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WotLK Death Knight Changes – Build 9038

October 4, 2008 by · Leave a Comment 

Lots of solid changes in all 3 trees for death knights in this most recent build. I really like the way the class is headed for both its DPS and tanking roles. One of the most talked about issues with the class has been its inability to function at the same level as other tanks. At this point it’s hard to really tell if the class will reach that point, but it’s looking promising.

The frost presence armor increase is a great start. Based on these most recent changes in addition to several videos and sources I’ve seen of death knight tanks in action it’s looking like the class will be fine. Threat wise there don’t appear to be any major issues left, the largest complication will be finding the gray area of ideal avoidance, damage mitigation, and DPS.

This past week has been packed with loads of changes, especially for tanks. It’s a clear priority for Blizzard and one I’m confident will end in a solution which meets the needs of all 4 tanking classes.

Death Knight

Blood

  • Blade Barrier – Changed to when you have no Blood runes. (Old No runes)
  • Heart Strike – Damage increased. (Now Rank 6 60% weapon damage plus 220.8, and an additional 110.4 bonus damage per disease.) (Old Rank 6 50% weapon damage plus 184.0, and an additional 92.0 bonus damage per disease. )
  • Dark Command – Range increased to 20yds (Old 5yds)

Frost

  • Frost Presence – Armor contribution from items increased to 65%. (Old 45%)
  • Frost Strike – Now cannot be dodged, blocked, or parried.
  • Black Ice - Frost damage doubled (Now 6/12/18/24/30) (Old 3/6/9/12/15). It no longer affects Shadow damage.
  • Tundra Stalker – Passive Icy Touch damage lowered by 25%, expertise increase doubled. (Now 5/10/15/20/25% increase to icy touch damage, and 2/4/6/8/10 expertise) (Old 20/40/60/80/100% increase to icy touch damage, and 1/2/3/4/5 expertise.)
  • Rune Strike - Runic Power cost lowered to 10, and damage increased, now only useable after an attack is dodged or parried. Can’t be dodged, blocked or parried. (Damage Now – 200% weapon damage plus [200.0 * AP * 10.0 / 10000.0].) (Old 65% weapon damage, and only usable after a critical hit with an ability that causes a disease)

Unholy

  • Blood-Caked Blade – Chance to proc doubled. (Now 10/20/30%) (Old 5/10/15%)
  • Scourge Strike – Damage lowered. (Now Rank 4 60% of weapon damage as Shadow damage plus ogx 190.5, and an additional 95.25 bonus damage per disease.) (Old Rank 4 60% of weapon damage as Shadow damage plus 226.8, and an additional 113.4 bonus damage per disease.)

WotLK Druid Changes – Build 9038

October 3, 2008 by · 4 Comments 

The big discussion regarding druids the past few weeks has been heavily centered around the tanking situation. Quite frankly, druids are the most dominating tank in WotLK. They are on par as far as avoidance and threat generation go, but the overall damage mitigation is simply too high. The 30% decrease should bring feral druids back in line with other tanks.

The restoration changes are quite good, particularly wild growth which will likely become a staple for druid PvE healing, an area that druids have been anything but stellar in for the Burning Crusade.

Druid

Balance

  • Typhoon - Max rank damage reduced to 735 Nature damage. 3 ranks added for a total of 4.
  • Insect Swarm – Wording changed to “decreasing their chance to hit with melee and ranged attacks” from “decreasing their chance to hit”.
  • Moonkin Form – Now increases armor contribution from items by 370%. Down from 400%.

Feral

  • Predatory Instincts – Now reduces the damage taken from area of effect attacks by 10/20/30%. Up from 5/10/15%.
  • Dire Bear Form – Now increases armor contribution from items by 370%. Down from 400%.
  • Growl - Now has a 20 yard range. Up from 5.

Restoration

  • Nourish - Mana cost reduced to 18% of base mana, down from 22%.
  • Wild Growth – All ranks saw healing increase and mana cost reduction. Now 23% of base mana, down from 35%. Max Rank: Heals up to 5 friendly party or raid members within 15 yards of the target for 1442 over 7 sec. The amount healed is applied quickly at first, and slows down as the Wild Growth reaches its full duration.

