by Zach Yonzon
This final part of our exceptionally long introductory guide — who would’ve thought rogues could be such a long subject? — we’ll talk a little more about rogue playing styles, the different specs, and ways on how classes can counter them. I mentioned in the very first part of this guide that taking away a rogue’s opener is important. If you have means to detect rogues in Stealth, make sure to use it and have instant cast abilities ready to quickly break them out of it as soon as you do.
An obvious fact that bears mentioning is that rogues are a melee class. They can’t do you any real harm when you’re outside of melee range, so the obvious strategy would be to kite them. Rogues have some abilities that allow them to break out of roots and snares, but these are all on relatively long cooldowns, so don’t be afraid to reapply them. Even as a melee class, you’d want to keep applying a movement-impairing effect such as Hamstring or even Judgement of Justice. Impaired movement takes any PvP player out of their groove, and it disturbs rogues who must always have the ability to chase or flee.
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by Zach Yonzon
Today, we’ll talk a little about how the class works and why this defines their limitations and playing style. A deeper understanding of how the class works should give you a better idea of how to handle them.
Combo points
Rogues have a unique class mechanic called combo points, with two sets of abilities that either grant them or consume them and scale according to how many combo points are on a target. The more combo points on a target, the most devastating the effect of their finishing ability. This means that rogues are basically single-target killing machines. Once a rogue chooses a target, they have tunnel vision on that target until that target is dead or are forced to change.
What does this mean for PvP? This essentially means rogues can’t switch targets as easily as other classes. It penalizes them. They won’t lose the combo points when they select another target, but combo points are lost when they apply even a single point on someone else. A rogue focusing on one of your allies is a great target for you because you’re sure to get a lot of free damage in with little fear that she will switch quickly. Rogues are trained through their leveling to keep at one target until it’s dead before moving on to the next one, with very few AoE options, Fan of Knives notwithstanding. After the jump, I’ll break down a list of builders, or strikes that grant combo points, and finishers, or abilities that consume them.
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by Zach Yonzon
Rogues. Those sneaky little bastards could be anywhere. Out of all the classes in the game, there is perhaps no class no more feared for their PvP prowess than rogues. Rogues gain a fearsome reputation by virtue of the nature of the class alone — they can Stealth. Because of rogues, everyone has to literally watch their backs. No place is safe because a rogue can be lying in lurking in some dark corner waiting to strike at the proper time. Through years of leveling in a PvP server, there is no sound in the game more unsettling than the low humming whoosh of a nearby stealthed rogue. In fact, rogue (and by extension, feral druid) stealth is the single biggest reason why I don’t PvP with music on.
And for rogues, it’s all about timing. In the Battlegrounds, it isn’t uncommon to find rogues preying on the weak, those low on life, the defenseless players eating or drinking. They can’t help it. It’s in their nature. The class encourages foul play through Stealth and a wonderful repertoire of attacks from behind. Rogues are at their best when catching their opponents off guard and are extremely capable of doing so. After the jump, we’ll take a closer look at the basic things to expect when fighting a rogue regardless of their spec.
Stealth
As mentioned, Stealth is a rogue’s defining ability. Learned at Level 1, every rogue learns to sneak around and pounce on an opponent. It’s their single biggest trump card, the ability to remain unseen. In Arena play, it’s critical for the rogue to get the opener, as some of her most powerful attacks require her to be stealthed. Taking a rogue out of stealth removes the element of surprise so it’s important to be on your toes. If you see a rogue from a distance entering stealth, always be on the ready. While it is practically impossible to get the jump on a very good rogue, the good news is that there are quite a lot of mediocre rogues who get too close to an opponent assuming their stealth will keep them undetected.
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by Zach Yonzon
Priests are an interesting study for this series, primarily because out of all the game’s ten classes, they are the only ones with two talent trees devoted to healing. This means that two out of three times, you’ll be encountering a healing priest. That’s not exact math, but you know what I mean. Shadow, the class’ DPS tree, has had an interesting history with viability and acceptance, having been known as a PvP tree in the game’s early years, later gaining raid viability and losing PvP luster. In the current environment, shadow remains a popular PvP tree but it is far easier to find success in Arenas and Battlegrounds with a healing spec. In this regard, discipline, the mitigation tree formerly considered to be complementary and gimmicky has shone.
Naturally, most fights against priests, particularly discipline-specced ones, will be long and difficult for most classes. That said, let’s take a moment to examine the various abilities used by priests on the battlefield. A priest’s repertoire of common spells is rather limited, and most of their key abilities will depend on their spec. A rundown of stuff to expect from them after the break.
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by Zach Yonzon
1Today we’ll get a little more specific and break down the three basic specs and their abilities in tactics. This should answer some folks’ question about why I didn’t mention Penance, which is arguably the most used priest heal on the battlefield. The answer, of course, is that Penance is the last tier discipline talent and not every priest will have access to it. You see someone in Shadowform, they’re not going to be using Penance. You see someone toss a Guardian Spirit — another awesome angel wing graphic spell — they’re not going to be using Penance. Now that we’ve got that little detail out of the way, let’s jump right into the different kinds of priests you’ll be encountering in the Battlegrounds.
The cool thing about the Battlegrounds as opposed to Arenas is that there’s a lot more spec flexibility. The relaxed environment allows for more freedom to play the spec you want to play as opposed to the spec you need to play in order to be optimal for competition. For priests, in particular, this means the freedom to play any of the three specs as opposed to necessarily speccing discipline in order to enjoy success in PvP. For you, the would-be priest-slayer, this means that you should expect to see priests of all kinds in play.
