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WotLK Death Knight Changes - Build 9038

October 4, 2008 by Zuggy · 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 Beta Build 9014 Class Changes

October 1, 2008 by Zuggy · Leave a Comment 

Death Knight WotLK Changes

Blood

  • Bloody Vengeance - No longer increases frost and shadow damage.
  • Blood Tap - Tooltip Fix : Duration changed to 20 seconds. (Old 47802d.)
  • Bladed Armor - Now increases attack power by 1/2/3/4/5 for every 180 armor value. (Old 1/2/3/4/5 strength for every 400 armor)
  • Bloody Vengeance - Now gives you a 1/2/3% bonus to physical damage (no longer effects frost and shadow) you deal for 30 sec after dealing a critical strike from a weapon swing, spell, or ability. Now stacks up to 1 times (down from 49).
  • Abomination’s Might - Range of attack power increase now 45 yds (Old 20 yds)

Frost

  • Obliterate Damage lowered. (Now Rank 3 - 100% weapon damage plus 238.5, and an additional 119.25 bonus damage per disease) (Old Rank 3 - 100% weapon damage plus 252, 126 bonus damage per disease.)
  • Tundra Stalker - Now gives a passive bonus increase to your Icy Touch. (20/40/60/80/100%)
  • Guile of Gorefiend - No longer gives bonus to Rune Strike critical damage.
  • Howling Blast - Damage increased on all ranks. (Now Rank 5 - 259 to 281) (Old Rank 5 - 192 to 208)
  • Runic Focus - Description changed to : “Unlike most casters, a Death Knight’s spells cause double damage on critical hits.”

Unholy

  • Death and Decay - Damage Increased (Now Rank 4 - 62 Damage) (Old Rank 4 - 52 Damage)
  • Blood-Caked Blade - Damage increased to 25% of weapon damage. (Old 20% of weapon damage.)
  • Blood Plague - Chance to remove a Heal over Time effect reduced to 25% (Old 50%)
  • Reaping - Pestilence removed, Blood Strike added.

Druid WotLK Changes

Balance

  • Starfall - Now has a 30 yard range. Instant cast.
  • Nature’s Splendor - Now increases the duration of your Insect Swarm by 2.0 sec (down from 3.0)
  • Typhoon - Rank 4 now does 1010 Nature damage (formerly bugged at 1 damage).

Feral

  • Rake - DoT damage increased for all ranks.
  • Swipe - No longer has a target limit. Now: (Rank 1) Swipe nearby enemies, inflicting 9 damage. Damage increased by attack power.
  • Mangle (Cat) - Now does 200% normal damage (up from 160%). Additional damage increased for all ranks.
  • Protector of the Pack - Now reduced damage per party member by 1/2/3% instead of a flat 3% for all ranks.

Hunter WotLK Changes

Beast Mastery

  • Aspect of the Viper reworded - Now: The hunter takes on the aspect of the viper, causing ranged attacks to regenerate mana but reducing your total damage done by 50%. Mana gained is based on the speed of your ranged weapon. Only one Aspect can be active at a time.
  • Aspect of the Wild - Rank 4 now increases Nature resistance by 130 (up from 70).
  • Kindred Spirits - Description now includes “This does not stack with other movement speed increasing effects.”

Marksmanship

  • Aimed Shot - Mana cost reduced from 16% to 12% of base mana. Now instant cast. Cooldown increased from 6 seconds to 10 seconds. Ranged damage increase reduced for all ranks.
  • Concussive Shot - Now has a 12 sec cooldown.
  • Kill Shot - Now deals 200% weapon damage (down from 205%). Base damage reduced by approx 50% on all ranks.
  • Multi-Shot - Mana cost increased for 12% to 13% of base mana.
  • Focused Aim - No longer effects Aimed Shot. Now also increases your chance to hit by 1/2/3%.
  • Marked for Death - Now increases your damage done by your shots and the damage done by your pet’s special abilities by 1/2/3/4/5% (down from 2/4/6/8/10%) on marked targets.
  • Scatter Shot - Moved from Tier 5 to Tier 3, changed trees to Survival.

