing to ever happen to PvP, the stupidest decision ever made, and various other prophecies of doom.

  • Patch 5.2: PvP undergoing some huge gearing changes

    by 
    Olivia Grace
    Olivia Grace
    01.18.2013

    It's been talked about for some time now, with both Daxxarri and Ghostcrawler teasing the community with ideas on the new setup for PvP gearing. They've been saying things would change, and they certainly have! The question is, have things improved, or not? The PvP gearing blog was posted late last night, and was an accurate summary of the issues faced by PvPers in WoW at the moment, followed by an explanation of the planned changes and how they will work. The full blog is after the break, but what exactly is going on? The Rating catch-up system which didn't make it into patch 5.1 will be introduced to patch 5.2. This means that teams playing more games will gain higher rating, allowing them to overtake inactive teams sitting on high ranks and not playing. There will be four tiers of gear (please note that ilvls are datamined and may change) Dreadful -- item level 458 crafted gear; Malevolent -- ilvl 483, purchased with honor. This is the current conquest gear; Tyrannical -- ilvl 493, purchased with conquest, and with honor in patch 5.3, once the player has earned 27,000 conquest in the season. Weapons are exempt from the points requirement come patch 5.3; Elite Tyrannical -- ilvl 515, purchased with conquest only after earning 27,000 conquest points in the season. There will no longer be any rating requirement to purchase any gear Players with higher ratings will still have a higher conquest cap A dramatically increased catch-up cap will be implemented with patch 5.3

  • PvP on the PTR, and predictions for 2013

    by 
    Olivia Grace
    Olivia Grace
    01.04.2013

    We've had a lot of exciting news about PvP changes in 2012, with some promises not delivered upon, and some sweeping alterations in our chosen section of play. But let's get the tin foil hats on and see what we think is coming in 2013. As I write this, the PTR is active, and I urge all arena and battleground fans to get in there and PvP as much as you can. Ghostcrawler has commented several times on twitter about how there's often not a great deal of PvP testing in PTRs and betas, which in turn leads to issues like warrior burst and the hunter Stampede bug going unnoticed. So, let's not let that happen again. If you're a PvP enthusiast, download the PTR, get on there, and PvP. Class changes The big winners and losers from the Patch 5.2 PTR changes appear to be to be monks and rogues on the winning side, and warriors, mages and feral druids on the losing side. This is not entirely unexpected, nor is it unfair, as monks were very under-represented at high level, as were rogues, with warriors and mages being on quite the opposite end of the scale. Feral druids I've included simply because of the Cyclone nerf, which is a heavy one to one of their major, and most aggravating crowd control abilities.