Archive for the 'WOW PvP' Category

PvP and PvE

May 5th, 2010 -- Posted in WOW PvP | Comments Off

WOW has 2 distinctly unlike styles of play: Player VS. Environment and Player VS. Player. The kinds of play are totally different.

You’ll find several factors why I suppose this. Firstly, you can’t improvement in PvP without in the beginning finishing a large mixture of PvE content. As we all know, without the PvE there could be no PvP.

PvP is an add-on to WOW. If you take away PvP from WOW entirely, WOW will not basically change. Conversely if you cut off PvE, WOW would be zilch. That might be very well for some players. Yet I like spending several hours everyday, but by no means will I desire to simply to destroy other players.

At the same time as it is true that in individual circumstances there are pieces of items which PvP brings to the PvE, the huge majority of some time the benefits for doing fine in PvE. Everyone can not do PvP with no doing PvE in the beginning.

Fighting Warriors

April 15th, 2010 -- Posted in WOW PvP | Comments Off

Charge and Intercept

Warriors will Charge into battle. They have to. It’s an ability that can’t be used in combat and generates rage, making it kind of their default opener. Don’t let them get it off, because the 15 rage (a whopping 25 with talents) goes a long way. That means if you have any sort of ranged ability and spot a warrior in the distance, engage them. Getting them into combat right away takes away their ability to Charge, taking away an opening stun and some bonus rage which would otherwise have translated into pounding you. I should probably point out that two out of three warriors can probably Charge in combat, thanks to Juggernaut and Warbringer, but better safe than sorry, right?

It is far less common to see Intercept used in the battlefield these days owing to the talents that improve Charge, which essentially takes its place. The only difference is the duration of the stun, which is at twice as long for Intercept at three seconds. Protection warriors in defensive stance will use the lower cooldown, rage-generating Charge. In any case, warriors have access to a pair of distance closers that enable them to keep their opponents within melee range as well as quick stuns that can even be used to interrupt spellcasting. Simply keep in mind that both abilities have a minimum range of 8 yards (they can’t be used up close) and a relatively modest range of 25 yards, although some get the minor Glyph of Charge.

Intimidating Shout

You know what’s cool about Intimidating Shout? It scares everyone (well, up to five of everyone, anyway) but the warrior’s target. OK, the warrior’s target is scared, too, but won’t be able to move. That’s pretty awesome. They get to whack away at their target without worrying about her friends. I list this down after Charge because it’s a common opening move — warrior charges into the enemy ranks and says, “Boo!” It costs 25 rage (see why heading Charge off kind of helps?) and has a two-minute cooldown. If you’ve got a PvP trinket, it should be fine to use it on this one. Note that the shout has a range of about 10 yards, so warriors can actually freeze their opponent in place even before they actually get into melee range.

PvP Honor

March 16th, 2010 -- Posted in WOW PvP | Comments Off

Two weeks ago, Blizzard unveiled their plan in Cataclysm to overhaul the badge system of acquiring gear and instead move it to a point system similar to the one used in arenas and battlegrounds. This change, which applies to both PvE and PvP gear, is significant and goes a long way into validating the PvP method of gear acquisition. Not long ago, Blizzard also adapted the system used by battlegrounds to create the dungeon finder, another example of how systems used in the PvP aspect of the game have improved PvE. It should be clear by now that PvP is an inextricably linked aspect of the World of Warcraft and has only served to improve the overall game experience. Even if you don’t PvP, the game you enjoy has been influenced by all the things Blizzard has learned from their experience in designing for PvP.

Throughout the history of the game, the developers have tried hard to balance the rewards granted by the PvP and PvE aspects. In vanilla WoW, PvP and PvE item sets were completely different in both design and acquisition. In Burning Crusade, Blizzard stumbled somewhat by making PvP item sets that were mere recolors of PvE gear and were arguably a step behind in terms of acquisition — the newest arena sets were knockoffs of older raid sets. Wrath of the Lich King provided what has been the best approach thus far by making gear acquisition in both PvP and PvE as parallel as possible. The return to an iterative design philosophy for PvP gear was laudable, as was the expanded method of acquiring gear. Ultimately, though, it might have been overwhelming to have the same gear accessible through too many avenues — honor, arena points, honor and arena points, badges, boss drops — which is why the proposed streamlining through a point system makes perfect sense.

