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by Ming, Level 68
Last updated at November 15, 2007, 12:34 am

Season 3 is delayed by one week which is not necessarily a bad thing. I bought both 20AP and 10AP/5 crit rating epic gems, so I need a little time to build back up to 75K honor. I am hoping PVE guilds will sell BT gems as well so I can squeeze the last a few drops of AP out of my character.



I already have enough enchanting supplies/gems for the entire season and the only thing left on my to-do list is 22 more heroic badges for the amazing cloak Dory's Embrace, and I need Berserker's Call from ZA final boss as well. Being rushdown style I have no use for the +1750 healing trinket, although I would love to get Signet of Primal Wrath to go with the season 3 honor ring. In an ideal situation I would like to obtain both cloak and trinket by season 3 opening, hopefully I can get some ZA runs soon!



One of the most frustrating aspects of preparing for a new season is building up to the 75K honor cap. Once again Blizzard killed many birds in one stone with the BG daily quests. I did yesterday's AB with three others in one shot, and pugged today's Warsong in two attempts. It is amazing how much more effort everyone put up when there is something on the line. Players on both sides play so much harder when they are trying to get that nice little bonus gold/honor and it makes for entertaining games. In an ideal situation a 25 minute PUG game (much shorter if you 5 men it with good players) gets you 800-1000 honor after you pick up the bonus, and 12 gold. As long as you do your daily's, hardcore pre-season honor grinding is a thing of the past. BG daily's makes the game even better for PVPers with a tight schedule.



And AR/Prep is easily the MVP build of 2.3. PVE rogues are discovering that yes, they can put up very competitive numbers with 0/30/31! On spreadsheets, AR is not nearly as good as relentless for PVE. In practice, two AR's coupled with trinket activation when boss goes below 35% is massive damage, and the extra vanish has plenty of applications in PVE when used as an extra aggro wipe, a 30 energy garrote, as well as immuning CC effects that greatly closes the damage gap. Of course, the majority of the rogues playing this for PVP will be mace specced and fall short of 19/42 combat swords. But the damage gap is about as big as combat dagger vs combat mutilate, good enough to keep most raid leaders happy especially with PVE contents on farm status as it is. Hemo's damage-per-energy really starts to pull away from 41 combat's sinister strike with raid buffs and deadliness, especially with 2.7 - 2.8 weapons (even with normalization the weapon base damage range is much better).



There will be inevitably people who can't stand the loss of relentless and the rushdown nature of this spec, but I truly believe coupled with other offensive minded players, AR/Prep will take my effectiveness in arenas to a whole new level. Currently we already have Neilyo and Girlzz playing the spec in 3v3 to 2400-2500 area, and I am working on my third and last 3v3 gladiator team in past month or so which should also end on a high note. First night we went from 2040 to 2220 with a 15-1 record and both Haables and Tent are playing much more aggressively than they used to be.



Although teams with little CCs do have to eat both ARs (warrior shaman paladin, warrior priest paladin, warrior lock paladin just to name a few) in full, the real power of double AR against CC heavy teams is the fact that you become a huge presence for your team, that the other team simply must put a lot more attention on you to win. And with two sets of cooldowns, it is not easy to slow you down at all. This opens up the rest of your team to do whatever they want. Let's not forget AR/prep can get the opening sap way more often than combat mace and combat mutilate, and puts your team in control from get-go.



While in 2.2, rogue/lock/druid was the best overall rogue 3v3 team in the game, I feel rogue/mage/priest will finally be able to top it in 2.3. The buffs to hemo, frost bolt and 33% of +healing as +damage gives this team comparable DPS to 2.5 DPS teams, while giving up no durability whatsoever. Chastie and physical blind gives this team even better CCs. The biggest weakness of the 2.2 RMP team was the lack of lasting power against turtling teams. In season 3 with better CCs and way better damage from the rogue, I feel this team can finally reliably tear down a SL/SL warlock. With felhunter as the only dispel, the rogue/SLSL lock/druid team won't be able to deal with power infusion and pain suppression, the RMP team will probably at least split against RLD, and do much better against warrior/lock/druid, warrior/shaman/paladin teams. Tent is not even discipline yet and I expect to end the season around 2350-2450, largely depend on whether we can find enough liquidity in our BG.



