Blood Sport: Become a 5v5 master (tips and tricks)
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: Massive Attack's "Teardrop." Apparently this song is the Dr. House theme...or something. I only noticed this because of the comments on this video. I wouldn't know, I don't watch the show. Maybe I should start because obviously someone from that drama has taste in music.
Default to damage
Oh, Wrath of the Lich King, how we had such great hopes. Damage is almost always the most successful strategy. Defaulting to damage is something I have to explain often, especially when I start playing with new teammates who are trying to push for their first gladiator title.
Players who have high technical skill (for instance, being able to Spell Reflect an escaping druid's Nature's Grasp) often try to win games by doing things more "skilled" than the enemy. They'll preach for seemingly endless hours about how often they Counterspelled their opponent's Incinerates, yet they still lost the match. Sometimes, the opportunity cost it takes to interrupt one of your spells to interrupt an opponent is better spent by doing damage, especially if an enemy is low on health. Why bother Counterspelling an enemy damage spell when you can get a kill? [EDIT: I removed confusing language concerning interrupts and global cooldowns.]
These same players look down on opposing compositions for being "faceroll" or "noob comp" because they win games by just pumping damage into the enemy. There's a reason why "bad players" can get to high ratings by using certain compositions -- damage is the premier strategy.
The danger of cool things
I'm not going to sit here and type out how awesome I am because I've never fallen into the "cool things are cool" trap. I'll freely admit that I still struggle with doing damage rather than cool stuff -- especially on my warlock.
When we were going for No. 1 in 5v5 a few seasons ago, I was doing almost everything except slinging fire at enemies. I would have every enemy DPS locked down with Curse of Tongues or Curse of Weakness -- except for our kill target, of course. I would CoT, Fear, Spell Lock, Shadowfury and Death Coil opposing healers until they were blue in the face.
What I should have been doing, however, was just casting a simple Curse of the Elements > Immolate > Chaos Bolt > Searing Pain > Conflagrate rotation into our kill target every chance I got. My teammates mentioned how little damage I was doing against high-rated teams (teams where I thought complex strategies were more effective), compared to the enormous amount of damage I was putting out against low-rated teams. I made the transition and we fared much, much better against the Top Ten teams on our battlegroup.
Pay less attention to addons
Many people think great arena players need to be paying attention to many, many things at once. Some people think great arena players need to always know when trinkets are available, or they somehow keep track of each enemy cooldown.
That's not the case. At all.
Top arena players understand what's going on in the game at the largest level possible. Understanding the big picture slows down the game and allows you to think inside other player's roles. It gives you insight as to when you should burn a cooldown or when you should beware an enemy is about to use a cooldown on you.
I don't use Afflicted 3 or any similar mods to track enemy cooldowns -- they waste precious screen space, and you generally shouldn't need mods like this if you take the time to understand the big picture. Plus, using mods like Afflicted desensitizes you to the natural ons and offs of cooldowns.
When a paladin casts Divine Shield, I can generally tell (within +/- 0.5 seconds) when his bubble is coming down, even though I have no way to tell exactly when it's going to dissipate (or be Mass Dispelled). On my shaman and priest, (Purge, Dispel Magic) I have enemy buffs (on my target and focus) enabled. On everyone else, I don't even bother and turn buffs off. I don't need to see if someone has a Sacred Shield or Mark of the Wild on them; it will make no difference to what I'm doing.
This isn't because I'm magical. I don't have some telepathic superpower. I don't have a sixth sense. What I do have, however, is enough arena experience to understand the game at large and look at the bare nubbins of important arena functions. It sounds more complex than it is ... (More on this next week.)
Figuring out and adapting to your teammates' playstyles
You get better at figuring out and adapting to your teammates' playstyles the more you play with different individuals. Everyone who has tried arena has met that guy on trade who wanted to play a few games -- and it just sucked. He was doing everything you didn't expect, and he was expecting you to do everything you didn't. Your playstyles were completely different, and you failed game after game.
Likewise, if you've been playing long enough, you've probably met a player or two who has meshed exceptionally well with you. Perhaps you're not rank 1 quality yet, but you've done better with them than you ever expected previously. You probably had similar ideas about how arenas should go, and your victories reaffirmed that.
