Posts Tagged ‘Arenas’

Resilience & Season 8

Thursday, January 21st, 2010

Wrap up of Season 7

I am overall satisfied with how Season 7 went for my RMP. We hit 80 roughly a week before the season started and geared our characters from all blues/greens to almost full relentless. I am happy to say that none of us bought rating to get weapons or any other gear, all of our progress was due to hard work and learning our comp. Although I had originally expected to end the season with a higher rating, I am fine with where we did end due to some bad losses to counter-comps where we would lose ridiculous amounts of points while hard wins would net us only a few.

Changes to Resilience

The change will double the value of resilience in reducing damage done by players. So depending on their current amount of resilience, characters might experience a 10 to 20% decrease in damage taken from other players. The critical strike chance and critical strike damage reduction components of resilience will remain unaffected by this change.

This announced change will hopefully bring arenas to where I think they should have been all of LK. The rise of cleave teams has done little good for arenas and WoW PvP. The meta-game as a whole has been who gets blow’d up first loses. There is zero strategy in most of these cleave comps other than pick a target (usually healer) and rush them down. We fought many beastcleave comps this season and each one was an uphill battle. Those games were rarely fun because it always ended in 1 of 2 ways:

  1. Can’t LoS hunter and there is no avoiding the burst. I die through PS with full buffs/battlemaster.
  2. I survive the initial burst and then we destroy them because they now have no strategy.

As my friend Nworby says, “If it is beastcleave, take what rating you think they are and then add 200.” This rang true many times as we would beat a beastcleave and think “we’ll probably only get 5 points for this win” and then find out that they were rated much higher than how they played.

Hopefully this change to resilience will bring damage down to where it needs to be and should have been all expansion. I think the reason this wasn’t the case was because of the opposite problem in TBC. It caused the devs to be too cautious with resilience’s effect so that each game didn’t turn out to be a drain game.

The change initially helps me out a lot. I will gain another 12.39% damage reduction and have a total of 24.78% reduction across the board on damage. This should help me be able to last longer while being trained.

Best memories of Season 7

Beating teams with much better gear – This is true for any season, but was a lot of fun this season. When you have those games that you are outgeared and sometimes outcomp’ed but you play so flawlessly that you get the win. This season, we were around 1600 rating and we played a team with 3/5 relentless and weapons. At the time, we were in almost full deadly and didn’t really stand a chance against their 1900 rating. We didn’t make a single mistake and predicted their every move that game. The 25 or so points that we gained was very rewarding.

Reaching 1800 – Our journey to 1800 was difficult to say the least. Not having furious gear from the previous season and also not having decent weapons really hindered our progression. We decided that the easiest way to hit 1800 would be for my 2v2 (rogue/priest) team to get it first and then we could push for it on our 3v3. We ended up within 15 points of 1800 roughly 15 separate times over 3 weeks. Every time that we got close, we would play a geared team and lose 20+ points. In the end, we hit 1800 on our 3v3 first beating a 2k team to get the final points that we needed.

Learning RMP – RMP is a very fun comp to play. While some of the cleave teams were rough matches, most of the others were a lot of fun. RMP requires a lot of coordination and is a lot harder to play than some other comps that I’ve played in the past. It is a comp that really relies on skill and teamwork to get the job done.

Arena Footage

Tuesday, December 15th, 2009

As promised, here is some video captured during our arena matches last weekend. The matches are between 1850 and 1900 rating. We played many comps like beast cleave, mirror, spell cleave, TSG, etc. I spent a lot of time during these matches doing offensive dispelling, more than usual. The challenge of playing a disc priest is the balance between defensive and offensive play. I have had teammates get global’d during a holy fire cast.

RMP is a lot of fun because of the diverse strategies vs the various comps. We don’t just pick a target to try and global, we pick our CC targets and damage targets and switch when needed. Hopefully these matches offer some strategies for your RMP or other comp.

Match Breakdown:

Match 1: RMP

Get in combat early to prevent sap. Play very aggressive from the start. Offensive dispels on the mage/priest. Mage will CC the rogue while you hit their priest. If the priest doesn’t go down, switch to mage. Throw some defensive dispels on your rogue to help him stay in range. I wasn’t paying attention to the mage and got polymorphed and blinded (the reason Ballsagna went down).

Match 2: Beastcleave

Use CC early. Avoid the initial burst with bloodlust at all costs. I have been killed through pain suppression against this setup. Burn the shaman and CC the paladin. Try to pillar hump to keep hunter off of you. Dispel bloodlust if you have any extra globals.

Match 3: Double Healer (Druid/Disc Priest)/Warrior

CC the priest to take him out of the game and burn the warrior. Dismantle him before shield wall. If the initial burst fails, hard switch to the druid. They will try to outlast you (and they will) so burst is the key.

Match 4-5: TSG

The initial burst will usually be on you. Avoid it as long as you can. Be ready with pain suppression so you have a chance to last through strangulate. Hit the warrior HARD as he comes in to force him to go defensive and avoid a bladstorm on top of the damage. Shackle the DK’s gargoyle if possible. If the warrior gets a bladestorm on top of the strangulate, it is usually game over. Keep abolish disease up on everyone.

Match 6: Disc Priest/Mage/Paladin

We always go for the ret paladin against these comps. Try to force the bubble early and hope a Mass Dispel gets it off in one try. We started with a sap and full dispel of his buffs, then railed him.

Match 7: Warlock/Rogue/Disc Priest

CC on the rogue and dispel priest and burn. Priest can’t keep himself up through the burst.

Match 8: RMP (Shadowplay)

Hit their rogue. GG

Match 9: TSG

Watch the burst as before and hit the warrior hard. Don’t blow fear into a bubble like I do. Predict the burst and PS yourself before it happens. All damage on the Warrior while CC on the pally.

