Showing posts with label dps. Show all posts
Showing posts with label dps. Show all posts

Sunday, November 7, 2010

Understanding Battlegrounds: Premades and Group Make-Up

With Cataclysm fast approaching, one of the highest priorities on this list of many PvPers is how everything will play out with the implementation of Rated Battlegrounds.  These will act as arenas have in the past, yielding a rating which will increase with every win, and allowing the purchase of high-end PvP gear with Conquest Points (which will be earned though arenas and rated BGs).  Since Season 9 is scheduled to go live a couple weeks after the release of Cataclysm on December 7th, by the time you've got a team of players up to level 85, you will most likely be able to jump right into competitive PvP.

What does this mean for us now?


It's in your best interest right now, to familiarize yourself with premades and group make-up for PvP.  Especially if you've not had a competitive PvP experience in terms of BGs through the duration of Wrath, or even BC and vanilla.  You should start thinking about putting your premade group for Cataclysm together now, not after the release.

That's not to say that if you can't find a team now, you won't be able to run Rated BGs come Cata.  You'll absolutely be able to fine one after the expansion releases, in fact it will probably be easier after the 7th.  Why?  Because lots of teams will be recruiting.  But you'll be missing out on one of the most important things you can gain between now and Cataclysm.

I'm not talking about gear, or character progression.  And I'm not talking about the bragging rights to say you tore it up in one of the most broken periods of PvP history.  I'm talking about one, last, valuable thing you can gain before Cataclysm.

Experience

Yes, it matters.  If you get a team together NOW, and you practice with them NOW, you'll have a leg up on everyone who's still trying to figure Rated BGs out after the expansion goes live.  You'll have a chance to really get used to working with your group,and what each individual player can accomplish, as well as what you can pull together as a group.  So, with that in mind, I'm going to be posting a series of posts running you through some strategies to try to consider once Cataclysm drops.  And today I'll talk about group make-up.


The Team

The size of your premade group depends entirely on how many PvPers you can  get together.  Maybe your raid group already wants to PvP and you'll be able to jump right into Alterac Valley (which is going to be a 25 man come Cata).  Maybe you're smaller, and you'll be running only 10 mans, and PuGing five players to run 15s.  Or maybe you'll be creating more than one BG team, because you have  so many players.

As Cynwise pointed out a while back in his post on Rated BGs, it's probably a good idea to shoot for AROUND 15 players.  That way you can always run 15 mans, or 10s if everyone doesn't show.  Or you can run an Alerac Valley with a few PuGs if you get extra.

But once you've decided on a rough number, a lot of the decisions about how you want your team to function is up to you.

Ask yourself this question:  "How do I want my team to work?"

Do you want a super-aggressive, all-out beserker team?  Do you want a team that will capture objectives, then turtle them effectively?  Or do you want a balanced, all around team that you'll adapt on the fly.

With those questions in mind, let me introduce you to the four kind of players I'm grouping PvPers into.

1.  The Melee dps

Melee dps is your front line in a Battleground scenario.  While other kinds of players will hang back and attack from behind, melee dps rushes right in (or maybe sneaks in if we're talking ferals or rogues).  They're very important to the group as a whole, because as long as there's a bunch of crazies breathing down your throat, an unorganized team won't have the smarts to take a minute, and focus down your healers (more on that later.)  Melee dps also often has a lot of interrupts available (especially if we're talking DKs) and can be a huge asset in bringing down the opponent's healers.

The Melee's biggest weakness is that it tends to die.  A lot.  Before casters go down, and sometimes before even the healers go down, it's not uncommon for a group to just go after whatever's right in front of them.  And in almost every situation, that's going to to be your melee dps.  Losing this front line means your squishier players are vulnerable, so if the other group takes the bait and goes for your melee, it's important for healers to keep them alive.

2.  The Ranged dps

Ranged enough.

The ranged dps essentially performs the same tasks as the melee.  They do damage.  Lots of it.  But unlike  the melee who need to be right beside a target to blow it up, ranged dps can nuke those baddies from behind your melee.  They can also be positioned more strategically, like little turrets, standing up on higher ground, or in other clever places, out of reach of the enemy melee dps.

The ranged dps also suffers from the unfortunate weakness of generally being fairly squishy.  A warlock is, as a general rule, easier to kill than a paladin.  Sure, there are some specs, like frost mages, that have more defensive cooldowns

3.  The Healer

Possible one of the most important roles in a BG, the healer is that guy that keeps everyone alive.  Once we've had a chance to get our feet wet with premade vs. premade Battlegrounds, I suspect one the main  points in team-building will be the number of healers to bring vs. the number of dps.  A healer doing their job can make or break an encounter.

With this in mind, it's EXTREMELY important to do your part (assuming you aren't healing) and keep your healers alive.  Keep those pesky dps CCed and off your heals as often as possible.  A poor-playing PuG (which is what a premade will probably streamroll a lot of before Cataclysm) might not target your healers, but count on other premades focusing yours down in the blink of an eye.  Healers are what makes Crowd Control in larger-scale PvP just as important as it was in places like the arenas.  Heals make or break a group.

4.  The Off-Healer or the Secret Healer

This is one of the sneakier things you can do with a premade group.  When your team breaks up into little groups to capture certain objectives, you can cleverly plant a player that can heal, but doesn't.  This means you have a character who is specced to heal, and geared and experienced enough to do the job, but have them dps, or pretend that they are.  See, in most cases (with the possible exception of a Holy Paladin, which has a much greater mana pool than any other pally spec), it's almost impossible to distinguish a healer from another member of your group.  Lets use the example of a priest.

