Tier 7: Naxxramas. Each wing-boss drops 1 Warrior, Rogue, Hunter, DK token, 1 Mage, Priest, Warlock token, and one Druid, Shaman, Paladin token, and 1 weapon. Maexxna drops gloves, Thaddius drops shoulders, Loatheb drops Legs, 4H drops helms and KT drops Chests. Each of those wing bosses have 5 different weapons, and always drop 1 of them every week, KT always drops 2 weapons out of a table of 10. The other non-wing bosses drop 2 random, non weapon, non tier set items.
Tier 8: 2 dungeons of 5 bosses each. 1 single boss encounter that requires a key from killing the bosses of the 2 other dungeons. Dungeon 1 boss drops 3 tiered leg tokens, 2 weapons out of a table of 10, another random item and a head quest, Dungeon 2 boss drops 3 tiered helm tokens, 2 weapons out of a table of 10, another random item and a head quest. Dungeon 1 middle boss drops 3 tiered glove tokens, 1 weapon out of a table of 5, Dungeon 2 middle boss drops 3 tiered shoulder tokens and 1 weapon out of a table of 5. All the other bosses in Dungeons 1 and 2 drop random, non weapon, non tier set items. The single boss encounter drops 2 weapons out of a table of 10, 3 tiered chest tokens, 2 other items and a head quest.
Here is a question I always wondered, why wouldn't they make equpping arena weapons a set bonus of the Arena gear? Something like the 2 piece bonus being:
(2): + 35 Res
(2): Able to equip any arena weapon up to this current season.
So Season 2 Armor would allow you to use season 1 or season 2 weapons. Season 1 Armor would only allow season 1 Weapons. This way, people who are serous about raiding will have a hard time justifiying wearing the pvp armor to pve just for the weapons? Wouldn't this solve alot of problmes?
Here is a question I always wondered, why wouldn't they make equpping arena weapons a set bonus of the Arena gear? Something like the 2 piece bonus being:
(2): + 35 Res
(2): Able to equip any arena weapon up to this current season.
So Season 2 Armor would allow you to use season 1 or season 2 weapons. Season 1 Armor would only allow season 1 Weapons. This way, people who are serous about raiding will have a hard time justifiying wearing the pvp armor to pve just for the weapons? Wouldn't this solve alot of problmes?
Not particularly. The people who already have the weapons, for instance, would scream bloody murder, suddenly having no offhand.
This issue needs to be looked at reactively as well, since a pro-active solution such as the one described above could cause a lot of harm and seriously detract from the player's experience.
Yes, the RNG can short-circuit your progression in that slot. If my guild has horrible luck (or a shitty loot system -- or both), I might be using a Malchazeen while fighting Illidan. That's no fun, but is the "right" answer necessarily using the PvP system to fill that hole?
I think right vs wrong had very little to do with the S2 weapon power. It certainly says "intentional incentive" to me, a means by which whomever designs the arena rewards to entice more people to play the arena at the "average" level of play.
Why play arena games as a "moderately" progressed raiding guild (say somewhere in SSC/TK, clears kara easily enough)? Not like resilience/armor/HP is really needed for PvE, so there really was no reason for those types of guilds (PvE focused) to play arena matches... that is until Blizzard dangled a big carrot in front of them: the S2 weapons.
I think someone just put together the pieces of:
- Weapons drops are rare.
- Blizzard wants people playing in Arena's (see lack of any real BG itemization improvements, "eSport" type remarks)
- Blizzard wanted to offer an "incentive" for PvE raiders to jump into arena games even if they only played at the "average" level (ie, target "market" for S2 weapons)
- Thus, the weapons are "incentive" for mid-tier progressed guilds to enter and play in arenas to get weapons (the rogue using Malchazeen on his way thru SSC/TK to Illidian).
And let's be honest. It worked. I've seen tons of people using S2 weapons in SSC/TK just to make progress (at that level, those weapons are _huge_), so every season Blizzard is going to "entice" PvE raiders to go back into arenas to get better weapons and thus whoever is in charge of arenas can cite numbers showing arenas to be popular. And thus the drama, many people who want to raid feel compelled to Arena in order to obtain weapons to be competitive, because the raid equivalents are subject to the whim of the RNG (unlike armor tokens, significantly less fickle). The PvE raider who does not enjoy arena sees it as another form of "farming" in order to be able to (effectively) raid, much like repair costs and consumable farming.
