Blood Sport: Become a 5v5 master (4 DPS/1 healer teams)
Listening Music: Talking Heads with "Psycho Killer." I love David Byrne.
I've been playing Cataclysm beta for about a week and a half -- well, if I can call it playing. I've done a few quests in Hyjal. I'm still level 80, about 25 percent of the way in. It's been fun, but I haven't been able to break away from arenas and battlegrounds on the live realms. Oh, how I've missed thee, my beloved PvP.
Offense vs. defense
4 DPS teams are offensive quintets (even the healers participate in damage most of the time) that use incredible damage to accomplish quick wins and losses. They're often referred to as "zerg teams." Silly StarCraft references.
When I first started playing arena, a friend much more PvP-experienced than myself explained to me the difference between two-healer team and 4 DPS: "A two-healer team is a balanced fighting force, using positional and defensive advantages to their advantage. Think of a castle, fortified with archers and boiling oil. A 4 DPS team is more akin to a juggernaut, barreling through walls and relying on brute force. Sometimes the castle wins; sometimes the battering ram is successful. The lines of attack and defense are much different, however."
The goals of 4 DPS
The general strategy of a 4 DPS team is focus-firing a favorable target to force the opposing team to play defensively. Once the opposing team is on the defensive, crowd-control enemy healers at times when burst is lined up.
Switching is far less common on 4 DPS setups because of two factors:
1. Less time. Shorter matches. The longer the match goes, the more likely the 4 DPS team is likely to lose. If a team weathers the initial assault, they feel much more apt to put pressure on the 4 DPS team. This allows for a sense of greater control.
You've probably experienced arena matches in which it feels like you're in complete control -- you're not under any pressure to avoid damage or crowd control. You can adjust strategy and tactics much more easily than you could if you were being constantly berated by damage and loss-of-control effects.
Not only do advantages like this allow you to win the game, they force you to become a better player. If you forfeit the advantage, the loss stings more. Coordinating kills with teammates when you are in a equal state with an opponent allows you to understand each other more fully.
4 DPS teams don't ever want you to be in a comfortable position. They want to pile on the damage until you feel you have to drop your strategy just to survive. At this point, they throw as much crowd control as they can muster on your healers. If they're successful, you'll almost assuredly lose.
Switching does not factor into this equation. It allows the enemy team to see it coming and throw up a defensive cooldown, such as Pain Suppression or Hand of Protection. Moreover, it takes time to switch. That five seconds when everyone is setting up to surprise the enemy? The opposing team could regain control by hitting the 4 DPS team with some solid crowd controls.
2. More damage. A 4 DPS team can put out incredible amounts of damage. Two healers can rarely heal through four opposing DPS on a single target, especially when many (or all) of those opposing DPS have instant-cast Counterspell effects or crowd controls (like Blind).
Switching is nearly necessary for two-healer teams because it's much harder to heal a switch of three coordinated DPS than it is to healbot through constant damage from the same players. It's also worth noting that two-healer teams rarely have a shaman-druid lineup for maximum crowd control -- therefore, it's harder to stop opposing healers from simply outhealing your team's damage.
School lockouts
Polymorph, Fear and Cyclone are all exceptionally good crowd control at virtually all points in the game. However, these effects are less efficient at scoring a kill than others.
4 DPS teams have always had an affinity for Counterspell effects. There are many reasons school lockouts like Counterspell, Wind Shear and Spell Lock are superior (especially on 4 DPS teams) to cast-time crowd control:
- Cast-time crowd control suffers spell pushback.
- Cast-time crowd control itself can be interrupted, negating lots of damage in the future.
- Instant-cast school lockouts stop healing for 2 to 3 seconds.
- Often, instant-cast school lockouts will apply a magical debuff that (if not dispelled) will increase the time of the Counterspell effect.
- Front-loaded time is lost from the heal that was never completed, while virtually no front-loaded time is lost from a school lockout ability.
- Instant-cast school lockouts are much harder to predict and avoid.
Because of the plethora of interrupts available to most 4 DPS teams, avoiding overlapping counterspells is a huge issue. If the opposing team has two healers, splitting each teammate to a different healer and allowing them to work in tandem is the norm.
For example, an opposing team has a priest-paladin healing duo. The warlock and shaman will be assigned to interrupt the paladin, while the mage and rogue work to interrupt the enemy priest. The warlock will have to let the shaman know when he is spell locking and the shaman will have to call out Wind Shears. The mage and rogue largely ignore these calls, as they are not assigned to deal with the paladin (but instead are doing the same thing by calling out interrupts on the priest).
An example: JAC
One of the most successful 4 DPS compositions, especially late in The Burning Crusade, was a composition known as Jolly Asian Clams (or JAC for short). JAC is composed of:
- affliction warlock
- shadow priest
- frost mage
- subtlety rogue
- restoration shaman
Many gladiators at the time were upset at the "ease" of JAC team wins. The idea at the time was switching was the best, most effective and "skillful" strategy. JAC teams quickly realized that they didn't need to switch to win arena games -- switching was actually detrimental to their success!
Wrath ushered in a "damage wins" mantra that's been with us for almost four seasons now. It might seem absurd that there was once a time where brute force wasn't the primary way to win an arena game. If you're interested in seeing some of the archived discussion between gladiators (NSFW), check out an old Arenajunkies.com thread on JAC.
Defeating a 4 DPS team
A skilled 4 DPS can put out an enormous amount of damage in the blink of an eye. One of the most successful strategies for two- and three-healer teams against a 4 DPS lineup is to use crowd control and interrupts on the opposing spellcasters. If you can reduce the amount of potential burst damage the team has access to, you'll be in a better position to make the game last longer, which is always more favorable to the team with a smaller amount of DPS.
