Blood Sport: Become a 5v5 master (DPS clusters on 2-healer teams)
Blood Sport: The only column where we crush the corpses of our enemies into golf balls, drive them 300 yards down the fairway and hear the lament of Tiger Woods. And Tiger Woods fans. And Tiger Woods' mistresses. And Chewbacca -- just because. We also play sweet music that doesn't really go hand in hand with crushing corpses, but whatever.
Listening Music: Regina Spektor with a piano-only live performance of "Fidelity." Better than the album version, imo.
This Week: Group composition is an important part of arena. There, I said it. Not like you didn't know that already. Pretty much everyone knows that a five demonology warlock team isn't going to break 2,000 in 5v5.
Unless, of course, the demonic quintet is paired up against an all-mage 5v5 and goes 100-0.
Boom, in your face, Archmage Pants. Ouch. He's gonna need a sparkly pink Band-Aid for that burn. Cry me a river, bottle it up and serve it to your healers in your pansy raid, Belt. Mwahahaha.
Seriously though, understanding why certain 5v5s work is as important to 5v5 success as understanding your own class. Last week, we talked about why some healing pairs (such as paladin-priest and druid-priest) have been historically successful. Today, we'll be discussing DPS trios on a two-healer team.
The necessity of healing debuffs
Simply glancing at the SK-100's 5v5 rankings, one can see the vast majority of teams use a 50 percent healing debuff. Mortal Strike, Wound Poison or Aimed Shot is almost required on a two-healer 5v5. I say almost because some teams have been successful without the assistance of warriors, rogues or hunters -- but they are very rare.
Two-healer compositions have relatively diverse strategies compared to one- or three-healer setups. One-healer (four-DPS) teams always want to win quickly by bursting the opponent, and three-healer (two-DPS/drain) setups want to drag the game on until the enemy's mana is exhausted. Two-healer teams, however, are able to execute either strategy.
Teams with 50 percent healing debuffs are efficient in both scenarios; bursting an opponent is much easier when an incoming heal only hits for 5,000 instead of 10,000. In fact, that simple debuff has directly contributed to possibly more 5v5 wins than anything else, period. Moreover, if opposing teams are focusing on controlling members of the other team instead of healers, the healing debuff acts as a Mana Burn. While certainly more rare in Wrath of the Lich King, a healing debuff can be the difference between opposing mana bars at 25 percent or 0 percent. That is a giant difference.
Exception: Spell burst
Wrath has been notorious for burst damage -- particularly from casters. Since the rise of wizard cleave (two-DPS casters + healer) in season 6, more 5v5s have adopted a strategy of stacking spellcasters that can do enormous amounts of burst damage. Needless to say, it's been very successful.
While many of these teams are four-DPS, one or two successful 5v5s (particularly in season 8) have adopted a two-healer, three-DPS spellcaster setup. Virtually all of these teams have a frost mage or shadow priest for a 20 percent healing debuff, and a shaman (whether it be elemental or restoration) for Wind Shear, a +spell damage totem and Bloodlust/Heroism.
Balanced compositions
Balanced setups are a mixture of physical and spell DPS (with a penchant for switches). They might look something like Euro Comp. If you remember from last week, Euro Comp consists of:
- Restoration druid
- Discipline priest
- Rogue (multiple specs have been successfully represented)
- Warlock (multiple specs have been successfully represented)
- Frost mage
On a two-healer 5v5, a balanced composition's DPS cluster might be one physical DPS and two spellcaster DPS -- or two physical DPS and one spellcaster DPS. Euro Cleave, which substituted a warrior in place of the warlock on Euro Comp, would still be considered a balanced team composition.
The strategy for balanced setups vary, but switches are very common. A balanced team will usually start off the arena with two targets in mind -- against a 2345, the "primary target" might be the frost mage. DPS will attack the frost mage, intending on limiting his DPS and getting the healers to tunnel-vision heals onto him. Meanwhile, the discipline priest is removing the buffs of the elemental shaman on the team -- he is the true target, the "secondary target."