Ok, I just went through the wowwiki articles on item values, and the dps sacrifice methods, in order to answer Praetorian's question:
Originally Posted by Praetorian
I don't have the time/spreadsheets right now to calculate actual numbers, but if someone could do so, I'd love to see exactly what a Merciless Gladiator's Shanker would look like if you lowered its DPS to equal Prince dagger and then split all the extra budget between stam and resil
Here's how far I got. First I can correctly calculate the Malchazeen and Merciless item budgets to verify that my formulas are right. However, for the dps sacrifice component, Sacrificed DPS approx = iLevel (136) – 70 = 66 Here we guess (since it's not clear, but close) that since healing on Arena gear was within 5% of the suggested 7.5 value on Wowwiki, we can guess that A combat rating or primary stat = 1 / .45 = 2.22 multiple item budget value From dps loss. Healing is 7.5, so we would gain 7.5 / 2.22 = 3.4 CR/Stat Per dps loss
We dont have a full dps loss, in this case we have an iLevel136 – iLevel125 = 11 levels lost worth of dps. so, those 11 levels would give us 37 'Stat' points to use between Res and Sta. Given the exponential nature of individual stat costs in an item budget, I'd guess it'd end up with something akin to an extra 15 stamina and 15 resilience.
Here's my guesstimate of the Merciless Gladiator Shanker:
Stat Curr New
DPS 97.5 91.9
Sta 27 42
hit 10 10
crit 19 19
Res 12 27
AP 30 30
I have never worked with iLevels before, and there is no known melee stat conversion for lost dps except for Feral AP (that I found), so I'm going off best guesses. I hope someone can point out the mistakes that I'm sure I've made in here, to provide a better set of values, but this is a start.
I don't think 15 stamina and 15 resilience comes close to outweighing the loss of the dps. This just reinforces that PVP'ers need to PVE to compete in PVP.
Adding rating requirements to arena gear will have a serious impact on the number of people doing the arens, too. A ton of the people who play arenas are doing it just because they know they'll have a weapon or piece of armor when they get enough points. I know 1900 has been thrown around as a cutoff and that it wasn't official or anything, but any kind of restriction will have the same effect. Roughly half the people who do arenas are below 1500 rating. Those people most likely know they have no chance of hitting 1900, or being in the top X percent, or whatever. They would lose that incentive to play, which for many players is the biggest draw to the arenas.
More than that - if those people that are currently below 1500 stop doing arenas, all the people currently at 1600 will suddenly find themselves falling below 1500. Rinse and repeat. Restricting as big a selling point as the arena weapons would be an incredibly stupid move. Even the people that think they'd be the winners (after all, they have a 1900 rating now) would lose out - the whole curve would shift.
No, I think the suggestion of tying it to the armor is a much neater idea. Just say that for T3 weapons and above, you need to be wearing at least two pieces of the T2 armor set in order to equip them. Obviously they'd be unwise to make it retroactive to S2 gear since that would affect so many people, but for future tiers it's a very elegant solution.
That idea is actually pretty good. It should probably befour4 pieces though, although using two probably gimps you enough in pve to make up for the weapon you are not 'supposed' to use. But anyone seriously pvping and having enough arena points for a weapon, surely has gladiator gear.
Also S1 gear will be attainable through honor next season. So if you make it three or four pieces to use a weapon, people with a low rating can also spend all their points on the weapon to have a cool toy with nice dps and just farm BGs to get the honor for the gladiator gear to make it useable.
The more I think about it, the more I like it.
On the other hand chances are blizzard actually wants people to use the pvp weapons in pve as it is a considerable help for more casual oriented guilds to progress in pve. When we looked at Kael'thas, our rogues were using karaz weapons and the lucky ones had a morogrim sword while our casters were lucky if they snatched a doomwalker dagger.
The guilds reaching him with S3 released will have a buttload of additional (melee-) dps provided by T6 level weapons.
The way the r14 gear was given out, I think this is actually intended and (sadly) we won't see a 'fix' to it.
Set bonus (2): Increase AP by 50% of your resiliance (with main hand)
That could actually be the most brilliant idea suggested so far - as long as the amount of Resilience on the set was carefully monitored so that it made up just enough resilience to put you up to the amount of static damage you lose from the mainhand, you would only benefit from PvP weapons whilst wearing the full PvP set. Net result? Wearing the PvP set with a PvP weapon gives you exactly the same results as now, in PvP and in PvE. As soon as you start swapping out for PvE pieces, though, you start losing AP quickly.
