Showing posts with label battlegrounds. Show all posts
Showing posts with label battlegrounds. Show all posts

Friday, July 18, 2008

90% of All Statistics are Made Up - "Welfare Epics"

Sorry for the tardiness on this one - this week's been rough. Rest assured there will still be another post tomorrow. Expect a continuation; this article is a bit old and written before Patch 2.4, so I don't take into account Sunwell or S4 gear. I will focus on that in particular tomorrow. Think of this as a primer. =)
----------------------
Every time I find myself browsing the WoW forums, the biggest "problem" I see peoiple complaining about is the amount of people who never get to see end game content. It's a different percentage every time I see a new thread (though the average seems to be about 6% actually seeing end-game). I can sympathize to an extent. After all, I want to see end game as much as anyone else does. But I feel there's a point that most people are overlooking.
I feel because of the ease of obtaining PvP gear, everyone seems to feel that the game is obligated to hand everything to them. The only class functions who do not benefit from this "welfare epics" system are the tanks - after all, PvP gear has no useful PvE stats for defense and avoidance. Back to my point, people don't have to progress entirely through early PvE content to see later PvE content anymore. This is only true because of the removal of all attunement requirements, from SSC/TK to Hyjal and Black Temple.
What happened when the Hyjal attunement requirement got removed? We saw an influx of PvPers wasting their way through Archimonde after having spent months at the top of Arenas. We saw all the BG farmers use their easily gained PvP items to plow through PvE content.
Allow me to take a step back again. Neither PvE or PvP is easy. At least, not at the furthest tiers. Black Temple isn't a cake walk, and neither is 2k rated Arena. At the very least, Blizzard did a good job of scaling gear requirements for both sides of the game. Running battlegrounds over and over again is much akin to running 5-mans or Heroics repeatedly. Low rated Arenas are kind of like T4 content, mid rated is like T5, and high ratings are like T6. The gear represents these comparisons.
What I have an issue with is the effectiveness of low season PvP in PvE content when the low tier gear for PvE content is practically useless in PvP. Yes, resilience doesn't matter in PvE. But often times, the other stats more than compensate for these wasted points.
Let's make a direct comparison, from the T4 gear to the Season 1. I'm going to use the Paladin Holy gear as it's the easiest to compare between and the best for my own personal knowledge to make educated statements about.

Tier 4 |||| Season 1
------- |||| -----------
Armor..............6136 |||| Armor..............6284
Stamina...........163 (169) |||| Stamina...........209
Intelligence.....164 (167) |||| Intelligence.....141
Spell Crit.........67 |||| Spell Crit.........130 (134)
+ Healing........396 |||| + Healing........257
+ Mp5.............22 (24) |||| + Mp5.............0
Resilience.......0 |||| Resilience.......124 (131)
1x Red Socket |||| 4x Red Socket
2x Yellow Socket |||| 2x Yellow Socket
3x Blue socket |||| 0x Yellow Socket
1x Meta Socket |||| 1x Meta Socket

So, basically, as expected, the S1 gear is made for survivability while the T4 gear supports longevity. While you could easily socket for MP5 and get only slightly lower amount in the S1 than the T4, the same cannot be said for the lack of resilience on the T4 (not that anyone really sockets for resilience as it is). While Blizzard has supposedly supported the interchangeability between PvP and PvE, it seems the PvP items are generally itemized better for this swap than the PvE gear is. This only becomes slightly less true at higher tiers.

Tier 6 |||| Season 2
------- |||| -----------
Armor..............7415 |||| Armor..............7415
Stamina...........193 |||| Stamina...........268
Intelligence.....173 |||| Intelligence.....166
Spell Crit.........116 (118) |||| Spell Crit.........158 (162)
+ Healing........522 (542) |||| + Healing........341
+ Mp5.............42 (44) |||| + Mp5.............0
Resilience.......0 |||| Resilience.......136 (143)
0x Red Socket |||| 4x Red Socket
4x Yellow Socket |||| 2x Yellow Socket
4x Blue socket |||| 0x Yellow Socket
1x Meta Socket |||| 1x Meta Socket

While you have more gem slots in the T6 gear, you still can't make up the deficiency in resilience. And though meeting Mp5 standards in S3 is difficult and won't be on the same par, it's still do-able. On top of this, there is much more availability in other slots (trinkets, rings, misc armor) for Mp5 than there is for resilience.