I've played with holy paladins who cast Hammer of Justice once every 10 arena games. Other holy paladins use it on cooldown. Some druids love Cycloning enemy healers; some don't do it at all. Some Cyclone enemy DPS when they're at 10 percent health so they don't get receive heals. Then they charge up Starfire to help aid in killing blows with the DPS at 10 percent. Everyone has a different playstyle.
Having a different playstyle isn't wrong. Restoration druids usually find they fare better either with melee or spellcasters because of their playstyle -- offensive Cyclones on healers are much more important to a spell-burst team than they are to a team that focuses on melee; that's just the way arena works.
Want to ascend the arena ladders faster than a fireman playing Donkey Kong? Read Blood Sport for pointers on arena play. Don't miss our interviews with successful arena PvPers, and see The Art of War(craft) for the inside line on battlegrounds and world PvP.
Listening Music: Massive Attack's "Teardrop." Apparently this song is the Dr. House theme...or something. I only noticed this because of the comments on this video. I wouldn't know, I don't watch the show. Maybe I should start because obviously someone from that drama has taste in music.
Default to damage
Oh, Wrath of the Lich King, how we had such great hopes. Damage is almost always the most successful strategy. Defaulting to damage is something I have to explain often, especially when I start playing with new teammates who are trying to push for their first gladiator title.
Players who have high technical skill (for instance, being able to Spell Reflect an escaping druid's Nature's Grasp) often try to win games by doing things more "skilled" than the enemy. They'll preach for seemingly endless hours about how often they Counterspelled their opponent's Incinerates, yet they still lost the match. Sometimes, the opportunity cost it takes to interrupt one of your spells to interrupt an opponent is better spent by doing damage, especially if an enemy is low on health. Why bother Counterspelling an enemy damage spell when you can get a kill? [EDIT: I removed confusing language concerning interrupts and global cooldowns.]
These same players look down on opposing compositions for being "faceroll" or "noob comp" because they win games by just pumping damage into the enemy. There's a reason why "bad players" can get to high ratings by using certain compositions -- damage is the premier strategy.
The danger of cool things
I'm not going to sit here and type out how awesome I am because I've never fallen into the "cool things are cool" trap. I'll freely admit that I still struggle with doing damage rather than cool stuff -- especially on my warlock.
When we were going for No. 1 in 5v5 a few seasons ago, I was doing almost everything except slinging fire at enemies. I would have every enemy DPS locked down with Curse of Tongues or Curse of Weakness -- except for our kill target, of course. I would CoT, Fear, Spell Lock, Shadowfury and Death Coil opposing healers until they were blue in the face.
What I should have been doing, however, was just casting a simple Curse of the Elements > Immolate > Chaos Bolt > Searing Pain > Conflagrate rotation into our kill target every chance I got. My teammates mentioned how little damage I was doing against high-rated teams (teams where I thought complex strategies were more effective), compared to the enormous amount of damage I was putting out against low-rated teams. I made the transition and we fared much, much better against the Top Ten teams on our battlegroup.
Pay less attention to addons
Many people think great arena players need to be paying attention to many, many things at once. Some people think great arena players need to always know when trinkets are available, or they somehow keep track of each enemy cooldown.
That's not the case. At all.
Top arena players understand what's going on in the game at the largest level possible. Understanding the big picture slows down the game and allows you to think inside other player's roles. It gives you insight as to when you should burn a cooldown or when you should beware an enemy is about to use a cooldown on you.
I don't use Afflicted 3 or any similar mods to track enemy cooldowns -- they waste precious screen space, and you generally shouldn't need mods like this if you take the time to understand the big picture. Plus, using mods like Afflicted desensitizes you to the natural ons and offs of cooldowns.
When a paladin casts Divine Shield, I can generally tell (within +/- 0.5 seconds) when his bubble is coming down, even though I have no way to tell exactly when it's going to dissipate (or be Mass Dispelled). On my shaman and priest, (Purge, Dispel Magic) I have enemy buffs (on my target and focus) enabled. On everyone else, I don't even bother and turn buffs off. I don't need to see if someone has a Sacred Shield or Mark of the Wild on them; it will make no difference to what I'm doing.
This isn't because I'm magical. I don't have some telepathic superpower. I don't have a sixth sense. What I do have, however, is enough arena experience to understand the game at large and look at the bare nubbins of important arena functions. It sounds more complex than it is ... (More on this next week.)
