Blog Articles by keyword: pvp
Transmogrification with legacy PvP gear
by Tachyon on Wed. 30. November 2011, 20:15
Filed under: transmogrification, pvp, gear, 4.3
Last minute changes before patch 4.3 went life, with good news:The legacy PvP sets from classic and TBC can now be used for transmogrification!.
Blizzard almost ruined transmogrification for me by omitting those sets (it's hard to find cool looking black robes anyway), I'm so glad they changed their minds finally
Blue post:
The items out in the world (Marshals, Grand Marshal's, High Warlord, etc) that use the level 60 PvP art are un-transmogrifiable (including the item level 115 stuff that shares the name from Burning Crusade).
In Area 52 a set of vendors has replaced the PvP Vendors who used to live there. Grex Brainboiler, Krixel Pinchwhistle, Tini Smalls, Kezzik the Striker, Big Zokk Torquewrench, and Leeni 'Smiley' Smalls. These vendors sell new, transmogrifiable versions of the classic armor to players who have the Feat of Strength for Legionnaire/Knight-Captain or higher under the old PvP system.
[...]
The design intent with the Feat of Strength achievement requirement was specifically to limit these particular art styles to players who earned them through the OG (and relentlessly difficult) PvP honor system, while keeping the door open to reward them to more people in the future.
[...]
Potentially related, since he's in the same area, Kezzik the Striker sells inaccessible Season 1 Gladiator's, Season 2 Merciless Gladiator's, and Season 3 Vengeful Gladiator's gear to all players, as the majority of that gear didn't have restrictions.
New PvP items in 3.0
by Tachyon on Sat. 04. October 2008, 15:38
Filed under: pvp, items, patch, battleground
A complete honor reset (points and marks) with the release of the WotLK expansion was first announced then cancelled. Blizzard announced then that the prices of the lvl 80 honor items would instead be raised, to make sure that saved honor points won't be that much of an advantage when the first players enter the new PvP endgame.What remains from the original plan are the new PvP items that will be added in the 3.0 patch, meant as a last occasion to spend the remaining points and marks.
The items are cloaks and trinkets, 4 different variants each, and every one of them is item level 156.
I'm currently stockpiling my honor and marks to buy these two beauties when the patch goes live:
The cloak costs 20k honor and 20 Eye of the Storm marks, and the trinket 35k honor and 40 Alterac Valley marks.
Both items are not only among the best for PvP, but also PvE, definitively worth getting them, and they are also unlikely to be replaced before the late lvl 70s in WotLK.
For a complete list of all 4 cloaks and trinkets, see: mmo-champion.com
Crowd Control effects explained
by Tachyon on Fri. 03. October 2008, 21:35
Filed under: crowd control, deep freeze, talents, spec, gameplay, pvp
I guess that's why the player community has a hard time comparing different character classes' CC effects, and lately underrate the new Deep Freeze talent, especially now the latest patch stripped the damage component off it.
Back in my DAoC (Dark Age of Camelot) days, we used to distinguish 4 classes of CC effects, which I take the occasion to reintroduce here, from the weakest to the strongest:
Snare
Lowers the movement speed of the affected target, but does not disable them to do anything.
Our arsenal of snare effects resides in the frost tree, where most spells have a snare component built in (Frostbolt, Cone of Cold, Frost/Ice Armor) or can have a snare with special talents (Improved Blizzard).
Arcane mages can have an even stronger snare effect, Slow, which not only affects the movement speed, but also the attack/cast speed. The daze effect of Blast Wave in the fire tree is also a snare (50%), and lasts for 6 seconds.
Snare effects are very effective against meele targets, allowing you to keep your opponent at distance (unless you're also snared). Snaring a non-meele or ranged class is only effective when supporting other meele players in your group, making it harder for the target to escape.
Our strongest snare is Improved Blizzard, which can reduce the movement speed down to 15% if all snare-enhancing talents are taken.
Root
Movement imparing effect that glues the target to the ground for a given amount of time, but does not disable them to do anything but moving.
Again, this is primary useful against meele classes.
Our basic root CC is Frostnova, and the Water Elemental's Water Nova. Frostbite adds a proc to Frostbolt, Cone of Cold, Frostfire Bolt, Improved Blizzard and Frost/Ice Armor which has a 15% chance to root the target.
Mezz
Mesmerizes the target, disabling it to do anything. Effect breaks as soon as the target gets hit.
Polymorph is our primary mezz, but has the annoying sideeffect to heal the target quickly to full health. An other instant mezz spell can be found in the fire tree: Dragon's Breath disorients the target for 3 sec.
Stun
The king of all CC effects: Completely incapacitates the target for a short time, and damage won't break the effect.
The only stun mages had was the Impact talent, which gave fire spells a 10% chance to stun the target for 2 sec.
In patch 3.0 and WotLK, Impact will be able to proc from all spell schools if you can spare 13 points in fire for this talent. That will be interesting for channeled effects such as Arcane Missiles and area effects in general.
And the frost tree gets a new ultimate talent, Deep Freeze, which can stun a 'frozen' target for as long as 5 seconds. For PvP, this is still godsend, although the damaging component was removed in the latest patch.
Hint: if the Fingers of Frost effect is active, you can instant-stun anyone you want, preferrably a healer trying to get a heal off.
While most of the CC effects in WoW fall into one of those categories, some of them have exotic side effects. Druid's Cyclone for example would be a stun, but renders the target invulnerable for its duration. The Warlocks' Fear is something between a mezz and a stun, as it can break on damage. The Priests' Mind Control would also be a stun, but with a much stronger sideeffect which almost qualifies as an own CC category.
The changes to Impact as well as the new Deep Freeze provide us with more stun tools, so from a CC perspective, we can be pretty pleased with patch 3.0/WotLK.
50k Honorable Kills
by Tachyon on Fri. 26. September 2008, 00:30
Filed under: pvp, achievement
I have to admit that I didn't do much PvP in The Burning Crusade, due to playing a class that became relatively gimped in the expansion, and not likeing Arena - at all.
Nevertheless I managed to add the 50000st pair of nightelf ears to my collection this very evening (night elves are always my preferred target, especially hunters and rogues, they deserve no better. Can't attack little gnome girls though, they're so aaaaw, so I tend to just sheep them and leave them alone).
50k honorable kills is also an achievment in WoW 3.0/WotLK, too bad that only the next achievment (100k) will give a title reward (Of the Horde or Of the Alliance).
Olympic Rewards
by Tachyon on Wed. 13. August 2008, 01:45
Filed under: items, seasonal, event, battleground, pvp
Competitor's Tabard, a tabard showing a slightly modified version of the Olympic Rings. This item is sent to all players participating in a battleground.
Gold Medallion, which summons a Spirit of Competition, which in fact is a chinese dragon pet. Players can get it by a certain chance when winning a battleground (got mine on the 4th win).
Nice idea from Blizzard, this gives even the PvP-deniers (to whom I don't belong) a reason to do some battleground sessions, especially for the pet collectors which won't want to miss this unique seasonal pet.