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Filed under: PvP

2v2s will still be in Patch 3.2, with exceptions


One of the more controversial parts of the Patch 3.2 PTR was the decision to remove the 2v2 bracket from serious arena play. In the 3.2 patch notes thus far it was said that "The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5-player team rating. Rating requirements from 2-player teams can still be used to purchase the previous season of gear."

That effectively killed off the 2v2 bracket.

However today, Blizzard has done an about face on the issue. Sort of. Not that this is a bad thing, mind you. They're listening to feedback and this patch is in testing. The fact that they're willing to make such a major change based on feedback they've received is a great thing.

So as of today, your 2v2 rating will count towards your ability to purchase gear, etc... It will mean something. However the following exceptions apply:
  • The current season's weapons will not be available for purchase with your 2v2 rating
  • The current season's shoulders will not be available for purchase with your 2v2 rating
  • Your 2v2 rating will not count towards the Gladiator title/rewards
The full announcement after the break.

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Encrypted Text: Three's a crowd

Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we talk about how to play a Rogue in 3v3.

As part of the new design for the upcoming Arena Season 7, Blizzard is planning to remove the ability for a player's 2v2 rating to count towards their eligibility for the current season's rewards. This means that unless you're playing in the 3v3 or 5v5 arena brackets, you won't qualify for any of the newest gear. As a class who's dominance has always been most prominent in the 2's bracket, I believe this change hurts the Rogue the most.

We're one of the worst classes in 5v5, and that's a trend that has continued since Season 1. Luckily, we do have viability in 3v3. When combined with a caster and a healer, Rogues provide the leverage it takes to give their teammates an opening to unload powerful spells into the target while stunned and their healer is Blinded. While our problems with low survivability are more evident when there are 2-3 DPS pounding on us, with intelligent cooldown usage and an aggressive playstyle, Rogues can conquer the 3's bracket.

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Patch 3.2 PTR Season 7 sets are the new hotness


Hell yeah! MMO Champion has done its usual data-mining magic and managed to unearth most of the latest Arena gear and whoa, does it look amazing. Boubouille notes that many of the sets are incomplete and that some Photoshop work was done for display purposes, but I think we get the general idea. Season 7 items are the latest iteration of evolutionary design, which builds visually upon older sets. This design evolution was hinted at in vanilla World of Warcraft, where the old Warlord / Field Marshal PvP sets were minor visual upgrades from the Champion / Lieutenant Commander sets. The Season 7 item sets should probably called Badass Gladiator because, well, personally I think they're just... badass.

While Blizzard promised the return of faction-specific sets in Patch 3.2, these will apply to PvE Tier 9, and from the looks of it won't be as phenomenal as it sounds considering classes sharing the same armor type will look nearly identical to one another. On the other hand, Season 7 gear, which also seems to introduce new weapon models, keep on improving without having to resort to dragon nipples or orbiting Thralls. It seems that Zarhym's promise of the Arena sets improving as the seasons continue is a solid one.

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Breakfast Topic: Where will you be honor grinding in Patch 3.2?

So patch 3.2 will be bringing some pretty significant changes to PvP Battlegrounds to say the least. Not only will Wintergrasp be morphing into a weird quasi-battleground with queue, but Warsong Gulch is getting a time limit, Eye of the Storm and Arathi's resource goal is being slashed, and we're getting a whole new battleground in the Isle of Conquest. In short, we're going to have some soul searching to do while we decide where to get our non-arena organized PvP fix on.

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Arcane Brilliance: More questions than answers


Each week Arcane Brilliance endeavors to bring you all the latest news and notes from the land of Mages. This week, the subject is questions and the answers they conjure forth. The way it works is this: you wiggle your fingers for a while, ask some questions, and then poof! Blizzard gives you a cinnamon roll and a glass of water and sends you on your way.

