world of warcraft: pvp bible v2.1
DESCRIPTION
a detailed guide on how to become one of the top pvpers on your realm!TRANSCRIPT
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Contents Part 1: Basic PvP Information ........................................................................................................................ 8
Introduction .............................................................................................................................................. 8
What is PvP in World of Warcraft? ....................................................................................................... 9
The Honor System ................................................................................................................................. 9
Stats and Gear for PvP ........................................................................................................................ 13
Your Gear ............................................................................................................................................ 16
Keybinds and Macros .......................................................................................................................... 18
Part 2: Duels ................................................................................................................................................ 22
Warlock ................................................................................................................................................... 22
Talent Spec .......................................................................................................................................... 22
Strengths and Weaknesses ................................................................................................................. 23
Your Gear ............................................................................................................................................ 23
Death Knights ...................................................................................................................................... 24
Druids .................................................................................................................................................. 24
Hunter ................................................................................................................................................. 25
Mage ................................................................................................................................................... 27
Paladin ................................................................................................................................................. 28
Priest ................................................................................................................................................... 29
Rogue .................................................................................................................................................. 30
Shaman ............................................................................................................................................... 31
Warlock ............................................................................................................................................... 33
Warrior ................................................................................................................................................ 34
Warrior .................................................................................................................................................... 35
Talent Spec .......................................................................................................................................... 35
Strengths and Weaknesses ................................................................................................................. 37
Your Gear ............................................................................................................................................ 37
Death Knights ...................................................................................................................................... 37
Druids .................................................................................................................................................. 38
Hunter ................................................................................................................................................. 39
Mage ................................................................................................................................................... 40
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Paladin ................................................................................................................................................. 42
Priest ................................................................................................................................................... 43
Rogue .................................................................................................................................................. 44
Shaman ............................................................................................................................................... 45
Warlock ............................................................................................................................................... 46
Warrior ................................................................................................................................................ 47
Druids ...................................................................................................................................................... 48
Talent Spec .......................................................................................................................................... 49
Strengths and Weaknesses ................................................................................................................. 50
Your Gear ............................................................................................................................................ 50
Death Knights ...................................................................................................................................... 50
Druids .................................................................................................................................................. 51
Hunter ................................................................................................................................................. 52
Mage ................................................................................................................................................... 53
Paladin ................................................................................................................................................. 54
Priest ................................................................................................................................................... 55
Rogue .................................................................................................................................................. 56
Shaman ............................................................................................................................................... 58
Warlock ............................................................................................................................................... 59
Warrior ................................................................................................................................................ 60
Hunters.................................................................................................................................................... 61
Talent Build ......................................................................................................................................... 62
Strengths and Weaknesses ................................................................................................................. 63
Your Gear ............................................................................................................................................ 63
Death Knights ...................................................................................................................................... 63
Druids .................................................................................................................................................. 64
Hunter ................................................................................................................................................. 65
Mage ................................................................................................................................................... 66
Paladin ................................................................................................................................................. 67
Priest ................................................................................................................................................... 68
Rogue .................................................................................................................................................. 69
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Shaman ............................................................................................................................................... 71
Warlock ............................................................................................................................................... 72
Warrior ................................................................................................................................................ 73
Mages ...................................................................................................................................................... 74
Talent Spec .......................................................................................................................................... 75
Strengths and Weaknesses ................................................................................................................. 75
Your Gear ............................................................................................................................................ 76
Death Knights ...................................................................................................................................... 76
Druids .................................................................................................................................................. 76
Hunter ................................................................................................................................................. 78
Mage ................................................................................................................................................... 79
Paladin ................................................................................................................................................. 80
Priest ................................................................................................................................................... 81
Rogue .................................................................................................................................................. 82
Shaman ............................................................................................................................................... 84
Warlock ............................................................................................................................................... 85
Warrior ................................................................................................................................................ 86
Paladins ................................................................................................................................................... 87
Talent Spec .......................................................................................................................................... 88
Strengths and Weaknesses ................................................................................................................. 89
Your Gear ............................................................................................................................................ 89
Death Knights ...................................................................................................................................... 90
Druids .................................................................................................................................................. 90
Hunter ................................................................................................................................................. 91
Mage ................................................................................................................................................... 92
Paladin ................................................................................................................................................. 93
Priest ................................................................................................................................................... 95
Rogue .................................................................................................................................................. 95
Shaman ............................................................................................................................................... 96
Warlock ............................................................................................................................................... 98
Warrior ................................................................................................................................................ 99
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Priests .................................................................................................................................................... 100
Talent Spec ........................................................................................................................................ 100
Strengths and Weaknesses ............................................................................................................... 101
Your Gear .......................................................................................................................................... 101
Death Knights .................................................................................................................................... 102
Druids ................................................................................................................................................ 102
Hunter ............................................................................................................................................... 103
Mage ................................................................................................................................................. 104
Paladin ............................................................................................................................................... 106
Priest ................................................................................................................................................. 107
Rogue ................................................................................................................................................ 108
Shaman ............................................................................................................................................. 109
Warlock ............................................................................................................................................. 110
Warrior .............................................................................................................................................. 111
Rogues ................................................................................................................................................... 112
Talent Spec ........................................................................................................................................ 113
Strengths and Weaknesses ............................................................................................................... 114
Your Gear .......................................................................................................................................... 114
Death Knights .................................................................................................................................... 114
Druids ................................................................................................................................................ 115
Hunter ............................................................................................................................................... 116
Mage ................................................................................................................................................. 117
Paladin ............................................................................................................................................... 118
Priest ................................................................................................................................................. 119
Rogue ................................................................................................................................................ 120
Shaman ............................................................................................................................................. 122
Warlock ............................................................................................................................................. 123
Warrior .............................................................................................................................................. 124
Shamans ................................................................................................................................................ 125
Your Spec .......................................................................................................................................... 126
Strengths and Weaknesses ............................................................................................................... 127
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Your Gear .......................................................................................................................................... 127
Death Knights .................................................................................................................................... 127
Druids ................................................................................................................................................ 128
Hunters.............................................................................................................................................. 129
Mage ................................................................................................................................................. 131
Paladin ............................................................................................................................................... 132
Priest ................................................................................................................................................. 133
Rogue ................................................................................................................................................ 134
Warrior .............................................................................................................................................. 135
Warlock ............................................................................................................................................. 137
Shaman ............................................................................................................................................. 138
Death Knights ........................................................................................................................................ 139
Ideal PvP Talent Build ........................................................................................................................ 140
Death Knights .................................................................................................................................... 143
Druids ................................................................................................................................................ 143
Hunter ............................................................................................................................................... 144
Mage ................................................................................................................................................. 144
Paladin ............................................................................................................................................... 145
Priest ................................................................................................................................................. 145
Rogue ................................................................................................................................................ 146
Shaman ............................................................................................................................................. 146
Warlock ............................................................................................................................................. 147
Warrior .............................................................................................................................................. 148
Part 3: Arena PvP ...................................................................................................................................... 149
Rating System ........................................................................................................................................ 149
Combat in the Arena ............................................................................................................................. 150
Winning a Match .............................................................................................................................. 150
Positioning ........................................................................................................................................ 150
Your Line of Sight .............................................................................................................................. 151
Communication ................................................................................................................................. 151
Creating a Strategy ................................................................................................................................ 152
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General Group Strategies .................................................................................................................. 153
DPS Burst Damage Groups ................................................................................................................ 154
Healing Teams ................................................................................................................................... 158
Melee Group Strategies .................................................................................................................... 161
Specific 2v2 Groups ........................................................................................................................... 163
Specific 3v3 Teams ............................................................................................................................ 176
5v5 Teams ......................................................................................................................................... 180
Part 4: Battleground and World PvP Objectives ....................................................................................... 183
World PvP Objectives ............................................................................................................................ 183
Nagrand – Halaa ................................................................................................................................ 184
Hellfire Peninsula .............................................................................................................................. 186
Terrokar Forest (Bone Wastes) ......................................................................................................... 187
Zangarmarsh (Twin Spire Ruins) ....................................................................................................... 188
Lake Wintergrasp .............................................................................................................................. 188
Battlegrounds ........................................................................................................................................ 190
Alterac Valley .................................................................................................................................... 190
Arathi Basin ....................................................................................................................................... 199
Eye of the Storm ............................................................................................................................... 203
Warsong Gulch .................................................................................................................................. 207
The Strand of the Ancients ............................................................................................................... 208
Conclusion ................................................................................................................................................. 213
Custom Interfaces ..................................................................................................................................... 215
Unit Frames Addon ............................................................................................................................... 215
Casting Bar ............................................................................................................................................ 217
Scrolling Combat Text ........................................................................................................................... 217
Action Bar .............................................................................................................................................. 218
Visual Combat Log ................................................................................................................................. 218
Websites ................................................................................................................................................... 219
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Part 1: Basic PvP Information
Introduction
World of Warcraft has always offered a unique take on the MMO genre. From the way in which quests
are provided to avoid grinding sessions to the detailed manner in which the game provides deep story
and humorous content, it has strived to raise the production value expectations among fans
everywhere. It has led to the downfall of more than one new MMO that has failed to capitalize on the
raised expectations and has made WoW the top game in the world for nearly four years now.
When you take all that into account, it is no small wonder that World of Warcraft has managed to put
together one of the more active PvP communities – one in which millions have participated and for
anyone to excel, you need to find the right combination of resources and tools to help you get to the
top.
This guide was written for every World of Warcraft player out there who has ever wanted to step to the
top of the PvP pile and take over the role of top player in their respective guild or server. It is a long road
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to get there, but when you take into account the content you are about to read, you will soon
understand why a comprehensive guide like this is so necessary.
Before we jump into the nitty gritty of the details involved in becoming a top PvP contender, we are
going to go over a few of the things that every WoW player should have a good grasp of before they do
anything additional.
What is PvP in World of Warcraft?
I’m not going to walk you through what PvP is in the game. If you are reading this guide, you have
probably encountered PvP at some point or another. You already know it is the facing off of Horde and
Alliance characters in single combat or battlegrounds or the face off of teams in the Arena. What is
important though is the details of how PvP works in the game – the way it provides rewards and
credentials that can be carried between different factions and your fellow players to show that you are a
truly great player.
Honor
Honor is given to players who kill an opposing faction player when they are flagged for PvP. This can be
done in 1v1 duels or in battlegrounds where every player is flagged. This honor provides you with
increased ranks and eventually ways to get additional items and land quests from certain NPCs that only
highly ranked players can play through.
Arena Points
When you fight in an Arena, you can gain points that can be used throughout the game to purchase hard
to acquire gear and items from the Arena. The PvP gear that is released every season in the Arena is one
of the many rewards you can acquire in this manner and a primary reason so many people spend great
deals of time in the Arenas playing. A great bit more detail will be laid out later in the guide about what
you can expect here.
The Honor System
The honor system in World of Warcraft provides various rewards for players in PvP combat. When you
defeat an opponent, you receive honor points which you can then use to purchase your rewards from
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PvP vendors throughout the game. There are four different ways in which you can acquire honor,
including: honorable kills, killing racial leaders, battleground objectives, and world PvP objectives.
Honorable Kills
When you defeat an enemy in battle, you are given an honorable kill, as long as you are within a given
level range of their level. When you get an honorable kill, you gain Honor Points and the amount you kill
will vary depending on a few factors including:
Victim’s Level – Your opponent’s level when you kill them will affect your Honor Points. If they are well
below your level, they will appear as Grey and will net you no honor points. If they are red, they are
much too high to attack and you will likely die.
Your Level – The amount of honor points you gain scales much like experience as you level up. At Level
60 you gain much more than you would at Level 30.
Grouping – If you are in a group, you will share your honor points from enemy kills, such as in raids.
There are diminishing returns on the honor points received and if certain players are too far away from
the kill, they will receive nothing. You must also be part of the fight to gain honor from your kill – either
by providing crowd control or by healing.
Racial Leaders
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Any NPC that is considered a leader of its particular race will net a certain amount of honor points,
usually much higher than normal kills. They will have a 2 hour spawn timer and the total amount of
honor you gain is split between all players involved in killing them. Here are all the NPCs that count as
racial leaders:
• Thrall
• Lady Sylvanas Windrunner
• Cairne Bloodhoof
• Lor’themar Theron
• King Magni Bronzebeard
• Prophet Velen
• Archdruid Fandral Staghelm
• Highlord Bovar Fordragon
Battleground Objectives
When special objectives are completed in a battleground, bonus honor is awarded for their completion.
Every member of the faction in the battleground will be givin that bonus honor as a reward. Objectives
will vary from simply winning the match to grabbing enemy flags such as in Warsong Gulch. This is the
fastest way to gain honor in any given way, regardless of how many enemies you kill while fighting in the
raid.
World PvP
General World PvP, in which you fight opposing faction members while in Azeroth or Outland makes up
a great deal of honor opporunity on PvP servers and adds depth to the PvE experience. It also pushes
people on PvE servers to engage in more combat with opposing faction members to gain that honor.
Currently, you can gain PvP honor points that designate as being from Azeroth or Outland and there are
additional rewards for PvP objectives in Hellfire Peninsula, Zangarmarsh, the Bone Wastes and Nagrand.
Calculating Honor Points
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Honor points are calculated immediately as of the 2.4 patch, whereas before they were calculated at the
end of the day. This means any honor points you gain can be immediatley spent in any way you deem
fit. There are no more diminishing returns on honor in the field any longer as well, but if a character dies
50 times or more in the battleground, they will be an honorless kill for the rest of the fight.
Additionally, there is an instant honor quest called “Concerted Effort” for Alliance and “For Great
Honor” for Horde. This quest will allow players to turn in four Marks of Honor for 314 Honor. Each mark
comes from one of the four battlegrounds and they can be turned into the battlemasters in each city.
PvP Vendors
With your Honor points you can buy various rare and epic quality items from
vendors located in major ciites and battlegrounds:
Horde
Orgrimmar Vendors:
Lady Palanseer (Armor Quartermaster)
Sergeant Thundrhorn (Weapons Quartermaster)
Raider Bork (Mount Quartermaster)
Arathi Basin Vendor:
Rutherford Twing
Alterac Valley Vendors:
Jekyll Flandring
Grunnda Wolfheart
Warsong Gulch Vendor:
Kelm Hargunth
Alliance
Stormwind Vendors:
Captain Dirgehammer (Armor Quartermaster)
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Captain O’Neal (Weapons Quartermaster)
Lieutenant Karter (Mount Quartermaster)
Arathi Basin Vendor:
Samuel Hawk
Alterac Valley Vendors:
Gaelden Hammersmith
Thanthaldis Snowgleam
Warsong Gulch Vendor:
Stats and Gear for PvP
Illiyana Moonblaze
Getting the Most Honor Posssible
There are a few things you can do to ensure you gain the most possible honor in each situation. The first
is in your timing – the time of the week has a great deal of impact on how much honor you can gain per
hour. There are certain days of the week when more honor is gained or more enemies are available – for
example on weekend days, you can gain more honor in the battlegrounds that are chosen for that four
day period. These special weekends are scheduled ahead of time. You should always play in a
battleground during its special “Call to Arms” weekend if you can to gain the bonus honor that comes
with it. Keep in mind though that Alterac Valley does not reward nearly as much as other Battlegrounds
so this one may actually not be quite as rewarding to choose for its special weekend.
Many players will start PvPing by waiting around and attacking their enemies only when they get the
killing blows to boost their kills and Honor Gain. However, this is not only discouraged by Blizzard, it is
poor sportsmanship and can alienate your own teammembers. To partially stop this, players become
worth no honor after dying a certain number of times. Farming honor, in which you don’t complete any
objectives is generally a waste of time, if only because when you complete objectives, you get more
honor for winning (or even losing) a battleground and because you are going to get to face new, fresh
opponents sooner.
In PvP combat, many things will change from your normal approach to the game. Even the gear and
stats you focus on will fundamentally alter as you shift from whatever your role was in raiding and solo
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play to trying to stay alive longer in PvP play. For this reason, many players undervalue stats such as
resilience and stamina and put way too much stock into stats like critical rating, attack power, and spell
power. Of course, these stats are still important, but in PvP, your defense is going to be more important
than offense almost every time (except for rare exceptions such as Fire and Arcane Mages).
For the most part, if you are a Level 80 character in PvP, you had better have at least 15,000 health (up
to 20,000 if you wear plate) with your gear fully selected and 9,000 health with no gear at all.
Additionally, if you can stay alive in battlegrounds and the like, you can make more honor per hour there
and the more honor you get, the better rewards you can acquire.
Resilience
The first stat we are going to take a look at is Resilience. For a long time, this stat did three things for
most characters and with Patch 2.4, it now does a fourth. First off, Resilience reduces the chance that
you will be hit by critical strikes. The rough conversion is about 39.4 resilience for 1% decreased chance
of being hit. Additionally, resilience will reduce the damage taken by critical strikes by twice as much, so
39.4 resilience reduces critical damage by 2%. It will also reduce the amount of Damage over Time you
take by 1% for every 39.4 resilience and with the new patch, it will reduce mana drain effects by 2%.
For these reasons, this is a highly important stat in PvP. It reduces almost every form of damage that can
truly hurt you in a fight and makes you much more capable of surviving. Say for instance you had 400
resilience and a similar character with the same stats had 0 resilience. If your opponent is dealing
damage with a 33% crit chance, you are getting hit with a critical strike every third hit, but with reduced
critical strike, the DPS you take is reduced by as much a 12% with that resilience boost. Add together
multiple players attacking a tank in 5v5 or in battlegrounds, and you could be cutting back a ton of
damage.
Resilience should be at least 250 for anyone just starting in PvP and those same players should aim for
400 resilience whenever possible. The cap for resilience affecting critical strike reduction is 25% or 492
resilience, however there is no real reason to go over 400 as it starts to take away from your other stats
too much.
Stamina
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This is another stat that too many players ignore for no good reason. It is not quite as important as
resilience because it doesn’t affect as many things, but it is vital in boosting your health and making it to
15,000 where all good PvP players should be. The cap range for players that are generally avoided for
being too hard to kill is around 18,000 health, which is where you start to spend too much of your points
on stamina. However, always remember to aim for 15,000 for starting in PvP.
Knowing What Stats Are Best
\So, how do you know which stats are best for what you are trying to accomplish? Each class has their
own means by which to break apart stats and balance them out – refer to a class guide for more specific
instructions – but there are some general guidelines you can follow for balancing out your stats as much
as possible with the gear you have.
First of all, never sacrifice too much from your other stats just to get resilience and stamina. Being hard
to kill does you no good if you cannot hit your opponent – it only makes for a very long fight. People
who give up 70 Spell power for 20 Stamina or Resilience are sacrificing too much of their firepower for a
minimal boost to survivability. You want to balance the stats out correctly, with resilience around 400,
stamina getting you to slightly above 15,000 health and the rest of your stats balanced out among your
class’s primary stats.
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Your Gear
There are a number of sources you can turn to to pick up your PvP gear, including battleground
purchases, heroic instances, arena play, and raiding.
Battleground Gear
You can get all epic gear just by playing Battlegrounds and upgrading with the Honor Points you gain.
Here is a quick example that showcases the best possible gear you can pick up while in Battlegrounds:
PvP Medallion (16,983 Honor) – This is a must have no matter who you are or what you are doing. In
PvP, you need to have this trinket. It breaks crowd control and will save you more than one match.
Vindicator’s Gear – The set of Vindicator’s Epic gear, including Bracers, Boots, Rings, Neck, and your Belt
will cost you a total of about 90,000 Honor or so but will provide you with the much needed boosts you
will be looking for and with some extra enchants, you can truly boost this setup. Additionally, the
Gladiator’s Shoulders for 11,250 Honor are a great way to boost resilience and other base stats
exceptionally.
Breaking up the Monotony
To maximize the honor you need to purchase the more than 100,000 Honor Points worth of gear listed
above, make sure to start every day by completing the Battleground Daily Quest. This will usually get
you an extra 419 Honor and 13 gold and will make it easier to pay for your repairs and enchants on a
daily basis.
Another good way to boost your honor gain and to break up the monotony of completing battlegrounds
day in and day out to get Honor is to play them with a team. Practice and coordinate your moves in
Battlegrounds by trying to hold graveyards or take on a huge wave of opponents – this helps everyone
learn how to play better together outside of an instance while always gaining Honor and helps to ensure
that you don’t get bored out of your skull waiting for the honor to come in.
Some players will stick with Alterac Valley and just keep repeating it over and over again, but this truly
will wear you out and make you want to move on quickly enough. Alterac Valley honor comes in bursts
early on – you get most of it in the first few minutes, so line up for a few battlegrounds in queue and be
ready for it while overlapping your honor gain.
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Crafting or Looting Items for Gear
There are plenty of ways to go about getting the gear you need outside of PvP activities. You can land
gear by crafting it, as in the case of the Resolute Cape or Thick Felsteel Necklace, both with solid stamina
and resilience boosts. Additionally, you can boost your stats with loot that can be grabbed from
instances and raids with resilience, as outlined in the three links below:
Regular Loot with Resilience
Heroic Loot with Resilience
Arena Fighting
If you have no gear to start with and no Honor to gain that gear, you can hop into the Arena right away
and gain points without even winning matches. Don’t worry about your record as you can just reform
the team after you’re properly geared. Always start by buying the PvP rewards gloves in the Arena
because of the equip bonus that you get from them for each class. Follow with the head so that you can
socket in a Meta gem and then go to Shoulders, chest, legs, and everything else.
Enchanting and Socketing Gems
Finally, don’t forget that you can actually just resocket and enchant your existing PvE gear to be more
suitable for PvP. Look for gems with stamina, resilience, and high critical ratings as well as enchants with
run speed, resilience, and stamina. You can usually gain as much as 1500 health and 30 resilience just by
changing your gems and enchants – a great way to get a head start as you look to regear later on.
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Keybinds and Macros
Anything that can cut down the time it takes you to make a move or strike an opponent is extra time
that makes you more viable in a fight. That means that you will be more capable of killing your foes
quicker or reacting before they can react. Yet, many high level players still neglect to utilize the top tier
techniques of keybinding and macroing your movements. The best way to play (no matter how
uncomfortable it might seem at first) is to move and select opponents with the mouse and use abilities
with the keyboard through keybinds instead of clicking on abilities.
First, it takes longer to move the mouse and click it than it does to just press a button. Second, there is a
smaller chance of making a big error and hitting the wrong ability. Third, you can free up your mouse for
advanced movement of the camera and faster turning, strafing and melee combat. You can use more
complex movement patterns for greater ease and you will be much more able to control your melee
range against your opponents.
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Still, this is a tough transition, so it should be done over the course of a handful of days to ensure you
have the time you need to acclimate to the seemingly backwards method. To create keybinds, simply go
into your options and interface menu and attach your abilities to certain keystrokes. Ensure you have
multiple action bars on screen for reminders of what those binds are.
Macros
Macros are vital to being able to get all of your abilities bound to the same few buttons. With dozens of
attacks and moves and only a limited amount of space on a keyboard, this is almost necessary. You can
change the button moves depending on stances and forms (for Warriors and Druids) or according to
your health or your position. You can even make it to where you use only Rank 1 of certain abilities,
which is vital in PvP when you will need to save your mana as much as possible. There are hundreds of
macros out there, not all of which can be listed here, but if you do a little searching online, you can
easily find which ones are best suited to your class and your PvP environment.
Cast Sequence
This form of macro can make things a lot easier to format if you know you are going to cast certain spells
in the same order every time – put them into a specific cast sequence and you can effectively combine
things into one button instead of two and make more space on your action bar. For example,
Deathcoil/Fear is a good macro to have for Warlocks as they pretty much always go in unison. Here is
how you would make these macros, with the Warlock DoT spells as an example at the start of the fight
when you unload as many of them as you can on an opponent:
/castsequence reset=combat/target Unstable Affliction, Corruption, Siphon Life
You can also spam these macros for instant casts where you mash the button and you cast the next spell
in the sequence whenever the global cooldown is over. In general, this can help you save a ton of time
on finding those casting buttons.
Max Camera Distance - Use this macro to maximize the distance your camera distance can scroll back
within the game:
/script SetCVar("cameraDistanceMax",30)
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Focus Your Mouseover – This Macro will allow you to set your Focus Target to the current Mouse Over
Target:
/focus [target=mouseover]
Drink and Shadowmeld – This Macro will allow you to Left Click for a Manna Biscuit and Right Click for a
Star’s Tears, immediately followed by a Shadowmeld for Nightelves.
/use [btn:1] Conjured Manna Biscuit; Star's Tears
/cast Shadowmeld
Self Bandage – This allows you to instantly bandage yourself when you are able to:
/use [target=player] Heavy Netherweave Bandage
Inspect – This will allow you to inspect your target from any distance regardless of whether or not you
can see them on the screen – good for knowing what they are holding when they attack:
/inspect target
Use Your Healthstones – This will allow you to use your healthstones in order, starting with 2/2 Imp
Stones, then 1/2 and 0/2 stones to maximize your healing:
#showtooltip item:22105
/use item:22105
/use item:22104
/use item:22103
Auto Mount – This macro will allow you to automatically mount your flying mount or regular mount (if
you have no flying mount) – make sure to put the names of your mounts into the spaces in the macro
below:
/use [flyable,nomounted] name of your flyer; [nomounted] name of your regular mount
/dismount
Drink Any Water –This Macro will allow you to drink any water you have on hand to ensure you get
something in you during the fight:
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/use Conjured Glacier Water
/use Conjured Croissant
/use Star's Tears
Use Your Trinkets – This macro will allow you to use your trinkets with a click and a shift click:
/use [nomodifier] 13
/use [modifier:shift] 14
Combined Set – Clear Focus – This will allow you to set your focus to whatever you mouse over if it is a
target. If not, it will set it to your current target if you have one. If you have neither it will clear your
current focus:
/focus [target=mouseover,exists][exists]
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Part 2: Duels
In this section, we are going to touch on each class and their fundamental basic strategies. In addition to
providing detailed instructions on how to approach each class in a duel (with a total of 81 strategies),
you will learn which PvP talent builds are best and what gear is best suited for your particular class when
going into PvP combat. For anyone starting in PvP, this is the section in which you want to start.
Warlock
The Warlock is best known for its ability to land a great deal of Damage over Time on an opponent and
then follow up by fearing them while those spells work. For this reason, your main approach is going to
be on ensuring your abilities land and that you can survive if your opponent is able to break fear and
strike you. One thing you should keep in mind for this strategy section is that you should always have
your Felhunter out if you are facing a caster – this is the single most devastating pet you have against
casters due to its silencing and fear abilities.
Talent Spec
There is little argument over which spec is best for Wizards due to the necessary talents you need to
defeat your foes. With an Affliction Hybrid, you can maximize the effectiveness of your Crowd Control
and DoT spells that will be used to defeat essentially every enemy you face while ensuring you have a bit
of firepower on hand if you really need it.
Affliction – 32 Demonology – 11 Destruction – 28
Suppression 1/3 Improved Healthstone 2/2 Bane 5/5
Improved Corruption 5/5 Demonic Embrace 5/5 Aftermath 2/2
Improved Drain Soul 2/2 Fel Vitality 3/3 Molten Core 3/3
Improved Life Tap 2/2 Soul Link 1/1 Cataclysm 1/3
Soul Siphon 2/2 Shadowburn 1/1
Improved Fear 2/2 Ruin 5/5
Amplify Curse 1/1 Intensity 2/2
Grim Reach 2/2 Destructive Reach 2/2
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Nightfall 2/2 Improved Searing Pain 3/3
Empowered Corruption 3/3 Devastation 1/1
Shadow Embrace 1/5 Nether Protection 3/3
Siphon Life 1/1
Curse of Exhaustion 1/1
Improved Felhunter ½
Shadow Mastery 5/5
Dark Pact 1/1
Strengths and Weaknesses
Warlocks are strongest in casting their instant DoT spells while kiting their enemies. With excellent
crowd control ability that makes it possible to keep an opponent running wild while they slowly die,
Warlocks often don’t even need to do anything after these initial casts. Additionally, the Felhunter
makes the Warlock one of the most vicious foes of any caster.
If you face any class that has the ability to break fear or remove your DoTs, you are slightly in trouble. In
these instances, the entire approach will be changed with the use of spells in the Destruction Tree to
cause more direct damage instead of the fail-safe DoT you started with. Additionally, you will need to
learn and master Drain Life and Life Tap for these instances to ensure you don’t run out of valuable
mana.
Your Gear
For a Warlock, the most important thing you can worry about is your stats – specifically spell power,
spellhit and stamina with a little resilience tossed in for survivability’s sake. Because the majority of your
damage comes from DoT spells, you don’t even really need to focus on spellcritical like other casters
either – just the ability to hit every time and maximize DPS. It can make finding gear easier because you
have only a few things to look for and at the same time a little tougher because you have less options to
choose from.
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Death Knights
Handling a Death Knight starts with the same method you would use against any melee class – you kite
them with fears, terror and your DoTs – nothing new here. However, you need to keep in mind that they
have a Death Grip ability that can cooldown as quickly as 25 seconds with talents. You should ignore
their ghoul completely with the exception of hitting it with Corruption – it is a waste of time and mana
to do otherwise. If you get Death Gripped, try to negate it with Death Coil or Shadow Fury. You can also
use your trinket if you get stunned.
Follow up with a Soul Fire or a Death Coil if the cooldown is up and then use Immolate or Incinerate.
Death Knights can use Mind Freeze or Strangulate to block your casting so it will be hard to control this
fight much as they can rotate between these on cooldowns pretty effectively. If they are a full Unholy
spec, expect as many as 5 different anti-magic spells in all, making getting your damage in pretty hard.
Keep your fel hunter out to stop them from casting too much and if they cast stun immunity, fear them
right away or use Death Coil to override any fear immunity. Death Knights are a very complex and
problematic fight for Warlocks, especially with the revamped talent trees in the class, but if you strike
them hard to start and mitigate their attacks as often as possible throughout, you should be able to
maintain enough control to beat many of them.
Druids
Druids are incredibly versatile, so a fight against one can become a bit tough. However, keep in mind
that Druids are week against fear above all else, so maintain your use of
this ability frequently. They only have a PvP Trinket to use in this case
and after that, they’re done. Use DoT and Fear often and have your
Felhunter out to block any chance of them being effective in their casting
form. Look out for them getting into stealth while in cat form however. If
they do this and effectively land an opener, they can severely lower your
health and your armor very quickly. Always maintain distance and keep
your pet out there and in the way.
Attack Sequence
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1. Start by Deploying your pet and Casting Corruption
2. Use Spell Lock if the Druid attempts to use any spell with a casting time.
3. Siphon Life
4. Fear – In caster form, they can use their trinket, but in Feral form, they can do nothing against
this.
5. Unstable Affliction
6. Fear – Use this as soon as it wears off the first time – it will be weaker, but you shouldn’t need
much.
7. Amplify Curse followed by Curse of Agony
Their Attacks
1. The one thing you have to look out for with Druids is their Heal over Time spells – if they cast
them, use Devour Magic from your Felhunter to counteract it.
Finishing Them Off
1. The final attack sequence will be largely this combination of attacks until they die (make sure to
refresh all DoTs as they expire):
2. Immolate
3. Shadow Bolt
4. Drain Life
5. Shadowburn – when they get close to death, use this to make sure it kills them and you don’t
waste a soul shard.
Against Warlocks, Druids are fairly weak. Without any form of protection against fear, they cannot do
much other than try to stay alive and your goal is to drain them down – which should be easy enough.
Hunter
Hunters will always strive to get away from you as quickly as
possible. They want to remain in ranged fighting mode so that
they can attack you without worrying about your pet or your own
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attacks. You want to close that gap as quickly as possible. Your Felhunter should be counteracting their
Concussive Shot and any other movement slowing abilities they may have and you must work to avoid
their traps. If you do get caught in one, use your PvP Trinket to counteract it. Beast Masters are the
hardest for Warlocks because they can use their pet against you and they are immune to Crowd Control
for long periods of time. However, in the end, Hunters really only have their trinket and after that’s been
used, load them up with DoTs and Fear and the fight is essentially over.
Attack Sequence
1. Start by casting Amplify Curse, followed by Curse of Agony
2. Run toward the Hunter and deploy your pet.
3. Cast Corruption next, followed by Siphon Life
4. Follow up with Death Coil – Do not use this before now as you want to ensure you restore a
good chunk of your own life. Too early and you waste part of its benefit.
5. Fear – Use this after Death Coil so the Hunter cannot react or counter it
6. Unstable Affliction is next followed by resetting all of your DoTs as they fade.
Their Attacks
1. They will use Feign Death to break your spells and interrupt your fear. Make sure to only fear
after Death Coil to keep this from happening.
2. Scatter Shot – This is another popular ability used to block your fears. Just follow the steps and it
should be negated.
Finishing Them Off
1. Drain Life
2. Shadowburn – Only use this when they are close to death so as not to waste a soul shard. If not
dead yet, use fear and wait for DoTs to kill them.
Make sure you avoid Silencing Shot here if you can. It is only a 3 second duration and has a long
cooldown though, so if they do get it off, just use a health stone and wait it out.
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Mage
Warlocks have a tough time against Mages due to their crowd control abilities and their use of shields
and dispels for pretty much anything a Warlock can throw at them. They can
remove your curses and have a ton of instant spells they can cast on your for
massive burst damage. Stay out of range of their big spells and try to get off
Curse of Tongues on them to slow casting time. Always have your Felhunter out
against Mages as well due to their ability to devour magic users so thoroughly
with Silence and Dispel abilities. Counterspell is a big problem for you here
though as well as it can block your spells for up to 8 seconds with a 4 second
silence. Try to make them use their Counterspell early on a Fire Spell that you
won’t use again to keep from ruining your routine. Use fear immediately
afterward and wait for them to die from DoTs.
Attack Sequnce
1. Start with Amplify Curse and Curse of Agony – most of the time they will dispel; just do it again if
they do.
2. Deploy your pet next and follow with Spell Lock on any spell they use with a casting time.
3. Corruption and Siphon Life should follow.
4. Howl of Terror – If they use Ice Block, start over from the beginning.
5. Unstable Affliction and then refresh all of your DoTs.
Their Attacks
1. Frost Nova – In Melee, they will try to use this right away – Counter with the first three steps
listed above.
2. Polymorph is another problem spell they may use to stop and recover for a second. Use Devour
Magic to remove the effect and continue.
Finishing Them Off
1. Shadowburn – This should only be used when close to death to save a soul shard. Fire and
Arcane Mages will die, but Ice Mages should be seen to with the following steps before using
this one.
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2. Fear
3. Unstable Affliction
4. Death Coil
5. Reapply DoTs and follow up with Immolate – if they use Counterspell, switch to Shadow Spells
6. Shadowburn (for Ice Mages)
For a Warlock, Fire and Arcane Mages are pushovers. However, Ice Mages are a longer, harder fight.
Continue your strategy with DoTs and fear though and they will eventually die.
Paladin
Paladins are a pain to fight no matter what your class is because they have a nasty habit of being entirely
too hard to kill. Their ability to bubble and heal themselves can
essentially give the three lives and that can be a long fight without
enough mana on your end to see it out. Additionally, because of
their Dispel ability, your DoTs are useless. However, keep in mind
that they cannot dispel anything you cast on yourself. You should
always have a Felhunter out to interrupt anything that they may
cast or even silence them. You will likely resort to bursting them
to death while negating their healing with your Felhunter. In the
end, if you can get their mana down and not die while they heal,
you can win, but expect a long fight.
Attack Sequence
1. Start with Amplify Curse and Curse of Agony
2. Next, deploy your pet
3. If they use a non-instant spell, use Spell Lock
4. Unstable Affliction stops the use of Cleanse.
5. Move away and cast Corruption
6. Siphon Life
7. Refresh your DoTs
Their Attacks
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1. Divine Shield – They will use this to protect themselves and heal to full. Just wait it out and
reapply your DoTs when it fades.
