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Blood Sport: 2.4, Arena patchBlood Sport: 2.4, Arena patch V'Ming - who thinks that gnome warlocks are travesties of nature and need to be KOSed - shares thoughts and ideas on becoming deadlier at the Arenas. He also dabbles in the dark arts in Blood Pact. Let's look at the numbers from last week's games first: And the most popular comps for high-ranking US teams: 5v5 Warrior-Paladin-Priest-Shaman-Mage 10.7% (+1.9% from my last sampling) Warrior-Paladin-Priest-Shaman-Warlock 9.1% (-3.4%) Rogue-Priest-Druid-Mage-Warlock 5.9% (not in top three last sampling) 3v3 Rogue-Priest-Mage 11.9% (-1.5%) Warrior-Druid-Rogue 11.4% (+2.5%) Warrior-Druid-Warlock 5% (-1.1%) The Rogue-Priest-Mage team still sits as the most popular comp in this bracket, but the Warrior-Druid-Rogue is nipping at its heels. This bracket will certainly be important to watch as we approach the tournament. 2v2 Warrior-Druid 23.5% (+2.4%) Warlock-Druid 12.1% (-1.9%) Rogue-Priest 11.1% (-4.9%) With the patch still very much in flux, I will take stock of some of the most important changes so far and try to figure out what they mean for the average Arena gladiator. Note that some of these changes could very well not be included, or be modified from their current form, in the final build. Shaman It looks like Blizzard is finally delivering on its promise to buff shamans - enhancement shamans specifically in this case. In a nutshell, shamans are potentially getting:
A key strength of the Shaman class is the "multiplier" effect of their totems. These temporary buffs scale dramatically with the number of toons teamed with the Shaman - explaining the stronger presence of the Shaman in 5v5s. The new flametongue totem basically gives everyone (except feral druids in animal form) in the party a healing debuff to use on opponents. Yes, even casters get the option to swing to land a 50% healing reduction on their opponents. Just as Hunter buffs in 2.3 increased the representation of hunters somewhat in the Arenas, these changes are clearly aimed at addressing the dearth of shamans, particularly enhancement, in 3v3 Arena. Druid Unlike shamans, druids are well-represented in the 3v3 bracket. In fact, resto druids are considered the best healers in Arena currently. If Patch 2.4 is meant to balance the classes and their builds based on their Arena performance, we might expect to see some buffs for ferals and nerfs for resto druids:
We may consider the recent proliferation of MS effects (first Hunter, now Shaman) as an indirect nerf of Druid healing in the Arenas. Unfortunately, other less versatile healing classes are naturally hit as well. Is the MS effect Blizzard's "super-nerf" to healing in general, in an effort to tweak the balance between dps and heals? Perhaps they are trying to limit overly defensive tactics in the upcoming tournament - come on, nobody wants to watch a 10-hour match. Mage Mages are generally in need of more survivability in small-bracket Arenas, and this is what they are potentially getting this patch:
Trainable Ice Block in patch 2.3.2 have done little to improve fire and arcane mages in the Arenas since January. In fact the buffs to Frost in that patch have further solidified the Frost Mage as the build of choice for Arenas. Let's hope that Blizzard is not done with changes for the Mage class here; as it stands, frost is still king, with various synergistic immobilizing effects. Warlock Ah, the class that everybody loves to hate. Soul Link warlocks who stack tons of Stamina have always been almost inordinately durable in the Arenas, compared to other cloth classes. Coupled with an efficient Life Tap, they can last indefinitely through a match, doing nasty Warlock stuff. Blizzard definitely doesn't want SL locks to ruin the party and has made Life Tap take a percentage of health instead of an absolute amount. As it stands:
Water Who would think that something as innocuous as water would be nerfed? To make mana an even more precious commodity in the Arenas, the mana regen properties of water will only kick in after five seconds of drinking in the Arenas. Will this make mana draining an even more deadly strategy in the Arenas? Is this another "super-nerf" for healers? There we have it, the most important changes so far in this progressive patch. Nothing is set in stone at this moment, and many shamans doubt that the healing debuff will stay in its current form, particularly for the Flametongue Totem. PvE warlocks are hoping for the Life Tap nerf to properly address PvP performance without changing the way they play and gear. Mages are hoping for, well, more buffs. With the tournament tentatively scheduled for April, I can't help but feel that Blizzard is really cutting it close here - timing-wise - to be introducing some of these changes. Many of the changes are PvP-driven, with significant (negative) implications for PvE. Is Blizzard merely tweaking the game for the tournament? Or setting the stage for Death Knights? Are these "retrofitting" changes meant to position WoW to effectively compete with the upcoming PvP-oriented Warhammer Online? Stay tuned as we bring latest news of patch 2.4 - the Arena patch. Author: This original article is the property of wow gold. We provides independent customer of cheap wow gold.
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