I'm not sure what I was expecting, really, when Blizzard proposed this whole "class Q&A" series over on the official forums. When the initial post showed up, asking us to pose questions of the development team, Mages everywhere seized the opportunity to air grievances, request clarification, and make suggestions. The thread quickly swelled to epic proportions, and I waited, intensely curious, for Ghostcrawler's response. How many of our questions would be answered, and in how much detail? How much concrete information would we get? Which of the issues raised in the thread would be addressed, instead of just glossed over?

We got our answer post last week, and it turns out the answer to almost all of those questions appears to be: "Not a whole lot."

Join me after the break where we'll break it down Hammer-style.

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Patch 3.2 PTR Isle of Conquest upcoming changes


I hope everybody's been having fun on the PTR. I know Matt's been having a grand time in Patch 3.2's new Battleground, the Isle of Conquest. Thanks to all the players who have been airship-dropping, flag-capturing, glaive-thrower-riding, and general-killing, Blizzard has announced that they will be making some changes to the Isle of Conquest in the next iteration of the PTR build. The changes are as follows:
  • Increased all the gates' health from 300,000 to 600,000.
  • Increased the reinforcement count from 200 to 400.
  • Significantly increased the health and damage of the keep generals.
  • Reduced effect range of the siege damage caused by Seaforium. Both the player damage and the siege damage caused should be 10 yards now.
  • The Huge Seaforium piles will now despawn for 20 seconds once looted.
  • Glaive Thrower - Reduced the cooldown of Blade Salvo from 60 seconds to 30 seconds.
  • Glaive Thrower - Reduced movement speed.
  • Demolisher - The Hurl Boulder and Ram effects no longer share a cooldown.
  • Keep Cannons - Fixed a bug that was causing them to do much more damage than intended.
  • Keep Cannons - Can now be repaired once they are destroyed by clicking on them. This repair process takes 8 seconds and can be interrupted, similar to capturing a PvP objective.
  • Siege Engine - Significantly Increased health.
Zarhym thanks all the players for their invaluable input and encourage further testing and continued feedback on the PTR. The Battleground looks like a whole lot of fun, and the changes should lengthen the considerably short matches. See you guys on the battlefield... as soon as I get this blasted client patch to download, that is...
Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!

Ming tackles Patch 3.2's resilience change

Despite his sometimes-crass way of getting his point across, Ming is one of the best PvP bloggers around these days. When the Patch 3.2 patch notes revealed the upcoming change to resilience, I was hoping to hear his take on it. He delivered! If you haven't seen the patch notes, Resilience in Patch 3.2 will lower incoming damage across the board in addition to its protection against critical strikes. By Ming's estimates, after all other factors have been taken into consideration, the change will bring a net difference of an added 10% damage reduction in the upcoming Season 7.

That number probably doesn't seem like a lot to people who don't set foot into the arena at all, but for people who arena seriously and competitively, it will be a game changer. The developers' stated goal is to slow down the pace of the arena, and this change will do exactly that. An extra 10% buffer on survivability has the potential to absolutely be the difference between a one minute game and a five minute game. It has the potential to be the difference between a gib and a last second defensive save. As has been stated, it's possible to die in the span of one GCD, and that's not fun. If this change can extend one GCD to two or three GCDs to allow for reaction time, the arena just might end up more balanced than it has ever previously been, unless you pretend Mace Stun didn't exist in the middle seasons of The Burning Crusade.

You really shouldn't take my word for it, though. I PvP, but I'd never claim to be a highly rated anything. There's a reason I was waiting for Ming's take on it. Go read what he has to say, and be bolstered by it. The arena might actually be truly fun again.

Patch 3.2 gives Wintergrasp a queue

Here's a change that will probably be by turns amusing, exasperating, or a relief, depending on who you are and how you play: In a new section recently slipped into the official 3.2 PTR patch notes, Blizzard revealed that they plan to add a queue to Wintergrasp in Patch 3.2.

In short, you can queue up by visiting a Battlemaster or entering the zone within 15 minutes of the game start. Only 100 people will be allowed to fight on each side of the battle, to be chosen randomly from the battlemaster and from the zone, with level 80s receiving highest priority.

When Wintergrasp was first introduced, even people who otherwise disliked PvP found it fun, and some old-timers found it be about the closest thing to the fabled world PvP battles of old in Hillsbrad, Ashenvale, and other such places.

