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  • 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.

  • How do you pick a class for PvP?

    by 
    Olivia Grace
    Olivia Grace
    12.19.2012

    It's a question which has been asked many a time on the forums, and many times to me, and likely at least a few times to almost anyone who plays WoW! If you haven't been asked it by others, it's possible you've asked yourself. It has a lot to do with personal preference, and while I can't pretend to know what you should play, I can help you have a fair stab at working it out for yourself. Flavor of the month If you want to work out a good class for you to PvP on, there are some questions you need to ask yourself about play-style, preferences, expectations, and what you want from your PvP. One of the first things to assess is what you want from PvP. Particularly right now, although Blizzard's team are forever working to change this, there continue to be what are known as "Flavor of the Month" or FOTM classes, often just referred to as FOTM in the forums. These are basically whatever class is overpowered right now, so right at the start of Mists, before the Stampede bug was fixed, that was beast mastery hunters.

  • Is instant-cast crowd control too ubiquitous?

    by 
    Olivia Grace
    Olivia Grace
    12.12.2012

    First, no, Polymorph isn't an instant-cast spell. Second, onwards! Blizzard Community Manager Nakatoir has posted this morning about Blizzard's current thinking on instant cast CC. Nakatoir First things first, I want to make sure you're aware that the information below reflects both short and long-term design considerations on our end. This isn't all on the table for patch 5.2 for a number of reasons. To make this clear right off the bat: This shift of instant casts back to cast times is not just targeted at crowd control. We also wish to start moving some heals back to having a cast time rather than being instant. That said, we're not necessarily planning on overhauling many of the spells and abilities that have been instant for a long time now, such as Hand of Justice. We're looking at some of the big outliers that we see brought up a lot, which are instant-cast, area-of-effect abilities like Blinding Light, or Presence of Mind in combination with Ring of Frost. We think that there are too many of these AoE CC spells at this time, especially instant AoE CC, which can create some frustrating gameplay experiences. Some other particular crowd-control effects that are on our radar are abilities like Blood Fear, which we're considering redesigning altogether, and Predatory Swiftness in combination with Cyclone, which feels virtually impossible to counter. Posted by Inférnal While we are talking about cc what about having some more spells share DR with each other. A pala can repentance/blinding light/ hammer. No Dr at all. Why is it that fear and blind share a DR and polly/fear and cycone dont? and many more examples like this. We're looking at diminishing returns for CC right now as a possible way to help with CC in PvP combat, but it's the type of gameplay overhaul that can be risky to implement in the middle of an expansion cycle if the change is too drastic. We are, however, taking a look right now at the DRs within particular classes, as well as special snowflakes like Cyclone. Either way, the design discussion will undoubtedly continue! ^^ source

  • Trinket nerfs insufficient to repair PvP burst issues

    by 
    Olivia Grace
    Olivia Grace
    12.10.2012

    We reported last week on the trinket nerfs implemented by Blizzard's team, in order to help fix the current issues in PvP burst. Blizzard Community Manager Daxxarri explained that Blizzard's team's data led them to believe that the on-use trinkets were a major contributor to the very high levels of burst currently being experienced by players. Lead Systems Designer Greg "Ghostcrawler" Street recently tweeted the following: .@rick97950219 We are concerned that trinket nerfs were not sufficient in curbing mage and warrior burst. Discussing options. - Greg Street (@Ghostcrawler) December 7, 2012 Given Ghostcrawler's tweet, it seems that warriors and mages are still putting out too much damage, in Blizzard's eyes at least. While it may be the case that specific actions are required to address these classes, any attempts to improve the situation in PvP are appreciated. Mists of Pandaria is here! The level cap has been raised to 90, many players have returned to Azeroth, and pet battles are taking the world by storm. Keep an eye out for all of the latest news, and check out our comprehensive guide to Mists of Pandaria for everything you'll ever need to know.

