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Team Compositions

Shadowplay – (Warlock, Shadow Priest, Shaman)
This team has a giant advantage in longer games because of their ability to put out an incredible amount of DoT pressure. The team can also coordinate massive burst with the Warlock’s Demon Soul and Shadow Priest’s Archangel cooldowns. A Shadow Priest can heal his teammates when in trouble, but healing does cost a lot of mana and can put a team behind. The main weakness of this comp is the fact that the Warlock and Shadow Priest have limited peels for their Shaman when he is getting tunneled, as their fears quickly go on diminishing returns. Also, if the warlock and priest aren’t able to dot multiple targets, like in a situation where the enemy healer is playing very defensively and is staying far back, this team can have a difficulty landing a kill unless their fear pathing is lucky.

MLS – (Warlock, Mage, Shaman)
MLS is an excellent all around team setup, with strong defensive and offensive potential. When all three classes on the team use their interrupts and crowd control abilities effectively, it can easily shut down any pressure and gain control over a fight. When the Warlock is left alone he is able to Unstable Affliction the mages Frost Novas, making melee teams suffer as they stay rooted for extended amounts of time. The power of Curse of Tongues also gives the warlock the ability to hinder enemy casters. When the Mage is left alone he is able to do massive amounts of damage, and he can set up crowd control chains with his polymorph and deep freeze abilities. The synergy MLS has is amazing; if the Mage is in trouble the Warlock can fear enemies off of him, and if the Warlock is in trouble the Mage can Polymorph, Frost Nova / Deep Freeze to save the Warlock. Be on the lookout for offensive plays from this setup as well, as a well-timed Deep Freeze into a Death Coil can leave a lot of enemies helpless and dying. A big weakness to this team is that any type of setup that can be immune magic and

Shadowcleave – (Death Knight, Warlock, Shaman)
Shadowcleave is a versatile DoT based comp with lots of control and an ability to deal very high damage that healers have a lot of trouble healing through. The team’s main goal in a match is to allow the warlock to DoT everyone as fast as possible and at some point set up a grip on the enemy team’s healer for a hard swap. DK’s can be a great threat to many caster teams as a DK has many escape options when it comes to avoiding magic damage and shutting down casting (Anti-Magic Shell, Anti-Magic Zone, Necrotic Strike). Most Death Knights will generally play Unholy as it’s better than Frost when you want to spread out damage in conjunction with an Affliction Warlock. The healer on the Shadowcleave team is generally very safe, as the enemy players must spend a lot of time controlling the Death Knight, because top Death Knights are almost capable of soloing healers if they’re left alone for enough time.

RLS – (Rogue, Warlock, Shaman)
RLS is one of the best pressure comps out there. When the Rogue has the ability to Shadow Dance and the Warlock has full dots rolling, it becomes near impossible to survive a well oriented Swap with a Smoke Bomb. A key to a good RLS is that they will try to force trinkets and set up a good swap with a Smoke Bomb to score a kill. Whenever anyone in the team gets in trouble, the Rogue can peel with Gouge, stuns, silences, and just his presence in general, and the Warlock is easily capable of controlling enemies with his Fears and Howls. RLS also relies on the Shaman to land very important Hexes, often times timing a Hex and a swap on the Healer to guarantee damage.

PHD – (Death Knight, Hunter, Paladin)
PHD can destroy cloth teams when a Death Knight and Hunter are training someone. The enemy healers are vulnerable to all the instant CC the Hunter can provide, and the fight for the enemy team quickly becomes a real struggle trying to survive. Trying to get offensive against a PHD is difficult because of the DK’s desecration and Hunter’s traps are across the whole map, slowing down the movement speed of enemies. A common way to play PHD is to have the Death Knight in up front, hunter in the middle trying to control the enemy healer, and the Paladin healing in the back.

WLS – (Warrior, Warlock, Shaman)
WLS is a powerful Melee Caster Healer comp. The Warrior can bring lots of stability to the team by shutting down kill attempts from opposing teams. When the Warrior is in the front, it’s easy to give breathing room to the Shaman and Warlock, making it easy to get offensive against all teams by allowing the Warlock to have full DoTs on everyone. The Warrior is typically the primary target for enemy teams, so whenever the team needs to get defensive, the Warrior can leap across the map and turtle up with his allies until they have stabilized. A well timed Throwdown into a Death Coil is how this team looks to get kills.

Rogue, DK, Paladin
Rogue, DK, Paladin is an aggressive comp reliant on control and high damage. The game has to be over in a couple minutes or they will run out of cooldowns to survive. The DK and Rogue can do a lot of burst damage in only a couple seconds while locking down the target and controlling a healer with instant CC such as Blind and Strangulate. The Paladin can also land a clutch HoJ on the enemy healer for an extra few seconds of control. The Rogue can unleash a Smoke Bomb to ensure a kill. A problem with this comp is that the Paladin is going to eventually run out of healing abilities to keep his team alive, but while he has his big cooldowns up he is a very powerful defensive support healer, providing extra mobility and unstoppable healing.

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kassi

Author:kassi
Realm:Tichondrius
陣営:Alliance
Class:Warlock
Guild:Foxtail Grass
Season14,15Gladiatorの自称名人様によるブログです。

Warlock:2790
Hunter:2427
Shaman:2402
Priest:2176
DK:2100

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