GAIN RATING with these POSITIONING RULES in WotLK Classic

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there's a reason why you hate your life when you play with someone who has bad positioning in Arena we've all had that Warrior on our team who charges behind the enemy pillar and starts blade storming Swifty One-Shot macro in hand only to die seconds later and then flaming you for not backing him up or what about when your warlock stands close to you versus a cleave for no reason which means you're going to get off kicked instead of being able to freely cast from afar you can instantly feel when there's bad positioning on your team because it literally determines how well you can play in every other aspect of Arena it's the foundation of skill and is exceptionally difficult to truly Master to have good positioning it can feel like you need to be tracking a billion things which is naturally overwhelming to most players for example in this clip we can see a warlock chasing after a mage threatening to kill him but let's absorb a ton of other information the shaman and Shadow priests don't have trinket on top of that the Shaman's grounding and wind shear on CD what this means is that at this moment the Warlock and his team are likely wanting to kill the shaman since he would be relying on his team to save him and has no way to protect himself additionally this is where insane mind games and positioning come into play since the mage's trinket is by a pillar and has his counter spell being seconds from coming back up this gives the Mage an opportunity to potentially ruin this kill window since all warlock players have such big brains he basically casts a Jedi mind trick by running at the Mage who is already low the Mage afraid for his life runs to hide too far out of the line of sight to interrupt the warlock's burst onto the shaman which was his entire goal from the start okay now for everyone who doesn't have 15 years worth of positioning experience and is feeling completely overwhelmed don't worry we've got you covered in this guide we have figured out how to make one of the most difficult Concepts to learn in Arena easy make sure to stick around till the end of this video where we will be testing you and seeing if you can position like a rank one level player by the end of the guide to begin with we have to break a harsh truth to you specs are not created equally in terms of how they favor in the open field especially in Wrath of the Lich King to simplify things we created a tier list of what the scariest specs in the game are to fight in the open away from the pillar as a quick disclaimer the power and viability of a class does not affect their positioning on this list they're just ranked this way based on how strong they are in pure open field combat now immediately upon seeing this list you're probably thinking uh skill capped how is a warrior scarier to play against in the open compared to a frost Mage won't I just be sitting in a world of CC if the Mage is free if you're used to playing retail then you'll know that standing in the open versus a mage is just going to get you spam polymorphed into instant death but that is the major difference between retail and wrath which you have to learn or you'll lose every single game in retail crowd control and setups are King players deal no damage outside of cooldown so you just spend the whole game trying to get a cc chain going and bursting off it wrath is entirely different the spell is no cooldown which makes spammable Cc worthless in a lot of cases not only that but damage is always relevant passive damage is actually a real threat you have to be mindful of which means that in Wrath standing in the open versus a powerful DPS class is ask to lose the game instantly which brings us back to our handy little tier list if you followed us there then it should be obvious why a warrior has more Midfield power than a mage now Warriors damage CC tools and overall harassment far out value a mage since everything they do just gets dispelled so Warrior spam slowing everyone while fearing charging and stunning becomes stronger than dispellable roots and polymorphs by the way before we keep going we want to remind you that you can check out more content like this over on our site at skillcap.com instead of over complicating everything and not helping you climb we teach you the simple strategies that actually work for winning games without having to sweat every single Global cooldown also the skills we teach you could never learn just from watching high rated players play our site is so effective that we even offer a money back guarantee if you don't climb while actively using our service so there's nothing to lose and all the rating in the world to gain so check us out after this anyway let's get back to breaking down our tier list okay let's break down this tier list so you know exactly why every class is where they are bringing things down from the top we have to start with our temporarily scary tier this tier is comprised of two classes which almost always play together BM hunters and enhancement shamans which combined form the comp known as Beast cleave and the reason they play together so often is because of the similarity and the cooldowns that they have the reason this is a temporarily scary tier is because if you're able to weather the storm and survive their cooldowns you're probably going to win the game VM Hunters are super one-dimensional they lose a lot of utility going into BM talents which means that they need to win during their burst window or