Blood Sport: Beginner's guide to arena, part III, page 2
Shamans
Totems, Wind Shear, and Bloodlust or Heroism are your most class-defining aspects and abilities as a whole in PvP. When you're not healing or doing damage, you need to be making sure your totems are still up. If your kill target isn't going down, you need to assist your team by interrupting the enemy healer successfully. Bloodlust / Heroism is a very tricky spell in arena. The vast majority of the time, you will only be able to use it once per arena match. It's vital that you use it at the correct time. Unfortunately, only skilled teammates and experience in the arena will help you to use it correctly. It's the most situational spell in the entire game.
- Elemental: Punish teams on blade's edge arena and dalaran arena with Thunderstorm. Use correct totems (i.e. Tremor Totem if there is an opposing warlock, priest, or perhaps warrior). Purge your kill target (and possibly secondary 'switch' target). Flame Shock your kill target and try to Lava Burst + Chain Lightning + Lightning Bolt burst combo at opportune times. When your burst cooldowns aren't available, remember to Wind Shear healers and let your teammates pick up the slack.
- Enhancement: Earthbind Totem is huge, it removes snares and snares opponents. Weigh the benefits of Earthbind Totem vs. Tremor Totem vs. certain teams. If you're in 3v3 vs. a death knight + warlock + healer combo, you will need to figure out if Tremor Totem (breaking Fear) or Earthbind Totem (breaking Chains of Ice and Conflagrate Daze or Curse of Exhaustion) is more valuable. Also, you'll be interrupting heals with Wind Shear as enhancement a lot.
- Restoration: In addition to the healing you're probably used to, you are a very helpful healer for killing opponents. You'll be often asked to Purge (offensively dispel) the kill target, as well as 'shock' (i.e. Wind Shear) heals from the opposing healer. You also have access to some baller damage abilities when you don't need to heal anything. You are one of the most offensive healers in arena (you're not made to sit back and spam shiny hand abilties like a holy paladin).
Doing arenas as a hunter is far different than raiding or doing battlegrounds. Skilled PvPers will abuse line-of-sight as a defense against hunters. Player vs. Pillar is the most challenging obstacle as a new player in arenas. Your main goal should be to always be damaging something. Don't chase players when they jump behind a pillar, just start shooting something else. Chasing opponents around pillars for half the game is the most frequent mistake I see hunters make in arenas -- and it also happens to be one of the most harmful. Call out your target switch and your team will adjust.
You have been maligned as the worst arena class in the history of WoW. While this might have been true for many seasons, hunters are not terrible in WotLK. You have a high damage potential and respectable active survivability cooldowns (Deterrence, Disengage, and Feign Death, to name a few). Don't think you can't succeed in arena because of your class -- hunters have achieved rank #1 gladiator title in every season thus far -- you can too!
- Any spec: No matter what spec you choose, you're probably going to want Aimed Shot. An instant cast 50% Mortal Strike debuff (reduced healing) is too much to pass up. Luckily, it's only eleven points down in the marksman tree. Use distance-creating abilities such as Disengage to get away from melee dps if they choose to attack you. If you can't get away from melee dps, try to attack something different on the opposing team -- like the healer, or opposing ranged dps. Try to combo healers into Freezing Trap. You might Intimidate, Scatter Shot, or Wyvern Sting first (depending on your spec). Try to run over to them while dpsing and get them in a trap after your initial crowd control.
Try to save Intimidating Shout for a kill. Use it defensively (to stop enemy dps from killing someone on your team) only if you absolutely have to. Use Shield Wall and Spell Reflection to avoid dying, but don't be too trigger-happy to go defensive. Pop defensive cooldowns only when you sense death is near (exception: reflecting an important spell like a warlock Death Coil). You want to stay offensive for the vast majority of the game.
- Arms: Two weeks ago, you might have been the most overpowered class in arena as arms spec. The Sweeping Strikes + Bladestorm Combo just got nerfed. Charge like it's going out of style. Don't worry about the cooldown, you can always intervene if you need to get back to your healer. If you are high on rage and have damage cooldowns available, you might not want to Pummel. Lots of new PvP warriors think that if a warrior doesn't pummel, he isn't a good warrior. This is not true. You need to weigh the situation at hand and analyze the reward ratios of dumping rage with lots of damage into someone with preventing an ability (and possibly missing the pummel). You'll probably want to Pummel heals, especially if they're low on health and you're low on rage. Also, try to save Bladestorm for a kill, don't waste it to avoid crowd control.