More Death Knight FAQs

September 25, 2008 by · Leave a Comment 

Korrath from the WoW forums made a great informational post regarding more FAQs for the Death Knight class. Lots of great info here, particularly regarding individual skills and spells (some still receiving lots of changes on the beta) and how they can be most effectively used.


Also, make sure to check out part 1 for more Death Knight FAQs.


Q: Why doesn’t Bladed Armor work with Frost Presence?

A: Frost Presence has a 30-second pulse that it uses to periodically check armor changes. Wait a little bit and it will kick in.

Q: Why does Summon Gargoyle suck?

A: It doesn’t, but it isn’t very useful when soloing and questing. The gargoyle has a fairly short cast time for its gargoyle strike; the spell hits about as hard as Death Coil, and happens every couple of seconds. It’s terrific for extended DPS in instances and groups since you have a steady influx of runic power and don’t have much down time. While you are questing, half the time is spent killing and the other half is spent running, which makes the gargoyle less useful.

Q: What’s a death rune?

A: A death rune is a rune that can be used as either unholy, frost or blood. It has lower priority than your other runes, meaning that if you have a Frost rune and a Death Rune available and cast Icy Touch, it will choose your Frost Rune first.

Q: Why does Corpse Explosion suck?

A: It needs love, and will hopefully get it soon. Currently, it isn’t worth using unless there are 6 or more targets in the area to explode.

Q: How is Dual Wielding?

A: Works for some builds, it probably won’t get much better than it currently is due to how attack power scales with white damage and yellow damage. There are a lot of divided thoughts on this. Do what you like.

Q: What’s the best spec for (tanking/DPS/PvP)?

A: Play the game, try things out, discuss. This is beta and this is a brand new class, there isn’t four years of back theorycraft and empirical testing for this class. There isn’t four seasons of previous arena history to base conjecture off of. There are a multitude of specs for blood, frost and unholy tanks, DPS and PvP, and the talent trees change every single patch.

Get out there and try it. That’s what the beta is for.

Q: I don’t know what to do, I just copied a premade DK and I’m all confused!

A: Try creating a new death knight, and do all of the starting quests. It’s an excellent method of trying things out, without all the skills overwhelming you.

Q: I’m still all confused!

A: Read more, post less. (like part 1 of my Death Knight FAQ!)

Q: Why did Blizzard make _______ suck?

A: Blizzard’s designers have budgets for everything. Sometimes they need to rein in the power in order to make things fit into the budget. It’s a sort of behind-the-scenes method of homogenizing all of the classes, in order to ensure that some semblance of balance exists.

Q: Balance? HA! This class sucks, this game sucks, the designers suck, yadda yadda

A: Yet you still give them money each month… Read more, post less.

Q: I just made a Death Knight and I don’t have any talent points! Where are they?

A: You initially start out with 0 talent points and as you complete quests in the starting area you are awarded them along with money/items. By the time you finish the Scarlet Enclave you will have the correct amount of talent points for your level.

Q: Necrosis is only doing 1 damage, is it bugged?

A: Nothing is wrong! Don’t panic, it’s just how necrosis works. Necrosis is based on the damage you do with your weapon. So if you hit a target dummy (it only has 1 hp) necrosis considers that a 1 damage attack and only hits for 1 damage as a result.

Q: Hey, I need mods, what are good ones?

A: Jaime keeps a thread with DK-Centric mods here:
http://forums.worldofwarcraft.com/thread.html?topicId=10529923372&sid=2000&pageNo=1
Q: I am STUCK on a HORSE! How do I turn it in?

A: Press 1.

Q: Aren’t we supposed to be overpowered? We are a hero class!


A: Death Knight as a “hero” class is in reference to the player and not the character. As far as game mechanics go, the Death Knight is just any other class in the game, albeit a new one. The “hero” qualification means that the class is more complex (not more powerful) than “standard” and you are beginning play later in the leveling curve. You have 25 levels to learn the inner workings of your class to play on a competitive level, every other class has already had 70 levels to learn. This requires a player comfortable with such a handicap placed upon them.

