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PvP, Battlegrounds & Arenas One on one dueling to full blown raids, anything PvP!

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Old July 28, 2009, 03:55 PM   #1 (permalink)
 Pernicious's Avatar
 
Status: <Demon Trainer>

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Pernicious
80 Blood Elf Warlock
Dark Iron US PvP
Guild: Allmacht
Profile: Blizzard Armory
Talent Spec: 0/13/58
Post What do we need to know about PvP - A Discussion

Hey gang,

I was hoping we could start up a discussion on Resilience and other PvP stats that a Warlock might want or need to know when engaging other players. Keep in mind that I am speaking to all forms of PvP, World, Battlegrounds, Arena, Wintersgrasp, and so you may need to preface your replies with what aspect(s) you're speaking to.

The goal of this post is to inspire some good PvP discussions on what we should be looking for when gearing up for PvP as a class. This isn't a help me thread, this is designed to help a lot of people interested in PvPing, new and old, to learn what they should look for.

Please, respond in whatever format you choose, but do your best to keep your information clear and organized (ie: identify what type of PvP your speaking to).

Stats
First, lets take a look at the various stats available to us. Resilience, Stamina, Intellect, Armor, Penetration, etc... Here are a few questions I've asked, and those I've heard others ask about PvP Stats.

What exactly are the most important stats when it comes to PvP?
Is Resilience the PvP equivalent to Hit rating? And if so, what number should I shoot for?
Should I stack Stamina? Haste? Crit? Spell Power?
Does spirit and intellect become less valuable given that battles happen so fast?
Does Armor help much? I've noticed PvP gear tends to have more of it than PvE.

Gems & Enchantments
Next, Lets ask a few questions about Gems and Enchantments.

Should I focus on Resilience gems? Stamina, Haste, Spell Power?
Should I be using Hybrid gems (orange, purple, green) instead of the Pure gems (yellow, blue, red)?
What sort of enchantments should I be looking for?
Some enchantments enhance all stats, are these better or worse for us than those that enhance only one stat?
What type of cloak embroidery is best for PvP?

Glyphs
Lets hear about your glyph choices, and why you think they work best for PvP.

Which would you select for an Affliction/Demo/Destro PvP build and why?
Do the minor glyphs matter in PvP?

Gear
Finally, where should a new-to-PvP Warlock begin, at level 80, to gear up for PvP?
What type of gear should they shoot for? Hateful Gladiator, Titan Forged, Trinkets/Weapons/Crafted Items?
Should they begin with Battlegrounds ( if so, which)? Should they jump into Arenas? Wintersgrasp?
What would be the fastest or most efficient way to gear up?
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Old July 28, 2009, 04:39 PM   #2 (permalink)

Character Info
geroth
80 Blood Elf Warlock
Gurubashi US PvP
Guild: Zen

3.1 Re: What do we need to know about PvP - A Discussion

Ill give this a shot. I believe 800 resilience is the ideal place for a lock to have, while 700 is the minimum to actually survive melee attacks. I mainly look for stamina and crit, and try to stack those for gems and only use pure gems. I started getting pvp gear by doing VOA and hoping for drops, and is currently using titan forged helmet and boots. I went with a destro build to have more cc, and take less damage The World of Warcraft Armory

Last edited by geroth; July 28, 2009 at 04:41 PM..
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Old July 28, 2009, 06:00 PM   #3 (permalink)
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Supernex
80 Gnome Warlock
Drak'thul US PvP
Guild: Epic Drops
Profile: Blizzard Armory
Talent Spec: 0/20/51
3.1 Re: What do we need to know about PvP - A Discussion

