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Theo's PvP 101 (was forum=21)Follow

#1 Aug 06 2010 at 7:06 PM Rating: Excellent
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#2 Aug 06 2010 at 7:18 PM Rating: Excellent
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And so it begins.

Nicely done, great start. I'm assuming that additions and edits can be suggested either by PM or via posting? (Adding Hammer to Pally CC for example =)
#3 Aug 06 2010 at 7:37 PM Rating: Good
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I've missed Theo's PVP threads.

#4 Aug 06 2010 at 8:16 PM Rating: Excellent
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You're going to expand this?

NPCs in BGs (like av and isle) will be affected by defense/hit/weaponskill and not by resil (EDIT: by the flat damage decrease component of resil). (unless it was changed by a patch I didnt read).

Flasks do work in BGs and the buff lasts trough death and you don't lose it when zoning in and out.

Vehicles can't be healed but they can be cleansed off of debuffs. Since debuffs not only do damage but also happen to be strong damage modifiers this can greatly increase the durability of the fragile vehicles.

Roles:

Tanks:
- Can carry/hold flags, best in company of at least 1 heal and 1 dps.
- Can tank bosses in AV and Isle.
- When 2 large groups meet the tanks have the ability to go into melee range without being insta-gibbed, they don't add as much DPS but can be very disruptive to the enemy group. (Do note that you don't really spec like a PvE tank, you spec for disruption effects like hungering cold.)
- Resil > Defense.

Death Grip: This spell alone is so powerful that it can be a role by itself alone. In BGs I can get 1 kill per cast of deathgrip guaranteed. It works by staying next to at least 2 teammates and anyone I deathgrip gets insta-gibbed without any chance to prevent it unless it's someone with a pally-bubble kind of immunity and does not have it on cooldown. If you pick targets correctly you can cast deathgrip on every cooldown and enemies will have 0% survival ratio. Part of it's effectiveness is in that it tends to pull people out of range of healers and pull healers out of range of their teammates.


Warsong:

Shaman, Druid, Mage, Rogue tend to be very good "escapey" flag runners.

DK, Prot Paladins and Resto Druids tend to be good "durable" flag runners.

When holding the flag you may not use any kind of immunity (paladin bubble, stealth, etc), mount, or engineer rocket boots.

The engineer boots however may still be used to run towards the flag to grab it but you have to click off the speed buff to be able to pick up the flag.

Free Action and Swiftness potions are great for running the flag.

There's 2 objectives, your flag and the enemy flag, if you're not going after either of the 2 objectives you're doing it wrong.

AV:

There's a trinket that you can use to switch to defense if the enemy team is advancing much faster than yours. This makes it an easy choice to go offensive and only port back and be defense if you really need to.


Edited, Aug 6th 2010 10:22pm by xorq

Edited, Aug 8th 2010 3:16am by xorq
#5 Aug 06 2010 at 8:20 PM Rating: Excellent
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Quote:
There's 2 objectives [in WSG], your flag and the enemy flag, if you're not going after either of the 2 objectives you're doing it wrong.

Seriously.
#6 Aug 06 2010 at 8:24 PM Rating: Good
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Little typo under Rated BG's ("into" > "info"), but otherwise a grand job. I haven't done serious PvP in ages, but will keep an eye on the priest section. So far it all looks clean, clear and enjoyable to read.
#7 Aug 06 2010 at 8:36 PM Rating: Excellent
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TherionSaysWhat wrote:
And so it begins.

Nicely done, great start. I'm assuming that additions and edits can be suggested either by PM or via posting? (Adding Hammer to Pally CC for example =)

Hammer, like Kidney Shot, I don't consider to be a true CC, but I suppose it could be considered that.

Thanks for the input guys. I'll be constantly making edits, and as always feel free to post or PM me to give your feedback and input.
#8 Aug 06 2010 at 8:55 PM Rating: Good
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It looks good so far. One thing I'd suggest, similar to the CC section, is one about interrupts, so they can be make-or-break in the same way if they happen at the wrong time.
#9 Aug 06 2010 at 8:57 PM Rating: Excellent
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Majivo wrote:
It looks good so far. One thing I'd suggest, similar to the CC section, is one about interrupts, so they can be make-or-break in the same way if they happen at the wrong time.

Great idea. Another thing I'll have to add.
#10 Aug 06 2010 at 9:54 PM Rating: Excellent
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Aside from the incorrect accenting of the word melee, very nice work Theo :D
#11 Aug 06 2010 at 10:16 PM Rating: Excellent
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Nicely done.

As for IoC, Hangar or Docks are both valid methods to win, its more about having enough people with a good mix of roles all on the same page.

In WSG, healers if they have good PvP gear, make some of the best flag runners. Not sure about Holydins though but the other healers are beast flag runners.