they'll usually lose the game if you can survive until the lust from the shaman runs out you'll usually be chilling similarly once Enhancement Shaman Spirit wolves and luster over they lose a lot of utility and damage to put it simply these classes do absurd damage during their cooldowns not only that but they have so much CC immunity with beastial wrath Tremor Freedom Sprints grounding Etc that the harassment of other classes is often just ignored trying to stand in the open versus a beast cleave who can't be cc'd and as bloodlust is unlike to work even for the best of players so make your life easy and take shelter at a pillar during their CDs who knows maybe you'll avoid an aimed shot and that will be the Difference Maker between living and dying moving on to our next tier we have affliction warlocks and Shadow priests remember that we made a massive deal about how good spam will dispel is in Wrath but guess what that's not an option versus these classes unstable Affliction and vampiric touch deal an insane amount of damage if dispelled and can set your healer behind enormously if you're sitting in the open against either of these classes and can't spare and interrupt from them your team's going to get loaded up with undispellable dots as well as fear spam a Surefire way to lose the game instantly when passive pressure is so deadly in Wrath we have one final temporarily scary class on our tier list and that is Unholy DK's the reason these fellas are so scary to play in the open versus is because of one major cooldown summon gargoyle it lasts 30 seconds and spam's massive cast of damage on you the operative word being casted if you're playing near a pillar you can kite the gargoyle and avoid a good chunk of damage though note you should keep in mind that dks don't fall off nearly as hard as BM hunters and enhancement shamans do they may not be as scary as those two with their CDs up but remember to still show a little bit of respect to dks when their gargoyle goes down grip and disease spread can still easily win them a game up next we have Destro locks and Ellie shamans what makes these classes so good is that they have so many options to play out fights while they can play in the open and do crazy amounts of bursts they are both at their scariest when they're pushed up on top of you controlling you with earthbine totems Shadow furying your whole team into a howl of Terror thunderstorming you into an awful position Etc so how come these classes aren't at the top of the tier list what do SPS and athlete locks have that these guys don't well to put it simply they have dispel protection let's just go over what Destro lock loses access to if their immolate is getting constantly dispelled number one conflag which deals massive burst and applies to slow number two 10 extra damage on their incinerate and Chaos bolt number three can flag also grants them the Backdraft buff reducing the cast time and Global cooldown on their spells while Destro locks do get very annoyed when their immolate is being dispelled your opponents aren't perfect robots when they do mess up and leave and immolate up you will absolutely murder someone with a single good burst combo and although Ellie shamans share the same issue of their flame shock being dispelled they have so many other tools which makes up for it grounding and wind shear absolutely dominate the Midfield by making every Caster hate that they didn't choose to be a mindless warrior instead better yet flame shock being dispelled gives them a flat haste buff too this is the reason that Destro locks and Ellie shamans are so high up on the tier list and likely to be some of the main casters you encounter in Wrath they are super strong but they just fall slightly short of Affliction and Shadow priests in pure open field combat due to their powerful dots hopefully you're starting to see how this tier list works all the classes are ranked in their ability to deal damage in the open how well they harass you overall with either Cc or interrupts and lastly how easily they ignore harassment themselves so let's quickly go over the rest of the classes boomkins and Resto Druids come next boomies have massive damage cooldown in Starfall so watch out for that but what puts both of them up there in the harassment tier list is their undispellable Cyclone spam not even Mass to spell Works versus it in Wrath now Warriors are mid-tier on this list because this expansion gave them a massive amount of Mobility they can charge in combat now have access to Bladestorm which negates most CC and deal more damage than they did in TBC so it goes without saying that you don't want to sit in the open and get trained by a warrior for too long Mage players were sorry to report that in Wrath you will have to become one with the pillar since your damage in cc is less relevant compared to that of other casters if you yearn to do damage in the open then head over to retail where you're so op that everyone just sits at a pillar of the whole game so you don't get to play anyway I love Manning Mage Resto shamans are down here because they have all the annoyances of an Ellie but none of the damage to threaten with Marksman Hunters are fairly low on the list because they deal slightly less damage than most other Casters in an expansion where damage is King that being said they do a decent consistent damage without having to cast and they have a ton of reliable CC which lets them play for solid setups so although you'll be at a pillar most of the game don't think that makes you weak by any means and Below Hunters