2. Hammer of Justice – If they are within 10 Yards they can stun you with this and then attack in
melee for bit. Wait it out and then use Death Coil so you can use a Healthstone.
Finishing them Off
1. Fear
2. Unstable Affliction
3. Curse of Agony
4. Corruption
5. Siphon Life
6. Shadow Bolt
7. Shadowburn – Use this only when they are close to death to save yourself a soul shard.
Your goal here is to keep their mana down and out of melee range – if you can pull that off, you can kill a
Paladin even with their dispels because you can fear them aplenty.
Priest
Priests are tough for Warlocks because of all those healing spells they have on them. They can also
dispel multiple effects with a single cast and can remove your buffs with ease.
Have your Felhunter out and ready right away to remove their own buffs and
debuffs. Also, they can fear you with Psychic Scream which you can get rid of
with your trinket, but only once. Also, your fear is less useful because of Fear
Ward – the class ability given to all Priests. Wear down their mana as much as
possible and limit their restoration of health as best you can. The fight here is
less about their HP and more about their Mana. When it goes down, so do they.
Attack Sequence
1. Shadow Ward to start – reset it whenever it expires
2. Amplify Curse followed by Curse of Agony
3. Deploy your pet
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4. Use Spell Lock if they use a long cast time spell.
5. Unstable Affliction
6. Run out of melee range to avoid Psychic Scream
7. Corruption
8. Siphon Life
9. Fear – they will probably get rid of it, but it gains you some time.
10. Shadow Bolt
Their Attacks
1. It’s not really an attack so much, but watch out for their healing. Interrupt their heals as often as
possible with Death Coil, Fear, Spell Lock, and Howl of Terror.
2. Power Word:Shield and Renew – These will block you out so they can heal. Use Devour Magic to
get rid of them and continue attacking.
Finishing them Off
1. Unstable Affliction
2. Fear
3. Shadowburn – Use this only when their health gets low so you don’t waste a soul shard
This is a hard fight for Warlocks, but if you can knock down their mana and be careful it is not an
impossible fight by any means.
Rogue
Fighting a Rogue is a tough task no matter who you are – they are considered among the top PvPers in
the game for a few different reasons – they’re use of stealth, combos, stun locks, and poisons. They can
deal huge burst damage and if they are really good, you won’t even land a hit
on them. Throw in their numerous ways of getting around your own attacks
and defenses and there isn’t much you can do against them but try to survive.
Your goal then is to outlast their opening moves and then fight them on your
terms. You will want to use fear as much as possible, along with your stable of
DoTs, heavy attacks, and try to end the fight as quickly as you can. You should
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always have soul link up if it is available to you and curse of exhaustion can be incredibly helpful to help
slow them down and keep them from running circles around you.
Attack Sequence
1. Start with Paranoia to detect their stealth
2. Curse of Exhaustion stops them from running away and pulls them from stealth
3. Corruption
4. Siphon Life
5. Death Coil as soon as you are in melee range
6. Unstable Affliction
7. Fear – They can break fear one time with their trinket, but that is it, so after that initial break,
they are open to it as many times as you can cast it.
Their Attacks
1. Rogues will use an opening move of some sort and then attempt to stunlock you to death – your
best hope to stop this is to interrupt their stealth from the start of the fight. If they land it, just
try to survive and then start your own attack sequence.
2. Cloak of Shadows – This will remove debuffs and then allow them to use Vanish and reopen on
you. If this happens use Death Coil when you are stunlocked so that you have some time to heal.
Finishing them Off
1. Amplify Curse and Curse of Agony – Do this while you run away
2. Corruption
3. Siphon Life
4. Shadowburn – Only use this when they are low on health so as not to waste a Soul Shard.
Their goal is to remain in Melee range as much as possible. Your goal is to stop them from doing so. Use
Curse of Exhaustion often and slow them down while loading up DoTs to keep them out of stealth.
Shaman
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When fighting a Shaman, you are really fighting their totems. If you can defeat the numerous instant
heals, nukes, and dispels they have, you can stand a chance. Your
key here is to use Fear often, but only after getting rid of their
totems, especially the Grounding Totem they will always have on
the field. Knock out Totems the minute you see them and then drop
Immolate and Corruption on them followed by fear to start draining
their health. Other things to look out for are Earth Shocks and
shields. Always be wary of Shamans and hidden totems they may
have too.
Attack Sequence
1. Deploy your pet and set them to work destroying totems – grounding and tremor totems take
priority
2. Amplify Curse and Curse of Agony
3. Corruption
4. Siphon Life
5. Fear
6. Unstable Corruption
7. Immolate
Their Attacks
1. They will respond by using Earth Shock to interrupt your fear attacks. Always follow this with
Death Coil and Unstable Affliction to tag them back. Other attacks can be ignored or negated if
you follow your attack plan.
Finishing them Off
1. Shadow Bolt
2. Fear
3. Shadow Bolt
4. Shadowburn – Use this only when they are about to die to salvage your soul shard.
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Destroy totems when they hit the ground and save your spell lock for when they try to heal and you
should do alright.
Warlock
A Warlock versus Warlock fight is always an interesting face off. Usually, the
winner here is the player with the better strategy and ability to manage
their mana usage. Always start with your Felhunter out and start casting
early and often. You should get silence or debuffs onto your opponent
before they can hit you to get a headstart – often the only difference in a
fight like this. They will banish your pet (as you should theirs) but get a Curse
of Tongues on them in here to slow casting. Watch out for spell lock with
their Felhunter and try to trick them into locking your fire spell. Stack them
up as usual and if they try to cast a shadow spell of their own, spell lock them. Prepare to be feared as
well – have your necessary trinket on hand and try to outlast them.
Attack Sequence
1. Shadow Ward – This will weaken their shadow damage
2. Amplify Curse and Curse of Agony
3. Deploy your Felhunter and use Spell Lock if they cast anything in the Shadow Tree
4. Banish their pet – Felhunters can resist this at times, so beware they might remain in the fight.
5. Corruption
6. Siphon Life
7. Fear – If they break fear, continue as planned and use it again.
Their Attacks
1. Death Coil – When they use Death Coil, followed by Fear, use your Shadow Ward to absorb the
damage and follow with Devour Magic to remove Fear effects. Use your trinket a second time.
2. Otherwise, try to avoid their DoTs as you would use them the same.
Finishing them Off
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1. Unstable Affliction
2. Immolate
3. Drain Life
4. Refresh your DoTs
5. Shadowburn – Only use this when their health gets low to save your soul shard.
You’re not going to win this fight in a shootout – simply try to outlast them and use your healing abilities
such as Death Coil, Healthstones, Siphon Life, and Drain Life effectively to stay alive and wear them
down.
Warrior
When you fight a warrior, you must change a bit of how you fight. First, the Felhunter must be benched
– they don’t do much good against melee opponents. Also, fear is
largely useless as Warriors can break it relatively easily. Your Curses and
DoTs are good and with Soul Like (if you have it), you can stay alive a
little longer. DoTs keep them in combat so they cannot use an opener
and if you can stay at range you will stand a chance of not dying too
quickly. Warriors can kill a Warlock in about 3 seconds if they get close,
so you must really stay away – your Succubus is a good addition here
with Seduce. Watch out for Undead Warriors though as they are
immune.
Attack Sequence
1. Amplify Curse and Curse of Agony – Use these quickly before they can get into charge range to
stop them from landing that opening blow and getting into melee.
2. Deploy your pet
3. Immolate – Do this before they can use Intercept to keep them away from you.
4. Corruption – Use this while running away
5. Siphon Life
6. Unstable Affliction
Their Attacks
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1. Intercept – They will use this to stun you, followed by Hamstring to keep you nearby and kill
you. Use your Death Coil if they land it and then follow it up with Curse of Exhaustion to keep
them as far away from you as possible. If they land Intercept before Death Coil, you will
probably die.
Finishing them Off
1. Refresh your DoTs as they expire and keep running away
2. Shadowburn – Use this when their life gets low
Warriors can be easy kills if you keep them at range, but if they close into melee, you’re usually dead.
Keep this in mind and you might stand a chance against most Warriors you face.
Warrior
Warriors will vary in how you fight depending greatly in what your opponent’s class is largely because
they will change their approach to you dramatically. Because Warriors have the most health and the
highest armor of any class in the game, many players get lulled into a false sense of security in thinking
they can survive initial onrushes but that is not the case with casting or ranged opponents. No matter
who you are fighting, your goal will always be to close the gap between you and them as quickly as
possible and start dealing melee damage. When you manage to open up a 3 second window in which
you can unload on them, you can guarantee that you will almost always win the fight.
Of course, their goal as your opponent is to never allow this to happen. To optimize your chances, you
will almost always be in Berserker Stance – if you are not properly specced for this, prepare to do some
alterations. Your shouts are incredibly valuable here as well and you will quickly learn to use Disarm on
fellow Melee opponents. Intercept and Hamstring are primary attacks against any opponent, especially
those that are ranged and Pummel or Shield Bash will interrupt casters many times.
Talent Spec
For the most part, the best talent spec for a PvP Warrior is the Arms/Fury Hybrid because of the Mortal
Strike you gain at the end of the Arms tree. You will have three choices for your specialization here –
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poleaxes, maces, or swords. Remember that the mace proc that existed for a long time has been nerfed
so there is no real major difference between your choices except for the weapon you get.
Arms - 58 Fury - 13 Protection - 0
Deflection 5/5 Cruelty 5/5
Improved Charge 2/2 Unbridled Wrath 5/5
Iron Will 3/3 Blood Craze 3/3
Tactical Mastery 3/3
Improved Overpower 2/2
Anger Management 1/1
Impale 2/2
Deep Wounds 3/3
Two Handed Weapon
Specialization 3/3
Taste for Blood 3/3
Sweeping Strikes 1/1
Sword Specialization 5/5
Improved Hamstring 3/3
Trauma 2/2
Second Wind 2/2
Mortal Strike 1/1
Strength of Arms 2/2
Improved Mortal Strikes 3/3
Sudden Death 3/3
Endless Rage 1/1
Blood Frenzy 2/2
Wrecking Crew 5/5
Bladestorm 1/1
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Strengths and Weaknesses
Your greatest strength is your enhanced stamina pool and your ability to deal massive burst damage
very quickly and often. You can crowd control multiple opponents and with more than one AoE attack,
you are a very powerful foe in Battlegrounds and Arena PvP.
On the flip side, your limited movement and range makes it hard to combat ranged fighters and can be
very frustrating if they are skilled at kiting. You have almost no ranged damage ability and your moves to
close that range can be countered by a skilled opponent, rendering you almost completely impotent in
battle.
Your Gear
For a Warrior, the clear and obvious most important gear is the weapon you carry – the piece that deals
the most possible damage. For the most part, the slower the weapon you get the higher its damage
output, making it important to get a slow weapon – ideally one that is at least 3.4 or slower when 2
handed. You will also want to look for the highest possible top end for your damage to max out your
critical hits. The stats that come with two handed weapons are some of the most useful out there, but
you should make sure they are actually the right stats for your situation first. The stats section earlier in
this guide will give you an idea of what kind of stats you should be looking for.
For Arms Warriors, you are going to have even more decisions to make as well as you have three
specializations to choose from – poleaxes, swords, and maces. At one time, the Mace spec was the best
because it offered a proc that stunned the enemy. That proc has been nerfed, making the mace spec
just as good as the other two. For that reason, pick up the one that is the best possible damage dealer of
the three with the best stats. You can always change your talent allocation if you find a better sword
later when you are specced for poleaxes. For the rest of your gear, the answer is pretty simple – boost
your basic Warrior stats with Resilience and Stamina to make a well rounded PvP fighter.
Death Knights
Facing off against a Death Knight starts with understanding that at their core, they are still just a melee
class so it shouldn’t be too much tougher than any other melee class. However, unlike those other
melee classes, Death Knights have a few tricks up their sleeves that you need to be ready for, including
Death Grip, a pet in the form of their ghoul, and a boat load of anti-magic spells. While the latter won’t
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affect a Warrior all that much, a Death Knight can also pump out the DPS in close range, so you’d better
be ready for whatever they dish out.
To start combat, most Death Knights will use Death Grip to stop you from using Charge and getting your
stun in. They might also start with Chains of Ice to slow you and keep you from closing distance until
they get you with a few ranged attacks and diseases. You should use Demoralizing Shout before they get
off their Strangulate spell and make sure to keep from getting snared. Mortal Strike should be used
repeatedly as well while you watch out for whatever kind of presence they activate for the fight.
For the most part, you can use your normal strategy. Make sure to keep the fight short and use things
like Flurry and Berserk because you are going up against a Plate wearing class that can heal itself while
dealing you DoTs. You have the bigger bite, but you need to get it in faster.
Druids
Druids will attack you in a number of different ways and you must respond to them in the same manner.
If they attack you like a mage, treat them like one, but if they go into
melee, do so yourself and start attacking. Faerie Fire is a big one to
watch out for in their casting form – use Pummel right away if they try to
use it. If they remain in Feral form and close to melee, use Disarm and
start bashing them with your powerful attacks. Against Bear Form
Druids, use Sunder Armor and against Cat Form Druids, use stun. They
have lower health than other melee classes, so you can deal some hefty
damage pretty quickly. Try to keep your Nature Resistance high as well if
you know you will be facing Druids in PvP – this will help reduce the
damage you take significantly.
Attack Sequence
1. Charge – This only works if they don’t cast first. If they use Moonfire or something similar,
switch to Berserker stance and Use intercept instead.
2. Hamstring – Use this repeatedly – they will use their shapeshifts to get out of it, but you can use
up their mana and waste their time by doing so.
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3. Demoralizing Shout – Only against Feral Druids
4. Go to Berserker Stance and use Death Wish to break fear and become immune for 30 seconds
5. Mortal Strike
Their Attacks
1. Entangling Roots – You can remove this with your Trinket. The second time, use intimidating
shout – after that the attack will be much weaker.
2. Bash – They will stun you with this –again your trinket helsp here. Use Pummel to interrupt their
heals.
3. Cyclone – Same as above.
Finishing them Off
1. Whirlwind
2. Mortal Strike
3. Whirlwind – Continue this pattern until they are low on health – duration will depend on what
form they are in.
4. Execute – Use this when they are close to death.
A Druid’s primary strategy is to heal and wear you down. Use Mortal Strike repeatedly and stun them
whenever they enter casting form to keep this from happening.
Hunter
A Hunter’s pet should be essentially ignored at all times. The pet is only useful to them when they are
using it for crowd control and since your goal is to get into melee,
it is a waste of time to even try and kill it. Use Intercept to get
close and Hamstring to keep them there. Stuns and Disarm are
very useful if you can get him to stay for a second and then
attack as hard as you can. You can hit the pet however if you are
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snared and need to build rage. Also, be sure to be in Berserker Stance so you can use Intercept often.
Attack Sequence
1. Charge – If they shoot you first, switch to shield and sword and rush in on them.
2. Piercing Howl – This will slow them by as much as 50% making the fight a bit easier.
3. Demoralizing Shout
4. Mortal Strike
5. Hamstring
6. Berserker Stance and Berserker Rage
Their Attacks
1. Freezing Trap – They will stand on this trap as you run toward them to freeze you and get back
to range. Switch into Berserker and use Intercept right away to continue and close the gap.
2. Scatter Shot – They will use this the next time you enter melee to get away. Use Intimidating
Shout to fear them for 8 seconds and get back into melee again.
3. Wing Clip – If they use this to get away again, use your trinket and then follow with Piercing
Howl.
Finishing them Off
1. Whirlwind
2. Mortal Strike – continue using these two in succession until they are near death.
3. Execute – Finish them off when they go low on health with this move.
Hunters are only a problem while they are far away. Your only goal should be to get into melee range
and hit them then. If you can do that, they have no defenses. You will
need to mitigate ranged damage as much as possible though to keep
from dying early.
Mage
Mages are easy on paper because you use the same basic idea over and
over again. Use your Pummel as the basic response to their casting and
then use Intercept when they run to stop them from using Blink.
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Hamstring will keep them in place while you hit them and with Recklessness on you can make sure to
land some seriously powerful blows. If you can outlast a Mage’s mana pool, you will win the fight. Keep
in mind that they will likely have their Mana Shield up, so HP is not necessarily a telling sign against a
Mage.
Attack Sequence
1. Charge
2. Hamstring
3. Berserker Stance and Berserker Rage
4. Death Wish – Blocks fear and makes you immune for 30 seconds.
5. Mortal Strike
Their Attacks
1. Frost Nova – They will use this immediately when you hit melee range and then Polymorph you
to get back to their own range. Use your trinket to remove the effects and when you can
interrupt Polymorph.
2. Blink – They will use Blink as soon as Pummel wears off to get away. Use Intercept to close the
gap again.
Finishing them Off
1. Whirlwind
2. Mortal Strike
3. Intimidating Shout – Use this to interrupt their Frost Nova cast if they use it.
4. Whirlwind
5. Execute
Though it is not included above, it is assumed that you will use Pummel repeatedly to interrupt their
casting and keep them from hitting you with major nukes. They have powerful spells that you cannot
really block but can keep them from getting off. If you are facing an Ice Mage, they may be even tougher
with Frostbite and Ice Block in hand. Bandage right away if they use Ice Block and try to deal as much
damage as possible when in melee range.
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Paladin
Warriors have the hardest time against Paladins for a few reasons. They are basically a cross between
melee and casting with the heaviest armor in the game and the
ability to heal at will. You should be using disarm while they are in
melee range and Pummel when they try to cast on you. Hamstring
should be a regular member of your attack sequence as well to hold
them in place if they try to run and use Sunder Armor on their Plate
to weaken their defenses. They are hard to hit because of their
defenses and bubbles and they will heal to essentially give
themselves a second and third life so you need to be aware of what
you are dealing with early on and except a long, drawn out fight. If
you can outlast their mana, you can stand a chance.
Attack Sequence
1. Charge – They cannot really counter this so make sure to get it off.
2. Hamstring
3. Demoralizing Shout – Keep this up as often as possible to reduce their Attack Power.
4. Go to Berserker Stance and use Berserker Rage
5. Death Wish
6. Mortal Strike
Their Attacks
1. Hammer of Justice – This is a popular leading move for Paladins. Use your trinket to counter it
and continue.
2. Blessing of Freedom – They will use this to remove your snares and become immune to
additional snares you might cast. Continue if they do as normal and recast.
3. Divine Shield – This is the big bubble you must look out for. You cannot really stop it, so just heal
yourself when they cast it with bandages and if your health is still high try to interrupt it and
continue attacking.
Finishing them Off
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1. Whirlwind – Get back to range for Intercept here
2. Intercept – If they use their trinket to remove the stun here, continue as planned.
3. Mortal Strike
4. Whirlwind
5. Execute – Only when their health is low.
Paladins are hard but predictable. They will use their heals to stay alive and then slowly wear you down.
Use Pummel as often as you can to interrupt heals and then repeat with Mortal Strike to keep your
debuff up on them. If they cast Repentance on you, make sure to use Berserker Rage to remove the
effect.
Priest
Priests are pure casters, so you will want to stick with Pummel and then use Mortal Strike in between. If
they use fear on you, cast Berserker Rage and counter it quickly to return
to the fight. Hamstring is your best bet to slow them from running while
Intercept will bring them back. If you can cast Pummel and Disarm while
in melee, you will have all the time you need to land a few heavy blows
and end the fight.
Attack Sequence
1. Charge – If they use Instant Casts to block this, use Intercept
instead and continue.
2. Death Wish – Used to block fear, keep it on at all times.
3. Hamstring
4. Berserker Stance
5. Mortal Strike
6. Whirlwind
Their Attacks
1. Psychic Scream – This is pretty much useless against you because of your Death Wish and
Berserker Rage, so the only thing you need to do is move in and kill them.
Finishing them Off
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1. Intercept from distance
2. Mortal Trike
3. Whirlwind
4. Execute
Fighting a Priest with a Warrior should be a breeze. They will attempt to heal often, but with Pummel in
hand and Mortal Strike on your bar, you can keep them from doing pretty much anything you don’t
want them to do and move in for the kill at your leisure.
Rogue
You are going to want to work to disarm a Rogue as quickly as possible and keep them from running
away from you. Hit them with Hamstring early and make sure to use Overpower on them to get past
their consistent dodging. Don’t let them get far away where they can use
Vanish and always have some Free Action Potions on hand if they stunlock
you. Thunderclap is another good option not listed below against Rogues as it
will break their stealth. Usually, a few hits will take care of a Rogue with ease
though.
Attack Sequence
1. Start in Defensive Stance to keep them from doing too much damage
early with their opener and combos
2. Demoralizing Shout – Only use this when they are visible and you are
unlocked.
3. Piercing Howl
4. Berserker Stance
5. Death Wish
6. Mortal Strike
Their Attacks
1. Evasion – They will use this to dodge your attacks for up to 15 seconds. You can remove
Crippling Poison with your PvP trinket and get away in this time and then recast Piercing Howl to
keep them from dropping combat and restealthing.
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2. Vanish – They will vanish from your hamstring and reopen with this. Use Piercing Howl to keep it
from happening.
3. Gouge – This will stun you and give them time to restealth. Use Berserker Rage to remove the
effect and follow up with Intercept
Finishing them off
1. Hamstring
2. Whirlwind
3. Mortal Strike
4. Whirlwind
5. Execute – Only use this when their health gets low
Throughout the fight, the Rogue will use Cloak of Shadows and Vanish to get back into stealth so they
can reopen. Bandage when they do this and try to outlast their attacks. If you can do this and get back
into melee where you can attack, you can stand a chance.
Shaman
Shamans have one thing to deal with and that is their totems. You will need to be carefully attuned to
the totems as they set them down – make sure to destroy them as
soon as they hit the ground and regardless of which totems they are
using, knock them down. Use Disarm, Pummel, Mortal Strike, and
Execute at will and most of all just be patient. Shamans can heal and
are very survivable so wait them out and hit them when you can.
Attack Sequence
1. Charge – If they have Grounding Totem down, you cannot do
this. Just attack manually after that.
2. Piercing Howl
3. Demoralizing Shout – refresh constantly
4. Go into Berserker Stance and use Hamstring
5. Berserker Rage
6. Death Wish
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7. Mortal Strike
8. Whirlwind
Their Attacks
1. Nature’s Swiftness – They will use this to heal when they are low on health – keep your Mortal
Strike active to counter as much as you can of it.
Finishing them Off
1. Run away from the Shaman to get into Intercept Range
2. Intercept
3. Mortal Strike
4. Whirlwind
5. Execute
A Shaman will try to heal as much as possible so use Pummel at will to
interrupt their casts and make sure to keep Mortal Strike active if they get
one through. Intimidating Shout is another good cast to keep active as it will
also continue to interrupt.
Warlock
Warlocks will use Fear on you repeatedly regardless of your Death Wish, so
use Pummel to counteract it and Berserker Rage when they land it. Ignore
their pet for the most part as it is usually not very useful. Otherwise, approach
them as normal casters and use Pummel as much as possible to wear down
their mana. If they do manage to cause you trouble with their pet, use Intimidating shout on it to
remove it from battle for a few seconds.
Attack Sequence
1. Charge – They can usually hit you first because of their long range spells – If they do, switch to
Berserker and use Intercept
2. Death Wish
3. Hamstring
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4. Sweeping Strikes
5. Mortal Strike
6. Berserker Stance (if not already in it)
7. Whirlwind
8. Mortal Strike
Their Attacks
1. Death Coil – They will usually use this as soon as you get into melee range. It cannot be blocked
by Death Wish so you will just have to reengage after it happens with Intercept
2. Fear – If Death Wish fades, they will use fear. If they land fear, make sure to use Berserker Rage
quickly to break fear.
Finishing them Off
1. Whirlwind
2. Mortal Strike
3. Execute
When the Warlock casts Death Coil the first time, they will become pretty much defenseless against you
so you should start unloading damage as will.
Warrior
When you fight another Warrior, the winner is usually a combination of who has better gear and who is
smarter in battle. Disarming will be tossed back and forth a lot (make
sure to use Disarm as often as possible yourself) and make sure to keep
your stamina and strength high if you know you will be fighting a fellow
warrior ahead of time. Also, start with disarm and use your stuns as
often as possible – because you are going to be in melee range anyways,
don’t waste time on attacks like Hamstring, but fight smart and
carefully. If you make a mistake it can mean big damage for you.
Attack Sequence
1. Charge – Whoever uses charge first will get this in; if it’s not you, just turn on auto attack
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2. Death Wish
3. Demoralizing Shout
4. Hamstring – keep this applied
5. Berserker Stance
6. Berserker Rage
7. Mortal Strike
8. Whirlwind
Their Attacks
1. Your own Attacks – At level 70, you are pretty much fighting yourself, so know your attacks well
and think about what you might do in any given situation. This is like the end game of a chess
match – either of you can make the same moves, but who makes them best will win.
Finishing them Off
1. Back out of Range and use Intercept
2. Mortal Strike
3. Whirlwind
4. Execute
These battles are usually very short and come down to the best strategy (and when disparate, the best
gear). Keep your demoralizing shout and hamstring up and you should be able to stand a good chance in
this battle most of the time.
Druids
Druids are incredibly versatile in PvP because of their multiple forms and ability to quickly transition
between them. Even in losing battles, you can give your opponents enough headaches to frustrate them
or even turn the tables if well played enough. Because of that versatility, you will find that Druids are
good in almost every situation.
Your ability to shapeshift between different forms makes you essentially immune to Polymorph,
Entangled Roots, and Frost Nova and as a Tauren Druid, you also have War Stomp to add to your
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repertoire as a crowd control ability. Your own Entangling Roots ability will be used often against any
casting classes and melee classes while the speed of your cat form will be vital to get away from
enemies or to kite them for long range while casting your own DoTs. Other good attacks for Druids
include Nature’s Grasp for holding Melee classes in place. While Feral Druids will choose between their
bear and cat form in a fight and switch often, Balance Druids will stay in Moonkin form against almost
every class to continue casting.
Healing is the final part of the Druid’s balanced attack and will be used even without speccing for it. You
will want to heal early and often, even more so if you are fighting a melee class. Don’t waste any heals
but don’t drop too low either.
Talent Spec
Choosing the “best” talent spec for Druids in PvP is hard because there truly are a few different options.
He two major choices are Balanced or Feral – casting or melee. This particular guide will go with the
numbers as about 70% of PvP Druids use the Feral build because of its versatility but don’t be put off of
the Balanced Druid as a casting Druid is a very powerful opponent.
Balance Feral Restoration
Nature’s Grasp 1/1 Ferocity 5/5 Furor 5/5
Feral Aggression 5/5 Naturalist 5/5
Savage Fury 2/2 Natural Shapeshifter 3/3
Survival Instincts 1/1 Omen of Clarity 1/1
Sharpened Claws 3/3 Master Shapeshifter 2/2
Shredding Attacks 2/2
Predatory Strikes 3/3
Primal Fury 2/2
Primal Precision 2/2
Faerie Fire 1/1
Heart of the Wild 5/5
Survival of the Fittest 3/3
Primal Tenacity 3/3
Leader of the Pack 1/1
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Improved Leader of the Pack 2/2
Predatory Instincts 5/5
Mangle 1/1
Improved Mangle 3/3
Rend and Tear 5/5
Berserk 1/1
Strengths and Weaknesses
It is almost impossible to crowd control a Druid because of their shapeshifting abilities and with healing,
stealth, and high armor combined, they are very hard to kill as well.
On the flip side, Druids are susceptible to fear (watch out for Hunters when in beast form) and do not
heal very quickly. Additionally, with slow casts, any class with solid interrupts stands a greater chance of
defeating them.
Your Gear
Because there are three distinctly different types of Druids and countless different mediums in between,
you have plenty of options as to how you will build your Druid’s gear depending on their spec. Feral
Druids should focus on stats from weapons and stats alone as they will not actually use the weapons you
give them; however there are some specific Druid weapons that will add damage output to your stats,
so look out for those. Additionally, you should look for item slots to boost stats such as strength, agility,
resilience and stamina for Feral Druids and spell power, healing, and spell crit for Balance and Resto
Druids.
Death Knights
You should stick with your bear form throughout the fight because it will help to mitigate much of the
physical damage output. Your damage output will fall as a result and they will probably stay at a
distance and hit with attacks like Icy Touch and Death Coil to keep their attacks from getting blocked by
your higher armor in bear form. You need to be able to land your snares when it is time to heal as well.
Nature’s Grasp is vital and Cyclone will be used to stop them from striking. However, make sure they
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have already used Mind Freeze (waste a spell to get them to use this), so that you are not blocked from
casting when you need a heal.
Some DKs will also be Unholy specced with Anti-Magic Shell, so you need to be sure to watch for this –
they can use it at inopportune times to get out of your debuffs and snares and hit back rather hard.
Most fights between Druids and DKs will be races between cooldowns in which you need to be sure you
have your attacks up when they do not.
Keep in mind as well that if you are well trained with your cat form, you should use it at your own risk to
hit for higher damage and attempt a stun defeat of your enemy. This is harder, but if you can pull it off,
it is hard for them to counter.
Druids
Your talent spec and your opponent’s talent spec will largely decide exactly how this fight is fought. For
the most part, Restoration and Balance Druids are very similar in how they fight (and Resto Druids are
almost never found in PvP) while Hybrids and Feral Druids will vary greatly
in how they approach each fight. Casting Druids should be worn down in
mana so that you can outlast them. If you can interrupt their casts and
snare them repeatedly, you can do well against them. Against Feral
Druids, you will do the exactly opposite – staying as far away as possible
and attacking when they least expect it in cat form with stealth or in
casting form with your spells.
Attack Sequence
1. Start stealthed in cat form
2. Pounce
3. Mangle
4. Switch to Caster and use Faerie Fire
5. Return to Cat and use Shred twice
6. Rip – You should already have four or five combo points on your opponent at this point and this
should put a hefty debuff on them to top it off
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7. Back in caster form, heal with rejuvenation
8. Switch to Bear form
9. Enrage
10. Mangle – Repeat this whenever the timer is up.
11. Lacerate
12. Bash (when they are in healing form)
This fight will go on for a long time. The list above is just a common attack sequence to help you out in
the fight. For most fights between Druids, the goal is to outlast their Mana, so attack when you can and
be conservative. Expect a long fight between the two of you.
Hunter
You want the pet out of your way quickly, so use Hibernate or Root on them to knock them out of your
way. If they have high Nature resist, these spells may not work on
them at all. Use Barkskin if this is the case and ignore the pet as
much as possible. You will want to get into the dead zone on the
hunter of about 5-8 yards and attack them. The strategy below
outlines fighting them in Feral form, but keep in mind that this is
relatively risky because of their fear beast ability. If you can beat
their mana pool, you can usually beat them as they will lose almost
all DPS when they lose mana.
Attack Sequence
1. In Cat Form, use Pounce – If they have a freezing trap at their feet, you will be frozen here for 12
seconds. Switch to the Caster form immediately if this happens.
2. Mangle
3. Faerie Fire
4. Shred
5. Shred
6. Rip
7. In Caster form, close the gap to 5-8 yards and cast Rejuvenation
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8. Abolish Poison
9. Bark Skin
Their Attacks
1. If the hunter manages to get back to ranged fighting position at any time, use entangling roots
on them to hold them in place, followed by Nature’s Grasp.
Finishing them off
1. Switch into Bear Form and use Feral Charge if they get more than 8 yards away.
2. Mangle
3. Bash
4. Mangle – use this repeatedly until they are low on health
5. Lacerate –Use this to finish them off.
Use Frenzied Regeneration to gain some health back if you find yourself really low but close to victory.
Mage
Fighting a Mage is best started in cat form so you can stealth them, but if they catch you first, it can be a
good idea to start in a different form so that you can break their polymorph
when they cast it. They will also counterspell you often, so that if you use
your heals they block it. Use Starfire to counter that if you can. For the most
part, healing shouldn’t matter until you get rather far into the fight – you
simply want to deal damage fast and heavy in cat form.
Attack Sequence
1. In Cat Form, cast Ravage – if they use Blink to get out of Melee range,
use Dash to get back in.
2. Faerie Fire
3. Mangle
4. Shred – Use this twice
5. Maim
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6. In Caster Form, cast Healing Touch – only if the Mage is stunned by Maim to ensure they don’t
Counterspell you.
7. Entangling Roots
Their Attacks
1. Frost Armor – When you attack, they will attempt to snare you with this. Switch to Caster form
and use Entangling roots in this case and if they have already used up their Blink, they are stuck.
2. Frost Nova – Switch forms to break out of this and pretty much any other snare they throw at
you.
Finishing them Off
1. Back in Cat Form, use Mangle
2. Shred – Use this twice
3. Ferocious Bite
If they manage to land any heavy damage causing spells on you, you will need to switch into casting
form to heal. However, counterspell can be a problem here, so try to snare them first. Never use Heal
over Times or they will take your spell.
Paladin
This is a tough fight and a battle to see if they can heal and regenerate mana faster than you can hit
them. Use Moonfire, Faerie Fire and Dire Bear form to beat them
down quickly and because their DPS is lower than other melee
classes, you can usually kite them in cat form and build combo points
with your basic attacks.
Attack Sequence
1. In Cat Form, start with Pounce
2. Mangle
3. Faerie Fire – Keep this applied throughout the fight
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4. Shred – Use this twice
5. Rip
6. Mangle
7. Shred –Use this three times
8. Maim
Their Attacks
1. Divine Shield – This will be used when they get low on health to regenerate through healing and
essentially restart their health. If you stick to fast damage dealing, this becomes pointless in
time.
Finishing them Off
1. Caster Form
2. Regrowth
3. Rejuvenation
4. Switch back to Cat Form and repeat your Mangle, Shred, Maim combo until they die
It will take a lot of time to kill a Paladin because they can heal a bunch and have a lot of armor. If you
can run them out of mana first, it is actually a slightly easier fight, so make that your goal.
Priest
Priests can pretty much heal faster than you can hurt them, so this fight
becomes something of a time consumer. You will really want to start
outlasting their mana and maintain high DPS throughout the fight
without using your own mana to be effective. Never get too low on
health yourself lest you get feared and silenced to death. Also, remove
Vampiric Embrace and use Healing Touch instead of any HoTs you have
as they can be dispelled. Feral Form is immune to Mana Burn, so it is
your form of choice for now and the more you can interrupt them, the
better you will perform.
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Attack Sequence
1. In stealthed cat form, start with Ravage
2. Faerie Fire
3. Mangle
4. Shred – Do this twice
5. Maim
6. Switch to caster and use Healing Touch
7. Rejuvenation
Their Attacks
1. Psychic Scream – They will try to use this right away if they can. Wait for it to fade away and
then return to your attack sequence
2. Silence – Shadow Priests can wallop you with this, so don’t let your health get low to where this
can kill you.
Finishing them Off
1. Switch to Dire Bear Form
2. Mangle
3. Lacerate as soon as you have the rage you need
4. Frenzied Regeneration if you get low on health and have no options
5. Bash – if low on health and have not used Frenzied Regeneration
6. Healing Touch in Caster form – if you have no other healing options
7. Rejuvenation
8. Cat form and then return to the Mangle, Shred, Maim combo until they are dead
This is a tossup fight. If the Priest is good with mana and you have to wear down their pool first, it can
take 20 minutes to beat them, but you will beat them. Just be patient and wait them out.