Q: Some guy totally made his ghoul explode, but my ghoul pet bar doesn’t have explode, what gives?


A: In order to make your ghoul explode, you need both the Master of Ghouls talent and Corpse Explosion. That will enable you to make your poor, innocent ghoul who implicitly trusts and loves you unconditionally, explode.

Q: Corpse dust sucks!!! It is too expensive and I hate it, will it ever go away?


A: No. Deal with it.

FAQ credits: Sunny, Ratri, Rabinahau

General Information:

Special Melee Attack hit cap: 9% (Strikes)
Two-hander melee hit cap vs. a boss: 9%
Dual wield melee hit cap vs. a boss: 28%
Spell hit cap vs. a boss: 17%

Hit rating for 1%:
Melee: 32.79
Spell: 26.23

This means that if you get 9% hit to ensure all of your melee attacks land you will still need 5.75% more hit or 151 more hit rating to reach the spell hit cap. If you are 2H capped and have Virulence, and a 3% hit debuff on the boss (Such as Misery or Imp. Faerie Fire) you will be spell hit capped as well.

Our melee attacks and spells have a critical damage bonus of 100%.

Hit rating does NOT increase the amount of critical strikes you will have on a target. It reduces the number of times that you will miss the boss.

It takes 45.91 critical strike rating to generate 1% melee or spell critical strike. The reason that hit is such a good stat until capped is because it is so much cheaper to hit 1% hit rating wise than 1% crit. Once you hit the two hander hit cap hit is no longer worth gemming or enchanting.

Haste rating does not reduce our GCD. Our GCD is only affected by Unholy Presence.

Our abilities scale with AP. Spell damage does nothing for us.

Death Knight Nerfs Incoming

September 23, 2008 by · 3 Comments 

The inevitable is finally going to come to pass…that’s right ladies and gentlemen, death knights are getting nerfed. /tear

We’re starting to get a lot of PvP data in, and several classes are having trouble beating rogues, Frost mages, Ret paladins and death knights.

Death knights have a lot of options at the moment, which is cool, but makes it really hard for another player to catch a break and burn a death knight down. So we’re going to try some changes. I won’t sugar-coat it — these are nerfs.

– The ghoul is doing too much damage. He is receiving 100% of death knight strength, which is much higher than most pets.
– Chains of Ice is going back to be being dispellable. It is probably the best snare in the game at the moment, for a class that already has Death Grip.
– The same is true of both Strangulate and Mind Freeze. Strangulate’s cooldown is going to go up. Mind Freeze remains the quick interrupt.
– We’re increasing the cooldown on Anti-Magic Shell. We don’t think this will hurt DKs in PvE much, and it still leaves you with Icebound Fortitude to use often.

As always, if we overdid it, if DKs are now too weak in PvP, we’ll adjust. But we were at the point where we weren’t getting a lot of good numbers because some fights were just over too quickly.

Most of these changes don’t seem all that massive, yes they are nerfs, there’s no denying that. But I don’t think these minor changes take away from the overall utility of the class. You’ve got a class that arguable has the best of everything…crowd control, snares, damage output, survivability, all wrapped up in an explosive and high armor package. Something has got to give in order to bring it in line with other classes, especially from a PvP perspective.

I’m very interested to see the finalize version of these changes on the beta. It’s been great to watch Blizzard build a class from the ground up, they really are dong a fine job assimilating such a dynamic and interesting character into the existing.

What do you think? Will death knights before crazy overpowered even after these changes? or are they brought down to the land of us mere mortals.

Season 5 Arena Armor

September 12, 2008 by · 1 Comment 

We’re finally getting our first look at the new season 5 arena armor pieces. This new season, which will not begin until Wrath of the Lich King is released, will be the “Hateful” set. Stupid name, but pretty interesting to see all the new S5 armor.

Also, make sure you check out more season 5 items!

