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Quote from: Slorkuz
I believe that rogues in 2v2 have a variety of viable combinations. Before entering into a debate on what partner you should chose though, I want to note that in my opinion, coordination and synergy between yourself and your partner is more, if not the most, important to gaining a winning result.

When you start playing with a new partner, I firmly believe that there is an "adaptation" process where you must first learn to combine your different play styles into one cohesive strategy. Allow me to use an example with Rogues; One Rogue might be a very "aggressive" player and charge out in hopes to get the jump on a target before they get "set up" or perhaps catch an enemy stealther off guard and get the opener. Another Rogue might have a more defensive play style and prefer to wait it out a little bit and perhaps capitalize on your opposing team getting impatient by catching an enemy player in the wrong location at the wrong time.

While both of these forms of "rogue play styles" can and does work very effectively if executed correctly, they carry a requirement of significantly different expectations to their team mates' approach and play style.

This kind of adaptation and team synergy carries over to every team composition, albeit arguably some more than others. Coordinating crowd controls, offensive bursts and positioning in the arena are the keys to functioning successfully as a team.

Personally, when doing arenas, I prefer to discuss with my partner possible matchups and what kind of "game plan" we should execute prior to entering. Then, later, if we encounter a setup or set of plays that left us with a loss, we often sit back and think/talk about what went wrong and what we can do to counter what just happened to us.

That being said;

For 2v2s as a Rogue I believe some of the most common setups are as follows:

Rogue/Restoration Druid
Combining the mobility and control of a Rogue with the survivability and utility of of a restoration Druid, this composition can be very effective while executed correctly. Between Cyclone, Sap, Blind, Roots and feral abilities on the druid's account such as feral charge and bash, a well coordinated set of plays can present your opponents with a tough choice; trinket a Blind in order to heal while risking getting charged/bashed, or eat the blind and hope their partner can stay alive by own merits for the duration of the CC.

Rogue/Discipline Priest
What discipline priests lack in terms of mobility, they make up for in terms of utility and synergy with a Rogue partner. Fears, mana burns, instant heals/shields and both offensive and defensive dispels couple very well with a Rogue's control abilities. A well executed priest fear on an opposing healer while their partner is low health (fear gets trinketed) followed by a Blind by the rogue and subsequently an optional Vanish->Sap can leave the lowhealth target without heals for a healthy duration allowing an opportunity to finish him off.

Rogue/Warlock
This team relies on the tactic "kill before being killed". Between the utilities and CC's of both classes and improved stealth detection from the warlocks felhunter, this combination allows the rogue to very often get the opener on a stealthed target. Add a warlock's survivability to the mix while executing some well timed CC combinations (fear->blind->vanish/sap), this formation is considered one of the most potent "double dps" 2v2 teams.

Rogue/Mage
Similiar to a Rogue/Warlock setup in the sense that this is a 2dps team requiring a quick kill, both classes have an arsenal of CC and survival abilities if they get jumped. The spike damage of a Mage "Shatter Combo" and a Rogue stunlock with damage, this composition can be particularly lethal if the crit numbers are high.

Rogue/Rogue
Also a popular 2dps formation currently, this team composition relies mostly on one thing; Getting the opener on your opponents and controling the fight. If either of the two rogues gets jumped/cc'ed off the bat, it can be hard to recover and pull of a win. Coordinating stuns and CC's is also an important part of this team's strengths. An example is having one Rogue unload a 5pt Kidney in anticipation that the target will trinket while the second rogue holds back ready to re-apply (albeit diminished duration) second stun. Coordinating interupts is also key to this combination.

---

I am sure that there are other setups that can be effective, but I will leave the elaboration on those up to other players. Again, I would like to reiterate my opinion that the most important points to being successful in the arenas is communication, team synergy and executing a plan together.
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Full Article here.
Most interesting bits below.

Q: Is Blizzard committed to making WoW as popular in the eSports genre as its other game platforms?
A: We feel that the introduction of the Arena system created a viable platform for competitive PvP and eSports in World of Warcraft. Since their introduction, the Arenas have remained very popular, and we plan to continue enhancing and building on that aspect of the game.

