08-03-2007, 05:59 PM
From a Resto Shammie perspective, Ive only played 3v3 and it was with Vllad (protection Warrior) and Doph (PVE speced Hunter). We sorta sucked, but had a blast. So I have to say the first goal is to have fun
.
Here is the bottom line. Its all about surviving. I hear people talking about how they cant kill a resto shamie. Im hear to tell you that if 3 guys are beating on me, I die. If 2 of those can stun, I die fast. But if I can avoid 3 guys from beating on me, then I can help the team win. Good teams will target and kill me quickly. Then you just watch from the floor as they wipe up the rest of the rest of the team.
Also all the best laid plans are dead in combat. I went out and defined how much burst damage I could do out the gate. fighting against PVE its actually not to bad. I cant sustain burst damage, but I could get a fair chunk out in the beginning of the fight if I used nature swiftness, Blood Fury trinkets etc etc. But when I tried to apply these in the Arena, they didn't work well.
1. Don't run out there first. Let your MT's and DPSers engage. If the other team sees you first you will be targeted first and die really fast. I think its critical that we try to engage as a team fast, so that the other team is put on the defensive rather then the "healer hunt".
Bottom line, for most of our 3v3 wins, If I lived we won because Vllad and Doph won. If I was the first target and I died, we lost. So the lesson was try to not become the target.
1a. In the beginning do some damage. Get some frost shocks and chain lightnings out there. Then chill a bit on shocks and try to save them for the timed interrupt.
1b. Make sure your configuration is set up to not heal your self if a friendly isn't targeted. You should be able to target a enemy healer and watch for them to cast a heal. You can heal others in your party by casting a heal and then clicking them.
1c. With a level 1 earth shock (unless your mana is fine) interrupt the healer as late in thier casting as possible. the more time they consume waiting for their heal to hit the better.
1d. If you have clear casting and get the chime then always try to cast chain lighting. Its the most expensive and damaging spell you have.
2. Blood Lust. This is a great group buff for arena. The trick is to use it as soon as everyone is engaged in DPS output. It allows for everyone to kick off some very nice burst damage. Also if your mass targeted know that you are probabaly going to die, so cast it now.
3. Natures Swiftness. Save it for the crucial heal. There will come a time when it is the difference. You cast it on your self, in a survival attempt, or you use it to get that "running" last second save on one of your team members. It can be the difference between a win or a loss.
5. Chain healing. Honestly unless I'm left alone I don't use this allot in Arena / BG PVP. For the most part is because it gives the enemy a bright yellow line to follow to a healer. If I'm left alone and everyone is low, I would use it.
6. Totems. This is a deep subject. Many don't understand the difference between each totem type. People want windfury, and agility and grounding totem and wrath. Guess what, you only get one air. so which would you want. Earth, same thing. Earth bind is one of the best PVP totems, but so is tremor to manage the fears, and of course warriors like the STR.
So I think it depends on the situation. But here are some facts.
Water- Healing totem for a Resto shamie heals me for about 100 hp a tick. Thats not bad. However if you have a couple of rogues your fighting, cure poison will cure what ales you. In the end, I use Healing totem, and then mana tide later on as needed.
Air - Grounding totem is nice, but you should cast it ASAP, so that you can cast another as soon as its spent. However if you have hunters and rogs in your group agility will boost the groups DPS very nicely and give you the win. If you have loc;s, mages and shadow priest, then wrath of air will help destroy the enemy. It depends on your group. But my take is if you have a mixed group, then keep a grounding totem out there as often as possible. Very low mana, and will eat a mages 3k bolt. Thats a heal your dont have to give. Mash it as soon as its up.
Earth - Either earth bind or Tremor. It depends on your enemy. If they have a bunch of fearing classes, then tremor totem all the way. If not then get that Earth bind into the middle of the fray so your tanks can pound on em.
Fire - Its easy to cast a searing totem that will do 140 dps every 2 secs. If everyone is gathered togeather then nova is cool, but its allot of mana for something that can be destroyed with one little hit.
not checked for typos..... course I rarely do...
