WOTLK Classic Arena PvP Guide - Ultimate

WOTLK Classic Arena PvP Guide – Ultimate

What is going on guys this is earplugs and in this video I’m going to be going over what makes an arena calm powerful I get a lot of questions like should me and my friend to play XYZ comp Is it strong etc.

Wotlk PvP Arena Comp Guide Wrath of the Lich King Classic

 

So rather than just saying oh that comp is good play that that comp is bad etc. I will be explaining what makes a comp strong in this video. There are many different factors that make a team composition good or bad for arena however, I’m going to be simplifying everything down to four things with number one being pressure number two being synergy number three crowd control and number four survivability.

A very strong cop will have all four of these things however, you don’t necessarily need all four to make something work. Starting off with pressure. This is simply applying damage to a target potentially creating a kill window.

Many cops create pressure in different ways. For example, Turbo leave creates pressure by purging off all of the buffs on the chilled target while doing a ton of damage in tandem with Mortal Strike and of course when shearing the healer. Since all three of those things generate so much pressure, they rarely need CC to actually learn to kill.

There are also teams that rely more heavily on CC than damage DeLanda till these are often Spelke leaves like major lock Shaman. Since this team has so much crowd control, it is very common that you will see a spell leave controlling the entire enemy team while looking for a good target to hit that is out of position.

While both of these teams have very different play styles, they both end up generating the same result which is a lot of pressure on the kill target and a chance to land a tail. If a team can’t generate any pressure then it’s very unlikely that they’re going to be landing HL therefore making a bad team composition.

There are also multiple different ways that damage is distributed depending on what teammates you have. This is important to be aware of for many reasons. Let’s say that you are planning to play a retribution Paladin. This spec has a large amount of utility for their team on top of some decent sustained damage and a very high amount of burst while also not having a ton of CC. This makes them pair well with any class who also shares a high amount of burst and would do even better if that class also offered some CC make a marksmanship Hunter a great choice for them.

On top of the hunter having a ton of burst and a ton of CDC they also have a 50% Healing reduction with their aim shot and making them care even better. On the other hand, if we took a retribution Paladin and partner them with an affliction Warlock that combo wouldn’t have as great synergy as the hunter z as the affliction warlocks. playstyle revolves around rot in the enemy team to death while not having very much birds to land a kill.

The warlock of Taurus does offer some crowd control so you could make this work if you wanted to. However, it wouldn’t be a super strong pairing since the classes don’t synergize together. Speaking of synergy while your teammates do need synergy to be effective, this is referring to the way that classes synergize and distributed damage.

A classic example of great synergy is rogue mage. Both of these classes have extremely high targeted burst damage on top of having a ton of crowd control that doesn’t der with each other. This allows them to almost infinitely reset and burst targets and a stunlock over and over and over until they finally land to kill.

Synergy is an extremely important factor when creating a team composition. Another very important factor to synergy is diminishing returns or Drs. If you have two classes that share a lot of DRS with each other, it can pose a big problem. For example, a discipline priests main form of CDC is their sights a stream if paired with a warlock whose main form of CDC is also fear.

It reduces the value of that priest having SEC whereas if you paired that priests with a feral druid, you would add cyclone bash and Entangling Roots all which do not Dr with the priests etc. This brings us to number three which is crowd control CC is an invaluable tool for both playing offensively and defensively. Some comps have minimal amounts of CC and sometimes have tons of it.

An important thing to keep in mind is that crowd control only matters when you are applying pressure by dealing damage. For example, let’s say you have a bunch of CSC and you use all of it on the enemy team while dealing no damage, you are actually putting yourself behind seeing as there’s no damage going out and you are now putting them on br faster, giving you zero pressure completely making your CC useless.

So it is always important to partner your CC with damage. Certain comps rely exclusively on CC to landfills like MLS, LSP, RMP etc. Whereas other comps rely on almost no crowd control to landfills like TSG turbo leave basically etc.

Both of these playstyles are very strong when used correctly. However, utilize it even the smallest amount of CDC at the right time is guaranteed to win you a game even for a melee cleave.

The final thing to consider when making a composition is survivability. This is a very obvious factor. However, this doesn’t just mean lots of heals. Crowd Control also offers a ton of survivability seeing as if the enemy DPS can’t do any damage then they aren’t going to tell anything. On top of that having a DPS that to dispel magic with a ret Paladin, for example, gives your team a lot more survivability seeing As they can now just spell their healer out of CC’s. How much utility and crowd control a team has will affect how offensively or defensively they can effectively play.

Let’s take a look at a melee cleave like TSG for example, this top has some defensives, and yes, the Holy Paladin has a lot of healing. However, the only way that this team can actually generate any pressure is by running a target down and beating it to death. If they aren’t connected to a target and they are forced to go defensive, they effectively have almost zero pressure and in many scenarios once a melee leave is forced to go defensive and hide on a pillar, it is very hard for them to recover seen as they’re just going to get picked apart by the other team since they don’t have any threat of Landia kill by line of sight on a pillar.

On the other hand, let’s look at a conflict MLD or major lock druid. This top technically has an unlimited CC chain with fear polymorph cyclone and roots. Since they have these abilities ready at any time, they are able to utilize them whether they need to play defensively or offensively.

This gives them a lot more versatility than a melee cleave would have seen as they’re going to be able to recover from a lot of scenarios where they usually would die by simply removing the enemy team off of them until they recover and then get back on the offensive. These types of comps are of tourists very, very hard to play.

Seeing as all three players need to be playing very fast and abusing the trinkets of the enemy team in order to make this top work. Whenever you are considering or asking yourself, would this team composition work, it is very important to consider these four things. You could even take them and apply these four things to any comp in the game.

And if they have all four things, then it’s very likely that that comp could definitely do well. Just because the team doesn’t have all four doesn’t necessarily mean that it’s not viable. It just means that you’re going to have to play around your strengths and not your weaknesses. Let’s say you have a team that has low survivability, but very high damage.

For example, something like feral rogue, you’re both very squishy and you both have a ton of damage. However, if you’re forced to go defensive, it is very hard to come back from that in order to counteract that it would be very important that you get the opener that you want giving you that pressure you need right off the bat immediately giving you a chance to land a tail like in the video helps me out immensely consider supporting the channel on Patreon or joining as a member on YouTube.

Once wrath of lich king is out I will be creating a ton of different top guides as well as beginner guides for arena and even add ons and macros. So definitely keep your eyes peeled once wrath actually comes out because I will be making a ton of content. Thank you very much for watching and we will see you guys in the next video.

On our website, WOTLK.Gold, players can purchase a variety of Wrath of the Lich King Services including powerleveling and accounts as well as PvP and PvE Boost.

 

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