Blood Sport: How to start a new character for PvP, part 2
Please check out last week's article on starting a new character for PvP; we discussed different ways to analyze your own playstyle and alluded to this week's subject of strengths and shortcomings. I asked four important questions about playstyle and gave my answers to the questions; however, because some seemed to be left wanting, here is a little more information on those questions.
What kind of player are you?
Do you like applying damage, healing, or both? If you like doing damage, you can play every class in WoW. Most classes do damage very differently in arena. However, we can boil each type of damage down to either burst damage or sustained damage. Occasionally you'll get a class that is flavor-of-the-month that seemingly does both very well.
Certain classes also have specializations that operate very different ways. For instance, warlocks have affliction and destruction, which operate in very different ways. Affliction tries to grind you out, run your healer out of mana, or just do a ton of damage spread all around the board with comparatively very little burst potential. On the other hand, destruction is the polar opposite, offering burst damage to the wielder at the expense of high sustained overall damage.
There's also the choice of whether you like to beat things in the face or blow them up from afar. Some people cannot tolerate melee, while others think standing in one place for longer than two seconds is boring.
If you like healing or doing both, you have four very good choices open to you. Do you want to do an equal mix of both? Priest or shaman might be right for you. If you're more about healing with little damage output (although definitely viable for both), druids and paladins are great at playing D, even if they heal in very different ways. Druids have ample crowd control, while paladins have ridiculous on-demand healing.
Are you primarily offensive or defensive? Nearly every class can play well offensively or defensively, but there are some that work best as one or the other. Healers tend to be more defensively oriented, although certain classes and situations can really bring out the offensive nature of certain healers. Druids can use crowd control offensively, and priests have a myriad of different damaging spells to aid their teammates. Shamans are probably the most balanced of the healer classes (in terms of offense playstyle vs. defensive playstyle) and have tools to deal with a variety of problems. If you are a hardcore defender and don't like a ton of offense, you might be interested in trying out a holy paladin. With the exception of a few abilities (compared to the other healers), holy paladins are largely a pillar-hugging shield of healing power.
In what situations are you at your best? Situations where you are at your best speak to your strengths. You should look for classes that maximize these strengths in arena -- because I might not be able to speak to your strengths, I'll tell you what I see in my "best" moments. I enjoy "tanking" in PvP. I'd rather play a class that is viewed as weak and easy to kill than one that is viewed as survivable. I'm always the first one on my team to initiate the enemy, and I usually just charge right out of the gates to start combat so the opponent has very little time to think.
Warriors have a particular stigma that attacking them causes their damage to drop because they play defensively in defensive stance. This is something that greatly appeals to me, as I would appreciate being attacked and could benefit from the extra rage generation. Moreover, my damage does not drop very much, even when I am playing at my most survivable level.
In what situations are you at your worst? One of my greatest weaknesses is not being able to make correct decisions when I am not being focused. I need fewer options when I am being left to "free cast." Melee generally have less options than casters when they are left alone -- they generally stay on only one or two targets, while casters often have everyone on the opposing team in their potential crosshairs. Healers even have more options, because they must choose what teammate to cast a heal on or pre-HoT or which spell to use on a particular opponent. Some people enjoy the freedom to choose so many different lines of play; this is not my strongest area, so while I will attempt to get better at it over time, I would rather limit my weaknesses when possible.
Fun: The ultimate factor
Ignore what your guild needs, what your friends play, or what your current arena teams wish they had available. Focus on what you enjoy doing. If you're playing a class because of obligations, you're hurting everyone in the long run -- especially yourself. If you're the main tank of a guild, that can be your PvE character while you switch to another character for PvP. Perhaps you can even convince your guild down the line that you're better on your PvP character than on your tank. I've seen it done before.
Test drive before you buy
No, I'm not talking about illegal accounts on the black market. You can make a premade character on the PTR and see what they're like when that option is available. If nothing else, you can get a lot of PvP experience in with the class just by dueling. You might discover that you actually hate the class and save yourself days, weeks, or perhaps months by deciding that shiny new paladin just isn't for you.
You also might absolutely adore your new class. It's a great feeling when you enjoy another class more than one you've been playing for months or years as your main.
I'm going through that right now by rediscovering my love for warriors instead of sticking with my warlock. And yes, I know that warlocks got crazy buffs and warriors got nerfs last patch. That isn't swaying my decision, and it shouldn't sway yours, either. Being overpowered comes and goes, but matching playstyles will make you far more overpowered than a small percentage increase in a few abilities one way or the other.
Next week
We'll be talking about how to set up keybinds that you don't even have yet, leveling strategies, gearing, and more. Until then, enjoy the changes that came with the new patch!