  • Patch 5.1: PvP trinkets hotfixed

    by 
    Olivia Grace
    Olivia Grace
    12.07.2012

    Blizzard Community Manager Daxxarri posted yesterday about a hotfix Blizzard's team are implementing to PvP trinkets, to help address the current issues with burst damage. As we've reported, patch 5.1 is fraught with PvP problems, and this is hopefully the first in line of fixes Blizzard will make. While it's great that changes are being made, the question remains: will this be enough? Naturally, Blizzard's team have access to numbers that the rest of us don't ever see, but it seems like a tall order to repair the current issues by simply changing a few trinkets. Daxxarri does go on to say that there is a risk that this changes means players simply won't die, but this seems a little unlikely. A greater risk seems to be another point Daxxarri addresses, being the potential this offers for the use of PvE trinkets in PvP. Particularly for burst-reliant comps such as anything with 3 DPS players, resilience is not a huge consideration, as a lot of the time their plan is to end the match quickly with very high up-front damage, scoring repeated kills. It seems possible that PvE trinkets with very high on-use bonuses could reappear, but Daxxarri promises that Blizzard will continue to monitor the situation. Hit the break for Daxxarri's full post.

  • Blizzard takes a stand against pre-made battleground groups

    by 
    Olivia Grace
    Olivia Grace
    12.05.2012

    Blizzard Community Manager Daxxarri has been very active in the past 24 hours in a topic on the patch 5.1 changes to battleground queues. He's been responding to criticism of these changes, and, at the same time, being characteristically forthright on the issue of pre-mades. Quote: if you break it down, what does a full oQueue premade bring to the table that is unfair? I'll try to break it down as clearly as I can: Any addon that enables a full, organized Battleground group to queue against a randomly assembled group is creating a scenario where that coordinated group has a huge advantage. That is not in the spirit of the experience we want to provide in the normal Battleground queue. Playing with friends is fun and important, but it shouldn't come at the expense of the spirit of the game nor the fun of others. The normal Battleground queue is for players to jump in and play against other players in a similar situation. We realize that it's not a perfect system, and we're still looking at ways to improve normal Battleground queues further. Regardless, it's not meant for organized groups to "pug stomp" and get quick Honor. We have built in outlets for players that want to organize--if a competitive, social experience was really the goal, then there are clear ways to achieve that. The ultimate effect that this kind of queuing has had is to drive players away from PvP. Perhaps it's been a long time since you've been in a random group, but a lot of players will see that they're up against a premade and simply quit. At best, they suffer through it. To an extent premade groups count on this. Heck, one of the popular addons announces opposing players that appear to have rage quit. Addons aren't really a viable solution for botting issues, but we do take those issues seriously and we'll continue our work on improvements to the Battleground system, including better ways to deal with botting and other exploitative gameplay. source

  • Has Patch 5.1 broken PvP?

    by 
    Olivia Grace
    Olivia Grace
    12.05.2012

    If you read the forums, you may well think it is. There are several very vocal threads about the state of PvP right now, about the heavy burst coming from melee classes with the weapons upgrade, and the absence of a resilience upgrade to repair it. Those threads are always very vocal, always very convinced that PvP is worse now than it's ever been. While I try my best to be positive about the game, I'm not entirely sure that the forums are wrong, this time around at least. PvP Power and PvP Resilience Patch 5.1 brought about some changes to these two stats, introduced by Blizzard to help make PvP balance easier. They essentially provide a dial, which allows the increase and reduction of damage, healing and defense in PvP, without those changes impacting PvE. They're a great idea, but before Patch 5.1, as I spoke about months back, they weren't quite working as intended. One of the stated aims of PvP Power particularly was to remove the viability of PvE items in PvP. Blizzard's team have been very keen that PvE gear does not become viable in PvP, and up until recently, PvP weapons were, for melee classes in particular who are far more directly affected by weapon stats than casters, not the best choice for maximum damage output.

