Blood Sport: Beginner's Guide to Arena, Part IV
Want to crush your enemies, see them driven before you, and hear the lamentation of their women? Blood Sport investigates the entirety of all-things arena for gladiators and challengers alike. C. Christian Moore, multiple rank 1 gladiator, examines the latest arena strategy, trends, compositions and more in WoW.com's arena column.
Listening Music: Zero, by the Smashing Pumpkins. I knew I wanted to feature the pumpkins today, I just didn't know what song. I sifted through maybe twenty or thirty songs. I thought about featuring Cherub Rock, Bullet with Butterfly Wings, Today, and The Everlasting Gaze, among others. 1979 was out of the question -- it feels like too much like Sesame Street to me. In the end, it came down to Zero or Eye. I wanted to feature the Ghost in the Shell video of Eye (NSFW), but it's got a little cartoon nudity in it, so that's why we're going with Zero today.
Last Week: Part III of our beginner's arena guide. We discussed very basic arena strategy for many popular specs of each class. Last week's column is pretty long -- about twice the length of a normal Blood Sport article. Check it out if you have the time; it'll set a good foundation for today's subject.
This Week: We'll be talking about the qualities of a skilled arena healer. Full article after the break!
There are three fundamental marks of an amazing healer in any bracket (we'll talk about which ones are of greater importance in different brackets later -- but for now, discussing and working on all areas of play is best).
- Survivability
- Conservation
- Utility
Survivability consists of healing, anti-damage oriented spells (e.g. Power Word: Shield) and defensive cooldowns (e.g. Pain Suppression). Every healing class has many options of each. Certain spells which fill the same role are usually better at that role, depending on the class you play. Lifebloom, for instance, is generally thought to be a better HoT than Renew. This, of course, is because the restoration druid is supposed to have a lot of effective HoTs which encourage damage softening, preventative healing, and psychic powers (or whatever you want to call it). Certain healers are more adept at certain aspects in WoW, that's just how the game is played.
Defensive cooldowns are used for specific situations.
Survivability is the measure of how well you keep your team alive.
Conservation
Conservation is a two sided coin: how well you conserve your mana and your defensive cooldowns. Some classes are naturally better at keeping mana bars high -- holy paladins are regarded as the kings of rarely going out-of-mana in arena. Innervate, Hymn of Hope, Divine Plea, Mana Tide Totem (pretty bad compared to the others, don't you think?), and other mana returning cooldowns help to keep your mana high and your teammates out of trouble. Use them wisely.
The other half of conservation is being wise with your defensive cooldowns.
If you're forced to use them early, you or your team is not conserving your mana very well, and this forces you to not conserve your important mana-up cooldowns very well either. Sometimes, burning mana returning cooldowns early is smart. If you know it's going to be an incredibly long game where the healer who goes oom first loses, it might be a smart strategy to use your cooldowns early in order to have them up sooner in the future (just as long as you don't go over your maximum mana bar and 'overheal' mana). Using an Innervate and only getting half the benefit due to overmana is just bad.
Defensive cooldowns are situation based. Pain Suppression is easy to understand when to use. If someone is low on your team, you pop it and you'll prevent your teammate from dying. Hopefully your teammate has a full row of buffs on him and there is no offensive dispeller on the opposing team. Other cooldowns, like Divine Shield, are much more difficult to correctly determine. Do you bubble in order to prevent a Counterspell? Do you bubble at 40%, 20%, or otherwise? Can you use any other abilities before bubbling?
If you completely smoked the enemy team, you might say "and we didn't even need to use Nature's Swiftness" (or something like it). This shows that your team played well and allowed you to conserve an important defensive cooldown...or the enemy team didn't use their defensive cooldowns and died in a few globals. Either way, you got a win and it was a strong one.
Conservation is the measure of how well you keep your mana bar high, and how often your defensive cooldowns are available.
Utility
Utility is that everything-else quality that healers bring to the table. It can be something like Aura Mastery, which is just unbelievable for a heavy spellcasting team. It can be additional damage like a Lava Bursting resto shaman. It can be healer crowd control (which is the coolest kind) in Cyclone or Psychic Scream. "Dispels" also fall into this category. Yeah, it's a big category.
Tangent: I hate when people say that a druid just dispelled a curse. It's a decurse. Call it a decurse. We don't dispel poisons, we Cure or Abolish them. I've heard people say depoison. I'm cool with that, I guess. Call it something other than a dispel.
Of course, I'm classlexic, so maybe I shouldn't be complaining that much. I've probably called enemy healers 'the priest' more often than their correct class. People who play with me get used to it, just like I get used to them asking for dispels on Devouring Plague (sigh). Tangent over.
Most new healers will focus on only one or two out of these fundamentals. You might have been paired up with a restoration druid that Cyclones and Entangling Roots the enemy team every chance he gets, but subsequently everyone on your team is at very low health because he should be healing at some of those times instead. I played with a restoration druid just recently that cast Cyclone on the enemy healer while our hunter teammate was clinging to his life at 20% health for over five seconds. He died. We lost. We laughed about it afterward (with him, not at him).
If the restoration druid had a full game, he would have been playing less offensively when we were clearly behind.
Utility is the ability to think like a teammate and not a heal-bot. It consists of being able to damage, CC, remove debuffs, and provide the most you can do to help your team win the game at hand. It requires a good 'big picture' mentality, which we'll get into later.
Next Week...
I originally planned on discussing both DPS and differences in 2v2, 3v3, and 5v5. We'll probably go over DPS next week, and the brackets (all in one week) the week after that. Then, positioning -- complete with MS Paint skills. These beginner articles are much more fun to write than I originally thought they would be. Hopefully you're all having fun reading them!