- Protection: You are the master of control within the arena. Think of yourself as the ultimate annoyance. You want to make yourself as bothersome to the other team as possible. When you see your opponent create a thread on arenajunkies that's title is "protection specs are absolutely stupid in arenas," you know you're doing it right. You will never be targetted. Ever. Use that to your advantage and play aggressively. Wear gear that will maximize your damage for added pressure, I've seen prot warriors match well-geared affliction warlock damage in 3v3. If you're the main tank of a guild and haven't stepped into arena, right now is a great time to do prot PvP.
/cast [target=YourHealer'sName] Intervene
Paladins
You are a very survivable class, no matter what your spec is. Paladins are one of the few classes that can afford to wear ridiculous amounts of PvE gear. Take advantage of it if you can -- but don't be afraid to don the PvP gear if teams start attacking you. As any spec, you should be watching your party bars. Try to have Hand of Protection and Hand of Freedom ready for everyone on your team at all times.
- Holy: Healing is your thing, dude. Blizzard's given you some neat PvP abilities like Hammer of Justice and Turn Evil, but your primary deal is gonna be to pick a spot and Flash of Light and Cleanse people. You can use Aura Mastery either defensively (if you suspect a mage is going to Counterspell you), or offensively (if you want your spell dps teammates to blow something up without fearing interrupts). You can also Divine Shield (bubble) defensively to prevent Spell Locks. Hammer of Justice is one of the best finishing moves in the game (it's a instant cast magical stun) -- use it on an opposing healer or enemy dps to put the nail in the coffin. Similarly, if a priest runs towards you, think about using Hammer of Justice on him before he gets in range (he's gonna Psychic Scream you)!
- Retribution: You're an extremely survivable dps class. Most people on your team will be targeted before you. This allows you to use more PvE gear if you have access to it. Pump out as much damage as humanly possible. Save Hammer of Justice for healers or your kill target when you're almost about to win. I see lots of new PvP retadins using Hammer of Justice as their first spell -- this is the worst possible use for it. Try to not use it just to keep someone from running away -- depend on your team to help you out or just switch targets if they get away. The single most important thing that separates the amazing retribution paladin from the average ret is the group support. Cleanse and small heals are so important, missing them doesn't outright lose you every game, but it can certainly contribute. Keep an eye on your partners and get them out of crowd control and trouble.
Instead of concentrating on doing the most damage possible to your opponent, look at the big picture and ask yourself what you can do to help win this game. It might be lowering your damage by not casting Icy Touch with that frost rune, but Chains of Ice on a warrior instead. Instead of attacking the warlock, you might want to sit on the holy paladin to threaten Mind Freezing his heals. Although you're being targetted more in recent months, you're still a very survivable class with active magic defenses and plate armor -- you'll be able to wear some PvE gear if you have access to it.
- Unholy: Think of yourself as a control class. Yes, you can certainly put the hurt on an opposing team -- but raw damage is not what makes a death knight skilled at PvP. You have access to some of the best controlling abilities in the game. Spam Chains of Ice on opponents, particularly melee dps. Death Grip an opponent trying to attack your healer. Use Anti-Magic Shell to make that warlock waste his Haunt cooldown. Spread your diseases on 2-3 members of the opposing team and follow it up by Gnawing the healer to put them behind. Save Strangulate for the death knell. You want to be sure you will kill an enemy by Strangulating the healer -- don't use Strangulate and hope you get a bunch of crits.
Want to ascend the arena ladders faster than a fireman playing Donkey Kong? Check out WoW.com's articles on arena, successful arena PvPers, PvP, and our arena column, Blood Sport.





Reader Comments (Page 1 of 1)
Mordockk Dec 21st 2009 3:30PM
I think you forgot to mention an ability(incredibly annoying and powerful) that shamans have.......HEX. LOLZ YOUR A FROG FLAMESHOCKLAVABURSTROAORRR.
Sry. But ya good job on the guide. Def want to add hex for beginner shamans.
C.Christian.Moore Dec 22nd 2009 3:07AM
Hi Mordocckk.
I considered adding Hex but was somewhat limited on space. 2500 words is a lot to write about. Some abilities just couldn't make the cut -- I think I talked about Shamans more than any other class (although I could be wrong). Hex is fairly straightforward as a spell. I will consider writing about it next week.
begedinnikola Dec 21st 2009 2:24PM
what about prot pallies? protret to be more specific?
Aleve Dec 21st 2009 2:26PM
Retribution paladins are almost always the first target, or the target people make a hard switch to. Even with 1000 resilience you have to line of sight just to stay alive for a reasonable amount of time. If you used more than say 2 pieces of PvE gear you'd be seriously hindering your survivability. If you play against a priest bubble is instantly dispelled.