It's a surprisingly elegant solution, though perhaps a pain to balance, and probably better than the knee-jerk rating requirement solution Blizzard is implementing.
While it would be great for each end-boss to drop weapons, guaranteed...
Blizzard wants players to keep running old content. I think this desire is one of the reasons the RNG for weapons hasn't been scrapped entirely, the way the RNG for set armor was.
What the devs need to realize is that guilds trying to progress can't afford to spend valuable raid nights farming old content in the hope that THIS time, those rare items show up... and the players who need them are in the raid... and that the rest of the drops aren't a shard-fest.
I still think weapon tokens for good weapons/RNG for great weapons is the change that should happen. Keep the "oh man, you have THAT??" factor in, which can be accomplished with different art and a few ilvls, but let PvE raiders gear up in a sane fashion.
This is precisely the problem guilds like mine will have as they near the end of T5 content. Scheduled raiding is only 12 hours a week over 4 nights. Even once we get Kael'thas down, taking 2-3 nights to clear SSC and TK leaves only one night for trying to progress in MH/BT. Old content has to get dropped relatively quickly so we have any hope of advancing further. If you get crappy drops for "needed" gear, you either have to farm the old stuff longer or be significantly weaker when trying to move forward. In the 15 or so Prince kills I've been part of, I've seen one Mindblade drop and I lost the roll for it. If it wasn't for the arena weapons I'd be using the Lower City rep mace still. Our Gruul luck has been atrocious as well. In 20 kills we have 0 Magus-Blades, 0 DST, 1 shield. We've gotten 17 Champion Leggings though.
If it wasn't for alternate gear paths like arena, we'd have a significantly weaker raid force, perhaps even to the point of not being where we are currently for progression. Take away all the "undeserving" arena weapons from people like me that have a high rating of ~1750 and the raid loses a ton of overall dps that can't be replaced. We've had crap for drops and the only thing allowing us to keep up is arena weapons.
On the idea of tokens for pve, I'm not sure such a massive change would be all that needed.
What I'd like to see, rather than bosses dropping tokens and removing the "fun" of random loot, would be some way of implementing a base line of gear. I know its not fun to get 10 weeks without your weapon, but I just think downing bosses would be a little boring if they dropped two tier armour tokens and 1 weapon token. So I'd still like to leave the weapons in as they are at the moment, just make a guranteed weapon drop on certain bosses.
But onto the idea of a gear baseline. As I linked in my previous post, there was an example of an Illidan downing rogue using Latro's for raid dps. Whilst this is an extreme example, variations on this exist throughout raiding guilds, many guilds have a class or two that has had bad luck on the drops, or just a dkp system that doesn't work very well.
What I'd propose would be some form of weapon gear baseline to help them out. "Not more rep grinds!" I here you cry. But its actually not a bad pacing mechanism for this type of mechanic. Associate a reputation with each dungeon tier past tier 4. Lets take Tier 5 for example. You add reputation to bosses only at T5 levels for a new faction. Lets say Adal's Hand, an elite unit under Adal's command that hes tasked with gathering intel on Vashj and Kael and helping the players out where possible.
Next you pace the boss reputation to an acceptable level. This would be in the hands of the game designers, but I'd say that players should be reaching exalted with this faction after a few Vashj kills, about the time they are struggling with Kael.
At exalted the faction offers a reward quest. "Grats on getting exalted dude, totally gnarly! Hey man, why don't you help yourself to one of these totally rad hit sticks!" (Yes, the leader of the faction is a dranei surfer).
The weapons he offers are epics. For simplicitys sake he can give you a token. ONE token. You never get another token in any way possible, nor can you swap your weapon again.
The weapon choice is much like that on the arena vendor. A weapon for every type/slot and even going so far as to chuck in 2-3 spell blades for variation for each class.
The weapons power level is equal to early to mid tier X depending on what tier hes at, so at this case T5.
The point of this form of weapons gain is to not leave anyone behind in content. If you've had crap luck getting [Fang of the Leviathan] for example, you can take a similar item from this guy. If you've been lucky enough to get the fang, you can get an offhand or a wand item from him, to supplement whichever area you feel you need to bring up to raid standards. I stress that these weapons wouldn't or shouldn't eclipse exisiting drops, but should offer an easier to get alternative to arena weapons.
Whilst this wouldn't solve all problems, it would help a lot in ensuring specific classes in your guild don't fell that they have to do arena to remain competitive in raiding.