I mentioned last week that our Team Asia 5v5 was consistently having trouble with 4 DPS teams. Our problem was we were too worried about the enemy healer. Once we realized that we could completely ignore the single enemy healer and only focus on controlling enemy DPS, we went undefeated from that point on.
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)
jscott87 Aug 23rd 2010 6:50PM
I say, good show C. Christian Moore.
Pyromelter Aug 23rd 2010 6:56PM
CMoore: Kind of a random question with this, but would a 4dps team tend to favor some raid/pve gear over pvp gear, at least on certain items like tier10 gear? I'm just thinking the burst on the mage 4pt10 set, combined with a big trinket proc, holy smokes big money no whammies there. I would guess that the counter to that would be to visually notice tier pieces and focus/cc that dps first, as they'll be putting out the most damage?
I wouldn't expect anyone to wear 0 resil in arena, but I remember the stories about ele shaman in t9 just melting people like they were wicked witches.
C.Christian.Moore Aug 23rd 2010 8:27PM
It really depends on your class. Elemental shaman can't get away with too much PvE gear (for instance) because they're a primary target in 5v5 very often. Rogues are the same way.
I'll just come out and say it -- if my team sees either an elemental shaman or a rogue on the other side of the arena, chances are we're going to have that as our target 75%+ of the time. We'll only switch off of it if a cooldown is popped like Pain Suppression. We actually don't even switch targets when Cloak of Shadows is popped. We just CC healers in that five second window.
Hunters, destruction warlocks, frost mages, and balance druids, on the other hand can use a bit, maybe 1-2 pieces + a PvE trinket.
Protection warriors, protection paladins, death knights, holy paladins, and discipline priests can use even more than that successfully at high levels, but then we'd have to start talking about team composition.
Some specs depend entirely on composition. Retribution paladins, for instance, should wear lots of PvP gear in some compositions while lots of PvE gear in others.
Generally, if you're expecting to be focused, your resilience should be very high. In season six, I played a class that was focused maybe 25% of the time, so I wore half the resilience most PvPers of the same class would feel comfortable with.
I also played a class many players would consider to be squishy, so it was a departure from the norm in a lot of ways. Resilience didn't have the S8 boost that it does now and was a worse stat than it is today.
At the same time, our holy paladin purposely wore under 400 resilience (ridiculously low, to say the least, lol pun). Once teams started targeting him "just to try it," he would go up to 900 for the next few games until they went back to a more conventional strategy. I think we lost a game or two due to an opposing team switching to him when we didn't expect it. Eventually we just had him wear 900 resilience the entire time because we could get by on skill and didn't need to cheese it with gear.
The best advice I have is to acquire a full set of PvP gear as a priority and a few exceptional pieces of PvE. Fool around with wearing the PvE pieces on nights when you're not being targeted. However, be ready to switch back to PvP gear if opposing teams start targeting you.
Thanks for the question, it was fun to answer from my end. Maybe I'll talk about this in a later article, you've got me interested in doing more research on some specs.
C. Christian Moore
Contributing Editor
WoW.com
IrrelevantMoralizing Aug 24th 2010 8:18AM
"if my team sees either an elemental shaman or a rogue on the other side of the arena, chances are we're going to have that as our target 75%+ of the time."
As an elemental shaman who swears a lot in arena because of this fact, I can certainly attest to the truth of it. It took me a while to put faith in my healer to keep me alive under the constant assault I face. However, if you're an elemental shaman and feel you're being forced into a defensive position casting LHW a lot, I would encourage you to be more aggressive since your massive damage is what you bring to the table. It has worked out well for me. It helps to have a fantastic healer with hand of freedom, too :D
Also, get the corroded skeleton key trinket. It's fantastic for virtually every class in arena because it's an on-demand priest bubble plus 2300 extra health.
Elyneth Aug 23rd 2010 7:19PM
I read this column mainly for the great music taste of C. Christian Moore. Another fantastic choice!
Chilblain Aug 24th 2010 3:45AM
His taste is in his ass.
Defoe Aug 24th 2010 5:47AM
Totally agree, Talking Heads are legendary. Shame their breakup was so acrimonious (sp?)
john.qualmann Aug 24th 2010 8:50AM
I really enjoy the hard rocking cover of Psycho killer by Moxy Fruvous
http://besotted.250free.com/ShellGrowBack/Moxy%20Fruvous%20-%20Psycho%20Killer.mp3
Or, on the other more mellow extreme, the one by Bruce Lash is also cool.
http://coverlaydown.com/tunes/psycho.mp3
Syme Aug 24th 2010 12:47PM
Loved the video! Thank you! It could have used a little more Tina though. ;)
Janaan Aug 23rd 2010 7:43PM
So I read a few pages into that forum thread about the JAC comp, and from what I could tell using PvE gear for PvP was severely looked down on in BC? I wasn't playing then, so I don't really know. Seems to me if it was as "overpowered" as people were claiming in the thread that more people should've done it.
Teron Aug 24th 2010 1:25AM
Likely that was the case, i don't know about higher ranks, but I only replaced my battlegrounds shoulders (merciless I believe) once I got into The Eye, which was probably comparable to maybe 10 man ICC now. There were two more sets of pvp gear to upgrade to after getting merciless. There really wasn't much reason to not use pvp gear, since it was basically the same level damage-wise, but with resil added in.
Tankizgay Aug 23rd 2010 9:07PM
Dont forget ferals instant cyclones - one of the best CCs available!
Oh how overlooked we are!