Quote:
Originally Posted by geroth View Post
Ill give this a shot. I believe 800 resilience is the ideal place for a lock to have, while 700 is the minimum to actually survive melee attacks. I mainly look for stamina and crit, and try to stack those for gems and only use pure gems. I started getting pvp gear by doing VOA and hoping for drops, and is currently using titan forged helmet and boots. I went with a destro build to have more cc, and take less damage The World of Warcraft Armory
It's typically regarded as a bad idea to stat crit gems, rather you should try to aim for the following stats 23k+ health, 700-850 resil, 6% hit, 80-140% spell pen, and then from there it would be best to at least fill all the red slots with Spell Power gems.
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Old July 28, 2009, 06:19 PM   #4 (permalink)
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Pernicious
80 Blood Elf Warlock
Dark Iron US PvP
Guild: Allmacht
Profile: Blizzard Armory
Talent Spec: 0/13/58
3.1 Re: What do we need to know about PvP - A Discussion

Quote:
Originally Posted by Supernex View Post
It's typically regarded as a bad idea to stat crit gems, rather you should try to aim for the following stats 23k+ health, 700-850 resil, 6% hit, 80-140% spell pen, and then from there it would be best to at least fill all the red slots with Spell Power gems.
To get into the discussion a bit further. Why?

Obviously 23k health and 700+ resilience (what is that, about 20%?) is good for survivability. But why would we look for 6% hit, or Spell Penetration? Why wait until we have those stats to begin pushing Spell Power? And why is Crit Gems a bad idea? Is it bad for all specs, or is it good for Destruction and not Affliction/Demo?

I'm just wondering where you're getting your target numbers from.
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Old July 28, 2009, 06:31 PM   #5 (permalink)

Character Info
Ostrosco
80 Undead Warlock
Maelstrom US RP PvP
Guild: Fancy
Profile:
Talent Spec: 54/17/0
3.1 Re: What do we need to know about PvP - A Discussion

This is just a little intro post to my experiences. I hope someone finds it helpful. If so, perhaps I could get into more detail. -laugh- If not, I'll just shut up.

My Perspective
I've only really done battlegrounds and Wintergrasp, so I'll speak from that perspective.

Talent Spec
At the moment, I'm currently Affliction with a 54/17 talent build (Haunt / Soul Link). My build is by no means a charge-in-and-kill-everything build. Instead, I provide support in the back through crowd control and DOTs. However, once I got enough resilience, I was able to start outliving my opponents 1v1.

Stats
Resilience and stamina are the two essentials. The more you have, the longer you last. You only need 6% hit rating and 135 or so spell penetration. I've tried to have a balance between haste and crit on my gear. Armor is nice, but if you need an extra boost, Demon Armor seems like a better place to get it than explicitly getting gear with additional armor.

Glyphs
For glpyhs, I'm using Glyph of Siphon Life, Glyph of Soul Link, and Glyph of Unstable Affliction. For an affliction build, I would consider the Glyph of Siphon Life essential. It boosts the healing you get to 65% of Corruption damage. In a battleground setting where you can tab-cast on a bunch of people, the healing is fantastic.

Most of our minor glyphs are not all that great but Glyph of Curse of Exhausion is one of my favorites. It boosts the range to a maximum of 42 yards which is great for snaring enemies so you and your team can chase them down. I've also put Glyph of Unending Breath to good use once in Wintergrasp when I got into some underwater battles and I was able to outswim my opponent and kite them due to the 20% increase. It's hardly essential, though.

Gear

Most of my gear I got from honor points and Wintergrasp with a piece out of Vault of Arcavon 25-man. As a starting 80, I believe battlegrounds and Wintergrasp are the best bets. In terms of gear stats, since I still have PvE weapons (which means I get enough hit from those items plus talents), I got mostly crit and haste gear. At the moment, I've got around 850 resilience which is a very comfortable spot for me. From my limited arena experience, you really, REALLY need resilience for it. Doing arenas without it seems like a very bad idea.
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Old July 28, 2009, 07:01 PM   #6 (permalink)
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Supernex
80 Gnome Warlock
Drak'thul US PvP
Guild: Epic Drops
Profile: Blizzard Armory
Talent Spec: 0/20/51
3.1 Re: What do we need to know about PvP - A Discussion

Quote:
Originally Posted by Pernicious View Post
To get into the discussion a bit further. Why?

