Blood Sport: Building an Arena team, part 1

Every week, V'Ming - who thinks that gnome warlocks are travesties of nature and need to be KOSed - shares thoughts and ideas on becoming deadlier at the Arenas.
Ah, the Arenas! Where heart-pumping battles are fast and hard-hitting. Losers take a dirt nap and victors are that much closer to honor, glory and ... 'welfare epics'. (That's the subject of another debate; I personally love how my shoulders looks, welfare or not.)
In this article, we'll look at some critical things to consider when building and running a team to participate, compete and have fun. For where to go and how to form Arena teams, check out the official Building Your Team guide.
We have looked at 1v1 combat and recognized that some classes do perform better in certain formats than others. This is a result of the classes' innate asymmetry - to cater for a better MMORPG, some say PvE, experience - rather than faulty PvP design.
Without resorting to histrionics in the WoW forums, thinking PvPers exploit current game design to compete effectively within the rules and environment - playing the metagame, so to speak.
Class composition
One of the first things (and most important) is to decide on the classes in your Arena team. Let's start by looking at what the top teams are doing:

I won't expect the chart to change much until patch 2.3. These distributions are very similar to last week's, with hunters in dire need of some Arena love.
Each Arena format evidently demands different things. A 2v2 is as close to a duel as you can get, while the 5v5 is a totally different game.
In PvP, each class can essentially be described by four traits: Damage, Heals, Control and Durability.
Durability can be very situational. I will define it as general survivability under focused fire and the availability of 'escape' abilities such as bubbles, shapeshifting, blink and Cloak of Shadows.
Time for some more pretty colors:

Looking through the top-ranked Arena teams on the Arena PvP Ranking table, most teams typically cover all four quadrants, even in the lean and mean 2v2s.
2v2 teams: bank on stacking on damage and other threats as quickly as possible. Individual survivability is critical, and both toons are usually big in the Durability quadrant. You'd also want classes that can Heal and exert Control cheaply, with minimal micro-management and casting times. Other factors to consider include ranged vs melee classes, and 'free' class synergies. Popular builds generally pick one from each of these two columns:

Warrior-Resto Druid: A quarter of top 50 US Arena teams run this configuration. Resto druids are durable healers with access to all four quadrants. HOTs on the move, curse/poison removal and cyclone gives them a wide range of answers to most threats. Shapeshifting also makes Druid effectively immune to certain forms of Control and insta-shifting coming in 2.3 should make the Druid an even greater asset in teams. MS warriors are the stalwarts of Arena combat, Damage and Durability being their greatest assets.
Warlock-Resto Druid: another popular team. Healers generally draw focused fire - the resto Druid is quite capable of withstanding the inital onslaught, leaving the unchecked Warlock to do his or her nasty stuff. The Warlock is a durable class among clothies, with an average health of more than 12k at top level Arenas. And we aren't talking about Soul Link yet. The versatility of fear effects - which can be used offensively or defensively - brings the dueling power of warlocks into smaller formats of Arena as well.
Kalgan has indicated on Nov 6 in a blue post that he isn't 'truly satisfied' with current 2v2 balance, with specific reference to the two combos above. According to him, a lot of classes are left out of having a reasonable chance because of the endurance nature of the format, and that warlocks' drain-tanking was 'felt' by the class team to be a part of the problem.
Trying not to read too much into his words, it's peculiar to me that he should single out drain-tanking as a problem when the Warrior-Druid is a solid answer to the Warlock-Druid. Incidentally, the latter forms 10% of the top 50, as opposed to 24% for Warrior-Druid teams. Blizzard seems to believe that warlocks are more of a 'problem' in this format than warriors are (I guess when you say 'nerf locks' often and long enough, it actually happens). Whatever the case may be, I believe that we can certainly look forward to many class changes in 2.3 and beyond, depending on how the Arenas shake out.
Other popular combos include the more aggressive Rogue-Priest, and the more defensive Warrior-Paladin.
3v3 teams: the empasis here is Damage and Durability again, with more room for Control, as seen in the dramatically better representation by mages compared to 2v2. With three toons, it is easier to solidly cover all four quadrants. Again, most teams pick a class from each of these columns:

5v5 teams: there are 1,287 possible 5-man combinations from nine classes; it will be more fruitful to discuss them in terms of the quadrants than specific class mixes. In this format - which many consider to be where the real Arena is - the OP-ness of strong dueling classes give way to teamwork, synergies and multipliers. Control becomes more important: take one toon out, and you're ahead by a few seconds. With ten toons in a confined space, there is a lot happening. Players need to be aware of what is happening to them AND their teammates AND their opponents, to respond accordingly with threats and/or answers. Here you'd want to maximize multiplier effects, or effects that scale with the number of combatants.
1-Heal team: aggressive archetype that seeks to overwhelm opponents with fast and hard threats. One toon is dedicated to Heals and this slot is usually filled by the Paladin or Priest. The other four slots are taken up by Damage classes. These teams make for very quick Arena matches due to sheer dps; team coordination becomes very important as reaction time is minimal. Since gear directly determines dps, toons in these teams need to be geared to kill fast.
2-Heals 1-Control team: Main Heals is typically a holy Paladin. The Shaman or Priest fills in the second Heals slot, and is expected to contribute to Damage and Control if needed. The Control class is usually a Mage. Shamans and mages are more prevalent in 5v5s for quite different reasons. Shammies bring with them the multiplier effects of their totems and Bloodlust (or Heroism), among other abilities. These effects become more powerful in bigger teams. With Durability being relatively less of a concern in 5v5, mages survive better, and contribute in the Control department (more important in 5v5s) - whereas they simply do not stick around long enough in 2v2 to make an impact. The last two slots are for Damage classes, and would usually include a Warrior:

3-Heals team: the antithesis of the 1-Heal team. Between three healers, the objective of this makeup is to outlast their opponents by shrugging off threats. Due to longer battles, damage dealers must constantly stack on the threats and not run out of resources - this favors melee classes such as warriors, rogues and casters like warlocks.
I'd like to say at this point that popular builds are by no means sure-winners, and there is always room for more 'exotic' archetypes, the double mage for example. Do you have a winning combo that isn't cookie-cutter? Why do you think that rogues and druids are less common in 5v5?
This wraps up part one of this article. In part two, we'll look at other facets of building an Arena team:
- Players and playtimes
- Gear
- Addons
- Goals
- Communication
Filed under: Blood Sport (Arena PvP), Analysis / Opinion, PvP, Classes, How-tos, Guides, Arena