Survival

  • Freezing Arrow - The trap placed by the arrow now breaks on any damage (instead of having a chance to break).
  • Freezing Trap - Trap now breaks on any damage once again, instead of having a chance to break. (”Any damage caused will break the ice.”)
  • Lock and Load - Now has a 2/4/6% proc chance on periodic damage (down from 5/10/15%).
  • Point of No Escape - Changes from 3 to 2 points. Now also effects Freezing Arrow. Critical strike chance increase on affected targets is now 3/6% instead of 2/4/6%.
  • Readiness - Moved from Tier 9 to Tier 5, changed trees to Marksmanship.
  • Surefooted - Moved from Tier 4 to Tier 2. No longer increases hit chance.
  • T.N.T. - Moved from Tier 2 to Tier 4
  • Trap Mastery - Moved from Tier 3 to Tier 9. Now effects Freezing Trap in the same way as Frost Trap (duration increase, instead of root effect on dispell).

Mage WotLK Changes

Arcane

  • Sound Effect Spell - Polymorph Penguin and Polymorph Sheep added
  • Missile Barrage - Now affects Arcane Barrage. Now has a 3/6/9/12/20% chance to reduce the channeled duration of the next Arcane Missiles spell by 2.5 secs and missiles will fire every .5 secs.

Fire

  • Empowered Fireball - Renamed Empowered Fire. Now affects Frostfire Bolt.
  • Living Bomb - Now has no knockup.

Frost

  • Deep Freeze - Now does no damage.
  • Frost Warding - Moved from Tier 1 to Tier 2
  • Frostbite - Moved from Tier 2 to Tier 1

Paladin WotLK Changes

Holy

  • Divine Plea - Now you gain 25% of your total mana over 15 sec (up from 10 sec), but the amount healed by your spells is reduced by 100% (up from 50%).
  • Infusion of Light - Now your Holy Shock critical hits reduce the cast time of your next Holy Light spell by -0.50/-1 secs (down from -1.25/-2.5 sec).
  • Judgements of the Pure - Now lasts 60 sec (up from 30 sec).

Retribution

  • Judgements of the Wise - Now immediately grants you 33% of your base mana (instead of 20% of your maximum mana).

Priest WotLK Changes

Discipline

  • Improved Inner Fire - Moved from Tier 3 to Tier 2.
  • Improved Power Word: Fortitude - Moved from Tier 2 to Tier 3.
  • Silent Resolve - Ranks 4 and 5 removed.
  • Twin Disciplines - Now increases “damage and healing” instead of “spellpower”.

Holy

  • Guardian Spirit - This sacrifice terminates the effect but heals the target of 50% of their maximum health. Up from 10%.
  • Holy Nova - Mana cost reduced to 25% of base mana from 33% of base mana for higher ranks. Lower ranks also had a mana cost reduction.

Shadow

  • Devouring Plague - Amount of damage that heals you now specified, 15% of damage caused by the Devouring Plague heals the caster.
  • Twisted Faith - Now works if your target is afflicted by your Shadow Word: Pain instead of Mind Flay.

Rogue WotLK Changes

Assassination

  • Focused Attacks - Your melee critical strikes have a 33/66/100% chance to give you 2 energy (up from 1).

Combat

  • Gouge - Damage now scales with attack power.
  • Aggression - Moved from Tier 5 to Tier 4. Now increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 3/6/9/12/15% (up from 2/4/6/8/10%).
  • Blade Twisting - Now also increases the damage dealt by Sinister Strike and Backstab by 5/10%.
  • Vitality - Now regens 8/16/25% energy (up from 3/7/10%).

Shaman WotLK Changes

Elemental

  • Fire Nova Totem - Mana cost now 33% of base mana. (Old 26%)
  • Fire Nova Totem - New ranks added. (Level 75 rank 8 - 755 to 843 damage) (Level 80 Rank 9 - 893 to 997 damage)

Enhancement

  • Unleashed Rage - Now increases all attack power and has a 45 yard range.
  • Dual Wield Specialization - Now increases your chance to hit while dual wielding by an additional 1/2/3% (down from 2/4/6%).
  • Flurry - Attack speed increase lowered by 5% (Now 5/10/15/20/25) (Old 10/15/20/25/30).
  • Stormstrike - 20% damage increase now only effects Nature spells.
  • Maelstrom Weapon - Chance for buff to apply lowered, now can proc on any melee weapon hit (noncrit or crit). Duration increased to 30 seconds. (New 3/6/9/12/15) (Old 20/40/60/80/100)
  • Spirit Wolves - Spirit Hunt - Duration removed.