Obviously 23k health and 700+ resilience (what is that, about 20%?) is good for survivability. But why would we look for 6% hit, or Spell Penetration? Why wait until we have those stats to begin pushing Spell Power? And why is Crit Gems a bad idea? Is it bad for all specs, or is it good for Destruction and not Affliction/Demo?

I'm just wondering where you're getting your target numbers from.
I based these figures largely off of general consensus among those on Arena Junkies (among others) and from personal experience. 6% hit is so you don't miss those darn Blood Elves (4% hit otherwise). You will want 80+ spell pen for Druids' MotW, 130 for Priests and 140 for Mage armor penetration. It is my recommendation to "wait" to start pushing spell power until you get close to these numbers, as the effectiveness of spell power, while strong, means less if you die during the opener of a rogue, or if you can't live through a Warrior's Bladestorm, or the initial burst of a Feral Druid or Ret Pally...etc., and it isn't as effective if you can't beat players/teams with a Druid/Priest/Mage due to their resistances.

By the time you get your Hateful set with Deadly off-set pieces (or Furious if you get lucky with VoA drops), you should be able to gem according to socket bonuses, i.e., Spell Power for Reds and Stam/Spell Pen for Blues and Resil for Yellows (it is not very likely that you will actually need to gem for +hit due to the fact you can get some off-set pieces and WG pieces with +hit on them which will be enough to reach 6% +hit.)

Also, as I mentioned before, gemming for +crit is not the best idea for a few reasons; 1) crit has "diminishing returns" due to resilience, 2) with so many other stats having significantly more value than crit, it is hard to justify losing the resilience for the +crit, (even with full Furious gear, there are not enough yellow sockets to keep the resilience level while still gemming for crit...and even if that were the case, it would serve you better to put a +Spell Power gem in it's place, or if you must, a Spell Power/Crit combo gem...) This applies to ALL PVP specs - including Destro!

Note: For most specs I find that the Stam/Stun Reduce or the Spell Power/Stun Reduce meta gems are the most desirable, but due to the playstyle of Destro I find that the Crit Rating/Crit Damage Bonus meta to be optimal. Destro runs out of mana faster than any other PVP spec and in arena you will want to burst down the other team as fast as possible so that you don't find yourself Life Tapping and thus helping to kill yourself off. Besides, 10% Stun Reduction is minimal, and if you can't live through another .5 of a full Kidney Shot of a Rogue without it then you have already lost anyway...(though it is nice when stacked in a Meta build for added stun reduction.)

Everybody has their own playstyle, but I find this information to be largely accurate and helpful to use as a basepoint.
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Old July 28, 2009, 09:19 PM   #7 (permalink)

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Carnall
80 Human Warlock
Rexxar US PvE
Guild: Sanctified
Talent Spec: Dest/Dem
Re: What do we need to know about PvP - A Discussion

Forgive my ignorance but why would you need 6% hit? According to Mr. Wolf you only need 4% to hit someone your level.

Assuming 3 points spent in either suppression or cataclysm:
In PvP, the cap would be 1% - 27 hit
from:
What's the Hit cap Mr. Wolf? - The Warlocks Den Forums
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Old July 28, 2009, 09:40 PM   #8 (permalink)
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Pernicious
80 Blood Elf Warlock
Dark Iron US PvP
Guild: Allmacht
Profile: Blizzard Armory
Talent Spec: 0/13/58
3.1 Re: What do we need to know about PvP - A Discussion

Quote:
Originally Posted by Carnall View Post
Forgive my ignorance but why would you need 6% hit? According to Mr. Wolf you only need 4% to hit someone your level.