Q: It was stated in forum posts that Blizzard doesn’t see all classes and all specs for each classes ever being equally viable in arena/pvp play. With that said, what other changes to character classes is Blizzard considering working on in terms of PVP and arena play?
A: We’ll continue to work on refining competitive balance and addressing any valid concerns we may find in terms of PvP and Arena play. There are many aspects to the World of Warcraft universe, and we have to be careful that changes made in response to one area of play do not adversely affect other parts of the game. Without going into specifics on upcoming changes, we can say that we constantly evaluate the current state of game balance, as well as how it will be altered by the inclusion of new content, such as the Wrath of the Lich King expansion.

Q: Each arena season, it seems that certain player classes and combinations become more successful then others. Right now the Resto Druid/Warrior and/or other damage class seems to be the most popular. How does Blizzard plan to deal with this or do they feel this is just part of the game?
A: Class compositions will continue to be a part of the strategy and gameplay of a class-based game like World of Warcraft. By having distinctly unique classes with varying play styles, we allow for the variety of game mechanics found in competitive play. Players will continue to adjust to the varying play styles and will come up with new strategies that can counter the old, established ones. Additionally, with the addition of new content (equipment, abilities, and talents) new strategies and play styles will inevitably emerge. Our new tournament format should allow players who are flexible and skilled enough to be able to master many different classes and play styles to compete effectively.

Q: The community spends a lot of time in Battlegrounds play as the lead up for Arena play requiring players to attain honor points for gear necessary to play in Arena. It seems like a lot of the community plays battlegrounds for fun with a focus on building large scale teams such as the AV-enabler mods then join large 40 man teams at the same time or WSG/AB/EOS that have actually ability to join as a team. Has Blizzard considered the idea of having Arena-sized Battlegrounds with objective based play instead of more Deathmatch style arenas that exist currently?
A: We’re looking to add new Arenas for Wrath of the Lich King that may be a bit different from the current Arena environments, but we’re not ready to go into specifics just yet.

We are continuing to explore spectator options for viewing Arena games. Our current focus is increasing the broadcast quality that we use for our tournaments and tournaments that we support. We’ll continue to explore methods to make Arena games more accessible to our players.

Blizzard needs to stop exploring and start implementing a spectator option.
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I wanted to mention this movie a long time ago, but just forgot about it.

The movie has footage of a druid playing as feral, restokin, and cookiecutter 8/11/41. Each spec is played with commentary on the reasoning and strategy behind the choices he makes. You also can see the action from two perspectives in most of the fights, with a PiP effect in the corner. His play is very well coordinated with his partner. Seeing him play all three specs well is interesting, as most druids stay with just resto. When playing feral, he and his rogue partner didn't always seem to take a lot of damage, so he was able to keep both of them healed up. He healed for more by swapping to his healing mace before casting when he had a chance, and made feral look viable. He did play restokin pretty offensively, often being at fairly low HP, which is something I don't see being a great idea, especially when he did it and was not able to kill the enemy. However, he still pulled it off well and won the game! 
I recommend that you download the version with commentary here.
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Let me preface the stats by saying there is information for 2v2 and 5v5, but I find them less important than the 3v3 data. I also can't see anything over ~1800 or 1900 as being valid data, as there are so few teams at that level. With that said, make of the stats what you will.

I was surprised that mages were slightly higher than the general 3v3 population has them at. I guess mage/rogue is doing better than I expected.
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Season 4 Vendors are now on PTRs. They are PTR stats and could be changed at anytime before the release on live realms.
  • Prices are the same as current season 3 items.
  • Personal rating requirements aren't on the items, but will be here in the live version, scroll down to the blue post by Drysc for the details.
  • Some of the usual high-resolution screenshots have been turned into very-high-resolution screenshots (especially on armors), any feedback on them is appreciated.

