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Arenas (which includes arena skirmishes) are the toughest aspect of wow to find exploits as virtually everything is reset upon entry to an arena. However, historically DEbuffs carry over into entry into an arena. 

The problem for Blizzard is that many debuffs have properties which are actually quite useful and these have to be treated on a case-by-case basis. Over the years Blizzard have managed to eliminate most of these debuffs but my post 8.0 research indicates a few remain. 

The best one I can find is "Mystic Bolt". This is used by Indu'le Mystics in Dragonblight, Northrend at level 64. 

https://www.wowhead.com/spell=51787/mystical-bolt

The tooltip describes a 5% increase per stack (max 4) to "critical hit chance". This is rather confusing. What the debuff actually does is increase your ranged/melee attacks. Being a mystical bolt you'd think it would affect casters but it actually affects everyone BUT casters.

The 4 stacks give the player using physical attacks a 20% extra crit chance which is significant enough be decisive.

The debuff lasts a full minute and is refreshed each time you gain a stack. The latest you can enter an arena is 30 seconds after the que pops, which will be 15 seconds before the arena starts. That gives you a maximum of 45 seconds fighting with the 20% extra crit, making it ideal for burst combos.

The Mystic Bolt also makes your character transparent which can be helpful also. 

The other debuffs in this article can all be obtained from insect related mobs in Zangarmarsh, Outland at around level 60. All last one minute making for 45 seconds of arena time. The first and least interesting is called "Black Blood"  from the mob Blacksting:

https://www.wowhead.com/spell=35331/black-blood

This debuff reduces damage taken by 10%, however because it also reduces stats by 10% it is highly situational and would require a skilled and knowledgeable player to be beneficial in arena. 

The second debuff from Zangarmarsh is called "Glowing Blood"

https://www.wowhead.com/spell=35325/glowing-blood

This debuff can be obtained from the mobs "Umbraglow Stinger" and Fenglow Stinger.

This debuff increases the player's agility by 10% so is confined to those classes. It also prevents invisibility and reduces dodge chance by 20%. This does leave a few specs which would benefit though again is somewhat situational. 

The final debuff is called Lambent Blood:

https://www.wowhead.com/spell=35328/lambent-blood

This debuff can be obtained from the mob "Bogflare Needler". 

This debuff again prevents invisibility, increases damage taken and increases strength by 10%. Strength users generally have no use for invisibility and may be able to mitigate damage, so this is probably the best of the insect debuffs.

There is nothing to prevent you from these using these debuffs to your advantage in other situations like Raiding, but their brief duration and unique ability to survive transition to arena makes them ideal for this purpose.

KITING

At 120 most of the time these mobs will miss with these attacks, so taunt 3-4 of them with a non-lethal ability, if you don't have an actual taunt with your class use something like spellsteal or purge. Move a short distance and allow them to attack you once before moving too far away to avoid them leashing. It requires a bit of practice and timing to get this right at first but it becomes easy after a few tries.

Btw The Walrus mobs are undead, so a death knight's control undead may be very helpful here if you have a dk or can persuade a friendly one to help out. If you have a dk on your account you can use the two character one account method in my recent youtube video to aggro a number of mystic walruses to one spot. 

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