Rogue
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Rogues usually get the first hit in because their stealth is better than yours, so you will want to start in
Dire Bear Form and try to outlast them. Use your roots and stuns and time your heals well so that you
stand a chance in this fight. Stop them from vanishing and healing on you at
any given point in time and when you can, use a claw attack on them before
they start fighting to block their openers. If you can mess up their timers as
well, you can be more effective. Finally, don’t run too far as they can start
hitting you with their throwing weapons and interrupt your heals and then
spring back to you in a split second.
Attack Sequence
1. In Dire Bear Form, cast Faerie Fire to block their stealth
2. Enrage
3. Demoralizing Shout
4. Mangle – repeat this whenever it cools down
5. Lacerate – Use this whenever it is available
6. Bash – Only for use at 50% health to surprise the Rogue
7. Switch to caster form away from the Rogue and cast Rejuvenation and Abolish Poison
Their Attacks
1. Stuns – They will try to stun you when you are in casting form. Use your trinket to break the
stun.
2. Cloak of Shadows – They will use this to remove debuffs and then use Vanish to restealth and
attack you. Stay in Dire Bear Form and use Demoralizing Roar to pull them from stealth.
3. Adrenaline Rush – Run back out of melee range if they use this.
Finishing them Off
1. Barkskin
2. Faerie Fire
3. Back in Bear Form, use Mangle
4. Lacerate
5. Frenzied Regenaration – only for use when you get low on health
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There isn’t anything complicated here, just a lot of repetition and careful timing. If you can combat the
Rogues combos and stay in Dire Bear form, you can catch them off guard and stand a chance of beating
them in combat.
Shaman
Shamans are hard to fight and harder to prepare for. They have a very
similar setup to you in that they can act as a healer, melee fighter and
ranged class all at once and that makes them very hard to combat. If
possible, watch them before you fight them to see how they attack and
what you can expect in combat. If you know their spec, it can be a huge
advantage. They do have a smaller mana pool than Druids do as well so
you can attempt to outlast it as best as possible and always try to knock out their totems with Moonfire
Rank 1. If they cast a shock, remember they are on the same timer so youc can be safe knowing another
one isn’t coming for a few seconds. Their range is a bit shorter than yours as well so you can get a little
further back and attack from there.
Attack Sequence
1. In Cat Form, use Pounce
2. Mangle
3. Faerie Fire – keep this up throughout battle
4. Shred – Use this twice
5. Maim
6. In Caster Form, use Healing Touch
7. Nature’s Grasp
8. Switch to Dire Bear Form
9. Feral Charge – interrupt their heals
10. Enrage
11. Mangle
12. Lacerate
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This is your best strategy against a Shaman because there is very little they can do against it. They may
try to kite you, but with less mana than you, you can just outlast their mana if they do and then strike.
Warlock
When fighting a Warlock, you have a few choices. First, you can simply outlast them if you are a Resto
Druid as you will have more mana than them – you can simply heal faster than
they deal DPS. In Feral form, you will have a tougher fight as they load you up with
DoTs, rendering your HP largely useless. Always try to stay about 70% health if you
can because of peak potential that Warlocks have and use your Decurse as often
as possible to counteract the Warlocks debuffs. Imps can be ignored and other
pets can be stopped with Nature’s Grasp and make sure to keep Regrowth and
Rejuvenation up with a Succubus.
Attack Sequence
1. In Cat Form, cast Ravage
2. Switch to caster and cast Faerie Fire
3. Decurse as needed throughout the fight.
4. Entangling Roots – Use this if they try to run at all.
5. Regrowth
6. Rejuvenation
7. Switch to Dire Bear and cast Feral Charge
8. Enrage
9. Mangle
10. Lacerate
11. Frenzied Regeneration – If you need to regain health
12. Bash – To stop the Warlock and heal in caster form if necessary
Their Attacks
1. Fear – They will fear you as soon as you are in Caster form. Use your trinket to break it in caster
form. If they cast again, wait for it to be over and cast Rejuvenation.
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2. Death Coil – They will use this after a Feral Charge most often to get back out of Melee. Go into
Caster and use Entangling Roots when it fades.
Finishing them Off
1. In Cat Form, use Mangle
2. Shred
3. Ferocious Bite
Warlocks have a lot of things you cannot counter immediately, so the fight can get a little tough. Heal
often and try to outlast their ability to fear you and their DoTs and you may be able to eke out a win.
Warrior
When fighting a warrior, you need to try and outlast them as long as possible in your Dire Bear form. If
you are A Balance Spec, you are going to want to keep your distance and
cast as much as you can without them getting into melee range – Starfire
and Wrath will be common casts. In Cat form, you can also do a ton of
damage, unloading bleed effects. Save bash for later as you will need to
heal at some point and make sure to keep Nature’s Grasp available to
create distance between you and them. They have Pummel, so don’t cast
anything unless you have that distance.
Attack Sequence
1. In Cat Form, cast Ravage, followed by Faerie Fire
2. Mangle
3. Shred – Use this Twice
4. Rip
5. Switch to Caster Form and move away
6. Barkskin
7. Rejuvenation
Their Attacks
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2. Intimidating Shout – They will use this when you are in caster form. If they do, use your trinket
to break it and try to get them locked or stunned.
3. Intercept – If they get into Melee range with this, use Barkskin, still available to you while
stunned.
Finishing them Off
1. Go into Dire Bear form
2. Enrage
3. Mangle
4. Demoralizing Roar
5. Mangle – Repeat at every cooldown
6. Lacerate
7. Frenzied Regeneration – Use this whenever your health gets low or use Bash with Regrowth and
Rejuvenation.
This will likely be yet another long fight for Druids, but if you heal regularly and hit the warrior often
with your Mangle, Lacerate combo, you can win eventually. Keep them in place, keep your distance
when casting, and hit hard.
Hunters
In PvP, Hunters are among the best against most classes due to their wide array of ability and strengths
in keeping foes away from them. They have their weaknesses though, mainly their complete lack of any
melee attack abilities and their inability to mitigate damage if they get stuck in Melee. See how long
your Hunter lasts when they get dropped beside a Warrior.
But with the ability to set traps and block paths to the Hunter and to constantly interrupt and break
aggros against casting classes and Rogues with Feign Death and Disengage, Hunters add a whole lot to
their already very impressive stable of damage dealing abilities.
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Talent Build
For Hunters, the best talent build is one that combines Marksmanship and Survival. You want to ensure
the most possible DPS in every fight, but you also want to maximize your traps and your ability to get
away when needed as provided in Survival.
Beast Mastery - 14 Marksmanship - 53 Survival – 3
Improved Aspect of the Hawk
5/5
Focused Aim 3/3 Hawk Eye 3/3
Endurance Training 5/5 Lethal Shots 5/5
Thick Hide 3/3 Careful Aim 3/3
Aspect Mastery 1/1 Improved Hunter’s Mark 3/3
Mortal Shots 5/5
Improved Arcane Shot 3/3
Aimed Shot 1/1
Rapid Killing 2/2
Improved Stings 3/3
Readiness 1/1
Combat Experience 2/2
Ranged Weapon Specialization
5/5
Trueshot Aura 1/1
Master Marksman 5/5
Rapid Recuperation 2/2
Wild Quiver 3/3
Silencing Shot 1/1
Marked for Death 5/5
Chimera Shot 1/1
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Strengths and Weaknesses
Hunters can instantly cast damage from the longest range in the game (41 yards with talents) and
multiple abilities to handle crowd control, DoT, and mana draining shots. With multiple shots to ensure
constant DPS, they can take out most foes very quickly.
However, Hunters have nothing to counter with when they get dropped into melee range. If a Hunter
loses their ranged advantage, they quickly become a much weaker opponent and can be defeated
relatively easily.
Your Gear
For Hunters, your gear largely depends on your spec, but for the most part, Hunters should be focused
on maxing out their Stamina, Critical Strike Rating, Attack Power, and Resilience for PvP with the
constant focus that goes with Agility as the primary stat for ranged fighters. Your ranged weapon
selection is incredibly important as well, not just for stat boosts but for DPS. You should look for one
that is slower and that has the highest possible critical strike rate – especially for PvP. DPS over time is
not as important here as burst damage. Look for nothing faster than 2.9 for a ranged weapon. Your
melee weapon is only a stat booster – if you get into melee combat as a hunter, you will probably be
trying to do everything you can to get out of it, so don’t worry about your damage output.
Death Knights
Always start the fight with a frost trap at your feet. You will use the same basic shot rotation you use
against most opponents in this instance as kiting is still the best way to defeat a melee class character.
However, keep in mind that they have Death Grip, which can be as low as a 25 second cooldown or have
a 1 second stun proc if they get the glyph for it. You will need to make sure to keep out of this possibility
as much as possible or you could get hit hard in that 1 second as you disengage. They also have Icy
Chains which will slow your movement speed for 10 seconds and Icy Touch which will slow casting speed
on a revolving basis.
Your best strategy is to use crowd control on the ghoul and then try to stay as far away as possible. Your
max range is longer now in WotLK and can outmatch theirs, but you need to maintain it. You should use
Wing Clip and Disengage to get out of their attacks and always have your traps down. Use Concussive
Shot to slow their advance and Chimera Shot to disarm them right before they hit with Death Grip if you
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can. If you get gripped, make sure to use your Master’s Call (if BM specced) or your PvP trinket to get
out – the same goes for Chains of Ice. At first, a Death Knight seems a bit tougher to deal with when
kiting, but in general, a Hunter will always outmatch a melee class character if they are well played in
PvP.
Druids
A fight with a Druid is often long and rather gruesome and because they can continually heal
themselves, they can fight for a long time. They can also switch between forms quickly and are generally
considered on par with both Warriors and Rogues in combat style. You
must be patient, use your fears, and be quick to react to anything they do.
Attack Sequence
1. Drop a Freezing Trap at your feet
2. Send in your pet
3. Cast Hunter’s Mark
4. Viper Sting if they are in Caster form – they can remove the
debuff, but cast it anyways.
5. Multishot
6. Concussive Shote
7. Arcane Shot
8. Steady Shot
Their Attacks
1. Entangling Roots – They will use this to snare you and move away from your range. Use your
trinket to get away and continue attacking.
Finishing them Off
1. Multi-shot
2. Arcane Shot
3. Silencing Shot
4. Scatter Shot
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5. To finish them off, strafe around the trap and use multi-shot, Arcane Shot, and Silencing shot in
succession until they die.
Your goal here is to interrupt their heals often and to stay out of melee range and use your trinket or
feign death whenever they use or try to use Entangling Roots. It will be along fight, but you should be
able to win it with ease.
Hunter
Facing a hunter, you should strive to hit them as hard and as fast as possible because they will be trying
to do the same thing to you. If they have better gears and stats than you
they will usually have the upper hand, so you should expect, in a fight
with a Hunter for there to be a strong correlation between who wins
and who is the best prepared. Mana really shouldn’t matter in this fight
– only attacking fast and hard.
Attack Sequence
1. Freezing Trap – This will negate their pet’s impact if they send them in.
2. Viper Sting – Start draining their mana quickly – if they run out first, you can easily win.
3. Multi Shot
4. Concussive Shot
5. Bestial Wrath and Beast Within – For Beast Masters only, negates crowd control.
Their Attacks
1. They will seem to mimic you – get used to it as it will be pretty much the way this whole fight
and every Hunter v. Hunter fight goes down.
2. Rapid Fire – They will use this to boost ranged damage – move into melee to negate it.
Finishing them Off
1. Arcane Shot
2. Silencing Shot
3. Scatter Shot
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4. Multi Shot
5. Arcane Shot
6. Viper Sting
7. Multi Shot
8. Arcane Shot
9. Steady Shot
As you can see, this can be a long fight with lots of shots in it and a complex shot sequence. However,
you need to maintain this sequence if you want to ensure their mana is drained and that you can attack
them effectively without being trapped or hit hard.
Mage
For Hunters, Mages are usually a pretty easy fight. Your range is longer than theirs so you can keep your
distance and just unload damage on them, while they are forced to use long
casting times for longer attacks and leaving you more open to hit them.
They will probably sheep your pet but that doesn’t really matter – if they do
polymorph you, just have your pet continue to attack while you are waiting.
If they blink into closer range, pretty much use Scatter shot to interrupt
their movements and get back to a good range where you can strike at
them. Usually, once their defenses are down, a Mage will only last for a
couple of powerful hits.
Attack Sequence
1. Freezing Trap – Keeps them out of melee range
2. Deploy your pet
3. Hunter’s Mark
4. Silencing Shot – Silence them for three seconds and unleash damage after this hits.
5. Multi Shot
6. Arcane Shot
7. Steady Shot
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Their Attacks
1. Polymorph – They will use this to slow you and kill your pet. Use Scatter shot to confuse the
enemy and block them for 4 seconds. If they use it again, counter with Feign Death.
2. Blink – They will use this to close the range between you quickly – however your freezing trap if
it is set should grab them.
Finishing them Off
1. Arcane Shot
2. Multi Shot
3. Silencing Shot
4. Steady Shot
5. Arcane Shot
The mage should die relatively quickly if you do this method properly – if they are a pure Frost Mage,
they might still be alive and you will need to be more persistent. If they are using Ice Block in particular,
expect a longer fight. If they do manage to get Polymorph on you, make sure your pet is attacking them
to interrupt casts or they will kill you quickly.
Paladin
This is going to be a long and arduous fight, so be patient and learn not to waste your mana on anything
needless such as stings, traps, or your hunter’s mark. They will not really be able to kill you easily, but it
is still going to be rather hard to kill them. Use your kiting methods
well though and stay clear of traps and slows because they have
Blessing of Freedom and will block those attacks. Arcane Shot
should be used at will as well to dispel the Blessings and get your
attacks in. Viper Sting Rank 1 is also another good attack to
continually use as it will drain their mana (even though they will
probably cleanse it as well.
Attack Sequence
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1. Deploy your pet
2. Attach Aspect of the Viper – Don’t use any marks or traps though
3. Arcane Shot
4. Multi Shot
5. Silencing Shot
6. Arcane Shot – Strafe away from the enemy to put some distance between you and them.
7. Multi-shot
8. Arcane Shot
9. Multi-Shot
10. Silencing Shot
Their Attacks
1. They will probably not do much in response to your attacks as they will be busy trying to stay
alive and close into melee- keep them doing that and you should be good.
2. Divine Shield – If they get low on health, use a freezing trap and stop to drink. If they use Divine
Shield, run back to attack range and wait.
Finishing them Off
1. Rather than list it all out, just follow the same attack sequence above. Outlast their healing and
stay far away and you will win.
Priest
Priests have the survivability of Paladins but deal the kind of DPS that a Mage can be capable of at times,
making them hard to kill outright or to wait out. Their spec will have a
major impact on how you approach them though – if they are holy, they
are weaker but can last a long time thanks to heals. This means you will
wait out their Mana pool. If they are Shadow, they have higher DPS and
can regenerate mana, as well as fear you and cast shields. In this fight,
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your goal will be to keep a distance and stay ahead of their casting times with attacking bursts.
Attack Sequence
1. Freezing Trap
2. Deploy your Pet
3. Viper Sting – This won’t do much right away but if a fight goes on for a while, it can be effective.
4. Concussive Shot
5. Silencing Shot
6. Multi Shot
7. Arcane Shot
Their Attacks
1. Mana Burn – They will try to use this early to lower your mana. Use Feign Death, Silencing Shot,
and Scatter shot to keep them from casting this on you.
Finishing them Off
1. Arcane Shot – Draw them toward your freezing trap with this attack – when they trigger it attack
as much as you can before moving back out of range.
2. Set another Frost Trap and repeat the last step until they die.
This is another long fight, so just sit back and be patient, making sure to wait it out as you keep your
cooldowns up. They will try to overwhelm you in DPS if they are a Shadow spec, so just use your
interrupts as much as you can to overcome them.
Rogue
Rogues are a tough fight for every class, so don’t feel bad if you have a hard time here. They are
essentially a cross between the melee output of Warriors and the agility and speed
of Hunters. They will get up front and attack you easily so you need to make sure
and pay attention to them and never lose track of them or let them go into Stealth
unbidden. Use your Flare ability to break their stealth and traps to stop them from
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getting too close to you. Kite them normally if they activate a trap and use your Wingclip ability when
they get too close. Survival is still most important in this fight though, so focus on outlasting them and
not dying and deal damage when you have a chance and you should be alright.
Attack Sequence
1. Frost Trap – Don’t use Freezing Trap – Rogues can negate it with Cloak of Shadows
2. Hunter’s Mark – you can now see them even when they Stealth or Vanish
3. Flare – Stand on a flare and the Rogue cannot use Vanish to get an opener on you. You will have
negated their stealth abilities at this point.
4. Concussive Shot
5. Serpent Sting
Their Attacks
1. Evasion/Sprint – They will get to you quicker this way, but should not matter if you continue to
attack as normal and keep your traps up.
2. Cloak of Shadows – This will remove all debuffs and allow them to use Vanish to reopen. If they
do this, expect Cheap Shot and Shiv – use your trinket to break the snare and reply with a
Scatter shot to confuse them and get back to ranged fighting.
Finishing them Off
1. Frost Trap
2. Arcane Shot
3. Multi Shot
4. Scatter Shot
5. Scatter Shot again if they use blind on you – follow up with Deterance or Raptor Strike to get
away.
6. Silencing Shot
7. Arcane Shot
8. Multi-shot
9. Arcane Shot
10. Multi-shot
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As you can see, this will take a long time, so just continue laying in your shots and waiting for the fight to
be over with. You must truly anticipate your enemy’s moves if you want to be effective in this kind of
fight though, so be sure to prepare for anything they might do. Stay ahead and you will win.
Shaman
Shamans have a great deal of attacks and totem abilities, making them relatively tough to deal with as a
hunter. They cans melee, deal DPS from long range, and heal all together
no matter what their spec is and they are quite dangerous. They have
quick attacks and instant shots that are relatively powerful and they can
kite very effectively with Frostshock while using Earthshield to block
attacks and wearing Mail armor.
Attack Sequence
1. Frost Trap
2. Deploy your Pet
3. Hunter’s Mark
4. Concussive Shot
5. Viper Sting – Rank 1 – they will cleanse it so don’t waste your mana.
6. Multi-Shot
7. Arcane Shot – continue by strafing around the trap and firing to keep them at arm’s length.
8. Steady Shot
9. Steady Shot
10. Arcane Shot
Their Attacks
1. Frost Shock – They will use this attack to slow you down. Try to keep out of range, but if they
land it, use your trinket.
Finishing them Off
1. Multi Shot
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2. Arcane Shot
3. Viper Sting – continue using this three shot combo until they are dead.
Restoration Shamans will make for a long fight, so make sure you are careful with your mana in these
fights. Save Silencing Shot and Scatter Shot for Resto Shamans as well until they are about to heal and
are low on health. Your pet should be continually attacking totems and nothing else as well. The less
totems that are out, the better you will perform in the fight.
Warlock
Warlocks are tough in PvP, but Hunters have a few tools that make them particularly good against them.
Beast masters especially have an upper hand because they are immune to being
feared. Additionally, channeled spells can be stopped by your pet and DoT is
breakable with your fleeing abilities. The longer a fight with a Warlock takes
though, the less chance you have of winning it. You must be able to hit them fast
and hard to do any real damage. Ignore their minion because it is a waste of time
to fight and use as much burst damage as you can from far away.
Attack Sequence
1. Deploy Pet
2. Hunter’s Mark – stay away from the Warlock to keep them from fearing you or your pet right
away.
3. Silencing Shot
4. Multi Shot
5. Arcane Shot
6. Serpent Sting
Their Attacks
1. Death Coil – Warlocks will use this freely when Silencing Shot wears off. Don’t let this happen or
you will die. Lay down a Frost Trap and run away while casting instant shots to keep them at
range. Also use Scatter Shot and Concussive Shot to create distance between you and them.
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Finishing them Off
1. Multi-Shot
2. Arcane Shot
3. Silencing Shot – continue this shot sequence until they are dead.
Fear is the bane of your existence in this fight and will keep you from performing well in many fights. To
keep this from becoming an issue, keep your distance and try to keep silences and traps on the Warlock
at all times.
Warrior
Because they are solely melee, Warriors are a bit tough. Toss in their plate armor and high stamina and
they are downright a pain. You need to maintain your range here or the
warrior can knock you out in a matter of seconds as well. But, if you do stay at
distance, you should be able to win. Traps are pretty much useless because
they can use Intercept and Charge to get into melee and jump over your trap.
So, stay out of range of those attacks and be ready for anything.
Attack Sequence
1. Freezing Trap – This is your final safeguard against the Warrior if they enter melee range
2. Concussive Shot – Use this outside 25 yards to stop them from using Charge.
3. Arcane Shot
4. Multi Shot
5. They should hit your trap about now, freezing them – return to distance and set another trap
6. Multi shot
7. Arcane Shot
Their Attacks
1. Intercept – They will use this to stun you for 3 seconds and get into melee range where they can
use Hamstring. Use Scatter Shot to fight this and confuse them and your trinket to break it if
they land the hit.
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2. Intimidating Shout – They can fear you for 8 seconds with this attack. Deterrance should be used
to block the effects along with Wing Clip or Raptor Strike to get away to ranged fighting again.
Finishing Them Off
1. Serpent Sting
2. Arcane Shot
3. Silencing Shot
4. Multi-shot
5. Arcane Shot
6. Multi-shot
The fight will likely be over at this point; if they are still alive for some reason, continue with the final
shot sequence until they are. Remember as well – if you give a warrior more than two or three seconds
alone with you, you are as good as dead.
Mages
Mages in PvP are interesting to approach because of the variety of different things that they can do.
They are incredibly powerful right away, but just because a PvE opponent will wait as they are nuked to
kingdom come does not mean a PvP opponent will do the same. The key to playing a Mage is keeping
opponents in place and away from you so that you can land big attacks and not waste mana.
Without any means of healing in battle and with very minimal protection or damage mitigation it is no
wonder that you cannot really strike hard against them in most cases. Your goal in almost every fight will
be to deal damage fast and hard and end the fight early. The longer a fight goes on, the less chance you
have to win. Chill effects followed by Frost Nova and Blink to get away from them and Ice Block to keep
them at bay while you cast are great as you will almost always have Ice specs in your talent build. DPS is
what you will be aiming for with attacks like Arcane Missiles and Scorch dealing heavy damage.
One thing you do have that is incredibly useful though is your ample abilities to crowd control. With
Polymorph, you can remove opponents from battle for 10 seconds – extremely useful in group PvP. Add
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your freezes and stuns to the mix and you can hold people in place fairly well as you get back to range
and unleash your true DPS dealers.
Talent Spec
The Mage’s best talent spec in PvP is a toss up, but usually involves a combination of Frost and Arcane.
You will need the benefits of Frost to keep you alive but the fire power of Arcane to kill enemies quickly.
There are those that play PvP with strictly Frost Mages however, slowly wearing down enemies over
time – it works very well even if it is a little slow going.
Arcane – 34 Fire – 0 Frost - 37
Arcane Subtlety 2/2 Improved Frostbolt 5/5
Arcane Focus 5/5 Ice Shards 5/5
Arcane Concentration 5/5 Frostbite 3/3
Arcane Impact 3/3 Improved Frost Nova 2/2
Arcane Fortitude 1/1 Icy Veins 1/1
Improved Mana Shield 2/2 Arctic Reach 2/2
Improved Counterspell 2/2 Shatter 5/5
Arcane Meditation 3/3 Cold Snap 1/1
Improved Blink 2/2 Improved Cone of Cold 3/3
Presence of Mind 1/1 Frozen Core 3/3
Prismatic Cloak 2/2 Winter’s Chill 3/3
Arcane Instability 3/3 Ice Barrier 1/1
Arcane Power 1/1 Shattered Barrier 2/2
Spell Power 2/2 Empowered Frost bolt 2/2
Strengths and Weaknesses
The primary strength that most Mages have is their ability to deal heavy burst damage incredibly fast
early on in a fight. You have low cooldown times and huge mana pools that add to the benefits here and
you can remove pretty much any debuff on your with Ice Block while crowd controlling your opponents
with ease.
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For all of your strengths though, a Mage is just plain weak. If you get into melee range somehow, you
can be killed in just a hit or two by most melee ranged fighters and with no mitigation, no healing, and
minimal health, you’re playing with fire if you let this happen.
Your Gear
Gearing for a Mage in PvP is extremely easy. Forget anything about armor or any of that and focus on
getting your spell power and criticals as high as possible. You should also add a little focus on Stamina
and Resilience to get the requisite 10,000 health and 400 Resilience, but everything else goes into
firepower for a Mage because a long fight for you is one that you will probably lose.
Death Knights
Mages are going to have an interesting time with Death Knights in almost every fight you have. Arcane
and Fire Mages don’t have much in the way of kiting abilities against Death Knights and since they can
snare you, silence you and use anti-magic shields, they are pretty well specced to counteract magic of
almost any kind. If they can Death Grip you and then silence you, you’re going to die almost every time.
Fortunately for Mages, an Ice Spec has the best chance of surviving against a Death Knight and a well
played one can often out maneuver a Death Knight in many cases. First, always have your trinket on
hand to get out of their Death Grip stun if they have it glyphed to stun you for 1 second. Also have Blink
on the ready to get away and Ice Block up to stop these attacks.
Wait for them to blow their most powerful cooldowns – Death Grip and Anti-Magic being the big two –
and you can go to town on them with your Arcane attacks. If they are smarter than that, attempt to kite
them in the traditional Ice Mage fashion – throw down your attacks, slow them, freeze them and then
back away. If you can survive their Death Grips, you should be good here.
Druids
Fighting a Druid as a Mage is going to come down to you being able to deal
a lot of DPS quickly without them having the chance to heal at all. They will
have multiple Heal over Times at their disposal and because they are
immune to Polymorph and Frost Nova, you really have strike quickly and
hard. Their form will greatly affect your fighting style though. If they are
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Feral, they will try to wear you and your mana down and the heal in casting form. Bears are slow and
easy to hit and can be combated with Ice Carrier and Blink fairly easily. Cats can be treated as Rogues
with ease and you should try to stick to fast spells like Scorch and Frostbolt. Counterspell should be used
on casting Druids along with Dampen Magic and Mana Shield. Your overall approach is to be well
prepared for anything they might do and to learn how to effectively interrupt their heals. If you can do
both of those, you will stand a very good chance of defeating essentially any Druid, but it will still be
relatively tough.
Attack Sequence
1. Frost Bolt
2. Frost Bolt
3. Fire Blast
4. Frost Bolt – Use this until they try to heal
5. Spellsteal – When they start to heal, use this.
6. Arcane Power
Their Attacks
1. Bash – This will stun you for 4 seconds so they can heal. Blink and continue as planned.
2. Healing Touch – This is an instant heal, so you need to be quick and use Counterspell.
Finishing them Off
1. Frost Bolt
2. Presence of Mind
3. Frost Bolt
4. Frost Nova
5. Ice Lance
6. Cone of Cold
7. Fire Blast
Druids really cannot interrupt any of your casts, so unload your attacks on them quickly and powerfully.
You should really just be trying to stop them from healing – pull that off and they are pretty easy to kill
in most instances.
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Hunter
When you fight a Hunter, you are essentially taking on two opponents at once – making the fight a little
bit tougher than necessary. Pets can slow spell casting and take apart your armor while hunters hit you
with long shots and drain your mana. You need to choose who to
polymorph first – with a Beast Master, polymorph the Hunter and
kill the beast as quickly as possible. If the pet goes into Bestial
Wrath, they will become immune to Polymorph so beware and run
away. If the hunter is the other two specs, CC the pet and hit the
hunter first. Watch for traps and stay as close as possible, ideally
between 5 and 8 yards where they can do nothing to you at all.
Attack Sequence
1. Mana Shield – Drain their mana and absorb damage
2. Polymorph
3. Arcane Power
4. Frost Bolt
5. Presence of Mind
6. Frost Bolt
Their Attacks
1. Silencing Shot – They will use this when you try to Polymorph. Just wait for it to fade and use it
again.
2. The Beast Within – Beast Masters can use this to become immune to CC for 18 seconds. Just
wait it out with Ice Block up and then use Polymorph afterwards.
3. Scatter Shot – Use Frost Nova in response to freeze and slow the opponent if they use this
attack.
Finishing them Off
1. Frost Nova – They can break this, but continue as planned anyways.
2. Ice Lance
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3. Cone of Cold
4. Fire Blast
5. Ice Lance
6. Cone of Cold
7. Fire Blast
Do as much damage as you can quickly here. If you get into a long battle with a Hunter, they will almost
always win it because of their ability to drain your mana from you over time.
Mage
When two Mages meet up in PvP the end result comes down to who is the fastest caster. If you throw
the same tricks at each other, the only real difference is who does it faster and how well they save
mana. Polymorph fast and early and then hit your opponent with the most
powerful nukes you have. They will have Counterspell, which you need to be
aware of, so don’t use any long casting time spells. Stick near instants like Fire
Blast and Cone of Cold. If you can force them to waste their own counterspell,
you will be wide open to use anything you want and nuke them out of the
match. Keep your defenses up at all times and use Dampen Magic and you
shields to mitigate damage and you should stand a chance here.
Attack Sequence
1. Fire or Frost Ward – This depends on their spec – try to find out
before casting it
2. Polymorph – if they remove it, just recast
3. Arcane Power
4. Frost Bolt
5. Presence of Mind
6. Frost Bolt
7. Counterspell
Their Attacks
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1. Counterspell – When polymorph breaks, they will cast this – reply with a Frost Bolt and your
own Counterspell
2. Ice Block – They can stop some spells for a time with this. If they cast it, bandage and wait for it
to fade before continuing. Don’t waste mana by continuing to cast.
Finishing them Off
1. Frost Nova
2. Ice Lance
3. Cone of Cold
4. Fire Blast
5. Frost Blast
The winner is the one who unleashes the most damage as quickly as possible. If you can be that player,
you will probably win. Be faster and be smarter and this fight is yours, and probably in just a few
seconds.
Paladin
Against Paladins, your primary strategy is going to be to Frost Kite them across the screen. They have no
ranged attacks and cannot use their abilities to get into melee range so
they are sitting ducks for kiting. If you can make sure they don’t heal,
you will be pretty much sure to defeat them every time. Run them out
of mana before their health and they will be easily killed. If you see
lightning forming around their hands, cast Counterspell to block their
healing spell and block it for a while then unload as much DPS as you can
on them as quickly as you can – they may even waste a bubble here
making it that much easier to kill them faster.
Attack Sequence
1. Frost Bolt – Blink away and continue if they use Hammer of Justice to interrupt you.
2. Frost Bolt – Use this continuously until they finally use Divine Shield. While they heal, bandage
and then continue until they try to heal again.
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3. Counterspell – Block their second heal attempt with this.
4. Arcane Power
5. Frost Bolt
6. Presence of Mind
7. Frost Bolt
Their Attacks
1. Blessing of Freedom – They will become immune to snares – try to use Spellsteal to block it and
continue
2. Avenging Wrath – Again, use spellsteal here if you can to steal the buffs they get from this spell,
adding 30% to your own spells.
Finishing them Off
1. Ice Lance
2. Cone of Cold
3. Fire Blast
The only way a Paladin can beat a Mage is to get at least two heals in and wear you down. If you can
interrupt their heals, you will be able to outlast their mana and win the match with ease.
Priest
Priests can be defeated by Mages more or less, but the ease of doing so will largely depend on which
spec the Priest is and how you go about approaching them. Holy Priests are
pretty much able to negate your damage with their heals while Shadow
Priests can cast debuffs on you and deal some hefty DPS. Strike first and use
Polymorph as quickly as possible. You should then have time to charge up a
major attack such as Pyroblast and to cast Dampen Magic on yourself. Spell
Steal is a good one to use when they shield, heal or buff themselves as well
and Counterspell should be used quickly – as soon as they start casting – to
block DPS or HoTs. Silence is another very useful skill here, and always
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remember that Priests have Mana Burn which can wear you down pretty effectively over time.
Attack Sequence
1. Spellsteal – Take their Renew and Power Word: Shield buffs
2. Polymorph – Cast twice as they will remove the first time with their trinket.
3. Arcane Power
4. Frost Bolt
5. Presence of Mind
6. Frost Bolt
Their Attacks
1. Silence – If they use this to stop your casting, use Counterspell to block it from happening.
2. Psychic Scream – When you get into range, your opponent will attempt to use this and fear you.
Use your trinket and remove the effect.
Finishing them Off
1. Counterspell
2. Frost Nova
3. Ice Lance
4. Cone of Cold
5. Fire Blast
6. Frost Bolt
You are going to want to use Ice Block as liberally as possible to counteract any spell power you may
encounter. Also, you will want to counteract their use of the Silence ability and during heals to stop
them from rebuilding their health supply.
Rogue
The winner of this fight is the player who can land the first blow and keep it up. If
a Rogue manages to attack first out of stealth, they will land massive damage on
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you and then stunlock you to death. If you manage to stay alive, you should blink away and put up an Ice
Barrier and then start casting polymorph – if it works, heal as quickly as possible and use Pyroblast for a
DoT to keep them from Vanishing on you and restealthing. Have blink consistently ready so that when
they get in range quickly you can react.
Attack Sequence
1. Mana Shield
2. Arcane Explosion Rank 1 – Break their Stealth as they use their opening move
3. Frost Nova
4. Cone of Cold
5. Ice Lance
6. Fire Blast
7. Blink – get out of melee range
8. Presence of Mind
9. Frost Bolt
10. Ice Lance – at a distance
11. Fire Blast
12. Ice Lance
13. Frost Nova
Their Attacks
1. Sprint – They will use this to close the gap quickly and get a drop on you. Use your trinket if you
can to break the snare and use Frost Nova to follow up.
2. Vanish – The Rogue will then attempt to use Frost Nova and reopen their attack on you. When
they do, use Arcane Explosion to break stealth and continue attacking.
3. Cloak of Shadows – Remove all of their debuffs with this attack and resist their spells for up to 5
seconds. You will only waste your mana if you attack in this time so just run away and use Blink
if you can.
4. Blind – Use Ice Block to remove and then Frost Nova.
Finishing them Off
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1. Arcane Power
2. Frost Bolt
3. Ice Lance Fire Blast
4. Cone of Cold
As you can see, this is going to be a very long and arduous fight if you can manage to win it. Keep your
cooldowns up and have a mana shield ready whenever they use Vanish and always be prepared for
them to use Cloak of Shadows on you.
Shaman
A Shaman is a hard opponent to face no matter how you look at it and they will come in one of three
varieties. They can use Earth shock to block your magic for 6 seconds
and they can actually block Polymorph with ease using their grounding
totems. They can heal instantly and responses will largely depend on
specs. You will want to face them as they resemble other classes – with
Elementals looking like Mages that you stay far away from and try to
interrupt, Enhancements playing like rogues with melee and burst
damage (time to frost kite) and Restoration Shamans as healers whose
attacks are weak but can block a lot of your attacks. Beware of each
type and if you can find out what they are before you face them.
Attack Sequence
1. Fire Ward – They can purge this, but ignore it and continue.
2. Ice Lance
3. Polymorph – If they interrupt you, recast and continue
4. Arcane Power
5. Frost Bolt
6. Presence of Mind
7. Frost Bolt
8. Frost Nova
9. Ice Lance
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10. Cone of Cold
11. Fire Blast
12. Counterspell
13. Frost Bolt
14. Cone of Cold
You are going to notice that they will use Earth Shock quickly and often to interrupt your casting – use
only instant casts to keep this from happening too much and if they use Earth Shield, use Spellsteal.
Block Grounding totems with Ice Lance.
Warlock
For Mages, Warlocks are going to be your biggest challenge, especially if they happen to be Demonology
and Affliction specced. They are trying to use DoT spells and fear to kill their
opponents and will load you up with attacks and wait for you to bleed to death.