Think Outside the Box

Friday, December 4th, 2009

A large part of what makes Arenas fun for me is the amount of competition. The same thing that turns people away from Arenas because they are too competitive, is the same thing that I like about them. The changing competition and inability to fully predict what the enemy will do next is what keeps me coming back. If you are more into raiding, imagine if your guild finally got to Anub’Arak except he changed tactics every time you tried to down him. There are no more phases, no more emotes or timers to predict when he’ll use his abilities; only raw teamwork can even come close to beating him. How many of you would still raid? How many wouldn’t fall asleep like you normally do when you run old content?

Playing RMP is the epitome of this competition. If you go into every arena match with set strategies and aren’t ready to break from those strategies, you will end up losing a fair amount of matches. It forces you to think outside the box, to come up with different strategies for each comp that you face and ultimately makes you create strategies on the fly. For example, when we face a mirror comp, we always have the same opening strategy but it rarely ends the same. Some RMPs will focus the rogue, some the mage, some the priest. Not to mention the many variations between. You have to be able to adjust your strategies on the fly and react/predict what your opponent is going to do.

How Casual is Casual?

I keep reading articles here and there about ex-WoW players or current WoW players who feel that the game is too hardcore for them. Whenever I run into a random person in RL who plays WoW, it seems like they don’t have any max level characters. The rare ones who do seem to have a single 80 that doesn’t have any gear let alone knows much about the game.

It would be fun to see statistics on how many players are really that casual. What percentage of accounts have 80s and how many of them actually see endgame PvE/PvP content. Just hearing that I have 3 level 80s makes these people look at me like I must play 24/7 and not have a job or a life. In actuality, I currently play WoW roughly 3-5 hours per week on average and could easily hold my PvP status with playing much less (1-2 hours per week).

On one hand, many would consider me casual because I play little every week. On the other hand, many would consider me hardcore because I have 3 level 80s all of which are in full Epic gear. Being a Hardcore WoW player is nothing what it used to mean. In 2005, I read a statistic that said less than 10% of level 60’s even saw MC let alone killed Ragnaros. Think about the old ranked PvP system where 1 person would get rank 14 per week per realm. Thats only ~52 people per realm per faction per year.

If the game gets to a point where epics are handed out freely without any work or any value, I will no longer have interest in the game. Take away that competition and the game will be a MMO version of peggle.

Live Stream

Lately, I have been streaming my play through Xfire. Add me as a friend or check out my stream at http://www.xfire.com/live_video/ferngully You can usually check out all of our Arena games and some other PvP that I do.

PUGs; Arena Pacing

Wednesday, October 14th, 2009

PUGs

We’ve all seen it; Someone is starting a PUG raid and needs a few healers, dps, or tanks. They say in LFG: “LF 2 healers, 3 dps, and 1 tank for VoA25. PST stats and achievement or no reply.” The key point they are trying to make is that they want only quality players who have experience at the fights.

You have been looking for that group all day. Finally you get a chance to join a raid to do that instance. Except there is a problem… You have never done the instance before on this character. Like me, you have done it dozens of times on other characters and know the fight backwards and forwards. You could contribute to the kill with your eyes closed. Your character has the gear and you have the experience but you will never get an invite because you don’t have the achievement.

The sad fact is that bad players ruin raids. Sometimes it only takes one bad apple to spoil an otherwise good raid. This causes a fear and a bad stigma of new players. Very few people want to invite a new player or help them out which makes new players lie to get groups. So the resounding solution is to make sure people have done the fights before, and the achievement is proof of this.

The problem with this thinking is that achievements are not an accurate measurement of how competent a player is. I have played WoW for almost 5 years and have 3 level 80’s, yet I can’t get invites on certain characters because I haven’t done those fights on that particular character. I have also seen people with the achievements stink up a raid because they were carried there by a guild or a random PUG.

IMO, a more accurate representation of how well a player knows his/her class is their gem choices/spec. It is pretty common for a bad player to not know how to gem/spec for their class. It just takes a bit of knowledge by the raid leader to see these mistakes and make a more accurate decision on who gets an invite. The main problem with this is that a lot of people don’t have this knowledge. They know how they themselves should gear and spec, but any other class is like a foreign language.

So is there a solution for new players, veteran players with new 80’s, and raid leaders alike? I would say the best option is for new players to work at getting gear with a guild. Blizzard always offers options for more casual ways of getting gear. So get in that Naxx PUG or get a few friends together and farm ToC. Raid leaders should be a little more generous with who they let come to their raids. Most players aren’t going to ruin your raid and if you aren’t capable of seeing which players will be a hindrance, leave the raid leading to someone else.

Arena Pacing

I have recently gotten my resilience up to an amount that is respectable for arenas (1063 on my priest). Just the increase of 200 points over last week is a night and day difference so far. I am able to stand my ground against faceroll comps and actually stand a chance even if Pain Suppression is on cooldown.

Overall, I am enjoying the changes to resilience for this season. With the new season of gear scaling and all the damage numbers higher than ever, it is nice to have a tool to reduce that dps. There have been very few situations where I get dropped in a GCD (it still happens once in a while). This allows us to play to our class strengths and makes skill and coordination ever more important in arenas. A very good change over previous WotLK seasons where cleave teams were dominant due to high burst damage.

For anyone who plays a healer class, if you have the time and resources, gather a high resilience set of gear and try it out in BGs. At times, you will feel like a raid boss because 4-5 players can’t kill you. It sure gives BGs a whole new dimension when you are tanking half the opposing team. If you happen to be one of the many who is trying to kill Ferngully, be sure to /salute and let me know you’re a reader.