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PvP Q&A with Blizzard's Cory Stockton


Blizzard's Lead Content Designer Cory Stockton answered quite a lot of questions about the upcoming PvP changes in Patch 3.2. There are a lot, particularly the experience gains in Battlegrounds which also has deep implications in PvE as players can simply toggle experience gains off (any Level 60s up for Molten Core?). It's a pretty lengthy interview and Stockton goes into detail with the new Isle of Conquest Battleground. Some highlights from the chat:
  • Experience gain in Battlegrounds is slightly slower than questing or grinding
  • Players can toggle experience gain on and off with a mere 10 Gold
  • There are plans to include greens and "the occasional blue item" at the end of each Battleground match (!) but won't make it to Patch 3.2
  • The Isle of Conquest is in the Frozen Sea, North of Icecrown
  • Objectives in Isle of Conquest are captured exactly like flags in Arathi Basin -- I totally called this wrong when I said it would probably be a numbers and proximity thing
  • Battlemaster Achievement isn't likely to change (whew!) but Blizzard is considering what to do with the Achievements for the Isle of Conquest
  • Rated Battlegrounds are coming. Not quite soon®, but an announcement will be made during BlizzCon
  • Blizzard plans "to deliver more Battlegrounds to the players as often as we can"
Oh, man. That last bit made me want to change my underwear. Blizzard is actually paying attention to Battleground enthusiasts, realizing that while Arenas are nice and all, a lot of players love the BGs, too. New Battlegrounds "as often as we can?" Yes, please! Head on over to the official site to read Stockton's interview in full. Bombs, cannons, parachutes, angry Generals... 3.2 is shaping up to be one explosive patch, indeed.
Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!

What Patch 3.2 means for PvP


Brilliant. Just brilliant. If you've been keeping up with the many changes in Patch 3.2, you might get an inkling that PvP is going to change drastically and for the better. Adam has already gone through the whopper announcement that Blizzard hinted at some time back: players can now gain experience from the Battlegrounds. It's something I'd wished for since the days of vanilla WoW and the developers have finally gotten around to implementing it in the next major patch.

Does this mean the death of twinks? Not necessarily. Players can opt to toggle experience gains on and off by going to Behsten in Orgrimmar or Slahtz in Stormwind (best-in-slot, get it?) and ponying up 10 Gold. But wait, there's more! Players who turn off experience gains will only be placed in the same Battleground queues as other players who opt not to gain experience. That's right -- twinks will be facing off against twinks. Twinks who have always contended that it wasn't about the unfair gear advantage will finally get the opportunity to test their mettle against equally geared opponents. Enjoy.

That's just the tip of the iceberg, though. After the jump, we'll take a look at a whole bunch of changes that will impact World of Warcraft PvP from the obvious (Arena and Battleground changes) to the not-so-obvious (item and ability changes). Let's hit it.

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Battleground leveling and experience changes in Patch 3.2: Twinks v. Twinks


There was a big announcement today on upcoming Battleground changes. However there are two critical pieces of PvP information that people everywhere, especially twinks, are going to go crazy over.
  • You will be able to level through PvP Battlegrounds
  • You will be able to turn off experience gains
This means that you'll be able to level your character simply by competing in PvP in battlegrounds and completing objectives, such as capturing the flag in WSG or securing resources in AB. Not from killing other players. This opens up a whole new way of playing the game at the earlier levels, one that will add a significant dynamic to it.

The second major change is the ability to turn off this experience gain in Battlegrounds and the rest of WoW (at a cost of 10g). This means that twinks are a viable and supported option in WoW, and lets those players who want to sit in the 30s bracket enjoy it to their heart's content.

Additionally, if you have turned off experience gains, you'll be placed in separate battlegrounds from those that have them turned on. That means that twinks will play against other twinks, and not against those players who are just interested in the bracket from a more casual perspective.

The floodgates of Patch 3.2 are wide open now. Enjoying it?
Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!