The only thing you can really do is use Dampen Magic and Remove Curse to
counter their attacks. Ice Block removes DoTs as well but can only be used once
per fight and will need to be saved for when you are really backed into a corner.
To top things off, you must deal with their pet and because it is a demon you
cannot polymorph it – it must be frozen or killed. With some Warlocks having
Soul Link, it is even more important to kill the pet early on. A good idea here is to
polymorph the wizard while you kill the pet – Succubuses and Felhunters are the
biggest threat while Imps and Voidwalkers can be ignored for the most part.
Attack Sequence
1. Fire Ward
2. Polymorph
3. Spellsteal – Take Fel Armor from them if they have it to boost 100 spell power
4. Arcane Power
5. Frost Bolt
6. Presence of Mind
7. Frost Bolt
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8. Fire Blast
9. Ice Lance
Their Attacks
1. Death Coil – They will follow Polymorph with this, so be ready with your trinket to break it.
2. Fear – When they try to fear a second time, use Counterspell to interrupt and block shadow
spells for a few seconds. Ice block is good to use here finally if they do pull of the fear.
Finishing them Off
1. Ice Lance
2. Cone of Cold
3. Fire Blast
4. Frost Bolt
When they have a Felhunter out, only do instant casts as they can counterspell you as well. Also, don’t
forget to use Remove Lesser Curse constantly to remove their Curse of Agony and Tongues.
Warrior
Warriors are usually easy pickings for most Mages. You can stay at a
distance and because they need range to attack and need to be in melee
they are useless when you stay far away. Of course, the opposite is true if
they get into range and hit you with Pummel – a 4 second silencing
attack. Frost Nova and Blink are very useful here though. Try to avoid
being hit at all because they are very powerful with burst damage and if
you see a shield come out, use Ice Lance right away.
Attack Sequence
1. Ice Lance –Stop them from entering melee
2. Polymorph
3. Mana Shield
4. Arcane Power
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5. Frost Bolt
6. Presence of Mind
7. Frost Bolt
8. Frost Bolt
Their Attacks
1. Spell Reflect – They can use this when their shield is out to reflect a spell back at you. Use Fire
Blast Rank 1 to remove the buff.
2. Intercept – When they attempt to use this, use Blink to get away and remove the stuns they put
on you.
3. Intimidating Shout – They will interrupt your casting with this.
Finishing them Off
1. Frost Bolt
2. Frost Nova
3. Ice Lance
4. Cone of Cold
5. Fire Blast
Keep yourself out of melee range and you can stay alive and usually stand a fair chance of defeating
your foe in this fight. Ice block is a possible add to your plan as well, but beware of using up your mana if
you don’t kill them right away.
Paladins
Paladins are interesting class for a few distinct reasons. First, they have three very different and
generally useful specs throughout the game. They can be tanks, healers, or damage dealers in any case
and that means that in PvP you have a lot of choices to select from in how you fight your enemies. That
said, you are generally not going to get much out of a Protection or Holy Specced Paladin in PvP because
you need to be able to deal damage. You can still bubble and heal against nearly anyone while dealing
your DPS using major attacks and spells and with so many seals to judge, your role here will be to
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survive for as long as possible (and Paladins can outsurvive nearly anyone) and wear down the
opponent.
Talent Spec
Your choices vary greatly for talent spec selection with multiple options in every tree. For the most part,
protection is useless in PvP – tanking gets you nowhere when you are facing an opponent one on one.
Healing is important but long fights turn into even longer fights when Holy Paladins enter PvP. The best
choice for a few reasons is Retribution with a few Holy Talents tosses in to boost your healing. You want
to deal damage and you want to stay alive. This will do that for you.
Retribution – 56 Holy - 15 Protection - 0
Improved Blessing of Might
5/5
Divine Strength 5/5
Benediction 2/5 Divine Intellect 5/5
Improved Seal of the
Crusader 3/3
Spiritual Focus 5/5
Vindication 3/3
Conviction 1/5
Pursuit of Justice 2/3
Improved Retribution Aura
3/3
Crusade 3/3
2H Weapon Specialization
1/3
Improved Sanctity Aura 5/5
Vengeance 3/5
Sanctified Judgment 3/3
Sanctified Seals 1/3
Repentence 5/5
Divine Purpose 3/3
Fanatacism 5/5
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Sanctified Wrath 2/2
Crusader Strike 1/1
Righteous Vengeance 5/5
Divine Storm 1/1
Strengths and Weaknesses
Paladins are survivors. They just plain don’t like to die and with the right gear, they can be offensive
machines as well. Toss in their ability to heal and they essentially have three lives and a whole lot of
bite. They’re hard to kill no matter who’s fighting them.
On the flip side, Paladins lack any form of ranged attack and cannot close distances like a Warrior. They
don’t have the kind of DPS potential of other classes and without any snares or burst damage, they can
make for long fights and lots of running after people as they are kited across the zone.
Your Gear
For a Paladin, gear depends largely on your spec going into battle. For the most part, Protection Paladins
don’t have a place in PvP as they can’t really land much in the way of damage, but for Retribution and
Holy Paladins your selections will be starkly different.
Retribution
For this spec, you want to find gear that matches your melee combat necessities with a focus on
maximizing your damage output while increasing your stats accordingly. When you pick out a weapon,
look for a two handed slow weapon with maximum output at the top end, with a top speed of around
3.8 at the most. You will then ensure that vital attacks like Seal of Command and Cruader Strike always
land when you need them to.
Holy
For the Holy Paladin in PvP, you are essentially a caster and so your melee stats are slightly less vital and
your spell power, healing, and spellcrit are highly valuable. Look for these stats along with stamina to
boost your health above 10,000 and resilience to get over 400. Then you should be much harder to kill
(even for a Paladin) and a tough fight for any class.
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Death Knights
Against a Death Knight, Retribution Paladins are a solid match because your melee damage output is
higher than theirs is and because you are built to mitigate shadow damage. Blood Death Knights are
especially troubled because they need to be in melee range to be effective, but in a straight up duel, you
are stronger than them, so you can simply bash them down. This forces most Death Knights to go ranged
against you which is harder because that leaves them with only two attacks- Icy Touch and Death Coil.
They can also use Death and Decay for AoE and Blood Boil for Disease manipulation but if you can heal
between fights, use your bubbles well and get into melee occasionally for a nice burst of damage, you
will be a pretty tough foe for them to fight.
Frost strike is a tough one from a distance, so be sure to have your Divine Intervention on hand and
always have your judgments up. If you can regain health or mana off of them during the fight with your
two lesser judgments, you can pretty much just wear them down throughout the fight since they won’t
be able to heal by getting into melee range against you.
Druids
When fighting Druids, you will often be fighting Feral Druids, but if you run into a Balanced Druid in PvP
combat, you will want to judge your seals on them and heal through their
damage so as to drain their mana pool as quickly as possible. They will
attempt to ambush you and with plate armor in place, you won’t be able to
do much about it. Restoration Druids, should you encounter them are the
biggest problem you will face as they can outlast your mana use and heal
more efficiently than you. Use Blessing of Wisdom and judge it to the Druid
to counteract this and then judge it on the Druid.
Attack Sequence
1. Sanctity Aura
2. Blessing of Wisdom
3. Judge the Seal
4. Crusader Strike
5. Judge Seal of Command
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6. Continue steps 4 and 5 until they switch into caster form to heal
7. Hammer of Justice – Stun them and get your seal on them.
8. Judge Seal of Command
Their Attacks
1. Bash – They will use bash so they can switch into caster and heal. Use your trinket to get out of
it.
2. Cyclone – They will do the same with Cyclone so they can heal. Use Divine Shield to block it and
then attack to finish them off.
Finishing them Off
1. Crusader Strike
2. Repentance
3. Judge Seal of Command
4. Hammer of Wrath – Only available when they get below 20% health.
With two healers fighting each other, expect a long fight and because you have no power to interrupt
them when they heal, just outlast their mana and you should be able to win the fight.
Hunter
With plate armor on, Hunters don’t have a lot of offensive power to strike with. Additionally, their
snares and stings are useless because you have Blessing of Freedom and Cleanse in your stable of
attacks. Because they cannot stay at range too long without snares,
you can get into Melee and, if you get snared, break free with your
shields and bubbles, and attack. If they use Feign Death for some
reason, use Consecrate in response.
Attack Sequence
1. Sanctity Aura
2. Judge Seal of Justice
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3. Blessing of Freedom
4. Crusader Strike
5. Judge Seal of Command
6. Hammer of Justice – only after Blessing of Freedom has gone
7. Judge Seal of Command
8. Crusader Strike
Their Moves
1. Scatter Shot – When they use this to create some distance between you, use Repentance to
reclose that distance.
Finishing them Off
1. Blessing of Freedom
2. Repentance – after last one fades
3. Judge Seal of Command
4. Crusader Strike
5. Hammer of Wrath – Only after their health gets below 20%
They will regularly get out of your range here and make this a relatively complicated fight. Use cleanse
often to get rid of their stings and try to outlast their mana while keeping your health up.
Mage
Fighting a Mage, your goal is to stay alive longer because they will start with massive bursts of damage
right off the bat. If they cannot kill you in those initial few seconds, you are probably going to have the
upper hand with their lowered mana and your long term survivability.
Make sure to watch out for counterspell as they can cancel your casts and
silence your healing. If they get a spell lock on you, you’re a sitting duck for
10 seconds and that is usually enough time for you to be killed, so don’t let
it happen.
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Attack Sequence
1. Frost/Fire Resistance – Try to judge what spec they are first before doing this
2. Judge Seal of Justice (fire mages) or Seal of Crusader (frost mages)
3. Seal of Command
4. Blessing of Freedom – If they steal it, use Cleanse to take it away from them.
5. Crusader Strike
6. Hammer of Justice
7. Judge Seal of Command.
Their Attacks
1. Polymorph – They will try to lead off with this and then get to range and hit you hard – use your
trinket to break free before they can do this.
2. Blink – They will reply with this after Hammer of Justice. Judge Seal of Command in response.
Finishing them Off
1. Crusader Strike
2. Repentance
3. Judge Seal of Command
4. Hammer of Wrath
They will follow with Counterspell as you try to heal. Make sure to heal as often as possible and only use
Flash of Light to counteract this. Save your Divine Shield for emergencies with low health.
Paladin
Paladins fighting Paladins can lead to long winded, often times dull fights. You will want to use the same
seals and cleanses as always and they will follow your suit, so the only
real thing you can do is try to outlast their mana pool. Ignore their health
bar and just wear down their mana. You can both heal so if they lose the
ability to do so first, you will win.
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Attack Sequence
1. Sanctity Aura
2. Blessing of Wisdom
3. Crusader Strike
4. Hammer of Justice
5. Judge Seal of Command
6. Crusader Strike
7. Repentance
8. Judge Seal of Command – Auto attack them and run them low on mana
Their Attacks
1. Hammer of Justice – They will use this the same as you do – use your trinket to remove the
effect.
2. Divine Shield – They may use this to remove debuffs and heal – just wait and heal while they do
it and try to save yours for later.
Finishing them Off
1. Crusader Strike – This step starts when they are out of mana
2. Hammer of Justice
3. Judge Seal of Command
4. Crusader Strike
5. Repentance
6. Judge Seal of Command
7. Hammer of Wrath
Be ready for a long fight as you both have the same basic abilities and
know how to respond to each of them. Stay away from any spells they can
cleanse so you don’t waste mana and try to wear down their pool first and
you should win.
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Priest
Fighting a Priest, especially a Shadow Spec, is incredibly tough for Paladins. Your strategies are limited
but not non-existent. To start with, you should only use Rank 1 Seals because of their ability to dispel
your judges. They will attempt to land a Mana Burn on you as well; try to block the spell if possible or
run away when they try to cast it. If you run out of mana, the fight is over. Additionally, fear is a big
problem here – Bubble when necessary to negate the fear and heal yourself and always have Shadow
Resistance Aura up to reduce damage from the Priest.
Attack Sequence
1. Sanctity Aura
2. Seal of Command Rank 1 – They have dispel so don’t waste higher ranks and your mana pool
3. Crusader Strike
4. Hammer of Justice
5. Judge Seal of Command Rank 6
6. Seal of Command Rank 1
7. Crusader Strike – Use steps 6 and 7 in repetition until they run out of mana.
Their Attacks
1. Psychic Scream – If they use this to fear you, use your trinket to get out of it. If they do it
again, wait it out.
Finishing them Off
1. Repentance
2. Seal of Command Rank 6
3. Judge Seal of Command
4. Hammer of Wrath – when they hit 20% health
If they use Mana Burn here you have the most problems as it cannot really be countered. If they get
your mana to zero, you are pretty much dead so cleanse often and remove any debuffs they land on you
instantly.
Rogue
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When you fight a Rogue, your goal should be to keep Retribution Aura and Consecrate Rank 1 up at all
times. Use Hammer of Justice while the Rogue is already stunned and make sure to heal when they are.
They will try to repeatedly run away and stealth on you – when they attempt to so
have Consecrate at the ready and watch out for their Blind ability – this can be
broken with Blessing of Protection if they attempt to use it. Rogues are fast and
agile – if you can outthink them though, you can often win the fight.
Attack Sequence
1. Blessing of Might
2. Sanctity Aura
3. Judge Seal of Justice – They can remove this; if they do, reapply
4. Seal of Command
5. Crusader Strike – Use Hammer of Justice if they try to Evade and get away
6. Consecration Rank 1 – Repeat whenever cooldown is up
7. Judge Seal of Command
8. Crusader Strike – repeat steps 7 and 8 in succession until you need to heal.
9. Hammer of Justice
10. Judge Seal of Command
11. Holy Light
12. Crusader Strike
13. Repentance
14. Judge Seal of Command
15. Hammer of Wrath
You are going to be faced with a whole lot of DPS from a Rogue, so be ready to heal a lot and have
Divine Shield at the ready at all times. If they try to restealth at any given tim, let them do it as you can
usually survive their attack and heal. However, do your best to interrupt or break the stealth.
Shaman
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Shamans are toughest when you are not ready for them. Because they have so many abilities and all
those totems on the ground they are a hefty menace to combat.
Additionally, they can Purge your Seals and Auras, but because they have
less mana and a lower regen rate than you, you can usually just reseal and
wait them out. Run their mana pool down and stay alive and then you can
usually take them out. Use Rank 1 Seal’s Judgments to kill totems and be
sure to not let them interrupt your heals with Earth Shock.
Attack Sequence
1. Sanctity Aura
2. Judge Seal of Wisdom
3. Seal of Command Rank 1 – They will Purge this, so continue casting this as Rank 1
4. Blessing of Freedom
5. Crusader Strike
6. Hammer of Justice
7. Judge Seal of Command Rank 6
8. Seal of Command Rank 1
9. Crusader Strike – Repeat Steps 8 and 9 in succession until their mana is drained
Their Attacks
2. Earth Shock – the Big attack to watch out for from them is Earth Shock as they will use it often to
interrupt your healing. If you need to heal, try to use Flash of Light instead.
Finishing them Off
1. Repentance
2. Judge Seal of Command Rank 6
3. Hammer of Wrath
Make sure to keep Judgment of Wisdom on the Shaman at all times to keep your mana regen up. The
goal here is to outlast their mana – pull that off, and you should do alright in this fight.
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Warlock
Warlocks are always hard because they can cast Fear and Seduce on your to interrupt your abilities.
They will drop a ton of DoT spells on you and then wait as you drain away
while CC’d. They also have a Felhunter that can lock spells and drain blessings.
Use Exorcise on their demon pets as soon as possible – it doesn’t always work
but it is worth the try. Stay in melee range during the fight and if you can avoid
fear with your shields and bubbles and not run out of mana you might stand a
chance. This is an otherwise very tough fight though.
Attack Sequence
1. Shadow Resistance Aura
2. Judge Seal of Crusader
3. Seal of Command
4. Crusader Strike
5. Hammer of Justice
6. Judge Seal of Command
Their Attacks
1. Fear – They will try to keep you still to load you up with DoTs. Use your trinket the first time
and wait out the later fears as they will be shorter
2. Death Coil – Repentance is a good response to stun them and get back to melee
3. Felhunter – They can spell lock you, so have Divine Shield on hand to respond as needed.
Finishing them Off
1. Crusader Strike
2. Judge Seal of Command
3. Use your top healing spell here
4. Repeat steps 1 and 2 in succession until they reach 20% health
5. Hammer of Wrath
Cleanse is your best friend in this fight – you need to keep those DoT spells off of you at all costs as they
are how they do damage. Do not cleanse Unstable Affliction though as you will end up silenced if you
do.
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Warrior
Paladins usually get the edge against Warriors for a couple good reasons. First off, your armor and
defense is only slightly lower than them. Second, they cannot use Hamstring
or Intercept because you want to stay in melee range just as much as they do.
Finally, you can heal which they cannot – make sure to heal though as soon as
you get down to around 75% health or you will be out of luck. They do have
heavy blows that you do not, so they can take you out pretty quickly if you let
them. Also, wait for their rage bar to be empty before using shields and heals
or they will use Pummel on you to silence your spells.
Attack Sequence
1. Blessing of Might
2. Sanctity Aura
3. Judge Seal of the Crusader
4. Seal of Command
5. Crusader strike
6. Consecration Rank 1 – repeat at every cooldown
7. Judge Seal of Command
8. Crusader Strike
9. Hammer of Justice – when Judgement cooldown is ready
10. Judge Seal of Command
Their Attacks
1. Hamstring – To get out of Hamstring, use Blessing of Freedom as often as possible. This may
not even be an issue since you are going to stay in melee range.
Finishing them Off
1. Holy Light – they must be stunned for you to use this – if they are not, they will Pummel you.
Your other option is to Divine Shield and heal then.
2. Crusader Strike
3. Judge Seal of Command
4. Hammer of Wrath
5. Crusader Strike
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You should have an easy time here because you can heal and they cannot. If you can keep up with them
in melee and get your heals through before you hit the 75% health mark, you should do pretty well in
this fight. But of course watch out for that occasional rare triple critical that will allow them to blow you
out of the water in a single hit or two.
Priests
For Priests, PvP is essentially the same basic idea – don’t get attacked. With only cloth armor on their
backs and minimal damage mitigation, it can be a very quick, very ugly fight if they get caught unaware.
While you can heal with abilities like Flash Heal and you do have a series of shields as a Priest that keep
you safe, it is the proper use of these abilities that can be hard to master. The Priest’s best friend is their
Psychic Scream ability with a 26 second gap between cast and cooldown.
Damage dealt will be done with Shadow Word: Pain and combinations of Mind Blast and Mind Flay.
Silencing is a very popular ability for any Priest facing a casting class and is usually best used toward the
end of a long cast. In the end, Priests need to keep their distance (except against fellow casters)
regardless of spec and use fear as often as possible.
Talent Spec
For the most part, the best build for PvP is the one that deals the most damage and offers the best
crowd control – that being the Shadow Spec. Shadow Priests are toughest to kill and have the most
strength in their attacks. Because your heals will only be used a couple of times, you don’t need to put
any points into Holy to maintain your health in battle.
Discipline - 10 Holy - 0 Shadow - 51
Unbreakable Will 5/5 Spirit Tap 5/5
Improved Power Word:
Fortitude 2/2
Shadow Affinity 3/3
Improved Power Word: Shield
3/3
Improved Shadow Word: Pain
2/2
Improved Psychic Scream 2/2
Improved Mind Blast 5/5
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Mind Flay 1/1
Improved Fade 2/2
Shadow Reach 2/2
Shadow Weaving 5/5
Silence 1/1
Vampiric Embrace 1/1
Improved Vampiric Embrace 2/2
Focused Mind 3/3
Darkness 5/5
Shadowform 1/1
Shadow Power 5/5
Misery 5/5
Vampiric Touch 1/1
Misery 3/3
Vampiric Touch 1/1
Pain and Suffering 3/3
Twisted Faith 2/5
Dispersion 1/1
Strengths and Weaknesses
High damage output and the ability to heal make a Priest a tough foe in PvP. In addition, you can dispel
magic, use fear in AoE and attack with Ranged attacks with ease. Out of cloth wearing classes, this is also
the best class for damage mitigation, for what little that is worth.
The problem with Priests though is that they lose their healing ability when switching to shadow form
and while in healing form they cannot mitigate damage, so it is a careful balancing act between the two.
To be at all successful, balance is key.
Your Gear
For a Priest, the obvious choice is to boost your stats. You want to ensure you have the highest possible
maxed out stats for spell power, intellect, spell critical, and healing. Stamina and resilience are obvious
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additions as well – because you wear cloth armor and don’t use a weapon, your choices are relatively
simple but they are also less impactful, so be very particular about what you gear yourself with.
Death Knights
Most people assume that Priests have minimal defenses against Death Knights, and while it is true that
they are not as well situated as most classes to fight the new class, they are not completely helpless.
There are things like Anti-Magic Shell, Mind Freeze, and Strangulate that will cause you problems, but
because of fear and the ability to kite, Priests have a chance against the anti-magic melee caster.
Fear is the key here – if you can get your fear spell off often enough, you can get your damage in during
those sessions. You will need to stay away from them as much as possible too because a Death Knight
hits extremely hard for a great deal of damage. They will likely start with a Death Grip to get you close
and then silence you. They can then hit you a couple of times and you will probably be dead soon
enough. If you blow your heals too early, they will use Mind Freeze to interrupt your casting as well.
For this reason, you need to get your fears in as fast as possible and have your Power Word: Shield on
hand to mitigate their anti-magic spells. Also have your trinket on hand for the first death grip. If you can
fear them right afterwards, you can blow their cooldowns and land a good deal of damage on your own.
Stay out of melee range as much as possible and mitigate their strikes from a distance and you should
do alright.
Druids
This is not just a tough battle – is a long battle. You can both heal with ease and have a lot of mana so
you should expect for this to go on for a good long time, but don’t let it
adversely change your tactics. Druids usually only have HoTs though so you
can use Dispel on those as well as on any buffs they may have on
themselves. Also, you have Mana Burn at your disposal to drain their mana
down and quicken the fight – make sure to keep this on at all times to
speed things up. When they are out of mana, they are less powerful, even
in Feral form because they cannot heal.
Attack Sequence
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1. Shadow Word: Pain
2. Vampiric Embrace
3. Vampiric Embrace
4. Psychic Scream
5. Mind Blast
6. Mind Flay
7. Mind Flay
Their Attacks
1. Feral Charge – They will use this to interrupt you and get into melee range. Ignore and continue.
2. Healing Touch – Use silence if they start to use this spell.
3. Maim/Bash – They will use this to stun you while they heal. Use your trinket to interrupt them if
they do this.
Finishing them Off
1. Mind Blast
2. Refresh your DoTs and Debuffs
3. Mind Blast
4. Shadow Word: Death – make sure this kills them so it doesn’t hurt you.
Use dispel liberally throughout the fight to get rid of their HoT spells and waste a bit of their mana in the
process. Otherwise, just keep at them with Mind Blast.
Hunter
Hunters are not necessarily more powerful than you, but because
they have Viper Sting which will drain 1100 mana from you, you
must watch out for them. Ignore their pet as they will do minimal
damage, even to you, and will only give the Hunter more time to
shoot at you. Your goal here should be to close the gap between
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you and them and get into the 5 to 8 yard range where they cannot do anything. Fear them as often as
possible and try to avoid or get rid of Viper Sting. If they try to run away from you or speed up with
Aspect of the Cheetah, use Shadow Word: Pain to stun them.
Attack Sequence
1. Shadow Word: Pain – while running toward them
2. Vampiric Embrace
3. Psychic Scream – in Melee range – recast whenever cooldown is up
4. Vampiric Touch
5. Mind Blast
6. Mind Flay
Their Attacks
1. Freezing Trap – They will stand on this and wait for you. Make sure to fear them before getting
close enough to spring this and Shadow Word:Pain to DoT them.
2. Feign Death – Retarget and continue
3. Viper Sting – You must kill them fast before this runs you out of mana. Be quick and efficient as
possible.
4. Their Pet – If it is in the way, fear it
Finishing them Off
1. Mind Blast
2. Shadow Word: Death – Only when they are low on health. If they are not yet, continue
alternating between Mind Blast and Mind Flay
This should be a quick fight. If it goes long, they will likely win because of Viper Sting. Make sure to fear
often and hit them hard and you should be alright though.
Mage
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Shadow Priests against Mages are a tough fight and will often result in a series of issues between
combatants but the Priest usually has the edge here. With Silence and
Fear at your disposal you should be able to combat most of their moves
with relative ease. Beware of Frost Mages with their Kiting abilities and if
they manage to hit you with Polymorph, they can usually Pyroblast you as
well and get in huge amounts of damage. Silence them to stop this from
happening. Heal while they are silenced but only during this time lest
they spellsteal you. This fight is full of small details that can make the
fight turn quickly one way or the other – be wary and you can come out
on top though.
Attack Sequence
1. Shadow Word: Pain – while moving toward them
2. Vampiric Embrace
3. Vampiric Touch
4. Silence
5. Mind Blast
6. Mind Flay
Their Attacks
1. Polymorph – They will cast this right away to stun and then burst you to death. Use your trinket
on the first one – later polymorphs won’t last as long.
2. Ice Block – This will remove all debuffs – wait for it to fade and recast
3. Counterspell – Interrupts and blocks shadow spells for 10 seconds – Use holy spells instead for
that time period.
Finishing them Off
1. Psychic Scream
2. Mind Flay
3. Mind Blast
4. Shadow Word: Death
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Be prepared for Ice Block at all times and be constantly ready to shift out of Shadowform when they
counterspell you. Use Dispel regularly and make sure you are never frozen for longer than a second or
two.
Paladin
Paladins come at you with healing abilities and Divine Shield which can make them downright
complicated to take on in many instances. They will usually run you
out of mana before killing you in melee, so your goal here is to use
Mana Burn early and silence them between fears to run their own
small mana pool down. They will have pretty much three lives with
Divine Shield in hand, so this will be a long fight in which your goal is to
combat their timers and mana well before their health.
Attack Sequence
1. Mind Blast
2. Psychic Scream
3. Mana Burn – use this twice to drain their mana
4. Mind Blast
5. Mana Burn – Continue using this in succession to drain their mana – maybe 5 or 6 times total.
Their Attacks
1. Hammer of Justice – Stuns and blocks your casting. Remove it with your trinket and continue
with Mana Burn
2. Arcane Torrent – If they are Blood Elf they can silence you with this – wait and return to normal
attacks
Finishing them Off
1. Shadow Word: Pain – Start this sequence only after they have run out of Mana from your Mana
Burn
2. Vampiric Embrace
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3. Vampiric Touch
4. Mind Blast
5. Mind Flay
6. Mana Burn – remove any mana they regenerated
7. Shadow Word: Death
With Mana Burn in Hand, Paladins are relatively easy for Priests to kill. Use Dispel if they try to use
Divine Shield and don’t use any DoTs until they are out of mana as they can dispel as well.
Priest
Priests fighting each other have been noted as probably the most frustrating and longest fights in the
game for a good reason. They take forever and usually end with the winner
being the better mana user. For Holy and Disc priests, you will have an edge
because of your boosted Mana Burn. Keep Dispel, Fear, and Silence at hand
at all times and shield often. This strategy will make the fight a battle
between mana bars more than anything else.
Attack Sequence
1. Mind Blast
2. Psychic Scream
3. Mana Burn
4. Mana Burn
5. Mind Blast
6. Mana Burn – Up to 6 times total to drain them.
Their Attacks
1. Psychic Scream – They will follow your model and use this first – Use your trinket and wait out
the second time.
2. Silencing – They will silence you for 5 seconds – ignore and continue with Mana Burns afterward
3. Mana Burn – They will try to Mana Burn you as well – silence them if you can and continue.
Whoever runs out of mana first will lose.
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Finishing them Off
1. Shadow Word: Pain – Start this sequence when they are out of mana
2. Vampiric Embrace
3. Vampiric Touch
4. Mind Blast
5. Mind Flay
6. Shadow Word: Death
Use dispel whenever you can to stand against their own techniques and keep your Power Word: Shield
up at all times. Keep recasting and mana burning and try to outlive their mana.
Rogue
When you start this fight, put your shield up and leave it there. Rogues will often attack you from stealth
and then try to stunlock you to death, not allowing you to do anything until you
are dead. Your hope is to last long enough for them to make a mistake in their
sequence or to catch them offguard before they can do this to you, keeping them
feared throughout the fight. Undead Rogues will have Will of the Forsaken though
and most opponents will have their PvP trinkets, so this is a tough thing to do. This
is a hard fight that you have the disadvantage in, so be patient and try to outlast
their defenses and you might stand a chance.
Attack Sequence
1. Psychic Scream – if they don’t open with a stunlock on you, use this
2. Shadow Word: Pain – stop them from restealthing
3. Vampiric Embrace
4. Vampiric Touch
5. Mind Blast
6. Mind Flay
7. Mind Flay
Their Attacks
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1. Kick – They will use this to interrupt casting. Ignore and continue
2. Gouge – This also interrupts. Hopefully they use both of these, do little damage and have them
both on cooldown for a while.
3. Cloak of Shadows – They will use this to remove debuffs to they can vanish and reopen. Heal
and continue.
4. Blind – If they use this, use Shadow Word: pain to keep them getting off a combo.
Finishing them Off
1. Mind Blast
2. Shadow Word: Death
If they take longer to kill, refresh debuffs and alternate between Mind Blast and Mind Flay. If you can
avoid their stunlocks and combos, you can kill them but if you are not prepared, this will be a tough
fight.
Shaman
Shamans were once tough to beat for anyone, but since their rebalance, they are a bit easier, even for
Priests. Your goal here in being successful is to drain their mana down to
nothing as early as possible and then keep them silenced throughout the
fight. Use Dispel if they cast Frost Shock or Ghost Wolf and destroy any
grounding totem you might find incredibly quickly or you will only waste
your mana on attacking spells.
Attack Sequence
1. Use Shadow Word: Death on their Grounding Totem
2. Shadow Word: Pain – only when grounding totem is gone
3. Vampiric Embrace
4. Vampiric Touch
5. Silence
6. Mind Flay
7. Psychic Scream
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Their Attacks
1. Earth Shock – They will use this to interrupt your casts. Continue as normal and try to get
around it.
2. Tremor Totem – They will break fear with this. It is not 100% though so just keep casting and
ignore if they do get through your fear.
Finishing them Off
1. Mind Flay
2. Mind Blast
3. Mind Flay
4. Shadow Word: Death
The key here is to keep them from using their heals or their totems. Pull that off, and you will be able to
kill them more or less every time. If they absorb your attacks and can heal, you are in trouble.
Warlock
Initiating a fight with a Warlock should always start with your Shadow Protection
up to block their Shadow Spells. You will see that they rely almost entirely on fear
for their attacks along with DoTs, so they cannot kill you outright, making it
possible to heal in between strikes. Use silence early and dispel their DoTs as they
are cast. Your success here is not guaranteed though as a Warrior with the right
spec can be much harder – look out for their Felhunters as they can pretty much kill your casting ability
and drain your mana pool.
Attack Sequence
1. Shadow Word: Pain
2. Vampiric Embrace
3. Silence
4. Vampiric Touch
5. Mind Blast
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6. Psychic Scream – recast if they remove it
7. Mind Flay
Their Attacks
1. Shadow Ward – They may cast this to mitigate up to 920 shadow damage over 30 seconds.
Dispel it.
2. Felhunter – They will try to spell lock you with their Felhunter to block casting for 8 seconds. Go
to Holy, shield, heal and wait for the spell lock to pass before switching back to Shadow.
3. Fear – Use Fear Ward to block fear once and your trinket a second time – after that it is less
useful for them.
Finishing them Off
1. Mind Flay
2. Mind Blast
3. Refresh Debuffs and continue with Mind Flay/Mind Blast until near death
4. Shadow Word: Death
Continue using dispel throughout the fight to ensure they never get a chance to land their DoTs on you.
Stay away from Silence if they get Unstable Affliction on you.
Warrior
Warriors are just plain tough to beat for a caster because of all that damage output they carry around
with them. You cannot boost your own armor and if they land any hits on
you, they will take massive chunks out of your health. They also have the
ability to reduce the effects of your healing spells, so your goal is going to be
to stay far away and use your fear ability often to keep them from getting
into range. If you can manage to stay in the dead zone of 5 to 8 yards you will
stand a better chance but with Warriors this is a dangerous area to wait
around in. Keep your shields up and your Pain and Mind Blast abilities on key
spam between heals and hopefully you can stand a chance.
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Attack Sequence
1. Shadow Word: Pain – Cast as soon as you see them to keep them from Charging
2. Vampiric Embrace – Run away and continue running away as you cast
3. Vampiric Touch
4. Stop Running and cast Mind Blast
5. Mind Flay – Do this twice
6. Mind Blast
Their Attacks
1. As soon as you stop running they will use Intercept to get into Melee range. Use your trinket and
continue
2. Pummel – Silences you for 4 seconds. Wait for it to let up and continue.
3. Battle Stance – Use Psychic Scream to fear them in this stance – do not use it in Berserker stance
as they can break it.
Finishing them Off
1. Lower their health with the Mind Flay/Mind Blast combo while refreshing debuffs
2. Shadow:Word Death – when they are close to death.
Remember you can use Inner Fire to mitigate some damage here but don’t let them get too close if you
can – they can usually kill a Priest in about three seconds or so if you let them into your melee space for
that long.
Rogues
Rogues are considered the kings and queens of PvP for a few good reasons. They are fast, powerful, and
versatile. They have the ability to strike quickly and leave their foes stunlocked while they attack
mercilessly until the opponent is dead. Warriors will face Bleed, ruining their armor and their high speed
and stealth keeps them from being anywhere near catchable by melee classes. Poisons are another
addition that can slowly kill opponents and openers in combos are about all they need to pull off to be
successful.
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Crippling Poison will be the primary poison for all Rogues in PvP with Mind Numbing Poison in the off-
hand. A second option is to use Wound Poison in the main hand and Crippling Poison in the off hand.
Because many opponents will try to run away, you cannot really afford to use Instant Poison – you need
them stuck in place so you can attack. You can expect pretty much every ranged and casting class to flee
from you. Warriors, Paladins, and Rogues will stay, but only because they have little choice.
The Stunlock
The Stunlock is a relatively recent ability that came with patches as a means by which Rogues can keep
their enemies stunned while they knock of huge chunks of their life. It is considered a cheap move by
some but because it is so complicated and requires such precise timing very few people can pull it off to
its full effect. Stun locks open with a stun opener and will be followed by a few combo abilities as combo
points are built up until a weak, stun inducing finisher is used to prolong the stun and a new opener is
used to start over.
Talent Spec
Your best bet for a solid PvP talent build is to combine Subtlety and Assassination as both sets of talents
compliment each other well. Combat is a strong tree, but more so for Raiding than in PvP.
Assassination - 25 Combat - 0 Subtlety - 46
Improved Eviscerate 3/3 Master of Deception 3/5
Malice 5/5 Opportunity 5/5
Ruthlessness 3/3 Dirty Tricks 2/2
Puncturing Wounds 3/3 Initiative 3/3
Relentless Strikes 1/1 Improved Ambush 3/3
Lethality 5/5 Elusiveness 1/2
Vile Poisons 4/5 Serrated Blades 3/3
Cold Blood 1/1 Heightened Senses 2/2
Preparation 1/1
Dirty Deeds 2/2
Master of Subtlety 3/3
Deadliness 2/5
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Premeditation 1/1
Cheat Death 3/3
Sinister Calling 5/5
Shadowstep 1/1
Slaughter from the Shadows 5/5
Shadow Dance 1/1
Strengths and Weaknesses
As one of the strongest PvP classes, Rogues are good because they can fight any class on even terms.
They can counteract most situations and because they can take apart any class with armor lower than
Mail, they are powerful against a good percentage of other players.