Item prices
Screenshot of all item prices

Armors
Druid
Brutal Gladiator's Sanctuary
Brutal Gladiator's Refuge
Brutal Gladiator's Wildhide

Hunter
Brutal Gladiator's Pursuit

Mage
Brutal Gladiator's Regalia

Paladin
Brutal Gladiator's Aegis
Brutal Gladiator's Redemption     
Brutal Gladiator's Vindication

Priest
Brutal Gladiator's Investiture
Brutal Gladiator's Raiment
Rogue
Brutal Gladiator's Vestments

Shaman
Brutal Gladiator's Earthshaker
Brutal Gladiator's Thunderfist
Brutal Gladiator's Wartide

Warlock
Brutal Gladiator's Dreadgear
Brutal Gladiator's Felshroud

Warrior
Brutal Gladiator's Battlegear


Others
Guardian's Pendant of Conquest
Guardian's Pendant of Dominance     
Guardian's Pendant of Salvation
Guardian's Pendant of Triumph
Guardian's Band of Dominance
Guardian's Band of Salvation
Guardian's Band of Triumph


Weapons
New weapons
Brutal Gladiator's Blade of Alacrity
Brutal Gladiator's Swift Judgement
Brutal Gladiator's Hatchet
Brutal Gladiator's Waraxe

Brutal Gladiator's Bonegrinder
Brutal Gladiator's Baton of Light
Brutal Gladiator's Barrier
Brutal Gladiator's Battle Staff
Brutal Gladiator's Bonecracker
Brutal Gladiator's Chopper
Brutal Gladiator's Cleaver
Brutal Gladiator's Decapitator
Brutal Gladiator's Endgame
Brutal Gladiator's Gavel
Brutal Gladiator's Greatsword
Brutal Gladiator's Grimoire
Brutal Gladiator's Hacker
Brutal Gladiator's Heavy Crossbow
Brutal Gladiator's Idol of Resolve
Brutal Gladiator's Idol of Steadfastness     
Brutal Gladiator's Idol of Tenacity
Brutal Gladiator's Left Render
Brutal Gladiator's Left Ripper
Brutal Gladiator's Libram
Brutal Gladiator's Longbow
Brutal Gladiator's Mutilator
Brutal Gladiator's Painsaw
Brutal Gladiator's Piercing Touch
Brutal Gladiator's Pummeler
Brutal Gladiator's Quickblade
Brutal Gladiator's Redoubt
Brutal Gladiator's Reprieve
Brutal Gladiator's Rifle
Brutal Gladiator's Right Ripper
Brutal Gladiator's Salvation
Brutal Gladiator's Shanker
Brutal Gladiator's Shield Wall
Brutal Gladiator's Shiv
Brutal Gladiator's Slicer
Brutal Gladiator's Spellblade
Brutal Gladiator's Touch of Defeat
Brutal Gladiator's Staff
Brutal Gladiator's Totem of Indomatibility
Brutal Gladiator's Totem of Survival
Brutal Gladiator's Totem of the Third Wind
Brutal Gladiator's War Edge
Brutal Gladiator's War Staff

Armor models screenshots
Male (Human)



Female (Blood Elf)




Rating requirements
Quote from: Slorkuz
While Season 3 is still going strong, we wanted to announce ahead of time the rating requirements that will be present for arena items once Season 4 begins. We also wanted to give everyone a heads up to some changes that will be in an upcoming patch, altering how points are gained and players are matched in the arena system. The patch with these changes is scheduled to release before the start of Season 4.

First though, the rating requirement changes:

When Season 4 begins, Season 3 items will be reduced in personal and team arena rating requirement to:
Shoulders: 1950
Weapon: 1800

The new Season 4 items will have the below personal and team arena rating requirements:
Shoulders: 2200
Weapon: 2050
Head: 1700
Chest: 1600
Legs: 1550
Gloves: none
Off-hand: none

In addition, some of the Season 4 quality items that will be purchasable with honor will also carry a personal and team arena rating requirement:
Boots: 1700
Ring: 1650
Bracers: 1575
Belt: none
Necklace: none
Trinket: none

The Season 2 items, which will move to the honor system when Season 4 begins, will continue to have no rating requirement.

The changes to the rating requirements for these items reflect the nature of the items, their power, and the relative difficulty that should be had when attempting to obtain them. These items are comparable to those found in the newest 25 person raid zone, Sunwell Plateau, and should therefore also feel very challenging to obtain.