For priests, well Disc at least I've always felt that the less healing you do in arena the more likely you are to win. Which is strange as you are there to heal. Disc is also most effective in BGs when not acting in a strict healing role, DoTing people on the go, dispelling like mad and Smiting with some heals thrown around as needed. Disc is a support build more than a healer to a great extent. Dispels, shields, and some burst when needed.

Only thing I think is missing is something about Hit and Spell Penetration for PvP, as both can be extremely important. Having your spells miss or get resisted is a *****.

edit: grammar

Edited, Aug 6th 2010 6:17pm by Horsemouth
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#12 Aug 06 2010 at 10:24 PM Rating: Excellent
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Filterspawn wrote:
Aside from the incorrect accenting of the word melee, very nice work Theo :D

I blame my iPad. I typed the first quarter of the post on it.
#13 Aug 07 2010 at 3:03 AM Rating: Good
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"Hunter: Freezing Trap, 10 sec duration, 30 sec cooldown, Wyvern Sting, 10 sec duration, 2 min cooldown."
Missing Scatter Shot, edit: also missing intimidate.
Plus I suggest a (T) mark for talented spells/CC's.

Warriors also have shockwave and concussion blow that they can talent for.

Edited, Aug 7th 2010 11:19am by Aethien
#14 Aug 07 2010 at 5:49 AM Rating: Excellent
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Excellent write-up. I think it's a great idea to have a nice simple pvp thread like this for people thinking of getting into it for the first time. Maybe it could become a general advice thread for people with questions about how to fight different classes and situations.

It's easy for newer pvpers to get quickly overwhelmed by more complicated resources like A.J or whatever.
#15 Aug 07 2010 at 6:32 AM Rating: Excellent
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Excellent thread. There are two things I would like to try someday. Healing is first and PvP the second. Such compact information that give basics to newbies to that aspect of game might just be the push I need.

About stuns. You might consider either including them into CC section or making new since they can be quite crucial.

I look forward to reading more.
#16 Aug 07 2010 at 6:55 AM Rating: Good
Also some good racial trait for PVP, these 2 have excellent ones.


Gnome:
Escape artist : Escape the effects of any immobilization or movement speed reduction effect. Instant cast. 1.45 min cooldown.

Human
Every Man for Himself : Removes all movement impairing effects and all effects which cause loss of control of your character. This effect shares a cooldown with other similar effects, 2 minute cooldown.

Perception : Increases your Stealth detection, passive.
#17 Aug 07 2010 at 9:40 AM Rating: Excellent
You forgot to add Strands (the beach one).

Question about an ability.

Quote:
Warrior: Intimidating Shout (AoE fear, though the target does not run), 8 sec duration, 2 min cooldown.


My warrior has this, it reads pretty close to this (the bold), yet the run around like a priest's psych scream.
o.O anyone know why? Or did the ability get changed?
As I leveled warrior I thought it would be a good tool to CC on big pulls, only to have them run off in fear and sometimes cause even bigger pulls or wipes.
Should I contact a GM and tell them my shout has been broke from the day I learned many moons back?
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#18 Aug 07 2010 at 9:57 AM Rating: Good
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Sandinmygum wrote:
You forgot to add Strands (the beach one).

Question about an ability.

Quote:
Warrior: Intimidating Shout (AoE fear, though the target does not run), 8 sec duration, 2 min cooldown.


My warrior has this, it reads pretty close to this (the bold), yet the run around like a priest's psych scream.
o.O anyone know why? Or did the ability get changed?
As I leveled warrior I thought it would be a good tool to CC on big pulls, only to have them run off in fear and sometimes cause even bigger pulls or wipes.
Should I contact a GM and tell them my shout has been broke from the day I learned many moons back?


You need a target to cast Intimidating Shout. Your target stands still in the /cower animation. Up to four other hostiles around you run like beheaded chickens.
#19 Aug 07 2010 at 6:38 PM Rating: Excellent
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Updated with interrupts and stuns sections. Let me know if I missed anything.

Spelling and grammatical corrections made, as well as some formatting.

Edit: also, Xorq, as far as I know, NPCs have always been affected by resilience and still are. Supposedly in Cata they'll make resilience only affect players, but in WotLK it still works on NPCs.

Edited, Aug 7th 2010 5:41pm by Theophany
#20 Aug 08 2010 at 12:32 AM Rating: Decent
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Overlord Theophany wrote:
Updated with interrupts and stuns sections. Let me know if I missed anything.

Spelling and grammatical corrections made, as well as some formatting.

Edit: also, Xorq, as far as I know, NPCs have always been affected by resilience and still are. Supposedly in Cata they'll make resilience only affect players, but in WotLK it still works on NPCs.

Edited, Aug 7th 2010 5:41pm by Theophany


Right. Let me clarify...

Resil has 3 components.
1. Crit component that affects both players and npcs.
2. A flat damage modifier that only affects players and I think it doesn't affect BG npcs.
3. A mana drain modifier.

Also, you're doing pretty good but I think you might want to rethink the layout of your guide.