Pretty much every good team that moved into BG9 got higher ratings than their old BG. Arena is a zero sum game just like poker, and more players you have, higher the pyramid. More points for everyone involved. Of course, I have very solid teams lined-up in Stormstrike for season 3, I won't be going anywhere unless these players move with me.

     
55 comments
Telandra
Telandra Nov 15, 2007 at 12:51 am
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First... AR/Prep has been fun for me, though I do miss RS.

Will have to see if I can withstand the drop of DPS in raids, or maybe the 100g a week respeccing will become a normal thing since its possible to get over 80g with daily bg quest.
Catscratch
Catscratch Nov 15, 2007 at 12:59 am
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in [Mings Blog] before:

"im transferring to BG9, much like how Sasuke abandoned Konoha in order to gain more power" thread.
Kravnos
Kravnos Nov 15, 2007 at 1:12 am
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glad i still have season 2 maces banked, RIP mutilate
Kawklee
Kawklee Nov 15, 2007 at 2:27 am
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I remember being on vent with you after you tried combat maces out...

"you lost HOW MANY POINTS?!"
Kravnos
Kravnos Nov 16, 2007 at 1:25 am
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once you reach the top the only place to go is down. ^.^
Squarepusher
Squarepusher Nov 15, 2007 at 1:23 am
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IDD, meeting rogue/mage/priest as roge/lock/druid is going to be HELL now, it was already a challenge if they managed to get enough burst in and avoid getting cc'd good enough -_- now a power infusion that we can't dispell (since we have no dipeller, durrr) I'm really going to have to shape up good thing we have an entire season to overcome it :P
Craptor
Craptor Nov 15, 2007 at 5:28 am
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spell lock the mage as soon as he gets pi and starts casting a frost bolt.  Lock druid rogue shouldnt lose to priest mage rogue ever.
puke
puke Nov 15, 2007 at 1:35 am
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the amount of extra survivability I have against warriors with this spec is absurd. i can now go 1v1 with a warrior without blowing my cooldowns and I no longer feel at a disadvantage. ghostly strike, the riposte change, and 5/5 lightning reflexes means I will be mitigating a ton of a warriors damage and avoiding half of their mortal strikes. this spec is extremely good, however my one gripe is that I am entirely reliant on cooldowns to form the majority of my burst and a bad fear or cyclone can put me out of commission for the first couple of crucial seconds where my ar and sprint are up. i like being able to use vanish more offensively now, to avoid deathcoils or fears that are cast right when a warlock's healer is critical low, so I feel I have better CC defense, however I still feel much too cooldown reliant and CC is a major problem.

i play priest/rogue/UA-warlock so we only have fear (useless since 90% of the teams we seem to play are undead) and blind. when we use fear as a counter cc, teams rarely have to use their trinket because of WotF or fearward meaning they save their trinket for my blind while they can continue to CC practically unmolested while my cooldowns go to waste.