Their weaknesses lay in when they drop stuns or let their opponent get back to ranged mode. They lose
most of their advantage in this instance and if they cannot disengage from battle, the fight can become
very close.
Your Gear
Your weapon slot is the most valuable because all of your damage output is via melee. You should work
to properly spec yourself for this kind of fighting style so that you can attack quickly but powerfully. For
daggers, you want to have a main hand weapon at 1.7 and 2.4 or slower for anything else you may carry.
Your damage cap should be as high as possible to max out critical strikes as well and because only
Combat Rogues (which do not really fight in PvP) really care about what kind of weapon they have, you
can pretty much ignore that beyond its base stats. There isn’t a best choice anymore anyways, so
Daggers are usually recommended because they have the highest critical chance.
Death Knights
Rogues are a unique class because there really isn’t a single class out there that is going to outperform
them in PvP combat if you are well schooled in how to combat them. Death Knights are not much
different in this, so you are not in the same boat as everyone else in that you need to relearn your own
abilities to be effective.
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For the most part, stunlocking will still be the best way to combat a Death Knight. They have no defense
against being kited, even in melee range and they can only break stun with their trinket. Once that is
blown, they are wide open. Make sure to stay out of their AoE damage when they are not stunned and
hit Dismantle whenever they cast DoT or AoE to get out of it. If you know you’re going into a fight with a
Death Knight, Shadow/Frost Resistance is a must and your dodge should be capped out. When they
Death Grip you, vanish before you run away so that they cannot death grip you out of your running. You
need to be sure you mitigate their ability to grab you as much as possible.
Druids
Druids can heal and that makes them tough to kill. Toss in their spells and physical attacks and they are
among the best rounded foes you will face. They can cast damage shields
which will repair them very quickly because of the speed of your attacks
and with regenerative spells in hand they can recover their health in not
time. You want them to go into Feral form if possible because they are
forced taking damage in this state – in casting form, the best you can do is
use Kick to interrupt their casts as much as possible.
Attack Sequence
1. Premeditation – start with 2 CP
2. Garotte
3. Shiv – Snare them – if they try to shift out, use Kidney Shot
4. Rupture
5. Backstab – use this three times to build CP
6. Expose Armor – only on Caster Form
7. Shiv
Their Attacks
1. Bash – They will use this to stun you and heal – if they do, use Evasion to stop it and cast Kidney
Shot
2. War Stomp – If they are a Tauren, they will use this for CC to heal. Have Wound Poison on them
at all times to weaken heals.
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Finishing them Off
1. Kidney Shot
2. Backstab
3. Cold Blood
4. Eviscerate
Not on the list but equally as important, remember to follow up with Kick, Gouge and Deadly Throw to
interrupt whenever you can – especially if they try to heal at all. Battles get very long when you don’t
remember to do this.
Hunter
Hunters are hard to deal with because they have pets which can be prone to interrupt your basic
strategies. They can slow your speed down and kite you around the
battlefield with a good pet and their shots and because they can hide a
little too and send in their pet first, it is hard to get a solid opener on
them. Use Sprint, Gouge and Blind often to get into melee range and
deal damage and ignore the pet whenever possible. They are just a
distraction, not an actual target.
Attack Sequence
1. Premeditation
2. Cloak of Shadows – Use this to resist their trap up to 95% of the time.
3. Cheap Shot
4. Shiv
5. Kidney Shot
6. Backstab
7. Backstab
Their Attacks
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1. Scatter Shot – They will use this to get back to range. Use Deadly Throw to slow them by up to
50% and then sprint to get back to melee range.
Finishing them Off
1. Cold Blood
2. Eviscerate
3. Evasion
4. Backstab – use this until you have 5 CP
3. Eviscerate
Keep the hunter in melee range throughout this fight by using things like
Deadly Throw. If they try to use Deterrance, use Shiv to build your CP or they
will dodge your attacks.
Mage
Your DPS ability is matched only by the Rogue but because they have no
armor and minimal health, you have the edge here. Polymorph and Frost
Nova should be expected from them at any given time to crowd control you
and keep you in their specified range. Use kick to counteract Polymorph and
interrupt it and use a ranged attack to interrupt Frost Nova. Do not use Gouge and Kick together though
as you will need one available at all times for emergencies. Stunlocking a mage is very possible as well,
but make sure to use Crippling Poison to keep them from using Blink to get away from you.
Attack Sequence
1. Premeditation
2. Garotte
3. Shiv
4. Cold Blood
5. Eviscerate
6. Backstab
7. Shiv
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8. Backstab
9. Eviscerate – This should do it for Fire Mages. You will need to finish them off if they are an Ice
Mage though
Their Attacks
1. Ice Block – Ice Mages will use this to become immune to your attacks. Use Blind afterward to
bandage and restealth. Use Garrote to reopen.
2. Frost Nova – Counter with Vanish, Sprint, Gouge
3. Blink – Counter with Cloak of Shadows, Sprint, Gouge
Finishing them Off
1. Vanish
2. Ambush
3. Eviscerate
If you have any problems with a mage, it will be their Ice Block ability – which is only available a couple
times at most. Counter with blind and heal and you should be fine – an easy fight all the way around.
Paladin
This is a tough fight for a Rogue because they have so many benefits – including Plate Mail, high
stamina, healing, and bubble shields for up to 12 seconds. You will
need to get them into a Stunlock if you want to guarantee their
death, because as soon as they are loose, they will heal and start
over again and will almost always be able to wear you down. They
also have very high armor ratings, so forget about things like
Backstab and Ambush – make sure to have Mind Numbing Poison on
at least one hand at all times as well to offset their healing as much
as you can.
Attack Sequence
1. Premeditation
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2. Garrote
3. Backstab
4. Cloak of Shadows – Use this before you think they are about to use Hammer of Justice – Most
Paladins lead with it
5. Rupture
6. Vanish
7. Cheap Shot
8. Backstab
9. Kidney Shot
Their Attacks
1. Divine Shield – They will use this to block your attacks and heal, while removing Wound Poison.
Use Sprint, run away and try to drop combat so you can reopen on them. Restealth and use
Cheap shot.
Finishing them Off
1. Backstab
2. Rupture
3. Backstab
4. Backstab
5. Eviscerate
The big move a Paladin has is Divine Shield. They can use it at any time and
completely heal themselves and restart the fight. Use Kick and Gouge when
you can to interrupt anything they try to do that will allow them to heal.
Priest
It might seem tough to face a Priest because of their numerous heals, but
with such a low armor class, no attack power, and stunlock susceptibility,
they are usually very easy to kill. They will fear you and have plenty of DoTs to
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drop on you, but if you can Vanish and hit them with your opener, they are as good as dead. Be wary of
skilled Shadow Priests though as they are still capable of defeating you if you get sloppy. Always have
Mind Numbing Poison on as well to negate their healing a bit.
Attack Sequence
1. Premeditation
2. Shiv
3. Kidney Shot
4. Backstab
5. Backstab
6. Cold Blood
7. Eviscerate
Their Attacks
1. Fear – They will fear you as soon as you use your first attack. Use your trinket to break it and
then wait it out after that.
Finishing them Off
1. Blind
2. Cloak of Shadows
3. Cheap Shot
4. Backstab
5. Eviscerate
A fast fight no matter how it goes down, you can usually kill them quickly if they are not well geared.
But, always remember to use Kick and Gouge at will to interrupt their heals to keep the fight as short as
possible.
Rogue
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Rogues facing Rogues are interesting matchups. With both of you being fast and stealthing, it is tough to
say who can ever have the advantage in such a fight. For this reason, the same
reasons you can defeat everyone else, you need to stay clear of a Rogue as much
as possible and only go in when you can stunlock and bleed them to death. If you
are a better stunlocker than them, you should win – if not, expect to die the
same way.
Attack Sequence
1. Premeditation
2. Cheap Shot
3. Shiv
4. Kidney Shot – Only when Cheap shot is about to fade
5. Backstab
6. Shiv
7. Gouge
8. Rupture
Their Attacks
1. Stealth and Stunlock – A Rogue will attempt to return your attacks the exact same as you hit
them, so beware of any opportunities you might give them to back out of the fight and
restealth. If they can restealth at all they will be able to possible stunlock you and get a great
deal of damage in.
Finishing them Off
1. Vanish
2. Cheap Shot
3. Backstab
4. Cold Blood
5. Eviscerate
You pretty much have to assume the opposing Rogue is not going to break free of stunlock. If they do,
they are free to hit you back which means the fight could go either way. You need to hit first and hit
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hard to stand a chance here, but if you can pull it off, you can usually defeat them. If they do break free,
they will Vanish and try to reopen on you – errors are costly here so play smart.
Shaman
Shamans are downright nasty to Rogues because of their combination of Damage shields, instant casts,
magma totems, and earthshield to keep you from getting into stunlocks,
vanishing, or doing much of anything else you are used to doing. Top that
all of with their healing ability and this is a downright hard fight. If you
want to beat a Shaman with a Rogue, you have to make no mistakes. If
they give you an opening, you must take it or you are going to die.
Attack Sequence
1. Sap – If they know you’re coming start here
2. Kill the Totems – Get rid of Fire Nova, Earthbind, Poison Cleansing Totems.
3. Premeditation
4. Cheap Shot
5. Shiv
6. Kidney Shot
7. Backstab
8. Gouge
9. Backstab
10. Cold Blood
11. Eviscerate
Their Attacks
1. Nature’s Swiftness – They will cast this so they can cast big heals to repair themselves. Wound
Poison should halve their heal though, so just continue as planned.
Finishing them Off
1. Blind
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2. Cheap Shot
3. Back Stab
4. Eviscerate
Use Kick and Gouge often to interrupt their heals and keep them from being ready to fight you. Don’t
give them the openings they need to attack either or you are just going to be stuck in a long, drawn out
battle. Attack fast, cut them off at every corner and try to kill them in a few seconds.
Warlock
Interrupt their casts as often as you can and you can be successful in this fight. The
biggest problem you are going to face is their Death Coil ability as it will hurt you and
heal them while it most often happens to proc fear at the same time. They will
usually cast DoTs so it is easy to interrupt them but fear is a biggie as they will use it
often. Undead Rogues are set because of fear immunity, but the rest of you are in
trouble. Also, Warlock pets can be largely ignored. Imps will make it hard to vanish, but can be taken
care of easily enough while Felhunters are useless against a non-caster such as yourself. Ignore the pets,
hit the warlock and end the fight quickly to be successful.
Attack Sequence
1. Premeditation
2. Cheap Shot
3. Shiv
4. Kidney Shot – Use before Cheap Shot runs out.
5. Back Stab
6. Cloak of Shadows – They will start spamming Death Coil at this point when the stun is about to
break – with this on, you will resist Death Coil most of the time. If they wait to cast it you may be
in trouble though.
7. Cold Blood
8. Eviscerate
Their Attacks
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1. Death Coil – They might recognize your Cloak of Shadows and wait to cast this and get it down,
followed by fear. Use your trinket and then follow up with Deadly Throw to interrupt their
subsequent casts.
Finishing them Off
1. Vanish
2. Cheap Shot
3. Back Stab
4. Eviscerate
The biggest thing to face here is Death Coil. If you can avoid it, you should be fine. If not, they can heal
themselves and get Fear in. Keep Crippling Poison on them and have your trinket ready at all times.
Warrior
Do the same thing against Warriors that you would against a Paladin. Because they cannot heal they are
a bit easier to kill, however keep in mind that they have very powerful
instant hits that can take out massive damage right away. You will want to
stay out of melee range as much as possible until you ready and with Rend
Armor they can send your armor to zero in a second and drop your attack
speed to 10% with Thunder Slap. Also, they have 8,000 armor or more in
many cases and a 60% reduction rate, so be ready for a long fight.
Stunlocking is recommended here and just hope they don’t break it on you
too early. If you can get a long lock on them early, you can usually manage
to out melee them after that with your health advantage.
Attack Sequence
1. Premeditation
2. Garrote
3. Shiv
4. Rupture – Dwarves have Stoneform, so wait for it to fade, use Blind and restealth to restart
5. Vanish
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6. Cheap Shot
7. Backstab
8. Cold Blood
9. Eviscerate
10. Evasion – Strafe to the back and use Backstab when you can.
Their Attacks
1. Fear – They can counter with fear in here – if they do it and you don’t break it, they can heal and
land a Mortal Strike to boot. Make sure to clear the fear in about 1.5 seconds or you could get
hit pretty hard.
Finishing them Off
1. Blind
2. Cheap Shot
3. Backstab
4. Eviscerate
5. Rupture
6. Cloak of Shadows
7. Restart from Step 2
When Warriors are aware of a Rogue nearby, they will go into defensive stance and wait for you to
come. They will weaken your attacks this way, but stick to your strategy and continue attacking. If they
land a Piercing Howl or Hamstring they can remove poison as well – in this case, they will then use
Intercept. If they can triple crit you here, you will die. If not, continue and try to restealth.
Shamans
The Shaman in PvP has changed a great deal since Burning Crusade was released. While they were once
considered the strongest in PvP because of their HP and Mana regeneration, they have been thoroughly
rebalanced to the point of being a slightly weaker class in PvP. They are generally considered now to be
in the middle of the pack after a few recent patches, but to be effective, you must still learn the basics of
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how they operate to effectively win your fights. Earth Shock Rank 1 will be a primary ability always on
your hotbar because of its usefulness in disrupting enemy attacks while other totems such as Magma
Totem will work well against Rogues. Each totem has its own role and to be effective in PvP you must
learn how to maximize the effectiveness of each.
Keep in mind as well that you have multiple options for your Weapon spec and your shield usage, but
this guide assumes the use of the Frostbrand Weapon and Lightning Shield being active at all times (it
isn’t mentioned throughout, so keep it in mind).
Your Spec
The best Talent build for Shamans in PvP is one that focuses on the Elemental Tree with additional
points in restoration. This puts a great deal of focus on your damage dealing ability as well as your
healing strengths.
Elemental – 43 Points Enhancement – 7 Points Restoration – 21 Points
Convection 5/5 Thundering Strikes 5/5 Improved Healing Wave 5/5
Concussion 5/5 Ancestral Knowledge 2/5 Totemic Focus 5/5
Elemental Focus 1/1 Nature’s Guidance 3/3
Reverberation 4/5 Healing Focus 1/5
Call of Thunder 5/5 Totemic Mastery 1/1
Storm Reach 2/2 Tidal Mastery 5/5
Elemental Fury 1/1 Nature’s Swiftness 1/1
Unrelenting Storm 5/5
Elemental Precision 1/3
Lightning Mastery 5/5
Elemental Mastery 1/1
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Lightning Overload 5/5
Elemental Oath 2/2
Totem of Wrath 1/1
Strengths and Weaknesses
Because of your totems, your method of fighting is different than any other class. You will have strong
buffs and can quickly change the course of battle with them. Additionally, because you can wear mail,
carry a shield and heal, you are incredibly hard to kill. Toss in Purge as a way of removing buffs from
enemies and high DPS and Shamans are incredibly imposing foes.
On the other side of the coin, Shamans have no means of crowd control and once an enemy attacks you,
they can remain engaged until the fight is over. Shaman attacks are usually quite short in range as well
and ranged fighters can deal huge damage before you can respond.
Your Gear
Your gear selection will largely depend on which spec you choose for your Shaman. For Enhancement
Shamans, your performance is heavily tied to your weapon selection. Unlike pretty much every other
class, dual wielding, especially with Shamanastic Rage is a clear choice because of their burst damage
capabilities with them in hand. However, you are still suggested to pick up slower weapons – at least 2.4
or slower per hand. Additionally, you are going to want to look for good stats for a melee fighter
including agility, strength, stamina, and resilience.
For Restoration and Enhancement Shamans you will want to go for a more casting based build which
means you don’t really care about damage in gear – just stats – with a heavy focus on things like spell
power, healing, and spell critical rating. Always add in the necessary stamina and resilience and your
shaman should be highly effective in battle.
Death Knights
Shamans have trouble with Death Knights still and it is largely because they are polar opposites (in a bad
way for Shamans). Death Knights wear plate, cast diseases and are highly magic resistant. Luckily a few
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changes have been made to Shamans to counteract this. First of all, totems are now considered physical
and not magic – so they cannot be silenced or slowed in casting. Your shocks and other spells might be
blocked, but totems are still wide open.
Secondly, a Death Knight sequence is equally if not more complex than a Shaman’s so if you are good at
playing your class, they are easy to trip up in their sequence. If you can blow their cooldowns or mess
with their sequence, you can improve your odds many times over.
Diseases are the core source of DPS for most Death Knights and you have a means of keeping those
diseases at bay, both with your Disease cleansing totem and your cleanse disease ability. You will slow
your own damage output, but you slow theirs too and unless they are blood specced, you stop most of
their healing ability as well. Always have a grounding totem out and use your lightning shield, magma
and fire totems and shocks in succession to maintain a steady stream of damage in between damage
mitigation. If you can outlast their attacks and stop them from healing, a Death knight actually has quite
a few holes against a Shaman.
Druids
When fighting a Druid as a Shaman, you are going to want to treat them
according to their form – Bears a warriors, cats are rogues and casters
are…well, casters. Purge is a good spell to toss on them to slow their
shapeshifting ability and always keep your eye on their mana bar. If you
are Elemental, they will likely attack in cat form and shift into and out of
your shocks and binds so be patient and wait for them to switch to heal
and then earthbind and lightning bolt them. For Restoration Shamans, you
can expect them to drop into bear form and tank – keep your health
above 50% no matter what form they are in though to prevent them from
being able to stunlock you to death in Cat form.
Attack Sequence
1. Start with Grounding Totem, Earthbind Totem, and Mana Spring Totem out
2. Chain Lightning
3. Earth Shock
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4. Lightning Bolt
5. Fire Nova Totem – if they try to move into Melee range
6. Chain Lightning
Their Attacks
1. Cyclone – This does nothing, so just wait for it to be done as they are trying to rattle you and
your strategy.
2. Bash – They will use this to stun you so they can heal – use your trinket to remove effects and
then Earth Shock to interrupt their heal. Use Purge to remove their HoT spells
Finishing them Off
1. Earth Shock
2. Grounding Totem – Redrop this every time it is used or they break it
3. Elemental Mastery
4. Chain Lightning
5. Nature’s Swiftness
6. Lightning Bolt
7. Earth Shock
This should be pretty easy for Elemental Shamans as they cannot interrupt your casts and they cannot
mitigate damage very well. They will try to win the fight by outhealing you, but you can reply by using
Purge and Earth Shock to block their heals. Their biggest heal is a 3.5 second cast, so have fun
interrupting it.
Hunters
No matter which Shaman you are, fight hunters the same way. Always ignore the pet and try to get into
melee range as often and as quickly as possible. Use your grounding
totem to eat and take care of their frost and immolation traps and
keep a magma totem down to take care of snake traps. Restoration
Shamans should watch out for Arcane Shot too as it can dispel Earth
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Shield and you should always lay as many totems as you can as they will attack your totems with their
pet, negating many of them.
Attack Sequence
1. You need to get them into melee range before dropping totems, so if they run away right away,
just wait.
2. Elemental Mastery
3. Chain Lightning
4. Frost Shock
5. Frost Shock – Run toward them during these
6. When in Melee Range – cast Grounding Totem
Their Attacks
1. Freezing Trap – Beware of these near their feet. Your Grounding Totem will hopefully absorb
this if they haven’t broken it already.
2. Scatter Shot – They will use this to slow and disorient you – use your trinket to remove it and
then follow up with Windwall Totem to reduce ranged damage.
3. Silencing Shot – Used to stop you from healing, you can reply by keeping your health above 40%
at all times so they cannot kill you while you are silenced.
4. Viper Sting – Dispel this with Poison Cleansing Totem or Cure Poison – always remove it quickly
though
Finishing them Off
1. Have Frostbrand Weapon on and turn on Auto attack for when they get into melee – this will
snare them
2. Fire Nova Totem
3. Chain Lightning
4. Frost Shock
5. Nature’s Swiftness
6. Lightning Bolt
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Another relatively easy fight if you come into it prepared and ready for whatever the Hunter throws at
you. Stay in Melee, get rid of their traps and you should be set.
Mage
Ice Mages are the ones to truly watch out for as a Shaman. If they are ice, they are built to survive and
so you should keep your distance and use Searing Totem to lengthen their
casting times as much as possible. When you have a chance to do damage
do as much as you can against an ice mage as they will be much more
powerful. Also watch out for counterspell as it can block your heals and
make you a sitting duck. Don’t waste heals when a grounding totem is out
either and use purge to remove any elemental shields and arcane intellect
they may have cast on themselves.
Attack Sequence
1. Set out Grounding Totem, Earthbind Totem, and Mana Spring
Totem to start
2. Elemental Mastery
3. Chain Lightning
4. Earth Shock
5. Lightning Bolt
6. Chain Lightning
Their Attacks
1. Counterspell – They will use this on you to block your spells. Hide behind rocks to stay out of line
of sight. If none are available, stay in melee until it wears off and then use Nature’s Swiftness
and Healing Wave to heal.
2. Polymorph – Mages use this when they are in real trouble to weaken you and heal. Use Earth
Shock to interrupt them from casting
Finishing them Off
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1. Earth Shock
2. Grounding Totem – Redrop this whenever the cooldown is up
3. Chain Lightning
4. Nature’s Swiftness
5. Lightning Bolt – if they are not dead yet, continue with above sequence until they are.
Mages can also Ice Block at any time during the fight to remove debuffs. Heal yourself if they do and
continue fighting when it fades. Also, continually use Purge throughout the fight to get rid of their buffs
such as Arcane Power, Mana Shield, and Ice Barrier. This should generally be a relatively easy fight for
you if you follow these steps.
Paladin
Against a Paladin, you are going to want to focus on keeping them from
using their heals and running out of mana quickly. These are the primary
threats a Paladin poses in almost any instance – they can pretty much
come back at you two or three times with new health.
Attack Sequence
1. Start with a Grounding Totem, Earthbind Totem, and Mana Spring
Totem out.
2. Lightning Bolt
3. Lightning Bolt
4. Auto Attack – Have Frostbrand Weapon active
5. Fire Nova Totem
6. Earth Shock
7. Lightning Bolt
8. Lightning Bolt – Continue using this until they use Divine Shield
9. Elemental Mastery
10. Chain Lightning
11. Nature’s Swiftness
12. Lightning Bolt
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13. Earth Shock – continue this theme until they are dead.
Paladins cannot really counter your spells, so just attack and try to interrupt their heals and waste their
mana. Save your own mana and be careful throughout the fight and this one should be pretty easy. It
generally comes down to a war of mana attrition. Also remember to keep Purge active throughout the
fight.
Priest
If you can time things like your Tremor totem correctly and break their Psychic Scream you cans win
pretty easily in this fight. Have a town handed weapon in hand against
priests as it will do more damage right away and they have such low health.
If you are elemental stay away and avoid their silencing spell. If you can
avoid fear and silence you should be able to handle this fight pretty well –
otherwise they will take the upper hand with ease.
Attack Sequence
1. Begin with a Grounding Totem, Tremor Totem, and Mana Spring
Totem active – Stay near Tremor Totem to remove any fear effects
as Grounding totem doesn’t work with Pyschic Scream
2. Purge – Use this twice
3. Lightning Bolt
4. Earth Shock
5. Lightning Bolt
6. Auto Attack – with Frostbrand Weapon on it
7. Fire Nova Totem – when they are in melee range
Their Attacks
1. Look out for their use of Pain Suppression, Renew and Power Word: Shield – Continue to Purge
them.
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2. Silence – Shadow Priests can silence you – Heal throughout the fight to stay above 40% so this
can’t work
Finishing them Off
1. Grounding Totem
2. Elemental Mastery
3. Chain Lightning
4. Nature’s Swiftness
5. Lightning Bolt
6. Earth Shock – continue with this combo until they are dead
Priests will sometimes use Mana Burn against you to drain your mana and win the fight – if they do this,
use Earth Shock to interrupt and put down a Grounding Totem to absorb if they try again. Otherwise,
stay above 40% and stick to the above strategy to remain effective.
Rogue
If a Rogue fails to defeat you right away by getting you into a stunlock, you actually stand a much better
chance of defeating them. If you can avoid their initial combo completely, you
will actually be well situated to win already. Keep your Rank 1 Magma Totem out
to keep them from Vanishing and watch out for Kick as they will use it to
interrupt your casts and you should be good. Restoration Shamans should also
use their shields and shocks to block their attacks and – in fact, it is often
recommended to keep Earth Shield up all the time to block them from sneaking
up on you.
Attack Sequence
1. Start with Earthbind Totem, Magma Totem Rank 1, Wrath of Air Totem, and Poison Cleansing
Totem out
2. Frost Shock
3. Auto Attack – with Frostbrand Weapon on
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4. Fire Nova Totem
Their Attacks
1. Sap – They will often start with this to kill your totems. Wait it out and redrop the totems. If they
restealth, use your trinket
2. Cloak of Shadows – They will use this to remove debuffs and resists Fire Nova – continue as
planned
3. Kick – They will use this interrupt your casts. Back away and wait for the Kick to fade then
resume
4. Blind – Keep a Poison Cleansing Totem up at all times to negate this attack.
Finishing them Off
1. Chain Lightning
2. Flame Shock
3. Elemental Mastery
4. Chain Lightning
5. Frost Shock
Keep your Magma Totem out at all times to keep them from using Cloak of Shadows and Vanish too
often as well as Poison Cleanse Totem to counteract their poisons – keep Dispel Poison on hand too. If
they land a lot of damage before you can even act, use Nature’s Swiftness and Healing Wave to restore
and reengage.
Warrior
To win this fight, a warrior must deal heavy melee damage – so if you can
stay out of melee range, you should be good to go. Use a lightning bolt to
initiate combat or something similar to negat e their charge and look out
for their Intercept ability which allows them to reinitiate melee from a
distance and stun you. Mortal Strike is another hard attack to counter as it
lowers healing effects by 50% on you. Use Frost Shock and stay out of
melee and you should be okay though. Enhancement Shamans have a
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better chance in this fight too because they can survive in melee a little longer.
Attack Sequence
1. Start with Grounding Totem, Earthbind Totem, and Mana Spring Totem out
2. Chain Lightning – with Auto attack
3. Frost Shock
4. Fire Nova Totem
5. Frost Shock
6. Chain Lightning
7. Lightning Bolt
Their Attacks
1. Intercept – They will attempt to respond to your early attacks with Intercept to get into melee
range. Respond by keeping a Grounding totem out to absorb it.
2. Intimidating Shout – If they get within 8 yards they will use this and then follow up with
Hamstring – use your trinket and restart your attack sequence in this case
Finishing them Off
1. Frost Shock
2. Elemental Mastery
3. Chain Lightning
4. Fire Nova Totem
5. Nature’s Swiftness
6. Lightning Bolt
7. Frost Shock
When the Warrior has already used up their Intimidating Shout and trinket, they have no real way to get
close to you again so you can simply run away and continue casting instant spells on them as they try to
get back into melee and fail. Heal early and never let your health get below 40% or they will kill you.
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Warlock
Warlocks are hard for nearly every class and to be successful you had better take
control early and keep it that way. Watch out for their use of fear, death coil,
and their Felhunter to block your casting. Use your grounding totem, tremor
totem, and searing totem often and keep their pet busy with other totems
around the area. You should stay in melee range and if you are Enhancement
specced, use Windfury on your weapons. If you are Restoration, have your Earth
Shield up and always be ready with a heal if they use Death Coil to negate the
effects of its drain.
Attack Sequence
1. Start with a Grounding Totem, Tremor Totem, and Mana Spring Totem out.
2. Elemental Mastery
3. Chain Lightning
4. Earth Shock
5. Lightning Bolt
6. Lightning Bolt
Their Attacks
1. Death Coil/Fear – They will try to start the fight with these attacks – respond by standing close
to your Tremor Totem at all times
2. Curse of Tongues – They will use this to slow casting speed – if they do, continue as planned as
you have minimal recourse
3. Spell Lock – If they throw their Felhunter out there, heal a lot when you can and be ready for a
longer fight.
Finishing them Off
1. Earth Shock
2. Chain Lightning
3. Grounding Totem
4. Lightning Bolt
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5. Nature’s Swiftness
6. Chain Lightning
A good warrior can kill you while you are feared so you really need to focus on ensuring they don’t
successful land fear on you. Have a Tremor Totem up at all times and use Earth Shock to continually
interrupt their casting. Your grounding totem will absorb DoTs and not be destroyed by them as well, so
always have one out.
Shaman
Shamans versus other Shamans are tough because they are usually
mirrored fights especially if they are the same spec. Time your totem
use well and take down their totems as quickly as possible to be
effective. There are too many combinations a Shaman may use
against you though, so having a specific strategy is hard. Just wait to
see how they act, break their totems and treat them like the class
they are emulating.
Attack Sequence
1. Drop a Grounding Totem, Earthbind Totem, and Mana Spring Totem
2. Earth Shock Rank 1 to disrupt the opponents own Grounding Totem
3. Chain Lightning
4. Lightning Bolt
5. Grounding Totem
6. Auto attack with Frostbrand Weapon
Their Attacks
1. They will use Earth Shock to interrupt as well. Just wait it out when it happens and recast
Finishing them Off
1. Fire Nova Totem
2. Elemental Mastery
3. Chain Lightning
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4. Nature’s Swiftness
5. Earth Shock
6. Lightning Bolt
If you can successful earthshock the opposing Shaman’s heals, they will die quickly. If not, it will go on a
little longer than normal. These can be quick battles or incredibly long. If you get them below 50%
health, unload to try and end it and if you get below 50% health, heal quickly.
Death Knights
PvP for a Death Knight is a bit tough. First off, your class is relatively strong compared to others.
However, it is also very hard to master and a single mistake in a fight can cost you a win in many cases if
you are not careful. You have plenty of weaknesses as well – kiting is especially hard to overcome and
many classes simply out DPS you in a straight up fight. However, with the ability to deal DoT with
diseases, spread them in group PvP and especially to heal in multiple ways through the damage you deal
to your opponent, a Death Knight is a force to be reckoned with in almost every form of PvP there is.
Death Grip is your biggest attack in PvP as it will pull your opponent to you instantly. With talents you
can get the cooldown as low as 25 seconds and with a glyph you can add a 1 second stun proc to it with
an additional 10 seconds of cooldown as a tradeoff. Against casters this is a great tradeoff as 1 second
can give you time to do a whole lot.
You have less in the way of regular stuns though – Chains of Ice is a movement slower and can be easily
dispelled, though it has no cooldown so it can be pretty useful when used properly. If you have it,
Chillblains is very useful as well with a 10 second slow and a good amount of time to control your
opponent with minimal effect from your damage.
Your biggest weakness is being kited, and it can be done by most classes. Even Mages, who you have
multiple weapons against can kite you with polymorph, blink, and their ice attacks if they are frost
specced. Most of the strategies below will deal with getting around the kiting though.
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Ideal PvP Talent Build
There is no single best PvP talent build for Death Knights. There are a few reasons for this. First of all, all
three specs work well in PvP. Second of all, each one has its trade offs in PvP. While Blood is great for
keeping yourself healed, it relies too heavily on melee combat and thus makes it easier to be kited.
Unholy is good for control, but makes it harder to deal solid DPS. Frost is the best for survivability but
can slow your fights, even with the DPS boost. Below are three different builds – one for each talent tree
– that allow you to choose which method you would like to play as.
Blood
Blood (54 points) Frost (7 points) Unholy (10 points)
2/2 Butchery
3/3 Subversion
5/5 Bladed Armor
2/2 Two-Handed Weapon
Specialization
1/1 Rune Tap
5/5 Dark Conviction
3/3 Death Rune Mastery
3/3 Improved Rune Tap
3/3 Spell Deflection
3/3 Bloody Strikes
3/3 Veteran of the Third War
1/1 Mark of Blood
3/3 Bloody Vengeance
2/2 Abomination's Might
3/3 Bloodworms
1/1 Hysteria
2/5 Sudden Doom
1/1 Vampiric Blood
5/5 Toughness
2/2 Icy Reach
2/2 Vicious Strikes
3/3 Morbidity
3/3 Virulence
2/2 Unholy Command
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3/3 Will of the Necropolis
1/1 Heart Strike
3/3 Might of Mograine
1/1 Dancing Rune Weapon
The Blood build focuses on keeping you alive through self healing. Dancing Rune Weapon will boost your
DPS in a close fight and Improved Rune Tap along with Mark of Blood will both help you mitigate the
damage you take – this is good against melee classes especially like Warriors and Feral Druids.
Frost
Blood - 0 Frost – 61 Unholy - 10
3/3 Improved Icy Touch
2/2 Glacier Rot
5/5 Toughness
2/2 Icy Reach
5/5 Black Ice
1/1 Lichborne
3/3 Annihilation
5/5 Killing Machine
2/2 Chill of the Grave
1/1 Deathchill
2/2 Merciless Combat
3/3 Rime
2/2 Endless Winter
1/1 Howling Blast
2/2 Frost Aura
3/3 Chilblains
5/5 Blood of the North
1/1 Unbreakable Armor
3/3 Acclimation
2/2 Vicious Strikes
3/3 Morbidity
3/3 Virulence
2/2 Unholy Command
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1/1 Frost Strike
3/3 Guile of Gorefiend
5/5 Tundra Stalker
1/1 Hungering Cold
Unholy
Blood - 19 Frost – 7 Unholy - 45
2/2 Butchery
3/3 Subversion
5/5 Bladed Armor
2/2 Two-Handed Weapon
Specialization
1/1 Rune Tap
3/5 Dark Conviction
3/3 Improved Rune Tap
5/5 Toughness
2/2 Icy Reach
2/2 Vicious Strikes
3/3 Morbidity
2/2 Epidemic
3/3 Virulence
2/2 Unholy Command
3/3 Ravenous Dead
2/2 On a Pale Horse
3/3 Blood-Caked Blade
1/1 Shadow of Death
1/1 Summon Gargoyle
2/5 Impurity
2/2 Dirge
3/3 Reaping
1/1 Master of Ghouls
5/5 Desecration
2/2 Unholy Aura
3/3 Crypt Fever
1/1 Bone Shield
3/3 Ebon Plaguebringer
1/1 Scourge Strike
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There are two types of builds for Unholy PvP – the Anti-Magic Shell build or the Rune Tap build. The
build above is build for Rune Tap to improve your self healing. Anti-magic shield is usually too
situational. It only works well against a handful of classes and in some cases is usually just wasted
because you can’t move when it is cast. You will need the self healing much more than the shield, but if
you know you will be facing Priests, Warlocks, and Mages, consider the full Unholy build for Anti-Magic
Shell.
Death Knights
A Death Knight versus Death Knight is interesting for a few reasons.
First of all, the major difference is in the gear, skill level and talent
build that you both have. If you take out the things that should be
equal in a fair fight – gear and skill level – you are left with talent
build and execution, which can be measured more accurately with a
few specific tips and tricks.
Because of Rune Tap, you can usually assume that most Death
Knights will be partly blood specced for the healing aspect. This
means they will probably have Mark of Blood and you need to watch out for it. They will heal for 4% of
all damage they deal to you with this on. If you have this on, make sure not to auto attack because it will
only draw them more health. Use Death Strike, Rune Strikes, or obliterate to get around it.
With a Ghoul out, make sure to place your own Mark of Blood on the pet first to get more health out of
it. If you are fighting a Frost Spec, make sure to avoid their snare so they don’t hit you with Obliterate
for solid burst damage. If they are dual wielders, make sure to have Mark of Blood on them because of
the boost you’ll get. If they are Unholy, stay out of range and hit them with Death Coil and Icy Touch to
avoid their AoE and DoT in melee boosts.
