WoW Rookie: Becoming a PvP legend, step 2

We talked a few weeks ago about how to become a PvP legend. That advice was the pretty general stuff like "master the mouse turn" and "learn the other classes." Let's start talking about the more advanced stuff that will take your game to another level.
Remember that learning how to PvP isn't an easy road. While you can look up specific strategies and mods for boss fights, battlegrounds and arenas are dynamic, fluid fights. Your opponent will act and react according to your behavior, not follow any kind of script. The challenges are different, and it will take some time to pick up the way PvP works.
Healers: Protect yours, kill theirs
I feel like I say this a lot and am in danger of sounding like a broken record. Still, I suppose if it's a broken record someone listens to, it's a broken record worth playing: it's about the healers. The way healers are balanced, you're just not likely to blow through your enemy if he's getting healed. Healers just output way too much healing to be left alone.
Here are some tips to help you actually accomplish that:
- Keep your healer in your line of sight; you can't protect what you can't see
- When you get the enemy healer in your target reticle, announce it to the rest of your team so that they can back you up
- Keep your interrupt handy; it's hard to kill a healer through their heals, so you need to stop those spells from getting off
- If you have DoTs, spread them around; anything you can do to produce pressure is a good idea
Thinking in terms of pressure
While doing damage is how you will ultimately kill your target in PvP, just like it is in PvE, the real currency of player combat is "pressure." Damage is a type of pressure, certainly, but it isn't the only kind.
Other types of pressure include:
- Crowd control applied to opponents
- Consistently interrupting and stymying opponent's attempts to cast
- Snare, slow, and debuff the enemy player
These techniques are more effective against most players than they even are against PvE bosses. Players frequently panic and lose focus when they get lit up with debuffs and DoTs. Getting the other guy to panic is just as good as an actual game-mechanic crowd control.

Due to the cross-server nature of battlegrounds and arena, you will usually face a huge variety of opponents. That's okay. Start learning their names anyway. Pay attention to who you're fighting. Do this even inside a single battleground; learn the name of that vile rogue who's farming the graveyard or the annoying hunter sniping people toward the flag.
Once you've done that, start specifically countering those folks. If you recognize the name of someone who dies easily, take the time to kill them. If you recognize someone who kills you easily ... avoid them!
While you won't often recognize the same person between battlegrounds, you absolutely need to take advantage of the times you do.
Zergs win
If you are by yourself, and you charge into a pack of ten players, you're going to die. More importantly, you're going to die uselessly. And then when you're uselessly dead, and uselessly waiting for the spirit healer to bring you back to life, those ten players are going to go succeed at their goal.
It helps to stick with other players on your team. This provide mutual protection and a much higher chance of success.
I sometimes like to stick with a particular player. Not only does that give me the chance to roleplay that I'm in a buddy cop movie and pretend to be the loose cannon running side-by-side with my straight-laced compadre, but I find that's a good way to develop a rapport and improve skills.
Filed under: WoW Rookie






Reader Comments (Page 1 of 2)
Zalthay Apr 21st 2011 4:34PM
the problem with this is that most healers when the get into battlegrounds, they stop healing and dps. I am an experienced healer and used to grind BGs a lot. I always healed whenever I could and when I did that the BG skirmishes always went better. and by contrast whenever i saw a healer doing anything but heal in a BG we would almost always fail at whatever skirmish we would engage in.
For some reason when healers enter a BG they think they magically become dps.
quickshiv Apr 21st 2011 5:07PM
Absolutely. Battle grounds are won and lost by healers. The team with the best healers is the team that is going to win. It is fun fun fun to play dps in a bg but the real heroes are the healers.
Bossy Apr 21st 2011 5:30PM
That's why I love my Holy Paladin in BG's !
The healers decide the outcome in BG's and it gives me great satisfaction.
You always have an overview...
I am more interested in the map in AB then in the actual fights btw.
Great stuff.
gamerunknown Apr 21st 2011 7:47PM
I've also seen healers be incredibly successful when capping nodes, using CC (get PvP hit capped!) and sometimes mana burning or even dpsing at appropriate moments.
chrissie Apr 22nd 2011 10:24AM
What gamerunknown said.
Healers can CC, too. They can dispel, offensively and defensively, they can Mana Burn to pressure the opposing healers, they can even provide that last bit of DPS to down the enemy flag carrier before that Smoke Bomb wears off. I can't emphasize enough how many times Mana Burn has decided the outcome of a skirmish in my experience (so much hate for that sound, except when I'm causing it!), how many times a well-timed CC on an enemy healer has saved the day, or a well-timed CC from an enemy healer has lost it.