Spamming cleanse as a ret paladin is a double edged sword, it is a complete waste of a global cool down if it fails, and against some classes (mages) you can end up cleansing 5 times before what you need cleansed is cleansed. This begins to become a mana issue then, and also a time issue, if a root only lasts 4 seconds, why waste the mana and global CD's trying to cleanse it off if it might just break on its own before you actually cleanse it...
This is an interesting article, however you really need to play each of the specs at a high level before you can really make such generalizations about them.
C.Christian.Moore Dec 22nd 2009 3:19AM
Hi Aleve,
I think you're misunderstanding the point of this article. This is
for beginners who just want a general grasp of what to do in arenas.
As for some of your information, it's just wrong. Unless you're
playing on a very all-around survivable team composition (ala TSG), a
retribution paladin will be one of the worst targets on any given
team. Plate alone is a deterrent to physical dps classes.
As for 'spamming Cleanse,' I don't think that was what I wrote, nor
was it my intention.
As for "you really need to play each of the specs at a high level
before you can really make such generalizations about them," this is
completely unfounded.
You don't need to be a professional baseball player to know the rules
of the game. You don't need to have been a professional baseball
player at one point in your life to be a manager, umpire, or owner.
Does it help? Sure, arguably it does.
That being said, I've gotten multiple rank one titles with my
teammates being extremely diverse. I've played with rank one
retribution paladins, so from an experience standpoint I feel I'm
probably qualified to talk about what differentiates an amazing ret
paladin from a good one.
Heretk Dec 21st 2009 3:34PM
"The single most important thing that separates the amazing retribution paladin from the average ret is the group support."
This is very true in all areas, PVE and PVP.
Lemons Dec 21st 2009 7:05PM
That's pretty much for every class when you think about it. Anything you can do...you should do. If you have an ability that could be useful...even in a very specific situation...you should have it somewhere on your bar...preferably keybound.
My retadin I 2v2 with is great, but I think the one thing he lacks is cleanse. I don't think he even has it on his bar. He can BoP, can can do some small heals, but when it comes to cleansing it just doesn't happen.
Silver.snow.boarder100 Dec 21st 2009 4:33PM
Protection Paladins.
krazyblair Dec 22nd 2009 12:49AM
Ok im going to put something out there........Did Ghost Crawler write this.......I cant seem to get my head past.
"You are a very survivable class, no matter what your spec is. Paladins are one of the few classes that can afford to wear ridiculous amounts of PvE gear."
Wtf.....What has ret got after bubble? Please explain.
It might help me up my rating to 2700. k thx.
The single most important thing that separates the amazing retribution paladin from the average ret is the group support. Cleanse and small heals are so important"
*100% correct
"missing them doesn't outright lose you every game, but it can certainly contribute."
Should read
"Missing them will loose you a lot of games as u will both miss killing blows and get killed."
Should also say
Keybind them with macros to your partners Mousover = deadpartner as its 2 slow.
Hangk Jan 1st 2010 6:51PM
"What has ret got after bubble?"
Other than plate armor, Hand of Freedom, Hand of Protection, Hammer of Justice, and heals (including Divine Storm), I can't think of a thing... ;P
Retropally Dec 22nd 2009 4:13AM
Very nice read C-Money, a lot of the critisism is a bit uncalled for considering most of it is wrong and written by people who have no intention of playing a different class that they apparently know everything about. Afterall i'm sure they're too busy polishing their arena medals to write something useful.
I play, you guessed it, a ret pally and I used to do casual 2v2 with a DK. It was immense fun as i'd just charge in and nuke whatever clothie I saw first for a few seconds and then turned back to helping out my teammate when needed. Heals, CC, stuns etc.
This may sound like a crazy question, but in a previous post you said Ret pallys can use pvp gear and pve gear, something i've always been forced to do because i've never had the time to gear myself up with the latest pvp gear. What do you think about a mix of holy pvp gear and retri pvp gear for a 3v3 team? I'm sure i'll still do decent damage if i'm with the right teammates but with the added SP i'd be able to heal myself more allowing our main healer to deal with himself and the other dps?
Thanks :)
C.Christian.Moore Dec 22nd 2009 4:55AM
You want to wear DPS gear if you're the DPS on the team. Leave healing to your healer, he's actually specced for it.
^ Just my recommendation, you might be able to make a new hybrid spec / gearing system work, but I personally haven't seen a lot of success in the arena with those types of experiments.
You will be more beneficial to your team by putting the enemy team on the defensive instead of trying to play the role of half-healer. Chances are because you're not pressuring the enemy team (when you're healing), they'll be pumping more pressure into your team, which will force you to play more defensively (and throw more heals).