  • Gear that's used as a currency will keep its upgraded status

    by 
    Olivia Grace
    Olivia Grace
    11.28.2012

    If the title confused, you, fear not, you're not alone. WoW Insider had to read Bashiok's post a few times to wrap our collective heads around it, too. Bashiok Quote: So here is my question.. If you upgrade the Regular Season 12 Malevolent gear twice and then say you get 2200 and upgrade to the elite, does your upgrades you already made to the previous gear remain or do you now have to spend additional conquest to upgrade the 2200 gear twice now? They remain. If a piece of gear is used as currency for a new piece of gear, upgrades are preserved. source Say, for example, you have a piece of the standard-issue Malevolent set, the current conquest set. You achieve a rating of 2200, and in order to upgrade your piece to the Elite equivalent, you have to hand in the original piece. It's a straight swap. And players can now upgrade the standard-issue Malevolent pieces with conquest points, so what Bashiok's saying is that those upgrades will remain in place on the Elite equivalent. The Elite equivalent can, of course, also be upgraded with conquest points. This is only currently relevant for conquest gear changes, as this is the only situation where gear items are used to purchase other gear items. It would not apply to raid finder tokens, as it's the token that is redeemed, rather than the item itself. That is not to say that other applications of this rule will not arise in future, as they have in the past. Wrath heroic raid upgrades used a similar system, and, of course, both Cataclysm legendary weapons. With the minimum item level for upgrades set at 458, these items will not be applicable for the upgrade system. However, it will be interesting to see if it applies with the Elite conquest weapons. These, unlike the armor, are a substantial upgrade in item level, going from 470 to 490. If the upgrades are passed on with these items, it could result in an even more problematic gear escalation situation than currently exists in PvP. Mists of Pandaria is here! The level cap has been raised to 90, many players have returned to Azeroth, and pet battles are taking the world by storm. Keep an eye out for all of the latest news, and check out our comprehensive guide to Mists of Pandaria for everything you'll ever need to know.

  • Countering heavy burst in PvP

    by 
    Olivia Grace
    Olivia Grace
    11.21.2012

    The early part of the first Mists of Pandaria season features a lot of what Blizzard was trying to avoid -- heavy burst damage. This is particularly a problem when combined with a high level of crowd control, and as I've regularly said, heavy burst is one of the more frustrating things to counter. There is still heavy burst in the game, post the fixing of the hunter Stampede buff, so the question remains, what can you do about it? I won't be giving you a class-by-class guide on what exactly to do about burst damage. Unless you happen to play one of the classes I specialize in, chances are you know your class far better than I do, and even if you do play one of my classes there's still a possibility you know it better! This definitely isn't class-by-class advice, but a general guide about mentality, tactics and the like. And please, do add to it in the comments with class-specific advice if you have it! Everything helps. Prevention is better than cure This is me stealing something doctors and aunts and grandparents used to say when I was a kid, usually referring to illness rather than WoW PvP. But it applies for this, too. If you can stop someone unleashing their heavy burst on you or your team-mates, that's a far better solution than having to pick them up from extremely low health afterwards. I haven't seen something in an arena in a long old time that can genuinely take a player from 100% to dead in one global, but there are some really hard-hitting abilities out there.

  • Arena rating reset for players over 2200

    by 
    Olivia Grace
    Olivia Grace
    11.20.2012

    After the release of last week's information from Blizzard Community Manager Daxxarri, more has been added to the list of action Blizzard is taking to rectify the problems caused by the recently discovered arena MMR exploit. Amongst other things, this exploit made win-trading far less onerous. Win-trading is a practice, completely against the terms of service, where players queue, particularly in 5v5 at the quietest times of day, to attempt to ensure they face the same team repeatedly. The two teams will then trade wins, allowing one team to advance to a high rating, then the winning team may switch to an alt team, allowing the losing team to do the same. This is, as we mentioned, completely against the terms of service, and will likely get you banned. With the exploit, win-trading could be carried out without the losing team suffering an MMR loss. Thanks to this, very high ratings were achievable, and in order to rectify this issue, Blizzard has decided to reset every team and player with an MMR or rating above 2200 to 2200. This would usually have an immediate effect on conquest point caps, but that will take effect next week and will be implemented as usual. Is this fair? It seems like it might not be for those who have legitimately gained 2200+ ratings, without using the exploits, and for those who benefited unwittingly from the exploit. Equally, why has Blizzard not gone further and completely reset MMR and rating? Do these things only matter at the top? Hit the break for Daxxarri's full post.

