Know your role

Crowd Control

#1: Understand that chaining crowd control (CC) effects onto healers has far more benefit than dealing damage.

Dispels

  1. Like crowd control, using dispels has more benefit than dealing damage and often healing.
  2. High pressure enemy DOT class damage (e.g., unstable affliction) can be reduced dramatically with dispels.
  3. Dispel heals and other defensive cool downs from the kill target.

Damage

VERY IMPORTANT! Everyone needs to hit the same target; otherwise, you’re wasting your time. Check this link for ideas on how to make that easier.

Positioning

  1. One person, usually a tank, is the “anchor” for your team. Don’t push ahead of them. They will often be on the flag at a base.
  2. DPS casters should pair up with a healer and stay near them for a few reasons:
    1. If they attack the healer, then the DPS can crowd control the attacker.
    2. If they attack the DPS, then the healer can easily heal their caster and CC the attacker.
    3. In both cases, this attacker will likely become your team’s kill target.
    4. Many damage spells spread to nearby targets. Healers can have this spread damage break them out of crowd control effects.
  3. Casters should set up near obstacles that can be used to line of sight (LOS) the enemy casters. Stay just in range of your “anchor”. Run inside of buildings and behind walls when you’re taking lots of damage. This also might drag enemy melee out of sight of their healers making them easier to kill

Dying

  1. If you die, make sure to group up with your teammates before getting back into battle.
  2. A healer with low mana can intentionally die in order resurrect with full mana. An “oom” healer is nearly useless.

SPECIALIZED ROLES

Target calling doesn’t have to be as hard as it seems

  1. Pick a target, any target. If everyone hits the same target it won’t matter much.
  2. Choosing the “best” target can help a bit. High output specs like mistweaver monks and destruction warlocks make good choices.
  3. The best target is probably the one that has overextended into your group. For example, a melee that goes past your “anchor” player (e.g., the player on the flag) and goes for your healers or casters makes a good target.
  4. If you have a choice, go after the squishiest targets first; such as Havoc demon hunters, shamans, shadow priest, druids and rogues.
  5. Here’s the hard part. You’ll need to decide whom to swap to if your current target is going to die, used major defensive cool downs or managed to escape.
    1. In particular, keep an eye out for 1) overextended or 2) low health enemy. But again, just pick someone.
    2. Ideally, you’ll say something like “swapping to (enemy player) in 3, 2, 1”.

Run, Forrest, Run: Flag carrying

  1. Be able to cover the map quickly. Demon hunters, monks, druids and protection warriors can do this.
  2. If the enemy is defending their flag, then call for help, group up, then go in and get the flag. The enemy will be short-handed trying to get your flag.
  3. Tell your team where you are at all times. See individual battleground strategies for additional details.
  4. If you’re in trouble and they’re wiping your team then consider going to your graveyard. That way, you don’t have to wait for them to run back to you.
  5. Don’t stand in the open. Make sure you can use obstacles to avoid damage from casters.
  6. If you’re running with a group, make sure you position yourself behind your team and opposite the main group of attackers. This means you might not be running to your base. You might actually be going backwards a bit.

Long periods of boredom, interspersed with moments of pure adrenaline: base defense

  1. #1 rule: Don’t stand near the flag. Otherwise, a rogue will chain CCs on you and cap the flag. Stand ~20 yards away and they will need to run back to the flag after the CC. This gives you time to get out of the CC and stop them from capping the flag.
  2. Classes with pets make the best base defenders, their pets can stop the cap. The next best classes would be stealthies.
  3. DO NOT trinket a rogue’s sap.
  4. Call out how many are attacking to allow your team to send the correct number to help. You can also use the REPorter addon to call numbers. In the meantime, you can use your crowd controls to slow down their attempt until help arrives.