Of course, healing is a healer's primary task -- their job is to keep the important people alive -- but there's a lot they can do at the same time, especially in unrated BGs, where people are disorganized and often allow healers to go unharrassed because they stand a little to the back. It seems like a waste to confine oneself firmly to the mindset of "I am here to heal! Nothing will stop me from healing, rawr!"
If they're primarily DPSing in a healing spec, then something's wrong, obviously, but truth be told, I haven't seen that happen too often. Those who choose to DPS generally like to see big numbers; there's no reason why they'd gimp themselves with a healing spec.
lancrkllr Apr 22nd 2011 11:22AM
to piggy back on their comments above, for pvp you should definitely be hit capped. Being a healer is not an excuse for that. I know that druids, shamans and pallies (so i'd assume the same for priests) can pick up talents that increase their hit rating by 1 or 1/2 of their spirit on gear.
And for healers with class definitive CCs (shamans and druids), get spell pen capped. There's nothing worst than having a cyclone resisted and dying because of it.
Hellwraith Feb 15th 2014 9:11AM
Good and simple advice. Excellent! By the way... I also do the roleplaying cop-buddy thing :P
celticstorm11 Apr 21st 2011 4:37PM
Any tips specifically for people starting out pvp as healers? As a resto druid I mostly find myself in travel form with a stack of HoTs and a mob of chaos and destruction chasing me around until I die (which usually takes a while, I'm an experienced PvE-er). Nevertheless a good guide to solid PvP functioning.
zara Apr 21st 2011 7:14PM
Spend you're first encounter scoping out who youre going to work with. If the person you try and heal does nothing to help save your back when the enemy realises you're a healer you may want to find another group who will at least cc the guy thats hitting you down. Also get over your fear of dying, sometimes if you see yourself stranded alone in a group of enemies I find it better to let myself die instead of spending the next 30s trying to save my self from an inevitable death. In those 30s you could have ressed and be healing a group again. My disc priest used to pvp with a retri pala and together we were pretty invincible... that is when he wasn't running away screaming like a little girl. ^^
lancrkllr Apr 21st 2011 8:52PM
big + to zara's comment
Having someone who will roll with you and peel off of you is a gigantic asset.
Specifically for a resto druid:
If you are at a node with a dps defending and are out of combat, switch to kitty and stealth. You can't target what you can't see.
Tree of Life is great (instant regrowths, unlimited LB targets, instant roots, etc.)
* it burns your mana pool quickly, especially if you're firing off instant regrowths like a machine gun.
* Your instant roots break on damage and suffer from diminishing returns... if you are kiting away from 3 melee, shifting into tree may not be the best idea.
Barkskin + tranquility is pretty amazing in "oh crap" chaos situations with multiple friendlies and enemies. I normally pop wild growth into tranquility, so their HoT ticks are going off along with tranquility's healing.
Cyclone! tbh, i spend a lot of time in BGs cloning the enemy healers or dps who are not being touched by my teammates. Also, a nature's swiftness to cyclone on a melee dps who is beating your face in should buy you time to get away / heal / pray teammates help.
Finally: Remember you can shape-shift / dispel pretty much any snare, slow or root off of yourself. Be the elusive cheetah that gets melee so angry they chase you around in circles while their healers get their faces beat in.
Neyssa Apr 26th 2011 5:18AM
The biggest mistake you can make as a healer druid is to only focus on healing. Never forget your shapeshifting abiltities. You can stealth in cat, open with a stun and you also have dash sprint (and you also have maim, just hit for one combo point and you can stop them for a few moments), switch to bear and heal and stun, run away as cheetah, jump in the lake in Arati Basin to swim to a location without anyone disturbing you. Browse through your spellbook: you have cyclone (the worst CC of all, pallys cant even bubble in it, their only chance is the trinket), you also have hibernate for annoying hunter pets, you have tranquility which is crazy awesome around a flag. If you are a nightelf use shadowmeld - kitty - stun - run away, if you are a tauren you have warstomp to give you some time to run away from meele, etc. If you happen to be a herbalist (which you should as a druid) use that heal as well, it also gives haste. Use your running abilities to keep you out of line of sight. I use a nice little addon called Watchout, which pops up an extra castbar if someone is casting something at you. If you see a polymorph coming, just hide from los - that mage just lost a few seconds for a useless cast and you are - well, not in sheep for the next 8 seconds.
Now your only job is to find enough buttons to cover all these beside healing :)
Dreyja Apr 21st 2011 4:48PM
Ah I remember when I hit my stride, as a hunter, in AB and managed to hold the Black Smith against hordes of... horde. I lucked out and clicked with a healer. The two of us did great with just a couple of other players occasionally hitting the edges. It was poetry, it was beautiful, it's been very RARE.
In the chaos of a BG it's not often that you are able to hook up with other players that augment your abilities that well. It makes me wish for more organization but that tends to fall to some jackass shouting insults in chat. /alas.