Because you're not specced for heals, you'll enter a downward spiral.
That's how I've seen these things played out before, but like I said, new and interesting things can always happen when someone puts their mind to it, so don't let me tear you down if you wanna try it out, it might be the new big thing.
Aleve Dec 22nd 2009 9:37AM
I appreciate you're response, however you're simply wrong when it comes to retribution paladins. I honestly would feel bad for a player new to the game who wants to play retribution in arenas. To say that they can get away with wearing PvE gear is incorrect. Also to say that you aren't usually targeted is also incorrect.
To say we're not a main target simply because we have high armor is just silly, rogues and warriors stack armor pen, and every other class has magic damage which isn't mitigated by armor.
If you want to simply tell ret paladins what to do in arenas, the honest answer (and I'm not being a jerk when I say this) is to either play as holy, or play as prot-ret, or be ready to be extremely frustrated. Not only frustrated, but good luck convincing people to have you on their team as opposed to just about any other class who would add more utility or dps.
You and ghostcrawler must hang out or something, you two seem to have the same convoluted ideas about retribution paladins within arenas.
C.Christian.Moore Dec 22nd 2009 11:38AM
http://www.sk-gaming.com/arena/player/all/all/23/all/all/
Retribution is alive and well.
Again, as I mentioned before, you are missing the point of this article. This is not for the highest class players. I don't know any beginner to arena that has access to a full set of PvP gear. If you do, hey, props to you, but they're simply the vast minority when it comes to who I am advising.
Most retribution paladins at high levels do wear PvP gear. Some often wear a mix of PvE and PvP gear. It depends on what the opposing teams allow you to get away with. You are a DPS class, so wearing gear that maximizes your DPS is best. This will include often times PvE gear.
Many ret paladins (that have access to it) particularly enjoy wearing ICC 2hers as they provide a large DPS increase over 2200 weapons.
Also, just because a class has magical damage does not mean it will target a retribution paladin over another class. For instance, destruction warlocks will often choose other targets rather than ret paladins because the ret paladin is more apt to dispel immolate off of himself than a teammate. Mages often follow the same philosophy.
Death knights and hunters both have magical components to their class but rely primarily on physical damage and therefore would prefer a target which is not plate.
Rogues do not always stack armor penetration. Some warriors do not stack armor penetration. Particularly at low levels of arena experience and gear, both of these classes will do much better attacking a non-plate class.
Beyond this, you're refusing to believe that retribution paladins often play with classes who are better targets for these classes. Any clothie would be a much better target for a rogue or a warrior than a retribution paladin. _much_ better.
Plate is a huge determining factor in kill target preferential. Everyone is entitled to his or her opinion, but this isn't one, it's a fact.
Based on your opinion (which is pretty ridiculous) that players should roll holy or protection for arenas makes me think that you have not done too well as a retribution paladin in arena. If this is the case (which I suspect it is) perhaps you are not the best source of information for new players when it comes to retribution paladins.
If you think, however, that you are more knowledgeable than myself when it comes to arena combat (retribution paladins in particular), you are free to apply for my job here at wow.com.
You can find more information here: http://www.wow.com/lfm
Good luck.
Aleve Dec 22nd 2009 12:11PM
You can't use sk gaming's top 100 as an accurate gauge as to how "well represented" a particular spec is.
The top 3 supposed "ret paladins" on that list actually play as holy (check out team comp and they're secondary spec).
PvE weapons > PvP weapons, certainly. Also running with 2 pieces of PvE gear is the norm as you don't sacrifice too much resilience, however this applies to every single class. Maybe you were trying to convey this in the article, as there really isn't much else to say about ret paladins.
I'm not claiming to be a top arena player, I play ret in the 2k-2200 bracket on a 3's team, our highest rating is 2094 with a MMR of 2198. This was the week before patch and it has sense dropped due to the influx of high end PvE gear within the arenas.
I am not doubting your skill or knowledge of arena, I know you play arena at the high end, and I don't know how you handle ret paladins, I can however bet that if you play above 2400 you don't see too many. I'm wondering if maybe "ret paladins" aren't your main target because if you see a paladin dps'ing above 2400 they're almost definitely prot, I only know of 3 players who actually play as ret above 2400: Nyquilt, Tricity, and Hoffahoff.
Hoffahoff is by far the most knowledgeable Ret paladin, you should watch is latest video to get a good understanding about Ret paladins within the arenas.
http://warcraftmovies.com/movieview.php?id=133167
With that being said I am done arguing about this, as I've written before good article, just incorrect about retribution paladins, that is all.