Isn’t this always how it is? First you wait weeks for the PvP season to start and then, when it hits, you get swamped by work. It probably doesn’t help I picked this week to start another thing either. Anyway, the result is that I’ve been unable to get much time in in either Arena or Battle Ground and, while I have obtained a Warfront quest, that’s about as far as that goes.

Fortunately for people like me, Blizzard has thought of these things while designing the Conquest system. Apparently, if you don’t reach the week’s cap before the reset, you won’t lose accumulated Conquest points and remain eligible for the week’s reward for another 2 weeks.

While it does make me feel a little casual, this week it’s welcome news indeed. Blizzard’s also explained that the item level of the loot you receive will be based on the highest rating you achieved in the previous week. This means you could reach Duelist rank, then drop down to Rival and still receive Duelist quality loot for that week. If you were Duelist before, but achieve Gladiator after receiving your reward, you can use a Battleborn Sigil to boost the item’s level to the rating associated with your new rank.

If that all sounds a tad complicated, it’s because it probably is, as even Blizzard’s design team acknowledges. We’re likely to see more updates on the system in the future, but for now rest assured that there’s no need for grinding deeply into the night just yet.

Unless that’s what you enjoy of course, in which case carry on.

Well, if you’re in the US of A that is. Today the Uldir raid becomes available to our overseas friends, with their new PvP season kicking off as well. I’m sure I’m not the only one who’s disappointed about this (because there’s someone disappointed about every single thing WoW-related somewhere these days), but us EU folk will have to wait one more day and global launches be damned.

While we do so, however, here are your preparatory raiding guides courtesy of WowheadIcy Veins and MMO-Champion. This also feels like a good time to mention the Resurgent 6v6 Rated Battleground League, which will kick off next week at the same time as the Arena World Championship Fall Season does.

I hope it’s comforting to know that, while we may have to wait a little longer, there’s plenty of action coming up. See you out there, GL HF and For the faction-of-your-denomination!

I’ve been playing the class for a good two weeks now and a few things have (anecdotally) become apparent.

– Retribution paladins are fairly survivable and do ok damage. They pay for this in mobility however. At first I was like “What would I ever need Cavalier for?” Then I realized it was to run away from mages with. Just kidding, you can’t run away from mages.

– I like the priority system at the basis of our rotation, it gives you (the appearance of) choices to make. AoE feels rather weak unless there’s quite a few enemies about however, but I understand this was an intentional change. The cooldowns.. kind of suck. I know that this was a change as well and maybe I just need more practice, but I tend to go through periods of unavailable abilities when fights go long which I dislike.

Nobody knows how the PvP scaling works. Part of me suspects Blizzard just does this kind of thing because they’re Blizzard. Regardless, either only item level matters or item level and secondary stats matter. Fortunately, our secondary stats are all pretty close in value. Having experimented with them, my favor leans towards Haste for reasons of sustainability (see aforementioned cooldowns), although Noxxic feels differently on the topic. And a lot of other guides feel differently about that. The Light may be Truth, but us paladins, we like to muck about.

– What we do know is that, even if unclear about the weight their stats give, trinket and trait procs do matter. Of these, apparently only those which directly increase your stats or damage stack, secondaries don’t. I’m not sure which traits I like best, but then I haven’t received the best of gear yet. This is something I’ll need to work on but, with the value of PvP rewards being contested, it looks like I’m probably going to need to start raiding for that as well.

Anybody want to fill in at work for a few weeks?

The Legion expansion introduced level scaling to World of Warcraft, with mobs in its zones scaling in power based on player gear. This allowed players more freedom in where to quest but it also affected how powerful they felt, as their ability to quickly take down lower level enemies was greatly diminished as well.

The system was eventually implemented across all content in update 7.3.5 and, with some tweaks, continues to be in use for Battle for Azeroth. With artifacts gone and people actively leveling again, said power issues were quickly brought up again as well however, with some enterprising Redditors even finding that unequipping high level gear will decrease the time it takes you to kill enemies.

Player versus player, our area of interest, is no different. The way the system currently works is that you are shown the expected damage numbers when hitting someone of a different item level, but the amount that’s actually applied is modified based on the difference between the two of you. In instanced PvP it works similarly but everyone starts at the same base item level and gets a percental tweak in stats based on every level equipped above that, which is why people tell you not to focus on stats but on item level for your PvP set.

It’s all a little opaque and, while it’s nice that lowbies can’t just get one-shot by someone in all Mythic gear, it does raise questions of balance. To accommodate complaints to that effect, Blizzard has now released a hot fix to at least widen the power gap a bit between players in the level 110 to 120 range. Considering that these issues have, to some extent, been lingering since last expansion this hardly seems like it’ll be the last word on the matter, but time will tell.