Another very good article. I always manage to learn something.
Zalthay Apr 21st 2011 5:16PM
Yeah I never understood the single player running off by himself to rescue a resource a assault an enemy group. I don't anything I ever did as an army of one in a BG ever succeeded. I also never understood how people didn't value guarding what you take. I never failed to facepalm in AB when we would be ahead and have enough bases to win and all of a sudden is the lovely "alliance have lost the (insert resource name here)" then open my map and no one is at the bases we were just controlling, yet 90% of the group is fighting a small group in between bases (not even in a base).
dengarsw Apr 21st 2011 6:53PM
It's a type of pressure, especially if you're good at CC or just survival.
If you have 4 bases in AB, sending just 1 guy to constantly harass their node will force them to keep at least 1 person at that node. More often than not, pugs see 1 person and assume the whole team will come, so you may have 3-4 members of their team constantly waiting for 1 of your guys to pretend to take the node. It's pretty effective if it's done by someone who doesn't die in 5 seconds.
dmrobertson2 Apr 21st 2011 7:12PM
@dengar
But, what ussually happens is they run in a die, then repeat that X10, same person mind you. I play a Worgen Disc Priest and I can tell you the number of times I ask in BG chat what someone is doing off by their lonesome in Gilneas, and they reply "I am gonna get the Lighthouse". At which point 3 of their friends decide to ditch the effort of bottlenecking the Horde at the boat and bam, we lose not 1 but 2 resources. Momentum is lost and we lose. The mentality used for PVE questing and such does not play well with the team work that is needed in a BG. Kamikaze is not a way to win, but a way to die.
wutsconflag Apr 21st 2011 7:22PM
A single defender at a base is worth three fighting on a road - provided you have back up coming to help you. The key is to keep hitting anyone trying to take the flag, NOT to kill them, but to stay alive long enough for help to arrive.
It sucks trying to defend by yourself. Sadly, people often subscribe to the theory that "zergs win" (not always true, actually) and just keep moving with the mob from base to base until the end of the game, all the while wondering why they're behind in resources. (I'll admit, zergs might win CTF BGs like WSG, but I don't often play those.)
The biggest thing I wish I could teach BG players though?
DON'T FIGHT ON THE ROADS.
FIGHT ON THE FLAG.
HIT THE GUY(S) TAKING THE FLAG.
KILL THE HEALERS.
In that order.
lsprof4 Apr 21st 2011 9:36PM
Fight on the flag is generally good advice... but when I have to guard a flag solo (uhhhh...pretty much every bg) I like to keep a little distance. If I get sapped, they still have to move to the flag while I'm calling for backup.
matt Apr 21st 2011 11:45PM
In AB if both teams need 3 to win, eventually one team is going to zerg for their third base. By constantly pinging their current bases with ninjas, or even just distractions, it postpones them from attacking a new base.
In the 1500+ AB's I've played, I played one AB where we held three bases and they held two bases the entire game.
If I'm in a game where we can only hold two bases you bet I'm ninjaing that 3rd base even if just temporarily to help us catch up on resources.
Scorfula Apr 22nd 2011 12:54PM
I wholeheartedly agree with the 'fight at the flags' thing, good enemy PvPers will systematically try to draw you away if your defense is stronger than their offense, or they're outnumbered. Never chase them away from the flag, it will get ninja capped.
However. Fighting away from the flag can have its benefits if you're rolling with a group of like minded people who know what they're doing. If you can tie up the enemy in a position that is not beneficial to them (getting the opposing team locked into a zerg with you mid field in WSG, while your awesome Resto Druid/Prot Pally team lol the flag all the way home for example), and ensure you're not being ninja capped from behind, this can be an advantage. Not so much in traditional BGs like AB where it is sinful to ever be away from your flag, but in a fight like Tol Barad, if you can cover the three entry points sufficiently, it's actually in your favour to keep the opposing team away from the capture zone, every one of you that they kill while you're inside the capture zone means they're capping faster, if you've managed to engage them outside of that zone, your dying means nothing and you can tie them up just by running back into the fray after you spawn.
I admit it's a very risky strategy though and would probably never work considering the sheer size of the pug group you're working with. The other players are just likely to get peeled away one at a time and the whole plan will crumble.
noel mcleod Apr 26th 2011 12:43PM
To add to the other comments and ... slightly ... disagree with the author. A strategy I have used to good effect on my Prot Pally is to attack the farm in Arathi Basin when there are 4 - 5 of them and only one of me. Why? Yes, I'm going to die, but do you know how long it takes them to do that? In the meantime, ONE player is tying up FIVE of theirs, and if they leave when I die I'm just going right back there. Takes the pressure off of my team, especially when we are out-leveled as Alliance so often seems to be. (This strategy is best applied in AB at the Farm or Stables, and not fighting on the roads).