Restoration

  • Improved Water Shield - Now works on Riptide Critical Hits.
  • Ancestral Awakening - Now works on Riptide Critical Hits.

Totems

  • Frost Resistance Totem - Duration fixed to be 5 minutes.
  • Totem of Wrath - Duration fixed to be 5 minutes.
  • Fire Resistance Totem - Duration fixed to be 5 minutes.

Warlock WotLK Changes

Affliction

  • Everlasting Affliction - Now Drain Life and Haunt will reset Corruption instead of Drain Life and Shadow Bolt.
  • Drain Soul - Drains the soul of the target, causing 426 Shadow damage over 15 sec. If the target is at or below 25% health, Drain Soul causes four times the normal damage. If the target dies while being drained, and yields experience or honor, the caster gains a Soul Shard. Soul Shards are required for other spells.
  • Curse of Doom - If the target yields experience or honor when it dies from this damage, a Doomguard will be summoned. Cannot be cast on players.
  • Haunt - Now heals for 100% of damage done. Down from 200%.

Demonology

  • Enslave Demon - Lasts up to 60 sec. Down from 300 sec.
  • Demonic Pact - Does not work on Enslaved demons.

Destruction

  • Chaos Bolt - Now does fire damage instead of chaos damage.
  • Conflagrate - Now works with Shadowflame as well as Immolate.

Warrior WotLK Changes

Arms

  • Sword Specialization - This effect cannot occur more than once every 6 seconds.

Fury

  • Armored to the Teeth - Attack Power instead of Strength armor value require lowered. (Now 1/2/3 AP for every 180 armor.) (Old 1/2/3 strength for every 400 armor)

Protection

  • Thunder Clap - Maximum targets removed.
  • Revenge - Damage increased (Now Rank 9 - [1454.0 + AP * 0.207] to [1776.0 + AP * 0.207]) (Old Rank 9 - [652.0 + AP * 0.093] to [796.0 + AP * 0.093])
  • Sword and Board - Now effects Revenge.
  • Shield Slam - Damage increased (Now Rank 8 - 990 to 1040 damage) (Old Rank 8 - 756 to 794 Damage)

WotLK Death Knight Changes

September 17, 2008 by Zuggy · Leave a Comment 

Lots of interesting changes here, more than anything it just looks like buffs across the board. All in all the class is really coming together nicely. Most of the talents synergize well with each other making for a very dynamic and well designed class. The only issue I can see with Death Knights, especially after this most recent round of buffs…well, where does it end?

Death Knights have more utility than any other class on top of great damage…oh, and they can function as a tank! I understand it’s a hero class, so it should be distinctly different, but with a class as jammed packed full of amazing talents, skills and utility, where does it end and can the class truly be balance for both PvP and PvE?

I’m not so sure, but knowing there is still many changes in the coming weeks prior to patch 3.0.2’s release I think many of these issues will be thoroughly addressed.

DPS changes

– Death Coil, Frost Strike, Death and Decay damage increased.
– Strikes that scale with diseases changed so that the weapon damage, not just the flat damage, scales with the disease.
– Double rune abilities damage increased: Obliterate, Howling Blast, Scourge Strike, Death Strike.
– Unholy Blight no longer causes Blood Plague, but had its cooldown removed.
– Several attack power coefficients increased.
– Bloody Strikes and Scent of Blood swapped places.
– Bladed Armor now turns armor into Strength (which then is turned into Parry).
– Master of Ghouls’ Ghoul now lasts until killed or similarly dismissed.
– Ravenous Dead no longer affects Ghoul duration, but grants your rotting little buddy 60% more of your Str and Sta. (Stam goes from 30% of yours to ~50% of yours. Strength goes from 100% to 160%.)