is everyone else all of these are short range classes that harass best when their opponents are close to them so naturally they'll want to play at pillars so everyone is in range to eat their CC so now that we've covered everyone's position let's take a look at how this translates to actual games in Wrath in this game we have a Destro Warlock and Ellie Shaman and a Holy Paladin vs rmp based on everything we've covered so far we want you to tell us who has the open field advantage and who will be the team huddling at the pillar if we go into the game the lock and Shaman are obviously dominating the open field while the rmp is crawling around a pillar the second they do actually get caught in the open the Rogue has to trinket cloak and then shortly after because they're still stuck in the open the priest dies 70-0 in just three seconds from the Warlock alone further we should answer a question you're all probably thinking surely afflu locks and Shadow priests are just the best classes in the game then they don't fall off after the cooldowns like BM hunters and enhancements so what gives well if that was true every one of their grandma wouldn't be rolling a frost Mage and squealing The Joy over deep freeze being back now would they remember this tier list is relevant to how annoying and strong classes are in the open but doesn't mean they don't have weaknesses for example athlete locks get trained by melees like nobody else Shadow priests go oom quickly and have low burst tools likewise lower tier classes have options as well which brings us to our next section how cooldowns can affect positioning if we pull up this clip we can see that the maid Shadow priest Duo are playing Super aggressively on top of the enemy team the reason for this is simple the Mage has his deep freeze and his blanket CS available using these he secures a sheep onto the enemy healer and at the same time his shadow priest Horrors the feral this forces both of their trinkets now notice that once this has been done they immediately start kiting into the open remember pharaohs want to be at their pillar compared to an SP and Mage now that cooldown's been used the natural order of things in the tier list have been restored now what the Mage and Priests do is wait for the relevant cooldowns to be back up foreign they can sort of temporarily ignore our tier list by pushing in with CDs and winning the game with a cc setup every everything that just happened here came down to playing around cooldowns for appropriate positioning surely you're starting to get the hang of things it's not that complicated is it so let's put you to the test see if you can apply what you've learned and prove yourself by trying to get all of these following questions correct in this game you're playing a destroy Warlock and your partners Are Holy Paladin in an elemental shaman you're facing off against rmp and the Rogue is likely to try and burst you soon with Shadow dams as the Warlock which of these three areas do you think you'd want to be positioned in prior to getting stunned a their pillar B out in the open or C Retreat closer to your own pillar before getting bursted you're going to want to be positioned as far into the open as possible this way the Rogue will have a hard time retreating after his burst you might be wondering why you shouldn't just run to your own pillar the reason why is simple just remember our tier list if you huddle too close to your healer you're allowing the rmp to dog pile on top of your team playing at your pillar letting them do nasty CC chains to your teammates okay great so we know where we want to be positioned as the Warlock the Rogue Shadow steps in and starts dancing to burst now let's think about things from our Ellie Shaman's perspective where do you think he should move to during all of this if possible the Ellie Shaman would want to be positioned between the Rogue and his healer remember that Ellie shamans dominate the open and to perform their burst the rmp has to temporarily come out so you want to be right in the middle of everyone giving as much hell as possible to the priest and Mage with hexes shears grounding Etc likewise you cut off the Rogue from getting back to safety after the burst is over alright next scenario you're playing a boomkin with a rogue and a disc priest by your side you're up against a warrior elemental shaman and Holy Paladin AKA ThunderClan the warrior is tunneling you with a special kind of enthusiasm as if you insulted his mother and he's out for payback so where should you position as the boomkin if you're being trained in the open or closer to your pillar so in this scenario while some of you may have instinctively said to push into the open due to how much control boomkins can get going with Cyclone the correct choice would actually be to try and drag the warrior as far away from his Paladin and ideally out of line of sight this is a key concept don't just think about what you want to do think about how your positioning might deny what makes your opponents so strong and a tier list so if Warriors and shamans love the open then denying it by going towards a pillar is a great way to make both these classes weaker you're killing two birds with one stone by positioning this way for this scenario let's ask another question now that you've lured the warrior in and his healer has been forced to follow should you call for your Rogue to go and see see the Paladin now that they're exposed this would not be the correct play you should try to think about what specs you're playing with and what they