Druids
Fighting a Druid is a tough one for most Death Knights. Most of the
time, you will be up against a Feral Druid in bear form as they will
attempt to mitigate your damage with the higher armor. Make sure
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to go into Blood Presence if they are in bear form to boost your healing and then load up with Diseases
and hit with Death Coil, Scourge Strike and Frost Strike to avoid getting blocked by their armor. If they
try to heal, use Icebound Fortitude so they waste their Bash and then Mind Freeze them before they can
use Cyclone.
When they go to use Nature’s Grasp, make sure to have Anti-Magic Shell ready if you are Unholy – this
will waste their root. If you don’t have this spell, use Death Grip to pull them back to you so they cannot
heal and then strangulate them to silence their spell. Don’t waste any runes on Chains of Ice though as
they will shapeshift out of it.
Hunter
To start off against a Hunter, you need to do everything you can to keep
them in range. They can deal much too much damage on you from a
distance if you let them and can control the fight for long enough to win
almost every time. Hit them with Chains of Ice to slow movement and get
into range if you can. They will often use their Disengage to get away, so
just Death Grip them back after that to keep them in range. If you have a
stun proc, hit them with Mind Freeze after that to slow any other moves
they might use to get away.
After you get them in melee, stack your diseases while making sure to save your Frost Runes for Chains
of Ice when needed. Then boost your DPS and start wailing away. You need to have Icebound Fortitude
on hand if they have Intimidate as a Beast master and have your ghoul stay on the hunter’s pet while
you sap their pet with Mark of Blood.
Mage
Against a Mage, you will want to be ready for a lot of things – too
many Death Knights go into this fight thinking it will be a cake walk
because they are anti-magic by nature. However, in most cases, you
are going to find that Mages are well equipped to kite you. You will
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want to have your anti-magic ready though – including Anti-Magic Shell, Death Grip, Mind Freeze and
Strangulate. If you do not have a solid opening sequence though, most good mages will simply frost kite
you to death.
To start the fight, send out your ghoul and then hit with Chains of Ice to keep them in place. If you have
it, use Anti-Magic Zone and make them waste their blink right away. Now, pull them back with Death
Grip and hit with Chains of Ice again with your second frost rune. Hit Icy Touch to keep the disease on
and then silence and interrupt them with Mind Freeze and Strangulate. Even without the boosts of the
Anti-Magic Shell, you should do alright if you can use your diseases properly and keep the cooldown up
on your Death Grip.
Paladin
Against a Retribution Paladin, you are
going to have a heck of a time being
effective. They are stronger than Death
Knights in straight up hand to hand
combat and that makes a Blood Knight’s
strengths harder to utilize – they can hit
for more damage than you’ll heal for in
melee range, even with Mark of Blood
on. Stay at range against Paladins and use
your Death Coil and Icy Touch abilities between your diseases. Death and Decay is good if they try to get
too close to you as they will want to flee and you’ll usually have to outlast their mana pool – once their
bubbles and heals are all used up, you can start to wear them down. Be warned though – this is a very
long fight.
Priest
Priests are another fairly simple class to combat for a Death Knight if they are properly prepared. To
start with, they cannot use Mana Burn to block your casting and they don’t have too much in the way of
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kiting abilities save their use of Fear. If you can mitigate the use of fear, you are going to do well. If they
control you for too much of the fight, a good Shadow Priest will run you into the ground.
Anti-Magic Shell and Lichborne are both great spells to counteract fear along with your PvP trinket, but
you need to know in advance on fear for the first two, so be ready for it when they cast. Also, keep Mind
Freeze and Strangulate at the ready at all times to use when they get close enough – they will slow their
casting and boost your attack potential many times over.
If they do manage to crowd control you, wait it out (if your trinket is on cooldown) and then use Death
Grip immediately if you survive it. You will need to load up diseases and hit with Death Strike to heal
effectively along with Rune Tap and this will deal the most damage to most Priests. If they switch into
Holy mode, cast Strangulate and Mind Freeze right away to stop their heals or slow them and then
continue to wear them down. If you can force a Priest OOM they are essentially dead, so outlast their
fears and hit them when you have a chance to be effective.
Rogue
If the Rogue you are fighting is good at what they do, expect this to be a tough fight. If they are not very
good, this is going to be relatively easy. Most successful PvP Rogues will use a stunlock combo to take on
pretty much any combatant. They will start the fight in stealth and then hit from there into a stunlock,
killing you before you can hit them at all.
Because your parry is so high naturally you will stand a better chance of surviving until the stun breaks
and then you can hit with Rune Strikes to boost Melee and hit them hard. If they Kidney Shot you to
continue a stun, use your trinket and make sure to have Mark of Blood on them at all times because of
their multiple strikes. You can often heal through a good chunk of their damage, mitigating their huge
burst potential.
Shaman
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When fighting a Shaman, you are going to need to take them
on slightly differently than other casters. First of all, their
totems are not considered magic – they are physical in the
classification of attacks so your anti-magic won’t work
against them. Elemental Shamans will attempt to say away
and use their nukes to hit you hard. Hit them with Death
Grip to pull them in and then use Chains of Ice to slow them.
If they are Enhancement, do the opposite and keep your
distance, using your ghoul to destroy totems and hitting
them with Death Coil and Icy Touch.
Shamans are a tough fight because they can cleanse your diseases quickly and hit with a good amount of
damage selectively. If they are good at what they do and can control their totems, they are even harder
to defeat. Make sure to keep your ghoul active on totems and use your AoE to disrupt their totems
when the Grounding Totem isn’t out.
Warlock
Warlocks are an interesting, yet fairly easy fight for Death Knights. They are good at long ranged DOT
and kiting, and have all sorts of stamina with minimal armor. To start, hit with Death Grip and then
strangulate to stop their casting. You should follow
up with Icy Touch and Plague Strike to get your
diseases loaded up and then hit with Death Strike to
heal since their armor is so low. Use your Mind
Freeze when they fear or use Drain Life to slow their
casting.
For those that have Anti-Magic Shell, use it to block
fear for 10 seconds (with the glyph) and then use
Lichborne to be completely immune to fear for a
while. This is especially good when they are trying to
kite you with their curses. Ignore their pet for the
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most part – use Mark of Blood on everything but the Fel Hunter and keep your ghoul on them if you
want to keep from being hit for too much.
Warrior
Warriors always start the fight with a Charge if they can get it in first. To stop this, hit them with Death
Grip to pull them to you or use Chains of Ice to keep them from moving too fast. Make sure you know
what spec they are before continuing – you will want Frost Presence against a Protection spec and
Unholy Presence to boost speed and attack speed if they are Fury. IF they are Arms specced make sure
to have Blood Presence out for healing and watch out for their Mortal Strike as it can be a tough one to
face for Death Knights.
Make sure to use Strangulate before they cast Demoralizing Shout so you can avoid fear and make sure
to keep out of range of Intercept and have your trinket on hand to get out of the stun. Frost Strikes is a
good attack to use on Protection Specs so repeat it whenever you have the Runic Power for it.
Otherwise, stay in melee range and hit them for what you can. If they are Fury, stay at range and hit
with Death Coil and Icy Touch as they can hit for harder than you can heal.
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Part 3: Arena PvP
In World of Warcraft, the Arena system is designed to provide players an opportunity to fight against
each other outside the typical PvP system. To get started, players need to acquire charters for their
teams from one of two NPCs – Steamwheedle Sam at the Circle of Blood or “King” Dond at the Ring of
Trials. Charters will cost players the following:
2v2 – 80 Gold
3v3 – 120 Gold
5v5 – 200 Gold
Once a charter has been purchased, you need to get all the members of your team to sign the charter –
after that has been done, turn the charter back in and you should be ready to start fighting in the arena.
You will need to form a group (group leader doesn’t matter) before entering a battle and then queue up
for a battle in your class. There are also Arena Battlemasters in each Racial Capital for you to queue up
with.
Rating System
The Arena rating system in World of Warcraft is ranked similar to how the Elo Chess rating system
works. The computer will determine the statistical chance of each side winning based on their score at
the start of the fight. The difference between probability is then the amount of points each side will lose
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or gain after the fight is over. Arena Points are awarded each Tuesday during server maintenance based
on each team’s Arena rating at the time. These points can be used to purchase items from Vixton
Pinchwhistle,t he Arena Vendor. The formula for deciding the amount of points your team receives is as
follows (X=Team Rating, Y=Arena Points):
If X>1500 then Y = 2894/(1+259*e^(-0.0025*X))
Else Y = 0.206*X+99
Combat in the Arena
The method of combat in an arena is highly staged, with each team going into a staging area before the
fight. You cannot leave this area and all of your buffs are removed before the fight begins. You will be
given an Arena Buff though which will reduce your mana, rage, or energy cost for all abilities to 0 while
in the fight. Next, a countdown will appear from 60 seconds for the fight to begin. When the staging is
done, the door will open and you can enter the floor and start fighting.
Winning a Match
To win a match in the Arena, one team must be completely defeated. The sole goal is to kill the
opponents with no additional objectives. If a battle starts to take too long, the game will introduce
obstacles to speed it up. After 30 seconds, tornadoes appear on the floor that will cause 1500 damage.
After a great enough time stealth detection crystals appear. They will however cause 2% damage every
few seconds to whoever uses them so as to negate any major advantage they might provide.
At the end of the fight, the scoreboard will appear with data that tells you how many killing blows each
team member had, how much damage was dealt, how much healing was done, and the change in rating
for each player, as well as the total time elapse.
Positioning
The first thing to learn about the arenas is how to position yourself and your teammates. If you stand in
the worst places you will die no matter how well geared you are. Of course, there are no ideal positions
in any match because the match is too dynamic with too much going on, but these basic tips and
overviews will help you learn how to utilize the space in each arena effectively when you fight there.
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Your Line of Sight
The line of sight is vital to every player – if you cannot see the opponent, you cannot hit them with your
attacks (even bigger for ranged and casting classes). Additionally, if your own healer cannot see you, you
will be out of luck when they try to heal. You must always maintain a good line of sight with your team
members throughout an arena fight while trying to minimize the line of sight your opponents have at
any given point in time. In doing so, you can reduce how much damage you take, prevent crowd control,
prevent silencing, and force opponents to change their structure and model of attack, throwing them
off.
When properly positioned, you can more easily execute your team’s strategies, overcome your
opponents’ and be ready for nearly anything. Still, you will need a great deal of practice to truly master
these techniques. When you enter an arena for the first time, don’t expect to be successful – and if you
can bring along at least one team member who has fought there before and knows the lay of the land.
This will immensely help your cause.
Communication
Every good arena team should practice their communication or they are going to lose no matter how
good their gear is. Even if the other team has better gear and a better setup than you, if you can
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communicate better and take them on with your methods intact, you can beat them. Having the best
WoW player in the world playing on your team is useless if they don’t know how to communicate with
the rest of the team effectively.
The first step is to learn how to talk via voice and what to say (and not to say). If you are panicked,
confused, yelling, or clogging the line, you waste everyone’s time and block out the useful messages.
Practice for this very reason, discussing who should be wear, what should be said and how the com lines
should be utilized. Have a team leader who tells people where to be and how to adjust their strategy.
This person will be the calmest and most capable of assessing the entire situation, not just their own.
This will be the person to call the DPS switches, crowd controls, and heals as they are needed. If strategy
changes, they will announce it.
Additionally, if you start to blame your teammates, you get nowhere. You need to learn how to work
together and take on blame with your teammates, not dole it out. Criticism is good, but only when it is
constructive and carefully given to help the team instead of tear down a teammate. Even if someone
made a catastrophic mistake, berating them does no good – it only creates tension between the group
and weakens your next match. Make sure to approach every match with the right balance of mutual
respect and communication and you should be able to share your strategies and thoughts to the
greatest effect.
Creating a Strategy
Creating a strategy for an Arena match can be hard because you never know what you will face in your
opponents, but that makes it all that much more important. Good teams practice repeatedly and
develop strategies for almost any kind of team they might face when they enter the arena. While you
cannot build a strategy for every possible combination (5v5 teams have more than 59,000
combinations), you can build a strategy for basic archetypes such as DPS teams, melee teams, caster
teams, healing teams, and raid style teams. If you have a basic strategy going into every fight, you can be
prepared for nearly anything and what’s more, you can effectively adjust to that strategy because
everyone on your team knows exactly what is supposed to happen next. If they know you would
normally take out the healer and you decide not to in a particular fight, they will understand why and
adjust accordingly, but only when you practice and build strategies ahead of time.
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Always discuss your match before you enter it and once you are in the match, talk for a couple seconds
before you engage them to make sure you are fully sure of the strategy you will use in combating their
setup. This follows directly into being adaptive in battle. While having a strategy is good, it can also hold
you back if you are not careful to monitor your opponents and ensure you are prepared for everything
they throw at you. Be sure to combat what they look like on paper and what they actually do separately
with the right adjustments being made to their specific actions or you will become a slave to your
preparations and make mistakes.
General Group Strategies
Below, you will find short strategies designed to help you understand the dynamics of certain group
formations. Because there are so many possible combinations in any of the three brackets (more than
61,000), you are not going to find them all there, but you will find some of the most popular formations
possible that allow certain strategies to be undertaken, from high DPS to tanking and healing. Later in
this section is a more in-depth look at what you can accomplish with very specific, popular 2v2 and 3v3
teams.
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DPS Burst Damage Groups
The goal of a burst damage group is to be powerful and always control the offensive turn of the fight.
Many DPS groups will start battle by trying to CC and kill off one person right away. An alternate
strategy is also to start soft and hit people lightly before going in for more powerful blows later in the
game when they’ve settled on a particular target. They can quickly switch and kill someone who is off
guard in a few seconds this way. Because killing someone outright to start a match is actually quite hard,
the second switch method is often more commonly used – with Resilience over 400 for most players and
crowd control breaks being standard place for most PvPers, it just doesn’t work that well. However, a
big DPS team will usually settle in on an expected target like a mage or warlock and when it is not
expected they will switch their attention to a softer target (paladins who’ve used up their bubble or
mages who’ve used up their ice block). Always be prepared for these things too – keep your opponents
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purged or dispelled before they can cast anything such as a bubble or shield so that you can dispel it
quickly when it comes up.
2v2 Teams
While it might not seem to make the most sense, a 2 DPS team in 2v2 is actually quite common. The goal
here, without a healer, is to forget having any form of healing and stick with complete rowd control of
an opposing DPS or healer. Rogues should probably use their CC on opposing DPS. That way, the healer
is alone to take on damage in a one on one fight with your other DPS who should have the advantage.
But, you need to be quick and kill fast as you will have no means of healing when the time calls for it.
Warlocks are especially good for this reason because of their Drain life ability.
Rogue/Mage – This team has very little room for error. The mage should probably be a frost mage,
though if the mage is particularly skilled a fire mage can probably pull it off. Your primary goal here
should be crowd control, so other than that any strategy will usually work pretty well. The firepower
should be focused heavily on one player though. Usually in this fight your best bet is to take on the DPS
and CC the healer, just until you know how to play in this format well. If you can kill the DPS first, the
healer poses no threat to the two of you.
Rogue/Warlock – You can expect lots of damage and CC in this setup. Fears and spell locks from the
Warlock’s pet make this a pretty simple combination to run too. Also, because of Drain Life and
healthstones, you actually have a couple ways to heal if you need a bit of extra health going into the
final seconds of a fight.
Hunter/Warlock – This gives you a bit of control for both sides of the coin with Hunters CCing the melee
classes and Warlocks taking on the ranged and casters. Warlocks should load up their DoTs on both
opposing members and the Hunter should hit hard with a focus fire on one of the two of them. The
Warlock should then fear on the other member and the two can combine forces to kill off the primary
target – Aimed Shot should be attached to the DPS target throughout the fight.
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Mage/Warlock – This team is a massive, damage dealing machine. Warlocks can throw out the Soul Link
and Siphon Life combination and make it even better with health boosts even against major burst
damage on the other side. Your combination of fears and polymorph along with counterspells and spell
lock make pretty much anyone weak against your powers and will usually lead to plenty of victories for
your side.
3v3 Teams
If you want to build a purely DPS team in 3v3 you need to truly understand what it is you are doing with
your class and how the other classes in the game act and interact. You also need to have a trio of players
who know each other well and can work in a team effectively. If your team doesn’t lock down one of the
opposing team’s DPS members, you can count on there being a nice bit of problems with killing them as
you will likely lose a party member in the process. You should CC the healers on the other team and
then hit the DPS class hard – once they are dead, the other team has very little to throw back at you. If
you kill a healer early, they can still beat you with a few lucky criticals. Of course, with a Rogue on your
team, try to lock down the healer if possible and split DPS so they cannot break out of CC and block your
attempts to kill a team member. If you face a double healer combination, make sure to do this or you
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will not be able to take down their health. Expect the 3 DPS build to be a tough build to master but a
fun one once you do.
Rogue/Warlock/ Mage – You have about 30 seconds to make this fight your own, so you need to act
quickly and make good moves. If you don’t kill an opponent in those first 30 seconds you will probably
lose. Get off your CC fast and make sure to know who your targets are. Your Rogue should work to lock
down the opposing team’s healer while the Mage and Warlock take on the DPS or second healer. If you
can find a good team who you can work well with, this is a great matchup because of the shear damage
output you can accomplish.
Hunter/ Rogue/Restoration Druid – With this group, you can pretty much match up against any team.
Pairing a Rogue and Hunter will allow you to take out any opposing casters with extreme ease while the
Rogue can handle Warlocks better and the Hunter handles Mages better. The Druid’s goal in this fight is
to Crowd Control and Heal over Time – your opponents will most likely attempt to take out the Druids
first though, so be ready and protect them with some solid gear.
Warlock/ Elemental Shaman/Mage – This team is an incredibly powerful DPS team. Off the bat, expect
to knock out an opponent in mere seconds and because the Shaman can heal when needed, they are
extremely useful in this setup. Have Frost Nova and Earth Bind on tap at all times with CC’s such as Fear
and Polymorph and you should be able to keep opposing DPS at bay with relative ease. No matter what
happens, you should be able to damage your opponents with ease using this setup.
5v5 Teams
The 5 person group with a DPS focus will have four DPS members at the most. Any more than that and
you will probably not survive – even then, you will need to practice often and have a good deal of team
chemistry to make this group work. Your goal here is pretty much to unload on specific targets and hit
them hard and fast to kill them right away. You want to make sure your group composition does not
allow for the opposing teams Healers to heal through everything though. There are plenty of drawbacks
to be aware of here as well. Because you only have the one healer, you are fairly exposed if the other
team has multiple DPS or if your teammates do not lock down the CC on the opposing DPS. If they can
come after your healer and kill them outright, you are in a great deal of trouble. But, if you can pull this
off, you can be a downright tough team to beat.
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Elemental Shaman/ Warlock/ Warrior/ Mage/ Discipline Priest – This team is a very common 4 DPS
team. Using the strategy described above where you switch targets without notice to kill them, you can
use this team fairly well. Your first goal should be to hit your primary target hard and then to follow up
with CC on the opposing DPS classes. Then, about 30 seconds in switch all of your focus with the Shaman
using Bloodlust and everyone using all of their most powerful attacks on a single target. The casters
should hit the healers with counters and spell locks and the Priest should unload fear with the Warrior
so that you can kill your new target with ease. After killing one player, this fight should be come
relatively simple.
Paladin/Warlock/Rogue/Mage/Elemental Shaman – This team uses the above strategy just as well,
with basically the same approach. Just make sure to adjust your strategy effectively if you have an
opposing team with a strange makeup (i.e. 4 healers or their own 4 DPS setup). This can make for some
interesting matches.
Paladin/Mage/Hunter/Elemental Shaman/Warlock – This team is infamous for unloading a huge
amount of damage very quickly. Because you don’t have a Priest with Power Infusion, you cannot boost
the damage output any more than normal, but Bloodlust and Icy Veins are good replacements in this
case. Your options are numerous here as well –either hit hard and fast or do the switch method outlined
above – you can probably pull either of them off with ease.
Healing Teams
This group setup is a tough one to play for anyone that gets impatient often – you must truly learn to be
careful and patient here or you will only die that much faster. You will also learn a great deal about the
intricacies of your class in this mode as you had better be using every tool you have or you are going to
die for sure. Healers are not capable of healing the entire time – they have a number of other spells that
you need to use in succession to support the fight and even deal some damage at times. Things like
Insect Swarm, Mana Burn, and Shadow Word: Pain should be used whenever possible to add DPS to the
fray between heals. Druids are good for CC and can cast a number of HoT spells that help to keep people
alive. With more than one healer, they opponents cannot burst you down so easily and your mistakes
will not have such a huge impact – this is a good learning style and with the right players a good team to
beat your opponents with.
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3v3 Teams
You are going to want to combine a couple of different classes together – you will need a DPS and they
need to be a powerful one. Usually a Warrior will do the job though a Warlock can be just as effective in
the situation. Warriors win out because they don’t run into mana problems and they have high burst
DPS which is useful for quick kills. Additionally, if the opponents have a good deal of defensive dispels,
your Warlock is pretty useless, so look out for that matchup.
Holy Paladin, Disc Priest, Warrior – This setup will take a while to do anything with. With a Disc Priest,
you can use Mana Burn which will speed things up against opposing healers and casters as the
opponents are useless once they hit zero in the mana department of their healer. Another possibility is
to throw in a Restoration Shaman with the Holy Paladin and Warrior as it will be able to stay alive on par
with the Paladin, making for an endurance team. With minimal crowd control though, this team does
have its weaknesses so learn how to work around this with line of sight and careful maneuvering and
you should be able to win.
Restoration Druid/Disc Priest/Warlock – This build combines the viability of Mana Burn with the healer
heavy necessities of the right healers to make for a long team that can take on nearly anyone. In
addition, your Druid can use CC while the Priest uses Mana Burn and the Warlock Mana Drains and CCs.
Insect Swarm is a good addition here as well along with Shadow Word: Pain – solid DPS additions to the
overall output of your group. Burst potential can be boosted too with Power Infusion on your Warlock
and with you healing all along, even heavy Burst teams will have trouble against you here.
5v5 Teams
When you get into a five person group, having three healers is actually very viable and a good idea for
many builds. If you have patience and like long matches, this is probably the best way to go in fact. You
can also afford to make some errors in this group as you have tons of healers to hold things together – a
great way to start with a new team.
Restoration Druid/Discipline Priest/Marksman Hunter/Holy Paladin/Warlock – This team combines
some aspects of a good Mana Drain team with a multi-healer team to keep yours alive and drain down
their pools quickly while you CC their DPS. First, drain their healers and then focus on killing their DPS
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one at a time and then keep mana drain on the healers every 10 seconds or so. Be sure not to let healers
drink anything and always keep Aimed Shot on DPS and Viper Sting on the Healer. Your Druid is
dedicated almost solely to CC and rooting melee classes while cyclone should be kept on other targets
between DPS. Early on, your Paladin is the only healer, but once mana is drained your Priest will join in
and your Druid can help out in an emergency.
Holy Paladin/Restoration Shaman/Warrior/Warlock/Disc Priest – This is a good team with three solid
healers and your two best DPS choices due to their self-sufficience and durability. You can wear on your
opponents pretty well with this team while the Priest Mana Burns and the Druid CCs. Intercept and
Hamstring is freely available to your Warrior and other attacks like Spell Lock, Hammer of Justice, Feral
Charge, Bash, and Fear are good for adding to it. Lock down enough opponents and fight them
effectively and you should do well.
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Melee Group Strategies
A group focused solely on Melee combat can be very effective if you know how to use them properly.
Often times, there has been a rush of casters into the highest ranked teams, so players have started
countering with going heavy in melee as most warlocks and other casters are weak against such
compositions. Healers are useless in casting groups due to heavy melee damage and mana dives quickly
making it a very effective high end group – of course when you hit a well balanced group the strategy
can be much harder to pull off.
3v3 Teams
While the 3v3 teams are not quite as melee heavy as their 5v5 counterparts yet, they are quickly
growing and learning to take advantage of the same strategies. And with the 2.4 patch making the
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Enhancement Shaman more viable in melee, it is even more common to see this type of build. Here are
a couple of well used teams for such setups:
Retribution Paladin/Warrior/Restoration Shaman – Windfury is a great addition to this team, boosting
your burst potential but you will need to kill your opponents quickly due to a lack of anything substantial
in the way of Crowd Control. Your Paladin is good with dispel as well and should use it often to ward off
the opponents’ CCs. While this may have a great deal of weaknesses, it is generally considered a top
team for many reasons, the first of which being that it is incredibly strong. Players are durable and
bubbles make them tougher. Your opponents will not be happy to see you, that is for sure.
Restoration Druid/Warrior/Rogue – This group is not as feared as the previous group but may be better
off due to the combination of the Rogue and Druid and their viability in crowd control. Your rogue is
hard to kill and doesn’t need much from anyone else in the way of healing or buffs. Also, the Warrior
can use intercept with ease and fears to help in CC and can take all sorts of damage in melee or from
casters. If they damage is too high, switch to Defensive Stance and throw up a Spell Reflect and add
Sunder Armors to the target. This will allow you to pile on debuffs and CC them to death.
5v5 Teams
This team is going to be downright scary if you play it properly and because you can reduce the healing
potential of your opponents by as much as 50% on two different people since the 2.3 patch. This makes
for a team that can quickly negate much of the advantage a healing class team has while taking on a
great deal of different options for defeating them.
Restoration Druid/Holy Paladin/Enhancement Shaman/Warrior/Rogue – This team will essentially split
your DPS. Your Rogue can lock down damage dealing ability for most other classes while Shamans and
Warriors can take on other casters and block their spell casting ability with ease. Earth Shock and
Pummel are a great way to take them on, lowering damage substantially so that the Druid can use
Cyclone easily enough and CC an opponent throughout the match. Blessing of Freedom added to the
Warrior is a nice touch and when you run the opponents down on mana, you can pretty much take out
any combination of casters or DPS opponents.
Restoration Druid/Restoration Shaman/Rogue/Retribution Paladin/Warrior – This group is similar to
the above in how it will approach your opponents in everything except that you do not have the Earth
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Shock of an Enhancement Shaman to add interrupts to your attack sequence. Be very aware of any
debuffs that are cast as well and keep your Paladin active with Dispel or they are pretty much useless in
this group – their role is NOT to be another DPS member. Your Druid should also be heavily into
decursing and your Shaman should have a Poison Cleanse totem up at all times. If you can dispel
everything as needed, opposing DPS classes are pretty much out of luck and the fight is yours. Take out
one opposing fighter and you can plow through the rest of the group with ease.
Specific 2v2 Groups
There are a few specific 2v2 Groups that have become incredibly popular because of their balance and
their versatility against nearly any other team. While there are 81 different possible combinations for
the 2v2 Arena (less if you discount healer/healer and melee/melee combinations), you will find that only
a select few of them are viable for top tier arena combat. It is impossible to go through all 81 of them as
well, so here you will find strategies to guide you through the basics of combating your opponents in a
handful of very popular builds. For those that are interested in alternate builds, remember to review
your needs, know your partner and always ensure you have the means to stay alive and deal damage.
Rogue/Rogue Combination
A rogue/rogue combination is one of the harder teams in the game to effectively pull off because you
have no means of healing or mitigating damage outside of the built in aspects of your rogue and you will
generally feel the urge to work independently of each other. The key to success here is to work on your
openers and to coordinate with crowd control with your partner. You need to be sure your partner can
properly communicate with your or this just plain won’t work out for you. You should both be experts
playing the Rogue class and for the most part, both of you should be Shadowstep specced at 20/0/41.
Here are a few teams you might come up against during your play time and a few tips for taking them
on.
Versus a Rogue/Shadow Priest Team
Fighting against this team, you will want to be sure that you can either pick out the Rogue or hit the
Priest hard before that Rogue can find you. If you do manage to pull the Rogue out of Stealth, hit them
with Sap right away and keep them in combat so they cannot restealth after the Sap is over. Your
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partner should then sap the Priest. The Priest will be running around the Arena on you and that makes
them hard to catch up to but if you can sap them, you can hold them closer in place so that you can get
in and land your Cheap Shot opener. You should both use Cheap Shot if you can as the Priest has a good
chance of resisting stun and you can reduce this chance by both of you using it on him. Also,
Premeditation is good to use before you do this as well. Then, follow with Kidney Shots and Cloak of
Shadows. If the Priest tries to fear you next (which they will), use this to resist it. You want to save your
trinket for later as they will just Blind you if you try to do it now and they will just CC you and hold you
for 20 seconds so they can kill your partner. DPS the Priest and blind the Rogue and then continue to
hold them down as you finish off the Priest. Also, use Kick with your partner in conjunction to keep the
Priest from Healing at any given point in time. Once the Priest is gone, the Rogue should be easy
pickings.
Versus a Rogue/Disc Priest Team
This team is very similar to the Shadow Priest team except your Kick timing is even more vital now as
you will need it to be spot on to make sure you land all of the necessary interrupts to the opponents
heals. If you do not kill the Priest within 30 seconds of his first fear, you will be feared again and CC’d
while they heal and the Rogue saps you. Stealth quickly, stay in combat and stay away from fear so that
you do not get defeated outright. Max out DPS and hit hard without letting them land any heals. You
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should CC the Rogue the same way as before as well, with Blind and Sap and then Vanish before
reopening and taking him out.
Versus a Druid/Warrior Team
The Druid will probably start the fight in Cat form and stealthed. You should be able to detect the stealth
though so spend about 30 seconds looking for them – if you can find them, attack immediately and deal
as much DPS between the two of you as possible as quickly as possible. If you don’t find the Druid go for
DPS on the Warrior – opening with Premeditation and Garrote, followed by Rupture. Kite the Warrior
from the dead zone until the Druid finally appears and then switch to the Druid and start DPS on him.
Blind the Warrior to make him use up his trinket early and then use your own when the Warrior fears
you. Shiv him with Crippling Poison to keep him out of your hair for a second and then focus on
stunlocking the Druid so that you can take him out. If the Druid breaks your stunlock and tries to get
away, use Blind and then Vanish and restart the stunlock. If the Warrior is no longer CC’d, hit them with
Evasion to stay away from them and continue attacking the Druid with both Rogues. When the Druid is
dead, you can turn your attention to the Warrior and should be able to unload on him until he dies.
Versus a Mage/Rogue Team
The same as you would handle a Shadow Rogue and a Priest, take on this team without worrying about
the enemy Rogue for a while. If you see them, use Sap on them. For the most part, your big concern
here is taking care of the Mage as quickly as possible. They will try to use these to knock you out of
Stealth. Regardless of whether it works or not, hit him fast and hard with Cheapshot and Garrote in
succession by both Rogues. Save energy on both of you for Kick when you need it and interrupt their
casts as often as possible. Shadowstep and Cloak of Shadows should be liberally to keep the Mage from
hitting you with a heavy combo at any point in time. If the Mage Ice Blocks on you, Vanish to stay away
from the enemy Rogue for a while. As soon as the Mage comes out of Ice Block hit them hard to finish
them off and take care of any remaining strength they may have. Once the Mage is dead, the Rogue
should be a sitting duck against two other Rogues.
Versus a Warlock/Priest Team
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They will usually rush you quickly and you should be careful to steer clear of the Warlock as much as
possible as he will use Paranoia to break your stealth. Wait until they are generally close together and
then have both Rogues use Shadowstep and Sap them both. They should both be sapped – now open on
the Priest and carefully time your stuns to keep him locked. Also, wait on your Cloak of Shadows
because you have a Warlock on the other side who will have a ton of fear effects to unload on you.
Trinket out of his first fear if you can and then wait out the remaining fears as they will only be half or
one quarter the length after that. Always make sure to have enough energy left over too to Kick the
Priest so they cannot fear or heal. Blind the Warlock after they come out of Sap to CC for another 10
seconds and if he trinkets out of it, and then blind him again after the timer is up. Make sure the Rogue
that is being attacked by the Warlock’s pet is the one that Vanishes next so that you can knock them out
of combat and then reopen on the Warlock – after that, finish them off and its all yours.
Versus a Warlock/Druid Team
This team is a tough one to fight – even a bit tougher than the last one because of the Druid’s versatility.
Your enemy Druid will likely stand right on top of the Warlock when you get started to get the Paranoia
buff so he can see you and break your stealth. If you can, watch where the Warlock is going and try to
distract their pet. If they run from the pet, they will lose their Paranoia and miss the opportunity to snag
you. If you can spot them, Shadowstep and Sap the Warlock and have the other one attack the Druid.
Save Shadowstep for the Druid when they try to run away. They will use their trinket early and then try
to heal and take your damage with Nature’s Swiftness so the Warlock can knock out a few fears. Blind
the Druid if they try to use their trinket at low health and you have pretty much won. Use Cloak of
Shadows if you have Dots on you and then Vanish to reopen against the Druid. Sap the Druid if you need
more time and then Sap the Warlock again so you can kill the Druid. You should now have one more
Blind left to use on the Warlock – use it if necessary and knock them out of the fight as soon as possible
and continue onward. This should more or less end the fight as your Warlock opponent cannot take on
two Rogues by himself.
Versus a Warlock/Shadow Priest Team
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This is going to be one of the easiest fights you have with two rogues. The Warlock should be your
primary target because of their ability to repeatedly cast fear. The Priest is limited in fearing to once
every 26 seconds which makes them much less important. Stay clear of the Warrior if they have
Paranoia cast and try to sap the Shadow Priest so that you can kill the Warlock alone. One of the two
Rogues should use Premeditation, followed by Cheapshot and Expose Armor while the other uses
Garrote and Kidney Shot after opening with Cheap Shot. The Priest will come out of Sap here and you
should Blind him. If he uses a trinket to get out of it, don’t use your Cloak of Shadows yet – use your
trinket to get out of fear. You will need your Cloak of Shadows for when the Warlock is dead so that you
can bandage before killing the Priest. Also, watch out for the opposing team’s use of Health Stones –
they can get a lot of their health back using these if you do not watch out for them.
Versus a Paladin/Warlock Team
This is going to be a tough fight for you as the Paladin will have Blessing of Sacrifice on the Warlock
almost constantly. This makes it so that if you try to Blind the Paladin and hit the Warlock, the Blind will
come off and the damage will go to the Paladin (who can heal it away with ease). Wait for the first
blessing to wear off if you can and then Sap the Paladin immediately and attack the Warlock. Blind the
Paladin right away if he comes out of the Sap and ensure he doesn’t reapply his Blessing. Always have
Expose Armor and Slice n’ Dice up at all times and save enough energy to kick so you can interrupt both
the fears and heals this team has up its sleeves. If the Paladin casts Blessing of Protection to bubble the
Warlock for healing, interrupt the Paladin’s heals and if he bubbles too, go into Vanish and bandage
before Sapping the Paladin and attacking the Warlock until dead.
Druid/Warrior Combination
This is by far the most common 2v2 combination in the arena for a few simple reasons. First of all, it is
highly versatile and incredibly survivable. Druids can completely lock down other players for a good
amount of time and can heal and drink to full on health and mana repeatedly. Their HoTs are great
because they allow for crowd control at the same time and this allows the Warrior to finish someone off
with relative ease most of the time. Here are a few different teams you may come up against with this
team and how you should approach them.
Versus a Mage/Rogue Team
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In this fight, you will want to target the Mage for DPS as they will attempt to kite the Warrior and reduce
their damage output from the start. Keep both enemies slowed as much as you can and save your
trinkets for later when you absolutely need them. If you use them up, you can be blinded, sapped, or
polymorphed at any given time. They will probably try to crowd control you themselves here, taking out
your Warrior so they can kill the Druid. Use intercept on the Rogue and disarm them if the Druid is in
danger of dying and if you can, land a Rend on them to keep them from going into stealth. If you can, get
a spell reflect on the Mage with Polymorph as well – if you can stay alive and wear down the opposition,
since they are a Dual DPS team, you can be successful in this fight.