Figuring out and adapting to your teammates' playstyles
You get better at figuring out and adapting to your teammates' playstyles the more you play with different individuals. Everyone who has tried arena has met that guy on trade who wanted to play a few games -- and it just sucked. He was doing everything you didn't expect, and he was expecting you to do everything you didn't. Your playstyles were completely different, and you failed game after game.
Likewise, if you've been playing long enough, you've probably met a player or two who has meshed exceptionally well with you. Perhaps you're not rank 1 quality yet, but you've done better with them than you ever expected previously. You probably had similar ideas about how arenas should go, and your victories reaffirmed that.
I've played with holy paladins who cast Hammer of Justice once every 10 arena games. Other holy paladins use it on cooldown. Some druids love Cycloning enemy healers; some don't do it at all. Some Cyclone enemy DPS when they're at 10 percent health so they don't get receive heals. Then they charge up Starfire to help aid in killing blows with the DPS at 10 percent. Everyone has a different playstyle.
Having a different playstyle isn't wrong. Restoration druids usually find they fare better either with melee or spellcasters because of their playstyle -- offensive Cyclones on healers are much more important to a spell-burst team than they are to a team that focuses on melee; that's just the way arena works.
Want to ascend the arena ladders faster than a fireman playing Donkey Kong? Read Blood Sport for pointers on arena play. Don't miss our interviews with successful arena PvPers, and see The Art of War(craft) for the inside line on battlegrounds and world PvP.Filed under: Analysis / Opinion, PvP, Blood Sport (Arena PvP)






Reader Comments (Page 1 of 2)
wutsconflag Aug 30th 2010 7:03PM
House is a great show, though it took a few episodes to really get me interested.
JBcani Aug 31st 2010 4:18AM
Though not exactly relevant to this article, i have too agree :)
trudycouldeatyou Aug 31st 2010 8:14AM
Apparently you're no fan of the show :P That's the theme song!
The only reason I went to this article was because of the song, haha.
zubbiefish Aug 31st 2010 9:33AM
The person working on House that has the great musical taste is Hugh Laurie. Who also IS House.
Waltz Aug 31st 2010 9:38AM
singing fetus scared me the first time.
singing fetus scared me again.
Quickshiv Aug 31st 2010 5:17PM
Not that House isn't an ok show but Teardrop by Massive Attack deserves way more credit then House theme song. You should check out some of their other music.
Xorthus Aug 30th 2010 7:14PM
This article, and this series in fact, have helped me a lot. I just recently got into PvP (a little late in the game, I suppose) and I've just barely dipped my toes into arena, but Blood Sport helps me streamline my ideas on where I want to be heading. On my Lock, in BGs especially, I feel like I'm losing fights by trying to DoT and Fear Lock opponents and then get ganked by their teammates that come to the rescue, whereas I should be just bursting the first enemy down, so I can prepare for the next one. (Maybe it's time to try a Destro spec?)
Keep up the good work!
Pyromelter Aug 30th 2010 8:02PM
Ranged in BG's comes down to this:
-Find an optimal spot (Riding shotgun in a demolisher in WG or in Strand of the Ancients is perfect, but hiding behind a hill that doesn't put you in LoS also works, as in EotS)
-Pump out as much damage as you possibly can on whoever comes by.
-If you are about to get overrun, get the hell outta there.
I recently queue'd for a random BG on my mage. Just felt like killing stuff. I have arcane as my secondary and more pvp-viable spec, but I didn't change it, and was in my fire spec (which has exactly zero utility, escape, or cc talents).
The end BG scorecard had me as 17 killing blows, zero deaths, and total damage about 300k higher than the next person on the list. Pretty much all I did was spam living bomb and hot streak pyroblast, with a few times I had to escape from some danger (had some good healers helping of course). And this was all done in 100% PvE gear.
I honestly find that using a PvP trinket is a waste too in bg's. The damage increase from trinkets especially for casters can be substantial, and I always feel that if I get stunned once, I'm going to get gangrushed and killed anyway, so it's pointless to even use the trinket most of the time.
In arena, you definitely need pvp trinket, resil gear, all that. But I get CC Moore's point... damage is king in pvp in wrath.
Nick S Aug 30th 2010 10:09PM
There are still opportunities to do amazing things like lock down one enemy while killing another to win a 2v1... but they're pretty rare. Mostly, just do lots of damage and know when to blow your defensive cooldowns, and you'll be a BG hero.