When the elemental shaman is fully stripped of buffs, the balanced team will call for a switch, usually counting down from 5 on Vent or Skype ("5-4-3-2-1-SWITCH"). When the switch is called, every DPS on the team will hit the elemental shaman with the most damage possible. When done correctly, the shaman's health will go from 100 percent to 0 percent in the matter of a global or two.
If the frost mage (the primary target) Ice Blocks early or receives Hand of Protection or Pain Suppression, a mini-switch can be called to another opponent. Another strategy is to stay on the mage and let your team's discipline priest try to Mass Dispel it. The ability to do many things with similar strategies allows for balanced compositions to successfully play very differently from one another.
Cleave compositions
Cleave teams, on the other hand, are entirely composed of either physical damage or spell damage from their DPS cluster.
Perhaps the first successful physical cleave 5v5 was Serennia's "Trifecta" composition, which consisted of:
- Discipline Priest
- Holy Paladin
- Arms Warrior
- Enhancement Shaman
- Combat Rogue
- An iPod
Teams that stack all-physical or all-spell DPS are often one-sided against differing enemy compositions. Cleave teams are generally regarded to epitomize rock-paper-scissors (they have easier matchups vs. teams they are created to beat at the expense of added difficulty defeating countercomps).
Assignments
Successful assists are a universal tactic of high-ranking DPS clusters in 5v5 -- when everyone on a 5v5 is attacking different targets, it usually ends in failure. Assigning some members to assist others is an important role. For instance, on a 2346 team, the elemental shaman might only damage whatever the arms warrior is currently dealing damage to.
As we talked about last week with main healing and off healing, it's important to work out who will be doing what within DPS clusters. Usually teams are broken down to 50 percent debuff class and two others. It's important to assign one of those members to assist the 50 percent debuff class at nearly all times.
Moreover, DPS need to know who on the opposing team they're "taking care of," i.e., elemental shamans should have a "Wind Shear target" that doesn't interfere with a frost mage's "Polymorph target." This will allow the 5v5 to crowd control more effectively at important points in the match.
I mean, think about it -- if your warlock Death Coils an opposing holy paladin, only for it to be negated by your restoration druid's Cyclone, that's a giant waste of that Death Coil.
We'll talk more about tactics and assignments with greater detail in a later article, but it's worth understanding that this is a DPS responsibility first and foremost. A holy paladin's Hammer of Justice comes in handy, but relying solely on your healer to crowd control an enemy healer is assuredly a failing endeavor ...
... like an all-mage 5v5 team.
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: Analysis / Opinion, PvP, Blood Sport (Arena PvP)






Reader Comments (Page 1 of 1)
Craig R Aug 9th 2010 2:15PM
I dunno, the crispness of unique cadence she delivers on the album version, especially when singing the ah-ah ah ah-ah ah ah -ah ah ah's is kinda lost in this version.
5 boomkin comp gogo.
Sumanai Aug 9th 2010 2:29PM
you suck at warlock-mage jokes! ;)
leave it to the pros!
hegar Aug 9th 2010 2:39PM
I may not enjoy PVP much, but i certainly enjoy Regina Spektor!
Also, check out Diane Cluck.
ALF Aug 9th 2010 2:39PM
Hey man-
Last night, my arena team tanked about 55 points. It was absolutely depressing, considering I was only 14 points away from 1800 personal rating and getting that shield/weapon I've been searching for for a long time.
Our comp. is this: Holy Paladin, Disc Priest, Affliction Warlock, Marksmanship Hunter, Elemental Shaman (me!).
Last night, we ran into higher rated teams plus two re-roll teams. Every group had a shaman for tremor totem, which really messes with our warlock's fear (yet, it takes a while for tremor totem to break fears sometimes, it's not instant- so a fear during a healer's cast will still interrupt it). The dps would focus one of us- usually myself or our warlock- extremely hard and then CC one of our healers- fear, stun, cyclone, polymorph.
I'm sort of at a loss. We don't know how to counter these ridiculous high-burst teams. Yet our comp was solid enough to break us over 1800 the first time and we have a team full of pvp veterans.
What are some strategies that we can implement?
My shaman's name is Morinde on Scryers. Last night was... awful. Any REAL tips and not just trollin' would be appreciated.
Great article, Blood Sport, I'll be looking for more!