What you would do with said priest, is have them specced for healing (let's say disc), but cast a lot of shadow spells.   Now a group that's got their wits about them will notice the priest isn't in shadow form.  But they're probably not going to be looking too closely at that, they'll be going after the paladin a few feet away that's healing like crazy.

Until the group's ordinary healer starts having trouble, you have this closet healer just pretend to dps.  Keep them off the enemy's radar.   THEN, once your main heals starts having trouble, they switch gears and start healing up a storm.  If the other group took the bait, and hasn't been attacking that first healer, this will almost certainly wipe the other group.  However, expect it to only really work once, after you've tricked the other team, they probably wont' fall for it again, and your secret healing player will be up at the top of the hit list with the rest of your heals.

Trees before 4.0.1:  The ninjas of the healing family.
Making the Group

Now, once you've got a rough idea of how you're planning to use each kind of character, you'll have to think about how exactly you're going to put them together.  Working with your team mates, and gaining some serious team synergy, is one of the greatest challenges you'll face as a Battleground group.  But if you take some time now, and practice, you'll find you've left this expansion with something lasting and important, that will carry you well into Cataclysm.

Experience

Tuesday, November 2, 2010

3/31/2 - Frost AoE PvP

Since my last post that discussed specific spec/rotations really left a whole lot more questions than answers, I decided to throw up a more in-depth run-through of the spec I've been playing basically since 4.0.1 dropped.  No credit goes to me for creating this spec, or this rotation- I heard about it from Felandis (Also on The Venture Co. US), but I'm not sure he invented it either.  At any rate- let me dive right in.

The spec, done out nice and clearly in the WoWhead talent calculator is this.  Glyphs aren't a huge deal, the same standards apply to this spec as to any other frost DK spec.  If there's any confusion about what glyphs work for Frost PvP, I may discuss that in a future post.  For the time being, allow me to explain a little bit.

Howling Blast

It's your new best friend.  This spec takes advantage of the new mastery system, introduced with the patch- which essentially gives you an extra 2% frost damage for every point of mastery rating you can get (Note:  mastery RATING, and you overall mastery are different things.  For example, my master is around 140, but my Mastery Rating is 14, giving me a 28% increase to all frost damage).  I'd recommend reforging crit on all your gear to mastery (since if you're in PvP gear, crit is really the only thing you can drop), since the bonus from mastery is better than pure crit.

What all this means, is that basically ALL your frost abilities are going to be hitting a lot harder.  And for the purpose of WPvP and BGs (which is really the only kind of PvP you can do until cata drops, since the arena season is done), being able to hit a LOT of enemies, really hard is a very nice thing indeed.  Howling blast with reforged mastery and my wrathful 1800 weapon hits for around 3.5-4k ish, (not including crits, obviously- those are exponentially higher) on every target.  This means assuming healing support, it's not impossible for you to AoE down an entire pack of allies (or horde, if you're on THAT side) with this spec.

The Rotation


I discussed this a little bit in my first post, but managed to confuse more people than I helped, so let me lay it down right here, very simply.  First, this spec does not use obliterate.  The reason being that obliterate ties up a frost rune, which eliminates one howling blast each time you use it.  One very important thing to keep in mind is that this is an AoE build.  Obviously in 1v1 situations, using the normal frost rotation makes a lot more sense (more on that later).
So with all that in mind, the way the rotation for AoE basically works is you start off with HB/HB then while your frost are on CD hit a couple PS (to get up another disease) then two BS.  As soon as your frost are off cooldown use HB x4 (since you should now have two death runes), then ERW, and rinse and repeat.  When Killing Machine procs, use FS (since OB ties up that sneaky frost rune).  Eventually you'll either be bursted down, or everything in sight will be dead.
Let's shoot for the later.

Single Target?  I know the question is going to be asked, so let me explain right here- that rotation makes less sense for single target dps.  Single target frost is a whole other animal.  It's a priority-based system which boils down to this:  1.  Get diseases up2.  Obliterate if both frost and unholy runes are all up (Or if both Death runes are up, OR if Killing Machine procs).3.  Blood Strike (if you've got two blood runes up)4.  Frost Strike5.  Rime (= HB)6.  Obliterate7.  Blood Strike (if only one rune is up)8.  Horn of Winter (a buff is better than doing absolutely nothing- and this should be kept up as much as you can).  This chart is a priority chart (for those who haven't seen one before), tier 1 is more important than tier 2 which is > than tier 3 etc. etc.  Conclusion:  AoE>Single Target  Here's the thing though, in a Battleground or in WPvP, 1 on 1 combat is pretty rare.  So, you're not going to find yourself single-target dpsing very often.  With that in mind, this spec really focuses more on AoE, and contributing a lot of dps to a lot of targets at once.  If you're totally new to frost dps post 4.0.1, and are planning to PvP extensively, I'd recommend learning to understand the standard AoE rotation before you worry about learning single-target dps (which is what you're going to have to understand if you raid a lot, obviously). Anyways, that basically covers AoE frost PvP.  Expect to top out damage frequently, but probably not get as many killing blows as other classes/specs might, since they go after one character at a time.  Used properly though, you can be a huge asset to your team with this tactic.  Bombing all the enemies down makes picking them off much easier for the rest of your dps. That's it for today folks! Practice safe death! ~Onike