Assuming 3 points spent in either suppression or cataclysm:
In PvP, the cap would be 1% - 27 hit
from:
What's the Hit cap Mr. Wolf? - The Warlocks Den Forums
My guess is that the extra 2% would compensate for the Blood Elf racial spell resistance. But I could be wrong. Though if that were the case, I would think the Alliance would be the ones needing 6% and not the Horde. Then again, don't the Dreanei have a shadow resistance racial?

It may not have anything to do with that. As far as how the talents reduce that number, i would argue that both talents you mentioned only affect either Destruction or Affliction spells, so unless you have both talents you'd still need the 6% hit. Unless, as Affliction you never cast any Shadowbolts, or as Destruction you never cast any curses or corruption.
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Old July 28, 2009, 10:02 PM   #9 (permalink)

Character Info
Lichkin
80 Undead Warlock
Caelestrasz Oceania PvE
Guild: JIVETURKEY
Profile:
Talent Spec: 5/22/44
3.1 Re: What do we need to know about PvP - A Discussion

Quote:
Originally Posted by Ostrosco View Post
This is just a little intro post to my experiences. I hope someone finds it helpful. If so, perhaps I could get into more detail. -laugh- If not, I'll just shut up.

My Perspective
I've only really done battlegrounds and Wintergrasp, so I'll speak from that perspective.

Talent Spec
At the moment, I'm currently Affliction with a 54/17 talent build (Haunt / Soul Link). My build is by no means a charge-in-and-kill-everything build. Instead, I provide support in the back through crowd control and DOTs. However, once I got enough resilience, I was able to start outliving my opponents 1v1.

Stats
Resilience and stamina are the two essentials. The more you have, the longer you last. You only need 6% hit rating and 135 or so spell penetration. I've tried to have a balance between haste and crit on my gear. Armor is nice, but if you need an extra boost, Demon Armor seems like a better place to get it than explicitly getting gear with additional armor.

Glyphs
For glpyhs, I'm using Glyph of Siphon Life, Glyph of Soul Link, and Glyph of Unstable Affliction. For an affliction build, I would consider the Glyph of Siphon Life essential. It boosts the healing you get to 65% of Corruption damage. In a battleground setting where you can tab-cast on a bunch of people, the healing is fantastic.

Most of our minor glyphs are not all that great but Glyph of Curse of Exhausion is one of my favorites. It boosts the range to a maximum of 42 yards which is great for snaring enemies so you and your team can chase them down. I've also put Glyph of Unending Breath to good use once in Wintergrasp when I got into some underwater battles and I was able to outswim my opponent and kite them due to the 20% increase. It's hardly essential, though.

Gear
Most of my gear I got from honor points and Wintergrasp with a piece out of Vault of Arcavon 25-man. As a starting 80, I believe battlegrounds and Wintergrasp are the best bets. In terms of gear stats, since I still have PvE weapons (which means I get enough hit from those items plus talents), I got mostly crit and haste gear. At the moment, I've got around 850 resilience which is a very comfortable spot for me. From my limited arena experience, you really, REALLY need resilience for it. Doing arenas without it seems like a very bad idea.

Sorry just a point on the Glyph of Siphon Life. A normal siphon life restores 40% of damage caused. The glyph (as far as I understand) Increases the healing you receive from your Siphon Life talent by 25%. What this means mathematically is not 65% of damage done by Corr but only 50%

25*.4=.1 and 40%+10%=50%

Now I could be wrong as I have never worked with the glyph but maybe someone can confirm?
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Old July 29, 2009, 02:29 AM   #10 (permalink)

Character Info
Ostrosco
80 Undead Warlock
Maelstrom US RP PvP
Guild: Fancy
Profile:
Talent Spec: 54/17/0
3.1 Re: What do we need to know about PvP - A Discussion

You are absolutely right, Closer. That was my mistake. The glyph raises the healing to 50% from 40%. Thanks for pointing this out.
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