  • Blizzard will take decisive action against arena exploiters

    by 
    Olivia Grace
    Olivia Grace
    11.13.2012

    Blizzard Community Manager Daxxarri has posted today regarding a recently discovered Arena exploit. While precise details are not known, it appears this relates the a method whereby players could escape from playing against comps they were struggling with, countercomps, or teams they had faced previously, without losing MMR by exiting the game. This, while not win-trading itself, led to win-trading, and, as Daxxarri says, both win-trading and the use of exploits are completely against the rules. Daxxarri Providing an environment where players can compete in the spirit of fair play is extremely important to us, particularly in rated Player versus Player combat. As part of that commitment we regularly monitor gameplay, and have discovered an issue where some Arena teams have exploited the queuing system to obtain high team ratings, "dodge" unfavorable team compositions, and engage in win trading. These, and all, exploitative activities are absolutely prohibited. We will investigate the situation carefully, and players that have been found to have participated in exploitation will be subject to the appropriate actions against their World of Warcraft accounts. In the meantime, we are currently working to resolve any remaining issues with the queue system to prevent this behavior in the future. source Players will have to wait and see just what Blizzard's investigation reveals, and what their actions will be as far as punishing the perpetrators. Many are already calling for ladder resets and MMR resets, but of course, these can punish the innocent as well as the guilty. The nature of this bug is such that it's possible some players benefiting from it may have been unaware they were doing so. Mists of Pandaria is here! The level cap has been raised to 90, many players have returned to Azeroth, and pet battles are taking the world by storm. Keep an eye out for all of the latest news, and check out our comprehensive guide to Mists of Pandaria for everything you'll ever need to know.

  • Arenajunkies interviews top Arena priests

    by 
    Olivia Grace
    Olivia Grace
    11.09.2012

    With the Battle.net World Championships coming up in just a few days' time, ArenaJunkies has been very busy interviewing some of the top arena players who'll be battling it out in Shanghai. We've got interviews from two of what I can fairly confidently say are among the world's top priests, Zunniyaki and Talbadar. Zunniyaki is a member of Yaspresents, with Another on a death knight and Cara on a paladin. Yaspresents stormed to a decisive victory in the Battle.net European Invitationals in Cologne, comfortably dismissing most of their competition in an undefeated run of best of 3 matches. Talbadar is one third of Team Evil Geniuses, along with renowned shaman and warlock Cdew and Azael. Again, like Yaspresents, Evil Geniuses took a victory in the North American Invitationals, comfortably securing their place in Shanghai. Both these priests are at the top of their game, and bound to make a splash during the tournaments coming up between November 16 and 18. Hit the break for the second video interview with Talbadar!

  • Is crowd control out of control?

    by 
    Olivia Grace
    Olivia Grace
    11.09.2012

    There has been an interesting discussion taking place over on the EU forums with Blizzard Community Manager Nakatoir about the state of crowd control in PvP. There seems, predictably, to be a focus on arenas in the discussion, which is logical, since they seems to be where crowd control is generally used most effectively. Nakatoir's contributions are largely in response to complaints from players about chain CC. Chain CC is where an opposing team manage to keep a player controlled for a long period of time by "chaining" together their crowd control abilities. This can be a hugely frustrating experience, as a good CC chain can keep a player out of action for a long period of time. Often, as is the CC-ing team's plan, long enough to land a kill on the CC'd player's team-mate. Nakatoir provides some great advice for countering CC, rightly saying that chaining together one 33-second chain of CC, as one poster describes, requires a great deal of focus and communication. A CCing team is playing offensively, if they're using the CC to land a kill rather than to turtle, and sometimes attack is the best form of defense.

