This blog is about WOTLK S5/6 and the broken polava that was a constant in the arenas of the World of Warcraft.
To be WOTLK'd - to be outskilled
by mechanics blizzard have put into the game leaving you with nothing
you could of done to a reasonable degree to prevent a loss.
The spirit of being WOTLK'd has
been strong since S5 and looks like it's very much set to continue to
the end of the expansion, but what exactly has been WOTLK'ing us
throughout the seasons and breaking numerous headsets and keyboards
(most likely ones owned by rogues). From the never to be seen above
2k again Deadly Gladiator's to the super skilled protection heroes
(10k shockwave outplayed m8) back pedalling their way to the tip top
of the arena, let's take a look at what's happened over the course of
the expansion.
Season 5 - Enter the Hero Class
Enter the WOTLK, the start of
season 5 was a fairly ludicrious affair, when everyone started off in
blues/pve gear with a few lucky people having some voa/badge items
nothing was safe from dying within the space of a cheap shot. RMP
mirrors came down to luck with the spirit of redemption glyph more
often than not, who could forget having SOR up for 30s+ with good
RNG? Holy was the spec to be early season because any other spec
would leave you eating dirt within the first 10 seconds of the match
unable to heal anything. The amount of damage that could come out of
an arcane/muti RMP in the opener back then was obscene even on todays
standards. Divine hymning through the ROV barriers was also a great
way to abuse lazy coding, also who could forget the fire that popped
up and broke cc/did stupid amounts of damage.
Slappywag's video shows the
early stages of S5 in a rather accurate way.
http://www.youtube.com/watch?v=L9lfD27DbuE
All sorts of comps came out in
early s5 but there was a staple in any top tier comp in the early
weeks of the season, rogue/ret/arcane, the 3 super high burst classes
which had enough cooldowns to spam to survive for more than 10
seconds. Mages also had the lovely mirror images spamming sheeps
which weren't on any kind of DR, this combined with the arcane burst
seen here led for some amazingly competitive games where the enemy
healer could end up sheeped for 20s+ without anything they could do
about it. WOTLK also saw the introduction of mage armour , which to
this day carries on being a bane to warlocks adding another rng
factor to the warlock vs mage meta game of devour/spell lock lottery.
These 3 classes and the death knight zoo were fairly prevelent
throughout the early period of season 5. What's the death knight zoo
you ask? Who could forget the dk coming back to life as a ghoul, with
his dead ally coming back with him as a ghoul, with his ghoul pet,
and a gargoyle, and maybe a hunter pet, and some wolves from the
future. Another issue with death knights was the fact that standing
in death and decay resulted in what looked like rolling your face
across WASD whilst they're bound to a /cower macro due to one of the
best glyphs in the game. Blood was also an option with DRW doing 100%
of the DK's damage making it pretty much unhealable on cloth. The S
key was no obstacle for this DK achieving the highest of ratings.
As the season started to
progress hunters/dks/paladins started to gather pvp gear, thus was
born Shadowcleave & PHD. "Lets remove all rng proc stuns,
but give one to hunters" said blizzard, thus was born something
even more annoying/retarded than mace stuns off
hamstrings/whirlwinds, the triple stun tnt explosive shots that were
the bane of everything that got caught by it. They also had to option
to spec Readiness+The Beast Within and have back to back immunity
whilst their pet killed everything. One of the other top tier combos
was a triple engineering RMP (engineering was good for everyone but a
triple engineering team would make all the difference more often than
not). The combination of GLG/Pyro rocket/bandits insignia/DMC:D
allowed for a huge amount of on demand/rng burst that could come out
of nowhere, engineering was at it's peak in this season before the
rocket glove/glg nerf that put them on a shared cooldown.
DK's however were something else
all together, DND glyph having an AOE cower added to it whilst being
incredibly funny to use as a DK nearly cost me a keyboard playing a
rogue vs it. This was nothing before Serennia found that DKs could do
more damage spamming Icy Touch than meleeing, leading to a retarded
caster hybrid that could do 6*back to back Icy Touches with the
potential to crit for 5-6k each. What made this even better was that
DK's could go on to dual weild Silent Fang and have 2*Strangulate
proc sword, who needs weapon damage when you can icy touch, right?
