Blood Sport: Developing successful arena strategies
It has not been a good month of WoW in the Moore household. Starting four weeks ago, my internet went down for a good three weeks. Last week, I got in a motorcycle accident. The crash wasn't that bad, but I am now very wary of puddles. Very wary.
This week, we'll be discussing how to create and develop successful arena strategies. Quick aside: I see many players confusing the terms strategy and tactics. Strategies are overarching game plans for how to defeat specific enemy teams. Tactics are specific skills used to accomplish strategies. If strategy is the blueprint to a skyscraper, tactics are the best way to weld steel beams together.
- Strategy We can rotate crowd control on the enemy mage and rogue while DPSing the priest after he trinkets.
- Tactic The rogue is on Fear diminishing returns, start using Polymorph on him.
Strategy basics
Some things need to be addressed before anyone can start formulating strategies.
What is your team composition? In 3v3, there are double melee plus healer setups (cleaves), double spellcaster DPS plus healer setups (wizard cleaves), double healer setups, and triple DPS setups. Your team composition will largely determine your general strategy and game plan.
What is your overall goal? Do you want to burst the enemy team down early before they can get a handle on stopping you? Perhaps your goal is to put out a large amount of damage and eventually make a hard switch onto a target after crowd-controlling the healer. Perhaps you're a mana-draining team that wants the battle to last forever.
What positioning are you going to use? Think of Nagrand arena. Upon the gates rising, most teams find temporary solace on the left pillar closest to them. The enemy team usually does the same thing. Is your team going to follow a common opening positioning scheme, or are you going to rush in? Or, are you going to try to take control of the center of the arena, or try to weird out opponents by going to the pillar on their side opposite from them? Eventually, you'll find your team will probably have different strategies based on different enemy team compositions (and different positions for each map).
What is the enemy team? Your strategy will vary greatly depending on what kind of composition the enemy team is composed of. Double healer teams usually require heavy DPS on the squishiest target while crowd-controlling the other healer. Draining one of the healer's mana can also be helpful. Chances are you're not going to be able to burst down a double healer team, so you will need to adjust strategies quickly.
What class on the enemy team is your best DPS target? On each of my Rank 1 teams, we've had a very organized ranking for optimal targets. After enough games and strategies, your team will become familiar with what targets are squishiest for you. Constantly change it up -- you might be surprised by initially thinking a class is very difficult to kill when it's actually one of your easier targets.
If your strategy works
Keep doing it! Although I am a large proponent of switching strategies up (as we will see shortly), it's important to make sure the strategy is a viable one and wasn't a fluke. Figure out why it worked on as many levels as possible. Did it catch them off guard? Try using the same strategy again and see if they're still having a difficult time with it. If so, you might have a winner on your hands. Use worse teams as practice for high-level teams. Tweak it a bit before moving on to another strategy.
If your strategy doesn't work
Keep doing it! Most teams quickly abandon strategies that don't work right away. Good strategy takes time to develop. Just because it doesn't work the first few times doesn't mean the strategy itself is flawed. Perhaps opposing teams are more skilled and have developed counter-strategies that are farther progressed than your initial stage of strategy. That doesn't mean your strategy is bad; it just means it's not refined. Try a few more times to figure out what's wrong. Go over all the angles. You might have a weak link that gets fixed, and your strategy goes from terrible to amazing.
A past 5v5 of mine had a very interesting problem. When fighting teams that had both warlocks and druids on it, our paladin would be so afraid of being Cycloned or Feared that he would hide behind pillars and constantly out-range our teammates. We told him to not worry about crowd control and run out into the center. He got CCed to hell and back. We tried it a few more times with varying degrees of success and decided it just wasn't that effective. We decided that it was easier to just attack warlocks than have our paladin stop pillar humping. It was better than having him in the center of the arena, but we knew we could do better. We started attacking restoration druids, and while they were considerably harder to kill, our paladin was never Cycloned, which was worse for us than Fear (as we could dispel Fear). It worked out spectacularly.
If your strategy really doesn't work
If nothing is working, scrap your entire strategy and start over. Try copying enemy strategies, especially if they're using a similar team composition to your own and appear to be successful with it. You can also try to disassemble an enemy team's strategy and figure out how to best combat them. If they're always attacking one member of your team, have your focused teammate stay back and pummel them with slows, snares, and burst DPS.
Okay, so this article has been pretty basic. Of course, that's because strategies are usually pretty basic. Next week, we'll be going over tactics and how to incorporate them into your strategies. That will be much more complex. Because there are nearly infinite tactics per combination of classes, I'll have to summarize a bit there as well.
Listening Music Simple Minds' Don't You Forget About Me, an iconic '80s song that makes pretty much everyone remember The Breakfast Club.
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: PvP, Blood Sport (Arena PvP)






Reader Comments (Page 1 of 1)
Arrohon Aug 30th 2011 7:22PM
Glad to see you're okay. Funny motorcycle story time: I was going down the road (in a car) when I saw a motorcycle stopped at a 4-way. I saw the motorcycle fall over leaving the driver and his lady passenger sprawled on the side of the road. Thankfully it tipped towards the side instead of the middle of road...
If that was a date I sure doubt that relationship lasted too long.