Reader Comments (Page 1 of 2)
Seleban Apr 13th 2008 1:05PM
I've made a 5v5 warlock arena team... 7 losses 3 wins. Didn't make it past 1 week :( then again, i did have quite a few newbs with me.
Shaka Apr 28th 2008 4:36AM
It's a proven fact, Blizzard gimps any 2 man lock team or any 5 man lock team in arena. After the team reaches a certain team rating. Any lock thats been on a 2 man lock team or 5 man lock team would notice the changes happen. You sitting there wondering why all of the sudden , my SB doesnt proc anymore or hardly, or why does my HS stone never crit heal, let alone give you anything back peroid. Or all of the sudden every characters on the opposing team suddenly resist allittle more to often on common dots: ( Its because Blizzard writes a certain script that kicks in when certain lock teams start reach a high rating.
xvxcvx Nov 10th 2007 11:08PM
Nice article, im waiting for part two.
Brahe Nov 10th 2007 9:46PM
a 5 man warlock team seems like it would be able to dominate anything that comes its way other than another 5 man warlock team, but then again I haven't played a lock past 20 so their might be some weakness i dont know about.
freehugz Nov 10th 2007 10:29PM
#1 unless any of those teams have a warrior and a healer
freehugz Nov 10th 2007 10:30PM
...or a rogue or a hunter
Ortai Nov 10th 2007 10:31PM
Why didn't the devs nerf warriors for arenas when they are and will be the most overrepresented class in the arenas? Kragan plays one in the arena. Anyone catch his "Rocking a S3 weapon" comment on the boards?
Aietius Nov 10th 2007 11:45PM
I have some pretty significant gripes with your simplistic breakdown of the classes into your four categories. Played well, every class has significant control over the match.
Any target with a rogue on his face is a locked down target. Kidney Shot, Gouge, Cheap Shot, Mace Stuns, Garrote Silence, Kick (and Imp. Kick), and Blind are all designed to control the match. Rogues have very good durability because of Cloak of Shadows and Evasion, as well as the high avoidance through parries and dodges.
Warlocks have stronger control than you give them credit for, fear does not break and damage and is easily spammable. Warlocks are also extremely durable because of Soul Link, Fel Armor, and Drain Life. A warlock can literally stand in one place and just spam Drain Life while the opponent tries in vain to put a dent in her health.
A good warrior controls the match completely by keeping hamstring on most targets and intercepting/intervening across the map. Furthermore, while you give Warriors excellent durability, the fact is that they're often the squishiest. Most warriors stay in Berserker Stance, easy pickings for casters. In 5v5 arena, Warriors are often bursted down in seconds. This kind of focused burst would not work against any other class.
Shamans have control of the match through things like Grounding and Earthbind Totem, Earth Shock and Frost Shock.
Hunters are invaluable in 5v5 because of Frost Trap, Viper Sting, Scatter Shot, Silencing Shot, and Snake Trap, all of those being pretty much entirely "control" abilities.
Priests do not have similar levels of control, but played well, can be devastating. Well timed fears used as interrupts, clutch Silences, and Mana Burns all are used to control the match. Priests also have higher durability than you give them credit for, it takes forever to kill a skilled Shadow or Holy/Disc priest, and most of them gem and enchant for stamina in high-level arena.
For Mages, you said that they have excellent control. This is nothing I disagree with, they absolutely devastate with Frost Nova, Freeze, Counterspell, Frost Armor, and Polymorph. But for durability you decided they were lackluster. This is far from the truth. A good mage is near impossible to burst down, Iceblock is amazing and Ice Barrier is very nice.
As for Druids . . . Druids are OP =P Perfect control of the match, amazing healing, Balance is scary DPS (but easy to lock down), and hard to kill with HoTs rolling in bear form.
In general, you could have gone much farther in depth and this article does not deliver because you did not.
Dominika Nov 11th 2007 12:44AM
@1: And yet, there are no top-represented 5-man warlock teams. So maybe instead of suggesting what things would seem, you should stick to how things are. The time for theorycraft arena was long ago. Note that warlocks are the 4th least played class in 5v5.
Squirl Nov 11th 2007 2:23AM
You may want to look into Rogue/Mage(Frost) 2v2 teams... me and a few friends have these and we're in the 1800ish bracket simply due to time constraints/gear. We have trouble with very few team make-ups...
Scalin Nov 11th 2007 3:25AM
They kinda did snip at warriors. The change to mace spec is such that it's really noticible. And likely with the deathknight (if it works the way I think), warrior populations will be split in half. And for all we know, they could buff retadins to the point that warriors are no longer needed for PvP or PvE.
Yes, I am a bit of an alarmist.
Poddo Nov 11th 2007 3:26AM
@7: I'm not sure if you actually READ his comment, but he said it *SEEMS* as if that team should be able to take on anything but *I HAVENT PLAYED A WARLOCK PAST 20* so *MAYBE THERES A WEAKNESS I DONT SEE*
The commenter makes no apparent claim about being any sort of "Arena Master" as you seem to think of yourself as. Pleas keep the d#$^#$-baggery off of the nice blog, and head on over to http://www.elitistjerks.com
