Blood Sport: 3v3 archetypes and why they are successful
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: I asked you to provide me with some awesome music for this week's article, and you didn't let me down. The Flaming Lips with "A Spoonful Weighs a Ton" is our listening music for today.
Last week: We talked about arena PvP in Wrath of the Lich King and some egregious errors with MMR and starting arena teams at 0 -- there are some upsides in there, too.
This week: While many different types of teams rise to the front page of arena ladders, it seems like only 10 or so compositions are really successful. And those 10 usually (if not always) fall into one of four archetypes.
According to the SK-100, elemental shaman + affliction warlock + restoration druid seems to be occupying a fair share of top spots all around the globe. Why is a composition like this one more successful than hunter + rogue + warrior? Err, OK, maybe that's a bad example to pick.
Classes work very well with certain other classes. Affliction warlocks and restoration druids complement each other for hundreds of reasons. Affliction warlocks and retribution paladins? Ehh, maybe not so much. So what makes a good team composition and why are certain strategies more successful than others? Read on, my friend.
Offense versus defense
The first thing to remember with team composition is that offense is always more important than defense. Timing large bursts of damage together or being able to crowd control the opposing team into oblivion is much more important than trying to make a team around, "Well, if we get into trouble, we'll have Ice Block, Barkskin and Hand of Protection."
If you've played arena at all since season six, you'll notice that spell cleave compositions (two DPS spellcasters + a healer) is an incredibly popular team. Why? It's successful.
Spell cleave (wizard cleave)
Elemental shamans are fantastic at not only creating a large amount of spell damage, but also providing a way to stop heals (Wind Shear). They also provide a rather large bonus to teammates, with Totem of Wrath. Elemental shaman generally do much better with spellcasting teammates than a sword-slinger.
Of course, we're talking about a burst team whenever we talk about an elemental shaman. You don't usually try to wear down your opponents when you have someone capable of doing 10,000 damage in mere moments in your starting gate. Many other types of spell cleaves (or wizard cleaves) exist, but most of them involve some combination of warlocks, mages and elemental shamans. I see an occasional boomkin here and there too, and that is awesome.
It's important to realize what your team is trying to do versus what the opposing team is looking to accomplish. If you are a nuke-them-up team, you need to get off a few successful crowd control spells or silences while you mash buttons furiously for a death.
Two healer
A double-healer team is about as far away from a burst team as you can get. Usually, the game plan is to outlast the opposing healer's mana. Games might be two to three times as long as a "normal" arena game when teams run a two-healer setup.
Choosing two healers that work together well is of utmost importance. While I've seen some restoration shaman + restoration druid + random DPS class work, it's pretty rare. Starting with a defensive healing pair (discipline priest + holy paladin) or offensive healing pair (discipline priest + restoration druid) is what I normally see.
And that brings up a good point -- discipline priests are a premium in this type of composition. Mana Burn is just too valuable a tool to pass up. The added DPS that discipline priests can pound out when an opponent is low is just icing on the cake. And the offensive/defensive dispels are candles. Happy birthday to you, dear Dispelsalot, happy birthday to you.
Having a DPS class that complements your two healers is really where you take the team to the next level. While a fire mage might sound like a good idea, usually a DPS class with a reliable Mortal Strike is best. It also helps if the class benefits from staying on the offensive -- like an arms warrior.
Cleave
While the sentiment against "cleave" teams has shifted a bit since season three, a team supporting two physical DPS + one healer is normally thought to be among the easiest of team compositions to pilot. And for good reason -- tunnel vision is practically defined by this archetype.
But that's not a bad thing. Really, it's not. Tunneling one target is fun. If you don't believe me, go roll a physical class that has Scorpion's "Get Over Here" move or another unnamed class with teleport stuns. Team up and go to town on some unsuspecting clothie. The moment you see his health drop from 100% to 20% to 0% in the matter of mere moments will have you hooked on arena forever.
The healer on a cleave team is usually in a pretty awesome position, too. Early on, physical DPS teams tend to not be threatened or take a lot of damage off the bat. A holy paladin can run in and Hammer of Justice a target in place. Restoration druids can stealth into a great position without a ton of problems. Shamans can have ample time to perfectly place totems.
Balanced
The "balanced" archetype is one with physical DPS + spellcasting DPS + healer. This archetype usually doesn't have severely poor matchups. While the above teams are often fighting rock-paper-scissors style, a balanced team composition will sometimes just mushroom everything fairly well. In The Burning Crusade and for much of Wrath of the Lich King, rogue-mage-priest dominated the arena charts on every battlegroup in nearly every season.
Of course, because balanced team compositions don't have absolutely terrible matchups, they forfeit overpowering anyone. Watching a balanced team play arena might be more exciting than most other games -- they usually are very close, no matter if it's a win or a loss.
The downside to playing a balanced team composition, however, is the high skill factor involved in the team. Knowing how to choose a physical DPS class that complements a spell DPS class well, and then how to mesh that with a healer, is a true test of metagame understanding.
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: PvP, Blood Sport (Arena PvP)






Reader Comments (Page 1 of 1)
tobinu2 Jun 28th 2010 7:08PM
Woot! The Lips!
Krick Jun 28th 2010 7:14PM
What's the odds of a "Protection Paladin + Survival Hunter + Frost Mage" group ever winning an arena match? These are the classes me and my two friends play and we're thinking about giving arenas a try.
...
Krick
http://www.tankadin.com
Pyromelter Jun 28th 2010 7:44PM
That's... a pretty bad comp. You really don't have any decent healing with that group. If the other team sees no healer, all they would do is play conservatively and whittle down the HP of either the mage or the hunter. Prot pallies seem like they would be good in arena, but all pallies have the issue of gap closing, and your prot is going to run out of mana without a healer. No Lay on Hands in arena either.