For one thing, unlike arenas, BGs are more strategic and less tactical. So you might want to focus on strategic elements and reduce the amount of explanation given to tactical elements or pass the per-class tactical elements to a latter extension or to a per-class guide to bgs.

While CC, interrupts and stuns play a role and are of obvious importance you may want to avoid running trough the extended list of such effects of each class of every possible spec and instead go directly to explaining strategies like explaining how mass CC is a great way to grab a flag in a guarded flag room and how certain spells can be key to protecting a flag carrier or fragile vehicle. You should still pay special attention to the very specific spells that are of real large scale strategical impact like for example ghost wolf, travel form, stealth, death grip, bloodlust and so on.

Also notice that in BGs a much greater variety of specs is available, unlike in arena. So you may get a wider range of interrupts and CCs and other various spells coming from talent trees like the warrior prot tree which is viable in BGs.

BGs have significant strategical elements that will pretty much take precendece over anything else, like for example in AV keeping track of where each team's dead players will respawn and in AB keeping track of the travel time of backups and the time it takes to grab a node from it's guarding force.

What the per class explanation should probably focus on is the role of each class related to BG objectives (such as flag carriers and so on) and their role as natural predator of other specific classes, for example you want to mention that arms warriors should hunt down rogues so that their clothies and healers can do their part and warlocks should focus on paladins because of how effective they are at removing that threat for their team.

Edited, Aug 8th 2010 2:39am by xorq
#21 Aug 08 2010 at 8:01 AM Rating: Good
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Just a random note, but...
Quote:
Paladin
Paladin can be either a healing or melee class. Paladins have very strong defensive cooldowns and have a natural resistance to most CC (Hand of Sacrifice will pop the paladin out of most CC as soon as the person they cast it on takes damage), in addition to having an immunity to all damage for 10 secs (bubble). Ret paladins are strong melees, and do damage through a mix of physical and holy damage (which can't be resisted through armor resistances).

If you put it like that, it's actually silly how ridiculously overpowered the class sounds. Healing, melee, strong defensively, resistance to CC, damage immunity, unavoidable damage... What's left? =P
#22 Aug 08 2010 at 11:32 AM Rating: Decent
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Mozared wrote:
Just a random note, but...
Quote:
Paladin
Paladin can be either a healing or melee class. Paladins have very strong defensive cooldowns and have a natural resistance to most CC (Hand of Sacrifice will pop the paladin out of most CC as soon as the person they cast it on takes damage), in addition to having an immunity to all damage for 10 secs (bubble). Ret paladins are strong melees, and do damage through a mix of physical and holy damage (which can't be resisted through armor resistances).

If you put it like that, it's actually silly how ridiculously overpowered the class sounds. Healing, melee, strong defensively, resistance to CC, damage immunity, unavoidable damage... What's left? =P

Yeah, I know. Paladins are one of the strongest classes in WotLK PvP by far. I don't see that changing much in Cata (part of the reason I'll be rolling a Tauren Pally).

Edit: Xorq, I couldn't care less what you think about my guide. Pretty much everyone but you thinks that this is valuable information about PvP, ergo it's going to remain.

This is NOT a BG guide. This is "PvP 101" or "the basics of PvP". The basics of PvP is how classes work and how they work together and against one another. BGs have been thrown in because they're seen as the basic level that people start doing PvP in. If I expand the rated BGs section enough, I may start actually posting strategies that will always win you a match (not that winning is that hard, really), but don't hold your breath.

Actually, please do hold your breath. This forum would be better off without your retarded posts. Smiley: grin

Edited, Aug 8th 2010 10:37am by Theophany
#23 Aug 08 2010 at 12:51 PM Rating: Good
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One thing though, rewrite it for Cata and use a dozen or so posts so you can make an index and it'll be easier to read/find what you're looking for.
#24 Aug 08 2010 at 1:49 PM Rating: Excellent
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His Excellency Aethien wrote:
One thing though, rewrite it for Cata and use a dozen or so posts so you can make an index and it'll be easier to read/find what you're looking for.

That's probably a good idea. It would be more useful if there was a way to reference individual sections of the first post (like a wiki page), but in lieu of that, I suppose I'll have to break it up.
#25 Aug 08 2010 at 9:47 PM Rating: Excellent
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Very cool post. Having organized information like this (lists!) is great.

I would suggest yet another section: CC/stun breaking skills

That's the other side (defensive abilities) of knowing what is available to your opponents, and would be very helpful to people new to PvP. I would PM you a list, but I'm not sure I know them all.
#26 Aug 08 2010 at 10:10 PM Rating: Excellent
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boquaz wrote:
Very cool post. Having organized information like this (lists!) is great.

I would suggest yet another section: CC/stun breaking skills

That's the other side (defensive abilities) of knowing what is available to your opponents, and would be very helpful to people new to PvP. I would PM you a list, but I'm not sure I know them all.

Another good idea. Thanks, I'll work on it.
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