To help ensure that the challenge in obtaining these items stays true to those achieving these ratings, we'll also be implementing new rules with an upcoming patch to curb practices that undermine the core concepts of the arena system. These rules are as follows:
  • If a character’s personal rating is more than 150 points below the team rating, they will earn points based on their personal rating instead of the team rating.

This means that a player cannot join a highly rated team and begin earning points based purely on the pre-established rating of the team before they joined it. They'll need to compete, improve, and gain a personal rating worthy of the points they would receive.
  • If the average personal rating of the players queuing for a game is more than 150 points below the team’s rating, the team will be queued against an opponent matching or similar to the average personal rating.

This means that players cannot join a highly rated team and immediately face highly rated opponents, easily and quickly bringing their personal rating up. Instead they'll need to again compete, improve, and earn their rating.

We're excited to see these changes implemented, which will continue to emphasize the strong competitive nature of the arenas, and the challenge in obtaining the highest end rewards available for PvP.

(Source)
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Quote from Blizzard staff
While Season 3 is still going strong, we wanted to announce ahead of time the rating requirements that will be present for arena items once Season 4 begins. We also wanted to give everyone a heads up to some changes that will be in an upcoming patch, altering how points are gained and players are matched in the arena system. The patch with these changes is scheduled to release before the start of Season 4.

First though, the rating requirement changes:

When Season 4 begins, Season 3 items will be reduced in personal and team arena rating requirement to:

Shoulders: 1950
Weapon: 1800

The new Season 4 items will have the below personal and team arena rating requirements:

Shoulders: 2200
Weapon: 2050
Head: 1700
Chest: 1600
Legs: 1550
Gloves: none
Off-hand: none

In addition, some of the Season 4 quality items that will be purchasable with honor will also carry a personal and team arena rating requirement:

Boots: 1700
Ring: 1650
Bracers: 1575
Belt: none
Necklace: none
Trinket: none

The Season 2 items, which will move to the honor system when Season 4 begins, will continue to have no rating requirement.

The changes to the rating requirements for these items reflect the nature of the items, their power, and the relative difficulty that should be had when attempting to obtain them. These items are comparable to those found in the newest 25 person raid zone, Sunwell Plateau, and should therefore also feel very challenging to obtain.

To help ensure that the challenge in obtaining these items stays true to those achieving these ratings, we'll also be implementing new rules with an upcoming patch to curb practices that undermine the core concepts of the arena system. These rules are as follows:

If a character’s personal rating is more than 150 points below the team rating, they will earn points based on their personal rating instead of the team rating.

This means that a player cannot join a highly rated team and begin earning points based purely on the pre-established rating of the team before they joined it. They'll need to compete, improve, and gain a personal rating worthy of the points they would receive.

If the average personal rating of the players queuing for a game is more than 150 points below the team’s rating, the team will be queued against an opponent matching or similar to the average personal rating.

This means that players cannot join a highly rated team and immediately face highly rated opponents, easily and quickly bringing their personal rating up. Instead they'll need to again compete, improve, and earn their rating.