  1. Season 5 Honor Gear
  2. Season 5 Weapons (coming soon!)

Warlock Season 5 Arena Armor

Holy / Discipline Priest Season 5 Arena Armor

Shadow Priest Season 5 Arena Armor

Mage Season 5 Arena Armor

Feral Druid Season 5 Arena Armor

Restoration Druid Season 5 Arena Armor

Balance Druid Season 5 Arena Armor

Rogue Season 5 Arena Armor

Hunter Season 5 Arena Armor

Enhancement Shaman Season 5 Arena Armot

Elemental Shaman Season 5 Arena Armor

Restoration Shaman Season 5 Arena Armor

Death Knight Season 5 Arena Armor

Warrior Season 5 Arena Armor

Holy Paladin Season 5 Arena Armor

Retribution Paladin Season 5 Arena Armor

    Wrath of the Lich King Warrior Changes

    September 4, 2008 by · Leave a Comment 

    It was only a matter of time before warriors finally started to get their turn along the buff table. Blizzard poster Gamnin made a massive post regarding some of these changes that are expected to be introduced in the next beta build.

    Overall most of these changes are very reasonable. The very nature of the warrior class always seems to lead down the same road though…without gear it’s pretty miserable, but with proper weapons, itemization, and ideally a good healer the class becomes one of the highest pvp damage dealers in the game.

    Finding a way to balance this is no easy task, but I’m hopeful Blizzard will find a happy medium. My only major concern with the class at this point is titan grip. While this talent makes fury a great substitute to traditional mortal strike builds I think it’d be difficult to find the gray area where it could be good enough to convince some warriors to change from arms without making it insanely overpowered.

    But this point has been the underlying problem with WoW talent builds from the beginning. There is always going to be “the” spec you have to be if you want to participate in X, be it PvP, Raiding, etc. This type of min / max theorcrafting has certainly helped players achieve their goals much quicker, but it’s very sad to see so many talents, skills, play styles and hybrid builds go unused for the greater part of WoW existence.

    Hello Warriors,

    I’ve got a sneak preview of things coming up in the beta for you to discuss. We still have lots of polish and bug fixing to do and we’re still wrestling with a few elements of the warrior abilities and talents so do not consider this an exhaustive list. As always, post any concerns or suggestions you have.

    General

    • Enraged Assault redesigned, now Enraged Regeneration: You regenerate 30% of your total health over 10 sec. This ability consumes all Enrage effects and prevents any from affecting you for the full duration. Must be enraged to use. Cost 15 rage, 3 min cooldown.
    • Slam – We’re working to change this ability to suspend the swing timer when you are using the ability. In other words, if you’re .5 sec away from swinging your weapon when you start using Slam you’ll be .5 sec from swinging your weapon after Slam goes off.

    Arms

    • Improved Charge now generates 5/10 rage.
    • Mace Specialization now ignores 3/6/9/12/15% of target’s armor.
    • Sudden Death and Trauma swapped locations.
    • Bladestorm now lasts 6 seconds, causing a whirlwind every second.

    Protection

    • Toughness now also reduces duration of movement slowing effects by 10/20/30/40/50%.
    • Improved Sunder Armor renamed Puncture, reduced to 2 ranks for 1/2 rage cost reduction.
    • Improved Disarm reduced to 2 ranks, now reduces the cooldown of Disarm by 10/20 sec and increases damage taken by disarmed targets by 5/10%.
    • Improved Defensive Stance reduced to 2 ranks, now reduces spell damage taken by 3/6% and any block/parry/dodge has a 50/100% chance to enrage the warrior causing 5/10% more damage for 12 sec.
    • Vigilance will soon transfer the 10% threat lost to the warrior. It will also have 3 charges to curb using it on targets that are being hit constantly. We’re still polishing this element to get it to feel right.
    • (NEW) Warbringer is a new one point talent on Tier 9 that allows Charge to be used in combat. Did I mention the change to Improved Charge?
    • Critical Block now also increases your chance to critically hit with your Shield Slam by 5/10/15%.
    • Sword and Board no longer triggers when Shield Slam is used, but the chance to trigger has increased to 3/6/9/12/15%. Note these are not final numbers.

    Fury

    • Intensify Rage and Precision swapped locations.
    • Enrage now increases damage done by 3/6/9/12/15%, limitation on number of attacks removed.
    • Improved Whirlwind now increases damage of Whirlwind by 10/20%, no longer reduces cooldown.
    • Focused Attacks changed to use PPM (procs per minute) to make it trigger at the same rate regardless of weapon speed. Note that dual-wielding and haste still improve your chances.
    • Titan’s Grip still needs a counterbalancing element, but what it will entail and how severe it will be is still being evaluated.