An opposing team would CC the pally and then go one of two ways: Kill the pets for a slow and steady victory, or go for a burst, probably on the hunter. With 2 dps, they should be able to gap-close on the hunter and burn him down without any real issue, and since they have a healer, whatever damage you are doing is going to keep them topped off. They could also just chain CC you guys until your prot goes OOM (which will again be very fast without a healer), and he will be completely defenseless.
The only way I can see you possibly winning is if you use Water Elemental Freeze from max range and just tunnel down their healer with the mage and the hunter, while the prot keeps the other players occupied. That would be a very bad team that would let you do that though. Prot pallies are really awesome in BG's, but 1v1 are terrible (especially against a spellcaster), and without a healer they are really nerfed.
Bottom line: A 3's team without a healer is tough enough, and the classes you listed don't have any really good synergy to overcome that.
Pyromelter Jun 28th 2010 7:59PM
to add: Looks like you are a pally tank. I saw a top 100 team with 2 healers and a pally tank (disc priest resto druid). If you are intent on playing a pally tank in 3's, you're going to have to play a style that will basically be the "i'm going to outlast the other team's healers' mana." Basically you need a disc priest as a pally tank, or you're not just going to lose a lot, you are going to lose and never even come close.
Be ready to have hour long arena matches.
Pyromelter Jun 28th 2010 8:00PM
wtb edit. It was prot pally with disc priest and resto shaman, not druid.
ben decker Jun 28th 2010 7:23PM
Very cool idea for a post. Any chance you could go more in-depth? LIke maybe go over your fav comps, or ones where you groaned whenever you saw them come out of the tunnel?
Crimpshrine Jun 28th 2010 8:51PM
Yes, the intro made it sound like the article would go into more specifics...
C.Christian.Moore Jun 29th 2010 2:28AM
I'll definitely consider doing articles on each archetype. I would have liked to go into all the different variations of caster cleaves (wizard cleaves, spell cleaves, etc) and what their individual strengths and weaknesses are, but that itself is far more than 1,000 words.
This is great feedback though, thank you for it.
Pyromelter Jun 28th 2010 7:46PM
What about Beast Cleave?
Squatstopee Jun 28th 2010 11:13PM
Beastcleave: CC healer. Herolust+Red pet. uWin.
Maymer Jun 28th 2010 10:22PM
(in the tune of Yoshimi Battles the Pink Robots)
His name is Christian,
he's a black belt in arena.
Working for the blogsphere,
he's gotta keep up with the deadlines.
Cause he know that, it's demanding
to keep up with, pro arena.
We know he can take it.
Oh Christian, they don't believe me
But you won't let those, evil trollers troll ya
Christian, they don't believe me,
But you won't let those, evil trollers troll ya
Those evil natured Trollers
They programmed to downrank him.
He's gotta be strong to diss them.
So he's doing lots of research
Cause he know that, it's demanding
to keep up with, pro arena.
We know he can take it.
Oh Christian, they don't believe me
But you won't let those, evil trollers troll ya
Christian, they don't believe me,
But you won't let those, evil trollers troll ya
Cause he know that, it's demanding
to keep up with, pro arena.
We know he can take it.
Oh Christian, they don't believe me
But you won't let those, evil trollers troll ya
Christian, they don't believe me,
But you won't let those, evil trollers troll ya
BigDamage Jun 28th 2010 11:55PM
Do most arena teams dread seeing hunter/melee/healer setups as they come out of the gates? Or is that just myself?
I'm currently playing spriest/ele sham/boomkin at ~2500
Also I would be interested in hearing about any other people playing triple dps setups, what teams you have trouble with, and how you hands those teams. :]
Bobson Jun 29th 2010 8:26AM
I don't pvp much, but this article inspired me to ask... Are there stealth teams out there (rogue, feral Druid, restro Druid in cat form) that rely on being undetected until in position? Or does that have a trivial counter?
Burnaphatone Jun 29th 2010 10:07AM
WTB article on African Turtle Cleave.
gamerunknown Jun 29th 2010 10:19AM
From what I've seen CC that wont impose DRs onto other player's CC is handy (so resto/boomkin isn't ideal due to cyclone DRs... likewise with warlock/priest I guess). Having some form of healing reduction (rogue, hunt, arms warr mainly) is nice as well.
debanyw Jun 29th 2010 11:36AM
On my Boomkin I do 3s with an Ele Shaman and a Rogue, mostly for fun and points. This comp is VERY dependent on getting one of the other team down as we don't have many heals, but when our CCs stay strong and burst stays high we do pretty well. The Shaman usually throws heals when he can, as I try not to drop Moonkin form whenever possible. If we lose, it's often because I get Sapped out of Kitty form stealth by a Rogue and then stunlocked from full to nothing without even being able to leave Cat form.
We find that CCing the other team's healer using an initial Sap and chaining Cyclones and Hexes while mercilessly pounding on one of the DPS classes works pretty well. We did well against a DiscWarrior, Mage, ret Pally, and Rogue are good first targets. With the Mage and Pally we'll focus them until they iceblock or bubble, and then switch to something else.
BigDamage Jun 30th 2010 11:38PM
That sounds like a pretty neat comp. I know what you're talking about with getting stunlocked out of boomkin form x]
The only thing that makes your comp different is the length of games it seems. With no ms, we can't really score a kill that quickly, we usually have to get rid of cooldowns first, then knock them out into the open with either shammy or owl knockback. That's usually when we bop BL, trees, and shadowfiend
Knurl Jun 29th 2010 11:01PM
When my druid friend gets back from camp our 3's comp will be Feral druid, unholy DK, and BM-with-aimed-and-scatter-shots-Hunter. I think with alittle coaxing I we can make the druid go back to resto, which seems like a good idea.