We're excited to see these changes implemented, which will continue to emphasize the strong competitive nature of the arenas, and the challenge in obtaining the highest end rewards available for PvP.
R.I.P. Team hopping.
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Quote from Blizzard staff
GameSpy:   So let's talk about the Arena Tournament, and what it means for World of Warcraft.
Tom Chilton: The big objective is to build WoW into a viable eSports game platform.
Apparently PvP is still heading towards eSport acceptance from their point of view, and from comments later in the interview, it is nice to see that they recognize how far it still is.
Quote from Blizzard staff
GameSpy: Arenas definitely turn WoW into more of a competitive game, but the Arena Tournament realm has a wildly different approach from the live realms. Do you feel that players will want to have this kind of approach available at all times?
Tom Chilton: We don't really intend for the Arena Tournament realm to replace WoW. We do feel like the arena games are a game within the game, a meta-game of WoW. We don't necessarily want people to feel like WoW is no longer a game to them. Also, within that, it kind of makes sense to structure the tournaments in a way we're doing. They're not something we can run all the time, so we've broken them into this seasonal concept, allowing us to pace how often we have them, and to make sure that they're as well-supported as we can support them.
There you have it, no permanent TR planned for now. The TTR, and I am sure the TR, are something fun to play on, trying out different classes on equal gear footing, but not how WoW should be. PvP is only part of the game, and I imagine that people would grow bored with the game much faster if they could just create a 70 alt that is well geared on live. Not to mention how many bad players would fill the ladder with classes they have no idea how to play.
Quote from Blizzard staff
GameSpy:  Have you looked internally at the distribution of players doing arenas on the live realm, separating those who are playing competitively with those selling teams or just tanking games to get gear?
Tom Chilton:  We don't really have any way of knowing that. We can't distinguish what the intent of a given player is, whether they consider themselves to be competitive or whether they're just doing it for the gear or whatever. Certainly as far as players who are trying to exploit the system through loopholes, we have some changes coming in a patch just a few weeks away where we'll close a lot of those loopholes.
GameSpy: Are you able to talk about those changes yet?
Tom Chilton: Not just yet.
GameSpy: But we can expect the changes will be targeted at the point-selling teams.
Tom Chilton:  Point selling, personal rating selling.
GameSpy: The two big things that players seem like they're against are the point-selling teams, since you can face highly skilled and geared players at even the low ratings, and those who bring alts or friends on a team to tank a team so that they can then get a high personal rating on the real team.
Tom Chilton:  Exactly, that's what we'll be addressing.
I know this is a welcome change for me, as dragging my alt up in 3s when fighting a team with shoulders that is selling PR or points every other game was annoying. Also will cut out the PvPers way to make gold, which I am sure is not welcome to many of the people that sell. I am still not sold on this "fixing" it permanently, as they may leave loopholes in. Only time will tell.
Quote from Blizzard staff
GameSpy:  How did you go from way back in the days when you didn't believe that World of Warcraft could ever be a competitive eSports type game to now, when you have an eSports team on board?
Tom Chilton:  I'll tell you, it's been a slow evolution. When WoW first came out, we didn't really have any semblance of organized PvP. We had Tarren Mill versus Southshore...
GameSpy: Which was awesome!
Tom Chilton: That's nostalgia speaking!
Now, I was not around for these fights, so any opinion I have is based off of the oldest videos that contain them, but it looked like it was reasonably fun. There likely is some truth to it being nostalgia for players, as pre-BC was apparently much more fun for some people, but if you asked them how much they liked it then, you would find a very different answer. I don't think you can deny that old world PvP was fun though.
Quote from Blizzard staff
GameSpy:  Has shifting WoW over to a game with a full-fledged arena system for competitive players heavily influenced development in other aspects of the game? Making sure that classes and talents remain arena viable?
Tom Chilton: Sure, we call it the Arena magnifying glass. There's definitely more emphasis now on class balance. It puts everything under the microscope. Even what would ordinarily be considered extremely small balance differences really look big under the arena microscope. It's definitely influenced us in terms of the things we have to do so that players feel that it's a strong and balanced environment.
    At the same time, WoW isn't just an arena game. We always have to play that against what the implications are for the rest of the game. To make sure that nothing that we do isn't making the rest of the game not fun. All aspects of the game are now tied together. Inevitably, changes that we make don't influence PvP alone, and don't influence PvE alone, so we're very cognizant of that every time that we make a change.
WoW will likely never achieve perfect balance, more swinging of one extreme to another, resto druids going from virtually unnoticed in 2s to extremely popular, and warriors staying very strong regardless. Keeping PvE in mind for balancing also would make it much more difficult to come to any near balance for arenas.
Quote from Blizzard staff
GameSpy: When "small" balance changes come about to fix arenas, like the recent Druid Lifebloom change, how do you handle it interfering with raid balancing and soloing? Are you ever forced to change the conditions of the world to reflect an arena change?
