Once in an Arathi Basin I faced an equally skilled, better geared force. I decided to cede the Blacksmith but ordered the two rogues and a hunter to go there and delay the tap there as long as possible. Battle had just been joined at the Mill when I hear the alarm signalling that we had tapped the Blacksmith. When I get a breather, I ask what had happened. In anticipation of our standard Warrior-Paladin five man, the enemy had sent only mages and priests.
Unlike PvE, you'll never know in advance what you're getting. The only controllable factor is what you'll bring to the field. So in the spirit of thinking out of the box, careful analysis and avoiding anything resembling productivity at work, I thought I’d start this thread.
Putting aside the fact that most of us will end up PvPing with our friends and whatever their mains are, what would the composition of your 5-man Arena team be? List the five classes, their level 70 talent builds (if possible) and the strengths and synergies they bring to the table.
The idea of this thread is to introduce new ideas to each other since detailed knowledge of other classes – and often even our own – is limited. Since the people who frequent this forum are more thoughtful than most, I’m hopeful about learning how to play and combat other classes.
Here's one five man I came up with:
Three Shadow Priests, an Affliction Warlock and a Holy Protection Paladin:
Vampiric Embrace’s (VE) constant heals:
Obviously, the three Shadow Priests are going to be the main damage dealers. One benefit you receive from this that you don’t see with other dps is the constant healing you receive from VE. When improved with talents, everyone in the party receives 30% of the priest’s damage done in the form of health. A lot of the time this will be lost to overhealing, but a few classes can take advantage of this in other ways. Normally, any magic user could use Demonic Runes to convert health to mana. Since our use of consumables will be limited in Arenas, you have to turn to innate abilities. As many of us know, Warlocks can convert life to mana. What some may have missed is that the expansion will provide Paladins the ability to convert life to mana via
Spritual Attunement.
Stacking Shadow Vulnerability:
A tier 4 shadow priest talent, Shadow Weaving, allows for the creation of a 15% increased Shadow Damage debuff. Curse of Shadows from the Warlock will cause a 10% increased Shadow Damage. So you’ll have an increase of 25% to the type of damage that can be inflicted by four of the five party members.
On a less predictable basis is the Warlock’s Improved Shadow Bolt. When it crits, this spell will boost the damage of the next four non-periodic sources of Shadow Damage by 20%. While it would be difficult for a Warlock alone to deal four non-DoTs in the 12 seconds in which it lasts, it would be quite achievable for a party of four Shadow Damage dealers.
Silence and Mana Drain:
Currently, it is far easier to kill people than to drain all their mana. When the expansion comes out with its emphasis on larger amounts of stamina, this may no longer be the case. Taking someone out of the fight by draining their mana becomes a very real option. After all, no consumables prevents the use of potions. Again, both Warlocks – through Drain Mana – and Priests – through Mana Burn – can do this. This tactic should prove especially effective against hybrid classes, like Paladins, Shamans and Hunters who have naturally smaller mana pools and are unattractive targets for Innervate should the enemy be fortunate enough to have a Druid among them.
Mana Regeneration:
The Achilles foot of this group is the mana intensive nature of the Shadow Priests. It would be quite easy for Priests to burn through their entire mana pool within the first minute. To address this, I’ll place an emphasis on mp5 gear, gems and enchants. Plus damage gear does nothing if you don’t have the mana to power the spells. The other major source of mana will be from the Paladin’s Greater Blessing of Wisdom (BoW) which will provide something north of 35mp5 when the expansion comes out. The Stoicism Paladin Protection talent should will make this solution more robust by giving BoW a 30% resist to being dispelled. Also the Priest Discipline talent Inner Focus on its 3 minute cool down will provide a bit of help with mana, especially if three SW:D or three mind blasts are focus fired on the same target.
Opening move:
I imagine a healer would probably be the first target, assuming they're not using their party members as a screen. A warlock's curse of shadows to open, followed by the range of dots, capped with Unstable Affliction so any dispellers will have to take the damage hit before they can get to the other debuffs. One priest will open with a Inner Focus Mind Blast, another can throw a Dispel Magic to remove any buffs and the third can throw a SW:P and then a Silence to stop any attempts to heal themselves. Mind flays will be useful for their ability to slow any retreats. Silences by any priest who doesn't have it on cooldown can be used on any other healers the group might have. And the Paladin can work on keeping the four dps'ers on their feet.
Talent Builds:
Priest
Warlock
Paladin
Anyone else have any ideas for 5-man teams?