Hey,
Due to a lack of screenshots, I have to delay the article that I really want to write. Bummer. But, I think it would be valuable to post some random tips and tricks that I've learned through playing in over 2500 arena matches, but dont warrant their own posts.
I'll sort it out so its easier to look through.
Sunday, February 6, 2011
Wednesday, February 2, 2011
Pressure: Illustrated by MATH!
'Sup,
Coming off a real crappy day today. Arena Junkies is down, I pinched a nerve in my neck doing pull-ups earlier, and apparently the blizzard of the century swept through Michigan and shut down everything, and I don't have any food to eat until the roads are clear.
What better way to distract me than some MATH?
Edit: By the way, this is from the PTR on a 2800 resilience druid. Get pumped for the new patch, fellow hunters. Its about to get nutty.
I received a couple questions regarding my other post about pressure. I think the easiest way to illustrate it is by running through a scenario and making a graph. College is already paying itself off! My mother would be so proud.
Coming off a real crappy day today. Arena Junkies is down, I pinched a nerve in my neck doing pull-ups earlier, and apparently the blizzard of the century swept through Michigan and shut down everything, and I don't have any food to eat until the roads are clear.
What better way to distract me than some MATH?
Edit: By the way, this is from the PTR on a 2800 resilience druid. Get pumped for the new patch, fellow hunters. Its about to get nutty.
![]() |
| Get EXCITED! |
Monday, January 31, 2011
Arena Intangibles: Pressure
'Sup,
Today, I'd like to talk a bit about something that is invisible, and impossible to measure, yet vital to your success in the arena. And how it makes you win. Sometimes called "Momentum", pressure is one of the most important aspects of victory, and being able to control it is a sure way to attain victory.
I'll start with an example: We lose against Mage/lock/druid and mage/lock/shaman just about every single time. I could make excuses about their CC is completely imbalanced, and how their damage is far too excessive, and I could talk for hours about how unfair warlock self healing is, but the truth of the matter is, this team wins every time because they completely out pressure us consistently, and have many, many tools to help them keep the pressure on thick.
Today, I'd like to talk a bit about something that is invisible, and impossible to measure, yet vital to your success in the arena. And how it makes you win. Sometimes called "Momentum", pressure is one of the most important aspects of victory, and being able to control it is a sure way to attain victory.
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| Pictured: Pressure |
Sunday, January 30, 2011
2400!
Friday, January 28, 2011
The art of the Empty Trap
'Sup,
Today, I'd like to talk about something that I feel that modern hunters have lost in their gameplay. Any Vanilla WoW player will tell you about the good old days of traps, where you had to feign death to leave combat in order to even place them. A hunter FD trapping something was a thing of beauty, because typically they had about .5 seconds before they re-entered combat from their moron pet attacking someone to get the trap off.
Then again, back in those days, there were no DRs and PVP durations were way longer than current CCs, so you could trap someone and they would stay that way, for a long, long time. Of course, poly and fear were always way stronger back, and as they say, the more things change, the more they stay the same.
For some reason, Blizzard decided that they enjoyed the pattern of Hunters having to use two cooldowns in order for trap to be a reliable CC, and gave hunters Scatter Shot, then removed the restriction on combat traps. But, Hunters still didn't have a reliable method of actually getting their traps to people, so they would have to scatter, then walk over and manually place the trap at the feet of the target in order to successfully trap someone.
The game evolved from that point, giving us Freezing Arrow, and now, the drastically inferior Trap Launcher, the art of placing traps has been lost on modern Hunters, and the time to revive it is now. Sit well, and listen, grasshopper, I will show you the way.
Today, I'd like to talk about something that I feel that modern hunters have lost in their gameplay. Any Vanilla WoW player will tell you about the good old days of traps, where you had to feign death to leave combat in order to even place them. A hunter FD trapping something was a thing of beauty, because typically they had about .5 seconds before they re-entered combat from their moron pet attacking someone to get the trap off.
Then again, back in those days, there were no DRs and PVP durations were way longer than current CCs, so you could trap someone and they would stay that way, for a long, long time. Of course, poly and fear were always way stronger back, and as they say, the more things change, the more they stay the same.
For some reason, Blizzard decided that they enjoyed the pattern of Hunters having to use two cooldowns in order for trap to be a reliable CC, and gave hunters Scatter Shot, then removed the restriction on combat traps. But, Hunters still didn't have a reliable method of actually getting their traps to people, so they would have to scatter, then walk over and manually place the trap at the feet of the target in order to successfully trap someone.
The game evolved from that point, giving us Freezing Arrow, and now, the drastically inferior Trap Launcher, the art of placing traps has been lost on modern Hunters, and the time to revive it is now. Sit well, and listen, grasshopper, I will show you the way.
Wednesday, January 26, 2011
Why use a cat?
'Sup,
Earlier today I had an interesting question come up, one that I hadn't thought about in a long time. Someone asked me why I use a cat instead of a monkey or spider, and I realized that I haven't considered this since I originally made the switch to cat, and I think I owe you guys an explanation. You're going to have to keep waiting on the explanation for why my interface is so ugly, however. Sorry.
Anyway, first let's talk about what the various pets bring to the table. As far as I can tell, there are three major/popular pets, and the rest are all situational or comp specific.
Earlier today I had an interesting question come up, one that I hadn't thought about in a long time. Someone asked me why I use a cat instead of a monkey or spider, and I realized that I haven't considered this since I originally made the switch to cat, and I think I owe you guys an explanation. You're going to have to keep waiting on the explanation for why my interface is so ugly, however. Sorry.
![]() | |
| She's not the prettiest girl at the prom, but she'll put out the moment you ask her |
Tuesday, January 25, 2011
First Impression: Marks on the PTR
'Sup,
I originally just going to cover some basic spec information, then I realized that because there is a patch impending in about 2 weeks or so, it would be more useful for me to include some of my initial reactions to speccing on the PTR, so you can have the edge when the patch finally does decide to drop, if it ever does.
One of the keys to success in the arena is to always be one step ahead of the competition. This can be taken literally, in matches, but I think its also vital to be completely aware of any information coming down the pipe that could affect the arena, and more importantly, hunters. As far as other class changes are concerned, I think its a little easier to just be aware of potential threats to you, and not be an expert on all class mechanics. For example, in the future patch, its important to note that Death Knights are gaining a mini-hand of freedom style ability that triggers whenever their unholy runes are on cooldown. What this means for hunters is that DKs will have an easier time staying on you once they get their hands on you. But of course, they have to reach you first!
I originally just going to cover some basic spec information, then I realized that because there is a patch impending in about 2 weeks or so, it would be more useful for me to include some of my initial reactions to speccing on the PTR, so you can have the edge when the patch finally does decide to drop, if it ever does.
One of the keys to success in the arena is to always be one step ahead of the competition. This can be taken literally, in matches, but I think its also vital to be completely aware of any information coming down the pipe that could affect the arena, and more importantly, hunters. As far as other class changes are concerned, I think its a little easier to just be aware of potential threats to you, and not be an expert on all class mechanics. For example, in the future patch, its important to note that Death Knights are gaining a mini-hand of freedom style ability that triggers whenever their unholy runes are on cooldown. What this means for hunters is that DKs will have an easier time staying on you once they get their hands on you. But of course, they have to reach you first!
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