Dipstick Nov 11th 2007 5:04AM
I like your 'pretty picture' with the different areas different classes are strong in. However to split hairs I'd argue that Paladins are not so hot on durability any more, and that Priests have durability that can rival Paladins and the ability to heal without casting.
Similarly, I'd also argue Priests can 'control' somewhat... not just psychic scream, but mana burn, silence and mass dispel should could also be seen as a form of 'control' - in that you're taking the initiative away from the opponent and denying them certain avenues of play.
daniel Nov 11th 2007 5:20AM
In my opinion druids are a must in almost every arena team...
stormlocke Nov 11th 2007 5:28AM
Pretty good article.
@6: I don't think anyone dares to claim to be a arena master or master of every class. If the writer really tries (or can) write indepth analysis of Arena, it will probably run 10 pages long and be way too technical for the general mass.
I play a shaman mainly, and I have to say your comments about Shaman control is way overrated: "Shamans have control of the match through things like Grounding and Earthbind Totem, Earth Shock and Frost Shock." As any shaman who pvp will tell you, grounding totem procs infrequently and has a short area effect. Earthbind is useless against some classes that are on you (eg MS warrior who charges/hamstrings you), earthshock has a 5sec CD (with talent) and is situational in combat. Grounding totem is getting nerfed in 2.3. Shaman is one of the classes with the least control since we have no cc or anti-cc.
Mosshead Nov 11th 2007 11:17AM
I think what you say about 2v2 is wrong. "Bank on stacking damage and other threats as quickly as possible."
I play a paladin in a warlock/pally team (we just passed 2000 -woot!) and I can tell you now that we have never lost to a team with that philosophy. Our team makeup will most likely never lose to a 2dps team unless one of us messes up severely.
We actually never lose as a fault of the warlock. We lose when I am outplayed and get mana burned or locked down at just the right time - but that raaarely happens in 2v2 where kiting is the game. Most matches are me kiting around a mana burning priest or warlock and my partner alternately doing the same to their healer and dotting up/fearing/lifedraining their dps. Matches can go on for like 10 minutes.
But the reality is, a druid is simply better at doing what I do. Druids are simply the best healers for 2v2.
1. Travelform. Once they are at a safe distance from mana burn they switch to travelform, get to a corner and drink. If they are NE they will shadowmeld. This is a gamebreaker. (seal of justice is the equalizer here)
2. Bearform. Druids become immune to mana burn/drain because they now have a rage bar. Difficult to DPS down in this form. I've seen resto druids that are specced into feral charge/stun that swap into this form for an instant 5second CC.
3. HoT power. As a paladin, I only have one instant heal on a CD. This is usually enough (lol at paladins that say holy shock is useless). But if it isn't, I have to stop running and cast, which makes me susceptible to a fear and a full 5-8 seconds of mana burn, whereas a druid can always run by his partner and throw up a few HoTs.
4. Cyclone. This spell isn't as clutch with druid/warlock, but is the gamebreaker with druid/warrior. 5 seconds, Non dispellable (cept trinket), GG.
I think the dynamics are going to change a lot for 2v2 once they nerf drain life tanking and give hunters MS/dispell next patch. But these are my thoughts on 2v2 healing right now. Unless you know a leet pally healer like me :) get yourself a resto druid. (unless you are a rogue, then get a priest).
hpavc Nov 11th 2007 12:22PM
Warlocks have low durability? Just twice what a mage has? Fancy graph that is still as crappy as the last relativist garbage where you said warriors had no pvp viability.
OpticDeception Nov 11th 2007 2:56PM
How do locks have more durability than rogues? As a rogue I dominate warlocks in a arena constantly. Durability is based heavily on resilience. Anyways, warlock durability < rogue durability. 'nuff said.
GamerJunkie Nov 11th 2007 5:13PM
Truly the only class left that needs a PVP nerf are Druids.
Cyclone, Bear-form more powerful than Pally bubble, Lifebloom Heals entire party while Druids shifts and runs away safely.
Adds to that Druids can spec any role in PVP.
In high rated Arena matches, Cyclone is always being used or spammed to take out targets perm without an way of getting out. (Trinket don't count, since the cyclone is reapplied to you after you get out)
Juwon Nov 12th 2007 8:13AM
I think people give hunters no credit in a 2v2 arena. A friend Lock D/A and I MM/SV got our rank up to 1800 plus before he went away on holiday and we were not even very well gear against the class we came across.
To us it was more out DPSing the other team while CC 1. Trying to CC us gave most team problems cause we kept our range to max. And when they did use LoS to add them out pet will just hunt them down stopping.
The reason why you have some team more superior to another is all about good communication followed by gearing, as winning battles will help with better gear. All class have their strength and weakness again other class, one just have to know how to play ones class and understand the mechanics of the class they are up against.