 

Basic RBG strategies

  • Targeting: If you don’t target the same thing, might as well just give up.
  • Do what the strategy caller says, even if it’s a bad idea.
  • Positioning:
    1. Group up, don’t run in by yourself
    2. Do not push past your team’s “anchor”. For example, a tank that is spinning flag. Basic position is anchor with DPS behind them and then healers slightly behind the DPS casters. Our target caller will focus on enemy that overextend past our anchor.
  • Base maps (Arathi Basin, Battle for Gilneas, even Eye of the Storm)
    1. DO NOT take more bases than you need to win (AB: 3, BfG: 2, EoTS: 3)
    2. Once you get your bases, leave a DPS and a healer to defend each, everyone else finds a spot to “float” equidistant from each base. You then respond to each attack from there. Offer to stay and defend, don’t make your strategy caller do it.
    3. If your stealth teammate is going to a base, DO NOT go along with them. That defeats the entire purpose of surprise.
    4. Eye of the Storm
      1. Two choices: 1) take 3 bases and ignore mid and flag or 2) take 2 bases and run flag
      2. If you have 3 bases, DO NOT go to mid or go for flag.
  • Flag capture maps (Warsong Gulch, Twin Peaks)
    1. DO NOT fight in mid unless you’re escorting a slow flag carrier or attacking their healers.
      1. Once our FC gets to base and their healers are away from the EFC then get in position to defend at our base or attack their EFC (if you’re part of the kill team).
    2. Attack the EFC in our base or their base, not in the middle.
      1. If the EFC has not yet reached their base your first goal is to attack their healers in order to separate them from the EFC
      2. If the EFC has reached their base and has healers with them your goal is to wait for a minimum of 6, preferably 8, stacks and then attack the EFC directly. Start your attack, as a group, once the enemy is about to engage our FC.
        • Use 3 high burst DPS to attack the EFC, everyone else defends (unless you happen to be closer to attack).
  • Our initial FC will be someone fast to get back to our base quickly (e.g., DH, windwalker, druid). Once they get back to base, they pass flag to a tankier class (healer, warlock, etc.).

RBG tips

Please feel free to share yours in the comments.

  • FoxyHippo has a lot of RBG-related videos. Worth checking out.
  • Casters should consider standing close to their healers. Lots of specs have damage spells with that will jump to nearby targets (e.g, MM hunters). This will help break your healers out of crowd control effects. Pairing up might also help you peel for each other.
  • I had a tough time targeting shaman totems in team fights. I now use the TidyPlates: Threat Plates addon. This allows you to select which totems you want show nameplates  (e.g., spirit link) and to make those nameplates bigger. I make them very large so I can use a mouseover macro to target and kill.

Warsong Gulch: This actually worked

I picked up the flag with ~1:30 left in the match. If I didn’t die we would win.

As you face the horde base there is a large tree to the right of their ramp. I ran up the tree as far as I could. I had two horde players run right past my spot. Apparently, they couldn’t see me or my name plate up in the tree. They were looking around the fence area. It must have looked like I was there by the fence.

Temple of Kotmogu

Tips

  • Get the Kotmogu Debuff addon, easy way to see stacks on your own team.
  • Picking up an orb and dying within in 5 seconds will give your team 0 points and the enemy 10 points. That’s why top teams have been staying as a group and focusing on killing orb carriers. They pick up only when the orb spawns near their group.
  • Carrying orbs generates points every 5 seconds:
    • Middle: 5
    • Upstairs: 4
    • Garden (outside the entrances): 3
    • It’s easier to control 3 orbs in the Upstairs (12 points every 5 seconds) than 2 orbs in the Middle (10 points every 5 seconds)
  • Healing priority: Other healers > orb carriers with less than 250 stacks. Generally, don’t bother healing orb carriers with >250 stacks. Better to use your healing to keep the rest of the team alive.
  • Orb carriers with <250 stacks:
    • Stay behind the main group if possible, but only if well out of range of enemy team.
    • Run to the Garden if they’re coming after you. If you die it will be easier for us to pick up the orb.
    • Get on the stairs if no enemy on you but start kiting early to avoid damage.
  • Orb carriers with >250 stacks have two goals:
    • Drag enemy melee into the middle and die, making it harder for them to pick up orbs and stay in their group.
    • Use the damage increase from the stacks to kill an orb carrier, get the berserker buff if possible and go for a one-shot kill.
  • Set a kill team: usually burst classes such as DK, warrior and rogue.
    • Kill team focuses on defending our orb carriers until enemy orb carrier has 100 stacks
  • Everyone picks up orbs, but faster classes preferred for better kiting.

