Blood Sport: Patch 3.3, part II

Want to crush your enemies, see them driven before you, and hear the lamentation of their women? Blood Sport investigates the entirety of all-things arena for gladiators and challengers alike. C. Christian Moore, multiple rank 1 gladiator, examines the latest arena strategy, trends, compositions and more in WoW.com's arena column.
David Byrne and The Talking Heads are a personal favorite. Miles Fisher seems to love them as well. His cover of This Must Be The Place (Naive Melody) is homage to one of the most beautiful, striking melodies I've ever heard, and as such, it will be your listening music for the day. (NSFW Warning: The video is a parody/reenactment of American Psycho, so view carefully.)
Last time, we went over the Will of the Forsaken nerf, 100% pet resilience, death knights, and druids. The patch looks to be a very interesting bag of surprises for arena enthusiasts, we're getting major changes to the way some races work, as well as nearly every class is getting a pretty substantial change or two which will probably help them in PvP. We don't normally see patches where most classes are buffed, but this could be one of them.
Read on to find out what's up with hunters, mages, and paladins in Patch 3.3!
Hunters
- Call Stabled Pet: Cooldown reduced from 30 minutes to 5 minutes. Cannot be used in Arenas.
- Deterrence: Now also increases the chance for ranged attacks to miss the hunter by 100% while under its effect.
Beast Mastery
- Intimidation: If the hunter's pet is in melee range of its target, the stun from Intimidation will now be applied immediately instead of on the pet's next swing or attack.
Pets
- Hunter pets now need only 5% of the experience a player needs to level, down from 10%.
- Avoidance: This talent has been replaced by Culling the Herd. Hunter pets now innately take 90% less damage from area-of-effect abilities like all other class pets. This does not apply to area-of-effect damage caused by other players.
This is a fantastic change. AoE should punish the foolish hunter or warlock that sends his pet to attack a bladestorming warrior. Mirror images / treants should be able to die via Arcane Explosion, if a mage opponent desires. AoE should be a potent tool for their class in PvP. Also, keep in mind pets that cannot be controlled (i.e. images and treants) are getting a boost in HP to prevent them from dying too quickly from AoE (in addition to the 100% resilience boost).
- Cower: Redesigned. This ability no longer affects threat, and instead reduces damage taken by the pet by 40% for 6 seconds with a 45-second cooldown. While cowering, the pet's movement speed is 50% of normal speed. Cower now only has a single rank and is available at pet level 20.
- Improved Cower: Redesigned. This ability now reduces the movement penalty of Cower by 50%/100.
- Culling the Herd: This pet talent has replaced the Avoidance talent in the pet trees (Hunter pets now gain that benefit automatically without expenditure of talent points). Culling the Herd increases pet and hunter damage by 1/2/3% for 10 seconds each time the pet deals a critical strike with Claw, Bite, or Smack.
- Venom Web Spray: Range increased from 20 yards to 30 yards.
- Web: Range increased from 20 yards to 30 yards.
Mages
Frost
- Deep Freeze: This spell now deals a large amount of damage to targets permanently immune to stuns.
- Frozen Core: This talent now also causes Ice Lance critical strikes to reduce the cast time of the mage's next Frostbolt or Frostfire Bolt by 0.4/0.7/1 seconds.
Pets
- Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
- Mirror Image: Health on the mirror images has been increased.
- Water Elemental: Waterbolt mana cost reduced by 80%.
Paladins
Holy
- Infusion of Light: This talent now causes the paladin's Flash of Light spells to heal the target for 50/100% of the Flash of Light healing amount over 12 seconds.
Protection
- Aura Mastery: This effect of this talent has been reduced in duration to 6 seconds.
Aura Mastery made heavy spell dps compositions extremely powerful by allowing burst rotations to go off uninterrupted. Teams would regularly be able to force a Pain Suppression or Hand of Protection, then pop Aura Mastery and go off the deep end whenever the protective buff faded.
- Divine Guardian: This talent no longer increases the amount of damage transferred to the paladin from Divine Sacrifice. Instead it causes all raid and party members to take 10/20% reduced damage while Divine Sacrifice is active. In addition, the duration has been changed to 6 seconds, however the effect does not terminate when Divine Sacrifice is removed before its full duration.
- Divine Sacrifice: Redesigned. The effect of Divine Sacrifice is now party-only and the maximum damage which can be transferred is now limited to 40% of the paladin's health multiplied by the number of party members. In addition, the bug which allowed Divine Sacrifice to sometimes persist despite reaching its maximum damage has been fixed. Divine Sacrifice will now cancel as soon as its maximum damage value is exceeded in all cases. Finally, Damage which reduces the paladin's health below 20% now cancels the effect early.