C.Christian.Moore Aug 31st 2010 1:24AM
Xorthus,
Thanks for the kind words! For what it's worth, I find destruction to be a much more BG-friendly spec than affliction for the same reasons you've mentioned.
I hate when I have a full row of DoTs on someone, only to see a warrior rush in and take them from 70% to 0% instantly. I just wasted all that time DoTTing them up!
The crowd control that destruction brings is actually vastly superior to affliction's crowd control in BGs as well -- Shadowfury is an absolute beating. I think it might be the most powerful BG spell other than Divine Shield into infinite heals. A twenty second cooldown that can stun multiple enemies for three seconds is just absurd.
I find damage is the best gauge of understanding if you've made a difference within the BG. Compared to kill:death ratio, total KBs, and even objectives taken, a high damage count shows that you survived for a disproportionate amount of time and were also in combat often.
Killing Blows are awesome and everything, but I've found that a rogue that runs around stealing KBs isn't really adding much to the battle. With a ranged dps, usually if you have a lot of damage, you'll have a lot of KBs to go along with it.
Also, I agree with everything Pryomelter wrote, particularly about the PvP trinket. :)
C. Christian Moore
Contributing Editor
WoW.com
Foxfyr Aug 31st 2010 10:10AM
No way.
You're one of the people pumping out damage in the middle of WSG while the flag carriers are sitting in the opposing bases?
You're being sarcastic, right? You don't actually measure your value in a battleground by how many kills or damage you got do you?
C.Christian.Moore Aug 31st 2010 10:24AM
Foxfyr,
WSG and AV can be exceptions. Generally though, if you're actually fighting over objectives, you're going to be involved in combat pretty often.
If everyone on the opposing side is in the middle and you win because you skillfully avoided them by capping the flag 3x, yeah, good job, opposing team was just bad and you'll have minimal damage.
Normally that doesn't happen though, especially as ranged DPS. Mages make okay flag carriers, but not like druids or protection specs. Warlocks are pretty terrible at running the flag, so protecting the flag is more key (hence: more damage from killing noobs.)
AV can be an exception because it's sometimes just better to defend a bunker, but even then unless the opposing team is bad, you'll be dealing a good amount of damage defending it.
In AB, EOTS, SotA, and IoC, however, I would say the people doing the most damage generally help their team out the most. Highest damage in WSG and AV is also usually the same.
I hear people say all the time, "A good [class-X] can turn the tide of a BG just by himself." I agree, but this isn't normally going to happen unless you're pumping out tons of damage (killing the opposing teammates at key battles).
C. Christian Moore
Contributing Editor
WoW.com
Foxfyr Aug 31st 2010 12:38PM
I love your articles and read them all so I just want to make sure that I completely explain myself.
I honestly feel that the scorecards at the end of every battle ground mean absolutely nothing. Unless you truly don't care if you win the match. If "Winning" the battleground for you is being on top of that list then by all means that is how you should gauge your performance. If you, on the other hand, care anything about whether your faction wins the BG then those meters are hindering you.
Those meters are why you can't stay at Mine to protect it even though it seems no one is coming.
They are why you have been attacking and killing 5 enemy players for several minutes at Fel Reaver Ruins with a healer and are no closer to taking it over.
They are why you've been aoeing the 6 players chasing your team's demo towards the green gate instead of rooting them so they can't destroy it. They are why everyone got off at the blue gate and not a single one of you has picked up the demo to help me get the gate down.
They are why you've destroyed the enemy gate in Isle of Conquest but can't get into the keep because you are attacking everyone instead of capping their GY.
There are SO many tactical reasons that not fighting is better. I do a lot of damage when I attack and I know that you are a much better arena player than I will ever be, but if you're not playing to win the BG, then I'd rather have someone else in the field.
Foxfyr Aug 31st 2010 12:58PM
I should also add that I am just as often at the top of the damage meter as I am at the bottom in battlegrounds. I just don't care if I did 100k more damage than the next guy if we still lost.
C.Christian.Moore Aug 31st 2010 2:52PM
Hi again Foxfyr,
I share the same disdain for people that believe statistics on the scorecard are the be-all-end-all of battlegrounds. I've run into the same people that you have.