Plague strike was pretty much turned into a glorified druid counter
at this point as every unholy rune could safely be burnt on it
without a second thought (could we have the part where it removes 3
stacks of lifeblooms back without the druid getting any mana or
health, please, it was balanced, I might be able to solo kill a druid
on my dk again after that).
The trends after this pretty
much went to PHD's in 3s and DK/Pala+DK/Hunter in 2s, paladins had a
place in all of this as well with their holy/ret spec. Shadowcleaves
also made an appearance playing on the strength of DK's combined with
warlock dots/cc's to create insane amounts of pressure (with chains
for peeling so the warlock could survive). The ability to get
infusion of light and judgements of the wise and repentance led to
paladins probably being in the most interesting state they've ever
been (they could still die to being outskilled by icy touch spam/tnt
stuns at this point). By having a low CD CC, Freedom breaking stuns
and infinite mana it put them at a new level of offensive utility
which hasn't really been seen since (holy is a very boring spec these
days compared to the bullshit versions of it in s5/6 imo). Another
huge issue was the ability to put sacred shields on multiple targets,
think of how the current arena scene would be if that had stayed in
the game pretty much nullifying most swaps.
Druids were also far from the
tanking gods they are today, plague strike spam removing (note, not
dispelling, no heal from those removed blooms) all their hots and a
lack of armour led to an extremely squishy healer even for s5
standards. This combined with the huge amounts of burst able to
easily out damage the hots from a 1.8k spell power druid made them
pretty much a rarity to see as resto in 3.0.x. This led to many
druids adopting a 0/34/37 spec for survival instincts and feral
charge to play a similar style to S4 druids. Another nonfactor early
in the season were warriors, defenseless without resilience and
forced into fury spec to be able to create any pressure. The trend of
warriors going from piss poor to great(ly overpowered with enough pve
gear) within the space of an expansion has continued.
Season 6 - Prot paladins and
warriors and arparparp oh my.
The first things to note with
the Ulduar patch are the huge nerfs to DK's, Black Ice being changed
to a small shadow/frost bonus rather than a large frost bonus and
improved icy touch being changed to less +% damage to spell the death
of the shadowfrost spec. They also decided that removal of RNG stun
talents would be a bit better for the game as taking one step back
after removing mace stun by adding TNT stun to irritate players even
more might of been a slightly terrible idea and many DEADLY GLADIATOR
Legolas's faded into obscurity shortly after. There was also the
arcane power/pom shared cd nerf (this was actually done in 3.09 or so
just before the end of s5). Holy Paladin's also had their trees
swapped around so Infusion of light would no longer be accessable to
ret specced paladins, not that this was needed with what was to come.
This was the beginning of the rise of the resto druid with buffs from
every angle.
* Improved Barkskin:
This talent now also grants 80/160% additional armor while in Travel
Form or not shapeshifted.
* Improved Tree of Life:
The armor bonus to Tree of Life Form from this talent has been
reduced to 67/133/200% bonus armor.
This and plague strike being
toned down to normality led to a sudden influx of druid heroes
plaguing the arena favouring the newly 'nerfed' dks as partners and
becoming the dominant setup of mid S6. The first weeks of S6 however
was dictated by one simple change that led to the mighty Furious
Gladiator Billian claiming his title within the first 2 weeks of the
season.
Penance: Damage increased
approximately 30%. This spell can now be cast on yourself.
Shortly after this, Blind and
Fear ended up on the same DR and rogue/priest was back to normality
which is when the druid/dk's started farming their way back up after
the pala/dk's of S5 skey'd their way back down. Mid season 6 also saw
a boost in the average MMR of everyone resulting in a rating
inflation that boosted most teams MMR by 200~300.
Once DK's had began to raid
Ulduar and discovered that Scourge Strike can now crit for 8~10k
depending on their procs the knights of daeth came back in full swing
with a choice of this or back to back 9k frost strike crits with the
XT Sigil. Combining this with the new found survivability of druids
led to a very stable comp for both out lasting and gibbing people
with the pure shadow damage scourge strikes of which do more damage
than my dk with full 277 gear+shadowmourne does these days. The
stability of dk/druid's survivability combined with the overall
setting for S6 led to a fairly overpowered comp which had very few
weaknesses for most of the season. Innervate also being changed mid
season led to the pretty much near infinite mana situation that we
have today. A 6 min cooldown innervate being dispelled would mean the
druid would be oom long before the next one came up, with a 3 min one
it was often easy enough to turtle until the second one came up. They
also created an interesting bug which allowed dk's to sit there
spamming the blood boil button until a rogue was nearby at which
point it would cast the spell and instantly destealth them. What was
interesting was that they nerfed scourge strike before the season
ended practically halving the damage 3~4 weeks before the end which
was the turning point for the dominance of DK's and pushing them
towards the death coil centric playstyle that we have now.