    Thanks for reading!
    To answer a few questions:

    - Yes, I meant Furious Attacks, not Focused Attacks.
    - Some notes are already in the beta, some are not updated yet on the calculator so wanted to give additional visibility to anyone else reading the forums.
    - Warbringer: What we don’t want to see is Charge becoming part of a tanking rotation. At the moment it will remain usable only in Battle Stance. An experimental idea to be sure.
    - Stance Dancing: The short answer here is we want just the right amount of it. :)
    - Final numbers are not in yet for the various talent trees. We want all trees to be viable in PvP and PvE so expect further number tuning across all classes/specs.
    - The important upcoming change to Vigilance is the threat transfer. 10% of the target’s generated threat will go to your threat total.
    - Bladestorm consuming rage every second is a bug that’s been fixed.

    Wrath of the Lich King Raiding

    August 29, 2008 by · 4 Comments 

    Blizzard announced some new information today regarding the way that Buffs, Debuffs, and Groups will stack in Wrath of the Lich King.

    Source: Blizzard Forums

    With the release of upcoming content patch players will see a change in the way we allow buffs and debuffs to stack exclusively in a raid. For the most part, what this change means is that many buffs and debuffs that were previously allowed to stack together no longer can, and that many buffs and debuffs that only a single talent specialization could bring can now be brought by multiple different specializations. The philosophy behind this change shows up in many of the changes we have made in Wrath of The Lich King, such as when we made almost all buffs raid-wide. We want players to be able to form raids and parties based on who they want to play with, rather than who has the correct talents and abilities to min-max their raid performance.

    Raid composition will still matter to some extent, but without this change, it would have overwhelmed every other aspect of raid planning (as we added new capabilities to each of 30 different talent trees). You no longer need to rigidly control the melee/spellcaster balance of your raid, or make sure every group has all the critical buffing classes, etc. This change has many class balance implications.

    IMPORTANT! Before we are done, we will thoroughly test the performance of every class. It should not be assumed that one class’ current performance relative to others in beta is final. Some classes (and specializations) will need to be reduced in power and some increased. Many may feel the change has more impact on class X than class Y. We will address all of those concerns via our internal testing and community feedback.

    There are thirty or so different categories into which buffs and debuffs fit. Here you will find a comprehensive list of the changes made broken down by category and which spells/talents are in that category.

    In each category, you can only benefit from the most powerful spell granting that effect. For example, Fel Intelligence grants spirit and intellect, both weaker than Arcane Intellect and Divine Spirit. If a player has Fel Intelligence and receives a stronger Arcane Intellect buff, he will gain the intellect value from Arcane Intellect and the spirit value from Fel Intelligence.

    In most cases, fully-talented players will have exactly equal power on the strength of these buffs and debuffs. Fel Intelligence is an example of where one ability is weaker than others. The buffs in the “Increased Spell Power Buff” category are also not all the same potency, as they scale and grow in radically different ways. In virtually every other case, however, the buffs are equal. This means, for example, that fully-talented Battle Shout and Blessing of Might now grant the exact same amount of attack power.

    In addition to this change, we also needed to address the “mana battery” roles in a raid. The mana regeneration effect they grant is no longer limited to their own party, and it no longer depends on the amount of damage they deal. Each time they trigger the mana regeneration effect, 10 people in their raid group will receive a buff which causes them to regenerate 0.5% of their maximum mana each second. This buff, Replenishment, will be given preferentially to raid members with the lowest mana, but will re-evaluate which raid members receive it each time it is fired. Replenishment is provided by Shadow Priests, Survival Hunters, and Retribution Paladins.

    Finally, we have modified Heroism and Bloodlust to affect the entire raid. However, all affected raid members will be unable to cast or benefit from Bloodlust/Heroism for 5 minutes.