Opener

  • Two possible approaches; both use a rogue to cloak through the middle and get behind their orb carriers
  • Option 1: Have 2 fast players grab orbs and kite away from the enemy, this includes running way to the Garden on the orange and purple side if necessary. Rest of team stays grouped and kills orb carriers.
  • Option 2: Don’t pick up orbs initially, all 10 shroud into their team and kill an orb carrier. Usually want to get behind them.
    • Continue to kill their team, particularly as they come in from the graveyard.

Mid-game

  • Only go into the middle in the following scenarios:
    • You have >250 stacks and are dragging melee into the middle
    • Other team is terrible and we can stack in mid
    • Kill team to kill orb carrier with >100 stacks
  • If you have 3 orbs then group up and move to the orb spawn point for the carrier (enemy or team) with the most stacks, that one is going to be up next.
  • If you have all 4 orbs get to the Garden near the closest purple or orange graveyard. The orb carrier with the most stacks should be as far away from the enemy as possible.
    • Guard the entrances to the graveyard area.

 

 

 

Basic strategy for flag-carrying maps

  • Try to have two rogues on your team. The flag-carrier (FC)rogue should use stamina trinkets, Combat Readiness, Elusiveness, Glyph of Cloak of Shadows and Glyph of Blurred Speed.
  • Why two rogues?
    • If the enemy leaves players to defend the flag, particularly a hunter, our FC should call for the other rogue to come and help get the flag out.
      • If one defender, then use crowd control to shut them down.
      • If a hunter, then non-FC rogue will trigger the trap then attack the hunter so the FC can grab and run.
      • If two defenders it’s usually best for a non-FC rogue to grab the flag, pop defensive CDs and run as far as possible. The FC flag will grab and run a different direction when they kill the first rogue.
    • If they don’t have someone defend the flag then the non-FC rogue can defend our flag.
  • Rest of team will push as far as possible toward the enemy tunnel or mid-ramp and try to burst down as many of the enemy as possible. Top players tend to hit ~40k DPS in these team fights.
  • Once rogue gets by the enemy find and kill the enemy FC (EFC).
  • If both flag carriers get to their base then split as follows:
    • Our flag room:
      • Two healers, preferably disc priest, holy paladin, mistweaver or resto shaman. Be sure to call out your major defensive cooldowns.
      • Two DPS with good AoE and control such as affliction locks and arms warriors.
    • The kill team is everyone else. Ideally, you have classes with high on-demand burst (e.g., rogue, mage), spammable CCs (druids, mages) and mobility.
      • Choose two players to focus on EFC; for example, a rogue and mage can burst every 30 seconds. This is also why most top teams pick two subtlety rogues in order to burst more often.
      • The others should focus primarily on crowd controlling the healers.
    • If our team has wiped in the middle then our FC should run the flag to our graveyard.
      • If three people die in the mid-fight the others should try to die as soon in order to group up at the graveyard.

Arena initial kill targets

Here’re my current thoughts. Please review and comment. Most comps will have one of the following. I listed them in order of who to pick as your initial target. Remember, if an enemy uses their trinket they likely become your kill target. If an enemy runs behind a pillar they might be the best target.

  1. Warlock pet
  2. Warlock
  3. Resto sham (after shutting down initial burst [e.g., feral])
  4. Mage
  5. Shadow priest
  6. Resto druid
  7. Double burst melee (e.g., warrior, enhance shaman, rogue, feral) hit the target that overextends
  8. Boomies
  9. Hunters
  10. Other healers
  11. Single melee

Targets according to Joefernandes

Here’s a list from Joefernandes from a turbo comp perspective. I think it mostly works for any comp.

  • LSD: pet>lock or rdruid (optimal target [OT])
  • MLS: pet>lock or mage (OT)
  • RMP: mage
  • RMD: druid
  • Ebola: DK or feral (OT)
  • WW/DK: pally>dk if you can’t hit pally
  • Shatter: mage or spriest (OT)
  • Destro MLP: lock or mage (OT)
  • Turbo: rdruid
  • Jungle: feral on burst or healer in trouble then rshaman
  • Melee/lock/shaman: pet>lock if dark soul>shaman
  • Ret/hunter/shaman: rshaman
  • Rogue/boomie/priest: boomie

OT means you hit whatever target you can reach.