The Colosseum: Daryonic from Shattered Hand
The Colosseum takes us inside the world of the Gladiator (Brutal, Vengeful, Merciless, Furious, and otherwise), to interview some of the top Arena fighters in the battlegroups. Our goal is to bring a better understanding of the strategy, makeup, and work that goes into dueling it out for fame, fortune, and Frostwyrms. We're especially focused on the people who play these games, to further shed light on the world of the PvP player.
Mages in the arena are still something a little special, even if we've managed to pull away from the days of Death Knight and Paladin dominance. Arena Master Daryonic from Shattered Hand is the Mage on the battlegroup Ruin's 4th rated 5v5 team, FORTHENERDPOINTS. (At the time of this writing, he's also on the 12th rated 3v3 team titled Vs WMDs.)
Like many PvP players, Daryonic has shifted his focused away from 2v2 arena toward 3v3 and 5v5. We were able hook up with Daryonic, who took the time to share with The Colosseum his views on current arena dynamics, and what might be coming next season. Check it out behind the cut.
WoW.com: Who are your teammates right now? What's the general plan behind your composition? What challenges does your team have? How do you prefer to run your comp?
Daryonic: My teammate for 2v2 is Archlite (sometimes Discipline and sometimes Shadow). For 3v3, my teammates are Vianctela (Destruction warlock) and Vvettersmom (Resto druid). In 5v5, Vianctela (Destruction warlock ), and Deviator (Elemental shaman ), Zyori (Holy paladin), and Keyree (Mutilate rogue).
Since 2v2 is no longer run 100% seriously, I won't go into detail about them.
For my 3v3 team, our general strategy is to place two of our opponents in a CC cycle while we burn down the third. If the person we are attacking pops some sort of defensive cooldown, or one is applied to them (i.e. Pain Suppression) we quickly look for either a poorly positioned teammate or a vulnerable target. (For example, a Retribution paladin just popped Avenging Wrath). And then we pop large, offensive cooldowns.
Our challenges come from a few specific comps. As we have two clothies with one leather wearer, comps like Beastcleave (Enhancement shaman, BM Hunter, and Healer) tend to apply so much pressure to any one of us that we drop quickly and can't make a recovery. Also, well-played Warlock, Druid, and Warrior teams have a tendency to outlast any pressure we put out, even with CC's on their entire team. There's also that occasional "pop everything and rush someone down" team that catches us off guard, but that rarely happens.
For my 5v5 team, our general strategy involves calling out 4 targets very rapidly. Two targets are for myself and Vianctela to control (usually healers), a primary kill target, and a swap target. We burn the kill target until a defensive cooldown is popped, then attack the swap target as soon as we see it popped. Our biggest challenges really only come from two specific teams, as they are all talented players who have worked out specific strategies to beat our comp.
WoW.com: What's your opening strategy? What do you like to do as soon as the gate opens?
Darynic: In 3v3, we like to immediately position ourselves in such a way that we can run out of line of sight of ranged DPS classes. We then tend to CC DPS classes in order to force a trinket, where we can set up a kill with a Deep Freeze or a Fear.
For 5v5, we like to rush a pillar in order to prevent our opponents from having decent positioning. We'll drag melee classes away from their healers and set up kills from there.
WoW.com: Which mods do you use -- how have you customized your screen?
Daryonic: The biggest mods that I use for arenas are Gladius, Gladminish, Afflicted3, and Xperl Unit Frames. I set up my screen so that every piece of information I need is readily available at big moments (like target swaps).
WoW.com: How do you work out target designation? (Does someone call it out, or is everyone on their own to figure it out?)
Daryonic: For 3s, I generally call the targets, and get a consensus from my teammates. We've gone against so many teams that we already know what to do for 90% of them, and say something simple like "Kill X" and we do the rest from there.
In 5v5, our rogue Cassia generally has some hammered out strats for most teams and we all follow suit. Whoever notices a decent target swap first is generally the person to call it out in Vent, which could be anyone. Some nights I feel like being in charge and some nights other people take the lead. It all depends on the night.