    Below you will find a list of the changes to abilities which exhibit new behavior regardless of the exclusive categories. The changes usually mean the old behavior was removed and replaced by the new behavior. Numbers listed are for maximally-talented versions. Here is that list of changes:

    • Improved Scorch: Increases spell critical strike chance against the target.
    • Winter’s Chill: Also increases spell critical strike chance against the target.
    • Elemental Oath: Grants 5% spell crital strike to raid members.
    • Improved Moonkin Aura: Grants 3% haste of all types.
    • Earth and Moon: Increases spell damage taken from all schools by 13% on the target.
    • Misery: Causes spells cast at the target to have +3% spell hit.
    • Shadow Weaving: Buffs only self.
    • Improved Shadow Bolt: Buffs only self.
    • Expose Weakness: Buffs only self.
    • Shadow Embrace: Buffs only self.
    • Blood Pact: Grants health instead of Stamina.
    • Fel Intelligence: Has replacement ranks that grant flat values of Intellect and Spirit.
    • Frost Aura: Excludes properly against all other resistance buffs.
    • Grace: Reduces damage taken by target by 3%.
    • Rampage: Increases melee and ranged critical strike chance by 5% for the raid.
    • Improved Faerie Fire: No longer benefits melee and ranged hit chance, only spell hit.
    • Hunter’s Mark: No longer increases attack power bonus from attacks against the target.
    • Improved Hunter’s Mark: No longer grants melee attack power.
    • Sting (Hunter exotic pet – Wasp): Now acts as a minor armor debuff.
    • Waylay: Attack speed reduction changed to 20%.
    • Icy Touch: Only slows melee attack speed (not ranged or spell).
    • Tree of Life: No longer grants healing based on spirit, grants 3% increased healing received to raid.
    • Demonic Pact: Now buffs raid instead of debuffing monsters.
    • Focus Magic: Now buffs raid instead of debuffing monsters.
    • Totem of Wrath: Now grants a flat amount of spell damage, and all enemies in its radius have an increased chance of being struck by criticals.
    • Heroism: Cannot be recast while caster has Exhausted debuff, and those with Exhausted debuff cannot be affected by it.
    • Bloodlust: Cannot be recast while caster has Sated debuff, and those with Sated debuff cannot be affected by it.
    • Vampiric Touch: Grants Replenishment mana regeneration buff to up to 10 raid members on dealing damage.
    • Hunting Party: Grants Replenishment mana regeneration buff to up to 10 raid members on specified shots.
    • Judgements of the Wise: Grants Replenishment mana regeneration buff to up to 10 raid members on Judging.

    Arena Season 4

    June 29, 2008 by · Leave a Comment 

    As I write this we are ETA 90 minutes from launch of season 4, and with it comes a whole new season of exciting arena combat, pvp videos, new teams, specs, gear, team setups and much much more!

    I’m not going to lie, I haven’t been this excited for an arena season launch since season 1, and I’m sure there are plenty who are sharing in my excitement.

    That said, if you’re reading this then you’ve come searching information, and ZugGaming.com has got you covered. Below I’ve listed all my recent articles, news, and guides relating to season 4.

    Hopefully they’ll be just what you’re looking for.

    New Season 4 Items
    Season 4 Arena Weapons
    Season 4 Arena Armor
    Season 4 Honor Items

    Other Season 4 Resources
    Season 4 Rating Requirements
    Arena Season 4 Check List

    Patch Information
    Patch 2.4.3 – Won’t launch with season 4, but should be released 2-4 weeks from today.

    Complete Arena Guides
    Ready to start a new arena team? ZugGaming has got you covered!
    Rogue / Priest 2v2 Arena Guide – By Zuggy
    Shadow Priest / Rogue 2v2 Arena Guide – By S-Scythe
    Druid / Warrior 2v2 Arena Guide – By Neurotik
    Rogue / Warlock 2v2 Arena Strategy – By Zuggy
    Rogue / Druid 2v2 Arena Strategy – By Zuggy
    Rogue / Mage / Priest 3v3 Arena Strategy – By Zuggy
    Rogue / Warrior / Druid 3v3 Arena Strategy – By Zuggy

    Happy season 4 and let the games begin!