Dakiri Aug 30th 2011 8:06PM
"In 3v3, there are double melee plus healer setups (cleaves), double spellcaster DPS plus healer setups (wizard cleaves), double healer setups, and triple DPS setups."
Interesting that you include double healer teams (??), but not caster/melee/healer teams. Obviously cleave teams are a very successful right now, but priest/mage/rogue doesn't get a mention? Or rogue/lock/shaman? You can win games and do great in those setups - which is certainly more than I think you can say for a double healer setup, as I don't think one of those has really been successful in quite some time.
C.Christian.Moore Aug 30th 2011 11:32PM
Dakiri,
Gah, forgot balanced comps. Yeah, they're actually the most historically successful compositions.
incoming00 Aug 30th 2011 8:13PM
good info, i'm sure many of us, myself including, have come across these numerous times. last week my friend and i had to scrap our stradegy completely during a fight. it lasted a long 45+ minutes. shaman heals with me demo lock against a hunter and healer pally. neither of us could dps the other fast enough and neither of us could cause the healer to drain mana efficiently. it came to the point at around 20 min in that my partner just kept asking, "so, got any ideas?"
we were stumped and i'm sure the other team was as well. until i said "well maybe i can use the silence on my felhunter", and it worked, tho that took another 15 minutes.
we applauded the other team once their healer was down. their hunter managed to get on his cycle and was riding around. it was a good fight, they fought hard as did we. in the end, i mostly started with the felhunter at first, which worked to our benefit in later matches than using the felguard. fights like those i strive for, somethign that makes me think outside the box and help me be a better player overall. we still have our losses, but we can only learn from them and keep going...
Smurk Aug 30th 2011 9:26PM
Gotta remember to use Simple Minds' "Alive and Kicking" someday.
steve Aug 31st 2011 12:03AM
I've been kicking around the idea of running with double off-heals for a 3-man comp. Ret Pally, Shadow Priest + pure DPS. Just have to level up this priest . . . and then gear him up . . . ergh.
Patgamer Aug 31st 2011 12:11AM
2's: Resto Shaman / Frost DK (Somtimes goes unholy)
3's: Resto Shaman / Frost DK / Feral Kitty
I feel we are somewhat OP and very flexible as a team, the only games we've lost so far are from me (Resto shaman) being an idiot and playing poorly.
This is my first season really getting into Arena as a healer and I'm scared to heal in 5's >.> would it be viable to run a disc/holy priest as well as myself healing.
Having said all that we run a specific strategy for each map that tends to favor pillar hugging and having me LoS dps casters or kite melee around the pillar constantly with earthbind and ghost wolf.
Steffan Aug 31st 2011 1:32AM
A good read. I'm not much of a pvp'er myself (I only recently started doing it, and mostly only leveling through BGs), but I'll definately keep this in mind should I ever do arenas.
Side-note: That bit about teams in Nagrand always going to their left-hand pillar made me think of other peculiar things I've seen. In ToC, pretty much every group I was ever in started on the left for the trash before Paletress/Eadric. For HoR, I'm pretty sure I never went to anything but the bottom left corner. I always thought that very odd.
milindpania Aug 31st 2011 8:21AM
Currently doing 5s on EU-Vindication and we're the rank 8 team. The setup we're playing is Disc, Resto Shaman, Mage, Rogue and me as the Warrior. The main issues we faced were vs Warlock teams, where the our initial aggressive smoke bomb tactic failed.
Eventually we realised that once the weaker teams had passed, a mindless tactic was not going to work. The idea to split the dps, with me riding the warlock to prevent his UA while the mage and rogue would be putting out immense pressure worked like a charm. Without UA, the healers were free to dispel and keep the melee mobile and we climbed up and broke the 2k barrier :).
On a side note though, Lock/Elemental/Mage/Restodruid/x is one very powerful comp. The druid is mainly there as a Cyclone bot, and risks of dispelling UA and Flame Shock are just too much. Plus the difficulty for melee to pin down the Shaman or the Mage. Any thoughts on that?
Keep writing these articles sir. 5v5 Arena is the only thing keeping me in WoW, till my sub runs out end of this month.
Ajita, The Sha'tar, EU-Vindication
ScrubRogue Aug 31st 2011 11:00AM
Wiped out on the slick layer of clay/mud in a puddle on a dirt road...I feel your pain.
ALSO very wary of puddles...
ScrubRogue Aug 31st 2011 11:05AM
I have a question while I'm here actually, I know you're a top level player so you may not be able to relate but i've been away for a while and jumped into the arena for a few games with a friend. We were OBLITERATED instantly every game, until our rating dropped 500 points or so and then we started obliterating the enemy teams.
NONE of the games were fair IMO, we were either dead instantly with the enemy LOLing or we killed them instantly and were like WTF?
I thought this season was supposed to be longer more strategic games where resilience matters? Getting globalled kinda sucks.
I have no idea how top players handle this.
kuri Aug 31st 2011 9:47PM
Nobody with sufficient resilience gear should be getting globalled. Fully gear up, use your trinkets to break full-duration stuns and spam-pop cooldowns, and work on positioning so you're both not getting CC'd at the same time and can survive through cooldowns.
"Sufficient" resilience means 3.1-3.8k.