  • Dissecting the Dev Watercooler on PvP

    by 
    Olivia Grace
    Olivia Grace
    11.07.2012

    A few days ago, Blizzard Lead Systems Designer Greg "Ghostcrawler" Street released a very lengthy Dev Watercooler on Mists of Pandaria PvP. Now that the dust has had a chance to settle, we're going to take a look at the blog and its implications for PvP right now. Next time we might look at some of their zany ideas for future PvP! MMR MMR, or Match-Making Rating is how teams are matched in rated PvP. MMR is separate from rating, but both are altered when you win or lose against other rated teams. Explaining the difference between the two is a little tricky, but essentially, MMR is how your matches are found. MMR is linked to players and teams, so a player forming a new team will carry some of their MMR with them from previous PvP escapades, in order for them not to face far lower-rated players. Rating is also linked to both players and teams, but doesn't dictate who you face. Rating is won and lost via winning and losing against teams with better and worse MMRs. Say you're at 1500 MMR and 1500 rating, and you face a team at 1600 MMR and 1600 rating, and you lose. You will only lose a small amount of rating, let's say 5, and they will only gain a small amount, again let's say 5. Both your MMRs will adjust similarly. Now say you beat them. They will lose a big chunk of rating, but likely not such a big chunk of MMR. You, equally, will gain a big chunk of rating, and depending on how many matches you've played, likely gain a reasonable amount of MMR. The MMR is saying "hey these guys beat a 1600 team. They're better than a 1500 MMR".

  • More Conquest Point Changes: PvP to PvE?

    by 
    Olivia Grace
    Olivia Grace
    11.06.2012

    Following the recent alteration to a so-called bug which had existed since the launch of Patch 4.2, conquest points are to undergo further alteration. In preparation for Patch 5.1's system, which will allow PvP and PvE players to upgrade their gear with all four types of point, Blizzard Community Manager Daxxarri has posted about an upcoming increase to the conquest point cap: Daxxarri To help everyone keep up with the upcoming system in 5.1 that will allow you to upgrade your Conquest gear with Conquest Points, a hotfix is being implemented very soon that will raise the Conquest Point caps: At 1500 rating, the Arena Conquest Cap will now be 1800 (up from 1350), while the Rated Battleground Conquest cap will be 2200 (up from 1650). As always, when your rating increases, so will your cap. Plan accordingly! source While this is a welcome change, the question remains: does this repair the earlier issue of players having to enter rated battlegrounds to complete the weekly cap? We aren't sure. And furthermore, it seems possible that Blizzard's team could be opening themselves up to a second issue. Since the stats on PvP gear were altered to all but match those on PvE gear, PvP gear is viable in PvE. But conquest gear has no reputation requirements, and conquest points can be earned far faster than valor, with one arena win awarding 180 points. With these increased caps, will PvP become the way to gear for PvE? Mists of Pandaria is here! The level cap has been raised to 90, many players have returned to Azeroth, and pet battles are taking the world by storm. Keep an eye out for all of the latest news, and check out our comprehensive guide to Mists of Pandaria for everything you'll ever need to know.