A quick word on procs though, I really think this is THE best way to go in differentiating weapons between pvp and pve.
Theres so much you could expand to in this area, I just feel devs get a bit lazy because these procs are harder to balance and to define in terms of ilevel.
But for pvp procs like:
Reduces targets resilience by X for Y.
Blind style procs like [Dark Edge of Insanity]
Speed procs like mages Blazing Speed.
Reduces healing effects on target by x% (very small %, like 2-4 but still not to be sniffed at).
Reduces targets movement speed by X for Y.
Your corruption ticks have a 10% chance reduce your targets chance to resist fear effects.
Ideas go on and on. For PvE: [Nightfall] style procs.
CoH: Reduces targets armour by X. Stacks with sunder.
Reduces targets ap by xx. Starcks with demo shout/roar.
Reduces targets spellcast/attack speed by x%. Stacks with CoT/TC.
Restore 1 energy.
Procs like that that have small use in PvP but can really help in PvE.
I must stress on this point though, that we should NEVER be in a Thunderfury mark II situation where the procs become so raid vital that we have to use the item, even when surrounding itemisation has far exceeded it in terms of raw dps.
Thats why I think a 1-2% attack speed debuff is a great little addition to a rogue dagger for example, but not so big that they won't upgrade it to something 10dps better.
Same for caster staffs, nightfall ish style proc, but a very small boost. 5 damage per hit or something is going to add up between your casters over a fight, but isn't going to cause trouble when you want to swap it out for a better weapon.
I just don't see anyway to actually make S2 weapons better for PVP that will outweigh dropping their dps by 10%. Its not like in top PVP between matched teams that you drop the opponent instantly. Its long drawn out CC fights. What would I rather have in that situation? An extra 100 stamina buffer or 10% more damage on every attack I did for the duration of the match?
Now you are stretching it.
First, no one is talking about dropping the PvP weapon DPS by 10%.
Second, even if it was done this way, 10% weapon loss does not equate a "10% damage loss on every hit" as you imply. And you certainly know that.
I had Season one / two offhands equipped for quite a while, so I cant really complain about the upgrade itself, tho I always thought its quite ridiculous, that the not-bleeding-edge-guilds like my previous one was running around with weapons, which are roughly equal to the drops of the zone you are working on.
What I think would be an elegant solution:
-Make two sets of weapons for season3.
--One set with no requirements, equally to BT/MH weapons after they got upgraded (if they will get upgraded)
--One set equal to Sunwell weapons, which require a highrating (like top 5% of the battlegroup) and also a 10% total attendance of the team.
And since you might drop in points, give some leeway how long you can equip the weapon.
Something along the lines of "rating needed to buy" - 150 rating = useable.
This way you wouldnt get totally overpowered weapons from PvE and no counterpart from PvP, but also would give those PvP'ers that dont raid but have a semi decent rating be able to actually get decent weapons without having to use out of date Season X-1 weapons.
Tho the droprate of PvE weapons would have to get some polish too.
Sidenote:
I'm actually quite curious, that none of the PvP'ers here complain about the lack of different kinds of PvP obtained trinkets, thats one of the few slots i always thought is lacking alot.
Couldn't PvP weapons have a "your attacks ignore X of your target's resiliance" effect much like T6 has ignore armour? That should be quite powerful in PvP while not making the weapons overpowered in PvE.
I had Season one / two offhands equipped for quite a while, so I cant really complain about the upgrade itself, tho I always thought its quite ridiculous, that the not-bleeding-edge-guilds like my previous one was running around with weapons, which are roughly equal to the drops of the zone you are working on.
What I think would be an elegant solution:
-Make two sets of weapons for season3.
--One set with no requirements, equally to BT/MH weapons after they got upgraded (if they will get upgraded)
--One set equal to Sunwell weapons, which require a highrating (like top 5% of the battlegroup) and also a 10% total attendance of the team.
And since you might drop in points, give some leeway how long you can equip the weapon.
Something along the lines of "rating needed to buy" - 150 rating = useable.
Thats nice, you can hoard rating and wait 1-2 weeks and have weapons equal to unreleased content that has not been progressed at all yet let alone an influx of the items dropping yet...
I'll hold back my comments on weapons equal to BT/MH with no requirement, im still tender about PvP being able to do this so early on in advancement of these zones, especially due to the nature of this threads issue around the itemization problems we currently face.