I do not claim this is an absolute truth for all specs and class combinations, but I do believe I'm onto something. Perhaps there is a truth in the Welfare Epics theory after all.

Tomorrow, I'll talk about Season 4 and the fairness of giving PvPer's the option to higher end gear than is available to PvE'ers - or whether that theory is debunkable.

Friday, January 18, 2008

Battleground's Holy Warriors

Cross-Posted from Gathering Gamers.

So naturally, as soon as I say I'm going to do something, I get sick and don't touch a computer for a few days. Naturally. Now that I'm feeling better though, I'll put up what I intended to have on Tuesday. So here we go.

You've heard everyone else say it before: Protection is not a PvP spec. And to an extent, I agree. In arenas, we have no competitive place. But in Battlegrounds, a whole other beast, there's a time to take up your shield and laugh in the face of your enemies.

Let's start with Warsong Gulch. There are three roles any player can take: Offense, Defense, and Flag Running. As a Protection Paladin, you can fulfill two of these three roles.

As Defense, while your damage is sub-par, you have a few good tools to keep a flag runner slowed down enough to have your teammates clean up. Avenger's Shield will slow their movement speed, Judgement of Justice will halt their speed boosts, and of course Hammer of Justice will stop them in their tracks. In addition, standing atop the flag and keeping a Rank 1 Consecration down will alert you to any stealthers trying to snag the flag without wasting much mana.

As a flag-runner, while you're not going to have a speed boost from your class (unless you've taken Pursuit of Justice in the Retribution tree), your Cleanse and Blessing of Freedom will almost guarantee you won't be stopped or slowed down. Even if you're being chased down by half of the opposing team, if you have a competent healer following you, you'll be fine. Sheer hit points and a high amount of armor means they have a lot to plow through before you go down.

Next, we have Arathi Basin. Admittedly, this is my least favorite battleground (when once upon a time, it was my favorite), mostly because it seems to be the most frequently pre-rolled. There are only two roles for an individual to fulfill here: Offense and Defense. A tankadin really can only act on one of these.

Naturally, this would be defense. Down-ranking Consecration again proves useful to keep people from snatching nodes, and even if you have 4 or 5 people on you, you'll have enough survivability to hold them off until reinforcements arrive.

As for the other role, the best you'll likely provide in offense is a huge annoyance or a good distraction. Toss some heals around; if the enemy's on you and not on the actual healers or damage dealers, then you're being effective. Just never expect a lot of killing blows when all is said and done.

Next is everyone's old favorite, Alterac Valley. For a long time, I had no experience with this battleground, as I never had a character of level. And yet, once Prettyboi could participate, leveling up to seventy was so much more important. Once the battleground dailies came about, I finally had a reason to explore it. I found that this is, hands down, the best place for a Protection Paladin.

While you could play the defense card like in the other battlegrounds (and be just as effective as in those places), there are other things you could be doing on the offensive where you will prove the most useful. Whether it's consecrating points and holding off the guards while someone else captures it, or tanking the commander NPC's, you are *needed* on the front lines. And it's wonderfully refreshing! AV, dare I say, has the most situations for a Paladin tank to shine. Not just any tank, either; having many patrols of 3-4 NPCs roaming around should be hint enough.

Finally, we have Eye of the Storm. As a hybrid of Warsong Gulch and Arathi Basin, you'll find all the same jobs here. Flag carrying, node guarding, flag guarding... Though by far, the most unique (and personally satisfying) experience is sniping with Avenger's Shield at the Blood Elf Tower. No, really. Try it sometime. It's hilarious.

While people will argue (and generally accurately) that Protection is not a PvP spec, that does not mean we lack a place within the PvP realms. As I said when I talked about Arenas, no, you're not going to be some PvP all-star, and don't expect that. However, don't let people tell you that you're useless, either.