  • Beast mastery hunters may escape Stampede nerf

    by 
    Olivia Grace
    Olivia Grace
    11.01.2012

    Blizzard Lead Systems Designer Greg "Ghostcrawler" Street posted a lengthy Dev Watercooler yesterday, focused on Mists of Pandaria PvP. Within that Dev Watercooler, one thing he mentioned was the extremely high burst being put out by Beast Mastery Hunters, saying: Ghostcrawler Beastmastery Hunters – We agree that stacking too many cooldowns to blow someone up is not interesting, skillful, or fair. (I also want to be clear that with all of these issues, we're not blaming players for using the tools that we gave them; we're blaming ourselves.) We're taking a hard look at the various Hunter cooldowns with the intention of reducing their burst. Hunters are receiving a buff in that they will no longer need to swap between Aspect of the Hawk and Aspect of the Fox. We also hope these changes help result in higher representation of Survival and Marksman Hunters. source Very shortly after the Dev Watercooler was posted, Ghostcrawler took to twitter, announcing that a substantial bug had been discovered, which only affected beast mastery hunters in the arena: Good news. We found a bug with Stampede being too high only in Arenas. That accounts for why feedback can be so varied. More info later. - Greg Street (@Ghostcrawler) October 31, 2012 Community Manager Zarhym emailed us late last night to inform us that the bug had been isolated and added to the beast mastery hunter-specific section of the blog. The bug is now detailed as follows:

  • The state of PvP: Current issues, balance and communication

    by 
    Olivia Grace
    Olivia Grace
    10.24.2012

    First and foremost, before we get into the heavy stuff, I wanted to give a brief run-down of the Tol'viron Arena. As you can see from the header image, it's very similar to Nagrand Arena, the 4-pillar arena much beloved of caster teams and tree-huggers everywhere. Again, if you take a look at the header image you can see that there are 2 pillars on one side, and one on the other. The result of this from the games I've had so far is simply that most caster teams prefer the two-pillar side, while melee teams will try to draw casters out. It's much the same play experience as Nagrand Arena, only with slightly fewer options for pillar-humping. The three pillars seem to be equidistant apart, with the two pillars naturally closer to the doors, and quite a run to the single pillar at the start. The runs between the pillars are somewhat longer than in Nagrand, so be aware of your line of sight and distance to healers if you're both on different pillars. This arena seems to only rarely permit a healer to hug one pillar while healing a DPS who is hugging another, range-wise. Be aware! Also, I ran to the wrong side at the start several times. Get your bearings!

  • Getting started in PvP Season 12

    by 
    Olivia Grace
    Olivia Grace
    10.10.2012

    PvP Season 12 has begun, as we informed you last week. First and foremost, where are the vendors with the PvP gear? They're a little hidden away in Mists, that's for sure, with the Alliance vendor on the Serpent's Spine, the huge wall, level with the border between Vale of Eternal Blossoms and Valley of the Four Winds. There is a flight point there, but you won't have it unless you happened to pick it up while looking for Bowmistress Li. The Horde vendor is also on the wall, but between Townlong Steppes and Kun Lai Summit, a short way west of the corner. Again, there's a flight point there, but you likely won't have it. For both vendors, you can reach them by getting up onto the wall at pretty much any point you can, and running along it. Of course, you'll likely be 90 before you're interested in hunting them down, so you can just fly on over! And do check out our guides to the Silvershard Mines and Temple of Kotmogu. Weapon Problems The PvP vendors sell both item level 458 honor gear, and item level 483 conquest gear, but there is currently a complete absence of honor weapons. Rather flying in the face of the so-called "you can play the game how you want to" Mists philosophy, PvPers are yet again required to get their early PvP weapons via PvE. While hardly new at the beginning of an expansion, it's rather frustrating.

  • PvP Season 12 has begun

    by 
    Robin Torres
    Robin Torres
    10.02.2012

    It's time to spend your honor points on some Dreadful gear and get back into the rated PvP game, as Season 12 began today. All ratings have been reset and the level 90 rated battlegrounds and arenas are open for play. Two new stats have been introduced to PvP gear this expansion: PvP Power and PvP Resilience. For more information about these stats and the difference between PvP and PvE gear, see this helpful Blood Sport guide. Wowhead has a preview of the new gear, where to get it, and the prices of all the pieces that are currently in game. Their model viewer will show you how the new outfits will look on your character, as well. So assemble your teams and get to it! For the Horde! [Insert Alliance battlecry here.] The full announcement from Blizzard is after the break.