Tom Chilton: We do a little bit of that, where sometimes we'll change something for the sake of class balance with some kind of change to a PvE encounter as necessary. Like retune them or change the dynamics of the spells or abilities. We try to avoid having to do that, and our general tactic that we take is that if we're going to make a change that negatively impacts PvE, we try not to, and offset it in some other way.
    One example would be the Lifebloom change. Rather than hitting the periodic heal effect of Lifebloom, we ended up changing the backend part of it, the actual bloom, which really doesn't have as significant an impact in PvE.
    We try to make sure that we isolate the changes as much as we reasonably can, and at the same time, with each patch, we're all often looking for ways to retune and improve PvE through our PvP balance changes.
    An example would be that recently, more because of PvP, all mages got access to Ice Block. Not only do all Fire mages have Ice Block as a survivability mechanism, etc., we've also replaced that talent slot with Icy Veins. We knew that this was an ability that was also useful for PvE. It opened up a different build. Prior to Icy Veins, you generally saw all raiding mages going deep fire and spec some in arcane. But that opened up a Frost mix with Fire as a viable raiding spec. And that's had really positive effects on PvE balance.
I don't see the Lifebloom change as significant in either PvP or PvE, but I guess on the bright side he didn't hurt resto druids in PvE that much? As far as the mage changes go, ice block did not make fire or arcane viable at all, but did help out in PvE, allowing several debuffs to be removed and deaths to be avoided. I see it as more of a PvE change than PvP. As far as Icy Veins goes, sure he made 2/48/11 viable, but now it is the mainstream spec, and 10/48/3 is less useful now. Icy Veins is a welcome PvP buff though, and helped so far as mage burst and a slight amount of pushback protection. It being dispelled is another matter though.
Quote from Blizzard staff
GameSpy: Have you had similar balance issues with the battlegrounds as opposed to arenas?
Tom Chilton: Definitely, they're very different PvP experiences. The PvP balance feels different between arenas and battlegrounds, but also between 2v2, 3v3, 5v5. Class synergies come into play more in the smaller environments. There are certain classes that feel like they're extremely strong in battlegrounds, but are either harder to play or are just not as good in some arena formats.
    A good example is the Hunter class. If you're playing a Hunter in a battleground, you generally feel they're a very strong class. Arguably one of the stronger battleground classes in the game. But they're extremely skill-sensitive in the arena environment because of the line of sight issues, that sort of thing. We find that the very skilled players can play Hunters well in the arenas, but I think it's fair to say that it may take a higher level of player skill to achieve the same kind of result in the smaller arena environment.
Glad to see that they recognize most hunters are "huntards". At least he put it nicely. Hunters in battlegrounds are extremely annoying, often topping damage/KBs as multishot does a nice job of finishing people off.
Quote from Blizzard staff
GameSpy: Do you feel that you have a good grasp of what group compositions are like in the arena formats, and that balancing is about where it should be? Should Druid healers continue to be retooled for the smaller formats?
Tom Chilton: There's more balancing that we can do. Balance changes tend to take a very long time to play out, and to realize the full effects. So we'll make a change in the game, and players have the expectation that there will be immediate results. Suddenly X class is now performing far better in the arenas than it used to be. Usually if you see those immediate results, we've swung the pendulum way too far. It means that three months later, six months later, that class will be completely dominating the arena. So we're kind of always struggling with that knowledge that when we make changes, we have to be subtle, where we can, and be patient to let those changes shake out.
    We're looking forward to the arena tournament environment to give our most competitive players a chance to try out those changes. There's a lot of inertia that the players have right now with the prevailing builds and the strong group make ups, that sort of thing. When we make changes, it's not always easy for them to adjust and try new things.
Most players have no desire to wait out changes and feel that they must go and demand change today, rather than provide any constructive feedback.
Quote from Blizzard staff
GameSpy: How satisfied are you with the layouts and physical setups of the current three arenas? And do you plan to create new arenas with environmental hazards or other forms of variety?
Tom Chilton: The arena environment can use more locations. We'll probably get a little more bold with some of those, and in some areas we may even simplify. For example, when we introduced Ruins of Lordaeron, it was geometrically more simple than the Blade's Edge arena. There are fewer line-of-sight obstacles than Blade's Edge. It was in a lot of ways a product of what we really liked about Nagrand arena and Blade's Edge, and trying to use that to make an arena that we felt a lot of classes would be happy with. We'll probably try some new things, we'll add some new arenas for Wrath of the Lich King. Some may be a bit different from what we've seen so far.
I, as a mage/warlock don't mind ruins that much. Sure a priest or druid running up and around and down the center is annoying, but it is less annoying than chasing them all over the BEM arena to me. They have less space to run, and won't gain an entire arenas length ahead of you, giving them time to stop and heal or drink + shadowmeld. New arenas sound interesting, and maybe will bring something other than things to LoS around all day. Clearly trapdoors and smoke in the future.  Tongue