Versus a Warlock/Rogue Team
The Warrior should focus on DPS for the Warlock here. The opposition will start by trying to kill off the
Druid (as you will find in most of these matchups) but they will also keep DoTs on the Warrior if they can
so the Druid needs to be available for healing. Don’t let the Warrior get too low on health though as the
burst from the Rogue can be a big problem. You should also try your hardest to interrupt fear casting as
often as possible and try to stay far away so that they cannot cast fear to start with. The Rogue will be in
full stunlocking mode on the Druid as well, so try to keep the Rogue slowed at all times and debuffed as
much as possible. Make sure to have the Warrior ready to disarm if the Druid gets in trouble and run out
of combat to heal. This is another dual DPS team, so just wait it out and do little bits of damage here and
there – if you can stay alive, you will stand a much better chance of being successful.
Versus a Priest/Rogue Team
This team is actually fairly easy for a good Druid/Warrior team to take on. To start with, ensure the
Warrior stays put on the Rogue and keeps him fully debuffed. The Rogue is going to want to hit the
Druid, fully crowd controlling him while the warrior is drained down. To keep this from happening, hold
the Warrior on the Rogue with debuffs and keep the Rogue slowed if you can to keep them away from
the Druid. If the Rogue decides to attack the Warrior, attack back with the rage build and if the Warrior
gets low on health, go into Defensives stance and use Overpower. If it gets too bad for either character
leave combat and heal to full health. The goal here is to run the Priest out of mana before anything else.
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Watch him to ensure he doesn’t drink anything and when he is out of mana, kill him quickly and then
the Rogue.
Versus as Shadow Priest/Warlock Team
This fight is going to be hardest combination you face with your team because of the sheer volume of
their DoT spells. You will ironically only find them in the lower rankings though as this particular
combination is not very good against other teams and so will never really break the 2000 rating bracket.
To win this fight, you will need to play full on defense the entire fight and try to outlast both mana
pools. Keep your Warrior in Defensive Stance with Spell Reflect up for the whole fight and have the
Warrior slow both enemies and their Warlock’s pet. Have the Warrior taunt the pet while the Druid
drinks and goes into Shadowmeld. Your Warrior should never dip below 50% health here either because
if they do, the burst damage and crowd control on the Druid will end the fight. The good thing here is
that Shadow Priests will run out of mana pretty quickly so the fight won’t be too long. Your best bet
though is to run in and slow the enemies and then do a little DPS followed by running out of combat and
healing. The Priest should die first followed by the Warlock.
Versus a Mage/Warlock Team
Your first target here is the Warlock as they are the biggest threat. They will attempt to lock down your
Druid and hit your Warrior hard and will use Polymorph and Fear repeatedly on the Druid until he
trinkets out or the Warrior is almost dead. At this point, expect a Death Coil on the Druid along with a
counterspell – just enough time to finish killing the warrior. Have the Warrior put medium DPS on the
Warlock and try to spellreflect the Mage if possible. The Druid should continually crowd control the
Mage and the Warrior should save the fear he has until the second water elemental is spawned by the
Mage. The Druid should stand as far away as possible while the Warrior should be in between the Druid
and the enemies. Use slow and intercept to keep the enemies from the Druid and if they try to burst the
Warrior down, go defensive and try to get back and heal.
Versus as Paladin/Warrior Team
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With this team, you can generally have your Warrior unload on the other Warrior with full DPS as they
try to run around and catch the Druid. Continually unleash damage on the Warrior and when the
Warrior gets down to about 50% have the Druid lock the Paladin down with Cyclone. Ignore him if he
tries to trinket out of it the first time. If you can survive past the Paladin using his bubble and his trinket,
you should be good to go and will probably win this battle with relative ease. Keep 5 sunders on the
other Warrior at all times and make sure both opponents are fully slowed and you should be set when
you CC the Paladin to take him out.
Versus as Druid/Warlock Team
Welcome to a very long, very hard fight. Expect this matchup to last upwards of 15 minutes. You will
want to have you Warrior on the Warlock for the full fight if you can pull it off and will want to kill off
both Warlock pets by taunting them and using Sweeping Strikes so you can hit the Warlock too and not
waste any DPS. Keep the Warlock sundered 5 times over and keep the opposing Druid from drinking at
any time and you should be able to control this fight fairly well. If the Warlock hits 40% health or so,
have the Druid cyclone the other Druid and then fear him with your Warrior so you can end the Warlock
without interruption.
Versus as Holy Priest/Warlock Team
This fight should involve your Warrior planting himself on the Warlock throughout. Keep an eye fixed on
the Priest as he will attempt to drink if you ignore him for too long and if he is Mana Burning the Druid,
make sure the Druid enters Feral form so he cannot get it down any further. Have your Warrior ready to
pummel at any moment as well so he can interrupt any fear casts by the Warlock. The Warrior will most
likely be fully DoTed so have the Druid on hand to heal when needed. Once you get the Warlock down
to 50%, lock up the Priest and finish off the Warlock and the fight should be yours.
Versus as Paladin/Hunter Team
This should be an easy fight for your team because of the presence of your Warrior. Keep the Warrior on
the Hunter if he attacks you first so you can negate his range. If the Hunter attacks the Druid though, put
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your Warrior on the Paladin as the Druid should be able to take care of himself well against a Hunter.
Wear down the Paladin’s mana as quickly as possible. Look out for the Hunter though as he will often
change his target during the fight and make it hard to keep up with – it is imperative that you
communicate well and share information about the moves with each other as they occur to ensure this
does not persist too much.
Versus a Druid/Hunter Team
For a Druid/Warrior team, you cannot get much harder than this matchup. Expect a long, complex fight
that will probably result in a loss if you face anyone with a decent amount of experience. You cannot
attack just one target in this fight – you will need to continually switch your targets because both classes
have the means to break away and get back out of range from your attacks. Always keep the Hunter and
their pet slowed if you can – if they are not a very good team, kill the hunter’s pet. But, otherwise, they
will keep the pet on your Druid to hold him in combat and keep him from drinking while their Druid
drinks plenty and constantly regenerates health and mana. Keep your Warrior on the Hunter as much as
you can dealing heavy DPS and save up your rage as much as possible so you can hit hard when you
need to. Cyclone one if you get the chance and burst the other. In general, this fight can go on a very
long time if both sides are equal in terms of experience and gear.
Rogue/Priest Combination
This is another common combination you might decide you want to play as when you reach the arena. It
has its benefits for a few reasons. First of all, it is a very well balanced team – you can attack in melee,
from stealth and crowd control with ease using your Rogue’s stuns and your Priest’s fears. And you can
heal. That pretty much sums it up – here are a few good strategies to help you get through some of the
tougher teams you will face with this team.
Versus a Druid/Hunter Team
This will be your hardest opponent composition, no matter how you look at it. You are pretty much not
going to be able to outlast a good team but you can combat them by fighting hard and fast, going out
with your offense in full boar to start. Use Shadow Word: Pain, Devouring Plague, Smiting, Shadow
Word: Death and every other possible attack the Priest has to do as much damage to the Hunter as
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possible. If you can get a fear off on the Druid as well it can help greatly and hopefully the Hunter is
dead. Now, you can follow up with a Blind/Vanish/Sap combo on the Druid and hopefully hit them well
enough to knock them out. It needs to work though because if you fail, the hunter will hold down your
Druid with his pet while their Druid heals and drinks with ease – a very tough fight indeed.
Versus a Druid/Warrior Team
This is a big problem for your team as well. You will find that this class combination is just plain good for
almost every situation. Put your Rogue on the Warrior and have your Priest try to fear and mana burn
the Druid as much as possible – this will be a long, frustrating fight for the most part. You need to keep
constant pressure on the warrior if possible and then when you have the chance, hit the Druid with a
Blind/Vanish/Sap combo. If you can keep the pressure on the Druid with his mana, you should also be
able to keep him from using cyclone or drinking too much. If you do land a Sap on the Druid, be ready to
have your Priest hit the Druid hard with solid DoTs and Smites.
Versus a Mage/Rogue Team
This matchup will be very interesting in that those players who fully understand their opponents will do
that much better. The mage will probably be fully frost specced and the rogue will likely be
shadowstepped. This means your opponent is much better at stealth than you if you do not have
shadowstep yourself and will need to wait until openers are done with to do anything. Do your best not
to get sapped. If they do and can open on your Priest, you are probably going to lose. You need your
trinket for blind later on, so you cannot afford to use it up here if they sap you. Stay close to the Priest
and wait for him to open on the Priest – when he does, open on him and stunlock him. You need to stay
on the rogue no matter what. Additionally, keep an eye on the Mage and use your Blinds, Cloaks, and
Vanishes to keep the Mage from sheeping you. If you can stop Polymorph early, you can hit the Rogue
that much harder and stand a very good chance in this fight.
Versus a Paladin/Warlock Team
This is as combo that has grown in popularity during the 4th season in the arena and it very closely
resembles the Druid/Warlock combination that you might face. However, it is a fairly easy combo to
face for the most part which makes it that much better to handle. The Paladin can’t really control you at
all, so you pretty much stay on the warlock, stop him from landing any fears and you will win the match
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with ease. Have the Priest Mana Burn the Paladin and keep his own mana in check and hit the Warlock
hard. Keep the Paladin from drinking and kill the pet if they start interrupting the Priest. If you do these
simple things, you can almost assure yourself that you will win this fight.
Versus a Priest/Rogue Team
This is basically a pair of duals going on at the same time and it’s going to make for a long, arduous fight.
The rogues will face off and the Priests will face off and hopefully your team has better 1 on 1 dualers
than they do. You should try to win your mana burning battle between Priest by coming out hard and
fast and hitting them first. Don’t try to catch up later – just start with them. If they try to heal, you
should be burning – when a Priest is out of mana they are nothing, so you can easily win if you get them
down. For the Rogue, you should work to max out your damage against the opposing Rogue and make
sure you always know where the Priest is. You can help out with the Priest with well timed kicks and
gouges for interrupts or blind/sap combos when they use their trinkets.
Versus a Priest/Warlock Team
This team is incredibly easy to combat – you pretty much treat it the same as any other Warlock/healer
matchup where you stay on the Warlock, blocking him from using any form of fear and getting away and
then have the Priest hit the Warlock’s damage output hard with Dispel and Prayer of Mending. You will
need to be sure to kill the pet before your priest drinks or they will interrupt them and leave you in a
lurch. Otherwise, just stick to the above strategy and this fight will be pretty easy to win.
Versus a Shadow Priest/Rogue Team
This opposition is interesting in that you will probably either win or lose the fight in about 30 seconds.
Your victory will largely depend on one thing – the use of the PvP Trinket. Both of the opposing
teamembers will start by attacking your priest and attacking them hard so be sure you know where you
are and keep your Rogue back and out of the way of Sap – expect the other Rogue to have a higher
stealth rating than you.
If the Priest is available to hit early, hit him hard. You should then be in combat already so you cannot be
sapped – do not let go of the Priest. Stick to them hard and don’t use your trinket yet no matter. You
should be cheap shotting into kidney shots with Cloak of Shadows, Blind, and Vanish to stunlock him.
Make sure he is locked down and stays that way. You must keep your trinket until you are blinded by the
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other Rogue as they will do this eventually. When this happens, if you can trinket out of it, you can strike
back and use your own blind, hitting them hard and winning the fight.
Versus a Shadow Priest/Warlock Team
This combo is not that common in Season 4, but it is good to know how to fight it since it will appear
occasionally. To start with, open on the Priest and hit him hard. Save your Cloak of Shadows for when
the Priest is in CC mode though and between Fears, Death Coil, Silence, and Spell Lock, your Priest will
probably not be able to cast all that much. You will want to be able to clear all of those DoTs with it and
save your Priest when the time comes. Spam instant casts if you are the Priest whenever you are not
CCd and use things like Prayer of Mending, Renew, and your Shields. Stay out of line of sight and hit the
opponents when you can. This is a defensive fight for the Priest and an Offensive one for the Rogue.
Versus a Shaman/Warrior Team
In this fight, you will see the strengths in the other team in their Windfury and Bloodlust usage. The
Rogue should start with attacking the Warrior and stay on him, locking him down so he cannot reach the
Priest if at all possible. The Priest in this match should work to just stay alive. A Shaman with the right
windfury can knock a Priest down very low very quickly and if they can spam the Shaman well enough
with Mana Burn though, they can run them down and stand a chance. Also, try to get rid of those
totems as quickly as you can. Control the warrior, kill the totems and drain the Shaman’s mana and you
will stand a much better chance of winning this fight. The Blind/Sap combo should be on tap at all times
as well as you can knock out some serious DPS if you get in a good combo or two.
Versus a Warlock/Rogue Team
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This team is a long fight. Your Rogue will be latched onto the Warlock the entire fight to prevent fears as
much as possible. Attempt to keep the Priest and Rogue close together on your team so you can use
Prayer of Mending with ease and make sure to use them often to offset all that damage that’s incoming
from the other side. If you can keep the Warlock under control, you can do pretty well in this fight. If
they don’t try to DoT you for some reason, look out for a Blind/Sap combo.
Rogue/Warlock Combination
This team is a powerful DPS team that is built around controlling the opponents. You will have a ton of
crowd controlling abilities built into your team for this reason with sap, blind, cheap shot, kidney shot,
kick, gouge, fear, death coil, curses, and drains between the two of you.
Your goal here will be to force the other side to use up their trinket as early as possible so your
opponents are left without any line of defense against your CC. Additionally, you want to put a long
duration CC on the opponent who is most dangerous (usually a healer) after the trinket has been
wasted. If you can pull this off, this team will be effective against nearly any other combination in the
arena with a few minor exceptions that will excel against this matchup.
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Rogue/Druid Combination
This matchup is another solid one that will make it very possible to boost your way up the ranking
boards with relative ease. Despite any basic presumptions of weakness you may have upon looking at
this team, it is quite strong for a few good reasons. First off, the crowd control of the Druid is very
effective in almost every fashion. Second, you can leave combat almost any time you want if there is as
problem and restore mana or health. You can dual stealth at will and have a great deal of control with
your stuns and interrupts. You should have a great deal of strong cooldowns and plenty of kiting ability
and should be able to handle both offense and defense with most spec combinations.
Of course, there are a few downsides that every team must deal with and this one is no exception. In
this case, you should beware of the reliance the Druid has on the Rogue to hold down the opposing
targets to the Druid can heal and Crowd Control. Additionally, both players need to be highly skilled with
their timing as stunlocks and cyclones both require a great deal of coordination to effectively pull off.
Specific 3v3 Teams
In 3v3, there are even more combinations available out there than in 2v2, but for the purposes of this
guide, we are only going to touch on a couple of them. For the most part, you will build your 3v3 team in
the same way you would a 2v2 team except now you will need to have a healer of some sort on staff to
keep people alive – even if you decide to focus on melee or DPS you will need some additional means to
stay alive.
Druid/Warrior/Rogue
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While the earlier seasons of PvP involved Rogue/Mage/Priest teams, the third season tended toward the
Druid/Warrior/Rogue matchup for a few different reasons. It rose to prominence mainly to combat the
casting team of the Mage/Priest, offsetting it with a pair of powerful melees and a Druid that can melee
when needed. The goal with this team is essentially to maintain crowd control in the fight – you will use
Cyclone, Feral Charge, Bash, and Entangling Roots to keep your CC targets in hand while the Melee
fighters do the damage. For the most part, with that much DPS burst damage on patrol, you really don’t
have to worry that much about being behind or out of control with your Druid and his CC. They will
usually take out one opponent fairly quickly. The best initial target is the one that is nearby and that is
easy to kill quickly with big attacks – usually another melee fighter.
Strategies
In terms of strategy, you should tend towards a Restoration build for your Druid – somewhere around
the 8/11/42 build should get the job done for you. Your Rogue is best suited with Shadowstep in hand
and with short fights, cooldowns are really not that vital, especially if you can keep out of crowd control
throughout the fight. The 20/0/41 build will usually work pretty well for this rogue. Mutilate is another
good option for the Rogue, but you should be well versed in its use before picking it up. Finally, your
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Warrior should be the prototypical arena warrior build – 35/23/3 is a good one to start with though
there are many variations that will also get the job done.
Fighting with this team is pretty straightforward – keep your Druid back and on CC and keep your Rogue
up and on CC and melee. Have your warrior hit the remaining fighter – start with the healer if you can –
hard and kill them quickly and then you will have won the fight with ease in almost every instance.
Rogue/Mage/Priest
This is the fundamental 3v3 Arena build and has been around since Season 1 when people first started
building their teams. Of course, with the addition of the 2.3 patches that added nice buffs for all three
classes in Subtlety, Discipline, and Frost specs, the build became even more powerful and today more
than 19% of the top ranked teams (above 2200 rating) play with this team.
Strategy for Rogues
In this team, the Rogue will be pretty much controlling their targets. This means that they should work
to prevent casting, manage your cooldowns, and try not to allow your target to kite you in any way.
There is a lot of burst damage in this group, but also a lot of CC, so you and your team should be able to
keep in steady communication with ease and let each other know what timers and fear diminishers are
active at any given time, as well as Polymorph and Blind. Using these attacks all together on a healer is
what will help you win these fights.
Strategy for Mages
For a Mage, your job is probably the hardest of anyone in the group – with a steady balance needing to
be maintained between CC and damage output. There is not perfect answer to how this should work for
you, so just try to know when to be on defense and when to blow out on offense – the best way to truly
practice is to spend some time in duels working on your balancing tactics. The best way to get started
though is to always toss in your largest damage dealers as early as possible. If you can drop a few
combos for 6,000 damage as the Rogue locks them up, you are pretty much set. Being able to balance
that kind of aggression against your defensive CC abilities is key here.
Strategy for Priests
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This member of the team is not really built to last all that long in the fights, and that is evident in their
lesser healing and mana pool from other healers. However, because they can toss CCs and Mana Burn
out there, they take on a much great role of importance in this build. The primary role is of course to
heal, but don’t’ forget to Fear and Mana Burn often as well. Power Infusion is another major cast that
should be ready at all times – always be ready for your Mage to ask for this.
Druid/Enhancement Shaman/Warrior
There are a number of good reasons why this build is such a good one. It allows you to kill essentially
anyone within a few seconds and with good gear, an Enhancement Shaman is probably one of the best
PvP players around. Toss in a Mortal Strike Warrior and you have some serious damage output. Purge is
a great addition to toss out buffs like Blessing of Protection and Power Word: Shield and maintain the
team’s assault. Weaknesses are present in the setup though with a lack of dispel being the primary
weakness most players will notice right away. If the other team has a Mage, you are probably going to
be in a big trouble with your Shaman or Warrior sheeped repeatedly or Frost Nova’d. Your crowd
control options are limited to your Druid who also happens to be your healer, which can also be a big
issue. In general, the key to winning this fight is to pressure your opponents hard right away. If you can
keep the opponents from using their Crowd Control, you can keep control of the game and hit them
hard and fast to win. Earth Shock, Charge, Pummel, and Intercept are needed for interrupts and cancels
and a whole lot of DPS never hurts.
The Druid
The Druid should be stuck beside a pillar throughout the fight and not allowed to be pushed into a
corner. Stay out of Line of Sight if you can to avoid Mana Burn, Fear, Blind and anything else that pulls
you from the fight. Your role is essential to any form of success here and if you don’t have a good
position or if you don’t have cooldowns on Nature’s Swiftness or Insignia, you are going to be in big
trouble. Additionally, you should be working hard to provide endless crowd control for your team,
keeping melees off of the Shaman with Roots and Cyclone and be ready to Cyclone the opposing healer
as soon as your DPSers prepare to kill an opponent.
The Shaman
You will be doing a lot of DPS and that means dropping your totems at the right time, in the right
location. You should have Tremor there to salvage Insignia for other crowd control opportunities and
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you should always try to have Grounding Totems out to snag the Polymorphs or Roots of your
opponents. Windfury should be up at all times and against melee teams, have an Earthbind Totem up
whenever possible. Use Earthshock liberally in this fight as well, hitting your opponents’ healer or crowd
controller hard whenever they try to cast. Flame Shock is also a good touch against Evading Rogues.
Your Purge is equally vital to this fight as well against Blessings, Shields, and HoTs.
The Warrior
Your Warrior should be hard at work using Hamstring on everyone they can along with Disarm,
Intercept, and Intervene at the right moments to keep the Druid alive whenever possible. If the enemy
switches on you, make sure to be prepared for it and turn to defensive stance to stay alive. Don’t forget
you have Spell Reflect as well against casters.
5v5 Teams
It is impossible to cover all of the possible builds for 5v5 teams in WoW’s arena here in this guide, but
we are going to spend some time going over the basics of building your 5v5 team, practicing and
knowing how to approach a few key strategic situations. It may seem impossible to reach the top ranks
of the 2000+ rating teams and top rankings, but if you prepare yourself properly, you can pull it off with
the best of them.
Building Your Team
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The starting bits of team selection are the obvious – race and class. Faction may seem unimportant but
generally, the Horde racial boosts are almost all much better suited for PvP. That said, most people
don’t have the option of going back and changing their race with a top PvP character. But, if you do,
Horde may be a good place to start. In terms of your specific race and class, that will largely depend on
which role you want to play. There are basically four different roles you can play in battle: DPS, Healing,
Support, Melee. The truth of the matter is that pretty much any class can be useful in a 5v5 team but
you have to be sure it is the role you want to play.
Your specific race selection after that will matter much less as you will have already chosen your faction
and the races don’t really differ that much. If you want to optimize your selection, you can pick up a
class guide though and look through some of the advice they provide on where and how to choose your
class and race.
The Arenas are broken up into Battlegroups which are clusters of Servers that play together against each
other. To be a truly high ranked Arena team, you need to find a high population, old Battlegroup that
has been around for a long time – this will allow you to play more matches more often. However,
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beware as these are also usually home to the top teams that have been playing the arena since Season
1. Stormstrike, Whirlwind, Retaliation, and Emberstorm are all good choices here.
Basic Group Composition
There are essentially three basic group compositions that you will want to choose from. For the most
part, these compositions are fairly basic – they are either 4 DPS teams, 2 Healer teams or 3 Healer
teams. Make your decision based on the following differences in play styles:
4 DPS Team
The 4 DPS team has become more common in recent seasons because it is simple and surprisingly
effective. The goal here is to strike hard and fast and try to drop an opposing player right away. These
matches are usually very fast and if you don’t manage to kill an opponent right away you will usually die.
The other option is to do a DPS switch, but this method is not quite as viable in 5v5 as it is in 3v3 or 2v2.
With medium crowd control and high damage, you can balance out the lack of healing but you need to
be highly skilled with that crowd control and be able to land huge damage quickly.
2 Healer Team
With this team, you get pretty much the standard, balanced build that was used from the start to
emulate raiding parties. Usually it has a Warrior, Mage, Paladin, Priest, and some form of additional DPS
tossed in for good measure. The damage output is pretty average in general and the crowd control and
healing are middle grade as well but with that balance comes a more solid structure. Your DPS and
Warrior will unload damage throughout the fight to set targets while the Mage will CC the other team as
much as possible. The Paladin will usually be your main healer and your Priest and Shaman will work as
backups in offensive output when the healing isn’t required.
3 Healer Team
This is a boring team but a highly effective one if you are new to the Arena and want to iron out your
team work before really doing anything substantial. You pretty much just try to outlast the other team –
the goal for your opponent then becomes to outlast your mana pools and the fights will last upwards of
10-15 minutes as a result. Your damage now drops to low along with your crowd control but your
healing is very high – you need to make sure the DPS you choose will be highly sustained over time and
will cause substantial damage – Warriors, Rogues and Warlocks are usually the only options here.
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Part 4: Battleground and World PvP Objectives
One of the most anticipated additions to World of Warcraft’s PvP environment when the new expansion
pack was released in early 2007 was the World PvP and Battleground PvP that would take place in
Outland and extensions of Azeroth. These new options would provide additional rewards for players
who invested great deals of time and energy into building the right PvP character build and wanted to
test themselves on a server wide basis against top players for Honor Points and opportunities to get
better gear and much desired rank among their fellow players. Currently, there are four World PvP
Objectives in Outland and 4 Battlegrounds located throughout the game, each with its own
requirements and strategies for success. In this section you will find outlined the best methods for
defeating these objectives and Battlegrounds and how you can become a top player in the game server-
wide.
World PvP Objectives
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Located in Outland, these four unique locations require specific actions from each faction to control
certain parts of the map. When these actions are accomplished and the winning faction takes control,
various rewards, tokens, and vendors are made available only to the controlling faction.
Nagrand – Halaa
Located in the midst of Nagrand, Halaa is a PvP town at 42,45 where only flying mounts or bridges can
be used to reach the town. Each faction vies for control of the town and when they take control, they
gain access to special NPCs that are friendly only to their faction that provide them with special vendor
goods and token rewards. There are 18 total spawns for the town – 3 vendors and 15 guards.
When you kill an enemy player in Nagrand, you are awarded with a Halaa Battle Token which can be
used to purchase a wide array of goods available only through the faction NPC vendors in Halaa. These
tokens are awarded to only the player in on the field who lands the killing blow – however, members of
the group with the token receiving fighter will also receive a token themselves.
Controlling Halaa
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When you take control of Halaa, a few things happen that are unique to your particular faction. First, the
NPCs are friendly to the controlling faction only – the faction that is not in control will be viewed as
hostile. Second, the following vendors appear in those zones according to who has taken control:
Alliance Vendors:
Quartermaster Davian Vaclav – Requires Battle Tokens and Research Tokens to purchase his goods
(research tokens are a reputation reward for gathering crystals in Nagrand)
Cendrii – Sells Halaani Whiskey, food and drink that are specific to this region (at Level 65, this is the
best food and drink you can get)
Aldraan – Requires Battle Tokens and Research tokens to buy his goods
Horde Vendors:
Quartermaster Jeffrey Norellique – Requires Battle Tokens and Research tokens to buy his goods
Embelar – Sells Halaani Whiskey, food and drink that are specific to this region (at Level 65, this is the
best food and drink you can get)
Coreiel - Requires Battle Tokens and Research tokens to buy his goods
In addition to the tokens you can use to buy things from the NPCs that are now friendly to you, you will
be able to pass freely through the town without taking massive detours around the chasms in Nagrand
to the get to the south side of the zone. If you have don’t yet have a flying mount yet, this is a very
important aspect of getting through the area. Finally, you will provided with a 5% damage buff while in
Nagrand, helpful in defending yourself against the opposing faction as they try to take back the town.
On the flip side, if you do not control Halaa, the NPCs in the town will be openly hostile toward you and
attack on sight. You will not be able to travel through the town and you cannot access these vendors –
for those leveling up, this is a very valuable town where you can easily gain around 35,000 XP in a few
minutes, so this is a small blow to your leveling (and addition to your grinding).
Taking Control
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The act of taking over Halaa starts with finding the Wyvern Roosts at the end of each bridge leading into
the town (there are four). You will only be able to interact with this Roosts when the opposing faction
controls the town. Do so and you will receive 10 Fire Bombs and will take a ride on the Wyvern, similar
to the bombing quests you completed in Hellfire Peninsula when you first arrived in Outland. You can
then fly over Halaa and drop the bombs on the enemy players and NPCs in the town. To use a bomb,
find them in your open inventory slot and click on them to bring it up – move the area of effect symbol
where you want to drop the bomb and drop the bomb. It is recommended you hot bar the bombs so
you can use them faster and without having to waste time digging them out. The bomb will drop when
you click the mouse and will do around 1000 damage after being dropped with a 1% DoT proc. This is
more or less useless against enemies, but can be extremely useful against the 15 guards you have to
defeat. Halaa is considered under your control when you have killed the 15 guards at the bridges. After
that, you can enter the village on your own, but look out for the opposing faction coming in to reclaim it
themselves and bombing you.
Hellfire Peninsula
In Hellfire Peninsula, you will find the World PvP Objectives around 38,53 in the form of three towers –
Broken Hill, The Overlook, and The Stadium. These towers are captured by players when they have their
PvP flag turned on (you cannot interact with this objective if you have your flag off). Turn your PvP flag
on by typing /pvp or attacking another PvP flagged player. You then need to stand inside the tower for a
set period of time and the tower will come under your control. Flying mounted players do not count in
the capturing process.
Any enemy players killed in Hellfire Peninsula will drop Marks of Honor Hold for Alliance and Marks of
Thrallmar for Horde. You can then turn these marks in to your associated honor vendor in Honor Hold or
Thrallmar for PvP purchased items. The Alliance Vendors are Warrant Officer Tracy Proudwell and the
Alliance Field Scout. The Horde NPCs are Battlecryer Blackeye and the Horde Field Scout. After your
faction takes control of all three towers you will gain a 5% damage buff for your faction in Hellfire
Peninsula which is persistent in all four of the Hellfire Citadel Instances – Hellfire Ramparts, The
Shattered Halls, Blood Furnace, and Magtheridon’s Lair.
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Terrokar Forest (Bone Wastes)
In Terrokar Forest, you will find the Bone Wastes, an open area locate around the ruins of Auchindoun
where there are five spirit towers. These towers form a rough circle around the old city with the
majority of them on the east side. The Spirit Towers are only up for contention every 6 hours or so,
when both factions have the opportunity to rush in and try to take control of them. Whichever faction
gains control of all five of them first will hold them for the next six hours until they are up again. You
must be PvP flagged to capture a tower and hold it alone for a set period of time. Type /pvp or attack an
opposing faction player who is PvP flagged to become flagged. Again, those on flying mounts do not
count toward the capturing of these towers.
Once you have taken control of the entire Graveyard in the Bone Wastes, your faction acquires three
buffs throughout Terokkar Forest, including a 5% damage boost, a 5% experience boost (only good for
leveling players, but very useful for them) and the ability to loot Spirit Shards from bosses within all
Auchindoun Instances. These buffs all remain intact throughout all four of the zone’s instances
including: Mana Tombs, Auchenai Crypts, Sethekk Halls, and Shadow Labyrinth.
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Zangarmarsh (Twin Spire Ruins)
In Zangarmarsh, you can join in the World PvP by going to around 48,50 where the Twin Spire Ruins are
located. Here you will find an east and west beacon as well as a central graveyard. You can only take
control of the beacons before you can take control of the graveyard so they are required first. To take
control of a beacon, you must be flagged for PvP (type /pvp or attack a flagged enemy) and stand near
the beacon until it becomes the property of your faction. Flying mounted players do not count in the
capturing of these objectives. When both beacons are under your control, you must interact with your
faction’s Field Scout. The Horde Field Scout is located near Zabra’jin at 32,50 and the Alliance Field Scout
is located near Telredor at 64,47. After you have done that, you will be issued a banner which you must
carry to the central capture point in the central graveyard. If you can make it to the graveyard and
capture it while remaining alive, you will gain control of the graveyard for your faction.
The same battle tokens you received in Hellfire Peninsula will be issued here which you can then turn in
for rewards at Honor Hold or Thrallmar and their Vendors or with the Field Scouts in Zangarmarsh.
Additionally, once you gain control of the graveyard, your faction will gain a 5% damage buff while in
Zangarmarsh as well as unmitigated use of the graveyard in the center of the zone, something that can
come in handy when the other graveyards are in the far corners of the zone.
Lake Wintergrasp
Lake Wintergrasp is the big world PvP offering this time around in Wrath of the Lich King and is a
standalone zone located in the center of Northrend. The zone consists of two sides – first there is the
defenders, those that are charged with defending the keep from invaders. The other side will need to
take the keep by force from the defenders using a wide array of vehicles and siege weaponry.
The zone itself is considered a no-fly zone. You of course need a flying mount to reach Wintergrasp or
you need to come through a portal in Dalaran only available at Level 77. Either way, you cannot get here
early – you need to be a high enough level to hang out in this zone. When you fly over the zone, you will
be dismounted and dropped into the battle or the empty zone if it is between combat. So, don’t fly over
wintergrasp if you are simply going from Sholazar to Dragonblight.
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The entire zone is flagged for PvP as well, so if you are simply farming for elementals here, you can be
killed by anyone that happens by you. The zone resets for a new fight every 45 minutes. The battle itself
will last until one side defeats the other and vanquishes them from the battlefield. The timer will
continue to count down from there, but no active battling will occur until the next battle starts. You gain
honor for your kill as well as PvP Ranks that will correspond to the siege vehicles you are allowed to use
in combat.
There are three ranks for PvP Ranks – Private, Corporal, and First Lieutenant. The first rank gives access
to the Catapult, the second to the Siege Engine and Demolisher, and the third to the Goblin Shredder
and Flying Machines. You will need to rank up to get the best weaponry in the fight.
The defenders will hold the keep with the use of turrets – motorized weaponry on the keep walls while
the offense will use the flying machines and siege weapons they have to try and destroy walls and take
over. Graveyard control is vital as there are three graveyards at strategic positions throughout the zone
as well as numerous outlying buildings which can be destroyed throughout combat.
Other Aspects of Lake Wintergrasp
In addition to the PvP aspects of the zone, you can gain a few PvE bonuses here as well. To start with,
the faction that controls the keep will have access to the Vault of Archavon, a single encounter raid
against Archavon – a 3.9 million HP boss – that will reward you with Season 5 PvP gear drops – a first for
PvE content. Additionally, the entire zone is crawling with Elementals – a perfect place to farm for
crystallized elements and a strong drawing force to make players go into the zone for PvP.
For winning in Wintergrasp, you will receive 2000 Honor Points (plus whatever honor you gained from
kills). You can turn in the Wintergrasp Marks you get as well at the PvP vendors. Additionally, you will be
able to buy a Wintergrasp Commendation for a set amount of marks which awards an additional 2000
honor.
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Battlegrounds
The battlegrounds in World of Warcraft are the primary way in which most players gain the honor points
they need to get things like their PvP trinkets and the gear they need for Arena play – some of it
comparable to top gear you can gain in many of the game’s hardest instances. Each Battleground has its
share of objectives and length and will require a completely different strategy whether you enter as a
team or by yourself. It is recommended that you attempt both manners though as playing alone in
battleground PvP can be a great experience while group play can be a solid way to practice for Arena
combat.
Alterac Valley
The goal in Alterac Valley is to get into the enemy’s faction base and kill their Enemy General. As you can
see from the below map, there are 8 Horde Controlled Objectives that Alliance characters need to get
through and 9 Alliance Controlled objectives that Horde players need to get through to reach the end
point and defeat their opponent.
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Basic Information
The following basic information includes the various sub-objectives you can complete for additional
honor or just to make your fight a little bit easier as a faction:
There are five graveyards located throughout Alterac Valley – these graveyards can be captured by
either side to be used as resurrection points – the more resurrection points you control, the easier the
fight will be for you as you can respawn closer to the action. Additionally, you will find numerous enemy
officers throughout the Battleground that will reward you with bonus honor that can only be killed once
per battle. The first fighters or groups that reach them will receive the honor that comes with their kills:
• Enemy Lieutenants – There will be 6 such enemy lieutenants that can be killed for extra honor.
When you kill them, certain NPC enemies will stop spawning as well.
• Enemy Commanders – There are 4 such enemy commanders that can be killed for extra honor.
When you kill them, certain NPC enemies will stop spawning as well.
• Enemy Captain – If you kill the enemy captain (there is only 1) you will receive a size, health, and
damage buff for your whole faction. You will also receive bonus honor disable certain NPC
enemies, and gain an extra buff from your own captain if they are still alive. The Horde Captain
is Captain Galvangar and the Alliance Captain is Captain Balinda Stonehearth.
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• Enemy General – The enemy generals are the main objective of the fight and if you kill them you
will be rewarded with a huge extra honor boost depending on how many locations your side
controls. You will also win the game. The Horde General is Drek’Thar and the Alliance General is
Vaandar Stormpike.
