I really am enjoying arena. Played games 5 boxing my druid + 4 shammies and a few games with a priest friend and my shammies to get him his conquest points for the week and raise his cap (I even asked him to go shadow).
Just my thoughts/observations...
- Mana is an issue... a big one. I've completely dropped chain lightning from my rotation because it's just a mana hog and find myself popping water shield for the passive regen when I can. I can easily attest 50% of my losses to simply running out of mana. I can have it down to 3v5 but if there's a feral druid or warrior up, they can keep me in combat and do enough damage to keep me mana starved and slowly take me out.
- Resilience, obviously, is necessary. Teams that had resilience were REALLY tough or beat me completely. Also, with my 500 resilience 5% damage reduction, 10% damage reduction from casting I still got hit with a freaking 34k heroic strike.
- Stacked Healing Rains = OP as hell.
- Ring of Frost... not as big of a concern as I thought. I can't confirm but I think grounding will absorb the freeze effect and as long as you don't move, you don't get refrozen (or people kept breaking them with aoes).
- Curse of Gul'dan is groundable, but will drop a circle around your totems.... I try to drop my groundings a little to my left so I'm not in the circle o'stun.
- No one can heal over steady burst. Double healers were still unable to counter the constant burst, unless I gave them time and stopped to heal. 150k prot warriors were still dropping pretty fast.
- Spiritwalker's Grace - absolutely amazing. If a shaman/mage/hunter try to run out of your range, pop it and take them out. It's better than EM imho.
- Feral druids suck. They can easily drain my mana and a single healer can out heal my damage with their reductions, cc drs, and melee dancing.
- With mana an issue, it's almost imperative to kill non mana using classes first because they will just keep you in combat and prevent any drinking.
- Bring lots of water. You will need it, even for a just a few seconds to let that water tick.
- Need to test out stoneclaw absorb, but can't figure out a glyph to drop for it.
- Glyph of Hex is really really really nice.
- Need to get spell penetration, bad. Resists are going to be a big deal.
- MMR is broken beyond belief.
On a side note, my druid right now has more AGI than INT since he's in mostly tank gear (didn't take too much int get questing up) so he's just there to solar beam & instant root... his damage is useless, but moonkin form is a pvp taunt and i can't tell you how many teams focus fire him down over and over again.
Ended over 1300 which was #2 on the fail BG that is retaliation.
Oh, and my priority kill list based on what I've seen teams do to me so far:
Warriors > Feral Druids > Hunters/Deathknights > Enhancement Shaman > Elemental Shaman > Healers > Balance Druids > Mages > Warlocks > Ret Pallys > Rogues
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