WoW.com: How do you schedule your playtime? Do you try and work during "good times to queue?" Is this different now than in previous seasons?
Daryonic: We actually use Arenajunkies.com in order to try and queue up with the other top 5 teams or so. We tend to play on Sunday or Monday nights, whenever we can get everyone online. For 3s, we play whenever the three of us are on, because we generally just love playing. 2s are more of an out-of-the-blue sort of thing, where we only do it when we're bored.
WoW.com: What's been the biggest change in your strategy between each bracket of ratings? (1500s, 1600s) Is there a big change for this season?
Daryonic: For 3s, things don't really start to change too drastically until around the 2300-2400 area. This is where high-rated queuers become rare and losses become more drastic. One loss can set us back half an hour's worth of work.
We focused a lot more once we reached that range, whereas the earlier games tended to be more "okay blow up X. He's dead. Switch to Y. Good game."
In 5v5, it's a totally different story. When we started the season, we did not have very much competition, and games were simply volleys of damage going back and forth. Our strategies became more refined once the top 20 or so teams hammered themselves out, and we started developing more complex strategies.
At this point in time, we know exactly what to do for all of the top 10 or so teams in our battlegroup.
WoW.com: What signals to you that you need to radically change strategy midmatch? (And how do you accomplish that change?)
Daryonic: Offensively, the biggest change comes when something like Shield Wall or Pain Suppression is popped. We're so hard-wired at this point that it's second nature to start attacking something else when we see that happen.
Defensively, when we see that we've unloaded tons and tons of damage into someone, I'll drop a couple frostbolts into another target to "Test the waters" and if I like what I see I'll call a switch to my partners.
WoW.com: What's the key for your composition's strategy? Are there multiple tactics you can use?
Daryonic: The biggest key is having synergy with your partners. It took my 3s team an entire season to hammer out exactly how each of us plays with the other, and we can nearly predict what the others are going to do before they do it. Also, having open communication between all of your partners is critical. There are three to five viewpoints on the battlefield, and every single one of them adds a new piece of information which is critical to pulling off a win.
Lastly, practice practice practice! Every time we lose a game, we will analyze what happened at every moment of the game to figure out what we can change to make ourselves or our strategy better.
WoW.com: You hear a lot about clicking versus binding. Which skills do you still click, which do you tend to bind?
Daryonic: I keybind everything except for a few spells. I get a lot of flack because I don't keybind Cold Snap, but I have a method to my madness. Buffs like Arcane Intellect and dampen magic are also clicked, but they are generally not used very often outside of the gates, so response time is generally not that important.
WoW.com: What are you trying to improve?
Daryonic: The biggest thing I'm trying to improve is watching my own health and predicting enemy bursts better. I have a tendency to not realize I'm in a high-pressure situation and neglect my Ice Block in favor of a guaranteed kill. Some call it tunnel vision, I call it an aggressive playstyle.
WoW.com: When you say you're trying to understand and control burst against you better, do you think that's a reflection of the high damage in Arena? Or is it just a peril of your class?
Daryonic: One thing that I and many others feel is that damage in arenas has gotten to a point where its out of control. I've never felt it was kosher to have an entire strategy dedicated to "do as much damage to *insert cloth class here* before our cooldowns run out." Granted, certain classes are weaker than others at taking damage, but having scenarios where it is literally impossible to avoid dying seems obscene.
I've heard suggestions from "increase stamina on PVP gear by 30%" to "stop allowing PVE gear in arenas", but I'm not really sure what the true answer is. Hopefully the next expansion will pull away from this path.
WoW.com: What changes are you expecting for your composition in the next season? Do you think you'll continue to perform as well?
Daryonic: The biggest change next season is coming more to my partners than me. Destruction warlocks are receiving a nerf to their upfront burst on conflag, and Resto druids are having their Lifebloom global cooldown lengthened. Both of these nerfs directly impact our team in terms of damage, but our CC viability is still there.