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.Filed under: Druid, Battlegrounds, Blood Sport (Arena PvP), Classes, Features, PvP, Walkthroughs, Analysis / Opinion, Shaman, Priest, Paladin, Arena






Reader Comments (Page 1 of 1)
Kyo Jan 1st 2010 2:21PM
Personally I think http://www.youtube.com/watch?v=2z29Rk8814w (Big Blue Dress) would have been a much better played link for "great balls of fire." Also can Mr. Moore start posting Blood Sport twice a week? Great content and unless he he is having trouble (which doesn't seem the case with the amount of information in each article), he probably wouldn't run out of material.
former customer Jan 1st 2010 3:42PM
when saying you will be discussing DPS in arenas you said "-- complete with MS Paint skills."
will that be the program Microsoft paint, or DPSers making sure their arena opponents are always painted in the Mortal Strike debuff?
Happy New Year.
johnciszek Jan 1st 2010 3:56PM
Smashing Pumpkins-Zero, Best song!
Kylenne Jan 1st 2010 4:32PM
I have absolutely nothing to add to this except throwing up the horns at a fellow Pumpkins fan. \m/
(Though I love Zero, I'd have gone with Quiet, personally.)
david Jan 1st 2010 5:15PM
Pumpkins + WOW = FTW.
Fnord Jan 1st 2010 5:23PM
Kudos, Moore! Even for classes that tear down instead of building up, this article gives a hapless newcomer great insights into how an arena team's interactions ought to work in theory. Can't wait for the DPS column ... maybe I'll finally learn what a "shatter combo" is supposed to be.
C.Christian.Moore Jan 1st 2010 8:52PM
Shattering is usually casting a frostbolt then freezing your target (with your water elemental) with maybe 0.3 left to go on the cast. After you press your freeze keybind, you furiously hit your icelance (ice lance? I forget if it's two words or not). The two will use the Shatter talent which will give both an improved 50% chance to critically strike, making for some nice burst damage.
Of course, you probably already knew this (maybe not, I dunno). Shattering in arena is used (usually) to finish someone off instead of take them from 100%-something%. This requires good crowd control on the opposing healer, so you'll need a handy counterspell or polymorph immediately proceeding it.
If you're going up against a priest or paladin healer on the other side, be sure to stack winter's chill (so defensive dispels are harder) if you intend on polymorphing anyone beside them, or shattering anyone beside them. Getting hand of freedom on cooldown is also very important because of it's ability to negate shatter combos.
I'll write more next week, but it won't be anything of the above nature. "Shattering" will probably be a glossary term that I'll throw up in a separate article in the near future.
Thanks for all the kind words!
C.Christian.Moore Jan 1st 2010 8:57PM
That last paragraph is chock-full of errors. Yay for New Years Hangovers. :D
Fnord Jan 1st 2010 10:53PM
I probably already kne..?--[COUGH COUGH COUGH]Imean, of course I knew that! What the hell do you take me for? [scribble]
Still, I can return the favour by teaching you how to avoid New Year's hangovers. A lot of rookies end up like this, and what's the mistake they make every time, inevitably leading to this outcome? They STOP DRINKING. Word to the wise.
Mike Jan 1st 2010 6:51PM
Pumpkins were my favourite band and its really sweet to see them featured on this website. =D
Havn't watched that vid in years , i still love it
deluded spider Jan 2nd 2010 5:44PM
Me too! I loved Billy so much, omg. I got to go backstage once and I hugged him and Jimmy.
Oh god, I want to be a teenager again.
miggedymike Jan 1st 2010 7:16PM
Excellent article for all healers. As a tree just dipping his roots in arena, i have noticed that in raid i would only heal and decurse or depoison. After a couple of weeks in arena i have noticed that i am using my barkskin and cyclone much more in raids. If you are great in PVE, you may find yourself really challenged by arena or pvp battlegrounds, but this challenge will just make you better.
I am looking forward to the article on dps and will recommend it to my compadres as this is our first season trying arena.
miggedymike Jan 1st 2010 7:19PM
While I too would enjoy more articles from Mr. Moore, let's not burn him out, ok?
C.Christian.Moore Jan 1st 2010 8:46PM
You're all too kind.
drtimothyleary Jan 2nd 2010 1:48AM
I'm loving these articles, bro. Hopefully they take some of the fear of arena out of the equation for people deciding to take the plunge or not. Arena can be great fun, (even if you are terrible like myself.) and I honestly think you get to really understand your toon better from doing it.
Keep up the good work!
sikyon Jan 2nd 2010 3:37AM
I really appreciate your articles! If possible, though, could you perhaps recommend some begginer videos with commentary in them sometime in the nearish future?
darksilentthief Jan 2nd 2010 12:33PM
I miss D'arcy.
drtimothyleary Jan 3rd 2010 12:02PM
Me too.
The things I would do to that girl...
cantal Jan 4th 2010 8:34PM
This article appears to be quite broad, trying to help all new healers to arena PvP, but in doing that fails to actually discuss any specific or real information. If I've read the entire 2 page article correctly, the author tells people that important parts of healing are "staying alive and having mana." Then the author decides to lump every other thing a healer does into a 4 paragraph section where the majority of it is spent on a tangent regarding nomenclature. Seriously? If arena's were accessible at level 5 before people figure out that running out of mana means you can't cast spells, then this article would be quite helpful. Unfortunately, I think "have mana and stay alive" really are not the key messages I would have chosen to give to new arena healers.
I'm also very impressed as to how you managed to write an entire article about PvP healing without mentioning the word "pillar" or "line of sight." If you've ever watched a video or participated in a PvP match, you are well aware that staying out of LoS is paramount for healers.