Listening Music VideosRecordedLive, which is a pretty neat YouTube channel remake of A Beautiful Mine by RJD2, which is coincidentially used as the Mad Men theme song. Mad Men is one of my favorite shows of all time, and I'd suggest you check it out if you haven't already.
Want to ascend the arena ladders faster than a fireman playing Donkey Kong? We'll steer you to victory with the best arena addons and let you in on some rank 1 gladiator PvP secrets. Be sure to check out our guide to PvP keybindings.
Filed under: Blood Sport (Arena PvP)






Reader Comments (Page 1 of 1)
Necromann May 3rd 2011 8:14PM
Before 4.0, I had a 29 twink rogue. It was very fun. I also did some arena as a disc priest with my brother for fun. Since Cata though, I've leveled my rogue a bit and the only pvp I've done is a few tol Barad. I'm thinking about rolling a new toon for pvp and these guides help.
Matthew May 3rd 2011 10:36PM
I like to think of snares too. For me, it's important to NOT be stuck in one place cuz of a frost mage. That makes me play either a healer or a dps class with dispell (warlock, spriest, the former boomkin)
[boomkins can't shapeshift out of root effects anymore can they?]
Saeadame May 3rd 2011 11:01PM
Moonkins can shapeshift out of roots if they're going to/from moonkin form (it's in the moonkin form talent: "The act of shapeshifting frees the caster of movement impairing effects.")
Leneax May 4th 2011 11:48AM
Slows, ie movement imparing, yes. Snares, ie movement stopping, no. Only resto has that.
Frank-potato May 3rd 2011 11:24PM
Im sorry i cant help but notice your comment saying that warriors got nerfed..... what?
Arms
Improved Hamstring now reduces the global cooldown on Hamstring by 0.25/0.5 seconds in addition to its current effects.
Juggernaut no longer adds 2 seconds to the Charge stun, but instead lowers the cooldown of Charge by 2 seconds (to 13 seconds total without the glyph).
Lambs to the Slaughter now causes Mortal Strike to refresh Rend in addition to its current effects.
Strikes of Opportunity value per point of mastery has been increased by 10%.
Plus incoming in 4.2
Warriors
Overpower now has a 1.5-second cooldown and global cooldown (Taste for Blood's Overpower cooldown has not changed).
Retaliation, Recklessness and Shield Wall no longer have stance requirements.
Specially Shield Wall no longer requiring stance change....its gonna be ree-dee-culous!
Mirmil May 4th 2011 12:33AM
Just 2 pennies from me: If you are not great at pvp and you would like to create designated toon for that, trying a pet class might be the right thing to do: Frost mage, warlock, unholy DK and of course hunter. I'm not saying there are "better" but probably easier to start with.
Saeadame May 4th 2011 2:47AM
Very nice advice, I might try it out. PvP has always looked like a lot of fun, but I'm not very good at it.
etherlithium May 4th 2011 5:30AM
Not really true. The problem with pets is that they make very minor contributions to actual DPS; their value is usually in that they can stun, interrupt, snare, root. It's not like having an allied player who knows what they're doing keyed into your character (as to a lesser extent it is for soloing PvE) - these abilities must be macroed and used at the appropriate times to get any worth out of them.
Mirmil May 4th 2011 7:00AM
Well, we are not talking here about high level arena but about STARTING a pvp character. In lower levels pets are dealing pretty decent share of your total DPS and their abilities set on auto are working pretty good.
Of course, later on it will require bit more management - proper macros and pressing the right button at the right moment - but the learning curve is much easier in case of those classes.
etherlithium May 4th 2011 7:17AM
Again, I'd disagree. Precisely the learning curve is getting the hang of using interrupts, snares, CC, etc. in the correct situations proficiently, along with avoiding or surviving the same as a setup for a kill. Most of the pet classes are ranged DPS (lock, hunter, mage) and these are all a) squishy and b) baseline extremely dependent on snare avoidance and kiting for survivability. Simply not dying as a hunter depends on correctly 360* spin shooting, timing disengage, trapping, interrupting snares - a healer can rarely nukeheal through full burn from 2 DPS on a hunter, much less a lock or mage, when he's cornered. Melee DPS, especially plate, can be a lot more forgiving insofar as failing to execute defensive maneuvers correctly costs a lot of damage/healer mana/momentum but does not reduce your DPS to zero nor risk an outright death in the immediate future (due to squishiness). For ranged DPS, it is more often GG when you are cornered and trained than for, say, a warrior or death knight.
Defoe May 4th 2011 4:50AM
I think the PTR tip is a very good one, I wish I had taken that advice before levelling a Warlock to 80 in wotlk then deciding I didnt like it after trying it out in PvP!
