Blood Sport: Beginner's Guide to Arena, Part V
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: Miles Davis and John Coltrane's beautiful "So What." We featured the Smashing Pumpkins last week. This week, we'll be shifting gears to some brilliant jazz. You have to love the diversity Blood Sport offers in pwning music.
Last Week: Part IV of our Arena Guide for Beginners. We talked about the marks of a skilled healer inside an arena battle.
This Week: Not surprisingly, today's article will be structured in a very similar fashion to our last for our bloodthirsty DPS readers. More after the break!
Categories
There are three fundamental marks of an amazing damage dealer 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).
- Pressure
- Burst
- Crowd Control
Certain DPS specializations (notice: not classes) are better at pressure damage than they are at burst damage. Again, this is intentional. Warlocks are a great example. A destruction warlock bases his damage largely on burst. An affliction warlock, on the other hand, has comparatively less burst but considerably more pressure.
Pressure
Pressure consists of doing a high amount of damage constantly and consistently. Those two words look similar, but are very different in gameplay.
Constant pressure is the ability to force your opponents to play defensively for a relatively long period of time. Consistent pressure is the ability to apply constant pressure in a variety of circumstances. Constant pressure is the set of abilities Blizzard has given your class to do high overall damage. Consistent pressure is how capable you are of applying it in adverse conditions.
For lack of a better analogy: Constancy is class plus gear. Consistency is skill plus experience.
The vast majority of pressure will come from damage. Doing lots and lots of damage is the best way to put an opposing team on the defensive. When you're in control of the battle, you're much more likely to understand what your enemies' options are. This, of course, will improve your probability of winning the match.
You can also put the enemy on the defensive by using blanket silences (e.g. Strangulate, Spell Lock, Silence) on healers to get ahead in the battle rather than using them to score a kill. However, unless you're a seasoned veteran you probably want to stick to using blanket silences for very important times in the match.
Furious Gladiator Dahis, a warrior from BG9, made a commentary arena video (some NSFW language) showcasing his abilities last season (season six). The author regards Dahis' play in the video to be exceptionally skilled at creating and maintaining pressure. The viewer will notice how often Dahis switches targets and is always damaging something on the other team.
Pressure is the measure of how well you can put the enemy team on the defensive (largely through damage).
Burst
Burst damage is
Spell DPS (the scariest kind of burst) usually accomplishes this by backloading damage. Backloading is essentially timing multiple spells, procs, and debuffs to hit at the same time (or in as short a time as possible). Destruction warlocks, for instance, will do the following to achieve maximum burst on a kill target:
- Curse of the Elements
- Immolate
- Chaos Bolt
- Searing Pain spam while Chaos Bolt is traveling (Incinerate will be spammed instead if a Backlash proc is available)
- Conflagrate
While not entirely accurate, I've seen something like that happen before (thanks to Laina for the permission to use the cool MS paintings!). Last season, my #1 5v5 played our battlegroup's #2 5v5. Our warlock was able to 100%-0% global the opposing team's restoration druid without any of us doing a single thing to help him. The full furious-geared restoration druid had 24,000 something hp and our warlock's burst combo did a few points of damage more than that. Needless to say, it was pretty disgusting.
Melee burst is usually just chaining together a few high-damage abilities with procs from trinkets and on-use items. The most important skill to possess in melee burst is coordination with teammates. Because melee is often less limited with offensive abilities (when's the last time you saw a death knight worried about getting Pummeled?), you will be following your spell DPS's calls when it comes time to killing something (provided you have them on your team). That's not to say you're less skilled at bursting -- your burst is just very different. Unless you play a rogue, you're probably not going to have a nearly set-in-stone rotation for ideal burst (and even if you do play a rogue, there are tons of times where you'll want to do something different than your normal burst combos).
Burst is the ability (and coordination) to a kill in the shortest amount of time possible.
Crowd Control
Disclaimer: Crowd control? Is C-Money serious? I play an arms warrior, and we don't have any crowd control mmmrrrggglll! Oh yeah, and my alt is a retribution paladin and they also don't have any crowd control aaaaughibbrgubugbugrguburgle!
Last I checked, paladins have a cool magical stun. Arms warriors have an instant fear that can't be dispelled, in addition to some short stuns and an interrupt. I didn't say "spammable" crowd control. I didn't say crowd control "without a cooldown."
According to WoWWiki, Crowd Control "refers to spells and abilities which limit an opponent's ability to fight."
If you have an 8 minute cooldown, 25 second cast time, dispellable, decurseable, depoisonable (lol at made up words), 1 second duration snare that affects enemy players while inside an arena -- you have crowd control. Albeit terrible CC not worth using, you still have access to CC.
Every damaging class has some form of CC which is useful. (Every healer does too, in fact, but as you'll remember, we talked about that a little bit in utility -- it's far more important for DPS.)
Also, I put silences and interrupts into the crowd control category. Some people don't. In my book, an eight second Counterspell on a holy paladin basically does the same thing as stunning or fearing him for eight seconds -- prevents him from healing.
Uhh... disclaimer over. Yeah. That's a pretty big disclaimer.