One of the most glaring flaws in the current PvP gear system is access to weapons. Currently, access to PvP weapons is restricted to arena players, and the very best weapons have a prohibitive rating. This means that players who don’t venture in arenas — let alone succeed in them — have no choice but to obtain weapons through other means. This usually entails raiding, farming dungeons or, at worst, crafting. On the other hand, players who don’t PvP can obtain every single piece of equipment in the PvE environment, even lower grade weapons. That all changes in Cataclysm, when weapons will be obtainable even without arena ratings. The actual blue post states:

A guide to obtainable PvP Achievements

March 1st, 2010 -- Posted in WOW PvP | Comments Off

Gurubashi Arena Master / Grand Master
Ah, Stranglethorn Vale, the hotbed of PvP (or gankage, depending on how you look at it). These are two Achievements that you can work on while Wrath of the Lich King is still in the oven (freezer?). All it takes is participation in the Arena event in Stranglethorn Vale which happens every three hours. A chest drops in the middle of the Arena and is lootable by anyone as long as they’re not in combat, and you can get a trinket that’s required for one Achievement — and 11 more of the same for the other.You’ll have to fend for yourself while you’re doing the event, but there are a couple of things that can help.

First, do it in the off-hours such as 3am and 6am server time. This will normally mean less competition. Even more deviously, you can transfer to a brand new server to ensure minimal competition and transfer back to your old server after a month. Since you’ll need to loot the chest twelve times, it’ll take some time for you to complete this, anyway. You can also bring friends to help as the spells and attacks of players in your party will not affect you. Just make sure you’ve arranged to loot the chest yourself. When you’ve finally collected all twelve Arena Master trinkets, don’t turn them in just yet. You can wait until Wrath rolls around so you can get credit for both the Arena Master and Grand Master Achievements in one go.

The Conqueror / The Justicar
Older players will have an easier time with these Achievements as the pressure of playing or grinding the Battlegrounds has been spread out over the years. Even with the revised Reputations, grinding to Exalted with Warsong Gulch and Arathi Basin can still be a painful process, so it’s best to start now. This is pretty self-explanatory as the titles are eponymous; all it requires a time investment. Fortunately, Alterac Valley reputation gains are pretty rapid, so the most important thing is to focus on Warsong Gulch. Make sure to play during the Battleground weekend, as Reputation gains during this period are much better. continue reading »

Battleground guilds

February 26th, 2010 -- Posted in WOW PvP | Comments Off

Arguably one of the biggest features of Cataclysm — I say “arguably” because World of Warcraft’s next expansion is going to have a ton of new features — would be guild talents and progression. Not much has been revealed about this feature, but it has the potential to forever change the way guilds work. In particular, the emergence of rated battlegrounds combined with guild talents geared towards PvP play can possibly result in a schism between PvP and PvE players, forcing them to choose between a PvE-oriented guild or a PvP-centric one.

The guild progression system is such a great incentive for players to be part of a guild and allows guilds a better focus — a guild’s choice of talents should indicate the character of a guild. Although the benefits are relatively minor, they are telling of a guild’s priorities, such as increased gold drops off bosses or reduced repair costs. Blizzard has only revealed a taste of PvE guild talents for now, but developers have mentioned that there will be PvP guild talents as well. This is where the potential for conflict arises. Players currently have dual specs that allow them to keep a spec for raiding and another talent spec for PvP, but will guilds have the same flexibility? There’s not enough information to know for sure right now, but if there are distinct trees or talent for PvP and PvE, players will have to make some tough decisions when forming or joining a guild. In that scenario, guilds geared towards battlegrounds or even arena play will form and for the first time, players who thrive in PvP will have an environment in which to flourish.

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