We may be doing less damage upfront, but our control over opponents remains unchanged. In regards to performing as well next season, I view the nerfs as a sort of double-edged sword, as our hardest teams include Destro warlocks and Resto druids. This may actually make our lives easier, while making it harder to damage certain classes. (I'm looking at you, warriors.)
Filed under: Analysis / Opinion, The Colosseum







Reader Comments (Page 1 of 1)
Kyle Nov 23rd 2009 10:08PM
Grats Dary, Hes my old GM
Mep Nov 23rd 2009 11:02PM
Grats you dirty alliance :)
Mep - Shattered Hand - US
Freedom Nov 24th 2009 12:14AM
I really enjoyed reading this article :)
sterny Nov 24th 2009 12:50AM
Haha i know Daryonic, not a bad bloke, I have 4 characters on SH Alliance side and am trying to do well in Arena with a frost mage atm (on my Rogue), and have heard of Daryonic's exploits! Neway, gratz Dary, and SHATTERED HAND ALLIANCE FTW
mijody1 Nov 24th 2009 1:19AM
HEHE go Shattered Hand
anyone up for an annoyingly large LOL macro in /1 channel ? XD
blindlinus Nov 24th 2009 5:51PM
another nerf that's about to be incoming for that comp is also the reduced armor for Imp Barkskin from 160% additional armor to 80% additional armor. this is a huge blow to resto druids since the 160% armor puts me at only 3% less dmg reduction than in tree form. so much for blizz wanting to not make druids feel like they *have* to use ToL. other than that, good articles in general, this is the one column i try to read every time.
ian Nov 24th 2009 11:34AM
great artical! I'm not sure how the nerf coming to locks will play out. I play a destruction lock and yes my burst is awesome, but the conflag is very limited. First Immolate has to be up and if there is a priest, shammy, paly, or lock (w/ felhunter) then my immolate is sure to be dispelled. It will be interesting to see how the nerf plans out.
I can't help but think all the QQing on the forums of 10k crits in BG's lead to the nerf bat on locks. I only see +10k crits in BGs when im in full PVE+CoElements is up on the target and hiding in the bushes praying nobody "tab" finds me.
Para Nov 25th 2009 2:08PM
Yes but still nearly 10k whenever you want basically, seems kinda unfair, especially considering you have a teamate also helping you.
Warlocks and shamans can basically half of someones health in blink of an eye and spell lock and fear at the same time, dont get me wrong im not against us casters having large amounts of damage its just that damage locks (and shamans) do needs to go back to being a dot of somekind ( although after reading that it just makes it sound like ignite for mages).
threetoehoek Nov 24th 2009 11:58AM
People still pvp?
Please vote me down.. ty
fitzgeraid Nov 24th 2009 12:37PM
Vianctela carries him
ian Nov 25th 2009 3:37PM
I totally agree, taking down someone halfway within 2seconds is a little unfair. Those 10k crits happen in BG's, not arenas. Where, if I'm in my i232 lvl PVE gear with a hit rating that is greater than your Resilence then a 10k crit will happen.
Also I totally agree with what you said about locks needing to go back to "dots" In a dot heavy world I rarely live. Their is too much burst coming from other class's to compete with if I'm going to try and apply all my dots. The move to have corruption linked in with siphon life was a small step but in reality I still have to stop running... stand still... and apply 2 of my best spells... UA and haunt. By the time I have all my dots applied I will most likely be dead.
Really if you look throught the forums the only players pissed off about the locks are the paladins. Yes if I see a paly I will specifically target them and unload everything I have onto them. then run like heck when they bubble get back to full health and come after me again. Warlocks are susposed to be their counter class as they are every other's counter class.
If they really want to make it more fair then take away some of the burst and give locks more survivability against melee class. Sure we can switch different armors but it's a big loss to my over all damage. Locks are a damage class and that's what we need to do. If you let a warlock or mage or any other class free-cast on you then you need to L2P better.
ian Nov 25th 2009 3:38PM
^ meant for Para's post