.Here is the bottom line. Its all about surviving. I hear people talking about how they cant kill a resto shamie. Im hear to tell you that if 3 guys are beating on me, I die. If 2 of those can stun, I die fast. But if I can avoid 3 guys from beating on me, then I can help the team win. Good teams will target and kill me quickly. Then you just watch from the floor as they wipe up the rest of the rest of the team.
Also all the best laid plans are dead in combat. I went out and defined how much burst damage I could do out the gate. fighting against PVE its actually not to bad. I cant sustain burst damage, but I could get a fair chunk out in the beginning of the fight if I used nature swiftness, Blood Fury trinkets etc etc. But when I tried to apply these in the Arena, they didn't work well.
1. Don't run out there first. Let your MT's and DPSers engage. If the other team sees you first you will be targeted first and die really fast. I think its critical that we try to engage as a team fast, so that the other team is put on the defensive rather then the "healer hunt".
Bottom line, for most of our 3v3 wins, If I lived we won because Vllad and Doph won. If I was the first target and I died, we lost. So the lesson was try to not become the target.
1a. In the beginning do some damage. Get some frost shocks and chain lightnings out there. Then chill a bit on shocks and try to save them for the timed interrupt.
1b. Make sure your configuration is set up to not heal your self if a friendly isn't targeted. You should be able to target a enemy healer and watch for them to cast a heal. You can heal others in your party by casting a heal and then clicking them.
1c. With a level 1 earth shock (unless your mana is fine) interrupt the healer as late in thier casting as possible. the more time they consume waiting for their heal to hit the better.
1d. If you have clear casting and get the chime then always try to cast chain lighting. Its the most expensive and damaging spell you have.
2. Blood Lust. This is a great group buff for arena. The trick is to use it as soon as everyone is engaged in DPS output. It allows for everyone to kick off some very nice burst damage. Also if your mass targeted know that you are probabaly going to die, so cast it now.
3. Natures Swiftness. Save it for the crucial heal. There will come a time when it is the difference. You cast it on your self, in a survival attempt, or you use it to get that "running" last second save on one of your team members. It can be the difference between a win or a loss.
5. Chain healing. Honestly unless I'm left alone I don't use this allot in Arena / BG PVP. For the most part is because it gives the enemy a bright yellow line to follow to a healer. If I'm left alone and everyone is low, I would use it.
6. Totems. This is a deep subject. Many don't understand the difference between each totem type. People want windfury, and agility and grounding totem and wrath. Guess what, you only get one air. so which would you want. Earth, same thing. Earth bind is one of the best PVP totems, but so is tremor to manage the fears, and of course warriors like the STR.
So I think it depends on the situation. But here are some facts.
Water- Healing totem for a Resto shamie heals me for about 100 hp a tick. Thats not bad. However if you have a couple of rogues your fighting, cure poison will cure what ales you. In the end, I use Healing totem, and then mana tide later on as needed.
Air - Grounding totem is nice, but you should cast it ASAP, so that you can cast another as soon as its spent. However if you have hunters and rogs in your group agility will boost the groups DPS very nicely and give you the win. If you have loc;s, mages and shadow priest, then wrath of air will help destroy the enemy. It depends on your group. But my take is if you have a mixed group, then keep a grounding totem out there as often as possible. Very low mana, and will eat a mages 3k bolt. Thats a heal your dont have to give. Mash it as soon as its up.
Earth - Either earth bind or Tremor. It depends on your enemy. If they have a bunch of fearing classes, then tremor totem all the way. If not then get that Earth bind into the middle of the fray so your tanks can pound on em.
Fire - Its easy to cast a searing totem that will do 140 dps every 2 secs. If everyone is gathered togeather then nova is cool, but its allot of mana for something that can be destroyed with one little hit.
not checked for typos..... course I rarely do...
Maul, the Bashing Shamie
"If you want to change the world, be that change."
--Gandhi
"If you want to change the world, be that change."
--Gandhi
