Showing posts with label Battlegrounds. Show all posts
Showing posts with label Battlegrounds. Show all posts

Tuesday, June 5, 2012

Tanking In Battlegrounds - World of Warcraft

Tanking in battlegrounds is something that is very useful when it is necessary to defending a post, or carry the flag. The other purpose of tanking in a battleground would be to cause problems for fun. If you are trying to hold down a post, such as defending a flag in arathi basin, you should have a shield out, and your gear that has the most resilience.

The classes that are capable of tanking or wearing a shield are generally plate wearers or classes that can use shields. You should carry two sets of gear with you at all times. The second one should stack things like Resilience, Stamina, and Resistances. Your primary job should be to stay alive. You will want to kite players around, interrupt their spell casts, and call for heals as much as possible.

Remember that your job is not to inflict damage, but to stay alive long enough so that back up can come to you and do the damage for you. It is necessary to stay with a healer at all times, due to your low damage output, you will be rendered helpless if you do not have someone to keep you alive. Try to slow your enemies, and generally be as pesky as possible. Call for back up whenever you can. If you are a Druid this and Warsong Gulch will be your bread and butter. The combination of bear form for staying alive, HoTs, and travel form, make you one of the most effective and annoying classes to play against in a tanking or kiting situation. In Warsong gulch, tanks should be able to travel quickly, while maintaining high stamina.

Enchants on boots for speed increases are a must to be a top-level tank. Try to use your cooldowns to release movement impairing effects when running the flag and remember to interrupt any casters if they are in your path to return the flag. Intercept and moves like it can be used to propel yourself across the field and also prevent casters from doing any damage to you. When fighting against other tanks such as druids it can be quite difficult.

Always try to keep another DPS player with you, as this is not your job. Hamstringing other melee classes is a must to prevent them from getting away. If you see any shaman totem polls make sure to hit them immediately because they can be quite annoying. If you find yourself fighting in a group against a player that has a pet, try to take it down. This usually makes these players feel uneasy and they will soon die after. You will want to keep your Rage as high as possible if you are a Druid or a Warrior. Try to boost your DPS with postions and other things that can add to your attack power without sacrificing your primary job of staying alive.


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Chain CC In Arenas And Rated Battlegrounds

Chain Crowd Control in Rated Battlegrounds is something that the highest ranked teams have mastered. This means keeping an enemy, usually a caster, completely helpless during the course of the fight. You can either make this a team effort or a solo effort. To do this properly you must have a good set of macros and binds to be able to target the person you want to chain CC. You should also have a decent add on that easily shows you the time that the enemy has been CCed.

CC's can often be broken by damage, or they just run out before they say they should. For this reason you should always over CC the target. After about half of stated time on the CC, you should re-CC the target. A common mistake in chain CCing is unexpected trinketing. If you notice that they get out of the CC immediately, it could be due to a trinket. Common practice for classes that you expect to have a trinket is to CC two times in a row. This means casting the spell and then immediately casting it again, expecting the enemy to trinket out of the first one. The next step is to properly maintain distance from both your primary and secondary targets.

If you are trying to CC an enemy as a team, the main difficulties come with the order at which to CC. Often times classes become incapacitated or occupied in a battle and can't properly CC the required enemy. It is recommended that one person is assigned to initially CC an enemy, and if they are unable, to have a backup CC already assigned to the task. Try to keep your primary target close to the CCed target, but not close enough as to accidentally break it with an AoE spell. Many forms of chain CC are chain fear, chain polymorph, intimidating shout, and tangling roots. Each class has a form of CCing opponents, but the concept is very similar.

Warlocks will have to use multiple moves to guarantee that their CC chain runs for as long as possible. Combing moves like Seduction and then with Fear and Death coil, make for a very effective CC with damage. Mages should only try to chain CC classes that already have full health with polymorph, but if you are a frost mage and can CC with different movement impairing effects, you will be able to damage your enemy as well. Warriors can use intimdating shout but it becomes less effective each time they use it. As a hunter it is possible to chain CC frost traps. To do this, feign death, and then lay a frost trap against a melee attacker. Do not damage the opponent and wait for the trap to wear off, and repeat. Learning how to chain CC effectively will greatly increase your success rate in both Battlegrounds and Arena.


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