Quests in Alterac Valley
Within Alterac Valley, you will find a series of quests that you can accomplish repeatedly and boost your
honor rewards during the battleground. The following quests are included in the repeatable quest
column:
Calvary Quest:
This quest starts with the stable near each faction’s base and the Frostwolf Stable Master for the Horde
and Stormpike Stable Master for the Alliance. You will obtain an item from your designated stable
master that will allow you to tame rams or wolves depending on your specific faction. You must then go
out and collect the necessary pelts from those animals – after you have filled the stables with enough of
your chosen animal and collected enough pelts, you will be able to start a calvary charge for your
faction. If you have revered or exalted reputation with Alterac Valley, you can click on the actual calvary
units and issues commands after the charge has started, giving you further control of the charge.
Unit Upgrade Quest:
This quest starts with the blacksmith in each faction’s base. For the Horde this is Smith Rezgar and for
the Alliance this is Murgot Deepforge. They will give you a quest that requires you to gather Armor
Scraps and turn them in. These will be dropped by opposing faction players and enemy NPCs when you
kill them and you will need 20 such scraps. The quest is repeatable as many times as you like and when
you finish it, you will be able to gain an extra damage buff from your general for you and all your
teammates. Honored or higher reputation players will then be able to upgrade all of the NPCs for the
faction through the smith to become higher level and more powerful in general.
Mine Supplies Quest:
This quest will be started near the faction base for each sided with the Frostwolf or Stormpike
Quartermaster. The mine itself is first controlled by NPCs that do not belong to either faction and that
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will be hostile to either side. Your goal will be to kill a single non-elite NPC at the back of the cave to take
control of the mine. When you’ve done that, you can then visit the Quartermaster and get the turn in
quest that requests a certain amount of mining supplies from the mine that you must go and gather. If
you are Honored or higher and your faction has enough quest turn-ins for this, you can call a given
number of Elite NPCs to help you. They will charge the battle field and attack all enemy NPCs and
players.
Arial Assault Quest:
For either faction, there are three Wing Commander NPCs that are held captive by opposing faction
NPCs at the start of each battle. You must find and interact with these commanders to set them free.
Once they have been set free they will return to the faction base – however you must make sure they
get back to the base alive. If they do, you can then get turn-in quests from them that ask you to gather
three types of Meat for Horde and three types of medals for Alliance. If you complete this turn in quest
enough times for the Faction, Revered and Exalted players will be able to get a beacon from the wing
commanders that allow them to issue an air strike on the enemy forces. Regular players receive
additional honor for their efforts.
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Ultimate Unit Quest:
This quest starts with the gathering of the special quest item needed to summon the ultimate unit – in
this case “Storm Crystals” for Horde players and “Stormpike Soldier’s Blood” for Alliance players. When
you get the rare drop item, you must take it to the specified NPC for your faction – Primalist Thurloga for
the Horde in the cave beneath Frostwolf Keep and Arch Druid Renferal for the Alliance behind the Dun
Baldar North Bunker. After you have turned the item in, the NPC will visit the Field of Strife and summon
the Ultimate Unit for the faction – it requires 10 players to help the NPC during the summon for it to be
accomplished. Your ultimate units are Ivus the Forest Lord for Alliance and Lokholar the Ice Lord for
Horde, who will immediately start marching toward the opposing base.
Bunker and Tower Destruction:
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When an enemy tower or bunker is destroyed by your faction, a marshal or warmaster will be spawned
who can help defend the general, making them harder to kill. You will need to kill as many of the
bunkers and towers as possible so that you can build up a nice assortment of extra NPCs as they have
high health and can slow the opposing team significantly.
Each Class in Alterac Valley
For each class, your approach to Alterac Valley will be slightly different. Because of the scope of the
battle, the presence of so many NPCs and the shear volume of quests and objectives, it is important to
have everyone in the right position and role to be as fully effective as possible. Here are a few notes for
each class on their most effective position in any given run of the battle.
Druids:
For Druids, you will start battles early on by dealing damage to enemies, but later when you start
pushing toward the goal, you should switch to healing – especially if you are a Balance or Restoration
Druid. Because Elite NPCs in the enemies bases have such high health and hit so hard you will want to
treat them like Instance bosses and push for survival above all else. If everyone in a group dies, the NPCs
will simply regenerate and be back to full, which pushes you back substantially. Any healing you can
provide helps in this regard. Additionally, Crowd Control you can offer is a big bonus. Feral Druids
however should not become healers as this is a waste of their strengths – instead, work toward tanking
enemy NPCs as they are very hard to kill and can hold high level bosses in place for DPSers to hit.
Hunters:
Hunters have a huge advantage in Alterac Valley for a few different reasons. First of all, the terrain is
great for their moves, giving them a great deal of range and open space to hit their opponents. With the
massive burst damage they can deal and the longest range in the game, they can play through AV with
ease. Your goal here should be to take advantage of your enemies and strike from a distance, landing
blows as best you can – making it so enemies are dead or out before they can even respond to you.
Mages:
Mages have heavy DPS dealing capacity and are therefore incredibly useful in taking on single and
multiple targets in Alterac Valley. Your role will be to kill as many opposing players and NPCs as you can
while using your Sheeping and Frost Nova abilities to crowd control.
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Paladins:
This is the lowest DPS class in the game and for that reason they are much better suited for tanking and
healing regardless of your spec (if you are a Retribution Paladin, you may want to reconsider PvP).
However, don’t think you cannot join in the damage dealing – Paladins usually stand at the front lines
and deal damage while healing, using Hammer of Justice for Crowd Control and hitting with their attacks
in between. Since you survive longer than anyone else in a battle as well, you should be the last line of
defense in graveyards and objective points.
Priests:
Your spec matters here. Holy and Discipline Priests are among the best healers available so they should
stick strictly to healing in the battle. When they are not needed for healing, they should use mana burn
and fear on enemy players. Shadow Priests are different in that they deal large chunks of damage. Stay
in Shadowform and deal out damage between fears and silences whenever you can. Of course, if the
battle is dire, don’t neglect to switch to Holy and start healing.
Rogue:
The most powerful ability in the Rogue’s back pocket is their ability to stealth in the battleground. If you
can gather 2 or 3 Rogues together, you can enter into enemy territory and start causing quite a stir with
your attacks. Additionally, you can defend graveyards fairly easily on your own, taking out stray
enemies, or later in the battle, starting to dole out large chunks of damage in succession to Elite NPCs.
Shamans:
Early on the battle, a Shaman can focus on attacking enemies and doling out damage, but later in the
battle, you should switch to healing when things start to progress towards enemy NPC bases. The Elite
NPCs in the game are all very high in health and hit hard so having extra healers on hand can be very
handy. The last thing you want is for your team to die and the NPC to regenerate. If you are not needed
for healing, switch to interrupting casters, dealing damage, and performing crowd control.
Warlock:
The Warlock will work to dole out DoT spells in Alterac Valley, loading up as many such spells as they can
on enemies nearby and then throwing in spells such as Shadow Bolt and Fear to disrupt the proceedings.
Your goal here should be to cause havoc with as many enemies as possible.
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Warrior:
Warriors can start off the battle by dealing damage to enemies, but later on they should switch to
tanking against elite NPCs in the enemy base as they will hit hard and have a ton of health. Without a
good tank, as in an instance, you team will die quickly. If your team does not need you for tanking, you
can switch to interrupting casters, doling damage, fearing, and snaring.
Alliance Strategies
While you are only one of a number of different party members in a Battleground fight, you should
know the overall plan and objectives of the battle so that you can properly play your role in the
proceedings. The following outline provides you with a basic run through of what you should accomplish
during the battle.
1. Capture Snowfall Graveyard – Your first target going south should be this graveyard. Most of the
time, the Horde will ignore this target so it is an easy pickup.
2. Capture Iceblood Graveyard – After the capture has started here, start moving toward the
Horde controlled Iceblood Graveyard. If you can capture this graveyard, you are pretty much set
for the battle. The Horde towers are in poor positions and you can pretty much rush them into
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the ground. Do not however grow complacent- Alliance party members should stay here for at
least 5 minutes to maintain control before resurrections can occur.
3. Capture Frostwolf Graveyard – This is your next target – a fairly lightly defended graveyard near
the Horde base. Take it and proceed to the next step.
4. Capture Frostwolf Relief Hut – Finally, you should push to the base, running past the towers and
taking out the Relief Hut. Once you take the Relief Hut, abandon the graveyards and move all of
your players into the Relief Hut and stabilize control there – destroy the towers as well. Your
next step is to pull the Warmasters – of which there will usually be three or four. You must kill
them before the general. Because pulling one will agro the whole room, try to have a Hunter
pull one out to a tank and then feign death to drop agro. The Warmasters are very strong
though so make sure you have multiple DPS on them and a healer or two on the tank to keep
them alive.
5. Kill General Drek’thar – Finally, after killing all the Warmasters, rush into the General’s room and
start the fight. He will hit hard and can do big damage to melee fighters. Keep at least one tank
healer on full heal mode and attack with full force. Make sure to not pull the General out of the
room either or he will simply respawn inside with full health.
Horde Strategies
While you are only one of a number of different party members in a Battleground fight, you should
know the overall plan and objectives of the battle so that you can properly play your role in the
proceedings. The following outline provides you with a basic run through of what you should accomplish
during the battle.
1. Defend Iceblood Graveyard – The first thing that will happen is that the Alliance will try to take
this graveyard. Protect it by keeping at least 10 players here at all times. If you lose this
graveyard, you will probably lose.
2. Capture Stonehearth Graveyard – Next, move North and skip Snowfall Graveyard, moving to
Stonehearth Bunker. You want to keep the players dying at Iceblood Graveyard from
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respawning at Stonehearth so this is your real target. Destroy the bunker and take the
Graveyard here – wait five minutes until you have full control before proceeding.
3. Take Stonehearth Outpost – This is an optional step but a good one to take as it allows you to
stop buffs that might come in for the other team as well as giving you extra rep and honor.
4. Capture Stormpike Graveyard – Next, take the Stormpike Graveyard. Leave a big defensive unit
of at least 10 players to hold it down.
5. Capture Stormpike Aid Station – You are best off destroying the Dun Baldar bunkers before
continuing to the aid station as they are both in range of the flag. Start with the north bunker
and use the bridge to bottleneck enemy players and continue your attack. Then next, move to
the aid station and start pulling Marshals. You must kill the three or four marshals that have
spawned before continuing but if you pull one enemy from the room, they will all come, so have
a Hunter pull and then feign death to drop agro. Repeat this until they are all dead.
6. Kill Vandaar Stormpike – When the Marshalls are dead go into the room and attack Stormpike.
He will not be able to leave the room so don’t drag him out or he will respawn with full health.
He is generally pretty easy to kill though, so just have a tank on him being healed and you should
be set.
Arathi Basin
Your goal in this Battleground is to control the various locations located throughout the map, of which
there are five. For every location you control, resources will be produced for your faction. The first
faction to produce 2,000 resources wins the battle.
General Information
To start with, each team is given 15 members of real players (there are no NPCs in this match). You will
need to fight for control of the Farm, Stables, Lumber Mill, Blacksmith, and Gold Mine to gather
resources for your team. To capture a location, you must right click on the flag and stand still until the
capture process completes and then hold off your enemies until they make it. Each location generates
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the same amount of total resources, making it so no one location has a more enduring reason to capture
it. Additionally, the resurrection in this region is the same as in any other Battleground with players
being able to be resurrected at a friendly graveyard by an NPC every 30 seconds (if your insignia is
taken).
Basic Strategies
There are a few different strategies for how to best go about procuring victory in Arathi Basin. Below are
two of the most common of those strategies to provide you with a basic rundown of what you can
expect when you start the battleground, depending on your group and your opposition.
Hold 3:
This strategy is most often used by groups that have not worked together before and just joining up to
play for the first time. It is not the fastest nor the most efficient manner of winning the battleground but
it is highly effective in many regards if executed as outlined below. Basically, what you will do is have all
the players from each of the three groups hold a separate location on the map. If you can hold three
locations, there is no reason to capture more locations as you will have the majority of resources.
If a player at the base spots an enemy coming nearby, they should warn the rest of the team right away
along with location information. Additionally, you should not have to stay directly beside the flag when
you hold your locations. You should move between two friendly locations so that you can quickly get to
an area that needs reinforcements. If a large force approaches you, remember that another base has
been left unprotected and you can simply shift locations and take their base.
Pros
• You don’t need to communicate quite as much as in other strategies.
• It is a good strategy for beginners and those who do not have the chance to play together
beforehand.
• It is a good frame to build on for most teams and a good play style regardless of your class or
spec.
Cons
• You cannot hold a base with a 5 player team if your enemy comes with a large force against you.
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• The battles take much longer this way – upwards of 25 minutes
• It takes a lot of time waiting around because you are constantly on defense, waiting for your
enemy to attack you.
Continuous Offense
This strategy is one that is used by teams that have played together for some time and have experience
working together. It takes a lot of coordination and strategy to pull of correctly and is too hard to pull off
when you are playing pickup – it is however the fastest possible way to play with matches taking as little
as 5 minutes to complete when it is pulled off to full effect. Generally, the strategy involves having 1
person stay at the Farm or Stables and sending everyone else in to take the Blacksmith, Lumber Mill, and
Gold Mine.
The communication factor cannot be understated in this match. If you cannot communicate effectively
with your teammates, you are not going to be very effective. You need to have a chat program and a
good headset for everyone with Teamspeak or Ventrilo installed. Additionally, always have a specific
offensive strategy developed that will help you avoid idle time, always be attacking, and always have
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one person at each location to hold it long enough until reinforcements can come in. If you find a
location by your enemy that is underdefended, move your forces there and take it as fast as you can to
offset their balance. The best strategic location in the Battleground is the Blacksmith as you can usually
spot the other locations from here. Send as many as 7 players here to attack and the remaining players
to Gold Mine and Lumber Mill. If any location has a larger force than you are prepared for, fall back and
attack another location where there will be less defenders (due to overbalancing in one location).
Pros
• Extremely fast matches that can last as little as 5 minutes with proper execution.
• Fast games with lots of action and solid results in almost every run through.
• Keep your enemy off balance the entire time this way.
• Because your opponents will not expect it, they will be thrown off and will be easier to
overcome.
Cons
• This is a hard strategy to pull off if you do not have a well coordinated, veteran team that has
practiced together in the past.
• You should be able and willing to lose locations from time to time – if they come at one player
holding a location with 6 of their own, they are going to win that location.
• Having a single person on defense of locations requires at least two extremely skilled players
who can pull this off until reinforcements arrive to back them up.
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Eye of the Storm
This battleground is built to combine the basics of Arathi Basin and Warsong Gulch with both sides
trying to gather 2,000 resources (Victory Points) with 15 players on either side. Essentially, there are
towers that each side must hold in addition to flags that must be brought to friendly towers to gain
Victory Points and the first team to hit the magic marker of 2,000 will win.
With 15 players on each side, there is a single flag located in the center of the battlefield that each side
will try to take. When it is taken to a friendly base, points are awarded based on how many towers are
currently held with 25 points per currently controlled tower. This is the only unique location added to
the game while the other three are based in existing locations in the game’s zones – to get here you
must talk to a battlemaster in a major city.
There are four towers in the battlefield – the Mage Tower, Blood Elf Tower, Draenei Ruins, and Fel
Reaver Ruins – that must be fought over for control. There are no flags in the towers, just a progress bar
that starts to fill when more players from the same faction stand in the tower. It takes much less time to
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capture a tower if you have multiple players there. To take the battleground flag, right click it and there
will be a progress bar until you are holding it. The flag can be carried anywhere and when it is dropped it
can be picked up by anyone who right clicks on it next. To take control of a flag from an enemy, you
must kill the opposing force member who is currently carrying it. When the enemy is dead, the flag will
drop and a friendly must right click it. Whoever right clicks it first will pick it up and has to carry it back
to one of their towers.
Points accumulate at a doubling rate depending on how many towers you control with 0.5/second for 1
tower, 1/second, for 2 towers, 2.5/second for 3 towers, and 5/second for 4 towers.
Basic Strategies
There are a couple of main ways how people play this battleground that can have a great impact on how
the battleground is played depending on your team’s experience and comfort level with each other.
Forget the Flag
This strategy basically holds that if you hold more bases than the opponents and ignore the flag, you will
be able to win anyways. To pull this strategy off, you must split your team into three groups – with 1 big
offensive group and 2 small defensive groups to capture as many bases as you can as quickly as possible.
You should leave one or two players behind to capture the two towers closest to your faction and send
the third team with as many as 10-13 players in it to capture the third tower of your choosing. This will
allow them to overpower any defenses there and capture the tower as quickly as feasible. As soon as
you take control of this third tower, leave two players behind and take on the final tower in full force.
Even if you cannot take the final tower, your pressure will keep them on defense and keep them from
taking back the other three towers while ensuring they also cannot take the flag and gain points that
way.
You should have a full conversation with everyone in your group before attempting to try this strategy
as it is generally considered rather complicated. Make sure none of your players attempt to rush the flag
as you lose the advantage you have on your opponents in numbers. Be sure to know who will be on
defense at the initial towers and how they will communicate if there are attacks on them. Make sure
that once you have control of three to four bases you break off and start capturing flags with one or two
players at once from the main group. Because you took them on head first, your enemies will be stuck in
resurrection points or in defense of the final tower so the flag is wide open. Always keep your offense
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bunched together with at least 10 players so that you can defeat any size force or keep the enemies all
together. Also, take advantage of the power ups provided in each tower, regardless of what it is because
even if it is useless a better one will soon spawn afterwards. After capturing three or even four bases,
you will need to keep your enemies at bay, trapped in their final base if you can until you win the battle
or they will retake another tower – this shouldn’t take long with full control.
Pros
• This an extremely effective method that works incredibly well when you have the right
communication and coordination in place.
• You can win incredibly fast with this technique if you pull it off properly.
• It is usually considered by players to be a more fun strategy than most.
• It also keeps enemy fighters off balance for the most part.
Cons
• You must have 15 players who are all on the same page and willing to communicate often with
good technology. If you have one or two Pick-up players who rush the flag and can’t voice chat
with you, it probably won’t work.
• If they enemies start mounting large offenses, you will pretty much only start rotating towers
with one always being open and that makes it hard to win very quickly.
• You will need to have healers on staff to actually pull off the major offensives you need here.
Capture More Flags
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This is the basic, traditional strategy that has long worked for Eye of the Storm with teams splitting into
two tower groups and a flag group. The two tower groups will take control of your faction’s closest two
towers while the flag team tries to get more flag runs in than the opponents to win. Each team should
be roughly the same size with about 5 players in each. You can also send 1-3 players from each tower
group to bolster your flag group once you have full control of them. Tower points become moot at this
point with each side generating 1 point/second, so you must win by pulling more flag runs than them.
To be effective, you must be able to effectively communicate with your group, even in Pick up games.
Defending players should always call out locations of enemies and their sizes while you will adjust and
maneuver your team to match the flow of the match and the enemy’s movements. You should never
leave less than two players at any tower for defense either. When this happens, single players will often
think they can handle one or two enemies that approach and then die, losing the tower without calling
for reinforcements. You need to have two so that they live long enough to call for help. If the enemy’s
flag group is bigger than yours, you can probably assume they have one tower that is underprotected
and that you can take from them. Throw them off by taking the tower and getting in there as best as
possible. Always have your Druid, Shaman, or Hunter as the flag carrier as well as they have run speed
buffs and can move faster without mounts (which are not allowed here).
Pros
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• This is an easier way to go when playing pickup games.
• Strategy for beginning players and for players who do not know each other well works well.
• This is the most commonly used method so you can count on most players understanding right
away.
Cons
• This can take a long time, with as much as 20 minutes per run or even longer depending on the
expertise of the enemies.
• If the enemies can mount a good offense, you will likely lose a tower before you can get help
there.
Warsong Gulch
Warsong Gulch is by far the simplest battleground in the game as it is a simple game of capture the flag.
Your team will start with a flag at your base that must be taken by the opponents back to their own base
to be added to the score. You cannot capture the opponent’s flag unless your flag is at your base, so if
they take yours, you must focus on getting it back first.
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The goal of the game is to capture the flag three times from your enemy to be the victor. You will have
10 players on each team and in order to pick up the flag, you must right click it – it will be picked up
instantly upon clicking it and in order to return it, it must be taken from a killed player who was carrying
it. The flag will instantly be returned to your base if you kill the opposing faction member who is carrying
it.
Basic Strategies
For a game of simple capture the flag, the rules are generally pretty simple, though you will find that the
basics often alter considerably depending on your situation. A druid is generally considered the best
class here for a few good reasons. First of all they cannot be hit with any roots, snares or polymorphs.
They can also run faster in their travel form than other characters and can switch to Dire Bear Form
when they reach their base and give enemies a hard time in killing them. You should always have at
least 1 Druid in your group of 10, and often times it is good to have a few more than that.
In addition, look for power ups located throughout the battleground. The Powerups are located in
various locations throughout the map and include Berserking, Restoration, and Speed with respawn
timers of between 30 and 60 seconds. While carrying a flag, make sure not to mount, use your immunity
shield, vanish, or feign death as the flag will immediately drop and be returned if you do. Always have
multiple players with the flag carrier as well to help them get it back to the base safely. The graveyard is
a vital tool here as well. Make sure to go to a friendly graveyard before your base as you can use it as an
outpost to take on approaching forces and get reinforcements.
The Strand of the Ancients
The new battleground in Wrath of the Lich King is Strand of the Ancients. The Battleground uses the
same siege weaponry as Lake Wintergrasp and pits one side as the invaders against the other side which
must defend the Titan’s Relic, located within three sets of gates that the invaders are trying to get
through. Unlike other Battlegrounds this one is not symmetrical and it doesn’t rely on resources of any
kind. Rather, you must get through all the defenses and take control of the Relic for a win. Between
each match, the two sides switch to make it relatively even. For this reason, there is a whole lot of
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strategy involved in this Battleground. If you want to be effective, you need to know exactly what you
are doing when you go into battle.
Details
The Strand of the Ancients starts with one team on offense (Alliance) and one team on defense (Horde).
The offense will have 10 minutes to break through all the defenses and capture the relic. If they do not
do so in the 10 minutes, they cannot win the match. The sides switch after the first 10 minute bout and
the other side gets a chance to grab the relic.
There are only two rounds so if both sides fail to get the relic or both sides succeed, the match ends in a
draw and honor points are distributed accordingly. As of right now, the same side always goes first
though there is an expectation that Blizzard will randomize this soon to affect the strategies being used.
There are two major aspects of the fight – the offensive and the defense – and in between are the siege
vehicles, turrets and bombs that you get access to (not to mention the ever valuable graveyards).
Offense
When you start, offensive teams will be broken into two ships. If you are fast and have the add-ons to
do it, you can reorganize your teams to start to make sure each group is well built. Once you land at the
dock, you will find two tanks. The first is on the dock and the second is on the beach. Have a Death
Knight with Path of Frost jump off the ship early and get to the tank on the beach as fast as possible.
After 30 seconds of the match, you can grab the Seaforium Charges from the docks and the 2 machine
shops located near the graveyards. You should always grab one of these when you can – they do huge
damage.
Using a Tank
When you get into the tank, start going toward one of the walls and fire whenever the cooldown is up.
Make sure to keep the two tanks away from each other because the cannons on the walls can hit
multiple tanks at once if they are too close. There are two cannons on the wall – make sure they are
both occupied. Decide which one is hitting you harder and drive directly beneath it so it cannot hit you
any longer. Hit the Ram ability when you are in melee range of the wall and then shoot when ram is not
available. Your primary goal here it so destroy the wall as fast as possible, but if you can do damage to
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the cannon as well, that can be very helpful. Once you break wall one, go to wall two and go beneath
the cannon doing less damage. If there are no enemies on the second wall, go to the cannon nearest the
portal and start ramming the wall there. To get to you, they will have to run all the way across the wall
to reach you and will waste time as you destroy the wall.
Those without Tanks
For those who do not get a tank when you land, you should go for a graveyard or guard a tank. Go for
the east and west graveyards if you’re near them and control them as soon as possible. If you control
them, you get access to the machine shops where you can get the seaforium charges plus 2 additional
tanks per shop.
If you get stuck guarding a tank, you can ride on the tank if you are DPS or healer. Each tank holds 2
passengers and you can cast from the tank while it moves. If you have a bomb, get off the tank and use
it while next to the wall to do additional damage. It needs 10 seconds to charge and blow so keep it
protected during that time.
After setting charges, find the tanks’ biggest opponent and start hitting them if you are ranged. If you
are melee, attack players near the wall who might be trying to disarm bombs. Once you break through
the final wall, run through and click the relic.
Other Notes
In some cases, you might simply avoid taking the southern graveyard because it forces the enemies to
respawn directly between you and the final door where they are harder to get through to click on the
relic – the final stretch just becomes a straight up brawl in this case.
Defense
The defensive team will start in the Southern Graveyard all together and you will be at full health and
ready to go. Jump on your mount and jump off the edge to the north as fast as possible. You will have as
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many forces as possible at the Green Emerald and Blue Sapphire gates as fast as possible to be effective
here. Have someone at each of the four cannons as quickly as possible. And send the rest of the players
to the beach to disarm bombs or to the Red Sun and Purple Amethyst Gates to wait if the first two walls
fall.
Generally speaking, it is best to overcompensate on the beach to keep bombs from being dropped (they
deal way too much damage). This will also boost your damage output on tanks and make it easier for the
cannon operators.
The Cannons
The only true line of defense in the Defensive game is the cannons. If you cannot be effective with the
cannons, you are going to have some serious problems. You need to be sure that you aim at tanks first
and foremost (only shoot at players on foot when the tanks are not in range). You need to make sure
you are actually hitting the tanks too – the game is mildly forgiving but not enough to be lax in your
aiming. Focus on target at a time and be sure to stick with one until it is destroyed in full.
Without a Cannon
For those players who do not have access to a cannon, you need to play the role of PvP. This means
going out and defending the east and west graveyards when the front walls are breached and helping to
destroy the tanks, disarm bombs, and kill nearby players when they target the cannons. Use your stuns
and crowd control on your opponents so you don’t get interrupted when disarming a bomb – you only
have 10 seconds. Don’t waste it.
Other Tricks to Keep in Mind for the Battleground
In general, the battleground is pretty straightforward, but there are a few tricks you can use to maintain
supremacy over your opponents if you are tricky enough. First of all, keep in mind that the mini-map will
allow you to track tanks on it – this is only available here, so make sure to zone it out so you can see
anything that appears.
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Second, if you are in a remote location and not that much is happening, feel free to get out of a tank or
away from a cannon to take on an opponent one on one. Too many times, players stand by and allow
other players to simply attack them and take apart their weapons or vehicles without doing anything
because they are afraid to get out of it and fight.
While it will probably be nerfed soon, Subtlety Rogues can currently sneak past enemy cannons and
walls and go directly into graveyards. They can also effectively drop charges in the middle of groups if
they are not outstealthed by another rogue and do major damage. It’s always good to have a few good
rogues on a team in this battleground.
Another very interesting thing to keep in mind is that big spells with major knockbacks can actually push
back tanks. Typhoon and Thunderstorm and similar attacks are great for pushbacks because in general
tanks are immune to all movement impairing or crowd controlling attacks.
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Conclusion
Hopefully, you have learned in this guide the basic methods by which you can approach PvP in a group
setting and be effective, whether it is against a single player in a dual or in the arena or on the
battleground. Moreover, I hope you have come away understanding that there are dozens of possible
ways you can form a team, build a strategy and prepare to attack, but you can only truly be successful if
you fight with communication, practice, and experience on your side. Those teams that are at the top of
the PvP listings are those that have been most effective throughout the years because they work well
together not because they have better gear (of course, good gear always helps).
PvP is a deep, fun way to add value to your game, show you are better than your opponents and open
up new realms of possibility in the game’s interface and gameplay while enjoying the various aspects of
WoW that only appear in the latest endgame content. If you can master the basics and learn to play well
in a team, you can almost ensure that you will find your way to the top of the PvP charts and rankings in
no time.
For those that are just getting started in PvP, don’t let this guide be the only thing you use to help you
out. You should also look for additional value in the millions of other players that have come before you,
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posting extra information and their experiences to forums and blogs where you can learn as much if not
more than you ever could from a PvP guide. Know what to look for, fight the best players, and practice
as much as possible – these are the tools used by the world’s top players to get continuously better at
what they do.
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Custom Interfaces
The vast majority of professional players and top PvPers out there use some form of customized
interface that is entirely unique to the PvP environment. In group PvP, you need to know every possible
detail about your party members and your opponents at all times as the slightest detail can have a huge
impact. You need to have focus targets, casting bars for every member of the group and even
Arena/Battleground assist modules. Here are a few Add-Ons that are must adds for any PvP player:
Unit Frames Addon
The built in unit frames for WoW are not very good and don’t do what you need for PvP. You need
things like casting bars, group targets, and opposing team targets and only advanced unit frames addons
will help with that. The best current choice out there is Pitbull as it is the most customizable unit frame
add on out there. You can choose from basic setups and more complex ones that allow you to show any
number of details for each unit frame. The key to Pitbull is that you get a casting bar and that you can
monitor every cast your party members make. Timing is everything in PvP and this is a good way to take
advantage of that. Say you have a Warlock and Druid on the same team – how do you know your
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partner is not fearing the person you are about to cyclone? Knowing their cast is about to hit shows you
that you should wait.
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Casting Bar
The casting bar add on for PvP players is vital because it allows you to see your casting, your target’s
casting, and your focus casting. This makes it so much easier to interrupt your opponents’ casting and to
time your own spells and abilities to their actions. The best casting bar currently out there is Quartz as it
will sample latency and build in that latency to the lag of your spell casts to give yout he most accurate
possible data. This even gives you faster spells than you might realize.
Scrolling Combat Text
This will upgrade your text scrolling unit on the screen, another aspect that doesn’t really work well with
Blizzard’s built in units. You need a mod that can help tell you where damage is coming from and
generally is easier on the eyes. The best one out there is SCT which allows you to configure almost every
aspect of your text scrolling with relative ease.
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Action Bar
This is a great addition because it will help you customize your action bar to the point that it is a little
more usable, with the bars pretty much anywhere on your screen and in any dimension you want.
Bartender3 is one of the best at this for a variety of reasons and is regularly upgraded and bolstered
because of how many people use it.
Visual Combat Log
This is a very cool addition that makes the data in your combat chat log that much easier to read. The
best one is known as Eavesdrop and it is pretty much a must have for any build you put together. The
things you can do with this include being able to mouse over lines to get more information, get recaps of
what happened, and see the criticals with ease.
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Websites
There are a few websites that help to provide a great deal of extra information that will bolster your
overall gameplay experience in PvP. Some of the most useful sites are the following:
http://www.pvpsource.com/ - A great resource for anyone interested in PvP in World of Warcraft. Here
you will find a great deal of information on different builds, arena seasons, battleground changes, and
upcoming events.
http://www.wowarmory.com/ - Of course you already know this exists, but many people don’t use it
nearly enough. Every time you are defeated in combat, I recommend looking up your opponent in the
Armory so you can see how they are geared, their record and what you were up against – do the same
for the people you defeat and try to see patterns for what you are weak and strong against and strive to
better yourself in those particular instances.
http://www.arenajunkies.com/ - This site is devoted to the arena goings on of World of Warcraft with
specific details and stats of the top Arena players and teams in the game from around the world, news
about events and recent changes and articles. A great Arena resource.
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Reviews Section
There are plenty of other guides on the market that provide the kind of quality content you need to be
successful in World of Warcraft. Here are the few of my favorites – ones that I feel cover the content
they claim to cover.
Warcraft Pros Review
This is actually more than just one guide – it is a set of 9 Class Guides written to cover every little niche
and aspect of all World of Warcraft’s major classes. From Druid to Warrior, you get complete
information on how each class operates and what you can expect from them. You will learn how to
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combat with that class, basic information about PvP for that specific class, which stats you should pick
for your gear, which is the best gear for your class and even your talent spec, how to spec your character
in one of five different ways including for leveling, for PvP, and for each of the three main talent trees.
You will learn how to navigate all of your class quests from start to finish and how to handle your pets,
totems, lockpicking, or shapeshifting with ease.
The best part about Warcraft Pros is that you can pick just one class guide if you like or you can choose
to buy all 9 of them together for a ridiculously reduced price. It pretty much makes it so that any player,
no matter how involved they are in World of Warcraft – starting their first character or working on one
for every class – can build that character to be as effective in every aspect of the game as possible. From
raiding to solo leveling to PvP basics, you will learn what it takes to be the best possible player with
every class and the author is promising constant updates to the guide as it evolves, making sure you
have class information about even the newest Hero Class (or classes) when it arrives. For complete class
information from start to finish, you don’t get any better than this guide.
Learn more at:
http://www.pvpbible.com/recommends/warcraftpros
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Extreme Leveling Review
I know there are a lot of leveling guides out there and there seem to be more hitting the market every
day, but I have to say that I am very impressed with what Shawn Woods has put together with Extreme
Leveling. This isn’t just another leveling guide (well it is, but it’s a good one). Offering guides for both
alliance and horde characters, Shawn has gone through and actually provided a unique, up-to-date
leveling guide from 1-70 for all of the characters. You get unique leveling paths for all early characters
from level 1 to 12 and you will be given dozens of different strategies from there on to build a character
as fast as possible.
I was convinced this was a solid product early when I visited the site and Shawn was offering the first
section of his guide for free in an email autoresponder. You can still go there now and sign up for it,
getting the first 12 levels for every race in your inbox – a great way to check out his guide. Of course,
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you won’t get all the awesome extras and goodies in the leveling guide until you purchase the whole
thing and believe me when I say it is well worth it – you get everything from a leveling mod to install in-
game to some pretty amazing maps that show you where to go in what order and where on the map to
be.
With this kind of leveling guide in your corner, you can have one of the quickest new Level 70 characters
you ever imagined and actually start diversifying your end-game play, enjoying raids and PvP with Horde
and Alliance characters. If you’re in the market for a guide like this, check out Extreme Leveling.
Level your characters the extreme way at:
http://www.pvpbible.com/recommends/extremeleveling
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Warcraft Millionaire Review
Ah yes, the obligatory gold guide. I think I’ve read about 15 gold guides since I started playing World of
Warcraft. Some of them were pretty good and others were god awful. However, they all tended to have
a nasty habit of either leaving out beginners, leaving out veterans, or becoming severely outdated very
quickly. Other guides were written horribly and couldn’t be navigated for the life of me. Others still were
great guides but provided a lot of tips that were sometimes illegal.
Combine all of these factors and you have a market that is oversaturated but at the same time, sorely
lacking in quality content. And then along comes this little guide, one of the best looking Gold Guides
I’ve ever seen. With more content than almost any guide on the subject I’ve ever seen and with one
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heck of a lot of a quality research involved, Warcraft Millionaire is a downright magnificent looking Gold
Guide. From the addition of illustrations to the quality writing and the easily navigated set of files that
separate and outline each section for easy access, this guide is made to be both fast and easy.
Of course, the content itself is top notch too, with dozens of gold making tips known to work in the
newest patch and new updates being made with each major patch to the game and preparations
already underway for a major update when the newest 3.0 patch hits and shortly after when the Wrath
of the Lich King expansion pack lands on our shores. For anyone interested in a gold making guide that
truly delivers on every front, you really don’t have a better option. And best of all, the author is actually
a millionaire in the game, meaning you are going to get the best advice from the very best gold maker in
WoW – you can’t get any better than that.
Check it out now:
http://www.pvpbible.com/recommends/warcraftmillionaire