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by Tyler Caraway
this is going to be an introduction to balance PvP. I’ll examine talents, team comps, strategies, and gearing,. This isn’t the end all, be all of how to do balance PvP. There are lots of options, lots of things you can try or experiment with. PvP in and of itself is a very large experiment where you can test what can and cannot work. This may gloss over some topics, but I will try to provide as much information as I can. If you feel that there is anything of glaring importance that I missed, then leave a comment on the issue and I will correct it as soon as I am able to.
1. What is balance PvP?
The balance spec is the druid’s caster DPS tree. In PvP, the tree focuses on dealing damage, some control, and occasional healing.
2. Advantages of balance PvP
- Able to put out high levels of pressure if given the opportunity to free cast.
- Very solid levels of control against various targets, though more so against melee.
- A solid number of debuffs to act as a form of dispel protection.
- Solid synergy with multiple casters.
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by Zach Yonzon
Ah, Paladins. Otherwise known as the game’s God-class. Paladins, next to hunters, arguably have the lowest skill to success ratio among all classes in the game. This means that many players with low familiarity with the game can pick up a paladin and play the class with relative ease and have moderate success in the battlegrounds. Retribution paladins, in particular, are so easy to play that it can be addicting. Many players easily get the delusion that they’re good. This is what prompted Blizzard to call out the spec, saying that it issuccessful in lower Arena brackets but significantly less so against tougher competition.
Paladins also enjoy a significant psychological edge against a lot of players because of their reputation, giving them an advantage even before the fight begins. Well, today we’re focusing on how to fight paladins in our series of guides aimed at teaching players basic strategies against particular classes. We’ve discussed death knights, druids, hunters, and last week, mages. After the jump, we’ll break down a paladin’s strengths, discuss their frequently used skills, and eventually their weaknesses. As fearsome as paladins can be in combat, they suffer from glaring weaknesses, too. As long as you keep those weaknesses in mind, you should fare better against them on the battlefield.
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by Matt Low
Toravon is the latest boss to appear within the Vault of Archavon, however we’re not quite sure if he is the last of the VoA bosses to be seen in this expansion. The boss is fairly simple conceptually, but don’t take him too lightly. I’ll walk you through what you need to know to get score some sweet tier 10 PvE gear and equivilent PvP gear.
Gear Drops
He drops tier 10 level gloves and legs along with PvP gear (like belt and boots). Unlike his brothers, he drops 3 items on 25 instead of 2. And yes, he does drop Emblems of Frost. Its a fairly simple encounter for an equipped raid group. There aren’t any fires to stay out of or anything. You’ll need 2 tanks and at least 4-5 healers (on 10 man, you can get away with 2).
Tanks
Tanks will need to switch off of each other to shake the Frostbite debuff. It can stack up to 100 times and each application places a DoT which hits for about 1000 every couple of seconds. Your tanks can switch when they feel the debuff is getting high.
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by Zach Yonzon
Mages are a slippery bunch. Don’t be fooled by those pansy dresses and flimsy wands. Mages are fearsome opponents on the battlefield, possessing wondrous abilities taken from the pages of classic fantasy — they can hurl gigantic fireballs, pop from one place to the other, turn opponents into critters, and even make their own food and drink (which is why it’s important to make friends with one)! Nowadays, they can even disappear and make copies of themselves, making them even trickier and more dastardly.
Today, we’ll figure out some basic things to consider when we’re fighting a mage. Some classes will have an easier time with mages, particularly those who can interrupt spellcasting and shrug off spell effects, while others will fall prey to their considerable abilities to snare, crowd control, and their remarkable burst damage. Mages are one-third of one of the most efficient, complementary, and successful 3v3 Arena comps and for good reason.
Starting the fight
As a caster class, mages will generally want to keep some distance from their enemies, enabling them to cast freely and without fear of interruption. One common tactic seen in PvP is a mage starting things off with a Polymorph and casting a long cast spell such as a Pyroblast or Frostbolt. If such spells land, they’ll usually take a large chunk of your health and gets the mage started on the right foot. Don’t let them. Unless you’re a healer or have ways to recover lost health or put up some immunity to even the odds, having a mage get off a long-cast, high-damage spell on you puts you at a disadvantage. Even as a healer, be mindful that mages have Counterspell at the ready, so letting them damage you also means they’ll be waiting for that heal.
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by Zach Yonzon
1A hunter’s basic repertoire of attacks consists of shots and stings, the former doing a variety of damaging effects and the latter applying a debuff. Although you only have to worry about one kind of sting being applied to you at any time, hunters have a sting for every kind of opponent. Serpent Sting is the most common, damaging sting, although they can also opt to use Viper Sting on mana-users or even Scorpid Sting against melee classes or other hunters. Stings are nature-based poison debuffs that can be removed by spells such as Cleansing Totems, Cleanse, and Cure Poison.
Most good hunters will try to keep a sting applied on a target, as it can confer benefits to the hunter beyond the basic debuff. Even with abilities to remove the debuff, stings can be reapplied almost immediately, so it can sometimes be a mana-intensive effort for both parties. Out of all the stings, hunters will protect and re-apply Viper Sting the most. On top of their sting, hunters also have a wide selection of ranged attacks. You can expect to be the target of their version of Mortal Strike, the marksmanship talent, Aimed Shot, or the Execute-like ability, Kill Shot, so always watch your health.
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