ME: ""Could we please stop fighting in the middle and start protecting our flag carrier? You're bound to get kills if you just follow our FC around."
PEENER: "Lol noob, you have like 2/3rds of my damage, lol."
ME: "That's fine, I appreciate you putting pressure on their team, but you're just killing AFKers at their graveyard."
PEENER: "LOL GET SOME MORE DAMAGE, UNTIL THEN STFU."
If you'll re-read everything I've stated so far, I'm not advocating dropping sound play in order to get higher on the meters. That would be foolish.
I'm stating that the _best_ statistic to judge if you're valuable in a BG is damage. It's even more important than actual objectives captured on the scorecard for the same reasons you mentioned.
Dude who is running around capping 8 bases in AB might have done better by not letting opponents capture gold mine (as you've mentioned). Sure, they'll have 8 caps on their scorecard, but who cares if they could have defended some place successfully? (Also, take note, defending would award damage in this scenario.)
Sound play is much harder to quantify than a statistic at the end. I can't really give advice like "defend always, if you do anything else, you're terrible," because that's just not true. Likewise, I can't say "attacking is always the best strategy."
I can, however, say that a high damage counts shows that you've been in combat a large amount of time (which is arguably much more effective to most scenarios than not being) and that you've also managed to survive those encounters.
While the guy camping farm and hitting 0 damage, 0 healing, 0 kbs, and 0 deaths might *actually* be somehow more valuable to the team, not only is this not the case the vast majority of the time, but it's actually incredibly misleading to assume he is.
Strategy in AB in particular is more confusing than other BGs, but I've found from personal experience attacking and reclaiming is a much more effective strategy than defending the vast majority of the time, even if you have a majority of bases.
In fact, I find when we control bases 4-1 with stables the lone opposing base, it's best to attack stables with the goal of distraction and survivability. If I tie up 3-4x players on the opposing side for 45-seconds to 1-minute, it will essentially make the teams 14v12 and Horde side will be able to defend the bases that we do have much more effectively. I have no intentions of actually capping stables, but I do have the intention of displacing enemies on the battlefield for my team's advantage.
I've been called a noob because I attack stables solo while they have 3-4 defenders for this very purpose. In other people's eyes, I'm wasting my time. It could be better spend 'defending' at gold mine or lumber mill. When in actuality, I am defending -- and in fact defending more effectively than I would be at LM or GM.
I'll talk about this more next week when I discuss "the big picture." Understanding the game at large (whether it be in an arena or a BG) is of utmost importance. I think you're saying generally the same thing, and I applaud you for that.
I hope this has cleared some things up,
C. Christian Moore
Contributing Editor
WoW.com
Foxfyr Aug 31st 2010 3:53PM
It was the original comment about how ranged can pad their meters that made me so interested in this discussion. In PVE you can get away with saying that it's helping that you're the top of the DPS meters but I just can't justify that kind of play in PVP.
I was already composing my rebuttal to that in my head when I scrolled down to see that you had replied and agreed with him.
I'm looking forward to the article on the bigger picture as I do very similar things in BGs to your solo attacks on groups to tie them up.
As a rogue, I've stayed in stealth and watched my 3 defending teammates get slaughtered by the 5 attackers so that I could sap the attackers who try to cap until they pop me out of stealth. I'll follow that up by a suicidal Fan of Knives, Evasion, Vanish, Cloak spree to give my teammates time to res and come back.
It still looks like you put a little more importance on the damage totals than I would but I'm relieved to see that you see it more as a result of good playing and not a goal of it.
C.Christian.Moore Aug 31st 2010 4:02PM
Foxfyr,
That's a great example of fine play within battlegrounds. I would do similar things on my rogue -- they're an exceptional defense class. I don't understand why so many rogues want to run around and steal killing blows from spellcasters instead of just playing defense.
C. Christian Moore
Contributing Editor
WoW.com
Derka Derka Yes Aug 30th 2010 7:27PM
Must have been on some crazy shrooms to make that video.
Props
Scott Aug 30th 2010 8:02PM
"Mezzanine", the album that song is from, is amazing. I recommend anybody who even remotely likes "Teardrop" to check it out. It was released in 1998 and still holds its own against anything in trip-hop today.
zandilar Aug 31st 2010 3:16AM
I have to agree. I have had to replace the cd like 3 times now.. yes I am old fashion and I still buy cds.