As I've mentioned in other articles, crowd control is extremely important in almost every way possible. Crowd controlling healers while going for kills and crowd controlling enemy DPS while in an unfavorable position is the norm for a reason -- it's usually the best strategy at any given time.
Crowd control takes an incredible amount of coordination to be effective. Most crowd control (save stuns) break on damage. You certainly don't want to be Polymorphing something your warrior is about to switch to. Talk about what you're doing!
Most DPS will get stuck on two out of three of these subjects. Don't get stuck in that trap!
Next Week
We might do something other than the guide, just to switch it up for a bit. Maybe not. I still have at least 3-4 articles left for our beginner's guide series. Leave a comment if you have a suggestion!
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, Walkthroughs, PvP, Features, Guides, Classes, Death Knight, Wrath of the Lich King, Blood Sport (Arena PvP), Battlegrounds, How-tos, Tricks, Tips, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Warrior, Analysis / Opinion, Arena








Reader Comments (Page 1 of 1)
Kirkules Jan 4th 2010 7:36PM
After reading Cleanse over and over, I started to question if it's spelled right and reading it as 'Clean-Zy', though Immolate was fine. How odd the human brain is.
Tom Jan 4th 2010 7:49PM
Great music throughout, and this is the best yet!
Two thumbs up. :)
drtimothyleary Jan 4th 2010 8:46PM
I literally laughed out loud at the comic. Too funny.
Taytayflan Jan 4th 2010 9:08PM
I got some music to recommend! Atmosphere's "Trying to Find a Balance." Twin Cities hip hop at it's best. Although totally NSFW, the beat fits the mood of kicking ass, and the chorus fits my experience at school as a resident computer nerd (a.k.a. I understand how to get the things to work).
slartibart Jan 4th 2010 9:35PM
Not an arena fan in the least, can hardly stand any kind of organized pvp.
However I do appreciate your writing style, and exposing the blog readers to this masterpiece has made me a fan of yours Mr. C Moore for life.
Kind of Blue is one of those penultimate albums, born from some rough ideas scribbled on a restaurant napkin, that can truly show the amazing beauty of human expression.
ciskos11 Jan 4th 2010 11:00PM
I think you mean "ultimate" -- I for one wouldn't put anything ahead of it. Pinnacle of jazz, for sure.
slartibart Jan 4th 2010 11:05PM
Damn my misuse of words!
You're right.
Khrono Jan 5th 2010 12:22AM
I love Miles Davis and Coltrane
Gimmlette Jan 5th 2010 1:04AM
Don't care about arena but "Say What". Oh yes! Expanding the audience for great jazz. If you like this, rush out and get "Kind of Blue". You will not regret it unlike some decisions in arena.
brucimus Jan 5th 2010 10:02AM
Kind of Blue is one greatest recordings of our time. A true treasure
jellyphish Jan 5th 2010 8:27AM
Cool tune, excellent read, hilarious comics. Moar Moore please.
mtwcmarsh Jan 5th 2010 10:02AM
I'm relatively new reader, have only done Arena a few times. The Beginners' series has been very informative. It is very useful to have illustrated what differences there are in strategy between PvP and PvE.
What I'd love to see covered is some tips on how to use CC effectively. Like I say, I'm a relatively new reader, so maybe you've already covered it, but it is something I am continually frustrated over. You know, like, when I try to Cyclone and spend more time trying to cast the spell than its duration.
Byron Jan 5th 2010 12:48PM
Just want to thank you for these articles. Only PvP I've ever done is world pvp and bg's, but about to start arena'ing soon, and this series is immensely helpful. Gracias!
Kevin S. Jan 6th 2010 10:57AM
It's nice to see an overhead breakdown of what dps should be doing... I feel a bit more confident that a bunch of previous losses weren't my (healer's) fault after all.
The two key points seem to be (i) who you're attacking is most important, but (ii) always be attacking something, or you're a waste. As a 3v3 healer, I can say that forcing me to pay attention to two targets at once (whether or not one is myself) takes a good amount of control away from our side. I guess this is what you call pressure.
I also get the feel from the last couple articles that one team is always in 'offensive' or 'defensive' mode. Changing up the flow by the dps switching targets seems to be the only way to switch this.
Just make sure you eventually teach me how to use the pillars correctly.
And P.S. - Huge Miles fan, and a huge Pumpkins fan too.
Adam Jan 6th 2010 8:24PM
hey so im a big fan of this series of this blood sport section and i had a very specific question.
you see i just hit 80 and started gearing my blood dk and i really like the blood talent tree but in this article series you said unholy is the prefered way to go, more or less. Now i saw the heart strike glyph and saw that it gave 50% slow for 10 sec or something like that and i was just wondering if you specced specifically for pvp and picked up that glyph if blood could be a legit arena spec??
i mean ill happily dual spec into unholy for pvp its a fun spec and everything but i would prefer to stay blood. Any advice mr amazing moore?
thx, adam
Shane Jan 10th 2010 9:15PM
Looking at the nuclear bomb of skill, I realize:
That comic gives the term, "NUKE THE PALLY!" a whole new meaning.