Tanking changes

– Frost Presence now grants 10% total health in addition to its current bonuses.
– Blood Gorged, Rage of Rivendare and Tundra Stalker all grant 1/2/3/4/5 expertise.
– Veteran of the Third War increased to 6/6/6 Str / Sta / Exp to match warriors.
– Will of the Necropolis no longer grants expertise and now lowers Anti-Magic Shell cooldown.
– Pestilence has no target limit. (It still has a radius limit.) Pesilence glyph now increases area.
– Death and Decay no longer has a cower component, but a glyph can add that back.
– Frigid Dreadplate now has a 100% chance for 2/4/6% miss but only on the DK.

Rewards for the selfless buffer

– Abom’s Might now grants 2% Strength at all times.
– Improved Icy Talons now grants 2% haste at all times.
– Ebon Plaguebringer now grants 3% crit at all times.

Runeforge changes

– Lichbane now does 2% weapon damage as Fire, and double damage to undead.
– Swordbreaking and Swordshattering add disarm duration reduction.
– Spellbreaking and Spellshattering add silence duration reduction.
– Cinderglacier reduced to 2 charges.

Wrath of the Lich King Hunter Talents

July 20, 2008 by Zuggy · 1 Comment 

Good news for all you hunters out there, we finally have the official wrath of the lich king hunter talents. A good friend of mine who has the beta took some great screen shots for us, detailing all of the new and updated hunter talents.

Beast Mastery Hunter Talents

Aspect Mastery (Rank 5/5) - Increases the mana returned from your aspect of the viper by 10% reduces the damage done to you while in aspect of the monkey by 10% and increases the attack power bonus gained with aspect of the hawk by 10%.

Cobra Strikes (Rank 3/3) - You have 60% chance when you critically hit with Arcane Shot, steady shot or kill shot to cause your pet’s next 3 special attacks to critically hit.

Invigoration (Rank 2/2) - When your pet scores a critical hit with a special ability you instantly regain 2% mana.

Longevity (Rank 3/3) - Reduces the cooldown on your Bestial wrath, intimidation and pet special abilities by 30%.

Master’s Call (Rank 1/1) - Your pet attempts to remove all stun and movement impairing effects on the target, and cause them to be immune to all effects for 4 seconds.

Marksmanship Hunter Talents

Careful Aim (Rank 3/3) - Increases your ranged attack power by an amount equal to 100% of your total intellect.

Chimera Shot (Rank 1/1) Costs 540 Mana, Instant Cast, 10 Second Cooldown, 5-35 range - You deal 30% weapon damage, consuming the current String on your target and triggering an effect…

Serpent Sting - Instantly deals 40% of the damage done by your serpent sting.

Viper Sting - instantly burns 30% of the amount of your mana drained on your viper sting, restoring 100% back to you

Scorpid Sting - reduces damage done by the target’s next three attacks by 60%. The damage reduction is diminished by 20% following each attack. Lasts 10 seconds.

Focused Aim (Rank 3/3) - Gives you a 70% chance to avoid interruption caused by damage while casting Aim shot and Steady Shot.

Go for the Throat (Rank 2/2) - Your ranged critical hits cause your pet to generate 50 focus.

Improved Steady Shot (Rank 3/3) - Your steady shot hits have a 5% chance to increase the damage done by your next Aim Shot, Arcane Shot or Kill shot by 30%, and reduce the mana cost of your next aim shot, arcane shot or kill shot by 25%.

Lethal Shots (Rank 5/5) - Increases your critical strike chance with ranged weapons by 5%.

Marked for Death (Rank 5/5) - Increases damage done by your shots to marked targets by 5%, and increases the critical strike damage bonus of your Aim shot, Steady Shot and kill by by 10%.

Mortal Shots (Rank 5/5) - Increases your ranged weapon critical strike damage bonus by 30%.

Piercing Shots (Rank 3/3) - Your steady shot and Aim shot abilities ignore 6% of your target’s armor.

Rapd Killing (Rank 2/2) - Reduces the cooldown of your rapid fire ability by 2 min. In addition, after killing an opponent that yields experience of honor, your next Aimed shot, arcane shot or auto shot causes 20% additional damage. Lasts 20 seconds.

Rapid Recuperation (Rank 3/3) - Reduces the mana cost of all shots and abilities by 20% while under the effect of Rapid Fire and Rapid Killing.