Retribution paladins were also
not half bad for most of the season, the ability to global anything
with chain crits as seen in this was quite hard to beat until they
nerfed vindication and gutted (and later removed) seal of blood/the
martyr. Protection paladins however, were on the rise. Not just the
PROT BEATZ dps paladins, the PROT BEATZ holydins which were soon to
become the plague of the 2v2 bracket. Simply take a paladin specced
into prot for the stamina conversion to spell power talent, equip
full holy gear and go to town on the stamina gems and what do you
get?
A nearly unkillable holy paladin
with a ridiculous amount of spell power and defensive talents. The
only weakness of the prot paladin was the fact that they HAD to cast
to heal, they had no instant cast heals but their flash of lights
crit for ridiculous amount due to the protection talents and this
combined the sacred shield gave them huge hps when they were free to
cast. This wasn't even the worst part of it though, the fact that
they had a 20 second cooldown hammer of justice and avenger's shield
that crit for 7~8k AND silences for 3 seconds let the prot paladin
not only heal but provide a huge amount of offensive utility. Oh and
divine plea? yeah that was undispellable with this spec and refreshed
itself on a melee hit, who needs int gems. Another problem with prot
paladins was that the ones that had access to 4P T8 had a sacred
shield that procced every 4 seconds, with the ridiculous amount of sp
prot paladins had (3.2k+, very close to what paladins have now a full
2 tiers of gear later) this made them even harder to kill despite
dropping a bunch of resilience for the bonus.
* Resilience: No longer
reduces the amount of damage done by damage-over-time spells, but
instead reduces the amount of all damage done by players by the same
proportion. In addition, the amount of resilience needed to reduce
critical strike chance, critical strike damage and overall damage has
been increased by 15%.
* Armor Penetration
Rating: The amount of armor penetration gained per point of this
rating has been reduced by 12%.
Both of these were huge buffs to
warriors combined with the bladestorm/juggernaut buffs with the
Ulduar patch and some talent refinements. This led to the rise of
warriors and the top tier comps that came with this for them of TSG
and pala/warrior in 2s (note how paladins have been in a good 80% of
the top tier comps so far this expansion). No longer was 2s a DK fest
with arp soft capped warriors destroying stuff in blade storms with a
Mjolnir/GT proc up (hi tankz) whilst their 30k hp healer chained
hammer into an avenger's shield only for it to happen all over again
30 seconds later if you didn't die to the first assault.
A faint glimpse of the future
lied ahead of people with the destruction buffs to come with the
Ulduar patch, destruction locks were quite comfortably globaling
people until the resilience buff came and whilst there was not really
any fotm comps for them at this point pretty much any combo of
healer/destro/rogue was working ok vs most teams and later led to RLS
going mainstream (and healer/destro in 2s was arguably better than
affliction vs a lot of setups).
Closer to the end of the season
blizzard released the TOC patch. This gave warriors and the now
gutted on damage dk's access to ilvl245 2h weapons with a nice amount
of strength/arp on them and made facing the [Dual Blade Butcher]
heroes for the last few weeks of the season a rather painful
experience (with death's verdict also being available very late on).
Along with this patch was not the nerfs that prot paladins needed,
instead blizzard attempted to fix the full holy specs for 2s and
indirectly gave prot paladins a huge buff with the FOL hot which now
made them even tougher to kill with that ticking away for 600+/tick.
Sacred Shield: When a
paladin casts Flash of Light on a target with this buff, they also
now place a heal over time effect on the target, healing that target
for 100% of the Flash of Light amount over 12 seconds.
This patch also came with a huge
amount of buffs for shadow priests and was the start of them
returning to viability within S7 and becoming the powerhouse that
they are today. What lied ahead of the brave followers of the arena
system was a land of wizards and tanks entering into the arena
claiming rewards from more deserving players with absurdly broken
game mechanics, but that'll have to wait until next time.
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