    Season 4 Arena Weapons

    June 21, 2008 by · 4 Comments 

    Below is a list of all the new weapon items that will be available when season 4 begins. However, you should note that though these items will be included in patch 2.4.2, season 4 will not begin until sometime after the patch has been released.

    Looking for more season 4 items?
    Season 4 Honor Items
    Season 4 Arena Armor

    Weapons, Shields, Librams, Etc.
    Ranged Weapons
    Brutal Gladiator’s Longbow
    Brutal Gladiator’s Heavy Crossbow
    Brutal Gladiator’s Rifle
    Brutal Gladiator’s War Edge
    Brutal Gladiator’s Baton of Light
    Brutal Gladiator’s Piercing Touch
    Brutal Gladiator’s Touch of Defeat

    One-handed Weapons
    Brutal Gladiator’s blade of Alacrity New!
    Brutal Gladiator’s Mutilator
    Brutal Gladiator’s Shanker
    Brutal Gladiator’s Shiv
    Brutal Gladiator’s Spellblade
    Brutal Gladiator’s Left Render
    Brutal Gladiator’s Left Ripper
    Brutal Gladiator’s Right Ripper
    Brutal Gladiator’s Chopper
    Brutal Gladiator’s Cleaver
    Brutal Gladiator’s Hacker
    Brutal Gladiator’s Waraxe
    Brutal Gladiator’s Bonecracker
    Brutal Gladiator’s Pummeler
    Brutal Gladiator’s Gavel
    Brutal Gladiator’s Salvation
    Brutal Gladiator’s Swift Judgment New!
    Brutal Gladiator’s Quickblade
    Brutal Gladiator’s Slicer

    Two-handed Weapons
    Brutal Gladiator’s Painsaw
    Brutal Gladiator’s Battle Staff
    Brutal Gladiator’s Staff
    Brutal Gladiator’s War Staff
    Brutal Gladiator’s Decapitator
    Brutal Gladiator’s Bonegrinder
    Brutal Gladiator’s Greatsword

    Shields
    Brutal Gladiator’s Barrier
    Brutal Gladiator’s Redoubt
    Brutal Gladiator’s Shield Wall

    Idols, Librams, and Totems
    Brutal Gladiator’s Idol of Resolve
    Brutal Gladiator’s Idol of Steadfastness
    Brutal Gladiator’s Idol of Tenacity
    Brutal Gladiator’s Libram of Fortitude
    Brutal Gladiator’s Libram of Justice
    Brutal Gladiator’s Libram of Vengeance
    Brutal Gladiator’s Totem of Indomitability
    Brutal Gladiator’s Totem of Survival
    Brutal Gladiator’s Totem of the Third Wind

    Off-hands
    Brutal Gladiator’s Endgame
    Brutal Gladiator’s Grimoire
    Brutal Gladiator’s Reprieve

    Season 4 Arena Armor

    June 21, 2008 by · 1 Comment 

    Below is a list of all the new weapon items that will be available when season 4 begins. However, you should note that though these items will be included in patch 2.4.2, season 4 will not begin until sometime after the patch has been released.

    Looking for more season 4 items?
    Season 4 Honor Items
    Season 4 Arena Weapons

    Druid
    Brutal Gladiator’s Refuge – Restoration
    Brutal Gladiator’s Sanctuary – Feral
    Brutal Gladiator’s Wildhide – Moonkin

    Hunter
    Brutal Gladiator’s Pursuit

    Mage
    Brutal Gladiator’s Regalia

    Paladin
    Brutal Gladiator’s Aegis – Damage (Shockadin)
    Brutal Gladiator’s Redemption – Holy
    Brutal Gladiator’s Vindication – Retribution

    Priest
    Brutal Gladiator’s Investiture – Healing
    Brutal Gladiator’s Raiment – Shadow

    Rogue
    Brutal Gladiator’s Vestments

    Shaman
    Brutal Gladiator’s Earthshaker – Enhancement
    Brutal Gladiator’s Thunderfist – Elemental
    Brutal Gladiator’s Wartide – Restoration

    Warlock
    Brutal Gladiator’s Dreadgear – Pure Damage
    Brutal Gladiator’s Felshroud – Crit

    Warrior
    Brutal Gladiator’s Battlegear

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