Quote from Blizzard staff
GameSpy: Hindsight being 20/20, do you feel that Resilience as a gear mechanic was a good way to separate PvE and PvP gear, and that it accomplished its objective?
Tom Chilton: It certainly accomplished its objective. I would make a note that its primary objective wasn't to separate PvE from PvP gear. Its primary objective was to make people not explode so quickly. Before The Burning Crusade came out, when people were running around in their high-end raid gear, which was very DPS optimized, it felt like it was turning the PvP environment into something not fun. When you were playing against high-end players, you just couldn't stay alive. You'd get into an encounter and then, "Bam! Bam! Bam!" People would be dropping dead right and left.
    That was the primary goal for resilience, to make sure that the fight times in PvP were long enough that the crit results weren't streaky enough that it was too random number generator-driven, or that you just didn't have enough time to play your class. It accomplished that, and I think a secondary benefit was that you could more clearly distinguish what kind of activities you were doing. There's PvP gear, PvE gear, and you could kind of feel different from each other. It almost did that too much, in that it has in a lot of ways provided a pretty big barrier to cross-over gameplay.
    We definitely want to encourage players as much as possible to experience as much WoW as they can, so it really behooves us to make sure that there's some kind of crossover, where you can take your PvE gear to PvP, and your PvP gear to PvE. It's there that we felt that the crossover was weakest. It's not that we really want to change the stats on the PvE gear, we just want to make sure that PvE players have access to some reasonable level of resilience so that they can do arenas and have a fun experience without just blowing up.
Ahh resilience, the target of so many complaints, by so many rogues and AP pom pyro mages. Resilience certainly does do it's job, I remember being AP PoM pyro in WSG at 60, and just with HWL/blue PvP gear being able to get zerking and one shot some carriers. Today, even in the highest end PvE gear, I would likely just make a dent in a prot warrior with 20k hp, or people with high resilience. The increased stamina and addition of resilience helped to reduce the fights where you had no chance at all, but also have brought some fights to a place where they will never end, or certain specs aren't viable anymore. It is the lesser of two evils, and I prefer the current system over what I could do at 60. The separation of PvP and PvE gear is fine in my opinion, as you can now buy a starter set from vendors, or if you are a raider that wants to get into arenas, you can trade in tier tokens for gear. The added PR requirements on the S4 gear will likely make shoulders unattainable for most, and weapons much harder. Hopefully PR selling will be taken care of with the introduction of S4, so that I don't have to see a feral druid that is in the 1600s with shoulders again.
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This should help to satisfy some of that prestige that people wanted.
It also means that teams may be more active in S4, at least until they get their shoulders. May help to reduce the so called "dead" top end of the ladder in different battlegroups.

Source here and here. Added as a picture due to armory's ups and downs.
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Source
Well, this scan includes 167,534 teams and 390,988 players with more than 0 games played on a team.

2v2 has no real surprises, ruled by druid/warrior or druid/rogue. Warlocks are still hanging in there, and mages are last yet again.

3v3 is actually not much different, ruled by druids and melee, with priests hanging in there. Mages are on par or underrepresented regardless of how "good" RMP is. Warlocks are not doing as well as I would have expected either.

5v5 is pretty standard, ruled by warrior/healers that are not druids. Druids, rogues, and hunters could use some help, while mages and warlocks are hanging in there.



Why run something other than melee?
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Hey,

The EU community is currently building up an Arena Community Channel for people to meet each other, for match appointments and anything you'll need during the upcoming Arena Tournaments!

Get IRC and join us in #arena.eu @ quakenet today! Enjoy your stay and good luck on the TR!

Information about the tournament can be found here

- archie
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