Wild Quiver (Rank 3/3) - You have a 12% chance to shoot an additional shot when doing damage with your auto shot, dealing 60% damage.

Survival Hunter Talents

Explosive Shot (Rank 1/1), 540 Mana, 6 Second Cooldown, Instant Cast, 5-35 Range - You fire an explosive charge into the target, dealing 742-812 fire damage every second for 2 seconds to all enemies within 5 yards of the target.

Improved Tracking (Rank 5/5) - Increases all damage done by targets that are being tracked by 5%.

Point of No Escape (Rank 3/3) - Increases the critical strike chance of all attacks on targets affected by your frost, freezing and bear trap by 6%.

Potent Venom (Rank 3/3) - Increases your damage done to targets afflicted by your wyvern sting or serpent sting by 3%, and reduces the mana cost of your serpent sting by 30%.

Resourcefulness (Rank 3/3) - Reduces the mana cost of all traps and melee abilities by 60% and reduces the cooldown of all traps by 6%.

Wrath of the Lich King Paladin Talents

July 19, 2008 by Zuggy · 2 Comments 

paladin talentsWell, we’re finally hearing some of the updated wrath of the lich king paladin talents. Below are a listing of all currently updated talents on the beta client.

Holy

Blessed Hands (20 Points Required in Holy, 2 Ranks) - Reduces the mana cost and increases the resistance to Dispel effects of all Hand spells by 15/30%

Infusion of Light (35 Points Required in Holy, 2 Ranks)
- Your Holy Shock critical hits reduce the cast time of your next Holy Light spell by 1.25/2.5 secs.

Sacred Cleansing (40 Points Required in Holy, 3 Ranks) - Your Cleanse spell has a 10/20/30% chance to increase the target’s resistance to Disease, Magic and Poison by 30% for 10 sec.

Enlightened Judgements (40 Points Required in Holy, 2 Ranks) - Increases the range of your Judgement spells by 10/20 yards.

Judgements of the Pure (45 Points Required in Holy, 5 Ranks) - Your Judgement spells increase your casting and melee haste by 2/4/6/8/10% for 30 secs.

Beacon of Light (50 Points Required in Holy) - The target becomes a Beacon of Light, healing all party or raid members within 10 yards for 2000 over 15 sec.

* Rank 5: Level 80, 2330 mana, 1.5 sec Cast

Protection

Hammer of the Righteous (50 Points Required in Protection) - Hammer the current target and up to 2 additional nearby targets, causing $s1% of weapon damage as Holy damage. This ability causes high threat.

Retribution

Heart of the Crusader (5 Points Required in Retribution, 5 Ranks) - In addition to the normal effect, your Judgement spells will also increase the critical strike chance of all attacks made against that target by 1/2/3/4/5%.

Sanctified Retribution (20 Point Required in Retribution, 1 Rank) - Damage caused by targets affected by Retribution Aura is increased by 2%.

Sheath of Light (20 Points Required in Retribution, 3 Ranks) - Increases your spell power by an amount equal to 10/20/30% of your attack power and your critical healing spells heal the target for 20/40/60% of the healed amount over 12 seconds.

Sanctified Wrath (35 Points Required in Retribution, 2 Ranks) - Increases the critical strike chance of Hammer of Wrath by 25/50%, reduces the cooldown of Avenging Wrath by 30/60 secs and while affected by Avenging Wrath 25/50% of all damage caused bypasses damage reduction effects.

Swift Retribution (40 Points Required in Retribution, 3 Ranks)
- Your Retribution Aura also increases casting, ranged and melee attack speeds by 1/2/3%.

The Art of War (40 Points Required in Retribution, 3 Ranks) - Your damaging Crusader Strikes have a 5/10/15% chance to cause your next Judgement spell to cause double damage.

Righteous Vengeance (45 Points Required in Retribution, 5 Ranks) - Increases critical damage bonus of all attacks by 3/6/9/12/15%

Divine Storm (50 Points Required in Retribution) - An instant weapon attack that causes Holy damage to up to ${$i-1} enemies within $a1 yards. The Divine Storm heals up to 3 party or raid members totalling $s2% of the damage caused.