C.Christian.Moore Aug 9th 2010 2:52PM
Hey ALF,
Your team composition is known as 2346 (hunter version, some 2346 teams have a warrior instead). It's a top-notch composition and is currently destroying the 5v5 bracket by a large margin -- it's by far the most successful team composition of WotLK. We hit 2900+ with a 95%+ win percentage just by incorporating a few strategies and tactics into our play.
There are a few ways to solve the shaman problem which you mentioned (enemy tremors are rough for 2346, I can attest to that).
First of all, you probably want your warlock to spec destruction if he's experienced at playing it. It'll make your switches much more powerful and give you far more burst potential.
Second of all, if the enemy shaman is elemental, make him your primary target. When shamans are being focused, they aren't dropping tremor totem. If they do, it's very close to what you're focusing on anyway, so it's easy to identify and kill.
Third of all, tell your warlock to worry less about fearing and more about damage. In The Burning Crusade, I would be saying the opposite but Wrath of the Lich King has made damage the default strategy (and rightfully so, it's more successful when you can put out a ton of burst in a small amount of time).
Also, be sure to have your elemental shaman purge the shaman when there is an opposing discipline priest or restoration druid if he is being focused -- Purge is instant cast and it helps your DPS out greatly. Have him focus on keeping Thunderstorm up for game-breaking times, and not using it to relieve damage too much.
Your discipline priest can also help out when you go for kills by slinging damage combos like Mind Blast - Shadow Word: Death, I can't tell you how many games we won on the back of a priest killing blow. :)
Take care and good luck,
C. Christian Moore
Contributing Editor
WoW.com
Pyromelter Aug 9th 2010 6:03PM
That was seriously the best comment response I've ever read on any blog ever.
Ever.
Daethar Aug 9th 2010 2:43PM
I realize it probably would not get far past the initial shock value, but I always wanted to see 5 fire mages. Pop MI from the get go to allow all 5 mages to get off a Pyro-PoM-Pyro. something about 20 (or 25 if glyphed) possible targets just seems like it would be hilarious to watch.
krusty_burger Aug 9th 2010 3:18PM
use 5 frost mages for another 5 bodies out there. 5v30? i'll take it. too bad mirror images die so easily. maybe they'll make a new glyph to boost their hp.
ALF Aug 9th 2010 2:59PM
-as she reads, she furiously jots notes down on a notepad (I'm old school- it's paper!)-
:O Our warlock was Destro, but we had some issues where all our enemy teams would do is cleanse the immolate or such. I'll have to discuss this with the team tonight when we run.
Thank you so much! I appreciate this!!
Burnaphatone Aug 9th 2010 4:59PM
CCM,
You are a God among men.
That is all.
Matthew Aug 9th 2010 5:02PM
I once had an arena team full of 5 moonkins. We were called birds of a feather.
I also had an arena team also just moonkins (2 of us). We called ourselves 'moons over my hammy'.
this was all pre starfall.
I wanna see 5 nelfmoonkins drop treants and all starfall at the same time, starting stealthed. just once. . .
I miss that team name 'moons over my hammy'. /sigh
Pyromelter Aug 9th 2010 6:07PM
Does starfall hit around LoS?
p.s. I refuse to arena due to the fact that there is more pole humping in one arena match than there is in an entire night of all of las vegas' strip clubs.
hoombaba.feathermoon Aug 10th 2010 12:17PM
"I miss that team name 'moons over my hammy'. /sigh"
Don't be sad. You can go visit it at Denny's.
toastedsquid Aug 9th 2010 6:11PM
I created an account just to post about how much more I love this blog now that Regina Spektor has graced it.
Magicslime Aug 10th 2010 6:41AM
Let's see what really happens in a 5 mage and 5 warlock duel....
The mages invis to the center, and they all do mirror image/water elemental.
This totally confuses the warlocks, and they can't understand which one to kill
(Apparently their mental facilities can't even grasp portal magic! Or something like that...)
Mages win.
http://www.youtube.com/watch?v=0-awbBbyQAA
jessie Aug 10th 2010 2:32PM
Just wanted to say thanks for this, and I look forward to more posts about team comps and strategies in arenas. Very helpful and interesting!