
Training Grounds rules
The rules
Everything that decides a duel here, short enough to read before your next one.
The fight
- You fight at level 60 in your class's Tier 1 set with Molten Core weapons.
- Every button's damage, cost, cooldown and cast time is the number in WoW Forever's own beta files. Nothing is tuned for balance.
- Most buttons share a 1.5 sec global cooldown. A Rogue's buttons and a Druid's in Cat Form have 1 sec, as in the game.
- Before the go you get 10 sec of Arena Preparation in your start: take a stance, form, Aspect or Stealth and cast instant buffs on yourself with a cooldown of 30 sec or less, free of cost.
- A duel lasts 3 minutes from the go (2 minutes against an Easy bot). When the clock runs out, the higher share of health wins and an even share is a draw.
Diminishing returns
Crowd control on you lasts at most 10 sec, as in TBC arenas: a Sap, Polymorph, Fear or Freezing Trap stops there. Each kind of control lasts 50% as long the second time it lands on you, 25% the third, then you are immune to it until 15 sec after the last one wears off. Death Coil, silences, disarms and slows keep their own time, except Hamstring, which also stops at 10 sec.
Which controls share a group
The groups are the game's own:
- Stuns
- Charge, Intercept, War Stomp, Hammer of Justice, Cheap Shot, Bash, Pounce, Concussion Blow, Intimidation
- Stuns from a chance on hit
- Impact, Pyroclasm, Blackout, Improved Starfire, Seal of Justice, Improved Concussive Shot
- Kidney Shot
- its own group, apart from the other stuns
- Incapacitates
- Freezing Trap, Gouge, Sap, Repentance, Hibernate, Wyvern Sting, Polymorph, Scatter Shot, Confounding Flash, Chastise
- Fears
- Intimidating Shout, Seduction, Fear, Psychic Scream, Howl of Terror, Scare Beast
- Silences
- Silence, Counterspell, Kick, Shield Bash
- Roots
- Frost Nova, Entangling Roots, Nature's Grasp, Earthbound
- Roots from a talent
- Frostbite, Entrapment, Improved Hamstring, Improved Wing Clip, Counterattack
- No diminishing returns
- Inferno, Blind, Death Coil, Spell Lock, Feral Charge, and every slow and disarm
Two rules made for a timed duel
The game's duels have no clock, so these keep a timed duel fair.
- Dampening. Starting a minute after the first blow, all healing and shields are cut 10% more every 10 sec, up to 100%, the same for both sides.
- Hiding never wins on time. A side in Stealth, Prowl, Shadowmeld or Vanish for more than 50% of the last minute, or of the whole duel, cannot win when the clock runs out.
Ranked
- Each class has its own rating. It starts at 1500 and a win or a loss moves it by up to 32 points, more for beating someone rated above you.
- A draw is not ranked. The same two players are rated against each other 5 times a day at most.
- When someone else queues you both get an invite and have 20 sec to enter.
- The server plays every ranked duel again from both players' inputs before it counts.
Leaving and going idle
- Leaving a ranked duel once it has started, or closing the page, counts as a loss.
- If your connection drops you can come back and the duel goes on, but a connection gone for 60 sec while your foe’s is not is a loss.
- Idle forfeit in ranked: no move, turn or press for the first 30 sec after the go, or for 60 sec at any point after, and you forfeit. If both sides go idle, nobody is rated.
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