Thats nice, you can hoard rating and wait 1-2 weeks and have weapons equal to unreleased content that has not been progressed at all yet let alone an influx of the items dropping yet...
Hmm I think you didnt get my point.
My idea would be that, once Sunwell gets released (my guess is that sunwell and the next upgraded seasongear gonna be in the same patch) there would be equal weapons from Sunwell and Seasoned gear. Both only attainable for the top 5% or so. Especially bound to a rating and attendace this would balance the PvP aspect.
Also at the point a new instance is released, more people tend to get into the previous "highend" raiding instance, thus having the weapons from arenas not bound to rating being roughly equal to what the majority of raiding guilds is currently able to get from drops would keep PvP to PvE balanced again.
Yes, and to understand it I would highly suggest you to read this thread thoroughly. Again. If needed.
But to make it short:
- PvP (Arena points) Progression is "normalized". No matter how good or competitive your Battlegroup is, 5% (this was the number you cited) would get these "Sunwell" quality weapons. No need them to drop, or succeed in any absolutely quantifiable sense (arena rankings are relative). The moment they are put in game you have 5% of PvP'ing people with enough points (from the season preceding the current one) who can get them. And who will get them. And use them for raiding zones 1 or 2 tiers below sunwell.
- PvE progression on the other hand is highly server dependant. It is not normalized by any means. Either you drop the boss or you do not. Either you get lucky on boss loot or not.
If you really think that reserving sunwell quality loot for 5% of the people participating in the aren is akin to conquering sunwell the same week it is released, you are seriously mistaken.
My take on this matter would be to itemise the PvP weapons especially for arena play.
Be it with set bonuses, resilience penetration, PvP procs or whatever.
EDIT: Arena weapons should be a viable alternative in PvE (for people with bad luck, latecomers, to make raiding older zones easier with time, ...), but they should not be up there with the best PvE weapons (it did really hurt to offer TK weapons as sour grapes the first time they dropped, because S2 weapons habe been released the week before). For PvE that is. Hence to make them equal for arena play, add said arena bonuses, solely for PvP purposes.
Last edited by suicuique : 08/30/07 at 8:29 AM.
Reason: added last statement
Hmm I think you didnt get my point.
My idea would be that, once Sunwell gets released (my guess is that sunwell and the next upgraded seasongear gonna be in the same patch) there would be equal weapons from Sunwell and Seasoned gear. Both only attainable for the top 5% or so. Especially bound to a rating and attendace this would balance the PvP aspect.
Also at the point a new instance is released, more people tend to get into the previous "highend" raiding instance, thus having the weapons from arenas not bound to rating being roughly equal to what the majority of raiding guilds is currently able to get from drops would keep PvP to PvE balanced again.
Any major flaw in these thoughts?
It's much more likely that Season 3 will come out with the ZA patch (probably 2.3) rather than Sunwell, which is still ~6 months away I would guess. If Season 3 was going to come out with the Sunwell, your suggestion might work better, but I sincerely doubt that Season 3 will be put off for 6 months.
This is why Season 3 gear is giving me a headache though. There isn't anywhere for them to go with the weapons in terms of upgrades without totally trivializing all of the PVE weapons in the game. The only way they could fix this would be to either modify the arena weapons to perform better in PVP and not be desirable for PVE, or to vastly upgrade the MH/BT weapons. Adding 2-3 DPS to them won't really suffice, seeing as how Season 2 weapons are 97.5 DPS and MH/BT are 100. The same is true for spellcaster weapons- the season 2 spellblade is easily the 3rd best weapon in the game, and if it was slightly better, it would be the 2nd best. Most servers have, what, 4-5 guilds in BT/Hyjal? It's too early by a long stretch to have equivalent gear available to everyone via arenas.
It's much more likely that Season 3 will come out with the ZA patch (probably 2.3) rather than Sunwell, which is still ~6 months away I would guess. If Season 3 was going to come out with the Sunwell, your suggestion might work better, but I sincerely doubt that Season 3 will be put off for 6 months.
This is why Season 3 gear is giving me a headache though. There isn't anywhere for them to go with the weapons in terms of upgrades without totally trivializing all of the PVE weapons in the game. The only way they could fix this would be to either modify the arena weapons to perform better in PVP and not be desirable for PVE, or to vastly upgrade the MH/BT weapons. Adding 2-3 DPS to them won't really suffice, seeing as how Season 2 weapons are 97.5 DPS and MH/BT are 100. The same is true for spellcaster weapons- the season 2 spellblade is easily the 3rd best weapon in the game, and if it was slightly better, it would be the 2nd best. Most servers have, what, 4-5 guilds in BT/Hyjal? It's too early by a long stretch to have equivalent gear available to everyone via arenas.
