World of Warcraft Arena Opening Moves
Posted: Saturday, March 28, 2009
by Bill Kelly
After running about 40 matches in the 2009 World of Warcraft Arena Tournament I've started to see a few basic opening moves from the teams we got matched up against. I am a pretty casual player, typically playing a Druid, who is far more comfortable in the Battlegrounds than in the Arena environment but it's a heck of a lot of fun. So, here are a few basic opening moves I've noticed thus far.
Double Invisible - the clock ticks down, your pulse rises, the Arena gates swing open and you are looking at...nothing. Rogues, Druids, and Mages love to come out Invisible as it lets them pop up out of no where and proceed to kick the crap out of you. If you start out in Moonkin form have your Barkskin spell ready to go. When a Rogue or Druid pops up behind you with a melee shot or a pounce pop Barkskin to reduce the damage you take and possibly get a stun from your Brambles talent. Try to get a Faerie Fire on these classes as quickly as you can and keep refreshing it during the fight. It's must easier to wack stuff you can see.
The Chargers - melee types seem to love the charge move. The gates open and they burst out, mounted, charging right at you. The intent here is to get up in your face before you know what is going on. I tend to be able to deal with this one pretty well. You can buy time with a Typhoon to knock them back a bit, have an Instant Grasp ready to go and get your Trees on the ground. Pop off a Starfall as well. Once they get to you they run right into a damage swarm.
Obviously there are tons of these but the above three are some good general openers to be aware of.
Bill has spent way too much time playing a Druid in the World of Warcaft running his Balance Druid around and doing as much damage as he can in the Battlegrounds. For a free Druid guide atop by WoWDruid.com to check out more Druid tips, tricks, builds and info!
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