Best Professions for PvP

June 20, 2008 by Zuggy · Leave a Comment 

Professions have always been a very important part of World of Wacraft. Offering a wide range of trinkets, armor, weapons, item buffs, gems, etc. The majority of these additions are readily available, especially for those players who have a good bit of time to farm or players who have large amounts of gold at their disposal.

Enchanting for PvP
It wasn’t until the expansion that blizzard added enchanting bop patterns for rings. They weren’t massive buffs, but certainly enough to entice the most hardcore players to make the gold / time investment to level enchanting and acquire these recipes.

Melee: +2 weapon damage / per ring
Casters: +12 spell damage / per ring
Healers: +20 healing / per ring
Stats: +4 all stats / per ring

I haven’t made the investment yet to level enchanting, though it’s certainly been on my mind. Obviously the biggest factor for me is the sheer gold investment, a friend who leveled enchanting several months ago estimated the cost of leveling the profession at around 2000g, seemed a bit high to me, and I’m sure it’s gone down since he leveled it. In any regard, that amount of gold for +4 weapon damage is somewhat staggering. For casters the +24 damage would have me a bit more intrigued, and I’ve certainly considered level it on my elemental shaman. Every little bit count, especially when it’s just that little extra that ensures you the kill.

Jewelcrafting for PvP
In patch 2.2 (which will hopefully launch sometime within the next 2 weeks) jewelcrafting gets a bit of extra love, BoP gems. So far the only two that I’ve heard of are the 18 stamina bop gem and 12 spirit bop gem. For all intensive purposes I don’t know many people who are stacking spirit for PvP, so we’ll ignore that one, though the 18 stamina gem is certainly a nice bonus for players who already have jewelcrafting.

Is 6 stamina worth leveling jewelcrafting, probably not. Though I fully expect to see more bop gems in the coming patches and expansion, so it’s certainly a profession we’ll want to keep an eye on.

Blacksmithing for PvP
Fairly self-explanatory here, if you are a warrior chances are you are a blacksmith. The weapons are simply overpowered, plain and simple. With great damage, speed, and procs it’s a no brainer for a warrior who has access to the nether vortexes.

Outside of the insane weapons found inside Black Temple, I cannot think of a better weapon than the T3 blacksmithing mace for warriors. The stun proc combined with warrior mace spec is just ridiculous. Even as a rogue with mace spec I understand how powerful that random interrupt is going to be when locking down your focus target. If you’re a warrior taking advantage of these weapons will be key.

Engineering for PvP
Before BC I considered myself to be the life long engineering, I loved all the situational trinkets and grenades, it made for very entertaining battlegrounds and world PvP encounters. Though the fizzle affect, which basically destroyed all my pre-BC trinkets, left me with a bad taste in my mouth. Though it seems engineering is finally making a bit of a comeback.

The biggest advantage for engineering has to be the 4k-invulnerability belt. Though as always with the engineering there is a chance to backfire, IE the reason Nekos (Troll Rogue of Shattered Hand) still has the highest (non-gimmicked) eviscerate record I’ve seen in arena, nearly 6,000 damage. Beyond the belt, which is certainly an enticing advantage to pickup engineering, there isn’t all that much. You can roll the dice on the reflectors and hope they don’t fizzle, and the new rocket boots aren’t bad, though there still are many improvements that could be made to the profession.

I’m looking forward to the alleged engineering revamp coming for the profession sometime around patch 2.3, I’d really love to see it brought back to the level it was prior to BC, though I doubt it’ll ever live up to those expectations.

Best PvP Professions - Conclusions
As with all professions and decisions you make in the game you have to weigh the consequences. The amount of gold to level these, the time investment, the pros and cons from dropping one profession and picking up another are all variables that will determine if a particular profession is right for you.

Of the four professions listed here I’d have to say that enchanting offers the most. The ring enchants will directly increase your killing / survivability power which may translate into more wins. When it comes down to the bottom line if gold = more damage, and more damage = more wins, then it’s an investment I’m willing to make and I’ll likely drop one of my current professions to pick up enchanting. I’m excited to see what’s coming for engineering and the possibility of new BoP gems for JC, though all that will come with time.

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