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Cal Eng takes a look at the top team makes up for WoW arena play. ![]() With Blizzard's fast approaching $120k arena tournament, it's time to look at the popular 3v3 formats that should play a key roll in the event. While setups change faster that starting 5s in Counter-Strike, its still a good base for understand how the "paper-rock-scissors" nature of 3v3 arena tournament play. Each setup can be countered by another setup making the organization of teams the most important element to success at the top level. #1 Rogue, Mage, and PriestThis combination can be a bad match up against a team with a Druid and a Warlock. The team may also suffer some difficulties due to limited life with the Priest and Mage. #2 Druid, Warrior, RogueThe Rogue should use his intterupts and Crowd Control abilities to help out the Druid as much as possible while dealing damage to their target as his main priority. The Rogue should always have poisons on. The Druids job is to keep his allies alive by casting healing spells like Life-Bloom and Rejuvination. The rest of the team will depend on the Druid to Cyclone and Entangling Root's their opponents to keep them disabled. The Druid is also expected to ling of sight and kite opponents who try to kill him or burn his mana. This combination is exceptionally good with survivabilty, late game burst, and can become very productive with well timed Crowd Control. Good matchups for this team are teams with Warlocks, because Rogue's and Warrior's use melee as their source of damage, and with so many intterupts and stuns, the Warlock will go down fairly quickly while not being able to cast off any fears. Bad matchups for this team is the RPM combination, beacuse dispells will destroy the Druid HoT's. Priests and Purges are the countercomp for this group and can change your whole play style from agressive to completely defensive. #3 Rogue, Warlock, DruidThey may also want to use their Mana Drain ability if neccesary and have a Fel Hunter out for certain situations like keeping the team mobile and Spell Locking enemies like Mages. The Druid, depending on the situation, could be have the team be a little more reliant on the Druids survivability, though the Druid needs to try his best to keep his Warlock alive and mobile. The Druid should use his Entangling Roots and Cyclones effectively to stop the healer or DPS from aiding their team. This team has a lot of versitility when it comes to different situations but may suffer some problems against countercomp teams like the Druid/Warrior/Rogue set up, who will probably try to burn down your Warlock quickly and disabling the Warlock from casting off spells like Fear. #4 Warrior, Priest, DruidHe should always help the Druid and Priest stay mobile by using Hamstring and other Intterupts. The Priest should be using his burns on the chosen target and fearing, his main tool would be his dispels and burns to outlast their opponents. Dispelling things like traps from your Warrior will help greatly. The Druid should heal and Cyclone/Roots a target to get them at a disadvantage but also try to open up with a Pounce on the selected target that you want to burn, then Root them so it's easier for the priest. This team is a good matchup against other teams that rely on ending the game quickly, like teams that have two or all DPS in their comp. #5 Warrior, Warlock, DruidHave a Fel Hunter out and Devouring things to keep your Warrior mobile will be returned. The Warlock should DoT everything and keep on the move, using Fear when you have the chance, though you shouldn't risk it if you're being chased by somebody such as a Rogue. Spell Lock should be used on classes like Mages so you can relieve your team of some annoying spells. The Druid should keep your team alive and Crowd Control targets with Roots and when they have time, Cyclone. It's important for him to not get Mana Burned if you are facing a Priest or Warlock, so he should always be on the move and not in LoS. Keeping up your Warlock is probably the most important part, so your team will have to work as one to help each other out. This team may suffer a bit from burst damage teams that focus on the Warlock. This team's burst damage is not at all impressive, so keeping up DoTs and having the Warrior fully mobile should be your choice of playstyle. |





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