Baba May 4th 2011 6:22AM
I used to play a warlock (both as affliction and destro) and it was alright, but I hated it as I got into the higher ranks of arena play. In Cataclysm I switched to a warrior and I absolutely love it, why? Because I absolutely loath getting chain interrupted / spell locked / kicked / gouged / stunned and being totally useless, sure it's annoying being kited as a warrior but at least you can do SOMETHING.
So for me it was all about playing a class that was less stressful and our success hinged on how well I played, not how well I avoided being turned into a spectator every 5 seconds.
Matt P May 4th 2011 6:44AM
I switched from frost mGe to disc priest and love it. While I've enjoyed the dps role, nothing is as satisfying as being the one person in the BG keeping your team alive and helping win the BG.Of course I get my arse handed to me o n more than regular basis in those BGs. I'm only level 63, but I'm finally hitting the grove and can't wait to the end game. It helps that the level 60 epic pvp is pretty awesome looking. I tried leveling a healer before, but only focused on pve. A big reason Im having so much fun this time is the dynamics and challenge of pvp. You never are really sitting in the back you have to be constantly thinking and anticipating the next move.
Mirmil May 4th 2011 6:59AM
Well, we are not talking here about high level arena but about STARTING a pvp character. In lower levels pets are dealing pretty decent share of your total DPS and their abilities set on auto are working pretty good.
Of course, later on it will require bit more management - proper macros and pressing the right button at the right moment - but the learning curve is much smoother in case of those classes.
DavidiousofAzeroth May 15th 2011 8:18AM
I like jazz and big band and every other genre out there, but this chick needs to die. I can't stand her sound, her style or anything about her. GOD, i could not listen to more than 10 seconds of it.
Ullaana May 4th 2011 10:25AM
C. Christian,
Nice article and a nice video, but I prefer this version. Nothing better than an oldie but goodie.
http://www.youtube.com/watch?v=Iq0XJCJ1Srw&feature=related
Ipsi May 4th 2011 10:33AM
The song is actually a jazz standard called "Nature Boy" that samples the other stuff in its arrangement. :)
veni May 4th 2011 3:17PM
C. Christian,
Here is a quick question:
You say that you are at your best when you are being focused in arena, and you barely let your damage slip.
I play a frost mage, and have only enjoyed success up to around 2k arena rating, and one of the areas I feel weak on, is sustaining damage when being focused. I consider myself to be very strong positionally, and mechanically.
Does the ability to sustain damage and remain strong while being focused yourself come from a great knowledge of your oppenents abilities? when you can and cannot get away with that extra cast? or exceptional communication with teammates, knowing when they are going to peel, allowing you to squeeze in an extra nuke.
Regards, a weekly reader :)
C.Christian.Moore May 5th 2011 1:13PM
Veni,
I think I typed out 1200 words in response to this question. I'm going to pull an audible and make this next week's discussion because apparently I have a ton to say about it, which I did not realize.
I'll give you a short answer now and a long answer next week.
Short Answer: Keeping your DPS high while being focused is almost entirely based on understanding what's going on with the big picture of arena. If you know that the enemy doesn't have much burst potential left, or they're not in a position to kill you, you can play much more offensively and you might actually do more damage than you normally do.
For instance, when an enemy warrior is attempting to kill you, he isn't going to be pummeling your Haunt. You might not be able to get a Haunt off any other time in the battle except when the enemy team believes they can kill you, but they really can't.
Stay tuned for the long version coming soon!
lancrkllr May 5th 2011 5:35AM
I'm inclined to agree with etherlithium, and I'm going to continue with the example of a hunter for a new PvP player.
I see it as a problem of information overload. Especially when people first start PvPing, it will feel like everything happens very quickly. In situations in which someone else is setting the tempo of combat, it becomes even more difficult to assess what is an appropriate defensive counter-measure to deploy as a class that is dependent upon kiting.
Lets take for example, the hunter vs a warrior.
The hunter has traps, disengage, deterrence, scatter shot, and a pet ability in his arsenal in order to "control" / "protect himself from" the warrior. Each of these abilities has its own cooldown, and situations in which they will be effective.
The problem I see is that once the warrior closes the gap on the hunter, many new players will panic. It's very easy to plan ahead of time "ok, first i'm gonna trap, then disengage, then deterrence, then scatter shot into a trap," but once that melee gets on you and you see your health bar dropping in chunks your mind shifts to "oh god, get him off me, get him off me" and instead of beginning to deploy your defensive abilities to escape, you find yourself in slowed in melee range and dead in a matter of global cooldowns.
Personally, I would recommend a blood death knight to a player who is interested in beginning to PvP. The first thing (imo) that a new player needs to do is become comfortable with being in combat. As a heavy plate class that has high survivability through self healing and distinct defensive cooldowns, making a mistake is not as fatal as it is with a more "finesse" based class like a frost mage or a hunter.