That'll have to do it for now, gang. Tune in next time when we'll talk about the rest of the classes and everyone's new glyphs!
Patch 3.3 is the last major patch of Wrath of the Lich King. With the new Icecrown Citadel 5-man dungeons and 10/25-man raid arriving soon, patch 3.3 will deal the final blow to the Arthas. WoW.com's Guide to Patch 3.3 will keep you updated with all the latest patch news.Filed under: Hunter, Mage, Paladin, Patches, Items, Analysis / Opinion, News items, PvP, Features, Wrath of the Lich King, Blood Sport (Arena PvP), Battlegrounds, Arena

















Reader Comments (Page 1 of 1)
FifthDream Nov 6th 2009 3:21PM
That image is very disturbing. XD
Skonged Nov 6th 2009 3:26PM
Why is everyone just now jumping on the Miles Fisher band wagon?
guy8641 Nov 6th 2009 3:52PM
You do know that the Frozen Core changes were reverted right?
C.Christian.Moore Nov 6th 2009 4:27PM
http://forums.worldofwarcraft.com/thread.html?topicId=20126978820&sid=1
Those are the latest patch notes. They were not reverted, yet. The quote you're speaking of (I presume) is a blue post explaining that the Frozen Core changes might not go live.
Lemons Nov 6th 2009 3:51PM
WTF is up with all these hunter buffs? Deterrence is now basically a 5 second divine shield that can't be purged or dispelled. I hate fcking abilities like deterrence because it requires ZERO SKILL. It's a "press a button and live for 5 more seconds". there's not even the remote possibility of killing a hunter with deterrence up now. No other class has that...not even paladins.
Hunter's are already incredibly strong in PvP...I don't see why Blizz thinks it's cool to buff them even more at this point.
Ueber Nov 6th 2009 4:06PM
In my opinion, deterrence and dispersion are more in line with what defensive abilities should be like in general. Using either comes with a cost--losing the ability to DPS or heal. Abilities that give a defensive edge without an offensive penalty can and will be used for an offensive ability and are partially responsible for the success of some high burst "train one opponent and win" teams.
Andrew R. Nov 6th 2009 4:02PM
Deterrence is hardly a pally bubble. Paladins can heal while bubbled. What can hunters do? Oh yeah...nothing. Since when did a priest or paladin or even a mage ice blocking require any skill? Last time I checked they press a button and if you're a priest or paladin then you heal yourself.
Hunters may be strong in PvP but we far from incredibly strong. Death Knights, paladins, rogues and mages still rule the Arenas. We have always shined in battlegrounds and for good reason.
Lemons Nov 7th 2009 3:28AM
Ummm...pain suppression can be dispelled or purged, heals can be interrupted or silenced, and bubbles can be broken/dispelled. Deterrence used to have at least some counter in that if you positioned behind the hunter he could still be hit, now it has none.
That's what makes it faceroll...it's a true "I hit this and now I don't die for 5 seconds" button, with *almost* no exceptions. I'm guessing the hunter could still die from dots, but honestly I'm guessing in the next patch or two they'll make it clear those as well, and change the tooltip to something like:
"The hunter deters everything...including dots somehow? We don't even know anymore...just go with it."
Adam Nov 6th 2009 6:46PM
"The Talking Heads". It's Talking Heads, no "The".
/pedantic.
Ilnara Nov 6th 2009 4:57PM
"We're not 100% sure we're going to go forward with the Frozen Core change. It isn't a major PvE damage buff and has some problems with haste"
http://forums.worldofwarcraft.com/thread.html?topicId=20432626969&pageNo=13&sid=1#252
Hence the change to Deep freeze.
Zidell Nov 7th 2009 6:31AM
Hmm don't know if it's a typo or whatnot, but I could have sworn Aura Mastery was a Holy ability so why is it under Protection. Did the ability get moved to Prot then?
jyorore Nov 7th 2009 2:18PM
* Infusion of Light: This talent now causes the paladin's Flash of Light spells to heal the target for 50/100% of the Flash of Light healing amount over 12 seconds.
This change is a great step away from the random number generator that we've come to know and hate (Holy Shock crits). Instead, it allows paladins to keep a heal-over-time up on the target (similar to a restoration druid's Regrowth). A PvP change I'm sure many holy paladins will welcome.
Actually, nothing changes for holy paladins, if you have Sacred Shield on a target and put a Flash of light on them then the HoT goes up on live. They're just taking this HoT away from Prot and Ret.
UncleVinny Nov 16th 2009 3:47PM
This is a terrific series. The music choices are great (Mirah, the Christian Bale guy WOW, and now the Radiohead thing that slipped my notice), and I appreciate the thoughts on the upcoming talent changes. I'm just getting started on arenas, so this is really helpful.
Cheers!