WoW Rookie: 20 tips for PvP realm leveling

New around here? WoW Rookie points WoW's newest players to the resources they need to get acclimated. Send us a note to suggest a WoW Rookie topic.

There's no doubt about it: it's trickier and twitchier to level a character on a PvP (player versus player) realm than it is on a "Care Bear," PvE (player versus environment) realm. Some players thrive on the electric anticipation of the unexpected ambush; others wilt under the unrelenting stress. Being an experienced gamer and having the proverbial "friends in high places" can make the experience a lot more enjoyable – so is leveling on a PvP realm beyond the reach of a WoW rookie? Absolutely not!

But make no mistake, it's war out there ... and only the savvy will survive unscathed. Sounds ominous, eh? Let's knock off some of the mystery. First, we direct you to Zach Yonzon's insightful introduction to the PvP attitude. Zach explains exactly what is different about playing on a PvP realm, as well as the basics of concepts such as "flagging" and "honor." Soak up the basics, then join us after the break for 20 tips to help you survive your time as a WoW rookie, PvP style.

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Blizzard discusses the state of PvP


One thread over at the forums sparked quite a discussion when it asked what the problem was with World of Warcraft PvP. It's a pretty good question and definitely not something with a simple answer, but Ghostcrawler took up the task and addressed several issues in his usual forthcoming fashion. In a nutshell, Blizzard views the following issues as the primary problems of PvP:
  • Too much emphasis on Arenas and not enough on Battlegrounds.
  • Too much emphasis on 2s and not enough on 3s and 5s.
  • Not enough class / spec representation in Arena. Warlock, hunter and shaman numbers in particular are too low, but they're not the only ones.
  • Too fast-paced.
Ghostcrawler proceeded to explain the last point in detail, talking once again about burst damage and reiterating their intent that PvP should be a balance between damage, healing, and crowd control. He says that Blizzard plans to "add an extra GCD or two" in the small window where a player can either be healed to full or fall to enemy fire, allowing players to better use their full toolbox. Anyone who has ever played Arenas should know that that's a pretty tall order.

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The Art of War(craft): Examining the Isle of Conquest


Wow. Can I just say that again? Wow. When Blizzard announced that they were introducing a new Battleground with Patch 3.2, I personally thought it was going to be some mid-scale map similar to Strand of the Ancients or Arathi Basin. Being a Battlegrounds nut, I was completely stoked. When Zarhym hinted that the new map would be "Wintergrasp combined with Alterac Valley," it became clear to me that Blizzard was thinking on a much bigger scale. If we look at their development patch for Battlegrounds and world PvP, it's no stretch to say that the Isle of Conquest is their most ambitious PvP project yet. More ambitious than Wintergrasp, in fact.

How can anything be more ambitious than Wintergrasp, which proved to be so tremendously popular that it tends to break realms? Well, the only real limitation to Wintergrasp was because it had no limits with the number of participants. That was the only thing that brought servers down to their knees. The Isle of Conquest takes care of that problem by limiting participation to a (mere) eighty people. This then leaves Blizzard free to implement all sorts of cooler stuff like parachuting into enemy territory. The new Battleground brings the much anticipated aerial combat element into World of Warcraft PvP.

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WoW, Casually: Tips for leveling on a PvP realm


Robin Torres writes WoW, Casually for the player with limited playtime. Of course, you people with lots of playtime can read this too, but you may get annoyed by the fact that we are unashamed, even proud, of the fact that beating WoW isn't our highest priority. Take solace in the fact that your gear is better than ours, but if that doesn't work, remember that we outnumber you. Not that that's a threat, after all, we don't have time to do anything about it. But if WoW were a democracy, we'd win.

I have played on a PvP server for years, so I can tell you with authority that I cannot recommend choosing a PvP realm if you have limited playtime. PvE servers have it so much easier as far as questing solo in contested territories. I can only imagine how much easier it would be to quest in zones like Hillsbrad Foothills and Stranglethorn Vale without the fear of being ganked every few minutes. And as you can see above, my time in Borean Tundra hasn't been exactly gank-free.

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