Yer I though tthis was set in stone (as much as it can be with Blizz) that Zul'Aman would be 2.3, Sunwell and the new 5 man would be 2.4, then onto expansion (or pre-xpac mini patch to pave the way).
I'm not sure how much it is for MS warriors, but considering most of what I do in there in Arenas is basically WW, MS and auto attacks having 10% less dps on the weapon would be a fairly major hit. Now of course for a caster losing 20 dmg on a spellblade will not be anywhere near the loss that 10% of the dps is on a 2H.
This is why Season 3 gear is giving me a headache though. There isn't anywhere for them to go with the weapons in terms of upgrades without totally trivializing all of the PVE weapons in the game. The only way they could fix this would be to either modify the arena weapons to perform better in PVP and not be desirable for PVE, or to vastly upgrade the MH/BT weapons. Adding 2-3 DPS to them won't really suffice, seeing as how Season 2 weapons are 97.5 DPS and MH/BT are 100. The same is true for spellcaster weapons- the season 2 spellblade is easily the 3rd best weapon in the game, and if it was slightly better, it would be the 2nd best. Most servers have, what, 4-5 guilds in BT/Hyjal? It's too early by a long stretch to have equivalent gear available to everyone via arenas.
Blizzard needs to sync up the expected progression level in PvE and PvP in the long run. My sense is that Blizzard is expecting some sort of "average" raiding guild to be approaching/in BT/MH at the time of the Season 3 patch so that throughout season 3 raiders and PvPers are both getting T6/S3 quality loot. The reality is that the majority of raiding guilds can't/aren't/won't keep up this pace. Just look at wowjutsu or whereever and there is no chance any significant number of raiders will be in BT/MH by season 3, we have about 2% in BT/MH now?
Otherwise they are just going to re-run the Naxx situation. Creating (and using resources) on high-end content that only a very small percentage of players see, ultimately this will lose out to 10 mans, more and better PvP, etc. What worries me is that in the end the 25 man raid game will lose out in the competition for internal resources as Blizzard starts to look at their numbers and says "geez no one is really doing 25 man stuff, no reaons to really include much of a 25 man game in the third expansion."
Blizzard doesn't really have the EQ route where 2nd and 3rd tier raider just raid an expansion behind the leading edge as the old content is trivialized by each expansion almost completely, so for content to be "valuable" it has to get used up in each expansion cycle...
What I would be curious to learn is what is Blizzard expecting out of the raid game?
Bliz could also just decide not to release new weapons with the next season and wait for WOTLK to re-balance pve and pvp itemization. First, adding more types of items to the arena vendors would be neat (pvp-trinkets, upgrades to the honor purples). Second, if season 3 starts with Zul'Aman, there is absolutely no reason for new arena weapons given that current weapons are still fairly competitive with pve drops. Finally, Bliz has a history of waiting until 'that-big-future-patch' to fix balance issues, so putting things off til WOTLK would be in character.
It seems through reading the replies to this post that many people feel like the availability of these weapons is part of the problem. Why should everyone, even people on teams around 1600 be able to save up points and get t2 or t3 gladiator weapons on the first day of the season?.
I feel that they could use the weapons as a reward, either half way through the season or at the end such as the nether drake mount. Make previous season’s weapons available for arena points at any time, and the current season’s weapons available half way through the season, purchasable for gold for only the top 5% or any amount of teams that blizzard would feel fit. This would allow the weapons to stay very competitive with the current weapons from PVE, but not the item that every kid that plays 10 games a week and saves up till the next season can obtain.
I counted the number of arena mainhands in our Hyjal raid last night. Keeping in mind our guild has had 2 Bloodmaw Magus Blades, no rogue mainhands/offhands, no other caster weapons, here is what our raiders are using:
7 Merciless Gladiator Spellblade/Gavel
1 Merciless Gladiator Staff
4 Rogues using Merciless Gladiator sword combos (all our rogues)
1 Blade of the Archmage
2 Bloodmaw Magus -Blades
1 Nathrezim Mindblade
In other words, a vast majority of our guild's DPS had to go out and get arena weapons if they wanted to have an upgrade beyond rep rewards and instance blues. That's sickening.