druids are a major problem this patch. they were very difficult to deal with before and now they are a nightmare but I feel as though they are still the best target to pressure. before this patch druids were a dominant force but manageable. if I could catch a druid in caster form I could usually keep him stunlocked to death with the assistance of my warlock, deathcoil double vanish (usually to prevent poly, or deathcoil/fear) garrote/cheap shot, usually only allowed a druid to get off a single nature's swiftness. they are much harder to lock down now and with the new talent natural perfection they take much, much less damage coupled with barkskin. we lost about 80-90 points today to druid healer teams in 3s and we are sitting around 2140. i cannot wait for this season to end and play with a druid partner next season.
puke
puke Nov 15, 2007 at 1:42 am
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oh, I also want to say I agree that rogue/priest/mage is going to be very, very strong next season. we played a few of these teams today; an AR/prep rogue a frost mage with power infusion can do ridiculous amount of burst that no healer, or even 2 healers can heal through. i would very much like to try to run this set up come season 3 however I still feel rogue/lock/druid will be very strong.
Jubeik
Jubeik Nov 15, 2007 at 1:57 am
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Priest/Lock/Rogue is still very strong.  PI on a lock can still do some serious damage even if it isn't the burst that mages put out.  The pressure from the extra damage on the DOTs adds up quickly.
What not many people have mentioned is how strong hunters are vs. Mage/Rogue/Priest.  It almost feels like hunters are shooting through walls now with the range change.  Against most hunter teams we have aprox 1 min to down a target or our priest is OOM.  Viper sting being instant cast, 1-40 yrd range, it is virtually impossible for our priest to avoid, and scattershot -> frost trap entrapment makes focusing a hunter very challenging.  Drain teams are feeling very popular and strong now.
entrails
entrails Nov 15, 2007 at 11:01 am
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Hunter/lock/paladin was already really strong.  Especially against rogue/lock/druid who can't dispel bof, making kiting with a frost trap pretty much effortless for whoever gets focused.  Rogue/mage/priest, while not quite as susceptible to bof, are much more vulnerable to drains.  The weak point of the team is probably warrior/double healer teams.
Jubeik
Jubeik Nov 16, 2007 at 12:51 am
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Warrior/double healer have been easier since 2.3 whereas hunter teams destroy my priest's mana pool. Literally 3 viper strings and my priest is OOM.  Then the hunter can go for the mage's mana too.  With a lock they have 2 pets, so you can't drink. Gibbing their pets only hurts your mana more since they are both good classes at keeping people in combat.  Hunter/Lock/Healer is going to be beast come season 3.
Joliiz
Joliiz Nov 15, 2007 at 2:00 am
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"And AR/Prep is easily the MVP build of 2.3 rogues"

MVP = Scrub Express
Day-LS
Day-LS Nov 15, 2007 at 12:02 pm
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All those 0/5/56 frost mages are just playing scrub express bandwagon specs too! Same with Arms warriors, resto druids, and holy paladins! OMG!
Craptor
Craptor Nov 15, 2007 at 2:08 am
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Lock teams still counter mages.
etre
etre Nov 15, 2007 at 3:01 am
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I don't feel big changes as a warlock and I have delayed a bit my respec on rogue until waters will become more clear.

One thing is certain, I love the new blind !!!

As for AR/prep ... I already hate this bandwagon. I didn't had big problems yet with this kind of scrub rogues but this remain to be seen. If I will drop mutilate I will not go AR/prep no mater what. I am thinking to Seal fate/Fleet Footed - prep . Daggers FTW:D !
Wrestlerdork
Wrestlerdork Nov 15, 2007 at 6:43 am
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"If I will drop mutilate I will not go AR/prep no mater what."

Remember, you're not proving anything unless you've got a high rating with an off spec... If your main focus is 2s, I could see a 31/3/27 or some variant of that build, but otherwise, it's either Mutilate, or combat XXX (The XXX being prep or surprise attacks) for a spec.

Bandwagons aren't all bad, as long as you know what you're doing. I'd like to see a rogue that can pick up combat/hemo and beat any high level team without plenty of practice. IMO there's a lot of skill involved in the rogue game now, because your team depends on YOU as the rogue to keep yourself on a target to the best of your ability, as well as keeping yourself alive. I feel the rogue game has changed a lot here, because a lot of teams will be aiming to control a rogue, whereas before we were usually able to run free in arenas.
etre
etre Nov 15, 2007 at 8:33 am
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If is about team work in 3vs3 and 5vs5 mutilate still does the job very well , especially with new Fleet Footed. But from what I have tested on PTR an ass/sub build will work almost just as well as mutilate for CC but bringing the new goodies of sub and helping against AR/prep.

I have played AR/prep before and I don't like it at all. Even with new hemo buff and DD I still don't have the feeling that will be good more then 60 secs. Good against warriors ... maybe , but any CC or heal in arena will blow your rush. If is not over in 60 secs is bye bye.

Bottom line , I don't want to go a spec just for 2 vs 2 , and with little utility other else. It may be good , but is extremely situational
Akumos
Akumos Nov 15, 2007 at 3:46 am
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If you're interested in any sort of GREEN BT epic gems, Dark Serenity may have some to sell you. Besides that I doubt it.

Forgotten Heroes seem to have a supply of other gems a month ago.
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