excel at if you and your priest are at the pillar and the Rogue runs into the middle of the map to CC the Paladin the warrior is almost certainly going to take that free ticket out of the dangerous position you've dragged him to at which point your Rogue will be stuck in the open and there will be nothing you can do about it so this would be a horrible play to call for in your position moving on to another scenario let's say you're playing Shadow priest and your teammates are rest of Shaman and an athlete warlock you're facing off against an LSP which is comprised of a Destro lock Ellie Shaman and Holy Paladin where do you think you should look to position as the shadow priest okay okay if you've been paying any attention throughout this guide then it should have been pretty obvious that the shadow priest team should absolutely dominate the open field here let's change things up though if we sub the Affliction warlock out and replace him with a frost Mage how about now do you think you would still position in the open sadly even a super high ranked Caster on our tier list has to adapt based on what class they're playing with think about the support you're going to receive from your Mage if you try to go Toe to Toe with the LSP in the open the Mage is going to get massively outperformed in terms of damage and any CC heat lands on the DPS will just get instantly dispelled it will also be impossible for him to land CC on the Paladin as he has a pillar to work with as well as sheer grounding hex curse of tongues spell lock Shadow Fury Landing CC on the Paladin from this position is just never going to happen so here's the next question matchup knowledge is very important here so we'll just give you a hint the Mage and Shadow priests can only kill the Holy Paladin since destroy warlocks and Elemental shamans will passively take 30 percent less damage from their talents anyway your kill Target is the Paladin who only has bubble as their defense how do you think your team should position knowing that you can't stand in the open you should look to position on top of the Paladin as much as you can this gives you multiple benefits the main ones being easy access to your kill Target and being able to line up sight the Ellie and Destro in between setups if you execute this properly your team has the potential to take next to zero damage while every setup on the Paladin results in a cooldown being forced and eventually his death okay for our final example let's throw you into some unfamiliar territory try to be aware that while this tier list will serve you as a good guide in the majority of situations there will be times that it doesn't 100 apply as the game is obviously super nuanced at times every comp so far has had a reliable dispel but what about those rare games where this isn't the case let's say you're playing the Mage in Mage lock Druid otherwise known as MLD and Europe against Warrior athlu lock and Resto Druid otherwise known as wld where do you think you should look to position as the mage so although the Mage is rather low on the tier list you need to consider other factors like what your teammates want to do and the rare circumstances where your opponents won't have a reliable dispel in this game the only dispel your enemy team has is the warlock's devour magic which has an 8 second cooldown with this in mind you should look to play Super open field while spamming out a ton of CC with your teammates the warrior could in theory sit never-ending CC chains between polymorphs roots and Cyclones so how did you do were those questions super easy to answer with our tier list or do you feel more confident knowing how to position an arena now if you're still unsure about the fundamentals for your class we got you covered at skillcap.com we've been working with the best Wrath of the Lich King players to make your learning experience easier than ever with our world famous class courses and with our huge library of Arena commentaries you can learn the same strategies and tricks that rank one players use to dominate in PvP our guides are designed to put you ahead of the competition and make it easy for you to climb we're so confident in your potential that we even offer a money-back guarantee if you don't gain at least 400 rating while actively using our guides player players just like you are quickly signing up so what are you waiting for visit the link below for an exclusive discount offer before we go we just want to say it can take years for players to figure out positioning in Arena it's an incredibly nuanced concept and isn't always an obvious culprit for why you lose however by using this to your list you will have a much clearer and more consistent checklist to see where you're going wrong in your games anyways thanks for watching and see you next time thank you
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Channel: Skill Capped WoW PvP Guides
Views: 44,146
Rating: undefined out of 5
Keywords: wotlk, world of warcraft, wotlk classic, wotlk pvp tier list, wotlk tier list, wotlk pvp, wrath, wow wotlk classic, wotlk dps tier list, wrath classic, classic wrath, classic wotlk, asmongold, wow gold farm, wotlk gold farm, wotlk classic fresh, wotlk preparation, wotlk classic preparation, arena guide, pvp guide, gladiator, rank 1, paladin, warrior, rogue, mage, shaman, druid, hunter, priest, death knight, warlock, positioning, arena, pvp, best wotlk classes
Id: a6ZYc9ybK-Q
Channel Id: undefined
Length: 18min 14sec (1094 seconds)
Published: Mon Oct 24 2022
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